1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify |
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 3 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, see <http://www.gnu.org/licenses/>. |
19 | * and the GNU General Public License along with this program. If not, see |
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20 | * <http://www.gnu.org/licenses/>. |
20 | * |
21 | * |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
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24 | |
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25 | //+GPL |
23 | |
26 | |
24 | #include <global.h> |
27 | #include <global.h> |
25 | #include <sproto.h> |
28 | #include <sproto.h> |
26 | #include <sounds.h> |
29 | #include <sounds.h> |
27 | #include <living.h> |
30 | #include <living.h> |
… | |
… | |
32 | #include <algorithm> |
35 | #include <algorithm> |
33 | #include <functional> |
36 | #include <functional> |
34 | |
37 | |
35 | playervec players; |
38 | playervec players; |
36 | |
39 | |
37 | void |
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38 | display_motd (const object *op) |
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39 | { |
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40 | char buf[MAX_BUF]; |
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41 | char motd[HUGE_BUF]; |
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42 | FILE *fp; |
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43 | int comp; |
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44 | int size; |
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45 | |
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46 | sprintf (buf, "%s/%s", settings.confdir, settings.motd); |
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47 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
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48 | return; |
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49 | |
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50 | motd[0] = '\0'; |
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51 | size = 0; |
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52 | |
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53 | while (fgets (buf, MAX_BUF, fp)) |
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54 | { |
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55 | if (*buf == '#') |
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56 | continue; |
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57 | |
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58 | strncat (motd + size, buf, HUGE_BUF - size); |
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59 | size += strlen (buf); |
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60 | } |
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61 | |
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62 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); |
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63 | close_and_delete (fp, comp); |
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64 | } |
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65 | |
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66 | void |
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67 | send_rules (const object *op) |
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68 | { |
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69 | char buf[MAX_BUF]; |
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70 | char rules[HUGE_BUF]; |
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71 | FILE *fp; |
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72 | int comp; |
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73 | int size; |
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74 | |
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75 | sprintf (buf, "%s/%s", settings.confdir, settings.rules); |
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76 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
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77 | return; |
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78 | |
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79 | rules[0] = '\0'; |
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80 | size = 0; |
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81 | |
|
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82 | while (fgets (buf, MAX_BUF, fp)) |
|
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83 | { |
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84 | if (*buf == '#') |
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85 | continue; |
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86 | |
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87 | if (size + strlen (buf) >= HUGE_BUF) |
|
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88 | { |
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89 | LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); |
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90 | break; |
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91 | } |
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92 | |
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93 | strncat (rules + size, buf, HUGE_BUF - size); |
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94 | size += strlen (buf); |
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95 | } |
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96 | |
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97 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); |
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98 | close_and_delete (fp, comp); |
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99 | } |
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100 | |
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101 | void |
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102 | send_news (const object *op) |
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103 | { |
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104 | char buf[MAX_BUF]; |
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105 | char news[HUGE_BUF]; |
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106 | char subject[MAX_BUF]; |
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107 | FILE *fp; |
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108 | int comp; |
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109 | int size; |
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110 | |
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111 | sprintf (buf, "%s/%s", settings.confdir, settings.news); |
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112 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
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113 | return; |
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114 | |
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115 | news[0] = '\0'; |
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116 | subject[0] = '\0'; |
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117 | size = 0; |
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118 | |
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119 | while (fgets (buf, MAX_BUF, fp)) |
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120 | { |
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121 | if (*buf == '#') |
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122 | continue; |
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123 | |
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124 | if (*buf == '%') |
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125 | { /* send one news */ |
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126 | if (size > 0) |
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127 | 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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128 | |
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129 | strcpy (subject, buf + 1); |
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130 | strip_endline (subject); |
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131 | size = 0; |
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132 | news[0] = '\0'; |
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133 | } |
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134 | else |
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135 | { |
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136 | if (size + strlen (buf) >= HUGE_BUF) |
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137 | { |
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138 | LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF); |
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139 | break; |
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140 | } |
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141 | strncat (news + size, buf, HUGE_BUF - size); |
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142 | size += strlen (buf); |
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143 | } |
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144 | } |
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145 | |
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146 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
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147 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); |
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148 | close_and_delete (fp, comp); |
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149 | } |
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150 | |
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151 | /* This loads the first map an puts the player on it. */ |
40 | /* This loads the first map an puts the player on it. */ |
152 | static void |
41 | static void |
153 | set_first_map (object *op) |
42 | set_first_map (object *op) |
154 | { |
43 | { |
155 | op->contr->maplevel = first_map_path; |
44 | op->contr->maplevel = first_map_path; |
… | |
… | |
165 | |
54 | |
166 | players.insert (this); |
55 | players.insert (this); |
167 | ob->remove (); |
56 | ob->remove (); |
168 | ob->map = 0; |
57 | ob->map = 0; |
169 | ob->activate_recursive (); |
58 | ob->activate_recursive (); |
170 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
59 | ob->clr_flag (FLAG_FRIENDLY); |
171 | add_friendly_object (ob); |
60 | add_friendly_object (ob); |
172 | } |
61 | } |
173 | |
62 | |
174 | void |
63 | void |
175 | player::deactivate () |
64 | player::deactivate () |
… | |
… | |
187 | ob->remove (); |
76 | ob->remove (); |
188 | ob->enemy = 0; // sometimes keeps an extra refcount on itself |
77 | ob->enemy = 0; // sometimes keeps an extra refcount on itself |
189 | ob->map = 0; |
78 | ob->map = 0; |
190 | party = 0; |
79 | party = 0; |
191 | |
80 | |
192 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
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193 | |
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194 | players.erase (this); |
81 | players.erase (this); |
195 | } |
82 | } |
196 | |
83 | |
197 | // connect the player with a specific client |
84 | // connect the player with a specific client |
198 | // also changes, rationalises, and fixes some incorrect settings |
85 | // also changes, rationalises, and fixes some incorrect settings |
… | |
… | |
207 | ob->close_container (); //TODO: client-specific |
94 | ob->close_container (); //TODO: client-specific |
208 | |
95 | |
209 | ns->update_look = 0; |
96 | ns->update_look = 0; |
210 | ns->look_position = 0; |
97 | ns->look_position = 0; |
211 | |
98 | |
212 | clear_los (this); |
99 | clear_los (); |
213 | |
100 | |
214 | ns->reset_stats (); |
101 | ns->reset_stats (); |
215 | |
102 | |
216 | /* make sure he's a player -- needed because of class change. */ |
103 | /* make sure he's a player -- needed because of class change. */ |
217 | ob->type = PLAYER; // we are paranoid |
104 | ob->type = PLAYER; // we are paranoid |
218 | ob->race = ob->arch->race; |
105 | ob->race = ob->arch->race; |
219 | |
106 | |
220 | ob->carrying = sum_weight (ob); |
107 | ob->update_weight (); |
221 | link_player_skills (ob); |
108 | link_skills (); |
222 | |
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223 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
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224 | |
109 | |
225 | assign (title, ob->arch->object::name); |
110 | assign (title, ob->arch->object::name); |
226 | |
111 | |
227 | /* if it's a dragon player, set the correct title here */ |
112 | /* if it's a dragon player, set the correct title here */ |
228 | if (is_dragon_pl (ob)) |
113 | if (ob->is_dragon ()) |
229 | { |
114 | { |
230 | object *tmp, *abil = 0, *skin = 0; |
115 | object *tmp, *abil = 0, *skin = 0; |
231 | |
116 | |
232 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
117 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
233 | if (tmp->type == FORCE) |
118 | if (tmp->type == FORCE) |
… | |
… | |
239 | set_dragon_name (ob, abil, skin); |
124 | set_dragon_name (ob, abil, skin); |
240 | } |
125 | } |
241 | |
126 | |
242 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
127 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
243 | |
128 | |
244 | esrv_new_player (this, ob->weight + ob->carrying); |
129 | esrv_new_player (this); |
245 | |
130 | |
246 | ob->update_stats (); |
131 | ob->update_stats (); |
247 | |
132 | |
248 | ns->floorbox_update (); |
133 | ns->floorbox_update (); |
249 | esrv_send_inventory (ob, ob); |
134 | esrv_send_inventory (ob, ob); |
250 | esrv_add_spells (this, 0); |
135 | esrv_add_spells (this, 0); |
251 | |
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 |
252 | activate (); |
143 | activate (); |
253 | |
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254 | send_rules (ob); |
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255 | send_news (ob); |
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256 | display_motd (ob); |
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257 | |
144 | |
258 | INVOKE_PLAYER (CONNECT, this); |
145 | INVOKE_PLAYER (CONNECT, this); |
259 | INVOKE_PLAYER (LOGIN, this); |
146 | INVOKE_PLAYER (LOGIN, this); |
260 | } |
147 | } |
261 | |
148 | |
… | |
… | |
278 | ns->reset_stats (); |
165 | ns->reset_stats (); |
279 | ns->pl = 0; |
166 | ns->pl = 0; |
280 | ns = 0; |
167 | ns = 0; |
281 | } |
168 | } |
282 | |
169 | |
283 | observe = ob; |
170 | // this is important for the player scheduler to get the correct refcount |
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171 | // when ns = 0 |
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172 | observe = viewpoint = ob; |
284 | |
173 | |
285 | deactivate (); |
174 | deactivate (); |
286 | } |
175 | } |
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176 | |
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177 | //-GPL |
287 | |
178 | |
288 | // the need for this function can be explained |
179 | // the need for this function can be explained |
289 | // by load_object not returning the object |
180 | // by load_object not returning the object |
290 | void |
181 | void |
291 | player::set_object (object *op) |
182 | player::set_object (object *op) |
292 | { |
183 | { |
293 | ob = observe = op; |
184 | ob = observe = viewpoint = op; |
294 | ob->contr = this; /* this aren't yet in archetype */ |
185 | ob->contr = this; /* this aren't yet in archetype */ |
295 | |
186 | |
296 | ob->speed = 1.0f; |
187 | ob->speed = 1.0f; |
297 | ob->speed_left = 0.5f; |
188 | ob->speed_left = 0.5f; |
298 | |
189 | |
299 | ob->direction = 5; /* So player faces south */ |
190 | ob->direction = 5; /* So player faces south */ |
300 | |
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301 | ob->flag [FLAG_READY_WEAPON] = false; |
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302 | ob->flag [FLAG_READY_SKILL] = false; |
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303 | ob->flag [FLAG_READY_BOW] = false; |
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304 | |
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305 | for (object *op = ob->inv; op; op = op->below) |
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306 | if (op->flag [FLAG_APPLIED]) |
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307 | switch (op->type) |
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308 | { |
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309 | case SKILL: |
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310 | ob->flag [FLAG_APPLIED] = false; |
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311 | break; |
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312 | |
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313 | case WAND: |
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314 | case ROD: |
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315 | case HORN: |
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316 | case BOW: |
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317 | ranged_ob = op; |
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318 | break; |
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319 | |
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320 | case WEAPON: |
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321 | combat_ob = op; |
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322 | break; |
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323 | } |
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324 | |
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325 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
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326 | } |
191 | } |
327 | |
192 | |
328 | void |
193 | void |
329 | player::set_observe (object *op) |
194 | player::set_observe (object *op) |
330 | { |
195 | { |
331 | observe = op ? op : ob; |
196 | observe = viewpoint = op ? op : ob; |
332 | do_los = 1; |
197 | do_los = 1; |
333 | } |
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 |
334 | |
208 | |
335 | player::player () |
209 | player::player () |
336 | { |
210 | { |
337 | /* There are some elements we want initialised to non zero value - |
211 | /* There are some elements we want initialised to non zero value - |
338 | * we deal with that below this point. |
212 | * we deal with that below this point. |
… | |
… | |
344 | savebed_map = first_map_path; /* Init. respawn position */ |
218 | savebed_map = first_map_path; /* Init. respawn position */ |
345 | |
219 | |
346 | gen_sp_armour = 10; |
220 | gen_sp_armour = 10; |
347 | bowtype = bow_normal; |
221 | bowtype = bow_normal; |
348 | petmode = pet_normal; |
222 | petmode = pet_normal; |
349 | listening = 10; |
|
|
350 | usekeys = containers; |
223 | usekeys = containers; |
351 | peaceful = 1; /* default peaceful */ |
224 | peaceful = 1; /* default peaceful */ |
352 | do_los = 1; |
225 | do_los = 1; |
353 | |
226 | |
354 | weapon_sp = 1.0f; |
227 | weapon_sp = 1.0f; |
… | |
… | |
361 | disconnect (); |
234 | disconnect (); |
362 | |
235 | |
363 | attachable::do_destroy (); |
236 | attachable::do_destroy (); |
364 | |
237 | |
365 | if (ob) |
238 | if (ob) |
366 | { |
|
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367 | ob->destroy_inv (false); |
|
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368 | ob->destroy (); |
239 | ob->destroy (); |
369 | } |
|
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370 | |
240 | |
371 | ob = observe = 0; |
241 | ob = observe = viewpoint = 0; |
372 | } |
242 | } |
373 | |
243 | |
374 | player::~player () |
244 | player::~player () |
375 | { |
245 | { |
376 | /* Clear item stack */ |
246 | /* Clear item stack */ |
377 | free (stack_items); |
247 | free (stack_items); |
|
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248 | } |
|
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249 | |
|
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250 | /* |
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251 | * get_player_archetype() return next player archetype from archetype |
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252 | * list. Not very efficient routine, but used only creating new players. |
|
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253 | * Note: there MUST be at least one player archetype! |
|
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254 | */ |
|
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255 | static archetype * |
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256 | get_player_archetype (archetype *at) |
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257 | { |
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258 | // archetypes could have been reloaded |
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259 | archetype *nat = at ? archetype::find (at->archname) : archetypes [0]; |
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260 | |
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261 | if (!nat) |
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262 | return at; |
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263 | |
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264 | archvec::iterator i = archetypes.find (nat); |
|
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265 | |
|
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266 | for (;;) |
|
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267 | { |
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268 | if (++i == archetypes.end ()) |
|
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269 | i = archetypes.begin (); |
|
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270 | else if (*i == at) |
|
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271 | cleanup ("not a single player archetype found"); |
|
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272 | |
|
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273 | if ((*i)->type == PLAYER) |
|
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274 | return *i; |
|
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275 | } |
378 | } |
276 | } |
379 | |
277 | |
380 | /* Tries to add player on the connection passed in ns. |
278 | /* Tries to add player on the connection passed in ns. |
381 | * 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 |
382 | * mode. |
280 | * mode. |
… | |
… | |
384 | player * |
282 | player * |
385 | player::create () |
283 | player::create () |
386 | { |
284 | { |
387 | player *pl = new player; |
285 | player *pl = new player; |
388 | |
286 | |
389 | pl->set_object (arch_to_object (get_player_archetype (0))); |
287 | pl->set_object (get_player_archetype (0)->instance ()); |
390 | |
288 | |
391 | pl->ob->roll_stats (); |
289 | pl->ob->roll_stats (); |
392 | pl->ob->stats.wc = 2; |
290 | pl->ob->stats.wc = 2; |
393 | pl->ob->run_away = 25; /* Then we panick... */ |
291 | pl->ob->run_away = 25; /* Then we panick... */ |
394 | |
292 | |
395 | set_first_map (pl->ob); |
293 | set_first_map (pl->ob); |
396 | |
294 | |
397 | return pl; |
295 | return pl; |
398 | } |
|
|
399 | |
|
|
400 | /* |
|
|
401 | * get_player_archetype() return next player archetype from archetype |
|
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402 | * list. Not very efficient routine, but used only creating new players. |
|
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403 | * Note: there MUST be at least one player archetype! |
|
|
404 | */ |
|
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405 | archetype * |
|
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406 | get_player_archetype (archetype *at) |
|
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407 | { |
|
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408 | archvec::iterator i = at ? archetypes.find (at) : archetypes.begin (); |
|
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409 | |
|
|
410 | for (;;) |
|
|
411 | { |
|
|
412 | if (++i == archetypes.end ()) |
|
|
413 | i = archetypes.begin (); |
|
|
414 | else if (*i == at) |
|
|
415 | cleanup ("not a single player archetype found"); |
|
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416 | |
|
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417 | if ((*i)->type == PLAYER) |
|
|
418 | return *i; |
|
|
419 | } |
|
|
420 | } |
296 | } |
421 | |
297 | |
422 | object * |
298 | object * |
423 | get_nearest_player (object *mon) |
299 | get_nearest_player (object *mon) |
424 | { |
300 | { |
… | |
… | |
498 | */ |
374 | */ |
499 | int |
375 | int |
500 | path_to_player (object *mon, object *pl, unsigned mindiff) |
376 | path_to_player (object *mon, object *pl, unsigned mindiff) |
501 | { |
377 | { |
502 | rv_vector rv; |
378 | rv_vector rv; |
503 | sint16 x, y; |
|
|
504 | 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; |
505 | maptile *m, *lastmap; |
|
|
506 | |
380 | |
507 | get_rangevector (mon, pl, &rv, 0); |
381 | get_rangevector (mon, pl, &rv, 0); |
508 | |
382 | |
509 | if (rv.distance < mindiff) |
383 | if (rv.distance < mindiff) |
510 | return 0; |
384 | return 0; |
511 | |
385 | |
512 | x = mon->x; |
386 | mapxy pos (mon); |
513 | y = mon->y; |
|
|
514 | m = mon->map; |
|
|
515 | dir = rv.direction; |
387 | dir = rv.direction; |
516 | 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 */ |
517 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
389 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
518 | |
390 | |
519 | /* 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. */ |
520 | if (diff > max) |
392 | if (diff > max) |
521 | return 0; |
393 | return 0; |
522 | |
394 | |
523 | while (diff > 1 && max > 0) |
395 | while (diff > 1 && max > 0) |
524 | { |
396 | { |
525 | lastx = x; |
397 | mapxy lastpos = pos; |
526 | lasty = y; |
|
|
527 | lastmap = m; |
|
|
528 | x = lastx + freearr_x[dir]; |
|
|
529 | y = lasty + freearr_y[dir]; |
|
|
530 | |
398 | |
531 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
399 | pos.move (dir); |
532 | blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y); |
|
|
533 | |
400 | |
534 | /* Space is blocked - try changing direction a little */ |
401 | /* Space is blocked - try changing direction a little */ |
535 | if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) |
402 | if (!pos.normalise () |
536 | && (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))) |
537 | { |
405 | { |
538 | /* recalculate direction from last good location. Possible |
406 | /* recalculate direction from last good location. Possible |
539 | * we were not traversing ideal location before. |
407 | * we were not traversing ideal location before. |
540 | */ |
408 | */ |
541 | get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); |
409 | get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0); |
542 | if (rv.direction != dir) |
410 | if (rv.direction != dir) |
543 | { |
411 | { |
544 | /* OK - says direction should be different - lets reset the |
412 | /* OK - says direction should be different - lets reset the |
545 | * the values so it will try again. |
413 | * the values so it will try again. |
546 | */ |
414 | */ |
547 | x = lastx; |
|
|
548 | y = lasty; |
|
|
549 | m = lastmap; |
415 | pos = lastpos; |
550 | dir = firstdir = rv.direction; |
416 | dir = firstdir = rv.direction; |
551 | } |
417 | } |
552 | else |
418 | else |
553 | { |
419 | { |
554 | /* direct path is blocked - try taking a side step to |
420 | /* direct path is blocked - try taking a side step to |
… | |
… | |
561 | */ |
427 | */ |
562 | for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) |
428 | for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) |
563 | { |
429 | { |
564 | if (i == 0) |
430 | if (i == 0) |
565 | continue; /* already did this, so skip it */ |
431 | continue; /* already did this, so skip it */ |
|
|
432 | |
566 | /* Use lastdir here - otherwise, |
433 | /* Use lastdir here - otherwise, |
567 | * since the direction that the creature should move in |
434 | * since the direction that the creature should move in |
568 | * may change, you could get infinite loops. |
435 | * may change, you could get infinite loops. |
569 | * ie, player is northwest, but monster can only |
436 | * ie, player is northwest, but monster can only |
570 | * move west, so it does that. It goes some distance, |
437 | * move west, so it does that. It goes some distance, |
… | |
… | |
572 | * 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 |
573 | * gets back to its original point. lastdir contains |
440 | * gets back to its original point. lastdir contains |
574 | * the last direction the creature has successfully |
441 | * the last direction the creature has successfully |
575 | * moved. |
442 | * moved. |
576 | */ |
443 | */ |
577 | |
|
|
578 | x = lastx + freearr_x[absdir (lastdir + i)]; |
|
|
579 | y = lasty + freearr_y[absdir (lastdir + i)]; |
|
|
580 | m = lastmap; |
444 | pos = lastpos; |
581 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
445 | pos.move (absdir (lastdir + i)); |
582 | if (mflags & P_OUT_OF_MAP) |
446 | |
|
|
447 | if (!pos.normalise ()) |
583 | continue; |
448 | continue; |
584 | blocked = GET_MAP_MOVE_BLOCK (m, x, y); |
449 | |
585 | if (OB_TYPE_MOVE_BLOCK (mon, blocked)) |
450 | mapspace &ms = *pos; |
|
|
451 | |
|
|
452 | if (ms.flags () & P_BLOCKSVIEW) |
586 | continue; |
453 | continue; |
587 | if (mflags & P_BLOCKSVIEW) |
454 | |
|
|
455 | if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block)) |
588 | continue; |
456 | continue; |
589 | |
457 | |
590 | if (m == mon->map && blocked_link (mon, m, x, y)) |
458 | if (blocked_link (mon, pos.m, pos.x, pos.y)) |
591 | break; |
459 | break; |
592 | } |
460 | } |
|
|
461 | |
593 | /* go through entire loop without finding a valid |
462 | /* go through entire loop without finding a valid |
594 | * sidestep to take - thus, no valid path. |
463 | * sidestep to take - thus, no valid path. |
595 | */ |
464 | */ |
596 | if (i == (DETOUR_AMOUNT + 1)) |
465 | if (i == DETOUR_AMOUNT + 1) |
597 | return 0; |
466 | return 0; |
|
|
467 | |
598 | diff--; |
468 | diff--; |
599 | lastdir = dir; |
469 | lastdir = dir; |
600 | max--; |
470 | max--; |
601 | if (!firstdir) |
471 | if (!firstdir) |
602 | firstdir = dir + i; |
472 | firstdir = dir + i; |
… | |
… | |
606 | { |
476 | { |
607 | /* we moved towards creature, so diff is less */ |
477 | /* we moved towards creature, so diff is less */ |
608 | diff--; |
478 | diff--; |
609 | max--; |
479 | max--; |
610 | lastdir = dir; |
480 | lastdir = dir; |
|
|
481 | |
611 | if (!firstdir) |
482 | if (!firstdir) |
612 | firstdir = dir; |
483 | firstdir = dir; |
613 | } |
484 | } |
614 | |
485 | |
615 | if (diff <= 1) |
486 | if (diff <= 1) |
616 | { |
487 | { |
617 | /* Recalculate diff (distance) because we may not have actually |
488 | /* Recalculate diff (distance) because we may not have actually |
618 | * headed toward player for entire distance. |
489 | * headed toward player for entire distance. |
619 | */ |
490 | */ |
620 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
491 | get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0); |
621 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
492 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
622 | } |
493 | } |
623 | |
494 | |
624 | if (diff > max) |
495 | if (diff > max) |
625 | return 0; |
496 | return 0; |
… | |
… | |
631 | |
502 | |
632 | return firstdir; |
503 | return firstdir; |
633 | } |
504 | } |
634 | |
505 | |
635 | void |
506 | void |
636 | give_initial_items (object *pl, treasurelist * items) |
507 | give_initial_items (object *pl, treasurelist *items) |
637 | { |
508 | { |
638 | if (pl->randomitems) |
509 | if (pl->randomitems) |
639 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
510 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
640 | |
511 | |
641 | for (object *next, *op = pl->inv; op; op = next) |
512 | for (object *next, *op = pl->inv; op; op = next) |
… | |
… | |
643 | next = op->below; |
514 | next = op->below; |
644 | |
515 | |
645 | /* Forces get applied per default, unless they have the |
516 | /* Forces get applied per default, unless they have the |
646 | * 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 |
647 | */ |
518 | */ |
648 | if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) |
519 | if (op->type == FORCE && !op->flag [FLAG_NEUTRAL]) |
649 | SET_FLAG (op, FLAG_APPLIED); |
520 | op->set_flag (FLAG_APPLIED); |
650 | |
521 | |
651 | /* we never give weapons/armour if these cannot be used |
522 | /* we never give weapons/armour if these cannot be used |
652 | * by this player due to race restrictions |
523 | * by this player due to race restrictions |
653 | */ |
524 | */ |
654 | if (pl->type == PLAYER) |
525 | if (pl->type == PLAYER) |
655 | { |
526 | { |
656 | if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && |
527 | if ((!pl->flag [FLAG_USE_ARMOUR] |
|
|
528 | && |
657 | (op->type == ARMOUR || op->type == BOOTS || |
529 | (op->type == ARMOUR || op->type == BOOTS |
658 | op->type == CLOAK || op->type == HELMET || |
530 | || op->type == CLOAK || op->type == HELMET |
659 | op->type == SHIELD || op->type == GLOVES || |
531 | || op->type == SHIELD || op->type == GLOVES |
660 | 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)) |
661 | { |
534 | { |
662 | op->destroy (); |
535 | op->destroy (); |
663 | continue; |
536 | continue; |
664 | } |
537 | } |
665 | } |
538 | } |
666 | |
539 | |
667 | /* This really needs to be better - we should really give |
540 | /* Here we remove duplicated skills (as duplicated spell objects have |
668 | * a substitute spellbook. The problem is that we don't really |
541 | * _very_ confusing effects for players), which could for instance be |
669 | * have a good idea what to replace it with (need something like |
542 | * generated by bad treasurelists. - elmex |
670 | * a first level treasurelist for each skill.) |
|
|
671 | * remove duplicate skills also |
|
|
672 | */ |
543 | */ |
673 | if (op->type == SPELLBOOK || op->type == SKILL) |
544 | if (op->type == SKILL) |
674 | { |
545 | { |
675 | object *tmp; |
|
|
676 | |
|
|
677 | for (tmp = op->below; tmp; tmp = tmp->below) |
546 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
678 | if (tmp->type == op->type && tmp->name == op->name) |
547 | if (tmp->type == op->type && tmp->name == op->name) |
679 | break; |
|
|
680 | |
|
|
681 | if (tmp) |
|
|
682 | { |
548 | { |
683 | op->destroy (); |
549 | op->destroy (); |
|
|
550 | LOG (llevError, |
684 | LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); |
551 | "give_initial_items: Removing duplicate skill %s\n", &tmp->name); |
685 | continue; |
552 | break; |
686 | } |
553 | } |
687 | |
554 | |
688 | if (op->nrof > 1) |
555 | if (op->nrof > 1) |
689 | op->nrof = 1; |
556 | op->nrof = 1; |
690 | } |
557 | } |
691 | |
558 | |
692 | if (op->type == SPELLBOOK && op->inv) |
559 | if (op->type == SPELLBOOK && op->inv) |
693 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
560 | op->inv->clr_flag (FLAG_STARTEQUIP); |
694 | |
561 | |
695 | /* Give starting characters identified, uncursed, and undamned |
562 | /* Give starting characters identified, uncursed, and undamned |
696 | * 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 |
697 | * merged properly. |
564 | * merged properly. |
698 | */ |
565 | */ |
699 | if (need_identify (op)) |
566 | if (op->need_identify ()) |
700 | { |
|
|
701 | SET_FLAG (op, FLAG_IDENTIFIED); |
|
|
702 | CLEAR_FLAG (op, FLAG_CURSED); |
|
|
703 | CLEAR_FLAG (op, FLAG_DAMNED); |
|
|
704 | } |
567 | { |
|
|
568 | op->set_flag (FLAG_IDENTIFIED); |
|
|
569 | op->clr_flag (FLAG_CURSED); |
|
|
570 | op->clr_flag (FLAG_DAMNED); |
|
|
571 | } |
|
|
572 | |
705 | if (op->type == SPELL) |
573 | if (op->type == SPELL) |
706 | { |
574 | { |
707 | op->destroy (); |
575 | op->destroy (); |
708 | continue; |
576 | continue; |
709 | } |
577 | } |
710 | else if (op->type == SKILL) |
578 | else if (op->type == SKILL) |
711 | { |
579 | { |
712 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
580 | op->set_flag (FLAG_CAN_USE_SKILL); |
713 | op->stats.exp = 0; |
581 | op->stats.exp = 0; |
714 | op->level = 1; |
582 | op->level = 1; |
715 | } |
583 | } |
716 | /* lock all 'normal items by default */ |
584 | else /* lock all 'normal items by default */ |
717 | else |
585 | op->set_flag (FLAG_INV_LOCKED); |
718 | SET_FLAG (op, FLAG_INV_LOCKED); |
|
|
719 | } /* for loop of objects in player inv */ |
586 | } /* for loop of objects in player inv */ |
720 | |
587 | |
721 | /* Need to set up the skill pointers */ |
588 | /* Need to set up the skill pointers */ |
722 | link_player_skills (pl); |
589 | pl->contr->link_skills (); |
723 | } |
590 | } |
724 | |
591 | |
725 | void |
592 | void |
726 | get_party_password (object *op, partylist *party) |
593 | get_party_password (object *op, partylist *party) |
727 | { |
594 | { |
… | |
… | |
737 | 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:"); |
738 | } |
605 | } |
739 | |
606 | |
740 | /* 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. */ |
741 | static int |
608 | static int |
742 | roll_stat (void) |
609 | roll_stat () |
743 | { |
610 | { |
744 | int a[4], i, j, k; |
611 | int a[4], i, j, k; |
745 | |
612 | |
746 | for (i = 0; i < 4; i++) |
613 | for (i = 0; i < 4; i++) |
747 | a[i] = (int) rndm (6) + 1; |
614 | a[i] = (int) rndm (6) + 1; |
… | |
… | |
842 | */ |
709 | */ |
843 | void |
710 | void |
844 | player::chargen_race_done () |
711 | player::chargen_race_done () |
845 | { |
712 | { |
846 | /* this must before then initial items are given */ |
713 | /* this must before then initial items are given */ |
847 | esrv_new_player (ob->contr, ob->weight + ob->carrying); |
714 | esrv_new_player (ob->contr); |
848 | |
715 | |
849 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
716 | treasurelist *tl = treasurelist::find (shstr_starting_wealth); |
850 | if (tl) |
717 | if (tl) |
851 | create_treasure (tl, ob, 0, 0, 0); |
718 | create_treasure (tl, ob, 0, 0, 0); |
852 | |
719 | |
853 | INVOKE_PLAYER (BIRTH, ob->contr); |
720 | INVOKE_PLAYER (BIRTH, ob->contr); |
854 | INVOKE_PLAYER (LOGIN, ob->contr); |
721 | INVOKE_PLAYER (LOGIN, ob->contr); |
… | |
… | |
856 | ob->contr->ns->state = ST_PLAYING; |
723 | ob->contr->ns->state = ST_PLAYING; |
857 | |
724 | |
858 | if (ob->msg) |
725 | if (ob->msg) |
859 | ob->msg = 0; |
726 | ob->msg = 0; |
860 | |
727 | |
861 | /* We create this now because some of the unique maps will need it |
|
|
862 | * to save here. |
|
|
863 | */ |
|
|
864 | { |
|
|
865 | char buf[MAX_BUF]; |
|
|
866 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name); |
|
|
867 | make_path_to_file (buf); |
|
|
868 | } |
|
|
869 | |
|
|
870 | start_info (ob); |
728 | start_info (ob); |
871 | CLEAR_FLAG (ob, FLAG_WIZ); |
729 | ob->clr_flag (FLAG_WIZ); |
872 | give_initial_items (ob, ob->randomitems); |
730 | give_initial_items (ob, ob->randomitems); |
873 | link_player_skills (ob); |
|
|
874 | esrv_send_inventory (ob, ob); |
731 | esrv_send_inventory (ob, ob); |
875 | ob->update_stats (); |
732 | ob->update_stats (); |
876 | |
733 | |
877 | /* This moves the player to a different start map, if there |
734 | /* This moves the player to a different start map, if there |
878 | * is one for this race |
735 | * is one for this race |
879 | */ |
736 | */ |
880 | if (*first_map_ext_path) |
737 | if (*first_map_ext_path) |
881 | { |
738 | ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); |
882 | object *tmp; |
|
|
883 | char mapname[MAX_BUF]; |
|
|
884 | |
|
|
885 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname); |
|
|
886 | tmp = object::create (); |
|
|
887 | EXIT_PATH (tmp) = mapname; |
|
|
888 | EXIT_X (tmp) = ob->x; |
|
|
889 | EXIT_Y (tmp) = ob->y; |
|
|
890 | ob->enter_exit (tmp); /* we don't really care if it succeeded; |
|
|
891 | * if the map isn't there, then stay on the |
|
|
892 | * default initial map */ |
|
|
893 | tmp->destroy (); |
|
|
894 | } |
|
|
895 | else |
739 | else |
896 | LOG (llevDebug, "first_map_ext_path not set\n"); |
740 | LOG (llevDebug, "first_map_ext_path not set\n"); |
897 | } |
741 | } |
898 | |
742 | |
899 | void |
743 | void |
… | |
… | |
930 | ob->stats.hp = ob->stats.maxhp; |
774 | ob->stats.hp = ob->stats.maxhp; |
931 | ob->stats.sp = ob->stats.maxsp; |
775 | ob->stats.sp = ob->stats.maxsp; |
932 | ob->stats.grace = 0; |
776 | ob->stats.grace = 0; |
933 | } |
777 | } |
934 | |
778 | |
935 | void |
779 | static void |
936 | flee_player (object *op) |
780 | flee_player (object *op) |
937 | { |
781 | { |
938 | int dir, diff; |
782 | int dir, diff; |
939 | rv_vector rv; |
783 | rv_vector rv; |
940 | |
784 | |
941 | if (op->stats.hp < 0) |
785 | if (op->stats.hp < 0) |
942 | { |
786 | { |
943 | LOG (llevDebug, "Fleeing player is dead.\n"); |
787 | LOG (llevDebug, "Fleeing player is dead.\n"); |
944 | CLEAR_FLAG (op, FLAG_SCARED); |
788 | op->clr_flag (FLAG_SCARED); |
945 | return; |
789 | return; |
946 | } |
790 | } |
947 | |
791 | |
948 | if (op->enemy == NULL) |
792 | if (!op->enemy) |
949 | { |
793 | { |
950 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
794 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
951 | CLEAR_FLAG (op, FLAG_SCARED); |
795 | op->clr_flag (FLAG_SCARED); |
952 | return; |
796 | return; |
953 | } |
797 | } |
954 | |
798 | |
955 | /* 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)) |
956 | * op->enemy_count, it is possible that something destroys the |
|
|
957 | * actual enemy, and the object is recycled. |
|
|
958 | */ |
|
|
959 | if (op->enemy->map == NULL) |
|
|
960 | { |
800 | { |
961 | CLEAR_FLAG (op, FLAG_SCARED); |
|
|
962 | op->enemy = NULL; |
801 | op->enemy = NULL; |
963 | return; |
802 | op->clr_flag (FLAG_SCARED); |
964 | } |
|
|
965 | |
|
|
966 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
|
|
967 | { |
|
|
968 | op->enemy = NULL; |
|
|
969 | CLEAR_FLAG (op, FLAG_SCARED); |
|
|
970 | return; |
803 | return; |
971 | } |
804 | } |
972 | |
805 | |
973 | get_rangevector (op, op->enemy, &rv, 0); |
806 | get_rangevector (op, op->enemy, &rv, 0); |
974 | |
807 | |
975 | dir = absdir (4 + rv.direction); |
808 | dir = absdir (4 + rv.direction); |
976 | for (diff = 0; diff < 3; diff++) |
809 | for (diff = 0; diff < 3; diff++) |
977 | { |
810 | { |
978 | int m = 1 - (RANDOM () & 2); |
811 | int m = 1 - rndm (2) * 2; |
979 | |
812 | |
980 | 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)))) |
981 | return; |
814 | return; |
982 | } |
815 | } |
983 | |
816 | |
984 | /* Cornered, get rid of scared */ |
817 | /* Cornered, get rid of scared */ |
985 | CLEAR_FLAG (op, FLAG_SCARED); |
818 | op->clr_flag (FLAG_SCARED); |
986 | op->enemy = NULL; |
819 | op->enemy = NULL; |
987 | } |
820 | } |
988 | |
821 | |
989 | /* 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. |
990 | * 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 |
… | |
… | |
994 | check_pick (object *op) |
827 | check_pick (object *op) |
995 | { |
828 | { |
996 | object *tmp, *next; |
829 | object *tmp, *next; |
997 | int stop = 0; |
830 | int stop = 0; |
998 | int wvratio; |
831 | int wvratio; |
999 | char putstring[128]; |
|
|
1000 | |
832 | |
1001 | /* if you're flying, you cna't pick up anything */ |
833 | /* if you're flying, you can't pick up anything */ |
1002 | if (op->move_type & MOVE_FLYING) |
834 | if (op->move_type & MOVE_FLYING) |
1003 | return 1; |
835 | return 1; |
1004 | |
836 | |
1005 | next = op->below; |
837 | next = op->below; |
1006 | |
838 | |
1007 | int cnt = MAX_ITEM_PER_DROP; |
839 | int cnt = MAX_ITEM_PER_ACTION; |
1008 | #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) |
840 | #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) |
1009 | |
841 | |
1010 | /* 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 |
1011 | * destroyed */ |
843 | * destroyed */ |
1012 | while (next && !next->destroyed ()) |
844 | while (next && !next->destroyed ()) |
… | |
… | |
1028 | |
860 | |
1029 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
861 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
1030 | { |
862 | { |
1031 | if (item_matched_string (op, tmp, op->contr->search_str)) |
863 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1032 | CHK_PICK_PICKUP; |
864 | CHK_PICK_PICKUP; |
|
|
865 | |
1033 | continue; |
866 | continue; |
1034 | } |
867 | } |
1035 | |
868 | |
1036 | /* 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? */ |
1037 | if (!(op->contr->mode & PU_NEWMODE)) |
929 | if (op->contr->mode & PU_FOOD) |
|
|
930 | if (tmp->type == FOOD) |
1038 | { |
931 | { |
1039 | 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) |
1040 | { |
995 | { |
1041 | case 0: |
|
|
1042 | return 1; /* don't pick up */ |
|
|
1043 | case 1: |
|
|
1044 | CHK_PICK_PICKUP; |
996 | CHK_PICK_PICKUP; |
1045 | return 1; |
997 | continue; |
1046 | case 2: |
|
|
1047 | CHK_PICK_PICKUP; |
|
|
1048 | return 0; |
|
|
1049 | case 3: |
|
|
1050 | return 0; /* stop before pickup */ |
|
|
1051 | case 4: |
|
|
1052 | CHK_PICK_PICKUP; |
|
|
1053 | break; |
|
|
1054 | case 5: |
|
|
1055 | CHK_PICK_PICKUP; |
|
|
1056 | stop = 1; |
|
|
1057 | break; |
|
|
1058 | case 6: |
|
|
1059 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) |
|
|
1060 | && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
|
|
1061 | CHK_PICK_PICKUP; |
|
|
1062 | break; |
|
|
1063 | |
|
|
1064 | case 7: |
|
|
1065 | if (tmp->type == MONEY || tmp->type == GEM) |
|
|
1066 | CHK_PICK_PICKUP; |
|
|
1067 | break; |
|
|
1068 | |
|
|
1069 | default: |
|
|
1070 | /* use value density */ |
|
|
1071 | if (!QUERY_FLAG (tmp, FLAG_UNPAID) |
|
|
1072 | && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) |
|
|
1073 | CHK_PICK_PICKUP; |
|
|
1074 | } |
998 | } |
1075 | } |
999 | } |
1076 | else |
1000 | |
1077 | { /* old model */ |
1001 | /* rings & amulets - talismans seems to be typed AMULET */ |
1078 | /* NEW pickup handling */ |
|
|
1079 | 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) |
1080 | { |
1007 | { |
1081 | /* some debugging code to figure out item information */ |
1008 | CHK_PICK_PICKUP; |
1082 | if (tmp->name != NULL) |
|
|
1083 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
|
|
1084 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1085 | else |
|
|
1086 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
|
|
1087 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1088 | |
|
|
1089 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
|
|
1090 | } |
|
|
1091 | |
|
|
1092 | /* philosophy: |
|
|
1093 | * It's easy to grab an item type from a pile, as long as it's |
|
|
1094 | * generic. This takes no game-time. For more detailed pickups |
|
|
1095 | * and selections, select-items should be used. This is a |
|
|
1096 | * grab-as-you-run type mode that's really useful for arrows for |
|
|
1097 | * example. |
|
|
1098 | * The drawback: right now it has no frontend, so you need to |
|
|
1099 | * stick the bits you want into a calculator in hex mode and then |
|
|
1100 | * convert to decimal and then 'pickup <#> |
|
|
1101 | */ |
|
|
1102 | |
|
|
1103 | /* the first two modes are exclusive: if NOTHING we return, if |
|
|
1104 | * STOP then we stop. All the rest are applied sequentially, |
|
|
1105 | * meaning if any test passes, the item gets picked up. */ |
|
|
1106 | |
|
|
1107 | /* if mode is set to pick nothing up, return */ |
|
|
1108 | |
|
|
1109 | if (op->contr->mode & PU_NOTHING) |
|
|
1110 | return 1; |
|
|
1111 | |
|
|
1112 | /* if mode is set to stop when encountering objects, return */ |
|
|
1113 | /* take STOP before INHIBIT since it doesn't actually pick |
|
|
1114 | * anything up */ |
|
|
1115 | |
|
|
1116 | if (op->contr->mode & PU_STOP) |
|
|
1117 | return 0; |
|
|
1118 | |
|
|
1119 | /* useful for going into stores and not losing your settings... */ |
|
|
1120 | /* and for battles wher you don't want to get loaded down while |
|
|
1121 | * fighting */ |
|
|
1122 | if (op->contr->mode & PU_INHIBIT) |
|
|
1123 | return 1; |
|
|
1124 | |
|
|
1125 | /* prevent us from turning into auto-thieves :) */ |
|
|
1126 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
1127 | continue; |
1009 | continue; |
|
|
1010 | } |
1128 | |
1011 | |
1129 | /* ignore known cursed objects */ |
1012 | /* we don't forget dragon food */ |
1130 | 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; |
1131 | continue; |
1017 | continue; |
|
|
1018 | } |
1132 | |
1019 | |
1133 | /* all food and drink if desired */ |
1020 | /* bows and arrows. Bows are good for selling! */ |
1134 | /* 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 | |
1135 | if (op->contr->mode & PU_FOOD) |
1057 | if (op->contr->mode & PU_BOOTS) |
1136 | 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")) |
1137 | { |
1091 | { |
1138 | CHK_PICK_PICKUP; |
1092 | CHK_PICK_PICKUP; |
1139 | continue; |
1093 | continue; |
1140 | } |
1094 | } |
|
|
1095 | } |
1141 | |
1096 | |
|
|
1097 | /* misc stuff that's useful */ |
1142 | if (op->contr->mode & PU_DRINK) |
1098 | if (op->contr->mode & PU_KEY) |
1143 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
1099 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1144 | { |
1100 | { |
1145 | CHK_PICK_PICKUP; |
1101 | CHK_PICK_PICKUP; |
1146 | continue; |
1102 | continue; |
1147 | } |
1103 | } |
1148 | |
1104 | |
|
|
1105 | /* any of the last 4 bits set means we use the ratio for value |
|
|
1106 | * pickups */ |
1149 | if (op->contr->mode & PU_POTION) |
1107 | if (op->contr->mode & PU_RATIO) |
1150 | 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 |
1151 | { |
1112 | */ |
1152 | CHK_PICK_PICKUP; |
|
|
1153 | continue; |
|
|
1154 | } |
|
|
1155 | |
|
|
1156 | /* spellbooks, skillscrolls and normal books/scrolls */ |
|
|
1157 | if (op->contr->mode & PU_SPELLBOOK) |
|
|
1158 | if (tmp->type == SPELLBOOK) |
|
|
1159 | { |
|
|
1160 | CHK_PICK_PICKUP; |
|
|
1161 | continue; |
|
|
1162 | } |
|
|
1163 | |
|
|
1164 | if (op->contr->mode & PU_SKILLSCROLL) |
|
|
1165 | if (tmp->type == SKILLSCROLL) |
|
|
1166 | { |
|
|
1167 | CHK_PICK_PICKUP; |
|
|
1168 | continue; |
|
|
1169 | } |
|
|
1170 | |
|
|
1171 | if (op->contr->mode & PU_READABLES) |
|
|
1172 | if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) |
|
|
1173 | { |
|
|
1174 | CHK_PICK_PICKUP; |
|
|
1175 | continue; |
|
|
1176 | } |
|
|
1177 | |
|
|
1178 | /* wands/staves/rods/horns */ |
|
|
1179 | if (op->contr->mode & PU_MAGIC_DEVICE) |
|
|
1180 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
|
|
1181 | { |
|
|
1182 | CHK_PICK_PICKUP; |
|
|
1183 | continue; |
|
|
1184 | } |
|
|
1185 | |
|
|
1186 | /* pick up all magical items */ |
|
|
1187 | if (op->contr->mode & PU_MAGICAL) |
1113 | wvratio = op->contr->mode & PU_RATIO; |
1188 | 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) |
1189 | { |
|
|
1190 | CHK_PICK_PICKUP; |
|
|
1191 | continue; |
|
|
1192 | } |
|
|
1193 | |
|
|
1194 | if (op->contr->mode & PU_VALUABLES) |
|
|
1195 | { |
1115 | { |
1196 | if (tmp->type == MONEY || tmp->type == GEM) |
1116 | #if 0 |
|
|
1117 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
|
|
1118 | if (tmp->name != NULL) |
1197 | { |
1119 | { |
1198 | CHK_PICK_PICKUP; |
1120 | fprintf (stderr, "%s", tmp->name); |
1199 | continue; |
|
|
1200 | } |
1121 | } |
1201 | } |
|
|
1202 | |
|
|
1203 | /* rings & amulets - talismans seems to be typed AMULET */ |
|
|
1204 | if (op->contr->mode & PU_JEWELS) |
|
|
1205 | if (tmp->type == RING || tmp->type == AMULET) |
|
|
1206 | { |
|
|
1207 | CHK_PICK_PICKUP; |
|
|
1208 | continue; |
|
|
1209 | } |
|
|
1210 | |
|
|
1211 | /* we don't forget dragon food */ |
|
|
1212 | if (op->contr->mode & PU_FLESH) |
|
|
1213 | if (tmp->type == FLESH) |
|
|
1214 | { |
|
|
1215 | CHK_PICK_PICKUP; |
|
|
1216 | continue; |
|
|
1217 | } |
|
|
1218 | |
|
|
1219 | /* bows and arrows. Bows are good for selling! */ |
|
|
1220 | if (op->contr->mode & PU_BOW) |
|
|
1221 | if (tmp->type == BOW) |
|
|
1222 | { |
|
|
1223 | CHK_PICK_PICKUP; |
|
|
1224 | continue; |
|
|
1225 | } |
|
|
1226 | |
|
|
1227 | if (op->contr->mode & PU_ARROW) |
|
|
1228 | if (tmp->type == ARROW) |
|
|
1229 | { |
|
|
1230 | CHK_PICK_PICKUP; |
|
|
1231 | continue; |
|
|
1232 | } |
|
|
1233 | |
|
|
1234 | /* all kinds of armor etc. */ |
|
|
1235 | if (op->contr->mode & PU_ARMOUR) |
|
|
1236 | if (tmp->type == ARMOUR) |
|
|
1237 | { |
|
|
1238 | CHK_PICK_PICKUP; |
|
|
1239 | continue; |
|
|
1240 | } |
|
|
1241 | |
|
|
1242 | if (op->contr->mode & PU_HELMET) |
|
|
1243 | if (tmp->type == HELMET) |
|
|
1244 | { |
|
|
1245 | CHK_PICK_PICKUP; |
|
|
1246 | continue; |
|
|
1247 | } |
|
|
1248 | |
|
|
1249 | if (op->contr->mode & PU_SHIELD) |
|
|
1250 | if (tmp->type == SHIELD) |
|
|
1251 | { |
|
|
1252 | CHK_PICK_PICKUP; |
|
|
1253 | continue; |
|
|
1254 | } |
|
|
1255 | |
|
|
1256 | if (op->contr->mode & PU_BOOTS) |
|
|
1257 | if (tmp->type == BOOTS) |
|
|
1258 | { |
|
|
1259 | CHK_PICK_PICKUP; |
|
|
1260 | continue; |
|
|
1261 | } |
|
|
1262 | |
|
|
1263 | if (op->contr->mode & PU_GLOVES) |
|
|
1264 | if (tmp->type == GLOVES) |
|
|
1265 | { |
|
|
1266 | CHK_PICK_PICKUP; |
|
|
1267 | continue; |
|
|
1268 | } |
|
|
1269 | |
|
|
1270 | if (op->contr->mode & PU_CLOAK) |
|
|
1271 | if (tmp->type == CLOAK) |
|
|
1272 | { |
|
|
1273 | CHK_PICK_PICKUP; |
|
|
1274 | continue; |
|
|
1275 | } |
|
|
1276 | |
|
|
1277 | /* hoping to catch throwing daggers here */ |
|
|
1278 | if (op->contr->mode & PU_MISSILEWEAPON) |
|
|
1279 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
|
|
1280 | { |
|
|
1281 | CHK_PICK_PICKUP; |
|
|
1282 | continue; |
|
|
1283 | } |
|
|
1284 | |
|
|
1285 | /* careful: chairs and tables are weapons! */ |
|
|
1286 | if (op->contr->mode & PU_ALLWEAPON) |
|
|
1287 | { |
|
|
1288 | if (tmp->type == WEAPON && tmp->name != NULL) |
|
|
1289 | { |
|
|
1290 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL && |
|
|
1291 | strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) |
|
|
1292 | { |
|
|
1293 | CHK_PICK_PICKUP; |
|
|
1294 | continue; |
|
|
1295 | } |
|
|
1296 | } |
|
|
1297 | |
|
|
1298 | if (tmp->type == WEAPON && tmp->name == NULL) |
|
|
1299 | { |
|
|
1300 | if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL) |
|
|
1301 | { |
|
|
1302 | CHK_PICK_PICKUP; |
|
|
1303 | continue; |
|
|
1304 | } |
|
|
1305 | } |
|
|
1306 | } |
|
|
1307 | |
|
|
1308 | /* misc stuff that's useful */ |
|
|
1309 | if (op->contr->mode & PU_KEY) |
|
|
1310 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
|
|
1311 | { |
|
|
1312 | CHK_PICK_PICKUP; |
|
|
1313 | continue; |
|
|
1314 | } |
|
|
1315 | |
|
|
1316 | /* any of the last 4 bits set means we use the ratio for value |
|
|
1317 | * pickups */ |
|
|
1318 | if (op->contr->mode & PU_RATIO) |
|
|
1319 | { |
|
|
1320 | /* use value density to decide what else to grab */ |
|
|
1321 | /* >=7 was >= op->contr->mode */ |
|
|
1322 | /* >=7 is the old standard setting. Now we take the last 4 bits |
|
|
1323 | * and multiply them by 5, giving 0..15*5== 5..75 */ |
|
|
1324 | wvratio = (op->contr->mode & PU_RATIO) * 5; |
|
|
1325 | if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) |
|
|
1326 | { |
|
|
1327 | CHK_PICK_PICKUP; |
|
|
1328 | #if 0 |
|
|
1329 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
|
|
1330 | if (tmp->name != NULL) |
|
|
1331 | { |
|
|
1332 | fprintf (stderr, "%s", tmp->name); |
|
|
1333 | } |
|
|
1334 | else |
1122 | else |
1335 | fprintf (stderr, "%s", tmp->arch->archname); |
1123 | fprintf (stderr, "%s", tmp->arch->archname); |
1336 | fprintf (stderr, ",%d] = ", tmp->type); |
1124 | fprintf (stderr, ",%d] = ", tmp->type); |
1337 | 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)))); |
1338 | #endif |
1126 | #endif |
|
|
1127 | CHK_PICK_PICKUP; |
1339 | continue; |
1128 | continue; |
1340 | } |
|
|
1341 | } |
1129 | } |
1342 | } /* the new pickup model */ |
1130 | } /* the new pickup model */ |
1343 | } |
1131 | } |
1344 | |
1132 | |
1345 | 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; |
1346 | } |
1169 | } |
1347 | |
1170 | |
1348 | /* |
1171 | /* |
1349 | * Find an arrow in the inventory and after that |
1172 | * Find an arrow in the inventory and after that |
1350 | * in the right type container (quiver). Pointer to the |
1173 | * in the right type container (quiver). Pointer to the |
1351 | * found object is returned. |
1174 | * found object is returned. |
1352 | */ |
1175 | */ |
1353 | object * |
1176 | static object * |
1354 | find_arrow (object *op, const char *type) |
1177 | find_arrow (object *op, const char *type) |
1355 | { |
1178 | { |
1356 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1179 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1357 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
1180 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
1358 | return splay (tmp); |
1181 | return splay (tmp); |
1359 | |
1182 | |
1360 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1183 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1361 | if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type)) |
1184 | if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type)) |
1362 | if (object *arrow = find_arrow (tmp, type)) |
1185 | if (object *arrow = find_arrow (tmp, type)) |
1363 | { |
1186 | { |
1364 | splay (tmp); |
1187 | splay (tmp); |
1365 | return arrow; |
1188 | return arrow; |
1366 | } |
1189 | } |
… | |
… | |
1372 | * 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 |
1373 | * 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 |
1374 | * 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 |
1375 | * 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. |
1376 | */ |
1199 | */ |
1377 | object * |
1200 | static object * |
1378 | 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) |
1379 | { |
1202 | { |
1380 | object *tmp = NULL, *arrow, *ntmp; |
1203 | object *tmp = NULL, *arrow, *ntmp; |
1381 | int attacknum, attacktype, betterby = 0, i; |
1204 | int attacknum, attacktype, betterby = 0, i; |
1382 | |
1205 | |
1383 | if (!type) |
1206 | if (!type) |
1384 | return NULL; |
1207 | return NULL; |
1385 | |
1208 | |
1386 | for (arrow = op->inv; arrow; arrow = arrow->below) |
1209 | for (arrow = op->inv; arrow; arrow = arrow->below) |
1387 | { |
1210 | { |
1388 | if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) |
1211 | if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED]) |
1389 | { |
1212 | { |
1390 | i = 0; |
1213 | i = 0; |
1391 | ntmp = find_better_arrow (arrow, target, type, &i); |
1214 | ntmp = find_better_arrow (arrow, target, type, &i); |
|
|
1215 | |
1392 | if (i > betterby) |
1216 | if (i > betterby) |
1393 | { |
1217 | { |
1394 | tmp = ntmp; |
1218 | tmp = ntmp; |
1395 | betterby = i; |
1219 | betterby = i; |
1396 | } |
1220 | } |
1397 | } |
1221 | } |
1398 | else if (arrow->type == ARROW && arrow->race == type) |
1222 | else if (arrow->type == ARROW && arrow->race == type) |
1399 | { |
1223 | { |
1400 | /* allways prefer assasination/slaying */ |
1224 | /* allways prefer assasination/slaying */ |
1401 | if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) |
1225 | if (target->race && arrow->slaying.contains (target->race)) |
1402 | { |
1226 | { |
1403 | if (arrow->attacktype & AT_DEATH) |
1227 | if (arrow->attacktype & AT_DEATH) |
1404 | { |
1228 | { |
1405 | *better = 100; |
1229 | *better = 100; |
1406 | return arrow; |
1230 | return arrow; |
… | |
… | |
1421 | { |
1245 | { |
1422 | tmp = arrow; |
1246 | tmp = arrow; |
1423 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1247 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1424 | } |
1248 | } |
1425 | } |
1249 | } |
|
|
1250 | |
1426 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1251 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1427 | { |
1252 | { |
1428 | tmp = arrow; |
1253 | tmp = arrow; |
1429 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1254 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1430 | } |
1255 | } |
|
|
1256 | |
1431 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1257 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1432 | { |
1258 | { |
1433 | tmp = arrow; |
1259 | tmp = arrow; |
1434 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1260 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1435 | } |
1261 | } |
1436 | } |
1262 | } |
1437 | } |
1263 | } |
1438 | } |
1264 | } |
|
|
1265 | |
1439 | if (tmp == NULL && arrow == NULL) |
1266 | if (tmp == NULL && arrow == NULL) |
1440 | return find_arrow (op, type); |
1267 | return find_arrow (op, type); |
1441 | |
1268 | |
1442 | *better = betterby; |
1269 | *better = betterby; |
1443 | return tmp; |
1270 | return tmp; |
… | |
… | |
1447 | * find_better_arrow to find a decent arrow to use. |
1274 | * find_better_arrow to find a decent arrow to use. |
1448 | * op = the shooter |
1275 | * op = the shooter |
1449 | * type = bow->race |
1276 | * type = bow->race |
1450 | * dir = fire direction |
1277 | * dir = fire direction |
1451 | */ |
1278 | */ |
1452 | object * |
1279 | static object * |
1453 | pick_arrow_target (object *op, const char *type, int dir) |
1280 | pick_arrow_target (object *op, shstr_cmp type, int dir) |
1454 | { |
1281 | { |
1455 | object *tmp = NULL; |
1282 | object *tmp = NULL; |
1456 | maptile *m; |
1283 | maptile *m; |
1457 | int i, mflags, found, number; |
1284 | int i, mflags, found, number; |
1458 | sint16 x, y; |
1285 | sint16 x, y; |
… | |
… | |
1473 | for (i = 0, found = 0; i < 20; i++) |
1300 | for (i = 0, found = 0; i < 20; i++) |
1474 | { |
1301 | { |
1475 | x += freearr_x[dir]; |
1302 | x += freearr_x[dir]; |
1476 | y += freearr_y[dir]; |
1303 | y += freearr_y[dir]; |
1477 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1304 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
1305 | |
1478 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1306 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1479 | { |
1307 | { |
1480 | tmp = NULL; |
1308 | tmp = 0; |
1481 | break; |
1309 | break; |
1482 | } |
1310 | } |
1483 | 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) |
1484 | { |
1312 | { |
1485 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1313 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1486 | * perhaps a bad assumption. |
1314 | * perhaps a bad assumption. |
1487 | */ |
1315 | */ |
1488 | tmp = NULL; |
1316 | tmp = 0; |
1489 | break; |
1317 | break; |
1490 | } |
1318 | } |
|
|
1319 | |
1491 | if (mflags & P_IS_ALIVE) |
1320 | if (mflags & P_IS_ALIVE) |
1492 | { |
|
|
1493 | 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) |
1494 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1322 | if (tmp->flag [FLAG_ALIVE]) |
1495 | { |
|
|
1496 | found++; |
|
|
1497 | break; |
|
|
1498 | } |
|
|
1499 | if (found) |
|
|
1500 | break; |
1323 | break; |
1501 | } |
|
|
1502 | } |
1324 | } |
1503 | if (tmp == NULL) |
1325 | |
|
|
1326 | if (!tmp) |
1504 | return find_arrow (op, type); |
1327 | return find_arrow (op, type); |
1505 | |
1328 | |
1506 | if (tmp->head) |
1329 | if (tmp->head) |
1507 | tmp = tmp->head; |
1330 | tmp = tmp->head; |
1508 | |
1331 | |
… | |
… | |
1548 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1371 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1549 | return 0; |
1372 | return 0; |
1550 | } |
1373 | } |
1551 | |
1374 | |
1552 | // 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 |
1553 | if (bow->below) |
1376 | splay (bow); |
1554 | { |
|
|
1555 | bow->remove (); |
|
|
1556 | op->insert (bow); |
|
|
1557 | } |
|
|
1558 | |
|
|
1559 | } |
1377 | } |
1560 | |
1378 | |
1561 | if (!bow->race || !bow->skill) |
1379 | if (!bow->race || !bow->skill) |
1562 | { |
1380 | { |
1563 | 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); |
… | |
… | |
1570 | { |
1388 | { |
1571 | if (op->type == PLAYER) |
1389 | if (op->type == PLAYER) |
1572 | 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); |
1573 | /* 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 */ |
1574 | else |
1392 | else |
1575 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1393 | op->clr_flag (FLAG_READY_BOW); |
1576 | |
1394 | |
1577 | return 0; |
1395 | return 0; |
1578 | } |
1396 | } |
1579 | } |
1397 | } |
1580 | |
1398 | |
… | |
… | |
1589 | } |
1407 | } |
1590 | |
1408 | |
1591 | /* this should not happen, but sometimes does */ |
1409 | /* this should not happen, but sometimes does */ |
1592 | if (arrow->nrof == 0) |
1410 | if (arrow->nrof == 0) |
1593 | { |
1411 | { |
|
|
1412 | LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ()); |
1594 | arrow->destroy (); |
1413 | arrow->destroy (); |
1595 | return 0; |
1414 | return 0; |
1596 | } |
1415 | } |
1597 | |
1416 | |
1598 | left = arrow; /* these are arrows left to the player */ |
1417 | left = arrow; /* these are arrows left to the player */ |
1599 | arrow = get_split_ob (arrow, 1); |
1418 | arrow = arrow->split (); |
1600 | if (!arrow) |
1419 | if (!arrow) |
1601 | { |
1420 | { |
1602 | 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); |
1603 | return 0; |
1422 | return 0; |
1604 | } |
1423 | } |
… | |
… | |
1608 | arrow->direction = dir; |
1427 | arrow->direction = dir; |
1609 | |
1428 | |
1610 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
1429 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
1611 | arrow->stats.hp = arrow->stats.dam; |
1430 | arrow->stats.hp = arrow->stats.dam; |
1612 | arrow->stats.grace = arrow->attacktype; |
1431 | arrow->stats.grace = arrow->attacktype; |
1613 | |
1432 | arrow->custom_name = arrow->slaying; |
1614 | if (arrow->slaying) |
|
|
1615 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1616 | |
1433 | |
1617 | #if 0 |
1434 | #if 0 |
1618 | if (player *pl = op->contr) |
1435 | if (player *pl = op->contr) |
1619 | { |
1436 | { |
1620 | float speed = pl->weapon_sp; |
1437 | float speed = pl->weapon_sp; |
… | |
… | |
1671 | op->play_sound (sound_find ("fire_arrow")); |
1488 | op->play_sound (sound_find ("fire_arrow")); |
1672 | m->insert (arrow, sx, sy, op); |
1489 | m->insert (arrow, sx, sy, op); |
1673 | |
1490 | |
1674 | if (!arrow->destroyed ()) |
1491 | if (!arrow->destroyed ()) |
1675 | move_arrow (arrow); |
1492 | move_arrow (arrow); |
1676 | |
|
|
1677 | if (op->type == PLAYER) |
|
|
1678 | { |
|
|
1679 | if (left->destroyed ()) |
|
|
1680 | esrv_del_item (op->contr, left->count); |
|
|
1681 | else |
|
|
1682 | esrv_send_item (op, left); |
|
|
1683 | } |
|
|
1684 | |
1493 | |
1685 | return 1; |
1494 | return 1; |
1686 | } |
1495 | } |
1687 | |
1496 | |
1688 | /* Special fire code for players - this takes into |
1497 | /* Special fire code for players - this takes into |
… | |
… | |
1690 | * but monsters can't. Putting that code here |
1499 | * but monsters can't. Putting that code here |
1691 | * makes the fire_bow code much cleaner. |
1500 | * makes the fire_bow code much cleaner. |
1692 | * this function should only be called if 'op' is a player, |
1501 | * this function should only be called if 'op' is a player, |
1693 | * hence the function name. |
1502 | * hence the function name. |
1694 | */ |
1503 | */ |
1695 | int |
1504 | static int |
1696 | player_fire_bow (object *op, int dir) |
1505 | player_fire_bow (object *op, int dir) |
1697 | { |
1506 | { |
1698 | int ret = 0, wcmod = 0; |
1507 | int ret; |
1699 | |
1508 | |
1700 | if (op->contr->bowtype == bow_bestarrow) |
1509 | if (op->contr->bowtype == bow_bestarrow) |
1701 | { |
1510 | { |
1702 | 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); |
1703 | } |
1512 | } |
1704 | 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) |
1705 | { |
1514 | { |
1706 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1515 | int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1; |
1707 | wcmod = -1; |
|
|
1708 | |
|
|
1709 | 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); |
1710 | } |
1517 | } |
1711 | else if (op->contr->bowtype == bow_threewide) |
1518 | else if (op->contr->bowtype == bow_threewide) |
1712 | { |
1519 | { |
1713 | 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); |
1714 | 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)]); |
1715 | 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)]); |
1716 | } |
1523 | } |
1717 | else if (op->contr->bowtype == bow_spreadshot) |
1524 | else if (op->contr->bowtype == bow_spreadshot) |
1718 | { |
1525 | { |
1719 | 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); |
1720 | 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); |
1721 | 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); |
1722 | } |
1529 | } |
1723 | else |
1530 | else |
1724 | { |
1531 | { |
… | |
… | |
1730 | } |
1537 | } |
1731 | |
1538 | |
1732 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1539 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1733 | * Broken apart from 'fire' to keep it more readable. |
1540 | * Broken apart from 'fire' to keep it more readable. |
1734 | */ |
1541 | */ |
1735 | void |
1542 | static void |
1736 | fire_misc_object (object *op, int dir) |
1543 | fire_misc_object (object *op, int dir) |
1737 | { |
1544 | { |
1738 | object *item = op->contr->ranged_ob; |
1545 | object *item = op->contr->ranged_ob; |
1739 | |
1546 | |
1740 | if (!item) |
1547 | if (!item) |
… | |
… | |
1747 | { |
1554 | { |
1748 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1555 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1749 | return; |
1556 | return; |
1750 | } |
1557 | } |
1751 | |
1558 | |
1752 | if (!op->change_weapon (item)) |
1559 | if (!op->apply (item)) |
1753 | return; |
1560 | return; |
1754 | |
1561 | |
1755 | if (item->type == WAND) |
1562 | if (item->type == WAND) |
1756 | { |
1563 | { |
1757 | if (item->stats.food <= 0) |
1564 | if (item->stats.food <= 0) |
… | |
… | |
1762 | return; |
1569 | return; |
1763 | } |
1570 | } |
1764 | } |
1571 | } |
1765 | else if (item->type == ROD || item->type == HORN) |
1572 | else if (item->type == ROD || item->type == HORN) |
1766 | { |
1573 | { |
1767 | 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)) |
1768 | { |
1579 | { |
1769 | op->contr->play_sound (sound_find ("wand_poof")); |
1580 | op->contr->play_sound (sound_find ("wand_poof")); |
1770 | |
1581 | |
1771 | if (item->type == ROD) |
1582 | if (item->type == ROD) |
1772 | 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)); |
… | |
… | |
1777 | } |
1588 | } |
1778 | } |
1589 | } |
1779 | |
1590 | |
1780 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1591 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1781 | { |
1592 | { |
1782 | 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 | |
1783 | if (item->type == WAND) |
1595 | if (item->type == WAND) |
1784 | { |
1596 | { |
1785 | if (!(--item->stats.food)) |
1597 | if (!(--item->stats.food)) |
1786 | { |
1598 | { |
1787 | object *tmp; |
1599 | object *tmp; |
1788 | |
1600 | |
1789 | if (item->arch) |
1601 | if (item->arch) |
1790 | { |
1602 | { |
1791 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1603 | item->clr_flag (FLAG_ANIMATE); |
1792 | item->face = item->arch->face; |
1604 | item->face = item->arch->face; |
1793 | item->set_speed (0); |
1605 | item->set_speed (0); |
1794 | } |
1606 | } |
1795 | |
1607 | |
1796 | if ((tmp = item->in_player ())) |
1608 | if (object *pl = item->visible_to ()) |
1797 | esrv_update_item (UPD_ANIM, tmp, item); |
1609 | esrv_update_item (UPD_ANIM, pl, item); |
1798 | } |
1610 | } |
1799 | } |
1611 | } |
1800 | else if (item->type == ROD || item->type == HORN) |
1612 | else if (item->type == ROD || item->type == HORN) |
1801 | drain_rod_charge (item); |
1613 | drain_rod_charge (item); |
1802 | } |
1614 | } |
1803 | } |
1615 | } |
1804 | |
1616 | |
1805 | /* Received a fire command for the player - go and do it. |
1617 | /* Received a fire command for the player - go and do it. |
1806 | */ |
1618 | */ |
1807 | bool |
1619 | bool |
1808 | fire (object *op, int dir) |
1620 | fire (object *who, int dir) |
1809 | { |
1621 | { |
1810 | int spellcost = 0; |
1622 | int spellcost = 0; |
1811 | |
1623 | |
1812 | /* check for loss of invisiblity/hide */ |
|
|
1813 | if (action_makes_visible (op)) |
|
|
1814 | make_visible (op); |
|
|
1815 | |
|
|
1816 | player *pl = op->contr; |
1624 | player *pl = who->contr; |
1817 | |
1625 | |
1818 | if (pl->golem) |
1626 | if (pl->golem) |
1819 | { |
1627 | { |
1820 | control_golem (op->contr->golem, dir); |
1628 | control_golem (who->contr->golem, dir); |
1821 | return false; |
1629 | return false; |
1822 | } |
1630 | } |
1823 | |
1631 | |
1824 | object *ob = pl->ranged_ob; |
1632 | object *ob = pl->ranged_ob; |
1825 | |
1633 | |
1826 | if (!ob) |
1634 | if (!ob) |
1827 | return false; |
1635 | return false; |
1828 | |
1636 | |
1829 | if (!op->change_weapon (ob)) |
|
|
1830 | return false; |
|
|
1831 | |
|
|
1832 | if (op->speed_left > 0.f) |
1637 | if (who->speed_left > 0.f) |
1833 | --op->speed_left; |
1638 | --who->speed_left; |
1834 | else |
1639 | else |
1835 | return false; |
1640 | return false; |
1836 | |
1641 | |
|
|
1642 | if (!who->apply (ob)) |
|
|
1643 | return false; |
|
|
1644 | |
|
|
1645 | /* check for loss of invisiblity/hide */ |
|
|
1646 | if (action_makes_visible (who)) |
|
|
1647 | make_visible (who); |
|
|
1648 | |
1837 | switch (ob->type) |
1649 | switch (ob->type) |
1838 | { |
1650 | { |
1839 | case BOW: |
1651 | case BOW: |
1840 | player_fire_bow (op, dir); |
1652 | player_fire_bow (who, dir); |
1841 | break; |
1653 | break; |
1842 | |
1654 | |
1843 | case SPELL: |
1655 | case SPELL: |
1844 | 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); |
1845 | break; |
1657 | break; |
1846 | |
1658 | |
1847 | case BUILDER: |
1659 | case BUILDER: |
1848 | apply_map_builder (op, dir); |
1660 | apply_map_builder (who, dir); |
1849 | break; |
1661 | break; |
1850 | |
1662 | |
1851 | case SKILL: |
1663 | case SKILL: |
1852 | do_skill (op, op, ob, dir, 0); |
1664 | do_skill (who, who, ob, dir, 0); |
1853 | break; |
1665 | break; |
1854 | |
1666 | |
|
|
1667 | case RANGED: |
|
|
1668 | do_skill (who, ob, who->chosen_skill, dir, 0); |
|
|
1669 | break; |
|
|
1670 | |
1855 | default: |
1671 | default: |
1856 | fire_misc_object (op, dir); |
1672 | fire_misc_object (who, dir); |
1857 | break; |
1673 | break; |
1858 | } |
1674 | } |
1859 | |
1675 | |
1860 | return true; |
1676 | return true; |
1861 | } |
1677 | } |
1862 | |
1678 | |
1863 | /* find_key |
1679 | static object * |
1864 | * We try to find a key for the door as passed. If we find a key |
|
|
1865 | * and successfully use it, we return the key, otherwise NULL |
|
|
1866 | * This function merges both normal and locked door, since the logic |
|
|
1867 | * for both is the same - just the specific key is different. |
|
|
1868 | * pl is the player, |
|
|
1869 | * inv is the objects inventory to searched |
|
|
1870 | * door is the door we are trying to match against. |
|
|
1871 | * This function can be called recursively to search containers. |
|
|
1872 | */ |
|
|
1873 | object * |
|
|
1874 | find_key (object *pl, object *container, object *door) |
1680 | find_key_ (object *pl, object *container, object *door) |
1875 | { |
1681 | { |
1876 | object *tmp, *key; |
1682 | object *tmp, *key; |
1877 | |
1683 | |
1878 | /* Should not happen, but sanity checking is never bad */ |
1684 | /* Should not happen, but sanity checking is never bad */ |
1879 | if (!container->inv) |
1685 | if (!container->inv) |
… | |
… | |
1882 | /* 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 */ |
1883 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1689 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1884 | { |
1690 | { |
1885 | if (door->type == DOOR && tmp->type == KEY) |
1691 | if (door->type == DOOR && tmp->type == KEY) |
1886 | break; |
1692 | break; |
|
|
1693 | |
1887 | /* For sanity, we should really check door type, but other stuff |
1694 | /* For sanity, we should really check door type, but other stuff |
1888 | * (like containers) can be locked with special keys |
1695 | * (like containers) can be locked with special keys |
1889 | */ |
1696 | */ |
1890 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1697 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1891 | break; |
1698 | break; |
… | |
… | |
1897 | * a key, return |
1704 | * a key, return |
1898 | */ |
1705 | */ |
1899 | if (!tmp) |
1706 | if (!tmp) |
1900 | { |
1707 | { |
1901 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1708 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1902 | { |
|
|
1903 | /* No reason to search empty containers */ |
1709 | /* No reason to search empty containers */ |
1904 | if (tmp->type == CONTAINER && tmp->inv) |
1710 | if (tmp->type == CONTAINER && tmp->inv) |
1905 | { |
|
|
1906 | if ((key = find_key (pl, tmp, door))) |
1711 | if ((key = find_key_ (pl, tmp, door))) |
1907 | return key; |
1712 | return key; |
1908 | } |
|
|
1909 | } |
|
|
1910 | |
1713 | |
1911 | if (!tmp) |
1714 | if (!tmp) |
1912 | return NULL; |
1715 | return 0; |
1913 | } |
1716 | } |
1914 | |
1717 | |
1915 | /* 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, |
1916 | * see if we actually want to use it |
1719 | * see if we actually want to use it |
1917 | */ |
1720 | */ |
1918 | if (pl != container) |
1721 | if (pl != container) |
1919 | { |
1722 | { |
1920 | /* Only let players use keys in containers */ |
1723 | /* Only let players use keys in containers */ |
1921 | if (!pl->contr) |
1724 | if (!pl->contr) |
1922 | return NULL; |
1725 | return 0; |
|
|
1726 | |
1923 | /* cases where this fails: |
1727 | /* cases where this fails: |
1924 | * If we only search the player inventory, return now since we |
1728 | * If we only search the player inventory, return now since we |
1925 | * are not in the players inventory. |
1729 | * are not in the players inventory. |
1926 | * If the container is not active, return now since only active |
1730 | * If the container is not active, return now since only active |
1927 | * containers can be used. |
1731 | * containers can be used. |
… | |
… | |
1931 | * inv must have been an container and must have been active. |
1735 | * inv must have been an container and must have been active. |
1932 | * |
1736 | * |
1933 | * Change the color so that the message doesn't disappear with |
1737 | * Change the color so that the message doesn't disappear with |
1934 | * all the others. |
1738 | * all the others. |
1935 | */ |
1739 | */ |
1936 | if (pl->contr->usekeys == key_inventory || |
1740 | if (pl->contr->usekeys == key_inventory |
1937 | !QUERY_FLAG (container, FLAG_APPLIED) || |
1741 | || !container->flag [FLAG_APPLIED] |
1938 | (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) |
1742 | || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) |
1939 | { |
1743 | { |
1940 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1744 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1941 | "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)); |
1942 | return NULL; |
1746 | return NULL; |
1943 | } |
1747 | } |
1944 | } |
1748 | } |
1945 | |
1749 | |
1946 | 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); |
1947 | } |
1776 | } |
1948 | |
1777 | |
1949 | /* moved door processing out of move_player_attack. |
1778 | /* moved door processing out of move_player_attack. |
1950 | * returns 1 if player has opened the door with a key |
1779 | * returns 1 if player has opened the door with a key |
1951 | * such that the caller should not do anything more, |
1780 | * such that the caller should not do anything more, |
… | |
… | |
1978 | op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN); |
1807 | op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN); |
1979 | remove_door2 (door); /* remove door without violence ;-) */ |
1808 | remove_door2 (door); /* remove door without violence ;-) */ |
1980 | } |
1809 | } |
1981 | |
1810 | |
1982 | /* Do this after we print the message */ |
1811 | /* Do this after we print the message */ |
1983 | decrease_ob (key); /* Use up one of the keys */ |
1812 | key->decrease (); /* Use up one of the keys */ |
1984 | /* Need to update the weight the container the key was in */ |
|
|
1985 | if (container != op) |
|
|
1986 | esrv_update_item (UPD_WEIGHT, op, container); |
|
|
1987 | |
1813 | |
1988 | return 1; /* Nothing more to do below */ |
1814 | return 1; /* Nothing more to do below */ |
1989 | } |
1815 | } |
1990 | else if (door->type == LOCKED_DOOR) |
1816 | else if (door->type == LOCKED_DOOR) |
1991 | { |
1817 | { |
… | |
… | |
2004 | * going to try and move (not fire weapons). |
1830 | * going to try and move (not fire weapons). |
2005 | */ |
1831 | */ |
2006 | bool |
1832 | bool |
2007 | move_player_attack (object *op, int dir) |
1833 | move_player_attack (object *op, int dir) |
2008 | { |
1834 | { |
2009 | int on_battleground; |
1835 | if (!op->contr->braced && op->speed_left > 0.f && op->move (dir)) |
|
|
1836 | { |
|
|
1837 | --op->speed_left; |
|
|
1838 | return true; |
|
|
1839 | } |
2010 | |
1840 | |
2011 | sint16 nx = freearr_x[dir] + op->x; |
1841 | sint16 nx = freearr_x[dir] + op->x; |
2012 | sint16 ny = freearr_y[dir] + op->y; |
1842 | sint16 ny = freearr_y[dir] + op->y; |
2013 | |
1843 | |
2014 | on_battleground = op_on_battleground (op, 0, 0); |
|
|
2015 | |
|
|
2016 | if (out_of_map (op->map, nx, ny)) |
1844 | if (out_of_map (op->map, nx, ny)) |
2017 | return false; |
1845 | return false; |
2018 | |
|
|
2019 | if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) |
|
|
2020 | { |
|
|
2021 | --op->speed_left; |
|
|
2022 | return true; |
|
|
2023 | } |
|
|
2024 | |
1846 | |
2025 | /* 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 |
2026 | * 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 |
2027 | * 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 |
2028 | * player. This is a pretty nasty hack, because if we could |
1850 | * player. This is a pretty nasty hack, because if we could |
… | |
… | |
2075 | */ |
1897 | */ |
2076 | if (op->type == PLAYER |
1898 | if (op->type == PLAYER |
2077 | && ((mon->owner && mon->owner->contr |
1899 | && ((mon->owner && mon->owner->contr |
2078 | && same_party (mon->owner->contr->party, op->contr->party)) |
1900 | && same_party (mon->owner->contr->party, op->contr->party)) |
2079 | || mon->owner == op) |
1901 | || mon->owner == op) |
2080 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
1902 | && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])) |
2081 | { |
1903 | { |
2082 | /* If we're braced, we don't want to switch places with it */ |
1904 | /* If we're braced, we don't want to switch places with it */ |
2083 | if (op->contr->braced) |
1905 | if (op->contr->braced) |
2084 | return false; |
1906 | return false; |
2085 | |
1907 | |
… | |
… | |
2088 | --op->speed_left; |
1910 | --op->speed_left; |
2089 | |
1911 | |
2090 | op->play_sound (sound_find ("push_player")); |
1912 | op->play_sound (sound_find ("push_player")); |
2091 | push_ob (mon, dir, op); |
1913 | push_ob (mon, dir, op); |
2092 | |
1914 | |
2093 | if (op->contr->tmp_invis || op->hide) |
1915 | if (action_makes_visible (op)) |
2094 | make_visible (op); |
1916 | make_visible (op); |
2095 | |
1917 | |
2096 | return true; |
1918 | return true; |
2097 | } |
1919 | } |
2098 | else |
1920 | else |
2099 | return false; |
1921 | return false; |
2100 | } |
1922 | } |
|
|
1923 | |
|
|
1924 | bool on_battleground = op_on_battleground (op, 0, 0); |
2101 | |
1925 | |
2102 | /* in certain circumstances, you shouldn't attack friendly |
1926 | /* in certain circumstances, you shouldn't attack friendly |
2103 | * creatures. Note that if you are braced, you can't push |
1927 | * creatures. Note that if you are braced, you can't push |
2104 | * 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 |
2105 | * attack them either. |
1929 | * attack them either. |
2106 | */ |
1930 | */ |
2107 | if ((mon->type == PLAYER || mon->enemy != op) |
1931 | if ((mon->type == PLAYER || mon->enemy != op) |
2108 | && (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]) |
2109 | && ((op->contr->peaceful |
1933 | && ((op->contr->peaceful |
2110 | || (mon->type == PLAYER && mon->contr->peaceful)) |
1934 | || (mon->type == PLAYER && mon->contr->peaceful)) |
2111 | && !on_battleground)) |
1935 | && !on_battleground)) |
2112 | { |
1936 | { |
2113 | if (op->speed_left > 0.f) |
1937 | if (op->speed_left > 0.f) |
… | |
… | |
2120 | push_ob (mon, dir, op); |
1944 | push_ob (mon, dir, op); |
2121 | } |
1945 | } |
2122 | else |
1946 | else |
2123 | op->statusmsg ("You withhold your attack"); |
1947 | op->statusmsg ("You withhold your attack"); |
2124 | |
1948 | |
2125 | if (op->contr->tmp_invis || op->hide) |
1949 | if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN]) |
2126 | make_visible (op); |
1950 | make_visible (op); |
2127 | |
1951 | |
2128 | return true; |
1952 | return true; |
2129 | } |
1953 | } |
2130 | } |
1954 | } |
2131 | /* If the object is a boulder or other rollable object, then |
1955 | /* If the object is a boulder or other rollable object, then |
2132 | * 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. |
2133 | */ |
1957 | */ |
2134 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
1958 | else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced)) |
2135 | { |
1959 | { |
2136 | if (op->speed_left > 0.f) |
1960 | if (op->speed_left > 0.f) |
2137 | { |
1961 | { |
2138 | --op->speed_left; |
1962 | --op->speed_left; |
2139 | |
1963 | |
… | |
… | |
2148 | * 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 |
2149 | * and be living. Then, it must be one of the following: |
1973 | * and be living. Then, it must be one of the following: |
2150 | * 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 |
2151 | * 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. |
2152 | */ |
1976 | */ |
2153 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
1977 | else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] && |
2154 | ((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))) |
2155 | { |
1979 | { |
2156 | if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) |
1980 | if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) |
2157 | { |
1981 | { |
2158 | --op->contr->weapon_sp_left; |
1982 | --op->contr->weapon_sp_left; |
… | |
… | |
2170 | } |
1994 | } |
2171 | |
1995 | |
2172 | bool |
1996 | bool |
2173 | move_player (object *op, int dir) |
1997 | move_player (object *op, int dir) |
2174 | { |
1998 | { |
2175 | int pick; |
|
|
2176 | |
|
|
2177 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
1999 | if (!op->map || op->map->in_memory != MAP_ACTIVE) |
2178 | return 0; |
2000 | return 0; |
2179 | |
2001 | |
2180 | /* Sanity check: make sure dir is valid */ |
2002 | /* Sanity check: make sure dir is valid */ |
2181 | if ((dir < 0) || (dir >= 9)) |
2003 | if (dir < 0 || dir > 8) |
2182 | { |
2004 | { |
2183 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2005 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2184 | return 0; |
2006 | return 0; |
2185 | } |
2007 | } |
2186 | |
2008 | |
2187 | /* peterm: added following line */ |
2009 | /* peterm: added following line */ |
2188 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2010 | if (op->flag [FLAG_CONFUSED] && dir) |
2189 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2011 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2190 | |
2012 | |
2191 | op->facing = dir; |
2013 | op->facing = dir; |
2192 | |
2014 | |
2193 | if (op->hide) |
2015 | if (op->flag [FLAG_HIDDEN]) |
2194 | do_hidden_move (op); |
2016 | do_hidden_move (op); |
2195 | |
2017 | |
2196 | bool retval; |
2018 | bool retval; |
|
|
2019 | int pick = 0; |
2197 | |
2020 | |
2198 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2021 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2199 | retval = RESULT_INT (0); |
2022 | retval = RESULT_INT (0); |
2200 | else if (op->contr->fire_on) |
2023 | else if (op->contr->fire_on) |
2201 | retval = fire (op, dir); |
2024 | retval = fire (op, dir); |
… | |
… | |
2232 | * players. |
2055 | * players. |
2233 | */ |
2056 | */ |
2234 | bool |
2057 | bool |
2235 | handle_newcs_player (object *op) |
2058 | handle_newcs_player (object *op) |
2236 | { |
2059 | { |
2237 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2060 | if (op->flag [FLAG_SCARED]) |
2238 | { |
2061 | { |
2239 | if (op->speed_left > 0.f) |
2062 | if (op->speed_left > 0.f) |
2240 | { |
2063 | { |
2241 | --op->speed_left; |
2064 | --op->speed_left; |
2242 | flee_player (op); |
2065 | flee_player (op); |
… | |
… | |
2258 | return move_player (op, op->direction); |
2081 | return move_player (op, op->direction); |
2259 | |
2082 | |
2260 | return false; |
2083 | return false; |
2261 | } |
2084 | } |
2262 | |
2085 | |
2263 | int |
2086 | static int |
2264 | save_life (object *op) |
2087 | save_life (object *op) |
2265 | { |
2088 | { |
2266 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2089 | if (!op->flag [FLAG_LIFESAVE]) |
2267 | return 0; |
2090 | return 0; |
2268 | |
2091 | |
2269 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2092 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2270 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2093 | if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE]) |
2271 | { |
2094 | { |
2272 | op->play_sound (sound_find ("ob_evaporate")); |
2095 | op->play_sound (sound_find ("ob_evaporate")); |
2273 | 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)); |
2274 | |
2097 | |
2275 | if (op->contr) |
|
|
2276 | esrv_del_item (op->contr, tmp->count); |
|
|
2277 | |
|
|
2278 | tmp->destroy (); |
2098 | tmp->destroy (); |
2279 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2099 | op->clr_flag (FLAG_LIFESAVE); |
2280 | |
2100 | |
2281 | if (op->stats.hp < 0) |
2101 | if (op->stats.hp < 0) |
2282 | op->stats.hp = op->stats.maxhp; |
2102 | op->stats.hp = op->stats.maxhp; |
2283 | |
2103 | |
2284 | if (op->stats.food < 0) |
2104 | if (op->stats.food < 0) |
2285 | op->stats.food = 999; |
2105 | op->stats.food = MAX_FOOD; |
2286 | |
2106 | |
2287 | op->update_stats (); |
2107 | op->update_stats (); |
2288 | return 1; |
2108 | return 1; |
2289 | } |
2109 | } |
2290 | |
2110 | |
2291 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2111 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2292 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2112 | op->clr_flag (FLAG_LIFESAVE); |
2293 | enter_player_savebed (op); /* bring him home. */ |
2113 | enter_player_savebed (op); /* bring him home. */ |
2294 | return 0; |
2114 | return 0; |
2295 | } |
2115 | } |
2296 | |
2116 | |
2297 | /* 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 |
2298 | * 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 |
2299 | * 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 |
2300 | * from. |
2120 | * from. |
2301 | */ |
2121 | */ |
2302 | static void |
2122 | static void |
2303 | drop_unpaid_items (object *op, object *env) |
2123 | drop_unpaid_items (object *op, object *env) |
2304 | { |
2124 | { |
2305 | while (op) |
2125 | while (op) |
2306 | { |
2126 | { |
2307 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2127 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2308 | |
2128 | |
2309 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2129 | if (op->flag [FLAG_UNPAID]) |
2310 | { |
|
|
2311 | if (env->type == PLAYER) |
|
|
2312 | esrv_del_item (env->contr, op->count); |
|
|
2313 | |
|
|
2314 | op->insert_at (env); |
2130 | op->insert_at (env); |
2315 | } |
|
|
2316 | else if (op->inv) |
2131 | else if (op->inv) |
2317 | drop_unpaid_items (op->inv, env); |
2132 | drop_unpaid_items (op->inv, env); |
2318 | |
2133 | |
2319 | op = next; |
2134 | op = next; |
2320 | } |
2135 | } |
… | |
… | |
2323 | void |
2138 | void |
2324 | object::drop_unpaid_items () |
2139 | object::drop_unpaid_items () |
2325 | { |
2140 | { |
2326 | if (!flag [FLAG_REMOVED]) |
2141 | if (!flag [FLAG_REMOVED]) |
2327 | ::drop_unpaid_items (inv, this); |
2142 | ::drop_unpaid_items (inv, this); |
2328 | } |
|
|
2329 | |
|
|
2330 | /* |
|
|
2331 | * Returns pointer a static string containing gravestone text |
|
|
2332 | * Moved from apply.c to player.c - player.c is what |
|
|
2333 | * actually uses this function. player.c may not be quite the |
|
|
2334 | * best, a misc file for object actions is probably better, |
|
|
2335 | * but there isn't one in the server directory. |
|
|
2336 | */ |
|
|
2337 | char * |
|
|
2338 | gravestone_text (object *op) |
|
|
2339 | { |
|
|
2340 | static char buf2[MAX_BUF]; |
|
|
2341 | char buf[MAX_BUF]; |
|
|
2342 | time_t now = time (NULL); |
|
|
2343 | |
|
|
2344 | strcpy (buf2, " R.I.P.\n\n"); |
|
|
2345 | if (op->type == PLAYER) |
|
|
2346 | sprintf (buf, "%s the %s\n", &op->name, op->contr->title); |
|
|
2347 | else |
|
|
2348 | sprintf (buf, "%s\n", &op->name); |
|
|
2349 | |
|
|
2350 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
|
|
2351 | strcat (buf2, buf); |
|
|
2352 | if (op->type == PLAYER) |
|
|
2353 | sprintf (buf, "who was in level %d when killed\n", op->level); |
|
|
2354 | else |
|
|
2355 | sprintf (buf, "who was in level %d when died.\n\n", op->level); |
|
|
2356 | |
|
|
2357 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
|
|
2358 | strcat (buf2, buf); |
|
|
2359 | if (op->type == PLAYER) |
|
|
2360 | { |
|
|
2361 | sprintf (buf, "by %s.\n\n", op->contr->killer); |
|
|
2362 | strncat (buf2, " ", 21 - strlen (buf) / 2); |
|
|
2363 | strcat (buf2, buf); |
|
|
2364 | } |
|
|
2365 | |
|
|
2366 | strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); |
|
|
2367 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
|
|
2368 | strcat (buf2, buf); |
|
|
2369 | |
|
|
2370 | return buf2; |
|
|
2371 | } |
2143 | } |
2372 | |
2144 | |
2373 | void |
2145 | void |
2374 | do_some_living (object *op) |
2146 | do_some_living (object *op) |
2375 | { |
2147 | { |
… | |
… | |
2392 | * alternate it here for it to work correctly. |
2164 | * alternate it here for it to work correctly. |
2393 | */ |
2165 | */ |
2394 | if (pticks & 2) |
2166 | if (pticks & 2) |
2395 | op->invisible--; |
2167 | op->invisible--; |
2396 | } |
2168 | } |
2397 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
2169 | else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS])) |
2398 | { |
2170 | { |
2399 | if (!op->invisible--) |
2171 | if (!op->invisible--) |
2400 | { |
2172 | { |
2401 | make_visible (op); |
2173 | make_visible (op); |
2402 | 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 | if (op->stats.sp < op->stats.maxsp) |
2241 | if (op->stats.sp < op->stats.maxsp) |
2470 | { |
2242 | { |
2471 | op->stats.sp++; |
2243 | op->stats.sp++; |
2472 | |
2244 | |
2473 | /* dms do not consume food */ |
2245 | /* dms do not consume food */ |
2474 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2246 | if (!op->flag [FLAG_WIZ]) |
2475 | { |
2247 | { |
2476 | op->stats.food--; |
2248 | op->stats.food--; |
2477 | |
2249 | |
2478 | if (op->contr->digestion < 0) |
2250 | if (op->contr->digestion < 0) |
2479 | op->stats.food += op->contr->digestion; |
2251 | op->stats.food += op->contr->digestion; |
… | |
… | |
2513 | if (op->stats.hp < op->stats.maxhp) |
2285 | if (op->stats.hp < op->stats.maxhp) |
2514 | { |
2286 | { |
2515 | op->stats.hp++; |
2287 | op->stats.hp++; |
2516 | |
2288 | |
2517 | /* dms do not consume food */ |
2289 | /* dms do not consume food */ |
2518 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2290 | if (!op->flag [FLAG_WIZ]) |
2519 | { |
2291 | { |
2520 | op->stats.food--; |
2292 | op->stats.food--; |
2521 | |
2293 | |
2522 | if (op->contr->digestion < 0) |
2294 | if (op->contr->digestion < 0) |
2523 | op->stats.food += op->contr->digestion; |
2295 | op->stats.food += op->contr->digestion; |
… | |
… | |
2530 | { |
2302 | { |
2531 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
2303 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
2532 | |
2304 | |
2533 | if (over_hp > 0) |
2305 | if (over_hp > 0) |
2534 | { |
2306 | { |
2535 | op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
2307 | op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
2536 | op->last_heal = 0; |
2308 | op->last_heal = 0; |
2537 | } |
2309 | } |
2538 | else |
2310 | else |
2539 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2311 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2540 | } |
2312 | } |
… | |
… | |
2550 | penalty = max (0, -op->contr->digestion); |
2322 | penalty = max (0, -op->contr->digestion); |
2551 | |
2323 | |
2552 | op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); |
2324 | op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); |
2553 | |
2325 | |
2554 | /* dms do not consume food */ |
2326 | /* dms do not consume food */ |
2555 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2327 | if (!op->flag [FLAG_WIZ]) |
2556 | op->stats.food--; |
2328 | op->stats.food--; |
2557 | } |
2329 | } |
2558 | |
2330 | |
2559 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2331 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2560 | { |
2332 | { |
2561 | object *tmp, *flesh = 0; |
2333 | object *flesh = 0; |
2562 | |
2334 | |
2563 | for (tmp = op->inv; tmp; tmp = tmp->below) |
2335 | for_inv_removable (op, tmp) |
2564 | { |
2336 | { |
2565 | 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) |
2566 | { |
2341 | { |
2567 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2342 | op->statusmsg ("You blindly grab for a bite of food. " |
2568 | { |
2343 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2569 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2344 | op->apply (tmp); |
2570 | manual_apply (op, tmp, 0); |
2345 | |
2571 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2346 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2572 | break; |
2347 | break; |
2573 | } |
2348 | } |
2574 | else if (tmp->type == FLESH) |
2349 | else if (tmp->type == FLESH) |
2575 | flesh = tmp; |
2350 | flesh = tmp; |
2576 | } /* End if paid for object */ |
2351 | } |
2577 | } /* end of for loop */ |
|
|
2578 | |
2352 | |
2579 | /* 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 |
2580 | * eat flesh instead. |
2354 | * eat flesh instead. |
2581 | */ |
2355 | */ |
2582 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2356 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2583 | { |
2357 | { |
2584 | 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.>"); |
2585 | manual_apply (op, flesh, 0); |
2360 | op->apply (flesh); |
2586 | } |
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.>"); |
2587 | } |
2367 | } |
2588 | |
2368 | |
2589 | if (op->stats.food < 0) |
2369 | if (op->stats.food < 0) |
2590 | { |
2370 | { |
2591 | op->stats.hp += op->stats.food; |
2371 | op->stats.hp += op->stats.food; |
2592 | op->stats.food = 0; |
2372 | op->stats.food = 0; |
|
|
2373 | |
|
|
2374 | if (op->stats.hp < 0) |
|
|
2375 | { |
|
|
2376 | op->contr->killer = archetype::get ("killer_starvation"); |
|
|
2377 | op->contr->killer->destroy (); |
2593 | } |
2378 | } |
|
|
2379 | } |
2594 | |
2380 | |
|
|
2381 | /* killer should be set here already */ |
2595 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2382 | if (op->stats.hp < 0 && !op->flag [FLAG_WIZ]) |
2596 | kill_player (op); |
2383 | kill_player (op); |
2597 | } |
2384 | } |
2598 | } |
2385 | } |
2599 | |
2386 | |
2600 | /* 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. |
… | |
… | |
2604 | */ |
2391 | */ |
2605 | void |
2392 | void |
2606 | kill_player (object *op) |
2393 | kill_player (object *op) |
2607 | { |
2394 | { |
2608 | int x, y; |
2395 | int x, y; |
2609 | char buf[MAX_BUF]; |
|
|
2610 | maptile *map; /* this is for resurrection */ |
2396 | maptile *map; /* this is for resurrection */ |
2611 | int will_kill_again; |
2397 | int will_kill_again; |
2612 | archetype *at; |
2398 | archetype *at; |
2613 | object *tmp; |
2399 | object *tmp; |
2614 | |
2400 | |
2615 | if (save_life (op)) |
2401 | if (save_life (op)) |
2616 | return; |
2402 | return; |
|
|
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 | } |
2617 | |
2439 | |
2618 | /* 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 |
2619 | * 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. |
2620 | * Look at op_on_battleground() for more info --AndreasV |
2442 | * Look at op_on_battleground() for more info --AndreasV |
2621 | */ |
2443 | */ |
2622 | if (op_on_battleground (op, &x, &y)) |
2444 | if (op_on_battleground (op, &x, &y)) |
2623 | { |
2445 | { |
2624 | 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"; |
2625 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
|
|
2626 | |
|
|
2627 | /* restore player */ |
|
|
2628 | at = archetype::find ("poisoning"); |
|
|
2629 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2630 | { |
|
|
2631 | tmp->destroy (); |
|
|
2632 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
|
|
2633 | } |
|
|
2634 | |
|
|
2635 | at = archetype::find ("confusion"); |
|
|
2636 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2637 | { |
|
|
2638 | tmp->destroy (); |
|
|
2639 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
|
|
2640 | } |
|
|
2641 | |
|
|
2642 | cure_disease (op, 0, 0); /* remove any disease */ |
|
|
2643 | op->stats.hp = op->stats.maxhp; |
|
|
2644 | if (op->stats.food <= 0) |
|
|
2645 | op->stats.food = 999; |
|
|
2646 | |
2447 | |
2647 | /* create a bodypart-trophy to make the winner happy */ |
2448 | /* create a bodypart-trophy to make the winner happy */ |
2648 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2449 | object *tmp = archetype::find (shstr_finger)->instance (); |
2649 | { |
2450 | |
2650 | tmp->name = format ("%s's finger" , &op->name); |
2451 | tmp->name = format ("%s's finger" , &op->name); |
2651 | tmp->name_pl = format ("%s's fingers", &op->name); |
2452 | tmp->name_pl = format ("%s's fingers", &op->name); |
2652 | tmp->msg = format ( |
2453 | tmp->msg = format ( |
2653 | "This finger has been cut off of %s the %s, when he was defeated at 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", |
2654 | &op->name, op->contr->title, (int) (op->level), op->contr->killer |
2455 | &op->name, op->contr->title, |
|
|
2456 | (int)op->level, |
|
|
2457 | op->contr->killer_name () |
2655 | ); |
2458 | ); |
2656 | tmp->value = 0, tmp->type = 0; |
2459 | tmp->value = 0, tmp->type = 0; |
2657 | tmp->materialname = "organics"; |
2460 | tmp->material = name_to_material (shstr_organic); |
2658 | tmp->insert_at (op, tmp); |
2461 | tmp->insert_at (op, tmp); |
2659 | } |
|
|
2660 | |
2462 | |
2661 | /* teleport defeated player to new destination */ |
2463 | /* teleport defeated player to new destination */ |
2662 | transfer_ob (op, x, y, 0, NULL); |
2464 | transfer_ob (op, x, y, 0, NULL); |
2663 | op->contr->braced = 0; |
2465 | op->contr->braced = 0; |
|
|
2466 | |
|
|
2467 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2664 | return; |
2468 | return; |
2665 | } |
2469 | } |
2666 | |
2470 | |
|
|
2471 | deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n"; |
|
|
2472 | deathtab << "T<YOU HAVE DIED>\n\n"; |
|
|
2473 | |
2667 | INVOKE_PLAYER (DEATH, op->contr); |
2474 | INVOKE_PLAYER (DEATH, op->contr); |
2668 | |
2475 | |
2669 | command_kill_pets (op, 0); |
2476 | command_kill_pets (op, 0); |
2670 | |
|
|
2671 | if (op->stats.food < 0) |
|
|
2672 | strcpy (op->contr->killer, "starvation"); |
|
|
2673 | |
2477 | |
2674 | op->contr->play_sound (sound_find ("player_dies")); |
2478 | op->contr->play_sound (sound_find ("player_dies")); |
2675 | |
2479 | |
2676 | /* save the map location for corpse, gravestone */ |
2480 | /* save the map location for corpse, gravestone */ |
2677 | x = op->x; |
2481 | x = op->x; |
… | |
… | |
2707 | |
2511 | |
2708 | lost_a_stat = 0; |
2512 | lost_a_stat = 0; |
2709 | |
2513 | |
2710 | for (z = 0; z < num_stats_lose; z++) |
2514 | for (z = 0; z < num_stats_lose; z++) |
2711 | { |
2515 | { |
2712 | i = RANDOM () % NUM_STATS; |
2516 | i = rndm (NUM_STATS); |
2713 | |
2517 | |
2714 | if (settings.stat_loss_on_death) |
2518 | if (settings.stat_loss_on_death) |
2715 | { |
2519 | { |
2716 | /* 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 |
2717 | * what he lost. |
2521 | * what he lost. |
… | |
… | |
2724 | lost_a_stat = 1; |
2528 | lost_a_stat = 1; |
2725 | } |
2529 | } |
2726 | else |
2530 | else |
2727 | { |
2531 | { |
2728 | /* deplete a stat */ |
2532 | /* deplete a stat */ |
2729 | archetype *deparch = archetype::find ("depletion"); |
2533 | archetype *deparch = archetype::find (shstr_depletion); |
2730 | object *dep; |
2534 | object *dep; |
2731 | |
2535 | |
2732 | dep = present_arch_in_ob (deparch, op); |
2536 | dep = present_arch_in_ob (deparch, op); |
2733 | if (!dep) |
2537 | if (!dep) |
2734 | { |
2538 | { |
2735 | dep = arch_to_object (deparch); |
2539 | dep = deparch->instance (); |
2736 | insert_ob_in_ob (dep, op); |
2540 | insert_ob_in_ob (dep, op); |
2737 | } |
2541 | } |
2738 | lose_this_stat = 1; |
2542 | lose_this_stat = 1; |
2739 | if (settings.balanced_stat_loss) |
2543 | if (settings.balanced_stat_loss) |
2740 | { |
2544 | { |
… | |
… | |
2768 | } |
2572 | } |
2769 | } |
2573 | } |
2770 | |
2574 | |
2771 | if (lose_this_stat) |
2575 | if (lose_this_stat) |
2772 | { |
2576 | { |
2773 | this_stat = get_attr_value (&(dep->stats), i); |
2577 | this_stat = get_attr_value (&dep->stats, i); |
2774 | /* We could try to do something clever like find another |
2578 | /* We could try to do something clever like find another |
2775 | * stat to reduce if this fails. But chances are, if |
2579 | * stat to reduce if this fails. But chances are, if |
2776 | * stats have been depleted to -50, all are pretty low |
2580 | * stats have been depleted to -50, all are pretty low |
2777 | * 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 |
2778 | * difference. |
2582 | * difference. |
2779 | */ |
2583 | */ |
2780 | if (this_stat >= -50) |
2584 | if (this_stat >= -50) |
2781 | { |
2585 | { |
2782 | change_attr_value (&(dep->stats), i, -1); |
2586 | change_attr_value (&(dep->stats), i, -1); |
2783 | SET_FLAG (dep, FLAG_APPLIED); |
2587 | dep->set_flag (FLAG_APPLIED); |
2784 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
2588 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
2785 | op->update_stats (); |
2589 | op->update_stats (); |
2786 | lost_a_stat = 1; |
2590 | lost_a_stat = 1; |
2787 | } |
2591 | } |
2788 | } |
2592 | } |
2789 | } |
2593 | } |
2790 | } |
2594 | } |
|
|
2595 | |
2791 | /* If no stat lost, tell the player. */ |
2596 | /* If no stat lost, tell the player. */ |
2792 | if (!lost_a_stat) |
2597 | if (!lost_a_stat) |
2793 | { |
2598 | { |
2794 | /* determine_god() seems to not work sometimes... why is this? |
2599 | /* determine_god() seems to not work sometimes... why is this? |
2795 | Should I be using something else? GD */ |
2600 | Should I be using something else? GD */ |
2796 | const char *god = determine_god (op); |
2601 | shstr_tmp god = determine_god (op); |
2797 | |
2602 | |
2798 | if (god && (strcmp (god, "none"))) |
2603 | if (god != shstr_none) |
2799 | 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"; |
2800 | else |
2605 | else |
2801 | 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"; |
2802 | } |
2607 | } |
2803 | #else |
2608 | #else |
2804 | 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."; |
2805 | #endif |
2610 | #endif |
2806 | |
2611 | |
2807 | /* Put a gravestone up where the character 'almost' died. List the |
2612 | /* Put a gravestone up where the character 'almost' died. List the |
2808 | * exp loss on the stone. |
2613 | * exp loss on the stone. |
2809 | */ |
2614 | */ |
2810 | tmp = arch_to_object (archetype::find ("gravestone")); |
2615 | tmp = archetype::find (shstr_gravestone)->instance (); |
2811 | sprintf (buf, "%s's gravestone", &op->name); |
2616 | tmp->name = format ("%s's gravestone", &op->name); |
2812 | tmp->name = buf; |
2617 | tmp->name_pl = format ("%s's gravestones", &op->name); |
2813 | 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", |
2814 | tmp->name_pl = buf; |
2619 | &op->name, op->contr->title, op->contr->killer_name ()); |
2815 | 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); |
|
|
2816 | tmp->msg = buf; |
|
|
2817 | tmp->x = op->x, tmp->y = op->y; |
2620 | tmp->x = op->x, tmp->y = op->y; |
2818 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2621 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2819 | |
2622 | |
2820 | /**************************************/ |
2623 | /**************************************/ |
2821 | /* */ |
2624 | /* */ |
2822 | /* Subtract the experience points, */ |
2625 | /* Subtract the experience points, */ |
2823 | /* if we died cause of food, give us */ |
|
|
2824 | /* food, and reset HP's... */ |
|
|
2825 | /* */ |
2626 | /* */ |
2826 | /**************************************/ |
2627 | /**************************************/ |
2827 | |
2628 | |
2828 | /* remove any poisoning and confusion the character may be suffering. */ |
|
|
2829 | /* restore player */ |
|
|
2830 | at = archetype::find ("poisoning"); |
|
|
2831 | tmp = present_arch_in_ob (at, op); |
|
|
2832 | |
|
|
2833 | if (tmp) |
|
|
2834 | { |
|
|
2835 | tmp->destroy (); |
|
|
2836 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
|
|
2837 | } |
|
|
2838 | |
|
|
2839 | at = archetype::find ("confusion"); |
|
|
2840 | tmp = present_arch_in_ob (at, op); |
|
|
2841 | if (tmp) |
|
|
2842 | { |
|
|
2843 | tmp->destroy (); |
|
|
2844 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
|
|
2845 | } |
|
|
2846 | |
|
|
2847 | cure_disease (op, 0, 0); /* remove any disease */ |
|
|
2848 | |
|
|
2849 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2629 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2850 | apply_death_exp_penalty (op); |
2630 | apply_death_exp_penalty (op); |
2851 | if (op->stats.food < 100) |
|
|
2852 | op->stats.food = 900; |
|
|
2853 | op->stats.hp = op->stats.maxhp; |
|
|
2854 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
|
|
2855 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
|
|
2856 | |
2631 | |
2857 | /* |
2632 | /* |
2858 | * 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 |
2859 | * and put them back in the map. |
2634 | * and put them back in the map. |
2860 | */ |
2635 | */ |
… | |
… | |
2888 | |
2663 | |
2889 | force = get_archetype (FORCE_NAME); |
2664 | force = get_archetype (FORCE_NAME); |
2890 | /* 50 ticks should be enough time for the spell to abate */ |
2665 | /* 50 ticks should be enough time for the spell to abate */ |
2891 | force->speed = 0.1f; |
2666 | force->speed = 0.1f; |
2892 | force->speed_left = -5.f; |
2667 | force->speed_left = -5.f; |
2893 | SET_FLAG (force, FLAG_APPLIED); |
2668 | force->set_flag (FLAG_APPLIED); |
2894 | for (at = 0; at < NROFATTACKS; at++) |
2669 | for (at = 0; at < NROFATTACKS; at++) |
2895 | if (will_kill_again & (1 << at)) |
2670 | if (will_kill_again & (1 << at)) |
2896 | force->resist[at] = 100; |
2671 | force->resist[at] = 100; |
2897 | |
2672 | |
2898 | insert_ob_in_ob (force, op); |
2673 | insert_ob_in_ob (force, op); |
2899 | op->update_stats (); |
2674 | op->update_stats (); |
2900 | |
|
|
2901 | } |
2675 | } |
2902 | |
2676 | |
2903 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
2677 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2904 | } |
2678 | } |
2905 | |
2679 | |
2906 | void |
2680 | static void |
2907 | loot_object (object *op) |
2681 | loot_object (object *op) |
2908 | { /* Grab and destroy some treasure */ |
2682 | { /* Grab and destroy some treasure */ |
2909 | object *tmp, *tmp2, *next; |
2683 | object *tmp, *tmp2, *next; |
2910 | |
2684 | |
2911 | op->close_container (); /* close open sack first */ |
2685 | op->close_container (); /* close open sack first */ |
… | |
… | |
2921 | tmp->x = op->x, tmp->y = op->y; |
2695 | tmp->x = op->x, tmp->y = op->y; |
2922 | |
2696 | |
2923 | if (tmp->type == CONTAINER) |
2697 | if (tmp->type == CONTAINER) |
2924 | loot_object (tmp); /* empty container to ground */ |
2698 | loot_object (tmp); /* empty container to ground */ |
2925 | |
2699 | |
2926 | 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)))) |
2927 | { |
2701 | { |
2928 | if (tmp->nrof > 1) |
2702 | if (tmp->nrof > 1) |
2929 | { |
2703 | { |
2930 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2704 | tmp->decrease (rndm (1, tmp->nrof - 1)); |
2931 | tmp2->destroy (); |
|
|
2932 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2705 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2933 | } |
2706 | } |
2934 | else |
2707 | else |
2935 | tmp->destroy (); |
2708 | tmp->destroy (); |
2936 | } |
2709 | } |
… | |
… | |
2943 | * fix_weight(): Check recursively the weight of all players, and fix |
2716 | * fix_weight(): Check recursively the weight of all players, and fix |
2944 | * 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 |
2945 | * was changed. |
2718 | * was changed. |
2946 | */ |
2719 | */ |
2947 | void |
2720 | void |
2948 | fix_weight (void) |
2721 | fix_weight () |
2949 | { |
2722 | { |
2950 | for_all_players (pl) |
2723 | for_all_players (pl) |
2951 | { |
2724 | { |
2952 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
2725 | sint32 old = pl->ob->carrying; |
2953 | |
2726 | |
2954 | if (old == sum) |
2727 | pl->ob->update_weight (); |
2955 | continue; |
2728 | |
|
|
2729 | if (old != pl->ob->carrying) |
|
|
2730 | { |
2956 | pl->ob->update_stats (); |
2731 | pl->ob->update_stats (); |
2957 | 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 | } |
2958 | } |
2734 | } |
2959 | } |
2735 | } |
2960 | |
2736 | |
2961 | void |
2737 | void |
2962 | fix_luck (void) |
2738 | fix_luck () |
2963 | { |
2739 | { |
2964 | for_all_players (pl) |
2740 | for_all_players (pl) |
2965 | if (!pl->ob->contr->ns->state) |
2741 | if (!pl->ob->contr->ns->state) |
2966 | pl->ob->change_luck (0); |
2742 | pl->ob->change_luck (0); |
2967 | } |
2743 | } |
… | |
… | |
3004 | } |
2780 | } |
3005 | |
2781 | |
3006 | void |
2782 | void |
3007 | make_visible (object *op) |
2783 | make_visible (object *op) |
3008 | { |
2784 | { |
3009 | op->hide = 0; |
2785 | op->flag [FLAG_HIDDEN] = 0; |
3010 | op->invisible = 0; |
2786 | op->invisible = 0; |
3011 | |
2787 | |
3012 | if (op->type == PLAYER) |
2788 | if (op->type == PLAYER) |
3013 | { |
2789 | { |
3014 | op->contr->tmp_invis = 0; |
2790 | op->contr->tmp_invis = 0; |
… | |
… | |
3019 | } |
2795 | } |
3020 | |
2796 | |
3021 | int |
2797 | int |
3022 | is_true_undead (object *op) |
2798 | is_true_undead (object *op) |
3023 | { |
2799 | { |
3024 | if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
2800 | if (op->arch->flag [FLAG_UNDEAD]) |
3025 | return 1; |
2801 | return 1; |
3026 | |
2802 | |
3027 | return 0; |
2803 | return 0; |
3028 | } |
2804 | } |
3029 | |
2805 | |
… | |
… | |
3039 | |
2815 | |
3040 | if (!ob || !ob->map) |
2816 | if (!ob || !ob->map) |
3041 | return 0; |
2817 | return 0; |
3042 | |
2818 | |
3043 | /* so, on normal lighted maps, its hard to hide */ |
2819 | /* so, on normal lighted maps, its hard to hide */ |
3044 | level = ob->map->darkness - 2; |
2820 | level = ob->map->darklevel () - 2; |
3045 | |
2821 | |
3046 | /* this also picks up whether the object is glowing. |
2822 | /* this also picks up whether the object is glowing. |
3047 | * 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 |
3048 | * as bad as carrying a light on a pitch dark map */ |
2824 | * as bad as carrying a light on a pitch dark map */ |
3049 | if (has_carried_lights (ob)) |
2825 | if (ob->has_carried_lights ()) |
3050 | level = -(10 + (2 * ob->map->darkness)); |
2826 | level = -(10 + (2 * ob->map->darklevel ())); |
3051 | |
2827 | |
3052 | /* scan through all nearby squares for terrain to hide in */ |
2828 | /* scan through all nearby squares for terrain to hide in */ |
3053 | 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]) |
3054 | { |
2832 | { |
3055 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
2833 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
3056 | if (mflag & P_OUT_OF_MAP) |
2834 | if (mflag & P_OUT_OF_MAP) |
3057 | { |
|
|
3058 | continue; |
2835 | continue; |
3059 | } |
2836 | |
3060 | if (mflag & P_BLOCKSVIEW) /* something to hide near! */ |
2837 | if (mflag & P_BLOCKSVIEW) /* something to hide near! */ |
3061 | level += 2; |
2838 | level += 2; |
3062 | else /* open terrain! */ |
2839 | else /* open terrain! */ |
3063 | level -= 1; |
2840 | level -= 1; |
3064 | } |
2841 | } |
… | |
… | |
3075 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
2852 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3076 | */ |
2853 | */ |
3077 | void |
2854 | void |
3078 | do_hidden_move (object *op) |
2855 | do_hidden_move (object *op) |
3079 | { |
2856 | { |
3080 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
2857 | int hide = 0; |
3081 | object *skop; |
|
|
3082 | |
2858 | |
3083 | if (!op || !op->map) |
2859 | if (!op || !op->map) |
3084 | return; |
2860 | return; |
3085 | |
2861 | |
3086 | 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); |
3087 | |
2864 | |
3088 | /* 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! */ |
3089 | if (op->type == PLAYER && op->contr->run_on) |
2866 | if (op->type == PLAYER && op->contr->run_on) |
3090 | if (!skop || num >= skop->level) |
2867 | if (!skop || num >= skop->level) |
3091 | { |
2868 | { |
… | |
… | |
3101 | num -= hide; |
2878 | num -= hide; |
3102 | |
2879 | |
3103 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
2880 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3104 | { |
2881 | { |
3105 | make_visible (op); |
2882 | make_visible (op); |
|
|
2883 | |
3106 | if (op->type == PLAYER) |
2884 | if (op->type == PLAYER) |
3107 | 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!"); |
3108 | } |
2886 | } |
3109 | else if (op->type == PLAYER && skop) |
2887 | else if (op->type == PLAYER && skop) |
3110 | 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); |
… | |
… | |
3125 | |
2903 | |
3126 | if (who->type == PLAYER) |
2904 | if (who->type == PLAYER) |
3127 | player = 1; |
2905 | player = 1; |
3128 | |
2906 | |
3129 | else |
2907 | else |
3130 | friendly = QUERY_FLAG (who, FLAG_FRIENDLY); |
2908 | friendly = who->flag [FLAG_FRIENDLY]; |
3131 | |
2909 | |
3132 | /* search adjacent squares */ |
2910 | /* search adjacent squares */ |
3133 | for (i = 1; i < 9; i++) |
2911 | for (i = 1; i < 9; i++) |
3134 | { |
2912 | { |
3135 | x = who->x + freearr_x[i]; |
2913 | x = who->x + freearr_x[i]; |
… | |
… | |
3144 | 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))) |
3145 | continue; |
2923 | continue; |
3146 | |
2924 | |
3147 | 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) |
3148 | { |
2926 | { |
3149 | 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]) |
3150 | return 1; |
2928 | return 1; |
3151 | else if (tmp->type == PLAYER) |
2929 | else if (tmp->type == PLAYER) |
3152 | { |
2930 | { |
3153 | /*don't let a hidden DM prevent you from hiding */ |
2931 | /*don't let a hidden DM prevent you from hiding */ |
3154 | if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) |
2932 | if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0) |
3155 | return 1; |
2933 | return 1; |
3156 | } |
2934 | } |
3157 | } |
2935 | } |
3158 | } |
2936 | } |
3159 | return 0; |
2937 | return 0; |
… | |
… | |
3200 | while (op) |
2978 | while (op) |
3201 | { |
2979 | { |
3202 | dx = rv.distance_x + op->arch->x; |
2980 | dx = rv.distance_x + op->arch->x; |
3203 | dy = rv.distance_y + op->arch->y; |
2981 | dy = rv.distance_y + op->arch->y; |
3204 | |
2982 | |
3205 | /* only the viewable area the player sees is updated by LOS |
2983 | if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED) |
3206 | * code, so we need to restrict ourselves to that range of values |
|
|
3207 | * for any meaningful values. |
|
|
3208 | */ |
|
|
3209 | if (abs (dx) <= (pl->contr->ns->mapx / 2) && |
|
|
3210 | abs (dy) <= (pl->contr->ns->mapy / 2) && |
|
|
3211 | !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) |
|
|
3212 | return 1; |
2984 | return 1; |
3213 | |
2985 | |
3214 | op = op->more; |
2986 | op = op->more; |
3215 | } |
|
|
3216 | |
|
|
3217 | return 0; |
|
|
3218 | } |
|
|
3219 | |
|
|
3220 | /* routine for both players and monsters. We call this when |
|
|
3221 | * there is a possibility for our action distrubing our hiding |
|
|
3222 | * place or invisiblity spell. Artefact invisiblity is not |
|
|
3223 | * effected by this. If we arent invisible to begin with, we |
|
|
3224 | * return 0. |
|
|
3225 | */ |
|
|
3226 | int |
|
|
3227 | action_makes_visible (object *op) |
|
|
3228 | { |
|
|
3229 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
3230 | { |
|
|
3231 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
|
|
3232 | return 0; |
|
|
3233 | |
|
|
3234 | if (op->contr && op->contr->tmp_invis == 0) |
|
|
3235 | return 0; |
|
|
3236 | |
|
|
3237 | /* If monsters, they should become visible */ |
|
|
3238 | if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) |
|
|
3239 | { |
|
|
3240 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); |
|
|
3241 | return 1; |
|
|
3242 | } |
|
|
3243 | } |
2987 | } |
3244 | |
2988 | |
3245 | return 0; |
2989 | return 0; |
3246 | } |
2990 | } |
3247 | |
2991 | |
… | |
… | |
3262 | * and the exit-coordinates sp/hp must both be > 0. |
3006 | * and the exit-coordinates sp/hp must both be > 0. |
3263 | * => The intention here is to prevent abuse of the battleground- |
3007 | * => The intention here is to prevent abuse of the battleground- |
3264 | * feature (like pickable or hidden battleground tiles). */ |
3008 | * feature (like pickable or hidden battleground tiles). */ |
3265 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
3009 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
3266 | { |
3010 | { |
3267 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3011 | if (tmp->flag [FLAG_IS_FLOOR]) |
3268 | { |
3012 | { |
3269 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) |
3013 | if (tmp->flag [FLAG_NO_PICK] |
3270 | && tmp->type == BATTLEGROUND |
3014 | && tmp->type == BATTLEGROUND |
3271 | && tmp->name == shstr_battleground |
3015 | && tmp->name == shstr_battleground |
3272 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3016 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3273 | { |
3017 | { |
3274 | /* before we assign the exit, check if this is a teambattle */ |
3018 | /* before we assign the exit, check if this is a teambattle */ |
3275 | 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)) |
3276 | { |
|
|
3277 | for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) |
3020 | for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) |
|
|
3021 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
3278 | { |
3022 | { |
3279 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
|
|
3280 | { |
|
|
3281 | if (x && y) |
3023 | if (x && y) |
3282 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3024 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3283 | |
3025 | |
3284 | return 1; |
3026 | return 1; |
3285 | } |
|
|
3286 | } |
3027 | } |
3287 | } |
|
|
3288 | |
3028 | |
3289 | if (x && y) |
3029 | if (x && y) |
3290 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3030 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3291 | |
3031 | |
3292 | return 1; |
3032 | return 1; |
… | |
… | |
3430 | else |
3170 | else |
3431 | j = 1; |
3171 | j = 1; |
3432 | strcat (buf, spellpathnames[i]); |
3172 | strcat (buf, spellpathnames[i]); |
3433 | } |
3173 | } |
3434 | } |
3174 | } |
|
|
3175 | |
3435 | strcat (buf, "."); |
3176 | strcat (buf, "."); |
3436 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); |
3177 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); |
3437 | } |
3178 | } |
3438 | |
3179 | |
3439 | /* evtl. adding flags: */ |
3180 | /* evtl. adding flags: */ |
3440 | if (QUERY_FLAG (item, FLAG_XRAYS)) |
3181 | if (item->flag [FLAG_XRAYS]) |
3441 | SET_FLAG (skin, FLAG_XRAYS); |
3182 | skin->set_flag (FLAG_XRAYS); |
3442 | if (QUERY_FLAG (item, FLAG_STEALTH)) |
3183 | if (item->flag [FLAG_STEALTH]) |
3443 | SET_FLAG (skin, FLAG_STEALTH); |
3184 | skin->set_flag (FLAG_STEALTH); |
3444 | if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) |
3185 | if (item->flag [FLAG_SEE_IN_DARK]) |
3445 | SET_FLAG (skin, FLAG_SEE_IN_DARK); |
3186 | skin->set_flag (FLAG_SEE_IN_DARK); |
3446 | |
3187 | |
3447 | /* print message if there is one */ |
3188 | /* print message if there is one */ |
3448 | if (item->msg != NULL) |
3189 | if (item->msg != NULL) |
3449 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3190 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3450 | } |
3191 | } |
3451 | else |
3192 | else |
3452 | { |
3193 | { |
3453 | /* generate misc. treasure */ |
3194 | /* generate misc. treasure */ |
3454 | tmp = arch_to_object (tr->item); |
3195 | tmp = tr->item->instance (); |
3455 | 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)); |
3456 | tmp = insert_ob_in_ob (tmp, who); |
3197 | who->insert (tmp); |
3457 | if (who->type == PLAYER) |
|
|
3458 | esrv_send_item (who, tmp); |
|
|
3459 | } |
3198 | } |
3460 | } |
3199 | } |
3461 | |
3200 | |
3462 | /** |
3201 | //-GPL |
3463 | * Unready an object for a player. This function does nothing if the object was |
|
|
3464 | * not readied. |
|
|
3465 | */ |
|
|
3466 | void |
|
|
3467 | player_unready_range_ob (player *pl, object *ob) |
|
|
3468 | { |
|
|
3469 | if (pl->ob->current_weapon == ob) |
|
|
3470 | pl->ob->current_weapon = 0; |
|
|
3471 | |
|
|
3472 | if (pl->combat_ob == ob) |
|
|
3473 | pl->combat_ob = 0; |
|
|
3474 | |
|
|
3475 | if (pl->ranged_ob == ob) |
|
|
3476 | pl->ranged_ob = 0; |
|
|
3477 | } |
|
|
3478 | |
3202 | |
3479 | sint8 |
3203 | sint8 |
3480 | player::visibility_at (maptile *map, int x, int y) const |
3204 | player::darkness_at (maptile *map, int x, int y) const |
3481 | { |
3205 | { |
3482 | if (!ns) |
3206 | if (!ns) |
3483 | return 0; |
3207 | return LOS_BLOCKED; |
3484 | |
3208 | |
3485 | int dx, dy; |
3209 | int dx, dy; |
3486 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
3210 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
3487 | return 0; |
3211 | return LOS_BLOCKED; |
3488 | |
3212 | |
3489 | x += dx - ns->current_x + ns->mapx / 2; |
3213 | x += dx - ns->current_x; |
3490 | y += dy - ns->current_y + ns->mapy / 2; |
3214 | y += dy - ns->current_y; |
3491 | |
3215 | |
3492 | if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) |
|
|
3493 | return 0; |
|
|
3494 | |
|
|
3495 | return 100 - blocked_los [x][y]; |
3216 | return blocked_los (x, y); |
3496 | } |
3217 | } |
3497 | |
3218 | |
3498 | void |
3219 | void |
3499 | player::infobox (const char *title, const char *msg, int color) |
3220 | player::infobox (const char *title, const char *msg, int color) |
3500 | { |
3221 | { |
… | |
… | |
3512 | { |
3233 | { |
3513 | play_sound (sound_find ("generic_failure")); |
3234 | play_sound (sound_find ("generic_failure")); |
3514 | statusmsg (msg, color); |
3235 | statusmsg (msg, color); |
3515 | } |
3236 | } |
3516 | |
3237 | |
|
|
3238 | void |
|
|
3239 | object::failmsgf (const char *format, ...) |
|
|
3240 | { |
|
|
3241 | if (!contr) |
|
|
3242 | return; |
|
|
3243 | |
|
|
3244 | va_list ap; |
|
|
3245 | va_start (ap, format); |
|
|
3246 | contr->failmsg (vformat (format, ap)); |
|
|
3247 | va_end (ap); |
|
|
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 | |