1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008 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, |
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128 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, |
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129 | "INFORMATION: %s\n%s", (char *)"%s\n%s", |
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130 | subject, news); /*send previously read news */ |
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131 | |
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132 | strcpy (subject, buf + 1); |
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133 | strip_endline (subject); |
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134 | size = 0; |
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135 | news[0] = '\0'; |
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136 | } |
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137 | else |
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138 | { |
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139 | if (size + strlen (buf) >= HUGE_BUF) |
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140 | { |
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141 | LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF); |
|
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142 | break; |
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143 | } |
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144 | strncat (news + size, buf, HUGE_BUF - size); |
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145 | size += strlen (buf); |
|
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146 | } |
|
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147 | } |
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148 | |
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149 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
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150 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); |
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151 | close_and_delete (fp, comp); |
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152 | } |
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153 | |
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154 | /* This loads the first map an puts the player on it. */ |
40 | /* This loads the first map an puts the player on it. */ |
155 | static void |
41 | static void |
156 | set_first_map (object *op) |
42 | set_first_map (object *op) |
157 | { |
43 | { |
158 | op->contr->maplevel = first_map_path; |
44 | op->contr->maplevel = first_map_path; |
… | |
… | |
168 | |
54 | |
169 | players.insert (this); |
55 | players.insert (this); |
170 | ob->remove (); |
56 | ob->remove (); |
171 | ob->map = 0; |
57 | ob->map = 0; |
172 | ob->activate_recursive (); |
58 | ob->activate_recursive (); |
173 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
59 | ob->clr_flag (FLAG_FRIENDLY); |
174 | add_friendly_object (ob); |
60 | add_friendly_object (ob); |
175 | } |
61 | } |
176 | |
62 | |
177 | void |
63 | void |
178 | player::deactivate () |
64 | player::deactivate () |
… | |
… | |
190 | ob->remove (); |
76 | ob->remove (); |
191 | ob->enemy = 0; // sometimes keeps an extra refcount on itself |
77 | ob->enemy = 0; // sometimes keeps an extra refcount on itself |
192 | ob->map = 0; |
78 | ob->map = 0; |
193 | party = 0; |
79 | party = 0; |
194 | |
80 | |
195 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
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196 | |
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197 | players.erase (this); |
81 | players.erase (this); |
198 | } |
82 | } |
199 | |
83 | |
200 | // connect the player with a specific client |
84 | // connect the player with a specific client |
201 | // also changes, rationalises, and fixes some incorrect settings |
85 | // also changes, rationalises, and fixes some incorrect settings |
… | |
… | |
210 | ob->close_container (); //TODO: client-specific |
94 | ob->close_container (); //TODO: client-specific |
211 | |
95 | |
212 | ns->update_look = 0; |
96 | ns->update_look = 0; |
213 | ns->look_position = 0; |
97 | ns->look_position = 0; |
214 | |
98 | |
215 | clear_los (this); |
99 | clear_los (); |
216 | |
100 | |
217 | ns->reset_stats (); |
101 | ns->reset_stats (); |
218 | |
102 | |
219 | /* make sure he's a player -- needed because of class change. */ |
103 | /* make sure he's a player -- needed because of class change. */ |
220 | ob->type = PLAYER; // we are paranoid |
104 | ob->type = PLAYER; // we are paranoid |
221 | ob->race = ob->arch->race; |
105 | ob->race = ob->arch->race; |
222 | |
106 | |
223 | ob->update_weight (); |
107 | ob->update_weight (); |
224 | link_skills (); |
108 | link_skills (); |
225 | |
109 | |
226 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
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227 | |
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228 | assign (title, ob->arch->object::name); |
110 | assign (title, ob->arch->object::name); |
229 | |
111 | |
230 | /* if it's a dragon player, set the correct title here */ |
112 | /* if it's a dragon player, set the correct title here */ |
231 | if (is_dragon_pl (ob)) |
113 | if (ob->is_dragon ()) |
232 | { |
114 | { |
233 | object *tmp, *abil = 0, *skin = 0; |
115 | object *tmp, *abil = 0, *skin = 0; |
234 | |
116 | |
235 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
117 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
236 | if (tmp->type == FORCE) |
118 | if (tmp->type == FORCE) |
… | |
… | |
250 | |
132 | |
251 | ns->floorbox_update (); |
133 | ns->floorbox_update (); |
252 | esrv_send_inventory (ob, ob); |
134 | esrv_send_inventory (ob, ob); |
253 | esrv_add_spells (this, 0); |
135 | esrv_add_spells (this, 0); |
254 | |
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 |
255 | activate (); |
143 | activate (); |
256 | |
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257 | send_rules (ob); |
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258 | send_news (ob); |
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259 | display_motd (ob); |
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260 | |
144 | |
261 | INVOKE_PLAYER (CONNECT, this); |
145 | INVOKE_PLAYER (CONNECT, this); |
262 | INVOKE_PLAYER (LOGIN, this); |
146 | INVOKE_PLAYER (LOGIN, this); |
263 | } |
147 | } |
264 | |
148 | |
… | |
… | |
281 | ns->reset_stats (); |
165 | ns->reset_stats (); |
282 | ns->pl = 0; |
166 | ns->pl = 0; |
283 | ns = 0; |
167 | ns = 0; |
284 | } |
168 | } |
285 | |
169 | |
286 | 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; |
287 | |
173 | |
288 | deactivate (); |
174 | deactivate (); |
289 | } |
175 | } |
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176 | |
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177 | //-GPL |
290 | |
178 | |
291 | // the need for this function can be explained |
179 | // the need for this function can be explained |
292 | // by load_object not returning the object |
180 | // by load_object not returning the object |
293 | void |
181 | void |
294 | player::set_object (object *op) |
182 | player::set_object (object *op) |
295 | { |
183 | { |
296 | ob = observe = op; |
184 | ob = observe = viewpoint = op; |
297 | ob->contr = this; /* this aren't yet in archetype */ |
185 | ob->contr = this; /* this aren't yet in archetype */ |
298 | |
186 | |
299 | ob->speed = 1.0f; |
187 | ob->speed = 1.0f; |
300 | ob->speed_left = 0.5f; |
188 | ob->speed_left = 0.5f; |
301 | |
189 | |
302 | ob->direction = 5; /* So player faces south */ |
190 | ob->direction = 5; /* So player faces south */ |
303 | |
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304 | ob->flag [FLAG_READY_WEAPON] = false; |
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305 | ob->flag [FLAG_READY_SKILL] = false; |
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306 | ob->flag [FLAG_READY_BOW] = false; |
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307 | |
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308 | for (object *op = ob->inv; op; op = op->below) |
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309 | if (op->flag [FLAG_APPLIED]) |
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310 | switch (op->type) |
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311 | { |
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312 | case SKILL: |
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313 | ob->flag [FLAG_APPLIED] = false; |
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314 | break; |
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315 | |
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316 | case WAND: |
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317 | case ROD: |
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318 | case HORN: |
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319 | case BOW: |
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320 | ranged_ob = op; |
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321 | break; |
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322 | |
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323 | case WEAPON: |
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324 | combat_ob = op; |
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325 | break; |
|
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326 | } |
|
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327 | |
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328 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
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329 | ob->deactivate (); // change_weapon activates, fix this better |
|
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330 | } |
191 | } |
331 | |
192 | |
332 | void |
193 | void |
333 | player::set_observe (object *op) |
194 | player::set_observe (object *op) |
334 | { |
195 | { |
335 | observe = op ? op : ob; |
196 | observe = viewpoint = op ? op : ob; |
336 | do_los = 1; |
197 | do_los = 1; |
337 | } |
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 |
338 | |
208 | |
339 | player::player () |
209 | player::player () |
340 | { |
210 | { |
341 | /* There are some elements we want initialised to non zero value - |
211 | /* There are some elements we want initialised to non zero value - |
342 | * we deal with that below this point. |
212 | * we deal with that below this point. |
… | |
… | |
364 | disconnect (); |
234 | disconnect (); |
365 | |
235 | |
366 | attachable::do_destroy (); |
236 | attachable::do_destroy (); |
367 | |
237 | |
368 | if (ob) |
238 | if (ob) |
369 | { |
|
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370 | ob->destroy_inv (false); |
|
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371 | ob->destroy (); |
239 | ob->destroy (); |
372 | } |
|
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373 | |
240 | |
374 | ob = observe = 0; |
241 | ob = observe = viewpoint = 0; |
375 | } |
242 | } |
376 | |
243 | |
377 | player::~player () |
244 | player::~player () |
378 | { |
245 | { |
379 | /* Clear item stack */ |
246 | /* Clear item stack */ |
380 | 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 | } |
381 | } |
276 | } |
382 | |
277 | |
383 | /* Tries to add player on the connection passed in ns. |
278 | /* Tries to add player on the connection passed in ns. |
384 | * 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 |
385 | * mode. |
280 | * mode. |
… | |
… | |
387 | player * |
282 | player * |
388 | player::create () |
283 | player::create () |
389 | { |
284 | { |
390 | player *pl = new player; |
285 | player *pl = new player; |
391 | |
286 | |
392 | pl->set_object (arch_to_object (get_player_archetype (0))); |
287 | pl->set_object (get_player_archetype (0)->instance ()); |
393 | |
288 | |
394 | pl->ob->roll_stats (); |
289 | pl->ob->roll_stats (); |
395 | pl->ob->stats.wc = 2; |
290 | pl->ob->stats.wc = 2; |
396 | pl->ob->run_away = 25; /* Then we panick... */ |
291 | pl->ob->run_away = 25; /* Then we panick... */ |
397 | |
292 | |
398 | set_first_map (pl->ob); |
293 | set_first_map (pl->ob); |
399 | |
294 | |
400 | return pl; |
295 | return pl; |
401 | } |
|
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402 | |
|
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403 | /* |
|
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404 | * get_player_archetype() return next player archetype from archetype |
|
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405 | * list. Not very efficient routine, but used only creating new players. |
|
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406 | * Note: there MUST be at least one player archetype! |
|
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407 | */ |
|
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408 | archetype * |
|
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409 | get_player_archetype (archetype *at) |
|
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410 | { |
|
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411 | // archetypes could have been reloaded |
|
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412 | archetype *nat = at ? archetype::find (at->archname) : archetypes [0]; |
|
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413 | |
|
|
414 | if (!nat) |
|
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415 | return at; |
|
|
416 | |
|
|
417 | archvec::iterator i = archetypes.find (nat); |
|
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418 | |
|
|
419 | for (;;) |
|
|
420 | { |
|
|
421 | if (++i == archetypes.end ()) |
|
|
422 | i = archetypes.begin (); |
|
|
423 | else if (*i == at) |
|
|
424 | cleanup ("not a single player archetype found"); |
|
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425 | |
|
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426 | if ((*i)->type == PLAYER) |
|
|
427 | return *i; |
|
|
428 | } |
|
|
429 | } |
296 | } |
430 | |
297 | |
431 | object * |
298 | object * |
432 | get_nearest_player (object *mon) |
299 | get_nearest_player (object *mon) |
433 | { |
300 | { |
… | |
… | |
507 | */ |
374 | */ |
508 | int |
375 | int |
509 | path_to_player (object *mon, object *pl, unsigned mindiff) |
376 | path_to_player (object *mon, object *pl, unsigned mindiff) |
510 | { |
377 | { |
511 | rv_vector rv; |
378 | rv_vector rv; |
512 | sint16 x, y; |
|
|
513 | 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; |
514 | maptile *m, *lastmap; |
|
|
515 | |
380 | |
516 | get_rangevector (mon, pl, &rv, 0); |
381 | get_rangevector (mon, pl, &rv, 0); |
517 | |
382 | |
518 | if (rv.distance < mindiff) |
383 | if (rv.distance < mindiff) |
519 | return 0; |
384 | return 0; |
520 | |
385 | |
521 | x = mon->x; |
386 | mapxy pos (mon); |
522 | y = mon->y; |
|
|
523 | m = mon->map; |
|
|
524 | dir = rv.direction; |
387 | dir = rv.direction; |
525 | 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 */ |
526 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
389 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
527 | |
390 | |
528 | /* 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. */ |
529 | if (diff > max) |
392 | if (diff > max) |
530 | return 0; |
393 | return 0; |
531 | |
394 | |
532 | while (diff > 1 && max > 0) |
395 | while (diff > 1 && max > 0) |
533 | { |
396 | { |
534 | lastx = x; |
397 | mapxy lastpos = pos; |
535 | lasty = y; |
|
|
536 | lastmap = m; |
|
|
537 | x = lastx + freearr_x[dir]; |
|
|
538 | y = lasty + freearr_y[dir]; |
|
|
539 | |
398 | |
540 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
399 | pos.move (dir); |
541 | blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y); |
|
|
542 | |
400 | |
543 | /* Space is blocked - try changing direction a little */ |
401 | /* Space is blocked - try changing direction a little */ |
544 | if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) |
402 | if (!pos.normalise () |
545 | && (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))) |
546 | { |
405 | { |
547 | /* recalculate direction from last good location. Possible |
406 | /* recalculate direction from last good location. Possible |
548 | * we were not traversing ideal location before. |
407 | * we were not traversing ideal location before. |
549 | */ |
408 | */ |
550 | get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); |
409 | get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0); |
551 | if (rv.direction != dir) |
410 | if (rv.direction != dir) |
552 | { |
411 | { |
553 | /* OK - says direction should be different - lets reset the |
412 | /* OK - says direction should be different - lets reset the |
554 | * the values so it will try again. |
413 | * the values so it will try again. |
555 | */ |
414 | */ |
556 | x = lastx; |
|
|
557 | y = lasty; |
|
|
558 | m = lastmap; |
415 | pos = lastpos; |
559 | dir = firstdir = rv.direction; |
416 | dir = firstdir = rv.direction; |
560 | } |
417 | } |
561 | else |
418 | else |
562 | { |
419 | { |
563 | /* direct path is blocked - try taking a side step to |
420 | /* direct path is blocked - try taking a side step to |
… | |
… | |
570 | */ |
427 | */ |
571 | for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) |
428 | for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) |
572 | { |
429 | { |
573 | if (i == 0) |
430 | if (i == 0) |
574 | continue; /* already did this, so skip it */ |
431 | continue; /* already did this, so skip it */ |
|
|
432 | |
575 | /* Use lastdir here - otherwise, |
433 | /* Use lastdir here - otherwise, |
576 | * since the direction that the creature should move in |
434 | * since the direction that the creature should move in |
577 | * may change, you could get infinite loops. |
435 | * may change, you could get infinite loops. |
578 | * ie, player is northwest, but monster can only |
436 | * ie, player is northwest, but monster can only |
579 | * move west, so it does that. It goes some distance, |
437 | * move west, so it does that. It goes some distance, |
… | |
… | |
581 | * 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 |
582 | * gets back to its original point. lastdir contains |
440 | * gets back to its original point. lastdir contains |
583 | * the last direction the creature has successfully |
441 | * the last direction the creature has successfully |
584 | * moved. |
442 | * moved. |
585 | */ |
443 | */ |
586 | |
|
|
587 | x = lastx + freearr_x[absdir (lastdir + i)]; |
|
|
588 | y = lasty + freearr_y[absdir (lastdir + i)]; |
|
|
589 | m = lastmap; |
444 | pos = lastpos; |
590 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
445 | pos.move (absdir (lastdir + i)); |
591 | if (mflags & P_OUT_OF_MAP) |
446 | |
|
|
447 | if (!pos.normalise ()) |
592 | continue; |
448 | continue; |
593 | blocked = GET_MAP_MOVE_BLOCK (m, x, y); |
449 | |
594 | if (OB_TYPE_MOVE_BLOCK (mon, blocked)) |
450 | mapspace &ms = *pos; |
|
|
451 | |
|
|
452 | if (ms.flags () & P_BLOCKSVIEW) |
595 | continue; |
453 | continue; |
596 | if (mflags & P_BLOCKSVIEW) |
454 | |
|
|
455 | if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block)) |
597 | continue; |
456 | continue; |
598 | |
457 | |
599 | if (m == mon->map && blocked_link (mon, m, x, y)) |
458 | if (blocked_link (mon, pos.m, pos.x, pos.y)) |
600 | break; |
459 | break; |
601 | } |
460 | } |
|
|
461 | |
602 | /* go through entire loop without finding a valid |
462 | /* go through entire loop without finding a valid |
603 | * sidestep to take - thus, no valid path. |
463 | * sidestep to take - thus, no valid path. |
604 | */ |
464 | */ |
605 | if (i == (DETOUR_AMOUNT + 1)) |
465 | if (i == DETOUR_AMOUNT + 1) |
606 | return 0; |
466 | return 0; |
|
|
467 | |
607 | diff--; |
468 | diff--; |
608 | lastdir = dir; |
469 | lastdir = dir; |
609 | max--; |
470 | max--; |
610 | if (!firstdir) |
471 | if (!firstdir) |
611 | firstdir = dir + i; |
472 | firstdir = dir + i; |
… | |
… | |
615 | { |
476 | { |
616 | /* we moved towards creature, so diff is less */ |
477 | /* we moved towards creature, so diff is less */ |
617 | diff--; |
478 | diff--; |
618 | max--; |
479 | max--; |
619 | lastdir = dir; |
480 | lastdir = dir; |
|
|
481 | |
620 | if (!firstdir) |
482 | if (!firstdir) |
621 | firstdir = dir; |
483 | firstdir = dir; |
622 | } |
484 | } |
623 | |
485 | |
624 | if (diff <= 1) |
486 | if (diff <= 1) |
625 | { |
487 | { |
626 | /* Recalculate diff (distance) because we may not have actually |
488 | /* Recalculate diff (distance) because we may not have actually |
627 | * headed toward player for entire distance. |
489 | * headed toward player for entire distance. |
628 | */ |
490 | */ |
629 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
491 | get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0); |
630 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
492 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
631 | } |
493 | } |
632 | |
494 | |
633 | if (diff > max) |
495 | if (diff > max) |
634 | return 0; |
496 | return 0; |
… | |
… | |
652 | next = op->below; |
514 | next = op->below; |
653 | |
515 | |
654 | /* Forces get applied per default, unless they have the |
516 | /* Forces get applied per default, unless they have the |
655 | * 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 |
656 | */ |
518 | */ |
657 | if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) |
519 | if (op->type == FORCE && !op->flag [FLAG_NEUTRAL]) |
658 | SET_FLAG (op, FLAG_APPLIED); |
520 | op->set_flag (FLAG_APPLIED); |
659 | |
521 | |
660 | /* we never give weapons/armour if these cannot be used |
522 | /* we never give weapons/armour if these cannot be used |
661 | * by this player due to race restrictions |
523 | * by this player due to race restrictions |
662 | */ |
524 | */ |
663 | if (pl->type == PLAYER) |
525 | if (pl->type == PLAYER) |
664 | { |
526 | { |
665 | if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) |
527 | if ((!pl->flag [FLAG_USE_ARMOUR] |
666 | && |
528 | && |
667 | (op->type == ARMOUR || op->type == BOOTS |
529 | (op->type == ARMOUR || op->type == BOOTS |
668 | || op->type == CLOAK || op->type == HELMET |
530 | || op->type == CLOAK || op->type == HELMET |
669 | || op->type == SHIELD || op->type == GLOVES |
531 | || op->type == SHIELD || op->type == GLOVES |
670 | || op->type == BRACERS || op->type == GIRDLE)) |
532 | || op->type == BRACERS || op->type == GIRDLE)) |
671 | || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
533 | || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON)) |
672 | { |
534 | { |
673 | op->destroy (); |
535 | op->destroy (); |
674 | continue; |
536 | continue; |
675 | } |
537 | } |
676 | } |
538 | } |
677 | |
539 | |
678 | /* This really needs to be better - we should really give |
540 | /* Here we remove duplicated skills (as duplicated spell objects have |
679 | * a substitute spellbook. The problem is that we don't really |
541 | * _very_ confusing effects for players), which could for instance be |
680 | * have a good idea what to replace it with (need something like |
542 | * generated by bad treasurelists. - elmex |
681 | * a first level treasurelist for each skill.) |
|
|
682 | * remove duplicate skills also |
|
|
683 | */ |
543 | */ |
684 | if (op->type == SPELLBOOK || op->type == SKILL) |
544 | if (op->type == SKILL) |
685 | { |
545 | { |
686 | object *tmp; |
|
|
687 | |
|
|
688 | for (tmp = op->below; tmp; tmp = tmp->below) |
546 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
689 | if (tmp->type == op->type && tmp->name == op->name) |
547 | if (tmp->type == op->type && tmp->name == op->name) |
690 | break; |
|
|
691 | |
|
|
692 | if (tmp) |
|
|
693 | { |
548 | { |
694 | op->destroy (); |
549 | op->destroy (); |
|
|
550 | LOG (llevError, |
695 | LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); |
551 | "give_initial_items: Removing duplicate skill %s\n", &tmp->name); |
696 | continue; |
552 | break; |
697 | } |
553 | } |
698 | |
554 | |
699 | if (op->nrof > 1) |
555 | if (op->nrof > 1) |
700 | op->nrof = 1; |
556 | op->nrof = 1; |
701 | } |
557 | } |
702 | |
558 | |
703 | if (op->type == SPELLBOOK && op->inv) |
559 | if (op->type == SPELLBOOK && op->inv) |
704 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
560 | op->inv->clr_flag (FLAG_STARTEQUIP); |
705 | |
561 | |
706 | /* Give starting characters identified, uncursed, and undamned |
562 | /* Give starting characters identified, uncursed, and undamned |
707 | * 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 |
708 | * merged properly. |
564 | * merged properly. |
709 | */ |
565 | */ |
710 | if (need_identify (op)) |
566 | if (op->need_identify ()) |
711 | { |
567 | { |
712 | SET_FLAG (op, FLAG_IDENTIFIED); |
568 | op->set_flag (FLAG_IDENTIFIED); |
713 | CLEAR_FLAG (op, FLAG_CURSED); |
569 | op->clr_flag (FLAG_CURSED); |
714 | CLEAR_FLAG (op, FLAG_DAMNED); |
570 | op->clr_flag (FLAG_DAMNED); |
715 | } |
571 | } |
716 | |
572 | |
717 | if (op->type == SPELL) |
573 | if (op->type == SPELL) |
718 | { |
574 | { |
719 | op->destroy (); |
575 | op->destroy (); |
720 | continue; |
576 | continue; |
721 | } |
577 | } |
722 | else if (op->type == SKILL) |
578 | else if (op->type == SKILL) |
723 | { |
579 | { |
724 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
580 | op->set_flag (FLAG_CAN_USE_SKILL); |
725 | op->stats.exp = 0; |
581 | op->stats.exp = 0; |
726 | op->level = 1; |
582 | op->level = 1; |
727 | } |
583 | } |
728 | else /* lock all 'normal items by default */ |
584 | else /* lock all 'normal items by default */ |
729 | SET_FLAG (op, FLAG_INV_LOCKED); |
585 | op->set_flag (FLAG_INV_LOCKED); |
730 | } /* for loop of objects in player inv */ |
586 | } /* for loop of objects in player inv */ |
731 | |
587 | |
732 | /* Need to set up the skill pointers */ |
588 | /* Need to set up the skill pointers */ |
733 | pl->contr->link_skills (); |
589 | pl->contr->link_skills (); |
734 | } |
590 | } |
… | |
… | |
748 | 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:"); |
749 | } |
605 | } |
750 | |
606 | |
751 | /* 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. */ |
752 | static int |
608 | static int |
753 | roll_stat (void) |
609 | roll_stat () |
754 | { |
610 | { |
755 | int a[4], i, j, k; |
611 | int a[4], i, j, k; |
756 | |
612 | |
757 | for (i = 0; i < 4; i++) |
613 | for (i = 0; i < 4; i++) |
758 | a[i] = (int) rndm (6) + 1; |
614 | a[i] = (int) rndm (6) + 1; |
… | |
… | |
855 | player::chargen_race_done () |
711 | player::chargen_race_done () |
856 | { |
712 | { |
857 | /* this must before then initial items are given */ |
713 | /* this must before then initial items are given */ |
858 | esrv_new_player (ob->contr); |
714 | esrv_new_player (ob->contr); |
859 | |
715 | |
860 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
716 | treasurelist *tl = treasurelist::find (shstr_starting_wealth); |
861 | if (tl) |
717 | if (tl) |
862 | create_treasure (tl, ob, 0, 0, 0); |
718 | create_treasure (tl, ob, 0, 0, 0); |
863 | |
719 | |
864 | INVOKE_PLAYER (BIRTH, ob->contr); |
720 | INVOKE_PLAYER (BIRTH, ob->contr); |
865 | INVOKE_PLAYER (LOGIN, ob->contr); |
721 | INVOKE_PLAYER (LOGIN, ob->contr); |
… | |
… | |
868 | |
724 | |
869 | if (ob->msg) |
725 | if (ob->msg) |
870 | ob->msg = 0; |
726 | ob->msg = 0; |
871 | |
727 | |
872 | start_info (ob); |
728 | start_info (ob); |
873 | CLEAR_FLAG (ob, FLAG_WIZ); |
729 | ob->clr_flag (FLAG_WIZ); |
874 | give_initial_items (ob, ob->randomitems); |
730 | give_initial_items (ob, ob->randomitems); |
875 | esrv_send_inventory (ob, ob); |
731 | esrv_send_inventory (ob, ob); |
876 | ob->update_stats (); |
732 | ob->update_stats (); |
877 | |
733 | |
878 | /* This moves the player to a different start map, if there |
734 | /* This moves the player to a different start map, if there |
… | |
… | |
918 | ob->stats.hp = ob->stats.maxhp; |
774 | ob->stats.hp = ob->stats.maxhp; |
919 | ob->stats.sp = ob->stats.maxsp; |
775 | ob->stats.sp = ob->stats.maxsp; |
920 | ob->stats.grace = 0; |
776 | ob->stats.grace = 0; |
921 | } |
777 | } |
922 | |
778 | |
923 | void |
779 | static void |
924 | flee_player (object *op) |
780 | flee_player (object *op) |
925 | { |
781 | { |
926 | int dir, diff; |
782 | int dir, diff; |
927 | rv_vector rv; |
783 | rv_vector rv; |
928 | |
784 | |
929 | if (op->stats.hp < 0) |
785 | if (op->stats.hp < 0) |
930 | { |
786 | { |
931 | LOG (llevDebug, "Fleeing player is dead.\n"); |
787 | LOG (llevDebug, "Fleeing player is dead.\n"); |
932 | CLEAR_FLAG (op, FLAG_SCARED); |
788 | op->clr_flag (FLAG_SCARED); |
933 | return; |
789 | return; |
934 | } |
790 | } |
935 | |
791 | |
936 | if (op->enemy == NULL) |
792 | if (!op->enemy) |
937 | { |
793 | { |
938 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
794 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
939 | CLEAR_FLAG (op, FLAG_SCARED); |
795 | op->clr_flag (FLAG_SCARED); |
940 | return; |
796 | return; |
941 | } |
797 | } |
942 | |
798 | |
943 | /* 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)) |
944 | * op->enemy_count, it is possible that something destroys the |
|
|
945 | * actual enemy, and the object is recycled. |
|
|
946 | */ |
|
|
947 | if (op->enemy->map == NULL) |
|
|
948 | { |
800 | { |
949 | CLEAR_FLAG (op, FLAG_SCARED); |
|
|
950 | op->enemy = NULL; |
801 | op->enemy = NULL; |
951 | return; |
802 | op->clr_flag (FLAG_SCARED); |
952 | } |
|
|
953 | |
|
|
954 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
|
|
955 | { |
|
|
956 | op->enemy = NULL; |
|
|
957 | CLEAR_FLAG (op, FLAG_SCARED); |
|
|
958 | return; |
803 | return; |
959 | } |
804 | } |
960 | |
805 | |
961 | get_rangevector (op, op->enemy, &rv, 0); |
806 | get_rangevector (op, op->enemy, &rv, 0); |
962 | |
807 | |
963 | dir = absdir (4 + rv.direction); |
808 | dir = absdir (4 + rv.direction); |
964 | for (diff = 0; diff < 3; diff++) |
809 | for (diff = 0; diff < 3; diff++) |
965 | { |
810 | { |
966 | int m = 1 - (RANDOM () & 2); |
811 | int m = 1 - rndm (2) * 2; |
967 | |
812 | |
968 | 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)))) |
969 | return; |
814 | return; |
970 | } |
815 | } |
971 | |
816 | |
972 | /* Cornered, get rid of scared */ |
817 | /* Cornered, get rid of scared */ |
973 | CLEAR_FLAG (op, FLAG_SCARED); |
818 | op->clr_flag (FLAG_SCARED); |
974 | op->enemy = NULL; |
819 | op->enemy = NULL; |
975 | } |
820 | } |
976 | |
821 | |
977 | /* 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. |
978 | * 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 |
… | |
… | |
982 | check_pick (object *op) |
827 | check_pick (object *op) |
983 | { |
828 | { |
984 | object *tmp, *next; |
829 | object *tmp, *next; |
985 | int stop = 0; |
830 | int stop = 0; |
986 | int wvratio; |
831 | int wvratio; |
987 | char putstring[128]; |
|
|
988 | |
832 | |
989 | /* if you're flying, you cna't pick up anything */ |
833 | /* if you're flying, you can't pick up anything */ |
990 | if (op->move_type & MOVE_FLYING) |
834 | if (op->move_type & MOVE_FLYING) |
991 | return 1; |
835 | return 1; |
992 | |
836 | |
993 | next = op->below; |
837 | next = op->below; |
994 | |
838 | |
995 | int cnt = MAX_ITEM_PER_DROP; |
839 | int cnt = MAX_ITEM_PER_ACTION; |
996 | #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) |
997 | |
841 | |
998 | /* 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 |
999 | * destroyed */ |
843 | * destroyed */ |
1000 | while (next && !next->destroyed ()) |
844 | while (next && !next->destroyed ()) |
… | |
… | |
1016 | |
860 | |
1017 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
861 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
1018 | { |
862 | { |
1019 | if (item_matched_string (op, tmp, op->contr->search_str)) |
863 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1020 | CHK_PICK_PICKUP; |
864 | CHK_PICK_PICKUP; |
|
|
865 | |
1021 | continue; |
866 | continue; |
1022 | } |
867 | } |
1023 | |
868 | |
1024 | /* 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? */ |
1025 | if (!(op->contr->mode & PU_NEWMODE)) |
929 | if (op->contr->mode & PU_FOOD) |
|
|
930 | if (tmp->type == FOOD) |
1026 | { |
931 | { |
1027 | 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) |
1028 | { |
995 | { |
1029 | case 0: |
|
|
1030 | return 1; /* don't pick up */ |
|
|
1031 | case 1: |
|
|
1032 | CHK_PICK_PICKUP; |
996 | CHK_PICK_PICKUP; |
1033 | return 1; |
997 | continue; |
1034 | case 2: |
|
|
1035 | CHK_PICK_PICKUP; |
|
|
1036 | return 0; |
|
|
1037 | case 3: |
|
|
1038 | return 0; /* stop before pickup */ |
|
|
1039 | case 4: |
|
|
1040 | CHK_PICK_PICKUP; |
|
|
1041 | break; |
|
|
1042 | case 5: |
|
|
1043 | CHK_PICK_PICKUP; |
|
|
1044 | stop = 1; |
|
|
1045 | break; |
|
|
1046 | case 6: |
|
|
1047 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) |
|
|
1048 | && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
|
|
1049 | CHK_PICK_PICKUP; |
|
|
1050 | break; |
|
|
1051 | |
|
|
1052 | case 7: |
|
|
1053 | if (tmp->type == MONEY || tmp->type == GEM) |
|
|
1054 | CHK_PICK_PICKUP; |
|
|
1055 | break; |
|
|
1056 | |
|
|
1057 | default: |
|
|
1058 | /* use value density */ |
|
|
1059 | if (!QUERY_FLAG (tmp, FLAG_UNPAID) |
|
|
1060 | && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) |
|
|
1061 | CHK_PICK_PICKUP; |
|
|
1062 | } |
998 | } |
1063 | } |
999 | } |
1064 | else |
1000 | |
1065 | { /* old model */ |
1001 | /* rings & amulets - talismans seems to be typed AMULET */ |
1066 | /* NEW pickup handling */ |
|
|
1067 | 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) |
1068 | { |
1007 | { |
1069 | /* some debugging code to figure out item information */ |
1008 | CHK_PICK_PICKUP; |
1070 | if (tmp->name != NULL) |
|
|
1071 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
|
|
1072 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1073 | else |
|
|
1074 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
|
|
1075 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1076 | |
|
|
1077 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
|
|
1078 | } |
|
|
1079 | |
|
|
1080 | /* philosophy: |
|
|
1081 | * It's easy to grab an item type from a pile, as long as it's |
|
|
1082 | * generic. This takes no game-time. For more detailed pickups |
|
|
1083 | * and selections, select-items should be used. This is a |
|
|
1084 | * grab-as-you-run type mode that's really useful for arrows for |
|
|
1085 | * example. |
|
|
1086 | * The drawback: right now it has no frontend, so you need to |
|
|
1087 | * stick the bits you want into a calculator in hex mode and then |
|
|
1088 | * convert to decimal and then 'pickup <#> |
|
|
1089 | */ |
|
|
1090 | |
|
|
1091 | /* the first two modes are exclusive: if NOTHING we return, if |
|
|
1092 | * STOP then we stop. All the rest are applied sequentially, |
|
|
1093 | * meaning if any test passes, the item gets picked up. */ |
|
|
1094 | |
|
|
1095 | /* if mode is set to pick nothing up, return */ |
|
|
1096 | |
|
|
1097 | if (op->contr->mode & PU_NOTHING) |
|
|
1098 | return 1; |
|
|
1099 | |
|
|
1100 | /* if mode is set to stop when encountering objects, return */ |
|
|
1101 | /* take STOP before INHIBIT since it doesn't actually pick |
|
|
1102 | * anything up */ |
|
|
1103 | |
|
|
1104 | if (op->contr->mode & PU_STOP) |
|
|
1105 | return 0; |
|
|
1106 | |
|
|
1107 | /* useful for going into stores and not losing your settings... */ |
|
|
1108 | /* and for battles wher you don't want to get loaded down while |
|
|
1109 | * fighting */ |
|
|
1110 | if (op->contr->mode & PU_INHIBIT) |
|
|
1111 | return 1; |
|
|
1112 | |
|
|
1113 | /* prevent us from turning into auto-thieves :) */ |
|
|
1114 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
1115 | continue; |
1009 | continue; |
|
|
1010 | } |
1116 | |
1011 | |
1117 | /* ignore known cursed objects */ |
1012 | /* we don't forget dragon food */ |
1118 | 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; |
1119 | continue; |
1017 | continue; |
|
|
1018 | } |
1120 | |
1019 | |
1121 | /* all food and drink if desired */ |
1020 | /* bows and arrows. Bows are good for selling! */ |
1122 | /* 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 | |
1123 | if (op->contr->mode & PU_FOOD) |
1057 | if (op->contr->mode & PU_BOOTS) |
1124 | 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")) |
1125 | { |
1091 | { |
1126 | CHK_PICK_PICKUP; |
1092 | CHK_PICK_PICKUP; |
1127 | continue; |
1093 | continue; |
1128 | } |
1094 | } |
|
|
1095 | } |
1129 | |
1096 | |
|
|
1097 | /* misc stuff that's useful */ |
1130 | if (op->contr->mode & PU_DRINK) |
1098 | if (op->contr->mode & PU_KEY) |
1131 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
1099 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1132 | { |
1100 | { |
1133 | CHK_PICK_PICKUP; |
1101 | CHK_PICK_PICKUP; |
1134 | continue; |
1102 | continue; |
1135 | } |
1103 | } |
1136 | |
1104 | |
|
|
1105 | /* any of the last 4 bits set means we use the ratio for value |
|
|
1106 | * pickups */ |
1137 | if (op->contr->mode & PU_POTION) |
1107 | if (op->contr->mode & PU_RATIO) |
1138 | 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 |
1139 | { |
1112 | */ |
1140 | CHK_PICK_PICKUP; |
|
|
1141 | continue; |
|
|
1142 | } |
|
|
1143 | |
|
|
1144 | /* spellbooks, skillscrolls and normal books/scrolls */ |
|
|
1145 | if (op->contr->mode & PU_SPELLBOOK) |
|
|
1146 | if (tmp->type == SPELLBOOK) |
|
|
1147 | { |
|
|
1148 | CHK_PICK_PICKUP; |
|
|
1149 | continue; |
|
|
1150 | } |
|
|
1151 | |
|
|
1152 | if (op->contr->mode & PU_SKILLSCROLL) |
|
|
1153 | if (tmp->type == SKILLSCROLL) |
|
|
1154 | { |
|
|
1155 | CHK_PICK_PICKUP; |
|
|
1156 | continue; |
|
|
1157 | } |
|
|
1158 | |
|
|
1159 | if (op->contr->mode & PU_READABLES) |
|
|
1160 | if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) |
|
|
1161 | { |
|
|
1162 | CHK_PICK_PICKUP; |
|
|
1163 | continue; |
|
|
1164 | } |
|
|
1165 | |
|
|
1166 | /* wands/staves/rods/horns */ |
|
|
1167 | if (op->contr->mode & PU_MAGIC_DEVICE) |
|
|
1168 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
|
|
1169 | { |
|
|
1170 | CHK_PICK_PICKUP; |
|
|
1171 | continue; |
|
|
1172 | } |
|
|
1173 | |
|
|
1174 | /* pick up all magical items */ |
|
|
1175 | if (op->contr->mode & PU_MAGICAL) |
1113 | wvratio = op->contr->mode & PU_RATIO; |
1176 | 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) |
1177 | { |
|
|
1178 | CHK_PICK_PICKUP; |
|
|
1179 | continue; |
|
|
1180 | } |
|
|
1181 | |
|
|
1182 | if (op->contr->mode & PU_VALUABLES) |
|
|
1183 | { |
1115 | { |
1184 | if (tmp->type == MONEY || tmp->type == GEM) |
1116 | #if 0 |
|
|
1117 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
|
|
1118 | if (tmp->name != NULL) |
1185 | { |
1119 | { |
1186 | CHK_PICK_PICKUP; |
1120 | fprintf (stderr, "%s", tmp->name); |
1187 | continue; |
|
|
1188 | } |
1121 | } |
1189 | } |
|
|
1190 | |
|
|
1191 | /* rings & amulets - talismans seems to be typed AMULET */ |
|
|
1192 | if (op->contr->mode & PU_JEWELS) |
|
|
1193 | if (tmp->type == RING || tmp->type == AMULET) |
|
|
1194 | { |
|
|
1195 | CHK_PICK_PICKUP; |
|
|
1196 | continue; |
|
|
1197 | } |
|
|
1198 | |
|
|
1199 | /* we don't forget dragon food */ |
|
|
1200 | if (op->contr->mode & PU_FLESH) |
|
|
1201 | if (tmp->type == FLESH) |
|
|
1202 | { |
|
|
1203 | CHK_PICK_PICKUP; |
|
|
1204 | continue; |
|
|
1205 | } |
|
|
1206 | |
|
|
1207 | /* bows and arrows. Bows are good for selling! */ |
|
|
1208 | if (op->contr->mode & PU_BOW) |
|
|
1209 | if (tmp->type == BOW) |
|
|
1210 | { |
|
|
1211 | CHK_PICK_PICKUP; |
|
|
1212 | continue; |
|
|
1213 | } |
|
|
1214 | |
|
|
1215 | if (op->contr->mode & PU_ARROW) |
|
|
1216 | if (tmp->type == ARROW) |
|
|
1217 | { |
|
|
1218 | CHK_PICK_PICKUP; |
|
|
1219 | continue; |
|
|
1220 | } |
|
|
1221 | |
|
|
1222 | /* all kinds of armor etc. */ |
|
|
1223 | if (op->contr->mode & PU_ARMOUR) |
|
|
1224 | if (tmp->type == ARMOUR) |
|
|
1225 | { |
|
|
1226 | CHK_PICK_PICKUP; |
|
|
1227 | continue; |
|
|
1228 | } |
|
|
1229 | |
|
|
1230 | if (op->contr->mode & PU_HELMET) |
|
|
1231 | if (tmp->type == HELMET) |
|
|
1232 | { |
|
|
1233 | CHK_PICK_PICKUP; |
|
|
1234 | continue; |
|
|
1235 | } |
|
|
1236 | |
|
|
1237 | if (op->contr->mode & PU_SHIELD) |
|
|
1238 | if (tmp->type == SHIELD) |
|
|
1239 | { |
|
|
1240 | CHK_PICK_PICKUP; |
|
|
1241 | continue; |
|
|
1242 | } |
|
|
1243 | |
|
|
1244 | if (op->contr->mode & PU_BOOTS) |
|
|
1245 | if (tmp->type == BOOTS) |
|
|
1246 | { |
|
|
1247 | CHK_PICK_PICKUP; |
|
|
1248 | continue; |
|
|
1249 | } |
|
|
1250 | |
|
|
1251 | if (op->contr->mode & PU_GLOVES) |
|
|
1252 | if (tmp->type == GLOVES) |
|
|
1253 | { |
|
|
1254 | CHK_PICK_PICKUP; |
|
|
1255 | continue; |
|
|
1256 | } |
|
|
1257 | |
|
|
1258 | if (op->contr->mode & PU_CLOAK) |
|
|
1259 | if (tmp->type == CLOAK) |
|
|
1260 | { |
|
|
1261 | CHK_PICK_PICKUP; |
|
|
1262 | continue; |
|
|
1263 | } |
|
|
1264 | |
|
|
1265 | /* hoping to catch throwing daggers here */ |
|
|
1266 | if (op->contr->mode & PU_MISSILEWEAPON) |
|
|
1267 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
|
|
1268 | { |
|
|
1269 | CHK_PICK_PICKUP; |
|
|
1270 | continue; |
|
|
1271 | } |
|
|
1272 | |
|
|
1273 | /* careful: chairs and tables are weapons! */ |
|
|
1274 | if (op->contr->mode & PU_ALLWEAPON) |
|
|
1275 | { |
|
|
1276 | if (tmp->type == WEAPON && tmp->name != NULL) |
|
|
1277 | { |
|
|
1278 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL && |
|
|
1279 | strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) |
|
|
1280 | { |
|
|
1281 | CHK_PICK_PICKUP; |
|
|
1282 | continue; |
|
|
1283 | } |
|
|
1284 | } |
|
|
1285 | |
|
|
1286 | if (tmp->type == WEAPON && tmp->name == NULL) |
|
|
1287 | { |
|
|
1288 | if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL) |
|
|
1289 | { |
|
|
1290 | CHK_PICK_PICKUP; |
|
|
1291 | continue; |
|
|
1292 | } |
|
|
1293 | } |
|
|
1294 | } |
|
|
1295 | |
|
|
1296 | /* misc stuff that's useful */ |
|
|
1297 | if (op->contr->mode & PU_KEY) |
|
|
1298 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
|
|
1299 | { |
|
|
1300 | CHK_PICK_PICKUP; |
|
|
1301 | continue; |
|
|
1302 | } |
|
|
1303 | |
|
|
1304 | /* any of the last 4 bits set means we use the ratio for value |
|
|
1305 | * pickups */ |
|
|
1306 | if (op->contr->mode & PU_RATIO) |
|
|
1307 | { |
|
|
1308 | /* use value density to decide what else to grab */ |
|
|
1309 | /* >=7 was >= op->contr->mode */ |
|
|
1310 | /* >=7 is the old standard setting. Now we take the last 4 bits |
|
|
1311 | */ |
|
|
1312 | wvratio = op->contr->mode & PU_RATIO; |
|
|
1313 | if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100) |
|
|
1314 | { |
|
|
1315 | CHK_PICK_PICKUP; |
|
|
1316 | #if 0 |
|
|
1317 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
|
|
1318 | if (tmp->name != NULL) |
|
|
1319 | { |
|
|
1320 | fprintf (stderr, "%s", tmp->name); |
|
|
1321 | } |
|
|
1322 | else |
1122 | else |
1323 | fprintf (stderr, "%s", tmp->arch->archname); |
1123 | fprintf (stderr, "%s", tmp->arch->archname); |
1324 | fprintf (stderr, ",%d] = ", tmp->type); |
1124 | fprintf (stderr, ",%d] = ", tmp->type); |
1325 | 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)))); |
1326 | #endif |
1126 | #endif |
|
|
1127 | CHK_PICK_PICKUP; |
1327 | continue; |
1128 | continue; |
1328 | } |
|
|
1329 | } |
1129 | } |
1330 | } /* the new pickup model */ |
1130 | } /* the new pickup model */ |
1331 | } |
1131 | } |
1332 | |
1132 | |
1333 | 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; |
1334 | } |
1169 | } |
1335 | |
1170 | |
1336 | /* |
1171 | /* |
1337 | * Find an arrow in the inventory and after that |
1172 | * Find an arrow in the inventory and after that |
1338 | * in the right type container (quiver). Pointer to the |
1173 | * in the right type container (quiver). Pointer to the |
1339 | * found object is returned. |
1174 | * found object is returned. |
1340 | */ |
1175 | */ |
1341 | object * |
1176 | static object * |
1342 | find_arrow (object *op, const char *type) |
1177 | find_arrow (object *op, const char *type) |
1343 | { |
1178 | { |
1344 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1179 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1345 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
1180 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
1346 | return splay (tmp); |
1181 | return splay (tmp); |
1347 | |
1182 | |
1348 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1183 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1349 | 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)) |
1350 | if (object *arrow = find_arrow (tmp, type)) |
1185 | if (object *arrow = find_arrow (tmp, type)) |
1351 | { |
1186 | { |
1352 | splay (tmp); |
1187 | splay (tmp); |
1353 | return arrow; |
1188 | return arrow; |
1354 | } |
1189 | } |
… | |
… | |
1360 | * 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 |
1361 | * 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 |
1362 | * 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 |
1363 | * 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. |
1364 | */ |
1199 | */ |
1365 | object * |
1200 | static object * |
1366 | 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) |
1367 | { |
1202 | { |
1368 | object *tmp = NULL, *arrow, *ntmp; |
1203 | object *tmp = NULL, *arrow, *ntmp; |
1369 | int attacknum, attacktype, betterby = 0, i; |
1204 | int attacknum, attacktype, betterby = 0, i; |
1370 | |
1205 | |
1371 | if (!type) |
1206 | if (!type) |
1372 | return NULL; |
1207 | return NULL; |
1373 | |
1208 | |
1374 | for (arrow = op->inv; arrow; arrow = arrow->below) |
1209 | for (arrow = op->inv; arrow; arrow = arrow->below) |
1375 | { |
1210 | { |
1376 | if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) |
1211 | if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED]) |
1377 | { |
1212 | { |
1378 | i = 0; |
1213 | i = 0; |
1379 | ntmp = find_better_arrow (arrow, target, type, &i); |
1214 | ntmp = find_better_arrow (arrow, target, type, &i); |
|
|
1215 | |
1380 | if (i > betterby) |
1216 | if (i > betterby) |
1381 | { |
1217 | { |
1382 | tmp = ntmp; |
1218 | tmp = ntmp; |
1383 | betterby = i; |
1219 | betterby = i; |
1384 | } |
1220 | } |
1385 | } |
1221 | } |
1386 | else if (arrow->type == ARROW && arrow->race == type) |
1222 | else if (arrow->type == ARROW && arrow->race == type) |
1387 | { |
1223 | { |
1388 | /* allways prefer assasination/slaying */ |
1224 | /* allways prefer assasination/slaying */ |
1389 | if (target->race && arrow->slaying && strstr (arrow->slaying, target->race)) |
1225 | if (target->race && arrow->slaying.contains (target->race)) |
1390 | { |
1226 | { |
1391 | if (arrow->attacktype & AT_DEATH) |
1227 | if (arrow->attacktype & AT_DEATH) |
1392 | { |
1228 | { |
1393 | *better = 100; |
1229 | *better = 100; |
1394 | return arrow; |
1230 | return arrow; |
… | |
… | |
1409 | { |
1245 | { |
1410 | tmp = arrow; |
1246 | tmp = arrow; |
1411 | 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; |
1412 | } |
1248 | } |
1413 | } |
1249 | } |
|
|
1250 | |
1414 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1251 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1415 | { |
1252 | { |
1416 | tmp = arrow; |
1253 | tmp = arrow; |
1417 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1254 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1418 | } |
1255 | } |
|
|
1256 | |
1419 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1257 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1420 | { |
1258 | { |
1421 | tmp = arrow; |
1259 | tmp = arrow; |
1422 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1260 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1423 | } |
1261 | } |
… | |
… | |
1436 | * find_better_arrow to find a decent arrow to use. |
1274 | * find_better_arrow to find a decent arrow to use. |
1437 | * op = the shooter |
1275 | * op = the shooter |
1438 | * type = bow->race |
1276 | * type = bow->race |
1439 | * dir = fire direction |
1277 | * dir = fire direction |
1440 | */ |
1278 | */ |
1441 | object * |
1279 | static object * |
1442 | pick_arrow_target (object *op, const char *type, int dir) |
1280 | pick_arrow_target (object *op, shstr_cmp type, int dir) |
1443 | { |
1281 | { |
1444 | object *tmp = NULL; |
1282 | object *tmp = NULL; |
1445 | maptile *m; |
1283 | maptile *m; |
1446 | int i, mflags, found, number; |
1284 | int i, mflags, found, number; |
1447 | sint16 x, y; |
1285 | sint16 x, y; |
… | |
… | |
1462 | for (i = 0, found = 0; i < 20; i++) |
1300 | for (i = 0, found = 0; i < 20; i++) |
1463 | { |
1301 | { |
1464 | x += freearr_x[dir]; |
1302 | x += freearr_x[dir]; |
1465 | y += freearr_y[dir]; |
1303 | y += freearr_y[dir]; |
1466 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1304 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
1305 | |
1467 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1306 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1468 | { |
1307 | { |
1469 | tmp = NULL; |
1308 | tmp = 0; |
1470 | break; |
1309 | break; |
1471 | } |
1310 | } |
1472 | 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) |
1473 | { |
1312 | { |
1474 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1313 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1475 | * perhaps a bad assumption. |
1314 | * perhaps a bad assumption. |
1476 | */ |
1315 | */ |
1477 | tmp = NULL; |
1316 | tmp = 0; |
1478 | break; |
1317 | break; |
1479 | } |
1318 | } |
|
|
1319 | |
1480 | if (mflags & P_IS_ALIVE) |
1320 | if (mflags & P_IS_ALIVE) |
1481 | { |
|
|
1482 | 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) |
1483 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1322 | if (tmp->flag [FLAG_ALIVE]) |
1484 | { |
|
|
1485 | found++; |
|
|
1486 | break; |
|
|
1487 | } |
|
|
1488 | if (found) |
|
|
1489 | break; |
1323 | break; |
1490 | } |
|
|
1491 | } |
1324 | } |
1492 | if (tmp == NULL) |
1325 | |
|
|
1326 | if (!tmp) |
1493 | return find_arrow (op, type); |
1327 | return find_arrow (op, type); |
1494 | |
1328 | |
1495 | if (tmp->head) |
1329 | if (tmp->head) |
1496 | tmp = tmp->head; |
1330 | tmp = tmp->head; |
1497 | |
1331 | |
… | |
… | |
1537 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1371 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1538 | return 0; |
1372 | return 0; |
1539 | } |
1373 | } |
1540 | |
1374 | |
1541 | // 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 |
1542 | if (bow->below) |
1376 | splay (bow); |
1543 | { |
|
|
1544 | bow->remove (); |
|
|
1545 | op->insert (bow); |
|
|
1546 | } |
|
|
1547 | |
|
|
1548 | } |
1377 | } |
1549 | |
1378 | |
1550 | if (!bow->race || !bow->skill) |
1379 | if (!bow->race || !bow->skill) |
1551 | { |
1380 | { |
1552 | 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); |
… | |
… | |
1559 | { |
1388 | { |
1560 | if (op->type == PLAYER) |
1389 | if (op->type == PLAYER) |
1561 | 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); |
1562 | /* 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 */ |
1563 | else |
1392 | else |
1564 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1393 | op->clr_flag (FLAG_READY_BOW); |
1565 | |
1394 | |
1566 | return 0; |
1395 | return 0; |
1567 | } |
1396 | } |
1568 | } |
1397 | } |
1569 | |
1398 | |
… | |
… | |
1598 | arrow->direction = dir; |
1427 | arrow->direction = dir; |
1599 | |
1428 | |
1600 | 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 */ |
1601 | arrow->stats.hp = arrow->stats.dam; |
1430 | arrow->stats.hp = arrow->stats.dam; |
1602 | arrow->stats.grace = arrow->attacktype; |
1431 | arrow->stats.grace = arrow->attacktype; |
1603 | |
1432 | arrow->custom_name = arrow->slaying; |
1604 | if (arrow->slaying) |
|
|
1605 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1606 | |
1433 | |
1607 | #if 0 |
1434 | #if 0 |
1608 | if (player *pl = op->contr) |
1435 | if (player *pl = op->contr) |
1609 | { |
1436 | { |
1610 | float speed = pl->weapon_sp; |
1437 | float speed = pl->weapon_sp; |
… | |
… | |
1672 | * but monsters can't. Putting that code here |
1499 | * but monsters can't. Putting that code here |
1673 | * makes the fire_bow code much cleaner. |
1500 | * makes the fire_bow code much cleaner. |
1674 | * this function should only be called if 'op' is a player, |
1501 | * this function should only be called if 'op' is a player, |
1675 | * hence the function name. |
1502 | * hence the function name. |
1676 | */ |
1503 | */ |
1677 | int |
1504 | static int |
1678 | player_fire_bow (object *op, int dir) |
1505 | player_fire_bow (object *op, int dir) |
1679 | { |
1506 | { |
1680 | int ret = 0, wcmod = 0; |
1507 | int ret; |
1681 | |
1508 | |
1682 | if (op->contr->bowtype == bow_bestarrow) |
1509 | if (op->contr->bowtype == bow_bestarrow) |
1683 | { |
1510 | { |
1684 | 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); |
1685 | } |
1512 | } |
1686 | 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) |
1687 | { |
1514 | { |
1688 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1515 | int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1; |
1689 | wcmod = -1; |
|
|
1690 | |
|
|
1691 | 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); |
1692 | } |
1517 | } |
1693 | else if (op->contr->bowtype == bow_threewide) |
1518 | else if (op->contr->bowtype == bow_threewide) |
1694 | { |
1519 | { |
1695 | 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); |
1696 | 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)]); |
1697 | 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)]); |
1698 | } |
1523 | } |
1699 | else if (op->contr->bowtype == bow_spreadshot) |
1524 | else if (op->contr->bowtype == bow_spreadshot) |
1700 | { |
1525 | { |
1701 | 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); |
1702 | 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); |
1703 | 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); |
1704 | } |
1529 | } |
1705 | else |
1530 | else |
1706 | { |
1531 | { |
… | |
… | |
1712 | } |
1537 | } |
1713 | |
1538 | |
1714 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1539 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1715 | * Broken apart from 'fire' to keep it more readable. |
1540 | * Broken apart from 'fire' to keep it more readable. |
1716 | */ |
1541 | */ |
1717 | void |
1542 | static void |
1718 | fire_misc_object (object *op, int dir) |
1543 | fire_misc_object (object *op, int dir) |
1719 | { |
1544 | { |
1720 | object *item = op->contr->ranged_ob; |
1545 | object *item = op->contr->ranged_ob; |
1721 | |
1546 | |
1722 | if (!item) |
1547 | if (!item) |
… | |
… | |
1729 | { |
1554 | { |
1730 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1555 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1731 | return; |
1556 | return; |
1732 | } |
1557 | } |
1733 | |
1558 | |
1734 | if (!op->change_weapon (item)) |
1559 | if (!op->apply (item)) |
1735 | return; |
1560 | return; |
1736 | |
1561 | |
1737 | if (item->type == WAND) |
1562 | if (item->type == WAND) |
1738 | { |
1563 | { |
1739 | if (item->stats.food <= 0) |
1564 | if (item->stats.food <= 0) |
… | |
… | |
1744 | return; |
1569 | return; |
1745 | } |
1570 | } |
1746 | } |
1571 | } |
1747 | else if (item->type == ROD || item->type == HORN) |
1572 | else if (item->type == ROD || item->type == HORN) |
1748 | { |
1573 | { |
1749 | sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace); |
1574 | sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace); |
1750 | |
1575 | |
1751 | // using the maximum of the rods charge allows at least one spell cast |
1576 | // using the maximum of the rods charge allows at least one spell cast |
1752 | // for a rod or horn, this fixes some broken rods. |
1577 | // for a rod or horn, this fixes some broken rods. |
1753 | if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) |
1578 | if (item->stats.hp < min (spell_sp, item->stats.maxhp)) |
1754 | { |
1579 | { |
1755 | op->contr->play_sound (sound_find ("wand_poof")); |
1580 | op->contr->play_sound (sound_find ("wand_poof")); |
1756 | |
1581 | |
1757 | if (item->type == ROD) |
1582 | if (item->type == ROD) |
1758 | 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)); |
… | |
… | |
1763 | } |
1588 | } |
1764 | } |
1589 | } |
1765 | |
1590 | |
1766 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1591 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1767 | { |
1592 | { |
1768 | 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 | |
1769 | if (item->type == WAND) |
1595 | if (item->type == WAND) |
1770 | { |
1596 | { |
1771 | if (!(--item->stats.food)) |
1597 | if (!(--item->stats.food)) |
1772 | { |
1598 | { |
1773 | object *tmp; |
1599 | object *tmp; |
1774 | |
1600 | |
1775 | if (item->arch) |
1601 | if (item->arch) |
1776 | { |
1602 | { |
1777 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1603 | item->clr_flag (FLAG_ANIMATE); |
1778 | item->face = item->arch->face; |
1604 | item->face = item->arch->face; |
1779 | item->set_speed (0); |
1605 | item->set_speed (0); |
1780 | } |
1606 | } |
1781 | |
1607 | |
1782 | if (object *pl = item->visible_to ()) |
1608 | if (object *pl = item->visible_to ()) |
… | |
… | |
1789 | } |
1615 | } |
1790 | |
1616 | |
1791 | /* Received a fire command for the player - go and do it. |
1617 | /* Received a fire command for the player - go and do it. |
1792 | */ |
1618 | */ |
1793 | bool |
1619 | bool |
1794 | fire (object *op, int dir) |
1620 | fire (object *who, int dir) |
1795 | { |
1621 | { |
1796 | int spellcost = 0; |
1622 | int spellcost = 0; |
1797 | |
1623 | |
1798 | player *pl = op->contr; |
1624 | player *pl = who->contr; |
1799 | |
1625 | |
1800 | if (pl->golem) |
1626 | if (pl->golem) |
1801 | { |
1627 | { |
1802 | control_golem (op->contr->golem, dir); |
1628 | control_golem (who->contr->golem, dir); |
1803 | return false; |
1629 | return false; |
1804 | } |
1630 | } |
1805 | |
1631 | |
1806 | object *ob = pl->ranged_ob; |
1632 | object *ob = pl->ranged_ob; |
1807 | |
1633 | |
1808 | if (!ob) |
1634 | if (!ob) |
1809 | return false; |
1635 | return false; |
1810 | |
1636 | |
1811 | if (op->speed_left > 0.f) |
1637 | if (who->speed_left > 0.f) |
1812 | --op->speed_left; |
1638 | --who->speed_left; |
1813 | else |
1639 | else |
1814 | return false; |
1640 | return false; |
1815 | |
1641 | |
1816 | if (!op->change_weapon (ob)) |
1642 | if (!who->apply (ob)) |
1817 | return false; |
1643 | return false; |
1818 | |
1644 | |
1819 | /* check for loss of invisiblity/hide */ |
1645 | /* check for loss of invisiblity/hide */ |
1820 | if (action_makes_visible (op)) |
1646 | if (action_makes_visible (who)) |
1821 | make_visible (op); |
1647 | make_visible (who); |
1822 | |
1648 | |
1823 | switch (ob->type) |
1649 | switch (ob->type) |
1824 | { |
1650 | { |
1825 | case BOW: |
1651 | case BOW: |
1826 | player_fire_bow (op, dir); |
1652 | player_fire_bow (who, dir); |
1827 | break; |
1653 | break; |
1828 | |
1654 | |
1829 | case SPELL: |
1655 | case SPELL: |
1830 | 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); |
1831 | break; |
1657 | break; |
1832 | |
1658 | |
1833 | case BUILDER: |
1659 | case BUILDER: |
1834 | apply_map_builder (op, dir); |
1660 | apply_map_builder (who, dir); |
1835 | break; |
1661 | break; |
1836 | |
1662 | |
1837 | case SKILL: |
1663 | case SKILL: |
1838 | do_skill (op, op, ob, dir, 0); |
1664 | do_skill (who, who, ob, dir, 0); |
1839 | break; |
1665 | break; |
1840 | |
1666 | |
|
|
1667 | case RANGED: |
|
|
1668 | do_skill (who, ob, who->chosen_skill, dir, 0); |
|
|
1669 | break; |
|
|
1670 | |
1841 | default: |
1671 | default: |
1842 | fire_misc_object (op, dir); |
1672 | fire_misc_object (who, dir); |
1843 | break; |
1673 | break; |
1844 | } |
1674 | } |
1845 | |
1675 | |
1846 | return true; |
1676 | return true; |
1847 | } |
1677 | } |
1848 | |
1678 | |
1849 | /* find_key |
1679 | static object * |
1850 | * We try to find a key for the door as passed. If we find a key |
|
|
1851 | * and successfully use it, we return the key, otherwise NULL |
|
|
1852 | * This function merges both normal and locked door, since the logic |
|
|
1853 | * for both is the same - just the specific key is different. |
|
|
1854 | * pl is the player, |
|
|
1855 | * inv is the objects inventory to searched |
|
|
1856 | * door is the door we are trying to match against. |
|
|
1857 | * This function can be called recursively to search containers. |
|
|
1858 | */ |
|
|
1859 | object * |
|
|
1860 | find_key (object *pl, object *container, object *door) |
1680 | find_key_ (object *pl, object *container, object *door) |
1861 | { |
1681 | { |
1862 | object *tmp, *key; |
1682 | object *tmp, *key; |
1863 | |
1683 | |
1864 | /* Should not happen, but sanity checking is never bad */ |
1684 | /* Should not happen, but sanity checking is never bad */ |
1865 | if (!container->inv) |
1685 | if (!container->inv) |
… | |
… | |
1868 | /* 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 */ |
1869 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1689 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1870 | { |
1690 | { |
1871 | if (door->type == DOOR && tmp->type == KEY) |
1691 | if (door->type == DOOR && tmp->type == KEY) |
1872 | break; |
1692 | break; |
|
|
1693 | |
1873 | /* For sanity, we should really check door type, but other stuff |
1694 | /* For sanity, we should really check door type, but other stuff |
1874 | * (like containers) can be locked with special keys |
1695 | * (like containers) can be locked with special keys |
1875 | */ |
1696 | */ |
1876 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1697 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1877 | break; |
1698 | break; |
… | |
… | |
1883 | * a key, return |
1704 | * a key, return |
1884 | */ |
1705 | */ |
1885 | if (!tmp) |
1706 | if (!tmp) |
1886 | { |
1707 | { |
1887 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1708 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1888 | { |
|
|
1889 | /* No reason to search empty containers */ |
1709 | /* No reason to search empty containers */ |
1890 | if (tmp->type == CONTAINER && tmp->inv) |
1710 | if (tmp->type == CONTAINER && tmp->inv) |
1891 | { |
|
|
1892 | if ((key = find_key (pl, tmp, door))) |
1711 | if ((key = find_key_ (pl, tmp, door))) |
1893 | return key; |
1712 | return key; |
1894 | } |
|
|
1895 | } |
|
|
1896 | |
1713 | |
1897 | if (!tmp) |
1714 | if (!tmp) |
1898 | return NULL; |
1715 | return 0; |
1899 | } |
1716 | } |
1900 | |
1717 | |
1901 | /* 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, |
1902 | * see if we actually want to use it |
1719 | * see if we actually want to use it |
1903 | */ |
1720 | */ |
1904 | if (pl != container) |
1721 | if (pl != container) |
1905 | { |
1722 | { |
1906 | /* Only let players use keys in containers */ |
1723 | /* Only let players use keys in containers */ |
1907 | if (!pl->contr) |
1724 | if (!pl->contr) |
1908 | return NULL; |
1725 | return 0; |
|
|
1726 | |
1909 | /* cases where this fails: |
1727 | /* cases where this fails: |
1910 | * If we only search the player inventory, return now since we |
1728 | * If we only search the player inventory, return now since we |
1911 | * are not in the players inventory. |
1729 | * are not in the players inventory. |
1912 | * If the container is not active, return now since only active |
1730 | * If the container is not active, return now since only active |
1913 | * containers can be used. |
1731 | * containers can be used. |
… | |
… | |
1917 | * inv must have been an container and must have been active. |
1735 | * inv must have been an container and must have been active. |
1918 | * |
1736 | * |
1919 | * Change the color so that the message doesn't disappear with |
1737 | * Change the color so that the message doesn't disappear with |
1920 | * all the others. |
1738 | * all the others. |
1921 | */ |
1739 | */ |
1922 | if (pl->contr->usekeys == key_inventory || |
1740 | if (pl->contr->usekeys == key_inventory |
1923 | !QUERY_FLAG (container, FLAG_APPLIED) || |
1741 | || !container->flag [FLAG_APPLIED] |
1924 | (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) |
1742 | || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) |
1925 | { |
1743 | { |
1926 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1744 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1927 | "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)); |
1928 | return NULL; |
1746 | return NULL; |
1929 | } |
1747 | } |
1930 | } |
1748 | } |
1931 | |
1749 | |
1932 | 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); |
1933 | } |
1776 | } |
1934 | |
1777 | |
1935 | /* moved door processing out of move_player_attack. |
1778 | /* moved door processing out of move_player_attack. |
1936 | * returns 1 if player has opened the door with a key |
1779 | * returns 1 if player has opened the door with a key |
1937 | * such that the caller should not do anything more, |
1780 | * such that the caller should not do anything more, |
… | |
… | |
1987 | * going to try and move (not fire weapons). |
1830 | * going to try and move (not fire weapons). |
1988 | */ |
1831 | */ |
1989 | bool |
1832 | bool |
1990 | move_player_attack (object *op, int dir) |
1833 | move_player_attack (object *op, int dir) |
1991 | { |
1834 | { |
1992 | 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 | } |
1993 | |
1840 | |
1994 | sint16 nx = freearr_x[dir] + op->x; |
1841 | sint16 nx = freearr_x[dir] + op->x; |
1995 | sint16 ny = freearr_y[dir] + op->y; |
1842 | sint16 ny = freearr_y[dir] + op->y; |
1996 | |
1843 | |
1997 | on_battleground = op_on_battleground (op, 0, 0); |
|
|
1998 | |
|
|
1999 | if (out_of_map (op->map, nx, ny)) |
1844 | if (out_of_map (op->map, nx, ny)) |
2000 | return false; |
1845 | return false; |
2001 | |
|
|
2002 | if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) |
|
|
2003 | { |
|
|
2004 | --op->speed_left; |
|
|
2005 | return true; |
|
|
2006 | } |
|
|
2007 | |
1846 | |
2008 | /* 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 |
2009 | * 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 |
2010 | * 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 |
2011 | * player. This is a pretty nasty hack, because if we could |
1850 | * player. This is a pretty nasty hack, because if we could |
… | |
… | |
2058 | */ |
1897 | */ |
2059 | if (op->type == PLAYER |
1898 | if (op->type == PLAYER |
2060 | && ((mon->owner && mon->owner->contr |
1899 | && ((mon->owner && mon->owner->contr |
2061 | && same_party (mon->owner->contr->party, op->contr->party)) |
1900 | && same_party (mon->owner->contr->party, op->contr->party)) |
2062 | || mon->owner == op) |
1901 | || mon->owner == op) |
2063 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
1902 | && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])) |
2064 | { |
1903 | { |
2065 | /* 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 */ |
2066 | if (op->contr->braced) |
1905 | if (op->contr->braced) |
2067 | return false; |
1906 | return false; |
2068 | |
1907 | |
… | |
… | |
2071 | --op->speed_left; |
1910 | --op->speed_left; |
2072 | |
1911 | |
2073 | op->play_sound (sound_find ("push_player")); |
1912 | op->play_sound (sound_find ("push_player")); |
2074 | push_ob (mon, dir, op); |
1913 | push_ob (mon, dir, op); |
2075 | |
1914 | |
2076 | if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN]) |
1915 | if (action_makes_visible (op)) |
2077 | make_visible (op); |
1916 | make_visible (op); |
2078 | |
1917 | |
2079 | return true; |
1918 | return true; |
2080 | } |
1919 | } |
2081 | else |
1920 | else |
2082 | return false; |
1921 | return false; |
2083 | } |
1922 | } |
|
|
1923 | |
|
|
1924 | bool on_battleground = op_on_battleground (op, 0, 0); |
2084 | |
1925 | |
2085 | /* in certain circumstances, you shouldn't attack friendly |
1926 | /* in certain circumstances, you shouldn't attack friendly |
2086 | * creatures. Note that if you are braced, you can't push |
1927 | * creatures. Note that if you are braced, you can't push |
2087 | * 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 |
2088 | * attack them either. |
1929 | * attack them either. |
2089 | */ |
1930 | */ |
2090 | if ((mon->type == PLAYER || mon->enemy != op) |
1931 | if ((mon->type == PLAYER || mon->enemy != op) |
2091 | && (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]) |
2092 | && ((op->contr->peaceful |
1933 | && ((op->contr->peaceful |
2093 | || (mon->type == PLAYER && mon->contr->peaceful)) |
1934 | || (mon->type == PLAYER && mon->contr->peaceful)) |
2094 | && !on_battleground)) |
1935 | && !on_battleground)) |
2095 | { |
1936 | { |
2096 | if (op->speed_left > 0.f) |
1937 | if (op->speed_left > 0.f) |
… | |
… | |
2112 | } |
1953 | } |
2113 | } |
1954 | } |
2114 | /* If the object is a boulder or other rollable object, then |
1955 | /* If the object is a boulder or other rollable object, then |
2115 | * 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. |
2116 | */ |
1957 | */ |
2117 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
1958 | else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced)) |
2118 | { |
1959 | { |
2119 | if (op->speed_left > 0.f) |
1960 | if (op->speed_left > 0.f) |
2120 | { |
1961 | { |
2121 | --op->speed_left; |
1962 | --op->speed_left; |
2122 | |
1963 | |
… | |
… | |
2131 | * 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 |
2132 | * and be living. Then, it must be one of the following: |
1973 | * and be living. Then, it must be one of the following: |
2133 | * 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 |
2134 | * 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. |
2135 | */ |
1976 | */ |
2136 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
1977 | else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] && |
2137 | ((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))) |
2138 | { |
1979 | { |
2139 | 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]) |
2140 | { |
1981 | { |
2141 | --op->contr->weapon_sp_left; |
1982 | --op->contr->weapon_sp_left; |
… | |
… | |
2153 | } |
1994 | } |
2154 | |
1995 | |
2155 | bool |
1996 | bool |
2156 | move_player (object *op, int dir) |
1997 | move_player (object *op, int dir) |
2157 | { |
1998 | { |
2158 | int pick; |
|
|
2159 | |
|
|
2160 | if (!op->map || op->map->in_memory != MAP_ACTIVE) |
1999 | if (!op->map || op->map->in_memory != MAP_ACTIVE) |
2161 | return 0; |
2000 | return 0; |
2162 | |
2001 | |
2163 | /* Sanity check: make sure dir is valid */ |
2002 | /* Sanity check: make sure dir is valid */ |
2164 | if ((dir < 0) || (dir >= 9)) |
2003 | if (dir < 0 || dir > 8) |
2165 | { |
2004 | { |
2166 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2005 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2167 | return 0; |
2006 | return 0; |
2168 | } |
2007 | } |
2169 | |
2008 | |
2170 | /* peterm: added following line */ |
2009 | /* peterm: added following line */ |
2171 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2010 | if (op->flag [FLAG_CONFUSED] && dir) |
2172 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2011 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2173 | |
2012 | |
2174 | op->facing = dir; |
2013 | op->facing = dir; |
2175 | |
2014 | |
2176 | if (op->flag [FLAG_HIDDEN]) |
2015 | if (op->flag [FLAG_HIDDEN]) |
2177 | do_hidden_move (op); |
2016 | do_hidden_move (op); |
2178 | |
2017 | |
2179 | bool retval; |
2018 | bool retval; |
|
|
2019 | int pick = 0; |
2180 | |
2020 | |
2181 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2021 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2182 | retval = RESULT_INT (0); |
2022 | retval = RESULT_INT (0); |
2183 | else if (op->contr->fire_on) |
2023 | else if (op->contr->fire_on) |
2184 | retval = fire (op, dir); |
2024 | retval = fire (op, dir); |
… | |
… | |
2215 | * players. |
2055 | * players. |
2216 | */ |
2056 | */ |
2217 | bool |
2057 | bool |
2218 | handle_newcs_player (object *op) |
2058 | handle_newcs_player (object *op) |
2219 | { |
2059 | { |
2220 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2060 | if (op->flag [FLAG_SCARED]) |
2221 | { |
2061 | { |
2222 | if (op->speed_left > 0.f) |
2062 | if (op->speed_left > 0.f) |
2223 | { |
2063 | { |
2224 | --op->speed_left; |
2064 | --op->speed_left; |
2225 | flee_player (op); |
2065 | flee_player (op); |
… | |
… | |
2241 | return move_player (op, op->direction); |
2081 | return move_player (op, op->direction); |
2242 | |
2082 | |
2243 | return false; |
2083 | return false; |
2244 | } |
2084 | } |
2245 | |
2085 | |
2246 | int |
2086 | static int |
2247 | save_life (object *op) |
2087 | save_life (object *op) |
2248 | { |
2088 | { |
2249 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2089 | if (!op->flag [FLAG_LIFESAVE]) |
2250 | return 0; |
2090 | return 0; |
2251 | |
2091 | |
2252 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2092 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2253 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2093 | if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE]) |
2254 | { |
2094 | { |
2255 | op->play_sound (sound_find ("ob_evaporate")); |
2095 | op->play_sound (sound_find ("ob_evaporate")); |
2256 | 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)); |
2257 | |
2097 | |
2258 | tmp->destroy (); |
2098 | tmp->destroy (); |
2259 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2099 | op->clr_flag (FLAG_LIFESAVE); |
2260 | |
2100 | |
2261 | if (op->stats.hp < 0) |
2101 | if (op->stats.hp < 0) |
2262 | op->stats.hp = op->stats.maxhp; |
2102 | op->stats.hp = op->stats.maxhp; |
2263 | |
2103 | |
2264 | if (op->stats.food < 0) |
2104 | if (op->stats.food < 0) |
2265 | op->stats.food = 999; |
2105 | op->stats.food = MAX_FOOD; |
2266 | |
2106 | |
2267 | op->update_stats (); |
2107 | op->update_stats (); |
2268 | return 1; |
2108 | return 1; |
2269 | } |
2109 | } |
2270 | |
2110 | |
2271 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2111 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2272 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2112 | op->clr_flag (FLAG_LIFESAVE); |
2273 | enter_player_savebed (op); /* bring him home. */ |
2113 | enter_player_savebed (op); /* bring him home. */ |
2274 | return 0; |
2114 | return 0; |
2275 | } |
2115 | } |
2276 | |
2116 | |
2277 | /* 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 |
… | |
… | |
2284 | { |
2124 | { |
2285 | while (op) |
2125 | while (op) |
2286 | { |
2126 | { |
2287 | 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' */ |
2288 | |
2128 | |
2289 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2129 | if (op->flag [FLAG_UNPAID]) |
2290 | op->insert_at (env); |
2130 | op->insert_at (env); |
2291 | else if (op->inv) |
2131 | else if (op->inv) |
2292 | drop_unpaid_items (op->inv, env); |
2132 | drop_unpaid_items (op->inv, env); |
2293 | |
2133 | |
2294 | op = next; |
2134 | op = next; |
… | |
… | |
2298 | void |
2138 | void |
2299 | object::drop_unpaid_items () |
2139 | object::drop_unpaid_items () |
2300 | { |
2140 | { |
2301 | if (!flag [FLAG_REMOVED]) |
2141 | if (!flag [FLAG_REMOVED]) |
2302 | ::drop_unpaid_items (inv, this); |
2142 | ::drop_unpaid_items (inv, this); |
2303 | } |
|
|
2304 | |
|
|
2305 | /* |
|
|
2306 | * Returns pointer a static string containing gravestone text |
|
|
2307 | * Moved from apply.c to player.c - player.c is what |
|
|
2308 | * actually uses this function. player.c may not be quite the |
|
|
2309 | * best, a misc file for object actions is probably better, |
|
|
2310 | * but there isn't one in the server directory. |
|
|
2311 | */ |
|
|
2312 | const char * |
|
|
2313 | gravestone_text (object *op) |
|
|
2314 | { |
|
|
2315 | static dynbuf_text buf; |
|
|
2316 | |
|
|
2317 | buf << "---- R.I.P. ----\n\n" |
|
|
2318 | << op->name; |
|
|
2319 | |
|
|
2320 | if (op->type == PLAYER) |
|
|
2321 | buf << " the " << op->contr->title; |
|
|
2322 | |
|
|
2323 | buf << "\n\n"; |
|
|
2324 | |
|
|
2325 | buf << "who was level "; |
|
|
2326 | buf << (sint32)op->level << "\n\n" // OO breakdown |
|
|
2327 | << " when " << (op->contr ? "killed" : "died") << "\n\n"; |
|
|
2328 | |
|
|
2329 | if (op->type == PLAYER) |
|
|
2330 | buf << "by " << op->contr->killer_name () << ".\n\n"; |
|
|
2331 | |
|
|
2332 | { |
|
|
2333 | static char buf2[128]; |
|
|
2334 | time_t now = time (NULL); |
|
|
2335 | strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now)); |
|
|
2336 | buf << buf2; |
|
|
2337 | } |
|
|
2338 | |
|
|
2339 | return buf; |
|
|
2340 | } |
2143 | } |
2341 | |
2144 | |
2342 | void |
2145 | void |
2343 | do_some_living (object *op) |
2146 | do_some_living (object *op) |
2344 | { |
2147 | { |
… | |
… | |
2361 | * alternate it here for it to work correctly. |
2164 | * alternate it here for it to work correctly. |
2362 | */ |
2165 | */ |
2363 | if (pticks & 2) |
2166 | if (pticks & 2) |
2364 | op->invisible--; |
2167 | op->invisible--; |
2365 | } |
2168 | } |
2366 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
2169 | else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS])) |
2367 | { |
2170 | { |
2368 | if (!op->invisible--) |
2171 | if (!op->invisible--) |
2369 | { |
2172 | { |
2370 | make_visible (op); |
2173 | make_visible (op); |
2371 | 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."); |
… | |
… | |
2438 | if (op->stats.sp < op->stats.maxsp) |
2241 | if (op->stats.sp < op->stats.maxsp) |
2439 | { |
2242 | { |
2440 | op->stats.sp++; |
2243 | op->stats.sp++; |
2441 | |
2244 | |
2442 | /* dms do not consume food */ |
2245 | /* dms do not consume food */ |
2443 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2246 | if (!op->flag [FLAG_WIZ]) |
2444 | { |
2247 | { |
2445 | op->stats.food--; |
2248 | op->stats.food--; |
2446 | |
2249 | |
2447 | if (op->contr->digestion < 0) |
2250 | if (op->contr->digestion < 0) |
2448 | op->stats.food += op->contr->digestion; |
2251 | op->stats.food += op->contr->digestion; |
… | |
… | |
2482 | if (op->stats.hp < op->stats.maxhp) |
2285 | if (op->stats.hp < op->stats.maxhp) |
2483 | { |
2286 | { |
2484 | op->stats.hp++; |
2287 | op->stats.hp++; |
2485 | |
2288 | |
2486 | /* dms do not consume food */ |
2289 | /* dms do not consume food */ |
2487 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2290 | if (!op->flag [FLAG_WIZ]) |
2488 | { |
2291 | { |
2489 | op->stats.food--; |
2292 | op->stats.food--; |
2490 | |
2293 | |
2491 | if (op->contr->digestion < 0) |
2294 | if (op->contr->digestion < 0) |
2492 | op->stats.food += op->contr->digestion; |
2295 | op->stats.food += op->contr->digestion; |
… | |
… | |
2499 | { |
2302 | { |
2500 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
2303 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
2501 | |
2304 | |
2502 | if (over_hp > 0) |
2305 | if (over_hp > 0) |
2503 | { |
2306 | { |
2504 | 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; |
2505 | op->last_heal = 0; |
2308 | op->last_heal = 0; |
2506 | } |
2309 | } |
2507 | else |
2310 | else |
2508 | 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); |
2509 | } |
2312 | } |
… | |
… | |
2519 | penalty = max (0, -op->contr->digestion); |
2322 | penalty = max (0, -op->contr->digestion); |
2520 | |
2323 | |
2521 | 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); |
2522 | |
2325 | |
2523 | /* dms do not consume food */ |
2326 | /* dms do not consume food */ |
2524 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2327 | if (!op->flag [FLAG_WIZ]) |
2525 | op->stats.food--; |
2328 | op->stats.food--; |
2526 | } |
2329 | } |
2527 | |
2330 | |
2528 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2331 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2529 | { |
2332 | { |
2530 | object *flesh = 0; |
2333 | object *flesh = 0; |
2531 | |
2334 | |
2532 | for_inv_removable (op, tmp) |
2335 | for_inv_removable (op, tmp) |
2533 | { |
2336 | { |
2534 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
2337 | if (tmp->flag [FLAG_UNPAID]) |
2535 | continue; |
2338 | continue; |
2536 | |
2339 | |
2537 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2340 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2538 | { |
2341 | { |
2539 | op->statusmsg ("You blindly grab for a bite of food. " |
2342 | op->statusmsg ("You blindly grab for a bite of food. " |
2540 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2343 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2541 | manual_apply (op, tmp, 0); |
2344 | op->apply (tmp); |
2542 | |
2345 | |
2543 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2346 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2544 | break; |
2347 | break; |
2545 | } |
2348 | } |
2546 | else if (tmp->type == FLESH) |
2349 | else if (tmp->type == FLESH) |
… | |
… | |
2552 | */ |
2355 | */ |
2553 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2356 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2554 | { |
2357 | { |
2555 | op->statusmsg ("You blindly grab for a bite of food. " |
2358 | op->statusmsg ("You blindly grab for a bite of food. " |
2556 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2359 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2557 | manual_apply (op, flesh, 0); |
2360 | op->apply (flesh); |
2558 | } |
2361 | } |
2559 | |
2362 | |
2560 | // If player is still starving, alert him! |
2363 | // If player is still starving, alert him! |
2561 | if (op->stats.food < 0) |
2364 | if (op->stats.food < 0) |
2562 | op->failmsg ("You are starving! " |
2365 | op->failmsg ("You are starving! " |
… | |
… | |
2574 | op->contr->killer->destroy (); |
2377 | op->contr->killer->destroy (); |
2575 | } |
2378 | } |
2576 | } |
2379 | } |
2577 | |
2380 | |
2578 | /* killer should be set here already */ |
2381 | /* killer should be set here already */ |
2579 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2382 | if (op->stats.hp < 0 && !op->flag [FLAG_WIZ]) |
2580 | kill_player (op); |
2383 | kill_player (op); |
2581 | } |
2384 | } |
2582 | } |
2385 | } |
2583 | |
2386 | |
2584 | /* 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. |
… | |
… | |
2588 | */ |
2391 | */ |
2589 | void |
2392 | void |
2590 | kill_player (object *op) |
2393 | kill_player (object *op) |
2591 | { |
2394 | { |
2592 | int x, y; |
2395 | int x, y; |
2593 | char buf[MAX_BUF]; |
|
|
2594 | maptile *map; /* this is for resurrection */ |
2396 | maptile *map; /* this is for resurrection */ |
2595 | int will_kill_again; |
2397 | int will_kill_again; |
2596 | archetype *at; |
2398 | archetype *at; |
2597 | object *tmp; |
2399 | object *tmp; |
2598 | |
2400 | |
2599 | if (save_life (op)) |
2401 | if (save_life (op)) |
2600 | 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 | } |
2601 | |
2439 | |
2602 | /* 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 |
2603 | * 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. |
2604 | * Look at op_on_battleground() for more info --AndreasV |
2442 | * Look at op_on_battleground() for more info --AndreasV |
2605 | */ |
2443 | */ |
2606 | if (op_on_battleground (op, &x, &y)) |
2444 | if (op_on_battleground (op, &x, &y)) |
2607 | { |
2445 | { |
2608 | 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"; |
2609 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
|
|
2610 | |
|
|
2611 | /* restore player */ |
|
|
2612 | at = archetype::find ("poisoning"); |
|
|
2613 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2614 | { |
|
|
2615 | tmp->destroy (); |
|
|
2616 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
|
|
2617 | } |
|
|
2618 | |
|
|
2619 | at = archetype::find ("confusion"); |
|
|
2620 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2621 | { |
|
|
2622 | tmp->destroy (); |
|
|
2623 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
|
|
2624 | } |
|
|
2625 | |
|
|
2626 | cure_disease (op, 0, 0); /* remove any disease */ |
|
|
2627 | op->stats.hp = op->stats.maxhp; |
|
|
2628 | if (op->stats.food <= 0) |
|
|
2629 | op->stats.food = 999; |
|
|
2630 | |
2447 | |
2631 | /* create a bodypart-trophy to make the winner happy */ |
2448 | /* create a bodypart-trophy to make the winner happy */ |
2632 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2449 | object *tmp = archetype::find (shstr_finger)->instance (); |
2633 | { |
2450 | |
2634 | tmp->name = format ("%s's finger" , &op->name); |
2451 | tmp->name = format ("%s's finger" , &op->name); |
2635 | tmp->name_pl = format ("%s's fingers", &op->name); |
2452 | tmp->name_pl = format ("%s's fingers", &op->name); |
2636 | tmp->msg = format ( |
2453 | tmp->msg = format ( |
2637 | "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", |
2638 | &op->name, op->contr->title, |
2455 | &op->name, op->contr->title, |
2639 | (int)op->level, |
2456 | (int)op->level, |
2640 | op->contr->killer_name () |
2457 | op->contr->killer_name () |
2641 | ); |
2458 | ); |
2642 | tmp->value = 0, tmp->type = 0; |
2459 | tmp->value = 0, tmp->type = 0; |
2643 | tmp->materialname = "organics"; |
2460 | tmp->material = name_to_material (shstr_organic); |
2644 | tmp->insert_at (op, tmp); |
2461 | tmp->insert_at (op, tmp); |
2645 | } |
|
|
2646 | |
2462 | |
2647 | /* teleport defeated player to new destination */ |
2463 | /* teleport defeated player to new destination */ |
2648 | transfer_ob (op, x, y, 0, NULL); |
2464 | transfer_ob (op, x, y, 0, NULL); |
2649 | op->contr->braced = 0; |
2465 | op->contr->braced = 0; |
|
|
2466 | |
|
|
2467 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2650 | return; |
2468 | return; |
2651 | } |
2469 | } |
|
|
2470 | |
|
|
2471 | deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n"; |
|
|
2472 | deathtab << "T<YOU HAVE DIED>\n\n"; |
2652 | |
2473 | |
2653 | INVOKE_PLAYER (DEATH, op->contr); |
2474 | INVOKE_PLAYER (DEATH, op->contr); |
2654 | |
2475 | |
2655 | command_kill_pets (op, 0); |
2476 | command_kill_pets (op, 0); |
2656 | |
2477 | |
… | |
… | |
2690 | |
2511 | |
2691 | lost_a_stat = 0; |
2512 | lost_a_stat = 0; |
2692 | |
2513 | |
2693 | for (z = 0; z < num_stats_lose; z++) |
2514 | for (z = 0; z < num_stats_lose; z++) |
2694 | { |
2515 | { |
2695 | i = RANDOM () % NUM_STATS; |
2516 | i = rndm (NUM_STATS); |
2696 | |
2517 | |
2697 | if (settings.stat_loss_on_death) |
2518 | if (settings.stat_loss_on_death) |
2698 | { |
2519 | { |
2699 | /* 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 |
2700 | * what he lost. |
2521 | * what he lost. |
… | |
… | |
2707 | lost_a_stat = 1; |
2528 | lost_a_stat = 1; |
2708 | } |
2529 | } |
2709 | else |
2530 | else |
2710 | { |
2531 | { |
2711 | /* deplete a stat */ |
2532 | /* deplete a stat */ |
2712 | archetype *deparch = archetype::find ("depletion"); |
2533 | archetype *deparch = archetype::find (shstr_depletion); |
2713 | object *dep; |
2534 | object *dep; |
2714 | |
2535 | |
2715 | dep = present_arch_in_ob (deparch, op); |
2536 | dep = present_arch_in_ob (deparch, op); |
2716 | if (!dep) |
2537 | if (!dep) |
2717 | { |
2538 | { |
2718 | dep = arch_to_object (deparch); |
2539 | dep = deparch->instance (); |
2719 | insert_ob_in_ob (dep, op); |
2540 | insert_ob_in_ob (dep, op); |
2720 | } |
2541 | } |
2721 | lose_this_stat = 1; |
2542 | lose_this_stat = 1; |
2722 | if (settings.balanced_stat_loss) |
2543 | if (settings.balanced_stat_loss) |
2723 | { |
2544 | { |
… | |
… | |
2751 | } |
2572 | } |
2752 | } |
2573 | } |
2753 | |
2574 | |
2754 | if (lose_this_stat) |
2575 | if (lose_this_stat) |
2755 | { |
2576 | { |
2756 | this_stat = get_attr_value (&(dep->stats), i); |
2577 | this_stat = get_attr_value (&dep->stats, i); |
2757 | /* We could try to do something clever like find another |
2578 | /* We could try to do something clever like find another |
2758 | * stat to reduce if this fails. But chances are, if |
2579 | * stat to reduce if this fails. But chances are, if |
2759 | * stats have been depleted to -50, all are pretty low |
2580 | * stats have been depleted to -50, all are pretty low |
2760 | * 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 |
2761 | * difference. |
2582 | * difference. |
2762 | */ |
2583 | */ |
2763 | if (this_stat >= -50) |
2584 | if (this_stat >= -50) |
2764 | { |
2585 | { |
2765 | change_attr_value (&(dep->stats), i, -1); |
2586 | change_attr_value (&(dep->stats), i, -1); |
2766 | SET_FLAG (dep, FLAG_APPLIED); |
2587 | dep->set_flag (FLAG_APPLIED); |
2767 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
2588 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
2768 | op->update_stats (); |
2589 | op->update_stats (); |
2769 | lost_a_stat = 1; |
2590 | lost_a_stat = 1; |
2770 | } |
2591 | } |
2771 | } |
2592 | } |
… | |
… | |
2775 | /* If no stat lost, tell the player. */ |
2596 | /* If no stat lost, tell the player. */ |
2776 | if (!lost_a_stat) |
2597 | if (!lost_a_stat) |
2777 | { |
2598 | { |
2778 | /* determine_god() seems to not work sometimes... why is this? |
2599 | /* determine_god() seems to not work sometimes... why is this? |
2779 | Should I be using something else? GD */ |
2600 | Should I be using something else? GD */ |
2780 | const char *god = determine_god (op); |
2601 | shstr_tmp god = determine_god (op); |
2781 | |
2602 | |
2782 | if (god && (strcmp (god, "none"))) |
2603 | if (god != shstr_none) |
2783 | 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"; |
2784 | else |
2605 | else |
2785 | 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"; |
2786 | } |
2607 | } |
2787 | #else |
2608 | #else |
2788 | 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."; |
2789 | #endif |
2610 | #endif |
2790 | |
2611 | |
2791 | /* Put a gravestone up where the character 'almost' died. List the |
2612 | /* Put a gravestone up where the character 'almost' died. List the |
2792 | * exp loss on the stone. |
2613 | * exp loss on the stone. |
2793 | */ |
2614 | */ |
2794 | tmp = arch_to_object (archetype::find ("gravestone")); |
2615 | tmp = archetype::find (shstr_gravestone)->instance (); |
2795 | tmp->name = format ("%s's gravestone", &op->name); |
2616 | tmp->name = format ("%s's gravestone", &op->name); |
2796 | tmp->name_pl = format ("%s's gravestones", &op->name); |
2617 | tmp->name_pl = format ("%s's gravestones", &op->name); |
2797 | tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", |
2618 | tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", |
2798 | &op->name, op->contr->title, op->contr->killer_name ()); |
2619 | &op->name, op->contr->title, op->contr->killer_name ()); |
2799 | tmp->x = op->x, tmp->y = op->y; |
2620 | tmp->x = op->x, tmp->y = op->y; |
2800 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2621 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2801 | |
2622 | |
2802 | /**************************************/ |
2623 | /**************************************/ |
2803 | /* */ |
2624 | /* */ |
2804 | /* Subtract the experience points, */ |
2625 | /* Subtract the experience points, */ |
2805 | /* if we died cause of food, give us */ |
|
|
2806 | /* food, and reset HP's... */ |
|
|
2807 | /* */ |
2626 | /* */ |
2808 | /**************************************/ |
2627 | /**************************************/ |
2809 | |
2628 | |
2810 | /* remove any poisoning and confusion the character may be suffering. */ |
|
|
2811 | /* restore player */ |
|
|
2812 | at = archetype::find ("poisoning"); |
|
|
2813 | tmp = present_arch_in_ob (at, op); |
|
|
2814 | |
|
|
2815 | if (tmp) |
|
|
2816 | { |
|
|
2817 | tmp->destroy (); |
|
|
2818 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
|
|
2819 | } |
|
|
2820 | |
|
|
2821 | at = archetype::find ("confusion"); |
|
|
2822 | tmp = present_arch_in_ob (at, op); |
|
|
2823 | if (tmp) |
|
|
2824 | { |
|
|
2825 | tmp->destroy (); |
|
|
2826 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
|
|
2827 | } |
|
|
2828 | |
|
|
2829 | cure_disease (op, 0, 0); /* remove any disease */ |
|
|
2830 | |
|
|
2831 | // remove all spell effects that are active |
|
|
2832 | // to avoid long-term effects such as word-of-recall |
|
|
2833 | for (object *item = op->inv; item; ) |
|
|
2834 | { |
|
|
2835 | object *next = item->below; |
|
|
2836 | |
|
|
2837 | if (item->type == SPELL_EFFECT && item->active) |
|
|
2838 | item->destroy (); |
|
|
2839 | |
|
|
2840 | item = next; |
|
|
2841 | } |
|
|
2842 | |
|
|
2843 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2629 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2844 | apply_death_exp_penalty (op); |
2630 | apply_death_exp_penalty (op); |
2845 | |
|
|
2846 | if (op->stats.food < 100) |
|
|
2847 | op->stats.food = 900; |
|
|
2848 | |
|
|
2849 | op->stats.hp = op->stats.maxhp; |
|
|
2850 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
|
|
2851 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
|
|
2852 | |
2631 | |
2853 | /* |
2632 | /* |
2854 | * 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 |
2855 | * and put them back in the map. |
2634 | * and put them back in the map. |
2856 | */ |
2635 | */ |
… | |
… | |
2884 | |
2663 | |
2885 | force = get_archetype (FORCE_NAME); |
2664 | force = get_archetype (FORCE_NAME); |
2886 | /* 50 ticks should be enough time for the spell to abate */ |
2665 | /* 50 ticks should be enough time for the spell to abate */ |
2887 | force->speed = 0.1f; |
2666 | force->speed = 0.1f; |
2888 | force->speed_left = -5.f; |
2667 | force->speed_left = -5.f; |
2889 | SET_FLAG (force, FLAG_APPLIED); |
2668 | force->set_flag (FLAG_APPLIED); |
2890 | for (at = 0; at < NROFATTACKS; at++) |
2669 | for (at = 0; at < NROFATTACKS; at++) |
2891 | if (will_kill_again & (1 << at)) |
2670 | if (will_kill_again & (1 << at)) |
2892 | force->resist[at] = 100; |
2671 | force->resist[at] = 100; |
2893 | |
2672 | |
2894 | insert_ob_in_ob (force, op); |
2673 | insert_ob_in_ob (force, op); |
2895 | op->update_stats (); |
2674 | op->update_stats (); |
2896 | } |
2675 | } |
2897 | |
2676 | |
2898 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
2677 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2899 | } |
2678 | } |
2900 | |
2679 | |
2901 | void |
2680 | static void |
2902 | loot_object (object *op) |
2681 | loot_object (object *op) |
2903 | { /* Grab and destroy some treasure */ |
2682 | { /* Grab and destroy some treasure */ |
2904 | object *tmp, *tmp2, *next; |
2683 | object *tmp, *tmp2, *next; |
2905 | |
2684 | |
2906 | op->close_container (); /* close open sack first */ |
2685 | op->close_container (); /* close open sack first */ |
… | |
… | |
2916 | tmp->x = op->x, tmp->y = op->y; |
2695 | tmp->x = op->x, tmp->y = op->y; |
2917 | |
2696 | |
2918 | if (tmp->type == CONTAINER) |
2697 | if (tmp->type == CONTAINER) |
2919 | loot_object (tmp); /* empty container to ground */ |
2698 | loot_object (tmp); /* empty container to ground */ |
2920 | |
2699 | |
2921 | 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)))) |
2922 | { |
2701 | { |
2923 | if (tmp->nrof > 1) |
2702 | if (tmp->nrof > 1) |
2924 | { |
2703 | { |
2925 | tmp->decrease (rndm (1, tmp->nrof - 1)); |
2704 | tmp->decrease (rndm (1, tmp->nrof - 1)); |
2926 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2705 | insert_ob_in_map (tmp, op->map, NULL, 0); |
… | |
… | |
2937 | * fix_weight(): Check recursively the weight of all players, and fix |
2716 | * fix_weight(): Check recursively the weight of all players, and fix |
2938 | * 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 |
2939 | * was changed. |
2718 | * was changed. |
2940 | */ |
2719 | */ |
2941 | void |
2720 | void |
2942 | fix_weight (void) |
2721 | fix_weight () |
2943 | { |
2722 | { |
2944 | for_all_players (pl) |
2723 | for_all_players (pl) |
2945 | { |
2724 | { |
2946 | sint32 old = pl->ob->carrying; |
2725 | sint32 old = pl->ob->carrying; |
2947 | |
2726 | |
… | |
… | |
2954 | } |
2733 | } |
2955 | } |
2734 | } |
2956 | } |
2735 | } |
2957 | |
2736 | |
2958 | void |
2737 | void |
2959 | fix_luck (void) |
2738 | fix_luck () |
2960 | { |
2739 | { |
2961 | for_all_players (pl) |
2740 | for_all_players (pl) |
2962 | if (!pl->ob->contr->ns->state) |
2741 | if (!pl->ob->contr->ns->state) |
2963 | pl->ob->change_luck (0); |
2742 | pl->ob->change_luck (0); |
2964 | } |
2743 | } |
… | |
… | |
3016 | } |
2795 | } |
3017 | |
2796 | |
3018 | int |
2797 | int |
3019 | is_true_undead (object *op) |
2798 | is_true_undead (object *op) |
3020 | { |
2799 | { |
3021 | if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
2800 | if (op->arch->flag [FLAG_UNDEAD]) |
3022 | return 1; |
2801 | return 1; |
3023 | |
2802 | |
3024 | return 0; |
2803 | return 0; |
3025 | } |
2804 | } |
3026 | |
2805 | |
… | |
… | |
3036 | |
2815 | |
3037 | if (!ob || !ob->map) |
2816 | if (!ob || !ob->map) |
3038 | return 0; |
2817 | return 0; |
3039 | |
2818 | |
3040 | /* so, on normal lighted maps, its hard to hide */ |
2819 | /* so, on normal lighted maps, its hard to hide */ |
3041 | level = ob->map->darkness - 2; |
2820 | level = ob->map->darklevel () - 2; |
3042 | |
2821 | |
3043 | /* this also picks up whether the object is glowing. |
2822 | /* this also picks up whether the object is glowing. |
3044 | * 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 |
3045 | * as bad as carrying a light on a pitch dark map */ |
2824 | * as bad as carrying a light on a pitch dark map */ |
3046 | if (has_carried_lights (ob)) |
2825 | if (ob->has_carried_lights ()) |
3047 | level = -(10 + (2 * ob->map->darkness)); |
2826 | level = -(10 + (2 * ob->map->darklevel ())); |
3048 | |
2827 | |
3049 | /* scan through all nearby squares for terrain to hide in */ |
2828 | /* scan through all nearby squares for terrain to hide in */ |
3050 | for (i = 0, x = ob->x, y = ob->y; |
2829 | for (i = 0, x = ob->x, y = ob->y; |
3051 | i <= SIZEOFFREE1; |
2830 | i <= SIZEOFFREE1; |
3052 | i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
2831 | i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
… | |
… | |
3124 | |
2903 | |
3125 | if (who->type == PLAYER) |
2904 | if (who->type == PLAYER) |
3126 | player = 1; |
2905 | player = 1; |
3127 | |
2906 | |
3128 | else |
2907 | else |
3129 | friendly = QUERY_FLAG (who, FLAG_FRIENDLY); |
2908 | friendly = who->flag [FLAG_FRIENDLY]; |
3130 | |
2909 | |
3131 | /* search adjacent squares */ |
2910 | /* search adjacent squares */ |
3132 | for (i = 1; i < 9; i++) |
2911 | for (i = 1; i < 9; i++) |
3133 | { |
2912 | { |
3134 | x = who->x + freearr_x[i]; |
2913 | x = who->x + freearr_x[i]; |
… | |
… | |
3143 | 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))) |
3144 | continue; |
2923 | continue; |
3145 | |
2924 | |
3146 | 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) |
3147 | { |
2926 | { |
3148 | 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]) |
3149 | return 1; |
2928 | return 1; |
3150 | else if (tmp->type == PLAYER) |
2929 | else if (tmp->type == PLAYER) |
3151 | { |
2930 | { |
3152 | /*don't let a hidden DM prevent you from hiding */ |
2931 | /*don't let a hidden DM prevent you from hiding */ |
3153 | if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) |
2932 | if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0) |
3154 | return 1; |
2933 | return 1; |
3155 | } |
2934 | } |
3156 | } |
2935 | } |
3157 | } |
2936 | } |
3158 | return 0; |
2937 | return 0; |
… | |
… | |
3199 | while (op) |
2978 | while (op) |
3200 | { |
2979 | { |
3201 | dx = rv.distance_x + op->arch->x; |
2980 | dx = rv.distance_x + op->arch->x; |
3202 | dy = rv.distance_y + op->arch->y; |
2981 | dy = rv.distance_y + op->arch->y; |
3203 | |
2982 | |
3204 | /* only the viewable area the player sees is updated by LOS |
|
|
3205 | * code, so we need to restrict ourselves to that range of values |
|
|
3206 | * for any meaningful values. |
|
|
3207 | */ |
|
|
3208 | if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED) |
2983 | if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED) |
3209 | return 1; |
2984 | return 1; |
3210 | |
2985 | |
3211 | op = op->more; |
2986 | op = op->more; |
3212 | } |
|
|
3213 | |
|
|
3214 | return 0; |
|
|
3215 | } |
|
|
3216 | |
|
|
3217 | /* routine for both players and monsters. We call this when |
|
|
3218 | * there is a possibility for our action distrubing our hiding |
|
|
3219 | * place or invisiblity spell. Artefact invisiblity is not |
|
|
3220 | * effected by this. If we arent invisible to begin with, we |
|
|
3221 | * return 0. |
|
|
3222 | */ |
|
|
3223 | int |
|
|
3224 | action_makes_visible (object *op) |
|
|
3225 | { |
|
|
3226 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
3227 | { |
|
|
3228 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
|
|
3229 | return 0; |
|
|
3230 | |
|
|
3231 | if (op->contr && op->contr->tmp_invis == 0) |
|
|
3232 | return 0; |
|
|
3233 | |
|
|
3234 | /* If monsters, they should become visible */ |
|
|
3235 | if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis)) |
|
|
3236 | { |
|
|
3237 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible"); |
|
|
3238 | return 1; |
|
|
3239 | } |
|
|
3240 | } |
2987 | } |
3241 | |
2988 | |
3242 | return 0; |
2989 | return 0; |
3243 | } |
2990 | } |
3244 | |
2991 | |
… | |
… | |
3259 | * and the exit-coordinates sp/hp must both be > 0. |
3006 | * and the exit-coordinates sp/hp must both be > 0. |
3260 | * => The intention here is to prevent abuse of the battleground- |
3007 | * => The intention here is to prevent abuse of the battleground- |
3261 | * feature (like pickable or hidden battleground tiles). */ |
3008 | * feature (like pickable or hidden battleground tiles). */ |
3262 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
3009 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
3263 | { |
3010 | { |
3264 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3011 | if (tmp->flag [FLAG_IS_FLOOR]) |
3265 | { |
3012 | { |
3266 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) |
3013 | if (tmp->flag [FLAG_NO_PICK] |
3267 | && tmp->type == BATTLEGROUND |
3014 | && tmp->type == BATTLEGROUND |
3268 | && tmp->name == shstr_battleground |
3015 | && tmp->name == shstr_battleground |
3269 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3016 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3270 | { |
3017 | { |
3271 | /* before we assign the exit, check if this is a teambattle */ |
3018 | /* before we assign the exit, check if this is a teambattle */ |
3272 | 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)) |
3273 | { |
|
|
3274 | 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) |
3275 | { |
3022 | { |
3276 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
|
|
3277 | { |
|
|
3278 | if (x && y) |
3023 | if (x && y) |
3279 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3024 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3280 | |
3025 | |
3281 | return 1; |
3026 | return 1; |
3282 | } |
|
|
3283 | } |
3027 | } |
3284 | } |
|
|
3285 | |
3028 | |
3286 | if (x && y) |
3029 | if (x && y) |
3287 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3030 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3288 | |
3031 | |
3289 | return 1; |
3032 | return 1; |
… | |
… | |
3427 | else |
3170 | else |
3428 | j = 1; |
3171 | j = 1; |
3429 | strcat (buf, spellpathnames[i]); |
3172 | strcat (buf, spellpathnames[i]); |
3430 | } |
3173 | } |
3431 | } |
3174 | } |
|
|
3175 | |
3432 | strcat (buf, "."); |
3176 | strcat (buf, "."); |
3433 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); |
3177 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); |
3434 | } |
3178 | } |
3435 | |
3179 | |
3436 | /* evtl. adding flags: */ |
3180 | /* evtl. adding flags: */ |
3437 | if (QUERY_FLAG (item, FLAG_XRAYS)) |
3181 | if (item->flag [FLAG_XRAYS]) |
3438 | SET_FLAG (skin, FLAG_XRAYS); |
3182 | skin->set_flag (FLAG_XRAYS); |
3439 | if (QUERY_FLAG (item, FLAG_STEALTH)) |
3183 | if (item->flag [FLAG_STEALTH]) |
3440 | SET_FLAG (skin, FLAG_STEALTH); |
3184 | skin->set_flag (FLAG_STEALTH); |
3441 | if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) |
3185 | if (item->flag [FLAG_SEE_IN_DARK]) |
3442 | SET_FLAG (skin, FLAG_SEE_IN_DARK); |
3186 | skin->set_flag (FLAG_SEE_IN_DARK); |
3443 | |
3187 | |
3444 | /* print message if there is one */ |
3188 | /* print message if there is one */ |
3445 | if (item->msg != NULL) |
3189 | if (item->msg != NULL) |
3446 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3190 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3447 | } |
3191 | } |
3448 | else |
3192 | else |
3449 | { |
3193 | { |
3450 | /* generate misc. treasure */ |
3194 | /* generate misc. treasure */ |
3451 | tmp = arch_to_object (tr->item); |
3195 | tmp = tr->item->instance (); |
3452 | 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)); |
3453 | who->insert (tmp); |
3197 | who->insert (tmp); |
3454 | } |
3198 | } |
3455 | } |
3199 | } |
3456 | |
3200 | |
3457 | /** |
3201 | //-GPL |
3458 | * Unready an object for a player. This function does nothing if the object was |
|
|
3459 | * not readied. |
|
|
3460 | */ |
|
|
3461 | void |
|
|
3462 | player_unready_range_ob (player *pl, object *ob) |
|
|
3463 | { |
|
|
3464 | if (pl->ob->current_weapon == ob) |
|
|
3465 | pl->ob->current_weapon = 0; |
|
|
3466 | |
|
|
3467 | if (pl->combat_ob == ob) |
|
|
3468 | pl->combat_ob = 0; |
|
|
3469 | |
|
|
3470 | if (pl->ranged_ob == ob) |
|
|
3471 | pl->ranged_ob = 0; |
|
|
3472 | } |
|
|
3473 | |
3202 | |
3474 | sint8 |
3203 | sint8 |
3475 | player::visibility_at (maptile *map, int x, int y) const |
3204 | player::darkness_at (maptile *map, int x, int y) const |
3476 | { |
3205 | { |
3477 | if (!ns) |
3206 | if (!ns) |
3478 | return 0; |
3207 | return LOS_BLOCKED; |
3479 | |
3208 | |
3480 | int dx, dy; |
3209 | int dx, dy; |
3481 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
3210 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
3482 | return 0; |
3211 | return LOS_BLOCKED; |
3483 | |
3212 | |
3484 | x += dx - ns->current_x; |
3213 | x += dx - ns->current_x; |
3485 | y += dy - ns->current_y; |
3214 | y += dy - ns->current_y; |
3486 | |
3215 | |
3487 | return 100 - blocked_los (x, y); |
3216 | return blocked_los (x, y); |
3488 | } |
3217 | } |
3489 | |
3218 | |
3490 | void |
3219 | void |
3491 | player::infobox (const char *title, const char *msg, int color) |
3220 | player::infobox (const char *title, const char *msg, int color) |
3492 | { |
3221 | { |
… | |
… | |
3504 | { |
3233 | { |
3505 | play_sound (sound_find ("generic_failure")); |
3234 | play_sound (sound_find ("generic_failure")); |
3506 | statusmsg (msg, color); |
3235 | statusmsg (msg, color); |
3507 | } |
3236 | } |
3508 | |
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 | |