1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * the terms of the Affero GNU General Public License as published by the |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * option) any later version. |
11 | * option) any later version. |
… | |
… | |
54 | |
54 | |
55 | players.insert (this); |
55 | players.insert (this); |
56 | ob->remove (); |
56 | ob->remove (); |
57 | ob->map = 0; |
57 | ob->map = 0; |
58 | ob->activate_recursive (); |
58 | ob->activate_recursive (); |
59 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
59 | ob->clr_flag (FLAG_FRIENDLY); |
60 | add_friendly_object (ob); |
60 | add_friendly_object (ob); |
61 | } |
61 | } |
62 | |
62 | |
63 | void |
63 | void |
64 | player::deactivate () |
64 | player::deactivate () |
… | |
… | |
76 | ob->remove (); |
76 | ob->remove (); |
77 | ob->enemy = 0; // sometimes keeps an extra refcount on itself |
77 | ob->enemy = 0; // sometimes keeps an extra refcount on itself |
78 | ob->map = 0; |
78 | ob->map = 0; |
79 | party = 0; |
79 | party = 0; |
80 | |
80 | |
81 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
|
|
82 | |
|
|
83 | players.erase (this); |
81 | players.erase (this); |
84 | } |
82 | } |
85 | |
83 | |
86 | // connect the player with a specific client |
84 | // connect the player with a specific client |
87 | // also changes, rationalises, and fixes some incorrect settings |
85 | // also changes, rationalises, and fixes some incorrect settings |
… | |
… | |
107 | ob->race = ob->arch->race; |
105 | ob->race = ob->arch->race; |
108 | |
106 | |
109 | ob->update_weight (); |
107 | ob->update_weight (); |
110 | link_skills (); |
108 | link_skills (); |
111 | |
109 | |
112 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
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113 | |
|
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114 | assign (title, ob->arch->object::name); |
110 | assign (title, ob->arch->object::name); |
115 | |
111 | |
116 | /* if it's a dragon player, set the correct title here */ |
112 | /* if it's a dragon player, set the correct title here */ |
117 | if (is_dragon_pl (ob)) |
113 | if (ob->is_dragon ()) |
118 | { |
114 | { |
119 | object *tmp, *abil = 0, *skin = 0; |
115 | object *tmp, *abil = 0, *skin = 0; |
120 | |
116 | |
121 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
117 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
122 | if (tmp->type == FORCE) |
118 | if (tmp->type == FORCE) |
… | |
… | |
136 | |
132 | |
137 | ns->floorbox_update (); |
133 | ns->floorbox_update (); |
138 | esrv_send_inventory (ob, ob); |
134 | esrv_send_inventory (ob, ob); |
139 | esrv_add_spells (this, 0); |
135 | esrv_add_spells (this, 0); |
140 | |
136 | |
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137 | ob->flag [FLAG_READY_WEAPON] = false; |
|
|
138 | ob->flag [FLAG_READY_SKILL] = false; |
|
|
139 | ob->flag [FLAG_READY_RANGE] = false; |
|
|
140 | ob->flag [FLAG_READY_BOW] = false; |
|
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141 | |
|
|
142 | ob->update_stats (); // we unapplied stuff above |
141 | activate (); |
143 | activate (); |
142 | |
144 | |
143 | INVOKE_PLAYER (CONNECT, this); |
145 | INVOKE_PLAYER (CONNECT, this); |
144 | INVOKE_PLAYER (LOGIN, this); |
146 | INVOKE_PLAYER (LOGIN, this); |
145 | } |
147 | } |
… | |
… | |
184 | |
186 | |
185 | ob->speed = 1.0f; |
187 | ob->speed = 1.0f; |
186 | ob->speed_left = 0.5f; |
188 | ob->speed_left = 0.5f; |
187 | |
189 | |
188 | ob->direction = 5; /* So player faces south */ |
190 | ob->direction = 5; /* So player faces south */ |
189 | |
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190 | ob->flag [FLAG_READY_WEAPON] = false; |
|
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191 | ob->flag [FLAG_READY_SKILL] = false; |
|
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192 | ob->flag [FLAG_READY_BOW] = false; |
|
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193 | |
|
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194 | for (object *op = ob->inv; op; op = op->below) |
|
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195 | if (op->flag [FLAG_APPLIED]) |
|
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196 | switch (op->type) |
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197 | { |
|
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198 | case SKILL: |
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199 | ob->flag [FLAG_APPLIED] = false; |
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200 | break; |
|
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201 | |
|
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202 | case WAND: |
|
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203 | case ROD: |
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204 | case HORN: |
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205 | case BOW: |
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206 | ranged_ob = op; |
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207 | break; |
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208 | |
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209 | case WEAPON: |
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210 | combat_ob = op; |
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211 | break; |
|
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212 | } |
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213 | |
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214 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
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215 | ob->deactivate (); // change_weapon activates, fix this better |
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216 | } |
191 | } |
217 | |
192 | |
218 | void |
193 | void |
219 | player::set_observe (object *op) |
194 | player::set_observe (object *op) |
220 | { |
195 | { |
… | |
… | |
259 | disconnect (); |
234 | disconnect (); |
260 | |
235 | |
261 | attachable::do_destroy (); |
236 | attachable::do_destroy (); |
262 | |
237 | |
263 | if (ob) |
238 | if (ob) |
264 | { |
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265 | ob->destroy_inv (false); |
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266 | ob->destroy (); |
239 | ob->destroy (); |
267 | } |
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268 | |
240 | |
269 | ob = observe = viewpoint = 0; |
241 | ob = observe = viewpoint = 0; |
270 | } |
242 | } |
271 | |
243 | |
272 | player::~player () |
244 | player::~player () |
273 | { |
245 | { |
274 | /* Clear item stack */ |
246 | /* Clear item stack */ |
275 | free (stack_items); |
247 | free (stack_items); |
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248 | } |
|
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249 | |
|
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250 | /* |
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251 | * get_player_archetype() return next player archetype from archetype |
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252 | * list. Not very efficient routine, but used only creating new players. |
|
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253 | * Note: there MUST be at least one player archetype! |
|
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254 | */ |
|
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255 | static archetype * |
|
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256 | get_player_archetype (archetype *at) |
|
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257 | { |
|
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258 | // archetypes could have been reloaded |
|
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259 | archetype *nat = at ? archetype::find (at->archname) : archetypes [0]; |
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260 | |
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261 | if (!nat) |
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262 | return at; |
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263 | |
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264 | archvec::iterator i = archetypes.find (nat); |
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265 | |
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266 | for (;;) |
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267 | { |
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268 | if (++i == archetypes.end ()) |
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269 | i = archetypes.begin (); |
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270 | else if (*i == at) |
|
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271 | cleanup ("not a single player archetype found"); |
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272 | |
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273 | if ((*i)->type == PLAYER) |
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274 | return *i; |
|
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275 | } |
276 | } |
276 | } |
277 | |
277 | |
278 | /* Tries to add player on the connection passed in ns. |
278 | /* Tries to add player on the connection passed in ns. |
279 | * All we can really get in this is some settings like host and display |
279 | * All we can really get in this is some settings like host and display |
280 | * mode. |
280 | * mode. |
… | |
… | |
282 | player * |
282 | player * |
283 | player::create () |
283 | player::create () |
284 | { |
284 | { |
285 | player *pl = new player; |
285 | player *pl = new player; |
286 | |
286 | |
287 | pl->set_object (arch_to_object (get_player_archetype (0))); |
287 | pl->set_object (get_player_archetype (0)->instance ()); |
288 | |
288 | |
289 | pl->ob->roll_stats (); |
289 | pl->ob->roll_stats (); |
290 | pl->ob->stats.wc = 2; |
290 | pl->ob->stats.wc = 2; |
291 | pl->ob->run_away = 25; /* Then we panick... */ |
291 | pl->ob->run_away = 25; /* Then we panick... */ |
292 | |
292 | |
293 | set_first_map (pl->ob); |
293 | set_first_map (pl->ob); |
294 | |
294 | |
295 | return pl; |
295 | return pl; |
296 | } |
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297 | |
|
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298 | /* |
|
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299 | * get_player_archetype() return next player archetype from archetype |
|
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300 | * list. Not very efficient routine, but used only creating new players. |
|
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301 | * Note: there MUST be at least one player archetype! |
|
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302 | */ |
|
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303 | archetype * |
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304 | get_player_archetype (archetype *at) |
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305 | { |
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306 | // archetypes could have been reloaded |
|
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307 | archetype *nat = at ? archetype::find (at->archname) : archetypes [0]; |
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308 | |
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309 | if (!nat) |
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310 | return at; |
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311 | |
|
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312 | archvec::iterator i = archetypes.find (nat); |
|
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313 | |
|
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314 | for (;;) |
|
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315 | { |
|
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316 | if (++i == archetypes.end ()) |
|
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317 | i = archetypes.begin (); |
|
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318 | else if (*i == at) |
|
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319 | cleanup ("not a single player archetype found"); |
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320 | |
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321 | if ((*i)->type == PLAYER) |
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322 | return *i; |
|
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323 | } |
|
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324 | } |
296 | } |
325 | |
297 | |
326 | object * |
298 | object * |
327 | get_nearest_player (object *mon) |
299 | get_nearest_player (object *mon) |
328 | { |
300 | { |
… | |
… | |
402 | */ |
374 | */ |
403 | int |
375 | int |
404 | path_to_player (object *mon, object *pl, unsigned mindiff) |
376 | path_to_player (object *mon, object *pl, unsigned mindiff) |
405 | { |
377 | { |
406 | rv_vector rv; |
378 | rv_vector rv; |
407 | sint16 x, y; |
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408 | 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; |
409 | maptile *m, *lastmap; |
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410 | |
380 | |
411 | get_rangevector (mon, pl, &rv, 0); |
381 | get_rangevector (mon, pl, &rv, 0); |
412 | |
382 | |
413 | if (rv.distance < mindiff) |
383 | if (rv.distance < mindiff) |
414 | return 0; |
384 | return 0; |
415 | |
385 | |
416 | x = mon->x; |
386 | mapxy pos (mon); |
417 | y = mon->y; |
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418 | m = mon->map; |
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419 | dir = rv.direction; |
387 | dir = rv.direction; |
420 | 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 */ |
421 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
389 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
422 | |
390 | |
423 | /* 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. */ |
424 | if (diff > max) |
392 | if (diff > max) |
425 | return 0; |
393 | return 0; |
426 | |
394 | |
427 | while (diff > 1 && max > 0) |
395 | while (diff > 1 && max > 0) |
428 | { |
396 | { |
429 | lastx = x; |
397 | mapxy lastpos = pos; |
430 | lasty = y; |
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431 | lastmap = m; |
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432 | x = lastx + freearr_x[dir]; |
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433 | y = lasty + freearr_y[dir]; |
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434 | |
398 | |
435 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
399 | pos.move (dir); |
436 | blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y); |
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437 | |
400 | |
438 | /* Space is blocked - try changing direction a little */ |
401 | /* Space is blocked - try changing direction a little */ |
439 | if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) |
402 | if (!pos.normalise () |
440 | && (m == mon->map && blocked_link (mon, m, x, y)))) |
403 | || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block)) |
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404 | && blocked_link (mon, pos.m, pos.x, pos.y))) |
441 | { |
405 | { |
442 | /* recalculate direction from last good location. Possible |
406 | /* recalculate direction from last good location. Possible |
443 | * we were not traversing ideal location before. |
407 | * we were not traversing ideal location before. |
444 | */ |
408 | */ |
445 | get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); |
409 | get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0); |
446 | if (rv.direction != dir) |
410 | if (rv.direction != dir) |
447 | { |
411 | { |
448 | /* OK - says direction should be different - lets reset the |
412 | /* OK - says direction should be different - lets reset the |
449 | * the values so it will try again. |
413 | * the values so it will try again. |
450 | */ |
414 | */ |
451 | x = lastx; |
|
|
452 | y = lasty; |
|
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453 | m = lastmap; |
415 | pos = lastpos; |
454 | dir = firstdir = rv.direction; |
416 | dir = firstdir = rv.direction; |
455 | } |
417 | } |
456 | else |
418 | else |
457 | { |
419 | { |
458 | /* direct path is blocked - try taking a side step to |
420 | /* direct path is blocked - try taking a side step to |
… | |
… | |
465 | */ |
427 | */ |
466 | for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) |
428 | for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) |
467 | { |
429 | { |
468 | if (i == 0) |
430 | if (i == 0) |
469 | continue; /* already did this, so skip it */ |
431 | continue; /* already did this, so skip it */ |
|
|
432 | |
470 | /* Use lastdir here - otherwise, |
433 | /* Use lastdir here - otherwise, |
471 | * since the direction that the creature should move in |
434 | * since the direction that the creature should move in |
472 | * may change, you could get infinite loops. |
435 | * may change, you could get infinite loops. |
473 | * ie, player is northwest, but monster can only |
436 | * ie, player is northwest, but monster can only |
474 | * move west, so it does that. It goes some distance, |
437 | * move west, so it does that. It goes some distance, |
… | |
… | |
476 | * 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 |
477 | * gets back to its original point. lastdir contains |
440 | * gets back to its original point. lastdir contains |
478 | * the last direction the creature has successfully |
441 | * the last direction the creature has successfully |
479 | * moved. |
442 | * moved. |
480 | */ |
443 | */ |
481 | |
|
|
482 | x = lastx + freearr_x[absdir (lastdir + i)]; |
|
|
483 | y = lasty + freearr_y[absdir (lastdir + i)]; |
|
|
484 | m = lastmap; |
444 | pos = lastpos; |
485 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
445 | pos.move (absdir (lastdir + i)); |
486 | if (mflags & P_OUT_OF_MAP) |
446 | |
|
|
447 | if (!pos.normalise ()) |
487 | continue; |
448 | continue; |
488 | blocked = GET_MAP_MOVE_BLOCK (m, x, y); |
449 | |
489 | if (OB_TYPE_MOVE_BLOCK (mon, blocked)) |
450 | mapspace &ms = *pos; |
|
|
451 | |
|
|
452 | if (ms.flags () & P_BLOCKSVIEW) |
490 | continue; |
453 | continue; |
491 | if (mflags & P_BLOCKSVIEW) |
454 | |
|
|
455 | if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block)) |
492 | continue; |
456 | continue; |
493 | |
457 | |
494 | if (m == mon->map && blocked_link (mon, m, x, y)) |
458 | if (blocked_link (mon, pos.m, pos.x, pos.y)) |
495 | break; |
459 | break; |
496 | } |
460 | } |
|
|
461 | |
497 | /* go through entire loop without finding a valid |
462 | /* go through entire loop without finding a valid |
498 | * sidestep to take - thus, no valid path. |
463 | * sidestep to take - thus, no valid path. |
499 | */ |
464 | */ |
500 | if (i == (DETOUR_AMOUNT + 1)) |
465 | if (i == DETOUR_AMOUNT + 1) |
501 | return 0; |
466 | return 0; |
|
|
467 | |
502 | diff--; |
468 | diff--; |
503 | lastdir = dir; |
469 | lastdir = dir; |
504 | max--; |
470 | max--; |
505 | if (!firstdir) |
471 | if (!firstdir) |
506 | firstdir = dir + i; |
472 | firstdir = dir + i; |
… | |
… | |
510 | { |
476 | { |
511 | /* we moved towards creature, so diff is less */ |
477 | /* we moved towards creature, so diff is less */ |
512 | diff--; |
478 | diff--; |
513 | max--; |
479 | max--; |
514 | lastdir = dir; |
480 | lastdir = dir; |
|
|
481 | |
515 | if (!firstdir) |
482 | if (!firstdir) |
516 | firstdir = dir; |
483 | firstdir = dir; |
517 | } |
484 | } |
518 | |
485 | |
519 | if (diff <= 1) |
486 | if (diff <= 1) |
520 | { |
487 | { |
521 | /* Recalculate diff (distance) because we may not have actually |
488 | /* Recalculate diff (distance) because we may not have actually |
522 | * headed toward player for entire distance. |
489 | * headed toward player for entire distance. |
523 | */ |
490 | */ |
524 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
491 | get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0); |
525 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
492 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
526 | } |
493 | } |
527 | |
494 | |
528 | if (diff > max) |
495 | if (diff > max) |
529 | return 0; |
496 | return 0; |
… | |
… | |
547 | next = op->below; |
514 | next = op->below; |
548 | |
515 | |
549 | /* Forces get applied per default, unless they have the |
516 | /* Forces get applied per default, unless they have the |
550 | * 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 |
551 | */ |
518 | */ |
552 | if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) |
519 | if (op->type == FORCE && !op->flag [FLAG_NEUTRAL]) |
553 | SET_FLAG (op, FLAG_APPLIED); |
520 | op->set_flag (FLAG_APPLIED); |
554 | |
521 | |
555 | /* we never give weapons/armour if these cannot be used |
522 | /* we never give weapons/armour if these cannot be used |
556 | * by this player due to race restrictions |
523 | * by this player due to race restrictions |
557 | */ |
524 | */ |
558 | if (pl->type == PLAYER) |
525 | if (pl->type == PLAYER) |
559 | { |
526 | { |
560 | if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) |
527 | if ((!pl->flag [FLAG_USE_ARMOUR] |
561 | && |
528 | && |
562 | (op->type == ARMOUR || op->type == BOOTS |
529 | (op->type == ARMOUR || op->type == BOOTS |
563 | || op->type == CLOAK || op->type == HELMET |
530 | || op->type == CLOAK || op->type == HELMET |
564 | || op->type == SHIELD || op->type == GLOVES |
531 | || op->type == SHIELD || op->type == GLOVES |
565 | || op->type == BRACERS || op->type == GIRDLE)) |
532 | || op->type == BRACERS || op->type == GIRDLE)) |
566 | || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
533 | || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON)) |
567 | { |
534 | { |
568 | op->destroy (); |
535 | op->destroy (); |
569 | continue; |
536 | continue; |
570 | } |
537 | } |
571 | } |
538 | } |
… | |
… | |
588 | if (op->nrof > 1) |
555 | if (op->nrof > 1) |
589 | op->nrof = 1; |
556 | op->nrof = 1; |
590 | } |
557 | } |
591 | |
558 | |
592 | if (op->type == SPELLBOOK && op->inv) |
559 | if (op->type == SPELLBOOK && op->inv) |
593 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
560 | op->inv->clr_flag (FLAG_STARTEQUIP); |
594 | |
561 | |
595 | /* Give starting characters identified, uncursed, and undamned |
562 | /* Give starting characters identified, uncursed, and undamned |
596 | * 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 |
597 | * merged properly. |
564 | * merged properly. |
598 | */ |
565 | */ |
599 | if (need_identify (op)) |
566 | if (op->need_identify ()) |
600 | { |
567 | { |
601 | SET_FLAG (op, FLAG_IDENTIFIED); |
568 | op->set_flag (FLAG_IDENTIFIED); |
602 | CLEAR_FLAG (op, FLAG_CURSED); |
569 | op->clr_flag (FLAG_CURSED); |
603 | CLEAR_FLAG (op, FLAG_DAMNED); |
570 | op->clr_flag (FLAG_DAMNED); |
604 | } |
571 | } |
605 | |
572 | |
606 | if (op->type == SPELL) |
573 | if (op->type == SPELL) |
607 | { |
574 | { |
608 | op->destroy (); |
575 | op->destroy (); |
609 | continue; |
576 | continue; |
610 | } |
577 | } |
611 | else if (op->type == SKILL) |
578 | else if (op->type == SKILL) |
612 | { |
579 | { |
613 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
580 | op->set_flag (FLAG_CAN_USE_SKILL); |
614 | op->stats.exp = 0; |
581 | op->stats.exp = 0; |
615 | op->level = 1; |
582 | op->level = 1; |
616 | } |
583 | } |
617 | else /* lock all 'normal items by default */ |
584 | else /* lock all 'normal items by default */ |
618 | SET_FLAG (op, FLAG_INV_LOCKED); |
585 | op->set_flag (FLAG_INV_LOCKED); |
619 | } /* for loop of objects in player inv */ |
586 | } /* for loop of objects in player inv */ |
620 | |
587 | |
621 | /* Need to set up the skill pointers */ |
588 | /* Need to set up the skill pointers */ |
622 | pl->contr->link_skills (); |
589 | pl->contr->link_skills (); |
623 | } |
590 | } |
… | |
… | |
637 | 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:"); |
638 | } |
605 | } |
639 | |
606 | |
640 | /* 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. */ |
641 | static int |
608 | static int |
642 | roll_stat (void) |
609 | roll_stat () |
643 | { |
610 | { |
644 | int a[4], i, j, k; |
611 | int a[4], i, j, k; |
645 | |
612 | |
646 | for (i = 0; i < 4; i++) |
613 | for (i = 0; i < 4; i++) |
647 | a[i] = (int) rndm (6) + 1; |
614 | a[i] = (int) rndm (6) + 1; |
… | |
… | |
744 | player::chargen_race_done () |
711 | player::chargen_race_done () |
745 | { |
712 | { |
746 | /* this must before then initial items are given */ |
713 | /* this must before then initial items are given */ |
747 | esrv_new_player (ob->contr); |
714 | esrv_new_player (ob->contr); |
748 | |
715 | |
749 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
716 | treasurelist *tl = treasurelist::find (shstr_starting_wealth); |
750 | if (tl) |
717 | if (tl) |
751 | create_treasure (tl, ob, 0, 0, 0); |
718 | create_treasure (tl, ob, 0, 0, 0); |
752 | |
719 | |
753 | INVOKE_PLAYER (BIRTH, ob->contr); |
720 | INVOKE_PLAYER (BIRTH, ob->contr); |
754 | INVOKE_PLAYER (LOGIN, ob->contr); |
721 | INVOKE_PLAYER (LOGIN, ob->contr); |
… | |
… | |
757 | |
724 | |
758 | if (ob->msg) |
725 | if (ob->msg) |
759 | ob->msg = 0; |
726 | ob->msg = 0; |
760 | |
727 | |
761 | start_info (ob); |
728 | start_info (ob); |
762 | CLEAR_FLAG (ob, FLAG_WIZ); |
729 | ob->clr_flag (FLAG_WIZ); |
763 | give_initial_items (ob, ob->randomitems); |
730 | give_initial_items (ob, ob->randomitems); |
764 | esrv_send_inventory (ob, ob); |
731 | esrv_send_inventory (ob, ob); |
765 | ob->update_stats (); |
732 | ob->update_stats (); |
766 | |
733 | |
767 | /* This moves the player to a different start map, if there |
734 | /* This moves the player to a different start map, if there |
… | |
… | |
807 | ob->stats.hp = ob->stats.maxhp; |
774 | ob->stats.hp = ob->stats.maxhp; |
808 | ob->stats.sp = ob->stats.maxsp; |
775 | ob->stats.sp = ob->stats.maxsp; |
809 | ob->stats.grace = 0; |
776 | ob->stats.grace = 0; |
810 | } |
777 | } |
811 | |
778 | |
812 | void |
779 | static void |
813 | flee_player (object *op) |
780 | flee_player (object *op) |
814 | { |
781 | { |
815 | int dir, diff; |
782 | int dir, diff; |
816 | rv_vector rv; |
783 | rv_vector rv; |
817 | |
784 | |
818 | if (op->stats.hp < 0) |
785 | if (op->stats.hp < 0) |
819 | { |
786 | { |
820 | LOG (llevDebug, "Fleeing player is dead.\n"); |
787 | LOG (llevDebug, "Fleeing player is dead.\n"); |
821 | CLEAR_FLAG (op, FLAG_SCARED); |
788 | op->clr_flag (FLAG_SCARED); |
822 | return; |
789 | return; |
823 | } |
790 | } |
824 | |
791 | |
825 | if (!op->enemy) |
792 | if (!op->enemy) |
826 | { |
793 | { |
827 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
794 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
828 | CLEAR_FLAG (op, FLAG_SCARED); |
795 | op->clr_flag (FLAG_SCARED); |
829 | return; |
796 | return; |
830 | } |
797 | } |
831 | |
798 | |
832 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
799 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
833 | { |
800 | { |
834 | op->enemy = NULL; |
801 | op->enemy = NULL; |
835 | CLEAR_FLAG (op, FLAG_SCARED); |
802 | op->clr_flag (FLAG_SCARED); |
836 | return; |
803 | return; |
837 | } |
804 | } |
838 | |
805 | |
839 | get_rangevector (op, op->enemy, &rv, 0); |
806 | get_rangevector (op, op->enemy, &rv, 0); |
840 | |
807 | |
841 | dir = absdir (4 + rv.direction); |
808 | dir = absdir (4 + rv.direction); |
842 | for (diff = 0; diff < 3; diff++) |
809 | for (diff = 0; diff < 3; diff++) |
843 | { |
810 | { |
844 | int m = 1 - rndm (2) * 2; |
811 | int m = 1 - rndm (2) * 2; |
845 | |
812 | |
846 | 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)))) |
847 | return; |
814 | return; |
848 | } |
815 | } |
849 | |
816 | |
850 | /* Cornered, get rid of scared */ |
817 | /* Cornered, get rid of scared */ |
851 | CLEAR_FLAG (op, FLAG_SCARED); |
818 | op->clr_flag (FLAG_SCARED); |
852 | op->enemy = NULL; |
819 | op->enemy = NULL; |
853 | } |
820 | } |
854 | |
821 | |
855 | /* 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. |
856 | * 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 |
… | |
… | |
861 | { |
828 | { |
862 | object *tmp, *next; |
829 | object *tmp, *next; |
863 | int stop = 0; |
830 | int stop = 0; |
864 | int wvratio; |
831 | int wvratio; |
865 | |
832 | |
866 | /* if you're flying, you cna't pick up anything */ |
833 | /* if you're flying, you can't pick up anything */ |
867 | if (op->move_type & MOVE_FLYING) |
834 | if (op->move_type & MOVE_FLYING) |
868 | return 1; |
835 | return 1; |
869 | |
836 | |
870 | next = op->below; |
837 | next = op->below; |
871 | |
838 | |
872 | int cnt = MAX_ITEM_PER_DROP; |
839 | int cnt = MAX_ITEM_PER_ACTION; |
873 | #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) |
874 | |
841 | |
875 | /* 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 |
876 | * destroyed */ |
843 | * destroyed */ |
877 | while (next && !next->destroyed ()) |
844 | while (next && !next->destroyed ()) |
… | |
… | |
903 | if (op->contr->mode & PU_DEBUG) |
870 | if (op->contr->mode & PU_DEBUG) |
904 | { |
871 | { |
905 | /* some debugging code to figure out item information */ |
872 | /* some debugging code to figure out item information */ |
906 | const char *str = tmp->name |
873 | const char *str = tmp->name |
907 | ? format ("item name: %s item type: %d weight/value: %d", |
874 | ? format ("item name: %s item type: %d weight/value: %d", |
908 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))) |
875 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))) |
909 | : format ("item name: %s item type: %d weight/value: %d", |
876 | : format ("item name: %s item type: %d weight/value: %d", |
910 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
877 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))); |
911 | |
878 | |
912 | new_draw_info (NDI_UNIQUE, 0, op, str); |
879 | new_draw_info (NDI_UNIQUE, 0, op, str); |
913 | } |
880 | } |
914 | |
881 | |
915 | if (op->contr->mode & PU_INHIBIT) |
882 | if (op->contr->mode & PU_INHIBIT) |
… | |
… | |
948 | * fighting */ |
915 | * fighting */ |
949 | if (op->contr->mode & PU_INHIBIT) |
916 | if (op->contr->mode & PU_INHIBIT) |
950 | return 1; |
917 | return 1; |
951 | |
918 | |
952 | /* prevent us from turning into auto-thieves :) */ |
919 | /* prevent us from turning into auto-thieves :) */ |
953 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
920 | if (tmp->flag [FLAG_UNPAID]) |
954 | continue; |
921 | continue; |
955 | |
922 | |
956 | /* ignore known cursed objects */ |
923 | /* ignore known cursed objects */ |
957 | if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) |
924 | if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED) |
958 | continue; |
925 | continue; |
959 | |
926 | |
960 | /* all food and drink if desired */ |
927 | /* all food and drink if desired */ |
961 | /* question: don't pick up known-poisonous stuff? */ |
928 | /* question: don't pick up known-poisonous stuff? */ |
962 | if (op->contr->mode & PU_FOOD) |
929 | if (op->contr->mode & PU_FOOD) |
… | |
… | |
965 | CHK_PICK_PICKUP; |
932 | CHK_PICK_PICKUP; |
966 | continue; |
933 | continue; |
967 | } |
934 | } |
968 | |
935 | |
969 | if (op->contr->mode & PU_DRINK) |
936 | if (op->contr->mode & PU_DRINK) |
970 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
937 | if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED])) |
971 | { |
938 | { |
972 | CHK_PICK_PICKUP; |
939 | CHK_PICK_PICKUP; |
973 | continue; |
940 | continue; |
974 | } |
941 | } |
975 | |
942 | |
… | |
… | |
1002 | continue; |
969 | continue; |
1003 | } |
970 | } |
1004 | |
971 | |
1005 | /* wands/staves/rods/horns */ |
972 | /* wands/staves/rods/horns */ |
1006 | if (op->contr->mode & PU_MAGIC_DEVICE) |
973 | if (op->contr->mode & PU_MAGIC_DEVICE) |
1007 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
974 | if (tmp->type == WAND |
|
|
975 | || tmp->type == ROD |
|
|
976 | || tmp->type == HORN |
|
|
977 | || tmp->type == POWER_CRYSTAL) |
1008 | { |
978 | { |
1009 | CHK_PICK_PICKUP; |
979 | CHK_PICK_PICKUP; |
1010 | continue; |
980 | continue; |
1011 | } |
981 | } |
1012 | |
982 | |
1013 | /* pick up all magical items */ |
983 | /* pick up all magical items */ |
1014 | if (op->contr->mode & PU_MAGICAL) |
984 | if (op->contr->mode & PU_MAGICAL) |
1015 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
985 | if (tmp->flag [FLAG_KNOWN_MAGICAL] |
|
|
986 | && !tmp->flag [FLAG_KNOWN_CURSED]) |
1016 | { |
987 | { |
1017 | CHK_PICK_PICKUP; |
988 | CHK_PICK_PICKUP; |
1018 | continue; |
989 | continue; |
1019 | } |
990 | } |
1020 | |
991 | |
… | |
… | |
1027 | } |
998 | } |
1028 | } |
999 | } |
1029 | |
1000 | |
1030 | /* rings & amulets - talismans seems to be typed AMULET */ |
1001 | /* rings & amulets - talismans seems to be typed AMULET */ |
1031 | if (op->contr->mode & PU_JEWELS) |
1002 | if (op->contr->mode & PU_JEWELS) |
1032 | if (tmp->type == RING || tmp->type == AMULET) |
1003 | if (tmp->type == RING |
|
|
1004 | || tmp->type == AMULET |
|
|
1005 | || tmp->type == GIRDLE |
|
|
1006 | || tmp->type == SKILL_TOOL) |
1033 | { |
1007 | { |
1034 | CHK_PICK_PICKUP; |
1008 | CHK_PICK_PICKUP; |
1035 | continue; |
1009 | continue; |
1036 | } |
1010 | } |
1037 | |
1011 | |
… | |
… | |
1086 | CHK_PICK_PICKUP; |
1060 | CHK_PICK_PICKUP; |
1087 | continue; |
1061 | continue; |
1088 | } |
1062 | } |
1089 | |
1063 | |
1090 | if (op->contr->mode & PU_GLOVES) |
1064 | if (op->contr->mode & PU_GLOVES) |
1091 | if (tmp->type == GLOVES) |
1065 | if (tmp->type == GLOVES || tmp->type == BRACERS) |
1092 | { |
1066 | { |
1093 | CHK_PICK_PICKUP; |
1067 | CHK_PICK_PICKUP; |
1094 | continue; |
1068 | continue; |
1095 | } |
1069 | } |
1096 | |
1070 | |
… | |
… | |
1101 | continue; |
1075 | continue; |
1102 | } |
1076 | } |
1103 | |
1077 | |
1104 | /* hoping to catch throwing daggers here */ |
1078 | /* hoping to catch throwing daggers here */ |
1105 | if (op->contr->mode & PU_MISSILEWEAPON) |
1079 | if (op->contr->mode & PU_MISSILEWEAPON) |
1106 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
1080 | if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN]) |
1107 | { |
1081 | { |
1108 | CHK_PICK_PICKUP; |
1082 | CHK_PICK_PICKUP; |
1109 | continue; |
1083 | continue; |
1110 | } |
1084 | } |
1111 | |
1085 | |
… | |
… | |
1146 | fprintf (stderr, "%s", tmp->name); |
1120 | fprintf (stderr, "%s", tmp->name); |
1147 | } |
1121 | } |
1148 | else |
1122 | else |
1149 | fprintf (stderr, "%s", tmp->arch->archname); |
1123 | fprintf (stderr, "%s", tmp->arch->archname); |
1150 | fprintf (stderr, ",%d] = ", tmp->type); |
1124 | fprintf (stderr, ",%d] = ", tmp->type); |
1151 | 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)))); |
1152 | #endif |
1126 | #endif |
1153 | CHK_PICK_PICKUP; |
1127 | CHK_PICK_PICKUP; |
1154 | continue; |
1128 | continue; |
1155 | } |
1129 | } |
1156 | } /* the new pickup model */ |
1130 | } /* the new pickup model */ |
1157 | } |
1131 | } |
1158 | |
1132 | |
1159 | return !stop; |
1133 | return !stop; |
1160 | } |
1134 | } |
1161 | |
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; |
|
|
1169 | } |
|
|
1170 | |
1162 | /* |
1171 | /* |
1163 | * Find an arrow in the inventory and after that |
1172 | * Find an arrow in the inventory and after that |
1164 | * in the right type container (quiver). Pointer to the |
1173 | * in the right type container (quiver). Pointer to the |
1165 | * found object is returned. |
1174 | * found object is returned. |
1166 | */ |
1175 | */ |
1167 | object * |
1176 | static object * |
1168 | find_arrow (object *op, const char *type) |
1177 | find_arrow (object *op, const char *type) |
1169 | { |
1178 | { |
1170 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1179 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1171 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
1180 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
1172 | return splay (tmp); |
1181 | return splay (tmp); |
1173 | |
1182 | |
1174 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1183 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1175 | 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)) |
1176 | if (object *arrow = find_arrow (tmp, type)) |
1185 | if (object *arrow = find_arrow (tmp, type)) |
1177 | { |
1186 | { |
1178 | splay (tmp); |
1187 | splay (tmp); |
1179 | return arrow; |
1188 | return arrow; |
1180 | } |
1189 | } |
… | |
… | |
1186 | * 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 |
1187 | * 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 |
1188 | * 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 |
1189 | * 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. |
1190 | */ |
1199 | */ |
1191 | object * |
1200 | static object * |
1192 | find_better_arrow (object *op, object *target, shstr_cmp type, int *better) |
1201 | find_better_arrow (object *op, object *target, shstr_cmp type, int *better) |
1193 | { |
1202 | { |
1194 | object *tmp = NULL, *arrow, *ntmp; |
1203 | object *tmp = NULL, *arrow, *ntmp; |
1195 | int attacknum, attacktype, betterby = 0, i; |
1204 | int attacknum, attacktype, betterby = 0, i; |
1196 | |
1205 | |
1197 | if (!type) |
1206 | if (!type) |
1198 | return NULL; |
1207 | return NULL; |
1199 | |
1208 | |
1200 | for (arrow = op->inv; arrow; arrow = arrow->below) |
1209 | for (arrow = op->inv; arrow; arrow = arrow->below) |
1201 | { |
1210 | { |
1202 | if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) |
1211 | if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED]) |
1203 | { |
1212 | { |
1204 | i = 0; |
1213 | i = 0; |
1205 | ntmp = find_better_arrow (arrow, target, type, &i); |
1214 | ntmp = find_better_arrow (arrow, target, type, &i); |
1206 | |
1215 | |
1207 | if (i > betterby) |
1216 | if (i > betterby) |
… | |
… | |
1265 | * find_better_arrow to find a decent arrow to use. |
1274 | * find_better_arrow to find a decent arrow to use. |
1266 | * op = the shooter |
1275 | * op = the shooter |
1267 | * type = bow->race |
1276 | * type = bow->race |
1268 | * dir = fire direction |
1277 | * dir = fire direction |
1269 | */ |
1278 | */ |
1270 | object * |
1279 | static object * |
1271 | pick_arrow_target (object *op, shstr_cmp type, int dir) |
1280 | pick_arrow_target (object *op, shstr_cmp type, int dir) |
1272 | { |
1281 | { |
1273 | object *tmp = NULL; |
1282 | object *tmp = NULL; |
1274 | maptile *m; |
1283 | maptile *m; |
1275 | int i, mflags, found, number; |
1284 | int i, mflags, found, number; |
… | |
… | |
1308 | break; |
1317 | break; |
1309 | } |
1318 | } |
1310 | |
1319 | |
1311 | if (mflags & P_IS_ALIVE) |
1320 | if (mflags & P_IS_ALIVE) |
1312 | 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) |
1313 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1322 | if (tmp->flag [FLAG_ALIVE]) |
1314 | break; |
1323 | break; |
1315 | } |
1324 | } |
1316 | |
1325 | |
1317 | if (!tmp) |
1326 | if (!tmp) |
1318 | return find_arrow (op, type); |
1327 | return find_arrow (op, type); |
… | |
… | |
1379 | { |
1388 | { |
1380 | if (op->type == PLAYER) |
1389 | if (op->type == PLAYER) |
1381 | 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); |
1382 | /* 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 */ |
1383 | else |
1392 | else |
1384 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1393 | op->clr_flag (FLAG_READY_BOW); |
1385 | |
1394 | |
1386 | return 0; |
1395 | return 0; |
1387 | } |
1396 | } |
1388 | } |
1397 | } |
1389 | |
1398 | |
… | |
… | |
1490 | * but monsters can't. Putting that code here |
1499 | * but monsters can't. Putting that code here |
1491 | * makes the fire_bow code much cleaner. |
1500 | * makes the fire_bow code much cleaner. |
1492 | * this function should only be called if 'op' is a player, |
1501 | * this function should only be called if 'op' is a player, |
1493 | * hence the function name. |
1502 | * hence the function name. |
1494 | */ |
1503 | */ |
1495 | int |
1504 | static int |
1496 | player_fire_bow (object *op, int dir) |
1505 | player_fire_bow (object *op, int dir) |
1497 | { |
1506 | { |
1498 | int ret; |
1507 | int ret; |
1499 | |
1508 | |
1500 | if (op->contr->bowtype == bow_bestarrow) |
1509 | if (op->contr->bowtype == bow_bestarrow) |
… | |
… | |
1528 | } |
1537 | } |
1529 | |
1538 | |
1530 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1539 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1531 | * Broken apart from 'fire' to keep it more readable. |
1540 | * Broken apart from 'fire' to keep it more readable. |
1532 | */ |
1541 | */ |
1533 | void |
1542 | static void |
1534 | fire_misc_object (object *op, int dir) |
1543 | fire_misc_object (object *op, int dir) |
1535 | { |
1544 | { |
1536 | object *item = op->contr->ranged_ob; |
1545 | object *item = op->contr->ranged_ob; |
1537 | |
1546 | |
1538 | if (!item) |
1547 | if (!item) |
… | |
… | |
1545 | { |
1554 | { |
1546 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1555 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1547 | return; |
1556 | return; |
1548 | } |
1557 | } |
1549 | |
1558 | |
1550 | if (!op->change_weapon (item)) |
1559 | if (!op->apply (item)) |
1551 | return; |
1560 | return; |
1552 | |
1561 | |
1553 | if (item->type == WAND) |
1562 | if (item->type == WAND) |
1554 | { |
1563 | { |
1555 | if (item->stats.food <= 0) |
1564 | if (item->stats.food <= 0) |
… | |
… | |
1560 | return; |
1569 | return; |
1561 | } |
1570 | } |
1562 | } |
1571 | } |
1563 | else if (item->type == ROD || item->type == HORN) |
1572 | else if (item->type == ROD || item->type == HORN) |
1564 | { |
1573 | { |
1565 | 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); |
1566 | |
1575 | |
1567 | // 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 |
1568 | // for a rod or horn, this fixes some broken rods. |
1577 | // for a rod or horn, this fixes some broken rods. |
1569 | if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) |
1578 | if (item->stats.hp < min (spell_sp, item->stats.maxhp)) |
1570 | { |
1579 | { |
1571 | op->contr->play_sound (sound_find ("wand_poof")); |
1580 | op->contr->play_sound (sound_find ("wand_poof")); |
1572 | |
1581 | |
1573 | if (item->type == ROD) |
1582 | if (item->type == ROD) |
1574 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1583 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
… | |
… | |
1589 | { |
1598 | { |
1590 | object *tmp; |
1599 | object *tmp; |
1591 | |
1600 | |
1592 | if (item->arch) |
1601 | if (item->arch) |
1593 | { |
1602 | { |
1594 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1603 | item->clr_flag (FLAG_ANIMATE); |
1595 | item->face = item->arch->face; |
1604 | item->face = item->arch->face; |
1596 | item->set_speed (0); |
1605 | item->set_speed (0); |
1597 | } |
1606 | } |
1598 | |
1607 | |
1599 | if (object *pl = item->visible_to ()) |
1608 | if (object *pl = item->visible_to ()) |
… | |
… | |
1606 | } |
1615 | } |
1607 | |
1616 | |
1608 | /* Received a fire command for the player - go and do it. |
1617 | /* Received a fire command for the player - go and do it. |
1609 | */ |
1618 | */ |
1610 | bool |
1619 | bool |
1611 | fire (object *op, int dir) |
1620 | fire (object *who, int dir) |
1612 | { |
1621 | { |
1613 | int spellcost = 0; |
1622 | int spellcost = 0; |
1614 | |
1623 | |
1615 | player *pl = op->contr; |
1624 | player *pl = who->contr; |
1616 | |
1625 | |
1617 | if (pl->golem) |
1626 | if (pl->golem) |
1618 | { |
1627 | { |
1619 | control_golem (op->contr->golem, dir); |
1628 | control_golem (who->contr->golem, dir); |
1620 | return false; |
1629 | return false; |
1621 | } |
1630 | } |
1622 | |
1631 | |
1623 | object *ob = pl->ranged_ob; |
1632 | object *ob = pl->ranged_ob; |
1624 | |
1633 | |
1625 | if (!ob) |
1634 | if (!ob) |
1626 | return false; |
1635 | return false; |
1627 | |
1636 | |
1628 | if (op->speed_left > 0.f) |
1637 | if (who->speed_left > 0.f) |
1629 | --op->speed_left; |
1638 | --who->speed_left; |
1630 | else |
1639 | else |
1631 | return false; |
1640 | return false; |
1632 | |
1641 | |
1633 | if (!op->change_weapon (ob)) |
1642 | if (!who->apply (ob)) |
1634 | return false; |
1643 | return false; |
1635 | |
1644 | |
1636 | /* check for loss of invisiblity/hide */ |
1645 | /* check for loss of invisiblity/hide */ |
1637 | if (action_makes_visible (op)) |
1646 | if (action_makes_visible (who)) |
1638 | make_visible (op); |
1647 | make_visible (who); |
1639 | |
1648 | |
1640 | switch (ob->type) |
1649 | switch (ob->type) |
1641 | { |
1650 | { |
1642 | case BOW: |
1651 | case BOW: |
1643 | player_fire_bow (op, dir); |
1652 | player_fire_bow (who, dir); |
1644 | break; |
1653 | break; |
1645 | |
1654 | |
1646 | case SPELL: |
1655 | case SPELL: |
1647 | spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0); |
1656 | spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0); |
1648 | break; |
1657 | break; |
1649 | |
1658 | |
1650 | case BUILDER: |
1659 | case BUILDER: |
1651 | apply_map_builder (op, dir); |
1660 | apply_map_builder (who, dir); |
1652 | break; |
1661 | break; |
1653 | |
1662 | |
1654 | case SKILL: |
1663 | case SKILL: |
1655 | do_skill (op, op, ob, dir, 0); |
1664 | do_skill (who, who, ob, dir, 0); |
1656 | break; |
1665 | break; |
1657 | |
1666 | |
|
|
1667 | case RANGED: |
|
|
1668 | do_skill (who, ob, who->chosen_skill, dir, 0); |
|
|
1669 | break; |
|
|
1670 | |
1658 | default: |
1671 | default: |
1659 | fire_misc_object (op, dir); |
1672 | fire_misc_object (who, dir); |
1660 | break; |
1673 | break; |
1661 | } |
1674 | } |
1662 | |
1675 | |
1663 | return true; |
1676 | return true; |
1664 | } |
1677 | } |
… | |
… | |
1723 | * |
1736 | * |
1724 | * Change the color so that the message doesn't disappear with |
1737 | * Change the color so that the message doesn't disappear with |
1725 | * all the others. |
1738 | * all the others. |
1726 | */ |
1739 | */ |
1727 | if (pl->contr->usekeys == key_inventory |
1740 | if (pl->contr->usekeys == key_inventory |
1728 | || !QUERY_FLAG (container, FLAG_APPLIED) |
1741 | || !container->flag [FLAG_APPLIED] |
1729 | || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) |
1742 | || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) |
1730 | { |
1743 | { |
1731 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1744 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1732 | "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)); |
1733 | return NULL; |
1746 | return NULL; |
… | |
… | |
1817 | * going to try and move (not fire weapons). |
1830 | * going to try and move (not fire weapons). |
1818 | */ |
1831 | */ |
1819 | bool |
1832 | bool |
1820 | move_player_attack (object *op, int dir) |
1833 | move_player_attack (object *op, int dir) |
1821 | { |
1834 | { |
1822 | if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) |
1835 | if (!op->contr->braced && op->speed_left > 0.f && op->move (dir)) |
1823 | { |
1836 | { |
1824 | --op->speed_left; |
1837 | --op->speed_left; |
1825 | return true; |
1838 | return true; |
1826 | } |
1839 | } |
1827 | |
1840 | |
1828 | int on_battleground; |
|
|
1829 | |
|
|
1830 | sint16 nx = freearr_x[dir] + op->x; |
1841 | sint16 nx = freearr_x[dir] + op->x; |
1831 | sint16 ny = freearr_y[dir] + op->y; |
1842 | sint16 ny = freearr_y[dir] + op->y; |
1832 | |
|
|
1833 | on_battleground = op_on_battleground (op, 0, 0); |
|
|
1834 | |
1843 | |
1835 | if (out_of_map (op->map, nx, ny)) |
1844 | if (out_of_map (op->map, nx, ny)) |
1836 | return false; |
1845 | return false; |
1837 | |
1846 | |
1838 | /* 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 |
… | |
… | |
1888 | */ |
1897 | */ |
1889 | if (op->type == PLAYER |
1898 | if (op->type == PLAYER |
1890 | && ((mon->owner && mon->owner->contr |
1899 | && ((mon->owner && mon->owner->contr |
1891 | && same_party (mon->owner->contr->party, op->contr->party)) |
1900 | && same_party (mon->owner->contr->party, op->contr->party)) |
1892 | || mon->owner == op) |
1901 | || mon->owner == op) |
1893 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
1902 | && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])) |
1894 | { |
1903 | { |
1895 | /* 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 */ |
1896 | if (op->contr->braced) |
1905 | if (op->contr->braced) |
1897 | return false; |
1906 | return false; |
1898 | |
1907 | |
… | |
… | |
1909 | return true; |
1918 | return true; |
1910 | } |
1919 | } |
1911 | else |
1920 | else |
1912 | return false; |
1921 | return false; |
1913 | } |
1922 | } |
|
|
1923 | |
|
|
1924 | bool on_battleground = op_on_battleground (op, 0, 0); |
1914 | |
1925 | |
1915 | /* in certain circumstances, you shouldn't attack friendly |
1926 | /* in certain circumstances, you shouldn't attack friendly |
1916 | * creatures. Note that if you are braced, you can't push |
1927 | * creatures. Note that if you are braced, you can't push |
1917 | * 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 |
1918 | * attack them either. |
1929 | * attack them either. |
1919 | */ |
1930 | */ |
1920 | if ((mon->type == PLAYER || mon->enemy != op) |
1931 | if ((mon->type == PLAYER || mon->enemy != op) |
1921 | && (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]) |
1922 | && ((op->contr->peaceful |
1933 | && ((op->contr->peaceful |
1923 | || (mon->type == PLAYER && mon->contr->peaceful)) |
1934 | || (mon->type == PLAYER && mon->contr->peaceful)) |
1924 | && !on_battleground)) |
1935 | && !on_battleground)) |
1925 | { |
1936 | { |
1926 | if (op->speed_left > 0.f) |
1937 | if (op->speed_left > 0.f) |
… | |
… | |
1942 | } |
1953 | } |
1943 | } |
1954 | } |
1944 | /* If the object is a boulder or other rollable object, then |
1955 | /* If the object is a boulder or other rollable object, then |
1945 | * 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. |
1946 | */ |
1957 | */ |
1947 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
1958 | else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced)) |
1948 | { |
1959 | { |
1949 | if (op->speed_left > 0.f) |
1960 | if (op->speed_left > 0.f) |
1950 | { |
1961 | { |
1951 | --op->speed_left; |
1962 | --op->speed_left; |
1952 | |
1963 | |
… | |
… | |
1961 | * 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 |
1962 | * and be living. Then, it must be one of the following: |
1973 | * and be living. Then, it must be one of the following: |
1963 | * 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 |
1964 | * 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. |
1965 | */ |
1976 | */ |
1966 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
1977 | else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] && |
1967 | ((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))) |
1968 | { |
1979 | { |
1969 | 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]) |
1970 | { |
1981 | { |
1971 | --op->contr->weapon_sp_left; |
1982 | --op->contr->weapon_sp_left; |
… | |
… | |
1983 | } |
1994 | } |
1984 | |
1995 | |
1985 | bool |
1996 | bool |
1986 | move_player (object *op, int dir) |
1997 | move_player (object *op, int dir) |
1987 | { |
1998 | { |
1988 | int pick; |
|
|
1989 | |
|
|
1990 | if (!op->map || op->map->in_memory != MAP_ACTIVE) |
1999 | if (!op->map || op->map->in_memory != MAP_ACTIVE) |
1991 | return 0; |
2000 | return 0; |
1992 | |
2001 | |
1993 | /* Sanity check: make sure dir is valid */ |
2002 | /* Sanity check: make sure dir is valid */ |
1994 | if ((dir < 0) || (dir >= 9)) |
2003 | if (dir < 0 || dir > 8) |
1995 | { |
2004 | { |
1996 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2005 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
1997 | return 0; |
2006 | return 0; |
1998 | } |
2007 | } |
1999 | |
2008 | |
2000 | /* peterm: added following line */ |
2009 | /* peterm: added following line */ |
2001 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2010 | if (op->flag [FLAG_CONFUSED] && dir) |
2002 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2011 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2003 | |
2012 | |
2004 | op->facing = dir; |
2013 | op->facing = dir; |
2005 | |
2014 | |
2006 | if (op->flag [FLAG_HIDDEN]) |
2015 | if (op->flag [FLAG_HIDDEN]) |
2007 | do_hidden_move (op); |
2016 | do_hidden_move (op); |
2008 | |
2017 | |
2009 | bool retval; |
2018 | bool retval; |
|
|
2019 | int pick = 0; |
2010 | |
2020 | |
2011 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2021 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2012 | retval = RESULT_INT (0); |
2022 | retval = RESULT_INT (0); |
2013 | else if (op->contr->fire_on) |
2023 | else if (op->contr->fire_on) |
2014 | retval = fire (op, dir); |
2024 | retval = fire (op, dir); |
… | |
… | |
2045 | * players. |
2055 | * players. |
2046 | */ |
2056 | */ |
2047 | bool |
2057 | bool |
2048 | handle_newcs_player (object *op) |
2058 | handle_newcs_player (object *op) |
2049 | { |
2059 | { |
2050 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2060 | if (op->flag [FLAG_SCARED]) |
2051 | { |
2061 | { |
2052 | if (op->speed_left > 0.f) |
2062 | if (op->speed_left > 0.f) |
2053 | { |
2063 | { |
2054 | --op->speed_left; |
2064 | --op->speed_left; |
2055 | flee_player (op); |
2065 | flee_player (op); |
… | |
… | |
2071 | return move_player (op, op->direction); |
2081 | return move_player (op, op->direction); |
2072 | |
2082 | |
2073 | return false; |
2083 | return false; |
2074 | } |
2084 | } |
2075 | |
2085 | |
2076 | int |
2086 | static int |
2077 | save_life (object *op) |
2087 | save_life (object *op) |
2078 | { |
2088 | { |
2079 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2089 | if (!op->flag [FLAG_LIFESAVE]) |
2080 | return 0; |
2090 | return 0; |
2081 | |
2091 | |
2082 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2092 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2083 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2093 | if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE]) |
2084 | { |
2094 | { |
2085 | op->play_sound (sound_find ("ob_evaporate")); |
2095 | op->play_sound (sound_find ("ob_evaporate")); |
2086 | 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)); |
2087 | |
2097 | |
2088 | tmp->destroy (); |
2098 | tmp->destroy (); |
2089 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2099 | op->clr_flag (FLAG_LIFESAVE); |
2090 | |
2100 | |
2091 | if (op->stats.hp < 0) |
2101 | if (op->stats.hp < 0) |
2092 | op->stats.hp = op->stats.maxhp; |
2102 | op->stats.hp = op->stats.maxhp; |
2093 | |
2103 | |
2094 | if (op->stats.food < 0) |
2104 | if (op->stats.food < 0) |
2095 | op->stats.food = 999; |
2105 | op->stats.food = MAX_FOOD; |
2096 | |
2106 | |
2097 | op->update_stats (); |
2107 | op->update_stats (); |
2098 | return 1; |
2108 | return 1; |
2099 | } |
2109 | } |
2100 | |
2110 | |
2101 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2111 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2102 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2112 | op->clr_flag (FLAG_LIFESAVE); |
2103 | enter_player_savebed (op); /* bring him home. */ |
2113 | enter_player_savebed (op); /* bring him home. */ |
2104 | return 0; |
2114 | return 0; |
2105 | } |
2115 | } |
2106 | |
2116 | |
2107 | /* 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 |
… | |
… | |
2114 | { |
2124 | { |
2115 | while (op) |
2125 | while (op) |
2116 | { |
2126 | { |
2117 | 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' */ |
2118 | |
2128 | |
2119 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2129 | if (op->flag [FLAG_UNPAID]) |
2120 | op->insert_at (env); |
2130 | op->insert_at (env); |
2121 | else if (op->inv) |
2131 | else if (op->inv) |
2122 | drop_unpaid_items (op->inv, env); |
2132 | drop_unpaid_items (op->inv, env); |
2123 | |
2133 | |
2124 | op = next; |
2134 | op = next; |
… | |
… | |
2128 | void |
2138 | void |
2129 | object::drop_unpaid_items () |
2139 | object::drop_unpaid_items () |
2130 | { |
2140 | { |
2131 | if (!flag [FLAG_REMOVED]) |
2141 | if (!flag [FLAG_REMOVED]) |
2132 | ::drop_unpaid_items (inv, this); |
2142 | ::drop_unpaid_items (inv, this); |
2133 | } |
|
|
2134 | |
|
|
2135 | /* |
|
|
2136 | * Returns pointer a static string containing gravestone text |
|
|
2137 | * Moved from apply.c to player.c - player.c is what |
|
|
2138 | * actually uses this function. player.c may not be quite the |
|
|
2139 | * best, a misc file for object actions is probably better, |
|
|
2140 | * but there isn't one in the server directory. |
|
|
2141 | */ |
|
|
2142 | const char * |
|
|
2143 | gravestone_text (object *op) |
|
|
2144 | { |
|
|
2145 | static dynbuf_text buf; |
|
|
2146 | |
|
|
2147 | buf << "---- R.I.P. ----\n\n" |
|
|
2148 | << op->name; |
|
|
2149 | |
|
|
2150 | if (op->type == PLAYER) |
|
|
2151 | buf << " the " << op->contr->title; |
|
|
2152 | |
|
|
2153 | buf << "\n\n"; |
|
|
2154 | |
|
|
2155 | buf << "who was level "; |
|
|
2156 | buf << (sint32)op->level << "\n\n" // OO breakdown |
|
|
2157 | << " when " << (op->contr ? "killed" : "died") << "\n\n"; |
|
|
2158 | |
|
|
2159 | if (op->type == PLAYER) |
|
|
2160 | buf << "by " << op->contr->killer_name () << ".\n\n"; |
|
|
2161 | |
|
|
2162 | { |
|
|
2163 | static char buf2[128]; |
|
|
2164 | time_t now = time (NULL); |
|
|
2165 | strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now)); |
|
|
2166 | buf << buf2; |
|
|
2167 | } |
|
|
2168 | |
|
|
2169 | return buf; |
|
|
2170 | } |
2143 | } |
2171 | |
2144 | |
2172 | void |
2145 | void |
2173 | do_some_living (object *op) |
2146 | do_some_living (object *op) |
2174 | { |
2147 | { |
… | |
… | |
2191 | * alternate it here for it to work correctly. |
2164 | * alternate it here for it to work correctly. |
2192 | */ |
2165 | */ |
2193 | if (pticks & 2) |
2166 | if (pticks & 2) |
2194 | op->invisible--; |
2167 | op->invisible--; |
2195 | } |
2168 | } |
2196 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
2169 | else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS])) |
2197 | { |
2170 | { |
2198 | if (!op->invisible--) |
2171 | if (!op->invisible--) |
2199 | { |
2172 | { |
2200 | make_visible (op); |
2173 | make_visible (op); |
2201 | 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."); |
… | |
… | |
2268 | if (op->stats.sp < op->stats.maxsp) |
2241 | if (op->stats.sp < op->stats.maxsp) |
2269 | { |
2242 | { |
2270 | op->stats.sp++; |
2243 | op->stats.sp++; |
2271 | |
2244 | |
2272 | /* dms do not consume food */ |
2245 | /* dms do not consume food */ |
2273 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2246 | if (!op->flag [FLAG_WIZ]) |
2274 | { |
2247 | { |
2275 | op->stats.food--; |
2248 | op->stats.food--; |
2276 | |
2249 | |
2277 | if (op->contr->digestion < 0) |
2250 | if (op->contr->digestion < 0) |
2278 | op->stats.food += op->contr->digestion; |
2251 | op->stats.food += op->contr->digestion; |
… | |
… | |
2312 | if (op->stats.hp < op->stats.maxhp) |
2285 | if (op->stats.hp < op->stats.maxhp) |
2313 | { |
2286 | { |
2314 | op->stats.hp++; |
2287 | op->stats.hp++; |
2315 | |
2288 | |
2316 | /* dms do not consume food */ |
2289 | /* dms do not consume food */ |
2317 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2290 | if (!op->flag [FLAG_WIZ]) |
2318 | { |
2291 | { |
2319 | op->stats.food--; |
2292 | op->stats.food--; |
2320 | |
2293 | |
2321 | if (op->contr->digestion < 0) |
2294 | if (op->contr->digestion < 0) |
2322 | op->stats.food += op->contr->digestion; |
2295 | op->stats.food += op->contr->digestion; |
… | |
… | |
2349 | penalty = max (0, -op->contr->digestion); |
2322 | penalty = max (0, -op->contr->digestion); |
2350 | |
2323 | |
2351 | 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); |
2352 | |
2325 | |
2353 | /* dms do not consume food */ |
2326 | /* dms do not consume food */ |
2354 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2327 | if (!op->flag [FLAG_WIZ]) |
2355 | op->stats.food--; |
2328 | op->stats.food--; |
2356 | } |
2329 | } |
2357 | |
2330 | |
2358 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2331 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2359 | { |
2332 | { |
2360 | object *flesh = 0; |
2333 | object *flesh = 0; |
2361 | |
2334 | |
2362 | for_inv_removable (op, tmp) |
2335 | for_inv_removable (op, tmp) |
2363 | { |
2336 | { |
2364 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
2337 | if (tmp->flag [FLAG_UNPAID]) |
2365 | continue; |
2338 | continue; |
2366 | |
2339 | |
2367 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2340 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2368 | { |
2341 | { |
2369 | op->statusmsg ("You blindly grab for a bite of food. " |
2342 | op->statusmsg ("You blindly grab for a bite of food. " |
2370 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2343 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2371 | manual_apply (op, tmp, 0); |
2344 | op->apply (tmp); |
2372 | |
2345 | |
2373 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2346 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2374 | break; |
2347 | break; |
2375 | } |
2348 | } |
2376 | else if (tmp->type == FLESH) |
2349 | else if (tmp->type == FLESH) |
… | |
… | |
2382 | */ |
2355 | */ |
2383 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2356 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2384 | { |
2357 | { |
2385 | op->statusmsg ("You blindly grab for a bite of food. " |
2358 | op->statusmsg ("You blindly grab for a bite of food. " |
2386 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2359 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2387 | manual_apply (op, flesh, 0); |
2360 | op->apply (flesh); |
2388 | } |
2361 | } |
2389 | |
2362 | |
2390 | // If player is still starving, alert him! |
2363 | // If player is still starving, alert him! |
2391 | if (op->stats.food < 0) |
2364 | if (op->stats.food < 0) |
2392 | op->failmsg ("You are starving! " |
2365 | op->failmsg ("You are starving! " |
… | |
… | |
2404 | op->contr->killer->destroy (); |
2377 | op->contr->killer->destroy (); |
2405 | } |
2378 | } |
2406 | } |
2379 | } |
2407 | |
2380 | |
2408 | /* killer should be set here already */ |
2381 | /* killer should be set here already */ |
2409 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2382 | if (op->stats.hp < 0 && !op->flag [FLAG_WIZ]) |
2410 | kill_player (op); |
2383 | kill_player (op); |
2411 | } |
2384 | } |
2412 | } |
2385 | } |
2413 | |
2386 | |
2414 | /* 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. |
… | |
… | |
2429 | return; |
2402 | return; |
2430 | |
2403 | |
2431 | dynbuf_text deathtab; |
2404 | dynbuf_text deathtab; |
2432 | |
2405 | |
2433 | /* restore player */ |
2406 | /* restore player */ |
2434 | at = archetype::find ("poisoning"); |
2407 | at = archetype::find (shstr_poisoning); |
2435 | if (object *tmp = present_arch_in_ob (at, op)) |
2408 | if (object *tmp = present_arch_in_ob (at, op)) |
2436 | { |
2409 | { |
2437 | tmp->destroy (); |
2410 | tmp->destroy (); |
2438 | deathtab << "Your body feels cleansed...\r"; |
2411 | deathtab << "Your body feels cleansed...\r"; |
2439 | } |
2412 | } |
2440 | |
2413 | |
2441 | at = archetype::find ("confusion"); |
2414 | at = archetype::find (shstr_confusion); |
2442 | if (object *tmp = present_arch_in_ob (at, op)) |
2415 | if (object *tmp = present_arch_in_ob (at, op)) |
2443 | { |
2416 | { |
2444 | tmp->destroy (); |
2417 | tmp->destroy (); |
2445 | deathtab << "Your mind feels clearer...\r"; |
2418 | deathtab << "Your mind feels clearer...\r"; |
2446 | } |
2419 | } |
… | |
… | |
2448 | cure_disease (op, 0, 0); /* remove any disease */ |
2421 | cure_disease (op, 0, 0); /* remove any disease */ |
2449 | |
2422 | |
2450 | max_it (op->stats.hp , op->stats.maxhp); |
2423 | max_it (op->stats.hp , op->stats.maxhp); |
2451 | max_it (op->stats.sp , op->stats.maxsp); |
2424 | max_it (op->stats.sp , op->stats.maxsp); |
2452 | max_it (op->stats.grace, op->stats.maxgrace); |
2425 | max_it (op->stats.grace, op->stats.maxgrace); |
2453 | |
|
|
2454 | if (op->stats.food <= 0) |
2426 | max_it (op->stats.food , 200); |
2455 | op->stats.food = 999; |
|
|
2456 | |
2427 | |
2457 | // remove all spell effects that are active |
2428 | // remove all spell effects that are active |
2458 | // to avoid long-term effects such as word-of-recall |
2429 | // to avoid long-term effects such as word-of-recall |
2459 | for (object *item = op->inv; item; ) |
2430 | for (object *item = op->inv; item; ) |
2460 | { |
2431 | { |
… | |
… | |
2473 | if (op_on_battleground (op, &x, &y)) |
2444 | if (op_on_battleground (op, &x, &y)) |
2474 | { |
2445 | { |
2475 | deathtab << "You almost died in combat, but local medics have saved your life...\r"; |
2446 | deathtab << "You almost died in combat, but local medics have saved your life...\r"; |
2476 | |
2447 | |
2477 | /* create a bodypart-trophy to make the winner happy */ |
2448 | /* create a bodypart-trophy to make the winner happy */ |
2478 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2449 | object *tmp = archetype::find (shstr_finger)->instance (); |
2479 | { |
2450 | |
2480 | tmp->name = format ("%s's finger" , &op->name); |
2451 | tmp->name = format ("%s's finger" , &op->name); |
2481 | tmp->name_pl = format ("%s's fingers", &op->name); |
2452 | tmp->name_pl = format ("%s's fingers", &op->name); |
2482 | tmp->msg = format ( |
2453 | tmp->msg = format ( |
2483 | "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", |
2484 | &op->name, op->contr->title, |
2455 | &op->name, op->contr->title, |
2485 | (int)op->level, |
2456 | (int)op->level, |
2486 | op->contr->killer_name () |
2457 | op->contr->killer_name () |
2487 | ); |
2458 | ); |
2488 | tmp->value = 0, tmp->type = 0; |
2459 | tmp->value = 0, tmp->type = 0; |
2489 | tmp->materialname = "organics"; |
2460 | tmp->material = name_to_material (shstr_organic); |
2490 | tmp->insert_at (op, tmp); |
2461 | tmp->insert_at (op, tmp); |
2491 | } |
|
|
2492 | |
2462 | |
2493 | /* teleport defeated player to new destination */ |
2463 | /* teleport defeated player to new destination */ |
2494 | transfer_ob (op, x, y, 0, NULL); |
2464 | transfer_ob (op, x, y, 0, NULL); |
2495 | op->contr->braced = 0; |
2465 | op->contr->braced = 0; |
2496 | |
2466 | |
… | |
… | |
2558 | lost_a_stat = 1; |
2528 | lost_a_stat = 1; |
2559 | } |
2529 | } |
2560 | else |
2530 | else |
2561 | { |
2531 | { |
2562 | /* deplete a stat */ |
2532 | /* deplete a stat */ |
2563 | archetype *deparch = archetype::find ("depletion"); |
2533 | archetype *deparch = archetype::find (shstr_depletion); |
2564 | object *dep; |
2534 | object *dep; |
2565 | |
2535 | |
2566 | dep = present_arch_in_ob (deparch, op); |
2536 | dep = present_arch_in_ob (deparch, op); |
2567 | if (!dep) |
2537 | if (!dep) |
2568 | { |
2538 | { |
2569 | dep = arch_to_object (deparch); |
2539 | dep = deparch->instance (); |
2570 | insert_ob_in_ob (dep, op); |
2540 | insert_ob_in_ob (dep, op); |
2571 | } |
2541 | } |
2572 | lose_this_stat = 1; |
2542 | lose_this_stat = 1; |
2573 | if (settings.balanced_stat_loss) |
2543 | if (settings.balanced_stat_loss) |
2574 | { |
2544 | { |
… | |
… | |
2612 | * difference. |
2582 | * difference. |
2613 | */ |
2583 | */ |
2614 | if (this_stat >= -50) |
2584 | if (this_stat >= -50) |
2615 | { |
2585 | { |
2616 | change_attr_value (&(dep->stats), i, -1); |
2586 | change_attr_value (&(dep->stats), i, -1); |
2617 | SET_FLAG (dep, FLAG_APPLIED); |
2587 | dep->set_flag (FLAG_APPLIED); |
2618 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
2588 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
2619 | op->update_stats (); |
2589 | op->update_stats (); |
2620 | lost_a_stat = 1; |
2590 | lost_a_stat = 1; |
2621 | } |
2591 | } |
2622 | } |
2592 | } |
… | |
… | |
2640 | #endif |
2610 | #endif |
2641 | |
2611 | |
2642 | /* Put a gravestone up where the character 'almost' died. List the |
2612 | /* Put a gravestone up where the character 'almost' died. List the |
2643 | * exp loss on the stone. |
2613 | * exp loss on the stone. |
2644 | */ |
2614 | */ |
2645 | tmp = arch_to_object (archetype::find ("gravestone")); |
2615 | tmp = archetype::find (shstr_gravestone)->instance (); |
2646 | tmp->name = format ("%s's gravestone", &op->name); |
2616 | tmp->name = format ("%s's gravestone", &op->name); |
2647 | tmp->name_pl = format ("%s's gravestones", &op->name); |
2617 | tmp->name_pl = format ("%s's gravestones", &op->name); |
2648 | tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", |
2618 | tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", |
2649 | &op->name, op->contr->title, op->contr->killer_name ()); |
2619 | &op->name, op->contr->title, op->contr->killer_name ()); |
2650 | tmp->x = op->x, tmp->y = op->y; |
2620 | tmp->x = op->x, tmp->y = op->y; |
… | |
… | |
2693 | |
2663 | |
2694 | force = get_archetype (FORCE_NAME); |
2664 | force = get_archetype (FORCE_NAME); |
2695 | /* 50 ticks should be enough time for the spell to abate */ |
2665 | /* 50 ticks should be enough time for the spell to abate */ |
2696 | force->speed = 0.1f; |
2666 | force->speed = 0.1f; |
2697 | force->speed_left = -5.f; |
2667 | force->speed_left = -5.f; |
2698 | SET_FLAG (force, FLAG_APPLIED); |
2668 | force->set_flag (FLAG_APPLIED); |
2699 | for (at = 0; at < NROFATTACKS; at++) |
2669 | for (at = 0; at < NROFATTACKS; at++) |
2700 | if (will_kill_again & (1 << at)) |
2670 | if (will_kill_again & (1 << at)) |
2701 | force->resist[at] = 100; |
2671 | force->resist[at] = 100; |
2702 | |
2672 | |
2703 | insert_ob_in_ob (force, op); |
2673 | insert_ob_in_ob (force, op); |
… | |
… | |
2705 | } |
2675 | } |
2706 | |
2676 | |
2707 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2677 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2708 | } |
2678 | } |
2709 | |
2679 | |
2710 | void |
2680 | static void |
2711 | loot_object (object *op) |
2681 | loot_object (object *op) |
2712 | { /* Grab and destroy some treasure */ |
2682 | { /* Grab and destroy some treasure */ |
2713 | object *tmp, *tmp2, *next; |
2683 | object *tmp, *tmp2, *next; |
2714 | |
2684 | |
2715 | op->close_container (); /* close open sack first */ |
2685 | op->close_container (); /* close open sack first */ |
… | |
… | |
2725 | tmp->x = op->x, tmp->y = op->y; |
2695 | tmp->x = op->x, tmp->y = op->y; |
2726 | |
2696 | |
2727 | if (tmp->type == CONTAINER) |
2697 | if (tmp->type == CONTAINER) |
2728 | loot_object (tmp); /* empty container to ground */ |
2698 | loot_object (tmp); /* empty container to ground */ |
2729 | |
2699 | |
2730 | 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)))) |
2731 | { |
2701 | { |
2732 | if (tmp->nrof > 1) |
2702 | if (tmp->nrof > 1) |
2733 | { |
2703 | { |
2734 | tmp->decrease (rndm (1, tmp->nrof - 1)); |
2704 | tmp->decrease (rndm (1, tmp->nrof - 1)); |
2735 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2705 | insert_ob_in_map (tmp, op->map, NULL, 0); |
… | |
… | |
2746 | * fix_weight(): Check recursively the weight of all players, and fix |
2716 | * fix_weight(): Check recursively the weight of all players, and fix |
2747 | * 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 |
2748 | * was changed. |
2718 | * was changed. |
2749 | */ |
2719 | */ |
2750 | void |
2720 | void |
2751 | fix_weight (void) |
2721 | fix_weight () |
2752 | { |
2722 | { |
2753 | for_all_players (pl) |
2723 | for_all_players (pl) |
2754 | { |
2724 | { |
2755 | sint32 old = pl->ob->carrying; |
2725 | sint32 old = pl->ob->carrying; |
2756 | |
2726 | |
… | |
… | |
2763 | } |
2733 | } |
2764 | } |
2734 | } |
2765 | } |
2735 | } |
2766 | |
2736 | |
2767 | void |
2737 | void |
2768 | fix_luck (void) |
2738 | fix_luck () |
2769 | { |
2739 | { |
2770 | for_all_players (pl) |
2740 | for_all_players (pl) |
2771 | if (!pl->ob->contr->ns->state) |
2741 | if (!pl->ob->contr->ns->state) |
2772 | pl->ob->change_luck (0); |
2742 | pl->ob->change_luck (0); |
2773 | } |
2743 | } |
… | |
… | |
2825 | } |
2795 | } |
2826 | |
2796 | |
2827 | int |
2797 | int |
2828 | is_true_undead (object *op) |
2798 | is_true_undead (object *op) |
2829 | { |
2799 | { |
2830 | if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
2800 | if (op->arch->flag [FLAG_UNDEAD]) |
2831 | return 1; |
2801 | return 1; |
2832 | |
2802 | |
2833 | return 0; |
2803 | return 0; |
2834 | } |
2804 | } |
2835 | |
2805 | |
… | |
… | |
2933 | |
2903 | |
2934 | if (who->type == PLAYER) |
2904 | if (who->type == PLAYER) |
2935 | player = 1; |
2905 | player = 1; |
2936 | |
2906 | |
2937 | else |
2907 | else |
2938 | friendly = QUERY_FLAG (who, FLAG_FRIENDLY); |
2908 | friendly = who->flag [FLAG_FRIENDLY]; |
2939 | |
2909 | |
2940 | /* search adjacent squares */ |
2910 | /* search adjacent squares */ |
2941 | for (i = 1; i < 9; i++) |
2911 | for (i = 1; i < 9; i++) |
2942 | { |
2912 | { |
2943 | x = who->x + freearr_x[i]; |
2913 | x = who->x + freearr_x[i]; |
… | |
… | |
2952 | 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))) |
2953 | continue; |
2923 | continue; |
2954 | |
2924 | |
2955 | 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) |
2956 | { |
2926 | { |
2957 | 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]) |
2958 | return 1; |
2928 | return 1; |
2959 | else if (tmp->type == PLAYER) |
2929 | else if (tmp->type == PLAYER) |
2960 | { |
2930 | { |
2961 | /*don't let a hidden DM prevent you from hiding */ |
2931 | /*don't let a hidden DM prevent you from hiding */ |
2962 | if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) |
2932 | if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0) |
2963 | return 1; |
2933 | return 1; |
2964 | } |
2934 | } |
2965 | } |
2935 | } |
2966 | } |
2936 | } |
2967 | return 0; |
2937 | return 0; |
… | |
… | |
3017 | } |
2987 | } |
3018 | |
2988 | |
3019 | return 0; |
2989 | return 0; |
3020 | } |
2990 | } |
3021 | |
2991 | |
3022 | /* routine for both players and monsters. We call this when |
|
|
3023 | * there is a possibility for our action distrubing our hiding |
|
|
3024 | * place or invisiblity spell. Artefact invisiblity causes |
|
|
3025 | * "noise" instead. If we arent invisible to begin with, we |
|
|
3026 | * return 0. |
|
|
3027 | */ |
|
|
3028 | int |
|
|
3029 | action_makes_visible (object *op) |
|
|
3030 | { |
|
|
3031 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
3032 | { |
|
|
3033 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
|
|
3034 | { |
|
|
3035 | // artefact invisibility is permanent, but we still make noise |
|
|
3036 | // this is important for game-balance. |
|
|
3037 | if (op->contr) |
|
|
3038 | op->make_noise (); |
|
|
3039 | |
|
|
3040 | return 0; |
|
|
3041 | } |
|
|
3042 | |
|
|
3043 | if (op->contr && op->contr->tmp_invis == 0) |
|
|
3044 | return 0; |
|
|
3045 | |
|
|
3046 | /* If monsters, they should become visible */ |
|
|
3047 | if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis)) |
|
|
3048 | { |
|
|
3049 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible"); |
|
|
3050 | return 1; |
|
|
3051 | } |
|
|
3052 | } |
|
|
3053 | |
|
|
3054 | return 0; |
|
|
3055 | } |
|
|
3056 | |
|
|
3057 | /* op_on_battleground - checks if the given object op (usually |
2992 | /* op_on_battleground - checks if the given object op (usually |
3058 | * a player) is standing on a valid battleground-tile, |
2993 | * a player) is standing on a valid battleground-tile, |
3059 | * function returns TRUE/FALSE. If true x, y returns the battleground |
2994 | * function returns TRUE/FALSE. If true x, y returns the battleground |
3060 | * -exit-coord. (and if x, y not NULL) |
2995 | * -exit-coord. (and if x, y not NULL) |
3061 | * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set |
2996 | * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set |
… | |
… | |
3071 | * and the exit-coordinates sp/hp must both be > 0. |
3006 | * and the exit-coordinates sp/hp must both be > 0. |
3072 | * => The intention here is to prevent abuse of the battleground- |
3007 | * => The intention here is to prevent abuse of the battleground- |
3073 | * feature (like pickable or hidden battleground tiles). */ |
3008 | * feature (like pickable or hidden battleground tiles). */ |
3074 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
3009 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
3075 | { |
3010 | { |
3076 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3011 | if (tmp->flag [FLAG_IS_FLOOR]) |
3077 | { |
3012 | { |
3078 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) |
3013 | if (tmp->flag [FLAG_NO_PICK] |
3079 | && tmp->type == BATTLEGROUND |
3014 | && tmp->type == BATTLEGROUND |
3080 | && tmp->name == shstr_battleground |
3015 | && tmp->name == shstr_battleground |
3081 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3016 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3082 | { |
3017 | { |
3083 | /* before we assign the exit, check if this is a teambattle */ |
3018 | /* before we assign the exit, check if this is a teambattle */ |
3084 | 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)) |
3085 | { |
|
|
3086 | 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) |
3087 | { |
3022 | { |
3088 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
|
|
3089 | { |
|
|
3090 | if (x && y) |
3023 | if (x && y) |
3091 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3024 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3092 | |
3025 | |
3093 | return 1; |
3026 | return 1; |
3094 | } |
|
|
3095 | } |
3027 | } |
3096 | } |
|
|
3097 | |
3028 | |
3098 | if (x && y) |
3029 | if (x && y) |
3099 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3030 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3100 | |
3031 | |
3101 | return 1; |
3032 | return 1; |
… | |
… | |
3239 | else |
3170 | else |
3240 | j = 1; |
3171 | j = 1; |
3241 | strcat (buf, spellpathnames[i]); |
3172 | strcat (buf, spellpathnames[i]); |
3242 | } |
3173 | } |
3243 | } |
3174 | } |
|
|
3175 | |
3244 | strcat (buf, "."); |
3176 | strcat (buf, "."); |
3245 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); |
3177 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); |
3246 | } |
3178 | } |
3247 | |
3179 | |
3248 | /* evtl. adding flags: */ |
3180 | /* evtl. adding flags: */ |
3249 | if (QUERY_FLAG (item, FLAG_XRAYS)) |
3181 | if (item->flag [FLAG_XRAYS]) |
3250 | SET_FLAG (skin, FLAG_XRAYS); |
3182 | skin->set_flag (FLAG_XRAYS); |
3251 | if (QUERY_FLAG (item, FLAG_STEALTH)) |
3183 | if (item->flag [FLAG_STEALTH]) |
3252 | SET_FLAG (skin, FLAG_STEALTH); |
3184 | skin->set_flag (FLAG_STEALTH); |
3253 | if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) |
3185 | if (item->flag [FLAG_SEE_IN_DARK]) |
3254 | SET_FLAG (skin, FLAG_SEE_IN_DARK); |
3186 | skin->set_flag (FLAG_SEE_IN_DARK); |
3255 | |
3187 | |
3256 | /* print message if there is one */ |
3188 | /* print message if there is one */ |
3257 | if (item->msg != NULL) |
3189 | if (item->msg != NULL) |
3258 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3190 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3259 | } |
3191 | } |
3260 | else |
3192 | else |
3261 | { |
3193 | { |
3262 | /* generate misc. treasure */ |
3194 | /* generate misc. treasure */ |
3263 | tmp = arch_to_object (tr->item); |
3195 | tmp = tr->item->instance (); |
3264 | 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)); |
3265 | who->insert (tmp); |
3197 | who->insert (tmp); |
3266 | } |
3198 | } |
3267 | } |
|
|
3268 | |
|
|
3269 | /** |
|
|
3270 | * Unready an object for a player. This function does nothing if the object was |
|
|
3271 | * not readied. |
|
|
3272 | */ |
|
|
3273 | void |
|
|
3274 | player_unready_range_ob (player *pl, object *ob) |
|
|
3275 | { |
|
|
3276 | if (pl->ob->current_weapon == ob) |
|
|
3277 | pl->ob->current_weapon = 0; |
|
|
3278 | |
|
|
3279 | if (pl->combat_ob == ob) |
|
|
3280 | pl->combat_ob = 0; |
|
|
3281 | |
|
|
3282 | if (pl->ranged_ob == ob) |
|
|
3283 | pl->ranged_ob = 0; |
|
|
3284 | } |
3199 | } |
3285 | |
3200 | |
3286 | //-GPL |
3201 | //-GPL |
3287 | |
3202 | |
3288 | sint8 |
3203 | sint8 |
… | |
… | |
3318 | { |
3233 | { |
3319 | play_sound (sound_find ("generic_failure")); |
3234 | play_sound (sound_find ("generic_failure")); |
3320 | statusmsg (msg, color); |
3235 | statusmsg (msg, color); |
3321 | } |
3236 | } |
3322 | |
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 | |