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 (©) 2005,2006,2007,2008,2009,2010,2011 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 |
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26 | |
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27 | #include <algorithm> |
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28 | #include <functional> |
23 | |
29 | |
24 | #include <global.h> |
30 | #include <global.h> |
25 | #include <sproto.h> |
31 | #include <sproto.h> |
26 | #include <sounds.h> |
32 | #include <sounds.h> |
27 | #include <living.h> |
33 | #include <living.h> |
28 | #include <object.h> |
34 | #include <object.h> |
29 | #include <spells.h> |
35 | #include <spells.h> |
30 | #include <skills.h> |
36 | #include <skills.h> |
31 | |
37 | |
32 | #include <algorithm> |
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33 | #include <functional> |
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34 | |
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35 | playervec players; |
38 | playervec players; |
36 | |
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37 | void |
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38 | display_motd (const object *op) |
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39 | { |
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40 | char buf[MAX_BUF]; |
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41 | char motd[HUGE_BUF]; |
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42 | FILE *fp; |
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43 | int comp; |
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44 | int size; |
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45 | |
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46 | sprintf (buf, "%s/%s", settings.confdir, settings.motd); |
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47 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
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48 | return; |
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49 | |
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50 | motd[0] = '\0'; |
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51 | size = 0; |
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52 | |
|
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53 | while (fgets (buf, MAX_BUF, fp)) |
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54 | { |
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55 | if (*buf == '#') |
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56 | continue; |
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57 | |
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58 | strncat (motd + size, buf, HUGE_BUF - size); |
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59 | size += strlen (buf); |
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60 | } |
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61 | |
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62 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); |
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63 | close_and_delete (fp, comp); |
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64 | } |
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65 | |
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66 | void |
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67 | send_rules (const object *op) |
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68 | { |
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69 | char buf[MAX_BUF]; |
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70 | char rules[HUGE_BUF]; |
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71 | FILE *fp; |
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72 | int comp; |
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73 | int size; |
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74 | |
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75 | sprintf (buf, "%s/%s", settings.confdir, settings.rules); |
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76 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
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77 | return; |
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78 | |
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79 | rules[0] = '\0'; |
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80 | size = 0; |
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81 | |
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82 | while (fgets (buf, MAX_BUF, fp)) |
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83 | { |
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84 | if (*buf == '#') |
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85 | continue; |
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86 | |
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87 | if (size + strlen (buf) >= HUGE_BUF) |
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88 | { |
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89 | LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); |
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90 | break; |
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91 | } |
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92 | |
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93 | strncat (rules + size, buf, HUGE_BUF - size); |
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94 | size += strlen (buf); |
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95 | } |
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96 | |
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97 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); |
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98 | close_and_delete (fp, comp); |
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99 | } |
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100 | |
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101 | void |
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102 | send_news (const object *op) |
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103 | { |
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104 | char buf[MAX_BUF]; |
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105 | char news[HUGE_BUF]; |
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106 | char subject[MAX_BUF]; |
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107 | FILE *fp; |
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108 | int comp; |
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109 | int size; |
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110 | |
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111 | sprintf (buf, "%s/%s", settings.confdir, settings.news); |
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112 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
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113 | return; |
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114 | |
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115 | news[0] = '\0'; |
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116 | subject[0] = '\0'; |
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117 | size = 0; |
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118 | |
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119 | while (fgets (buf, MAX_BUF, fp)) |
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120 | { |
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121 | if (*buf == '#') |
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122 | continue; |
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123 | |
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124 | if (*buf == '%') |
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125 | { /* send one news */ |
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126 | if (size > 0) |
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127 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */ |
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128 | |
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129 | strcpy (subject, buf + 1); |
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130 | strip_endline (subject); |
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131 | size = 0; |
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132 | news[0] = '\0'; |
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133 | } |
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134 | else |
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135 | { |
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136 | if (size + strlen (buf) >= HUGE_BUF) |
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137 | { |
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138 | LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF); |
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139 | break; |
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140 | } |
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141 | strncat (news + size, buf, HUGE_BUF - size); |
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142 | size += strlen (buf); |
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143 | } |
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144 | } |
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145 | |
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146 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
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147 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); |
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148 | close_and_delete (fp, comp); |
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149 | } |
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150 | |
39 | |
151 | /* This loads the first map an puts the player on it. */ |
40 | /* This loads the first map an puts the player on it. */ |
152 | static void |
41 | static void |
153 | set_first_map (object *op) |
42 | set_first_map (object *op) |
154 | { |
43 | { |
… | |
… | |
165 | |
54 | |
166 | players.insert (this); |
55 | players.insert (this); |
167 | ob->remove (); |
56 | ob->remove (); |
168 | ob->map = 0; |
57 | ob->map = 0; |
169 | ob->activate_recursive (); |
58 | ob->activate_recursive (); |
170 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
59 | ob->clr_flag (FLAG_FRIENDLY); |
171 | add_friendly_object (ob); |
60 | add_friendly_object (ob); |
172 | } |
61 | } |
173 | |
62 | |
174 | void |
63 | void |
175 | player::deactivate () |
64 | player::deactivate () |
… | |
… | |
187 | ob->remove (); |
76 | ob->remove (); |
188 | ob->enemy = 0; // sometimes keeps an extra refcount on itself |
77 | ob->enemy = 0; // sometimes keeps an extra refcount on itself |
189 | ob->map = 0; |
78 | ob->map = 0; |
190 | party = 0; |
79 | party = 0; |
191 | |
80 | |
192 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
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193 | |
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194 | players.erase (this); |
81 | players.erase (this); |
195 | } |
82 | } |
196 | |
83 | |
197 | // connect the player with a specific client |
84 | // connect the player with a specific client |
198 | // also changes, rationalises, and fixes some incorrect settings |
85 | // also changes, rationalises, and fixes some incorrect settings |
… | |
… | |
207 | ob->close_container (); //TODO: client-specific |
94 | ob->close_container (); //TODO: client-specific |
208 | |
95 | |
209 | ns->update_look = 0; |
96 | ns->update_look = 0; |
210 | ns->look_position = 0; |
97 | ns->look_position = 0; |
211 | |
98 | |
212 | clear_los (this); |
99 | clear_los (); |
213 | |
100 | |
214 | ns->reset_stats (); |
101 | ns->reset_stats (); |
215 | |
102 | |
216 | /* make sure he's a player -- needed because of class change. */ |
103 | /* make sure he's a player -- needed because of class change. */ |
217 | ob->type = PLAYER; // we are paranoid |
104 | ob->type = PLAYER; // we are paranoid |
218 | ob->race = ob->arch->race; |
105 | ob->race = ob->arch->race; |
219 | |
106 | |
220 | ob->update_weight (); |
107 | ob->update_weight (); |
221 | link_player_skills (ob); |
108 | link_skills (); |
222 | |
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223 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
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224 | |
109 | |
225 | assign (title, ob->arch->object::name); |
110 | assign (title, ob->arch->object::name); |
226 | |
111 | |
227 | /* if it's a dragon player, set the correct title here */ |
112 | /* if it's a dragon player, set the correct title here */ |
228 | if (is_dragon_pl (ob)) |
113 | if (ob->is_dragon ()) |
229 | { |
114 | { |
230 | object *tmp, *abil = 0, *skin = 0; |
115 | object *tmp, *abil = 0, *skin = 0; |
231 | |
116 | |
232 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
117 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
233 | if (tmp->type == FORCE) |
118 | if (tmp->type == FORCE) |
… | |
… | |
241 | |
126 | |
242 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
127 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
243 | |
128 | |
244 | esrv_new_player (this); |
129 | esrv_new_player (this); |
245 | |
130 | |
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131 | ob->flag [FLAG_READY_WEAPON] = false; |
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132 | ob->flag [FLAG_READY_SKILL] = false; |
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133 | ob->flag [FLAG_READY_RANGE] = false; |
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134 | ob->flag [FLAG_READY_BOW] = false; |
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135 | |
246 | ob->update_stats (); |
136 | ob->update_stats (); |
247 | |
137 | |
248 | ns->floorbox_update (); |
138 | ns->floorbox_update (); |
249 | esrv_send_inventory (ob, ob); |
139 | esrv_send_inventory (ob, ob); |
250 | esrv_add_spells (this, 0); |
140 | esrv_add_spells (this, 0); |
251 | |
141 | |
252 | activate (); |
142 | activate (); |
253 | |
143 | |
254 | send_rules (ob); |
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255 | send_news (ob); |
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256 | display_motd (ob); |
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257 | |
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258 | INVOKE_PLAYER (CONNECT, this); |
144 | INVOKE_PLAYER (CONNECT, this); |
259 | INVOKE_PLAYER (LOGIN, this); |
145 | INVOKE_PLAYER (LOGIN, this); |
260 | } |
146 | } |
261 | |
147 | |
262 | void |
148 | void |
… | |
… | |
278 | ns->reset_stats (); |
164 | ns->reset_stats (); |
279 | ns->pl = 0; |
165 | ns->pl = 0; |
280 | ns = 0; |
166 | ns = 0; |
281 | } |
167 | } |
282 | |
168 | |
283 | observe = ob; |
169 | // this is important for the player scheduler to get the correct refcount |
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170 | // when ns = 0 |
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171 | observe = viewpoint = ob; |
284 | |
172 | |
285 | deactivate (); |
173 | deactivate (); |
286 | } |
174 | } |
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175 | |
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176 | //-GPL |
287 | |
177 | |
288 | // the need for this function can be explained |
178 | // the need for this function can be explained |
289 | // by load_object not returning the object |
179 | // by load_object not returning the object |
290 | void |
180 | void |
291 | player::set_object (object *op) |
181 | player::set_object (object *op) |
292 | { |
182 | { |
293 | ob = observe = op; |
183 | ob = observe = viewpoint = op; |
294 | ob->contr = this; /* this aren't yet in archetype */ |
184 | ob->contr = this; /* this aren't yet in archetype */ |
295 | |
185 | |
296 | ob->speed = 1.0f; |
186 | ob->speed = 1.0f; // object still inactive, keep it that way |
297 | ob->speed_left = 0.5f; |
187 | ob->speed_left = 0.5f; |
298 | |
188 | |
299 | ob->direction = 5; /* So player faces south */ |
189 | ob->direction = 5; /* So player faces south */ |
300 | |
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301 | ob->flag [FLAG_READY_WEAPON] = false; |
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302 | ob->flag [FLAG_READY_SKILL] = false; |
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303 | ob->flag [FLAG_READY_BOW] = false; |
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304 | |
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305 | for (object *op = ob->inv; op; op = op->below) |
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306 | if (op->flag [FLAG_APPLIED]) |
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307 | switch (op->type) |
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308 | { |
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309 | case SKILL: |
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310 | ob->flag [FLAG_APPLIED] = false; |
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311 | break; |
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312 | |
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313 | case WAND: |
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314 | case ROD: |
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315 | case HORN: |
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316 | case BOW: |
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317 | ranged_ob = op; |
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318 | break; |
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319 | |
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320 | case WEAPON: |
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321 | combat_ob = op; |
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322 | break; |
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323 | } |
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324 | |
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325 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
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326 | ob->deactivate (); // change_Weapon activates, fix this better |
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327 | } |
190 | } |
328 | |
191 | |
329 | void |
192 | void |
330 | player::set_observe (object *op) |
193 | player::set_observe (object *op) |
331 | { |
194 | { |
332 | observe = op ? op : ob; |
195 | observe = viewpoint = op ? op : ob; |
333 | do_los = 1; |
196 | do_los = 1; |
334 | } |
197 | } |
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198 | |
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199 | void |
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200 | player::set_viewpoint (object *op) |
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201 | { |
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202 | viewpoint = op ? op : (object *)observe; |
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203 | do_los = 1; |
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204 | } |
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205 | |
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206 | //+GPL |
335 | |
207 | |
336 | player::player () |
208 | player::player () |
337 | { |
209 | { |
338 | /* There are some elements we want initialised to non zero value - |
210 | /* There are some elements we want initialised to non zero value - |
339 | * we deal with that below this point. |
211 | * we deal with that below this point. |
… | |
… | |
345 | savebed_map = first_map_path; /* Init. respawn position */ |
217 | savebed_map = first_map_path; /* Init. respawn position */ |
346 | |
218 | |
347 | gen_sp_armour = 10; |
219 | gen_sp_armour = 10; |
348 | bowtype = bow_normal; |
220 | bowtype = bow_normal; |
349 | petmode = pet_normal; |
221 | petmode = pet_normal; |
350 | listening = 10; |
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351 | usekeys = containers; |
222 | usekeys = containers; |
352 | peaceful = 1; /* default peaceful */ |
223 | peaceful = 1; /* default peaceful */ |
353 | do_los = 1; |
224 | do_los = 1; |
354 | |
225 | |
355 | weapon_sp = 1.0f; |
226 | weapon_sp = 1.0f; |
… | |
… | |
362 | disconnect (); |
233 | disconnect (); |
363 | |
234 | |
364 | attachable::do_destroy (); |
235 | attachable::do_destroy (); |
365 | |
236 | |
366 | if (ob) |
237 | if (ob) |
367 | { |
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368 | ob->destroy_inv (false); |
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369 | ob->destroy (); |
238 | ob->destroy (); |
370 | } |
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371 | |
239 | |
372 | ob = observe = 0; |
240 | ob = observe = viewpoint = 0; |
373 | } |
241 | } |
374 | |
242 | |
375 | player::~player () |
243 | player::~player () |
376 | { |
244 | { |
377 | /* Clear item stack */ |
245 | /* Clear item stack */ |
378 | free (stack_items); |
246 | free (stack_items); |
|
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247 | } |
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248 | |
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249 | /* |
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250 | * get_player_archetype() return next player archetype from archetype |
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251 | * list. Not very efficient routine, but used only creating new players. |
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252 | * Note: there MUST be at least one player archetype! |
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253 | */ |
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254 | static archetype * |
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255 | get_player_archetype (archetype *at) |
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256 | { |
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257 | // archetypes could have been reloaded |
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258 | archetype *nat = at ? archetype::find (at->archname) : archetypes [0]; |
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259 | |
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260 | if (!nat) |
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261 | return at; |
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262 | |
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263 | archvec::iterator i = archetypes.find (nat); |
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264 | |
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265 | for (;;) |
|
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266 | { |
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267 | if (++i == archetypes.end ()) |
|
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268 | i = archetypes.begin (); |
|
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269 | else if (*i == at) |
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270 | cleanup ("not a single player archetype found"); |
|
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271 | |
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272 | if ((*i)->type == PLAYER) |
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273 | return *i; |
|
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274 | } |
379 | } |
275 | } |
380 | |
276 | |
381 | /* Tries to add player on the connection passed in ns. |
277 | /* Tries to add player on the connection passed in ns. |
382 | * All we can really get in this is some settings like host and display |
278 | * All we can really get in this is some settings like host and display |
383 | * mode. |
279 | * mode. |
… | |
… | |
385 | player * |
281 | player * |
386 | player::create () |
282 | player::create () |
387 | { |
283 | { |
388 | player *pl = new player; |
284 | player *pl = new player; |
389 | |
285 | |
390 | pl->set_object (arch_to_object (get_player_archetype (0))); |
286 | pl->set_object (get_player_archetype (0)->instance ()); |
391 | |
287 | |
392 | pl->ob->roll_stats (); |
288 | pl->ob->roll_stats (); |
393 | pl->ob->stats.wc = 2; |
289 | pl->ob->stats.wc = 2; |
394 | pl->ob->run_away = 25; /* Then we panick... */ |
290 | pl->ob->run_away = 25; /* Then we panick... */ |
395 | |
291 | |
396 | set_first_map (pl->ob); |
292 | set_first_map (pl->ob); |
397 | |
293 | |
398 | return pl; |
294 | return pl; |
399 | } |
|
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400 | |
|
|
401 | /* |
|
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402 | * get_player_archetype() return next player archetype from archetype |
|
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403 | * list. Not very efficient routine, but used only creating new players. |
|
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404 | * Note: there MUST be at least one player archetype! |
|
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405 | */ |
|
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406 | archetype * |
|
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407 | get_player_archetype (archetype *at) |
|
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408 | { |
|
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409 | // archetypes could have been reloaded |
|
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410 | archetype *nat = at ? archetype::find (at->archname) : archetypes [0]; |
|
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411 | |
|
|
412 | if (!nat) |
|
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413 | return at; |
|
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414 | |
|
|
415 | archvec::iterator i = archetypes.find (nat); |
|
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416 | |
|
|
417 | for (;;) |
|
|
418 | { |
|
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419 | if (++i == archetypes.end ()) |
|
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420 | i = archetypes.begin (); |
|
|
421 | else if (*i == at) |
|
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422 | cleanup ("not a single player archetype found"); |
|
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423 | |
|
|
424 | if ((*i)->type == PLAYER) |
|
|
425 | return *i; |
|
|
426 | } |
|
|
427 | } |
295 | } |
428 | |
296 | |
429 | object * |
297 | object * |
430 | get_nearest_player (object *mon) |
298 | get_nearest_player (object *mon) |
431 | { |
299 | { |
… | |
… | |
505 | */ |
373 | */ |
506 | int |
374 | int |
507 | path_to_player (object *mon, object *pl, unsigned mindiff) |
375 | path_to_player (object *mon, object *pl, unsigned mindiff) |
508 | { |
376 | { |
509 | rv_vector rv; |
377 | rv_vector rv; |
510 | sint16 x, y; |
|
|
511 | int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; |
378 | int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; |
512 | maptile *m, *lastmap; |
|
|
513 | |
379 | |
514 | get_rangevector (mon, pl, &rv, 0); |
380 | get_rangevector (mon, pl, &rv, 0); |
515 | |
381 | |
516 | if (rv.distance < mindiff) |
382 | if (rv.distance < mindiff) |
517 | return 0; |
383 | return 0; |
518 | |
384 | |
519 | x = mon->x; |
385 | mapxy pos (mon); |
520 | y = mon->y; |
|
|
521 | m = mon->map; |
|
|
522 | dir = rv.direction; |
386 | dir = rv.direction; |
523 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
387 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
524 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
388 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
525 | |
389 | |
526 | /* If we can't solve it within the search distance, return now. */ |
390 | /* If we can't solve it within the search distance, return now. */ |
527 | if (diff > max) |
391 | if (diff > max) |
528 | return 0; |
392 | return 0; |
529 | |
393 | |
530 | while (diff > 1 && max > 0) |
394 | while (diff > 1 && max > 0) |
531 | { |
395 | { |
532 | lastx = x; |
396 | mapxy lastpos = pos; |
533 | lasty = y; |
|
|
534 | lastmap = m; |
|
|
535 | x = lastx + freearr_x[dir]; |
|
|
536 | y = lasty + freearr_y[dir]; |
|
|
537 | |
397 | |
538 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
398 | pos.move (dir); |
539 | blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y); |
|
|
540 | |
399 | |
541 | /* Space is blocked - try changing direction a little */ |
400 | /* Space is blocked - try changing direction a little */ |
542 | if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) |
401 | if (!pos.normalise () |
543 | && (m == mon->map && blocked_link (mon, m, x, y)))) |
402 | || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block)) |
|
|
403 | && blocked_link (mon, pos.m, pos.x, pos.y))) |
544 | { |
404 | { |
545 | /* recalculate direction from last good location. Possible |
405 | /* recalculate direction from last good location. Possible |
546 | * we were not traversing ideal location before. |
406 | * we were not traversing ideal location before. |
547 | */ |
407 | */ |
548 | get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); |
408 | get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0); |
549 | if (rv.direction != dir) |
409 | if (rv.direction != dir) |
550 | { |
410 | { |
551 | /* OK - says direction should be different - lets reset the |
411 | /* OK - says direction should be different - lets reset the |
552 | * the values so it will try again. |
412 | * the values so it will try again. |
553 | */ |
413 | */ |
554 | x = lastx; |
|
|
555 | y = lasty; |
|
|
556 | m = lastmap; |
414 | pos = lastpos; |
557 | dir = firstdir = rv.direction; |
415 | dir = firstdir = rv.direction; |
558 | } |
416 | } |
559 | else |
417 | else |
560 | { |
418 | { |
561 | /* direct path is blocked - try taking a side step to |
419 | /* direct path is blocked - try taking a side step to |
… | |
… | |
568 | */ |
426 | */ |
569 | for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) |
427 | for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) |
570 | { |
428 | { |
571 | if (i == 0) |
429 | if (i == 0) |
572 | continue; /* already did this, so skip it */ |
430 | continue; /* already did this, so skip it */ |
|
|
431 | |
573 | /* Use lastdir here - otherwise, |
432 | /* Use lastdir here - otherwise, |
574 | * since the direction that the creature should move in |
433 | * since the direction that the creature should move in |
575 | * may change, you could get infinite loops. |
434 | * may change, you could get infinite loops. |
576 | * ie, player is northwest, but monster can only |
435 | * ie, player is northwest, but monster can only |
577 | * move west, so it does that. It goes some distance, |
436 | * move west, so it does that. It goes some distance, |
… | |
… | |
579 | * can't do that, but now finds it can move east, and |
438 | * can't do that, but now finds it can move east, and |
580 | * gets back to its original point. lastdir contains |
439 | * gets back to its original point. lastdir contains |
581 | * the last direction the creature has successfully |
440 | * the last direction the creature has successfully |
582 | * moved. |
441 | * moved. |
583 | */ |
442 | */ |
584 | |
|
|
585 | x = lastx + freearr_x[absdir (lastdir + i)]; |
|
|
586 | y = lasty + freearr_y[absdir (lastdir + i)]; |
|
|
587 | m = lastmap; |
443 | pos = lastpos; |
588 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
444 | pos.move (absdir (lastdir + i)); |
589 | if (mflags & P_OUT_OF_MAP) |
445 | |
|
|
446 | if (!pos.normalise ()) |
590 | continue; |
447 | continue; |
591 | blocked = GET_MAP_MOVE_BLOCK (m, x, y); |
448 | |
592 | if (OB_TYPE_MOVE_BLOCK (mon, blocked)) |
449 | mapspace &ms = *pos; |
|
|
450 | |
|
|
451 | if (ms.flags () & P_BLOCKSVIEW) |
593 | continue; |
452 | continue; |
594 | if (mflags & P_BLOCKSVIEW) |
453 | |
|
|
454 | if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block)) |
595 | continue; |
455 | continue; |
596 | |
456 | |
597 | if (m == mon->map && blocked_link (mon, m, x, y)) |
457 | if (blocked_link (mon, pos.m, pos.x, pos.y)) |
598 | break; |
458 | break; |
599 | } |
459 | } |
|
|
460 | |
600 | /* go through entire loop without finding a valid |
461 | /* go through entire loop without finding a valid |
601 | * sidestep to take - thus, no valid path. |
462 | * sidestep to take - thus, no valid path. |
602 | */ |
463 | */ |
603 | if (i == (DETOUR_AMOUNT + 1)) |
464 | if (i == DETOUR_AMOUNT + 1) |
604 | return 0; |
465 | return 0; |
|
|
466 | |
605 | diff--; |
467 | diff--; |
606 | lastdir = dir; |
468 | lastdir = dir; |
607 | max--; |
469 | max--; |
608 | if (!firstdir) |
470 | if (!firstdir) |
609 | firstdir = dir + i; |
471 | firstdir = dir + i; |
… | |
… | |
613 | { |
475 | { |
614 | /* we moved towards creature, so diff is less */ |
476 | /* we moved towards creature, so diff is less */ |
615 | diff--; |
477 | diff--; |
616 | max--; |
478 | max--; |
617 | lastdir = dir; |
479 | lastdir = dir; |
|
|
480 | |
618 | if (!firstdir) |
481 | if (!firstdir) |
619 | firstdir = dir; |
482 | firstdir = dir; |
620 | } |
483 | } |
621 | |
484 | |
622 | if (diff <= 1) |
485 | if (diff <= 1) |
623 | { |
486 | { |
624 | /* Recalculate diff (distance) because we may not have actually |
487 | /* Recalculate diff (distance) because we may not have actually |
625 | * headed toward player for entire distance. |
488 | * headed toward player for entire distance. |
626 | */ |
489 | */ |
627 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
490 | get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0); |
628 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
491 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
629 | } |
492 | } |
630 | |
493 | |
631 | if (diff > max) |
494 | if (diff > max) |
632 | return 0; |
495 | return 0; |
… | |
… | |
650 | next = op->below; |
513 | next = op->below; |
651 | |
514 | |
652 | /* Forces get applied per default, unless they have the |
515 | /* Forces get applied per default, unless they have the |
653 | * flag "neutral" set. Sorry but I can't think of a better way |
516 | * flag "neutral" set. Sorry but I can't think of a better way |
654 | */ |
517 | */ |
655 | if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) |
518 | if (op->type == FORCE && !op->flag [FLAG_NEUTRAL]) |
656 | SET_FLAG (op, FLAG_APPLIED); |
519 | op->set_flag (FLAG_APPLIED); |
657 | |
520 | |
658 | /* we never give weapons/armour if these cannot be used |
521 | /* we never give weapons/armour if these cannot be used |
659 | * by this player due to race restrictions |
522 | * by this player due to race restrictions |
660 | */ |
523 | */ |
661 | if (pl->type == PLAYER) |
524 | if (pl->type == PLAYER) |
662 | { |
525 | { |
663 | if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) |
526 | if ((!pl->flag [FLAG_USE_ARMOUR] |
664 | && |
527 | && |
665 | (op->type == ARMOUR || op->type == BOOTS |
528 | (op->type == ARMOUR || op->type == BOOTS |
666 | || op->type == CLOAK || op->type == HELMET |
529 | || op->type == CLOAK || op->type == HELMET |
667 | || op->type == SHIELD || op->type == GLOVES |
530 | || op->type == SHIELD || op->type == GLOVES |
668 | || op->type == BRACERS || op->type == GIRDLE)) |
531 | || op->type == BRACERS || op->type == GIRDLE)) |
669 | || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
532 | || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON)) |
670 | { |
533 | { |
671 | op->destroy (); |
534 | op->destroy (); |
672 | continue; |
535 | continue; |
673 | } |
536 | } |
674 | } |
537 | } |
675 | |
538 | |
676 | /* This really needs to be better - we should really give |
539 | /* Here we remove duplicated skills (as duplicated spell objects have |
677 | * a substitute spellbook. The problem is that we don't really |
540 | * _very_ confusing effects for players), which could for instance be |
678 | * have a good idea what to replace it with (need something like |
541 | * generated by bad treasurelists. - elmex |
679 | * a first level treasurelist for each skill.) |
|
|
680 | * remove duplicate skills also |
|
|
681 | */ |
542 | */ |
682 | if (op->type == SPELLBOOK || op->type == SKILL) |
543 | if (op->type == SKILL) |
683 | { |
544 | { |
684 | object *tmp; |
|
|
685 | |
|
|
686 | for (tmp = op->below; tmp; tmp = tmp->below) |
545 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
687 | if (tmp->type == op->type && tmp->name == op->name) |
546 | if (tmp->type == op->type && tmp->name == op->name) |
688 | break; |
|
|
689 | |
|
|
690 | if (tmp) |
|
|
691 | { |
547 | { |
692 | op->destroy (); |
548 | op->destroy (); |
|
|
549 | LOG (llevError, |
693 | LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); |
550 | "give_initial_items: Removing duplicate skill %s\n", &tmp->name); |
694 | continue; |
551 | break; |
695 | } |
552 | } |
696 | |
553 | |
697 | if (op->nrof > 1) |
554 | if (op->nrof > 1) |
698 | op->nrof = 1; |
555 | op->nrof = 1; |
699 | } |
556 | } |
700 | |
557 | |
701 | if (op->type == SPELLBOOK && op->inv) |
558 | if (op->type == SPELLBOOK && op->inv) |
702 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
559 | op->inv->clr_flag (FLAG_STARTEQUIP); |
703 | |
560 | |
704 | /* Give starting characters identified, uncursed, and undamned |
561 | /* Give starting characters identified, uncursed, and undamned |
705 | * items. Just don't identify gold or silver, or it won't be |
562 | * items. Just don't identify gold or silver, or it won't be |
706 | * merged properly. |
563 | * merged properly. |
707 | */ |
564 | */ |
708 | if (need_identify (op)) |
565 | if (op->need_identify ()) |
709 | { |
566 | { |
710 | SET_FLAG (op, FLAG_IDENTIFIED); |
567 | op->set_flag (FLAG_IDENTIFIED); |
711 | CLEAR_FLAG (op, FLAG_CURSED); |
568 | op->clr_flag (FLAG_CURSED); |
712 | CLEAR_FLAG (op, FLAG_DAMNED); |
569 | op->clr_flag (FLAG_DAMNED); |
713 | } |
570 | } |
714 | |
571 | |
715 | if (op->type == SPELL) |
572 | if (op->type == SPELL) |
716 | { |
573 | { |
717 | op->destroy (); |
574 | op->destroy (); |
718 | continue; |
575 | continue; |
719 | } |
576 | } |
720 | else if (op->type == SKILL) |
577 | else if (op->type == SKILL) |
721 | { |
578 | { |
722 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
579 | op->set_flag (FLAG_CAN_USE_SKILL); |
723 | op->stats.exp = 0; |
580 | op->stats.exp = 0; |
724 | op->level = 1; |
581 | op->level = 1; |
725 | } |
582 | } |
726 | else /* lock all 'normal items by default */ |
583 | else /* lock all 'normal items by default */ |
727 | SET_FLAG (op, FLAG_INV_LOCKED); |
584 | op->set_flag (FLAG_INV_LOCKED); |
728 | } /* for loop of objects in player inv */ |
585 | } /* for loop of objects in player inv */ |
729 | |
586 | |
730 | /* Need to set up the skill pointers */ |
587 | /* Need to set up the skill pointers */ |
731 | link_player_skills (pl); |
588 | pl->contr->link_skills (); |
732 | } |
589 | } |
733 | |
590 | |
734 | void |
591 | void |
735 | get_party_password (object *op, partylist *party) |
592 | get_party_password (object *op, partylist *party) |
736 | { |
593 | { |
… | |
… | |
746 | send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
603 | send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
747 | } |
604 | } |
748 | |
605 | |
749 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
606 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
750 | static int |
607 | static int |
751 | roll_stat (void) |
608 | roll_stat () |
752 | { |
609 | { |
753 | int a[4], i, j, k; |
610 | int a[4], i, j, k; |
754 | |
611 | |
755 | for (i = 0; i < 4; i++) |
612 | for (i = 0; i < 4; i++) |
756 | a[i] = (int) rndm (6) + 1; |
613 | a[i] = rndm (1, 6); |
757 | |
614 | |
758 | for (i = 0, j = 0, k = 7; i < 4; i++) |
615 | for (i = 0, j = 0, k = 7; i < 4; i++) |
759 | if (a[i] < k) |
616 | if (a[i] < k) |
760 | k = a[i], j = i; |
617 | k = a[i], j = i; |
761 | |
618 | |
… | |
… | |
853 | player::chargen_race_done () |
710 | player::chargen_race_done () |
854 | { |
711 | { |
855 | /* this must before then initial items are given */ |
712 | /* this must before then initial items are given */ |
856 | esrv_new_player (ob->contr); |
713 | esrv_new_player (ob->contr); |
857 | |
714 | |
858 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
715 | treasurelist *tl = treasurelist::find (shstr_starting_wealth); |
859 | if (tl) |
716 | if (tl) |
860 | create_treasure (tl, ob, 0, 0, 0); |
717 | create_treasure (tl, ob, 0, 0, 0); |
861 | |
718 | |
862 | INVOKE_PLAYER (BIRTH, ob->contr); |
719 | INVOKE_PLAYER (BIRTH, ob->contr); |
863 | INVOKE_PLAYER (LOGIN, ob->contr); |
|
|
864 | |
720 | |
865 | ob->contr->ns->state = ST_PLAYING; |
721 | ob->contr->ns->state = ST_PLAYING; |
866 | |
722 | |
867 | if (ob->msg) |
723 | if (ob->msg) |
868 | ob->msg = 0; |
724 | ob->msg = 0; |
869 | |
725 | |
870 | /* We create this now because some of the unique maps will need it |
|
|
871 | * to save here. |
|
|
872 | */ |
|
|
873 | { |
|
|
874 | char buf[MAX_BUF]; |
|
|
875 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name); |
|
|
876 | make_path_to_file (buf); |
|
|
877 | } |
|
|
878 | |
|
|
879 | start_info (ob); |
726 | start_info (ob); |
880 | CLEAR_FLAG (ob, FLAG_WIZ); |
727 | ob->clr_flag (FLAG_WIZ); |
881 | give_initial_items (ob, ob->randomitems); |
728 | give_initial_items (ob, ob->randomitems); |
882 | link_player_skills (ob); |
|
|
883 | esrv_send_inventory (ob, ob); |
729 | esrv_send_inventory (ob, ob); |
884 | ob->update_stats (); |
730 | ob->update_stats (); |
885 | |
731 | |
886 | /* This moves the player to a different start map, if there |
732 | /* This moves the player to a different start map, if there |
887 | * is one for this race |
733 | * is one for this race |
888 | */ |
734 | */ |
889 | if (*first_map_ext_path) |
735 | if (*first_map_ext_path) |
890 | { |
736 | ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); |
891 | object *tmp; |
|
|
892 | char mapname[MAX_BUF]; |
|
|
893 | |
|
|
894 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname); |
|
|
895 | tmp = object::create (); |
|
|
896 | EXIT_PATH (tmp) = mapname; |
|
|
897 | EXIT_X (tmp) = ob->x; |
|
|
898 | EXIT_Y (tmp) = ob->y; |
|
|
899 | ob->enter_exit (tmp); /* we don't really care if it succeeded; |
|
|
900 | * if the map isn't there, then stay on the |
|
|
901 | * default initial map */ |
|
|
902 | tmp->destroy (); |
|
|
903 | } |
|
|
904 | else |
737 | else |
905 | LOG (llevDebug, "first_map_ext_path not set\n"); |
738 | LOG (llevDebug, "first_map_ext_path not set\n"); |
906 | } |
739 | } |
907 | |
740 | |
908 | void |
741 | void |
… | |
… | |
939 | ob->stats.hp = ob->stats.maxhp; |
772 | ob->stats.hp = ob->stats.maxhp; |
940 | ob->stats.sp = ob->stats.maxsp; |
773 | ob->stats.sp = ob->stats.maxsp; |
941 | ob->stats.grace = 0; |
774 | ob->stats.grace = 0; |
942 | } |
775 | } |
943 | |
776 | |
944 | void |
777 | static void |
945 | flee_player (object *op) |
778 | flee_player (object *op) |
946 | { |
779 | { |
947 | int dir, diff; |
780 | int dir, diff; |
948 | rv_vector rv; |
781 | rv_vector rv; |
949 | |
782 | |
950 | if (op->stats.hp < 0) |
783 | if (op->stats.hp < 0) |
951 | { |
784 | { |
952 | LOG (llevDebug, "Fleeing player is dead.\n"); |
785 | LOG (llevDebug, "Fleeing player is dead.\n"); |
953 | CLEAR_FLAG (op, FLAG_SCARED); |
786 | op->clr_flag (FLAG_SCARED); |
954 | return; |
787 | return; |
955 | } |
788 | } |
956 | |
789 | |
957 | if (op->enemy == NULL) |
790 | if (!op->enemy) |
958 | { |
791 | { |
959 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
792 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
960 | CLEAR_FLAG (op, FLAG_SCARED); |
793 | op->clr_flag (FLAG_SCARED); |
961 | return; |
794 | return; |
962 | } |
795 | } |
963 | |
796 | |
964 | /* Seen some crashes here. Since we don't store an |
797 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
965 | * op->enemy_count, it is possible that something destroys the |
|
|
966 | * actual enemy, and the object is recycled. |
|
|
967 | */ |
|
|
968 | if (op->enemy->map == NULL) |
|
|
969 | { |
798 | { |
970 | CLEAR_FLAG (op, FLAG_SCARED); |
|
|
971 | op->enemy = NULL; |
799 | op->enemy = NULL; |
972 | return; |
800 | op->clr_flag (FLAG_SCARED); |
973 | } |
|
|
974 | |
|
|
975 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
|
|
976 | { |
|
|
977 | op->enemy = NULL; |
|
|
978 | CLEAR_FLAG (op, FLAG_SCARED); |
|
|
979 | return; |
801 | return; |
980 | } |
802 | } |
981 | |
803 | |
982 | get_rangevector (op, op->enemy, &rv, 0); |
804 | get_rangevector (op, op->enemy, &rv, 0); |
983 | |
805 | |
984 | dir = absdir (4 + rv.direction); |
806 | dir = absdir (4 + rv.direction); |
985 | for (diff = 0; diff < 3; diff++) |
807 | for (diff = 0; diff < 3; diff++) |
986 | { |
808 | { |
987 | int m = 1 - (RANDOM () & 2); |
809 | int m = 1 - rndm (2) * 2; |
988 | |
810 | |
989 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
811 | if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m)))) |
990 | return; |
812 | return; |
991 | } |
813 | } |
992 | |
814 | |
993 | /* Cornered, get rid of scared */ |
815 | /* Cornered, get rid of scared */ |
994 | CLEAR_FLAG (op, FLAG_SCARED); |
816 | op->clr_flag (FLAG_SCARED); |
995 | op->enemy = NULL; |
817 | op->enemy = NULL; |
996 | } |
818 | } |
997 | |
819 | |
998 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
820 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
999 | * It returns 1 if the player should keep on moving, 0 if he should |
821 | * It returns 1 if the player should keep on moving, 0 if he should |
… | |
… | |
1003 | check_pick (object *op) |
825 | check_pick (object *op) |
1004 | { |
826 | { |
1005 | object *tmp, *next; |
827 | object *tmp, *next; |
1006 | int stop = 0; |
828 | int stop = 0; |
1007 | int wvratio; |
829 | int wvratio; |
1008 | char putstring[128]; |
|
|
1009 | |
830 | |
1010 | /* if you're flying, you cna't pick up anything */ |
831 | /* if you're flying, you can't pick up anything */ |
1011 | if (op->move_type & MOVE_FLYING) |
832 | if (op->move_type & MOVE_FLYING) |
1012 | return 1; |
833 | return 1; |
1013 | |
834 | |
1014 | next = op->below; |
835 | next = op->below; |
1015 | |
836 | |
1016 | int cnt = MAX_ITEM_PER_DROP; |
837 | int cnt = MAX_ITEM_PER_ACTION; |
1017 | #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) |
838 | #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) |
1018 | |
839 | |
1019 | /* loop while there are items on the floor that are not marked as |
840 | /* loop while there are items on the floor that are not marked as |
1020 | * destroyed */ |
841 | * destroyed */ |
1021 | while (next && !next->destroyed ()) |
842 | while (next && !next->destroyed ()) |
… | |
… | |
1037 | |
858 | |
1038 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
859 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
1039 | { |
860 | { |
1040 | if (item_matched_string (op, tmp, op->contr->search_str)) |
861 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1041 | CHK_PICK_PICKUP; |
862 | CHK_PICK_PICKUP; |
|
|
863 | |
1042 | continue; |
864 | continue; |
1043 | } |
865 | } |
1044 | |
866 | |
1045 | /* high not bit set? We're using the old autopickup model */ |
867 | /* pickup handling */ |
|
|
868 | if (op->contr->mode & PU_DEBUG) |
|
|
869 | { |
|
|
870 | /* some debugging code to figure out item information */ |
|
|
871 | const char *str = tmp->name |
|
|
872 | ? format ("item name: %s item type: %d weight/value: %d", |
|
|
873 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))) |
|
|
874 | : format ("item name: %s item type: %d weight/value: %d", |
|
|
875 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))); |
|
|
876 | |
|
|
877 | new_draw_info (NDI_UNIQUE, 0, op, str); |
|
|
878 | } |
|
|
879 | |
|
|
880 | if (op->contr->mode & PU_INHIBIT) |
|
|
881 | return 1; |
|
|
882 | |
|
|
883 | if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client |
|
|
884 | return 1; |
|
|
885 | |
|
|
886 | /* philosophy: |
|
|
887 | * It's easy to grab an item type from a pile, as long as it's |
|
|
888 | * generic. This takes no game-time. For more detailed pickups |
|
|
889 | * and selections, select-items should be used. This is a |
|
|
890 | * grab-as-you-run type mode that's really useful for arrows for |
|
|
891 | * example. |
|
|
892 | * The drawback: right now it has no frontend, so you need to |
|
|
893 | * stick the bits you want into a calculator in hex mode and then |
|
|
894 | * convert to decimal and then 'pickup <#> |
|
|
895 | */ |
|
|
896 | |
|
|
897 | /* the first two modes are exclusive: if NOTHING we return, if |
|
|
898 | * STOP then we stop. All the rest are applied sequentially, |
|
|
899 | * meaning if any test passes, the item gets picked up. */ |
|
|
900 | |
|
|
901 | /* if mode is set to pick nothing up, return */ |
|
|
902 | if (op->contr->mode == PU_NOTHING) |
|
|
903 | return 1; |
|
|
904 | |
|
|
905 | /* if mode is set to stop when encountering objects, return */ |
|
|
906 | /* take STOP before INHIBIT since it doesn't actually pick |
|
|
907 | * anything up */ |
|
|
908 | if (op->contr->mode & PU_STOP) |
|
|
909 | return 0; |
|
|
910 | |
|
|
911 | /* useful for going into stores and not losing your settings... */ |
|
|
912 | /* and for battles wher you don't want to get loaded down while |
|
|
913 | * fighting */ |
|
|
914 | if (op->contr->mode & PU_INHIBIT) |
|
|
915 | return 1; |
|
|
916 | |
|
|
917 | /* prevent us from turning into auto-thieves :) */ |
|
|
918 | if (tmp->flag [FLAG_UNPAID]) |
|
|
919 | continue; |
|
|
920 | |
|
|
921 | /* ignore known cursed objects */ |
|
|
922 | if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED) |
|
|
923 | continue; |
|
|
924 | |
|
|
925 | /* all food and drink if desired */ |
|
|
926 | /* question: don't pick up known-poisonous stuff? */ |
1046 | if (!(op->contr->mode & PU_NEWMODE)) |
927 | if (op->contr->mode & PU_FOOD) |
|
|
928 | if (tmp->type == FOOD) |
1047 | { |
929 | { |
1048 | switch (op->contr->mode) |
930 | CHK_PICK_PICKUP; |
|
|
931 | continue; |
|
|
932 | } |
|
|
933 | |
|
|
934 | if (op->contr->mode & PU_DRINK) |
|
|
935 | if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED])) |
|
|
936 | { |
|
|
937 | CHK_PICK_PICKUP; |
|
|
938 | continue; |
|
|
939 | } |
|
|
940 | |
|
|
941 | if (op->contr->mode & PU_POTION) |
|
|
942 | if (tmp->type == POTION) |
|
|
943 | { |
|
|
944 | CHK_PICK_PICKUP; |
|
|
945 | continue; |
|
|
946 | } |
|
|
947 | |
|
|
948 | /* spellbooks, skillscrolls and normal books/scrolls */ |
|
|
949 | if (op->contr->mode & PU_SPELLBOOK) |
|
|
950 | if (tmp->type == SPELLBOOK) |
|
|
951 | { |
|
|
952 | CHK_PICK_PICKUP; |
|
|
953 | continue; |
|
|
954 | } |
|
|
955 | |
|
|
956 | if (op->contr->mode & PU_SKILLSCROLL) |
|
|
957 | if (tmp->type == SKILLSCROLL) |
|
|
958 | { |
|
|
959 | CHK_PICK_PICKUP; |
|
|
960 | continue; |
|
|
961 | } |
|
|
962 | |
|
|
963 | if (op->contr->mode & PU_READABLES) |
|
|
964 | if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) |
|
|
965 | { |
|
|
966 | CHK_PICK_PICKUP; |
|
|
967 | continue; |
|
|
968 | } |
|
|
969 | |
|
|
970 | /* wands/staves/rods/horns */ |
|
|
971 | if (op->contr->mode & PU_MAGIC_DEVICE) |
|
|
972 | if (tmp->type == WAND |
|
|
973 | || tmp->type == ROD |
|
|
974 | || tmp->type == HORN |
|
|
975 | || tmp->type == POWER_CRYSTAL) |
|
|
976 | { |
|
|
977 | CHK_PICK_PICKUP; |
|
|
978 | continue; |
|
|
979 | } |
|
|
980 | |
|
|
981 | /* pick up all magical items */ |
|
|
982 | if (op->contr->mode & PU_MAGICAL) |
|
|
983 | if (tmp->flag [FLAG_KNOWN_MAGICAL] |
|
|
984 | && !tmp->flag [FLAG_KNOWN_CURSED]) |
|
|
985 | { |
|
|
986 | CHK_PICK_PICKUP; |
|
|
987 | continue; |
|
|
988 | } |
|
|
989 | |
|
|
990 | if (op->contr->mode & PU_VALUABLES) |
|
|
991 | { |
|
|
992 | if (tmp->type == MONEY || tmp->type == GEM) |
1049 | { |
993 | { |
1050 | case 0: |
|
|
1051 | return 1; /* don't pick up */ |
|
|
1052 | case 1: |
|
|
1053 | CHK_PICK_PICKUP; |
994 | CHK_PICK_PICKUP; |
1054 | return 1; |
995 | continue; |
1055 | case 2: |
|
|
1056 | CHK_PICK_PICKUP; |
|
|
1057 | return 0; |
|
|
1058 | case 3: |
|
|
1059 | return 0; /* stop before pickup */ |
|
|
1060 | case 4: |
|
|
1061 | CHK_PICK_PICKUP; |
|
|
1062 | break; |
|
|
1063 | case 5: |
|
|
1064 | CHK_PICK_PICKUP; |
|
|
1065 | stop = 1; |
|
|
1066 | break; |
|
|
1067 | case 6: |
|
|
1068 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) |
|
|
1069 | && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
|
|
1070 | CHK_PICK_PICKUP; |
|
|
1071 | break; |
|
|
1072 | |
|
|
1073 | case 7: |
|
|
1074 | if (tmp->type == MONEY || tmp->type == GEM) |
|
|
1075 | CHK_PICK_PICKUP; |
|
|
1076 | break; |
|
|
1077 | |
|
|
1078 | default: |
|
|
1079 | /* use value density */ |
|
|
1080 | if (!QUERY_FLAG (tmp, FLAG_UNPAID) |
|
|
1081 | && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) |
|
|
1082 | CHK_PICK_PICKUP; |
|
|
1083 | } |
996 | } |
1084 | } |
997 | } |
1085 | else |
998 | |
1086 | { /* old model */ |
999 | /* rings & amulets - talismans seems to be typed AMULET */ |
1087 | /* NEW pickup handling */ |
|
|
1088 | if (op->contr->mode & PU_DEBUG) |
1000 | if (op->contr->mode & PU_JEWELS) |
|
|
1001 | if (tmp->type == RING |
|
|
1002 | || tmp->type == AMULET |
|
|
1003 | || tmp->type == GIRDLE |
|
|
1004 | || tmp->type == SKILL_TOOL) |
1089 | { |
1005 | { |
1090 | /* some debugging code to figure out item information */ |
1006 | CHK_PICK_PICKUP; |
1091 | if (tmp->name != NULL) |
|
|
1092 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
|
|
1093 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1094 | else |
|
|
1095 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
|
|
1096 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1097 | |
|
|
1098 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
|
|
1099 | } |
|
|
1100 | |
|
|
1101 | /* philosophy: |
|
|
1102 | * It's easy to grab an item type from a pile, as long as it's |
|
|
1103 | * generic. This takes no game-time. For more detailed pickups |
|
|
1104 | * and selections, select-items should be used. This is a |
|
|
1105 | * grab-as-you-run type mode that's really useful for arrows for |
|
|
1106 | * example. |
|
|
1107 | * The drawback: right now it has no frontend, so you need to |
|
|
1108 | * stick the bits you want into a calculator in hex mode and then |
|
|
1109 | * convert to decimal and then 'pickup <#> |
|
|
1110 | */ |
|
|
1111 | |
|
|
1112 | /* the first two modes are exclusive: if NOTHING we return, if |
|
|
1113 | * STOP then we stop. All the rest are applied sequentially, |
|
|
1114 | * meaning if any test passes, the item gets picked up. */ |
|
|
1115 | |
|
|
1116 | /* if mode is set to pick nothing up, return */ |
|
|
1117 | |
|
|
1118 | if (op->contr->mode & PU_NOTHING) |
|
|
1119 | return 1; |
|
|
1120 | |
|
|
1121 | /* if mode is set to stop when encountering objects, return */ |
|
|
1122 | /* take STOP before INHIBIT since it doesn't actually pick |
|
|
1123 | * anything up */ |
|
|
1124 | |
|
|
1125 | if (op->contr->mode & PU_STOP) |
|
|
1126 | return 0; |
|
|
1127 | |
|
|
1128 | /* useful for going into stores and not losing your settings... */ |
|
|
1129 | /* and for battles wher you don't want to get loaded down while |
|
|
1130 | * fighting */ |
|
|
1131 | if (op->contr->mode & PU_INHIBIT) |
|
|
1132 | return 1; |
|
|
1133 | |
|
|
1134 | /* prevent us from turning into auto-thieves :) */ |
|
|
1135 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
1136 | continue; |
1007 | continue; |
|
|
1008 | } |
1137 | |
1009 | |
1138 | /* ignore known cursed objects */ |
1010 | /* we don't forget dragon food */ |
1139 | if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) |
1011 | if (op->contr->mode & PU_FLESH) |
|
|
1012 | if (tmp->type == FLESH) |
|
|
1013 | { |
|
|
1014 | CHK_PICK_PICKUP; |
1140 | continue; |
1015 | continue; |
|
|
1016 | } |
1141 | |
1017 | |
1142 | /* all food and drink if desired */ |
1018 | /* bows and arrows. Bows are good for selling! */ |
1143 | /* question: don't pick up known-poisonous stuff? */ |
1019 | if (op->contr->mode & PU_BOW) |
|
|
1020 | if (tmp->type == BOW) |
|
|
1021 | { |
|
|
1022 | CHK_PICK_PICKUP; |
|
|
1023 | continue; |
|
|
1024 | } |
|
|
1025 | |
|
|
1026 | if (op->contr->mode & PU_ARROW) |
|
|
1027 | if (tmp->type == ARROW) |
|
|
1028 | { |
|
|
1029 | CHK_PICK_PICKUP; |
|
|
1030 | continue; |
|
|
1031 | } |
|
|
1032 | |
|
|
1033 | /* all kinds of armor etc. */ |
|
|
1034 | if (op->contr->mode & PU_ARMOUR) |
|
|
1035 | if (tmp->type == ARMOUR) |
|
|
1036 | { |
|
|
1037 | CHK_PICK_PICKUP; |
|
|
1038 | continue; |
|
|
1039 | } |
|
|
1040 | |
|
|
1041 | if (op->contr->mode & PU_HELMET) |
|
|
1042 | if (tmp->type == HELMET) |
|
|
1043 | { |
|
|
1044 | CHK_PICK_PICKUP; |
|
|
1045 | continue; |
|
|
1046 | } |
|
|
1047 | |
|
|
1048 | if (op->contr->mode & PU_SHIELD) |
|
|
1049 | if (tmp->type == SHIELD) |
|
|
1050 | { |
|
|
1051 | CHK_PICK_PICKUP; |
|
|
1052 | continue; |
|
|
1053 | } |
|
|
1054 | |
1144 | if (op->contr->mode & PU_FOOD) |
1055 | if (op->contr->mode & PU_BOOTS) |
1145 | if (tmp->type == FOOD) |
1056 | if (tmp->type == BOOTS) |
|
|
1057 | { |
|
|
1058 | CHK_PICK_PICKUP; |
|
|
1059 | continue; |
|
|
1060 | } |
|
|
1061 | |
|
|
1062 | if (op->contr->mode & PU_GLOVES) |
|
|
1063 | if (tmp->type == GLOVES || tmp->type == BRACERS) |
|
|
1064 | { |
|
|
1065 | CHK_PICK_PICKUP; |
|
|
1066 | continue; |
|
|
1067 | } |
|
|
1068 | |
|
|
1069 | if (op->contr->mode & PU_CLOAK) |
|
|
1070 | if (tmp->type == CLOAK) |
|
|
1071 | { |
|
|
1072 | CHK_PICK_PICKUP; |
|
|
1073 | continue; |
|
|
1074 | } |
|
|
1075 | |
|
|
1076 | /* hoping to catch throwing daggers here */ |
|
|
1077 | if (op->contr->mode & PU_MISSILEWEAPON) |
|
|
1078 | if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN]) |
|
|
1079 | { |
|
|
1080 | CHK_PICK_PICKUP; |
|
|
1081 | continue; |
|
|
1082 | } |
|
|
1083 | |
|
|
1084 | /* careful: chairs and tables are weapons! */ |
|
|
1085 | if (op->contr->mode & PU_ALLWEAPON) |
|
|
1086 | { |
|
|
1087 | if (tmp->type == WEAPON) |
|
|
1088 | if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair")) |
1146 | { |
1089 | { |
1147 | CHK_PICK_PICKUP; |
1090 | CHK_PICK_PICKUP; |
1148 | continue; |
1091 | continue; |
1149 | } |
1092 | } |
|
|
1093 | } |
1150 | |
1094 | |
|
|
1095 | /* misc stuff that's useful */ |
1151 | if (op->contr->mode & PU_DRINK) |
1096 | if (op->contr->mode & PU_KEY) |
1152 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
1097 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1153 | { |
1098 | { |
1154 | CHK_PICK_PICKUP; |
1099 | CHK_PICK_PICKUP; |
1155 | continue; |
1100 | continue; |
1156 | } |
1101 | } |
1157 | |
1102 | |
|
|
1103 | /* any of the last 4 bits set means we use the ratio for value |
|
|
1104 | * pickups */ |
1158 | if (op->contr->mode & PU_POTION) |
1105 | if (op->contr->mode & PU_RATIO) |
1159 | if (tmp->type == POTION) |
1106 | { |
|
|
1107 | /* use value density to decide what else to grab */ |
|
|
1108 | /* >=7 was >= op->contr->mode */ |
|
|
1109 | /* >=7 is the old standard setting. Now we take the last 4 bits |
1160 | { |
1110 | */ |
1161 | CHK_PICK_PICKUP; |
|
|
1162 | continue; |
|
|
1163 | } |
|
|
1164 | |
|
|
1165 | /* spellbooks, skillscrolls and normal books/scrolls */ |
|
|
1166 | if (op->contr->mode & PU_SPELLBOOK) |
|
|
1167 | if (tmp->type == SPELLBOOK) |
|
|
1168 | { |
|
|
1169 | CHK_PICK_PICKUP; |
|
|
1170 | continue; |
|
|
1171 | } |
|
|
1172 | |
|
|
1173 | if (op->contr->mode & PU_SKILLSCROLL) |
|
|
1174 | if (tmp->type == SKILLSCROLL) |
|
|
1175 | { |
|
|
1176 | CHK_PICK_PICKUP; |
|
|
1177 | continue; |
|
|
1178 | } |
|
|
1179 | |
|
|
1180 | if (op->contr->mode & PU_READABLES) |
|
|
1181 | if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) |
|
|
1182 | { |
|
|
1183 | CHK_PICK_PICKUP; |
|
|
1184 | continue; |
|
|
1185 | } |
|
|
1186 | |
|
|
1187 | /* wands/staves/rods/horns */ |
|
|
1188 | if (op->contr->mode & PU_MAGIC_DEVICE) |
|
|
1189 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
|
|
1190 | { |
|
|
1191 | CHK_PICK_PICKUP; |
|
|
1192 | continue; |
|
|
1193 | } |
|
|
1194 | |
|
|
1195 | /* pick up all magical items */ |
|
|
1196 | if (op->contr->mode & PU_MAGICAL) |
1111 | wvratio = op->contr->mode & PU_RATIO; |
1197 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1112 | if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100) |
1198 | { |
|
|
1199 | CHK_PICK_PICKUP; |
|
|
1200 | continue; |
|
|
1201 | } |
|
|
1202 | |
|
|
1203 | if (op->contr->mode & PU_VALUABLES) |
|
|
1204 | { |
1113 | { |
1205 | if (tmp->type == MONEY || tmp->type == GEM) |
1114 | #if 0 |
|
|
1115 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
|
|
1116 | if (tmp->name != NULL) |
1206 | { |
1117 | { |
1207 | CHK_PICK_PICKUP; |
1118 | fprintf (stderr, "%s", tmp->name); |
1208 | continue; |
|
|
1209 | } |
1119 | } |
1210 | } |
|
|
1211 | |
|
|
1212 | /* rings & amulets - talismans seems to be typed AMULET */ |
|
|
1213 | if (op->contr->mode & PU_JEWELS) |
|
|
1214 | if (tmp->type == RING || tmp->type == AMULET) |
|
|
1215 | { |
|
|
1216 | CHK_PICK_PICKUP; |
|
|
1217 | continue; |
|
|
1218 | } |
|
|
1219 | |
|
|
1220 | /* we don't forget dragon food */ |
|
|
1221 | if (op->contr->mode & PU_FLESH) |
|
|
1222 | if (tmp->type == FLESH) |
|
|
1223 | { |
|
|
1224 | CHK_PICK_PICKUP; |
|
|
1225 | continue; |
|
|
1226 | } |
|
|
1227 | |
|
|
1228 | /* bows and arrows. Bows are good for selling! */ |
|
|
1229 | if (op->contr->mode & PU_BOW) |
|
|
1230 | if (tmp->type == BOW) |
|
|
1231 | { |
|
|
1232 | CHK_PICK_PICKUP; |
|
|
1233 | continue; |
|
|
1234 | } |
|
|
1235 | |
|
|
1236 | if (op->contr->mode & PU_ARROW) |
|
|
1237 | if (tmp->type == ARROW) |
|
|
1238 | { |
|
|
1239 | CHK_PICK_PICKUP; |
|
|
1240 | continue; |
|
|
1241 | } |
|
|
1242 | |
|
|
1243 | /* all kinds of armor etc. */ |
|
|
1244 | if (op->contr->mode & PU_ARMOUR) |
|
|
1245 | if (tmp->type == ARMOUR) |
|
|
1246 | { |
|
|
1247 | CHK_PICK_PICKUP; |
|
|
1248 | continue; |
|
|
1249 | } |
|
|
1250 | |
|
|
1251 | if (op->contr->mode & PU_HELMET) |
|
|
1252 | if (tmp->type == HELMET) |
|
|
1253 | { |
|
|
1254 | CHK_PICK_PICKUP; |
|
|
1255 | continue; |
|
|
1256 | } |
|
|
1257 | |
|
|
1258 | if (op->contr->mode & PU_SHIELD) |
|
|
1259 | if (tmp->type == SHIELD) |
|
|
1260 | { |
|
|
1261 | CHK_PICK_PICKUP; |
|
|
1262 | continue; |
|
|
1263 | } |
|
|
1264 | |
|
|
1265 | if (op->contr->mode & PU_BOOTS) |
|
|
1266 | if (tmp->type == BOOTS) |
|
|
1267 | { |
|
|
1268 | CHK_PICK_PICKUP; |
|
|
1269 | continue; |
|
|
1270 | } |
|
|
1271 | |
|
|
1272 | if (op->contr->mode & PU_GLOVES) |
|
|
1273 | if (tmp->type == GLOVES) |
|
|
1274 | { |
|
|
1275 | CHK_PICK_PICKUP; |
|
|
1276 | continue; |
|
|
1277 | } |
|
|
1278 | |
|
|
1279 | if (op->contr->mode & PU_CLOAK) |
|
|
1280 | if (tmp->type == CLOAK) |
|
|
1281 | { |
|
|
1282 | CHK_PICK_PICKUP; |
|
|
1283 | continue; |
|
|
1284 | } |
|
|
1285 | |
|
|
1286 | /* hoping to catch throwing daggers here */ |
|
|
1287 | if (op->contr->mode & PU_MISSILEWEAPON) |
|
|
1288 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
|
|
1289 | { |
|
|
1290 | CHK_PICK_PICKUP; |
|
|
1291 | continue; |
|
|
1292 | } |
|
|
1293 | |
|
|
1294 | /* careful: chairs and tables are weapons! */ |
|
|
1295 | if (op->contr->mode & PU_ALLWEAPON) |
|
|
1296 | { |
|
|
1297 | if (tmp->type == WEAPON && tmp->name != NULL) |
|
|
1298 | { |
|
|
1299 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL && |
|
|
1300 | strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) |
|
|
1301 | { |
|
|
1302 | CHK_PICK_PICKUP; |
|
|
1303 | continue; |
|
|
1304 | } |
|
|
1305 | } |
|
|
1306 | |
|
|
1307 | if (tmp->type == WEAPON && tmp->name == NULL) |
|
|
1308 | { |
|
|
1309 | if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL) |
|
|
1310 | { |
|
|
1311 | CHK_PICK_PICKUP; |
|
|
1312 | continue; |
|
|
1313 | } |
|
|
1314 | } |
|
|
1315 | } |
|
|
1316 | |
|
|
1317 | /* misc stuff that's useful */ |
|
|
1318 | if (op->contr->mode & PU_KEY) |
|
|
1319 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
|
|
1320 | { |
|
|
1321 | CHK_PICK_PICKUP; |
|
|
1322 | continue; |
|
|
1323 | } |
|
|
1324 | |
|
|
1325 | /* any of the last 4 bits set means we use the ratio for value |
|
|
1326 | * pickups */ |
|
|
1327 | if (op->contr->mode & PU_RATIO) |
|
|
1328 | { |
|
|
1329 | /* use value density to decide what else to grab */ |
|
|
1330 | /* >=7 was >= op->contr->mode */ |
|
|
1331 | /* >=7 is the old standard setting. Now we take the last 4 bits |
|
|
1332 | * and multiply them by 5, giving 0..15*5== 5..75 */ |
|
|
1333 | wvratio = (op->contr->mode & PU_RATIO) * 5; |
|
|
1334 | if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) |
|
|
1335 | { |
|
|
1336 | CHK_PICK_PICKUP; |
|
|
1337 | #if 0 |
|
|
1338 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
|
|
1339 | if (tmp->name != NULL) |
|
|
1340 | { |
|
|
1341 | fprintf (stderr, "%s", tmp->name); |
|
|
1342 | } |
|
|
1343 | else |
1120 | else |
1344 | fprintf (stderr, "%s", tmp->arch->archname); |
1121 | fprintf (stderr, "%s", tmp->arch->archname); |
1345 | fprintf (stderr, ",%d] = ", tmp->type); |
1122 | fprintf (stderr, ",%d] = ", tmp->type); |
1346 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1123 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))); |
1347 | #endif |
1124 | #endif |
|
|
1125 | CHK_PICK_PICKUP; |
1348 | continue; |
1126 | continue; |
1349 | } |
|
|
1350 | } |
1127 | } |
1351 | } /* the new pickup model */ |
1128 | } /* the new pickup model */ |
1352 | } |
1129 | } |
1353 | |
1130 | |
1354 | return !stop; |
1131 | return !stop; |
|
|
1132 | } |
|
|
1133 | |
|
|
1134 | /* routine for both players and monsters. We call this when |
|
|
1135 | * there is a possibility for our action distrubing our hiding |
|
|
1136 | * place or invisiblity spell. Artefact invisiblity causes |
|
|
1137 | * "noise" instead. If we arent invisible to begin with, we |
|
|
1138 | * return 0. |
|
|
1139 | */ |
|
|
1140 | static int |
|
|
1141 | action_makes_visible (object *op) |
|
|
1142 | { |
|
|
1143 | if (op->invisible && op->flag [FLAG_ALIVE]) |
|
|
1144 | { |
|
|
1145 | if (op->flag [FLAG_MAKE_INVIS]) |
|
|
1146 | { |
|
|
1147 | // artefact invisibility is permanent, but we still make noise |
|
|
1148 | // this is important for game-balance. |
|
|
1149 | if (op->contr) |
|
|
1150 | op->make_noise (); |
|
|
1151 | |
|
|
1152 | return 0; |
|
|
1153 | } |
|
|
1154 | |
|
|
1155 | if (op->contr && op->contr->tmp_invis == 0) |
|
|
1156 | return 0; |
|
|
1157 | |
|
|
1158 | /* If monsters, they should become visible */ |
|
|
1159 | if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis)) |
|
|
1160 | { |
|
|
1161 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible"); |
|
|
1162 | return 1; |
|
|
1163 | } |
|
|
1164 | } |
|
|
1165 | |
|
|
1166 | return 0; |
1355 | } |
1167 | } |
1356 | |
1168 | |
1357 | /* |
1169 | /* |
1358 | * Find an arrow in the inventory and after that |
1170 | * Find an arrow in the inventory and after that |
1359 | * in the right type container (quiver). Pointer to the |
1171 | * in the right type container (quiver). Pointer to the |
1360 | * found object is returned. |
1172 | * found object is returned. |
1361 | */ |
1173 | */ |
1362 | object * |
1174 | static object * |
1363 | find_arrow (object *op, const char *type) |
1175 | find_arrow (object *op, const char *type) |
1364 | { |
1176 | { |
1365 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1177 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1366 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
1178 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
1367 | return splay (tmp); |
1179 | return splay (tmp); |
1368 | |
1180 | |
1369 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1181 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1370 | if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type)) |
1182 | if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type)) |
1371 | if (object *arrow = find_arrow (tmp, type)) |
1183 | if (object *arrow = find_arrow (tmp, type)) |
1372 | { |
1184 | { |
1373 | splay (tmp); |
1185 | splay (tmp); |
1374 | return arrow; |
1186 | return arrow; |
1375 | } |
1187 | } |
… | |
… | |
1381 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1193 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1382 | * against the target. A full test is not performed, simply a basic test |
1194 | * against the target. A full test is not performed, simply a basic test |
1383 | * of resistances. The archer is making a quick guess at what he sees down |
1195 | * of resistances. The archer is making a quick guess at what he sees down |
1384 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1196 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1385 | */ |
1197 | */ |
1386 | object * |
1198 | static object * |
1387 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1199 | find_better_arrow (object *op, object *target, shstr_cmp type, int *better) |
1388 | { |
1200 | { |
1389 | object *tmp = NULL, *arrow, *ntmp; |
1201 | object *tmp = NULL, *arrow, *ntmp; |
1390 | int attacknum, attacktype, betterby = 0, i; |
1202 | int attacknum, attacktype, betterby = 0, i; |
1391 | |
1203 | |
1392 | if (!type) |
1204 | if (!type) |
1393 | return NULL; |
1205 | return NULL; |
1394 | |
1206 | |
1395 | for (arrow = op->inv; arrow; arrow = arrow->below) |
1207 | for (arrow = op->inv; arrow; arrow = arrow->below) |
1396 | { |
1208 | { |
1397 | if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) |
1209 | if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED]) |
1398 | { |
1210 | { |
1399 | i = 0; |
1211 | i = 0; |
1400 | ntmp = find_better_arrow (arrow, target, type, &i); |
1212 | ntmp = find_better_arrow (arrow, target, type, &i); |
|
|
1213 | |
1401 | if (i > betterby) |
1214 | if (i > betterby) |
1402 | { |
1215 | { |
1403 | tmp = ntmp; |
1216 | tmp = ntmp; |
1404 | betterby = i; |
1217 | betterby = i; |
1405 | } |
1218 | } |
1406 | } |
1219 | } |
1407 | else if (arrow->type == ARROW && arrow->race == type) |
1220 | else if (arrow->type == ARROW && arrow->race == type) |
1408 | { |
1221 | { |
1409 | /* allways prefer assasination/slaying */ |
1222 | /* allways prefer assasination/slaying */ |
1410 | if (target->race && arrow->slaying && strstr (arrow->slaying, target->race)) |
1223 | if (target->race && arrow->slaying.contains (target->race)) |
1411 | { |
1224 | { |
1412 | if (arrow->attacktype & AT_DEATH) |
1225 | if (arrow->attacktype & AT_DEATH) |
1413 | { |
1226 | { |
1414 | *better = 100; |
1227 | *better = 100; |
1415 | return arrow; |
1228 | return arrow; |
… | |
… | |
1430 | { |
1243 | { |
1431 | tmp = arrow; |
1244 | tmp = arrow; |
1432 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1245 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1433 | } |
1246 | } |
1434 | } |
1247 | } |
|
|
1248 | |
1435 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1249 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1436 | { |
1250 | { |
1437 | tmp = arrow; |
1251 | tmp = arrow; |
1438 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1252 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1439 | } |
1253 | } |
|
|
1254 | |
1440 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1255 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1441 | { |
1256 | { |
1442 | tmp = arrow; |
1257 | tmp = arrow; |
1443 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1258 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1444 | } |
1259 | } |
1445 | } |
1260 | } |
1446 | } |
1261 | } |
1447 | } |
1262 | } |
|
|
1263 | |
1448 | if (tmp == NULL && arrow == NULL) |
1264 | if (tmp == NULL && arrow == NULL) |
1449 | return find_arrow (op, type); |
1265 | return find_arrow (op, type); |
1450 | |
1266 | |
1451 | *better = betterby; |
1267 | *better = betterby; |
1452 | return tmp; |
1268 | return tmp; |
… | |
… | |
1456 | * find_better_arrow to find a decent arrow to use. |
1272 | * find_better_arrow to find a decent arrow to use. |
1457 | * op = the shooter |
1273 | * op = the shooter |
1458 | * type = bow->race |
1274 | * type = bow->race |
1459 | * dir = fire direction |
1275 | * dir = fire direction |
1460 | */ |
1276 | */ |
1461 | object * |
1277 | static object * |
1462 | pick_arrow_target (object *op, const char *type, int dir) |
1278 | pick_arrow_target (object *op, shstr_cmp type, int dir) |
1463 | { |
1279 | { |
1464 | object *tmp = NULL; |
1280 | object *tmp = NULL; |
1465 | maptile *m; |
1281 | maptile *m; |
1466 | int i, mflags, found, number; |
1282 | int i, mflags, found, number; |
1467 | sint16 x, y; |
1283 | sint16 x, y; |
… | |
… | |
1482 | for (i = 0, found = 0; i < 20; i++) |
1298 | for (i = 0, found = 0; i < 20; i++) |
1483 | { |
1299 | { |
1484 | x += freearr_x[dir]; |
1300 | x += freearr_x[dir]; |
1485 | y += freearr_y[dir]; |
1301 | y += freearr_y[dir]; |
1486 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1302 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
1303 | |
1487 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1304 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1488 | { |
1305 | { |
1489 | tmp = NULL; |
1306 | tmp = 0; |
1490 | break; |
1307 | break; |
1491 | } |
1308 | } |
1492 | else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
1309 | else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
1493 | { |
1310 | { |
1494 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1311 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1495 | * perhaps a bad assumption. |
1312 | * perhaps a bad assumption. |
1496 | */ |
1313 | */ |
1497 | tmp = NULL; |
1314 | tmp = 0; |
1498 | break; |
1315 | break; |
1499 | } |
1316 | } |
|
|
1317 | |
1500 | if (mflags & P_IS_ALIVE) |
1318 | if (mflags & P_IS_ALIVE) |
1501 | { |
|
|
1502 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1319 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1503 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1320 | if (tmp->flag [FLAG_ALIVE]) |
1504 | { |
|
|
1505 | found++; |
|
|
1506 | break; |
|
|
1507 | } |
|
|
1508 | if (found) |
|
|
1509 | break; |
1321 | break; |
1510 | } |
|
|
1511 | } |
1322 | } |
1512 | if (tmp == NULL) |
1323 | |
|
|
1324 | if (!tmp) |
1513 | return find_arrow (op, type); |
1325 | return find_arrow (op, type); |
1514 | |
1326 | |
1515 | if (tmp->head) |
1327 | if (tmp->head) |
1516 | tmp = tmp->head; |
1328 | tmp = tmp->head; |
1517 | |
1329 | |
… | |
… | |
1557 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1369 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1558 | return 0; |
1370 | return 0; |
1559 | } |
1371 | } |
1560 | |
1372 | |
1561 | // optimisation: move object to top so we will find it quickly again |
1373 | // optimisation: move object to top so we will find it quickly again |
1562 | if (bow->below) |
1374 | splay (bow); |
1563 | { |
|
|
1564 | bow->remove (); |
|
|
1565 | op->insert (bow); |
|
|
1566 | } |
|
|
1567 | |
|
|
1568 | } |
1375 | } |
1569 | |
1376 | |
1570 | if (!bow->race || !bow->skill) |
1377 | if (!bow->race || !bow->skill) |
1571 | { |
1378 | { |
1572 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1379 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
… | |
… | |
1579 | { |
1386 | { |
1580 | if (op->type == PLAYER) |
1387 | if (op->type == PLAYER) |
1581 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1388 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1582 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1389 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1583 | else |
1390 | else |
1584 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1391 | op->clr_flag (FLAG_READY_BOW); |
1585 | |
1392 | |
1586 | return 0; |
1393 | return 0; |
1587 | } |
1394 | } |
1588 | } |
1395 | } |
1589 | |
1396 | |
… | |
… | |
1598 | } |
1405 | } |
1599 | |
1406 | |
1600 | /* this should not happen, but sometimes does */ |
1407 | /* this should not happen, but sometimes does */ |
1601 | if (arrow->nrof == 0) |
1408 | if (arrow->nrof == 0) |
1602 | { |
1409 | { |
|
|
1410 | LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ()); |
1603 | arrow->destroy (); |
1411 | arrow->destroy (); |
1604 | return 0; |
1412 | return 0; |
1605 | } |
1413 | } |
1606 | |
1414 | |
1607 | left = arrow; /* these are arrows left to the player */ |
1415 | left = arrow; /* these are arrows left to the player */ |
… | |
… | |
1617 | arrow->direction = dir; |
1425 | arrow->direction = dir; |
1618 | |
1426 | |
1619 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
1427 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
1620 | arrow->stats.hp = arrow->stats.dam; |
1428 | arrow->stats.hp = arrow->stats.dam; |
1621 | arrow->stats.grace = arrow->attacktype; |
1429 | arrow->stats.grace = arrow->attacktype; |
1622 | |
1430 | arrow->custom_name = arrow->slaying; |
1623 | if (arrow->slaying) |
|
|
1624 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1625 | |
1431 | |
1626 | #if 0 |
1432 | #if 0 |
1627 | if (player *pl = op->contr) |
1433 | if (player *pl = op->contr) |
1628 | { |
1434 | { |
1629 | float speed = pl->weapon_sp; |
1435 | float speed = pl->weapon_sp; |
… | |
… | |
1639 | #endif |
1445 | #endif |
1640 | |
1446 | |
1641 | SET_ANIMATION (arrow, arrow->direction); |
1447 | SET_ANIMATION (arrow, arrow->direction); |
1642 | |
1448 | |
1643 | /* update the speed */ |
1449 | /* update the speed */ |
1644 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
|
|
1645 | + bow->stats.dam / 7.f; |
|
|
1646 | |
1450 | |
1647 | arrow->set_speed (max (arrow->speed, 2.f)); |
|
|
1648 | arrow->speed_left = 0; |
1451 | arrow->speed_left = 0; |
|
|
1452 | arrow->set_speed (max (2.f, |
|
|
1453 | ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
|
|
1454 | + bow->stats.dam / 7.f |
|
|
1455 | )); |
1649 | |
1456 | |
1650 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1457 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1651 | |
1458 | |
1652 | if (op->type == PLAYER) |
1459 | if (op->type == PLAYER) |
1653 | { |
1460 | { |
… | |
… | |
1691 | * but monsters can't. Putting that code here |
1498 | * but monsters can't. Putting that code here |
1692 | * makes the fire_bow code much cleaner. |
1499 | * makes the fire_bow code much cleaner. |
1693 | * this function should only be called if 'op' is a player, |
1500 | * this function should only be called if 'op' is a player, |
1694 | * hence the function name. |
1501 | * hence the function name. |
1695 | */ |
1502 | */ |
1696 | int |
1503 | static int |
1697 | player_fire_bow (object *op, int dir) |
1504 | player_fire_bow (object *op, int dir) |
1698 | { |
1505 | { |
1699 | int ret = 0, wcmod = 0; |
1506 | int ret; |
1700 | |
1507 | |
1701 | if (op->contr->bowtype == bow_bestarrow) |
1508 | if (op->contr->bowtype == bow_bestarrow) |
1702 | { |
1509 | { |
1703 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1510 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1704 | } |
1511 | } |
1705 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1512 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1706 | { |
1513 | { |
1707 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1514 | int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1; |
1708 | wcmod = -1; |
|
|
1709 | |
|
|
1710 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1515 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1711 | } |
1516 | } |
1712 | else if (op->contr->bowtype == bow_threewide) |
1517 | else if (op->contr->bowtype == bow_threewide) |
1713 | { |
1518 | { |
1714 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1519 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1715 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); |
1520 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); |
1716 | 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)]); |
1717 | } |
1522 | } |
1718 | else if (op->contr->bowtype == bow_spreadshot) |
1523 | else if (op->contr->bowtype == bow_spreadshot) |
1719 | { |
1524 | { |
1720 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1525 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1721 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1526 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1722 | 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); |
1723 | } |
1528 | } |
1724 | else |
1529 | else |
1725 | { |
1530 | { |
… | |
… | |
1731 | } |
1536 | } |
1732 | |
1537 | |
1733 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1538 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1734 | * Broken apart from 'fire' to keep it more readable. |
1539 | * Broken apart from 'fire' to keep it more readable. |
1735 | */ |
1540 | */ |
1736 | void |
1541 | static void |
1737 | fire_misc_object (object *op, int dir) |
1542 | fire_misc_object (object *op, int dir) |
1738 | { |
1543 | { |
1739 | object *item = op->contr->ranged_ob; |
1544 | object *item = op->contr->ranged_ob; |
1740 | |
1545 | |
1741 | if (!item) |
1546 | if (!item) |
… | |
… | |
1748 | { |
1553 | { |
1749 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1554 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1750 | return; |
1555 | return; |
1751 | } |
1556 | } |
1752 | |
1557 | |
1753 | if (!op->change_weapon (item)) |
1558 | if (!op->apply (item)) |
1754 | return; |
1559 | return; |
1755 | |
1560 | |
1756 | if (item->type == WAND) |
1561 | if (item->type == WAND) |
1757 | { |
1562 | { |
1758 | if (item->stats.food <= 0) |
1563 | if (item->stats.food <= 0) |
… | |
… | |
1763 | return; |
1568 | return; |
1764 | } |
1569 | } |
1765 | } |
1570 | } |
1766 | else if (item->type == ROD || item->type == HORN) |
1571 | else if (item->type == ROD || item->type == HORN) |
1767 | { |
1572 | { |
1768 | sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace); |
1573 | sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace); |
1769 | |
1574 | |
1770 | // using the maximum of the rods charge allows at least one spell cast |
1575 | // using the maximum of the rods charge allows at least one spell cast |
1771 | // for a rod or horn, this fixes some broken rods. |
1576 | // for a rod or horn, this fixes some broken rods. |
1772 | if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) |
1577 | if (item->stats.hp < min (spell_sp, item->stats.maxhp)) |
1773 | { |
1578 | { |
1774 | op->contr->play_sound (sound_find ("wand_poof")); |
1579 | op->contr->play_sound (sound_find ("wand_poof")); |
1775 | |
1580 | |
1776 | if (item->type == ROD) |
1581 | if (item->type == ROD) |
1777 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1582 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
… | |
… | |
1782 | } |
1587 | } |
1783 | } |
1588 | } |
1784 | |
1589 | |
1785 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1590 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1786 | { |
1591 | { |
1787 | SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ |
1592 | item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */ |
|
|
1593 | |
1788 | if (item->type == WAND) |
1594 | if (item->type == WAND) |
1789 | { |
1595 | { |
1790 | if (!(--item->stats.food)) |
1596 | if (!(--item->stats.food)) |
1791 | { |
1597 | { |
1792 | object *tmp; |
1598 | object *tmp; |
1793 | |
1599 | |
1794 | if (item->arch) |
1600 | if (item->arch) |
1795 | { |
1601 | { |
1796 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1602 | item->clr_flag (FLAG_ANIMATE); |
1797 | item->face = item->arch->face; |
1603 | item->face = item->arch->face; |
1798 | item->set_speed (0); |
1604 | item->set_speed (0); |
1799 | } |
1605 | } |
1800 | |
1606 | |
1801 | if (object *pl = item->visible_to ()) |
1607 | if (object *pl = item->visible_to ()) |
… | |
… | |
1808 | } |
1614 | } |
1809 | |
1615 | |
1810 | /* Received a fire command for the player - go and do it. |
1616 | /* Received a fire command for the player - go and do it. |
1811 | */ |
1617 | */ |
1812 | bool |
1618 | bool |
1813 | fire (object *op, int dir) |
1619 | fire (object *who, int dir) |
1814 | { |
1620 | { |
1815 | int spellcost = 0; |
1621 | int spellcost = 0; |
1816 | |
1622 | |
1817 | /* check for loss of invisiblity/hide */ |
|
|
1818 | if (action_makes_visible (op)) |
|
|
1819 | make_visible (op); |
|
|
1820 | |
|
|
1821 | player *pl = op->contr; |
1623 | player *pl = who->contr; |
1822 | |
1624 | |
1823 | if (pl->golem) |
1625 | if (pl->golem) |
1824 | { |
1626 | { |
1825 | control_golem (op->contr->golem, dir); |
1627 | control_golem (who->contr->golem, dir); |
1826 | return false; |
1628 | return false; |
1827 | } |
1629 | } |
1828 | |
1630 | |
1829 | object *ob = pl->ranged_ob; |
1631 | object *ob = pl->ranged_ob; |
1830 | |
1632 | |
1831 | if (!ob) |
1633 | if (!ob) |
1832 | return false; |
1634 | return false; |
1833 | |
1635 | |
1834 | if (!op->change_weapon (ob)) |
|
|
1835 | return false; |
|
|
1836 | |
|
|
1837 | if (op->speed_left > 0.f) |
1636 | if (who->speed_left > 0.f) |
1838 | --op->speed_left; |
1637 | --who->speed_left; |
1839 | else |
1638 | else |
1840 | return false; |
1639 | return false; |
1841 | |
1640 | |
|
|
1641 | if (!who->apply (ob)) |
|
|
1642 | return false; |
|
|
1643 | |
|
|
1644 | /* check for loss of invisiblity/hide */ |
|
|
1645 | if (action_makes_visible (who)) |
|
|
1646 | make_visible (who); |
|
|
1647 | |
1842 | switch (ob->type) |
1648 | switch (ob->type) |
1843 | { |
1649 | { |
1844 | case BOW: |
1650 | case BOW: |
1845 | player_fire_bow (op, dir); |
1651 | player_fire_bow (who, dir); |
1846 | break; |
1652 | break; |
1847 | |
1653 | |
1848 | case SPELL: |
1654 | case SPELL: |
1849 | spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); |
1655 | spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0); |
1850 | break; |
1656 | break; |
1851 | |
1657 | |
1852 | case BUILDER: |
1658 | case BUILDER: |
1853 | apply_map_builder (op, dir); |
1659 | apply_map_builder (who, dir); |
1854 | break; |
1660 | break; |
1855 | |
1661 | |
1856 | case SKILL: |
1662 | case SKILL: |
1857 | do_skill (op, op, ob, dir, 0); |
1663 | do_skill (who, who, ob, dir, 0); |
1858 | break; |
1664 | break; |
1859 | |
1665 | |
|
|
1666 | case RANGED: |
|
|
1667 | do_skill (who, ob, who->chosen_skill, dir, 0); |
|
|
1668 | break; |
|
|
1669 | |
1860 | default: |
1670 | default: |
1861 | fire_misc_object (op, dir); |
1671 | fire_misc_object (who, dir); |
1862 | break; |
1672 | break; |
1863 | } |
1673 | } |
1864 | |
1674 | |
1865 | return true; |
1675 | return true; |
1866 | } |
1676 | } |
1867 | |
1677 | |
1868 | /* find_key |
1678 | static object * |
1869 | * We try to find a key for the door as passed. If we find a key |
|
|
1870 | * and successfully use it, we return the key, otherwise NULL |
|
|
1871 | * This function merges both normal and locked door, since the logic |
|
|
1872 | * for both is the same - just the specific key is different. |
|
|
1873 | * pl is the player, |
|
|
1874 | * inv is the objects inventory to searched |
|
|
1875 | * door is the door we are trying to match against. |
|
|
1876 | * This function can be called recursively to search containers. |
|
|
1877 | */ |
|
|
1878 | object * |
|
|
1879 | find_key (object *pl, object *container, object *door) |
1679 | find_key_ (object *pl, object *container, object *door) |
1880 | { |
1680 | { |
1881 | object *tmp, *key; |
1681 | object *tmp, *key; |
1882 | |
1682 | |
1883 | /* Should not happen, but sanity checking is never bad */ |
1683 | /* Should not happen, but sanity checking is never bad */ |
1884 | if (!container->inv) |
1684 | if (!container->inv) |
… | |
… | |
1887 | /* First, lets try to find a key in the top level inventory */ |
1687 | /* First, lets try to find a key in the top level inventory */ |
1888 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1688 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1889 | { |
1689 | { |
1890 | if (door->type == DOOR && tmp->type == KEY) |
1690 | if (door->type == DOOR && tmp->type == KEY) |
1891 | break; |
1691 | break; |
|
|
1692 | |
1892 | /* For sanity, we should really check door type, but other stuff |
1693 | /* For sanity, we should really check door type, but other stuff |
1893 | * (like containers) can be locked with special keys |
1694 | * (like containers) can be locked with special keys |
1894 | */ |
1695 | */ |
1895 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1696 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1896 | break; |
1697 | break; |
… | |
… | |
1902 | * a key, return |
1703 | * a key, return |
1903 | */ |
1704 | */ |
1904 | if (!tmp) |
1705 | if (!tmp) |
1905 | { |
1706 | { |
1906 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1707 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1907 | { |
|
|
1908 | /* No reason to search empty containers */ |
1708 | /* No reason to search empty containers */ |
1909 | if (tmp->type == CONTAINER && tmp->inv) |
1709 | if (tmp->type == CONTAINER && tmp->inv) |
1910 | { |
|
|
1911 | if ((key = find_key (pl, tmp, door))) |
1710 | if ((key = find_key_ (pl, tmp, door))) |
1912 | return key; |
1711 | return key; |
1913 | } |
|
|
1914 | } |
|
|
1915 | |
1712 | |
1916 | if (!tmp) |
1713 | if (!tmp) |
1917 | return NULL; |
1714 | return 0; |
1918 | } |
1715 | } |
1919 | |
1716 | |
1920 | /* We get down here if we have found a key. Now if its in a container, |
1717 | /* We get down here if we have found a key. Now if its in a container, |
1921 | * see if we actually want to use it |
1718 | * see if we actually want to use it |
1922 | */ |
1719 | */ |
1923 | if (pl != container) |
1720 | if (pl != container) |
1924 | { |
1721 | { |
1925 | /* Only let players use keys in containers */ |
1722 | /* Only let players use keys in containers */ |
1926 | if (!pl->contr) |
1723 | if (!pl->contr) |
1927 | return NULL; |
1724 | return 0; |
|
|
1725 | |
1928 | /* cases where this fails: |
1726 | /* cases where this fails: |
1929 | * If we only search the player inventory, return now since we |
1727 | * If we only search the player inventory, return now since we |
1930 | * are not in the players inventory. |
1728 | * are not in the players inventory. |
1931 | * If the container is not active, return now since only active |
1729 | * If the container is not active, return now since only active |
1932 | * containers can be used. |
1730 | * containers can be used. |
… | |
… | |
1936 | * inv must have been an container and must have been active. |
1734 | * inv must have been an container and must have been active. |
1937 | * |
1735 | * |
1938 | * Change the color so that the message doesn't disappear with |
1736 | * Change the color so that the message doesn't disappear with |
1939 | * all the others. |
1737 | * all the others. |
1940 | */ |
1738 | */ |
1941 | if (pl->contr->usekeys == key_inventory || |
1739 | if (pl->contr->usekeys == key_inventory |
1942 | !QUERY_FLAG (container, FLAG_APPLIED) || |
1740 | || !container->flag [FLAG_APPLIED] |
1943 | (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) |
1741 | || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) |
1944 | { |
1742 | { |
1945 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1743 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1946 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1744 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1947 | return NULL; |
1745 | return NULL; |
1948 | } |
1746 | } |
1949 | } |
1747 | } |
1950 | |
1748 | |
1951 | return tmp; |
1749 | return tmp; |
|
|
1750 | } |
|
|
1751 | |
|
|
1752 | /* find_key |
|
|
1753 | * We try to find a key for the door as passed. If we find a key |
|
|
1754 | * and successfully use it, we return the key, otherwise NULL |
|
|
1755 | * This function merges both normal and locked door, since the logic |
|
|
1756 | * for both is the same - just the specific key is different. |
|
|
1757 | * pl is the player, |
|
|
1758 | * inv is the objects inventory to searched |
|
|
1759 | * door is the door we are trying to match against. |
|
|
1760 | * This function can be called recursively to search containers. |
|
|
1761 | */ |
|
|
1762 | object * |
|
|
1763 | find_key (object *pl, object *container, object *door) |
|
|
1764 | { |
|
|
1765 | if (door->slaying && is_match_expr (door->slaying)) |
|
|
1766 | { |
|
|
1767 | // for match expressions, we try to find the key by applying the match |
|
|
1768 | // to the op itself, which is supposed to find the "key", instead |
|
|
1769 | // of searching through containers ourselves. |
|
|
1770 | |
|
|
1771 | return match_one (door->slaying, container, door, pl, pl); |
|
|
1772 | } |
|
|
1773 | else |
|
|
1774 | return find_key_ (pl, container, door); |
1952 | } |
1775 | } |
1953 | |
1776 | |
1954 | /* moved door processing out of move_player_attack. |
1777 | /* moved door processing out of move_player_attack. |
1955 | * returns 1 if player has opened the door with a key |
1778 | * returns 1 if player has opened the door with a key |
1956 | * such that the caller should not do anything more, |
1779 | * such that the caller should not do anything more, |
… | |
… | |
2006 | * going to try and move (not fire weapons). |
1829 | * going to try and move (not fire weapons). |
2007 | */ |
1830 | */ |
2008 | bool |
1831 | bool |
2009 | move_player_attack (object *op, int dir) |
1832 | move_player_attack (object *op, int dir) |
2010 | { |
1833 | { |
2011 | int on_battleground; |
1834 | if (!op->contr->braced && op->speed_left > 0.f && op->move (dir)) |
|
|
1835 | { |
|
|
1836 | --op->speed_left; |
|
|
1837 | return true; |
|
|
1838 | } |
2012 | |
1839 | |
2013 | sint16 nx = freearr_x[dir] + op->x; |
1840 | sint16 nx = freearr_x[dir] + op->x; |
2014 | sint16 ny = freearr_y[dir] + op->y; |
1841 | sint16 ny = freearr_y[dir] + op->y; |
2015 | |
1842 | |
2016 | on_battleground = op_on_battleground (op, 0, 0); |
|
|
2017 | |
|
|
2018 | if (out_of_map (op->map, nx, ny)) |
1843 | if (out_of_map (op->map, nx, ny)) |
2019 | return false; |
1844 | return false; |
2020 | |
|
|
2021 | if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) |
|
|
2022 | { |
|
|
2023 | --op->speed_left; |
|
|
2024 | return true; |
|
|
2025 | } |
|
|
2026 | |
1845 | |
2027 | /* If braced, or can't move to the square, and it is not out of the |
1846 | /* If braced, or can't move to the square, and it is not out of the |
2028 | * map, attack it. Note order of if statement is important - don't |
1847 | * map, attack it. Note order of if statement is important - don't |
2029 | * want to be calling move_ob if braced, because move_ob will move the |
1848 | * want to be calling move_ob if braced, because move_ob will move the |
2030 | * player. This is a pretty nasty hack, because if we could |
1849 | * player. This is a pretty nasty hack, because if we could |
… | |
… | |
2048 | || mon->flag [FLAG_CAN_ROLL]) |
1867 | || mon->flag [FLAG_CAN_ROLL]) |
2049 | && mon != op) |
1868 | && mon != op) |
2050 | break; |
1869 | break; |
2051 | } |
1870 | } |
2052 | |
1871 | |
2053 | if (!mon) /* This happens anytime the player tries to move */ |
1872 | /* no monster == player tries to move into a wall or so */ |
2054 | return false; /* into a wall */ |
1873 | if (!mon) |
|
|
1874 | { |
|
|
1875 | for (object *ob = m->at (nx, ny).top; ob; ob = ob->below) |
|
|
1876 | if (op->move_type & ob->move_block) |
|
|
1877 | { |
|
|
1878 | if (ob->move_block == MOVE_ALL) |
|
|
1879 | move_into_wall (op, ob); |
|
|
1880 | else |
|
|
1881 | { |
|
|
1882 | if (op->contr->ns->bumpmsg) |
|
|
1883 | { |
|
|
1884 | op->play_sound (sound_find ("blocked_move")); |
|
|
1885 | |
|
|
1886 | op->statusmsg (ob->invisible |
|
|
1887 | ? "Something blocks you." |
|
|
1888 | : format ("Something blocks you from entering the %s.", query_name (ob)) |
|
|
1889 | ); |
|
|
1890 | } |
|
|
1891 | } |
|
|
1892 | |
|
|
1893 | break; |
|
|
1894 | } |
|
|
1895 | |
|
|
1896 | return false; |
|
|
1897 | } |
2055 | |
1898 | |
2056 | mon = mon->head_ (); |
1899 | mon = mon->head_ (); |
2057 | |
1900 | |
2058 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
1901 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
2059 | if (op->contr->weapon_sp_left > 0.f) |
1902 | if (op->contr->weapon_sp_left > 0.f) |
… | |
… | |
2077 | */ |
1920 | */ |
2078 | if (op->type == PLAYER |
1921 | if (op->type == PLAYER |
2079 | && ((mon->owner && mon->owner->contr |
1922 | && ((mon->owner && mon->owner->contr |
2080 | && same_party (mon->owner->contr->party, op->contr->party)) |
1923 | && same_party (mon->owner->contr->party, op->contr->party)) |
2081 | || mon->owner == op) |
1924 | || mon->owner == op) |
2082 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
1925 | && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])) |
2083 | { |
1926 | { |
2084 | /* If we're braced, we don't want to switch places with it */ |
1927 | /* If we're braced, we don't want to switch places with it */ |
2085 | if (op->contr->braced) |
1928 | if (op->contr->braced) |
2086 | return false; |
1929 | return false; |
2087 | |
1930 | |
… | |
… | |
2090 | --op->speed_left; |
1933 | --op->speed_left; |
2091 | |
1934 | |
2092 | op->play_sound (sound_find ("push_player")); |
1935 | op->play_sound (sound_find ("push_player")); |
2093 | push_ob (mon, dir, op); |
1936 | push_ob (mon, dir, op); |
2094 | |
1937 | |
2095 | if (op->contr->tmp_invis || op->hide) |
1938 | if (action_makes_visible (op)) |
2096 | make_visible (op); |
1939 | make_visible (op); |
2097 | |
1940 | |
2098 | return true; |
1941 | return true; |
2099 | } |
1942 | } |
2100 | else |
1943 | else |
2101 | return false; |
1944 | return false; |
2102 | } |
1945 | } |
|
|
1946 | |
|
|
1947 | bool on_battleground = op_on_battleground (op, 0, 0); |
2103 | |
1948 | |
2104 | /* in certain circumstances, you shouldn't attack friendly |
1949 | /* in certain circumstances, you shouldn't attack friendly |
2105 | * creatures. Note that if you are braced, you can't push |
1950 | * creatures. Note that if you are braced, you can't push |
2106 | * someone, but put it inside this loop so that you won't |
1951 | * someone, but put it inside this loop so that you won't |
2107 | * attack them either. |
1952 | * attack them either. |
2108 | */ |
1953 | */ |
2109 | if ((mon->type == PLAYER || mon->enemy != op) |
1954 | if ((mon->type == PLAYER || mon->enemy != op) |
2110 | && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) |
1955 | && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]) |
2111 | && ((op->contr->peaceful |
1956 | && ((op->contr->peaceful |
2112 | || (mon->type == PLAYER && mon->contr->peaceful)) |
1957 | || (mon->type == PLAYER && mon->contr->peaceful)) |
2113 | && !on_battleground)) |
1958 | && !on_battleground)) |
2114 | { |
1959 | { |
2115 | if (op->speed_left > 0.f) |
1960 | if (op->speed_left > 0.f) |
… | |
… | |
2122 | push_ob (mon, dir, op); |
1967 | push_ob (mon, dir, op); |
2123 | } |
1968 | } |
2124 | else |
1969 | else |
2125 | op->statusmsg ("You withhold your attack"); |
1970 | op->statusmsg ("You withhold your attack"); |
2126 | |
1971 | |
2127 | if (op->contr->tmp_invis || op->hide) |
1972 | if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN]) |
2128 | make_visible (op); |
1973 | make_visible (op); |
2129 | |
1974 | |
2130 | return true; |
1975 | return true; |
2131 | } |
1976 | } |
2132 | } |
1977 | } |
2133 | /* If the object is a boulder or other rollable object, then |
1978 | /* If the object is a boulder or other rollable object, then |
2134 | * roll it if not braced. You can't roll it if you are braced. |
1979 | * roll it if not braced. You can't roll it if you are braced. |
2135 | */ |
1980 | */ |
2136 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
1981 | else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced)) |
2137 | { |
1982 | { |
2138 | if (op->speed_left > 0.f) |
1983 | if (op->speed_left > 0.f) |
2139 | { |
1984 | { |
2140 | --op->speed_left; |
1985 | --op->speed_left; |
2141 | |
1986 | |
… | |
… | |
2150 | * Way it works is like this: First, it must have some hit points |
1995 | * Way it works is like this: First, it must have some hit points |
2151 | * and be living. Then, it must be one of the following: |
1996 | * and be living. Then, it must be one of the following: |
2152 | * 1) Not a player, 2) A player, but of a different party. Note |
1997 | * 1) Not a player, 2) A player, but of a different party. Note |
2153 | * that party_number -1 is no party, so attacks can still happen. |
1998 | * that party_number -1 is no party, so attacks can still happen. |
2154 | */ |
1999 | */ |
2155 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2000 | else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] && |
2156 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2001 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2157 | { |
2002 | { |
2158 | if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) |
2003 | if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) |
2159 | { |
2004 | { |
2160 | --op->contr->weapon_sp_left; |
2005 | --op->contr->weapon_sp_left; |
… | |
… | |
2172 | } |
2017 | } |
2173 | |
2018 | |
2174 | bool |
2019 | bool |
2175 | move_player (object *op, int dir) |
2020 | move_player (object *op, int dir) |
2176 | { |
2021 | { |
2177 | int pick; |
|
|
2178 | |
|
|
2179 | if (!op->map || op->map->in_memory != MAP_ACTIVE) |
2022 | if (!op->map || op->map->state != MAP_ACTIVE) |
2180 | return 0; |
2023 | return 0; |
2181 | |
2024 | |
2182 | /* Sanity check: make sure dir is valid */ |
2025 | /* Sanity check: make sure dir is valid */ |
2183 | if ((dir < 0) || (dir >= 9)) |
2026 | if (dir < 0 || dir > 8) |
2184 | { |
2027 | { |
2185 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2028 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2186 | return 0; |
2029 | return 0; |
2187 | } |
2030 | } |
2188 | |
2031 | |
2189 | /* peterm: added following line */ |
2032 | /* peterm: added following line */ |
2190 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2033 | if (op->flag [FLAG_CONFUSED] && dir) |
2191 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2034 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2192 | |
2035 | |
2193 | op->facing = dir; |
2036 | op->facing = dir; |
2194 | |
2037 | |
2195 | if (op->hide) |
2038 | if (op->flag [FLAG_HIDDEN]) |
2196 | do_hidden_move (op); |
2039 | do_hidden_move (op); |
2197 | |
2040 | |
2198 | bool retval; |
2041 | bool retval; |
|
|
2042 | int pick = 0; |
2199 | |
2043 | |
2200 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2044 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2201 | retval = RESULT_INT (0); |
2045 | retval = RESULT_INT (0); |
2202 | else if (op->contr->fire_on) |
2046 | else if (op->contr->fire_on) |
2203 | retval = fire (op, dir); |
2047 | retval = fire (op, dir); |
… | |
… | |
2234 | * players. |
2078 | * players. |
2235 | */ |
2079 | */ |
2236 | bool |
2080 | bool |
2237 | handle_newcs_player (object *op) |
2081 | handle_newcs_player (object *op) |
2238 | { |
2082 | { |
2239 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2083 | if (op->flag [FLAG_SCARED]) |
2240 | { |
2084 | { |
2241 | if (op->speed_left > 0.f) |
2085 | if (op->speed_left > 0.f) |
2242 | { |
2086 | { |
2243 | --op->speed_left; |
2087 | --op->speed_left; |
2244 | flee_player (op); |
2088 | flee_player (op); |
… | |
… | |
2260 | return move_player (op, op->direction); |
2104 | return move_player (op, op->direction); |
2261 | |
2105 | |
2262 | return false; |
2106 | return false; |
2263 | } |
2107 | } |
2264 | |
2108 | |
2265 | int |
2109 | static int |
2266 | save_life (object *op) |
2110 | save_life (object *op) |
2267 | { |
2111 | { |
2268 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2112 | if (!op->flag [FLAG_LIFESAVE]) |
2269 | return 0; |
2113 | return 0; |
2270 | |
2114 | |
2271 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2115 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2272 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2116 | if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE]) |
2273 | { |
2117 | { |
2274 | op->play_sound (sound_find ("ob_evaporate")); |
2118 | op->play_sound (sound_find ("ob_evaporate")); |
2275 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2119 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2276 | |
2120 | |
2277 | tmp->destroy (); |
2121 | tmp->destroy (); |
2278 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2122 | op->clr_flag (FLAG_LIFESAVE); |
2279 | |
2123 | |
2280 | if (op->stats.hp < 0) |
2124 | if (op->stats.hp < 0) |
2281 | op->stats.hp = op->stats.maxhp; |
2125 | op->stats.hp = op->stats.maxhp; |
2282 | |
2126 | |
2283 | if (op->stats.food < 0) |
2127 | if (op->stats.food < 0) |
2284 | op->stats.food = 999; |
2128 | op->stats.food = MAX_FOOD; |
2285 | |
2129 | |
2286 | op->update_stats (); |
2130 | op->update_stats (); |
2287 | return 1; |
2131 | return 1; |
2288 | } |
2132 | } |
2289 | |
2133 | |
2290 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2134 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2291 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2135 | op->clr_flag (FLAG_LIFESAVE); |
2292 | enter_player_savebed (op); /* bring him home. */ |
2136 | enter_player_savebed (op); /* bring him home. */ |
2293 | return 0; |
2137 | return 0; |
2294 | } |
2138 | } |
2295 | |
2139 | |
2296 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2140 | /* This goes throws the inventory and removes unpaid objects, and puts them |
… | |
… | |
2303 | { |
2147 | { |
2304 | while (op) |
2148 | while (op) |
2305 | { |
2149 | { |
2306 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2150 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2307 | |
2151 | |
2308 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2152 | if (op->flag [FLAG_UNPAID]) |
2309 | op->insert_at (env); |
2153 | op->insert_at (env); |
2310 | else if (op->inv) |
2154 | else if (op->inv) |
2311 | drop_unpaid_items (op->inv, env); |
2155 | drop_unpaid_items (op->inv, env); |
2312 | |
2156 | |
2313 | op = next; |
2157 | op = next; |
… | |
… | |
2319 | { |
2163 | { |
2320 | if (!flag [FLAG_REMOVED]) |
2164 | if (!flag [FLAG_REMOVED]) |
2321 | ::drop_unpaid_items (inv, this); |
2165 | ::drop_unpaid_items (inv, this); |
2322 | } |
2166 | } |
2323 | |
2167 | |
2324 | /* |
|
|
2325 | * Returns pointer a static string containing gravestone text |
|
|
2326 | * Moved from apply.c to player.c - player.c is what |
|
|
2327 | * actually uses this function. player.c may not be quite the |
|
|
2328 | * best, a misc file for object actions is probably better, |
|
|
2329 | * but there isn't one in the server directory. |
|
|
2330 | */ |
|
|
2331 | const char * |
|
|
2332 | gravestone_text (object *op) |
|
|
2333 | { |
|
|
2334 | static dynbuf_text buf; |
|
|
2335 | |
|
|
2336 | buf << "---- R.I.P. ----\n\n"; |
|
|
2337 | op->name; |
|
|
2338 | |
|
|
2339 | if (op->type == PLAYER) |
|
|
2340 | buf << " the " << op->contr->title; |
|
|
2341 | |
|
|
2342 | buf << "\n\n"; |
|
|
2343 | |
|
|
2344 | buf << "who was level "; |
|
|
2345 | buf << (sint32)op->level << "\n\n" // OO breakdown |
|
|
2346 | << " when " << (op->contr ? "killed" : "died") << "\n\n"; |
|
|
2347 | |
|
|
2348 | if (op->type == PLAYER) |
|
|
2349 | buf << "by " << op->contr->killer_name () << ".\n\n"; |
|
|
2350 | |
|
|
2351 | { |
|
|
2352 | static char buf2[128]; |
|
|
2353 | time_t now = time (NULL); |
|
|
2354 | strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now)); |
|
|
2355 | buf << buf2; |
|
|
2356 | } |
|
|
2357 | |
|
|
2358 | return buf; |
|
|
2359 | } |
|
|
2360 | |
|
|
2361 | void |
2168 | void |
2362 | do_some_living (object *op) |
2169 | do_some_living (object *op) |
2363 | { |
2170 | { |
2364 | int last_food = op->stats.food; |
2171 | int last_food = op->stats.food; |
2365 | int gen_hp, gen_sp, gen_grace; |
2172 | int gen_hp, gen_sp, gen_grace; |
2366 | int over_hp, over_sp, over_grace; |
|
|
2367 | int i; |
2173 | int i; |
2368 | int rate_hp = 1200; |
2174 | int rate_hp = 1200; |
2369 | int rate_sp = 2500; |
2175 | int rate_sp = 2500; |
2370 | int rate_grace = 2000; |
2176 | int rate_grace = 2000; |
2371 | const int max_hp = 1; |
2177 | const int max_hp = 1; |
… | |
… | |
2377 | op->invisible = 1000; |
2183 | op->invisible = 1000; |
2378 | /* the socket code flashes the player visible/invisible |
2184 | /* the socket code flashes the player visible/invisible |
2379 | * depending on the value of invisible, so we need to |
2185 | * depending on the value of invisible, so we need to |
2380 | * alternate it here for it to work correctly. |
2186 | * alternate it here for it to work correctly. |
2381 | */ |
2187 | */ |
2382 | if (pticks & 2) |
2188 | if (server_tick & 2) |
2383 | op->invisible--; |
2189 | op->invisible--; |
2384 | } |
2190 | } |
2385 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
2191 | else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS])) |
2386 | { |
2192 | { |
2387 | if (!op->invisible--) |
2193 | if (!op->invisible--) |
2388 | { |
2194 | { |
2389 | make_visible (op); |
2195 | make_visible (op); |
2390 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
2196 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
… | |
… | |
2424 | if (--op->last_grace < 0) |
2230 | if (--op->last_grace < 0) |
2425 | { |
2231 | { |
2426 | if (op->stats.grace < op->stats.maxgrace / 2) |
2232 | if (op->stats.grace < op->stats.maxgrace / 2) |
2427 | op->stats.grace++; /* no penalty in food for regaining grace */ |
2233 | op->stats.grace++; /* no penalty in food for regaining grace */ |
2428 | |
2234 | |
|
|
2235 | int temp = gen_grace < 20 ? 30 : gen_grace + 10; |
|
|
2236 | |
2429 | if (max_grace > 1) |
2237 | if (max_grace > 1) |
2430 | { |
2238 | { |
2431 | over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; |
2239 | int over_grace = temp / rate_grace; |
|
|
2240 | |
2432 | if (over_grace > 0) |
2241 | if (over_grace > 0) |
2433 | { |
2242 | { |
2434 | op->stats.sp += over_grace |
2243 | op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0; |
2435 | + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0; |
|
|
2436 | op->last_grace = 0; |
2244 | op->last_grace = 0; |
2437 | } |
2245 | } |
2438 | else |
2246 | else |
2439 | { |
2247 | op->last_grace = rate_grace / temp; |
2440 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
|
|
2441 | } |
|
|
2442 | } |
2248 | } |
2443 | else |
2249 | else |
2444 | { |
2250 | op->last_grace = rate_grace / temp; |
2445 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2251 | |
2446 | } |
|
|
2447 | /* wearing stuff doesn't detract from grace generation. */ |
2252 | /* wearing stuff doesn't detract from grace generation. */ |
2448 | } |
2253 | } |
2449 | |
2254 | |
2450 | if (op->stats.food > 0) |
2255 | if (op->stats.food > 0) |
2451 | { |
2256 | { |
… | |
… | |
2457 | if (op->stats.sp < op->stats.maxsp) |
2262 | if (op->stats.sp < op->stats.maxsp) |
2458 | { |
2263 | { |
2459 | op->stats.sp++; |
2264 | op->stats.sp++; |
2460 | |
2265 | |
2461 | /* dms do not consume food */ |
2266 | /* dms do not consume food */ |
2462 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2267 | if (!op->flag [FLAG_WIZ]) |
2463 | { |
2268 | { |
2464 | op->stats.food--; |
2269 | op->stats.food--; |
2465 | |
2270 | |
2466 | if (op->contr->digestion < 0) |
2271 | if (op->contr->digestion < 0) |
2467 | op->stats.food += op->contr->digestion; |
2272 | op->stats.food += op->contr->digestion; |
… | |
… | |
2470 | } |
2275 | } |
2471 | } |
2276 | } |
2472 | |
2277 | |
2473 | if (max_sp > 1) |
2278 | if (max_sp > 1) |
2474 | { |
2279 | { |
2475 | over_sp = (gen_sp + 10) / rate_sp; |
2280 | int over_sp = (gen_sp + 10) / rate_sp; |
2476 | if (over_sp > 0) |
2281 | if (over_sp > 0) |
2477 | { |
2282 | { |
2478 | if (op->stats.sp < op->stats.maxsp) |
2283 | if (op->stats.sp < op->stats.maxsp) |
2479 | { |
2284 | { |
2480 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
2285 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
… | |
… | |
2501 | if (op->stats.hp < op->stats.maxhp) |
2306 | if (op->stats.hp < op->stats.maxhp) |
2502 | { |
2307 | { |
2503 | op->stats.hp++; |
2308 | op->stats.hp++; |
2504 | |
2309 | |
2505 | /* dms do not consume food */ |
2310 | /* dms do not consume food */ |
2506 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2311 | if (!op->flag [FLAG_WIZ]) |
2507 | { |
2312 | { |
2508 | op->stats.food--; |
2313 | op->stats.food--; |
2509 | |
2314 | |
2510 | if (op->contr->digestion < 0) |
2315 | if (op->contr->digestion < 0) |
2511 | op->stats.food += op->contr->digestion; |
2316 | op->stats.food += op->contr->digestion; |
2512 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2317 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2513 | op->stats.food = last_food; |
2318 | op->stats.food = last_food; |
2514 | } |
2319 | } |
2515 | } |
2320 | } |
2516 | |
2321 | |
|
|
2322 | int temp = gen_hp < 20 ? 30 : gen_hp + 10; |
|
|
2323 | |
2517 | if (max_hp > 1) |
2324 | if (max_hp > 1) |
2518 | { |
2325 | { |
2519 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
2326 | int over_hp = temp / rate_hp; |
2520 | |
2327 | |
2521 | if (over_hp > 0) |
2328 | if (over_hp > 0) |
2522 | { |
2329 | { |
2523 | op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
2330 | op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0; |
2524 | op->last_heal = 0; |
2331 | op->last_heal = 0; |
2525 | } |
2332 | } |
2526 | else |
2333 | else |
2527 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2334 | op->last_heal = rate_hp / temp; |
2528 | } |
2335 | } |
2529 | else |
2336 | else |
2530 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2337 | op->last_heal = rate_hp / temp; |
2531 | } |
2338 | } |
2532 | } |
2339 | } |
2533 | |
2340 | |
2534 | /* Digestion */ |
2341 | /* Digestion */ |
2535 | if (--op->last_eat < 0) |
2342 | if (--op->last_eat < 0) |
… | |
… | |
2538 | penalty = max (0, -op->contr->digestion); |
2345 | penalty = max (0, -op->contr->digestion); |
2539 | |
2346 | |
2540 | op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); |
2347 | op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); |
2541 | |
2348 | |
2542 | /* dms do not consume food */ |
2349 | /* dms do not consume food */ |
2543 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2350 | if (!op->flag [FLAG_WIZ]) |
2544 | op->stats.food--; |
2351 | op->stats.food--; |
2545 | } |
2352 | } |
2546 | |
2353 | |
2547 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2354 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2548 | { |
2355 | { |
2549 | object *tmp, *flesh = 0; |
2356 | object *flesh = 0; |
2550 | |
2357 | |
2551 | for (tmp = op->inv; tmp; tmp = tmp->below) |
2358 | for_inv_removable (op, tmp) |
2552 | { |
2359 | { |
2553 | if (!QUERY_FLAG (tmp, FLAG_UNPAID)) |
2360 | if (tmp->flag [FLAG_UNPAID]) |
|
|
2361 | continue; |
|
|
2362 | |
|
|
2363 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2554 | { |
2364 | { |
2555 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2365 | op->statusmsg ("You blindly grab for a bite of food. " |
2556 | { |
2366 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2557 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2367 | op->apply (tmp); |
2558 | manual_apply (op, tmp, 0); |
2368 | |
2559 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2369 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2560 | break; |
2370 | break; |
2561 | } |
2371 | } |
2562 | else if (tmp->type == FLESH) |
2372 | else if (tmp->type == FLESH) |
2563 | flesh = tmp; |
2373 | flesh = tmp; |
2564 | } /* End if paid for object */ |
2374 | } |
2565 | } /* end of for loop */ |
|
|
2566 | |
2375 | |
2567 | /* If player is still starving, it means they don't have any food, so |
2376 | /* If player is still starving, it means they don't have any food, so |
2568 | * eat flesh instead. |
2377 | * eat flesh instead. |
2569 | */ |
2378 | */ |
2570 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2379 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2571 | { |
2380 | { |
2572 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2381 | op->statusmsg ("You blindly grab for a bite of food. " |
|
|
2382 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2573 | manual_apply (op, flesh, 0); |
2383 | op->apply (flesh); |
2574 | } |
2384 | } |
|
|
2385 | |
|
|
2386 | // If player is still starving, alert him! |
|
|
2387 | if (op->stats.food < 0) |
|
|
2388 | op->failmsg ("You are starving! " |
|
|
2389 | "H<Eat some food to increase your food and prevent you from an untimely death.>"); |
2575 | } |
2390 | } |
2576 | |
2391 | |
2577 | if (op->stats.food < 0) |
2392 | if (op->stats.food < 0) |
2578 | { |
2393 | { |
2579 | op->stats.hp += op->stats.food; |
2394 | op->stats.hp += op->stats.food; |
2580 | op->stats.food = 0; |
2395 | op->stats.food = 0; |
|
|
2396 | |
|
|
2397 | if (op->stats.hp < 0) |
|
|
2398 | { |
|
|
2399 | op->contr->killer = archetype::get ("killer_starvation"); |
|
|
2400 | op->contr->killer->destroy (); |
2581 | } |
2401 | } |
|
|
2402 | } |
2582 | |
2403 | |
|
|
2404 | /* killer should be set here already */ |
2583 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2405 | if (op->stats.hp < 0 && !op->flag [FLAG_WIZ]) |
2584 | kill_player (op); |
2406 | kill_player (op); |
2585 | } |
2407 | } |
2586 | } |
2408 | } |
2587 | |
2409 | |
2588 | /* If the player should die (lack of hp, food, etc), we call this. |
2410 | /* If the player should die (lack of hp, food, etc), we call this. |
… | |
… | |
2592 | */ |
2414 | */ |
2593 | void |
2415 | void |
2594 | kill_player (object *op) |
2416 | kill_player (object *op) |
2595 | { |
2417 | { |
2596 | int x, y; |
2418 | int x, y; |
2597 | char buf[MAX_BUF]; |
|
|
2598 | maptile *map; /* this is for resurrection */ |
2419 | maptile *map; /* this is for resurrection */ |
2599 | int will_kill_again; |
2420 | int will_kill_again; |
2600 | archetype *at; |
2421 | archetype *at; |
2601 | object *tmp; |
2422 | object *tmp; |
2602 | |
2423 | |
2603 | if (save_life (op)) |
2424 | if (save_life (op)) |
2604 | return; |
2425 | return; |
|
|
2426 | |
|
|
2427 | dynbuf_text deathtab; |
|
|
2428 | |
|
|
2429 | /* restore player */ |
|
|
2430 | at = archetype::find (shstr_poisoning); |
|
|
2431 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2432 | { |
|
|
2433 | tmp->destroy (); |
|
|
2434 | deathtab << "Your body feels cleansed...\r"; |
|
|
2435 | } |
|
|
2436 | |
|
|
2437 | at = archetype::find (shstr_confusion); |
|
|
2438 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2439 | { |
|
|
2440 | tmp->destroy (); |
|
|
2441 | deathtab << "Your mind feels clearer...\r"; |
|
|
2442 | } |
|
|
2443 | |
|
|
2444 | cure_disease (op, 0, 0); /* remove any disease */ |
|
|
2445 | |
|
|
2446 | max_it (op->stats.hp , op->stats.maxhp); |
|
|
2447 | max_it (op->stats.sp , op->stats.maxsp); |
|
|
2448 | max_it (op->stats.grace, op->stats.maxgrace); |
|
|
2449 | max_it (op->stats.food , 200); |
|
|
2450 | |
|
|
2451 | // remove all spell effects that are active |
|
|
2452 | // to avoid long-term effects such as word-of-recall |
|
|
2453 | for (object *item = op->inv; item; ) |
|
|
2454 | { |
|
|
2455 | object *next = item->below; |
|
|
2456 | |
|
|
2457 | if (item->type == SPELL_EFFECT && item->active) |
|
|
2458 | item->destroy (); |
|
|
2459 | |
|
|
2460 | item = next; |
|
|
2461 | } |
2605 | |
2462 | |
2606 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2463 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2607 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2464 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2608 | * Look at op_on_battleground() for more info --AndreasV |
2465 | * Look at op_on_battleground() for more info --AndreasV |
2609 | */ |
2466 | */ |
2610 | if (op_on_battleground (op, &x, &y)) |
2467 | if (op_on_battleground (op, &x, &y)) |
2611 | { |
2468 | { |
2612 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2469 | deathtab << "You almost died in combat, but local medics have saved your life...\r"; |
2613 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
|
|
2614 | |
|
|
2615 | /* restore player */ |
|
|
2616 | at = archetype::find ("poisoning"); |
|
|
2617 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2618 | { |
|
|
2619 | tmp->destroy (); |
|
|
2620 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
|
|
2621 | } |
|
|
2622 | |
|
|
2623 | at = archetype::find ("confusion"); |
|
|
2624 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2625 | { |
|
|
2626 | tmp->destroy (); |
|
|
2627 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
|
|
2628 | } |
|
|
2629 | |
|
|
2630 | cure_disease (op, 0, 0); /* remove any disease */ |
|
|
2631 | op->stats.hp = op->stats.maxhp; |
|
|
2632 | if (op->stats.food <= 0) |
|
|
2633 | op->stats.food = 999; |
|
|
2634 | |
2470 | |
2635 | /* create a bodypart-trophy to make the winner happy */ |
2471 | /* create a bodypart-trophy to make the winner happy */ |
2636 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2472 | object *tmp = archetype::find (shstr_finger)->instance (); |
2637 | { |
2473 | |
2638 | tmp->name = format ("%s's finger" , &op->name); |
2474 | tmp->name = format ("%s's finger" , &op->name); |
2639 | tmp->name_pl = format ("%s's fingers", &op->name); |
2475 | tmp->name_pl = format ("%s's fingers", &op->name); |
2640 | tmp->msg = format ( |
2476 | tmp->msg = format ( |
2641 | "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", |
2477 | "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", |
2642 | &op->name, op->contr->title, |
2478 | &op->name, op->contr->title, |
2643 | (int)op->level, |
2479 | (int)op->level, |
2644 | op->contr->killer_name () |
2480 | op->contr->killer_name () |
2645 | ); |
2481 | ); |
2646 | tmp->value = 0, tmp->type = 0; |
2482 | tmp->value = 0, tmp->type = 0; |
2647 | tmp->materialname = "organics"; |
2483 | tmp->material = name_to_material (shstr_organic); |
2648 | tmp->insert_at (op, tmp); |
2484 | tmp->insert_at (op, tmp); |
2649 | } |
|
|
2650 | |
2485 | |
2651 | /* teleport defeated player to new destination */ |
2486 | /* teleport defeated player to new destination */ |
2652 | transfer_ob (op, x, y, 0, NULL); |
2487 | transfer_ob (op, x, y, 0, NULL); |
2653 | op->contr->braced = 0; |
2488 | op->contr->braced = 0; |
|
|
2489 | |
|
|
2490 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2654 | return; |
2491 | return; |
2655 | } |
2492 | } |
2656 | |
2493 | |
|
|
2494 | deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n"; |
|
|
2495 | deathtab << "T<YOU HAVE DIED>\n\n"; |
|
|
2496 | |
2657 | INVOKE_PLAYER (DEATH, op->contr); |
2497 | INVOKE_PLAYER (DEATH, op->contr); |
2658 | |
2498 | |
2659 | command_kill_pets (op, 0); |
2499 | command_kill_pets (op, 0); |
2660 | |
|
|
2661 | if (op->stats.food < 0) |
|
|
2662 | { |
|
|
2663 | op->contr->killer = archetype::get ("killer_starvation"); |
|
|
2664 | op->contr->killer->destroy (); |
|
|
2665 | } |
|
|
2666 | |
2500 | |
2667 | op->contr->play_sound (sound_find ("player_dies")); |
2501 | op->contr->play_sound (sound_find ("player_dies")); |
2668 | |
2502 | |
2669 | /* save the map location for corpse, gravestone */ |
2503 | /* save the map location for corpse, gravestone */ |
2670 | x = op->x; |
2504 | x = op->x; |
… | |
… | |
2700 | |
2534 | |
2701 | lost_a_stat = 0; |
2535 | lost_a_stat = 0; |
2702 | |
2536 | |
2703 | for (z = 0; z < num_stats_lose; z++) |
2537 | for (z = 0; z < num_stats_lose; z++) |
2704 | { |
2538 | { |
2705 | i = RANDOM () % NUM_STATS; |
2539 | i = rndm (NUM_STATS); |
2706 | |
2540 | |
2707 | if (settings.stat_loss_on_death) |
2541 | if (settings.stat_loss_on_death) |
2708 | { |
2542 | { |
2709 | /* Pick a random stat and take a point off it. Tell the player |
2543 | /* Pick a random stat and take a point off it. Tell the player |
2710 | * what he lost. |
2544 | * what he lost. |
… | |
… | |
2717 | lost_a_stat = 1; |
2551 | lost_a_stat = 1; |
2718 | } |
2552 | } |
2719 | else |
2553 | else |
2720 | { |
2554 | { |
2721 | /* deplete a stat */ |
2555 | /* deplete a stat */ |
2722 | archetype *deparch = archetype::find ("depletion"); |
2556 | archetype *deparch = archetype::find (shstr_depletion); |
2723 | object *dep; |
2557 | object *dep; |
2724 | |
2558 | |
2725 | dep = present_arch_in_ob (deparch, op); |
2559 | dep = present_arch_in_ob (deparch, op); |
2726 | if (!dep) |
2560 | if (!dep) |
2727 | { |
2561 | { |
2728 | dep = arch_to_object (deparch); |
2562 | dep = deparch->instance (); |
2729 | insert_ob_in_ob (dep, op); |
2563 | insert_ob_in_ob (dep, op); |
2730 | } |
2564 | } |
2731 | lose_this_stat = 1; |
2565 | lose_this_stat = 1; |
2732 | if (settings.balanced_stat_loss) |
2566 | if (settings.balanced_stat_loss) |
2733 | { |
2567 | { |
… | |
… | |
2761 | } |
2595 | } |
2762 | } |
2596 | } |
2763 | |
2597 | |
2764 | if (lose_this_stat) |
2598 | if (lose_this_stat) |
2765 | { |
2599 | { |
2766 | this_stat = get_attr_value (&(dep->stats), i); |
2600 | this_stat = get_attr_value (&dep->stats, i); |
2767 | /* We could try to do something clever like find another |
2601 | /* We could try to do something clever like find another |
2768 | * stat to reduce if this fails. But chances are, if |
2602 | * stat to reduce if this fails. But chances are, if |
2769 | * stats have been depleted to -50, all are pretty low |
2603 | * stats have been depleted to -50, all are pretty low |
2770 | * and should be roughly the same, so it shouldn't make a |
2604 | * and should be roughly the same, so it shouldn't make a |
2771 | * difference. |
2605 | * difference. |
2772 | */ |
2606 | */ |
2773 | if (this_stat >= -50) |
2607 | if (this_stat >= -50) |
2774 | { |
2608 | { |
2775 | change_attr_value (&(dep->stats), i, -1); |
2609 | change_attr_value (&(dep->stats), i, -1); |
2776 | SET_FLAG (dep, FLAG_APPLIED); |
2610 | dep->set_flag (FLAG_APPLIED); |
2777 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
2611 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
2778 | op->update_stats (); |
2612 | op->update_stats (); |
2779 | lost_a_stat = 1; |
2613 | lost_a_stat = 1; |
2780 | } |
2614 | } |
2781 | } |
2615 | } |
2782 | } |
2616 | } |
2783 | } |
2617 | } |
|
|
2618 | |
2784 | /* If no stat lost, tell the player. */ |
2619 | /* If no stat lost, tell the player. */ |
2785 | if (!lost_a_stat) |
2620 | if (!lost_a_stat) |
2786 | { |
2621 | { |
2787 | /* determine_god() seems to not work sometimes... why is this? |
2622 | /* determine_god() seems to not work sometimes... why is this? |
2788 | Should I be using something else? GD */ |
2623 | Should I be using something else? GD */ |
2789 | const char *god = determine_god (op); |
2624 | shstr_tmp god = determine_god (op); |
2790 | |
2625 | |
2791 | if (god && (strcmp (god, "none"))) |
2626 | if (god != shstr_none) |
2792 | new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); |
2627 | deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r"; |
2793 | else |
2628 | else |
2794 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
2629 | deathtab << "For a brief moment you feel a holy presence protecting you.\r"; |
2795 | } |
2630 | } |
2796 | #else |
2631 | #else |
2797 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); |
2632 | deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely."; |
2798 | #endif |
2633 | #endif |
2799 | |
2634 | |
2800 | /* Put a gravestone up where the character 'almost' died. List the |
2635 | /* Put a gravestone up where the character 'almost' died. List the |
2801 | * exp loss on the stone. |
2636 | * exp loss on the stone. |
2802 | */ |
2637 | */ |
2803 | tmp = arch_to_object (archetype::find ("gravestone")); |
2638 | tmp = archetype::find (shstr_gravestone)->instance (); |
2804 | sprintf (buf, "%s's gravestone", &op->name); |
2639 | tmp->name = format ("%s's gravestone", &op->name); |
2805 | tmp->name = buf; |
2640 | tmp->name_pl = format ("%s's gravestones", &op->name); |
2806 | sprintf (buf, "%s's gravestones", &op->name); |
2641 | tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", |
2807 | tmp->name_pl = buf; |
2642 | &op->name, op->contr->title, op->contr->killer_name ()); |
2808 | sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer_name ()); |
|
|
2809 | tmp->msg = buf; |
|
|
2810 | tmp->x = op->x, tmp->y = op->y; |
2643 | tmp->x = op->x, tmp->y = op->y; |
2811 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2644 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2812 | |
2645 | |
2813 | /**************************************/ |
2646 | /**************************************/ |
2814 | /* */ |
2647 | /* */ |
2815 | /* Subtract the experience points, */ |
2648 | /* Subtract the experience points, */ |
2816 | /* if we died cause of food, give us */ |
|
|
2817 | /* food, and reset HP's... */ |
|
|
2818 | /* */ |
2649 | /* */ |
2819 | /**************************************/ |
2650 | /**************************************/ |
2820 | |
2651 | |
2821 | /* remove any poisoning and confusion the character may be suffering. */ |
|
|
2822 | /* restore player */ |
|
|
2823 | at = archetype::find ("poisoning"); |
|
|
2824 | tmp = present_arch_in_ob (at, op); |
|
|
2825 | |
|
|
2826 | if (tmp) |
|
|
2827 | { |
|
|
2828 | tmp->destroy (); |
|
|
2829 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
|
|
2830 | } |
|
|
2831 | |
|
|
2832 | at = archetype::find ("confusion"); |
|
|
2833 | tmp = present_arch_in_ob (at, op); |
|
|
2834 | if (tmp) |
|
|
2835 | { |
|
|
2836 | tmp->destroy (); |
|
|
2837 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
|
|
2838 | } |
|
|
2839 | |
|
|
2840 | cure_disease (op, 0, 0); /* remove any disease */ |
|
|
2841 | |
|
|
2842 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2652 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2843 | apply_death_exp_penalty (op); |
2653 | apply_death_exp_penalty (op); |
2844 | if (op->stats.food < 100) |
|
|
2845 | op->stats.food = 900; |
|
|
2846 | op->stats.hp = op->stats.maxhp; |
|
|
2847 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
|
|
2848 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
|
|
2849 | |
2654 | |
2850 | /* |
2655 | /* |
2851 | * Check to see if the player has any unpaid items. If so, remove them |
2656 | * Check to see if the player has any unpaid items. If so, remove them |
2852 | * and put them back in the map. |
2657 | * and put them back in the map. |
2853 | */ |
2658 | */ |
… | |
… | |
2877 | if (will_kill_again) |
2682 | if (will_kill_again) |
2878 | { |
2683 | { |
2879 | object *force; |
2684 | object *force; |
2880 | int at; |
2685 | int at; |
2881 | |
2686 | |
2882 | force = get_archetype (FORCE_NAME); |
2687 | force = archetype::get (FORCE_NAME); |
2883 | /* 50 ticks should be enough time for the spell to abate */ |
2688 | /* 50 ticks should be enough time for the spell to abate */ |
2884 | force->speed = 0.1f; |
|
|
2885 | force->speed_left = -5.f; |
2689 | force->speed_left = -5.f; |
2886 | SET_FLAG (force, FLAG_APPLIED); |
2690 | force->set_speed (0.1f); |
|
|
2691 | force->set_flag (FLAG_APPLIED); |
|
|
2692 | |
2887 | for (at = 0; at < NROFATTACKS; at++) |
2693 | for (at = 0; at < NROFATTACKS; at++) |
2888 | if (will_kill_again & (1 << at)) |
2694 | if (will_kill_again & (1 << at)) |
2889 | force->resist[at] = 100; |
2695 | force->resist[at] = 100; |
2890 | |
2696 | |
2891 | insert_ob_in_ob (force, op); |
2697 | insert_ob_in_ob (force, op); |
2892 | op->update_stats (); |
2698 | op->update_stats (); |
2893 | |
|
|
2894 | } |
2699 | } |
2895 | |
2700 | |
2896 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
2701 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2897 | } |
2702 | } |
2898 | |
2703 | |
2899 | void |
2704 | static void |
2900 | loot_object (object *op) |
2705 | loot_object (object *op) |
2901 | { /* Grab and destroy some treasure */ |
2706 | { /* Grab and destroy some treasure */ |
2902 | object *tmp, *tmp2, *next; |
2707 | object *tmp, *tmp2, *next; |
2903 | |
2708 | |
2904 | op->close_container (); /* close open sack first */ |
2709 | op->close_container (); /* close open sack first */ |
… | |
… | |
2914 | tmp->x = op->x, tmp->y = op->y; |
2719 | tmp->x = op->x, tmp->y = op->y; |
2915 | |
2720 | |
2916 | if (tmp->type == CONTAINER) |
2721 | if (tmp->type == CONTAINER) |
2917 | loot_object (tmp); /* empty container to ground */ |
2722 | loot_object (tmp); /* empty container to ground */ |
2918 | |
2723 | |
2919 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
2724 | if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3)))) |
2920 | { |
2725 | { |
2921 | if (tmp->nrof > 1) |
2726 | if (tmp->nrof > 1) |
2922 | { |
2727 | { |
2923 | tmp->decrease (rndm (1, tmp->nrof - 1)); |
2728 | tmp->decrease (rndm (1, tmp->nrof - 1)); |
2924 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2729 | insert_ob_in_map (tmp, op->map, NULL, 0); |
… | |
… | |
2935 | * fix_weight(): Check recursively the weight of all players, and fix |
2740 | * fix_weight(): Check recursively the weight of all players, and fix |
2936 | * what needs to be fixed. Refresh windows and fix speed if anything |
2741 | * what needs to be fixed. Refresh windows and fix speed if anything |
2937 | * was changed. |
2742 | * was changed. |
2938 | */ |
2743 | */ |
2939 | void |
2744 | void |
2940 | fix_weight (void) |
2745 | fix_weight () |
2941 | { |
2746 | { |
2942 | for_all_players (pl) |
2747 | for_all_players (pl) |
2943 | { |
2748 | { |
2944 | sint32 old = pl->ob->carrying; |
2749 | sint32 old = pl->ob->carrying; |
2945 | |
2750 | |
… | |
… | |
2952 | } |
2757 | } |
2953 | } |
2758 | } |
2954 | } |
2759 | } |
2955 | |
2760 | |
2956 | void |
2761 | void |
2957 | fix_luck (void) |
2762 | fix_luck () |
2958 | { |
2763 | { |
2959 | for_all_players (pl) |
2764 | for_all_players (pl) |
2960 | if (!pl->ob->contr->ns->state) |
2765 | if (!pl->ob->contr->ns->state) |
2961 | pl->ob->change_luck (0); |
2766 | pl->ob->change_luck (0); |
2962 | } |
2767 | } |
… | |
… | |
2999 | } |
2804 | } |
3000 | |
2805 | |
3001 | void |
2806 | void |
3002 | make_visible (object *op) |
2807 | make_visible (object *op) |
3003 | { |
2808 | { |
3004 | op->hide = 0; |
2809 | op->flag [FLAG_HIDDEN] = 0; |
3005 | op->invisible = 0; |
2810 | op->invisible = 0; |
3006 | |
2811 | |
3007 | if (op->type == PLAYER) |
2812 | if (op->type == PLAYER) |
3008 | { |
2813 | { |
3009 | op->contr->tmp_invis = 0; |
2814 | op->contr->tmp_invis = 0; |
… | |
… | |
3014 | } |
2819 | } |
3015 | |
2820 | |
3016 | int |
2821 | int |
3017 | is_true_undead (object *op) |
2822 | is_true_undead (object *op) |
3018 | { |
2823 | { |
3019 | if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
2824 | if (op->arch->flag [FLAG_UNDEAD]) |
3020 | return 1; |
2825 | return 1; |
3021 | |
2826 | |
3022 | return 0; |
2827 | return 0; |
3023 | } |
2828 | } |
3024 | |
2829 | |
… | |
… | |
3034 | |
2839 | |
3035 | if (!ob || !ob->map) |
2840 | if (!ob || !ob->map) |
3036 | return 0; |
2841 | return 0; |
3037 | |
2842 | |
3038 | /* so, on normal lighted maps, its hard to hide */ |
2843 | /* so, on normal lighted maps, its hard to hide */ |
3039 | level = ob->map->darkness - 2; |
2844 | level = ob->map->darklevel () - 2; |
3040 | |
2845 | |
3041 | /* this also picks up whether the object is glowing. |
2846 | /* this also picks up whether the object is glowing. |
3042 | * If you carry a light on a non-dark map, its not |
2847 | * If you carry a light on a non-dark map, its not |
3043 | * as bad as carrying a light on a pitch dark map */ |
2848 | * as bad as carrying a light on a pitch dark map */ |
3044 | if (has_carried_lights (ob)) |
2849 | if (ob->has_carried_lights ()) |
3045 | level = -(10 + (2 * ob->map->darkness)); |
2850 | level = -(10 + (2 * ob->map->darklevel ())); |
3046 | |
2851 | |
3047 | /* scan through all nearby squares for terrain to hide in */ |
2852 | /* scan through all nearby squares for terrain to hide in */ |
3048 | for (i = 0, x = ob->x, y = ob->y; |
2853 | for (i = 0, x = ob->x, y = ob->y; |
3049 | i <= SIZEOFFREE1; |
2854 | i <= SIZEOFFREE1; |
3050 | i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
2855 | i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
… | |
… | |
3071 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
2876 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3072 | */ |
2877 | */ |
3073 | void |
2878 | void |
3074 | do_hidden_move (object *op) |
2879 | do_hidden_move (object *op) |
3075 | { |
2880 | { |
3076 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
2881 | int hide = 0; |
3077 | object *skop; |
|
|
3078 | |
2882 | |
3079 | if (!op || !op->map) |
2883 | if (!op || !op->map) |
3080 | return; |
2884 | return; |
3081 | |
2885 | |
3082 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
2886 | object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
|
|
2887 | int num = random_roll (0, 19, op, PREFER_LOW); |
3083 | |
2888 | |
3084 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
2889 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3085 | if (op->type == PLAYER && op->contr->run_on) |
2890 | if (op->type == PLAYER && op->contr->run_on) |
3086 | if (!skop || num >= skop->level) |
2891 | if (!skop || num >= skop->level) |
3087 | { |
2892 | { |
… | |
… | |
3097 | num -= hide; |
2902 | num -= hide; |
3098 | |
2903 | |
3099 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
2904 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3100 | { |
2905 | { |
3101 | make_visible (op); |
2906 | make_visible (op); |
|
|
2907 | |
3102 | if (op->type == PLAYER) |
2908 | if (op->type == PLAYER) |
3103 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
2909 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3104 | } |
2910 | } |
3105 | else if (op->type == PLAYER && skop) |
2911 | else if (op->type == PLAYER && skop) |
3106 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
2912 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
… | |
… | |
3121 | |
2927 | |
3122 | if (who->type == PLAYER) |
2928 | if (who->type == PLAYER) |
3123 | player = 1; |
2929 | player = 1; |
3124 | |
2930 | |
3125 | else |
2931 | else |
3126 | friendly = QUERY_FLAG (who, FLAG_FRIENDLY); |
2932 | friendly = who->flag [FLAG_FRIENDLY]; |
3127 | |
2933 | |
3128 | /* search adjacent squares */ |
2934 | /* search adjacent squares */ |
3129 | for (i = 1; i < 9; i++) |
2935 | for (i = 1; i < 9; i++) |
3130 | { |
2936 | { |
3131 | x = who->x + freearr_x[i]; |
2937 | x = who->x + freearr_x[i]; |
… | |
… | |
3140 | if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) |
2946 | if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) |
3141 | continue; |
2947 | continue; |
3142 | |
2948 | |
3143 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
2949 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
3144 | { |
2950 | { |
3145 | if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
2951 | if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE]) |
3146 | return 1; |
2952 | return 1; |
3147 | else if (tmp->type == PLAYER) |
2953 | else if (tmp->type == PLAYER) |
3148 | { |
2954 | { |
3149 | /*don't let a hidden DM prevent you from hiding */ |
2955 | /*don't let a hidden DM prevent you from hiding */ |
3150 | if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) |
2956 | if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0) |
3151 | return 1; |
2957 | return 1; |
3152 | } |
2958 | } |
3153 | } |
2959 | } |
3154 | } |
2960 | } |
3155 | return 0; |
2961 | return 0; |
… | |
… | |
3196 | while (op) |
3002 | while (op) |
3197 | { |
3003 | { |
3198 | dx = rv.distance_x + op->arch->x; |
3004 | dx = rv.distance_x + op->arch->x; |
3199 | dy = rv.distance_y + op->arch->y; |
3005 | dy = rv.distance_y + op->arch->y; |
3200 | |
3006 | |
3201 | /* only the viewable area the player sees is updated by LOS |
3007 | if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED) |
3202 | * code, so we need to restrict ourselves to that range of values |
|
|
3203 | * for any meaningful values. |
|
|
3204 | */ |
|
|
3205 | if (abs (dx) <= (pl->contr->ns->mapx / 2) && |
|
|
3206 | abs (dy) <= (pl->contr->ns->mapy / 2) && |
|
|
3207 | !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) |
|
|
3208 | return 1; |
3008 | return 1; |
3209 | |
3009 | |
3210 | op = op->more; |
3010 | op = op->more; |
3211 | } |
|
|
3212 | |
|
|
3213 | return 0; |
|
|
3214 | } |
|
|
3215 | |
|
|
3216 | /* routine for both players and monsters. We call this when |
|
|
3217 | * there is a possibility for our action distrubing our hiding |
|
|
3218 | * place or invisiblity spell. Artefact invisiblity is not |
|
|
3219 | * effected by this. If we arent invisible to begin with, we |
|
|
3220 | * return 0. |
|
|
3221 | */ |
|
|
3222 | int |
|
|
3223 | action_makes_visible (object *op) |
|
|
3224 | { |
|
|
3225 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
3226 | { |
|
|
3227 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
|
|
3228 | return 0; |
|
|
3229 | |
|
|
3230 | if (op->contr && op->contr->tmp_invis == 0) |
|
|
3231 | return 0; |
|
|
3232 | |
|
|
3233 | /* If monsters, they should become visible */ |
|
|
3234 | if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) |
|
|
3235 | { |
|
|
3236 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); |
|
|
3237 | return 1; |
|
|
3238 | } |
|
|
3239 | } |
3011 | } |
3240 | |
3012 | |
3241 | return 0; |
3013 | return 0; |
3242 | } |
3014 | } |
3243 | |
3015 | |
… | |
… | |
3258 | * and the exit-coordinates sp/hp must both be > 0. |
3030 | * and the exit-coordinates sp/hp must both be > 0. |
3259 | * => The intention here is to prevent abuse of the battleground- |
3031 | * => The intention here is to prevent abuse of the battleground- |
3260 | * feature (like pickable or hidden battleground tiles). */ |
3032 | * feature (like pickable or hidden battleground tiles). */ |
3261 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
3033 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
3262 | { |
3034 | { |
3263 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3035 | if (tmp->flag [FLAG_IS_FLOOR]) |
3264 | { |
3036 | { |
3265 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) |
3037 | if (tmp->flag [FLAG_NO_PICK] |
3266 | && tmp->type == BATTLEGROUND |
3038 | && tmp->type == BATTLEGROUND |
3267 | && tmp->name == shstr_battleground |
3039 | && tmp->name == shstr_battleground |
3268 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3040 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3269 | { |
3041 | { |
3270 | /* before we assign the exit, check if this is a teambattle */ |
3042 | /* before we assign the exit, check if this is a teambattle */ |
3271 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3043 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3272 | { |
|
|
3273 | for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) |
3044 | for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) |
|
|
3045 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
3274 | { |
3046 | { |
3275 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
|
|
3276 | { |
|
|
3277 | if (x && y) |
3047 | if (x && y) |
3278 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3048 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3279 | |
3049 | |
3280 | return 1; |
3050 | return 1; |
3281 | } |
|
|
3282 | } |
3051 | } |
3283 | } |
|
|
3284 | |
3052 | |
3285 | if (x && y) |
3053 | if (x && y) |
3286 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3054 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3287 | |
3055 | |
3288 | return 1; |
3056 | return 1; |
… | |
… | |
3426 | else |
3194 | else |
3427 | j = 1; |
3195 | j = 1; |
3428 | strcat (buf, spellpathnames[i]); |
3196 | strcat (buf, spellpathnames[i]); |
3429 | } |
3197 | } |
3430 | } |
3198 | } |
|
|
3199 | |
3431 | strcat (buf, "."); |
3200 | strcat (buf, "."); |
3432 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); |
3201 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); |
3433 | } |
3202 | } |
3434 | |
3203 | |
3435 | /* evtl. adding flags: */ |
3204 | /* evtl. adding flags: */ |
3436 | if (QUERY_FLAG (item, FLAG_XRAYS)) |
3205 | if (item->flag [FLAG_XRAYS]) |
3437 | SET_FLAG (skin, FLAG_XRAYS); |
3206 | skin->set_flag (FLAG_XRAYS); |
3438 | if (QUERY_FLAG (item, FLAG_STEALTH)) |
3207 | if (item->flag [FLAG_STEALTH]) |
3439 | SET_FLAG (skin, FLAG_STEALTH); |
3208 | skin->set_flag (FLAG_STEALTH); |
3440 | if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) |
3209 | if (item->flag [FLAG_SEE_IN_DARK]) |
3441 | SET_FLAG (skin, FLAG_SEE_IN_DARK); |
3210 | skin->set_flag (FLAG_SEE_IN_DARK); |
3442 | |
3211 | |
3443 | /* print message if there is one */ |
3212 | /* print message if there is one */ |
3444 | if (item->msg != NULL) |
3213 | if (item->msg != NULL) |
3445 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3214 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3446 | } |
3215 | } |
3447 | else |
3216 | else |
3448 | { |
3217 | { |
3449 | /* generate misc. treasure */ |
3218 | /* generate misc. treasure */ |
3450 | tmp = arch_to_object (tr->item); |
3219 | tmp = tr->item->instance (); |
3451 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3220 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3452 | who->insert (tmp); |
3221 | who->insert (tmp); |
3453 | } |
3222 | } |
3454 | } |
3223 | } |
3455 | |
3224 | |
3456 | /** |
3225 | //-GPL |
3457 | * Unready an object for a player. This function does nothing if the object was |
|
|
3458 | * not readied. |
|
|
3459 | */ |
|
|
3460 | void |
|
|
3461 | player_unready_range_ob (player *pl, object *ob) |
|
|
3462 | { |
|
|
3463 | if (pl->ob->current_weapon == ob) |
|
|
3464 | pl->ob->current_weapon = 0; |
|
|
3465 | |
|
|
3466 | if (pl->combat_ob == ob) |
|
|
3467 | pl->combat_ob = 0; |
|
|
3468 | |
|
|
3469 | if (pl->ranged_ob == ob) |
|
|
3470 | pl->ranged_ob = 0; |
|
|
3471 | } |
|
|
3472 | |
3226 | |
3473 | sint8 |
3227 | sint8 |
3474 | player::visibility_at (maptile *map, int x, int y) const |
3228 | player::darkness_at (maptile *map, int x, int y) const |
3475 | { |
3229 | { |
3476 | if (!ns) |
3230 | if (!ns) |
3477 | return 0; |
3231 | return LOS_BLOCKED; |
3478 | |
3232 | |
3479 | int dx, dy; |
3233 | int dx, dy; |
3480 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
3234 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
3481 | return 0; |
3235 | return LOS_BLOCKED; |
3482 | |
3236 | |
3483 | x += dx - ns->current_x + ns->mapx / 2; |
3237 | x += dx - ns->current_x; |
3484 | y += dy - ns->current_y + ns->mapy / 2; |
3238 | y += dy - ns->current_y; |
3485 | |
3239 | |
3486 | if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) |
|
|
3487 | return 0; |
|
|
3488 | |
|
|
3489 | return 100 - blocked_los [x][y]; |
3240 | return blocked_los (x, y); |
3490 | } |
3241 | } |
3491 | |
3242 | |
3492 | void |
3243 | void |
3493 | player::infobox (const char *title, const char *msg, int color) |
3244 | player::infobox (const char *title, const char *msg, int color) |
3494 | { |
3245 | { |
… | |
… | |
3506 | { |
3257 | { |
3507 | play_sound (sound_find ("generic_failure")); |
3258 | play_sound (sound_find ("generic_failure")); |
3508 | statusmsg (msg, color); |
3259 | statusmsg (msg, color); |
3509 | } |
3260 | } |
3510 | |
3261 | |
|
|
3262 | void |
|
|
3263 | object::failmsgf (const char *format, ...) |
|
|
3264 | { |
|
|
3265 | if (!contr) |
|
|
3266 | return; |
|
|
3267 | |
|
|
3268 | va_list ap; |
|
|
3269 | va_start (ap, format); |
|
|
3270 | contr->failmsg (vformat (format, ap)); |
|
|
3271 | va_end (ap); |
|
|
3272 | } |
|
|
3273 | |
|
|
3274 | void |
|
|
3275 | player::failmsgf (const char *format, ...) |
|
|
3276 | { |
|
|
3277 | va_list ap; |
|
|
3278 | va_start (ap, format); |
|
|
3279 | failmsg (vformat (format, ap)); |
|
|
3280 | va_end (ap); |
|
|
3281 | } |
|
|
3282 | |