1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 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 it under |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * the terms of the Affero GNU General Public License as published by the |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * option) any later version. |
11 | * option) any later version. |
… | |
… | |
20 | * <http://www.gnu.org/licenses/>. |
20 | * <http://www.gnu.org/licenses/>. |
21 | * |
21 | * |
22 | * 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> |
23 | */ |
23 | */ |
24 | |
24 | |
|
|
25 | //+GPL |
|
|
26 | |
|
|
27 | #include <algorithm> |
|
|
28 | #include <functional> |
|
|
29 | |
25 | #include <global.h> |
30 | #include <global.h> |
26 | #include <sproto.h> |
31 | #include <sproto.h> |
27 | #include <sounds.h> |
32 | #include <sounds.h> |
28 | #include <living.h> |
33 | #include <living.h> |
29 | #include <object.h> |
34 | #include <object.h> |
30 | #include <spells.h> |
35 | #include <spells.h> |
31 | #include <skills.h> |
36 | #include <skills.h> |
32 | |
37 | |
33 | #include <algorithm> |
|
|
34 | #include <functional> |
|
|
35 | |
|
|
36 | playervec players; |
38 | playervec players; |
37 | |
39 | |
38 | /* This loads the first map an puts the player on it. */ |
40 | /* This loads the first map an puts the player on it. */ |
39 | static void |
41 | static void |
40 | set_first_map (object *op) |
42 | set_first_map (object *op) |
… | |
… | |
52 | |
54 | |
53 | players.insert (this); |
55 | players.insert (this); |
54 | ob->remove (); |
56 | ob->remove (); |
55 | ob->map = 0; |
57 | ob->map = 0; |
56 | ob->activate_recursive (); |
58 | ob->activate_recursive (); |
57 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
59 | ob->clr_flag (FLAG_FRIENDLY); |
58 | add_friendly_object (ob); |
60 | add_friendly_object (ob); |
59 | } |
61 | } |
60 | |
62 | |
61 | void |
63 | void |
62 | player::deactivate () |
64 | player::deactivate () |
… | |
… | |
74 | ob->remove (); |
76 | ob->remove (); |
75 | ob->enemy = 0; // sometimes keeps an extra refcount on itself |
77 | ob->enemy = 0; // sometimes keeps an extra refcount on itself |
76 | ob->map = 0; |
78 | ob->map = 0; |
77 | party = 0; |
79 | party = 0; |
78 | |
80 | |
79 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
|
|
80 | |
|
|
81 | players.erase (this); |
81 | players.erase (this); |
82 | } |
82 | } |
83 | |
83 | |
84 | // connect the player with a specific client |
84 | // connect the player with a specific client |
85 | // also changes, rationalises, and fixes some incorrect settings |
85 | // also changes, rationalises, and fixes some incorrect settings |
… | |
… | |
105 | ob->race = ob->arch->race; |
105 | ob->race = ob->arch->race; |
106 | |
106 | |
107 | ob->update_weight (); |
107 | ob->update_weight (); |
108 | link_skills (); |
108 | link_skills (); |
109 | |
109 | |
110 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
|
|
111 | |
|
|
112 | assign (title, ob->arch->object::name); |
110 | assign (title, ob->arch->object::name); |
113 | |
111 | |
114 | /* if it's a dragon player, set the correct title here */ |
112 | /* if it's a dragon player, set the correct title here */ |
115 | if (is_dragon_pl (ob)) |
113 | if (ob->is_dragon ()) |
116 | { |
114 | { |
117 | object *tmp, *abil = 0, *skin = 0; |
115 | object *tmp, *abil = 0, *skin = 0; |
118 | |
116 | |
119 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
117 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
120 | if (tmp->type == FORCE) |
118 | if (tmp->type == FORCE) |
… | |
… | |
128 | |
126 | |
129 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
127 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
130 | |
128 | |
131 | esrv_new_player (this); |
129 | esrv_new_player (this); |
132 | |
130 | |
|
|
131 | ob->flag [FLAG_READY_WEAPON] = false; |
|
|
132 | ob->flag [FLAG_READY_SKILL] = false; |
|
|
133 | ob->flag [FLAG_READY_RANGE] = false; |
|
|
134 | ob->flag [FLAG_READY_BOW] = false; |
|
|
135 | |
133 | ob->update_stats (); |
136 | ob->update_stats (); |
134 | |
137 | |
135 | ns->floorbox_update (); |
138 | ns->floorbox_update (); |
136 | esrv_send_inventory (ob, ob); |
139 | esrv_send_inventory (ob, ob); |
137 | esrv_add_spells (this, 0); |
140 | esrv_add_spells (this, 0); |
… | |
… | |
167 | // when ns = 0 |
170 | // when ns = 0 |
168 | observe = viewpoint = ob; |
171 | observe = viewpoint = ob; |
169 | |
172 | |
170 | deactivate (); |
173 | deactivate (); |
171 | } |
174 | } |
|
|
175 | |
|
|
176 | //-GPL |
172 | |
177 | |
173 | // the need for this function can be explained |
178 | // the need for this function can be explained |
174 | // by load_object not returning the object |
179 | // by load_object not returning the object |
175 | void |
180 | void |
176 | player::set_object (object *op) |
181 | player::set_object (object *op) |
177 | { |
182 | { |
178 | ob = observe = viewpoint = op; |
183 | ob = observe = viewpoint = op; |
179 | ob->contr = this; /* this aren't yet in archetype */ |
184 | ob->contr = this; /* this aren't yet in archetype */ |
180 | |
185 | |
181 | ob->speed = 1.0f; |
186 | ob->speed = 1.0f; // object still inactive, keep it that way |
182 | ob->speed_left = 0.5f; |
187 | ob->speed_left = 0.5f; |
183 | |
188 | |
184 | ob->direction = 5; /* So player faces south */ |
189 | ob->direction = 5; /* So player faces south */ |
185 | |
|
|
186 | ob->flag [FLAG_READY_WEAPON] = false; |
|
|
187 | ob->flag [FLAG_READY_SKILL] = false; |
|
|
188 | ob->flag [FLAG_READY_BOW] = false; |
|
|
189 | |
|
|
190 | for (object *op = ob->inv; op; op = op->below) |
|
|
191 | if (op->flag [FLAG_APPLIED]) |
|
|
192 | switch (op->type) |
|
|
193 | { |
|
|
194 | case SKILL: |
|
|
195 | ob->flag [FLAG_APPLIED] = false; |
|
|
196 | break; |
|
|
197 | |
|
|
198 | case WAND: |
|
|
199 | case ROD: |
|
|
200 | case HORN: |
|
|
201 | case BOW: |
|
|
202 | ranged_ob = op; |
|
|
203 | break; |
|
|
204 | |
|
|
205 | case WEAPON: |
|
|
206 | combat_ob = op; |
|
|
207 | break; |
|
|
208 | } |
|
|
209 | |
|
|
210 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
|
|
211 | ob->deactivate (); // change_weapon activates, fix this better |
|
|
212 | } |
190 | } |
213 | |
191 | |
214 | void |
192 | void |
215 | player::set_observe (object *op) |
193 | player::set_observe (object *op) |
216 | { |
194 | { |
… | |
… | |
222 | player::set_viewpoint (object *op) |
200 | player::set_viewpoint (object *op) |
223 | { |
201 | { |
224 | viewpoint = op ? op : (object *)observe; |
202 | viewpoint = op ? op : (object *)observe; |
225 | do_los = 1; |
203 | do_los = 1; |
226 | } |
204 | } |
|
|
205 | |
|
|
206 | //+GPL |
227 | |
207 | |
228 | player::player () |
208 | player::player () |
229 | { |
209 | { |
230 | /* There are some elements we want initialised to non zero value - |
210 | /* There are some elements we want initialised to non zero value - |
231 | * we deal with that below this point. |
211 | * we deal with that below this point. |
… | |
… | |
253 | disconnect (); |
233 | disconnect (); |
254 | |
234 | |
255 | attachable::do_destroy (); |
235 | attachable::do_destroy (); |
256 | |
236 | |
257 | if (ob) |
237 | if (ob) |
258 | { |
|
|
259 | ob->destroy_inv (false); |
|
|
260 | ob->destroy (); |
238 | ob->destroy (); |
261 | } |
|
|
262 | |
239 | |
263 | ob = observe = viewpoint = 0; |
240 | ob = observe = viewpoint = 0; |
264 | } |
241 | } |
265 | |
242 | |
266 | player::~player () |
243 | player::~player () |
267 | { |
244 | { |
268 | /* Clear item stack */ |
245 | /* Clear item stack */ |
269 | free (stack_items); |
246 | free (stack_items); |
|
|
247 | } |
|
|
248 | |
|
|
249 | /* |
|
|
250 | * get_player_archetype() return next player archetype from archetype |
|
|
251 | * list. Not very efficient routine, but used only creating new players. |
|
|
252 | * Note: there MUST be at least one player archetype! |
|
|
253 | */ |
|
|
254 | static archetype * |
|
|
255 | get_player_archetype (archetype *at) |
|
|
256 | { |
|
|
257 | // archetypes could have been reloaded |
|
|
258 | archetype *nat = at ? archetype::find (at->archname) : archetypes [0]; |
|
|
259 | |
|
|
260 | if (!nat) |
|
|
261 | return at; |
|
|
262 | |
|
|
263 | archvec::iterator i = archetypes.find (nat); |
|
|
264 | |
|
|
265 | for (;;) |
|
|
266 | { |
|
|
267 | if (++i == archetypes.end ()) |
|
|
268 | i = archetypes.begin (); |
|
|
269 | else if (*i == at) |
|
|
270 | cleanup ("not a single player archetype found"); |
|
|
271 | |
|
|
272 | if ((*i)->type == PLAYER) |
|
|
273 | return *i; |
|
|
274 | } |
270 | } |
275 | } |
271 | |
276 | |
272 | /* Tries to add player on the connection passed in ns. |
277 | /* Tries to add player on the connection passed in ns. |
273 | * 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 |
274 | * mode. |
279 | * mode. |
… | |
… | |
276 | player * |
281 | player * |
277 | player::create () |
282 | player::create () |
278 | { |
283 | { |
279 | player *pl = new player; |
284 | player *pl = new player; |
280 | |
285 | |
281 | pl->set_object (arch_to_object (get_player_archetype (0))); |
286 | pl->set_object (get_player_archetype (0)->instance ()); |
282 | |
287 | |
283 | pl->ob->roll_stats (); |
288 | pl->ob->roll_stats (); |
284 | pl->ob->stats.wc = 2; |
289 | pl->ob->stats.wc = 2; |
285 | pl->ob->run_away = 25; /* Then we panick... */ |
290 | pl->ob->run_away = 25; /* Then we panick... */ |
286 | |
291 | |
287 | set_first_map (pl->ob); |
292 | set_first_map (pl->ob); |
288 | |
293 | |
289 | return pl; |
294 | return pl; |
290 | } |
|
|
291 | |
|
|
292 | /* |
|
|
293 | * get_player_archetype() return next player archetype from archetype |
|
|
294 | * list. Not very efficient routine, but used only creating new players. |
|
|
295 | * Note: there MUST be at least one player archetype! |
|
|
296 | */ |
|
|
297 | archetype * |
|
|
298 | get_player_archetype (archetype *at) |
|
|
299 | { |
|
|
300 | // archetypes could have been reloaded |
|
|
301 | archetype *nat = at ? archetype::find (at->archname) : archetypes [0]; |
|
|
302 | |
|
|
303 | if (!nat) |
|
|
304 | return at; |
|
|
305 | |
|
|
306 | archvec::iterator i = archetypes.find (nat); |
|
|
307 | |
|
|
308 | for (;;) |
|
|
309 | { |
|
|
310 | if (++i == archetypes.end ()) |
|
|
311 | i = archetypes.begin (); |
|
|
312 | else if (*i == at) |
|
|
313 | cleanup ("not a single player archetype found"); |
|
|
314 | |
|
|
315 | if ((*i)->type == PLAYER) |
|
|
316 | return *i; |
|
|
317 | } |
|
|
318 | } |
295 | } |
319 | |
296 | |
320 | object * |
297 | object * |
321 | get_nearest_player (object *mon) |
298 | get_nearest_player (object *mon) |
322 | { |
299 | { |
… | |
… | |
396 | */ |
373 | */ |
397 | int |
374 | int |
398 | path_to_player (object *mon, object *pl, unsigned mindiff) |
375 | path_to_player (object *mon, object *pl, unsigned mindiff) |
399 | { |
376 | { |
400 | rv_vector rv; |
377 | rv_vector rv; |
401 | sint16 x, y; |
|
|
402 | 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; |
403 | maptile *m, *lastmap; |
|
|
404 | |
379 | |
405 | get_rangevector (mon, pl, &rv, 0); |
380 | get_rangevector (mon, pl, &rv, 0); |
406 | |
381 | |
407 | if (rv.distance < mindiff) |
382 | if (rv.distance < mindiff) |
408 | return 0; |
383 | return 0; |
409 | |
384 | |
410 | x = mon->x; |
385 | mapxy pos (mon); |
411 | y = mon->y; |
|
|
412 | m = mon->map; |
|
|
413 | dir = rv.direction; |
386 | dir = rv.direction; |
414 | 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 */ |
415 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
388 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
416 | |
389 | |
417 | /* 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. */ |
418 | if (diff > max) |
391 | if (diff > max) |
419 | return 0; |
392 | return 0; |
420 | |
393 | |
421 | while (diff > 1 && max > 0) |
394 | while (diff > 1 && max > 0) |
422 | { |
395 | { |
423 | lastx = x; |
396 | mapxy lastpos = pos; |
424 | lasty = y; |
|
|
425 | lastmap = m; |
|
|
426 | x = lastx + freearr_x[dir]; |
|
|
427 | y = lasty + freearr_y[dir]; |
|
|
428 | |
397 | |
429 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
398 | pos.move (dir); |
430 | blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y); |
|
|
431 | |
399 | |
432 | /* Space is blocked - try changing direction a little */ |
400 | /* Space is blocked - try changing direction a little */ |
433 | if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) |
401 | if (!pos.normalise () |
434 | && (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))) |
435 | { |
404 | { |
436 | /* recalculate direction from last good location. Possible |
405 | /* recalculate direction from last good location. Possible |
437 | * we were not traversing ideal location before. |
406 | * we were not traversing ideal location before. |
438 | */ |
407 | */ |
439 | get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); |
408 | get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0); |
440 | if (rv.direction != dir) |
409 | if (rv.direction != dir) |
441 | { |
410 | { |
442 | /* OK - says direction should be different - lets reset the |
411 | /* OK - says direction should be different - lets reset the |
443 | * the values so it will try again. |
412 | * the values so it will try again. |
444 | */ |
413 | */ |
445 | x = lastx; |
|
|
446 | y = lasty; |
|
|
447 | m = lastmap; |
414 | pos = lastpos; |
448 | dir = firstdir = rv.direction; |
415 | dir = firstdir = rv.direction; |
449 | } |
416 | } |
450 | else |
417 | else |
451 | { |
418 | { |
452 | /* direct path is blocked - try taking a side step to |
419 | /* direct path is blocked - try taking a side step to |
… | |
… | |
459 | */ |
426 | */ |
460 | for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) |
427 | for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) |
461 | { |
428 | { |
462 | if (i == 0) |
429 | if (i == 0) |
463 | continue; /* already did this, so skip it */ |
430 | continue; /* already did this, so skip it */ |
|
|
431 | |
464 | /* Use lastdir here - otherwise, |
432 | /* Use lastdir here - otherwise, |
465 | * since the direction that the creature should move in |
433 | * since the direction that the creature should move in |
466 | * may change, you could get infinite loops. |
434 | * may change, you could get infinite loops. |
467 | * ie, player is northwest, but monster can only |
435 | * ie, player is northwest, but monster can only |
468 | * move west, so it does that. It goes some distance, |
436 | * move west, so it does that. It goes some distance, |
… | |
… | |
470 | * 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 |
471 | * gets back to its original point. lastdir contains |
439 | * gets back to its original point. lastdir contains |
472 | * the last direction the creature has successfully |
440 | * the last direction the creature has successfully |
473 | * moved. |
441 | * moved. |
474 | */ |
442 | */ |
475 | |
|
|
476 | x = lastx + freearr_x[absdir (lastdir + i)]; |
|
|
477 | y = lasty + freearr_y[absdir (lastdir + i)]; |
|
|
478 | m = lastmap; |
443 | pos = lastpos; |
479 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
444 | pos.move (absdir (lastdir + i)); |
480 | if (mflags & P_OUT_OF_MAP) |
445 | |
|
|
446 | if (!pos.normalise ()) |
481 | continue; |
447 | continue; |
482 | blocked = GET_MAP_MOVE_BLOCK (m, x, y); |
448 | |
483 | if (OB_TYPE_MOVE_BLOCK (mon, blocked)) |
449 | mapspace &ms = *pos; |
|
|
450 | |
|
|
451 | if (ms.flags () & P_BLOCKSVIEW) |
484 | continue; |
452 | continue; |
485 | if (mflags & P_BLOCKSVIEW) |
453 | |
|
|
454 | if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block)) |
486 | continue; |
455 | continue; |
487 | |
456 | |
488 | if (m == mon->map && blocked_link (mon, m, x, y)) |
457 | if (blocked_link (mon, pos.m, pos.x, pos.y)) |
489 | break; |
458 | break; |
490 | } |
459 | } |
|
|
460 | |
491 | /* go through entire loop without finding a valid |
461 | /* go through entire loop without finding a valid |
492 | * sidestep to take - thus, no valid path. |
462 | * sidestep to take - thus, no valid path. |
493 | */ |
463 | */ |
494 | if (i == (DETOUR_AMOUNT + 1)) |
464 | if (i == DETOUR_AMOUNT + 1) |
495 | return 0; |
465 | return 0; |
|
|
466 | |
496 | diff--; |
467 | diff--; |
497 | lastdir = dir; |
468 | lastdir = dir; |
498 | max--; |
469 | max--; |
499 | if (!firstdir) |
470 | if (!firstdir) |
500 | firstdir = dir + i; |
471 | firstdir = dir + i; |
… | |
… | |
504 | { |
475 | { |
505 | /* we moved towards creature, so diff is less */ |
476 | /* we moved towards creature, so diff is less */ |
506 | diff--; |
477 | diff--; |
507 | max--; |
478 | max--; |
508 | lastdir = dir; |
479 | lastdir = dir; |
|
|
480 | |
509 | if (!firstdir) |
481 | if (!firstdir) |
510 | firstdir = dir; |
482 | firstdir = dir; |
511 | } |
483 | } |
512 | |
484 | |
513 | if (diff <= 1) |
485 | if (diff <= 1) |
514 | { |
486 | { |
515 | /* Recalculate diff (distance) because we may not have actually |
487 | /* Recalculate diff (distance) because we may not have actually |
516 | * headed toward player for entire distance. |
488 | * headed toward player for entire distance. |
517 | */ |
489 | */ |
518 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
490 | get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0); |
519 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
491 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
520 | } |
492 | } |
521 | |
493 | |
522 | if (diff > max) |
494 | if (diff > max) |
523 | return 0; |
495 | return 0; |
… | |
… | |
541 | next = op->below; |
513 | next = op->below; |
542 | |
514 | |
543 | /* Forces get applied per default, unless they have the |
515 | /* Forces get applied per default, unless they have the |
544 | * 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 |
545 | */ |
517 | */ |
546 | if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) |
518 | if (op->type == FORCE && !op->flag [FLAG_NEUTRAL]) |
547 | SET_FLAG (op, FLAG_APPLIED); |
519 | op->set_flag (FLAG_APPLIED); |
548 | |
520 | |
549 | /* we never give weapons/armour if these cannot be used |
521 | /* we never give weapons/armour if these cannot be used |
550 | * by this player due to race restrictions |
522 | * by this player due to race restrictions |
551 | */ |
523 | */ |
552 | if (pl->type == PLAYER) |
524 | if (pl->type == PLAYER) |
553 | { |
525 | { |
554 | if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) |
526 | if ((!pl->flag [FLAG_USE_ARMOUR] |
555 | && |
527 | && |
556 | (op->type == ARMOUR || op->type == BOOTS |
528 | (op->type == ARMOUR || op->type == BOOTS |
557 | || op->type == CLOAK || op->type == HELMET |
529 | || op->type == CLOAK || op->type == HELMET |
558 | || op->type == SHIELD || op->type == GLOVES |
530 | || op->type == SHIELD || op->type == GLOVES |
559 | || op->type == BRACERS || op->type == GIRDLE)) |
531 | || op->type == BRACERS || op->type == GIRDLE)) |
560 | || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
532 | || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON)) |
561 | { |
533 | { |
562 | op->destroy (); |
534 | op->destroy (); |
563 | continue; |
535 | continue; |
564 | } |
536 | } |
565 | } |
537 | } |
… | |
… | |
582 | if (op->nrof > 1) |
554 | if (op->nrof > 1) |
583 | op->nrof = 1; |
555 | op->nrof = 1; |
584 | } |
556 | } |
585 | |
557 | |
586 | if (op->type == SPELLBOOK && op->inv) |
558 | if (op->type == SPELLBOOK && op->inv) |
587 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
559 | op->inv->clr_flag (FLAG_STARTEQUIP); |
588 | |
560 | |
589 | /* Give starting characters identified, uncursed, and undamned |
561 | /* Give starting characters identified, uncursed, and undamned |
590 | * 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 |
591 | * merged properly. |
563 | * merged properly. |
592 | */ |
564 | */ |
593 | if (need_identify (op)) |
565 | if (op->need_identify ()) |
594 | { |
566 | { |
595 | SET_FLAG (op, FLAG_IDENTIFIED); |
567 | op->set_flag (FLAG_IDENTIFIED); |
596 | CLEAR_FLAG (op, FLAG_CURSED); |
568 | op->clr_flag (FLAG_CURSED); |
597 | CLEAR_FLAG (op, FLAG_DAMNED); |
569 | op->clr_flag (FLAG_DAMNED); |
598 | } |
570 | } |
599 | |
571 | |
600 | if (op->type == SPELL) |
572 | if (op->type == SPELL) |
601 | { |
573 | { |
602 | op->destroy (); |
574 | op->destroy (); |
603 | continue; |
575 | continue; |
604 | } |
576 | } |
605 | else if (op->type == SKILL) |
577 | else if (op->type == SKILL) |
606 | { |
578 | { |
607 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
579 | op->set_flag (FLAG_CAN_USE_SKILL); |
608 | op->stats.exp = 0; |
580 | op->stats.exp = 0; |
609 | op->level = 1; |
581 | op->level = 1; |
610 | } |
582 | } |
611 | else /* lock all 'normal items by default */ |
583 | else /* lock all 'normal items by default */ |
612 | SET_FLAG (op, FLAG_INV_LOCKED); |
584 | op->set_flag (FLAG_INV_LOCKED); |
613 | } /* for loop of objects in player inv */ |
585 | } /* for loop of objects in player inv */ |
614 | |
586 | |
615 | /* Need to set up the skill pointers */ |
587 | /* Need to set up the skill pointers */ |
616 | pl->contr->link_skills (); |
588 | pl->contr->link_skills (); |
617 | } |
589 | } |
… | |
… | |
631 | 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:"); |
632 | } |
604 | } |
633 | |
605 | |
634 | /* 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. */ |
635 | static int |
607 | static int |
636 | roll_stat (void) |
608 | roll_stat () |
637 | { |
609 | { |
638 | int a[4], i, j, k; |
610 | int a[4], i, j, k; |
639 | |
611 | |
640 | for (i = 0; i < 4; i++) |
612 | for (i = 0; i < 4; i++) |
641 | a[i] = (int) rndm (6) + 1; |
613 | a[i] = rndm (1, 6); |
642 | |
614 | |
643 | for (i = 0, j = 0, k = 7; i < 4; i++) |
615 | for (i = 0, j = 0, k = 7; i < 4; i++) |
644 | if (a[i] < k) |
616 | if (a[i] < k) |
645 | k = a[i], j = i; |
617 | k = a[i], j = i; |
646 | |
618 | |
… | |
… | |
738 | player::chargen_race_done () |
710 | player::chargen_race_done () |
739 | { |
711 | { |
740 | /* this must before then initial items are given */ |
712 | /* this must before then initial items are given */ |
741 | esrv_new_player (ob->contr); |
713 | esrv_new_player (ob->contr); |
742 | |
714 | |
743 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
715 | treasurelist *tl = treasurelist::find (shstr_starting_wealth); |
744 | if (tl) |
716 | if (tl) |
745 | create_treasure (tl, ob, 0, 0, 0); |
717 | create_treasure (tl, ob, 0, 0, 0); |
746 | |
718 | |
747 | INVOKE_PLAYER (BIRTH, ob->contr); |
719 | INVOKE_PLAYER (BIRTH, ob->contr); |
748 | INVOKE_PLAYER (LOGIN, ob->contr); |
|
|
749 | |
720 | |
750 | ob->contr->ns->state = ST_PLAYING; |
721 | ob->contr->ns->state = ST_PLAYING; |
751 | |
722 | |
752 | if (ob->msg) |
723 | if (ob->msg) |
753 | ob->msg = 0; |
724 | ob->msg = 0; |
754 | |
725 | |
755 | start_info (ob); |
726 | start_info (ob); |
756 | CLEAR_FLAG (ob, FLAG_WIZ); |
727 | ob->clr_flag (FLAG_WIZ); |
757 | give_initial_items (ob, ob->randomitems); |
728 | give_initial_items (ob, ob->randomitems); |
758 | esrv_send_inventory (ob, ob); |
729 | esrv_send_inventory (ob, ob); |
759 | ob->update_stats (); |
730 | ob->update_stats (); |
760 | |
731 | |
761 | /* This moves the player to a different start map, if there |
732 | /* This moves the player to a different start map, if there |
… | |
… | |
801 | ob->stats.hp = ob->stats.maxhp; |
772 | ob->stats.hp = ob->stats.maxhp; |
802 | ob->stats.sp = ob->stats.maxsp; |
773 | ob->stats.sp = ob->stats.maxsp; |
803 | ob->stats.grace = 0; |
774 | ob->stats.grace = 0; |
804 | } |
775 | } |
805 | |
776 | |
806 | void |
777 | static void |
807 | flee_player (object *op) |
778 | flee_player (object *op) |
808 | { |
779 | { |
809 | int dir, diff; |
780 | int dir, diff; |
810 | rv_vector rv; |
781 | rv_vector rv; |
811 | |
782 | |
812 | if (op->stats.hp < 0) |
783 | if (op->stats.hp < 0) |
813 | { |
784 | { |
814 | LOG (llevDebug, "Fleeing player is dead.\n"); |
785 | LOG (llevDebug, "Fleeing player is dead.\n"); |
815 | CLEAR_FLAG (op, FLAG_SCARED); |
786 | op->clr_flag (FLAG_SCARED); |
816 | return; |
787 | return; |
817 | } |
788 | } |
818 | |
789 | |
819 | if (!op->enemy) |
790 | if (!op->enemy) |
820 | { |
791 | { |
821 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
792 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
822 | CLEAR_FLAG (op, FLAG_SCARED); |
793 | op->clr_flag (FLAG_SCARED); |
823 | return; |
794 | return; |
824 | } |
795 | } |
825 | |
796 | |
826 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
797 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
827 | { |
798 | { |
828 | op->enemy = NULL; |
799 | op->enemy = NULL; |
829 | CLEAR_FLAG (op, FLAG_SCARED); |
800 | op->clr_flag (FLAG_SCARED); |
830 | return; |
801 | return; |
831 | } |
802 | } |
832 | |
803 | |
833 | get_rangevector (op, op->enemy, &rv, 0); |
804 | get_rangevector (op, op->enemy, &rv, 0); |
834 | |
805 | |
835 | dir = absdir (4 + rv.direction); |
806 | dir = absdir (4 + rv.direction); |
836 | for (diff = 0; diff < 3; diff++) |
807 | for (diff = 0; diff < 3; diff++) |
837 | { |
808 | { |
838 | int m = 1 - rndm (2) * 2; |
809 | int m = 1 - rndm (2) * 2; |
839 | |
810 | |
840 | 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)))) |
841 | return; |
812 | return; |
842 | } |
813 | } |
843 | |
814 | |
844 | /* Cornered, get rid of scared */ |
815 | /* Cornered, get rid of scared */ |
845 | CLEAR_FLAG (op, FLAG_SCARED); |
816 | op->clr_flag (FLAG_SCARED); |
846 | op->enemy = NULL; |
817 | op->enemy = NULL; |
847 | } |
818 | } |
848 | |
819 | |
849 | /* 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. |
850 | * 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 |
… | |
… | |
855 | { |
826 | { |
856 | object *tmp, *next; |
827 | object *tmp, *next; |
857 | int stop = 0; |
828 | int stop = 0; |
858 | int wvratio; |
829 | int wvratio; |
859 | |
830 | |
860 | /* if you're flying, you cna't pick up anything */ |
831 | /* if you're flying, you can't pick up anything */ |
861 | if (op->move_type & MOVE_FLYING) |
832 | if (op->move_type & MOVE_FLYING) |
862 | return 1; |
833 | return 1; |
863 | |
834 | |
864 | next = op->below; |
835 | next = op->below; |
865 | |
836 | |
866 | int cnt = MAX_ITEM_PER_DROP; |
837 | int cnt = MAX_ITEM_PER_ACTION; |
867 | #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) |
868 | |
839 | |
869 | /* 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 |
870 | * destroyed */ |
841 | * destroyed */ |
871 | while (next && !next->destroyed ()) |
842 | while (next && !next->destroyed ()) |
… | |
… | |
897 | if (op->contr->mode & PU_DEBUG) |
868 | if (op->contr->mode & PU_DEBUG) |
898 | { |
869 | { |
899 | /* some debugging code to figure out item information */ |
870 | /* some debugging code to figure out item information */ |
900 | const char *str = tmp->name |
871 | const char *str = tmp->name |
901 | ? format ("item name: %s item type: %d weight/value: %d", |
872 | ? format ("item name: %s item type: %d weight/value: %d", |
902 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))) |
873 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))) |
903 | : format ("item name: %s item type: %d weight/value: %d", |
874 | : format ("item name: %s item type: %d weight/value: %d", |
904 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
875 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))); |
905 | |
876 | |
906 | new_draw_info (NDI_UNIQUE, 0, op, str); |
877 | new_draw_info (NDI_UNIQUE, 0, op, str); |
907 | } |
878 | } |
908 | |
879 | |
909 | if (op->contr->mode & PU_INHIBIT) |
880 | if (op->contr->mode & PU_INHIBIT) |
… | |
… | |
942 | * fighting */ |
913 | * fighting */ |
943 | if (op->contr->mode & PU_INHIBIT) |
914 | if (op->contr->mode & PU_INHIBIT) |
944 | return 1; |
915 | return 1; |
945 | |
916 | |
946 | /* prevent us from turning into auto-thieves :) */ |
917 | /* prevent us from turning into auto-thieves :) */ |
947 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
918 | if (tmp->flag [FLAG_UNPAID]) |
948 | continue; |
919 | continue; |
949 | |
920 | |
950 | /* ignore known cursed objects */ |
921 | /* ignore known cursed objects */ |
951 | if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) |
922 | if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED) |
952 | continue; |
923 | continue; |
953 | |
924 | |
954 | /* all food and drink if desired */ |
925 | /* all food and drink if desired */ |
955 | /* question: don't pick up known-poisonous stuff? */ |
926 | /* question: don't pick up known-poisonous stuff? */ |
956 | if (op->contr->mode & PU_FOOD) |
927 | if (op->contr->mode & PU_FOOD) |
… | |
… | |
959 | CHK_PICK_PICKUP; |
930 | CHK_PICK_PICKUP; |
960 | continue; |
931 | continue; |
961 | } |
932 | } |
962 | |
933 | |
963 | if (op->contr->mode & PU_DRINK) |
934 | if (op->contr->mode & PU_DRINK) |
964 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
935 | if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED])) |
965 | { |
936 | { |
966 | CHK_PICK_PICKUP; |
937 | CHK_PICK_PICKUP; |
967 | continue; |
938 | continue; |
968 | } |
939 | } |
969 | |
940 | |
… | |
… | |
996 | continue; |
967 | continue; |
997 | } |
968 | } |
998 | |
969 | |
999 | /* wands/staves/rods/horns */ |
970 | /* wands/staves/rods/horns */ |
1000 | if (op->contr->mode & PU_MAGIC_DEVICE) |
971 | if (op->contr->mode & PU_MAGIC_DEVICE) |
1001 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
972 | if (tmp->type == WAND |
|
|
973 | || tmp->type == ROD |
|
|
974 | || tmp->type == HORN |
|
|
975 | || tmp->type == POWER_CRYSTAL) |
1002 | { |
976 | { |
1003 | CHK_PICK_PICKUP; |
977 | CHK_PICK_PICKUP; |
1004 | continue; |
978 | continue; |
1005 | } |
979 | } |
1006 | |
980 | |
1007 | /* pick up all magical items */ |
981 | /* pick up all magical items */ |
1008 | if (op->contr->mode & PU_MAGICAL) |
982 | if (op->contr->mode & PU_MAGICAL) |
1009 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
983 | if (tmp->flag [FLAG_KNOWN_MAGICAL] |
|
|
984 | && !tmp->flag [FLAG_KNOWN_CURSED]) |
1010 | { |
985 | { |
1011 | CHK_PICK_PICKUP; |
986 | CHK_PICK_PICKUP; |
1012 | continue; |
987 | continue; |
1013 | } |
988 | } |
1014 | |
989 | |
… | |
… | |
1021 | } |
996 | } |
1022 | } |
997 | } |
1023 | |
998 | |
1024 | /* rings & amulets - talismans seems to be typed AMULET */ |
999 | /* rings & amulets - talismans seems to be typed AMULET */ |
1025 | if (op->contr->mode & PU_JEWELS) |
1000 | if (op->contr->mode & PU_JEWELS) |
1026 | if (tmp->type == RING || tmp->type == AMULET) |
1001 | if (tmp->type == RING |
|
|
1002 | || tmp->type == AMULET |
|
|
1003 | || tmp->type == GIRDLE |
|
|
1004 | || tmp->type == SKILL_TOOL) |
1027 | { |
1005 | { |
1028 | CHK_PICK_PICKUP; |
1006 | CHK_PICK_PICKUP; |
1029 | continue; |
1007 | continue; |
1030 | } |
1008 | } |
1031 | |
1009 | |
… | |
… | |
1080 | CHK_PICK_PICKUP; |
1058 | CHK_PICK_PICKUP; |
1081 | continue; |
1059 | continue; |
1082 | } |
1060 | } |
1083 | |
1061 | |
1084 | if (op->contr->mode & PU_GLOVES) |
1062 | if (op->contr->mode & PU_GLOVES) |
1085 | if (tmp->type == GLOVES) |
1063 | if (tmp->type == GLOVES || tmp->type == BRACERS) |
1086 | { |
1064 | { |
1087 | CHK_PICK_PICKUP; |
1065 | CHK_PICK_PICKUP; |
1088 | continue; |
1066 | continue; |
1089 | } |
1067 | } |
1090 | |
1068 | |
… | |
… | |
1095 | continue; |
1073 | continue; |
1096 | } |
1074 | } |
1097 | |
1075 | |
1098 | /* hoping to catch throwing daggers here */ |
1076 | /* hoping to catch throwing daggers here */ |
1099 | if (op->contr->mode & PU_MISSILEWEAPON) |
1077 | if (op->contr->mode & PU_MISSILEWEAPON) |
1100 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
1078 | if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN]) |
1101 | { |
1079 | { |
1102 | CHK_PICK_PICKUP; |
1080 | CHK_PICK_PICKUP; |
1103 | continue; |
1081 | continue; |
1104 | } |
1082 | } |
1105 | |
1083 | |
… | |
… | |
1140 | fprintf (stderr, "%s", tmp->name); |
1118 | fprintf (stderr, "%s", tmp->name); |
1141 | } |
1119 | } |
1142 | else |
1120 | else |
1143 | fprintf (stderr, "%s", tmp->arch->archname); |
1121 | fprintf (stderr, "%s", tmp->arch->archname); |
1144 | fprintf (stderr, ",%d] = ", tmp->type); |
1122 | fprintf (stderr, ",%d] = ", tmp->type); |
1145 | 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)))); |
1146 | #endif |
1124 | #endif |
1147 | CHK_PICK_PICKUP; |
1125 | CHK_PICK_PICKUP; |
1148 | continue; |
1126 | continue; |
1149 | } |
1127 | } |
1150 | } /* the new pickup model */ |
1128 | } /* the new pickup model */ |
1151 | } |
1129 | } |
1152 | |
1130 | |
1153 | return !stop; |
1131 | return !stop; |
1154 | } |
1132 | } |
1155 | |
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; |
|
|
1167 | } |
|
|
1168 | |
1156 | /* |
1169 | /* |
1157 | * Find an arrow in the inventory and after that |
1170 | * Find an arrow in the inventory and after that |
1158 | * in the right type container (quiver). Pointer to the |
1171 | * in the right type container (quiver). Pointer to the |
1159 | * found object is returned. |
1172 | * found object is returned. |
1160 | */ |
1173 | */ |
1161 | object * |
1174 | static object * |
1162 | find_arrow (object *op, const char *type) |
1175 | find_arrow (object *op, const char *type) |
1163 | { |
1176 | { |
1164 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1177 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1165 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
1178 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
1166 | return splay (tmp); |
1179 | return splay (tmp); |
1167 | |
1180 | |
1168 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1181 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1169 | 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)) |
1170 | if (object *arrow = find_arrow (tmp, type)) |
1183 | if (object *arrow = find_arrow (tmp, type)) |
1171 | { |
1184 | { |
1172 | splay (tmp); |
1185 | splay (tmp); |
1173 | return arrow; |
1186 | return arrow; |
1174 | } |
1187 | } |
… | |
… | |
1180 | * 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 |
1181 | * 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 |
1182 | * 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 |
1183 | * 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. |
1184 | */ |
1197 | */ |
1185 | object * |
1198 | static object * |
1186 | find_better_arrow (object *op, object *target, shstr_cmp type, int *better) |
1199 | find_better_arrow (object *op, object *target, shstr_cmp type, int *better) |
1187 | { |
1200 | { |
1188 | object *tmp = NULL, *arrow, *ntmp; |
1201 | object *tmp = NULL, *arrow, *ntmp; |
1189 | int attacknum, attacktype, betterby = 0, i; |
1202 | int attacknum, attacktype, betterby = 0, i; |
1190 | |
1203 | |
1191 | if (!type) |
1204 | if (!type) |
1192 | return NULL; |
1205 | return NULL; |
1193 | |
1206 | |
1194 | for (arrow = op->inv; arrow; arrow = arrow->below) |
1207 | for (arrow = op->inv; arrow; arrow = arrow->below) |
1195 | { |
1208 | { |
1196 | if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) |
1209 | if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED]) |
1197 | { |
1210 | { |
1198 | i = 0; |
1211 | i = 0; |
1199 | ntmp = find_better_arrow (arrow, target, type, &i); |
1212 | ntmp = find_better_arrow (arrow, target, type, &i); |
1200 | |
1213 | |
1201 | if (i > betterby) |
1214 | if (i > betterby) |
… | |
… | |
1259 | * find_better_arrow to find a decent arrow to use. |
1272 | * find_better_arrow to find a decent arrow to use. |
1260 | * op = the shooter |
1273 | * op = the shooter |
1261 | * type = bow->race |
1274 | * type = bow->race |
1262 | * dir = fire direction |
1275 | * dir = fire direction |
1263 | */ |
1276 | */ |
1264 | object * |
1277 | static object * |
1265 | pick_arrow_target (object *op, shstr_cmp type, int dir) |
1278 | pick_arrow_target (object *op, shstr_cmp type, int dir) |
1266 | { |
1279 | { |
1267 | object *tmp = NULL; |
1280 | object *tmp = NULL; |
1268 | maptile *m; |
1281 | maptile *m; |
1269 | int i, mflags, found, number; |
1282 | int i, mflags, found, number; |
… | |
… | |
1302 | break; |
1315 | break; |
1303 | } |
1316 | } |
1304 | |
1317 | |
1305 | if (mflags & P_IS_ALIVE) |
1318 | if (mflags & P_IS_ALIVE) |
1306 | 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) |
1307 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1320 | if (tmp->flag [FLAG_ALIVE]) |
1308 | break; |
1321 | break; |
1309 | } |
1322 | } |
1310 | |
1323 | |
1311 | if (!tmp) |
1324 | if (!tmp) |
1312 | return find_arrow (op, type); |
1325 | return find_arrow (op, type); |
… | |
… | |
1373 | { |
1386 | { |
1374 | if (op->type == PLAYER) |
1387 | if (op->type == PLAYER) |
1375 | 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); |
1376 | /* 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 */ |
1377 | else |
1390 | else |
1378 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1391 | op->clr_flag (FLAG_READY_BOW); |
1379 | |
1392 | |
1380 | return 0; |
1393 | return 0; |
1381 | } |
1394 | } |
1382 | } |
1395 | } |
1383 | |
1396 | |
… | |
… | |
1432 | #endif |
1445 | #endif |
1433 | |
1446 | |
1434 | SET_ANIMATION (arrow, arrow->direction); |
1447 | SET_ANIMATION (arrow, arrow->direction); |
1435 | |
1448 | |
1436 | /* update the speed */ |
1449 | /* update the speed */ |
1437 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
|
|
1438 | + bow->stats.dam / 7.f; |
|
|
1439 | |
1450 | |
1440 | arrow->set_speed (max (arrow->speed, 2.f)); |
|
|
1441 | 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 | )); |
1442 | |
1456 | |
1443 | 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; |
1444 | |
1458 | |
1445 | if (op->type == PLAYER) |
1459 | if (op->type == PLAYER) |
1446 | { |
1460 | { |
… | |
… | |
1484 | * but monsters can't. Putting that code here |
1498 | * but monsters can't. Putting that code here |
1485 | * makes the fire_bow code much cleaner. |
1499 | * makes the fire_bow code much cleaner. |
1486 | * this function should only be called if 'op' is a player, |
1500 | * this function should only be called if 'op' is a player, |
1487 | * hence the function name. |
1501 | * hence the function name. |
1488 | */ |
1502 | */ |
1489 | int |
1503 | static int |
1490 | player_fire_bow (object *op, int dir) |
1504 | player_fire_bow (object *op, int dir) |
1491 | { |
1505 | { |
1492 | int ret; |
1506 | int ret; |
1493 | |
1507 | |
1494 | if (op->contr->bowtype == bow_bestarrow) |
1508 | if (op->contr->bowtype == bow_bestarrow) |
… | |
… | |
1522 | } |
1536 | } |
1523 | |
1537 | |
1524 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1538 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1525 | * Broken apart from 'fire' to keep it more readable. |
1539 | * Broken apart from 'fire' to keep it more readable. |
1526 | */ |
1540 | */ |
1527 | void |
1541 | static void |
1528 | fire_misc_object (object *op, int dir) |
1542 | fire_misc_object (object *op, int dir) |
1529 | { |
1543 | { |
1530 | object *item = op->contr->ranged_ob; |
1544 | object *item = op->contr->ranged_ob; |
1531 | |
1545 | |
1532 | if (!item) |
1546 | if (!item) |
… | |
… | |
1539 | { |
1553 | { |
1540 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1554 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1541 | return; |
1555 | return; |
1542 | } |
1556 | } |
1543 | |
1557 | |
1544 | if (!op->change_weapon (item)) |
1558 | if (!op->apply (item)) |
1545 | return; |
1559 | return; |
1546 | |
1560 | |
1547 | if (item->type == WAND) |
1561 | if (item->type == WAND) |
1548 | { |
1562 | { |
1549 | if (item->stats.food <= 0) |
1563 | if (item->stats.food <= 0) |
… | |
… | |
1554 | return; |
1568 | return; |
1555 | } |
1569 | } |
1556 | } |
1570 | } |
1557 | else if (item->type == ROD || item->type == HORN) |
1571 | else if (item->type == ROD || item->type == HORN) |
1558 | { |
1572 | { |
1559 | 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); |
1560 | |
1574 | |
1561 | // 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 |
1562 | // for a rod or horn, this fixes some broken rods. |
1576 | // for a rod or horn, this fixes some broken rods. |
1563 | if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) |
1577 | if (item->stats.hp < min (spell_sp, item->stats.maxhp)) |
1564 | { |
1578 | { |
1565 | op->contr->play_sound (sound_find ("wand_poof")); |
1579 | op->contr->play_sound (sound_find ("wand_poof")); |
1566 | |
1580 | |
1567 | if (item->type == ROD) |
1581 | if (item->type == ROD) |
1568 | 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)); |
… | |
… | |
1583 | { |
1597 | { |
1584 | object *tmp; |
1598 | object *tmp; |
1585 | |
1599 | |
1586 | if (item->arch) |
1600 | if (item->arch) |
1587 | { |
1601 | { |
1588 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1602 | item->clr_flag (FLAG_ANIMATE); |
1589 | item->face = item->arch->face; |
1603 | item->face = item->arch->face; |
1590 | item->set_speed (0); |
1604 | item->set_speed (0); |
1591 | } |
1605 | } |
1592 | |
1606 | |
1593 | if (object *pl = item->visible_to ()) |
1607 | if (object *pl = item->visible_to ()) |
… | |
… | |
1600 | } |
1614 | } |
1601 | |
1615 | |
1602 | /* Received a fire command for the player - go and do it. |
1616 | /* Received a fire command for the player - go and do it. |
1603 | */ |
1617 | */ |
1604 | bool |
1618 | bool |
1605 | fire (object *op, int dir) |
1619 | fire (object *who, int dir) |
1606 | { |
1620 | { |
1607 | int spellcost = 0; |
1621 | int spellcost = 0; |
1608 | |
1622 | |
1609 | player *pl = op->contr; |
1623 | player *pl = who->contr; |
1610 | |
1624 | |
1611 | if (pl->golem) |
1625 | if (pl->golem) |
1612 | { |
1626 | { |
1613 | control_golem (op->contr->golem, dir); |
1627 | control_golem (who->contr->golem, dir); |
1614 | return false; |
1628 | return false; |
1615 | } |
1629 | } |
1616 | |
1630 | |
1617 | object *ob = pl->ranged_ob; |
1631 | object *ob = pl->ranged_ob; |
1618 | |
1632 | |
1619 | if (!ob) |
1633 | if (!ob) |
1620 | return false; |
1634 | return false; |
1621 | |
1635 | |
1622 | if (op->speed_left > 0.f) |
1636 | if (who->speed_left > 0.f) |
1623 | --op->speed_left; |
1637 | --who->speed_left; |
1624 | else |
1638 | else |
1625 | return false; |
1639 | return false; |
1626 | |
1640 | |
1627 | if (!op->change_weapon (ob)) |
1641 | if (!who->apply (ob)) |
1628 | return false; |
1642 | return false; |
1629 | |
1643 | |
1630 | /* check for loss of invisiblity/hide */ |
1644 | /* check for loss of invisiblity/hide */ |
1631 | if (action_makes_visible (op)) |
1645 | if (action_makes_visible (who)) |
1632 | make_visible (op); |
1646 | make_visible (who); |
1633 | |
1647 | |
1634 | switch (ob->type) |
1648 | switch (ob->type) |
1635 | { |
1649 | { |
1636 | case BOW: |
1650 | case BOW: |
1637 | player_fire_bow (op, dir); |
1651 | player_fire_bow (who, dir); |
1638 | break; |
1652 | break; |
1639 | |
1653 | |
1640 | case SPELL: |
1654 | case SPELL: |
1641 | spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0); |
1655 | spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0); |
1642 | break; |
1656 | break; |
1643 | |
1657 | |
1644 | case BUILDER: |
1658 | case BUILDER: |
1645 | apply_map_builder (op, dir); |
1659 | apply_map_builder (who, dir); |
1646 | break; |
1660 | break; |
1647 | |
1661 | |
1648 | case SKILL: |
1662 | case SKILL: |
1649 | do_skill (op, op, ob, dir, 0); |
1663 | do_skill (who, who, ob, dir, 0); |
1650 | break; |
1664 | break; |
1651 | |
1665 | |
|
|
1666 | case RANGED: |
|
|
1667 | do_skill (who, ob, who->chosen_skill, dir, 0); |
|
|
1668 | break; |
|
|
1669 | |
1652 | default: |
1670 | default: |
1653 | fire_misc_object (op, dir); |
1671 | fire_misc_object (who, dir); |
1654 | break; |
1672 | break; |
1655 | } |
1673 | } |
1656 | |
1674 | |
1657 | return true; |
1675 | return true; |
1658 | } |
1676 | } |
… | |
… | |
1717 | * |
1735 | * |
1718 | * Change the color so that the message doesn't disappear with |
1736 | * Change the color so that the message doesn't disappear with |
1719 | * all the others. |
1737 | * all the others. |
1720 | */ |
1738 | */ |
1721 | if (pl->contr->usekeys == key_inventory |
1739 | if (pl->contr->usekeys == key_inventory |
1722 | || !QUERY_FLAG (container, FLAG_APPLIED) |
1740 | || !container->flag [FLAG_APPLIED] |
1723 | || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) |
1741 | || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) |
1724 | { |
1742 | { |
1725 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1743 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1726 | "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)); |
1727 | return NULL; |
1745 | return NULL; |
… | |
… | |
1811 | * going to try and move (not fire weapons). |
1829 | * going to try and move (not fire weapons). |
1812 | */ |
1830 | */ |
1813 | bool |
1831 | bool |
1814 | move_player_attack (object *op, int dir) |
1832 | move_player_attack (object *op, int dir) |
1815 | { |
1833 | { |
1816 | if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) |
1834 | if (!op->contr->braced && op->speed_left > 0.f && op->move (dir)) |
1817 | { |
1835 | { |
1818 | --op->speed_left; |
1836 | --op->speed_left; |
1819 | return true; |
1837 | return true; |
1820 | } |
1838 | } |
1821 | |
1839 | |
1822 | int on_battleground; |
|
|
1823 | |
|
|
1824 | sint16 nx = freearr_x[dir] + op->x; |
1840 | sint16 nx = freearr_x[dir] + op->x; |
1825 | sint16 ny = freearr_y[dir] + op->y; |
1841 | sint16 ny = freearr_y[dir] + op->y; |
1826 | |
|
|
1827 | on_battleground = op_on_battleground (op, 0, 0); |
|
|
1828 | |
1842 | |
1829 | if (out_of_map (op->map, nx, ny)) |
1843 | if (out_of_map (op->map, nx, ny)) |
1830 | return false; |
1844 | return false; |
1831 | |
1845 | |
1832 | /* 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 |
… | |
… | |
1853 | || mon->flag [FLAG_CAN_ROLL]) |
1867 | || mon->flag [FLAG_CAN_ROLL]) |
1854 | && mon != op) |
1868 | && mon != op) |
1855 | break; |
1869 | break; |
1856 | } |
1870 | } |
1857 | |
1871 | |
1858 | if (!mon) /* This happens anytime the player tries to move */ |
1872 | /* no monster == player tries to move into a wall or so */ |
1859 | 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 | } |
1860 | |
1898 | |
1861 | mon = mon->head_ (); |
1899 | mon = mon->head_ (); |
1862 | |
1900 | |
1863 | 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)) |
1864 | if (op->contr->weapon_sp_left > 0.f) |
1902 | if (op->contr->weapon_sp_left > 0.f) |
… | |
… | |
1882 | */ |
1920 | */ |
1883 | if (op->type == PLAYER |
1921 | if (op->type == PLAYER |
1884 | && ((mon->owner && mon->owner->contr |
1922 | && ((mon->owner && mon->owner->contr |
1885 | && same_party (mon->owner->contr->party, op->contr->party)) |
1923 | && same_party (mon->owner->contr->party, op->contr->party)) |
1886 | || mon->owner == op) |
1924 | || mon->owner == op) |
1887 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
1925 | && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])) |
1888 | { |
1926 | { |
1889 | /* 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 */ |
1890 | if (op->contr->braced) |
1928 | if (op->contr->braced) |
1891 | return false; |
1929 | return false; |
1892 | |
1930 | |
… | |
… | |
1903 | return true; |
1941 | return true; |
1904 | } |
1942 | } |
1905 | else |
1943 | else |
1906 | return false; |
1944 | return false; |
1907 | } |
1945 | } |
|
|
1946 | |
|
|
1947 | bool on_battleground = op_on_battleground (op, 0, 0); |
1908 | |
1948 | |
1909 | /* in certain circumstances, you shouldn't attack friendly |
1949 | /* in certain circumstances, you shouldn't attack friendly |
1910 | * creatures. Note that if you are braced, you can't push |
1950 | * creatures. Note that if you are braced, you can't push |
1911 | * 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 |
1912 | * attack them either. |
1952 | * attack them either. |
1913 | */ |
1953 | */ |
1914 | if ((mon->type == PLAYER || mon->enemy != op) |
1954 | if ((mon->type == PLAYER || mon->enemy != op) |
1915 | && (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]) |
1916 | && ((op->contr->peaceful |
1956 | && ((op->contr->peaceful |
1917 | || (mon->type == PLAYER && mon->contr->peaceful)) |
1957 | || (mon->type == PLAYER && mon->contr->peaceful)) |
1918 | && !on_battleground)) |
1958 | && !on_battleground)) |
1919 | { |
1959 | { |
1920 | if (op->speed_left > 0.f) |
1960 | if (op->speed_left > 0.f) |
… | |
… | |
1936 | } |
1976 | } |
1937 | } |
1977 | } |
1938 | /* If the object is a boulder or other rollable object, then |
1978 | /* If the object is a boulder or other rollable object, then |
1939 | * 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. |
1940 | */ |
1980 | */ |
1941 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
1981 | else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced)) |
1942 | { |
1982 | { |
1943 | if (op->speed_left > 0.f) |
1983 | if (op->speed_left > 0.f) |
1944 | { |
1984 | { |
1945 | --op->speed_left; |
1985 | --op->speed_left; |
1946 | |
1986 | |
… | |
… | |
1955 | * 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 |
1956 | * and be living. Then, it must be one of the following: |
1996 | * and be living. Then, it must be one of the following: |
1957 | * 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 |
1958 | * 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. |
1959 | */ |
1999 | */ |
1960 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2000 | else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] && |
1961 | ((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))) |
1962 | { |
2002 | { |
1963 | 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]) |
1964 | { |
2004 | { |
1965 | --op->contr->weapon_sp_left; |
2005 | --op->contr->weapon_sp_left; |
… | |
… | |
1977 | } |
2017 | } |
1978 | |
2018 | |
1979 | bool |
2019 | bool |
1980 | move_player (object *op, int dir) |
2020 | move_player (object *op, int dir) |
1981 | { |
2021 | { |
1982 | int pick; |
|
|
1983 | |
|
|
1984 | if (!op->map || op->map->in_memory != MAP_ACTIVE) |
2022 | if (!op->map || op->map->state != MAP_ACTIVE) |
1985 | return 0; |
2023 | return 0; |
1986 | |
2024 | |
1987 | /* Sanity check: make sure dir is valid */ |
2025 | /* Sanity check: make sure dir is valid */ |
1988 | if ((dir < 0) || (dir >= 9)) |
2026 | if (dir < 0 || dir > 8) |
1989 | { |
2027 | { |
1990 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2028 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
1991 | return 0; |
2029 | return 0; |
1992 | } |
2030 | } |
1993 | |
2031 | |
1994 | /* peterm: added following line */ |
2032 | /* peterm: added following line */ |
1995 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2033 | if (op->flag [FLAG_CONFUSED] && dir) |
1996 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2034 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
1997 | |
2035 | |
1998 | op->facing = dir; |
2036 | op->facing = dir; |
1999 | |
2037 | |
2000 | if (op->flag [FLAG_HIDDEN]) |
2038 | if (op->flag [FLAG_HIDDEN]) |
2001 | do_hidden_move (op); |
2039 | do_hidden_move (op); |
2002 | |
2040 | |
2003 | bool retval; |
2041 | bool retval; |
|
|
2042 | int pick = 0; |
2004 | |
2043 | |
2005 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2044 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2006 | retval = RESULT_INT (0); |
2045 | retval = RESULT_INT (0); |
2007 | else if (op->contr->fire_on) |
2046 | else if (op->contr->fire_on) |
2008 | retval = fire (op, dir); |
2047 | retval = fire (op, dir); |
… | |
… | |
2039 | * players. |
2078 | * players. |
2040 | */ |
2079 | */ |
2041 | bool |
2080 | bool |
2042 | handle_newcs_player (object *op) |
2081 | handle_newcs_player (object *op) |
2043 | { |
2082 | { |
2044 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2083 | if (op->flag [FLAG_SCARED]) |
2045 | { |
2084 | { |
2046 | if (op->speed_left > 0.f) |
2085 | if (op->speed_left > 0.f) |
2047 | { |
2086 | { |
2048 | --op->speed_left; |
2087 | --op->speed_left; |
2049 | flee_player (op); |
2088 | flee_player (op); |
… | |
… | |
2065 | return move_player (op, op->direction); |
2104 | return move_player (op, op->direction); |
2066 | |
2105 | |
2067 | return false; |
2106 | return false; |
2068 | } |
2107 | } |
2069 | |
2108 | |
2070 | int |
2109 | static int |
2071 | save_life (object *op) |
2110 | save_life (object *op) |
2072 | { |
2111 | { |
2073 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2112 | if (!op->flag [FLAG_LIFESAVE]) |
2074 | return 0; |
2113 | return 0; |
2075 | |
2114 | |
2076 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2115 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2077 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2116 | if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE]) |
2078 | { |
2117 | { |
2079 | op->play_sound (sound_find ("ob_evaporate")); |
2118 | op->play_sound (sound_find ("ob_evaporate")); |
2080 | 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)); |
2081 | |
2120 | |
2082 | tmp->destroy (); |
2121 | tmp->destroy (); |
2083 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2122 | op->clr_flag (FLAG_LIFESAVE); |
2084 | |
2123 | |
2085 | if (op->stats.hp < 0) |
2124 | if (op->stats.hp < 0) |
2086 | op->stats.hp = op->stats.maxhp; |
2125 | op->stats.hp = op->stats.maxhp; |
2087 | |
2126 | |
2088 | if (op->stats.food < 0) |
2127 | if (op->stats.food < 0) |
2089 | op->stats.food = 999; |
2128 | op->stats.food = MAX_FOOD; |
2090 | |
2129 | |
2091 | op->update_stats (); |
2130 | op->update_stats (); |
2092 | return 1; |
2131 | return 1; |
2093 | } |
2132 | } |
2094 | |
2133 | |
2095 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2134 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2096 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2135 | op->clr_flag (FLAG_LIFESAVE); |
2097 | enter_player_savebed (op); /* bring him home. */ |
2136 | enter_player_savebed (op); /* bring him home. */ |
2098 | return 0; |
2137 | return 0; |
2099 | } |
2138 | } |
2100 | |
2139 | |
2101 | /* 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 |
… | |
… | |
2108 | { |
2147 | { |
2109 | while (op) |
2148 | while (op) |
2110 | { |
2149 | { |
2111 | 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' */ |
2112 | |
2151 | |
2113 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2152 | if (op->flag [FLAG_UNPAID]) |
2114 | op->insert_at (env); |
2153 | op->insert_at (env); |
2115 | else if (op->inv) |
2154 | else if (op->inv) |
2116 | drop_unpaid_items (op->inv, env); |
2155 | drop_unpaid_items (op->inv, env); |
2117 | |
2156 | |
2118 | op = next; |
2157 | op = next; |
… | |
… | |
2124 | { |
2163 | { |
2125 | if (!flag [FLAG_REMOVED]) |
2164 | if (!flag [FLAG_REMOVED]) |
2126 | ::drop_unpaid_items (inv, this); |
2165 | ::drop_unpaid_items (inv, this); |
2127 | } |
2166 | } |
2128 | |
2167 | |
2129 | /* |
|
|
2130 | * Returns pointer a static string containing gravestone text |
|
|
2131 | * Moved from apply.c to player.c - player.c is what |
|
|
2132 | * actually uses this function. player.c may not be quite the |
|
|
2133 | * best, a misc file for object actions is probably better, |
|
|
2134 | * but there isn't one in the server directory. |
|
|
2135 | */ |
|
|
2136 | const char * |
|
|
2137 | gravestone_text (object *op) |
|
|
2138 | { |
|
|
2139 | static dynbuf_text buf; |
|
|
2140 | |
|
|
2141 | buf << "---- R.I.P. ----\n\n" |
|
|
2142 | << op->name; |
|
|
2143 | |
|
|
2144 | if (op->type == PLAYER) |
|
|
2145 | buf << " the " << op->contr->title; |
|
|
2146 | |
|
|
2147 | buf << "\n\n"; |
|
|
2148 | |
|
|
2149 | buf << "who was level "; |
|
|
2150 | buf << (sint32)op->level << "\n\n" // OO breakdown |
|
|
2151 | << " when " << (op->contr ? "killed" : "died") << "\n\n"; |
|
|
2152 | |
|
|
2153 | if (op->type == PLAYER) |
|
|
2154 | buf << "by " << op->contr->killer_name () << ".\n\n"; |
|
|
2155 | |
|
|
2156 | { |
|
|
2157 | static char buf2[128]; |
|
|
2158 | time_t now = time (NULL); |
|
|
2159 | strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now)); |
|
|
2160 | buf << buf2; |
|
|
2161 | } |
|
|
2162 | |
|
|
2163 | return buf; |
|
|
2164 | } |
|
|
2165 | |
|
|
2166 | void |
2168 | void |
2167 | do_some_living (object *op) |
2169 | do_some_living (object *op) |
2168 | { |
2170 | { |
2169 | int last_food = op->stats.food; |
2171 | int last_food = op->stats.food; |
2170 | int gen_hp, gen_sp, gen_grace; |
2172 | int gen_hp, gen_sp, gen_grace; |
2171 | int over_hp, over_sp, over_grace; |
|
|
2172 | int i; |
2173 | int i; |
2173 | int rate_hp = 1200; |
2174 | int rate_hp = 1200; |
2174 | int rate_sp = 2500; |
2175 | int rate_sp = 2500; |
2175 | int rate_grace = 2000; |
2176 | int rate_grace = 2000; |
2176 | const int max_hp = 1; |
2177 | const int max_hp = 1; |
… | |
… | |
2182 | op->invisible = 1000; |
2183 | op->invisible = 1000; |
2183 | /* the socket code flashes the player visible/invisible |
2184 | /* the socket code flashes the player visible/invisible |
2184 | * depending on the value of invisible, so we need to |
2185 | * depending on the value of invisible, so we need to |
2185 | * alternate it here for it to work correctly. |
2186 | * alternate it here for it to work correctly. |
2186 | */ |
2187 | */ |
2187 | if (pticks & 2) |
2188 | if (server_tick & 2) |
2188 | op->invisible--; |
2189 | op->invisible--; |
2189 | } |
2190 | } |
2190 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
2191 | else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS])) |
2191 | { |
2192 | { |
2192 | if (!op->invisible--) |
2193 | if (!op->invisible--) |
2193 | { |
2194 | { |
2194 | make_visible (op); |
2195 | make_visible (op); |
2195 | 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."); |
… | |
… | |
2229 | if (--op->last_grace < 0) |
2230 | if (--op->last_grace < 0) |
2230 | { |
2231 | { |
2231 | if (op->stats.grace < op->stats.maxgrace / 2) |
2232 | if (op->stats.grace < op->stats.maxgrace / 2) |
2232 | op->stats.grace++; /* no penalty in food for regaining grace */ |
2233 | op->stats.grace++; /* no penalty in food for regaining grace */ |
2233 | |
2234 | |
|
|
2235 | int temp = gen_grace < 20 ? 30 : gen_grace + 10; |
|
|
2236 | |
2234 | if (max_grace > 1) |
2237 | if (max_grace > 1) |
2235 | { |
2238 | { |
2236 | over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; |
2239 | int over_grace = temp / rate_grace; |
|
|
2240 | |
2237 | if (over_grace > 0) |
2241 | if (over_grace > 0) |
2238 | { |
2242 | { |
2239 | 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; |
2240 | + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0; |
|
|
2241 | op->last_grace = 0; |
2244 | op->last_grace = 0; |
2242 | } |
2245 | } |
2243 | else |
2246 | else |
2244 | { |
2247 | op->last_grace = rate_grace / temp; |
2245 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
|
|
2246 | } |
|
|
2247 | } |
2248 | } |
2248 | else |
2249 | else |
2249 | { |
2250 | op->last_grace = rate_grace / temp; |
2250 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2251 | |
2251 | } |
|
|
2252 | /* wearing stuff doesn't detract from grace generation. */ |
2252 | /* wearing stuff doesn't detract from grace generation. */ |
2253 | } |
2253 | } |
2254 | |
2254 | |
2255 | if (op->stats.food > 0) |
2255 | if (op->stats.food > 0) |
2256 | { |
2256 | { |
… | |
… | |
2262 | if (op->stats.sp < op->stats.maxsp) |
2262 | if (op->stats.sp < op->stats.maxsp) |
2263 | { |
2263 | { |
2264 | op->stats.sp++; |
2264 | op->stats.sp++; |
2265 | |
2265 | |
2266 | /* dms do not consume food */ |
2266 | /* dms do not consume food */ |
2267 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2267 | if (!op->flag [FLAG_WIZ]) |
2268 | { |
2268 | { |
2269 | op->stats.food--; |
2269 | op->stats.food--; |
2270 | |
2270 | |
2271 | if (op->contr->digestion < 0) |
2271 | if (op->contr->digestion < 0) |
2272 | op->stats.food += op->contr->digestion; |
2272 | op->stats.food += op->contr->digestion; |
… | |
… | |
2275 | } |
2275 | } |
2276 | } |
2276 | } |
2277 | |
2277 | |
2278 | if (max_sp > 1) |
2278 | if (max_sp > 1) |
2279 | { |
2279 | { |
2280 | over_sp = (gen_sp + 10) / rate_sp; |
2280 | int over_sp = (gen_sp + 10) / rate_sp; |
2281 | if (over_sp > 0) |
2281 | if (over_sp > 0) |
2282 | { |
2282 | { |
2283 | if (op->stats.sp < op->stats.maxsp) |
2283 | if (op->stats.sp < op->stats.maxsp) |
2284 | { |
2284 | { |
2285 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
2285 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
… | |
… | |
2306 | if (op->stats.hp < op->stats.maxhp) |
2306 | if (op->stats.hp < op->stats.maxhp) |
2307 | { |
2307 | { |
2308 | op->stats.hp++; |
2308 | op->stats.hp++; |
2309 | |
2309 | |
2310 | /* dms do not consume food */ |
2310 | /* dms do not consume food */ |
2311 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2311 | if (!op->flag [FLAG_WIZ]) |
2312 | { |
2312 | { |
2313 | op->stats.food--; |
2313 | op->stats.food--; |
2314 | |
2314 | |
2315 | if (op->contr->digestion < 0) |
2315 | if (op->contr->digestion < 0) |
2316 | op->stats.food += op->contr->digestion; |
2316 | op->stats.food += op->contr->digestion; |
2317 | 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)) |
2318 | op->stats.food = last_food; |
2318 | op->stats.food = last_food; |
2319 | } |
2319 | } |
2320 | } |
2320 | } |
2321 | |
2321 | |
|
|
2322 | int temp = gen_hp < 20 ? 30 : gen_hp + 10; |
|
|
2323 | |
2322 | if (max_hp > 1) |
2324 | if (max_hp > 1) |
2323 | { |
2325 | { |
2324 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
2326 | int over_hp = temp / rate_hp; |
2325 | |
2327 | |
2326 | if (over_hp > 0) |
2328 | if (over_hp > 0) |
2327 | { |
2329 | { |
2328 | op->stats.sp += over_hp + (rndm (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; |
2329 | op->last_heal = 0; |
2331 | op->last_heal = 0; |
2330 | } |
2332 | } |
2331 | else |
2333 | else |
2332 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2334 | op->last_heal = rate_hp / temp; |
2333 | } |
2335 | } |
2334 | else |
2336 | else |
2335 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2337 | op->last_heal = rate_hp / temp; |
2336 | } |
2338 | } |
2337 | } |
2339 | } |
2338 | |
2340 | |
2339 | /* Digestion */ |
2341 | /* Digestion */ |
2340 | if (--op->last_eat < 0) |
2342 | if (--op->last_eat < 0) |
… | |
… | |
2343 | penalty = max (0, -op->contr->digestion); |
2345 | penalty = max (0, -op->contr->digestion); |
2344 | |
2346 | |
2345 | 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); |
2346 | |
2348 | |
2347 | /* dms do not consume food */ |
2349 | /* dms do not consume food */ |
2348 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2350 | if (!op->flag [FLAG_WIZ]) |
2349 | op->stats.food--; |
2351 | op->stats.food--; |
2350 | } |
2352 | } |
2351 | |
2353 | |
2352 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2354 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2353 | { |
2355 | { |
2354 | object *flesh = 0; |
2356 | object *flesh = 0; |
2355 | |
2357 | |
2356 | for_inv_removable (op, tmp) |
2358 | for_inv_removable (op, tmp) |
2357 | { |
2359 | { |
2358 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
2360 | if (tmp->flag [FLAG_UNPAID]) |
2359 | continue; |
2361 | continue; |
2360 | |
2362 | |
2361 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2363 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2362 | { |
2364 | { |
2363 | op->statusmsg ("You blindly grab for a bite of food. " |
2365 | op->statusmsg ("You blindly grab for a bite of food. " |
2364 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2366 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2365 | manual_apply (op, tmp, 0); |
2367 | op->apply (tmp); |
2366 | |
2368 | |
2367 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2369 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2368 | break; |
2370 | break; |
2369 | } |
2371 | } |
2370 | else if (tmp->type == FLESH) |
2372 | else if (tmp->type == FLESH) |
… | |
… | |
2376 | */ |
2378 | */ |
2377 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2379 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2378 | { |
2380 | { |
2379 | op->statusmsg ("You blindly grab for a bite of food. " |
2381 | op->statusmsg ("You blindly grab for a bite of food. " |
2380 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2382 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2381 | manual_apply (op, flesh, 0); |
2383 | op->apply (flesh); |
2382 | } |
2384 | } |
2383 | |
2385 | |
2384 | // If player is still starving, alert him! |
2386 | // If player is still starving, alert him! |
2385 | if (op->stats.food < 0) |
2387 | if (op->stats.food < 0) |
2386 | op->failmsg ("You are starving! " |
2388 | op->failmsg ("You are starving! " |
… | |
… | |
2398 | op->contr->killer->destroy (); |
2400 | op->contr->killer->destroy (); |
2399 | } |
2401 | } |
2400 | } |
2402 | } |
2401 | |
2403 | |
2402 | /* killer should be set here already */ |
2404 | /* killer should be set here already */ |
2403 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2405 | if (op->stats.hp < 0 && !op->flag [FLAG_WIZ]) |
2404 | kill_player (op); |
2406 | kill_player (op); |
2405 | } |
2407 | } |
2406 | } |
2408 | } |
2407 | |
2409 | |
2408 | /* 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. |
… | |
… | |
2423 | return; |
2425 | return; |
2424 | |
2426 | |
2425 | dynbuf_text deathtab; |
2427 | dynbuf_text deathtab; |
2426 | |
2428 | |
2427 | /* restore player */ |
2429 | /* restore player */ |
2428 | at = archetype::find ("poisoning"); |
2430 | at = archetype::find (shstr_poisoning); |
2429 | if (object *tmp = present_arch_in_ob (at, op)) |
2431 | if (object *tmp = present_arch_in_ob (at, op)) |
2430 | { |
2432 | { |
2431 | tmp->destroy (); |
2433 | tmp->destroy (); |
2432 | deathtab << "Your body feels cleansed...\r"; |
2434 | deathtab << "Your body feels cleansed...\r"; |
2433 | } |
2435 | } |
2434 | |
2436 | |
2435 | at = archetype::find ("confusion"); |
2437 | at = archetype::find (shstr_confusion); |
2436 | if (object *tmp = present_arch_in_ob (at, op)) |
2438 | if (object *tmp = present_arch_in_ob (at, op)) |
2437 | { |
2439 | { |
2438 | tmp->destroy (); |
2440 | tmp->destroy (); |
2439 | deathtab << "Your mind feels clearer...\r"; |
2441 | deathtab << "Your mind feels clearer...\r"; |
2440 | } |
2442 | } |
… | |
… | |
2442 | cure_disease (op, 0, 0); /* remove any disease */ |
2444 | cure_disease (op, 0, 0); /* remove any disease */ |
2443 | |
2445 | |
2444 | max_it (op->stats.hp , op->stats.maxhp); |
2446 | max_it (op->stats.hp , op->stats.maxhp); |
2445 | max_it (op->stats.sp , op->stats.maxsp); |
2447 | max_it (op->stats.sp , op->stats.maxsp); |
2446 | max_it (op->stats.grace, op->stats.maxgrace); |
2448 | max_it (op->stats.grace, op->stats.maxgrace); |
2447 | |
|
|
2448 | if (op->stats.food <= 0) |
2449 | max_it (op->stats.food , 200); |
2449 | op->stats.food = 999; |
|
|
2450 | |
2450 | |
2451 | // remove all spell effects that are active |
2451 | // remove all spell effects that are active |
2452 | // to avoid long-term effects such as word-of-recall |
2452 | // to avoid long-term effects such as word-of-recall |
2453 | for (object *item = op->inv; item; ) |
2453 | for (object *item = op->inv; item; ) |
2454 | { |
2454 | { |
… | |
… | |
2467 | if (op_on_battleground (op, &x, &y)) |
2467 | if (op_on_battleground (op, &x, &y)) |
2468 | { |
2468 | { |
2469 | deathtab << "You almost died in combat, but local medics have saved your life...\r"; |
2469 | deathtab << "You almost died in combat, but local medics have saved your life...\r"; |
2470 | |
2470 | |
2471 | /* create a bodypart-trophy to make the winner happy */ |
2471 | /* create a bodypart-trophy to make the winner happy */ |
2472 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2472 | object *tmp = archetype::find (shstr_finger)->instance (); |
2473 | { |
2473 | |
2474 | tmp->name = format ("%s's finger" , &op->name); |
2474 | tmp->name = format ("%s's finger" , &op->name); |
2475 | tmp->name_pl = format ("%s's fingers", &op->name); |
2475 | tmp->name_pl = format ("%s's fingers", &op->name); |
2476 | tmp->msg = format ( |
2476 | tmp->msg = format ( |
2477 | "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", |
2478 | &op->name, op->contr->title, |
2478 | &op->name, op->contr->title, |
2479 | (int)op->level, |
2479 | (int)op->level, |
2480 | op->contr->killer_name () |
2480 | op->contr->killer_name () |
2481 | ); |
2481 | ); |
2482 | tmp->value = 0, tmp->type = 0; |
2482 | tmp->value = 0, tmp->type = 0; |
2483 | tmp->materialname = "organics"; |
2483 | tmp->material = name_to_material (shstr_organic); |
2484 | tmp->insert_at (op, tmp); |
2484 | tmp->insert_at (op, tmp); |
2485 | } |
|
|
2486 | |
2485 | |
2487 | /* teleport defeated player to new destination */ |
2486 | /* teleport defeated player to new destination */ |
2488 | transfer_ob (op, x, y, 0, NULL); |
2487 | transfer_ob (op, x, y, 0, NULL); |
2489 | op->contr->braced = 0; |
2488 | op->contr->braced = 0; |
2490 | |
2489 | |
… | |
… | |
2552 | lost_a_stat = 1; |
2551 | lost_a_stat = 1; |
2553 | } |
2552 | } |
2554 | else |
2553 | else |
2555 | { |
2554 | { |
2556 | /* deplete a stat */ |
2555 | /* deplete a stat */ |
2557 | archetype *deparch = archetype::find ("depletion"); |
2556 | archetype *deparch = archetype::find (shstr_depletion); |
2558 | object *dep; |
2557 | object *dep; |
2559 | |
2558 | |
2560 | dep = present_arch_in_ob (deparch, op); |
2559 | dep = present_arch_in_ob (deparch, op); |
2561 | if (!dep) |
2560 | if (!dep) |
2562 | { |
2561 | { |
2563 | dep = arch_to_object (deparch); |
2562 | dep = deparch->instance (); |
2564 | insert_ob_in_ob (dep, op); |
2563 | insert_ob_in_ob (dep, op); |
2565 | } |
2564 | } |
2566 | lose_this_stat = 1; |
2565 | lose_this_stat = 1; |
2567 | if (settings.balanced_stat_loss) |
2566 | if (settings.balanced_stat_loss) |
2568 | { |
2567 | { |
… | |
… | |
2606 | * difference. |
2605 | * difference. |
2607 | */ |
2606 | */ |
2608 | if (this_stat >= -50) |
2607 | if (this_stat >= -50) |
2609 | { |
2608 | { |
2610 | change_attr_value (&(dep->stats), i, -1); |
2609 | change_attr_value (&(dep->stats), i, -1); |
2611 | SET_FLAG (dep, FLAG_APPLIED); |
2610 | dep->set_flag (FLAG_APPLIED); |
2612 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
2611 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
2613 | op->update_stats (); |
2612 | op->update_stats (); |
2614 | lost_a_stat = 1; |
2613 | lost_a_stat = 1; |
2615 | } |
2614 | } |
2616 | } |
2615 | } |
… | |
… | |
2634 | #endif |
2633 | #endif |
2635 | |
2634 | |
2636 | /* Put a gravestone up where the character 'almost' died. List the |
2635 | /* Put a gravestone up where the character 'almost' died. List the |
2637 | * exp loss on the stone. |
2636 | * exp loss on the stone. |
2638 | */ |
2637 | */ |
2639 | tmp = arch_to_object (archetype::find ("gravestone")); |
2638 | tmp = archetype::find (shstr_gravestone)->instance (); |
2640 | tmp->name = format ("%s's gravestone", &op->name); |
2639 | tmp->name = format ("%s's gravestone", &op->name); |
2641 | tmp->name_pl = format ("%s's gravestones", &op->name); |
2640 | tmp->name_pl = format ("%s's gravestones", &op->name); |
2642 | tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", |
2641 | tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", |
2643 | &op->name, op->contr->title, op->contr->killer_name ()); |
2642 | &op->name, op->contr->title, op->contr->killer_name ()); |
2644 | tmp->x = op->x, tmp->y = op->y; |
2643 | tmp->x = op->x, tmp->y = op->y; |
… | |
… | |
2683 | if (will_kill_again) |
2682 | if (will_kill_again) |
2684 | { |
2683 | { |
2685 | object *force; |
2684 | object *force; |
2686 | int at; |
2685 | int at; |
2687 | |
2686 | |
2688 | force = get_archetype (FORCE_NAME); |
2687 | force = archetype::get (FORCE_NAME); |
2689 | /* 50 ticks should be enough time for the spell to abate */ |
2688 | /* 50 ticks should be enough time for the spell to abate */ |
2690 | force->speed = 0.1f; |
|
|
2691 | force->speed_left = -5.f; |
2689 | force->speed_left = -5.f; |
2692 | SET_FLAG (force, FLAG_APPLIED); |
2690 | force->set_speed (0.1f); |
|
|
2691 | force->set_flag (FLAG_APPLIED); |
|
|
2692 | |
2693 | for (at = 0; at < NROFATTACKS; at++) |
2693 | for (at = 0; at < NROFATTACKS; at++) |
2694 | if (will_kill_again & (1 << at)) |
2694 | if (will_kill_again & (1 << at)) |
2695 | force->resist[at] = 100; |
2695 | force->resist[at] = 100; |
2696 | |
2696 | |
2697 | insert_ob_in_ob (force, op); |
2697 | insert_ob_in_ob (force, op); |
… | |
… | |
2699 | } |
2699 | } |
2700 | |
2700 | |
2701 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2701 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2702 | } |
2702 | } |
2703 | |
2703 | |
2704 | void |
2704 | static void |
2705 | loot_object (object *op) |
2705 | loot_object (object *op) |
2706 | { /* Grab and destroy some treasure */ |
2706 | { /* Grab and destroy some treasure */ |
2707 | object *tmp, *tmp2, *next; |
2707 | object *tmp, *tmp2, *next; |
2708 | |
2708 | |
2709 | op->close_container (); /* close open sack first */ |
2709 | op->close_container (); /* close open sack first */ |
… | |
… | |
2719 | tmp->x = op->x, tmp->y = op->y; |
2719 | tmp->x = op->x, tmp->y = op->y; |
2720 | |
2720 | |
2721 | if (tmp->type == CONTAINER) |
2721 | if (tmp->type == CONTAINER) |
2722 | loot_object (tmp); /* empty container to ground */ |
2722 | loot_object (tmp); /* empty container to ground */ |
2723 | |
2723 | |
2724 | 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)))) |
2725 | { |
2725 | { |
2726 | if (tmp->nrof > 1) |
2726 | if (tmp->nrof > 1) |
2727 | { |
2727 | { |
2728 | tmp->decrease (rndm (1, tmp->nrof - 1)); |
2728 | tmp->decrease (rndm (1, tmp->nrof - 1)); |
2729 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2729 | insert_ob_in_map (tmp, op->map, NULL, 0); |
… | |
… | |
2740 | * fix_weight(): Check recursively the weight of all players, and fix |
2740 | * fix_weight(): Check recursively the weight of all players, and fix |
2741 | * 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 |
2742 | * was changed. |
2742 | * was changed. |
2743 | */ |
2743 | */ |
2744 | void |
2744 | void |
2745 | fix_weight (void) |
2745 | fix_weight () |
2746 | { |
2746 | { |
2747 | for_all_players (pl) |
2747 | for_all_players (pl) |
2748 | { |
2748 | { |
2749 | sint32 old = pl->ob->carrying; |
2749 | sint32 old = pl->ob->carrying; |
2750 | |
2750 | |
… | |
… | |
2757 | } |
2757 | } |
2758 | } |
2758 | } |
2759 | } |
2759 | } |
2760 | |
2760 | |
2761 | void |
2761 | void |
2762 | fix_luck (void) |
2762 | fix_luck () |
2763 | { |
2763 | { |
2764 | for_all_players (pl) |
2764 | for_all_players (pl) |
2765 | if (!pl->ob->contr->ns->state) |
2765 | if (!pl->ob->contr->ns->state) |
2766 | pl->ob->change_luck (0); |
2766 | pl->ob->change_luck (0); |
2767 | } |
2767 | } |
… | |
… | |
2819 | } |
2819 | } |
2820 | |
2820 | |
2821 | int |
2821 | int |
2822 | is_true_undead (object *op) |
2822 | is_true_undead (object *op) |
2823 | { |
2823 | { |
2824 | if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
2824 | if (op->arch->flag [FLAG_UNDEAD]) |
2825 | return 1; |
2825 | return 1; |
2826 | |
2826 | |
2827 | return 0; |
2827 | return 0; |
2828 | } |
2828 | } |
2829 | |
2829 | |
… | |
… | |
2927 | |
2927 | |
2928 | if (who->type == PLAYER) |
2928 | if (who->type == PLAYER) |
2929 | player = 1; |
2929 | player = 1; |
2930 | |
2930 | |
2931 | else |
2931 | else |
2932 | friendly = QUERY_FLAG (who, FLAG_FRIENDLY); |
2932 | friendly = who->flag [FLAG_FRIENDLY]; |
2933 | |
2933 | |
2934 | /* search adjacent squares */ |
2934 | /* search adjacent squares */ |
2935 | for (i = 1; i < 9; i++) |
2935 | for (i = 1; i < 9; i++) |
2936 | { |
2936 | { |
2937 | x = who->x + freearr_x[i]; |
2937 | x = who->x + freearr_x[i]; |
… | |
… | |
2946 | 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))) |
2947 | continue; |
2947 | continue; |
2948 | |
2948 | |
2949 | 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) |
2950 | { |
2950 | { |
2951 | 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]) |
2952 | return 1; |
2952 | return 1; |
2953 | else if (tmp->type == PLAYER) |
2953 | else if (tmp->type == PLAYER) |
2954 | { |
2954 | { |
2955 | /*don't let a hidden DM prevent you from hiding */ |
2955 | /*don't let a hidden DM prevent you from hiding */ |
2956 | if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) |
2956 | if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0) |
2957 | return 1; |
2957 | return 1; |
2958 | } |
2958 | } |
2959 | } |
2959 | } |
2960 | } |
2960 | } |
2961 | return 0; |
2961 | return 0; |
… | |
… | |
3011 | } |
3011 | } |
3012 | |
3012 | |
3013 | return 0; |
3013 | return 0; |
3014 | } |
3014 | } |
3015 | |
3015 | |
3016 | /* routine for both players and monsters. We call this when |
|
|
3017 | * there is a possibility for our action distrubing our hiding |
|
|
3018 | * place or invisiblity spell. Artefact invisiblity causes |
|
|
3019 | * "noise" instead. If we arent invisible to begin with, we |
|
|
3020 | * return 0. |
|
|
3021 | */ |
|
|
3022 | int |
|
|
3023 | action_makes_visible (object *op) |
|
|
3024 | { |
|
|
3025 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
3026 | { |
|
|
3027 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
|
|
3028 | { |
|
|
3029 | // artefact invisibility is permanent, but we still make noise |
|
|
3030 | // this is important for game-balance. |
|
|
3031 | if (op->contr) |
|
|
3032 | op->make_noise (); |
|
|
3033 | |
|
|
3034 | return 0; |
|
|
3035 | } |
|
|
3036 | |
|
|
3037 | if (op->contr && op->contr->tmp_invis == 0) |
|
|
3038 | return 0; |
|
|
3039 | |
|
|
3040 | /* If monsters, they should become visible */ |
|
|
3041 | if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis)) |
|
|
3042 | { |
|
|
3043 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible"); |
|
|
3044 | return 1; |
|
|
3045 | } |
|
|
3046 | } |
|
|
3047 | |
|
|
3048 | return 0; |
|
|
3049 | } |
|
|
3050 | |
|
|
3051 | /* op_on_battleground - checks if the given object op (usually |
3016 | /* op_on_battleground - checks if the given object op (usually |
3052 | * a player) is standing on a valid battleground-tile, |
3017 | * a player) is standing on a valid battleground-tile, |
3053 | * function returns TRUE/FALSE. If true x, y returns the battleground |
3018 | * function returns TRUE/FALSE. If true x, y returns the battleground |
3054 | * -exit-coord. (and if x, y not NULL) |
3019 | * -exit-coord. (and if x, y not NULL) |
3055 | * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set |
3020 | * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set |
… | |
… | |
3065 | * and the exit-coordinates sp/hp must both be > 0. |
3030 | * and the exit-coordinates sp/hp must both be > 0. |
3066 | * => The intention here is to prevent abuse of the battleground- |
3031 | * => The intention here is to prevent abuse of the battleground- |
3067 | * feature (like pickable or hidden battleground tiles). */ |
3032 | * feature (like pickable or hidden battleground tiles). */ |
3068 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
3033 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
3069 | { |
3034 | { |
3070 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3035 | if (tmp->flag [FLAG_IS_FLOOR]) |
3071 | { |
3036 | { |
3072 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) |
3037 | if (tmp->flag [FLAG_NO_PICK] |
3073 | && tmp->type == BATTLEGROUND |
3038 | && tmp->type == BATTLEGROUND |
3074 | && tmp->name == shstr_battleground |
3039 | && tmp->name == shstr_battleground |
3075 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3040 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3076 | { |
3041 | { |
3077 | /* before we assign the exit, check if this is a teambattle */ |
3042 | /* before we assign the exit, check if this is a teambattle */ |
3078 | 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)) |
3079 | { |
|
|
3080 | 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) |
3081 | { |
3046 | { |
3082 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
|
|
3083 | { |
|
|
3084 | if (x && y) |
3047 | if (x && y) |
3085 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3048 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3086 | |
3049 | |
3087 | return 1; |
3050 | return 1; |
3088 | } |
|
|
3089 | } |
3051 | } |
3090 | } |
|
|
3091 | |
3052 | |
3092 | if (x && y) |
3053 | if (x && y) |
3093 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3054 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3094 | |
3055 | |
3095 | return 1; |
3056 | return 1; |
… | |
… | |
3233 | else |
3194 | else |
3234 | j = 1; |
3195 | j = 1; |
3235 | strcat (buf, spellpathnames[i]); |
3196 | strcat (buf, spellpathnames[i]); |
3236 | } |
3197 | } |
3237 | } |
3198 | } |
|
|
3199 | |
3238 | strcat (buf, "."); |
3200 | strcat (buf, "."); |
3239 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); |
3201 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); |
3240 | } |
3202 | } |
3241 | |
3203 | |
3242 | /* evtl. adding flags: */ |
3204 | /* evtl. adding flags: */ |
3243 | if (QUERY_FLAG (item, FLAG_XRAYS)) |
3205 | if (item->flag [FLAG_XRAYS]) |
3244 | SET_FLAG (skin, FLAG_XRAYS); |
3206 | skin->set_flag (FLAG_XRAYS); |
3245 | if (QUERY_FLAG (item, FLAG_STEALTH)) |
3207 | if (item->flag [FLAG_STEALTH]) |
3246 | SET_FLAG (skin, FLAG_STEALTH); |
3208 | skin->set_flag (FLAG_STEALTH); |
3247 | if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) |
3209 | if (item->flag [FLAG_SEE_IN_DARK]) |
3248 | SET_FLAG (skin, FLAG_SEE_IN_DARK); |
3210 | skin->set_flag (FLAG_SEE_IN_DARK); |
3249 | |
3211 | |
3250 | /* print message if there is one */ |
3212 | /* print message if there is one */ |
3251 | if (item->msg != NULL) |
3213 | if (item->msg != NULL) |
3252 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3214 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3253 | } |
3215 | } |
3254 | else |
3216 | else |
3255 | { |
3217 | { |
3256 | /* generate misc. treasure */ |
3218 | /* generate misc. treasure */ |
3257 | tmp = arch_to_object (tr->item); |
3219 | tmp = tr->item->instance (); |
3258 | 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)); |
3259 | who->insert (tmp); |
3221 | who->insert (tmp); |
3260 | } |
3222 | } |
3261 | } |
3223 | } |
3262 | |
3224 | |
3263 | /** |
3225 | //-GPL |
3264 | * Unready an object for a player. This function does nothing if the object was |
|
|
3265 | * not readied. |
|
|
3266 | */ |
|
|
3267 | void |
|
|
3268 | player_unready_range_ob (player *pl, object *ob) |
|
|
3269 | { |
|
|
3270 | if (pl->ob->current_weapon == ob) |
|
|
3271 | pl->ob->current_weapon = 0; |
|
|
3272 | |
|
|
3273 | if (pl->combat_ob == ob) |
|
|
3274 | pl->combat_ob = 0; |
|
|
3275 | |
|
|
3276 | if (pl->ranged_ob == ob) |
|
|
3277 | pl->ranged_ob = 0; |
|
|
3278 | } |
|
|
3279 | |
3226 | |
3280 | sint8 |
3227 | sint8 |
3281 | player::darkness_at (maptile *map, int x, int y) const |
3228 | player::darkness_at (maptile *map, int x, int y) const |
3282 | { |
3229 | { |
3283 | if (!ns) |
3230 | if (!ns) |
… | |
… | |
3310 | { |
3257 | { |
3311 | play_sound (sound_find ("generic_failure")); |
3258 | play_sound (sound_find ("generic_failure")); |
3312 | statusmsg (msg, color); |
3259 | statusmsg (msg, color); |
3313 | } |
3260 | } |
3314 | |
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 | |