1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | * and the GNU General Public License along with this program. If not, see |
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20 | * <http://www.gnu.org/licenses/>. |
20 | * |
21 | * |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
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24 | |
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25 | //+GPL |
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26 | |
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27 | #include <algorithm> |
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28 | #include <functional> |
23 | |
29 | |
24 | #include <global.h> |
30 | #include <global.h> |
25 | #include <sproto.h> |
31 | #include <sproto.h> |
26 | #include <sounds.h> |
32 | #include <sounds.h> |
27 | #include <living.h> |
33 | #include <living.h> |
28 | #include <object.h> |
34 | #include <object.h> |
29 | #include <spells.h> |
35 | #include <spells.h> |
30 | #include <skills.h> |
36 | #include <skills.h> |
31 | |
37 | |
32 | #include <algorithm> |
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33 | #include <functional> |
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34 | |
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35 | playervec players; |
38 | playervec players; |
36 | |
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37 | void |
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38 | display_motd (const object *op) |
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39 | { |
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40 | char buf[MAX_BUF]; |
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41 | char motd[HUGE_BUF]; |
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42 | FILE *fp; |
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43 | int comp; |
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44 | int size; |
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45 | |
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46 | sprintf (buf, "%s/%s", settings.confdir, settings.motd); |
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47 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
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48 | return; |
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49 | |
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50 | motd[0] = '\0'; |
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51 | size = 0; |
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52 | |
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53 | while (fgets (buf, MAX_BUF, fp)) |
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54 | { |
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55 | if (*buf == '#') |
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56 | continue; |
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57 | |
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58 | strncat (motd + size, buf, HUGE_BUF - size); |
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59 | size += strlen (buf); |
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60 | } |
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61 | |
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62 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); |
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63 | close_and_delete (fp, comp); |
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64 | } |
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65 | |
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66 | void |
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67 | send_rules (const object *op) |
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68 | { |
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69 | char buf[MAX_BUF]; |
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70 | char rules[HUGE_BUF]; |
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71 | FILE *fp; |
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72 | int comp; |
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73 | int size; |
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74 | |
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75 | sprintf (buf, "%s/%s", settings.confdir, settings.rules); |
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76 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
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77 | return; |
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78 | |
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79 | rules[0] = '\0'; |
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80 | size = 0; |
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81 | |
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82 | while (fgets (buf, MAX_BUF, fp)) |
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83 | { |
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84 | if (*buf == '#') |
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85 | continue; |
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86 | |
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87 | if (size + strlen (buf) >= HUGE_BUF) |
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88 | { |
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89 | LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); |
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90 | break; |
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91 | } |
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92 | |
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93 | strncat (rules + size, buf, HUGE_BUF - size); |
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94 | size += strlen (buf); |
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95 | } |
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96 | |
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97 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); |
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98 | close_and_delete (fp, comp); |
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99 | } |
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100 | |
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101 | void |
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102 | send_news (const object *op) |
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103 | { |
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104 | char buf[MAX_BUF]; |
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105 | char news[HUGE_BUF]; |
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106 | char subject[MAX_BUF]; |
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107 | FILE *fp; |
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108 | int comp; |
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109 | int size; |
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110 | |
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111 | sprintf (buf, "%s/%s", settings.confdir, settings.news); |
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112 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
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113 | return; |
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114 | |
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115 | news[0] = '\0'; |
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116 | subject[0] = '\0'; |
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117 | size = 0; |
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118 | |
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119 | while (fgets (buf, MAX_BUF, fp)) |
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120 | { |
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121 | if (*buf == '#') |
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122 | continue; |
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123 | |
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124 | if (*buf == '%') |
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125 | { /* send one news */ |
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126 | if (size > 0) |
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127 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */ |
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128 | |
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129 | strcpy (subject, buf + 1); |
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130 | strip_endline (subject); |
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131 | size = 0; |
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132 | news[0] = '\0'; |
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133 | } |
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134 | else |
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135 | { |
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136 | if (size + strlen (buf) >= HUGE_BUF) |
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137 | { |
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138 | LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF); |
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139 | break; |
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140 | } |
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141 | strncat (news + size, buf, HUGE_BUF - size); |
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142 | size += strlen (buf); |
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143 | } |
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144 | } |
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145 | |
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146 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
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147 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); |
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148 | close_and_delete (fp, comp); |
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149 | } |
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150 | |
39 | |
151 | /* This loads the first map an puts the player on it. */ |
40 | /* This loads the first map an puts the player on it. */ |
152 | static void |
41 | static void |
153 | set_first_map (object *op) |
42 | set_first_map (object *op) |
154 | { |
43 | { |
… | |
… | |
165 | |
54 | |
166 | players.insert (this); |
55 | players.insert (this); |
167 | ob->remove (); |
56 | ob->remove (); |
168 | ob->map = 0; |
57 | ob->map = 0; |
169 | ob->activate_recursive (); |
58 | ob->activate_recursive (); |
170 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
59 | ob->clr_flag (FLAG_FRIENDLY); |
171 | add_friendly_object (ob); |
60 | add_friendly_object (ob); |
172 | } |
61 | } |
173 | |
62 | |
174 | void |
63 | void |
175 | player::deactivate () |
64 | player::deactivate () |
… | |
… | |
187 | ob->remove (); |
76 | ob->remove (); |
188 | ob->enemy = 0; // sometimes keeps an extra refcount on itself |
77 | ob->enemy = 0; // sometimes keeps an extra refcount on itself |
189 | ob->map = 0; |
78 | ob->map = 0; |
190 | party = 0; |
79 | party = 0; |
191 | |
80 | |
192 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
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193 | |
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194 | players.erase (this); |
81 | players.erase (this); |
195 | } |
82 | } |
196 | |
83 | |
197 | // connect the player with a specific client |
84 | // connect the player with a specific client |
198 | // also changes, rationalises, and fixes some incorrect settings |
85 | // also changes, rationalises, and fixes some incorrect settings |
… | |
… | |
207 | ob->close_container (); //TODO: client-specific |
94 | ob->close_container (); //TODO: client-specific |
208 | |
95 | |
209 | ns->update_look = 0; |
96 | ns->update_look = 0; |
210 | ns->look_position = 0; |
97 | ns->look_position = 0; |
211 | |
98 | |
212 | clear_los (this); |
99 | clear_los (); |
213 | |
100 | |
214 | ns->reset_stats (); |
101 | ns->reset_stats (); |
215 | |
102 | |
216 | /* make sure he's a player -- needed because of class change. */ |
103 | /* make sure he's a player -- needed because of class change. */ |
217 | ob->type = PLAYER; // we are paranoid |
104 | ob->type = PLAYER; // we are paranoid |
218 | ob->race = ob->arch->race; |
105 | ob->race = ob->arch->race; |
219 | |
106 | |
220 | ob->update_weight (); |
107 | ob->update_weight (); |
221 | link_player_skills (ob); |
108 | link_skills (); |
222 | |
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223 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
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224 | |
109 | |
225 | assign (title, ob->arch->object::name); |
110 | assign (title, ob->arch->object::name); |
226 | |
111 | |
227 | /* if it's a dragon player, set the correct title here */ |
112 | /* if it's a dragon player, set the correct title here */ |
228 | if (is_dragon_pl (ob)) |
113 | if (ob->is_dragon ()) |
229 | { |
114 | { |
230 | object *tmp, *abil = 0, *skin = 0; |
115 | object *tmp, *abil = 0, *skin = 0; |
231 | |
116 | |
232 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
117 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
233 | if (tmp->type == FORCE) |
118 | if (tmp->type == FORCE) |
… | |
… | |
241 | |
126 | |
242 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
127 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
243 | |
128 | |
244 | esrv_new_player (this); |
129 | esrv_new_player (this); |
245 | |
130 | |
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131 | ob->flag [FLAG_READY_WEAPON] = false; |
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132 | ob->flag [FLAG_READY_SKILL] = false; |
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133 | ob->flag [FLAG_READY_RANGE] = false; |
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134 | ob->flag [FLAG_READY_BOW] = false; |
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135 | |
246 | ob->update_stats (); |
136 | ob->update_stats (); |
247 | |
137 | |
248 | ns->floorbox_update (); |
138 | ns->floorbox_update (); |
249 | esrv_send_inventory (ob, ob); |
139 | esrv_send_inventory (ob, ob); |
250 | esrv_add_spells (this, 0); |
140 | esrv_add_spells (this, 0); |
251 | |
141 | |
252 | activate (); |
142 | activate (); |
253 | |
143 | |
254 | send_rules (ob); |
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255 | send_news (ob); |
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256 | display_motd (ob); |
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257 | |
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258 | INVOKE_PLAYER (CONNECT, this); |
144 | INVOKE_PLAYER (CONNECT, this); |
259 | INVOKE_PLAYER (LOGIN, this); |
145 | INVOKE_PLAYER (LOGIN, this); |
260 | } |
146 | } |
261 | |
147 | |
262 | void |
148 | void |
… | |
… | |
278 | ns->reset_stats (); |
164 | ns->reset_stats (); |
279 | ns->pl = 0; |
165 | ns->pl = 0; |
280 | ns = 0; |
166 | ns = 0; |
281 | } |
167 | } |
282 | |
168 | |
283 | observe = ob; |
169 | // this is important for the player scheduler to get the correct refcount |
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170 | // when ns = 0 |
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171 | observe = viewpoint = ob; |
284 | |
172 | |
285 | deactivate (); |
173 | deactivate (); |
286 | } |
174 | } |
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175 | |
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176 | //-GPL |
287 | |
177 | |
288 | // the need for this function can be explained |
178 | // the need for this function can be explained |
289 | // by load_object not returning the object |
179 | // by load_object not returning the object |
290 | void |
180 | void |
291 | player::set_object (object *op) |
181 | player::set_object (object *op) |
292 | { |
182 | { |
293 | ob = observe = op; |
183 | ob = observe = viewpoint = op; |
294 | ob->contr = this; /* this aren't yet in archetype */ |
184 | ob->contr = this; /* this aren't yet in archetype */ |
295 | |
185 | |
296 | ob->speed = 1.0f; |
186 | ob->speed = 1.0f; // object still inactive, keep it that way |
297 | ob->speed_left = 0.5f; |
187 | ob->speed_left = 0.5f; |
298 | |
188 | |
299 | ob->direction = 5; /* So player faces south */ |
189 | ob->direction = 5; /* So player faces south */ |
300 | |
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301 | ob->flag [FLAG_READY_WEAPON] = false; |
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302 | ob->flag [FLAG_READY_SKILL] = false; |
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303 | ob->flag [FLAG_READY_BOW] = false; |
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304 | |
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305 | for (object *op = ob->inv; op; op = op->below) |
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306 | if (op->flag [FLAG_APPLIED]) |
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307 | switch (op->type) |
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308 | { |
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309 | case SKILL: |
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310 | ob->flag [FLAG_APPLIED] = false; |
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311 | break; |
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312 | |
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313 | case WAND: |
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314 | case ROD: |
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315 | case HORN: |
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316 | case BOW: |
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317 | ranged_ob = op; |
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318 | break; |
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319 | |
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320 | case WEAPON: |
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321 | combat_ob = op; |
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322 | break; |
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323 | } |
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324 | |
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325 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
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326 | ob->deactivate (); // change_Weapon activates, fix this better |
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327 | } |
190 | } |
328 | |
191 | |
329 | void |
192 | void |
330 | player::set_observe (object *op) |
193 | player::set_observe (object *op) |
331 | { |
194 | { |
332 | observe = op ? op : ob; |
195 | observe = viewpoint = op ? op : ob; |
333 | do_los = 1; |
196 | do_los = 1; |
334 | } |
197 | } |
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198 | |
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199 | void |
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200 | player::set_viewpoint (object *op) |
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201 | { |
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202 | viewpoint = op ? op : (object *)observe; |
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203 | do_los = 1; |
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204 | } |
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205 | |
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206 | //+GPL |
335 | |
207 | |
336 | player::player () |
208 | player::player () |
337 | { |
209 | { |
338 | /* There are some elements we want initialised to non zero value - |
210 | /* There are some elements we want initialised to non zero value - |
339 | * we deal with that below this point. |
211 | * we deal with that below this point. |
… | |
… | |
345 | savebed_map = first_map_path; /* Init. respawn position */ |
217 | savebed_map = first_map_path; /* Init. respawn position */ |
346 | |
218 | |
347 | gen_sp_armour = 10; |
219 | gen_sp_armour = 10; |
348 | bowtype = bow_normal; |
220 | bowtype = bow_normal; |
349 | petmode = pet_normal; |
221 | petmode = pet_normal; |
350 | listening = 10; |
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351 | usekeys = containers; |
222 | usekeys = containers; |
352 | peaceful = 1; /* default peaceful */ |
223 | peaceful = 1; /* default peaceful */ |
353 | do_los = 1; |
224 | do_los = 1; |
354 | |
225 | |
355 | weapon_sp = 1.0f; |
226 | weapon_sp = 1.0f; |
… | |
… | |
362 | disconnect (); |
233 | disconnect (); |
363 | |
234 | |
364 | attachable::do_destroy (); |
235 | attachable::do_destroy (); |
365 | |
236 | |
366 | if (ob) |
237 | if (ob) |
367 | { |
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368 | ob->destroy_inv (false); |
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369 | ob->destroy (); |
238 | ob->destroy (); |
370 | } |
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371 | |
239 | |
372 | ob = observe = 0; |
240 | ob = observe = viewpoint = 0; |
373 | } |
241 | } |
374 | |
242 | |
375 | player::~player () |
243 | player::~player () |
376 | { |
244 | { |
377 | /* Clear item stack */ |
245 | /* Clear item stack */ |
378 | free (stack_items); |
246 | free (stack_items); |
|
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247 | } |
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248 | |
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249 | /* |
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250 | * get_player_archetype() return next player archetype from archetype |
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251 | * list. Not very efficient routine, but used only creating new players. |
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252 | * Note: there MUST be at least one player archetype! |
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253 | */ |
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254 | static archetype * |
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255 | get_player_archetype (archetype *at) |
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256 | { |
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257 | // archetypes could have been reloaded |
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258 | archetype *nat = at ? archetype::find (at->archname) : archetypes [0]; |
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259 | |
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260 | if (!nat) |
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261 | return at; |
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262 | |
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263 | archvec::iterator i = archetypes.find (nat); |
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264 | |
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265 | for (;;) |
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266 | { |
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267 | if (++i == archetypes.end ()) |
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268 | i = archetypes.begin (); |
|
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269 | else if (*i == at) |
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270 | cleanup ("not a single player archetype found"); |
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271 | |
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272 | if ((*i)->type == PLAYER) |
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273 | return *i; |
|
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274 | } |
379 | } |
275 | } |
380 | |
276 | |
381 | /* Tries to add player on the connection passed in ns. |
277 | /* Tries to add player on the connection passed in ns. |
382 | * All we can really get in this is some settings like host and display |
278 | * All we can really get in this is some settings like host and display |
383 | * mode. |
279 | * mode. |
… | |
… | |
385 | player * |
281 | player * |
386 | player::create () |
282 | player::create () |
387 | { |
283 | { |
388 | player *pl = new player; |
284 | player *pl = new player; |
389 | |
285 | |
390 | pl->set_object (arch_to_object (get_player_archetype (0))); |
286 | pl->set_object (get_player_archetype (0)->instance ()); |
391 | |
287 | |
392 | pl->ob->roll_stats (); |
288 | pl->ob->roll_stats (); |
393 | pl->ob->stats.wc = 2; |
289 | pl->ob->stats.wc = 2; |
394 | pl->ob->run_away = 25; /* Then we panick... */ |
290 | pl->ob->run_away = 25; /* Then we panick... */ |
395 | |
291 | |
396 | set_first_map (pl->ob); |
292 | set_first_map (pl->ob); |
397 | |
293 | |
398 | return pl; |
294 | return pl; |
399 | } |
|
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400 | |
|
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401 | /* |
|
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402 | * get_player_archetype() return next player archetype from archetype |
|
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403 | * list. Not very efficient routine, but used only creating new players. |
|
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404 | * Note: there MUST be at least one player archetype! |
|
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405 | */ |
|
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406 | archetype * |
|
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407 | get_player_archetype (archetype *at) |
|
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408 | { |
|
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409 | // archetypes could have been reloaded |
|
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410 | archetype *nat = at ? archetype::find (at->archname) : archetypes [0]; |
|
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411 | |
|
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412 | if (!nat) |
|
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413 | return at; |
|
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414 | |
|
|
415 | archvec::iterator i = archetypes.find (nat); |
|
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416 | |
|
|
417 | for (;;) |
|
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418 | { |
|
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419 | if (++i == archetypes.end ()) |
|
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420 | i = archetypes.begin (); |
|
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421 | else if (*i == at) |
|
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422 | cleanup ("not a single player archetype found"); |
|
|
423 | |
|
|
424 | if ((*i)->type == PLAYER) |
|
|
425 | return *i; |
|
|
426 | } |
|
|
427 | } |
295 | } |
428 | |
296 | |
429 | object * |
297 | object * |
430 | get_nearest_player (object *mon) |
298 | get_nearest_player (object *mon) |
431 | { |
299 | { |
… | |
… | |
505 | */ |
373 | */ |
506 | int |
374 | int |
507 | path_to_player (object *mon, object *pl, unsigned mindiff) |
375 | path_to_player (object *mon, object *pl, unsigned mindiff) |
508 | { |
376 | { |
509 | rv_vector rv; |
377 | rv_vector rv; |
510 | sint16 x, y; |
|
|
511 | int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; |
378 | int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES; |
512 | maptile *m, *lastmap; |
|
|
513 | |
379 | |
514 | get_rangevector (mon, pl, &rv, 0); |
380 | get_rangevector (mon, pl, &rv, 0); |
515 | |
381 | |
516 | if (rv.distance < mindiff) |
382 | if (rv.distance < mindiff) |
517 | return 0; |
383 | return 0; |
518 | |
384 | |
519 | x = mon->x; |
385 | mapxy pos (mon); |
520 | y = mon->y; |
|
|
521 | m = mon->map; |
|
|
522 | dir = rv.direction; |
386 | dir = rv.direction; |
523 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
387 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
524 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
388 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
525 | |
389 | |
526 | /* If we can't solve it within the search distance, return now. */ |
390 | /* If we can't solve it within the search distance, return now. */ |
527 | if (diff > max) |
391 | if (diff > max) |
528 | return 0; |
392 | return 0; |
529 | |
393 | |
530 | while (diff > 1 && max > 0) |
394 | while (diff > 1 && max > 0) |
531 | { |
395 | { |
532 | lastx = x; |
396 | mapxy lastpos = pos; |
533 | lasty = y; |
|
|
534 | lastmap = m; |
|
|
535 | x = lastx + freearr_x[dir]; |
|
|
536 | y = lasty + freearr_y[dir]; |
|
|
537 | |
397 | |
538 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
398 | pos.move (dir); |
539 | blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y); |
|
|
540 | |
399 | |
541 | /* Space is blocked - try changing direction a little */ |
400 | /* Space is blocked - try changing direction a little */ |
542 | if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) |
401 | if (!pos.normalise () |
543 | && (m == mon->map && blocked_link (mon, m, x, y)))) |
402 | || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block)) |
|
|
403 | && blocked_link (mon, pos.m, pos.x, pos.y))) |
544 | { |
404 | { |
545 | /* recalculate direction from last good location. Possible |
405 | /* recalculate direction from last good location. Possible |
546 | * we were not traversing ideal location before. |
406 | * we were not traversing ideal location before. |
547 | */ |
407 | */ |
548 | get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); |
408 | get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0); |
549 | if (rv.direction != dir) |
409 | if (rv.direction != dir) |
550 | { |
410 | { |
551 | /* OK - says direction should be different - lets reset the |
411 | /* OK - says direction should be different - lets reset the |
552 | * the values so it will try again. |
412 | * the values so it will try again. |
553 | */ |
413 | */ |
554 | x = lastx; |
|
|
555 | y = lasty; |
|
|
556 | m = lastmap; |
414 | pos = lastpos; |
557 | dir = firstdir = rv.direction; |
415 | dir = firstdir = rv.direction; |
558 | } |
416 | } |
559 | else |
417 | else |
560 | { |
418 | { |
561 | /* direct path is blocked - try taking a side step to |
419 | /* direct path is blocked - try taking a side step to |
… | |
… | |
568 | */ |
426 | */ |
569 | for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) |
427 | for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) |
570 | { |
428 | { |
571 | if (i == 0) |
429 | if (i == 0) |
572 | continue; /* already did this, so skip it */ |
430 | continue; /* already did this, so skip it */ |
|
|
431 | |
573 | /* Use lastdir here - otherwise, |
432 | /* Use lastdir here - otherwise, |
574 | * since the direction that the creature should move in |
433 | * since the direction that the creature should move in |
575 | * may change, you could get infinite loops. |
434 | * may change, you could get infinite loops. |
576 | * ie, player is northwest, but monster can only |
435 | * ie, player is northwest, but monster can only |
577 | * move west, so it does that. It goes some distance, |
436 | * move west, so it does that. It goes some distance, |
… | |
… | |
579 | * can't do that, but now finds it can move east, and |
438 | * can't do that, but now finds it can move east, and |
580 | * gets back to its original point. lastdir contains |
439 | * gets back to its original point. lastdir contains |
581 | * the last direction the creature has successfully |
440 | * the last direction the creature has successfully |
582 | * moved. |
441 | * moved. |
583 | */ |
442 | */ |
584 | |
|
|
585 | x = lastx + freearr_x[absdir (lastdir + i)]; |
|
|
586 | y = lasty + freearr_y[absdir (lastdir + i)]; |
|
|
587 | m = lastmap; |
443 | pos = lastpos; |
588 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
444 | pos.move (absdir (lastdir + i)); |
589 | if (mflags & P_OUT_OF_MAP) |
445 | |
|
|
446 | if (!pos.normalise ()) |
590 | continue; |
447 | continue; |
591 | blocked = GET_MAP_MOVE_BLOCK (m, x, y); |
448 | |
592 | if (OB_TYPE_MOVE_BLOCK (mon, blocked)) |
449 | mapspace &ms = *pos; |
|
|
450 | |
|
|
451 | if (ms.flags () & P_BLOCKSVIEW) |
593 | continue; |
452 | continue; |
594 | if (mflags & P_BLOCKSVIEW) |
453 | |
|
|
454 | if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block)) |
595 | continue; |
455 | continue; |
596 | |
456 | |
597 | if (m == mon->map && blocked_link (mon, m, x, y)) |
457 | if (blocked_link (mon, pos.m, pos.x, pos.y)) |
598 | break; |
458 | break; |
599 | } |
459 | } |
|
|
460 | |
600 | /* go through entire loop without finding a valid |
461 | /* go through entire loop without finding a valid |
601 | * sidestep to take - thus, no valid path. |
462 | * sidestep to take - thus, no valid path. |
602 | */ |
463 | */ |
603 | if (i == (DETOUR_AMOUNT + 1)) |
464 | if (i == DETOUR_AMOUNT + 1) |
604 | return 0; |
465 | return 0; |
|
|
466 | |
605 | diff--; |
467 | diff--; |
606 | lastdir = dir; |
468 | lastdir = dir; |
607 | max--; |
469 | max--; |
608 | if (!firstdir) |
470 | if (!firstdir) |
609 | firstdir = dir + i; |
471 | firstdir = dir + i; |
… | |
… | |
613 | { |
475 | { |
614 | /* we moved towards creature, so diff is less */ |
476 | /* we moved towards creature, so diff is less */ |
615 | diff--; |
477 | diff--; |
616 | max--; |
478 | max--; |
617 | lastdir = dir; |
479 | lastdir = dir; |
|
|
480 | |
618 | if (!firstdir) |
481 | if (!firstdir) |
619 | firstdir = dir; |
482 | firstdir = dir; |
620 | } |
483 | } |
621 | |
484 | |
622 | if (diff <= 1) |
485 | if (diff <= 1) |
623 | { |
486 | { |
624 | /* Recalculate diff (distance) because we may not have actually |
487 | /* Recalculate diff (distance) because we may not have actually |
625 | * headed toward player for entire distance. |
488 | * headed toward player for entire distance. |
626 | */ |
489 | */ |
627 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
490 | get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0); |
628 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
491 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
629 | } |
492 | } |
630 | |
493 | |
631 | if (diff > max) |
494 | if (diff > max) |
632 | return 0; |
495 | return 0; |
… | |
… | |
650 | next = op->below; |
513 | next = op->below; |
651 | |
514 | |
652 | /* Forces get applied per default, unless they have the |
515 | /* Forces get applied per default, unless they have the |
653 | * flag "neutral" set. Sorry but I can't think of a better way |
516 | * flag "neutral" set. Sorry but I can't think of a better way |
654 | */ |
517 | */ |
655 | if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) |
518 | if (op->type == FORCE && !op->flag [FLAG_NEUTRAL]) |
656 | SET_FLAG (op, FLAG_APPLIED); |
519 | op->set_flag (FLAG_APPLIED); |
657 | |
520 | |
658 | /* we never give weapons/armour if these cannot be used |
521 | /* we never give weapons/armour if these cannot be used |
659 | * by this player due to race restrictions |
522 | * by this player due to race restrictions |
660 | */ |
523 | */ |
661 | if (pl->type == PLAYER) |
524 | if (pl->type == PLAYER) |
662 | { |
525 | { |
663 | if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) |
526 | if ((!pl->flag [FLAG_USE_ARMOUR] |
664 | && |
527 | && |
665 | (op->type == ARMOUR || op->type == BOOTS |
528 | (op->type == ARMOUR || op->type == BOOTS |
666 | || op->type == CLOAK || op->type == HELMET |
529 | || op->type == CLOAK || op->type == HELMET |
667 | || op->type == SHIELD || op->type == GLOVES |
530 | || op->type == SHIELD || op->type == GLOVES |
668 | || op->type == BRACERS || op->type == GIRDLE)) |
531 | || op->type == BRACERS || op->type == GIRDLE)) |
669 | || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
532 | || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON)) |
670 | { |
533 | { |
671 | op->destroy (); |
534 | op->destroy (); |
672 | continue; |
535 | continue; |
673 | } |
536 | } |
674 | } |
537 | } |
675 | |
538 | |
676 | /* This really needs to be better - we should really give |
539 | /* Here we remove duplicated skills (as duplicated spell objects have |
677 | * a substitute spellbook. The problem is that we don't really |
540 | * _very_ confusing effects for players), which could for instance be |
678 | * have a good idea what to replace it with (need something like |
541 | * generated by multiple treasurelists specifying the same skills. |
679 | * a first level treasurelist for each skill.) |
|
|
680 | * remove duplicate skills also |
|
|
681 | */ |
542 | */ |
682 | if (op->type == SPELLBOOK || op->type == SKILL) |
543 | if (op->type == SKILL) |
683 | { |
544 | { |
684 | object *tmp; |
|
|
685 | |
|
|
686 | for (tmp = op->below; tmp; tmp = tmp->below) |
545 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
687 | if (tmp->type == op->type && tmp->name == op->name) |
546 | if (tmp->type == op->type && tmp->name == op->name) |
688 | break; |
|
|
689 | |
|
|
690 | if (tmp) |
|
|
691 | { |
547 | { |
692 | op->destroy (); |
548 | op->destroy (); |
693 | LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); |
549 | break; |
694 | continue; |
|
|
695 | } |
550 | } |
696 | |
551 | |
697 | if (op->nrof > 1) |
552 | if (op->nrof > 1) |
698 | op->nrof = 1; |
553 | op->nrof = 1; |
699 | } |
554 | } |
700 | |
555 | |
701 | if (op->type == SPELLBOOK && op->inv) |
556 | if (op->type == SPELLBOOK && op->inv) |
702 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
557 | op->inv->clr_flag (FLAG_STARTEQUIP); |
703 | |
558 | |
704 | /* Give starting characters identified, uncursed, and undamned |
559 | /* Give starting characters identified, uncursed, and undamned |
705 | * items. Just don't identify gold or silver, or it won't be |
560 | * items. Just don't identify gold or silver, or it won't be |
706 | * merged properly. |
561 | * merged properly. |
707 | */ |
562 | */ |
708 | if (need_identify (op)) |
563 | if (op->need_identify ()) |
709 | { |
564 | { |
710 | SET_FLAG (op, FLAG_IDENTIFIED); |
565 | op->set_flag (FLAG_IDENTIFIED); |
711 | CLEAR_FLAG (op, FLAG_CURSED); |
566 | op->clr_flag (FLAG_CURSED); |
712 | CLEAR_FLAG (op, FLAG_DAMNED); |
567 | op->clr_flag (FLAG_DAMNED); |
713 | } |
568 | } |
714 | |
569 | |
715 | if (op->type == SPELL) |
570 | if (op->type == SPELL) |
716 | { |
571 | { |
717 | op->destroy (); |
572 | op->destroy (); |
718 | continue; |
573 | continue; |
719 | } |
574 | } |
720 | else if (op->type == SKILL) |
575 | else if (op->type == SKILL) |
721 | { |
576 | { |
722 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
577 | op->set_flag (FLAG_CAN_USE_SKILL); |
723 | op->stats.exp = 0; |
578 | op->stats.exp = 0; |
724 | op->level = 1; |
579 | op->level = 1; |
725 | } |
580 | } |
726 | else /* lock all 'normal items by default */ |
581 | else /* lock all 'normal items by default */ |
727 | SET_FLAG (op, FLAG_INV_LOCKED); |
582 | op->set_flag (FLAG_INV_LOCKED); |
728 | } /* for loop of objects in player inv */ |
583 | } /* for loop of objects in player inv */ |
729 | |
584 | |
730 | /* Need to set up the skill pointers */ |
585 | /* Need to set up the skill pointers */ |
731 | link_player_skills (pl); |
586 | pl->contr->link_skills (); |
732 | } |
587 | } |
733 | |
588 | |
734 | void |
589 | void |
735 | get_party_password (object *op, partylist *party) |
590 | get_party_password (object *op, partylist *party) |
736 | { |
591 | { |
… | |
… | |
746 | send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
601 | send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
747 | } |
602 | } |
748 | |
603 | |
749 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
604 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
750 | static int |
605 | static int |
751 | roll_stat (void) |
606 | roll_stat () |
752 | { |
607 | { |
753 | int a[4], i, j, k; |
608 | int a[4], i, j, k; |
754 | |
609 | |
755 | for (i = 0; i < 4; i++) |
610 | for (i = 0; i < 4; i++) |
756 | a[i] = (int) rndm (6) + 1; |
611 | a[i] = rndm (1, 6); |
757 | |
612 | |
758 | for (i = 0, j = 0, k = 7; i < 4; i++) |
613 | for (i = 0, j = 0, k = 7; i < 4; i++) |
759 | if (a[i] < k) |
614 | if (a[i] < k) |
760 | k = a[i], j = i; |
615 | k = a[i], j = i; |
761 | |
616 | |
… | |
… | |
853 | player::chargen_race_done () |
708 | player::chargen_race_done () |
854 | { |
709 | { |
855 | /* this must before then initial items are given */ |
710 | /* this must before then initial items are given */ |
856 | esrv_new_player (ob->contr); |
711 | esrv_new_player (ob->contr); |
857 | |
712 | |
858 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
713 | treasurelist *tl = treasurelist::find (shstr_starting_wealth); |
859 | if (tl) |
714 | if (tl) |
860 | create_treasure (tl, ob, 0, 0, 0); |
715 | create_treasure (tl, ob, 0, 0, 0); |
861 | |
716 | |
862 | INVOKE_PLAYER (BIRTH, ob->contr); |
717 | INVOKE_PLAYER (BIRTH, ob->contr); |
863 | INVOKE_PLAYER (LOGIN, ob->contr); |
|
|
864 | |
718 | |
865 | ob->contr->ns->state = ST_PLAYING; |
719 | ob->contr->ns->state = ST_PLAYING; |
866 | |
720 | |
867 | if (ob->msg) |
721 | if (ob->msg) |
868 | ob->msg = 0; |
722 | ob->msg = 0; |
869 | |
723 | |
870 | /* We create this now because some of the unique maps will need it |
|
|
871 | * to save here. |
|
|
872 | */ |
|
|
873 | { |
|
|
874 | char buf[MAX_BUF]; |
|
|
875 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name); |
|
|
876 | make_path_to_file (buf); |
|
|
877 | } |
|
|
878 | |
|
|
879 | start_info (ob); |
724 | start_info (ob); |
880 | CLEAR_FLAG (ob, FLAG_WIZ); |
725 | ob->clr_flag (FLAG_WIZ); |
881 | give_initial_items (ob, ob->randomitems); |
726 | give_initial_items (ob, ob->randomitems); |
882 | link_player_skills (ob); |
|
|
883 | esrv_send_inventory (ob, ob); |
727 | esrv_send_inventory (ob, ob); |
884 | ob->update_stats (); |
728 | ob->update_stats (); |
885 | |
729 | |
886 | /* This moves the player to a different start map, if there |
730 | /* This moves the player to a different start map, if there |
887 | * is one for this race |
731 | * is one for this race |
888 | */ |
732 | */ |
889 | if (*first_map_ext_path) |
733 | if (*first_map_ext_path) |
890 | { |
734 | ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); |
891 | object *tmp; |
|
|
892 | char mapname[MAX_BUF]; |
|
|
893 | |
|
|
894 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname); |
|
|
895 | tmp = object::create (); |
|
|
896 | EXIT_PATH (tmp) = mapname; |
|
|
897 | EXIT_X (tmp) = ob->x; |
|
|
898 | EXIT_Y (tmp) = ob->y; |
|
|
899 | ob->enter_exit (tmp); /* we don't really care if it succeeded; |
|
|
900 | * if the map isn't there, then stay on the |
|
|
901 | * default initial map */ |
|
|
902 | tmp->destroy (); |
|
|
903 | } |
|
|
904 | else |
735 | else |
905 | LOG (llevDebug, "first_map_ext_path not set\n"); |
736 | LOG (llevDebug, "first_map_ext_path not set\n"); |
|
|
737 | } |
|
|
738 | |
|
|
739 | /* |
|
|
740 | * Returns true if the given player is a legal class. |
|
|
741 | * The function to add and remove class-bonuses to the stats doesn't |
|
|
742 | * check if the stat becomes negative, thus this function |
|
|
743 | * merely checks that all stats are 1 or more, and returns |
|
|
744 | * false otherwise. |
|
|
745 | */ |
|
|
746 | static int |
|
|
747 | allowed_class (const object *op) |
|
|
748 | { |
|
|
749 | return op->stats.Dex > 0 |
|
|
750 | && op->stats.Str > 0 |
|
|
751 | && op->stats.Con > 0 |
|
|
752 | && op->stats.Int > 0 |
|
|
753 | && op->stats.Wis > 0 |
|
|
754 | && op->stats.Pow > 0 |
|
|
755 | && op->stats.Cha > 0; |
906 | } |
756 | } |
907 | |
757 | |
908 | void |
758 | void |
909 | player::chargen_race_next () |
759 | player::chargen_race_next () |
910 | { |
760 | { |
… | |
… | |
939 | ob->stats.hp = ob->stats.maxhp; |
789 | ob->stats.hp = ob->stats.maxhp; |
940 | ob->stats.sp = ob->stats.maxsp; |
790 | ob->stats.sp = ob->stats.maxsp; |
941 | ob->stats.grace = 0; |
791 | ob->stats.grace = 0; |
942 | } |
792 | } |
943 | |
793 | |
944 | void |
794 | static void |
945 | flee_player (object *op) |
795 | flee_player (object *op) |
946 | { |
796 | { |
947 | int dir, diff; |
797 | int dir, diff; |
948 | rv_vector rv; |
798 | rv_vector rv; |
949 | |
799 | |
950 | if (op->stats.hp < 0) |
800 | if (op->stats.hp < 0) |
951 | { |
801 | { |
952 | LOG (llevDebug, "Fleeing player is dead.\n"); |
802 | LOG (llevDebug, "Fleeing player is dead.\n"); |
953 | CLEAR_FLAG (op, FLAG_SCARED); |
803 | op->clr_flag (FLAG_SCARED); |
954 | return; |
804 | return; |
955 | } |
805 | } |
956 | |
806 | |
957 | if (op->enemy == NULL) |
807 | if (!op->enemy) |
958 | { |
808 | { |
959 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
809 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
960 | CLEAR_FLAG (op, FLAG_SCARED); |
810 | op->clr_flag (FLAG_SCARED); |
961 | return; |
811 | return; |
962 | } |
812 | } |
963 | |
813 | |
964 | /* Seen some crashes here. Since we don't store an |
814 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
965 | * op->enemy_count, it is possible that something destroys the |
|
|
966 | * actual enemy, and the object is recycled. |
|
|
967 | */ |
|
|
968 | if (op->enemy->map == NULL) |
|
|
969 | { |
815 | { |
970 | CLEAR_FLAG (op, FLAG_SCARED); |
|
|
971 | op->enemy = NULL; |
816 | op->enemy = NULL; |
972 | return; |
817 | op->clr_flag (FLAG_SCARED); |
973 | } |
|
|
974 | |
|
|
975 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
|
|
976 | { |
|
|
977 | op->enemy = NULL; |
|
|
978 | CLEAR_FLAG (op, FLAG_SCARED); |
|
|
979 | return; |
818 | return; |
980 | } |
819 | } |
981 | |
820 | |
982 | get_rangevector (op, op->enemy, &rv, 0); |
821 | get_rangevector (op, op->enemy, &rv, 0); |
983 | |
822 | |
984 | dir = absdir (4 + rv.direction); |
823 | dir = absdir (4 + rv.direction); |
985 | for (diff = 0; diff < 3; diff++) |
824 | for (diff = 0; diff < 3; diff++) |
986 | { |
825 | { |
987 | int m = 1 - (RANDOM () & 2); |
826 | int m = 1 - rndm (2) * 2; |
988 | |
827 | |
989 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
828 | if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m)))) |
990 | return; |
829 | return; |
991 | } |
830 | } |
992 | |
831 | |
993 | /* Cornered, get rid of scared */ |
832 | /* Cornered, get rid of scared */ |
994 | CLEAR_FLAG (op, FLAG_SCARED); |
833 | op->clr_flag (FLAG_SCARED); |
995 | op->enemy = NULL; |
834 | op->enemy = NULL; |
996 | } |
835 | } |
997 | |
836 | |
998 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
837 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
999 | * It returns 1 if the player should keep on moving, 0 if he should |
838 | * It returns 1 if the player should keep on moving, 0 if he should |
… | |
… | |
1003 | check_pick (object *op) |
842 | check_pick (object *op) |
1004 | { |
843 | { |
1005 | object *tmp, *next; |
844 | object *tmp, *next; |
1006 | int stop = 0; |
845 | int stop = 0; |
1007 | int wvratio; |
846 | int wvratio; |
1008 | char putstring[128]; |
|
|
1009 | |
847 | |
1010 | /* if you're flying, you cna't pick up anything */ |
848 | /* if you're flying, you can't pick up anything */ |
1011 | if (op->move_type & MOVE_FLYING) |
849 | if (op->move_type & MOVE_FLYING) |
1012 | return 1; |
850 | return 1; |
1013 | |
851 | |
1014 | next = op->below; |
852 | next = op->below; |
1015 | |
853 | |
1016 | int cnt = MAX_ITEM_PER_DROP; |
854 | int cnt = MAX_ITEM_PER_ACTION; |
1017 | #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) |
855 | #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) |
1018 | |
856 | |
1019 | /* loop while there are items on the floor that are not marked as |
857 | /* loop while there are items on the floor that are not marked as |
1020 | * destroyed */ |
858 | * destroyed */ |
1021 | while (next && !next->destroyed ()) |
859 | while (next && !next->destroyed ()) |
… | |
… | |
1037 | |
875 | |
1038 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
876 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
1039 | { |
877 | { |
1040 | if (item_matched_string (op, tmp, op->contr->search_str)) |
878 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1041 | CHK_PICK_PICKUP; |
879 | CHK_PICK_PICKUP; |
|
|
880 | |
1042 | continue; |
881 | continue; |
1043 | } |
882 | } |
1044 | |
883 | |
1045 | /* high not bit set? We're using the old autopickup model */ |
884 | /* pickup handling */ |
|
|
885 | if (op->contr->mode & PU_DEBUG) |
|
|
886 | { |
|
|
887 | /* some debugging code to figure out item information */ |
|
|
888 | const char *str = tmp->name |
|
|
889 | ? format ("item name: %s item type: %d weight/value: %d", |
|
|
890 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))) |
|
|
891 | : format ("item name: %s item type: %d weight/value: %d", |
|
|
892 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))); |
|
|
893 | |
|
|
894 | new_draw_info (NDI_UNIQUE, 0, op, str); |
|
|
895 | } |
|
|
896 | |
|
|
897 | if (op->contr->mode & PU_INHIBIT) |
|
|
898 | return 1; |
|
|
899 | |
|
|
900 | if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client |
|
|
901 | return 1; |
|
|
902 | |
|
|
903 | /* philosophy: |
|
|
904 | * It's easy to grab an item type from a pile, as long as it's |
|
|
905 | * generic. This takes no game-time. For more detailed pickups |
|
|
906 | * and selections, select-items should be used. This is a |
|
|
907 | * grab-as-you-run type mode that's really useful for arrows for |
|
|
908 | * example. |
|
|
909 | * The drawback: right now it has no frontend, so you need to |
|
|
910 | * stick the bits you want into a calculator in hex mode and then |
|
|
911 | * convert to decimal and then 'pickup <#> |
|
|
912 | */ |
|
|
913 | |
|
|
914 | /* the first two modes are exclusive: if NOTHING we return, if |
|
|
915 | * STOP then we stop. All the rest are applied sequentially, |
|
|
916 | * meaning if any test passes, the item gets picked up. */ |
|
|
917 | |
|
|
918 | /* if mode is set to pick nothing up, return */ |
|
|
919 | if (op->contr->mode == PU_NOTHING) |
|
|
920 | return 1; |
|
|
921 | |
|
|
922 | /* if mode is set to stop when encountering objects, return */ |
|
|
923 | /* take STOP before INHIBIT since it doesn't actually pick |
|
|
924 | * anything up */ |
|
|
925 | if (op->contr->mode & PU_STOP) |
|
|
926 | return 0; |
|
|
927 | |
|
|
928 | /* useful for going into stores and not losing your settings... */ |
|
|
929 | /* and for battles wher you don't want to get loaded down while |
|
|
930 | * fighting */ |
|
|
931 | if (op->contr->mode & PU_INHIBIT) |
|
|
932 | return 1; |
|
|
933 | |
|
|
934 | /* prevent us from turning into auto-thieves :) */ |
|
|
935 | if (tmp->flag [FLAG_UNPAID]) |
|
|
936 | continue; |
|
|
937 | |
|
|
938 | /* ignore known cursed objects */ |
|
|
939 | if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED) |
|
|
940 | continue; |
|
|
941 | |
|
|
942 | /* all food and drink if desired */ |
|
|
943 | /* question: don't pick up known-poisonous stuff? */ |
1046 | if (!(op->contr->mode & PU_NEWMODE)) |
944 | if (op->contr->mode & PU_FOOD) |
|
|
945 | if (tmp->type == FOOD) |
1047 | { |
946 | { |
1048 | switch (op->contr->mode) |
947 | CHK_PICK_PICKUP; |
|
|
948 | continue; |
|
|
949 | } |
|
|
950 | |
|
|
951 | if (op->contr->mode & PU_DRINK) |
|
|
952 | if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED])) |
|
|
953 | { |
|
|
954 | CHK_PICK_PICKUP; |
|
|
955 | continue; |
|
|
956 | } |
|
|
957 | |
|
|
958 | if (op->contr->mode & PU_POTION) |
|
|
959 | if (tmp->type == POTION) |
|
|
960 | { |
|
|
961 | CHK_PICK_PICKUP; |
|
|
962 | continue; |
|
|
963 | } |
|
|
964 | |
|
|
965 | /* spellbooks, skillscrolls and normal books/scrolls */ |
|
|
966 | if (op->contr->mode & PU_SPELLBOOK) |
|
|
967 | if (tmp->type == SPELLBOOK) |
|
|
968 | { |
|
|
969 | CHK_PICK_PICKUP; |
|
|
970 | continue; |
|
|
971 | } |
|
|
972 | |
|
|
973 | if (op->contr->mode & PU_SKILLSCROLL) |
|
|
974 | if (tmp->type == SKILLSCROLL) |
|
|
975 | { |
|
|
976 | CHK_PICK_PICKUP; |
|
|
977 | continue; |
|
|
978 | } |
|
|
979 | |
|
|
980 | if (op->contr->mode & PU_READABLES) |
|
|
981 | if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) |
|
|
982 | { |
|
|
983 | CHK_PICK_PICKUP; |
|
|
984 | continue; |
|
|
985 | } |
|
|
986 | |
|
|
987 | /* wands/staves/rods/horns */ |
|
|
988 | if (op->contr->mode & PU_MAGIC_DEVICE) |
|
|
989 | if (tmp->type == WAND |
|
|
990 | || tmp->type == ROD |
|
|
991 | || tmp->type == HORN |
|
|
992 | || tmp->type == POWER_CRYSTAL) |
|
|
993 | { |
|
|
994 | CHK_PICK_PICKUP; |
|
|
995 | continue; |
|
|
996 | } |
|
|
997 | |
|
|
998 | /* pick up all magical items */ |
|
|
999 | if (op->contr->mode & PU_MAGICAL) |
|
|
1000 | if (tmp->flag [FLAG_KNOWN_MAGICAL] |
|
|
1001 | && !tmp->flag [FLAG_KNOWN_CURSED]) |
|
|
1002 | { |
|
|
1003 | CHK_PICK_PICKUP; |
|
|
1004 | continue; |
|
|
1005 | } |
|
|
1006 | |
|
|
1007 | if (op->contr->mode & PU_VALUABLES) |
|
|
1008 | { |
|
|
1009 | if (tmp->type == MONEY || tmp->type == GEM) |
1049 | { |
1010 | { |
1050 | case 0: |
|
|
1051 | return 1; /* don't pick up */ |
|
|
1052 | case 1: |
|
|
1053 | CHK_PICK_PICKUP; |
1011 | CHK_PICK_PICKUP; |
1054 | return 1; |
1012 | continue; |
1055 | case 2: |
|
|
1056 | CHK_PICK_PICKUP; |
|
|
1057 | return 0; |
|
|
1058 | case 3: |
|
|
1059 | return 0; /* stop before pickup */ |
|
|
1060 | case 4: |
|
|
1061 | CHK_PICK_PICKUP; |
|
|
1062 | break; |
|
|
1063 | case 5: |
|
|
1064 | CHK_PICK_PICKUP; |
|
|
1065 | stop = 1; |
|
|
1066 | break; |
|
|
1067 | case 6: |
|
|
1068 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) |
|
|
1069 | && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
|
|
1070 | CHK_PICK_PICKUP; |
|
|
1071 | break; |
|
|
1072 | |
|
|
1073 | case 7: |
|
|
1074 | if (tmp->type == MONEY || tmp->type == GEM) |
|
|
1075 | CHK_PICK_PICKUP; |
|
|
1076 | break; |
|
|
1077 | |
|
|
1078 | default: |
|
|
1079 | /* use value density */ |
|
|
1080 | if (!QUERY_FLAG (tmp, FLAG_UNPAID) |
|
|
1081 | && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) |
|
|
1082 | CHK_PICK_PICKUP; |
|
|
1083 | } |
1013 | } |
1084 | } |
1014 | } |
1085 | else |
1015 | |
1086 | { /* old model */ |
1016 | /* rings & amulets - talismans seems to be typed AMULET */ |
1087 | /* NEW pickup handling */ |
|
|
1088 | if (op->contr->mode & PU_DEBUG) |
1017 | if (op->contr->mode & PU_JEWELS) |
|
|
1018 | if (tmp->type == RING |
|
|
1019 | || tmp->type == AMULET |
|
|
1020 | || tmp->type == GIRDLE |
|
|
1021 | || tmp->type == SKILL_TOOL) |
1089 | { |
1022 | { |
1090 | /* some debugging code to figure out item information */ |
1023 | CHK_PICK_PICKUP; |
1091 | if (tmp->name != NULL) |
|
|
1092 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
|
|
1093 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1094 | else |
|
|
1095 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
|
|
1096 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1097 | |
|
|
1098 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
|
|
1099 | } |
|
|
1100 | |
|
|
1101 | /* philosophy: |
|
|
1102 | * It's easy to grab an item type from a pile, as long as it's |
|
|
1103 | * generic. This takes no game-time. For more detailed pickups |
|
|
1104 | * and selections, select-items should be used. This is a |
|
|
1105 | * grab-as-you-run type mode that's really useful for arrows for |
|
|
1106 | * example. |
|
|
1107 | * The drawback: right now it has no frontend, so you need to |
|
|
1108 | * stick the bits you want into a calculator in hex mode and then |
|
|
1109 | * convert to decimal and then 'pickup <#> |
|
|
1110 | */ |
|
|
1111 | |
|
|
1112 | /* the first two modes are exclusive: if NOTHING we return, if |
|
|
1113 | * STOP then we stop. All the rest are applied sequentially, |
|
|
1114 | * meaning if any test passes, the item gets picked up. */ |
|
|
1115 | |
|
|
1116 | /* if mode is set to pick nothing up, return */ |
|
|
1117 | |
|
|
1118 | if (op->contr->mode & PU_NOTHING) |
|
|
1119 | return 1; |
|
|
1120 | |
|
|
1121 | /* if mode is set to stop when encountering objects, return */ |
|
|
1122 | /* take STOP before INHIBIT since it doesn't actually pick |
|
|
1123 | * anything up */ |
|
|
1124 | |
|
|
1125 | if (op->contr->mode & PU_STOP) |
|
|
1126 | return 0; |
|
|
1127 | |
|
|
1128 | /* useful for going into stores and not losing your settings... */ |
|
|
1129 | /* and for battles wher you don't want to get loaded down while |
|
|
1130 | * fighting */ |
|
|
1131 | if (op->contr->mode & PU_INHIBIT) |
|
|
1132 | return 1; |
|
|
1133 | |
|
|
1134 | /* prevent us from turning into auto-thieves :) */ |
|
|
1135 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
1136 | continue; |
1024 | continue; |
|
|
1025 | } |
1137 | |
1026 | |
1138 | /* ignore known cursed objects */ |
1027 | /* we don't forget dragon food */ |
1139 | if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) |
1028 | if (op->contr->mode & PU_FLESH) |
|
|
1029 | if (tmp->type == FLESH) |
|
|
1030 | { |
|
|
1031 | CHK_PICK_PICKUP; |
1140 | continue; |
1032 | continue; |
|
|
1033 | } |
1141 | |
1034 | |
1142 | /* all food and drink if desired */ |
1035 | /* bows and arrows. Bows are good for selling! */ |
1143 | /* question: don't pick up known-poisonous stuff? */ |
1036 | if (op->contr->mode & PU_BOW) |
|
|
1037 | if (tmp->type == BOW) |
|
|
1038 | { |
|
|
1039 | CHK_PICK_PICKUP; |
|
|
1040 | continue; |
|
|
1041 | } |
|
|
1042 | |
|
|
1043 | if (op->contr->mode & PU_ARROW) |
|
|
1044 | if (tmp->type == ARROW) |
|
|
1045 | { |
|
|
1046 | CHK_PICK_PICKUP; |
|
|
1047 | continue; |
|
|
1048 | } |
|
|
1049 | |
|
|
1050 | /* all kinds of armor etc. */ |
|
|
1051 | if (op->contr->mode & PU_ARMOUR) |
|
|
1052 | if (tmp->type == ARMOUR) |
|
|
1053 | { |
|
|
1054 | CHK_PICK_PICKUP; |
|
|
1055 | continue; |
|
|
1056 | } |
|
|
1057 | |
|
|
1058 | if (op->contr->mode & PU_HELMET) |
|
|
1059 | if (tmp->type == HELMET) |
|
|
1060 | { |
|
|
1061 | CHK_PICK_PICKUP; |
|
|
1062 | continue; |
|
|
1063 | } |
|
|
1064 | |
|
|
1065 | if (op->contr->mode & PU_SHIELD) |
|
|
1066 | if (tmp->type == SHIELD) |
|
|
1067 | { |
|
|
1068 | CHK_PICK_PICKUP; |
|
|
1069 | continue; |
|
|
1070 | } |
|
|
1071 | |
1144 | if (op->contr->mode & PU_FOOD) |
1072 | if (op->contr->mode & PU_BOOTS) |
1145 | if (tmp->type == FOOD) |
1073 | if (tmp->type == BOOTS) |
|
|
1074 | { |
|
|
1075 | CHK_PICK_PICKUP; |
|
|
1076 | continue; |
|
|
1077 | } |
|
|
1078 | |
|
|
1079 | if (op->contr->mode & PU_GLOVES) |
|
|
1080 | if (tmp->type == GLOVES || tmp->type == BRACERS) |
|
|
1081 | { |
|
|
1082 | CHK_PICK_PICKUP; |
|
|
1083 | continue; |
|
|
1084 | } |
|
|
1085 | |
|
|
1086 | if (op->contr->mode & PU_CLOAK) |
|
|
1087 | if (tmp->type == CLOAK) |
|
|
1088 | { |
|
|
1089 | CHK_PICK_PICKUP; |
|
|
1090 | continue; |
|
|
1091 | } |
|
|
1092 | |
|
|
1093 | /* hoping to catch throwing daggers here */ |
|
|
1094 | if (op->contr->mode & PU_MISSILEWEAPON) |
|
|
1095 | if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN]) |
|
|
1096 | { |
|
|
1097 | CHK_PICK_PICKUP; |
|
|
1098 | continue; |
|
|
1099 | } |
|
|
1100 | |
|
|
1101 | /* careful: chairs and tables are weapons! */ |
|
|
1102 | if (op->contr->mode & PU_ALLWEAPON) |
|
|
1103 | { |
|
|
1104 | if (tmp->type == WEAPON) |
|
|
1105 | if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair")) |
1146 | { |
1106 | { |
1147 | CHK_PICK_PICKUP; |
1107 | CHK_PICK_PICKUP; |
1148 | continue; |
1108 | continue; |
1149 | } |
1109 | } |
|
|
1110 | } |
1150 | |
1111 | |
|
|
1112 | /* misc stuff that's useful */ |
1151 | if (op->contr->mode & PU_DRINK) |
1113 | if (op->contr->mode & PU_KEY) |
1152 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
1114 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1153 | { |
1115 | { |
1154 | CHK_PICK_PICKUP; |
1116 | CHK_PICK_PICKUP; |
1155 | continue; |
1117 | continue; |
1156 | } |
1118 | } |
1157 | |
1119 | |
|
|
1120 | /* any of the last 4 bits set means we use the ratio for value |
|
|
1121 | * pickups */ |
1158 | if (op->contr->mode & PU_POTION) |
1122 | if (op->contr->mode & PU_RATIO) |
1159 | if (tmp->type == POTION) |
1123 | { |
|
|
1124 | /* use value density to decide what else to grab */ |
|
|
1125 | /* >=7 was >= op->contr->mode */ |
|
|
1126 | /* >=7 is the old standard setting. Now we take the last 4 bits |
1160 | { |
1127 | */ |
1161 | CHK_PICK_PICKUP; |
|
|
1162 | continue; |
|
|
1163 | } |
|
|
1164 | |
|
|
1165 | /* spellbooks, skillscrolls and normal books/scrolls */ |
|
|
1166 | if (op->contr->mode & PU_SPELLBOOK) |
|
|
1167 | if (tmp->type == SPELLBOOK) |
|
|
1168 | { |
|
|
1169 | CHK_PICK_PICKUP; |
|
|
1170 | continue; |
|
|
1171 | } |
|
|
1172 | |
|
|
1173 | if (op->contr->mode & PU_SKILLSCROLL) |
|
|
1174 | if (tmp->type == SKILLSCROLL) |
|
|
1175 | { |
|
|
1176 | CHK_PICK_PICKUP; |
|
|
1177 | continue; |
|
|
1178 | } |
|
|
1179 | |
|
|
1180 | if (op->contr->mode & PU_READABLES) |
|
|
1181 | if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) |
|
|
1182 | { |
|
|
1183 | CHK_PICK_PICKUP; |
|
|
1184 | continue; |
|
|
1185 | } |
|
|
1186 | |
|
|
1187 | /* wands/staves/rods/horns */ |
|
|
1188 | if (op->contr->mode & PU_MAGIC_DEVICE) |
|
|
1189 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
|
|
1190 | { |
|
|
1191 | CHK_PICK_PICKUP; |
|
|
1192 | continue; |
|
|
1193 | } |
|
|
1194 | |
|
|
1195 | /* pick up all magical items */ |
|
|
1196 | if (op->contr->mode & PU_MAGICAL) |
1128 | wvratio = op->contr->mode & PU_RATIO; |
1197 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1129 | if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100) |
1198 | { |
|
|
1199 | CHK_PICK_PICKUP; |
|
|
1200 | continue; |
|
|
1201 | } |
|
|
1202 | |
|
|
1203 | if (op->contr->mode & PU_VALUABLES) |
|
|
1204 | { |
1130 | { |
1205 | if (tmp->type == MONEY || tmp->type == GEM) |
1131 | #if 0 |
|
|
1132 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
|
|
1133 | if (tmp->name != NULL) |
1206 | { |
1134 | { |
1207 | CHK_PICK_PICKUP; |
1135 | fprintf (stderr, "%s", tmp->name); |
1208 | continue; |
|
|
1209 | } |
1136 | } |
1210 | } |
|
|
1211 | |
|
|
1212 | /* rings & amulets - talismans seems to be typed AMULET */ |
|
|
1213 | if (op->contr->mode & PU_JEWELS) |
|
|
1214 | if (tmp->type == RING || tmp->type == AMULET) |
|
|
1215 | { |
|
|
1216 | CHK_PICK_PICKUP; |
|
|
1217 | continue; |
|
|
1218 | } |
|
|
1219 | |
|
|
1220 | /* we don't forget dragon food */ |
|
|
1221 | if (op->contr->mode & PU_FLESH) |
|
|
1222 | if (tmp->type == FLESH) |
|
|
1223 | { |
|
|
1224 | CHK_PICK_PICKUP; |
|
|
1225 | continue; |
|
|
1226 | } |
|
|
1227 | |
|
|
1228 | /* bows and arrows. Bows are good for selling! */ |
|
|
1229 | if (op->contr->mode & PU_BOW) |
|
|
1230 | if (tmp->type == BOW) |
|
|
1231 | { |
|
|
1232 | CHK_PICK_PICKUP; |
|
|
1233 | continue; |
|
|
1234 | } |
|
|
1235 | |
|
|
1236 | if (op->contr->mode & PU_ARROW) |
|
|
1237 | if (tmp->type == ARROW) |
|
|
1238 | { |
|
|
1239 | CHK_PICK_PICKUP; |
|
|
1240 | continue; |
|
|
1241 | } |
|
|
1242 | |
|
|
1243 | /* all kinds of armor etc. */ |
|
|
1244 | if (op->contr->mode & PU_ARMOUR) |
|
|
1245 | if (tmp->type == ARMOUR) |
|
|
1246 | { |
|
|
1247 | CHK_PICK_PICKUP; |
|
|
1248 | continue; |
|
|
1249 | } |
|
|
1250 | |
|
|
1251 | if (op->contr->mode & PU_HELMET) |
|
|
1252 | if (tmp->type == HELMET) |
|
|
1253 | { |
|
|
1254 | CHK_PICK_PICKUP; |
|
|
1255 | continue; |
|
|
1256 | } |
|
|
1257 | |
|
|
1258 | if (op->contr->mode & PU_SHIELD) |
|
|
1259 | if (tmp->type == SHIELD) |
|
|
1260 | { |
|
|
1261 | CHK_PICK_PICKUP; |
|
|
1262 | continue; |
|
|
1263 | } |
|
|
1264 | |
|
|
1265 | if (op->contr->mode & PU_BOOTS) |
|
|
1266 | if (tmp->type == BOOTS) |
|
|
1267 | { |
|
|
1268 | CHK_PICK_PICKUP; |
|
|
1269 | continue; |
|
|
1270 | } |
|
|
1271 | |
|
|
1272 | if (op->contr->mode & PU_GLOVES) |
|
|
1273 | if (tmp->type == GLOVES) |
|
|
1274 | { |
|
|
1275 | CHK_PICK_PICKUP; |
|
|
1276 | continue; |
|
|
1277 | } |
|
|
1278 | |
|
|
1279 | if (op->contr->mode & PU_CLOAK) |
|
|
1280 | if (tmp->type == CLOAK) |
|
|
1281 | { |
|
|
1282 | CHK_PICK_PICKUP; |
|
|
1283 | continue; |
|
|
1284 | } |
|
|
1285 | |
|
|
1286 | /* hoping to catch throwing daggers here */ |
|
|
1287 | if (op->contr->mode & PU_MISSILEWEAPON) |
|
|
1288 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
|
|
1289 | { |
|
|
1290 | CHK_PICK_PICKUP; |
|
|
1291 | continue; |
|
|
1292 | } |
|
|
1293 | |
|
|
1294 | /* careful: chairs and tables are weapons! */ |
|
|
1295 | if (op->contr->mode & PU_ALLWEAPON) |
|
|
1296 | { |
|
|
1297 | if (tmp->type == WEAPON && tmp->name != NULL) |
|
|
1298 | { |
|
|
1299 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL && |
|
|
1300 | strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) |
|
|
1301 | { |
|
|
1302 | CHK_PICK_PICKUP; |
|
|
1303 | continue; |
|
|
1304 | } |
|
|
1305 | } |
|
|
1306 | |
|
|
1307 | if (tmp->type == WEAPON && tmp->name == NULL) |
|
|
1308 | { |
|
|
1309 | if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL) |
|
|
1310 | { |
|
|
1311 | CHK_PICK_PICKUP; |
|
|
1312 | continue; |
|
|
1313 | } |
|
|
1314 | } |
|
|
1315 | } |
|
|
1316 | |
|
|
1317 | /* misc stuff that's useful */ |
|
|
1318 | if (op->contr->mode & PU_KEY) |
|
|
1319 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
|
|
1320 | { |
|
|
1321 | CHK_PICK_PICKUP; |
|
|
1322 | continue; |
|
|
1323 | } |
|
|
1324 | |
|
|
1325 | /* any of the last 4 bits set means we use the ratio for value |
|
|
1326 | * pickups */ |
|
|
1327 | if (op->contr->mode & PU_RATIO) |
|
|
1328 | { |
|
|
1329 | /* use value density to decide what else to grab */ |
|
|
1330 | /* >=7 was >= op->contr->mode */ |
|
|
1331 | /* >=7 is the old standard setting. Now we take the last 4 bits |
|
|
1332 | * and multiply them by 5, giving 0..15*5== 5..75 */ |
|
|
1333 | wvratio = (op->contr->mode & PU_RATIO) * 5; |
|
|
1334 | if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) |
|
|
1335 | { |
|
|
1336 | CHK_PICK_PICKUP; |
|
|
1337 | #if 0 |
|
|
1338 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
|
|
1339 | if (tmp->name != NULL) |
|
|
1340 | { |
|
|
1341 | fprintf (stderr, "%s", tmp->name); |
|
|
1342 | } |
|
|
1343 | else |
1137 | else |
1344 | fprintf (stderr, "%s", tmp->arch->archname); |
1138 | fprintf (stderr, "%s", tmp->arch->archname); |
1345 | fprintf (stderr, ",%d] = ", tmp->type); |
1139 | fprintf (stderr, ",%d] = ", tmp->type); |
1346 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1140 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))); |
1347 | #endif |
1141 | #endif |
|
|
1142 | CHK_PICK_PICKUP; |
1348 | continue; |
1143 | continue; |
1349 | } |
|
|
1350 | } |
1144 | } |
1351 | } /* the new pickup model */ |
1145 | } /* the new pickup model */ |
1352 | } |
1146 | } |
1353 | |
1147 | |
1354 | return !stop; |
1148 | return !stop; |
|
|
1149 | } |
|
|
1150 | |
|
|
1151 | /* routine for both players and monsters. We call this when |
|
|
1152 | * there is a possibility for our action distrubing our hiding |
|
|
1153 | * place or invisiblity spell. Artefact invisiblity causes |
|
|
1154 | * "noise" instead. If we arent invisible to begin with, we |
|
|
1155 | * return 0. |
|
|
1156 | */ |
|
|
1157 | static int |
|
|
1158 | action_makes_visible (object *op) |
|
|
1159 | { |
|
|
1160 | if (op->invisible && op->flag [FLAG_ALIVE]) |
|
|
1161 | { |
|
|
1162 | if (op->flag [FLAG_MAKE_INVIS]) |
|
|
1163 | { |
|
|
1164 | // artefact invisibility is permanent, but we still make noise |
|
|
1165 | // this is important for game-balance. |
|
|
1166 | if (op->contr) |
|
|
1167 | op->make_noise (); |
|
|
1168 | |
|
|
1169 | return 0; |
|
|
1170 | } |
|
|
1171 | |
|
|
1172 | if (op->contr && op->contr->tmp_invis == 0) |
|
|
1173 | return 0; |
|
|
1174 | |
|
|
1175 | /* If monsters, they should become visible */ |
|
|
1176 | if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis)) |
|
|
1177 | { |
|
|
1178 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible"); |
|
|
1179 | return 1; |
|
|
1180 | } |
|
|
1181 | } |
|
|
1182 | |
|
|
1183 | return 0; |
1355 | } |
1184 | } |
1356 | |
1185 | |
1357 | /* |
1186 | /* |
1358 | * Find an arrow in the inventory and after that |
1187 | * Find an arrow in the inventory and after that |
1359 | * in the right type container (quiver). Pointer to the |
1188 | * in the right type container (quiver). Pointer to the |
1360 | * found object is returned. |
1189 | * found object is returned. |
1361 | */ |
1190 | */ |
1362 | object * |
1191 | static object * |
1363 | find_arrow (object *op, const char *type) |
1192 | find_arrow (object *op, const char *type) |
1364 | { |
1193 | { |
1365 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1194 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1366 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
1195 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
1367 | return splay (tmp); |
1196 | return splay (tmp); |
1368 | |
1197 | |
1369 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1198 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1370 | if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type)) |
1199 | if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type)) |
1371 | if (object *arrow = find_arrow (tmp, type)) |
1200 | if (object *arrow = find_arrow (tmp, type)) |
1372 | { |
1201 | { |
1373 | splay (tmp); |
1202 | splay (tmp); |
1374 | return arrow; |
1203 | return arrow; |
1375 | } |
1204 | } |
… | |
… | |
1381 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1210 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1382 | * against the target. A full test is not performed, simply a basic test |
1211 | * against the target. A full test is not performed, simply a basic test |
1383 | * of resistances. The archer is making a quick guess at what he sees down |
1212 | * of resistances. The archer is making a quick guess at what he sees down |
1384 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1213 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1385 | */ |
1214 | */ |
1386 | object * |
1215 | static object * |
1387 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1216 | find_better_arrow (object *op, object *target, shstr_cmp type, int *better) |
1388 | { |
1217 | { |
1389 | object *tmp = NULL, *arrow, *ntmp; |
1218 | object *tmp = NULL, *arrow, *ntmp; |
1390 | int attacknum, attacktype, betterby = 0, i; |
1219 | int attacknum, attacktype, betterby = 0, i; |
1391 | |
1220 | |
1392 | if (!type) |
1221 | if (!type) |
1393 | return NULL; |
1222 | return NULL; |
1394 | |
1223 | |
1395 | for (arrow = op->inv; arrow; arrow = arrow->below) |
1224 | for (arrow = op->inv; arrow; arrow = arrow->below) |
1396 | { |
1225 | { |
1397 | if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) |
1226 | if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED]) |
1398 | { |
1227 | { |
1399 | i = 0; |
1228 | i = 0; |
1400 | ntmp = find_better_arrow (arrow, target, type, &i); |
1229 | ntmp = find_better_arrow (arrow, target, type, &i); |
|
|
1230 | |
1401 | if (i > betterby) |
1231 | if (i > betterby) |
1402 | { |
1232 | { |
1403 | tmp = ntmp; |
1233 | tmp = ntmp; |
1404 | betterby = i; |
1234 | betterby = i; |
1405 | } |
1235 | } |
1406 | } |
1236 | } |
1407 | else if (arrow->type == ARROW && arrow->race == type) |
1237 | else if (arrow->type == ARROW && arrow->race == type) |
1408 | { |
1238 | { |
1409 | /* allways prefer assasination/slaying */ |
1239 | /* allways prefer assasination/slaying */ |
1410 | if (target->race && arrow->slaying && strstr (arrow->slaying, target->race)) |
1240 | if (target->race && arrow->slaying.contains (target->race)) |
1411 | { |
1241 | { |
1412 | if (arrow->attacktype & AT_DEATH) |
1242 | if (arrow->attacktype & AT_DEATH) |
1413 | { |
1243 | { |
1414 | *better = 100; |
1244 | *better = 100; |
1415 | return arrow; |
1245 | return arrow; |
… | |
… | |
1430 | { |
1260 | { |
1431 | tmp = arrow; |
1261 | tmp = arrow; |
1432 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1262 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1433 | } |
1263 | } |
1434 | } |
1264 | } |
|
|
1265 | |
1435 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1266 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1436 | { |
1267 | { |
1437 | tmp = arrow; |
1268 | tmp = arrow; |
1438 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1269 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1439 | } |
1270 | } |
|
|
1271 | |
1440 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1272 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1441 | { |
1273 | { |
1442 | tmp = arrow; |
1274 | tmp = arrow; |
1443 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1275 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1444 | } |
1276 | } |
1445 | } |
1277 | } |
1446 | } |
1278 | } |
1447 | } |
1279 | } |
|
|
1280 | |
1448 | if (tmp == NULL && arrow == NULL) |
1281 | if (tmp == NULL && arrow == NULL) |
1449 | return find_arrow (op, type); |
1282 | return find_arrow (op, type); |
1450 | |
1283 | |
1451 | *better = betterby; |
1284 | *better = betterby; |
1452 | return tmp; |
1285 | return tmp; |
… | |
… | |
1456 | * find_better_arrow to find a decent arrow to use. |
1289 | * find_better_arrow to find a decent arrow to use. |
1457 | * op = the shooter |
1290 | * op = the shooter |
1458 | * type = bow->race |
1291 | * type = bow->race |
1459 | * dir = fire direction |
1292 | * dir = fire direction |
1460 | */ |
1293 | */ |
1461 | object * |
1294 | static object * |
1462 | pick_arrow_target (object *op, const char *type, int dir) |
1295 | pick_arrow_target (object *op, shstr_cmp type, int dir) |
1463 | { |
1296 | { |
1464 | object *tmp = NULL; |
1297 | object *tmp = NULL; |
1465 | maptile *m; |
1298 | maptile *m; |
1466 | int i, mflags, found, number; |
1299 | int i, mflags, found, number; |
1467 | sint16 x, y; |
1300 | sint16 x, y; |
… | |
… | |
1482 | for (i = 0, found = 0; i < 20; i++) |
1315 | for (i = 0, found = 0; i < 20; i++) |
1483 | { |
1316 | { |
1484 | x += freearr_x[dir]; |
1317 | x += freearr_x[dir]; |
1485 | y += freearr_y[dir]; |
1318 | y += freearr_y[dir]; |
1486 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1319 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
1320 | |
1487 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1321 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1488 | { |
1322 | { |
1489 | tmp = NULL; |
1323 | tmp = 0; |
1490 | break; |
1324 | break; |
1491 | } |
1325 | } |
1492 | else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
1326 | else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
1493 | { |
1327 | { |
1494 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1328 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1495 | * perhaps a bad assumption. |
1329 | * perhaps a bad assumption. |
1496 | */ |
1330 | */ |
1497 | tmp = NULL; |
1331 | tmp = 0; |
1498 | break; |
1332 | break; |
1499 | } |
1333 | } |
|
|
1334 | |
1500 | if (mflags & P_IS_ALIVE) |
1335 | if (mflags & P_IS_ALIVE) |
1501 | { |
|
|
1502 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1336 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1503 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1337 | if (tmp->flag [FLAG_ALIVE]) |
1504 | { |
|
|
1505 | found++; |
|
|
1506 | break; |
|
|
1507 | } |
|
|
1508 | if (found) |
|
|
1509 | break; |
1338 | break; |
1510 | } |
|
|
1511 | } |
1339 | } |
1512 | if (tmp == NULL) |
1340 | |
|
|
1341 | if (!tmp) |
1513 | return find_arrow (op, type); |
1342 | return find_arrow (op, type); |
1514 | |
1343 | |
1515 | if (tmp->head) |
1344 | if (tmp->head) |
1516 | tmp = tmp->head; |
1345 | tmp = tmp->head; |
1517 | |
1346 | |
… | |
… | |
1557 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1386 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1558 | return 0; |
1387 | return 0; |
1559 | } |
1388 | } |
1560 | |
1389 | |
1561 | // optimisation: move object to top so we will find it quickly again |
1390 | // optimisation: move object to top so we will find it quickly again |
1562 | if (bow->below) |
1391 | splay (bow); |
1563 | { |
|
|
1564 | bow->remove (); |
|
|
1565 | op->insert (bow); |
|
|
1566 | } |
|
|
1567 | |
|
|
1568 | } |
1392 | } |
1569 | |
1393 | |
1570 | if (!bow->race || !bow->skill) |
1394 | if (!bow->race || !bow->skill) |
1571 | { |
1395 | { |
1572 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1396 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
… | |
… | |
1579 | { |
1403 | { |
1580 | if (op->type == PLAYER) |
1404 | if (op->type == PLAYER) |
1581 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1405 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1582 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1406 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1583 | else |
1407 | else |
1584 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1408 | op->clr_flag (FLAG_READY_BOW); |
1585 | |
1409 | |
1586 | return 0; |
1410 | return 0; |
1587 | } |
1411 | } |
1588 | } |
1412 | } |
1589 | |
1413 | |
… | |
… | |
1598 | } |
1422 | } |
1599 | |
1423 | |
1600 | /* this should not happen, but sometimes does */ |
1424 | /* this should not happen, but sometimes does */ |
1601 | if (arrow->nrof == 0) |
1425 | if (arrow->nrof == 0) |
1602 | { |
1426 | { |
|
|
1427 | LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ()); |
1603 | arrow->destroy (); |
1428 | arrow->destroy (); |
1604 | return 0; |
1429 | return 0; |
1605 | } |
1430 | } |
1606 | |
1431 | |
1607 | left = arrow; /* these are arrows left to the player */ |
1432 | left = arrow; /* these are arrows left to the player */ |
… | |
… | |
1617 | arrow->direction = dir; |
1442 | arrow->direction = dir; |
1618 | |
1443 | |
1619 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
1444 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
1620 | arrow->stats.hp = arrow->stats.dam; |
1445 | arrow->stats.hp = arrow->stats.dam; |
1621 | arrow->stats.grace = arrow->attacktype; |
1446 | arrow->stats.grace = arrow->attacktype; |
1622 | |
1447 | arrow->custom_name = arrow->slaying; |
1623 | if (arrow->slaying) |
|
|
1624 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1625 | |
1448 | |
1626 | #if 0 |
1449 | #if 0 |
1627 | if (player *pl = op->contr) |
1450 | if (player *pl = op->contr) |
1628 | { |
1451 | { |
1629 | float speed = pl->weapon_sp; |
1452 | float speed = pl->weapon_sp; |
… | |
… | |
1639 | #endif |
1462 | #endif |
1640 | |
1463 | |
1641 | SET_ANIMATION (arrow, arrow->direction); |
1464 | SET_ANIMATION (arrow, arrow->direction); |
1642 | |
1465 | |
1643 | /* update the speed */ |
1466 | /* update the speed */ |
1644 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
|
|
1645 | + bow->stats.dam / 7.f; |
|
|
1646 | |
1467 | |
1647 | arrow->set_speed (max (arrow->speed, 2.f)); |
|
|
1648 | arrow->speed_left = 0; |
1468 | arrow->speed_left = 0; |
|
|
1469 | arrow->set_speed (max (2.f, |
|
|
1470 | ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
|
|
1471 | + bow->stats.dam / 7.f |
|
|
1472 | )); |
1649 | |
1473 | |
1650 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1474 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1651 | |
1475 | |
1652 | if (op->type == PLAYER) |
1476 | if (op->type == PLAYER) |
1653 | { |
1477 | { |
… | |
… | |
1674 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
1498 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
1675 | |
1499 | |
1676 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1500 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1677 | arrow->move_type = MOVE_FLY_LOW; |
1501 | arrow->move_type = MOVE_FLY_LOW; |
1678 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1502 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
|
|
1503 | arrow->set_flag (FLAG_NO_PICK); |
1679 | |
1504 | |
1680 | op->play_sound (sound_find ("fire_arrow")); |
1505 | op->play_sound (sound_find ("fire_arrow")); |
1681 | m->insert (arrow, sx, sy, op); |
1506 | m->insert (arrow, sx, sy, op); |
1682 | |
1507 | |
1683 | if (!arrow->destroyed ()) |
1508 | if (!arrow->destroyed ()) |
… | |
… | |
1691 | * but monsters can't. Putting that code here |
1516 | * but monsters can't. Putting that code here |
1692 | * makes the fire_bow code much cleaner. |
1517 | * makes the fire_bow code much cleaner. |
1693 | * this function should only be called if 'op' is a player, |
1518 | * this function should only be called if 'op' is a player, |
1694 | * hence the function name. |
1519 | * hence the function name. |
1695 | */ |
1520 | */ |
1696 | int |
1521 | static int |
1697 | player_fire_bow (object *op, int dir) |
1522 | player_fire_bow (object *op, int dir) |
1698 | { |
1523 | { |
1699 | int ret = 0, wcmod = 0; |
1524 | int ret; |
1700 | |
1525 | |
1701 | if (op->contr->bowtype == bow_bestarrow) |
1526 | if (op->contr->bowtype == bow_bestarrow) |
1702 | { |
1527 | { |
1703 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1528 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1704 | } |
1529 | } |
1705 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1530 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1706 | { |
1531 | { |
1707 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1532 | int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1; |
1708 | wcmod = -1; |
|
|
1709 | |
|
|
1710 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1533 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1711 | } |
1534 | } |
1712 | else if (op->contr->bowtype == bow_threewide) |
1535 | else if (op->contr->bowtype == bow_threewide) |
1713 | { |
1536 | { |
1714 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1537 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1715 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); |
1538 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); |
1716 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); |
1539 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); |
1717 | } |
1540 | } |
1718 | else if (op->contr->bowtype == bow_spreadshot) |
1541 | else if (op->contr->bowtype == bow_spreadshot) |
1719 | { |
1542 | { |
1720 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1543 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1721 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1544 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1722 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1545 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1723 | } |
1546 | } |
1724 | else |
1547 | else |
1725 | { |
1548 | { |
… | |
… | |
1731 | } |
1554 | } |
1732 | |
1555 | |
1733 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1556 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1734 | * Broken apart from 'fire' to keep it more readable. |
1557 | * Broken apart from 'fire' to keep it more readable. |
1735 | */ |
1558 | */ |
1736 | void |
1559 | static void |
1737 | fire_misc_object (object *op, int dir) |
1560 | fire_misc_object (object *op, int dir) |
1738 | { |
1561 | { |
1739 | object *item = op->contr->ranged_ob; |
1562 | object *item = op->contr->ranged_ob; |
1740 | |
1563 | |
1741 | if (!item) |
1564 | if (!item) |
… | |
… | |
1748 | { |
1571 | { |
1749 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1572 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1750 | return; |
1573 | return; |
1751 | } |
1574 | } |
1752 | |
1575 | |
1753 | if (!op->change_weapon (item)) |
1576 | if (!op->apply (item)) |
1754 | return; |
1577 | return; |
1755 | |
1578 | |
1756 | if (item->type == WAND) |
1579 | if (item->type == WAND) |
1757 | { |
1580 | { |
1758 | if (item->stats.food <= 0) |
1581 | if (item->stats.food <= 0) |
… | |
… | |
1763 | return; |
1586 | return; |
1764 | } |
1587 | } |
1765 | } |
1588 | } |
1766 | else if (item->type == ROD || item->type == HORN) |
1589 | else if (item->type == ROD || item->type == HORN) |
1767 | { |
1590 | { |
1768 | sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace); |
1591 | sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace); |
1769 | |
1592 | |
1770 | // using the maximum of the rods charge allows at least one spell cast |
1593 | // using the maximum of the rods charge allows at least one spell cast |
1771 | // for a rod or horn, this fixes some broken rods. |
1594 | // for a rod or horn, this fixes some broken rods. |
1772 | if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) |
1595 | if (item->stats.hp < min (spell_sp, item->stats.maxhp)) |
1773 | { |
1596 | { |
1774 | op->contr->play_sound (sound_find ("wand_poof")); |
1597 | op->contr->play_sound (sound_find ("wand_poof")); |
1775 | |
1598 | |
1776 | if (item->type == ROD) |
1599 | if (item->type == ROD) |
1777 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1600 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
… | |
… | |
1782 | } |
1605 | } |
1783 | } |
1606 | } |
1784 | |
1607 | |
1785 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1608 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1786 | { |
1609 | { |
1787 | SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ |
1610 | item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */ |
|
|
1611 | |
1788 | if (item->type == WAND) |
1612 | if (item->type == WAND) |
1789 | { |
1613 | { |
1790 | if (!(--item->stats.food)) |
1614 | if (!(--item->stats.food)) |
1791 | { |
1615 | { |
1792 | object *tmp; |
|
|
1793 | |
|
|
1794 | if (item->arch) |
1616 | if (item->arch) |
1795 | { |
1617 | { |
1796 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1618 | item->clr_flag (FLAG_ANIMATE); |
1797 | item->face = item->arch->face; |
1619 | item->face = item->arch->face; |
1798 | item->set_speed (0); |
1620 | item->set_speed (0); |
1799 | } |
1621 | } |
1800 | |
1622 | |
1801 | if (object *pl = item->visible_to ()) |
1623 | if (object *pl = item->visible_to ()) |
… | |
… | |
1808 | } |
1630 | } |
1809 | |
1631 | |
1810 | /* Received a fire command for the player - go and do it. |
1632 | /* Received a fire command for the player - go and do it. |
1811 | */ |
1633 | */ |
1812 | bool |
1634 | bool |
1813 | fire (object *op, int dir) |
1635 | fire (object *who, int dir) |
1814 | { |
1636 | { |
1815 | int spellcost = 0; |
1637 | int spellcost = 0; |
1816 | |
1638 | |
1817 | /* check for loss of invisiblity/hide */ |
|
|
1818 | if (action_makes_visible (op)) |
|
|
1819 | make_visible (op); |
|
|
1820 | |
|
|
1821 | player *pl = op->contr; |
1639 | player *pl = who->contr; |
1822 | |
1640 | |
1823 | if (pl->golem) |
1641 | if (pl->golem) |
1824 | { |
1642 | { |
1825 | control_golem (op->contr->golem, dir); |
1643 | control_golem (who->contr->golem, dir); |
1826 | return false; |
1644 | return false; |
1827 | } |
1645 | } |
1828 | |
1646 | |
1829 | object *ob = pl->ranged_ob; |
1647 | object *ob = pl->ranged_ob; |
1830 | |
1648 | |
1831 | if (!ob) |
1649 | if (!ob) |
1832 | return false; |
1650 | return false; |
1833 | |
1651 | |
1834 | if (!op->change_weapon (ob)) |
|
|
1835 | return false; |
|
|
1836 | |
|
|
1837 | if (op->speed_left > 0.f) |
1652 | if (who->speed_left > 0.f) |
1838 | --op->speed_left; |
1653 | --who->speed_left; |
1839 | else |
1654 | else |
1840 | return false; |
1655 | return false; |
1841 | |
1656 | |
|
|
1657 | if (!who->apply (ob)) |
|
|
1658 | return false; |
|
|
1659 | |
|
|
1660 | /* check for loss of invisiblity/hide */ |
|
|
1661 | if (action_makes_visible (who)) |
|
|
1662 | make_visible (who); |
|
|
1663 | |
1842 | switch (ob->type) |
1664 | switch (ob->type) |
1843 | { |
1665 | { |
1844 | case BOW: |
1666 | case BOW: |
1845 | player_fire_bow (op, dir); |
1667 | player_fire_bow (who, dir); |
1846 | break; |
1668 | break; |
1847 | |
1669 | |
1848 | case SPELL: |
1670 | case SPELL: |
1849 | spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); |
1671 | spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0); |
1850 | break; |
1672 | break; |
1851 | |
1673 | |
1852 | case BUILDER: |
1674 | case BUILDER: |
1853 | apply_map_builder (op, dir); |
1675 | apply_map_builder (who, dir); |
1854 | break; |
1676 | break; |
1855 | |
1677 | |
1856 | case SKILL: |
1678 | case SKILL: |
1857 | do_skill (op, op, ob, dir, 0); |
1679 | do_skill (who, who, ob, dir, 0); |
1858 | break; |
1680 | break; |
1859 | |
1681 | |
|
|
1682 | case RANGED: |
|
|
1683 | do_skill (who, ob, who->chosen_skill, dir, 0); |
|
|
1684 | break; |
|
|
1685 | |
1860 | default: |
1686 | default: |
1861 | fire_misc_object (op, dir); |
1687 | fire_misc_object (who, dir); |
1862 | break; |
1688 | break; |
1863 | } |
1689 | } |
1864 | |
1690 | |
1865 | return true; |
1691 | return true; |
1866 | } |
1692 | } |
1867 | |
1693 | |
1868 | /* find_key |
1694 | static object * |
1869 | * We try to find a key for the door as passed. If we find a key |
|
|
1870 | * and successfully use it, we return the key, otherwise NULL |
|
|
1871 | * This function merges both normal and locked door, since the logic |
|
|
1872 | * for both is the same - just the specific key is different. |
|
|
1873 | * pl is the player, |
|
|
1874 | * inv is the objects inventory to searched |
|
|
1875 | * door is the door we are trying to match against. |
|
|
1876 | * This function can be called recursively to search containers. |
|
|
1877 | */ |
|
|
1878 | object * |
|
|
1879 | find_key (object *pl, object *container, object *door) |
1695 | find_key_ (object *pl, object *container, object *door) |
1880 | { |
1696 | { |
1881 | object *tmp, *key; |
1697 | object *tmp, *key; |
1882 | |
1698 | |
1883 | /* Should not happen, but sanity checking is never bad */ |
1699 | /* Should not happen, but sanity checking is never bad */ |
1884 | if (!container->inv) |
1700 | if (!container->inv) |
… | |
… | |
1887 | /* First, lets try to find a key in the top level inventory */ |
1703 | /* First, lets try to find a key in the top level inventory */ |
1888 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1704 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1889 | { |
1705 | { |
1890 | if (door->type == DOOR && tmp->type == KEY) |
1706 | if (door->type == DOOR && tmp->type == KEY) |
1891 | break; |
1707 | break; |
|
|
1708 | |
1892 | /* For sanity, we should really check door type, but other stuff |
1709 | /* For sanity, we should really check door type, but other stuff |
1893 | * (like containers) can be locked with special keys |
1710 | * (like containers) can be locked with special keys |
1894 | */ |
1711 | */ |
1895 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1712 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1896 | break; |
1713 | break; |
… | |
… | |
1902 | * a key, return |
1719 | * a key, return |
1903 | */ |
1720 | */ |
1904 | if (!tmp) |
1721 | if (!tmp) |
1905 | { |
1722 | { |
1906 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1723 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1907 | { |
|
|
1908 | /* No reason to search empty containers */ |
1724 | /* No reason to search empty containers */ |
1909 | if (tmp->type == CONTAINER && tmp->inv) |
1725 | if (tmp->type == CONTAINER && tmp->inv) |
1910 | { |
|
|
1911 | if ((key = find_key (pl, tmp, door))) |
1726 | if ((key = find_key_ (pl, tmp, door))) |
1912 | return key; |
1727 | return key; |
1913 | } |
|
|
1914 | } |
|
|
1915 | |
1728 | |
1916 | if (!tmp) |
1729 | if (!tmp) |
1917 | return NULL; |
1730 | return 0; |
1918 | } |
1731 | } |
1919 | |
1732 | |
1920 | /* We get down here if we have found a key. Now if its in a container, |
1733 | /* We get down here if we have found a key. Now if its in a container, |
1921 | * see if we actually want to use it |
1734 | * see if we actually want to use it |
1922 | */ |
1735 | */ |
1923 | if (pl != container) |
1736 | if (pl != container) |
1924 | { |
1737 | { |
1925 | /* Only let players use keys in containers */ |
1738 | /* Only let players use keys in containers */ |
1926 | if (!pl->contr) |
1739 | if (!pl->contr) |
1927 | return NULL; |
1740 | return 0; |
|
|
1741 | |
1928 | /* cases where this fails: |
1742 | /* cases where this fails: |
1929 | * If we only search the player inventory, return now since we |
1743 | * If we only search the player inventory, return now since we |
1930 | * are not in the players inventory. |
1744 | * are not in the players inventory. |
1931 | * If the container is not active, return now since only active |
1745 | * If the container is not active, return now since only active |
1932 | * containers can be used. |
1746 | * containers can be used. |
… | |
… | |
1936 | * inv must have been an container and must have been active. |
1750 | * inv must have been an container and must have been active. |
1937 | * |
1751 | * |
1938 | * Change the color so that the message doesn't disappear with |
1752 | * Change the color so that the message doesn't disappear with |
1939 | * all the others. |
1753 | * all the others. |
1940 | */ |
1754 | */ |
1941 | if (pl->contr->usekeys == key_inventory || |
1755 | if (pl->contr->usekeys == key_inventory |
1942 | !QUERY_FLAG (container, FLAG_APPLIED) || |
1756 | || !container->flag [FLAG_APPLIED] |
1943 | (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) |
1757 | || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) |
1944 | { |
1758 | { |
1945 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1759 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1946 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1760 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1947 | return NULL; |
1761 | return NULL; |
1948 | } |
1762 | } |
1949 | } |
1763 | } |
1950 | |
1764 | |
1951 | return tmp; |
1765 | return tmp; |
|
|
1766 | } |
|
|
1767 | |
|
|
1768 | /* find_key |
|
|
1769 | * We try to find a key for the door as passed. If we find a key |
|
|
1770 | * and successfully use it, we return the key, otherwise NULL |
|
|
1771 | * This function merges both normal and locked door, since the logic |
|
|
1772 | * for both is the same - just the specific key is different. |
|
|
1773 | * pl is the player, |
|
|
1774 | * inv is the objects inventory to searched |
|
|
1775 | * door is the door we are trying to match against. |
|
|
1776 | * This function can be called recursively to search containers. |
|
|
1777 | */ |
|
|
1778 | object * |
|
|
1779 | find_key (object *pl, object *container, object *door) |
|
|
1780 | { |
|
|
1781 | if (door->slaying && is_match_expr (door->slaying)) |
|
|
1782 | { |
|
|
1783 | // for match expressions, we try to find the key by applying the match |
|
|
1784 | // to the op itself, which is supposed to find the "key", instead |
|
|
1785 | // of searching through containers ourselves. |
|
|
1786 | |
|
|
1787 | return match_one (door->slaying, container, door, pl, pl); |
|
|
1788 | } |
|
|
1789 | else |
|
|
1790 | return find_key_ (pl, container, door); |
1952 | } |
1791 | } |
1953 | |
1792 | |
1954 | /* moved door processing out of move_player_attack. |
1793 | /* moved door processing out of move_player_attack. |
1955 | * returns 1 if player has opened the door with a key |
1794 | * returns 1 if player has opened the door with a key |
1956 | * such that the caller should not do anything more, |
1795 | * such that the caller should not do anything more, |
… | |
… | |
2006 | * going to try and move (not fire weapons). |
1845 | * going to try and move (not fire weapons). |
2007 | */ |
1846 | */ |
2008 | bool |
1847 | bool |
2009 | move_player_attack (object *op, int dir) |
1848 | move_player_attack (object *op, int dir) |
2010 | { |
1849 | { |
2011 | int on_battleground; |
1850 | if (!op->contr->braced && op->speed_left > 0.f && op->move (dir)) |
|
|
1851 | { |
|
|
1852 | --op->speed_left; |
|
|
1853 | return true; |
|
|
1854 | } |
2012 | |
1855 | |
2013 | sint16 nx = freearr_x[dir] + op->x; |
1856 | sint16 nx = freearr_x[dir] + op->x; |
2014 | sint16 ny = freearr_y[dir] + op->y; |
1857 | sint16 ny = freearr_y[dir] + op->y; |
2015 | |
1858 | |
2016 | on_battleground = op_on_battleground (op, 0, 0); |
|
|
2017 | |
|
|
2018 | if (out_of_map (op->map, nx, ny)) |
1859 | if (out_of_map (op->map, nx, ny)) |
2019 | return false; |
1860 | return false; |
2020 | |
|
|
2021 | if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) |
|
|
2022 | { |
|
|
2023 | --op->speed_left; |
|
|
2024 | return true; |
|
|
2025 | } |
|
|
2026 | |
1861 | |
2027 | /* If braced, or can't move to the square, and it is not out of the |
1862 | /* If braced, or can't move to the square, and it is not out of the |
2028 | * map, attack it. Note order of if statement is important - don't |
1863 | * map, attack it. Note order of if statement is important - don't |
2029 | * want to be calling move_ob if braced, because move_ob will move the |
1864 | * want to be calling move_ob if braced, because move_ob will move the |
2030 | * player. This is a pretty nasty hack, because if we could |
1865 | * player. This is a pretty nasty hack, because if we could |
… | |
… | |
2048 | || mon->flag [FLAG_CAN_ROLL]) |
1883 | || mon->flag [FLAG_CAN_ROLL]) |
2049 | && mon != op) |
1884 | && mon != op) |
2050 | break; |
1885 | break; |
2051 | } |
1886 | } |
2052 | |
1887 | |
2053 | if (!mon) /* This happens anytime the player tries to move */ |
1888 | /* no monster == player tries to move into a wall or so */ |
2054 | return false; /* into a wall */ |
1889 | if (!mon) |
|
|
1890 | { |
|
|
1891 | for (object *ob = m->at (nx, ny).top; ob; ob = ob->below) |
|
|
1892 | if (op->move_type & ob->move_block) |
|
|
1893 | { |
|
|
1894 | if (ob->move_block == MOVE_ALL) |
|
|
1895 | move_into_wall (op, ob); |
|
|
1896 | else |
|
|
1897 | { |
|
|
1898 | if (op->contr->ns->bumpmsg) |
|
|
1899 | { |
|
|
1900 | op->play_sound (sound_find ("blocked_move")); |
|
|
1901 | |
|
|
1902 | op->statusmsg (ob->invisible |
|
|
1903 | ? "Something blocks you." |
|
|
1904 | : format ("Something blocks you from entering the %s.", query_name (ob)) |
|
|
1905 | ); |
|
|
1906 | } |
|
|
1907 | } |
|
|
1908 | |
|
|
1909 | break; |
|
|
1910 | } |
|
|
1911 | |
|
|
1912 | return false; |
|
|
1913 | } |
2055 | |
1914 | |
2056 | mon = mon->head_ (); |
1915 | mon = mon->head_ (); |
2057 | |
1916 | |
2058 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
1917 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
2059 | if (op->contr->weapon_sp_left > 0.f) |
1918 | if (op->contr->weapon_sp_left > 0.f) |
… | |
… | |
2077 | */ |
1936 | */ |
2078 | if (op->type == PLAYER |
1937 | if (op->type == PLAYER |
2079 | && ((mon->owner && mon->owner->contr |
1938 | && ((mon->owner && mon->owner->contr |
2080 | && same_party (mon->owner->contr->party, op->contr->party)) |
1939 | && same_party (mon->owner->contr->party, op->contr->party)) |
2081 | || mon->owner == op) |
1940 | || mon->owner == op) |
2082 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
1941 | && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])) |
2083 | { |
1942 | { |
2084 | /* If we're braced, we don't want to switch places with it */ |
1943 | /* If we're braced, we don't want to switch places with it */ |
2085 | if (op->contr->braced) |
1944 | if (op->contr->braced) |
2086 | return false; |
1945 | return false; |
2087 | |
1946 | |
… | |
… | |
2090 | --op->speed_left; |
1949 | --op->speed_left; |
2091 | |
1950 | |
2092 | op->play_sound (sound_find ("push_player")); |
1951 | op->play_sound (sound_find ("push_player")); |
2093 | push_ob (mon, dir, op); |
1952 | push_ob (mon, dir, op); |
2094 | |
1953 | |
2095 | if (op->contr->tmp_invis || op->hide) |
1954 | if (action_makes_visible (op)) |
2096 | make_visible (op); |
1955 | make_visible (op); |
2097 | |
1956 | |
2098 | return true; |
1957 | return true; |
2099 | } |
1958 | } |
2100 | else |
1959 | else |
2101 | return false; |
1960 | return false; |
2102 | } |
1961 | } |
|
|
1962 | |
|
|
1963 | bool on_battleground = op_on_battleground (op, 0, 0); |
2103 | |
1964 | |
2104 | /* in certain circumstances, you shouldn't attack friendly |
1965 | /* in certain circumstances, you shouldn't attack friendly |
2105 | * creatures. Note that if you are braced, you can't push |
1966 | * creatures. Note that if you are braced, you can't push |
2106 | * someone, but put it inside this loop so that you won't |
1967 | * someone, but put it inside this loop so that you won't |
2107 | * attack them either. |
1968 | * attack them either. |
2108 | */ |
1969 | */ |
2109 | if ((mon->type == PLAYER || mon->enemy != op) |
1970 | if ((mon->type == PLAYER || mon->enemy != op) |
2110 | && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) |
1971 | && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]) |
2111 | && ((op->contr->peaceful |
1972 | && ((op->contr->peaceful |
2112 | || (mon->type == PLAYER && mon->contr->peaceful)) |
1973 | || (mon->type == PLAYER && mon->contr->peaceful)) |
2113 | && !on_battleground)) |
1974 | && !on_battleground)) |
2114 | { |
1975 | { |
2115 | if (op->speed_left > 0.f) |
1976 | if (op->speed_left > 0.f) |
… | |
… | |
2122 | push_ob (mon, dir, op); |
1983 | push_ob (mon, dir, op); |
2123 | } |
1984 | } |
2124 | else |
1985 | else |
2125 | op->statusmsg ("You withhold your attack"); |
1986 | op->statusmsg ("You withhold your attack"); |
2126 | |
1987 | |
2127 | if (op->contr->tmp_invis || op->hide) |
1988 | if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN]) |
2128 | make_visible (op); |
1989 | make_visible (op); |
2129 | |
1990 | |
2130 | return true; |
1991 | return true; |
2131 | } |
1992 | } |
2132 | } |
1993 | } |
2133 | /* If the object is a boulder or other rollable object, then |
1994 | /* If the object is a boulder or other rollable object, then |
2134 | * roll it if not braced. You can't roll it if you are braced. |
1995 | * roll it if not braced. You can't roll it if you are braced. |
2135 | */ |
1996 | */ |
2136 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
1997 | else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced)) |
2137 | { |
1998 | { |
2138 | if (op->speed_left > 0.f) |
1999 | if (op->speed_left > 0.f) |
2139 | { |
2000 | { |
2140 | --op->speed_left; |
2001 | --op->speed_left; |
2141 | |
2002 | |
… | |
… | |
2150 | * Way it works is like this: First, it must have some hit points |
2011 | * Way it works is like this: First, it must have some hit points |
2151 | * and be living. Then, it must be one of the following: |
2012 | * and be living. Then, it must be one of the following: |
2152 | * 1) Not a player, 2) A player, but of a different party. Note |
2013 | * 1) Not a player, 2) A player, but of a different party. Note |
2153 | * that party_number -1 is no party, so attacks can still happen. |
2014 | * that party_number -1 is no party, so attacks can still happen. |
2154 | */ |
2015 | */ |
2155 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2016 | else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] && |
2156 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2017 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2157 | { |
2018 | { |
2158 | if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) |
2019 | if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) |
2159 | { |
2020 | { |
2160 | --op->contr->weapon_sp_left; |
2021 | --op->contr->weapon_sp_left; |
… | |
… | |
2172 | } |
2033 | } |
2173 | |
2034 | |
2174 | bool |
2035 | bool |
2175 | move_player (object *op, int dir) |
2036 | move_player (object *op, int dir) |
2176 | { |
2037 | { |
2177 | int pick; |
|
|
2178 | |
|
|
2179 | if (!op->map || op->map->in_memory != MAP_ACTIVE) |
2038 | if (!op->map || op->map->state != MAP_ACTIVE) |
2180 | return 0; |
2039 | return 0; |
2181 | |
2040 | |
2182 | /* Sanity check: make sure dir is valid */ |
2041 | /* Sanity check: make sure dir is valid */ |
2183 | if ((dir < 0) || (dir >= 9)) |
2042 | if (dir < 0 || dir > 8) |
2184 | { |
2043 | { |
2185 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2044 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2186 | return 0; |
2045 | return 0; |
2187 | } |
2046 | } |
2188 | |
2047 | |
2189 | /* peterm: added following line */ |
2048 | /* peterm: added following line */ |
2190 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2049 | if (op->flag [FLAG_CONFUSED] && dir) |
2191 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2050 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2192 | |
2051 | |
2193 | op->facing = dir; |
2052 | op->facing = dir; |
2194 | |
2053 | |
2195 | if (op->hide) |
2054 | if (op->flag [FLAG_HIDDEN]) |
2196 | do_hidden_move (op); |
2055 | do_hidden_move (op); |
2197 | |
2056 | |
2198 | bool retval; |
2057 | bool retval; |
|
|
2058 | int pick = 0; |
2199 | |
2059 | |
2200 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2060 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2201 | retval = RESULT_INT (0); |
2061 | retval = RESULT_INT (0); |
2202 | else if (op->contr->fire_on) |
2062 | else if (op->contr->fire_on) |
2203 | retval = fire (op, dir); |
2063 | retval = fire (op, dir); |
… | |
… | |
2234 | * players. |
2094 | * players. |
2235 | */ |
2095 | */ |
2236 | bool |
2096 | bool |
2237 | handle_newcs_player (object *op) |
2097 | handle_newcs_player (object *op) |
2238 | { |
2098 | { |
2239 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2099 | if (op->flag [FLAG_SCARED]) |
2240 | { |
2100 | { |
2241 | if (op->speed_left > 0.f) |
2101 | if (op->speed_left > 0.f) |
2242 | { |
2102 | { |
2243 | --op->speed_left; |
2103 | --op->speed_left; |
2244 | flee_player (op); |
2104 | flee_player (op); |
… | |
… | |
2260 | return move_player (op, op->direction); |
2120 | return move_player (op, op->direction); |
2261 | |
2121 | |
2262 | return false; |
2122 | return false; |
2263 | } |
2123 | } |
2264 | |
2124 | |
2265 | int |
2125 | static int |
2266 | save_life (object *op) |
2126 | save_life (object *op) |
2267 | { |
2127 | { |
2268 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2128 | if (!op->flag [FLAG_LIFESAVE]) |
2269 | return 0; |
2129 | return 0; |
2270 | |
2130 | |
2271 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2131 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2272 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2132 | if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE]) |
2273 | { |
2133 | { |
2274 | op->play_sound (sound_find ("ob_evaporate")); |
2134 | op->play_sound (sound_find ("ob_evaporate")); |
2275 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2135 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2276 | |
2136 | |
2277 | tmp->destroy (); |
2137 | tmp->destroy (); |
2278 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2138 | op->clr_flag (FLAG_LIFESAVE); |
2279 | |
2139 | |
2280 | if (op->stats.hp < 0) |
2140 | if (op->stats.hp < 0) |
2281 | op->stats.hp = op->stats.maxhp; |
2141 | op->stats.hp = op->stats.maxhp; |
2282 | |
2142 | |
2283 | if (op->stats.food < 0) |
2143 | if (op->stats.food < 0) |
2284 | op->stats.food = 999; |
2144 | op->stats.food = MAX_FOOD; |
2285 | |
2145 | |
2286 | op->update_stats (); |
2146 | op->update_stats (); |
2287 | return 1; |
2147 | return 1; |
2288 | } |
2148 | } |
2289 | |
2149 | |
2290 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2150 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2291 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2151 | op->clr_flag (FLAG_LIFESAVE); |
2292 | enter_player_savebed (op); /* bring him home. */ |
2152 | enter_player_savebed (op); /* bring him home. */ |
2293 | return 0; |
2153 | return 0; |
2294 | } |
2154 | } |
2295 | |
2155 | |
2296 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2156 | /* This goes throws the inventory and removes unpaid objects, and puts them |
… | |
… | |
2303 | { |
2163 | { |
2304 | while (op) |
2164 | while (op) |
2305 | { |
2165 | { |
2306 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2166 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2307 | |
2167 | |
2308 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2168 | if (op->flag [FLAG_UNPAID]) |
2309 | op->insert_at (env); |
2169 | op->insert_at (env); |
2310 | else if (op->inv) |
2170 | else if (op->inv) |
2311 | drop_unpaid_items (op->inv, env); |
2171 | drop_unpaid_items (op->inv, env); |
2312 | |
2172 | |
2313 | op = next; |
2173 | op = next; |
… | |
… | |
2319 | { |
2179 | { |
2320 | if (!flag [FLAG_REMOVED]) |
2180 | if (!flag [FLAG_REMOVED]) |
2321 | ::drop_unpaid_items (inv, this); |
2181 | ::drop_unpaid_items (inv, this); |
2322 | } |
2182 | } |
2323 | |
2183 | |
2324 | /* |
|
|
2325 | * Returns pointer a static string containing gravestone text |
|
|
2326 | * Moved from apply.c to player.c - player.c is what |
|
|
2327 | * actually uses this function. player.c may not be quite the |
|
|
2328 | * best, a misc file for object actions is probably better, |
|
|
2329 | * but there isn't one in the server directory. |
|
|
2330 | */ |
|
|
2331 | const char * |
|
|
2332 | gravestone_text (object *op) |
|
|
2333 | { |
|
|
2334 | static dynbuf_text buf; |
|
|
2335 | |
|
|
2336 | buf << "---- R.I.P. ----\n\n"; |
|
|
2337 | op->name; |
|
|
2338 | |
|
|
2339 | if (op->type == PLAYER) |
|
|
2340 | buf << " the " << op->contr->title; |
|
|
2341 | |
|
|
2342 | buf << "\n\n"; |
|
|
2343 | |
|
|
2344 | buf << "who was level "; |
|
|
2345 | buf << (sint32)op->level << "\n\n" // OO breakdown |
|
|
2346 | << " when " << (op->contr ? "killed" : "died") << "\n\n"; |
|
|
2347 | |
|
|
2348 | if (op->type == PLAYER) |
|
|
2349 | buf << "by " << op->contr->killer_name () << ".\n\n"; |
|
|
2350 | |
|
|
2351 | { |
|
|
2352 | static char buf2[128]; |
|
|
2353 | time_t now = time (NULL); |
|
|
2354 | strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now)); |
|
|
2355 | buf << buf2; |
|
|
2356 | } |
|
|
2357 | |
|
|
2358 | return buf; |
|
|
2359 | } |
|
|
2360 | |
|
|
2361 | void |
2184 | void |
2362 | do_some_living (object *op) |
2185 | do_some_living (object *op) |
2363 | { |
2186 | { |
2364 | int last_food = op->stats.food; |
2187 | int last_food = op->stats.food; |
2365 | int gen_hp, gen_sp, gen_grace; |
2188 | int gen_hp, gen_sp, gen_grace; |
2366 | int over_hp, over_sp, over_grace; |
|
|
2367 | int i; |
|
|
2368 | int rate_hp = 1200; |
2189 | int rate_hp = 1200; |
2369 | int rate_sp = 2500; |
2190 | int rate_sp = 2500; |
2370 | int rate_grace = 2000; |
2191 | int rate_grace = 2000; |
2371 | const int max_hp = 1; |
2192 | const int max_hp = 1; |
2372 | const int max_sp = 1; |
2193 | const int max_sp = 1; |
2373 | const int max_grace = 1; |
2194 | const int max_grace = 1; |
2374 | |
2195 | |
|
|
2196 | #if 0 |
2375 | if (op->contr->hidden) |
2197 | if (op->contr->hidden) |
2376 | { |
2198 | { |
2377 | op->invisible = 1000; |
2199 | op->invisible = 1000; |
2378 | /* the socket code flashes the player visible/invisible |
2200 | /* the socket code flashes the player visible/invisible |
2379 | * depending on the value of invisible, so we need to |
2201 | * depending on the value of invisible, so we need to |
2380 | * alternate it here for it to work correctly. |
2202 | * alternate it here for it to work correctly. |
2381 | */ |
2203 | */ |
2382 | if (pticks & 2) |
2204 | if (server_tick & 2) |
2383 | op->invisible--; |
2205 | op->invisible--; |
2384 | } |
2206 | } |
|
|
2207 | else |
|
|
2208 | #endif |
2385 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
2209 | if (op->invisible && !(op->flag [FLAG_MAKE_INVIS])) |
2386 | { |
2210 | { |
2387 | if (!op->invisible--) |
2211 | if (!op->invisible--) |
2388 | { |
2212 | { |
2389 | make_visible (op); |
2213 | make_visible (op); |
2390 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
2214 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
… | |
… | |
2424 | if (--op->last_grace < 0) |
2248 | if (--op->last_grace < 0) |
2425 | { |
2249 | { |
2426 | if (op->stats.grace < op->stats.maxgrace / 2) |
2250 | if (op->stats.grace < op->stats.maxgrace / 2) |
2427 | op->stats.grace++; /* no penalty in food for regaining grace */ |
2251 | op->stats.grace++; /* no penalty in food for regaining grace */ |
2428 | |
2252 | |
|
|
2253 | int temp = gen_grace < 20 ? 30 : gen_grace + 10; |
|
|
2254 | |
2429 | if (max_grace > 1) |
2255 | if (max_grace > 1) |
2430 | { |
2256 | { |
2431 | over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; |
2257 | int over_grace = temp / rate_grace; |
|
|
2258 | |
2432 | if (over_grace > 0) |
2259 | if (over_grace > 0) |
2433 | { |
2260 | { |
2434 | op->stats.sp += over_grace |
2261 | op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0; |
2435 | + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0; |
|
|
2436 | op->last_grace = 0; |
2262 | op->last_grace = 0; |
2437 | } |
2263 | } |
2438 | else |
2264 | else |
2439 | { |
2265 | op->last_grace = rate_grace / temp; |
2440 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
|
|
2441 | } |
|
|
2442 | } |
2266 | } |
2443 | else |
2267 | else |
2444 | { |
2268 | op->last_grace = rate_grace / temp; |
2445 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2269 | |
2446 | } |
|
|
2447 | /* wearing stuff doesn't detract from grace generation. */ |
2270 | /* wearing stuff doesn't detract from grace generation. */ |
2448 | } |
2271 | } |
2449 | |
2272 | |
2450 | if (op->stats.food > 0) |
2273 | if (op->stats.food > 0) |
2451 | { |
2274 | { |
… | |
… | |
2457 | if (op->stats.sp < op->stats.maxsp) |
2280 | if (op->stats.sp < op->stats.maxsp) |
2458 | { |
2281 | { |
2459 | op->stats.sp++; |
2282 | op->stats.sp++; |
2460 | |
2283 | |
2461 | /* dms do not consume food */ |
2284 | /* dms do not consume food */ |
2462 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2285 | if (!op->flag [FLAG_WIZ]) |
2463 | { |
2286 | { |
2464 | op->stats.food--; |
2287 | op->stats.food--; |
2465 | |
2288 | |
2466 | if (op->contr->digestion < 0) |
2289 | if (op->contr->digestion < 0) |
2467 | op->stats.food += op->contr->digestion; |
2290 | op->stats.food += op->contr->digestion; |
… | |
… | |
2470 | } |
2293 | } |
2471 | } |
2294 | } |
2472 | |
2295 | |
2473 | if (max_sp > 1) |
2296 | if (max_sp > 1) |
2474 | { |
2297 | { |
2475 | over_sp = (gen_sp + 10) / rate_sp; |
2298 | int over_sp = (gen_sp + 10) / rate_sp; |
2476 | if (over_sp > 0) |
2299 | if (over_sp > 0) |
2477 | { |
2300 | { |
2478 | if (op->stats.sp < op->stats.maxsp) |
2301 | if (op->stats.sp < op->stats.maxsp) |
2479 | { |
2302 | { |
2480 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
2303 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
… | |
… | |
2501 | if (op->stats.hp < op->stats.maxhp) |
2324 | if (op->stats.hp < op->stats.maxhp) |
2502 | { |
2325 | { |
2503 | op->stats.hp++; |
2326 | op->stats.hp++; |
2504 | |
2327 | |
2505 | /* dms do not consume food */ |
2328 | /* dms do not consume food */ |
2506 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2329 | if (!op->flag [FLAG_WIZ]) |
2507 | { |
2330 | { |
2508 | op->stats.food--; |
2331 | op->stats.food--; |
2509 | |
2332 | |
2510 | if (op->contr->digestion < 0) |
2333 | if (op->contr->digestion < 0) |
2511 | op->stats.food += op->contr->digestion; |
2334 | op->stats.food += op->contr->digestion; |
2512 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2335 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2513 | op->stats.food = last_food; |
2336 | op->stats.food = last_food; |
2514 | } |
2337 | } |
2515 | } |
2338 | } |
2516 | |
2339 | |
|
|
2340 | int temp = gen_hp < 20 ? 30 : gen_hp + 10; |
|
|
2341 | |
2517 | if (max_hp > 1) |
2342 | if (max_hp > 1) |
2518 | { |
2343 | { |
2519 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
2344 | int over_hp = temp / rate_hp; |
2520 | |
2345 | |
2521 | if (over_hp > 0) |
2346 | if (over_hp > 0) |
2522 | { |
2347 | { |
2523 | op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
2348 | op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0; |
2524 | op->last_heal = 0; |
2349 | op->last_heal = 0; |
2525 | } |
2350 | } |
2526 | else |
2351 | else |
2527 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2352 | op->last_heal = rate_hp / temp; |
2528 | } |
2353 | } |
2529 | else |
2354 | else |
2530 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2355 | op->last_heal = rate_hp / temp; |
2531 | } |
2356 | } |
2532 | } |
2357 | } |
2533 | |
2358 | |
2534 | /* Digestion */ |
2359 | /* Digestion */ |
2535 | if (--op->last_eat < 0) |
2360 | if (--op->last_eat < 0) |
… | |
… | |
2538 | penalty = max (0, -op->contr->digestion); |
2363 | penalty = max (0, -op->contr->digestion); |
2539 | |
2364 | |
2540 | op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); |
2365 | op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); |
2541 | |
2366 | |
2542 | /* dms do not consume food */ |
2367 | /* dms do not consume food */ |
2543 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2368 | if (!op->flag [FLAG_WIZ]) |
2544 | op->stats.food--; |
2369 | op->stats.food--; |
2545 | } |
2370 | } |
2546 | |
2371 | |
2547 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2372 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2548 | { |
2373 | { |
2549 | object *tmp, *flesh = 0; |
2374 | object *flesh = 0; |
2550 | |
2375 | |
2551 | for (tmp = op->inv; tmp; tmp = tmp->below) |
2376 | for_inv_removable (op, tmp) |
2552 | { |
2377 | { |
2553 | if (!QUERY_FLAG (tmp, FLAG_UNPAID)) |
2378 | if (tmp->flag [FLAG_UNPAID]) |
|
|
2379 | continue; |
|
|
2380 | |
|
|
2381 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2554 | { |
2382 | { |
2555 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2383 | op->statusmsg ("You blindly grab for a bite of food. " |
2556 | { |
2384 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2557 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2385 | op->apply (tmp); |
2558 | manual_apply (op, tmp, 0); |
2386 | |
2559 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2387 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2560 | break; |
2388 | break; |
2561 | } |
2389 | } |
2562 | else if (tmp->type == FLESH) |
2390 | else if (tmp->type == FLESH) |
2563 | flesh = tmp; |
2391 | flesh = tmp; |
2564 | } /* End if paid for object */ |
2392 | } |
2565 | } /* end of for loop */ |
|
|
2566 | |
2393 | |
2567 | /* If player is still starving, it means they don't have any food, so |
2394 | /* If player is still starving, it means they don't have any food, so |
2568 | * eat flesh instead. |
2395 | * eat flesh instead. |
2569 | */ |
2396 | */ |
2570 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2397 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2571 | { |
2398 | { |
2572 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2399 | op->statusmsg ("You blindly grab for a bite of food. " |
|
|
2400 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2573 | manual_apply (op, flesh, 0); |
2401 | op->apply (flesh); |
2574 | } |
2402 | } |
2575 | } |
|
|
2576 | |
2403 | |
2577 | if (op->stats.food < 0 && op->stats.hp >= -op->stats.food) |
2404 | // If player is still starving, alert him! |
|
|
2405 | if (op->stats.food < 0) |
|
|
2406 | op->failmsg ("You are starving! " |
|
|
2407 | "H<Eat some food to increase your food and prevent you from an untimely death.>"); |
2578 | { |
2408 | } |
|
|
2409 | |
|
|
2410 | if (op->stats.food < 0) |
|
|
2411 | { |
2579 | op->stats.hp += op->stats.food; |
2412 | op->stats.hp += op->stats.food; |
2580 | op->stats.food = 0; |
2413 | op->stats.food = 0; |
|
|
2414 | |
|
|
2415 | if (op->stats.hp < 0) |
|
|
2416 | { |
|
|
2417 | op->contr->killer = archetype::get ("killer_starvation"); |
|
|
2418 | op->contr->killer->destroy (); |
2581 | } |
2419 | } |
|
|
2420 | } |
2582 | |
2421 | |
|
|
2422 | /* killer should be set here already */ |
2583 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2423 | if (op->stats.hp < 0 && !op->flag [FLAG_WIZ]) |
2584 | kill_player (op); |
2424 | kill_player (op); |
2585 | } |
2425 | } |
2586 | } |
2426 | } |
2587 | |
2427 | |
2588 | /* If the player should die (lack of hp, food, etc), we call this. |
2428 | /* If the player should die (lack of hp, food, etc), we call this. |
… | |
… | |
2592 | */ |
2432 | */ |
2593 | void |
2433 | void |
2594 | kill_player (object *op) |
2434 | kill_player (object *op) |
2595 | { |
2435 | { |
2596 | int x, y; |
2436 | int x, y; |
2597 | char buf[MAX_BUF]; |
|
|
2598 | maptile *map; /* this is for resurrection */ |
2437 | maptile *map; /* this is for resurrection */ |
2599 | int will_kill_again; |
2438 | int will_kill_again; |
2600 | archetype *at; |
2439 | archetype *at; |
2601 | object *tmp; |
2440 | object *tmp; |
2602 | |
2441 | |
2603 | if (save_life (op)) |
2442 | if (save_life (op)) |
2604 | return; |
2443 | return; |
|
|
2444 | |
|
|
2445 | dynbuf_text deathtab; |
|
|
2446 | |
|
|
2447 | /* restore player */ |
|
|
2448 | at = archetype::find (shstr_poisoning); |
|
|
2449 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2450 | { |
|
|
2451 | tmp->destroy (); |
|
|
2452 | deathtab << "Your body feels cleansed...\r"; |
|
|
2453 | } |
|
|
2454 | |
|
|
2455 | at = archetype::find (shstr_confusion); |
|
|
2456 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2457 | { |
|
|
2458 | tmp->destroy (); |
|
|
2459 | deathtab << "Your mind feels clearer...\r"; |
|
|
2460 | } |
|
|
2461 | |
|
|
2462 | cure_disease (op, 0, 0); /* remove any disease */ |
|
|
2463 | |
|
|
2464 | max_it (op->stats.hp , op->stats.maxhp); |
|
|
2465 | max_it (op->stats.sp , op->stats.maxsp); |
|
|
2466 | max_it (op->stats.grace, op->stats.maxgrace); |
|
|
2467 | max_it (op->stats.food , 200); |
|
|
2468 | |
|
|
2469 | // remove all spell effects that are active |
|
|
2470 | // to avoid long-term effects such as word-of-recall |
|
|
2471 | for (object *item = op->inv; item; ) |
|
|
2472 | { |
|
|
2473 | object *next = item->below; |
|
|
2474 | |
|
|
2475 | if (item->type == SPELL_EFFECT && item->active) |
|
|
2476 | item->destroy (); |
|
|
2477 | |
|
|
2478 | item = next; |
|
|
2479 | } |
2605 | |
2480 | |
2606 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2481 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2607 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2482 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2608 | * Look at op_on_battleground() for more info --AndreasV |
2483 | * Look at op_on_battleground() for more info --AndreasV |
2609 | */ |
2484 | */ |
2610 | if (op_on_battleground (op, &x, &y)) |
2485 | if (op_on_battleground (op, &x, &y)) |
2611 | { |
2486 | { |
2612 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2487 | deathtab << "You almost died in combat, but local medics have saved your life...\r"; |
2613 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
|
|
2614 | |
|
|
2615 | /* restore player */ |
|
|
2616 | at = archetype::find ("poisoning"); |
|
|
2617 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2618 | { |
|
|
2619 | tmp->destroy (); |
|
|
2620 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
|
|
2621 | } |
|
|
2622 | |
|
|
2623 | at = archetype::find ("confusion"); |
|
|
2624 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2625 | { |
|
|
2626 | tmp->destroy (); |
|
|
2627 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
|
|
2628 | } |
|
|
2629 | |
|
|
2630 | cure_disease (op, 0, 0); /* remove any disease */ |
|
|
2631 | op->stats.hp = op->stats.maxhp; |
|
|
2632 | if (op->stats.food <= 0) |
|
|
2633 | op->stats.food = 999; |
|
|
2634 | |
2488 | |
2635 | /* create a bodypart-trophy to make the winner happy */ |
2489 | /* create a bodypart-trophy to make the winner happy */ |
2636 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2490 | object *tmp = archetype::find (shstr_finger)->instance (); |
2637 | { |
2491 | |
2638 | tmp->name = format ("%s's finger" , &op->name); |
2492 | tmp->name = format ("%s's finger" , &op->name); |
2639 | tmp->name_pl = format ("%s's fingers", &op->name); |
2493 | tmp->name_pl = format ("%s's fingers", &op->name); |
2640 | tmp->msg = format ( |
2494 | tmp->msg = format ( |
2641 | "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", |
2495 | "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", |
2642 | &op->name, op->contr->title, |
2496 | &op->name, op->contr->title, |
2643 | (int)op->level, |
2497 | (int)op->level, |
2644 | op->contr->killer_name () |
2498 | op->contr->killer_name () |
2645 | ); |
2499 | ); |
2646 | tmp->value = 0, tmp->type = 0; |
2500 | tmp->value = 0, tmp->type = 0; |
2647 | tmp->materialname = "organics"; |
2501 | tmp->material = name_to_material (shstr_organic); |
2648 | tmp->insert_at (op, tmp); |
2502 | tmp->insert_at (op, tmp); |
2649 | } |
|
|
2650 | |
2503 | |
2651 | /* teleport defeated player to new destination */ |
2504 | /* teleport defeated player to new destination */ |
2652 | transfer_ob (op, x, y, 0, NULL); |
2505 | transfer_ob (op, x, y, 0, NULL); |
2653 | op->contr->braced = 0; |
2506 | op->contr->braced = 0; |
|
|
2507 | |
|
|
2508 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2654 | return; |
2509 | return; |
2655 | } |
2510 | } |
2656 | |
2511 | |
|
|
2512 | deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n"; |
|
|
2513 | deathtab << "T<YOU HAVE DIED>\n\n"; |
|
|
2514 | |
2657 | INVOKE_PLAYER (DEATH, op->contr); |
2515 | INVOKE_PLAYER (DEATH, op->contr); |
2658 | |
2516 | |
2659 | command_kill_pets (op, 0); |
2517 | command_kill_pets (op, 0); |
2660 | |
|
|
2661 | if (op->stats.food < 0) |
|
|
2662 | { |
|
|
2663 | op->contr->killer = archetype::get ("killer_starvation"); |
|
|
2664 | op->contr->killer->destroy (); |
|
|
2665 | } |
|
|
2666 | |
2518 | |
2667 | op->contr->play_sound (sound_find ("player_dies")); |
2519 | op->contr->play_sound (sound_find ("player_dies")); |
2668 | |
2520 | |
2669 | /* save the map location for corpse, gravestone */ |
2521 | /* save the map location for corpse, gravestone */ |
2670 | x = op->x; |
2522 | x = op->x; |
… | |
… | |
2700 | |
2552 | |
2701 | lost_a_stat = 0; |
2553 | lost_a_stat = 0; |
2702 | |
2554 | |
2703 | for (z = 0; z < num_stats_lose; z++) |
2555 | for (z = 0; z < num_stats_lose; z++) |
2704 | { |
2556 | { |
2705 | i = RANDOM () % NUM_STATS; |
2557 | i = rndm (NUM_STATS); |
2706 | |
2558 | |
2707 | if (settings.stat_loss_on_death) |
2559 | if (settings.stat_loss_on_death) |
2708 | { |
2560 | { |
2709 | /* Pick a random stat and take a point off it. Tell the player |
2561 | /* Pick a random stat and take a point off it. Tell the player |
2710 | * what he lost. |
2562 | * what he lost. |
… | |
… | |
2717 | lost_a_stat = 1; |
2569 | lost_a_stat = 1; |
2718 | } |
2570 | } |
2719 | else |
2571 | else |
2720 | { |
2572 | { |
2721 | /* deplete a stat */ |
2573 | /* deplete a stat */ |
2722 | archetype *deparch = archetype::find ("depletion"); |
2574 | archetype *deparch = archetype::find (shstr_depletion); |
2723 | object *dep; |
2575 | object *dep; |
2724 | |
2576 | |
2725 | dep = present_arch_in_ob (deparch, op); |
2577 | dep = present_arch_in_ob (deparch, op); |
2726 | if (!dep) |
2578 | if (!dep) |
2727 | { |
2579 | { |
2728 | dep = arch_to_object (deparch); |
2580 | dep = deparch->instance (); |
2729 | insert_ob_in_ob (dep, op); |
2581 | insert_ob_in_ob (dep, op); |
2730 | } |
2582 | } |
2731 | lose_this_stat = 1; |
2583 | lose_this_stat = 1; |
2732 | if (settings.balanced_stat_loss) |
2584 | if (settings.balanced_stat_loss) |
2733 | { |
2585 | { |
… | |
… | |
2761 | } |
2613 | } |
2762 | } |
2614 | } |
2763 | |
2615 | |
2764 | if (lose_this_stat) |
2616 | if (lose_this_stat) |
2765 | { |
2617 | { |
2766 | this_stat = get_attr_value (&(dep->stats), i); |
2618 | this_stat = get_attr_value (&dep->stats, i); |
2767 | /* We could try to do something clever like find another |
2619 | /* We could try to do something clever like find another |
2768 | * stat to reduce if this fails. But chances are, if |
2620 | * stat to reduce if this fails. But chances are, if |
2769 | * stats have been depleted to -50, all are pretty low |
2621 | * stats have been depleted to -50, all are pretty low |
2770 | * and should be roughly the same, so it shouldn't make a |
2622 | * and should be roughly the same, so it shouldn't make a |
2771 | * difference. |
2623 | * difference. |
2772 | */ |
2624 | */ |
2773 | if (this_stat >= -50) |
2625 | if (this_stat >= -50) |
2774 | { |
2626 | { |
2775 | change_attr_value (&(dep->stats), i, -1); |
2627 | change_attr_value (&(dep->stats), i, -1); |
2776 | SET_FLAG (dep, FLAG_APPLIED); |
2628 | dep->set_flag (FLAG_APPLIED); |
2777 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
2629 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
2778 | op->update_stats (); |
2630 | op->update_stats (); |
2779 | lost_a_stat = 1; |
2631 | lost_a_stat = 1; |
2780 | } |
2632 | } |
2781 | } |
2633 | } |
2782 | } |
2634 | } |
2783 | } |
2635 | } |
|
|
2636 | |
2784 | /* If no stat lost, tell the player. */ |
2637 | /* If no stat lost, tell the player. */ |
2785 | if (!lost_a_stat) |
2638 | if (!lost_a_stat) |
2786 | { |
2639 | { |
2787 | /* determine_god() seems to not work sometimes... why is this? |
2640 | /* determine_god() seems to not work sometimes... why is this? |
2788 | Should I be using something else? GD */ |
2641 | Should I be using something else? GD */ |
2789 | const char *god = determine_god (op); |
2642 | shstr_tmp god = determine_god (op); |
2790 | |
2643 | |
2791 | if (god && (strcmp (god, "none"))) |
2644 | if (god != shstr_none) |
2792 | new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); |
2645 | deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r"; |
2793 | else |
2646 | else |
2794 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
2647 | deathtab << "For a brief moment you feel a holy presence protecting you.\r"; |
2795 | } |
2648 | } |
2796 | #else |
2649 | #else |
2797 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); |
2650 | deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely."; |
2798 | #endif |
2651 | #endif |
2799 | |
2652 | |
2800 | /* Put a gravestone up where the character 'almost' died. List the |
2653 | /* Put a gravestone up where the character 'almost' died. List the |
2801 | * exp loss on the stone. |
2654 | * exp loss on the stone. |
2802 | */ |
2655 | */ |
2803 | tmp = arch_to_object (archetype::find ("gravestone")); |
2656 | tmp = archetype::find (shstr_gravestone)->instance (); |
2804 | sprintf (buf, "%s's gravestone", &op->name); |
2657 | tmp->name = format ("%s's gravestone", &op->name); |
2805 | tmp->name = buf; |
2658 | tmp->name_pl = format ("%s's gravestones", &op->name); |
2806 | sprintf (buf, "%s's gravestones", &op->name); |
2659 | tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", |
2807 | tmp->name_pl = buf; |
2660 | &op->name, op->contr->title, op->contr->killer_name ()); |
2808 | sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer_name ()); |
|
|
2809 | tmp->msg = buf; |
|
|
2810 | tmp->x = op->x, tmp->y = op->y; |
2661 | tmp->x = op->x, tmp->y = op->y; |
2811 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2662 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2812 | |
2663 | |
2813 | /**************************************/ |
2664 | /**************************************/ |
2814 | /* */ |
2665 | /* */ |
2815 | /* Subtract the experience points, */ |
2666 | /* Subtract the experience points, */ |
2816 | /* if we died cause of food, give us */ |
|
|
2817 | /* food, and reset HP's... */ |
|
|
2818 | /* */ |
2667 | /* */ |
2819 | /**************************************/ |
2668 | /**************************************/ |
2820 | |
2669 | |
2821 | /* remove any poisoning and confusion the character may be suffering. */ |
|
|
2822 | /* restore player */ |
|
|
2823 | at = archetype::find ("poisoning"); |
|
|
2824 | tmp = present_arch_in_ob (at, op); |
|
|
2825 | |
|
|
2826 | if (tmp) |
|
|
2827 | { |
|
|
2828 | tmp->destroy (); |
|
|
2829 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
|
|
2830 | } |
|
|
2831 | |
|
|
2832 | at = archetype::find ("confusion"); |
|
|
2833 | tmp = present_arch_in_ob (at, op); |
|
|
2834 | if (tmp) |
|
|
2835 | { |
|
|
2836 | tmp->destroy (); |
|
|
2837 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
|
|
2838 | } |
|
|
2839 | |
|
|
2840 | cure_disease (op, 0, 0); /* remove any disease */ |
|
|
2841 | |
|
|
2842 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2670 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2843 | apply_death_exp_penalty (op); |
2671 | apply_death_exp_penalty (op); |
2844 | if (op->stats.food < 100) |
|
|
2845 | op->stats.food = 900; |
|
|
2846 | op->stats.hp = op->stats.maxhp; |
|
|
2847 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
|
|
2848 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
|
|
2849 | |
2672 | |
2850 | /* |
2673 | /* |
2851 | * Check to see if the player has any unpaid items. If so, remove them |
2674 | * Check to see if the player has any unpaid items. If so, remove them |
2852 | * and put them back in the map. |
2675 | * and put them back in the map. |
2853 | */ |
2676 | */ |
… | |
… | |
2877 | if (will_kill_again) |
2700 | if (will_kill_again) |
2878 | { |
2701 | { |
2879 | object *force; |
2702 | object *force; |
2880 | int at; |
2703 | int at; |
2881 | |
2704 | |
2882 | force = get_archetype (FORCE_NAME); |
2705 | force = archetype::get (FORCE_NAME); |
2883 | /* 50 ticks should be enough time for the spell to abate */ |
2706 | /* 50 ticks should be enough time for the spell to abate */ |
2884 | force->speed = 0.1f; |
|
|
2885 | force->speed_left = -5.f; |
2707 | force->speed_left = -5.f; |
2886 | SET_FLAG (force, FLAG_APPLIED); |
2708 | force->set_speed (0.1f); |
|
|
2709 | force->set_flag (FLAG_APPLIED); |
|
|
2710 | |
2887 | for (at = 0; at < NROFATTACKS; at++) |
2711 | for (at = 0; at < NROFATTACKS; at++) |
2888 | if (will_kill_again & (1 << at)) |
2712 | if (will_kill_again & (1 << at)) |
2889 | force->resist[at] = 100; |
2713 | force->resist[at] = 100; |
2890 | |
2714 | |
2891 | insert_ob_in_ob (force, op); |
2715 | insert_ob_in_ob (force, op); |
2892 | op->update_stats (); |
2716 | op->update_stats (); |
2893 | |
|
|
2894 | } |
2717 | } |
2895 | |
2718 | |
2896 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
2719 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2897 | } |
2720 | } |
2898 | |
2721 | |
2899 | void |
2722 | static void |
2900 | loot_object (object *op) |
2723 | loot_object (object *op) |
2901 | { /* Grab and destroy some treasure */ |
2724 | { /* Grab and destroy some treasure */ |
2902 | object *tmp, *tmp2, *next; |
2725 | object *tmp, *next; |
2903 | |
2726 | |
2904 | op->close_container (); /* close open sack first */ |
2727 | op->close_container (); /* close open sack first */ |
2905 | |
2728 | |
2906 | for (tmp = op->inv; tmp; tmp = next) |
2729 | for (tmp = op->inv; tmp; tmp = next) |
2907 | { |
2730 | { |
… | |
… | |
2914 | tmp->x = op->x, tmp->y = op->y; |
2737 | tmp->x = op->x, tmp->y = op->y; |
2915 | |
2738 | |
2916 | if (tmp->type == CONTAINER) |
2739 | if (tmp->type == CONTAINER) |
2917 | loot_object (tmp); /* empty container to ground */ |
2740 | loot_object (tmp); /* empty container to ground */ |
2918 | |
2741 | |
2919 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
2742 | if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3)))) |
2920 | { |
2743 | { |
2921 | if (tmp->nrof > 1) |
2744 | if (tmp->nrof > 1) |
2922 | { |
2745 | { |
2923 | tmp->decrease (rndm (1, tmp->nrof - 1)); |
2746 | tmp->decrease (rndm (1, tmp->nrof - 1)); |
2924 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2747 | insert_ob_in_map (tmp, op->map, NULL, 0); |
… | |
… | |
2935 | * fix_weight(): Check recursively the weight of all players, and fix |
2758 | * fix_weight(): Check recursively the weight of all players, and fix |
2936 | * what needs to be fixed. Refresh windows and fix speed if anything |
2759 | * what needs to be fixed. Refresh windows and fix speed if anything |
2937 | * was changed. |
2760 | * was changed. |
2938 | */ |
2761 | */ |
2939 | void |
2762 | void |
2940 | fix_weight (void) |
2763 | fix_weight () |
2941 | { |
2764 | { |
2942 | for_all_players (pl) |
2765 | for_all_players (pl) |
2943 | { |
2766 | { |
2944 | sint32 old = pl->ob->carrying; |
2767 | weight_t old = pl->ob->carrying; |
2945 | |
2768 | |
2946 | pl->ob->update_weight (); |
2769 | pl->ob->update_weight (); |
2947 | |
2770 | |
2948 | if (old != pl->ob->carrying) |
2771 | if (old != pl->ob->carrying) |
2949 | { |
2772 | { |
… | |
… | |
2952 | } |
2775 | } |
2953 | } |
2776 | } |
2954 | } |
2777 | } |
2955 | |
2778 | |
2956 | void |
2779 | void |
2957 | fix_luck (void) |
2780 | fix_luck () |
2958 | { |
2781 | { |
2959 | for_all_players (pl) |
2782 | for_all_players (pl) |
2960 | if (!pl->ob->contr->ns->state) |
2783 | if (!pl->ob->contr->ns->state) |
2961 | pl->ob->change_luck (0); |
2784 | pl->ob->change_luck (0); |
2962 | } |
2785 | } |
… | |
… | |
2999 | } |
2822 | } |
3000 | |
2823 | |
3001 | void |
2824 | void |
3002 | make_visible (object *op) |
2825 | make_visible (object *op) |
3003 | { |
2826 | { |
3004 | op->hide = 0; |
2827 | op->flag [FLAG_HIDDEN] = 0; |
3005 | op->invisible = 0; |
2828 | op->invisible = 0; |
3006 | |
2829 | |
3007 | if (op->type == PLAYER) |
2830 | if (op->type == PLAYER) |
3008 | { |
2831 | { |
3009 | op->contr->tmp_invis = 0; |
2832 | op->contr->tmp_invis = 0; |
… | |
… | |
3014 | } |
2837 | } |
3015 | |
2838 | |
3016 | int |
2839 | int |
3017 | is_true_undead (object *op) |
2840 | is_true_undead (object *op) |
3018 | { |
2841 | { |
3019 | if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
2842 | if (op->arch->flag [FLAG_UNDEAD]) |
3020 | return 1; |
2843 | return 1; |
3021 | |
2844 | |
3022 | return 0; |
2845 | return 0; |
3023 | } |
2846 | } |
3024 | |
2847 | |
… | |
… | |
3034 | |
2857 | |
3035 | if (!ob || !ob->map) |
2858 | if (!ob || !ob->map) |
3036 | return 0; |
2859 | return 0; |
3037 | |
2860 | |
3038 | /* so, on normal lighted maps, its hard to hide */ |
2861 | /* so, on normal lighted maps, its hard to hide */ |
3039 | level = ob->map->darkness - 2; |
2862 | level = ob->map->darklevel () - 2; |
3040 | |
2863 | |
3041 | /* this also picks up whether the object is glowing. |
2864 | /* this also picks up whether the object is glowing. |
3042 | * If you carry a light on a non-dark map, its not |
2865 | * If you carry a light on a non-dark map, its not |
3043 | * as bad as carrying a light on a pitch dark map */ |
2866 | * as bad as carrying a light on a pitch dark map */ |
3044 | if (has_carried_lights (ob)) |
2867 | if (ob->has_carried_lights ()) |
3045 | level = -(10 + (2 * ob->map->darkness)); |
2868 | level = -(10 + (2 * ob->map->darklevel ())); |
3046 | |
2869 | |
3047 | /* scan through all nearby squares for terrain to hide in */ |
2870 | /* scan through all nearby squares for terrain to hide in */ |
3048 | for (i = 0, x = ob->x, y = ob->y; |
2871 | for (i = 0, x = ob->x, y = ob->y; |
3049 | i <= SIZEOFFREE1; |
2872 | i <= SIZEOFFREE1; |
3050 | i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
2873 | i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
… | |
… | |
3122 | |
2945 | |
3123 | if (who->type == PLAYER) |
2946 | if (who->type == PLAYER) |
3124 | player = 1; |
2947 | player = 1; |
3125 | |
2948 | |
3126 | else |
2949 | else |
3127 | friendly = QUERY_FLAG (who, FLAG_FRIENDLY); |
2950 | friendly = who->flag [FLAG_FRIENDLY]; |
3128 | |
2951 | |
3129 | /* search adjacent squares */ |
2952 | /* search adjacent squares */ |
3130 | for (i = 1; i < 9; i++) |
2953 | for (i = 1; i < 9; i++) |
3131 | { |
2954 | { |
3132 | x = who->x + freearr_x[i]; |
2955 | x = who->x + freearr_x[i]; |
… | |
… | |
3141 | if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) |
2964 | if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) |
3142 | continue; |
2965 | continue; |
3143 | |
2966 | |
3144 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
2967 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
3145 | { |
2968 | { |
3146 | if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
2969 | if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE]) |
3147 | return 1; |
2970 | return 1; |
3148 | else if (tmp->type == PLAYER) |
2971 | else if (tmp->type == PLAYER) |
3149 | { |
|
|
3150 | /*don't let a hidden DM prevent you from hiding */ |
|
|
3151 | if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) |
|
|
3152 | return 1; |
2972 | return 1; |
3153 | } |
|
|
3154 | } |
2973 | } |
3155 | } |
2974 | } |
3156 | return 0; |
2975 | return 0; |
3157 | } |
2976 | } |
3158 | |
2977 | |
3159 | /* check the player los field for viewability of the |
2978 | /* check the player los field for viewability of the |
3160 | * object op. This function works fine for monsters, |
2979 | * object op. This function works fine for monsters, |
3161 | * but we dont worry if the object isnt the top one in |
2980 | * but we dont worry if the object isnt the top one in |
3162 | * a pile (say a coin under a table would return "viewable" |
2981 | * a pile (say a coin under a table would return "viewable" |
3163 | * by this routine). Another question, should we be |
2982 | * by this routine). Another question, should we be |
3164 | * concerned with the direction the player is looking |
2983 | * concerned with the direction the player is looking |
3165 | * in? Realistically, most of us can't see stuff behind |
2984 | * in? Realistically, most of us can't see stuff behind |
3166 | * our backs...on the other hand, does the "facing" direction |
2985 | * our backs...on the other hand, does the "facing" direction |
3167 | * imply the way your head, or body is facing? It's possible |
2986 | * imply the way your head, or body is facing? It's possible |
3168 | * for them to differ. Sigh, this fctn could get a bit more complex. |
2987 | * for them to differ. Sigh, this fctn could get a bit more complex. |
3169 | * -b.t. |
2988 | * -b.t. |
3170 | * This function is now map tiling safe. |
2989 | * This function is now map tiling safe. |
3171 | */ |
2990 | */ |
3172 | int |
2991 | int |
3173 | player_can_view (object *pl, object *op) |
2992 | player_can_view (object *pl, object *op) |
3174 | { |
2993 | { |
… | |
… | |
3197 | while (op) |
3016 | while (op) |
3198 | { |
3017 | { |
3199 | dx = rv.distance_x + op->arch->x; |
3018 | dx = rv.distance_x + op->arch->x; |
3200 | dy = rv.distance_y + op->arch->y; |
3019 | dy = rv.distance_y + op->arch->y; |
3201 | |
3020 | |
3202 | /* only the viewable area the player sees is updated by LOS |
3021 | if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED) |
3203 | * code, so we need to restrict ourselves to that range of values |
|
|
3204 | * for any meaningful values. |
|
|
3205 | */ |
|
|
3206 | if (abs (dx) <= (pl->contr->ns->mapx / 2) && |
|
|
3207 | abs (dy) <= (pl->contr->ns->mapy / 2) && |
|
|
3208 | !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) |
|
|
3209 | return 1; |
3022 | return 1; |
3210 | |
3023 | |
3211 | op = op->more; |
3024 | op = op->more; |
3212 | } |
|
|
3213 | |
|
|
3214 | return 0; |
|
|
3215 | } |
|
|
3216 | |
|
|
3217 | /* routine for both players and monsters. We call this when |
|
|
3218 | * there is a possibility for our action distrubing our hiding |
|
|
3219 | * place or invisiblity spell. Artefact invisiblity is not |
|
|
3220 | * effected by this. If we arent invisible to begin with, we |
|
|
3221 | * return 0. |
|
|
3222 | */ |
|
|
3223 | int |
|
|
3224 | action_makes_visible (object *op) |
|
|
3225 | { |
|
|
3226 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
3227 | { |
|
|
3228 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
|
|
3229 | return 0; |
|
|
3230 | |
|
|
3231 | if (op->contr && op->contr->tmp_invis == 0) |
|
|
3232 | return 0; |
|
|
3233 | |
|
|
3234 | /* If monsters, they should become visible */ |
|
|
3235 | if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) |
|
|
3236 | { |
|
|
3237 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); |
|
|
3238 | return 1; |
|
|
3239 | } |
|
|
3240 | } |
3025 | } |
3241 | |
3026 | |
3242 | return 0; |
3027 | return 0; |
3243 | } |
3028 | } |
3244 | |
3029 | |
… | |
… | |
3259 | * and the exit-coordinates sp/hp must both be > 0. |
3044 | * and the exit-coordinates sp/hp must both be > 0. |
3260 | * => The intention here is to prevent abuse of the battleground- |
3045 | * => The intention here is to prevent abuse of the battleground- |
3261 | * feature (like pickable or hidden battleground tiles). */ |
3046 | * feature (like pickable or hidden battleground tiles). */ |
3262 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
3047 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
3263 | { |
3048 | { |
3264 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3049 | if (tmp->flag [FLAG_IS_FLOOR]) |
3265 | { |
3050 | { |
3266 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) |
3051 | if (tmp->flag [FLAG_NO_PICK] |
3267 | && tmp->type == BATTLEGROUND |
3052 | && tmp->type == BATTLEGROUND |
3268 | && tmp->name == shstr_battleground |
3053 | && tmp->name == shstr_battleground |
3269 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3054 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3270 | { |
3055 | { |
3271 | /* before we assign the exit, check if this is a teambattle */ |
3056 | /* before we assign the exit, check if this is a teambattle */ |
3272 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3057 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3273 | { |
|
|
3274 | for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) |
3058 | for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) |
|
|
3059 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
3275 | { |
3060 | { |
3276 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
|
|
3277 | { |
|
|
3278 | if (x && y) |
3061 | if (x && y) |
3279 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3062 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3280 | |
3063 | |
3281 | return 1; |
3064 | return 1; |
3282 | } |
|
|
3283 | } |
3065 | } |
3284 | } |
|
|
3285 | |
3066 | |
3286 | if (x && y) |
3067 | if (x && y) |
3287 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3068 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3288 | |
3069 | |
3289 | return 1; |
3070 | return 1; |
… | |
… | |
3427 | else |
3208 | else |
3428 | j = 1; |
3209 | j = 1; |
3429 | strcat (buf, spellpathnames[i]); |
3210 | strcat (buf, spellpathnames[i]); |
3430 | } |
3211 | } |
3431 | } |
3212 | } |
|
|
3213 | |
3432 | strcat (buf, "."); |
3214 | strcat (buf, "."); |
3433 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); |
3215 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); |
3434 | } |
3216 | } |
3435 | |
3217 | |
3436 | /* evtl. adding flags: */ |
3218 | /* evtl. adding flags: */ |
3437 | if (QUERY_FLAG (item, FLAG_XRAYS)) |
3219 | if (item->flag [FLAG_XRAYS]) |
3438 | SET_FLAG (skin, FLAG_XRAYS); |
3220 | skin->set_flag (FLAG_XRAYS); |
3439 | if (QUERY_FLAG (item, FLAG_STEALTH)) |
3221 | if (item->flag [FLAG_STEALTH]) |
3440 | SET_FLAG (skin, FLAG_STEALTH); |
3222 | skin->set_flag (FLAG_STEALTH); |
3441 | if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) |
3223 | if (item->flag [FLAG_SEE_IN_DARK]) |
3442 | SET_FLAG (skin, FLAG_SEE_IN_DARK); |
3224 | skin->set_flag (FLAG_SEE_IN_DARK); |
3443 | |
3225 | |
3444 | /* print message if there is one */ |
3226 | /* print message if there is one */ |
3445 | if (item->msg != NULL) |
3227 | if (item->msg != NULL) |
3446 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3228 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3447 | } |
3229 | } |
3448 | else |
3230 | else |
3449 | { |
3231 | { |
3450 | /* generate misc. treasure */ |
3232 | /* generate misc. treasure */ |
3451 | tmp = arch_to_object (tr->item); |
3233 | tmp = tr->item->instance (); |
3452 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3234 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3453 | who->insert (tmp); |
3235 | who->insert (tmp); |
3454 | } |
3236 | } |
3455 | } |
3237 | } |
3456 | |
3238 | |
3457 | /** |
3239 | //-GPL |
3458 | * Unready an object for a player. This function does nothing if the object was |
|
|
3459 | * not readied. |
|
|
3460 | */ |
|
|
3461 | void |
|
|
3462 | player_unready_range_ob (player *pl, object *ob) |
|
|
3463 | { |
|
|
3464 | if (pl->ob->current_weapon == ob) |
|
|
3465 | pl->ob->current_weapon = 0; |
|
|
3466 | |
|
|
3467 | if (pl->combat_ob == ob) |
|
|
3468 | pl->combat_ob = 0; |
|
|
3469 | |
|
|
3470 | if (pl->ranged_ob == ob) |
|
|
3471 | pl->ranged_ob = 0; |
|
|
3472 | } |
|
|
3473 | |
3240 | |
3474 | sint8 |
3241 | sint8 |
3475 | player::visibility_at (maptile *map, int x, int y) const |
3242 | player::darkness_at (maptile *map, int x, int y) const |
3476 | { |
3243 | { |
3477 | if (!ns) |
3244 | if (!ns) |
3478 | return 0; |
3245 | return LOS_BLOCKED; |
3479 | |
3246 | |
3480 | int dx, dy; |
3247 | int dx, dy; |
3481 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
3248 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
3482 | return 0; |
3249 | return LOS_BLOCKED; |
3483 | |
3250 | |
3484 | x += dx - ns->current_x + ns->mapx / 2; |
3251 | x += dx - ns->current_x; |
3485 | y += dy - ns->current_y + ns->mapy / 2; |
3252 | y += dy - ns->current_y; |
3486 | |
3253 | |
3487 | if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) |
|
|
3488 | return 0; |
|
|
3489 | |
|
|
3490 | return 100 - blocked_los [x][y]; |
3254 | return blocked_los (x, y); |
3491 | } |
3255 | } |
3492 | |
3256 | |
3493 | void |
3257 | void |
3494 | player::infobox (const char *title, const char *msg, int color) |
3258 | player::infobox (const char *title, const char *msg, int color) |
3495 | { |
3259 | { |
… | |
… | |
3507 | { |
3271 | { |
3508 | play_sound (sound_find ("generic_failure")); |
3272 | play_sound (sound_find ("generic_failure")); |
3509 | statusmsg (msg, color); |
3273 | statusmsg (msg, color); |
3510 | } |
3274 | } |
3511 | |
3275 | |
|
|
3276 | void |
|
|
3277 | object::failmsgf (const char *format, ...) |
|
|
3278 | { |
|
|
3279 | if (!contr) |
|
|
3280 | return; |
|
|
3281 | |
|
|
3282 | va_list ap; |
|
|
3283 | va_start (ap, format); |
|
|
3284 | contr->failmsg (vformat (format, ap)); |
|
|
3285 | va_end (ap); |
|
|
3286 | } |
|
|
3287 | |
|
|
3288 | void |
|
|
3289 | player::failmsgf (const char *format, ...) |
|
|
3290 | { |
|
|
3291 | va_list ap; |
|
|
3292 | va_start (ap, format); |
|
|
3293 | failmsg (vformat (format, ap)); |
|
|
3294 | va_end (ap); |
|
|
3295 | } |
|
|
3296 | |