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 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->carrying = sum_weight (ob); |
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) |
… | |
… | |
239 | set_dragon_name (ob, abil, skin); |
124 | set_dragon_name (ob, abil, skin); |
240 | } |
125 | } |
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, ob->weight + ob->carrying); |
129 | esrv_new_player (this); |
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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; |
245 | |
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 | } |
190 | } |
327 | |
191 | |
328 | void |
192 | void |
329 | player::set_observe (object *op) |
193 | player::set_observe (object *op) |
330 | { |
194 | { |
331 | observe = op ? op : ob; |
195 | observe = viewpoint = op ? op : ob; |
332 | do_los = 1; |
196 | do_los = 1; |
333 | } |
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 |
334 | |
207 | |
335 | player::player () |
208 | player::player () |
336 | { |
209 | { |
337 | /* There are some elements we want initialised to non zero value - |
210 | /* There are some elements we want initialised to non zero value - |
338 | * we deal with that below this point. |
211 | * we deal with that below this point. |
… | |
… | |
344 | savebed_map = first_map_path; /* Init. respawn position */ |
217 | savebed_map = first_map_path; /* Init. respawn position */ |
345 | |
218 | |
346 | gen_sp_armour = 10; |
219 | gen_sp_armour = 10; |
347 | bowtype = bow_normal; |
220 | bowtype = bow_normal; |
348 | petmode = pet_normal; |
221 | petmode = pet_normal; |
349 | listening = 10; |
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350 | usekeys = containers; |
222 | usekeys = containers; |
351 | peaceful = 1; /* default peaceful */ |
223 | peaceful = 1; /* default peaceful */ |
352 | do_los = 1; |
224 | do_los = 1; |
353 | |
225 | |
354 | weapon_sp = 1.0f; |
226 | weapon_sp = 1.0f; |
… | |
… | |
362 | |
234 | |
363 | attachable::do_destroy (); |
235 | attachable::do_destroy (); |
364 | |
236 | |
365 | if (ob) |
237 | if (ob) |
366 | { |
238 | { |
367 | ob->destroy_inv (false); |
239 | ob->contr = 0; |
368 | ob->destroy (); |
240 | ob->destroy (); |
369 | } |
241 | } |
370 | |
242 | |
371 | ob = observe = 0; |
243 | ob = observe = viewpoint = 0; |
372 | } |
244 | } |
373 | |
245 | |
374 | player::~player () |
246 | player::~player () |
375 | { |
247 | { |
376 | /* Clear item stack */ |
248 | /* Clear item stack */ |
377 | free (stack_items); |
249 | free (stack_items); |
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250 | } |
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251 | |
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252 | /* |
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253 | * get_player_archetype() return next player archetype from archetype |
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254 | * list. Not very efficient routine, but used only creating new players. |
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255 | * Note: there MUST be at least one player archetype! |
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256 | */ |
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257 | static archetype * |
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258 | get_player_archetype (archetype *at) |
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259 | { |
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260 | // archetypes could have been reloaded |
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261 | archetype *nat = at ? archetype::find (at->archname) : archetypes [0]; |
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262 | |
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263 | if (!nat) |
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264 | return at; |
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265 | |
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266 | archvec::iterator i = archetypes.find (nat); |
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267 | |
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268 | for (;;) |
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269 | { |
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270 | if (++i == archetypes.end ()) |
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271 | i = archetypes.begin (); |
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272 | else if (*i == at) |
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273 | cleanup ("not a single player archetype found"); |
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274 | |
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275 | if ((*i)->type == PLAYER) |
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276 | return *i; |
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277 | } |
378 | } |
278 | } |
379 | |
279 | |
380 | /* Tries to add player on the connection passed in ns. |
280 | /* Tries to add player on the connection passed in ns. |
381 | * All we can really get in this is some settings like host and display |
281 | * All we can really get in this is some settings like host and display |
382 | * mode. |
282 | * mode. |
… | |
… | |
384 | player * |
284 | player * |
385 | player::create () |
285 | player::create () |
386 | { |
286 | { |
387 | player *pl = new player; |
287 | player *pl = new player; |
388 | |
288 | |
389 | pl->set_object (arch_to_object (get_player_archetype (0))); |
289 | pl->set_object (get_player_archetype (0)->instance ()); |
390 | |
290 | |
391 | pl->ob->roll_stats (); |
291 | pl->ob->roll_stats (); |
392 | pl->ob->stats.wc = 2; |
292 | pl->ob->stats.wc = 2; |
393 | pl->ob->run_away = 25; /* Then we panick... */ |
293 | pl->ob->run_away = 25; /* Then we panick... */ |
394 | |
294 | |
395 | set_first_map (pl->ob); |
295 | set_first_map (pl->ob); |
396 | |
296 | |
397 | return pl; |
297 | return pl; |
398 | } |
|
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399 | |
|
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400 | /* |
|
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401 | * get_player_archetype() return next player archetype from archetype |
|
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402 | * list. Not very efficient routine, but used only creating new players. |
|
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403 | * Note: there MUST be at least one player archetype! |
|
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404 | */ |
|
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405 | archetype * |
|
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406 | get_player_archetype (archetype *at) |
|
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407 | { |
|
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408 | archvec::iterator i = at ? archetypes.find (at) : archetypes.begin (); |
|
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409 | |
|
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410 | for (;;) |
|
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411 | { |
|
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412 | if (++i == archetypes.end ()) |
|
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413 | i = archetypes.begin (); |
|
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414 | else if (*i == at) |
|
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415 | cleanup ("not a single player archetype found"); |
|
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416 | |
|
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417 | if ((*i)->type == PLAYER) |
|
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418 | return *i; |
|
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419 | } |
|
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420 | } |
298 | } |
421 | |
299 | |
422 | object * |
300 | object * |
423 | get_nearest_player (object *mon) |
301 | get_nearest_player (object *mon) |
424 | { |
302 | { |
… | |
… | |
452 | #endif |
330 | #endif |
453 | return op; |
331 | return op; |
454 | } |
332 | } |
455 | |
333 | |
456 | /* I believe this can safely go to 2, 3 is questionable, 4 will likely |
334 | /* I believe this can safely go to 2, 3 is questionable, 4 will likely |
457 | * result in a monster paths backtracking. It basically determines how large a |
335 | * result in a monster paths backtracking. It basically determines how large a |
458 | * detour a monster will take from the direction path when looking |
336 | * detour a monster will take from the direction path when looking |
459 | * for a path to the player. The values are in the amount of direction |
337 | * for a path to the player. The values are in the amount of direction |
460 | * the deviation is |
338 | * the deviation is |
461 | */ |
339 | */ |
462 | #define DETOUR_AMOUNT 2 |
340 | #define DETOUR_AMOUNT 2 |
… | |
… | |
498 | */ |
376 | */ |
499 | int |
377 | int |
500 | path_to_player (object *mon, object *pl, unsigned mindiff) |
378 | path_to_player (object *mon, object *pl, unsigned mindiff) |
501 | { |
379 | { |
502 | rv_vector rv; |
380 | rv_vector rv; |
503 | sint16 x, y; |
|
|
504 | int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; |
381 | int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES; |
505 | maptile *m, *lastmap; |
|
|
506 | |
382 | |
507 | get_rangevector (mon, pl, &rv, 0); |
383 | get_rangevector (mon, pl, &rv, 0); |
508 | |
384 | |
509 | if (rv.distance < mindiff) |
385 | if (rv.distance < mindiff) |
510 | return 0; |
386 | return 0; |
511 | |
387 | |
512 | x = mon->x; |
388 | mapxy pos (mon); |
513 | y = mon->y; |
|
|
514 | m = mon->map; |
|
|
515 | dir = rv.direction; |
389 | dir = rv.direction; |
516 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
390 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
517 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
391 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
518 | |
392 | |
519 | /* If we can't solve it within the search distance, return now. */ |
393 | /* If we can't solve it within the search distance, return now. */ |
520 | if (diff > max) |
394 | if (diff > max) |
521 | return 0; |
395 | return 0; |
522 | |
396 | |
523 | while (diff > 1 && max > 0) |
397 | while (diff > 1 && max > 0) |
524 | { |
398 | { |
525 | lastx = x; |
399 | mapxy lastpos = pos; |
526 | lasty = y; |
|
|
527 | lastmap = m; |
|
|
528 | x = lastx + freearr_x[dir]; |
|
|
529 | y = lasty + freearr_y[dir]; |
|
|
530 | |
400 | |
531 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
401 | pos.move (dir); |
532 | blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y); |
|
|
533 | |
402 | |
534 | /* Space is blocked - try changing direction a little */ |
403 | /* Space is blocked - try changing direction a little */ |
535 | if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) |
404 | if (!pos.normalise () |
536 | && (m == mon->map && blocked_link (mon, m, x, y)))) |
405 | || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block)) |
|
|
406 | && blocked_link (mon, pos.m, pos.x, pos.y))) |
537 | { |
407 | { |
538 | /* recalculate direction from last good location. Possible |
408 | /* recalculate direction from last good location. Possible |
539 | * we were not traversing ideal location before. |
409 | * we were not traversing ideal location before. |
540 | */ |
410 | */ |
541 | get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); |
411 | get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0); |
542 | if (rv.direction != dir) |
412 | if (rv.direction != dir) |
543 | { |
413 | { |
544 | /* OK - says direction should be different - lets reset the |
414 | /* OK - says direction should be different - lets reset the |
545 | * the values so it will try again. |
415 | * the values so it will try again. |
546 | */ |
416 | */ |
547 | x = lastx; |
|
|
548 | y = lasty; |
|
|
549 | m = lastmap; |
417 | pos = lastpos; |
550 | dir = firstdir = rv.direction; |
418 | dir = firstdir = rv.direction; |
551 | } |
419 | } |
552 | else |
420 | else |
553 | { |
421 | { |
554 | /* direct path is blocked - try taking a side step to |
422 | /* direct path is blocked - try taking a side step to |
555 | * either the left or right. |
423 | * either the left or right. |
556 | * Note increase the values in the loop below to be |
424 | * Note increase the values in the loop below to be |
557 | * more than -1/1 respectively will mean the monster takes |
425 | * more than -1/1 respectively will mean the monster takes |
558 | * bigger detour. Have to be careful about these values getting |
426 | * bigger detour. Have to be careful about these values getting |
559 | * too big (3 or maybe 4 or higher) as the monster may just try |
427 | * too big (3 or maybe 4 or higher) as the monster may just try |
560 | * stepping back and forth |
428 | * stepping back and forth |
561 | */ |
429 | */ |
562 | for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) |
430 | for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) |
563 | { |
431 | { |
564 | if (i == 0) |
432 | if (i == 0) |
565 | continue; /* already did this, so skip it */ |
433 | continue; /* already did this, so skip it */ |
|
|
434 | |
566 | /* Use lastdir here - otherwise, |
435 | /* Use lastdir here - otherwise, |
567 | * since the direction that the creature should move in |
436 | * since the direction that the creature should move in |
568 | * may change, you could get infinite loops. |
437 | * may change, you could get infinite loops. |
569 | * ie, player is northwest, but monster can only |
438 | * ie, player is northwest, but monster can only |
570 | * move west, so it does that. It goes some distance, |
439 | * move west, so it does that. It goes some distance, |
… | |
… | |
572 | * can't do that, but now finds it can move east, and |
441 | * can't do that, but now finds it can move east, and |
573 | * gets back to its original point. lastdir contains |
442 | * gets back to its original point. lastdir contains |
574 | * the last direction the creature has successfully |
443 | * the last direction the creature has successfully |
575 | * moved. |
444 | * moved. |
576 | */ |
445 | */ |
577 | |
|
|
578 | x = lastx + freearr_x[absdir (lastdir + i)]; |
|
|
579 | y = lasty + freearr_y[absdir (lastdir + i)]; |
|
|
580 | m = lastmap; |
446 | pos = lastpos; |
581 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
447 | pos.move (absdir (lastdir + i)); |
582 | if (mflags & P_OUT_OF_MAP) |
448 | |
|
|
449 | if (!pos.normalise ()) |
583 | continue; |
450 | continue; |
584 | blocked = GET_MAP_MOVE_BLOCK (m, x, y); |
451 | |
585 | if (OB_TYPE_MOVE_BLOCK (mon, blocked)) |
452 | mapspace &ms = *pos; |
|
|
453 | |
|
|
454 | if (ms.flags () & P_BLOCKSVIEW) |
586 | continue; |
455 | continue; |
587 | if (mflags & P_BLOCKSVIEW) |
456 | |
|
|
457 | if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block)) |
588 | continue; |
458 | continue; |
589 | |
459 | |
590 | if (m == mon->map && blocked_link (mon, m, x, y)) |
460 | if (blocked_link (mon, pos.m, pos.x, pos.y)) |
591 | break; |
461 | break; |
592 | } |
462 | } |
|
|
463 | |
593 | /* go through entire loop without finding a valid |
464 | /* go through entire loop without finding a valid |
594 | * sidestep to take - thus, no valid path. |
465 | * sidestep to take - thus, no valid path. |
595 | */ |
466 | */ |
596 | if (i == (DETOUR_AMOUNT + 1)) |
467 | if (i == DETOUR_AMOUNT + 1) |
597 | return 0; |
468 | return 0; |
|
|
469 | |
598 | diff--; |
470 | diff--; |
599 | lastdir = dir; |
471 | lastdir = dir; |
600 | max--; |
472 | max--; |
601 | if (!firstdir) |
473 | if (!firstdir) |
602 | firstdir = dir + i; |
474 | firstdir = dir + i; |
… | |
… | |
606 | { |
478 | { |
607 | /* we moved towards creature, so diff is less */ |
479 | /* we moved towards creature, so diff is less */ |
608 | diff--; |
480 | diff--; |
609 | max--; |
481 | max--; |
610 | lastdir = dir; |
482 | lastdir = dir; |
|
|
483 | |
611 | if (!firstdir) |
484 | if (!firstdir) |
612 | firstdir = dir; |
485 | firstdir = dir; |
613 | } |
486 | } |
614 | |
487 | |
615 | if (diff <= 1) |
488 | if (diff <= 1) |
616 | { |
489 | { |
617 | /* Recalculate diff (distance) because we may not have actually |
490 | /* Recalculate diff (distance) because we may not have actually |
618 | * headed toward player for entire distance. |
491 | * headed toward player for entire distance. |
619 | */ |
492 | */ |
620 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
493 | get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0); |
621 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
494 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
622 | } |
495 | } |
623 | |
496 | |
624 | if (diff > max) |
497 | if (diff > max) |
625 | return 0; |
498 | return 0; |
… | |
… | |
631 | |
504 | |
632 | return firstdir; |
505 | return firstdir; |
633 | } |
506 | } |
634 | |
507 | |
635 | void |
508 | void |
636 | give_initial_items (object *pl, treasurelist * items) |
509 | give_initial_items (object *pl, treasurelist *items) |
637 | { |
510 | { |
638 | object *op, *next = NULL; |
|
|
639 | |
|
|
640 | if (pl->randomitems != NULL) |
511 | if (pl->randomitems) |
641 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
512 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
642 | |
513 | |
643 | for (op = pl->inv; op; op = next) |
514 | for (object *next, *op = pl->inv; op; op = next) |
644 | { |
515 | { |
645 | next = op->below; |
516 | next = op->below; |
646 | |
517 | |
647 | /* Forces get applied per default, unless they have the |
518 | /* Forces get applied per default, unless they have the |
648 | * flag "neutral" set. Sorry but I can't think of a better way |
519 | * flag "neutral" set. Sorry but I can't think of a better way |
649 | */ |
520 | */ |
650 | if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) |
521 | if (op->type == FORCE && !op->flag [FLAG_NEUTRAL]) |
651 | SET_FLAG (op, FLAG_APPLIED); |
522 | op->set_flag (FLAG_APPLIED); |
652 | |
523 | |
653 | /* we never give weapons/armour if these cannot be used |
524 | /* we never give weapons/armour if these cannot be used |
654 | * by this player due to race restrictions |
525 | * by this player due to race restrictions |
655 | */ |
526 | */ |
656 | if (pl->type == PLAYER) |
527 | if (pl->type == PLAYER) |
657 | { |
528 | { |
658 | if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && |
529 | if ((!pl->flag [FLAG_USE_ARMOUR] |
|
|
530 | && |
659 | (op->type == ARMOUR || op->type == BOOTS || |
531 | (op->type == ARMOUR || op->type == BOOTS |
660 | op->type == CLOAK || op->type == HELMET || |
532 | || op->type == CLOAK || op->type == HELMET |
661 | op->type == SHIELD || op->type == GLOVES || |
533 | || op->type == SHIELD || op->type == GLOVES |
662 | op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
534 | || op->type == BRACERS || op->type == GIRDLE)) |
|
|
535 | || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON)) |
663 | { |
536 | { |
664 | op->destroy (); |
537 | op->destroy (); |
665 | continue; |
538 | continue; |
666 | } |
539 | } |
667 | } |
540 | } |
668 | |
541 | |
669 | /* This really needs to be better - we should really give |
542 | /* Here we remove duplicated skills (as duplicated spell objects have |
670 | * a substitute spellbook. The problem is that we don't really |
543 | * _very_ confusing effects for players), which could for instance be |
671 | * have a good idea what to replace it with (need something like |
544 | * generated by multiple treasurelists specifying the same skills. |
672 | * a first level treasurelist for each skill.) |
|
|
673 | * remove duplicate skills also |
|
|
674 | */ |
545 | */ |
675 | if (op->type == SPELLBOOK || op->type == SKILL) |
546 | if (op->type == SKILL) |
676 | { |
547 | { |
677 | object *tmp; |
|
|
678 | |
|
|
679 | for (tmp = op->below; tmp; tmp = tmp->below) |
548 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
680 | if (tmp->type == op->type && tmp->name == op->name) |
549 | if (tmp->type == op->type && tmp->name == op->name) |
681 | break; |
|
|
682 | |
|
|
683 | if (tmp) |
|
|
684 | { |
550 | { |
685 | op->destroy (); |
551 | op->destroy (); |
686 | LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); |
552 | break; |
687 | continue; |
|
|
688 | } |
553 | } |
689 | |
554 | |
690 | if (op->nrof > 1) |
555 | if (op->nrof > 1) |
691 | op->nrof = 1; |
556 | op->nrof = 1; |
692 | } |
557 | } |
693 | |
558 | |
694 | if (op->type == SPELLBOOK && op->inv) |
559 | if (op->type == SPELLBOOK && op->inv) |
695 | { |
560 | op->inv->clr_flag (FLAG_STARTEQUIP); |
696 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
|
|
697 | } |
|
|
698 | |
561 | |
699 | /* Give starting characters identified, uncursed, and undamned |
562 | /* Give starting characters identified, uncursed, and undamned |
700 | * items. Just don't identify gold or silver, or it won't be |
563 | * items. Just don't identify gold or silver, or it won't be |
701 | * merged properly. |
564 | * merged properly. |
702 | */ |
565 | */ |
703 | if (need_identify (op)) |
566 | if (op->need_identify ()) |
704 | { |
|
|
705 | SET_FLAG (op, FLAG_IDENTIFIED); |
|
|
706 | CLEAR_FLAG (op, FLAG_CURSED); |
|
|
707 | CLEAR_FLAG (op, FLAG_DAMNED); |
|
|
708 | } |
567 | { |
|
|
568 | op->set_flag (FLAG_IDENTIFIED); |
|
|
569 | op->clr_flag (FLAG_CURSED); |
|
|
570 | op->clr_flag (FLAG_DAMNED); |
|
|
571 | } |
|
|
572 | |
709 | if (op->type == SPELL) |
573 | if (op->type == SPELL) |
710 | { |
574 | { |
711 | op->destroy (); |
575 | op->destroy (); |
712 | continue; |
576 | continue; |
713 | } |
577 | } |
714 | else if (op->type == SKILL) |
578 | else if (op->type == SKILL) |
715 | { |
579 | { |
716 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
580 | op->set_flag (FLAG_CAN_USE_SKILL); |
717 | op->stats.exp = 0; |
581 | op->stats.exp = 0; |
718 | op->level = 1; |
582 | op->level = 1; |
719 | } |
583 | } |
720 | /* lock all 'normal items by default */ |
584 | else /* lock all 'normal items by default */ |
721 | else |
585 | op->set_flag (FLAG_INV_LOCKED); |
722 | SET_FLAG (op, FLAG_INV_LOCKED); |
|
|
723 | } /* for loop of objects in player inv */ |
586 | } /* for loop of objects in player inv */ |
724 | |
587 | |
725 | /* Need to set up the skill pointers */ |
588 | /* Need to set up the skill pointers */ |
726 | link_player_skills (pl); |
589 | pl->contr->link_skills (); |
727 | } |
590 | } |
728 | |
591 | |
729 | void |
592 | void |
730 | get_party_password (object *op, partylist *party) |
593 | get_party_password (object *op, partylist *party) |
731 | { |
594 | { |
… | |
… | |
741 | send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
604 | send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
742 | } |
605 | } |
743 | |
606 | |
744 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
607 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
745 | static int |
608 | static int |
746 | roll_stat (void) |
609 | roll_stat () |
747 | { |
610 | { |
748 | int a[4], i, j, k; |
611 | int a[4], i, j, k; |
749 | |
612 | |
750 | for (i = 0; i < 4; i++) |
613 | for (i = 0; i < 4; i++) |
751 | a[i] = (int) rndm (6) + 1; |
614 | a[i] = rndm (1, 6); |
752 | |
615 | |
753 | for (i = 0, j = 0, k = 7; i < 4; i++) |
616 | for (i = 0, j = 0, k = 7; i < 4; i++) |
754 | if (a[i] < k) |
617 | if (a[i] < k) |
755 | k = a[i], j = i; |
618 | k = a[i], j = i; |
756 | |
619 | |
… | |
… | |
832 | static void |
695 | static void |
833 | start_info (object *op) |
696 | start_info (object *op) |
834 | { |
697 | { |
835 | char buf[MAX_BUF]; |
698 | char buf[MAX_BUF]; |
836 | |
699 | |
837 | sprintf (buf, "Welcome to Crossfire v%s!", VERSION); |
700 | sprintf (buf, "Welcome to Deliantra v%s!", VERSION); |
838 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
701 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
839 | //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help"); |
|
|
840 | //new_draw_info (NDI_UNIQUE, 0, op, " "); |
|
|
841 | } |
702 | } |
842 | |
703 | |
843 | /* This function takes the key that is passed, and does the |
704 | /* This function takes the key that is passed, and does the |
844 | * appropriate action with it (change race, or other things). |
705 | * appropriate action with it (change race, or other things). |
845 | * The function name is for historical reasons - now we have |
706 | * The function name is for historical reasons - now we have |
… | |
… | |
848 | */ |
709 | */ |
849 | void |
710 | void |
850 | player::chargen_race_done () |
711 | player::chargen_race_done () |
851 | { |
712 | { |
852 | /* this must before then initial items are given */ |
713 | /* this must before then initial items are given */ |
853 | esrv_new_player (ob->contr, ob->weight + ob->carrying); |
714 | esrv_new_player (ob->contr); |
854 | |
715 | |
855 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
716 | treasurelist *tl = treasurelist::find (shstr_starting_wealth); |
856 | if (tl) |
717 | if (tl) |
857 | create_treasure (tl, ob, 0, 0, 0); |
718 | create_treasure (tl, ob, 0, 0, 0); |
858 | |
719 | |
859 | INVOKE_PLAYER (BIRTH, ob->contr); |
720 | INVOKE_PLAYER (BIRTH, ob->contr); |
860 | INVOKE_PLAYER (LOGIN, ob->contr); |
|
|
861 | |
721 | |
862 | ob->contr->ns->state = ST_PLAYING; |
722 | ob->contr->ns->state = ST_PLAYING; |
863 | |
723 | |
864 | if (ob->msg) |
724 | if (ob->msg) |
865 | ob->msg = 0; |
725 | ob->msg = 0; |
866 | |
726 | |
867 | /* We create this now because some of the unique maps will need it |
|
|
868 | * to save here. |
|
|
869 | */ |
|
|
870 | { |
|
|
871 | char buf[MAX_BUF]; |
|
|
872 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name); |
|
|
873 | make_path_to_file (buf); |
|
|
874 | } |
|
|
875 | |
|
|
876 | start_info (ob); |
727 | start_info (ob); |
877 | CLEAR_FLAG (ob, FLAG_WIZ); |
728 | ob->clr_flag (FLAG_WIZ); |
878 | give_initial_items (ob, ob->randomitems); |
729 | give_initial_items (ob, ob->randomitems); |
879 | link_player_skills (ob); |
|
|
880 | esrv_send_inventory (ob, ob); |
730 | esrv_send_inventory (ob, ob); |
881 | ob->update_stats (); |
731 | ob->update_stats (); |
882 | |
732 | |
883 | /* This moves the player to a different start map, if there |
733 | /* This moves the player to a different start map, if there |
884 | * is one for this race |
734 | * is one for this race |
885 | */ |
735 | */ |
886 | if (*first_map_ext_path) |
736 | if (*first_map_ext_path) |
887 | { |
737 | ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); |
888 | object *tmp; |
|
|
889 | char mapname[MAX_BUF]; |
|
|
890 | |
|
|
891 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname); |
|
|
892 | tmp = object::create (); |
|
|
893 | EXIT_PATH (tmp) = mapname; |
|
|
894 | EXIT_X (tmp) = ob->x; |
|
|
895 | EXIT_Y (tmp) = ob->y; |
|
|
896 | ob->enter_exit (tmp); /* we don't really care if it succeeded; |
|
|
897 | * if the map isn't there, then stay on the |
|
|
898 | * default initial map */ |
|
|
899 | tmp->destroy (); |
|
|
900 | } |
|
|
901 | else |
738 | else |
902 | LOG (llevDebug, "first_map_ext_path not set\n"); |
739 | LOG (llevDebug, "first_map_ext_path not set\n"); |
|
|
740 | } |
|
|
741 | |
|
|
742 | /* |
|
|
743 | * Returns true if the given player is a legal class. |
|
|
744 | * The function to add and remove class-bonuses to the stats doesn't |
|
|
745 | * check if the stat becomes negative, thus this function |
|
|
746 | * merely checks that all stats are 1 or more, and returns |
|
|
747 | * false otherwise. |
|
|
748 | */ |
|
|
749 | static int |
|
|
750 | allowed_class (const object *op) |
|
|
751 | { |
|
|
752 | return op->stats.Dex > 0 |
|
|
753 | && op->stats.Str > 0 |
|
|
754 | && op->stats.Con > 0 |
|
|
755 | && op->stats.Int > 0 |
|
|
756 | && op->stats.Wis > 0 |
|
|
757 | && op->stats.Pow > 0 |
|
|
758 | && op->stats.Cha > 0; |
903 | } |
759 | } |
904 | |
760 | |
905 | void |
761 | void |
906 | player::chargen_race_next () |
762 | player::chargen_race_next () |
907 | { |
763 | { |
… | |
… | |
936 | ob->stats.hp = ob->stats.maxhp; |
792 | ob->stats.hp = ob->stats.maxhp; |
937 | ob->stats.sp = ob->stats.maxsp; |
793 | ob->stats.sp = ob->stats.maxsp; |
938 | ob->stats.grace = 0; |
794 | ob->stats.grace = 0; |
939 | } |
795 | } |
940 | |
796 | |
941 | void |
797 | static void |
942 | flee_player (object *op) |
798 | flee_player (object *op) |
943 | { |
799 | { |
944 | int dir, diff; |
800 | int dir, diff; |
945 | rv_vector rv; |
801 | rv_vector rv; |
946 | |
802 | |
947 | if (op->stats.hp < 0) |
803 | if (op->stats.hp < 0) |
948 | { |
804 | { |
949 | LOG (llevDebug, "Fleeing player is dead.\n"); |
805 | LOG (llevDebug, "Fleeing player is dead.\n"); |
950 | CLEAR_FLAG (op, FLAG_SCARED); |
806 | op->clr_flag (FLAG_SCARED); |
951 | return; |
807 | return; |
952 | } |
808 | } |
953 | |
809 | |
954 | if (op->enemy == NULL) |
810 | if (!op->enemy) |
955 | { |
811 | { |
956 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
812 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
957 | CLEAR_FLAG (op, FLAG_SCARED); |
813 | op->clr_flag (FLAG_SCARED); |
958 | return; |
814 | return; |
959 | } |
815 | } |
960 | |
816 | |
961 | /* Seen some crashes here. Since we don't store an |
817 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
962 | * op->enemy_count, it is possible that something destroys the |
|
|
963 | * actual enemy, and the object is recycled. |
|
|
964 | */ |
|
|
965 | if (op->enemy->map == NULL) |
|
|
966 | { |
818 | { |
967 | CLEAR_FLAG (op, FLAG_SCARED); |
|
|
968 | op->enemy = NULL; |
819 | op->enemy = NULL; |
969 | return; |
820 | op->clr_flag (FLAG_SCARED); |
970 | } |
|
|
971 | |
|
|
972 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
|
|
973 | { |
|
|
974 | op->enemy = NULL; |
|
|
975 | CLEAR_FLAG (op, FLAG_SCARED); |
|
|
976 | return; |
821 | return; |
977 | } |
822 | } |
978 | |
823 | |
979 | get_rangevector (op, op->enemy, &rv, 0); |
824 | get_rangevector (op, op->enemy, &rv, 0); |
980 | |
825 | |
981 | dir = absdir (4 + rv.direction); |
826 | dir = absdir (4 + rv.direction); |
982 | for (diff = 0; diff < 3; diff++) |
827 | for (diff = 0; diff < 3; diff++) |
983 | { |
828 | { |
984 | int m = 1 - (RANDOM () & 2); |
829 | int m = 1 - rndm (2) * 2; |
985 | |
830 | |
986 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
831 | if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m)))) |
987 | return; |
832 | return; |
988 | } |
833 | } |
989 | |
834 | |
990 | /* Cornered, get rid of scared */ |
835 | /* Cornered, get rid of scared */ |
991 | CLEAR_FLAG (op, FLAG_SCARED); |
836 | op->clr_flag (FLAG_SCARED); |
992 | op->enemy = NULL; |
837 | op->enemy = NULL; |
993 | } |
838 | } |
994 | |
839 | |
995 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
840 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
996 | * It returns 1 if the player should keep on moving, 0 if he should |
841 | * It returns 1 if the player should keep on moving, 0 if he should |
… | |
… | |
1000 | check_pick (object *op) |
845 | check_pick (object *op) |
1001 | { |
846 | { |
1002 | object *tmp, *next; |
847 | object *tmp, *next; |
1003 | int stop = 0; |
848 | int stop = 0; |
1004 | int wvratio; |
849 | int wvratio; |
1005 | char putstring[128]; |
|
|
1006 | |
850 | |
1007 | /* if you're flying, you cna't pick up anything */ |
851 | /* if you're flying, you can't pick up anything */ |
1008 | if (op->move_type & MOVE_FLYING) |
852 | if (op->move_type & MOVE_FLYING) |
1009 | return 1; |
853 | return 1; |
1010 | |
854 | |
1011 | next = op->below; |
855 | next = op->below; |
1012 | |
856 | |
1013 | int cnt = MAX_ITEM_PER_DROP; |
857 | int cnt = MAX_ITEM_PER_ACTION; |
1014 | #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) |
858 | #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) |
1015 | |
859 | |
1016 | /* loop while there are items on the floor that are not marked as |
860 | /* loop while there are items on the floor that are not marked as |
1017 | * destroyed */ |
861 | * destroyed */ |
1018 | while (next && !next->destroyed ()) |
862 | while (next && !next->destroyed ()) |
… | |
… | |
1034 | |
878 | |
1035 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
879 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
1036 | { |
880 | { |
1037 | if (item_matched_string (op, tmp, op->contr->search_str)) |
881 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1038 | CHK_PICK_PICKUP; |
882 | CHK_PICK_PICKUP; |
|
|
883 | |
1039 | continue; |
884 | continue; |
1040 | } |
885 | } |
1041 | |
886 | |
1042 | /* high not bit set? We're using the old autopickup model */ |
887 | /* pickup handling */ |
|
|
888 | if (op->contr->mode & PU_DEBUG) |
|
|
889 | { |
|
|
890 | /* some debugging code to figure out item information */ |
|
|
891 | const char *str = tmp->name |
|
|
892 | ? format ("item name: %s item type: %d weight/value: %d", |
|
|
893 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))) |
|
|
894 | : format ("item name: %s item type: %d weight/value: %d", |
|
|
895 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))); |
|
|
896 | |
|
|
897 | new_draw_info (NDI_UNIQUE, 0, op, str); |
|
|
898 | } |
|
|
899 | |
|
|
900 | if (op->contr->mode & PU_INHIBIT) |
|
|
901 | return 1; |
|
|
902 | |
|
|
903 | if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client |
|
|
904 | return 1; |
|
|
905 | |
|
|
906 | /* philosophy: |
|
|
907 | * It's easy to grab an item type from a pile, as long as it's |
|
|
908 | * generic. This takes no game-time. For more detailed pickups |
|
|
909 | * and selections, select-items should be used. This is a |
|
|
910 | * grab-as-you-run type mode that's really useful for arrows for |
|
|
911 | * example. |
|
|
912 | * The drawback: right now it has no frontend, so you need to |
|
|
913 | * stick the bits you want into a calculator in hex mode and then |
|
|
914 | * convert to decimal and then 'pickup <#> |
|
|
915 | */ |
|
|
916 | |
|
|
917 | /* the first two modes are exclusive: if NOTHING we return, if |
|
|
918 | * STOP then we stop. All the rest are applied sequentially, |
|
|
919 | * meaning if any test passes, the item gets picked up. */ |
|
|
920 | |
|
|
921 | /* if mode is set to pick nothing up, return */ |
|
|
922 | if (op->contr->mode == PU_NOTHING) |
|
|
923 | return 1; |
|
|
924 | |
|
|
925 | /* if mode is set to stop when encountering objects, return */ |
|
|
926 | /* take STOP before INHIBIT since it doesn't actually pick |
|
|
927 | * anything up */ |
|
|
928 | if (op->contr->mode & PU_STOP) |
|
|
929 | return 0; |
|
|
930 | |
|
|
931 | /* useful for going into stores and not losing your settings... */ |
|
|
932 | /* and for battles wher you don't want to get loaded down while |
|
|
933 | * fighting */ |
|
|
934 | if (op->contr->mode & PU_INHIBIT) |
|
|
935 | return 1; |
|
|
936 | |
|
|
937 | /* prevent us from turning into auto-thieves :) */ |
|
|
938 | if (tmp->flag [FLAG_UNPAID]) |
|
|
939 | continue; |
|
|
940 | |
|
|
941 | /* ignore known cursed objects */ |
|
|
942 | if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED) |
|
|
943 | continue; |
|
|
944 | |
|
|
945 | /* all food and drink if desired */ |
|
|
946 | /* question: don't pick up known-poisonous stuff? */ |
1043 | if (!(op->contr->mode & PU_NEWMODE)) |
947 | if (op->contr->mode & PU_FOOD) |
|
|
948 | if (tmp->type == FOOD) |
1044 | { |
949 | { |
1045 | switch (op->contr->mode) |
950 | CHK_PICK_PICKUP; |
|
|
951 | continue; |
|
|
952 | } |
|
|
953 | |
|
|
954 | if (op->contr->mode & PU_DRINK) |
|
|
955 | if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED])) |
|
|
956 | { |
|
|
957 | CHK_PICK_PICKUP; |
|
|
958 | continue; |
|
|
959 | } |
|
|
960 | |
|
|
961 | if (op->contr->mode & PU_POTION) |
|
|
962 | if (tmp->type == POTION) |
|
|
963 | { |
|
|
964 | CHK_PICK_PICKUP; |
|
|
965 | continue; |
|
|
966 | } |
|
|
967 | |
|
|
968 | /* spellbooks, skillscrolls and normal books/scrolls */ |
|
|
969 | if (op->contr->mode & PU_SPELLBOOK) |
|
|
970 | if (tmp->type == SPELLBOOK) |
|
|
971 | { |
|
|
972 | CHK_PICK_PICKUP; |
|
|
973 | continue; |
|
|
974 | } |
|
|
975 | |
|
|
976 | if (op->contr->mode & PU_SKILLSCROLL) |
|
|
977 | if (tmp->type == SKILLSCROLL) |
|
|
978 | { |
|
|
979 | CHK_PICK_PICKUP; |
|
|
980 | continue; |
|
|
981 | } |
|
|
982 | |
|
|
983 | if (op->contr->mode & PU_READABLES) |
|
|
984 | if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) |
|
|
985 | { |
|
|
986 | CHK_PICK_PICKUP; |
|
|
987 | continue; |
|
|
988 | } |
|
|
989 | |
|
|
990 | /* wands/staves/rods/horns */ |
|
|
991 | if (op->contr->mode & PU_MAGIC_DEVICE) |
|
|
992 | if (tmp->type == WAND |
|
|
993 | || tmp->type == ROD |
|
|
994 | || tmp->type == HORN |
|
|
995 | || tmp->type == POWER_CRYSTAL) |
|
|
996 | { |
|
|
997 | CHK_PICK_PICKUP; |
|
|
998 | continue; |
|
|
999 | } |
|
|
1000 | |
|
|
1001 | /* pick up all magical items */ |
|
|
1002 | if (op->contr->mode & PU_MAGICAL) |
|
|
1003 | if (tmp->flag [FLAG_KNOWN_MAGICAL] |
|
|
1004 | && !tmp->flag [FLAG_KNOWN_CURSED]) |
|
|
1005 | { |
|
|
1006 | CHK_PICK_PICKUP; |
|
|
1007 | continue; |
|
|
1008 | } |
|
|
1009 | |
|
|
1010 | if (op->contr->mode & PU_VALUABLES) |
|
|
1011 | { |
|
|
1012 | if (tmp->type == MONEY || tmp->type == GEM) |
1046 | { |
1013 | { |
1047 | case 0: |
|
|
1048 | return 1; /* don't pick up */ |
|
|
1049 | case 1: |
|
|
1050 | CHK_PICK_PICKUP; |
1014 | CHK_PICK_PICKUP; |
1051 | return 1; |
1015 | continue; |
1052 | case 2: |
|
|
1053 | CHK_PICK_PICKUP; |
|
|
1054 | return 0; |
|
|
1055 | case 3: |
|
|
1056 | return 0; /* stop before pickup */ |
|
|
1057 | case 4: |
|
|
1058 | CHK_PICK_PICKUP; |
|
|
1059 | break; |
|
|
1060 | case 5: |
|
|
1061 | CHK_PICK_PICKUP; |
|
|
1062 | stop = 1; |
|
|
1063 | break; |
|
|
1064 | case 6: |
|
|
1065 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) |
|
|
1066 | && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
|
|
1067 | CHK_PICK_PICKUP; |
|
|
1068 | break; |
|
|
1069 | |
|
|
1070 | case 7: |
|
|
1071 | if (tmp->type == MONEY || tmp->type == GEM) |
|
|
1072 | CHK_PICK_PICKUP; |
|
|
1073 | break; |
|
|
1074 | |
|
|
1075 | default: |
|
|
1076 | /* use value density */ |
|
|
1077 | if (!QUERY_FLAG (tmp, FLAG_UNPAID) |
|
|
1078 | && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) |
|
|
1079 | CHK_PICK_PICKUP; |
|
|
1080 | } |
1016 | } |
1081 | } |
1017 | } |
1082 | else |
1018 | |
1083 | { /* old model */ |
1019 | /* rings & amulets - talismans seems to be typed AMULET */ |
1084 | /* NEW pickup handling */ |
|
|
1085 | if (op->contr->mode & PU_DEBUG) |
1020 | if (op->contr->mode & PU_JEWELS) |
|
|
1021 | if (tmp->type == RING |
|
|
1022 | || tmp->type == AMULET |
|
|
1023 | || tmp->type == GIRDLE |
|
|
1024 | || tmp->type == SKILL_TOOL) |
1086 | { |
1025 | { |
1087 | /* some debugging code to figure out item information */ |
1026 | CHK_PICK_PICKUP; |
1088 | if (tmp->name != NULL) |
|
|
1089 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
|
|
1090 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1091 | else |
|
|
1092 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
|
|
1093 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1094 | |
|
|
1095 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
|
|
1096 | } |
|
|
1097 | |
|
|
1098 | /* philosophy: |
|
|
1099 | * It's easy to grab an item type from a pile, as long as it's |
|
|
1100 | * generic. This takes no game-time. For more detailed pickups |
|
|
1101 | * and selections, select-items should be used. This is a |
|
|
1102 | * grab-as-you-run type mode that's really useful for arrows for |
|
|
1103 | * example. |
|
|
1104 | * The drawback: right now it has no frontend, so you need to |
|
|
1105 | * stick the bits you want into a calculator in hex mode and then |
|
|
1106 | * convert to decimal and then 'pickup <#> |
|
|
1107 | */ |
|
|
1108 | |
|
|
1109 | /* the first two modes are exclusive: if NOTHING we return, if |
|
|
1110 | * STOP then we stop. All the rest are applied sequentially, |
|
|
1111 | * meaning if any test passes, the item gets picked up. */ |
|
|
1112 | |
|
|
1113 | /* if mode is set to pick nothing up, return */ |
|
|
1114 | |
|
|
1115 | if (op->contr->mode & PU_NOTHING) |
|
|
1116 | return 1; |
|
|
1117 | |
|
|
1118 | /* if mode is set to stop when encountering objects, return */ |
|
|
1119 | /* take STOP before INHIBIT since it doesn't actually pick |
|
|
1120 | * anything up */ |
|
|
1121 | |
|
|
1122 | if (op->contr->mode & PU_STOP) |
|
|
1123 | return 0; |
|
|
1124 | |
|
|
1125 | /* useful for going into stores and not losing your settings... */ |
|
|
1126 | /* and for battles wher you don't want to get loaded down while |
|
|
1127 | * fighting */ |
|
|
1128 | if (op->contr->mode & PU_INHIBIT) |
|
|
1129 | return 1; |
|
|
1130 | |
|
|
1131 | /* prevent us from turning into auto-thieves :) */ |
|
|
1132 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
1133 | continue; |
1027 | continue; |
|
|
1028 | } |
1134 | |
1029 | |
1135 | /* ignore known cursed objects */ |
1030 | /* we don't forget dragon food */ |
1136 | if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) |
1031 | if (op->contr->mode & PU_FLESH) |
|
|
1032 | if (tmp->type == FLESH) |
|
|
1033 | { |
|
|
1034 | CHK_PICK_PICKUP; |
1137 | continue; |
1035 | continue; |
|
|
1036 | } |
1138 | |
1037 | |
1139 | /* all food and drink if desired */ |
1038 | /* bows and arrows. Bows are good for selling! */ |
1140 | /* question: don't pick up known-poisonous stuff? */ |
1039 | if (op->contr->mode & PU_BOW) |
|
|
1040 | if (tmp->type == BOW) |
|
|
1041 | { |
|
|
1042 | CHK_PICK_PICKUP; |
|
|
1043 | continue; |
|
|
1044 | } |
|
|
1045 | |
|
|
1046 | if (op->contr->mode & PU_ARROW) |
|
|
1047 | if (tmp->type == ARROW) |
|
|
1048 | { |
|
|
1049 | CHK_PICK_PICKUP; |
|
|
1050 | continue; |
|
|
1051 | } |
|
|
1052 | |
|
|
1053 | /* all kinds of armor etc. */ |
|
|
1054 | if (op->contr->mode & PU_ARMOUR) |
|
|
1055 | if (tmp->type == ARMOUR) |
|
|
1056 | { |
|
|
1057 | CHK_PICK_PICKUP; |
|
|
1058 | continue; |
|
|
1059 | } |
|
|
1060 | |
|
|
1061 | if (op->contr->mode & PU_HELMET) |
|
|
1062 | if (tmp->type == HELMET) |
|
|
1063 | { |
|
|
1064 | CHK_PICK_PICKUP; |
|
|
1065 | continue; |
|
|
1066 | } |
|
|
1067 | |
|
|
1068 | if (op->contr->mode & PU_SHIELD) |
|
|
1069 | if (tmp->type == SHIELD) |
|
|
1070 | { |
|
|
1071 | CHK_PICK_PICKUP; |
|
|
1072 | continue; |
|
|
1073 | } |
|
|
1074 | |
1141 | if (op->contr->mode & PU_FOOD) |
1075 | if (op->contr->mode & PU_BOOTS) |
1142 | if (tmp->type == FOOD) |
1076 | if (tmp->type == BOOTS) |
|
|
1077 | { |
|
|
1078 | CHK_PICK_PICKUP; |
|
|
1079 | continue; |
|
|
1080 | } |
|
|
1081 | |
|
|
1082 | if (op->contr->mode & PU_GLOVES) |
|
|
1083 | if (tmp->type == GLOVES || tmp->type == BRACERS) |
|
|
1084 | { |
|
|
1085 | CHK_PICK_PICKUP; |
|
|
1086 | continue; |
|
|
1087 | } |
|
|
1088 | |
|
|
1089 | if (op->contr->mode & PU_CLOAK) |
|
|
1090 | if (tmp->type == CLOAK) |
|
|
1091 | { |
|
|
1092 | CHK_PICK_PICKUP; |
|
|
1093 | continue; |
|
|
1094 | } |
|
|
1095 | |
|
|
1096 | /* hoping to catch throwing daggers here */ |
|
|
1097 | if (op->contr->mode & PU_MISSILEWEAPON) |
|
|
1098 | if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN]) |
|
|
1099 | { |
|
|
1100 | CHK_PICK_PICKUP; |
|
|
1101 | continue; |
|
|
1102 | } |
|
|
1103 | |
|
|
1104 | /* careful: chairs and tables are weapons! */ |
|
|
1105 | if (op->contr->mode & PU_ALLWEAPON) |
|
|
1106 | { |
|
|
1107 | if (tmp->type == WEAPON) |
|
|
1108 | if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair")) |
1143 | { |
1109 | { |
1144 | CHK_PICK_PICKUP; |
1110 | CHK_PICK_PICKUP; |
1145 | continue; |
1111 | continue; |
1146 | } |
1112 | } |
|
|
1113 | } |
1147 | |
1114 | |
|
|
1115 | /* misc stuff that's useful */ |
1148 | if (op->contr->mode & PU_DRINK) |
1116 | if (op->contr->mode & PU_KEY) |
1149 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
1117 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1150 | { |
1118 | { |
1151 | CHK_PICK_PICKUP; |
1119 | CHK_PICK_PICKUP; |
1152 | continue; |
1120 | continue; |
1153 | } |
1121 | } |
1154 | |
1122 | |
|
|
1123 | /* any of the last 4 bits set means we use the ratio for value |
|
|
1124 | * pickups */ |
1155 | if (op->contr->mode & PU_POTION) |
1125 | if (op->contr->mode & PU_RATIO) |
1156 | if (tmp->type == POTION) |
1126 | { |
|
|
1127 | /* use value density to decide what else to grab */ |
|
|
1128 | /* >=7 was >= op->contr->mode */ |
|
|
1129 | /* >=7 is the old standard setting. Now we take the last 4 bits |
1157 | { |
1130 | */ |
1158 | CHK_PICK_PICKUP; |
|
|
1159 | continue; |
|
|
1160 | } |
|
|
1161 | |
|
|
1162 | /* spellbooks, skillscrolls and normal books/scrolls */ |
|
|
1163 | if (op->contr->mode & PU_SPELLBOOK) |
|
|
1164 | if (tmp->type == SPELLBOOK) |
|
|
1165 | { |
|
|
1166 | CHK_PICK_PICKUP; |
|
|
1167 | continue; |
|
|
1168 | } |
|
|
1169 | |
|
|
1170 | if (op->contr->mode & PU_SKILLSCROLL) |
|
|
1171 | if (tmp->type == SKILLSCROLL) |
|
|
1172 | { |
|
|
1173 | CHK_PICK_PICKUP; |
|
|
1174 | continue; |
|
|
1175 | } |
|
|
1176 | |
|
|
1177 | if (op->contr->mode & PU_READABLES) |
|
|
1178 | if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) |
|
|
1179 | { |
|
|
1180 | CHK_PICK_PICKUP; |
|
|
1181 | continue; |
|
|
1182 | } |
|
|
1183 | |
|
|
1184 | /* wands/staves/rods/horns */ |
|
|
1185 | if (op->contr->mode & PU_MAGIC_DEVICE) |
|
|
1186 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
|
|
1187 | { |
|
|
1188 | CHK_PICK_PICKUP; |
|
|
1189 | continue; |
|
|
1190 | } |
|
|
1191 | |
|
|
1192 | /* pick up all magical items */ |
|
|
1193 | if (op->contr->mode & PU_MAGICAL) |
1131 | wvratio = op->contr->mode & PU_RATIO; |
1194 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1132 | if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100) |
1195 | { |
|
|
1196 | CHK_PICK_PICKUP; |
|
|
1197 | continue; |
|
|
1198 | } |
|
|
1199 | |
|
|
1200 | if (op->contr->mode & PU_VALUABLES) |
|
|
1201 | { |
1133 | { |
1202 | if (tmp->type == MONEY || tmp->type == GEM) |
1134 | #if 0 |
|
|
1135 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
|
|
1136 | if (tmp->name != NULL) |
1203 | { |
1137 | { |
1204 | CHK_PICK_PICKUP; |
1138 | fprintf (stderr, "%s", tmp->name); |
1205 | continue; |
|
|
1206 | } |
1139 | } |
1207 | } |
|
|
1208 | |
|
|
1209 | /* rings & amulets - talismans seems to be typed AMULET */ |
|
|
1210 | if (op->contr->mode & PU_JEWELS) |
|
|
1211 | if (tmp->type == RING || tmp->type == AMULET) |
|
|
1212 | { |
|
|
1213 | CHK_PICK_PICKUP; |
|
|
1214 | continue; |
|
|
1215 | } |
|
|
1216 | |
|
|
1217 | /* we don't forget dragon food */ |
|
|
1218 | if (op->contr->mode & PU_FLESH) |
|
|
1219 | if (tmp->type == FLESH) |
|
|
1220 | { |
|
|
1221 | CHK_PICK_PICKUP; |
|
|
1222 | continue; |
|
|
1223 | } |
|
|
1224 | |
|
|
1225 | /* bows and arrows. Bows are good for selling! */ |
|
|
1226 | if (op->contr->mode & PU_BOW) |
|
|
1227 | if (tmp->type == BOW) |
|
|
1228 | { |
|
|
1229 | CHK_PICK_PICKUP; |
|
|
1230 | continue; |
|
|
1231 | } |
|
|
1232 | |
|
|
1233 | if (op->contr->mode & PU_ARROW) |
|
|
1234 | if (tmp->type == ARROW) |
|
|
1235 | { |
|
|
1236 | CHK_PICK_PICKUP; |
|
|
1237 | continue; |
|
|
1238 | } |
|
|
1239 | |
|
|
1240 | /* all kinds of armor etc. */ |
|
|
1241 | if (op->contr->mode & PU_ARMOUR) |
|
|
1242 | if (tmp->type == ARMOUR) |
|
|
1243 | { |
|
|
1244 | CHK_PICK_PICKUP; |
|
|
1245 | continue; |
|
|
1246 | } |
|
|
1247 | |
|
|
1248 | if (op->contr->mode & PU_HELMET) |
|
|
1249 | if (tmp->type == HELMET) |
|
|
1250 | { |
|
|
1251 | CHK_PICK_PICKUP; |
|
|
1252 | continue; |
|
|
1253 | } |
|
|
1254 | |
|
|
1255 | if (op->contr->mode & PU_SHIELD) |
|
|
1256 | if (tmp->type == SHIELD) |
|
|
1257 | { |
|
|
1258 | CHK_PICK_PICKUP; |
|
|
1259 | continue; |
|
|
1260 | } |
|
|
1261 | |
|
|
1262 | if (op->contr->mode & PU_BOOTS) |
|
|
1263 | if (tmp->type == BOOTS) |
|
|
1264 | { |
|
|
1265 | CHK_PICK_PICKUP; |
|
|
1266 | continue; |
|
|
1267 | } |
|
|
1268 | |
|
|
1269 | if (op->contr->mode & PU_GLOVES) |
|
|
1270 | if (tmp->type == GLOVES) |
|
|
1271 | { |
|
|
1272 | CHK_PICK_PICKUP; |
|
|
1273 | continue; |
|
|
1274 | } |
|
|
1275 | |
|
|
1276 | if (op->contr->mode & PU_CLOAK) |
|
|
1277 | if (tmp->type == CLOAK) |
|
|
1278 | { |
|
|
1279 | CHK_PICK_PICKUP; |
|
|
1280 | continue; |
|
|
1281 | } |
|
|
1282 | |
|
|
1283 | /* hoping to catch throwing daggers here */ |
|
|
1284 | if (op->contr->mode & PU_MISSILEWEAPON) |
|
|
1285 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
|
|
1286 | { |
|
|
1287 | CHK_PICK_PICKUP; |
|
|
1288 | continue; |
|
|
1289 | } |
|
|
1290 | |
|
|
1291 | /* careful: chairs and tables are weapons! */ |
|
|
1292 | if (op->contr->mode & PU_ALLWEAPON) |
|
|
1293 | { |
|
|
1294 | if (tmp->type == WEAPON && tmp->name != NULL) |
|
|
1295 | { |
|
|
1296 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL && |
|
|
1297 | strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) |
|
|
1298 | { |
|
|
1299 | CHK_PICK_PICKUP; |
|
|
1300 | continue; |
|
|
1301 | } |
|
|
1302 | } |
|
|
1303 | |
|
|
1304 | if (tmp->type == WEAPON && tmp->name == NULL) |
|
|
1305 | { |
|
|
1306 | if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL) |
|
|
1307 | { |
|
|
1308 | CHK_PICK_PICKUP; |
|
|
1309 | continue; |
|
|
1310 | } |
|
|
1311 | } |
|
|
1312 | } |
|
|
1313 | |
|
|
1314 | /* misc stuff that's useful */ |
|
|
1315 | if (op->contr->mode & PU_KEY) |
|
|
1316 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
|
|
1317 | { |
|
|
1318 | CHK_PICK_PICKUP; |
|
|
1319 | continue; |
|
|
1320 | } |
|
|
1321 | |
|
|
1322 | /* any of the last 4 bits set means we use the ratio for value |
|
|
1323 | * pickups */ |
|
|
1324 | if (op->contr->mode & PU_RATIO) |
|
|
1325 | { |
|
|
1326 | /* use value density to decide what else to grab */ |
|
|
1327 | /* >=7 was >= op->contr->mode */ |
|
|
1328 | /* >=7 is the old standard setting. Now we take the last 4 bits |
|
|
1329 | * and multiply them by 5, giving 0..15*5== 5..75 */ |
|
|
1330 | wvratio = (op->contr->mode & PU_RATIO) * 5; |
|
|
1331 | if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) |
|
|
1332 | { |
|
|
1333 | CHK_PICK_PICKUP; |
|
|
1334 | #if 0 |
|
|
1335 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
|
|
1336 | if (tmp->name != NULL) |
|
|
1337 | { |
|
|
1338 | fprintf (stderr, "%s", tmp->name); |
|
|
1339 | } |
|
|
1340 | else |
1140 | else |
1341 | fprintf (stderr, "%s", tmp->arch->archname); |
1141 | fprintf (stderr, "%s", tmp->arch->archname); |
1342 | fprintf (stderr, ",%d] = ", tmp->type); |
1142 | fprintf (stderr, ",%d] = ", tmp->type); |
1343 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1143 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))); |
1344 | #endif |
1144 | #endif |
|
|
1145 | CHK_PICK_PICKUP; |
1345 | continue; |
1146 | continue; |
1346 | } |
|
|
1347 | } |
1147 | } |
1348 | } /* the new pickup model */ |
1148 | } /* the new pickup model */ |
1349 | } |
1149 | } |
1350 | |
1150 | |
1351 | return !stop; |
1151 | return !stop; |
1352 | } |
1152 | } |
1353 | |
1153 | |
|
|
1154 | /* routine for both players and monsters. We call this when |
|
|
1155 | * there is a possibility for our action distrubing our hiding |
|
|
1156 | * place or invisiblity spell. Artefact invisiblity causes |
|
|
1157 | * "noise" instead. If we arent invisible to begin with, we |
|
|
1158 | * return 0. |
|
|
1159 | */ |
|
|
1160 | static int |
|
|
1161 | action_makes_visible (object *op) |
|
|
1162 | { |
|
|
1163 | if (op->invisible && op->flag [FLAG_ALIVE]) |
|
|
1164 | { |
|
|
1165 | if (op->flag [FLAG_MAKE_INVIS]) |
|
|
1166 | { |
|
|
1167 | // artefact invisibility is permanent, but we still make noise |
|
|
1168 | // this is important for game-balance. |
|
|
1169 | if (op->contr) |
|
|
1170 | op->make_noise (); |
|
|
1171 | |
|
|
1172 | return 0; |
|
|
1173 | } |
|
|
1174 | |
|
|
1175 | if (op->contr && op->contr->tmp_invis == 0) |
|
|
1176 | return 0; |
|
|
1177 | |
|
|
1178 | /* If monsters, they should become visible */ |
|
|
1179 | if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis)) |
|
|
1180 | { |
|
|
1181 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible"); |
|
|
1182 | return 1; |
|
|
1183 | } |
|
|
1184 | } |
|
|
1185 | |
|
|
1186 | return 0; |
|
|
1187 | } |
|
|
1188 | |
1354 | /* |
1189 | /* |
1355 | * Find an arrow in the inventory and after that |
1190 | * Find an arrow in the inventory and after that |
1356 | * in the right type container (quiver). Pointer to the |
1191 | * in the right type container (quiver). Pointer to the |
1357 | * found object is returned. |
1192 | * found object is returned. |
1358 | */ |
1193 | */ |
1359 | object * |
1194 | static object * |
1360 | find_arrow (object *op, const char *type) |
1195 | find_arrow (object *op, const char *type) |
1361 | { |
1196 | { |
1362 | object *tmp = 0; |
|
|
1363 | |
|
|
1364 | for (op = op->inv; op; op = op->below) |
1197 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1365 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
|
|
1366 | tmp = find_arrow (splay (op), type); |
|
|
1367 | else if (op->type == ARROW && op->race == type) |
1198 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
1368 | return splay (op); |
1199 | return splay (tmp); |
1369 | |
1200 | |
|
|
1201 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
|
|
1202 | if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type)) |
|
|
1203 | if (object *arrow = find_arrow (tmp, type)) |
|
|
1204 | { |
|
|
1205 | splay (tmp); |
|
|
1206 | return arrow; |
|
|
1207 | } |
|
|
1208 | |
1370 | return tmp; |
1209 | return 0; |
1371 | } |
1210 | } |
1372 | |
1211 | |
1373 | /* |
1212 | /* |
1374 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1213 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1375 | * against the target. A full test is not performed, simply a basic test |
1214 | * against the target. A full test is not performed, simply a basic test |
1376 | * of resistances. The archer is making a quick guess at what he sees down |
1215 | * of resistances. The archer is making a quick guess at what he sees down |
1377 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1216 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1378 | */ |
1217 | */ |
1379 | object * |
1218 | static object * |
1380 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1219 | find_better_arrow (object *op, object *target, shstr_cmp type, int *better) |
1381 | { |
1220 | { |
1382 | object *tmp = NULL, *arrow, *ntmp; |
1221 | object *tmp = NULL, *arrow, *ntmp; |
1383 | int attacknum, attacktype, betterby = 0, i; |
1222 | int attacknum, attacktype, betterby = 0, i; |
1384 | |
1223 | |
1385 | if (!type) |
1224 | if (!type) |
1386 | return NULL; |
1225 | return NULL; |
1387 | |
1226 | |
1388 | for (arrow = op->inv; arrow; arrow = arrow->below) |
1227 | for (arrow = op->inv; arrow; arrow = arrow->below) |
1389 | { |
1228 | { |
1390 | if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) |
1229 | if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED]) |
1391 | { |
1230 | { |
1392 | i = 0; |
1231 | i = 0; |
1393 | ntmp = find_better_arrow (arrow, target, type, &i); |
1232 | ntmp = find_better_arrow (arrow, target, type, &i); |
|
|
1233 | |
1394 | if (i > betterby) |
1234 | if (i > betterby) |
1395 | { |
1235 | { |
1396 | tmp = ntmp; |
1236 | tmp = ntmp; |
1397 | betterby = i; |
1237 | betterby = i; |
1398 | } |
1238 | } |
1399 | } |
1239 | } |
1400 | else if (arrow->type == ARROW && arrow->race == type) |
1240 | else if (arrow->type == ARROW && arrow->race == type) |
1401 | { |
1241 | { |
1402 | /* allways prefer assasination/slaying */ |
1242 | /* allways prefer assasination/slaying */ |
1403 | if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) |
1243 | if (target->race && arrow->slaying.contains (target->race)) |
1404 | { |
1244 | { |
1405 | if (arrow->attacktype & AT_DEATH) |
1245 | if (arrow->attacktype & AT_DEATH) |
1406 | { |
1246 | { |
1407 | *better = 100; |
1247 | *better = 100; |
1408 | return arrow; |
1248 | return arrow; |
… | |
… | |
1423 | { |
1263 | { |
1424 | tmp = arrow; |
1264 | tmp = arrow; |
1425 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1265 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1426 | } |
1266 | } |
1427 | } |
1267 | } |
|
|
1268 | |
1428 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1269 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1429 | { |
1270 | { |
1430 | tmp = arrow; |
1271 | tmp = arrow; |
1431 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1272 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1432 | } |
1273 | } |
|
|
1274 | |
1433 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1275 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1434 | { |
1276 | { |
1435 | tmp = arrow; |
1277 | tmp = arrow; |
1436 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1278 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1437 | } |
1279 | } |
1438 | } |
1280 | } |
1439 | } |
1281 | } |
1440 | } |
1282 | } |
|
|
1283 | |
1441 | if (tmp == NULL && arrow == NULL) |
1284 | if (tmp == NULL && arrow == NULL) |
1442 | return find_arrow (op, type); |
1285 | return find_arrow (op, type); |
1443 | |
1286 | |
1444 | *better = betterby; |
1287 | *better = betterby; |
1445 | return tmp; |
1288 | return tmp; |
… | |
… | |
1449 | * find_better_arrow to find a decent arrow to use. |
1292 | * find_better_arrow to find a decent arrow to use. |
1450 | * op = the shooter |
1293 | * op = the shooter |
1451 | * type = bow->race |
1294 | * type = bow->race |
1452 | * dir = fire direction |
1295 | * dir = fire direction |
1453 | */ |
1296 | */ |
1454 | object * |
1297 | static object * |
1455 | pick_arrow_target (object *op, const char *type, int dir) |
1298 | pick_arrow_target (object *op, shstr_cmp type, int dir) |
1456 | { |
1299 | { |
1457 | object *tmp = NULL; |
1300 | object *tmp = NULL; |
1458 | maptile *m; |
1301 | maptile *m; |
1459 | int i, mflags, found, number; |
1302 | int i, mflags, found, number; |
1460 | sint16 x, y; |
1303 | sint16 x, y; |
… | |
… | |
1475 | for (i = 0, found = 0; i < 20; i++) |
1318 | for (i = 0, found = 0; i < 20; i++) |
1476 | { |
1319 | { |
1477 | x += freearr_x[dir]; |
1320 | x += freearr_x[dir]; |
1478 | y += freearr_y[dir]; |
1321 | y += freearr_y[dir]; |
1479 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1322 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
1323 | |
1480 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1324 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1481 | { |
1325 | { |
1482 | tmp = NULL; |
1326 | tmp = 0; |
1483 | break; |
1327 | break; |
1484 | } |
1328 | } |
1485 | else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
1329 | else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
1486 | { |
1330 | { |
1487 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1331 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1488 | * perhaps a bad assumption. |
1332 | * perhaps a bad assumption. |
1489 | */ |
1333 | */ |
1490 | tmp = NULL; |
1334 | tmp = 0; |
1491 | break; |
1335 | break; |
1492 | } |
1336 | } |
|
|
1337 | |
1493 | if (mflags & P_IS_ALIVE) |
1338 | if (mflags & P_IS_ALIVE) |
1494 | { |
|
|
1495 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1339 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1496 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1340 | if (tmp->flag [FLAG_ALIVE]) |
1497 | { |
|
|
1498 | found++; |
|
|
1499 | break; |
|
|
1500 | } |
|
|
1501 | if (found) |
|
|
1502 | break; |
1341 | break; |
1503 | } |
|
|
1504 | } |
1342 | } |
1505 | if (tmp == NULL) |
1343 | |
|
|
1344 | if (!tmp) |
1506 | return find_arrow (op, type); |
1345 | return find_arrow (op, type); |
1507 | |
1346 | |
1508 | if (tmp->head) |
1347 | if (tmp->head) |
1509 | tmp = tmp->head; |
1348 | tmp = tmp->head; |
1510 | |
1349 | |
1511 | return find_better_arrow (op, tmp, type, &i); |
1350 | return find_better_arrow (op, tmp, type, &i); |
1512 | } |
1351 | } |
1513 | |
1352 | |
1514 | /* |
1353 | /* |
1515 | * Creature fires a bow - op can be monster or player. Returns |
1354 | * Creature fires a bow - op can be monster or player. Returns |
1516 | * 1 if bow was actually fired, 0 otherwise. |
1355 | * 1 if bow was actually fired, 0 otherwise. |
1517 | * op is the object firing the bow. |
1356 | * op is the object firing the bow. |
1518 | * part is for multipart creatures - the part firing the bow. |
1357 | * part is for multipart creatures - the part firing the bow. |
1519 | * dir is the direction of fire. |
1358 | * dir is the direction of fire. |
1520 | * wc_mod is any special modifier to give (used in special player fire modes) |
1359 | * wc_mod is any special modifier to give (used in special player fire modes) |
… | |
… | |
1550 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1389 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1551 | return 0; |
1390 | return 0; |
1552 | } |
1391 | } |
1553 | |
1392 | |
1554 | // optimisation: move object to top so we will find it quickly again |
1393 | // optimisation: move object to top so we will find it quickly again |
1555 | if (bow->below) |
1394 | splay (bow); |
1556 | { |
|
|
1557 | bow->remove (); |
|
|
1558 | op->insert (bow); |
|
|
1559 | } |
|
|
1560 | |
|
|
1561 | } |
1395 | } |
1562 | |
1396 | |
1563 | if (!bow->race || !bow->skill) |
1397 | if (!bow->race || !bow->skill) |
1564 | { |
1398 | { |
1565 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1399 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
… | |
… | |
1572 | { |
1406 | { |
1573 | if (op->type == PLAYER) |
1407 | if (op->type == PLAYER) |
1574 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1408 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1575 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1409 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1576 | else |
1410 | else |
1577 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1411 | op->clr_flag (FLAG_READY_BOW); |
1578 | |
1412 | |
1579 | return 0; |
1413 | return 0; |
1580 | } |
1414 | } |
1581 | } |
1415 | } |
1582 | |
1416 | |
… | |
… | |
1591 | } |
1425 | } |
1592 | |
1426 | |
1593 | /* this should not happen, but sometimes does */ |
1427 | /* this should not happen, but sometimes does */ |
1594 | if (arrow->nrof == 0) |
1428 | if (arrow->nrof == 0) |
1595 | { |
1429 | { |
|
|
1430 | LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ()); |
1596 | arrow->destroy (); |
1431 | arrow->destroy (); |
1597 | return 0; |
1432 | return 0; |
1598 | } |
1433 | } |
1599 | |
1434 | |
1600 | left = arrow; /* these are arrows left to the player */ |
1435 | left = arrow; /* these are arrows left to the player */ |
1601 | arrow = get_split_ob (arrow, 1); |
1436 | arrow = arrow->split (); |
1602 | if (!arrow) |
1437 | if (!arrow) |
1603 | { |
1438 | { |
1604 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1439 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1605 | return 0; |
1440 | return 0; |
1606 | } |
1441 | } |
… | |
… | |
1610 | arrow->direction = dir; |
1445 | arrow->direction = dir; |
1611 | |
1446 | |
1612 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
1447 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
1613 | arrow->stats.hp = arrow->stats.dam; |
1448 | arrow->stats.hp = arrow->stats.dam; |
1614 | arrow->stats.grace = arrow->attacktype; |
1449 | arrow->stats.grace = arrow->attacktype; |
1615 | |
1450 | arrow->custom_name = arrow->slaying; |
1616 | if (arrow->slaying) |
|
|
1617 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1618 | |
1451 | |
1619 | #if 0 |
1452 | #if 0 |
1620 | if (player *pl = op->contr) |
1453 | if (player *pl = op->contr) |
1621 | { |
1454 | { |
1622 | float speed = pl->weapon_sp; |
1455 | float speed = pl->weapon_sp; |
… | |
… | |
1632 | #endif |
1465 | #endif |
1633 | |
1466 | |
1634 | SET_ANIMATION (arrow, arrow->direction); |
1467 | SET_ANIMATION (arrow, arrow->direction); |
1635 | |
1468 | |
1636 | /* update the speed */ |
1469 | /* update the speed */ |
1637 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
|
|
1638 | + bow->stats.dam / 7.f; |
|
|
1639 | |
1470 | |
1640 | arrow->set_speed (max (arrow->speed, 2.f)); |
|
|
1641 | arrow->speed_left = 0; |
1471 | arrow->speed_left = 0; |
|
|
1472 | arrow->set_speed (max (2.f, |
|
|
1473 | ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
|
|
1474 | + bow->stats.dam / 7.f |
|
|
1475 | )); |
1642 | |
1476 | |
1643 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1477 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1644 | |
1478 | |
1645 | if (op->type == PLAYER) |
1479 | if (op->type == PLAYER) |
1646 | { |
1480 | { |
… | |
… | |
1667 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
1501 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
1668 | |
1502 | |
1669 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1503 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1670 | arrow->move_type = MOVE_FLY_LOW; |
1504 | arrow->move_type = MOVE_FLY_LOW; |
1671 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1505 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
|
|
1506 | arrow->set_flag (FLAG_NO_PICK); |
1672 | |
1507 | |
1673 | op->play_sound (sound_find ("fire_arrow")); |
1508 | op->play_sound (sound_find ("fire_arrow")); |
1674 | m->insert (arrow, sx, sy, op); |
1509 | m->insert (arrow, sx, sy, op); |
1675 | |
1510 | |
1676 | if (!arrow->destroyed ()) |
1511 | if (!arrow->destroyed ()) |
1677 | move_arrow (arrow); |
1512 | move_arrow (arrow); |
1678 | |
|
|
1679 | if (op->type == PLAYER) |
|
|
1680 | { |
|
|
1681 | if (left->destroyed ()) |
|
|
1682 | esrv_del_item (op->contr, left->count); |
|
|
1683 | else |
|
|
1684 | esrv_send_item (op, left); |
|
|
1685 | } |
|
|
1686 | |
1513 | |
1687 | return 1; |
1514 | return 1; |
1688 | } |
1515 | } |
1689 | |
1516 | |
1690 | /* Special fire code for players - this takes into |
1517 | /* Special fire code for players - this takes into |
… | |
… | |
1692 | * but monsters can't. Putting that code here |
1519 | * but monsters can't. Putting that code here |
1693 | * makes the fire_bow code much cleaner. |
1520 | * makes the fire_bow code much cleaner. |
1694 | * this function should only be called if 'op' is a player, |
1521 | * this function should only be called if 'op' is a player, |
1695 | * hence the function name. |
1522 | * hence the function name. |
1696 | */ |
1523 | */ |
1697 | int |
1524 | static int |
1698 | player_fire_bow (object *op, int dir) |
1525 | player_fire_bow (object *op, int dir) |
1699 | { |
1526 | { |
1700 | int ret = 0, wcmod = 0; |
1527 | int ret; |
1701 | |
1528 | |
1702 | if (op->contr->bowtype == bow_bestarrow) |
1529 | if (op->contr->bowtype == bow_bestarrow) |
1703 | { |
1530 | { |
1704 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1531 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1705 | } |
1532 | } |
1706 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1533 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1707 | { |
1534 | { |
1708 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1535 | int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1; |
1709 | wcmod = -1; |
|
|
1710 | |
|
|
1711 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1536 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1712 | } |
1537 | } |
1713 | else if (op->contr->bowtype == bow_threewide) |
1538 | else if (op->contr->bowtype == bow_threewide) |
1714 | { |
1539 | { |
1715 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1540 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1716 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); |
1541 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); |
1717 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); |
1542 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); |
1718 | } |
1543 | } |
1719 | else if (op->contr->bowtype == bow_spreadshot) |
1544 | else if (op->contr->bowtype == bow_spreadshot) |
1720 | { |
1545 | { |
1721 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1546 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1722 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1547 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1723 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1548 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1724 | } |
1549 | } |
1725 | else |
1550 | else |
1726 | { |
1551 | { |
… | |
… | |
1732 | } |
1557 | } |
1733 | |
1558 | |
1734 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1559 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1735 | * Broken apart from 'fire' to keep it more readable. |
1560 | * Broken apart from 'fire' to keep it more readable. |
1736 | */ |
1561 | */ |
1737 | void |
1562 | static void |
1738 | fire_misc_object (object *op, int dir) |
1563 | fire_misc_object (object *op, int dir) |
1739 | { |
1564 | { |
1740 | object *item = op->contr->ranged_ob; |
1565 | object *item = op->contr->ranged_ob; |
1741 | |
1566 | |
1742 | if (!item) |
1567 | if (!item) |
… | |
… | |
1749 | { |
1574 | { |
1750 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1575 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1751 | return; |
1576 | return; |
1752 | } |
1577 | } |
1753 | |
1578 | |
1754 | if (!op->change_weapon (item)) |
1579 | if (!op->apply (item)) |
1755 | return; |
1580 | return; |
1756 | |
1581 | |
1757 | if (item->type == WAND) |
1582 | if (item->type == WAND) |
1758 | { |
1583 | { |
1759 | if (item->stats.food <= 0) |
1584 | if (item->stats.food <= 0) |
… | |
… | |
1764 | return; |
1589 | return; |
1765 | } |
1590 | } |
1766 | } |
1591 | } |
1767 | else if (item->type == ROD || item->type == HORN) |
1592 | else if (item->type == ROD || item->type == HORN) |
1768 | { |
1593 | { |
1769 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1594 | sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace); |
|
|
1595 | |
|
|
1596 | // using the maximum of the rods charge allows at least one spell cast |
|
|
1597 | // for a rod or horn, this fixes some broken rods. |
|
|
1598 | if (item->stats.hp < min (spell_sp, item->stats.maxhp)) |
1770 | { |
1599 | { |
1771 | op->contr->play_sound (sound_find ("wand_poof")); |
1600 | op->contr->play_sound (sound_find ("wand_poof")); |
1772 | |
1601 | |
1773 | if (item->type == ROD) |
1602 | if (item->type == ROD) |
1774 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1603 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
… | |
… | |
1779 | } |
1608 | } |
1780 | } |
1609 | } |
1781 | |
1610 | |
1782 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1611 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1783 | { |
1612 | { |
1784 | SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ |
1613 | item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */ |
|
|
1614 | |
1785 | if (item->type == WAND) |
1615 | if (item->type == WAND) |
1786 | { |
1616 | { |
1787 | if (!(--item->stats.food)) |
1617 | if (!(--item->stats.food)) |
1788 | { |
1618 | { |
1789 | object *tmp; |
|
|
1790 | |
|
|
1791 | if (item->arch) |
1619 | if (item->arch) |
1792 | { |
1620 | { |
1793 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1621 | item->clr_flag (FLAG_ANIMATE); |
1794 | item->face = item->arch->face; |
1622 | item->face = item->arch->face; |
1795 | item->set_speed (0); |
1623 | item->set_speed (0); |
1796 | } |
1624 | } |
1797 | |
1625 | |
1798 | if ((tmp = item->in_player ())) |
1626 | if (object *pl = item->visible_to ()) |
1799 | esrv_update_item (UPD_ANIM, tmp, item); |
1627 | esrv_update_item (UPD_ANIM, pl, item); |
1800 | } |
1628 | } |
1801 | } |
1629 | } |
1802 | else if (item->type == ROD || item->type == HORN) |
1630 | else if (item->type == ROD || item->type == HORN) |
1803 | drain_rod_charge (item); |
1631 | drain_rod_charge (item); |
1804 | } |
1632 | } |
1805 | } |
1633 | } |
1806 | |
1634 | |
1807 | /* Received a fire command for the player - go and do it. |
1635 | /* Received a fire command for the player - go and do it. |
1808 | */ |
1636 | */ |
1809 | bool |
1637 | bool |
1810 | fire (object *op, int dir) |
1638 | fire (object *who, int dir) |
1811 | { |
1639 | { |
1812 | int spellcost = 0; |
1640 | int spellcost = 0; |
1813 | |
1641 | |
1814 | /* check for loss of invisiblity/hide */ |
|
|
1815 | if (action_makes_visible (op)) |
|
|
1816 | make_visible (op); |
|
|
1817 | |
|
|
1818 | player *pl = op->contr; |
1642 | player *pl = who->contr; |
1819 | |
1643 | |
1820 | if (pl->golem) |
1644 | if (pl->golem) |
1821 | { |
1645 | { |
1822 | control_golem (op->contr->golem, dir); |
1646 | control_golem (who->contr->golem, dir); |
1823 | return false; |
1647 | return false; |
1824 | } |
1648 | } |
1825 | |
1649 | |
1826 | object *ob = pl->ranged_ob; |
1650 | object *ob = pl->ranged_ob; |
1827 | |
1651 | |
1828 | if (!ob) |
1652 | if (!ob) |
1829 | return false; |
1653 | return false; |
1830 | |
1654 | |
1831 | if (!op->change_weapon (ob)) |
|
|
1832 | return false; |
|
|
1833 | |
|
|
1834 | if (op->speed_left > 0.f) |
1655 | if (who->speed_left > 0.f) |
1835 | --op->speed_left; |
1656 | --who->speed_left; |
1836 | else |
1657 | else |
1837 | return false; |
1658 | return false; |
1838 | |
1659 | |
|
|
1660 | if (!who->apply (ob)) |
|
|
1661 | return false; |
|
|
1662 | |
|
|
1663 | /* check for loss of invisiblity/hide */ |
|
|
1664 | if (action_makes_visible (who)) |
|
|
1665 | make_visible (who); |
|
|
1666 | |
1839 | switch (ob->type) |
1667 | switch (ob->type) |
1840 | { |
1668 | { |
1841 | case BOW: |
1669 | case BOW: |
1842 | player_fire_bow (op, dir); |
1670 | player_fire_bow (who, dir); |
1843 | break; |
1671 | break; |
1844 | |
1672 | |
1845 | case SPELL: |
1673 | case SPELL: |
1846 | spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); |
1674 | spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0); |
1847 | break; |
1675 | break; |
1848 | |
1676 | |
1849 | case BUILDER: |
1677 | case BUILDER: |
1850 | apply_map_builder (op, dir); |
1678 | apply_map_builder (who, dir); |
1851 | break; |
1679 | break; |
1852 | |
1680 | |
1853 | case SKILL: |
1681 | case SKILL: |
1854 | do_skill (op, op, ob, dir, 0); |
1682 | do_skill (who, who, ob, dir, 0); |
1855 | break; |
1683 | break; |
1856 | |
1684 | |
|
|
1685 | case RANGED: |
|
|
1686 | do_skill (who, ob, who->chosen_skill, dir, 0); |
|
|
1687 | break; |
|
|
1688 | |
1857 | default: |
1689 | default: |
1858 | fire_misc_object (op, dir); |
1690 | fire_misc_object (who, dir); |
1859 | break; |
1691 | break; |
1860 | } |
1692 | } |
1861 | |
1693 | |
1862 | return true; |
1694 | return true; |
1863 | } |
1695 | } |
1864 | |
1696 | |
1865 | /* find_key |
1697 | static object * |
1866 | * We try to find a key for the door as passed. If we find a key |
|
|
1867 | * and successfully use it, we return the key, otherwise NULL |
|
|
1868 | * This function merges both normal and locked door, since the logic |
|
|
1869 | * for both is the same - just the specific key is different. |
|
|
1870 | * pl is the player, |
|
|
1871 | * inv is the objects inventory to searched |
|
|
1872 | * door is the door we are trying to match against. |
|
|
1873 | * This function can be called recursively to search containers. |
|
|
1874 | */ |
|
|
1875 | object * |
|
|
1876 | find_key (object *pl, object *container, object *door) |
1698 | find_key_ (object *pl, object *container, object *door) |
1877 | { |
1699 | { |
1878 | object *tmp, *key; |
1700 | object *tmp, *key; |
1879 | |
1701 | |
1880 | /* Should not happen, but sanity checking is never bad */ |
1702 | /* Should not happen, but sanity checking is never bad */ |
1881 | if (!container->inv) |
1703 | if (!container->inv) |
… | |
… | |
1884 | /* First, lets try to find a key in the top level inventory */ |
1706 | /* First, lets try to find a key in the top level inventory */ |
1885 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1707 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1886 | { |
1708 | { |
1887 | if (door->type == DOOR && tmp->type == KEY) |
1709 | if (door->type == DOOR && tmp->type == KEY) |
1888 | break; |
1710 | break; |
|
|
1711 | |
1889 | /* For sanity, we should really check door type, but other stuff |
1712 | /* For sanity, we should really check door type, but other stuff |
1890 | * (like containers) can be locked with special keys |
1713 | * (like containers) can be locked with special keys |
1891 | */ |
1714 | */ |
1892 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1715 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1893 | break; |
1716 | break; |
1894 | } |
1717 | } |
… | |
… | |
1899 | * a key, return |
1722 | * a key, return |
1900 | */ |
1723 | */ |
1901 | if (!tmp) |
1724 | if (!tmp) |
1902 | { |
1725 | { |
1903 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1726 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1904 | { |
|
|
1905 | /* No reason to search empty containers */ |
1727 | /* No reason to search empty containers */ |
1906 | if (tmp->type == CONTAINER && tmp->inv) |
1728 | if (tmp->type == CONTAINER && tmp->inv) |
1907 | { |
|
|
1908 | if ((key = find_key (pl, tmp, door))) |
1729 | if ((key = find_key_ (pl, tmp, door))) |
1909 | return key; |
1730 | return key; |
1910 | } |
|
|
1911 | } |
|
|
1912 | |
1731 | |
1913 | if (!tmp) |
1732 | if (!tmp) |
1914 | return NULL; |
1733 | return 0; |
1915 | } |
1734 | } |
1916 | |
1735 | |
1917 | /* We get down here if we have found a key. Now if its in a container, |
1736 | /* We get down here if we have found a key. Now if its in a container, |
1918 | * see if we actually want to use it |
1737 | * see if we actually want to use it |
1919 | */ |
1738 | */ |
1920 | if (pl != container) |
1739 | if (pl != container) |
1921 | { |
1740 | { |
1922 | /* Only let players use keys in containers */ |
1741 | /* Only let players use keys in containers */ |
1923 | if (!pl->contr) |
1742 | if (!pl->contr) |
1924 | return NULL; |
1743 | return 0; |
|
|
1744 | |
1925 | /* cases where this fails: |
1745 | /* cases where this fails: |
1926 | * If we only search the player inventory, return now since we |
1746 | * If we only search the player inventory, return now since we |
1927 | * are not in the players inventory. |
1747 | * are not in the players inventory. |
1928 | * If the container is not active, return now since only active |
1748 | * If the container is not active, return now since only active |
1929 | * containers can be used. |
1749 | * containers can be used. |
… | |
… | |
1933 | * inv must have been an container and must have been active. |
1753 | * inv must have been an container and must have been active. |
1934 | * |
1754 | * |
1935 | * Change the color so that the message doesn't disappear with |
1755 | * Change the color so that the message doesn't disappear with |
1936 | * all the others. |
1756 | * all the others. |
1937 | */ |
1757 | */ |
1938 | if (pl->contr->usekeys == key_inventory || |
1758 | if (pl->contr->usekeys == key_inventory |
1939 | !QUERY_FLAG (container, FLAG_APPLIED) || |
1759 | || !container->flag [FLAG_APPLIED] |
1940 | (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) |
1760 | || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) |
1941 | { |
1761 | { |
1942 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1762 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1943 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1763 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1944 | return NULL; |
1764 | return NULL; |
1945 | } |
1765 | } |
1946 | } |
1766 | } |
1947 | |
1767 | |
1948 | return tmp; |
1768 | return tmp; |
|
|
1769 | } |
|
|
1770 | |
|
|
1771 | /* find_key |
|
|
1772 | * We try to find a key for the door as passed. If we find a key |
|
|
1773 | * and successfully use it, we return the key, otherwise NULL |
|
|
1774 | * This function merges both normal and locked door, since the logic |
|
|
1775 | * for both is the same - just the specific key is different. |
|
|
1776 | * pl is the player, |
|
|
1777 | * inv is the objects inventory to searched |
|
|
1778 | * door is the door we are trying to match against. |
|
|
1779 | * This function can be called recursively to search containers. |
|
|
1780 | */ |
|
|
1781 | object * |
|
|
1782 | find_key (object *pl, object *container, object *door) |
|
|
1783 | { |
|
|
1784 | if (door->slaying && is_match_expr (door->slaying)) |
|
|
1785 | { |
|
|
1786 | // for match expressions, we try to find the key by applying the match |
|
|
1787 | // to the op itself, which is supposed to find the "key", instead |
|
|
1788 | // of searching through containers ourselves. |
|
|
1789 | |
|
|
1790 | return match_one (door->slaying, container, door, pl, pl); |
|
|
1791 | } |
|
|
1792 | else |
|
|
1793 | return find_key_ (pl, container, door); |
1949 | } |
1794 | } |
1950 | |
1795 | |
1951 | /* moved door processing out of move_player_attack. |
1796 | /* moved door processing out of move_player_attack. |
1952 | * returns 1 if player has opened the door with a key |
1797 | * returns 1 if player has opened the door with a key |
1953 | * such that the caller should not do anything more, |
1798 | * such that the caller should not do anything more, |
… | |
… | |
1980 | op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN); |
1825 | op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN); |
1981 | remove_door2 (door); /* remove door without violence ;-) */ |
1826 | remove_door2 (door); /* remove door without violence ;-) */ |
1982 | } |
1827 | } |
1983 | |
1828 | |
1984 | /* Do this after we print the message */ |
1829 | /* Do this after we print the message */ |
1985 | decrease_ob (key); /* Use up one of the keys */ |
1830 | key->decrease (); /* Use up one of the keys */ |
1986 | /* Need to update the weight the container the key was in */ |
|
|
1987 | if (container != op) |
|
|
1988 | esrv_update_item (UPD_WEIGHT, op, container); |
|
|
1989 | |
1831 | |
1990 | return 1; /* Nothing more to do below */ |
1832 | return 1; /* Nothing more to do below */ |
1991 | } |
1833 | } |
1992 | else if (door->type == LOCKED_DOOR) |
1834 | else if (door->type == LOCKED_DOOR) |
1993 | { |
1835 | { |
… | |
… | |
2006 | * going to try and move (not fire weapons). |
1848 | * going to try and move (not fire weapons). |
2007 | */ |
1849 | */ |
2008 | bool |
1850 | bool |
2009 | move_player_attack (object *op, int dir) |
1851 | move_player_attack (object *op, int dir) |
2010 | { |
1852 | { |
2011 | int on_battleground; |
1853 | if (!op->contr->braced && op->speed_left > 0.f && op->move (dir)) |
|
|
1854 | { |
|
|
1855 | --op->speed_left; |
|
|
1856 | return true; |
|
|
1857 | } |
2012 | |
1858 | |
2013 | sint16 nx = freearr_x[dir] + op->x; |
1859 | sint16 nx = freearr_x[dir] + op->x; |
2014 | sint16 ny = freearr_y[dir] + op->y; |
1860 | sint16 ny = freearr_y[dir] + op->y; |
2015 | |
1861 | |
2016 | on_battleground = op_on_battleground (op, 0, 0); |
|
|
2017 | |
|
|
2018 | if (out_of_map (op->map, nx, ny)) |
1862 | if (out_of_map (op->map, nx, ny)) |
2019 | return false; |
1863 | 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 | |
1864 | |
2027 | /* If braced, or can't move to the square, and it is not out of the |
1865 | /* 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 |
1866 | * 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 |
1867 | * 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 |
1868 | * player. This is a pretty nasty hack, because if we could |
… | |
… | |
2048 | || mon->flag [FLAG_CAN_ROLL]) |
1886 | || mon->flag [FLAG_CAN_ROLL]) |
2049 | && mon != op) |
1887 | && mon != op) |
2050 | break; |
1888 | break; |
2051 | } |
1889 | } |
2052 | |
1890 | |
2053 | if (!mon) /* This happens anytime the player tries to move */ |
1891 | /* no monster == player tries to move into a wall or so */ |
2054 | return false; /* into a wall */ |
1892 | if (!mon) |
|
|
1893 | { |
|
|
1894 | for (object *ob = m->at (nx, ny).top; ob; ob = ob->below) |
|
|
1895 | if (op->move_type & ob->move_block) |
|
|
1896 | { |
|
|
1897 | if (ob->move_block == MOVE_ALL) |
|
|
1898 | move_into_wall (op, ob); |
|
|
1899 | else |
|
|
1900 | { |
|
|
1901 | if (op->contr->ns->bumpmsg) |
|
|
1902 | { |
|
|
1903 | op->play_sound (sound_find ("blocked_move")); |
|
|
1904 | |
|
|
1905 | op->statusmsg (ob->invisible |
|
|
1906 | ? "Something blocks you." |
|
|
1907 | : format ("Something blocks you from entering the %s.", query_name (ob)) |
|
|
1908 | ); |
|
|
1909 | } |
|
|
1910 | } |
|
|
1911 | |
|
|
1912 | break; |
|
|
1913 | } |
|
|
1914 | |
|
|
1915 | return false; |
|
|
1916 | } |
2055 | |
1917 | |
2056 | mon = mon->head_ (); |
1918 | mon = mon->head_ (); |
2057 | |
1919 | |
2058 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
1920 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
2059 | if (op->contr->weapon_sp_left > 0.f) |
1921 | if (op->contr->weapon_sp_left > 0.f) |
… | |
… | |
2077 | */ |
1939 | */ |
2078 | if (op->type == PLAYER |
1940 | if (op->type == PLAYER |
2079 | && ((mon->owner && mon->owner->contr |
1941 | && ((mon->owner && mon->owner->contr |
2080 | && same_party (mon->owner->contr->party, op->contr->party)) |
1942 | && same_party (mon->owner->contr->party, op->contr->party)) |
2081 | || mon->owner == op) |
1943 | || mon->owner == op) |
2082 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
1944 | && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])) |
2083 | { |
1945 | { |
2084 | /* If we're braced, we don't want to switch places with it */ |
1946 | /* If we're braced, we don't want to switch places with it */ |
2085 | if (op->contr->braced) |
1947 | if (op->contr->braced) |
2086 | return false; |
1948 | return false; |
2087 | |
1949 | |
… | |
… | |
2090 | --op->speed_left; |
1952 | --op->speed_left; |
2091 | |
1953 | |
2092 | op->play_sound (sound_find ("push_player")); |
1954 | op->play_sound (sound_find ("push_player")); |
2093 | push_ob (mon, dir, op); |
1955 | push_ob (mon, dir, op); |
2094 | |
1956 | |
2095 | if (op->contr->tmp_invis || op->hide) |
1957 | if (action_makes_visible (op)) |
2096 | make_visible (op); |
1958 | make_visible (op); |
2097 | |
1959 | |
2098 | return true; |
1960 | return true; |
2099 | } |
1961 | } |
2100 | else |
1962 | else |
2101 | return false; |
1963 | return false; |
2102 | } |
1964 | } |
|
|
1965 | |
|
|
1966 | bool on_battleground = op_on_battleground (op, 0, 0); |
2103 | |
1967 | |
2104 | /* in certain circumstances, you shouldn't attack friendly |
1968 | /* in certain circumstances, you shouldn't attack friendly |
2105 | * creatures. Note that if you are braced, you can't push |
1969 | * creatures. Note that if you are braced, you can't push |
2106 | * someone, but put it inside this loop so that you won't |
1970 | * someone, but put it inside this loop so that you won't |
2107 | * attack them either. |
1971 | * attack them either. |
2108 | */ |
1972 | */ |
2109 | if ((mon->type == PLAYER || mon->enemy != op) |
1973 | if ((mon->type == PLAYER || mon->enemy != op) |
2110 | && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) |
1974 | && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]) |
2111 | && ((op->contr->peaceful |
1975 | && ((op->contr->peaceful |
2112 | || (mon->type == PLAYER && mon->contr->peaceful)) |
1976 | || (mon->type == PLAYER && mon->contr->peaceful)) |
2113 | && !on_battleground)) |
1977 | && !on_battleground)) |
2114 | { |
1978 | { |
2115 | if (op->speed_left > 0.f) |
1979 | if (op->speed_left > 0.f) |
… | |
… | |
2122 | push_ob (mon, dir, op); |
1986 | push_ob (mon, dir, op); |
2123 | } |
1987 | } |
2124 | else |
1988 | else |
2125 | op->statusmsg ("You withhold your attack"); |
1989 | op->statusmsg ("You withhold your attack"); |
2126 | |
1990 | |
2127 | if (op->contr->tmp_invis || op->hide) |
1991 | if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN]) |
2128 | make_visible (op); |
1992 | make_visible (op); |
2129 | |
1993 | |
2130 | return true; |
1994 | return true; |
2131 | } |
1995 | } |
2132 | } |
1996 | } |
2133 | /* If the object is a boulder or other rollable object, then |
1997 | /* 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. |
1998 | * roll it if not braced. You can't roll it if you are braced. |
2135 | */ |
1999 | */ |
2136 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
2000 | else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced)) |
2137 | { |
2001 | { |
2138 | if (op->speed_left > 0.f) |
2002 | if (op->speed_left > 0.f) |
2139 | { |
2003 | { |
2140 | --op->speed_left; |
2004 | --op->speed_left; |
2141 | |
2005 | |
… | |
… | |
2150 | * Way it works is like this: First, it must have some hit points |
2014 | * 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: |
2015 | * 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 |
2016 | * 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. |
2017 | * that party_number -1 is no party, so attacks can still happen. |
2154 | */ |
2018 | */ |
2155 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2019 | else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] && |
2156 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2020 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2157 | { |
2021 | { |
2158 | if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) |
2022 | if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) |
2159 | { |
2023 | { |
2160 | --op->contr->weapon_sp_left; |
2024 | --op->contr->weapon_sp_left; |
… | |
… | |
2172 | } |
2036 | } |
2173 | |
2037 | |
2174 | bool |
2038 | bool |
2175 | move_player (object *op, int dir) |
2039 | move_player (object *op, int dir) |
2176 | { |
2040 | { |
2177 | int pick; |
|
|
2178 | |
|
|
2179 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2041 | if (!op->map || op->map->state != MAP_ACTIVE) |
2180 | return 0; |
2042 | return 0; |
2181 | |
2043 | |
2182 | /* Sanity check: make sure dir is valid */ |
2044 | /* Sanity check: make sure dir is valid */ |
2183 | if ((dir < 0) || (dir >= 9)) |
2045 | if (dir < 0 || dir > 8) |
2184 | { |
2046 | { |
2185 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2047 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2186 | return 0; |
2048 | return 0; |
2187 | } |
2049 | } |
2188 | |
2050 | |
2189 | /* peterm: added following line */ |
2051 | /* peterm: added following line */ |
2190 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2052 | if (op->flag [FLAG_CONFUSED] && dir) |
2191 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2053 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2192 | |
2054 | |
2193 | op->facing = dir; |
2055 | op->facing = dir; |
2194 | |
2056 | |
2195 | if (op->hide) |
2057 | if (op->flag [FLAG_HIDDEN]) |
2196 | do_hidden_move (op); |
2058 | do_hidden_move (op); |
2197 | |
2059 | |
2198 | bool retval; |
2060 | bool retval; |
|
|
2061 | int pick = 0; |
2199 | |
2062 | |
2200 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2063 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2201 | retval = RESULT_INT (0); |
2064 | retval = RESULT_INT (0); |
2202 | else if (op->contr->fire_on) |
2065 | else if (op->contr->fire_on) |
2203 | retval = fire (op, dir); |
2066 | retval = fire (op, dir); |
… | |
… | |
2234 | * players. |
2097 | * players. |
2235 | */ |
2098 | */ |
2236 | bool |
2099 | bool |
2237 | handle_newcs_player (object *op) |
2100 | handle_newcs_player (object *op) |
2238 | { |
2101 | { |
2239 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2102 | if (op->flag [FLAG_SCARED]) |
2240 | { |
2103 | { |
2241 | if (op->speed_left > 0.f) |
2104 | if (op->speed_left > 0.f) |
2242 | { |
2105 | { |
2243 | --op->speed_left; |
2106 | --op->speed_left; |
2244 | flee_player (op); |
2107 | flee_player (op); |
… | |
… | |
2260 | return move_player (op, op->direction); |
2123 | return move_player (op, op->direction); |
2261 | |
2124 | |
2262 | return false; |
2125 | return false; |
2263 | } |
2126 | } |
2264 | |
2127 | |
2265 | int |
2128 | static int |
2266 | save_life (object *op) |
2129 | save_life (object *op) |
2267 | { |
2130 | { |
2268 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2131 | if (!op->flag [FLAG_LIFESAVE]) |
2269 | return 0; |
2132 | return 0; |
2270 | |
2133 | |
2271 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2134 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2272 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2135 | if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE]) |
2273 | { |
2136 | { |
2274 | op->play_sound (sound_find ("ob_evaporate")); |
2137 | 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)); |
2138 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2276 | |
2139 | |
2277 | if (op->contr) |
|
|
2278 | esrv_del_item (op->contr, tmp->count); |
|
|
2279 | |
|
|
2280 | tmp->destroy (); |
2140 | tmp->destroy (); |
2281 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2141 | op->clr_flag (FLAG_LIFESAVE); |
2282 | |
2142 | |
2283 | if (op->stats.hp < 0) |
2143 | if (op->stats.hp < 0) |
2284 | op->stats.hp = op->stats.maxhp; |
2144 | op->stats.hp = op->stats.maxhp; |
2285 | |
2145 | |
2286 | if (op->stats.food < 0) |
2146 | if (op->stats.food < 0) |
2287 | op->stats.food = 999; |
2147 | op->stats.food = MAX_FOOD; |
2288 | |
2148 | |
2289 | op->update_stats (); |
2149 | op->update_stats (); |
2290 | return 1; |
2150 | return 1; |
2291 | } |
2151 | } |
2292 | |
2152 | |
2293 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2153 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2294 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2154 | op->clr_flag (FLAG_LIFESAVE); |
2295 | enter_player_savebed (op); /* bring him home. */ |
2155 | enter_player_savebed (op); /* bring him home. */ |
2296 | return 0; |
2156 | return 0; |
2297 | } |
2157 | } |
2298 | |
2158 | |
2299 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2159 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2300 | * back in the map (location and map determined by values of env). This |
2160 | * back in the map (location and map determined by values of env). This |
2301 | * function will descend into containers. op is the object to start the search |
2161 | * function will descend into containers. op is the object to start the search |
2302 | * from. |
2162 | * from. |
2303 | */ |
2163 | */ |
2304 | static void |
2164 | static void |
2305 | drop_unpaid_items (object *op, object *env) |
2165 | drop_unpaid_items (object *op, object *env) |
2306 | { |
2166 | { |
2307 | while (op) |
2167 | while (op) |
2308 | { |
2168 | { |
2309 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2169 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2310 | |
2170 | |
2311 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2171 | if (op->flag [FLAG_UNPAID]) |
2312 | { |
|
|
2313 | if (env->type == PLAYER) |
|
|
2314 | esrv_del_item (env->contr, op->count); |
|
|
2315 | |
|
|
2316 | op->insert_at (env); |
2172 | op->insert_at (env); |
2317 | } |
|
|
2318 | else if (op->inv) |
2173 | else if (op->inv) |
2319 | drop_unpaid_items (op->inv, env); |
2174 | drop_unpaid_items (op->inv, env); |
2320 | |
2175 | |
2321 | op = next; |
2176 | op = next; |
2322 | } |
2177 | } |
… | |
… | |
2327 | { |
2182 | { |
2328 | if (!flag [FLAG_REMOVED]) |
2183 | if (!flag [FLAG_REMOVED]) |
2329 | ::drop_unpaid_items (inv, this); |
2184 | ::drop_unpaid_items (inv, this); |
2330 | } |
2185 | } |
2331 | |
2186 | |
2332 | /* |
|
|
2333 | * Returns pointer a static string containing gravestone text |
|
|
2334 | * Moved from apply.c to player.c - player.c is what |
|
|
2335 | * actually uses this function. player.c may not be quite the |
|
|
2336 | * best, a misc file for object actions is probably better, |
|
|
2337 | * but there isn't one in the server directory. |
|
|
2338 | */ |
|
|
2339 | char * |
|
|
2340 | gravestone_text (object *op) |
|
|
2341 | { |
|
|
2342 | static char buf2[MAX_BUF]; |
|
|
2343 | char buf[MAX_BUF]; |
|
|
2344 | time_t now = time (NULL); |
|
|
2345 | |
|
|
2346 | strcpy (buf2, " R.I.P.\n\n"); |
|
|
2347 | if (op->type == PLAYER) |
|
|
2348 | sprintf (buf, "%s the %s\n", &op->name, op->contr->title); |
|
|
2349 | else |
|
|
2350 | sprintf (buf, "%s\n", &op->name); |
|
|
2351 | |
|
|
2352 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
|
|
2353 | strcat (buf2, buf); |
|
|
2354 | if (op->type == PLAYER) |
|
|
2355 | sprintf (buf, "who was in level %d when killed\n", op->level); |
|
|
2356 | else |
|
|
2357 | sprintf (buf, "who was in level %d when died.\n\n", op->level); |
|
|
2358 | |
|
|
2359 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
|
|
2360 | strcat (buf2, buf); |
|
|
2361 | if (op->type == PLAYER) |
|
|
2362 | { |
|
|
2363 | sprintf (buf, "by %s.\n\n", op->contr->killer); |
|
|
2364 | strncat (buf2, " ", 21 - strlen (buf) / 2); |
|
|
2365 | strcat (buf2, buf); |
|
|
2366 | } |
|
|
2367 | |
|
|
2368 | strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); |
|
|
2369 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
|
|
2370 | strcat (buf2, buf); |
|
|
2371 | |
|
|
2372 | return buf2; |
|
|
2373 | } |
|
|
2374 | |
|
|
2375 | void |
2187 | void |
2376 | do_some_living (object *op) |
2188 | do_some_living (object *op) |
2377 | { |
2189 | { |
2378 | int last_food = op->stats.food; |
2190 | int last_food = op->stats.food; |
2379 | int gen_hp, gen_sp, gen_grace; |
2191 | int gen_hp, gen_sp, gen_grace; |
2380 | int over_hp, over_sp, over_grace; |
|
|
2381 | int i; |
|
|
2382 | int rate_hp = 1200; |
2192 | int rate_hp = 1200; |
2383 | int rate_sp = 2500; |
2193 | int rate_sp = 2500; |
2384 | int rate_grace = 2000; |
2194 | int rate_grace = 2000; |
2385 | const int max_hp = 1; |
2195 | const int max_hp = 1; |
2386 | const int max_sp = 1; |
2196 | const int max_sp = 1; |
2387 | const int max_grace = 1; |
2197 | const int max_grace = 1; |
2388 | |
2198 | |
|
|
2199 | #if 0 |
2389 | if (op->contr->hidden) |
2200 | if (op->contr->hidden) |
2390 | { |
2201 | { |
2391 | op->invisible = 1000; |
2202 | op->invisible = 1000; |
2392 | /* the socket code flashes the player visible/invisible |
2203 | /* the socket code flashes the player visible/invisible |
2393 | * depending on the value of invisible, so we need to |
2204 | * depending on the value of invisible, so we need to |
2394 | * alternate it here for it to work correctly. |
2205 | * alternate it here for it to work correctly. |
2395 | */ |
2206 | */ |
2396 | if (pticks & 2) |
2207 | if (server_tick & 2) |
2397 | op->invisible--; |
2208 | op->invisible--; |
2398 | } |
2209 | } |
|
|
2210 | else |
|
|
2211 | #endif |
2399 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
2212 | if (op->invisible && !(op->flag [FLAG_MAKE_INVIS])) |
2400 | { |
2213 | { |
2401 | if (!op->invisible--) |
2214 | if (!op->invisible--) |
2402 | { |
2215 | { |
2403 | make_visible (op); |
2216 | make_visible (op); |
2404 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
2217 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
… | |
… | |
2438 | if (--op->last_grace < 0) |
2251 | if (--op->last_grace < 0) |
2439 | { |
2252 | { |
2440 | if (op->stats.grace < op->stats.maxgrace / 2) |
2253 | if (op->stats.grace < op->stats.maxgrace / 2) |
2441 | op->stats.grace++; /* no penalty in food for regaining grace */ |
2254 | op->stats.grace++; /* no penalty in food for regaining grace */ |
2442 | |
2255 | |
|
|
2256 | int temp = gen_grace < 20 ? 30 : gen_grace + 10; |
|
|
2257 | |
2443 | if (max_grace > 1) |
2258 | if (max_grace > 1) |
2444 | { |
2259 | { |
2445 | over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; |
2260 | int over_grace = temp / rate_grace; |
|
|
2261 | |
2446 | if (over_grace > 0) |
2262 | if (over_grace > 0) |
2447 | { |
2263 | { |
2448 | op->stats.sp += over_grace |
2264 | op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0; |
2449 | + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0; |
|
|
2450 | op->last_grace = 0; |
2265 | op->last_grace = 0; |
2451 | } |
2266 | } |
2452 | else |
2267 | else |
2453 | { |
2268 | op->last_grace = rate_grace / temp; |
2454 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
|
|
2455 | } |
|
|
2456 | } |
2269 | } |
2457 | else |
2270 | else |
2458 | { |
2271 | op->last_grace = rate_grace / temp; |
2459 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2272 | |
2460 | } |
|
|
2461 | /* wearing stuff doesn't detract from grace generation. */ |
2273 | /* wearing stuff doesn't detract from grace generation. */ |
2462 | } |
2274 | } |
2463 | |
2275 | |
2464 | if (op->stats.food > 0) |
2276 | if (op->stats.food > 0) |
2465 | { |
2277 | { |
… | |
… | |
2471 | if (op->stats.sp < op->stats.maxsp) |
2283 | if (op->stats.sp < op->stats.maxsp) |
2472 | { |
2284 | { |
2473 | op->stats.sp++; |
2285 | op->stats.sp++; |
2474 | |
2286 | |
2475 | /* dms do not consume food */ |
2287 | /* dms do not consume food */ |
2476 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2288 | if (!op->flag [FLAG_WIZ]) |
2477 | { |
2289 | { |
2478 | op->stats.food--; |
2290 | op->stats.food--; |
2479 | |
2291 | |
2480 | if (op->contr->digestion < 0) |
2292 | if (op->contr->digestion < 0) |
2481 | op->stats.food += op->contr->digestion; |
2293 | op->stats.food += op->contr->digestion; |
… | |
… | |
2484 | } |
2296 | } |
2485 | } |
2297 | } |
2486 | |
2298 | |
2487 | if (max_sp > 1) |
2299 | if (max_sp > 1) |
2488 | { |
2300 | { |
2489 | over_sp = (gen_sp + 10) / rate_sp; |
2301 | int over_sp = (gen_sp + 10) / rate_sp; |
2490 | if (over_sp > 0) |
2302 | if (over_sp > 0) |
2491 | { |
2303 | { |
2492 | if (op->stats.sp < op->stats.maxsp) |
2304 | if (op->stats.sp < op->stats.maxsp) |
2493 | { |
2305 | { |
2494 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
2306 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
… | |
… | |
2515 | if (op->stats.hp < op->stats.maxhp) |
2327 | if (op->stats.hp < op->stats.maxhp) |
2516 | { |
2328 | { |
2517 | op->stats.hp++; |
2329 | op->stats.hp++; |
2518 | |
2330 | |
2519 | /* dms do not consume food */ |
2331 | /* dms do not consume food */ |
2520 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2332 | if (!op->flag [FLAG_WIZ]) |
2521 | { |
2333 | { |
2522 | op->stats.food--; |
2334 | op->stats.food--; |
2523 | |
2335 | |
2524 | if (op->contr->digestion < 0) |
2336 | if (op->contr->digestion < 0) |
2525 | op->stats.food += op->contr->digestion; |
2337 | op->stats.food += op->contr->digestion; |
2526 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2338 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2527 | op->stats.food = last_food; |
2339 | op->stats.food = last_food; |
2528 | } |
2340 | } |
2529 | } |
2341 | } |
2530 | |
2342 | |
|
|
2343 | int temp = gen_hp < 20 ? 30 : gen_hp + 10; |
|
|
2344 | |
2531 | if (max_hp > 1) |
2345 | if (max_hp > 1) |
2532 | { |
2346 | { |
2533 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
2347 | int over_hp = temp / rate_hp; |
2534 | |
2348 | |
2535 | if (over_hp > 0) |
2349 | if (over_hp > 0) |
2536 | { |
2350 | { |
2537 | op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
2351 | op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0; |
2538 | op->last_heal = 0; |
2352 | op->last_heal = 0; |
2539 | } |
2353 | } |
2540 | else |
2354 | else |
2541 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2355 | op->last_heal = rate_hp / temp; |
2542 | } |
2356 | } |
2543 | else |
2357 | else |
2544 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2358 | op->last_heal = rate_hp / temp; |
2545 | } |
2359 | } |
2546 | } |
2360 | } |
2547 | |
2361 | |
2548 | /* Digestion */ |
2362 | /* Digestion */ |
2549 | if (--op->last_eat < 0) |
2363 | if (--op->last_eat < 0) |
… | |
… | |
2552 | penalty = max (0, -op->contr->digestion); |
2366 | penalty = max (0, -op->contr->digestion); |
2553 | |
2367 | |
2554 | op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); |
2368 | op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); |
2555 | |
2369 | |
2556 | /* dms do not consume food */ |
2370 | /* dms do not consume food */ |
2557 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2371 | if (!op->flag [FLAG_WIZ]) |
2558 | op->stats.food--; |
2372 | op->stats.food--; |
2559 | } |
2373 | } |
2560 | |
2374 | |
2561 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2375 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2562 | { |
2376 | { |
2563 | object *tmp, *flesh = 0; |
2377 | object *flesh = 0; |
2564 | |
2378 | |
2565 | for (tmp = op->inv; tmp; tmp = tmp->below) |
2379 | for_inv_removable (op, tmp) |
2566 | { |
2380 | { |
2567 | if (!QUERY_FLAG (tmp, FLAG_UNPAID)) |
2381 | if (tmp->flag [FLAG_UNPAID]) |
|
|
2382 | continue; |
|
|
2383 | |
|
|
2384 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2568 | { |
2385 | { |
2569 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2386 | op->statusmsg ("You blindly grab for a bite of food. " |
2570 | { |
2387 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2571 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2388 | op->apply (tmp); |
2572 | manual_apply (op, tmp, 0); |
2389 | |
2573 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2390 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2574 | break; |
2391 | break; |
2575 | } |
2392 | } |
2576 | else if (tmp->type == FLESH) |
2393 | else if (tmp->type == FLESH) |
2577 | flesh = tmp; |
2394 | flesh = tmp; |
2578 | } /* End if paid for object */ |
2395 | } |
2579 | } /* end of for loop */ |
|
|
2580 | |
2396 | |
2581 | /* If player is still starving, it means they don't have any food, so |
2397 | /* If player is still starving, it means they don't have any food, so |
2582 | * eat flesh instead. |
2398 | * eat flesh instead. |
2583 | */ |
2399 | */ |
2584 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2400 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2585 | { |
2401 | { |
2586 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2402 | op->statusmsg ("You blindly grab for a bite of food. " |
|
|
2403 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2587 | manual_apply (op, flesh, 0); |
2404 | op->apply (flesh); |
2588 | } |
2405 | } |
|
|
2406 | |
|
|
2407 | // If player is still starving, alert him! |
|
|
2408 | if (op->stats.food < 0) |
|
|
2409 | op->failmsg ("You are starving! " |
|
|
2410 | "H<Eat some food to increase your food and prevent you from an untimely death.>"); |
2589 | } |
2411 | } |
2590 | |
2412 | |
2591 | if (op->stats.food < 0) |
2413 | if (op->stats.food < 0) |
2592 | { |
2414 | { |
2593 | op->stats.hp += op->stats.food; |
2415 | op->stats.hp += op->stats.food; |
2594 | op->stats.food = 0; |
2416 | op->stats.food = 0; |
|
|
2417 | |
|
|
2418 | if (op->stats.hp < 0) |
|
|
2419 | { |
|
|
2420 | op->contr->killer = archetype::get ("killer_starvation"); |
|
|
2421 | op->contr->killer->destroy (); |
2595 | } |
2422 | } |
|
|
2423 | } |
2596 | |
2424 | |
|
|
2425 | /* killer should be set here already */ |
2597 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2426 | if (op->stats.hp < 0 && !op->flag [FLAG_WIZ]) |
2598 | kill_player (op); |
2427 | kill_player (op); |
2599 | } |
2428 | } |
2600 | } |
2429 | } |
2601 | |
2430 | |
2602 | /* If the player should die (lack of hp, food, etc), we call this. |
2431 | /* If the player should die (lack of hp, food, etc), we call this. |
… | |
… | |
2606 | */ |
2435 | */ |
2607 | void |
2436 | void |
2608 | kill_player (object *op) |
2437 | kill_player (object *op) |
2609 | { |
2438 | { |
2610 | int x, y; |
2439 | int x, y; |
2611 | char buf[MAX_BUF]; |
|
|
2612 | maptile *map; /* this is for resurrection */ |
2440 | maptile *map; /* this is for resurrection */ |
2613 | int will_kill_again; |
2441 | int will_kill_again; |
2614 | archetype *at; |
2442 | archetype *at; |
2615 | object *tmp; |
2443 | object *tmp; |
2616 | |
2444 | |
2617 | if (save_life (op)) |
2445 | if (save_life (op)) |
2618 | return; |
2446 | return; |
|
|
2447 | |
|
|
2448 | dynbuf_text deathtab; |
|
|
2449 | |
|
|
2450 | /* restore player */ |
|
|
2451 | at = archetype::find (shstr_poisoning); |
|
|
2452 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2453 | { |
|
|
2454 | tmp->destroy (); |
|
|
2455 | deathtab << "Your body feels cleansed...\r"; |
|
|
2456 | } |
|
|
2457 | |
|
|
2458 | at = archetype::find (shstr_confusion); |
|
|
2459 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2460 | { |
|
|
2461 | tmp->destroy (); |
|
|
2462 | deathtab << "Your mind feels clearer...\r"; |
|
|
2463 | } |
|
|
2464 | |
|
|
2465 | cure_disease (op, 0, 0); /* remove any disease */ |
|
|
2466 | |
|
|
2467 | max_it (op->stats.hp , op->stats.maxhp); |
|
|
2468 | max_it (op->stats.sp , op->stats.maxsp); |
|
|
2469 | max_it (op->stats.grace, op->stats.maxgrace); |
|
|
2470 | max_it (op->stats.food , 200); |
|
|
2471 | |
|
|
2472 | // remove all spell effects that are active |
|
|
2473 | // to avoid long-term effects such as word-of-recall |
|
|
2474 | for (object *item = op->inv; item; ) |
|
|
2475 | { |
|
|
2476 | object *next = item->below; |
|
|
2477 | |
|
|
2478 | if (item->type == SPELL_EFFECT && item->active) |
|
|
2479 | item->destroy (); |
|
|
2480 | |
|
|
2481 | item = next; |
|
|
2482 | } |
2619 | |
2483 | |
2620 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2484 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2621 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2485 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2622 | * Look at op_on_battleground() for more info --AndreasV |
2486 | * Look at op_on_battleground() for more info --AndreasV |
2623 | */ |
2487 | */ |
2624 | if (op_on_battleground (op, &x, &y)) |
2488 | if (op_on_battleground (op, &x, &y)) |
2625 | { |
2489 | { |
2626 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2490 | deathtab << "You almost died in combat, but local medics have saved your life...\r"; |
2627 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
|
|
2628 | |
|
|
2629 | /* restore player */ |
|
|
2630 | at = archetype::find ("poisoning"); |
|
|
2631 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2632 | { |
|
|
2633 | tmp->destroy (); |
|
|
2634 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
|
|
2635 | } |
|
|
2636 | |
|
|
2637 | at = archetype::find ("confusion"); |
|
|
2638 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2639 | { |
|
|
2640 | tmp->destroy (); |
|
|
2641 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
|
|
2642 | } |
|
|
2643 | |
|
|
2644 | cure_disease (op, 0, 0); /* remove any disease */ |
|
|
2645 | op->stats.hp = op->stats.maxhp; |
|
|
2646 | if (op->stats.food <= 0) |
|
|
2647 | op->stats.food = 999; |
|
|
2648 | |
2491 | |
2649 | /* create a bodypart-trophy to make the winner happy */ |
2492 | /* create a bodypart-trophy to make the winner happy */ |
2650 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2493 | object *tmp = archetype::find (shstr_finger)->instance (); |
2651 | { |
2494 | |
2652 | tmp->name = format ("%s's finger" , &op->name); |
2495 | tmp->name = format ("%s's finger" , &op->name); |
2653 | tmp->name_pl = format ("%s's fingers", &op->name); |
2496 | tmp->name_pl = format ("%s's fingers", &op->name); |
2654 | tmp->msg = format ( |
2497 | tmp->msg = format ( |
2655 | "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", |
2498 | "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", |
2656 | &op->name, op->contr->title, (int) (op->level), op->contr->killer |
2499 | &op->name, op->contr->title, |
|
|
2500 | (int)op->level, |
|
|
2501 | op->contr->killer_name () |
2657 | ); |
2502 | ); |
2658 | tmp->value = 0, tmp->type = 0; |
2503 | tmp->value = 0, tmp->type = 0; |
2659 | tmp->materialname = "organics"; |
2504 | tmp->material = name_to_material (shstr_organic); |
2660 | tmp->insert_at (op, tmp); |
2505 | tmp->insert_at (op, tmp); |
2661 | } |
|
|
2662 | |
2506 | |
2663 | /* teleport defeated player to new destination */ |
2507 | /* teleport defeated player to new destination */ |
2664 | transfer_ob (op, x, y, 0, NULL); |
2508 | transfer_ob (op, x, y, 0, NULL); |
2665 | op->contr->braced = 0; |
2509 | op->contr->braced = 0; |
|
|
2510 | |
|
|
2511 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2666 | return; |
2512 | return; |
2667 | } |
2513 | } |
2668 | |
2514 | |
|
|
2515 | deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n"; |
|
|
2516 | deathtab << "T<YOU HAVE DIED>\n\n"; |
|
|
2517 | |
2669 | INVOKE_PLAYER (DEATH, op->contr); |
2518 | INVOKE_PLAYER (DEATH, op->contr); |
2670 | |
2519 | |
2671 | command_kill_pets (op, 0); |
2520 | command_kill_pets (op, 0); |
2672 | |
|
|
2673 | if (op->stats.food < 0) |
|
|
2674 | strcpy (op->contr->killer, "starvation"); |
|
|
2675 | |
2521 | |
2676 | op->contr->play_sound (sound_find ("player_dies")); |
2522 | op->contr->play_sound (sound_find ("player_dies")); |
2677 | |
2523 | |
2678 | /* save the map location for corpse, gravestone */ |
2524 | /* save the map location for corpse, gravestone */ |
2679 | x = op->x; |
2525 | x = op->x; |
… | |
… | |
2709 | |
2555 | |
2710 | lost_a_stat = 0; |
2556 | lost_a_stat = 0; |
2711 | |
2557 | |
2712 | for (z = 0; z < num_stats_lose; z++) |
2558 | for (z = 0; z < num_stats_lose; z++) |
2713 | { |
2559 | { |
2714 | i = RANDOM () % NUM_STATS; |
2560 | i = rndm (NUM_STATS); |
2715 | |
2561 | |
2716 | if (settings.stat_loss_on_death) |
2562 | if (settings.stat_loss_on_death) |
2717 | { |
2563 | { |
2718 | /* Pick a random stat and take a point off it. Tell the player |
2564 | /* Pick a random stat and take a point off it. Tell the player |
2719 | * what he lost. |
2565 | * what he lost. |
… | |
… | |
2726 | lost_a_stat = 1; |
2572 | lost_a_stat = 1; |
2727 | } |
2573 | } |
2728 | else |
2574 | else |
2729 | { |
2575 | { |
2730 | /* deplete a stat */ |
2576 | /* deplete a stat */ |
2731 | archetype *deparch = archetype::find ("depletion"); |
2577 | archetype *deparch = archetype::find (shstr_depletion); |
2732 | object *dep; |
2578 | object *dep; |
2733 | |
2579 | |
2734 | dep = present_arch_in_ob (deparch, op); |
2580 | dep = present_arch_in_ob (deparch, op); |
2735 | if (!dep) |
2581 | if (!dep) |
2736 | { |
2582 | { |
2737 | dep = arch_to_object (deparch); |
2583 | dep = deparch->instance (); |
2738 | insert_ob_in_ob (dep, op); |
2584 | insert_ob_in_ob (dep, op); |
2739 | } |
2585 | } |
2740 | lose_this_stat = 1; |
2586 | lose_this_stat = 1; |
2741 | if (settings.balanced_stat_loss) |
2587 | if (settings.balanced_stat_loss) |
2742 | { |
2588 | { |
… | |
… | |
2754 | |
2600 | |
2755 | /* There is a maximum depletion total per level. */ |
2601 | /* There is a maximum depletion total per level. */ |
2756 | if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
2602 | if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
2757 | { |
2603 | { |
2758 | lose_this_stat = 0; |
2604 | lose_this_stat = 0; |
2759 | /* Take loss chance vs keep chance to see if we |
2605 | /* Take loss chance vs keep chance to see if we |
2760 | retain the stat. */ |
2606 | retain the stat. */ |
2761 | } |
2607 | } |
2762 | else |
2608 | else |
2763 | { |
2609 | { |
2764 | if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) |
2610 | if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) |
… | |
… | |
2770 | } |
2616 | } |
2771 | } |
2617 | } |
2772 | |
2618 | |
2773 | if (lose_this_stat) |
2619 | if (lose_this_stat) |
2774 | { |
2620 | { |
2775 | this_stat = get_attr_value (&(dep->stats), i); |
2621 | this_stat = get_attr_value (&dep->stats, i); |
2776 | /* We could try to do something clever like find another |
2622 | /* We could try to do something clever like find another |
2777 | * stat to reduce if this fails. But chances are, if |
2623 | * stat to reduce if this fails. But chances are, if |
2778 | * stats have been depleted to -50, all are pretty low |
2624 | * stats have been depleted to -50, all are pretty low |
2779 | * and should be roughly the same, so it shouldn't make a |
2625 | * and should be roughly the same, so it shouldn't make a |
2780 | * difference. |
2626 | * difference. |
2781 | */ |
2627 | */ |
2782 | if (this_stat >= -50) |
2628 | if (this_stat >= -50) |
2783 | { |
2629 | { |
2784 | change_attr_value (&(dep->stats), i, -1); |
2630 | change_attr_value (&(dep->stats), i, -1); |
2785 | SET_FLAG (dep, FLAG_APPLIED); |
2631 | dep->set_flag (FLAG_APPLIED); |
2786 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
2632 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
2787 | op->update_stats (); |
2633 | op->update_stats (); |
2788 | lost_a_stat = 1; |
2634 | lost_a_stat = 1; |
2789 | } |
2635 | } |
2790 | } |
2636 | } |
2791 | } |
2637 | } |
2792 | } |
2638 | } |
|
|
2639 | |
2793 | /* If no stat lost, tell the player. */ |
2640 | /* If no stat lost, tell the player. */ |
2794 | if (!lost_a_stat) |
2641 | if (!lost_a_stat) |
2795 | { |
2642 | { |
2796 | /* determine_god() seems to not work sometimes... why is this? |
2643 | /* determine_god() seems to not work sometimes... why is this? |
2797 | Should I be using something else? GD */ |
2644 | Should I be using something else? GD */ |
2798 | const char *god = determine_god (op); |
2645 | shstr_tmp god = determine_god (op); |
2799 | |
2646 | |
2800 | if (god && (strcmp (god, "none"))) |
2647 | if (god != shstr_none) |
2801 | new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); |
2648 | deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r"; |
2802 | else |
2649 | else |
2803 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
2650 | deathtab << "For a brief moment you feel a holy presence protecting you.\r"; |
2804 | } |
2651 | } |
2805 | #else |
2652 | #else |
2806 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); |
2653 | deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely."; |
2807 | #endif |
2654 | #endif |
2808 | |
2655 | |
2809 | /* Put a gravestone up where the character 'almost' died. List the |
2656 | /* Put a gravestone up where the character 'almost' died. List the |
2810 | * exp loss on the stone. |
2657 | * exp loss on the stone. |
2811 | */ |
2658 | */ |
2812 | tmp = arch_to_object (archetype::find ("gravestone")); |
2659 | tmp = archetype::find (shstr_gravestone)->instance (); |
2813 | sprintf (buf, "%s's gravestone", &op->name); |
2660 | tmp->name = format ("%s's gravestone", &op->name); |
2814 | tmp->name = buf; |
2661 | tmp->name_pl = format ("%s's gravestones", &op->name); |
2815 | sprintf (buf, "%s's gravestones", &op->name); |
2662 | tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", |
2816 | tmp->name_pl = buf; |
2663 | &op->name, op->contr->title, op->contr->killer_name ()); |
2817 | 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); |
|
|
2818 | tmp->msg = buf; |
|
|
2819 | tmp->x = op->x, tmp->y = op->y; |
2664 | tmp->x = op->x, tmp->y = op->y; |
2820 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2665 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2821 | |
2666 | |
2822 | /**************************************/ |
2667 | /**************************************/ |
2823 | /* */ |
2668 | /* */ |
2824 | /* Subtract the experience points, */ |
2669 | /* Subtract the experience points, */ |
2825 | /* if we died cause of food, give us */ |
|
|
2826 | /* food, and reset HP's... */ |
|
|
2827 | /* */ |
2670 | /* */ |
2828 | /**************************************/ |
2671 | /**************************************/ |
2829 | |
2672 | |
2830 | /* remove any poisoning and confusion the character may be suffering. */ |
|
|
2831 | /* restore player */ |
|
|
2832 | at = archetype::find ("poisoning"); |
|
|
2833 | tmp = present_arch_in_ob (at, op); |
|
|
2834 | |
|
|
2835 | if (tmp) |
|
|
2836 | { |
|
|
2837 | tmp->destroy (); |
|
|
2838 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
|
|
2839 | } |
|
|
2840 | |
|
|
2841 | at = archetype::find ("confusion"); |
|
|
2842 | tmp = present_arch_in_ob (at, op); |
|
|
2843 | if (tmp) |
|
|
2844 | { |
|
|
2845 | tmp->destroy (); |
|
|
2846 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
|
|
2847 | } |
|
|
2848 | |
|
|
2849 | cure_disease (op, 0, 0); /* remove any disease */ |
|
|
2850 | |
|
|
2851 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2673 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2852 | apply_death_exp_penalty (op); |
2674 | apply_death_exp_penalty (op); |
2853 | if (op->stats.food < 100) |
|
|
2854 | op->stats.food = 900; |
|
|
2855 | op->stats.hp = op->stats.maxhp; |
|
|
2856 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
|
|
2857 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
|
|
2858 | |
2675 | |
2859 | /* |
2676 | /* |
2860 | * Check to see if the player has any unpaid items. If so, remove them |
2677 | * Check to see if the player has any unpaid items. If so, remove them |
2861 | * and put them back in the map. |
2678 | * and put them back in the map. |
2862 | */ |
2679 | */ |
… | |
… | |
2886 | if (will_kill_again) |
2703 | if (will_kill_again) |
2887 | { |
2704 | { |
2888 | object *force; |
2705 | object *force; |
2889 | int at; |
2706 | int at; |
2890 | |
2707 | |
2891 | force = get_archetype (FORCE_NAME); |
2708 | force = archetype::get (FORCE_NAME); |
2892 | /* 50 ticks should be enough time for the spell to abate */ |
2709 | /* 50 ticks should be enough time for the spell to abate */ |
2893 | force->speed = 0.1f; |
|
|
2894 | force->speed_left = -5.f; |
2710 | force->speed_left = -5.f; |
2895 | SET_FLAG (force, FLAG_APPLIED); |
2711 | force->set_speed (0.1f); |
|
|
2712 | force->set_flag (FLAG_APPLIED); |
|
|
2713 | |
2896 | for (at = 0; at < NROFATTACKS; at++) |
2714 | for (at = 0; at < NROFATTACKS; at++) |
2897 | if (will_kill_again & (1 << at)) |
2715 | if (will_kill_again & (1 << at)) |
2898 | force->resist[at] = 100; |
2716 | force->resist[at] = 100; |
2899 | |
2717 | |
2900 | insert_ob_in_ob (force, op); |
2718 | insert_ob_in_ob (force, op); |
2901 | op->update_stats (); |
2719 | op->update_stats (); |
2902 | |
|
|
2903 | } |
2720 | } |
2904 | |
2721 | |
2905 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
2722 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2906 | } |
2723 | } |
2907 | |
2724 | |
2908 | void |
2725 | static void |
2909 | loot_object (object *op) |
2726 | loot_object (object *op) |
2910 | { /* Grab and destroy some treasure */ |
2727 | { /* Grab and destroy some treasure */ |
2911 | object *tmp, *tmp2, *next; |
2728 | object *tmp, *next; |
2912 | |
2729 | |
2913 | op->close_container (); /* close open sack first */ |
2730 | op->close_container (); /* close open sack first */ |
2914 | |
2731 | |
2915 | for (tmp = op->inv; tmp; tmp = next) |
2732 | for (tmp = op->inv; tmp; tmp = next) |
2916 | { |
2733 | { |
… | |
… | |
2923 | tmp->x = op->x, tmp->y = op->y; |
2740 | tmp->x = op->x, tmp->y = op->y; |
2924 | |
2741 | |
2925 | if (tmp->type == CONTAINER) |
2742 | if (tmp->type == CONTAINER) |
2926 | loot_object (tmp); /* empty container to ground */ |
2743 | loot_object (tmp); /* empty container to ground */ |
2927 | |
2744 | |
2928 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
2745 | if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3)))) |
2929 | { |
2746 | { |
2930 | if (tmp->nrof > 1) |
2747 | if (tmp->nrof > 1) |
2931 | { |
2748 | { |
2932 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2749 | tmp->decrease (rndm (1, tmp->nrof - 1)); |
2933 | tmp2->destroy (); |
|
|
2934 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2750 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2935 | } |
2751 | } |
2936 | else |
2752 | else |
2937 | tmp->destroy (); |
2753 | tmp->destroy (); |
2938 | } |
2754 | } |
… | |
… | |
2945 | * fix_weight(): Check recursively the weight of all players, and fix |
2761 | * fix_weight(): Check recursively the weight of all players, and fix |
2946 | * what needs to be fixed. Refresh windows and fix speed if anything |
2762 | * what needs to be fixed. Refresh windows and fix speed if anything |
2947 | * was changed. |
2763 | * was changed. |
2948 | */ |
2764 | */ |
2949 | void |
2765 | void |
2950 | fix_weight (void) |
2766 | fix_weight () |
2951 | { |
2767 | { |
2952 | for_all_players (pl) |
2768 | for_all_players (pl) |
2953 | { |
2769 | { |
2954 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
2770 | weight_t old = pl->ob->carrying; |
2955 | |
2771 | |
2956 | if (old == sum) |
2772 | pl->ob->update_weight (); |
2957 | continue; |
2773 | |
|
|
2774 | if (old != pl->ob->carrying) |
|
|
2775 | { |
2958 | pl->ob->update_stats (); |
2776 | pl->ob->update_stats (); |
2959 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); |
2777 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying); |
|
|
2778 | } |
2960 | } |
2779 | } |
2961 | } |
2780 | } |
2962 | |
2781 | |
2963 | void |
2782 | void |
2964 | fix_luck (void) |
2783 | fix_luck () |
2965 | { |
2784 | { |
2966 | for_all_players (pl) |
2785 | for_all_players (pl) |
2967 | if (!pl->ob->contr->ns->state) |
2786 | if (!pl->ob->contr->ns->state) |
2968 | pl->ob->change_luck (0); |
2787 | pl->ob->change_luck (0); |
2969 | } |
2788 | } |
… | |
… | |
3006 | } |
2825 | } |
3007 | |
2826 | |
3008 | void |
2827 | void |
3009 | make_visible (object *op) |
2828 | make_visible (object *op) |
3010 | { |
2829 | { |
3011 | op->hide = 0; |
2830 | op->flag [FLAG_HIDDEN] = 0; |
3012 | op->invisible = 0; |
2831 | op->invisible = 0; |
3013 | |
2832 | |
3014 | if (op->type == PLAYER) |
2833 | if (op->type == PLAYER) |
3015 | { |
2834 | { |
3016 | op->contr->tmp_invis = 0; |
2835 | op->contr->tmp_invis = 0; |
… | |
… | |
3021 | } |
2840 | } |
3022 | |
2841 | |
3023 | int |
2842 | int |
3024 | is_true_undead (object *op) |
2843 | is_true_undead (object *op) |
3025 | { |
2844 | { |
3026 | if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
2845 | if (op->arch->flag [FLAG_UNDEAD]) |
3027 | return 1; |
2846 | return 1; |
3028 | |
2847 | |
3029 | return 0; |
2848 | return 0; |
3030 | } |
2849 | } |
3031 | |
2850 | |
… | |
… | |
3041 | |
2860 | |
3042 | if (!ob || !ob->map) |
2861 | if (!ob || !ob->map) |
3043 | return 0; |
2862 | return 0; |
3044 | |
2863 | |
3045 | /* so, on normal lighted maps, its hard to hide */ |
2864 | /* so, on normal lighted maps, its hard to hide */ |
3046 | level = ob->map->darkness - 2; |
2865 | level = ob->map->darklevel () - 2; |
3047 | |
2866 | |
3048 | /* this also picks up whether the object is glowing. |
2867 | /* this also picks up whether the object is glowing. |
3049 | * If you carry a light on a non-dark map, its not |
2868 | * If you carry a light on a non-dark map, its not |
3050 | * as bad as carrying a light on a pitch dark map */ |
2869 | * as bad as carrying a light on a pitch dark map */ |
3051 | if (has_carried_lights (ob)) |
2870 | if (ob->has_carried_lights ()) |
3052 | level = -(10 + (2 * ob->map->darkness)); |
2871 | level = -(10 + (2 * ob->map->darklevel ())); |
3053 | |
2872 | |
3054 | /* scan through all nearby squares for terrain to hide in */ |
2873 | /* scan through all nearby squares for terrain to hide in */ |
3055 | for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
2874 | for (i = 0, x = ob->x, y = ob->y; |
|
|
2875 | i <= SIZEOFFREE1; |
|
|
2876 | i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
3056 | { |
2877 | { |
3057 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
2878 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
3058 | if (mflag & P_OUT_OF_MAP) |
2879 | if (mflag & P_OUT_OF_MAP) |
3059 | { |
|
|
3060 | continue; |
2880 | continue; |
3061 | } |
2881 | |
3062 | if (mflag & P_BLOCKSVIEW) /* something to hide near! */ |
2882 | if (mflag & P_BLOCKSVIEW) /* something to hide near! */ |
3063 | level += 2; |
2883 | level += 2; |
3064 | else /* open terrain! */ |
2884 | else /* open terrain! */ |
3065 | level -= 1; |
2885 | level -= 1; |
3066 | } |
2886 | } |
… | |
… | |
3077 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
2897 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3078 | */ |
2898 | */ |
3079 | void |
2899 | void |
3080 | do_hidden_move (object *op) |
2900 | do_hidden_move (object *op) |
3081 | { |
2901 | { |
3082 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
2902 | int hide = 0; |
3083 | object *skop; |
|
|
3084 | |
2903 | |
3085 | if (!op || !op->map) |
2904 | if (!op || !op->map) |
3086 | return; |
2905 | return; |
3087 | |
2906 | |
3088 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
2907 | object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
|
|
2908 | int num = random_roll (0, 19, op, PREFER_LOW); |
3089 | |
2909 | |
3090 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
2910 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3091 | if (op->type == PLAYER && op->contr->run_on) |
2911 | if (op->type == PLAYER && op->contr->run_on) |
3092 | if (!skop || num >= skop->level) |
2912 | if (!skop || num >= skop->level) |
3093 | { |
2913 | { |
… | |
… | |
3103 | num -= hide; |
2923 | num -= hide; |
3104 | |
2924 | |
3105 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
2925 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3106 | { |
2926 | { |
3107 | make_visible (op); |
2927 | make_visible (op); |
|
|
2928 | |
3108 | if (op->type == PLAYER) |
2929 | if (op->type == PLAYER) |
3109 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
2930 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3110 | } |
2931 | } |
3111 | else if (op->type == PLAYER && skop) |
2932 | else if (op->type == PLAYER && skop) |
3112 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
2933 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
… | |
… | |
3127 | |
2948 | |
3128 | if (who->type == PLAYER) |
2949 | if (who->type == PLAYER) |
3129 | player = 1; |
2950 | player = 1; |
3130 | |
2951 | |
3131 | else |
2952 | else |
3132 | friendly = QUERY_FLAG (who, FLAG_FRIENDLY); |
2953 | friendly = who->flag [FLAG_FRIENDLY]; |
3133 | |
2954 | |
3134 | /* search adjacent squares */ |
2955 | /* search adjacent squares */ |
3135 | for (i = 1; i < 9; i++) |
2956 | for (i = 1; i < 9; i++) |
3136 | { |
2957 | { |
3137 | x = who->x + freearr_x[i]; |
2958 | x = who->x + freearr_x[i]; |
… | |
… | |
3146 | if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) |
2967 | if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) |
3147 | continue; |
2968 | continue; |
3148 | |
2969 | |
3149 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
2970 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
3150 | { |
2971 | { |
3151 | if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
2972 | if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE]) |
3152 | return 1; |
2973 | return 1; |
3153 | else if (tmp->type == PLAYER) |
2974 | else if (tmp->type == PLAYER) |
3154 | { |
|
|
3155 | /*don't let a hidden DM prevent you from hiding */ |
|
|
3156 | if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) |
|
|
3157 | return 1; |
2975 | return 1; |
3158 | } |
|
|
3159 | } |
2976 | } |
3160 | } |
2977 | } |
3161 | return 0; |
2978 | return 0; |
3162 | } |
2979 | } |
3163 | |
2980 | |
3164 | /* check the player los field for viewability of the |
2981 | /* check the player los field for viewability of the |
3165 | * object op. This function works fine for monsters, |
2982 | * object op. This function works fine for monsters, |
3166 | * but we dont worry if the object isnt the top one in |
2983 | * but we dont worry if the object isnt the top one in |
3167 | * a pile (say a coin under a table would return "viewable" |
2984 | * a pile (say a coin under a table would return "viewable" |
3168 | * by this routine). Another question, should we be |
2985 | * by this routine). Another question, should we be |
3169 | * concerned with the direction the player is looking |
2986 | * concerned with the direction the player is looking |
3170 | * in? Realistically, most of us can't see stuff behind |
2987 | * in? Realistically, most of us can't see stuff behind |
3171 | * our backs...on the other hand, does the "facing" direction |
2988 | * our backs...on the other hand, does the "facing" direction |
3172 | * imply the way your head, or body is facing? It's possible |
2989 | * imply the way your head, or body is facing? It's possible |
3173 | * for them to differ. Sigh, this fctn could get a bit more complex. |
2990 | * for them to differ. Sigh, this fctn could get a bit more complex. |
3174 | * -b.t. |
2991 | * -b.t. |
3175 | * This function is now map tiling safe. |
2992 | * This function is now map tiling safe. |
3176 | */ |
2993 | */ |
3177 | int |
2994 | int |
3178 | player_can_view (object *pl, object *op) |
2995 | player_can_view (object *pl, object *op) |
3179 | { |
2996 | { |
… | |
… | |
3193 | |
3010 | |
3194 | get_rangevector (pl, op, &rv, 0x1); |
3011 | get_rangevector (pl, op, &rv, 0x1); |
3195 | |
3012 | |
3196 | /* starting with the 'head' part, lets loop |
3013 | /* starting with the 'head' part, lets loop |
3197 | * through the object and find if it has any |
3014 | * through the object and find if it has any |
3198 | * part that is in the los array but isn't on |
3015 | * part that is in the los array but isn't on |
3199 | * a blocked los square. |
3016 | * a blocked los square. |
3200 | * we use the archetype to figure out offsets. |
3017 | * we use the archetype to figure out offsets. |
3201 | */ |
3018 | */ |
3202 | while (op) |
3019 | while (op) |
3203 | { |
3020 | { |
3204 | dx = rv.distance_x + op->arch->x; |
3021 | dx = rv.distance_x + op->arch->x; |
3205 | dy = rv.distance_y + op->arch->y; |
3022 | dy = rv.distance_y + op->arch->y; |
3206 | |
3023 | |
3207 | /* only the viewable area the player sees is updated by LOS |
3024 | if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED) |
3208 | * code, so we need to restrict ourselves to that range of values |
|
|
3209 | * for any meaningful values. |
|
|
3210 | */ |
|
|
3211 | if (abs (dx) <= (pl->contr->ns->mapx / 2) && |
|
|
3212 | abs (dy) <= (pl->contr->ns->mapy / 2) && |
|
|
3213 | !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) |
|
|
3214 | return 1; |
3025 | return 1; |
3215 | |
3026 | |
3216 | op = op->more; |
3027 | op = op->more; |
3217 | } |
|
|
3218 | |
|
|
3219 | return 0; |
|
|
3220 | } |
|
|
3221 | |
|
|
3222 | /* routine for both players and monsters. We call this when |
|
|
3223 | * there is a possibility for our action distrubing our hiding |
|
|
3224 | * place or invisiblity spell. Artefact invisiblity is not |
|
|
3225 | * effected by this. If we arent invisible to begin with, we |
|
|
3226 | * return 0. |
|
|
3227 | */ |
|
|
3228 | int |
|
|
3229 | action_makes_visible (object *op) |
|
|
3230 | { |
|
|
3231 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
3232 | { |
|
|
3233 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
|
|
3234 | return 0; |
|
|
3235 | |
|
|
3236 | if (op->contr && op->contr->tmp_invis == 0) |
|
|
3237 | return 0; |
|
|
3238 | |
|
|
3239 | /* If monsters, they should become visible */ |
|
|
3240 | if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) |
|
|
3241 | { |
|
|
3242 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); |
|
|
3243 | return 1; |
|
|
3244 | } |
|
|
3245 | } |
3028 | } |
3246 | |
3029 | |
3247 | return 0; |
3030 | return 0; |
3248 | } |
3031 | } |
3249 | |
3032 | |
… | |
… | |
3264 | * and the exit-coordinates sp/hp must both be > 0. |
3047 | * and the exit-coordinates sp/hp must both be > 0. |
3265 | * => The intention here is to prevent abuse of the battleground- |
3048 | * => The intention here is to prevent abuse of the battleground- |
3266 | * feature (like pickable or hidden battleground tiles). */ |
3049 | * feature (like pickable or hidden battleground tiles). */ |
3267 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
3050 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
3268 | { |
3051 | { |
3269 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3052 | if (tmp->flag [FLAG_IS_FLOOR]) |
3270 | { |
3053 | { |
3271 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) |
3054 | if (tmp->flag [FLAG_NO_PICK] |
3272 | && tmp->type == BATTLEGROUND |
3055 | && tmp->type == BATTLEGROUND |
3273 | && tmp->name == shstr_battleground |
3056 | && tmp->name == shstr_battleground |
3274 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3057 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3275 | { |
3058 | { |
3276 | /* before we assign the exit, check if this is a teambattle */ |
3059 | /* before we assign the exit, check if this is a teambattle */ |
3277 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3060 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3278 | { |
|
|
3279 | for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) |
3061 | for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) |
|
|
3062 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
3280 | { |
3063 | { |
3281 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
|
|
3282 | { |
|
|
3283 | if (x && y) |
3064 | if (x && y) |
3284 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3065 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3285 | |
3066 | |
3286 | return 1; |
3067 | return 1; |
3287 | } |
|
|
3288 | } |
3068 | } |
3289 | } |
|
|
3290 | |
3069 | |
3291 | if (x && y) |
3070 | if (x && y) |
3292 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3071 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3293 | |
3072 | |
3294 | return 1; |
3073 | return 1; |
… | |
… | |
3432 | else |
3211 | else |
3433 | j = 1; |
3212 | j = 1; |
3434 | strcat (buf, spellpathnames[i]); |
3213 | strcat (buf, spellpathnames[i]); |
3435 | } |
3214 | } |
3436 | } |
3215 | } |
|
|
3216 | |
3437 | strcat (buf, "."); |
3217 | strcat (buf, "."); |
3438 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); |
3218 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); |
3439 | } |
3219 | } |
3440 | |
3220 | |
3441 | /* evtl. adding flags: */ |
3221 | /* evtl. adding flags: */ |
3442 | if (QUERY_FLAG (item, FLAG_XRAYS)) |
3222 | if (item->flag [FLAG_XRAYS]) |
3443 | SET_FLAG (skin, FLAG_XRAYS); |
3223 | skin->set_flag (FLAG_XRAYS); |
3444 | if (QUERY_FLAG (item, FLAG_STEALTH)) |
3224 | if (item->flag [FLAG_STEALTH]) |
3445 | SET_FLAG (skin, FLAG_STEALTH); |
3225 | skin->set_flag (FLAG_STEALTH); |
3446 | if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) |
3226 | if (item->flag [FLAG_SEE_IN_DARK]) |
3447 | SET_FLAG (skin, FLAG_SEE_IN_DARK); |
3227 | skin->set_flag (FLAG_SEE_IN_DARK); |
3448 | |
3228 | |
3449 | /* print message if there is one */ |
3229 | /* print message if there is one */ |
3450 | if (item->msg != NULL) |
3230 | if (item->msg != NULL) |
3451 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3231 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3452 | } |
3232 | } |
3453 | else |
3233 | else |
3454 | { |
3234 | { |
3455 | /* generate misc. treasure */ |
3235 | /* generate misc. treasure */ |
3456 | tmp = arch_to_object (tr->item); |
3236 | tmp = tr->item->instance (); |
3457 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3237 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3458 | tmp = insert_ob_in_ob (tmp, who); |
3238 | who->insert (tmp); |
3459 | if (who->type == PLAYER) |
|
|
3460 | esrv_send_item (who, tmp); |
|
|
3461 | } |
3239 | } |
3462 | } |
3240 | } |
3463 | |
3241 | |
3464 | /** |
3242 | //-GPL |
3465 | * Unready an object for a player. This function does nothing if the object was |
|
|
3466 | * not readied. |
|
|
3467 | */ |
|
|
3468 | void |
|
|
3469 | player_unready_range_ob (player *pl, object *ob) |
|
|
3470 | { |
|
|
3471 | if (pl->ob->current_weapon == ob) |
|
|
3472 | pl->ob->current_weapon = 0; |
|
|
3473 | |
|
|
3474 | if (pl->combat_ob == ob) |
|
|
3475 | pl->combat_ob = 0; |
|
|
3476 | |
|
|
3477 | if (pl->ranged_ob == ob) |
|
|
3478 | pl->ranged_ob = 0; |
|
|
3479 | } |
|
|
3480 | |
3243 | |
3481 | sint8 |
3244 | sint8 |
3482 | player::visibility_at (maptile *map, int x, int y) const |
3245 | player::darkness_at (maptile *map, int x, int y) const |
3483 | { |
3246 | { |
3484 | if (!ns) |
3247 | if (!ns) |
3485 | return 0; |
3248 | return LOS_BLOCKED; |
3486 | |
3249 | |
3487 | int dx, dy; |
3250 | int dx, dy; |
3488 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
3251 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
3489 | return 0; |
3252 | return LOS_BLOCKED; |
3490 | |
3253 | |
3491 | x += dx - ns->current_x + ns->mapx / 2; |
3254 | x += dx - ns->current_x; |
3492 | y += dy - ns->current_y + ns->mapy / 2; |
3255 | y += dy - ns->current_y; |
3493 | |
3256 | |
3494 | if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) |
|
|
3495 | return 0; |
|
|
3496 | |
|
|
3497 | return 100 - blocked_los [x][y]; |
3257 | return blocked_los (x, y); |
3498 | } |
3258 | } |
3499 | |
3259 | |
3500 | void |
3260 | void |
3501 | player::infobox (const char *title, const char *msg, int color) |
3261 | player::infobox (const char *title, const char *msg, int color) |
3502 | { |
3262 | { |
… | |
… | |
3514 | { |
3274 | { |
3515 | play_sound (sound_find ("generic_failure")); |
3275 | play_sound (sound_find ("generic_failure")); |
3516 | statusmsg (msg, color); |
3276 | statusmsg (msg, color); |
3517 | } |
3277 | } |
3518 | |
3278 | |
|
|
3279 | void |
|
|
3280 | object::failmsgf (const char *format, ...) |
|
|
3281 | { |
|
|
3282 | if (!contr) |
|
|
3283 | return; |
|
|
3284 | |
|
|
3285 | va_list ap; |
|
|
3286 | va_start (ap, format); |
|
|
3287 | contr->failmsg (vformat (format, ap)); |
|
|
3288 | va_end (ap); |
|
|
3289 | } |
|
|
3290 | |
|
|
3291 | void |
|
|
3292 | player::failmsgf (const char *format, ...) |
|
|
3293 | { |
|
|
3294 | va_list ap; |
|
|
3295 | va_start (ap, format); |
|
|
3296 | failmsg (vformat (format, ap)); |
|
|
3297 | va_end (ap); |
|
|
3298 | } |
|
|
3299 | |