1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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 it under |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * the terms of the Affero GNU General Public License as published by the |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * option) any later version. |
11 | * option) any later version. |
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 Affero GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * and the GNU General Public License along with this program. If not, see |
19 | * and the GNU General Public License along with this program. If not, see |
20 | * <http://www.gnu.org/licenses/>. |
20 | * <http://www.gnu.org/licenses/>. |
21 | * |
21 | * |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
23 | */ |
24 | |
24 | |
25 | //+GPL |
25 | //+GPL |
|
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26 | |
|
|
27 | #include <algorithm> |
|
|
28 | #include <functional> |
26 | |
29 | |
27 | #include <global.h> |
30 | #include <global.h> |
28 | #include <sproto.h> |
31 | #include <sproto.h> |
29 | #include <sounds.h> |
32 | #include <sounds.h> |
30 | #include <living.h> |
33 | #include <living.h> |
31 | #include <object.h> |
34 | #include <object.h> |
32 | #include <spells.h> |
35 | #include <spells.h> |
33 | #include <skills.h> |
36 | #include <skills.h> |
34 | |
37 | |
35 | #include <algorithm> |
|
|
36 | #include <functional> |
|
|
37 | |
|
|
38 | playervec players; |
38 | playervec players; |
39 | |
39 | |
40 | /* This loads the first map an puts the player on it. */ |
40 | /* This loads the first map an puts the player on it. */ |
41 | static void |
41 | static void |
42 | set_first_map (object *op) |
42 | set_first_map (object *op) |
… | |
… | |
54 | |
54 | |
55 | players.insert (this); |
55 | players.insert (this); |
56 | ob->remove (); |
56 | ob->remove (); |
57 | ob->map = 0; |
57 | ob->map = 0; |
58 | ob->activate_recursive (); |
58 | ob->activate_recursive (); |
59 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
59 | ob->clr_flag (FLAG_FRIENDLY); |
60 | add_friendly_object (ob); |
60 | add_friendly_object (ob); |
61 | } |
61 | } |
62 | |
62 | |
63 | void |
63 | void |
64 | player::deactivate () |
64 | player::deactivate () |
… | |
… | |
76 | ob->remove (); |
76 | ob->remove (); |
77 | ob->enemy = 0; // sometimes keeps an extra refcount on itself |
77 | ob->enemy = 0; // sometimes keeps an extra refcount on itself |
78 | ob->map = 0; |
78 | ob->map = 0; |
79 | party = 0; |
79 | party = 0; |
80 | |
80 | |
81 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
|
|
82 | |
|
|
83 | players.erase (this); |
81 | players.erase (this); |
84 | } |
82 | } |
85 | |
83 | |
86 | // connect the player with a specific client |
84 | // connect the player with a specific client |
87 | // also changes, rationalises, and fixes some incorrect settings |
85 | // also changes, rationalises, and fixes some incorrect settings |
… | |
… | |
110 | link_skills (); |
108 | link_skills (); |
111 | |
109 | |
112 | assign (title, ob->arch->object::name); |
110 | assign (title, ob->arch->object::name); |
113 | |
111 | |
114 | /* if it's a dragon player, set the correct title here */ |
112 | /* if it's a dragon player, set the correct title here */ |
115 | if (is_dragon_pl (ob)) |
113 | if (ob->is_dragon ()) |
116 | { |
114 | { |
117 | object *tmp, *abil = 0, *skin = 0; |
115 | object *tmp, *abil = 0, *skin = 0; |
118 | |
116 | |
119 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
117 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
120 | if (tmp->type == FORCE) |
118 | if (tmp->type == FORCE) |
… | |
… | |
128 | |
126 | |
129 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
127 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
130 | |
128 | |
131 | esrv_new_player (this); |
129 | esrv_new_player (this); |
132 | |
130 | |
|
|
131 | ob->flag [FLAG_READY_WEAPON] = false; |
|
|
132 | ob->flag [FLAG_READY_SKILL] = false; |
|
|
133 | ob->flag [FLAG_READY_RANGE] = false; |
|
|
134 | ob->flag [FLAG_READY_BOW] = false; |
|
|
135 | |
133 | ob->update_stats (); |
136 | ob->update_stats (); |
134 | |
137 | |
135 | ns->floorbox_update (); |
138 | ns->floorbox_update (); |
136 | esrv_send_inventory (ob, ob); |
139 | esrv_send_inventory (ob, ob); |
137 | esrv_add_spells (this, 0); |
140 | esrv_add_spells (this, 0); |
… | |
… | |
178 | player::set_object (object *op) |
181 | player::set_object (object *op) |
179 | { |
182 | { |
180 | ob = observe = viewpoint = op; |
183 | ob = observe = viewpoint = op; |
181 | ob->contr = this; /* this aren't yet in archetype */ |
184 | ob->contr = this; /* this aren't yet in archetype */ |
182 | |
185 | |
183 | ob->speed = 1.0f; |
186 | ob->speed = 1.0f; // object still inactive, keep it that way |
184 | ob->speed_left = 0.5f; |
187 | ob->speed_left = 0.5f; |
185 | |
188 | |
186 | ob->direction = 5; /* So player faces south */ |
189 | ob->direction = 5; /* So player faces south */ |
187 | |
|
|
188 | ob->flag [FLAG_READY_WEAPON] = false; |
|
|
189 | ob->flag [FLAG_READY_SKILL] = false; |
|
|
190 | ob->flag [FLAG_READY_BOW] = false; |
|
|
191 | |
|
|
192 | for (object *op = ob->inv; op; op = op->below) |
|
|
193 | if (op->flag [FLAG_APPLIED]) |
|
|
194 | switch (op->type) |
|
|
195 | { |
|
|
196 | case SKILL: |
|
|
197 | ob->flag [FLAG_APPLIED] = false; |
|
|
198 | break; |
|
|
199 | |
|
|
200 | case WAND: |
|
|
201 | case ROD: |
|
|
202 | case HORN: |
|
|
203 | case BOW: |
|
|
204 | ranged_ob = op; |
|
|
205 | break; |
|
|
206 | |
|
|
207 | case WEAPON: |
|
|
208 | combat_ob = op; |
|
|
209 | break; |
|
|
210 | } |
|
|
211 | |
|
|
212 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
|
|
213 | ob->deactivate (); // change_weapon activates, fix this better |
|
|
214 | } |
190 | } |
215 | |
191 | |
216 | void |
192 | void |
217 | player::set_observe (object *op) |
193 | player::set_observe (object *op) |
218 | { |
194 | { |
… | |
… | |
258 | |
234 | |
259 | attachable::do_destroy (); |
235 | attachable::do_destroy (); |
260 | |
236 | |
261 | if (ob) |
237 | if (ob) |
262 | { |
238 | { |
263 | ob->destroy_inv (false); |
239 | ob->contr = 0; |
264 | ob->destroy (); |
240 | ob->destroy (); |
265 | } |
241 | } |
266 | |
242 | |
267 | ob = observe = viewpoint = 0; |
243 | ob = observe = viewpoint = 0; |
268 | } |
244 | } |
… | |
… | |
308 | player * |
284 | player * |
309 | player::create () |
285 | player::create () |
310 | { |
286 | { |
311 | player *pl = new player; |
287 | player *pl = new player; |
312 | |
288 | |
313 | pl->set_object (arch_to_object (get_player_archetype (0))); |
289 | pl->set_object (get_player_archetype (0)->instance ()); |
314 | |
290 | |
315 | pl->ob->roll_stats (); |
291 | pl->ob->roll_stats (); |
316 | pl->ob->stats.wc = 2; |
292 | pl->ob->stats.wc = 2; |
317 | pl->ob->run_away = 25; /* Then we panick... */ |
293 | pl->ob->run_away = 25; /* Then we panick... */ |
318 | |
294 | |
… | |
… | |
354 | #endif |
330 | #endif |
355 | return op; |
331 | return op; |
356 | } |
332 | } |
357 | |
333 | |
358 | /* 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 |
359 | * 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 |
360 | * detour a monster will take from the direction path when looking |
336 | * detour a monster will take from the direction path when looking |
361 | * 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 |
362 | * the deviation is |
338 | * the deviation is |
363 | */ |
339 | */ |
364 | #define DETOUR_AMOUNT 2 |
340 | #define DETOUR_AMOUNT 2 |
… | |
… | |
400 | */ |
376 | */ |
401 | int |
377 | int |
402 | path_to_player (object *mon, object *pl, unsigned mindiff) |
378 | path_to_player (object *mon, object *pl, unsigned mindiff) |
403 | { |
379 | { |
404 | rv_vector rv; |
380 | rv_vector rv; |
405 | sint16 x, y; |
|
|
406 | 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; |
407 | maptile *m, *lastmap; |
|
|
408 | |
382 | |
409 | get_rangevector (mon, pl, &rv, 0); |
383 | get_rangevector (mon, pl, &rv, 0); |
410 | |
384 | |
411 | if (rv.distance < mindiff) |
385 | if (rv.distance < mindiff) |
412 | return 0; |
386 | return 0; |
413 | |
387 | |
414 | x = mon->x; |
388 | mapxy pos (mon); |
415 | y = mon->y; |
|
|
416 | m = mon->map; |
|
|
417 | dir = rv.direction; |
389 | dir = rv.direction; |
418 | 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 */ |
419 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
391 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
420 | |
392 | |
421 | /* 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. */ |
422 | if (diff > max) |
394 | if (diff > max) |
423 | return 0; |
395 | return 0; |
424 | |
396 | |
425 | while (diff > 1 && max > 0) |
397 | while (diff > 1 && max > 0) |
426 | { |
398 | { |
427 | lastx = x; |
399 | mapxy lastpos = pos; |
428 | lasty = y; |
|
|
429 | lastmap = m; |
|
|
430 | x = lastx + freearr_x[dir]; |
|
|
431 | y = lasty + freearr_y[dir]; |
|
|
432 | |
400 | |
433 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
401 | pos.move (dir); |
434 | blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y); |
|
|
435 | |
402 | |
436 | /* Space is blocked - try changing direction a little */ |
403 | /* Space is blocked - try changing direction a little */ |
437 | if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) |
404 | if (!pos.normalise () |
438 | && (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))) |
439 | { |
407 | { |
440 | /* recalculate direction from last good location. Possible |
408 | /* recalculate direction from last good location. Possible |
441 | * we were not traversing ideal location before. |
409 | * we were not traversing ideal location before. |
442 | */ |
410 | */ |
443 | get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); |
411 | get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0); |
444 | if (rv.direction != dir) |
412 | if (rv.direction != dir) |
445 | { |
413 | { |
446 | /* OK - says direction should be different - lets reset the |
414 | /* OK - says direction should be different - lets reset the |
447 | * the values so it will try again. |
415 | * the values so it will try again. |
448 | */ |
416 | */ |
449 | x = lastx; |
|
|
450 | y = lasty; |
|
|
451 | m = lastmap; |
417 | pos = lastpos; |
452 | dir = firstdir = rv.direction; |
418 | dir = firstdir = rv.direction; |
453 | } |
419 | } |
454 | else |
420 | else |
455 | { |
421 | { |
456 | /* direct path is blocked - try taking a side step to |
422 | /* direct path is blocked - try taking a side step to |
457 | * either the left or right. |
423 | * either the left or right. |
458 | * Note increase the values in the loop below to be |
424 | * Note increase the values in the loop below to be |
459 | * more than -1/1 respectively will mean the monster takes |
425 | * more than -1/1 respectively will mean the monster takes |
460 | * bigger detour. Have to be careful about these values getting |
426 | * bigger detour. Have to be careful about these values getting |
461 | * 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 |
462 | * stepping back and forth |
428 | * stepping back and forth |
463 | */ |
429 | */ |
464 | for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) |
430 | for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) |
465 | { |
431 | { |
466 | if (i == 0) |
432 | if (i == 0) |
467 | continue; /* already did this, so skip it */ |
433 | continue; /* already did this, so skip it */ |
|
|
434 | |
468 | /* Use lastdir here - otherwise, |
435 | /* Use lastdir here - otherwise, |
469 | * since the direction that the creature should move in |
436 | * since the direction that the creature should move in |
470 | * may change, you could get infinite loops. |
437 | * may change, you could get infinite loops. |
471 | * ie, player is northwest, but monster can only |
438 | * ie, player is northwest, but monster can only |
472 | * move west, so it does that. It goes some distance, |
439 | * move west, so it does that. It goes some distance, |
… | |
… | |
474 | * 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 |
475 | * gets back to its original point. lastdir contains |
442 | * gets back to its original point. lastdir contains |
476 | * the last direction the creature has successfully |
443 | * the last direction the creature has successfully |
477 | * moved. |
444 | * moved. |
478 | */ |
445 | */ |
479 | |
|
|
480 | x = lastx + freearr_x[absdir (lastdir + i)]; |
|
|
481 | y = lasty + freearr_y[absdir (lastdir + i)]; |
|
|
482 | m = lastmap; |
446 | pos = lastpos; |
483 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
447 | pos.move (absdir (lastdir + i)); |
484 | if (mflags & P_OUT_OF_MAP) |
448 | |
|
|
449 | if (!pos.normalise ()) |
485 | continue; |
450 | continue; |
486 | blocked = GET_MAP_MOVE_BLOCK (m, x, y); |
451 | |
487 | if (OB_TYPE_MOVE_BLOCK (mon, blocked)) |
452 | mapspace &ms = *pos; |
|
|
453 | |
|
|
454 | if (ms.flags () & P_BLOCKSVIEW) |
488 | continue; |
455 | continue; |
489 | if (mflags & P_BLOCKSVIEW) |
456 | |
|
|
457 | if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block)) |
490 | continue; |
458 | continue; |
491 | |
459 | |
492 | if (m == mon->map && blocked_link (mon, m, x, y)) |
460 | if (blocked_link (mon, pos.m, pos.x, pos.y)) |
493 | break; |
461 | break; |
494 | } |
462 | } |
|
|
463 | |
495 | /* go through entire loop without finding a valid |
464 | /* go through entire loop without finding a valid |
496 | * sidestep to take - thus, no valid path. |
465 | * sidestep to take - thus, no valid path. |
497 | */ |
466 | */ |
498 | if (i == (DETOUR_AMOUNT + 1)) |
467 | if (i == DETOUR_AMOUNT + 1) |
499 | return 0; |
468 | return 0; |
|
|
469 | |
500 | diff--; |
470 | diff--; |
501 | lastdir = dir; |
471 | lastdir = dir; |
502 | max--; |
472 | max--; |
503 | if (!firstdir) |
473 | if (!firstdir) |
504 | firstdir = dir + i; |
474 | firstdir = dir + i; |
… | |
… | |
508 | { |
478 | { |
509 | /* we moved towards creature, so diff is less */ |
479 | /* we moved towards creature, so diff is less */ |
510 | diff--; |
480 | diff--; |
511 | max--; |
481 | max--; |
512 | lastdir = dir; |
482 | lastdir = dir; |
|
|
483 | |
513 | if (!firstdir) |
484 | if (!firstdir) |
514 | firstdir = dir; |
485 | firstdir = dir; |
515 | } |
486 | } |
516 | |
487 | |
517 | if (diff <= 1) |
488 | if (diff <= 1) |
518 | { |
489 | { |
519 | /* Recalculate diff (distance) because we may not have actually |
490 | /* Recalculate diff (distance) because we may not have actually |
520 | * headed toward player for entire distance. |
491 | * headed toward player for entire distance. |
521 | */ |
492 | */ |
522 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
493 | get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0); |
523 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
494 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
524 | } |
495 | } |
525 | |
496 | |
526 | if (diff > max) |
497 | if (diff > max) |
527 | return 0; |
498 | return 0; |
… | |
… | |
543 | for (object *next, *op = pl->inv; op; op = next) |
514 | for (object *next, *op = pl->inv; op; op = next) |
544 | { |
515 | { |
545 | next = op->below; |
516 | next = op->below; |
546 | |
517 | |
547 | /* Forces get applied per default, unless they have the |
518 | /* Forces get applied per default, unless they have the |
548 | * 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 |
549 | */ |
520 | */ |
550 | if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) |
521 | if (op->type == FORCE && !op->flag [FLAG_NEUTRAL]) |
551 | SET_FLAG (op, FLAG_APPLIED); |
522 | op->set_flag (FLAG_APPLIED); |
552 | |
523 | |
553 | /* we never give weapons/armour if these cannot be used |
524 | /* we never give weapons/armour if these cannot be used |
554 | * by this player due to race restrictions |
525 | * by this player due to race restrictions |
555 | */ |
526 | */ |
556 | if (pl->type == PLAYER) |
527 | if (pl->type == PLAYER) |
557 | { |
528 | { |
558 | if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) |
529 | if ((!pl->flag [FLAG_USE_ARMOUR] |
559 | && |
530 | && |
560 | (op->type == ARMOUR || op->type == BOOTS |
531 | (op->type == ARMOUR || op->type == BOOTS |
561 | || op->type == CLOAK || op->type == HELMET |
532 | || op->type == CLOAK || op->type == HELMET |
562 | || op->type == SHIELD || op->type == GLOVES |
533 | || op->type == SHIELD || op->type == GLOVES |
563 | || op->type == BRACERS || op->type == GIRDLE)) |
534 | || op->type == BRACERS || op->type == GIRDLE)) |
564 | || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
535 | || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON)) |
565 | { |
536 | { |
566 | op->destroy (); |
537 | op->destroy (); |
567 | continue; |
538 | continue; |
568 | } |
539 | } |
569 | } |
540 | } |
570 | |
541 | |
571 | /* Here we remove duplicated skills (as duplicated spell objects have |
542 | /* Here we remove duplicated skills (as duplicated spell objects have |
572 | * _very_ confusing effects for players), which could for instance be |
543 | * _very_ confusing effects for players), which could for instance be |
573 | * generated by bad treasurelists. - elmex |
544 | * generated by multiple treasurelists specifying the same skills. |
574 | */ |
545 | */ |
575 | if (op->type == SKILL) |
546 | if (op->type == SKILL) |
576 | { |
547 | { |
577 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
548 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
578 | if (tmp->type == op->type && tmp->name == op->name) |
549 | if (tmp->type == op->type && tmp->name == op->name) |
579 | { |
550 | { |
580 | op->destroy (); |
551 | op->destroy (); |
581 | LOG (llevError, |
|
|
582 | "give_initial_items: Removing duplicate skill %s\n", &tmp->name); |
|
|
583 | break; |
552 | break; |
584 | } |
553 | } |
585 | |
554 | |
586 | if (op->nrof > 1) |
555 | if (op->nrof > 1) |
587 | op->nrof = 1; |
556 | op->nrof = 1; |
588 | } |
557 | } |
589 | |
558 | |
590 | if (op->type == SPELLBOOK && op->inv) |
559 | if (op->type == SPELLBOOK && op->inv) |
591 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
560 | op->inv->clr_flag (FLAG_STARTEQUIP); |
592 | |
561 | |
593 | /* Give starting characters identified, uncursed, and undamned |
562 | /* Give starting characters identified, uncursed, and undamned |
594 | * 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 |
595 | * merged properly. |
564 | * merged properly. |
596 | */ |
565 | */ |
597 | if (need_identify (op)) |
566 | if (op->need_identify ()) |
598 | { |
567 | { |
599 | SET_FLAG (op, FLAG_IDENTIFIED); |
568 | op->set_flag (FLAG_IDENTIFIED); |
600 | CLEAR_FLAG (op, FLAG_CURSED); |
569 | op->clr_flag (FLAG_CURSED); |
601 | CLEAR_FLAG (op, FLAG_DAMNED); |
570 | op->clr_flag (FLAG_DAMNED); |
602 | } |
571 | } |
603 | |
572 | |
604 | if (op->type == SPELL) |
573 | if (op->type == SPELL) |
605 | { |
574 | { |
606 | op->destroy (); |
575 | op->destroy (); |
607 | continue; |
576 | continue; |
608 | } |
577 | } |
609 | else if (op->type == SKILL) |
578 | else if (op->type == SKILL) |
610 | { |
579 | { |
611 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
580 | op->set_flag (FLAG_CAN_USE_SKILL); |
612 | op->stats.exp = 0; |
581 | op->stats.exp = 0; |
613 | op->level = 1; |
582 | op->level = 1; |
614 | } |
583 | } |
615 | else /* lock all 'normal items by default */ |
584 | else /* lock all 'normal items by default */ |
616 | SET_FLAG (op, FLAG_INV_LOCKED); |
585 | op->set_flag (FLAG_INV_LOCKED); |
617 | } /* for loop of objects in player inv */ |
586 | } /* for loop of objects in player inv */ |
618 | |
587 | |
619 | /* Need to set up the skill pointers */ |
588 | /* Need to set up the skill pointers */ |
620 | pl->contr->link_skills (); |
589 | pl->contr->link_skills (); |
621 | } |
590 | } |
… | |
… | |
635 | 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:"); |
636 | } |
605 | } |
637 | |
606 | |
638 | /* 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. */ |
639 | static int |
608 | static int |
640 | roll_stat (void) |
609 | roll_stat () |
641 | { |
610 | { |
642 | int a[4], i, j, k; |
611 | int a[4], i, j, k; |
643 | |
612 | |
644 | for (i = 0; i < 4; i++) |
613 | for (i = 0; i < 4; i++) |
645 | a[i] = (int) rndm (6) + 1; |
614 | a[i] = rndm (1, 6); |
646 | |
615 | |
647 | for (i = 0, j = 0, k = 7; i < 4; i++) |
616 | for (i = 0, j = 0, k = 7; i < 4; i++) |
648 | if (a[i] < k) |
617 | if (a[i] < k) |
649 | k = a[i], j = i; |
618 | k = a[i], j = i; |
650 | |
619 | |
… | |
… | |
747 | treasurelist *tl = treasurelist::find (shstr_starting_wealth); |
716 | treasurelist *tl = treasurelist::find (shstr_starting_wealth); |
748 | if (tl) |
717 | if (tl) |
749 | create_treasure (tl, ob, 0, 0, 0); |
718 | create_treasure (tl, ob, 0, 0, 0); |
750 | |
719 | |
751 | INVOKE_PLAYER (BIRTH, ob->contr); |
720 | INVOKE_PLAYER (BIRTH, ob->contr); |
752 | INVOKE_PLAYER (LOGIN, ob->contr); |
|
|
753 | |
721 | |
754 | ob->contr->ns->state = ST_PLAYING; |
722 | ob->contr->ns->state = ST_PLAYING; |
755 | |
723 | |
756 | if (ob->msg) |
724 | if (ob->msg) |
757 | ob->msg = 0; |
725 | ob->msg = 0; |
758 | |
726 | |
759 | start_info (ob); |
727 | start_info (ob); |
760 | CLEAR_FLAG (ob, FLAG_WIZ); |
728 | ob->clr_flag (FLAG_WIZ); |
761 | give_initial_items (ob, ob->randomitems); |
729 | give_initial_items (ob, ob->randomitems); |
762 | esrv_send_inventory (ob, ob); |
730 | esrv_send_inventory (ob, ob); |
763 | ob->update_stats (); |
731 | ob->update_stats (); |
764 | |
732 | |
765 | /* This moves the player to a different start map, if there |
733 | /* This moves the player to a different start map, if there |
… | |
… | |
767 | */ |
735 | */ |
768 | if (*first_map_ext_path) |
736 | if (*first_map_ext_path) |
769 | ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); |
737 | ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); |
770 | else |
738 | else |
771 | 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; |
772 | } |
759 | } |
773 | |
760 | |
774 | void |
761 | void |
775 | player::chargen_race_next () |
762 | player::chargen_race_next () |
776 | { |
763 | { |
… | |
… | |
814 | rv_vector rv; |
801 | rv_vector rv; |
815 | |
802 | |
816 | if (op->stats.hp < 0) |
803 | if (op->stats.hp < 0) |
817 | { |
804 | { |
818 | LOG (llevDebug, "Fleeing player is dead.\n"); |
805 | LOG (llevDebug, "Fleeing player is dead.\n"); |
819 | CLEAR_FLAG (op, FLAG_SCARED); |
806 | op->clr_flag (FLAG_SCARED); |
820 | return; |
807 | return; |
821 | } |
808 | } |
822 | |
809 | |
823 | if (!op->enemy) |
810 | if (!op->enemy) |
824 | { |
811 | { |
825 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
812 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
826 | CLEAR_FLAG (op, FLAG_SCARED); |
813 | op->clr_flag (FLAG_SCARED); |
827 | return; |
814 | return; |
828 | } |
815 | } |
829 | |
816 | |
830 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
817 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
831 | { |
818 | { |
832 | op->enemy = NULL; |
819 | op->enemy = NULL; |
833 | CLEAR_FLAG (op, FLAG_SCARED); |
820 | op->clr_flag (FLAG_SCARED); |
834 | return; |
821 | return; |
835 | } |
822 | } |
836 | |
823 | |
837 | get_rangevector (op, op->enemy, &rv, 0); |
824 | get_rangevector (op, op->enemy, &rv, 0); |
838 | |
825 | |
839 | dir = absdir (4 + rv.direction); |
826 | dir = absdir (4 + rv.direction); |
840 | for (diff = 0; diff < 3; diff++) |
827 | for (diff = 0; diff < 3; diff++) |
841 | { |
828 | { |
842 | int m = 1 - rndm (2) * 2; |
829 | int m = 1 - rndm (2) * 2; |
843 | |
830 | |
844 | 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)))) |
845 | return; |
832 | return; |
846 | } |
833 | } |
847 | |
834 | |
848 | /* Cornered, get rid of scared */ |
835 | /* Cornered, get rid of scared */ |
849 | CLEAR_FLAG (op, FLAG_SCARED); |
836 | op->clr_flag (FLAG_SCARED); |
850 | op->enemy = NULL; |
837 | op->enemy = NULL; |
851 | } |
838 | } |
852 | |
839 | |
853 | /* 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. |
854 | * 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 |
… | |
… | |
859 | { |
846 | { |
860 | object *tmp, *next; |
847 | object *tmp, *next; |
861 | int stop = 0; |
848 | int stop = 0; |
862 | int wvratio; |
849 | int wvratio; |
863 | |
850 | |
864 | /* if you're flying, you cna't pick up anything */ |
851 | /* if you're flying, you can't pick up anything */ |
865 | if (op->move_type & MOVE_FLYING) |
852 | if (op->move_type & MOVE_FLYING) |
866 | return 1; |
853 | return 1; |
867 | |
854 | |
868 | next = op->below; |
855 | next = op->below; |
869 | |
856 | |
… | |
… | |
946 | * fighting */ |
933 | * fighting */ |
947 | if (op->contr->mode & PU_INHIBIT) |
934 | if (op->contr->mode & PU_INHIBIT) |
948 | return 1; |
935 | return 1; |
949 | |
936 | |
950 | /* prevent us from turning into auto-thieves :) */ |
937 | /* prevent us from turning into auto-thieves :) */ |
951 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
938 | if (tmp->flag [FLAG_UNPAID]) |
952 | continue; |
939 | continue; |
953 | |
940 | |
954 | /* ignore known cursed objects */ |
941 | /* ignore known cursed objects */ |
955 | if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) |
942 | if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED) |
956 | continue; |
943 | continue; |
957 | |
944 | |
958 | /* all food and drink if desired */ |
945 | /* all food and drink if desired */ |
959 | /* question: don't pick up known-poisonous stuff? */ |
946 | /* question: don't pick up known-poisonous stuff? */ |
960 | if (op->contr->mode & PU_FOOD) |
947 | if (op->contr->mode & PU_FOOD) |
… | |
… | |
963 | CHK_PICK_PICKUP; |
950 | CHK_PICK_PICKUP; |
964 | continue; |
951 | continue; |
965 | } |
952 | } |
966 | |
953 | |
967 | if (op->contr->mode & PU_DRINK) |
954 | if (op->contr->mode & PU_DRINK) |
968 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
955 | if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED])) |
969 | { |
956 | { |
970 | CHK_PICK_PICKUP; |
957 | CHK_PICK_PICKUP; |
971 | continue; |
958 | continue; |
972 | } |
959 | } |
973 | |
960 | |
… | |
… | |
1011 | continue; |
998 | continue; |
1012 | } |
999 | } |
1013 | |
1000 | |
1014 | /* pick up all magical items */ |
1001 | /* pick up all magical items */ |
1015 | if (op->contr->mode & PU_MAGICAL) |
1002 | if (op->contr->mode & PU_MAGICAL) |
1016 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) |
1003 | if (tmp->flag [FLAG_KNOWN_MAGICAL] |
1017 | && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1004 | && !tmp->flag [FLAG_KNOWN_CURSED]) |
1018 | { |
1005 | { |
1019 | CHK_PICK_PICKUP; |
1006 | CHK_PICK_PICKUP; |
1020 | continue; |
1007 | continue; |
1021 | } |
1008 | } |
1022 | |
1009 | |
… | |
… | |
1106 | continue; |
1093 | continue; |
1107 | } |
1094 | } |
1108 | |
1095 | |
1109 | /* hoping to catch throwing daggers here */ |
1096 | /* hoping to catch throwing daggers here */ |
1110 | if (op->contr->mode & PU_MISSILEWEAPON) |
1097 | if (op->contr->mode & PU_MISSILEWEAPON) |
1111 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
1098 | if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN]) |
1112 | { |
1099 | { |
1113 | CHK_PICK_PICKUP; |
1100 | CHK_PICK_PICKUP; |
1114 | continue; |
1101 | continue; |
1115 | } |
1102 | } |
1116 | |
1103 | |
… | |
… | |
1165 | } |
1152 | } |
1166 | |
1153 | |
1167 | /* routine for both players and monsters. We call this when |
1154 | /* routine for both players and monsters. We call this when |
1168 | * there is a possibility for our action distrubing our hiding |
1155 | * there is a possibility for our action distrubing our hiding |
1169 | * place or invisiblity spell. Artefact invisiblity causes |
1156 | * place or invisiblity spell. Artefact invisiblity causes |
1170 | * "noise" instead. If we arent invisible to begin with, we |
1157 | * "noise" instead. If we arent invisible to begin with, we |
1171 | * return 0. |
1158 | * return 0. |
1172 | */ |
1159 | */ |
1173 | static int |
1160 | static int |
1174 | action_makes_visible (object *op) |
1161 | action_makes_visible (object *op) |
1175 | { |
1162 | { |
1176 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
1163 | if (op->invisible && op->flag [FLAG_ALIVE]) |
1177 | { |
1164 | { |
1178 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
1165 | if (op->flag [FLAG_MAKE_INVIS]) |
1179 | { |
1166 | { |
1180 | // artefact invisibility is permanent, but we still make noise |
1167 | // artefact invisibility is permanent, but we still make noise |
1181 | // this is important for game-balance. |
1168 | // this is important for game-balance. |
1182 | if (op->contr) |
1169 | if (op->contr) |
1183 | op->make_noise (); |
1170 | op->make_noise (); |
… | |
… | |
1199 | return 0; |
1186 | return 0; |
1200 | } |
1187 | } |
1201 | |
1188 | |
1202 | /* |
1189 | /* |
1203 | * Find an arrow in the inventory and after that |
1190 | * Find an arrow in the inventory and after that |
1204 | * in the right type container (quiver). Pointer to the |
1191 | * in the right type container (quiver). Pointer to the |
1205 | * found object is returned. |
1192 | * found object is returned. |
1206 | */ |
1193 | */ |
1207 | static object * |
1194 | static object * |
1208 | find_arrow (object *op, const char *type) |
1195 | find_arrow (object *op, const char *type) |
1209 | { |
1196 | { |
1210 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1197 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1211 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
1198 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
1212 | return splay (tmp); |
1199 | return splay (tmp); |
1213 | |
1200 | |
1214 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1201 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1215 | if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type)) |
1202 | if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type)) |
1216 | if (object *arrow = find_arrow (tmp, type)) |
1203 | if (object *arrow = find_arrow (tmp, type)) |
1217 | { |
1204 | { |
1218 | splay (tmp); |
1205 | splay (tmp); |
1219 | return arrow; |
1206 | return arrow; |
1220 | } |
1207 | } |
… | |
… | |
1237 | if (!type) |
1224 | if (!type) |
1238 | return NULL; |
1225 | return NULL; |
1239 | |
1226 | |
1240 | for (arrow = op->inv; arrow; arrow = arrow->below) |
1227 | for (arrow = op->inv; arrow; arrow = arrow->below) |
1241 | { |
1228 | { |
1242 | if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) |
1229 | if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED]) |
1243 | { |
1230 | { |
1244 | i = 0; |
1231 | i = 0; |
1245 | ntmp = find_better_arrow (arrow, target, type, &i); |
1232 | ntmp = find_better_arrow (arrow, target, type, &i); |
1246 | |
1233 | |
1247 | if (i > betterby) |
1234 | if (i > betterby) |
… | |
… | |
1348 | break; |
1335 | break; |
1349 | } |
1336 | } |
1350 | |
1337 | |
1351 | if (mflags & P_IS_ALIVE) |
1338 | if (mflags & P_IS_ALIVE) |
1352 | 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) |
1353 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1340 | if (tmp->flag [FLAG_ALIVE]) |
1354 | break; |
1341 | break; |
1355 | } |
1342 | } |
1356 | |
1343 | |
1357 | if (!tmp) |
1344 | if (!tmp) |
1358 | return find_arrow (op, type); |
1345 | return find_arrow (op, type); |
… | |
… | |
1362 | |
1349 | |
1363 | return find_better_arrow (op, tmp, type, &i); |
1350 | return find_better_arrow (op, tmp, type, &i); |
1364 | } |
1351 | } |
1365 | |
1352 | |
1366 | /* |
1353 | /* |
1367 | * Creature fires a bow - op can be monster or player. Returns |
1354 | * Creature fires a bow - op can be monster or player. Returns |
1368 | * 1 if bow was actually fired, 0 otherwise. |
1355 | * 1 if bow was actually fired, 0 otherwise. |
1369 | * op is the object firing the bow. |
1356 | * op is the object firing the bow. |
1370 | * part is for multipart creatures - the part firing the bow. |
1357 | * part is for multipart creatures - the part firing the bow. |
1371 | * dir is the direction of fire. |
1358 | * dir is the direction of fire. |
1372 | * 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) |
… | |
… | |
1419 | { |
1406 | { |
1420 | if (op->type == PLAYER) |
1407 | if (op->type == PLAYER) |
1421 | 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); |
1422 | /* 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 */ |
1423 | else |
1410 | else |
1424 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1411 | op->clr_flag (FLAG_READY_BOW); |
1425 | |
1412 | |
1426 | return 0; |
1413 | return 0; |
1427 | } |
1414 | } |
1428 | } |
1415 | } |
1429 | |
1416 | |
… | |
… | |
1478 | #endif |
1465 | #endif |
1479 | |
1466 | |
1480 | SET_ANIMATION (arrow, arrow->direction); |
1467 | SET_ANIMATION (arrow, arrow->direction); |
1481 | |
1468 | |
1482 | /* update the speed */ |
1469 | /* update the speed */ |
1483 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
|
|
1484 | + bow->stats.dam / 7.f; |
|
|
1485 | |
1470 | |
1486 | arrow->set_speed (max (arrow->speed, 2.f)); |
|
|
1487 | 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 | )); |
1488 | |
1476 | |
1489 | 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; |
1490 | |
1478 | |
1491 | if (op->type == PLAYER) |
1479 | if (op->type == PLAYER) |
1492 | { |
1480 | { |
… | |
… | |
1513 | 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); |
1514 | |
1502 | |
1515 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1503 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1516 | arrow->move_type = MOVE_FLY_LOW; |
1504 | arrow->move_type = MOVE_FLY_LOW; |
1517 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1505 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
|
|
1506 | arrow->set_flag (FLAG_NO_PICK); |
1518 | |
1507 | |
1519 | op->play_sound (sound_find ("fire_arrow")); |
1508 | op->play_sound (sound_find ("fire_arrow")); |
1520 | m->insert (arrow, sx, sy, op); |
1509 | m->insert (arrow, sx, sy, op); |
1521 | |
1510 | |
1522 | if (!arrow->destroyed ()) |
1511 | if (!arrow->destroyed ()) |
… | |
… | |
1585 | { |
1574 | { |
1586 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1575 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1587 | return; |
1576 | return; |
1588 | } |
1577 | } |
1589 | |
1578 | |
1590 | if (!op->change_weapon (item)) |
1579 | if (!op->apply (item)) |
1591 | return; |
1580 | return; |
1592 | |
1581 | |
1593 | if (item->type == WAND) |
1582 | if (item->type == WAND) |
1594 | { |
1583 | { |
1595 | if (item->stats.food <= 0) |
1584 | if (item->stats.food <= 0) |
… | |
… | |
1625 | |
1614 | |
1626 | if (item->type == WAND) |
1615 | if (item->type == WAND) |
1627 | { |
1616 | { |
1628 | if (!(--item->stats.food)) |
1617 | if (!(--item->stats.food)) |
1629 | { |
1618 | { |
1630 | object *tmp; |
|
|
1631 | |
|
|
1632 | if (item->arch) |
1619 | if (item->arch) |
1633 | { |
1620 | { |
1634 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1621 | item->clr_flag (FLAG_ANIMATE); |
1635 | item->face = item->arch->face; |
1622 | item->face = item->arch->face; |
1636 | item->set_speed (0); |
1623 | item->set_speed (0); |
1637 | } |
1624 | } |
1638 | |
1625 | |
1639 | if (object *pl = item->visible_to ()) |
1626 | if (object *pl = item->visible_to ()) |
… | |
… | |
1646 | } |
1633 | } |
1647 | |
1634 | |
1648 | /* Received a fire command for the player - go and do it. |
1635 | /* Received a fire command for the player - go and do it. |
1649 | */ |
1636 | */ |
1650 | bool |
1637 | bool |
1651 | fire (object *op, int dir) |
1638 | fire (object *who, int dir) |
1652 | { |
1639 | { |
1653 | int spellcost = 0; |
1640 | int spellcost = 0; |
1654 | |
1641 | |
1655 | player *pl = op->contr; |
1642 | player *pl = who->contr; |
1656 | |
1643 | |
1657 | if (pl->golem) |
1644 | if (pl->golem) |
1658 | { |
1645 | { |
1659 | control_golem (op->contr->golem, dir); |
1646 | control_golem (who->contr->golem, dir); |
1660 | return false; |
1647 | return false; |
1661 | } |
1648 | } |
1662 | |
1649 | |
1663 | object *ob = pl->ranged_ob; |
1650 | object *ob = pl->ranged_ob; |
1664 | |
1651 | |
1665 | if (!ob) |
1652 | if (!ob) |
1666 | return false; |
1653 | return false; |
1667 | |
1654 | |
1668 | if (op->speed_left > 0.f) |
1655 | if (who->speed_left > 0.f) |
1669 | --op->speed_left; |
1656 | --who->speed_left; |
1670 | else |
1657 | else |
1671 | return false; |
1658 | return false; |
1672 | |
1659 | |
1673 | if (!op->change_weapon (ob)) |
1660 | if (!who->apply (ob)) |
1674 | return false; |
1661 | return false; |
1675 | |
1662 | |
1676 | /* check for loss of invisiblity/hide */ |
1663 | /* check for loss of invisiblity/hide */ |
1677 | if (action_makes_visible (op)) |
1664 | if (action_makes_visible (who)) |
1678 | make_visible (op); |
1665 | make_visible (who); |
1679 | |
1666 | |
1680 | switch (ob->type) |
1667 | switch (ob->type) |
1681 | { |
1668 | { |
1682 | case BOW: |
1669 | case BOW: |
1683 | player_fire_bow (op, dir); |
1670 | player_fire_bow (who, dir); |
1684 | break; |
1671 | break; |
1685 | |
1672 | |
1686 | case SPELL: |
1673 | case SPELL: |
1687 | spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0); |
1674 | spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0); |
1688 | break; |
1675 | break; |
1689 | |
1676 | |
1690 | case BUILDER: |
1677 | case BUILDER: |
1691 | apply_map_builder (op, dir); |
1678 | apply_map_builder (who, dir); |
1692 | break; |
1679 | break; |
1693 | |
1680 | |
1694 | case SKILL: |
1681 | case SKILL: |
1695 | do_skill (op, op, ob, dir, 0); |
1682 | do_skill (who, who, ob, dir, 0); |
1696 | break; |
1683 | break; |
1697 | |
1684 | |
|
|
1685 | case RANGED: |
|
|
1686 | do_skill (who, ob, who->chosen_skill, dir, 0); |
|
|
1687 | break; |
|
|
1688 | |
1698 | default: |
1689 | default: |
1699 | fire_misc_object (op, dir); |
1690 | fire_misc_object (who, dir); |
1700 | break; |
1691 | break; |
1701 | } |
1692 | } |
1702 | |
1693 | |
1703 | return true; |
1694 | return true; |
1704 | } |
1695 | } |
… | |
… | |
1716 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1707 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1717 | { |
1708 | { |
1718 | if (door->type == DOOR && tmp->type == KEY) |
1709 | if (door->type == DOOR && tmp->type == KEY) |
1719 | break; |
1710 | break; |
1720 | |
1711 | |
1721 | /* For sanity, we should really check door type, but other stuff |
1712 | /* For sanity, we should really check door type, but other stuff |
1722 | * (like containers) can be locked with special keys |
1713 | * (like containers) can be locked with special keys |
1723 | */ |
1714 | */ |
1724 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1715 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1725 | break; |
1716 | break; |
1726 | } |
1717 | } |
… | |
… | |
1763 | * |
1754 | * |
1764 | * Change the color so that the message doesn't disappear with |
1755 | * Change the color so that the message doesn't disappear with |
1765 | * all the others. |
1756 | * all the others. |
1766 | */ |
1757 | */ |
1767 | if (pl->contr->usekeys == key_inventory |
1758 | if (pl->contr->usekeys == key_inventory |
1768 | || !QUERY_FLAG (container, FLAG_APPLIED) |
1759 | || !container->flag [FLAG_APPLIED] |
1769 | || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) |
1760 | || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) |
1770 | { |
1761 | { |
1771 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1762 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1772 | "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)); |
1773 | return NULL; |
1764 | return NULL; |
… | |
… | |
1780 | /* find_key |
1771 | /* find_key |
1781 | * We try to find a key for the door as passed. If we find a key |
1772 | * We try to find a key for the door as passed. If we find a key |
1782 | * and successfully use it, we return the key, otherwise NULL |
1773 | * and successfully use it, we return the key, otherwise NULL |
1783 | * This function merges both normal and locked door, since the logic |
1774 | * This function merges both normal and locked door, since the logic |
1784 | * for both is the same - just the specific key is different. |
1775 | * for both is the same - just the specific key is different. |
1785 | * pl is the player, |
1776 | * pl is the player, |
1786 | * inv is the objects inventory to searched |
1777 | * inv is the objects inventory to searched |
1787 | * door is the door we are trying to match against. |
1778 | * door is the door we are trying to match against. |
1788 | * This function can be called recursively to search containers. |
1779 | * This function can be called recursively to search containers. |
1789 | */ |
1780 | */ |
1790 | object * |
1781 | object * |
1791 | find_key (object *pl, object *container, object *door) |
1782 | find_key (object *pl, object *container, object *door) |
… | |
… | |
1857 | * going to try and move (not fire weapons). |
1848 | * going to try and move (not fire weapons). |
1858 | */ |
1849 | */ |
1859 | bool |
1850 | bool |
1860 | move_player_attack (object *op, int dir) |
1851 | move_player_attack (object *op, int dir) |
1861 | { |
1852 | { |
1862 | if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) |
1853 | if (!op->contr->braced && op->speed_left > 0.f && op->move (dir)) |
1863 | { |
1854 | { |
1864 | --op->speed_left; |
1855 | --op->speed_left; |
1865 | return true; |
1856 | return true; |
1866 | } |
1857 | } |
1867 | |
1858 | |
1868 | int on_battleground; |
|
|
1869 | |
|
|
1870 | sint16 nx = freearr_x[dir] + op->x; |
1859 | sint16 nx = freearr_x[dir] + op->x; |
1871 | sint16 ny = freearr_y[dir] + op->y; |
1860 | sint16 ny = freearr_y[dir] + op->y; |
1872 | |
|
|
1873 | on_battleground = op_on_battleground (op, 0, 0); |
|
|
1874 | |
1861 | |
1875 | if (out_of_map (op->map, nx, ny)) |
1862 | if (out_of_map (op->map, nx, ny)) |
1876 | return false; |
1863 | return false; |
1877 | |
1864 | |
1878 | /* 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 |
… | |
… | |
1899 | || mon->flag [FLAG_CAN_ROLL]) |
1886 | || mon->flag [FLAG_CAN_ROLL]) |
1900 | && mon != op) |
1887 | && mon != op) |
1901 | break; |
1888 | break; |
1902 | } |
1889 | } |
1903 | |
1890 | |
1904 | if (!mon) /* This happens anytime the player tries to move */ |
1891 | /* no monster == player tries to move into a wall or so */ |
1905 | 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 | } |
1906 | |
1917 | |
1907 | mon = mon->head_ (); |
1918 | mon = mon->head_ (); |
1908 | |
1919 | |
1909 | 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)) |
1910 | if (op->contr->weapon_sp_left > 0.f) |
1921 | if (op->contr->weapon_sp_left > 0.f) |
… | |
… | |
1928 | */ |
1939 | */ |
1929 | if (op->type == PLAYER |
1940 | if (op->type == PLAYER |
1930 | && ((mon->owner && mon->owner->contr |
1941 | && ((mon->owner && mon->owner->contr |
1931 | && same_party (mon->owner->contr->party, op->contr->party)) |
1942 | && same_party (mon->owner->contr->party, op->contr->party)) |
1932 | || mon->owner == op) |
1943 | || mon->owner == op) |
1933 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
1944 | && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])) |
1934 | { |
1945 | { |
1935 | /* 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 */ |
1936 | if (op->contr->braced) |
1947 | if (op->contr->braced) |
1937 | return false; |
1948 | return false; |
1938 | |
1949 | |
… | |
… | |
1949 | return true; |
1960 | return true; |
1950 | } |
1961 | } |
1951 | else |
1962 | else |
1952 | return false; |
1963 | return false; |
1953 | } |
1964 | } |
|
|
1965 | |
|
|
1966 | bool on_battleground = op_on_battleground (op, 0, 0); |
1954 | |
1967 | |
1955 | /* in certain circumstances, you shouldn't attack friendly |
1968 | /* in certain circumstances, you shouldn't attack friendly |
1956 | * creatures. Note that if you are braced, you can't push |
1969 | * creatures. Note that if you are braced, you can't push |
1957 | * 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 |
1958 | * attack them either. |
1971 | * attack them either. |
1959 | */ |
1972 | */ |
1960 | if ((mon->type == PLAYER || mon->enemy != op) |
1973 | if ((mon->type == PLAYER || mon->enemy != op) |
1961 | && (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]) |
1962 | && ((op->contr->peaceful |
1975 | && ((op->contr->peaceful |
1963 | || (mon->type == PLAYER && mon->contr->peaceful)) |
1976 | || (mon->type == PLAYER && mon->contr->peaceful)) |
1964 | && !on_battleground)) |
1977 | && !on_battleground)) |
1965 | { |
1978 | { |
1966 | if (op->speed_left > 0.f) |
1979 | if (op->speed_left > 0.f) |
… | |
… | |
1982 | } |
1995 | } |
1983 | } |
1996 | } |
1984 | /* If the object is a boulder or other rollable object, then |
1997 | /* If the object is a boulder or other rollable object, then |
1985 | * 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. |
1986 | */ |
1999 | */ |
1987 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
2000 | else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced)) |
1988 | { |
2001 | { |
1989 | if (op->speed_left > 0.f) |
2002 | if (op->speed_left > 0.f) |
1990 | { |
2003 | { |
1991 | --op->speed_left; |
2004 | --op->speed_left; |
1992 | |
2005 | |
… | |
… | |
2001 | * 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 |
2002 | * and be living. Then, it must be one of the following: |
2015 | * and be living. Then, it must be one of the following: |
2003 | * 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 |
2004 | * 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. |
2005 | */ |
2018 | */ |
2006 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2019 | else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] && |
2007 | ((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))) |
2008 | { |
2021 | { |
2009 | 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]) |
2010 | { |
2023 | { |
2011 | --op->contr->weapon_sp_left; |
2024 | --op->contr->weapon_sp_left; |
… | |
… | |
2023 | } |
2036 | } |
2024 | |
2037 | |
2025 | bool |
2038 | bool |
2026 | move_player (object *op, int dir) |
2039 | move_player (object *op, int dir) |
2027 | { |
2040 | { |
2028 | if (!op->map || op->map->in_memory != MAP_ACTIVE) |
2041 | if (!op->map || op->map->state != MAP_ACTIVE) |
2029 | return 0; |
2042 | return 0; |
2030 | |
2043 | |
2031 | /* Sanity check: make sure dir is valid */ |
2044 | /* Sanity check: make sure dir is valid */ |
2032 | if ((dir < 0) || (dir >= 9)) |
2045 | if (dir < 0 || dir > 8) |
2033 | { |
2046 | { |
2034 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2047 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2035 | return 0; |
2048 | return 0; |
2036 | } |
2049 | } |
2037 | |
2050 | |
2038 | /* peterm: added following line */ |
2051 | /* peterm: added following line */ |
2039 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2052 | if (op->flag [FLAG_CONFUSED] && dir) |
2040 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2053 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2041 | |
2054 | |
2042 | op->facing = dir; |
2055 | op->facing = dir; |
2043 | |
2056 | |
2044 | if (op->flag [FLAG_HIDDEN]) |
2057 | if (op->flag [FLAG_HIDDEN]) |
… | |
… | |
2084 | * players. |
2097 | * players. |
2085 | */ |
2098 | */ |
2086 | bool |
2099 | bool |
2087 | handle_newcs_player (object *op) |
2100 | handle_newcs_player (object *op) |
2088 | { |
2101 | { |
2089 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2102 | if (op->flag [FLAG_SCARED]) |
2090 | { |
2103 | { |
2091 | if (op->speed_left > 0.f) |
2104 | if (op->speed_left > 0.f) |
2092 | { |
2105 | { |
2093 | --op->speed_left; |
2106 | --op->speed_left; |
2094 | flee_player (op); |
2107 | flee_player (op); |
… | |
… | |
2113 | } |
2126 | } |
2114 | |
2127 | |
2115 | static int |
2128 | static int |
2116 | save_life (object *op) |
2129 | save_life (object *op) |
2117 | { |
2130 | { |
2118 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2131 | if (!op->flag [FLAG_LIFESAVE]) |
2119 | return 0; |
2132 | return 0; |
2120 | |
2133 | |
2121 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2134 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2122 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2135 | if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE]) |
2123 | { |
2136 | { |
2124 | op->play_sound (sound_find ("ob_evaporate")); |
2137 | op->play_sound (sound_find ("ob_evaporate")); |
2125 | 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)); |
2126 | |
2139 | |
2127 | tmp->destroy (); |
2140 | tmp->destroy (); |
2128 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2141 | op->clr_flag (FLAG_LIFESAVE); |
2129 | |
2142 | |
2130 | if (op->stats.hp < 0) |
2143 | if (op->stats.hp < 0) |
2131 | op->stats.hp = op->stats.maxhp; |
2144 | op->stats.hp = op->stats.maxhp; |
2132 | |
2145 | |
2133 | if (op->stats.food < 0) |
2146 | if (op->stats.food < 0) |
2134 | op->stats.food = 999; |
2147 | op->stats.food = MAX_FOOD; |
2135 | |
2148 | |
2136 | op->update_stats (); |
2149 | op->update_stats (); |
2137 | return 1; |
2150 | return 1; |
2138 | } |
2151 | } |
2139 | |
2152 | |
2140 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2153 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2141 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2154 | op->clr_flag (FLAG_LIFESAVE); |
2142 | enter_player_savebed (op); /* bring him home. */ |
2155 | enter_player_savebed (op); /* bring him home. */ |
2143 | return 0; |
2156 | return 0; |
2144 | } |
2157 | } |
2145 | |
2158 | |
2146 | /* 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 |
… | |
… | |
2153 | { |
2166 | { |
2154 | while (op) |
2167 | while (op) |
2155 | { |
2168 | { |
2156 | 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' */ |
2157 | |
2170 | |
2158 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2171 | if (op->flag [FLAG_UNPAID]) |
2159 | op->insert_at (env); |
2172 | op->insert_at (env); |
2160 | else if (op->inv) |
2173 | else if (op->inv) |
2161 | drop_unpaid_items (op->inv, env); |
2174 | drop_unpaid_items (op->inv, env); |
2162 | |
2175 | |
2163 | op = next; |
2176 | op = next; |
… | |
… | |
2174 | void |
2187 | void |
2175 | do_some_living (object *op) |
2188 | do_some_living (object *op) |
2176 | { |
2189 | { |
2177 | int last_food = op->stats.food; |
2190 | int last_food = op->stats.food; |
2178 | int gen_hp, gen_sp, gen_grace; |
2191 | int gen_hp, gen_sp, gen_grace; |
2179 | int over_hp, over_sp, over_grace; |
|
|
2180 | int i; |
|
|
2181 | int rate_hp = 1200; |
2192 | int rate_hp = 1200; |
2182 | int rate_sp = 2500; |
2193 | int rate_sp = 2500; |
2183 | int rate_grace = 2000; |
2194 | int rate_grace = 2000; |
2184 | const int max_hp = 1; |
2195 | const int max_hp = 1; |
2185 | const int max_sp = 1; |
2196 | const int max_sp = 1; |
2186 | const int max_grace = 1; |
2197 | const int max_grace = 1; |
2187 | |
2198 | |
|
|
2199 | #if 0 |
2188 | if (op->contr->hidden) |
2200 | if (op->contr->hidden) |
2189 | { |
2201 | { |
2190 | op->invisible = 1000; |
2202 | op->invisible = 1000; |
2191 | /* the socket code flashes the player visible/invisible |
2203 | /* the socket code flashes the player visible/invisible |
2192 | * depending on the value of invisible, so we need to |
2204 | * depending on the value of invisible, so we need to |
2193 | * alternate it here for it to work correctly. |
2205 | * alternate it here for it to work correctly. |
2194 | */ |
2206 | */ |
2195 | if (pticks & 2) |
2207 | if (server_tick & 2) |
2196 | op->invisible--; |
2208 | op->invisible--; |
2197 | } |
2209 | } |
|
|
2210 | else |
|
|
2211 | #endif |
2198 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
2212 | if (op->invisible && !(op->flag [FLAG_MAKE_INVIS])) |
2199 | { |
2213 | { |
2200 | if (!op->invisible--) |
2214 | if (!op->invisible--) |
2201 | { |
2215 | { |
2202 | make_visible (op); |
2216 | make_visible (op); |
2203 | 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."); |
… | |
… | |
2237 | if (--op->last_grace < 0) |
2251 | if (--op->last_grace < 0) |
2238 | { |
2252 | { |
2239 | if (op->stats.grace < op->stats.maxgrace / 2) |
2253 | if (op->stats.grace < op->stats.maxgrace / 2) |
2240 | op->stats.grace++; /* no penalty in food for regaining grace */ |
2254 | op->stats.grace++; /* no penalty in food for regaining grace */ |
2241 | |
2255 | |
|
|
2256 | int temp = gen_grace < 20 ? 30 : gen_grace + 10; |
|
|
2257 | |
2242 | if (max_grace > 1) |
2258 | if (max_grace > 1) |
2243 | { |
2259 | { |
2244 | over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; |
2260 | int over_grace = temp / rate_grace; |
|
|
2261 | |
2245 | if (over_grace > 0) |
2262 | if (over_grace > 0) |
2246 | { |
2263 | { |
2247 | 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; |
2248 | + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0; |
|
|
2249 | op->last_grace = 0; |
2265 | op->last_grace = 0; |
2250 | } |
2266 | } |
2251 | else |
2267 | else |
2252 | { |
2268 | op->last_grace = rate_grace / temp; |
2253 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
|
|
2254 | } |
|
|
2255 | } |
2269 | } |
2256 | else |
2270 | else |
2257 | { |
2271 | op->last_grace = rate_grace / temp; |
2258 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2272 | |
2259 | } |
|
|
2260 | /* wearing stuff doesn't detract from grace generation. */ |
2273 | /* wearing stuff doesn't detract from grace generation. */ |
2261 | } |
2274 | } |
2262 | |
2275 | |
2263 | if (op->stats.food > 0) |
2276 | if (op->stats.food > 0) |
2264 | { |
2277 | { |
… | |
… | |
2270 | if (op->stats.sp < op->stats.maxsp) |
2283 | if (op->stats.sp < op->stats.maxsp) |
2271 | { |
2284 | { |
2272 | op->stats.sp++; |
2285 | op->stats.sp++; |
2273 | |
2286 | |
2274 | /* dms do not consume food */ |
2287 | /* dms do not consume food */ |
2275 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2288 | if (!op->flag [FLAG_WIZ]) |
2276 | { |
2289 | { |
2277 | op->stats.food--; |
2290 | op->stats.food--; |
2278 | |
2291 | |
2279 | if (op->contr->digestion < 0) |
2292 | if (op->contr->digestion < 0) |
2280 | op->stats.food += op->contr->digestion; |
2293 | op->stats.food += op->contr->digestion; |
… | |
… | |
2283 | } |
2296 | } |
2284 | } |
2297 | } |
2285 | |
2298 | |
2286 | if (max_sp > 1) |
2299 | if (max_sp > 1) |
2287 | { |
2300 | { |
2288 | over_sp = (gen_sp + 10) / rate_sp; |
2301 | int over_sp = (gen_sp + 10) / rate_sp; |
2289 | if (over_sp > 0) |
2302 | if (over_sp > 0) |
2290 | { |
2303 | { |
2291 | if (op->stats.sp < op->stats.maxsp) |
2304 | if (op->stats.sp < op->stats.maxsp) |
2292 | { |
2305 | { |
2293 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
2306 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
… | |
… | |
2314 | if (op->stats.hp < op->stats.maxhp) |
2327 | if (op->stats.hp < op->stats.maxhp) |
2315 | { |
2328 | { |
2316 | op->stats.hp++; |
2329 | op->stats.hp++; |
2317 | |
2330 | |
2318 | /* dms do not consume food */ |
2331 | /* dms do not consume food */ |
2319 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2332 | if (!op->flag [FLAG_WIZ]) |
2320 | { |
2333 | { |
2321 | op->stats.food--; |
2334 | op->stats.food--; |
2322 | |
2335 | |
2323 | if (op->contr->digestion < 0) |
2336 | if (op->contr->digestion < 0) |
2324 | op->stats.food += op->contr->digestion; |
2337 | op->stats.food += op->contr->digestion; |
2325 | 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)) |
2326 | op->stats.food = last_food; |
2339 | op->stats.food = last_food; |
2327 | } |
2340 | } |
2328 | } |
2341 | } |
2329 | |
2342 | |
|
|
2343 | int temp = gen_hp < 20 ? 30 : gen_hp + 10; |
|
|
2344 | |
2330 | if (max_hp > 1) |
2345 | if (max_hp > 1) |
2331 | { |
2346 | { |
2332 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
2347 | int over_hp = temp / rate_hp; |
2333 | |
2348 | |
2334 | if (over_hp > 0) |
2349 | if (over_hp > 0) |
2335 | { |
2350 | { |
2336 | op->stats.sp += over_hp + (rndm (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; |
2337 | op->last_heal = 0; |
2352 | op->last_heal = 0; |
2338 | } |
2353 | } |
2339 | else |
2354 | else |
2340 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2355 | op->last_heal = rate_hp / temp; |
2341 | } |
2356 | } |
2342 | else |
2357 | else |
2343 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2358 | op->last_heal = rate_hp / temp; |
2344 | } |
2359 | } |
2345 | } |
2360 | } |
2346 | |
2361 | |
2347 | /* Digestion */ |
2362 | /* Digestion */ |
2348 | if (--op->last_eat < 0) |
2363 | if (--op->last_eat < 0) |
… | |
… | |
2351 | penalty = max (0, -op->contr->digestion); |
2366 | penalty = max (0, -op->contr->digestion); |
2352 | |
2367 | |
2353 | 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); |
2354 | |
2369 | |
2355 | /* dms do not consume food */ |
2370 | /* dms do not consume food */ |
2356 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2371 | if (!op->flag [FLAG_WIZ]) |
2357 | op->stats.food--; |
2372 | op->stats.food--; |
2358 | } |
2373 | } |
2359 | |
2374 | |
2360 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2375 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2361 | { |
2376 | { |
2362 | object *flesh = 0; |
2377 | object *flesh = 0; |
2363 | |
2378 | |
2364 | for_inv_removable (op, tmp) |
2379 | for_inv_removable (op, tmp) |
2365 | { |
2380 | { |
2366 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
2381 | if (tmp->flag [FLAG_UNPAID]) |
2367 | continue; |
2382 | continue; |
2368 | |
2383 | |
2369 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2384 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2370 | { |
2385 | { |
2371 | op->statusmsg ("You blindly grab for a bite of food. " |
2386 | op->statusmsg ("You blindly grab for a bite of food. " |
2372 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2387 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2373 | manual_apply (op, tmp, 0); |
2388 | op->apply (tmp); |
2374 | |
2389 | |
2375 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2390 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2376 | break; |
2391 | break; |
2377 | } |
2392 | } |
2378 | else if (tmp->type == FLESH) |
2393 | else if (tmp->type == FLESH) |
… | |
… | |
2384 | */ |
2399 | */ |
2385 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2400 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2386 | { |
2401 | { |
2387 | op->statusmsg ("You blindly grab for a bite of food. " |
2402 | op->statusmsg ("You blindly grab for a bite of food. " |
2388 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2403 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2389 | manual_apply (op, flesh, 0); |
2404 | op->apply (flesh); |
2390 | } |
2405 | } |
2391 | |
2406 | |
2392 | // If player is still starving, alert him! |
2407 | // If player is still starving, alert him! |
2393 | if (op->stats.food < 0) |
2408 | if (op->stats.food < 0) |
2394 | op->failmsg ("You are starving! " |
2409 | op->failmsg ("You are starving! " |
… | |
… | |
2406 | op->contr->killer->destroy (); |
2421 | op->contr->killer->destroy (); |
2407 | } |
2422 | } |
2408 | } |
2423 | } |
2409 | |
2424 | |
2410 | /* killer should be set here already */ |
2425 | /* killer should be set here already */ |
2411 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2426 | if (op->stats.hp < 0 && !op->flag [FLAG_WIZ]) |
2412 | kill_player (op); |
2427 | kill_player (op); |
2413 | } |
2428 | } |
2414 | } |
2429 | } |
2415 | |
2430 | |
2416 | /* 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. |
… | |
… | |
2450 | cure_disease (op, 0, 0); /* remove any disease */ |
2465 | cure_disease (op, 0, 0); /* remove any disease */ |
2451 | |
2466 | |
2452 | max_it (op->stats.hp , op->stats.maxhp); |
2467 | max_it (op->stats.hp , op->stats.maxhp); |
2453 | max_it (op->stats.sp , op->stats.maxsp); |
2468 | max_it (op->stats.sp , op->stats.maxsp); |
2454 | max_it (op->stats.grace, op->stats.maxgrace); |
2469 | max_it (op->stats.grace, op->stats.maxgrace); |
2455 | |
|
|
2456 | if (op->stats.food <= 0) |
2470 | max_it (op->stats.food , 200); |
2457 | op->stats.food = 999; |
|
|
2458 | |
2471 | |
2459 | // remove all spell effects that are active |
2472 | // remove all spell effects that are active |
2460 | // to avoid long-term effects such as word-of-recall |
2473 | // to avoid long-term effects such as word-of-recall |
2461 | for (object *item = op->inv; item; ) |
2474 | for (object *item = op->inv; item; ) |
2462 | { |
2475 | { |
… | |
… | |
2475 | if (op_on_battleground (op, &x, &y)) |
2488 | if (op_on_battleground (op, &x, &y)) |
2476 | { |
2489 | { |
2477 | deathtab << "You almost died in combat, but local medics have saved your life...\r"; |
2490 | deathtab << "You almost died in combat, but local medics have saved your life...\r"; |
2478 | |
2491 | |
2479 | /* create a bodypart-trophy to make the winner happy */ |
2492 | /* create a bodypart-trophy to make the winner happy */ |
2480 | if (object *tmp = arch_to_object (archetype::find (shstr_finger))) |
2493 | object *tmp = archetype::find (shstr_finger)->instance (); |
2481 | { |
2494 | |
2482 | tmp->name = format ("%s's finger" , &op->name); |
2495 | tmp->name = format ("%s's finger" , &op->name); |
2483 | tmp->name_pl = format ("%s's fingers", &op->name); |
2496 | tmp->name_pl = format ("%s's fingers", &op->name); |
2484 | tmp->msg = format ( |
2497 | tmp->msg = format ( |
2485 | "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", |
2486 | &op->name, op->contr->title, |
2499 | &op->name, op->contr->title, |
2487 | (int)op->level, |
2500 | (int)op->level, |
2488 | op->contr->killer_name () |
2501 | op->contr->killer_name () |
2489 | ); |
2502 | ); |
2490 | tmp->value = 0, tmp->type = 0; |
2503 | tmp->value = 0, tmp->type = 0; |
2491 | tmp->material = name_to_material (shstr_organic); |
2504 | tmp->material = name_to_material (shstr_organic); |
2492 | tmp->insert_at (op, tmp); |
2505 | tmp->insert_at (op, tmp); |
2493 | } |
|
|
2494 | |
2506 | |
2495 | /* teleport defeated player to new destination */ |
2507 | /* teleport defeated player to new destination */ |
2496 | transfer_ob (op, x, y, 0, NULL); |
2508 | transfer_ob (op, x, y, 0, NULL); |
2497 | op->contr->braced = 0; |
2509 | op->contr->braced = 0; |
2498 | |
2510 | |
… | |
… | |
2566 | object *dep; |
2578 | object *dep; |
2567 | |
2579 | |
2568 | dep = present_arch_in_ob (deparch, op); |
2580 | dep = present_arch_in_ob (deparch, op); |
2569 | if (!dep) |
2581 | if (!dep) |
2570 | { |
2582 | { |
2571 | dep = arch_to_object (deparch); |
2583 | dep = deparch->instance (); |
2572 | insert_ob_in_ob (dep, op); |
2584 | insert_ob_in_ob (dep, op); |
2573 | } |
2585 | } |
2574 | lose_this_stat = 1; |
2586 | lose_this_stat = 1; |
2575 | if (settings.balanced_stat_loss) |
2587 | if (settings.balanced_stat_loss) |
2576 | { |
2588 | { |
… | |
… | |
2588 | |
2600 | |
2589 | /* There is a maximum depletion total per level. */ |
2601 | /* There is a maximum depletion total per level. */ |
2590 | if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
2602 | if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
2591 | { |
2603 | { |
2592 | lose_this_stat = 0; |
2604 | lose_this_stat = 0; |
2593 | /* Take loss chance vs keep chance to see if we |
2605 | /* Take loss chance vs keep chance to see if we |
2594 | retain the stat. */ |
2606 | retain the stat. */ |
2595 | } |
2607 | } |
2596 | else |
2608 | else |
2597 | { |
2609 | { |
2598 | 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) |
… | |
… | |
2614 | * difference. |
2626 | * difference. |
2615 | */ |
2627 | */ |
2616 | if (this_stat >= -50) |
2628 | if (this_stat >= -50) |
2617 | { |
2629 | { |
2618 | change_attr_value (&(dep->stats), i, -1); |
2630 | change_attr_value (&(dep->stats), i, -1); |
2619 | SET_FLAG (dep, FLAG_APPLIED); |
2631 | dep->set_flag (FLAG_APPLIED); |
2620 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
2632 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
2621 | op->update_stats (); |
2633 | op->update_stats (); |
2622 | lost_a_stat = 1; |
2634 | lost_a_stat = 1; |
2623 | } |
2635 | } |
2624 | } |
2636 | } |
… | |
… | |
2642 | #endif |
2654 | #endif |
2643 | |
2655 | |
2644 | /* Put a gravestone up where the character 'almost' died. List the |
2656 | /* Put a gravestone up where the character 'almost' died. List the |
2645 | * exp loss on the stone. |
2657 | * exp loss on the stone. |
2646 | */ |
2658 | */ |
2647 | tmp = arch_to_object (archetype::find (shstr_gravestone)); |
2659 | tmp = archetype::find (shstr_gravestone)->instance (); |
2648 | tmp->name = format ("%s's gravestone", &op->name); |
2660 | tmp->name = format ("%s's gravestone", &op->name); |
2649 | tmp->name_pl = format ("%s's gravestones", &op->name); |
2661 | tmp->name_pl = format ("%s's gravestones", &op->name); |
2650 | tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", |
2662 | tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", |
2651 | &op->name, op->contr->title, op->contr->killer_name ()); |
2663 | &op->name, op->contr->title, op->contr->killer_name ()); |
2652 | tmp->x = op->x, tmp->y = op->y; |
2664 | tmp->x = op->x, tmp->y = op->y; |
… | |
… | |
2691 | if (will_kill_again) |
2703 | if (will_kill_again) |
2692 | { |
2704 | { |
2693 | object *force; |
2705 | object *force; |
2694 | int at; |
2706 | int at; |
2695 | |
2707 | |
2696 | force = get_archetype (FORCE_NAME); |
2708 | force = archetype::get (FORCE_NAME); |
2697 | /* 50 ticks should be enough time for the spell to abate */ |
2709 | /* 50 ticks should be enough time for the spell to abate */ |
2698 | force->speed = 0.1f; |
|
|
2699 | force->speed_left = -5.f; |
2710 | force->speed_left = -5.f; |
2700 | SET_FLAG (force, FLAG_APPLIED); |
2711 | force->set_speed (0.1f); |
|
|
2712 | force->set_flag (FLAG_APPLIED); |
|
|
2713 | |
2701 | for (at = 0; at < NROFATTACKS; at++) |
2714 | for (at = 0; at < NROFATTACKS; at++) |
2702 | if (will_kill_again & (1 << at)) |
2715 | if (will_kill_again & (1 << at)) |
2703 | force->resist[at] = 100; |
2716 | force->resist[at] = 100; |
2704 | |
2717 | |
2705 | insert_ob_in_ob (force, op); |
2718 | insert_ob_in_ob (force, op); |
… | |
… | |
2710 | } |
2723 | } |
2711 | |
2724 | |
2712 | static void |
2725 | static void |
2713 | loot_object (object *op) |
2726 | loot_object (object *op) |
2714 | { /* Grab and destroy some treasure */ |
2727 | { /* Grab and destroy some treasure */ |
2715 | object *tmp, *tmp2, *next; |
2728 | object *tmp, *next; |
2716 | |
2729 | |
2717 | op->close_container (); /* close open sack first */ |
2730 | op->close_container (); /* close open sack first */ |
2718 | |
2731 | |
2719 | for (tmp = op->inv; tmp; tmp = next) |
2732 | for (tmp = op->inv; tmp; tmp = next) |
2720 | { |
2733 | { |
… | |
… | |
2727 | tmp->x = op->x, tmp->y = op->y; |
2740 | tmp->x = op->x, tmp->y = op->y; |
2728 | |
2741 | |
2729 | if (tmp->type == CONTAINER) |
2742 | if (tmp->type == CONTAINER) |
2730 | loot_object (tmp); /* empty container to ground */ |
2743 | loot_object (tmp); /* empty container to ground */ |
2731 | |
2744 | |
2732 | 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)))) |
2733 | { |
2746 | { |
2734 | if (tmp->nrof > 1) |
2747 | if (tmp->nrof > 1) |
2735 | { |
2748 | { |
2736 | tmp->decrease (rndm (1, tmp->nrof - 1)); |
2749 | tmp->decrease (rndm (1, tmp->nrof - 1)); |
2737 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2750 | insert_ob_in_map (tmp, op->map, NULL, 0); |
… | |
… | |
2748 | * fix_weight(): Check recursively the weight of all players, and fix |
2761 | * fix_weight(): Check recursively the weight of all players, and fix |
2749 | * 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 |
2750 | * was changed. |
2763 | * was changed. |
2751 | */ |
2764 | */ |
2752 | void |
2765 | void |
2753 | fix_weight (void) |
2766 | fix_weight () |
2754 | { |
2767 | { |
2755 | for_all_players (pl) |
2768 | for_all_players (pl) |
2756 | { |
2769 | { |
2757 | sint32 old = pl->ob->carrying; |
2770 | weight_t old = pl->ob->carrying; |
2758 | |
2771 | |
2759 | pl->ob->update_weight (); |
2772 | pl->ob->update_weight (); |
2760 | |
2773 | |
2761 | if (old != pl->ob->carrying) |
2774 | if (old != pl->ob->carrying) |
2762 | { |
2775 | { |
… | |
… | |
2765 | } |
2778 | } |
2766 | } |
2779 | } |
2767 | } |
2780 | } |
2768 | |
2781 | |
2769 | void |
2782 | void |
2770 | fix_luck (void) |
2783 | fix_luck () |
2771 | { |
2784 | { |
2772 | for_all_players (pl) |
2785 | for_all_players (pl) |
2773 | if (!pl->ob->contr->ns->state) |
2786 | if (!pl->ob->contr->ns->state) |
2774 | pl->ob->change_luck (0); |
2787 | pl->ob->change_luck (0); |
2775 | } |
2788 | } |
… | |
… | |
2827 | } |
2840 | } |
2828 | |
2841 | |
2829 | int |
2842 | int |
2830 | is_true_undead (object *op) |
2843 | is_true_undead (object *op) |
2831 | { |
2844 | { |
2832 | if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
2845 | if (op->arch->flag [FLAG_UNDEAD]) |
2833 | return 1; |
2846 | return 1; |
2834 | |
2847 | |
2835 | return 0; |
2848 | return 0; |
2836 | } |
2849 | } |
2837 | |
2850 | |
… | |
… | |
2935 | |
2948 | |
2936 | if (who->type == PLAYER) |
2949 | if (who->type == PLAYER) |
2937 | player = 1; |
2950 | player = 1; |
2938 | |
2951 | |
2939 | else |
2952 | else |
2940 | friendly = QUERY_FLAG (who, FLAG_FRIENDLY); |
2953 | friendly = who->flag [FLAG_FRIENDLY]; |
2941 | |
2954 | |
2942 | /* search adjacent squares */ |
2955 | /* search adjacent squares */ |
2943 | for (i = 1; i < 9; i++) |
2956 | for (i = 1; i < 9; i++) |
2944 | { |
2957 | { |
2945 | x = who->x + freearr_x[i]; |
2958 | x = who->x + freearr_x[i]; |
… | |
… | |
2954 | 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))) |
2955 | continue; |
2968 | continue; |
2956 | |
2969 | |
2957 | 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) |
2958 | { |
2971 | { |
2959 | 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]) |
2960 | return 1; |
2973 | return 1; |
2961 | else if (tmp->type == PLAYER) |
2974 | else if (tmp->type == PLAYER) |
2962 | { |
|
|
2963 | /*don't let a hidden DM prevent you from hiding */ |
|
|
2964 | if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) |
|
|
2965 | return 1; |
2975 | return 1; |
2966 | } |
|
|
2967 | } |
2976 | } |
2968 | } |
2977 | } |
2969 | return 0; |
2978 | return 0; |
2970 | } |
2979 | } |
2971 | |
2980 | |
2972 | /* check the player los field for viewability of the |
2981 | /* check the player los field for viewability of the |
2973 | * object op. This function works fine for monsters, |
2982 | * object op. This function works fine for monsters, |
2974 | * 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 |
2975 | * a pile (say a coin under a table would return "viewable" |
2984 | * a pile (say a coin under a table would return "viewable" |
2976 | * by this routine). Another question, should we be |
2985 | * by this routine). Another question, should we be |
2977 | * concerned with the direction the player is looking |
2986 | * concerned with the direction the player is looking |
2978 | * in? Realistically, most of us can't see stuff behind |
2987 | * in? Realistically, most of us can't see stuff behind |
2979 | * our backs...on the other hand, does the "facing" direction |
2988 | * our backs...on the other hand, does the "facing" direction |
2980 | * 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 |
2981 | * 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. |
2982 | * -b.t. |
2991 | * -b.t. |
2983 | * This function is now map tiling safe. |
2992 | * This function is now map tiling safe. |
2984 | */ |
2993 | */ |
2985 | int |
2994 | int |
2986 | player_can_view (object *pl, object *op) |
2995 | player_can_view (object *pl, object *op) |
2987 | { |
2996 | { |
… | |
… | |
3001 | |
3010 | |
3002 | get_rangevector (pl, op, &rv, 0x1); |
3011 | get_rangevector (pl, op, &rv, 0x1); |
3003 | |
3012 | |
3004 | /* starting with the 'head' part, lets loop |
3013 | /* starting with the 'head' part, lets loop |
3005 | * through the object and find if it has any |
3014 | * through the object and find if it has any |
3006 | * part that is in the los array but isn't on |
3015 | * part that is in the los array but isn't on |
3007 | * a blocked los square. |
3016 | * a blocked los square. |
3008 | * we use the archetype to figure out offsets. |
3017 | * we use the archetype to figure out offsets. |
3009 | */ |
3018 | */ |
3010 | while (op) |
3019 | while (op) |
3011 | { |
3020 | { |
… | |
… | |
3038 | * and the exit-coordinates sp/hp must both be > 0. |
3047 | * and the exit-coordinates sp/hp must both be > 0. |
3039 | * => The intention here is to prevent abuse of the battleground- |
3048 | * => The intention here is to prevent abuse of the battleground- |
3040 | * feature (like pickable or hidden battleground tiles). */ |
3049 | * feature (like pickable or hidden battleground tiles). */ |
3041 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
3050 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
3042 | { |
3051 | { |
3043 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3052 | if (tmp->flag [FLAG_IS_FLOOR]) |
3044 | { |
3053 | { |
3045 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) |
3054 | if (tmp->flag [FLAG_NO_PICK] |
3046 | && tmp->type == BATTLEGROUND |
3055 | && tmp->type == BATTLEGROUND |
3047 | && tmp->name == shstr_battleground |
3056 | && tmp->name == shstr_battleground |
3048 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3057 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3049 | { |
3058 | { |
3050 | /* before we assign the exit, check if this is a teambattle */ |
3059 | /* before we assign the exit, check if this is a teambattle */ |
3051 | 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)) |
3052 | { |
|
|
3053 | 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) |
3054 | { |
3063 | { |
3055 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
|
|
3056 | { |
|
|
3057 | if (x && y) |
3064 | if (x && y) |
3058 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3065 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3059 | |
3066 | |
3060 | return 1; |
3067 | return 1; |
3061 | } |
|
|
3062 | } |
3068 | } |
3063 | } |
|
|
3064 | |
3069 | |
3065 | if (x && y) |
3070 | if (x && y) |
3066 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3071 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3067 | |
3072 | |
3068 | return 1; |
3073 | return 1; |
… | |
… | |
3206 | else |
3211 | else |
3207 | j = 1; |
3212 | j = 1; |
3208 | strcat (buf, spellpathnames[i]); |
3213 | strcat (buf, spellpathnames[i]); |
3209 | } |
3214 | } |
3210 | } |
3215 | } |
|
|
3216 | |
3211 | strcat (buf, "."); |
3217 | strcat (buf, "."); |
3212 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); |
3218 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); |
3213 | } |
3219 | } |
3214 | |
3220 | |
3215 | /* evtl. adding flags: */ |
3221 | /* evtl. adding flags: */ |
3216 | if (QUERY_FLAG (item, FLAG_XRAYS)) |
3222 | if (item->flag [FLAG_XRAYS]) |
3217 | SET_FLAG (skin, FLAG_XRAYS); |
3223 | skin->set_flag (FLAG_XRAYS); |
3218 | if (QUERY_FLAG (item, FLAG_STEALTH)) |
3224 | if (item->flag [FLAG_STEALTH]) |
3219 | SET_FLAG (skin, FLAG_STEALTH); |
3225 | skin->set_flag (FLAG_STEALTH); |
3220 | if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) |
3226 | if (item->flag [FLAG_SEE_IN_DARK]) |
3221 | SET_FLAG (skin, FLAG_SEE_IN_DARK); |
3227 | skin->set_flag (FLAG_SEE_IN_DARK); |
3222 | |
3228 | |
3223 | /* print message if there is one */ |
3229 | /* print message if there is one */ |
3224 | if (item->msg != NULL) |
3230 | if (item->msg != NULL) |
3225 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3231 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3226 | } |
3232 | } |
3227 | else |
3233 | else |
3228 | { |
3234 | { |
3229 | /* generate misc. treasure */ |
3235 | /* generate misc. treasure */ |
3230 | tmp = arch_to_object (tr->item); |
3236 | tmp = tr->item->instance (); |
3231 | 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)); |
3232 | who->insert (tmp); |
3238 | who->insert (tmp); |
3233 | } |
3239 | } |
3234 | } |
|
|
3235 | |
|
|
3236 | /** |
|
|
3237 | * Unready an object for a player. This function does nothing if the object was |
|
|
3238 | * not readied. |
|
|
3239 | */ |
|
|
3240 | void |
|
|
3241 | player_unready_range_ob (player *pl, object *ob) |
|
|
3242 | { |
|
|
3243 | if (pl->ob->current_weapon == ob) |
|
|
3244 | pl->ob->current_weapon = 0; |
|
|
3245 | |
|
|
3246 | if (pl->combat_ob == ob) |
|
|
3247 | pl->combat_ob = 0; |
|
|
3248 | |
|
|
3249 | if (pl->ranged_ob == ob) |
|
|
3250 | pl->ranged_ob = 0; |
|
|
3251 | } |
3240 | } |
3252 | |
3241 | |
3253 | //-GPL |
3242 | //-GPL |
3254 | |
3243 | |
3255 | sint8 |
3244 | sint8 |
… | |
… | |
3285 | { |
3274 | { |
3286 | play_sound (sound_find ("generic_failure")); |
3275 | play_sound (sound_find ("generic_failure")); |
3287 | statusmsg (msg, color); |
3276 | statusmsg (msg, color); |
3288 | } |
3277 | } |
3289 | |
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 | |