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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * 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 |
6 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
8 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * 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 |
10 | * 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 |
11 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * option) any later version. |
12 | * option) any later version. |
12 | * |
13 | * |
13 | * This program is distributed in the hope that it will be useful, |
14 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
17 | * GNU General Public License for more details. |
17 | * |
18 | * |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * 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 |
20 | * and the GNU General Public License along with this program. If not, see |
20 | * <http://www.gnu.org/licenses/>. |
21 | * <http://www.gnu.org/licenses/>. |
21 | * |
22 | * |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
24 | */ |
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25 | |
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26 | //+GPL |
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27 | |
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28 | #include <algorithm> |
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29 | #include <functional> |
24 | |
30 | |
25 | #include <global.h> |
31 | #include <global.h> |
26 | #include <sproto.h> |
32 | #include <sproto.h> |
27 | #include <sounds.h> |
33 | #include <sounds.h> |
28 | #include <living.h> |
34 | #include <living.h> |
29 | #include <object.h> |
35 | #include <object.h> |
30 | #include <spells.h> |
36 | #include <spells.h> |
31 | #include <skills.h> |
37 | #include <skills.h> |
32 | |
38 | |
33 | #include <algorithm> |
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34 | #include <functional> |
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35 | |
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36 | playervec players; |
39 | playervec players; |
37 | |
40 | |
38 | /* This loads the first map an puts the player on it. */ |
41 | /* This loads the first map an puts the player on it. */ |
39 | static void |
42 | static void |
40 | set_first_map (object *op) |
43 | set_first_map (object *op) |
… | |
… | |
52 | |
55 | |
53 | players.insert (this); |
56 | players.insert (this); |
54 | ob->remove (); |
57 | ob->remove (); |
55 | ob->map = 0; |
58 | ob->map = 0; |
56 | ob->activate_recursive (); |
59 | ob->activate_recursive (); |
57 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
60 | ob->clr_flag (FLAG_FRIENDLY); |
58 | add_friendly_object (ob); |
61 | add_friendly_object (ob); |
59 | } |
62 | } |
60 | |
63 | |
61 | void |
64 | void |
62 | player::deactivate () |
65 | player::deactivate () |
… | |
… | |
74 | ob->remove (); |
77 | ob->remove (); |
75 | ob->enemy = 0; // sometimes keeps an extra refcount on itself |
78 | ob->enemy = 0; // sometimes keeps an extra refcount on itself |
76 | ob->map = 0; |
79 | ob->map = 0; |
77 | party = 0; |
80 | party = 0; |
78 | |
81 | |
79 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
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80 | |
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81 | players.erase (this); |
82 | players.erase (this); |
82 | } |
83 | } |
83 | |
84 | |
84 | // connect the player with a specific client |
85 | // connect the player with a specific client |
85 | // also changes, rationalises, and fixes some incorrect settings |
86 | // also changes, rationalises, and fixes some incorrect settings |
… | |
… | |
105 | ob->race = ob->arch->race; |
106 | ob->race = ob->arch->race; |
106 | |
107 | |
107 | ob->update_weight (); |
108 | ob->update_weight (); |
108 | link_skills (); |
109 | link_skills (); |
109 | |
110 | |
110 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
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111 | |
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112 | assign (title, ob->arch->object::name); |
111 | assign (title, ob->arch->object::name); |
113 | |
112 | |
114 | /* if it's a dragon player, set the correct title here */ |
113 | /* if it's a dragon player, set the correct title here */ |
115 | if (is_dragon_pl (ob)) |
114 | if (ob->is_dragon ()) |
116 | { |
115 | { |
117 | object *tmp, *abil = 0, *skin = 0; |
116 | object *tmp, *abil = 0, *skin = 0; |
118 | |
117 | |
119 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
118 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
120 | if (tmp->type == FORCE) |
119 | if (tmp->type == FORCE) |
… | |
… | |
128 | |
127 | |
129 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
128 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
130 | |
129 | |
131 | esrv_new_player (this); |
130 | esrv_new_player (this); |
132 | |
131 | |
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132 | ob->flag [FLAG_READY_WEAPON] = false; |
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133 | ob->flag [FLAG_READY_SKILL] = false; |
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134 | ob->flag [FLAG_READY_RANGE] = false; |
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135 | ob->flag [FLAG_READY_BOW] = false; |
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136 | |
133 | ob->update_stats (); |
137 | ob->update_stats (); |
134 | |
138 | |
135 | ns->floorbox_update (); |
139 | ns->floorbox_update (); |
136 | esrv_send_inventory (ob, ob); |
140 | esrv_send_inventory (ob, ob); |
137 | esrv_add_spells (this, 0); |
141 | esrv_add_spells (this, 0); |
… | |
… | |
167 | // when ns = 0 |
171 | // when ns = 0 |
168 | observe = viewpoint = ob; |
172 | observe = viewpoint = ob; |
169 | |
173 | |
170 | deactivate (); |
174 | deactivate (); |
171 | } |
175 | } |
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176 | |
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177 | //-GPL |
172 | |
178 | |
173 | // the need for this function can be explained |
179 | // the need for this function can be explained |
174 | // by load_object not returning the object |
180 | // by load_object not returning the object |
175 | void |
181 | void |
176 | player::set_object (object *op) |
182 | player::set_object (object *op) |
177 | { |
183 | { |
178 | ob = observe = viewpoint = op; |
184 | ob = observe = viewpoint = op; |
179 | ob->contr = this; /* this aren't yet in archetype */ |
185 | ob->contr = this; /* this aren't yet in archetype */ |
180 | |
186 | |
181 | ob->speed = 1.0f; |
187 | ob->speed = 1.0f; // object still inactive, keep it that way |
182 | ob->speed_left = 0.5f; |
188 | ob->speed_left = 0.5f; |
183 | |
189 | |
184 | ob->direction = 5; /* So player faces south */ |
190 | ob->direction = 5; /* So player faces south */ |
185 | |
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186 | ob->flag [FLAG_READY_WEAPON] = false; |
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187 | ob->flag [FLAG_READY_SKILL] = false; |
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188 | ob->flag [FLAG_READY_BOW] = false; |
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189 | |
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190 | for (object *op = ob->inv; op; op = op->below) |
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191 | if (op->flag [FLAG_APPLIED]) |
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192 | switch (op->type) |
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193 | { |
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194 | case SKILL: |
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195 | ob->flag [FLAG_APPLIED] = false; |
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196 | break; |
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197 | |
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198 | case WAND: |
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199 | case ROD: |
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200 | case HORN: |
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201 | case BOW: |
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202 | ranged_ob = op; |
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203 | break; |
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204 | |
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205 | case WEAPON: |
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206 | combat_ob = op; |
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207 | break; |
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208 | } |
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209 | |
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210 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
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211 | ob->deactivate (); // change_weapon activates, fix this better |
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212 | } |
191 | } |
213 | |
192 | |
214 | void |
193 | void |
215 | player::set_observe (object *op) |
194 | player::set_observe (object *op) |
216 | { |
195 | { |
… | |
… | |
222 | player::set_viewpoint (object *op) |
201 | player::set_viewpoint (object *op) |
223 | { |
202 | { |
224 | viewpoint = op ? op : (object *)observe; |
203 | viewpoint = op ? op : (object *)observe; |
225 | do_los = 1; |
204 | do_los = 1; |
226 | } |
205 | } |
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206 | |
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207 | //+GPL |
227 | |
208 | |
228 | player::player () |
209 | player::player () |
229 | { |
210 | { |
230 | /* There are some elements we want initialised to non zero value - |
211 | /* There are some elements we want initialised to non zero value - |
231 | * we deal with that below this point. |
212 | * we deal with that below this point. |
… | |
… | |
254 | |
235 | |
255 | attachable::do_destroy (); |
236 | attachable::do_destroy (); |
256 | |
237 | |
257 | if (ob) |
238 | if (ob) |
258 | { |
239 | { |
259 | ob->destroy_inv (false); |
240 | // potentially fix a bug where ob->contr is non-null while ob->contr->ob is null, causing a segfault. |
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241 | // temporarily backed out patchset 4025 to see if THIS change causes crashes |
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242 | //ob->contr = 0; |
260 | ob->destroy (); |
243 | ob->destroy (); |
261 | } |
244 | } |
262 | |
245 | |
263 | ob = observe = viewpoint = 0; |
246 | ob = observe = viewpoint = 0; |
264 | } |
247 | } |
265 | |
248 | |
266 | player::~player () |
249 | player::~player () |
267 | { |
250 | { |
268 | /* Clear item stack */ |
251 | /* Clear item stack */ |
269 | free (stack_items); |
252 | free (stack_items); |
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253 | } |
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254 | |
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255 | /* |
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256 | * get_player_archetype() return next player archetype from archetype |
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257 | * list. Not very efficient routine, but used only creating new players. |
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258 | * Note: there MUST be at least one player archetype! |
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259 | */ |
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260 | static archetype * |
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261 | get_player_archetype (archetype *at) |
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262 | { |
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263 | // archetypes could have been reloaded |
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264 | archetype *nat = at ? archetype::find (at->archname) : archetypes [0]; |
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265 | |
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266 | if (!nat) |
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267 | return at; |
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268 | |
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269 | archvec::iterator i = archetypes.find (nat); |
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270 | |
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271 | for (;;) |
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272 | { |
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273 | if (++i == archetypes.end ()) |
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274 | i = archetypes.begin (); |
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275 | else if (*i == at) |
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276 | cleanup ("not a single player archetype found"); |
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277 | |
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278 | if ((*i)->type == PLAYER) |
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279 | return *i; |
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280 | } |
270 | } |
281 | } |
271 | |
282 | |
272 | /* Tries to add player on the connection passed in ns. |
283 | /* Tries to add player on the connection passed in ns. |
273 | * All we can really get in this is some settings like host and display |
284 | * All we can really get in this is some settings like host and display |
274 | * mode. |
285 | * mode. |
… | |
… | |
276 | player * |
287 | player * |
277 | player::create () |
288 | player::create () |
278 | { |
289 | { |
279 | player *pl = new player; |
290 | player *pl = new player; |
280 | |
291 | |
281 | pl->set_object (arch_to_object (get_player_archetype (0))); |
292 | pl->set_object (get_player_archetype (0)->instance ()); |
282 | |
293 | |
283 | pl->ob->roll_stats (); |
294 | pl->ob->roll_stats (); |
284 | pl->ob->stats.wc = 2; |
295 | pl->ob->stats.wc = 2; |
285 | pl->ob->run_away = 25; /* Then we panick... */ |
296 | pl->ob->run_away = 25; /* Then we panick... */ |
286 | |
297 | |
287 | set_first_map (pl->ob); |
298 | set_first_map (pl->ob); |
288 | |
299 | |
289 | return pl; |
300 | return pl; |
290 | } |
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291 | |
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292 | /* |
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293 | * get_player_archetype() return next player archetype from archetype |
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294 | * list. Not very efficient routine, but used only creating new players. |
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295 | * Note: there MUST be at least one player archetype! |
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296 | */ |
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297 | archetype * |
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298 | get_player_archetype (archetype *at) |
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299 | { |
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300 | // archetypes could have been reloaded |
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301 | archetype *nat = at ? archetype::find (at->archname) : archetypes [0]; |
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302 | |
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303 | if (!nat) |
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304 | return at; |
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305 | |
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306 | archvec::iterator i = archetypes.find (nat); |
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307 | |
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308 | for (;;) |
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309 | { |
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310 | if (++i == archetypes.end ()) |
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311 | i = archetypes.begin (); |
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312 | else if (*i == at) |
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313 | cleanup ("not a single player archetype found"); |
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314 | |
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315 | if ((*i)->type == PLAYER) |
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316 | return *i; |
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317 | } |
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318 | } |
301 | } |
319 | |
302 | |
320 | object * |
303 | object * |
321 | get_nearest_player (object *mon) |
304 | get_nearest_player (object *mon) |
322 | { |
305 | { |
… | |
… | |
350 | #endif |
333 | #endif |
351 | return op; |
334 | return op; |
352 | } |
335 | } |
353 | |
336 | |
354 | /* I believe this can safely go to 2, 3 is questionable, 4 will likely |
337 | /* I believe this can safely go to 2, 3 is questionable, 4 will likely |
355 | * result in a monster paths backtracking. It basically determines how large a |
338 | * result in a monster paths backtracking. It basically determines how large a |
356 | * detour a monster will take from the direction path when looking |
339 | * detour a monster will take from the direction path when looking |
357 | * for a path to the player. The values are in the amount of direction |
340 | * for a path to the player. The values are in the amount of direction |
358 | * the deviation is |
341 | * the deviation is |
359 | */ |
342 | */ |
360 | #define DETOUR_AMOUNT 2 |
343 | #define DETOUR_AMOUNT 2 |
… | |
… | |
396 | */ |
379 | */ |
397 | int |
380 | int |
398 | path_to_player (object *mon, object *pl, unsigned mindiff) |
381 | path_to_player (object *mon, object *pl, unsigned mindiff) |
399 | { |
382 | { |
400 | rv_vector rv; |
383 | rv_vector rv; |
401 | sint16 x, y; |
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402 | int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; |
384 | int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES; |
403 | maptile *m, *lastmap; |
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404 | |
385 | |
405 | get_rangevector (mon, pl, &rv, 0); |
386 | get_rangevector (mon, pl, &rv, 0); |
406 | |
387 | |
407 | if (rv.distance < mindiff) |
388 | if (rv.distance < mindiff) |
408 | return 0; |
389 | return 0; |
409 | |
390 | |
410 | x = mon->x; |
391 | mapxy pos (mon); |
411 | y = mon->y; |
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412 | m = mon->map; |
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413 | dir = rv.direction; |
392 | dir = rv.direction; |
414 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
393 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
415 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
394 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
416 | |
395 | |
417 | /* If we can't solve it within the search distance, return now. */ |
396 | /* If we can't solve it within the search distance, return now. */ |
418 | if (diff > max) |
397 | if (diff > max) |
419 | return 0; |
398 | return 0; |
420 | |
399 | |
421 | while (diff > 1 && max > 0) |
400 | while (diff > 1 && max > 0) |
422 | { |
401 | { |
423 | lastx = x; |
402 | mapxy lastpos = pos; |
424 | lasty = y; |
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425 | lastmap = m; |
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426 | x = lastx + freearr_x[dir]; |
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427 | y = lasty + freearr_y[dir]; |
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428 | |
403 | |
429 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
404 | pos.move (dir); |
430 | blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y); |
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431 | |
405 | |
432 | /* Space is blocked - try changing direction a little */ |
406 | /* Space is blocked - try changing direction a little */ |
433 | if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) |
407 | if (!pos.normalise () |
434 | && (m == mon->map && blocked_link (mon, m, x, y)))) |
408 | || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block)) |
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409 | && blocked_link (mon, pos.m, pos.x, pos.y))) |
435 | { |
410 | { |
436 | /* recalculate direction from last good location. Possible |
411 | /* recalculate direction from last good location. Possible |
437 | * we were not traversing ideal location before. |
412 | * we were not traversing ideal location before. |
438 | */ |
413 | */ |
439 | get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); |
414 | get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0); |
440 | if (rv.direction != dir) |
415 | if (rv.direction != dir) |
441 | { |
416 | { |
442 | /* OK - says direction should be different - lets reset the |
417 | /* OK - says direction should be different - lets reset the |
443 | * the values so it will try again. |
418 | * the values so it will try again. |
444 | */ |
419 | */ |
445 | x = lastx; |
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446 | y = lasty; |
|
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447 | m = lastmap; |
420 | pos = lastpos; |
448 | dir = firstdir = rv.direction; |
421 | dir = firstdir = rv.direction; |
449 | } |
422 | } |
450 | else |
423 | else |
451 | { |
424 | { |
452 | /* direct path is blocked - try taking a side step to |
425 | /* direct path is blocked - try taking a side step to |
453 | * either the left or right. |
426 | * either the left or right. |
454 | * Note increase the values in the loop below to be |
427 | * Note increase the values in the loop below to be |
455 | * more than -1/1 respectively will mean the monster takes |
428 | * more than -1/1 respectively will mean the monster takes |
456 | * bigger detour. Have to be careful about these values getting |
429 | * bigger detour. Have to be careful about these values getting |
457 | * too big (3 or maybe 4 or higher) as the monster may just try |
430 | * too big (3 or maybe 4 or higher) as the monster may just try |
458 | * stepping back and forth |
431 | * stepping back and forth |
459 | */ |
432 | */ |
460 | for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) |
433 | for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) |
461 | { |
434 | { |
462 | if (i == 0) |
435 | if (i == 0) |
463 | continue; /* already did this, so skip it */ |
436 | continue; /* already did this, so skip it */ |
|
|
437 | |
464 | /* Use lastdir here - otherwise, |
438 | /* Use lastdir here - otherwise, |
465 | * since the direction that the creature should move in |
439 | * since the direction that the creature should move in |
466 | * may change, you could get infinite loops. |
440 | * may change, you could get infinite loops. |
467 | * ie, player is northwest, but monster can only |
441 | * ie, player is northwest, but monster can only |
468 | * move west, so it does that. It goes some distance, |
442 | * move west, so it does that. It goes some distance, |
… | |
… | |
470 | * can't do that, but now finds it can move east, and |
444 | * can't do that, but now finds it can move east, and |
471 | * gets back to its original point. lastdir contains |
445 | * gets back to its original point. lastdir contains |
472 | * the last direction the creature has successfully |
446 | * the last direction the creature has successfully |
473 | * moved. |
447 | * moved. |
474 | */ |
448 | */ |
475 | |
|
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476 | x = lastx + freearr_x[absdir (lastdir + i)]; |
|
|
477 | y = lasty + freearr_y[absdir (lastdir + i)]; |
|
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478 | m = lastmap; |
449 | pos = lastpos; |
479 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
450 | pos.move (absdir (lastdir + i)); |
480 | if (mflags & P_OUT_OF_MAP) |
451 | |
|
|
452 | if (!pos.normalise ()) |
481 | continue; |
453 | continue; |
482 | blocked = GET_MAP_MOVE_BLOCK (m, x, y); |
454 | |
483 | if (OB_TYPE_MOVE_BLOCK (mon, blocked)) |
455 | mapspace &ms = *pos; |
|
|
456 | |
|
|
457 | if (ms.flags () & P_BLOCKSVIEW) |
484 | continue; |
458 | continue; |
485 | if (mflags & P_BLOCKSVIEW) |
459 | |
|
|
460 | if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block)) |
486 | continue; |
461 | continue; |
487 | |
462 | |
488 | if (m == mon->map && blocked_link (mon, m, x, y)) |
463 | if (blocked_link (mon, pos.m, pos.x, pos.y)) |
489 | break; |
464 | break; |
490 | } |
465 | } |
|
|
466 | |
491 | /* go through entire loop without finding a valid |
467 | /* go through entire loop without finding a valid |
492 | * sidestep to take - thus, no valid path. |
468 | * sidestep to take - thus, no valid path. |
493 | */ |
469 | */ |
494 | if (i == (DETOUR_AMOUNT + 1)) |
470 | if (i == DETOUR_AMOUNT + 1) |
495 | return 0; |
471 | return 0; |
|
|
472 | |
496 | diff--; |
473 | diff--; |
497 | lastdir = dir; |
474 | lastdir = dir; |
498 | max--; |
475 | max--; |
499 | if (!firstdir) |
476 | if (!firstdir) |
500 | firstdir = dir + i; |
477 | firstdir = dir + i; |
… | |
… | |
504 | { |
481 | { |
505 | /* we moved towards creature, so diff is less */ |
482 | /* we moved towards creature, so diff is less */ |
506 | diff--; |
483 | diff--; |
507 | max--; |
484 | max--; |
508 | lastdir = dir; |
485 | lastdir = dir; |
|
|
486 | |
509 | if (!firstdir) |
487 | if (!firstdir) |
510 | firstdir = dir; |
488 | firstdir = dir; |
511 | } |
489 | } |
512 | |
490 | |
513 | if (diff <= 1) |
491 | if (diff <= 1) |
514 | { |
492 | { |
515 | /* Recalculate diff (distance) because we may not have actually |
493 | /* Recalculate diff (distance) because we may not have actually |
516 | * headed toward player for entire distance. |
494 | * headed toward player for entire distance. |
517 | */ |
495 | */ |
518 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
496 | get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0); |
519 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
497 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
520 | } |
498 | } |
521 | |
499 | |
522 | if (diff > max) |
500 | if (diff > max) |
523 | return 0; |
501 | return 0; |
… | |
… | |
539 | for (object *next, *op = pl->inv; op; op = next) |
517 | for (object *next, *op = pl->inv; op; op = next) |
540 | { |
518 | { |
541 | next = op->below; |
519 | next = op->below; |
542 | |
520 | |
543 | /* Forces get applied per default, unless they have the |
521 | /* Forces get applied per default, unless they have the |
544 | * flag "neutral" set. Sorry but I can't think of a better way |
522 | * flag "neutral" set. Sorry but I can't think of a better way |
545 | */ |
523 | */ |
546 | if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) |
524 | if (op->type == FORCE && !op->flag [FLAG_NEUTRAL]) |
547 | SET_FLAG (op, FLAG_APPLIED); |
525 | op->set_flag (FLAG_APPLIED); |
548 | |
526 | |
549 | /* we never give weapons/armour if these cannot be used |
527 | /* we never give weapons/armour if these cannot be used |
550 | * by this player due to race restrictions |
528 | * by this player due to race restrictions |
551 | */ |
529 | */ |
552 | if (pl->type == PLAYER) |
530 | if (pl->type == PLAYER) |
553 | { |
531 | { |
554 | if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) |
532 | if ((!pl->flag [FLAG_USE_ARMOUR] |
555 | && |
533 | && |
556 | (op->type == ARMOUR || op->type == BOOTS |
534 | (op->type == ARMOUR || op->type == BOOTS |
557 | || op->type == CLOAK || op->type == HELMET |
535 | || op->type == CLOAK || op->type == HELMET |
558 | || op->type == SHIELD || op->type == GLOVES |
536 | || op->type == SHIELD || op->type == GLOVES |
559 | || op->type == BRACERS || op->type == GIRDLE)) |
537 | || op->type == BRACERS || op->type == GIRDLE)) |
560 | || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
538 | || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON)) |
561 | { |
539 | { |
562 | op->destroy (); |
540 | op->destroy (); |
563 | continue; |
541 | continue; |
564 | } |
542 | } |
565 | } |
543 | } |
566 | |
544 | |
567 | /* Here we remove duplicated skills (as duplicated spell objects have |
545 | /* Here we remove duplicated skills (as duplicated spell objects have |
568 | * _very_ confusing effects for players), which could for instance be |
546 | * _very_ confusing effects for players), which could for instance be |
569 | * generated by bad treasurelists. - elmex |
547 | * generated by multiple treasurelists specifying the same skills. |
570 | */ |
548 | */ |
571 | if (op->type == SKILL) |
549 | if (op->type == SKILL) |
572 | { |
550 | { |
573 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
551 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
574 | if (tmp->type == op->type && tmp->name == op->name) |
552 | if (tmp->type == op->type && tmp->name == op->name) |
575 | { |
553 | { |
576 | op->destroy (); |
554 | op->destroy (); |
577 | LOG (llevError, |
|
|
578 | "give_initial_items: Removing duplicate skill %s\n", &tmp->name); |
|
|
579 | break; |
555 | break; |
580 | } |
556 | } |
581 | |
557 | |
582 | if (op->nrof > 1) |
558 | if (op->nrof > 1) |
583 | op->nrof = 1; |
559 | op->nrof = 1; |
584 | } |
560 | } |
585 | |
561 | |
586 | if (op->type == SPELLBOOK && op->inv) |
562 | if (op->type == SPELLBOOK && op->inv) |
587 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
563 | op->inv->clr_flag (FLAG_STARTEQUIP); |
588 | |
564 | |
589 | /* Give starting characters identified, uncursed, and undamned |
565 | /* Give starting characters identified, uncursed, and undamned |
590 | * items. Just don't identify gold or silver, or it won't be |
566 | * items. Just don't identify gold or silver, or it won't be |
591 | * merged properly. |
567 | * merged properly. |
592 | */ |
568 | */ |
593 | if (need_identify (op)) |
569 | if (op->need_identify ()) |
594 | { |
570 | { |
595 | SET_FLAG (op, FLAG_IDENTIFIED); |
571 | op->set_flag (FLAG_IDENTIFIED); |
596 | CLEAR_FLAG (op, FLAG_CURSED); |
572 | op->clr_flag (FLAG_CURSED); |
597 | CLEAR_FLAG (op, FLAG_DAMNED); |
573 | op->clr_flag (FLAG_DAMNED); |
598 | } |
574 | } |
599 | |
575 | |
600 | if (op->type == SPELL) |
576 | if (op->type == SPELL) |
601 | { |
577 | { |
602 | op->destroy (); |
578 | op->destroy (); |
603 | continue; |
579 | continue; |
604 | } |
580 | } |
605 | else if (op->type == SKILL) |
581 | else if (op->type == SKILL) |
606 | { |
582 | { |
607 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
583 | op->set_flag (FLAG_CAN_USE_SKILL); |
608 | op->stats.exp = 0; |
584 | op->stats.exp = 0; |
609 | op->level = 1; |
585 | op->level = 1; |
610 | } |
586 | } |
611 | else /* lock all 'normal items by default */ |
587 | else /* lock all 'normal items by default */ |
612 | SET_FLAG (op, FLAG_INV_LOCKED); |
588 | op->set_flag (FLAG_INV_LOCKED); |
613 | } /* for loop of objects in player inv */ |
589 | } /* for loop of objects in player inv */ |
614 | |
590 | |
615 | /* Need to set up the skill pointers */ |
591 | /* Need to set up the skill pointers */ |
616 | pl->contr->link_skills (); |
592 | pl->contr->link_skills (); |
617 | } |
593 | } |
… | |
… | |
631 | send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
607 | send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
632 | } |
608 | } |
633 | |
609 | |
634 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
610 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
635 | static int |
611 | static int |
636 | roll_stat (void) |
612 | roll_stat () |
637 | { |
613 | { |
638 | int a[4], i, j, k; |
614 | int a[4], i, j, k; |
639 | |
615 | |
640 | for (i = 0; i < 4; i++) |
616 | for (i = 0; i < 4; i++) |
641 | a[i] = (int) rndm (6) + 1; |
617 | a[i] = rndm (1, 6); |
642 | |
618 | |
643 | for (i = 0, j = 0, k = 7; i < 4; i++) |
619 | for (i = 0, j = 0, k = 7; i < 4; i++) |
644 | if (a[i] < k) |
620 | if (a[i] < k) |
645 | k = a[i], j = i; |
621 | k = a[i], j = i; |
646 | |
622 | |
… | |
… | |
738 | player::chargen_race_done () |
714 | player::chargen_race_done () |
739 | { |
715 | { |
740 | /* this must before then initial items are given */ |
716 | /* this must before then initial items are given */ |
741 | esrv_new_player (ob->contr); |
717 | esrv_new_player (ob->contr); |
742 | |
718 | |
743 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
719 | treasurelist *tl = treasurelist::find (shstr_starting_wealth); |
744 | if (tl) |
720 | if (tl) |
745 | create_treasure (tl, ob, 0, 0, 0); |
721 | create_treasure (tl, ob, 0, 0, 0); |
746 | |
722 | |
747 | INVOKE_PLAYER (BIRTH, ob->contr); |
723 | INVOKE_PLAYER (BIRTH, ob->contr); |
748 | INVOKE_PLAYER (LOGIN, ob->contr); |
|
|
749 | |
724 | |
750 | ob->contr->ns->state = ST_PLAYING; |
725 | ob->contr->ns->state = ST_PLAYING; |
751 | |
726 | |
752 | if (ob->msg) |
727 | if (ob->msg) |
753 | ob->msg = 0; |
728 | ob->msg = 0; |
754 | |
729 | |
755 | start_info (ob); |
730 | start_info (ob); |
756 | CLEAR_FLAG (ob, FLAG_WIZ); |
731 | ob->clr_flag (FLAG_WIZ); |
757 | give_initial_items (ob, ob->randomitems); |
732 | give_initial_items (ob, ob->randomitems); |
758 | esrv_send_inventory (ob, ob); |
733 | esrv_send_inventory (ob, ob); |
759 | ob->update_stats (); |
734 | ob->update_stats (); |
760 | |
735 | |
761 | /* This moves the player to a different start map, if there |
736 | /* This moves the player to a different start map, if there |
… | |
… | |
763 | */ |
738 | */ |
764 | if (*first_map_ext_path) |
739 | if (*first_map_ext_path) |
765 | ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); |
740 | ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); |
766 | else |
741 | else |
767 | LOG (llevDebug, "first_map_ext_path not set\n"); |
742 | LOG (llevDebug, "first_map_ext_path not set\n"); |
|
|
743 | } |
|
|
744 | |
|
|
745 | /* |
|
|
746 | * Returns true if the given player is a legal class. |
|
|
747 | * The function to add and remove class-bonuses to the stats doesn't |
|
|
748 | * check if the stat becomes negative, thus this function |
|
|
749 | * merely checks that all stats are 1 or more, and returns |
|
|
750 | * false otherwise. |
|
|
751 | */ |
|
|
752 | static int |
|
|
753 | allowed_class (const object *op) |
|
|
754 | { |
|
|
755 | return op->stats.Dex > 0 |
|
|
756 | && op->stats.Str > 0 |
|
|
757 | && op->stats.Con > 0 |
|
|
758 | && op->stats.Int > 0 |
|
|
759 | && op->stats.Wis > 0 |
|
|
760 | && op->stats.Pow > 0 |
|
|
761 | && op->stats.Cha > 0; |
768 | } |
762 | } |
769 | |
763 | |
770 | void |
764 | void |
771 | player::chargen_race_next () |
765 | player::chargen_race_next () |
772 | { |
766 | { |
… | |
… | |
801 | ob->stats.hp = ob->stats.maxhp; |
795 | ob->stats.hp = ob->stats.maxhp; |
802 | ob->stats.sp = ob->stats.maxsp; |
796 | ob->stats.sp = ob->stats.maxsp; |
803 | ob->stats.grace = 0; |
797 | ob->stats.grace = 0; |
804 | } |
798 | } |
805 | |
799 | |
806 | void |
800 | static void |
807 | flee_player (object *op) |
801 | flee_player (object *op) |
808 | { |
802 | { |
809 | int dir, diff; |
803 | int dir, diff; |
810 | rv_vector rv; |
804 | rv_vector rv; |
811 | |
805 | |
812 | if (op->stats.hp < 0) |
806 | if (op->stats.hp < 0) |
813 | { |
807 | { |
814 | LOG (llevDebug, "Fleeing player is dead.\n"); |
808 | LOG (llevDebug, "Fleeing player is dead.\n"); |
815 | CLEAR_FLAG (op, FLAG_SCARED); |
809 | op->clr_flag (FLAG_SCARED); |
816 | return; |
810 | return; |
817 | } |
811 | } |
818 | |
812 | |
819 | if (!op->enemy) |
813 | if (!op->enemy) |
820 | { |
814 | { |
821 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
815 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
822 | CLEAR_FLAG (op, FLAG_SCARED); |
816 | op->clr_flag (FLAG_SCARED); |
823 | return; |
817 | return; |
824 | } |
818 | } |
825 | |
819 | |
826 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
820 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
827 | { |
821 | { |
828 | op->enemy = NULL; |
822 | op->enemy = NULL; |
829 | CLEAR_FLAG (op, FLAG_SCARED); |
823 | op->clr_flag (FLAG_SCARED); |
830 | return; |
824 | return; |
831 | } |
825 | } |
832 | |
826 | |
833 | get_rangevector (op, op->enemy, &rv, 0); |
827 | get_rangevector (op, op->enemy, &rv, 0); |
834 | |
828 | |
835 | dir = absdir (4 + rv.direction); |
829 | dir = absdir (4 + rv.direction); |
836 | for (diff = 0; diff < 3; diff++) |
830 | for (diff = 0; diff < 3; diff++) |
837 | { |
831 | { |
838 | int m = 1 - rndm (2) * 2; |
832 | int m = 1 - rndm (2) * 2; |
839 | |
833 | |
840 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
834 | if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m)))) |
841 | return; |
835 | return; |
842 | } |
836 | } |
843 | |
837 | |
844 | /* Cornered, get rid of scared */ |
838 | /* Cornered, get rid of scared */ |
845 | CLEAR_FLAG (op, FLAG_SCARED); |
839 | op->clr_flag (FLAG_SCARED); |
846 | op->enemy = NULL; |
840 | op->enemy = NULL; |
847 | } |
841 | } |
848 | |
842 | |
849 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
843 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
850 | * It returns 1 if the player should keep on moving, 0 if he should |
844 | * It returns 1 if the player should keep on moving, 0 if he should |
… | |
… | |
855 | { |
849 | { |
856 | object *tmp, *next; |
850 | object *tmp, *next; |
857 | int stop = 0; |
851 | int stop = 0; |
858 | int wvratio; |
852 | int wvratio; |
859 | |
853 | |
860 | /* if you're flying, you cna't pick up anything */ |
854 | /* if you're flying, you can't pick up anything */ |
861 | if (op->move_type & MOVE_FLYING) |
855 | if (op->move_type & MOVE_FLYING) |
862 | return 1; |
856 | return 1; |
863 | |
857 | |
864 | next = op->below; |
858 | next = op->below; |
865 | |
859 | |
866 | int cnt = MAX_ITEM_PER_DROP; |
860 | int cnt = MAX_ITEM_PER_ACTION; |
867 | #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) |
861 | #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) |
868 | |
862 | |
869 | /* loop while there are items on the floor that are not marked as |
863 | /* loop while there are items on the floor that are not marked as |
870 | * destroyed */ |
864 | * destroyed */ |
871 | while (next && !next->destroyed ()) |
865 | while (next && !next->destroyed ()) |
… | |
… | |
897 | if (op->contr->mode & PU_DEBUG) |
891 | if (op->contr->mode & PU_DEBUG) |
898 | { |
892 | { |
899 | /* some debugging code to figure out item information */ |
893 | /* some debugging code to figure out item information */ |
900 | const char *str = tmp->name |
894 | const char *str = tmp->name |
901 | ? format ("item name: %s item type: %d weight/value: %d", |
895 | ? format ("item name: %s item type: %d weight/value: %d", |
902 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))) |
896 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))) |
903 | : format ("item name: %s item type: %d weight/value: %d", |
897 | : format ("item name: %s item type: %d weight/value: %d", |
904 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
898 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))); |
905 | |
899 | |
906 | new_draw_info (NDI_UNIQUE, 0, op, str); |
900 | new_draw_info (NDI_UNIQUE, 0, op, str); |
907 | } |
901 | } |
908 | |
902 | |
909 | if (op->contr->mode & PU_INHIBIT) |
903 | if (op->contr->mode & PU_INHIBIT) |
… | |
… | |
942 | * fighting */ |
936 | * fighting */ |
943 | if (op->contr->mode & PU_INHIBIT) |
937 | if (op->contr->mode & PU_INHIBIT) |
944 | return 1; |
938 | return 1; |
945 | |
939 | |
946 | /* prevent us from turning into auto-thieves :) */ |
940 | /* prevent us from turning into auto-thieves :) */ |
947 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
941 | if (tmp->flag [FLAG_UNPAID]) |
948 | continue; |
942 | continue; |
949 | |
943 | |
950 | /* ignore known cursed objects */ |
944 | /* ignore known cursed objects */ |
951 | if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) |
945 | if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED) |
952 | continue; |
946 | continue; |
953 | |
947 | |
954 | /* all food and drink if desired */ |
948 | /* all food and drink if desired */ |
955 | /* question: don't pick up known-poisonous stuff? */ |
949 | /* question: don't pick up known-poisonous stuff? */ |
956 | if (op->contr->mode & PU_FOOD) |
950 | if (op->contr->mode & PU_FOOD) |
… | |
… | |
959 | CHK_PICK_PICKUP; |
953 | CHK_PICK_PICKUP; |
960 | continue; |
954 | continue; |
961 | } |
955 | } |
962 | |
956 | |
963 | if (op->contr->mode & PU_DRINK) |
957 | if (op->contr->mode & PU_DRINK) |
964 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
958 | if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED])) |
965 | { |
959 | { |
966 | CHK_PICK_PICKUP; |
960 | CHK_PICK_PICKUP; |
967 | continue; |
961 | continue; |
968 | } |
962 | } |
969 | |
963 | |
… | |
… | |
996 | continue; |
990 | continue; |
997 | } |
991 | } |
998 | |
992 | |
999 | /* wands/staves/rods/horns */ |
993 | /* wands/staves/rods/horns */ |
1000 | if (op->contr->mode & PU_MAGIC_DEVICE) |
994 | if (op->contr->mode & PU_MAGIC_DEVICE) |
1001 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
995 | if (tmp->type == WAND |
|
|
996 | || tmp->type == ROD |
|
|
997 | || tmp->type == HORN |
|
|
998 | || tmp->type == POWER_CRYSTAL) |
1002 | { |
999 | { |
1003 | CHK_PICK_PICKUP; |
1000 | CHK_PICK_PICKUP; |
1004 | continue; |
1001 | continue; |
1005 | } |
1002 | } |
1006 | |
1003 | |
1007 | /* pick up all magical items */ |
1004 | /* pick up all magical items */ |
1008 | if (op->contr->mode & PU_MAGICAL) |
1005 | if (op->contr->mode & PU_MAGICAL) |
1009 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1006 | if (tmp->flag [FLAG_KNOWN_MAGICAL] |
|
|
1007 | && !tmp->flag [FLAG_KNOWN_CURSED]) |
1010 | { |
1008 | { |
1011 | CHK_PICK_PICKUP; |
1009 | CHK_PICK_PICKUP; |
1012 | continue; |
1010 | continue; |
1013 | } |
1011 | } |
1014 | |
1012 | |
… | |
… | |
1021 | } |
1019 | } |
1022 | } |
1020 | } |
1023 | |
1021 | |
1024 | /* rings & amulets - talismans seems to be typed AMULET */ |
1022 | /* rings & amulets - talismans seems to be typed AMULET */ |
1025 | if (op->contr->mode & PU_JEWELS) |
1023 | if (op->contr->mode & PU_JEWELS) |
1026 | if (tmp->type == RING || tmp->type == AMULET) |
1024 | if (tmp->type == RING |
|
|
1025 | || tmp->type == AMULET |
|
|
1026 | || tmp->type == GIRDLE |
|
|
1027 | || tmp->type == SKILL_TOOL) |
1027 | { |
1028 | { |
1028 | CHK_PICK_PICKUP; |
1029 | CHK_PICK_PICKUP; |
1029 | continue; |
1030 | continue; |
1030 | } |
1031 | } |
1031 | |
1032 | |
… | |
… | |
1080 | CHK_PICK_PICKUP; |
1081 | CHK_PICK_PICKUP; |
1081 | continue; |
1082 | continue; |
1082 | } |
1083 | } |
1083 | |
1084 | |
1084 | if (op->contr->mode & PU_GLOVES) |
1085 | if (op->contr->mode & PU_GLOVES) |
1085 | if (tmp->type == GLOVES) |
1086 | if (tmp->type == GLOVES || tmp->type == BRACERS) |
1086 | { |
1087 | { |
1087 | CHK_PICK_PICKUP; |
1088 | CHK_PICK_PICKUP; |
1088 | continue; |
1089 | continue; |
1089 | } |
1090 | } |
1090 | |
1091 | |
… | |
… | |
1095 | continue; |
1096 | continue; |
1096 | } |
1097 | } |
1097 | |
1098 | |
1098 | /* hoping to catch throwing daggers here */ |
1099 | /* hoping to catch throwing daggers here */ |
1099 | if (op->contr->mode & PU_MISSILEWEAPON) |
1100 | if (op->contr->mode & PU_MISSILEWEAPON) |
1100 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
1101 | if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN]) |
1101 | { |
1102 | { |
1102 | CHK_PICK_PICKUP; |
1103 | CHK_PICK_PICKUP; |
1103 | continue; |
1104 | continue; |
1104 | } |
1105 | } |
1105 | |
1106 | |
… | |
… | |
1140 | fprintf (stderr, "%s", tmp->name); |
1141 | fprintf (stderr, "%s", tmp->name); |
1141 | } |
1142 | } |
1142 | else |
1143 | else |
1143 | fprintf (stderr, "%s", tmp->arch->archname); |
1144 | fprintf (stderr, "%s", tmp->arch->archname); |
1144 | fprintf (stderr, ",%d] = ", tmp->type); |
1145 | fprintf (stderr, ",%d] = ", tmp->type); |
1145 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1146 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))); |
1146 | #endif |
1147 | #endif |
1147 | CHK_PICK_PICKUP; |
1148 | CHK_PICK_PICKUP; |
1148 | continue; |
1149 | continue; |
1149 | } |
1150 | } |
1150 | } /* the new pickup model */ |
1151 | } /* the new pickup model */ |
1151 | } |
1152 | } |
1152 | |
1153 | |
1153 | return !stop; |
1154 | return !stop; |
1154 | } |
1155 | } |
1155 | |
1156 | |
|
|
1157 | /* routine for both players and monsters. We call this when |
|
|
1158 | * there is a possibility for our action distrubing our hiding |
|
|
1159 | * place or invisiblity spell. Artefact invisiblity causes |
|
|
1160 | * "noise" instead. If we arent invisible to begin with, we |
|
|
1161 | * return 0. |
|
|
1162 | */ |
|
|
1163 | static int |
|
|
1164 | action_makes_visible (object *op) |
|
|
1165 | { |
|
|
1166 | if (op->invisible && op->flag [FLAG_ALIVE]) |
|
|
1167 | { |
|
|
1168 | if (op->flag [FLAG_MAKE_INVIS]) |
|
|
1169 | { |
|
|
1170 | // artefact invisibility is permanent, but we still make noise |
|
|
1171 | // this is important for game-balance. |
|
|
1172 | if (op->contr) |
|
|
1173 | op->make_noise (); |
|
|
1174 | |
|
|
1175 | return 0; |
|
|
1176 | } |
|
|
1177 | |
|
|
1178 | if (op->contr && op->contr->tmp_invis == 0) |
|
|
1179 | return 0; |
|
|
1180 | |
|
|
1181 | /* If monsters, they should become visible */ |
|
|
1182 | if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis)) |
|
|
1183 | { |
|
|
1184 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible"); |
|
|
1185 | return 1; |
|
|
1186 | } |
|
|
1187 | } |
|
|
1188 | |
|
|
1189 | return 0; |
|
|
1190 | } |
|
|
1191 | |
1156 | /* |
1192 | /* |
1157 | * Find an arrow in the inventory and after that |
1193 | * Find an arrow in the inventory and after that |
1158 | * in the right type container (quiver). Pointer to the |
1194 | * in the right type container (quiver). Pointer to the |
1159 | * found object is returned. |
1195 | * found object is returned. |
1160 | */ |
1196 | */ |
1161 | object * |
1197 | static object * |
1162 | find_arrow (object *op, const char *type) |
1198 | find_arrow (object *op, const char *type) |
1163 | { |
1199 | { |
1164 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1200 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1165 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
1201 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
1166 | return splay (tmp); |
1202 | return splay (tmp); |
1167 | |
1203 | |
1168 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1204 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1169 | if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type)) |
1205 | if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type)) |
1170 | if (object *arrow = find_arrow (tmp, type)) |
1206 | if (object *arrow = find_arrow (tmp, type)) |
1171 | { |
1207 | { |
1172 | splay (tmp); |
1208 | splay (tmp); |
1173 | return arrow; |
1209 | return arrow; |
1174 | } |
1210 | } |
… | |
… | |
1180 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1216 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1181 | * against the target. A full test is not performed, simply a basic test |
1217 | * against the target. A full test is not performed, simply a basic test |
1182 | * of resistances. The archer is making a quick guess at what he sees down |
1218 | * of resistances. The archer is making a quick guess at what he sees down |
1183 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1219 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1184 | */ |
1220 | */ |
1185 | object * |
1221 | static object * |
1186 | find_better_arrow (object *op, object *target, shstr_cmp type, int *better) |
1222 | find_better_arrow (object *op, object *target, shstr_cmp type, int *better) |
1187 | { |
1223 | { |
1188 | object *tmp = NULL, *arrow, *ntmp; |
1224 | object *tmp = NULL, *arrow, *ntmp; |
1189 | int attacknum, attacktype, betterby = 0, i; |
1225 | int attacknum, attacktype, betterby = 0, i; |
1190 | |
1226 | |
1191 | if (!type) |
1227 | if (!type) |
1192 | return NULL; |
1228 | return NULL; |
1193 | |
1229 | |
1194 | for (arrow = op->inv; arrow; arrow = arrow->below) |
1230 | for (arrow = op->inv; arrow; arrow = arrow->below) |
1195 | { |
1231 | { |
1196 | if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) |
1232 | if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED]) |
1197 | { |
1233 | { |
1198 | i = 0; |
1234 | i = 0; |
1199 | ntmp = find_better_arrow (arrow, target, type, &i); |
1235 | ntmp = find_better_arrow (arrow, target, type, &i); |
1200 | |
1236 | |
1201 | if (i > betterby) |
1237 | if (i > betterby) |
… | |
… | |
1259 | * find_better_arrow to find a decent arrow to use. |
1295 | * find_better_arrow to find a decent arrow to use. |
1260 | * op = the shooter |
1296 | * op = the shooter |
1261 | * type = bow->race |
1297 | * type = bow->race |
1262 | * dir = fire direction |
1298 | * dir = fire direction |
1263 | */ |
1299 | */ |
1264 | object * |
1300 | static object * |
1265 | pick_arrow_target (object *op, shstr_cmp type, int dir) |
1301 | pick_arrow_target (object *op, shstr_cmp type, int dir) |
1266 | { |
1302 | { |
1267 | object *tmp = NULL; |
1303 | object *tmp = NULL; |
1268 | maptile *m; |
1304 | maptile *m; |
1269 | int i, mflags, found, number; |
1305 | int i, mflags, found, number; |
… | |
… | |
1282 | y = op->y; |
1318 | y = op->y; |
1283 | |
1319 | |
1284 | /* find the first target */ |
1320 | /* find the first target */ |
1285 | for (i = 0, found = 0; i < 20; i++) |
1321 | for (i = 0, found = 0; i < 20; i++) |
1286 | { |
1322 | { |
1287 | x += freearr_x[dir]; |
1323 | x += DIRX (dir); |
1288 | y += freearr_y[dir]; |
1324 | y += DIRY (dir); |
1289 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1325 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1290 | |
1326 | |
1291 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1327 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1292 | { |
1328 | { |
1293 | tmp = 0; |
1329 | tmp = 0; |
… | |
… | |
1302 | break; |
1338 | break; |
1303 | } |
1339 | } |
1304 | |
1340 | |
1305 | if (mflags & P_IS_ALIVE) |
1341 | if (mflags & P_IS_ALIVE) |
1306 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1342 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1307 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1343 | if (tmp->flag [FLAG_ALIVE]) |
1308 | break; |
1344 | break; |
1309 | } |
1345 | } |
1310 | |
1346 | |
1311 | if (!tmp) |
1347 | if (!tmp) |
1312 | return find_arrow (op, type); |
1348 | return find_arrow (op, type); |
… | |
… | |
1316 | |
1352 | |
1317 | return find_better_arrow (op, tmp, type, &i); |
1353 | return find_better_arrow (op, tmp, type, &i); |
1318 | } |
1354 | } |
1319 | |
1355 | |
1320 | /* |
1356 | /* |
1321 | * Creature fires a bow - op can be monster or player. Returns |
1357 | * Creature fires a bow - op can be monster or player. Returns |
1322 | * 1 if bow was actually fired, 0 otherwise. |
1358 | * 1 if bow was actually fired, 0 otherwise. |
1323 | * op is the object firing the bow. |
1359 | * op is the object firing the bow. |
1324 | * part is for multipart creatures - the part firing the bow. |
1360 | * part is for multipart creatures - the part firing the bow. |
1325 | * dir is the direction of fire. |
1361 | * dir is the direction of fire. |
1326 | * wc_mod is any special modifier to give (used in special player fire modes) |
1362 | * wc_mod is any special modifier to give (used in special player fire modes) |
… | |
… | |
1373 | { |
1409 | { |
1374 | if (op->type == PLAYER) |
1410 | if (op->type == PLAYER) |
1375 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1411 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1376 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1412 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1377 | else |
1413 | else |
1378 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1414 | op->clr_flag (FLAG_READY_BOW); |
1379 | |
1415 | |
1380 | return 0; |
1416 | return 0; |
1381 | } |
1417 | } |
1382 | } |
1418 | } |
1383 | |
1419 | |
… | |
… | |
1432 | #endif |
1468 | #endif |
1433 | |
1469 | |
1434 | SET_ANIMATION (arrow, arrow->direction); |
1470 | SET_ANIMATION (arrow, arrow->direction); |
1435 | |
1471 | |
1436 | /* update the speed */ |
1472 | /* update the speed */ |
1437 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
|
|
1438 | + bow->stats.dam / 7.f; |
|
|
1439 | |
1473 | |
1440 | arrow->set_speed (max (arrow->speed, 2.f)); |
|
|
1441 | arrow->speed_left = 0; |
1474 | arrow->speed_left = 0; |
|
|
1475 | arrow->set_speed (max (2.f, |
|
|
1476 | ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
|
|
1477 | + bow->stats.dam / 7.f |
|
|
1478 | )); |
1442 | |
1479 | |
1443 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1480 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1444 | |
1481 | |
1445 | if (op->type == PLAYER) |
1482 | if (op->type == PLAYER) |
1446 | { |
1483 | { |
… | |
… | |
1467 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
1504 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
1468 | |
1505 | |
1469 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1506 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1470 | arrow->move_type = MOVE_FLY_LOW; |
1507 | arrow->move_type = MOVE_FLY_LOW; |
1471 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1508 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
|
|
1509 | arrow->set_flag (FLAG_NO_PICK); |
1472 | |
1510 | |
1473 | op->play_sound (sound_find ("fire_arrow")); |
1511 | op->play_sound (sound_find ("fire_arrow")); |
1474 | m->insert (arrow, sx, sy, op); |
1512 | m->insert (arrow, sx, sy, op); |
1475 | |
1513 | |
1476 | if (!arrow->destroyed ()) |
1514 | if (!arrow->destroyed ()) |
… | |
… | |
1484 | * but monsters can't. Putting that code here |
1522 | * but monsters can't. Putting that code here |
1485 | * makes the fire_bow code much cleaner. |
1523 | * makes the fire_bow code much cleaner. |
1486 | * this function should only be called if 'op' is a player, |
1524 | * this function should only be called if 'op' is a player, |
1487 | * hence the function name. |
1525 | * hence the function name. |
1488 | */ |
1526 | */ |
1489 | int |
1527 | static int |
1490 | player_fire_bow (object *op, int dir) |
1528 | player_fire_bow (object *op, int dir) |
1491 | { |
1529 | { |
1492 | int ret; |
1530 | int ret; |
1493 | |
1531 | |
1494 | if (op->contr->bowtype == bow_bestarrow) |
1532 | if (op->contr->bowtype == bow_bestarrow) |
… | |
… | |
1501 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1539 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1502 | } |
1540 | } |
1503 | else if (op->contr->bowtype == bow_threewide) |
1541 | else if (op->contr->bowtype == bow_threewide) |
1504 | { |
1542 | { |
1505 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1543 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1506 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); |
1544 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + DIRX (absdir (dir + 2)), op->y + DIRY (absdir (dir + 2))); |
1507 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); |
1545 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + DIRX (absdir (dir - 2)), op->y + DIRY (absdir (dir - 2))); |
1508 | } |
1546 | } |
1509 | else if (op->contr->bowtype == bow_spreadshot) |
1547 | else if (op->contr->bowtype == bow_spreadshot) |
1510 | { |
1548 | { |
1511 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1549 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1512 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1550 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
… | |
… | |
1522 | } |
1560 | } |
1523 | |
1561 | |
1524 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1562 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1525 | * Broken apart from 'fire' to keep it more readable. |
1563 | * Broken apart from 'fire' to keep it more readable. |
1526 | */ |
1564 | */ |
1527 | void |
1565 | static void |
1528 | fire_misc_object (object *op, int dir) |
1566 | fire_misc_object (object *op, int dir) |
1529 | { |
1567 | { |
1530 | object *item = op->contr->ranged_ob; |
1568 | object *item = op->contr->ranged_ob; |
1531 | |
1569 | |
1532 | if (!item) |
1570 | if (!item) |
… | |
… | |
1539 | { |
1577 | { |
1540 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1578 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1541 | return; |
1579 | return; |
1542 | } |
1580 | } |
1543 | |
1581 | |
1544 | if (!op->change_weapon (item)) |
1582 | if (!op->apply (item)) |
1545 | return; |
1583 | return; |
1546 | |
1584 | |
1547 | if (item->type == WAND) |
1585 | if (item->type == WAND) |
1548 | { |
1586 | { |
1549 | if (item->stats.food <= 0) |
1587 | if (item->stats.food <= 0) |
… | |
… | |
1554 | return; |
1592 | return; |
1555 | } |
1593 | } |
1556 | } |
1594 | } |
1557 | else if (item->type == ROD || item->type == HORN) |
1595 | else if (item->type == ROD || item->type == HORN) |
1558 | { |
1596 | { |
1559 | sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace); |
1597 | sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace); |
1560 | |
1598 | |
1561 | // using the maximum of the rods charge allows at least one spell cast |
1599 | // using the maximum of the rods charge allows at least one spell cast |
1562 | // for a rod or horn, this fixes some broken rods. |
1600 | // for a rod or horn, this fixes some broken rods. |
1563 | if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) |
1601 | if (item->stats.hp < min (spell_sp, item->stats.maxhp)) |
1564 | { |
1602 | { |
1565 | op->contr->play_sound (sound_find ("wand_poof")); |
1603 | op->contr->play_sound (sound_find ("wand_poof")); |
1566 | |
1604 | |
1567 | if (item->type == ROD) |
1605 | if (item->type == ROD) |
1568 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1606 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
… | |
… | |
1579 | |
1617 | |
1580 | if (item->type == WAND) |
1618 | if (item->type == WAND) |
1581 | { |
1619 | { |
1582 | if (!(--item->stats.food)) |
1620 | if (!(--item->stats.food)) |
1583 | { |
1621 | { |
1584 | object *tmp; |
|
|
1585 | |
|
|
1586 | if (item->arch) |
1622 | if (item->arch) |
1587 | { |
1623 | { |
1588 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1624 | item->clr_flag (FLAG_ANIMATE); |
1589 | item->face = item->arch->face; |
1625 | item->face = item->arch->face; |
1590 | item->set_speed (0); |
1626 | item->set_speed (0); |
1591 | } |
1627 | } |
1592 | |
1628 | |
1593 | if (object *pl = item->visible_to ()) |
1629 | if (object *pl = item->visible_to ()) |
… | |
… | |
1600 | } |
1636 | } |
1601 | |
1637 | |
1602 | /* Received a fire command for the player - go and do it. |
1638 | /* Received a fire command for the player - go and do it. |
1603 | */ |
1639 | */ |
1604 | bool |
1640 | bool |
1605 | fire (object *op, int dir) |
1641 | fire (object *who, int dir) |
1606 | { |
1642 | { |
1607 | int spellcost = 0; |
1643 | int spellcost = 0; |
1608 | |
1644 | |
1609 | player *pl = op->contr; |
1645 | player *pl = who->contr; |
1610 | |
1646 | |
1611 | if (pl->golem) |
1647 | if (pl->golem) |
1612 | { |
1648 | { |
1613 | control_golem (op->contr->golem, dir); |
1649 | control_golem (who->contr->golem, dir); |
1614 | return false; |
1650 | return false; |
1615 | } |
1651 | } |
1616 | |
1652 | |
1617 | object *ob = pl->ranged_ob; |
1653 | object *ob = pl->ranged_ob; |
1618 | |
1654 | |
1619 | if (!ob) |
1655 | if (!ob) |
1620 | return false; |
1656 | return false; |
1621 | |
1657 | |
1622 | if (op->speed_left > 0.f) |
1658 | if (who->speed_left > 0.f) |
1623 | --op->speed_left; |
1659 | --who->speed_left; |
1624 | else |
1660 | else |
1625 | return false; |
1661 | return false; |
1626 | |
1662 | |
1627 | if (!op->change_weapon (ob)) |
1663 | if (!who->apply (ob)) |
1628 | return false; |
1664 | return false; |
1629 | |
1665 | |
1630 | /* check for loss of invisiblity/hide */ |
1666 | /* check for loss of invisiblity/hide */ |
1631 | if (action_makes_visible (op)) |
1667 | if (action_makes_visible (who)) |
1632 | make_visible (op); |
1668 | make_visible (who); |
1633 | |
1669 | |
1634 | switch (ob->type) |
1670 | switch (ob->type) |
1635 | { |
1671 | { |
1636 | case BOW: |
1672 | case BOW: |
1637 | player_fire_bow (op, dir); |
1673 | player_fire_bow (who, dir); |
1638 | break; |
1674 | break; |
1639 | |
1675 | |
1640 | case SPELL: |
1676 | case SPELL: |
1641 | spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0); |
1677 | spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0); |
1642 | break; |
1678 | break; |
1643 | |
1679 | |
1644 | case BUILDER: |
1680 | case BUILDER: |
1645 | apply_map_builder (op, dir); |
1681 | apply_map_builder (who, dir); |
1646 | break; |
1682 | break; |
1647 | |
1683 | |
1648 | case SKILL: |
1684 | case SKILL: |
1649 | do_skill (op, op, ob, dir, 0); |
1685 | do_skill (who, who, ob, dir, 0); |
1650 | break; |
1686 | break; |
1651 | |
1687 | |
|
|
1688 | case RANGED: |
|
|
1689 | do_skill (who, ob, who->chosen_skill, dir, 0); |
|
|
1690 | break; |
|
|
1691 | |
1652 | default: |
1692 | default: |
1653 | fire_misc_object (op, dir); |
1693 | fire_misc_object (who, dir); |
1654 | break; |
1694 | break; |
1655 | } |
1695 | } |
1656 | |
1696 | |
1657 | return true; |
1697 | return true; |
1658 | } |
1698 | } |
1659 | |
1699 | |
1660 | /* find_key |
1700 | static object * |
1661 | * We try to find a key for the door as passed. If we find a key |
|
|
1662 | * and successfully use it, we return the key, otherwise NULL |
|
|
1663 | * This function merges both normal and locked door, since the logic |
|
|
1664 | * for both is the same - just the specific key is different. |
|
|
1665 | * pl is the player, |
|
|
1666 | * inv is the objects inventory to searched |
|
|
1667 | * door is the door we are trying to match against. |
|
|
1668 | * This function can be called recursively to search containers. |
|
|
1669 | */ |
|
|
1670 | object * |
|
|
1671 | find_key (object *pl, object *container, object *door) |
1701 | find_key_ (object *pl, object *container, object *door) |
1672 | { |
1702 | { |
1673 | object *tmp, *key; |
1703 | object *tmp, *key; |
1674 | |
1704 | |
1675 | /* Should not happen, but sanity checking is never bad */ |
1705 | /* Should not happen, but sanity checking is never bad */ |
1676 | if (!container->inv) |
1706 | if (!container->inv) |
… | |
… | |
1680 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1710 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1681 | { |
1711 | { |
1682 | if (door->type == DOOR && tmp->type == KEY) |
1712 | if (door->type == DOOR && tmp->type == KEY) |
1683 | break; |
1713 | break; |
1684 | |
1714 | |
1685 | /* For sanity, we should really check door type, but other stuff |
1715 | /* For sanity, we should really check door type, but other stuff |
1686 | * (like containers) can be locked with special keys |
1716 | * (like containers) can be locked with special keys |
1687 | */ |
1717 | */ |
1688 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1718 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1689 | break; |
1719 | break; |
1690 | } |
1720 | } |
… | |
… | |
1697 | if (!tmp) |
1727 | if (!tmp) |
1698 | { |
1728 | { |
1699 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1729 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1700 | /* No reason to search empty containers */ |
1730 | /* No reason to search empty containers */ |
1701 | if (tmp->type == CONTAINER && tmp->inv) |
1731 | if (tmp->type == CONTAINER && tmp->inv) |
1702 | if ((key = find_key (pl, tmp, door))) |
1732 | if ((key = find_key_ (pl, tmp, door))) |
1703 | return key; |
1733 | return key; |
1704 | |
1734 | |
1705 | if (!tmp) |
1735 | if (!tmp) |
1706 | return 0; |
1736 | return 0; |
1707 | } |
1737 | } |
… | |
… | |
1727 | * |
1757 | * |
1728 | * Change the color so that the message doesn't disappear with |
1758 | * Change the color so that the message doesn't disappear with |
1729 | * all the others. |
1759 | * all the others. |
1730 | */ |
1760 | */ |
1731 | if (pl->contr->usekeys == key_inventory |
1761 | if (pl->contr->usekeys == key_inventory |
1732 | || !QUERY_FLAG (container, FLAG_APPLIED) |
1762 | || !container->flag [FLAG_APPLIED] |
1733 | || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) |
1763 | || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) |
1734 | { |
1764 | { |
1735 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1765 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1736 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1766 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1737 | return NULL; |
1767 | return NULL; |
1738 | } |
1768 | } |
1739 | } |
1769 | } |
1740 | |
1770 | |
1741 | return tmp; |
1771 | return tmp; |
|
|
1772 | } |
|
|
1773 | |
|
|
1774 | /* find_key |
|
|
1775 | * We try to find a key for the door as passed. If we find a key |
|
|
1776 | * and successfully use it, we return the key, otherwise NULL |
|
|
1777 | * This function merges both normal and locked door, since the logic |
|
|
1778 | * for both is the same - just the specific key is different. |
|
|
1779 | * pl is the player, |
|
|
1780 | * inv is the objects inventory to searched |
|
|
1781 | * door is the door we are trying to match against. |
|
|
1782 | * This function can be called recursively to search containers. |
|
|
1783 | */ |
|
|
1784 | object * |
|
|
1785 | find_key (object *pl, object *container, object *door) |
|
|
1786 | { |
|
|
1787 | if (door->slaying && is_match_expr (door->slaying)) |
|
|
1788 | { |
|
|
1789 | // for match expressions, we try to find the key by applying the match |
|
|
1790 | // to the op itself, which is supposed to find the "key", instead |
|
|
1791 | // of searching through containers ourselves. |
|
|
1792 | |
|
|
1793 | return match_one (door->slaying, container, door, pl, pl); |
|
|
1794 | } |
|
|
1795 | else |
|
|
1796 | return find_key_ (pl, container, door); |
1742 | } |
1797 | } |
1743 | |
1798 | |
1744 | /* moved door processing out of move_player_attack. |
1799 | /* moved door processing out of move_player_attack. |
1745 | * returns 1 if player has opened the door with a key |
1800 | * returns 1 if player has opened the door with a key |
1746 | * such that the caller should not do anything more, |
1801 | * such that the caller should not do anything more, |
… | |
… | |
1751 | { |
1806 | { |
1752 | /* If its a door, try to find a key. If we do destroy the door, |
1807 | /* If its a door, try to find a key. If we do destroy the door, |
1753 | * might as well return immediately as there is nothing more to do - |
1808 | * might as well return immediately as there is nothing more to do - |
1754 | * otherwise, we fall through to the rest of the code. |
1809 | * otherwise, we fall through to the rest of the code. |
1755 | */ |
1810 | */ |
1756 | object *key; |
|
|
1757 | |
|
|
1758 | if (door->slaying && is_match_expr (door->slaying)) |
|
|
1759 | { |
|
|
1760 | // for match expressions, we try to find the key by applying the match |
|
|
1761 | // to the op itself, which is supposed to find the "key", instead |
|
|
1762 | // of searching through containers ourselves. |
|
|
1763 | |
|
|
1764 | key = match_one (door->slaying, op, door, op, op); |
|
|
1765 | } |
|
|
1766 | else |
|
|
1767 | key = find_key (op, op, door); |
1811 | object *key = find_key (op, op, door); |
1768 | |
1812 | |
1769 | /* If we found a key, do some extra work */ |
1813 | /* If we found a key, do some extra work */ |
1770 | if (key) |
1814 | if (key) |
1771 | { |
1815 | { |
1772 | object *container = key->env; |
1816 | object *container = key->env; |
… | |
… | |
1807 | * going to try and move (not fire weapons). |
1851 | * going to try and move (not fire weapons). |
1808 | */ |
1852 | */ |
1809 | bool |
1853 | bool |
1810 | move_player_attack (object *op, int dir) |
1854 | move_player_attack (object *op, int dir) |
1811 | { |
1855 | { |
1812 | if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) |
1856 | if (!op->contr->braced && op->speed_left > 0.f && op->move (dir)) |
1813 | { |
1857 | { |
1814 | --op->speed_left; |
1858 | --op->speed_left; |
1815 | return true; |
1859 | return true; |
1816 | } |
1860 | } |
1817 | |
1861 | |
1818 | int on_battleground; |
1862 | sint16 nx = DIRX (dir) + op->x; |
1819 | |
1863 | sint16 ny = DIRY (dir) + op->y; |
1820 | sint16 nx = freearr_x[dir] + op->x; |
|
|
1821 | sint16 ny = freearr_y[dir] + op->y; |
|
|
1822 | |
|
|
1823 | on_battleground = op_on_battleground (op, 0, 0); |
|
|
1824 | |
1864 | |
1825 | if (out_of_map (op->map, nx, ny)) |
1865 | if (out_of_map (op->map, nx, ny)) |
1826 | return false; |
1866 | return false; |
1827 | |
1867 | |
1828 | /* If braced, or can't move to the square, and it is not out of the |
1868 | /* If braced, or can't move to the square, and it is not out of the |
… | |
… | |
1849 | || mon->flag [FLAG_CAN_ROLL]) |
1889 | || mon->flag [FLAG_CAN_ROLL]) |
1850 | && mon != op) |
1890 | && mon != op) |
1851 | break; |
1891 | break; |
1852 | } |
1892 | } |
1853 | |
1893 | |
1854 | if (!mon) /* This happens anytime the player tries to move */ |
1894 | /* no monster == player tries to move into a wall or so */ |
1855 | return false; /* into a wall */ |
1895 | if (!mon) |
|
|
1896 | { |
|
|
1897 | for (object *ob = m->at (nx, ny).top; ob; ob = ob->below) |
|
|
1898 | if (op->move_type & ob->move_block) |
|
|
1899 | { |
|
|
1900 | if (ob->move_block == MOVE_ALL) |
|
|
1901 | move_into_wall (op, ob); |
|
|
1902 | else |
|
|
1903 | { |
|
|
1904 | if (op->contr->ns->bumpmsg) |
|
|
1905 | { |
|
|
1906 | op->play_sound (sound_find ("blocked_move")); |
|
|
1907 | |
|
|
1908 | op->statusmsg (ob->invisible |
|
|
1909 | ? "Something blocks you." |
|
|
1910 | : format ("Something blocks you from entering the %s.", query_name (ob)) |
|
|
1911 | ); |
|
|
1912 | } |
|
|
1913 | } |
|
|
1914 | |
|
|
1915 | break; |
|
|
1916 | } |
|
|
1917 | |
|
|
1918 | return false; |
|
|
1919 | } |
1856 | |
1920 | |
1857 | mon = mon->head_ (); |
1921 | mon = mon->head_ (); |
1858 | |
1922 | |
1859 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
1923 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
1860 | if (op->contr->weapon_sp_left > 0.f) |
1924 | if (op->contr->weapon_sp_left > 0.f) |
… | |
… | |
1878 | */ |
1942 | */ |
1879 | if (op->type == PLAYER |
1943 | if (op->type == PLAYER |
1880 | && ((mon->owner && mon->owner->contr |
1944 | && ((mon->owner && mon->owner->contr |
1881 | && same_party (mon->owner->contr->party, op->contr->party)) |
1945 | && same_party (mon->owner->contr->party, op->contr->party)) |
1882 | || mon->owner == op) |
1946 | || mon->owner == op) |
1883 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
1947 | && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])) |
1884 | { |
1948 | { |
1885 | /* If we're braced, we don't want to switch places with it */ |
1949 | /* If we're braced, we don't want to switch places with it */ |
1886 | if (op->contr->braced) |
1950 | if (op->contr->braced) |
1887 | return false; |
1951 | return false; |
1888 | |
1952 | |
… | |
… | |
1899 | return true; |
1963 | return true; |
1900 | } |
1964 | } |
1901 | else |
1965 | else |
1902 | return false; |
1966 | return false; |
1903 | } |
1967 | } |
|
|
1968 | |
|
|
1969 | bool on_battleground = op_on_battleground (op, 0, 0); |
1904 | |
1970 | |
1905 | /* in certain circumstances, you shouldn't attack friendly |
1971 | /* in certain circumstances, you shouldn't attack friendly |
1906 | * creatures. Note that if you are braced, you can't push |
1972 | * creatures. Note that if you are braced, you can't push |
1907 | * someone, but put it inside this loop so that you won't |
1973 | * someone, but put it inside this loop so that you won't |
1908 | * attack them either. |
1974 | * attack them either. |
1909 | */ |
1975 | */ |
1910 | if ((mon->type == PLAYER || mon->enemy != op) |
1976 | if ((mon->type == PLAYER || mon->enemy != op) |
1911 | && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) |
1977 | && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]) |
1912 | && ((op->contr->peaceful |
1978 | && ((op->contr->peaceful |
1913 | || (mon->type == PLAYER && mon->contr->peaceful)) |
1979 | || (mon->type == PLAYER && mon->contr->peaceful)) |
1914 | && !on_battleground)) |
1980 | && !on_battleground)) |
1915 | { |
1981 | { |
1916 | if (op->speed_left > 0.f) |
1982 | if (op->speed_left > 0.f) |
… | |
… | |
1932 | } |
1998 | } |
1933 | } |
1999 | } |
1934 | /* If the object is a boulder or other rollable object, then |
2000 | /* If the object is a boulder or other rollable object, then |
1935 | * roll it if not braced. You can't roll it if you are braced. |
2001 | * roll it if not braced. You can't roll it if you are braced. |
1936 | */ |
2002 | */ |
1937 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
2003 | else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced)) |
1938 | { |
2004 | { |
1939 | if (op->speed_left > 0.f) |
2005 | if (op->speed_left > 0.f) |
1940 | { |
2006 | { |
1941 | --op->speed_left; |
2007 | --op->speed_left; |
1942 | |
2008 | |
… | |
… | |
1951 | * Way it works is like this: First, it must have some hit points |
2017 | * Way it works is like this: First, it must have some hit points |
1952 | * and be living. Then, it must be one of the following: |
2018 | * and be living. Then, it must be one of the following: |
1953 | * 1) Not a player, 2) A player, but of a different party. Note |
2019 | * 1) Not a player, 2) A player, but of a different party. Note |
1954 | * that party_number -1 is no party, so attacks can still happen. |
2020 | * that party_number -1 is no party, so attacks can still happen. |
1955 | */ |
2021 | */ |
1956 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2022 | else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] && |
1957 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2023 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
1958 | { |
2024 | { |
1959 | if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) |
2025 | if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) |
1960 | { |
2026 | { |
1961 | --op->contr->weapon_sp_left; |
2027 | --op->contr->weapon_sp_left; |
… | |
… | |
1973 | } |
2039 | } |
1974 | |
2040 | |
1975 | bool |
2041 | bool |
1976 | move_player (object *op, int dir) |
2042 | move_player (object *op, int dir) |
1977 | { |
2043 | { |
1978 | int pick; |
|
|
1979 | |
|
|
1980 | if (!op->map || op->map->in_memory != MAP_ACTIVE) |
2044 | if (!op->map || op->map->state != MAP_ACTIVE) |
1981 | return 0; |
2045 | return 0; |
1982 | |
2046 | |
1983 | /* Sanity check: make sure dir is valid */ |
2047 | /* Sanity check: make sure dir is valid */ |
1984 | if ((dir < 0) || (dir >= 9)) |
2048 | if (dir < 0 || dir > 8) |
1985 | { |
2049 | { |
1986 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2050 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
1987 | return 0; |
2051 | return 0; |
1988 | } |
2052 | } |
1989 | |
2053 | |
1990 | /* peterm: added following line */ |
2054 | /* peterm: added following line */ |
1991 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2055 | if (op->flag [FLAG_CONFUSED] && dir) |
1992 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2056 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
1993 | |
2057 | |
1994 | op->facing = dir; |
2058 | op->facing = dir; |
1995 | |
2059 | |
1996 | if (op->flag [FLAG_HIDDEN]) |
2060 | if (op->flag [FLAG_HIDDEN]) |
1997 | do_hidden_move (op); |
2061 | do_hidden_move (op); |
1998 | |
2062 | |
1999 | bool retval; |
2063 | bool retval; |
|
|
2064 | int pick = 0; |
2000 | |
2065 | |
2001 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2066 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2002 | retval = RESULT_INT (0); |
2067 | retval = RESULT_INT (0); |
2003 | else if (op->contr->fire_on) |
2068 | else if (op->contr->fire_on) |
2004 | retval = fire (op, dir); |
2069 | retval = fire (op, dir); |
… | |
… | |
2035 | * players. |
2100 | * players. |
2036 | */ |
2101 | */ |
2037 | bool |
2102 | bool |
2038 | handle_newcs_player (object *op) |
2103 | handle_newcs_player (object *op) |
2039 | { |
2104 | { |
2040 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2105 | if (op->flag [FLAG_SCARED]) |
2041 | { |
2106 | { |
2042 | if (op->speed_left > 0.f) |
2107 | if (op->speed_left > 0.f) |
2043 | { |
2108 | { |
2044 | --op->speed_left; |
2109 | --op->speed_left; |
2045 | flee_player (op); |
2110 | flee_player (op); |
… | |
… | |
2061 | return move_player (op, op->direction); |
2126 | return move_player (op, op->direction); |
2062 | |
2127 | |
2063 | return false; |
2128 | return false; |
2064 | } |
2129 | } |
2065 | |
2130 | |
2066 | int |
2131 | static int |
2067 | save_life (object *op) |
2132 | save_life (object *op) |
2068 | { |
2133 | { |
2069 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2134 | if (!op->flag [FLAG_LIFESAVE]) |
2070 | return 0; |
2135 | return 0; |
2071 | |
2136 | |
2072 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2137 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2073 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2138 | if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE]) |
2074 | { |
2139 | { |
2075 | op->play_sound (sound_find ("ob_evaporate")); |
2140 | op->play_sound (sound_find ("ob_evaporate")); |
2076 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2141 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2077 | |
2142 | |
2078 | tmp->destroy (); |
2143 | tmp->destroy (); |
2079 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2144 | op->clr_flag (FLAG_LIFESAVE); |
2080 | |
2145 | |
2081 | if (op->stats.hp < 0) |
2146 | if (op->stats.hp < 0) |
2082 | op->stats.hp = op->stats.maxhp; |
2147 | op->stats.hp = op->stats.maxhp; |
2083 | |
2148 | |
2084 | if (op->stats.food < 0) |
2149 | if (op->stats.food < 0) |
2085 | op->stats.food = 999; |
2150 | op->stats.food = MAX_FOOD; |
2086 | |
2151 | |
2087 | op->update_stats (); |
2152 | op->update_stats (); |
2088 | return 1; |
2153 | return 1; |
2089 | } |
2154 | } |
2090 | |
2155 | |
2091 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2156 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2092 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2157 | op->clr_flag (FLAG_LIFESAVE); |
2093 | enter_player_savebed (op); /* bring him home. */ |
2158 | enter_player_savebed (op); /* bring him home. */ |
2094 | return 0; |
2159 | return 0; |
2095 | } |
2160 | } |
2096 | |
2161 | |
2097 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2162 | /* This goes throws the inventory and removes unpaid objects, and puts them |
… | |
… | |
2104 | { |
2169 | { |
2105 | while (op) |
2170 | while (op) |
2106 | { |
2171 | { |
2107 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2172 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2108 | |
2173 | |
2109 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2174 | if (op->flag [FLAG_UNPAID]) |
2110 | op->insert_at (env); |
2175 | op->insert_at (env); |
2111 | else if (op->inv) |
2176 | else if (op->inv) |
2112 | drop_unpaid_items (op->inv, env); |
2177 | drop_unpaid_items (op->inv, env); |
2113 | |
2178 | |
2114 | op = next; |
2179 | op = next; |
… | |
… | |
2120 | { |
2185 | { |
2121 | if (!flag [FLAG_REMOVED]) |
2186 | if (!flag [FLAG_REMOVED]) |
2122 | ::drop_unpaid_items (inv, this); |
2187 | ::drop_unpaid_items (inv, this); |
2123 | } |
2188 | } |
2124 | |
2189 | |
2125 | /* |
|
|
2126 | * Returns pointer a static string containing gravestone text |
|
|
2127 | * Moved from apply.c to player.c - player.c is what |
|
|
2128 | * actually uses this function. player.c may not be quite the |
|
|
2129 | * best, a misc file for object actions is probably better, |
|
|
2130 | * but there isn't one in the server directory. |
|
|
2131 | */ |
|
|
2132 | const char * |
|
|
2133 | gravestone_text (object *op) |
|
|
2134 | { |
|
|
2135 | static dynbuf_text buf; |
|
|
2136 | |
|
|
2137 | buf << "---- R.I.P. ----\n\n" |
|
|
2138 | << op->name; |
|
|
2139 | |
|
|
2140 | if (op->type == PLAYER) |
|
|
2141 | buf << " the " << op->contr->title; |
|
|
2142 | |
|
|
2143 | buf << "\n\n"; |
|
|
2144 | |
|
|
2145 | buf << "who was level "; |
|
|
2146 | buf << (sint32)op->level << "\n\n" // OO breakdown |
|
|
2147 | << " when " << (op->contr ? "killed" : "died") << "\n\n"; |
|
|
2148 | |
|
|
2149 | if (op->type == PLAYER) |
|
|
2150 | buf << "by " << op->contr->killer_name () << ".\n\n"; |
|
|
2151 | |
|
|
2152 | { |
|
|
2153 | static char buf2[128]; |
|
|
2154 | time_t now = time (NULL); |
|
|
2155 | strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now)); |
|
|
2156 | buf << buf2; |
|
|
2157 | } |
|
|
2158 | |
|
|
2159 | return buf; |
|
|
2160 | } |
|
|
2161 | |
|
|
2162 | void |
2190 | void |
2163 | do_some_living (object *op) |
2191 | do_some_living (object *op) |
2164 | { |
2192 | { |
2165 | int last_food = op->stats.food; |
2193 | int last_food = op->stats.food; |
2166 | int gen_hp, gen_sp, gen_grace; |
2194 | int gen_hp, gen_sp, gen_grace; |
2167 | int over_hp, over_sp, over_grace; |
|
|
2168 | int i; |
|
|
2169 | int rate_hp = 1200; |
2195 | int rate_hp = 1200; |
2170 | int rate_sp = 2500; |
2196 | int rate_sp = 2500; |
2171 | int rate_grace = 2000; |
2197 | int rate_grace = 2000; |
2172 | const int max_hp = 1; |
2198 | const int max_hp = 1; |
2173 | const int max_sp = 1; |
2199 | const int max_sp = 1; |
2174 | const int max_grace = 1; |
2200 | const int max_grace = 1; |
2175 | |
2201 | |
|
|
2202 | #if 0 |
2176 | if (op->contr->hidden) |
2203 | if (op->contr->hidden) |
2177 | { |
2204 | { |
2178 | op->invisible = 1000; |
2205 | op->invisible = 1000; |
2179 | /* the socket code flashes the player visible/invisible |
2206 | /* the socket code flashes the player visible/invisible |
2180 | * depending on the value of invisible, so we need to |
2207 | * depending on the value of invisible, so we need to |
2181 | * alternate it here for it to work correctly. |
2208 | * alternate it here for it to work correctly. |
2182 | */ |
2209 | */ |
2183 | if (pticks & 2) |
2210 | if (server_tick & 2) |
2184 | op->invisible--; |
2211 | op->invisible--; |
2185 | } |
2212 | } |
|
|
2213 | else |
|
|
2214 | #endif |
2186 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
2215 | if (op->invisible && !(op->flag [FLAG_MAKE_INVIS])) |
2187 | { |
2216 | { |
2188 | if (!op->invisible--) |
2217 | if (!op->invisible--) |
2189 | { |
2218 | { |
2190 | make_visible (op); |
2219 | make_visible (op); |
2191 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
2220 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
… | |
… | |
2225 | if (--op->last_grace < 0) |
2254 | if (--op->last_grace < 0) |
2226 | { |
2255 | { |
2227 | if (op->stats.grace < op->stats.maxgrace / 2) |
2256 | if (op->stats.grace < op->stats.maxgrace / 2) |
2228 | op->stats.grace++; /* no penalty in food for regaining grace */ |
2257 | op->stats.grace++; /* no penalty in food for regaining grace */ |
2229 | |
2258 | |
|
|
2259 | int temp = gen_grace < 20 ? 30 : gen_grace + 10; |
|
|
2260 | |
2230 | if (max_grace > 1) |
2261 | if (max_grace > 1) |
2231 | { |
2262 | { |
2232 | over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; |
2263 | int over_grace = temp / rate_grace; |
|
|
2264 | |
2233 | if (over_grace > 0) |
2265 | if (over_grace > 0) |
2234 | { |
2266 | { |
2235 | op->stats.sp += over_grace |
2267 | op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0; |
2236 | + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0; |
|
|
2237 | op->last_grace = 0; |
2268 | op->last_grace = 0; |
2238 | } |
2269 | } |
2239 | else |
2270 | else |
2240 | { |
2271 | op->last_grace = rate_grace / temp; |
2241 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
|
|
2242 | } |
|
|
2243 | } |
2272 | } |
2244 | else |
2273 | else |
2245 | { |
2274 | op->last_grace = rate_grace / temp; |
2246 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2275 | |
2247 | } |
|
|
2248 | /* wearing stuff doesn't detract from grace generation. */ |
2276 | /* wearing stuff doesn't detract from grace generation. */ |
2249 | } |
2277 | } |
2250 | |
2278 | |
2251 | if (op->stats.food > 0) |
2279 | if (op->stats.food > 0) |
2252 | { |
2280 | { |
… | |
… | |
2258 | if (op->stats.sp < op->stats.maxsp) |
2286 | if (op->stats.sp < op->stats.maxsp) |
2259 | { |
2287 | { |
2260 | op->stats.sp++; |
2288 | op->stats.sp++; |
2261 | |
2289 | |
2262 | /* dms do not consume food */ |
2290 | /* dms do not consume food */ |
2263 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2291 | if (!op->flag [FLAG_WIZ]) |
2264 | { |
2292 | { |
2265 | op->stats.food--; |
2293 | op->stats.food--; |
2266 | |
2294 | |
2267 | if (op->contr->digestion < 0) |
2295 | if (op->contr->digestion < 0) |
2268 | op->stats.food += op->contr->digestion; |
2296 | op->stats.food += op->contr->digestion; |
… | |
… | |
2271 | } |
2299 | } |
2272 | } |
2300 | } |
2273 | |
2301 | |
2274 | if (max_sp > 1) |
2302 | if (max_sp > 1) |
2275 | { |
2303 | { |
2276 | over_sp = (gen_sp + 10) / rate_sp; |
2304 | int over_sp = (gen_sp + 10) / rate_sp; |
2277 | if (over_sp > 0) |
2305 | if (over_sp > 0) |
2278 | { |
2306 | { |
2279 | if (op->stats.sp < op->stats.maxsp) |
2307 | if (op->stats.sp < op->stats.maxsp) |
2280 | { |
2308 | { |
2281 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
2309 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
… | |
… | |
2302 | if (op->stats.hp < op->stats.maxhp) |
2330 | if (op->stats.hp < op->stats.maxhp) |
2303 | { |
2331 | { |
2304 | op->stats.hp++; |
2332 | op->stats.hp++; |
2305 | |
2333 | |
2306 | /* dms do not consume food */ |
2334 | /* dms do not consume food */ |
2307 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2335 | if (!op->flag [FLAG_WIZ]) |
2308 | { |
2336 | { |
2309 | op->stats.food--; |
2337 | op->stats.food--; |
2310 | |
2338 | |
2311 | if (op->contr->digestion < 0) |
2339 | if (op->contr->digestion < 0) |
2312 | op->stats.food += op->contr->digestion; |
2340 | op->stats.food += op->contr->digestion; |
2313 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2341 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2314 | op->stats.food = last_food; |
2342 | op->stats.food = last_food; |
2315 | } |
2343 | } |
2316 | } |
2344 | } |
2317 | |
2345 | |
|
|
2346 | int temp = gen_hp < 20 ? 30 : gen_hp + 10; |
|
|
2347 | |
2318 | if (max_hp > 1) |
2348 | if (max_hp > 1) |
2319 | { |
2349 | { |
2320 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
2350 | int over_hp = temp / rate_hp; |
2321 | |
2351 | |
2322 | if (over_hp > 0) |
2352 | if (over_hp > 0) |
2323 | { |
2353 | { |
2324 | op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
2354 | op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0; |
2325 | op->last_heal = 0; |
2355 | op->last_heal = 0; |
2326 | } |
2356 | } |
2327 | else |
2357 | else |
2328 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2358 | op->last_heal = rate_hp / temp; |
2329 | } |
2359 | } |
2330 | else |
2360 | else |
2331 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2361 | op->last_heal = rate_hp / temp; |
2332 | } |
2362 | } |
2333 | } |
2363 | } |
2334 | |
2364 | |
2335 | /* Digestion */ |
2365 | /* Digestion */ |
2336 | if (--op->last_eat < 0) |
2366 | if (--op->last_eat < 0) |
… | |
… | |
2339 | penalty = max (0, -op->contr->digestion); |
2369 | penalty = max (0, -op->contr->digestion); |
2340 | |
2370 | |
2341 | op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); |
2371 | op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); |
2342 | |
2372 | |
2343 | /* dms do not consume food */ |
2373 | /* dms do not consume food */ |
2344 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2374 | if (!op->flag [FLAG_WIZ]) |
2345 | op->stats.food--; |
2375 | op->stats.food--; |
2346 | } |
2376 | } |
2347 | |
2377 | |
2348 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2378 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2349 | { |
2379 | { |
2350 | object *flesh = 0; |
2380 | object *flesh = 0; |
2351 | |
2381 | |
2352 | for_inv_removable (op, tmp) |
2382 | for_inv_removable (op, tmp) |
2353 | { |
2383 | { |
2354 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
2384 | if (tmp->flag [FLAG_UNPAID]) |
2355 | continue; |
2385 | continue; |
2356 | |
2386 | |
2357 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2387 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2358 | { |
2388 | { |
2359 | op->statusmsg ("You blindly grab for a bite of food. " |
2389 | op->statusmsg ("You blindly grab for a bite of food. " |
2360 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2390 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2361 | manual_apply (op, tmp, 0); |
2391 | op->apply (tmp); |
2362 | |
2392 | |
2363 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2393 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2364 | break; |
2394 | break; |
2365 | } |
2395 | } |
2366 | else if (tmp->type == FLESH) |
2396 | else if (tmp->type == FLESH) |
… | |
… | |
2372 | */ |
2402 | */ |
2373 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2403 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2374 | { |
2404 | { |
2375 | op->statusmsg ("You blindly grab for a bite of food. " |
2405 | op->statusmsg ("You blindly grab for a bite of food. " |
2376 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2406 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2377 | manual_apply (op, flesh, 0); |
2407 | op->apply (flesh); |
2378 | } |
2408 | } |
2379 | |
2409 | |
2380 | // If player is still starving, alert him! |
2410 | // If player is still starving, alert him! |
2381 | if (op->stats.food < 0) |
2411 | if (op->stats.food < 0) |
2382 | op->failmsg ("You are starving! " |
2412 | op->failmsg ("You are starving! " |
… | |
… | |
2394 | op->contr->killer->destroy (); |
2424 | op->contr->killer->destroy (); |
2395 | } |
2425 | } |
2396 | } |
2426 | } |
2397 | |
2427 | |
2398 | /* killer should be set here already */ |
2428 | /* killer should be set here already */ |
2399 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2429 | if (op->stats.hp < 0 && !op->flag [FLAG_WIZ]) |
2400 | kill_player (op); |
2430 | kill_player (op); |
2401 | } |
2431 | } |
2402 | } |
2432 | } |
2403 | |
2433 | |
2404 | /* If the player should die (lack of hp, food, etc), we call this. |
2434 | /* If the player should die (lack of hp, food, etc), we call this. |
… | |
… | |
2419 | return; |
2449 | return; |
2420 | |
2450 | |
2421 | dynbuf_text deathtab; |
2451 | dynbuf_text deathtab; |
2422 | |
2452 | |
2423 | /* restore player */ |
2453 | /* restore player */ |
2424 | at = archetype::find ("poisoning"); |
2454 | at = archetype::find (shstr_poisoning); |
2425 | if (object *tmp = present_arch_in_ob (at, op)) |
2455 | if (object *tmp = present_arch_in_ob (at, op)) |
2426 | { |
2456 | { |
2427 | tmp->destroy (); |
2457 | tmp->destroy (); |
2428 | deathtab << "Your body feels cleansed...\r"; |
2458 | deathtab << "Your body feels cleansed...\r"; |
2429 | } |
2459 | } |
2430 | |
2460 | |
2431 | at = archetype::find ("confusion"); |
2461 | at = archetype::find (shstr_confusion); |
2432 | if (object *tmp = present_arch_in_ob (at, op)) |
2462 | if (object *tmp = present_arch_in_ob (at, op)) |
2433 | { |
2463 | { |
2434 | tmp->destroy (); |
2464 | tmp->destroy (); |
2435 | deathtab << "Your mind feels clearer...\r"; |
2465 | deathtab << "Your mind feels clearer...\r"; |
2436 | } |
2466 | } |
… | |
… | |
2438 | cure_disease (op, 0, 0); /* remove any disease */ |
2468 | cure_disease (op, 0, 0); /* remove any disease */ |
2439 | |
2469 | |
2440 | max_it (op->stats.hp , op->stats.maxhp); |
2470 | max_it (op->stats.hp , op->stats.maxhp); |
2441 | max_it (op->stats.sp , op->stats.maxsp); |
2471 | max_it (op->stats.sp , op->stats.maxsp); |
2442 | max_it (op->stats.grace, op->stats.maxgrace); |
2472 | max_it (op->stats.grace, op->stats.maxgrace); |
2443 | |
|
|
2444 | if (op->stats.food <= 0) |
2473 | max_it (op->stats.food , 200); |
2445 | op->stats.food = 999; |
|
|
2446 | |
2474 | |
2447 | // remove all spell effects that are active |
2475 | // remove all spell effects that are active |
2448 | // to avoid long-term effects such as word-of-recall |
2476 | // to avoid long-term effects such as word-of-recall |
2449 | for (object *item = op->inv; item; ) |
2477 | for (object *item = op->inv; item; ) |
2450 | { |
2478 | { |
… | |
… | |
2463 | if (op_on_battleground (op, &x, &y)) |
2491 | if (op_on_battleground (op, &x, &y)) |
2464 | { |
2492 | { |
2465 | deathtab << "You almost died in combat, but local medics have saved your life...\r"; |
2493 | deathtab << "You almost died in combat, but local medics have saved your life...\r"; |
2466 | |
2494 | |
2467 | /* create a bodypart-trophy to make the winner happy */ |
2495 | /* create a bodypart-trophy to make the winner happy */ |
2468 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2496 | object *tmp = archetype::find (shstr_finger)->instance (); |
2469 | { |
2497 | |
2470 | tmp->name = format ("%s's finger" , &op->name); |
2498 | tmp->name = format ("%s's finger" , &op->name); |
2471 | tmp->name_pl = format ("%s's fingers", &op->name); |
2499 | tmp->name_pl = format ("%s's fingers", &op->name); |
2472 | tmp->msg = format ( |
2500 | tmp->msg = format ( |
2473 | "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", |
2501 | "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", |
2474 | &op->name, op->contr->title, |
2502 | &op->name, op->contr->title, |
2475 | (int)op->level, |
2503 | (int)op->level, |
2476 | op->contr->killer_name () |
2504 | op->contr->killer_name () |
2477 | ); |
2505 | ); |
2478 | tmp->value = 0, tmp->type = 0; |
2506 | tmp->value = 0, tmp->type = 0; |
2479 | tmp->materialname = "organics"; |
2507 | tmp->material = name_to_material (shstr_organic); |
2480 | tmp->insert_at (op, tmp); |
2508 | tmp->insert_at (op, tmp); |
2481 | } |
|
|
2482 | |
2509 | |
2483 | /* teleport defeated player to new destination */ |
2510 | /* teleport defeated player to new destination */ |
2484 | transfer_ob (op, x, y, 0, NULL); |
2511 | transfer_ob (op, x, y, 0, NULL); |
2485 | op->contr->braced = 0; |
2512 | op->contr->braced = 0; |
2486 | |
2513 | |
… | |
… | |
2548 | lost_a_stat = 1; |
2575 | lost_a_stat = 1; |
2549 | } |
2576 | } |
2550 | else |
2577 | else |
2551 | { |
2578 | { |
2552 | /* deplete a stat */ |
2579 | /* deplete a stat */ |
2553 | archetype *deparch = archetype::find ("depletion"); |
2580 | archetype *deparch = archetype::find (shstr_depletion); |
2554 | object *dep; |
2581 | object *dep; |
2555 | |
2582 | |
2556 | dep = present_arch_in_ob (deparch, op); |
2583 | dep = present_arch_in_ob (deparch, op); |
2557 | if (!dep) |
2584 | if (!dep) |
2558 | { |
2585 | { |
2559 | dep = arch_to_object (deparch); |
2586 | dep = deparch->instance (); |
2560 | insert_ob_in_ob (dep, op); |
2587 | insert_ob_in_ob (dep, op); |
2561 | } |
2588 | } |
2562 | lose_this_stat = 1; |
2589 | lose_this_stat = 1; |
2563 | if (settings.balanced_stat_loss) |
2590 | if (settings.balanced_stat_loss) |
2564 | { |
2591 | { |
… | |
… | |
2576 | |
2603 | |
2577 | /* There is a maximum depletion total per level. */ |
2604 | /* There is a maximum depletion total per level. */ |
2578 | if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
2605 | if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
2579 | { |
2606 | { |
2580 | lose_this_stat = 0; |
2607 | lose_this_stat = 0; |
2581 | /* Take loss chance vs keep chance to see if we |
2608 | /* Take loss chance vs keep chance to see if we |
2582 | retain the stat. */ |
2609 | retain the stat. */ |
2583 | } |
2610 | } |
2584 | else |
2611 | else |
2585 | { |
2612 | { |
2586 | if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) |
2613 | if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) |
… | |
… | |
2602 | * difference. |
2629 | * difference. |
2603 | */ |
2630 | */ |
2604 | if (this_stat >= -50) |
2631 | if (this_stat >= -50) |
2605 | { |
2632 | { |
2606 | change_attr_value (&(dep->stats), i, -1); |
2633 | change_attr_value (&(dep->stats), i, -1); |
2607 | SET_FLAG (dep, FLAG_APPLIED); |
2634 | dep->set_flag (FLAG_APPLIED); |
2608 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
2635 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
2609 | op->update_stats (); |
2636 | op->update_stats (); |
2610 | lost_a_stat = 1; |
2637 | lost_a_stat = 1; |
2611 | } |
2638 | } |
2612 | } |
2639 | } |
… | |
… | |
2630 | #endif |
2657 | #endif |
2631 | |
2658 | |
2632 | /* Put a gravestone up where the character 'almost' died. List the |
2659 | /* Put a gravestone up where the character 'almost' died. List the |
2633 | * exp loss on the stone. |
2660 | * exp loss on the stone. |
2634 | */ |
2661 | */ |
2635 | tmp = arch_to_object (archetype::find ("gravestone")); |
2662 | tmp = archetype::find (shstr_gravestone)->instance (); |
2636 | tmp->name = format ("%s's gravestone", &op->name); |
2663 | tmp->name = format ("%s's gravestone", &op->name); |
2637 | tmp->name_pl = format ("%s's gravestones", &op->name); |
2664 | tmp->name_pl = format ("%s's gravestones", &op->name); |
2638 | tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", |
2665 | tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", |
2639 | &op->name, op->contr->title, op->contr->killer_name ()); |
2666 | &op->name, op->contr->title, op->contr->killer_name ()); |
2640 | tmp->x = op->x, tmp->y = op->y; |
2667 | tmp->x = op->x, tmp->y = op->y; |
… | |
… | |
2679 | if (will_kill_again) |
2706 | if (will_kill_again) |
2680 | { |
2707 | { |
2681 | object *force; |
2708 | object *force; |
2682 | int at; |
2709 | int at; |
2683 | |
2710 | |
2684 | force = get_archetype (FORCE_NAME); |
2711 | force = archetype::get (FORCE_NAME); |
2685 | /* 50 ticks should be enough time for the spell to abate */ |
2712 | /* 50 ticks should be enough time for the spell to abate */ |
2686 | force->speed = 0.1f; |
|
|
2687 | force->speed_left = -5.f; |
2713 | force->speed_left = -5.f; |
2688 | SET_FLAG (force, FLAG_APPLIED); |
2714 | force->set_speed (0.1f); |
|
|
2715 | force->set_flag (FLAG_APPLIED); |
|
|
2716 | |
2689 | for (at = 0; at < NROFATTACKS; at++) |
2717 | for (at = 0; at < NROFATTACKS; at++) |
2690 | if (will_kill_again & (1 << at)) |
2718 | if (will_kill_again & (1 << at)) |
2691 | force->resist[at] = 100; |
2719 | force->resist[at] = 100; |
2692 | |
2720 | |
2693 | insert_ob_in_ob (force, op); |
2721 | insert_ob_in_ob (force, op); |
… | |
… | |
2695 | } |
2723 | } |
2696 | |
2724 | |
2697 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2725 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2698 | } |
2726 | } |
2699 | |
2727 | |
2700 | void |
2728 | static void |
2701 | loot_object (object *op) |
2729 | loot_object (object *op) |
2702 | { /* Grab and destroy some treasure */ |
2730 | { /* Grab and destroy some treasure */ |
2703 | object *tmp, *tmp2, *next; |
2731 | object *tmp, *next; |
2704 | |
2732 | |
2705 | op->close_container (); /* close open sack first */ |
2733 | op->close_container (); /* close open sack first */ |
2706 | |
2734 | |
2707 | for (tmp = op->inv; tmp; tmp = next) |
2735 | for (tmp = op->inv; tmp; tmp = next) |
2708 | { |
2736 | { |
… | |
… | |
2715 | tmp->x = op->x, tmp->y = op->y; |
2743 | tmp->x = op->x, tmp->y = op->y; |
2716 | |
2744 | |
2717 | if (tmp->type == CONTAINER) |
2745 | if (tmp->type == CONTAINER) |
2718 | loot_object (tmp); /* empty container to ground */ |
2746 | loot_object (tmp); /* empty container to ground */ |
2719 | |
2747 | |
2720 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
2748 | if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3)))) |
2721 | { |
2749 | { |
2722 | if (tmp->nrof > 1) |
2750 | if (tmp->nrof > 1) |
2723 | { |
2751 | { |
2724 | tmp->decrease (rndm (1, tmp->nrof - 1)); |
2752 | tmp->decrease (rndm (1, tmp->nrof - 1)); |
2725 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2753 | insert_ob_in_map (tmp, op->map, NULL, 0); |
… | |
… | |
2736 | * fix_weight(): Check recursively the weight of all players, and fix |
2764 | * fix_weight(): Check recursively the weight of all players, and fix |
2737 | * what needs to be fixed. Refresh windows and fix speed if anything |
2765 | * what needs to be fixed. Refresh windows and fix speed if anything |
2738 | * was changed. |
2766 | * was changed. |
2739 | */ |
2767 | */ |
2740 | void |
2768 | void |
2741 | fix_weight (void) |
2769 | fix_weight () |
2742 | { |
2770 | { |
2743 | for_all_players (pl) |
2771 | for_all_players (pl) |
2744 | { |
2772 | { |
2745 | sint32 old = pl->ob->carrying; |
2773 | weight_t old = pl->ob->carrying; |
2746 | |
2774 | |
2747 | pl->ob->update_weight (); |
2775 | pl->ob->update_weight (); |
2748 | |
2776 | |
2749 | if (old != pl->ob->carrying) |
2777 | if (old != pl->ob->carrying) |
2750 | { |
2778 | { |
… | |
… | |
2753 | } |
2781 | } |
2754 | } |
2782 | } |
2755 | } |
2783 | } |
2756 | |
2784 | |
2757 | void |
2785 | void |
2758 | fix_luck (void) |
2786 | fix_luck () |
2759 | { |
2787 | { |
2760 | for_all_players (pl) |
2788 | for_all_players (pl) |
2761 | if (!pl->ob->contr->ns->state) |
2789 | if (!pl->ob->contr->ns->state) |
2762 | pl->ob->change_luck (0); |
2790 | pl->ob->change_luck (0); |
2763 | } |
2791 | } |
… | |
… | |
2815 | } |
2843 | } |
2816 | |
2844 | |
2817 | int |
2845 | int |
2818 | is_true_undead (object *op) |
2846 | is_true_undead (object *op) |
2819 | { |
2847 | { |
2820 | if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
2848 | if (op->arch->flag [FLAG_UNDEAD]) |
2821 | return 1; |
2849 | return 1; |
2822 | |
2850 | |
2823 | return 0; |
2851 | return 0; |
2824 | } |
2852 | } |
2825 | |
2853 | |
… | |
… | |
2846 | level = -(10 + (2 * ob->map->darklevel ())); |
2874 | level = -(10 + (2 * ob->map->darklevel ())); |
2847 | |
2875 | |
2848 | /* scan through all nearby squares for terrain to hide in */ |
2876 | /* scan through all nearby squares for terrain to hide in */ |
2849 | for (i = 0, x = ob->x, y = ob->y; |
2877 | for (i = 0, x = ob->x, y = ob->y; |
2850 | i <= SIZEOFFREE1; |
2878 | i <= SIZEOFFREE1; |
2851 | i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
2879 | i++, x = ob->x + DIRX (i), y = ob->y + DIRY (i)) |
2852 | { |
2880 | { |
2853 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
2881 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
2854 | if (mflag & P_OUT_OF_MAP) |
2882 | if (mflag & P_OUT_OF_MAP) |
2855 | continue; |
2883 | continue; |
2856 | |
2884 | |
… | |
… | |
2923 | |
2951 | |
2924 | if (who->type == PLAYER) |
2952 | if (who->type == PLAYER) |
2925 | player = 1; |
2953 | player = 1; |
2926 | |
2954 | |
2927 | else |
2955 | else |
2928 | friendly = QUERY_FLAG (who, FLAG_FRIENDLY); |
2956 | friendly = who->flag [FLAG_FRIENDLY]; |
2929 | |
2957 | |
2930 | /* search adjacent squares */ |
2958 | /* search adjacent squares */ |
2931 | for (i = 1; i < 9; i++) |
2959 | for (i = 1; i < 9; i++) |
2932 | { |
2960 | { |
2933 | x = who->x + freearr_x[i]; |
2961 | x = who->x + DIRX (i); |
2934 | y = who->y + freearr_y[i]; |
2962 | y = who->y + DIRY (i); |
2935 | m = who->map; |
2963 | m = who->map; |
2936 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
2964 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
2937 | /* space must be blocked if there is a monster. If not |
2965 | /* space must be blocked if there is a monster. If not |
2938 | * blocked, don't need to check this space. |
2966 | * blocked, don't need to check this space. |
2939 | */ |
2967 | */ |
… | |
… | |
2942 | if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) |
2970 | if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) |
2943 | continue; |
2971 | continue; |
2944 | |
2972 | |
2945 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
2973 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
2946 | { |
2974 | { |
2947 | if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
2975 | if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE]) |
2948 | return 1; |
2976 | return 1; |
2949 | else if (tmp->type == PLAYER) |
2977 | else if (tmp->type == PLAYER) |
2950 | { |
|
|
2951 | /*don't let a hidden DM prevent you from hiding */ |
|
|
2952 | if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) |
|
|
2953 | return 1; |
2978 | return 1; |
2954 | } |
|
|
2955 | } |
2979 | } |
2956 | } |
2980 | } |
2957 | return 0; |
2981 | return 0; |
2958 | } |
2982 | } |
2959 | |
2983 | |
2960 | /* check the player los field for viewability of the |
2984 | /* check the player los field for viewability of the |
2961 | * object op. This function works fine for monsters, |
2985 | * object op. This function works fine for monsters, |
2962 | * but we dont worry if the object isnt the top one in |
2986 | * but we dont worry if the object isnt the top one in |
2963 | * a pile (say a coin under a table would return "viewable" |
2987 | * a pile (say a coin under a table would return "viewable" |
2964 | * by this routine). Another question, should we be |
2988 | * by this routine). Another question, should we be |
2965 | * concerned with the direction the player is looking |
2989 | * concerned with the direction the player is looking |
2966 | * in? Realistically, most of us can't see stuff behind |
2990 | * in? Realistically, most of us can't see stuff behind |
2967 | * our backs...on the other hand, does the "facing" direction |
2991 | * our backs...on the other hand, does the "facing" direction |
2968 | * imply the way your head, or body is facing? It's possible |
2992 | * imply the way your head, or body is facing? It's possible |
2969 | * for them to differ. Sigh, this fctn could get a bit more complex. |
2993 | * for them to differ. Sigh, this fctn could get a bit more complex. |
2970 | * -b.t. |
2994 | * -b.t. |
2971 | * This function is now map tiling safe. |
2995 | * This function is now map tiling safe. |
2972 | */ |
2996 | */ |
2973 | int |
2997 | int |
2974 | player_can_view (object *pl, object *op) |
2998 | player_can_view (object *pl, object *op) |
2975 | { |
2999 | { |
… | |
… | |
2989 | |
3013 | |
2990 | get_rangevector (pl, op, &rv, 0x1); |
3014 | get_rangevector (pl, op, &rv, 0x1); |
2991 | |
3015 | |
2992 | /* starting with the 'head' part, lets loop |
3016 | /* starting with the 'head' part, lets loop |
2993 | * through the object and find if it has any |
3017 | * through the object and find if it has any |
2994 | * part that is in the los array but isn't on |
3018 | * part that is in the los array but isn't on |
2995 | * a blocked los square. |
3019 | * a blocked los square. |
2996 | * we use the archetype to figure out offsets. |
3020 | * we use the archetype to figure out offsets. |
2997 | */ |
3021 | */ |
2998 | while (op) |
3022 | while (op) |
2999 | { |
3023 | { |
… | |
… | |
3002 | |
3026 | |
3003 | if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED) |
3027 | if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED) |
3004 | return 1; |
3028 | return 1; |
3005 | |
3029 | |
3006 | op = op->more; |
3030 | op = op->more; |
3007 | } |
|
|
3008 | |
|
|
3009 | return 0; |
|
|
3010 | } |
|
|
3011 | |
|
|
3012 | /* routine for both players and monsters. We call this when |
|
|
3013 | * there is a possibility for our action distrubing our hiding |
|
|
3014 | * place or invisiblity spell. Artefact invisiblity causes |
|
|
3015 | * "noise" instead. If we arent invisible to begin with, we |
|
|
3016 | * return 0. |
|
|
3017 | */ |
|
|
3018 | int |
|
|
3019 | action_makes_visible (object *op) |
|
|
3020 | { |
|
|
3021 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
3022 | { |
|
|
3023 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
|
|
3024 | { |
|
|
3025 | // artefact invisibility is permanent, but we still make noise |
|
|
3026 | // this is important for game-balance. |
|
|
3027 | if (op->contr) |
|
|
3028 | op->make_noise (); |
|
|
3029 | |
|
|
3030 | return 0; |
|
|
3031 | } |
|
|
3032 | |
|
|
3033 | if (op->contr && op->contr->tmp_invis == 0) |
|
|
3034 | return 0; |
|
|
3035 | |
|
|
3036 | /* If monsters, they should become visible */ |
|
|
3037 | if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis)) |
|
|
3038 | { |
|
|
3039 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible"); |
|
|
3040 | return 1; |
|
|
3041 | } |
|
|
3042 | } |
3031 | } |
3043 | |
3032 | |
3044 | return 0; |
3033 | return 0; |
3045 | } |
3034 | } |
3046 | |
3035 | |
… | |
… | |
3061 | * and the exit-coordinates sp/hp must both be > 0. |
3050 | * and the exit-coordinates sp/hp must both be > 0. |
3062 | * => The intention here is to prevent abuse of the battleground- |
3051 | * => The intention here is to prevent abuse of the battleground- |
3063 | * feature (like pickable or hidden battleground tiles). */ |
3052 | * feature (like pickable or hidden battleground tiles). */ |
3064 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
3053 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
3065 | { |
3054 | { |
3066 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3055 | if (tmp->flag [FLAG_IS_FLOOR]) |
3067 | { |
3056 | { |
3068 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) |
3057 | if (tmp->flag [FLAG_NO_PICK] |
3069 | && tmp->type == BATTLEGROUND |
3058 | && tmp->type == BATTLEGROUND |
3070 | && tmp->name == shstr_battleground |
3059 | && tmp->name == shstr_battleground |
3071 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3060 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3072 | { |
3061 | { |
3073 | /* before we assign the exit, check if this is a teambattle */ |
3062 | /* before we assign the exit, check if this is a teambattle */ |
3074 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3063 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3075 | { |
|
|
3076 | for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) |
3064 | for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) |
|
|
3065 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
3077 | { |
3066 | { |
3078 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
|
|
3079 | { |
|
|
3080 | if (x && y) |
3067 | if (x && y) |
3081 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3068 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3082 | |
3069 | |
3083 | return 1; |
3070 | return 1; |
3084 | } |
|
|
3085 | } |
3071 | } |
3086 | } |
|
|
3087 | |
3072 | |
3088 | if (x && y) |
3073 | if (x && y) |
3089 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3074 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3090 | |
3075 | |
3091 | return 1; |
3076 | return 1; |
… | |
… | |
3229 | else |
3214 | else |
3230 | j = 1; |
3215 | j = 1; |
3231 | strcat (buf, spellpathnames[i]); |
3216 | strcat (buf, spellpathnames[i]); |
3232 | } |
3217 | } |
3233 | } |
3218 | } |
|
|
3219 | |
3234 | strcat (buf, "."); |
3220 | strcat (buf, "."); |
3235 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); |
3221 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); |
3236 | } |
3222 | } |
3237 | |
3223 | |
3238 | /* evtl. adding flags: */ |
3224 | /* evtl. adding flags: */ |
3239 | if (QUERY_FLAG (item, FLAG_XRAYS)) |
3225 | if (item->flag [FLAG_XRAYS]) |
3240 | SET_FLAG (skin, FLAG_XRAYS); |
3226 | skin->set_flag (FLAG_XRAYS); |
3241 | if (QUERY_FLAG (item, FLAG_STEALTH)) |
3227 | if (item->flag [FLAG_STEALTH]) |
3242 | SET_FLAG (skin, FLAG_STEALTH); |
3228 | skin->set_flag (FLAG_STEALTH); |
3243 | if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) |
3229 | if (item->flag [FLAG_SEE_IN_DARK]) |
3244 | SET_FLAG (skin, FLAG_SEE_IN_DARK); |
3230 | skin->set_flag (FLAG_SEE_IN_DARK); |
3245 | |
3231 | |
3246 | /* print message if there is one */ |
3232 | /* print message if there is one */ |
3247 | if (item->msg != NULL) |
3233 | if (item->msg != NULL) |
3248 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3234 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3249 | } |
3235 | } |
3250 | else |
3236 | else |
3251 | { |
3237 | { |
3252 | /* generate misc. treasure */ |
3238 | /* generate misc. treasure */ |
3253 | tmp = arch_to_object (tr->item); |
3239 | tmp = tr->item->instance (); |
3254 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3240 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3255 | who->insert (tmp); |
3241 | who->insert (tmp); |
3256 | } |
3242 | } |
3257 | } |
3243 | } |
3258 | |
3244 | |
3259 | /** |
3245 | //-GPL |
3260 | * Unready an object for a player. This function does nothing if the object was |
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3261 | * not readied. |
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3262 | */ |
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3263 | void |
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3264 | player_unready_range_ob (player *pl, object *ob) |
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3265 | { |
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3266 | if (pl->ob->current_weapon == ob) |
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3267 | pl->ob->current_weapon = 0; |
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3268 | |
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3269 | if (pl->combat_ob == ob) |
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3270 | pl->combat_ob = 0; |
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3271 | |
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3272 | if (pl->ranged_ob == ob) |
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3273 | pl->ranged_ob = 0; |
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3274 | } |
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3275 | |
3246 | |
3276 | sint8 |
3247 | sint8 |
3277 | player::darkness_at (maptile *map, int x, int y) const |
3248 | player::darkness_at (maptile *map, int x, int y) const |
3278 | { |
3249 | { |
3279 | if (!ns) |
3250 | if (!ns) |
… | |
… | |
3306 | { |
3277 | { |
3307 | play_sound (sound_find ("generic_failure")); |
3278 | play_sound (sound_find ("generic_failure")); |
3308 | statusmsg (msg, color); |
3279 | statusmsg (msg, color); |
3309 | } |
3280 | } |
3310 | |
3281 | |
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3282 | void |
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3283 | object::failmsgf (const char *format, ...) |
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3284 | { |
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3285 | if (!contr) |
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3286 | return; |
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3287 | |
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3288 | va_list ap; |
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3289 | va_start (ap, format); |
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3290 | contr->failmsg (vformat (format, ap)); |
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3291 | va_end (ap); |
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3292 | } |
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3293 | |
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3294 | void |
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3295 | player::failmsgf (const char *format, ...) |
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3296 | { |
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3297 | va_list ap; |
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3298 | va_start (ap, format); |
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3299 | failmsg (vformat (format, ap)); |
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3300 | va_end (ap); |
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3301 | } |
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3302 | |