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 | */ |
24 | |
25 | |
25 | //+GPL |
26 | //+GPL |
|
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27 | |
|
|
28 | #include <algorithm> |
|
|
29 | #include <functional> |
26 | |
30 | |
27 | #include <global.h> |
31 | #include <global.h> |
28 | #include <sproto.h> |
32 | #include <sproto.h> |
29 | #include <sounds.h> |
33 | #include <sounds.h> |
30 | #include <living.h> |
34 | #include <living.h> |
31 | #include <object.h> |
35 | #include <object.h> |
32 | #include <spells.h> |
36 | #include <spells.h> |
33 | #include <skills.h> |
37 | #include <skills.h> |
34 | |
38 | |
35 | #include <algorithm> |
|
|
36 | #include <functional> |
|
|
37 | |
|
|
38 | playervec players; |
39 | playervec players; |
39 | |
40 | |
40 | /* This loads the first map an puts the player on it. */ |
41 | /* This loads the first map an puts the player on it. */ |
41 | static void |
42 | static void |
42 | set_first_map (object *op) |
43 | set_first_map (object *op) |
… | |
… | |
54 | |
55 | |
55 | players.insert (this); |
56 | players.insert (this); |
56 | ob->remove (); |
57 | ob->remove (); |
57 | ob->map = 0; |
58 | ob->map = 0; |
58 | ob->activate_recursive (); |
59 | ob->activate_recursive (); |
59 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
60 | ob->clr_flag (FLAG_FRIENDLY); |
60 | add_friendly_object (ob); |
61 | add_friendly_object (ob); |
61 | } |
62 | } |
62 | |
63 | |
63 | void |
64 | void |
64 | player::deactivate () |
65 | player::deactivate () |
… | |
… | |
75 | |
76 | |
76 | ob->remove (); |
77 | ob->remove (); |
77 | ob->enemy = 0; // sometimes keeps an extra refcount on itself |
78 | ob->enemy = 0; // sometimes keeps an extra refcount on itself |
78 | ob->map = 0; |
79 | ob->map = 0; |
79 | party = 0; |
80 | party = 0; |
80 | |
|
|
81 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
|
|
82 | |
81 | |
83 | players.erase (this); |
82 | players.erase (this); |
84 | } |
83 | } |
85 | |
84 | |
86 | // connect the player with a specific client |
85 | // connect the player with a specific client |
… | |
… | |
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 | |
|
|
132 | ob->flag [FLAG_READY_WEAPON] = false; |
|
|
133 | ob->flag [FLAG_READY_SKILL] = false; |
|
|
134 | ob->flag [FLAG_READY_RANGE] = false; |
|
|
135 | ob->flag [FLAG_READY_BOW] = false; |
|
|
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); |
138 | |
142 | |
139 | ob->flag [FLAG_READY_WEAPON] = false; |
143 | activate (); |
140 | ob->flag [FLAG_READY_SKILL] = false; |
|
|
141 | ob->flag [FLAG_READY_BOW] = false; |
|
|
142 | |
|
|
143 | for (object *op = ob->inv; op; op = op->below) |
|
|
144 | if (op->flag [FLAG_APPLIED]) |
|
|
145 | switch (op->type) |
|
|
146 | { |
|
|
147 | case SKILL: |
|
|
148 | op->flag [FLAG_APPLIED] = false; |
|
|
149 | break; |
|
|
150 | |
|
|
151 | case WAND: |
|
|
152 | case ROD: |
|
|
153 | case HORN: |
|
|
154 | case BOW: |
|
|
155 | ranged_ob = op; |
|
|
156 | break; |
|
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157 | |
|
|
158 | case WEAPON: |
|
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159 | combat_ob = op; |
|
|
160 | break; |
|
|
161 | } |
|
|
162 | |
|
|
163 | ob->current_weapon = 0; |
|
|
164 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
|
|
165 | activate (); // change_weapon also activates, but this doesn't hurt |
|
|
166 | |
144 | |
167 | INVOKE_PLAYER (CONNECT, this); |
145 | INVOKE_PLAYER (CONNECT, this); |
168 | INVOKE_PLAYER (LOGIN, this); |
146 | INVOKE_PLAYER (LOGIN, this); |
169 | } |
147 | } |
170 | |
148 | |
… | |
… | |
204 | player::set_object (object *op) |
182 | player::set_object (object *op) |
205 | { |
183 | { |
206 | ob = observe = viewpoint = op; |
184 | ob = observe = viewpoint = op; |
207 | ob->contr = this; /* this aren't yet in archetype */ |
185 | ob->contr = this; /* this aren't yet in archetype */ |
208 | |
186 | |
209 | ob->speed = 1.0f; |
187 | ob->speed = 1.0f; // object still inactive, keep it that way |
210 | ob->speed_left = 0.5f; |
188 | ob->speed_left = 0.5f; |
211 | |
189 | |
212 | ob->direction = 5; /* So player faces south */ |
190 | ob->direction = 5; /* So player faces south */ |
213 | } |
191 | } |
214 | |
192 | |
… | |
… | |
257 | |
235 | |
258 | attachable::do_destroy (); |
236 | attachable::do_destroy (); |
259 | |
237 | |
260 | if (ob) |
238 | if (ob) |
261 | { |
239 | { |
262 | ob->destroy_inv (false); |
240 | // potentially fix a bug where ob->contr is non-null while ob->contr->ob is null, causing a segfault. |
|
|
241 | // temporarily backed out patchset 4025 to see if THIS change causes crashes |
|
|
242 | //ob->contr = 0; |
263 | ob->destroy (); |
243 | ob->destroy (); |
264 | } |
244 | } |
265 | |
245 | |
266 | ob = observe = viewpoint = 0; |
246 | ob = observe = viewpoint = 0; |
267 | } |
247 | } |
… | |
… | |
353 | #endif |
333 | #endif |
354 | return op; |
334 | return op; |
355 | } |
335 | } |
356 | |
336 | |
357 | /* 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 |
358 | * 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 |
359 | * detour a monster will take from the direction path when looking |
339 | * detour a monster will take from the direction path when looking |
360 | * 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 |
361 | * the deviation is |
341 | * the deviation is |
362 | */ |
342 | */ |
363 | #define DETOUR_AMOUNT 2 |
343 | #define DETOUR_AMOUNT 2 |
… | |
… | |
399 | */ |
379 | */ |
400 | int |
380 | int |
401 | path_to_player (object *mon, object *pl, unsigned mindiff) |
381 | path_to_player (object *mon, object *pl, unsigned mindiff) |
402 | { |
382 | { |
403 | rv_vector rv; |
383 | rv_vector rv; |
404 | sint16 x, y; |
|
|
405 | 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; |
406 | maptile *m, *lastmap; |
|
|
407 | |
385 | |
408 | get_rangevector (mon, pl, &rv, 0); |
386 | get_rangevector (mon, pl, &rv, 0); |
409 | |
387 | |
410 | if (rv.distance < mindiff) |
388 | if (rv.distance < mindiff) |
411 | return 0; |
389 | return 0; |
412 | |
390 | |
413 | x = mon->x; |
391 | mapxy pos (mon); |
414 | y = mon->y; |
|
|
415 | m = mon->map; |
|
|
416 | dir = rv.direction; |
392 | dir = rv.direction; |
417 | 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 */ |
418 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
394 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
419 | |
395 | |
420 | /* 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. */ |
421 | if (diff > max) |
397 | if (diff > max) |
422 | return 0; |
398 | return 0; |
423 | |
399 | |
424 | while (diff > 1 && max > 0) |
400 | while (diff > 1 && max > 0) |
425 | { |
401 | { |
426 | lastx = x; |
402 | mapxy lastpos = pos; |
427 | lasty = y; |
|
|
428 | lastmap = m; |
|
|
429 | x = lastx + freearr_x[dir]; |
|
|
430 | y = lasty + freearr_y[dir]; |
|
|
431 | |
403 | |
432 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
404 | pos.move (dir); |
433 | blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y); |
|
|
434 | |
405 | |
435 | /* Space is blocked - try changing direction a little */ |
406 | /* Space is blocked - try changing direction a little */ |
436 | if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) |
407 | if (!pos.normalise () |
437 | && (m == mon->map && blocked_link (mon, m, x, y)))) |
408 | || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block)) |
|
|
409 | && blocked_link (mon, pos.m, pos.x, pos.y))) |
438 | { |
410 | { |
439 | /* recalculate direction from last good location. Possible |
411 | /* recalculate direction from last good location. Possible |
440 | * we were not traversing ideal location before. |
412 | * we were not traversing ideal location before. |
441 | */ |
413 | */ |
442 | get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); |
414 | get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0); |
443 | if (rv.direction != dir) |
415 | if (rv.direction != dir) |
444 | { |
416 | { |
445 | /* OK - says direction should be different - lets reset the |
417 | /* OK - says direction should be different - lets reset the |
446 | * the values so it will try again. |
418 | * the values so it will try again. |
447 | */ |
419 | */ |
448 | x = lastx; |
|
|
449 | y = lasty; |
|
|
450 | m = lastmap; |
420 | pos = lastpos; |
451 | dir = firstdir = rv.direction; |
421 | dir = firstdir = rv.direction; |
452 | } |
422 | } |
453 | else |
423 | else |
454 | { |
424 | { |
455 | /* direct path is blocked - try taking a side step to |
425 | /* direct path is blocked - try taking a side step to |
456 | * either the left or right. |
426 | * either the left or right. |
457 | * Note increase the values in the loop below to be |
427 | * Note increase the values in the loop below to be |
458 | * more than -1/1 respectively will mean the monster takes |
428 | * more than -1/1 respectively will mean the monster takes |
459 | * bigger detour. Have to be careful about these values getting |
429 | * bigger detour. Have to be careful about these values getting |
460 | * 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 |
461 | * stepping back and forth |
431 | * stepping back and forth |
462 | */ |
432 | */ |
463 | for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) |
433 | for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) |
464 | { |
434 | { |
465 | if (i == 0) |
435 | if (i == 0) |
466 | continue; /* already did this, so skip it */ |
436 | continue; /* already did this, so skip it */ |
|
|
437 | |
467 | /* Use lastdir here - otherwise, |
438 | /* Use lastdir here - otherwise, |
468 | * since the direction that the creature should move in |
439 | * since the direction that the creature should move in |
469 | * may change, you could get infinite loops. |
440 | * may change, you could get infinite loops. |
470 | * ie, player is northwest, but monster can only |
441 | * ie, player is northwest, but monster can only |
471 | * move west, so it does that. It goes some distance, |
442 | * move west, so it does that. It goes some distance, |
… | |
… | |
473 | * 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 |
474 | * gets back to its original point. lastdir contains |
445 | * gets back to its original point. lastdir contains |
475 | * the last direction the creature has successfully |
446 | * the last direction the creature has successfully |
476 | * moved. |
447 | * moved. |
477 | */ |
448 | */ |
478 | |
|
|
479 | x = lastx + freearr_x[absdir (lastdir + i)]; |
|
|
480 | y = lasty + freearr_y[absdir (lastdir + i)]; |
|
|
481 | m = lastmap; |
449 | pos = lastpos; |
482 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
450 | pos.move (absdir (lastdir + i)); |
483 | if (mflags & P_OUT_OF_MAP) |
451 | |
|
|
452 | if (!pos.normalise ()) |
484 | continue; |
453 | continue; |
485 | blocked = GET_MAP_MOVE_BLOCK (m, x, y); |
454 | |
486 | if (OB_TYPE_MOVE_BLOCK (mon, blocked)) |
455 | mapspace &ms = *pos; |
|
|
456 | |
|
|
457 | if (ms.flags () & P_BLOCKSVIEW) |
487 | continue; |
458 | continue; |
488 | if (mflags & P_BLOCKSVIEW) |
459 | |
|
|
460 | if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block)) |
489 | continue; |
461 | continue; |
490 | |
462 | |
491 | if (m == mon->map && blocked_link (mon, m, x, y)) |
463 | if (blocked_link (mon, pos.m, pos.x, pos.y)) |
492 | break; |
464 | break; |
493 | } |
465 | } |
|
|
466 | |
494 | /* go through entire loop without finding a valid |
467 | /* go through entire loop without finding a valid |
495 | * sidestep to take - thus, no valid path. |
468 | * sidestep to take - thus, no valid path. |
496 | */ |
469 | */ |
497 | if (i == (DETOUR_AMOUNT + 1)) |
470 | if (i == DETOUR_AMOUNT + 1) |
498 | return 0; |
471 | return 0; |
|
|
472 | |
499 | diff--; |
473 | diff--; |
500 | lastdir = dir; |
474 | lastdir = dir; |
501 | max--; |
475 | max--; |
502 | if (!firstdir) |
476 | if (!firstdir) |
503 | firstdir = dir + i; |
477 | firstdir = dir + i; |
… | |
… | |
507 | { |
481 | { |
508 | /* we moved towards creature, so diff is less */ |
482 | /* we moved towards creature, so diff is less */ |
509 | diff--; |
483 | diff--; |
510 | max--; |
484 | max--; |
511 | lastdir = dir; |
485 | lastdir = dir; |
|
|
486 | |
512 | if (!firstdir) |
487 | if (!firstdir) |
513 | firstdir = dir; |
488 | firstdir = dir; |
514 | } |
489 | } |
515 | |
490 | |
516 | if (diff <= 1) |
491 | if (diff <= 1) |
517 | { |
492 | { |
518 | /* Recalculate diff (distance) because we may not have actually |
493 | /* Recalculate diff (distance) because we may not have actually |
519 | * headed toward player for entire distance. |
494 | * headed toward player for entire distance. |
520 | */ |
495 | */ |
521 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
496 | get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0); |
522 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
497 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
523 | } |
498 | } |
524 | |
499 | |
525 | if (diff > max) |
500 | if (diff > max) |
526 | return 0; |
501 | return 0; |
… | |
… | |
542 | for (object *next, *op = pl->inv; op; op = next) |
517 | for (object *next, *op = pl->inv; op; op = next) |
543 | { |
518 | { |
544 | next = op->below; |
519 | next = op->below; |
545 | |
520 | |
546 | /* Forces get applied per default, unless they have the |
521 | /* Forces get applied per default, unless they have the |
547 | * 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 |
548 | */ |
523 | */ |
549 | if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) |
524 | if (op->type == FORCE && !op->flag [FLAG_NEUTRAL]) |
550 | SET_FLAG (op, FLAG_APPLIED); |
525 | op->set_flag (FLAG_APPLIED); |
551 | |
526 | |
552 | /* we never give weapons/armour if these cannot be used |
527 | /* we never give weapons/armour if these cannot be used |
553 | * by this player due to race restrictions |
528 | * by this player due to race restrictions |
554 | */ |
529 | */ |
555 | if (pl->type == PLAYER) |
530 | if (pl->type == PLAYER) |
556 | { |
531 | { |
557 | if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) |
532 | if ((!pl->flag [FLAG_USE_ARMOUR] |
558 | && |
533 | && |
559 | (op->type == ARMOUR || op->type == BOOTS |
534 | (op->type == ARMOUR || op->type == BOOTS |
560 | || op->type == CLOAK || op->type == HELMET |
535 | || op->type == CLOAK || op->type == HELMET |
561 | || op->type == SHIELD || op->type == GLOVES |
536 | || op->type == SHIELD || op->type == GLOVES |
562 | || op->type == BRACERS || op->type == GIRDLE)) |
537 | || op->type == BRACERS || op->type == GIRDLE)) |
563 | || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
538 | || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON)) |
564 | { |
539 | { |
565 | op->destroy (); |
540 | op->destroy (); |
566 | continue; |
541 | continue; |
567 | } |
542 | } |
568 | } |
543 | } |
569 | |
544 | |
570 | /* Here we remove duplicated skills (as duplicated spell objects have |
545 | /* Here we remove duplicated skills (as duplicated spell objects have |
571 | * _very_ confusing effects for players), which could for instance be |
546 | * _very_ confusing effects for players), which could for instance be |
572 | * generated by bad treasurelists. - elmex |
547 | * generated by multiple treasurelists specifying the same skills. |
573 | */ |
548 | */ |
574 | if (op->type == SKILL) |
549 | if (op->type == SKILL) |
575 | { |
550 | { |
576 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
551 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
577 | if (tmp->type == op->type && tmp->name == op->name) |
552 | if (tmp->type == op->type && tmp->name == op->name) |
578 | { |
553 | { |
579 | op->destroy (); |
554 | op->destroy (); |
580 | LOG (llevError, |
|
|
581 | "give_initial_items: Removing duplicate skill %s\n", &tmp->name); |
|
|
582 | break; |
555 | break; |
583 | } |
556 | } |
584 | |
557 | |
585 | if (op->nrof > 1) |
558 | if (op->nrof > 1) |
586 | op->nrof = 1; |
559 | op->nrof = 1; |
587 | } |
560 | } |
588 | |
561 | |
589 | if (op->type == SPELLBOOK && op->inv) |
562 | if (op->type == SPELLBOOK && op->inv) |
590 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
563 | op->inv->clr_flag (FLAG_STARTEQUIP); |
591 | |
564 | |
592 | /* Give starting characters identified, uncursed, and undamned |
565 | /* Give starting characters identified, uncursed, and undamned |
593 | * 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 |
594 | * merged properly. |
567 | * merged properly. |
595 | */ |
568 | */ |
596 | if (need_identify (op)) |
569 | if (op->need_identify ()) |
597 | { |
570 | { |
598 | SET_FLAG (op, FLAG_IDENTIFIED); |
571 | op->set_flag (FLAG_IDENTIFIED); |
599 | CLEAR_FLAG (op, FLAG_CURSED); |
572 | op->clr_flag (FLAG_CURSED); |
600 | CLEAR_FLAG (op, FLAG_DAMNED); |
573 | op->clr_flag (FLAG_DAMNED); |
601 | } |
574 | } |
602 | |
575 | |
603 | if (op->type == SPELL) |
576 | if (op->type == SPELL) |
604 | { |
577 | { |
605 | op->destroy (); |
578 | op->destroy (); |
606 | continue; |
579 | continue; |
607 | } |
580 | } |
608 | else if (op->type == SKILL) |
581 | else if (op->type == SKILL) |
609 | { |
582 | { |
610 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
583 | op->set_flag (FLAG_CAN_USE_SKILL); |
611 | op->stats.exp = 0; |
584 | op->stats.exp = 0; |
612 | op->level = 1; |
585 | op->level = 1; |
613 | } |
586 | } |
614 | else /* lock all 'normal items by default */ |
587 | else /* lock all 'normal items by default */ |
615 | SET_FLAG (op, FLAG_INV_LOCKED); |
588 | op->set_flag (FLAG_INV_LOCKED); |
616 | } /* for loop of objects in player inv */ |
589 | } /* for loop of objects in player inv */ |
617 | |
590 | |
618 | /* Need to set up the skill pointers */ |
591 | /* Need to set up the skill pointers */ |
619 | pl->contr->link_skills (); |
592 | pl->contr->link_skills (); |
620 | } |
593 | } |
… | |
… | |
639 | roll_stat () |
612 | roll_stat () |
640 | { |
613 | { |
641 | int a[4], i, j, k; |
614 | int a[4], i, j, k; |
642 | |
615 | |
643 | for (i = 0; i < 4; i++) |
616 | for (i = 0; i < 4; i++) |
644 | a[i] = (int) rndm (6) + 1; |
617 | a[i] = rndm (1, 6); |
645 | |
618 | |
646 | for (i = 0, j = 0, k = 7; i < 4; i++) |
619 | for (i = 0, j = 0, k = 7; i < 4; i++) |
647 | if (a[i] < k) |
620 | if (a[i] < k) |
648 | k = a[i], j = i; |
621 | k = a[i], j = i; |
649 | |
622 | |
… | |
… | |
746 | treasurelist *tl = treasurelist::find (shstr_starting_wealth); |
719 | treasurelist *tl = treasurelist::find (shstr_starting_wealth); |
747 | if (tl) |
720 | if (tl) |
748 | create_treasure (tl, ob, 0, 0, 0); |
721 | create_treasure (tl, ob, 0, 0, 0); |
749 | |
722 | |
750 | INVOKE_PLAYER (BIRTH, ob->contr); |
723 | INVOKE_PLAYER (BIRTH, ob->contr); |
751 | INVOKE_PLAYER (LOGIN, ob->contr); |
|
|
752 | |
724 | |
753 | ob->contr->ns->state = ST_PLAYING; |
725 | ob->contr->ns->state = ST_PLAYING; |
754 | |
726 | |
755 | if (ob->msg) |
727 | if (ob->msg) |
756 | ob->msg = 0; |
728 | ob->msg = 0; |
757 | |
729 | |
758 | start_info (ob); |
730 | start_info (ob); |
759 | CLEAR_FLAG (ob, FLAG_WIZ); |
731 | ob->clr_flag (FLAG_WIZ); |
760 | give_initial_items (ob, ob->randomitems); |
732 | give_initial_items (ob, ob->randomitems); |
761 | esrv_send_inventory (ob, ob); |
733 | esrv_send_inventory (ob, ob); |
762 | ob->update_stats (); |
734 | ob->update_stats (); |
763 | |
735 | |
764 | /* This moves the player to a different start map, if there |
736 | /* This moves the player to a different start map, if there |
… | |
… | |
766 | */ |
738 | */ |
767 | if (*first_map_ext_path) |
739 | if (*first_map_ext_path) |
768 | 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); |
769 | else |
741 | else |
770 | 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; |
771 | } |
762 | } |
772 | |
763 | |
773 | void |
764 | void |
774 | player::chargen_race_next () |
765 | player::chargen_race_next () |
775 | { |
766 | { |
… | |
… | |
813 | rv_vector rv; |
804 | rv_vector rv; |
814 | |
805 | |
815 | if (op->stats.hp < 0) |
806 | if (op->stats.hp < 0) |
816 | { |
807 | { |
817 | LOG (llevDebug, "Fleeing player is dead.\n"); |
808 | LOG (llevDebug, "Fleeing player is dead.\n"); |
818 | CLEAR_FLAG (op, FLAG_SCARED); |
809 | op->clr_flag (FLAG_SCARED); |
819 | return; |
810 | return; |
820 | } |
811 | } |
821 | |
812 | |
822 | if (!op->enemy) |
813 | if (!op->enemy) |
823 | { |
814 | { |
824 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
815 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
825 | CLEAR_FLAG (op, FLAG_SCARED); |
816 | op->clr_flag (FLAG_SCARED); |
826 | return; |
817 | return; |
827 | } |
818 | } |
828 | |
819 | |
829 | 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)) |
830 | { |
821 | { |
831 | op->enemy = NULL; |
822 | op->enemy = NULL; |
832 | CLEAR_FLAG (op, FLAG_SCARED); |
823 | op->clr_flag (FLAG_SCARED); |
833 | return; |
824 | return; |
834 | } |
825 | } |
835 | |
826 | |
836 | get_rangevector (op, op->enemy, &rv, 0); |
827 | get_rangevector (op, op->enemy, &rv, 0); |
837 | |
828 | |
838 | dir = absdir (4 + rv.direction); |
829 | dir = absdir (4 + rv.direction); |
839 | for (diff = 0; diff < 3; diff++) |
830 | for (diff = 0; diff < 3; diff++) |
840 | { |
831 | { |
841 | int m = 1 - rndm (2) * 2; |
832 | int m = 1 - rndm (2) * 2; |
842 | |
833 | |
843 | 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)))) |
844 | return; |
835 | return; |
845 | } |
836 | } |
846 | |
837 | |
847 | /* Cornered, get rid of scared */ |
838 | /* Cornered, get rid of scared */ |
848 | CLEAR_FLAG (op, FLAG_SCARED); |
839 | op->clr_flag (FLAG_SCARED); |
849 | op->enemy = NULL; |
840 | op->enemy = NULL; |
850 | } |
841 | } |
851 | |
842 | |
852 | /* 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. |
853 | * 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 |
… | |
… | |
858 | { |
849 | { |
859 | object *tmp, *next; |
850 | object *tmp, *next; |
860 | int stop = 0; |
851 | int stop = 0; |
861 | int wvratio; |
852 | int wvratio; |
862 | |
853 | |
863 | /* if you're flying, you cna't pick up anything */ |
854 | /* if you're flying, you can't pick up anything */ |
864 | if (op->move_type & MOVE_FLYING) |
855 | if (op->move_type & MOVE_FLYING) |
865 | return 1; |
856 | return 1; |
866 | |
857 | |
867 | next = op->below; |
858 | next = op->below; |
868 | |
859 | |
… | |
… | |
945 | * fighting */ |
936 | * fighting */ |
946 | if (op->contr->mode & PU_INHIBIT) |
937 | if (op->contr->mode & PU_INHIBIT) |
947 | return 1; |
938 | return 1; |
948 | |
939 | |
949 | /* prevent us from turning into auto-thieves :) */ |
940 | /* prevent us from turning into auto-thieves :) */ |
950 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
941 | if (tmp->flag [FLAG_UNPAID]) |
951 | continue; |
942 | continue; |
952 | |
943 | |
953 | /* ignore known cursed objects */ |
944 | /* ignore known cursed objects */ |
954 | 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) |
955 | continue; |
946 | continue; |
956 | |
947 | |
957 | /* all food and drink if desired */ |
948 | /* all food and drink if desired */ |
958 | /* question: don't pick up known-poisonous stuff? */ |
949 | /* question: don't pick up known-poisonous stuff? */ |
959 | if (op->contr->mode & PU_FOOD) |
950 | if (op->contr->mode & PU_FOOD) |
… | |
… | |
962 | CHK_PICK_PICKUP; |
953 | CHK_PICK_PICKUP; |
963 | continue; |
954 | continue; |
964 | } |
955 | } |
965 | |
956 | |
966 | if (op->contr->mode & PU_DRINK) |
957 | if (op->contr->mode & PU_DRINK) |
967 | 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])) |
968 | { |
959 | { |
969 | CHK_PICK_PICKUP; |
960 | CHK_PICK_PICKUP; |
970 | continue; |
961 | continue; |
971 | } |
962 | } |
972 | |
963 | |
… | |
… | |
1010 | continue; |
1001 | continue; |
1011 | } |
1002 | } |
1012 | |
1003 | |
1013 | /* pick up all magical items */ |
1004 | /* pick up all magical items */ |
1014 | if (op->contr->mode & PU_MAGICAL) |
1005 | if (op->contr->mode & PU_MAGICAL) |
1015 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) |
1006 | if (tmp->flag [FLAG_KNOWN_MAGICAL] |
1016 | && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1007 | && !tmp->flag [FLAG_KNOWN_CURSED]) |
1017 | { |
1008 | { |
1018 | CHK_PICK_PICKUP; |
1009 | CHK_PICK_PICKUP; |
1019 | continue; |
1010 | continue; |
1020 | } |
1011 | } |
1021 | |
1012 | |
… | |
… | |
1105 | continue; |
1096 | continue; |
1106 | } |
1097 | } |
1107 | |
1098 | |
1108 | /* hoping to catch throwing daggers here */ |
1099 | /* hoping to catch throwing daggers here */ |
1109 | if (op->contr->mode & PU_MISSILEWEAPON) |
1100 | if (op->contr->mode & PU_MISSILEWEAPON) |
1110 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
1101 | if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN]) |
1111 | { |
1102 | { |
1112 | CHK_PICK_PICKUP; |
1103 | CHK_PICK_PICKUP; |
1113 | continue; |
1104 | continue; |
1114 | } |
1105 | } |
1115 | |
1106 | |
… | |
… | |
1164 | } |
1155 | } |
1165 | |
1156 | |
1166 | /* routine for both players and monsters. We call this when |
1157 | /* routine for both players and monsters. We call this when |
1167 | * there is a possibility for our action distrubing our hiding |
1158 | * there is a possibility for our action distrubing our hiding |
1168 | * place or invisiblity spell. Artefact invisiblity causes |
1159 | * place or invisiblity spell. Artefact invisiblity causes |
1169 | * "noise" instead. If we arent invisible to begin with, we |
1160 | * "noise" instead. If we arent invisible to begin with, we |
1170 | * return 0. |
1161 | * return 0. |
1171 | */ |
1162 | */ |
1172 | static int |
1163 | static int |
1173 | action_makes_visible (object *op) |
1164 | action_makes_visible (object *op) |
1174 | { |
1165 | { |
1175 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
1166 | if (op->invisible && op->flag [FLAG_ALIVE]) |
1176 | { |
1167 | { |
1177 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
1168 | if (op->flag [FLAG_MAKE_INVIS]) |
1178 | { |
1169 | { |
1179 | // artefact invisibility is permanent, but we still make noise |
1170 | // artefact invisibility is permanent, but we still make noise |
1180 | // this is important for game-balance. |
1171 | // this is important for game-balance. |
1181 | if (op->contr) |
1172 | if (op->contr) |
1182 | op->make_noise (); |
1173 | op->make_noise (); |
… | |
… | |
1198 | return 0; |
1189 | return 0; |
1199 | } |
1190 | } |
1200 | |
1191 | |
1201 | /* |
1192 | /* |
1202 | * Find an arrow in the inventory and after that |
1193 | * Find an arrow in the inventory and after that |
1203 | * in the right type container (quiver). Pointer to the |
1194 | * in the right type container (quiver). Pointer to the |
1204 | * found object is returned. |
1195 | * found object is returned. |
1205 | */ |
1196 | */ |
1206 | static object * |
1197 | static object * |
1207 | find_arrow (object *op, const char *type) |
1198 | find_arrow (object *op, const char *type) |
1208 | { |
1199 | { |
1209 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1200 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1210 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
1201 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
1211 | return splay (tmp); |
1202 | return splay (tmp); |
1212 | |
1203 | |
1213 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1204 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1214 | 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)) |
1215 | if (object *arrow = find_arrow (tmp, type)) |
1206 | if (object *arrow = find_arrow (tmp, type)) |
1216 | { |
1207 | { |
1217 | splay (tmp); |
1208 | splay (tmp); |
1218 | return arrow; |
1209 | return arrow; |
1219 | } |
1210 | } |
… | |
… | |
1236 | if (!type) |
1227 | if (!type) |
1237 | return NULL; |
1228 | return NULL; |
1238 | |
1229 | |
1239 | for (arrow = op->inv; arrow; arrow = arrow->below) |
1230 | for (arrow = op->inv; arrow; arrow = arrow->below) |
1240 | { |
1231 | { |
1241 | if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) |
1232 | if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED]) |
1242 | { |
1233 | { |
1243 | i = 0; |
1234 | i = 0; |
1244 | ntmp = find_better_arrow (arrow, target, type, &i); |
1235 | ntmp = find_better_arrow (arrow, target, type, &i); |
1245 | |
1236 | |
1246 | if (i > betterby) |
1237 | if (i > betterby) |
… | |
… | |
1327 | y = op->y; |
1318 | y = op->y; |
1328 | |
1319 | |
1329 | /* find the first target */ |
1320 | /* find the first target */ |
1330 | for (i = 0, found = 0; i < 20; i++) |
1321 | for (i = 0, found = 0; i < 20; i++) |
1331 | { |
1322 | { |
1332 | x += freearr_x[dir]; |
1323 | x += DIRX (dir); |
1333 | y += freearr_y[dir]; |
1324 | y += DIRY (dir); |
1334 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1325 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1335 | |
1326 | |
1336 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1327 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1337 | { |
1328 | { |
1338 | tmp = 0; |
1329 | tmp = 0; |
… | |
… | |
1347 | break; |
1338 | break; |
1348 | } |
1339 | } |
1349 | |
1340 | |
1350 | if (mflags & P_IS_ALIVE) |
1341 | if (mflags & P_IS_ALIVE) |
1351 | 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) |
1352 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1343 | if (tmp->flag [FLAG_ALIVE]) |
1353 | break; |
1344 | break; |
1354 | } |
1345 | } |
1355 | |
1346 | |
1356 | if (!tmp) |
1347 | if (!tmp) |
1357 | return find_arrow (op, type); |
1348 | return find_arrow (op, type); |
… | |
… | |
1361 | |
1352 | |
1362 | return find_better_arrow (op, tmp, type, &i); |
1353 | return find_better_arrow (op, tmp, type, &i); |
1363 | } |
1354 | } |
1364 | |
1355 | |
1365 | /* |
1356 | /* |
1366 | * Creature fires a bow - op can be monster or player. Returns |
1357 | * Creature fires a bow - op can be monster or player. Returns |
1367 | * 1 if bow was actually fired, 0 otherwise. |
1358 | * 1 if bow was actually fired, 0 otherwise. |
1368 | * op is the object firing the bow. |
1359 | * op is the object firing the bow. |
1369 | * part is for multipart creatures - the part firing the bow. |
1360 | * part is for multipart creatures - the part firing the bow. |
1370 | * dir is the direction of fire. |
1361 | * dir is the direction of fire. |
1371 | * 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) |
… | |
… | |
1418 | { |
1409 | { |
1419 | if (op->type == PLAYER) |
1410 | if (op->type == PLAYER) |
1420 | 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); |
1421 | /* 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 */ |
1422 | else |
1413 | else |
1423 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1414 | op->clr_flag (FLAG_READY_BOW); |
1424 | |
1415 | |
1425 | return 0; |
1416 | return 0; |
1426 | } |
1417 | } |
1427 | } |
1418 | } |
1428 | |
1419 | |
… | |
… | |
1477 | #endif |
1468 | #endif |
1478 | |
1469 | |
1479 | SET_ANIMATION (arrow, arrow->direction); |
1470 | SET_ANIMATION (arrow, arrow->direction); |
1480 | |
1471 | |
1481 | /* update the speed */ |
1472 | /* update the speed */ |
1482 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
|
|
1483 | + bow->stats.dam / 7.f; |
|
|
1484 | |
1473 | |
1485 | arrow->set_speed (max (arrow->speed, 2.f)); |
|
|
1486 | 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 | )); |
1487 | |
1479 | |
1488 | 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; |
1489 | |
1481 | |
1490 | if (op->type == PLAYER) |
1482 | if (op->type == PLAYER) |
1491 | { |
1483 | { |
… | |
… | |
1512 | 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); |
1513 | |
1505 | |
1514 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1506 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1515 | arrow->move_type = MOVE_FLY_LOW; |
1507 | arrow->move_type = MOVE_FLY_LOW; |
1516 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1508 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
|
|
1509 | arrow->set_flag (FLAG_NO_PICK); |
1517 | |
1510 | |
1518 | op->play_sound (sound_find ("fire_arrow")); |
1511 | op->play_sound (sound_find ("fire_arrow")); |
1519 | m->insert (arrow, sx, sy, op); |
1512 | m->insert (arrow, sx, sy, op); |
1520 | |
1513 | |
1521 | if (!arrow->destroyed ()) |
1514 | if (!arrow->destroyed ()) |
… | |
… | |
1546 | 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); |
1547 | } |
1540 | } |
1548 | else if (op->contr->bowtype == bow_threewide) |
1541 | else if (op->contr->bowtype == bow_threewide) |
1549 | { |
1542 | { |
1550 | 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); |
1551 | 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))); |
1552 | 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))); |
1553 | } |
1546 | } |
1554 | else if (op->contr->bowtype == bow_spreadshot) |
1547 | else if (op->contr->bowtype == bow_spreadshot) |
1555 | { |
1548 | { |
1556 | 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); |
1557 | 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); |
… | |
… | |
1584 | { |
1577 | { |
1585 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1578 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1586 | return; |
1579 | return; |
1587 | } |
1580 | } |
1588 | |
1581 | |
1589 | if (!op->change_weapon (item)) |
1582 | if (!op->apply (item)) |
1590 | return; |
1583 | return; |
1591 | |
1584 | |
1592 | if (item->type == WAND) |
1585 | if (item->type == WAND) |
1593 | { |
1586 | { |
1594 | if (item->stats.food <= 0) |
1587 | if (item->stats.food <= 0) |
… | |
… | |
1624 | |
1617 | |
1625 | if (item->type == WAND) |
1618 | if (item->type == WAND) |
1626 | { |
1619 | { |
1627 | if (!(--item->stats.food)) |
1620 | if (!(--item->stats.food)) |
1628 | { |
1621 | { |
1629 | object *tmp; |
|
|
1630 | |
|
|
1631 | if (item->arch) |
1622 | if (item->arch) |
1632 | { |
1623 | { |
1633 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1624 | item->clr_flag (FLAG_ANIMATE); |
1634 | item->face = item->arch->face; |
1625 | item->face = item->arch->face; |
1635 | item->set_speed (0); |
1626 | item->set_speed (0); |
1636 | } |
1627 | } |
1637 | |
1628 | |
1638 | if (object *pl = item->visible_to ()) |
1629 | if (object *pl = item->visible_to ()) |
… | |
… | |
1645 | } |
1636 | } |
1646 | |
1637 | |
1647 | /* Received a fire command for the player - go and do it. |
1638 | /* Received a fire command for the player - go and do it. |
1648 | */ |
1639 | */ |
1649 | bool |
1640 | bool |
1650 | fire (object *op, int dir) |
1641 | fire (object *who, int dir) |
1651 | { |
1642 | { |
1652 | int spellcost = 0; |
1643 | int spellcost = 0; |
1653 | |
1644 | |
1654 | player *pl = op->contr; |
1645 | player *pl = who->contr; |
1655 | |
1646 | |
1656 | if (pl->golem) |
1647 | if (pl->golem) |
1657 | { |
1648 | { |
1658 | control_golem (op->contr->golem, dir); |
1649 | control_golem (who->contr->golem, dir); |
1659 | return false; |
1650 | return false; |
1660 | } |
1651 | } |
1661 | |
1652 | |
1662 | object *ob = pl->ranged_ob; |
1653 | object *ob = pl->ranged_ob; |
1663 | |
1654 | |
1664 | if (!ob) |
1655 | if (!ob) |
1665 | return false; |
1656 | return false; |
1666 | |
1657 | |
1667 | if (op->speed_left > 0.f) |
1658 | if (who->speed_left > 0.f) |
1668 | --op->speed_left; |
1659 | --who->speed_left; |
1669 | else |
1660 | else |
1670 | return false; |
1661 | return false; |
1671 | |
1662 | |
1672 | if (!op->change_weapon (ob)) |
1663 | if (!who->apply (ob)) |
1673 | return false; |
1664 | return false; |
1674 | |
1665 | |
1675 | /* check for loss of invisiblity/hide */ |
1666 | /* check for loss of invisiblity/hide */ |
1676 | if (action_makes_visible (op)) |
1667 | if (action_makes_visible (who)) |
1677 | make_visible (op); |
1668 | make_visible (who); |
1678 | |
1669 | |
1679 | switch (ob->type) |
1670 | switch (ob->type) |
1680 | { |
1671 | { |
1681 | case BOW: |
1672 | case BOW: |
1682 | player_fire_bow (op, dir); |
1673 | player_fire_bow (who, dir); |
1683 | break; |
1674 | break; |
1684 | |
1675 | |
1685 | case SPELL: |
1676 | case SPELL: |
1686 | 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); |
1687 | break; |
1678 | break; |
1688 | |
1679 | |
1689 | case BUILDER: |
1680 | case BUILDER: |
1690 | apply_map_builder (op, dir); |
1681 | apply_map_builder (who, dir); |
1691 | break; |
1682 | break; |
1692 | |
1683 | |
1693 | case SKILL: |
1684 | case SKILL: |
1694 | do_skill (op, op, ob, dir, 0); |
1685 | do_skill (who, who, ob, dir, 0); |
1695 | break; |
1686 | break; |
1696 | |
1687 | |
|
|
1688 | case RANGED: |
|
|
1689 | do_skill (who, ob, who->chosen_skill, dir, 0); |
|
|
1690 | break; |
|
|
1691 | |
1697 | default: |
1692 | default: |
1698 | fire_misc_object (op, dir); |
1693 | fire_misc_object (who, dir); |
1699 | break; |
1694 | break; |
1700 | } |
1695 | } |
1701 | |
1696 | |
1702 | return true; |
1697 | return true; |
1703 | } |
1698 | } |
… | |
… | |
1715 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1710 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1716 | { |
1711 | { |
1717 | if (door->type == DOOR && tmp->type == KEY) |
1712 | if (door->type == DOOR && tmp->type == KEY) |
1718 | break; |
1713 | break; |
1719 | |
1714 | |
1720 | /* For sanity, we should really check door type, but other stuff |
1715 | /* For sanity, we should really check door type, but other stuff |
1721 | * (like containers) can be locked with special keys |
1716 | * (like containers) can be locked with special keys |
1722 | */ |
1717 | */ |
1723 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1718 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1724 | break; |
1719 | break; |
1725 | } |
1720 | } |
… | |
… | |
1762 | * |
1757 | * |
1763 | * Change the color so that the message doesn't disappear with |
1758 | * Change the color so that the message doesn't disappear with |
1764 | * all the others. |
1759 | * all the others. |
1765 | */ |
1760 | */ |
1766 | if (pl->contr->usekeys == key_inventory |
1761 | if (pl->contr->usekeys == key_inventory |
1767 | || !QUERY_FLAG (container, FLAG_APPLIED) |
1762 | || !container->flag [FLAG_APPLIED] |
1768 | || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) |
1763 | || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) |
1769 | { |
1764 | { |
1770 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1765 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1771 | "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)); |
1772 | return NULL; |
1767 | return NULL; |
… | |
… | |
1779 | /* find_key |
1774 | /* find_key |
1780 | * We try to find a key for the door as passed. If we find a key |
1775 | * We try to find a key for the door as passed. If we find a key |
1781 | * and successfully use it, we return the key, otherwise NULL |
1776 | * and successfully use it, we return the key, otherwise NULL |
1782 | * This function merges both normal and locked door, since the logic |
1777 | * This function merges both normal and locked door, since the logic |
1783 | * for both is the same - just the specific key is different. |
1778 | * for both is the same - just the specific key is different. |
1784 | * pl is the player, |
1779 | * pl is the player, |
1785 | * inv is the objects inventory to searched |
1780 | * inv is the objects inventory to searched |
1786 | * door is the door we are trying to match against. |
1781 | * door is the door we are trying to match against. |
1787 | * This function can be called recursively to search containers. |
1782 | * This function can be called recursively to search containers. |
1788 | */ |
1783 | */ |
1789 | object * |
1784 | object * |
1790 | find_key (object *pl, object *container, object *door) |
1785 | find_key (object *pl, object *container, object *door) |
… | |
… | |
1856 | * going to try and move (not fire weapons). |
1851 | * going to try and move (not fire weapons). |
1857 | */ |
1852 | */ |
1858 | bool |
1853 | bool |
1859 | move_player_attack (object *op, int dir) |
1854 | move_player_attack (object *op, int dir) |
1860 | { |
1855 | { |
1861 | 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)) |
1862 | { |
1857 | { |
1863 | --op->speed_left; |
1858 | --op->speed_left; |
1864 | return true; |
1859 | return true; |
1865 | } |
1860 | } |
1866 | |
1861 | |
1867 | int on_battleground; |
1862 | sint16 nx = DIRX (dir) + op->x; |
1868 | |
1863 | sint16 ny = DIRY (dir) + op->y; |
1869 | sint16 nx = freearr_x[dir] + op->x; |
|
|
1870 | sint16 ny = freearr_y[dir] + op->y; |
|
|
1871 | |
|
|
1872 | on_battleground = op_on_battleground (op, 0, 0); |
|
|
1873 | |
1864 | |
1874 | if (out_of_map (op->map, nx, ny)) |
1865 | if (out_of_map (op->map, nx, ny)) |
1875 | return false; |
1866 | return false; |
1876 | |
1867 | |
1877 | /* 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 |
… | |
… | |
1898 | || mon->flag [FLAG_CAN_ROLL]) |
1889 | || mon->flag [FLAG_CAN_ROLL]) |
1899 | && mon != op) |
1890 | && mon != op) |
1900 | break; |
1891 | break; |
1901 | } |
1892 | } |
1902 | |
1893 | |
1903 | if (!mon) /* This happens anytime the player tries to move */ |
1894 | /* no monster == player tries to move into a wall or so */ |
1904 | 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 | } |
1905 | |
1920 | |
1906 | mon = mon->head_ (); |
1921 | mon = mon->head_ (); |
1907 | |
1922 | |
1908 | 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)) |
1909 | if (op->contr->weapon_sp_left > 0.f) |
1924 | if (op->contr->weapon_sp_left > 0.f) |
… | |
… | |
1927 | */ |
1942 | */ |
1928 | if (op->type == PLAYER |
1943 | if (op->type == PLAYER |
1929 | && ((mon->owner && mon->owner->contr |
1944 | && ((mon->owner && mon->owner->contr |
1930 | && same_party (mon->owner->contr->party, op->contr->party)) |
1945 | && same_party (mon->owner->contr->party, op->contr->party)) |
1931 | || mon->owner == op) |
1946 | || mon->owner == op) |
1932 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
1947 | && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])) |
1933 | { |
1948 | { |
1934 | /* 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 */ |
1935 | if (op->contr->braced) |
1950 | if (op->contr->braced) |
1936 | return false; |
1951 | return false; |
1937 | |
1952 | |
… | |
… | |
1948 | return true; |
1963 | return true; |
1949 | } |
1964 | } |
1950 | else |
1965 | else |
1951 | return false; |
1966 | return false; |
1952 | } |
1967 | } |
|
|
1968 | |
|
|
1969 | bool on_battleground = op_on_battleground (op, 0, 0); |
1953 | |
1970 | |
1954 | /* in certain circumstances, you shouldn't attack friendly |
1971 | /* in certain circumstances, you shouldn't attack friendly |
1955 | * creatures. Note that if you are braced, you can't push |
1972 | * creatures. Note that if you are braced, you can't push |
1956 | * 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 |
1957 | * attack them either. |
1974 | * attack them either. |
1958 | */ |
1975 | */ |
1959 | if ((mon->type == PLAYER || mon->enemy != op) |
1976 | if ((mon->type == PLAYER || mon->enemy != op) |
1960 | && (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]) |
1961 | && ((op->contr->peaceful |
1978 | && ((op->contr->peaceful |
1962 | || (mon->type == PLAYER && mon->contr->peaceful)) |
1979 | || (mon->type == PLAYER && mon->contr->peaceful)) |
1963 | && !on_battleground)) |
1980 | && !on_battleground)) |
1964 | { |
1981 | { |
1965 | if (op->speed_left > 0.f) |
1982 | if (op->speed_left > 0.f) |
… | |
… | |
1981 | } |
1998 | } |
1982 | } |
1999 | } |
1983 | /* If the object is a boulder or other rollable object, then |
2000 | /* If the object is a boulder or other rollable object, then |
1984 | * 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. |
1985 | */ |
2002 | */ |
1986 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
2003 | else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced)) |
1987 | { |
2004 | { |
1988 | if (op->speed_left > 0.f) |
2005 | if (op->speed_left > 0.f) |
1989 | { |
2006 | { |
1990 | --op->speed_left; |
2007 | --op->speed_left; |
1991 | |
2008 | |
… | |
… | |
2000 | * 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 |
2001 | * and be living. Then, it must be one of the following: |
2018 | * and be living. Then, it must be one of the following: |
2002 | * 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 |
2003 | * 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. |
2004 | */ |
2021 | */ |
2005 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2022 | else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] && |
2006 | ((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))) |
2007 | { |
2024 | { |
2008 | 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]) |
2009 | { |
2026 | { |
2010 | --op->contr->weapon_sp_left; |
2027 | --op->contr->weapon_sp_left; |
… | |
… | |
2022 | } |
2039 | } |
2023 | |
2040 | |
2024 | bool |
2041 | bool |
2025 | move_player (object *op, int dir) |
2042 | move_player (object *op, int dir) |
2026 | { |
2043 | { |
2027 | if (!op->map || op->map->in_memory != MAP_ACTIVE) |
2044 | if (!op->map || op->map->state != MAP_ACTIVE) |
2028 | return 0; |
2045 | return 0; |
2029 | |
2046 | |
2030 | /* Sanity check: make sure dir is valid */ |
2047 | /* Sanity check: make sure dir is valid */ |
2031 | if (dir < 0 || dir >= 9) |
2048 | if (dir < 0 || dir > 8) |
2032 | { |
2049 | { |
2033 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2050 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2034 | return 0; |
2051 | return 0; |
2035 | } |
2052 | } |
2036 | |
2053 | |
2037 | /* peterm: added following line */ |
2054 | /* peterm: added following line */ |
2038 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2055 | if (op->flag [FLAG_CONFUSED] && dir) |
2039 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2056 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2040 | |
2057 | |
2041 | op->facing = dir; |
2058 | op->facing = dir; |
2042 | |
2059 | |
2043 | if (op->flag [FLAG_HIDDEN]) |
2060 | if (op->flag [FLAG_HIDDEN]) |
… | |
… | |
2083 | * players. |
2100 | * players. |
2084 | */ |
2101 | */ |
2085 | bool |
2102 | bool |
2086 | handle_newcs_player (object *op) |
2103 | handle_newcs_player (object *op) |
2087 | { |
2104 | { |
2088 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2105 | if (op->flag [FLAG_SCARED]) |
2089 | { |
2106 | { |
2090 | if (op->speed_left > 0.f) |
2107 | if (op->speed_left > 0.f) |
2091 | { |
2108 | { |
2092 | --op->speed_left; |
2109 | --op->speed_left; |
2093 | flee_player (op); |
2110 | flee_player (op); |
… | |
… | |
2112 | } |
2129 | } |
2113 | |
2130 | |
2114 | static int |
2131 | static int |
2115 | save_life (object *op) |
2132 | save_life (object *op) |
2116 | { |
2133 | { |
2117 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2134 | if (!op->flag [FLAG_LIFESAVE]) |
2118 | return 0; |
2135 | return 0; |
2119 | |
2136 | |
2120 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2137 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2121 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2138 | if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE]) |
2122 | { |
2139 | { |
2123 | op->play_sound (sound_find ("ob_evaporate")); |
2140 | op->play_sound (sound_find ("ob_evaporate")); |
2124 | 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)); |
2125 | |
2142 | |
2126 | tmp->destroy (); |
2143 | tmp->destroy (); |
2127 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2144 | op->clr_flag (FLAG_LIFESAVE); |
2128 | |
2145 | |
2129 | if (op->stats.hp < 0) |
2146 | if (op->stats.hp < 0) |
2130 | op->stats.hp = op->stats.maxhp; |
2147 | op->stats.hp = op->stats.maxhp; |
2131 | |
2148 | |
2132 | if (op->stats.food < 0) |
2149 | if (op->stats.food < 0) |
2133 | op->stats.food = 999; |
2150 | op->stats.food = MAX_FOOD; |
2134 | |
2151 | |
2135 | op->update_stats (); |
2152 | op->update_stats (); |
2136 | return 1; |
2153 | return 1; |
2137 | } |
2154 | } |
2138 | |
2155 | |
2139 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2156 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2140 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2157 | op->clr_flag (FLAG_LIFESAVE); |
2141 | enter_player_savebed (op); /* bring him home. */ |
2158 | enter_player_savebed (op); /* bring him home. */ |
2142 | return 0; |
2159 | return 0; |
2143 | } |
2160 | } |
2144 | |
2161 | |
2145 | /* 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 |
… | |
… | |
2152 | { |
2169 | { |
2153 | while (op) |
2170 | while (op) |
2154 | { |
2171 | { |
2155 | 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' */ |
2156 | |
2173 | |
2157 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2174 | if (op->flag [FLAG_UNPAID]) |
2158 | op->insert_at (env); |
2175 | op->insert_at (env); |
2159 | else if (op->inv) |
2176 | else if (op->inv) |
2160 | drop_unpaid_items (op->inv, env); |
2177 | drop_unpaid_items (op->inv, env); |
2161 | |
2178 | |
2162 | op = next; |
2179 | op = next; |
… | |
… | |
2173 | void |
2190 | void |
2174 | do_some_living (object *op) |
2191 | do_some_living (object *op) |
2175 | { |
2192 | { |
2176 | int last_food = op->stats.food; |
2193 | int last_food = op->stats.food; |
2177 | int gen_hp, gen_sp, gen_grace; |
2194 | int gen_hp, gen_sp, gen_grace; |
2178 | int over_hp, over_sp, over_grace; |
|
|
2179 | int i; |
|
|
2180 | int rate_hp = 1200; |
2195 | int rate_hp = 1200; |
2181 | int rate_sp = 2500; |
2196 | int rate_sp = 2500; |
2182 | int rate_grace = 2000; |
2197 | int rate_grace = 2000; |
2183 | const int max_hp = 1; |
2198 | const int max_hp = 1; |
2184 | const int max_sp = 1; |
2199 | const int max_sp = 1; |
2185 | const int max_grace = 1; |
2200 | const int max_grace = 1; |
2186 | |
2201 | |
|
|
2202 | #if 0 |
2187 | if (op->contr->hidden) |
2203 | if (op->contr->hidden) |
2188 | { |
2204 | { |
2189 | op->invisible = 1000; |
2205 | op->invisible = 1000; |
2190 | /* the socket code flashes the player visible/invisible |
2206 | /* the socket code flashes the player visible/invisible |
2191 | * depending on the value of invisible, so we need to |
2207 | * depending on the value of invisible, so we need to |
2192 | * alternate it here for it to work correctly. |
2208 | * alternate it here for it to work correctly. |
2193 | */ |
2209 | */ |
2194 | if (pticks & 2) |
2210 | if (server_tick & 2) |
2195 | op->invisible--; |
2211 | op->invisible--; |
2196 | } |
2212 | } |
|
|
2213 | else |
|
|
2214 | #endif |
2197 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
2215 | if (op->invisible && !(op->flag [FLAG_MAKE_INVIS])) |
2198 | { |
2216 | { |
2199 | if (!op->invisible--) |
2217 | if (!op->invisible--) |
2200 | { |
2218 | { |
2201 | make_visible (op); |
2219 | make_visible (op); |
2202 | 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."); |
… | |
… | |
2236 | if (--op->last_grace < 0) |
2254 | if (--op->last_grace < 0) |
2237 | { |
2255 | { |
2238 | if (op->stats.grace < op->stats.maxgrace / 2) |
2256 | if (op->stats.grace < op->stats.maxgrace / 2) |
2239 | op->stats.grace++; /* no penalty in food for regaining grace */ |
2257 | op->stats.grace++; /* no penalty in food for regaining grace */ |
2240 | |
2258 | |
|
|
2259 | int temp = gen_grace < 20 ? 30 : gen_grace + 10; |
|
|
2260 | |
2241 | if (max_grace > 1) |
2261 | if (max_grace > 1) |
2242 | { |
2262 | { |
2243 | over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; |
2263 | int over_grace = temp / rate_grace; |
|
|
2264 | |
2244 | if (over_grace > 0) |
2265 | if (over_grace > 0) |
2245 | { |
2266 | { |
2246 | 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; |
2247 | + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0; |
|
|
2248 | op->last_grace = 0; |
2268 | op->last_grace = 0; |
2249 | } |
2269 | } |
2250 | else |
2270 | else |
2251 | { |
2271 | op->last_grace = rate_grace / temp; |
2252 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
|
|
2253 | } |
|
|
2254 | } |
2272 | } |
2255 | else |
2273 | else |
2256 | { |
2274 | op->last_grace = rate_grace / temp; |
2257 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2275 | |
2258 | } |
|
|
2259 | /* wearing stuff doesn't detract from grace generation. */ |
2276 | /* wearing stuff doesn't detract from grace generation. */ |
2260 | } |
2277 | } |
2261 | |
2278 | |
2262 | if (op->stats.food > 0) |
2279 | if (op->stats.food > 0) |
2263 | { |
2280 | { |
… | |
… | |
2269 | if (op->stats.sp < op->stats.maxsp) |
2286 | if (op->stats.sp < op->stats.maxsp) |
2270 | { |
2287 | { |
2271 | op->stats.sp++; |
2288 | op->stats.sp++; |
2272 | |
2289 | |
2273 | /* dms do not consume food */ |
2290 | /* dms do not consume food */ |
2274 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2291 | if (!op->flag [FLAG_WIZ]) |
2275 | { |
2292 | { |
2276 | op->stats.food--; |
2293 | op->stats.food--; |
2277 | |
2294 | |
2278 | if (op->contr->digestion < 0) |
2295 | if (op->contr->digestion < 0) |
2279 | op->stats.food += op->contr->digestion; |
2296 | op->stats.food += op->contr->digestion; |
… | |
… | |
2282 | } |
2299 | } |
2283 | } |
2300 | } |
2284 | |
2301 | |
2285 | if (max_sp > 1) |
2302 | if (max_sp > 1) |
2286 | { |
2303 | { |
2287 | over_sp = (gen_sp + 10) / rate_sp; |
2304 | int over_sp = (gen_sp + 10) / rate_sp; |
2288 | if (over_sp > 0) |
2305 | if (over_sp > 0) |
2289 | { |
2306 | { |
2290 | if (op->stats.sp < op->stats.maxsp) |
2307 | if (op->stats.sp < op->stats.maxsp) |
2291 | { |
2308 | { |
2292 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
2309 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
… | |
… | |
2313 | if (op->stats.hp < op->stats.maxhp) |
2330 | if (op->stats.hp < op->stats.maxhp) |
2314 | { |
2331 | { |
2315 | op->stats.hp++; |
2332 | op->stats.hp++; |
2316 | |
2333 | |
2317 | /* dms do not consume food */ |
2334 | /* dms do not consume food */ |
2318 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2335 | if (!op->flag [FLAG_WIZ]) |
2319 | { |
2336 | { |
2320 | op->stats.food--; |
2337 | op->stats.food--; |
2321 | |
2338 | |
2322 | if (op->contr->digestion < 0) |
2339 | if (op->contr->digestion < 0) |
2323 | op->stats.food += op->contr->digestion; |
2340 | op->stats.food += op->contr->digestion; |
2324 | 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)) |
2325 | op->stats.food = last_food; |
2342 | op->stats.food = last_food; |
2326 | } |
2343 | } |
2327 | } |
2344 | } |
2328 | |
2345 | |
|
|
2346 | int temp = gen_hp < 20 ? 30 : gen_hp + 10; |
|
|
2347 | |
2329 | if (max_hp > 1) |
2348 | if (max_hp > 1) |
2330 | { |
2349 | { |
2331 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
2350 | int over_hp = temp / rate_hp; |
2332 | |
2351 | |
2333 | if (over_hp > 0) |
2352 | if (over_hp > 0) |
2334 | { |
2353 | { |
2335 | 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; |
2336 | op->last_heal = 0; |
2355 | op->last_heal = 0; |
2337 | } |
2356 | } |
2338 | else |
2357 | else |
2339 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2358 | op->last_heal = rate_hp / temp; |
2340 | } |
2359 | } |
2341 | else |
2360 | else |
2342 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2361 | op->last_heal = rate_hp / temp; |
2343 | } |
2362 | } |
2344 | } |
2363 | } |
2345 | |
2364 | |
2346 | /* Digestion */ |
2365 | /* Digestion */ |
2347 | if (--op->last_eat < 0) |
2366 | if (--op->last_eat < 0) |
… | |
… | |
2350 | penalty = max (0, -op->contr->digestion); |
2369 | penalty = max (0, -op->contr->digestion); |
2351 | |
2370 | |
2352 | 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); |
2353 | |
2372 | |
2354 | /* dms do not consume food */ |
2373 | /* dms do not consume food */ |
2355 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2374 | if (!op->flag [FLAG_WIZ]) |
2356 | op->stats.food--; |
2375 | op->stats.food--; |
2357 | } |
2376 | } |
2358 | |
2377 | |
2359 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2378 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2360 | { |
2379 | { |
2361 | object *flesh = 0; |
2380 | object *flesh = 0; |
2362 | |
2381 | |
2363 | for_inv_removable (op, tmp) |
2382 | for_inv_removable (op, tmp) |
2364 | { |
2383 | { |
2365 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
2384 | if (tmp->flag [FLAG_UNPAID]) |
2366 | continue; |
2385 | continue; |
2367 | |
2386 | |
2368 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2387 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2369 | { |
2388 | { |
2370 | op->statusmsg ("You blindly grab for a bite of food. " |
2389 | op->statusmsg ("You blindly grab for a bite of food. " |
2371 | "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.>"); |
2372 | manual_apply (op, tmp, 0); |
2391 | op->apply (tmp); |
2373 | |
2392 | |
2374 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2393 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2375 | break; |
2394 | break; |
2376 | } |
2395 | } |
2377 | else if (tmp->type == FLESH) |
2396 | else if (tmp->type == FLESH) |
… | |
… | |
2383 | */ |
2402 | */ |
2384 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2403 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2385 | { |
2404 | { |
2386 | op->statusmsg ("You blindly grab for a bite of food. " |
2405 | op->statusmsg ("You blindly grab for a bite of food. " |
2387 | "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.>"); |
2388 | manual_apply (op, flesh, 0); |
2407 | op->apply (flesh); |
2389 | } |
2408 | } |
2390 | |
2409 | |
2391 | // If player is still starving, alert him! |
2410 | // If player is still starving, alert him! |
2392 | if (op->stats.food < 0) |
2411 | if (op->stats.food < 0) |
2393 | op->failmsg ("You are starving! " |
2412 | op->failmsg ("You are starving! " |
… | |
… | |
2405 | op->contr->killer->destroy (); |
2424 | op->contr->killer->destroy (); |
2406 | } |
2425 | } |
2407 | } |
2426 | } |
2408 | |
2427 | |
2409 | /* killer should be set here already */ |
2428 | /* killer should be set here already */ |
2410 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2429 | if (op->stats.hp < 0 && !op->flag [FLAG_WIZ]) |
2411 | kill_player (op); |
2430 | kill_player (op); |
2412 | } |
2431 | } |
2413 | } |
2432 | } |
2414 | |
2433 | |
2415 | /* 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. |
… | |
… | |
2449 | cure_disease (op, 0, 0); /* remove any disease */ |
2468 | cure_disease (op, 0, 0); /* remove any disease */ |
2450 | |
2469 | |
2451 | max_it (op->stats.hp , op->stats.maxhp); |
2470 | max_it (op->stats.hp , op->stats.maxhp); |
2452 | max_it (op->stats.sp , op->stats.maxsp); |
2471 | max_it (op->stats.sp , op->stats.maxsp); |
2453 | max_it (op->stats.grace, op->stats.maxgrace); |
2472 | max_it (op->stats.grace, op->stats.maxgrace); |
2454 | |
|
|
2455 | if (op->stats.food <= 0) |
2473 | max_it (op->stats.food , 200); |
2456 | op->stats.food = 999; |
|
|
2457 | |
2474 | |
2458 | // remove all spell effects that are active |
2475 | // remove all spell effects that are active |
2459 | // to avoid long-term effects such as word-of-recall |
2476 | // to avoid long-term effects such as word-of-recall |
2460 | for (object *item = op->inv; item; ) |
2477 | for (object *item = op->inv; item; ) |
2461 | { |
2478 | { |
… | |
… | |
2586 | |
2603 | |
2587 | /* There is a maximum depletion total per level. */ |
2604 | /* There is a maximum depletion total per level. */ |
2588 | if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
2605 | if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
2589 | { |
2606 | { |
2590 | lose_this_stat = 0; |
2607 | lose_this_stat = 0; |
2591 | /* Take loss chance vs keep chance to see if we |
2608 | /* Take loss chance vs keep chance to see if we |
2592 | retain the stat. */ |
2609 | retain the stat. */ |
2593 | } |
2610 | } |
2594 | else |
2611 | else |
2595 | { |
2612 | { |
2596 | 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) |
… | |
… | |
2612 | * difference. |
2629 | * difference. |
2613 | */ |
2630 | */ |
2614 | if (this_stat >= -50) |
2631 | if (this_stat >= -50) |
2615 | { |
2632 | { |
2616 | change_attr_value (&(dep->stats), i, -1); |
2633 | change_attr_value (&(dep->stats), i, -1); |
2617 | SET_FLAG (dep, FLAG_APPLIED); |
2634 | dep->set_flag (FLAG_APPLIED); |
2618 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
2635 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
2619 | op->update_stats (); |
2636 | op->update_stats (); |
2620 | lost_a_stat = 1; |
2637 | lost_a_stat = 1; |
2621 | } |
2638 | } |
2622 | } |
2639 | } |
… | |
… | |
2689 | if (will_kill_again) |
2706 | if (will_kill_again) |
2690 | { |
2707 | { |
2691 | object *force; |
2708 | object *force; |
2692 | int at; |
2709 | int at; |
2693 | |
2710 | |
2694 | force = get_archetype (FORCE_NAME); |
2711 | force = archetype::get (FORCE_NAME); |
2695 | /* 50 ticks should be enough time for the spell to abate */ |
2712 | /* 50 ticks should be enough time for the spell to abate */ |
2696 | force->speed = 0.1f; |
|
|
2697 | force->speed_left = -5.f; |
2713 | force->speed_left = -5.f; |
2698 | SET_FLAG (force, FLAG_APPLIED); |
2714 | force->set_speed (0.1f); |
|
|
2715 | force->set_flag (FLAG_APPLIED); |
|
|
2716 | |
2699 | for (at = 0; at < NROFATTACKS; at++) |
2717 | for (at = 0; at < NROFATTACKS; at++) |
2700 | if (will_kill_again & (1 << at)) |
2718 | if (will_kill_again & (1 << at)) |
2701 | force->resist[at] = 100; |
2719 | force->resist[at] = 100; |
2702 | |
2720 | |
2703 | insert_ob_in_ob (force, op); |
2721 | insert_ob_in_ob (force, op); |
… | |
… | |
2708 | } |
2726 | } |
2709 | |
2727 | |
2710 | static void |
2728 | static void |
2711 | loot_object (object *op) |
2729 | loot_object (object *op) |
2712 | { /* Grab and destroy some treasure */ |
2730 | { /* Grab and destroy some treasure */ |
2713 | object *tmp, *tmp2, *next; |
2731 | object *tmp, *next; |
2714 | |
2732 | |
2715 | op->close_container (); /* close open sack first */ |
2733 | op->close_container (); /* close open sack first */ |
2716 | |
2734 | |
2717 | for (tmp = op->inv; tmp; tmp = next) |
2735 | for (tmp = op->inv; tmp; tmp = next) |
2718 | { |
2736 | { |
… | |
… | |
2725 | tmp->x = op->x, tmp->y = op->y; |
2743 | tmp->x = op->x, tmp->y = op->y; |
2726 | |
2744 | |
2727 | if (tmp->type == CONTAINER) |
2745 | if (tmp->type == CONTAINER) |
2728 | loot_object (tmp); /* empty container to ground */ |
2746 | loot_object (tmp); /* empty container to ground */ |
2729 | |
2747 | |
2730 | 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)))) |
2731 | { |
2749 | { |
2732 | if (tmp->nrof > 1) |
2750 | if (tmp->nrof > 1) |
2733 | { |
2751 | { |
2734 | tmp->decrease (rndm (1, tmp->nrof - 1)); |
2752 | tmp->decrease (rndm (1, tmp->nrof - 1)); |
2735 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2753 | insert_ob_in_map (tmp, op->map, NULL, 0); |
… | |
… | |
2750 | void |
2768 | void |
2751 | fix_weight () |
2769 | fix_weight () |
2752 | { |
2770 | { |
2753 | for_all_players (pl) |
2771 | for_all_players (pl) |
2754 | { |
2772 | { |
2755 | sint32 old = pl->ob->carrying; |
2773 | weight_t old = pl->ob->carrying; |
2756 | |
2774 | |
2757 | pl->ob->update_weight (); |
2775 | pl->ob->update_weight (); |
2758 | |
2776 | |
2759 | if (old != pl->ob->carrying) |
2777 | if (old != pl->ob->carrying) |
2760 | { |
2778 | { |
… | |
… | |
2825 | } |
2843 | } |
2826 | |
2844 | |
2827 | int |
2845 | int |
2828 | is_true_undead (object *op) |
2846 | is_true_undead (object *op) |
2829 | { |
2847 | { |
2830 | if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
2848 | if (op->arch->flag [FLAG_UNDEAD]) |
2831 | return 1; |
2849 | return 1; |
2832 | |
2850 | |
2833 | return 0; |
2851 | return 0; |
2834 | } |
2852 | } |
2835 | |
2853 | |
… | |
… | |
2856 | level = -(10 + (2 * ob->map->darklevel ())); |
2874 | level = -(10 + (2 * ob->map->darklevel ())); |
2857 | |
2875 | |
2858 | /* scan through all nearby squares for terrain to hide in */ |
2876 | /* scan through all nearby squares for terrain to hide in */ |
2859 | for (i = 0, x = ob->x, y = ob->y; |
2877 | for (i = 0, x = ob->x, y = ob->y; |
2860 | i <= SIZEOFFREE1; |
2878 | i <= SIZEOFFREE1; |
2861 | 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)) |
2862 | { |
2880 | { |
2863 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
2881 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
2864 | if (mflag & P_OUT_OF_MAP) |
2882 | if (mflag & P_OUT_OF_MAP) |
2865 | continue; |
2883 | continue; |
2866 | |
2884 | |
… | |
… | |
2933 | |
2951 | |
2934 | if (who->type == PLAYER) |
2952 | if (who->type == PLAYER) |
2935 | player = 1; |
2953 | player = 1; |
2936 | |
2954 | |
2937 | else |
2955 | else |
2938 | friendly = QUERY_FLAG (who, FLAG_FRIENDLY); |
2956 | friendly = who->flag [FLAG_FRIENDLY]; |
2939 | |
2957 | |
2940 | /* search adjacent squares */ |
2958 | /* search adjacent squares */ |
2941 | for (i = 1; i < 9; i++) |
2959 | for (i = 1; i < 9; i++) |
2942 | { |
2960 | { |
2943 | x = who->x + freearr_x[i]; |
2961 | x = who->x + DIRX (i); |
2944 | y = who->y + freearr_y[i]; |
2962 | y = who->y + DIRY (i); |
2945 | m = who->map; |
2963 | m = who->map; |
2946 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
2964 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
2947 | /* space must be blocked if there is a monster. If not |
2965 | /* space must be blocked if there is a monster. If not |
2948 | * blocked, don't need to check this space. |
2966 | * blocked, don't need to check this space. |
2949 | */ |
2967 | */ |
… | |
… | |
2952 | 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))) |
2953 | continue; |
2971 | continue; |
2954 | |
2972 | |
2955 | 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) |
2956 | { |
2974 | { |
2957 | 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]) |
2958 | return 1; |
2976 | return 1; |
2959 | else if (tmp->type == PLAYER) |
2977 | else if (tmp->type == PLAYER) |
2960 | { |
|
|
2961 | /*don't let a hidden DM prevent you from hiding */ |
|
|
2962 | if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) |
|
|
2963 | return 1; |
2978 | return 1; |
2964 | } |
|
|
2965 | } |
2979 | } |
2966 | } |
2980 | } |
2967 | return 0; |
2981 | return 0; |
2968 | } |
2982 | } |
2969 | |
2983 | |
2970 | /* check the player los field for viewability of the |
2984 | /* check the player los field for viewability of the |
2971 | * object op. This function works fine for monsters, |
2985 | * object op. This function works fine for monsters, |
2972 | * 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 |
2973 | * a pile (say a coin under a table would return "viewable" |
2987 | * a pile (say a coin under a table would return "viewable" |
2974 | * by this routine). Another question, should we be |
2988 | * by this routine). Another question, should we be |
2975 | * concerned with the direction the player is looking |
2989 | * concerned with the direction the player is looking |
2976 | * in? Realistically, most of us can't see stuff behind |
2990 | * in? Realistically, most of us can't see stuff behind |
2977 | * our backs...on the other hand, does the "facing" direction |
2991 | * our backs...on the other hand, does the "facing" direction |
2978 | * 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 |
2979 | * 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. |
2980 | * -b.t. |
2994 | * -b.t. |
2981 | * This function is now map tiling safe. |
2995 | * This function is now map tiling safe. |
2982 | */ |
2996 | */ |
2983 | int |
2997 | int |
2984 | player_can_view (object *pl, object *op) |
2998 | player_can_view (object *pl, object *op) |
2985 | { |
2999 | { |
… | |
… | |
2999 | |
3013 | |
3000 | get_rangevector (pl, op, &rv, 0x1); |
3014 | get_rangevector (pl, op, &rv, 0x1); |
3001 | |
3015 | |
3002 | /* starting with the 'head' part, lets loop |
3016 | /* starting with the 'head' part, lets loop |
3003 | * through the object and find if it has any |
3017 | * through the object and find if it has any |
3004 | * part that is in the los array but isn't on |
3018 | * part that is in the los array but isn't on |
3005 | * a blocked los square. |
3019 | * a blocked los square. |
3006 | * we use the archetype to figure out offsets. |
3020 | * we use the archetype to figure out offsets. |
3007 | */ |
3021 | */ |
3008 | while (op) |
3022 | while (op) |
3009 | { |
3023 | { |
… | |
… | |
3036 | * and the exit-coordinates sp/hp must both be > 0. |
3050 | * and the exit-coordinates sp/hp must both be > 0. |
3037 | * => The intention here is to prevent abuse of the battleground- |
3051 | * => The intention here is to prevent abuse of the battleground- |
3038 | * feature (like pickable or hidden battleground tiles). */ |
3052 | * feature (like pickable or hidden battleground tiles). */ |
3039 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
3053 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
3040 | { |
3054 | { |
3041 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3055 | if (tmp->flag [FLAG_IS_FLOOR]) |
3042 | { |
3056 | { |
3043 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) |
3057 | if (tmp->flag [FLAG_NO_PICK] |
3044 | && tmp->type == BATTLEGROUND |
3058 | && tmp->type == BATTLEGROUND |
3045 | && tmp->name == shstr_battleground |
3059 | && tmp->name == shstr_battleground |
3046 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3060 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3047 | { |
3061 | { |
3048 | /* before we assign the exit, check if this is a teambattle */ |
3062 | /* before we assign the exit, check if this is a teambattle */ |
… | |
… | |
3200 | else |
3214 | else |
3201 | j = 1; |
3215 | j = 1; |
3202 | strcat (buf, spellpathnames[i]); |
3216 | strcat (buf, spellpathnames[i]); |
3203 | } |
3217 | } |
3204 | } |
3218 | } |
|
|
3219 | |
3205 | strcat (buf, "."); |
3220 | strcat (buf, "."); |
3206 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); |
3221 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); |
3207 | } |
3222 | } |
3208 | |
3223 | |
3209 | /* evtl. adding flags: */ |
3224 | /* evtl. adding flags: */ |
3210 | if (QUERY_FLAG (item, FLAG_XRAYS)) |
3225 | if (item->flag [FLAG_XRAYS]) |
3211 | SET_FLAG (skin, FLAG_XRAYS); |
3226 | skin->set_flag (FLAG_XRAYS); |
3212 | if (QUERY_FLAG (item, FLAG_STEALTH)) |
3227 | if (item->flag [FLAG_STEALTH]) |
3213 | SET_FLAG (skin, FLAG_STEALTH); |
3228 | skin->set_flag (FLAG_STEALTH); |
3214 | if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) |
3229 | if (item->flag [FLAG_SEE_IN_DARK]) |
3215 | SET_FLAG (skin, FLAG_SEE_IN_DARK); |
3230 | skin->set_flag (FLAG_SEE_IN_DARK); |
3216 | |
3231 | |
3217 | /* print message if there is one */ |
3232 | /* print message if there is one */ |
3218 | if (item->msg != NULL) |
3233 | if (item->msg != NULL) |
3219 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3234 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3220 | } |
3235 | } |
… | |
… | |
3225 | 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)); |
3226 | who->insert (tmp); |
3241 | who->insert (tmp); |
3227 | } |
3242 | } |
3228 | } |
3243 | } |
3229 | |
3244 | |
3230 | /** |
|
|
3231 | * Unready an object for a player. This function does nothing if the object was |
|
|
3232 | * not readied. |
|
|
3233 | */ |
|
|
3234 | void |
|
|
3235 | player_unready_range_ob (player *pl, object *ob) |
|
|
3236 | { |
|
|
3237 | if (pl->ob->current_weapon == ob) |
|
|
3238 | pl->ob->current_weapon = 0; |
|
|
3239 | |
|
|
3240 | if (pl->combat_ob == ob) |
|
|
3241 | pl->combat_ob = 0; |
|
|
3242 | |
|
|
3243 | if (pl->ranged_ob == ob) |
|
|
3244 | pl->ranged_ob = 0; |
|
|
3245 | } |
|
|
3246 | |
|
|
3247 | //-GPL |
3245 | //-GPL |
3248 | |
3246 | |
3249 | sint8 |
3247 | sint8 |
3250 | player::darkness_at (maptile *map, int x, int y) const |
3248 | player::darkness_at (maptile *map, int x, int y) const |
3251 | { |
3249 | { |
… | |
… | |
3279 | { |
3277 | { |
3280 | play_sound (sound_find ("generic_failure")); |
3278 | play_sound (sound_find ("generic_failure")); |
3281 | statusmsg (msg, color); |
3279 | statusmsg (msg, color); |
3282 | } |
3280 | } |
3283 | |
3281 | |
|
|
3282 | void |
|
|
3283 | object::failmsgf (const char *format, ...) |
|
|
3284 | { |
|
|
3285 | if (!contr) |
|
|
3286 | return; |
|
|
3287 | |
|
|
3288 | va_list ap; |
|
|
3289 | va_start (ap, format); |
|
|
3290 | contr->failmsg (vformat (format, ap)); |
|
|
3291 | va_end (ap); |
|
|
3292 | } |
|
|
3293 | |
|
|
3294 | void |
|
|
3295 | player::failmsgf (const char *format, ...) |
|
|
3296 | { |
|
|
3297 | va_list ap; |
|
|
3298 | va_start (ap, format); |
|
|
3299 | failmsg (vformat (format, ap)); |
|
|
3300 | va_end (ap); |
|
|
3301 | } |
|
|
3302 | |