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 (©) 2005,2006,2007,2008,2009,2010,2011 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 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992 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 |
|
|
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) |
… | |
… | |
233 | disconnect (); |
234 | disconnect (); |
234 | |
235 | |
235 | attachable::do_destroy (); |
236 | attachable::do_destroy (); |
236 | |
237 | |
237 | if (ob) |
238 | if (ob) |
|
|
239 | { |
|
|
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; |
238 | ob->destroy (); |
243 | ob->destroy (); |
|
|
244 | } |
239 | |
245 | |
240 | ob = observe = viewpoint = 0; |
246 | ob = observe = viewpoint = 0; |
241 | } |
247 | } |
242 | |
248 | |
243 | player::~player () |
249 | player::~player () |
… | |
… | |
327 | #endif |
333 | #endif |
328 | return op; |
334 | return op; |
329 | } |
335 | } |
330 | |
336 | |
331 | /* 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 |
332 | * 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 |
333 | * detour a monster will take from the direction path when looking |
339 | * detour a monster will take from the direction path when looking |
334 | * 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 |
335 | * the deviation is |
341 | * the deviation is |
336 | */ |
342 | */ |
337 | #define DETOUR_AMOUNT 2 |
343 | #define DETOUR_AMOUNT 2 |
… | |
… | |
373 | */ |
379 | */ |
374 | int |
380 | int |
375 | path_to_player (object *mon, object *pl, unsigned mindiff) |
381 | path_to_player (object *mon, object *pl, unsigned mindiff) |
376 | { |
382 | { |
377 | rv_vector rv; |
383 | rv_vector rv; |
378 | int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; |
384 | int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES; |
379 | |
385 | |
380 | get_rangevector (mon, pl, &rv, 0); |
386 | get_rangevector (mon, pl, &rv, 0); |
381 | |
387 | |
382 | if (rv.distance < mindiff) |
388 | if (rv.distance < mindiff) |
383 | return 0; |
389 | return 0; |
… | |
… | |
416 | } |
422 | } |
417 | else |
423 | else |
418 | { |
424 | { |
419 | /* direct path is blocked - try taking a side step to |
425 | /* direct path is blocked - try taking a side step to |
420 | * either the left or right. |
426 | * either the left or right. |
421 | * Note increase the values in the loop below to be |
427 | * Note increase the values in the loop below to be |
422 | * more than -1/1 respectively will mean the monster takes |
428 | * more than -1/1 respectively will mean the monster takes |
423 | * bigger detour. Have to be careful about these values getting |
429 | * bigger detour. Have to be careful about these values getting |
424 | * 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 |
425 | * stepping back and forth |
431 | * stepping back and forth |
426 | */ |
432 | */ |
… | |
… | |
511 | for (object *next, *op = pl->inv; op; op = next) |
517 | for (object *next, *op = pl->inv; op; op = next) |
512 | { |
518 | { |
513 | next = op->below; |
519 | next = op->below; |
514 | |
520 | |
515 | /* Forces get applied per default, unless they have the |
521 | /* Forces get applied per default, unless they have the |
516 | * 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 |
517 | */ |
523 | */ |
518 | if (op->type == FORCE && !op->flag [FLAG_NEUTRAL]) |
524 | if (op->type == FORCE && !op->flag [FLAG_NEUTRAL]) |
519 | op->set_flag (FLAG_APPLIED); |
525 | op->set_flag (FLAG_APPLIED); |
520 | |
526 | |
521 | /* we never give weapons/armour if these cannot be used |
527 | /* we never give weapons/armour if these cannot be used |
522 | * by this player due to race restrictions |
528 | * by this player due to race restrictions |
523 | */ |
529 | */ |
524 | if (pl->type == PLAYER) |
530 | if (pl->type == PLAYER) |
525 | { |
531 | { |
526 | if ((!pl->flag [FLAG_USE_ARMOUR] |
532 | if ((!pl->flag [FLAG_USE_ARMOUR] |
527 | && |
533 | && |
… | |
… | |
536 | } |
542 | } |
537 | } |
543 | } |
538 | |
544 | |
539 | /* Here we remove duplicated skills (as duplicated spell objects have |
545 | /* Here we remove duplicated skills (as duplicated spell objects have |
540 | * _very_ confusing effects for players), which could for instance be |
546 | * _very_ confusing effects for players), which could for instance be |
541 | * generated by bad treasurelists. - elmex |
547 | * generated by multiple treasurelists specifying the same skills. |
542 | */ |
548 | */ |
543 | if (op->type == SKILL) |
549 | if (op->type == SKILL) |
544 | { |
550 | { |
545 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
551 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
546 | if (tmp->type == op->type && tmp->name == op->name) |
552 | if (tmp->type == op->type && tmp->name == op->name) |
547 | { |
553 | { |
548 | op->destroy (); |
554 | op->destroy (); |
549 | LOG (llevError, |
|
|
550 | "give_initial_items: Removing duplicate skill %s\n", &tmp->name); |
|
|
551 | break; |
555 | break; |
552 | } |
556 | } |
553 | |
557 | |
554 | if (op->nrof > 1) |
558 | if (op->nrof > 1) |
555 | op->nrof = 1; |
559 | op->nrof = 1; |
… | |
… | |
734 | */ |
738 | */ |
735 | if (*first_map_ext_path) |
739 | if (*first_map_ext_path) |
736 | 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); |
737 | else |
741 | else |
738 | 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; |
739 | } |
762 | } |
740 | |
763 | |
741 | void |
764 | void |
742 | player::chargen_race_next () |
765 | player::chargen_race_next () |
743 | { |
766 | { |
… | |
… | |
1132 | } |
1155 | } |
1133 | |
1156 | |
1134 | /* routine for both players and monsters. We call this when |
1157 | /* routine for both players and monsters. We call this when |
1135 | * there is a possibility for our action distrubing our hiding |
1158 | * there is a possibility for our action distrubing our hiding |
1136 | * place or invisiblity spell. Artefact invisiblity causes |
1159 | * place or invisiblity spell. Artefact invisiblity causes |
1137 | * "noise" instead. If we arent invisible to begin with, we |
1160 | * "noise" instead. If we arent invisible to begin with, we |
1138 | * return 0. |
1161 | * return 0. |
1139 | */ |
1162 | */ |
1140 | static int |
1163 | static int |
1141 | action_makes_visible (object *op) |
1164 | action_makes_visible (object *op) |
1142 | { |
1165 | { |
1143 | if (op->invisible && op->flag [FLAG_ALIVE]) |
1166 | if (op->invisible && op->flag [FLAG_ALIVE]) |
… | |
… | |
1166 | return 0; |
1189 | return 0; |
1167 | } |
1190 | } |
1168 | |
1191 | |
1169 | /* |
1192 | /* |
1170 | * Find an arrow in the inventory and after that |
1193 | * Find an arrow in the inventory and after that |
1171 | * in the right type container (quiver). Pointer to the |
1194 | * in the right type container (quiver). Pointer to the |
1172 | * found object is returned. |
1195 | * found object is returned. |
1173 | */ |
1196 | */ |
1174 | static object * |
1197 | static object * |
1175 | find_arrow (object *op, const char *type) |
1198 | find_arrow (object *op, const char *type) |
1176 | { |
1199 | { |
… | |
… | |
1295 | y = op->y; |
1318 | y = op->y; |
1296 | |
1319 | |
1297 | /* find the first target */ |
1320 | /* find the first target */ |
1298 | for (i = 0, found = 0; i < 20; i++) |
1321 | for (i = 0, found = 0; i < 20; i++) |
1299 | { |
1322 | { |
1300 | x += freearr_x[dir]; |
1323 | x += DIRX (dir); |
1301 | y += freearr_y[dir]; |
1324 | y += DIRY (dir); |
1302 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1325 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1303 | |
1326 | |
1304 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1327 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1305 | { |
1328 | { |
1306 | tmp = 0; |
1329 | tmp = 0; |
… | |
… | |
1329 | |
1352 | |
1330 | return find_better_arrow (op, tmp, type, &i); |
1353 | return find_better_arrow (op, tmp, type, &i); |
1331 | } |
1354 | } |
1332 | |
1355 | |
1333 | /* |
1356 | /* |
1334 | * Creature fires a bow - op can be monster or player. Returns |
1357 | * Creature fires a bow - op can be monster or player. Returns |
1335 | * 1 if bow was actually fired, 0 otherwise. |
1358 | * 1 if bow was actually fired, 0 otherwise. |
1336 | * op is the object firing the bow. |
1359 | * op is the object firing the bow. |
1337 | * part is for multipart creatures - the part firing the bow. |
1360 | * part is for multipart creatures - the part firing the bow. |
1338 | * dir is the direction of fire. |
1361 | * dir is the direction of fire. |
1339 | * 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) |
… | |
… | |
1447 | SET_ANIMATION (arrow, arrow->direction); |
1470 | SET_ANIMATION (arrow, arrow->direction); |
1448 | |
1471 | |
1449 | /* update the speed */ |
1472 | /* update the speed */ |
1450 | |
1473 | |
1451 | arrow->speed_left = 0; |
1474 | arrow->speed_left = 0; |
1452 | arrow->set_speed (max (2.f, |
1475 | arrow->set_speed (max (2.f, |
1453 | ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
1476 | ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
1454 | + bow->stats.dam / 7.f |
1477 | + bow->stats.dam / 7.f |
1455 | )); |
1478 | )); |
1456 | |
1479 | |
1457 | 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; |
… | |
… | |
1481 | 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); |
1482 | |
1505 | |
1483 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1506 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1484 | arrow->move_type = MOVE_FLY_LOW; |
1507 | arrow->move_type = MOVE_FLY_LOW; |
1485 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1508 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
|
|
1509 | arrow->set_flag (FLAG_NO_PICK); |
1486 | |
1510 | |
1487 | op->play_sound (sound_find ("fire_arrow")); |
1511 | op->play_sound (sound_find ("fire_arrow")); |
1488 | m->insert (arrow, sx, sy, op); |
1512 | m->insert (arrow, sx, sy, op); |
1489 | |
1513 | |
1490 | if (!arrow->destroyed ()) |
1514 | if (!arrow->destroyed ()) |
… | |
… | |
1515 | 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); |
1516 | } |
1540 | } |
1517 | else if (op->contr->bowtype == bow_threewide) |
1541 | else if (op->contr->bowtype == bow_threewide) |
1518 | { |
1542 | { |
1519 | 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); |
1520 | 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))); |
1521 | 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))); |
1522 | } |
1546 | } |
1523 | else if (op->contr->bowtype == bow_spreadshot) |
1547 | else if (op->contr->bowtype == bow_spreadshot) |
1524 | { |
1548 | { |
1525 | 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); |
1526 | 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); |
… | |
… | |
1593 | |
1617 | |
1594 | if (item->type == WAND) |
1618 | if (item->type == WAND) |
1595 | { |
1619 | { |
1596 | if (!(--item->stats.food)) |
1620 | if (!(--item->stats.food)) |
1597 | { |
1621 | { |
1598 | object *tmp; |
|
|
1599 | |
|
|
1600 | if (item->arch) |
1622 | if (item->arch) |
1601 | { |
1623 | { |
1602 | item->clr_flag (FLAG_ANIMATE); |
1624 | item->clr_flag (FLAG_ANIMATE); |
1603 | item->face = item->arch->face; |
1625 | item->face = item->arch->face; |
1604 | item->set_speed (0); |
1626 | item->set_speed (0); |
… | |
… | |
1688 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1710 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1689 | { |
1711 | { |
1690 | if (door->type == DOOR && tmp->type == KEY) |
1712 | if (door->type == DOOR && tmp->type == KEY) |
1691 | break; |
1713 | break; |
1692 | |
1714 | |
1693 | /* For sanity, we should really check door type, but other stuff |
1715 | /* For sanity, we should really check door type, but other stuff |
1694 | * (like containers) can be locked with special keys |
1716 | * (like containers) can be locked with special keys |
1695 | */ |
1717 | */ |
1696 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1718 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1697 | break; |
1719 | break; |
1698 | } |
1720 | } |
… | |
… | |
1752 | /* find_key |
1774 | /* find_key |
1753 | * 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 |
1754 | * and successfully use it, we return the key, otherwise NULL |
1776 | * and successfully use it, we return the key, otherwise NULL |
1755 | * This function merges both normal and locked door, since the logic |
1777 | * This function merges both normal and locked door, since the logic |
1756 | * for both is the same - just the specific key is different. |
1778 | * for both is the same - just the specific key is different. |
1757 | * pl is the player, |
1779 | * pl is the player, |
1758 | * inv is the objects inventory to searched |
1780 | * inv is the objects inventory to searched |
1759 | * door is the door we are trying to match against. |
1781 | * door is the door we are trying to match against. |
1760 | * This function can be called recursively to search containers. |
1782 | * This function can be called recursively to search containers. |
1761 | */ |
1783 | */ |
1762 | object * |
1784 | object * |
1763 | find_key (object *pl, object *container, object *door) |
1785 | find_key (object *pl, object *container, object *door) |
… | |
… | |
1835 | { |
1857 | { |
1836 | --op->speed_left; |
1858 | --op->speed_left; |
1837 | return true; |
1859 | return true; |
1838 | } |
1860 | } |
1839 | |
1861 | |
1840 | sint16 nx = freearr_x[dir] + op->x; |
1862 | sint16 nx = DIRX (dir) + op->x; |
1841 | sint16 ny = freearr_y[dir] + op->y; |
1863 | sint16 ny = DIRY (dir) + op->y; |
1842 | |
1864 | |
1843 | if (out_of_map (op->map, nx, ny)) |
1865 | if (out_of_map (op->map, nx, ny)) |
1844 | return false; |
1866 | return false; |
1845 | |
1867 | |
1846 | /* 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 |
… | |
… | |
1870 | } |
1892 | } |
1871 | |
1893 | |
1872 | /* no monster == player tries to move into a wall or so */ |
1894 | /* no monster == player tries to move into a wall or so */ |
1873 | if (!mon) |
1895 | if (!mon) |
1874 | { |
1896 | { |
1875 | if (op->contr->ns->bumpmsg) |
|
|
1876 | for (object *ob = m->at (nx, ny).top; ob; ob = ob->below) |
1897 | for (object *ob = m->at (nx, ny).top; ob; ob = ob->below) |
1877 | if (op->move_type & ob->move_block) |
1898 | if (op->move_type & ob->move_block) |
1878 | { |
1899 | { |
1879 | if (ob->move_block == MOVE_ALL) |
1900 | if (ob->move_block == MOVE_ALL) |
|
|
1901 | move_into_wall (op, ob); |
|
|
1902 | else |
|
|
1903 | { |
|
|
1904 | if (op->contr->ns->bumpmsg) |
1880 | { |
1905 | { |
1881 | op->play_sound (sound_find ("bump_wall")); |
|
|
1882 | |
|
|
1883 | op->statusmsg (ob->invisible |
|
|
1884 | ? "You bump into something." |
|
|
1885 | : format ("You bump into the %s.", query_name (ob)) |
|
|
1886 | ); |
|
|
1887 | } |
|
|
1888 | else |
|
|
1889 | { |
|
|
1890 | op->play_sound (sound_find ("blocked_move")); |
1906 | op->play_sound (sound_find ("blocked_move")); |
1891 | |
1907 | |
1892 | op->statusmsg (ob->invisible |
1908 | op->statusmsg (ob->invisible |
1893 | ? "Something blocks you." |
1909 | ? "Something blocks you." |
1894 | : format ("Something blocks you from entering the %s.", query_name (ob)) |
1910 | : format ("Something blocks you from entering the %s.", query_name (ob)) |
1895 | ); |
1911 | ); |
1896 | } |
1912 | } |
|
|
1913 | } |
1897 | |
1914 | |
1898 | break; |
1915 | break; |
1899 | } |
1916 | } |
1900 | |
1917 | |
1901 | return false; |
1918 | return false; |
1902 | } |
1919 | } |
1903 | |
1920 | |
1904 | mon = mon->head_ (); |
1921 | mon = mon->head_ (); |
… | |
… | |
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 > 8) |
2048 | if (dir < 0 || dir > 8) |
2032 | { |
2049 | { |
… | |
… | |
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 i; |
|
|
2179 | int rate_hp = 1200; |
2195 | int rate_hp = 1200; |
2180 | int rate_sp = 2500; |
2196 | int rate_sp = 2500; |
2181 | int rate_grace = 2000; |
2197 | int rate_grace = 2000; |
2182 | const int max_hp = 1; |
2198 | const int max_hp = 1; |
2183 | const int max_sp = 1; |
2199 | const int max_sp = 1; |
2184 | const int max_grace = 1; |
2200 | const int max_grace = 1; |
2185 | |
2201 | |
|
|
2202 | #if 0 |
2186 | if (op->contr->hidden) |
2203 | if (op->contr->hidden) |
2187 | { |
2204 | { |
2188 | op->invisible = 1000; |
2205 | op->invisible = 1000; |
2189 | /* the socket code flashes the player visible/invisible |
2206 | /* the socket code flashes the player visible/invisible |
2190 | * depending on the value of invisible, so we need to |
2207 | * depending on the value of invisible, so we need to |
2191 | * alternate it here for it to work correctly. |
2208 | * alternate it here for it to work correctly. |
2192 | */ |
2209 | */ |
2193 | if (pticks & 2) |
2210 | if (server_tick & 2) |
2194 | op->invisible--; |
2211 | op->invisible--; |
2195 | } |
2212 | } |
|
|
2213 | else |
|
|
2214 | #endif |
2196 | else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS])) |
2215 | if (op->invisible && !(op->flag [FLAG_MAKE_INVIS])) |
2197 | { |
2216 | { |
2198 | if (!op->invisible--) |
2217 | if (!op->invisible--) |
2199 | { |
2218 | { |
2200 | make_visible (op); |
2219 | make_visible (op); |
2201 | 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."); |
… | |
… | |
2584 | |
2603 | |
2585 | /* There is a maximum depletion total per level. */ |
2604 | /* There is a maximum depletion total per level. */ |
2586 | if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
2605 | if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
2587 | { |
2606 | { |
2588 | lose_this_stat = 0; |
2607 | lose_this_stat = 0; |
2589 | /* Take loss chance vs keep chance to see if we |
2608 | /* Take loss chance vs keep chance to see if we |
2590 | retain the stat. */ |
2609 | retain the stat. */ |
2591 | } |
2610 | } |
2592 | else |
2611 | else |
2593 | { |
2612 | { |
2594 | 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) |
… | |
… | |
2707 | } |
2726 | } |
2708 | |
2727 | |
2709 | static void |
2728 | static void |
2710 | loot_object (object *op) |
2729 | loot_object (object *op) |
2711 | { /* Grab and destroy some treasure */ |
2730 | { /* Grab and destroy some treasure */ |
2712 | object *tmp, *tmp2, *next; |
2731 | object *tmp, *next; |
2713 | |
2732 | |
2714 | op->close_container (); /* close open sack first */ |
2733 | op->close_container (); /* close open sack first */ |
2715 | |
2734 | |
2716 | for (tmp = op->inv; tmp; tmp = next) |
2735 | for (tmp = op->inv; tmp; tmp = next) |
2717 | { |
2736 | { |
… | |
… | |
2749 | void |
2768 | void |
2750 | fix_weight () |
2769 | fix_weight () |
2751 | { |
2770 | { |
2752 | for_all_players (pl) |
2771 | for_all_players (pl) |
2753 | { |
2772 | { |
2754 | sint32 old = pl->ob->carrying; |
2773 | weight_t old = pl->ob->carrying; |
2755 | |
2774 | |
2756 | pl->ob->update_weight (); |
2775 | pl->ob->update_weight (); |
2757 | |
2776 | |
2758 | if (old != pl->ob->carrying) |
2777 | if (old != pl->ob->carrying) |
2759 | { |
2778 | { |
… | |
… | |
2855 | level = -(10 + (2 * ob->map->darklevel ())); |
2874 | level = -(10 + (2 * ob->map->darklevel ())); |
2856 | |
2875 | |
2857 | /* scan through all nearby squares for terrain to hide in */ |
2876 | /* scan through all nearby squares for terrain to hide in */ |
2858 | for (i = 0, x = ob->x, y = ob->y; |
2877 | for (i = 0, x = ob->x, y = ob->y; |
2859 | i <= SIZEOFFREE1; |
2878 | i <= SIZEOFFREE1; |
2860 | 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)) |
2861 | { |
2880 | { |
2862 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
2881 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
2863 | if (mflag & P_OUT_OF_MAP) |
2882 | if (mflag & P_OUT_OF_MAP) |
2864 | continue; |
2883 | continue; |
2865 | |
2884 | |
… | |
… | |
2937 | friendly = who->flag [FLAG_FRIENDLY]; |
2956 | friendly = who->flag [FLAG_FRIENDLY]; |
2938 | |
2957 | |
2939 | /* search adjacent squares */ |
2958 | /* search adjacent squares */ |
2940 | for (i = 1; i < 9; i++) |
2959 | for (i = 1; i < 9; i++) |
2941 | { |
2960 | { |
2942 | x = who->x + freearr_x[i]; |
2961 | x = who->x + DIRX (i); |
2943 | y = who->y + freearr_y[i]; |
2962 | y = who->y + DIRY (i); |
2944 | m = who->map; |
2963 | m = who->map; |
2945 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
2964 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
2946 | /* space must be blocked if there is a monster. If not |
2965 | /* space must be blocked if there is a monster. If not |
2947 | * blocked, don't need to check this space. |
2966 | * blocked, don't need to check this space. |
2948 | */ |
2967 | */ |
… | |
… | |
2954 | 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) |
2955 | { |
2974 | { |
2956 | if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE]) |
2975 | if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE]) |
2957 | return 1; |
2976 | return 1; |
2958 | else if (tmp->type == PLAYER) |
2977 | else if (tmp->type == PLAYER) |
2959 | { |
|
|
2960 | /*don't let a hidden DM prevent you from hiding */ |
|
|
2961 | if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0) |
|
|
2962 | return 1; |
2978 | return 1; |
2963 | } |
|
|
2964 | } |
2979 | } |
2965 | } |
2980 | } |
2966 | return 0; |
2981 | return 0; |
2967 | } |
2982 | } |
2968 | |
2983 | |
2969 | /* check the player los field for viewability of the |
2984 | /* check the player los field for viewability of the |
2970 | * object op. This function works fine for monsters, |
2985 | * object op. This function works fine for monsters, |
2971 | * 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 |
2972 | * a pile (say a coin under a table would return "viewable" |
2987 | * a pile (say a coin under a table would return "viewable" |
2973 | * by this routine). Another question, should we be |
2988 | * by this routine). Another question, should we be |
2974 | * concerned with the direction the player is looking |
2989 | * concerned with the direction the player is looking |
2975 | * in? Realistically, most of us can't see stuff behind |
2990 | * in? Realistically, most of us can't see stuff behind |
2976 | * our backs...on the other hand, does the "facing" direction |
2991 | * our backs...on the other hand, does the "facing" direction |
2977 | * 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 |
2978 | * 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. |
2979 | * -b.t. |
2994 | * -b.t. |
2980 | * This function is now map tiling safe. |
2995 | * This function is now map tiling safe. |
2981 | */ |
2996 | */ |
2982 | int |
2997 | int |
2983 | player_can_view (object *pl, object *op) |
2998 | player_can_view (object *pl, object *op) |
2984 | { |
2999 | { |
… | |
… | |
2998 | |
3013 | |
2999 | get_rangevector (pl, op, &rv, 0x1); |
3014 | get_rangevector (pl, op, &rv, 0x1); |
3000 | |
3015 | |
3001 | /* starting with the 'head' part, lets loop |
3016 | /* starting with the 'head' part, lets loop |
3002 | * through the object and find if it has any |
3017 | * through the object and find if it has any |
3003 | * part that is in the los array but isn't on |
3018 | * part that is in the los array but isn't on |
3004 | * a blocked los square. |
3019 | * a blocked los square. |
3005 | * we use the archetype to figure out offsets. |
3020 | * we use the archetype to figure out offsets. |
3006 | */ |
3021 | */ |
3007 | while (op) |
3022 | while (op) |
3008 | { |
3023 | { |