1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | |
3 | * |
|
|
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
8 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * |
20 | |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
21 | The author can be reached via e-mail to <crossfire@schmorp.de> |
|
|
22 | */ |
22 | */ |
23 | |
23 | |
24 | #include <global.h> |
24 | #include <global.h> |
25 | #include <pwd.h> |
|
|
26 | #include <sproto.h> |
25 | #include <sproto.h> |
27 | #include <sounds.h> |
26 | #include <sounds.h> |
28 | #include <living.h> |
27 | #include <living.h> |
29 | #include <object.h> |
28 | #include <object.h> |
30 | #include <spells.h> |
29 | #include <spells.h> |
31 | #include <skills.h> |
30 | #include <skills.h> |
32 | |
31 | |
33 | #ifdef COZY_SERVER |
32 | #include <algorithm> |
34 | extern int same_party (partylist *a, partylist *b); |
33 | #include <functional> |
35 | #endif |
|
|
36 | |
34 | |
37 | player * |
35 | playervec players; |
38 | find_player (const char *plname) |
|
|
39 | { |
|
|
40 | player *pl; |
|
|
41 | |
|
|
42 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
43 | { |
|
|
44 | if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname)) |
|
|
45 | return pl; |
|
|
46 | }; |
|
|
47 | return NULL; |
|
|
48 | } |
|
|
49 | |
|
|
50 | player * |
|
|
51 | find_player_partial_name (const char *plname) |
|
|
52 | { |
|
|
53 | player *pl; |
|
|
54 | player *found = NULL; |
|
|
55 | size_t namelen = strlen (plname); |
|
|
56 | |
|
|
57 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
58 | { |
|
|
59 | if ((size_t) strlen (pl->ob->name) < namelen) |
|
|
60 | continue; |
|
|
61 | |
|
|
62 | if (!strcmp (pl->ob->name, plname)) |
|
|
63 | return pl; |
|
|
64 | |
|
|
65 | if (!strncasecmp (pl->ob->name, plname, namelen)) |
|
|
66 | { |
|
|
67 | if (found) |
|
|
68 | return NULL; |
|
|
69 | |
|
|
70 | found = pl; |
|
|
71 | } |
|
|
72 | } |
|
|
73 | return found; |
|
|
74 | } |
|
|
75 | |
36 | |
76 | void |
37 | void |
77 | display_motd (const object *op) |
38 | display_motd (const object *op) |
78 | { |
39 | { |
79 | char buf[MAX_BUF]; |
40 | char buf[MAX_BUF]; |
… | |
… | |
82 | int comp; |
43 | int comp; |
83 | int size; |
44 | int size; |
84 | |
45 | |
85 | sprintf (buf, "%s/%s", settings.confdir, settings.motd); |
46 | sprintf (buf, "%s/%s", settings.confdir, settings.motd); |
86 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
47 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
87 | { |
|
|
88 | return; |
48 | return; |
89 | } |
49 | |
90 | motd[0] = '\0'; |
50 | motd[0] = '\0'; |
91 | size = 0; |
51 | size = 0; |
|
|
52 | |
92 | while (fgets (buf, MAX_BUF, fp) != NULL) |
53 | while (fgets (buf, MAX_BUF, fp)) |
93 | { |
54 | { |
94 | if (*buf == '#') |
55 | if (*buf == '#') |
95 | continue; |
56 | continue; |
|
|
57 | |
96 | strncat (motd + size, buf, HUGE_BUF - size); |
58 | strncat (motd + size, buf, HUGE_BUF - size); |
97 | size += strlen (buf); |
59 | size += strlen (buf); |
98 | } |
60 | } |
|
|
61 | |
99 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); |
62 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); |
100 | close_and_delete (fp, comp); |
63 | close_and_delete (fp, comp); |
101 | } |
64 | } |
102 | |
65 | |
103 | void |
66 | void |
… | |
… | |
109 | int comp; |
72 | int comp; |
110 | int size; |
73 | int size; |
111 | |
74 | |
112 | sprintf (buf, "%s/%s", settings.confdir, settings.rules); |
75 | sprintf (buf, "%s/%s", settings.confdir, settings.rules); |
113 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
76 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
114 | { |
|
|
115 | return; |
77 | return; |
116 | } |
78 | |
117 | rules[0] = '\0'; |
79 | rules[0] = '\0'; |
118 | size = 0; |
80 | size = 0; |
|
|
81 | |
119 | while (fgets (buf, MAX_BUF, fp) != NULL) |
82 | while (fgets (buf, MAX_BUF, fp)) |
120 | { |
83 | { |
121 | if (*buf == '#') |
84 | if (*buf == '#') |
122 | continue; |
85 | continue; |
|
|
86 | |
123 | if (size + strlen (buf) >= HUGE_BUF) |
87 | if (size + strlen (buf) >= HUGE_BUF) |
124 | { |
88 | { |
125 | LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); |
89 | LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); |
126 | break; |
90 | break; |
127 | } |
91 | } |
|
|
92 | |
128 | strncat (rules + size, buf, HUGE_BUF - size); |
93 | strncat (rules + size, buf, HUGE_BUF - size); |
129 | size += strlen (buf); |
94 | size += strlen (buf); |
130 | } |
95 | } |
|
|
96 | |
131 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); |
97 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); |
132 | close_and_delete (fp, comp); |
98 | close_and_delete (fp, comp); |
133 | } |
99 | } |
134 | |
100 | |
135 | void |
101 | void |
… | |
… | |
143 | int size; |
109 | int size; |
144 | |
110 | |
145 | sprintf (buf, "%s/%s", settings.confdir, settings.news); |
111 | sprintf (buf, "%s/%s", settings.confdir, settings.news); |
146 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
112 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
147 | return; |
113 | return; |
|
|
114 | |
148 | news[0] = '\0'; |
115 | news[0] = '\0'; |
149 | subject[0] = '\0'; |
116 | subject[0] = '\0'; |
150 | size = 0; |
117 | size = 0; |
|
|
118 | |
151 | while (fgets (buf, MAX_BUF, fp) != NULL) |
119 | while (fgets (buf, MAX_BUF, fp)) |
152 | { |
120 | { |
153 | if (*buf == '#') |
121 | if (*buf == '#') |
154 | continue; |
122 | continue; |
|
|
123 | |
155 | if (*buf == '%') |
124 | if (*buf == '%') |
156 | { /* send one news */ |
125 | { /* send one news */ |
157 | if (size > 0) |
126 | if (size > 0) |
158 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ |
127 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
|
|
128 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, |
|
|
129 | "INFORMATION: %s\n%s", (char *)"%s\n%s", |
|
|
130 | subject, news); /*send previously read news */ |
|
|
131 | |
159 | strcpy (subject, buf + 1); |
132 | strcpy (subject, buf + 1); |
160 | strip_endline (subject); |
133 | strip_endline (subject); |
161 | size = 0; |
134 | size = 0; |
162 | news[0] = '\0'; |
135 | news[0] = '\0'; |
163 | } |
136 | } |
… | |
… | |
172 | size += strlen (buf); |
145 | size += strlen (buf); |
173 | } |
146 | } |
174 | } |
147 | } |
175 | |
148 | |
176 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
149 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
177 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); |
150 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); |
178 | close_and_delete (fp, comp); |
151 | close_and_delete (fp, comp); |
179 | } |
|
|
180 | |
|
|
181 | int |
|
|
182 | playername_ok (const char *cp) |
|
|
183 | { |
|
|
184 | /* Don't allow - or _ as first character in the name */ |
|
|
185 | if (*cp == '-' || *cp == '_') |
|
|
186 | return 0; |
|
|
187 | |
|
|
188 | for (; *cp != '\0'; cp++) |
|
|
189 | if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_') |
|
|
190 | return 0; |
|
|
191 | return 1; |
|
|
192 | } |
|
|
193 | |
|
|
194 | /* This no longer sets the player map. Also, it now updates |
|
|
195 | * all the pointers so the caller doesn't need to do that. |
|
|
196 | * Caller is responsible for setting the correct map. |
|
|
197 | */ |
|
|
198 | |
|
|
199 | /* Redo this to do both get_player_ob and get_player. |
|
|
200 | * Hopefully this will be less bugfree and simpler. |
|
|
201 | * Returns the player structure. If 'p' is null, |
|
|
202 | * we create a new one. Otherwise, we recycle |
|
|
203 | * the one that is passed. |
|
|
204 | */ |
|
|
205 | static player * |
|
|
206 | get_player (player *p) |
|
|
207 | { |
|
|
208 | object *op = arch_to_object (get_player_archetype (0)); |
|
|
209 | int i; |
|
|
210 | |
|
|
211 | /* Clears basically the entire player structure except |
|
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212 | * for next and socket. |
|
|
213 | */ |
|
|
214 | p->clear (); |
|
|
215 | |
|
|
216 | /* There are some elements we want initialized to non zero value - |
|
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217 | * we deal with that below this point. |
|
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218 | */ |
|
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219 | p->party = NULL; |
|
|
220 | p->outputs_sync = 16; /* Every 2 seconds */ |
|
|
221 | p->outputs_count = 8; /* Keeps present behaviour */ |
|
|
222 | p->unapply = unapply_nochoice; |
|
|
223 | p->Swap_First = -1; |
|
|
224 | |
|
|
225 | #ifdef AUTOSAVE |
|
|
226 | p->last_save_tick = 9999999; |
|
|
227 | #endif |
|
|
228 | |
|
|
229 | strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ |
|
|
230 | |
|
|
231 | op->contr = p; /* this aren't yet in archetype */ |
|
|
232 | p->ob = op; |
|
|
233 | op->speed_left = 0.5; |
|
|
234 | op->speed = 1.0; |
|
|
235 | op->direction = 5; /* So player faces south */ |
|
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236 | op->stats.wc = 2; |
|
|
237 | op->run_away = 25; /* Then we panick... */ |
|
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238 | |
|
|
239 | { |
|
|
240 | int oldmon = p->socket->monitor_spells; // what a hack |
|
|
241 | p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */ |
|
|
242 | roll_stats (op); |
|
|
243 | p->socket->monitor_spells = oldmon; |
|
|
244 | } |
|
|
245 | p->state = ST_ROLL_STAT; |
|
|
246 | clear_los (op); |
|
|
247 | |
|
|
248 | p->gen_sp_armour = 10; |
|
|
249 | p->last_speed = -1; |
|
|
250 | p->shoottype = range_none; |
|
|
251 | p->bowtype = bow_normal; |
|
|
252 | p->petmode = pet_normal; |
|
|
253 | p->listening = 10; |
|
|
254 | p->usekeys = containers; |
|
|
255 | p->last_weapon_sp = -1; |
|
|
256 | p->peaceful = 1; /* default peaceful */ |
|
|
257 | p->do_los = 1; |
|
|
258 | p->explore = 0; |
|
|
259 | p->no_shout = 0; /* default can shout */ |
|
|
260 | |
|
|
261 | assign (p->title, op->arch->clone.name); |
|
|
262 | op->race = op->arch->clone.race; |
|
|
263 | |
|
|
264 | CLEAR_FLAG (op, FLAG_READY_SKILL); |
|
|
265 | |
|
|
266 | /* we need to clear these to -1 and not zero - otherwise, |
|
|
267 | * if a player quits and starts a new character, we wont |
|
|
268 | * send new values to the client, as things like exp start |
|
|
269 | * at zero. |
|
|
270 | */ |
|
|
271 | for (i = 0; i < NUM_SKILLS; i++) |
|
|
272 | { |
|
|
273 | p->last_skill_exp[i] = -1; |
|
|
274 | p->last_skill_ob[i] = NULL; |
|
|
275 | } |
|
|
276 | |
|
|
277 | for (i = 0; i < NROFATTACKS; i++) |
|
|
278 | p->last_resist[i] = -1; |
|
|
279 | |
|
|
280 | p->last_stats.exp = -1; |
|
|
281 | p->last_weight = (uint32) - 1; |
|
|
282 | |
|
|
283 | p->socket->update_look = 0; |
|
|
284 | p->socket->look_position = 0; |
|
|
285 | |
|
|
286 | return p; |
|
|
287 | } |
152 | } |
288 | |
153 | |
289 | /* This loads the first map an puts the player on it. */ |
154 | /* This loads the first map an puts the player on it. */ |
290 | static void |
155 | static void |
291 | set_first_map (object *op) |
156 | set_first_map (object *op) |
292 | { |
157 | { |
293 | strcpy (op->contr->maplevel, first_map_path); |
158 | op->contr->maplevel = first_map_path; |
294 | op->x = -1; |
159 | op->x = -1; |
295 | op->y = -1; |
160 | op->y = -1; |
296 | enter_exit (op, NULL); |
|
|
297 | } |
161 | } |
298 | |
162 | |
|
|
163 | void |
|
|
164 | player::activate () |
|
|
165 | { |
|
|
166 | if (active) |
|
|
167 | return; |
|
|
168 | |
|
|
169 | players.insert (this); |
|
|
170 | ob->remove (); |
|
|
171 | ob->map = 0; |
|
|
172 | ob->activate_recursive (); |
|
|
173 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
|
|
174 | add_friendly_object (ob); |
|
|
175 | } |
|
|
176 | |
|
|
177 | void |
|
|
178 | player::deactivate () |
|
|
179 | { |
|
|
180 | if (!active) |
|
|
181 | return; |
|
|
182 | |
|
|
183 | terminate_all_pets (ob); |
|
|
184 | remove_friendly_object (ob); |
|
|
185 | ob->deactivate_recursive (); |
|
|
186 | |
|
|
187 | if (ob->map) |
|
|
188 | maplevel = ob->map->path; |
|
|
189 | |
|
|
190 | ob->remove (); |
|
|
191 | ob->enemy = 0; // sometimes keeps an extra refcount on itself |
|
|
192 | ob->map = 0; |
|
|
193 | party = 0; |
|
|
194 | |
|
|
195 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
|
|
196 | |
|
|
197 | players.erase (this); |
|
|
198 | } |
|
|
199 | |
|
|
200 | // connect the player with a specific client |
|
|
201 | // also changes, rationalises, and fixes some incorrect settings |
|
|
202 | void |
|
|
203 | player::connect (client *ns) |
|
|
204 | { |
|
|
205 | this->ns = ns; |
|
|
206 | ns->pl = this; |
|
|
207 | |
|
|
208 | run_on = 0; |
|
|
209 | fire_on = 0; |
|
|
210 | ob->close_container (); //TODO: client-specific |
|
|
211 | |
|
|
212 | ns->update_look = 0; |
|
|
213 | ns->look_position = 0; |
|
|
214 | |
|
|
215 | clear_los (); |
|
|
216 | |
|
|
217 | ns->reset_stats (); |
|
|
218 | |
|
|
219 | /* make sure he's a player -- needed because of class change. */ |
|
|
220 | ob->type = PLAYER; // we are paranoid |
|
|
221 | ob->race = ob->arch->race; |
|
|
222 | |
|
|
223 | ob->update_weight (); |
|
|
224 | link_skills (); |
|
|
225 | |
|
|
226 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
|
|
227 | |
|
|
228 | assign (title, ob->arch->object::name); |
|
|
229 | |
|
|
230 | /* if it's a dragon player, set the correct title here */ |
|
|
231 | if (is_dragon_pl (ob)) |
|
|
232 | { |
|
|
233 | object *tmp, *abil = 0, *skin = 0; |
|
|
234 | |
|
|
235 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
|
|
236 | if (tmp->type == FORCE) |
|
|
237 | if (tmp->arch->archname == shstr_dragon_ability_force) |
|
|
238 | abil = tmp; |
|
|
239 | else if (tmp->arch->archname == shstr_dragon_skin_force) |
|
|
240 | skin = tmp; |
|
|
241 | |
|
|
242 | set_dragon_name (ob, abil, skin); |
|
|
243 | } |
|
|
244 | |
|
|
245 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
|
|
246 | |
|
|
247 | esrv_new_player (this); |
|
|
248 | |
|
|
249 | ob->update_stats (); |
|
|
250 | |
|
|
251 | ns->floorbox_update (); |
|
|
252 | esrv_send_inventory (ob, ob); |
|
|
253 | esrv_add_spells (this, 0); |
|
|
254 | |
|
|
255 | activate (); |
|
|
256 | |
|
|
257 | send_rules (ob); |
|
|
258 | send_news (ob); |
|
|
259 | display_motd (ob); |
|
|
260 | |
|
|
261 | INVOKE_PLAYER (CONNECT, this); |
|
|
262 | INVOKE_PLAYER (LOGIN, this); |
|
|
263 | } |
|
|
264 | |
|
|
265 | void |
|
|
266 | player::disconnect () |
|
|
267 | { |
|
|
268 | if (ob) |
|
|
269 | { |
|
|
270 | ob->close_container (); //TODO: client-specific |
|
|
271 | ob->drop_unpaid_items (); |
|
|
272 | } |
|
|
273 | |
|
|
274 | if (ns) |
|
|
275 | { |
|
|
276 | if (active) |
|
|
277 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
|
|
278 | |
|
|
279 | INVOKE_PLAYER (DISCONNECT, this); |
|
|
280 | |
|
|
281 | ns->reset_stats (); |
|
|
282 | ns->pl = 0; |
|
|
283 | ns = 0; |
|
|
284 | } |
|
|
285 | |
|
|
286 | observe = ob; |
|
|
287 | |
|
|
288 | deactivate (); |
|
|
289 | } |
|
|
290 | |
|
|
291 | // the need for this function can be explained |
|
|
292 | // by load_object not returning the object |
|
|
293 | void |
|
|
294 | player::set_object (object *op) |
|
|
295 | { |
|
|
296 | ob = observe = op; |
|
|
297 | ob->contr = this; /* this aren't yet in archetype */ |
|
|
298 | |
|
|
299 | ob->speed = 1.0f; |
|
|
300 | ob->speed_left = 0.5f; |
|
|
301 | |
|
|
302 | ob->direction = 5; /* So player faces south */ |
|
|
303 | |
|
|
304 | ob->flag [FLAG_READY_WEAPON] = false; |
|
|
305 | ob->flag [FLAG_READY_SKILL] = false; |
|
|
306 | ob->flag [FLAG_READY_BOW] = false; |
|
|
307 | |
|
|
308 | for (object *op = ob->inv; op; op = op->below) |
|
|
309 | if (op->flag [FLAG_APPLIED]) |
|
|
310 | switch (op->type) |
|
|
311 | { |
|
|
312 | case SKILL: |
|
|
313 | ob->flag [FLAG_APPLIED] = false; |
|
|
314 | break; |
|
|
315 | |
|
|
316 | case WAND: |
|
|
317 | case ROD: |
|
|
318 | case HORN: |
|
|
319 | case BOW: |
|
|
320 | ranged_ob = op; |
|
|
321 | break; |
|
|
322 | |
|
|
323 | case WEAPON: |
|
|
324 | combat_ob = op; |
|
|
325 | break; |
|
|
326 | } |
|
|
327 | |
|
|
328 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
|
|
329 | ob->deactivate (); // change_weapon activates, fix this better |
|
|
330 | } |
|
|
331 | |
|
|
332 | void |
|
|
333 | player::set_observe (object *op) |
|
|
334 | { |
|
|
335 | observe = op ? op : ob; |
|
|
336 | do_los = 1; |
|
|
337 | } |
|
|
338 | |
|
|
339 | player::player () |
|
|
340 | { |
|
|
341 | /* There are some elements we want initialised to non zero value - |
|
|
342 | * we deal with that below this point. |
|
|
343 | */ |
|
|
344 | outputs_sync = 4; |
|
|
345 | outputs_count = 4; |
|
|
346 | unapply = unapply_nochoice; |
|
|
347 | |
|
|
348 | savebed_map = first_map_path; /* Init. respawn position */ |
|
|
349 | |
|
|
350 | gen_sp_armour = 10; |
|
|
351 | bowtype = bow_normal; |
|
|
352 | petmode = pet_normal; |
|
|
353 | usekeys = containers; |
|
|
354 | peaceful = 1; /* default peaceful */ |
|
|
355 | do_los = 1; |
|
|
356 | |
|
|
357 | weapon_sp = 1.0f; |
|
|
358 | weapon_sp_left = 0.5f; |
|
|
359 | } |
|
|
360 | |
|
|
361 | void |
|
|
362 | player::do_destroy () |
|
|
363 | { |
|
|
364 | disconnect (); |
|
|
365 | |
|
|
366 | attachable::do_destroy (); |
|
|
367 | |
|
|
368 | if (ob) |
|
|
369 | { |
|
|
370 | ob->destroy_inv (false); |
|
|
371 | ob->destroy (); |
|
|
372 | } |
|
|
373 | |
|
|
374 | ob = observe = 0; |
|
|
375 | } |
|
|
376 | |
|
|
377 | player::~player () |
|
|
378 | { |
|
|
379 | /* Clear item stack */ |
|
|
380 | free (stack_items); |
|
|
381 | } |
|
|
382 | |
299 | /* Tries to add player on the connection passwd in ns. |
383 | /* Tries to add player on the connection passed in ns. |
300 | * All we can really get in this is some settings like host and display |
384 | * All we can really get in this is some settings like host and display |
301 | * mode. |
385 | * mode. |
302 | */ |
386 | */ |
303 | |
387 | player * |
304 | int |
388 | player::create () |
305 | add_player (client *ns) |
|
|
306 | { |
389 | { |
307 | player *p = new player; |
390 | player *pl = new player; |
308 | |
391 | |
309 | p->socket = ns; |
392 | pl->set_object (arch_to_object (get_player_archetype (0))); |
310 | ns->pl = p; |
|
|
311 | |
393 | |
312 | p->next = first_player; |
394 | pl->ob->roll_stats (); |
313 | first_player = p; |
395 | pl->ob->stats.wc = 2; |
|
|
396 | pl->ob->run_away = 25; /* Then we panick... */ |
314 | |
397 | |
315 | p = get_player (p); |
|
|
316 | |
|
|
317 | set_first_map (p->ob); |
398 | set_first_map (pl->ob); |
318 | |
399 | |
319 | CLEAR_FLAG (p->ob, FLAG_FRIENDLY); |
|
|
320 | add_friendly_object (p->ob); |
|
|
321 | send_rules (p->ob); |
|
|
322 | send_news (p->ob); |
|
|
323 | display_motd (p->ob); |
|
|
324 | get_name (p->ob); |
|
|
325 | |
|
|
326 | return 0; |
400 | return pl; |
327 | } |
401 | } |
328 | |
402 | |
329 | /* |
403 | /* |
330 | * get_player_archetype() return next player archetype from archetype |
404 | * get_player_archetype() return next player archetype from archetype |
331 | * list. Not very efficient routine, but used only creating new players. |
405 | * list. Not very efficient routine, but used only creating new players. |
332 | * Note: there MUST be at least one player archetype! |
406 | * Note: there MUST be at least one player archetype! |
333 | */ |
407 | */ |
334 | archetype * |
408 | archetype * |
335 | get_player_archetype (archetype *at) |
409 | get_player_archetype (archetype *at) |
336 | { |
410 | { |
337 | archetype *start = at; |
411 | // archetypes could have been reloaded |
|
|
412 | archetype *nat = at ? archetype::find (at->archname) : archetypes [0]; |
|
|
413 | |
|
|
414 | if (!nat) |
|
|
415 | return at; |
|
|
416 | |
|
|
417 | archvec::iterator i = archetypes.find (nat); |
338 | |
418 | |
339 | for (;;) |
419 | for (;;) |
340 | { |
420 | { |
341 | if (at == NULL || at->next == NULL) |
421 | if (++i == archetypes.end ()) |
342 | at = first_archetype; |
422 | i = archetypes.begin (); |
343 | else |
423 | else if (*i == at) |
344 | at = at->next; |
424 | cleanup ("not a single player archetype found"); |
|
|
425 | |
345 | if (at->clone.type == PLAYER) |
426 | if ((*i)->type == PLAYER) |
346 | return at; |
427 | return *i; |
347 | if (at == start) |
|
|
348 | { |
|
|
349 | LOG (llevError, "No Player archetypes\n"); |
|
|
350 | exit (-1); |
|
|
351 | } |
|
|
352 | } |
428 | } |
353 | } |
429 | } |
354 | |
|
|
355 | |
430 | |
356 | object * |
431 | object * |
357 | get_nearest_player (object *mon) |
432 | get_nearest_player (object *mon) |
358 | { |
433 | { |
359 | object *op = NULL; |
434 | object *op = NULL; |
360 | player *pl = NULL; |
|
|
361 | objectlink *ol; |
435 | objectlink *ol; |
362 | unsigned lastdist; |
436 | unsigned lastdist; |
363 | rv_vector rv; |
437 | rv_vector rv; |
364 | |
438 | |
365 | for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) |
439 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
366 | { |
440 | { |
367 | /* We should not find free objects on this friendly list, but it |
|
|
368 | * does periodically happen. Given that, lets deal with it. |
|
|
369 | * While unlikely, it is possible the next object on the friendly |
|
|
370 | * list is also free, so encapsulate this in a while loop. |
|
|
371 | */ |
|
|
372 | while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY)) |
|
|
373 | { |
|
|
374 | object *tmp = ol->ob; |
|
|
375 | |
|
|
376 | /* Can't do much more other than log the fact, because the object |
|
|
377 | * itself will have been cleared. |
|
|
378 | */ |
|
|
379 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); |
|
|
380 | ol = ol->next; |
|
|
381 | remove_friendly_object (tmp); |
|
|
382 | if (!ol) |
|
|
383 | return op; |
|
|
384 | } |
|
|
385 | |
|
|
386 | /* Remove special check for player from this. First, it looks to cause |
|
|
387 | * some crashes (ol->ob->contr not set properly?), but secondly, a more |
|
|
388 | * complicated method of state checking would be needed in any case - |
|
|
389 | * as it was, a clever player could type quit, and the function would |
|
|
390 | * skip them over while waiting for confirmation. Remove |
|
|
391 | * on_same_map check, as can_detect_enemy also does this |
|
|
392 | */ |
|
|
393 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
441 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
394 | continue; |
442 | continue; |
395 | |
443 | |
396 | if (lastdist > rv.distance) |
444 | if (lastdist > rv.distance) |
397 | { |
445 | { |
398 | op = ol->ob; |
446 | op = ol->ob; |
399 | lastdist = rv.distance; |
447 | lastdist = rv.distance; |
400 | } |
448 | } |
401 | } |
449 | } |
402 | for (pl = first_player; pl != NULL; pl = pl->next) |
450 | |
403 | { |
451 | for_all_players (pl) |
404 | if (can_detect_enemy (mon, pl->ob, &rv)) |
452 | if (can_detect_enemy (mon, pl->ob, &rv)) |
405 | { |
|
|
406 | |
|
|
407 | if (lastdist > rv.distance) |
453 | if (lastdist > rv.distance) |
408 | { |
454 | { |
409 | op = pl->ob; |
455 | op = pl->ob; |
410 | lastdist = rv.distance; |
456 | lastdist = rv.distance; |
411 | } |
457 | } |
412 | } |
458 | |
413 | } |
|
|
414 | #if 0 |
459 | #if 0 |
415 | LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); |
460 | LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); |
416 | #endif |
461 | #endif |
417 | return op; |
462 | return op; |
418 | } |
463 | } |
… | |
… | |
436 | * circling behaviour. Unfortunately, this function is also used to determined |
481 | * circling behaviour. Unfortunately, this function is also used to determined |
437 | * if the creature should cast a spell, so returning a direction in that case |
482 | * if the creature should cast a spell, so returning a direction in that case |
438 | * is probably not a good thing. |
483 | * is probably not a good thing. |
439 | */ |
484 | */ |
440 | #define MAX_SPACES 50 |
485 | #define MAX_SPACES 50 |
441 | |
|
|
442 | |
486 | |
443 | /* |
487 | /* |
444 | * Returns the direction to the player, if valid. Returns 0 otherwise. |
488 | * Returns the direction to the player, if valid. Returns 0 otherwise. |
445 | * modified to verify there is a path to the player. Does this by stepping towards |
489 | * modified to verify there is a path to the player. Does this by stepping towards |
446 | * player and if path is blocked then see if blockage is close enough to player that |
490 | * player and if path is blocked then see if blockage is close enough to player that |
… | |
… | |
477 | x = mon->x; |
521 | x = mon->x; |
478 | y = mon->y; |
522 | y = mon->y; |
479 | m = mon->map; |
523 | m = mon->map; |
480 | dir = rv.direction; |
524 | dir = rv.direction; |
481 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
525 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
482 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
526 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
|
|
527 | |
483 | /* If we can't solve it within the search distance, return now. */ |
528 | /* If we can't solve it within the search distance, return now. */ |
484 | if (diff > max) |
529 | if (diff > max) |
485 | return 0; |
530 | return 0; |
|
|
531 | |
486 | while (diff > 1 && max > 0) |
532 | while (diff > 1 && max > 0) |
487 | { |
533 | { |
488 | lastx = x; |
534 | lastx = x; |
489 | lasty = y; |
535 | lasty = y; |
490 | lastmap = m; |
536 | lastmap = m; |
… | |
… | |
572 | max--; |
618 | max--; |
573 | lastdir = dir; |
619 | lastdir = dir; |
574 | if (!firstdir) |
620 | if (!firstdir) |
575 | firstdir = dir; |
621 | firstdir = dir; |
576 | } |
622 | } |
|
|
623 | |
577 | if (diff <= 1) |
624 | if (diff <= 1) |
578 | { |
625 | { |
579 | /* Recalculate diff (distance) because we may not have actually |
626 | /* Recalculate diff (distance) because we may not have actually |
580 | * headed toward player for entire distance. |
627 | * headed toward player for entire distance. |
581 | */ |
628 | */ |
582 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
629 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
583 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
630 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
584 | } |
631 | } |
|
|
632 | |
585 | if (diff > max) |
633 | if (diff > max) |
586 | return 0; |
634 | return 0; |
587 | } |
635 | } |
|
|
636 | |
588 | /* If we reached the max, didn't find a direction in time */ |
637 | /* If we reached the max, didn't find a direction in time */ |
589 | if (!max) |
638 | if (!max) |
590 | return 0; |
639 | return 0; |
591 | |
640 | |
592 | return firstdir; |
641 | return firstdir; |
593 | } |
642 | } |
594 | |
643 | |
595 | void |
644 | void |
596 | give_initial_items (object *pl, treasurelist * items) |
645 | give_initial_items (object *pl, treasurelist *items) |
597 | { |
646 | { |
598 | object *op, *next = NULL; |
|
|
599 | |
|
|
600 | if (pl->randomitems != NULL) |
647 | if (pl->randomitems) |
601 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
648 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
602 | |
649 | |
603 | for (op = pl->inv; op; op = next) |
650 | for (object *next, *op = pl->inv; op; op = next) |
604 | { |
651 | { |
605 | next = op->below; |
652 | next = op->below; |
606 | |
653 | |
607 | /* Forces get applied per default, unless they have the |
654 | /* Forces get applied per default, unless they have the |
608 | * flag "neutral" set. Sorry but I can't think of a better way |
655 | * flag "neutral" set. Sorry but I can't think of a better way |
… | |
… | |
613 | /* we never give weapons/armour if these cannot be used |
660 | /* we never give weapons/armour if these cannot be used |
614 | * by this player due to race restrictions |
661 | * by this player due to race restrictions |
615 | */ |
662 | */ |
616 | if (pl->type == PLAYER) |
663 | if (pl->type == PLAYER) |
617 | { |
664 | { |
618 | if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && |
665 | if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) |
|
|
666 | && |
619 | (op->type == ARMOUR || op->type == BOOTS || |
667 | (op->type == ARMOUR || op->type == BOOTS |
620 | op->type == CLOAK || op->type == HELMET || |
668 | || op->type == CLOAK || op->type == HELMET |
621 | op->type == SHIELD || op->type == GLOVES || |
669 | || op->type == SHIELD || op->type == GLOVES |
|
|
670 | || op->type == BRACERS || op->type == GIRDLE)) |
622 | op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
671 | || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
623 | { |
672 | { |
624 | op->destroy (); |
673 | op->destroy (); |
625 | continue; |
674 | continue; |
626 | } |
675 | } |
627 | } |
676 | } |
… | |
… | |
650 | if (op->nrof > 1) |
699 | if (op->nrof > 1) |
651 | op->nrof = 1; |
700 | op->nrof = 1; |
652 | } |
701 | } |
653 | |
702 | |
654 | if (op->type == SPELLBOOK && op->inv) |
703 | if (op->type == SPELLBOOK && op->inv) |
655 | { |
|
|
656 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
704 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
657 | } |
|
|
658 | |
705 | |
659 | /* Give starting characters identified, uncursed, and undamned |
706 | /* Give starting characters identified, uncursed, and undamned |
660 | * items. Just don't identify gold or silver, or it won't be |
707 | * items. Just don't identify gold or silver, or it won't be |
661 | * merged properly. |
708 | * merged properly. |
662 | */ |
709 | */ |
663 | if (need_identify (op)) |
710 | if (need_identify (op)) |
664 | { |
711 | { |
665 | SET_FLAG (op, FLAG_IDENTIFIED); |
712 | SET_FLAG (op, FLAG_IDENTIFIED); |
666 | CLEAR_FLAG (op, FLAG_CURSED); |
713 | CLEAR_FLAG (op, FLAG_CURSED); |
667 | CLEAR_FLAG (op, FLAG_DAMNED); |
714 | CLEAR_FLAG (op, FLAG_DAMNED); |
668 | } |
715 | } |
|
|
716 | |
669 | if (op->type == SPELL) |
717 | if (op->type == SPELL) |
670 | { |
718 | { |
671 | op->destroy (); |
719 | op->destroy (); |
672 | continue; |
720 | continue; |
673 | } |
721 | } |
… | |
… | |
675 | { |
723 | { |
676 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
724 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
677 | op->stats.exp = 0; |
725 | op->stats.exp = 0; |
678 | op->level = 1; |
726 | op->level = 1; |
679 | } |
727 | } |
680 | /* lock all 'normal items by default */ |
728 | else /* lock all 'normal items by default */ |
681 | else |
|
|
682 | SET_FLAG (op, FLAG_INV_LOCKED); |
729 | SET_FLAG (op, FLAG_INV_LOCKED); |
683 | } /* for loop of objects in player inv */ |
730 | } /* for loop of objects in player inv */ |
684 | |
731 | |
685 | /* Need to set up the skill pointers */ |
732 | /* Need to set up the skill pointers */ |
686 | link_player_skills (pl); |
733 | pl->contr->link_skills (); |
687 | } |
|
|
688 | |
|
|
689 | void |
|
|
690 | get_name (object *op) |
|
|
691 | { |
|
|
692 | op->contr->write_buf[0] = '\0'; |
|
|
693 | op->contr->state = ST_GET_NAME; |
|
|
694 | send_query (op->contr->socket, 0, "What is your name?\n:"); |
|
|
695 | } |
|
|
696 | |
|
|
697 | void |
|
|
698 | get_password (object *op) |
|
|
699 | { |
|
|
700 | op->contr->write_buf[0] = '\0'; |
|
|
701 | op->contr->state = ST_GET_PASSWORD; |
|
|
702 | send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:"); |
|
|
703 | } |
|
|
704 | |
|
|
705 | void |
|
|
706 | play_again (object *op) |
|
|
707 | { |
|
|
708 | op->contr->state = ST_PLAY_AGAIN; |
|
|
709 | op->chosen_skill = NULL; |
|
|
710 | send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?"); |
|
|
711 | /* a bit of a hack, but there are various places early in th |
|
|
712 | * player creation process that a user can quit (eg, roll |
|
|
713 | * stats) that isn't removing the player. Taking a quick |
|
|
714 | * look, there are many places that call play_again without |
|
|
715 | * removing the player - it probably makes more sense |
|
|
716 | * to leave it to play_again to remove the object in all |
|
|
717 | * cases. |
|
|
718 | */ |
|
|
719 | if (!QUERY_FLAG (op, FLAG_REMOVED)) |
|
|
720 | op->remove (); |
|
|
721 | /* Need to set this to null - otherwise, it could point to garbage, |
|
|
722 | * and draw() doesn't check to see if the player is removed, only if |
|
|
723 | * the map is null or not swapped out. |
|
|
724 | */ |
|
|
725 | op->map = NULL; |
|
|
726 | } |
|
|
727 | |
|
|
728 | int |
|
|
729 | receive_play_again (object *op, char key) |
|
|
730 | { |
|
|
731 | if (key == 'q' || key == 'Q') |
|
|
732 | { |
|
|
733 | remove_friendly_object (op); |
|
|
734 | leave (op->contr, 0); /* ericserver will draw the message */ |
|
|
735 | return 2; |
|
|
736 | } |
|
|
737 | else if (key == 'a' || key == 'A') |
|
|
738 | { |
|
|
739 | player *pl = op->contr; |
|
|
740 | shstr name = op->name; |
|
|
741 | |
|
|
742 | op->contr = 0; |
|
|
743 | op->type = 0; |
|
|
744 | op->destroy (1); |
|
|
745 | pl = get_player (pl); |
|
|
746 | op = pl->ob; |
|
|
747 | add_friendly_object (op); |
|
|
748 | op->contr->password[0] = '~'; |
|
|
749 | op->name = op->name_pl = 0; |
|
|
750 | /* Lets put a space in here */ |
|
|
751 | new_draw_info (NDI_UNIQUE, 0, op, "\n"); |
|
|
752 | get_name (op); |
|
|
753 | op->name = op->name_pl = name; |
|
|
754 | set_first_map (op); |
|
|
755 | } |
|
|
756 | else |
|
|
757 | /* user pressed something else so just ask again... */ |
|
|
758 | play_again (op); |
|
|
759 | |
|
|
760 | return 0; |
|
|
761 | } |
|
|
762 | |
|
|
763 | void |
|
|
764 | confirm_password (object *op) |
|
|
765 | { |
|
|
766 | |
|
|
767 | op->contr->write_buf[0] = '\0'; |
|
|
768 | op->contr->state = ST_CONFIRM_PASSWORD; |
|
|
769 | send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); |
|
|
770 | } |
734 | } |
771 | |
735 | |
772 | void |
736 | void |
773 | get_party_password (object *op, partylist *party) |
737 | get_party_password (object *op, partylist *party) |
774 | { |
738 | { |
775 | if (party == NULL) |
739 | if (party == NULL) |
776 | { |
740 | { |
777 | LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); |
741 | LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); |
778 | return; |
742 | return; |
779 | } |
743 | } |
|
|
744 | |
780 | op->contr->write_buf[0] = '\0'; |
745 | op->contr->write_buf[0] = '\0'; |
781 | op->contr->state = ST_GET_PARTY_PASSWORD; |
746 | op->contr->ns->state = ST_GET_PARTY_PASSWORD; |
782 | op->contr->party_to_join = party; |
747 | op->contr->party_to_join = party; |
783 | send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
748 | send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
784 | } |
749 | } |
785 | |
|
|
786 | |
750 | |
787 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
751 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
788 | int |
752 | static int |
789 | roll_stat (void) |
753 | roll_stat (void) |
790 | { |
754 | { |
791 | int a[4], i, j, k; |
755 | int a[4], i, j, k; |
792 | |
756 | |
793 | for (i = 0; i < 4; i++) |
757 | for (i = 0; i < 4; i++) |
794 | a[i] = (int) RANDOM () % 6 + 1; |
758 | a[i] = (int) rndm (6) + 1; |
795 | |
759 | |
796 | for (i = 0, j = 0, k = 7; i < 4; i++) |
760 | for (i = 0, j = 0, k = 7; i < 4; i++) |
797 | if (a[i] < k) |
761 | if (a[i] < k) |
798 | k = a[i], j = i; |
762 | k = a[i], j = i; |
799 | |
763 | |
800 | for (i = 0, k = 0; i < 4; i++) |
764 | for (i = 0, k = 0; i < 4; i++) |
801 | { |
|
|
802 | if (i != j) |
765 | if (i != j) |
803 | k += a[i]; |
766 | k += a[i]; |
804 | } |
767 | |
805 | return k; |
768 | return k; |
806 | } |
769 | } |
807 | |
770 | |
808 | void |
771 | void |
809 | roll_stats (object *op) |
772 | object::roll_stats () |
810 | { |
773 | { |
|
|
774 | int statsort [NUM_STATS]; |
|
|
775 | |
|
|
776 | for (;;) |
|
|
777 | { |
811 | int sum = 0; |
778 | int sum = 0; |
812 | int i = 0, j = 0; |
779 | for (int i = NUM_STATS; i--; ) |
813 | int statsort[7]; |
780 | sum += statsort [i] = roll_stat (); |
814 | |
781 | |
815 | do |
782 | if (sum >= 82 && sum <= 116) |
|
|
783 | break; |
816 | { |
784 | } |
817 | op->stats.Str = roll_stat (); |
|
|
818 | op->stats.Dex = roll_stat (); |
|
|
819 | op->stats.Int = roll_stat (); |
|
|
820 | op->stats.Con = roll_stat (); |
|
|
821 | op->stats.Wis = roll_stat (); |
|
|
822 | op->stats.Pow = roll_stat (); |
|
|
823 | op->stats.Cha = roll_stat (); |
|
|
824 | sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha; |
|
|
825 | } |
|
|
826 | while (sum < 82 || sum > 116); |
|
|
827 | |
785 | |
828 | /* Sort the stats so that rerolling is easier... */ |
786 | // Sort the stats so that rerolling is easier... |
829 | statsort[0] = op->stats.Str; |
787 | std::sort (statsort, statsort + NUM_STATS, std::greater<int>()); |
830 | statsort[1] = op->stats.Dex; |
|
|
831 | statsort[2] = op->stats.Int; |
|
|
832 | statsort[3] = op->stats.Con; |
|
|
833 | statsort[4] = op->stats.Wis; |
|
|
834 | statsort[5] = op->stats.Pow; |
|
|
835 | statsort[6] = op->stats.Cha; |
|
|
836 | |
788 | |
837 | /* a quick and dirty bubblesort? */ |
789 | for (int i = 0; i < NUM_STATS; ++i) |
838 | do |
790 | stats.stat (i) = statsort [i]; |
839 | { |
|
|
840 | if (statsort[i] < statsort[i + 1]) |
|
|
841 | { |
|
|
842 | j = statsort[i]; |
|
|
843 | statsort[i] = statsort[i + 1]; |
|
|
844 | statsort[i + 1] = j; |
|
|
845 | i = 0; |
|
|
846 | } |
|
|
847 | else |
|
|
848 | { |
|
|
849 | i++; |
|
|
850 | } |
|
|
851 | } |
|
|
852 | while (i < 6); |
|
|
853 | |
791 | |
854 | op->stats.Str = statsort[0]; |
|
|
855 | op->stats.Dex = statsort[1]; |
|
|
856 | op->stats.Con = statsort[2]; |
|
|
857 | op->stats.Int = statsort[3]; |
|
|
858 | op->stats.Wis = statsort[4]; |
|
|
859 | op->stats.Pow = statsort[5]; |
|
|
860 | op->stats.Cha = statsort[6]; |
|
|
861 | |
|
|
862 | |
|
|
863 | op->contr->orig_stats.Str = op->stats.Str; |
|
|
864 | op->contr->orig_stats.Dex = op->stats.Dex; |
|
|
865 | op->contr->orig_stats.Int = op->stats.Int; |
|
|
866 | op->contr->orig_stats.Con = op->stats.Con; |
|
|
867 | op->contr->orig_stats.Wis = op->stats.Wis; |
|
|
868 | op->contr->orig_stats.Pow = op->stats.Pow; |
|
|
869 | op->contr->orig_stats.Cha = op->stats.Cha; |
|
|
870 | |
|
|
871 | op->level = 1; |
|
|
872 | op->stats.exp = 0; |
792 | stats.exp = 0; |
873 | op->stats.ac = 0; |
793 | stats.ac = 0; |
874 | |
794 | |
875 | op->contr->levhp[1] = 9; |
|
|
876 | op->contr->levsp[1] = 6; |
|
|
877 | op->contr->levgrace[1] = 3; |
|
|
878 | |
|
|
879 | fix_player (op); |
|
|
880 | op->stats.hp = op->stats.maxhp; |
795 | stats.hp = stats.maxhp; |
881 | op->stats.sp = op->stats.maxsp; |
796 | stats.sp = stats.maxsp; |
882 | op->stats.grace = op->stats.maxgrace; |
797 | stats.grace = stats.maxgrace; |
|
|
798 | |
|
|
799 | if (contr) |
|
|
800 | { |
|
|
801 | contr->levhp[1] = 9; |
|
|
802 | contr->levsp[1] = 6; |
|
|
803 | contr->levgrace[1] = 3; |
|
|
804 | |
883 | op->contr->orig_stats = op->stats; |
805 | contr->orig_stats = stats; |
|
|
806 | } |
884 | } |
807 | } |
885 | |
808 | |
886 | void |
809 | void |
887 | Roll_Again (object *op) |
810 | object::swap_stats (int a, int b) |
888 | { |
811 | { |
889 | esrv_new_player (op->contr, 0); |
812 | swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b)); |
890 | send_query (op->contr->socket, CS_QUERY_SINGLECHAR, |
|
|
891 | "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); |
|
|
892 | } |
|
|
893 | |
813 | |
894 | void |
814 | for (int i = 0; i < NUM_STATS; ++i) |
895 | Swap_Stat (object *op, int Swap_Second) |
815 | stats.stat (i) = contr->orig_stats.stat (i); |
|
|
816 | |
|
|
817 | //TODO: the following code looks so borked and should, at the very least, |
|
|
818 | // be merged with the similar code in roll_stats |
|
|
819 | stats.ac = 0; |
|
|
820 | |
|
|
821 | level = 1; |
|
|
822 | stats.exp = 0; |
|
|
823 | stats.ac = 0; |
|
|
824 | |
|
|
825 | stats.hp = stats.maxhp; |
|
|
826 | stats.sp = stats.maxsp; |
|
|
827 | stats.grace = stats.maxgrace; |
|
|
828 | |
|
|
829 | if (contr) |
|
|
830 | { |
|
|
831 | contr->levhp[1] = 9; |
|
|
832 | contr->levsp[1] = 6; |
|
|
833 | contr->levgrace[1] = 3; |
|
|
834 | |
|
|
835 | contr->orig_stats = stats; |
|
|
836 | } |
|
|
837 | } |
|
|
838 | |
|
|
839 | static void |
|
|
840 | start_info (object *op) |
896 | { |
841 | { |
897 | signed char tmp; |
|
|
898 | char buf[MAX_BUF]; |
842 | char buf[MAX_BUF]; |
899 | |
843 | |
900 | if (op->contr->Swap_First == -1) |
844 | sprintf (buf, "Welcome to Deliantra v%s!", VERSION); |
901 | { |
|
|
902 | new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!"); |
|
|
903 | new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,"); |
|
|
904 | new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au"); |
|
|
905 | return; |
|
|
906 | } |
|
|
907 | |
|
|
908 | tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First); |
|
|
909 | |
|
|
910 | set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second)); |
|
|
911 | |
|
|
912 | set_attr_value (&op->contr->orig_stats, Swap_Second, tmp); |
|
|
913 | |
|
|
914 | sprintf (buf, "%s done\n", short_stat_name[Swap_Second]); |
|
|
915 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
845 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
916 | op->stats.Str = op->contr->orig_stats.Str; |
|
|
917 | op->stats.Dex = op->contr->orig_stats.Dex; |
|
|
918 | op->stats.Con = op->contr->orig_stats.Con; |
|
|
919 | op->stats.Int = op->contr->orig_stats.Int; |
|
|
920 | op->stats.Wis = op->contr->orig_stats.Wis; |
|
|
921 | op->stats.Pow = op->contr->orig_stats.Pow; |
|
|
922 | op->stats.Cha = op->contr->orig_stats.Cha; |
|
|
923 | op->stats.ac = 0; |
|
|
924 | |
|
|
925 | op->level = 1; |
|
|
926 | op->stats.exp = 0; |
|
|
927 | op->stats.ac = 0; |
|
|
928 | |
|
|
929 | op->contr->levhp[1] = 9; |
|
|
930 | op->contr->levsp[1] = 6; |
|
|
931 | op->contr->levgrace[1] = 3; |
|
|
932 | |
|
|
933 | fix_player (op); |
|
|
934 | op->stats.hp = op->stats.maxhp; |
|
|
935 | op->stats.sp = op->stats.maxsp; |
|
|
936 | op->stats.grace = op->stats.maxgrace; |
|
|
937 | op->contr->orig_stats = op->stats; |
|
|
938 | op->contr->Swap_First = -1; |
|
|
939 | } |
|
|
940 | |
|
|
941 | |
|
|
942 | /* This code has been greatly reduced, because with set_attr_value |
|
|
943 | * and get_attr_value, the stats can be accessed just numeric |
|
|
944 | * ids. stat_trans is a table that translate the number entered |
|
|
945 | * into the actual stat. It is needed because the order the stats |
|
|
946 | * are displayed in the stat window is not the same as how |
|
|
947 | * the number's access that stat. The table does that translation. |
|
|
948 | */ |
|
|
949 | int |
|
|
950 | key_roll_stat (object *op, char key) |
|
|
951 | { |
|
|
952 | int keynum = key - '0'; |
|
|
953 | char buf[MAX_BUF]; |
|
|
954 | static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA }; |
|
|
955 | |
|
|
956 | if (keynum > 0 && keynum <= 7) |
|
|
957 | { |
|
|
958 | if (op->contr->Swap_First == -1) |
|
|
959 | { |
|
|
960 | op->contr->Swap_First = stat_trans[keynum]; |
|
|
961 | sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]); |
|
|
962 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
963 | } |
|
|
964 | else |
|
|
965 | Swap_Stat (op, stat_trans[keynum]); |
|
|
966 | |
|
|
967 | send_query (op->contr->socket, CS_QUERY_SINGLECHAR, ""); |
|
|
968 | return 1; |
|
|
969 | } |
|
|
970 | switch (key) |
|
|
971 | { |
|
|
972 | case 'n': |
|
|
973 | case 'N': |
|
|
974 | { |
|
|
975 | SET_FLAG (op, FLAG_WIZ); |
|
|
976 | if (op->map == NULL) |
|
|
977 | { |
|
|
978 | LOG (llevError, "Map == NULL in state 2\n"); |
|
|
979 | break; |
|
|
980 | } |
|
|
981 | |
|
|
982 | #if 0 |
|
|
983 | /* So that enter_exit will put us at startx/starty */ |
|
|
984 | op->x = -1; |
|
|
985 | |
|
|
986 | enter_exit (op, NULL); |
|
|
987 | #endif |
|
|
988 | SET_ANIMATION (op, 2); /* So player faces south */ |
|
|
989 | /* Enter exit adds a player otherwise */ |
|
|
990 | add_statbonus (op); |
|
|
991 | send_query (op->contr->socket, CS_QUERY_SINGLECHAR, |
|
|
992 | "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n"); |
|
|
993 | op->contr->state = ST_CHANGE_CLASS; |
|
|
994 | if (op->msg) |
|
|
995 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
|
|
996 | return 0; |
|
|
997 | } |
|
|
998 | case 'y': |
|
|
999 | case 'Y': |
|
|
1000 | roll_stats (op); |
|
|
1001 | send_query (op->contr->socket, CS_QUERY_SINGLECHAR, ""); |
|
|
1002 | return 1; |
|
|
1003 | |
|
|
1004 | case 'q': |
|
|
1005 | case 'Q': |
|
|
1006 | play_again (op); |
|
|
1007 | return 1; |
|
|
1008 | |
|
|
1009 | default: |
|
|
1010 | send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?"); |
|
|
1011 | return 0; |
|
|
1012 | } |
|
|
1013 | return 0; |
|
|
1014 | } |
846 | } |
1015 | |
847 | |
1016 | /* This function takes the key that is passed, and does the |
848 | /* This function takes the key that is passed, and does the |
1017 | * appropriate action with it (change race, or other things). |
849 | * appropriate action with it (change race, or other things). |
1018 | * The function name is for historical reasons - now we have |
850 | * The function name is for historical reasons - now we have |
1019 | * separate race and class; this actually changes the RACE, |
851 | * separate race and class; this actually changes the RACE, |
1020 | * not the class. |
852 | * not the class. |
1021 | */ |
853 | */ |
1022 | |
854 | void |
1023 | int |
855 | player::chargen_race_done () |
1024 | key_change_class (object *op, char key) |
|
|
1025 | { |
856 | { |
1026 | int tmp_loop; |
|
|
1027 | |
|
|
1028 | if (key == 'q' || key == 'Q') |
|
|
1029 | { |
|
|
1030 | op->remove (); |
|
|
1031 | play_again (op); |
|
|
1032 | return 0; |
|
|
1033 | } |
|
|
1034 | if (key == 'd' || key == 'D') |
|
|
1035 | { |
|
|
1036 | char buf[MAX_BUF]; |
|
|
1037 | |
|
|
1038 | /* this must before then initial items are given */ |
857 | /* this must before then initial items are given */ |
1039 | esrv_new_player (op->contr, op->weight + op->carrying); |
858 | esrv_new_player (ob->contr); |
1040 | |
859 | |
1041 | treasurelist *tl = find_treasurelist ("starting_wealth"); |
860 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
1042 | if (tl) |
861 | if (tl) |
1043 | create_treasure (tl, op, 0, 0, 0); |
862 | create_treasure (tl, ob, 0, 0, 0); |
1044 | |
863 | |
1045 | INVOKE_PLAYER (BIRTH, op->contr); |
864 | INVOKE_PLAYER (BIRTH, ob->contr); |
1046 | INVOKE_PLAYER (LOGIN, op->contr); |
865 | INVOKE_PLAYER (LOGIN, ob->contr); |
1047 | |
866 | |
1048 | op->contr->state = ST_PLAYING; |
867 | ob->contr->ns->state = ST_PLAYING; |
1049 | |
868 | |
1050 | if (op->msg) |
869 | if (ob->msg) |
1051 | op->msg = NULL; |
870 | ob->msg = 0; |
1052 | |
871 | |
1053 | /* We create this now because some of the unique maps will need it |
|
|
1054 | * to save here. |
|
|
1055 | */ |
|
|
1056 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
|
|
1057 | make_path_to_file (buf); |
|
|
1058 | |
|
|
1059 | #ifdef AUTOSAVE |
|
|
1060 | op->contr->last_save_tick = pticks; |
|
|
1061 | #endif |
|
|
1062 | start_info (op); |
872 | start_info (ob); |
1063 | CLEAR_FLAG (op, FLAG_WIZ); |
873 | CLEAR_FLAG (ob, FLAG_WIZ); |
1064 | give_initial_items (op, op->randomitems); |
874 | give_initial_items (ob, ob->randomitems); |
1065 | link_player_skills (op); |
|
|
1066 | esrv_send_inventory (op, op); |
875 | esrv_send_inventory (ob, ob); |
1067 | fix_player (op); |
876 | ob->update_stats (); |
1068 | |
877 | |
1069 | /* This moves the player to a different start map, if there |
878 | /* This moves the player to a different start map, if there |
1070 | * is one for this race |
879 | * is one for this race |
1071 | */ |
880 | */ |
1072 | if (*first_map_ext_path) |
881 | if (*first_map_ext_path) |
1073 | { |
882 | ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); |
1074 | object *tmp; |
|
|
1075 | char mapname[MAX_BUF]; |
|
|
1076 | |
|
|
1077 | snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); |
|
|
1078 | tmp = object::create (); |
|
|
1079 | EXIT_PATH (tmp) = mapname; |
|
|
1080 | EXIT_X (tmp) = op->x; |
|
|
1081 | EXIT_Y (tmp) = op->y; |
|
|
1082 | enter_exit (op, tmp); /* we don't really care if it succeeded; |
|
|
1083 | * if the map isn't there, then stay on the |
|
|
1084 | * default initial map */ |
|
|
1085 | tmp->destroy (); |
|
|
1086 | } |
|
|
1087 | else |
883 | else |
1088 | { |
|
|
1089 | LOG (llevDebug, "first_map_ext_path not set\n"); |
884 | LOG (llevDebug, "first_map_ext_path not set\n"); |
1090 | } |
885 | } |
1091 | return 0; |
|
|
1092 | } |
|
|
1093 | |
886 | |
|
|
887 | void |
|
|
888 | player::chargen_race_next () |
|
|
889 | { |
1094 | /* Following actually changes the race - this is the default command |
890 | /* Following actually changes the race - this is the default command |
1095 | * if we don't match with one of the options above. |
891 | * if we don't match with one of the options above. |
1096 | */ |
892 | */ |
1097 | |
893 | |
1098 | tmp_loop = 0; |
894 | do |
1099 | while (!tmp_loop) |
|
|
1100 | { |
895 | { |
1101 | shstr name = op->name; |
896 | shstr name = ob->name; |
1102 | int x = op->x, y = op->y; |
897 | int x = ob->x, y = ob->y; |
1103 | |
898 | |
1104 | remove_statbonus (op); |
899 | ob->remove_statbonus (); |
1105 | op->remove (); |
900 | ob->remove (); |
1106 | op->arch = get_player_archetype (op->arch); |
901 | ob->arch = get_player_archetype (ob->arch); |
1107 | op->arch->clone.copy_to (op); |
902 | ob->arch->copy_to (ob); |
1108 | op->instantiate (); |
903 | ob->instantiate (); |
1109 | op->stats = op->contr->orig_stats; |
904 | ob->stats = ob->contr->orig_stats; |
1110 | op->name = op->name_pl = name; |
905 | ob->name = ob->name_pl = name; |
1111 | op->x = x; |
906 | ob->x = x; |
1112 | op->y = y; |
907 | ob->y = y; |
1113 | SET_ANIMATION (op, 2); /* So player faces south */ |
908 | SET_ANIMATION (ob, 2); /* So player faces south */ |
1114 | insert_ob_in_map (op, op->map, op, 0); |
909 | insert_ob_in_map (ob, ob->map, ob, 0); |
1115 | assign (op->contr->title, op->arch->clone.name); |
910 | assign (ob->contr->title, ob->arch->object::name); |
1116 | add_statbonus (op); |
911 | ob->add_statbonus (); |
1117 | tmp_loop = allowed_class (op); |
|
|
1118 | } |
912 | } |
|
|
913 | while (!allowed_class (ob)); |
1119 | |
914 | |
1120 | update_object (op, UP_OBJ_FACE); |
915 | update_object (ob, UP_OBJ_FACE); |
1121 | esrv_update_item (UPD_FACE, op, op); |
916 | esrv_update_item (UPD_FACE, ob, ob); |
1122 | fix_player (op); |
917 | ob->update_stats (); |
1123 | op->stats.hp = op->stats.maxhp; |
918 | ob->stats.hp = ob->stats.maxhp; |
1124 | op->stats.sp = op->stats.maxsp; |
919 | ob->stats.sp = ob->stats.maxsp; |
1125 | op->stats.grace = 0; |
920 | ob->stats.grace = 0; |
1126 | |
|
|
1127 | if (op->msg) |
|
|
1128 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
|
|
1129 | |
|
|
1130 | send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); |
|
|
1131 | return 0; |
|
|
1132 | } |
|
|
1133 | |
|
|
1134 | int |
|
|
1135 | key_confirm_quit (object *op, char key) |
|
|
1136 | { |
|
|
1137 | char buf[MAX_BUF]; |
|
|
1138 | |
|
|
1139 | if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') |
|
|
1140 | { |
|
|
1141 | op->contr->state = ST_PLAYING; |
|
|
1142 | new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); |
|
|
1143 | return 1; |
|
|
1144 | } |
|
|
1145 | |
|
|
1146 | INVOKE_PLAYER (LOGOUT, op->contr); |
|
|
1147 | INVOKE_PLAYER (QUIT, op->contr); |
|
|
1148 | |
|
|
1149 | terminate_all_pets (op); |
|
|
1150 | leave_map (op); |
|
|
1151 | op->direction = 0; |
|
|
1152 | new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); |
|
|
1153 | |
|
|
1154 | strcpy (op->contr->killer, "quit"); |
|
|
1155 | check_score (op); |
|
|
1156 | op->contr->party = NULL; |
|
|
1157 | if (settings.set_title == TRUE) |
|
|
1158 | op->contr->own_title[0] = '\0'; |
|
|
1159 | |
|
|
1160 | if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) |
|
|
1161 | { |
|
|
1162 | maptile *mp, *next; |
|
|
1163 | |
|
|
1164 | /* We need to hunt for any per player unique maps in memory and |
|
|
1165 | * get rid of them. The trailing slash in the path is intentional, |
|
|
1166 | * so that players named 'Ab' won't match against players 'Abe' pathname |
|
|
1167 | */ |
|
|
1168 | sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); |
|
|
1169 | for (mp = first_map; mp != NULL; mp = next) |
|
|
1170 | { |
|
|
1171 | next = mp->next; |
|
|
1172 | if (!strncmp (mp->path, buf, strlen (buf))) |
|
|
1173 | delete_map (mp); |
|
|
1174 | } |
|
|
1175 | |
|
|
1176 | delete_character (op->name, 1); |
|
|
1177 | } |
|
|
1178 | |
|
|
1179 | play_again (op); |
|
|
1180 | return 1; |
|
|
1181 | } |
921 | } |
1182 | |
922 | |
1183 | void |
923 | void |
1184 | flee_player (object *op) |
924 | flee_player (object *op) |
1185 | { |
925 | { |
… | |
… | |
1191 | LOG (llevDebug, "Fleeing player is dead.\n"); |
931 | LOG (llevDebug, "Fleeing player is dead.\n"); |
1192 | CLEAR_FLAG (op, FLAG_SCARED); |
932 | CLEAR_FLAG (op, FLAG_SCARED); |
1193 | return; |
933 | return; |
1194 | } |
934 | } |
1195 | |
935 | |
1196 | if (op->enemy == NULL) |
936 | if (!op->enemy) |
1197 | { |
937 | { |
1198 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
938 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
1199 | CLEAR_FLAG (op, FLAG_SCARED); |
939 | CLEAR_FLAG (op, FLAG_SCARED); |
1200 | return; |
940 | return; |
1201 | } |
941 | } |
1202 | |
942 | |
1203 | /* Seen some crashes here. Since we don't store an |
|
|
1204 | * op->enemy_count, it is possible that something destroys the |
|
|
1205 | * actual enemy, and the object is recycled. |
|
|
1206 | */ |
|
|
1207 | if (op->enemy->map == NULL) |
|
|
1208 | { |
|
|
1209 | CLEAR_FLAG (op, FLAG_SCARED); |
|
|
1210 | op->enemy = NULL; |
|
|
1211 | return; |
|
|
1212 | } |
|
|
1213 | |
|
|
1214 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
943 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
1215 | { |
944 | { |
1216 | op->enemy = NULL; |
945 | op->enemy = NULL; |
1217 | CLEAR_FLAG (op, FLAG_SCARED); |
946 | CLEAR_FLAG (op, FLAG_SCARED); |
1218 | return; |
947 | return; |
1219 | } |
948 | } |
|
|
949 | |
1220 | get_rangevector (op, op->enemy, &rv, 0); |
950 | get_rangevector (op, op->enemy, &rv, 0); |
1221 | |
951 | |
1222 | dir = absdir (4 + rv.direction); |
952 | dir = absdir (4 + rv.direction); |
1223 | for (diff = 0; diff < 3; diff++) |
953 | for (diff = 0; diff < 3; diff++) |
1224 | { |
954 | { |
1225 | int m = 1 - (RANDOM () & 2); |
955 | int m = 1 - rndm (2) * 2; |
1226 | |
956 | |
1227 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
957 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
1228 | { |
|
|
1229 | return; |
958 | return; |
1230 | } |
|
|
1231 | } |
959 | } |
|
|
960 | |
1232 | /* Cornered, get rid of scared */ |
961 | /* Cornered, get rid of scared */ |
1233 | CLEAR_FLAG (op, FLAG_SCARED); |
962 | CLEAR_FLAG (op, FLAG_SCARED); |
1234 | op->enemy = NULL; |
963 | op->enemy = NULL; |
1235 | } |
964 | } |
1236 | |
965 | |
1237 | |
|
|
1238 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
966 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
1239 | * IT returns 1 if the player should keep on moving, 0 if he should |
967 | * It returns 1 if the player should keep on moving, 0 if he should |
1240 | * stop. |
968 | * stop. |
1241 | */ |
969 | */ |
1242 | int |
970 | int |
1243 | check_pick (object *op) |
971 | check_pick (object *op) |
1244 | { |
972 | { |
1245 | object *tmp, *next; |
973 | object *tmp, *next; |
1246 | int stop = 0; |
974 | int stop = 0; |
1247 | int j, k, wvratio; |
975 | int wvratio; |
1248 | char putstring[128], tmpstr[16]; |
|
|
1249 | |
976 | |
1250 | /* if you're flying, you cna't pick up anything */ |
977 | /* if you're flying, you cna't pick up anything */ |
1251 | if (op->move_type & MOVE_FLYING) |
978 | if (op->move_type & MOVE_FLYING) |
1252 | return 1; |
979 | return 1; |
1253 | |
980 | |
1254 | next = op->below; |
981 | next = op->below; |
1255 | |
982 | |
|
|
983 | int cnt = MAX_ITEM_PER_DROP; |
|
|
984 | #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) |
|
|
985 | |
1256 | /* loop while there are items on the floor that are not marked as |
986 | /* loop while there are items on the floor that are not marked as |
1257 | * destroyed */ |
987 | * destroyed */ |
1258 | while (next && !next->destroyed ()) |
988 | while (next && !next->destroyed ()) |
1259 | { |
989 | { |
1260 | tmp = next; |
990 | tmp = next; |
1261 | next = tmp->below; |
991 | next = tmp->below; |
1262 | |
992 | |
|
|
993 | if (cnt <= 0) |
|
|
994 | { |
|
|
995 | op->failmsg ("Couldn't pickup all items at once."); |
|
|
996 | return 0; |
|
|
997 | } |
|
|
998 | |
1263 | if (op->destroyed ()) |
999 | if (op->destroyed ()) |
1264 | return 0; |
1000 | return 0; |
1265 | |
1001 | |
1266 | if (!can_pick (op, tmp)) |
1002 | if (!can_pick (op, tmp)) |
1267 | continue; |
1003 | continue; |
1268 | |
1004 | |
1269 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
1005 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
1270 | { |
1006 | { |
1271 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1007 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1272 | pick_up (op, tmp); |
1008 | CHK_PICK_PICKUP; |
|
|
1009 | |
1273 | continue; |
1010 | continue; |
1274 | } |
1011 | } |
1275 | |
1012 | |
1276 | /* high not bit set? We're using the old autopickup model */ |
1013 | /* pickup handling */ |
|
|
1014 | if (op->contr->mode & PU_DEBUG) |
|
|
1015 | { |
|
|
1016 | /* some debugging code to figure out item information */ |
|
|
1017 | const char *str = tmp->name |
|
|
1018 | ? format ("item name: %s item type: %d weight/value: %d", |
|
|
1019 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))) |
|
|
1020 | : format ("item name: %s item type: %d weight/value: %d", |
|
|
1021 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1022 | |
|
|
1023 | new_draw_info (NDI_UNIQUE, 0, op, str); |
|
|
1024 | } |
|
|
1025 | |
|
|
1026 | if (op->contr->mode & PU_INHIBIT) |
|
|
1027 | return 1; |
|
|
1028 | |
|
|
1029 | if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client |
|
|
1030 | return 1; |
|
|
1031 | |
|
|
1032 | /* philosophy: |
|
|
1033 | * It's easy to grab an item type from a pile, as long as it's |
|
|
1034 | * generic. This takes no game-time. For more detailed pickups |
|
|
1035 | * and selections, select-items should be used. This is a |
|
|
1036 | * grab-as-you-run type mode that's really useful for arrows for |
|
|
1037 | * example. |
|
|
1038 | * The drawback: right now it has no frontend, so you need to |
|
|
1039 | * stick the bits you want into a calculator in hex mode and then |
|
|
1040 | * convert to decimal and then 'pickup <#> |
|
|
1041 | */ |
|
|
1042 | |
|
|
1043 | /* the first two modes are exclusive: if NOTHING we return, if |
|
|
1044 | * STOP then we stop. All the rest are applied sequentially, |
|
|
1045 | * meaning if any test passes, the item gets picked up. */ |
|
|
1046 | |
|
|
1047 | /* if mode is set to pick nothing up, return */ |
|
|
1048 | if (op->contr->mode == PU_NOTHING) |
|
|
1049 | return 1; |
|
|
1050 | |
|
|
1051 | /* if mode is set to stop when encountering objects, return */ |
|
|
1052 | /* take STOP before INHIBIT since it doesn't actually pick |
|
|
1053 | * anything up */ |
|
|
1054 | if (op->contr->mode & PU_STOP) |
|
|
1055 | return 0; |
|
|
1056 | |
|
|
1057 | /* useful for going into stores and not losing your settings... */ |
|
|
1058 | /* and for battles wher you don't want to get loaded down while |
|
|
1059 | * fighting */ |
|
|
1060 | if (op->contr->mode & PU_INHIBIT) |
|
|
1061 | return 1; |
|
|
1062 | |
|
|
1063 | /* prevent us from turning into auto-thieves :) */ |
|
|
1064 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
1065 | continue; |
|
|
1066 | |
|
|
1067 | /* ignore known cursed objects */ |
|
|
1068 | if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) |
|
|
1069 | continue; |
|
|
1070 | |
|
|
1071 | /* all food and drink if desired */ |
|
|
1072 | /* question: don't pick up known-poisonous stuff? */ |
1277 | if (!(op->contr->mode & PU_NEWMODE)) |
1073 | if (op->contr->mode & PU_FOOD) |
|
|
1074 | if (tmp->type == FOOD) |
1278 | { |
1075 | { |
1279 | switch (op->contr->mode) |
1076 | CHK_PICK_PICKUP; |
|
|
1077 | continue; |
|
|
1078 | } |
|
|
1079 | |
|
|
1080 | if (op->contr->mode & PU_DRINK) |
|
|
1081 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
|
|
1082 | { |
|
|
1083 | CHK_PICK_PICKUP; |
|
|
1084 | continue; |
|
|
1085 | } |
|
|
1086 | |
|
|
1087 | if (op->contr->mode & PU_POTION) |
|
|
1088 | if (tmp->type == POTION) |
|
|
1089 | { |
|
|
1090 | CHK_PICK_PICKUP; |
|
|
1091 | continue; |
|
|
1092 | } |
|
|
1093 | |
|
|
1094 | /* spellbooks, skillscrolls and normal books/scrolls */ |
|
|
1095 | if (op->contr->mode & PU_SPELLBOOK) |
|
|
1096 | if (tmp->type == SPELLBOOK) |
|
|
1097 | { |
|
|
1098 | CHK_PICK_PICKUP; |
|
|
1099 | continue; |
|
|
1100 | } |
|
|
1101 | |
|
|
1102 | if (op->contr->mode & PU_SKILLSCROLL) |
|
|
1103 | if (tmp->type == SKILLSCROLL) |
|
|
1104 | { |
|
|
1105 | CHK_PICK_PICKUP; |
|
|
1106 | continue; |
|
|
1107 | } |
|
|
1108 | |
|
|
1109 | if (op->contr->mode & PU_READABLES) |
|
|
1110 | if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) |
|
|
1111 | { |
|
|
1112 | CHK_PICK_PICKUP; |
|
|
1113 | continue; |
|
|
1114 | } |
|
|
1115 | |
|
|
1116 | /* wands/staves/rods/horns */ |
|
|
1117 | if (op->contr->mode & PU_MAGIC_DEVICE) |
|
|
1118 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
|
|
1119 | { |
|
|
1120 | CHK_PICK_PICKUP; |
|
|
1121 | continue; |
|
|
1122 | } |
|
|
1123 | |
|
|
1124 | /* pick up all magical items */ |
|
|
1125 | if (op->contr->mode & PU_MAGICAL) |
|
|
1126 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
|
|
1127 | { |
|
|
1128 | CHK_PICK_PICKUP; |
|
|
1129 | continue; |
|
|
1130 | } |
|
|
1131 | |
|
|
1132 | if (op->contr->mode & PU_VALUABLES) |
|
|
1133 | { |
|
|
1134 | if (tmp->type == MONEY || tmp->type == GEM) |
1280 | { |
1135 | { |
1281 | case 0: |
1136 | CHK_PICK_PICKUP; |
1282 | return 1; /* don't pick up */ |
1137 | continue; |
1283 | case 1: |
|
|
1284 | pick_up (op, tmp); |
|
|
1285 | return 1; |
|
|
1286 | case 2: |
|
|
1287 | pick_up (op, tmp); |
|
|
1288 | return 0; |
|
|
1289 | case 3: |
|
|
1290 | return 0; /* stop before pickup */ |
|
|
1291 | case 4: |
|
|
1292 | pick_up (op, tmp); |
|
|
1293 | break; |
|
|
1294 | case 5: |
|
|
1295 | pick_up (op, tmp); |
|
|
1296 | stop = 1; |
|
|
1297 | break; |
|
|
1298 | case 6: |
|
|
1299 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
|
|
1300 | pick_up (op, tmp); |
|
|
1301 | break; |
|
|
1302 | |
|
|
1303 | case 7: |
|
|
1304 | if (tmp->type == MONEY || tmp->type == GEM) |
|
|
1305 | pick_up (op, tmp); |
|
|
1306 | break; |
|
|
1307 | |
|
|
1308 | default: |
|
|
1309 | /* use value density */ |
|
|
1310 | if (!QUERY_FLAG (tmp, FLAG_UNPAID) |
|
|
1311 | && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) |
|
|
1312 | pick_up (op, tmp); |
|
|
1313 | } |
1138 | } |
1314 | } |
1139 | } |
1315 | else |
1140 | |
1316 | { /* old model */ |
1141 | /* rings & amulets - talismans seems to be typed AMULET */ |
1317 | /* NEW pickup handling */ |
|
|
1318 | if (op->contr->mode & PU_DEBUG) |
1142 | if (op->contr->mode & PU_JEWELS) |
|
|
1143 | if (tmp->type == RING || tmp->type == AMULET) |
1319 | { |
1144 | { |
1320 | /* some debugging code to figure out item information */ |
1145 | CHK_PICK_PICKUP; |
1321 | if (tmp->name != NULL) |
|
|
1322 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
|
|
1323 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1324 | else |
|
|
1325 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
|
|
1326 | &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1327 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
|
|
1328 | |
|
|
1329 | sprintf (putstring, "...flags: "); |
|
|
1330 | for (k = 0; k < 4; k++) |
|
|
1331 | { |
|
|
1332 | for (j = 0; j < 32; j++) |
|
|
1333 | { |
|
|
1334 | if ((tmp->flags[k] >> j) & 0x01) |
|
|
1335 | { |
|
|
1336 | sprintf (tmpstr, "%d ", k * 32 + j); |
|
|
1337 | strcat (putstring, tmpstr); |
|
|
1338 | } |
|
|
1339 | } |
|
|
1340 | } |
|
|
1341 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
|
|
1342 | |
|
|
1343 | #if 0 |
|
|
1344 | /* print the flags too */ |
|
|
1345 | for (k = 0; k < 4; k++) |
|
|
1346 | { |
|
|
1347 | fprintf (stderr, "%d [%d] ", k, k * 32 + 31); |
|
|
1348 | for (j = 0; j < 32; j++) |
|
|
1349 | { |
|
|
1350 | fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01); |
|
|
1351 | if (!((j + 1) % 4)) |
|
|
1352 | fprintf (stderr, " "); |
|
|
1353 | } |
|
|
1354 | fprintf (stderr, " [%d]\n", k * 32); |
|
|
1355 | } |
|
|
1356 | #endif |
|
|
1357 | } |
|
|
1358 | /* philosophy: |
|
|
1359 | * It's easy to grab an item type from a pile, as long as it's |
|
|
1360 | * generic. This takes no game-time. For more detailed pickups |
|
|
1361 | * and selections, select-items shoul dbe used. This is a |
|
|
1362 | * grab-as-you-run type mode that's really useful for arrows for |
|
|
1363 | * example. |
|
|
1364 | * The drawback: right now it has no frontend, so you need to |
|
|
1365 | * stick the bits you want into a calculator in hex mode and then |
|
|
1366 | * convert to decimal and then 'pickup <#> |
|
|
1367 | */ |
|
|
1368 | |
|
|
1369 | /* the first two modes are exclusive: if NOTHING we return, if |
|
|
1370 | * STOP then we stop. All the rest are applied sequentially, |
|
|
1371 | * meaning if any test passes, the item gets picked up. */ |
|
|
1372 | |
|
|
1373 | /* if mode is set to pick nothing up, return */ |
|
|
1374 | |
|
|
1375 | if (op->contr->mode & PU_NOTHING) |
|
|
1376 | return 1; |
|
|
1377 | |
|
|
1378 | /* if mode is set to stop when encountering objects, return */ |
|
|
1379 | /* take STOP before INHIBIT since it doesn't actually pick |
|
|
1380 | * anything up */ |
|
|
1381 | |
|
|
1382 | if (op->contr->mode & PU_STOP) |
|
|
1383 | return 0; |
|
|
1384 | |
|
|
1385 | /* useful for going into stores and not losing your settings... */ |
|
|
1386 | /* and for battles wher you don't want to get loaded down while |
|
|
1387 | * fighting */ |
|
|
1388 | if (op->contr->mode & PU_INHIBIT) |
|
|
1389 | return 1; |
|
|
1390 | |
|
|
1391 | /* prevent us from turning into auto-thieves :) */ |
|
|
1392 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
1393 | continue; |
1146 | continue; |
|
|
1147 | } |
1394 | |
1148 | |
1395 | /* ignore known cursed objects */ |
1149 | /* we don't forget dragon food */ |
1396 | if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) |
1150 | if (op->contr->mode & PU_FLESH) |
|
|
1151 | if (tmp->type == FLESH) |
|
|
1152 | { |
|
|
1153 | CHK_PICK_PICKUP; |
1397 | continue; |
1154 | continue; |
|
|
1155 | } |
1398 | |
1156 | |
1399 | /* all food and drink if desired */ |
1157 | /* bows and arrows. Bows are good for selling! */ |
1400 | /* question: don't pick up known-poisonous stuff? */ |
1158 | if (op->contr->mode & PU_BOW) |
|
|
1159 | if (tmp->type == BOW) |
|
|
1160 | { |
|
|
1161 | CHK_PICK_PICKUP; |
|
|
1162 | continue; |
|
|
1163 | } |
|
|
1164 | |
|
|
1165 | if (op->contr->mode & PU_ARROW) |
|
|
1166 | if (tmp->type == ARROW) |
|
|
1167 | { |
|
|
1168 | CHK_PICK_PICKUP; |
|
|
1169 | continue; |
|
|
1170 | } |
|
|
1171 | |
|
|
1172 | /* all kinds of armor etc. */ |
|
|
1173 | if (op->contr->mode & PU_ARMOUR) |
|
|
1174 | if (tmp->type == ARMOUR) |
|
|
1175 | { |
|
|
1176 | CHK_PICK_PICKUP; |
|
|
1177 | continue; |
|
|
1178 | } |
|
|
1179 | |
|
|
1180 | if (op->contr->mode & PU_HELMET) |
|
|
1181 | if (tmp->type == HELMET) |
|
|
1182 | { |
|
|
1183 | CHK_PICK_PICKUP; |
|
|
1184 | continue; |
|
|
1185 | } |
|
|
1186 | |
|
|
1187 | if (op->contr->mode & PU_SHIELD) |
|
|
1188 | if (tmp->type == SHIELD) |
|
|
1189 | { |
|
|
1190 | CHK_PICK_PICKUP; |
|
|
1191 | continue; |
|
|
1192 | } |
|
|
1193 | |
1401 | if (op->contr->mode & PU_FOOD) |
1194 | if (op->contr->mode & PU_BOOTS) |
1402 | if (tmp->type == FOOD) |
1195 | if (tmp->type == BOOTS) |
|
|
1196 | { |
|
|
1197 | CHK_PICK_PICKUP; |
|
|
1198 | continue; |
|
|
1199 | } |
|
|
1200 | |
|
|
1201 | if (op->contr->mode & PU_GLOVES) |
|
|
1202 | if (tmp->type == GLOVES) |
|
|
1203 | { |
|
|
1204 | CHK_PICK_PICKUP; |
|
|
1205 | continue; |
|
|
1206 | } |
|
|
1207 | |
|
|
1208 | if (op->contr->mode & PU_CLOAK) |
|
|
1209 | if (tmp->type == CLOAK) |
|
|
1210 | { |
|
|
1211 | CHK_PICK_PICKUP; |
|
|
1212 | continue; |
|
|
1213 | } |
|
|
1214 | |
|
|
1215 | /* hoping to catch throwing daggers here */ |
|
|
1216 | if (op->contr->mode & PU_MISSILEWEAPON) |
|
|
1217 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
|
|
1218 | { |
|
|
1219 | CHK_PICK_PICKUP; |
|
|
1220 | continue; |
|
|
1221 | } |
|
|
1222 | |
|
|
1223 | /* careful: chairs and tables are weapons! */ |
|
|
1224 | if (op->contr->mode & PU_ALLWEAPON) |
|
|
1225 | { |
|
|
1226 | if (tmp->type == WEAPON) |
|
|
1227 | if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair")) |
1403 | { |
1228 | { |
1404 | pick_up (op, tmp); |
1229 | CHK_PICK_PICKUP; |
1405 | continue; |
1230 | continue; |
1406 | } |
1231 | } |
|
|
1232 | } |
1407 | |
1233 | |
|
|
1234 | /* misc stuff that's useful */ |
1408 | if (op->contr->mode & PU_DRINK) |
1235 | if (op->contr->mode & PU_KEY) |
1409 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
1236 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1410 | { |
1237 | { |
1411 | pick_up (op, tmp); |
1238 | CHK_PICK_PICKUP; |
1412 | continue; |
1239 | continue; |
1413 | } |
1240 | } |
1414 | |
1241 | |
|
|
1242 | /* any of the last 4 bits set means we use the ratio for value |
|
|
1243 | * pickups */ |
1415 | if (op->contr->mode & PU_POTION) |
1244 | if (op->contr->mode & PU_RATIO) |
1416 | if (tmp->type == POTION) |
1245 | { |
|
|
1246 | /* use value density to decide what else to grab */ |
|
|
1247 | /* >=7 was >= op->contr->mode */ |
|
|
1248 | /* >=7 is the old standard setting. Now we take the last 4 bits |
1417 | { |
1249 | */ |
1418 | pick_up (op, tmp); |
|
|
1419 | continue; |
|
|
1420 | } |
|
|
1421 | |
|
|
1422 | /* spellbooks, skillscrolls and normal books/scrolls */ |
|
|
1423 | if (op->contr->mode & PU_SPELLBOOK) |
|
|
1424 | if (tmp->type == SPELLBOOK) |
|
|
1425 | { |
|
|
1426 | pick_up (op, tmp); |
|
|
1427 | continue; |
|
|
1428 | } |
|
|
1429 | |
|
|
1430 | if (op->contr->mode & PU_SKILLSCROLL) |
|
|
1431 | if (tmp->type == SKILLSCROLL) |
|
|
1432 | { |
|
|
1433 | pick_up (op, tmp); |
|
|
1434 | continue; |
|
|
1435 | } |
|
|
1436 | |
|
|
1437 | if (op->contr->mode & PU_READABLES) |
|
|
1438 | if (tmp->type == BOOK || tmp->type == SCROLL) |
|
|
1439 | { |
|
|
1440 | pick_up (op, tmp); |
|
|
1441 | continue; |
|
|
1442 | } |
|
|
1443 | |
|
|
1444 | /* wands/staves/rods/horns */ |
|
|
1445 | if (op->contr->mode & PU_MAGIC_DEVICE) |
|
|
1446 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
|
|
1447 | { |
|
|
1448 | pick_up (op, tmp); |
|
|
1449 | continue; |
|
|
1450 | } |
|
|
1451 | |
|
|
1452 | /* pick up all magical items */ |
|
|
1453 | if (op->contr->mode & PU_MAGICAL) |
1250 | wvratio = op->contr->mode & PU_RATIO; |
1454 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1251 | if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100) |
1455 | { |
|
|
1456 | pick_up (op, tmp); |
|
|
1457 | continue; |
|
|
1458 | } |
|
|
1459 | |
|
|
1460 | if (op->contr->mode & PU_VALUABLES) |
|
|
1461 | { |
1252 | { |
1462 | if (tmp->type == MONEY || tmp->type == GEM) |
1253 | #if 0 |
|
|
1254 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
|
|
1255 | if (tmp->name != NULL) |
1463 | { |
1256 | { |
1464 | pick_up (op, tmp); |
1257 | fprintf (stderr, "%s", tmp->name); |
1465 | continue; |
|
|
1466 | } |
1258 | } |
1467 | } |
|
|
1468 | |
|
|
1469 | /* rings & amulets - talismans seems to be typed AMULET */ |
|
|
1470 | if (op->contr->mode & PU_JEWELS) |
|
|
1471 | if (tmp->type == RING || tmp->type == AMULET) |
|
|
1472 | { |
|
|
1473 | pick_up (op, tmp); |
|
|
1474 | continue; |
|
|
1475 | } |
|
|
1476 | |
|
|
1477 | /* we don't forget dragon food */ |
|
|
1478 | if (op->contr->mode & PU_FLESH) |
|
|
1479 | if (tmp->type == FLESH) |
|
|
1480 | { |
|
|
1481 | pick_up (op, tmp); |
|
|
1482 | continue; |
|
|
1483 | } |
|
|
1484 | |
|
|
1485 | /* bows and arrows. Bows are good for selling! */ |
|
|
1486 | if (op->contr->mode & PU_BOW) |
|
|
1487 | if (tmp->type == BOW) |
|
|
1488 | { |
|
|
1489 | pick_up (op, tmp); |
|
|
1490 | continue; |
|
|
1491 | } |
|
|
1492 | |
|
|
1493 | if (op->contr->mode & PU_ARROW) |
|
|
1494 | if (tmp->type == ARROW) |
|
|
1495 | { |
|
|
1496 | pick_up (op, tmp); |
|
|
1497 | continue; |
|
|
1498 | } |
|
|
1499 | |
|
|
1500 | /* all kinds of armor etc. */ |
|
|
1501 | if (op->contr->mode & PU_ARMOUR) |
|
|
1502 | if (tmp->type == ARMOUR) |
|
|
1503 | { |
|
|
1504 | pick_up (op, tmp); |
|
|
1505 | continue; |
|
|
1506 | } |
|
|
1507 | |
|
|
1508 | if (op->contr->mode & PU_HELMET) |
|
|
1509 | if (tmp->type == HELMET) |
|
|
1510 | { |
|
|
1511 | pick_up (op, tmp); |
|
|
1512 | continue; |
|
|
1513 | } |
|
|
1514 | |
|
|
1515 | if (op->contr->mode & PU_SHIELD) |
|
|
1516 | if (tmp->type == SHIELD) |
|
|
1517 | { |
|
|
1518 | pick_up (op, tmp); |
|
|
1519 | continue; |
|
|
1520 | } |
|
|
1521 | |
|
|
1522 | if (op->contr->mode & PU_BOOTS) |
|
|
1523 | if (tmp->type == BOOTS) |
|
|
1524 | { |
|
|
1525 | pick_up (op, tmp); |
|
|
1526 | continue; |
|
|
1527 | } |
|
|
1528 | |
|
|
1529 | if (op->contr->mode & PU_GLOVES) |
|
|
1530 | if (tmp->type == GLOVES) |
|
|
1531 | { |
|
|
1532 | pick_up (op, tmp); |
|
|
1533 | continue; |
|
|
1534 | } |
|
|
1535 | |
|
|
1536 | if (op->contr->mode & PU_CLOAK) |
|
|
1537 | if (tmp->type == CLOAK) |
|
|
1538 | { |
|
|
1539 | pick_up (op, tmp); |
|
|
1540 | continue; |
|
|
1541 | } |
|
|
1542 | |
|
|
1543 | /* hoping to catch throwing daggers here */ |
|
|
1544 | if (op->contr->mode & PU_MISSILEWEAPON) |
|
|
1545 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
|
|
1546 | { |
|
|
1547 | pick_up (op, tmp); |
|
|
1548 | continue; |
|
|
1549 | } |
|
|
1550 | |
|
|
1551 | /* careful: chairs and tables are weapons! */ |
|
|
1552 | if (op->contr->mode & PU_ALLWEAPON) |
|
|
1553 | { |
|
|
1554 | if (tmp->type == WEAPON && tmp->name != NULL) |
|
|
1555 | { |
|
|
1556 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && |
|
|
1557 | strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) |
|
|
1558 | { |
|
|
1559 | pick_up (op, tmp); |
|
|
1560 | continue; |
|
|
1561 | } |
|
|
1562 | } |
|
|
1563 | |
|
|
1564 | if (tmp->type == WEAPON && tmp->name == NULL) |
|
|
1565 | { |
|
|
1566 | if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) |
|
|
1567 | { |
|
|
1568 | pick_up (op, tmp); |
|
|
1569 | continue; |
|
|
1570 | } |
|
|
1571 | } |
|
|
1572 | } |
|
|
1573 | |
|
|
1574 | /* misc stuff that's useful */ |
|
|
1575 | if (op->contr->mode & PU_KEY) |
|
|
1576 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
|
|
1577 | { |
|
|
1578 | pick_up (op, tmp); |
|
|
1579 | continue; |
|
|
1580 | } |
|
|
1581 | |
|
|
1582 | /* any of the last 4 bits set means we use the ratio for value |
|
|
1583 | * pickups */ |
|
|
1584 | if (op->contr->mode & PU_RATIO) |
|
|
1585 | { |
|
|
1586 | /* use value density to decide what else to grab */ |
|
|
1587 | /* >=7 was >= op->contr->mode */ |
|
|
1588 | /* >=7 is the old standard setting. Now we take the last 4 bits |
|
|
1589 | * and multiply them by 5, giving 0..15*5== 5..75 */ |
|
|
1590 | wvratio = (op->contr->mode & PU_RATIO) * 5; |
|
|
1591 | if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) |
|
|
1592 | { |
|
|
1593 | pick_up (op, tmp); |
|
|
1594 | #if 0 |
|
|
1595 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
|
|
1596 | if (tmp->name != NULL) |
|
|
1597 | { |
|
|
1598 | fprintf (stderr, "%s", tmp->name); |
|
|
1599 | } |
|
|
1600 | else |
1259 | else |
1601 | fprintf (stderr, "%s", tmp->arch->name); |
1260 | fprintf (stderr, "%s", tmp->arch->archname); |
1602 | fprintf (stderr, ",%d] = ", tmp->type); |
1261 | fprintf (stderr, ",%d] = ", tmp->type); |
1603 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1262 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1604 | #endif |
1263 | #endif |
|
|
1264 | CHK_PICK_PICKUP; |
1605 | continue; |
1265 | continue; |
1606 | } |
|
|
1607 | } |
1266 | } |
1608 | } /* the new pickup model */ |
1267 | } /* the new pickup model */ |
1609 | } |
1268 | } |
1610 | |
1269 | |
1611 | return !stop; |
1270 | return !stop; |
… | |
… | |
1617 | * found object is returned. |
1276 | * found object is returned. |
1618 | */ |
1277 | */ |
1619 | object * |
1278 | object * |
1620 | find_arrow (object *op, const char *type) |
1279 | find_arrow (object *op, const char *type) |
1621 | { |
1280 | { |
1622 | object *tmp = NULL; |
|
|
1623 | |
|
|
1624 | for (op = op->inv; op; op = op->below) |
1281 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1625 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
|
|
1626 | tmp = find_arrow (op, type); |
|
|
1627 | else if (op->type == ARROW && op->race == type) |
1282 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
|
|
1283 | return splay (tmp); |
|
|
1284 | |
|
|
1285 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
|
|
1286 | if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type)) |
|
|
1287 | if (object *arrow = find_arrow (tmp, type)) |
|
|
1288 | { |
|
|
1289 | splay (tmp); |
1628 | return op; |
1290 | return arrow; |
|
|
1291 | } |
|
|
1292 | |
1629 | return tmp; |
1293 | return 0; |
1630 | } |
1294 | } |
1631 | |
1295 | |
1632 | /* |
1296 | /* |
1633 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1297 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1634 | * against the target. A full test is not performed, simply a basic test |
1298 | * against the target. A full test is not performed, simply a basic test |
1635 | * of resistances. The archer is making a quick guess at what he sees down |
1299 | * of resistances. The archer is making a quick guess at what he sees down |
1636 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1300 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1637 | */ |
1301 | */ |
1638 | |
|
|
1639 | object * |
1302 | object * |
1640 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1303 | find_better_arrow (object *op, object *target, shstr_cmp type, int *better) |
1641 | { |
1304 | { |
1642 | object *tmp = NULL, *arrow, *ntmp; |
1305 | object *tmp = NULL, *arrow, *ntmp; |
1643 | int attacknum, attacktype, betterby = 0, i; |
1306 | int attacknum, attacktype, betterby = 0, i; |
1644 | |
1307 | |
1645 | if (!type) |
1308 | if (!type) |
… | |
… | |
1649 | { |
1312 | { |
1650 | if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) |
1313 | if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) |
1651 | { |
1314 | { |
1652 | i = 0; |
1315 | i = 0; |
1653 | ntmp = find_better_arrow (arrow, target, type, &i); |
1316 | ntmp = find_better_arrow (arrow, target, type, &i); |
|
|
1317 | |
1654 | if (i > betterby) |
1318 | if (i > betterby) |
1655 | { |
1319 | { |
1656 | tmp = ntmp; |
1320 | tmp = ntmp; |
1657 | betterby = i; |
1321 | betterby = i; |
1658 | } |
1322 | } |
1659 | } |
1323 | } |
1660 | else if (arrow->type == ARROW && arrow->race == type) |
1324 | else if (arrow->type == ARROW && arrow->race == type) |
1661 | { |
1325 | { |
1662 | /* allways prefer assasination/slaying */ |
1326 | /* allways prefer assasination/slaying */ |
1663 | if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) |
1327 | if (target->race && arrow->slaying && arrow->slaying.contains (target->race)) |
1664 | { |
1328 | { |
1665 | if (arrow->attacktype & AT_DEATH) |
1329 | if (arrow->attacktype & AT_DEATH) |
1666 | { |
1330 | { |
1667 | *better = 100; |
1331 | *better = 100; |
1668 | return arrow; |
1332 | return arrow; |
… | |
… | |
1676 | else |
1340 | else |
1677 | { |
1341 | { |
1678 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1342 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1679 | { |
1343 | { |
1680 | attacktype = 1 << attacknum; |
1344 | attacktype = 1 << attacknum; |
1681 | if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) |
1345 | if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0) |
1682 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) |
1346 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby) |
1683 | { |
1347 | { |
1684 | tmp = arrow; |
1348 | tmp = arrow; |
1685 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; |
1349 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1686 | } |
1350 | } |
1687 | } |
1351 | } |
|
|
1352 | |
1688 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1353 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1689 | { |
1354 | { |
1690 | tmp = arrow; |
1355 | tmp = arrow; |
1691 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1356 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1692 | } |
1357 | } |
|
|
1358 | |
1693 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1359 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1694 | { |
1360 | { |
1695 | tmp = arrow; |
1361 | tmp = arrow; |
1696 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1362 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1697 | } |
1363 | } |
1698 | } |
1364 | } |
1699 | } |
1365 | } |
1700 | } |
1366 | } |
|
|
1367 | |
1701 | if (tmp == NULL && arrow == NULL) |
1368 | if (tmp == NULL && arrow == NULL) |
1702 | return find_arrow (op, type); |
1369 | return find_arrow (op, type); |
1703 | |
1370 | |
1704 | *better = betterby; |
1371 | *better = betterby; |
1705 | return tmp; |
1372 | return tmp; |
… | |
… | |
1709 | * find_better_arrow to find a decent arrow to use. |
1376 | * find_better_arrow to find a decent arrow to use. |
1710 | * op = the shooter |
1377 | * op = the shooter |
1711 | * type = bow->race |
1378 | * type = bow->race |
1712 | * dir = fire direction |
1379 | * dir = fire direction |
1713 | */ |
1380 | */ |
1714 | |
|
|
1715 | object * |
1381 | object * |
1716 | pick_arrow_target (object *op, const char *type, int dir) |
1382 | pick_arrow_target (object *op, shstr_cmp type, int dir) |
1717 | { |
1383 | { |
1718 | object *tmp = NULL; |
1384 | object *tmp = NULL; |
1719 | maptile *m; |
1385 | maptile *m; |
1720 | int i, mflags, found, number; |
1386 | int i, mflags, found, number; |
1721 | sint16 x, y; |
1387 | sint16 x, y; |
… | |
… | |
1736 | for (i = 0, found = 0; i < 20; i++) |
1402 | for (i = 0, found = 0; i < 20; i++) |
1737 | { |
1403 | { |
1738 | x += freearr_x[dir]; |
1404 | x += freearr_x[dir]; |
1739 | y += freearr_y[dir]; |
1405 | y += freearr_y[dir]; |
1740 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1406 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
1407 | |
1741 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1408 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1742 | { |
1409 | { |
1743 | tmp = NULL; |
1410 | tmp = 0; |
1744 | break; |
1411 | break; |
1745 | } |
1412 | } |
1746 | else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
1413 | else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
1747 | { |
1414 | { |
1748 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1415 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1749 | * perhaps a bad assumption. |
1416 | * perhaps a bad assumption. |
1750 | */ |
1417 | */ |
1751 | tmp = NULL; |
1418 | tmp = 0; |
1752 | break; |
1419 | break; |
1753 | } |
1420 | } |
|
|
1421 | |
1754 | if (mflags & P_IS_ALIVE) |
1422 | if (mflags & P_IS_ALIVE) |
1755 | { |
|
|
1756 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1423 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1757 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1424 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1758 | { |
|
|
1759 | found++; |
|
|
1760 | break; |
|
|
1761 | } |
|
|
1762 | if (found) |
|
|
1763 | break; |
1425 | break; |
1764 | } |
|
|
1765 | } |
1426 | } |
1766 | if (tmp == NULL) |
1427 | |
|
|
1428 | if (!tmp) |
1767 | return find_arrow (op, type); |
1429 | return find_arrow (op, type); |
1768 | |
1430 | |
1769 | if (tmp->head) |
1431 | if (tmp->head) |
1770 | tmp = tmp->head; |
1432 | tmp = tmp->head; |
1771 | |
1433 | |
… | |
… | |
1784 | */ |
1446 | */ |
1785 | int |
1447 | int |
1786 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1448 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1787 | { |
1449 | { |
1788 | object *left, *bow; |
1450 | object *left, *bow; |
1789 | int bowspeed, mflags; |
1451 | int mflags; |
1790 | maptile *m; |
1452 | maptile *m; |
1791 | |
1453 | |
1792 | if (!dir) |
1454 | if (!dir) |
1793 | { |
1455 | { |
1794 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1456 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1795 | return 0; |
1457 | return 0; |
1796 | } |
1458 | } |
1797 | if (op->type == PLAYER) |
1459 | |
1798 | bow = op->contr->ranges[range_bow]; |
1460 | if (op->contr) |
|
|
1461 | bow = op->current_weapon; |
1799 | else |
1462 | else |
1800 | { |
1463 | { |
1801 | for (bow = op->inv; bow; bow = bow->below) |
1464 | for (bow = op->inv; bow; bow = bow->below) |
1802 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1465 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1803 | * don't need to switch back and forth between bows and weapons. |
1466 | * don't need to switch back and forth between bows and weapons. |
… | |
… | |
1808 | if (!bow) |
1471 | if (!bow) |
1809 | { |
1472 | { |
1810 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1473 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1811 | return 0; |
1474 | return 0; |
1812 | } |
1475 | } |
|
|
1476 | |
|
|
1477 | // optimisation: move object to top so we will find it quickly again |
|
|
1478 | if (bow->below) |
|
|
1479 | { |
|
|
1480 | bow->remove (); |
|
|
1481 | op->insert (bow); |
|
|
1482 | } |
1813 | } |
1483 | } |
|
|
1484 | |
1814 | if (!bow->race || !bow->skill) |
1485 | if (!bow->race || !bow->skill) |
1815 | { |
1486 | { |
1816 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1487 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1817 | return 0; |
1488 | return 0; |
1818 | } |
1489 | } |
1819 | |
|
|
1820 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
|
|
1821 | |
|
|
1822 | /* penalize ROF for bestarrow */ |
|
|
1823 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
|
|
1824 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
|
|
1825 | if (bowspeed < 1) |
|
|
1826 | bowspeed = 1; |
|
|
1827 | |
1490 | |
1828 | if (arrow == NULL) |
1491 | if (arrow == NULL) |
1829 | { |
1492 | { |
1830 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1493 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1831 | { |
1494 | { |
1832 | if (op->type == PLAYER) |
1495 | if (op->type == PLAYER) |
1833 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1496 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1834 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1497 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1835 | else |
1498 | else |
1836 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1499 | CLEAR_FLAG (op, FLAG_READY_BOW); |
|
|
1500 | |
1837 | return 0; |
1501 | return 0; |
1838 | } |
1502 | } |
1839 | } |
1503 | } |
|
|
1504 | |
1840 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1505 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1841 | if (mflags & P_OUT_OF_MAP) |
1506 | if (mflags & P_OUT_OF_MAP) |
1842 | { |
|
|
1843 | return 0; |
1507 | return 0; |
1844 | } |
1508 | |
1845 | if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) |
1509 | if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) |
1846 | { |
1510 | { |
1847 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
1511 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
1848 | return 0; |
1512 | return 0; |
1849 | } |
1513 | } |
1850 | |
1514 | |
1851 | /* this should not happen, but sometimes does */ |
1515 | /* this should not happen, but sometimes does */ |
1852 | if (arrow->nrof == 0) |
1516 | if (arrow->nrof == 0) |
1853 | { |
1517 | { |
|
|
1518 | LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ()); |
1854 | arrow->destroy (); |
1519 | arrow->destroy (); |
1855 | return 0; |
1520 | return 0; |
1856 | } |
1521 | } |
1857 | |
1522 | |
1858 | left = arrow; /* these are arrows left to the player */ |
1523 | left = arrow; /* these are arrows left to the player */ |
1859 | arrow = get_split_ob (arrow, 1); |
1524 | arrow = arrow->split (); |
1860 | if (arrow == NULL) |
1525 | if (!arrow) |
1861 | { |
1526 | { |
1862 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1527 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1863 | return 0; |
1528 | return 0; |
1864 | } |
1529 | } |
|
|
1530 | |
1865 | arrow->set_owner (op); |
1531 | arrow->set_owner (op); |
1866 | arrow->skill = bow->skill; |
1532 | arrow->skill = bow->skill; |
1867 | |
|
|
1868 | arrow->direction = dir; |
1533 | arrow->direction = dir; |
1869 | arrow->x = sx; |
1534 | |
1870 | arrow->y = sy; |
1535 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
|
|
1536 | arrow->stats.hp = arrow->stats.dam; |
|
|
1537 | arrow->stats.grace = arrow->attacktype; |
|
|
1538 | |
|
|
1539 | if (arrow->slaying) |
|
|
1540 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1541 | |
|
|
1542 | #if 0 |
|
|
1543 | if (player *pl = op->contr) |
|
|
1544 | { |
|
|
1545 | float speed = pl->weapon_sp; |
|
|
1546 | |
|
|
1547 | /* penalize ROF for bestarrow */ |
|
|
1548 | if (pl->bowtype == bow_bestarrow) |
|
|
1549 | speed *= .9f; |
|
|
1550 | else |
|
|
1551 | speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; |
|
|
1552 | |
|
|
1553 | op->speed_left += speed - op->speed; |
|
|
1554 | } |
|
|
1555 | #endif |
|
|
1556 | |
|
|
1557 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1558 | |
|
|
1559 | /* update the speed */ |
|
|
1560 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
|
|
1561 | + bow->stats.dam / 7.f; |
|
|
1562 | |
|
|
1563 | arrow->set_speed (max (arrow->speed, 2.f)); |
|
|
1564 | arrow->speed_left = 0; |
|
|
1565 | |
|
|
1566 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1871 | |
1567 | |
1872 | if (op->type == PLAYER) |
1568 | if (op->type == PLAYER) |
1873 | { |
1569 | { |
1874 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
|
|
1875 | fix_player (op); |
|
|
1876 | } |
|
|
1877 | |
|
|
1878 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1879 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
|
|
1880 | arrow->stats.hp = arrow->stats.dam; |
|
|
1881 | arrow->stats.grace = arrow->attacktype; |
|
|
1882 | if (arrow->slaying != NULL) |
|
|
1883 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1884 | |
|
|
1885 | /* Note that this was different for monsters - they got their level |
|
|
1886 | * added to the damage. I think the strength bonus is more proper. |
|
|
1887 | */ |
|
|
1888 | |
|
|
1889 | arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic; |
|
|
1890 | |
|
|
1891 | /* update the speed */ |
|
|
1892 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
|
|
1893 | 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
|
|
1894 | |
|
|
1895 | if (arrow->speed < 1.0) |
|
|
1896 | arrow->speed = 1.0; |
|
|
1897 | update_ob_speed (arrow); |
|
|
1898 | arrow->speed_left = 0; |
|
|
1899 | |
|
|
1900 | if (op->type == PLAYER) |
|
|
1901 | { |
|
|
1902 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
|
|
1903 | (op->chosen_skill ? op->chosen_skill->level : op->level) - |
|
|
1904 | dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod; |
|
|
1905 | |
|
|
1906 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
1570 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
|
|
1571 | wc -= dex_bonus[op->stats.Dex]; |
|
|
1572 | |
|
|
1573 | if (!arrow->slaying) |
|
|
1574 | arrow->slaying = op->slaying; |
|
|
1575 | |
|
|
1576 | arrow->attacktype |= op->attacktype; |
1907 | } |
1577 | } |
1908 | else |
1578 | else |
1909 | { |
1579 | { |
1910 | arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; |
|
|
1911 | arrow->level = op->level; |
1580 | arrow->level = op->level; |
1912 | } |
1581 | arrow->stats.wc -= bow->magic; |
1913 | |
1582 | |
1914 | if (arrow->attacktype == AT_PHYSICAL) |
1583 | if (!arrow->slaying) |
|
|
1584 | arrow->slaying = bow->slaying; |
|
|
1585 | |
1915 | arrow->attacktype |= bow->attacktype; |
1586 | arrow->attacktype |= bow->attacktype; |
|
|
1587 | } |
1916 | |
1588 | |
1917 | if (bow->slaying != NULL) |
1589 | wc -= arrow->level; |
1918 | arrow->slaying = bow->slaying; |
1590 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
1919 | |
1591 | |
1920 | arrow->map = m; |
1592 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1921 | arrow->move_type = MOVE_FLY_LOW; |
1593 | arrow->move_type = MOVE_FLY_LOW; |
1922 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1594 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1923 | |
1595 | |
1924 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1596 | op->play_sound (sound_find ("fire_arrow")); |
1925 | insert_ob_in_map (arrow, m, op, 0); |
1597 | m->insert (arrow, sx, sy, op); |
1926 | |
1598 | |
1927 | if (!arrow->destroyed ()) |
1599 | if (!arrow->destroyed ()) |
1928 | move_arrow (arrow); |
1600 | move_arrow (arrow); |
1929 | |
|
|
1930 | if (op->type == PLAYER) |
|
|
1931 | { |
|
|
1932 | if (left->destroyed ()) |
|
|
1933 | esrv_del_item (op->contr, left->count); |
|
|
1934 | else |
|
|
1935 | esrv_send_item (op, left); |
|
|
1936 | } |
|
|
1937 | |
1601 | |
1938 | return 1; |
1602 | return 1; |
1939 | } |
1603 | } |
1940 | |
1604 | |
1941 | /* Special fire code for players - this takes into |
1605 | /* Special fire code for players - this takes into |
… | |
… | |
1946 | * hence the function name. |
1610 | * hence the function name. |
1947 | */ |
1611 | */ |
1948 | int |
1612 | int |
1949 | player_fire_bow (object *op, int dir) |
1613 | player_fire_bow (object *op, int dir) |
1950 | { |
1614 | { |
1951 | int ret = 0, wcmod = 0; |
1615 | int ret; |
1952 | |
1616 | |
1953 | if (op->contr->bowtype == bow_bestarrow) |
1617 | if (op->contr->bowtype == bow_bestarrow) |
1954 | { |
1618 | { |
1955 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); |
1619 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1956 | } |
1620 | } |
1957 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1621 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1958 | { |
1622 | { |
1959 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1623 | int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1; |
1960 | wcmod = -1; |
|
|
1961 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1624 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1962 | } |
1625 | } |
1963 | else if (op->contr->bowtype == bow_threewide) |
1626 | else if (op->contr->bowtype == bow_threewide) |
1964 | { |
1627 | { |
1965 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1628 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1966 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); |
1629 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); |
1967 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); |
1630 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); |
1968 | } |
1631 | } |
1969 | else if (op->contr->bowtype == bow_spreadshot) |
1632 | else if (op->contr->bowtype == bow_spreadshot) |
1970 | { |
1633 | { |
1971 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1634 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1972 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1635 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1973 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1636 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1974 | |
|
|
1975 | } |
1637 | } |
1976 | else |
1638 | else |
1977 | { |
1639 | { |
1978 | /* Simple case */ |
1640 | /* Simple case */ |
1979 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1641 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1980 | } |
1642 | } |
|
|
1643 | |
1981 | return ret; |
1644 | return ret; |
1982 | } |
1645 | } |
1983 | |
|
|
1984 | |
1646 | |
1985 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1647 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1986 | * Broken apart from 'fire' to keep it more readable. |
1648 | * Broken apart from 'fire' to keep it more readable. |
1987 | */ |
1649 | */ |
1988 | void |
1650 | void |
1989 | fire_misc_object (object *op, int dir) |
1651 | fire_misc_object (object *op, int dir) |
1990 | { |
1652 | { |
1991 | object *item; |
1653 | object *item = op->contr->ranged_ob; |
1992 | |
1654 | |
1993 | if (!op->contr->ranges[range_misc]) |
1655 | if (!item) |
1994 | { |
1656 | { |
1995 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1657 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1996 | return; |
1658 | return; |
1997 | } |
1659 | } |
1998 | |
1660 | |
1999 | item = op->contr->ranges[range_misc]; |
|
|
2000 | if (!item->inv) |
1661 | if (!item->inv) |
2001 | { |
1662 | { |
2002 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1663 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
2003 | return; |
1664 | return; |
2004 | } |
1665 | } |
|
|
1666 | |
|
|
1667 | if (!op->change_weapon (item)) |
|
|
1668 | return; |
|
|
1669 | |
2005 | if (item->type == WAND) |
1670 | if (item->type == WAND) |
2006 | { |
1671 | { |
2007 | if (item->stats.food <= 0) |
1672 | if (item->stats.food <= 0) |
2008 | { |
1673 | { |
2009 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1674 | op->contr->play_sound (sound_find ("wand_poof")); |
2010 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
1675 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
|
|
1676 | |
2011 | return; |
1677 | return; |
2012 | } |
1678 | } |
2013 | } |
1679 | } |
2014 | else if (item->type == ROD || item->type == HORN) |
1680 | else if (item->type == ROD || item->type == HORN) |
2015 | { |
1681 | { |
2016 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1682 | sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace); |
|
|
1683 | |
|
|
1684 | // using the maximum of the rods charge allows at least one spell cast |
|
|
1685 | // for a rod or horn, this fixes some broken rods. |
|
|
1686 | if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) |
2017 | { |
1687 | { |
2018 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1688 | op->contr->play_sound (sound_find ("wand_poof")); |
|
|
1689 | |
2019 | if (item->type == ROD) |
1690 | if (item->type == ROD) |
2020 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1691 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
2021 | else |
1692 | else |
2022 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
1693 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
|
|
1694 | |
2023 | return; |
1695 | return; |
2024 | } |
1696 | } |
2025 | } |
1697 | } |
2026 | |
1698 | |
2027 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1699 | if (cast_spell (op, item, dir, item->inv, NULL)) |
2028 | { |
1700 | { |
2029 | SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ |
1701 | item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */ |
|
|
1702 | |
2030 | if (item->type == WAND) |
1703 | if (item->type == WAND) |
2031 | { |
1704 | { |
2032 | if (!(--item->stats.food)) |
1705 | if (!(--item->stats.food)) |
2033 | { |
1706 | { |
2034 | object *tmp; |
1707 | object *tmp; |
2035 | |
1708 | |
2036 | if (item->arch) |
1709 | if (item->arch) |
2037 | { |
1710 | { |
2038 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1711 | CLEAR_FLAG (item, FLAG_ANIMATE); |
2039 | item->face = item->arch->clone.face; |
1712 | item->face = item->arch->face; |
2040 | item->speed = 0; |
1713 | item->set_speed (0); |
2041 | update_ob_speed (item); |
|
|
2042 | } |
1714 | } |
2043 | if ((tmp = is_player_inv (item))) |
1715 | |
|
|
1716 | if (object *pl = item->visible_to ()) |
2044 | esrv_update_item (UPD_ANIM, tmp, item); |
1717 | esrv_update_item (UPD_ANIM, pl, item); |
2045 | } |
1718 | } |
2046 | } |
1719 | } |
2047 | else if (item->type == ROD || item->type == HORN) |
1720 | else if (item->type == ROD || item->type == HORN) |
2048 | { |
|
|
2049 | drain_rod_charge (item); |
1721 | drain_rod_charge (item); |
2050 | } |
|
|
2051 | } |
1722 | } |
2052 | } |
1723 | } |
2053 | |
1724 | |
2054 | /* Received a fire command for the player - go and do it. |
1725 | /* Received a fire command for the player - go and do it. |
2055 | */ |
1726 | */ |
2056 | void |
1727 | bool |
2057 | fire (object *op, int dir) |
1728 | fire (object *op, int dir) |
2058 | { |
1729 | { |
2059 | int spellcost = 0; |
1730 | int spellcost = 0; |
|
|
1731 | |
|
|
1732 | player *pl = op->contr; |
|
|
1733 | |
|
|
1734 | if (pl->golem) |
|
|
1735 | { |
|
|
1736 | control_golem (op->contr->golem, dir); |
|
|
1737 | return false; |
|
|
1738 | } |
|
|
1739 | |
|
|
1740 | object *ob = pl->ranged_ob; |
|
|
1741 | |
|
|
1742 | if (!ob) |
|
|
1743 | return false; |
|
|
1744 | |
|
|
1745 | if (op->speed_left > 0.f) |
|
|
1746 | --op->speed_left; |
|
|
1747 | else |
|
|
1748 | return false; |
|
|
1749 | |
|
|
1750 | if (!op->change_weapon (ob)) |
|
|
1751 | return false; |
2060 | |
1752 | |
2061 | /* check for loss of invisiblity/hide */ |
1753 | /* check for loss of invisiblity/hide */ |
2062 | if (action_makes_visible (op)) |
1754 | if (action_makes_visible (op)) |
2063 | make_visible (op); |
1755 | make_visible (op); |
2064 | |
1756 | |
2065 | switch (op->contr->shoottype) |
1757 | switch (ob->type) |
2066 | { |
1758 | { |
2067 | case range_none: |
1759 | case BOW: |
2068 | return; |
|
|
2069 | |
|
|
2070 | case range_bow: |
|
|
2071 | player_fire_bow (op, dir); |
1760 | player_fire_bow (op, dir); |
2072 | return; |
1761 | break; |
2073 | |
1762 | |
2074 | case range_magic: /* Casting spells */ |
1763 | case SPELL: |
2075 | spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); |
1764 | spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); |
2076 | return; |
1765 | break; |
2077 | |
1766 | |
2078 | case range_misc: |
1767 | case BUILDER: |
|
|
1768 | apply_map_builder (op, dir); |
|
|
1769 | break; |
|
|
1770 | |
|
|
1771 | case SKILL: |
|
|
1772 | do_skill (op, op, ob, dir, 0); |
|
|
1773 | break; |
|
|
1774 | |
|
|
1775 | default: |
2079 | fire_misc_object (op, dir); |
1776 | fire_misc_object (op, dir); |
2080 | return; |
1777 | break; |
2081 | |
|
|
2082 | case range_golem: /* Control summoned monsters from scrolls */ |
|
|
2083 | if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
2084 | { |
|
|
2085 | op->contr->ranges[range_golem] = 0; |
|
|
2086 | op->contr->shoottype = range_none; |
|
|
2087 | } |
|
|
2088 | else |
|
|
2089 | control_golem (op->contr->ranges[range_golem], dir); |
|
|
2090 | return; |
|
|
2091 | |
|
|
2092 | case range_skill: |
|
|
2093 | if (!op->chosen_skill) |
|
|
2094 | { |
|
|
2095 | if (op->type == PLAYER) |
|
|
2096 | new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
|
|
2097 | return; |
|
|
2098 | } |
|
|
2099 | (void) do_skill (op, op, op->chosen_skill, dir, NULL); |
|
|
2100 | return; |
|
|
2101 | case range_builder: |
|
|
2102 | apply_map_builder (op, dir); |
|
|
2103 | return; |
|
|
2104 | default: |
|
|
2105 | new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); |
|
|
2106 | return; |
|
|
2107 | } |
1778 | } |
2108 | } |
|
|
2109 | |
1779 | |
2110 | |
1780 | return true; |
|
|
1781 | } |
2111 | |
1782 | |
2112 | /* find_key |
1783 | /* find_key |
2113 | * We try to find a key for the door as passed. If we find a key |
1784 | * We try to find a key for the door as passed. If we find a key |
2114 | * and successfully use it, we return the key, otherwise NULL |
1785 | * and successfully use it, we return the key, otherwise NULL |
2115 | * This function merges both normal and locked door, since the logic |
1786 | * This function merges both normal and locked door, since the logic |
… | |
… | |
2117 | * pl is the player, |
1788 | * pl is the player, |
2118 | * inv is the objects inventory to searched |
1789 | * inv is the objects inventory to searched |
2119 | * door is the door we are trying to match against. |
1790 | * door is the door we are trying to match against. |
2120 | * This function can be called recursively to search containers. |
1791 | * This function can be called recursively to search containers. |
2121 | */ |
1792 | */ |
2122 | |
|
|
2123 | object * |
1793 | object * |
2124 | find_key (object *pl, object *container, object *door) |
1794 | find_key (object *pl, object *container, object *door) |
2125 | { |
1795 | { |
2126 | object *tmp, *key; |
1796 | object *tmp, *key; |
2127 | |
1797 | |
2128 | /* Should not happen, but sanity checking is never bad */ |
1798 | /* Should not happen, but sanity checking is never bad */ |
2129 | if (container->inv == NULL) |
1799 | if (!container->inv) |
2130 | return NULL; |
1800 | return 0; |
2131 | |
1801 | |
2132 | /* First, lets try to find a key in the top level inventory */ |
1802 | /* First, lets try to find a key in the top level inventory */ |
2133 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1803 | for (tmp = container->inv; tmp; tmp = tmp->below) |
2134 | { |
1804 | { |
2135 | if (door->type == DOOR && tmp->type == KEY) |
1805 | if (door->type == DOOR && tmp->type == KEY) |
2136 | break; |
1806 | break; |
2137 | /* For sanity, we should really check door type, but other stuff |
1807 | /* For sanity, we should really check door type, but other stuff |
2138 | * (like containers) can be locked with special keys |
1808 | * (like containers) can be locked with special keys |
2139 | */ |
1809 | */ |
2140 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1810 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
2141 | break; |
1811 | break; |
2142 | } |
1812 | } |
|
|
1813 | |
2143 | /* No key found - lets search inventories now */ |
1814 | /* No key found - lets search inventories now */ |
2144 | /* If we find and use a key in an inventory, return at that time. |
1815 | /* If we find and use a key in an inventory, return at that time. |
2145 | * otherwise, if we search all the inventories and still don't find |
1816 | * otherwise, if we search all the inventories and still don't find |
2146 | * a key, return |
1817 | * a key, return |
2147 | */ |
1818 | */ |
2148 | if (!tmp) |
1819 | if (!tmp) |
2149 | { |
1820 | { |
2150 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1821 | for (tmp = container->inv; tmp; tmp = tmp->below) |
2151 | { |
1822 | { |
2152 | /* No reason to search empty containers */ |
1823 | /* No reason to search empty containers */ |
2153 | if (tmp->type == CONTAINER && tmp->inv) |
1824 | if (tmp->type == CONTAINER && tmp->inv) |
2154 | { |
1825 | { |
2155 | if ((key = find_key (pl, tmp, door)) != NULL) |
1826 | if ((key = find_key (pl, tmp, door))) |
2156 | return key; |
1827 | return key; |
2157 | } |
1828 | } |
2158 | } |
1829 | } |
|
|
1830 | |
2159 | if (!tmp) |
1831 | if (!tmp) |
2160 | return NULL; |
1832 | return NULL; |
2161 | } |
1833 | } |
|
|
1834 | |
2162 | /* We get down here if we have found a key. Now if its in a container, |
1835 | /* We get down here if we have found a key. Now if its in a container, |
2163 | * see if we actually want to use it |
1836 | * see if we actually want to use it |
2164 | */ |
1837 | */ |
2165 | if (pl != container) |
1838 | if (pl != container) |
2166 | { |
1839 | { |
… | |
… | |
2187 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1860 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
2188 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1861 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
2189 | return NULL; |
1862 | return NULL; |
2190 | } |
1863 | } |
2191 | } |
1864 | } |
|
|
1865 | |
2192 | return tmp; |
1866 | return tmp; |
2193 | } |
1867 | } |
2194 | |
1868 | |
2195 | /* moved door processing out of move_player_attack. |
1869 | /* moved door processing out of move_player_attack. |
2196 | * returns 1 if player has opened the door with a key |
1870 | * returns 1 if player has opened the door with a key |
… | |
… | |
2198 | * 0 otherwise |
1872 | * 0 otherwise |
2199 | */ |
1873 | */ |
2200 | static int |
1874 | static int |
2201 | player_attack_door (object *op, object *door) |
1875 | player_attack_door (object *op, object *door) |
2202 | { |
1876 | { |
2203 | |
|
|
2204 | /* If its a door, try to find a use a key. If we do destroy the door, |
1877 | /* If its a door, try to find a key. If we do destroy the door, |
2205 | * might as well return immediately as there is nothing more to do - |
1878 | * might as well return immediately as there is nothing more to do - |
2206 | * otherwise, we fall through to the rest of the code. |
1879 | * otherwise, we fall through to the rest of the code. |
2207 | */ |
1880 | */ |
2208 | object *key = find_key (op, op, door); |
1881 | object *key = find_key (op, op, door); |
2209 | |
1882 | |
2210 | /* IF we found a key, do some extra work */ |
1883 | /* If we found a key, do some extra work */ |
2211 | if (key) |
1884 | if (key) |
2212 | { |
1885 | { |
2213 | object *container = key->env; |
1886 | object *container = key->env; |
2214 | |
1887 | |
2215 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
|
|
2216 | if (action_makes_visible (op)) |
1888 | if (action_makes_visible (op)) |
2217 | make_visible (op); |
1889 | make_visible (op); |
|
|
1890 | |
2218 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1891 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
2219 | spring_trap (door->inv, op); |
1892 | spring_trap (door->inv, op); |
|
|
1893 | |
2220 | if (door->type == DOOR) |
1894 | if (door->type == DOOR) |
2221 | { |
|
|
2222 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1895 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
2223 | } |
|
|
2224 | else if (door->type == LOCKED_DOOR) |
1896 | else if (door->type == LOCKED_DOOR) |
2225 | { |
1897 | { |
2226 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
1898 | op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN); |
2227 | remove_door2 (door); /* remove door without violence ;-) */ |
1899 | remove_door2 (door); /* remove door without violence ;-) */ |
2228 | } |
1900 | } |
|
|
1901 | |
2229 | /* Do this after we print the message */ |
1902 | /* Do this after we print the message */ |
2230 | decrease_ob (key); /* Use up one of the keys */ |
1903 | key->decrease (); /* Use up one of the keys */ |
2231 | /* Need to update the weight the container the key was in */ |
1904 | |
2232 | if (container != op) |
|
|
2233 | esrv_update_item (UPD_WEIGHT, op, container); |
|
|
2234 | return 1; /* Nothing more to do below */ |
1905 | return 1; /* Nothing more to do below */ |
2235 | } |
1906 | } |
2236 | else if (door->type == LOCKED_DOOR) |
1907 | else if (door->type == LOCKED_DOOR) |
2237 | { |
1908 | { |
2238 | /* Might as well return now - no other way to open this */ |
1909 | /* Might as well return now - no other way to open this */ |
2239 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
1910 | op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door..."); |
2240 | return 1; |
1911 | return 1; |
2241 | } |
1912 | } |
|
|
1913 | |
2242 | return 0; |
1914 | return 0; |
2243 | } |
1915 | } |
2244 | |
1916 | |
2245 | /* This function is just part of a breakup from move_player. |
1917 | /* This function is just part of a breakup from move_player. |
2246 | * It should keep the code cleaner. |
1918 | * It should keep the code cleaner. |
2247 | * When this is called, the players direction has been updated |
1919 | * When this is called, the players direction has been updated |
2248 | * (taking into account confusion.) The player is also actually |
1920 | * (taking into account confusion.) The player is also actually |
2249 | * going to try and move (not fire weapons). |
1921 | * going to try and move (not fire weapons). |
2250 | */ |
1922 | */ |
2251 | |
1923 | bool |
2252 | void |
|
|
2253 | move_player_attack (object *op, int dir) |
1924 | move_player_attack (object *op, int dir) |
2254 | { |
1925 | { |
2255 | object *tmp, *mon; |
|
|
2256 | sint16 nx, ny; |
|
|
2257 | int on_battleground; |
1926 | int on_battleground; |
2258 | maptile *m; |
|
|
2259 | |
1927 | |
2260 | nx = freearr_x[dir] + op->x; |
1928 | sint16 nx = freearr_x[dir] + op->x; |
2261 | ny = freearr_y[dir] + op->y; |
1929 | sint16 ny = freearr_y[dir] + op->y; |
2262 | |
1930 | |
2263 | on_battleground = op_on_battleground (op, NULL, NULL); |
1931 | on_battleground = op_on_battleground (op, 0, 0); |
|
|
1932 | |
|
|
1933 | if (out_of_map (op->map, nx, ny)) |
|
|
1934 | return false; |
|
|
1935 | |
|
|
1936 | if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) |
|
|
1937 | { |
|
|
1938 | --op->speed_left; |
|
|
1939 | return true; |
|
|
1940 | } |
2264 | |
1941 | |
2265 | /* If braced, or can't move to the square, and it is not out of the |
1942 | /* If braced, or can't move to the square, and it is not out of the |
2266 | * map, attack it. Note order of if statement is important - don't |
1943 | * map, attack it. Note order of if statement is important - don't |
2267 | * want to be calling move_ob if braced, because move_ob will move the |
1944 | * want to be calling move_ob if braced, because move_ob will move the |
2268 | * player. This is a pretty nasty hack, because if we could |
1945 | * player. This is a pretty nasty hack, because if we could |
2269 | * move to some space, it then means that if we are braced, we should |
1946 | * move to some space, it then means that if we are braced, we should |
2270 | * do nothing at all. As it is, if we are braced, we go through |
1947 | * do nothing at all. As it is, if we are braced, we go through |
2271 | * quite a bit of processing. However, it probably is less than what |
1948 | * quite a bit of processing. However, it probably is less than what |
2272 | * move_ob uses. |
1949 | * move_ob uses. |
2273 | */ |
1950 | */ |
2274 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
1951 | maptile *m = op->map->xy_find (nx, ny); |
|
|
1952 | |
|
|
1953 | /* Go through all the objects, and find ones of interest. Only stop if |
|
|
1954 | * we find a monster - that is something we know we want to attack. |
|
|
1955 | * if its a door or barrel (can roll) see if there may be monsters |
|
|
1956 | * on the space |
|
|
1957 | */ |
|
|
1958 | object *mon; |
|
|
1959 | for (mon = m->at (nx, ny).bot; mon; mon = mon->above) |
|
|
1960 | { |
|
|
1961 | if ((mon->flag [FLAG_ALIVE] |
|
|
1962 | || mon->type == LOCKED_DOOR |
|
|
1963 | || mon->flag [FLAG_CAN_ROLL]) |
|
|
1964 | && mon != op) |
|
|
1965 | break; |
2275 | { |
1966 | } |
2276 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
1967 | |
|
|
1968 | if (!mon) /* This happens anytime the player tries to move */ |
|
|
1969 | return false; /* into a wall */ |
|
|
1970 | |
|
|
1971 | mon = mon->head_ (); |
|
|
1972 | |
|
|
1973 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
|
|
1974 | if (op->contr->weapon_sp_left > 0.f) |
|
|
1975 | if (player_attack_door (op, mon)) |
|
|
1976 | { |
|
|
1977 | --op->contr->weapon_sp_left; |
|
|
1978 | return true; |
2277 | { |
1979 | } |
2278 | m = get_map_from_coord (op->map, &nx, &ny); |
1980 | |
2279 | if (!m) |
1981 | /* The following deals with possibly attacking peaceful |
2280 | return; /* Don't think this should happen */ |
1982 | * or friendly creatures. Basically, all players are considered |
|
|
1983 | * unaggressive. If the moving player has peaceful set, then the |
|
|
1984 | * object should be pushed instead of attacked. It is assumed that |
|
|
1985 | * if you are braced, you will not attack friends accidently, |
|
|
1986 | * and thus will not push them. |
|
|
1987 | */ |
|
|
1988 | |
|
|
1989 | /* If the creature is a pet, push it even if the player is not |
|
|
1990 | * peaceful. Our assumption is the creature is a pet if the |
|
|
1991 | * player owns it and it is either friendly or unagressive. |
|
|
1992 | */ |
|
|
1993 | if (op->type == PLAYER |
|
|
1994 | && ((mon->owner && mon->owner->contr |
|
|
1995 | && same_party (mon->owner->contr->party, op->contr->party)) |
|
|
1996 | || mon->owner == op) |
|
|
1997 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
|
|
1998 | { |
|
|
1999 | /* If we're braced, we don't want to switch places with it */ |
|
|
2000 | if (op->contr->braced) |
|
|
2001 | return false; |
|
|
2002 | |
|
|
2003 | if (op->speed_left > 0.f) |
|
|
2004 | { |
|
|
2005 | --op->speed_left; |
|
|
2006 | |
|
|
2007 | op->play_sound (sound_find ("push_player")); |
|
|
2008 | push_ob (mon, dir, op); |
|
|
2009 | |
|
|
2010 | if (action_makes_visible (op)) |
|
|
2011 | make_visible (op); |
|
|
2012 | |
|
|
2013 | return true; |
2281 | } |
2014 | } |
2282 | else |
2015 | else |
2283 | m = op->map; |
|
|
2284 | |
|
|
2285 | if ((tmp = get_map_ob (m, nx, ny)) == NULL) |
|
|
2286 | { |
|
|
2287 | /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ |
|
|
2288 | return; |
2016 | return false; |
2289 | } |
2017 | } |
2290 | |
2018 | |
2291 | mon = NULL; |
|
|
2292 | /* Go through all the objects, and find ones of interest. Only stop if |
|
|
2293 | * we find a monster - that is something we know we want to attack. |
|
|
2294 | * if its a door or barrel (can roll) see if there may be monsters |
|
|
2295 | * on the space |
|
|
2296 | */ |
|
|
2297 | while (tmp != NULL) |
|
|
2298 | { |
|
|
2299 | if (tmp == op) |
|
|
2300 | { |
|
|
2301 | tmp = tmp->above; |
|
|
2302 | continue; |
|
|
2303 | } |
|
|
2304 | |
|
|
2305 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
|
|
2306 | { |
|
|
2307 | mon = tmp; |
|
|
2308 | break; |
|
|
2309 | } |
|
|
2310 | |
|
|
2311 | if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) |
|
|
2312 | mon = tmp; |
|
|
2313 | |
|
|
2314 | tmp = tmp->above; |
|
|
2315 | } |
|
|
2316 | |
|
|
2317 | if (mon == NULL) /* This happens anytime the player tries to move */ |
|
|
2318 | return; /* into a wall */ |
|
|
2319 | |
|
|
2320 | if (mon->head != NULL) |
|
|
2321 | mon = mon->head; |
|
|
2322 | |
|
|
2323 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
|
|
2324 | if (player_attack_door (op, mon)) |
|
|
2325 | return; |
|
|
2326 | |
|
|
2327 | /* The following deals with possibly attacking peaceful |
|
|
2328 | * or frienddly creatures. Basically, all players are considered |
|
|
2329 | * unaggressive. If the moving player has peaceful set, then the |
|
|
2330 | * object should be pushed instead of attacked. It is assumed that |
|
|
2331 | * if you are braced, you will not attack friends accidently, |
|
|
2332 | * and thus will not push them. |
|
|
2333 | */ |
|
|
2334 | |
|
|
2335 | /* If the creature is a pet, push it even if the player is not |
|
|
2336 | * peaceful. Our assumption is the creature is a pet if the |
|
|
2337 | * player owns it and it is either friendly or unagressive. |
|
|
2338 | */ |
|
|
2339 | if ((op->type == PLAYER) |
|
|
2340 | #if COZY_SERVER |
|
|
2341 | && |
|
|
2342 | ((mon->owner && mon->owner->contr |
|
|
2343 | && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) |
|
|
2344 | #else |
|
|
2345 | && mon->owner == op |
|
|
2346 | #endif |
|
|
2347 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
|
|
2348 | { |
|
|
2349 | /* If we're braced, we don't want to switch places with it */ |
|
|
2350 | if (op->contr->braced) |
|
|
2351 | return; |
|
|
2352 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
|
|
2353 | (void) push_ob (mon, dir, op); |
|
|
2354 | if (op->contr->tmp_invis || op->hide) |
|
|
2355 | make_visible (op); |
|
|
2356 | return; |
|
|
2357 | } |
|
|
2358 | |
|
|
2359 | /* in certain circumstances, you shouldn't attack friendly |
2019 | /* in certain circumstances, you shouldn't attack friendly |
2360 | * creatures. Note that if you are braced, you can't push |
2020 | * creatures. Note that if you are braced, you can't push |
2361 | * someone, but put it inside this loop so that you won't |
2021 | * someone, but put it inside this loop so that you won't |
2362 | * attack them either. |
2022 | * attack them either. |
2363 | */ |
2023 | */ |
2364 | if ((mon->type == PLAYER || mon->enemy != op) && |
2024 | if ((mon->type == PLAYER || mon->enemy != op) |
2365 | (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( |
2025 | && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) |
2366 | #ifdef PROHIBIT_PLAYERKILL |
2026 | && ((op->contr->peaceful |
2367 | (op->contr->peaceful |
2027 | || (mon->type == PLAYER && mon->contr->peaceful)) |
2368 | || (mon->type == PLAYER |
2028 | && !on_battleground)) |
2369 | && mon->contr-> |
2029 | { |
2370 | peaceful)) && |
2030 | if (op->speed_left > 0.f) |
2371 | #else |
|
|
2372 | op->contr->peaceful && |
|
|
2373 | #endif |
|
|
2374 | !on_battleground)) |
|
|
2375 | { |
2031 | { |
|
|
2032 | --op->speed_left; |
|
|
2033 | |
2376 | if (!op->contr->braced) |
2034 | if (!op->contr->braced) |
2377 | { |
2035 | { |
2378 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2036 | op->play_sound (sound_find ("push_player")); |
2379 | (void) push_ob (mon, dir, op); |
2037 | push_ob (mon, dir, op); |
2380 | } |
2038 | } |
2381 | else |
2039 | else |
2382 | { |
2040 | op->statusmsg ("You withhold your attack"); |
2383 | new_draw_info (0, 0, op, "You withhold your attack"); |
2041 | |
2384 | } |
|
|
2385 | if (op->contr->tmp_invis || op->hide) |
2042 | if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN]) |
2386 | make_visible (op); |
2043 | make_visible (op); |
2387 | } |
|
|
2388 | |
2044 | |
|
|
2045 | return true; |
|
|
2046 | } |
|
|
2047 | } |
2389 | /* If the object is a boulder or other rollable object, then |
2048 | /* If the object is a boulder or other rollable object, then |
2390 | * roll it if not braced. You can't roll it if you are braced. |
2049 | * roll it if not braced. You can't roll it if you are braced. |
2391 | */ |
2050 | */ |
2392 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
2051 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
|
|
2052 | { |
|
|
2053 | if (op->speed_left > 0.f) |
2393 | { |
2054 | { |
|
|
2055 | --op->speed_left; |
|
|
2056 | |
2394 | recursive_roll (mon, dir, op); |
2057 | recursive_roll (mon, dir, op); |
2395 | if (action_makes_visible (op)) |
2058 | if (action_makes_visible (op)) |
2396 | make_visible (op); |
2059 | make_visible (op); |
2397 | } |
|
|
2398 | |
2060 | |
|
|
2061 | return true; |
|
|
2062 | } |
|
|
2063 | } |
2399 | /* Any generic living creature. Including things like doors. |
2064 | /* Any generic living creature. Including things like doors. |
2400 | * Way it works is like this: First, it must have some hit points |
2065 | * Way it works is like this: First, it must have some hit points |
2401 | * and be living. Then, it must be one of the following: |
2066 | * and be living. Then, it must be one of the following: |
2402 | * 1) Not a player, 2) A player, but of a different party. Note |
2067 | * 1) Not a player, 2) A player, but of a different party. Note |
2403 | * that party_number -1 is no party, so attacks can still happen. |
2068 | * that party_number -1 is no party, so attacks can still happen. |
2404 | */ |
2069 | */ |
2405 | |
|
|
2406 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2070 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2407 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2071 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2408 | { |
2072 | { |
2409 | |
2073 | if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) |
2410 | /* If the player hasn't hit something this tick, and does |
|
|
2411 | * so, give them speed boost based on weapon speed. Doing |
|
|
2412 | * it here is better than process_players2, which basically |
|
|
2413 | * incurred a 1 tick offset. |
|
|
2414 | */ |
|
|
2415 | if (!op->contr->has_hit) |
|
|
2416 | { |
2074 | { |
2417 | op->speed_left += op->speed / op->contr->weapon_sp; |
2075 | --op->contr->weapon_sp_left; |
2418 | |
2076 | |
2419 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
|
|
2420 | } |
|
|
2421 | |
|
|
2422 | skill_attack (mon, op, 0, NULL, NULL); |
2077 | skill_attack (mon, op, 0, 0, 0); |
2423 | |
2078 | |
2424 | /* If attacking another player, that player gets automatic |
|
|
2425 | * hitback, and doesn't loose luck either. |
|
|
2426 | * Disable hitback on the battleground or if the target is |
|
|
2427 | * the wiz. |
|
|
2428 | */ |
|
|
2429 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) |
|
|
2430 | { |
|
|
2431 | short luck = mon->stats.luck; |
|
|
2432 | |
|
|
2433 | mon->contr->has_hit = 1; |
|
|
2434 | skill_attack (op, mon, 0, NULL, NULL); |
|
|
2435 | mon->stats.luck = luck; |
|
|
2436 | } |
|
|
2437 | if (action_makes_visible (op)) |
2079 | if (action_makes_visible (op)) |
2438 | make_visible (op); |
2080 | make_visible (op); |
2439 | } |
|
|
2440 | } /* if player should attack something */ |
|
|
2441 | } |
|
|
2442 | |
2081 | |
2443 | int |
2082 | return true; |
|
|
2083 | } |
|
|
2084 | } |
|
|
2085 | |
|
|
2086 | return false; |
|
|
2087 | } |
|
|
2088 | |
|
|
2089 | bool |
2444 | move_player (object *op, int dir) |
2090 | move_player (object *op, int dir) |
2445 | { |
2091 | { |
2446 | int pick; |
2092 | int pick; |
2447 | |
2093 | |
2448 | if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) |
2094 | if (!op->map || op->map->in_memory != MAP_ACTIVE) |
2449 | return 0; |
2095 | return 0; |
2450 | |
2096 | |
2451 | /* Sanity check: make sure dir is valid */ |
2097 | /* Sanity check: make sure dir is valid */ |
2452 | if ((dir < 0) || (dir >= 9)) |
2098 | if ((dir < 0) || (dir >= 9)) |
2453 | { |
2099 | { |
2454 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2100 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2455 | return 0; |
2101 | return 0; |
2456 | } |
2102 | } |
2457 | |
2103 | |
2458 | /* peterm: added following line */ |
2104 | /* peterm: added following line */ |
2459 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2105 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2460 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
2106 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2461 | |
2107 | |
2462 | op->facing = dir; |
2108 | op->facing = dir; |
2463 | |
2109 | |
2464 | if (op->hide) |
2110 | if (op->flag [FLAG_HIDDEN]) |
2465 | do_hidden_move (op); |
2111 | do_hidden_move (op); |
2466 | |
2112 | |
|
|
2113 | bool retval; |
|
|
2114 | |
2467 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2115 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2468 | /*nop */ ; |
2116 | retval = RESULT_INT (0); |
2469 | else if (op->contr->fire_on) |
2117 | else if (op->contr->fire_on) |
2470 | fire (op, dir); |
2118 | retval = fire (op, dir); |
2471 | else |
2119 | else |
2472 | { |
2120 | { |
2473 | move_player_attack (op, dir); |
2121 | retval = move_player_attack (op, dir); |
2474 | pick = check_pick (op); |
2122 | pick = check_pick (op); |
2475 | } |
2123 | } |
2476 | |
2124 | |
2477 | /* Add special check for newcs players and fire on - this way, the |
2125 | /* Add special check for newcs players and fire on - this way, the |
2478 | * server can handle repeat firing. |
2126 | * server can handle repeat firing. |
2479 | */ |
2127 | */ |
2480 | if (op->contr->fire_on || (op->contr->run_on && pick != 0)) |
2128 | if (op->contr->fire_on || (op->contr->run_on && pick != 0)) |
2481 | { |
|
|
2482 | op->direction = dir; |
2129 | op->direction = dir; |
2483 | } |
|
|
2484 | else |
2130 | else |
2485 | { |
|
|
2486 | op->direction = 0; |
2131 | op->direction = 0; |
2487 | } |
2132 | |
2488 | /* Update how the player looks. Use the facing, so direction may |
2133 | /* Update how the player looks. Use the facing, so direction may |
2489 | * get reset to zero. This allows for full animation capabilities |
2134 | * get reset to zero. This allows for full animation capabilities |
2490 | * for players. |
2135 | * for players. |
2491 | */ |
2136 | */ |
2492 | animate_object (op, op->facing); |
2137 | animate_object (op, op->facing); |
2493 | return 0; |
2138 | |
|
|
2139 | return retval; |
2494 | } |
2140 | } |
2495 | |
2141 | |
2496 | /* This is similar to handle_player, below, but is only used by the |
2142 | /* This is similar to handle_player, below, but is only used by the |
2497 | * new client/server stuff. |
2143 | * new client/server stuff. |
2498 | * This is sort of special, in that the new client/server actually uses |
2144 | * This is sort of special, in that the new client/server actually uses |
2499 | * the new speed values for commands. |
2145 | * the new speed values for commands. |
2500 | * |
2146 | * |
2501 | * Returns true if there are more actions we can do. |
2147 | * Returns true if there are more actions we can do. Should not do |
|
|
2148 | * many actions in a row, as that would be too unfair to other |
|
|
2149 | * players. |
2502 | */ |
2150 | */ |
2503 | int |
2151 | bool |
2504 | handle_newcs_player (object *op) |
2152 | handle_newcs_player (object *op) |
2505 | { |
2153 | { |
2506 | if (op->contr->hidden) |
|
|
2507 | { |
|
|
2508 | op->invisible = 1000; |
|
|
2509 | /* the socket code flashes the player visible/invisible |
|
|
2510 | * depending on the value of invisible, so we need to |
|
|
2511 | * alternate it here for it to work correctly. |
|
|
2512 | */ |
|
|
2513 | if (pticks & 2) |
|
|
2514 | op->invisible--; |
|
|
2515 | } |
|
|
2516 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
|
|
2517 | { |
|
|
2518 | op->invisible--; |
|
|
2519 | if (!op->invisible) |
|
|
2520 | { |
|
|
2521 | make_visible (op); |
|
|
2522 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2523 | } |
|
|
2524 | } |
|
|
2525 | |
|
|
2526 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2154 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2527 | { |
2155 | { |
2528 | flee_player (op); |
2156 | if (op->speed_left > 0.f) |
2529 | /* If player is still scared, that is his action for this tick */ |
|
|
2530 | if (QUERY_FLAG (op, FLAG_SCARED)) |
|
|
2531 | { |
2157 | { |
2532 | op->speed_left--; |
2158 | --op->speed_left; |
|
|
2159 | flee_player (op); |
|
|
2160 | |
2533 | return 0; |
2161 | return true; |
2534 | } |
2162 | } |
|
|
2163 | else |
|
|
2164 | return false; |
2535 | } |
2165 | } |
2536 | |
|
|
2537 | /* I've been seeing crashes where the golem has been destroyed, but |
|
|
2538 | * the player object still points to the defunct golem. The code that |
|
|
2539 | * destroys the golem looks correct, and it doesn't always happen, so |
|
|
2540 | * put this in a a workaround to clean up the golem pointer. |
|
|
2541 | */ |
|
|
2542 | if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
2543 | op->contr->ranges[range_golem] = 0; |
|
|
2544 | |
2166 | |
2545 | /* call this here - we also will call this in do_ericserver, but |
2167 | /* call this here - we also will call this in do_ericserver, but |
2546 | * the players time has been increased when doericserver has been |
2168 | * the players time has been increased when doericserver has been |
2547 | * called, so we recheck it here. |
2169 | * called, so we recheck it here. |
2548 | */ |
2170 | */ |
2549 | op->contr->socket->handle_command (); |
2171 | if (op->contr->ns->handle_command ()) |
2550 | if (op->speed_left < 0) |
|
|
2551 | return 0; |
2172 | return true; |
2552 | |
2173 | |
2553 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2174 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2554 | { |
|
|
2555 | /* All move commands take 1 tick, at least for now */ |
|
|
2556 | op->speed_left--; |
|
|
2557 | |
|
|
2558 | /* Instead of all the stuff below, let move_player take care |
|
|
2559 | * of it. Also, some of the skill stuff is only put in |
|
|
2560 | * there, as well as the confusion stuff. |
|
|
2561 | */ |
|
|
2562 | move_player (op, op->direction); |
2175 | return move_player (op, op->direction); |
2563 | if (op->speed_left > 0) |
|
|
2564 | return 1; |
|
|
2565 | else |
|
|
2566 | return 0; |
|
|
2567 | } |
|
|
2568 | |
2176 | |
2569 | return 0; |
2177 | return false; |
2570 | } |
2178 | } |
2571 | |
2179 | |
2572 | int |
2180 | int |
2573 | save_life (object *op) |
2181 | save_life (object *op) |
2574 | { |
2182 | { |
… | |
… | |
2576 | return 0; |
2184 | return 0; |
2577 | |
2185 | |
2578 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2186 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2579 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2187 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2580 | { |
2188 | { |
2581 | play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); |
2189 | op->play_sound (sound_find ("ob_evaporate")); |
2582 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2190 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2583 | |
|
|
2584 | if (op->contr) |
|
|
2585 | esrv_del_item (op->contr, tmp->count); |
|
|
2586 | |
2191 | |
2587 | tmp->destroy (); |
2192 | tmp->destroy (); |
2588 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2193 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2589 | |
2194 | |
2590 | if (op->stats.hp < 0) |
2195 | if (op->stats.hp < 0) |
2591 | op->stats.hp = op->stats.maxhp; |
2196 | op->stats.hp = op->stats.maxhp; |
2592 | |
2197 | |
2593 | if (op->stats.food < 0) |
2198 | if (op->stats.food < 0) |
2594 | op->stats.food = 999; |
2199 | op->stats.food = 999; |
2595 | |
2200 | |
2596 | fix_player (op); |
2201 | op->update_stats (); |
2597 | return 1; |
2202 | return 1; |
2598 | } |
2203 | } |
2599 | |
2204 | |
2600 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2205 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2601 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2206 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
… | |
… | |
2603 | return 0; |
2208 | return 0; |
2604 | } |
2209 | } |
2605 | |
2210 | |
2606 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2211 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2607 | * back in the map (location and map determined by values of env). This |
2212 | * back in the map (location and map determined by values of env). This |
2608 | * function will descend into containers. op is the object to start the search |
2213 | * function will descend into containers. op is the object to start the search |
2609 | * from. |
2214 | * from. |
2610 | */ |
2215 | */ |
|
|
2216 | static void |
|
|
2217 | drop_unpaid_items (object *op, object *env) |
|
|
2218 | { |
|
|
2219 | while (op) |
|
|
2220 | { |
|
|
2221 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
|
|
2222 | |
|
|
2223 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
|
|
2224 | op->insert_at (env); |
|
|
2225 | else if (op->inv) |
|
|
2226 | drop_unpaid_items (op->inv, env); |
|
|
2227 | |
|
|
2228 | op = next; |
|
|
2229 | } |
|
|
2230 | } |
|
|
2231 | |
2611 | void |
2232 | void |
2612 | remove_unpaid_objects (object *op, object *env) |
2233 | object::drop_unpaid_items () |
2613 | { |
2234 | { |
2614 | object *next; |
2235 | if (!flag [FLAG_REMOVED]) |
2615 | |
2236 | ::drop_unpaid_items (inv, this); |
2616 | while (op) |
|
|
2617 | { |
|
|
2618 | next = op->below; /* Make sure we have a good value, in case |
|
|
2619 | * we remove object 'op' |
|
|
2620 | */ |
|
|
2621 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
|
|
2622 | { |
|
|
2623 | op->remove (); |
|
|
2624 | op->x = env->x; |
|
|
2625 | op->y = env->y; |
|
|
2626 | if (env->type == PLAYER) |
|
|
2627 | esrv_del_item (env->contr, op->count); |
|
|
2628 | insert_ob_in_map (op, env->map, NULL, 0); |
|
|
2629 | } |
|
|
2630 | else if (op->inv) |
|
|
2631 | remove_unpaid_objects (op->inv, env); |
|
|
2632 | |
|
|
2633 | op = next; |
|
|
2634 | } |
|
|
2635 | } |
2237 | } |
2636 | |
|
|
2637 | |
2238 | |
2638 | /* |
2239 | /* |
2639 | * Returns pointer a static string containing gravestone text |
2240 | * Returns pointer a static string containing gravestone text |
2640 | * Moved from apply.c to player.c - player.c is what |
2241 | * Moved from apply.c to player.c - player.c is what |
2641 | * actually uses this function. player.c may not be quite the |
2242 | * actually uses this function. player.c may not be quite the |
2642 | * best, a misc file for object actions is probably better, |
2243 | * best, a misc file for object actions is probably better, |
2643 | * but there isn't one in the server directory. |
2244 | * but there isn't one in the server directory. |
2644 | */ |
2245 | */ |
2645 | char * |
2246 | const char * |
2646 | gravestone_text (object *op) |
2247 | gravestone_text (object *op) |
2647 | { |
2248 | { |
2648 | static char buf2[MAX_BUF]; |
2249 | static dynbuf_text buf; |
2649 | char buf[MAX_BUF]; |
|
|
2650 | time_t now = time (NULL); |
|
|
2651 | |
2250 | |
2652 | strcpy (buf2, " R.I.P.\n\n"); |
2251 | buf << "---- R.I.P. ----\n\n" |
|
|
2252 | << op->name; |
|
|
2253 | |
2653 | if (op->type == PLAYER) |
2254 | if (op->type == PLAYER) |
2654 | sprintf (buf, "%s the %s\n", &op->name, op->contr->title); |
2255 | buf << " the " << op->contr->title; |
2655 | else |
|
|
2656 | sprintf (buf, "%s\n", &op->name); |
|
|
2657 | |
2256 | |
2658 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2257 | buf << "\n\n"; |
2659 | strcat (buf2, buf); |
2258 | |
|
|
2259 | buf << "who was level "; |
|
|
2260 | buf << (sint32)op->level << "\n\n" // OO breakdown |
|
|
2261 | << " when " << (op->contr ? "killed" : "died") << "\n\n"; |
|
|
2262 | |
2660 | if (op->type == PLAYER) |
2263 | if (op->type == PLAYER) |
2661 | sprintf (buf, "who was in level %d when killed\n", op->level); |
2264 | buf << "by " << op->contr->killer_name () << ".\n\n"; |
2662 | else |
|
|
2663 | sprintf (buf, "who was in level %d when died.\n\n", op->level); |
|
|
2664 | |
2265 | |
2665 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
|
|
2666 | strcat (buf2, buf); |
|
|
2667 | if (op->type == PLAYER) |
|
|
2668 | { |
2266 | { |
2669 | sprintf (buf, "by %s.\n\n", op->contr->killer); |
2267 | static char buf2[128]; |
2670 | strncat (buf2, " ", 21 - strlen (buf) / 2); |
2268 | time_t now = time (NULL); |
2671 | strcat (buf2, buf); |
|
|
2672 | } |
|
|
2673 | |
|
|
2674 | strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); |
2269 | strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now)); |
2675 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2270 | buf << buf2; |
2676 | strcat (buf2, buf); |
2271 | } |
2677 | |
2272 | |
2678 | return buf2; |
2273 | return buf; |
2679 | } |
2274 | } |
2680 | |
|
|
2681 | |
|
|
2682 | |
2275 | |
2683 | void |
2276 | void |
2684 | do_some_living (object *op) |
2277 | do_some_living (object *op) |
2685 | { |
2278 | { |
2686 | int last_food = op->stats.food; |
2279 | int last_food = op->stats.food; |
… | |
… | |
2692 | int rate_grace = 2000; |
2285 | int rate_grace = 2000; |
2693 | const int max_hp = 1; |
2286 | const int max_hp = 1; |
2694 | const int max_sp = 1; |
2287 | const int max_sp = 1; |
2695 | const int max_grace = 1; |
2288 | const int max_grace = 1; |
2696 | |
2289 | |
2697 | if (op->contr->outputs_sync) |
2290 | if (op->contr->hidden) |
2698 | { |
|
|
2699 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
|
|
2700 | if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) |
|
|
2701 | flush_output_element (op, &op->contr->outputs[i]); |
|
|
2702 | } |
2291 | { |
|
|
2292 | op->invisible = 1000; |
|
|
2293 | /* the socket code flashes the player visible/invisible |
|
|
2294 | * depending on the value of invisible, so we need to |
|
|
2295 | * alternate it here for it to work correctly. |
|
|
2296 | */ |
|
|
2297 | if (pticks & 2) |
|
|
2298 | op->invisible--; |
|
|
2299 | } |
|
|
2300 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
|
|
2301 | { |
|
|
2302 | if (!op->invisible--) |
|
|
2303 | { |
|
|
2304 | make_visible (op); |
|
|
2305 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2306 | } |
|
|
2307 | } |
2703 | |
2308 | |
2704 | if (op->contr->state == ST_PLAYING) |
2309 | if (op->contr->ns->state == ST_PLAYING) |
2705 | { |
2310 | { |
2706 | |
|
|
2707 | /* these next three if clauses make it possible to SLOW DOWN |
2311 | /* these next three if clauses make it possible to SLOW DOWN |
2708 | hp/grace/spellpoint regeneration. */ |
2312 | hp/grace/spellpoint regeneration. */ |
2709 | if (op->contr->gen_hp >= 0) |
2313 | if (op->contr->gen_hp >= 0) |
2710 | gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; |
2314 | gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; |
2711 | else |
2315 | else |
2712 | { |
2316 | { |
2713 | gen_hp = op->stats.maxhp; |
2317 | gen_hp = op->stats.maxhp; |
2714 | rate_hp -= rate_hp / 2 * op->contr->gen_hp; |
2318 | rate_hp -= rate_hp / 2 * op->contr->gen_hp; |
2715 | } |
2319 | } |
|
|
2320 | |
2716 | if (op->contr->gen_sp >= 0) |
2321 | if (op->contr->gen_sp >= 0) |
2717 | gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; |
2322 | gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; |
2718 | else |
2323 | else |
2719 | { |
2324 | { |
2720 | gen_sp = op->stats.maxsp; |
2325 | gen_sp = op->stats.maxsp; |
2721 | rate_sp -= rate_sp / 2 * op->contr->gen_sp; |
2326 | rate_sp -= rate_sp / 2 * op->contr->gen_sp; |
2722 | } |
2327 | } |
|
|
2328 | |
2723 | if (op->contr->gen_grace >= 0) |
2329 | if (op->contr->gen_grace >= 0) |
2724 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2330 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2725 | else |
2331 | else |
2726 | { |
2332 | { |
2727 | gen_grace = op->stats.maxgrace; |
2333 | gen_grace = op->stats.maxgrace; |
2728 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2334 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2729 | } |
2335 | } |
2730 | |
2336 | |
2731 | /* Regenerate Spell Points */ |
|
|
2732 | if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) |
|
|
2733 | { |
|
|
2734 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
|
|
2735 | if (op->stats.sp < op->stats.maxsp) |
|
|
2736 | { |
|
|
2737 | op->stats.sp++; |
|
|
2738 | /* dms do not consume food */ |
|
|
2739 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2740 | { |
|
|
2741 | op->stats.food--; |
|
|
2742 | if (op->contr->digestion < 0) |
|
|
2743 | op->stats.food += op->contr->digestion; |
|
|
2744 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2745 | op->stats.food = last_food; |
|
|
2746 | } |
|
|
2747 | } |
|
|
2748 | if (max_sp > 1) |
|
|
2749 | { |
|
|
2750 | over_sp = (gen_sp + 10) / rate_sp; |
|
|
2751 | if (over_sp > 0) |
|
|
2752 | { |
|
|
2753 | if (op->stats.sp < op->stats.maxsp) |
|
|
2754 | { |
|
|
2755 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2756 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
|
|
2757 | op->stats.sp--; |
|
|
2758 | if (op->stats.sp > op->stats.maxsp) |
|
|
2759 | op->stats.sp = op->stats.maxsp; |
|
|
2760 | } |
|
|
2761 | op->last_sp = 0; |
|
|
2762 | } |
|
|
2763 | else |
|
|
2764 | { |
|
|
2765 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2766 | } |
|
|
2767 | } |
|
|
2768 | else |
|
|
2769 | { |
|
|
2770 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2771 | } |
|
|
2772 | } |
|
|
2773 | |
|
|
2774 | /* Regenerate Grace */ |
2337 | /* Regenerate Grace */ |
2775 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2338 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2776 | if (--op->last_grace < 0) |
2339 | if (--op->last_grace < 0) |
2777 | { |
2340 | { |
2778 | if (op->stats.grace < op->stats.maxgrace / 2) |
2341 | if (op->stats.grace < op->stats.maxgrace / 2) |
2779 | op->stats.grace++; /* no penalty in food for regaining grace */ |
2342 | op->stats.grace++; /* no penalty in food for regaining grace */ |
|
|
2343 | |
2780 | if (max_grace > 1) |
2344 | if (max_grace > 1) |
2781 | { |
2345 | { |
2782 | over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; |
2346 | over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; |
2783 | if (over_grace > 0) |
2347 | if (over_grace > 0) |
2784 | { |
2348 | { |
… | |
… | |
2796 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2360 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2797 | } |
2361 | } |
2798 | /* wearing stuff doesn't detract from grace generation. */ |
2362 | /* wearing stuff doesn't detract from grace generation. */ |
2799 | } |
2363 | } |
2800 | |
2364 | |
|
|
2365 | if (op->stats.food > 0) |
|
|
2366 | { |
2801 | /* Regenerate Hit Points */ |
2367 | /* Regenerate Spell Points */ |
2802 | if (--op->last_heal < 0) |
2368 | if (!op->contr->golem && --op->last_sp < 0) |
2803 | { |
|
|
2804 | if (op->stats.hp < op->stats.maxhp) |
|
|
2805 | { |
2369 | { |
2806 | op->stats.hp++; |
2370 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2807 | /* dms do not consume food */ |
2371 | |
2808 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2372 | if (op->stats.sp < op->stats.maxsp) |
2809 | { |
2373 | { |
|
|
2374 | op->stats.sp++; |
|
|
2375 | |
|
|
2376 | /* dms do not consume food */ |
|
|
2377 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2378 | { |
2810 | op->stats.food--; |
2379 | op->stats.food--; |
|
|
2380 | |
2811 | if (op->contr->digestion < 0) |
2381 | if (op->contr->digestion < 0) |
2812 | op->stats.food += op->contr->digestion; |
2382 | op->stats.food += op->contr->digestion; |
2813 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2383 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2814 | op->stats.food = last_food; |
2384 | op->stats.food = last_food; |
|
|
2385 | } |
2815 | } |
2386 | } |
2816 | } |
2387 | |
2817 | if (max_hp > 1) |
2388 | if (max_sp > 1) |
2818 | { |
|
|
2819 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
|
|
2820 | if (over_hp > 0) |
|
|
2821 | { |
2389 | { |
2822 | op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
2390 | over_sp = (gen_sp + 10) / rate_sp; |
|
|
2391 | if (over_sp > 0) |
|
|
2392 | { |
|
|
2393 | if (op->stats.sp < op->stats.maxsp) |
|
|
2394 | { |
|
|
2395 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2396 | |
|
|
2397 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
|
|
2398 | op->stats.sp--; |
|
|
2399 | |
|
|
2400 | if (op->stats.sp > op->stats.maxsp) |
|
|
2401 | op->stats.sp = op->stats.maxsp; |
|
|
2402 | } |
|
|
2403 | |
2823 | op->last_heal = 0; |
2404 | op->last_sp = 0; |
|
|
2405 | } |
|
|
2406 | else |
|
|
2407 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2824 | } |
2408 | } |
2825 | else |
2409 | else |
|
|
2410 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2411 | } |
|
|
2412 | |
|
|
2413 | /* Regenerate Hit Points */ |
|
|
2414 | if (--op->last_heal < 0) |
|
|
2415 | { |
|
|
2416 | if (op->stats.hp < op->stats.maxhp) |
2826 | { |
2417 | { |
2827 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2418 | op->stats.hp++; |
|
|
2419 | |
|
|
2420 | /* dms do not consume food */ |
|
|
2421 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2422 | { |
|
|
2423 | op->stats.food--; |
|
|
2424 | |
|
|
2425 | if (op->contr->digestion < 0) |
|
|
2426 | op->stats.food += op->contr->digestion; |
|
|
2427 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2428 | op->stats.food = last_food; |
|
|
2429 | } |
2828 | } |
2430 | } |
|
|
2431 | |
|
|
2432 | if (max_hp > 1) |
|
|
2433 | { |
|
|
2434 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
|
|
2435 | |
|
|
2436 | if (over_hp > 0) |
|
|
2437 | { |
|
|
2438 | op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
|
|
2439 | op->last_heal = 0; |
|
|
2440 | } |
|
|
2441 | else |
|
|
2442 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2829 | } |
2443 | } |
2830 | else |
2444 | else |
2831 | { |
|
|
2832 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2445 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2833 | } |
2446 | } |
2834 | } |
2447 | } |
2835 | |
2448 | |
2836 | /* Digestion */ |
2449 | /* Digestion */ |
2837 | if (--op->last_eat < 0) |
2450 | if (--op->last_eat < 0) |
2838 | { |
2451 | { |
2839 | #ifdef COZY_SERVER |
2452 | int bonus = max (0, op->contr->digestion), |
2840 | int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; |
2453 | penalty = max (0, -op->contr->digestion); |
2841 | int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0; |
|
|
2842 | #else |
|
|
2843 | int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; |
|
|
2844 | #endif |
|
|
2845 | |
2454 | |
2846 | if (op->contr->gen_hp > 0) |
|
|
2847 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2455 | op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); |
2848 | else |
2456 | |
2849 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
|
|
2850 | /* dms do not consume food */ |
2457 | /* dms do not consume food */ |
2851 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2458 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2852 | op->stats.food--; |
2459 | op->stats.food--; |
2853 | } |
2460 | } |
2854 | } |
|
|
2855 | |
2461 | |
2856 | if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) |
2462 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2857 | { |
2463 | { |
2858 | object *tmp, *flesh = NULL; |
2464 | object *flesh = 0; |
2859 | |
2465 | |
2860 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
2466 | for_inv_removable (op, tmp) |
2861 | { |
|
|
2862 | if (!QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
2863 | { |
2467 | { |
|
|
2468 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
2469 | continue; |
|
|
2470 | |
2864 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2471 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2865 | { |
2472 | { |
2866 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2473 | op->statusmsg ("You blindly grab for a bite of food. " |
|
|
2474 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2867 | manual_apply (op, tmp, 0); |
2475 | manual_apply (op, tmp, 0); |
|
|
2476 | |
2868 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2477 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2869 | break; |
2478 | break; |
2870 | } |
2479 | } |
2871 | else if (tmp->type == FLESH) |
2480 | else if (tmp->type == FLESH) |
2872 | flesh = tmp; |
2481 | flesh = tmp; |
2873 | } /* End if paid for object */ |
2482 | } |
2874 | } /* end of for loop */ |
2483 | |
2875 | /* If player is still starving, it means they don't have any food, so |
2484 | /* If player is still starving, it means they don't have any food, so |
2876 | * eat flesh instead. |
2485 | * eat flesh instead. |
2877 | */ |
2486 | */ |
2878 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2487 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2879 | { |
2488 | { |
2880 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2489 | op->statusmsg ("You blindly grab for a bite of food. " |
|
|
2490 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2881 | manual_apply (op, flesh, 0); |
2491 | manual_apply (op, flesh, 0); |
|
|
2492 | } |
|
|
2493 | |
|
|
2494 | // If player is still starving, alert him! |
|
|
2495 | if (op->stats.food < 0) |
|
|
2496 | op->failmsg ("You are starving! " |
|
|
2497 | "H<Eat some food to increase your food and prevent you from an untimely death.>"); |
|
|
2498 | } |
|
|
2499 | |
|
|
2500 | if (op->stats.food < 0) |
2882 | } |
2501 | { |
2883 | } /* end if player is starving */ |
2502 | op->stats.hp += op->stats.food; |
|
|
2503 | op->stats.food = 0; |
2884 | |
2504 | |
2885 | while (op->stats.food < 0 && op->stats.hp > 0) |
2505 | if (op->stats.hp < 0) |
2886 | op->stats.food++, op->stats.hp--; |
2506 | { |
|
|
2507 | op->contr->killer = archetype::get ("killer_starvation"); |
|
|
2508 | op->contr->killer->destroy (); |
|
|
2509 | } |
|
|
2510 | } |
2887 | |
2511 | |
2888 | if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) |
2512 | /* killer should be set here already */ |
|
|
2513 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2889 | kill_player (op); |
2514 | kill_player (op); |
|
|
2515 | } |
2890 | } |
2516 | } |
2891 | |
|
|
2892 | |
|
|
2893 | |
2517 | |
2894 | /* If the player should die (lack of hp, food, etc), we call this. |
2518 | /* If the player should die (lack of hp, food, etc), we call this. |
2895 | * op is the player in jeopardy. If the player can not be saved (not |
2519 | * op is the player in jeopardy. If the player can not be saved (not |
2896 | * permadeath, no lifesave), this will take care of removing the player |
2520 | * permadeath, no lifesave), this will take care of removing the player |
2897 | * file. |
2521 | * file. |
2898 | */ |
2522 | */ |
2899 | void |
2523 | void |
2900 | kill_player (object *op) |
2524 | kill_player (object *op) |
2901 | { |
2525 | { |
|
|
2526 | int x, y; |
2902 | char buf[MAX_BUF]; |
2527 | char buf[MAX_BUF]; |
2903 | int x, y; |
|
|
2904 | |
|
|
2905 | //int i; |
|
|
2906 | maptile *map; /* this is for resurrection */ |
2528 | maptile *map; /* this is for resurrection */ |
2907 | |
|
|
2908 | /* int z; |
|
|
2909 | int num_stats_lose; |
|
|
2910 | int lost_a_stat; |
|
|
2911 | int lose_this_stat; |
|
|
2912 | int this_stat; */ |
|
|
2913 | int will_kill_again; |
2529 | int will_kill_again; |
2914 | archetype *at; |
2530 | archetype *at; |
2915 | object *tmp; |
2531 | object *tmp; |
2916 | |
2532 | |
2917 | if (save_life (op)) |
2533 | if (save_life (op)) |
2918 | return; |
2534 | return; |
2919 | |
2535 | |
|
|
2536 | /* restore player */ |
|
|
2537 | at = archetype::find ("poisoning"); |
|
|
2538 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2539 | { |
|
|
2540 | tmp->destroy (); |
|
|
2541 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
|
|
2542 | } |
|
|
2543 | |
|
|
2544 | at = archetype::find ("confusion"); |
|
|
2545 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2546 | { |
|
|
2547 | tmp->destroy (); |
|
|
2548 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
|
|
2549 | } |
|
|
2550 | |
|
|
2551 | cure_disease (op, 0, 0); /* remove any disease */ |
|
|
2552 | |
|
|
2553 | max_it (op->stats.hp , op->stats.maxhp); |
|
|
2554 | max_it (op->stats.sp , op->stats.maxsp); |
|
|
2555 | max_it (op->stats.grace, op->stats.maxgrace); |
|
|
2556 | |
|
|
2557 | if (op->stats.food <= 0) |
|
|
2558 | op->stats.food = 999; |
|
|
2559 | |
|
|
2560 | // remove all spell effects that are active |
|
|
2561 | // to avoid long-term effects such as word-of-recall |
|
|
2562 | for (object *item = op->inv; item; ) |
|
|
2563 | { |
|
|
2564 | object *next = item->below; |
|
|
2565 | |
|
|
2566 | if (item->type == SPELL_EFFECT && item->active) |
|
|
2567 | item->destroy (); |
|
|
2568 | |
|
|
2569 | item = next; |
|
|
2570 | } |
2920 | |
2571 | |
2921 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2572 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2922 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2573 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2923 | * Look at op_on_battleground() for more info --AndreasV |
2574 | * Look at op_on_battleground() for more info --AndreasV |
2924 | */ |
2575 | */ |
2925 | if (op_on_battleground (op, &x, &y)) |
2576 | if (op_on_battleground (op, &x, &y)) |
2926 | { |
2577 | { |
2927 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2578 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2928 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
2579 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
2929 | |
2580 | |
2930 | /* restore player */ |
|
|
2931 | at = archetype::find ("poisoning"); |
|
|
2932 | tmp = present_arch_in_ob (at, op); |
|
|
2933 | if (tmp) |
|
|
2934 | { |
|
|
2935 | tmp->destroy (); |
|
|
2936 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
|
|
2937 | } |
|
|
2938 | |
|
|
2939 | at = archetype::find ("confusion"); |
|
|
2940 | tmp = present_arch_in_ob (at, op); |
|
|
2941 | if (tmp) |
|
|
2942 | { |
|
|
2943 | tmp->destroy (); |
|
|
2944 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
|
|
2945 | } |
|
|
2946 | |
|
|
2947 | cure_disease (op, 0); /* remove any disease */ |
|
|
2948 | op->stats.hp = op->stats.maxhp; |
|
|
2949 | if (op->stats.food <= 0) |
|
|
2950 | op->stats.food = 999; |
|
|
2951 | |
|
|
2952 | /* create a bodypart-trophy to make the winner happy */ |
2581 | /* create a bodypart-trophy to make the winner happy */ |
2953 | tmp = arch_to_object (archetype::find ("finger")); |
2582 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2954 | if (tmp != NULL) |
|
|
2955 | { |
2583 | { |
2956 | sprintf (buf, "%s's finger", &op->name); |
2584 | tmp->name = format ("%s's finger" , &op->name); |
2957 | tmp->name = buf; |
2585 | tmp->name_pl = format ("%s's fingers", &op->name); |
2958 | sprintf (buf, " This finger has been cut off %s\n" |
|
|
2959 | " the %s, when he was defeated at\n level %d by %s.\n", |
|
|
2960 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
|
|
2961 | tmp->msg = buf; |
2586 | tmp->msg = format ( |
|
|
2587 | "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", |
|
|
2588 | &op->name, op->contr->title, |
|
|
2589 | (int)op->level, |
|
|
2590 | op->contr->killer_name () |
|
|
2591 | ); |
2962 | tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2592 | tmp->value = 0, tmp->type = 0; |
2963 | tmp->materialname = NULL; |
2593 | tmp->materialname = "organics"; |
2964 | tmp->x = op->x, tmp->y = op->y; |
2594 | tmp->insert_at (op, tmp); |
2965 | insert_ob_in_map (tmp, op->map, op, 0); |
|
|
2966 | } |
2595 | } |
2967 | |
2596 | |
2968 | /* teleport defeated player to new destination */ |
2597 | /* teleport defeated player to new destination */ |
2969 | transfer_ob (op, x, y, 0, NULL); |
2598 | transfer_ob (op, x, y, 0, NULL); |
2970 | op->contr->braced = 0; |
2599 | op->contr->braced = 0; |
… | |
… | |
2973 | |
2602 | |
2974 | INVOKE_PLAYER (DEATH, op->contr); |
2603 | INVOKE_PLAYER (DEATH, op->contr); |
2975 | |
2604 | |
2976 | command_kill_pets (op, 0); |
2605 | command_kill_pets (op, 0); |
2977 | |
2606 | |
2978 | if (op->stats.food < 0) |
2607 | op->contr->play_sound (sound_find ("player_dies")); |
|
|
2608 | |
|
|
2609 | /* save the map location for corpse, gravestone */ |
|
|
2610 | x = op->x; |
|
|
2611 | y = op->y; |
|
|
2612 | map = op->map; |
|
|
2613 | |
|
|
2614 | /* NOT_PERMADEATH code. This basically brings the character back to |
|
|
2615 | * life if they are dead - it takes some exp and a random stat. |
|
|
2616 | * See the config.h file for a little more in depth detail about this. |
|
|
2617 | */ |
|
|
2618 | |
|
|
2619 | /* Basically two ways to go - remove a stat permanently, or just |
|
|
2620 | * make it depletion. This bunch of code deals with that aspect |
|
|
2621 | * of death. |
|
|
2622 | */ |
|
|
2623 | #ifndef COZY_SERVER |
|
|
2624 | if (settings.balanced_stat_loss) |
2979 | { |
2625 | { |
2980 | if (op->contr->explore) |
2626 | /* If stat loss is permanent, lose one stat only. */ |
2981 | { |
2627 | /* Lower level chars don't lose as many stats because they suffer |
2982 | new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); |
2628 | more if they do. */ |
2983 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
2629 | /* Higher level characters can afford things such as potions of |
2984 | op->stats.food = 999; |
2630 | restoration, or better, stat potions. So we slug them that |
2985 | return; |
2631 | little bit harder. */ |
2986 | } |
2632 | /* GD */ |
2987 | sprintf (buf, "%s starved to death.", &op->name); |
2633 | if (settings.stat_loss_on_death) |
2988 | strcpy (op->contr->killer, "starvation"); |
2634 | num_stats_lose = 1; |
|
|
2635 | else |
|
|
2636 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
2989 | } |
2637 | } |
2990 | else |
2638 | else |
2991 | { |
2639 | num_stats_lose = 1; |
2992 | if (op->contr->explore) |
2640 | |
2993 | { |
2641 | lost_a_stat = 0; |
2994 | new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); |
2642 | |
2995 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
2643 | for (z = 0; z < num_stats_lose; z++) |
2996 | op->stats.hp = op->stats.maxhp; |
|
|
2997 | return; |
|
|
2998 | } |
|
|
2999 | sprintf (buf, "%s died.", &op->name); |
|
|
3000 | } |
2644 | { |
3001 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
2645 | i = rndm (NUM_STATS); |
3002 | |
2646 | |
3003 | /* save the map location for corpse, gravestone */ |
|
|
3004 | x = op->x; |
|
|
3005 | y = op->y; |
|
|
3006 | map = op->map; |
|
|
3007 | |
|
|
3008 | |
|
|
3009 | if (settings.not_permadeth == TRUE) |
|
|
3010 | { |
|
|
3011 | /* NOT_PERMADEATH code. This basically brings the character back to |
|
|
3012 | * life if they are dead - it takes some exp and a random stat. |
|
|
3013 | * See the config.h file for a little more in depth detail about this. |
|
|
3014 | */ |
|
|
3015 | |
|
|
3016 | /* Basically two ways to go - remove a stat permanently, or just |
|
|
3017 | * make it depletion. This bunch of code deals with that aspect |
|
|
3018 | * of death. |
|
|
3019 | */ |
|
|
3020 | #ifndef COZY_SERVER |
|
|
3021 | if (settings.balanced_stat_loss) |
|
|
3022 | { |
|
|
3023 | /* If stat loss is permanent, lose one stat only. */ |
|
|
3024 | /* Lower level chars don't lose as many stats because they suffer |
|
|
3025 | more if they do. */ |
|
|
3026 | /* Higher level characters can afford things such as potions of |
|
|
3027 | restoration, or better, stat potions. So we slug them that |
|
|
3028 | little bit harder. */ |
|
|
3029 | /* GD */ |
|
|
3030 | if (settings.stat_loss_on_death) |
2647 | if (settings.stat_loss_on_death) |
3031 | num_stats_lose = 1; |
2648 | { |
3032 | else |
2649 | /* Pick a random stat and take a point off it. Tell the player |
3033 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
2650 | * what he lost. |
|
|
2651 | */ |
|
|
2652 | change_attr_value (&(op->stats), i, -1); |
|
|
2653 | check_stat_bounds (&(op->stats)); |
|
|
2654 | change_attr_value (&(op->contr->orig_stats), i, -1); |
|
|
2655 | check_stat_bounds (&(op->contr->orig_stats)); |
|
|
2656 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
|
|
2657 | lost_a_stat = 1; |
3034 | } |
2658 | } |
3035 | else |
2659 | else |
3036 | { |
2660 | { |
3037 | num_stats_lose = 1; |
2661 | /* deplete a stat */ |
3038 | } |
2662 | archetype *deparch = archetype::find ("depletion"); |
3039 | lost_a_stat = 0; |
2663 | object *dep; |
3040 | |
2664 | |
3041 | for (z = 0; z < num_stats_lose; z++) |
2665 | dep = present_arch_in_ob (deparch, op); |
3042 | { |
2666 | if (!dep) |
3043 | i = RANDOM () % NUM_STATS; |
|
|
3044 | |
|
|
3045 | if (settings.stat_loss_on_death) |
|
|
3046 | { |
2667 | { |
3047 | /* Pick a random stat and take a point off it. Tell the player |
2668 | dep = arch_to_object (deparch); |
3048 | * what he lost. |
2669 | insert_ob_in_ob (dep, op); |
3049 | */ |
|
|
3050 | change_attr_value (&(op->stats), i, -1); |
|
|
3051 | check_stat_bounds (&(op->stats)); |
|
|
3052 | change_attr_value (&(op->contr->orig_stats), i, -1); |
|
|
3053 | check_stat_bounds (&(op->contr->orig_stats)); |
|
|
3054 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
|
|
3055 | lost_a_stat = 1; |
|
|
3056 | } |
2670 | } |
3057 | else |
2671 | lose_this_stat = 1; |
|
|
2672 | if (settings.balanced_stat_loss) |
3058 | { |
2673 | { |
3059 | /* deplete a stat */ |
2674 | /* GD */ |
3060 | archetype *deparch = archetype::find ("depletion"); |
2675 | /* Get the stat that we're about to deplete. */ |
3061 | object *dep; |
2676 | this_stat = get_attr_value (&(dep->stats), i); |
3062 | |
2677 | if (this_stat < 0) |
3063 | dep = present_arch_in_ob (deparch, op); |
|
|
3064 | if (!dep) |
|
|
3065 | { |
2678 | { |
3066 | dep = arch_to_object (deparch); |
2679 | int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO; |
3067 | insert_ob_in_ob (dep, op); |
2680 | int keep_chance = this_stat * this_stat; |
3068 | } |
2681 | |
3069 | lose_this_stat = 1; |
2682 | /* Yes, I am paranoid. Sue me. */ |
3070 | if (settings.balanced_stat_loss) |
|
|
3071 | { |
|
|
3072 | /* GD */ |
|
|
3073 | /* Get the stat that we're about to deplete. */ |
|
|
3074 | this_stat = get_attr_value (&(dep->stats), i); |
|
|
3075 | if (this_stat < 0) |
2683 | if (keep_chance < 1) |
|
|
2684 | keep_chance = 1; |
|
|
2685 | |
|
|
2686 | /* There is a maximum depletion total per level. */ |
|
|
2687 | if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
3076 | { |
2688 | { |
3077 | int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO; |
|
|
3078 | int keep_chance = this_stat * this_stat; |
|
|
3079 | |
|
|
3080 | /* Yes, I am paranoid. Sue me. */ |
|
|
3081 | if (keep_chance < 1) |
|
|
3082 | keep_chance = 1; |
|
|
3083 | |
|
|
3084 | /* There is a maximum depletion total per level. */ |
|
|
3085 | if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
|
|
3086 | { |
|
|
3087 | lose_this_stat = 0; |
2689 | lose_this_stat = 0; |
3088 | /* Take loss chance vs keep chance to see if we |
2690 | /* Take loss chance vs keep chance to see if we |
3089 | retain the stat. */ |
2691 | retain the stat. */ |
3090 | } |
|
|
3091 | else |
|
|
3092 | { |
|
|
3093 | if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) |
|
|
3094 | lose_this_stat = 0; |
|
|
3095 | /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", |
|
|
3096 | this_stat, keep_chance, loss_chance, |
|
|
3097 | lose_this_stat?"LOSE":"KEEP"); */ |
|
|
3098 | } |
|
|
3099 | } |
2692 | } |
3100 | } |
|
|
3101 | |
|
|
3102 | if (lose_this_stat) |
|
|
3103 | { |
|
|
3104 | this_stat = get_attr_value (&(dep->stats), i); |
|
|
3105 | /* We could try to do something clever like find another |
|
|
3106 | * stat to reduce if this fails. But chances are, if |
|
|
3107 | * stats have been depleted to -50, all are pretty low |
|
|
3108 | * and should be roughly the same, so it shouldn't make a |
|
|
3109 | * difference. |
|
|
3110 | */ |
2693 | else |
3111 | if (this_stat >= -50) |
|
|
3112 | { |
2694 | { |
3113 | change_attr_value (&(dep->stats), i, -1); |
2695 | if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) |
3114 | SET_FLAG (dep, FLAG_APPLIED); |
|
|
3115 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
|
|
3116 | fix_player (op); |
|
|
3117 | lost_a_stat = 1; |
2696 | lose_this_stat = 0; |
|
|
2697 | /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", |
|
|
2698 | this_stat, keep_chance, loss_chance, |
|
|
2699 | lose_this_stat?"LOSE":"KEEP"); */ |
3118 | } |
2700 | } |
3119 | } |
2701 | } |
3120 | } |
2702 | } |
|
|
2703 | |
|
|
2704 | if (lose_this_stat) |
|
|
2705 | { |
|
|
2706 | this_stat = get_attr_value (&dep->stats, i); |
|
|
2707 | /* We could try to do something clever like find another |
|
|
2708 | * stat to reduce if this fails. But chances are, if |
|
|
2709 | * stats have been depleted to -50, all are pretty low |
|
|
2710 | * and should be roughly the same, so it shouldn't make a |
|
|
2711 | * difference. |
|
|
2712 | */ |
|
|
2713 | if (this_stat >= -50) |
|
|
2714 | { |
|
|
2715 | change_attr_value (&(dep->stats), i, -1); |
|
|
2716 | SET_FLAG (dep, FLAG_APPLIED); |
|
|
2717 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
|
|
2718 | op->update_stats (); |
|
|
2719 | lost_a_stat = 1; |
|
|
2720 | } |
3121 | } |
2721 | } |
|
|
2722 | } |
|
|
2723 | } |
|
|
2724 | |
3122 | /* If no stat lost, tell the player. */ |
2725 | /* If no stat lost, tell the player. */ |
3123 | if (!lost_a_stat) |
2726 | if (!lost_a_stat) |
3124 | { |
2727 | { |
3125 | /* determine_god() seems to not work sometimes... why is this? |
2728 | /* determine_god() seems to not work sometimes... why is this? |
3126 | Should I be using something else? GD */ |
2729 | Should I be using something else? GD */ |
3127 | const char *god = determine_god (op); |
2730 | shstr_tmp god = determine_god (op); |
3128 | |
2731 | |
3129 | if (god && (strcmp (god, "none"))) |
2732 | if (god != shstr_none) |
3130 | new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); |
2733 | new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", &god); |
3131 | else |
2734 | else |
3132 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
2735 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
3133 | } |
2736 | } |
3134 | #else |
2737 | #else |
3135 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); |
2738 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely."); |
3136 | #endif |
2739 | #endif |
3137 | |
2740 | |
3138 | /* Put a gravestone up where the character 'almost' died. List the |
2741 | /* Put a gravestone up where the character 'almost' died. List the |
3139 | * exp loss on the stone. |
2742 | * exp loss on the stone. |
3140 | */ |
2743 | */ |
3141 | tmp = arch_to_object (archetype::find ("gravestone")); |
2744 | tmp = arch_to_object (archetype::find ("gravestone")); |
3142 | sprintf (buf, "%s's gravestone", &op->name); |
2745 | tmp->name = format ("%s's gravestone", &op->name); |
3143 | tmp->name = buf; |
2746 | tmp->name_pl = format ("%s's gravestones", &op->name); |
3144 | sprintf (buf, "%s's gravestones", &op->name); |
2747 | tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", |
3145 | tmp->name_pl = buf; |
2748 | &op->name, op->contr->title, op->contr->killer_name ()); |
3146 | sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); |
|
|
3147 | tmp->msg = buf; |
|
|
3148 | tmp->x = op->x, tmp->y = op->y; |
2749 | tmp->x = op->x, tmp->y = op->y; |
3149 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2750 | insert_ob_in_map (tmp, op->map, NULL, 0); |
3150 | |
2751 | |
3151 | /**************************************/ |
2752 | /**************************************/ |
3152 | /* */ |
2753 | /* */ |
3153 | /* Subtract the experience points, */ |
2754 | /* Subtract the experience points, */ |
3154 | /* if we died cause of food, give us */ |
|
|
3155 | /* food, and reset HP's... */ |
|
|
3156 | /* */ |
2755 | /* */ |
3157 | /**************************************/ |
2756 | /**************************************/ |
3158 | |
2757 | |
3159 | /* remove any poisoning and confusion the character may be suffering. */ |
|
|
3160 | /* restore player */ |
|
|
3161 | at = archetype::find ("poisoning"); |
|
|
3162 | tmp = present_arch_in_ob (at, op); |
|
|
3163 | |
|
|
3164 | if (tmp) |
|
|
3165 | { |
|
|
3166 | tmp->destroy (); |
|
|
3167 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
|
|
3168 | } |
|
|
3169 | |
|
|
3170 | at = archetype::find ("confusion"); |
|
|
3171 | tmp = present_arch_in_ob (at, op); |
|
|
3172 | if (tmp) |
|
|
3173 | { |
|
|
3174 | tmp->destroy (); |
|
|
3175 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
|
|
3176 | } |
|
|
3177 | |
|
|
3178 | cure_disease (op, 0); /* remove any disease */ |
|
|
3179 | |
|
|
3180 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2758 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
3181 | apply_death_exp_penalty (op); |
2759 | apply_death_exp_penalty (op); |
3182 | if (op->stats.food < 100) |
|
|
3183 | op->stats.food = 900; |
|
|
3184 | op->stats.hp = op->stats.maxhp; |
|
|
3185 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
|
|
3186 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
|
|
3187 | |
2760 | |
3188 | /* |
2761 | /* |
3189 | * Check to see if the player is in a shop. IF so, then check to see if |
2762 | * Check to see if the player has any unpaid items. If so, remove them |
3190 | * the player has any unpaid items. If so, remove them and put them back |
2763 | * and put them back in the map. |
3191 | * in the map. |
2764 | */ |
3192 | */ |
2765 | op->drop_unpaid_items (); |
3193 | |
2766 | |
3194 | if (is_in_shop (op)) |
|
|
3195 | remove_unpaid_objects (op->inv, op); |
|
|
3196 | |
|
|
3197 | /****************************************/ |
2767 | /****************************************/ |
3198 | /* */ |
2768 | /* */ |
3199 | /* Move player to his current respawn- */ |
2769 | /* Move player to his current respawn- */ |
3200 | /* position (usually last savebed) */ |
2770 | /* position (usually last savebed) */ |
3201 | /* */ |
2771 | /* */ |
3202 | /****************************************/ |
2772 | /****************************************/ |
3203 | |
2773 | |
3204 | enter_player_savebed (op); |
2774 | enter_player_savebed (op); |
3205 | |
2775 | |
3206 | /* Save the player before inserting the force to reduce |
|
|
3207 | * chance of abuse. |
|
|
3208 | */ |
|
|
3209 | op->contr->braced = 0; |
2776 | op->contr->braced = 0; |
3210 | save_player (op, 1); |
|
|
3211 | |
2777 | |
3212 | /* it is possible that the player has blown something up |
2778 | /* it is possible that the player has blown something up |
3213 | * at his savebed location, and that can have long lasting |
2779 | * at his savebed location, and that can have long lasting |
3214 | * spell effects. So first see if there is a spell effect |
2780 | * spell effects. So first see if there is a spell effect |
3215 | * on the space that might harm the player. |
2781 | * on the space that might harm the player. |
3216 | */ |
2782 | */ |
3217 | will_kill_again = 0; |
2783 | will_kill_again = 0; |
3218 | for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) |
2784 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) |
3219 | if (tmp->type == SPELL_EFFECT) |
2785 | if (tmp->type == SPELL_EFFECT) |
3220 | will_kill_again |= tmp->attacktype; |
2786 | will_kill_again |= tmp->attacktype; |
3221 | |
2787 | |
3222 | if (will_kill_again) |
2788 | if (will_kill_again) |
3223 | { |
2789 | { |
3224 | object *force; |
2790 | object *force; |
3225 | int at; |
2791 | int at; |
3226 | |
2792 | |
3227 | force = get_archetype (FORCE_NAME); |
2793 | force = get_archetype (FORCE_NAME); |
3228 | /* 50 ticks should be enough time for the spell to abate */ |
2794 | /* 50 ticks should be enough time for the spell to abate */ |
3229 | force->speed = 0.1; |
2795 | force->speed = 0.1f; |
3230 | force->speed_left = -5.0; |
2796 | force->speed_left = -5.f; |
3231 | SET_FLAG (force, FLAG_APPLIED); |
2797 | SET_FLAG (force, FLAG_APPLIED); |
3232 | for (at = 0; at < NROFATTACKS; at++) |
2798 | for (at = 0; at < NROFATTACKS; at++) |
3233 | if (will_kill_again & (1 << at)) |
2799 | if (will_kill_again & (1 << at)) |
3234 | force->resist[at] = 100; |
2800 | force->resist[at] = 100; |
3235 | |
2801 | |
3236 | insert_ob_in_ob (force, op); |
2802 | insert_ob_in_ob (force, op); |
3237 | fix_player (op); |
2803 | op->update_stats (); |
|
|
2804 | } |
3238 | |
2805 | |
3239 | } |
|
|
3240 | |
|
|
3241 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
2806 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
3242 | return; |
|
|
3243 | } /* NOT_PERMADETH */ |
|
|
3244 | else |
|
|
3245 | { |
|
|
3246 | /* If NOT_PERMADETH is set, then the rest of this is not reachable. This |
|
|
3247 | * should probably be embedded in an else statement. |
|
|
3248 | */ |
|
|
3249 | |
|
|
3250 | op->contr->party = NULL; |
|
|
3251 | if (settings.set_title == TRUE) |
|
|
3252 | op->contr->own_title[0] = '\0'; |
|
|
3253 | new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf); |
|
|
3254 | check_score (op); |
|
|
3255 | |
|
|
3256 | if (op->contr->ranges[range_golem]) |
|
|
3257 | { |
|
|
3258 | remove_friendly_object (op->contr->ranges[range_golem]); |
|
|
3259 | op->contr->ranges[range_golem]->destroy (); |
|
|
3260 | op->contr->ranges[range_golem] = 0; |
|
|
3261 | } |
|
|
3262 | |
|
|
3263 | loot_object (op); /* Remove some of the items for good */ |
|
|
3264 | op->remove (); |
|
|
3265 | op->direction = 0; |
|
|
3266 | |
|
|
3267 | if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp) |
|
|
3268 | { |
|
|
3269 | delete_character (op->name, 0); |
|
|
3270 | if (settings.resurrection == TRUE) |
|
|
3271 | { |
|
|
3272 | /* save playerfile sans equipment when player dies |
|
|
3273 | ** then save it as player.pl.dead so that future resurrection |
|
|
3274 | ** type spells will work on them nicely |
|
|
3275 | */ |
|
|
3276 | delete_character (op->name, 0); |
|
|
3277 | op->stats.hp = op->stats.maxhp; |
|
|
3278 | op->stats.food = 999; |
|
|
3279 | |
|
|
3280 | /* set the location of where the person will reappear when */ |
|
|
3281 | /* maybe resurrection code should fix map also */ |
|
|
3282 | strcpy (op->contr->maplevel, settings.emergency_mapname); |
|
|
3283 | if (op->map != NULL) |
|
|
3284 | op->map = NULL; |
|
|
3285 | op->x = settings.emergency_x; |
|
|
3286 | op->y = settings.emergency_y; |
|
|
3287 | save_player (op, 0); |
|
|
3288 | op->map = map; |
|
|
3289 | /* please see resurrection.c: peterm */ |
|
|
3290 | dead_player (op); |
|
|
3291 | } |
|
|
3292 | else |
|
|
3293 | delete_character (op->name, 1); |
|
|
3294 | } |
|
|
3295 | |
|
|
3296 | play_again (op); |
|
|
3297 | |
|
|
3298 | /* peterm: added to create a corpse at deathsite. */ |
|
|
3299 | tmp = arch_to_object (archetype::find ("corpse_pl")); |
|
|
3300 | sprintf (buf, "%s", &op->name); |
|
|
3301 | tmp->name = tmp->name_pl = buf; |
|
|
3302 | tmp->level = op->level; |
|
|
3303 | tmp->x = x; |
|
|
3304 | tmp->y = y; |
|
|
3305 | tmp->msg = gravestone_text (op); |
|
|
3306 | SET_FLAG (tmp, FLAG_UNIQUE); |
|
|
3307 | insert_ob_in_map (tmp, map, NULL, 0); |
|
|
3308 | } |
|
|
3309 | } |
2807 | } |
3310 | |
|
|
3311 | |
2808 | |
3312 | void |
2809 | void |
3313 | loot_object (object *op) |
2810 | loot_object (object *op) |
3314 | { /* Grab and destroy some treasure */ |
2811 | { /* Grab and destroy some treasure */ |
3315 | object *tmp, *tmp2, *next; |
2812 | object *tmp, *tmp2, *next; |
3316 | |
2813 | |
3317 | if (op->container) |
2814 | op->close_container (); /* close open sack first */ |
3318 | { /* close open sack first */ |
|
|
3319 | esrv_apply_container (op, op->container); |
|
|
3320 | } |
|
|
3321 | |
2815 | |
3322 | for (tmp = op->inv; tmp != NULL; tmp = next) |
2816 | for (tmp = op->inv; tmp; tmp = next) |
3323 | { |
2817 | { |
3324 | next = tmp->below; |
2818 | next = tmp->below; |
3325 | if (tmp->type == EXPERIENCE || tmp->invisible) |
2819 | |
|
|
2820 | if (tmp->invisible) |
3326 | continue; |
2821 | continue; |
|
|
2822 | |
3327 | tmp->remove (); |
2823 | tmp->remove (); |
3328 | tmp->x = op->x, tmp->y = op->y; |
2824 | tmp->x = op->x, tmp->y = op->y; |
|
|
2825 | |
3329 | if (tmp->type == CONTAINER) |
2826 | if (tmp->type == CONTAINER) |
3330 | { /* empty container to ground */ |
2827 | loot_object (tmp); /* empty container to ground */ |
3331 | loot_object (tmp); |
2828 | |
3332 | } |
|
|
3333 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) |
2829 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
3334 | { |
2830 | { |
3335 | if (tmp->nrof > 1) |
2831 | if (tmp->nrof > 1) |
3336 | { |
2832 | { |
3337 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2833 | tmp->decrease (rndm (1, tmp->nrof - 1)); |
3338 | tmp2->destroy (); |
|
|
3339 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2834 | insert_ob_in_map (tmp, op->map, NULL, 0); |
3340 | } |
2835 | } |
3341 | else |
2836 | else |
3342 | tmp->destroy (); |
2837 | tmp->destroy (); |
3343 | } |
2838 | } |
… | |
… | |
3349 | /* |
2844 | /* |
3350 | * fix_weight(): Check recursively the weight of all players, and fix |
2845 | * fix_weight(): Check recursively the weight of all players, and fix |
3351 | * what needs to be fixed. Refresh windows and fix speed if anything |
2846 | * what needs to be fixed. Refresh windows and fix speed if anything |
3352 | * was changed. |
2847 | * was changed. |
3353 | */ |
2848 | */ |
3354 | |
|
|
3355 | void |
2849 | void |
3356 | fix_weight (void) |
2850 | fix_weight (void) |
3357 | { |
2851 | { |
3358 | player *pl; |
2852 | for_all_players (pl) |
3359 | |
|
|
3360 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
3361 | { |
2853 | { |
3362 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
2854 | sint32 old = pl->ob->carrying; |
3363 | |
2855 | |
3364 | if (old == sum) |
2856 | pl->ob->update_weight (); |
3365 | continue; |
2857 | |
3366 | fix_player (pl->ob); |
2858 | if (old != pl->ob->carrying) |
|
|
2859 | { |
|
|
2860 | pl->ob->update_stats (); |
3367 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); |
2861 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying); |
|
|
2862 | } |
3368 | } |
2863 | } |
3369 | } |
2864 | } |
3370 | |
2865 | |
3371 | void |
2866 | void |
3372 | fix_luck (void) |
2867 | fix_luck (void) |
3373 | { |
2868 | { |
3374 | player *pl; |
2869 | for_all_players (pl) |
3375 | |
|
|
3376 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
3377 | if (!pl->ob->contr->state) |
2870 | if (!pl->ob->contr->ns->state) |
3378 | change_luck (pl->ob, 0); |
2871 | pl->ob->change_luck (0); |
3379 | } |
2872 | } |
3380 | |
|
|
3381 | |
2873 | |
3382 | /* cast_dust() - handles op throwing objects of type 'DUST'. |
2874 | /* cast_dust() - handles op throwing objects of type 'DUST'. |
3383 | * This is much simpler in the new spell code - we basically |
2875 | * This is much simpler in the new spell code - we basically |
3384 | * just treat this as any other spell casting object. |
2876 | * just treat this as any other spell casting object. |
3385 | */ |
2877 | */ |
3386 | |
|
|
3387 | void |
2878 | void |
3388 | cast_dust (object *op, object *throw_ob, int dir) |
2879 | cast_dust (object *op, object *throw_ob, int dir) |
3389 | { |
2880 | { |
3390 | object *skop, *spob; |
2881 | object *skop, *spob; |
3391 | |
2882 | |
… | |
… | |
3418 | } |
2909 | } |
3419 | |
2910 | |
3420 | void |
2911 | void |
3421 | make_visible (object *op) |
2912 | make_visible (object *op) |
3422 | { |
2913 | { |
3423 | op->hide = 0; |
2914 | op->flag [FLAG_HIDDEN] = 0; |
3424 | op->invisible = 0; |
2915 | op->invisible = 0; |
|
|
2916 | |
3425 | if (op->type == PLAYER) |
2917 | if (op->type == PLAYER) |
3426 | { |
2918 | { |
3427 | op->contr->tmp_invis = 0; |
2919 | op->contr->tmp_invis = 0; |
3428 | op->contr->invis_race = 0; |
2920 | op->contr->invis_race = 0; |
3429 | } |
2921 | } |
|
|
2922 | |
3430 | update_object (op, UP_OBJ_FACE); |
2923 | update_object (op, UP_OBJ_CHANGE); |
3431 | } |
2924 | } |
3432 | |
2925 | |
3433 | int |
2926 | int |
3434 | is_true_undead (object *op) |
2927 | is_true_undead (object *op) |
3435 | { |
2928 | { |
3436 | object *tmp = NULL; |
|
|
3437 | |
|
|
3438 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
2929 | if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
3439 | return 1; |
2930 | return 1; |
3440 | |
2931 | |
3441 | if (op->type == PLAYER) |
|
|
3442 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
3443 | if (tmp->type == EXPERIENCE && tmp->stats.Wis) |
|
|
3444 | if (QUERY_FLAG (tmp, FLAG_UNDEAD)) |
|
|
3445 | return 1; |
|
|
3446 | return 0; |
2932 | return 0; |
3447 | } |
2933 | } |
3448 | |
2934 | |
3449 | /* look at the surrounding terrain to determine |
2935 | /* look at the surrounding terrain to determine |
3450 | * the hideability of this object. Positive levels |
2936 | * the hideability of this object. Positive levels |
3451 | * indicate greater hideability. |
2937 | * indicate greater hideability. |
3452 | */ |
2938 | */ |
3453 | |
|
|
3454 | int |
2939 | int |
3455 | hideability (object *ob) |
2940 | hideability (object *ob) |
3456 | { |
2941 | { |
3457 | int i, level = 0, mflag; |
2942 | int i, level = 0, mflag; |
3458 | sint16 x, y; |
2943 | sint16 x, y; |
3459 | |
2944 | |
3460 | if (!ob || !ob->map) |
2945 | if (!ob || !ob->map) |
3461 | return 0; |
2946 | return 0; |
3462 | |
2947 | |
3463 | /* so, on normal lighted maps, its hard to hide */ |
2948 | /* so, on normal lighted maps, its hard to hide */ |
3464 | level = ob->map->darkness - 2; |
2949 | level = ob->map->darklevel () - 2; |
3465 | |
2950 | |
3466 | /* this also picks up whether the object is glowing. |
2951 | /* this also picks up whether the object is glowing. |
3467 | * If you carry a light on a non-dark map, its not |
2952 | * If you carry a light on a non-dark map, its not |
3468 | * as bad as carrying a light on a pitch dark map */ |
2953 | * as bad as carrying a light on a pitch dark map */ |
3469 | if (has_carried_lights (ob)) |
2954 | if (has_carried_lights (ob)) |
3470 | level = -(10 + (2 * ob->map->darkness)); |
2955 | level = -(10 + (2 * ob->map->darklevel ())); |
3471 | |
2956 | |
3472 | /* scan through all nearby squares for terrain to hide in */ |
2957 | /* scan through all nearby squares for terrain to hide in */ |
3473 | for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
2958 | for (i = 0, x = ob->x, y = ob->y; |
|
|
2959 | i <= SIZEOFFREE1; |
|
|
2960 | i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
3474 | { |
2961 | { |
3475 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
2962 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
3476 | if (mflag & P_OUT_OF_MAP) |
2963 | if (mflag & P_OUT_OF_MAP) |
3477 | { |
|
|
3478 | continue; |
2964 | continue; |
3479 | } |
2965 | |
3480 | if (mflag & P_BLOCKSVIEW) /* something to hide near! */ |
2966 | if (mflag & P_BLOCKSVIEW) /* something to hide near! */ |
3481 | level += 2; |
2967 | level += 2; |
3482 | else /* open terrain! */ |
2968 | else /* open terrain! */ |
3483 | level -= 1; |
2969 | level -= 1; |
3484 | } |
2970 | } |
… | |
… | |
3492 | /* For Hidden creatures - a chance of becoming 'unhidden' |
2978 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3493 | * every time they move - as we subtract off 'invisibility' |
2979 | * every time they move - as we subtract off 'invisibility' |
3494 | * AND, for players, if they move into a ridiculously unhideable |
2980 | * AND, for players, if they move into a ridiculously unhideable |
3495 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
2981 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3496 | */ |
2982 | */ |
3497 | |
|
|
3498 | void |
2983 | void |
3499 | do_hidden_move (object *op) |
2984 | do_hidden_move (object *op) |
3500 | { |
2985 | { |
3501 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
2986 | int hide = 0; |
3502 | object *skop; |
|
|
3503 | |
2987 | |
3504 | if (!op || !op->map) |
2988 | if (!op || !op->map) |
3505 | return; |
2989 | return; |
3506 | |
2990 | |
3507 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
2991 | object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
|
|
2992 | int num = random_roll (0, 19, op, PREFER_LOW); |
3508 | |
2993 | |
3509 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
2994 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3510 | if (op->type == PLAYER && op->contr->run_on) |
2995 | if (op->type == PLAYER && op->contr->run_on) |
3511 | { |
|
|
3512 | if (!skop || num >= skop->level) |
2996 | if (!skop || num >= skop->level) |
3513 | { |
2997 | { |
3514 | new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); |
2998 | new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); |
3515 | make_visible (op); |
2999 | make_visible (op); |
3516 | return; |
3000 | return; |
3517 | } |
3001 | } |
3518 | else |
3002 | else |
3519 | num += 20; |
3003 | num += 20; |
3520 | } |
3004 | |
3521 | num += op->map->difficulty; |
3005 | num += op->map->difficulty; |
3522 | hide = hideability (op); /* modify by terrain hidden level */ |
3006 | hide = hideability (op); /* modify by terrain hidden level */ |
3523 | num -= hide; |
3007 | num -= hide; |
|
|
3008 | |
3524 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3009 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3525 | { |
3010 | { |
3526 | make_visible (op); |
3011 | make_visible (op); |
|
|
3012 | |
3527 | if (op->type == PLAYER) |
3013 | if (op->type == PLAYER) |
3528 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3014 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3529 | } |
3015 | } |
3530 | else if (op->type == PLAYER && skop) |
3016 | else if (op->type == PLAYER && skop) |
3531 | { |
|
|
3532 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
3017 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
3533 | } |
|
|
3534 | } |
3018 | } |
3535 | |
3019 | |
3536 | /* determine if who is standing near a hostile creature. */ |
3020 | /* determine if who is standing near a hostile creature. */ |
3537 | |
3021 | |
3538 | int |
3022 | int |
… | |
… | |
3565 | if (mflags & P_OUT_OF_MAP) |
3049 | if (mflags & P_OUT_OF_MAP) |
3566 | continue; |
3050 | continue; |
3567 | if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) |
3051 | if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) |
3568 | continue; |
3052 | continue; |
3569 | |
3053 | |
3570 | for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) |
3054 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
3571 | { |
3055 | { |
3572 | if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
3056 | if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
3573 | return 1; |
3057 | return 1; |
3574 | else if (tmp->type == PLAYER) |
3058 | else if (tmp->type == PLAYER) |
3575 | { |
3059 | { |
… | |
… | |
3586 | * object op. This function works fine for monsters, |
3070 | * object op. This function works fine for monsters, |
3587 | * but we dont worry if the object isnt the top one in |
3071 | * but we dont worry if the object isnt the top one in |
3588 | * a pile (say a coin under a table would return "viewable" |
3072 | * a pile (say a coin under a table would return "viewable" |
3589 | * by this routine). Another question, should we be |
3073 | * by this routine). Another question, should we be |
3590 | * concerned with the direction the player is looking |
3074 | * concerned with the direction the player is looking |
3591 | * in? Realistically, most of use cant see stuff behind |
3075 | * in? Realistically, most of us can't see stuff behind |
3592 | * our backs...on the other hand, does the "facing" direction |
3076 | * our backs...on the other hand, does the "facing" direction |
3593 | * imply the way your head, or body is facing? Its possible |
3077 | * imply the way your head, or body is facing? It's possible |
3594 | * for them to differ. Sigh, this fctn could get a bit more complex. |
3078 | * for them to differ. Sigh, this fctn could get a bit more complex. |
3595 | * -b.t. |
3079 | * -b.t. |
3596 | * This function is now map tiling safe. |
3080 | * This function is now map tiling safe. |
3597 | */ |
3081 | */ |
3598 | |
|
|
3599 | int |
3082 | int |
3600 | player_can_view (object *pl, object *op) |
3083 | player_can_view (object *pl, object *op) |
3601 | { |
3084 | { |
3602 | rv_vector rv; |
3085 | rv_vector rv; |
3603 | int dx, dy; |
3086 | int dx, dy; |
… | |
… | |
3605 | if (pl->type != PLAYER) |
3088 | if (pl->type != PLAYER) |
3606 | { |
3089 | { |
3607 | LOG (llevError, "player_can_view() called for non-player object\n"); |
3090 | LOG (llevError, "player_can_view() called for non-player object\n"); |
3608 | return -1; |
3091 | return -1; |
3609 | } |
3092 | } |
|
|
3093 | |
3610 | if (!pl || !op) |
3094 | if (!pl || !op) |
3611 | return 0; |
3095 | return 0; |
3612 | |
3096 | |
3613 | if (op->head) |
|
|
3614 | { |
|
|
3615 | op = op->head; |
3097 | op = op->head_ (); |
3616 | } |
3098 | |
3617 | get_rangevector (pl, op, &rv, 0x1); |
3099 | get_rangevector (pl, op, &rv, 0x1); |
3618 | |
3100 | |
3619 | /* starting with the 'head' part, lets loop |
3101 | /* starting with the 'head' part, lets loop |
3620 | * through the object and find if it has any |
3102 | * through the object and find if it has any |
3621 | * part that is in the los array but isnt on |
3103 | * part that is in the los array but isn't on |
3622 | * a blocked los square. |
3104 | * a blocked los square. |
3623 | * we use the archetype to figure out offsets. |
3105 | * we use the archetype to figure out offsets. |
3624 | */ |
3106 | */ |
3625 | while (op) |
3107 | while (op) |
3626 | { |
3108 | { |
3627 | dx = rv.distance_x + op->arch->clone.x; |
3109 | dx = rv.distance_x + op->arch->x; |
3628 | dy = rv.distance_y + op->arch->clone.y; |
3110 | dy = rv.distance_y + op->arch->y; |
3629 | |
3111 | |
3630 | /* only the viewable area the player sees is updated by LOS |
3112 | if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED) |
3631 | * code, so we need to restrict ourselves to that range of values |
|
|
3632 | * for any meaningful values. |
|
|
3633 | */ |
|
|
3634 | if (FABS (dx) <= (pl->contr->socket->mapx / 2) && |
|
|
3635 | FABS (dy) <= (pl->contr->socket->mapy / 2) && |
|
|
3636 | !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) |
|
|
3637 | return 1; |
3113 | return 1; |
|
|
3114 | |
3638 | op = op->more; |
3115 | op = op->more; |
3639 | } |
3116 | } |
|
|
3117 | |
3640 | return 0; |
3118 | return 0; |
3641 | } |
3119 | } |
3642 | |
3120 | |
3643 | /* routine for both players and monsters. We call this when |
3121 | /* routine for both players and monsters. We call this when |
3644 | * there is a possibility for our action distrubing our hiding |
3122 | * there is a possibility for our action distrubing our hiding |
3645 | * place or invisiblity spell. Artefact invisiblity is not |
3123 | * place or invisiblity spell. Artefact invisiblity causes |
3646 | * effected by this. If we arent invisible to begin with, we |
3124 | * "noise" instead. If we arent invisible to begin with, we |
3647 | * return 0. |
3125 | * return 0. |
3648 | */ |
3126 | */ |
3649 | int |
3127 | int |
3650 | action_makes_visible (object *op) |
3128 | action_makes_visible (object *op) |
3651 | { |
3129 | { |
3652 | |
|
|
3653 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
3130 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
3654 | { |
3131 | { |
3655 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
3132 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
|
|
3133 | { |
|
|
3134 | // artefact invisibility is permanent, but we still make noise |
|
|
3135 | // this is important for game-balance. |
|
|
3136 | if (op->contr) |
|
|
3137 | op->make_noise (); |
|
|
3138 | |
3656 | return 0; |
3139 | return 0; |
|
|
3140 | } |
3657 | |
3141 | |
3658 | if (op->contr && op->contr->tmp_invis == 0) |
3142 | if (op->contr && op->contr->tmp_invis == 0) |
3659 | return 0; |
3143 | return 0; |
3660 | |
3144 | |
3661 | /* If monsters, they should become visible */ |
3145 | /* If monsters, they should become visible */ |
3662 | if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) |
3146 | if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis)) |
3663 | { |
3147 | { |
3664 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); |
3148 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible"); |
3665 | return 1; |
3149 | return 1; |
3666 | } |
3150 | } |
3667 | } |
3151 | } |
|
|
3152 | |
3668 | return 0; |
3153 | return 0; |
3669 | } |
3154 | } |
3670 | |
3155 | |
3671 | /* op_on_battleground - checks if the given object op (usually |
3156 | /* op_on_battleground - checks if the given object op (usually |
3672 | * a player) is standing on a valid battleground-tile, |
3157 | * a player) is standing on a valid battleground-tile, |
… | |
… | |
3677 | * Default is to do the same as before, so only people wanting to have different points need worry about this |
3162 | * Default is to do the same as before, so only people wanting to have different points need worry about this |
3678 | */ |
3163 | */ |
3679 | int |
3164 | int |
3680 | op_on_battleground (object *op, int *x, int *y) |
3165 | op_on_battleground (object *op, int *x, int *y) |
3681 | { |
3166 | { |
3682 | object *tmp; |
|
|
3683 | |
|
|
3684 | /* A battleground-tile needs the following attributes to be valid: |
3167 | /* A battleground-tile needs the following attributes to be valid: |
3685 | * is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3168 | * is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3686 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3169 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3687 | * and the exit-coordinates sp/hp must both be > 0. |
3170 | * and the exit-coordinates sp/hp must both be > 0. |
3688 | * => The intention here is to prevent abuse of the battleground- |
3171 | * => The intention here is to prevent abuse of the battleground- |
3689 | * feature (like pickable or hidden battleground tiles). */ |
3172 | * feature (like pickable or hidden battleground tiles). */ |
3690 | for (tmp = op->below; tmp != NULL; tmp = tmp->below) |
3173 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
3691 | { |
3174 | { |
3692 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3175 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3693 | { |
3176 | { |
3694 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) && |
3177 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) |
3695 | strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) |
3178 | && tmp->type == BATTLEGROUND |
|
|
3179 | && tmp->name == shstr_battleground |
|
|
3180 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3696 | { |
3181 | { |
3697 | /*before we assign the exit, check if this is a teambattle */ |
3182 | /* before we assign the exit, check if this is a teambattle */ |
3698 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3183 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3699 | { |
3184 | { |
3700 | object *invtmp; |
|
|
3701 | |
|
|
3702 | for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) |
3185 | for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) |
3703 | { |
3186 | { |
3704 | if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) |
3187 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
3705 | { |
3188 | { |
3706 | if (x != NULL && y != NULL) |
3189 | if (x && y) |
3707 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3190 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
|
|
3191 | |
3708 | return 1; |
3192 | return 1; |
3709 | } |
3193 | } |
3710 | } |
3194 | } |
3711 | } |
3195 | } |
|
|
3196 | |
3712 | if (x != NULL && y != NULL) |
3197 | if (x && y) |
3713 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3198 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
|
|
3199 | |
3714 | return 1; |
3200 | return 1; |
3715 | } |
3201 | } |
3716 | } |
3202 | } |
3717 | } |
3203 | } |
|
|
3204 | |
3718 | /* If we got here, did not find a battleground */ |
3205 | /* If we got here, did not find a battleground */ |
3719 | return 0; |
3206 | return 0; |
3720 | } |
3207 | } |
3721 | |
3208 | |
3722 | /* |
3209 | /* |
… | |
… | |
3738 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3225 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3739 | int i = 0, j = 0; |
3226 | int i = 0, j = 0; |
3740 | |
3227 | |
3741 | /* get the appropriate treasurelist */ |
3228 | /* get the appropriate treasurelist */ |
3742 | if (atnr == ATNR_FIRE) |
3229 | if (atnr == ATNR_FIRE) |
3743 | trlist = find_treasurelist ("dragon_ability_fire"); |
3230 | trlist = treasurelist::find (shstr_dragon_ability_fire); |
3744 | else if (atnr == ATNR_COLD) |
3231 | else if (atnr == ATNR_COLD) |
3745 | trlist = find_treasurelist ("dragon_ability_cold"); |
3232 | trlist = treasurelist::find (shstr_dragon_ability_cold); |
3746 | else if (atnr == ATNR_ELECTRICITY) |
3233 | else if (atnr == ATNR_ELECTRICITY) |
3747 | trlist = find_treasurelist ("dragon_ability_elec"); |
3234 | trlist = treasurelist::find (shstr_dragon_ability_elec); |
3748 | else if (atnr == ATNR_POISON) |
3235 | else if (atnr == ATNR_POISON) |
3749 | trlist = find_treasurelist ("dragon_ability_poison"); |
3236 | trlist = treasurelist::find (shstr_dragon_ability_poison); |
3750 | |
3237 | |
3751 | if (trlist == NULL || who->type != PLAYER) |
3238 | if (trlist == NULL || who->type != PLAYER) |
3752 | return; |
3239 | return; |
3753 | |
3240 | |
3754 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3241 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3755 | |
3242 | |
3756 | if (tr == NULL || tr->item == NULL) |
3243 | if (!tr || !tr->item) |
3757 | { |
3244 | { |
3758 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3245 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3759 | return; |
3246 | return; |
3760 | } |
3247 | } |
3761 | |
3248 | |
3762 | /* everything seems okay - now bring on the gift: */ |
3249 | /* everything seems okay - now bring on the gift: */ |
3763 | item = &(tr->item->clone); |
3250 | item = tr->item; |
3764 | |
3251 | |
3765 | if (item->type == SPELL) |
3252 | if (item->type == SPELL) |
3766 | { |
3253 | { |
3767 | if (check_spell_known (who, item->name)) |
3254 | if (check_spell_known (who, item->name)) |
3768 | return; |
3255 | return; |
… | |
… | |
3827 | { |
3314 | { |
3828 | /* forces in the treasurelist can alter the player's stats */ |
3315 | /* forces in the treasurelist can alter the player's stats */ |
3829 | object *skin; |
3316 | object *skin; |
3830 | |
3317 | |
3831 | /* first get the dragon skin force */ |
3318 | /* first get the dragon skin force */ |
3832 | for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); |
3319 | for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below) |
|
|
3320 | ; |
|
|
3321 | |
3833 | if (skin == NULL) |
3322 | if (!skin) |
3834 | return; |
3323 | return; |
3835 | |
3324 | |
3836 | /* adding new spellpath attunements */ |
3325 | /* adding new spellpath attunements */ |
3837 | if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) |
3326 | if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) |
3838 | { |
3327 | { |
… | |
… | |
3870 | else |
3359 | else |
3871 | { |
3360 | { |
3872 | /* generate misc. treasure */ |
3361 | /* generate misc. treasure */ |
3873 | tmp = arch_to_object (tr->item); |
3362 | tmp = arch_to_object (tr->item); |
3874 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3363 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3875 | tmp = insert_ob_in_ob (tmp, who); |
3364 | who->insert (tmp); |
3876 | if (who->type == PLAYER) |
|
|
3877 | esrv_send_item (who, tmp); |
|
|
3878 | } |
3365 | } |
3879 | } |
3366 | } |
3880 | |
3367 | |
3881 | /** |
3368 | /** |
3882 | * Unready an object for a player. This function does nothing if the object was |
3369 | * Unready an object for a player. This function does nothing if the object was |
3883 | * not readied. |
3370 | * not readied. |
3884 | */ |
3371 | */ |
3885 | void |
3372 | void |
3886 | player_unready_range_ob (player *pl, object *ob) |
3373 | player_unready_range_ob (player *pl, object *ob) |
3887 | { |
3374 | { |
3888 | rangetype i; |
3375 | if (pl->ob->current_weapon == ob) |
|
|
3376 | pl->ob->current_weapon = 0; |
3889 | |
3377 | |
3890 | for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
3378 | if (pl->combat_ob == ob) |
3891 | { |
3379 | pl->combat_ob = 0; |
|
|
3380 | |
3892 | if (pl->ranges[i] == ob) |
3381 | if (pl->ranged_ob == ob) |
3893 | { |
3382 | pl->ranged_ob = 0; |
3894 | pl->ranges[i] = NULL; |
|
|
3895 | if (pl->shoottype == i) |
|
|
3896 | { |
|
|
3897 | pl->shoottype = range_none; |
|
|
3898 | } |
|
|
3899 | } |
|
|
3900 | } |
|
|
3901 | } |
3383 | } |
|
|
3384 | |
|
|
3385 | sint8 |
|
|
3386 | player::darkness_at (maptile *map, int x, int y) const |
|
|
3387 | { |
|
|
3388 | if (!ns) |
|
|
3389 | return LOS_BLOCKED; |
|
|
3390 | |
|
|
3391 | int dx, dy; |
|
|
3392 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
|
|
3393 | return LOS_BLOCKED; |
|
|
3394 | |
|
|
3395 | x += dx - ns->current_x; |
|
|
3396 | y += dy - ns->current_y; |
|
|
3397 | |
|
|
3398 | return blocked_los (x, y); |
|
|
3399 | } |
|
|
3400 | |
|
|
3401 | void |
|
|
3402 | player::infobox (const char *title, const char *msg, int color) |
|
|
3403 | { |
|
|
3404 | send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg); |
|
|
3405 | } |
|
|
3406 | |
|
|
3407 | void |
|
|
3408 | player::statusmsg (const char *msg, int color) |
|
|
3409 | { |
|
|
3410 | send_msg (color | NDI_REPLY, INFO_CHANNEL, msg); |
|
|
3411 | } |
|
|
3412 | |
|
|
3413 | void |
|
|
3414 | player::failmsg (const char *msg, int color) |
|
|
3415 | { |
|
|
3416 | play_sound (sound_find ("generic_failure")); |
|
|
3417 | statusmsg (msg, color); |
|
|
3418 | } |
|
|
3419 | |