1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
9 | * 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 |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | * (at your option) any later version. |
11 | * (at your option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
19 | * along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
|
|
21 | * |
20 | * |
22 | * The author can be reached via e-mail to <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
22 | */ |
24 | |
23 | |
25 | #include <global.h> |
24 | #include <global.h> |
26 | #include <pwd.h> |
|
|
27 | #include <sproto.h> |
25 | #include <sproto.h> |
28 | #include <sounds.h> |
26 | #include <sounds.h> |
29 | #include <living.h> |
27 | #include <living.h> |
30 | #include <object.h> |
28 | #include <object.h> |
31 | #include <spells.h> |
29 | #include <spells.h> |
… | |
… | |
116 | |
114 | |
117 | news[0] = '\0'; |
115 | news[0] = '\0'; |
118 | subject[0] = '\0'; |
116 | subject[0] = '\0'; |
119 | size = 0; |
117 | size = 0; |
120 | |
118 | |
121 | while (fgets (buf, MAX_BUF, fp) != NULL) |
119 | while (fgets (buf, MAX_BUF, fp)) |
122 | { |
120 | { |
123 | if (*buf == '#') |
121 | if (*buf == '#') |
124 | continue; |
122 | continue; |
125 | |
123 | |
126 | if (*buf == '%') |
124 | if (*buf == '%') |
127 | { /* send one news */ |
125 | { /* send one news */ |
128 | if (size > 0) |
126 | if (size > 0) |
129 | 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, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */ |
130 | |
128 | |
131 | strcpy (subject, buf + 1); |
129 | strcpy (subject, buf + 1); |
132 | strip_endline (subject); |
130 | strip_endline (subject); |
133 | size = 0; |
131 | size = 0; |
134 | news[0] = '\0'; |
132 | news[0] = '\0'; |
… | |
… | |
144 | size += strlen (buf); |
142 | size += strlen (buf); |
145 | } |
143 | } |
146 | } |
144 | } |
147 | |
145 | |
148 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
146 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
149 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); |
147 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); |
150 | close_and_delete (fp, comp); |
148 | close_and_delete (fp, comp); |
151 | } |
149 | } |
152 | |
150 | |
153 | /* This loads the first map an puts the player on it. */ |
151 | /* This loads the first map an puts the player on it. */ |
154 | static void |
152 | static void |
155 | set_first_map (object *op) |
153 | set_first_map (object *op) |
156 | { |
154 | { |
157 | op->contr->maplevel = first_map_path; |
155 | op->contr->maplevel = first_map_path; |
158 | op->x = -1; |
156 | op->x = -1; |
159 | op->y = -1; |
157 | op->y = -1; |
160 | } |
|
|
161 | |
|
|
162 | void |
|
|
163 | player::enter_map () |
|
|
164 | { |
|
|
165 | object *tmp = object::create (); |
|
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166 | |
|
|
167 | EXIT_PATH (tmp) = maplevel; |
|
|
168 | EXIT_X (tmp) = ob->x; |
|
|
169 | EXIT_Y (tmp) = ob->y; |
|
|
170 | ob->enter_exit (tmp); |
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171 | |
|
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172 | tmp->destroy (); |
|
|
173 | } |
158 | } |
174 | |
159 | |
175 | void |
160 | void |
176 | player::activate () |
161 | player::activate () |
177 | { |
162 | { |
… | |
… | |
182 | ob->remove (); |
167 | ob->remove (); |
183 | ob->map = 0; |
168 | ob->map = 0; |
184 | ob->activate_recursive (); |
169 | ob->activate_recursive (); |
185 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
170 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
186 | add_friendly_object (ob); |
171 | add_friendly_object (ob); |
187 | enter_map (); |
|
|
188 | } |
172 | } |
189 | |
173 | |
190 | void |
174 | void |
191 | player::deactivate () |
175 | player::deactivate () |
192 | { |
176 | { |
… | |
… | |
194 | return; |
178 | return; |
195 | |
179 | |
196 | terminate_all_pets (ob); |
180 | terminate_all_pets (ob); |
197 | remove_friendly_object (ob); |
181 | remove_friendly_object (ob); |
198 | ob->deactivate_recursive (); |
182 | ob->deactivate_recursive (); |
|
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183 | |
|
|
184 | if (ob->map) |
|
|
185 | maplevel = ob->map->path; |
|
|
186 | |
199 | ob->remove (); |
187 | ob->remove (); |
|
|
188 | ob->enemy = 0; // sometimes keeps an extra refcount on itself |
200 | ob->map = 0; |
189 | ob->map = 0; |
|
|
190 | party = 0; |
201 | |
191 | |
202 | // for weird reasons, this is often "ob", keeping a circular reference |
192 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
203 | ranges [range_skill] = 0; |
|
|
204 | |
193 | |
205 | players.erase (this); |
194 | players.erase (this); |
206 | } |
195 | } |
207 | |
196 | |
208 | // connect the player with a specific client |
197 | // connect the player with a specific client |
209 | // also changed, rationalises, and fixes some incorrect settings |
198 | // also changes, rationalises, and fixes some incorrect settings |
210 | void |
199 | void |
211 | player::connect (client *ns) |
200 | player::connect (client *ns) |
212 | { |
201 | { |
213 | this->ns = ns; |
202 | this->ns = ns; |
214 | ns->pl = this; |
203 | ns->pl = this; |
215 | |
204 | |
216 | run_on = 0; |
205 | run_on = 0; |
217 | fire_on = 0; |
206 | fire_on = 0; |
218 | ob->container = 0; //TODO: client-specific |
207 | ob->close_container (); //TODO: client-specific |
219 | |
208 | |
220 | ns->update_look = 0; |
209 | ns->update_look = 0; |
221 | ns->look_position = 0; |
210 | ns->look_position = 0; |
222 | |
211 | |
223 | clear_los (ob); |
212 | clear_los (this); |
224 | |
213 | |
225 | ns->reset_stats (); |
214 | ns->reset_stats (); |
226 | |
215 | |
227 | /* make sure he's a player -- needed because of class change. */ |
216 | /* make sure he's a player -- needed because of class change. */ |
228 | ob->type = PLAYER; // we are paranoid |
217 | ob->type = PLAYER; // we are paranoid |
229 | ob->race = ob->arch->clone.race; |
218 | ob->race = ob->arch->race; |
230 | |
219 | |
231 | if (!legal_range (ob, shoottype)) |
220 | ob->update_weight (); |
232 | shoottype = range_none; |
|
|
233 | |
|
|
234 | ob->carrying = sum_weight (ob); |
|
|
235 | link_player_skills (ob); |
221 | link_player_skills (ob); |
236 | |
222 | |
237 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
223 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
238 | |
224 | |
239 | assign (title, ob->arch->clone.name); |
225 | assign (title, ob->arch->object::name); |
240 | |
|
|
241 | /* can_use_shield is a new flag. However, the can_use.. seems to largely come |
|
|
242 | * from the class, and not race. I don't see any way to get the class information |
|
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243 | * to then update this. I don't think this will actually break anything - anyone |
|
|
244 | * that can use armour should be able to use a shield. What this may 'break' |
|
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245 | * are features new characters get, eg, if someone starts up with a Q, they |
|
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246 | * should be able to use a shield. However, old Q's won't get that advantage. |
|
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247 | */ |
|
|
248 | if (QUERY_FLAG (ob, FLAG_USE_ARMOUR)) |
|
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249 | SET_FLAG (ob, FLAG_USE_SHIELD); |
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250 | |
226 | |
251 | /* if it's a dragon player, set the correct title here */ |
227 | /* if it's a dragon player, set the correct title here */ |
252 | if (is_dragon_pl (ob)) |
228 | if (is_dragon_pl (ob)) |
253 | { |
229 | { |
254 | object *tmp, *abil = 0, *skin = 0; |
230 | object *tmp, *abil = 0, *skin = 0; |
255 | |
231 | |
256 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
|
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257 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
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258 | |
|
|
259 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
232 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
260 | if (tmp->type == FORCE) |
233 | if (tmp->type == FORCE) |
261 | if (tmp->arch->name == dragon_ability_force) |
234 | if (tmp->arch->archname == shstr_dragon_ability_force) |
262 | abil = tmp; |
235 | abil = tmp; |
263 | else if (tmp->arch->name == dragon_skin_force) |
236 | else if (tmp->arch->archname == shstr_dragon_skin_force) |
264 | skin = tmp; |
237 | skin = tmp; |
265 | |
238 | |
266 | set_dragon_name (ob, abil, skin); |
239 | set_dragon_name (ob, abil, skin); |
267 | } |
240 | } |
268 | |
241 | |
269 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
242 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
270 | |
243 | |
271 | esrv_new_player (this, ob->weight + ob->carrying); |
244 | esrv_new_player (this, ob->weight + ob->carrying); |
272 | |
245 | |
273 | ob->update_stats (); |
246 | ob->update_stats (); |
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247 | |
274 | ns->floorbox_update (); |
248 | ns->floorbox_update (); |
275 | |
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276 | esrv_send_inventory (ob, ob); |
249 | esrv_send_inventory (ob, ob); |
277 | esrv_add_spells (this, 0); |
250 | esrv_add_spells (this, 0); |
278 | |
251 | |
279 | activate (); |
252 | activate (); |
280 | |
253 | |
… | |
… | |
287 | } |
260 | } |
288 | |
261 | |
289 | void |
262 | void |
290 | player::disconnect () |
263 | player::disconnect () |
291 | { |
264 | { |
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265 | if (ob) |
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266 | { |
|
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267 | ob->close_container (); //TODO: client-specific |
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268 | ob->drop_unpaid_items (); |
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269 | } |
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270 | |
292 | if (ns) |
271 | if (ns) |
293 | { |
272 | { |
294 | if (active) |
273 | if (active) |
295 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
274 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
296 | |
275 | |
297 | INVOKE_PLAYER (DISCONNECT, this); |
276 | INVOKE_PLAYER (DISCONNECT, this); |
298 | |
277 | |
299 | ns->reset_stats (); |
278 | ns->reset_stats (); |
300 | ns->pl = 0; |
279 | ns->pl = 0; |
301 | this->ns = 0; |
280 | ns = 0; |
302 | } |
281 | } |
303 | |
282 | |
304 | ob->container = 0; //TODO: client-specific |
283 | observe = ob; |
|
|
284 | |
305 | deactivate (); |
285 | deactivate (); |
306 | } |
286 | } |
307 | |
287 | |
308 | // the need for this function can be explained |
288 | // the need for this function can be explained |
309 | // by load_object not returning the object |
289 | // by load_object not returning the object |
310 | void |
290 | void |
311 | player::set_object (object *op) |
291 | player::set_object (object *op) |
312 | { |
292 | { |
313 | ob = op; |
293 | ob = observe = op; |
314 | ob->contr = this; /* this aren't yet in archetype */ |
294 | ob->contr = this; /* this aren't yet in archetype */ |
315 | |
295 | |
|
|
296 | ob->speed = 1.0f; |
316 | ob->speed_left = 0.5; |
297 | ob->speed_left = 0.5f; |
317 | ob->speed = 1.0; |
298 | |
318 | ob->direction = 5; /* So player faces south */ |
299 | ob->direction = 5; /* So player faces south */ |
319 | ob->stats.wc = 2; |
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320 | ob->run_away = 25; /* Then we panick... */ |
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321 | |
300 | |
322 | ob->roll_stats (); |
301 | ob->flag [FLAG_READY_WEAPON] = false; |
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302 | ob->flag [FLAG_READY_SKILL] = false; |
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303 | ob->flag [FLAG_READY_BOW] = false; |
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304 | |
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305 | for (object *op = ob->inv; op; op = op->below) |
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306 | if (op->flag [FLAG_APPLIED]) |
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307 | switch (op->type) |
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308 | { |
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309 | case SKILL: |
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310 | ob->flag [FLAG_APPLIED] = false; |
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311 | break; |
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312 | |
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313 | case WAND: |
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314 | case ROD: |
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315 | case HORN: |
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316 | case BOW: |
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317 | ranged_ob = op; |
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318 | break; |
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319 | |
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320 | case WEAPON: |
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321 | combat_ob = op; |
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322 | break; |
|
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323 | } |
|
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324 | |
|
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325 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
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326 | ob->deactivate (); // change_Weapon activates, fix this better |
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327 | } |
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328 | |
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329 | void |
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330 | player::set_observe (object *op) |
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331 | { |
|
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332 | observe = op ? op : ob; |
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333 | do_los = 1; |
323 | } |
334 | } |
324 | |
335 | |
325 | player::player () |
336 | player::player () |
326 | { |
337 | { |
327 | /* There are some elements we want initialised to non zero value - |
338 | /* There are some elements we want initialised to non zero value - |
328 | * we deal with that below this point. |
339 | * we deal with that below this point. |
329 | */ |
340 | */ |
330 | outputs_sync = 16; /* Every 2 seconds */ |
341 | outputs_sync = 4; |
331 | outputs_count = 8; /* Keeps present behaviour */ |
342 | outputs_count = 4; |
332 | unapply = unapply_nochoice; |
343 | unapply = unapply_nochoice; |
333 | |
344 | |
334 | savebed_map = first_map_path; /* Init. respawn position */ |
345 | savebed_map = first_map_path; /* Init. respawn position */ |
335 | |
346 | |
336 | gen_sp_armour = 10; |
347 | gen_sp_armour = 10; |
337 | shoottype = range_none; |
|
|
338 | bowtype = bow_normal; |
348 | bowtype = bow_normal; |
339 | petmode = pet_normal; |
349 | petmode = pet_normal; |
340 | listening = 10; |
350 | listening = 10; |
341 | usekeys = containers; |
351 | usekeys = containers; |
342 | peaceful = 1; /* default peaceful */ |
352 | peaceful = 1; /* default peaceful */ |
343 | do_los = 1; |
353 | do_los = 1; |
|
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354 | |
|
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355 | weapon_sp = 1.0f; |
|
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356 | weapon_sp_left = 0.5f; |
344 | } |
357 | } |
345 | |
358 | |
346 | void |
359 | void |
347 | player::do_destroy () |
360 | player::do_destroy () |
348 | { |
361 | { |
… | |
… | |
353 | if (ob) |
366 | if (ob) |
354 | { |
367 | { |
355 | ob->destroy_inv (false); |
368 | ob->destroy_inv (false); |
356 | ob->destroy (); |
369 | ob->destroy (); |
357 | } |
370 | } |
|
|
371 | |
|
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372 | ob = observe = 0; |
358 | } |
373 | } |
359 | |
374 | |
360 | player::~player () |
375 | player::~player () |
361 | { |
376 | { |
362 | /* Clear item stack */ |
377 | /* Clear item stack */ |
… | |
… | |
371 | player::create () |
386 | player::create () |
372 | { |
387 | { |
373 | player *pl = new player; |
388 | player *pl = new player; |
374 | |
389 | |
375 | pl->set_object (arch_to_object (get_player_archetype (0))); |
390 | pl->set_object (arch_to_object (get_player_archetype (0))); |
|
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391 | |
|
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392 | pl->ob->roll_stats (); |
|
|
393 | pl->ob->stats.wc = 2; |
|
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394 | pl->ob->run_away = 25; /* Then we panick... */ |
|
|
395 | |
376 | set_first_map (pl->ob); |
396 | set_first_map (pl->ob); |
377 | |
397 | |
378 | return pl; |
398 | return pl; |
379 | } |
399 | } |
380 | |
400 | |
… | |
… | |
384 | * Note: there MUST be at least one player archetype! |
404 | * Note: there MUST be at least one player archetype! |
385 | */ |
405 | */ |
386 | archetype * |
406 | archetype * |
387 | get_player_archetype (archetype *at) |
407 | get_player_archetype (archetype *at) |
388 | { |
408 | { |
389 | archetype *start = at; |
409 | // archetypes could have been reloaded |
|
|
410 | archetype *nat = at ? archetype::find (at->archname) : archetypes [0]; |
|
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411 | |
|
|
412 | if (!nat) |
|
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413 | return at; |
|
|
414 | |
|
|
415 | archvec::iterator i = archetypes.find (nat); |
390 | |
416 | |
391 | for (;;) |
417 | for (;;) |
392 | { |
418 | { |
393 | if (at == NULL || at->next == NULL) |
419 | if (++i == archetypes.end ()) |
394 | at = first_archetype; |
420 | i = archetypes.begin (); |
395 | else |
421 | else if (*i == at) |
396 | at = at->next; |
422 | cleanup ("not a single player archetype found"); |
397 | |
423 | |
398 | if (at->clone.type == PLAYER) |
424 | if ((*i)->type == PLAYER) |
399 | return at; |
425 | return *i; |
400 | |
|
|
401 | if (at == start) |
|
|
402 | { |
|
|
403 | LOG (llevError, "No Player archetypes\n"); |
|
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404 | exit (-1); |
|
|
405 | } |
|
|
406 | } |
426 | } |
407 | } |
427 | } |
408 | |
428 | |
409 | object * |
429 | object * |
410 | get_nearest_player (object *mon) |
430 | get_nearest_player (object *mon) |
… | |
… | |
414 | unsigned lastdist; |
434 | unsigned lastdist; |
415 | rv_vector rv; |
435 | rv_vector rv; |
416 | |
436 | |
417 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
437 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
418 | { |
438 | { |
419 | /* We should not find free objects on this friendly list, but it |
|
|
420 | * does periodically happen. Given that, lets deal with it. |
|
|
421 | * While unlikely, it is possible the next object on the friendly |
|
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422 | * list is also free, so encapsulate this in a while loop. |
|
|
423 | */ |
|
|
424 | while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY)) |
|
|
425 | { |
|
|
426 | object *tmp = ol->ob; |
|
|
427 | |
|
|
428 | /* Can't do much more other than log the fact, because the object |
|
|
429 | * itself will have been cleared. |
|
|
430 | */ |
|
|
431 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n", |
|
|
432 | tmp->debug_desc ()); |
|
|
433 | ol = ol->next; |
|
|
434 | remove_friendly_object (tmp); |
|
|
435 | if (!ol) |
|
|
436 | return op; |
|
|
437 | } |
|
|
438 | |
|
|
439 | /* Remove special check for player from this. First, it looks to cause |
|
|
440 | * some crashes (ol->ob->contr not set properly?), but secondly, a more |
|
|
441 | * complicated method of state checking would be needed in any case - |
|
|
442 | * as it was, a clever player could type quit, and the function would |
|
|
443 | * skip them over while waiting for confirmation. Remove |
|
|
444 | * on_same_map check, as can_detect_enemy also does this |
|
|
445 | */ |
|
|
446 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
439 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
447 | continue; |
440 | continue; |
448 | |
441 | |
449 | if (lastdist > rv.distance) |
442 | if (lastdist > rv.distance) |
450 | { |
443 | { |
… | |
… | |
526 | x = mon->x; |
519 | x = mon->x; |
527 | y = mon->y; |
520 | y = mon->y; |
528 | m = mon->map; |
521 | m = mon->map; |
529 | dir = rv.direction; |
522 | dir = rv.direction; |
530 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
523 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
531 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
524 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
|
|
525 | |
532 | /* If we can't solve it within the search distance, return now. */ |
526 | /* If we can't solve it within the search distance, return now. */ |
533 | if (diff > max) |
527 | if (diff > max) |
534 | return 0; |
528 | return 0; |
|
|
529 | |
535 | while (diff > 1 && max > 0) |
530 | while (diff > 1 && max > 0) |
536 | { |
531 | { |
537 | lastx = x; |
532 | lastx = x; |
538 | lasty = y; |
533 | lasty = y; |
539 | lastmap = m; |
534 | lastmap = m; |
… | |
… | |
621 | max--; |
616 | max--; |
622 | lastdir = dir; |
617 | lastdir = dir; |
623 | if (!firstdir) |
618 | if (!firstdir) |
624 | firstdir = dir; |
619 | firstdir = dir; |
625 | } |
620 | } |
|
|
621 | |
626 | if (diff <= 1) |
622 | if (diff <= 1) |
627 | { |
623 | { |
628 | /* Recalculate diff (distance) because we may not have actually |
624 | /* Recalculate diff (distance) because we may not have actually |
629 | * headed toward player for entire distance. |
625 | * headed toward player for entire distance. |
630 | */ |
626 | */ |
631 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
627 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
632 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
628 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
633 | } |
629 | } |
|
|
630 | |
634 | if (diff > max) |
631 | if (diff > max) |
635 | return 0; |
632 | return 0; |
636 | } |
633 | } |
|
|
634 | |
637 | /* If we reached the max, didn't find a direction in time */ |
635 | /* If we reached the max, didn't find a direction in time */ |
638 | if (!max) |
636 | if (!max) |
639 | return 0; |
637 | return 0; |
640 | |
638 | |
641 | return firstdir; |
639 | return firstdir; |
642 | } |
640 | } |
643 | |
641 | |
644 | void |
642 | void |
645 | give_initial_items (object *pl, treasurelist * items) |
643 | give_initial_items (object *pl, treasurelist *items) |
646 | { |
644 | { |
647 | object *op, *next = NULL; |
|
|
648 | |
|
|
649 | if (pl->randomitems != NULL) |
645 | if (pl->randomitems) |
650 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
646 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
651 | |
647 | |
652 | for (op = pl->inv; op; op = next) |
648 | for (object *next, *op = pl->inv; op; op = next) |
653 | { |
649 | { |
654 | next = op->below; |
650 | next = op->below; |
655 | |
651 | |
656 | /* Forces get applied per default, unless they have the |
652 | /* Forces get applied per default, unless they have the |
657 | * flag "neutral" set. Sorry but I can't think of a better way |
653 | * flag "neutral" set. Sorry but I can't think of a better way |
… | |
… | |
662 | /* we never give weapons/armour if these cannot be used |
658 | /* we never give weapons/armour if these cannot be used |
663 | * by this player due to race restrictions |
659 | * by this player due to race restrictions |
664 | */ |
660 | */ |
665 | if (pl->type == PLAYER) |
661 | if (pl->type == PLAYER) |
666 | { |
662 | { |
667 | if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && |
663 | if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) |
|
|
664 | && |
668 | (op->type == ARMOUR || op->type == BOOTS || |
665 | (op->type == ARMOUR || op->type == BOOTS |
669 | op->type == CLOAK || op->type == HELMET || |
666 | || op->type == CLOAK || op->type == HELMET |
670 | op->type == SHIELD || op->type == GLOVES || |
667 | || op->type == SHIELD || op->type == GLOVES |
|
|
668 | || op->type == BRACERS || op->type == GIRDLE)) |
671 | op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
669 | || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
672 | { |
670 | { |
673 | op->destroy (); |
671 | op->destroy (); |
674 | continue; |
672 | continue; |
675 | } |
673 | } |
676 | } |
674 | } |
… | |
… | |
699 | if (op->nrof > 1) |
697 | if (op->nrof > 1) |
700 | op->nrof = 1; |
698 | op->nrof = 1; |
701 | } |
699 | } |
702 | |
700 | |
703 | if (op->type == SPELLBOOK && op->inv) |
701 | if (op->type == SPELLBOOK && op->inv) |
704 | { |
|
|
705 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
702 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
706 | } |
|
|
707 | |
703 | |
708 | /* Give starting characters identified, uncursed, and undamned |
704 | /* Give starting characters identified, uncursed, and undamned |
709 | * items. Just don't identify gold or silver, or it won't be |
705 | * items. Just don't identify gold or silver, or it won't be |
710 | * merged properly. |
706 | * merged properly. |
711 | */ |
707 | */ |
712 | if (need_identify (op)) |
708 | if (need_identify (op)) |
713 | { |
709 | { |
714 | SET_FLAG (op, FLAG_IDENTIFIED); |
710 | SET_FLAG (op, FLAG_IDENTIFIED); |
715 | CLEAR_FLAG (op, FLAG_CURSED); |
711 | CLEAR_FLAG (op, FLAG_CURSED); |
716 | CLEAR_FLAG (op, FLAG_DAMNED); |
712 | CLEAR_FLAG (op, FLAG_DAMNED); |
717 | } |
713 | } |
|
|
714 | |
718 | if (op->type == SPELL) |
715 | if (op->type == SPELL) |
719 | { |
716 | { |
720 | op->destroy (); |
717 | op->destroy (); |
721 | continue; |
718 | continue; |
722 | } |
719 | } |
… | |
… | |
724 | { |
721 | { |
725 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
722 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
726 | op->stats.exp = 0; |
723 | op->stats.exp = 0; |
727 | op->level = 1; |
724 | op->level = 1; |
728 | } |
725 | } |
729 | /* lock all 'normal items by default */ |
726 | else /* lock all 'normal items by default */ |
730 | else |
|
|
731 | SET_FLAG (op, FLAG_INV_LOCKED); |
727 | SET_FLAG (op, FLAG_INV_LOCKED); |
732 | } /* for loop of objects in player inv */ |
728 | } /* for loop of objects in player inv */ |
733 | |
729 | |
734 | /* Need to set up the skill pointers */ |
730 | /* Need to set up the skill pointers */ |
735 | link_player_skills (pl); |
731 | link_player_skills (pl); |
… | |
… | |
755 | roll_stat (void) |
751 | roll_stat (void) |
756 | { |
752 | { |
757 | int a[4], i, j, k; |
753 | int a[4], i, j, k; |
758 | |
754 | |
759 | for (i = 0; i < 4; i++) |
755 | for (i = 0; i < 4; i++) |
760 | a[i] = (int) RANDOM () % 6 + 1; |
756 | a[i] = (int) rndm (6) + 1; |
761 | |
757 | |
762 | for (i = 0, j = 0, k = 7; i < 4; i++) |
758 | for (i = 0, j = 0, k = 7; i < 4; i++) |
763 | if (a[i] < k) |
759 | if (a[i] < k) |
764 | k = a[i], j = i; |
760 | k = a[i], j = i; |
765 | |
761 | |
… | |
… | |
771 | } |
767 | } |
772 | |
768 | |
773 | void |
769 | void |
774 | object::roll_stats () |
770 | object::roll_stats () |
775 | { |
771 | { |
776 | int statsort [7]; |
772 | int statsort [NUM_STATS]; |
777 | |
773 | |
778 | for (;;) |
774 | for (;;) |
779 | { |
775 | { |
780 | int sum = 0; |
776 | int sum = 0; |
781 | for (int i = 7; i--; ) |
777 | for (int i = NUM_STATS; i--; ) |
782 | sum += statsort [i] = roll_stat (); |
778 | sum += statsort [i] = roll_stat (); |
783 | |
779 | |
784 | if (sum >= 82 && sum <= 116) |
780 | if (sum >= 82 && sum <= 116) |
785 | break; |
781 | break; |
786 | } |
782 | } |
787 | |
783 | |
788 | // Sort the stats so that rerolling is easier... |
784 | // Sort the stats so that rerolling is easier... |
789 | std::sort (statsort, statsort + 7, std::greater<int>()); |
785 | std::sort (statsort, statsort + NUM_STATS, std::greater<int>()); |
790 | |
786 | |
|
|
787 | for (int i = 0; i < NUM_STATS; ++i) |
791 | stats.Str = statsort[0]; |
788 | stats.stat (i) = statsort [i]; |
792 | stats.Dex = statsort[1]; |
|
|
793 | stats.Con = statsort[2]; |
|
|
794 | stats.Int = statsort[3]; |
|
|
795 | stats.Wis = statsort[4]; |
|
|
796 | stats.Pow = statsort[5]; |
|
|
797 | stats.Cha = statsort[6]; |
|
|
798 | |
789 | |
799 | stats.exp = 0; |
790 | stats.exp = 0; |
800 | stats.ac = 0; |
791 | stats.ac = 0; |
801 | |
792 | |
802 | stats.hp = stats.maxhp; |
793 | stats.hp = stats.maxhp; |
… | |
… | |
814 | } |
805 | } |
815 | |
806 | |
816 | void |
807 | void |
817 | object::swap_stats (int a, int b) |
808 | object::swap_stats (int a, int b) |
818 | { |
809 | { |
819 | int tmp = get_attr_value (&contr->orig_stats, a); |
810 | swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b)); |
820 | set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b)); |
|
|
821 | set_attr_value (&contr->orig_stats, b, tmp); |
|
|
822 | |
811 | |
|
|
812 | for (int i = 0; i < NUM_STATS; ++i) |
823 | stats.Str = contr->orig_stats.Str; |
813 | stats.stat (i) = contr->orig_stats.stat (i); |
824 | stats.Dex = contr->orig_stats.Dex; |
|
|
825 | stats.Con = contr->orig_stats.Con; |
|
|
826 | stats.Int = contr->orig_stats.Int; |
|
|
827 | stats.Wis = contr->orig_stats.Wis; |
|
|
828 | stats.Pow = contr->orig_stats.Pow; |
|
|
829 | stats.Cha = contr->orig_stats.Cha; |
|
|
830 | |
814 | |
831 | //TODO: the following code looks so borked and should, at the very least, |
815 | //TODO: the following code looks so borked and should, at the very least, |
832 | // be merged with the similar code in roll_stats |
816 | // be merged with the similar code in roll_stats |
833 | stats.ac = 0; |
817 | stats.ac = 0; |
834 | |
818 | |
… | |
… | |
853 | static void |
837 | static void |
854 | start_info (object *op) |
838 | start_info (object *op) |
855 | { |
839 | { |
856 | char buf[MAX_BUF]; |
840 | char buf[MAX_BUF]; |
857 | |
841 | |
858 | sprintf (buf, "Welcome to Crossfire v%s!", VERSION); |
842 | sprintf (buf, "Welcome to Deliantra v%s!", VERSION); |
859 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
843 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
860 | //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help"); |
|
|
861 | //new_draw_info (NDI_UNIQUE, 0, op, " "); |
|
|
862 | } |
844 | } |
863 | |
845 | |
864 | /* This function takes the key that is passed, and does the |
846 | /* This function takes the key that is passed, and does the |
865 | * appropriate action with it (change race, or other things). |
847 | * appropriate action with it (change race, or other things). |
866 | * The function name is for historical reasons - now we have |
848 | * The function name is for historical reasons - now we have |
867 | * separate race and class; this actually changes the RACE, |
849 | * separate race and class; this actually changes the RACE, |
868 | * not the class. |
850 | * not the class. |
869 | */ |
851 | */ |
870 | int |
852 | void |
871 | key_change_class (object *op, char key) |
853 | player::chargen_race_done () |
872 | { |
854 | { |
873 | int tmp_loop; |
|
|
874 | |
|
|
875 | if (key == 'd' || key == 'D') |
|
|
876 | { |
|
|
877 | char buf[MAX_BUF]; |
|
|
878 | |
|
|
879 | /* this must before then initial items are given */ |
855 | /* this must before then initial items are given */ |
880 | esrv_new_player (op->contr, op->weight + op->carrying); |
856 | esrv_new_player (ob->contr, ob->weight + ob->carrying); |
881 | |
857 | |
882 | treasurelist *tl = find_treasurelist ("starting_wealth"); |
858 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
883 | if (tl) |
859 | if (tl) |
884 | create_treasure (tl, op, 0, 0, 0); |
860 | create_treasure (tl, ob, 0, 0, 0); |
885 | |
861 | |
886 | INVOKE_PLAYER (BIRTH, op->contr); |
862 | INVOKE_PLAYER (BIRTH, ob->contr); |
887 | INVOKE_PLAYER (LOGIN, op->contr); |
863 | INVOKE_PLAYER (LOGIN, ob->contr); |
888 | |
864 | |
889 | op->contr->ns->state = ST_PLAYING; |
865 | ob->contr->ns->state = ST_PLAYING; |
890 | |
866 | |
891 | if (op->msg) |
867 | if (ob->msg) |
892 | op->msg = NULL; |
868 | ob->msg = 0; |
893 | |
869 | |
894 | /* We create this now because some of the unique maps will need it |
870 | /* We create this now because some of the unique maps will need it |
895 | * to save here. |
871 | * to save here. |
896 | */ |
872 | */ |
|
|
873 | { |
|
|
874 | char buf[MAX_BUF]; |
897 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
875 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name); |
898 | make_path_to_file (buf); |
876 | make_path_to_file (buf); |
|
|
877 | } |
899 | |
878 | |
900 | start_info (op); |
879 | start_info (ob); |
901 | CLEAR_FLAG (op, FLAG_WIZ); |
880 | CLEAR_FLAG (ob, FLAG_WIZ); |
902 | give_initial_items (op, op->randomitems); |
881 | give_initial_items (ob, ob->randomitems); |
903 | link_player_skills (op); |
882 | link_player_skills (ob); |
904 | esrv_send_inventory (op, op); |
883 | esrv_send_inventory (ob, ob); |
905 | op->update_stats (); |
884 | ob->update_stats (); |
906 | |
885 | |
907 | /* This moves the player to a different start map, if there |
886 | /* This moves the player to a different start map, if there |
908 | * is one for this race |
887 | * is one for this race |
909 | */ |
888 | */ |
910 | if (*first_map_ext_path) |
889 | if (*first_map_ext_path) |
911 | { |
890 | { |
912 | object *tmp; |
891 | object *tmp; |
913 | char mapname[MAX_BUF]; |
892 | char mapname[MAX_BUF]; |
914 | |
893 | |
915 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); |
894 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname); |
916 | tmp = object::create (); |
895 | tmp = object::create (); |
917 | EXIT_PATH (tmp) = mapname; |
896 | EXIT_PATH (tmp) = mapname; |
918 | EXIT_X (tmp) = op->x; |
897 | EXIT_X (tmp) = ob->x; |
919 | EXIT_Y (tmp) = op->y; |
898 | EXIT_Y (tmp) = ob->y; |
920 | op->enter_exit (tmp); /* we don't really care if it succeeded; |
899 | ob->enter_exit (tmp); /* we don't really care if it succeeded; |
921 | * if the map isn't there, then stay on the |
900 | * if the map isn't there, then stay on the |
922 | * default initial map */ |
901 | * default initial map */ |
923 | tmp->destroy (); |
902 | tmp->destroy (); |
924 | } |
903 | } |
925 | else |
904 | else |
926 | LOG (llevDebug, "first_map_ext_path not set\n"); |
905 | LOG (llevDebug, "first_map_ext_path not set\n"); |
|
|
906 | } |
927 | |
907 | |
928 | return 0; |
908 | void |
929 | } |
909 | player::chargen_race_next () |
930 | |
910 | { |
931 | /* Following actually changes the race - this is the default command |
911 | /* Following actually changes the race - this is the default command |
932 | * if we don't match with one of the options above. |
912 | * if we don't match with one of the options above. |
933 | */ |
913 | */ |
934 | |
914 | |
935 | tmp_loop = 0; |
915 | do |
936 | while (!tmp_loop) |
|
|
937 | { |
916 | { |
938 | shstr name = op->name; |
917 | shstr name = ob->name; |
939 | int x = op->x, y = op->y; |
918 | int x = ob->x, y = ob->y; |
940 | |
919 | |
941 | op->remove_statbonus (); |
920 | ob->remove_statbonus (); |
942 | op->remove (); |
921 | ob->remove (); |
943 | op->arch = get_player_archetype (op->arch); |
922 | ob->arch = get_player_archetype (ob->arch); |
944 | op->arch->clone.copy_to (op); |
923 | ob->arch->copy_to (ob); |
945 | op->instantiate (); |
924 | ob->instantiate (); |
946 | op->stats = op->contr->orig_stats; |
925 | ob->stats = ob->contr->orig_stats; |
947 | op->name = op->name_pl = name; |
926 | ob->name = ob->name_pl = name; |
948 | op->x = x; |
927 | ob->x = x; |
949 | op->y = y; |
928 | ob->y = y; |
950 | SET_ANIMATION (op, 2); /* So player faces south */ |
929 | SET_ANIMATION (ob, 2); /* So player faces south */ |
951 | insert_ob_in_map (op, op->map, op, 0); |
930 | insert_ob_in_map (ob, ob->map, ob, 0); |
952 | assign (op->contr->title, op->arch->clone.name); |
931 | assign (ob->contr->title, ob->arch->object::name); |
953 | op->add_statbonus (); |
932 | ob->add_statbonus (); |
954 | tmp_loop = allowed_class (op); |
|
|
955 | } |
933 | } |
|
|
934 | while (!allowed_class (ob)); |
956 | |
935 | |
957 | update_object (op, UP_OBJ_FACE); |
936 | update_object (ob, UP_OBJ_FACE); |
958 | esrv_update_item (UPD_FACE, op, op); |
937 | esrv_update_item (UPD_FACE, ob, ob); |
959 | op->update_stats (); |
938 | ob->update_stats (); |
960 | op->stats.hp = op->stats.maxhp; |
939 | ob->stats.hp = ob->stats.maxhp; |
961 | op->stats.sp = op->stats.maxsp; |
940 | ob->stats.sp = ob->stats.maxsp; |
962 | op->stats.grace = 0; |
941 | ob->stats.grace = 0; |
963 | |
|
|
964 | if (op->msg) |
|
|
965 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
|
|
966 | |
|
|
967 | send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); |
|
|
968 | return 0; |
|
|
969 | } |
942 | } |
970 | |
943 | |
971 | void |
944 | void |
972 | flee_player (object *op) |
945 | flee_player (object *op) |
973 | { |
946 | { |
… | |
… | |
1020 | /* Cornered, get rid of scared */ |
993 | /* Cornered, get rid of scared */ |
1021 | CLEAR_FLAG (op, FLAG_SCARED); |
994 | CLEAR_FLAG (op, FLAG_SCARED); |
1022 | op->enemy = NULL; |
995 | op->enemy = NULL; |
1023 | } |
996 | } |
1024 | |
997 | |
1025 | |
|
|
1026 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
998 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
1027 | * IT returns 1 if the player should keep on moving, 0 if he should |
999 | * It returns 1 if the player should keep on moving, 0 if he should |
1028 | * stop. |
1000 | * stop. |
1029 | */ |
1001 | */ |
1030 | int |
1002 | int |
1031 | check_pick (object *op) |
1003 | check_pick (object *op) |
1032 | { |
1004 | { |
1033 | object *tmp, *next; |
1005 | object *tmp, *next; |
1034 | int stop = 0; |
1006 | int stop = 0; |
1035 | int j, k, wvratio; |
1007 | int wvratio; |
1036 | char putstring[128], tmpstr[16]; |
1008 | char putstring[128]; |
1037 | |
1009 | |
1038 | /* if you're flying, you cna't pick up anything */ |
1010 | /* if you're flying, you cna't pick up anything */ |
1039 | if (op->move_type & MOVE_FLYING) |
1011 | if (op->move_type & MOVE_FLYING) |
1040 | return 1; |
1012 | return 1; |
1041 | |
1013 | |
1042 | next = op->below; |
1014 | next = op->below; |
1043 | |
1015 | |
|
|
1016 | int cnt = MAX_ITEM_PER_DROP; |
|
|
1017 | #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) |
|
|
1018 | |
1044 | /* loop while there are items on the floor that are not marked as |
1019 | /* loop while there are items on the floor that are not marked as |
1045 | * destroyed */ |
1020 | * destroyed */ |
1046 | while (next && !next->destroyed ()) |
1021 | while (next && !next->destroyed ()) |
1047 | { |
1022 | { |
1048 | tmp = next; |
1023 | tmp = next; |
1049 | next = tmp->below; |
1024 | next = tmp->below; |
1050 | |
1025 | |
|
|
1026 | if (cnt <= 0) |
|
|
1027 | { |
|
|
1028 | op->failmsg ("Couldn't pickup all items at once."); |
|
|
1029 | return 0; |
|
|
1030 | } |
|
|
1031 | |
1051 | if (op->destroyed ()) |
1032 | if (op->destroyed ()) |
1052 | return 0; |
1033 | return 0; |
1053 | |
1034 | |
1054 | if (!can_pick (op, tmp)) |
1035 | if (!can_pick (op, tmp)) |
1055 | continue; |
1036 | continue; |
1056 | |
1037 | |
1057 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
1038 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
1058 | { |
1039 | { |
1059 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1040 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1060 | pick_up (op, tmp); |
1041 | CHK_PICK_PICKUP; |
1061 | continue; |
1042 | continue; |
1062 | } |
1043 | } |
1063 | |
1044 | |
1064 | /* high not bit set? We're using the old autopickup model */ |
1045 | /* high not bit set? We're using the old autopickup model */ |
1065 | if (!(op->contr->mode & PU_NEWMODE)) |
1046 | if (!(op->contr->mode & PU_NEWMODE)) |
… | |
… | |
1067 | switch (op->contr->mode) |
1048 | switch (op->contr->mode) |
1068 | { |
1049 | { |
1069 | case 0: |
1050 | case 0: |
1070 | return 1; /* don't pick up */ |
1051 | return 1; /* don't pick up */ |
1071 | case 1: |
1052 | case 1: |
1072 | pick_up (op, tmp); |
1053 | CHK_PICK_PICKUP; |
1073 | return 1; |
1054 | return 1; |
1074 | case 2: |
1055 | case 2: |
1075 | pick_up (op, tmp); |
1056 | CHK_PICK_PICKUP; |
1076 | return 0; |
1057 | return 0; |
1077 | case 3: |
1058 | case 3: |
1078 | return 0; /* stop before pickup */ |
1059 | return 0; /* stop before pickup */ |
1079 | case 4: |
1060 | case 4: |
1080 | pick_up (op, tmp); |
1061 | CHK_PICK_PICKUP; |
1081 | break; |
1062 | break; |
1082 | case 5: |
1063 | case 5: |
1083 | pick_up (op, tmp); |
1064 | CHK_PICK_PICKUP; |
1084 | stop = 1; |
1065 | stop = 1; |
1085 | break; |
1066 | break; |
1086 | case 6: |
1067 | case 6: |
1087 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1068 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) |
1088 | pick_up (op, tmp); |
1069 | && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
|
|
1070 | CHK_PICK_PICKUP; |
1089 | break; |
1071 | break; |
1090 | |
1072 | |
1091 | case 7: |
1073 | case 7: |
1092 | if (tmp->type == MONEY || tmp->type == GEM) |
1074 | if (tmp->type == MONEY || tmp->type == GEM) |
1093 | pick_up (op, tmp); |
1075 | CHK_PICK_PICKUP; |
1094 | break; |
1076 | break; |
1095 | |
1077 | |
1096 | default: |
1078 | default: |
1097 | /* use value density */ |
1079 | /* use value density */ |
1098 | if (!QUERY_FLAG (tmp, FLAG_UNPAID) |
1080 | if (!QUERY_FLAG (tmp, FLAG_UNPAID) |
1099 | && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) |
1081 | && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) |
1100 | pick_up (op, tmp); |
1082 | CHK_PICK_PICKUP; |
1101 | } |
1083 | } |
1102 | } |
1084 | } |
1103 | else |
1085 | else |
1104 | { /* old model */ |
1086 | { /* old model */ |
1105 | /* NEW pickup handling */ |
1087 | /* NEW pickup handling */ |
… | |
… | |
1109 | if (tmp->name != NULL) |
1091 | if (tmp->name != NULL) |
1110 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1092 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1111 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1093 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1112 | else |
1094 | else |
1113 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1095 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1114 | &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1096 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1115 | |
1097 | |
1116 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1098 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1117 | } |
1099 | } |
1118 | |
1100 | |
1119 | /* philosophy: |
1101 | /* philosophy: |
… | |
… | |
1160 | /* all food and drink if desired */ |
1142 | /* all food and drink if desired */ |
1161 | /* question: don't pick up known-poisonous stuff? */ |
1143 | /* question: don't pick up known-poisonous stuff? */ |
1162 | if (op->contr->mode & PU_FOOD) |
1144 | if (op->contr->mode & PU_FOOD) |
1163 | if (tmp->type == FOOD) |
1145 | if (tmp->type == FOOD) |
1164 | { |
1146 | { |
1165 | pick_up (op, tmp); |
1147 | CHK_PICK_PICKUP; |
1166 | continue; |
1148 | continue; |
1167 | } |
1149 | } |
1168 | |
1150 | |
1169 | if (op->contr->mode & PU_DRINK) |
1151 | if (op->contr->mode & PU_DRINK) |
1170 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
1152 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
1171 | { |
1153 | { |
1172 | pick_up (op, tmp); |
1154 | CHK_PICK_PICKUP; |
1173 | continue; |
1155 | continue; |
1174 | } |
1156 | } |
1175 | |
1157 | |
1176 | if (op->contr->mode & PU_POTION) |
1158 | if (op->contr->mode & PU_POTION) |
1177 | if (tmp->type == POTION) |
1159 | if (tmp->type == POTION) |
1178 | { |
1160 | { |
1179 | pick_up (op, tmp); |
1161 | CHK_PICK_PICKUP; |
1180 | continue; |
1162 | continue; |
1181 | } |
1163 | } |
1182 | |
1164 | |
1183 | /* spellbooks, skillscrolls and normal books/scrolls */ |
1165 | /* spellbooks, skillscrolls and normal books/scrolls */ |
1184 | if (op->contr->mode & PU_SPELLBOOK) |
1166 | if (op->contr->mode & PU_SPELLBOOK) |
1185 | if (tmp->type == SPELLBOOK) |
1167 | if (tmp->type == SPELLBOOK) |
1186 | { |
1168 | { |
1187 | pick_up (op, tmp); |
1169 | CHK_PICK_PICKUP; |
1188 | continue; |
1170 | continue; |
1189 | } |
1171 | } |
1190 | |
1172 | |
1191 | if (op->contr->mode & PU_SKILLSCROLL) |
1173 | if (op->contr->mode & PU_SKILLSCROLL) |
1192 | if (tmp->type == SKILLSCROLL) |
1174 | if (tmp->type == SKILLSCROLL) |
1193 | { |
1175 | { |
1194 | pick_up (op, tmp); |
1176 | CHK_PICK_PICKUP; |
1195 | continue; |
1177 | continue; |
1196 | } |
1178 | } |
1197 | |
1179 | |
1198 | if (op->contr->mode & PU_READABLES) |
1180 | if (op->contr->mode & PU_READABLES) |
1199 | if (tmp->type == BOOK || tmp->type == SCROLL) |
1181 | if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) |
1200 | { |
1182 | { |
1201 | pick_up (op, tmp); |
1183 | CHK_PICK_PICKUP; |
1202 | continue; |
1184 | continue; |
1203 | } |
1185 | } |
1204 | |
1186 | |
1205 | /* wands/staves/rods/horns */ |
1187 | /* wands/staves/rods/horns */ |
1206 | if (op->contr->mode & PU_MAGIC_DEVICE) |
1188 | if (op->contr->mode & PU_MAGIC_DEVICE) |
1207 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
1189 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
1208 | { |
1190 | { |
1209 | pick_up (op, tmp); |
1191 | CHK_PICK_PICKUP; |
1210 | continue; |
1192 | continue; |
1211 | } |
1193 | } |
1212 | |
1194 | |
1213 | /* pick up all magical items */ |
1195 | /* pick up all magical items */ |
1214 | if (op->contr->mode & PU_MAGICAL) |
1196 | if (op->contr->mode & PU_MAGICAL) |
1215 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1197 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1216 | { |
1198 | { |
1217 | pick_up (op, tmp); |
1199 | CHK_PICK_PICKUP; |
1218 | continue; |
1200 | continue; |
1219 | } |
1201 | } |
1220 | |
1202 | |
1221 | if (op->contr->mode & PU_VALUABLES) |
1203 | if (op->contr->mode & PU_VALUABLES) |
1222 | { |
1204 | { |
1223 | if (tmp->type == MONEY || tmp->type == GEM) |
1205 | if (tmp->type == MONEY || tmp->type == GEM) |
1224 | { |
1206 | { |
1225 | pick_up (op, tmp); |
1207 | CHK_PICK_PICKUP; |
1226 | continue; |
1208 | continue; |
1227 | } |
1209 | } |
1228 | } |
1210 | } |
1229 | |
1211 | |
1230 | /* rings & amulets - talismans seems to be typed AMULET */ |
1212 | /* rings & amulets - talismans seems to be typed AMULET */ |
1231 | if (op->contr->mode & PU_JEWELS) |
1213 | if (op->contr->mode & PU_JEWELS) |
1232 | if (tmp->type == RING || tmp->type == AMULET) |
1214 | if (tmp->type == RING || tmp->type == AMULET) |
1233 | { |
1215 | { |
1234 | pick_up (op, tmp); |
1216 | CHK_PICK_PICKUP; |
1235 | continue; |
1217 | continue; |
1236 | } |
1218 | } |
1237 | |
1219 | |
1238 | /* we don't forget dragon food */ |
1220 | /* we don't forget dragon food */ |
1239 | if (op->contr->mode & PU_FLESH) |
1221 | if (op->contr->mode & PU_FLESH) |
1240 | if (tmp->type == FLESH) |
1222 | if (tmp->type == FLESH) |
1241 | { |
1223 | { |
1242 | pick_up (op, tmp); |
1224 | CHK_PICK_PICKUP; |
1243 | continue; |
1225 | continue; |
1244 | } |
1226 | } |
1245 | |
1227 | |
1246 | /* bows and arrows. Bows are good for selling! */ |
1228 | /* bows and arrows. Bows are good for selling! */ |
1247 | if (op->contr->mode & PU_BOW) |
1229 | if (op->contr->mode & PU_BOW) |
1248 | if (tmp->type == BOW) |
1230 | if (tmp->type == BOW) |
1249 | { |
1231 | { |
1250 | pick_up (op, tmp); |
1232 | CHK_PICK_PICKUP; |
1251 | continue; |
1233 | continue; |
1252 | } |
1234 | } |
1253 | |
1235 | |
1254 | if (op->contr->mode & PU_ARROW) |
1236 | if (op->contr->mode & PU_ARROW) |
1255 | if (tmp->type == ARROW) |
1237 | if (tmp->type == ARROW) |
1256 | { |
1238 | { |
1257 | pick_up (op, tmp); |
1239 | CHK_PICK_PICKUP; |
1258 | continue; |
1240 | continue; |
1259 | } |
1241 | } |
1260 | |
1242 | |
1261 | /* all kinds of armor etc. */ |
1243 | /* all kinds of armor etc. */ |
1262 | if (op->contr->mode & PU_ARMOUR) |
1244 | if (op->contr->mode & PU_ARMOUR) |
1263 | if (tmp->type == ARMOUR) |
1245 | if (tmp->type == ARMOUR) |
1264 | { |
1246 | { |
1265 | pick_up (op, tmp); |
1247 | CHK_PICK_PICKUP; |
1266 | continue; |
1248 | continue; |
1267 | } |
1249 | } |
1268 | |
1250 | |
1269 | if (op->contr->mode & PU_HELMET) |
1251 | if (op->contr->mode & PU_HELMET) |
1270 | if (tmp->type == HELMET) |
1252 | if (tmp->type == HELMET) |
1271 | { |
1253 | { |
1272 | pick_up (op, tmp); |
1254 | CHK_PICK_PICKUP; |
1273 | continue; |
1255 | continue; |
1274 | } |
1256 | } |
1275 | |
1257 | |
1276 | if (op->contr->mode & PU_SHIELD) |
1258 | if (op->contr->mode & PU_SHIELD) |
1277 | if (tmp->type == SHIELD) |
1259 | if (tmp->type == SHIELD) |
1278 | { |
1260 | { |
1279 | pick_up (op, tmp); |
1261 | CHK_PICK_PICKUP; |
1280 | continue; |
1262 | continue; |
1281 | } |
1263 | } |
1282 | |
1264 | |
1283 | if (op->contr->mode & PU_BOOTS) |
1265 | if (op->contr->mode & PU_BOOTS) |
1284 | if (tmp->type == BOOTS) |
1266 | if (tmp->type == BOOTS) |
1285 | { |
1267 | { |
1286 | pick_up (op, tmp); |
1268 | CHK_PICK_PICKUP; |
1287 | continue; |
1269 | continue; |
1288 | } |
1270 | } |
1289 | |
1271 | |
1290 | if (op->contr->mode & PU_GLOVES) |
1272 | if (op->contr->mode & PU_GLOVES) |
1291 | if (tmp->type == GLOVES) |
1273 | if (tmp->type == GLOVES) |
1292 | { |
1274 | { |
1293 | pick_up (op, tmp); |
1275 | CHK_PICK_PICKUP; |
1294 | continue; |
1276 | continue; |
1295 | } |
1277 | } |
1296 | |
1278 | |
1297 | if (op->contr->mode & PU_CLOAK) |
1279 | if (op->contr->mode & PU_CLOAK) |
1298 | if (tmp->type == CLOAK) |
1280 | if (tmp->type == CLOAK) |
1299 | { |
1281 | { |
1300 | pick_up (op, tmp); |
1282 | CHK_PICK_PICKUP; |
1301 | continue; |
1283 | continue; |
1302 | } |
1284 | } |
1303 | |
1285 | |
1304 | /* hoping to catch throwing daggers here */ |
1286 | /* hoping to catch throwing daggers here */ |
1305 | if (op->contr->mode & PU_MISSILEWEAPON) |
1287 | if (op->contr->mode & PU_MISSILEWEAPON) |
1306 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
1288 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
1307 | { |
1289 | { |
1308 | pick_up (op, tmp); |
1290 | CHK_PICK_PICKUP; |
1309 | continue; |
1291 | continue; |
1310 | } |
1292 | } |
1311 | |
1293 | |
1312 | /* careful: chairs and tables are weapons! */ |
1294 | /* careful: chairs and tables are weapons! */ |
1313 | if (op->contr->mode & PU_ALLWEAPON) |
1295 | if (op->contr->mode & PU_ALLWEAPON) |
1314 | { |
1296 | { |
1315 | if (tmp->type == WEAPON && tmp->name != NULL) |
1297 | if (tmp->type == WEAPON && tmp->name != NULL) |
1316 | { |
1298 | { |
1317 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && |
1299 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL && |
1318 | strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) |
1300 | strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) |
1319 | { |
1301 | { |
1320 | pick_up (op, tmp); |
1302 | CHK_PICK_PICKUP; |
1321 | continue; |
1303 | continue; |
1322 | } |
1304 | } |
1323 | } |
1305 | } |
1324 | |
1306 | |
1325 | if (tmp->type == WEAPON && tmp->name == NULL) |
1307 | if (tmp->type == WEAPON && tmp->name == NULL) |
1326 | { |
1308 | { |
1327 | if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) |
1309 | if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL) |
1328 | { |
1310 | { |
1329 | pick_up (op, tmp); |
1311 | CHK_PICK_PICKUP; |
1330 | continue; |
1312 | continue; |
1331 | } |
1313 | } |
1332 | } |
1314 | } |
1333 | } |
1315 | } |
1334 | |
1316 | |
1335 | /* misc stuff that's useful */ |
1317 | /* misc stuff that's useful */ |
1336 | if (op->contr->mode & PU_KEY) |
1318 | if (op->contr->mode & PU_KEY) |
1337 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1319 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1338 | { |
1320 | { |
1339 | pick_up (op, tmp); |
1321 | CHK_PICK_PICKUP; |
1340 | continue; |
1322 | continue; |
1341 | } |
1323 | } |
1342 | |
1324 | |
1343 | /* any of the last 4 bits set means we use the ratio for value |
1325 | /* any of the last 4 bits set means we use the ratio for value |
1344 | * pickups */ |
1326 | * pickups */ |
… | |
… | |
1349 | /* >=7 is the old standard setting. Now we take the last 4 bits |
1331 | /* >=7 is the old standard setting. Now we take the last 4 bits |
1350 | * and multiply them by 5, giving 0..15*5== 5..75 */ |
1332 | * and multiply them by 5, giving 0..15*5== 5..75 */ |
1351 | wvratio = (op->contr->mode & PU_RATIO) * 5; |
1333 | wvratio = (op->contr->mode & PU_RATIO) * 5; |
1352 | if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) |
1334 | if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) |
1353 | { |
1335 | { |
1354 | pick_up (op, tmp); |
1336 | CHK_PICK_PICKUP; |
1355 | #if 0 |
1337 | #if 0 |
1356 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
1338 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
1357 | if (tmp->name != NULL) |
1339 | if (tmp->name != NULL) |
1358 | { |
1340 | { |
1359 | fprintf (stderr, "%s", tmp->name); |
1341 | fprintf (stderr, "%s", tmp->name); |
1360 | } |
1342 | } |
1361 | else |
1343 | else |
1362 | fprintf (stderr, "%s", tmp->arch->name); |
1344 | fprintf (stderr, "%s", tmp->arch->archname); |
1363 | fprintf (stderr, ",%d] = ", tmp->type); |
1345 | fprintf (stderr, ",%d] = ", tmp->type); |
1364 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1346 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1365 | #endif |
1347 | #endif |
1366 | continue; |
1348 | continue; |
1367 | } |
1349 | } |
… | |
… | |
1378 | * found object is returned. |
1360 | * found object is returned. |
1379 | */ |
1361 | */ |
1380 | object * |
1362 | object * |
1381 | find_arrow (object *op, const char *type) |
1363 | find_arrow (object *op, const char *type) |
1382 | { |
1364 | { |
1383 | object *tmp = NULL; |
|
|
1384 | |
|
|
1385 | for (op = op->inv; op; op = op->below) |
1365 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1386 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
|
|
1387 | tmp = find_arrow (op, type); |
|
|
1388 | else if (op->type == ARROW && op->race == type) |
1366 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
|
|
1367 | return splay (tmp); |
|
|
1368 | |
|
|
1369 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
|
|
1370 | if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type)) |
|
|
1371 | if (object *arrow = find_arrow (tmp, type)) |
|
|
1372 | { |
|
|
1373 | splay (tmp); |
1389 | return op; |
1374 | return arrow; |
|
|
1375 | } |
|
|
1376 | |
1390 | return tmp; |
1377 | return 0; |
1391 | } |
1378 | } |
1392 | |
1379 | |
1393 | /* |
1380 | /* |
1394 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1381 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1395 | * against the target. A full test is not performed, simply a basic test |
1382 | * against the target. A full test is not performed, simply a basic test |
1396 | * of resistances. The archer is making a quick guess at what he sees down |
1383 | * of resistances. The archer is making a quick guess at what he sees down |
1397 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1384 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1398 | */ |
1385 | */ |
1399 | |
|
|
1400 | object * |
1386 | object * |
1401 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1387 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1402 | { |
1388 | { |
1403 | object *tmp = NULL, *arrow, *ntmp; |
1389 | object *tmp = NULL, *arrow, *ntmp; |
1404 | int attacknum, attacktype, betterby = 0, i; |
1390 | int attacknum, attacktype, betterby = 0, i; |
… | |
… | |
1437 | else |
1423 | else |
1438 | { |
1424 | { |
1439 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1425 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1440 | { |
1426 | { |
1441 | attacktype = 1 << attacknum; |
1427 | attacktype = 1 << attacknum; |
1442 | if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) |
1428 | if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0) |
1443 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) |
1429 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby) |
1444 | { |
1430 | { |
1445 | tmp = arrow; |
1431 | tmp = arrow; |
1446 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; |
1432 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1447 | } |
1433 | } |
1448 | } |
1434 | } |
1449 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1435 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1450 | { |
1436 | { |
1451 | tmp = arrow; |
1437 | tmp = arrow; |
… | |
… | |
1470 | * find_better_arrow to find a decent arrow to use. |
1456 | * find_better_arrow to find a decent arrow to use. |
1471 | * op = the shooter |
1457 | * op = the shooter |
1472 | * type = bow->race |
1458 | * type = bow->race |
1473 | * dir = fire direction |
1459 | * dir = fire direction |
1474 | */ |
1460 | */ |
1475 | |
|
|
1476 | object * |
1461 | object * |
1477 | pick_arrow_target (object *op, const char *type, int dir) |
1462 | pick_arrow_target (object *op, const char *type, int dir) |
1478 | { |
1463 | { |
1479 | object *tmp = NULL; |
1464 | object *tmp = NULL; |
1480 | maptile *m; |
1465 | maptile *m; |
… | |
… | |
1545 | */ |
1530 | */ |
1546 | int |
1531 | int |
1547 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1532 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1548 | { |
1533 | { |
1549 | object *left, *bow; |
1534 | object *left, *bow; |
1550 | int bowspeed, mflags; |
1535 | int mflags; |
1551 | maptile *m; |
1536 | maptile *m; |
1552 | |
1537 | |
1553 | if (!dir) |
1538 | if (!dir) |
1554 | { |
1539 | { |
1555 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1540 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1556 | return 0; |
1541 | return 0; |
1557 | } |
1542 | } |
1558 | |
1543 | |
1559 | if (op->type == PLAYER) |
1544 | if (op->contr) |
1560 | bow = op->contr->ranges[range_bow]; |
1545 | bow = op->current_weapon; |
1561 | else |
1546 | else |
1562 | { |
1547 | { |
1563 | for (bow = op->inv; bow; bow = bow->below) |
1548 | for (bow = op->inv; bow; bow = bow->below) |
1564 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1549 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1565 | * don't need to switch back and forth between bows and weapons. |
1550 | * don't need to switch back and forth between bows and weapons. |
… | |
… | |
1570 | if (!bow) |
1555 | if (!bow) |
1571 | { |
1556 | { |
1572 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1557 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1573 | return 0; |
1558 | return 0; |
1574 | } |
1559 | } |
|
|
1560 | |
|
|
1561 | // optimisation: move object to top so we will find it quickly again |
|
|
1562 | if (bow->below) |
|
|
1563 | { |
|
|
1564 | bow->remove (); |
|
|
1565 | op->insert (bow); |
|
|
1566 | } |
|
|
1567 | |
1575 | } |
1568 | } |
1576 | |
1569 | |
1577 | if (!bow->race || !bow->skill) |
1570 | if (!bow->race || !bow->skill) |
1578 | { |
1571 | { |
1579 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1572 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1580 | return 0; |
1573 | return 0; |
1581 | } |
1574 | } |
1582 | |
|
|
1583 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
|
|
1584 | |
|
|
1585 | /* penalize ROF for bestarrow */ |
|
|
1586 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
|
|
1587 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
|
|
1588 | |
|
|
1589 | if (bowspeed < 1) |
|
|
1590 | bowspeed = 1; |
|
|
1591 | |
1575 | |
1592 | if (arrow == NULL) |
1576 | if (arrow == NULL) |
1593 | { |
1577 | { |
1594 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1578 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1595 | { |
1579 | { |
1596 | if (op->type == PLAYER) |
1580 | if (op->type == PLAYER) |
1597 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1581 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1598 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1582 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1599 | else |
1583 | else |
1600 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1584 | CLEAR_FLAG (op, FLAG_READY_BOW); |
|
|
1585 | |
1601 | return 0; |
1586 | return 0; |
1602 | } |
1587 | } |
1603 | } |
1588 | } |
1604 | |
1589 | |
1605 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1590 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
… | |
… | |
1618 | arrow->destroy (); |
1603 | arrow->destroy (); |
1619 | return 0; |
1604 | return 0; |
1620 | } |
1605 | } |
1621 | |
1606 | |
1622 | left = arrow; /* these are arrows left to the player */ |
1607 | left = arrow; /* these are arrows left to the player */ |
1623 | arrow = get_split_ob (arrow, 1); |
1608 | arrow = arrow->split (); |
1624 | if (!arrow) |
1609 | if (!arrow) |
1625 | { |
1610 | { |
1626 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1611 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1627 | return 0; |
1612 | return 0; |
1628 | } |
1613 | } |
1629 | |
1614 | |
1630 | arrow->set_owner (op); |
1615 | arrow->set_owner (op); |
1631 | arrow->skill = bow->skill; |
1616 | arrow->skill = bow->skill; |
1632 | arrow->direction = dir; |
1617 | arrow->direction = dir; |
1633 | |
1618 | |
|
|
1619 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
|
|
1620 | arrow->stats.hp = arrow->stats.dam; |
|
|
1621 | arrow->stats.grace = arrow->attacktype; |
|
|
1622 | |
|
|
1623 | if (arrow->slaying) |
|
|
1624 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1625 | |
|
|
1626 | #if 0 |
|
|
1627 | if (player *pl = op->contr) |
|
|
1628 | { |
|
|
1629 | float speed = pl->weapon_sp; |
|
|
1630 | |
|
|
1631 | /* penalize ROF for bestarrow */ |
|
|
1632 | if (pl->bowtype == bow_bestarrow) |
|
|
1633 | speed *= .9f; |
|
|
1634 | else |
|
|
1635 | speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; |
|
|
1636 | |
|
|
1637 | op->speed_left += speed - op->speed; |
|
|
1638 | } |
|
|
1639 | #endif |
|
|
1640 | |
|
|
1641 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1642 | |
|
|
1643 | /* update the speed */ |
|
|
1644 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
|
|
1645 | + bow->stats.dam / 7.f; |
|
|
1646 | |
|
|
1647 | arrow->set_speed (max (arrow->speed, 2.f)); |
|
|
1648 | arrow->speed_left = 0; |
|
|
1649 | |
|
|
1650 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
|
|
1651 | |
1634 | if (op->type == PLAYER) |
1652 | if (op->type == PLAYER) |
1635 | { |
1653 | { |
1636 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
|
|
1637 | op->update_stats (); |
|
|
1638 | } |
|
|
1639 | |
|
|
1640 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1641 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
|
|
1642 | arrow->stats.hp = arrow->stats.dam; |
|
|
1643 | arrow->stats.grace = arrow->attacktype; |
|
|
1644 | if (arrow->slaying != NULL) |
|
|
1645 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1646 | |
|
|
1647 | /* Note that this was different for monsters - they got their level |
|
|
1648 | * added to the damage. I think the strength bonus is more proper. |
|
|
1649 | */ |
|
|
1650 | |
|
|
1651 | arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic; |
|
|
1652 | |
|
|
1653 | /* update the speed */ |
|
|
1654 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
|
|
1655 | 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
|
|
1656 | |
|
|
1657 | arrow->set_speed (max (arrow->speed, 1.0)); |
|
|
1658 | arrow->speed_left = 0; |
|
|
1659 | |
|
|
1660 | if (op->type == PLAYER) |
|
|
1661 | { |
|
|
1662 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
|
|
1663 | (op->chosen_skill ? op->chosen_skill->level : op->level) - |
|
|
1664 | dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod; |
|
|
1665 | |
|
|
1666 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
1654 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
|
|
1655 | wc -= dex_bonus[op->stats.Dex]; |
|
|
1656 | |
|
|
1657 | if (!arrow->slaying) |
|
|
1658 | arrow->slaying = op->slaying; |
|
|
1659 | |
|
|
1660 | arrow->attacktype |= op->attacktype; |
1667 | } |
1661 | } |
1668 | else |
1662 | else |
1669 | { |
1663 | { |
1670 | arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; |
|
|
1671 | arrow->level = op->level; |
1664 | arrow->level = op->level; |
1672 | } |
1665 | arrow->stats.wc -= bow->magic; |
1673 | |
1666 | |
1674 | if (arrow->attacktype == AT_PHYSICAL) |
1667 | if (!arrow->slaying) |
|
|
1668 | arrow->slaying = bow->slaying; |
|
|
1669 | |
1675 | arrow->attacktype |= bow->attacktype; |
1670 | arrow->attacktype |= bow->attacktype; |
|
|
1671 | } |
1676 | |
1672 | |
1677 | if (bow->slaying) |
1673 | wc -= arrow->level; |
1678 | arrow->slaying = bow->slaying; |
1674 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
1679 | |
1675 | |
|
|
1676 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1680 | arrow->move_type = MOVE_FLY_LOW; |
1677 | arrow->move_type = MOVE_FLY_LOW; |
1681 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1678 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1682 | |
1679 | |
1683 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1680 | op->play_sound (sound_find ("fire_arrow")); |
1684 | m->insert (arrow, sx, sy, op); |
1681 | m->insert (arrow, sx, sy, op); |
1685 | |
1682 | |
1686 | if (!arrow->destroyed ()) |
1683 | if (!arrow->destroyed ()) |
1687 | move_arrow (arrow); |
1684 | move_arrow (arrow); |
1688 | |
1685 | |
… | |
… | |
1709 | { |
1706 | { |
1710 | int ret = 0, wcmod = 0; |
1707 | int ret = 0, wcmod = 0; |
1711 | |
1708 | |
1712 | if (op->contr->bowtype == bow_bestarrow) |
1709 | if (op->contr->bowtype == bow_bestarrow) |
1713 | { |
1710 | { |
1714 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); |
1711 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1715 | } |
1712 | } |
1716 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1713 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1717 | { |
1714 | { |
1718 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1715 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1719 | wcmod = -1; |
1716 | wcmod = -1; |
… | |
… | |
1729 | else if (op->contr->bowtype == bow_spreadshot) |
1726 | else if (op->contr->bowtype == bow_spreadshot) |
1730 | { |
1727 | { |
1731 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1728 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1732 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1729 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1733 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1730 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1734 | |
|
|
1735 | } |
1731 | } |
1736 | else |
1732 | else |
1737 | { |
1733 | { |
1738 | /* Simple case */ |
1734 | /* Simple case */ |
1739 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1735 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1740 | } |
1736 | } |
|
|
1737 | |
1741 | return ret; |
1738 | return ret; |
1742 | } |
1739 | } |
1743 | |
|
|
1744 | |
1740 | |
1745 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1741 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1746 | * Broken apart from 'fire' to keep it more readable. |
1742 | * Broken apart from 'fire' to keep it more readable. |
1747 | */ |
1743 | */ |
1748 | void |
1744 | void |
1749 | fire_misc_object (object *op, int dir) |
1745 | fire_misc_object (object *op, int dir) |
1750 | { |
1746 | { |
1751 | object *item; |
1747 | object *item = op->contr->ranged_ob; |
1752 | |
1748 | |
1753 | if (!op->contr->ranges[range_misc]) |
1749 | if (!item) |
1754 | { |
1750 | { |
1755 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1751 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1756 | return; |
1752 | return; |
1757 | } |
1753 | } |
1758 | |
1754 | |
1759 | item = op->contr->ranges[range_misc]; |
|
|
1760 | if (!item->inv) |
1755 | if (!item->inv) |
1761 | { |
1756 | { |
1762 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1757 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1763 | return; |
1758 | return; |
1764 | } |
1759 | } |
|
|
1760 | |
|
|
1761 | if (!op->change_weapon (item)) |
|
|
1762 | return; |
|
|
1763 | |
1765 | if (item->type == WAND) |
1764 | if (item->type == WAND) |
1766 | { |
1765 | { |
1767 | if (item->stats.food <= 0) |
1766 | if (item->stats.food <= 0) |
1768 | { |
1767 | { |
1769 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1768 | op->contr->play_sound (sound_find ("wand_poof")); |
1770 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
1769 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
|
|
1770 | |
1771 | return; |
1771 | return; |
1772 | } |
1772 | } |
1773 | } |
1773 | } |
1774 | else if (item->type == ROD || item->type == HORN) |
1774 | else if (item->type == ROD || item->type == HORN) |
1775 | { |
1775 | { |
1776 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1776 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1777 | { |
1777 | { |
1778 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1778 | op->contr->play_sound (sound_find ("wand_poof")); |
|
|
1779 | |
1779 | if (item->type == ROD) |
1780 | if (item->type == ROD) |
1780 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1781 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1781 | else |
1782 | else |
1782 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
1783 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
|
|
1784 | |
1783 | return; |
1785 | return; |
1784 | } |
1786 | } |
1785 | } |
1787 | } |
1786 | |
1788 | |
1787 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1789 | if (cast_spell (op, item, dir, item->inv, NULL)) |
… | |
… | |
1794 | object *tmp; |
1796 | object *tmp; |
1795 | |
1797 | |
1796 | if (item->arch) |
1798 | if (item->arch) |
1797 | { |
1799 | { |
1798 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1800 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1799 | item->face = item->arch->clone.face; |
1801 | item->face = item->arch->face; |
1800 | item->set_speed (0); |
1802 | item->set_speed (0); |
1801 | } |
1803 | } |
1802 | |
1804 | |
1803 | if ((tmp = item->in_player ())) |
1805 | if ((tmp = item->in_player ())) |
1804 | esrv_update_item (UPD_ANIM, tmp, item); |
1806 | esrv_update_item (UPD_ANIM, tmp, item); |
… | |
… | |
1809 | } |
1811 | } |
1810 | } |
1812 | } |
1811 | |
1813 | |
1812 | /* Received a fire command for the player - go and do it. |
1814 | /* Received a fire command for the player - go and do it. |
1813 | */ |
1815 | */ |
1814 | void |
1816 | bool |
1815 | fire (object *op, int dir) |
1817 | fire (object *op, int dir) |
1816 | { |
1818 | { |
1817 | int spellcost = 0; |
1819 | int spellcost = 0; |
1818 | |
1820 | |
1819 | /* check for loss of invisiblity/hide */ |
1821 | /* check for loss of invisiblity/hide */ |
1820 | if (action_makes_visible (op)) |
1822 | if (action_makes_visible (op)) |
1821 | make_visible (op); |
1823 | make_visible (op); |
1822 | |
1824 | |
1823 | switch (op->contr->shoottype) |
1825 | player *pl = op->contr; |
|
|
1826 | |
|
|
1827 | if (pl->golem) |
|
|
1828 | { |
|
|
1829 | control_golem (op->contr->golem, dir); |
|
|
1830 | return false; |
1824 | { |
1831 | } |
1825 | case range_none: |
|
|
1826 | return; |
|
|
1827 | |
1832 | |
1828 | case range_bow: |
1833 | object *ob = pl->ranged_ob; |
|
|
1834 | |
|
|
1835 | if (!ob) |
|
|
1836 | return false; |
|
|
1837 | |
|
|
1838 | if (!op->change_weapon (ob)) |
|
|
1839 | return false; |
|
|
1840 | |
|
|
1841 | if (op->speed_left > 0.f) |
|
|
1842 | --op->speed_left; |
|
|
1843 | else |
|
|
1844 | return false; |
|
|
1845 | |
|
|
1846 | switch (ob->type) |
|
|
1847 | { |
|
|
1848 | case BOW: |
1829 | player_fire_bow (op, dir); |
1849 | player_fire_bow (op, dir); |
1830 | return; |
1850 | break; |
1831 | |
1851 | |
1832 | case range_magic: /* Casting spells */ |
1852 | case SPELL: |
1833 | spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); |
1853 | spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); |
1834 | return; |
1854 | break; |
1835 | |
1855 | |
1836 | case range_misc: |
1856 | case BUILDER: |
|
|
1857 | apply_map_builder (op, dir); |
|
|
1858 | break; |
|
|
1859 | |
|
|
1860 | case SKILL: |
|
|
1861 | do_skill (op, op, ob, dir, 0); |
|
|
1862 | break; |
|
|
1863 | |
|
|
1864 | default: |
1837 | fire_misc_object (op, dir); |
1865 | fire_misc_object (op, dir); |
1838 | return; |
1866 | break; |
1839 | |
|
|
1840 | case range_golem: /* Control summoned monsters from scrolls */ |
|
|
1841 | if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
1842 | { |
|
|
1843 | op->contr->ranges[range_golem] = 0; |
|
|
1844 | op->contr->shoottype = range_none; |
|
|
1845 | } |
|
|
1846 | else |
|
|
1847 | control_golem (op->contr->ranges[range_golem], dir); |
|
|
1848 | return; |
|
|
1849 | |
|
|
1850 | case range_skill: |
|
|
1851 | if (!op->chosen_skill) |
|
|
1852 | { |
|
|
1853 | if (op->type == PLAYER) |
|
|
1854 | new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
|
|
1855 | return; |
|
|
1856 | } |
|
|
1857 | |
|
|
1858 | do_skill (op, op, op->chosen_skill, dir, NULL); |
|
|
1859 | return; |
|
|
1860 | case range_builder: |
|
|
1861 | apply_map_builder (op, dir); |
|
|
1862 | return; |
|
|
1863 | default: |
|
|
1864 | new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); |
|
|
1865 | return; |
|
|
1866 | } |
1867 | } |
1867 | } |
|
|
1868 | |
1868 | |
1869 | |
1869 | return true; |
|
|
1870 | } |
1870 | |
1871 | |
1871 | /* find_key |
1872 | /* find_key |
1872 | * We try to find a key for the door as passed. If we find a key |
1873 | * We try to find a key for the door as passed. If we find a key |
1873 | * and successfully use it, we return the key, otherwise NULL |
1874 | * and successfully use it, we return the key, otherwise NULL |
1874 | * This function merges both normal and locked door, since the logic |
1875 | * This function merges both normal and locked door, since the logic |
… | |
… | |
1876 | * pl is the player, |
1877 | * pl is the player, |
1877 | * inv is the objects inventory to searched |
1878 | * inv is the objects inventory to searched |
1878 | * door is the door we are trying to match against. |
1879 | * door is the door we are trying to match against. |
1879 | * This function can be called recursively to search containers. |
1880 | * This function can be called recursively to search containers. |
1880 | */ |
1881 | */ |
1881 | |
|
|
1882 | object * |
1882 | object * |
1883 | find_key (object *pl, object *container, object *door) |
1883 | find_key (object *pl, object *container, object *door) |
1884 | { |
1884 | { |
1885 | object *tmp, *key; |
1885 | object *tmp, *key; |
1886 | |
1886 | |
1887 | /* Should not happen, but sanity checking is never bad */ |
1887 | /* Should not happen, but sanity checking is never bad */ |
1888 | if (container->inv == NULL) |
1888 | if (!container->inv) |
1889 | return NULL; |
1889 | return 0; |
1890 | |
1890 | |
1891 | /* First, lets try to find a key in the top level inventory */ |
1891 | /* First, lets try to find a key in the top level inventory */ |
1892 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1892 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1893 | { |
1893 | { |
1894 | if (door->type == DOOR && tmp->type == KEY) |
1894 | if (door->type == DOOR && tmp->type == KEY) |
1895 | break; |
1895 | break; |
1896 | /* For sanity, we should really check door type, but other stuff |
1896 | /* For sanity, we should really check door type, but other stuff |
1897 | * (like containers) can be locked with special keys |
1897 | * (like containers) can be locked with special keys |
1898 | */ |
1898 | */ |
1899 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1899 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1900 | break; |
1900 | break; |
1901 | } |
1901 | } |
|
|
1902 | |
1902 | /* No key found - lets search inventories now */ |
1903 | /* No key found - lets search inventories now */ |
1903 | /* If we find and use a key in an inventory, return at that time. |
1904 | /* If we find and use a key in an inventory, return at that time. |
1904 | * otherwise, if we search all the inventories and still don't find |
1905 | * otherwise, if we search all the inventories and still don't find |
1905 | * a key, return |
1906 | * a key, return |
1906 | */ |
1907 | */ |
1907 | if (!tmp) |
1908 | if (!tmp) |
1908 | { |
1909 | { |
1909 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1910 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1910 | { |
1911 | { |
1911 | /* No reason to search empty containers */ |
1912 | /* No reason to search empty containers */ |
1912 | if (tmp->type == CONTAINER && tmp->inv) |
1913 | if (tmp->type == CONTAINER && tmp->inv) |
1913 | { |
1914 | { |
1914 | if ((key = find_key (pl, tmp, door)) != NULL) |
1915 | if ((key = find_key (pl, tmp, door))) |
1915 | return key; |
1916 | return key; |
1916 | } |
1917 | } |
1917 | } |
1918 | } |
|
|
1919 | |
1918 | if (!tmp) |
1920 | if (!tmp) |
1919 | return NULL; |
1921 | return NULL; |
1920 | } |
1922 | } |
|
|
1923 | |
1921 | /* We get down here if we have found a key. Now if its in a container, |
1924 | /* We get down here if we have found a key. Now if its in a container, |
1922 | * see if we actually want to use it |
1925 | * see if we actually want to use it |
1923 | */ |
1926 | */ |
1924 | if (pl != container) |
1927 | if (pl != container) |
1925 | { |
1928 | { |
… | |
… | |
1946 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1949 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1947 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1950 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1948 | return NULL; |
1951 | return NULL; |
1949 | } |
1952 | } |
1950 | } |
1953 | } |
|
|
1954 | |
1951 | return tmp; |
1955 | return tmp; |
1952 | } |
1956 | } |
1953 | |
1957 | |
1954 | /* moved door processing out of move_player_attack. |
1958 | /* moved door processing out of move_player_attack. |
1955 | * returns 1 if player has opened the door with a key |
1959 | * returns 1 if player has opened the door with a key |
… | |
… | |
1957 | * 0 otherwise |
1961 | * 0 otherwise |
1958 | */ |
1962 | */ |
1959 | static int |
1963 | static int |
1960 | player_attack_door (object *op, object *door) |
1964 | player_attack_door (object *op, object *door) |
1961 | { |
1965 | { |
1962 | /* If its a door, try to find a use a key. If we do destroy the door, |
1966 | /* If its a door, try to find a key. If we do destroy the door, |
1963 | * might as well return immediately as there is nothing more to do - |
1967 | * might as well return immediately as there is nothing more to do - |
1964 | * otherwise, we fall through to the rest of the code. |
1968 | * otherwise, we fall through to the rest of the code. |
1965 | */ |
1969 | */ |
1966 | object *key = find_key (op, op, door); |
1970 | object *key = find_key (op, op, door); |
1967 | |
1971 | |
1968 | /* IF we found a key, do some extra work */ |
1972 | /* If we found a key, do some extra work */ |
1969 | if (key) |
1973 | if (key) |
1970 | { |
1974 | { |
1971 | object *container = key->env; |
1975 | object *container = key->env; |
1972 | |
1976 | |
1973 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
|
|
1974 | if (action_makes_visible (op)) |
1977 | if (action_makes_visible (op)) |
1975 | make_visible (op); |
1978 | make_visible (op); |
|
|
1979 | |
1976 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1980 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1977 | spring_trap (door->inv, op); |
1981 | spring_trap (door->inv, op); |
|
|
1982 | |
1978 | if (door->type == DOOR) |
1983 | if (door->type == DOOR) |
1979 | { |
|
|
1980 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1984 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1981 | } |
|
|
1982 | else if (door->type == LOCKED_DOOR) |
1985 | else if (door->type == LOCKED_DOOR) |
1983 | { |
1986 | { |
1984 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
1987 | op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN); |
1985 | remove_door2 (door); /* remove door without violence ;-) */ |
1988 | remove_door2 (door); /* remove door without violence ;-) */ |
1986 | } |
1989 | } |
|
|
1990 | |
1987 | /* Do this after we print the message */ |
1991 | /* Do this after we print the message */ |
1988 | decrease_ob (key); /* Use up one of the keys */ |
1992 | key->decrease (); /* Use up one of the keys */ |
1989 | /* Need to update the weight the container the key was in */ |
1993 | /* Need to update the weight the container the key was in */ |
1990 | if (container != op) |
1994 | if (container != op) |
1991 | esrv_update_item (UPD_WEIGHT, op, container); |
1995 | esrv_update_item (UPD_WEIGHT, op, container); |
|
|
1996 | |
1992 | return 1; /* Nothing more to do below */ |
1997 | return 1; /* Nothing more to do below */ |
1993 | } |
1998 | } |
1994 | else if (door->type == LOCKED_DOOR) |
1999 | else if (door->type == LOCKED_DOOR) |
1995 | { |
2000 | { |
1996 | /* Might as well return now - no other way to open this */ |
2001 | /* Might as well return now - no other way to open this */ |
1997 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
2002 | op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door..."); |
1998 | return 1; |
2003 | return 1; |
1999 | } |
2004 | } |
|
|
2005 | |
2000 | return 0; |
2006 | return 0; |
2001 | } |
2007 | } |
2002 | |
2008 | |
2003 | /* This function is just part of a breakup from move_player. |
2009 | /* This function is just part of a breakup from move_player. |
2004 | * It should keep the code cleaner. |
2010 | * It should keep the code cleaner. |
2005 | * When this is called, the players direction has been updated |
2011 | * When this is called, the players direction has been updated |
2006 | * (taking into account confusion.) The player is also actually |
2012 | * (taking into account confusion.) The player is also actually |
2007 | * going to try and move (not fire weapons). |
2013 | * going to try and move (not fire weapons). |
2008 | */ |
2014 | */ |
2009 | void |
2015 | bool |
2010 | move_player_attack (object *op, int dir) |
2016 | move_player_attack (object *op, int dir) |
2011 | { |
2017 | { |
2012 | object *tmp, *mon; |
|
|
2013 | sint16 nx, ny; |
|
|
2014 | int on_battleground; |
2018 | int on_battleground; |
2015 | maptile *m; |
|
|
2016 | |
2019 | |
2017 | nx = freearr_x[dir] + op->x; |
2020 | sint16 nx = freearr_x[dir] + op->x; |
2018 | ny = freearr_y[dir] + op->y; |
2021 | sint16 ny = freearr_y[dir] + op->y; |
2019 | |
2022 | |
2020 | on_battleground = op_on_battleground (op, 0, 0); |
2023 | on_battleground = op_on_battleground (op, 0, 0); |
|
|
2024 | |
|
|
2025 | if (out_of_map (op->map, nx, ny)) |
|
|
2026 | return false; |
|
|
2027 | |
|
|
2028 | if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) |
|
|
2029 | { |
|
|
2030 | --op->speed_left; |
|
|
2031 | return true; |
|
|
2032 | } |
2021 | |
2033 | |
2022 | /* If braced, or can't move to the square, and it is not out of the |
2034 | /* If braced, or can't move to the square, and it is not out of the |
2023 | * map, attack it. Note order of if statement is important - don't |
2035 | * map, attack it. Note order of if statement is important - don't |
2024 | * want to be calling move_ob if braced, because move_ob will move the |
2036 | * want to be calling move_ob if braced, because move_ob will move the |
2025 | * player. This is a pretty nasty hack, because if we could |
2037 | * player. This is a pretty nasty hack, because if we could |
2026 | * move to some space, it then means that if we are braced, we should |
2038 | * move to some space, it then means that if we are braced, we should |
2027 | * do nothing at all. As it is, if we are braced, we go through |
2039 | * do nothing at all. As it is, if we are braced, we go through |
2028 | * quite a bit of processing. However, it probably is less than what |
2040 | * quite a bit of processing. However, it probably is less than what |
2029 | * move_ob uses. |
2041 | * move_ob uses. |
2030 | */ |
2042 | */ |
2031 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
|
|
2032 | { |
|
|
2033 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
|
|
2034 | { |
|
|
2035 | m = op->map->xy_find (nx, ny); |
2043 | maptile *m = op->map->xy_find (nx, ny); |
2036 | if (!m) |
|
|
2037 | return; /* Don't think this should happen */ |
|
|
2038 | } |
|
|
2039 | else |
|
|
2040 | m = op->map; |
|
|
2041 | |
2044 | |
2042 | if (!(tmp = m->at (nx, ny).bot)) |
|
|
2043 | return; |
|
|
2044 | |
|
|
2045 | mon = 0; |
|
|
2046 | /* Go through all the objects, and find ones of interest. Only stop if |
2045 | /* Go through all the objects, and find ones of interest. Only stop if |
2047 | * we find a monster - that is something we know we want to attack. |
2046 | * we find a monster - that is something we know we want to attack. |
2048 | * if its a door or barrel (can roll) see if there may be monsters |
2047 | * if its a door or barrel (can roll) see if there may be monsters |
2049 | * on the space |
2048 | * on the space |
2050 | */ |
2049 | */ |
2051 | while (tmp) |
2050 | object *mon; |
2052 | { |
2051 | for (mon = m->at (nx, ny).bot; mon; mon = mon->above) |
2053 | if (tmp == op) |
2052 | { |
2054 | { |
2053 | if ((mon->flag [FLAG_ALIVE] |
2055 | tmp = tmp->above; |
2054 | || mon->type == LOCKED_DOOR |
2056 | continue; |
2055 | || mon->flag [FLAG_CAN_ROLL]) |
2057 | } |
|
|
2058 | |
|
|
2059 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
|
|
2060 | { |
|
|
2061 | mon = tmp; |
2056 | && mon != op) |
2062 | break; |
2057 | break; |
2063 | } |
2058 | } |
2064 | |
2059 | |
2065 | if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) |
|
|
2066 | mon = tmp; |
|
|
2067 | |
|
|
2068 | tmp = tmp->above; |
|
|
2069 | } |
|
|
2070 | |
|
|
2071 | if (!mon) /* This happens anytime the player tries to move */ |
2060 | if (!mon) /* This happens anytime the player tries to move */ |
2072 | return; /* into a wall */ |
2061 | return false; /* into a wall */ |
2073 | |
2062 | |
2074 | if (mon->head) |
|
|
2075 | mon = mon->head; |
2063 | mon = mon->head_ (); |
2076 | |
2064 | |
2077 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
2065 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
|
|
2066 | if (op->contr->weapon_sp_left > 0.f) |
2078 | if (player_attack_door (op, mon)) |
2067 | if (player_attack_door (op, mon)) |
|
|
2068 | { |
|
|
2069 | --op->contr->weapon_sp_left; |
2079 | return; |
2070 | return true; |
|
|
2071 | } |
2080 | |
2072 | |
2081 | /* The following deals with possibly attacking peaceful |
2073 | /* The following deals with possibly attacking peaceful |
2082 | * or frienddly creatures. Basically, all players are considered |
2074 | * or friendly creatures. Basically, all players are considered |
2083 | * unaggressive. If the moving player has peaceful set, then the |
2075 | * unaggressive. If the moving player has peaceful set, then the |
2084 | * object should be pushed instead of attacked. It is assumed that |
2076 | * object should be pushed instead of attacked. It is assumed that |
2085 | * if you are braced, you will not attack friends accidently, |
2077 | * if you are braced, you will not attack friends accidently, |
2086 | * and thus will not push them. |
2078 | * and thus will not push them. |
2087 | */ |
2079 | */ |
2088 | |
2080 | |
2089 | /* If the creature is a pet, push it even if the player is not |
2081 | /* If the creature is a pet, push it even if the player is not |
2090 | * peaceful. Our assumption is the creature is a pet if the |
2082 | * peaceful. Our assumption is the creature is a pet if the |
2091 | * player owns it and it is either friendly or unagressive. |
2083 | * player owns it and it is either friendly or unagressive. |
2092 | */ |
2084 | */ |
2093 | if ((op->type == PLAYER) |
2085 | if (op->type == PLAYER |
2094 | #if COZY_SERVER |
|
|
2095 | && |
|
|
2096 | ((mon->owner && mon->owner->contr |
2086 | && ((mon->owner && mon->owner->contr |
2097 | && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) |
2087 | && same_party (mon->owner->contr->party, op->contr->party)) |
2098 | #else |
|
|
2099 | && mon->owner == op |
2088 | || mon->owner == op) |
2100 | #endif |
|
|
2101 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2089 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2102 | { |
2090 | { |
2103 | /* If we're braced, we don't want to switch places with it */ |
2091 | /* If we're braced, we don't want to switch places with it */ |
2104 | if (op->contr->braced) |
2092 | if (op->contr->braced) |
2105 | return; |
2093 | return false; |
2106 | |
2094 | |
2107 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2095 | if (op->speed_left > 0.f) |
|
|
2096 | { |
|
|
2097 | --op->speed_left; |
|
|
2098 | |
|
|
2099 | op->play_sound (sound_find ("push_player")); |
2108 | (void) push_ob (mon, dir, op); |
2100 | push_ob (mon, dir, op); |
|
|
2101 | |
2109 | if (op->contr->tmp_invis || op->hide) |
2102 | if (op->contr->tmp_invis || op->hide) |
2110 | make_visible (op); |
2103 | make_visible (op); |
2111 | |
2104 | |
2112 | return; |
2105 | return true; |
2113 | } |
2106 | } |
|
|
2107 | else |
|
|
2108 | return false; |
|
|
2109 | } |
2114 | |
2110 | |
2115 | /* in certain circumstances, you shouldn't attack friendly |
2111 | /* in certain circumstances, you shouldn't attack friendly |
2116 | * creatures. Note that if you are braced, you can't push |
2112 | * creatures. Note that if you are braced, you can't push |
2117 | * someone, but put it inside this loop so that you won't |
2113 | * someone, but put it inside this loop so that you won't |
2118 | * attack them either. |
2114 | * attack them either. |
2119 | */ |
2115 | */ |
2120 | if ((mon->type == PLAYER || mon->enemy != op) && |
2116 | if ((mon->type == PLAYER || mon->enemy != op) |
2121 | (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( |
2117 | && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) |
2122 | #ifdef PROHIBIT_PLAYERKILL |
|
|
2123 | (op->contr->peaceful |
2118 | && ((op->contr->peaceful |
2124 | || (mon->type == PLAYER |
2119 | || (mon->type == PLAYER && mon->contr->peaceful)) |
2125 | && mon->contr-> |
|
|
2126 | peaceful)) && |
|
|
2127 | #else |
|
|
2128 | op->contr->peaceful && |
|
|
2129 | #endif |
|
|
2130 | !on_battleground)) |
2120 | && !on_battleground)) |
|
|
2121 | { |
|
|
2122 | if (op->speed_left > 0.f) |
2131 | { |
2123 | { |
|
|
2124 | --op->speed_left; |
|
|
2125 | |
2132 | if (!op->contr->braced) |
2126 | if (!op->contr->braced) |
2133 | { |
2127 | { |
2134 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2128 | op->play_sound (sound_find ("push_player")); |
2135 | push_ob (mon, dir, op); |
2129 | push_ob (mon, dir, op); |
2136 | } |
2130 | } |
2137 | else |
2131 | else |
2138 | new_draw_info (0, 0, op, "You withhold your attack"); |
2132 | op->statusmsg ("You withhold your attack"); |
2139 | |
2133 | |
2140 | if (op->contr->tmp_invis || op->hide) |
2134 | if (op->contr->tmp_invis || op->hide) |
2141 | make_visible (op); |
2135 | make_visible (op); |
2142 | } |
|
|
2143 | |
2136 | |
|
|
2137 | return true; |
|
|
2138 | } |
|
|
2139 | } |
2144 | /* If the object is a boulder or other rollable object, then |
2140 | /* If the object is a boulder or other rollable object, then |
2145 | * roll it if not braced. You can't roll it if you are braced. |
2141 | * roll it if not braced. You can't roll it if you are braced. |
2146 | */ |
2142 | */ |
2147 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
2143 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
|
|
2144 | { |
|
|
2145 | if (op->speed_left > 0.f) |
2148 | { |
2146 | { |
|
|
2147 | --op->speed_left; |
|
|
2148 | |
2149 | recursive_roll (mon, dir, op); |
2149 | recursive_roll (mon, dir, op); |
2150 | if (action_makes_visible (op)) |
2150 | if (action_makes_visible (op)) |
2151 | make_visible (op); |
2151 | make_visible (op); |
2152 | } |
|
|
2153 | |
2152 | |
|
|
2153 | return true; |
|
|
2154 | } |
|
|
2155 | } |
2154 | /* Any generic living creature. Including things like doors. |
2156 | /* Any generic living creature. Including things like doors. |
2155 | * Way it works is like this: First, it must have some hit points |
2157 | * Way it works is like this: First, it must have some hit points |
2156 | * and be living. Then, it must be one of the following: |
2158 | * and be living. Then, it must be one of the following: |
2157 | * 1) Not a player, 2) A player, but of a different party. Note |
2159 | * 1) Not a player, 2) A player, but of a different party. Note |
2158 | * that party_number -1 is no party, so attacks can still happen. |
2160 | * that party_number -1 is no party, so attacks can still happen. |
2159 | */ |
2161 | */ |
2160 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2162 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2161 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2163 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2162 | { |
2164 | { |
2163 | |
2165 | if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) |
2164 | /* If the player hasn't hit something this tick, and does |
|
|
2165 | * so, give them speed boost based on weapon speed. Doing |
|
|
2166 | * it here is better than process_players2, which basically |
|
|
2167 | * incurred a 1 tick offset. |
|
|
2168 | */ |
|
|
2169 | if (!op->contr->has_hit) |
|
|
2170 | { |
2166 | { |
2171 | op->speed_left += op->speed / op->contr->weapon_sp; |
2167 | --op->contr->weapon_sp_left; |
2172 | |
|
|
2173 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
|
|
2174 | } |
|
|
2175 | |
2168 | |
2176 | skill_attack (mon, op, 0, 0, 0); |
2169 | skill_attack (mon, op, 0, 0, 0); |
2177 | |
|
|
2178 | /* If attacking another player, that player gets automatic |
|
|
2179 | * hitback, and doesn't loose luck either. |
|
|
2180 | * Disable hitback on the battleground or if the target is |
|
|
2181 | * the wiz. |
|
|
2182 | */ |
|
|
2183 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) |
|
|
2184 | { |
|
|
2185 | short luck = mon->stats.luck; |
|
|
2186 | |
|
|
2187 | mon->contr->has_hit = 1; |
|
|
2188 | skill_attack (op, mon, 0, 0, 0); |
|
|
2189 | mon->stats.luck = luck; |
|
|
2190 | } |
|
|
2191 | |
2170 | |
2192 | if (action_makes_visible (op)) |
2171 | if (action_makes_visible (op)) |
2193 | make_visible (op); |
2172 | make_visible (op); |
2194 | } |
|
|
2195 | } /* if player should attack something */ |
|
|
2196 | } |
|
|
2197 | |
2173 | |
2198 | int |
2174 | return true; |
|
|
2175 | } |
|
|
2176 | } |
|
|
2177 | |
|
|
2178 | return false; |
|
|
2179 | } |
|
|
2180 | |
|
|
2181 | bool |
2199 | move_player (object *op, int dir) |
2182 | move_player (object *op, int dir) |
2200 | { |
2183 | { |
2201 | int pick; |
2184 | int pick; |
2202 | |
2185 | |
2203 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2186 | if (!op->map || op->map->in_memory != MAP_ACTIVE) |
2204 | return 0; |
2187 | return 0; |
2205 | |
2188 | |
2206 | /* Sanity check: make sure dir is valid */ |
2189 | /* Sanity check: make sure dir is valid */ |
2207 | if ((dir < 0) || (dir >= 9)) |
2190 | if ((dir < 0) || (dir >= 9)) |
2208 | { |
2191 | { |
… | |
… | |
2210 | return 0; |
2193 | return 0; |
2211 | } |
2194 | } |
2212 | |
2195 | |
2213 | /* peterm: added following line */ |
2196 | /* peterm: added following line */ |
2214 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2197 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2215 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
2198 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2216 | |
2199 | |
2217 | op->facing = dir; |
2200 | op->facing = dir; |
2218 | |
2201 | |
2219 | if (op->hide) |
2202 | if (op->hide) |
2220 | do_hidden_move (op); |
2203 | do_hidden_move (op); |
2221 | |
2204 | |
|
|
2205 | bool retval; |
|
|
2206 | |
2222 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2207 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2223 | /*nop */ ; |
2208 | retval = RESULT_INT (0); |
2224 | else if (op->contr->fire_on) |
2209 | else if (op->contr->fire_on) |
2225 | fire (op, dir); |
2210 | retval = fire (op, dir); |
2226 | else |
2211 | else |
2227 | { |
2212 | { |
2228 | move_player_attack (op, dir); |
2213 | retval = move_player_attack (op, dir); |
2229 | pick = check_pick (op); |
2214 | pick = check_pick (op); |
2230 | } |
2215 | } |
2231 | |
2216 | |
2232 | /* Add special check for newcs players and fire on - this way, the |
2217 | /* Add special check for newcs players and fire on - this way, the |
2233 | * server can handle repeat firing. |
2218 | * server can handle repeat firing. |
… | |
… | |
2240 | /* Update how the player looks. Use the facing, so direction may |
2225 | /* Update how the player looks. Use the facing, so direction may |
2241 | * get reset to zero. This allows for full animation capabilities |
2226 | * get reset to zero. This allows for full animation capabilities |
2242 | * for players. |
2227 | * for players. |
2243 | */ |
2228 | */ |
2244 | animate_object (op, op->facing); |
2229 | animate_object (op, op->facing); |
2245 | return 0; |
2230 | |
|
|
2231 | return retval; |
2246 | } |
2232 | } |
2247 | |
2233 | |
2248 | /* This is similar to handle_player, below, but is only used by the |
2234 | /* This is similar to handle_player, below, but is only used by the |
2249 | * new client/server stuff. |
2235 | * new client/server stuff. |
2250 | * This is sort of special, in that the new client/server actually uses |
2236 | * This is sort of special, in that the new client/server actually uses |
2251 | * the new speed values for commands. |
2237 | * the new speed values for commands. |
2252 | * |
2238 | * |
2253 | * Returns true if there are more actions we can do. |
2239 | * Returns true if there are more actions we can do. Should not do |
|
|
2240 | * many actions in a row, as that would be too unfair to other |
|
|
2241 | * players. |
2254 | */ |
2242 | */ |
2255 | int |
2243 | bool |
2256 | handle_newcs_player (object *op) |
2244 | handle_newcs_player (object *op) |
2257 | { |
2245 | { |
2258 | if (op->contr->hidden) |
|
|
2259 | { |
|
|
2260 | op->invisible = 1000; |
|
|
2261 | /* the socket code flashes the player visible/invisible |
|
|
2262 | * depending on the value of invisible, so we need to |
|
|
2263 | * alternate it here for it to work correctly. |
|
|
2264 | */ |
|
|
2265 | if (pticks & 2) |
|
|
2266 | op->invisible--; |
|
|
2267 | } |
|
|
2268 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
|
|
2269 | { |
|
|
2270 | op->invisible--; |
|
|
2271 | if (!op->invisible) |
|
|
2272 | { |
|
|
2273 | make_visible (op); |
|
|
2274 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2275 | } |
|
|
2276 | } |
|
|
2277 | |
|
|
2278 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2246 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2279 | { |
2247 | { |
2280 | flee_player (op); |
2248 | if (op->speed_left > 0.f) |
2281 | /* If player is still scared, that is his action for this tick */ |
|
|
2282 | if (QUERY_FLAG (op, FLAG_SCARED)) |
|
|
2283 | { |
2249 | { |
2284 | op->speed_left--; |
2250 | --op->speed_left; |
|
|
2251 | flee_player (op); |
|
|
2252 | |
2285 | return 0; |
2253 | return true; |
2286 | } |
2254 | } |
|
|
2255 | else |
|
|
2256 | return false; |
2287 | } |
2257 | } |
2288 | |
|
|
2289 | /* I've been seeing crashes where the golem has been destroyed, but |
|
|
2290 | * the player object still points to the defunct golem. The code that |
|
|
2291 | * destroys the golem looks correct, and it doesn't always happen, so |
|
|
2292 | * put this in a a workaround to clean up the golem pointer. |
|
|
2293 | */ |
|
|
2294 | if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
2295 | op->contr->ranges[range_golem] = 0; |
|
|
2296 | |
2258 | |
2297 | /* call this here - we also will call this in do_ericserver, but |
2259 | /* call this here - we also will call this in do_ericserver, but |
2298 | * the players time has been increased when doericserver has been |
2260 | * the players time has been increased when doericserver has been |
2299 | * called, so we recheck it here. |
2261 | * called, so we recheck it here. |
2300 | */ |
2262 | */ |
2301 | if (op->contr->ns->handle_command ()) |
2263 | if (op->contr->ns->handle_command ()) |
2302 | return 1; |
2264 | return true; |
2303 | |
2265 | |
2304 | if (op->speed_left > 0) |
|
|
2305 | { |
|
|
2306 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2266 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2307 | { |
|
|
2308 | /* All move commands take 1 tick, at least for now */ |
|
|
2309 | op->speed_left--; |
|
|
2310 | |
|
|
2311 | /* Instead of all the stuff below, let move_player take care |
|
|
2312 | * of it. Also, some of the skill stuff is only put in |
|
|
2313 | * there, as well as the confusion stuff. |
|
|
2314 | */ |
|
|
2315 | move_player (op, op->direction); |
2267 | return move_player (op, op->direction); |
2316 | |
2268 | |
2317 | return op->speed_left > 0; |
|
|
2318 | } |
|
|
2319 | } |
|
|
2320 | |
|
|
2321 | return 0; |
2269 | return false; |
2322 | } |
2270 | } |
2323 | |
2271 | |
2324 | int |
2272 | int |
2325 | save_life (object *op) |
2273 | save_life (object *op) |
2326 | { |
2274 | { |
… | |
… | |
2328 | return 0; |
2276 | return 0; |
2329 | |
2277 | |
2330 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2278 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2331 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2279 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2332 | { |
2280 | { |
2333 | play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); |
2281 | op->play_sound (sound_find ("ob_evaporate")); |
2334 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2282 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2335 | |
2283 | |
2336 | if (op->contr) |
2284 | if (op->contr) |
2337 | esrv_del_item (op->contr, tmp->count); |
2285 | esrv_del_item (op->contr, tmp->count); |
2338 | |
2286 | |
… | |
… | |
2358 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2306 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2359 | * back in the map (location and map determined by values of env). This |
2307 | * back in the map (location and map determined by values of env). This |
2360 | * function will descend into containers. op is the object to start the search |
2308 | * function will descend into containers. op is the object to start the search |
2361 | * from. |
2309 | * from. |
2362 | */ |
2310 | */ |
2363 | void |
2311 | static void |
2364 | remove_unpaid_objects (object *op, object *env) |
2312 | drop_unpaid_items (object *op, object *env) |
2365 | { |
2313 | { |
2366 | object *next; |
|
|
2367 | |
|
|
2368 | while (op) |
2314 | while (op) |
2369 | { |
2315 | { |
2370 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2316 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2371 | |
2317 | |
2372 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2318 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
… | |
… | |
2375 | esrv_del_item (env->contr, op->count); |
2321 | esrv_del_item (env->contr, op->count); |
2376 | |
2322 | |
2377 | op->insert_at (env); |
2323 | op->insert_at (env); |
2378 | } |
2324 | } |
2379 | else if (op->inv) |
2325 | else if (op->inv) |
2380 | remove_unpaid_objects (op->inv, env); |
2326 | drop_unpaid_items (op->inv, env); |
2381 | |
2327 | |
2382 | op = next; |
2328 | op = next; |
2383 | } |
2329 | } |
|
|
2330 | } |
|
|
2331 | |
|
|
2332 | void |
|
|
2333 | object::drop_unpaid_items () |
|
|
2334 | { |
|
|
2335 | if (!flag [FLAG_REMOVED]) |
|
|
2336 | ::drop_unpaid_items (inv, this); |
2384 | } |
2337 | } |
2385 | |
2338 | |
2386 | /* |
2339 | /* |
2387 | * Returns pointer a static string containing gravestone text |
2340 | * Returns pointer a static string containing gravestone text |
2388 | * Moved from apply.c to player.c - player.c is what |
2341 | * Moved from apply.c to player.c - player.c is what |
… | |
… | |
2438 | int rate_grace = 2000; |
2391 | int rate_grace = 2000; |
2439 | const int max_hp = 1; |
2392 | const int max_hp = 1; |
2440 | const int max_sp = 1; |
2393 | const int max_sp = 1; |
2441 | const int max_grace = 1; |
2394 | const int max_grace = 1; |
2442 | |
2395 | |
2443 | if (op->contr->outputs_sync) |
2396 | if (op->contr->hidden) |
|
|
2397 | { |
|
|
2398 | op->invisible = 1000; |
|
|
2399 | /* the socket code flashes the player visible/invisible |
|
|
2400 | * depending on the value of invisible, so we need to |
|
|
2401 | * alternate it here for it to work correctly. |
|
|
2402 | */ |
|
|
2403 | if (pticks & 2) |
|
|
2404 | op->invisible--; |
2444 | { |
2405 | } |
2445 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
2406 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
2446 | if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) |
2407 | { |
2447 | flush_output_element (op, &op->contr->outputs[i]); |
2408 | if (!op->invisible--) |
|
|
2409 | { |
|
|
2410 | make_visible (op); |
|
|
2411 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2412 | } |
2448 | } |
2413 | } |
2449 | |
2414 | |
2450 | if (op->contr->ns->state == ST_PLAYING) |
2415 | if (op->contr->ns->state == ST_PLAYING) |
2451 | { |
2416 | { |
2452 | /* these next three if clauses make it possible to SLOW DOWN |
2417 | /* these next three if clauses make it possible to SLOW DOWN |
… | |
… | |
2471 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2436 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2472 | else |
2437 | else |
2473 | { |
2438 | { |
2474 | gen_grace = op->stats.maxgrace; |
2439 | gen_grace = op->stats.maxgrace; |
2475 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2440 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2476 | } |
|
|
2477 | |
|
|
2478 | /* Regenerate Spell Points */ |
|
|
2479 | if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) |
|
|
2480 | { |
|
|
2481 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
|
|
2482 | if (op->stats.sp < op->stats.maxsp) |
|
|
2483 | { |
|
|
2484 | op->stats.sp++; |
|
|
2485 | /* dms do not consume food */ |
|
|
2486 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2487 | { |
|
|
2488 | op->stats.food--; |
|
|
2489 | if (op->contr->digestion < 0) |
|
|
2490 | op->stats.food += op->contr->digestion; |
|
|
2491 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2492 | op->stats.food = last_food; |
|
|
2493 | } |
|
|
2494 | } |
|
|
2495 | |
|
|
2496 | if (max_sp > 1) |
|
|
2497 | { |
|
|
2498 | over_sp = (gen_sp + 10) / rate_sp; |
|
|
2499 | if (over_sp > 0) |
|
|
2500 | { |
|
|
2501 | if (op->stats.sp < op->stats.maxsp) |
|
|
2502 | { |
|
|
2503 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2504 | |
|
|
2505 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
|
|
2506 | op->stats.sp--; |
|
|
2507 | |
|
|
2508 | if (op->stats.sp > op->stats.maxsp) |
|
|
2509 | op->stats.sp = op->stats.maxsp; |
|
|
2510 | } |
|
|
2511 | op->last_sp = 0; |
|
|
2512 | } |
|
|
2513 | else |
|
|
2514 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2515 | } |
|
|
2516 | else |
|
|
2517 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2518 | } |
2441 | } |
2519 | |
2442 | |
2520 | /* Regenerate Grace */ |
2443 | /* Regenerate Grace */ |
2521 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2444 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2522 | if (--op->last_grace < 0) |
2445 | if (--op->last_grace < 0) |
… | |
… | |
2543 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2466 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2544 | } |
2467 | } |
2545 | /* wearing stuff doesn't detract from grace generation. */ |
2468 | /* wearing stuff doesn't detract from grace generation. */ |
2546 | } |
2469 | } |
2547 | |
2470 | |
|
|
2471 | if (op->stats.food > 0) |
|
|
2472 | { |
2548 | /* Regenerate Hit Points */ |
2473 | /* Regenerate Spell Points */ |
2549 | if (--op->last_heal < 0) |
2474 | if (!op->contr->golem && --op->last_sp < 0) |
2550 | { |
|
|
2551 | if (op->stats.hp < op->stats.maxhp) |
|
|
2552 | { |
2475 | { |
2553 | op->stats.hp++; |
2476 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2554 | /* dms do not consume food */ |
2477 | |
2555 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2478 | if (op->stats.sp < op->stats.maxsp) |
2556 | { |
2479 | { |
|
|
2480 | op->stats.sp++; |
|
|
2481 | |
|
|
2482 | /* dms do not consume food */ |
|
|
2483 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2484 | { |
2557 | op->stats.food--; |
2485 | op->stats.food--; |
|
|
2486 | |
2558 | if (op->contr->digestion < 0) |
2487 | if (op->contr->digestion < 0) |
2559 | op->stats.food += op->contr->digestion; |
2488 | op->stats.food += op->contr->digestion; |
2560 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2489 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2561 | op->stats.food = last_food; |
2490 | op->stats.food = last_food; |
|
|
2491 | } |
2562 | } |
2492 | } |
2563 | } |
|
|
2564 | |
2493 | |
2565 | if (max_hp > 1) |
2494 | if (max_sp > 1) |
2566 | { |
|
|
2567 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
|
|
2568 | if (over_hp > 0) |
|
|
2569 | { |
2495 | { |
2570 | op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
2496 | over_sp = (gen_sp + 10) / rate_sp; |
|
|
2497 | if (over_sp > 0) |
|
|
2498 | { |
|
|
2499 | if (op->stats.sp < op->stats.maxsp) |
|
|
2500 | { |
|
|
2501 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2502 | |
|
|
2503 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
|
|
2504 | op->stats.sp--; |
|
|
2505 | |
|
|
2506 | if (op->stats.sp > op->stats.maxsp) |
|
|
2507 | op->stats.sp = op->stats.maxsp; |
|
|
2508 | } |
|
|
2509 | |
2571 | op->last_heal = 0; |
2510 | op->last_sp = 0; |
|
|
2511 | } |
|
|
2512 | else |
|
|
2513 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2572 | } |
2514 | } |
2573 | else |
2515 | else |
|
|
2516 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2517 | } |
|
|
2518 | |
|
|
2519 | /* Regenerate Hit Points */ |
|
|
2520 | if (--op->last_heal < 0) |
|
|
2521 | { |
|
|
2522 | if (op->stats.hp < op->stats.maxhp) |
2574 | { |
2523 | { |
2575 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2524 | op->stats.hp++; |
|
|
2525 | |
|
|
2526 | /* dms do not consume food */ |
|
|
2527 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2528 | { |
|
|
2529 | op->stats.food--; |
|
|
2530 | |
|
|
2531 | if (op->contr->digestion < 0) |
|
|
2532 | op->stats.food += op->contr->digestion; |
|
|
2533 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2534 | op->stats.food = last_food; |
|
|
2535 | } |
2576 | } |
2536 | } |
|
|
2537 | |
|
|
2538 | if (max_hp > 1) |
|
|
2539 | { |
|
|
2540 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
|
|
2541 | |
|
|
2542 | if (over_hp > 0) |
|
|
2543 | { |
|
|
2544 | op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
|
|
2545 | op->last_heal = 0; |
|
|
2546 | } |
|
|
2547 | else |
|
|
2548 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2577 | } |
2549 | } |
2578 | else |
2550 | else |
2579 | { |
|
|
2580 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2551 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2581 | } |
2552 | } |
2582 | } |
2553 | } |
2583 | |
2554 | |
2584 | /* Digestion */ |
2555 | /* Digestion */ |
2585 | if (--op->last_eat < 0) |
2556 | if (--op->last_eat < 0) |
2586 | { |
2557 | { |
2587 | #ifdef COZY_SERVER |
2558 | int bonus = max (0, op->contr->digestion), |
2588 | int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; |
2559 | penalty = max (0, -op->contr->digestion); |
2589 | int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0; |
|
|
2590 | #else |
|
|
2591 | int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; |
|
|
2592 | #endif |
|
|
2593 | |
2560 | |
2594 | if (op->contr->gen_hp > 0) |
|
|
2595 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2561 | op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); |
2596 | else |
|
|
2597 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
|
|
2598 | |
2562 | |
2599 | /* dms do not consume food */ |
2563 | /* dms do not consume food */ |
2600 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2564 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2601 | op->stats.food--; |
2565 | op->stats.food--; |
2602 | } |
2566 | } |
… | |
… | |
2629 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2593 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2630 | manual_apply (op, flesh, 0); |
2594 | manual_apply (op, flesh, 0); |
2631 | } |
2595 | } |
2632 | } |
2596 | } |
2633 | |
2597 | |
2634 | while (op->stats.food < 0 && op->stats.hp >= 0) |
2598 | if (op->stats.food < 0) |
2635 | op->stats.food++, op->stats.hp--; |
2599 | { |
|
|
2600 | op->stats.hp += op->stats.food; |
|
|
2601 | op->stats.food = 0; |
|
|
2602 | } |
2636 | |
2603 | |
2637 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2604 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2638 | kill_player (op); |
2605 | kill_player (op); |
2639 | } |
2606 | } |
2640 | } |
2607 | } |
… | |
… | |
2645 | * file. |
2612 | * file. |
2646 | */ |
2613 | */ |
2647 | void |
2614 | void |
2648 | kill_player (object *op) |
2615 | kill_player (object *op) |
2649 | { |
2616 | { |
|
|
2617 | int x, y; |
2650 | char buf[MAX_BUF]; |
2618 | char buf[MAX_BUF]; |
2651 | int x, y; |
|
|
2652 | |
|
|
2653 | //int i; |
|
|
2654 | maptile *map; /* this is for resurrection */ |
2619 | maptile *map; /* this is for resurrection */ |
2655 | |
|
|
2656 | /* int z; |
|
|
2657 | int num_stats_lose; |
|
|
2658 | int lost_a_stat; |
|
|
2659 | int lose_this_stat; |
|
|
2660 | int this_stat; */ |
|
|
2661 | int will_kill_again; |
2620 | int will_kill_again; |
2662 | archetype *at; |
2621 | archetype *at; |
2663 | object *tmp; |
2622 | object *tmp; |
2664 | |
2623 | |
2665 | if (save_life (op)) |
2624 | if (save_life (op)) |
2666 | return; |
2625 | return; |
2667 | |
|
|
2668 | |
2626 | |
2669 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2627 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2670 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2628 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2671 | * Look at op_on_battleground() for more info --AndreasV |
2629 | * Look at op_on_battleground() for more info --AndreasV |
2672 | */ |
2630 | */ |
… | |
… | |
2688 | { |
2646 | { |
2689 | tmp->destroy (); |
2647 | tmp->destroy (); |
2690 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2648 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2691 | } |
2649 | } |
2692 | |
2650 | |
2693 | cure_disease (op, 0); /* remove any disease */ |
2651 | cure_disease (op, 0, 0); /* remove any disease */ |
2694 | op->stats.hp = op->stats.maxhp; |
2652 | op->stats.hp = op->stats.maxhp; |
2695 | if (op->stats.food <= 0) |
2653 | if (op->stats.food <= 0) |
2696 | op->stats.food = 999; |
2654 | op->stats.food = 999; |
2697 | |
2655 | |
2698 | /* create a bodypart-trophy to make the winner happy */ |
2656 | /* create a bodypart-trophy to make the winner happy */ |
2699 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2657 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2700 | { |
2658 | { |
2701 | sprintf (buf, "%s's finger", &op->name); |
2659 | tmp->name = format ("%s's finger" , &op->name); |
2702 | tmp->name = buf; |
2660 | tmp->name_pl = format ("%s's fingers", &op->name); |
2703 | sprintf (buf, " This finger has been cut off %s\n" |
2661 | tmp->msg = format ( |
2704 | " the %s, when he was defeated at\n level %d by %s.\n", |
2662 | "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", |
2705 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2663 | &op->name, op->contr->title, (int) (op->level), op->contr->killer |
2706 | tmp->msg = buf; |
2664 | ); |
2707 | tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2665 | tmp->value = 0, tmp->type = 0; |
2708 | tmp->materialname = NULL; |
2666 | tmp->materialname = "organics"; |
2709 | tmp->insert_at (op, tmp); |
2667 | tmp->insert_at (op, tmp); |
2710 | } |
2668 | } |
2711 | |
2669 | |
2712 | /* teleport defeated player to new destination */ |
2670 | /* teleport defeated player to new destination */ |
2713 | transfer_ob (op, x, y, 0, NULL); |
2671 | transfer_ob (op, x, y, 0, NULL); |
… | |
… | |
2718 | INVOKE_PLAYER (DEATH, op->contr); |
2676 | INVOKE_PLAYER (DEATH, op->contr); |
2719 | |
2677 | |
2720 | command_kill_pets (op, 0); |
2678 | command_kill_pets (op, 0); |
2721 | |
2679 | |
2722 | if (op->stats.food < 0) |
2680 | if (op->stats.food < 0) |
2723 | { |
|
|
2724 | sprintf (buf, "%s starved to death.", &op->name); |
|
|
2725 | strcpy (op->contr->killer, "starvation"); |
2681 | strcpy (op->contr->killer, "starvation"); |
2726 | } |
|
|
2727 | else |
|
|
2728 | sprintf (buf, "%s died.", &op->name); |
|
|
2729 | |
2682 | |
2730 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
2683 | op->contr->play_sound (sound_find ("player_dies")); |
2731 | |
2684 | |
2732 | /* save the map location for corpse, gravestone */ |
2685 | /* save the map location for corpse, gravestone */ |
2733 | x = op->x; |
2686 | x = op->x; |
2734 | y = op->y; |
2687 | y = op->y; |
2735 | map = op->map; |
2688 | map = op->map; |
… | |
… | |
2898 | { |
2851 | { |
2899 | tmp->destroy (); |
2852 | tmp->destroy (); |
2900 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2853 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2901 | } |
2854 | } |
2902 | |
2855 | |
2903 | cure_disease (op, 0); /* remove any disease */ |
2856 | cure_disease (op, 0, 0); /* remove any disease */ |
2904 | |
2857 | |
2905 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2858 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2906 | apply_death_exp_penalty (op); |
2859 | apply_death_exp_penalty (op); |
2907 | if (op->stats.food < 100) |
2860 | if (op->stats.food < 100) |
2908 | op->stats.food = 900; |
2861 | op->stats.food = 900; |
2909 | op->stats.hp = op->stats.maxhp; |
2862 | op->stats.hp = op->stats.maxhp; |
2910 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2863 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2911 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2864 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2912 | |
2865 | |
2913 | /* |
2866 | /* |
2914 | * Check to see if the player is in a shop. IF so, then check to see if |
|
|
2915 | * the player has any unpaid items. If so, remove them and put them back |
2867 | * Check to see if the player has any unpaid items. If so, remove them |
2916 | * in the map. |
2868 | * and put them back in the map. |
2917 | */ |
2869 | */ |
2918 | |
2870 | op->drop_unpaid_items (); |
2919 | if (is_in_shop (op)) |
|
|
2920 | remove_unpaid_objects (op->inv, op); |
|
|
2921 | |
2871 | |
2922 | /****************************************/ |
2872 | /****************************************/ |
2923 | /* */ |
2873 | /* */ |
2924 | /* Move player to his current respawn- */ |
2874 | /* Move player to his current respawn- */ |
2925 | /* position (usually last savebed) */ |
2875 | /* position (usually last savebed) */ |
… | |
… | |
2945 | object *force; |
2895 | object *force; |
2946 | int at; |
2896 | int at; |
2947 | |
2897 | |
2948 | force = get_archetype (FORCE_NAME); |
2898 | force = get_archetype (FORCE_NAME); |
2949 | /* 50 ticks should be enough time for the spell to abate */ |
2899 | /* 50 ticks should be enough time for the spell to abate */ |
2950 | force->speed = 0.1; |
2900 | force->speed = 0.1f; |
2951 | force->speed_left = -5.0; |
2901 | force->speed_left = -5.f; |
2952 | SET_FLAG (force, FLAG_APPLIED); |
2902 | SET_FLAG (force, FLAG_APPLIED); |
2953 | for (at = 0; at < NROFATTACKS; at++) |
2903 | for (at = 0; at < NROFATTACKS; at++) |
2954 | if (will_kill_again & (1 << at)) |
2904 | if (will_kill_again & (1 << at)) |
2955 | force->resist[at] = 100; |
2905 | force->resist[at] = 100; |
2956 | |
2906 | |
… | |
… | |
2965 | void |
2915 | void |
2966 | loot_object (object *op) |
2916 | loot_object (object *op) |
2967 | { /* Grab and destroy some treasure */ |
2917 | { /* Grab and destroy some treasure */ |
2968 | object *tmp, *tmp2, *next; |
2918 | object *tmp, *tmp2, *next; |
2969 | |
2919 | |
2970 | if (op->container) |
2920 | op->close_container (); /* close open sack first */ |
2971 | esrv_apply_container (op, op->container); /* close open sack first */ |
|
|
2972 | |
2921 | |
2973 | for (tmp = op->inv; tmp; tmp = next) |
2922 | for (tmp = op->inv; tmp; tmp = next) |
2974 | { |
2923 | { |
2975 | next = tmp->below; |
2924 | next = tmp->below; |
2976 | |
2925 | |
2977 | if (tmp->invisible) |
2926 | if (tmp->invisible) |
2978 | continue; |
2927 | continue; |
2979 | |
2928 | |
2980 | tmp->remove (); |
2929 | tmp->remove (); |
2981 | tmp->x = op->x, tmp->y = op->y; |
2930 | tmp->x = op->x, tmp->y = op->y; |
|
|
2931 | |
2982 | if (tmp->type == CONTAINER) |
2932 | if (tmp->type == CONTAINER) |
2983 | { /* empty container to ground */ |
2933 | loot_object (tmp); /* empty container to ground */ |
2984 | loot_object (tmp); |
2934 | |
2985 | } |
|
|
2986 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) |
2935 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
2987 | { |
2936 | { |
2988 | if (tmp->nrof > 1) |
2937 | if (tmp->nrof > 1) |
2989 | { |
2938 | { |
2990 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2939 | tmp->decrease (rndm (1, tmp->nrof - 1)); |
2991 | tmp2->destroy (); |
|
|
2992 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2940 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2993 | } |
2941 | } |
2994 | else |
2942 | else |
2995 | tmp->destroy (); |
2943 | tmp->destroy (); |
2996 | } |
2944 | } |
… | |
… | |
3002 | /* |
2950 | /* |
3003 | * fix_weight(): Check recursively the weight of all players, and fix |
2951 | * fix_weight(): Check recursively the weight of all players, and fix |
3004 | * what needs to be fixed. Refresh windows and fix speed if anything |
2952 | * what needs to be fixed. Refresh windows and fix speed if anything |
3005 | * was changed. |
2953 | * was changed. |
3006 | */ |
2954 | */ |
3007 | |
|
|
3008 | void |
2955 | void |
3009 | fix_weight (void) |
2956 | fix_weight (void) |
3010 | { |
2957 | { |
3011 | for_all_players (pl) |
2958 | for_all_players (pl) |
3012 | { |
2959 | { |
3013 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
2960 | sint32 old = pl->ob->carrying; |
3014 | |
2961 | |
3015 | if (old == sum) |
2962 | pl->ob->update_weight (); |
3016 | continue; |
2963 | |
|
|
2964 | if (old != pl->ob->carrying) |
|
|
2965 | { |
3017 | pl->ob->update_stats (); |
2966 | pl->ob->update_stats (); |
3018 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); |
2967 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying); |
|
|
2968 | } |
3019 | } |
2969 | } |
3020 | } |
2970 | } |
3021 | |
2971 | |
3022 | void |
2972 | void |
3023 | fix_luck (void) |
2973 | fix_luck (void) |
… | |
… | |
3067 | void |
3017 | void |
3068 | make_visible (object *op) |
3018 | make_visible (object *op) |
3069 | { |
3019 | { |
3070 | op->hide = 0; |
3020 | op->hide = 0; |
3071 | op->invisible = 0; |
3021 | op->invisible = 0; |
|
|
3022 | |
3072 | if (op->type == PLAYER) |
3023 | if (op->type == PLAYER) |
3073 | { |
3024 | { |
3074 | op->contr->tmp_invis = 0; |
3025 | op->contr->tmp_invis = 0; |
3075 | op->contr->invis_race = 0; |
3026 | op->contr->invis_race = 0; |
3076 | } |
3027 | } |
|
|
3028 | |
3077 | update_object (op, UP_OBJ_FACE); |
3029 | update_object (op, UP_OBJ_CHANGE); |
3078 | } |
3030 | } |
3079 | |
3031 | |
3080 | int |
3032 | int |
3081 | is_true_undead (object *op) |
3033 | is_true_undead (object *op) |
3082 | { |
3034 | { |
3083 | object *tmp = NULL; |
|
|
3084 | |
|
|
3085 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3035 | if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
3086 | return 1; |
3036 | return 1; |
3087 | |
3037 | |
3088 | return 0; |
3038 | return 0; |
3089 | } |
3039 | } |
3090 | |
3040 | |
3091 | /* look at the surrounding terrain to determine |
3041 | /* look at the surrounding terrain to determine |
3092 | * the hideability of this object. Positive levels |
3042 | * the hideability of this object. Positive levels |
3093 | * indicate greater hideability. |
3043 | * indicate greater hideability. |
3094 | */ |
3044 | */ |
3095 | |
|
|
3096 | int |
3045 | int |
3097 | hideability (object *ob) |
3046 | hideability (object *ob) |
3098 | { |
3047 | { |
3099 | int i, level = 0, mflag; |
3048 | int i, level = 0, mflag; |
3100 | sint16 x, y; |
3049 | sint16 x, y; |
… | |
… | |
3110 | * as bad as carrying a light on a pitch dark map */ |
3059 | * as bad as carrying a light on a pitch dark map */ |
3111 | if (has_carried_lights (ob)) |
3060 | if (has_carried_lights (ob)) |
3112 | level = -(10 + (2 * ob->map->darkness)); |
3061 | level = -(10 + (2 * ob->map->darkness)); |
3113 | |
3062 | |
3114 | /* scan through all nearby squares for terrain to hide in */ |
3063 | /* scan through all nearby squares for terrain to hide in */ |
3115 | for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
3064 | for (i = 0, x = ob->x, y = ob->y; |
|
|
3065 | i <= SIZEOFFREE1; |
|
|
3066 | i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
3116 | { |
3067 | { |
3117 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
3068 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
3118 | if (mflag & P_OUT_OF_MAP) |
3069 | if (mflag & P_OUT_OF_MAP) |
3119 | { |
|
|
3120 | continue; |
3070 | continue; |
3121 | } |
3071 | |
3122 | if (mflag & P_BLOCKSVIEW) /* something to hide near! */ |
3072 | if (mflag & P_BLOCKSVIEW) /* something to hide near! */ |
3123 | level += 2; |
3073 | level += 2; |
3124 | else /* open terrain! */ |
3074 | else /* open terrain! */ |
3125 | level -= 1; |
3075 | level -= 1; |
3126 | } |
3076 | } |
… | |
… | |
3134 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3084 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3135 | * every time they move - as we subtract off 'invisibility' |
3085 | * every time they move - as we subtract off 'invisibility' |
3136 | * AND, for players, if they move into a ridiculously unhideable |
3086 | * AND, for players, if they move into a ridiculously unhideable |
3137 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3087 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3138 | */ |
3088 | */ |
3139 | |
|
|
3140 | void |
3089 | void |
3141 | do_hidden_move (object *op) |
3090 | do_hidden_move (object *op) |
3142 | { |
3091 | { |
3143 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3092 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3144 | object *skop; |
3093 | object *skop; |
… | |
… | |
3226 | * object op. This function works fine for monsters, |
3175 | * object op. This function works fine for monsters, |
3227 | * but we dont worry if the object isnt the top one in |
3176 | * but we dont worry if the object isnt the top one in |
3228 | * a pile (say a coin under a table would return "viewable" |
3177 | * a pile (say a coin under a table would return "viewable" |
3229 | * by this routine). Another question, should we be |
3178 | * by this routine). Another question, should we be |
3230 | * concerned with the direction the player is looking |
3179 | * concerned with the direction the player is looking |
3231 | * in? Realistically, most of use cant see stuff behind |
3180 | * in? Realistically, most of us can't see stuff behind |
3232 | * our backs...on the other hand, does the "facing" direction |
3181 | * our backs...on the other hand, does the "facing" direction |
3233 | * imply the way your head, or body is facing? Its possible |
3182 | * imply the way your head, or body is facing? It's possible |
3234 | * for them to differ. Sigh, this fctn could get a bit more complex. |
3183 | * for them to differ. Sigh, this fctn could get a bit more complex. |
3235 | * -b.t. |
3184 | * -b.t. |
3236 | * This function is now map tiling safe. |
3185 | * This function is now map tiling safe. |
3237 | */ |
3186 | */ |
3238 | |
|
|
3239 | int |
3187 | int |
3240 | player_can_view (object *pl, object *op) |
3188 | player_can_view (object *pl, object *op) |
3241 | { |
3189 | { |
3242 | rv_vector rv; |
3190 | rv_vector rv; |
3243 | int dx, dy; |
3191 | int dx, dy; |
… | |
… | |
3255 | |
3203 | |
3256 | get_rangevector (pl, op, &rv, 0x1); |
3204 | get_rangevector (pl, op, &rv, 0x1); |
3257 | |
3205 | |
3258 | /* starting with the 'head' part, lets loop |
3206 | /* starting with the 'head' part, lets loop |
3259 | * through the object and find if it has any |
3207 | * through the object and find if it has any |
3260 | * part that is in the los array but isnt on |
3208 | * part that is in the los array but isn't on |
3261 | * a blocked los square. |
3209 | * a blocked los square. |
3262 | * we use the archetype to figure out offsets. |
3210 | * we use the archetype to figure out offsets. |
3263 | */ |
3211 | */ |
3264 | while (op) |
3212 | while (op) |
3265 | { |
3213 | { |
3266 | dx = rv.distance_x + op->arch->clone.x; |
3214 | dx = rv.distance_x + op->arch->x; |
3267 | dy = rv.distance_y + op->arch->clone.y; |
3215 | dy = rv.distance_y + op->arch->y; |
3268 | |
3216 | |
3269 | /* only the viewable area the player sees is updated by LOS |
3217 | /* only the viewable area the player sees is updated by LOS |
3270 | * code, so we need to restrict ourselves to that range of values |
3218 | * code, so we need to restrict ourselves to that range of values |
3271 | * for any meaningful values. |
3219 | * for any meaningful values. |
3272 | */ |
3220 | */ |
3273 | if (FABS (dx) <= (pl->contr->ns->mapx / 2) && |
3221 | if (abs (dx) <= (pl->contr->ns->mapx / 2) && |
3274 | FABS (dy) <= (pl->contr->ns->mapy / 2) && |
3222 | abs (dy) <= (pl->contr->ns->mapy / 2) && |
3275 | !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) |
3223 | !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) |
3276 | return 1; |
3224 | return 1; |
|
|
3225 | |
3277 | op = op->more; |
3226 | op = op->more; |
3278 | } |
3227 | } |
|
|
3228 | |
3279 | return 0; |
3229 | return 0; |
3280 | } |
3230 | } |
3281 | |
3231 | |
3282 | /* routine for both players and monsters. We call this when |
3232 | /* routine for both players and monsters. We call this when |
3283 | * there is a possibility for our action distrubing our hiding |
3233 | * there is a possibility for our action distrubing our hiding |
… | |
… | |
3286 | * return 0. |
3236 | * return 0. |
3287 | */ |
3237 | */ |
3288 | int |
3238 | int |
3289 | action_makes_visible (object *op) |
3239 | action_makes_visible (object *op) |
3290 | { |
3240 | { |
3291 | |
|
|
3292 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
3241 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
3293 | { |
3242 | { |
3294 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
3243 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
3295 | return 0; |
3244 | return 0; |
3296 | |
3245 | |
… | |
… | |
3302 | { |
3251 | { |
3303 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); |
3252 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); |
3304 | return 1; |
3253 | return 1; |
3305 | } |
3254 | } |
3306 | } |
3255 | } |
|
|
3256 | |
3307 | return 0; |
3257 | return 0; |
3308 | } |
3258 | } |
3309 | |
3259 | |
3310 | /* op_on_battleground - checks if the given object op (usually |
3260 | /* op_on_battleground - checks if the given object op (usually |
3311 | * a player) is standing on a valid battleground-tile, |
3261 | * a player) is standing on a valid battleground-tile, |
… | |
… | |
3316 | * Default is to do the same as before, so only people wanting to have different points need worry about this |
3266 | * Default is to do the same as before, so only people wanting to have different points need worry about this |
3317 | */ |
3267 | */ |
3318 | int |
3268 | int |
3319 | op_on_battleground (object *op, int *x, int *y) |
3269 | op_on_battleground (object *op, int *x, int *y) |
3320 | { |
3270 | { |
3321 | object *tmp; |
|
|
3322 | |
|
|
3323 | /* A battleground-tile needs the following attributes to be valid: |
3271 | /* A battleground-tile needs the following attributes to be valid: |
3324 | * is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3272 | * is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3325 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3273 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3326 | * and the exit-coordinates sp/hp must both be > 0. |
3274 | * and the exit-coordinates sp/hp must both be > 0. |
3327 | * => The intention here is to prevent abuse of the battleground- |
3275 | * => The intention here is to prevent abuse of the battleground- |
3328 | * feature (like pickable or hidden battleground tiles). */ |
3276 | * feature (like pickable or hidden battleground tiles). */ |
3329 | for (tmp = op->below; tmp != NULL; tmp = tmp->below) |
3277 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
3330 | { |
3278 | { |
3331 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3279 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3332 | { |
3280 | { |
3333 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) && |
3281 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) |
3334 | strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) |
3282 | && tmp->type == BATTLEGROUND |
|
|
3283 | && tmp->name == shstr_battleground |
|
|
3284 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3335 | { |
3285 | { |
3336 | /*before we assign the exit, check if this is a teambattle */ |
3286 | /* before we assign the exit, check if this is a teambattle */ |
3337 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3287 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3338 | { |
3288 | { |
3339 | object *invtmp; |
|
|
3340 | |
|
|
3341 | for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) |
3289 | for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) |
3342 | { |
3290 | { |
3343 | if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) |
3291 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
3344 | { |
3292 | { |
3345 | if (x != NULL && y != NULL) |
3293 | if (x && y) |
3346 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3294 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
|
|
3295 | |
3347 | return 1; |
3296 | return 1; |
3348 | } |
3297 | } |
3349 | } |
3298 | } |
3350 | } |
3299 | } |
|
|
3300 | |
3351 | if (x != NULL && y != NULL) |
3301 | if (x && y) |
3352 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3302 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
|
|
3303 | |
3353 | return 1; |
3304 | return 1; |
3354 | } |
3305 | } |
3355 | } |
3306 | } |
3356 | } |
3307 | } |
|
|
3308 | |
3357 | /* If we got here, did not find a battleground */ |
3309 | /* If we got here, did not find a battleground */ |
3358 | return 0; |
3310 | return 0; |
3359 | } |
3311 | } |
3360 | |
3312 | |
3361 | /* |
3313 | /* |
… | |
… | |
3377 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3329 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3378 | int i = 0, j = 0; |
3330 | int i = 0, j = 0; |
3379 | |
3331 | |
3380 | /* get the appropriate treasurelist */ |
3332 | /* get the appropriate treasurelist */ |
3381 | if (atnr == ATNR_FIRE) |
3333 | if (atnr == ATNR_FIRE) |
3382 | trlist = find_treasurelist ("dragon_ability_fire"); |
3334 | trlist = treasurelist::find (shstr_dragon_ability_fire); |
3383 | else if (atnr == ATNR_COLD) |
3335 | else if (atnr == ATNR_COLD) |
3384 | trlist = find_treasurelist ("dragon_ability_cold"); |
3336 | trlist = treasurelist::find (shstr_dragon_ability_cold); |
3385 | else if (atnr == ATNR_ELECTRICITY) |
3337 | else if (atnr == ATNR_ELECTRICITY) |
3386 | trlist = find_treasurelist ("dragon_ability_elec"); |
3338 | trlist = treasurelist::find (shstr_dragon_ability_elec); |
3387 | else if (atnr == ATNR_POISON) |
3339 | else if (atnr == ATNR_POISON) |
3388 | trlist = find_treasurelist ("dragon_ability_poison"); |
3340 | trlist = treasurelist::find (shstr_dragon_ability_poison); |
3389 | |
3341 | |
3390 | if (trlist == NULL || who->type != PLAYER) |
3342 | if (trlist == NULL || who->type != PLAYER) |
3391 | return; |
3343 | return; |
3392 | |
3344 | |
3393 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3345 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
… | |
… | |
3397 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3349 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3398 | return; |
3350 | return; |
3399 | } |
3351 | } |
3400 | |
3352 | |
3401 | /* everything seems okay - now bring on the gift: */ |
3353 | /* everything seems okay - now bring on the gift: */ |
3402 | item = &(tr->item->clone); |
3354 | item = tr->item; |
3403 | |
3355 | |
3404 | if (item->type == SPELL) |
3356 | if (item->type == SPELL) |
3405 | { |
3357 | { |
3406 | if (check_spell_known (who, item->name)) |
3358 | if (check_spell_known (who, item->name)) |
3407 | return; |
3359 | return; |
… | |
… | |
3466 | { |
3418 | { |
3467 | /* forces in the treasurelist can alter the player's stats */ |
3419 | /* forces in the treasurelist can alter the player's stats */ |
3468 | object *skin; |
3420 | object *skin; |
3469 | |
3421 | |
3470 | /* first get the dragon skin force */ |
3422 | /* first get the dragon skin force */ |
3471 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
3472 | for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) |
3423 | for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below) |
3473 | ; |
3424 | ; |
3474 | |
3425 | |
3475 | if (!skin) |
3426 | if (!skin) |
3476 | return; |
3427 | return; |
3477 | |
3428 | |
… | |
… | |
3525 | * not readied. |
3476 | * not readied. |
3526 | */ |
3477 | */ |
3527 | void |
3478 | void |
3528 | player_unready_range_ob (player *pl, object *ob) |
3479 | player_unready_range_ob (player *pl, object *ob) |
3529 | { |
3480 | { |
3530 | for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
3481 | if (pl->ob->current_weapon == ob) |
|
|
3482 | pl->ob->current_weapon = 0; |
|
|
3483 | |
|
|
3484 | if (pl->combat_ob == ob) |
|
|
3485 | pl->combat_ob = 0; |
|
|
3486 | |
3531 | if (pl->ranges[i] == ob) |
3487 | if (pl->ranged_ob == ob) |
3532 | { |
|
|
3533 | pl->ranges[i] = 0; |
3488 | pl->ranged_ob = 0; |
3534 | if (pl->shoottype == i) |
|
|
3535 | pl->shoottype = range_none; |
|
|
3536 | } |
|
|
3537 | } |
3489 | } |
|
|
3490 | |
|
|
3491 | sint8 |
|
|
3492 | player::visibility_at (maptile *map, int x, int y) const |
|
|
3493 | { |
|
|
3494 | if (!ns) |
|
|
3495 | return 0; |
|
|
3496 | |
|
|
3497 | int dx, dy; |
|
|
3498 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
|
|
3499 | return 0; |
|
|
3500 | |
|
|
3501 | x += dx - ns->current_x + ns->mapx / 2; |
|
|
3502 | y += dy - ns->current_y + ns->mapy / 2; |
|
|
3503 | |
|
|
3504 | if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) |
|
|
3505 | return 0; |
|
|
3506 | |
|
|
3507 | return 100 - blocked_los [x][y]; |
|
|
3508 | } |
|
|
3509 | |
|
|
3510 | void |
|
|
3511 | player::infobox (const char *title, const char *msg, int color) |
|
|
3512 | { |
|
|
3513 | send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg); |
|
|
3514 | } |
|
|
3515 | |
|
|
3516 | void |
|
|
3517 | player::statusmsg (const char *msg, int color) |
|
|
3518 | { |
|
|
3519 | send_msg (color | NDI_REPLY, INFO_CHANNEL, msg); |
|
|
3520 | } |
|
|
3521 | |
|
|
3522 | void |
|
|
3523 | player::failmsg (const char *msg, int color) |
|
|
3524 | { |
|
|
3525 | play_sound (sound_find ("generic_failure")); |
|
|
3526 | statusmsg (msg, color); |
|
|
3527 | } |
|
|
3528 | |