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 (©) 2005,2006,2007,2008 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, |
|
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128 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, |
|
|
129 | "INFORMATION: %s\n%s", (char *)"%s\n%s", |
|
|
130 | subject, news); /*send previously read news */ |
130 | |
131 | |
131 | strcpy (subject, buf + 1); |
132 | strcpy (subject, buf + 1); |
132 | strip_endline (subject); |
133 | strip_endline (subject); |
133 | size = 0; |
134 | size = 0; |
134 | news[0] = '\0'; |
135 | news[0] = '\0'; |
… | |
… | |
144 | size += strlen (buf); |
145 | size += strlen (buf); |
145 | } |
146 | } |
146 | } |
147 | } |
147 | |
148 | |
148 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
149 | 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); |
150 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); |
150 | close_and_delete (fp, comp); |
151 | close_and_delete (fp, comp); |
151 | } |
152 | } |
152 | |
153 | |
153 | /* This loads the first map an puts the player on it. */ |
154 | /* This loads the first map an puts the player on it. */ |
154 | static void |
155 | static void |
155 | set_first_map (object *op) |
156 | set_first_map (object *op) |
156 | { |
157 | { |
157 | op->contr->maplevel = first_map_path; |
158 | op->contr->maplevel = first_map_path; |
158 | op->x = -1; |
159 | op->x = -1; |
159 | op->y = -1; |
160 | op->y = -1; |
160 | } |
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161 | |
|
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162 | void |
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163 | player::enter_map () |
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164 | { |
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165 | object *tmp = object::create (); |
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166 | |
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167 | EXIT_PATH (tmp) = maplevel; |
|
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168 | EXIT_X (tmp) = ob->x; |
|
|
169 | EXIT_Y (tmp) = ob->y; |
|
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170 | ob->enter_exit (tmp); |
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171 | |
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172 | tmp->destroy (); |
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|
173 | } |
161 | } |
174 | |
162 | |
175 | void |
163 | void |
176 | player::activate () |
164 | player::activate () |
177 | { |
165 | { |
… | |
… | |
182 | ob->remove (); |
170 | ob->remove (); |
183 | ob->map = 0; |
171 | ob->map = 0; |
184 | ob->activate_recursive (); |
172 | ob->activate_recursive (); |
185 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
173 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
186 | add_friendly_object (ob); |
174 | add_friendly_object (ob); |
187 | enter_map (); |
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|
188 | } |
175 | } |
189 | |
176 | |
190 | void |
177 | void |
191 | player::deactivate () |
178 | player::deactivate () |
192 | { |
179 | { |
… | |
… | |
194 | return; |
181 | return; |
195 | |
182 | |
196 | terminate_all_pets (ob); |
183 | terminate_all_pets (ob); |
197 | remove_friendly_object (ob); |
184 | remove_friendly_object (ob); |
198 | ob->deactivate_recursive (); |
185 | ob->deactivate_recursive (); |
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186 | |
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187 | if (ob->map) |
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188 | maplevel = ob->map->path; |
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189 | |
199 | ob->remove (); |
190 | ob->remove (); |
|
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191 | ob->enemy = 0; // sometimes keeps an extra refcount on itself |
200 | ob->map = 0; |
192 | ob->map = 0; |
|
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193 | party = 0; |
201 | |
194 | |
202 | // for weird reasons, this is often "ob", keeping a circular reference |
195 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
203 | ranges [range_skill] = 0; |
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|
204 | |
196 | |
205 | players.erase (this); |
197 | players.erase (this); |
206 | } |
198 | } |
207 | |
199 | |
208 | // connect the player with a specific client |
200 | // connect the player with a specific client |
209 | // also changed, rationalises, and fixes some incorrect settings |
201 | // also changes, rationalises, and fixes some incorrect settings |
210 | void |
202 | void |
211 | player::connect (client *ns) |
203 | player::connect (client *ns) |
212 | { |
204 | { |
213 | this->ns = ns; |
205 | this->ns = ns; |
214 | ns->pl = this; |
206 | ns->pl = this; |
215 | |
207 | |
216 | run_on = 0; |
208 | run_on = 0; |
217 | fire_on = 0; |
209 | fire_on = 0; |
218 | ob->container = 0; //TODO: client-specific |
210 | ob->close_container (); //TODO: client-specific |
219 | |
211 | |
220 | ns->update_look = 0; |
212 | ns->update_look = 0; |
221 | ns->look_position = 0; |
213 | ns->look_position = 0; |
222 | |
214 | |
223 | clear_los (ob); |
215 | clear_los (); |
224 | |
216 | |
225 | ns->reset_stats (); |
217 | ns->reset_stats (); |
226 | |
218 | |
227 | /* make sure he's a player -- needed because of class change. */ |
219 | /* make sure he's a player -- needed because of class change. */ |
228 | ob->type = PLAYER; // we are paranoid |
220 | ob->type = PLAYER; // we are paranoid |
229 | ob->race = ob->arch->clone.race; |
221 | ob->race = ob->arch->race; |
230 | |
222 | |
231 | if (!legal_range (ob, shoottype)) |
223 | ob->update_weight (); |
232 | shoottype = range_none; |
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233 | |
|
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234 | ob->carrying = sum_weight (ob); |
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235 | link_player_skills (ob); |
224 | link_skills (); |
236 | |
225 | |
237 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
226 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
238 | |
227 | |
239 | assign (title, ob->arch->clone.name); |
228 | assign (title, ob->arch->object::name); |
240 | |
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241 | /* can_use_shield is a new flag. However, the can_use.. seems to largely come |
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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 |
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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 | */ |
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248 | if (QUERY_FLAG (ob, FLAG_USE_ARMOUR)) |
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249 | SET_FLAG (ob, FLAG_USE_SHIELD); |
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250 | |
229 | |
251 | /* if it's a dragon player, set the correct title here */ |
230 | /* if it's a dragon player, set the correct title here */ |
252 | if (is_dragon_pl (ob)) |
231 | if (is_dragon_pl (ob)) |
253 | { |
232 | { |
254 | object *tmp, *abil = 0, *skin = 0; |
233 | object *tmp, *abil = 0, *skin = 0; |
255 | |
234 | |
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 | |
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259 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
235 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
260 | if (tmp->type == FORCE) |
236 | if (tmp->type == FORCE) |
261 | if (tmp->arch->name == dragon_ability_force) |
237 | if (tmp->arch->archname == shstr_dragon_ability_force) |
262 | abil = tmp; |
238 | abil = tmp; |
263 | else if (tmp->arch->name == dragon_skin_force) |
239 | else if (tmp->arch->archname == shstr_dragon_skin_force) |
264 | skin = tmp; |
240 | skin = tmp; |
265 | |
241 | |
266 | set_dragon_name (ob, abil, skin); |
242 | set_dragon_name (ob, abil, skin); |
267 | } |
243 | } |
268 | |
244 | |
269 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
245 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
270 | |
246 | |
271 | esrv_new_player (this, ob->weight + ob->carrying); |
247 | esrv_new_player (this); |
272 | |
248 | |
273 | ob->update_stats (); |
249 | ob->update_stats (); |
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250 | |
274 | ns->floorbox_update (); |
251 | ns->floorbox_update (); |
275 | |
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276 | esrv_send_inventory (ob, ob); |
252 | esrv_send_inventory (ob, ob); |
277 | esrv_add_spells (this, 0); |
253 | esrv_add_spells (this, 0); |
278 | |
254 | |
279 | activate (); |
255 | activate (); |
280 | |
256 | |
… | |
… | |
287 | } |
263 | } |
288 | |
264 | |
289 | void |
265 | void |
290 | player::disconnect () |
266 | player::disconnect () |
291 | { |
267 | { |
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268 | if (ob) |
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269 | { |
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270 | ob->close_container (); //TODO: client-specific |
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271 | ob->drop_unpaid_items (); |
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272 | } |
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273 | |
292 | if (ns) |
274 | if (ns) |
293 | { |
275 | { |
294 | if (active) |
276 | if (active) |
295 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
277 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
296 | |
278 | |
297 | INVOKE_PLAYER (DISCONNECT, this); |
279 | INVOKE_PLAYER (DISCONNECT, this); |
298 | |
280 | |
299 | ns->reset_stats (); |
281 | ns->reset_stats (); |
300 | ns->pl = 0; |
282 | ns->pl = 0; |
301 | this->ns = 0; |
283 | ns = 0; |
302 | } |
284 | } |
303 | |
285 | |
304 | ob->container = 0; //TODO: client-specific |
286 | observe = ob; |
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287 | |
305 | deactivate (); |
288 | deactivate (); |
306 | } |
289 | } |
307 | |
290 | |
308 | // the need for this function can be explained |
291 | // the need for this function can be explained |
309 | // by load_object not returning the object |
292 | // by load_object not returning the object |
310 | void |
293 | void |
311 | player::set_object (object *op) |
294 | player::set_object (object *op) |
312 | { |
295 | { |
313 | ob = op; |
296 | ob = observe = op; |
314 | ob->contr = this; /* this aren't yet in archetype */ |
297 | ob->contr = this; /* this aren't yet in archetype */ |
315 | |
298 | |
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299 | ob->speed = 1.0f; |
316 | ob->speed_left = 0.5; |
300 | ob->speed_left = 0.5f; |
317 | ob->speed = 1.0; |
301 | |
318 | ob->direction = 5; /* So player faces south */ |
302 | 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 | |
303 | |
322 | ob->roll_stats (); |
304 | ob->flag [FLAG_READY_WEAPON] = false; |
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305 | ob->flag [FLAG_READY_SKILL] = false; |
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306 | ob->flag [FLAG_READY_BOW] = false; |
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307 | |
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308 | for (object *op = ob->inv; op; op = op->below) |
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309 | if (op->flag [FLAG_APPLIED]) |
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310 | switch (op->type) |
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311 | { |
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312 | case SKILL: |
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313 | ob->flag [FLAG_APPLIED] = false; |
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314 | break; |
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315 | |
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316 | case WAND: |
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317 | case ROD: |
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318 | case HORN: |
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319 | case BOW: |
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320 | ranged_ob = op; |
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321 | break; |
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322 | |
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323 | case WEAPON: |
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324 | combat_ob = op; |
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325 | break; |
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326 | } |
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327 | |
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328 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
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329 | ob->deactivate (); // change_weapon activates, fix this better |
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330 | } |
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331 | |
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332 | void |
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333 | player::set_observe (object *op) |
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334 | { |
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335 | observe = op ? op : ob; |
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336 | do_los = 1; |
323 | } |
337 | } |
324 | |
338 | |
325 | player::player () |
339 | player::player () |
326 | { |
340 | { |
327 | /* There are some elements we want initialised to non zero value - |
341 | /* There are some elements we want initialised to non zero value - |
328 | * we deal with that below this point. |
342 | * we deal with that below this point. |
329 | */ |
343 | */ |
330 | outputs_sync = 16; /* Every 2 seconds */ |
344 | outputs_sync = 4; |
331 | outputs_count = 8; /* Keeps present behaviour */ |
345 | outputs_count = 4; |
332 | unapply = unapply_nochoice; |
346 | unapply = unapply_nochoice; |
333 | |
347 | |
334 | savebed_map = first_map_path; /* Init. respawn position */ |
348 | savebed_map = first_map_path; /* Init. respawn position */ |
335 | |
349 | |
336 | gen_sp_armour = 10; |
350 | gen_sp_armour = 10; |
337 | shoottype = range_none; |
|
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338 | bowtype = bow_normal; |
351 | bowtype = bow_normal; |
339 | petmode = pet_normal; |
352 | petmode = pet_normal; |
340 | listening = 10; |
|
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341 | usekeys = containers; |
353 | usekeys = containers; |
342 | peaceful = 1; /* default peaceful */ |
354 | peaceful = 1; /* default peaceful */ |
343 | do_los = 1; |
355 | do_los = 1; |
|
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356 | |
|
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357 | weapon_sp = 1.0f; |
|
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358 | weapon_sp_left = 0.5f; |
344 | } |
359 | } |
345 | |
360 | |
346 | void |
361 | void |
347 | player::do_destroy () |
362 | player::do_destroy () |
348 | { |
363 | { |
… | |
… | |
353 | if (ob) |
368 | if (ob) |
354 | { |
369 | { |
355 | ob->destroy_inv (false); |
370 | ob->destroy_inv (false); |
356 | ob->destroy (); |
371 | ob->destroy (); |
357 | } |
372 | } |
|
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373 | |
|
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374 | ob = observe = 0; |
358 | } |
375 | } |
359 | |
376 | |
360 | player::~player () |
377 | player::~player () |
361 | { |
378 | { |
362 | /* Clear item stack */ |
379 | /* Clear item stack */ |
… | |
… | |
371 | player::create () |
388 | player::create () |
372 | { |
389 | { |
373 | player *pl = new player; |
390 | player *pl = new player; |
374 | |
391 | |
375 | pl->set_object (arch_to_object (get_player_archetype (0))); |
392 | pl->set_object (arch_to_object (get_player_archetype (0))); |
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393 | |
|
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394 | pl->ob->roll_stats (); |
|
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395 | pl->ob->stats.wc = 2; |
|
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396 | pl->ob->run_away = 25; /* Then we panick... */ |
|
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397 | |
376 | set_first_map (pl->ob); |
398 | set_first_map (pl->ob); |
377 | |
399 | |
378 | return pl; |
400 | return pl; |
379 | } |
401 | } |
380 | |
402 | |
… | |
… | |
384 | * Note: there MUST be at least one player archetype! |
406 | * Note: there MUST be at least one player archetype! |
385 | */ |
407 | */ |
386 | archetype * |
408 | archetype * |
387 | get_player_archetype (archetype *at) |
409 | get_player_archetype (archetype *at) |
388 | { |
410 | { |
389 | archetype *start = at; |
411 | // archetypes could have been reloaded |
|
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412 | archetype *nat = at ? archetype::find (at->archname) : archetypes [0]; |
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413 | |
|
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414 | if (!nat) |
|
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415 | return at; |
|
|
416 | |
|
|
417 | archvec::iterator i = archetypes.find (nat); |
390 | |
418 | |
391 | for (;;) |
419 | for (;;) |
392 | { |
420 | { |
393 | if (at == NULL || at->next == NULL) |
421 | if (++i == archetypes.end ()) |
394 | at = first_archetype; |
422 | i = archetypes.begin (); |
395 | else |
423 | else if (*i == at) |
396 | at = at->next; |
424 | cleanup ("not a single player archetype found"); |
397 | |
425 | |
398 | if (at->clone.type == PLAYER) |
426 | if ((*i)->type == PLAYER) |
399 | return at; |
427 | return *i; |
400 | |
|
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401 | if (at == start) |
|
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402 | { |
|
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403 | LOG (llevError, "No Player archetypes\n"); |
|
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404 | exit (-1); |
|
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405 | } |
|
|
406 | } |
428 | } |
407 | } |
429 | } |
408 | |
430 | |
409 | object * |
431 | object * |
410 | get_nearest_player (object *mon) |
432 | get_nearest_player (object *mon) |
… | |
… | |
414 | unsigned lastdist; |
436 | unsigned lastdist; |
415 | rv_vector rv; |
437 | rv_vector rv; |
416 | |
438 | |
417 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
439 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
418 | { |
440 | { |
419 | /* We should not find free objects on this friendly list, but it |
|
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420 | * does periodically happen. Given that, lets deal with it. |
|
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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. |
|
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423 | */ |
|
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424 | while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY)) |
|
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425 | { |
|
|
426 | object *tmp = ol->ob; |
|
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427 | |
|
|
428 | /* Can't do much more other than log the fact, because the object |
|
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429 | * itself will have been cleared. |
|
|
430 | */ |
|
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431 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n", |
|
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432 | tmp->debug_desc ()); |
|
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433 | ol = ol->next; |
|
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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 |
|
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440 | * some crashes (ol->ob->contr not set properly?), but secondly, a more |
|
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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)) |
441 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
447 | continue; |
442 | continue; |
448 | |
443 | |
449 | if (lastdist > rv.distance) |
444 | if (lastdist > rv.distance) |
450 | { |
445 | { |
… | |
… | |
526 | x = mon->x; |
521 | x = mon->x; |
527 | y = mon->y; |
522 | y = mon->y; |
528 | m = mon->map; |
523 | m = mon->map; |
529 | dir = rv.direction; |
524 | dir = rv.direction; |
530 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
525 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
531 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
526 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
|
|
527 | |
532 | /* If we can't solve it within the search distance, return now. */ |
528 | /* If we can't solve it within the search distance, return now. */ |
533 | if (diff > max) |
529 | if (diff > max) |
534 | return 0; |
530 | return 0; |
|
|
531 | |
535 | while (diff > 1 && max > 0) |
532 | while (diff > 1 && max > 0) |
536 | { |
533 | { |
537 | lastx = x; |
534 | lastx = x; |
538 | lasty = y; |
535 | lasty = y; |
539 | lastmap = m; |
536 | lastmap = m; |
… | |
… | |
621 | max--; |
618 | max--; |
622 | lastdir = dir; |
619 | lastdir = dir; |
623 | if (!firstdir) |
620 | if (!firstdir) |
624 | firstdir = dir; |
621 | firstdir = dir; |
625 | } |
622 | } |
|
|
623 | |
626 | if (diff <= 1) |
624 | if (diff <= 1) |
627 | { |
625 | { |
628 | /* Recalculate diff (distance) because we may not have actually |
626 | /* Recalculate diff (distance) because we may not have actually |
629 | * headed toward player for entire distance. |
627 | * headed toward player for entire distance. |
630 | */ |
628 | */ |
631 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
629 | 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); |
630 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
633 | } |
631 | } |
|
|
632 | |
634 | if (diff > max) |
633 | if (diff > max) |
635 | return 0; |
634 | return 0; |
636 | } |
635 | } |
|
|
636 | |
637 | /* If we reached the max, didn't find a direction in time */ |
637 | /* If we reached the max, didn't find a direction in time */ |
638 | if (!max) |
638 | if (!max) |
639 | return 0; |
639 | return 0; |
640 | |
640 | |
641 | return firstdir; |
641 | return firstdir; |
642 | } |
642 | } |
643 | |
643 | |
644 | void |
644 | void |
645 | give_initial_items (object *pl, treasurelist * items) |
645 | give_initial_items (object *pl, treasurelist *items) |
646 | { |
646 | { |
647 | object *op, *next = NULL; |
|
|
648 | |
|
|
649 | if (pl->randomitems != NULL) |
647 | if (pl->randomitems) |
650 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
648 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
651 | |
649 | |
652 | for (op = pl->inv; op; op = next) |
650 | for (object *next, *op = pl->inv; op; op = next) |
653 | { |
651 | { |
654 | next = op->below; |
652 | next = op->below; |
655 | |
653 | |
656 | /* Forces get applied per default, unless they have the |
654 | /* Forces get applied per default, unless they have the |
657 | * flag "neutral" set. Sorry but I can't think of a better way |
655 | * flag "neutral" set. Sorry but I can't think of a better way |
… | |
… | |
662 | /* we never give weapons/armour if these cannot be used |
660 | /* we never give weapons/armour if these cannot be used |
663 | * by this player due to race restrictions |
661 | * by this player due to race restrictions |
664 | */ |
662 | */ |
665 | if (pl->type == PLAYER) |
663 | if (pl->type == PLAYER) |
666 | { |
664 | { |
667 | if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && |
665 | if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) |
|
|
666 | && |
668 | (op->type == ARMOUR || op->type == BOOTS || |
667 | (op->type == ARMOUR || op->type == BOOTS |
669 | op->type == CLOAK || op->type == HELMET || |
668 | || op->type == CLOAK || op->type == HELMET |
670 | op->type == SHIELD || op->type == GLOVES || |
669 | || op->type == SHIELD || op->type == GLOVES |
|
|
670 | || op->type == BRACERS || op->type == GIRDLE)) |
671 | op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
671 | || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
672 | { |
672 | { |
673 | op->destroy (); |
673 | op->destroy (); |
674 | continue; |
674 | continue; |
675 | } |
675 | } |
676 | } |
676 | } |
677 | |
677 | |
678 | /* This really needs to be better - we should really give |
678 | /* Here we remove duplicated skills (as duplicated spell objects have |
679 | * a substitute spellbook. The problem is that we don't really |
679 | * _very_ confusing effects for players), which could for instance be |
680 | * have a good idea what to replace it with (need something like |
680 | * generated by bad treasurelists. - elmex |
681 | * a first level treasurelist for each skill.) |
|
|
682 | * remove duplicate skills also |
|
|
683 | */ |
681 | */ |
684 | if (op->type == SPELLBOOK || op->type == SKILL) |
682 | if (op->type == SKILL) |
685 | { |
683 | { |
686 | object *tmp; |
|
|
687 | |
|
|
688 | for (tmp = op->below; tmp; tmp = tmp->below) |
684 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
689 | if (tmp->type == op->type && tmp->name == op->name) |
685 | if (tmp->type == op->type && tmp->name == op->name) |
690 | break; |
|
|
691 | |
|
|
692 | if (tmp) |
|
|
693 | { |
686 | { |
694 | op->destroy (); |
687 | op->destroy (); |
|
|
688 | LOG (llevError, |
695 | LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); |
689 | "give_initial_items: Removing duplicate skill %s\n", &tmp->name); |
696 | continue; |
690 | break; |
697 | } |
691 | } |
698 | |
692 | |
699 | if (op->nrof > 1) |
693 | if (op->nrof > 1) |
700 | op->nrof = 1; |
694 | op->nrof = 1; |
701 | } |
695 | } |
702 | |
696 | |
703 | if (op->type == SPELLBOOK && op->inv) |
697 | if (op->type == SPELLBOOK && op->inv) |
704 | { |
|
|
705 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
698 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
706 | } |
|
|
707 | |
699 | |
708 | /* Give starting characters identified, uncursed, and undamned |
700 | /* Give starting characters identified, uncursed, and undamned |
709 | * items. Just don't identify gold or silver, or it won't be |
701 | * items. Just don't identify gold or silver, or it won't be |
710 | * merged properly. |
702 | * merged properly. |
711 | */ |
703 | */ |
712 | if (need_identify (op)) |
704 | if (need_identify (op)) |
713 | { |
705 | { |
714 | SET_FLAG (op, FLAG_IDENTIFIED); |
706 | SET_FLAG (op, FLAG_IDENTIFIED); |
715 | CLEAR_FLAG (op, FLAG_CURSED); |
707 | CLEAR_FLAG (op, FLAG_CURSED); |
716 | CLEAR_FLAG (op, FLAG_DAMNED); |
708 | CLEAR_FLAG (op, FLAG_DAMNED); |
717 | } |
709 | } |
|
|
710 | |
718 | if (op->type == SPELL) |
711 | if (op->type == SPELL) |
719 | { |
712 | { |
720 | op->destroy (); |
713 | op->destroy (); |
721 | continue; |
714 | continue; |
722 | } |
715 | } |
… | |
… | |
724 | { |
717 | { |
725 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
718 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
726 | op->stats.exp = 0; |
719 | op->stats.exp = 0; |
727 | op->level = 1; |
720 | op->level = 1; |
728 | } |
721 | } |
729 | /* lock all 'normal items by default */ |
722 | else /* lock all 'normal items by default */ |
730 | else |
|
|
731 | SET_FLAG (op, FLAG_INV_LOCKED); |
723 | SET_FLAG (op, FLAG_INV_LOCKED); |
732 | } /* for loop of objects in player inv */ |
724 | } /* for loop of objects in player inv */ |
733 | |
725 | |
734 | /* Need to set up the skill pointers */ |
726 | /* Need to set up the skill pointers */ |
735 | link_player_skills (pl); |
727 | pl->contr->link_skills (); |
736 | } |
728 | } |
737 | |
729 | |
738 | void |
730 | void |
739 | get_party_password (object *op, partylist *party) |
731 | get_party_password (object *op, partylist *party) |
740 | { |
732 | { |
… | |
… | |
755 | roll_stat (void) |
747 | roll_stat (void) |
756 | { |
748 | { |
757 | int a[4], i, j, k; |
749 | int a[4], i, j, k; |
758 | |
750 | |
759 | for (i = 0; i < 4; i++) |
751 | for (i = 0; i < 4; i++) |
760 | a[i] = (int) RANDOM () % 6 + 1; |
752 | a[i] = (int) rndm (6) + 1; |
761 | |
753 | |
762 | for (i = 0, j = 0, k = 7; i < 4; i++) |
754 | for (i = 0, j = 0, k = 7; i < 4; i++) |
763 | if (a[i] < k) |
755 | if (a[i] < k) |
764 | k = a[i], j = i; |
756 | k = a[i], j = i; |
765 | |
757 | |
… | |
… | |
771 | } |
763 | } |
772 | |
764 | |
773 | void |
765 | void |
774 | object::roll_stats () |
766 | object::roll_stats () |
775 | { |
767 | { |
776 | int statsort [7]; |
768 | int statsort [NUM_STATS]; |
777 | |
769 | |
778 | for (;;) |
770 | for (;;) |
779 | { |
771 | { |
780 | int sum = 0; |
772 | int sum = 0; |
781 | for (int i = 7; i--; ) |
773 | for (int i = NUM_STATS; i--; ) |
782 | sum += statsort [i] = roll_stat (); |
774 | sum += statsort [i] = roll_stat (); |
783 | |
775 | |
784 | if (sum >= 82 && sum <= 116) |
776 | if (sum >= 82 && sum <= 116) |
785 | break; |
777 | break; |
786 | } |
778 | } |
787 | |
779 | |
788 | // Sort the stats so that rerolling is easier... |
780 | // Sort the stats so that rerolling is easier... |
789 | std::sort (statsort, statsort + 7, std::greater<int>()); |
781 | std::sort (statsort, statsort + NUM_STATS, std::greater<int>()); |
790 | |
782 | |
|
|
783 | for (int i = 0; i < NUM_STATS; ++i) |
791 | stats.Str = statsort[0]; |
784 | 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 | |
785 | |
799 | stats.exp = 0; |
786 | stats.exp = 0; |
800 | stats.ac = 0; |
787 | stats.ac = 0; |
801 | |
788 | |
802 | stats.hp = stats.maxhp; |
789 | stats.hp = stats.maxhp; |
… | |
… | |
814 | } |
801 | } |
815 | |
802 | |
816 | void |
803 | void |
817 | object::swap_stats (int a, int b) |
804 | object::swap_stats (int a, int b) |
818 | { |
805 | { |
819 | int tmp = get_attr_value (&contr->orig_stats, a); |
806 | 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 | |
807 | |
|
|
808 | for (int i = 0; i < NUM_STATS; ++i) |
823 | stats.Str = contr->orig_stats.Str; |
809 | 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 | |
810 | |
831 | //TODO: the following code looks so borked and should, at the very least, |
811 | //TODO: the following code looks so borked and should, at the very least, |
832 | // be merged with the similar code in roll_stats |
812 | // be merged with the similar code in roll_stats |
833 | stats.ac = 0; |
813 | stats.ac = 0; |
834 | |
814 | |
… | |
… | |
853 | static void |
833 | static void |
854 | start_info (object *op) |
834 | start_info (object *op) |
855 | { |
835 | { |
856 | char buf[MAX_BUF]; |
836 | char buf[MAX_BUF]; |
857 | |
837 | |
858 | sprintf (buf, "Welcome to Crossfire v%s!", VERSION); |
838 | sprintf (buf, "Welcome to Deliantra v%s!", VERSION); |
859 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
839 | 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 | } |
840 | } |
863 | |
841 | |
864 | /* This function takes the key that is passed, and does the |
842 | /* This function takes the key that is passed, and does the |
865 | * appropriate action with it (change race, or other things). |
843 | * appropriate action with it (change race, or other things). |
866 | * The function name is for historical reasons - now we have |
844 | * The function name is for historical reasons - now we have |
867 | * separate race and class; this actually changes the RACE, |
845 | * separate race and class; this actually changes the RACE, |
868 | * not the class. |
846 | * not the class. |
869 | */ |
847 | */ |
870 | int |
848 | void |
871 | key_change_class (object *op, char key) |
849 | player::chargen_race_done () |
872 | { |
850 | { |
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 */ |
851 | /* this must before then initial items are given */ |
880 | esrv_new_player (op->contr, op->weight + op->carrying); |
852 | esrv_new_player (ob->contr); |
881 | |
853 | |
882 | treasurelist *tl = find_treasurelist ("starting_wealth"); |
854 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
883 | if (tl) |
855 | if (tl) |
884 | create_treasure (tl, op, 0, 0, 0); |
856 | create_treasure (tl, ob, 0, 0, 0); |
885 | |
857 | |
886 | INVOKE_PLAYER (BIRTH, op->contr); |
858 | INVOKE_PLAYER (BIRTH, ob->contr); |
887 | INVOKE_PLAYER (LOGIN, op->contr); |
859 | INVOKE_PLAYER (LOGIN, ob->contr); |
888 | |
860 | |
889 | op->contr->ns->state = ST_PLAYING; |
861 | ob->contr->ns->state = ST_PLAYING; |
890 | |
862 | |
891 | if (op->msg) |
863 | if (ob->msg) |
892 | op->msg = NULL; |
864 | ob->msg = 0; |
893 | |
865 | |
894 | /* We create this now because some of the unique maps will need it |
|
|
895 | * to save here. |
|
|
896 | */ |
|
|
897 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
|
|
898 | make_path_to_file (buf); |
|
|
899 | |
|
|
900 | start_info (op); |
866 | start_info (ob); |
901 | CLEAR_FLAG (op, FLAG_WIZ); |
867 | CLEAR_FLAG (ob, FLAG_WIZ); |
902 | give_initial_items (op, op->randomitems); |
868 | give_initial_items (ob, ob->randomitems); |
903 | link_player_skills (op); |
|
|
904 | esrv_send_inventory (op, op); |
869 | esrv_send_inventory (ob, ob); |
905 | op->update_stats (); |
870 | ob->update_stats (); |
906 | |
871 | |
907 | /* This moves the player to a different start map, if there |
872 | /* This moves the player to a different start map, if there |
908 | * is one for this race |
873 | * is one for this race |
909 | */ |
874 | */ |
910 | if (*first_map_ext_path) |
875 | if (*first_map_ext_path) |
911 | { |
876 | ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); |
912 | object *tmp; |
|
|
913 | char mapname[MAX_BUF]; |
|
|
914 | |
|
|
915 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); |
|
|
916 | tmp = object::create (); |
|
|
917 | EXIT_PATH (tmp) = mapname; |
|
|
918 | EXIT_X (tmp) = op->x; |
|
|
919 | EXIT_Y (tmp) = op->y; |
|
|
920 | op->enter_exit (tmp); /* we don't really care if it succeeded; |
|
|
921 | * if the map isn't there, then stay on the |
|
|
922 | * default initial map */ |
|
|
923 | tmp->destroy (); |
|
|
924 | } |
|
|
925 | else |
877 | else |
926 | LOG (llevDebug, "first_map_ext_path not set\n"); |
878 | LOG (llevDebug, "first_map_ext_path not set\n"); |
|
|
879 | } |
927 | |
880 | |
928 | return 0; |
881 | void |
929 | } |
882 | player::chargen_race_next () |
930 | |
883 | { |
931 | /* Following actually changes the race - this is the default command |
884 | /* Following actually changes the race - this is the default command |
932 | * if we don't match with one of the options above. |
885 | * if we don't match with one of the options above. |
933 | */ |
886 | */ |
934 | |
887 | |
935 | tmp_loop = 0; |
888 | do |
936 | while (!tmp_loop) |
|
|
937 | { |
889 | { |
938 | shstr name = op->name; |
890 | shstr name = ob->name; |
939 | int x = op->x, y = op->y; |
891 | int x = ob->x, y = ob->y; |
940 | |
892 | |
941 | op->remove_statbonus (); |
893 | ob->remove_statbonus (); |
942 | op->remove (); |
894 | ob->remove (); |
943 | op->arch = get_player_archetype (op->arch); |
895 | ob->arch = get_player_archetype (ob->arch); |
944 | op->arch->clone.copy_to (op); |
896 | ob->arch->copy_to (ob); |
945 | op->instantiate (); |
897 | ob->instantiate (); |
946 | op->stats = op->contr->orig_stats; |
898 | ob->stats = ob->contr->orig_stats; |
947 | op->name = op->name_pl = name; |
899 | ob->name = ob->name_pl = name; |
948 | op->x = x; |
900 | ob->x = x; |
949 | op->y = y; |
901 | ob->y = y; |
950 | SET_ANIMATION (op, 2); /* So player faces south */ |
902 | SET_ANIMATION (ob, 2); /* So player faces south */ |
951 | insert_ob_in_map (op, op->map, op, 0); |
903 | insert_ob_in_map (ob, ob->map, ob, 0); |
952 | assign (op->contr->title, op->arch->clone.name); |
904 | assign (ob->contr->title, ob->arch->object::name); |
953 | op->add_statbonus (); |
905 | ob->add_statbonus (); |
954 | tmp_loop = allowed_class (op); |
|
|
955 | } |
906 | } |
|
|
907 | while (!allowed_class (ob)); |
956 | |
908 | |
957 | update_object (op, UP_OBJ_FACE); |
909 | update_object (ob, UP_OBJ_FACE); |
958 | esrv_update_item (UPD_FACE, op, op); |
910 | esrv_update_item (UPD_FACE, ob, ob); |
959 | op->update_stats (); |
911 | ob->update_stats (); |
960 | op->stats.hp = op->stats.maxhp; |
912 | ob->stats.hp = ob->stats.maxhp; |
961 | op->stats.sp = op->stats.maxsp; |
913 | ob->stats.sp = ob->stats.maxsp; |
962 | op->stats.grace = 0; |
914 | 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 | } |
915 | } |
970 | |
916 | |
971 | void |
917 | void |
972 | flee_player (object *op) |
918 | flee_player (object *op) |
973 | { |
919 | { |
… | |
… | |
979 | LOG (llevDebug, "Fleeing player is dead.\n"); |
925 | LOG (llevDebug, "Fleeing player is dead.\n"); |
980 | CLEAR_FLAG (op, FLAG_SCARED); |
926 | CLEAR_FLAG (op, FLAG_SCARED); |
981 | return; |
927 | return; |
982 | } |
928 | } |
983 | |
929 | |
984 | if (op->enemy == NULL) |
930 | if (!op->enemy) |
985 | { |
931 | { |
986 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
932 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
987 | CLEAR_FLAG (op, FLAG_SCARED); |
933 | CLEAR_FLAG (op, FLAG_SCARED); |
988 | return; |
934 | return; |
989 | } |
935 | } |
990 | |
936 | |
991 | /* Seen some crashes here. Since we don't store an |
|
|
992 | * op->enemy_count, it is possible that something destroys the |
|
|
993 | * actual enemy, and the object is recycled. |
|
|
994 | */ |
|
|
995 | if (op->enemy->map == NULL) |
|
|
996 | { |
|
|
997 | CLEAR_FLAG (op, FLAG_SCARED); |
|
|
998 | op->enemy = NULL; |
|
|
999 | return; |
|
|
1000 | } |
|
|
1001 | |
|
|
1002 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
937 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
1003 | { |
938 | { |
1004 | op->enemy = NULL; |
939 | op->enemy = NULL; |
1005 | CLEAR_FLAG (op, FLAG_SCARED); |
940 | CLEAR_FLAG (op, FLAG_SCARED); |
1006 | return; |
941 | return; |
… | |
… | |
1009 | get_rangevector (op, op->enemy, &rv, 0); |
944 | get_rangevector (op, op->enemy, &rv, 0); |
1010 | |
945 | |
1011 | dir = absdir (4 + rv.direction); |
946 | dir = absdir (4 + rv.direction); |
1012 | for (diff = 0; diff < 3; diff++) |
947 | for (diff = 0; diff < 3; diff++) |
1013 | { |
948 | { |
1014 | int m = 1 - (RANDOM () & 2); |
949 | int m = 1 - rndm (2) * 2; |
1015 | |
950 | |
1016 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
951 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
1017 | return; |
952 | return; |
1018 | } |
953 | } |
1019 | |
954 | |
1020 | /* Cornered, get rid of scared */ |
955 | /* Cornered, get rid of scared */ |
1021 | CLEAR_FLAG (op, FLAG_SCARED); |
956 | CLEAR_FLAG (op, FLAG_SCARED); |
1022 | op->enemy = NULL; |
957 | op->enemy = NULL; |
1023 | } |
958 | } |
1024 | |
959 | |
1025 | |
|
|
1026 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
960 | /* 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 |
961 | * It returns 1 if the player should keep on moving, 0 if he should |
1028 | * stop. |
962 | * stop. |
1029 | */ |
963 | */ |
1030 | int |
964 | int |
1031 | check_pick (object *op) |
965 | check_pick (object *op) |
1032 | { |
966 | { |
1033 | object *tmp, *next; |
967 | object *tmp, *next; |
1034 | int stop = 0; |
968 | int stop = 0; |
1035 | int j, k, wvratio; |
969 | int wvratio; |
1036 | char putstring[128], tmpstr[16]; |
|
|
1037 | |
970 | |
1038 | /* if you're flying, you cna't pick up anything */ |
971 | /* if you're flying, you cna't pick up anything */ |
1039 | if (op->move_type & MOVE_FLYING) |
972 | if (op->move_type & MOVE_FLYING) |
1040 | return 1; |
973 | return 1; |
1041 | |
974 | |
1042 | next = op->below; |
975 | next = op->below; |
1043 | |
976 | |
|
|
977 | int cnt = MAX_ITEM_PER_DROP; |
|
|
978 | #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) |
|
|
979 | |
1044 | /* loop while there are items on the floor that are not marked as |
980 | /* loop while there are items on the floor that are not marked as |
1045 | * destroyed */ |
981 | * destroyed */ |
1046 | while (next && !next->destroyed ()) |
982 | while (next && !next->destroyed ()) |
1047 | { |
983 | { |
1048 | tmp = next; |
984 | tmp = next; |
1049 | next = tmp->below; |
985 | next = tmp->below; |
1050 | |
986 | |
|
|
987 | if (cnt <= 0) |
|
|
988 | { |
|
|
989 | op->failmsg ("Couldn't pickup all items at once."); |
|
|
990 | return 0; |
|
|
991 | } |
|
|
992 | |
1051 | if (op->destroyed ()) |
993 | if (op->destroyed ()) |
1052 | return 0; |
994 | return 0; |
1053 | |
995 | |
1054 | if (!can_pick (op, tmp)) |
996 | if (!can_pick (op, tmp)) |
1055 | continue; |
997 | continue; |
1056 | |
998 | |
1057 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
999 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
1058 | { |
1000 | { |
1059 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1001 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1060 | pick_up (op, tmp); |
1002 | CHK_PICK_PICKUP; |
|
|
1003 | |
1061 | continue; |
1004 | continue; |
1062 | } |
1005 | } |
1063 | |
1006 | |
1064 | /* high not bit set? We're using the old autopickup model */ |
1007 | /* pickup handling */ |
|
|
1008 | if (op->contr->mode & PU_DEBUG) |
|
|
1009 | { |
|
|
1010 | /* some debugging code to figure out item information */ |
|
|
1011 | const char *str = tmp->name |
|
|
1012 | ? format ("item name: %s item type: %d weight/value: %d", |
|
|
1013 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))) |
|
|
1014 | : format ("item name: %s item type: %d weight/value: %d", |
|
|
1015 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1016 | |
|
|
1017 | new_draw_info (NDI_UNIQUE, 0, op, str); |
|
|
1018 | } |
|
|
1019 | |
|
|
1020 | if (op->contr->mode & PU_INHIBIT) |
|
|
1021 | return 1; |
|
|
1022 | |
|
|
1023 | if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client |
|
|
1024 | return 1; |
|
|
1025 | |
|
|
1026 | /* philosophy: |
|
|
1027 | * It's easy to grab an item type from a pile, as long as it's |
|
|
1028 | * generic. This takes no game-time. For more detailed pickups |
|
|
1029 | * and selections, select-items should be used. This is a |
|
|
1030 | * grab-as-you-run type mode that's really useful for arrows for |
|
|
1031 | * example. |
|
|
1032 | * The drawback: right now it has no frontend, so you need to |
|
|
1033 | * stick the bits you want into a calculator in hex mode and then |
|
|
1034 | * convert to decimal and then 'pickup <#> |
|
|
1035 | */ |
|
|
1036 | |
|
|
1037 | /* the first two modes are exclusive: if NOTHING we return, if |
|
|
1038 | * STOP then we stop. All the rest are applied sequentially, |
|
|
1039 | * meaning if any test passes, the item gets picked up. */ |
|
|
1040 | |
|
|
1041 | /* if mode is set to pick nothing up, return */ |
|
|
1042 | if (op->contr->mode == PU_NOTHING) |
|
|
1043 | return 1; |
|
|
1044 | |
|
|
1045 | /* if mode is set to stop when encountering objects, return */ |
|
|
1046 | /* take STOP before INHIBIT since it doesn't actually pick |
|
|
1047 | * anything up */ |
|
|
1048 | if (op->contr->mode & PU_STOP) |
|
|
1049 | return 0; |
|
|
1050 | |
|
|
1051 | /* useful for going into stores and not losing your settings... */ |
|
|
1052 | /* and for battles wher you don't want to get loaded down while |
|
|
1053 | * fighting */ |
|
|
1054 | if (op->contr->mode & PU_INHIBIT) |
|
|
1055 | return 1; |
|
|
1056 | |
|
|
1057 | /* prevent us from turning into auto-thieves :) */ |
|
|
1058 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
1059 | continue; |
|
|
1060 | |
|
|
1061 | /* ignore known cursed objects */ |
|
|
1062 | if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) |
|
|
1063 | continue; |
|
|
1064 | |
|
|
1065 | /* all food and drink if desired */ |
|
|
1066 | /* question: don't pick up known-poisonous stuff? */ |
1065 | if (!(op->contr->mode & PU_NEWMODE)) |
1067 | if (op->contr->mode & PU_FOOD) |
|
|
1068 | if (tmp->type == FOOD) |
1066 | { |
1069 | { |
1067 | switch (op->contr->mode) |
1070 | CHK_PICK_PICKUP; |
|
|
1071 | continue; |
|
|
1072 | } |
|
|
1073 | |
|
|
1074 | if (op->contr->mode & PU_DRINK) |
|
|
1075 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
|
|
1076 | { |
|
|
1077 | CHK_PICK_PICKUP; |
|
|
1078 | continue; |
|
|
1079 | } |
|
|
1080 | |
|
|
1081 | if (op->contr->mode & PU_POTION) |
|
|
1082 | if (tmp->type == POTION) |
|
|
1083 | { |
|
|
1084 | CHK_PICK_PICKUP; |
|
|
1085 | continue; |
|
|
1086 | } |
|
|
1087 | |
|
|
1088 | /* spellbooks, skillscrolls and normal books/scrolls */ |
|
|
1089 | if (op->contr->mode & PU_SPELLBOOK) |
|
|
1090 | if (tmp->type == SPELLBOOK) |
|
|
1091 | { |
|
|
1092 | CHK_PICK_PICKUP; |
|
|
1093 | continue; |
|
|
1094 | } |
|
|
1095 | |
|
|
1096 | if (op->contr->mode & PU_SKILLSCROLL) |
|
|
1097 | if (tmp->type == SKILLSCROLL) |
|
|
1098 | { |
|
|
1099 | CHK_PICK_PICKUP; |
|
|
1100 | continue; |
|
|
1101 | } |
|
|
1102 | |
|
|
1103 | if (op->contr->mode & PU_READABLES) |
|
|
1104 | if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) |
|
|
1105 | { |
|
|
1106 | CHK_PICK_PICKUP; |
|
|
1107 | continue; |
|
|
1108 | } |
|
|
1109 | |
|
|
1110 | /* wands/staves/rods/horns */ |
|
|
1111 | if (op->contr->mode & PU_MAGIC_DEVICE) |
|
|
1112 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
|
|
1113 | { |
|
|
1114 | CHK_PICK_PICKUP; |
|
|
1115 | continue; |
|
|
1116 | } |
|
|
1117 | |
|
|
1118 | /* pick up all magical items */ |
|
|
1119 | if (op->contr->mode & PU_MAGICAL) |
|
|
1120 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
|
|
1121 | { |
|
|
1122 | CHK_PICK_PICKUP; |
|
|
1123 | continue; |
|
|
1124 | } |
|
|
1125 | |
|
|
1126 | if (op->contr->mode & PU_VALUABLES) |
|
|
1127 | { |
|
|
1128 | if (tmp->type == MONEY || tmp->type == GEM) |
1068 | { |
1129 | { |
1069 | case 0: |
1130 | CHK_PICK_PICKUP; |
1070 | return 1; /* don't pick up */ |
1131 | continue; |
1071 | case 1: |
|
|
1072 | pick_up (op, tmp); |
|
|
1073 | return 1; |
|
|
1074 | case 2: |
|
|
1075 | pick_up (op, tmp); |
|
|
1076 | return 0; |
|
|
1077 | case 3: |
|
|
1078 | return 0; /* stop before pickup */ |
|
|
1079 | case 4: |
|
|
1080 | pick_up (op, tmp); |
|
|
1081 | break; |
|
|
1082 | case 5: |
|
|
1083 | pick_up (op, tmp); |
|
|
1084 | stop = 1; |
|
|
1085 | break; |
|
|
1086 | case 6: |
|
|
1087 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
|
|
1088 | pick_up (op, tmp); |
|
|
1089 | break; |
|
|
1090 | |
|
|
1091 | case 7: |
|
|
1092 | if (tmp->type == MONEY || tmp->type == GEM) |
|
|
1093 | pick_up (op, tmp); |
|
|
1094 | break; |
|
|
1095 | |
|
|
1096 | default: |
|
|
1097 | /* use value density */ |
|
|
1098 | if (!QUERY_FLAG (tmp, FLAG_UNPAID) |
|
|
1099 | && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) |
|
|
1100 | pick_up (op, tmp); |
|
|
1101 | } |
1132 | } |
1102 | } |
1133 | } |
1103 | else |
1134 | |
1104 | { /* old model */ |
1135 | /* rings & amulets - talismans seems to be typed AMULET */ |
1105 | /* NEW pickup handling */ |
|
|
1106 | if (op->contr->mode & PU_DEBUG) |
1136 | if (op->contr->mode & PU_JEWELS) |
|
|
1137 | if (tmp->type == RING || tmp->type == AMULET) |
1107 | { |
1138 | { |
1108 | /* some debugging code to figure out item information */ |
1139 | CHK_PICK_PICKUP; |
1109 | if (tmp->name != NULL) |
|
|
1110 | 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)))); |
|
|
1112 | else |
|
|
1113 | 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)))); |
|
|
1115 | |
|
|
1116 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
|
|
1117 | } |
|
|
1118 | |
|
|
1119 | /* philosophy: |
|
|
1120 | * It's easy to grab an item type from a pile, as long as it's |
|
|
1121 | * generic. This takes no game-time. For more detailed pickups |
|
|
1122 | * and selections, select-items should be used. This is a |
|
|
1123 | * grab-as-you-run type mode that's really useful for arrows for |
|
|
1124 | * example. |
|
|
1125 | * The drawback: right now it has no frontend, so you need to |
|
|
1126 | * stick the bits you want into a calculator in hex mode and then |
|
|
1127 | * convert to decimal and then 'pickup <#> |
|
|
1128 | */ |
|
|
1129 | |
|
|
1130 | /* the first two modes are exclusive: if NOTHING we return, if |
|
|
1131 | * STOP then we stop. All the rest are applied sequentially, |
|
|
1132 | * meaning if any test passes, the item gets picked up. */ |
|
|
1133 | |
|
|
1134 | /* if mode is set to pick nothing up, return */ |
|
|
1135 | |
|
|
1136 | if (op->contr->mode & PU_NOTHING) |
|
|
1137 | return 1; |
|
|
1138 | |
|
|
1139 | /* if mode is set to stop when encountering objects, return */ |
|
|
1140 | /* take STOP before INHIBIT since it doesn't actually pick |
|
|
1141 | * anything up */ |
|
|
1142 | |
|
|
1143 | if (op->contr->mode & PU_STOP) |
|
|
1144 | return 0; |
|
|
1145 | |
|
|
1146 | /* useful for going into stores and not losing your settings... */ |
|
|
1147 | /* and for battles wher you don't want to get loaded down while |
|
|
1148 | * fighting */ |
|
|
1149 | if (op->contr->mode & PU_INHIBIT) |
|
|
1150 | return 1; |
|
|
1151 | |
|
|
1152 | /* prevent us from turning into auto-thieves :) */ |
|
|
1153 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
1154 | continue; |
1140 | continue; |
|
|
1141 | } |
1155 | |
1142 | |
1156 | /* ignore known cursed objects */ |
1143 | /* we don't forget dragon food */ |
1157 | if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) |
1144 | if (op->contr->mode & PU_FLESH) |
|
|
1145 | if (tmp->type == FLESH) |
|
|
1146 | { |
|
|
1147 | CHK_PICK_PICKUP; |
1158 | continue; |
1148 | continue; |
|
|
1149 | } |
1159 | |
1150 | |
1160 | /* all food and drink if desired */ |
1151 | /* bows and arrows. Bows are good for selling! */ |
1161 | /* question: don't pick up known-poisonous stuff? */ |
1152 | if (op->contr->mode & PU_BOW) |
|
|
1153 | if (tmp->type == BOW) |
|
|
1154 | { |
|
|
1155 | CHK_PICK_PICKUP; |
|
|
1156 | continue; |
|
|
1157 | } |
|
|
1158 | |
|
|
1159 | if (op->contr->mode & PU_ARROW) |
|
|
1160 | if (tmp->type == ARROW) |
|
|
1161 | { |
|
|
1162 | CHK_PICK_PICKUP; |
|
|
1163 | continue; |
|
|
1164 | } |
|
|
1165 | |
|
|
1166 | /* all kinds of armor etc. */ |
|
|
1167 | if (op->contr->mode & PU_ARMOUR) |
|
|
1168 | if (tmp->type == ARMOUR) |
|
|
1169 | { |
|
|
1170 | CHK_PICK_PICKUP; |
|
|
1171 | continue; |
|
|
1172 | } |
|
|
1173 | |
|
|
1174 | if (op->contr->mode & PU_HELMET) |
|
|
1175 | if (tmp->type == HELMET) |
|
|
1176 | { |
|
|
1177 | CHK_PICK_PICKUP; |
|
|
1178 | continue; |
|
|
1179 | } |
|
|
1180 | |
|
|
1181 | if (op->contr->mode & PU_SHIELD) |
|
|
1182 | if (tmp->type == SHIELD) |
|
|
1183 | { |
|
|
1184 | CHK_PICK_PICKUP; |
|
|
1185 | continue; |
|
|
1186 | } |
|
|
1187 | |
1162 | if (op->contr->mode & PU_FOOD) |
1188 | if (op->contr->mode & PU_BOOTS) |
1163 | if (tmp->type == FOOD) |
1189 | if (tmp->type == BOOTS) |
|
|
1190 | { |
|
|
1191 | CHK_PICK_PICKUP; |
|
|
1192 | continue; |
|
|
1193 | } |
|
|
1194 | |
|
|
1195 | if (op->contr->mode & PU_GLOVES) |
|
|
1196 | if (tmp->type == GLOVES) |
|
|
1197 | { |
|
|
1198 | CHK_PICK_PICKUP; |
|
|
1199 | continue; |
|
|
1200 | } |
|
|
1201 | |
|
|
1202 | if (op->contr->mode & PU_CLOAK) |
|
|
1203 | if (tmp->type == CLOAK) |
|
|
1204 | { |
|
|
1205 | CHK_PICK_PICKUP; |
|
|
1206 | continue; |
|
|
1207 | } |
|
|
1208 | |
|
|
1209 | /* hoping to catch throwing daggers here */ |
|
|
1210 | if (op->contr->mode & PU_MISSILEWEAPON) |
|
|
1211 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
|
|
1212 | { |
|
|
1213 | CHK_PICK_PICKUP; |
|
|
1214 | continue; |
|
|
1215 | } |
|
|
1216 | |
|
|
1217 | /* careful: chairs and tables are weapons! */ |
|
|
1218 | if (op->contr->mode & PU_ALLWEAPON) |
|
|
1219 | { |
|
|
1220 | if (tmp->type == WEAPON) |
|
|
1221 | if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair")) |
1164 | { |
1222 | { |
1165 | pick_up (op, tmp); |
1223 | CHK_PICK_PICKUP; |
1166 | continue; |
1224 | continue; |
1167 | } |
1225 | } |
|
|
1226 | } |
1168 | |
1227 | |
|
|
1228 | /* misc stuff that's useful */ |
1169 | if (op->contr->mode & PU_DRINK) |
1229 | if (op->contr->mode & PU_KEY) |
1170 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
1230 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1171 | { |
1231 | { |
1172 | pick_up (op, tmp); |
1232 | CHK_PICK_PICKUP; |
1173 | continue; |
1233 | continue; |
1174 | } |
1234 | } |
1175 | |
1235 | |
|
|
1236 | /* any of the last 4 bits set means we use the ratio for value |
|
|
1237 | * pickups */ |
1176 | if (op->contr->mode & PU_POTION) |
1238 | if (op->contr->mode & PU_RATIO) |
1177 | if (tmp->type == POTION) |
1239 | { |
|
|
1240 | /* use value density to decide what else to grab */ |
|
|
1241 | /* >=7 was >= op->contr->mode */ |
|
|
1242 | /* >=7 is the old standard setting. Now we take the last 4 bits |
1178 | { |
1243 | */ |
1179 | pick_up (op, tmp); |
|
|
1180 | continue; |
|
|
1181 | } |
|
|
1182 | |
|
|
1183 | /* spellbooks, skillscrolls and normal books/scrolls */ |
|
|
1184 | if (op->contr->mode & PU_SPELLBOOK) |
|
|
1185 | if (tmp->type == SPELLBOOK) |
|
|
1186 | { |
|
|
1187 | pick_up (op, tmp); |
|
|
1188 | continue; |
|
|
1189 | } |
|
|
1190 | |
|
|
1191 | if (op->contr->mode & PU_SKILLSCROLL) |
|
|
1192 | if (tmp->type == SKILLSCROLL) |
|
|
1193 | { |
|
|
1194 | pick_up (op, tmp); |
|
|
1195 | continue; |
|
|
1196 | } |
|
|
1197 | |
|
|
1198 | if (op->contr->mode & PU_READABLES) |
|
|
1199 | if (tmp->type == BOOK || tmp->type == SCROLL) |
|
|
1200 | { |
|
|
1201 | pick_up (op, tmp); |
|
|
1202 | continue; |
|
|
1203 | } |
|
|
1204 | |
|
|
1205 | /* wands/staves/rods/horns */ |
|
|
1206 | if (op->contr->mode & PU_MAGIC_DEVICE) |
|
|
1207 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
|
|
1208 | { |
|
|
1209 | pick_up (op, tmp); |
|
|
1210 | continue; |
|
|
1211 | } |
|
|
1212 | |
|
|
1213 | /* pick up all magical items */ |
|
|
1214 | if (op->contr->mode & PU_MAGICAL) |
1244 | wvratio = op->contr->mode & PU_RATIO; |
1215 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1245 | if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100) |
1216 | { |
|
|
1217 | pick_up (op, tmp); |
|
|
1218 | continue; |
|
|
1219 | } |
|
|
1220 | |
|
|
1221 | if (op->contr->mode & PU_VALUABLES) |
|
|
1222 | { |
1246 | { |
1223 | if (tmp->type == MONEY || tmp->type == GEM) |
1247 | #if 0 |
|
|
1248 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
|
|
1249 | if (tmp->name != NULL) |
1224 | { |
1250 | { |
1225 | pick_up (op, tmp); |
1251 | fprintf (stderr, "%s", tmp->name); |
1226 | continue; |
|
|
1227 | } |
1252 | } |
1228 | } |
|
|
1229 | |
|
|
1230 | /* rings & amulets - talismans seems to be typed AMULET */ |
|
|
1231 | if (op->contr->mode & PU_JEWELS) |
|
|
1232 | if (tmp->type == RING || tmp->type == AMULET) |
|
|
1233 | { |
|
|
1234 | pick_up (op, tmp); |
|
|
1235 | continue; |
|
|
1236 | } |
|
|
1237 | |
|
|
1238 | /* we don't forget dragon food */ |
|
|
1239 | if (op->contr->mode & PU_FLESH) |
|
|
1240 | if (tmp->type == FLESH) |
|
|
1241 | { |
|
|
1242 | pick_up (op, tmp); |
|
|
1243 | continue; |
|
|
1244 | } |
|
|
1245 | |
|
|
1246 | /* bows and arrows. Bows are good for selling! */ |
|
|
1247 | if (op->contr->mode & PU_BOW) |
|
|
1248 | if (tmp->type == BOW) |
|
|
1249 | { |
|
|
1250 | pick_up (op, tmp); |
|
|
1251 | continue; |
|
|
1252 | } |
|
|
1253 | |
|
|
1254 | if (op->contr->mode & PU_ARROW) |
|
|
1255 | if (tmp->type == ARROW) |
|
|
1256 | { |
|
|
1257 | pick_up (op, tmp); |
|
|
1258 | continue; |
|
|
1259 | } |
|
|
1260 | |
|
|
1261 | /* all kinds of armor etc. */ |
|
|
1262 | if (op->contr->mode & PU_ARMOUR) |
|
|
1263 | if (tmp->type == ARMOUR) |
|
|
1264 | { |
|
|
1265 | pick_up (op, tmp); |
|
|
1266 | continue; |
|
|
1267 | } |
|
|
1268 | |
|
|
1269 | if (op->contr->mode & PU_HELMET) |
|
|
1270 | if (tmp->type == HELMET) |
|
|
1271 | { |
|
|
1272 | pick_up (op, tmp); |
|
|
1273 | continue; |
|
|
1274 | } |
|
|
1275 | |
|
|
1276 | if (op->contr->mode & PU_SHIELD) |
|
|
1277 | if (tmp->type == SHIELD) |
|
|
1278 | { |
|
|
1279 | pick_up (op, tmp); |
|
|
1280 | continue; |
|
|
1281 | } |
|
|
1282 | |
|
|
1283 | if (op->contr->mode & PU_BOOTS) |
|
|
1284 | if (tmp->type == BOOTS) |
|
|
1285 | { |
|
|
1286 | pick_up (op, tmp); |
|
|
1287 | continue; |
|
|
1288 | } |
|
|
1289 | |
|
|
1290 | if (op->contr->mode & PU_GLOVES) |
|
|
1291 | if (tmp->type == GLOVES) |
|
|
1292 | { |
|
|
1293 | pick_up (op, tmp); |
|
|
1294 | continue; |
|
|
1295 | } |
|
|
1296 | |
|
|
1297 | if (op->contr->mode & PU_CLOAK) |
|
|
1298 | if (tmp->type == CLOAK) |
|
|
1299 | { |
|
|
1300 | pick_up (op, tmp); |
|
|
1301 | continue; |
|
|
1302 | } |
|
|
1303 | |
|
|
1304 | /* hoping to catch throwing daggers here */ |
|
|
1305 | if (op->contr->mode & PU_MISSILEWEAPON) |
|
|
1306 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
|
|
1307 | { |
|
|
1308 | pick_up (op, tmp); |
|
|
1309 | continue; |
|
|
1310 | } |
|
|
1311 | |
|
|
1312 | /* careful: chairs and tables are weapons! */ |
|
|
1313 | if (op->contr->mode & PU_ALLWEAPON) |
|
|
1314 | { |
|
|
1315 | if (tmp->type == WEAPON && tmp->name != NULL) |
|
|
1316 | { |
|
|
1317 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && |
|
|
1318 | strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) |
|
|
1319 | { |
|
|
1320 | pick_up (op, tmp); |
|
|
1321 | continue; |
|
|
1322 | } |
|
|
1323 | } |
|
|
1324 | |
|
|
1325 | if (tmp->type == WEAPON && tmp->name == NULL) |
|
|
1326 | { |
|
|
1327 | if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) |
|
|
1328 | { |
|
|
1329 | pick_up (op, tmp); |
|
|
1330 | continue; |
|
|
1331 | } |
|
|
1332 | } |
|
|
1333 | } |
|
|
1334 | |
|
|
1335 | /* misc stuff that's useful */ |
|
|
1336 | if (op->contr->mode & PU_KEY) |
|
|
1337 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
|
|
1338 | { |
|
|
1339 | pick_up (op, tmp); |
|
|
1340 | continue; |
|
|
1341 | } |
|
|
1342 | |
|
|
1343 | /* any of the last 4 bits set means we use the ratio for value |
|
|
1344 | * pickups */ |
|
|
1345 | if (op->contr->mode & PU_RATIO) |
|
|
1346 | { |
|
|
1347 | /* use value density to decide what else to grab */ |
|
|
1348 | /* >=7 was >= op->contr->mode */ |
|
|
1349 | /* >=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 */ |
|
|
1351 | 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) |
|
|
1353 | { |
|
|
1354 | pick_up (op, tmp); |
|
|
1355 | #if 0 |
|
|
1356 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
|
|
1357 | if (tmp->name != NULL) |
|
|
1358 | { |
|
|
1359 | fprintf (stderr, "%s", tmp->name); |
|
|
1360 | } |
|
|
1361 | else |
1253 | else |
1362 | fprintf (stderr, "%s", tmp->arch->name); |
1254 | fprintf (stderr, "%s", tmp->arch->archname); |
1363 | fprintf (stderr, ",%d] = ", tmp->type); |
1255 | fprintf (stderr, ",%d] = ", tmp->type); |
1364 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1256 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1365 | #endif |
1257 | #endif |
|
|
1258 | CHK_PICK_PICKUP; |
1366 | continue; |
1259 | continue; |
1367 | } |
|
|
1368 | } |
1260 | } |
1369 | } /* the new pickup model */ |
1261 | } /* the new pickup model */ |
1370 | } |
1262 | } |
1371 | |
1263 | |
1372 | return !stop; |
1264 | return !stop; |
… | |
… | |
1378 | * found object is returned. |
1270 | * found object is returned. |
1379 | */ |
1271 | */ |
1380 | object * |
1272 | object * |
1381 | find_arrow (object *op, const char *type) |
1273 | find_arrow (object *op, const char *type) |
1382 | { |
1274 | { |
1383 | object *tmp = NULL; |
|
|
1384 | |
|
|
1385 | for (op = op->inv; op; op = op->below) |
1275 | 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) |
1276 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
|
|
1277 | return splay (tmp); |
|
|
1278 | |
|
|
1279 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
|
|
1280 | if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type)) |
|
|
1281 | if (object *arrow = find_arrow (tmp, type)) |
|
|
1282 | { |
|
|
1283 | splay (tmp); |
1389 | return op; |
1284 | return arrow; |
|
|
1285 | } |
|
|
1286 | |
1390 | return tmp; |
1287 | return 0; |
1391 | } |
1288 | } |
1392 | |
1289 | |
1393 | /* |
1290 | /* |
1394 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1291 | * 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 |
1292 | * 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 |
1293 | * 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. |
1294 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1398 | */ |
1295 | */ |
1399 | |
|
|
1400 | object * |
1296 | object * |
1401 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1297 | find_better_arrow (object *op, object *target, shstr_cmp type, int *better) |
1402 | { |
1298 | { |
1403 | object *tmp = NULL, *arrow, *ntmp; |
1299 | object *tmp = NULL, *arrow, *ntmp; |
1404 | int attacknum, attacktype, betterby = 0, i; |
1300 | int attacknum, attacktype, betterby = 0, i; |
1405 | |
1301 | |
1406 | if (!type) |
1302 | if (!type) |
… | |
… | |
1410 | { |
1306 | { |
1411 | if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) |
1307 | if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) |
1412 | { |
1308 | { |
1413 | i = 0; |
1309 | i = 0; |
1414 | ntmp = find_better_arrow (arrow, target, type, &i); |
1310 | ntmp = find_better_arrow (arrow, target, type, &i); |
|
|
1311 | |
1415 | if (i > betterby) |
1312 | if (i > betterby) |
1416 | { |
1313 | { |
1417 | tmp = ntmp; |
1314 | tmp = ntmp; |
1418 | betterby = i; |
1315 | betterby = i; |
1419 | } |
1316 | } |
1420 | } |
1317 | } |
1421 | else if (arrow->type == ARROW && arrow->race == type) |
1318 | else if (arrow->type == ARROW && arrow->race == type) |
1422 | { |
1319 | { |
1423 | /* allways prefer assasination/slaying */ |
1320 | /* allways prefer assasination/slaying */ |
1424 | if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) |
1321 | if (target->race && arrow->slaying.contains (target->race)) |
1425 | { |
1322 | { |
1426 | if (arrow->attacktype & AT_DEATH) |
1323 | if (arrow->attacktype & AT_DEATH) |
1427 | { |
1324 | { |
1428 | *better = 100; |
1325 | *better = 100; |
1429 | return arrow; |
1326 | return arrow; |
… | |
… | |
1437 | else |
1334 | else |
1438 | { |
1335 | { |
1439 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1336 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1440 | { |
1337 | { |
1441 | attacktype = 1 << attacknum; |
1338 | attacktype = 1 << attacknum; |
1442 | if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) |
1339 | if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0) |
1443 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) |
1340 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby) |
1444 | { |
1341 | { |
1445 | tmp = arrow; |
1342 | tmp = arrow; |
1446 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; |
1343 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1447 | } |
1344 | } |
1448 | } |
1345 | } |
|
|
1346 | |
1449 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1347 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1450 | { |
1348 | { |
1451 | tmp = arrow; |
1349 | tmp = arrow; |
1452 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1350 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1453 | } |
1351 | } |
|
|
1352 | |
1454 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1353 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1455 | { |
1354 | { |
1456 | tmp = arrow; |
1355 | tmp = arrow; |
1457 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1356 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1458 | } |
1357 | } |
1459 | } |
1358 | } |
1460 | } |
1359 | } |
1461 | } |
1360 | } |
|
|
1361 | |
1462 | if (tmp == NULL && arrow == NULL) |
1362 | if (tmp == NULL && arrow == NULL) |
1463 | return find_arrow (op, type); |
1363 | return find_arrow (op, type); |
1464 | |
1364 | |
1465 | *better = betterby; |
1365 | *better = betterby; |
1466 | return tmp; |
1366 | return tmp; |
… | |
… | |
1470 | * find_better_arrow to find a decent arrow to use. |
1370 | * find_better_arrow to find a decent arrow to use. |
1471 | * op = the shooter |
1371 | * op = the shooter |
1472 | * type = bow->race |
1372 | * type = bow->race |
1473 | * dir = fire direction |
1373 | * dir = fire direction |
1474 | */ |
1374 | */ |
1475 | |
|
|
1476 | object * |
1375 | object * |
1477 | pick_arrow_target (object *op, const char *type, int dir) |
1376 | pick_arrow_target (object *op, shstr_cmp type, int dir) |
1478 | { |
1377 | { |
1479 | object *tmp = NULL; |
1378 | object *tmp = NULL; |
1480 | maptile *m; |
1379 | maptile *m; |
1481 | int i, mflags, found, number; |
1380 | int i, mflags, found, number; |
1482 | sint16 x, y; |
1381 | sint16 x, y; |
… | |
… | |
1497 | for (i = 0, found = 0; i < 20; i++) |
1396 | for (i = 0, found = 0; i < 20; i++) |
1498 | { |
1397 | { |
1499 | x += freearr_x[dir]; |
1398 | x += freearr_x[dir]; |
1500 | y += freearr_y[dir]; |
1399 | y += freearr_y[dir]; |
1501 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1400 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
1401 | |
1502 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1402 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1503 | { |
1403 | { |
1504 | tmp = NULL; |
1404 | tmp = 0; |
1505 | break; |
1405 | break; |
1506 | } |
1406 | } |
1507 | else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
1407 | else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
1508 | { |
1408 | { |
1509 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1409 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1510 | * perhaps a bad assumption. |
1410 | * perhaps a bad assumption. |
1511 | */ |
1411 | */ |
1512 | tmp = NULL; |
1412 | tmp = 0; |
1513 | break; |
1413 | break; |
1514 | } |
1414 | } |
|
|
1415 | |
1515 | if (mflags & P_IS_ALIVE) |
1416 | if (mflags & P_IS_ALIVE) |
1516 | { |
|
|
1517 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1417 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1518 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1418 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1519 | { |
|
|
1520 | found++; |
|
|
1521 | break; |
|
|
1522 | } |
|
|
1523 | if (found) |
|
|
1524 | break; |
1419 | break; |
1525 | } |
|
|
1526 | } |
1420 | } |
1527 | if (tmp == NULL) |
1421 | |
|
|
1422 | if (!tmp) |
1528 | return find_arrow (op, type); |
1423 | return find_arrow (op, type); |
1529 | |
1424 | |
1530 | if (tmp->head) |
1425 | if (tmp->head) |
1531 | tmp = tmp->head; |
1426 | tmp = tmp->head; |
1532 | |
1427 | |
… | |
… | |
1545 | */ |
1440 | */ |
1546 | int |
1441 | int |
1547 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1442 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1548 | { |
1443 | { |
1549 | object *left, *bow; |
1444 | object *left, *bow; |
1550 | int bowspeed, mflags; |
1445 | int mflags; |
1551 | maptile *m; |
1446 | maptile *m; |
1552 | |
1447 | |
1553 | if (!dir) |
1448 | if (!dir) |
1554 | { |
1449 | { |
1555 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1450 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1556 | return 0; |
1451 | return 0; |
1557 | } |
1452 | } |
1558 | |
1453 | |
1559 | if (op->type == PLAYER) |
1454 | if (op->contr) |
1560 | bow = op->contr->ranges[range_bow]; |
1455 | bow = op->current_weapon; |
1561 | else |
1456 | else |
1562 | { |
1457 | { |
1563 | for (bow = op->inv; bow; bow = bow->below) |
1458 | for (bow = op->inv; bow; bow = bow->below) |
1564 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1459 | /* 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. |
1460 | * don't need to switch back and forth between bows and weapons. |
… | |
… | |
1570 | if (!bow) |
1465 | if (!bow) |
1571 | { |
1466 | { |
1572 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1467 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1573 | return 0; |
1468 | return 0; |
1574 | } |
1469 | } |
|
|
1470 | |
|
|
1471 | // optimisation: move object to top so we will find it quickly again |
|
|
1472 | if (bow->below) |
|
|
1473 | { |
|
|
1474 | bow->remove (); |
|
|
1475 | op->insert (bow); |
|
|
1476 | } |
1575 | } |
1477 | } |
1576 | |
1478 | |
1577 | if (!bow->race || !bow->skill) |
1479 | if (!bow->race || !bow->skill) |
1578 | { |
1480 | { |
1579 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1481 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1580 | return 0; |
1482 | return 0; |
1581 | } |
1483 | } |
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 | |
1484 | |
1592 | if (arrow == NULL) |
1485 | if (arrow == NULL) |
1593 | { |
1486 | { |
1594 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1487 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1595 | { |
1488 | { |
1596 | if (op->type == PLAYER) |
1489 | if (op->type == PLAYER) |
1597 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1490 | 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 */ |
1491 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1599 | else |
1492 | else |
1600 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1493 | CLEAR_FLAG (op, FLAG_READY_BOW); |
|
|
1494 | |
1601 | return 0; |
1495 | return 0; |
1602 | } |
1496 | } |
1603 | } |
1497 | } |
1604 | |
1498 | |
1605 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1499 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
… | |
… | |
1613 | } |
1507 | } |
1614 | |
1508 | |
1615 | /* this should not happen, but sometimes does */ |
1509 | /* this should not happen, but sometimes does */ |
1616 | if (arrow->nrof == 0) |
1510 | if (arrow->nrof == 0) |
1617 | { |
1511 | { |
|
|
1512 | LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ()); |
1618 | arrow->destroy (); |
1513 | arrow->destroy (); |
1619 | return 0; |
1514 | return 0; |
1620 | } |
1515 | } |
1621 | |
1516 | |
1622 | left = arrow; /* these are arrows left to the player */ |
1517 | left = arrow; /* these are arrows left to the player */ |
1623 | arrow = get_split_ob (arrow, 1); |
1518 | arrow = arrow->split (); |
1624 | if (!arrow) |
1519 | if (!arrow) |
1625 | { |
1520 | { |
1626 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1521 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1627 | return 0; |
1522 | return 0; |
1628 | } |
1523 | } |
1629 | |
1524 | |
1630 | arrow->set_owner (op); |
1525 | arrow->set_owner (op); |
1631 | arrow->skill = bow->skill; |
1526 | arrow->skill = bow->skill; |
1632 | arrow->direction = dir; |
1527 | arrow->direction = dir; |
1633 | |
1528 | |
|
|
1529 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
|
|
1530 | arrow->stats.hp = arrow->stats.dam; |
|
|
1531 | arrow->stats.grace = arrow->attacktype; |
|
|
1532 | arrow->custom_name = arrow->slaying; |
|
|
1533 | |
|
|
1534 | #if 0 |
|
|
1535 | if (player *pl = op->contr) |
|
|
1536 | { |
|
|
1537 | float speed = pl->weapon_sp; |
|
|
1538 | |
|
|
1539 | /* penalize ROF for bestarrow */ |
|
|
1540 | if (pl->bowtype == bow_bestarrow) |
|
|
1541 | speed *= .9f; |
|
|
1542 | else |
|
|
1543 | speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; |
|
|
1544 | |
|
|
1545 | op->speed_left += speed - op->speed; |
|
|
1546 | } |
|
|
1547 | #endif |
|
|
1548 | |
|
|
1549 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1550 | |
|
|
1551 | /* update the speed */ |
|
|
1552 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
|
|
1553 | + bow->stats.dam / 7.f; |
|
|
1554 | |
|
|
1555 | arrow->set_speed (max (arrow->speed, 2.f)); |
|
|
1556 | arrow->speed_left = 0; |
|
|
1557 | |
|
|
1558 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
|
|
1559 | |
1634 | if (op->type == PLAYER) |
1560 | if (op->type == PLAYER) |
1635 | { |
1561 | { |
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; |
1562 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
|
|
1563 | wc -= dex_bonus[op->stats.Dex]; |
|
|
1564 | |
|
|
1565 | if (!arrow->slaying) |
|
|
1566 | arrow->slaying = op->slaying; |
|
|
1567 | |
|
|
1568 | arrow->attacktype |= op->attacktype; |
1667 | } |
1569 | } |
1668 | else |
1570 | else |
1669 | { |
1571 | { |
1670 | arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; |
|
|
1671 | arrow->level = op->level; |
1572 | arrow->level = op->level; |
1672 | } |
1573 | arrow->stats.wc -= bow->magic; |
1673 | |
1574 | |
1674 | if (arrow->attacktype == AT_PHYSICAL) |
1575 | if (!arrow->slaying) |
|
|
1576 | arrow->slaying = bow->slaying; |
|
|
1577 | |
1675 | arrow->attacktype |= bow->attacktype; |
1578 | arrow->attacktype |= bow->attacktype; |
|
|
1579 | } |
1676 | |
1580 | |
1677 | if (bow->slaying) |
1581 | wc -= arrow->level; |
1678 | arrow->slaying = bow->slaying; |
1582 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
1679 | |
1583 | |
|
|
1584 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1680 | arrow->move_type = MOVE_FLY_LOW; |
1585 | arrow->move_type = MOVE_FLY_LOW; |
1681 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1586 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1682 | |
1587 | |
1683 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1588 | op->play_sound (sound_find ("fire_arrow")); |
1684 | m->insert (arrow, sx, sy, op); |
1589 | m->insert (arrow, sx, sy, op); |
1685 | |
1590 | |
1686 | if (!arrow->destroyed ()) |
1591 | if (!arrow->destroyed ()) |
1687 | move_arrow (arrow); |
1592 | move_arrow (arrow); |
1688 | |
|
|
1689 | if (op->type == PLAYER) |
|
|
1690 | { |
|
|
1691 | if (left->destroyed ()) |
|
|
1692 | esrv_del_item (op->contr, left->count); |
|
|
1693 | else |
|
|
1694 | esrv_send_item (op, left); |
|
|
1695 | } |
|
|
1696 | |
1593 | |
1697 | return 1; |
1594 | return 1; |
1698 | } |
1595 | } |
1699 | |
1596 | |
1700 | /* Special fire code for players - this takes into |
1597 | /* Special fire code for players - this takes into |
… | |
… | |
1705 | * hence the function name. |
1602 | * hence the function name. |
1706 | */ |
1603 | */ |
1707 | int |
1604 | int |
1708 | player_fire_bow (object *op, int dir) |
1605 | player_fire_bow (object *op, int dir) |
1709 | { |
1606 | { |
1710 | int ret = 0, wcmod = 0; |
1607 | int ret; |
1711 | |
1608 | |
1712 | if (op->contr->bowtype == bow_bestarrow) |
1609 | if (op->contr->bowtype == bow_bestarrow) |
1713 | { |
1610 | { |
1714 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); |
1611 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1715 | } |
1612 | } |
1716 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1613 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1717 | { |
1614 | { |
1718 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1615 | int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1; |
1719 | wcmod = -1; |
|
|
1720 | |
|
|
1721 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1616 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1722 | } |
1617 | } |
1723 | else if (op->contr->bowtype == bow_threewide) |
1618 | else if (op->contr->bowtype == bow_threewide) |
1724 | { |
1619 | { |
1725 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1620 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1726 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); |
1621 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); |
1727 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); |
1622 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); |
1728 | } |
1623 | } |
1729 | else if (op->contr->bowtype == bow_spreadshot) |
1624 | else if (op->contr->bowtype == bow_spreadshot) |
1730 | { |
1625 | { |
1731 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1626 | 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); |
1627 | 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); |
1628 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1734 | |
|
|
1735 | } |
1629 | } |
1736 | else |
1630 | else |
1737 | { |
1631 | { |
1738 | /* Simple case */ |
1632 | /* Simple case */ |
1739 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1633 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1740 | } |
1634 | } |
|
|
1635 | |
1741 | return ret; |
1636 | return ret; |
1742 | } |
1637 | } |
1743 | |
|
|
1744 | |
1638 | |
1745 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1639 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1746 | * Broken apart from 'fire' to keep it more readable. |
1640 | * Broken apart from 'fire' to keep it more readable. |
1747 | */ |
1641 | */ |
1748 | void |
1642 | void |
1749 | fire_misc_object (object *op, int dir) |
1643 | fire_misc_object (object *op, int dir) |
1750 | { |
1644 | { |
1751 | object *item; |
1645 | object *item = op->contr->ranged_ob; |
1752 | |
1646 | |
1753 | if (!op->contr->ranges[range_misc]) |
1647 | if (!item) |
1754 | { |
1648 | { |
1755 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1649 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1756 | return; |
1650 | return; |
1757 | } |
1651 | } |
1758 | |
1652 | |
1759 | item = op->contr->ranges[range_misc]; |
|
|
1760 | if (!item->inv) |
1653 | if (!item->inv) |
1761 | { |
1654 | { |
1762 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1655 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1763 | return; |
1656 | return; |
1764 | } |
1657 | } |
|
|
1658 | |
|
|
1659 | if (!op->change_weapon (item)) |
|
|
1660 | return; |
|
|
1661 | |
1765 | if (item->type == WAND) |
1662 | if (item->type == WAND) |
1766 | { |
1663 | { |
1767 | if (item->stats.food <= 0) |
1664 | if (item->stats.food <= 0) |
1768 | { |
1665 | { |
1769 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1666 | 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)); |
1667 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
|
|
1668 | |
1771 | return; |
1669 | return; |
1772 | } |
1670 | } |
1773 | } |
1671 | } |
1774 | else if (item->type == ROD || item->type == HORN) |
1672 | else if (item->type == ROD || item->type == HORN) |
1775 | { |
1673 | { |
1776 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1674 | sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace); |
|
|
1675 | |
|
|
1676 | // using the maximum of the rods charge allows at least one spell cast |
|
|
1677 | // for a rod or horn, this fixes some broken rods. |
|
|
1678 | if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) |
1777 | { |
1679 | { |
1778 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1680 | op->contr->play_sound (sound_find ("wand_poof")); |
|
|
1681 | |
1779 | if (item->type == ROD) |
1682 | 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)); |
1683 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1781 | else |
1684 | else |
1782 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
1685 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
|
|
1686 | |
1783 | return; |
1687 | return; |
1784 | } |
1688 | } |
1785 | } |
1689 | } |
1786 | |
1690 | |
1787 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1691 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1788 | { |
1692 | { |
1789 | SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ |
1693 | item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */ |
|
|
1694 | |
1790 | if (item->type == WAND) |
1695 | if (item->type == WAND) |
1791 | { |
1696 | { |
1792 | if (!(--item->stats.food)) |
1697 | if (!(--item->stats.food)) |
1793 | { |
1698 | { |
1794 | object *tmp; |
1699 | object *tmp; |
1795 | |
1700 | |
1796 | if (item->arch) |
1701 | if (item->arch) |
1797 | { |
1702 | { |
1798 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1703 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1799 | item->face = item->arch->clone.face; |
1704 | item->face = item->arch->face; |
1800 | item->set_speed (0); |
1705 | item->set_speed (0); |
1801 | } |
1706 | } |
1802 | |
1707 | |
1803 | if ((tmp = item->in_player ())) |
1708 | if (object *pl = item->visible_to ()) |
1804 | esrv_update_item (UPD_ANIM, tmp, item); |
1709 | esrv_update_item (UPD_ANIM, pl, item); |
1805 | } |
1710 | } |
1806 | } |
1711 | } |
1807 | else if (item->type == ROD || item->type == HORN) |
1712 | else if (item->type == ROD || item->type == HORN) |
1808 | drain_rod_charge (item); |
1713 | drain_rod_charge (item); |
1809 | } |
1714 | } |
1810 | } |
1715 | } |
1811 | |
1716 | |
1812 | /* Received a fire command for the player - go and do it. |
1717 | /* Received a fire command for the player - go and do it. |
1813 | */ |
1718 | */ |
1814 | void |
1719 | bool |
1815 | fire (object *op, int dir) |
1720 | fire (object *op, int dir) |
1816 | { |
1721 | { |
1817 | int spellcost = 0; |
1722 | int spellcost = 0; |
|
|
1723 | |
|
|
1724 | player *pl = op->contr; |
|
|
1725 | |
|
|
1726 | if (pl->golem) |
|
|
1727 | { |
|
|
1728 | control_golem (op->contr->golem, dir); |
|
|
1729 | return false; |
|
|
1730 | } |
|
|
1731 | |
|
|
1732 | object *ob = pl->ranged_ob; |
|
|
1733 | |
|
|
1734 | if (!ob) |
|
|
1735 | return false; |
|
|
1736 | |
|
|
1737 | if (op->speed_left > 0.f) |
|
|
1738 | --op->speed_left; |
|
|
1739 | else |
|
|
1740 | return false; |
|
|
1741 | |
|
|
1742 | if (!op->change_weapon (ob)) |
|
|
1743 | return false; |
1818 | |
1744 | |
1819 | /* check for loss of invisiblity/hide */ |
1745 | /* check for loss of invisiblity/hide */ |
1820 | if (action_makes_visible (op)) |
1746 | if (action_makes_visible (op)) |
1821 | make_visible (op); |
1747 | make_visible (op); |
1822 | |
1748 | |
1823 | switch (op->contr->shoottype) |
1749 | switch (ob->type) |
1824 | { |
1750 | { |
1825 | case range_none: |
1751 | case BOW: |
1826 | return; |
|
|
1827 | |
|
|
1828 | case range_bow: |
|
|
1829 | player_fire_bow (op, dir); |
1752 | player_fire_bow (op, dir); |
1830 | return; |
1753 | break; |
1831 | |
1754 | |
1832 | case range_magic: /* Casting spells */ |
1755 | case SPELL: |
1833 | spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); |
1756 | spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0); |
1834 | return; |
1757 | break; |
1835 | |
1758 | |
1836 | case range_misc: |
1759 | case BUILDER: |
|
|
1760 | apply_map_builder (op, dir); |
|
|
1761 | break; |
|
|
1762 | |
|
|
1763 | case SKILL: |
|
|
1764 | do_skill (op, op, ob, dir, 0); |
|
|
1765 | break; |
|
|
1766 | |
|
|
1767 | default: |
1837 | fire_misc_object (op, dir); |
1768 | fire_misc_object (op, dir); |
1838 | return; |
1769 | 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 | } |
1770 | } |
1867 | } |
|
|
1868 | |
1771 | |
1869 | |
1772 | return true; |
|
|
1773 | } |
1870 | |
1774 | |
1871 | /* find_key |
1775 | /* find_key |
1872 | * We try to find a key for the door as passed. If we find a key |
1776 | * 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 |
1777 | * and successfully use it, we return the key, otherwise NULL |
1874 | * This function merges both normal and locked door, since the logic |
1778 | * This function merges both normal and locked door, since the logic |
… | |
… | |
1876 | * pl is the player, |
1780 | * pl is the player, |
1877 | * inv is the objects inventory to searched |
1781 | * inv is the objects inventory to searched |
1878 | * door is the door we are trying to match against. |
1782 | * door is the door we are trying to match against. |
1879 | * This function can be called recursively to search containers. |
1783 | * This function can be called recursively to search containers. |
1880 | */ |
1784 | */ |
1881 | |
|
|
1882 | object * |
1785 | object * |
1883 | find_key (object *pl, object *container, object *door) |
1786 | find_key (object *pl, object *container, object *door) |
1884 | { |
1787 | { |
1885 | object *tmp, *key; |
1788 | object *tmp, *key; |
1886 | |
1789 | |
1887 | /* Should not happen, but sanity checking is never bad */ |
1790 | /* Should not happen, but sanity checking is never bad */ |
1888 | if (container->inv == NULL) |
1791 | if (!container->inv) |
1889 | return NULL; |
1792 | return 0; |
1890 | |
1793 | |
1891 | /* First, lets try to find a key in the top level inventory */ |
1794 | /* First, lets try to find a key in the top level inventory */ |
1892 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1795 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1893 | { |
1796 | { |
1894 | if (door->type == DOOR && tmp->type == KEY) |
1797 | if (door->type == DOOR && tmp->type == KEY) |
1895 | break; |
1798 | break; |
1896 | /* For sanity, we should really check door type, but other stuff |
1799 | /* For sanity, we should really check door type, but other stuff |
1897 | * (like containers) can be locked with special keys |
1800 | * (like containers) can be locked with special keys |
1898 | */ |
1801 | */ |
1899 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1802 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1900 | break; |
1803 | break; |
1901 | } |
1804 | } |
|
|
1805 | |
1902 | /* No key found - lets search inventories now */ |
1806 | /* No key found - lets search inventories now */ |
1903 | /* If we find and use a key in an inventory, return at that time. |
1807 | /* 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 |
1808 | * otherwise, if we search all the inventories and still don't find |
1905 | * a key, return |
1809 | * a key, return |
1906 | */ |
1810 | */ |
1907 | if (!tmp) |
1811 | if (!tmp) |
1908 | { |
1812 | { |
1909 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1813 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1910 | { |
1814 | { |
1911 | /* No reason to search empty containers */ |
1815 | /* No reason to search empty containers */ |
1912 | if (tmp->type == CONTAINER && tmp->inv) |
1816 | if (tmp->type == CONTAINER && tmp->inv) |
1913 | { |
1817 | { |
1914 | if ((key = find_key (pl, tmp, door)) != NULL) |
1818 | if ((key = find_key (pl, tmp, door))) |
1915 | return key; |
1819 | return key; |
1916 | } |
1820 | } |
1917 | } |
1821 | } |
|
|
1822 | |
1918 | if (!tmp) |
1823 | if (!tmp) |
1919 | return NULL; |
1824 | return NULL; |
1920 | } |
1825 | } |
|
|
1826 | |
1921 | /* We get down here if we have found a key. Now if its in a container, |
1827 | /* 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 |
1828 | * see if we actually want to use it |
1923 | */ |
1829 | */ |
1924 | if (pl != container) |
1830 | if (pl != container) |
1925 | { |
1831 | { |
… | |
… | |
1939 | * Change the color so that the message doesn't disappear with |
1845 | * Change the color so that the message doesn't disappear with |
1940 | * all the others. |
1846 | * all the others. |
1941 | */ |
1847 | */ |
1942 | if (pl->contr->usekeys == key_inventory || |
1848 | if (pl->contr->usekeys == key_inventory || |
1943 | !QUERY_FLAG (container, FLAG_APPLIED) || |
1849 | !QUERY_FLAG (container, FLAG_APPLIED) || |
1944 | (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) |
1850 | (pl->contr->usekeys == keyrings && container->race != shstr_keys)) |
1945 | { |
1851 | { |
1946 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1852 | 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)); |
1853 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1948 | return NULL; |
1854 | return NULL; |
1949 | } |
1855 | } |
1950 | } |
1856 | } |
|
|
1857 | |
1951 | return tmp; |
1858 | return tmp; |
1952 | } |
1859 | } |
1953 | |
1860 | |
1954 | /* moved door processing out of move_player_attack. |
1861 | /* moved door processing out of move_player_attack. |
1955 | * returns 1 if player has opened the door with a key |
1862 | * returns 1 if player has opened the door with a key |
… | |
… | |
1957 | * 0 otherwise |
1864 | * 0 otherwise |
1958 | */ |
1865 | */ |
1959 | static int |
1866 | static int |
1960 | player_attack_door (object *op, object *door) |
1867 | player_attack_door (object *op, object *door) |
1961 | { |
1868 | { |
1962 | /* If its a door, try to find a use a key. If we do destroy the door, |
1869 | /* 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 - |
1870 | * might as well return immediately as there is nothing more to do - |
1964 | * otherwise, we fall through to the rest of the code. |
1871 | * otherwise, we fall through to the rest of the code. |
1965 | */ |
1872 | */ |
1966 | object *key = find_key (op, op, door); |
1873 | object *key = find_key (op, op, door); |
1967 | |
1874 | |
1968 | /* IF we found a key, do some extra work */ |
1875 | /* If we found a key, do some extra work */ |
1969 | if (key) |
1876 | if (key) |
1970 | { |
1877 | { |
1971 | object *container = key->env; |
1878 | object *container = key->env; |
1972 | |
1879 | |
1973 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
|
|
1974 | if (action_makes_visible (op)) |
1880 | if (action_makes_visible (op)) |
1975 | make_visible (op); |
1881 | make_visible (op); |
|
|
1882 | |
1976 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1883 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1977 | spring_trap (door->inv, op); |
1884 | spring_trap (door->inv, op); |
|
|
1885 | |
1978 | if (door->type == DOOR) |
1886 | if (door->type == DOOR) |
1979 | { |
|
|
1980 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1887 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1981 | } |
|
|
1982 | else if (door->type == LOCKED_DOOR) |
1888 | else if (door->type == LOCKED_DOOR) |
1983 | { |
1889 | { |
1984 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
1890 | op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN); |
1985 | remove_door2 (door); /* remove door without violence ;-) */ |
1891 | remove_door2 (door); /* remove door without violence ;-) */ |
1986 | } |
1892 | } |
|
|
1893 | |
1987 | /* Do this after we print the message */ |
1894 | /* Do this after we print the message */ |
1988 | decrease_ob (key); /* Use up one of the keys */ |
1895 | key->decrease (); /* Use up one of the keys */ |
1989 | /* Need to update the weight the container the key was in */ |
1896 | |
1990 | if (container != op) |
|
|
1991 | esrv_update_item (UPD_WEIGHT, op, container); |
|
|
1992 | return 1; /* Nothing more to do below */ |
1897 | return 1; /* Nothing more to do below */ |
1993 | } |
1898 | } |
1994 | else if (door->type == LOCKED_DOOR) |
1899 | else if (door->type == LOCKED_DOOR) |
1995 | { |
1900 | { |
1996 | /* Might as well return now - no other way to open this */ |
1901 | /* Might as well return now - no other way to open this */ |
1997 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
1902 | op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door..."); |
1998 | return 1; |
1903 | return 1; |
1999 | } |
1904 | } |
|
|
1905 | |
2000 | return 0; |
1906 | return 0; |
2001 | } |
1907 | } |
2002 | |
1908 | |
2003 | /* This function is just part of a breakup from move_player. |
1909 | /* This function is just part of a breakup from move_player. |
2004 | * It should keep the code cleaner. |
1910 | * It should keep the code cleaner. |
2005 | * When this is called, the players direction has been updated |
1911 | * When this is called, the players direction has been updated |
2006 | * (taking into account confusion.) The player is also actually |
1912 | * (taking into account confusion.) The player is also actually |
2007 | * going to try and move (not fire weapons). |
1913 | * going to try and move (not fire weapons). |
2008 | */ |
1914 | */ |
2009 | void |
1915 | bool |
2010 | move_player_attack (object *op, int dir) |
1916 | move_player_attack (object *op, int dir) |
2011 | { |
1917 | { |
2012 | object *tmp, *mon; |
|
|
2013 | sint16 nx, ny; |
|
|
2014 | int on_battleground; |
1918 | int on_battleground; |
2015 | maptile *m; |
|
|
2016 | |
1919 | |
2017 | nx = freearr_x[dir] + op->x; |
1920 | sint16 nx = freearr_x[dir] + op->x; |
2018 | ny = freearr_y[dir] + op->y; |
1921 | sint16 ny = freearr_y[dir] + op->y; |
2019 | |
1922 | |
2020 | on_battleground = op_on_battleground (op, 0, 0); |
1923 | on_battleground = op_on_battleground (op, 0, 0); |
|
|
1924 | |
|
|
1925 | if (out_of_map (op->map, nx, ny)) |
|
|
1926 | return false; |
|
|
1927 | |
|
|
1928 | if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) |
|
|
1929 | { |
|
|
1930 | --op->speed_left; |
|
|
1931 | return true; |
|
|
1932 | } |
2021 | |
1933 | |
2022 | /* If braced, or can't move to the square, and it is not out of the |
1934 | /* 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 |
1935 | * 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 |
1936 | * 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 |
1937 | * 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 |
1938 | * 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 |
1939 | * 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 |
1940 | * quite a bit of processing. However, it probably is less than what |
2029 | * move_ob uses. |
1941 | * move_ob uses. |
2030 | */ |
1942 | */ |
2031 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
1943 | maptile *m = op->map->xy_find (nx, ny); |
|
|
1944 | |
|
|
1945 | /* Go through all the objects, and find ones of interest. Only stop if |
|
|
1946 | * we find a monster - that is something we know we want to attack. |
|
|
1947 | * if its a door or barrel (can roll) see if there may be monsters |
|
|
1948 | * on the space |
|
|
1949 | */ |
|
|
1950 | object *mon; |
|
|
1951 | for (mon = m->at (nx, ny).bot; mon; mon = mon->above) |
|
|
1952 | { |
|
|
1953 | if ((mon->flag [FLAG_ALIVE] |
|
|
1954 | || mon->type == LOCKED_DOOR |
|
|
1955 | || mon->flag [FLAG_CAN_ROLL]) |
|
|
1956 | && mon != op) |
|
|
1957 | break; |
2032 | { |
1958 | } |
2033 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
1959 | |
|
|
1960 | if (!mon) /* This happens anytime the player tries to move */ |
|
|
1961 | return false; /* into a wall */ |
|
|
1962 | |
|
|
1963 | mon = mon->head_ (); |
|
|
1964 | |
|
|
1965 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
|
|
1966 | if (op->contr->weapon_sp_left > 0.f) |
|
|
1967 | if (player_attack_door (op, mon)) |
|
|
1968 | { |
|
|
1969 | --op->contr->weapon_sp_left; |
|
|
1970 | return true; |
2034 | { |
1971 | } |
2035 | m = op->map->xy_find (nx, ny); |
1972 | |
2036 | if (!m) |
1973 | /* The following deals with possibly attacking peaceful |
2037 | return; /* Don't think this should happen */ |
1974 | * or friendly creatures. Basically, all players are considered |
|
|
1975 | * unaggressive. If the moving player has peaceful set, then the |
|
|
1976 | * object should be pushed instead of attacked. It is assumed that |
|
|
1977 | * if you are braced, you will not attack friends accidently, |
|
|
1978 | * and thus will not push them. |
|
|
1979 | */ |
|
|
1980 | |
|
|
1981 | /* If the creature is a pet, push it even if the player is not |
|
|
1982 | * peaceful. Our assumption is the creature is a pet if the |
|
|
1983 | * player owns it and it is either friendly or unagressive. |
|
|
1984 | */ |
|
|
1985 | if (op->type == PLAYER |
|
|
1986 | && ((mon->owner && mon->owner->contr |
|
|
1987 | && same_party (mon->owner->contr->party, op->contr->party)) |
|
|
1988 | || mon->owner == op) |
|
|
1989 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
|
|
1990 | { |
|
|
1991 | /* If we're braced, we don't want to switch places with it */ |
|
|
1992 | if (op->contr->braced) |
|
|
1993 | return false; |
|
|
1994 | |
|
|
1995 | if (op->speed_left > 0.f) |
|
|
1996 | { |
|
|
1997 | --op->speed_left; |
|
|
1998 | |
|
|
1999 | op->play_sound (sound_find ("push_player")); |
|
|
2000 | push_ob (mon, dir, op); |
|
|
2001 | |
|
|
2002 | if (action_makes_visible (op)) |
|
|
2003 | make_visible (op); |
|
|
2004 | |
|
|
2005 | return true; |
2038 | } |
2006 | } |
2039 | else |
2007 | else |
2040 | m = op->map; |
|
|
2041 | |
|
|
2042 | if (!(tmp = m->at (nx, ny).bot)) |
|
|
2043 | return; |
2008 | return false; |
|
|
2009 | } |
2044 | |
2010 | |
2045 | mon = 0; |
|
|
2046 | /* 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. |
|
|
2048 | * if its a door or barrel (can roll) see if there may be monsters |
|
|
2049 | * on the space |
|
|
2050 | */ |
|
|
2051 | while (tmp) |
|
|
2052 | { |
|
|
2053 | if (tmp == op) |
|
|
2054 | { |
|
|
2055 | tmp = tmp->above; |
|
|
2056 | continue; |
|
|
2057 | } |
|
|
2058 | |
|
|
2059 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
|
|
2060 | { |
|
|
2061 | mon = tmp; |
|
|
2062 | break; |
|
|
2063 | } |
|
|
2064 | |
|
|
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 */ |
|
|
2072 | return; /* into a wall */ |
|
|
2073 | |
|
|
2074 | if (mon->head) |
|
|
2075 | mon = mon->head; |
|
|
2076 | |
|
|
2077 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
|
|
2078 | if (player_attack_door (op, mon)) |
|
|
2079 | return; |
|
|
2080 | |
|
|
2081 | /* The following deals with possibly attacking peaceful |
|
|
2082 | * or frienddly creatures. Basically, all players are considered |
|
|
2083 | * unaggressive. If the moving player has peaceful set, then the |
|
|
2084 | * object should be pushed instead of attacked. It is assumed that |
|
|
2085 | * if you are braced, you will not attack friends accidently, |
|
|
2086 | * and thus will not push them. |
|
|
2087 | */ |
|
|
2088 | |
|
|
2089 | /* 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 |
|
|
2091 | * player owns it and it is either friendly or unagressive. |
|
|
2092 | */ |
|
|
2093 | if ((op->type == PLAYER) |
|
|
2094 | #if COZY_SERVER |
|
|
2095 | && |
|
|
2096 | ((mon->owner && mon->owner->contr |
|
|
2097 | && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) |
|
|
2098 | #else |
|
|
2099 | && mon->owner == op |
|
|
2100 | #endif |
|
|
2101 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
|
|
2102 | { |
|
|
2103 | /* If we're braced, we don't want to switch places with it */ |
|
|
2104 | if (op->contr->braced) |
|
|
2105 | return; |
|
|
2106 | |
|
|
2107 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
|
|
2108 | (void) push_ob (mon, dir, op); |
|
|
2109 | if (op->contr->tmp_invis || op->hide) |
|
|
2110 | make_visible (op); |
|
|
2111 | |
|
|
2112 | return; |
|
|
2113 | } |
|
|
2114 | |
|
|
2115 | /* in certain circumstances, you shouldn't attack friendly |
2011 | /* in certain circumstances, you shouldn't attack friendly |
2116 | * creatures. Note that if you are braced, you can't push |
2012 | * creatures. Note that if you are braced, you can't push |
2117 | * someone, but put it inside this loop so that you won't |
2013 | * someone, but put it inside this loop so that you won't |
2118 | * attack them either. |
2014 | * attack them either. |
2119 | */ |
2015 | */ |
2120 | if ((mon->type == PLAYER || mon->enemy != op) && |
2016 | if ((mon->type == PLAYER || mon->enemy != op) |
2121 | (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( |
2017 | && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) |
2122 | #ifdef PROHIBIT_PLAYERKILL |
|
|
2123 | (op->contr->peaceful |
2018 | && ((op->contr->peaceful |
2124 | || (mon->type == PLAYER |
2019 | || (mon->type == PLAYER && mon->contr->peaceful)) |
2125 | && mon->contr-> |
|
|
2126 | peaceful)) && |
|
|
2127 | #else |
|
|
2128 | op->contr->peaceful && |
|
|
2129 | #endif |
|
|
2130 | !on_battleground)) |
2020 | && !on_battleground)) |
|
|
2021 | { |
|
|
2022 | if (op->speed_left > 0.f) |
2131 | { |
2023 | { |
|
|
2024 | --op->speed_left; |
|
|
2025 | |
2132 | if (!op->contr->braced) |
2026 | if (!op->contr->braced) |
2133 | { |
2027 | { |
2134 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2028 | op->play_sound (sound_find ("push_player")); |
2135 | push_ob (mon, dir, op); |
2029 | push_ob (mon, dir, op); |
2136 | } |
2030 | } |
2137 | else |
2031 | else |
2138 | new_draw_info (0, 0, op, "You withhold your attack"); |
2032 | op->statusmsg ("You withhold your attack"); |
2139 | |
2033 | |
2140 | if (op->contr->tmp_invis || op->hide) |
2034 | if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN]) |
2141 | make_visible (op); |
2035 | make_visible (op); |
2142 | } |
|
|
2143 | |
2036 | |
|
|
2037 | return true; |
|
|
2038 | } |
|
|
2039 | } |
2144 | /* If the object is a boulder or other rollable object, then |
2040 | /* 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. |
2041 | * roll it if not braced. You can't roll it if you are braced. |
2146 | */ |
2042 | */ |
2147 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
2043 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
|
|
2044 | { |
|
|
2045 | if (op->speed_left > 0.f) |
2148 | { |
2046 | { |
|
|
2047 | --op->speed_left; |
|
|
2048 | |
2149 | recursive_roll (mon, dir, op); |
2049 | recursive_roll (mon, dir, op); |
2150 | if (action_makes_visible (op)) |
2050 | if (action_makes_visible (op)) |
2151 | make_visible (op); |
2051 | make_visible (op); |
2152 | } |
|
|
2153 | |
2052 | |
|
|
2053 | return true; |
|
|
2054 | } |
|
|
2055 | } |
2154 | /* Any generic living creature. Including things like doors. |
2056 | /* Any generic living creature. Including things like doors. |
2155 | * Way it works is like this: First, it must have some hit points |
2057 | * 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: |
2058 | * 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 |
2059 | * 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. |
2060 | * that party_number -1 is no party, so attacks can still happen. |
2159 | */ |
2061 | */ |
2160 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2062 | 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))) |
2063 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2162 | { |
2064 | { |
2163 | |
2065 | 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 | { |
2066 | { |
2171 | op->speed_left += op->speed / op->contr->weapon_sp; |
2067 | --op->contr->weapon_sp_left; |
2172 | |
|
|
2173 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
|
|
2174 | } |
|
|
2175 | |
2068 | |
2176 | skill_attack (mon, op, 0, 0, 0); |
2069 | 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 | |
2070 | |
2192 | if (action_makes_visible (op)) |
2071 | if (action_makes_visible (op)) |
2193 | make_visible (op); |
2072 | make_visible (op); |
2194 | } |
|
|
2195 | } /* if player should attack something */ |
|
|
2196 | } |
|
|
2197 | |
2073 | |
2198 | int |
2074 | return true; |
|
|
2075 | } |
|
|
2076 | } |
|
|
2077 | |
|
|
2078 | return false; |
|
|
2079 | } |
|
|
2080 | |
|
|
2081 | bool |
2199 | move_player (object *op, int dir) |
2082 | move_player (object *op, int dir) |
2200 | { |
2083 | { |
2201 | int pick; |
2084 | int pick; |
2202 | |
2085 | |
2203 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2086 | if (!op->map || op->map->in_memory != MAP_ACTIVE) |
2204 | return 0; |
2087 | return 0; |
2205 | |
2088 | |
2206 | /* Sanity check: make sure dir is valid */ |
2089 | /* Sanity check: make sure dir is valid */ |
2207 | if ((dir < 0) || (dir >= 9)) |
2090 | if ((dir < 0) || (dir >= 9)) |
2208 | { |
2091 | { |
… | |
… | |
2210 | return 0; |
2093 | return 0; |
2211 | } |
2094 | } |
2212 | |
2095 | |
2213 | /* peterm: added following line */ |
2096 | /* peterm: added following line */ |
2214 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2097 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2215 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
2098 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2216 | |
2099 | |
2217 | op->facing = dir; |
2100 | op->facing = dir; |
2218 | |
2101 | |
2219 | if (op->hide) |
2102 | if (op->flag [FLAG_HIDDEN]) |
2220 | do_hidden_move (op); |
2103 | do_hidden_move (op); |
2221 | |
2104 | |
|
|
2105 | bool retval; |
|
|
2106 | |
2222 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2107 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2223 | /*nop */ ; |
2108 | retval = RESULT_INT (0); |
2224 | else if (op->contr->fire_on) |
2109 | else if (op->contr->fire_on) |
2225 | fire (op, dir); |
2110 | retval = fire (op, dir); |
2226 | else |
2111 | else |
2227 | { |
2112 | { |
2228 | move_player_attack (op, dir); |
2113 | retval = move_player_attack (op, dir); |
2229 | pick = check_pick (op); |
2114 | pick = check_pick (op); |
2230 | } |
2115 | } |
2231 | |
2116 | |
2232 | /* Add special check for newcs players and fire on - this way, the |
2117 | /* Add special check for newcs players and fire on - this way, the |
2233 | * server can handle repeat firing. |
2118 | * server can handle repeat firing. |
… | |
… | |
2240 | /* Update how the player looks. Use the facing, so direction may |
2125 | /* Update how the player looks. Use the facing, so direction may |
2241 | * get reset to zero. This allows for full animation capabilities |
2126 | * get reset to zero. This allows for full animation capabilities |
2242 | * for players. |
2127 | * for players. |
2243 | */ |
2128 | */ |
2244 | animate_object (op, op->facing); |
2129 | animate_object (op, op->facing); |
2245 | return 0; |
2130 | |
|
|
2131 | return retval; |
2246 | } |
2132 | } |
2247 | |
2133 | |
2248 | /* This is similar to handle_player, below, but is only used by the |
2134 | /* This is similar to handle_player, below, but is only used by the |
2249 | * new client/server stuff. |
2135 | * new client/server stuff. |
2250 | * This is sort of special, in that the new client/server actually uses |
2136 | * This is sort of special, in that the new client/server actually uses |
2251 | * the new speed values for commands. |
2137 | * the new speed values for commands. |
2252 | * |
2138 | * |
2253 | * Returns true if there are more actions we can do. |
2139 | * Returns true if there are more actions we can do. Should not do |
|
|
2140 | * many actions in a row, as that would be too unfair to other |
|
|
2141 | * players. |
2254 | */ |
2142 | */ |
2255 | int |
2143 | bool |
2256 | handle_newcs_player (object *op) |
2144 | handle_newcs_player (object *op) |
2257 | { |
2145 | { |
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)) |
2146 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2279 | { |
2147 | { |
2280 | flee_player (op); |
2148 | 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 | { |
2149 | { |
2284 | op->speed_left--; |
2150 | --op->speed_left; |
|
|
2151 | flee_player (op); |
|
|
2152 | |
2285 | return 0; |
2153 | return true; |
2286 | } |
2154 | } |
|
|
2155 | else |
|
|
2156 | return false; |
2287 | } |
2157 | } |
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 | |
2158 | |
2297 | /* call this here - we also will call this in do_ericserver, but |
2159 | /* call this here - we also will call this in do_ericserver, but |
2298 | * the players time has been increased when doericserver has been |
2160 | * the players time has been increased when doericserver has been |
2299 | * called, so we recheck it here. |
2161 | * called, so we recheck it here. |
2300 | */ |
2162 | */ |
2301 | if (op->contr->ns->handle_command ()) |
2163 | if (op->contr->ns->handle_command ()) |
2302 | return 1; |
2164 | return true; |
2303 | |
2165 | |
2304 | if (op->speed_left > 0) |
|
|
2305 | { |
|
|
2306 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2166 | 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); |
2167 | return move_player (op, op->direction); |
2316 | |
2168 | |
2317 | return op->speed_left > 0; |
|
|
2318 | } |
|
|
2319 | } |
|
|
2320 | |
|
|
2321 | return 0; |
2169 | return false; |
2322 | } |
2170 | } |
2323 | |
2171 | |
2324 | int |
2172 | int |
2325 | save_life (object *op) |
2173 | save_life (object *op) |
2326 | { |
2174 | { |
… | |
… | |
2328 | return 0; |
2176 | return 0; |
2329 | |
2177 | |
2330 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2178 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2331 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2179 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2332 | { |
2180 | { |
2333 | play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); |
2181 | 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)); |
2182 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2335 | |
|
|
2336 | if (op->contr) |
|
|
2337 | esrv_del_item (op->contr, tmp->count); |
|
|
2338 | |
2183 | |
2339 | tmp->destroy (); |
2184 | tmp->destroy (); |
2340 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2185 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2341 | |
2186 | |
2342 | if (op->stats.hp < 0) |
2187 | if (op->stats.hp < 0) |
… | |
… | |
2355 | return 0; |
2200 | return 0; |
2356 | } |
2201 | } |
2357 | |
2202 | |
2358 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2203 | /* 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 |
2204 | * 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 |
2205 | * function will descend into containers. op is the object to start the search |
2361 | * from. |
2206 | * from. |
2362 | */ |
2207 | */ |
|
|
2208 | static void |
|
|
2209 | drop_unpaid_items (object *op, object *env) |
|
|
2210 | { |
|
|
2211 | while (op) |
|
|
2212 | { |
|
|
2213 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
|
|
2214 | |
|
|
2215 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
|
|
2216 | op->insert_at (env); |
|
|
2217 | else if (op->inv) |
|
|
2218 | drop_unpaid_items (op->inv, env); |
|
|
2219 | |
|
|
2220 | op = next; |
|
|
2221 | } |
|
|
2222 | } |
|
|
2223 | |
2363 | void |
2224 | void |
2364 | remove_unpaid_objects (object *op, object *env) |
2225 | object::drop_unpaid_items () |
2365 | { |
2226 | { |
2366 | object *next; |
2227 | if (!flag [FLAG_REMOVED]) |
2367 | |
2228 | ::drop_unpaid_items (inv, this); |
2368 | while (op) |
|
|
2369 | { |
|
|
2370 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
|
|
2371 | |
|
|
2372 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
|
|
2373 | { |
|
|
2374 | if (env->type == PLAYER) |
|
|
2375 | esrv_del_item (env->contr, op->count); |
|
|
2376 | |
|
|
2377 | op->insert_at (env); |
|
|
2378 | } |
|
|
2379 | else if (op->inv) |
|
|
2380 | remove_unpaid_objects (op->inv, env); |
|
|
2381 | |
|
|
2382 | op = next; |
|
|
2383 | } |
|
|
2384 | } |
2229 | } |
2385 | |
2230 | |
2386 | /* |
2231 | /* |
2387 | * Returns pointer a static string containing gravestone text |
2232 | * Returns pointer a static string containing gravestone text |
2388 | * Moved from apply.c to player.c - player.c is what |
2233 | * Moved from apply.c to player.c - player.c is what |
2389 | * actually uses this function. player.c may not be quite the |
2234 | * actually uses this function. player.c may not be quite the |
2390 | * best, a misc file for object actions is probably better, |
2235 | * best, a misc file for object actions is probably better, |
2391 | * but there isn't one in the server directory. |
2236 | * but there isn't one in the server directory. |
2392 | */ |
2237 | */ |
2393 | char * |
2238 | const char * |
2394 | gravestone_text (object *op) |
2239 | gravestone_text (object *op) |
2395 | { |
2240 | { |
2396 | static char buf2[MAX_BUF]; |
2241 | static dynbuf_text buf; |
2397 | char buf[MAX_BUF]; |
|
|
2398 | time_t now = time (NULL); |
|
|
2399 | |
2242 | |
2400 | strcpy (buf2, " R.I.P.\n\n"); |
2243 | buf << "---- R.I.P. ----\n\n" |
|
|
2244 | << op->name; |
|
|
2245 | |
2401 | if (op->type == PLAYER) |
2246 | if (op->type == PLAYER) |
2402 | sprintf (buf, "%s the %s\n", &op->name, op->contr->title); |
2247 | buf << " the " << op->contr->title; |
2403 | else |
|
|
2404 | sprintf (buf, "%s\n", &op->name); |
|
|
2405 | |
2248 | |
2406 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2249 | buf << "\n\n"; |
2407 | strcat (buf2, buf); |
2250 | |
|
|
2251 | buf << "who was level "; |
|
|
2252 | buf << (sint32)op->level << "\n\n" // OO breakdown |
|
|
2253 | << " when " << (op->contr ? "killed" : "died") << "\n\n"; |
|
|
2254 | |
2408 | if (op->type == PLAYER) |
2255 | if (op->type == PLAYER) |
2409 | sprintf (buf, "who was in level %d when killed\n", op->level); |
2256 | buf << "by " << op->contr->killer_name () << ".\n\n"; |
2410 | else |
|
|
2411 | sprintf (buf, "who was in level %d when died.\n\n", op->level); |
|
|
2412 | |
2257 | |
2413 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
|
|
2414 | strcat (buf2, buf); |
|
|
2415 | if (op->type == PLAYER) |
|
|
2416 | { |
2258 | { |
2417 | sprintf (buf, "by %s.\n\n", op->contr->killer); |
2259 | static char buf2[128]; |
2418 | strncat (buf2, " ", 21 - strlen (buf) / 2); |
2260 | time_t now = time (NULL); |
2419 | strcat (buf2, buf); |
|
|
2420 | } |
|
|
2421 | |
|
|
2422 | strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); |
2261 | strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now)); |
2423 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2262 | buf << buf2; |
2424 | strcat (buf2, buf); |
2263 | } |
2425 | |
2264 | |
2426 | return buf2; |
2265 | return buf; |
2427 | } |
2266 | } |
2428 | |
2267 | |
2429 | void |
2268 | void |
2430 | do_some_living (object *op) |
2269 | do_some_living (object *op) |
2431 | { |
2270 | { |
… | |
… | |
2438 | int rate_grace = 2000; |
2277 | int rate_grace = 2000; |
2439 | const int max_hp = 1; |
2278 | const int max_hp = 1; |
2440 | const int max_sp = 1; |
2279 | const int max_sp = 1; |
2441 | const int max_grace = 1; |
2280 | const int max_grace = 1; |
2442 | |
2281 | |
2443 | if (op->contr->outputs_sync) |
2282 | if (op->contr->hidden) |
|
|
2283 | { |
|
|
2284 | op->invisible = 1000; |
|
|
2285 | /* the socket code flashes the player visible/invisible |
|
|
2286 | * depending on the value of invisible, so we need to |
|
|
2287 | * alternate it here for it to work correctly. |
|
|
2288 | */ |
|
|
2289 | if (pticks & 2) |
|
|
2290 | op->invisible--; |
2444 | { |
2291 | } |
2445 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
2292 | 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) |
2293 | { |
2447 | flush_output_element (op, &op->contr->outputs[i]); |
2294 | if (!op->invisible--) |
|
|
2295 | { |
|
|
2296 | make_visible (op); |
|
|
2297 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2298 | } |
2448 | } |
2299 | } |
2449 | |
2300 | |
2450 | if (op->contr->ns->state == ST_PLAYING) |
2301 | if (op->contr->ns->state == ST_PLAYING) |
2451 | { |
2302 | { |
2452 | /* these next three if clauses make it possible to SLOW DOWN |
2303 | /* these next three if clauses make it possible to SLOW DOWN |
… | |
… | |
2471 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2322 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2472 | else |
2323 | else |
2473 | { |
2324 | { |
2474 | gen_grace = op->stats.maxgrace; |
2325 | gen_grace = op->stats.maxgrace; |
2475 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2326 | 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 | } |
2327 | } |
2519 | |
2328 | |
2520 | /* Regenerate Grace */ |
2329 | /* Regenerate Grace */ |
2521 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2330 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2522 | if (--op->last_grace < 0) |
2331 | if (--op->last_grace < 0) |
… | |
… | |
2543 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2352 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2544 | } |
2353 | } |
2545 | /* wearing stuff doesn't detract from grace generation. */ |
2354 | /* wearing stuff doesn't detract from grace generation. */ |
2546 | } |
2355 | } |
2547 | |
2356 | |
|
|
2357 | if (op->stats.food > 0) |
|
|
2358 | { |
2548 | /* Regenerate Hit Points */ |
2359 | /* Regenerate Spell Points */ |
2549 | if (--op->last_heal < 0) |
2360 | if (!op->contr->golem && --op->last_sp < 0) |
2550 | { |
|
|
2551 | if (op->stats.hp < op->stats.maxhp) |
|
|
2552 | { |
2361 | { |
2553 | op->stats.hp++; |
2362 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2554 | /* dms do not consume food */ |
2363 | |
2555 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2364 | if (op->stats.sp < op->stats.maxsp) |
2556 | { |
2365 | { |
|
|
2366 | op->stats.sp++; |
|
|
2367 | |
|
|
2368 | /* dms do not consume food */ |
|
|
2369 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2370 | { |
2557 | op->stats.food--; |
2371 | op->stats.food--; |
|
|
2372 | |
2558 | if (op->contr->digestion < 0) |
2373 | if (op->contr->digestion < 0) |
2559 | op->stats.food += op->contr->digestion; |
2374 | op->stats.food += op->contr->digestion; |
2560 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2375 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2561 | op->stats.food = last_food; |
2376 | op->stats.food = last_food; |
|
|
2377 | } |
2562 | } |
2378 | } |
2563 | } |
|
|
2564 | |
2379 | |
2565 | if (max_hp > 1) |
2380 | if (max_sp > 1) |
2566 | { |
|
|
2567 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
|
|
2568 | if (over_hp > 0) |
|
|
2569 | { |
2381 | { |
2570 | op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
2382 | over_sp = (gen_sp + 10) / rate_sp; |
|
|
2383 | if (over_sp > 0) |
|
|
2384 | { |
|
|
2385 | if (op->stats.sp < op->stats.maxsp) |
|
|
2386 | { |
|
|
2387 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2388 | |
|
|
2389 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
|
|
2390 | op->stats.sp--; |
|
|
2391 | |
|
|
2392 | if (op->stats.sp > op->stats.maxsp) |
|
|
2393 | op->stats.sp = op->stats.maxsp; |
|
|
2394 | } |
|
|
2395 | |
2571 | op->last_heal = 0; |
2396 | op->last_sp = 0; |
|
|
2397 | } |
|
|
2398 | else |
|
|
2399 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2572 | } |
2400 | } |
2573 | else |
2401 | else |
|
|
2402 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2403 | } |
|
|
2404 | |
|
|
2405 | /* Regenerate Hit Points */ |
|
|
2406 | if (--op->last_heal < 0) |
|
|
2407 | { |
|
|
2408 | if (op->stats.hp < op->stats.maxhp) |
2574 | { |
2409 | { |
2575 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2410 | op->stats.hp++; |
|
|
2411 | |
|
|
2412 | /* dms do not consume food */ |
|
|
2413 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2414 | { |
|
|
2415 | op->stats.food--; |
|
|
2416 | |
|
|
2417 | if (op->contr->digestion < 0) |
|
|
2418 | op->stats.food += op->contr->digestion; |
|
|
2419 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2420 | op->stats.food = last_food; |
|
|
2421 | } |
2576 | } |
2422 | } |
|
|
2423 | |
|
|
2424 | if (max_hp > 1) |
|
|
2425 | { |
|
|
2426 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
|
|
2427 | |
|
|
2428 | if (over_hp > 0) |
|
|
2429 | { |
|
|
2430 | op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
|
|
2431 | op->last_heal = 0; |
|
|
2432 | } |
|
|
2433 | else |
|
|
2434 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2577 | } |
2435 | } |
2578 | else |
2436 | else |
2579 | { |
|
|
2580 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2437 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2581 | } |
2438 | } |
2582 | } |
2439 | } |
2583 | |
2440 | |
2584 | /* Digestion */ |
2441 | /* Digestion */ |
2585 | if (--op->last_eat < 0) |
2442 | if (--op->last_eat < 0) |
2586 | { |
2443 | { |
2587 | #ifdef COZY_SERVER |
2444 | int bonus = max (0, op->contr->digestion), |
2588 | int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; |
2445 | 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 | |
2446 | |
2594 | if (op->contr->gen_hp > 0) |
|
|
2595 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2447 | 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 | |
2448 | |
2599 | /* dms do not consume food */ |
2449 | /* dms do not consume food */ |
2600 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2450 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2601 | op->stats.food--; |
2451 | op->stats.food--; |
2602 | } |
2452 | } |
2603 | |
2453 | |
2604 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2454 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2605 | { |
2455 | { |
2606 | object *tmp, *flesh = 0; |
2456 | object *flesh = 0; |
2607 | |
2457 | |
2608 | for (tmp = op->inv; tmp; tmp = tmp->below) |
2458 | for_inv_removable (op, tmp) |
2609 | { |
2459 | { |
2610 | if (!QUERY_FLAG (tmp, FLAG_UNPAID)) |
2460 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
2461 | continue; |
|
|
2462 | |
|
|
2463 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2611 | { |
2464 | { |
2612 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2465 | op->statusmsg ("You blindly grab for a bite of food. " |
2613 | { |
2466 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2614 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
|
|
2615 | manual_apply (op, tmp, 0); |
2467 | manual_apply (op, tmp, 0); |
|
|
2468 | |
2616 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2469 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2617 | break; |
2470 | break; |
2618 | } |
2471 | } |
2619 | else if (tmp->type == FLESH) |
2472 | else if (tmp->type == FLESH) |
2620 | flesh = tmp; |
2473 | flesh = tmp; |
2621 | } /* End if paid for object */ |
2474 | } |
2622 | } /* end of for loop */ |
|
|
2623 | |
2475 | |
2624 | /* If player is still starving, it means they don't have any food, so |
2476 | /* If player is still starving, it means they don't have any food, so |
2625 | * eat flesh instead. |
2477 | * eat flesh instead. |
2626 | */ |
2478 | */ |
2627 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2479 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2628 | { |
2480 | { |
2629 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2481 | op->statusmsg ("You blindly grab for a bite of food. " |
|
|
2482 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2630 | manual_apply (op, flesh, 0); |
2483 | manual_apply (op, flesh, 0); |
2631 | } |
2484 | } |
|
|
2485 | |
|
|
2486 | // If player is still starving, alert him! |
|
|
2487 | if (op->stats.food < 0) |
|
|
2488 | op->failmsg ("You are starving! " |
|
|
2489 | "H<Eat some food to increase your food and prevent you from an untimely death.>"); |
|
|
2490 | } |
|
|
2491 | |
|
|
2492 | if (op->stats.food < 0) |
2632 | } |
2493 | { |
|
|
2494 | op->stats.hp += op->stats.food; |
|
|
2495 | op->stats.food = 0; |
2633 | |
2496 | |
2634 | while (op->stats.food < 0 && op->stats.hp >= 0) |
2497 | if (op->stats.hp < 0) |
2635 | op->stats.food++, op->stats.hp--; |
2498 | { |
|
|
2499 | op->contr->killer = archetype::get ("killer_starvation"); |
|
|
2500 | op->contr->killer->destroy (); |
|
|
2501 | } |
|
|
2502 | } |
2636 | |
2503 | |
|
|
2504 | /* killer should be set here already */ |
2637 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2505 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2638 | kill_player (op); |
2506 | kill_player (op); |
2639 | } |
2507 | } |
2640 | } |
2508 | } |
2641 | |
2509 | |
… | |
… | |
2645 | * file. |
2513 | * file. |
2646 | */ |
2514 | */ |
2647 | void |
2515 | void |
2648 | kill_player (object *op) |
2516 | kill_player (object *op) |
2649 | { |
2517 | { |
2650 | char buf[MAX_BUF]; |
|
|
2651 | int x, y; |
2518 | int x, y; |
2652 | |
|
|
2653 | //int i; |
|
|
2654 | maptile *map; /* this is for resurrection */ |
2519 | 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; |
2520 | int will_kill_again; |
2662 | archetype *at; |
2521 | archetype *at; |
2663 | object *tmp; |
2522 | object *tmp; |
2664 | |
2523 | |
2665 | if (save_life (op)) |
2524 | if (save_life (op)) |
2666 | return; |
2525 | return; |
2667 | |
2526 | |
|
|
2527 | dynbuf_text deathtab; |
|
|
2528 | |
|
|
2529 | /* restore player */ |
|
|
2530 | at = archetype::find ("poisoning"); |
|
|
2531 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2532 | { |
|
|
2533 | tmp->destroy (); |
|
|
2534 | deathtab << "Your body feels cleansed...\r"; |
|
|
2535 | } |
|
|
2536 | |
|
|
2537 | at = archetype::find ("confusion"); |
|
|
2538 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2539 | { |
|
|
2540 | tmp->destroy (); |
|
|
2541 | deathtab << "Your mind feels clearer...\r"; |
|
|
2542 | } |
|
|
2543 | |
|
|
2544 | cure_disease (op, 0, 0); /* remove any disease */ |
|
|
2545 | |
|
|
2546 | max_it (op->stats.hp , op->stats.maxhp); |
|
|
2547 | max_it (op->stats.sp , op->stats.maxsp); |
|
|
2548 | max_it (op->stats.grace, op->stats.maxgrace); |
|
|
2549 | |
|
|
2550 | if (op->stats.food <= 0) |
|
|
2551 | op->stats.food = 999; |
|
|
2552 | |
|
|
2553 | // remove all spell effects that are active |
|
|
2554 | // to avoid long-term effects such as word-of-recall |
|
|
2555 | for (object *item = op->inv; item; ) |
|
|
2556 | { |
|
|
2557 | object *next = item->below; |
|
|
2558 | |
|
|
2559 | if (item->type == SPELL_EFFECT && item->active) |
|
|
2560 | item->destroy (); |
|
|
2561 | |
|
|
2562 | item = next; |
|
|
2563 | } |
2668 | |
2564 | |
2669 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2565 | /* 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. |
2566 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2671 | * Look at op_on_battleground() for more info --AndreasV |
2567 | * Look at op_on_battleground() for more info --AndreasV |
2672 | */ |
2568 | */ |
2673 | if (op_on_battleground (op, &x, &y)) |
2569 | if (op_on_battleground (op, &x, &y)) |
2674 | { |
2570 | { |
2675 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2571 | deathtab << "You almost died in combat, but local medics have saved your life...\r"; |
2676 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
|
|
2677 | |
|
|
2678 | /* restore player */ |
|
|
2679 | at = archetype::find ("poisoning"); |
|
|
2680 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2681 | { |
|
|
2682 | tmp->destroy (); |
|
|
2683 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
|
|
2684 | } |
|
|
2685 | |
|
|
2686 | at = archetype::find ("confusion"); |
|
|
2687 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2688 | { |
|
|
2689 | tmp->destroy (); |
|
|
2690 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
|
|
2691 | } |
|
|
2692 | |
|
|
2693 | cure_disease (op, 0); /* remove any disease */ |
|
|
2694 | op->stats.hp = op->stats.maxhp; |
|
|
2695 | if (op->stats.food <= 0) |
|
|
2696 | op->stats.food = 999; |
|
|
2697 | |
2572 | |
2698 | /* create a bodypart-trophy to make the winner happy */ |
2573 | /* create a bodypart-trophy to make the winner happy */ |
2699 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2574 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2700 | { |
2575 | { |
2701 | sprintf (buf, "%s's finger", &op->name); |
2576 | tmp->name = format ("%s's finger" , &op->name); |
2702 | tmp->name = buf; |
2577 | tmp->name_pl = format ("%s's fingers", &op->name); |
2703 | sprintf (buf, " This finger has been cut off %s\n" |
|
|
2704 | " the %s, when he was defeated at\n level %d by %s.\n", |
|
|
2705 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
|
|
2706 | tmp->msg = buf; |
2578 | tmp->msg = format ( |
|
|
2579 | "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", |
|
|
2580 | &op->name, op->contr->title, |
|
|
2581 | (int)op->level, |
|
|
2582 | op->contr->killer_name () |
|
|
2583 | ); |
2707 | tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2584 | tmp->value = 0, tmp->type = 0; |
2708 | tmp->materialname = NULL; |
2585 | tmp->materialname = "organics"; |
2709 | tmp->insert_at (op, tmp); |
2586 | tmp->insert_at (op, tmp); |
2710 | } |
2587 | } |
2711 | |
2588 | |
2712 | /* teleport defeated player to new destination */ |
2589 | /* teleport defeated player to new destination */ |
2713 | transfer_ob (op, x, y, 0, NULL); |
2590 | transfer_ob (op, x, y, 0, NULL); |
2714 | op->contr->braced = 0; |
2591 | op->contr->braced = 0; |
|
|
2592 | |
|
|
2593 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2715 | return; |
2594 | return; |
2716 | } |
2595 | } |
2717 | |
2596 | |
|
|
2597 | deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n"; |
|
|
2598 | deathtab << "T<YOU HAVE DIED>\n\n"; |
|
|
2599 | |
2718 | INVOKE_PLAYER (DEATH, op->contr); |
2600 | INVOKE_PLAYER (DEATH, op->contr); |
2719 | |
2601 | |
2720 | command_kill_pets (op, 0); |
2602 | command_kill_pets (op, 0); |
2721 | |
2603 | |
2722 | if (op->stats.food < 0) |
2604 | op->contr->play_sound (sound_find ("player_dies")); |
2723 | { |
|
|
2724 | sprintf (buf, "%s starved to death.", &op->name); |
|
|
2725 | strcpy (op->contr->killer, "starvation"); |
|
|
2726 | } |
|
|
2727 | else |
|
|
2728 | sprintf (buf, "%s died.", &op->name); |
|
|
2729 | |
|
|
2730 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
|
|
2731 | |
2605 | |
2732 | /* save the map location for corpse, gravestone */ |
2606 | /* save the map location for corpse, gravestone */ |
2733 | x = op->x; |
2607 | x = op->x; |
2734 | y = op->y; |
2608 | y = op->y; |
2735 | map = op->map; |
2609 | map = op->map; |
… | |
… | |
2763 | |
2637 | |
2764 | lost_a_stat = 0; |
2638 | lost_a_stat = 0; |
2765 | |
2639 | |
2766 | for (z = 0; z < num_stats_lose; z++) |
2640 | for (z = 0; z < num_stats_lose; z++) |
2767 | { |
2641 | { |
2768 | i = RANDOM () % NUM_STATS; |
2642 | i = rndm (NUM_STATS); |
2769 | |
2643 | |
2770 | if (settings.stat_loss_on_death) |
2644 | if (settings.stat_loss_on_death) |
2771 | { |
2645 | { |
2772 | /* Pick a random stat and take a point off it. Tell the player |
2646 | /* Pick a random stat and take a point off it. Tell the player |
2773 | * what he lost. |
2647 | * what he lost. |
… | |
… | |
2824 | } |
2698 | } |
2825 | } |
2699 | } |
2826 | |
2700 | |
2827 | if (lose_this_stat) |
2701 | if (lose_this_stat) |
2828 | { |
2702 | { |
2829 | this_stat = get_attr_value (&(dep->stats), i); |
2703 | this_stat = get_attr_value (&dep->stats, i); |
2830 | /* We could try to do something clever like find another |
2704 | /* We could try to do something clever like find another |
2831 | * stat to reduce if this fails. But chances are, if |
2705 | * stat to reduce if this fails. But chances are, if |
2832 | * stats have been depleted to -50, all are pretty low |
2706 | * stats have been depleted to -50, all are pretty low |
2833 | * and should be roughly the same, so it shouldn't make a |
2707 | * and should be roughly the same, so it shouldn't make a |
2834 | * difference. |
2708 | * difference. |
… | |
… | |
2842 | lost_a_stat = 1; |
2716 | lost_a_stat = 1; |
2843 | } |
2717 | } |
2844 | } |
2718 | } |
2845 | } |
2719 | } |
2846 | } |
2720 | } |
|
|
2721 | |
2847 | /* If no stat lost, tell the player. */ |
2722 | /* If no stat lost, tell the player. */ |
2848 | if (!lost_a_stat) |
2723 | if (!lost_a_stat) |
2849 | { |
2724 | { |
2850 | /* determine_god() seems to not work sometimes... why is this? |
2725 | /* determine_god() seems to not work sometimes... why is this? |
2851 | Should I be using something else? GD */ |
2726 | Should I be using something else? GD */ |
2852 | const char *god = determine_god (op); |
2727 | shstr_tmp god = determine_god (op); |
2853 | |
2728 | |
2854 | if (god && (strcmp (god, "none"))) |
2729 | if (god != shstr_none) |
2855 | new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); |
2730 | deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r"; |
2856 | else |
2731 | else |
2857 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
2732 | deathtab << "For a brief moment you feel a holy presence protecting you.\r"; |
2858 | } |
2733 | } |
2859 | #else |
2734 | #else |
2860 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); |
2735 | deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely."; |
2861 | #endif |
2736 | #endif |
2862 | |
2737 | |
2863 | /* Put a gravestone up where the character 'almost' died. List the |
2738 | /* Put a gravestone up where the character 'almost' died. List the |
2864 | * exp loss on the stone. |
2739 | * exp loss on the stone. |
2865 | */ |
2740 | */ |
2866 | tmp = arch_to_object (archetype::find ("gravestone")); |
2741 | tmp = arch_to_object (archetype::find ("gravestone")); |
2867 | sprintf (buf, "%s's gravestone", &op->name); |
2742 | tmp->name = format ("%s's gravestone", &op->name); |
2868 | tmp->name = buf; |
2743 | tmp->name_pl = format ("%s's gravestones", &op->name); |
2869 | sprintf (buf, "%s's gravestones", &op->name); |
2744 | tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", |
2870 | tmp->name_pl = buf; |
2745 | &op->name, op->contr->title, op->contr->killer_name ()); |
2871 | sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); |
|
|
2872 | tmp->msg = buf; |
|
|
2873 | tmp->x = op->x, tmp->y = op->y; |
2746 | tmp->x = op->x, tmp->y = op->y; |
2874 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2747 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2875 | |
2748 | |
2876 | /**************************************/ |
2749 | /**************************************/ |
2877 | /* */ |
2750 | /* */ |
2878 | /* Subtract the experience points, */ |
2751 | /* Subtract the experience points, */ |
2879 | /* if we died cause of food, give us */ |
|
|
2880 | /* food, and reset HP's... */ |
|
|
2881 | /* */ |
2752 | /* */ |
2882 | /**************************************/ |
2753 | /**************************************/ |
2883 | |
2754 | |
2884 | /* remove any poisoning and confusion the character may be suffering. */ |
|
|
2885 | /* restore player */ |
|
|
2886 | at = archetype::find ("poisoning"); |
|
|
2887 | tmp = present_arch_in_ob (at, op); |
|
|
2888 | |
|
|
2889 | if (tmp) |
|
|
2890 | { |
|
|
2891 | tmp->destroy (); |
|
|
2892 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
|
|
2893 | } |
|
|
2894 | |
|
|
2895 | at = archetype::find ("confusion"); |
|
|
2896 | tmp = present_arch_in_ob (at, op); |
|
|
2897 | if (tmp) |
|
|
2898 | { |
|
|
2899 | tmp->destroy (); |
|
|
2900 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
|
|
2901 | } |
|
|
2902 | |
|
|
2903 | cure_disease (op, 0); /* remove any disease */ |
|
|
2904 | |
|
|
2905 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2755 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2906 | apply_death_exp_penalty (op); |
2756 | apply_death_exp_penalty (op); |
2907 | if (op->stats.food < 100) |
|
|
2908 | op->stats.food = 900; |
|
|
2909 | op->stats.hp = op->stats.maxhp; |
|
|
2910 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
|
|
2911 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
|
|
2912 | |
2757 | |
2913 | /* |
2758 | /* |
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 |
2759 | * Check to see if the player has any unpaid items. If so, remove them |
2916 | * in the map. |
2760 | * and put them back in the map. |
2917 | */ |
2761 | */ |
2918 | |
2762 | op->drop_unpaid_items (); |
2919 | if (is_in_shop (op)) |
|
|
2920 | remove_unpaid_objects (op->inv, op); |
|
|
2921 | |
2763 | |
2922 | /****************************************/ |
2764 | /****************************************/ |
2923 | /* */ |
2765 | /* */ |
2924 | /* Move player to his current respawn- */ |
2766 | /* Move player to his current respawn- */ |
2925 | /* position (usually last savebed) */ |
2767 | /* position (usually last savebed) */ |
… | |
… | |
2945 | object *force; |
2787 | object *force; |
2946 | int at; |
2788 | int at; |
2947 | |
2789 | |
2948 | force = get_archetype (FORCE_NAME); |
2790 | force = get_archetype (FORCE_NAME); |
2949 | /* 50 ticks should be enough time for the spell to abate */ |
2791 | /* 50 ticks should be enough time for the spell to abate */ |
2950 | force->speed = 0.1; |
2792 | force->speed = 0.1f; |
2951 | force->speed_left = -5.0; |
2793 | force->speed_left = -5.f; |
2952 | SET_FLAG (force, FLAG_APPLIED); |
2794 | SET_FLAG (force, FLAG_APPLIED); |
2953 | for (at = 0; at < NROFATTACKS; at++) |
2795 | for (at = 0; at < NROFATTACKS; at++) |
2954 | if (will_kill_again & (1 << at)) |
2796 | if (will_kill_again & (1 << at)) |
2955 | force->resist[at] = 100; |
2797 | force->resist[at] = 100; |
2956 | |
2798 | |
2957 | insert_ob_in_ob (force, op); |
2799 | insert_ob_in_ob (force, op); |
2958 | op->update_stats (); |
2800 | op->update_stats (); |
2959 | |
|
|
2960 | } |
2801 | } |
2961 | |
2802 | |
2962 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
2803 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2963 | } |
2804 | } |
2964 | |
2805 | |
2965 | void |
2806 | void |
2966 | loot_object (object *op) |
2807 | loot_object (object *op) |
2967 | { /* Grab and destroy some treasure */ |
2808 | { /* Grab and destroy some treasure */ |
2968 | object *tmp, *tmp2, *next; |
2809 | object *tmp, *tmp2, *next; |
2969 | |
2810 | |
2970 | if (op->container) |
2811 | op->close_container (); /* close open sack first */ |
2971 | esrv_apply_container (op, op->container); /* close open sack first */ |
|
|
2972 | |
2812 | |
2973 | for (tmp = op->inv; tmp; tmp = next) |
2813 | for (tmp = op->inv; tmp; tmp = next) |
2974 | { |
2814 | { |
2975 | next = tmp->below; |
2815 | next = tmp->below; |
2976 | |
2816 | |
2977 | if (tmp->invisible) |
2817 | if (tmp->invisible) |
2978 | continue; |
2818 | continue; |
2979 | |
2819 | |
2980 | tmp->remove (); |
2820 | tmp->remove (); |
2981 | tmp->x = op->x, tmp->y = op->y; |
2821 | tmp->x = op->x, tmp->y = op->y; |
|
|
2822 | |
2982 | if (tmp->type == CONTAINER) |
2823 | if (tmp->type == CONTAINER) |
2983 | { /* empty container to ground */ |
2824 | loot_object (tmp); /* empty container to ground */ |
2984 | loot_object (tmp); |
2825 | |
2985 | } |
|
|
2986 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) |
2826 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
2987 | { |
2827 | { |
2988 | if (tmp->nrof > 1) |
2828 | if (tmp->nrof > 1) |
2989 | { |
2829 | { |
2990 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2830 | tmp->decrease (rndm (1, tmp->nrof - 1)); |
2991 | tmp2->destroy (); |
|
|
2992 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2831 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2993 | } |
2832 | } |
2994 | else |
2833 | else |
2995 | tmp->destroy (); |
2834 | tmp->destroy (); |
2996 | } |
2835 | } |
… | |
… | |
3002 | /* |
2841 | /* |
3003 | * fix_weight(): Check recursively the weight of all players, and fix |
2842 | * fix_weight(): Check recursively the weight of all players, and fix |
3004 | * what needs to be fixed. Refresh windows and fix speed if anything |
2843 | * what needs to be fixed. Refresh windows and fix speed if anything |
3005 | * was changed. |
2844 | * was changed. |
3006 | */ |
2845 | */ |
3007 | |
|
|
3008 | void |
2846 | void |
3009 | fix_weight (void) |
2847 | fix_weight (void) |
3010 | { |
2848 | { |
3011 | for_all_players (pl) |
2849 | for_all_players (pl) |
3012 | { |
2850 | { |
3013 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
2851 | sint32 old = pl->ob->carrying; |
3014 | |
2852 | |
3015 | if (old == sum) |
2853 | pl->ob->update_weight (); |
3016 | continue; |
2854 | |
|
|
2855 | if (old != pl->ob->carrying) |
|
|
2856 | { |
3017 | pl->ob->update_stats (); |
2857 | pl->ob->update_stats (); |
3018 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); |
2858 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying); |
|
|
2859 | } |
3019 | } |
2860 | } |
3020 | } |
2861 | } |
3021 | |
2862 | |
3022 | void |
2863 | void |
3023 | fix_luck (void) |
2864 | fix_luck (void) |
… | |
… | |
3065 | } |
2906 | } |
3066 | |
2907 | |
3067 | void |
2908 | void |
3068 | make_visible (object *op) |
2909 | make_visible (object *op) |
3069 | { |
2910 | { |
3070 | op->hide = 0; |
2911 | op->flag [FLAG_HIDDEN] = 0; |
3071 | op->invisible = 0; |
2912 | op->invisible = 0; |
|
|
2913 | |
3072 | if (op->type == PLAYER) |
2914 | if (op->type == PLAYER) |
3073 | { |
2915 | { |
3074 | op->contr->tmp_invis = 0; |
2916 | op->contr->tmp_invis = 0; |
3075 | op->contr->invis_race = 0; |
2917 | op->contr->invis_race = 0; |
3076 | } |
2918 | } |
|
|
2919 | |
3077 | update_object (op, UP_OBJ_FACE); |
2920 | update_object (op, UP_OBJ_CHANGE); |
3078 | } |
2921 | } |
3079 | |
2922 | |
3080 | int |
2923 | int |
3081 | is_true_undead (object *op) |
2924 | is_true_undead (object *op) |
3082 | { |
2925 | { |
3083 | object *tmp = NULL; |
|
|
3084 | |
|
|
3085 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
2926 | if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
3086 | return 1; |
2927 | return 1; |
3087 | |
2928 | |
3088 | return 0; |
2929 | return 0; |
3089 | } |
2930 | } |
3090 | |
2931 | |
3091 | /* look at the surrounding terrain to determine |
2932 | /* look at the surrounding terrain to determine |
3092 | * the hideability of this object. Positive levels |
2933 | * the hideability of this object. Positive levels |
3093 | * indicate greater hideability. |
2934 | * indicate greater hideability. |
3094 | */ |
2935 | */ |
3095 | |
|
|
3096 | int |
2936 | int |
3097 | hideability (object *ob) |
2937 | hideability (object *ob) |
3098 | { |
2938 | { |
3099 | int i, level = 0, mflag; |
2939 | int i, level = 0, mflag; |
3100 | sint16 x, y; |
2940 | sint16 x, y; |
3101 | |
2941 | |
3102 | if (!ob || !ob->map) |
2942 | if (!ob || !ob->map) |
3103 | return 0; |
2943 | return 0; |
3104 | |
2944 | |
3105 | /* so, on normal lighted maps, its hard to hide */ |
2945 | /* so, on normal lighted maps, its hard to hide */ |
3106 | level = ob->map->darkness - 2; |
2946 | level = ob->map->darklevel () - 2; |
3107 | |
2947 | |
3108 | /* this also picks up whether the object is glowing. |
2948 | /* this also picks up whether the object is glowing. |
3109 | * If you carry a light on a non-dark map, its not |
2949 | * If you carry a light on a non-dark map, its not |
3110 | * as bad as carrying a light on a pitch dark map */ |
2950 | * as bad as carrying a light on a pitch dark map */ |
3111 | if (has_carried_lights (ob)) |
2951 | if (ob->has_carried_lights ()) |
3112 | level = -(10 + (2 * ob->map->darkness)); |
2952 | level = -(10 + (2 * ob->map->darklevel ())); |
3113 | |
2953 | |
3114 | /* scan through all nearby squares for terrain to hide in */ |
2954 | /* 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]) |
2955 | for (i = 0, x = ob->x, y = ob->y; |
|
|
2956 | i <= SIZEOFFREE1; |
|
|
2957 | i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
3116 | { |
2958 | { |
3117 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
2959 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
3118 | if (mflag & P_OUT_OF_MAP) |
2960 | if (mflag & P_OUT_OF_MAP) |
3119 | { |
|
|
3120 | continue; |
2961 | continue; |
3121 | } |
2962 | |
3122 | if (mflag & P_BLOCKSVIEW) /* something to hide near! */ |
2963 | if (mflag & P_BLOCKSVIEW) /* something to hide near! */ |
3123 | level += 2; |
2964 | level += 2; |
3124 | else /* open terrain! */ |
2965 | else /* open terrain! */ |
3125 | level -= 1; |
2966 | level -= 1; |
3126 | } |
2967 | } |
… | |
… | |
3134 | /* For Hidden creatures - a chance of becoming 'unhidden' |
2975 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3135 | * every time they move - as we subtract off 'invisibility' |
2976 | * every time they move - as we subtract off 'invisibility' |
3136 | * AND, for players, if they move into a ridiculously unhideable |
2977 | * AND, for players, if they move into a ridiculously unhideable |
3137 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
2978 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3138 | */ |
2979 | */ |
3139 | |
|
|
3140 | void |
2980 | void |
3141 | do_hidden_move (object *op) |
2981 | do_hidden_move (object *op) |
3142 | { |
2982 | { |
3143 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
2983 | int hide = 0; |
3144 | object *skop; |
|
|
3145 | |
2984 | |
3146 | if (!op || !op->map) |
2985 | if (!op || !op->map) |
3147 | return; |
2986 | return; |
3148 | |
2987 | |
3149 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
2988 | object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
|
|
2989 | int num = random_roll (0, 19, op, PREFER_LOW); |
3150 | |
2990 | |
3151 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
2991 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3152 | if (op->type == PLAYER && op->contr->run_on) |
2992 | if (op->type == PLAYER && op->contr->run_on) |
3153 | if (!skop || num >= skop->level) |
2993 | if (!skop || num >= skop->level) |
3154 | { |
2994 | { |
… | |
… | |
3164 | num -= hide; |
3004 | num -= hide; |
3165 | |
3005 | |
3166 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3006 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3167 | { |
3007 | { |
3168 | make_visible (op); |
3008 | make_visible (op); |
|
|
3009 | |
3169 | if (op->type == PLAYER) |
3010 | if (op->type == PLAYER) |
3170 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3011 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3171 | } |
3012 | } |
3172 | else if (op->type == PLAYER && skop) |
3013 | else if (op->type == PLAYER && skop) |
3173 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
3014 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
… | |
… | |
3226 | * object op. This function works fine for monsters, |
3067 | * object op. This function works fine for monsters, |
3227 | * but we dont worry if the object isnt the top one in |
3068 | * but we dont worry if the object isnt the top one in |
3228 | * a pile (say a coin under a table would return "viewable" |
3069 | * a pile (say a coin under a table would return "viewable" |
3229 | * by this routine). Another question, should we be |
3070 | * by this routine). Another question, should we be |
3230 | * concerned with the direction the player is looking |
3071 | * concerned with the direction the player is looking |
3231 | * in? Realistically, most of use cant see stuff behind |
3072 | * in? Realistically, most of us can't see stuff behind |
3232 | * our backs...on the other hand, does the "facing" direction |
3073 | * our backs...on the other hand, does the "facing" direction |
3233 | * imply the way your head, or body is facing? Its possible |
3074 | * 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. |
3075 | * for them to differ. Sigh, this fctn could get a bit more complex. |
3235 | * -b.t. |
3076 | * -b.t. |
3236 | * This function is now map tiling safe. |
3077 | * This function is now map tiling safe. |
3237 | */ |
3078 | */ |
3238 | |
|
|
3239 | int |
3079 | int |
3240 | player_can_view (object *pl, object *op) |
3080 | player_can_view (object *pl, object *op) |
3241 | { |
3081 | { |
3242 | rv_vector rv; |
3082 | rv_vector rv; |
3243 | int dx, dy; |
3083 | int dx, dy; |
… | |
… | |
3255 | |
3095 | |
3256 | get_rangevector (pl, op, &rv, 0x1); |
3096 | get_rangevector (pl, op, &rv, 0x1); |
3257 | |
3097 | |
3258 | /* starting with the 'head' part, lets loop |
3098 | /* starting with the 'head' part, lets loop |
3259 | * through the object and find if it has any |
3099 | * through the object and find if it has any |
3260 | * part that is in the los array but isnt on |
3100 | * part that is in the los array but isn't on |
3261 | * a blocked los square. |
3101 | * a blocked los square. |
3262 | * we use the archetype to figure out offsets. |
3102 | * we use the archetype to figure out offsets. |
3263 | */ |
3103 | */ |
3264 | while (op) |
3104 | while (op) |
3265 | { |
3105 | { |
3266 | dx = rv.distance_x + op->arch->clone.x; |
3106 | dx = rv.distance_x + op->arch->x; |
3267 | dy = rv.distance_y + op->arch->clone.y; |
3107 | dy = rv.distance_y + op->arch->y; |
3268 | |
3108 | |
3269 | /* only the viewable area the player sees is updated by LOS |
3109 | if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED) |
3270 | * code, so we need to restrict ourselves to that range of values |
|
|
3271 | * for any meaningful values. |
|
|
3272 | */ |
|
|
3273 | if (FABS (dx) <= (pl->contr->ns->mapx / 2) && |
|
|
3274 | FABS (dy) <= (pl->contr->ns->mapy / 2) && |
|
|
3275 | !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) |
|
|
3276 | return 1; |
3110 | return 1; |
|
|
3111 | |
3277 | op = op->more; |
3112 | op = op->more; |
3278 | } |
3113 | } |
|
|
3114 | |
3279 | return 0; |
3115 | return 0; |
3280 | } |
3116 | } |
3281 | |
3117 | |
3282 | /* routine for both players and monsters. We call this when |
3118 | /* routine for both players and monsters. We call this when |
3283 | * there is a possibility for our action distrubing our hiding |
3119 | * there is a possibility for our action distrubing our hiding |
3284 | * place or invisiblity spell. Artefact invisiblity is not |
3120 | * place or invisiblity spell. Artefact invisiblity causes |
3285 | * effected by this. If we arent invisible to begin with, we |
3121 | * "noise" instead. If we arent invisible to begin with, we |
3286 | * return 0. |
3122 | * return 0. |
3287 | */ |
3123 | */ |
3288 | int |
3124 | int |
3289 | action_makes_visible (object *op) |
3125 | action_makes_visible (object *op) |
3290 | { |
3126 | { |
3291 | |
|
|
3292 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
3127 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
3293 | { |
3128 | { |
3294 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
3129 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
|
|
3130 | { |
|
|
3131 | // artefact invisibility is permanent, but we still make noise |
|
|
3132 | // this is important for game-balance. |
|
|
3133 | if (op->contr) |
|
|
3134 | op->make_noise (); |
|
|
3135 | |
3295 | return 0; |
3136 | return 0; |
|
|
3137 | } |
3296 | |
3138 | |
3297 | if (op->contr && op->contr->tmp_invis == 0) |
3139 | if (op->contr && op->contr->tmp_invis == 0) |
3298 | return 0; |
3140 | return 0; |
3299 | |
3141 | |
3300 | /* If monsters, they should become visible */ |
3142 | /* If monsters, they should become visible */ |
3301 | if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) |
3143 | if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis)) |
3302 | { |
3144 | { |
3303 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); |
3145 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible"); |
3304 | return 1; |
3146 | return 1; |
3305 | } |
3147 | } |
3306 | } |
3148 | } |
|
|
3149 | |
3307 | return 0; |
3150 | return 0; |
3308 | } |
3151 | } |
3309 | |
3152 | |
3310 | /* op_on_battleground - checks if the given object op (usually |
3153 | /* op_on_battleground - checks if the given object op (usually |
3311 | * a player) is standing on a valid battleground-tile, |
3154 | * 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 |
3159 | * Default is to do the same as before, so only people wanting to have different points need worry about this |
3317 | */ |
3160 | */ |
3318 | int |
3161 | int |
3319 | op_on_battleground (object *op, int *x, int *y) |
3162 | op_on_battleground (object *op, int *x, int *y) |
3320 | { |
3163 | { |
3321 | object *tmp; |
|
|
3322 | |
|
|
3323 | /* A battleground-tile needs the following attributes to be valid: |
3164 | /* 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), |
3165 | * is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3325 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3166 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3326 | * and the exit-coordinates sp/hp must both be > 0. |
3167 | * and the exit-coordinates sp/hp must both be > 0. |
3327 | * => The intention here is to prevent abuse of the battleground- |
3168 | * => The intention here is to prevent abuse of the battleground- |
3328 | * feature (like pickable or hidden battleground tiles). */ |
3169 | * feature (like pickable or hidden battleground tiles). */ |
3329 | for (tmp = op->below; tmp != NULL; tmp = tmp->below) |
3170 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
3330 | { |
3171 | { |
3331 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3172 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3332 | { |
3173 | { |
3333 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) && |
3174 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) |
3334 | strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) |
3175 | && tmp->type == BATTLEGROUND |
|
|
3176 | && tmp->name == shstr_battleground |
|
|
3177 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3335 | { |
3178 | { |
3336 | /*before we assign the exit, check if this is a teambattle */ |
3179 | /* before we assign the exit, check if this is a teambattle */ |
3337 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3180 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3338 | { |
3181 | { |
3339 | object *invtmp; |
|
|
3340 | |
|
|
3341 | for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) |
3182 | for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) |
3342 | { |
3183 | { |
3343 | if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) |
3184 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
3344 | { |
3185 | { |
3345 | if (x != NULL && y != NULL) |
3186 | if (x && y) |
3346 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3187 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
|
|
3188 | |
3347 | return 1; |
3189 | return 1; |
3348 | } |
3190 | } |
3349 | } |
3191 | } |
3350 | } |
3192 | } |
|
|
3193 | |
3351 | if (x != NULL && y != NULL) |
3194 | if (x && y) |
3352 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3195 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
|
|
3196 | |
3353 | return 1; |
3197 | return 1; |
3354 | } |
3198 | } |
3355 | } |
3199 | } |
3356 | } |
3200 | } |
|
|
3201 | |
3357 | /* If we got here, did not find a battleground */ |
3202 | /* If we got here, did not find a battleground */ |
3358 | return 0; |
3203 | return 0; |
3359 | } |
3204 | } |
3360 | |
3205 | |
3361 | /* |
3206 | /* |
… | |
… | |
3377 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3222 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3378 | int i = 0, j = 0; |
3223 | int i = 0, j = 0; |
3379 | |
3224 | |
3380 | /* get the appropriate treasurelist */ |
3225 | /* get the appropriate treasurelist */ |
3381 | if (atnr == ATNR_FIRE) |
3226 | if (atnr == ATNR_FIRE) |
3382 | trlist = find_treasurelist ("dragon_ability_fire"); |
3227 | trlist = treasurelist::find (shstr_dragon_ability_fire); |
3383 | else if (atnr == ATNR_COLD) |
3228 | else if (atnr == ATNR_COLD) |
3384 | trlist = find_treasurelist ("dragon_ability_cold"); |
3229 | trlist = treasurelist::find (shstr_dragon_ability_cold); |
3385 | else if (atnr == ATNR_ELECTRICITY) |
3230 | else if (atnr == ATNR_ELECTRICITY) |
3386 | trlist = find_treasurelist ("dragon_ability_elec"); |
3231 | trlist = treasurelist::find (shstr_dragon_ability_elec); |
3387 | else if (atnr == ATNR_POISON) |
3232 | else if (atnr == ATNR_POISON) |
3388 | trlist = find_treasurelist ("dragon_ability_poison"); |
3233 | trlist = treasurelist::find (shstr_dragon_ability_poison); |
3389 | |
3234 | |
3390 | if (trlist == NULL || who->type != PLAYER) |
3235 | if (trlist == NULL || who->type != PLAYER) |
3391 | return; |
3236 | return; |
3392 | |
3237 | |
3393 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3238 | 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]); */ |
3242 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3398 | return; |
3243 | return; |
3399 | } |
3244 | } |
3400 | |
3245 | |
3401 | /* everything seems okay - now bring on the gift: */ |
3246 | /* everything seems okay - now bring on the gift: */ |
3402 | item = &(tr->item->clone); |
3247 | item = tr->item; |
3403 | |
3248 | |
3404 | if (item->type == SPELL) |
3249 | if (item->type == SPELL) |
3405 | { |
3250 | { |
3406 | if (check_spell_known (who, item->name)) |
3251 | if (check_spell_known (who, item->name)) |
3407 | return; |
3252 | return; |
… | |
… | |
3466 | { |
3311 | { |
3467 | /* forces in the treasurelist can alter the player's stats */ |
3312 | /* forces in the treasurelist can alter the player's stats */ |
3468 | object *skin; |
3313 | object *skin; |
3469 | |
3314 | |
3470 | /* first get the dragon skin force */ |
3315 | /* 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) |
3316 | for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below) |
3473 | ; |
3317 | ; |
3474 | |
3318 | |
3475 | if (!skin) |
3319 | if (!skin) |
3476 | return; |
3320 | return; |
3477 | |
3321 | |
… | |
… | |
3512 | else |
3356 | else |
3513 | { |
3357 | { |
3514 | /* generate misc. treasure */ |
3358 | /* generate misc. treasure */ |
3515 | tmp = arch_to_object (tr->item); |
3359 | tmp = arch_to_object (tr->item); |
3516 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3360 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3517 | tmp = insert_ob_in_ob (tmp, who); |
3361 | who->insert (tmp); |
3518 | if (who->type == PLAYER) |
|
|
3519 | esrv_send_item (who, tmp); |
|
|
3520 | } |
3362 | } |
3521 | } |
3363 | } |
3522 | |
3364 | |
3523 | /** |
3365 | /** |
3524 | * Unready an object for a player. This function does nothing if the object was |
3366 | * Unready an object for a player. This function does nothing if the object was |
3525 | * not readied. |
3367 | * not readied. |
3526 | */ |
3368 | */ |
3527 | void |
3369 | void |
3528 | player_unready_range_ob (player *pl, object *ob) |
3370 | player_unready_range_ob (player *pl, object *ob) |
3529 | { |
3371 | { |
3530 | for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
3372 | if (pl->ob->current_weapon == ob) |
|
|
3373 | pl->ob->current_weapon = 0; |
|
|
3374 | |
|
|
3375 | if (pl->combat_ob == ob) |
|
|
3376 | pl->combat_ob = 0; |
|
|
3377 | |
3531 | if (pl->ranges[i] == ob) |
3378 | if (pl->ranged_ob == ob) |
3532 | { |
|
|
3533 | pl->ranges[i] = 0; |
3379 | pl->ranged_ob = 0; |
3534 | if (pl->shoottype == i) |
|
|
3535 | pl->shoottype = range_none; |
|
|
3536 | } |
|
|
3537 | } |
3380 | } |
|
|
3381 | |
|
|
3382 | sint8 |
|
|
3383 | player::darkness_at (maptile *map, int x, int y) const |
|
|
3384 | { |
|
|
3385 | if (!ns) |
|
|
3386 | return LOS_BLOCKED; |
|
|
3387 | |
|
|
3388 | int dx, dy; |
|
|
3389 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
|
|
3390 | return LOS_BLOCKED; |
|
|
3391 | |
|
|
3392 | x += dx - ns->current_x; |
|
|
3393 | y += dy - ns->current_y; |
|
|
3394 | |
|
|
3395 | return blocked_los (x, y); |
|
|
3396 | } |
|
|
3397 | |
|
|
3398 | void |
|
|
3399 | player::infobox (const char *title, const char *msg, int color) |
|
|
3400 | { |
|
|
3401 | send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg); |
|
|
3402 | } |
|
|
3403 | |
|
|
3404 | void |
|
|
3405 | player::statusmsg (const char *msg, int color) |
|
|
3406 | { |
|
|
3407 | send_msg (color | NDI_REPLY, INFO_CHANNEL, msg); |
|
|
3408 | } |
|
|
3409 | |
|
|
3410 | void |
|
|
3411 | player::failmsg (const char *msg, int color) |
|
|
3412 | { |
|
|
3413 | play_sound (sound_find ("generic_failure")); |
|
|
3414 | statusmsg (msg, color); |
|
|
3415 | } |
|
|
3416 | |