1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
9 | * it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | * (at your option) any later version. |
11 | * (at your option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
19 | * along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
|
|
21 | * |
20 | * |
22 | * The author can be reached via e-mail to <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
22 | */ |
24 | |
23 | |
25 | #include <global.h> |
24 | #include <global.h> |
26 | #include <pwd.h> |
|
|
27 | #include <sproto.h> |
25 | #include <sproto.h> |
28 | #include <sounds.h> |
26 | #include <sounds.h> |
29 | #include <living.h> |
27 | #include <living.h> |
30 | #include <object.h> |
28 | #include <object.h> |
31 | #include <spells.h> |
29 | #include <spells.h> |
… | |
… | |
116 | |
114 | |
117 | news[0] = '\0'; |
115 | news[0] = '\0'; |
118 | subject[0] = '\0'; |
116 | subject[0] = '\0'; |
119 | size = 0; |
117 | size = 0; |
120 | |
118 | |
121 | while (fgets (buf, MAX_BUF, fp) != NULL) |
119 | while (fgets (buf, MAX_BUF, fp)) |
122 | { |
120 | { |
123 | if (*buf == '#') |
121 | if (*buf == '#') |
124 | continue; |
122 | continue; |
125 | |
123 | |
126 | if (*buf == '%') |
124 | if (*buf == '%') |
127 | { /* send one news */ |
125 | { /* send one news */ |
128 | if (size > 0) |
126 | if (size > 0) |
129 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ |
127 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */ |
130 | |
128 | |
131 | strcpy (subject, buf + 1); |
129 | strcpy (subject, buf + 1); |
132 | strip_endline (subject); |
130 | strip_endline (subject); |
133 | size = 0; |
131 | size = 0; |
134 | news[0] = '\0'; |
132 | news[0] = '\0'; |
… | |
… | |
144 | size += strlen (buf); |
142 | size += strlen (buf); |
145 | } |
143 | } |
146 | } |
144 | } |
147 | |
145 | |
148 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
146 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
149 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); |
147 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); |
150 | close_and_delete (fp, comp); |
148 | close_and_delete (fp, comp); |
151 | } |
149 | } |
152 | |
150 | |
153 | /* This loads the first map an puts the player on it. */ |
151 | /* This loads the first map an puts the player on it. */ |
154 | static void |
152 | static void |
155 | set_first_map (object *op) |
153 | set_first_map (object *op) |
156 | { |
154 | { |
157 | op->contr->maplevel = first_map_path; |
155 | op->contr->maplevel = first_map_path; |
158 | op->x = -1; |
156 | op->x = -1; |
159 | op->y = -1; |
157 | op->y = -1; |
160 | } |
|
|
161 | |
|
|
162 | void |
|
|
163 | player::enter_map () |
|
|
164 | { |
|
|
165 | object *tmp = object::create (); |
|
|
166 | |
|
|
167 | EXIT_PATH (tmp) = maplevel; |
|
|
168 | EXIT_X (tmp) = ob->x; |
|
|
169 | EXIT_Y (tmp) = ob->y; |
|
|
170 | ob->enter_exit (tmp); |
|
|
171 | |
|
|
172 | tmp->destroy (); |
|
|
173 | } |
158 | } |
174 | |
159 | |
175 | void |
160 | void |
176 | player::activate () |
161 | player::activate () |
177 | { |
162 | { |
… | |
… | |
182 | ob->remove (); |
167 | ob->remove (); |
183 | ob->map = 0; |
168 | ob->map = 0; |
184 | ob->activate_recursive (); |
169 | ob->activate_recursive (); |
185 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
170 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
186 | add_friendly_object (ob); |
171 | add_friendly_object (ob); |
187 | enter_map (); |
|
|
188 | } |
172 | } |
189 | |
173 | |
190 | void |
174 | void |
191 | player::deactivate () |
175 | player::deactivate () |
192 | { |
176 | { |
… | |
… | |
194 | return; |
178 | return; |
195 | |
179 | |
196 | terminate_all_pets (ob); |
180 | terminate_all_pets (ob); |
197 | remove_friendly_object (ob); |
181 | remove_friendly_object (ob); |
198 | ob->deactivate_recursive (); |
182 | ob->deactivate_recursive (); |
|
|
183 | |
|
|
184 | if (ob->map) |
199 | maplevel = ob->map->path; |
185 | maplevel = ob->map->path; |
|
|
186 | |
200 | ob->remove (); |
187 | ob->remove (); |
|
|
188 | ob->enemy = 0; // sometimes keeps an extra refcount on itself |
201 | ob->map = 0; |
189 | ob->map = 0; |
|
|
190 | party = 0; |
202 | |
191 | |
203 | // for weird reasons, this is often "ob", keeping a circular reference |
192 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
204 | ranges [range_skill] = 0; |
|
|
205 | |
193 | |
206 | players.erase (this); |
194 | players.erase (this); |
207 | } |
195 | } |
208 | |
196 | |
209 | // connect the player with a specific client |
197 | // connect the player with a specific client |
210 | // also changed, rationalises, and fixes some incorrect settings |
198 | // also changes, rationalises, and fixes some incorrect settings |
211 | void |
199 | void |
212 | player::connect (client *ns) |
200 | player::connect (client *ns) |
213 | { |
201 | { |
214 | this->ns = ns; |
202 | this->ns = ns; |
215 | ns->pl = this; |
203 | ns->pl = this; |
216 | |
204 | |
217 | run_on = 0; |
205 | run_on = 0; |
218 | fire_on = 0; |
206 | fire_on = 0; |
219 | ob->container = 0; //TODO: client-specific |
207 | ob->close_container (); //TODO: client-specific |
220 | |
208 | |
221 | ns->update_look = 0; |
209 | ns->update_look = 0; |
222 | ns->look_position = 0; |
210 | ns->look_position = 0; |
223 | |
211 | |
224 | clear_los (ob); |
212 | clear_los (this); |
225 | |
213 | |
226 | ns->reset_stats (); |
214 | ns->reset_stats (); |
227 | |
215 | |
228 | /* make sure he's a player -- needed because of class change. */ |
216 | /* make sure he's a player -- needed because of class change. */ |
229 | ob->type = PLAYER; // we are paranoid |
217 | ob->type = PLAYER; // we are paranoid |
230 | ob->race = ob->arch->clone.race; |
218 | ob->race = ob->arch->race; |
231 | |
|
|
232 | if (!legal_range (ob, shoottype)) |
|
|
233 | shoottype = range_none; |
|
|
234 | |
219 | |
235 | ob->carrying = sum_weight (ob); |
220 | ob->carrying = sum_weight (ob); |
236 | link_player_skills (ob); |
221 | link_player_skills (ob); |
237 | |
222 | |
238 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
223 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
239 | |
224 | |
240 | assign (title, ob->arch->clone.name); |
225 | assign (title, ob->arch->object::name); |
241 | |
|
|
242 | /* can_use_shield is a new flag. However, the can_use.. seems to largely come |
|
|
243 | * from the class, and not race. I don't see any way to get the class information |
|
|
244 | * to then update this. I don't think this will actually break anything - anyone |
|
|
245 | * that can use armour should be able to use a shield. What this may 'break' |
|
|
246 | * are features new characters get, eg, if someone starts up with a Q, they |
|
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247 | * should be able to use a shield. However, old Q's won't get that advantage. |
|
|
248 | */ |
|
|
249 | if (QUERY_FLAG (ob, FLAG_USE_ARMOUR)) |
|
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250 | SET_FLAG (ob, FLAG_USE_SHIELD); |
|
|
251 | |
226 | |
252 | /* if it's a dragon player, set the correct title here */ |
227 | /* if it's a dragon player, set the correct title here */ |
253 | if (is_dragon_pl (ob)) |
228 | if (is_dragon_pl (ob)) |
254 | { |
229 | { |
255 | object *tmp, *abil = 0, *skin = 0; |
230 | object *tmp, *abil = 0, *skin = 0; |
256 | |
231 | |
257 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
|
|
258 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
259 | |
|
|
260 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
232 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
261 | if (tmp->type == FORCE) |
233 | if (tmp->type == FORCE) |
262 | if (tmp->arch->name == dragon_ability_force) |
234 | if (tmp->arch->archname == shstr_dragon_ability_force) |
263 | abil = tmp; |
235 | abil = tmp; |
264 | else if (tmp->arch->name == dragon_skin_force) |
236 | else if (tmp->arch->archname == shstr_dragon_skin_force) |
265 | skin = tmp; |
237 | skin = tmp; |
266 | |
238 | |
267 | set_dragon_name (ob, abil, skin); |
239 | set_dragon_name (ob, abil, skin); |
268 | } |
240 | } |
269 | |
241 | |
270 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
242 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
271 | |
243 | |
272 | esrv_new_player (this, ob->weight + ob->carrying); |
244 | esrv_new_player (this, ob->weight + ob->carrying); |
273 | |
245 | |
274 | ob->update_stats (); |
246 | ob->update_stats (); |
|
|
247 | |
275 | ns->floorbox_update (); |
248 | ns->floorbox_update (); |
276 | |
|
|
277 | esrv_send_inventory (ob, ob); |
249 | esrv_send_inventory (ob, ob); |
278 | esrv_add_spells (this, 0); |
250 | esrv_add_spells (this, 0); |
279 | |
251 | |
280 | activate (); |
252 | activate (); |
281 | |
253 | |
… | |
… | |
288 | } |
260 | } |
289 | |
261 | |
290 | void |
262 | void |
291 | player::disconnect () |
263 | player::disconnect () |
292 | { |
264 | { |
|
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265 | if (ob) |
|
|
266 | { |
|
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267 | ob->close_container (); //TODO: client-specific |
|
|
268 | ob->drop_unpaid_items (); |
|
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269 | } |
|
|
270 | |
293 | if (ns) |
271 | if (ns) |
294 | { |
272 | { |
295 | if (active) |
273 | if (active) |
296 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
274 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
297 | |
275 | |
298 | INVOKE_PLAYER (DISCONNECT, this); |
276 | INVOKE_PLAYER (DISCONNECT, this); |
299 | |
277 | |
300 | ns->reset_stats (); |
278 | ns->reset_stats (); |
301 | ns->pl = 0; |
279 | ns->pl = 0; |
302 | this->ns = 0; |
280 | ns = 0; |
303 | } |
281 | } |
304 | |
282 | |
305 | ob->container = 0; //TODO: client-specific |
283 | observe = ob; |
|
|
284 | |
306 | deactivate (); |
285 | deactivate (); |
307 | } |
286 | } |
308 | |
287 | |
309 | // the need for this function can be explained |
288 | // the need for this function can be explained |
310 | // by load_object not returning the object |
289 | // by load_object not returning the object |
311 | void |
290 | void |
312 | player::set_object (object *op) |
291 | player::set_object (object *op) |
313 | { |
292 | { |
314 | ob = op; |
293 | ob = observe = op; |
315 | ob->contr = this; /* this aren't yet in archetype */ |
294 | ob->contr = this; /* this aren't yet in archetype */ |
316 | |
295 | |
|
|
296 | ob->speed = 1.0f; |
317 | ob->speed_left = 0.5; |
297 | ob->speed_left = 0.5f; |
318 | ob->speed = 1.0; |
298 | |
319 | ob->direction = 5; /* So player faces south */ |
299 | ob->direction = 5; /* So player faces south */ |
320 | ob->stats.wc = 2; |
|
|
321 | ob->run_away = 25; /* Then we panick... */ |
|
|
322 | |
300 | |
323 | ob->roll_stats (); |
301 | ob->flag [FLAG_READY_WEAPON] = false; |
|
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302 | ob->flag [FLAG_READY_SKILL] = false; |
|
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303 | ob->flag [FLAG_READY_BOW] = false; |
|
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304 | |
|
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305 | for (object *op = ob->inv; op; op = op->below) |
|
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306 | if (op->flag [FLAG_APPLIED]) |
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307 | switch (op->type) |
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308 | { |
|
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309 | case SKILL: |
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310 | ob->flag [FLAG_APPLIED] = false; |
|
|
311 | break; |
|
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312 | |
|
|
313 | case WAND: |
|
|
314 | case ROD: |
|
|
315 | case HORN: |
|
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316 | case BOW: |
|
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317 | ranged_ob = op; |
|
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318 | break; |
|
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319 | |
|
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320 | case WEAPON: |
|
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321 | combat_ob = op; |
|
|
322 | break; |
|
|
323 | } |
|
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324 | |
|
|
325 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
|
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326 | } |
|
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327 | |
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328 | void |
|
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329 | player::set_observe (object *op) |
|
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330 | { |
|
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331 | observe = op ? op : ob; |
|
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332 | do_los = 1; |
324 | } |
333 | } |
325 | |
334 | |
326 | player::player () |
335 | player::player () |
327 | { |
336 | { |
328 | /* There are some elements we want initialised to non zero value - |
337 | /* There are some elements we want initialised to non zero value - |
329 | * we deal with that below this point. |
338 | * we deal with that below this point. |
330 | */ |
339 | */ |
331 | outputs_sync = 16; /* Every 2 seconds */ |
340 | outputs_sync = 4; |
332 | outputs_count = 8; /* Keeps present behaviour */ |
341 | outputs_count = 4; |
333 | unapply = unapply_nochoice; |
342 | unapply = unapply_nochoice; |
334 | |
343 | |
335 | savebed_map = first_map_path; /* Init. respawn position */ |
344 | savebed_map = first_map_path; /* Init. respawn position */ |
336 | |
345 | |
337 | gen_sp_armour = 10; |
346 | gen_sp_armour = 10; |
338 | shoottype = range_none; |
|
|
339 | bowtype = bow_normal; |
347 | bowtype = bow_normal; |
340 | petmode = pet_normal; |
348 | petmode = pet_normal; |
341 | listening = 10; |
349 | listening = 10; |
342 | usekeys = containers; |
350 | usekeys = containers; |
343 | peaceful = 1; /* default peaceful */ |
351 | peaceful = 1; /* default peaceful */ |
344 | do_los = 1; |
352 | do_los = 1; |
|
|
353 | |
|
|
354 | weapon_sp = 1.0f; |
|
|
355 | weapon_sp_left = 0.5f; |
345 | } |
356 | } |
346 | |
357 | |
347 | void |
358 | void |
348 | player::do_destroy () |
359 | player::do_destroy () |
349 | { |
360 | { |
… | |
… | |
354 | if (ob) |
365 | if (ob) |
355 | { |
366 | { |
356 | ob->destroy_inv (false); |
367 | ob->destroy_inv (false); |
357 | ob->destroy (); |
368 | ob->destroy (); |
358 | } |
369 | } |
|
|
370 | |
|
|
371 | ob = observe = 0; |
359 | } |
372 | } |
360 | |
373 | |
361 | player::~player () |
374 | player::~player () |
362 | { |
375 | { |
363 | /* Clear item stack */ |
376 | /* Clear item stack */ |
… | |
… | |
372 | player::create () |
385 | player::create () |
373 | { |
386 | { |
374 | player *pl = new player; |
387 | player *pl = new player; |
375 | |
388 | |
376 | pl->set_object (arch_to_object (get_player_archetype (0))); |
389 | pl->set_object (arch_to_object (get_player_archetype (0))); |
|
|
390 | |
|
|
391 | pl->ob->roll_stats (); |
|
|
392 | pl->ob->stats.wc = 2; |
|
|
393 | pl->ob->run_away = 25; /* Then we panick... */ |
|
|
394 | |
377 | set_first_map (pl->ob); |
395 | set_first_map (pl->ob); |
378 | |
396 | |
379 | return pl; |
397 | return pl; |
380 | } |
398 | } |
381 | |
399 | |
… | |
… | |
385 | * Note: there MUST be at least one player archetype! |
403 | * Note: there MUST be at least one player archetype! |
386 | */ |
404 | */ |
387 | archetype * |
405 | archetype * |
388 | get_player_archetype (archetype *at) |
406 | get_player_archetype (archetype *at) |
389 | { |
407 | { |
390 | archetype *start = at; |
408 | archvec::iterator i = at ? archetypes.find (at) : archetypes.begin (); |
391 | |
409 | |
392 | for (;;) |
410 | for (;;) |
393 | { |
411 | { |
394 | if (at == NULL || at->next == NULL) |
412 | if (++i == archetypes.end ()) |
395 | at = first_archetype; |
413 | i = archetypes.begin (); |
396 | else |
414 | else if (*i == at) |
397 | at = at->next; |
415 | cleanup ("not a single player archetype found"); |
398 | |
416 | |
399 | if (at->clone.type == PLAYER) |
417 | if ((*i)->type == PLAYER) |
400 | return at; |
418 | return *i; |
401 | |
|
|
402 | if (at == start) |
|
|
403 | { |
|
|
404 | LOG (llevError, "No Player archetypes\n"); |
|
|
405 | exit (-1); |
|
|
406 | } |
|
|
407 | } |
419 | } |
408 | } |
420 | } |
409 | |
421 | |
410 | object * |
422 | object * |
411 | get_nearest_player (object *mon) |
423 | get_nearest_player (object *mon) |
… | |
… | |
415 | unsigned lastdist; |
427 | unsigned lastdist; |
416 | rv_vector rv; |
428 | rv_vector rv; |
417 | |
429 | |
418 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
430 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
419 | { |
431 | { |
420 | /* We should not find free objects on this friendly list, but it |
|
|
421 | * does periodically happen. Given that, lets deal with it. |
|
|
422 | * While unlikely, it is possible the next object on the friendly |
|
|
423 | * list is also free, so encapsulate this in a while loop. |
|
|
424 | */ |
|
|
425 | while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY)) |
|
|
426 | { |
|
|
427 | object *tmp = ol->ob; |
|
|
428 | |
|
|
429 | /* Can't do much more other than log the fact, because the object |
|
|
430 | * itself will have been cleared. |
|
|
431 | */ |
|
|
432 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n", |
|
|
433 | tmp->debug_desc ()); |
|
|
434 | ol = ol->next; |
|
|
435 | remove_friendly_object (tmp); |
|
|
436 | if (!ol) |
|
|
437 | return op; |
|
|
438 | } |
|
|
439 | |
|
|
440 | /* Remove special check for player from this. First, it looks to cause |
|
|
441 | * some crashes (ol->ob->contr not set properly?), but secondly, a more |
|
|
442 | * complicated method of state checking would be needed in any case - |
|
|
443 | * as it was, a clever player could type quit, and the function would |
|
|
444 | * skip them over while waiting for confirmation. Remove |
|
|
445 | * on_same_map check, as can_detect_enemy also does this |
|
|
446 | */ |
|
|
447 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
432 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
448 | continue; |
433 | continue; |
449 | |
434 | |
450 | if (lastdist > rv.distance) |
435 | if (lastdist > rv.distance) |
451 | { |
436 | { |
… | |
… | |
527 | x = mon->x; |
512 | x = mon->x; |
528 | y = mon->y; |
513 | y = mon->y; |
529 | m = mon->map; |
514 | m = mon->map; |
530 | dir = rv.direction; |
515 | dir = rv.direction; |
531 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
516 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
532 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
517 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
|
|
518 | |
533 | /* If we can't solve it within the search distance, return now. */ |
519 | /* If we can't solve it within the search distance, return now. */ |
534 | if (diff > max) |
520 | if (diff > max) |
535 | return 0; |
521 | return 0; |
|
|
522 | |
536 | while (diff > 1 && max > 0) |
523 | while (diff > 1 && max > 0) |
537 | { |
524 | { |
538 | lastx = x; |
525 | lastx = x; |
539 | lasty = y; |
526 | lasty = y; |
540 | lastmap = m; |
527 | lastmap = m; |
… | |
… | |
622 | max--; |
609 | max--; |
623 | lastdir = dir; |
610 | lastdir = dir; |
624 | if (!firstdir) |
611 | if (!firstdir) |
625 | firstdir = dir; |
612 | firstdir = dir; |
626 | } |
613 | } |
|
|
614 | |
627 | if (diff <= 1) |
615 | if (diff <= 1) |
628 | { |
616 | { |
629 | /* Recalculate diff (distance) because we may not have actually |
617 | /* Recalculate diff (distance) because we may not have actually |
630 | * headed toward player for entire distance. |
618 | * headed toward player for entire distance. |
631 | */ |
619 | */ |
632 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
620 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
633 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
621 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
634 | } |
622 | } |
|
|
623 | |
635 | if (diff > max) |
624 | if (diff > max) |
636 | return 0; |
625 | return 0; |
637 | } |
626 | } |
|
|
627 | |
638 | /* If we reached the max, didn't find a direction in time */ |
628 | /* If we reached the max, didn't find a direction in time */ |
639 | if (!max) |
629 | if (!max) |
640 | return 0; |
630 | return 0; |
641 | |
631 | |
642 | return firstdir; |
632 | return firstdir; |
643 | } |
633 | } |
644 | |
634 | |
645 | void |
635 | void |
646 | give_initial_items (object *pl, treasurelist * items) |
636 | give_initial_items (object *pl, treasurelist * items) |
647 | { |
637 | { |
648 | object *op, *next = NULL; |
|
|
649 | |
|
|
650 | if (pl->randomitems != NULL) |
638 | if (pl->randomitems) |
651 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
639 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
652 | |
640 | |
653 | for (op = pl->inv; op; op = next) |
641 | for (object *next, *op = pl->inv; op; op = next) |
654 | { |
642 | { |
655 | next = op->below; |
643 | next = op->below; |
656 | |
644 | |
657 | /* Forces get applied per default, unless they have the |
645 | /* Forces get applied per default, unless they have the |
658 | * flag "neutral" set. Sorry but I can't think of a better way |
646 | * flag "neutral" set. Sorry but I can't think of a better way |
… | |
… | |
700 | if (op->nrof > 1) |
688 | if (op->nrof > 1) |
701 | op->nrof = 1; |
689 | op->nrof = 1; |
702 | } |
690 | } |
703 | |
691 | |
704 | if (op->type == SPELLBOOK && op->inv) |
692 | if (op->type == SPELLBOOK && op->inv) |
705 | { |
|
|
706 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
693 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
707 | } |
|
|
708 | |
694 | |
709 | /* Give starting characters identified, uncursed, and undamned |
695 | /* Give starting characters identified, uncursed, and undamned |
710 | * items. Just don't identify gold or silver, or it won't be |
696 | * items. Just don't identify gold or silver, or it won't be |
711 | * merged properly. |
697 | * merged properly. |
712 | */ |
698 | */ |
… | |
… | |
772 | } |
758 | } |
773 | |
759 | |
774 | void |
760 | void |
775 | object::roll_stats () |
761 | object::roll_stats () |
776 | { |
762 | { |
777 | int statsort [7]; |
763 | int statsort [NUM_STATS]; |
778 | |
764 | |
779 | for (;;) |
765 | for (;;) |
780 | { |
766 | { |
781 | int sum = 0; |
767 | int sum = 0; |
782 | for (int i = 7; i--; ) |
768 | for (int i = NUM_STATS; i--; ) |
783 | sum += statsort [i] = roll_stat (); |
769 | sum += statsort [i] = roll_stat (); |
784 | |
770 | |
785 | if (sum >= 82 && sum <= 116) |
771 | if (sum >= 82 && sum <= 116) |
786 | break; |
772 | break; |
787 | } |
773 | } |
788 | |
774 | |
789 | // Sort the stats so that rerolling is easier... |
775 | // Sort the stats so that rerolling is easier... |
790 | std::sort (statsort, statsort + 7, std::greater<int>()); |
776 | std::sort (statsort, statsort + NUM_STATS, std::greater<int>()); |
791 | |
777 | |
|
|
778 | for (int i = 0; i < NUM_STATS; ++i) |
792 | stats.Str = statsort[0]; |
779 | stats.stat (i) = statsort [i]; |
793 | stats.Dex = statsort[1]; |
|
|
794 | stats.Con = statsort[2]; |
|
|
795 | stats.Int = statsort[3]; |
|
|
796 | stats.Wis = statsort[4]; |
|
|
797 | stats.Pow = statsort[5]; |
|
|
798 | stats.Cha = statsort[6]; |
|
|
799 | |
780 | |
800 | stats.exp = 0; |
781 | stats.exp = 0; |
801 | stats.ac = 0; |
782 | stats.ac = 0; |
802 | |
783 | |
803 | stats.hp = stats.maxhp; |
784 | stats.hp = stats.maxhp; |
… | |
… | |
815 | } |
796 | } |
816 | |
797 | |
817 | void |
798 | void |
818 | object::swap_stats (int a, int b) |
799 | object::swap_stats (int a, int b) |
819 | { |
800 | { |
820 | int tmp = get_attr_value (&contr->orig_stats, a); |
801 | swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b)); |
821 | set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b)); |
|
|
822 | set_attr_value (&contr->orig_stats, b, tmp); |
|
|
823 | |
802 | |
|
|
803 | for (int i = 0; i < NUM_STATS; ++i) |
824 | stats.Str = contr->orig_stats.Str; |
804 | stats.stat (i) = contr->orig_stats.stat (i); |
825 | stats.Dex = contr->orig_stats.Dex; |
|
|
826 | stats.Con = contr->orig_stats.Con; |
|
|
827 | stats.Int = contr->orig_stats.Int; |
|
|
828 | stats.Wis = contr->orig_stats.Wis; |
|
|
829 | stats.Pow = contr->orig_stats.Pow; |
|
|
830 | stats.Cha = contr->orig_stats.Cha; |
|
|
831 | |
805 | |
832 | //TODO: the following code looks so borked and should, at the very least, |
806 | //TODO: the following code looks so borked and should, at the very least, |
833 | // be merged with the similar code in roll_stats |
807 | // be merged with the similar code in roll_stats |
834 | stats.ac = 0; |
808 | stats.ac = 0; |
835 | |
809 | |
… | |
… | |
854 | static void |
828 | static void |
855 | start_info (object *op) |
829 | start_info (object *op) |
856 | { |
830 | { |
857 | char buf[MAX_BUF]; |
831 | char buf[MAX_BUF]; |
858 | |
832 | |
859 | sprintf (buf, "Welcome to Crossfire v%s!", VERSION); |
833 | sprintf (buf, "Welcome to Deliantra v%s!", VERSION); |
860 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
834 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
861 | //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help"); |
|
|
862 | //new_draw_info (NDI_UNIQUE, 0, op, " "); |
|
|
863 | } |
835 | } |
864 | |
836 | |
865 | /* This function takes the key that is passed, and does the |
837 | /* This function takes the key that is passed, and does the |
866 | * appropriate action with it (change race, or other things). |
838 | * appropriate action with it (change race, or other things). |
867 | * The function name is for historical reasons - now we have |
839 | * The function name is for historical reasons - now we have |
868 | * separate race and class; this actually changes the RACE, |
840 | * separate race and class; this actually changes the RACE, |
869 | * not the class. |
841 | * not the class. |
870 | */ |
842 | */ |
871 | int |
843 | void |
872 | key_change_class (object *op, char key) |
844 | player::chargen_race_done () |
873 | { |
845 | { |
874 | int tmp_loop; |
|
|
875 | |
|
|
876 | if (key == 'd' || key == 'D') |
|
|
877 | { |
|
|
878 | char buf[MAX_BUF]; |
|
|
879 | |
|
|
880 | /* this must before then initial items are given */ |
846 | /* this must before then initial items are given */ |
881 | esrv_new_player (op->contr, op->weight + op->carrying); |
847 | esrv_new_player (ob->contr, ob->weight + ob->carrying); |
882 | |
848 | |
883 | treasurelist *tl = find_treasurelist ("starting_wealth"); |
849 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
884 | if (tl) |
850 | if (tl) |
885 | create_treasure (tl, op, 0, 0, 0); |
851 | create_treasure (tl, ob, 0, 0, 0); |
886 | |
852 | |
887 | INVOKE_PLAYER (BIRTH, op->contr); |
853 | INVOKE_PLAYER (BIRTH, ob->contr); |
888 | INVOKE_PLAYER (LOGIN, op->contr); |
854 | INVOKE_PLAYER (LOGIN, ob->contr); |
889 | |
855 | |
890 | op->contr->ns->state = ST_PLAYING; |
856 | ob->contr->ns->state = ST_PLAYING; |
891 | |
857 | |
892 | if (op->msg) |
858 | if (ob->msg) |
893 | op->msg = NULL; |
859 | ob->msg = 0; |
894 | |
860 | |
895 | /* We create this now because some of the unique maps will need it |
861 | /* We create this now because some of the unique maps will need it |
896 | * to save here. |
862 | * to save here. |
897 | */ |
863 | */ |
|
|
864 | { |
|
|
865 | char buf[MAX_BUF]; |
898 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
866 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name); |
899 | make_path_to_file (buf); |
867 | make_path_to_file (buf); |
|
|
868 | } |
900 | |
869 | |
901 | start_info (op); |
870 | start_info (ob); |
902 | CLEAR_FLAG (op, FLAG_WIZ); |
871 | CLEAR_FLAG (ob, FLAG_WIZ); |
903 | give_initial_items (op, op->randomitems); |
872 | give_initial_items (ob, ob->randomitems); |
904 | link_player_skills (op); |
873 | link_player_skills (ob); |
905 | esrv_send_inventory (op, op); |
874 | esrv_send_inventory (ob, ob); |
906 | op->update_stats (); |
875 | ob->update_stats (); |
907 | |
876 | |
908 | /* This moves the player to a different start map, if there |
877 | /* This moves the player to a different start map, if there |
909 | * is one for this race |
878 | * is one for this race |
910 | */ |
879 | */ |
911 | if (*first_map_ext_path) |
880 | if (*first_map_ext_path) |
912 | { |
881 | { |
913 | object *tmp; |
882 | object *tmp; |
914 | char mapname[MAX_BUF]; |
883 | char mapname[MAX_BUF]; |
915 | |
884 | |
916 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); |
885 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname); |
917 | tmp = object::create (); |
886 | tmp = object::create (); |
918 | EXIT_PATH (tmp) = mapname; |
887 | EXIT_PATH (tmp) = mapname; |
919 | EXIT_X (tmp) = op->x; |
888 | EXIT_X (tmp) = ob->x; |
920 | EXIT_Y (tmp) = op->y; |
889 | EXIT_Y (tmp) = ob->y; |
921 | op->enter_exit (tmp); /* we don't really care if it succeeded; |
890 | ob->enter_exit (tmp); /* we don't really care if it succeeded; |
922 | * if the map isn't there, then stay on the |
891 | * if the map isn't there, then stay on the |
923 | * default initial map */ |
892 | * default initial map */ |
924 | tmp->destroy (); |
893 | tmp->destroy (); |
925 | } |
894 | } |
926 | else |
895 | else |
927 | LOG (llevDebug, "first_map_ext_path not set\n"); |
896 | LOG (llevDebug, "first_map_ext_path not set\n"); |
|
|
897 | } |
928 | |
898 | |
929 | return 0; |
899 | void |
930 | } |
900 | player::chargen_race_next () |
931 | |
901 | { |
932 | /* Following actually changes the race - this is the default command |
902 | /* Following actually changes the race - this is the default command |
933 | * if we don't match with one of the options above. |
903 | * if we don't match with one of the options above. |
934 | */ |
904 | */ |
935 | |
905 | |
936 | tmp_loop = 0; |
906 | do |
937 | while (!tmp_loop) |
|
|
938 | { |
907 | { |
939 | shstr name = op->name; |
908 | shstr name = ob->name; |
940 | int x = op->x, y = op->y; |
909 | int x = ob->x, y = ob->y; |
941 | |
910 | |
942 | op->remove_statbonus (); |
911 | ob->remove_statbonus (); |
943 | op->remove (); |
912 | ob->remove (); |
944 | op->arch = get_player_archetype (op->arch); |
913 | ob->arch = get_player_archetype (ob->arch); |
945 | op->arch->clone.copy_to (op); |
914 | ob->arch->copy_to (ob); |
946 | op->instantiate (); |
915 | ob->instantiate (); |
947 | op->stats = op->contr->orig_stats; |
916 | ob->stats = ob->contr->orig_stats; |
948 | op->name = op->name_pl = name; |
917 | ob->name = ob->name_pl = name; |
949 | op->x = x; |
918 | ob->x = x; |
950 | op->y = y; |
919 | ob->y = y; |
951 | SET_ANIMATION (op, 2); /* So player faces south */ |
920 | SET_ANIMATION (ob, 2); /* So player faces south */ |
952 | insert_ob_in_map (op, op->map, op, 0); |
921 | insert_ob_in_map (ob, ob->map, ob, 0); |
953 | assign (op->contr->title, op->arch->clone.name); |
922 | assign (ob->contr->title, ob->arch->object::name); |
954 | op->add_statbonus (); |
923 | ob->add_statbonus (); |
955 | tmp_loop = allowed_class (op); |
|
|
956 | } |
924 | } |
|
|
925 | while (!allowed_class (ob)); |
957 | |
926 | |
958 | update_object (op, UP_OBJ_FACE); |
927 | update_object (ob, UP_OBJ_FACE); |
959 | esrv_update_item (UPD_FACE, op, op); |
928 | esrv_update_item (UPD_FACE, ob, ob); |
960 | op->update_stats (); |
929 | ob->update_stats (); |
961 | op->stats.hp = op->stats.maxhp; |
930 | ob->stats.hp = ob->stats.maxhp; |
962 | op->stats.sp = op->stats.maxsp; |
931 | ob->stats.sp = ob->stats.maxsp; |
963 | op->stats.grace = 0; |
932 | ob->stats.grace = 0; |
964 | |
|
|
965 | if (op->msg) |
|
|
966 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
|
|
967 | |
|
|
968 | send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); |
|
|
969 | return 0; |
|
|
970 | } |
933 | } |
971 | |
934 | |
972 | void |
935 | void |
973 | flee_player (object *op) |
936 | flee_player (object *op) |
974 | { |
937 | { |
… | |
… | |
1021 | /* Cornered, get rid of scared */ |
984 | /* Cornered, get rid of scared */ |
1022 | CLEAR_FLAG (op, FLAG_SCARED); |
985 | CLEAR_FLAG (op, FLAG_SCARED); |
1023 | op->enemy = NULL; |
986 | op->enemy = NULL; |
1024 | } |
987 | } |
1025 | |
988 | |
1026 | |
|
|
1027 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
989 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
1028 | * IT returns 1 if the player should keep on moving, 0 if he should |
990 | * It returns 1 if the player should keep on moving, 0 if he should |
1029 | * stop. |
991 | * stop. |
1030 | */ |
992 | */ |
1031 | int |
993 | int |
1032 | check_pick (object *op) |
994 | check_pick (object *op) |
1033 | { |
995 | { |
1034 | object *tmp, *next; |
996 | object *tmp, *next; |
1035 | int stop = 0; |
997 | int stop = 0; |
1036 | int j, k, wvratio; |
998 | int wvratio; |
1037 | char putstring[128], tmpstr[16]; |
999 | char putstring[128]; |
1038 | |
1000 | |
1039 | /* if you're flying, you cna't pick up anything */ |
1001 | /* if you're flying, you cna't pick up anything */ |
1040 | if (op->move_type & MOVE_FLYING) |
1002 | if (op->move_type & MOVE_FLYING) |
1041 | return 1; |
1003 | return 1; |
1042 | |
1004 | |
1043 | next = op->below; |
1005 | next = op->below; |
1044 | |
1006 | |
|
|
1007 | int cnt = MAX_ITEM_PER_DROP; |
|
|
1008 | #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) |
|
|
1009 | |
1045 | /* loop while there are items on the floor that are not marked as |
1010 | /* loop while there are items on the floor that are not marked as |
1046 | * destroyed */ |
1011 | * destroyed */ |
1047 | while (next && !next->destroyed ()) |
1012 | while (next && !next->destroyed ()) |
1048 | { |
1013 | { |
1049 | tmp = next; |
1014 | tmp = next; |
1050 | next = tmp->below; |
1015 | next = tmp->below; |
1051 | |
1016 | |
|
|
1017 | if (cnt <= 0) |
|
|
1018 | { |
|
|
1019 | op->failmsg ("Couldn't pickup all items at once."); |
|
|
1020 | return 0; |
|
|
1021 | } |
|
|
1022 | |
1052 | if (op->destroyed ()) |
1023 | if (op->destroyed ()) |
1053 | return 0; |
1024 | return 0; |
1054 | |
1025 | |
1055 | if (!can_pick (op, tmp)) |
1026 | if (!can_pick (op, tmp)) |
1056 | continue; |
1027 | continue; |
1057 | |
1028 | |
1058 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
1029 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
1059 | { |
1030 | { |
1060 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1031 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1061 | pick_up (op, tmp); |
1032 | CHK_PICK_PICKUP; |
1062 | continue; |
1033 | continue; |
1063 | } |
1034 | } |
1064 | |
1035 | |
1065 | /* high not bit set? We're using the old autopickup model */ |
1036 | /* high not bit set? We're using the old autopickup model */ |
1066 | if (!(op->contr->mode & PU_NEWMODE)) |
1037 | if (!(op->contr->mode & PU_NEWMODE)) |
… | |
… | |
1068 | switch (op->contr->mode) |
1039 | switch (op->contr->mode) |
1069 | { |
1040 | { |
1070 | case 0: |
1041 | case 0: |
1071 | return 1; /* don't pick up */ |
1042 | return 1; /* don't pick up */ |
1072 | case 1: |
1043 | case 1: |
1073 | pick_up (op, tmp); |
1044 | CHK_PICK_PICKUP; |
1074 | return 1; |
1045 | return 1; |
1075 | case 2: |
1046 | case 2: |
1076 | pick_up (op, tmp); |
1047 | CHK_PICK_PICKUP; |
1077 | return 0; |
1048 | return 0; |
1078 | case 3: |
1049 | case 3: |
1079 | return 0; /* stop before pickup */ |
1050 | return 0; /* stop before pickup */ |
1080 | case 4: |
1051 | case 4: |
1081 | pick_up (op, tmp); |
1052 | CHK_PICK_PICKUP; |
1082 | break; |
1053 | break; |
1083 | case 5: |
1054 | case 5: |
1084 | pick_up (op, tmp); |
1055 | CHK_PICK_PICKUP; |
1085 | stop = 1; |
1056 | stop = 1; |
1086 | break; |
1057 | break; |
1087 | case 6: |
1058 | case 6: |
1088 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1059 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) |
1089 | pick_up (op, tmp); |
1060 | && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
|
|
1061 | CHK_PICK_PICKUP; |
1090 | break; |
1062 | break; |
1091 | |
1063 | |
1092 | case 7: |
1064 | case 7: |
1093 | if (tmp->type == MONEY || tmp->type == GEM) |
1065 | if (tmp->type == MONEY || tmp->type == GEM) |
1094 | pick_up (op, tmp); |
1066 | CHK_PICK_PICKUP; |
1095 | break; |
1067 | break; |
1096 | |
1068 | |
1097 | default: |
1069 | default: |
1098 | /* use value density */ |
1070 | /* use value density */ |
1099 | if (!QUERY_FLAG (tmp, FLAG_UNPAID) |
1071 | if (!QUERY_FLAG (tmp, FLAG_UNPAID) |
1100 | && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) |
1072 | && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) |
1101 | pick_up (op, tmp); |
1073 | CHK_PICK_PICKUP; |
1102 | } |
1074 | } |
1103 | } |
1075 | } |
1104 | else |
1076 | else |
1105 | { /* old model */ |
1077 | { /* old model */ |
1106 | /* NEW pickup handling */ |
1078 | /* NEW pickup handling */ |
… | |
… | |
1110 | if (tmp->name != NULL) |
1082 | if (tmp->name != NULL) |
1111 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1083 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1112 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1084 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1113 | else |
1085 | else |
1114 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1086 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1115 | &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1087 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1116 | |
1088 | |
1117 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1089 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1118 | } |
1090 | } |
1119 | |
1091 | |
1120 | /* philosophy: |
1092 | /* philosophy: |
… | |
… | |
1161 | /* all food and drink if desired */ |
1133 | /* all food and drink if desired */ |
1162 | /* question: don't pick up known-poisonous stuff? */ |
1134 | /* question: don't pick up known-poisonous stuff? */ |
1163 | if (op->contr->mode & PU_FOOD) |
1135 | if (op->contr->mode & PU_FOOD) |
1164 | if (tmp->type == FOOD) |
1136 | if (tmp->type == FOOD) |
1165 | { |
1137 | { |
1166 | pick_up (op, tmp); |
1138 | CHK_PICK_PICKUP; |
1167 | continue; |
1139 | continue; |
1168 | } |
1140 | } |
1169 | |
1141 | |
1170 | if (op->contr->mode & PU_DRINK) |
1142 | if (op->contr->mode & PU_DRINK) |
1171 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
1143 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
1172 | { |
1144 | { |
1173 | pick_up (op, tmp); |
1145 | CHK_PICK_PICKUP; |
1174 | continue; |
1146 | continue; |
1175 | } |
1147 | } |
1176 | |
1148 | |
1177 | if (op->contr->mode & PU_POTION) |
1149 | if (op->contr->mode & PU_POTION) |
1178 | if (tmp->type == POTION) |
1150 | if (tmp->type == POTION) |
1179 | { |
1151 | { |
1180 | pick_up (op, tmp); |
1152 | CHK_PICK_PICKUP; |
1181 | continue; |
1153 | continue; |
1182 | } |
1154 | } |
1183 | |
1155 | |
1184 | /* spellbooks, skillscrolls and normal books/scrolls */ |
1156 | /* spellbooks, skillscrolls and normal books/scrolls */ |
1185 | if (op->contr->mode & PU_SPELLBOOK) |
1157 | if (op->contr->mode & PU_SPELLBOOK) |
1186 | if (tmp->type == SPELLBOOK) |
1158 | if (tmp->type == SPELLBOOK) |
1187 | { |
1159 | { |
1188 | pick_up (op, tmp); |
1160 | CHK_PICK_PICKUP; |
1189 | continue; |
1161 | continue; |
1190 | } |
1162 | } |
1191 | |
1163 | |
1192 | if (op->contr->mode & PU_SKILLSCROLL) |
1164 | if (op->contr->mode & PU_SKILLSCROLL) |
1193 | if (tmp->type == SKILLSCROLL) |
1165 | if (tmp->type == SKILLSCROLL) |
1194 | { |
1166 | { |
1195 | pick_up (op, tmp); |
1167 | CHK_PICK_PICKUP; |
1196 | continue; |
1168 | continue; |
1197 | } |
1169 | } |
1198 | |
1170 | |
1199 | if (op->contr->mode & PU_READABLES) |
1171 | if (op->contr->mode & PU_READABLES) |
1200 | if (tmp->type == BOOK || tmp->type == SCROLL) |
1172 | if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) |
1201 | { |
1173 | { |
1202 | pick_up (op, tmp); |
1174 | CHK_PICK_PICKUP; |
1203 | continue; |
1175 | continue; |
1204 | } |
1176 | } |
1205 | |
1177 | |
1206 | /* wands/staves/rods/horns */ |
1178 | /* wands/staves/rods/horns */ |
1207 | if (op->contr->mode & PU_MAGIC_DEVICE) |
1179 | if (op->contr->mode & PU_MAGIC_DEVICE) |
1208 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
1180 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
1209 | { |
1181 | { |
1210 | pick_up (op, tmp); |
1182 | CHK_PICK_PICKUP; |
1211 | continue; |
1183 | continue; |
1212 | } |
1184 | } |
1213 | |
1185 | |
1214 | /* pick up all magical items */ |
1186 | /* pick up all magical items */ |
1215 | if (op->contr->mode & PU_MAGICAL) |
1187 | if (op->contr->mode & PU_MAGICAL) |
1216 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1188 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1217 | { |
1189 | { |
1218 | pick_up (op, tmp); |
1190 | CHK_PICK_PICKUP; |
1219 | continue; |
1191 | continue; |
1220 | } |
1192 | } |
1221 | |
1193 | |
1222 | if (op->contr->mode & PU_VALUABLES) |
1194 | if (op->contr->mode & PU_VALUABLES) |
1223 | { |
1195 | { |
1224 | if (tmp->type == MONEY || tmp->type == GEM) |
1196 | if (tmp->type == MONEY || tmp->type == GEM) |
1225 | { |
1197 | { |
1226 | pick_up (op, tmp); |
1198 | CHK_PICK_PICKUP; |
1227 | continue; |
1199 | continue; |
1228 | } |
1200 | } |
1229 | } |
1201 | } |
1230 | |
1202 | |
1231 | /* rings & amulets - talismans seems to be typed AMULET */ |
1203 | /* rings & amulets - talismans seems to be typed AMULET */ |
1232 | if (op->contr->mode & PU_JEWELS) |
1204 | if (op->contr->mode & PU_JEWELS) |
1233 | if (tmp->type == RING || tmp->type == AMULET) |
1205 | if (tmp->type == RING || tmp->type == AMULET) |
1234 | { |
1206 | { |
1235 | pick_up (op, tmp); |
1207 | CHK_PICK_PICKUP; |
1236 | continue; |
1208 | continue; |
1237 | } |
1209 | } |
1238 | |
1210 | |
1239 | /* we don't forget dragon food */ |
1211 | /* we don't forget dragon food */ |
1240 | if (op->contr->mode & PU_FLESH) |
1212 | if (op->contr->mode & PU_FLESH) |
1241 | if (tmp->type == FLESH) |
1213 | if (tmp->type == FLESH) |
1242 | { |
1214 | { |
1243 | pick_up (op, tmp); |
1215 | CHK_PICK_PICKUP; |
1244 | continue; |
1216 | continue; |
1245 | } |
1217 | } |
1246 | |
1218 | |
1247 | /* bows and arrows. Bows are good for selling! */ |
1219 | /* bows and arrows. Bows are good for selling! */ |
1248 | if (op->contr->mode & PU_BOW) |
1220 | if (op->contr->mode & PU_BOW) |
1249 | if (tmp->type == BOW) |
1221 | if (tmp->type == BOW) |
1250 | { |
1222 | { |
1251 | pick_up (op, tmp); |
1223 | CHK_PICK_PICKUP; |
1252 | continue; |
1224 | continue; |
1253 | } |
1225 | } |
1254 | |
1226 | |
1255 | if (op->contr->mode & PU_ARROW) |
1227 | if (op->contr->mode & PU_ARROW) |
1256 | if (tmp->type == ARROW) |
1228 | if (tmp->type == ARROW) |
1257 | { |
1229 | { |
1258 | pick_up (op, tmp); |
1230 | CHK_PICK_PICKUP; |
1259 | continue; |
1231 | continue; |
1260 | } |
1232 | } |
1261 | |
1233 | |
1262 | /* all kinds of armor etc. */ |
1234 | /* all kinds of armor etc. */ |
1263 | if (op->contr->mode & PU_ARMOUR) |
1235 | if (op->contr->mode & PU_ARMOUR) |
1264 | if (tmp->type == ARMOUR) |
1236 | if (tmp->type == ARMOUR) |
1265 | { |
1237 | { |
1266 | pick_up (op, tmp); |
1238 | CHK_PICK_PICKUP; |
1267 | continue; |
1239 | continue; |
1268 | } |
1240 | } |
1269 | |
1241 | |
1270 | if (op->contr->mode & PU_HELMET) |
1242 | if (op->contr->mode & PU_HELMET) |
1271 | if (tmp->type == HELMET) |
1243 | if (tmp->type == HELMET) |
1272 | { |
1244 | { |
1273 | pick_up (op, tmp); |
1245 | CHK_PICK_PICKUP; |
1274 | continue; |
1246 | continue; |
1275 | } |
1247 | } |
1276 | |
1248 | |
1277 | if (op->contr->mode & PU_SHIELD) |
1249 | if (op->contr->mode & PU_SHIELD) |
1278 | if (tmp->type == SHIELD) |
1250 | if (tmp->type == SHIELD) |
1279 | { |
1251 | { |
1280 | pick_up (op, tmp); |
1252 | CHK_PICK_PICKUP; |
1281 | continue; |
1253 | continue; |
1282 | } |
1254 | } |
1283 | |
1255 | |
1284 | if (op->contr->mode & PU_BOOTS) |
1256 | if (op->contr->mode & PU_BOOTS) |
1285 | if (tmp->type == BOOTS) |
1257 | if (tmp->type == BOOTS) |
1286 | { |
1258 | { |
1287 | pick_up (op, tmp); |
1259 | CHK_PICK_PICKUP; |
1288 | continue; |
1260 | continue; |
1289 | } |
1261 | } |
1290 | |
1262 | |
1291 | if (op->contr->mode & PU_GLOVES) |
1263 | if (op->contr->mode & PU_GLOVES) |
1292 | if (tmp->type == GLOVES) |
1264 | if (tmp->type == GLOVES) |
1293 | { |
1265 | { |
1294 | pick_up (op, tmp); |
1266 | CHK_PICK_PICKUP; |
1295 | continue; |
1267 | continue; |
1296 | } |
1268 | } |
1297 | |
1269 | |
1298 | if (op->contr->mode & PU_CLOAK) |
1270 | if (op->contr->mode & PU_CLOAK) |
1299 | if (tmp->type == CLOAK) |
1271 | if (tmp->type == CLOAK) |
1300 | { |
1272 | { |
1301 | pick_up (op, tmp); |
1273 | CHK_PICK_PICKUP; |
1302 | continue; |
1274 | continue; |
1303 | } |
1275 | } |
1304 | |
1276 | |
1305 | /* hoping to catch throwing daggers here */ |
1277 | /* hoping to catch throwing daggers here */ |
1306 | if (op->contr->mode & PU_MISSILEWEAPON) |
1278 | if (op->contr->mode & PU_MISSILEWEAPON) |
1307 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
1279 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
1308 | { |
1280 | { |
1309 | pick_up (op, tmp); |
1281 | CHK_PICK_PICKUP; |
1310 | continue; |
1282 | continue; |
1311 | } |
1283 | } |
1312 | |
1284 | |
1313 | /* careful: chairs and tables are weapons! */ |
1285 | /* careful: chairs and tables are weapons! */ |
1314 | if (op->contr->mode & PU_ALLWEAPON) |
1286 | if (op->contr->mode & PU_ALLWEAPON) |
1315 | { |
1287 | { |
1316 | if (tmp->type == WEAPON && tmp->name != NULL) |
1288 | if (tmp->type == WEAPON && tmp->name != NULL) |
1317 | { |
1289 | { |
1318 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && |
1290 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL && |
1319 | strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) |
1291 | strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) |
1320 | { |
1292 | { |
1321 | pick_up (op, tmp); |
1293 | CHK_PICK_PICKUP; |
1322 | continue; |
1294 | continue; |
1323 | } |
1295 | } |
1324 | } |
1296 | } |
1325 | |
1297 | |
1326 | if (tmp->type == WEAPON && tmp->name == NULL) |
1298 | if (tmp->type == WEAPON && tmp->name == NULL) |
1327 | { |
1299 | { |
1328 | if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) |
1300 | if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL) |
1329 | { |
1301 | { |
1330 | pick_up (op, tmp); |
1302 | CHK_PICK_PICKUP; |
1331 | continue; |
1303 | continue; |
1332 | } |
1304 | } |
1333 | } |
1305 | } |
1334 | } |
1306 | } |
1335 | |
1307 | |
1336 | /* misc stuff that's useful */ |
1308 | /* misc stuff that's useful */ |
1337 | if (op->contr->mode & PU_KEY) |
1309 | if (op->contr->mode & PU_KEY) |
1338 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1310 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1339 | { |
1311 | { |
1340 | pick_up (op, tmp); |
1312 | CHK_PICK_PICKUP; |
1341 | continue; |
1313 | continue; |
1342 | } |
1314 | } |
1343 | |
1315 | |
1344 | /* any of the last 4 bits set means we use the ratio for value |
1316 | /* any of the last 4 bits set means we use the ratio for value |
1345 | * pickups */ |
1317 | * pickups */ |
… | |
… | |
1350 | /* >=7 is the old standard setting. Now we take the last 4 bits |
1322 | /* >=7 is the old standard setting. Now we take the last 4 bits |
1351 | * and multiply them by 5, giving 0..15*5== 5..75 */ |
1323 | * and multiply them by 5, giving 0..15*5== 5..75 */ |
1352 | wvratio = (op->contr->mode & PU_RATIO) * 5; |
1324 | wvratio = (op->contr->mode & PU_RATIO) * 5; |
1353 | if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) |
1325 | if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) |
1354 | { |
1326 | { |
1355 | pick_up (op, tmp); |
1327 | CHK_PICK_PICKUP; |
1356 | #if 0 |
1328 | #if 0 |
1357 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
1329 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
1358 | if (tmp->name != NULL) |
1330 | if (tmp->name != NULL) |
1359 | { |
1331 | { |
1360 | fprintf (stderr, "%s", tmp->name); |
1332 | fprintf (stderr, "%s", tmp->name); |
1361 | } |
1333 | } |
1362 | else |
1334 | else |
1363 | fprintf (stderr, "%s", tmp->arch->name); |
1335 | fprintf (stderr, "%s", tmp->arch->archname); |
1364 | fprintf (stderr, ",%d] = ", tmp->type); |
1336 | fprintf (stderr, ",%d] = ", tmp->type); |
1365 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1337 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1366 | #endif |
1338 | #endif |
1367 | continue; |
1339 | continue; |
1368 | } |
1340 | } |
… | |
… | |
1379 | * found object is returned. |
1351 | * found object is returned. |
1380 | */ |
1352 | */ |
1381 | object * |
1353 | object * |
1382 | find_arrow (object *op, const char *type) |
1354 | find_arrow (object *op, const char *type) |
1383 | { |
1355 | { |
1384 | object *tmp = NULL; |
|
|
1385 | |
|
|
1386 | for (op = op->inv; op; op = op->below) |
1356 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1387 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
|
|
1388 | tmp = find_arrow (op, type); |
|
|
1389 | else if (op->type == ARROW && op->race == type) |
1357 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
|
|
1358 | return splay (tmp); |
|
|
1359 | |
|
|
1360 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
|
|
1361 | if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type)) |
|
|
1362 | if (object *arrow = find_arrow (tmp, type)) |
|
|
1363 | { |
|
|
1364 | splay (tmp); |
1390 | return op; |
1365 | return arrow; |
|
|
1366 | } |
|
|
1367 | |
1391 | return tmp; |
1368 | return 0; |
1392 | } |
1369 | } |
1393 | |
1370 | |
1394 | /* |
1371 | /* |
1395 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1372 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1396 | * against the target. A full test is not performed, simply a basic test |
1373 | * against the target. A full test is not performed, simply a basic test |
1397 | * of resistances. The archer is making a quick guess at what he sees down |
1374 | * of resistances. The archer is making a quick guess at what he sees down |
1398 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1375 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1399 | */ |
1376 | */ |
1400 | |
|
|
1401 | object * |
1377 | object * |
1402 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1378 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1403 | { |
1379 | { |
1404 | object *tmp = NULL, *arrow, *ntmp; |
1380 | object *tmp = NULL, *arrow, *ntmp; |
1405 | int attacknum, attacktype, betterby = 0, i; |
1381 | int attacknum, attacktype, betterby = 0, i; |
… | |
… | |
1438 | else |
1414 | else |
1439 | { |
1415 | { |
1440 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1416 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1441 | { |
1417 | { |
1442 | attacktype = 1 << attacknum; |
1418 | attacktype = 1 << attacknum; |
1443 | if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) |
1419 | if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0) |
1444 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) |
1420 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby) |
1445 | { |
1421 | { |
1446 | tmp = arrow; |
1422 | tmp = arrow; |
1447 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; |
1423 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1448 | } |
1424 | } |
1449 | } |
1425 | } |
1450 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1426 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1451 | { |
1427 | { |
1452 | tmp = arrow; |
1428 | tmp = arrow; |
… | |
… | |
1471 | * find_better_arrow to find a decent arrow to use. |
1447 | * find_better_arrow to find a decent arrow to use. |
1472 | * op = the shooter |
1448 | * op = the shooter |
1473 | * type = bow->race |
1449 | * type = bow->race |
1474 | * dir = fire direction |
1450 | * dir = fire direction |
1475 | */ |
1451 | */ |
1476 | |
|
|
1477 | object * |
1452 | object * |
1478 | pick_arrow_target (object *op, const char *type, int dir) |
1453 | pick_arrow_target (object *op, const char *type, int dir) |
1479 | { |
1454 | { |
1480 | object *tmp = NULL; |
1455 | object *tmp = NULL; |
1481 | maptile *m; |
1456 | maptile *m; |
… | |
… | |
1546 | */ |
1521 | */ |
1547 | int |
1522 | int |
1548 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1523 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1549 | { |
1524 | { |
1550 | object *left, *bow; |
1525 | object *left, *bow; |
1551 | int bowspeed, mflags; |
1526 | int mflags; |
1552 | maptile *m; |
1527 | maptile *m; |
1553 | |
1528 | |
1554 | if (!dir) |
1529 | if (!dir) |
1555 | { |
1530 | { |
1556 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1531 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1557 | return 0; |
1532 | return 0; |
1558 | } |
1533 | } |
1559 | |
1534 | |
1560 | if (op->type == PLAYER) |
1535 | if (op->contr) |
1561 | bow = op->contr->ranges[range_bow]; |
1536 | bow = op->current_weapon; |
1562 | else |
1537 | else |
1563 | { |
1538 | { |
1564 | for (bow = op->inv; bow; bow = bow->below) |
1539 | for (bow = op->inv; bow; bow = bow->below) |
1565 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1540 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1566 | * don't need to switch back and forth between bows and weapons. |
1541 | * don't need to switch back and forth between bows and weapons. |
… | |
… | |
1571 | if (!bow) |
1546 | if (!bow) |
1572 | { |
1547 | { |
1573 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1548 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1574 | return 0; |
1549 | return 0; |
1575 | } |
1550 | } |
|
|
1551 | |
|
|
1552 | // optimisation: move object to top so we will find it quickly again |
|
|
1553 | if (bow->below) |
|
|
1554 | { |
|
|
1555 | bow->remove (); |
|
|
1556 | op->insert (bow); |
|
|
1557 | } |
|
|
1558 | |
1576 | } |
1559 | } |
1577 | |
1560 | |
1578 | if (!bow->race || !bow->skill) |
1561 | if (!bow->race || !bow->skill) |
1579 | { |
1562 | { |
1580 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1563 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1581 | return 0; |
1564 | return 0; |
1582 | } |
1565 | } |
1583 | |
|
|
1584 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
|
|
1585 | |
|
|
1586 | /* penalize ROF for bestarrow */ |
|
|
1587 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
|
|
1588 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
|
|
1589 | |
|
|
1590 | if (bowspeed < 1) |
|
|
1591 | bowspeed = 1; |
|
|
1592 | |
1566 | |
1593 | if (arrow == NULL) |
1567 | if (arrow == NULL) |
1594 | { |
1568 | { |
1595 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1569 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1596 | { |
1570 | { |
1597 | if (op->type == PLAYER) |
1571 | if (op->type == PLAYER) |
1598 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1572 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1599 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1573 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1600 | else |
1574 | else |
1601 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1575 | CLEAR_FLAG (op, FLAG_READY_BOW); |
|
|
1576 | |
1602 | return 0; |
1577 | return 0; |
1603 | } |
1578 | } |
1604 | } |
1579 | } |
1605 | |
1580 | |
1606 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1581 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
… | |
… | |
1630 | |
1605 | |
1631 | arrow->set_owner (op); |
1606 | arrow->set_owner (op); |
1632 | arrow->skill = bow->skill; |
1607 | arrow->skill = bow->skill; |
1633 | arrow->direction = dir; |
1608 | arrow->direction = dir; |
1634 | |
1609 | |
|
|
1610 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
|
|
1611 | arrow->stats.hp = arrow->stats.dam; |
|
|
1612 | arrow->stats.grace = arrow->attacktype; |
|
|
1613 | |
|
|
1614 | if (arrow->slaying) |
|
|
1615 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1616 | |
|
|
1617 | #if 0 |
|
|
1618 | if (player *pl = op->contr) |
|
|
1619 | { |
|
|
1620 | float speed = pl->weapon_sp; |
|
|
1621 | |
|
|
1622 | /* penalize ROF for bestarrow */ |
|
|
1623 | if (pl->bowtype == bow_bestarrow) |
|
|
1624 | speed *= .9f; |
|
|
1625 | else |
|
|
1626 | speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; |
|
|
1627 | |
|
|
1628 | op->speed_left += speed - op->speed; |
|
|
1629 | } |
|
|
1630 | #endif |
|
|
1631 | |
|
|
1632 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1633 | |
|
|
1634 | /* update the speed */ |
|
|
1635 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
|
|
1636 | + bow->stats.dam / 7.f; |
|
|
1637 | |
|
|
1638 | arrow->set_speed (max (arrow->speed, 2.f)); |
|
|
1639 | arrow->speed_left = 0; |
|
|
1640 | |
|
|
1641 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
|
|
1642 | |
1635 | if (op->type == PLAYER) |
1643 | if (op->type == PLAYER) |
1636 | { |
1644 | { |
1637 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
|
|
1638 | op->update_stats (); |
|
|
1639 | } |
|
|
1640 | |
|
|
1641 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1642 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
|
|
1643 | arrow->stats.hp = arrow->stats.dam; |
|
|
1644 | arrow->stats.grace = arrow->attacktype; |
|
|
1645 | if (arrow->slaying != NULL) |
|
|
1646 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1647 | |
|
|
1648 | /* Note that this was different for monsters - they got their level |
|
|
1649 | * added to the damage. I think the strength bonus is more proper. |
|
|
1650 | */ |
|
|
1651 | |
|
|
1652 | arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic; |
|
|
1653 | |
|
|
1654 | /* update the speed */ |
|
|
1655 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
|
|
1656 | 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
|
|
1657 | |
|
|
1658 | arrow->set_speed (max (arrow->speed, 1.0)); |
|
|
1659 | arrow->speed_left = 0; |
|
|
1660 | |
|
|
1661 | if (op->type == PLAYER) |
|
|
1662 | { |
|
|
1663 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
|
|
1664 | (op->chosen_skill ? op->chosen_skill->level : op->level) - |
|
|
1665 | dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod; |
|
|
1666 | |
|
|
1667 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
1645 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
|
|
1646 | wc -= dex_bonus[op->stats.Dex]; |
|
|
1647 | |
|
|
1648 | if (!arrow->slaying) |
|
|
1649 | arrow->slaying = op->slaying; |
|
|
1650 | |
|
|
1651 | arrow->attacktype |= op->attacktype; |
1668 | } |
1652 | } |
1669 | else |
1653 | else |
1670 | { |
1654 | { |
1671 | arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; |
|
|
1672 | arrow->level = op->level; |
1655 | arrow->level = op->level; |
1673 | } |
1656 | arrow->stats.wc -= bow->magic; |
1674 | |
1657 | |
1675 | if (arrow->attacktype == AT_PHYSICAL) |
1658 | if (!arrow->slaying) |
|
|
1659 | arrow->slaying = bow->slaying; |
|
|
1660 | |
1676 | arrow->attacktype |= bow->attacktype; |
1661 | arrow->attacktype |= bow->attacktype; |
|
|
1662 | } |
1677 | |
1663 | |
1678 | if (bow->slaying) |
1664 | wc -= arrow->level; |
1679 | arrow->slaying = bow->slaying; |
1665 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
1680 | |
1666 | |
|
|
1667 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1681 | arrow->move_type = MOVE_FLY_LOW; |
1668 | arrow->move_type = MOVE_FLY_LOW; |
1682 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1669 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1683 | |
1670 | |
1684 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1671 | op->play_sound (sound_find ("fire_arrow")); |
1685 | m->insert (arrow, sx, sy, op); |
1672 | m->insert (arrow, sx, sy, op); |
1686 | |
1673 | |
1687 | if (!arrow->destroyed ()) |
1674 | if (!arrow->destroyed ()) |
1688 | move_arrow (arrow); |
1675 | move_arrow (arrow); |
1689 | |
1676 | |
… | |
… | |
1710 | { |
1697 | { |
1711 | int ret = 0, wcmod = 0; |
1698 | int ret = 0, wcmod = 0; |
1712 | |
1699 | |
1713 | if (op->contr->bowtype == bow_bestarrow) |
1700 | if (op->contr->bowtype == bow_bestarrow) |
1714 | { |
1701 | { |
1715 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); |
1702 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1716 | } |
1703 | } |
1717 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1704 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1718 | { |
1705 | { |
1719 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1706 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1720 | wcmod = -1; |
1707 | wcmod = -1; |
… | |
… | |
1730 | else if (op->contr->bowtype == bow_spreadshot) |
1717 | else if (op->contr->bowtype == bow_spreadshot) |
1731 | { |
1718 | { |
1732 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1719 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1733 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1720 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1734 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1721 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1735 | |
|
|
1736 | } |
1722 | } |
1737 | else |
1723 | else |
1738 | { |
1724 | { |
1739 | /* Simple case */ |
1725 | /* Simple case */ |
1740 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1726 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1741 | } |
1727 | } |
|
|
1728 | |
1742 | return ret; |
1729 | return ret; |
1743 | } |
1730 | } |
1744 | |
|
|
1745 | |
1731 | |
1746 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1732 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1747 | * Broken apart from 'fire' to keep it more readable. |
1733 | * Broken apart from 'fire' to keep it more readable. |
1748 | */ |
1734 | */ |
1749 | void |
1735 | void |
1750 | fire_misc_object (object *op, int dir) |
1736 | fire_misc_object (object *op, int dir) |
1751 | { |
1737 | { |
1752 | object *item; |
1738 | object *item = op->contr->ranged_ob; |
1753 | |
1739 | |
1754 | if (!op->contr->ranges[range_misc]) |
1740 | if (!item) |
1755 | { |
1741 | { |
1756 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1742 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1757 | return; |
1743 | return; |
1758 | } |
1744 | } |
1759 | |
1745 | |
1760 | item = op->contr->ranges[range_misc]; |
|
|
1761 | if (!item->inv) |
1746 | if (!item->inv) |
1762 | { |
1747 | { |
1763 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1748 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1764 | return; |
1749 | return; |
1765 | } |
1750 | } |
|
|
1751 | |
|
|
1752 | if (!op->change_weapon (item)) |
|
|
1753 | return; |
|
|
1754 | |
1766 | if (item->type == WAND) |
1755 | if (item->type == WAND) |
1767 | { |
1756 | { |
1768 | if (item->stats.food <= 0) |
1757 | if (item->stats.food <= 0) |
1769 | { |
1758 | { |
1770 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1759 | op->contr->play_sound (sound_find ("wand_poof")); |
1771 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
1760 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
|
|
1761 | |
1772 | return; |
1762 | return; |
1773 | } |
1763 | } |
1774 | } |
1764 | } |
1775 | else if (item->type == ROD || item->type == HORN) |
1765 | else if (item->type == ROD || item->type == HORN) |
1776 | { |
1766 | { |
1777 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1767 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1778 | { |
1768 | { |
1779 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1769 | op->contr->play_sound (sound_find ("wand_poof")); |
|
|
1770 | |
1780 | if (item->type == ROD) |
1771 | if (item->type == ROD) |
1781 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1772 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1782 | else |
1773 | else |
1783 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
1774 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
|
|
1775 | |
1784 | return; |
1776 | return; |
1785 | } |
1777 | } |
1786 | } |
1778 | } |
1787 | |
1779 | |
1788 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1780 | if (cast_spell (op, item, dir, item->inv, NULL)) |
… | |
… | |
1795 | object *tmp; |
1787 | object *tmp; |
1796 | |
1788 | |
1797 | if (item->arch) |
1789 | if (item->arch) |
1798 | { |
1790 | { |
1799 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1791 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1800 | item->face = item->arch->clone.face; |
1792 | item->face = item->arch->face; |
1801 | item->set_speed (0); |
1793 | item->set_speed (0); |
1802 | } |
1794 | } |
1803 | |
1795 | |
1804 | if ((tmp = item->in_player ())) |
1796 | if ((tmp = item->in_player ())) |
1805 | esrv_update_item (UPD_ANIM, tmp, item); |
1797 | esrv_update_item (UPD_ANIM, tmp, item); |
… | |
… | |
1810 | } |
1802 | } |
1811 | } |
1803 | } |
1812 | |
1804 | |
1813 | /* Received a fire command for the player - go and do it. |
1805 | /* Received a fire command for the player - go and do it. |
1814 | */ |
1806 | */ |
1815 | void |
1807 | bool |
1816 | fire (object *op, int dir) |
1808 | fire (object *op, int dir) |
1817 | { |
1809 | { |
1818 | int spellcost = 0; |
1810 | int spellcost = 0; |
1819 | |
1811 | |
1820 | /* check for loss of invisiblity/hide */ |
1812 | /* check for loss of invisiblity/hide */ |
1821 | if (action_makes_visible (op)) |
1813 | if (action_makes_visible (op)) |
1822 | make_visible (op); |
1814 | make_visible (op); |
1823 | |
1815 | |
1824 | switch (op->contr->shoottype) |
1816 | player *pl = op->contr; |
|
|
1817 | |
|
|
1818 | if (pl->golem) |
|
|
1819 | { |
|
|
1820 | control_golem (op->contr->golem, dir); |
|
|
1821 | return false; |
1825 | { |
1822 | } |
1826 | case range_none: |
|
|
1827 | return; |
|
|
1828 | |
1823 | |
1829 | case range_bow: |
1824 | object *ob = pl->ranged_ob; |
|
|
1825 | |
|
|
1826 | if (!ob) |
|
|
1827 | return false; |
|
|
1828 | |
|
|
1829 | if (!op->change_weapon (ob)) |
|
|
1830 | return false; |
|
|
1831 | |
|
|
1832 | if (op->speed_left > 0.f) |
|
|
1833 | --op->speed_left; |
|
|
1834 | else |
|
|
1835 | return false; |
|
|
1836 | |
|
|
1837 | switch (ob->type) |
|
|
1838 | { |
|
|
1839 | case BOW: |
1830 | player_fire_bow (op, dir); |
1840 | player_fire_bow (op, dir); |
1831 | return; |
1841 | break; |
1832 | |
1842 | |
1833 | case range_magic: /* Casting spells */ |
1843 | case SPELL: |
1834 | spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); |
1844 | spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); |
1835 | return; |
1845 | break; |
1836 | |
1846 | |
1837 | case range_misc: |
1847 | case BUILDER: |
|
|
1848 | apply_map_builder (op, dir); |
|
|
1849 | break; |
|
|
1850 | |
|
|
1851 | case SKILL: |
|
|
1852 | do_skill (op, op, ob, dir, 0); |
|
|
1853 | break; |
|
|
1854 | |
|
|
1855 | default: |
1838 | fire_misc_object (op, dir); |
1856 | fire_misc_object (op, dir); |
1839 | return; |
1857 | break; |
1840 | |
|
|
1841 | case range_golem: /* Control summoned monsters from scrolls */ |
|
|
1842 | if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
1843 | { |
|
|
1844 | op->contr->ranges[range_golem] = 0; |
|
|
1845 | op->contr->shoottype = range_none; |
|
|
1846 | } |
|
|
1847 | else |
|
|
1848 | control_golem (op->contr->ranges[range_golem], dir); |
|
|
1849 | return; |
|
|
1850 | |
|
|
1851 | case range_skill: |
|
|
1852 | if (!op->chosen_skill) |
|
|
1853 | { |
|
|
1854 | if (op->type == PLAYER) |
|
|
1855 | new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
|
|
1856 | return; |
|
|
1857 | } |
|
|
1858 | |
|
|
1859 | do_skill (op, op, op->chosen_skill, dir, NULL); |
|
|
1860 | return; |
|
|
1861 | case range_builder: |
|
|
1862 | apply_map_builder (op, dir); |
|
|
1863 | return; |
|
|
1864 | default: |
|
|
1865 | new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); |
|
|
1866 | return; |
|
|
1867 | } |
1858 | } |
1868 | } |
|
|
1869 | |
1859 | |
1870 | |
1860 | return true; |
|
|
1861 | } |
1871 | |
1862 | |
1872 | /* find_key |
1863 | /* find_key |
1873 | * We try to find a key for the door as passed. If we find a key |
1864 | * We try to find a key for the door as passed. If we find a key |
1874 | * and successfully use it, we return the key, otherwise NULL |
1865 | * and successfully use it, we return the key, otherwise NULL |
1875 | * This function merges both normal and locked door, since the logic |
1866 | * This function merges both normal and locked door, since the logic |
… | |
… | |
1877 | * pl is the player, |
1868 | * pl is the player, |
1878 | * inv is the objects inventory to searched |
1869 | * inv is the objects inventory to searched |
1879 | * door is the door we are trying to match against. |
1870 | * door is the door we are trying to match against. |
1880 | * This function can be called recursively to search containers. |
1871 | * This function can be called recursively to search containers. |
1881 | */ |
1872 | */ |
1882 | |
|
|
1883 | object * |
1873 | object * |
1884 | find_key (object *pl, object *container, object *door) |
1874 | find_key (object *pl, object *container, object *door) |
1885 | { |
1875 | { |
1886 | object *tmp, *key; |
1876 | object *tmp, *key; |
1887 | |
1877 | |
1888 | /* Should not happen, but sanity checking is never bad */ |
1878 | /* Should not happen, but sanity checking is never bad */ |
1889 | if (container->inv == NULL) |
1879 | if (!container->inv) |
1890 | return NULL; |
1880 | return 0; |
1891 | |
1881 | |
1892 | /* First, lets try to find a key in the top level inventory */ |
1882 | /* First, lets try to find a key in the top level inventory */ |
1893 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1883 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1894 | { |
1884 | { |
1895 | if (door->type == DOOR && tmp->type == KEY) |
1885 | if (door->type == DOOR && tmp->type == KEY) |
1896 | break; |
1886 | break; |
1897 | /* For sanity, we should really check door type, but other stuff |
1887 | /* For sanity, we should really check door type, but other stuff |
1898 | * (like containers) can be locked with special keys |
1888 | * (like containers) can be locked with special keys |
1899 | */ |
1889 | */ |
1900 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1890 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1901 | break; |
1891 | break; |
1902 | } |
1892 | } |
|
|
1893 | |
1903 | /* No key found - lets search inventories now */ |
1894 | /* No key found - lets search inventories now */ |
1904 | /* If we find and use a key in an inventory, return at that time. |
1895 | /* If we find and use a key in an inventory, return at that time. |
1905 | * otherwise, if we search all the inventories and still don't find |
1896 | * otherwise, if we search all the inventories and still don't find |
1906 | * a key, return |
1897 | * a key, return |
1907 | */ |
1898 | */ |
1908 | if (!tmp) |
1899 | if (!tmp) |
1909 | { |
1900 | { |
1910 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1901 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1911 | { |
1902 | { |
1912 | /* No reason to search empty containers */ |
1903 | /* No reason to search empty containers */ |
1913 | if (tmp->type == CONTAINER && tmp->inv) |
1904 | if (tmp->type == CONTAINER && tmp->inv) |
1914 | { |
1905 | { |
1915 | if ((key = find_key (pl, tmp, door)) != NULL) |
1906 | if ((key = find_key (pl, tmp, door))) |
1916 | return key; |
1907 | return key; |
1917 | } |
1908 | } |
1918 | } |
1909 | } |
|
|
1910 | |
1919 | if (!tmp) |
1911 | if (!tmp) |
1920 | return NULL; |
1912 | return NULL; |
1921 | } |
1913 | } |
|
|
1914 | |
1922 | /* We get down here if we have found a key. Now if its in a container, |
1915 | /* We get down here if we have found a key. Now if its in a container, |
1923 | * see if we actually want to use it |
1916 | * see if we actually want to use it |
1924 | */ |
1917 | */ |
1925 | if (pl != container) |
1918 | if (pl != container) |
1926 | { |
1919 | { |
… | |
… | |
1947 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1940 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1948 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1941 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1949 | return NULL; |
1942 | return NULL; |
1950 | } |
1943 | } |
1951 | } |
1944 | } |
|
|
1945 | |
1952 | return tmp; |
1946 | return tmp; |
1953 | } |
1947 | } |
1954 | |
1948 | |
1955 | /* moved door processing out of move_player_attack. |
1949 | /* moved door processing out of move_player_attack. |
1956 | * returns 1 if player has opened the door with a key |
1950 | * returns 1 if player has opened the door with a key |
… | |
… | |
1958 | * 0 otherwise |
1952 | * 0 otherwise |
1959 | */ |
1953 | */ |
1960 | static int |
1954 | static int |
1961 | player_attack_door (object *op, object *door) |
1955 | player_attack_door (object *op, object *door) |
1962 | { |
1956 | { |
1963 | /* If its a door, try to find a use a key. If we do destroy the door, |
1957 | /* If its a door, try to find a key. If we do destroy the door, |
1964 | * might as well return immediately as there is nothing more to do - |
1958 | * might as well return immediately as there is nothing more to do - |
1965 | * otherwise, we fall through to the rest of the code. |
1959 | * otherwise, we fall through to the rest of the code. |
1966 | */ |
1960 | */ |
1967 | object *key = find_key (op, op, door); |
1961 | object *key = find_key (op, op, door); |
1968 | |
1962 | |
1969 | /* IF we found a key, do some extra work */ |
1963 | /* If we found a key, do some extra work */ |
1970 | if (key) |
1964 | if (key) |
1971 | { |
1965 | { |
1972 | object *container = key->env; |
1966 | object *container = key->env; |
1973 | |
1967 | |
1974 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
|
|
1975 | if (action_makes_visible (op)) |
1968 | if (action_makes_visible (op)) |
1976 | make_visible (op); |
1969 | make_visible (op); |
|
|
1970 | |
1977 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1971 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1978 | spring_trap (door->inv, op); |
1972 | spring_trap (door->inv, op); |
|
|
1973 | |
1979 | if (door->type == DOOR) |
1974 | if (door->type == DOOR) |
1980 | { |
|
|
1981 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1975 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1982 | } |
|
|
1983 | else if (door->type == LOCKED_DOOR) |
1976 | else if (door->type == LOCKED_DOOR) |
1984 | { |
1977 | { |
1985 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
1978 | op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN); |
1986 | remove_door2 (door); /* remove door without violence ;-) */ |
1979 | remove_door2 (door); /* remove door without violence ;-) */ |
1987 | } |
1980 | } |
|
|
1981 | |
1988 | /* Do this after we print the message */ |
1982 | /* Do this after we print the message */ |
1989 | decrease_ob (key); /* Use up one of the keys */ |
1983 | decrease_ob (key); /* Use up one of the keys */ |
1990 | /* Need to update the weight the container the key was in */ |
1984 | /* Need to update the weight the container the key was in */ |
1991 | if (container != op) |
1985 | if (container != op) |
1992 | esrv_update_item (UPD_WEIGHT, op, container); |
1986 | esrv_update_item (UPD_WEIGHT, op, container); |
|
|
1987 | |
1993 | return 1; /* Nothing more to do below */ |
1988 | return 1; /* Nothing more to do below */ |
1994 | } |
1989 | } |
1995 | else if (door->type == LOCKED_DOOR) |
1990 | else if (door->type == LOCKED_DOOR) |
1996 | { |
1991 | { |
1997 | /* Might as well return now - no other way to open this */ |
1992 | /* Might as well return now - no other way to open this */ |
1998 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
1993 | op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door..."); |
1999 | return 1; |
1994 | return 1; |
2000 | } |
1995 | } |
|
|
1996 | |
2001 | return 0; |
1997 | return 0; |
2002 | } |
1998 | } |
2003 | |
1999 | |
2004 | /* This function is just part of a breakup from move_player. |
2000 | /* This function is just part of a breakup from move_player. |
2005 | * It should keep the code cleaner. |
2001 | * It should keep the code cleaner. |
2006 | * When this is called, the players direction has been updated |
2002 | * When this is called, the players direction has been updated |
2007 | * (taking into account confusion.) The player is also actually |
2003 | * (taking into account confusion.) The player is also actually |
2008 | * going to try and move (not fire weapons). |
2004 | * going to try and move (not fire weapons). |
2009 | */ |
2005 | */ |
2010 | void |
2006 | bool |
2011 | move_player_attack (object *op, int dir) |
2007 | move_player_attack (object *op, int dir) |
2012 | { |
2008 | { |
2013 | object *tmp, *mon; |
|
|
2014 | sint16 nx, ny; |
|
|
2015 | int on_battleground; |
2009 | int on_battleground; |
2016 | maptile *m; |
|
|
2017 | |
2010 | |
2018 | nx = freearr_x[dir] + op->x; |
2011 | sint16 nx = freearr_x[dir] + op->x; |
2019 | ny = freearr_y[dir] + op->y; |
2012 | sint16 ny = freearr_y[dir] + op->y; |
2020 | |
2013 | |
2021 | on_battleground = op_on_battleground (op, 0, 0); |
2014 | on_battleground = op_on_battleground (op, 0, 0); |
|
|
2015 | |
|
|
2016 | if (out_of_map (op->map, nx, ny)) |
|
|
2017 | return false; |
|
|
2018 | |
|
|
2019 | if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) |
|
|
2020 | { |
|
|
2021 | --op->speed_left; |
|
|
2022 | return true; |
|
|
2023 | } |
2022 | |
2024 | |
2023 | /* If braced, or can't move to the square, and it is not out of the |
2025 | /* If braced, or can't move to the square, and it is not out of the |
2024 | * map, attack it. Note order of if statement is important - don't |
2026 | * map, attack it. Note order of if statement is important - don't |
2025 | * want to be calling move_ob if braced, because move_ob will move the |
2027 | * want to be calling move_ob if braced, because move_ob will move the |
2026 | * player. This is a pretty nasty hack, because if we could |
2028 | * player. This is a pretty nasty hack, because if we could |
2027 | * move to some space, it then means that if we are braced, we should |
2029 | * move to some space, it then means that if we are braced, we should |
2028 | * do nothing at all. As it is, if we are braced, we go through |
2030 | * do nothing at all. As it is, if we are braced, we go through |
2029 | * quite a bit of processing. However, it probably is less than what |
2031 | * quite a bit of processing. However, it probably is less than what |
2030 | * move_ob uses. |
2032 | * move_ob uses. |
2031 | */ |
2033 | */ |
2032 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
|
|
2033 | { |
|
|
2034 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
|
|
2035 | { |
|
|
2036 | m = op->map->xy_find (nx, ny); |
2034 | maptile *m = op->map->xy_find (nx, ny); |
2037 | if (!m) |
|
|
2038 | return; /* Don't think this should happen */ |
|
|
2039 | } |
|
|
2040 | else |
|
|
2041 | m = op->map; |
|
|
2042 | |
2035 | |
2043 | if (!(tmp = m->at (nx, ny).bot)) |
|
|
2044 | return; |
|
|
2045 | |
|
|
2046 | mon = 0; |
|
|
2047 | /* Go through all the objects, and find ones of interest. Only stop if |
2036 | /* Go through all the objects, and find ones of interest. Only stop if |
2048 | * we find a monster - that is something we know we want to attack. |
2037 | * we find a monster - that is something we know we want to attack. |
2049 | * if its a door or barrel (can roll) see if there may be monsters |
2038 | * if its a door or barrel (can roll) see if there may be monsters |
2050 | * on the space |
2039 | * on the space |
2051 | */ |
2040 | */ |
2052 | while (tmp) |
2041 | object *mon; |
2053 | { |
2042 | for (mon = m->at (nx, ny).bot; mon; mon = mon->above) |
2054 | if (tmp == op) |
2043 | { |
2055 | { |
2044 | if ((mon->flag [FLAG_ALIVE] |
2056 | tmp = tmp->above; |
2045 | || mon->type == LOCKED_DOOR |
2057 | continue; |
2046 | || mon->flag [FLAG_CAN_ROLL]) |
2058 | } |
|
|
2059 | |
|
|
2060 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
|
|
2061 | { |
|
|
2062 | mon = tmp; |
2047 | && mon != op) |
2063 | break; |
2048 | break; |
2064 | } |
2049 | } |
2065 | |
2050 | |
2066 | if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) |
|
|
2067 | mon = tmp; |
|
|
2068 | |
|
|
2069 | tmp = tmp->above; |
|
|
2070 | } |
|
|
2071 | |
|
|
2072 | if (!mon) /* This happens anytime the player tries to move */ |
2051 | if (!mon) /* This happens anytime the player tries to move */ |
2073 | return; /* into a wall */ |
2052 | return false; /* into a wall */ |
2074 | |
2053 | |
2075 | if (mon->head) |
|
|
2076 | mon = mon->head; |
2054 | mon = mon->head_ (); |
2077 | |
2055 | |
2078 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
2056 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
|
|
2057 | if (op->contr->weapon_sp_left > 0.f) |
2079 | if (player_attack_door (op, mon)) |
2058 | if (player_attack_door (op, mon)) |
|
|
2059 | { |
|
|
2060 | --op->contr->weapon_sp_left; |
2080 | return; |
2061 | return true; |
|
|
2062 | } |
2081 | |
2063 | |
2082 | /* The following deals with possibly attacking peaceful |
2064 | /* The following deals with possibly attacking peaceful |
2083 | * or frienddly creatures. Basically, all players are considered |
2065 | * or friendly creatures. Basically, all players are considered |
2084 | * unaggressive. If the moving player has peaceful set, then the |
2066 | * unaggressive. If the moving player has peaceful set, then the |
2085 | * object should be pushed instead of attacked. It is assumed that |
2067 | * object should be pushed instead of attacked. It is assumed that |
2086 | * if you are braced, you will not attack friends accidently, |
2068 | * if you are braced, you will not attack friends accidently, |
2087 | * and thus will not push them. |
2069 | * and thus will not push them. |
2088 | */ |
2070 | */ |
2089 | |
2071 | |
2090 | /* If the creature is a pet, push it even if the player is not |
2072 | /* If the creature is a pet, push it even if the player is not |
2091 | * peaceful. Our assumption is the creature is a pet if the |
2073 | * peaceful. Our assumption is the creature is a pet if the |
2092 | * player owns it and it is either friendly or unagressive. |
2074 | * player owns it and it is either friendly or unagressive. |
2093 | */ |
2075 | */ |
2094 | if ((op->type == PLAYER) |
2076 | if (op->type == PLAYER |
2095 | #if COZY_SERVER |
|
|
2096 | && |
|
|
2097 | ((mon->owner && mon->owner->contr |
2077 | && ((mon->owner && mon->owner->contr |
2098 | && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) |
2078 | && same_party (mon->owner->contr->party, op->contr->party)) |
2099 | #else |
|
|
2100 | && mon->owner == op |
2079 | || mon->owner == op) |
2101 | #endif |
|
|
2102 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2080 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2103 | { |
2081 | { |
2104 | /* If we're braced, we don't want to switch places with it */ |
2082 | /* If we're braced, we don't want to switch places with it */ |
2105 | if (op->contr->braced) |
2083 | if (op->contr->braced) |
2106 | return; |
2084 | return false; |
2107 | |
2085 | |
2108 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2086 | if (op->speed_left > 0.f) |
|
|
2087 | { |
|
|
2088 | --op->speed_left; |
|
|
2089 | |
|
|
2090 | op->play_sound (sound_find ("push_player")); |
2109 | (void) push_ob (mon, dir, op); |
2091 | push_ob (mon, dir, op); |
|
|
2092 | |
2110 | if (op->contr->tmp_invis || op->hide) |
2093 | if (op->contr->tmp_invis || op->hide) |
2111 | make_visible (op); |
2094 | make_visible (op); |
2112 | |
2095 | |
2113 | return; |
2096 | return true; |
2114 | } |
2097 | } |
|
|
2098 | else |
|
|
2099 | return false; |
|
|
2100 | } |
2115 | |
2101 | |
2116 | /* in certain circumstances, you shouldn't attack friendly |
2102 | /* in certain circumstances, you shouldn't attack friendly |
2117 | * creatures. Note that if you are braced, you can't push |
2103 | * creatures. Note that if you are braced, you can't push |
2118 | * someone, but put it inside this loop so that you won't |
2104 | * someone, but put it inside this loop so that you won't |
2119 | * attack them either. |
2105 | * attack them either. |
2120 | */ |
2106 | */ |
2121 | if ((mon->type == PLAYER || mon->enemy != op) && |
2107 | if ((mon->type == PLAYER || mon->enemy != op) |
2122 | (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( |
2108 | && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) |
2123 | #ifdef PROHIBIT_PLAYERKILL |
|
|
2124 | (op->contr->peaceful |
2109 | && ((op->contr->peaceful |
2125 | || (mon->type == PLAYER |
2110 | || (mon->type == PLAYER && mon->contr->peaceful)) |
2126 | && mon->contr-> |
|
|
2127 | peaceful)) && |
|
|
2128 | #else |
|
|
2129 | op->contr->peaceful && |
|
|
2130 | #endif |
|
|
2131 | !on_battleground)) |
2111 | && !on_battleground)) |
|
|
2112 | { |
|
|
2113 | if (op->speed_left > 0.f) |
2132 | { |
2114 | { |
|
|
2115 | --op->speed_left; |
|
|
2116 | |
2133 | if (!op->contr->braced) |
2117 | if (!op->contr->braced) |
2134 | { |
2118 | { |
2135 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2119 | op->play_sound (sound_find ("push_player")); |
2136 | push_ob (mon, dir, op); |
2120 | push_ob (mon, dir, op); |
2137 | } |
2121 | } |
2138 | else |
2122 | else |
2139 | new_draw_info (0, 0, op, "You withhold your attack"); |
2123 | op->statusmsg ("You withhold your attack"); |
2140 | |
2124 | |
2141 | if (op->contr->tmp_invis || op->hide) |
2125 | if (op->contr->tmp_invis || op->hide) |
2142 | make_visible (op); |
2126 | make_visible (op); |
2143 | } |
|
|
2144 | |
2127 | |
|
|
2128 | return true; |
|
|
2129 | } |
|
|
2130 | } |
2145 | /* If the object is a boulder or other rollable object, then |
2131 | /* If the object is a boulder or other rollable object, then |
2146 | * roll it if not braced. You can't roll it if you are braced. |
2132 | * roll it if not braced. You can't roll it if you are braced. |
2147 | */ |
2133 | */ |
2148 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
2134 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
|
|
2135 | { |
|
|
2136 | if (op->speed_left > 0.f) |
2149 | { |
2137 | { |
|
|
2138 | --op->speed_left; |
|
|
2139 | |
2150 | recursive_roll (mon, dir, op); |
2140 | recursive_roll (mon, dir, op); |
2151 | if (action_makes_visible (op)) |
2141 | if (action_makes_visible (op)) |
2152 | make_visible (op); |
2142 | make_visible (op); |
2153 | } |
|
|
2154 | |
2143 | |
|
|
2144 | return true; |
|
|
2145 | } |
|
|
2146 | } |
2155 | /* Any generic living creature. Including things like doors. |
2147 | /* Any generic living creature. Including things like doors. |
2156 | * Way it works is like this: First, it must have some hit points |
2148 | * Way it works is like this: First, it must have some hit points |
2157 | * and be living. Then, it must be one of the following: |
2149 | * and be living. Then, it must be one of the following: |
2158 | * 1) Not a player, 2) A player, but of a different party. Note |
2150 | * 1) Not a player, 2) A player, but of a different party. Note |
2159 | * that party_number -1 is no party, so attacks can still happen. |
2151 | * that party_number -1 is no party, so attacks can still happen. |
2160 | */ |
2152 | */ |
2161 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2153 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2162 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2154 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2163 | { |
2155 | { |
2164 | |
2156 | if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) |
2165 | /* If the player hasn't hit something this tick, and does |
|
|
2166 | * so, give them speed boost based on weapon speed. Doing |
|
|
2167 | * it here is better than process_players2, which basically |
|
|
2168 | * incurred a 1 tick offset. |
|
|
2169 | */ |
|
|
2170 | if (!op->contr->has_hit) |
|
|
2171 | { |
2157 | { |
2172 | op->speed_left += op->speed / op->contr->weapon_sp; |
2158 | --op->contr->weapon_sp_left; |
2173 | |
|
|
2174 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
|
|
2175 | } |
|
|
2176 | |
2159 | |
2177 | skill_attack (mon, op, 0, 0, 0); |
2160 | skill_attack (mon, op, 0, 0, 0); |
2178 | |
|
|
2179 | /* If attacking another player, that player gets automatic |
|
|
2180 | * hitback, and doesn't loose luck either. |
|
|
2181 | * Disable hitback on the battleground or if the target is |
|
|
2182 | * the wiz. |
|
|
2183 | */ |
|
|
2184 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) |
|
|
2185 | { |
|
|
2186 | short luck = mon->stats.luck; |
|
|
2187 | |
|
|
2188 | mon->contr->has_hit = 1; |
|
|
2189 | skill_attack (op, mon, 0, 0, 0); |
|
|
2190 | mon->stats.luck = luck; |
|
|
2191 | } |
|
|
2192 | |
2161 | |
2193 | if (action_makes_visible (op)) |
2162 | if (action_makes_visible (op)) |
2194 | make_visible (op); |
2163 | make_visible (op); |
2195 | } |
|
|
2196 | } /* if player should attack something */ |
|
|
2197 | } |
|
|
2198 | |
2164 | |
2199 | int |
2165 | return true; |
|
|
2166 | } |
|
|
2167 | } |
|
|
2168 | |
|
|
2169 | return false; |
|
|
2170 | } |
|
|
2171 | |
|
|
2172 | bool |
2200 | move_player (object *op, int dir) |
2173 | move_player (object *op, int dir) |
2201 | { |
2174 | { |
2202 | int pick; |
2175 | int pick; |
2203 | |
2176 | |
2204 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2177 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
… | |
… | |
2218 | op->facing = dir; |
2191 | op->facing = dir; |
2219 | |
2192 | |
2220 | if (op->hide) |
2193 | if (op->hide) |
2221 | do_hidden_move (op); |
2194 | do_hidden_move (op); |
2222 | |
2195 | |
|
|
2196 | bool retval; |
|
|
2197 | |
2223 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2198 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2224 | /*nop */ ; |
2199 | retval = RESULT_INT (0); |
2225 | else if (op->contr->fire_on) |
2200 | else if (op->contr->fire_on) |
2226 | fire (op, dir); |
2201 | retval = fire (op, dir); |
2227 | else |
2202 | else |
2228 | { |
2203 | { |
2229 | move_player_attack (op, dir); |
2204 | retval = move_player_attack (op, dir); |
2230 | pick = check_pick (op); |
2205 | pick = check_pick (op); |
2231 | } |
2206 | } |
2232 | |
2207 | |
2233 | /* Add special check for newcs players and fire on - this way, the |
2208 | /* Add special check for newcs players and fire on - this way, the |
2234 | * server can handle repeat firing. |
2209 | * server can handle repeat firing. |
… | |
… | |
2241 | /* Update how the player looks. Use the facing, so direction may |
2216 | /* Update how the player looks. Use the facing, so direction may |
2242 | * get reset to zero. This allows for full animation capabilities |
2217 | * get reset to zero. This allows for full animation capabilities |
2243 | * for players. |
2218 | * for players. |
2244 | */ |
2219 | */ |
2245 | animate_object (op, op->facing); |
2220 | animate_object (op, op->facing); |
2246 | return 0; |
2221 | |
|
|
2222 | return retval; |
2247 | } |
2223 | } |
2248 | |
2224 | |
2249 | /* This is similar to handle_player, below, but is only used by the |
2225 | /* This is similar to handle_player, below, but is only used by the |
2250 | * new client/server stuff. |
2226 | * new client/server stuff. |
2251 | * This is sort of special, in that the new client/server actually uses |
2227 | * This is sort of special, in that the new client/server actually uses |
2252 | * the new speed values for commands. |
2228 | * the new speed values for commands. |
2253 | * |
2229 | * |
2254 | * Returns true if there are more actions we can do. |
2230 | * Returns true if there are more actions we can do. Should not do |
|
|
2231 | * many actions in a row, as that would be too unfair to other |
|
|
2232 | * players. |
2255 | */ |
2233 | */ |
2256 | int |
2234 | bool |
2257 | handle_newcs_player (object *op) |
2235 | handle_newcs_player (object *op) |
2258 | { |
2236 | { |
2259 | if (op->contr->hidden) |
|
|
2260 | { |
|
|
2261 | op->invisible = 1000; |
|
|
2262 | /* the socket code flashes the player visible/invisible |
|
|
2263 | * depending on the value of invisible, so we need to |
|
|
2264 | * alternate it here for it to work correctly. |
|
|
2265 | */ |
|
|
2266 | if (pticks & 2) |
|
|
2267 | op->invisible--; |
|
|
2268 | } |
|
|
2269 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
|
|
2270 | { |
|
|
2271 | op->invisible--; |
|
|
2272 | if (!op->invisible) |
|
|
2273 | { |
|
|
2274 | make_visible (op); |
|
|
2275 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2276 | } |
|
|
2277 | } |
|
|
2278 | |
|
|
2279 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2237 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2280 | { |
2238 | { |
2281 | flee_player (op); |
2239 | if (op->speed_left > 0.f) |
2282 | /* If player is still scared, that is his action for this tick */ |
|
|
2283 | if (QUERY_FLAG (op, FLAG_SCARED)) |
|
|
2284 | { |
2240 | { |
2285 | op->speed_left--; |
2241 | --op->speed_left; |
|
|
2242 | flee_player (op); |
|
|
2243 | |
2286 | return 0; |
2244 | return true; |
2287 | } |
2245 | } |
|
|
2246 | else |
|
|
2247 | return false; |
2288 | } |
2248 | } |
2289 | |
|
|
2290 | /* I've been seeing crashes where the golem has been destroyed, but |
|
|
2291 | * the player object still points to the defunct golem. The code that |
|
|
2292 | * destroys the golem looks correct, and it doesn't always happen, so |
|
|
2293 | * put this in a a workaround to clean up the golem pointer. |
|
|
2294 | */ |
|
|
2295 | if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
2296 | op->contr->ranges[range_golem] = 0; |
|
|
2297 | |
2249 | |
2298 | /* call this here - we also will call this in do_ericserver, but |
2250 | /* call this here - we also will call this in do_ericserver, but |
2299 | * the players time has been increased when doericserver has been |
2251 | * the players time has been increased when doericserver has been |
2300 | * called, so we recheck it here. |
2252 | * called, so we recheck it here. |
2301 | */ |
2253 | */ |
2302 | if (op->contr->ns->handle_command ()) |
2254 | if (op->contr->ns->handle_command ()) |
2303 | return 1; |
2255 | return true; |
2304 | |
2256 | |
2305 | if (op->speed_left > 0) |
|
|
2306 | { |
|
|
2307 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2257 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2308 | { |
|
|
2309 | /* All move commands take 1 tick, at least for now */ |
|
|
2310 | op->speed_left--; |
|
|
2311 | |
|
|
2312 | /* Instead of all the stuff below, let move_player take care |
|
|
2313 | * of it. Also, some of the skill stuff is only put in |
|
|
2314 | * there, as well as the confusion stuff. |
|
|
2315 | */ |
|
|
2316 | move_player (op, op->direction); |
2258 | return move_player (op, op->direction); |
2317 | |
2259 | |
2318 | return op->speed_left > 0; |
|
|
2319 | } |
|
|
2320 | } |
|
|
2321 | |
|
|
2322 | return 0; |
2260 | return false; |
2323 | } |
2261 | } |
2324 | |
2262 | |
2325 | int |
2263 | int |
2326 | save_life (object *op) |
2264 | save_life (object *op) |
2327 | { |
2265 | { |
… | |
… | |
2329 | return 0; |
2267 | return 0; |
2330 | |
2268 | |
2331 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2269 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2332 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2270 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2333 | { |
2271 | { |
2334 | play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); |
2272 | op->play_sound (sound_find ("ob_evaporate")); |
2335 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2273 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2336 | |
2274 | |
2337 | if (op->contr) |
2275 | if (op->contr) |
2338 | esrv_del_item (op->contr, tmp->count); |
2276 | esrv_del_item (op->contr, tmp->count); |
2339 | |
2277 | |
… | |
… | |
2359 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2297 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2360 | * back in the map (location and map determined by values of env). This |
2298 | * back in the map (location and map determined by values of env). This |
2361 | * function will descend into containers. op is the object to start the search |
2299 | * function will descend into containers. op is the object to start the search |
2362 | * from. |
2300 | * from. |
2363 | */ |
2301 | */ |
2364 | void |
2302 | static void |
2365 | remove_unpaid_objects (object *op, object *env) |
2303 | drop_unpaid_items (object *op, object *env) |
2366 | { |
2304 | { |
2367 | object *next; |
|
|
2368 | |
|
|
2369 | while (op) |
2305 | while (op) |
2370 | { |
2306 | { |
2371 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2307 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2372 | |
2308 | |
2373 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2309 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
… | |
… | |
2376 | esrv_del_item (env->contr, op->count); |
2312 | esrv_del_item (env->contr, op->count); |
2377 | |
2313 | |
2378 | op->insert_at (env); |
2314 | op->insert_at (env); |
2379 | } |
2315 | } |
2380 | else if (op->inv) |
2316 | else if (op->inv) |
2381 | remove_unpaid_objects (op->inv, env); |
2317 | drop_unpaid_items (op->inv, env); |
2382 | |
2318 | |
2383 | op = next; |
2319 | op = next; |
2384 | } |
2320 | } |
|
|
2321 | } |
|
|
2322 | |
|
|
2323 | void |
|
|
2324 | object::drop_unpaid_items () |
|
|
2325 | { |
|
|
2326 | if (!flag [FLAG_REMOVED]) |
|
|
2327 | ::drop_unpaid_items (inv, this); |
2385 | } |
2328 | } |
2386 | |
2329 | |
2387 | /* |
2330 | /* |
2388 | * Returns pointer a static string containing gravestone text |
2331 | * Returns pointer a static string containing gravestone text |
2389 | * Moved from apply.c to player.c - player.c is what |
2332 | * Moved from apply.c to player.c - player.c is what |
… | |
… | |
2439 | int rate_grace = 2000; |
2382 | int rate_grace = 2000; |
2440 | const int max_hp = 1; |
2383 | const int max_hp = 1; |
2441 | const int max_sp = 1; |
2384 | const int max_sp = 1; |
2442 | const int max_grace = 1; |
2385 | const int max_grace = 1; |
2443 | |
2386 | |
2444 | if (op->contr->outputs_sync) |
2387 | if (op->contr->hidden) |
|
|
2388 | { |
|
|
2389 | op->invisible = 1000; |
|
|
2390 | /* the socket code flashes the player visible/invisible |
|
|
2391 | * depending on the value of invisible, so we need to |
|
|
2392 | * alternate it here for it to work correctly. |
|
|
2393 | */ |
|
|
2394 | if (pticks & 2) |
|
|
2395 | op->invisible--; |
2445 | { |
2396 | } |
2446 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
2397 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
2447 | if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) |
2398 | { |
2448 | flush_output_element (op, &op->contr->outputs[i]); |
2399 | if (!op->invisible--) |
|
|
2400 | { |
|
|
2401 | make_visible (op); |
|
|
2402 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2403 | } |
2449 | } |
2404 | } |
2450 | |
2405 | |
2451 | if (op->contr->ns->state == ST_PLAYING) |
2406 | if (op->contr->ns->state == ST_PLAYING) |
2452 | { |
2407 | { |
2453 | /* these next three if clauses make it possible to SLOW DOWN |
2408 | /* these next three if clauses make it possible to SLOW DOWN |
… | |
… | |
2472 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2427 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2473 | else |
2428 | else |
2474 | { |
2429 | { |
2475 | gen_grace = op->stats.maxgrace; |
2430 | gen_grace = op->stats.maxgrace; |
2476 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2431 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2477 | } |
|
|
2478 | |
|
|
2479 | /* Regenerate Spell Points */ |
|
|
2480 | if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) |
|
|
2481 | { |
|
|
2482 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
|
|
2483 | if (op->stats.sp < op->stats.maxsp) |
|
|
2484 | { |
|
|
2485 | op->stats.sp++; |
|
|
2486 | /* dms do not consume food */ |
|
|
2487 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2488 | { |
|
|
2489 | op->stats.food--; |
|
|
2490 | if (op->contr->digestion < 0) |
|
|
2491 | op->stats.food += op->contr->digestion; |
|
|
2492 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2493 | op->stats.food = last_food; |
|
|
2494 | } |
|
|
2495 | } |
|
|
2496 | |
|
|
2497 | if (max_sp > 1) |
|
|
2498 | { |
|
|
2499 | over_sp = (gen_sp + 10) / rate_sp; |
|
|
2500 | if (over_sp > 0) |
|
|
2501 | { |
|
|
2502 | if (op->stats.sp < op->stats.maxsp) |
|
|
2503 | { |
|
|
2504 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2505 | |
|
|
2506 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
|
|
2507 | op->stats.sp--; |
|
|
2508 | |
|
|
2509 | if (op->stats.sp > op->stats.maxsp) |
|
|
2510 | op->stats.sp = op->stats.maxsp; |
|
|
2511 | } |
|
|
2512 | op->last_sp = 0; |
|
|
2513 | } |
|
|
2514 | else |
|
|
2515 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2516 | } |
|
|
2517 | else |
|
|
2518 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2519 | } |
2432 | } |
2520 | |
2433 | |
2521 | /* Regenerate Grace */ |
2434 | /* Regenerate Grace */ |
2522 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2435 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2523 | if (--op->last_grace < 0) |
2436 | if (--op->last_grace < 0) |
… | |
… | |
2544 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2457 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2545 | } |
2458 | } |
2546 | /* wearing stuff doesn't detract from grace generation. */ |
2459 | /* wearing stuff doesn't detract from grace generation. */ |
2547 | } |
2460 | } |
2548 | |
2461 | |
|
|
2462 | if (op->stats.food > 0) |
|
|
2463 | { |
2549 | /* Regenerate Hit Points */ |
2464 | /* Regenerate Spell Points */ |
2550 | if (--op->last_heal < 0) |
2465 | if (!op->contr->golem && --op->last_sp < 0) |
2551 | { |
|
|
2552 | if (op->stats.hp < op->stats.maxhp) |
|
|
2553 | { |
2466 | { |
2554 | op->stats.hp++; |
2467 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2555 | /* dms do not consume food */ |
2468 | |
2556 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2469 | if (op->stats.sp < op->stats.maxsp) |
2557 | { |
2470 | { |
|
|
2471 | op->stats.sp++; |
|
|
2472 | |
|
|
2473 | /* dms do not consume food */ |
|
|
2474 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2475 | { |
2558 | op->stats.food--; |
2476 | op->stats.food--; |
|
|
2477 | |
2559 | if (op->contr->digestion < 0) |
2478 | if (op->contr->digestion < 0) |
2560 | op->stats.food += op->contr->digestion; |
2479 | op->stats.food += op->contr->digestion; |
2561 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2480 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2562 | op->stats.food = last_food; |
2481 | op->stats.food = last_food; |
|
|
2482 | } |
2563 | } |
2483 | } |
2564 | } |
|
|
2565 | |
2484 | |
2566 | if (max_hp > 1) |
2485 | if (max_sp > 1) |
2567 | { |
|
|
2568 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
|
|
2569 | if (over_hp > 0) |
|
|
2570 | { |
2486 | { |
2571 | op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
2487 | over_sp = (gen_sp + 10) / rate_sp; |
|
|
2488 | if (over_sp > 0) |
|
|
2489 | { |
|
|
2490 | if (op->stats.sp < op->stats.maxsp) |
|
|
2491 | { |
|
|
2492 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2493 | |
|
|
2494 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
|
|
2495 | op->stats.sp--; |
|
|
2496 | |
|
|
2497 | if (op->stats.sp > op->stats.maxsp) |
|
|
2498 | op->stats.sp = op->stats.maxsp; |
|
|
2499 | } |
|
|
2500 | |
2572 | op->last_heal = 0; |
2501 | op->last_sp = 0; |
|
|
2502 | } |
|
|
2503 | else |
|
|
2504 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2573 | } |
2505 | } |
2574 | else |
2506 | else |
|
|
2507 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2508 | } |
|
|
2509 | |
|
|
2510 | /* Regenerate Hit Points */ |
|
|
2511 | if (--op->last_heal < 0) |
|
|
2512 | { |
|
|
2513 | if (op->stats.hp < op->stats.maxhp) |
2575 | { |
2514 | { |
2576 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2515 | op->stats.hp++; |
|
|
2516 | |
|
|
2517 | /* dms do not consume food */ |
|
|
2518 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2519 | { |
|
|
2520 | op->stats.food--; |
|
|
2521 | |
|
|
2522 | if (op->contr->digestion < 0) |
|
|
2523 | op->stats.food += op->contr->digestion; |
|
|
2524 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2525 | op->stats.food = last_food; |
|
|
2526 | } |
2577 | } |
2527 | } |
|
|
2528 | |
|
|
2529 | if (max_hp > 1) |
|
|
2530 | { |
|
|
2531 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
|
|
2532 | |
|
|
2533 | if (over_hp > 0) |
|
|
2534 | { |
|
|
2535 | op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
|
|
2536 | op->last_heal = 0; |
|
|
2537 | } |
|
|
2538 | else |
|
|
2539 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2578 | } |
2540 | } |
2579 | else |
2541 | else |
2580 | { |
|
|
2581 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2542 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2582 | } |
2543 | } |
2583 | } |
2544 | } |
2584 | |
2545 | |
2585 | /* Digestion */ |
2546 | /* Digestion */ |
2586 | if (--op->last_eat < 0) |
2547 | if (--op->last_eat < 0) |
2587 | { |
2548 | { |
2588 | #ifdef COZY_SERVER |
2549 | int bonus = max (0, op->contr->digestion), |
2589 | int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; |
2550 | penalty = max (0, -op->contr->digestion); |
2590 | int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0; |
|
|
2591 | #else |
|
|
2592 | int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; |
|
|
2593 | #endif |
|
|
2594 | |
2551 | |
2595 | if (op->contr->gen_hp > 0) |
|
|
2596 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2552 | op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); |
2597 | else |
|
|
2598 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
|
|
2599 | |
2553 | |
2600 | /* dms do not consume food */ |
2554 | /* dms do not consume food */ |
2601 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2555 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2602 | op->stats.food--; |
2556 | op->stats.food--; |
2603 | } |
2557 | } |
… | |
… | |
2630 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2584 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2631 | manual_apply (op, flesh, 0); |
2585 | manual_apply (op, flesh, 0); |
2632 | } |
2586 | } |
2633 | } |
2587 | } |
2634 | |
2588 | |
2635 | while (op->stats.food < 0 && op->stats.hp >= 0) |
2589 | if (op->stats.food < 0) |
2636 | op->stats.food++, op->stats.hp--; |
2590 | { |
|
|
2591 | op->stats.hp += op->stats.food; |
|
|
2592 | op->stats.food = 0; |
|
|
2593 | } |
2637 | |
2594 | |
2638 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2595 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2639 | kill_player (op); |
2596 | kill_player (op); |
2640 | } |
2597 | } |
2641 | } |
2598 | } |
… | |
… | |
2646 | * file. |
2603 | * file. |
2647 | */ |
2604 | */ |
2648 | void |
2605 | void |
2649 | kill_player (object *op) |
2606 | kill_player (object *op) |
2650 | { |
2607 | { |
|
|
2608 | int x, y; |
2651 | char buf[MAX_BUF]; |
2609 | char buf[MAX_BUF]; |
2652 | int x, y; |
|
|
2653 | |
|
|
2654 | //int i; |
|
|
2655 | maptile *map; /* this is for resurrection */ |
2610 | maptile *map; /* this is for resurrection */ |
2656 | |
|
|
2657 | /* int z; |
|
|
2658 | int num_stats_lose; |
|
|
2659 | int lost_a_stat; |
|
|
2660 | int lose_this_stat; |
|
|
2661 | int this_stat; */ |
|
|
2662 | int will_kill_again; |
2611 | int will_kill_again; |
2663 | archetype *at; |
2612 | archetype *at; |
2664 | object *tmp; |
2613 | object *tmp; |
2665 | |
2614 | |
2666 | if (save_life (op)) |
2615 | if (save_life (op)) |
2667 | return; |
2616 | return; |
2668 | |
|
|
2669 | |
2617 | |
2670 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2618 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2671 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2619 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2672 | * Look at op_on_battleground() for more info --AndreasV |
2620 | * Look at op_on_battleground() for more info --AndreasV |
2673 | */ |
2621 | */ |
… | |
… | |
2689 | { |
2637 | { |
2690 | tmp->destroy (); |
2638 | tmp->destroy (); |
2691 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2639 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2692 | } |
2640 | } |
2693 | |
2641 | |
2694 | cure_disease (op, 0); /* remove any disease */ |
2642 | cure_disease (op, 0, 0); /* remove any disease */ |
2695 | op->stats.hp = op->stats.maxhp; |
2643 | op->stats.hp = op->stats.maxhp; |
2696 | if (op->stats.food <= 0) |
2644 | if (op->stats.food <= 0) |
2697 | op->stats.food = 999; |
2645 | op->stats.food = 999; |
2698 | |
2646 | |
2699 | /* create a bodypart-trophy to make the winner happy */ |
2647 | /* create a bodypart-trophy to make the winner happy */ |
2700 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2648 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2701 | { |
2649 | { |
2702 | sprintf (buf, "%s's finger", &op->name); |
2650 | tmp->name = format ("%s's finger" , &op->name); |
2703 | tmp->name = buf; |
2651 | tmp->name_pl = format ("%s's fingers", &op->name); |
2704 | sprintf (buf, " This finger has been cut off %s\n" |
2652 | tmp->msg = format ( |
2705 | " the %s, when he was defeated at\n level %d by %s.\n", |
2653 | "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", |
2706 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2654 | &op->name, op->contr->title, (int) (op->level), op->contr->killer |
2707 | tmp->msg = buf; |
2655 | ); |
2708 | tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2656 | tmp->value = 0, tmp->type = 0; |
2709 | tmp->materialname = NULL; |
2657 | tmp->materialname = "organics"; |
2710 | tmp->insert_at (op, tmp); |
2658 | tmp->insert_at (op, tmp); |
2711 | } |
2659 | } |
2712 | |
2660 | |
2713 | /* teleport defeated player to new destination */ |
2661 | /* teleport defeated player to new destination */ |
2714 | transfer_ob (op, x, y, 0, NULL); |
2662 | transfer_ob (op, x, y, 0, NULL); |
… | |
… | |
2719 | INVOKE_PLAYER (DEATH, op->contr); |
2667 | INVOKE_PLAYER (DEATH, op->contr); |
2720 | |
2668 | |
2721 | command_kill_pets (op, 0); |
2669 | command_kill_pets (op, 0); |
2722 | |
2670 | |
2723 | if (op->stats.food < 0) |
2671 | if (op->stats.food < 0) |
2724 | { |
|
|
2725 | sprintf (buf, "%s starved to death.", &op->name); |
|
|
2726 | strcpy (op->contr->killer, "starvation"); |
2672 | strcpy (op->contr->killer, "starvation"); |
2727 | } |
|
|
2728 | else |
|
|
2729 | sprintf (buf, "%s died.", &op->name); |
|
|
2730 | |
2673 | |
2731 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
2674 | op->contr->play_sound (sound_find ("player_dies")); |
2732 | |
2675 | |
2733 | /* save the map location for corpse, gravestone */ |
2676 | /* save the map location for corpse, gravestone */ |
2734 | x = op->x; |
2677 | x = op->x; |
2735 | y = op->y; |
2678 | y = op->y; |
2736 | map = op->map; |
2679 | map = op->map; |
… | |
… | |
2899 | { |
2842 | { |
2900 | tmp->destroy (); |
2843 | tmp->destroy (); |
2901 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2844 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2902 | } |
2845 | } |
2903 | |
2846 | |
2904 | cure_disease (op, 0); /* remove any disease */ |
2847 | cure_disease (op, 0, 0); /* remove any disease */ |
2905 | |
2848 | |
2906 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2849 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2907 | apply_death_exp_penalty (op); |
2850 | apply_death_exp_penalty (op); |
2908 | if (op->stats.food < 100) |
2851 | if (op->stats.food < 100) |
2909 | op->stats.food = 900; |
2852 | op->stats.food = 900; |
2910 | op->stats.hp = op->stats.maxhp; |
2853 | op->stats.hp = op->stats.maxhp; |
2911 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2854 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2912 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2855 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2913 | |
2856 | |
2914 | /* |
2857 | /* |
2915 | * Check to see if the player is in a shop. IF so, then check to see if |
|
|
2916 | * the player has any unpaid items. If so, remove them and put them back |
2858 | * Check to see if the player has any unpaid items. If so, remove them |
2917 | * in the map. |
2859 | * and put them back in the map. |
2918 | */ |
2860 | */ |
2919 | |
2861 | op->drop_unpaid_items (); |
2920 | if (is_in_shop (op)) |
|
|
2921 | remove_unpaid_objects (op->inv, op); |
|
|
2922 | |
2862 | |
2923 | /****************************************/ |
2863 | /****************************************/ |
2924 | /* */ |
2864 | /* */ |
2925 | /* Move player to his current respawn- */ |
2865 | /* Move player to his current respawn- */ |
2926 | /* position (usually last savebed) */ |
2866 | /* position (usually last savebed) */ |
… | |
… | |
2946 | object *force; |
2886 | object *force; |
2947 | int at; |
2887 | int at; |
2948 | |
2888 | |
2949 | force = get_archetype (FORCE_NAME); |
2889 | force = get_archetype (FORCE_NAME); |
2950 | /* 50 ticks should be enough time for the spell to abate */ |
2890 | /* 50 ticks should be enough time for the spell to abate */ |
2951 | force->speed = 0.1; |
2891 | force->speed = 0.1f; |
2952 | force->speed_left = -5.0; |
2892 | force->speed_left = -5.f; |
2953 | SET_FLAG (force, FLAG_APPLIED); |
2893 | SET_FLAG (force, FLAG_APPLIED); |
2954 | for (at = 0; at < NROFATTACKS; at++) |
2894 | for (at = 0; at < NROFATTACKS; at++) |
2955 | if (will_kill_again & (1 << at)) |
2895 | if (will_kill_again & (1 << at)) |
2956 | force->resist[at] = 100; |
2896 | force->resist[at] = 100; |
2957 | |
2897 | |
… | |
… | |
2966 | void |
2906 | void |
2967 | loot_object (object *op) |
2907 | loot_object (object *op) |
2968 | { /* Grab and destroy some treasure */ |
2908 | { /* Grab and destroy some treasure */ |
2969 | object *tmp, *tmp2, *next; |
2909 | object *tmp, *tmp2, *next; |
2970 | |
2910 | |
2971 | if (op->container) |
2911 | op->close_container (); /* close open sack first */ |
2972 | esrv_apply_container (op, op->container); /* close open sack first */ |
|
|
2973 | |
2912 | |
2974 | for (tmp = op->inv; tmp; tmp = next) |
2913 | for (tmp = op->inv; tmp; tmp = next) |
2975 | { |
2914 | { |
2976 | next = tmp->below; |
2915 | next = tmp->below; |
2977 | |
2916 | |
2978 | if (tmp->invisible) |
2917 | if (tmp->invisible) |
2979 | continue; |
2918 | continue; |
2980 | |
2919 | |
2981 | tmp->remove (); |
2920 | tmp->remove (); |
2982 | tmp->x = op->x, tmp->y = op->y; |
2921 | tmp->x = op->x, tmp->y = op->y; |
|
|
2922 | |
2983 | if (tmp->type == CONTAINER) |
2923 | if (tmp->type == CONTAINER) |
2984 | { /* empty container to ground */ |
2924 | loot_object (tmp); /* empty container to ground */ |
2985 | loot_object (tmp); |
2925 | |
2986 | } |
|
|
2987 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
2926 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
2988 | { |
2927 | { |
2989 | if (tmp->nrof > 1) |
2928 | if (tmp->nrof > 1) |
2990 | { |
2929 | { |
2991 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2930 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
… | |
… | |
3003 | /* |
2942 | /* |
3004 | * fix_weight(): Check recursively the weight of all players, and fix |
2943 | * fix_weight(): Check recursively the weight of all players, and fix |
3005 | * what needs to be fixed. Refresh windows and fix speed if anything |
2944 | * what needs to be fixed. Refresh windows and fix speed if anything |
3006 | * was changed. |
2945 | * was changed. |
3007 | */ |
2946 | */ |
3008 | |
|
|
3009 | void |
2947 | void |
3010 | fix_weight (void) |
2948 | fix_weight (void) |
3011 | { |
2949 | { |
3012 | for_all_players (pl) |
2950 | for_all_players (pl) |
3013 | { |
2951 | { |
… | |
… | |
3068 | void |
3006 | void |
3069 | make_visible (object *op) |
3007 | make_visible (object *op) |
3070 | { |
3008 | { |
3071 | op->hide = 0; |
3009 | op->hide = 0; |
3072 | op->invisible = 0; |
3010 | op->invisible = 0; |
|
|
3011 | |
3073 | if (op->type == PLAYER) |
3012 | if (op->type == PLAYER) |
3074 | { |
3013 | { |
3075 | op->contr->tmp_invis = 0; |
3014 | op->contr->tmp_invis = 0; |
3076 | op->contr->invis_race = 0; |
3015 | op->contr->invis_race = 0; |
3077 | } |
3016 | } |
|
|
3017 | |
3078 | update_object (op, UP_OBJ_FACE); |
3018 | update_object (op, UP_OBJ_CHANGE); |
3079 | } |
3019 | } |
3080 | |
3020 | |
3081 | int |
3021 | int |
3082 | is_true_undead (object *op) |
3022 | is_true_undead (object *op) |
3083 | { |
3023 | { |
3084 | object *tmp = NULL; |
|
|
3085 | |
|
|
3086 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3024 | if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
3087 | return 1; |
3025 | return 1; |
3088 | |
3026 | |
3089 | return 0; |
3027 | return 0; |
3090 | } |
3028 | } |
3091 | |
3029 | |
3092 | /* look at the surrounding terrain to determine |
3030 | /* look at the surrounding terrain to determine |
3093 | * the hideability of this object. Positive levels |
3031 | * the hideability of this object. Positive levels |
3094 | * indicate greater hideability. |
3032 | * indicate greater hideability. |
3095 | */ |
3033 | */ |
3096 | |
|
|
3097 | int |
3034 | int |
3098 | hideability (object *ob) |
3035 | hideability (object *ob) |
3099 | { |
3036 | { |
3100 | int i, level = 0, mflag; |
3037 | int i, level = 0, mflag; |
3101 | sint16 x, y; |
3038 | sint16 x, y; |
… | |
… | |
3135 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3072 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3136 | * every time they move - as we subtract off 'invisibility' |
3073 | * every time they move - as we subtract off 'invisibility' |
3137 | * AND, for players, if they move into a ridiculously unhideable |
3074 | * AND, for players, if they move into a ridiculously unhideable |
3138 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3075 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3139 | */ |
3076 | */ |
3140 | |
|
|
3141 | void |
3077 | void |
3142 | do_hidden_move (object *op) |
3078 | do_hidden_move (object *op) |
3143 | { |
3079 | { |
3144 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3080 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3145 | object *skop; |
3081 | object *skop; |
… | |
… | |
3227 | * object op. This function works fine for monsters, |
3163 | * object op. This function works fine for monsters, |
3228 | * but we dont worry if the object isnt the top one in |
3164 | * but we dont worry if the object isnt the top one in |
3229 | * a pile (say a coin under a table would return "viewable" |
3165 | * a pile (say a coin under a table would return "viewable" |
3230 | * by this routine). Another question, should we be |
3166 | * by this routine). Another question, should we be |
3231 | * concerned with the direction the player is looking |
3167 | * concerned with the direction the player is looking |
3232 | * in? Realistically, most of use cant see stuff behind |
3168 | * in? Realistically, most of us can't see stuff behind |
3233 | * our backs...on the other hand, does the "facing" direction |
3169 | * our backs...on the other hand, does the "facing" direction |
3234 | * imply the way your head, or body is facing? Its possible |
3170 | * imply the way your head, or body is facing? It's possible |
3235 | * for them to differ. Sigh, this fctn could get a bit more complex. |
3171 | * for them to differ. Sigh, this fctn could get a bit more complex. |
3236 | * -b.t. |
3172 | * -b.t. |
3237 | * This function is now map tiling safe. |
3173 | * This function is now map tiling safe. |
3238 | */ |
3174 | */ |
3239 | |
|
|
3240 | int |
3175 | int |
3241 | player_can_view (object *pl, object *op) |
3176 | player_can_view (object *pl, object *op) |
3242 | { |
3177 | { |
3243 | rv_vector rv; |
3178 | rv_vector rv; |
3244 | int dx, dy; |
3179 | int dx, dy; |
… | |
… | |
3256 | |
3191 | |
3257 | get_rangevector (pl, op, &rv, 0x1); |
3192 | get_rangevector (pl, op, &rv, 0x1); |
3258 | |
3193 | |
3259 | /* starting with the 'head' part, lets loop |
3194 | /* starting with the 'head' part, lets loop |
3260 | * through the object and find if it has any |
3195 | * through the object and find if it has any |
3261 | * part that is in the los array but isnt on |
3196 | * part that is in the los array but isn't on |
3262 | * a blocked los square. |
3197 | * a blocked los square. |
3263 | * we use the archetype to figure out offsets. |
3198 | * we use the archetype to figure out offsets. |
3264 | */ |
3199 | */ |
3265 | while (op) |
3200 | while (op) |
3266 | { |
3201 | { |
3267 | dx = rv.distance_x + op->arch->clone.x; |
3202 | dx = rv.distance_x + op->arch->x; |
3268 | dy = rv.distance_y + op->arch->clone.y; |
3203 | dy = rv.distance_y + op->arch->y; |
3269 | |
3204 | |
3270 | /* only the viewable area the player sees is updated by LOS |
3205 | /* only the viewable area the player sees is updated by LOS |
3271 | * code, so we need to restrict ourselves to that range of values |
3206 | * code, so we need to restrict ourselves to that range of values |
3272 | * for any meaningful values. |
3207 | * for any meaningful values. |
3273 | */ |
3208 | */ |
3274 | if (FABS (dx) <= (pl->contr->ns->mapx / 2) && |
3209 | if (abs (dx) <= (pl->contr->ns->mapx / 2) && |
3275 | FABS (dy) <= (pl->contr->ns->mapy / 2) && |
3210 | abs (dy) <= (pl->contr->ns->mapy / 2) && |
3276 | !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) |
3211 | !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) |
3277 | return 1; |
3212 | return 1; |
|
|
3213 | |
3278 | op = op->more; |
3214 | op = op->more; |
3279 | } |
3215 | } |
|
|
3216 | |
3280 | return 0; |
3217 | return 0; |
3281 | } |
3218 | } |
3282 | |
3219 | |
3283 | /* routine for both players and monsters. We call this when |
3220 | /* routine for both players and monsters. We call this when |
3284 | * there is a possibility for our action distrubing our hiding |
3221 | * there is a possibility for our action distrubing our hiding |
… | |
… | |
3287 | * return 0. |
3224 | * return 0. |
3288 | */ |
3225 | */ |
3289 | int |
3226 | int |
3290 | action_makes_visible (object *op) |
3227 | action_makes_visible (object *op) |
3291 | { |
3228 | { |
3292 | |
|
|
3293 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
3229 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
3294 | { |
3230 | { |
3295 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
3231 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
3296 | return 0; |
3232 | return 0; |
3297 | |
3233 | |
… | |
… | |
3303 | { |
3239 | { |
3304 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); |
3240 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); |
3305 | return 1; |
3241 | return 1; |
3306 | } |
3242 | } |
3307 | } |
3243 | } |
|
|
3244 | |
3308 | return 0; |
3245 | return 0; |
3309 | } |
3246 | } |
3310 | |
3247 | |
3311 | /* op_on_battleground - checks if the given object op (usually |
3248 | /* op_on_battleground - checks if the given object op (usually |
3312 | * a player) is standing on a valid battleground-tile, |
3249 | * a player) is standing on a valid battleground-tile, |
… | |
… | |
3317 | * Default is to do the same as before, so only people wanting to have different points need worry about this |
3254 | * Default is to do the same as before, so only people wanting to have different points need worry about this |
3318 | */ |
3255 | */ |
3319 | int |
3256 | int |
3320 | op_on_battleground (object *op, int *x, int *y) |
3257 | op_on_battleground (object *op, int *x, int *y) |
3321 | { |
3258 | { |
3322 | object *tmp; |
|
|
3323 | |
|
|
3324 | /* A battleground-tile needs the following attributes to be valid: |
3259 | /* A battleground-tile needs the following attributes to be valid: |
3325 | * is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3260 | * is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3326 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3261 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3327 | * and the exit-coordinates sp/hp must both be > 0. |
3262 | * and the exit-coordinates sp/hp must both be > 0. |
3328 | * => The intention here is to prevent abuse of the battleground- |
3263 | * => The intention here is to prevent abuse of the battleground- |
3329 | * feature (like pickable or hidden battleground tiles). */ |
3264 | * feature (like pickable or hidden battleground tiles). */ |
3330 | for (tmp = op->below; tmp != NULL; tmp = tmp->below) |
3265 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
3331 | { |
3266 | { |
3332 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3267 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3333 | { |
3268 | { |
3334 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) && |
3269 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) |
3335 | strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) |
3270 | && tmp->type == BATTLEGROUND |
|
|
3271 | && tmp->name == shstr_battleground |
|
|
3272 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3336 | { |
3273 | { |
3337 | /*before we assign the exit, check if this is a teambattle */ |
3274 | /* before we assign the exit, check if this is a teambattle */ |
3338 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3275 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3339 | { |
3276 | { |
3340 | object *invtmp; |
|
|
3341 | |
|
|
3342 | for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) |
3277 | for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) |
3343 | { |
3278 | { |
3344 | if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) |
3279 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
3345 | { |
3280 | { |
3346 | if (x != NULL && y != NULL) |
3281 | if (x && y) |
3347 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3282 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
|
|
3283 | |
3348 | return 1; |
3284 | return 1; |
3349 | } |
3285 | } |
3350 | } |
3286 | } |
3351 | } |
3287 | } |
|
|
3288 | |
3352 | if (x != NULL && y != NULL) |
3289 | if (x && y) |
3353 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3290 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
|
|
3291 | |
3354 | return 1; |
3292 | return 1; |
3355 | } |
3293 | } |
3356 | } |
3294 | } |
3357 | } |
3295 | } |
|
|
3296 | |
3358 | /* If we got here, did not find a battleground */ |
3297 | /* If we got here, did not find a battleground */ |
3359 | return 0; |
3298 | return 0; |
3360 | } |
3299 | } |
3361 | |
3300 | |
3362 | /* |
3301 | /* |
… | |
… | |
3378 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3317 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3379 | int i = 0, j = 0; |
3318 | int i = 0, j = 0; |
3380 | |
3319 | |
3381 | /* get the appropriate treasurelist */ |
3320 | /* get the appropriate treasurelist */ |
3382 | if (atnr == ATNR_FIRE) |
3321 | if (atnr == ATNR_FIRE) |
3383 | trlist = find_treasurelist ("dragon_ability_fire"); |
3322 | trlist = treasurelist::find (shstr_dragon_ability_fire); |
3384 | else if (atnr == ATNR_COLD) |
3323 | else if (atnr == ATNR_COLD) |
3385 | trlist = find_treasurelist ("dragon_ability_cold"); |
3324 | trlist = treasurelist::find (shstr_dragon_ability_cold); |
3386 | else if (atnr == ATNR_ELECTRICITY) |
3325 | else if (atnr == ATNR_ELECTRICITY) |
3387 | trlist = find_treasurelist ("dragon_ability_elec"); |
3326 | trlist = treasurelist::find (shstr_dragon_ability_elec); |
3388 | else if (atnr == ATNR_POISON) |
3327 | else if (atnr == ATNR_POISON) |
3389 | trlist = find_treasurelist ("dragon_ability_poison"); |
3328 | trlist = treasurelist::find (shstr_dragon_ability_poison); |
3390 | |
3329 | |
3391 | if (trlist == NULL || who->type != PLAYER) |
3330 | if (trlist == NULL || who->type != PLAYER) |
3392 | return; |
3331 | return; |
3393 | |
3332 | |
3394 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3333 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
… | |
… | |
3398 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3337 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3399 | return; |
3338 | return; |
3400 | } |
3339 | } |
3401 | |
3340 | |
3402 | /* everything seems okay - now bring on the gift: */ |
3341 | /* everything seems okay - now bring on the gift: */ |
3403 | item = &(tr->item->clone); |
3342 | item = tr->item; |
3404 | |
3343 | |
3405 | if (item->type == SPELL) |
3344 | if (item->type == SPELL) |
3406 | { |
3345 | { |
3407 | if (check_spell_known (who, item->name)) |
3346 | if (check_spell_known (who, item->name)) |
3408 | return; |
3347 | return; |
… | |
… | |
3467 | { |
3406 | { |
3468 | /* forces in the treasurelist can alter the player's stats */ |
3407 | /* forces in the treasurelist can alter the player's stats */ |
3469 | object *skin; |
3408 | object *skin; |
3470 | |
3409 | |
3471 | /* first get the dragon skin force */ |
3410 | /* first get the dragon skin force */ |
3472 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
3473 | for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) |
3411 | for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below) |
3474 | ; |
3412 | ; |
3475 | |
3413 | |
3476 | if (!skin) |
3414 | if (!skin) |
3477 | return; |
3415 | return; |
3478 | |
3416 | |
… | |
… | |
3526 | * not readied. |
3464 | * not readied. |
3527 | */ |
3465 | */ |
3528 | void |
3466 | void |
3529 | player_unready_range_ob (player *pl, object *ob) |
3467 | player_unready_range_ob (player *pl, object *ob) |
3530 | { |
3468 | { |
3531 | for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
3469 | if (pl->ob->current_weapon == ob) |
|
|
3470 | pl->ob->current_weapon = 0; |
|
|
3471 | |
|
|
3472 | if (pl->combat_ob == ob) |
|
|
3473 | pl->combat_ob = 0; |
|
|
3474 | |
3532 | if (pl->ranges[i] == ob) |
3475 | if (pl->ranged_ob == ob) |
3533 | { |
|
|
3534 | pl->ranges[i] = 0; |
3476 | pl->ranged_ob = 0; |
3535 | if (pl->shoottype == i) |
|
|
3536 | pl->shoottype = range_none; |
|
|
3537 | } |
|
|
3538 | } |
3477 | } |
|
|
3478 | |
|
|
3479 | sint8 |
|
|
3480 | player::visibility_at (maptile *map, int x, int y) const |
|
|
3481 | { |
|
|
3482 | if (!ns) |
|
|
3483 | return 0; |
|
|
3484 | |
|
|
3485 | int dx, dy; |
|
|
3486 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
|
|
3487 | return 0; |
|
|
3488 | |
|
|
3489 | x += dx - ns->current_x + ns->mapx / 2; |
|
|
3490 | y += dy - ns->current_y + ns->mapy / 2; |
|
|
3491 | |
|
|
3492 | if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) |
|
|
3493 | return 0; |
|
|
3494 | |
|
|
3495 | return 100 - blocked_los [x][y]; |
|
|
3496 | } |
|
|
3497 | |
|
|
3498 | void |
|
|
3499 | player::infobox (const char *title, const char *msg, int color) |
|
|
3500 | { |
|
|
3501 | send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg); |
|
|
3502 | } |
|
|
3503 | |
|
|
3504 | void |
|
|
3505 | player::statusmsg (const char *msg, int color) |
|
|
3506 | { |
|
|
3507 | send_msg (color | NDI_REPLY, INFO_CHANNEL, msg); |
|
|
3508 | } |
|
|
3509 | |
|
|
3510 | void |
|
|
3511 | player::failmsg (const char *msg, int color) |
|
|
3512 | { |
|
|
3513 | play_sound (sound_find ("generic_failure")); |
|
|
3514 | statusmsg (msg, color); |
|
|
3515 | } |
|
|
3516 | |