1 |
/* |
2 |
* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 |
* |
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* Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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* Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
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* Copyright (©) 1992 Frank Tore Johansen |
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* |
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* Deliantra is free software: you can redistribute it and/or modify it under |
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* the terms of the Affero GNU General Public License as published by the |
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* Free Software Foundation, either version 3 of the License, or (at your |
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* option) any later version. |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the Affero GNU General Public License |
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* and the GNU General Public License along with this program. If not, see |
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* <http://www.gnu.org/licenses/>. |
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* |
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* The authors can be reached via e-mail to <support@deliantra.net> |
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*/ |
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|
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//+GPL |
26 |
|
27 |
#include <algorithm> |
28 |
#include <functional> |
29 |
|
30 |
#include <global.h> |
31 |
#include <sproto.h> |
32 |
#include <sounds.h> |
33 |
#include <living.h> |
34 |
#include <object.h> |
35 |
#include <spells.h> |
36 |
#include <skills.h> |
37 |
|
38 |
playervec players; |
39 |
|
40 |
/* This loads the first map an puts the player on it. */ |
41 |
static void |
42 |
set_first_map (object *op) |
43 |
{ |
44 |
op->contr->maplevel = first_map_path; |
45 |
op->x = -1; |
46 |
op->y = -1; |
47 |
} |
48 |
|
49 |
void |
50 |
player::activate () |
51 |
{ |
52 |
if (active) |
53 |
return; |
54 |
|
55 |
players.insert (this); |
56 |
ob->remove (); |
57 |
ob->map = 0; |
58 |
ob->activate_recursive (); |
59 |
ob->clr_flag (FLAG_FRIENDLY); |
60 |
add_friendly_object (ob); |
61 |
} |
62 |
|
63 |
void |
64 |
player::deactivate () |
65 |
{ |
66 |
if (!active) |
67 |
return; |
68 |
|
69 |
terminate_all_pets (ob); |
70 |
remove_friendly_object (ob); |
71 |
ob->deactivate_recursive (); |
72 |
|
73 |
if (ob->map) |
74 |
maplevel = ob->map->path; |
75 |
|
76 |
ob->remove (); |
77 |
ob->enemy = 0; // sometimes keeps an extra refcount on itself |
78 |
ob->map = 0; |
79 |
party = 0; |
80 |
|
81 |
players.erase (this); |
82 |
} |
83 |
|
84 |
// connect the player with a specific client |
85 |
// also changes, rationalises, and fixes some incorrect settings |
86 |
void |
87 |
player::connect (client *ns) |
88 |
{ |
89 |
this->ns = ns; |
90 |
ns->pl = this; |
91 |
|
92 |
run_on = 0; |
93 |
fire_on = 0; |
94 |
ob->close_container (); //TODO: client-specific |
95 |
|
96 |
ns->update_look = 0; |
97 |
ns->look_position = 0; |
98 |
|
99 |
clear_los (); |
100 |
|
101 |
ns->reset_stats (); |
102 |
|
103 |
/* make sure he's a player -- needed because of class change. */ |
104 |
ob->type = PLAYER; // we are paranoid |
105 |
ob->race = ob->arch->race; |
106 |
|
107 |
ob->update_weight (); |
108 |
link_skills (); |
109 |
|
110 |
assign (title, ob->arch->object::name); |
111 |
|
112 |
/* if it's a dragon player, set the correct title here */ |
113 |
if (ob->is_dragon ()) |
114 |
{ |
115 |
object *tmp, *abil = 0, *skin = 0; |
116 |
|
117 |
for (tmp = ob->inv; tmp; tmp = tmp->below) |
118 |
if (tmp->type == FORCE) |
119 |
if (tmp->arch->archname == shstr_dragon_ability_force) |
120 |
abil = tmp; |
121 |
else if (tmp->arch->archname == shstr_dragon_skin_force) |
122 |
skin = tmp; |
123 |
|
124 |
set_dragon_name (ob, abil, skin); |
125 |
} |
126 |
|
127 |
new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
128 |
|
129 |
esrv_new_player (this); |
130 |
|
131 |
ob->flag [FLAG_READY_WEAPON] = false; |
132 |
ob->flag [FLAG_READY_SKILL] = false; |
133 |
ob->flag [FLAG_READY_RANGE] = false; |
134 |
ob->flag [FLAG_READY_BOW] = false; |
135 |
|
136 |
ob->update_stats (); |
137 |
|
138 |
ns->floorbox_update (); |
139 |
esrv_send_inventory (ob, ob); |
140 |
esrv_add_spells (this, 0); |
141 |
|
142 |
activate (); |
143 |
|
144 |
INVOKE_PLAYER (CONNECT, this); |
145 |
INVOKE_PLAYER (LOGIN, this); |
146 |
} |
147 |
|
148 |
void |
149 |
player::disconnect () |
150 |
{ |
151 |
if (ob) |
152 |
{ |
153 |
ob->close_container (); //TODO: client-specific |
154 |
ob->drop_unpaid_items (); |
155 |
} |
156 |
|
157 |
if (ns) |
158 |
{ |
159 |
if (active) |
160 |
INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
161 |
|
162 |
INVOKE_PLAYER (DISCONNECT, this); |
163 |
|
164 |
ns->reset_stats (); |
165 |
ns->pl = 0; |
166 |
ns = 0; |
167 |
} |
168 |
|
169 |
// this is important for the player scheduler to get the correct refcount |
170 |
// when ns = 0 |
171 |
observe = viewpoint = ob; |
172 |
|
173 |
deactivate (); |
174 |
} |
175 |
|
176 |
//-GPL |
177 |
|
178 |
// the need for this function can be explained |
179 |
// by load_object not returning the object |
180 |
void |
181 |
player::set_object (object *op) |
182 |
{ |
183 |
ob = observe = viewpoint = op; |
184 |
ob->contr = this; /* this aren't yet in archetype */ |
185 |
|
186 |
ob->speed = 1.0f; // object still inactive, keep it that way |
187 |
ob->speed_left = 0.5f; |
188 |
|
189 |
ob->direction = 5; /* So player faces south */ |
190 |
} |
191 |
|
192 |
void |
193 |
player::set_observe (object *op) |
194 |
{ |
195 |
observe = viewpoint = op ? op : ob; |
196 |
do_los = 1; |
197 |
} |
198 |
|
199 |
void |
200 |
player::set_viewpoint (object *op) |
201 |
{ |
202 |
viewpoint = op ? op : (object *)observe; |
203 |
do_los = 1; |
204 |
} |
205 |
|
206 |
//+GPL |
207 |
|
208 |
player::player () |
209 |
{ |
210 |
/* There are some elements we want initialised to non zero value - |
211 |
* we deal with that below this point. |
212 |
*/ |
213 |
outputs_sync = 4; |
214 |
outputs_count = 4; |
215 |
unapply = unapply_nochoice; |
216 |
|
217 |
savebed_map = first_map_path; /* Init. respawn position */ |
218 |
|
219 |
gen_sp_armour = 10; |
220 |
bowtype = bow_normal; |
221 |
petmode = pet_normal; |
222 |
usekeys = containers; |
223 |
peaceful = 1; /* default peaceful */ |
224 |
do_los = 1; |
225 |
|
226 |
weapon_sp = 1.0f; |
227 |
weapon_sp_left = 0.5f; |
228 |
} |
229 |
|
230 |
void |
231 |
player::do_destroy () |
232 |
{ |
233 |
disconnect (); |
234 |
|
235 |
attachable::do_destroy (); |
236 |
|
237 |
if (ob) |
238 |
ob->destroy (); |
239 |
|
240 |
ob = observe = viewpoint = 0; |
241 |
} |
242 |
|
243 |
player::~player () |
244 |
{ |
245 |
/* Clear item stack */ |
246 |
free (stack_items); |
247 |
} |
248 |
|
249 |
/* |
250 |
* get_player_archetype() return next player archetype from archetype |
251 |
* list. Not very efficient routine, but used only creating new players. |
252 |
* Note: there MUST be at least one player archetype! |
253 |
*/ |
254 |
static archetype * |
255 |
get_player_archetype (archetype *at) |
256 |
{ |
257 |
// archetypes could have been reloaded |
258 |
archetype *nat = at ? archetype::find (at->archname) : archetypes [0]; |
259 |
|
260 |
if (!nat) |
261 |
return at; |
262 |
|
263 |
archvec::iterator i = archetypes.find (nat); |
264 |
|
265 |
for (;;) |
266 |
{ |
267 |
if (++i == archetypes.end ()) |
268 |
i = archetypes.begin (); |
269 |
else if (*i == at) |
270 |
cleanup ("not a single player archetype found"); |
271 |
|
272 |
if ((*i)->type == PLAYER) |
273 |
return *i; |
274 |
} |
275 |
} |
276 |
|
277 |
/* Tries to add player on the connection passed in ns. |
278 |
* All we can really get in this is some settings like host and display |
279 |
* mode. |
280 |
*/ |
281 |
player * |
282 |
player::create () |
283 |
{ |
284 |
player *pl = new player; |
285 |
|
286 |
pl->set_object (get_player_archetype (0)->instance ()); |
287 |
|
288 |
pl->ob->roll_stats (); |
289 |
pl->ob->stats.wc = 2; |
290 |
pl->ob->run_away = 25; /* Then we panick... */ |
291 |
|
292 |
set_first_map (pl->ob); |
293 |
|
294 |
return pl; |
295 |
} |
296 |
|
297 |
object * |
298 |
get_nearest_player (object *mon) |
299 |
{ |
300 |
object *op = NULL; |
301 |
objectlink *ol; |
302 |
unsigned lastdist; |
303 |
rv_vector rv; |
304 |
|
305 |
for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
306 |
{ |
307 |
if (!can_detect_enemy (mon, ol->ob, &rv)) |
308 |
continue; |
309 |
|
310 |
if (lastdist > rv.distance) |
311 |
{ |
312 |
op = ol->ob; |
313 |
lastdist = rv.distance; |
314 |
} |
315 |
} |
316 |
|
317 |
for_all_players (pl) |
318 |
if (can_detect_enemy (mon, pl->ob, &rv)) |
319 |
if (lastdist > rv.distance) |
320 |
{ |
321 |
op = pl->ob; |
322 |
lastdist = rv.distance; |
323 |
} |
324 |
|
325 |
#if 0 |
326 |
LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); |
327 |
#endif |
328 |
return op; |
329 |
} |
330 |
|
331 |
/* I believe this can safely go to 2, 3 is questionable, 4 will likely |
332 |
* result in a monster paths backtracking. It basically determines how large a |
333 |
* detour a monster will take from the direction path when looking |
334 |
* for a path to the player. The values are in the amount of direction |
335 |
* the deviation is |
336 |
*/ |
337 |
#define DETOUR_AMOUNT 2 |
338 |
|
339 |
/* This is used to prevent infinite loops. Consider a case where the |
340 |
* player is in a chamber (with gate closed), and monsters are outside. |
341 |
* with DETOUR_AMOUNT==2, the function will turn each corner, trying to |
342 |
* find a path into the chamber. This is a good thing, but since there |
343 |
* is no real path, it will just keep circling the chamber for |
344 |
* ever (this could be a nice effect for monsters, but not for the function |
345 |
* to get stuck in. I think for the monsters, if max is reached and |
346 |
* we return the first direction the creature could move would result in the |
347 |
* circling behaviour. Unfortunately, this function is also used to determined |
348 |
* if the creature should cast a spell, so returning a direction in that case |
349 |
* is probably not a good thing. |
350 |
*/ |
351 |
#define MAX_SPACES 50 |
352 |
|
353 |
/* |
354 |
* Returns the direction to the player, if valid. Returns 0 otherwise. |
355 |
* modified to verify there is a path to the player. Does this by stepping towards |
356 |
* player and if path is blocked then see if blockage is close enough to player that |
357 |
* direction to player is changed (ie zig or zag). Continue zig zag until either |
358 |
* reach player or path is blocked. Thus, will only return true if there is a free |
359 |
* path to player. Though path may not be a straight line. Note that it will find |
360 |
* player hiding along a corridor at right angles to the corridor with the monster. |
361 |
* |
362 |
* Modified by MSW 2001-08-06 to handle tiled maps. Various notes: |
363 |
* 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding |
364 |
* down corriders. |
365 |
* 2) I think the old code was broken if the first direction the monster |
366 |
* should move was blocked - the code would store the first direction without |
367 |
* verifying that the player can actually move in that direction. The new |
368 |
* code does not store anything in firstdir until we have verified that the |
369 |
* monster can in fact move one space in that direction. |
370 |
* 3) I'm not sure how good this code will be for moving multipart monsters, |
371 |
* since only simple checks to blocked are being called, which could mean the monster |
372 |
* is blocking itself. |
373 |
*/ |
374 |
int |
375 |
path_to_player (object *mon, object *pl, unsigned mindiff) |
376 |
{ |
377 |
rv_vector rv; |
378 |
int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES; |
379 |
|
380 |
get_rangevector (mon, pl, &rv, 0); |
381 |
|
382 |
if (rv.distance < mindiff) |
383 |
return 0; |
384 |
|
385 |
mapxy pos (mon); |
386 |
dir = rv.direction; |
387 |
lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
388 |
diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
389 |
|
390 |
/* If we can't solve it within the search distance, return now. */ |
391 |
if (diff > max) |
392 |
return 0; |
393 |
|
394 |
while (diff > 1 && max > 0) |
395 |
{ |
396 |
mapxy lastpos = pos; |
397 |
|
398 |
pos.move (dir); |
399 |
|
400 |
/* Space is blocked - try changing direction a little */ |
401 |
if (!pos.normalise () |
402 |
|| (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block)) |
403 |
&& blocked_link (mon, pos.m, pos.x, pos.y))) |
404 |
{ |
405 |
/* recalculate direction from last good location. Possible |
406 |
* we were not traversing ideal location before. |
407 |
*/ |
408 |
get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0); |
409 |
if (rv.direction != dir) |
410 |
{ |
411 |
/* OK - says direction should be different - lets reset the |
412 |
* the values so it will try again. |
413 |
*/ |
414 |
pos = lastpos; |
415 |
dir = firstdir = rv.direction; |
416 |
} |
417 |
else |
418 |
{ |
419 |
/* direct path is blocked - try taking a side step to |
420 |
* either the left or right. |
421 |
* Note increase the values in the loop below to be |
422 |
* more than -1/1 respectively will mean the monster takes |
423 |
* bigger detour. Have to be careful about these values getting |
424 |
* too big (3 or maybe 4 or higher) as the monster may just try |
425 |
* stepping back and forth |
426 |
*/ |
427 |
for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) |
428 |
{ |
429 |
if (i == 0) |
430 |
continue; /* already did this, so skip it */ |
431 |
|
432 |
/* Use lastdir here - otherwise, |
433 |
* since the direction that the creature should move in |
434 |
* may change, you could get infinite loops. |
435 |
* ie, player is northwest, but monster can only |
436 |
* move west, so it does that. It goes some distance, |
437 |
* gets blocked, finds that it should move north, |
438 |
* can't do that, but now finds it can move east, and |
439 |
* gets back to its original point. lastdir contains |
440 |
* the last direction the creature has successfully |
441 |
* moved. |
442 |
*/ |
443 |
pos = lastpos; |
444 |
pos.move (absdir (lastdir + i)); |
445 |
|
446 |
if (!pos.normalise ()) |
447 |
continue; |
448 |
|
449 |
mapspace &ms = *pos; |
450 |
|
451 |
if (ms.flags () & P_BLOCKSVIEW) |
452 |
continue; |
453 |
|
454 |
if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block)) |
455 |
continue; |
456 |
|
457 |
if (blocked_link (mon, pos.m, pos.x, pos.y)) |
458 |
break; |
459 |
} |
460 |
|
461 |
/* go through entire loop without finding a valid |
462 |
* sidestep to take - thus, no valid path. |
463 |
*/ |
464 |
if (i == DETOUR_AMOUNT + 1) |
465 |
return 0; |
466 |
|
467 |
diff--; |
468 |
lastdir = dir; |
469 |
max--; |
470 |
if (!firstdir) |
471 |
firstdir = dir + i; |
472 |
} /* else check alternate directions */ |
473 |
} /* if blocked */ |
474 |
else |
475 |
{ |
476 |
/* we moved towards creature, so diff is less */ |
477 |
diff--; |
478 |
max--; |
479 |
lastdir = dir; |
480 |
|
481 |
if (!firstdir) |
482 |
firstdir = dir; |
483 |
} |
484 |
|
485 |
if (diff <= 1) |
486 |
{ |
487 |
/* Recalculate diff (distance) because we may not have actually |
488 |
* headed toward player for entire distance. |
489 |
*/ |
490 |
get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0); |
491 |
diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
492 |
} |
493 |
|
494 |
if (diff > max) |
495 |
return 0; |
496 |
} |
497 |
|
498 |
/* If we reached the max, didn't find a direction in time */ |
499 |
if (!max) |
500 |
return 0; |
501 |
|
502 |
return firstdir; |
503 |
} |
504 |
|
505 |
void |
506 |
give_initial_items (object *pl, treasurelist *items) |
507 |
{ |
508 |
if (pl->randomitems) |
509 |
create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
510 |
|
511 |
for (object *next, *op = pl->inv; op; op = next) |
512 |
{ |
513 |
next = op->below; |
514 |
|
515 |
/* Forces get applied per default, unless they have the |
516 |
* flag "neutral" set. Sorry but I can't think of a better way |
517 |
*/ |
518 |
if (op->type == FORCE && !op->flag [FLAG_NEUTRAL]) |
519 |
op->set_flag (FLAG_APPLIED); |
520 |
|
521 |
/* we never give weapons/armour if these cannot be used |
522 |
* by this player due to race restrictions |
523 |
*/ |
524 |
if (pl->type == PLAYER) |
525 |
{ |
526 |
if ((!pl->flag [FLAG_USE_ARMOUR] |
527 |
&& |
528 |
(op->type == ARMOUR || op->type == BOOTS |
529 |
|| op->type == CLOAK || op->type == HELMET |
530 |
|| op->type == SHIELD || op->type == GLOVES |
531 |
|| op->type == BRACERS || op->type == GIRDLE)) |
532 |
|| (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON)) |
533 |
{ |
534 |
op->destroy (); |
535 |
continue; |
536 |
} |
537 |
} |
538 |
|
539 |
/* Here we remove duplicated skills (as duplicated spell objects have |
540 |
* _very_ confusing effects for players), which could for instance be |
541 |
* generated by multiple treasurelists specifying the same skills. |
542 |
*/ |
543 |
if (op->type == SKILL) |
544 |
{ |
545 |
for (object *tmp = op->below; tmp; tmp = tmp->below) |
546 |
if (tmp->type == op->type && tmp->name == op->name) |
547 |
{ |
548 |
op->destroy (); |
549 |
break; |
550 |
} |
551 |
|
552 |
if (op->nrof > 1) |
553 |
op->nrof = 1; |
554 |
} |
555 |
|
556 |
if (op->type == SPELLBOOK && op->inv) |
557 |
op->inv->clr_flag (FLAG_STARTEQUIP); |
558 |
|
559 |
/* Give starting characters identified, uncursed, and undamned |
560 |
* items. Just don't identify gold or silver, or it won't be |
561 |
* merged properly. |
562 |
*/ |
563 |
if (op->need_identify ()) |
564 |
{ |
565 |
op->set_flag (FLAG_IDENTIFIED); |
566 |
op->clr_flag (FLAG_CURSED); |
567 |
op->clr_flag (FLAG_DAMNED); |
568 |
} |
569 |
|
570 |
if (op->type == SPELL) |
571 |
{ |
572 |
op->destroy (); |
573 |
continue; |
574 |
} |
575 |
else if (op->type == SKILL) |
576 |
{ |
577 |
op->set_flag (FLAG_CAN_USE_SKILL); |
578 |
op->stats.exp = 0; |
579 |
op->level = 1; |
580 |
} |
581 |
else /* lock all 'normal items by default */ |
582 |
op->set_flag (FLAG_INV_LOCKED); |
583 |
} /* for loop of objects in player inv */ |
584 |
|
585 |
/* Need to set up the skill pointers */ |
586 |
pl->contr->link_skills (); |
587 |
} |
588 |
|
589 |
void |
590 |
get_party_password (object *op, partylist *party) |
591 |
{ |
592 |
if (party == NULL) |
593 |
{ |
594 |
LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); |
595 |
return; |
596 |
} |
597 |
|
598 |
op->contr->write_buf[0] = '\0'; |
599 |
op->contr->ns->state = ST_GET_PARTY_PASSWORD; |
600 |
op->contr->party_to_join = party; |
601 |
send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
602 |
} |
603 |
|
604 |
/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
605 |
static int |
606 |
roll_stat () |
607 |
{ |
608 |
int a[4], i, j, k; |
609 |
|
610 |
for (i = 0; i < 4; i++) |
611 |
a[i] = rndm (1, 6); |
612 |
|
613 |
for (i = 0, j = 0, k = 7; i < 4; i++) |
614 |
if (a[i] < k) |
615 |
k = a[i], j = i; |
616 |
|
617 |
for (i = 0, k = 0; i < 4; i++) |
618 |
if (i != j) |
619 |
k += a[i]; |
620 |
|
621 |
return k; |
622 |
} |
623 |
|
624 |
void |
625 |
object::roll_stats () |
626 |
{ |
627 |
int statsort [NUM_STATS]; |
628 |
|
629 |
for (;;) |
630 |
{ |
631 |
int sum = 0; |
632 |
for (int i = NUM_STATS; i--; ) |
633 |
sum += statsort [i] = roll_stat (); |
634 |
|
635 |
if (sum >= 82 && sum <= 116) |
636 |
break; |
637 |
} |
638 |
|
639 |
// Sort the stats so that rerolling is easier... |
640 |
std::sort (statsort, statsort + NUM_STATS, std::greater<int>()); |
641 |
|
642 |
for (int i = 0; i < NUM_STATS; ++i) |
643 |
stats.stat (i) = statsort [i]; |
644 |
|
645 |
stats.exp = 0; |
646 |
stats.ac = 0; |
647 |
|
648 |
stats.hp = stats.maxhp; |
649 |
stats.sp = stats.maxsp; |
650 |
stats.grace = stats.maxgrace; |
651 |
|
652 |
if (contr) |
653 |
{ |
654 |
contr->levhp[1] = 9; |
655 |
contr->levsp[1] = 6; |
656 |
contr->levgrace[1] = 3; |
657 |
|
658 |
contr->orig_stats = stats; |
659 |
} |
660 |
} |
661 |
|
662 |
void |
663 |
object::swap_stats (int a, int b) |
664 |
{ |
665 |
swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b)); |
666 |
|
667 |
for (int i = 0; i < NUM_STATS; ++i) |
668 |
stats.stat (i) = contr->orig_stats.stat (i); |
669 |
|
670 |
//TODO: the following code looks so borked and should, at the very least, |
671 |
// be merged with the similar code in roll_stats |
672 |
stats.ac = 0; |
673 |
|
674 |
level = 1; |
675 |
stats.exp = 0; |
676 |
stats.ac = 0; |
677 |
|
678 |
stats.hp = stats.maxhp; |
679 |
stats.sp = stats.maxsp; |
680 |
stats.grace = stats.maxgrace; |
681 |
|
682 |
if (contr) |
683 |
{ |
684 |
contr->levhp[1] = 9; |
685 |
contr->levsp[1] = 6; |
686 |
contr->levgrace[1] = 3; |
687 |
|
688 |
contr->orig_stats = stats; |
689 |
} |
690 |
} |
691 |
|
692 |
static void |
693 |
start_info (object *op) |
694 |
{ |
695 |
char buf[MAX_BUF]; |
696 |
|
697 |
sprintf (buf, "Welcome to Deliantra v%s!", VERSION); |
698 |
new_draw_info (NDI_UNIQUE, 0, op, buf); |
699 |
} |
700 |
|
701 |
/* This function takes the key that is passed, and does the |
702 |
* appropriate action with it (change race, or other things). |
703 |
* The function name is for historical reasons - now we have |
704 |
* separate race and class; this actually changes the RACE, |
705 |
* not the class. |
706 |
*/ |
707 |
void |
708 |
player::chargen_race_done () |
709 |
{ |
710 |
/* this must before then initial items are given */ |
711 |
esrv_new_player (ob->contr); |
712 |
|
713 |
treasurelist *tl = treasurelist::find (shstr_starting_wealth); |
714 |
if (tl) |
715 |
create_treasure (tl, ob, 0, 0, 0); |
716 |
|
717 |
INVOKE_PLAYER (BIRTH, ob->contr); |
718 |
|
719 |
ob->contr->ns->state = ST_PLAYING; |
720 |
|
721 |
if (ob->msg) |
722 |
ob->msg = 0; |
723 |
|
724 |
start_info (ob); |
725 |
ob->clr_flag (FLAG_WIZ); |
726 |
give_initial_items (ob, ob->randomitems); |
727 |
esrv_send_inventory (ob, ob); |
728 |
ob->update_stats (); |
729 |
|
730 |
/* This moves the player to a different start map, if there |
731 |
* is one for this race |
732 |
*/ |
733 |
if (*first_map_ext_path) |
734 |
ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); |
735 |
else |
736 |
LOG (llevDebug, "first_map_ext_path not set\n"); |
737 |
} |
738 |
|
739 |
void |
740 |
player::chargen_race_next () |
741 |
{ |
742 |
/* Following actually changes the race - this is the default command |
743 |
* if we don't match with one of the options above. |
744 |
*/ |
745 |
|
746 |
do |
747 |
{ |
748 |
shstr name = ob->name; |
749 |
int x = ob->x, y = ob->y; |
750 |
|
751 |
ob->remove_statbonus (); |
752 |
ob->remove (); |
753 |
ob->arch = get_player_archetype (ob->arch); |
754 |
ob->arch->copy_to (ob); |
755 |
ob->instantiate (); |
756 |
ob->stats = ob->contr->orig_stats; |
757 |
ob->name = ob->name_pl = name; |
758 |
ob->x = x; |
759 |
ob->y = y; |
760 |
SET_ANIMATION (ob, 2); /* So player faces south */ |
761 |
insert_ob_in_map (ob, ob->map, ob, 0); |
762 |
assign (ob->contr->title, ob->arch->object::name); |
763 |
ob->add_statbonus (); |
764 |
} |
765 |
while (!allowed_class (ob)); |
766 |
|
767 |
update_object (ob, UP_OBJ_FACE); |
768 |
esrv_update_item (UPD_FACE, ob, ob); |
769 |
ob->update_stats (); |
770 |
ob->stats.hp = ob->stats.maxhp; |
771 |
ob->stats.sp = ob->stats.maxsp; |
772 |
ob->stats.grace = 0; |
773 |
} |
774 |
|
775 |
static void |
776 |
flee_player (object *op) |
777 |
{ |
778 |
int dir, diff; |
779 |
rv_vector rv; |
780 |
|
781 |
if (op->stats.hp < 0) |
782 |
{ |
783 |
LOG (llevDebug, "Fleeing player is dead.\n"); |
784 |
op->clr_flag (FLAG_SCARED); |
785 |
return; |
786 |
} |
787 |
|
788 |
if (!op->enemy) |
789 |
{ |
790 |
LOG (llevDebug, "Fleeing player had no enemy.\n"); |
791 |
op->clr_flag (FLAG_SCARED); |
792 |
return; |
793 |
} |
794 |
|
795 |
if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
796 |
{ |
797 |
op->enemy = NULL; |
798 |
op->clr_flag (FLAG_SCARED); |
799 |
return; |
800 |
} |
801 |
|
802 |
get_rangevector (op, op->enemy, &rv, 0); |
803 |
|
804 |
dir = absdir (4 + rv.direction); |
805 |
for (diff = 0; diff < 3; diff++) |
806 |
{ |
807 |
int m = 1 - rndm (2) * 2; |
808 |
|
809 |
if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m)))) |
810 |
return; |
811 |
} |
812 |
|
813 |
/* Cornered, get rid of scared */ |
814 |
op->clr_flag (FLAG_SCARED); |
815 |
op->enemy = NULL; |
816 |
} |
817 |
|
818 |
/* check_pick sees if there is stuff to be picked up/picks up stuff. |
819 |
* It returns 1 if the player should keep on moving, 0 if he should |
820 |
* stop. |
821 |
*/ |
822 |
int |
823 |
check_pick (object *op) |
824 |
{ |
825 |
object *tmp, *next; |
826 |
int stop = 0; |
827 |
int wvratio; |
828 |
|
829 |
/* if you're flying, you can't pick up anything */ |
830 |
if (op->move_type & MOVE_FLYING) |
831 |
return 1; |
832 |
|
833 |
next = op->below; |
834 |
|
835 |
int cnt = MAX_ITEM_PER_ACTION; |
836 |
#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) |
837 |
|
838 |
/* loop while there are items on the floor that are not marked as |
839 |
* destroyed */ |
840 |
while (next && !next->destroyed ()) |
841 |
{ |
842 |
tmp = next; |
843 |
next = tmp->below; |
844 |
|
845 |
if (cnt <= 0) |
846 |
{ |
847 |
op->failmsg ("Couldn't pickup all items at once."); |
848 |
return 0; |
849 |
} |
850 |
|
851 |
if (op->destroyed ()) |
852 |
return 0; |
853 |
|
854 |
if (!can_pick (op, tmp)) |
855 |
continue; |
856 |
|
857 |
if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
858 |
{ |
859 |
if (item_matched_string (op, tmp, op->contr->search_str)) |
860 |
CHK_PICK_PICKUP; |
861 |
|
862 |
continue; |
863 |
} |
864 |
|
865 |
/* pickup handling */ |
866 |
if (op->contr->mode & PU_DEBUG) |
867 |
{ |
868 |
/* some debugging code to figure out item information */ |
869 |
const char *str = tmp->name |
870 |
? format ("item name: %s item type: %d weight/value: %d", |
871 |
&tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))) |
872 |
: format ("item name: %s item type: %d weight/value: %d", |
873 |
&tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))); |
874 |
|
875 |
new_draw_info (NDI_UNIQUE, 0, op, str); |
876 |
} |
877 |
|
878 |
if (op->contr->mode & PU_INHIBIT) |
879 |
return 1; |
880 |
|
881 |
if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client |
882 |
return 1; |
883 |
|
884 |
/* philosophy: |
885 |
* It's easy to grab an item type from a pile, as long as it's |
886 |
* generic. This takes no game-time. For more detailed pickups |
887 |
* and selections, select-items should be used. This is a |
888 |
* grab-as-you-run type mode that's really useful for arrows for |
889 |
* example. |
890 |
* The drawback: right now it has no frontend, so you need to |
891 |
* stick the bits you want into a calculator in hex mode and then |
892 |
* convert to decimal and then 'pickup <#> |
893 |
*/ |
894 |
|
895 |
/* the first two modes are exclusive: if NOTHING we return, if |
896 |
* STOP then we stop. All the rest are applied sequentially, |
897 |
* meaning if any test passes, the item gets picked up. */ |
898 |
|
899 |
/* if mode is set to pick nothing up, return */ |
900 |
if (op->contr->mode == PU_NOTHING) |
901 |
return 1; |
902 |
|
903 |
/* if mode is set to stop when encountering objects, return */ |
904 |
/* take STOP before INHIBIT since it doesn't actually pick |
905 |
* anything up */ |
906 |
if (op->contr->mode & PU_STOP) |
907 |
return 0; |
908 |
|
909 |
/* useful for going into stores and not losing your settings... */ |
910 |
/* and for battles wher you don't want to get loaded down while |
911 |
* fighting */ |
912 |
if (op->contr->mode & PU_INHIBIT) |
913 |
return 1; |
914 |
|
915 |
/* prevent us from turning into auto-thieves :) */ |
916 |
if (tmp->flag [FLAG_UNPAID]) |
917 |
continue; |
918 |
|
919 |
/* ignore known cursed objects */ |
920 |
if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED) |
921 |
continue; |
922 |
|
923 |
/* all food and drink if desired */ |
924 |
/* question: don't pick up known-poisonous stuff? */ |
925 |
if (op->contr->mode & PU_FOOD) |
926 |
if (tmp->type == FOOD) |
927 |
{ |
928 |
CHK_PICK_PICKUP; |
929 |
continue; |
930 |
} |
931 |
|
932 |
if (op->contr->mode & PU_DRINK) |
933 |
if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED])) |
934 |
{ |
935 |
CHK_PICK_PICKUP; |
936 |
continue; |
937 |
} |
938 |
|
939 |
if (op->contr->mode & PU_POTION) |
940 |
if (tmp->type == POTION) |
941 |
{ |
942 |
CHK_PICK_PICKUP; |
943 |
continue; |
944 |
} |
945 |
|
946 |
/* spellbooks, skillscrolls and normal books/scrolls */ |
947 |
if (op->contr->mode & PU_SPELLBOOK) |
948 |
if (tmp->type == SPELLBOOK) |
949 |
{ |
950 |
CHK_PICK_PICKUP; |
951 |
continue; |
952 |
} |
953 |
|
954 |
if (op->contr->mode & PU_SKILLSCROLL) |
955 |
if (tmp->type == SKILLSCROLL) |
956 |
{ |
957 |
CHK_PICK_PICKUP; |
958 |
continue; |
959 |
} |
960 |
|
961 |
if (op->contr->mode & PU_READABLES) |
962 |
if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) |
963 |
{ |
964 |
CHK_PICK_PICKUP; |
965 |
continue; |
966 |
} |
967 |
|
968 |
/* wands/staves/rods/horns */ |
969 |
if (op->contr->mode & PU_MAGIC_DEVICE) |
970 |
if (tmp->type == WAND |
971 |
|| tmp->type == ROD |
972 |
|| tmp->type == HORN |
973 |
|| tmp->type == POWER_CRYSTAL) |
974 |
{ |
975 |
CHK_PICK_PICKUP; |
976 |
continue; |
977 |
} |
978 |
|
979 |
/* pick up all magical items */ |
980 |
if (op->contr->mode & PU_MAGICAL) |
981 |
if (tmp->flag [FLAG_KNOWN_MAGICAL] |
982 |
&& !tmp->flag [FLAG_KNOWN_CURSED]) |
983 |
{ |
984 |
CHK_PICK_PICKUP; |
985 |
continue; |
986 |
} |
987 |
|
988 |
if (op->contr->mode & PU_VALUABLES) |
989 |
{ |
990 |
if (tmp->type == MONEY || tmp->type == GEM) |
991 |
{ |
992 |
CHK_PICK_PICKUP; |
993 |
continue; |
994 |
} |
995 |
} |
996 |
|
997 |
/* rings & amulets - talismans seems to be typed AMULET */ |
998 |
if (op->contr->mode & PU_JEWELS) |
999 |
if (tmp->type == RING |
1000 |
|| tmp->type == AMULET |
1001 |
|| tmp->type == GIRDLE |
1002 |
|| tmp->type == SKILL_TOOL) |
1003 |
{ |
1004 |
CHK_PICK_PICKUP; |
1005 |
continue; |
1006 |
} |
1007 |
|
1008 |
/* we don't forget dragon food */ |
1009 |
if (op->contr->mode & PU_FLESH) |
1010 |
if (tmp->type == FLESH) |
1011 |
{ |
1012 |
CHK_PICK_PICKUP; |
1013 |
continue; |
1014 |
} |
1015 |
|
1016 |
/* bows and arrows. Bows are good for selling! */ |
1017 |
if (op->contr->mode & PU_BOW) |
1018 |
if (tmp->type == BOW) |
1019 |
{ |
1020 |
CHK_PICK_PICKUP; |
1021 |
continue; |
1022 |
} |
1023 |
|
1024 |
if (op->contr->mode & PU_ARROW) |
1025 |
if (tmp->type == ARROW) |
1026 |
{ |
1027 |
CHK_PICK_PICKUP; |
1028 |
continue; |
1029 |
} |
1030 |
|
1031 |
/* all kinds of armor etc. */ |
1032 |
if (op->contr->mode & PU_ARMOUR) |
1033 |
if (tmp->type == ARMOUR) |
1034 |
{ |
1035 |
CHK_PICK_PICKUP; |
1036 |
continue; |
1037 |
} |
1038 |
|
1039 |
if (op->contr->mode & PU_HELMET) |
1040 |
if (tmp->type == HELMET) |
1041 |
{ |
1042 |
CHK_PICK_PICKUP; |
1043 |
continue; |
1044 |
} |
1045 |
|
1046 |
if (op->contr->mode & PU_SHIELD) |
1047 |
if (tmp->type == SHIELD) |
1048 |
{ |
1049 |
CHK_PICK_PICKUP; |
1050 |
continue; |
1051 |
} |
1052 |
|
1053 |
if (op->contr->mode & PU_BOOTS) |
1054 |
if (tmp->type == BOOTS) |
1055 |
{ |
1056 |
CHK_PICK_PICKUP; |
1057 |
continue; |
1058 |
} |
1059 |
|
1060 |
if (op->contr->mode & PU_GLOVES) |
1061 |
if (tmp->type == GLOVES || tmp->type == BRACERS) |
1062 |
{ |
1063 |
CHK_PICK_PICKUP; |
1064 |
continue; |
1065 |
} |
1066 |
|
1067 |
if (op->contr->mode & PU_CLOAK) |
1068 |
if (tmp->type == CLOAK) |
1069 |
{ |
1070 |
CHK_PICK_PICKUP; |
1071 |
continue; |
1072 |
} |
1073 |
|
1074 |
/* hoping to catch throwing daggers here */ |
1075 |
if (op->contr->mode & PU_MISSILEWEAPON) |
1076 |
if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN]) |
1077 |
{ |
1078 |
CHK_PICK_PICKUP; |
1079 |
continue; |
1080 |
} |
1081 |
|
1082 |
/* careful: chairs and tables are weapons! */ |
1083 |
if (op->contr->mode & PU_ALLWEAPON) |
1084 |
{ |
1085 |
if (tmp->type == WEAPON) |
1086 |
if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair")) |
1087 |
{ |
1088 |
CHK_PICK_PICKUP; |
1089 |
continue; |
1090 |
} |
1091 |
} |
1092 |
|
1093 |
/* misc stuff that's useful */ |
1094 |
if (op->contr->mode & PU_KEY) |
1095 |
if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1096 |
{ |
1097 |
CHK_PICK_PICKUP; |
1098 |
continue; |
1099 |
} |
1100 |
|
1101 |
/* any of the last 4 bits set means we use the ratio for value |
1102 |
* pickups */ |
1103 |
if (op->contr->mode & PU_RATIO) |
1104 |
{ |
1105 |
/* use value density to decide what else to grab */ |
1106 |
/* >=7 was >= op->contr->mode */ |
1107 |
/* >=7 is the old standard setting. Now we take the last 4 bits |
1108 |
*/ |
1109 |
wvratio = op->contr->mode & PU_RATIO; |
1110 |
if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100) |
1111 |
{ |
1112 |
#if 0 |
1113 |
fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
1114 |
if (tmp->name != NULL) |
1115 |
{ |
1116 |
fprintf (stderr, "%s", tmp->name); |
1117 |
} |
1118 |
else |
1119 |
fprintf (stderr, "%s", tmp->arch->archname); |
1120 |
fprintf (stderr, ",%d] = ", tmp->type); |
1121 |
fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))); |
1122 |
#endif |
1123 |
CHK_PICK_PICKUP; |
1124 |
continue; |
1125 |
} |
1126 |
} /* the new pickup model */ |
1127 |
} |
1128 |
|
1129 |
return !stop; |
1130 |
} |
1131 |
|
1132 |
/* routine for both players and monsters. We call this when |
1133 |
* there is a possibility for our action distrubing our hiding |
1134 |
* place or invisiblity spell. Artefact invisiblity causes |
1135 |
* "noise" instead. If we arent invisible to begin with, we |
1136 |
* return 0. |
1137 |
*/ |
1138 |
static int |
1139 |
action_makes_visible (object *op) |
1140 |
{ |
1141 |
if (op->invisible && op->flag [FLAG_ALIVE]) |
1142 |
{ |
1143 |
if (op->flag [FLAG_MAKE_INVIS]) |
1144 |
{ |
1145 |
// artefact invisibility is permanent, but we still make noise |
1146 |
// this is important for game-balance. |
1147 |
if (op->contr) |
1148 |
op->make_noise (); |
1149 |
|
1150 |
return 0; |
1151 |
} |
1152 |
|
1153 |
if (op->contr && op->contr->tmp_invis == 0) |
1154 |
return 0; |
1155 |
|
1156 |
/* If monsters, they should become visible */ |
1157 |
if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis)) |
1158 |
{ |
1159 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible"); |
1160 |
return 1; |
1161 |
} |
1162 |
} |
1163 |
|
1164 |
return 0; |
1165 |
} |
1166 |
|
1167 |
/* |
1168 |
* Find an arrow in the inventory and after that |
1169 |
* in the right type container (quiver). Pointer to the |
1170 |
* found object is returned. |
1171 |
*/ |
1172 |
static object * |
1173 |
find_arrow (object *op, const char *type) |
1174 |
{ |
1175 |
for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1176 |
if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
1177 |
return splay (tmp); |
1178 |
|
1179 |
for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1180 |
if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type)) |
1181 |
if (object *arrow = find_arrow (tmp, type)) |
1182 |
{ |
1183 |
splay (tmp); |
1184 |
return arrow; |
1185 |
} |
1186 |
|
1187 |
return 0; |
1188 |
} |
1189 |
|
1190 |
/* |
1191 |
* Similar to find_arrow, but looks for (roughly) the best arrow to use |
1192 |
* against the target. A full test is not performed, simply a basic test |
1193 |
* of resistances. The archer is making a quick guess at what he sees down |
1194 |
* the hall. Failing that it does it's best to pick the highest plus arrow. |
1195 |
*/ |
1196 |
static object * |
1197 |
find_better_arrow (object *op, object *target, shstr_cmp type, int *better) |
1198 |
{ |
1199 |
object *tmp = NULL, *arrow, *ntmp; |
1200 |
int attacknum, attacktype, betterby = 0, i; |
1201 |
|
1202 |
if (!type) |
1203 |
return NULL; |
1204 |
|
1205 |
for (arrow = op->inv; arrow; arrow = arrow->below) |
1206 |
{ |
1207 |
if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED]) |
1208 |
{ |
1209 |
i = 0; |
1210 |
ntmp = find_better_arrow (arrow, target, type, &i); |
1211 |
|
1212 |
if (i > betterby) |
1213 |
{ |
1214 |
tmp = ntmp; |
1215 |
betterby = i; |
1216 |
} |
1217 |
} |
1218 |
else if (arrow->type == ARROW && arrow->race == type) |
1219 |
{ |
1220 |
/* allways prefer assasination/slaying */ |
1221 |
if (target->race && arrow->slaying.contains (target->race)) |
1222 |
{ |
1223 |
if (arrow->attacktype & AT_DEATH) |
1224 |
{ |
1225 |
*better = 100; |
1226 |
return arrow; |
1227 |
} |
1228 |
else |
1229 |
{ |
1230 |
tmp = arrow; |
1231 |
betterby = (arrow->magic + arrow->stats.dam) * 2; |
1232 |
} |
1233 |
} |
1234 |
else |
1235 |
{ |
1236 |
for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1237 |
{ |
1238 |
attacktype = 1 << attacknum; |
1239 |
if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0) |
1240 |
if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby) |
1241 |
{ |
1242 |
tmp = arrow; |
1243 |
betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1244 |
} |
1245 |
} |
1246 |
|
1247 |
if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1248 |
{ |
1249 |
tmp = arrow; |
1250 |
betterby = 2 + arrow->magic + arrow->stats.dam; |
1251 |
} |
1252 |
|
1253 |
if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1254 |
{ |
1255 |
tmp = arrow; |
1256 |
betterby = 1 + arrow->magic + arrow->stats.dam; |
1257 |
} |
1258 |
} |
1259 |
} |
1260 |
} |
1261 |
|
1262 |
if (tmp == NULL && arrow == NULL) |
1263 |
return find_arrow (op, type); |
1264 |
|
1265 |
*better = betterby; |
1266 |
return tmp; |
1267 |
} |
1268 |
|
1269 |
/* looks in a given direction, finds the first valid target, and calls |
1270 |
* find_better_arrow to find a decent arrow to use. |
1271 |
* op = the shooter |
1272 |
* type = bow->race |
1273 |
* dir = fire direction |
1274 |
*/ |
1275 |
static object * |
1276 |
pick_arrow_target (object *op, shstr_cmp type, int dir) |
1277 |
{ |
1278 |
object *tmp = NULL; |
1279 |
maptile *m; |
1280 |
int i, mflags, found, number; |
1281 |
sint16 x, y; |
1282 |
|
1283 |
if (op->map == NULL) |
1284 |
return find_arrow (op, type); |
1285 |
|
1286 |
/* do a dex check */ |
1287 |
number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2; |
1288 |
if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level))) |
1289 |
return find_arrow (op, type); |
1290 |
|
1291 |
m = op->map; |
1292 |
x = op->x; |
1293 |
y = op->y; |
1294 |
|
1295 |
/* find the first target */ |
1296 |
for (i = 0, found = 0; i < 20; i++) |
1297 |
{ |
1298 |
x += freearr_x[dir]; |
1299 |
y += freearr_y[dir]; |
1300 |
mflags = get_map_flags (m, &m, x, y, &x, &y); |
1301 |
|
1302 |
if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1303 |
{ |
1304 |
tmp = 0; |
1305 |
break; |
1306 |
} |
1307 |
else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
1308 |
{ |
1309 |
/* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1310 |
* perhaps a bad assumption. |
1311 |
*/ |
1312 |
tmp = 0; |
1313 |
break; |
1314 |
} |
1315 |
|
1316 |
if (mflags & P_IS_ALIVE) |
1317 |
for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1318 |
if (tmp->flag [FLAG_ALIVE]) |
1319 |
break; |
1320 |
} |
1321 |
|
1322 |
if (!tmp) |
1323 |
return find_arrow (op, type); |
1324 |
|
1325 |
if (tmp->head) |
1326 |
tmp = tmp->head; |
1327 |
|
1328 |
return find_better_arrow (op, tmp, type, &i); |
1329 |
} |
1330 |
|
1331 |
/* |
1332 |
* Creature fires a bow - op can be monster or player. Returns |
1333 |
* 1 if bow was actually fired, 0 otherwise. |
1334 |
* op is the object firing the bow. |
1335 |
* part is for multipart creatures - the part firing the bow. |
1336 |
* dir is the direction of fire. |
1337 |
* wc_mod is any special modifier to give (used in special player fire modes) |
1338 |
* sx, sy are coordinates to fire arrow from - also used in some of the special |
1339 |
* player fire modes. |
1340 |
*/ |
1341 |
int |
1342 |
fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1343 |
{ |
1344 |
object *left, *bow; |
1345 |
int mflags; |
1346 |
maptile *m; |
1347 |
|
1348 |
if (!dir) |
1349 |
{ |
1350 |
new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1351 |
return 0; |
1352 |
} |
1353 |
|
1354 |
if (op->contr) |
1355 |
bow = op->current_weapon; |
1356 |
else |
1357 |
{ |
1358 |
for (bow = op->inv; bow; bow = bow->below) |
1359 |
/* Don't check for applied - monsters don't apply bows - in that way, they |
1360 |
* don't need to switch back and forth between bows and weapons. |
1361 |
*/ |
1362 |
if (bow->type == BOW) |
1363 |
break; |
1364 |
|
1365 |
if (!bow) |
1366 |
{ |
1367 |
LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1368 |
return 0; |
1369 |
} |
1370 |
|
1371 |
// optimisation: move object to top so we will find it quickly again |
1372 |
splay (bow); |
1373 |
} |
1374 |
|
1375 |
if (!bow->race || !bow->skill) |
1376 |
{ |
1377 |
new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1378 |
return 0; |
1379 |
} |
1380 |
|
1381 |
if (arrow == NULL) |
1382 |
{ |
1383 |
if ((arrow = find_arrow (op, bow->race)) == NULL) |
1384 |
{ |
1385 |
if (op->type == PLAYER) |
1386 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1387 |
/* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1388 |
else |
1389 |
op->clr_flag (FLAG_READY_BOW); |
1390 |
|
1391 |
return 0; |
1392 |
} |
1393 |
} |
1394 |
|
1395 |
mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1396 |
if (mflags & P_OUT_OF_MAP) |
1397 |
return 0; |
1398 |
|
1399 |
if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) |
1400 |
{ |
1401 |
new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
1402 |
return 0; |
1403 |
} |
1404 |
|
1405 |
/* this should not happen, but sometimes does */ |
1406 |
if (arrow->nrof == 0) |
1407 |
{ |
1408 |
LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ()); |
1409 |
arrow->destroy (); |
1410 |
return 0; |
1411 |
} |
1412 |
|
1413 |
left = arrow; /* these are arrows left to the player */ |
1414 |
arrow = arrow->split (); |
1415 |
if (!arrow) |
1416 |
{ |
1417 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1418 |
return 0; |
1419 |
} |
1420 |
|
1421 |
arrow->set_owner (op); |
1422 |
arrow->skill = bow->skill; |
1423 |
arrow->direction = dir; |
1424 |
|
1425 |
arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
1426 |
arrow->stats.hp = arrow->stats.dam; |
1427 |
arrow->stats.grace = arrow->attacktype; |
1428 |
arrow->custom_name = arrow->slaying; |
1429 |
|
1430 |
#if 0 |
1431 |
if (player *pl = op->contr) |
1432 |
{ |
1433 |
float speed = pl->weapon_sp; |
1434 |
|
1435 |
/* penalize ROF for bestarrow */ |
1436 |
if (pl->bowtype == bow_bestarrow) |
1437 |
speed *= .9f; |
1438 |
else |
1439 |
speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; |
1440 |
|
1441 |
op->speed_left += speed - op->speed; |
1442 |
} |
1443 |
#endif |
1444 |
|
1445 |
SET_ANIMATION (arrow, arrow->direction); |
1446 |
|
1447 |
/* update the speed */ |
1448 |
|
1449 |
arrow->speed_left = 0; |
1450 |
arrow->set_speed (max (2.f, |
1451 |
((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
1452 |
+ bow->stats.dam / 7.f |
1453 |
)); |
1454 |
|
1455 |
int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1456 |
|
1457 |
if (op->type == PLAYER) |
1458 |
{ |
1459 |
arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
1460 |
wc -= dex_bonus[op->stats.Dex]; |
1461 |
|
1462 |
if (!arrow->slaying) |
1463 |
arrow->slaying = op->slaying; |
1464 |
|
1465 |
arrow->attacktype |= op->attacktype; |
1466 |
} |
1467 |
else |
1468 |
{ |
1469 |
arrow->level = op->level; |
1470 |
arrow->stats.wc -= bow->magic; |
1471 |
|
1472 |
if (!arrow->slaying) |
1473 |
arrow->slaying = bow->slaying; |
1474 |
|
1475 |
arrow->attacktype |= bow->attacktype; |
1476 |
} |
1477 |
|
1478 |
wc -= arrow->level; |
1479 |
arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
1480 |
|
1481 |
arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1482 |
arrow->move_type = MOVE_FLY_LOW; |
1483 |
arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1484 |
|
1485 |
op->play_sound (sound_find ("fire_arrow")); |
1486 |
m->insert (arrow, sx, sy, op); |
1487 |
|
1488 |
if (!arrow->destroyed ()) |
1489 |
move_arrow (arrow); |
1490 |
|
1491 |
return 1; |
1492 |
} |
1493 |
|
1494 |
/* Special fire code for players - this takes into |
1495 |
* account the special fire modes players can have |
1496 |
* but monsters can't. Putting that code here |
1497 |
* makes the fire_bow code much cleaner. |
1498 |
* this function should only be called if 'op' is a player, |
1499 |
* hence the function name. |
1500 |
*/ |
1501 |
static int |
1502 |
player_fire_bow (object *op, int dir) |
1503 |
{ |
1504 |
int ret; |
1505 |
|
1506 |
if (op->contr->bowtype == bow_bestarrow) |
1507 |
{ |
1508 |
ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1509 |
} |
1510 |
else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1511 |
{ |
1512 |
int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1; |
1513 |
ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1514 |
} |
1515 |
else if (op->contr->bowtype == bow_threewide) |
1516 |
{ |
1517 |
ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1518 |
ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); |
1519 |
ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); |
1520 |
} |
1521 |
else if (op->contr->bowtype == bow_spreadshot) |
1522 |
{ |
1523 |
ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1524 |
ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1525 |
ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1526 |
} |
1527 |
else |
1528 |
{ |
1529 |
/* Simple case */ |
1530 |
ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1531 |
} |
1532 |
|
1533 |
return ret; |
1534 |
} |
1535 |
|
1536 |
/* Fires a misc (wand/rod/horn) object in 'dir'. |
1537 |
* Broken apart from 'fire' to keep it more readable. |
1538 |
*/ |
1539 |
static void |
1540 |
fire_misc_object (object *op, int dir) |
1541 |
{ |
1542 |
object *item = op->contr->ranged_ob; |
1543 |
|
1544 |
if (!item) |
1545 |
{ |
1546 |
new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1547 |
return; |
1548 |
} |
1549 |
|
1550 |
if (!item->inv) |
1551 |
{ |
1552 |
LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1553 |
return; |
1554 |
} |
1555 |
|
1556 |
if (!op->apply (item)) |
1557 |
return; |
1558 |
|
1559 |
if (item->type == WAND) |
1560 |
{ |
1561 |
if (item->stats.food <= 0) |
1562 |
{ |
1563 |
op->contr->play_sound (sound_find ("wand_poof")); |
1564 |
new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
1565 |
|
1566 |
return; |
1567 |
} |
1568 |
} |
1569 |
else if (item->type == ROD || item->type == HORN) |
1570 |
{ |
1571 |
sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace); |
1572 |
|
1573 |
// using the maximum of the rods charge allows at least one spell cast |
1574 |
// for a rod or horn, this fixes some broken rods. |
1575 |
if (item->stats.hp < min (spell_sp, item->stats.maxhp)) |
1576 |
{ |
1577 |
op->contr->play_sound (sound_find ("wand_poof")); |
1578 |
|
1579 |
if (item->type == ROD) |
1580 |
new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1581 |
else |
1582 |
new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
1583 |
|
1584 |
return; |
1585 |
} |
1586 |
} |
1587 |
|
1588 |
if (cast_spell (op, item, dir, item->inv, NULL)) |
1589 |
{ |
1590 |
item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */ |
1591 |
|
1592 |
if (item->type == WAND) |
1593 |
{ |
1594 |
if (!(--item->stats.food)) |
1595 |
{ |
1596 |
if (item->arch) |
1597 |
{ |
1598 |
item->clr_flag (FLAG_ANIMATE); |
1599 |
item->face = item->arch->face; |
1600 |
item->set_speed (0); |
1601 |
} |
1602 |
|
1603 |
if (object *pl = item->visible_to ()) |
1604 |
esrv_update_item (UPD_ANIM, pl, item); |
1605 |
} |
1606 |
} |
1607 |
else if (item->type == ROD || item->type == HORN) |
1608 |
drain_rod_charge (item); |
1609 |
} |
1610 |
} |
1611 |
|
1612 |
/* Received a fire command for the player - go and do it. |
1613 |
*/ |
1614 |
bool |
1615 |
fire (object *who, int dir) |
1616 |
{ |
1617 |
int spellcost = 0; |
1618 |
|
1619 |
player *pl = who->contr; |
1620 |
|
1621 |
if (pl->golem) |
1622 |
{ |
1623 |
control_golem (who->contr->golem, dir); |
1624 |
return false; |
1625 |
} |
1626 |
|
1627 |
object *ob = pl->ranged_ob; |
1628 |
|
1629 |
if (!ob) |
1630 |
return false; |
1631 |
|
1632 |
if (who->speed_left > 0.f) |
1633 |
--who->speed_left; |
1634 |
else |
1635 |
return false; |
1636 |
|
1637 |
if (!who->apply (ob)) |
1638 |
return false; |
1639 |
|
1640 |
/* check for loss of invisiblity/hide */ |
1641 |
if (action_makes_visible (who)) |
1642 |
make_visible (who); |
1643 |
|
1644 |
switch (ob->type) |
1645 |
{ |
1646 |
case BOW: |
1647 |
player_fire_bow (who, dir); |
1648 |
break; |
1649 |
|
1650 |
case SPELL: |
1651 |
spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0); |
1652 |
break; |
1653 |
|
1654 |
case BUILDER: |
1655 |
apply_map_builder (who, dir); |
1656 |
break; |
1657 |
|
1658 |
case SKILL: |
1659 |
do_skill (who, who, ob, dir, 0); |
1660 |
break; |
1661 |
|
1662 |
case RANGED: |
1663 |
do_skill (who, ob, who->chosen_skill, dir, 0); |
1664 |
break; |
1665 |
|
1666 |
default: |
1667 |
fire_misc_object (who, dir); |
1668 |
break; |
1669 |
} |
1670 |
|
1671 |
return true; |
1672 |
} |
1673 |
|
1674 |
static object * |
1675 |
find_key_ (object *pl, object *container, object *door) |
1676 |
{ |
1677 |
object *tmp, *key; |
1678 |
|
1679 |
/* Should not happen, but sanity checking is never bad */ |
1680 |
if (!container->inv) |
1681 |
return 0; |
1682 |
|
1683 |
/* First, lets try to find a key in the top level inventory */ |
1684 |
for (tmp = container->inv; tmp; tmp = tmp->below) |
1685 |
{ |
1686 |
if (door->type == DOOR && tmp->type == KEY) |
1687 |
break; |
1688 |
|
1689 |
/* For sanity, we should really check door type, but other stuff |
1690 |
* (like containers) can be locked with special keys |
1691 |
*/ |
1692 |
if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1693 |
break; |
1694 |
} |
1695 |
|
1696 |
/* No key found - lets search inventories now */ |
1697 |
/* If we find and use a key in an inventory, return at that time. |
1698 |
* otherwise, if we search all the inventories and still don't find |
1699 |
* a key, return |
1700 |
*/ |
1701 |
if (!tmp) |
1702 |
{ |
1703 |
for (tmp = container->inv; tmp; tmp = tmp->below) |
1704 |
/* No reason to search empty containers */ |
1705 |
if (tmp->type == CONTAINER && tmp->inv) |
1706 |
if ((key = find_key_ (pl, tmp, door))) |
1707 |
return key; |
1708 |
|
1709 |
if (!tmp) |
1710 |
return 0; |
1711 |
} |
1712 |
|
1713 |
/* We get down here if we have found a key. Now if its in a container, |
1714 |
* see if we actually want to use it |
1715 |
*/ |
1716 |
if (pl != container) |
1717 |
{ |
1718 |
/* Only let players use keys in containers */ |
1719 |
if (!pl->contr) |
1720 |
return 0; |
1721 |
|
1722 |
/* cases where this fails: |
1723 |
* If we only search the player inventory, return now since we |
1724 |
* are not in the players inventory. |
1725 |
* If the container is not active, return now since only active |
1726 |
* containers can be used. |
1727 |
* If we only search keyrings and the container does not have |
1728 |
* a race/isn't a keyring. |
1729 |
* No checking for all containers - to fall through past here, |
1730 |
* inv must have been an container and must have been active. |
1731 |
* |
1732 |
* Change the color so that the message doesn't disappear with |
1733 |
* all the others. |
1734 |
*/ |
1735 |
if (pl->contr->usekeys == key_inventory |
1736 |
|| !container->flag [FLAG_APPLIED] |
1737 |
|| (pl->contr->usekeys == keyrings && container->race != shstr_keys)) |
1738 |
{ |
1739 |
new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1740 |
"The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1741 |
return NULL; |
1742 |
} |
1743 |
} |
1744 |
|
1745 |
return tmp; |
1746 |
} |
1747 |
|
1748 |
/* find_key |
1749 |
* We try to find a key for the door as passed. If we find a key |
1750 |
* and successfully use it, we return the key, otherwise NULL |
1751 |
* This function merges both normal and locked door, since the logic |
1752 |
* for both is the same - just the specific key is different. |
1753 |
* pl is the player, |
1754 |
* inv is the objects inventory to searched |
1755 |
* door is the door we are trying to match against. |
1756 |
* This function can be called recursively to search containers. |
1757 |
*/ |
1758 |
object * |
1759 |
find_key (object *pl, object *container, object *door) |
1760 |
{ |
1761 |
if (door->slaying && is_match_expr (door->slaying)) |
1762 |
{ |
1763 |
// for match expressions, we try to find the key by applying the match |
1764 |
// to the op itself, which is supposed to find the "key", instead |
1765 |
// of searching through containers ourselves. |
1766 |
|
1767 |
return match_one (door->slaying, container, door, pl, pl); |
1768 |
} |
1769 |
else |
1770 |
return find_key_ (pl, container, door); |
1771 |
} |
1772 |
|
1773 |
/* moved door processing out of move_player_attack. |
1774 |
* returns 1 if player has opened the door with a key |
1775 |
* such that the caller should not do anything more, |
1776 |
* 0 otherwise |
1777 |
*/ |
1778 |
static int |
1779 |
player_attack_door (object *op, object *door) |
1780 |
{ |
1781 |
/* If its a door, try to find a key. If we do destroy the door, |
1782 |
* might as well return immediately as there is nothing more to do - |
1783 |
* otherwise, we fall through to the rest of the code. |
1784 |
*/ |
1785 |
object *key = find_key (op, op, door); |
1786 |
|
1787 |
/* If we found a key, do some extra work */ |
1788 |
if (key) |
1789 |
{ |
1790 |
object *container = key->env; |
1791 |
|
1792 |
if (action_makes_visible (op)) |
1793 |
make_visible (op); |
1794 |
|
1795 |
if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1796 |
spring_trap (door->inv, op); |
1797 |
|
1798 |
if (door->type == DOOR) |
1799 |
hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1800 |
else if (door->type == LOCKED_DOOR) |
1801 |
{ |
1802 |
op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN); |
1803 |
remove_door2 (door); /* remove door without violence ;-) */ |
1804 |
} |
1805 |
|
1806 |
/* Do this after we print the message */ |
1807 |
key->decrease (); /* Use up one of the keys */ |
1808 |
|
1809 |
return 1; /* Nothing more to do below */ |
1810 |
} |
1811 |
else if (door->type == LOCKED_DOOR) |
1812 |
{ |
1813 |
/* Might as well return now - no other way to open this */ |
1814 |
op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door..."); |
1815 |
return 1; |
1816 |
} |
1817 |
|
1818 |
return 0; |
1819 |
} |
1820 |
|
1821 |
/* This function is just part of a breakup from move_player. |
1822 |
* It should keep the code cleaner. |
1823 |
* When this is called, the players direction has been updated |
1824 |
* (taking into account confusion.) The player is also actually |
1825 |
* going to try and move (not fire weapons). |
1826 |
*/ |
1827 |
bool |
1828 |
move_player_attack (object *op, int dir) |
1829 |
{ |
1830 |
if (!op->contr->braced && op->speed_left > 0.f && op->move (dir)) |
1831 |
{ |
1832 |
--op->speed_left; |
1833 |
return true; |
1834 |
} |
1835 |
|
1836 |
sint16 nx = freearr_x[dir] + op->x; |
1837 |
sint16 ny = freearr_y[dir] + op->y; |
1838 |
|
1839 |
if (out_of_map (op->map, nx, ny)) |
1840 |
return false; |
1841 |
|
1842 |
/* If braced, or can't move to the square, and it is not out of the |
1843 |
* map, attack it. Note order of if statement is important - don't |
1844 |
* want to be calling move_ob if braced, because move_ob will move the |
1845 |
* player. This is a pretty nasty hack, because if we could |
1846 |
* move to some space, it then means that if we are braced, we should |
1847 |
* do nothing at all. As it is, if we are braced, we go through |
1848 |
* quite a bit of processing. However, it probably is less than what |
1849 |
* move_ob uses. |
1850 |
*/ |
1851 |
maptile *m = op->map->xy_find (nx, ny); |
1852 |
|
1853 |
/* Go through all the objects, and find ones of interest. Only stop if |
1854 |
* we find a monster - that is something we know we want to attack. |
1855 |
* if its a door or barrel (can roll) see if there may be monsters |
1856 |
* on the space |
1857 |
*/ |
1858 |
object *mon; |
1859 |
for (mon = m->at (nx, ny).bot; mon; mon = mon->above) |
1860 |
{ |
1861 |
if ((mon->flag [FLAG_ALIVE] |
1862 |
|| mon->type == LOCKED_DOOR |
1863 |
|| mon->flag [FLAG_CAN_ROLL]) |
1864 |
&& mon != op) |
1865 |
break; |
1866 |
} |
1867 |
|
1868 |
/* no monster == player tries to move into a wall or so */ |
1869 |
if (!mon) |
1870 |
{ |
1871 |
for (object *ob = m->at (nx, ny).top; ob; ob = ob->below) |
1872 |
if (op->move_type & ob->move_block) |
1873 |
{ |
1874 |
if (ob->move_block == MOVE_ALL) |
1875 |
move_into_wall (op, ob); |
1876 |
else |
1877 |
{ |
1878 |
if (op->contr->ns->bumpmsg) |
1879 |
{ |
1880 |
op->play_sound (sound_find ("blocked_move")); |
1881 |
|
1882 |
op->statusmsg (ob->invisible |
1883 |
? "Something blocks you." |
1884 |
: format ("Something blocks you from entering the %s.", query_name (ob)) |
1885 |
); |
1886 |
} |
1887 |
} |
1888 |
|
1889 |
break; |
1890 |
} |
1891 |
|
1892 |
return false; |
1893 |
} |
1894 |
|
1895 |
mon = mon->head_ (); |
1896 |
|
1897 |
if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
1898 |
if (op->contr->weapon_sp_left > 0.f) |
1899 |
if (player_attack_door (op, mon)) |
1900 |
{ |
1901 |
--op->contr->weapon_sp_left; |
1902 |
return true; |
1903 |
} |
1904 |
|
1905 |
/* The following deals with possibly attacking peaceful |
1906 |
* or friendly creatures. Basically, all players are considered |
1907 |
* unaggressive. If the moving player has peaceful set, then the |
1908 |
* object should be pushed instead of attacked. It is assumed that |
1909 |
* if you are braced, you will not attack friends accidently, |
1910 |
* and thus will not push them. |
1911 |
*/ |
1912 |
|
1913 |
/* If the creature is a pet, push it even if the player is not |
1914 |
* peaceful. Our assumption is the creature is a pet if the |
1915 |
* player owns it and it is either friendly or unagressive. |
1916 |
*/ |
1917 |
if (op->type == PLAYER |
1918 |
&& ((mon->owner && mon->owner->contr |
1919 |
&& same_party (mon->owner->contr->party, op->contr->party)) |
1920 |
|| mon->owner == op) |
1921 |
&& (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])) |
1922 |
{ |
1923 |
/* If we're braced, we don't want to switch places with it */ |
1924 |
if (op->contr->braced) |
1925 |
return false; |
1926 |
|
1927 |
if (op->speed_left > 0.f) |
1928 |
{ |
1929 |
--op->speed_left; |
1930 |
|
1931 |
op->play_sound (sound_find ("push_player")); |
1932 |
push_ob (mon, dir, op); |
1933 |
|
1934 |
if (action_makes_visible (op)) |
1935 |
make_visible (op); |
1936 |
|
1937 |
return true; |
1938 |
} |
1939 |
else |
1940 |
return false; |
1941 |
} |
1942 |
|
1943 |
bool on_battleground = op_on_battleground (op, 0, 0); |
1944 |
|
1945 |
/* in certain circumstances, you shouldn't attack friendly |
1946 |
* creatures. Note that if you are braced, you can't push |
1947 |
* someone, but put it inside this loop so that you won't |
1948 |
* attack them either. |
1949 |
*/ |
1950 |
if ((mon->type == PLAYER || mon->enemy != op) |
1951 |
&& (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]) |
1952 |
&& ((op->contr->peaceful |
1953 |
|| (mon->type == PLAYER && mon->contr->peaceful)) |
1954 |
&& !on_battleground)) |
1955 |
{ |
1956 |
if (op->speed_left > 0.f) |
1957 |
{ |
1958 |
--op->speed_left; |
1959 |
|
1960 |
if (!op->contr->braced) |
1961 |
{ |
1962 |
op->play_sound (sound_find ("push_player")); |
1963 |
push_ob (mon, dir, op); |
1964 |
} |
1965 |
else |
1966 |
op->statusmsg ("You withhold your attack"); |
1967 |
|
1968 |
if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN]) |
1969 |
make_visible (op); |
1970 |
|
1971 |
return true; |
1972 |
} |
1973 |
} |
1974 |
/* If the object is a boulder or other rollable object, then |
1975 |
* roll it if not braced. You can't roll it if you are braced. |
1976 |
*/ |
1977 |
else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced)) |
1978 |
{ |
1979 |
if (op->speed_left > 0.f) |
1980 |
{ |
1981 |
--op->speed_left; |
1982 |
|
1983 |
recursive_roll (mon, dir, op); |
1984 |
if (action_makes_visible (op)) |
1985 |
make_visible (op); |
1986 |
|
1987 |
return true; |
1988 |
} |
1989 |
} |
1990 |
/* Any generic living creature. Including things like doors. |
1991 |
* Way it works is like this: First, it must have some hit points |
1992 |
* and be living. Then, it must be one of the following: |
1993 |
* 1) Not a player, 2) A player, but of a different party. Note |
1994 |
* that party_number -1 is no party, so attacks can still happen. |
1995 |
*/ |
1996 |
else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] && |
1997 |
((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
1998 |
{ |
1999 |
if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) |
2000 |
{ |
2001 |
--op->contr->weapon_sp_left; |
2002 |
|
2003 |
skill_attack (mon, op, 0, 0, 0); |
2004 |
|
2005 |
if (action_makes_visible (op)) |
2006 |
make_visible (op); |
2007 |
|
2008 |
return true; |
2009 |
} |
2010 |
} |
2011 |
|
2012 |
return false; |
2013 |
} |
2014 |
|
2015 |
bool |
2016 |
move_player (object *op, int dir) |
2017 |
{ |
2018 |
if (!op->map || op->map->state != MAP_ACTIVE) |
2019 |
return 0; |
2020 |
|
2021 |
/* Sanity check: make sure dir is valid */ |
2022 |
if (dir < 0 || dir > 8) |
2023 |
{ |
2024 |
LOG (llevError, "move_player: invalid direction %d\n", dir); |
2025 |
return 0; |
2026 |
} |
2027 |
|
2028 |
/* peterm: added following line */ |
2029 |
if (op->flag [FLAG_CONFUSED] && dir) |
2030 |
dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2031 |
|
2032 |
op->facing = dir; |
2033 |
|
2034 |
if (op->flag [FLAG_HIDDEN]) |
2035 |
do_hidden_move (op); |
2036 |
|
2037 |
bool retval; |
2038 |
int pick = 0; |
2039 |
|
2040 |
if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2041 |
retval = RESULT_INT (0); |
2042 |
else if (op->contr->fire_on) |
2043 |
retval = fire (op, dir); |
2044 |
else |
2045 |
{ |
2046 |
retval = move_player_attack (op, dir); |
2047 |
pick = check_pick (op); |
2048 |
} |
2049 |
|
2050 |
/* Add special check for newcs players and fire on - this way, the |
2051 |
* server can handle repeat firing. |
2052 |
*/ |
2053 |
if (op->contr->fire_on || (op->contr->run_on && pick != 0)) |
2054 |
op->direction = dir; |
2055 |
else |
2056 |
op->direction = 0; |
2057 |
|
2058 |
/* Update how the player looks. Use the facing, so direction may |
2059 |
* get reset to zero. This allows for full animation capabilities |
2060 |
* for players. |
2061 |
*/ |
2062 |
animate_object (op, op->facing); |
2063 |
|
2064 |
return retval; |
2065 |
} |
2066 |
|
2067 |
/* This is similar to handle_player, below, but is only used by the |
2068 |
* new client/server stuff. |
2069 |
* This is sort of special, in that the new client/server actually uses |
2070 |
* the new speed values for commands. |
2071 |
* |
2072 |
* Returns true if there are more actions we can do. Should not do |
2073 |
* many actions in a row, as that would be too unfair to other |
2074 |
* players. |
2075 |
*/ |
2076 |
bool |
2077 |
handle_newcs_player (object *op) |
2078 |
{ |
2079 |
if (op->flag [FLAG_SCARED]) |
2080 |
{ |
2081 |
if (op->speed_left > 0.f) |
2082 |
{ |
2083 |
--op->speed_left; |
2084 |
flee_player (op); |
2085 |
|
2086 |
return true; |
2087 |
} |
2088 |
else |
2089 |
return false; |
2090 |
} |
2091 |
|
2092 |
/* call this here - we also will call this in do_ericserver, but |
2093 |
* the players time has been increased when doericserver has been |
2094 |
* called, so we recheck it here. |
2095 |
*/ |
2096 |
if (op->contr->ns->handle_command ()) |
2097 |
return true; |
2098 |
|
2099 |
if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2100 |
return move_player (op, op->direction); |
2101 |
|
2102 |
return false; |
2103 |
} |
2104 |
|
2105 |
static int |
2106 |
save_life (object *op) |
2107 |
{ |
2108 |
if (!op->flag [FLAG_LIFESAVE]) |
2109 |
return 0; |
2110 |
|
2111 |
for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2112 |
if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE]) |
2113 |
{ |
2114 |
op->play_sound (sound_find ("ob_evaporate")); |
2115 |
new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2116 |
|
2117 |
tmp->destroy (); |
2118 |
op->clr_flag (FLAG_LIFESAVE); |
2119 |
|
2120 |
if (op->stats.hp < 0) |
2121 |
op->stats.hp = op->stats.maxhp; |
2122 |
|
2123 |
if (op->stats.food < 0) |
2124 |
op->stats.food = MAX_FOOD; |
2125 |
|
2126 |
op->update_stats (); |
2127 |
return 1; |
2128 |
} |
2129 |
|
2130 |
LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2131 |
op->clr_flag (FLAG_LIFESAVE); |
2132 |
enter_player_savebed (op); /* bring him home. */ |
2133 |
return 0; |
2134 |
} |
2135 |
|
2136 |
/* This goes throws the inventory and removes unpaid objects, and puts them |
2137 |
* back in the map (location and map determined by values of env). This |
2138 |
* function will descend into containers. op is the object to start the search |
2139 |
* from. |
2140 |
*/ |
2141 |
static void |
2142 |
drop_unpaid_items (object *op, object *env) |
2143 |
{ |
2144 |
while (op) |
2145 |
{ |
2146 |
object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2147 |
|
2148 |
if (op->flag [FLAG_UNPAID]) |
2149 |
op->insert_at (env); |
2150 |
else if (op->inv) |
2151 |
drop_unpaid_items (op->inv, env); |
2152 |
|
2153 |
op = next; |
2154 |
} |
2155 |
} |
2156 |
|
2157 |
void |
2158 |
object::drop_unpaid_items () |
2159 |
{ |
2160 |
if (!flag [FLAG_REMOVED]) |
2161 |
::drop_unpaid_items (inv, this); |
2162 |
} |
2163 |
|
2164 |
void |
2165 |
do_some_living (object *op) |
2166 |
{ |
2167 |
int last_food = op->stats.food; |
2168 |
int gen_hp, gen_sp, gen_grace; |
2169 |
int rate_hp = 1200; |
2170 |
int rate_sp = 2500; |
2171 |
int rate_grace = 2000; |
2172 |
const int max_hp = 1; |
2173 |
const int max_sp = 1; |
2174 |
const int max_grace = 1; |
2175 |
|
2176 |
if (op->contr->hidden) |
2177 |
{ |
2178 |
op->invisible = 1000; |
2179 |
/* the socket code flashes the player visible/invisible |
2180 |
* depending on the value of invisible, so we need to |
2181 |
* alternate it here for it to work correctly. |
2182 |
*/ |
2183 |
if (server_tick & 2) |
2184 |
op->invisible--; |
2185 |
} |
2186 |
else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS])) |
2187 |
{ |
2188 |
if (!op->invisible--) |
2189 |
{ |
2190 |
make_visible (op); |
2191 |
new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
2192 |
} |
2193 |
} |
2194 |
|
2195 |
if (op->contr->ns->state == ST_PLAYING) |
2196 |
{ |
2197 |
/* these next three if clauses make it possible to SLOW DOWN |
2198 |
hp/grace/spellpoint regeneration. */ |
2199 |
if (op->contr->gen_hp >= 0) |
2200 |
gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; |
2201 |
else |
2202 |
{ |
2203 |
gen_hp = op->stats.maxhp; |
2204 |
rate_hp -= rate_hp / 2 * op->contr->gen_hp; |
2205 |
} |
2206 |
|
2207 |
if (op->contr->gen_sp >= 0) |
2208 |
gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; |
2209 |
else |
2210 |
{ |
2211 |
gen_sp = op->stats.maxsp; |
2212 |
rate_sp -= rate_sp / 2 * op->contr->gen_sp; |
2213 |
} |
2214 |
|
2215 |
if (op->contr->gen_grace >= 0) |
2216 |
gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2217 |
else |
2218 |
{ |
2219 |
gen_grace = op->stats.maxgrace; |
2220 |
rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2221 |
} |
2222 |
|
2223 |
/* Regenerate Grace */ |
2224 |
/* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2225 |
if (--op->last_grace < 0) |
2226 |
{ |
2227 |
if (op->stats.grace < op->stats.maxgrace / 2) |
2228 |
op->stats.grace++; /* no penalty in food for regaining grace */ |
2229 |
|
2230 |
int temp = gen_grace < 20 ? 30 : gen_grace + 10; |
2231 |
|
2232 |
if (max_grace > 1) |
2233 |
{ |
2234 |
int over_grace = temp / rate_grace; |
2235 |
|
2236 |
if (over_grace > 0) |
2237 |
{ |
2238 |
op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0; |
2239 |
op->last_grace = 0; |
2240 |
} |
2241 |
else |
2242 |
op->last_grace = rate_grace / temp; |
2243 |
} |
2244 |
else |
2245 |
op->last_grace = rate_grace / temp; |
2246 |
|
2247 |
/* wearing stuff doesn't detract from grace generation. */ |
2248 |
} |
2249 |
|
2250 |
if (op->stats.food > 0) |
2251 |
{ |
2252 |
/* Regenerate Spell Points */ |
2253 |
if (!op->contr->golem && --op->last_sp < 0) |
2254 |
{ |
2255 |
gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2256 |
|
2257 |
if (op->stats.sp < op->stats.maxsp) |
2258 |
{ |
2259 |
op->stats.sp++; |
2260 |
|
2261 |
/* dms do not consume food */ |
2262 |
if (!op->flag [FLAG_WIZ]) |
2263 |
{ |
2264 |
op->stats.food--; |
2265 |
|
2266 |
if (op->contr->digestion < 0) |
2267 |
op->stats.food += op->contr->digestion; |
2268 |
else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2269 |
op->stats.food = last_food; |
2270 |
} |
2271 |
} |
2272 |
|
2273 |
if (max_sp > 1) |
2274 |
{ |
2275 |
int over_sp = (gen_sp + 10) / rate_sp; |
2276 |
if (over_sp > 0) |
2277 |
{ |
2278 |
if (op->stats.sp < op->stats.maxsp) |
2279 |
{ |
2280 |
op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
2281 |
|
2282 |
if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
2283 |
op->stats.sp--; |
2284 |
|
2285 |
if (op->stats.sp > op->stats.maxsp) |
2286 |
op->stats.sp = op->stats.maxsp; |
2287 |
} |
2288 |
|
2289 |
op->last_sp = 0; |
2290 |
} |
2291 |
else |
2292 |
op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2293 |
} |
2294 |
else |
2295 |
op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2296 |
} |
2297 |
|
2298 |
/* Regenerate Hit Points */ |
2299 |
if (--op->last_heal < 0) |
2300 |
{ |
2301 |
if (op->stats.hp < op->stats.maxhp) |
2302 |
{ |
2303 |
op->stats.hp++; |
2304 |
|
2305 |
/* dms do not consume food */ |
2306 |
if (!op->flag [FLAG_WIZ]) |
2307 |
{ |
2308 |
op->stats.food--; |
2309 |
|
2310 |
if (op->contr->digestion < 0) |
2311 |
op->stats.food += op->contr->digestion; |
2312 |
else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2313 |
op->stats.food = last_food; |
2314 |
} |
2315 |
} |
2316 |
|
2317 |
int temp = gen_hp < 20 ? 30 : gen_hp + 10; |
2318 |
|
2319 |
if (max_hp > 1) |
2320 |
{ |
2321 |
int over_hp = temp / rate_hp; |
2322 |
|
2323 |
if (over_hp > 0) |
2324 |
{ |
2325 |
op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0; |
2326 |
op->last_heal = 0; |
2327 |
} |
2328 |
else |
2329 |
op->last_heal = rate_hp / temp; |
2330 |
} |
2331 |
else |
2332 |
op->last_heal = rate_hp / temp; |
2333 |
} |
2334 |
} |
2335 |
|
2336 |
/* Digestion */ |
2337 |
if (--op->last_eat < 0) |
2338 |
{ |
2339 |
int bonus = max (0, op->contr->digestion), |
2340 |
penalty = max (0, -op->contr->digestion); |
2341 |
|
2342 |
op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); |
2343 |
|
2344 |
/* dms do not consume food */ |
2345 |
if (!op->flag [FLAG_WIZ]) |
2346 |
op->stats.food--; |
2347 |
} |
2348 |
|
2349 |
if (op->stats.food < 0 && op->stats.hp >= 0) |
2350 |
{ |
2351 |
object *flesh = 0; |
2352 |
|
2353 |
for_inv_removable (op, tmp) |
2354 |
{ |
2355 |
if (tmp->flag [FLAG_UNPAID]) |
2356 |
continue; |
2357 |
|
2358 |
if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2359 |
{ |
2360 |
op->statusmsg ("You blindly grab for a bite of food. " |
2361 |
"H<To prevent you from starving, you ate some random item from your backpack.>"); |
2362 |
op->apply (tmp); |
2363 |
|
2364 |
if (op->stats.food >= 0 || op->stats.hp < 0) |
2365 |
break; |
2366 |
} |
2367 |
else if (tmp->type == FLESH) |
2368 |
flesh = tmp; |
2369 |
} |
2370 |
|
2371 |
/* If player is still starving, it means they don't have any food, so |
2372 |
* eat flesh instead. |
2373 |
*/ |
2374 |
if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2375 |
{ |
2376 |
op->statusmsg ("You blindly grab for a bite of food. " |
2377 |
"H<To prevent you from starving, you ate some random item from your backpack.>"); |
2378 |
op->apply (flesh); |
2379 |
} |
2380 |
|
2381 |
// If player is still starving, alert him! |
2382 |
if (op->stats.food < 0) |
2383 |
op->failmsg ("You are starving! " |
2384 |
"H<Eat some food to increase your food and prevent you from an untimely death.>"); |
2385 |
} |
2386 |
|
2387 |
if (op->stats.food < 0) |
2388 |
{ |
2389 |
op->stats.hp += op->stats.food; |
2390 |
op->stats.food = 0; |
2391 |
|
2392 |
if (op->stats.hp < 0) |
2393 |
{ |
2394 |
op->contr->killer = archetype::get ("killer_starvation"); |
2395 |
op->contr->killer->destroy (); |
2396 |
} |
2397 |
} |
2398 |
|
2399 |
/* killer should be set here already */ |
2400 |
if (op->stats.hp < 0 && !op->flag [FLAG_WIZ]) |
2401 |
kill_player (op); |
2402 |
} |
2403 |
} |
2404 |
|
2405 |
/* If the player should die (lack of hp, food, etc), we call this. |
2406 |
* op is the player in jeopardy. If the player can not be saved (not |
2407 |
* permadeath, no lifesave), this will take care of removing the player |
2408 |
* file. |
2409 |
*/ |
2410 |
void |
2411 |
kill_player (object *op) |
2412 |
{ |
2413 |
int x, y; |
2414 |
maptile *map; /* this is for resurrection */ |
2415 |
int will_kill_again; |
2416 |
archetype *at; |
2417 |
object *tmp; |
2418 |
|
2419 |
if (save_life (op)) |
2420 |
return; |
2421 |
|
2422 |
dynbuf_text deathtab; |
2423 |
|
2424 |
/* restore player */ |
2425 |
at = archetype::find (shstr_poisoning); |
2426 |
if (object *tmp = present_arch_in_ob (at, op)) |
2427 |
{ |
2428 |
tmp->destroy (); |
2429 |
deathtab << "Your body feels cleansed...\r"; |
2430 |
} |
2431 |
|
2432 |
at = archetype::find (shstr_confusion); |
2433 |
if (object *tmp = present_arch_in_ob (at, op)) |
2434 |
{ |
2435 |
tmp->destroy (); |
2436 |
deathtab << "Your mind feels clearer...\r"; |
2437 |
} |
2438 |
|
2439 |
cure_disease (op, 0, 0); /* remove any disease */ |
2440 |
|
2441 |
max_it (op->stats.hp , op->stats.maxhp); |
2442 |
max_it (op->stats.sp , op->stats.maxsp); |
2443 |
max_it (op->stats.grace, op->stats.maxgrace); |
2444 |
max_it (op->stats.food , 200); |
2445 |
|
2446 |
// remove all spell effects that are active |
2447 |
// to avoid long-term effects such as word-of-recall |
2448 |
for (object *item = op->inv; item; ) |
2449 |
{ |
2450 |
object *next = item->below; |
2451 |
|
2452 |
if (item->type == SPELL_EFFECT && item->active) |
2453 |
item->destroy (); |
2454 |
|
2455 |
item = next; |
2456 |
} |
2457 |
|
2458 |
/* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2459 |
* in cities ONLY!!! It is very important that this doesn't get abused. |
2460 |
* Look at op_on_battleground() for more info --AndreasV |
2461 |
*/ |
2462 |
if (op_on_battleground (op, &x, &y)) |
2463 |
{ |
2464 |
deathtab << "You almost died in combat, but local medics have saved your life...\r"; |
2465 |
|
2466 |
/* create a bodypart-trophy to make the winner happy */ |
2467 |
object *tmp = archetype::find (shstr_finger)->instance (); |
2468 |
|
2469 |
tmp->name = format ("%s's finger" , &op->name); |
2470 |
tmp->name_pl = format ("%s's fingers", &op->name); |
2471 |
tmp->msg = format ( |
2472 |
"This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", |
2473 |
&op->name, op->contr->title, |
2474 |
(int)op->level, |
2475 |
op->contr->killer_name () |
2476 |
); |
2477 |
tmp->value = 0, tmp->type = 0; |
2478 |
tmp->material = name_to_material (shstr_organic); |
2479 |
tmp->insert_at (op, tmp); |
2480 |
|
2481 |
/* teleport defeated player to new destination */ |
2482 |
transfer_ob (op, x, y, 0, NULL); |
2483 |
op->contr->braced = 0; |
2484 |
|
2485 |
op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2486 |
return; |
2487 |
} |
2488 |
|
2489 |
deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n"; |
2490 |
deathtab << "T<YOU HAVE DIED>\n\n"; |
2491 |
|
2492 |
INVOKE_PLAYER (DEATH, op->contr); |
2493 |
|
2494 |
command_kill_pets (op, 0); |
2495 |
|
2496 |
op->contr->play_sound (sound_find ("player_dies")); |
2497 |
|
2498 |
/* save the map location for corpse, gravestone */ |
2499 |
x = op->x; |
2500 |
y = op->y; |
2501 |
map = op->map; |
2502 |
|
2503 |
/* NOT_PERMADEATH code. This basically brings the character back to |
2504 |
* life if they are dead - it takes some exp and a random stat. |
2505 |
* See the config.h file for a little more in depth detail about this. |
2506 |
*/ |
2507 |
|
2508 |
/* Basically two ways to go - remove a stat permanently, or just |
2509 |
* make it depletion. This bunch of code deals with that aspect |
2510 |
* of death. |
2511 |
*/ |
2512 |
#ifndef COZY_SERVER |
2513 |
if (settings.balanced_stat_loss) |
2514 |
{ |
2515 |
/* If stat loss is permanent, lose one stat only. */ |
2516 |
/* Lower level chars don't lose as many stats because they suffer |
2517 |
more if they do. */ |
2518 |
/* Higher level characters can afford things such as potions of |
2519 |
restoration, or better, stat potions. So we slug them that |
2520 |
little bit harder. */ |
2521 |
/* GD */ |
2522 |
if (settings.stat_loss_on_death) |
2523 |
num_stats_lose = 1; |
2524 |
else |
2525 |
num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
2526 |
} |
2527 |
else |
2528 |
num_stats_lose = 1; |
2529 |
|
2530 |
lost_a_stat = 0; |
2531 |
|
2532 |
for (z = 0; z < num_stats_lose; z++) |
2533 |
{ |
2534 |
i = rndm (NUM_STATS); |
2535 |
|
2536 |
if (settings.stat_loss_on_death) |
2537 |
{ |
2538 |
/* Pick a random stat and take a point off it. Tell the player |
2539 |
* what he lost. |
2540 |
*/ |
2541 |
change_attr_value (&(op->stats), i, -1); |
2542 |
check_stat_bounds (&(op->stats)); |
2543 |
change_attr_value (&(op->contr->orig_stats), i, -1); |
2544 |
check_stat_bounds (&(op->contr->orig_stats)); |
2545 |
new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
2546 |
lost_a_stat = 1; |
2547 |
} |
2548 |
else |
2549 |
{ |
2550 |
/* deplete a stat */ |
2551 |
archetype *deparch = archetype::find (shstr_depletion); |
2552 |
object *dep; |
2553 |
|
2554 |
dep = present_arch_in_ob (deparch, op); |
2555 |
if (!dep) |
2556 |
{ |
2557 |
dep = deparch->instance (); |
2558 |
insert_ob_in_ob (dep, op); |
2559 |
} |
2560 |
lose_this_stat = 1; |
2561 |
if (settings.balanced_stat_loss) |
2562 |
{ |
2563 |
/* GD */ |
2564 |
/* Get the stat that we're about to deplete. */ |
2565 |
this_stat = get_attr_value (&(dep->stats), i); |
2566 |
if (this_stat < 0) |
2567 |
{ |
2568 |
int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO; |
2569 |
int keep_chance = this_stat * this_stat; |
2570 |
|
2571 |
/* Yes, I am paranoid. Sue me. */ |
2572 |
if (keep_chance < 1) |
2573 |
keep_chance = 1; |
2574 |
|
2575 |
/* There is a maximum depletion total per level. */ |
2576 |
if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
2577 |
{ |
2578 |
lose_this_stat = 0; |
2579 |
/* Take loss chance vs keep chance to see if we |
2580 |
retain the stat. */ |
2581 |
} |
2582 |
else |
2583 |
{ |
2584 |
if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) |
2585 |
lose_this_stat = 0; |
2586 |
/* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", |
2587 |
this_stat, keep_chance, loss_chance, |
2588 |
lose_this_stat?"LOSE":"KEEP"); */ |
2589 |
} |
2590 |
} |
2591 |
} |
2592 |
|
2593 |
if (lose_this_stat) |
2594 |
{ |
2595 |
this_stat = get_attr_value (&dep->stats, i); |
2596 |
/* We could try to do something clever like find another |
2597 |
* stat to reduce if this fails. But chances are, if |
2598 |
* stats have been depleted to -50, all are pretty low |
2599 |
* and should be roughly the same, so it shouldn't make a |
2600 |
* difference. |
2601 |
*/ |
2602 |
if (this_stat >= -50) |
2603 |
{ |
2604 |
change_attr_value (&(dep->stats), i, -1); |
2605 |
dep->set_flag (FLAG_APPLIED); |
2606 |
new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
2607 |
op->update_stats (); |
2608 |
lost_a_stat = 1; |
2609 |
} |
2610 |
} |
2611 |
} |
2612 |
} |
2613 |
|
2614 |
/* If no stat lost, tell the player. */ |
2615 |
if (!lost_a_stat) |
2616 |
{ |
2617 |
/* determine_god() seems to not work sometimes... why is this? |
2618 |
Should I be using something else? GD */ |
2619 |
shstr_tmp god = determine_god (op); |
2620 |
|
2621 |
if (god != shstr_none) |
2622 |
deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r"; |
2623 |
else |
2624 |
deathtab << "For a brief moment you feel a holy presence protecting you.\r"; |
2625 |
} |
2626 |
#else |
2627 |
deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely."; |
2628 |
#endif |
2629 |
|
2630 |
/* Put a gravestone up where the character 'almost' died. List the |
2631 |
* exp loss on the stone. |
2632 |
*/ |
2633 |
tmp = archetype::find (shstr_gravestone)->instance (); |
2634 |
tmp->name = format ("%s's gravestone", &op->name); |
2635 |
tmp->name_pl = format ("%s's gravestones", &op->name); |
2636 |
tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", |
2637 |
&op->name, op->contr->title, op->contr->killer_name ()); |
2638 |
tmp->x = op->x, tmp->y = op->y; |
2639 |
insert_ob_in_map (tmp, op->map, NULL, 0); |
2640 |
|
2641 |
/**************************************/ |
2642 |
/* */ |
2643 |
/* Subtract the experience points, */ |
2644 |
/* */ |
2645 |
/**************************************/ |
2646 |
|
2647 |
/*add_exp(op, (op->stats.exp * -0.20)); */ |
2648 |
apply_death_exp_penalty (op); |
2649 |
|
2650 |
/* |
2651 |
* Check to see if the player has any unpaid items. If so, remove them |
2652 |
* and put them back in the map. |
2653 |
*/ |
2654 |
op->drop_unpaid_items (); |
2655 |
|
2656 |
/****************************************/ |
2657 |
/* */ |
2658 |
/* Move player to his current respawn- */ |
2659 |
/* position (usually last savebed) */ |
2660 |
/* */ |
2661 |
/****************************************/ |
2662 |
|
2663 |
enter_player_savebed (op); |
2664 |
|
2665 |
op->contr->braced = 0; |
2666 |
|
2667 |
/* it is possible that the player has blown something up |
2668 |
* at his savebed location, and that can have long lasting |
2669 |
* spell effects. So first see if there is a spell effect |
2670 |
* on the space that might harm the player. |
2671 |
*/ |
2672 |
will_kill_again = 0; |
2673 |
for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) |
2674 |
if (tmp->type == SPELL_EFFECT) |
2675 |
will_kill_again |= tmp->attacktype; |
2676 |
|
2677 |
if (will_kill_again) |
2678 |
{ |
2679 |
object *force; |
2680 |
int at; |
2681 |
|
2682 |
force = archetype::get (FORCE_NAME); |
2683 |
/* 50 ticks should be enough time for the spell to abate */ |
2684 |
force->speed_left = -5.f; |
2685 |
force->set_speed (0.1f); |
2686 |
force->set_flag (FLAG_APPLIED); |
2687 |
|
2688 |
for (at = 0; at < NROFATTACKS; at++) |
2689 |
if (will_kill_again & (1 << at)) |
2690 |
force->resist[at] = 100; |
2691 |
|
2692 |
insert_ob_in_ob (force, op); |
2693 |
op->update_stats (); |
2694 |
} |
2695 |
|
2696 |
op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2697 |
} |
2698 |
|
2699 |
static void |
2700 |
loot_object (object *op) |
2701 |
{ /* Grab and destroy some treasure */ |
2702 |
object *tmp, *next; |
2703 |
|
2704 |
op->close_container (); /* close open sack first */ |
2705 |
|
2706 |
for (tmp = op->inv; tmp; tmp = next) |
2707 |
{ |
2708 |
next = tmp->below; |
2709 |
|
2710 |
if (tmp->invisible) |
2711 |
continue; |
2712 |
|
2713 |
tmp->remove (); |
2714 |
tmp->x = op->x, tmp->y = op->y; |
2715 |
|
2716 |
if (tmp->type == CONTAINER) |
2717 |
loot_object (tmp); /* empty container to ground */ |
2718 |
|
2719 |
if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3)))) |
2720 |
{ |
2721 |
if (tmp->nrof > 1) |
2722 |
{ |
2723 |
tmp->decrease (rndm (1, tmp->nrof - 1)); |
2724 |
insert_ob_in_map (tmp, op->map, NULL, 0); |
2725 |
} |
2726 |
else |
2727 |
tmp->destroy (); |
2728 |
} |
2729 |
else |
2730 |
insert_ob_in_map (tmp, op->map, NULL, 0); |
2731 |
} |
2732 |
} |
2733 |
|
2734 |
/* |
2735 |
* fix_weight(): Check recursively the weight of all players, and fix |
2736 |
* what needs to be fixed. Refresh windows and fix speed if anything |
2737 |
* was changed. |
2738 |
*/ |
2739 |
void |
2740 |
fix_weight () |
2741 |
{ |
2742 |
for_all_players (pl) |
2743 |
{ |
2744 |
weight_t old = pl->ob->carrying; |
2745 |
|
2746 |
pl->ob->update_weight (); |
2747 |
|
2748 |
if (old != pl->ob->carrying) |
2749 |
{ |
2750 |
pl->ob->update_stats (); |
2751 |
LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying); |
2752 |
} |
2753 |
} |
2754 |
} |
2755 |
|
2756 |
void |
2757 |
fix_luck () |
2758 |
{ |
2759 |
for_all_players (pl) |
2760 |
if (!pl->ob->contr->ns->state) |
2761 |
pl->ob->change_luck (0); |
2762 |
} |
2763 |
|
2764 |
/* cast_dust() - handles op throwing objects of type 'DUST'. |
2765 |
* This is much simpler in the new spell code - we basically |
2766 |
* just treat this as any other spell casting object. |
2767 |
*/ |
2768 |
void |
2769 |
cast_dust (object *op, object *throw_ob, int dir) |
2770 |
{ |
2771 |
object *skop, *spob; |
2772 |
|
2773 |
skop = find_skill_by_name (op, throw_ob->skill); |
2774 |
|
2775 |
/* casting POTION 'dusts' is really a use_magic_item skill */ |
2776 |
if (op->type == PLAYER && throw_ob->type == POTION && !skop) |
2777 |
{ |
2778 |
LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name); |
2779 |
return; |
2780 |
} |
2781 |
|
2782 |
spob = throw_ob->inv; |
2783 |
|
2784 |
// elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to |
2785 |
// not pass NULL to cast_spell (which did indeed check itself, but |
2786 |
// errors should be reported as early as possible IMHO) |
2787 |
if (!spob) |
2788 |
{ |
2789 |
LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name); |
2790 |
return; |
2791 |
} |
2792 |
|
2793 |
if (op->type == PLAYER) |
2794 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); |
2795 |
|
2796 |
cast_spell (op, throw_ob, dir, spob, NULL); |
2797 |
|
2798 |
throw_ob->destroy (); |
2799 |
} |
2800 |
|
2801 |
void |
2802 |
make_visible (object *op) |
2803 |
{ |
2804 |
op->flag [FLAG_HIDDEN] = 0; |
2805 |
op->invisible = 0; |
2806 |
|
2807 |
if (op->type == PLAYER) |
2808 |
{ |
2809 |
op->contr->tmp_invis = 0; |
2810 |
op->contr->invis_race = 0; |
2811 |
} |
2812 |
|
2813 |
update_object (op, UP_OBJ_CHANGE); |
2814 |
} |
2815 |
|
2816 |
int |
2817 |
is_true_undead (object *op) |
2818 |
{ |
2819 |
if (op->arch->flag [FLAG_UNDEAD]) |
2820 |
return 1; |
2821 |
|
2822 |
return 0; |
2823 |
} |
2824 |
|
2825 |
/* look at the surrounding terrain to determine |
2826 |
* the hideability of this object. Positive levels |
2827 |
* indicate greater hideability. |
2828 |
*/ |
2829 |
int |
2830 |
hideability (object *ob) |
2831 |
{ |
2832 |
int i, level = 0, mflag; |
2833 |
sint16 x, y; |
2834 |
|
2835 |
if (!ob || !ob->map) |
2836 |
return 0; |
2837 |
|
2838 |
/* so, on normal lighted maps, its hard to hide */ |
2839 |
level = ob->map->darklevel () - 2; |
2840 |
|
2841 |
/* this also picks up whether the object is glowing. |
2842 |
* If you carry a light on a non-dark map, its not |
2843 |
* as bad as carrying a light on a pitch dark map */ |
2844 |
if (ob->has_carried_lights ()) |
2845 |
level = -(10 + (2 * ob->map->darklevel ())); |
2846 |
|
2847 |
/* scan through all nearby squares for terrain to hide in */ |
2848 |
for (i = 0, x = ob->x, y = ob->y; |
2849 |
i <= SIZEOFFREE1; |
2850 |
i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
2851 |
{ |
2852 |
mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
2853 |
if (mflag & P_OUT_OF_MAP) |
2854 |
continue; |
2855 |
|
2856 |
if (mflag & P_BLOCKSVIEW) /* something to hide near! */ |
2857 |
level += 2; |
2858 |
else /* open terrain! */ |
2859 |
level -= 1; |
2860 |
} |
2861 |
|
2862 |
#if 0 |
2863 |
LOG (llevDebug, "hideability of %s is %d\n", ob->name, level); |
2864 |
#endif |
2865 |
return level; |
2866 |
} |
2867 |
|
2868 |
/* For Hidden creatures - a chance of becoming 'unhidden' |
2869 |
* every time they move - as we subtract off 'invisibility' |
2870 |
* AND, for players, if they move into a ridiculously unhideable |
2871 |
* spot (surrounded by clear terrain in broad daylight). -b.t. |
2872 |
*/ |
2873 |
void |
2874 |
do_hidden_move (object *op) |
2875 |
{ |
2876 |
int hide = 0; |
2877 |
|
2878 |
if (!op || !op->map) |
2879 |
return; |
2880 |
|
2881 |
object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
2882 |
int num = random_roll (0, 19, op, PREFER_LOW); |
2883 |
|
2884 |
/* its *extremely* hard to run and sneak/hide at the same time! */ |
2885 |
if (op->type == PLAYER && op->contr->run_on) |
2886 |
if (!skop || num >= skop->level) |
2887 |
{ |
2888 |
new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); |
2889 |
make_visible (op); |
2890 |
return; |
2891 |
} |
2892 |
else |
2893 |
num += 20; |
2894 |
|
2895 |
num += op->map->difficulty; |
2896 |
hide = hideability (op); /* modify by terrain hidden level */ |
2897 |
num -= hide; |
2898 |
|
2899 |
if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
2900 |
{ |
2901 |
make_visible (op); |
2902 |
|
2903 |
if (op->type == PLAYER) |
2904 |
new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
2905 |
} |
2906 |
else if (op->type == PLAYER && skop) |
2907 |
change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
2908 |
} |
2909 |
|
2910 |
/* determine if who is standing near a hostile creature. */ |
2911 |
|
2912 |
int |
2913 |
stand_near_hostile (object *who) |
2914 |
{ |
2915 |
object *tmp = NULL; |
2916 |
int i, friendly = 0, player = 0, mflags; |
2917 |
maptile *m; |
2918 |
sint16 x, y; |
2919 |
|
2920 |
if (!who) |
2921 |
return 0; |
2922 |
|
2923 |
if (who->type == PLAYER) |
2924 |
player = 1; |
2925 |
|
2926 |
else |
2927 |
friendly = who->flag [FLAG_FRIENDLY]; |
2928 |
|
2929 |
/* search adjacent squares */ |
2930 |
for (i = 1; i < 9; i++) |
2931 |
{ |
2932 |
x = who->x + freearr_x[i]; |
2933 |
y = who->y + freearr_y[i]; |
2934 |
m = who->map; |
2935 |
mflags = get_map_flags (m, &m, x, y, &x, &y); |
2936 |
/* space must be blocked if there is a monster. If not |
2937 |
* blocked, don't need to check this space. |
2938 |
*/ |
2939 |
if (mflags & P_OUT_OF_MAP) |
2940 |
continue; |
2941 |
if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) |
2942 |
continue; |
2943 |
|
2944 |
for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
2945 |
{ |
2946 |
if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE]) |
2947 |
return 1; |
2948 |
else if (tmp->type == PLAYER) |
2949 |
{ |
2950 |
/*don't let a hidden DM prevent you from hiding */ |
2951 |
if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0) |
2952 |
return 1; |
2953 |
} |
2954 |
} |
2955 |
} |
2956 |
return 0; |
2957 |
} |
2958 |
|
2959 |
/* check the player los field for viewability of the |
2960 |
* object op. This function works fine for monsters, |
2961 |
* but we dont worry if the object isnt the top one in |
2962 |
* a pile (say a coin under a table would return "viewable" |
2963 |
* by this routine). Another question, should we be |
2964 |
* concerned with the direction the player is looking |
2965 |
* in? Realistically, most of us can't see stuff behind |
2966 |
* our backs...on the other hand, does the "facing" direction |
2967 |
* imply the way your head, or body is facing? It's possible |
2968 |
* for them to differ. Sigh, this fctn could get a bit more complex. |
2969 |
* -b.t. |
2970 |
* This function is now map tiling safe. |
2971 |
*/ |
2972 |
int |
2973 |
player_can_view (object *pl, object *op) |
2974 |
{ |
2975 |
rv_vector rv; |
2976 |
int dx, dy; |
2977 |
|
2978 |
if (pl->type != PLAYER) |
2979 |
{ |
2980 |
LOG (llevError, "player_can_view() called for non-player object\n"); |
2981 |
return -1; |
2982 |
} |
2983 |
|
2984 |
if (!pl || !op) |
2985 |
return 0; |
2986 |
|
2987 |
op = op->head_ (); |
2988 |
|
2989 |
get_rangevector (pl, op, &rv, 0x1); |
2990 |
|
2991 |
/* starting with the 'head' part, lets loop |
2992 |
* through the object and find if it has any |
2993 |
* part that is in the los array but isn't on |
2994 |
* a blocked los square. |
2995 |
* we use the archetype to figure out offsets. |
2996 |
*/ |
2997 |
while (op) |
2998 |
{ |
2999 |
dx = rv.distance_x + op->arch->x; |
3000 |
dy = rv.distance_y + op->arch->y; |
3001 |
|
3002 |
if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED) |
3003 |
return 1; |
3004 |
|
3005 |
op = op->more; |
3006 |
} |
3007 |
|
3008 |
return 0; |
3009 |
} |
3010 |
|
3011 |
/* op_on_battleground - checks if the given object op (usually |
3012 |
* a player) is standing on a valid battleground-tile, |
3013 |
* function returns TRUE/FALSE. If true x, y returns the battleground |
3014 |
* -exit-coord. (and if x, y not NULL) |
3015 |
* 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set |
3016 |
* and if those are all set and the player has a marker that matches the slaying send them to a different x, y |
3017 |
* Default is to do the same as before, so only people wanting to have different points need worry about this |
3018 |
*/ |
3019 |
int |
3020 |
op_on_battleground (object *op, int *x, int *y) |
3021 |
{ |
3022 |
/* A battleground-tile needs the following attributes to be valid: |
3023 |
* is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3024 |
* name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3025 |
* and the exit-coordinates sp/hp must both be > 0. |
3026 |
* => The intention here is to prevent abuse of the battleground- |
3027 |
* feature (like pickable or hidden battleground tiles). */ |
3028 |
for (object *tmp = op->below; tmp; tmp = tmp->below) |
3029 |
{ |
3030 |
if (tmp->flag [FLAG_IS_FLOOR]) |
3031 |
{ |
3032 |
if (tmp->flag [FLAG_NO_PICK] |
3033 |
&& tmp->type == BATTLEGROUND |
3034 |
&& tmp->name == shstr_battleground |
3035 |
&& EXIT_X (tmp) && EXIT_Y (tmp)) |
3036 |
{ |
3037 |
/* before we assign the exit, check if this is a teambattle */ |
3038 |
if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3039 |
for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) |
3040 |
if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
3041 |
{ |
3042 |
if (x && y) |
3043 |
*x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3044 |
|
3045 |
return 1; |
3046 |
} |
3047 |
|
3048 |
if (x && y) |
3049 |
*x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3050 |
|
3051 |
return 1; |
3052 |
} |
3053 |
} |
3054 |
} |
3055 |
|
3056 |
/* If we got here, did not find a battleground */ |
3057 |
return 0; |
3058 |
} |
3059 |
|
3060 |
/* |
3061 |
* When a dragon-player gains a new stage of evolution, |
3062 |
* he gets some treasure |
3063 |
* |
3064 |
* attributes: |
3065 |
* object *who the dragon player |
3066 |
* int atnr the attack-number of the ability focus |
3067 |
* int level ability level |
3068 |
*/ |
3069 |
void |
3070 |
dragon_ability_gain (object *who, int atnr, int level) |
3071 |
{ |
3072 |
treasurelist *trlist = NULL; /* treasurelist */ |
3073 |
treasure *tr; /* treasure */ |
3074 |
object *tmp, *skop; /* tmp. object */ |
3075 |
object *item; /* treasure object */ |
3076 |
char buf[MAX_BUF]; /* tmp. string buffer */ |
3077 |
int i = 0, j = 0; |
3078 |
|
3079 |
/* get the appropriate treasurelist */ |
3080 |
if (atnr == ATNR_FIRE) |
3081 |
trlist = treasurelist::find (shstr_dragon_ability_fire); |
3082 |
else if (atnr == ATNR_COLD) |
3083 |
trlist = treasurelist::find (shstr_dragon_ability_cold); |
3084 |
else if (atnr == ATNR_ELECTRICITY) |
3085 |
trlist = treasurelist::find (shstr_dragon_ability_elec); |
3086 |
else if (atnr == ATNR_POISON) |
3087 |
trlist = treasurelist::find (shstr_dragon_ability_poison); |
3088 |
|
3089 |
if (trlist == NULL || who->type != PLAYER) |
3090 |
return; |
3091 |
|
3092 |
for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3093 |
|
3094 |
if (!tr || !tr->item) |
3095 |
{ |
3096 |
/* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3097 |
return; |
3098 |
} |
3099 |
|
3100 |
/* everything seems okay - now bring on the gift: */ |
3101 |
item = tr->item; |
3102 |
|
3103 |
if (item->type == SPELL) |
3104 |
{ |
3105 |
if (check_spell_known (who, item->name)) |
3106 |
return; |
3107 |
|
3108 |
new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name); |
3109 |
do_learn_spell (who, item, 0); |
3110 |
return; |
3111 |
} |
3112 |
|
3113 |
/* grant direct spell */ |
3114 |
if (item->type == SPELLBOOK) |
3115 |
{ |
3116 |
if (!item->inv) |
3117 |
{ |
3118 |
LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name); |
3119 |
return; |
3120 |
} |
3121 |
if (check_spell_known (who, item->inv->name)) |
3122 |
return; |
3123 |
if (item->invisible) |
3124 |
{ |
3125 |
new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name); |
3126 |
do_learn_spell (who, item->inv, 0); |
3127 |
return; |
3128 |
} |
3129 |
} |
3130 |
else if (item->type == SKILL_TOOL && item->invisible) |
3131 |
{ |
3132 |
if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL) |
3133 |
{ |
3134 |
|
3135 |
/* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... |
3136 |
* in this way, if the player is missing any of the attacktypes, he gets |
3137 |
* them. As it is now, if the player has any that match the granted skill, |
3138 |
* but not all of them, he gets nothing. |
3139 |
*/ |
3140 |
if (!(skop->attacktype & item->attacktype)) |
3141 |
{ |
3142 |
/* Give new attacktype */ |
3143 |
skop->attacktype |= item->attacktype; |
3144 |
|
3145 |
/* always add physical if there's none */ |
3146 |
skop->attacktype |= AT_PHYSICAL; |
3147 |
|
3148 |
if (item->msg != NULL) |
3149 |
new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3150 |
|
3151 |
/* Give player new face */ |
3152 |
if (item->animation_id) |
3153 |
{ |
3154 |
who->face = skop->face; |
3155 |
who->animation_id = item->animation_id; |
3156 |
who->anim_speed = item->anim_speed; |
3157 |
who->last_anim = 0; |
3158 |
who->state = 0; |
3159 |
animate_object (who, who->direction); |
3160 |
} |
3161 |
} |
3162 |
} |
3163 |
} |
3164 |
else if (item->type == FORCE) |
3165 |
{ |
3166 |
/* forces in the treasurelist can alter the player's stats */ |
3167 |
object *skin; |
3168 |
|
3169 |
/* first get the dragon skin force */ |
3170 |
for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below) |
3171 |
; |
3172 |
|
3173 |
if (!skin) |
3174 |
return; |
3175 |
|
3176 |
/* adding new spellpath attunements */ |
3177 |
if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) |
3178 |
{ |
3179 |
skin->path_attuned |= item->path_attuned; /* add attunement to skin */ |
3180 |
|
3181 |
/* print message */ |
3182 |
sprintf (buf, "You feel attuned to "); |
3183 |
for (i = 0, j = 0; i < NRSPELLPATHS; i++) |
3184 |
{ |
3185 |
if (item->path_attuned & (1 << i)) |
3186 |
{ |
3187 |
if (j) |
3188 |
strcat (buf, " and "); |
3189 |
else |
3190 |
j = 1; |
3191 |
strcat (buf, spellpathnames[i]); |
3192 |
} |
3193 |
} |
3194 |
|
3195 |
strcat (buf, "."); |
3196 |
new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); |
3197 |
} |
3198 |
|
3199 |
/* evtl. adding flags: */ |
3200 |
if (item->flag [FLAG_XRAYS]) |
3201 |
skin->set_flag (FLAG_XRAYS); |
3202 |
if (item->flag [FLAG_STEALTH]) |
3203 |
skin->set_flag (FLAG_STEALTH); |
3204 |
if (item->flag [FLAG_SEE_IN_DARK]) |
3205 |
skin->set_flag (FLAG_SEE_IN_DARK); |
3206 |
|
3207 |
/* print message if there is one */ |
3208 |
if (item->msg != NULL) |
3209 |
new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3210 |
} |
3211 |
else |
3212 |
{ |
3213 |
/* generate misc. treasure */ |
3214 |
tmp = tr->item->instance (); |
3215 |
new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3216 |
who->insert (tmp); |
3217 |
} |
3218 |
} |
3219 |
|
3220 |
//-GPL |
3221 |
|
3222 |
sint8 |
3223 |
player::darkness_at (maptile *map, int x, int y) const |
3224 |
{ |
3225 |
if (!ns) |
3226 |
return LOS_BLOCKED; |
3227 |
|
3228 |
int dx, dy; |
3229 |
if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
3230 |
return LOS_BLOCKED; |
3231 |
|
3232 |
x += dx - ns->current_x; |
3233 |
y += dy - ns->current_y; |
3234 |
|
3235 |
return blocked_los (x, y); |
3236 |
} |
3237 |
|
3238 |
void |
3239 |
player::infobox (const char *title, const char *msg, int color) |
3240 |
{ |
3241 |
send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg); |
3242 |
} |
3243 |
|
3244 |
void |
3245 |
player::statusmsg (const char *msg, int color) |
3246 |
{ |
3247 |
send_msg (color | NDI_REPLY, INFO_CHANNEL, msg); |
3248 |
} |
3249 |
|
3250 |
void |
3251 |
player::failmsg (const char *msg, int color) |
3252 |
{ |
3253 |
play_sound (sound_find ("generic_failure")); |
3254 |
statusmsg (msg, color); |
3255 |
} |
3256 |
|
3257 |
void |
3258 |
object::failmsgf (const char *format, ...) |
3259 |
{ |
3260 |
if (!contr) |
3261 |
return; |
3262 |
|
3263 |
va_list ap; |
3264 |
va_start (ap, format); |
3265 |
contr->failmsg (vformat (format, ap)); |
3266 |
va_end (ap); |
3267 |
} |
3268 |
|
3269 |
void |
3270 |
player::failmsgf (const char *format, ...) |
3271 |
{ |
3272 |
va_list ap; |
3273 |
va_start (ap, format); |
3274 |
failmsg (vformat (format, ap)); |
3275 |
va_end (ap); |
3276 |
} |
3277 |
|