… | |
… | |
147 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
147 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
148 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); |
148 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); |
149 | close_and_delete (fp, comp); |
149 | close_and_delete (fp, comp); |
150 | } |
150 | } |
151 | |
151 | |
152 | float |
|
|
153 | player::weapon_speed () const |
|
|
154 | { |
|
|
155 | return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary |
|
|
156 | } |
|
|
157 | |
|
|
158 | /* This loads the first map an puts the player on it. */ |
152 | /* This loads the first map an puts the player on it. */ |
159 | static void |
153 | static void |
160 | set_first_map (object *op) |
154 | set_first_map (object *op) |
161 | { |
155 | { |
162 | op->contr->maplevel = first_map_path; |
156 | op->contr->maplevel = first_map_path; |
… | |
… | |
334 | player::set_object (object *op) |
328 | player::set_object (object *op) |
335 | { |
329 | { |
336 | ob = op; |
330 | ob = op; |
337 | ob->contr = this; /* this aren't yet in archetype */ |
331 | ob->contr = this; /* this aren't yet in archetype */ |
338 | |
332 | |
339 | ob->speed_left = 0.5f; |
|
|
340 | ob->speed = 1.0f; |
333 | ob->speed = 1.0f; |
|
|
334 | ob->speed_left = 0.5f; |
|
|
335 | |
341 | ob->direction = 5; /* So player faces south */ |
336 | ob->direction = 5; /* So player faces south */ |
342 | } |
337 | } |
343 | |
338 | |
344 | player::player () |
339 | player::player () |
345 | { |
340 | { |
346 | /* There are some elements we want initialised to non zero value - |
341 | /* There are some elements we want initialised to non zero value - |
… | |
… | |
357 | petmode = pet_normal; |
352 | petmode = pet_normal; |
358 | listening = 10; |
353 | listening = 10; |
359 | usekeys = containers; |
354 | usekeys = containers; |
360 | peaceful = 1; /* default peaceful */ |
355 | peaceful = 1; /* default peaceful */ |
361 | do_los = 1; |
356 | do_los = 1; |
|
|
357 | |
|
|
358 | weapon_sp = 1.0f; |
|
|
359 | weapon_sp_left = 0.5f; |
362 | } |
360 | } |
363 | |
361 | |
364 | void |
362 | void |
365 | player::do_destroy () |
363 | player::do_destroy () |
366 | { |
364 | { |
… | |
… | |
1641 | arrow->stats.grace = arrow->attacktype; |
1639 | arrow->stats.grace = arrow->attacktype; |
1642 | |
1640 | |
1643 | if (arrow->slaying) |
1641 | if (arrow->slaying) |
1644 | arrow->spellarg = strdup (arrow->slaying); |
1642 | arrow->spellarg = strdup (arrow->slaying); |
1645 | |
1643 | |
|
|
1644 | #if 0 |
1646 | if (player *pl = op->contr) |
1645 | if (player *pl = op->contr) |
1647 | { |
1646 | { |
1648 | if (!pl->has_hit) |
|
|
1649 | { |
|
|
1650 | pl->has_hit = 1; |
|
|
1651 | pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed; |
|
|
1652 | } |
|
|
1653 | #if 0 |
|
|
1654 | float speed = pl->weapon_sp; |
1647 | float speed = pl->weapon_sp; |
1655 | |
1648 | |
1656 | /* penalize ROF for bestarrow */ |
1649 | /* penalize ROF for bestarrow */ |
1657 | if (pl->bowtype == bow_bestarrow) |
1650 | if (pl->bowtype == bow_bestarrow) |
1658 | speed *= .9f; |
1651 | speed *= .9f; |
1659 | else |
1652 | else |
1660 | speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; |
1653 | speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; |
1661 | |
1654 | |
1662 | op->speed_left += speed - op->speed; |
1655 | op->speed_left += speed - op->speed; |
|
|
1656 | } |
1663 | #endif |
1657 | #endif |
1664 | } |
|
|
1665 | |
1658 | |
1666 | SET_ANIMATION (arrow, arrow->direction); |
1659 | SET_ANIMATION (arrow, arrow->direction); |
1667 | |
1660 | |
1668 | /* update the speed */ |
1661 | /* update the speed */ |
1669 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 |
1662 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
1670 | + bow->stats.dam / 7.0; |
1663 | + bow->stats.dam / 7.f; |
1671 | |
1664 | |
1672 | arrow->set_speed (max (arrow->speed, 2.0)); |
1665 | arrow->set_speed (max (arrow->speed, 2.f)); |
1673 | arrow->speed_left = 0; |
1666 | arrow->speed_left = 0; |
1674 | |
1667 | |
1675 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1668 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1676 | |
1669 | |
1677 | if (op->type == PLAYER) |
1670 | if (op->type == PLAYER) |
… | |
… | |
1836 | } |
1829 | } |
1837 | } |
1830 | } |
1838 | |
1831 | |
1839 | /* Received a fire command for the player - go and do it. |
1832 | /* Received a fire command for the player - go and do it. |
1840 | */ |
1833 | */ |
1841 | void |
1834 | bool |
1842 | fire (object *op, int dir) |
1835 | fire (object *op, int dir) |
1843 | { |
1836 | { |
1844 | int spellcost = 0; |
1837 | int spellcost = 0; |
1845 | |
1838 | |
1846 | /* check for loss of invisiblity/hide */ |
1839 | /* check for loss of invisiblity/hide */ |
… | |
… | |
1850 | player *pl = op->contr; |
1843 | player *pl = op->contr; |
1851 | |
1844 | |
1852 | if (pl->golem) |
1845 | if (pl->golem) |
1853 | { |
1846 | { |
1854 | control_golem (op->contr->golem, dir); |
1847 | control_golem (op->contr->golem, dir); |
1855 | return; |
1848 | return false; |
1856 | } |
1849 | } |
1857 | |
1850 | |
1858 | object *ob = pl->ranged_ob; |
1851 | object *ob = pl->ranged_ob; |
1859 | |
1852 | |
1860 | if (!ob) |
1853 | if (!ob) |
1861 | return; |
1854 | return false; |
1862 | |
1855 | |
1863 | if (!op->change_weapon (ob)) |
1856 | if (!op->change_weapon (ob)) |
1864 | return; |
1857 | return false; |
|
|
1858 | |
|
|
1859 | if (op->speed_left > 0.f) |
|
|
1860 | --op->speed_left; |
|
|
1861 | else |
|
|
1862 | return false; |
1865 | |
1863 | |
1866 | switch (ob->type) |
1864 | switch (ob->type) |
1867 | { |
1865 | { |
1868 | case BOW: |
1866 | case BOW: |
1869 | player_fire_bow (op, dir); |
1867 | player_fire_bow (op, dir); |
… | |
… | |
1883 | |
1881 | |
1884 | default: |
1882 | default: |
1885 | fire_misc_object (op, dir); |
1883 | fire_misc_object (op, dir); |
1886 | break; |
1884 | break; |
1887 | } |
1885 | } |
|
|
1886 | |
|
|
1887 | return true; |
1888 | } |
1888 | } |
1889 | |
1889 | |
1890 | /* find_key |
1890 | /* find_key |
1891 | * We try to find a key for the door as passed. If we find a key |
1891 | * We try to find a key for the door as passed. If we find a key |
1892 | * and successfully use it, we return the key, otherwise NULL |
1892 | * and successfully use it, we return the key, otherwise NULL |
… | |
… | |
1979 | * 0 otherwise |
1979 | * 0 otherwise |
1980 | */ |
1980 | */ |
1981 | static int |
1981 | static int |
1982 | player_attack_door (object *op, object *door) |
1982 | player_attack_door (object *op, object *door) |
1983 | { |
1983 | { |
1984 | /* If its a door, try to find a use a key. If we do destroy the door, |
1984 | /* If its a door, try to find a key. If we do destroy the door, |
1985 | * might as well return immediately as there is nothing more to do - |
1985 | * might as well return immediately as there is nothing more to do - |
1986 | * otherwise, we fall through to the rest of the code. |
1986 | * otherwise, we fall through to the rest of the code. |
1987 | */ |
1987 | */ |
1988 | object *key = find_key (op, op, door); |
1988 | object *key = find_key (op, op, door); |
1989 | |
1989 | |
1990 | /* IF we found a key, do some extra work */ |
1990 | /* If we found a key, do some extra work */ |
1991 | if (key) |
1991 | if (key) |
1992 | { |
1992 | { |
1993 | object *container = key->env; |
1993 | object *container = key->env; |
1994 | |
1994 | |
1995 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
1995 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
… | |
… | |
2030 | * It should keep the code cleaner. |
2030 | * It should keep the code cleaner. |
2031 | * When this is called, the players direction has been updated |
2031 | * When this is called, the players direction has been updated |
2032 | * (taking into account confusion.) The player is also actually |
2032 | * (taking into account confusion.) The player is also actually |
2033 | * going to try and move (not fire weapons). |
2033 | * going to try and move (not fire weapons). |
2034 | */ |
2034 | */ |
2035 | void |
2035 | bool |
2036 | move_player_attack (object *op, int dir) |
2036 | move_player_attack (object *op, int dir) |
2037 | { |
2037 | { |
2038 | object *tmp, *mon; |
|
|
2039 | int on_battleground; |
2038 | int on_battleground; |
2040 | maptile *m; |
|
|
2041 | |
2039 | |
2042 | sint16 nx = freearr_x[dir] + op->x; |
2040 | sint16 nx = freearr_x[dir] + op->x; |
2043 | sint16 ny = freearr_y[dir] + op->y; |
2041 | sint16 ny = freearr_y[dir] + op->y; |
2044 | |
2042 | |
2045 | on_battleground = op_on_battleground (op, 0, 0); |
2043 | on_battleground = op_on_battleground (op, 0, 0); |
|
|
2044 | |
|
|
2045 | if (out_of_map (op->map, nx, ny)) |
|
|
2046 | return false; |
|
|
2047 | |
|
|
2048 | if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) |
|
|
2049 | { |
|
|
2050 | --op->speed_left; |
|
|
2051 | return true; |
|
|
2052 | } |
2046 | |
2053 | |
2047 | /* If braced, or can't move to the square, and it is not out of the |
2054 | /* If braced, or can't move to the square, and it is not out of the |
2048 | * map, attack it. Note order of if statement is important - don't |
2055 | * map, attack it. Note order of if statement is important - don't |
2049 | * want to be calling move_ob if braced, because move_ob will move the |
2056 | * want to be calling move_ob if braced, because move_ob will move the |
2050 | * player. This is a pretty nasty hack, because if we could |
2057 | * player. This is a pretty nasty hack, because if we could |
2051 | * move to some space, it then means that if we are braced, we should |
2058 | * move to some space, it then means that if we are braced, we should |
2052 | * do nothing at all. As it is, if we are braced, we go through |
2059 | * do nothing at all. As it is, if we are braced, we go through |
2053 | * quite a bit of processing. However, it probably is less than what |
2060 | * quite a bit of processing. However, it probably is less than what |
2054 | * move_ob uses. |
2061 | * move_ob uses. |
2055 | */ |
2062 | */ |
2056 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
|
|
2057 | { |
|
|
2058 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
|
|
2059 | { |
|
|
2060 | m = op->map->xy_find (nx, ny); |
2063 | maptile *m = op->map->xy_find (nx, ny); |
2061 | if (!m) |
|
|
2062 | return; /* Don't think this should happen */ |
|
|
2063 | } |
|
|
2064 | else |
|
|
2065 | m = op->map; |
|
|
2066 | |
2064 | |
2067 | if (!(tmp = m->at (nx, ny).bot)) |
|
|
2068 | return; |
|
|
2069 | |
|
|
2070 | mon = 0; |
|
|
2071 | /* Go through all the objects, and find ones of interest. Only stop if |
2065 | /* Go through all the objects, and find ones of interest. Only stop if |
2072 | * we find a monster - that is something we know we want to attack. |
2066 | * we find a monster - that is something we know we want to attack. |
2073 | * if its a door or barrel (can roll) see if there may be monsters |
2067 | * if its a door or barrel (can roll) see if there may be monsters |
2074 | * on the space |
2068 | * on the space |
2075 | */ |
2069 | */ |
2076 | while (tmp) |
2070 | object *mon; |
2077 | { |
2071 | for (mon = m->at (nx, ny).bot; mon; mon = mon->above) |
2078 | if (tmp == op) |
2072 | { |
2079 | { |
2073 | if ((mon->flag [FLAG_ALIVE] |
2080 | tmp = tmp->above; |
2074 | || mon->type == LOCKED_DOOR |
2081 | continue; |
2075 | || mon->flag [FLAG_CAN_ROLL]) |
2082 | } |
|
|
2083 | |
|
|
2084 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
|
|
2085 | { |
|
|
2086 | mon = tmp; |
2076 | && mon != op) |
2087 | break; |
2077 | break; |
2088 | } |
2078 | } |
2089 | |
2079 | |
2090 | if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) |
|
|
2091 | mon = tmp; |
|
|
2092 | |
|
|
2093 | tmp = tmp->above; |
|
|
2094 | } |
|
|
2095 | |
|
|
2096 | if (!mon) /* This happens anytime the player tries to move */ |
2080 | if (!mon) /* This happens anytime the player tries to move */ |
2097 | return; /* into a wall */ |
2081 | return false; /* into a wall */ |
2098 | |
2082 | |
2099 | if (mon->head) |
|
|
2100 | mon = mon->head; |
2083 | mon = mon->head_ (); |
2101 | |
2084 | |
2102 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
2085 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
|
|
2086 | if (op->contr->weapon_sp_left > 0.f) |
2103 | if (player_attack_door (op, mon)) |
2087 | if (player_attack_door (op, mon)) |
|
|
2088 | { |
|
|
2089 | --op->contr->weapon_sp_left; |
2104 | return; |
2090 | return true; |
|
|
2091 | } |
2105 | |
2092 | |
2106 | /* The following deals with possibly attacking peaceful |
2093 | /* The following deals with possibly attacking peaceful |
2107 | * or frienddly creatures. Basically, all players are considered |
2094 | * or friendly creatures. Basically, all players are considered |
2108 | * unaggressive. If the moving player has peaceful set, then the |
2095 | * unaggressive. If the moving player has peaceful set, then the |
2109 | * object should be pushed instead of attacked. It is assumed that |
2096 | * object should be pushed instead of attacked. It is assumed that |
2110 | * if you are braced, you will not attack friends accidently, |
2097 | * if you are braced, you will not attack friends accidently, |
2111 | * and thus will not push them. |
2098 | * and thus will not push them. |
2112 | */ |
2099 | */ |
2113 | |
2100 | |
2114 | /* If the creature is a pet, push it even if the player is not |
2101 | /* If the creature is a pet, push it even if the player is not |
2115 | * peaceful. Our assumption is the creature is a pet if the |
2102 | * peaceful. Our assumption is the creature is a pet if the |
2116 | * player owns it and it is either friendly or unagressive. |
2103 | * player owns it and it is either friendly or unagressive. |
2117 | */ |
2104 | */ |
2118 | if (op->type == PLAYER |
2105 | if (op->type == PLAYER |
2119 | && ((mon->owner && mon->owner->contr |
2106 | && ((mon->owner && mon->owner->contr |
2120 | && same_party (mon->owner->contr->party, op->contr->party)) |
2107 | && same_party (mon->owner->contr->party, op->contr->party)) |
2121 | || mon->owner == op) |
2108 | || mon->owner == op) |
2122 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2109 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2123 | { |
2110 | { |
2124 | /* If we're braced, we don't want to switch places with it */ |
2111 | /* If we're braced, we don't want to switch places with it */ |
2125 | if (op->contr->braced) |
2112 | if (op->contr->braced) |
2126 | return; |
2113 | return false; |
|
|
2114 | |
|
|
2115 | if (op->speed_left > 0.f) |
|
|
2116 | { |
|
|
2117 | --op->speed_left; |
2127 | |
2118 | |
2128 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2119 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2129 | push_ob (mon, dir, op); |
2120 | push_ob (mon, dir, op); |
|
|
2121 | |
2130 | if (op->contr->tmp_invis || op->hide) |
2122 | if (op->contr->tmp_invis || op->hide) |
2131 | make_visible (op); |
2123 | make_visible (op); |
2132 | |
2124 | |
2133 | return; |
2125 | return true; |
2134 | } |
2126 | } |
|
|
2127 | else |
|
|
2128 | return false; |
|
|
2129 | } |
2135 | |
2130 | |
2136 | /* in certain circumstances, you shouldn't attack friendly |
2131 | /* in certain circumstances, you shouldn't attack friendly |
2137 | * creatures. Note that if you are braced, you can't push |
2132 | * creatures. Note that if you are braced, you can't push |
2138 | * someone, but put it inside this loop so that you won't |
2133 | * someone, but put it inside this loop so that you won't |
2139 | * attack them either. |
2134 | * attack them either. |
2140 | */ |
2135 | */ |
2141 | if ((mon->type == PLAYER || mon->enemy != op) |
2136 | if ((mon->type == PLAYER || mon->enemy != op) |
2142 | && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) |
2137 | && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) |
2143 | && ((op->contr->peaceful |
2138 | && ((op->contr->peaceful |
2144 | || (mon->type == PLAYER && mon->contr->peaceful)) |
2139 | || (mon->type == PLAYER && mon->contr->peaceful)) |
2145 | && !on_battleground)) |
2140 | && !on_battleground)) |
|
|
2141 | { |
|
|
2142 | if (op->speed_left > 0.f) |
2146 | { |
2143 | { |
|
|
2144 | --op->speed_left; |
|
|
2145 | |
2147 | if (!op->contr->braced) |
2146 | if (!op->contr->braced) |
2148 | { |
2147 | { |
2149 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2148 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2150 | push_ob (mon, dir, op); |
2149 | push_ob (mon, dir, op); |
2151 | } |
2150 | } |
2152 | else |
2151 | else |
2153 | new_draw_info (0, 0, op, "You withhold your attack"); |
2152 | new_draw_info (0, 0, op, "You withhold your attack"); |
2154 | |
2153 | |
2155 | if (op->contr->tmp_invis || op->hide) |
2154 | if (op->contr->tmp_invis || op->hide) |
2156 | make_visible (op); |
2155 | make_visible (op); |
2157 | } |
|
|
2158 | |
2156 | |
|
|
2157 | return true; |
|
|
2158 | } |
|
|
2159 | } |
2159 | /* If the object is a boulder or other rollable object, then |
2160 | /* If the object is a boulder or other rollable object, then |
2160 | * roll it if not braced. You can't roll it if you are braced. |
2161 | * roll it if not braced. You can't roll it if you are braced. |
2161 | */ |
2162 | */ |
2162 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
2163 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
|
|
2164 | { |
|
|
2165 | if (op->speed_left > 0.f) |
2163 | { |
2166 | { |
|
|
2167 | --op->speed_left; |
|
|
2168 | |
2164 | recursive_roll (mon, dir, op); |
2169 | recursive_roll (mon, dir, op); |
2165 | if (action_makes_visible (op)) |
2170 | if (action_makes_visible (op)) |
2166 | make_visible (op); |
2171 | make_visible (op); |
2167 | } |
|
|
2168 | |
2172 | |
|
|
2173 | return true; |
|
|
2174 | } |
|
|
2175 | } |
2169 | /* Any generic living creature. Including things like doors. |
2176 | /* Any generic living creature. Including things like doors. |
2170 | * Way it works is like this: First, it must have some hit points |
2177 | * Way it works is like this: First, it must have some hit points |
2171 | * and be living. Then, it must be one of the following: |
2178 | * and be living. Then, it must be one of the following: |
2172 | * 1) Not a player, 2) A player, but of a different party. Note |
2179 | * 1) Not a player, 2) A player, but of a different party. Note |
2173 | * that party_number -1 is no party, so attacks can still happen. |
2180 | * that party_number -1 is no party, so attacks can still happen. |
2174 | */ |
2181 | */ |
2175 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2182 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2176 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2183 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2177 | { |
2184 | { |
2178 | if (!op->contr->has_hit) |
2185 | if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) |
2179 | { |
2186 | { |
2180 | op->contr->has_hit = 1; |
2187 | --op->contr->weapon_sp_left; |
2181 | op->speed_left += op->contr->weapon_speed () - op->speed; |
|
|
2182 | } |
|
|
2183 | |
2188 | |
2184 | skill_attack (mon, op, 0, 0, 0); |
2189 | skill_attack (mon, op, 0, 0, 0); |
2185 | |
|
|
2186 | /* If attacking another player, that player gets automatic |
|
|
2187 | * hitback, and doesn't loose luck either. |
|
|
2188 | * Disable hitback on the battleground or if the target is |
|
|
2189 | * the wiz. |
|
|
2190 | */ |
|
|
2191 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) |
|
|
2192 | { |
|
|
2193 | short luck = mon->stats.luck; |
|
|
2194 | |
|
|
2195 | mon->contr->has_hit = 1; |
|
|
2196 | skill_attack (op, mon, 0, 0, 0); |
|
|
2197 | mon->stats.luck = luck; |
|
|
2198 | } |
|
|
2199 | |
2190 | |
2200 | if (action_makes_visible (op)) |
2191 | if (action_makes_visible (op)) |
2201 | make_visible (op); |
2192 | make_visible (op); |
2202 | } |
|
|
2203 | } /* if player should attack something */ |
|
|
2204 | } |
|
|
2205 | |
2193 | |
2206 | int |
2194 | return true; |
|
|
2195 | } |
|
|
2196 | } |
|
|
2197 | |
|
|
2198 | return false; |
|
|
2199 | } |
|
|
2200 | |
|
|
2201 | bool |
2207 | move_player (object *op, int dir) |
2202 | move_player (object *op, int dir) |
2208 | { |
2203 | { |
2209 | int pick; |
2204 | int pick; |
2210 | |
2205 | |
2211 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2206 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
… | |
… | |
2225 | op->facing = dir; |
2220 | op->facing = dir; |
2226 | |
2221 | |
2227 | if (op->hide) |
2222 | if (op->hide) |
2228 | do_hidden_move (op); |
2223 | do_hidden_move (op); |
2229 | |
2224 | |
|
|
2225 | bool retval; |
|
|
2226 | |
2230 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2227 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2231 | /*nop */ ; |
2228 | retval = RESULT_INT (0); |
2232 | else if (op->contr->fire_on) |
2229 | else if (op->contr->fire_on) |
2233 | fire (op, dir); |
2230 | retval = fire (op, dir); |
2234 | else |
2231 | else |
2235 | { |
2232 | { |
2236 | move_player_attack (op, dir); |
2233 | retval = move_player_attack (op, dir); |
2237 | pick = check_pick (op); |
2234 | pick = check_pick (op); |
2238 | } |
2235 | } |
2239 | |
2236 | |
2240 | /* Add special check for newcs players and fire on - this way, the |
2237 | /* Add special check for newcs players and fire on - this way, the |
2241 | * server can handle repeat firing. |
2238 | * server can handle repeat firing. |
… | |
… | |
2248 | /* Update how the player looks. Use the facing, so direction may |
2245 | /* Update how the player looks. Use the facing, so direction may |
2249 | * get reset to zero. This allows for full animation capabilities |
2246 | * get reset to zero. This allows for full animation capabilities |
2250 | * for players. |
2247 | * for players. |
2251 | */ |
2248 | */ |
2252 | animate_object (op, op->facing); |
2249 | animate_object (op, op->facing); |
2253 | return 0; |
2250 | |
|
|
2251 | return retval; |
2254 | } |
2252 | } |
2255 | |
2253 | |
2256 | /* This is similar to handle_player, below, but is only used by the |
2254 | /* This is similar to handle_player, below, but is only used by the |
2257 | * new client/server stuff. |
2255 | * new client/server stuff. |
2258 | * This is sort of special, in that the new client/server actually uses |
2256 | * This is sort of special, in that the new client/server actually uses |
2259 | * the new speed values for commands. |
2257 | * the new speed values for commands. |
2260 | * |
2258 | * |
2261 | * Returns true if there are more actions we can do. |
2259 | * Returns true if there are more actions we can do. Should not do |
|
|
2260 | * many actions in a row, as that would be too unfair to other |
|
|
2261 | * players. |
2262 | */ |
2262 | */ |
2263 | int |
2263 | bool |
2264 | handle_newcs_player (object *op) |
2264 | handle_newcs_player (object *op) |
2265 | { |
2265 | { |
2266 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2266 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2267 | { |
2267 | { |
2268 | flee_player (op); |
2268 | if (op->speed_left > 0.f) |
2269 | |
|
|
2270 | /* If player is still scared, that is his action for this tick */ |
|
|
2271 | if (op->flag [FLAG_SCARED]) |
|
|
2272 | { |
2269 | { |
2273 | --op->speed_left; |
2270 | --op->speed_left; |
|
|
2271 | flee_player (op); |
|
|
2272 | |
2274 | return 0; |
2273 | return true; |
2275 | } |
2274 | } |
|
|
2275 | else |
|
|
2276 | return false; |
2276 | } |
2277 | } |
2277 | |
2278 | |
2278 | /* call this here - we also will call this in do_ericserver, but |
2279 | /* call this here - we also will call this in do_ericserver, but |
2279 | * the players time has been increased when doericserver has been |
2280 | * the players time has been increased when doericserver has been |
2280 | * called, so we recheck it here. |
2281 | * called, so we recheck it here. |
2281 | */ |
2282 | */ |
2282 | if (op->contr->ns->handle_command ()) |
2283 | if (op->contr->ns->handle_command ()) |
2283 | return 1; |
2284 | return true; |
2284 | |
2285 | |
2285 | if (op->speed_left > 0.f) |
|
|
2286 | { |
|
|
2287 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2286 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2288 | { |
|
|
2289 | /* All move commands take 1 tick, at least for now */ |
|
|
2290 | --op->speed_left; |
|
|
2291 | |
|
|
2292 | /* Instead of all the stuff below, let move_player take care |
|
|
2293 | * of it. Also, some of the skill stuff is only put in |
|
|
2294 | * there, as well as the confusion stuff. |
|
|
2295 | */ |
|
|
2296 | move_player (op, op->direction); |
2287 | return move_player (op, op->direction); |
2297 | |
2288 | |
2298 | return op->speed_left > 0.f; |
|
|
2299 | } |
|
|
2300 | } |
|
|
2301 | |
|
|
2302 | return 0; |
2289 | return false; |
2303 | } |
2290 | } |
2304 | |
2291 | |
2305 | int |
2292 | int |
2306 | save_life (object *op) |
2293 | save_life (object *op) |
2307 | { |
2294 | { |
… | |
… | |
3114 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3101 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3115 | * every time they move - as we subtract off 'invisibility' |
3102 | * every time they move - as we subtract off 'invisibility' |
3116 | * AND, for players, if they move into a ridiculously unhideable |
3103 | * AND, for players, if they move into a ridiculously unhideable |
3117 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3104 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3118 | */ |
3105 | */ |
3119 | |
|
|
3120 | void |
3106 | void |
3121 | do_hidden_move (object *op) |
3107 | do_hidden_move (object *op) |
3122 | { |
3108 | { |
3123 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3109 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3124 | object *skop; |
3110 | object *skop; |