… | |
… | |
1223 | { |
1223 | { |
1224 | op->enemy = NULL; |
1224 | op->enemy = NULL; |
1225 | CLEAR_FLAG (op, FLAG_SCARED); |
1225 | CLEAR_FLAG (op, FLAG_SCARED); |
1226 | return; |
1226 | return; |
1227 | } |
1227 | } |
|
|
1228 | |
1228 | get_rangevector (op, op->enemy, &rv, 0); |
1229 | get_rangevector (op, op->enemy, &rv, 0); |
1229 | |
1230 | |
1230 | dir = absdir (4 + rv.direction); |
1231 | dir = absdir (4 + rv.direction); |
1231 | for (diff = 0; diff < 3; diff++) |
1232 | for (diff = 0; diff < 3; diff++) |
1232 | { |
1233 | { |
1233 | int m = 1 - (RANDOM () & 2); |
1234 | int m = 1 - (RANDOM () & 2); |
1234 | |
1235 | |
1235 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
1236 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
1236 | { |
|
|
1237 | return; |
1237 | return; |
1238 | } |
|
|
1239 | } |
1238 | } |
|
|
1239 | |
1240 | /* Cornered, get rid of scared */ |
1240 | /* Cornered, get rid of scared */ |
1241 | CLEAR_FLAG (op, FLAG_SCARED); |
1241 | CLEAR_FLAG (op, FLAG_SCARED); |
1242 | op->enemy = NULL; |
1242 | op->enemy = NULL; |
1243 | } |
1243 | } |
1244 | |
1244 | |
… | |
… | |
2050 | CLEAR_FLAG (item, FLAG_ANIMATE); |
2050 | CLEAR_FLAG (item, FLAG_ANIMATE); |
2051 | item->face = item->arch->clone.face; |
2051 | item->face = item->arch->clone.face; |
2052 | item->speed = 0; |
2052 | item->speed = 0; |
2053 | update_ob_speed (item); |
2053 | update_ob_speed (item); |
2054 | } |
2054 | } |
2055 | if ((tmp = is_player_inv (item))) |
2055 | if ((tmp = item->in_player ())) |
2056 | esrv_update_item (UPD_ANIM, tmp, item); |
2056 | esrv_update_item (UPD_ANIM, tmp, item); |
2057 | } |
2057 | } |
2058 | } |
2058 | } |
2059 | else if (item->type == ROD || item->type == HORN) |
2059 | else if (item->type == ROD || item->type == HORN) |
2060 | { |
2060 | { |
… | |
… | |
2210 | * 0 otherwise |
2210 | * 0 otherwise |
2211 | */ |
2211 | */ |
2212 | static int |
2212 | static int |
2213 | player_attack_door (object *op, object *door) |
2213 | player_attack_door (object *op, object *door) |
2214 | { |
2214 | { |
2215 | |
|
|
2216 | /* If its a door, try to find a use a key. If we do destroy the door, |
2215 | /* If its a door, try to find a use a key. If we do destroy the door, |
2217 | * might as well return immediately as there is nothing more to do - |
2216 | * might as well return immediately as there is nothing more to do - |
2218 | * otherwise, we fall through to the rest of the code. |
2217 | * otherwise, we fall through to the rest of the code. |
2219 | */ |
2218 | */ |
2220 | object *key = find_key (op, op, door); |
2219 | object *key = find_key (op, op, door); |
… | |
… | |
2258 | * It should keep the code cleaner. |
2257 | * It should keep the code cleaner. |
2259 | * When this is called, the players direction has been updated |
2258 | * When this is called, the players direction has been updated |
2260 | * (taking into account confusion.) The player is also actually |
2259 | * (taking into account confusion.) The player is also actually |
2261 | * going to try and move (not fire weapons). |
2260 | * going to try and move (not fire weapons). |
2262 | */ |
2261 | */ |
2263 | |
|
|
2264 | void |
2262 | void |
2265 | move_player_attack (object *op, int dir) |
2263 | move_player_attack (object *op, int dir) |
2266 | { |
2264 | { |
2267 | object *tmp, *mon; |
2265 | object *tmp, *mon; |
2268 | sint16 nx, ny; |
2266 | sint16 nx, ny; |
… | |
… | |
2270 | maptile *m; |
2268 | maptile *m; |
2271 | |
2269 | |
2272 | nx = freearr_x[dir] + op->x; |
2270 | nx = freearr_x[dir] + op->x; |
2273 | ny = freearr_y[dir] + op->y; |
2271 | ny = freearr_y[dir] + op->y; |
2274 | |
2272 | |
2275 | on_battleground = op_on_battleground (op, NULL, NULL); |
2273 | on_battleground = op_on_battleground (op, 0, 0); |
2276 | |
2274 | |
2277 | /* If braced, or can't move to the square, and it is not out of the |
2275 | /* If braced, or can't move to the square, and it is not out of the |
2278 | * map, attack it. Note order of if statement is important - don't |
2276 | * map, attack it. Note order of if statement is important - don't |
2279 | * want to be calling move_ob if braced, because move_ob will move the |
2277 | * want to be calling move_ob if braced, because move_ob will move the |
2280 | * player. This is a pretty nasty hack, because if we could |
2278 | * player. This is a pretty nasty hack, because if we could |
… | |
… | |
2292 | return; /* Don't think this should happen */ |
2290 | return; /* Don't think this should happen */ |
2293 | } |
2291 | } |
2294 | else |
2292 | else |
2295 | m = op->map; |
2293 | m = op->map; |
2296 | |
2294 | |
2297 | if ((tmp = get_map_ob (m, nx, ny)) == NULL) |
2295 | if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) |
2298 | { |
2296 | { |
2299 | /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ |
2297 | /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */ |
2300 | return; |
2298 | return; |
2301 | } |
2299 | } |
2302 | |
2300 | |
2303 | mon = NULL; |
2301 | mon = 0; |
2304 | /* Go through all the objects, and find ones of interest. Only stop if |
2302 | /* Go through all the objects, and find ones of interest. Only stop if |
2305 | * we find a monster - that is something we know we want to attack. |
2303 | * we find a monster - that is something we know we want to attack. |
2306 | * if its a door or barrel (can roll) see if there may be monsters |
2304 | * if its a door or barrel (can roll) see if there may be monsters |
2307 | * on the space |
2305 | * on the space |
2308 | */ |
2306 | */ |
2309 | while (tmp != NULL) |
2307 | while (tmp) |
2310 | { |
2308 | { |
2311 | if (tmp == op) |
2309 | if (tmp == op) |
2312 | { |
2310 | { |
2313 | tmp = tmp->above; |
2311 | tmp = tmp->above; |
2314 | continue; |
2312 | continue; |
… | |
… | |
2324 | mon = tmp; |
2322 | mon = tmp; |
2325 | |
2323 | |
2326 | tmp = tmp->above; |
2324 | tmp = tmp->above; |
2327 | } |
2325 | } |
2328 | |
2326 | |
2329 | if (mon == NULL) /* This happens anytime the player tries to move */ |
2327 | if (!mon) /* This happens anytime the player tries to move */ |
2330 | return; /* into a wall */ |
2328 | return; /* into a wall */ |
2331 | |
2329 | |
2332 | if (mon->head != NULL) |
2330 | if (mon->head) |
2333 | mon = mon->head; |
2331 | mon = mon->head; |
2334 | |
2332 | |
2335 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
2333 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
2336 | if (player_attack_door (op, mon)) |
2334 | if (player_attack_door (op, mon)) |
2337 | return; |
2335 | return; |
… | |
… | |
2374 | * attack them either. |
2372 | * attack them either. |
2375 | */ |
2373 | */ |
2376 | if ((mon->type == PLAYER || mon->enemy != op) && |
2374 | if ((mon->type == PLAYER || mon->enemy != op) && |
2377 | (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( |
2375 | (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( |
2378 | #ifdef PROHIBIT_PLAYERKILL |
2376 | #ifdef PROHIBIT_PLAYERKILL |
2379 | (op->contr->peaceful |
2377 | (op->contr->peaceful |
2380 | || (mon->type == PLAYER |
2378 | || (mon->type == PLAYER |
2381 | && mon->contr-> |
2379 | && mon->contr-> |
2382 | peaceful)) && |
2380 | peaceful)) && |
2383 | #else |
2381 | #else |
2384 | op->contr->peaceful && |
2382 | op->contr->peaceful && |
2385 | #endif |
2383 | #endif |
2386 | !on_battleground)) |
2384 | !on_battleground)) |
2387 | { |
2385 | { |
2388 | if (!op->contr->braced) |
2386 | if (!op->contr->braced) |
2389 | { |
2387 | { |
2390 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2388 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2391 | (void) push_ob (mon, dir, op); |
2389 | (void) push_ob (mon, dir, op); |
2392 | } |
2390 | } |
2393 | else |
2391 | else |
2394 | { |
|
|
2395 | new_draw_info (0, 0, op, "You withhold your attack"); |
2392 | new_draw_info (0, 0, op, "You withhold your attack"); |
2396 | } |
2393 | |
2397 | if (op->contr->tmp_invis || op->hide) |
2394 | if (op->contr->tmp_invis || op->hide) |
2398 | make_visible (op); |
2395 | make_visible (op); |
2399 | } |
2396 | } |
2400 | |
2397 | |
2401 | /* If the object is a boulder or other rollable object, then |
2398 | /* If the object is a boulder or other rollable object, then |
… | |
… | |
2429 | op->speed_left += op->speed / op->contr->weapon_sp; |
2426 | op->speed_left += op->speed / op->contr->weapon_sp; |
2430 | |
2427 | |
2431 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
2428 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
2432 | } |
2429 | } |
2433 | |
2430 | |
2434 | skill_attack (mon, op, 0, NULL, NULL); |
2431 | skill_attack (mon, op, 0, 0, 0); |
2435 | |
2432 | |
2436 | /* If attacking another player, that player gets automatic |
2433 | /* If attacking another player, that player gets automatic |
2437 | * hitback, and doesn't loose luck either. |
2434 | * hitback, and doesn't loose luck either. |
2438 | * Disable hitback on the battleground or if the target is |
2435 | * Disable hitback on the battleground or if the target is |
2439 | * the wiz. |
2436 | * the wiz. |
… | |
… | |
2441 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) |
2438 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) |
2442 | { |
2439 | { |
2443 | short luck = mon->stats.luck; |
2440 | short luck = mon->stats.luck; |
2444 | |
2441 | |
2445 | mon->contr->has_hit = 1; |
2442 | mon->contr->has_hit = 1; |
2446 | skill_attack (op, mon, 0, NULL, NULL); |
2443 | skill_attack (op, mon, 0, 0, 0); |
2447 | mon->stats.luck = luck; |
2444 | mon->stats.luck = luck; |
2448 | } |
2445 | } |
|
|
2446 | |
2449 | if (action_makes_visible (op)) |
2447 | if (action_makes_visible (op)) |
2450 | make_visible (op); |
2448 | make_visible (op); |
2451 | } |
2449 | } |
2452 | } /* if player should attack something */ |
2450 | } /* if player should attack something */ |
2453 | } |
2451 | } |
… | |
… | |
2488 | |
2486 | |
2489 | /* Add special check for newcs players and fire on - this way, the |
2487 | /* Add special check for newcs players and fire on - this way, the |
2490 | * server can handle repeat firing. |
2488 | * server can handle repeat firing. |
2491 | */ |
2489 | */ |
2492 | if (op->contr->fire_on || (op->contr->run_on && pick != 0)) |
2490 | if (op->contr->fire_on || (op->contr->run_on && pick != 0)) |
2493 | { |
|
|
2494 | op->direction = dir; |
2491 | op->direction = dir; |
2495 | } |
|
|
2496 | else |
2492 | else |
2497 | { |
|
|
2498 | op->direction = 0; |
2493 | op->direction = 0; |
2499 | } |
2494 | |
2500 | /* Update how the player looks. Use the facing, so direction may |
2495 | /* Update how the player looks. Use the facing, so direction may |
2501 | * get reset to zero. This allows for full animation capabilities |
2496 | * get reset to zero. This allows for full animation capabilities |
2502 | * for players. |
2497 | * for players. |
2503 | */ |
2498 | */ |
2504 | animate_object (op, op->facing); |
2499 | animate_object (op, op->facing); |
… | |
… | |
3228 | * at his savebed location, and that can have long lasting |
3223 | * at his savebed location, and that can have long lasting |
3229 | * spell effects. So first see if there is a spell effect |
3224 | * spell effects. So first see if there is a spell effect |
3230 | * on the space that might harm the player. |
3225 | * on the space that might harm the player. |
3231 | */ |
3226 | */ |
3232 | will_kill_again = 0; |
3227 | will_kill_again = 0; |
3233 | for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) |
3228 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) |
3234 | if (tmp->type == SPELL_EFFECT) |
3229 | if (tmp->type == SPELL_EFFECT) |
3235 | will_kill_again |= tmp->attacktype; |
3230 | will_kill_again |= tmp->attacktype; |
3236 | |
3231 | |
3237 | if (will_kill_again) |
3232 | if (will_kill_again) |
3238 | { |
3233 | { |
… | |
… | |
3580 | if (mflags & P_OUT_OF_MAP) |
3575 | if (mflags & P_OUT_OF_MAP) |
3581 | continue; |
3576 | continue; |
3582 | if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) |
3577 | if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) |
3583 | continue; |
3578 | continue; |
3584 | |
3579 | |
3585 | for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) |
3580 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
3586 | { |
3581 | { |
3587 | if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
3582 | if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
3588 | return 1; |
3583 | return 1; |
3589 | else if (tmp->type == PLAYER) |
3584 | else if (tmp->type == PLAYER) |
3590 | { |
3585 | { |