… | |
… | |
21 | * |
21 | * |
22 | * The author can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The author can be reached via e-mail to <crossfire@schmorp.de> |
23 | */ |
23 | */ |
24 | |
24 | |
25 | #include <global.h> |
25 | #include <global.h> |
26 | #include <pwd.h> |
|
|
27 | #include <sproto.h> |
26 | #include <sproto.h> |
28 | #include <sounds.h> |
27 | #include <sounds.h> |
29 | #include <living.h> |
28 | #include <living.h> |
30 | #include <object.h> |
29 | #include <object.h> |
31 | #include <spells.h> |
30 | #include <spells.h> |
… | |
… | |
194 | return; |
193 | return; |
195 | |
194 | |
196 | terminate_all_pets (ob); |
195 | terminate_all_pets (ob); |
197 | remove_friendly_object (ob); |
196 | remove_friendly_object (ob); |
198 | ob->deactivate_recursive (); |
197 | ob->deactivate_recursive (); |
|
|
198 | |
|
|
199 | if (ob->map) |
199 | maplevel = ob->map->path; |
200 | maplevel = ob->map->path; |
|
|
201 | |
200 | ob->remove (); |
202 | ob->remove (); |
201 | ob->map = 0; |
203 | ob->map = 0; |
202 | party = 0; |
204 | party = 0; |
203 | |
205 | |
204 | // for weird reasons, this is often "ob", keeping a circular reference |
206 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
205 | ranges [range_skill] = 0; |
|
|
206 | |
207 | |
207 | players.erase (this); |
208 | players.erase (this); |
208 | } |
209 | } |
209 | |
210 | |
210 | // connect the player with a specific client |
211 | // connect the player with a specific client |
211 | // also changed, rationalises, and fixes some incorrect settings |
212 | // also changes, rationalises, and fixes some incorrect settings |
212 | void |
213 | void |
213 | player::connect (client *ns) |
214 | player::connect (client *ns) |
214 | { |
215 | { |
215 | this->ns = ns; |
216 | this->ns = ns; |
216 | ns->pl = this; |
217 | ns->pl = this; |
… | |
… | |
227 | ns->reset_stats (); |
228 | ns->reset_stats (); |
228 | |
229 | |
229 | /* make sure he's a player -- needed because of class change. */ |
230 | /* make sure he's a player -- needed because of class change. */ |
230 | ob->type = PLAYER; // we are paranoid |
231 | ob->type = PLAYER; // we are paranoid |
231 | ob->race = ob->arch->clone.race; |
232 | ob->race = ob->arch->clone.race; |
232 | |
|
|
233 | if (!legal_range (ob, shoottype)) |
|
|
234 | shoottype = range_none; |
|
|
235 | |
233 | |
236 | ob->carrying = sum_weight (ob); |
234 | ob->carrying = sum_weight (ob); |
237 | link_player_skills (ob); |
235 | link_player_skills (ob); |
238 | |
236 | |
239 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
237 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
… | |
… | |
260 | |
258 | |
261 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
259 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
262 | |
260 | |
263 | esrv_new_player (this, ob->weight + ob->carrying); |
261 | esrv_new_player (this, ob->weight + ob->carrying); |
264 | |
262 | |
|
|
263 | for (object *op = ob->inv; op; op = op->below) |
|
|
264 | if (op->flag [FLAG_APPLIED]) |
|
|
265 | switch (op->type) |
|
|
266 | { |
|
|
267 | case WAND: |
|
|
268 | case ROD: |
|
|
269 | case HORN: |
|
|
270 | case BOW: |
|
|
271 | case SKILL: |
|
|
272 | case SKILL_TOOL: |
|
|
273 | case WEAPON: |
|
|
274 | apply_special (ob, op, AP_UNAPPLY); |
|
|
275 | apply_special (ob, op, AP_APPLY); |
|
|
276 | break; |
|
|
277 | } |
|
|
278 | |
265 | ob->update_stats (); |
279 | ob->update_stats (); |
266 | ns->floorbox_update (); |
280 | ns->floorbox_update (); |
267 | |
281 | |
268 | esrv_send_inventory (ob, ob); |
282 | esrv_send_inventory (ob, ob); |
269 | esrv_add_spells (this, 0); |
283 | esrv_add_spells (this, 0); |
… | |
… | |
288 | |
302 | |
289 | INVOKE_PLAYER (DISCONNECT, this); |
303 | INVOKE_PLAYER (DISCONNECT, this); |
290 | |
304 | |
291 | ns->reset_stats (); |
305 | ns->reset_stats (); |
292 | ns->pl = 0; |
306 | ns->pl = 0; |
293 | this->ns = 0; |
307 | ns = 0; |
294 | } |
308 | } |
295 | |
309 | |
296 | if (ob) |
310 | if (ob) |
297 | ob->close_container (); //TODO: client-specific |
311 | ob->close_container (); //TODO: client-specific |
298 | |
312 | |
… | |
… | |
305 | player::set_object (object *op) |
319 | player::set_object (object *op) |
306 | { |
320 | { |
307 | ob = op; |
321 | ob = op; |
308 | ob->contr = this; /* this aren't yet in archetype */ |
322 | ob->contr = this; /* this aren't yet in archetype */ |
309 | |
323 | |
310 | ob->speed_left = 0.5; |
324 | ob->speed_left = 0.5f; |
311 | ob->speed = 1.0; |
325 | ob->speed = 1.0f; |
312 | ob->direction = 5; /* So player faces south */ |
326 | ob->direction = 5; /* So player faces south */ |
313 | } |
327 | } |
314 | |
328 | |
315 | player::player () |
329 | player::player () |
316 | { |
330 | { |
317 | /* There are some elements we want initialised to non zero value - |
331 | /* There are some elements we want initialised to non zero value - |
318 | * we deal with that below this point. |
332 | * we deal with that below this point. |
319 | */ |
333 | */ |
320 | outputs_sync = 6; /* Every 2 seconds */ |
334 | outputs_sync = 4; |
321 | outputs_count = 10; /* Keeps present behaviour */ |
335 | outputs_count = 4; |
322 | unapply = unapply_nochoice; |
336 | unapply = unapply_nochoice; |
323 | |
337 | |
324 | savebed_map = first_map_path; /* Init. respawn position */ |
338 | savebed_map = first_map_path; /* Init. respawn position */ |
325 | |
339 | |
326 | gen_sp_armour = 10; |
340 | gen_sp_armour = 10; |
327 | shoottype = range_none; |
|
|
328 | bowtype = bow_normal; |
341 | bowtype = bow_normal; |
329 | petmode = pet_normal; |
342 | petmode = pet_normal; |
330 | listening = 10; |
343 | listening = 10; |
331 | usekeys = containers; |
344 | usekeys = containers; |
332 | peaceful = 1; /* default peaceful */ |
345 | peaceful = 1; /* default peaceful */ |
… | |
… | |
771 | } |
784 | } |
772 | |
785 | |
773 | void |
786 | void |
774 | object::roll_stats () |
787 | object::roll_stats () |
775 | { |
788 | { |
776 | int statsort [7]; |
789 | int statsort [NUM_STATS]; |
777 | |
790 | |
778 | for (;;) |
791 | for (;;) |
779 | { |
792 | { |
780 | int sum = 0; |
793 | int sum = 0; |
781 | for (int i = 7; i--; ) |
794 | for (int i = NUM_STATS; i--; ) |
782 | sum += statsort [i] = roll_stat (); |
795 | sum += statsort [i] = roll_stat (); |
783 | |
796 | |
784 | if (sum >= 82 && sum <= 116) |
797 | if (sum >= 82 && sum <= 116) |
785 | break; |
798 | break; |
786 | } |
799 | } |
787 | |
800 | |
788 | // Sort the stats so that rerolling is easier... |
801 | // Sort the stats so that rerolling is easier... |
789 | std::sort (statsort, statsort + 7, std::greater<int>()); |
802 | std::sort (statsort, statsort + NUM_STATS, std::greater<int>()); |
790 | |
803 | |
|
|
804 | for (int i = 0; i < NUM_STATS; ++i) |
791 | stats.Str = statsort[0]; |
805 | stats.stat (i) = statsort [i]; |
792 | stats.Dex = statsort[1]; |
|
|
793 | stats.Con = statsort[2]; |
|
|
794 | stats.Int = statsort[3]; |
|
|
795 | stats.Wis = statsort[4]; |
|
|
796 | stats.Pow = statsort[5]; |
|
|
797 | stats.Cha = statsort[6]; |
|
|
798 | |
806 | |
799 | stats.exp = 0; |
807 | stats.exp = 0; |
800 | stats.ac = 0; |
808 | stats.ac = 0; |
801 | |
809 | |
802 | stats.hp = stats.maxhp; |
810 | stats.hp = stats.maxhp; |
… | |
… | |
814 | } |
822 | } |
815 | |
823 | |
816 | void |
824 | void |
817 | object::swap_stats (int a, int b) |
825 | object::swap_stats (int a, int b) |
818 | { |
826 | { |
819 | int tmp = get_attr_value (&contr->orig_stats, a); |
827 | swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b)); |
820 | set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b)); |
|
|
821 | set_attr_value (&contr->orig_stats, b, tmp); |
|
|
822 | |
828 | |
|
|
829 | for (int i = 0; i < NUM_STATS; ++i) |
823 | stats.Str = contr->orig_stats.Str; |
830 | stats.stat (i) = contr->orig_stats.stat (i); |
824 | stats.Dex = contr->orig_stats.Dex; |
|
|
825 | stats.Con = contr->orig_stats.Con; |
|
|
826 | stats.Int = contr->orig_stats.Int; |
|
|
827 | stats.Wis = contr->orig_stats.Wis; |
|
|
828 | stats.Pow = contr->orig_stats.Pow; |
|
|
829 | stats.Cha = contr->orig_stats.Cha; |
|
|
830 | |
831 | |
831 | //TODO: the following code looks so borked and should, at the very least, |
832 | //TODO: the following code looks so borked and should, at the very least, |
832 | // be merged with the similar code in roll_stats |
833 | // be merged with the similar code in roll_stats |
833 | stats.ac = 0; |
834 | stats.ac = 0; |
834 | |
835 | |
… | |
… | |
865 | * appropriate action with it (change race, or other things). |
866 | * appropriate action with it (change race, or other things). |
866 | * The function name is for historical reasons - now we have |
867 | * The function name is for historical reasons - now we have |
867 | * separate race and class; this actually changes the RACE, |
868 | * separate race and class; this actually changes the RACE, |
868 | * not the class. |
869 | * not the class. |
869 | */ |
870 | */ |
870 | int |
871 | void |
871 | key_change_class (object *op, char key) |
872 | player::chargen_race_done () |
872 | { |
873 | { |
873 | int tmp_loop; |
|
|
874 | |
|
|
875 | if (key == 'd' || key == 'D') |
|
|
876 | { |
|
|
877 | char buf[MAX_BUF]; |
|
|
878 | |
|
|
879 | /* this must before then initial items are given */ |
874 | /* this must before then initial items are given */ |
880 | esrv_new_player (op->contr, op->weight + op->carrying); |
875 | esrv_new_player (ob->contr, ob->weight + ob->carrying); |
881 | |
876 | |
882 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
877 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
883 | if (tl) |
878 | if (tl) |
884 | create_treasure (tl, op, 0, 0, 0); |
879 | create_treasure (tl, ob, 0, 0, 0); |
885 | |
880 | |
886 | INVOKE_PLAYER (BIRTH, op->contr); |
881 | INVOKE_PLAYER (BIRTH, ob->contr); |
887 | INVOKE_PLAYER (LOGIN, op->contr); |
882 | INVOKE_PLAYER (LOGIN, ob->contr); |
888 | |
883 | |
889 | op->contr->ns->state = ST_PLAYING; |
884 | ob->contr->ns->state = ST_PLAYING; |
890 | |
885 | |
891 | if (op->msg) |
886 | if (ob->msg) |
892 | op->msg = NULL; |
887 | ob->msg = 0; |
893 | |
888 | |
894 | /* We create this now because some of the unique maps will need it |
889 | /* We create this now because some of the unique maps will need it |
895 | * to save here. |
890 | * to save here. |
896 | */ |
891 | */ |
|
|
892 | { |
|
|
893 | char buf[MAX_BUF]; |
897 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
894 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name); |
898 | make_path_to_file (buf); |
895 | make_path_to_file (buf); |
|
|
896 | } |
899 | |
897 | |
900 | start_info (op); |
898 | start_info (ob); |
901 | CLEAR_FLAG (op, FLAG_WIZ); |
899 | CLEAR_FLAG (ob, FLAG_WIZ); |
902 | give_initial_items (op, op->randomitems); |
900 | give_initial_items (ob, ob->randomitems); |
903 | link_player_skills (op); |
901 | link_player_skills (ob); |
904 | esrv_send_inventory (op, op); |
902 | esrv_send_inventory (ob, ob); |
905 | op->update_stats (); |
903 | ob->update_stats (); |
906 | |
904 | |
907 | /* This moves the player to a different start map, if there |
905 | /* This moves the player to a different start map, if there |
908 | * is one for this race |
906 | * is one for this race |
909 | */ |
907 | */ |
910 | if (*first_map_ext_path) |
908 | if (*first_map_ext_path) |
911 | { |
909 | { |
912 | object *tmp; |
910 | object *tmp; |
913 | char mapname[MAX_BUF]; |
911 | char mapname[MAX_BUF]; |
914 | |
912 | |
915 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); |
913 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name); |
916 | tmp = object::create (); |
914 | tmp = object::create (); |
917 | EXIT_PATH (tmp) = mapname; |
915 | EXIT_PATH (tmp) = mapname; |
918 | EXIT_X (tmp) = op->x; |
916 | EXIT_X (tmp) = ob->x; |
919 | EXIT_Y (tmp) = op->y; |
917 | EXIT_Y (tmp) = ob->y; |
920 | op->enter_exit (tmp); /* we don't really care if it succeeded; |
918 | ob->enter_exit (tmp); /* we don't really care if it succeeded; |
921 | * if the map isn't there, then stay on the |
919 | * if the map isn't there, then stay on the |
922 | * default initial map */ |
920 | * default initial map */ |
923 | tmp->destroy (); |
921 | tmp->destroy (); |
924 | } |
922 | } |
925 | else |
923 | else |
926 | LOG (llevDebug, "first_map_ext_path not set\n"); |
924 | LOG (llevDebug, "first_map_ext_path not set\n"); |
|
|
925 | } |
927 | |
926 | |
928 | return 0; |
927 | void |
929 | } |
928 | player::chargen_race_next () |
930 | |
929 | { |
931 | /* Following actually changes the race - this is the default command |
930 | /* Following actually changes the race - this is the default command |
932 | * if we don't match with one of the options above. |
931 | * if we don't match with one of the options above. |
933 | */ |
932 | */ |
934 | |
933 | |
935 | tmp_loop = 0; |
934 | do |
936 | while (!tmp_loop) |
|
|
937 | { |
935 | { |
938 | shstr name = op->name; |
936 | shstr name = ob->name; |
939 | int x = op->x, y = op->y; |
937 | int x = ob->x, y = ob->y; |
940 | |
938 | |
941 | op->remove_statbonus (); |
939 | ob->remove_statbonus (); |
942 | op->remove (); |
940 | ob->remove (); |
943 | op->arch = get_player_archetype (op->arch); |
941 | ob->arch = get_player_archetype (ob->arch); |
944 | op->arch->clone.copy_to (op); |
942 | ob->arch->clone.copy_to (ob); |
945 | op->instantiate (); |
943 | ob->instantiate (); |
946 | op->stats = op->contr->orig_stats; |
944 | ob->stats = ob->contr->orig_stats; |
947 | op->name = op->name_pl = name; |
945 | ob->name = ob->name_pl = name; |
948 | op->x = x; |
946 | ob->x = x; |
949 | op->y = y; |
947 | ob->y = y; |
950 | SET_ANIMATION (op, 2); /* So player faces south */ |
948 | SET_ANIMATION (ob, 2); /* So player faces south */ |
951 | insert_ob_in_map (op, op->map, op, 0); |
949 | insert_ob_in_map (ob, ob->map, ob, 0); |
952 | assign (op->contr->title, op->arch->clone.name); |
950 | assign (ob->contr->title, ob->arch->clone.name); |
953 | op->add_statbonus (); |
951 | ob->add_statbonus (); |
954 | tmp_loop = allowed_class (op); |
|
|
955 | } |
952 | } |
|
|
953 | while (!allowed_class (ob)); |
956 | |
954 | |
957 | update_object (op, UP_OBJ_FACE); |
955 | update_object (ob, UP_OBJ_FACE); |
958 | esrv_update_item (UPD_FACE, op, op); |
956 | esrv_update_item (UPD_FACE, ob, ob); |
959 | op->update_stats (); |
957 | ob->update_stats (); |
960 | op->stats.hp = op->stats.maxhp; |
958 | ob->stats.hp = ob->stats.maxhp; |
961 | op->stats.sp = op->stats.maxsp; |
959 | ob->stats.sp = ob->stats.maxsp; |
962 | op->stats.grace = 0; |
960 | ob->stats.grace = 0; |
963 | |
|
|
964 | if (op->msg) |
|
|
965 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
|
|
966 | |
|
|
967 | send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); |
|
|
968 | return 0; |
|
|
969 | } |
961 | } |
970 | |
962 | |
971 | void |
963 | void |
972 | flee_player (object *op) |
964 | flee_player (object *op) |
973 | { |
965 | { |
… | |
… | |
1020 | /* Cornered, get rid of scared */ |
1012 | /* Cornered, get rid of scared */ |
1021 | CLEAR_FLAG (op, FLAG_SCARED); |
1013 | CLEAR_FLAG (op, FLAG_SCARED); |
1022 | op->enemy = NULL; |
1014 | op->enemy = NULL; |
1023 | } |
1015 | } |
1024 | |
1016 | |
1025 | |
|
|
1026 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
1017 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
1027 | * IT returns 1 if the player should keep on moving, 0 if he should |
1018 | * It returns 1 if the player should keep on moving, 0 if he should |
1028 | * stop. |
1019 | * stop. |
1029 | */ |
1020 | */ |
1030 | int |
1021 | int |
1031 | check_pick (object *op) |
1022 | check_pick (object *op) |
1032 | { |
1023 | { |
… | |
… | |
1470 | * find_better_arrow to find a decent arrow to use. |
1461 | * find_better_arrow to find a decent arrow to use. |
1471 | * op = the shooter |
1462 | * op = the shooter |
1472 | * type = bow->race |
1463 | * type = bow->race |
1473 | * dir = fire direction |
1464 | * dir = fire direction |
1474 | */ |
1465 | */ |
1475 | |
|
|
1476 | object * |
1466 | object * |
1477 | pick_arrow_target (object *op, const char *type, int dir) |
1467 | pick_arrow_target (object *op, const char *type, int dir) |
1478 | { |
1468 | { |
1479 | object *tmp = NULL; |
1469 | object *tmp = NULL; |
1480 | maptile *m; |
1470 | maptile *m; |
… | |
… | |
1545 | */ |
1535 | */ |
1546 | int |
1536 | int |
1547 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1537 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1548 | { |
1538 | { |
1549 | object *left, *bow; |
1539 | object *left, *bow; |
1550 | int bowspeed, mflags; |
1540 | int mflags; |
1551 | maptile *m; |
1541 | maptile *m; |
1552 | |
1542 | |
1553 | if (!dir) |
1543 | if (!dir) |
1554 | { |
1544 | { |
1555 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1545 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1556 | return 0; |
1546 | return 0; |
1557 | } |
1547 | } |
1558 | |
1548 | |
1559 | if (op->type == PLAYER) |
1549 | if (player *pl = op->contr) |
1560 | bow = op->contr->ranges[range_bow]; |
1550 | { |
|
|
1551 | bow = pl->ranged_ob; |
|
|
1552 | if (!op->change_weapon (bow)) |
|
|
1553 | return 0; |
|
|
1554 | } |
1561 | else |
1555 | else |
1562 | { |
1556 | { |
1563 | for (bow = op->inv; bow; bow = bow->below) |
1557 | for (bow = op->inv; bow; bow = bow->below) |
1564 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1558 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1565 | * don't need to switch back and forth between bows and weapons. |
1559 | * don't need to switch back and forth between bows and weapons. |
… | |
… | |
1570 | if (!bow) |
1564 | if (!bow) |
1571 | { |
1565 | { |
1572 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1566 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1573 | return 0; |
1567 | return 0; |
1574 | } |
1568 | } |
|
|
1569 | |
|
|
1570 | // optimisation: move object to top so we will find it quickly again |
|
|
1571 | if (bow->below) |
|
|
1572 | { |
|
|
1573 | bow->remove (); |
|
|
1574 | op->insert (bow); |
|
|
1575 | } |
|
|
1576 | |
1575 | } |
1577 | } |
1576 | |
1578 | |
1577 | if (!bow->race || !bow->skill) |
1579 | if (!bow->race || !bow->skill) |
1578 | { |
1580 | { |
1579 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1581 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1580 | return 0; |
1582 | return 0; |
1581 | } |
1583 | } |
1582 | |
|
|
1583 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
|
|
1584 | |
|
|
1585 | /* penalize ROF for bestarrow */ |
|
|
1586 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
|
|
1587 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
|
|
1588 | |
|
|
1589 | if (bowspeed < 1) |
|
|
1590 | bowspeed = 1; |
|
|
1591 | |
1584 | |
1592 | if (arrow == NULL) |
1585 | if (arrow == NULL) |
1593 | { |
1586 | { |
1594 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1587 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1595 | { |
1588 | { |
1596 | if (op->type == PLAYER) |
1589 | if (op->type == PLAYER) |
1597 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1590 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1598 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1591 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1599 | else |
1592 | else |
1600 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1593 | CLEAR_FLAG (op, FLAG_READY_BOW); |
|
|
1594 | |
1601 | return 0; |
1595 | return 0; |
1602 | } |
1596 | } |
1603 | } |
1597 | } |
1604 | |
1598 | |
1605 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1599 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
… | |
… | |
1629 | |
1623 | |
1630 | arrow->set_owner (op); |
1624 | arrow->set_owner (op); |
1631 | arrow->skill = bow->skill; |
1625 | arrow->skill = bow->skill; |
1632 | arrow->direction = dir; |
1626 | arrow->direction = dir; |
1633 | |
1627 | |
|
|
1628 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
|
|
1629 | arrow->stats.hp = arrow->stats.dam; |
|
|
1630 | arrow->stats.grace = arrow->attacktype; |
|
|
1631 | |
|
|
1632 | if (arrow->slaying) |
|
|
1633 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1634 | |
|
|
1635 | if (player *pl = op->contr) |
|
|
1636 | { |
|
|
1637 | { |
|
|
1638 | pl->has_hit = 1; |
|
|
1639 | pl->ob->speed_left += pl->weapon_sp - pl->ob->speed; |
|
|
1640 | } |
|
|
1641 | #if 0 |
|
|
1642 | float speed = pl->weapon_sp; |
|
|
1643 | |
|
|
1644 | /* penalize ROF for bestarrow */ |
|
|
1645 | if (pl->bowtype == bow_bestarrow) |
|
|
1646 | speed *= .9f; |
|
|
1647 | else |
|
|
1648 | speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; |
|
|
1649 | |
|
|
1650 | op->speed_left += speed - op->speed; |
|
|
1651 | #endif |
|
|
1652 | } |
|
|
1653 | |
|
|
1654 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1655 | |
|
|
1656 | /* update the speed */ |
|
|
1657 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 |
|
|
1658 | + bow->stats.dam / 7.0; |
|
|
1659 | |
|
|
1660 | arrow->set_speed (max (arrow->speed, 2.0)); |
|
|
1661 | arrow->speed_left = 0; |
|
|
1662 | |
|
|
1663 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
|
|
1664 | |
1634 | if (op->type == PLAYER) |
1665 | if (op->type == PLAYER) |
1635 | { |
1666 | { |
1636 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
|
|
1637 | op->update_stats (); |
|
|
1638 | } |
|
|
1639 | |
|
|
1640 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1641 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
|
|
1642 | arrow->stats.hp = arrow->stats.dam; |
|
|
1643 | arrow->stats.grace = arrow->attacktype; |
|
|
1644 | if (arrow->slaying != NULL) |
|
|
1645 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1646 | |
|
|
1647 | /* Note that this was different for monsters - they got their level |
|
|
1648 | * added to the damage. I think the strength bonus is more proper. |
|
|
1649 | */ |
|
|
1650 | |
|
|
1651 | arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic; |
|
|
1652 | |
|
|
1653 | /* update the speed */ |
|
|
1654 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
|
|
1655 | 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
|
|
1656 | |
|
|
1657 | arrow->set_speed (max (arrow->speed, 1.0)); |
|
|
1658 | arrow->speed_left = 0; |
|
|
1659 | |
|
|
1660 | if (op->type == PLAYER) |
|
|
1661 | { |
|
|
1662 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
|
|
1663 | (op->chosen_skill ? op->chosen_skill->level : op->level) - |
|
|
1664 | dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod; |
|
|
1665 | |
|
|
1666 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
1667 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
|
|
1668 | wc -= dex_bonus[op->stats.Dex]; |
|
|
1669 | |
|
|
1670 | if (!arrow->slaying) |
|
|
1671 | arrow->slaying = op->slaying; |
|
|
1672 | |
|
|
1673 | arrow->attacktype |= op->attacktype; |
1667 | } |
1674 | } |
1668 | else |
1675 | else |
1669 | { |
1676 | { |
1670 | arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; |
|
|
1671 | arrow->level = op->level; |
1677 | arrow->level = op->level; |
1672 | } |
1678 | arrow->stats.wc -= bow->magic; |
1673 | |
1679 | |
1674 | if (arrow->attacktype == AT_PHYSICAL) |
1680 | if (!arrow->slaying) |
|
|
1681 | arrow->slaying = bow->slaying; |
|
|
1682 | |
1675 | arrow->attacktype |= bow->attacktype; |
1683 | arrow->attacktype |= bow->attacktype; |
|
|
1684 | } |
1676 | |
1685 | |
1677 | if (bow->slaying) |
1686 | wc -= arrow->level; |
1678 | arrow->slaying = bow->slaying; |
1687 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
1679 | |
1688 | |
|
|
1689 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1680 | arrow->move_type = MOVE_FLY_LOW; |
1690 | arrow->move_type = MOVE_FLY_LOW; |
1681 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1691 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1682 | |
1692 | |
1683 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1693 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1684 | m->insert (arrow, sx, sy, op); |
1694 | m->insert (arrow, sx, sy, op); |
… | |
… | |
1709 | { |
1719 | { |
1710 | int ret = 0, wcmod = 0; |
1720 | int ret = 0, wcmod = 0; |
1711 | |
1721 | |
1712 | if (op->contr->bowtype == bow_bestarrow) |
1722 | if (op->contr->bowtype == bow_bestarrow) |
1713 | { |
1723 | { |
1714 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); |
1724 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1715 | } |
1725 | } |
1716 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1726 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1717 | { |
1727 | { |
1718 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1728 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1719 | wcmod = -1; |
1729 | wcmod = -1; |
… | |
… | |
1729 | else if (op->contr->bowtype == bow_spreadshot) |
1739 | else if (op->contr->bowtype == bow_spreadshot) |
1730 | { |
1740 | { |
1731 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1741 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1732 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1742 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1733 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1743 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1734 | |
|
|
1735 | } |
1744 | } |
1736 | else |
1745 | else |
1737 | { |
1746 | { |
1738 | /* Simple case */ |
1747 | /* Simple case */ |
1739 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1748 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1740 | } |
1749 | } |
|
|
1750 | |
1741 | return ret; |
1751 | return ret; |
1742 | } |
1752 | } |
1743 | |
1753 | |
1744 | |
1754 | |
1745 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1755 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1746 | * Broken apart from 'fire' to keep it more readable. |
1756 | * Broken apart from 'fire' to keep it more readable. |
1747 | */ |
1757 | */ |
1748 | void |
1758 | void |
1749 | fire_misc_object (object *op, int dir) |
1759 | fire_misc_object (object *op, int dir) |
1750 | { |
1760 | { |
1751 | object *item; |
1761 | object *item = op->contr->ranged_ob; |
1752 | |
1762 | |
1753 | if (!op->contr->ranges[range_misc]) |
1763 | if (!item) |
1754 | { |
1764 | { |
1755 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1765 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1756 | return; |
1766 | return; |
1757 | } |
1767 | } |
1758 | |
1768 | |
1759 | item = op->contr->ranges[range_misc]; |
|
|
1760 | if (!item->inv) |
1769 | if (!item->inv) |
1761 | { |
1770 | { |
1762 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1771 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1763 | return; |
1772 | return; |
1764 | } |
1773 | } |
|
|
1774 | |
|
|
1775 | if (!op->change_weapon (item)) |
|
|
1776 | return; |
|
|
1777 | |
1765 | if (item->type == WAND) |
1778 | if (item->type == WAND) |
1766 | { |
1779 | { |
1767 | if (item->stats.food <= 0) |
1780 | if (item->stats.food <= 0) |
1768 | { |
1781 | { |
1769 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1782 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1770 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
1783 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
|
|
1784 | |
1771 | return; |
1785 | return; |
1772 | } |
1786 | } |
1773 | } |
1787 | } |
1774 | else if (item->type == ROD || item->type == HORN) |
1788 | else if (item->type == ROD || item->type == HORN) |
1775 | { |
1789 | { |
1776 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1790 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1777 | { |
1791 | { |
1778 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1792 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
|
|
1793 | |
1779 | if (item->type == ROD) |
1794 | if (item->type == ROD) |
1780 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1795 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1781 | else |
1796 | else |
1782 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
1797 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
|
|
1798 | |
1783 | return; |
1799 | return; |
1784 | } |
1800 | } |
1785 | } |
1801 | } |
1786 | |
1802 | |
1787 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1803 | if (cast_spell (op, item, dir, item->inv, NULL)) |
… | |
… | |
1818 | |
1834 | |
1819 | /* check for loss of invisiblity/hide */ |
1835 | /* check for loss of invisiblity/hide */ |
1820 | if (action_makes_visible (op)) |
1836 | if (action_makes_visible (op)) |
1821 | make_visible (op); |
1837 | make_visible (op); |
1822 | |
1838 | |
1823 | switch (op->contr->shoottype) |
1839 | player *pl = op->contr; |
|
|
1840 | |
|
|
1841 | if (pl->golem) |
1824 | { |
1842 | { |
1825 | case range_none: |
1843 | control_golem (op->contr->golem, dir); |
1826 | return; |
1844 | return; |
|
|
1845 | } |
1827 | |
1846 | |
1828 | case range_bow: |
1847 | object *ob = pl->ranged_ob; |
|
|
1848 | |
|
|
1849 | if (!ob) |
|
|
1850 | return; |
|
|
1851 | |
|
|
1852 | switch (ob->type) |
|
|
1853 | { |
|
|
1854 | case BOW: |
1829 | player_fire_bow (op, dir); |
1855 | player_fire_bow (op, dir); |
1830 | return; |
1856 | break; |
1831 | |
1857 | |
1832 | case range_magic: /* Casting spells */ |
1858 | case SPELL: |
1833 | spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); |
1859 | spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); |
1834 | return; |
1860 | break; |
1835 | |
1861 | |
1836 | case range_misc: |
1862 | case BUILDER: |
|
|
1863 | apply_map_builder (op, dir); |
|
|
1864 | break; |
|
|
1865 | |
|
|
1866 | case SKILL: |
|
|
1867 | case SKILL_TOOL: |
|
|
1868 | do_skill (op, op, ob, dir, 0); |
|
|
1869 | break; |
|
|
1870 | |
|
|
1871 | default: |
1837 | fire_misc_object (op, dir); |
1872 | fire_misc_object (op, dir); |
1838 | return; |
1873 | break; |
1839 | |
|
|
1840 | case range_golem: /* Control summoned monsters from scrolls */ |
|
|
1841 | if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
1842 | { |
|
|
1843 | op->contr->ranges[range_golem] = 0; |
|
|
1844 | op->contr->shoottype = range_none; |
|
|
1845 | } |
|
|
1846 | else |
|
|
1847 | control_golem (op->contr->ranges[range_golem], dir); |
|
|
1848 | return; |
|
|
1849 | |
|
|
1850 | case range_skill: |
|
|
1851 | if (!op->chosen_skill) |
|
|
1852 | { |
|
|
1853 | if (op->type == PLAYER) |
|
|
1854 | new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
|
|
1855 | return; |
|
|
1856 | } |
|
|
1857 | |
|
|
1858 | do_skill (op, op, op->chosen_skill, dir, NULL); |
|
|
1859 | return; |
|
|
1860 | case range_builder: |
|
|
1861 | apply_map_builder (op, dir); |
|
|
1862 | return; |
|
|
1863 | default: |
|
|
1864 | new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); |
|
|
1865 | return; |
|
|
1866 | } |
1874 | } |
1867 | } |
1875 | } |
1868 | |
1876 | |
1869 | /* find_key |
1877 | /* find_key |
1870 | * We try to find a key for the door as passed. If we find a key |
1878 | * We try to find a key for the door as passed. If we find a key |
… | |
… | |
1970 | if (key) |
1978 | if (key) |
1971 | { |
1979 | { |
1972 | object *container = key->env; |
1980 | object *container = key->env; |
1973 | |
1981 | |
1974 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
1982 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
|
|
1983 | |
1975 | if (action_makes_visible (op)) |
1984 | if (action_makes_visible (op)) |
1976 | make_visible (op); |
1985 | make_visible (op); |
|
|
1986 | |
1977 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1987 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1978 | spring_trap (door->inv, op); |
1988 | spring_trap (door->inv, op); |
1979 | |
1989 | |
1980 | if (door->type == DOOR) |
1990 | if (door->type == DOOR) |
1981 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1991 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
… | |
… | |
2011 | */ |
2021 | */ |
2012 | void |
2022 | void |
2013 | move_player_attack (object *op, int dir) |
2023 | move_player_attack (object *op, int dir) |
2014 | { |
2024 | { |
2015 | object *tmp, *mon; |
2025 | object *tmp, *mon; |
2016 | sint16 nx, ny; |
|
|
2017 | int on_battleground; |
2026 | int on_battleground; |
2018 | maptile *m; |
2027 | maptile *m; |
2019 | |
2028 | |
2020 | nx = freearr_x[dir] + op->x; |
2029 | sint16 nx = freearr_x[dir] + op->x; |
2021 | ny = freearr_y[dir] + op->y; |
2030 | sint16 ny = freearr_y[dir] + op->y; |
2022 | |
2031 | |
2023 | on_battleground = op_on_battleground (op, 0, 0); |
2032 | on_battleground = op_on_battleground (op, 0, 0); |
2024 | |
2033 | |
2025 | /* If braced, or can't move to the square, and it is not out of the |
2034 | /* If braced, or can't move to the square, and it is not out of the |
2026 | * map, attack it. Note order of if statement is important - don't |
2035 | * map, attack it. Note order of if statement is important - don't |
… | |
… | |
2106 | /* If we're braced, we don't want to switch places with it */ |
2115 | /* If we're braced, we don't want to switch places with it */ |
2107 | if (op->contr->braced) |
2116 | if (op->contr->braced) |
2108 | return; |
2117 | return; |
2109 | |
2118 | |
2110 | 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); |
2111 | (void) push_ob (mon, dir, op); |
2120 | push_ob (mon, dir, op); |
2112 | if (op->contr->tmp_invis || op->hide) |
2121 | if (op->contr->tmp_invis || op->hide) |
2113 | make_visible (op); |
2122 | make_visible (op); |
2114 | |
2123 | |
2115 | return; |
2124 | return; |
2116 | } |
2125 | } |
… | |
… | |
2161 | * that party_number -1 is no party, so attacks can still happen. |
2170 | * that party_number -1 is no party, so attacks can still happen. |
2162 | */ |
2171 | */ |
2163 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2172 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2164 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2173 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2165 | { |
2174 | { |
2166 | |
|
|
2167 | /* If the player hasn't hit something this tick, and does |
|
|
2168 | * so, give them speed boost based on weapon speed. Doing |
|
|
2169 | * it here is better than process_players2, which basically |
|
|
2170 | * incurred a 1 tick offset. |
|
|
2171 | */ |
|
|
2172 | if (!op->contr->has_hit) |
2175 | op->contr->has_hit = 1; |
2173 | { |
|
|
2174 | op->speed_left += op->speed / op->contr->weapon_sp; |
2176 | op->speed_left += op->contr->weapon_sp - op->speed; |
2175 | |
|
|
2176 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
|
|
2177 | } |
|
|
2178 | |
2177 | |
2179 | skill_attack (mon, op, 0, 0, 0); |
2178 | skill_attack (mon, op, 0, 0, 0); |
2180 | |
2179 | |
2181 | /* If attacking another player, that player gets automatic |
2180 | /* If attacking another player, that player gets automatic |
2182 | * hitback, and doesn't loose luck either. |
2181 | * hitback, and doesn't loose luck either. |
… | |
… | |
2259 | handle_newcs_player (object *op) |
2258 | handle_newcs_player (object *op) |
2260 | { |
2259 | { |
2261 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2260 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2262 | { |
2261 | { |
2263 | flee_player (op); |
2262 | flee_player (op); |
|
|
2263 | |
2264 | /* If player is still scared, that is his action for this tick */ |
2264 | /* If player is still scared, that is his action for this tick */ |
2265 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2265 | if (op->flag [FLAG_SCARED]) |
2266 | { |
2266 | { |
2267 | op->speed_left--; |
2267 | --op->speed_left; |
2268 | return 0; |
2268 | return 0; |
2269 | } |
2269 | } |
2270 | } |
2270 | } |
2271 | |
|
|
2272 | /* I've been seeing crashes where the golem has been destroyed, but |
|
|
2273 | * the player object still points to the defunct golem. The code that |
|
|
2274 | * destroys the golem looks correct, and it doesn't always happen, so |
|
|
2275 | * put this in a a workaround to clean up the golem pointer. |
|
|
2276 | */ |
|
|
2277 | if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
2278 | op->contr->ranges[range_golem] = 0; |
|
|
2279 | |
2271 | |
2280 | /* call this here - we also will call this in do_ericserver, but |
2272 | /* call this here - we also will call this in do_ericserver, but |
2281 | * the players time has been increased when doericserver has been |
2273 | * the players time has been increased when doericserver has been |
2282 | * called, so we recheck it here. |
2274 | * called, so we recheck it here. |
2283 | */ |
2275 | */ |
2284 | if (op->contr->ns->handle_command ()) |
2276 | if (op->contr->ns->handle_command ()) |
2285 | return 1; |
2277 | return 1; |
2286 | |
2278 | |
2287 | if (op->speed_left > 0) |
2279 | if (op->speed_left > 0.f) |
2288 | { |
2280 | { |
2289 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2281 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2290 | { |
2282 | { |
2291 | /* All move commands take 1 tick, at least for now */ |
2283 | /* All move commands take 1 tick, at least for now */ |
2292 | op->speed_left--; |
2284 | --op->speed_left; |
2293 | |
2285 | |
2294 | /* Instead of all the stuff below, let move_player take care |
2286 | /* Instead of all the stuff below, let move_player take care |
2295 | * of it. Also, some of the skill stuff is only put in |
2287 | * of it. Also, some of the skill stuff is only put in |
2296 | * there, as well as the confusion stuff. |
2288 | * there, as well as the confusion stuff. |
2297 | */ |
2289 | */ |
2298 | move_player (op, op->direction); |
2290 | move_player (op, op->direction); |
2299 | |
2291 | |
2300 | return op->speed_left > 0; |
2292 | return op->speed_left > 0.f; |
2301 | } |
2293 | } |
2302 | } |
2294 | } |
2303 | |
2295 | |
2304 | return 0; |
2296 | return 0; |
2305 | } |
2297 | } |
… | |
… | |
2438 | make_visible (op); |
2430 | make_visible (op); |
2439 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
2431 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
2440 | } |
2432 | } |
2441 | } |
2433 | } |
2442 | |
2434 | |
2443 | if (op->contr->outputs_sync) |
|
|
2444 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
|
|
2445 | if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) |
|
|
2446 | flush_output_element (op, &op->contr->outputs[i]); |
|
|
2447 | |
|
|
2448 | if (op->contr->ns->state == ST_PLAYING) |
2435 | if (op->contr->ns->state == ST_PLAYING) |
2449 | { |
2436 | { |
2450 | /* these next three if clauses make it possible to SLOW DOWN |
2437 | /* these next three if clauses make it possible to SLOW DOWN |
2451 | hp/grace/spellpoint regeneration. */ |
2438 | hp/grace/spellpoint regeneration. */ |
2452 | if (op->contr->gen_hp >= 0) |
2439 | if (op->contr->gen_hp >= 0) |
… | |
… | |
2472 | gen_grace = op->stats.maxgrace; |
2459 | gen_grace = op->stats.maxgrace; |
2473 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2460 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2474 | } |
2461 | } |
2475 | |
2462 | |
2476 | /* Regenerate Spell Points */ |
2463 | /* Regenerate Spell Points */ |
2477 | if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) |
2464 | if (!op->contr->golem && --op->last_sp < 0) |
2478 | { |
2465 | { |
2479 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2466 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2480 | if (op->stats.sp < op->stats.maxsp) |
2467 | if (op->stats.sp < op->stats.maxsp) |
2481 | { |
2468 | { |
2482 | op->stats.sp++; |
2469 | op->stats.sp++; |
… | |
… | |
2940 | object *force; |
2927 | object *force; |
2941 | int at; |
2928 | int at; |
2942 | |
2929 | |
2943 | force = get_archetype (FORCE_NAME); |
2930 | force = get_archetype (FORCE_NAME); |
2944 | /* 50 ticks should be enough time for the spell to abate */ |
2931 | /* 50 ticks should be enough time for the spell to abate */ |
2945 | force->speed = 0.1; |
2932 | force->speed = 0.1f; |
2946 | force->speed_left = -5.0; |
2933 | force->speed_left = -5.f; |
2947 | SET_FLAG (force, FLAG_APPLIED); |
2934 | SET_FLAG (force, FLAG_APPLIED); |
2948 | for (at = 0; at < NROFATTACKS; at++) |
2935 | for (at = 0; at < NROFATTACKS; at++) |
2949 | if (will_kill_again & (1 << at)) |
2936 | if (will_kill_again & (1 << at)) |
2950 | force->resist[at] = 100; |
2937 | force->resist[at] = 100; |
2951 | |
2938 | |
… | |
… | |
3517 | * not readied. |
3504 | * not readied. |
3518 | */ |
3505 | */ |
3519 | void |
3506 | void |
3520 | player_unready_range_ob (player *pl, object *ob) |
3507 | player_unready_range_ob (player *pl, object *ob) |
3521 | { |
3508 | { |
3522 | for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
3509 | if (pl->ob->current_weapon == ob) |
|
|
3510 | pl->ob->current_weapon = 0; |
|
|
3511 | |
|
|
3512 | if (pl->combat_ob == ob) |
|
|
3513 | pl->combat_ob = 0; |
|
|
3514 | |
3523 | if (pl->ranges[i] == ob) |
3515 | if (pl->ranged_ob == ob) |
3524 | { |
|
|
3525 | pl->ranges[i] = 0; |
3516 | pl->ranged_ob = 0; |
3526 | if (pl->shoottype == i) |
|
|
3527 | pl->shoottype = range_none; |
|
|
3528 | } |
|
|
3529 | } |
3517 | } |
3530 | |
3518 | |
3531 | sint8 |
3519 | sint8 |
3532 | player::visibility_at (maptile *map, int x, int y) const |
3520 | player::visibility_at (maptile *map, int x, int y) const |
3533 | { |
3521 | { |