… | |
… | |
202 | |
202 | |
203 | ob->remove (); |
203 | ob->remove (); |
204 | ob->map = 0; |
204 | ob->map = 0; |
205 | party = 0; |
205 | party = 0; |
206 | |
206 | |
207 | // for weird reasons, this is often "ob", keeping a circular reference |
207 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
208 | ranges [range_skill] = 0; |
|
|
209 | |
208 | |
210 | players.erase (this); |
209 | players.erase (this); |
211 | } |
210 | } |
212 | |
211 | |
213 | // connect the player with a specific client |
212 | // connect the player with a specific client |
… | |
… | |
230 | ns->reset_stats (); |
229 | ns->reset_stats (); |
231 | |
230 | |
232 | /* make sure he's a player -- needed because of class change. */ |
231 | /* make sure he's a player -- needed because of class change. */ |
233 | ob->type = PLAYER; // we are paranoid |
232 | ob->type = PLAYER; // we are paranoid |
234 | ob->race = ob->arch->clone.race; |
233 | ob->race = ob->arch->clone.race; |
235 | |
|
|
236 | if (!legal_range (ob, shoottype)) |
|
|
237 | shoottype = range_none; |
|
|
238 | |
234 | |
239 | ob->carrying = sum_weight (ob); |
235 | ob->carrying = sum_weight (ob); |
240 | link_player_skills (ob); |
236 | link_player_skills (ob); |
241 | |
237 | |
242 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
238 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
… | |
… | |
325 | unapply = unapply_nochoice; |
321 | unapply = unapply_nochoice; |
326 | |
322 | |
327 | savebed_map = first_map_path; /* Init. respawn position */ |
323 | savebed_map = first_map_path; /* Init. respawn position */ |
328 | |
324 | |
329 | gen_sp_armour = 10; |
325 | gen_sp_armour = 10; |
330 | shoottype = range_none; |
|
|
331 | bowtype = bow_normal; |
326 | bowtype = bow_normal; |
332 | petmode = pet_normal; |
327 | petmode = pet_normal; |
333 | listening = 10; |
328 | listening = 10; |
334 | usekeys = containers; |
329 | usekeys = containers; |
335 | peaceful = 1; /* default peaceful */ |
330 | peaceful = 1; /* default peaceful */ |
… | |
… | |
1464 | * find_better_arrow to find a decent arrow to use. |
1459 | * find_better_arrow to find a decent arrow to use. |
1465 | * op = the shooter |
1460 | * op = the shooter |
1466 | * type = bow->race |
1461 | * type = bow->race |
1467 | * dir = fire direction |
1462 | * dir = fire direction |
1468 | */ |
1463 | */ |
1469 | |
|
|
1470 | object * |
1464 | object * |
1471 | pick_arrow_target (object *op, const char *type, int dir) |
1465 | pick_arrow_target (object *op, const char *type, int dir) |
1472 | { |
1466 | { |
1473 | object *tmp = NULL; |
1467 | object *tmp = NULL; |
1474 | maptile *m; |
1468 | maptile *m; |
… | |
… | |
1549 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1543 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1550 | return 0; |
1544 | return 0; |
1551 | } |
1545 | } |
1552 | |
1546 | |
1553 | if (op->type == PLAYER) |
1547 | if (op->type == PLAYER) |
1554 | bow = op->contr->ranges[range_bow]; |
1548 | bow = op->contr->ranged_ob; |
1555 | else |
1549 | else |
1556 | { |
1550 | { |
1557 | for (bow = op->inv; bow; bow = bow->below) |
1551 | for (bow = op->inv; bow; bow = bow->below) |
1558 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1552 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1559 | * don't need to switch back and forth between bows and weapons. |
1553 | * don't need to switch back and forth between bows and weapons. |
… | |
… | |
1564 | if (!bow) |
1558 | if (!bow) |
1565 | { |
1559 | { |
1566 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1560 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1567 | return 0; |
1561 | return 0; |
1568 | } |
1562 | } |
|
|
1563 | |
|
|
1564 | // optimisation: move object to top so we will find it quickly again |
|
|
1565 | if (bow->below) |
|
|
1566 | { |
|
|
1567 | bow->remove (); |
|
|
1568 | op->insert (bow); |
|
|
1569 | } |
|
|
1570 | |
1569 | } |
1571 | } |
1570 | |
1572 | |
1571 | if (!bow->race || !bow->skill) |
1573 | if (!bow->race || !bow->skill) |
1572 | { |
1574 | { |
1573 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1575 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
… | |
… | |
1590 | if (op->type == PLAYER) |
1592 | if (op->type == PLAYER) |
1591 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1593 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1592 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1594 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1593 | else |
1595 | else |
1594 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1596 | CLEAR_FLAG (op, FLAG_READY_BOW); |
|
|
1597 | |
1595 | return 0; |
1598 | return 0; |
1596 | } |
1599 | } |
1597 | } |
1600 | } |
1598 | |
1601 | |
1599 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1602 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
… | |
… | |
1630 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
1633 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
1631 | op->update_stats (); |
1634 | op->update_stats (); |
1632 | } |
1635 | } |
1633 | |
1636 | |
1634 | SET_ANIMATION (arrow, arrow->direction); |
1637 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1638 | |
1635 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
1639 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
1636 | arrow->stats.hp = arrow->stats.dam; |
1640 | arrow->stats.hp = arrow->stats.dam; |
1637 | arrow->stats.grace = arrow->attacktype; |
1641 | arrow->stats.grace = arrow->attacktype; |
|
|
1642 | |
1638 | if (arrow->slaying != NULL) |
1643 | if (arrow->slaying) |
1639 | arrow->spellarg = strdup (arrow->slaying); |
1644 | arrow->spellarg = strdup (arrow->slaying); |
1640 | |
1645 | |
1641 | /* Note that this was different for monsters - they got their level |
1646 | arrow->stats.dam += op->stats.dam + arrow->magic; |
1642 | * added to the damage. I think the strength bonus is more proper. |
|
|
1643 | */ |
|
|
1644 | |
|
|
1645 | arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic; |
|
|
1646 | |
1647 | |
1647 | /* update the speed */ |
1648 | /* update the speed */ |
1648 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
1649 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
1649 | 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
1650 | 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
1650 | |
1651 | |
1651 | arrow->set_speed (max (arrow->speed, 1.0)); |
1652 | arrow->set_speed (max (arrow->speed, 1.0)); |
1652 | arrow->speed_left = 0; |
1653 | arrow->speed_left = 0; |
1653 | |
1654 | |
|
|
1655 | arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
|
|
1656 | |
1654 | if (op->type == PLAYER) |
1657 | if (op->type == PLAYER) |
1655 | { |
1658 | { |
1656 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
|
|
1657 | (op->chosen_skill ? op->chosen_skill->level : op->level) - |
|
|
1658 | dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod; |
|
|
1659 | |
|
|
1660 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
1659 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
|
|
1660 | arrow->stats.wc -= dex_bonus[op->stats.Dex]; |
|
|
1661 | |
|
|
1662 | if (!arrow->slaying) |
|
|
1663 | arrow->slaying = op->slaying; |
1661 | } |
1664 | } |
1662 | else |
1665 | else |
1663 | { |
1666 | { |
1664 | arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; |
|
|
1665 | arrow->level = op->level; |
1667 | arrow->level = op->level; |
1666 | } |
1668 | arrow->stats.wc -= bow->magic; |
1667 | |
1669 | |
1668 | if (arrow->attacktype == AT_PHYSICAL) |
1670 | if (!arrow->slaying) |
|
|
1671 | arrow->slaying = bow->slaying; |
|
|
1672 | } |
|
|
1673 | |
|
|
1674 | arrow->stats.wc -= arrow->level; |
|
|
1675 | |
1669 | arrow->attacktype |= bow->attacktype; |
1676 | arrow->attacktype |= bow->attacktype; |
1670 | |
|
|
1671 | if (bow->slaying) |
|
|
1672 | arrow->slaying = bow->slaying; |
|
|
1673 | |
1677 | |
1674 | arrow->move_type = MOVE_FLY_LOW; |
1678 | arrow->move_type = MOVE_FLY_LOW; |
1675 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1679 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1676 | |
1680 | |
1677 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1681 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
… | |
… | |
1703 | { |
1707 | { |
1704 | int ret = 0, wcmod = 0; |
1708 | int ret = 0, wcmod = 0; |
1705 | |
1709 | |
1706 | if (op->contr->bowtype == bow_bestarrow) |
1710 | if (op->contr->bowtype == bow_bestarrow) |
1707 | { |
1711 | { |
1708 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); |
1712 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1709 | } |
1713 | } |
1710 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1714 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1711 | { |
1715 | { |
1712 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1716 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1713 | wcmod = -1; |
1717 | wcmod = -1; |
… | |
… | |
1740 | * Broken apart from 'fire' to keep it more readable. |
1744 | * Broken apart from 'fire' to keep it more readable. |
1741 | */ |
1745 | */ |
1742 | void |
1746 | void |
1743 | fire_misc_object (object *op, int dir) |
1747 | fire_misc_object (object *op, int dir) |
1744 | { |
1748 | { |
1745 | object *item; |
1749 | object *item = op->contr->ranged_ob; |
1746 | |
1750 | |
1747 | if (!op->contr->ranges[range_misc]) |
1751 | if (!item) |
1748 | { |
1752 | { |
1749 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1753 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1750 | return; |
1754 | return; |
1751 | } |
1755 | } |
1752 | |
1756 | |
1753 | item = op->contr->ranges[range_misc]; |
|
|
1754 | if (!item->inv) |
1757 | if (!item->inv) |
1755 | { |
1758 | { |
1756 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1759 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1757 | return; |
1760 | return; |
1758 | } |
1761 | } |
|
|
1762 | |
1759 | if (item->type == WAND) |
1763 | if (item->type == WAND) |
1760 | { |
1764 | { |
1761 | if (item->stats.food <= 0) |
1765 | if (item->stats.food <= 0) |
1762 | { |
1766 | { |
1763 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1767 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
… | |
… | |
1812 | |
1816 | |
1813 | /* check for loss of invisiblity/hide */ |
1817 | /* check for loss of invisiblity/hide */ |
1814 | if (action_makes_visible (op)) |
1818 | if (action_makes_visible (op)) |
1815 | make_visible (op); |
1819 | make_visible (op); |
1816 | |
1820 | |
1817 | switch (op->contr->shoottype) |
1821 | player *pl = op->contr; |
|
|
1822 | |
|
|
1823 | if (pl->golem) |
1818 | { |
1824 | { |
1819 | case range_none: |
1825 | control_golem (op->contr->golem, dir); |
1820 | return; |
1826 | return; |
|
|
1827 | } |
1821 | |
1828 | |
1822 | case range_bow: |
1829 | object *ob = pl->ranged_ob; |
|
|
1830 | |
|
|
1831 | if (!ob) |
|
|
1832 | return; |
|
|
1833 | |
|
|
1834 | switch (ob->type) |
|
|
1835 | { |
|
|
1836 | case BOW: |
1823 | player_fire_bow (op, dir); |
1837 | player_fire_bow (op, dir); |
1824 | return; |
1838 | break; |
1825 | |
1839 | |
1826 | case range_magic: /* Casting spells */ |
1840 | case SPELL: |
1827 | spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); |
1841 | spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); |
1828 | return; |
1842 | break; |
1829 | |
1843 | |
1830 | case range_misc: |
1844 | case BUILDER: |
|
|
1845 | apply_map_builder (op, dir); |
|
|
1846 | break; |
|
|
1847 | |
|
|
1848 | case SKILL: |
|
|
1849 | case SKILL_TOOL: |
|
|
1850 | do_skill (op, op, ob, dir, 0); |
|
|
1851 | break; |
|
|
1852 | |
|
|
1853 | default: |
1831 | fire_misc_object (op, dir); |
1854 | fire_misc_object (op, dir); |
1832 | return; |
1855 | break; |
1833 | |
|
|
1834 | case range_golem: /* Control summoned monsters from scrolls */ |
|
|
1835 | control_golem (op->contr->ranges[range_golem], dir); |
|
|
1836 | return; |
|
|
1837 | |
|
|
1838 | case range_skill: |
|
|
1839 | if (!op->chosen_skill) |
|
|
1840 | { |
|
|
1841 | if (op->type == PLAYER) |
|
|
1842 | new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
|
|
1843 | |
|
|
1844 | return; |
|
|
1845 | } |
|
|
1846 | |
|
|
1847 | do_skill (op, op, op->chosen_skill, dir, NULL); |
|
|
1848 | return; |
|
|
1849 | case range_builder: |
|
|
1850 | apply_map_builder (op, dir); |
|
|
1851 | return; |
|
|
1852 | default: |
|
|
1853 | new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); |
|
|
1854 | return; |
|
|
1855 | } |
1856 | } |
1856 | } |
1857 | } |
1857 | |
1858 | |
1858 | /* find_key |
1859 | /* find_key |
1859 | * We try to find a key for the door as passed. If we find a key |
1860 | * We try to find a key for the door as passed. If we find a key |
… | |
… | |
1959 | if (key) |
1960 | if (key) |
1960 | { |
1961 | { |
1961 | object *container = key->env; |
1962 | object *container = key->env; |
1962 | |
1963 | |
1963 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
1964 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
|
|
1965 | |
1964 | if (action_makes_visible (op)) |
1966 | if (action_makes_visible (op)) |
1965 | make_visible (op); |
1967 | make_visible (op); |
|
|
1968 | |
1966 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1969 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1967 | spring_trap (door->inv, op); |
1970 | spring_trap (door->inv, op); |
1968 | |
1971 | |
1969 | if (door->type == DOOR) |
1972 | if (door->type == DOOR) |
1970 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1973 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
… | |
… | |
2000 | */ |
2003 | */ |
2001 | void |
2004 | void |
2002 | move_player_attack (object *op, int dir) |
2005 | move_player_attack (object *op, int dir) |
2003 | { |
2006 | { |
2004 | object *tmp, *mon; |
2007 | object *tmp, *mon; |
2005 | sint16 nx, ny; |
|
|
2006 | int on_battleground; |
2008 | int on_battleground; |
2007 | maptile *m; |
2009 | maptile *m; |
2008 | |
2010 | |
2009 | nx = freearr_x[dir] + op->x; |
2011 | sint16 nx = freearr_x[dir] + op->x; |
2010 | ny = freearr_y[dir] + op->y; |
2012 | sint16 ny = freearr_y[dir] + op->y; |
2011 | |
2013 | |
2012 | on_battleground = op_on_battleground (op, 0, 0); |
2014 | on_battleground = op_on_battleground (op, 0, 0); |
2013 | |
2015 | |
2014 | /* If braced, or can't move to the square, and it is not out of the |
2016 | /* If braced, or can't move to the square, and it is not out of the |
2015 | * map, attack it. Note order of if statement is important - don't |
2017 | * map, attack it. Note order of if statement is important - don't |
… | |
… | |
2095 | /* If we're braced, we don't want to switch places with it */ |
2097 | /* If we're braced, we don't want to switch places with it */ |
2096 | if (op->contr->braced) |
2098 | if (op->contr->braced) |
2097 | return; |
2099 | return; |
2098 | |
2100 | |
2099 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2101 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2100 | (void) push_ob (mon, dir, op); |
2102 | push_ob (mon, dir, op); |
2101 | if (op->contr->tmp_invis || op->hide) |
2103 | if (op->contr->tmp_invis || op->hide) |
2102 | make_visible (op); |
2104 | make_visible (op); |
2103 | |
2105 | |
2104 | return; |
2106 | return; |
2105 | } |
2107 | } |
… | |
… | |
2448 | gen_grace = op->stats.maxgrace; |
2450 | gen_grace = op->stats.maxgrace; |
2449 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2451 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2450 | } |
2452 | } |
2451 | |
2453 | |
2452 | /* Regenerate Spell Points */ |
2454 | /* Regenerate Spell Points */ |
2453 | if (!op->contr->ranges[range_golem] && --op->last_sp < 0) |
2455 | if (!op->contr->golem && --op->last_sp < 0) |
2454 | { |
2456 | { |
2455 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2457 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2456 | if (op->stats.sp < op->stats.maxsp) |
2458 | if (op->stats.sp < op->stats.maxsp) |
2457 | { |
2459 | { |
2458 | op->stats.sp++; |
2460 | op->stats.sp++; |
… | |
… | |
3493 | * not readied. |
3495 | * not readied. |
3494 | */ |
3496 | */ |
3495 | void |
3497 | void |
3496 | player_unready_range_ob (player *pl, object *ob) |
3498 | player_unready_range_ob (player *pl, object *ob) |
3497 | { |
3499 | { |
3498 | for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
3500 | if (pl->ob->current_weapon == ob) |
|
|
3501 | pl->ob->current_weapon = 0; |
|
|
3502 | |
|
|
3503 | if (pl->combat_ob == ob) |
|
|
3504 | pl->combat_ob = 0; |
|
|
3505 | |
3499 | if (pl->ranges[i] == ob) |
3506 | if (pl->ranged_ob == ob) |
3500 | { |
|
|
3501 | pl->ranges[i] = 0; |
3507 | pl->ranged_ob = 0; |
3502 | if (pl->shoottype == i) |
|
|
3503 | pl->shoottype = range_none; |
|
|
3504 | } |
|
|
3505 | } |
3508 | } |
3506 | |
3509 | |
3507 | sint8 |
3510 | sint8 |
3508 | player::visibility_at (maptile *map, int x, int y) const |
3511 | player::visibility_at (maptile *map, int x, int y) const |
3509 | { |
3512 | { |