… | |
… | |
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> |
… | |
… | |
202 | |
201 | |
203 | ob->remove (); |
202 | ob->remove (); |
204 | ob->map = 0; |
203 | ob->map = 0; |
205 | party = 0; |
204 | party = 0; |
206 | |
205 | |
207 | // 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 |
208 | ranges [range_skill] = 0; |
|
|
209 | |
207 | |
210 | players.erase (this); |
208 | players.erase (this); |
211 | } |
209 | } |
212 | |
210 | |
213 | // connect the player with a specific client |
211 | // connect the player with a specific client |
214 | // also changed, rationalises, and fixes some incorrect settings |
212 | // also changes, rationalises, and fixes some incorrect settings |
215 | void |
213 | void |
216 | player::connect (client *ns) |
214 | player::connect (client *ns) |
217 | { |
215 | { |
218 | this->ns = ns; |
216 | this->ns = ns; |
219 | ns->pl = this; |
217 | ns->pl = this; |
… | |
… | |
230 | ns->reset_stats (); |
228 | ns->reset_stats (); |
231 | |
229 | |
232 | /* make sure he's a player -- needed because of class change. */ |
230 | /* make sure he's a player -- needed because of class change. */ |
233 | ob->type = PLAYER; // we are paranoid |
231 | ob->type = PLAYER; // we are paranoid |
234 | ob->race = ob->arch->clone.race; |
232 | ob->race = ob->arch->clone.race; |
235 | |
|
|
236 | if (!legal_range (ob, shoottype)) |
|
|
237 | shoottype = range_none; |
|
|
238 | |
233 | |
239 | ob->carrying = sum_weight (ob); |
234 | ob->carrying = sum_weight (ob); |
240 | link_player_skills (ob); |
235 | link_player_skills (ob); |
241 | |
236 | |
242 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
237 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
… | |
… | |
263 | |
258 | |
264 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
259 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
265 | |
260 | |
266 | esrv_new_player (this, ob->weight + ob->carrying); |
261 | esrv_new_player (this, ob->weight + ob->carrying); |
267 | |
262 | |
|
|
263 | ob->flag [FLAG_READY_WEAPON] = false; |
|
|
264 | ob->flag [FLAG_READY_SKILL] = false; |
|
|
265 | ob->flag [FLAG_READY_BOW] = false; |
|
|
266 | |
|
|
267 | for (object *op = ob->inv; op; op = op->below) |
|
|
268 | if (op->flag [FLAG_APPLIED]) |
|
|
269 | switch (op->type) |
|
|
270 | { |
|
|
271 | case SKILL: |
|
|
272 | ob->flag [FLAG_APPLIED] = false; |
|
|
273 | break; |
|
|
274 | |
|
|
275 | case WAND: |
|
|
276 | case ROD: |
|
|
277 | case HORN: |
|
|
278 | case BOW: |
|
|
279 | ranged_ob = op; |
|
|
280 | break; |
|
|
281 | |
|
|
282 | case WEAPON: |
|
|
283 | combat_ob = op; |
|
|
284 | break; |
|
|
285 | } |
|
|
286 | |
|
|
287 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
268 | ob->update_stats (); |
288 | ob->update_stats (); |
|
|
289 | |
269 | ns->floorbox_update (); |
290 | ns->floorbox_update (); |
270 | |
|
|
271 | esrv_send_inventory (ob, ob); |
291 | esrv_send_inventory (ob, ob); |
272 | esrv_add_spells (this, 0); |
292 | esrv_add_spells (this, 0); |
273 | |
293 | |
274 | activate (); |
294 | activate (); |
275 | |
295 | |
… | |
… | |
308 | player::set_object (object *op) |
328 | player::set_object (object *op) |
309 | { |
329 | { |
310 | ob = op; |
330 | ob = op; |
311 | ob->contr = this; /* this aren't yet in archetype */ |
331 | ob->contr = this; /* this aren't yet in archetype */ |
312 | |
332 | |
313 | ob->speed_left = 0.5; |
|
|
314 | ob->speed = 1.0; |
333 | ob->speed = 1.0f; |
|
|
334 | ob->speed_left = 0.5f; |
|
|
335 | |
315 | ob->direction = 5; /* So player faces south */ |
336 | ob->direction = 5; /* So player faces south */ |
316 | } |
337 | } |
317 | |
338 | |
318 | player::player () |
339 | player::player () |
319 | { |
340 | { |
320 | /* There are some elements we want initialised to non zero value - |
341 | /* There are some elements we want initialised to non zero value - |
… | |
… | |
325 | unapply = unapply_nochoice; |
346 | unapply = unapply_nochoice; |
326 | |
347 | |
327 | savebed_map = first_map_path; /* Init. respawn position */ |
348 | savebed_map = first_map_path; /* Init. respawn position */ |
328 | |
349 | |
329 | gen_sp_armour = 10; |
350 | gen_sp_armour = 10; |
330 | shoottype = range_none; |
|
|
331 | bowtype = bow_normal; |
351 | bowtype = bow_normal; |
332 | petmode = pet_normal; |
352 | petmode = pet_normal; |
333 | listening = 10; |
353 | listening = 10; |
334 | usekeys = containers; |
354 | usekeys = containers; |
335 | peaceful = 1; /* default peaceful */ |
355 | peaceful = 1; /* default peaceful */ |
336 | do_los = 1; |
356 | do_los = 1; |
|
|
357 | |
|
|
358 | weapon_sp = 1.0f; |
|
|
359 | weapon_sp_left = 0.5f; |
337 | } |
360 | } |
338 | |
361 | |
339 | void |
362 | void |
340 | player::do_destroy () |
363 | player::do_destroy () |
341 | { |
364 | { |
… | |
… | |
774 | } |
797 | } |
775 | |
798 | |
776 | void |
799 | void |
777 | object::roll_stats () |
800 | object::roll_stats () |
778 | { |
801 | { |
779 | int statsort [7]; |
802 | int statsort [NUM_STATS]; |
780 | |
803 | |
781 | for (;;) |
804 | for (;;) |
782 | { |
805 | { |
783 | int sum = 0; |
806 | int sum = 0; |
784 | for (int i = 7; i--; ) |
807 | for (int i = NUM_STATS; i--; ) |
785 | sum += statsort [i] = roll_stat (); |
808 | sum += statsort [i] = roll_stat (); |
786 | |
809 | |
787 | if (sum >= 82 && sum <= 116) |
810 | if (sum >= 82 && sum <= 116) |
788 | break; |
811 | break; |
789 | } |
812 | } |
790 | |
813 | |
791 | // Sort the stats so that rerolling is easier... |
814 | // Sort the stats so that rerolling is easier... |
792 | std::sort (statsort, statsort + 7, std::greater<int>()); |
815 | std::sort (statsort, statsort + NUM_STATS, std::greater<int>()); |
793 | |
816 | |
|
|
817 | for (int i = 0; i < NUM_STATS; ++i) |
794 | stats.Str = statsort[0]; |
818 | stats.stat (i) = statsort [i]; |
795 | stats.Dex = statsort[1]; |
|
|
796 | stats.Con = statsort[2]; |
|
|
797 | stats.Int = statsort[3]; |
|
|
798 | stats.Wis = statsort[4]; |
|
|
799 | stats.Pow = statsort[5]; |
|
|
800 | stats.Cha = statsort[6]; |
|
|
801 | |
819 | |
802 | stats.exp = 0; |
820 | stats.exp = 0; |
803 | stats.ac = 0; |
821 | stats.ac = 0; |
804 | |
822 | |
805 | stats.hp = stats.maxhp; |
823 | stats.hp = stats.maxhp; |
… | |
… | |
817 | } |
835 | } |
818 | |
836 | |
819 | void |
837 | void |
820 | object::swap_stats (int a, int b) |
838 | object::swap_stats (int a, int b) |
821 | { |
839 | { |
822 | int tmp = get_attr_value (&contr->orig_stats, a); |
840 | swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b)); |
823 | set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b)); |
|
|
824 | set_attr_value (&contr->orig_stats, b, tmp); |
|
|
825 | |
841 | |
|
|
842 | for (int i = 0; i < NUM_STATS; ++i) |
826 | stats.Str = contr->orig_stats.Str; |
843 | stats.stat (i) = contr->orig_stats.stat (i); |
827 | stats.Dex = contr->orig_stats.Dex; |
|
|
828 | stats.Con = contr->orig_stats.Con; |
|
|
829 | stats.Int = contr->orig_stats.Int; |
|
|
830 | stats.Wis = contr->orig_stats.Wis; |
|
|
831 | stats.Pow = contr->orig_stats.Pow; |
|
|
832 | stats.Cha = contr->orig_stats.Cha; |
|
|
833 | |
844 | |
834 | //TODO: the following code looks so borked and should, at the very least, |
845 | //TODO: the following code looks so borked and should, at the very least, |
835 | // be merged with the similar code in roll_stats |
846 | // be merged with the similar code in roll_stats |
836 | stats.ac = 0; |
847 | stats.ac = 0; |
837 | |
848 | |
… | |
… | |
1014 | /* Cornered, get rid of scared */ |
1025 | /* Cornered, get rid of scared */ |
1015 | CLEAR_FLAG (op, FLAG_SCARED); |
1026 | CLEAR_FLAG (op, FLAG_SCARED); |
1016 | op->enemy = NULL; |
1027 | op->enemy = NULL; |
1017 | } |
1028 | } |
1018 | |
1029 | |
1019 | |
|
|
1020 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
1030 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
1021 | * IT returns 1 if the player should keep on moving, 0 if he should |
1031 | * It returns 1 if the player should keep on moving, 0 if he should |
1022 | * stop. |
1032 | * stop. |
1023 | */ |
1033 | */ |
1024 | int |
1034 | int |
1025 | check_pick (object *op) |
1035 | check_pick (object *op) |
1026 | { |
1036 | { |
… | |
… | |
1464 | * find_better_arrow to find a decent arrow to use. |
1474 | * find_better_arrow to find a decent arrow to use. |
1465 | * op = the shooter |
1475 | * op = the shooter |
1466 | * type = bow->race |
1476 | * type = bow->race |
1467 | * dir = fire direction |
1477 | * dir = fire direction |
1468 | */ |
1478 | */ |
1469 | |
|
|
1470 | object * |
1479 | object * |
1471 | pick_arrow_target (object *op, const char *type, int dir) |
1480 | pick_arrow_target (object *op, const char *type, int dir) |
1472 | { |
1481 | { |
1473 | object *tmp = NULL; |
1482 | object *tmp = NULL; |
1474 | maptile *m; |
1483 | maptile *m; |
… | |
… | |
1539 | */ |
1548 | */ |
1540 | int |
1549 | int |
1541 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1550 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1542 | { |
1551 | { |
1543 | object *left, *bow; |
1552 | object *left, *bow; |
1544 | int bowspeed, mflags; |
1553 | int mflags; |
1545 | maptile *m; |
1554 | maptile *m; |
1546 | |
1555 | |
1547 | if (!dir) |
1556 | if (!dir) |
1548 | { |
1557 | { |
1549 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1558 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1550 | return 0; |
1559 | return 0; |
1551 | } |
1560 | } |
1552 | |
1561 | |
1553 | if (op->type == PLAYER) |
1562 | if (op->contr) |
1554 | bow = op->contr->ranges[range_bow]; |
1563 | bow = op->current_weapon; |
1555 | else |
1564 | else |
1556 | { |
1565 | { |
1557 | for (bow = op->inv; bow; bow = bow->below) |
1566 | for (bow = op->inv; bow; bow = bow->below) |
1558 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1567 | /* 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. |
1568 | * don't need to switch back and forth between bows and weapons. |
… | |
… | |
1564 | if (!bow) |
1573 | if (!bow) |
1565 | { |
1574 | { |
1566 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1575 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1567 | return 0; |
1576 | return 0; |
1568 | } |
1577 | } |
|
|
1578 | |
|
|
1579 | // optimisation: move object to top so we will find it quickly again |
|
|
1580 | if (bow->below) |
|
|
1581 | { |
|
|
1582 | bow->remove (); |
|
|
1583 | op->insert (bow); |
|
|
1584 | } |
|
|
1585 | |
1569 | } |
1586 | } |
1570 | |
1587 | |
1571 | if (!bow->race || !bow->skill) |
1588 | if (!bow->race || !bow->skill) |
1572 | { |
1589 | { |
1573 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1590 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1574 | return 0; |
1591 | return 0; |
1575 | } |
1592 | } |
1576 | |
|
|
1577 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
|
|
1578 | |
|
|
1579 | /* penalize ROF for bestarrow */ |
|
|
1580 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
|
|
1581 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
|
|
1582 | |
|
|
1583 | if (bowspeed < 1) |
|
|
1584 | bowspeed = 1; |
|
|
1585 | |
1593 | |
1586 | if (arrow == NULL) |
1594 | if (arrow == NULL) |
1587 | { |
1595 | { |
1588 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1596 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1589 | { |
1597 | { |
1590 | if (op->type == PLAYER) |
1598 | if (op->type == PLAYER) |
1591 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1599 | 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 */ |
1600 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1593 | else |
1601 | else |
1594 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1602 | CLEAR_FLAG (op, FLAG_READY_BOW); |
|
|
1603 | |
1595 | return 0; |
1604 | return 0; |
1596 | } |
1605 | } |
1597 | } |
1606 | } |
1598 | |
1607 | |
1599 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1608 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
… | |
… | |
1623 | |
1632 | |
1624 | arrow->set_owner (op); |
1633 | arrow->set_owner (op); |
1625 | arrow->skill = bow->skill; |
1634 | arrow->skill = bow->skill; |
1626 | arrow->direction = dir; |
1635 | arrow->direction = dir; |
1627 | |
1636 | |
|
|
1637 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
|
|
1638 | arrow->stats.hp = arrow->stats.dam; |
|
|
1639 | arrow->stats.grace = arrow->attacktype; |
|
|
1640 | |
|
|
1641 | if (arrow->slaying) |
|
|
1642 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1643 | |
|
|
1644 | #if 0 |
|
|
1645 | if (player *pl = op->contr) |
|
|
1646 | { |
|
|
1647 | float speed = pl->weapon_sp; |
|
|
1648 | |
|
|
1649 | /* penalize ROF for bestarrow */ |
|
|
1650 | if (pl->bowtype == bow_bestarrow) |
|
|
1651 | speed *= .9f; |
|
|
1652 | else |
|
|
1653 | speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; |
|
|
1654 | |
|
|
1655 | op->speed_left += speed - op->speed; |
|
|
1656 | } |
|
|
1657 | #endif |
|
|
1658 | |
|
|
1659 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1660 | |
|
|
1661 | /* update the speed */ |
|
|
1662 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
|
|
1663 | + bow->stats.dam / 7.f; |
|
|
1664 | |
|
|
1665 | arrow->set_speed (max (arrow->speed, 2.f)); |
|
|
1666 | arrow->speed_left = 0; |
|
|
1667 | |
|
|
1668 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
|
|
1669 | |
1628 | if (op->type == PLAYER) |
1670 | if (op->type == PLAYER) |
1629 | { |
1671 | { |
1630 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
|
|
1631 | op->update_stats (); |
|
|
1632 | } |
|
|
1633 | |
|
|
1634 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1635 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
|
|
1636 | arrow->stats.hp = arrow->stats.dam; |
|
|
1637 | arrow->stats.grace = arrow->attacktype; |
|
|
1638 | if (arrow->slaying != NULL) |
|
|
1639 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1640 | |
|
|
1641 | /* Note that this was different for monsters - they got their level |
|
|
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 | /* update the speed */ |
|
|
1648 | 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 | |
|
|
1651 | arrow->set_speed (max (arrow->speed, 1.0)); |
|
|
1652 | arrow->speed_left = 0; |
|
|
1653 | |
|
|
1654 | if (op->type == PLAYER) |
|
|
1655 | { |
|
|
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; |
1672 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
|
|
1673 | wc -= dex_bonus[op->stats.Dex]; |
|
|
1674 | |
|
|
1675 | if (!arrow->slaying) |
|
|
1676 | arrow->slaying = op->slaying; |
|
|
1677 | |
|
|
1678 | arrow->attacktype |= op->attacktype; |
1661 | } |
1679 | } |
1662 | else |
1680 | else |
1663 | { |
1681 | { |
1664 | arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; |
|
|
1665 | arrow->level = op->level; |
1682 | arrow->level = op->level; |
1666 | } |
1683 | arrow->stats.wc -= bow->magic; |
1667 | |
1684 | |
1668 | if (arrow->attacktype == AT_PHYSICAL) |
1685 | if (!arrow->slaying) |
|
|
1686 | arrow->slaying = bow->slaying; |
|
|
1687 | |
1669 | arrow->attacktype |= bow->attacktype; |
1688 | arrow->attacktype |= bow->attacktype; |
|
|
1689 | } |
1670 | |
1690 | |
1671 | if (bow->slaying) |
1691 | wc -= arrow->level; |
1672 | arrow->slaying = bow->slaying; |
1692 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
1673 | |
1693 | |
|
|
1694 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1674 | arrow->move_type = MOVE_FLY_LOW; |
1695 | arrow->move_type = MOVE_FLY_LOW; |
1675 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1696 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1676 | |
1697 | |
1677 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1698 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1678 | m->insert (arrow, sx, sy, op); |
1699 | m->insert (arrow, sx, sy, op); |
… | |
… | |
1703 | { |
1724 | { |
1704 | int ret = 0, wcmod = 0; |
1725 | int ret = 0, wcmod = 0; |
1705 | |
1726 | |
1706 | if (op->contr->bowtype == bow_bestarrow) |
1727 | if (op->contr->bowtype == bow_bestarrow) |
1707 | { |
1728 | { |
1708 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); |
1729 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1709 | } |
1730 | } |
1710 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1731 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1711 | { |
1732 | { |
1712 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1733 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1713 | wcmod = -1; |
1734 | wcmod = -1; |
… | |
… | |
1723 | else if (op->contr->bowtype == bow_spreadshot) |
1744 | else if (op->contr->bowtype == bow_spreadshot) |
1724 | { |
1745 | { |
1725 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1746 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1726 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1747 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1727 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1748 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1728 | |
|
|
1729 | } |
1749 | } |
1730 | else |
1750 | else |
1731 | { |
1751 | { |
1732 | /* Simple case */ |
1752 | /* Simple case */ |
1733 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1753 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1734 | } |
1754 | } |
|
|
1755 | |
1735 | return ret; |
1756 | return ret; |
1736 | } |
1757 | } |
1737 | |
|
|
1738 | |
1758 | |
1739 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1759 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1740 | * Broken apart from 'fire' to keep it more readable. |
1760 | * Broken apart from 'fire' to keep it more readable. |
1741 | */ |
1761 | */ |
1742 | void |
1762 | void |
1743 | fire_misc_object (object *op, int dir) |
1763 | fire_misc_object (object *op, int dir) |
1744 | { |
1764 | { |
1745 | object *item; |
1765 | object *item = op->contr->ranged_ob; |
1746 | |
1766 | |
1747 | if (!op->contr->ranges[range_misc]) |
1767 | if (!item) |
1748 | { |
1768 | { |
1749 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1769 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1750 | return; |
1770 | return; |
1751 | } |
1771 | } |
1752 | |
1772 | |
1753 | item = op->contr->ranges[range_misc]; |
|
|
1754 | if (!item->inv) |
1773 | if (!item->inv) |
1755 | { |
1774 | { |
1756 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1775 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1757 | return; |
1776 | return; |
1758 | } |
1777 | } |
|
|
1778 | |
|
|
1779 | if (!op->change_weapon (item)) |
|
|
1780 | return; |
|
|
1781 | |
1759 | if (item->type == WAND) |
1782 | if (item->type == WAND) |
1760 | { |
1783 | { |
1761 | if (item->stats.food <= 0) |
1784 | if (item->stats.food <= 0) |
1762 | { |
1785 | { |
1763 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1786 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1764 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
1787 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
|
|
1788 | |
1765 | return; |
1789 | return; |
1766 | } |
1790 | } |
1767 | } |
1791 | } |
1768 | else if (item->type == ROD || item->type == HORN) |
1792 | else if (item->type == ROD || item->type == HORN) |
1769 | { |
1793 | { |
1770 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1794 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1771 | { |
1795 | { |
1772 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1796 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
|
|
1797 | |
1773 | if (item->type == ROD) |
1798 | if (item->type == ROD) |
1774 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1799 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1775 | else |
1800 | else |
1776 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
1801 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
|
|
1802 | |
1777 | return; |
1803 | return; |
1778 | } |
1804 | } |
1779 | } |
1805 | } |
1780 | |
1806 | |
1781 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1807 | if (cast_spell (op, item, dir, item->inv, NULL)) |
… | |
… | |
1803 | } |
1829 | } |
1804 | } |
1830 | } |
1805 | |
1831 | |
1806 | /* Received a fire command for the player - go and do it. |
1832 | /* Received a fire command for the player - go and do it. |
1807 | */ |
1833 | */ |
1808 | void |
1834 | bool |
1809 | fire (object *op, int dir) |
1835 | fire (object *op, int dir) |
1810 | { |
1836 | { |
1811 | int spellcost = 0; |
1837 | int spellcost = 0; |
1812 | |
1838 | |
1813 | /* check for loss of invisiblity/hide */ |
1839 | /* check for loss of invisiblity/hide */ |
1814 | if (action_makes_visible (op)) |
1840 | if (action_makes_visible (op)) |
1815 | make_visible (op); |
1841 | make_visible (op); |
1816 | |
1842 | |
1817 | switch (op->contr->shoottype) |
1843 | player *pl = op->contr; |
|
|
1844 | |
|
|
1845 | if (pl->golem) |
|
|
1846 | { |
|
|
1847 | control_golem (op->contr->golem, dir); |
|
|
1848 | return false; |
1818 | { |
1849 | } |
1819 | case range_none: |
|
|
1820 | return; |
|
|
1821 | |
1850 | |
1822 | case range_bow: |
1851 | object *ob = pl->ranged_ob; |
|
|
1852 | |
|
|
1853 | if (!ob) |
|
|
1854 | return false; |
|
|
1855 | |
|
|
1856 | if (!op->change_weapon (ob)) |
|
|
1857 | return false; |
|
|
1858 | |
|
|
1859 | if (op->speed_left > 0.f) |
|
|
1860 | --op->speed_left; |
|
|
1861 | else |
|
|
1862 | return false; |
|
|
1863 | |
|
|
1864 | switch (ob->type) |
|
|
1865 | { |
|
|
1866 | case BOW: |
1823 | player_fire_bow (op, dir); |
1867 | player_fire_bow (op, dir); |
1824 | return; |
1868 | break; |
1825 | |
1869 | |
1826 | case range_magic: /* Casting spells */ |
1870 | case SPELL: |
1827 | spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); |
1871 | spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); |
1828 | return; |
1872 | break; |
1829 | |
1873 | |
1830 | case range_misc: |
1874 | case BUILDER: |
|
|
1875 | apply_map_builder (op, dir); |
|
|
1876 | break; |
|
|
1877 | |
|
|
1878 | case SKILL: |
|
|
1879 | do_skill (op, op, ob, dir, 0); |
|
|
1880 | break; |
|
|
1881 | |
|
|
1882 | default: |
1831 | fire_misc_object (op, dir); |
1883 | fire_misc_object (op, dir); |
1832 | return; |
1884 | 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 | } |
1885 | } |
|
|
1886 | |
|
|
1887 | return true; |
1856 | } |
1888 | } |
1857 | |
1889 | |
1858 | /* find_key |
1890 | /* find_key |
1859 | * 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 |
1860 | * and successfully use it, we return the key, otherwise NULL |
1892 | * and successfully use it, we return the key, otherwise NULL |
… | |
… | |
1947 | * 0 otherwise |
1979 | * 0 otherwise |
1948 | */ |
1980 | */ |
1949 | static int |
1981 | static int |
1950 | player_attack_door (object *op, object *door) |
1982 | player_attack_door (object *op, object *door) |
1951 | { |
1983 | { |
1952 | /* 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, |
1953 | * 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 - |
1954 | * otherwise, we fall through to the rest of the code. |
1986 | * otherwise, we fall through to the rest of the code. |
1955 | */ |
1987 | */ |
1956 | object *key = find_key (op, op, door); |
1988 | object *key = find_key (op, op, door); |
1957 | |
1989 | |
1958 | /* IF we found a key, do some extra work */ |
1990 | /* If we found a key, do some extra work */ |
1959 | if (key) |
1991 | if (key) |
1960 | { |
1992 | { |
1961 | object *container = key->env; |
1993 | object *container = key->env; |
1962 | |
1994 | |
1963 | 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); |
|
|
1996 | |
1964 | if (action_makes_visible (op)) |
1997 | if (action_makes_visible (op)) |
1965 | make_visible (op); |
1998 | make_visible (op); |
|
|
1999 | |
1966 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
2000 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1967 | spring_trap (door->inv, op); |
2001 | spring_trap (door->inv, op); |
1968 | |
2002 | |
1969 | if (door->type == DOOR) |
2003 | if (door->type == DOOR) |
1970 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
2004 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
… | |
… | |
1996 | * It should keep the code cleaner. |
2030 | * It should keep the code cleaner. |
1997 | * When this is called, the players direction has been updated |
2031 | * When this is called, the players direction has been updated |
1998 | * (taking into account confusion.) The player is also actually |
2032 | * (taking into account confusion.) The player is also actually |
1999 | * going to try and move (not fire weapons). |
2033 | * going to try and move (not fire weapons). |
2000 | */ |
2034 | */ |
2001 | void |
2035 | bool |
2002 | move_player_attack (object *op, int dir) |
2036 | move_player_attack (object *op, int dir) |
2003 | { |
2037 | { |
2004 | object *tmp, *mon; |
|
|
2005 | sint16 nx, ny; |
|
|
2006 | int on_battleground; |
2038 | int on_battleground; |
2007 | maptile *m; |
|
|
2008 | |
2039 | |
2009 | nx = freearr_x[dir] + op->x; |
2040 | sint16 nx = freearr_x[dir] + op->x; |
2010 | ny = freearr_y[dir] + op->y; |
2041 | sint16 ny = freearr_y[dir] + op->y; |
2011 | |
2042 | |
2012 | 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 | } |
2013 | |
2053 | |
2014 | /* 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 |
2015 | * 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 |
2016 | * 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 |
2017 | * player. This is a pretty nasty hack, because if we could |
2057 | * player. This is a pretty nasty hack, because if we could |
2018 | * 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 |
2019 | * 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 |
2020 | * 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 |
2021 | * move_ob uses. |
2061 | * move_ob uses. |
2022 | */ |
2062 | */ |
2023 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
|
|
2024 | { |
|
|
2025 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
|
|
2026 | { |
|
|
2027 | m = op->map->xy_find (nx, ny); |
2063 | maptile *m = op->map->xy_find (nx, ny); |
2028 | if (!m) |
|
|
2029 | return; /* Don't think this should happen */ |
|
|
2030 | } |
|
|
2031 | else |
|
|
2032 | m = op->map; |
|
|
2033 | |
2064 | |
2034 | if (!(tmp = m->at (nx, ny).bot)) |
|
|
2035 | return; |
|
|
2036 | |
|
|
2037 | mon = 0; |
|
|
2038 | /* 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 |
2039 | * 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. |
2040 | * 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 |
2041 | * on the space |
2068 | * on the space |
2042 | */ |
2069 | */ |
2043 | while (tmp) |
2070 | object *mon; |
2044 | { |
2071 | for (mon = m->at (nx, ny).bot; mon; mon = mon->above) |
2045 | if (tmp == op) |
2072 | { |
2046 | { |
2073 | if ((mon->flag [FLAG_ALIVE] |
2047 | tmp = tmp->above; |
2074 | || mon->type == LOCKED_DOOR |
2048 | continue; |
2075 | || mon->flag [FLAG_CAN_ROLL]) |
2049 | } |
|
|
2050 | |
|
|
2051 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
|
|
2052 | { |
|
|
2053 | mon = tmp; |
2076 | && mon != op) |
2054 | break; |
2077 | break; |
2055 | } |
2078 | } |
2056 | |
2079 | |
2057 | if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) |
|
|
2058 | mon = tmp; |
|
|
2059 | |
|
|
2060 | tmp = tmp->above; |
|
|
2061 | } |
|
|
2062 | |
|
|
2063 | if (!mon) /* This happens anytime the player tries to move */ |
2080 | if (!mon) /* This happens anytime the player tries to move */ |
2064 | return; /* into a wall */ |
2081 | return false; /* into a wall */ |
2065 | |
2082 | |
2066 | if (mon->head) |
|
|
2067 | mon = mon->head; |
2083 | mon = mon->head_ (); |
2068 | |
2084 | |
2069 | 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) |
2070 | if (player_attack_door (op, mon)) |
2087 | if (player_attack_door (op, mon)) |
|
|
2088 | { |
|
|
2089 | --op->contr->weapon_sp_left; |
2071 | return; |
2090 | return true; |
|
|
2091 | } |
2072 | |
2092 | |
2073 | /* The following deals with possibly attacking peaceful |
2093 | /* The following deals with possibly attacking peaceful |
2074 | * or frienddly creatures. Basically, all players are considered |
2094 | * or friendly creatures. Basically, all players are considered |
2075 | * unaggressive. If the moving player has peaceful set, then the |
2095 | * unaggressive. If the moving player has peaceful set, then the |
2076 | * object should be pushed instead of attacked. It is assumed that |
2096 | * object should be pushed instead of attacked. It is assumed that |
2077 | * if you are braced, you will not attack friends accidently, |
2097 | * if you are braced, you will not attack friends accidently, |
2078 | * and thus will not push them. |
2098 | * and thus will not push them. |
2079 | */ |
2099 | */ |
2080 | |
2100 | |
2081 | /* 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 |
2082 | * peaceful. Our assumption is the creature is a pet if the |
2102 | * peaceful. Our assumption is the creature is a pet if the |
2083 | * player owns it and it is either friendly or unagressive. |
2103 | * player owns it and it is either friendly or unagressive. |
2084 | */ |
2104 | */ |
2085 | if ((op->type == PLAYER) |
2105 | if (op->type == PLAYER |
2086 | #if COZY_SERVER |
|
|
2087 | && |
|
|
2088 | ((mon->owner && mon->owner->contr |
2106 | && ((mon->owner && mon->owner->contr |
2089 | && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) |
2107 | && same_party (mon->owner->contr->party, op->contr->party)) |
2090 | #else |
|
|
2091 | && mon->owner == op |
2108 | || mon->owner == op) |
2092 | #endif |
|
|
2093 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2109 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2094 | { |
2110 | { |
2095 | /* 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 */ |
2096 | if (op->contr->braced) |
2112 | if (op->contr->braced) |
2097 | return; |
2113 | return false; |
|
|
2114 | |
|
|
2115 | if (op->speed_left > 0.f) |
|
|
2116 | { |
|
|
2117 | --op->speed_left; |
2098 | |
2118 | |
2099 | 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); |
2100 | (void) push_ob (mon, dir, op); |
2120 | push_ob (mon, dir, op); |
|
|
2121 | |
2101 | if (op->contr->tmp_invis || op->hide) |
2122 | if (op->contr->tmp_invis || op->hide) |
2102 | make_visible (op); |
2123 | make_visible (op); |
2103 | |
2124 | |
2104 | return; |
2125 | return true; |
2105 | } |
2126 | } |
|
|
2127 | else |
|
|
2128 | return false; |
|
|
2129 | } |
2106 | |
2130 | |
2107 | /* in certain circumstances, you shouldn't attack friendly |
2131 | /* in certain circumstances, you shouldn't attack friendly |
2108 | * creatures. Note that if you are braced, you can't push |
2132 | * creatures. Note that if you are braced, you can't push |
2109 | * 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 |
2110 | * attack them either. |
2134 | * attack them either. |
2111 | */ |
2135 | */ |
2112 | if ((mon->type == PLAYER || mon->enemy != op) && |
2136 | if ((mon->type == PLAYER || mon->enemy != op) |
2113 | (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)) |
2114 | #ifdef PROHIBIT_PLAYERKILL |
|
|
2115 | (op->contr->peaceful |
2138 | && ((op->contr->peaceful |
2116 | || (mon->type == PLAYER |
2139 | || (mon->type == PLAYER && mon->contr->peaceful)) |
2117 | && mon->contr-> |
|
|
2118 | peaceful)) && |
|
|
2119 | #else |
|
|
2120 | op->contr->peaceful && |
|
|
2121 | #endif |
|
|
2122 | !on_battleground)) |
2140 | && !on_battleground)) |
|
|
2141 | { |
|
|
2142 | if (op->speed_left > 0.f) |
2123 | { |
2143 | { |
|
|
2144 | --op->speed_left; |
|
|
2145 | |
2124 | if (!op->contr->braced) |
2146 | if (!op->contr->braced) |
2125 | { |
2147 | { |
2126 | 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); |
2127 | push_ob (mon, dir, op); |
2149 | push_ob (mon, dir, op); |
2128 | } |
2150 | } |
2129 | else |
2151 | else |
2130 | new_draw_info (0, 0, op, "You withhold your attack"); |
2152 | new_draw_info (0, 0, op, "You withhold your attack"); |
2131 | |
2153 | |
2132 | if (op->contr->tmp_invis || op->hide) |
2154 | if (op->contr->tmp_invis || op->hide) |
2133 | make_visible (op); |
2155 | make_visible (op); |
2134 | } |
|
|
2135 | |
2156 | |
|
|
2157 | return true; |
|
|
2158 | } |
|
|
2159 | } |
2136 | /* If the object is a boulder or other rollable object, then |
2160 | /* If the object is a boulder or other rollable object, then |
2137 | * 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. |
2138 | */ |
2162 | */ |
2139 | 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) |
2140 | { |
2166 | { |
|
|
2167 | --op->speed_left; |
|
|
2168 | |
2141 | recursive_roll (mon, dir, op); |
2169 | recursive_roll (mon, dir, op); |
2142 | if (action_makes_visible (op)) |
2170 | if (action_makes_visible (op)) |
2143 | make_visible (op); |
2171 | make_visible (op); |
2144 | } |
|
|
2145 | |
2172 | |
|
|
2173 | return true; |
|
|
2174 | } |
|
|
2175 | } |
2146 | /* Any generic living creature. Including things like doors. |
2176 | /* Any generic living creature. Including things like doors. |
2147 | * 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 |
2148 | * and be living. Then, it must be one of the following: |
2178 | * and be living. Then, it must be one of the following: |
2149 | * 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 |
2150 | * 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. |
2151 | */ |
2181 | */ |
2152 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2182 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2153 | ((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))) |
2154 | { |
2184 | { |
2155 | |
2185 | if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) |
2156 | /* If the player hasn't hit something this tick, and does |
|
|
2157 | * so, give them speed boost based on weapon speed. Doing |
|
|
2158 | * it here is better than process_players2, which basically |
|
|
2159 | * incurred a 1 tick offset. |
|
|
2160 | */ |
|
|
2161 | if (!op->contr->has_hit) |
|
|
2162 | { |
2186 | { |
2163 | op->speed_left += op->speed / op->contr->weapon_sp; |
2187 | --op->contr->weapon_sp_left; |
2164 | |
|
|
2165 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
|
|
2166 | } |
|
|
2167 | |
2188 | |
2168 | skill_attack (mon, op, 0, 0, 0); |
2189 | skill_attack (mon, op, 0, 0, 0); |
2169 | |
|
|
2170 | /* If attacking another player, that player gets automatic |
|
|
2171 | * hitback, and doesn't loose luck either. |
|
|
2172 | * Disable hitback on the battleground or if the target is |
|
|
2173 | * the wiz. |
|
|
2174 | */ |
|
|
2175 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) |
|
|
2176 | { |
|
|
2177 | short luck = mon->stats.luck; |
|
|
2178 | |
|
|
2179 | mon->contr->has_hit = 1; |
|
|
2180 | skill_attack (op, mon, 0, 0, 0); |
|
|
2181 | mon->stats.luck = luck; |
|
|
2182 | } |
|
|
2183 | |
2190 | |
2184 | if (action_makes_visible (op)) |
2191 | if (action_makes_visible (op)) |
2185 | make_visible (op); |
2192 | make_visible (op); |
2186 | } |
|
|
2187 | } /* if player should attack something */ |
|
|
2188 | } |
|
|
2189 | |
2193 | |
2190 | int |
2194 | return true; |
|
|
2195 | } |
|
|
2196 | } |
|
|
2197 | |
|
|
2198 | return false; |
|
|
2199 | } |
|
|
2200 | |
|
|
2201 | bool |
2191 | move_player (object *op, int dir) |
2202 | move_player (object *op, int dir) |
2192 | { |
2203 | { |
2193 | int pick; |
2204 | int pick; |
2194 | |
2205 | |
2195 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2206 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
… | |
… | |
2209 | op->facing = dir; |
2220 | op->facing = dir; |
2210 | |
2221 | |
2211 | if (op->hide) |
2222 | if (op->hide) |
2212 | do_hidden_move (op); |
2223 | do_hidden_move (op); |
2213 | |
2224 | |
|
|
2225 | bool retval; |
|
|
2226 | |
2214 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2227 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2215 | /*nop */ ; |
2228 | retval = RESULT_INT (0); |
2216 | else if (op->contr->fire_on) |
2229 | else if (op->contr->fire_on) |
2217 | fire (op, dir); |
2230 | retval = fire (op, dir); |
2218 | else |
2231 | else |
2219 | { |
2232 | { |
2220 | move_player_attack (op, dir); |
2233 | retval = move_player_attack (op, dir); |
2221 | pick = check_pick (op); |
2234 | pick = check_pick (op); |
2222 | } |
2235 | } |
2223 | |
2236 | |
2224 | /* 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 |
2225 | * server can handle repeat firing. |
2238 | * server can handle repeat firing. |
… | |
… | |
2232 | /* Update how the player looks. Use the facing, so direction may |
2245 | /* Update how the player looks. Use the facing, so direction may |
2233 | * get reset to zero. This allows for full animation capabilities |
2246 | * get reset to zero. This allows for full animation capabilities |
2234 | * for players. |
2247 | * for players. |
2235 | */ |
2248 | */ |
2236 | animate_object (op, op->facing); |
2249 | animate_object (op, op->facing); |
2237 | return 0; |
2250 | |
|
|
2251 | return retval; |
2238 | } |
2252 | } |
2239 | |
2253 | |
2240 | /* 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 |
2241 | * new client/server stuff. |
2255 | * new client/server stuff. |
2242 | * 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 |
2243 | * the new speed values for commands. |
2257 | * the new speed values for commands. |
2244 | * |
2258 | * |
2245 | * 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. |
2246 | */ |
2262 | */ |
2247 | int |
2263 | bool |
2248 | handle_newcs_player (object *op) |
2264 | handle_newcs_player (object *op) |
2249 | { |
2265 | { |
2250 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2266 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2251 | { |
2267 | { |
2252 | flee_player (op); |
2268 | if (op->speed_left > 0.f) |
2253 | /* If player is still scared, that is his action for this tick */ |
|
|
2254 | if (QUERY_FLAG (op, FLAG_SCARED)) |
|
|
2255 | { |
2269 | { |
2256 | op->speed_left--; |
2270 | --op->speed_left; |
|
|
2271 | flee_player (op); |
|
|
2272 | |
2257 | return 0; |
2273 | return true; |
2258 | } |
2274 | } |
|
|
2275 | else |
|
|
2276 | return false; |
2259 | } |
2277 | } |
2260 | |
2278 | |
2261 | /* 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 |
2262 | * the players time has been increased when doericserver has been |
2280 | * the players time has been increased when doericserver has been |
2263 | * called, so we recheck it here. |
2281 | * called, so we recheck it here. |
2264 | */ |
2282 | */ |
2265 | if (op->contr->ns->handle_command ()) |
2283 | if (op->contr->ns->handle_command ()) |
2266 | return 1; |
2284 | return true; |
2267 | |
2285 | |
2268 | if (op->speed_left > 0) |
|
|
2269 | { |
|
|
2270 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2286 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2271 | { |
|
|
2272 | /* All move commands take 1 tick, at least for now */ |
|
|
2273 | op->speed_left--; |
|
|
2274 | |
|
|
2275 | /* Instead of all the stuff below, let move_player take care |
|
|
2276 | * of it. Also, some of the skill stuff is only put in |
|
|
2277 | * there, as well as the confusion stuff. |
|
|
2278 | */ |
|
|
2279 | move_player (op, op->direction); |
2287 | return move_player (op, op->direction); |
2280 | |
2288 | |
2281 | return op->speed_left > 0; |
|
|
2282 | } |
|
|
2283 | } |
|
|
2284 | |
|
|
2285 | return 0; |
2289 | return false; |
2286 | } |
2290 | } |
2287 | |
2291 | |
2288 | int |
2292 | int |
2289 | save_life (object *op) |
2293 | save_life (object *op) |
2290 | { |
2294 | { |
… | |
… | |
2448 | gen_grace = op->stats.maxgrace; |
2452 | gen_grace = op->stats.maxgrace; |
2449 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2453 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2450 | } |
2454 | } |
2451 | |
2455 | |
2452 | /* Regenerate Spell Points */ |
2456 | /* Regenerate Spell Points */ |
2453 | if (!op->contr->ranges[range_golem] && --op->last_sp < 0) |
2457 | if (!op->contr->golem && --op->last_sp < 0) |
2454 | { |
2458 | { |
2455 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2459 | 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) |
2460 | if (op->stats.sp < op->stats.maxsp) |
2457 | { |
2461 | { |
2458 | op->stats.sp++; |
2462 | op->stats.sp++; |
… | |
… | |
2556 | } |
2560 | } |
2557 | |
2561 | |
2558 | /* Digestion */ |
2562 | /* Digestion */ |
2559 | if (--op->last_eat < 0) |
2563 | if (--op->last_eat < 0) |
2560 | { |
2564 | { |
2561 | #ifdef COZY_SERVER |
|
|
2562 | int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; |
|
|
2563 | int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0; |
|
|
2564 | #else |
|
|
2565 | int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; |
2565 | int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; |
2566 | #endif |
|
|
2567 | |
2566 | |
2568 | if (op->contr->gen_hp > 0) |
2567 | if (op->contr->gen_hp > 0) |
2569 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2568 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2570 | else |
2569 | else |
2571 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
2570 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
… | |
… | |
2916 | object *force; |
2915 | object *force; |
2917 | int at; |
2916 | int at; |
2918 | |
2917 | |
2919 | force = get_archetype (FORCE_NAME); |
2918 | force = get_archetype (FORCE_NAME); |
2920 | /* 50 ticks should be enough time for the spell to abate */ |
2919 | /* 50 ticks should be enough time for the spell to abate */ |
2921 | force->speed = 0.1; |
2920 | force->speed = 0.1f; |
2922 | force->speed_left = -5.0; |
2921 | force->speed_left = -5.f; |
2923 | SET_FLAG (force, FLAG_APPLIED); |
2922 | SET_FLAG (force, FLAG_APPLIED); |
2924 | for (at = 0; at < NROFATTACKS; at++) |
2923 | for (at = 0; at < NROFATTACKS; at++) |
2925 | if (will_kill_again & (1 << at)) |
2924 | if (will_kill_again & (1 << at)) |
2926 | force->resist[at] = 100; |
2925 | force->resist[at] = 100; |
2927 | |
2926 | |
… | |
… | |
3102 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3101 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3103 | * every time they move - as we subtract off 'invisibility' |
3102 | * every time they move - as we subtract off 'invisibility' |
3104 | * AND, for players, if they move into a ridiculously unhideable |
3103 | * AND, for players, if they move into a ridiculously unhideable |
3105 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3104 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3106 | */ |
3105 | */ |
3107 | |
|
|
3108 | void |
3106 | void |
3109 | do_hidden_move (object *op) |
3107 | do_hidden_move (object *op) |
3110 | { |
3108 | { |
3111 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3109 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3112 | object *skop; |
3110 | object *skop; |
… | |
… | |
3493 | * not readied. |
3491 | * not readied. |
3494 | */ |
3492 | */ |
3495 | void |
3493 | void |
3496 | player_unready_range_ob (player *pl, object *ob) |
3494 | player_unready_range_ob (player *pl, object *ob) |
3497 | { |
3495 | { |
3498 | for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
3496 | if (pl->ob->current_weapon == ob) |
|
|
3497 | pl->ob->current_weapon = 0; |
|
|
3498 | |
|
|
3499 | if (pl->combat_ob == ob) |
|
|
3500 | pl->combat_ob = 0; |
|
|
3501 | |
3499 | if (pl->ranges[i] == ob) |
3502 | if (pl->ranged_ob == ob) |
3500 | { |
|
|
3501 | pl->ranges[i] = 0; |
3503 | pl->ranged_ob = 0; |
3502 | if (pl->shoottype == i) |
|
|
3503 | pl->shoottype = range_none; |
|
|
3504 | } |
|
|
3505 | } |
3504 | } |
3506 | |
3505 | |
3507 | sint8 |
3506 | sint8 |
3508 | player::visibility_at (maptile *map, int x, int y) const |
3507 | player::visibility_at (maptile *map, int x, int y) const |
3509 | { |
3508 | { |