… | |
… | |
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 | 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 | |
268 | ob->update_stats (); |
279 | ob->update_stats (); |
269 | ns->floorbox_update (); |
280 | ns->floorbox_update (); |
270 | |
281 | |
271 | esrv_send_inventory (ob, ob); |
282 | esrv_send_inventory (ob, ob); |
272 | esrv_add_spells (this, 0); |
283 | esrv_add_spells (this, 0); |
… | |
… | |
325 | unapply = unapply_nochoice; |
336 | unapply = unapply_nochoice; |
326 | |
337 | |
327 | savebed_map = first_map_path; /* Init. respawn position */ |
338 | savebed_map = first_map_path; /* Init. respawn position */ |
328 | |
339 | |
329 | gen_sp_armour = 10; |
340 | gen_sp_armour = 10; |
330 | shoottype = range_none; |
|
|
331 | bowtype = bow_normal; |
341 | bowtype = bow_normal; |
332 | petmode = pet_normal; |
342 | petmode = pet_normal; |
333 | listening = 10; |
343 | listening = 10; |
334 | usekeys = containers; |
344 | usekeys = containers; |
335 | peaceful = 1; /* default peaceful */ |
345 | peaceful = 1; /* default peaceful */ |
… | |
… | |
1014 | /* Cornered, get rid of scared */ |
1024 | /* Cornered, get rid of scared */ |
1015 | CLEAR_FLAG (op, FLAG_SCARED); |
1025 | CLEAR_FLAG (op, FLAG_SCARED); |
1016 | op->enemy = NULL; |
1026 | op->enemy = NULL; |
1017 | } |
1027 | } |
1018 | |
1028 | |
1019 | |
|
|
1020 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
1029 | /* 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 |
1030 | * It returns 1 if the player should keep on moving, 0 if he should |
1022 | * stop. |
1031 | * stop. |
1023 | */ |
1032 | */ |
1024 | int |
1033 | int |
1025 | check_pick (object *op) |
1034 | check_pick (object *op) |
1026 | { |
1035 | { |
… | |
… | |
1464 | * find_better_arrow to find a decent arrow to use. |
1473 | * find_better_arrow to find a decent arrow to use. |
1465 | * op = the shooter |
1474 | * op = the shooter |
1466 | * type = bow->race |
1475 | * type = bow->race |
1467 | * dir = fire direction |
1476 | * dir = fire direction |
1468 | */ |
1477 | */ |
1469 | |
|
|
1470 | object * |
1478 | object * |
1471 | pick_arrow_target (object *op, const char *type, int dir) |
1479 | pick_arrow_target (object *op, const char *type, int dir) |
1472 | { |
1480 | { |
1473 | object *tmp = NULL; |
1481 | object *tmp = NULL; |
1474 | maptile *m; |
1482 | maptile *m; |
… | |
… | |
1548 | { |
1556 | { |
1549 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1557 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1550 | return 0; |
1558 | return 0; |
1551 | } |
1559 | } |
1552 | |
1560 | |
1553 | if (op->type == PLAYER) |
1561 | if (player *pl = op->contr) |
1554 | bow = op->contr->ranges[range_bow]; |
1562 | { |
|
|
1563 | bow = pl->ranged_ob; |
|
|
1564 | if (!op->change_weapon (bow)) |
|
|
1565 | return 0; |
|
|
1566 | } |
1555 | else |
1567 | else |
1556 | { |
1568 | { |
1557 | for (bow = op->inv; bow; bow = bow->below) |
1569 | for (bow = op->inv; bow; bow = bow->below) |
1558 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1570 | /* 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. |
1571 | * don't need to switch back and forth between bows and weapons. |
… | |
… | |
1564 | if (!bow) |
1576 | if (!bow) |
1565 | { |
1577 | { |
1566 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1578 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1567 | return 0; |
1579 | return 0; |
1568 | } |
1580 | } |
|
|
1581 | |
|
|
1582 | // optimisation: move object to top so we will find it quickly again |
|
|
1583 | if (bow->below) |
|
|
1584 | { |
|
|
1585 | bow->remove (); |
|
|
1586 | op->insert (bow); |
|
|
1587 | } |
|
|
1588 | |
1569 | } |
1589 | } |
1570 | |
1590 | |
1571 | if (!bow->race || !bow->skill) |
1591 | if (!bow->race || !bow->skill) |
1572 | { |
1592 | { |
1573 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1593 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
… | |
… | |
1624 | |
1644 | |
1625 | arrow->set_owner (op); |
1645 | arrow->set_owner (op); |
1626 | arrow->skill = bow->skill; |
1646 | arrow->skill = bow->skill; |
1627 | arrow->direction = dir; |
1647 | arrow->direction = dir; |
1628 | |
1648 | |
|
|
1649 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
|
|
1650 | arrow->stats.hp = arrow->stats.dam; |
|
|
1651 | arrow->stats.grace = arrow->attacktype; |
|
|
1652 | |
|
|
1653 | if (arrow->slaying) |
|
|
1654 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1655 | |
1629 | if (op->type == PLAYER) |
1656 | if (op->type == PLAYER) |
1630 | { |
1657 | { |
1631 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
1658 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
1632 | op->update_stats (); |
1659 | op->update_stats (); |
1633 | } |
1660 | } |
1634 | |
1661 | |
1635 | SET_ANIMATION (arrow, arrow->direction); |
1662 | SET_ANIMATION (arrow, arrow->direction); |
1636 | |
1663 | |
1637 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
|
|
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 | arrow->stats.dam += op->stats.dam + arrow->magic; |
1664 | arrow->stats.dam += op->stats.dam + arrow->magic; |
1645 | |
1665 | |
1646 | /* update the speed */ |
1666 | /* update the speed */ |
1647 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
1667 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 |
1648 | 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
1668 | + bow->stats.dam / 7.0; |
1649 | |
1669 | |
1650 | arrow->set_speed (max (arrow->speed, 1.0)); |
1670 | arrow->set_speed (max (arrow->speed, 2.0)); |
1651 | arrow->speed_left = 0; |
1671 | arrow->speed_left = 0; |
1652 | |
1672 | |
1653 | arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1673 | arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1654 | |
1674 | |
1655 | if (op->type == PLAYER) |
1675 | if (op->type == PLAYER) |
… | |
… | |
1657 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
1677 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
1658 | arrow->stats.wc -= dex_bonus[op->stats.Dex]; |
1678 | arrow->stats.wc -= dex_bonus[op->stats.Dex]; |
1659 | |
1679 | |
1660 | if (!arrow->slaying) |
1680 | if (!arrow->slaying) |
1661 | arrow->slaying = op->slaying; |
1681 | arrow->slaying = op->slaying; |
|
|
1682 | |
|
|
1683 | arrow->attacktype |= op->attacktype; |
1662 | } |
1684 | } |
1663 | else |
1685 | else |
1664 | { |
1686 | { |
1665 | arrow->level = op->level; |
1687 | arrow->level = op->level; |
1666 | arrow->stats.wc -= bow->magic; |
1688 | arrow->stats.wc -= bow->magic; |
1667 | |
1689 | |
1668 | if (!arrow->slaying) |
1690 | if (!arrow->slaying) |
1669 | arrow->slaying = bow->slaying; |
1691 | arrow->slaying = bow->slaying; |
|
|
1692 | |
|
|
1693 | arrow->attacktype |= bow->attacktype; |
1670 | } |
1694 | } |
1671 | |
1695 | |
1672 | arrow->stats.wc -= arrow->level; |
1696 | arrow->stats.wc -= arrow->level; |
1673 | |
|
|
1674 | arrow->attacktype |= bow->attacktype; |
|
|
1675 | |
1697 | |
1676 | arrow->move_type = MOVE_FLY_LOW; |
1698 | arrow->move_type = MOVE_FLY_LOW; |
1677 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1699 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1678 | |
1700 | |
1679 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1701 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
… | |
… | |
1705 | { |
1727 | { |
1706 | int ret = 0, wcmod = 0; |
1728 | int ret = 0, wcmod = 0; |
1707 | |
1729 | |
1708 | if (op->contr->bowtype == bow_bestarrow) |
1730 | if (op->contr->bowtype == bow_bestarrow) |
1709 | { |
1731 | { |
1710 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); |
1732 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1711 | } |
1733 | } |
1712 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1734 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1713 | { |
1735 | { |
1714 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1736 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1715 | wcmod = -1; |
1737 | wcmod = -1; |
… | |
… | |
1725 | else if (op->contr->bowtype == bow_spreadshot) |
1747 | else if (op->contr->bowtype == bow_spreadshot) |
1726 | { |
1748 | { |
1727 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1749 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1728 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1750 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1729 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1751 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1730 | |
|
|
1731 | } |
1752 | } |
1732 | else |
1753 | else |
1733 | { |
1754 | { |
1734 | /* Simple case */ |
1755 | /* Simple case */ |
1735 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1756 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1736 | } |
1757 | } |
|
|
1758 | |
1737 | return ret; |
1759 | return ret; |
1738 | } |
1760 | } |
1739 | |
1761 | |
1740 | |
1762 | |
1741 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1763 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1742 | * Broken apart from 'fire' to keep it more readable. |
1764 | * Broken apart from 'fire' to keep it more readable. |
1743 | */ |
1765 | */ |
1744 | void |
1766 | void |
1745 | fire_misc_object (object *op, int dir) |
1767 | fire_misc_object (object *op, int dir) |
1746 | { |
1768 | { |
1747 | object *item; |
1769 | object *item = op->contr->ranged_ob; |
1748 | |
1770 | |
1749 | if (!op->contr->ranges[range_misc]) |
1771 | if (!item) |
1750 | { |
1772 | { |
1751 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1773 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1752 | return; |
1774 | return; |
1753 | } |
1775 | } |
1754 | |
1776 | |
1755 | item = op->contr->ranges[range_misc]; |
|
|
1756 | if (!item->inv) |
1777 | if (!item->inv) |
1757 | { |
1778 | { |
1758 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1779 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1759 | return; |
1780 | return; |
1760 | } |
1781 | } |
|
|
1782 | |
|
|
1783 | if (!op->change_weapon (item)) |
|
|
1784 | return; |
|
|
1785 | |
1761 | if (item->type == WAND) |
1786 | if (item->type == WAND) |
1762 | { |
1787 | { |
1763 | if (item->stats.food <= 0) |
1788 | if (item->stats.food <= 0) |
1764 | { |
1789 | { |
1765 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1790 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1766 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
1791 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
|
|
1792 | |
1767 | return; |
1793 | return; |
1768 | } |
1794 | } |
1769 | } |
1795 | } |
1770 | else if (item->type == ROD || item->type == HORN) |
1796 | else if (item->type == ROD || item->type == HORN) |
1771 | { |
1797 | { |
1772 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1798 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1773 | { |
1799 | { |
1774 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1800 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
|
|
1801 | |
1775 | if (item->type == ROD) |
1802 | if (item->type == ROD) |
1776 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1803 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1777 | else |
1804 | else |
1778 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
1805 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
|
|
1806 | |
1779 | return; |
1807 | return; |
1780 | } |
1808 | } |
1781 | } |
1809 | } |
1782 | |
1810 | |
1783 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1811 | if (cast_spell (op, item, dir, item->inv, NULL)) |
… | |
… | |
1814 | |
1842 | |
1815 | /* check for loss of invisiblity/hide */ |
1843 | /* check for loss of invisiblity/hide */ |
1816 | if (action_makes_visible (op)) |
1844 | if (action_makes_visible (op)) |
1817 | make_visible (op); |
1845 | make_visible (op); |
1818 | |
1846 | |
1819 | switch (op->contr->shoottype) |
1847 | player *pl = op->contr; |
|
|
1848 | |
|
|
1849 | if (pl->golem) |
1820 | { |
1850 | { |
1821 | case range_none: |
1851 | control_golem (op->contr->golem, dir); |
1822 | return; |
1852 | return; |
|
|
1853 | } |
1823 | |
1854 | |
1824 | case range_bow: |
1855 | object *ob = pl->ranged_ob; |
|
|
1856 | |
|
|
1857 | if (!ob) |
|
|
1858 | return; |
|
|
1859 | |
|
|
1860 | switch (ob->type) |
|
|
1861 | { |
|
|
1862 | case BOW: |
1825 | player_fire_bow (op, dir); |
1863 | player_fire_bow (op, dir); |
1826 | return; |
1864 | break; |
1827 | |
1865 | |
1828 | case range_magic: /* Casting spells */ |
1866 | case SPELL: |
1829 | spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); |
1867 | spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); |
1830 | return; |
1868 | break; |
1831 | |
1869 | |
1832 | case range_misc: |
1870 | case BUILDER: |
|
|
1871 | apply_map_builder (op, dir); |
|
|
1872 | break; |
|
|
1873 | |
|
|
1874 | case SKILL: |
|
|
1875 | case SKILL_TOOL: |
|
|
1876 | do_skill (op, op, ob, dir, 0); |
|
|
1877 | break; |
|
|
1878 | |
|
|
1879 | default: |
1833 | fire_misc_object (op, dir); |
1880 | fire_misc_object (op, dir); |
1834 | return; |
1881 | break; |
1835 | |
|
|
1836 | case range_golem: /* Control summoned monsters from scrolls */ |
|
|
1837 | control_golem (op->contr->ranges[range_golem], dir); |
|
|
1838 | return; |
|
|
1839 | |
|
|
1840 | case range_skill: |
|
|
1841 | if (!op->chosen_skill) |
|
|
1842 | { |
|
|
1843 | if (op->type == PLAYER) |
|
|
1844 | new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
|
|
1845 | |
|
|
1846 | return; |
|
|
1847 | } |
|
|
1848 | |
|
|
1849 | do_skill (op, op, op->chosen_skill, dir, NULL); |
|
|
1850 | return; |
|
|
1851 | case range_builder: |
|
|
1852 | apply_map_builder (op, dir); |
|
|
1853 | return; |
|
|
1854 | default: |
|
|
1855 | new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); |
|
|
1856 | return; |
|
|
1857 | } |
1882 | } |
1858 | } |
1883 | } |
1859 | |
1884 | |
1860 | /* find_key |
1885 | /* find_key |
1861 | * We try to find a key for the door as passed. If we find a key |
1886 | * We try to find a key for the door as passed. If we find a key |
… | |
… | |
1961 | if (key) |
1986 | if (key) |
1962 | { |
1987 | { |
1963 | object *container = key->env; |
1988 | object *container = key->env; |
1964 | |
1989 | |
1965 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
1990 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
|
|
1991 | |
1966 | if (action_makes_visible (op)) |
1992 | if (action_makes_visible (op)) |
1967 | make_visible (op); |
1993 | make_visible (op); |
|
|
1994 | |
1968 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1995 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1969 | spring_trap (door->inv, op); |
1996 | spring_trap (door->inv, op); |
1970 | |
1997 | |
1971 | if (door->type == DOOR) |
1998 | if (door->type == DOOR) |
1972 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1999 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
… | |
… | |
2002 | */ |
2029 | */ |
2003 | void |
2030 | void |
2004 | move_player_attack (object *op, int dir) |
2031 | move_player_attack (object *op, int dir) |
2005 | { |
2032 | { |
2006 | object *tmp, *mon; |
2033 | object *tmp, *mon; |
2007 | sint16 nx, ny; |
|
|
2008 | int on_battleground; |
2034 | int on_battleground; |
2009 | maptile *m; |
2035 | maptile *m; |
2010 | |
2036 | |
2011 | nx = freearr_x[dir] + op->x; |
2037 | sint16 nx = freearr_x[dir] + op->x; |
2012 | ny = freearr_y[dir] + op->y; |
2038 | sint16 ny = freearr_y[dir] + op->y; |
2013 | |
2039 | |
2014 | on_battleground = op_on_battleground (op, 0, 0); |
2040 | on_battleground = op_on_battleground (op, 0, 0); |
2015 | |
2041 | |
2016 | /* If braced, or can't move to the square, and it is not out of the |
2042 | /* If braced, or can't move to the square, and it is not out of the |
2017 | * map, attack it. Note order of if statement is important - don't |
2043 | * map, attack it. Note order of if statement is important - don't |
… | |
… | |
2097 | /* If we're braced, we don't want to switch places with it */ |
2123 | /* If we're braced, we don't want to switch places with it */ |
2098 | if (op->contr->braced) |
2124 | if (op->contr->braced) |
2099 | return; |
2125 | return; |
2100 | |
2126 | |
2101 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2127 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2102 | (void) push_ob (mon, dir, op); |
2128 | push_ob (mon, dir, op); |
2103 | if (op->contr->tmp_invis || op->hide) |
2129 | if (op->contr->tmp_invis || op->hide) |
2104 | make_visible (op); |
2130 | make_visible (op); |
2105 | |
2131 | |
2106 | return; |
2132 | return; |
2107 | } |
2133 | } |
… | |
… | |
2450 | gen_grace = op->stats.maxgrace; |
2476 | gen_grace = op->stats.maxgrace; |
2451 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2477 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2452 | } |
2478 | } |
2453 | |
2479 | |
2454 | /* Regenerate Spell Points */ |
2480 | /* Regenerate Spell Points */ |
2455 | if (!op->contr->ranges[range_golem] && --op->last_sp < 0) |
2481 | if (!op->contr->golem && --op->last_sp < 0) |
2456 | { |
2482 | { |
2457 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2483 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2458 | if (op->stats.sp < op->stats.maxsp) |
2484 | if (op->stats.sp < op->stats.maxsp) |
2459 | { |
2485 | { |
2460 | op->stats.sp++; |
2486 | op->stats.sp++; |
… | |
… | |
3495 | * not readied. |
3521 | * not readied. |
3496 | */ |
3522 | */ |
3497 | void |
3523 | void |
3498 | player_unready_range_ob (player *pl, object *ob) |
3524 | player_unready_range_ob (player *pl, object *ob) |
3499 | { |
3525 | { |
3500 | for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
3526 | if (pl->ob->current_weapon == ob) |
|
|
3527 | pl->ob->current_weapon = 0; |
|
|
3528 | |
|
|
3529 | if (pl->combat_ob == ob) |
|
|
3530 | pl->combat_ob = 0; |
|
|
3531 | |
3501 | if (pl->ranges[i] == ob) |
3532 | if (pl->ranged_ob == ob) |
3502 | { |
|
|
3503 | pl->ranges[i] = 0; |
3533 | pl->ranged_ob = 0; |
3504 | if (pl->shoottype == i) |
|
|
3505 | pl->shoottype = range_none; |
|
|
3506 | } |
|
|
3507 | } |
3534 | } |
3508 | |
3535 | |
3509 | sint8 |
3536 | sint8 |
3510 | player::visibility_at (maptile *map, int x, int y) const |
3537 | player::visibility_at (maptile *map, int x, int y) const |
3511 | { |
3538 | { |