… | |
… | |
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> |
… | |
… | |
158 | op->x = -1; |
157 | op->x = -1; |
159 | op->y = -1; |
158 | op->y = -1; |
160 | } |
159 | } |
161 | |
160 | |
162 | void |
161 | void |
163 | player::enter_map () |
|
|
164 | { |
|
|
165 | object *tmp = object::create (); |
|
|
166 | |
|
|
167 | EXIT_PATH (tmp) = maplevel; |
|
|
168 | EXIT_X (tmp) = ob->x; |
|
|
169 | EXIT_Y (tmp) = ob->y; |
|
|
170 | ob->enter_exit (tmp); |
|
|
171 | |
|
|
172 | tmp->destroy (); |
|
|
173 | } |
|
|
174 | |
|
|
175 | void |
|
|
176 | player::activate () |
162 | player::activate () |
177 | { |
163 | { |
178 | if (active) |
164 | if (active) |
179 | return; |
165 | return; |
180 | |
166 | |
… | |
… | |
182 | ob->remove (); |
168 | ob->remove (); |
183 | ob->map = 0; |
169 | ob->map = 0; |
184 | ob->activate_recursive (); |
170 | ob->activate_recursive (); |
185 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
171 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
186 | add_friendly_object (ob); |
172 | add_friendly_object (ob); |
187 | enter_map (); |
|
|
188 | } |
173 | } |
189 | |
174 | |
190 | void |
175 | void |
191 | player::deactivate () |
176 | player::deactivate () |
192 | { |
177 | { |
… | |
… | |
202 | |
187 | |
203 | ob->remove (); |
188 | ob->remove (); |
204 | ob->map = 0; |
189 | ob->map = 0; |
205 | party = 0; |
190 | party = 0; |
206 | |
191 | |
207 | // for weird reasons, this is often "ob", keeping a circular reference |
192 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
208 | ranges [range_skill] = 0; |
|
|
209 | |
193 | |
210 | players.erase (this); |
194 | players.erase (this); |
211 | } |
195 | } |
212 | |
196 | |
213 | // connect the player with a specific client |
197 | // connect the player with a specific client |
214 | // also changed, rationalises, and fixes some incorrect settings |
198 | // also changes, rationalises, and fixes some incorrect settings |
215 | void |
199 | void |
216 | player::connect (client *ns) |
200 | player::connect (client *ns) |
217 | { |
201 | { |
218 | this->ns = ns; |
202 | this->ns = ns; |
219 | ns->pl = this; |
203 | ns->pl = this; |
… | |
… | |
230 | ns->reset_stats (); |
214 | ns->reset_stats (); |
231 | |
215 | |
232 | /* make sure he's a player -- needed because of class change. */ |
216 | /* make sure he's a player -- needed because of class change. */ |
233 | ob->type = PLAYER; // we are paranoid |
217 | ob->type = PLAYER; // we are paranoid |
234 | ob->race = ob->arch->clone.race; |
218 | ob->race = ob->arch->clone.race; |
235 | |
|
|
236 | if (!legal_range (ob, shoottype)) |
|
|
237 | shoottype = range_none; |
|
|
238 | |
219 | |
239 | ob->carrying = sum_weight (ob); |
220 | ob->carrying = sum_weight (ob); |
240 | link_player_skills (ob); |
221 | link_player_skills (ob); |
241 | |
222 | |
242 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
223 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
… | |
… | |
263 | |
244 | |
264 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
245 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
265 | |
246 | |
266 | esrv_new_player (this, ob->weight + ob->carrying); |
247 | esrv_new_player (this, ob->weight + ob->carrying); |
267 | |
248 | |
|
|
249 | ob->flag [FLAG_READY_WEAPON] = false; |
|
|
250 | ob->flag [FLAG_READY_SKILL] = false; |
|
|
251 | ob->flag [FLAG_READY_BOW] = false; |
|
|
252 | |
|
|
253 | for (object *op = ob->inv; op; op = op->below) |
|
|
254 | if (op->flag [FLAG_APPLIED]) |
|
|
255 | switch (op->type) |
|
|
256 | { |
|
|
257 | case SKILL: |
|
|
258 | ob->flag [FLAG_APPLIED] = false; |
|
|
259 | break; |
|
|
260 | |
|
|
261 | case WAND: |
|
|
262 | case ROD: |
|
|
263 | case HORN: |
|
|
264 | case BOW: |
|
|
265 | ranged_ob = op; |
|
|
266 | break; |
|
|
267 | |
|
|
268 | case WEAPON: |
|
|
269 | combat_ob = op; |
|
|
270 | break; |
|
|
271 | } |
|
|
272 | |
|
|
273 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
268 | ob->update_stats (); |
274 | ob->update_stats (); |
|
|
275 | |
269 | ns->floorbox_update (); |
276 | ns->floorbox_update (); |
270 | |
|
|
271 | esrv_send_inventory (ob, ob); |
277 | esrv_send_inventory (ob, ob); |
272 | esrv_add_spells (this, 0); |
278 | esrv_add_spells (this, 0); |
273 | |
279 | |
274 | activate (); |
280 | activate (); |
275 | |
281 | |
… | |
… | |
308 | player::set_object (object *op) |
314 | player::set_object (object *op) |
309 | { |
315 | { |
310 | ob = op; |
316 | ob = op; |
311 | ob->contr = this; /* this aren't yet in archetype */ |
317 | ob->contr = this; /* this aren't yet in archetype */ |
312 | |
318 | |
313 | ob->speed_left = 0.5; |
|
|
314 | ob->speed = 1.0; |
319 | ob->speed = 1.0f; |
|
|
320 | ob->speed_left = 0.5f; |
|
|
321 | |
315 | ob->direction = 5; /* So player faces south */ |
322 | ob->direction = 5; /* So player faces south */ |
316 | } |
323 | } |
317 | |
324 | |
318 | player::player () |
325 | player::player () |
319 | { |
326 | { |
320 | /* There are some elements we want initialised to non zero value - |
327 | /* There are some elements we want initialised to non zero value - |
… | |
… | |
325 | unapply = unapply_nochoice; |
332 | unapply = unapply_nochoice; |
326 | |
333 | |
327 | savebed_map = first_map_path; /* Init. respawn position */ |
334 | savebed_map = first_map_path; /* Init. respawn position */ |
328 | |
335 | |
329 | gen_sp_armour = 10; |
336 | gen_sp_armour = 10; |
330 | shoottype = range_none; |
|
|
331 | bowtype = bow_normal; |
337 | bowtype = bow_normal; |
332 | petmode = pet_normal; |
338 | petmode = pet_normal; |
333 | listening = 10; |
339 | listening = 10; |
334 | usekeys = containers; |
340 | usekeys = containers; |
335 | peaceful = 1; /* default peaceful */ |
341 | peaceful = 1; /* default peaceful */ |
336 | do_los = 1; |
342 | do_los = 1; |
|
|
343 | |
|
|
344 | weapon_sp = 1.0f; |
|
|
345 | weapon_sp_left = 0.5f; |
337 | } |
346 | } |
338 | |
347 | |
339 | void |
348 | void |
340 | player::do_destroy () |
349 | player::do_destroy () |
341 | { |
350 | { |
… | |
… | |
774 | } |
783 | } |
775 | |
784 | |
776 | void |
785 | void |
777 | object::roll_stats () |
786 | object::roll_stats () |
778 | { |
787 | { |
779 | int statsort [7]; |
788 | int statsort [NUM_STATS]; |
780 | |
789 | |
781 | for (;;) |
790 | for (;;) |
782 | { |
791 | { |
783 | int sum = 0; |
792 | int sum = 0; |
784 | for (int i = 7; i--; ) |
793 | for (int i = NUM_STATS; i--; ) |
785 | sum += statsort [i] = roll_stat (); |
794 | sum += statsort [i] = roll_stat (); |
786 | |
795 | |
787 | if (sum >= 82 && sum <= 116) |
796 | if (sum >= 82 && sum <= 116) |
788 | break; |
797 | break; |
789 | } |
798 | } |
790 | |
799 | |
791 | // Sort the stats so that rerolling is easier... |
800 | // Sort the stats so that rerolling is easier... |
792 | std::sort (statsort, statsort + 7, std::greater<int>()); |
801 | std::sort (statsort, statsort + NUM_STATS, std::greater<int>()); |
793 | |
802 | |
|
|
803 | for (int i = 0; i < NUM_STATS; ++i) |
794 | stats.Str = statsort[0]; |
804 | 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 | |
805 | |
802 | stats.exp = 0; |
806 | stats.exp = 0; |
803 | stats.ac = 0; |
807 | stats.ac = 0; |
804 | |
808 | |
805 | stats.hp = stats.maxhp; |
809 | stats.hp = stats.maxhp; |
… | |
… | |
817 | } |
821 | } |
818 | |
822 | |
819 | void |
823 | void |
820 | object::swap_stats (int a, int b) |
824 | object::swap_stats (int a, int b) |
821 | { |
825 | { |
822 | int tmp = get_attr_value (&contr->orig_stats, a); |
826 | 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 | |
827 | |
|
|
828 | for (int i = 0; i < NUM_STATS; ++i) |
826 | stats.Str = contr->orig_stats.Str; |
829 | 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 | |
830 | |
834 | //TODO: the following code looks so borked and should, at the very least, |
831 | //TODO: the following code looks so borked and should, at the very least, |
835 | // be merged with the similar code in roll_stats |
832 | // be merged with the similar code in roll_stats |
836 | stats.ac = 0; |
833 | stats.ac = 0; |
837 | |
834 | |
… | |
… | |
1014 | /* Cornered, get rid of scared */ |
1011 | /* Cornered, get rid of scared */ |
1015 | CLEAR_FLAG (op, FLAG_SCARED); |
1012 | CLEAR_FLAG (op, FLAG_SCARED); |
1016 | op->enemy = NULL; |
1013 | op->enemy = NULL; |
1017 | } |
1014 | } |
1018 | |
1015 | |
1019 | |
|
|
1020 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
1016 | /* 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 |
1017 | * It returns 1 if the player should keep on moving, 0 if he should |
1022 | * stop. |
1018 | * stop. |
1023 | */ |
1019 | */ |
1024 | int |
1020 | int |
1025 | check_pick (object *op) |
1021 | check_pick (object *op) |
1026 | { |
1022 | { |
… | |
… | |
1464 | * find_better_arrow to find a decent arrow to use. |
1460 | * find_better_arrow to find a decent arrow to use. |
1465 | * op = the shooter |
1461 | * op = the shooter |
1466 | * type = bow->race |
1462 | * type = bow->race |
1467 | * dir = fire direction |
1463 | * dir = fire direction |
1468 | */ |
1464 | */ |
1469 | |
|
|
1470 | object * |
1465 | object * |
1471 | pick_arrow_target (object *op, const char *type, int dir) |
1466 | pick_arrow_target (object *op, const char *type, int dir) |
1472 | { |
1467 | { |
1473 | object *tmp = NULL; |
1468 | object *tmp = NULL; |
1474 | maptile *m; |
1469 | maptile *m; |
… | |
… | |
1539 | */ |
1534 | */ |
1540 | int |
1535 | int |
1541 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1536 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1542 | { |
1537 | { |
1543 | object *left, *bow; |
1538 | object *left, *bow; |
1544 | int bowspeed, mflags; |
1539 | int mflags; |
1545 | maptile *m; |
1540 | maptile *m; |
1546 | |
1541 | |
1547 | if (!dir) |
1542 | if (!dir) |
1548 | { |
1543 | { |
1549 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1544 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1550 | return 0; |
1545 | return 0; |
1551 | } |
1546 | } |
1552 | |
1547 | |
1553 | if (op->type == PLAYER) |
1548 | if (op->contr) |
1554 | bow = op->contr->ranges[range_bow]; |
1549 | bow = op->current_weapon; |
1555 | else |
1550 | else |
1556 | { |
1551 | { |
1557 | for (bow = op->inv; bow; bow = bow->below) |
1552 | for (bow = op->inv; bow; bow = bow->below) |
1558 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1553 | /* 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. |
1554 | * don't need to switch back and forth between bows and weapons. |
… | |
… | |
1564 | if (!bow) |
1559 | if (!bow) |
1565 | { |
1560 | { |
1566 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1561 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1567 | return 0; |
1562 | return 0; |
1568 | } |
1563 | } |
|
|
1564 | |
|
|
1565 | // optimisation: move object to top so we will find it quickly again |
|
|
1566 | if (bow->below) |
|
|
1567 | { |
|
|
1568 | bow->remove (); |
|
|
1569 | op->insert (bow); |
|
|
1570 | } |
|
|
1571 | |
1569 | } |
1572 | } |
1570 | |
1573 | |
1571 | if (!bow->race || !bow->skill) |
1574 | if (!bow->race || !bow->skill) |
1572 | { |
1575 | { |
1573 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1576 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1574 | return 0; |
1577 | return 0; |
1575 | } |
1578 | } |
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 | |
1579 | |
1586 | if (arrow == NULL) |
1580 | if (arrow == NULL) |
1587 | { |
1581 | { |
1588 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1582 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1589 | { |
1583 | { |
… | |
… | |
1624 | |
1618 | |
1625 | arrow->set_owner (op); |
1619 | arrow->set_owner (op); |
1626 | arrow->skill = bow->skill; |
1620 | arrow->skill = bow->skill; |
1627 | arrow->direction = dir; |
1621 | arrow->direction = dir; |
1628 | |
1622 | |
1629 | if (op->type == PLAYER) |
|
|
1630 | { |
|
|
1631 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
|
|
1632 | op->update_stats (); |
|
|
1633 | } |
|
|
1634 | |
|
|
1635 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1636 | |
|
|
1637 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
1623 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
1638 | arrow->stats.hp = arrow->stats.dam; |
1624 | arrow->stats.hp = arrow->stats.dam; |
1639 | arrow->stats.grace = arrow->attacktype; |
1625 | arrow->stats.grace = arrow->attacktype; |
1640 | |
1626 | |
1641 | if (arrow->slaying) |
1627 | if (arrow->slaying) |
1642 | arrow->spellarg = strdup (arrow->slaying); |
1628 | arrow->spellarg = strdup (arrow->slaying); |
1643 | |
1629 | |
1644 | arrow->stats.dam += op->stats.dam + arrow->magic; |
1630 | #if 0 |
|
|
1631 | if (player *pl = op->contr) |
|
|
1632 | { |
|
|
1633 | float speed = pl->weapon_sp; |
|
|
1634 | |
|
|
1635 | /* penalize ROF for bestarrow */ |
|
|
1636 | if (pl->bowtype == bow_bestarrow) |
|
|
1637 | speed *= .9f; |
|
|
1638 | else |
|
|
1639 | speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; |
|
|
1640 | |
|
|
1641 | op->speed_left += speed - op->speed; |
|
|
1642 | } |
|
|
1643 | #endif |
|
|
1644 | |
|
|
1645 | SET_ANIMATION (arrow, arrow->direction); |
1645 | |
1646 | |
1646 | /* update the speed */ |
1647 | /* update the speed */ |
1647 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
1648 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
1648 | 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
1649 | + bow->stats.dam / 7.f; |
1649 | |
1650 | |
1650 | arrow->set_speed (max (arrow->speed, 1.0)); |
1651 | arrow->set_speed (max (arrow->speed, 2.f)); |
1651 | arrow->speed_left = 0; |
1652 | arrow->speed_left = 0; |
1652 | |
1653 | |
1653 | arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1654 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1654 | |
1655 | |
1655 | if (op->type == PLAYER) |
1656 | if (op->type == PLAYER) |
1656 | { |
1657 | { |
1657 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
1658 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
1658 | arrow->stats.wc -= dex_bonus[op->stats.Dex]; |
1659 | wc -= dex_bonus[op->stats.Dex]; |
1659 | |
1660 | |
1660 | if (!arrow->slaying) |
1661 | if (!arrow->slaying) |
1661 | arrow->slaying = op->slaying; |
1662 | arrow->slaying = op->slaying; |
|
|
1663 | |
|
|
1664 | arrow->attacktype |= op->attacktype; |
1662 | } |
1665 | } |
1663 | else |
1666 | else |
1664 | { |
1667 | { |
1665 | arrow->level = op->level; |
1668 | arrow->level = op->level; |
1666 | arrow->stats.wc -= bow->magic; |
1669 | arrow->stats.wc -= bow->magic; |
1667 | |
1670 | |
1668 | if (!arrow->slaying) |
1671 | if (!arrow->slaying) |
1669 | arrow->slaying = bow->slaying; |
1672 | arrow->slaying = bow->slaying; |
1670 | } |
|
|
1671 | |
1673 | |
1672 | arrow->stats.wc -= arrow->level; |
|
|
1673 | |
|
|
1674 | arrow->attacktype |= bow->attacktype; |
1674 | arrow->attacktype |= bow->attacktype; |
|
|
1675 | } |
1675 | |
1676 | |
|
|
1677 | wc -= arrow->level; |
|
|
1678 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
|
|
1679 | |
|
|
1680 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1676 | arrow->move_type = MOVE_FLY_LOW; |
1681 | arrow->move_type = MOVE_FLY_LOW; |
1677 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1682 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1678 | |
1683 | |
1679 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1684 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1680 | m->insert (arrow, sx, sy, op); |
1685 | m->insert (arrow, sx, sy, op); |
… | |
… | |
1705 | { |
1710 | { |
1706 | int ret = 0, wcmod = 0; |
1711 | int ret = 0, wcmod = 0; |
1707 | |
1712 | |
1708 | if (op->contr->bowtype == bow_bestarrow) |
1713 | if (op->contr->bowtype == bow_bestarrow) |
1709 | { |
1714 | { |
1710 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); |
1715 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1711 | } |
1716 | } |
1712 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1717 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1713 | { |
1718 | { |
1714 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1719 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1715 | wcmod = -1; |
1720 | wcmod = -1; |
… | |
… | |
1725 | else if (op->contr->bowtype == bow_spreadshot) |
1730 | else if (op->contr->bowtype == bow_spreadshot) |
1726 | { |
1731 | { |
1727 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1732 | 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); |
1733 | 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); |
1734 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1730 | |
|
|
1731 | } |
1735 | } |
1732 | else |
1736 | else |
1733 | { |
1737 | { |
1734 | /* Simple case */ |
1738 | /* Simple case */ |
1735 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1739 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1736 | } |
1740 | } |
|
|
1741 | |
1737 | return ret; |
1742 | return ret; |
1738 | } |
1743 | } |
1739 | |
|
|
1740 | |
1744 | |
1741 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1745 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1742 | * Broken apart from 'fire' to keep it more readable. |
1746 | * Broken apart from 'fire' to keep it more readable. |
1743 | */ |
1747 | */ |
1744 | void |
1748 | void |
1745 | fire_misc_object (object *op, int dir) |
1749 | fire_misc_object (object *op, int dir) |
1746 | { |
1750 | { |
1747 | object *item; |
1751 | object *item = op->contr->ranged_ob; |
1748 | |
1752 | |
1749 | if (!op->contr->ranges[range_misc]) |
1753 | if (!item) |
1750 | { |
1754 | { |
1751 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1755 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1752 | return; |
1756 | return; |
1753 | } |
1757 | } |
1754 | |
1758 | |
1755 | item = op->contr->ranges[range_misc]; |
|
|
1756 | if (!item->inv) |
1759 | if (!item->inv) |
1757 | { |
1760 | { |
1758 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1761 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1759 | return; |
1762 | return; |
1760 | } |
1763 | } |
|
|
1764 | |
|
|
1765 | if (!op->change_weapon (item)) |
|
|
1766 | return; |
|
|
1767 | |
1761 | if (item->type == WAND) |
1768 | if (item->type == WAND) |
1762 | { |
1769 | { |
1763 | if (item->stats.food <= 0) |
1770 | if (item->stats.food <= 0) |
1764 | { |
1771 | { |
1765 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1772 | 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)); |
1773 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
|
|
1774 | |
1767 | return; |
1775 | return; |
1768 | } |
1776 | } |
1769 | } |
1777 | } |
1770 | else if (item->type == ROD || item->type == HORN) |
1778 | else if (item->type == ROD || item->type == HORN) |
1771 | { |
1779 | { |
1772 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1780 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1773 | { |
1781 | { |
1774 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1782 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
|
|
1783 | |
1775 | if (item->type == ROD) |
1784 | 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)); |
1785 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1777 | else |
1786 | else |
1778 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
1787 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
|
|
1788 | |
1779 | return; |
1789 | return; |
1780 | } |
1790 | } |
1781 | } |
1791 | } |
1782 | |
1792 | |
1783 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1793 | if (cast_spell (op, item, dir, item->inv, NULL)) |
… | |
… | |
1805 | } |
1815 | } |
1806 | } |
1816 | } |
1807 | |
1817 | |
1808 | /* Received a fire command for the player - go and do it. |
1818 | /* Received a fire command for the player - go and do it. |
1809 | */ |
1819 | */ |
1810 | void |
1820 | bool |
1811 | fire (object *op, int dir) |
1821 | fire (object *op, int dir) |
1812 | { |
1822 | { |
1813 | int spellcost = 0; |
1823 | int spellcost = 0; |
1814 | |
1824 | |
1815 | /* check for loss of invisiblity/hide */ |
1825 | /* check for loss of invisiblity/hide */ |
1816 | if (action_makes_visible (op)) |
1826 | if (action_makes_visible (op)) |
1817 | make_visible (op); |
1827 | make_visible (op); |
1818 | |
1828 | |
1819 | switch (op->contr->shoottype) |
1829 | player *pl = op->contr; |
|
|
1830 | |
|
|
1831 | if (pl->golem) |
|
|
1832 | { |
|
|
1833 | control_golem (op->contr->golem, dir); |
|
|
1834 | return false; |
1820 | { |
1835 | } |
1821 | case range_none: |
|
|
1822 | return; |
|
|
1823 | |
1836 | |
1824 | case range_bow: |
1837 | object *ob = pl->ranged_ob; |
|
|
1838 | |
|
|
1839 | if (!ob) |
|
|
1840 | return false; |
|
|
1841 | |
|
|
1842 | if (!op->change_weapon (ob)) |
|
|
1843 | return false; |
|
|
1844 | |
|
|
1845 | if (op->speed_left > 0.f) |
|
|
1846 | --op->speed_left; |
|
|
1847 | else |
|
|
1848 | return false; |
|
|
1849 | |
|
|
1850 | switch (ob->type) |
|
|
1851 | { |
|
|
1852 | case BOW: |
1825 | player_fire_bow (op, dir); |
1853 | player_fire_bow (op, dir); |
1826 | return; |
1854 | break; |
1827 | |
1855 | |
1828 | case range_magic: /* Casting spells */ |
1856 | case SPELL: |
1829 | spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); |
1857 | spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); |
1830 | return; |
1858 | break; |
1831 | |
1859 | |
1832 | case range_misc: |
1860 | case BUILDER: |
|
|
1861 | apply_map_builder (op, dir); |
|
|
1862 | break; |
|
|
1863 | |
|
|
1864 | case SKILL: |
|
|
1865 | do_skill (op, op, ob, dir, 0); |
|
|
1866 | break; |
|
|
1867 | |
|
|
1868 | default: |
1833 | fire_misc_object (op, dir); |
1869 | fire_misc_object (op, dir); |
1834 | return; |
1870 | 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 | } |
1871 | } |
|
|
1872 | |
|
|
1873 | return true; |
1858 | } |
1874 | } |
1859 | |
1875 | |
1860 | /* find_key |
1876 | /* find_key |
1861 | * We try to find a key for the door as passed. If we find a key |
1877 | * We try to find a key for the door as passed. If we find a key |
1862 | * and successfully use it, we return the key, otherwise NULL |
1878 | * and successfully use it, we return the key, otherwise NULL |
… | |
… | |
1949 | * 0 otherwise |
1965 | * 0 otherwise |
1950 | */ |
1966 | */ |
1951 | static int |
1967 | static int |
1952 | player_attack_door (object *op, object *door) |
1968 | player_attack_door (object *op, object *door) |
1953 | { |
1969 | { |
1954 | /* If its a door, try to find a use a key. If we do destroy the door, |
1970 | /* If its a door, try to find a key. If we do destroy the door, |
1955 | * might as well return immediately as there is nothing more to do - |
1971 | * might as well return immediately as there is nothing more to do - |
1956 | * otherwise, we fall through to the rest of the code. |
1972 | * otherwise, we fall through to the rest of the code. |
1957 | */ |
1973 | */ |
1958 | object *key = find_key (op, op, door); |
1974 | object *key = find_key (op, op, door); |
1959 | |
1975 | |
1960 | /* IF we found a key, do some extra work */ |
1976 | /* If we found a key, do some extra work */ |
1961 | if (key) |
1977 | if (key) |
1962 | { |
1978 | { |
1963 | object *container = key->env; |
1979 | object *container = key->env; |
1964 | |
1980 | |
1965 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
1981 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
|
|
1982 | |
1966 | if (action_makes_visible (op)) |
1983 | if (action_makes_visible (op)) |
1967 | make_visible (op); |
1984 | make_visible (op); |
|
|
1985 | |
1968 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1986 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1969 | spring_trap (door->inv, op); |
1987 | spring_trap (door->inv, op); |
1970 | |
1988 | |
1971 | if (door->type == DOOR) |
1989 | if (door->type == DOOR) |
1972 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1990 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
… | |
… | |
1998 | * It should keep the code cleaner. |
2016 | * It should keep the code cleaner. |
1999 | * When this is called, the players direction has been updated |
2017 | * When this is called, the players direction has been updated |
2000 | * (taking into account confusion.) The player is also actually |
2018 | * (taking into account confusion.) The player is also actually |
2001 | * going to try and move (not fire weapons). |
2019 | * going to try and move (not fire weapons). |
2002 | */ |
2020 | */ |
2003 | void |
2021 | bool |
2004 | move_player_attack (object *op, int dir) |
2022 | move_player_attack (object *op, int dir) |
2005 | { |
2023 | { |
2006 | object *tmp, *mon; |
|
|
2007 | sint16 nx, ny; |
|
|
2008 | int on_battleground; |
2024 | int on_battleground; |
2009 | maptile *m; |
|
|
2010 | |
2025 | |
2011 | nx = freearr_x[dir] + op->x; |
2026 | sint16 nx = freearr_x[dir] + op->x; |
2012 | ny = freearr_y[dir] + op->y; |
2027 | sint16 ny = freearr_y[dir] + op->y; |
2013 | |
2028 | |
2014 | on_battleground = op_on_battleground (op, 0, 0); |
2029 | on_battleground = op_on_battleground (op, 0, 0); |
|
|
2030 | |
|
|
2031 | if (out_of_map (op->map, nx, ny)) |
|
|
2032 | return false; |
|
|
2033 | |
|
|
2034 | if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) |
|
|
2035 | { |
|
|
2036 | --op->speed_left; |
|
|
2037 | return true; |
|
|
2038 | } |
2015 | |
2039 | |
2016 | /* If braced, or can't move to the square, and it is not out of the |
2040 | /* 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 |
2041 | * map, attack it. Note order of if statement is important - don't |
2018 | * want to be calling move_ob if braced, because move_ob will move the |
2042 | * want to be calling move_ob if braced, because move_ob will move the |
2019 | * player. This is a pretty nasty hack, because if we could |
2043 | * player. This is a pretty nasty hack, because if we could |
2020 | * move to some space, it then means that if we are braced, we should |
2044 | * move to some space, it then means that if we are braced, we should |
2021 | * do nothing at all. As it is, if we are braced, we go through |
2045 | * do nothing at all. As it is, if we are braced, we go through |
2022 | * quite a bit of processing. However, it probably is less than what |
2046 | * quite a bit of processing. However, it probably is less than what |
2023 | * move_ob uses. |
2047 | * move_ob uses. |
2024 | */ |
2048 | */ |
2025 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
|
|
2026 | { |
|
|
2027 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
|
|
2028 | { |
|
|
2029 | m = op->map->xy_find (nx, ny); |
2049 | maptile *m = op->map->xy_find (nx, ny); |
2030 | if (!m) |
|
|
2031 | return; /* Don't think this should happen */ |
|
|
2032 | } |
|
|
2033 | else |
|
|
2034 | m = op->map; |
|
|
2035 | |
2050 | |
2036 | if (!(tmp = m->at (nx, ny).bot)) |
|
|
2037 | return; |
|
|
2038 | |
|
|
2039 | mon = 0; |
|
|
2040 | /* Go through all the objects, and find ones of interest. Only stop if |
2051 | /* Go through all the objects, and find ones of interest. Only stop if |
2041 | * we find a monster - that is something we know we want to attack. |
2052 | * we find a monster - that is something we know we want to attack. |
2042 | * if its a door or barrel (can roll) see if there may be monsters |
2053 | * if its a door or barrel (can roll) see if there may be monsters |
2043 | * on the space |
2054 | * on the space |
2044 | */ |
2055 | */ |
2045 | while (tmp) |
2056 | object *mon; |
2046 | { |
2057 | for (mon = m->at (nx, ny).bot; mon; mon = mon->above) |
2047 | if (tmp == op) |
2058 | { |
2048 | { |
2059 | if ((mon->flag [FLAG_ALIVE] |
2049 | tmp = tmp->above; |
2060 | || mon->type == LOCKED_DOOR |
2050 | continue; |
2061 | || mon->flag [FLAG_CAN_ROLL]) |
2051 | } |
|
|
2052 | |
|
|
2053 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
|
|
2054 | { |
|
|
2055 | mon = tmp; |
2062 | && mon != op) |
2056 | break; |
2063 | break; |
2057 | } |
2064 | } |
2058 | |
2065 | |
2059 | if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) |
|
|
2060 | mon = tmp; |
|
|
2061 | |
|
|
2062 | tmp = tmp->above; |
|
|
2063 | } |
|
|
2064 | |
|
|
2065 | if (!mon) /* This happens anytime the player tries to move */ |
2066 | if (!mon) /* This happens anytime the player tries to move */ |
2066 | return; /* into a wall */ |
2067 | return false; /* into a wall */ |
2067 | |
2068 | |
2068 | if (mon->head) |
|
|
2069 | mon = mon->head; |
2069 | mon = mon->head_ (); |
2070 | |
2070 | |
2071 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
2071 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
|
|
2072 | if (op->contr->weapon_sp_left > 0.f) |
2072 | if (player_attack_door (op, mon)) |
2073 | if (player_attack_door (op, mon)) |
|
|
2074 | { |
|
|
2075 | --op->contr->weapon_sp_left; |
2073 | return; |
2076 | return true; |
|
|
2077 | } |
2074 | |
2078 | |
2075 | /* The following deals with possibly attacking peaceful |
2079 | /* The following deals with possibly attacking peaceful |
2076 | * or frienddly creatures. Basically, all players are considered |
2080 | * or friendly creatures. Basically, all players are considered |
2077 | * unaggressive. If the moving player has peaceful set, then the |
2081 | * unaggressive. If the moving player has peaceful set, then the |
2078 | * object should be pushed instead of attacked. It is assumed that |
2082 | * object should be pushed instead of attacked. It is assumed that |
2079 | * if you are braced, you will not attack friends accidently, |
2083 | * if you are braced, you will not attack friends accidently, |
2080 | * and thus will not push them. |
2084 | * and thus will not push them. |
2081 | */ |
2085 | */ |
2082 | |
2086 | |
2083 | /* If the creature is a pet, push it even if the player is not |
2087 | /* If the creature is a pet, push it even if the player is not |
2084 | * peaceful. Our assumption is the creature is a pet if the |
2088 | * peaceful. Our assumption is the creature is a pet if the |
2085 | * player owns it and it is either friendly or unagressive. |
2089 | * player owns it and it is either friendly or unagressive. |
2086 | */ |
2090 | */ |
2087 | if ((op->type == PLAYER) |
2091 | if (op->type == PLAYER |
2088 | #if COZY_SERVER |
|
|
2089 | && |
|
|
2090 | ((mon->owner && mon->owner->contr |
2092 | && ((mon->owner && mon->owner->contr |
2091 | && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) |
2093 | && same_party (mon->owner->contr->party, op->contr->party)) |
2092 | #else |
|
|
2093 | && mon->owner == op |
2094 | || mon->owner == op) |
2094 | #endif |
|
|
2095 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2095 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2096 | { |
2096 | { |
2097 | /* 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 */ |
2098 | if (op->contr->braced) |
2098 | if (op->contr->braced) |
2099 | return; |
2099 | return false; |
|
|
2100 | |
|
|
2101 | if (op->speed_left > 0.f) |
|
|
2102 | { |
|
|
2103 | --op->speed_left; |
2100 | |
2104 | |
2101 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2105 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2102 | (void) push_ob (mon, dir, op); |
2106 | push_ob (mon, dir, op); |
|
|
2107 | |
2103 | if (op->contr->tmp_invis || op->hide) |
2108 | if (op->contr->tmp_invis || op->hide) |
2104 | make_visible (op); |
2109 | make_visible (op); |
2105 | |
2110 | |
2106 | return; |
2111 | return true; |
2107 | } |
2112 | } |
|
|
2113 | else |
|
|
2114 | return false; |
|
|
2115 | } |
2108 | |
2116 | |
2109 | /* in certain circumstances, you shouldn't attack friendly |
2117 | /* in certain circumstances, you shouldn't attack friendly |
2110 | * creatures. Note that if you are braced, you can't push |
2118 | * creatures. Note that if you are braced, you can't push |
2111 | * someone, but put it inside this loop so that you won't |
2119 | * someone, but put it inside this loop so that you won't |
2112 | * attack them either. |
2120 | * attack them either. |
2113 | */ |
2121 | */ |
2114 | if ((mon->type == PLAYER || mon->enemy != op) && |
2122 | if ((mon->type == PLAYER || mon->enemy != op) |
2115 | (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( |
2123 | && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) |
2116 | #ifdef PROHIBIT_PLAYERKILL |
|
|
2117 | (op->contr->peaceful |
2124 | && ((op->contr->peaceful |
2118 | || (mon->type == PLAYER |
2125 | || (mon->type == PLAYER && mon->contr->peaceful)) |
2119 | && mon->contr-> |
|
|
2120 | peaceful)) && |
|
|
2121 | #else |
|
|
2122 | op->contr->peaceful && |
|
|
2123 | #endif |
|
|
2124 | !on_battleground)) |
2126 | && !on_battleground)) |
|
|
2127 | { |
|
|
2128 | if (op->speed_left > 0.f) |
2125 | { |
2129 | { |
|
|
2130 | --op->speed_left; |
|
|
2131 | |
2126 | if (!op->contr->braced) |
2132 | if (!op->contr->braced) |
2127 | { |
2133 | { |
2128 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2134 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2129 | push_ob (mon, dir, op); |
2135 | push_ob (mon, dir, op); |
2130 | } |
2136 | } |
2131 | else |
2137 | else |
2132 | new_draw_info (0, 0, op, "You withhold your attack"); |
2138 | new_draw_info (0, 0, op, "You withhold your attack"); |
2133 | |
2139 | |
2134 | if (op->contr->tmp_invis || op->hide) |
2140 | if (op->contr->tmp_invis || op->hide) |
2135 | make_visible (op); |
2141 | make_visible (op); |
2136 | } |
|
|
2137 | |
2142 | |
|
|
2143 | return true; |
|
|
2144 | } |
|
|
2145 | } |
2138 | /* If the object is a boulder or other rollable object, then |
2146 | /* If the object is a boulder or other rollable object, then |
2139 | * roll it if not braced. You can't roll it if you are braced. |
2147 | * roll it if not braced. You can't roll it if you are braced. |
2140 | */ |
2148 | */ |
2141 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
2149 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
|
|
2150 | { |
|
|
2151 | if (op->speed_left > 0.f) |
2142 | { |
2152 | { |
|
|
2153 | --op->speed_left; |
|
|
2154 | |
2143 | recursive_roll (mon, dir, op); |
2155 | recursive_roll (mon, dir, op); |
2144 | if (action_makes_visible (op)) |
2156 | if (action_makes_visible (op)) |
2145 | make_visible (op); |
2157 | make_visible (op); |
2146 | } |
|
|
2147 | |
2158 | |
|
|
2159 | return true; |
|
|
2160 | } |
|
|
2161 | } |
2148 | /* Any generic living creature. Including things like doors. |
2162 | /* Any generic living creature. Including things like doors. |
2149 | * Way it works is like this: First, it must have some hit points |
2163 | * Way it works is like this: First, it must have some hit points |
2150 | * and be living. Then, it must be one of the following: |
2164 | * and be living. Then, it must be one of the following: |
2151 | * 1) Not a player, 2) A player, but of a different party. Note |
2165 | * 1) Not a player, 2) A player, but of a different party. Note |
2152 | * that party_number -1 is no party, so attacks can still happen. |
2166 | * that party_number -1 is no party, so attacks can still happen. |
2153 | */ |
2167 | */ |
2154 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2168 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2155 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2169 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2156 | { |
2170 | { |
2157 | |
2171 | if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) |
2158 | /* If the player hasn't hit something this tick, and does |
|
|
2159 | * so, give them speed boost based on weapon speed. Doing |
|
|
2160 | * it here is better than process_players2, which basically |
|
|
2161 | * incurred a 1 tick offset. |
|
|
2162 | */ |
|
|
2163 | if (!op->contr->has_hit) |
|
|
2164 | { |
2172 | { |
2165 | op->speed_left += op->speed / op->contr->weapon_sp; |
2173 | --op->contr->weapon_sp_left; |
2166 | |
|
|
2167 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
|
|
2168 | } |
|
|
2169 | |
2174 | |
2170 | skill_attack (mon, op, 0, 0, 0); |
2175 | skill_attack (mon, op, 0, 0, 0); |
2171 | |
|
|
2172 | /* If attacking another player, that player gets automatic |
|
|
2173 | * hitback, and doesn't loose luck either. |
|
|
2174 | * Disable hitback on the battleground or if the target is |
|
|
2175 | * the wiz. |
|
|
2176 | */ |
|
|
2177 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) |
|
|
2178 | { |
|
|
2179 | short luck = mon->stats.luck; |
|
|
2180 | |
|
|
2181 | mon->contr->has_hit = 1; |
|
|
2182 | skill_attack (op, mon, 0, 0, 0); |
|
|
2183 | mon->stats.luck = luck; |
|
|
2184 | } |
|
|
2185 | |
2176 | |
2186 | if (action_makes_visible (op)) |
2177 | if (action_makes_visible (op)) |
2187 | make_visible (op); |
2178 | make_visible (op); |
2188 | } |
|
|
2189 | } /* if player should attack something */ |
|
|
2190 | } |
|
|
2191 | |
2179 | |
2192 | int |
2180 | return true; |
|
|
2181 | } |
|
|
2182 | } |
|
|
2183 | |
|
|
2184 | return false; |
|
|
2185 | } |
|
|
2186 | |
|
|
2187 | bool |
2193 | move_player (object *op, int dir) |
2188 | move_player (object *op, int dir) |
2194 | { |
2189 | { |
2195 | int pick; |
2190 | int pick; |
2196 | |
2191 | |
2197 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2192 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
… | |
… | |
2211 | op->facing = dir; |
2206 | op->facing = dir; |
2212 | |
2207 | |
2213 | if (op->hide) |
2208 | if (op->hide) |
2214 | do_hidden_move (op); |
2209 | do_hidden_move (op); |
2215 | |
2210 | |
|
|
2211 | bool retval; |
|
|
2212 | |
2216 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2213 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2217 | /*nop */ ; |
2214 | retval = RESULT_INT (0); |
2218 | else if (op->contr->fire_on) |
2215 | else if (op->contr->fire_on) |
2219 | fire (op, dir); |
2216 | retval = fire (op, dir); |
2220 | else |
2217 | else |
2221 | { |
2218 | { |
2222 | move_player_attack (op, dir); |
2219 | retval = move_player_attack (op, dir); |
2223 | pick = check_pick (op); |
2220 | pick = check_pick (op); |
2224 | } |
2221 | } |
2225 | |
2222 | |
2226 | /* Add special check for newcs players and fire on - this way, the |
2223 | /* Add special check for newcs players and fire on - this way, the |
2227 | * server can handle repeat firing. |
2224 | * server can handle repeat firing. |
… | |
… | |
2234 | /* Update how the player looks. Use the facing, so direction may |
2231 | /* Update how the player looks. Use the facing, so direction may |
2235 | * get reset to zero. This allows for full animation capabilities |
2232 | * get reset to zero. This allows for full animation capabilities |
2236 | * for players. |
2233 | * for players. |
2237 | */ |
2234 | */ |
2238 | animate_object (op, op->facing); |
2235 | animate_object (op, op->facing); |
2239 | return 0; |
2236 | |
|
|
2237 | return retval; |
2240 | } |
2238 | } |
2241 | |
2239 | |
2242 | /* This is similar to handle_player, below, but is only used by the |
2240 | /* This is similar to handle_player, below, but is only used by the |
2243 | * new client/server stuff. |
2241 | * new client/server stuff. |
2244 | * This is sort of special, in that the new client/server actually uses |
2242 | * This is sort of special, in that the new client/server actually uses |
2245 | * the new speed values for commands. |
2243 | * the new speed values for commands. |
2246 | * |
2244 | * |
2247 | * Returns true if there are more actions we can do. |
2245 | * Returns true if there are more actions we can do. Should not do |
|
|
2246 | * many actions in a row, as that would be too unfair to other |
|
|
2247 | * players. |
2248 | */ |
2248 | */ |
2249 | int |
2249 | bool |
2250 | handle_newcs_player (object *op) |
2250 | handle_newcs_player (object *op) |
2251 | { |
2251 | { |
2252 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2252 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2253 | { |
2253 | { |
2254 | flee_player (op); |
2254 | if (op->speed_left > 0.f) |
2255 | /* If player is still scared, that is his action for this tick */ |
|
|
2256 | if (QUERY_FLAG (op, FLAG_SCARED)) |
|
|
2257 | { |
2255 | { |
2258 | op->speed_left--; |
2256 | --op->speed_left; |
|
|
2257 | flee_player (op); |
|
|
2258 | |
2259 | return 0; |
2259 | return true; |
2260 | } |
2260 | } |
|
|
2261 | else |
|
|
2262 | return false; |
2261 | } |
2263 | } |
2262 | |
2264 | |
2263 | /* call this here - we also will call this in do_ericserver, but |
2265 | /* call this here - we also will call this in do_ericserver, but |
2264 | * the players time has been increased when doericserver has been |
2266 | * the players time has been increased when doericserver has been |
2265 | * called, so we recheck it here. |
2267 | * called, so we recheck it here. |
2266 | */ |
2268 | */ |
2267 | if (op->contr->ns->handle_command ()) |
2269 | if (op->contr->ns->handle_command ()) |
2268 | return 1; |
2270 | return true; |
2269 | |
2271 | |
2270 | if (op->speed_left > 0) |
|
|
2271 | { |
|
|
2272 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2272 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2273 | { |
|
|
2274 | /* All move commands take 1 tick, at least for now */ |
|
|
2275 | op->speed_left--; |
|
|
2276 | |
|
|
2277 | /* Instead of all the stuff below, let move_player take care |
|
|
2278 | * of it. Also, some of the skill stuff is only put in |
|
|
2279 | * there, as well as the confusion stuff. |
|
|
2280 | */ |
|
|
2281 | move_player (op, op->direction); |
2273 | return move_player (op, op->direction); |
2282 | |
2274 | |
2283 | return op->speed_left > 0; |
|
|
2284 | } |
|
|
2285 | } |
|
|
2286 | |
|
|
2287 | return 0; |
2275 | return false; |
2288 | } |
2276 | } |
2289 | |
2277 | |
2290 | int |
2278 | int |
2291 | save_life (object *op) |
2279 | save_life (object *op) |
2292 | { |
2280 | { |
… | |
… | |
2450 | gen_grace = op->stats.maxgrace; |
2438 | gen_grace = op->stats.maxgrace; |
2451 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2439 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2452 | } |
2440 | } |
2453 | |
2441 | |
2454 | /* Regenerate Spell Points */ |
2442 | /* Regenerate Spell Points */ |
2455 | if (!op->contr->ranges[range_golem] && --op->last_sp < 0) |
2443 | if (!op->contr->golem && --op->last_sp < 0) |
2456 | { |
2444 | { |
2457 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2445 | 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) |
2446 | if (op->stats.sp < op->stats.maxsp) |
2459 | { |
2447 | { |
2460 | op->stats.sp++; |
2448 | op->stats.sp++; |
… | |
… | |
2558 | } |
2546 | } |
2559 | |
2547 | |
2560 | /* Digestion */ |
2548 | /* Digestion */ |
2561 | if (--op->last_eat < 0) |
2549 | if (--op->last_eat < 0) |
2562 | { |
2550 | { |
2563 | #ifdef COZY_SERVER |
|
|
2564 | int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; |
|
|
2565 | int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0; |
|
|
2566 | #else |
|
|
2567 | int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; |
2551 | int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; |
2568 | #endif |
|
|
2569 | |
2552 | |
2570 | if (op->contr->gen_hp > 0) |
2553 | if (op->contr->gen_hp > 0) |
2571 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2554 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2572 | else |
2555 | else |
2573 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
2556 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
… | |
… | |
2918 | object *force; |
2901 | object *force; |
2919 | int at; |
2902 | int at; |
2920 | |
2903 | |
2921 | force = get_archetype (FORCE_NAME); |
2904 | force = get_archetype (FORCE_NAME); |
2922 | /* 50 ticks should be enough time for the spell to abate */ |
2905 | /* 50 ticks should be enough time for the spell to abate */ |
2923 | force->speed = 0.1; |
2906 | force->speed = 0.1f; |
2924 | force->speed_left = -5.0; |
2907 | force->speed_left = -5.f; |
2925 | SET_FLAG (force, FLAG_APPLIED); |
2908 | SET_FLAG (force, FLAG_APPLIED); |
2926 | for (at = 0; at < NROFATTACKS; at++) |
2909 | for (at = 0; at < NROFATTACKS; at++) |
2927 | if (will_kill_again & (1 << at)) |
2910 | if (will_kill_again & (1 << at)) |
2928 | force->resist[at] = 100; |
2911 | force->resist[at] = 100; |
2929 | |
2912 | |
… | |
… | |
3104 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3087 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3105 | * every time they move - as we subtract off 'invisibility' |
3088 | * every time they move - as we subtract off 'invisibility' |
3106 | * AND, for players, if they move into a ridiculously unhideable |
3089 | * AND, for players, if they move into a ridiculously unhideable |
3107 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3090 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3108 | */ |
3091 | */ |
3109 | |
|
|
3110 | void |
3092 | void |
3111 | do_hidden_move (object *op) |
3093 | do_hidden_move (object *op) |
3112 | { |
3094 | { |
3113 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3095 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3114 | object *skop; |
3096 | object *skop; |
… | |
… | |
3495 | * not readied. |
3477 | * not readied. |
3496 | */ |
3478 | */ |
3497 | void |
3479 | void |
3498 | player_unready_range_ob (player *pl, object *ob) |
3480 | player_unready_range_ob (player *pl, object *ob) |
3499 | { |
3481 | { |
3500 | for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
3482 | if (pl->ob->current_weapon == ob) |
|
|
3483 | pl->ob->current_weapon = 0; |
|
|
3484 | |
|
|
3485 | if (pl->combat_ob == ob) |
|
|
3486 | pl->combat_ob = 0; |
|
|
3487 | |
3501 | if (pl->ranges[i] == ob) |
3488 | if (pl->ranged_ob == ob) |
3502 | { |
|
|
3503 | pl->ranges[i] = 0; |
3489 | pl->ranged_ob = 0; |
3504 | if (pl->shoottype == i) |
|
|
3505 | pl->shoottype = range_none; |
|
|
3506 | } |
|
|
3507 | } |
3490 | } |
3508 | |
3491 | |
3509 | sint8 |
3492 | sint8 |
3510 | player::visibility_at (maptile *map, int x, int y) const |
3493 | player::visibility_at (maptile *map, int x, int y) const |
3511 | { |
3494 | { |