… | |
… | |
202 | |
202 | |
203 | ob->remove (); |
203 | ob->remove (); |
204 | ob->map = 0; |
204 | ob->map = 0; |
205 | party = 0; |
205 | party = 0; |
206 | |
206 | |
207 | // for weird reasons, this is often "ob", keeping a circular reference |
207 | combat_skill = ranged_skill = 0; //TODO, should be special marker, non-refcounted, not this |
208 | ranges [range_skill] = 0; |
|
|
209 | |
208 | |
210 | players.erase (this); |
209 | players.erase (this); |
211 | } |
210 | } |
212 | |
211 | |
213 | // connect the player with a specific client |
212 | // connect the player with a specific client |
… | |
… | |
230 | ns->reset_stats (); |
229 | ns->reset_stats (); |
231 | |
230 | |
232 | /* make sure he's a player -- needed because of class change. */ |
231 | /* make sure he's a player -- needed because of class change. */ |
233 | ob->type = PLAYER; // we are paranoid |
232 | ob->type = PLAYER; // we are paranoid |
234 | ob->race = ob->arch->clone.race; |
233 | ob->race = ob->arch->clone.race; |
235 | |
|
|
236 | if (!legal_range (shoottype)) |
|
|
237 | shoottype = range_none; |
|
|
238 | |
234 | |
239 | ob->carrying = sum_weight (ob); |
235 | ob->carrying = sum_weight (ob); |
240 | link_player_skills (ob); |
236 | link_player_skills (ob); |
241 | |
237 | |
242 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
238 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
… | |
… | |
325 | unapply = unapply_nochoice; |
321 | unapply = unapply_nochoice; |
326 | |
322 | |
327 | savebed_map = first_map_path; /* Init. respawn position */ |
323 | savebed_map = first_map_path; /* Init. respawn position */ |
328 | |
324 | |
329 | gen_sp_armour = 10; |
325 | gen_sp_armour = 10; |
330 | shoottype = range_none; |
|
|
331 | bowtype = bow_normal; |
326 | bowtype = bow_normal; |
332 | petmode = pet_normal; |
327 | petmode = pet_normal; |
333 | listening = 10; |
328 | listening = 10; |
334 | usekeys = containers; |
329 | usekeys = containers; |
335 | peaceful = 1; /* default peaceful */ |
330 | peaceful = 1; /* default peaceful */ |
… | |
… | |
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->type == PLAYER) |
1554 | bow = op->contr->ranges[range_bow]; |
1549 | bow = op->contr->ranged_ob; |
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); |
… | |
… | |
1705 | { |
1708 | { |
1706 | int ret = 0, wcmod = 0; |
1709 | int ret = 0, wcmod = 0; |
1707 | |
1710 | |
1708 | if (op->contr->bowtype == bow_bestarrow) |
1711 | if (op->contr->bowtype == bow_bestarrow) |
1709 | { |
1712 | { |
1710 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); |
1713 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1711 | } |
1714 | } |
1712 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1715 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1713 | { |
1716 | { |
1714 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1717 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1715 | wcmod = -1; |
1718 | wcmod = -1; |
… | |
… | |
1742 | * Broken apart from 'fire' to keep it more readable. |
1745 | * Broken apart from 'fire' to keep it more readable. |
1743 | */ |
1746 | */ |
1744 | void |
1747 | void |
1745 | fire_misc_object (object *op, int dir) |
1748 | fire_misc_object (object *op, int dir) |
1746 | { |
1749 | { |
1747 | object *item; |
1750 | object *item = op->contr->ranged_ob; |
1748 | |
1751 | |
1749 | if (!op->contr->ranges[range_misc]) |
1752 | if (!item) |
1750 | { |
1753 | { |
1751 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1754 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1752 | return; |
1755 | return; |
1753 | } |
1756 | } |
1754 | |
1757 | |
1755 | item = op->contr->ranges[range_misc]; |
|
|
1756 | if (!item->inv) |
1758 | if (!item->inv) |
1757 | { |
1759 | { |
1758 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1760 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1759 | return; |
1761 | return; |
1760 | } |
1762 | } |
|
|
1763 | |
1761 | if (item->type == WAND) |
1764 | if (item->type == WAND) |
1762 | { |
1765 | { |
1763 | if (item->stats.food <= 0) |
1766 | if (item->stats.food <= 0) |
1764 | { |
1767 | { |
1765 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1768 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
… | |
… | |
1814 | |
1817 | |
1815 | /* check for loss of invisiblity/hide */ |
1818 | /* check for loss of invisiblity/hide */ |
1816 | if (action_makes_visible (op)) |
1819 | if (action_makes_visible (op)) |
1817 | make_visible (op); |
1820 | make_visible (op); |
1818 | |
1821 | |
1819 | switch (op->contr->shoottype) |
1822 | player *pl = op->contr; |
1820 | { |
1823 | |
1821 | case range_none: |
1824 | object *skill = pl->ranged_skill; |
|
|
1825 | object *rob = pl->ranged_ob; |
|
|
1826 | |
|
|
1827 | if (!skill) |
1822 | return; |
1828 | return; |
1823 | |
1829 | |
1824 | case range_bow: |
1830 | if (pl->golem) |
|
|
1831 | control_golem (op->contr->golem, dir); |
|
|
1832 | else if (skill->type == SKILL) |
|
|
1833 | { |
|
|
1834 | if (skill_flags [skill->subtype] & SF_NEED_BOW) |
1825 | player_fire_bow (op, dir); |
1835 | player_fire_bow (op, dir); |
1826 | return; |
1836 | else if (rob && rob->type == SPELL) /* Casting spells */ |
1827 | |
|
|
1828 | case range_magic: /* Casting spells */ |
|
|
1829 | spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); |
1837 | spellcost = cast_spell (op, op, dir, rob, pl->spellparam[0] ? pl->spellparam : 0); |
1830 | return; |
1838 | else |
1831 | |
1839 | LOG (llevError, "skill %s ready but do not know what to do with its ob: %s\n", |
1832 | case range_misc: |
1840 | &skill->name, rob ? &rob->name : "(null)"); |
1833 | fire_misc_object (op, dir); |
1841 | } |
1834 | return; |
1842 | else if (skill == op) |
1835 | |
1843 | { |
1836 | case range_golem: /* Control summoned monsters from scrolls */ |
1844 | if (!rob) |
1837 | control_golem (op->contr->ranges[range_golem], dir); |
|
|
1838 | return; |
|
|
1839 | |
|
|
1840 | case range_skill: |
|
|
1841 | if (!op->chosen_skill) |
|
|
1842 | { |
1845 | { |
1843 | if (op->type == PLAYER) |
1846 | LOG (llevError, "self-skill ready but no ranged ob: %s\n", skill->debug_desc ()); |
1844 | new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
|
|
1845 | |
|
|
1846 | return; |
1847 | return; |
1847 | } |
1848 | } |
1848 | |
1849 | |
1849 | do_skill (op, op, op->chosen_skill, dir, NULL); |
1850 | if (rob->type == BUILDER) |
1850 | return; |
|
|
1851 | case range_builder: |
|
|
1852 | apply_map_builder (op, dir); |
1851 | apply_map_builder (op, dir); |
1853 | return; |
1852 | else if (rob->type == SKILL || rob->type == SKILL_TOOL) |
1854 | default: |
1853 | do_skill (op, op, rob, dir, NULL); |
1855 | new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); |
1854 | else |
1856 | return; |
1855 | fire_misc_object (op, dir); //TODO: should become use_magic_item skill usage |
1857 | } |
1856 | } |
1858 | } |
1857 | } |
1859 | |
1858 | |
1860 | /* find_key |
1859 | /* find_key |
1861 | * We try to find a key for the door as passed. If we find a key |
1860 | * We try to find a key for the door as passed. If we find a key |
… | |
… | |
2451 | gen_grace = op->stats.maxgrace; |
2450 | gen_grace = op->stats.maxgrace; |
2452 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2451 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2453 | } |
2452 | } |
2454 | |
2453 | |
2455 | /* Regenerate Spell Points */ |
2454 | /* Regenerate Spell Points */ |
2456 | if (!op->contr->ranges[range_golem] && --op->last_sp < 0) |
2455 | if (!op->contr->golem && --op->last_sp < 0) |
2457 | { |
2456 | { |
2458 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2457 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2459 | if (op->stats.sp < op->stats.maxsp) |
2458 | if (op->stats.sp < op->stats.maxsp) |
2460 | { |
2459 | { |
2461 | op->stats.sp++; |
2460 | op->stats.sp++; |
… | |
… | |
3496 | * not readied. |
3495 | * not readied. |
3497 | */ |
3496 | */ |
3498 | void |
3497 | void |
3499 | player_unready_range_ob (player *pl, object *ob) |
3498 | player_unready_range_ob (player *pl, object *ob) |
3500 | { |
3499 | { |
3501 | for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
3500 | if (pl->combat_ob == ob) |
3502 | if (pl->ranges[i] == ob) |
|
|
3503 | { |
3501 | { |
3504 | pl->ranges[i] = 0; |
3502 | pl->combat_skill = 0; |
3505 | if (pl->shoottype == i) |
3503 | pl->combat_ob = 0; |
3506 | pl->shoottype = range_none; |
|
|
3507 | } |
3504 | } |
|
|
3505 | |
|
|
3506 | if (pl->ranged_ob == ob) |
|
|
3507 | { |
|
|
3508 | pl->ranged_skill = 0; |
|
|
3509 | pl->ranged_ob = 0; |
|
|
3510 | } |
3508 | } |
3511 | } |
3509 | |
3512 | |
3510 | sint8 |
3513 | sint8 |
3511 | player::visibility_at (maptile *map, int x, int y) const |
3514 | player::visibility_at (maptile *map, int x, int y) const |
3512 | { |
3515 | { |