… | |
… | |
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> |
… | |
… | |
208 | |
207 | |
209 | players.erase (this); |
208 | players.erase (this); |
210 | } |
209 | } |
211 | |
210 | |
212 | // connect the player with a specific client |
211 | // connect the player with a specific client |
213 | // also changed, rationalises, and fixes some incorrect settings |
212 | // also changes, rationalises, and fixes some incorrect settings |
214 | void |
213 | void |
215 | player::connect (client *ns) |
214 | player::connect (client *ns) |
216 | { |
215 | { |
217 | this->ns = ns; |
216 | this->ns = ns; |
218 | ns->pl = this; |
217 | ns->pl = this; |
… | |
… | |
259 | |
258 | |
260 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
259 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
261 | |
260 | |
262 | esrv_new_player (this, ob->weight + ob->carrying); |
261 | esrv_new_player (this, ob->weight + ob->carrying); |
263 | |
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 | |
264 | ob->update_stats (); |
279 | ob->update_stats (); |
265 | ns->floorbox_update (); |
280 | ns->floorbox_update (); |
266 | |
281 | |
267 | esrv_send_inventory (ob, ob); |
282 | esrv_send_inventory (ob, ob); |
268 | esrv_add_spells (this, 0); |
283 | esrv_add_spells (this, 0); |
… | |
… | |
304 | player::set_object (object *op) |
319 | player::set_object (object *op) |
305 | { |
320 | { |
306 | ob = op; |
321 | ob = op; |
307 | ob->contr = this; /* this aren't yet in archetype */ |
322 | ob->contr = this; /* this aren't yet in archetype */ |
308 | |
323 | |
309 | ob->speed_left = 0.5; |
324 | ob->speed_left = 0.5f; |
310 | ob->speed = 1.0; |
325 | ob->speed = 1.0f; |
311 | ob->direction = 5; /* So player faces south */ |
326 | ob->direction = 5; /* So player faces south */ |
312 | } |
327 | } |
313 | |
328 | |
314 | player::player () |
329 | player::player () |
315 | { |
330 | { |
… | |
… | |
769 | } |
784 | } |
770 | |
785 | |
771 | void |
786 | void |
772 | object::roll_stats () |
787 | object::roll_stats () |
773 | { |
788 | { |
774 | int statsort [7]; |
789 | int statsort [NUM_STATS]; |
775 | |
790 | |
776 | for (;;) |
791 | for (;;) |
777 | { |
792 | { |
778 | int sum = 0; |
793 | int sum = 0; |
779 | for (int i = 7; i--; ) |
794 | for (int i = NUM_STATS; i--; ) |
780 | sum += statsort [i] = roll_stat (); |
795 | sum += statsort [i] = roll_stat (); |
781 | |
796 | |
782 | if (sum >= 82 && sum <= 116) |
797 | if (sum >= 82 && sum <= 116) |
783 | break; |
798 | break; |
784 | } |
799 | } |
785 | |
800 | |
786 | // Sort the stats so that rerolling is easier... |
801 | // Sort the stats so that rerolling is easier... |
787 | std::sort (statsort, statsort + 7, std::greater<int>()); |
802 | std::sort (statsort, statsort + NUM_STATS, std::greater<int>()); |
788 | |
803 | |
|
|
804 | for (int i = 0; i < NUM_STATS; ++i) |
789 | stats.Str = statsort[0]; |
805 | stats.stat (i) = statsort [i]; |
790 | stats.Dex = statsort[1]; |
|
|
791 | stats.Con = statsort[2]; |
|
|
792 | stats.Int = statsort[3]; |
|
|
793 | stats.Wis = statsort[4]; |
|
|
794 | stats.Pow = statsort[5]; |
|
|
795 | stats.Cha = statsort[6]; |
|
|
796 | |
806 | |
797 | stats.exp = 0; |
807 | stats.exp = 0; |
798 | stats.ac = 0; |
808 | stats.ac = 0; |
799 | |
809 | |
800 | stats.hp = stats.maxhp; |
810 | stats.hp = stats.maxhp; |
… | |
… | |
812 | } |
822 | } |
813 | |
823 | |
814 | void |
824 | void |
815 | object::swap_stats (int a, int b) |
825 | object::swap_stats (int a, int b) |
816 | { |
826 | { |
817 | int tmp = get_attr_value (&contr->orig_stats, a); |
827 | swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b)); |
818 | set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b)); |
|
|
819 | set_attr_value (&contr->orig_stats, b, tmp); |
|
|
820 | |
828 | |
|
|
829 | for (int i = 0; i < NUM_STATS; ++i) |
821 | stats.Str = contr->orig_stats.Str; |
830 | stats.stat (i) = contr->orig_stats.stat (i); |
822 | stats.Dex = contr->orig_stats.Dex; |
|
|
823 | stats.Con = contr->orig_stats.Con; |
|
|
824 | stats.Int = contr->orig_stats.Int; |
|
|
825 | stats.Wis = contr->orig_stats.Wis; |
|
|
826 | stats.Pow = contr->orig_stats.Pow; |
|
|
827 | stats.Cha = contr->orig_stats.Cha; |
|
|
828 | |
831 | |
829 | //TODO: the following code looks so borked and should, at the very least, |
832 | //TODO: the following code looks so borked and should, at the very least, |
830 | // be merged with the similar code in roll_stats |
833 | // be merged with the similar code in roll_stats |
831 | stats.ac = 0; |
834 | stats.ac = 0; |
832 | |
835 | |
… | |
… | |
1009 | /* Cornered, get rid of scared */ |
1012 | /* Cornered, get rid of scared */ |
1010 | CLEAR_FLAG (op, FLAG_SCARED); |
1013 | CLEAR_FLAG (op, FLAG_SCARED); |
1011 | op->enemy = NULL; |
1014 | op->enemy = NULL; |
1012 | } |
1015 | } |
1013 | |
1016 | |
1014 | |
|
|
1015 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
1017 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
1016 | * IT returns 1 if the player should keep on moving, 0 if he should |
1018 | * It returns 1 if the player should keep on moving, 0 if he should |
1017 | * stop. |
1019 | * stop. |
1018 | */ |
1020 | */ |
1019 | int |
1021 | int |
1020 | check_pick (object *op) |
1022 | check_pick (object *op) |
1021 | { |
1023 | { |
… | |
… | |
1533 | */ |
1535 | */ |
1534 | int |
1536 | int |
1535 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1537 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1536 | { |
1538 | { |
1537 | object *left, *bow; |
1539 | object *left, *bow; |
1538 | int bowspeed, mflags; |
1540 | int mflags; |
1539 | maptile *m; |
1541 | maptile *m; |
1540 | |
1542 | |
1541 | if (!dir) |
1543 | if (!dir) |
1542 | { |
1544 | { |
1543 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1545 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
… | |
… | |
1545 | } |
1547 | } |
1546 | |
1548 | |
1547 | if (player *pl = op->contr) |
1549 | if (player *pl = op->contr) |
1548 | { |
1550 | { |
1549 | bow = pl->ranged_ob; |
1551 | bow = pl->ranged_ob; |
1550 | op->set_weapon (bow); |
1552 | if (!op->change_weapon (bow)) |
|
|
1553 | return 0; |
1551 | } |
1554 | } |
1552 | else |
1555 | else |
1553 | { |
1556 | { |
1554 | for (bow = op->inv; bow; bow = bow->below) |
1557 | for (bow = op->inv; bow; bow = bow->below) |
1555 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1558 | /* Don't check for applied - monsters don't apply bows - in that way, they |
… | |
… | |
1577 | { |
1580 | { |
1578 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1581 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1579 | return 0; |
1582 | return 0; |
1580 | } |
1583 | } |
1581 | |
1584 | |
1582 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
|
|
1583 | |
|
|
1584 | /* penalize ROF for bestarrow */ |
|
|
1585 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
|
|
1586 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
|
|
1587 | |
|
|
1588 | if (bowspeed < 1) |
|
|
1589 | bowspeed = 1; |
|
|
1590 | |
|
|
1591 | if (arrow == NULL) |
1585 | if (arrow == NULL) |
1592 | { |
1586 | { |
1593 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1587 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1594 | { |
1588 | { |
1595 | if (op->type == PLAYER) |
1589 | if (op->type == PLAYER) |
… | |
… | |
1629 | |
1623 | |
1630 | arrow->set_owner (op); |
1624 | arrow->set_owner (op); |
1631 | arrow->skill = bow->skill; |
1625 | arrow->skill = bow->skill; |
1632 | arrow->direction = dir; |
1626 | arrow->direction = dir; |
1633 | |
1627 | |
1634 | if (op->type == PLAYER) |
|
|
1635 | { |
|
|
1636 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
|
|
1637 | op->update_stats (); |
|
|
1638 | } |
|
|
1639 | |
|
|
1640 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1641 | |
|
|
1642 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
1628 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
1643 | arrow->stats.hp = arrow->stats.dam; |
1629 | arrow->stats.hp = arrow->stats.dam; |
1644 | arrow->stats.grace = arrow->attacktype; |
1630 | arrow->stats.grace = arrow->attacktype; |
1645 | |
1631 | |
1646 | if (arrow->slaying) |
1632 | if (arrow->slaying) |
1647 | arrow->spellarg = strdup (arrow->slaying); |
1633 | arrow->spellarg = strdup (arrow->slaying); |
1648 | |
1634 | |
1649 | arrow->stats.dam += op->stats.dam + arrow->magic; |
1635 | if (player *pl = op->contr) |
|
|
1636 | { |
|
|
1637 | pl->has_hit = 1; |
|
|
1638 | #if 0 |
|
|
1639 | float speed = pl->weapon_sp; |
|
|
1640 | |
|
|
1641 | /* penalize ROF for bestarrow */ |
|
|
1642 | if (pl->bowtype == bow_bestarrow) |
|
|
1643 | speed *= .9f; |
|
|
1644 | else |
|
|
1645 | speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; |
|
|
1646 | |
|
|
1647 | op->speed_left += speed - op->speed; |
|
|
1648 | #endif |
|
|
1649 | } |
|
|
1650 | |
|
|
1651 | SET_ANIMATION (arrow, arrow->direction); |
1650 | |
1652 | |
1651 | /* update the speed */ |
1653 | /* update the speed */ |
1652 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
1654 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 |
1653 | 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
1655 | + bow->stats.dam / 7.0; |
1654 | |
1656 | |
1655 | arrow->set_speed (max (arrow->speed, 1.0)); |
1657 | arrow->set_speed (max (arrow->speed, 2.0)); |
1656 | arrow->speed_left = 0; |
1658 | arrow->speed_left = 0; |
1657 | |
1659 | |
1658 | arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1660 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1659 | |
1661 | |
1660 | if (op->type == PLAYER) |
1662 | if (op->type == PLAYER) |
1661 | { |
1663 | { |
1662 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
1664 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
1663 | arrow->stats.wc -= dex_bonus[op->stats.Dex]; |
1665 | wc -= dex_bonus[op->stats.Dex]; |
1664 | |
1666 | |
1665 | if (!arrow->slaying) |
1667 | if (!arrow->slaying) |
1666 | arrow->slaying = op->slaying; |
1668 | arrow->slaying = op->slaying; |
|
|
1669 | |
|
|
1670 | arrow->attacktype |= op->attacktype; |
1667 | } |
1671 | } |
1668 | else |
1672 | else |
1669 | { |
1673 | { |
1670 | arrow->level = op->level; |
1674 | arrow->level = op->level; |
1671 | arrow->stats.wc -= bow->magic; |
1675 | arrow->stats.wc -= bow->magic; |
1672 | |
1676 | |
1673 | if (!arrow->slaying) |
1677 | if (!arrow->slaying) |
1674 | arrow->slaying = bow->slaying; |
1678 | arrow->slaying = bow->slaying; |
1675 | } |
|
|
1676 | |
1679 | |
1677 | arrow->stats.wc -= arrow->level; |
|
|
1678 | |
|
|
1679 | arrow->attacktype |= bow->attacktype; |
1680 | arrow->attacktype |= bow->attacktype; |
|
|
1681 | } |
1680 | |
1682 | |
|
|
1683 | wc -= arrow->level; |
|
|
1684 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
|
|
1685 | |
|
|
1686 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1681 | arrow->move_type = MOVE_FLY_LOW; |
1687 | arrow->move_type = MOVE_FLY_LOW; |
1682 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1688 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1683 | |
1689 | |
1684 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1690 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1685 | m->insert (arrow, sx, sy, op); |
1691 | m->insert (arrow, sx, sy, op); |
… | |
… | |
1761 | { |
1767 | { |
1762 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1768 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1763 | return; |
1769 | return; |
1764 | } |
1770 | } |
1765 | |
1771 | |
1766 | op->set_weapon (item); |
1772 | if (!op->change_weapon (item)) |
|
|
1773 | return; |
1767 | |
1774 | |
1768 | if (item->type == WAND) |
1775 | if (item->type == WAND) |
1769 | { |
1776 | { |
1770 | if (item->stats.food <= 0) |
1777 | if (item->stats.food <= 0) |
1771 | { |
1778 | { |
… | |
… | |
2160 | * that party_number -1 is no party, so attacks can still happen. |
2167 | * that party_number -1 is no party, so attacks can still happen. |
2161 | */ |
2168 | */ |
2162 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2169 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2163 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2170 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2164 | { |
2171 | { |
2165 | |
|
|
2166 | /* If the player hasn't hit something this tick, and does |
|
|
2167 | * so, give them speed boost based on weapon speed. Doing |
|
|
2168 | * it here is better than process_players2, which basically |
|
|
2169 | * incurred a 1 tick offset. |
|
|
2170 | */ |
|
|
2171 | if (!op->contr->has_hit) |
2172 | op->contr->has_hit = 1; |
2172 | { |
|
|
2173 | op->speed_left += op->speed / op->contr->weapon_sp; |
|
|
2174 | |
|
|
2175 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
|
|
2176 | } |
|
|
2177 | |
2173 | |
2178 | skill_attack (mon, op, 0, 0, 0); |
2174 | skill_attack (mon, op, 0, 0, 0); |
2179 | |
2175 | |
2180 | /* If attacking another player, that player gets automatic |
2176 | /* If attacking another player, that player gets automatic |
2181 | * hitback, and doesn't loose luck either. |
2177 | * hitback, and doesn't loose luck either. |
… | |
… | |
2258 | handle_newcs_player (object *op) |
2254 | handle_newcs_player (object *op) |
2259 | { |
2255 | { |
2260 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2256 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2261 | { |
2257 | { |
2262 | flee_player (op); |
2258 | flee_player (op); |
|
|
2259 | |
2263 | /* If player is still scared, that is his action for this tick */ |
2260 | /* If player is still scared, that is his action for this tick */ |
2264 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2261 | if (op->flag [FLAG_SCARED]) |
2265 | { |
2262 | { |
2266 | op->speed_left--; |
2263 | --op->speed_left; |
2267 | return 0; |
2264 | return 0; |
2268 | } |
2265 | } |
2269 | } |
2266 | } |
2270 | |
2267 | |
2271 | /* call this here - we also will call this in do_ericserver, but |
2268 | /* call this here - we also will call this in do_ericserver, but |
… | |
… | |
2273 | * called, so we recheck it here. |
2270 | * called, so we recheck it here. |
2274 | */ |
2271 | */ |
2275 | if (op->contr->ns->handle_command ()) |
2272 | if (op->contr->ns->handle_command ()) |
2276 | return 1; |
2273 | return 1; |
2277 | |
2274 | |
2278 | if (op->speed_left > 0) |
2275 | if (op->speed_left > 0.f) |
2279 | { |
2276 | { |
2280 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2277 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2281 | { |
2278 | { |
2282 | /* All move commands take 1 tick, at least for now */ |
2279 | /* All move commands take 1 tick, at least for now */ |
2283 | op->speed_left--; |
2280 | --op->speed_left; |
2284 | |
2281 | |
2285 | /* Instead of all the stuff below, let move_player take care |
2282 | /* Instead of all the stuff below, let move_player take care |
2286 | * of it. Also, some of the skill stuff is only put in |
2283 | * of it. Also, some of the skill stuff is only put in |
2287 | * there, as well as the confusion stuff. |
2284 | * there, as well as the confusion stuff. |
2288 | */ |
2285 | */ |
2289 | move_player (op, op->direction); |
2286 | move_player (op, op->direction); |
2290 | |
2287 | |
2291 | return op->speed_left > 0; |
2288 | return op->speed_left > 0.f; |
2292 | } |
2289 | } |
2293 | } |
2290 | } |
2294 | |
2291 | |
2295 | return 0; |
2292 | return 0; |
2296 | } |
2293 | } |
… | |
… | |
2926 | object *force; |
2923 | object *force; |
2927 | int at; |
2924 | int at; |
2928 | |
2925 | |
2929 | force = get_archetype (FORCE_NAME); |
2926 | force = get_archetype (FORCE_NAME); |
2930 | /* 50 ticks should be enough time for the spell to abate */ |
2927 | /* 50 ticks should be enough time for the spell to abate */ |
2931 | force->speed = 0.1; |
2928 | force->speed = 0.1f; |
2932 | force->speed_left = -5.0; |
2929 | force->speed_left = -5.f; |
2933 | SET_FLAG (force, FLAG_APPLIED); |
2930 | SET_FLAG (force, FLAG_APPLIED); |
2934 | for (at = 0; at < NROFATTACKS; at++) |
2931 | for (at = 0; at < NROFATTACKS; at++) |
2935 | if (will_kill_again & (1 << at)) |
2932 | if (will_kill_again & (1 << at)) |
2936 | force->resist[at] = 100; |
2933 | force->resist[at] = 100; |
2937 | |
2934 | |