1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game |
3 | |
3 | * |
|
|
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * This program is free software; you can redistribute it and/or modify |
8 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | |
21 | * |
21 | 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> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #include <global.h> |
25 | #include <global.h> |
25 | #include <pwd.h> |
|
|
26 | #include <sproto.h> |
26 | #include <sproto.h> |
27 | #include <sounds.h> |
27 | #include <sounds.h> |
28 | #include <living.h> |
28 | #include <living.h> |
29 | #include <object.h> |
29 | #include <object.h> |
30 | #include <spells.h> |
30 | #include <spells.h> |
31 | #include <skills.h> |
31 | #include <skills.h> |
32 | |
32 | |
33 | #include <algorithm> |
33 | #include <algorithm> |
34 | #include <functional> |
34 | #include <functional> |
35 | |
35 | |
36 | player * |
36 | playervec players; |
37 | find_player (const char *plname) |
|
|
38 | { |
|
|
39 | for_all_players (pl) |
|
|
40 | if (pl->ob && !strcmp (query_name (pl->ob), plname)) |
|
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41 | return pl; |
|
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42 | |
|
|
43 | return 0; |
|
|
44 | } |
|
|
45 | |
37 | |
46 | void |
38 | void |
47 | display_motd (const object *op) |
39 | display_motd (const object *op) |
48 | { |
40 | { |
49 | char buf[MAX_BUF]; |
41 | char buf[MAX_BUF]; |
… | |
… | |
123 | |
115 | |
124 | news[0] = '\0'; |
116 | news[0] = '\0'; |
125 | subject[0] = '\0'; |
117 | subject[0] = '\0'; |
126 | size = 0; |
118 | size = 0; |
127 | |
119 | |
128 | while (fgets (buf, MAX_BUF, fp) != NULL) |
120 | while (fgets (buf, MAX_BUF, fp)) |
129 | { |
121 | { |
130 | if (*buf == '#') |
122 | if (*buf == '#') |
131 | continue; |
123 | continue; |
132 | |
124 | |
133 | if (*buf == '%') |
125 | if (*buf == '%') |
134 | { /* send one news */ |
126 | { /* send one news */ |
135 | if (size > 0) |
127 | if (size > 0) |
136 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ |
128 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */ |
|
|
129 | |
137 | strcpy (subject, buf + 1); |
130 | strcpy (subject, buf + 1); |
138 | strip_endline (subject); |
131 | strip_endline (subject); |
139 | size = 0; |
132 | size = 0; |
140 | news[0] = '\0'; |
133 | news[0] = '\0'; |
141 | } |
134 | } |
… | |
… | |
150 | size += strlen (buf); |
143 | size += strlen (buf); |
151 | } |
144 | } |
152 | } |
145 | } |
153 | |
146 | |
154 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
147 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
155 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); |
148 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); |
156 | close_and_delete (fp, comp); |
149 | close_and_delete (fp, comp); |
157 | } |
150 | } |
158 | |
151 | |
159 | /* This loads the first map an puts the player on it. */ |
152 | /* This loads the first map an puts the player on it. */ |
160 | static void |
153 | static void |
161 | set_first_map (object *op) |
154 | set_first_map (object *op) |
162 | { |
155 | { |
163 | strcpy (op->contr->maplevel, first_map_path); |
156 | op->contr->maplevel = first_map_path; |
164 | op->x = -1; |
157 | op->x = -1; |
165 | op->y = -1; |
158 | op->y = -1; |
|
|
159 | } |
|
|
160 | |
|
|
161 | void |
|
|
162 | player::enter_map () |
|
|
163 | { |
|
|
164 | object *tmp = object::create (); |
|
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165 | |
|
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166 | EXIT_PATH (tmp) = maplevel; |
|
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167 | EXIT_X (tmp) = ob->x; |
|
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168 | EXIT_Y (tmp) = ob->y; |
166 | enter_exit (op, 0); |
169 | ob->enter_exit (tmp); |
|
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170 | |
|
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171 | tmp->destroy (); |
|
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172 | } |
|
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173 | |
|
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174 | void |
|
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175 | player::activate () |
|
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176 | { |
|
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177 | if (active) |
|
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178 | return; |
|
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179 | |
|
|
180 | players.insert (this); |
|
|
181 | ob->remove (); |
|
|
182 | ob->map = 0; |
|
|
183 | ob->activate_recursive (); |
|
|
184 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
|
|
185 | add_friendly_object (ob); |
|
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186 | enter_map (); |
|
|
187 | } |
|
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188 | |
|
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189 | void |
|
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190 | player::deactivate () |
|
|
191 | { |
|
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192 | if (!active) |
|
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193 | return; |
|
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194 | |
|
|
195 | terminate_all_pets (ob); |
|
|
196 | remove_friendly_object (ob); |
|
|
197 | ob->deactivate_recursive (); |
|
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198 | |
|
|
199 | if (ob->map) |
|
|
200 | maplevel = ob->map->path; |
|
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201 | |
|
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202 | ob->remove (); |
|
|
203 | ob->map = 0; |
|
|
204 | party = 0; |
|
|
205 | |
|
|
206 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
|
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207 | |
|
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208 | players.erase (this); |
167 | } |
209 | } |
168 | |
210 | |
169 | // connect the player with a specific client |
211 | // connect the player with a specific client |
170 | // also changed, rationalises, and fixes some incorrect settings |
212 | // also changes, rationalises, and fixes some incorrect settings |
171 | void |
213 | void |
172 | player::connect (client *ns) |
214 | player::connect (client *ns) |
173 | { |
215 | { |
174 | this->ns = ns; |
216 | this->ns = ns; |
175 | ns->pl = this; |
217 | ns->pl = this; |
176 | |
218 | |
177 | next = first_player; |
219 | run_on = 0; |
178 | first_player = this; |
220 | fire_on = 0; |
|
|
221 | ob->close_container (); //TODO: client-specific |
179 | |
222 | |
180 | ns->update_look = 0; |
223 | ns->update_look = 0; |
181 | ns->look_position = 0; |
224 | ns->look_position = 0; |
182 | |
225 | |
183 | clear_los (ob); |
226 | clear_los (ob); |
|
|
227 | |
|
|
228 | ns->reset_stats (); |
184 | |
229 | |
185 | /* make sure he's a player -- needed because of class change. */ |
230 | /* make sure he's a player -- needed because of class change. */ |
186 | ob->type = PLAYER; // we are paranoid |
231 | ob->type = PLAYER; // we are paranoid |
187 | ob->race = ob->arch->clone.race; |
232 | ob->race = ob->arch->clone.race; |
188 | |
233 | |
189 | if (!legal_range (ob, shoottype)) |
|
|
190 | shoottype = range_none; |
|
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191 | |
|
|
192 | ob->carrying = sum_weight (ob); |
234 | ob->carrying = sum_weight (ob); |
193 | link_player_skills (ob); |
235 | link_player_skills (ob); |
194 | |
236 | |
195 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
237 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
196 | ob->set_speed (ob->speed); |
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197 | |
238 | |
198 | assign (title, ob->arch->clone.name); |
239 | assign (title, ob->arch->clone.name); |
199 | |
|
|
200 | /* can_use_shield is a new flag. However, the can_use.. seems to largely come |
|
|
201 | * from the class, and not race. I don't see any way to get the class information |
|
|
202 | * to then update this. I don't think this will actually break anything - anyone |
|
|
203 | * that can use armour should be able to use a shield. What this may 'break' |
|
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204 | * are features new characters get, eg, if someone starts up with a Q, they |
|
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205 | * should be able to use a shield. However, old Q's won't get that advantage. |
|
|
206 | */ |
|
|
207 | if (QUERY_FLAG (ob, FLAG_USE_ARMOUR)) |
|
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208 | SET_FLAG (ob, FLAG_USE_SHIELD); |
|
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209 | |
240 | |
210 | /* if it's a dragon player, set the correct title here */ |
241 | /* if it's a dragon player, set the correct title here */ |
211 | if (is_dragon_pl (ob)) |
242 | if (is_dragon_pl (ob)) |
212 | { |
243 | { |
213 | object *tmp, *abil = 0, *skin = 0; |
244 | object *tmp, *abil = 0, *skin = 0; |
… | |
… | |
223 | skin = tmp; |
254 | skin = tmp; |
224 | |
255 | |
225 | set_dragon_name (ob, abil, skin); |
256 | set_dragon_name (ob, abil, skin); |
226 | } |
257 | } |
227 | |
258 | |
228 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
|
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229 | add_friendly_object (ob); |
|
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230 | |
|
|
231 | LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host); |
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232 | |
|
|
233 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
259 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
234 | new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name); |
|
|
235 | |
260 | |
236 | esrv_new_player (this, ob->weight + ob->carrying); |
261 | esrv_new_player (this, ob->weight + ob->carrying); |
|
|
262 | |
|
|
263 | for (object *op = ob->inv; op; op = op->below) |
|
|
264 | if (op->flag [FLAG_APPLIED]) |
|
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265 | switch (op->type) |
|
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266 | { |
|
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267 | case WAND: |
|
|
268 | case ROD: |
|
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269 | case HORN: |
|
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270 | case BOW: |
|
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271 | case SKILL: |
|
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272 | case SKILL_TOOL: |
|
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273 | case WEAPON: |
|
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274 | apply_special (ob, op, AP_UNAPPLY); |
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275 | apply_special (ob, op, AP_APPLY); |
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276 | break; |
|
|
277 | } |
237 | |
278 | |
238 | ob->update_stats (); |
279 | ob->update_stats (); |
239 | ns->floorbox_update (); |
280 | ns->floorbox_update (); |
240 | |
281 | |
241 | esrv_send_inventory (ob, ob); |
282 | esrv_send_inventory (ob, ob); |
242 | esrv_add_spells (this, 0); |
283 | esrv_add_spells (this, 0); |
243 | |
284 | |
244 | enter_exit (ob, 0); |
285 | activate (); |
245 | |
286 | |
246 | send_rules (ob); |
287 | send_rules (ob); |
247 | send_news (ob); |
288 | send_news (ob); |
248 | display_motd (ob); |
289 | display_motd (ob); |
|
|
290 | |
|
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291 | INVOKE_PLAYER (CONNECT, this); |
249 | INVOKE_PLAYER (LOGIN, this); |
292 | INVOKE_PLAYER (LOGIN, this); |
250 | } |
293 | } |
251 | |
294 | |
252 | void |
295 | void |
253 | player::disconnect () |
296 | player::disconnect () |
254 | { |
297 | { |
255 | //TODO: don't be so harsh and destroy :) |
|
|
256 | if (ns) |
298 | if (ns) |
257 | destroy (); |
299 | { |
|
|
300 | if (active) |
|
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301 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
|
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302 | |
|
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303 | INVOKE_PLAYER (DISCONNECT, this); |
|
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304 | |
|
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305 | ns->reset_stats (); |
|
|
306 | ns->pl = 0; |
|
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307 | ns = 0; |
|
|
308 | } |
|
|
309 | |
|
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310 | if (ob) |
|
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311 | ob->close_container (); //TODO: client-specific |
|
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312 | |
|
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313 | deactivate (); |
258 | } |
314 | } |
259 | |
315 | |
260 | // the need for this function can be explained |
316 | // the need for this function can be explained |
261 | // by load_object not returning the object |
317 | // by load_object not returning the object |
262 | void |
318 | void |
263 | player::set_object (object *op) |
319 | player::set_object (object *op) |
264 | { |
320 | { |
265 | ob = op; |
321 | ob = op; |
266 | ob->contr = this; /* this aren't yet in archetype */ |
322 | ob->contr = this; /* this aren't yet in archetype */ |
267 | |
323 | |
268 | ob->speed_left = 0.5; |
324 | ob->speed_left = 0.5f; |
269 | ob->speed = 1.0; |
325 | ob->speed = 1.0f; |
270 | ob->direction = 5; /* So player faces south */ |
326 | ob->direction = 5; /* So player faces south */ |
271 | ob->stats.wc = 2; |
|
|
272 | ob->run_away = 25; /* Then we panick... */ |
|
|
273 | |
|
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274 | set_first_map (ob); |
|
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275 | |
|
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276 | ob->roll_stats (); |
|
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277 | } |
327 | } |
278 | |
328 | |
279 | player::player () |
329 | player::player () |
280 | { |
330 | { |
281 | /* There are some elements we want initialized to non zero value - |
331 | /* There are some elements we want initialised to non zero value - |
282 | * we deal with that below this point. |
332 | * we deal with that below this point. |
283 | */ |
333 | */ |
284 | outputs_sync = 16; /* Every 2 seconds */ |
334 | outputs_sync = 4; |
285 | outputs_count = 8; /* Keeps present behaviour */ |
335 | outputs_count = 4; |
286 | unapply = unapply_nochoice; |
336 | unapply = unapply_nochoice; |
287 | |
337 | |
288 | assign (savebed_map, first_map_path); /* Init. respawn position */ |
338 | savebed_map = first_map_path; /* Init. respawn position */ |
289 | |
339 | |
290 | gen_sp_armour = 10; |
340 | gen_sp_armour = 10; |
291 | last_speed = -1; |
|
|
292 | shoottype = range_none; |
|
|
293 | bowtype = bow_normal; |
341 | bowtype = bow_normal; |
294 | petmode = pet_normal; |
342 | petmode = pet_normal; |
295 | listening = 10; |
343 | listening = 10; |
296 | usekeys = containers; |
344 | usekeys = containers; |
297 | last_weapon_sp = -1; |
|
|
298 | peaceful = 1; /* default peaceful */ |
345 | peaceful = 1; /* default peaceful */ |
299 | do_los = 1; |
346 | do_los = 1; |
300 | |
|
|
301 | /* we need to clear these to -1 and not zero - otherwise, |
|
|
302 | * if a player quits and starts a new character, we wont |
|
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303 | * send new values to the client, as things like exp start |
|
|
304 | * at zero. |
|
|
305 | */ |
|
|
306 | for (int i = 0; i < NUM_SKILLS; i++) |
|
|
307 | last_skill_exp[i] = -1; |
|
|
308 | |
|
|
309 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
310 | last_resist[i] = -1; |
|
|
311 | |
|
|
312 | last_stats.exp = -1; |
|
|
313 | last_weight = (uint32) - 1; |
|
|
314 | } |
347 | } |
315 | |
348 | |
316 | void |
349 | void |
317 | player::do_destroy () |
350 | player::do_destroy () |
318 | { |
351 | { |
|
|
352 | disconnect (); |
|
|
353 | |
319 | attachable::do_destroy (); |
354 | attachable::do_destroy (); |
320 | |
355 | |
321 | save (false); |
|
|
322 | enable_save = false; |
|
|
323 | |
|
|
324 | disconnect (); |
|
|
325 | |
|
|
326 | terminate_all_pets (ob); |
|
|
327 | |
|
|
328 | if (first_player != this) |
|
|
329 | { |
|
|
330 | player *prev = first_player; |
|
|
331 | |
|
|
332 | while (prev && prev->next && prev->next != this) |
|
|
333 | prev = prev->next; |
|
|
334 | |
|
|
335 | if (prev->next != this) |
|
|
336 | { |
|
|
337 | LOG (llevError, "Free_player: Can't find previous player.\n"); |
|
|
338 | abort (); |
|
|
339 | } |
|
|
340 | |
|
|
341 | prev->next = next; |
|
|
342 | } |
|
|
343 | else |
|
|
344 | first_player = next; |
|
|
345 | |
|
|
346 | if (ob) |
356 | if (ob) |
|
|
357 | { |
|
|
358 | ob->destroy_inv (false); |
347 | ob->destroy (); |
359 | ob->destroy (); |
348 | |
|
|
349 | if (ns) |
|
|
350 | { |
|
|
351 | client *ns = this->ns; |
|
|
352 | ns->send_packet ("goodbye"); |
|
|
353 | ns->flush (); |
|
|
354 | ns->pl = 0; |
|
|
355 | this->ns = 0; |
|
|
356 | ns->destroy (); |
|
|
357 | } |
360 | } |
358 | } |
361 | } |
359 | |
362 | |
360 | player::~player () |
363 | player::~player () |
361 | { |
364 | { |
… | |
… | |
371 | player::create () |
374 | player::create () |
372 | { |
375 | { |
373 | player *pl = new player; |
376 | player *pl = new player; |
374 | |
377 | |
375 | pl->set_object (arch_to_object (get_player_archetype (0))); |
378 | pl->set_object (arch_to_object (get_player_archetype (0))); |
|
|
379 | |
|
|
380 | pl->ob->roll_stats (); |
|
|
381 | pl->ob->stats.wc = 2; |
|
|
382 | pl->ob->run_away = 25; /* Then we panick... */ |
|
|
383 | |
|
|
384 | set_first_map (pl->ob); |
376 | |
385 | |
377 | return pl; |
386 | return pl; |
378 | } |
387 | } |
379 | |
388 | |
380 | /* |
389 | /* |
… | |
… | |
411 | object *op = NULL; |
420 | object *op = NULL; |
412 | objectlink *ol; |
421 | objectlink *ol; |
413 | unsigned lastdist; |
422 | unsigned lastdist; |
414 | rv_vector rv; |
423 | rv_vector rv; |
415 | |
424 | |
416 | for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) |
425 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
417 | { |
426 | { |
418 | /* We should not find free objects on this friendly list, but it |
427 | /* We should not find free objects on this friendly list, but it |
419 | * does periodically happen. Given that, lets deal with it. |
428 | * does periodically happen. Given that, lets deal with it. |
420 | * While unlikely, it is possible the next object on the friendly |
429 | * While unlikely, it is possible the next object on the friendly |
421 | * list is also free, so encapsulate this in a while loop. |
430 | * list is also free, so encapsulate this in a while loop. |
… | |
… | |
425 | object *tmp = ol->ob; |
434 | object *tmp = ol->ob; |
426 | |
435 | |
427 | /* Can't do much more other than log the fact, because the object |
436 | /* Can't do much more other than log the fact, because the object |
428 | * itself will have been cleared. |
437 | * itself will have been cleared. |
429 | */ |
438 | */ |
430 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); |
439 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n", |
|
|
440 | tmp->debug_desc ()); |
431 | ol = ol->next; |
441 | ol = ol->next; |
432 | remove_friendly_object (tmp); |
442 | remove_friendly_object (tmp); |
433 | if (!ol) |
443 | if (!ol) |
434 | return op; |
444 | return op; |
435 | } |
445 | } |
… | |
… | |
524 | x = mon->x; |
534 | x = mon->x; |
525 | y = mon->y; |
535 | y = mon->y; |
526 | m = mon->map; |
536 | m = mon->map; |
527 | dir = rv.direction; |
537 | dir = rv.direction; |
528 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
538 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
529 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
539 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
|
|
540 | |
530 | /* If we can't solve it within the search distance, return now. */ |
541 | /* If we can't solve it within the search distance, return now. */ |
531 | if (diff > max) |
542 | if (diff > max) |
532 | return 0; |
543 | return 0; |
|
|
544 | |
533 | while (diff > 1 && max > 0) |
545 | while (diff > 1 && max > 0) |
534 | { |
546 | { |
535 | lastx = x; |
547 | lastx = x; |
536 | lasty = y; |
548 | lasty = y; |
537 | lastmap = m; |
549 | lastmap = m; |
… | |
… | |
619 | max--; |
631 | max--; |
620 | lastdir = dir; |
632 | lastdir = dir; |
621 | if (!firstdir) |
633 | if (!firstdir) |
622 | firstdir = dir; |
634 | firstdir = dir; |
623 | } |
635 | } |
|
|
636 | |
624 | if (diff <= 1) |
637 | if (diff <= 1) |
625 | { |
638 | { |
626 | /* Recalculate diff (distance) because we may not have actually |
639 | /* Recalculate diff (distance) because we may not have actually |
627 | * headed toward player for entire distance. |
640 | * headed toward player for entire distance. |
628 | */ |
641 | */ |
629 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
642 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
630 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
643 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
631 | } |
644 | } |
|
|
645 | |
632 | if (diff > max) |
646 | if (diff > max) |
633 | return 0; |
647 | return 0; |
634 | } |
648 | } |
|
|
649 | |
635 | /* If we reached the max, didn't find a direction in time */ |
650 | /* If we reached the max, didn't find a direction in time */ |
636 | if (!max) |
651 | if (!max) |
637 | return 0; |
652 | return 0; |
638 | |
653 | |
639 | return firstdir; |
654 | return firstdir; |
… | |
… | |
753 | roll_stat (void) |
768 | roll_stat (void) |
754 | { |
769 | { |
755 | int a[4], i, j, k; |
770 | int a[4], i, j, k; |
756 | |
771 | |
757 | for (i = 0; i < 4; i++) |
772 | for (i = 0; i < 4; i++) |
758 | a[i] = (int) RANDOM () % 6 + 1; |
773 | a[i] = (int) rndm (6) + 1; |
759 | |
774 | |
760 | for (i = 0, j = 0, k = 7; i < 4; i++) |
775 | for (i = 0, j = 0, k = 7; i < 4; i++) |
761 | if (a[i] < k) |
776 | if (a[i] < k) |
762 | k = a[i], j = i; |
777 | k = a[i], j = i; |
763 | |
778 | |
… | |
… | |
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 | |
… | |
… | |
844 | contr->levsp[1] = 6; |
847 | contr->levsp[1] = 6; |
845 | contr->levgrace[1] = 3; |
848 | contr->levgrace[1] = 3; |
846 | |
849 | |
847 | contr->orig_stats = stats; |
850 | contr->orig_stats = stats; |
848 | } |
851 | } |
|
|
852 | } |
|
|
853 | |
|
|
854 | static void |
|
|
855 | start_info (object *op) |
|
|
856 | { |
|
|
857 | char buf[MAX_BUF]; |
|
|
858 | |
|
|
859 | sprintf (buf, "Welcome to Crossfire v%s!", VERSION); |
|
|
860 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
861 | //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help"); |
|
|
862 | //new_draw_info (NDI_UNIQUE, 0, op, " "); |
849 | } |
863 | } |
850 | |
864 | |
851 | /* This function takes the key that is passed, and does the |
865 | /* This function takes the key that is passed, and does the |
852 | * appropriate action with it (change race, or other things). |
866 | * appropriate action with it (change race, or other things). |
853 | * The function name is for historical reasons - now we have |
867 | * The function name is for historical reasons - now we have |
854 | * separate race and class; this actually changes the RACE, |
868 | * separate race and class; this actually changes the RACE, |
855 | * not the class. |
869 | * not the class. |
856 | */ |
870 | */ |
857 | int |
871 | void |
858 | key_change_class (object *op, char key) |
872 | player::chargen_race_done () |
859 | { |
873 | { |
860 | int tmp_loop; |
|
|
861 | |
|
|
862 | if (key == 'd' || key == 'D') |
|
|
863 | { |
|
|
864 | char buf[MAX_BUF]; |
|
|
865 | |
|
|
866 | /* this must before then initial items are given */ |
874 | /* this must before then initial items are given */ |
867 | esrv_new_player (op->contr, op->weight + op->carrying); |
875 | esrv_new_player (ob->contr, ob->weight + ob->carrying); |
868 | |
876 | |
869 | treasurelist *tl = find_treasurelist ("starting_wealth"); |
877 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
870 | if (tl) |
878 | if (tl) |
871 | create_treasure (tl, op, 0, 0, 0); |
879 | create_treasure (tl, ob, 0, 0, 0); |
872 | |
880 | |
873 | INVOKE_PLAYER (BIRTH, op->contr); |
881 | INVOKE_PLAYER (BIRTH, ob->contr); |
874 | INVOKE_PLAYER (LOGIN, op->contr); |
882 | INVOKE_PLAYER (LOGIN, ob->contr); |
875 | |
883 | |
876 | op->contr->ns->state = ST_PLAYING; |
884 | ob->contr->ns->state = ST_PLAYING; |
877 | |
885 | |
878 | if (op->msg) |
886 | if (ob->msg) |
879 | op->msg = NULL; |
887 | ob->msg = 0; |
880 | |
888 | |
881 | /* We create this now because some of the unique maps will need it |
889 | /* We create this now because some of the unique maps will need it |
882 | * to save here. |
890 | * to save here. |
883 | */ |
891 | */ |
|
|
892 | { |
|
|
893 | char buf[MAX_BUF]; |
884 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
894 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name); |
885 | make_path_to_file (buf); |
895 | make_path_to_file (buf); |
|
|
896 | } |
886 | |
897 | |
887 | #ifdef AUTOSAVE |
|
|
888 | op->contr->last_save_tick = pticks; |
|
|
889 | #endif |
|
|
890 | start_info (op); |
898 | start_info (ob); |
891 | CLEAR_FLAG (op, FLAG_WIZ); |
899 | CLEAR_FLAG (ob, FLAG_WIZ); |
892 | give_initial_items (op, op->randomitems); |
900 | give_initial_items (ob, ob->randomitems); |
893 | link_player_skills (op); |
901 | link_player_skills (ob); |
894 | esrv_send_inventory (op, op); |
902 | esrv_send_inventory (ob, ob); |
895 | op->update_stats (); |
903 | ob->update_stats (); |
896 | |
904 | |
897 | /* This moves the player to a different start map, if there |
905 | /* This moves the player to a different start map, if there |
898 | * is one for this race |
906 | * is one for this race |
899 | */ |
907 | */ |
900 | if (*first_map_ext_path) |
908 | if (*first_map_ext_path) |
901 | { |
909 | { |
902 | object *tmp; |
910 | object *tmp; |
903 | char mapname[MAX_BUF]; |
911 | char mapname[MAX_BUF]; |
904 | |
912 | |
905 | snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); |
913 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name); |
906 | tmp = object::create (); |
914 | tmp = object::create (); |
907 | EXIT_PATH (tmp) = mapname; |
915 | EXIT_PATH (tmp) = mapname; |
908 | EXIT_X (tmp) = op->x; |
916 | EXIT_X (tmp) = ob->x; |
909 | EXIT_Y (tmp) = op->y; |
917 | EXIT_Y (tmp) = ob->y; |
910 | enter_exit (op, tmp); /* we don't really care if it succeeded; |
918 | ob->enter_exit (tmp); /* we don't really care if it succeeded; |
911 | * if the map isn't there, then stay on the |
919 | * if the map isn't there, then stay on the |
912 | * default initial map */ |
920 | * default initial map */ |
913 | tmp->destroy (); |
921 | tmp->destroy (); |
914 | } |
922 | } |
915 | else |
923 | else |
916 | LOG (llevDebug, "first_map_ext_path not set\n"); |
924 | LOG (llevDebug, "first_map_ext_path not set\n"); |
|
|
925 | } |
917 | |
926 | |
918 | return 0; |
927 | void |
919 | } |
928 | player::chargen_race_next () |
920 | |
929 | { |
921 | /* Following actually changes the race - this is the default command |
930 | /* Following actually changes the race - this is the default command |
922 | * if we don't match with one of the options above. |
931 | * if we don't match with one of the options above. |
923 | */ |
932 | */ |
924 | |
933 | |
925 | tmp_loop = 0; |
934 | do |
926 | while (!tmp_loop) |
|
|
927 | { |
935 | { |
928 | shstr name = op->name; |
936 | shstr name = ob->name; |
929 | int x = op->x, y = op->y; |
937 | int x = ob->x, y = ob->y; |
930 | |
938 | |
931 | op->remove_statbonus (); |
939 | ob->remove_statbonus (); |
932 | op->remove (); |
940 | ob->remove (); |
933 | op->arch = get_player_archetype (op->arch); |
941 | ob->arch = get_player_archetype (ob->arch); |
934 | op->arch->clone.copy_to (op); |
942 | ob->arch->clone.copy_to (ob); |
935 | op->instantiate (); |
943 | ob->instantiate (); |
936 | op->stats = op->contr->orig_stats; |
944 | ob->stats = ob->contr->orig_stats; |
937 | op->name = op->name_pl = name; |
945 | ob->name = ob->name_pl = name; |
938 | op->x = x; |
946 | ob->x = x; |
939 | op->y = y; |
947 | ob->y = y; |
940 | SET_ANIMATION (op, 2); /* So player faces south */ |
948 | SET_ANIMATION (ob, 2); /* So player faces south */ |
941 | insert_ob_in_map (op, op->map, op, 0); |
949 | insert_ob_in_map (ob, ob->map, ob, 0); |
942 | assign (op->contr->title, op->arch->clone.name); |
950 | assign (ob->contr->title, ob->arch->clone.name); |
943 | op->add_statbonus (); |
951 | ob->add_statbonus (); |
944 | tmp_loop = allowed_class (op); |
|
|
945 | } |
952 | } |
|
|
953 | while (!allowed_class (ob)); |
946 | |
954 | |
947 | update_object (op, UP_OBJ_FACE); |
955 | update_object (ob, UP_OBJ_FACE); |
948 | esrv_update_item (UPD_FACE, op, op); |
956 | esrv_update_item (UPD_FACE, ob, ob); |
949 | op->update_stats (); |
957 | ob->update_stats (); |
950 | op->stats.hp = op->stats.maxhp; |
958 | ob->stats.hp = ob->stats.maxhp; |
951 | op->stats.sp = op->stats.maxsp; |
959 | ob->stats.sp = ob->stats.maxsp; |
952 | op->stats.grace = 0; |
960 | ob->stats.grace = 0; |
953 | |
|
|
954 | if (op->msg) |
|
|
955 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
|
|
956 | |
|
|
957 | send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); |
|
|
958 | return 0; |
|
|
959 | } |
|
|
960 | |
|
|
961 | int |
|
|
962 | key_confirm_quit (object *op, char key) |
|
|
963 | { |
|
|
964 | if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') |
|
|
965 | { |
|
|
966 | op->contr->ns->state = ST_PLAYING; |
|
|
967 | new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); |
|
|
968 | return 1; |
|
|
969 | } |
|
|
970 | |
|
|
971 | INVOKE_PLAYER (LOGOUT, op->contr); |
|
|
972 | INVOKE_PLAYER (QUIT, op->contr); |
|
|
973 | |
|
|
974 | op->contr->enable_save = false; |
|
|
975 | |
|
|
976 | terminate_all_pets (op); |
|
|
977 | leave_map (op); |
|
|
978 | op->direction = 0; |
|
|
979 | new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); |
|
|
980 | |
|
|
981 | strcpy (op->contr->killer, "quit"); |
|
|
982 | check_score (op); |
|
|
983 | op->contr->party = 0; |
|
|
984 | op->contr->own_title[0] = '\0'; |
|
|
985 | |
|
|
986 | object_ptr ob = op; |
|
|
987 | |
|
|
988 | /* We need to hunt for any per player unique maps in memory and |
|
|
989 | * get rid of them. The trailing slash in the path is intentional, |
|
|
990 | * so that players named 'Ab' won't match against players 'Abe' pathname |
|
|
991 | */ |
|
|
992 | char buf[MAX_BUF]; |
|
|
993 | sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); |
|
|
994 | |
|
|
995 | for (maptile *next, *mp = first_map; mp; mp = next) |
|
|
996 | { |
|
|
997 | next = mp->next; |
|
|
998 | |
|
|
999 | if (!strncmp (mp->path, buf, strlen (buf))) |
|
|
1000 | delete_map (mp); |
|
|
1001 | } |
|
|
1002 | |
|
|
1003 | delete_character (ob->name, 1); |
|
|
1004 | ob->contr->destroy (); |
|
|
1005 | |
|
|
1006 | return 1; |
|
|
1007 | } |
961 | } |
1008 | |
962 | |
1009 | void |
963 | void |
1010 | flee_player (object *op) |
964 | flee_player (object *op) |
1011 | { |
965 | { |
… | |
… | |
1058 | /* Cornered, get rid of scared */ |
1012 | /* Cornered, get rid of scared */ |
1059 | CLEAR_FLAG (op, FLAG_SCARED); |
1013 | CLEAR_FLAG (op, FLAG_SCARED); |
1060 | op->enemy = NULL; |
1014 | op->enemy = NULL; |
1061 | } |
1015 | } |
1062 | |
1016 | |
1063 | |
|
|
1064 | /* 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. |
1065 | * 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 |
1066 | * stop. |
1019 | * stop. |
1067 | */ |
1020 | */ |
1068 | int |
1021 | int |
1069 | check_pick (object *op) |
1022 | check_pick (object *op) |
1070 | { |
1023 | { |
1071 | object *tmp, *next; |
1024 | object *tmp, *next; |
1072 | int stop = 0; |
1025 | int stop = 0; |
1073 | int j, k, wvratio; |
1026 | int wvratio; |
1074 | char putstring[128], tmpstr[16]; |
1027 | char putstring[128]; |
1075 | |
1028 | |
1076 | /* if you're flying, you cna't pick up anything */ |
1029 | /* if you're flying, you cna't pick up anything */ |
1077 | if (op->move_type & MOVE_FLYING) |
1030 | if (op->move_type & MOVE_FLYING) |
1078 | return 1; |
1031 | return 1; |
1079 | |
1032 | |
… | |
… | |
1416 | * found object is returned. |
1369 | * found object is returned. |
1417 | */ |
1370 | */ |
1418 | object * |
1371 | object * |
1419 | find_arrow (object *op, const char *type) |
1372 | find_arrow (object *op, const char *type) |
1420 | { |
1373 | { |
1421 | object *tmp = NULL; |
1374 | object *tmp = 0; |
1422 | |
1375 | |
1423 | for (op = op->inv; op; op = op->below) |
1376 | for (op = op->inv; op; op = op->below) |
1424 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
1377 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
1425 | tmp = find_arrow (op, type); |
1378 | tmp = find_arrow (op, type); |
1426 | else if (op->type == ARROW && op->race == type) |
1379 | else if (op->type == ARROW && op->race == type) |
1427 | return op; |
1380 | return op; |
|
|
1381 | |
1428 | return tmp; |
1382 | return tmp; |
1429 | } |
1383 | } |
1430 | |
1384 | |
1431 | /* |
1385 | /* |
1432 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1386 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1433 | * against the target. A full test is not performed, simply a basic test |
1387 | * against the target. A full test is not performed, simply a basic test |
1434 | * of resistances. The archer is making a quick guess at what he sees down |
1388 | * of resistances. The archer is making a quick guess at what he sees down |
1435 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1389 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1436 | */ |
1390 | */ |
1437 | |
|
|
1438 | object * |
1391 | object * |
1439 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1392 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1440 | { |
1393 | { |
1441 | object *tmp = NULL, *arrow, *ntmp; |
1394 | object *tmp = NULL, *arrow, *ntmp; |
1442 | int attacknum, attacktype, betterby = 0, i; |
1395 | int attacknum, attacktype, betterby = 0, i; |
… | |
… | |
1508 | * find_better_arrow to find a decent arrow to use. |
1461 | * find_better_arrow to find a decent arrow to use. |
1509 | * op = the shooter |
1462 | * op = the shooter |
1510 | * type = bow->race |
1463 | * type = bow->race |
1511 | * dir = fire direction |
1464 | * dir = fire direction |
1512 | */ |
1465 | */ |
1513 | |
|
|
1514 | object * |
1466 | object * |
1515 | pick_arrow_target (object *op, const char *type, int dir) |
1467 | pick_arrow_target (object *op, const char *type, int dir) |
1516 | { |
1468 | { |
1517 | object *tmp = NULL; |
1469 | object *tmp = NULL; |
1518 | maptile *m; |
1470 | maptile *m; |
… | |
… | |
1583 | */ |
1535 | */ |
1584 | int |
1536 | int |
1585 | 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) |
1586 | { |
1538 | { |
1587 | object *left, *bow; |
1539 | object *left, *bow; |
1588 | int bowspeed, mflags; |
1540 | int mflags; |
1589 | maptile *m; |
1541 | maptile *m; |
1590 | |
1542 | |
1591 | if (!dir) |
1543 | if (!dir) |
1592 | { |
1544 | { |
1593 | 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!"); |
1594 | return 0; |
1546 | return 0; |
1595 | } |
1547 | } |
1596 | |
1548 | |
1597 | if (op->type == PLAYER) |
1549 | if (player *pl = op->contr) |
1598 | bow = op->contr->ranges[range_bow]; |
1550 | { |
|
|
1551 | bow = pl->ranged_ob; |
|
|
1552 | if (!op->change_weapon (bow)) |
|
|
1553 | return 0; |
|
|
1554 | } |
1599 | else |
1555 | else |
1600 | { |
1556 | { |
1601 | for (bow = op->inv; bow; bow = bow->below) |
1557 | for (bow = op->inv; bow; bow = bow->below) |
1602 | /* 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 |
1603 | * don't need to switch back and forth between bows and weapons. |
1559 | * don't need to switch back and forth between bows and weapons. |
… | |
… | |
1608 | if (!bow) |
1564 | if (!bow) |
1609 | { |
1565 | { |
1610 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1566 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1611 | return 0; |
1567 | return 0; |
1612 | } |
1568 | } |
|
|
1569 | |
|
|
1570 | // optimisation: move object to top so we will find it quickly again |
|
|
1571 | if (bow->below) |
|
|
1572 | { |
|
|
1573 | bow->remove (); |
|
|
1574 | op->insert (bow); |
|
|
1575 | } |
|
|
1576 | |
1613 | } |
1577 | } |
1614 | |
1578 | |
1615 | if (!bow->race || !bow->skill) |
1579 | if (!bow->race || !bow->skill) |
1616 | { |
1580 | { |
1617 | 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); |
1618 | return 0; |
1582 | return 0; |
1619 | } |
1583 | } |
1620 | |
|
|
1621 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
|
|
1622 | |
|
|
1623 | /* penalize ROF for bestarrow */ |
|
|
1624 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
|
|
1625 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
|
|
1626 | |
|
|
1627 | if (bowspeed < 1) |
|
|
1628 | bowspeed = 1; |
|
|
1629 | |
1584 | |
1630 | if (arrow == NULL) |
1585 | if (arrow == NULL) |
1631 | { |
1586 | { |
1632 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1587 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1633 | { |
1588 | { |
1634 | if (op->type == PLAYER) |
1589 | if (op->type == PLAYER) |
1635 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1590 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1636 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1591 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1637 | else |
1592 | else |
1638 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1593 | CLEAR_FLAG (op, FLAG_READY_BOW); |
|
|
1594 | |
1639 | return 0; |
1595 | return 0; |
1640 | } |
1596 | } |
1641 | } |
1597 | } |
1642 | |
1598 | |
1643 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1599 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
… | |
… | |
1665 | return 0; |
1621 | return 0; |
1666 | } |
1622 | } |
1667 | |
1623 | |
1668 | arrow->set_owner (op); |
1624 | arrow->set_owner (op); |
1669 | arrow->skill = bow->skill; |
1625 | arrow->skill = bow->skill; |
1670 | |
|
|
1671 | arrow->direction = dir; |
1626 | arrow->direction = dir; |
1672 | arrow->x = sx; |
1627 | |
1673 | arrow->y = sy; |
1628 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
|
|
1629 | arrow->stats.hp = arrow->stats.dam; |
|
|
1630 | arrow->stats.grace = arrow->attacktype; |
|
|
1631 | |
|
|
1632 | if (arrow->slaying) |
|
|
1633 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1634 | |
|
|
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); |
|
|
1652 | |
|
|
1653 | /* update the speed */ |
|
|
1654 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 |
|
|
1655 | + bow->stats.dam / 7.0; |
|
|
1656 | |
|
|
1657 | arrow->set_speed (max (arrow->speed, 2.0)); |
|
|
1658 | arrow->speed_left = 0; |
|
|
1659 | |
|
|
1660 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1674 | |
1661 | |
1675 | if (op->type == PLAYER) |
1662 | if (op->type == PLAYER) |
1676 | { |
1663 | { |
1677 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
|
|
1678 | op->update_stats (); |
|
|
1679 | } |
|
|
1680 | |
|
|
1681 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1682 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
|
|
1683 | arrow->stats.hp = arrow->stats.dam; |
|
|
1684 | arrow->stats.grace = arrow->attacktype; |
|
|
1685 | if (arrow->slaying != NULL) |
|
|
1686 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1687 | |
|
|
1688 | /* Note that this was different for monsters - they got their level |
|
|
1689 | * added to the damage. I think the strength bonus is more proper. |
|
|
1690 | */ |
|
|
1691 | |
|
|
1692 | arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic; |
|
|
1693 | |
|
|
1694 | /* update the speed */ |
|
|
1695 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
|
|
1696 | 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
|
|
1697 | |
|
|
1698 | arrow->set_speed (max (arrow->speed, 1.0)); |
|
|
1699 | arrow->speed_left = 0; |
|
|
1700 | |
|
|
1701 | if (op->type == PLAYER) |
|
|
1702 | { |
|
|
1703 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
|
|
1704 | (op->chosen_skill ? op->chosen_skill->level : op->level) - |
|
|
1705 | dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod; |
|
|
1706 | |
|
|
1707 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
1664 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
|
|
1665 | wc -= dex_bonus[op->stats.Dex]; |
|
|
1666 | |
|
|
1667 | if (!arrow->slaying) |
|
|
1668 | arrow->slaying = op->slaying; |
|
|
1669 | |
|
|
1670 | arrow->attacktype |= op->attacktype; |
1708 | } |
1671 | } |
1709 | else |
1672 | else |
1710 | { |
1673 | { |
1711 | arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; |
|
|
1712 | arrow->level = op->level; |
1674 | arrow->level = op->level; |
1713 | } |
1675 | arrow->stats.wc -= bow->magic; |
1714 | |
1676 | |
1715 | if (arrow->attacktype == AT_PHYSICAL) |
1677 | if (!arrow->slaying) |
|
|
1678 | arrow->slaying = bow->slaying; |
|
|
1679 | |
1716 | arrow->attacktype |= bow->attacktype; |
1680 | arrow->attacktype |= bow->attacktype; |
|
|
1681 | } |
1717 | |
1682 | |
1718 | if (bow->slaying) |
1683 | wc -= arrow->level; |
1719 | arrow->slaying = bow->slaying; |
1684 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
1720 | |
1685 | |
1721 | arrow->map = m; |
1686 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1722 | arrow->move_type = MOVE_FLY_LOW; |
1687 | arrow->move_type = MOVE_FLY_LOW; |
1723 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1688 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1724 | |
1689 | |
1725 | 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); |
1726 | insert_ob_in_map (arrow, m, op, 0); |
1691 | m->insert (arrow, sx, sy, op); |
1727 | |
1692 | |
1728 | if (!arrow->destroyed ()) |
1693 | if (!arrow->destroyed ()) |
1729 | move_arrow (arrow); |
1694 | move_arrow (arrow); |
1730 | |
1695 | |
1731 | if (op->type == PLAYER) |
1696 | if (op->type == PLAYER) |
… | |
… | |
1751 | { |
1716 | { |
1752 | int ret = 0, wcmod = 0; |
1717 | int ret = 0, wcmod = 0; |
1753 | |
1718 | |
1754 | if (op->contr->bowtype == bow_bestarrow) |
1719 | if (op->contr->bowtype == bow_bestarrow) |
1755 | { |
1720 | { |
1756 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); |
1721 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1757 | } |
1722 | } |
1758 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1723 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1759 | { |
1724 | { |
1760 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1725 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1761 | wcmod = -1; |
1726 | wcmod = -1; |
|
|
1727 | |
1762 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1728 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1763 | } |
1729 | } |
1764 | else if (op->contr->bowtype == bow_threewide) |
1730 | else if (op->contr->bowtype == bow_threewide) |
1765 | { |
1731 | { |
1766 | 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); |
… | |
… | |
1770 | else if (op->contr->bowtype == bow_spreadshot) |
1736 | else if (op->contr->bowtype == bow_spreadshot) |
1771 | { |
1737 | { |
1772 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1738 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1773 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1739 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1774 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1740 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1775 | |
|
|
1776 | } |
1741 | } |
1777 | else |
1742 | else |
1778 | { |
1743 | { |
1779 | /* Simple case */ |
1744 | /* Simple case */ |
1780 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1745 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1781 | } |
1746 | } |
|
|
1747 | |
1782 | return ret; |
1748 | return ret; |
1783 | } |
1749 | } |
1784 | |
1750 | |
1785 | |
1751 | |
1786 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1752 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1787 | * Broken apart from 'fire' to keep it more readable. |
1753 | * Broken apart from 'fire' to keep it more readable. |
1788 | */ |
1754 | */ |
1789 | void |
1755 | void |
1790 | fire_misc_object (object *op, int dir) |
1756 | fire_misc_object (object *op, int dir) |
1791 | { |
1757 | { |
1792 | object *item; |
1758 | object *item = op->contr->ranged_ob; |
1793 | |
1759 | |
1794 | if (!op->contr->ranges[range_misc]) |
1760 | if (!item) |
1795 | { |
1761 | { |
1796 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1762 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1797 | return; |
1763 | return; |
1798 | } |
1764 | } |
1799 | |
1765 | |
1800 | item = op->contr->ranges[range_misc]; |
|
|
1801 | if (!item->inv) |
1766 | if (!item->inv) |
1802 | { |
1767 | { |
1803 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1768 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1804 | return; |
1769 | return; |
1805 | } |
1770 | } |
|
|
1771 | |
|
|
1772 | if (!op->change_weapon (item)) |
|
|
1773 | return; |
|
|
1774 | |
1806 | if (item->type == WAND) |
1775 | if (item->type == WAND) |
1807 | { |
1776 | { |
1808 | if (item->stats.food <= 0) |
1777 | if (item->stats.food <= 0) |
1809 | { |
1778 | { |
1810 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1779 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1811 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
1780 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
|
|
1781 | |
1812 | return; |
1782 | return; |
1813 | } |
1783 | } |
1814 | } |
1784 | } |
1815 | else if (item->type == ROD || item->type == HORN) |
1785 | else if (item->type == ROD || item->type == HORN) |
1816 | { |
1786 | { |
1817 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1787 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1818 | { |
1788 | { |
1819 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1789 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
|
|
1790 | |
1820 | if (item->type == ROD) |
1791 | if (item->type == ROD) |
1821 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1792 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1822 | else |
1793 | else |
1823 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
1794 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
|
|
1795 | |
1824 | return; |
1796 | return; |
1825 | } |
1797 | } |
1826 | } |
1798 | } |
1827 | |
1799 | |
1828 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1800 | if (cast_spell (op, item, dir, item->inv, NULL)) |
… | |
… | |
1859 | |
1831 | |
1860 | /* check for loss of invisiblity/hide */ |
1832 | /* check for loss of invisiblity/hide */ |
1861 | if (action_makes_visible (op)) |
1833 | if (action_makes_visible (op)) |
1862 | make_visible (op); |
1834 | make_visible (op); |
1863 | |
1835 | |
1864 | switch (op->contr->shoottype) |
1836 | player *pl = op->contr; |
|
|
1837 | |
|
|
1838 | if (pl->golem) |
1865 | { |
1839 | { |
1866 | case range_none: |
1840 | control_golem (op->contr->golem, dir); |
1867 | return; |
1841 | return; |
|
|
1842 | } |
1868 | |
1843 | |
1869 | case range_bow: |
1844 | object *ob = pl->ranged_ob; |
|
|
1845 | |
|
|
1846 | if (!ob) |
|
|
1847 | return; |
|
|
1848 | |
|
|
1849 | switch (ob->type) |
|
|
1850 | { |
|
|
1851 | case BOW: |
1870 | player_fire_bow (op, dir); |
1852 | player_fire_bow (op, dir); |
1871 | return; |
1853 | break; |
1872 | |
1854 | |
1873 | case range_magic: /* Casting spells */ |
1855 | case SPELL: |
1874 | spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); |
1856 | spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); |
1875 | return; |
1857 | break; |
1876 | |
1858 | |
1877 | case range_misc: |
1859 | case BUILDER: |
|
|
1860 | apply_map_builder (op, dir); |
|
|
1861 | break; |
|
|
1862 | |
|
|
1863 | case SKILL: |
|
|
1864 | case SKILL_TOOL: |
|
|
1865 | do_skill (op, op, ob, dir, 0); |
|
|
1866 | break; |
|
|
1867 | |
|
|
1868 | default: |
1878 | fire_misc_object (op, dir); |
1869 | fire_misc_object (op, dir); |
1879 | return; |
1870 | break; |
1880 | |
|
|
1881 | case range_golem: /* Control summoned monsters from scrolls */ |
|
|
1882 | if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
1883 | { |
|
|
1884 | op->contr->ranges[range_golem] = 0; |
|
|
1885 | op->contr->shoottype = range_none; |
|
|
1886 | } |
|
|
1887 | else |
|
|
1888 | control_golem (op->contr->ranges[range_golem], dir); |
|
|
1889 | return; |
|
|
1890 | |
|
|
1891 | case range_skill: |
|
|
1892 | if (!op->chosen_skill) |
|
|
1893 | { |
|
|
1894 | if (op->type == PLAYER) |
|
|
1895 | new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
|
|
1896 | return; |
|
|
1897 | } |
|
|
1898 | (void) do_skill (op, op, op->chosen_skill, dir, NULL); |
|
|
1899 | return; |
|
|
1900 | case range_builder: |
|
|
1901 | apply_map_builder (op, dir); |
|
|
1902 | return; |
|
|
1903 | default: |
|
|
1904 | new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); |
|
|
1905 | return; |
|
|
1906 | } |
1871 | } |
1907 | } |
1872 | } |
1908 | |
|
|
1909 | |
|
|
1910 | |
1873 | |
1911 | /* find_key |
1874 | /* find_key |
1912 | * We try to find a key for the door as passed. If we find a key |
1875 | * We try to find a key for the door as passed. If we find a key |
1913 | * and successfully use it, we return the key, otherwise NULL |
1876 | * and successfully use it, we return the key, otherwise NULL |
1914 | * This function merges both normal and locked door, since the logic |
1877 | * This function merges both normal and locked door, since the logic |
… | |
… | |
1916 | * pl is the player, |
1879 | * pl is the player, |
1917 | * inv is the objects inventory to searched |
1880 | * inv is the objects inventory to searched |
1918 | * door is the door we are trying to match against. |
1881 | * door is the door we are trying to match against. |
1919 | * This function can be called recursively to search containers. |
1882 | * This function can be called recursively to search containers. |
1920 | */ |
1883 | */ |
1921 | |
|
|
1922 | object * |
1884 | object * |
1923 | find_key (object *pl, object *container, object *door) |
1885 | find_key (object *pl, object *container, object *door) |
1924 | { |
1886 | { |
1925 | object *tmp, *key; |
1887 | object *tmp, *key; |
1926 | |
1888 | |
1927 | /* Should not happen, but sanity checking is never bad */ |
1889 | /* Should not happen, but sanity checking is never bad */ |
1928 | if (container->inv == NULL) |
1890 | if (!container->inv) |
1929 | return NULL; |
1891 | return 0; |
1930 | |
1892 | |
1931 | /* First, lets try to find a key in the top level inventory */ |
1893 | /* First, lets try to find a key in the top level inventory */ |
1932 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1894 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1933 | { |
1895 | { |
1934 | if (door->type == DOOR && tmp->type == KEY) |
1896 | if (door->type == DOOR && tmp->type == KEY) |
1935 | break; |
1897 | break; |
1936 | /* For sanity, we should really check door type, but other stuff |
1898 | /* For sanity, we should really check door type, but other stuff |
1937 | * (like containers) can be locked with special keys |
1899 | * (like containers) can be locked with special keys |
1938 | */ |
1900 | */ |
1939 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1901 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1940 | break; |
1902 | break; |
1941 | } |
1903 | } |
|
|
1904 | |
1942 | /* No key found - lets search inventories now */ |
1905 | /* No key found - lets search inventories now */ |
1943 | /* If we find and use a key in an inventory, return at that time. |
1906 | /* If we find and use a key in an inventory, return at that time. |
1944 | * otherwise, if we search all the inventories and still don't find |
1907 | * otherwise, if we search all the inventories and still don't find |
1945 | * a key, return |
1908 | * a key, return |
1946 | */ |
1909 | */ |
1947 | if (!tmp) |
1910 | if (!tmp) |
1948 | { |
1911 | { |
1949 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1912 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1950 | { |
1913 | { |
1951 | /* No reason to search empty containers */ |
1914 | /* No reason to search empty containers */ |
1952 | if (tmp->type == CONTAINER && tmp->inv) |
1915 | if (tmp->type == CONTAINER && tmp->inv) |
1953 | { |
1916 | { |
1954 | if ((key = find_key (pl, tmp, door)) != NULL) |
1917 | if ((key = find_key (pl, tmp, door))) |
1955 | return key; |
1918 | return key; |
1956 | } |
1919 | } |
1957 | } |
1920 | } |
|
|
1921 | |
1958 | if (!tmp) |
1922 | if (!tmp) |
1959 | return NULL; |
1923 | return NULL; |
1960 | } |
1924 | } |
|
|
1925 | |
1961 | /* We get down here if we have found a key. Now if its in a container, |
1926 | /* We get down here if we have found a key. Now if its in a container, |
1962 | * see if we actually want to use it |
1927 | * see if we actually want to use it |
1963 | */ |
1928 | */ |
1964 | if (pl != container) |
1929 | if (pl != container) |
1965 | { |
1930 | { |
… | |
… | |
1986 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1951 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1987 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1952 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1988 | return NULL; |
1953 | return NULL; |
1989 | } |
1954 | } |
1990 | } |
1955 | } |
|
|
1956 | |
1991 | return tmp; |
1957 | return tmp; |
1992 | } |
1958 | } |
1993 | |
1959 | |
1994 | /* moved door processing out of move_player_attack. |
1960 | /* moved door processing out of move_player_attack. |
1995 | * returns 1 if player has opened the door with a key |
1961 | * returns 1 if player has opened the door with a key |
… | |
… | |
2009 | if (key) |
1975 | if (key) |
2010 | { |
1976 | { |
2011 | object *container = key->env; |
1977 | object *container = key->env; |
2012 | |
1978 | |
2013 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
1979 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
|
|
1980 | |
2014 | if (action_makes_visible (op)) |
1981 | if (action_makes_visible (op)) |
2015 | make_visible (op); |
1982 | make_visible (op); |
|
|
1983 | |
2016 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1984 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
2017 | spring_trap (door->inv, op); |
1985 | spring_trap (door->inv, op); |
|
|
1986 | |
2018 | if (door->type == DOOR) |
1987 | if (door->type == DOOR) |
2019 | { |
|
|
2020 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1988 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
2021 | } |
|
|
2022 | else if (door->type == LOCKED_DOOR) |
1989 | else if (door->type == LOCKED_DOOR) |
2023 | { |
1990 | { |
2024 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
1991 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
2025 | remove_door2 (door); /* remove door without violence ;-) */ |
1992 | remove_door2 (door); /* remove door without violence ;-) */ |
2026 | } |
1993 | } |
|
|
1994 | |
2027 | /* Do this after we print the message */ |
1995 | /* Do this after we print the message */ |
2028 | decrease_ob (key); /* Use up one of the keys */ |
1996 | decrease_ob (key); /* Use up one of the keys */ |
2029 | /* Need to update the weight the container the key was in */ |
1997 | /* Need to update the weight the container the key was in */ |
2030 | if (container != op) |
1998 | if (container != op) |
2031 | esrv_update_item (UPD_WEIGHT, op, container); |
1999 | esrv_update_item (UPD_WEIGHT, op, container); |
|
|
2000 | |
2032 | return 1; /* Nothing more to do below */ |
2001 | return 1; /* Nothing more to do below */ |
2033 | } |
2002 | } |
2034 | else if (door->type == LOCKED_DOOR) |
2003 | else if (door->type == LOCKED_DOOR) |
2035 | { |
2004 | { |
2036 | /* Might as well return now - no other way to open this */ |
2005 | /* Might as well return now - no other way to open this */ |
2037 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
2006 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
2038 | return 1; |
2007 | return 1; |
2039 | } |
2008 | } |
|
|
2009 | |
2040 | return 0; |
2010 | return 0; |
2041 | } |
2011 | } |
2042 | |
2012 | |
2043 | /* This function is just part of a breakup from move_player. |
2013 | /* This function is just part of a breakup from move_player. |
2044 | * It should keep the code cleaner. |
2014 | * It should keep the code cleaner. |
… | |
… | |
2048 | */ |
2018 | */ |
2049 | void |
2019 | void |
2050 | move_player_attack (object *op, int dir) |
2020 | move_player_attack (object *op, int dir) |
2051 | { |
2021 | { |
2052 | object *tmp, *mon; |
2022 | object *tmp, *mon; |
2053 | sint16 nx, ny; |
|
|
2054 | int on_battleground; |
2023 | int on_battleground; |
2055 | maptile *m; |
2024 | maptile *m; |
2056 | |
2025 | |
2057 | nx = freearr_x[dir] + op->x; |
2026 | sint16 nx = freearr_x[dir] + op->x; |
2058 | ny = freearr_y[dir] + op->y; |
2027 | sint16 ny = freearr_y[dir] + op->y; |
2059 | |
2028 | |
2060 | on_battleground = op_on_battleground (op, 0, 0); |
2029 | on_battleground = op_on_battleground (op, 0, 0); |
2061 | |
2030 | |
2062 | /* If braced, or can't move to the square, and it is not out of the |
2031 | /* If braced, or can't move to the square, and it is not out of the |
2063 | * map, attack it. Note order of if statement is important - don't |
2032 | * map, attack it. Note order of if statement is important - don't |
… | |
… | |
2070 | */ |
2039 | */ |
2071 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
2040 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
2072 | { |
2041 | { |
2073 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
2042 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
2074 | { |
2043 | { |
2075 | m = get_map_from_coord (op->map, &nx, &ny); |
2044 | m = op->map->xy_find (nx, ny); |
2076 | if (!m) |
2045 | if (!m) |
2077 | return; /* Don't think this should happen */ |
2046 | return; /* Don't think this should happen */ |
2078 | } |
2047 | } |
2079 | else |
2048 | else |
2080 | m = op->map; |
2049 | m = op->map; |
2081 | |
2050 | |
2082 | if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) |
2051 | if (!(tmp = m->at (nx, ny).bot)) |
2083 | { |
|
|
2084 | /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */ |
|
|
2085 | return; |
2052 | return; |
2086 | } |
|
|
2087 | |
2053 | |
2088 | mon = 0; |
2054 | mon = 0; |
2089 | /* Go through all the objects, and find ones of interest. Only stop if |
2055 | /* Go through all the objects, and find ones of interest. Only stop if |
2090 | * we find a monster - that is something we know we want to attack. |
2056 | * we find a monster - that is something we know we want to attack. |
2091 | * if its a door or barrel (can roll) see if there may be monsters |
2057 | * if its a door or barrel (can roll) see if there may be monsters |
… | |
… | |
2144 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2110 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2145 | { |
2111 | { |
2146 | /* If we're braced, we don't want to switch places with it */ |
2112 | /* If we're braced, we don't want to switch places with it */ |
2147 | if (op->contr->braced) |
2113 | if (op->contr->braced) |
2148 | return; |
2114 | return; |
|
|
2115 | |
2149 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2116 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2150 | (void) push_ob (mon, dir, op); |
2117 | push_ob (mon, dir, op); |
2151 | if (op->contr->tmp_invis || op->hide) |
2118 | if (op->contr->tmp_invis || op->hide) |
2152 | make_visible (op); |
2119 | make_visible (op); |
|
|
2120 | |
2153 | return; |
2121 | return; |
2154 | } |
2122 | } |
2155 | |
2123 | |
2156 | /* in certain circumstances, you shouldn't attack friendly |
2124 | /* in certain circumstances, you shouldn't attack friendly |
2157 | * creatures. Note that if you are braced, you can't push |
2125 | * creatures. Note that if you are braced, you can't push |
… | |
… | |
2171 | !on_battleground)) |
2139 | !on_battleground)) |
2172 | { |
2140 | { |
2173 | if (!op->contr->braced) |
2141 | if (!op->contr->braced) |
2174 | { |
2142 | { |
2175 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2143 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2176 | (void) push_ob (mon, dir, op); |
2144 | push_ob (mon, dir, op); |
2177 | } |
2145 | } |
2178 | else |
2146 | else |
2179 | new_draw_info (0, 0, op, "You withhold your attack"); |
2147 | new_draw_info (0, 0, op, "You withhold your attack"); |
2180 | |
2148 | |
2181 | if (op->contr->tmp_invis || op->hide) |
2149 | if (op->contr->tmp_invis || op->hide) |
… | |
… | |
2196 | * Way it works is like this: First, it must have some hit points |
2164 | * Way it works is like this: First, it must have some hit points |
2197 | * and be living. Then, it must be one of the following: |
2165 | * and be living. Then, it must be one of the following: |
2198 | * 1) Not a player, 2) A player, but of a different party. Note |
2166 | * 1) Not a player, 2) A player, but of a different party. Note |
2199 | * 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. |
2200 | */ |
2168 | */ |
2201 | |
|
|
2202 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2169 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2203 | ((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))) |
2204 | { |
2171 | { |
2205 | |
|
|
2206 | /* If the player hasn't hit something this tick, and does |
|
|
2207 | * so, give them speed boost based on weapon speed. Doing |
|
|
2208 | * it here is better than process_players2, which basically |
|
|
2209 | * incurred a 1 tick offset. |
|
|
2210 | */ |
|
|
2211 | if (!op->contr->has_hit) |
2172 | op->contr->has_hit = 1; |
2212 | { |
|
|
2213 | op->speed_left += op->speed / op->contr->weapon_sp; |
|
|
2214 | |
|
|
2215 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
|
|
2216 | } |
|
|
2217 | |
2173 | |
2218 | skill_attack (mon, op, 0, 0, 0); |
2174 | skill_attack (mon, op, 0, 0, 0); |
2219 | |
2175 | |
2220 | /* If attacking another player, that player gets automatic |
2176 | /* If attacking another player, that player gets automatic |
2221 | * hitback, and doesn't loose luck either. |
2177 | * hitback, and doesn't loose luck either. |
… | |
… | |
2240 | int |
2196 | int |
2241 | move_player (object *op, int dir) |
2197 | move_player (object *op, int dir) |
2242 | { |
2198 | { |
2243 | int pick; |
2199 | int pick; |
2244 | |
2200 | |
2245 | if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) |
2201 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2246 | return 0; |
2202 | return 0; |
2247 | |
2203 | |
2248 | /* Sanity check: make sure dir is valid */ |
2204 | /* Sanity check: make sure dir is valid */ |
2249 | if ((dir < 0) || (dir >= 9)) |
2205 | if ((dir < 0) || (dir >= 9)) |
2250 | { |
2206 | { |
2251 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2207 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2252 | return 0; |
2208 | return 0; |
2253 | } |
2209 | } |
2254 | |
2210 | |
2255 | /* peterm: added following line */ |
2211 | /* peterm: added following line */ |
2256 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2212 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2257 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
2213 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2258 | |
2214 | |
2259 | op->facing = dir; |
2215 | op->facing = dir; |
2260 | |
2216 | |
2261 | if (op->hide) |
2217 | if (op->hide) |
2262 | do_hidden_move (op); |
2218 | do_hidden_move (op); |
… | |
… | |
2295 | * Returns true if there are more actions we can do. |
2251 | * Returns true if there are more actions we can do. |
2296 | */ |
2252 | */ |
2297 | int |
2253 | int |
2298 | handle_newcs_player (object *op) |
2254 | handle_newcs_player (object *op) |
2299 | { |
2255 | { |
2300 | if (op->contr->hidden) |
|
|
2301 | { |
|
|
2302 | op->invisible = 1000; |
|
|
2303 | /* the socket code flashes the player visible/invisible |
|
|
2304 | * depending on the value of invisible, so we need to |
|
|
2305 | * alternate it here for it to work correctly. |
|
|
2306 | */ |
|
|
2307 | if (pticks & 2) |
|
|
2308 | op->invisible--; |
|
|
2309 | } |
|
|
2310 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
|
|
2311 | { |
|
|
2312 | op->invisible--; |
|
|
2313 | if (!op->invisible) |
|
|
2314 | { |
|
|
2315 | make_visible (op); |
|
|
2316 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2317 | } |
|
|
2318 | } |
|
|
2319 | |
|
|
2320 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2256 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2321 | { |
2257 | { |
2322 | flee_player (op); |
2258 | flee_player (op); |
|
|
2259 | |
2323 | /* 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 */ |
2324 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2261 | if (op->flag [FLAG_SCARED]) |
2325 | { |
2262 | { |
2326 | op->speed_left--; |
2263 | --op->speed_left; |
2327 | return 0; |
2264 | return 0; |
2328 | } |
2265 | } |
2329 | } |
2266 | } |
2330 | |
|
|
2331 | /* I've been seeing crashes where the golem has been destroyed, but |
|
|
2332 | * the player object still points to the defunct golem. The code that |
|
|
2333 | * destroys the golem looks correct, and it doesn't always happen, so |
|
|
2334 | * put this in a a workaround to clean up the golem pointer. |
|
|
2335 | */ |
|
|
2336 | if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
2337 | op->contr->ranges[range_golem] = 0; |
|
|
2338 | |
2267 | |
2339 | /* 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 |
2340 | * the players time has been increased when doericserver has been |
2269 | * the players time has been increased when doericserver has been |
2341 | * called, so we recheck it here. |
2270 | * called, so we recheck it here. |
2342 | */ |
2271 | */ |
2343 | //TODO: better than handling 8 commands, use some more intelligent rate-limiting |
2272 | if (op->contr->ns->handle_command ()) |
2344 | for (int rep = 8; --rep && op->contr->ns->handle_command (); ) |
|
|
2345 | ; |
|
|
2346 | |
|
|
2347 | if (op->speed_left < 0) |
|
|
2348 | return 0; |
2273 | return 1; |
2349 | |
2274 | |
|
|
2275 | if (op->speed_left > 0.f) |
|
|
2276 | { |
2350 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2277 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2351 | { |
2278 | { |
2352 | /* All move commands take 1 tick, at least for now */ |
2279 | /* All move commands take 1 tick, at least for now */ |
2353 | op->speed_left--; |
2280 | --op->speed_left; |
2354 | |
2281 | |
2355 | /* Instead of all the stuff below, let move_player take care |
2282 | /* Instead of all the stuff below, let move_player take care |
2356 | * 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 |
2357 | * there, as well as the confusion stuff. |
2284 | * there, as well as the confusion stuff. |
2358 | */ |
2285 | */ |
2359 | move_player (op, op->direction); |
2286 | move_player (op, op->direction); |
2360 | if (op->speed_left > 0) |
2287 | |
2361 | return 1; |
2288 | return op->speed_left > 0.f; |
2362 | else |
2289 | } |
2363 | return 0; |
|
|
2364 | } |
2290 | } |
2365 | |
2291 | |
2366 | return 0; |
2292 | return 0; |
2367 | } |
2293 | } |
2368 | |
2294 | |
… | |
… | |
2406 | * from. |
2332 | * from. |
2407 | */ |
2333 | */ |
2408 | void |
2334 | void |
2409 | remove_unpaid_objects (object *op, object *env) |
2335 | remove_unpaid_objects (object *op, object *env) |
2410 | { |
2336 | { |
2411 | object *next; |
|
|
2412 | |
|
|
2413 | while (op) |
2337 | while (op) |
2414 | { |
2338 | { |
2415 | next = op->below; /* Make sure we have a good value, in case |
2339 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2416 | * we remove object 'op' |
2340 | |
2417 | */ |
|
|
2418 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2341 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2419 | { |
2342 | { |
2420 | op->remove (); |
|
|
2421 | op->x = env->x; |
|
|
2422 | op->y = env->y; |
|
|
2423 | if (env->type == PLAYER) |
2343 | if (env->type == PLAYER) |
2424 | esrv_del_item (env->contr, op->count); |
2344 | esrv_del_item (env->contr, op->count); |
2425 | insert_ob_in_map (op, env->map, NULL, 0); |
2345 | |
|
|
2346 | op->insert_at (env); |
2426 | } |
2347 | } |
2427 | else if (op->inv) |
2348 | else if (op->inv) |
2428 | remove_unpaid_objects (op->inv, env); |
2349 | remove_unpaid_objects (op->inv, env); |
2429 | |
2350 | |
2430 | op = next; |
2351 | op = next; |
… | |
… | |
2486 | int rate_grace = 2000; |
2407 | int rate_grace = 2000; |
2487 | const int max_hp = 1; |
2408 | const int max_hp = 1; |
2488 | const int max_sp = 1; |
2409 | const int max_sp = 1; |
2489 | const int max_grace = 1; |
2410 | const int max_grace = 1; |
2490 | |
2411 | |
2491 | if (op->contr->outputs_sync) |
2412 | if (op->contr->hidden) |
|
|
2413 | { |
|
|
2414 | op->invisible = 1000; |
|
|
2415 | /* the socket code flashes the player visible/invisible |
|
|
2416 | * depending on the value of invisible, so we need to |
|
|
2417 | * alternate it here for it to work correctly. |
|
|
2418 | */ |
|
|
2419 | if (pticks & 2) |
|
|
2420 | op->invisible--; |
2492 | { |
2421 | } |
2493 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
2422 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
2494 | if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) |
2423 | { |
2495 | flush_output_element (op, &op->contr->outputs[i]); |
2424 | if (!op->invisible--) |
|
|
2425 | { |
|
|
2426 | make_visible (op); |
|
|
2427 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2428 | } |
2496 | } |
2429 | } |
2497 | |
2430 | |
2498 | if (op->contr->ns->state == ST_PLAYING) |
2431 | if (op->contr->ns->state == ST_PLAYING) |
2499 | { |
2432 | { |
2500 | /* these next three if clauses make it possible to SLOW DOWN |
2433 | /* these next three if clauses make it possible to SLOW DOWN |
… | |
… | |
2522 | gen_grace = op->stats.maxgrace; |
2455 | gen_grace = op->stats.maxgrace; |
2523 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2456 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2524 | } |
2457 | } |
2525 | |
2458 | |
2526 | /* Regenerate Spell Points */ |
2459 | /* Regenerate Spell Points */ |
2527 | if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) |
2460 | if (!op->contr->golem && --op->last_sp < 0) |
2528 | { |
2461 | { |
2529 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2462 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2530 | if (op->stats.sp < op->stats.maxsp) |
2463 | if (op->stats.sp < op->stats.maxsp) |
2531 | { |
2464 | { |
2532 | op->stats.sp++; |
2465 | op->stats.sp++; |
… | |
… | |
2723 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2656 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2724 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
2657 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
2725 | |
2658 | |
2726 | /* restore player */ |
2659 | /* restore player */ |
2727 | at = archetype::find ("poisoning"); |
2660 | at = archetype::find ("poisoning"); |
2728 | tmp = present_arch_in_ob (at, op); |
2661 | if (object *tmp = present_arch_in_ob (at, op)) |
2729 | if (tmp) |
|
|
2730 | { |
2662 | { |
2731 | tmp->destroy (); |
2663 | tmp->destroy (); |
2732 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2664 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2733 | } |
2665 | } |
2734 | |
2666 | |
2735 | at = archetype::find ("confusion"); |
2667 | at = archetype::find ("confusion"); |
2736 | tmp = present_arch_in_ob (at, op); |
2668 | if (object *tmp = present_arch_in_ob (at, op)) |
2737 | if (tmp) |
|
|
2738 | { |
2669 | { |
2739 | tmp->destroy (); |
2670 | tmp->destroy (); |
2740 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2671 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2741 | } |
2672 | } |
2742 | |
2673 | |
… | |
… | |
2744 | op->stats.hp = op->stats.maxhp; |
2675 | op->stats.hp = op->stats.maxhp; |
2745 | if (op->stats.food <= 0) |
2676 | if (op->stats.food <= 0) |
2746 | op->stats.food = 999; |
2677 | op->stats.food = 999; |
2747 | |
2678 | |
2748 | /* create a bodypart-trophy to make the winner happy */ |
2679 | /* create a bodypart-trophy to make the winner happy */ |
2749 | tmp = arch_to_object (archetype::find ("finger")); |
2680 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2750 | if (tmp != NULL) |
|
|
2751 | { |
2681 | { |
2752 | sprintf (buf, "%s's finger", &op->name); |
2682 | sprintf (buf, "%s's finger", &op->name); |
2753 | tmp->name = buf; |
2683 | tmp->name = buf; |
2754 | sprintf (buf, " This finger has been cut off %s\n" |
2684 | sprintf (buf, " This finger has been cut off %s\n" |
2755 | " the %s, when he was defeated at\n level %d by %s.\n", |
2685 | " the %s, when he was defeated at\n level %d by %s.\n", |
2756 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2686 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2757 | tmp->msg = buf; |
2687 | tmp->msg = buf; |
2758 | tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2688 | tmp->value = 0, tmp->type = 0; |
2759 | tmp->materialname = NULL; |
2689 | tmp->materialname = "organics"; |
2760 | tmp->x = op->x, tmp->y = op->y; |
2690 | tmp->insert_at (op, tmp); |
2761 | insert_ob_in_map (tmp, op->map, op, 0); |
|
|
2762 | } |
2691 | } |
2763 | |
2692 | |
2764 | /* teleport defeated player to new destination */ |
2693 | /* teleport defeated player to new destination */ |
2765 | transfer_ob (op, x, y, 0, NULL); |
2694 | transfer_ob (op, x, y, 0, NULL); |
2766 | op->contr->braced = 0; |
2695 | op->contr->braced = 0; |
… | |
… | |
2771 | |
2700 | |
2772 | command_kill_pets (op, 0); |
2701 | command_kill_pets (op, 0); |
2773 | |
2702 | |
2774 | if (op->stats.food < 0) |
2703 | if (op->stats.food < 0) |
2775 | { |
2704 | { |
2776 | if (op->contr->explore) |
|
|
2777 | { |
|
|
2778 | new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); |
|
|
2779 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
|
|
2780 | op->stats.food = 999; |
|
|
2781 | return; |
|
|
2782 | } |
|
|
2783 | sprintf (buf, "%s starved to death.", &op->name); |
2705 | sprintf (buf, "%s starved to death.", &op->name); |
2784 | strcpy (op->contr->killer, "starvation"); |
2706 | strcpy (op->contr->killer, "starvation"); |
2785 | } |
2707 | } |
2786 | else |
2708 | else |
2787 | { |
|
|
2788 | if (op->contr->explore) |
|
|
2789 | { |
|
|
2790 | new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); |
|
|
2791 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
|
|
2792 | op->stats.hp = op->stats.maxhp; |
|
|
2793 | return; |
|
|
2794 | } |
|
|
2795 | sprintf (buf, "%s died.", &op->name); |
2709 | sprintf (buf, "%s died.", &op->name); |
2796 | } |
2710 | |
2797 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
2711 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
2798 | |
2712 | |
2799 | /* save the map location for corpse, gravestone */ |
2713 | /* save the map location for corpse, gravestone */ |
2800 | x = op->x; |
2714 | x = op->x; |
2801 | y = op->y; |
2715 | y = op->y; |
2802 | map = op->map; |
2716 | map = op->map; |
2803 | |
|
|
2804 | |
2717 | |
2805 | /* NOT_PERMADEATH code. This basically brings the character back to |
2718 | /* NOT_PERMADEATH code. This basically brings the character back to |
2806 | * life if they are dead - it takes some exp and a random stat. |
2719 | * life if they are dead - it takes some exp and a random stat. |
2807 | * See the config.h file for a little more in depth detail about this. |
2720 | * See the config.h file for a little more in depth detail about this. |
2808 | */ |
2721 | */ |
… | |
… | |
2825 | num_stats_lose = 1; |
2738 | num_stats_lose = 1; |
2826 | else |
2739 | else |
2827 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
2740 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
2828 | } |
2741 | } |
2829 | else |
2742 | else |
2830 | { |
|
|
2831 | num_stats_lose = 1; |
2743 | num_stats_lose = 1; |
2832 | } |
2744 | |
2833 | lost_a_stat = 0; |
2745 | lost_a_stat = 0; |
2834 | |
2746 | |
2835 | for (z = 0; z < num_stats_lose; z++) |
2747 | for (z = 0; z < num_stats_lose; z++) |
2836 | { |
2748 | { |
2837 | i = RANDOM () % NUM_STATS; |
2749 | i = RANDOM () % NUM_STATS; |
… | |
… | |
2978 | op->stats.hp = op->stats.maxhp; |
2890 | op->stats.hp = op->stats.maxhp; |
2979 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2891 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2980 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2892 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2981 | |
2893 | |
2982 | /* |
2894 | /* |
2983 | * Check to see if the player is in a shop. IF so, then check to see if |
|
|
2984 | * the player has any unpaid items. If so, remove them and put them back |
2895 | * Check to see if the player has any unpaid items. If so, remove them |
2985 | * in the map. |
2896 | * and put them back in the map. |
2986 | */ |
2897 | */ |
2987 | |
|
|
2988 | if (is_in_shop (op)) |
|
|
2989 | remove_unpaid_objects (op->inv, op); |
2898 | remove_unpaid_objects (op->inv, op); |
2990 | |
2899 | |
2991 | /****************************************/ |
2900 | /****************************************/ |
2992 | /* */ |
2901 | /* */ |
2993 | /* Move player to his current respawn- */ |
2902 | /* Move player to his current respawn- */ |
2994 | /* position (usually last savebed) */ |
2903 | /* position (usually last savebed) */ |
2995 | /* */ |
2904 | /* */ |
2996 | /****************************************/ |
2905 | /****************************************/ |
2997 | |
2906 | |
2998 | enter_player_savebed (op); |
2907 | enter_player_savebed (op); |
2999 | |
2908 | |
3000 | /* Save the player before inserting the force to reduce |
|
|
3001 | * chance of abuse. |
|
|
3002 | */ |
|
|
3003 | op->contr->braced = 0; |
2909 | op->contr->braced = 0; |
3004 | op->contr->save (); |
|
|
3005 | |
2910 | |
3006 | /* it is possible that the player has blown something up |
2911 | /* it is possible that the player has blown something up |
3007 | * at his savebed location, and that can have long lasting |
2912 | * at his savebed location, and that can have long lasting |
3008 | * spell effects. So first see if there is a spell effect |
2913 | * spell effects. So first see if there is a spell effect |
3009 | * on the space that might harm the player. |
2914 | * on the space that might harm the player. |
… | |
… | |
3018 | object *force; |
2923 | object *force; |
3019 | int at; |
2924 | int at; |
3020 | |
2925 | |
3021 | force = get_archetype (FORCE_NAME); |
2926 | force = get_archetype (FORCE_NAME); |
3022 | /* 50 ticks should be enough time for the spell to abate */ |
2927 | /* 50 ticks should be enough time for the spell to abate */ |
3023 | force->speed = 0.1; |
2928 | force->speed = 0.1f; |
3024 | force->speed_left = -5.0; |
2929 | force->speed_left = -5.f; |
3025 | SET_FLAG (force, FLAG_APPLIED); |
2930 | SET_FLAG (force, FLAG_APPLIED); |
3026 | for (at = 0; at < NROFATTACKS; at++) |
2931 | for (at = 0; at < NROFATTACKS; at++) |
3027 | if (will_kill_again & (1 << at)) |
2932 | if (will_kill_again & (1 << at)) |
3028 | force->resist[at] = 100; |
2933 | force->resist[at] = 100; |
3029 | |
2934 | |
… | |
… | |
3038 | void |
2943 | void |
3039 | loot_object (object *op) |
2944 | loot_object (object *op) |
3040 | { /* Grab and destroy some treasure */ |
2945 | { /* Grab and destroy some treasure */ |
3041 | object *tmp, *tmp2, *next; |
2946 | object *tmp, *tmp2, *next; |
3042 | |
2947 | |
3043 | if (op->container) |
2948 | op->close_container (); /* close open sack first */ |
3044 | esrv_apply_container (op, op->container); /* close open sack first */ |
|
|
3045 | |
2949 | |
3046 | for (tmp = op->inv; tmp; tmp = next) |
2950 | for (tmp = op->inv; tmp; tmp = next) |
3047 | { |
2951 | { |
3048 | next = tmp->below; |
2952 | next = tmp->below; |
3049 | |
2953 | |
3050 | if (tmp->invisible) |
2954 | if (tmp->invisible) |
3051 | continue; |
2955 | continue; |
3052 | |
2956 | |
3053 | tmp->remove (); |
2957 | tmp->remove (); |
3054 | tmp->x = op->x, tmp->y = op->y; |
2958 | tmp->x = op->x, tmp->y = op->y; |
|
|
2959 | |
3055 | if (tmp->type == CONTAINER) |
2960 | if (tmp->type == CONTAINER) |
3056 | { /* empty container to ground */ |
2961 | loot_object (tmp); /* empty container to ground */ |
3057 | loot_object (tmp); |
2962 | |
3058 | } |
|
|
3059 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) |
2963 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
3060 | { |
2964 | { |
3061 | if (tmp->nrof > 1) |
2965 | if (tmp->nrof > 1) |
3062 | { |
2966 | { |
3063 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2967 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
3064 | tmp2->destroy (); |
2968 | tmp2->destroy (); |
… | |
… | |
3075 | /* |
2979 | /* |
3076 | * fix_weight(): Check recursively the weight of all players, and fix |
2980 | * fix_weight(): Check recursively the weight of all players, and fix |
3077 | * what needs to be fixed. Refresh windows and fix speed if anything |
2981 | * what needs to be fixed. Refresh windows and fix speed if anything |
3078 | * was changed. |
2982 | * was changed. |
3079 | */ |
2983 | */ |
3080 | |
|
|
3081 | void |
2984 | void |
3082 | fix_weight (void) |
2985 | fix_weight (void) |
3083 | { |
2986 | { |
3084 | for_all_players (pl) |
2987 | for_all_players (pl) |
3085 | { |
2988 | { |
… | |
… | |
3145 | if (op->type == PLAYER) |
3048 | if (op->type == PLAYER) |
3146 | { |
3049 | { |
3147 | op->contr->tmp_invis = 0; |
3050 | op->contr->tmp_invis = 0; |
3148 | op->contr->invis_race = 0; |
3051 | op->contr->invis_race = 0; |
3149 | } |
3052 | } |
|
|
3053 | |
3150 | update_object (op, UP_OBJ_FACE); |
3054 | update_object (op, UP_OBJ_CHANGE); |
3151 | } |
3055 | } |
3152 | |
3056 | |
3153 | int |
3057 | int |
3154 | is_true_undead (object *op) |
3058 | is_true_undead (object *op) |
3155 | { |
3059 | { |
3156 | object *tmp = NULL; |
|
|
3157 | |
|
|
3158 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3060 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3159 | return 1; |
3061 | return 1; |
3160 | |
3062 | |
3161 | return 0; |
3063 | return 0; |
3162 | } |
3064 | } |
… | |
… | |
3221 | |
3123 | |
3222 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
3124 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
3223 | |
3125 | |
3224 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3126 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3225 | if (op->type == PLAYER && op->contr->run_on) |
3127 | if (op->type == PLAYER && op->contr->run_on) |
3226 | { |
|
|
3227 | if (!skop || num >= skop->level) |
3128 | if (!skop || num >= skop->level) |
3228 | { |
3129 | { |
3229 | new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); |
3130 | new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); |
3230 | make_visible (op); |
3131 | make_visible (op); |
3231 | return; |
3132 | return; |
3232 | } |
3133 | } |
3233 | else |
3134 | else |
3234 | num += 20; |
3135 | num += 20; |
3235 | } |
3136 | |
3236 | num += op->map->difficulty; |
3137 | num += op->map->difficulty; |
3237 | hide = hideability (op); /* modify by terrain hidden level */ |
3138 | hide = hideability (op); /* modify by terrain hidden level */ |
3238 | num -= hide; |
3139 | num -= hide; |
|
|
3140 | |
3239 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3141 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3240 | { |
3142 | { |
3241 | make_visible (op); |
3143 | make_visible (op); |
3242 | if (op->type == PLAYER) |
3144 | if (op->type == PLAYER) |
3243 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3145 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3244 | } |
3146 | } |
3245 | else if (op->type == PLAYER && skop) |
3147 | else if (op->type == PLAYER && skop) |
3246 | { |
|
|
3247 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
3148 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
3248 | } |
|
|
3249 | } |
3149 | } |
3250 | |
3150 | |
3251 | /* determine if who is standing near a hostile creature. */ |
3151 | /* determine if who is standing near a hostile creature. */ |
3252 | |
3152 | |
3253 | int |
3153 | int |
… | |
… | |
3320 | if (pl->type != PLAYER) |
3220 | if (pl->type != PLAYER) |
3321 | { |
3221 | { |
3322 | LOG (llevError, "player_can_view() called for non-player object\n"); |
3222 | LOG (llevError, "player_can_view() called for non-player object\n"); |
3323 | return -1; |
3223 | return -1; |
3324 | } |
3224 | } |
|
|
3225 | |
3325 | if (!pl || !op) |
3226 | if (!pl || !op) |
3326 | return 0; |
3227 | return 0; |
3327 | |
3228 | |
3328 | if (op->head) |
|
|
3329 | { |
|
|
3330 | op = op->head; |
3229 | op = op->head_ (); |
3331 | } |
3230 | |
3332 | get_rangevector (pl, op, &rv, 0x1); |
3231 | get_rangevector (pl, op, &rv, 0x1); |
3333 | |
3232 | |
3334 | /* starting with the 'head' part, lets loop |
3233 | /* starting with the 'head' part, lets loop |
3335 | * through the object and find if it has any |
3234 | * through the object and find if it has any |
3336 | * part that is in the los array but isnt on |
3235 | * part that is in the los array but isnt on |
… | |
… | |
3453 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3352 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3454 | int i = 0, j = 0; |
3353 | int i = 0, j = 0; |
3455 | |
3354 | |
3456 | /* get the appropriate treasurelist */ |
3355 | /* get the appropriate treasurelist */ |
3457 | if (atnr == ATNR_FIRE) |
3356 | if (atnr == ATNR_FIRE) |
3458 | trlist = find_treasurelist ("dragon_ability_fire"); |
3357 | trlist = treasurelist::find ("dragon_ability_fire"); |
3459 | else if (atnr == ATNR_COLD) |
3358 | else if (atnr == ATNR_COLD) |
3460 | trlist = find_treasurelist ("dragon_ability_cold"); |
3359 | trlist = treasurelist::find ("dragon_ability_cold"); |
3461 | else if (atnr == ATNR_ELECTRICITY) |
3360 | else if (atnr == ATNR_ELECTRICITY) |
3462 | trlist = find_treasurelist ("dragon_ability_elec"); |
3361 | trlist = treasurelist::find ("dragon_ability_elec"); |
3463 | else if (atnr == ATNR_POISON) |
3362 | else if (atnr == ATNR_POISON) |
3464 | trlist = find_treasurelist ("dragon_ability_poison"); |
3363 | trlist = treasurelist::find ("dragon_ability_poison"); |
3465 | |
3364 | |
3466 | if (trlist == NULL || who->type != PLAYER) |
3365 | if (trlist == NULL || who->type != PLAYER) |
3467 | return; |
3366 | return; |
3468 | |
3367 | |
3469 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3368 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3470 | |
3369 | |
3471 | if (tr == NULL || tr->item == NULL) |
3370 | if (!tr || !tr->item) |
3472 | { |
3371 | { |
3473 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3372 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3474 | return; |
3373 | return; |
3475 | } |
3374 | } |
3476 | |
3375 | |
… | |
… | |
3601 | * not readied. |
3500 | * not readied. |
3602 | */ |
3501 | */ |
3603 | void |
3502 | void |
3604 | player_unready_range_ob (player *pl, object *ob) |
3503 | player_unready_range_ob (player *pl, object *ob) |
3605 | { |
3504 | { |
3606 | rangetype i; |
3505 | if (pl->ob->current_weapon == ob) |
|
|
3506 | pl->ob->current_weapon = 0; |
3607 | |
3507 | |
3608 | for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
3508 | if (pl->combat_ob == ob) |
3609 | { |
3509 | pl->combat_ob = 0; |
|
|
3510 | |
3610 | if (pl->ranges[i] == ob) |
3511 | if (pl->ranged_ob == ob) |
3611 | { |
3512 | pl->ranged_ob = 0; |
3612 | pl->ranges[i] = NULL; |
|
|
3613 | if (pl->shoottype == i) |
|
|
3614 | { |
|
|
3615 | pl->shoottype = range_none; |
|
|
3616 | } |
|
|
3617 | } |
|
|
3618 | } |
|
|
3619 | } |
3513 | } |
|
|
3514 | |
|
|
3515 | sint8 |
|
|
3516 | player::visibility_at (maptile *map, int x, int y) const |
|
|
3517 | { |
|
|
3518 | if (!ns) |
|
|
3519 | return 0; |
|
|
3520 | |
|
|
3521 | int dx, dy; |
|
|
3522 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
|
|
3523 | return 0; |
|
|
3524 | |
|
|
3525 | x += dx - ns->current_x + ns->mapx / 2; |
|
|
3526 | y += dy - ns->current_y + ns->mapy / 2; |
|
|
3527 | |
|
|
3528 | if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) |
|
|
3529 | return 0; |
|
|
3530 | |
|
|
3531 | return 100 - blocked_los [x][y]; |
|
|
3532 | } |