… | |
… | |
147 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
147 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
148 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); |
148 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); |
149 | close_and_delete (fp, comp); |
149 | close_and_delete (fp, comp); |
150 | } |
150 | } |
151 | |
151 | |
|
|
152 | float |
|
|
153 | player::weapon_speed () const |
|
|
154 | { |
|
|
155 | return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary |
|
|
156 | } |
|
|
157 | |
152 | /* This loads the first map an puts the player on it. */ |
158 | /* This loads the first map an puts the player on it. */ |
153 | static void |
159 | static void |
154 | set_first_map (object *op) |
160 | set_first_map (object *op) |
155 | { |
161 | { |
156 | op->contr->maplevel = first_map_path; |
162 | op->contr->maplevel = first_map_path; |
… | |
… | |
319 | player::set_object (object *op) |
325 | player::set_object (object *op) |
320 | { |
326 | { |
321 | ob = op; |
327 | ob = op; |
322 | ob->contr = this; /* this aren't yet in archetype */ |
328 | ob->contr = this; /* this aren't yet in archetype */ |
323 | |
329 | |
324 | ob->speed_left = 0.5; |
330 | ob->speed_left = 0.5f; |
325 | ob->speed = 1.0; |
331 | ob->speed = 1.0f; |
326 | ob->direction = 5; /* So player faces south */ |
332 | ob->direction = 5; /* So player faces south */ |
327 | } |
333 | } |
328 | |
334 | |
329 | player::player () |
335 | player::player () |
330 | { |
336 | { |
… | |
… | |
784 | } |
790 | } |
785 | |
791 | |
786 | void |
792 | void |
787 | object::roll_stats () |
793 | object::roll_stats () |
788 | { |
794 | { |
789 | int statsort [7]; |
795 | int statsort [NUM_STATS]; |
790 | |
796 | |
791 | for (;;) |
797 | for (;;) |
792 | { |
798 | { |
793 | int sum = 0; |
799 | int sum = 0; |
794 | for (int i = 7; i--; ) |
800 | for (int i = NUM_STATS; i--; ) |
795 | sum += statsort [i] = roll_stat (); |
801 | sum += statsort [i] = roll_stat (); |
796 | |
802 | |
797 | if (sum >= 82 && sum <= 116) |
803 | if (sum >= 82 && sum <= 116) |
798 | break; |
804 | break; |
799 | } |
805 | } |
800 | |
806 | |
801 | // Sort the stats so that rerolling is easier... |
807 | // Sort the stats so that rerolling is easier... |
802 | std::sort (statsort, statsort + 7, std::greater<int>()); |
808 | std::sort (statsort, statsort + NUM_STATS, std::greater<int>()); |
803 | |
809 | |
|
|
810 | for (int i = 0; i < NUM_STATS; ++i) |
804 | stats.Str = statsort[0]; |
811 | stats.stat (i) = statsort [i]; |
805 | stats.Dex = statsort[1]; |
|
|
806 | stats.Con = statsort[2]; |
|
|
807 | stats.Int = statsort[3]; |
|
|
808 | stats.Wis = statsort[4]; |
|
|
809 | stats.Pow = statsort[5]; |
|
|
810 | stats.Cha = statsort[6]; |
|
|
811 | |
812 | |
812 | stats.exp = 0; |
813 | stats.exp = 0; |
813 | stats.ac = 0; |
814 | stats.ac = 0; |
814 | |
815 | |
815 | stats.hp = stats.maxhp; |
816 | stats.hp = stats.maxhp; |
… | |
… | |
1540 | */ |
1541 | */ |
1541 | int |
1542 | int |
1542 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1543 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1543 | { |
1544 | { |
1544 | object *left, *bow; |
1545 | object *left, *bow; |
1545 | int bowspeed, mflags; |
1546 | int mflags; |
1546 | maptile *m; |
1547 | maptile *m; |
1547 | |
1548 | |
1548 | if (!dir) |
1549 | if (!dir) |
1549 | { |
1550 | { |
1550 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1551 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1551 | return 0; |
1552 | return 0; |
1552 | } |
1553 | } |
1553 | |
1554 | |
1554 | if (player *pl = op->contr) |
1555 | if (op->contr) |
1555 | { |
1556 | bow = op->current_weapon; |
1556 | bow = pl->ranged_ob; |
|
|
1557 | if (!op->change_weapon (bow)) |
|
|
1558 | return 0; |
|
|
1559 | } |
|
|
1560 | else |
1557 | else |
1561 | { |
1558 | { |
1562 | for (bow = op->inv; bow; bow = bow->below) |
1559 | for (bow = op->inv; bow; bow = bow->below) |
1563 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1560 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1564 | * don't need to switch back and forth between bows and weapons. |
1561 | * don't need to switch back and forth between bows and weapons. |
… | |
… | |
1585 | { |
1582 | { |
1586 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1583 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1587 | return 0; |
1584 | return 0; |
1588 | } |
1585 | } |
1589 | |
1586 | |
1590 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
|
|
1591 | |
|
|
1592 | /* penalize ROF for bestarrow */ |
|
|
1593 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
|
|
1594 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
|
|
1595 | |
|
|
1596 | if (bowspeed < 1) |
|
|
1597 | bowspeed = 1; |
|
|
1598 | |
|
|
1599 | if (arrow == NULL) |
1587 | if (arrow == NULL) |
1600 | { |
1588 | { |
1601 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1589 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1602 | { |
1590 | { |
1603 | if (op->type == PLAYER) |
1591 | if (op->type == PLAYER) |
… | |
… | |
1644 | arrow->stats.grace = arrow->attacktype; |
1632 | arrow->stats.grace = arrow->attacktype; |
1645 | |
1633 | |
1646 | if (arrow->slaying) |
1634 | if (arrow->slaying) |
1647 | arrow->spellarg = strdup (arrow->slaying); |
1635 | arrow->spellarg = strdup (arrow->slaying); |
1648 | |
1636 | |
1649 | if (op->type == PLAYER) |
1637 | if (player *pl = op->contr) |
1650 | { |
1638 | { |
1651 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
1639 | if (!pl->has_hit) |
1652 | op->update_stats (); |
1640 | { |
|
|
1641 | pl->has_hit = 1; |
|
|
1642 | pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed; |
|
|
1643 | } |
|
|
1644 | #if 0 |
|
|
1645 | float speed = pl->weapon_sp; |
|
|
1646 | |
|
|
1647 | /* penalize ROF for bestarrow */ |
|
|
1648 | if (pl->bowtype == bow_bestarrow) |
|
|
1649 | speed *= .9f; |
|
|
1650 | else |
|
|
1651 | speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; |
|
|
1652 | |
|
|
1653 | op->speed_left += speed - op->speed; |
|
|
1654 | #endif |
1653 | } |
1655 | } |
1654 | |
1656 | |
1655 | SET_ANIMATION (arrow, arrow->direction); |
1657 | SET_ANIMATION (arrow, arrow->direction); |
1656 | |
|
|
1657 | arrow->stats.dam += op->stats.dam + arrow->magic; |
|
|
1658 | |
1658 | |
1659 | /* update the speed */ |
1659 | /* update the speed */ |
1660 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 |
1660 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 |
1661 | + bow->stats.dam / 7.0; |
1661 | + bow->stats.dam / 7.0; |
1662 | |
1662 | |
1663 | arrow->set_speed (max (arrow->speed, 2.0)); |
1663 | arrow->set_speed (max (arrow->speed, 2.0)); |
1664 | arrow->speed_left = 0; |
1664 | arrow->speed_left = 0; |
1665 | |
1665 | |
1666 | arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1666 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1667 | |
1667 | |
1668 | if (op->type == PLAYER) |
1668 | if (op->type == PLAYER) |
1669 | { |
1669 | { |
1670 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
1670 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
1671 | arrow->stats.wc -= dex_bonus[op->stats.Dex]; |
1671 | wc -= dex_bonus[op->stats.Dex]; |
1672 | |
1672 | |
1673 | if (!arrow->slaying) |
1673 | if (!arrow->slaying) |
1674 | arrow->slaying = op->slaying; |
1674 | arrow->slaying = op->slaying; |
1675 | |
1675 | |
1676 | arrow->attacktype |= op->attacktype; |
1676 | arrow->attacktype |= op->attacktype; |
… | |
… | |
1684 | arrow->slaying = bow->slaying; |
1684 | arrow->slaying = bow->slaying; |
1685 | |
1685 | |
1686 | arrow->attacktype |= bow->attacktype; |
1686 | arrow->attacktype |= bow->attacktype; |
1687 | } |
1687 | } |
1688 | |
1688 | |
1689 | arrow->stats.wc -= arrow->level; |
1689 | wc -= arrow->level; |
|
|
1690 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
1690 | |
1691 | |
|
|
1692 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1691 | arrow->move_type = MOVE_FLY_LOW; |
1693 | arrow->move_type = MOVE_FLY_LOW; |
1692 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1694 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1693 | |
1695 | |
1694 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1696 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1695 | m->insert (arrow, sx, sy, op); |
1697 | m->insert (arrow, sx, sy, op); |
… | |
… | |
1750 | } |
1752 | } |
1751 | |
1753 | |
1752 | return ret; |
1754 | return ret; |
1753 | } |
1755 | } |
1754 | |
1756 | |
1755 | |
|
|
1756 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1757 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1757 | * Broken apart from 'fire' to keep it more readable. |
1758 | * Broken apart from 'fire' to keep it more readable. |
1758 | */ |
1759 | */ |
1759 | void |
1760 | void |
1760 | fire_misc_object (object *op, int dir) |
1761 | fire_misc_object (object *op, int dir) |
… | |
… | |
1848 | object *ob = pl->ranged_ob; |
1849 | object *ob = pl->ranged_ob; |
1849 | |
1850 | |
1850 | if (!ob) |
1851 | if (!ob) |
1851 | return; |
1852 | return; |
1852 | |
1853 | |
|
|
1854 | if (!op->change_weapon (ob)) |
|
|
1855 | return; |
|
|
1856 | |
1853 | switch (ob->type) |
1857 | switch (ob->type) |
1854 | { |
1858 | { |
1855 | case BOW: |
1859 | case BOW: |
1856 | player_fire_bow (op, dir); |
1860 | player_fire_bow (op, dir); |
1857 | break; |
1861 | break; |
… | |
… | |
1863 | case BUILDER: |
1867 | case BUILDER: |
1864 | apply_map_builder (op, dir); |
1868 | apply_map_builder (op, dir); |
1865 | break; |
1869 | break; |
1866 | |
1870 | |
1867 | case SKILL: |
1871 | case SKILL: |
1868 | case SKILL_TOOL: |
|
|
1869 | do_skill (op, op, ob, dir, 0); |
1872 | do_skill (op, op, ob, dir, 0); |
1870 | break; |
1873 | break; |
1871 | |
1874 | |
1872 | default: |
1875 | default: |
1873 | fire_misc_object (op, dir); |
1876 | fire_misc_object (op, dir); |
… | |
… | |
2171 | * that party_number -1 is no party, so attacks can still happen. |
2174 | * that party_number -1 is no party, so attacks can still happen. |
2172 | */ |
2175 | */ |
2173 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2176 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2174 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2177 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2175 | { |
2178 | { |
2176 | |
|
|
2177 | /* If the player hasn't hit something this tick, and does |
|
|
2178 | * so, give them speed boost based on weapon speed. Doing |
|
|
2179 | * it here is better than process_players2, which basically |
|
|
2180 | * incurred a 1 tick offset. |
|
|
2181 | */ |
|
|
2182 | if (!op->contr->has_hit) |
2179 | if (!op->contr->has_hit) |
2183 | { |
2180 | { |
|
|
2181 | op->contr->has_hit = 1; |
2184 | op->speed_left += op->speed / op->contr->weapon_sp; |
2182 | op->speed_left += op->contr->weapon_speed () - op->speed; |
2185 | |
|
|
2186 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
|
|
2187 | } |
2183 | } |
2188 | |
2184 | |
2189 | skill_attack (mon, op, 0, 0, 0); |
2185 | skill_attack (mon, op, 0, 0, 0); |
2190 | |
2186 | |
2191 | /* If attacking another player, that player gets automatic |
2187 | /* If attacking another player, that player gets automatic |
… | |
… | |
2269 | handle_newcs_player (object *op) |
2265 | handle_newcs_player (object *op) |
2270 | { |
2266 | { |
2271 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2267 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2272 | { |
2268 | { |
2273 | flee_player (op); |
2269 | flee_player (op); |
|
|
2270 | |
2274 | /* If player is still scared, that is his action for this tick */ |
2271 | /* If player is still scared, that is his action for this tick */ |
2275 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2272 | if (op->flag [FLAG_SCARED]) |
2276 | { |
2273 | { |
2277 | op->speed_left--; |
2274 | --op->speed_left; |
2278 | return 0; |
2275 | return 0; |
2279 | } |
2276 | } |
2280 | } |
2277 | } |
2281 | |
2278 | |
2282 | /* call this here - we also will call this in do_ericserver, but |
2279 | /* call this here - we also will call this in do_ericserver, but |
… | |
… | |
2284 | * called, so we recheck it here. |
2281 | * called, so we recheck it here. |
2285 | */ |
2282 | */ |
2286 | if (op->contr->ns->handle_command ()) |
2283 | if (op->contr->ns->handle_command ()) |
2287 | return 1; |
2284 | return 1; |
2288 | |
2285 | |
2289 | if (op->speed_left > 0) |
2286 | if (op->speed_left > 0.f) |
2290 | { |
2287 | { |
2291 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2288 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2292 | { |
2289 | { |
2293 | /* All move commands take 1 tick, at least for now */ |
2290 | /* All move commands take 1 tick, at least for now */ |
2294 | op->speed_left--; |
2291 | --op->speed_left; |
2295 | |
2292 | |
2296 | /* Instead of all the stuff below, let move_player take care |
2293 | /* Instead of all the stuff below, let move_player take care |
2297 | * of it. Also, some of the skill stuff is only put in |
2294 | * of it. Also, some of the skill stuff is only put in |
2298 | * there, as well as the confusion stuff. |
2295 | * there, as well as the confusion stuff. |
2299 | */ |
2296 | */ |
2300 | move_player (op, op->direction); |
2297 | move_player (op, op->direction); |
2301 | |
2298 | |
2302 | return op->speed_left > 0; |
2299 | return op->speed_left > 0.f; |
2303 | } |
2300 | } |
2304 | } |
2301 | } |
2305 | |
2302 | |
2306 | return 0; |
2303 | return 0; |
2307 | } |
2304 | } |
… | |
… | |
2937 | object *force; |
2934 | object *force; |
2938 | int at; |
2935 | int at; |
2939 | |
2936 | |
2940 | force = get_archetype (FORCE_NAME); |
2937 | force = get_archetype (FORCE_NAME); |
2941 | /* 50 ticks should be enough time for the spell to abate */ |
2938 | /* 50 ticks should be enough time for the spell to abate */ |
2942 | force->speed = 0.1; |
2939 | force->speed = 0.1f; |
2943 | force->speed_left = -5.0; |
2940 | force->speed_left = -5.f; |
2944 | SET_FLAG (force, FLAG_APPLIED); |
2941 | SET_FLAG (force, FLAG_APPLIED); |
2945 | for (at = 0; at < NROFATTACKS; at++) |
2942 | for (at = 0; at < NROFATTACKS; at++) |
2946 | if (will_kill_again & (1 << at)) |
2943 | if (will_kill_again & (1 << at)) |
2947 | force->resist[at] = 100; |
2944 | force->resist[at] = 100; |
2948 | |
2945 | |