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 | { |
|
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39 | player *pl; |
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40 | |
|
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41 | for (pl = first_player; pl; pl = pl->next) |
|
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42 | if (pl->ob && !strcmp (query_name (pl->ob), plname)) |
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43 | return pl; |
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44 | |
|
|
45 | return 0; |
|
|
46 | } |
|
|
47 | |
37 | |
48 | void |
38 | void |
49 | display_motd (const object *op) |
39 | display_motd (const object *op) |
50 | { |
40 | { |
51 | char buf[MAX_BUF]; |
41 | char buf[MAX_BUF]; |
… | |
… | |
125 | |
115 | |
126 | news[0] = '\0'; |
116 | news[0] = '\0'; |
127 | subject[0] = '\0'; |
117 | subject[0] = '\0'; |
128 | size = 0; |
118 | size = 0; |
129 | |
119 | |
130 | while (fgets (buf, MAX_BUF, fp) != NULL) |
120 | while (fgets (buf, MAX_BUF, fp)) |
131 | { |
121 | { |
132 | if (*buf == '#') |
122 | if (*buf == '#') |
133 | continue; |
123 | continue; |
134 | |
124 | |
135 | if (*buf == '%') |
125 | if (*buf == '%') |
136 | { /* send one news */ |
126 | { /* send one news */ |
137 | if (size > 0) |
127 | if (size > 0) |
138 | 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 | |
139 | strcpy (subject, buf + 1); |
130 | strcpy (subject, buf + 1); |
140 | strip_endline (subject); |
131 | strip_endline (subject); |
141 | size = 0; |
132 | size = 0; |
142 | news[0] = '\0'; |
133 | news[0] = '\0'; |
143 | } |
134 | } |
… | |
… | |
152 | size += strlen (buf); |
143 | size += strlen (buf); |
153 | } |
144 | } |
154 | } |
145 | } |
155 | |
146 | |
156 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
147 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
157 | 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); |
158 | close_and_delete (fp, comp); |
149 | close_and_delete (fp, comp); |
|
|
150 | } |
|
|
151 | |
|
|
152 | float |
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|
153 | player::weapon_speed () const |
|
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154 | { |
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155 | return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary |
159 | } |
156 | } |
160 | |
157 | |
161 | /* This loads the first map an puts the player on it. */ |
158 | /* This loads the first map an puts the player on it. */ |
162 | static void |
159 | static void |
163 | set_first_map (object *op) |
160 | set_first_map (object *op) |
164 | { |
161 | { |
165 | strcpy (op->contr->maplevel, first_map_path); |
162 | op->contr->maplevel = first_map_path; |
166 | op->x = -1; |
163 | op->x = -1; |
167 | op->y = -1; |
164 | op->y = -1; |
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165 | } |
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166 | |
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167 | void |
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168 | player::enter_map () |
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169 | { |
|
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170 | object *tmp = object::create (); |
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171 | |
|
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172 | EXIT_PATH (tmp) = maplevel; |
|
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173 | EXIT_X (tmp) = ob->x; |
|
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174 | EXIT_Y (tmp) = ob->y; |
168 | enter_exit (op, 0); |
175 | ob->enter_exit (tmp); |
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176 | |
|
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177 | tmp->destroy (); |
|
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178 | } |
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179 | |
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180 | void |
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181 | player::activate () |
|
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182 | { |
|
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183 | if (active) |
|
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184 | return; |
|
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185 | |
|
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186 | players.insert (this); |
|
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187 | ob->remove (); |
|
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188 | ob->map = 0; |
|
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189 | ob->activate_recursive (); |
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190 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
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191 | add_friendly_object (ob); |
|
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192 | enter_map (); |
|
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193 | } |
|
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194 | |
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195 | void |
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196 | player::deactivate () |
|
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197 | { |
|
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198 | if (!active) |
|
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199 | return; |
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200 | |
|
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201 | terminate_all_pets (ob); |
|
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202 | remove_friendly_object (ob); |
|
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203 | ob->deactivate_recursive (); |
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204 | |
|
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205 | if (ob->map) |
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206 | maplevel = ob->map->path; |
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207 | |
|
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208 | ob->remove (); |
|
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209 | ob->map = 0; |
|
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210 | party = 0; |
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211 | |
|
|
212 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
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213 | |
|
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214 | players.erase (this); |
169 | } |
215 | } |
170 | |
216 | |
171 | // connect the player with a specific client |
217 | // connect the player with a specific client |
172 | // also changed, rationalises, and fixes some incorrect settings |
218 | // also changes, rationalises, and fixes some incorrect settings |
173 | void |
219 | void |
174 | player::connect (client *ns) |
220 | player::connect (client *ns) |
175 | { |
221 | { |
176 | this->ns = ns; |
222 | this->ns = ns; |
177 | ns->pl = this; |
223 | ns->pl = this; |
178 | |
224 | |
179 | next = first_player; |
225 | run_on = 0; |
180 | first_player = this; |
226 | fire_on = 0; |
|
|
227 | ob->close_container (); //TODO: client-specific |
181 | |
228 | |
182 | ns->update_look = 0; |
229 | ns->update_look = 0; |
183 | ns->look_position = 0; |
230 | ns->look_position = 0; |
184 | |
231 | |
185 | clear_los (ob); |
232 | clear_los (ob); |
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233 | |
|
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234 | ns->reset_stats (); |
186 | |
235 | |
187 | /* make sure he's a player -- needed because of class change. */ |
236 | /* make sure he's a player -- needed because of class change. */ |
188 | ob->type = PLAYER; // we are paranoid |
237 | ob->type = PLAYER; // we are paranoid |
189 | ob->race = ob->arch->clone.race; |
238 | ob->race = ob->arch->clone.race; |
190 | |
239 | |
191 | if (!legal_range (ob, shoottype)) |
|
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192 | shoottype = range_none; |
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193 | |
|
|
194 | ob->carrying = sum_weight (ob); |
240 | ob->carrying = sum_weight (ob); |
195 | link_player_skills (ob); |
241 | link_player_skills (ob); |
196 | |
242 | |
197 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
243 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
198 | ob->update_stats (); |
|
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199 | update_ob_speed (ob); |
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200 | |
244 | |
201 | assign (title, ob->arch->clone.name); |
245 | assign (title, ob->arch->clone.name); |
202 | |
|
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203 | /* can_use_shield is a new flag. However, the can_use.. seems to largely come |
|
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204 | * from the class, and not race. I don't see any way to get the class information |
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205 | * to then update this. I don't think this will actually break anything - anyone |
|
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206 | * that can use armour should be able to use a shield. What this may 'break' |
|
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207 | * are features new characters get, eg, if someone starts up with a Q, they |
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208 | * should be able to use a shield. However, old Q's won't get that advantage. |
|
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209 | */ |
|
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210 | if (QUERY_FLAG (ob, FLAG_USE_ARMOUR)) |
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211 | SET_FLAG (ob, FLAG_USE_SHIELD); |
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212 | |
246 | |
213 | /* if it's a dragon player, set the correct title here */ |
247 | /* if it's a dragon player, set the correct title here */ |
214 | if (is_dragon_pl (ob)) |
248 | if (is_dragon_pl (ob)) |
215 | { |
249 | { |
216 | object *tmp, *abil = 0, *skin = 0; |
250 | object *tmp, *abil = 0, *skin = 0; |
… | |
… | |
226 | skin = tmp; |
260 | skin = tmp; |
227 | |
261 | |
228 | set_dragon_name (ob, abil, skin); |
262 | set_dragon_name (ob, abil, skin); |
229 | } |
263 | } |
230 | |
264 | |
231 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
|
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232 | add_friendly_object (ob); |
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233 | |
|
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234 | LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host); |
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235 | |
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236 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
265 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
237 | new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name); |
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238 | |
266 | |
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267 | esrv_new_player (this, ob->weight + ob->carrying); |
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268 | |
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269 | for (object *op = ob->inv; op; op = op->below) |
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270 | if (op->flag [FLAG_APPLIED]) |
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271 | switch (op->type) |
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272 | { |
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273 | case WAND: |
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274 | case ROD: |
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275 | case HORN: |
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276 | case BOW: |
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277 | case SKILL: |
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278 | case SKILL_TOOL: |
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279 | case WEAPON: |
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280 | apply_special (ob, op, AP_UNAPPLY); |
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281 | apply_special (ob, op, AP_APPLY); |
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282 | break; |
|
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283 | } |
|
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284 | |
|
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285 | ob->update_stats (); |
239 | ns->floorbox_update (); |
286 | ns->floorbox_update (); |
240 | |
287 | |
241 | esrv_new_player (this, ob->weight + ob->carrying); |
|
|
242 | esrv_send_inventory (ob, ob); |
288 | esrv_send_inventory (ob, ob); |
243 | esrv_add_spells (this, 0); |
289 | esrv_add_spells (this, 0); |
244 | |
290 | |
245 | enter_exit (ob, 0); |
291 | activate (); |
246 | |
292 | |
247 | // send_rules (ob);//TODO |
293 | send_rules (ob); |
248 | // send_news (ob);//TODO |
294 | send_news (ob); |
249 | // display_motd (ob);//TODO |
295 | display_motd (ob); |
|
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296 | |
|
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297 | INVOKE_PLAYER (CONNECT, this); |
250 | INVOKE_PLAYER (LOGIN, this); |
298 | INVOKE_PLAYER (LOGIN, this); |
|
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299 | } |
|
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300 | |
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301 | void |
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302 | player::disconnect () |
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303 | { |
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304 | if (ns) |
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305 | { |
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306 | if (active) |
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307 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
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308 | |
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309 | INVOKE_PLAYER (DISCONNECT, this); |
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310 | |
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311 | ns->reset_stats (); |
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312 | ns->pl = 0; |
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313 | ns = 0; |
|
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314 | } |
|
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315 | |
|
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316 | if (ob) |
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317 | ob->close_container (); //TODO: client-specific |
|
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318 | |
|
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319 | deactivate (); |
251 | } |
320 | } |
252 | |
321 | |
253 | // the need for this function can be explained |
322 | // the need for this function can be explained |
254 | // by load_object not returning the object |
323 | // by load_object not returning the object |
255 | void |
324 | void |
256 | player::set_object (object *op) |
325 | player::set_object (object *op) |
257 | { |
326 | { |
258 | ob = op; |
327 | ob = op; |
259 | ob->contr = this; /* this aren't yet in archetype */ |
328 | ob->contr = this; /* this aren't yet in archetype */ |
260 | |
329 | |
261 | ob->speed_left = 0.5; |
330 | ob->speed_left = 0.5f; |
262 | ob->speed = 1.0; |
331 | ob->speed = 1.0f; |
263 | ob->direction = 5; /* So player faces south */ |
332 | ob->direction = 5; /* So player faces south */ |
264 | ob->stats.wc = 2; |
|
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265 | ob->run_away = 25; /* Then we panick... */ |
|
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266 | |
|
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267 | set_first_map (ob); |
|
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268 | |
|
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269 | ob->roll_stats (); |
|
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270 | } |
333 | } |
271 | |
334 | |
272 | player::player () |
335 | player::player () |
273 | { |
336 | { |
274 | /* There are some elements we want initialized to non zero value - |
337 | /* There are some elements we want initialised to non zero value - |
275 | * we deal with that below this point. |
338 | * we deal with that below this point. |
276 | */ |
339 | */ |
277 | outputs_sync = 16; /* Every 2 seconds */ |
340 | outputs_sync = 4; |
278 | outputs_count = 8; /* Keeps present behaviour */ |
341 | outputs_count = 4; |
279 | unapply = unapply_nochoice; |
342 | unapply = unapply_nochoice; |
280 | |
343 | |
281 | assign (savebed_map, first_map_path); /* Init. respawn position */ |
344 | savebed_map = first_map_path; /* Init. respawn position */ |
282 | |
345 | |
283 | gen_sp_armour = 10; |
346 | gen_sp_armour = 10; |
284 | last_speed = -1; |
|
|
285 | shoottype = range_none; |
|
|
286 | bowtype = bow_normal; |
347 | bowtype = bow_normal; |
287 | petmode = pet_normal; |
348 | petmode = pet_normal; |
288 | listening = 10; |
349 | listening = 10; |
289 | usekeys = containers; |
350 | usekeys = containers; |
290 | last_weapon_sp = -1; |
|
|
291 | peaceful = 1; /* default peaceful */ |
351 | peaceful = 1; /* default peaceful */ |
292 | do_los = 1; |
352 | do_los = 1; |
|
|
353 | } |
293 | |
354 | |
294 | /* we need to clear these to -1 and not zero - otherwise, |
355 | void |
295 | * if a player quits and starts a new character, we wont |
356 | player::do_destroy () |
296 | * send new values to the client, as things like exp start |
357 | { |
297 | * at zero. |
358 | disconnect (); |
298 | */ |
|
|
299 | for (int i = 0; i < NUM_SKILLS; i++) |
|
|
300 | last_skill_exp[i] = -1; |
|
|
301 | |
359 | |
302 | for (int i = 0; i < NROFATTACKS; i++) |
360 | attachable::do_destroy (); |
303 | last_resist[i] = -1; |
|
|
304 | |
361 | |
305 | last_stats.exp = -1; |
362 | if (ob) |
306 | last_weight = (uint32) - 1; |
363 | { |
|
|
364 | ob->destroy_inv (false); |
|
|
365 | ob->destroy (); |
|
|
366 | } |
307 | } |
367 | } |
308 | |
368 | |
309 | player::~player () |
369 | player::~player () |
310 | { |
370 | { |
311 | terminate_all_pets (ob); |
|
|
312 | |
|
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313 | if (first_player != this) |
|
|
314 | { |
|
|
315 | player *prev = first_player; |
|
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316 | |
|
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317 | while (prev && prev->next && prev->next != this) |
|
|
318 | prev = prev->next; |
|
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319 | |
|
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320 | if (prev->next != this) |
|
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321 | { |
|
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322 | LOG (llevError, "Free_player: Can't find previous player.\n"); |
|
|
323 | abort (); |
|
|
324 | } |
|
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325 | |
|
|
326 | prev->next = next; |
|
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327 | } |
|
|
328 | else |
|
|
329 | first_player = next; |
|
|
330 | |
|
|
331 | if (ob) |
|
|
332 | { |
|
|
333 | ob->contr = 0; |
|
|
334 | ob->destroy (1); |
|
|
335 | } |
|
|
336 | |
|
|
337 | if (ns) |
|
|
338 | { |
|
|
339 | ns->send_packet ("goodbye"); |
|
|
340 | ns->flush (); |
|
|
341 | ns->pl = 0; |
|
|
342 | ns->destroy (); |
|
|
343 | } |
|
|
344 | |
|
|
345 | /* Clear item stack */ |
371 | /* Clear item stack */ |
346 | free (stack_items); |
372 | free (stack_items); |
347 | } |
373 | } |
348 | |
374 | |
349 | /* Tries to add player on the connection passed in ns. |
375 | /* Tries to add player on the connection passed in ns. |
… | |
… | |
354 | player::create () |
380 | player::create () |
355 | { |
381 | { |
356 | player *pl = new player; |
382 | player *pl = new player; |
357 | |
383 | |
358 | pl->set_object (arch_to_object (get_player_archetype (0))); |
384 | pl->set_object (arch_to_object (get_player_archetype (0))); |
|
|
385 | |
|
|
386 | pl->ob->roll_stats (); |
|
|
387 | pl->ob->stats.wc = 2; |
|
|
388 | pl->ob->run_away = 25; /* Then we panick... */ |
|
|
389 | |
|
|
390 | set_first_map (pl->ob); |
359 | |
391 | |
360 | return pl; |
392 | return pl; |
361 | } |
393 | } |
362 | |
394 | |
363 | /* |
395 | /* |
… | |
… | |
390 | |
422 | |
391 | object * |
423 | object * |
392 | get_nearest_player (object *mon) |
424 | get_nearest_player (object *mon) |
393 | { |
425 | { |
394 | object *op = NULL; |
426 | object *op = NULL; |
395 | player *pl = NULL; |
|
|
396 | objectlink *ol; |
427 | objectlink *ol; |
397 | unsigned lastdist; |
428 | unsigned lastdist; |
398 | rv_vector rv; |
429 | rv_vector rv; |
399 | |
430 | |
400 | for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) |
431 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
401 | { |
432 | { |
402 | /* We should not find free objects on this friendly list, but it |
433 | /* We should not find free objects on this friendly list, but it |
403 | * does periodically happen. Given that, lets deal with it. |
434 | * does periodically happen. Given that, lets deal with it. |
404 | * While unlikely, it is possible the next object on the friendly |
435 | * While unlikely, it is possible the next object on the friendly |
405 | * list is also free, so encapsulate this in a while loop. |
436 | * list is also free, so encapsulate this in a while loop. |
… | |
… | |
409 | object *tmp = ol->ob; |
440 | object *tmp = ol->ob; |
410 | |
441 | |
411 | /* Can't do much more other than log the fact, because the object |
442 | /* Can't do much more other than log the fact, because the object |
412 | * itself will have been cleared. |
443 | * itself will have been cleared. |
413 | */ |
444 | */ |
414 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); |
445 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n", |
|
|
446 | tmp->debug_desc ()); |
415 | ol = ol->next; |
447 | ol = ol->next; |
416 | remove_friendly_object (tmp); |
448 | remove_friendly_object (tmp); |
417 | if (!ol) |
449 | if (!ol) |
418 | return op; |
450 | return op; |
419 | } |
451 | } |
… | |
… | |
432 | { |
464 | { |
433 | op = ol->ob; |
465 | op = ol->ob; |
434 | lastdist = rv.distance; |
466 | lastdist = rv.distance; |
435 | } |
467 | } |
436 | } |
468 | } |
437 | for (pl = first_player; pl != NULL; pl = pl->next) |
469 | |
438 | { |
470 | for_all_players (pl) |
439 | if (can_detect_enemy (mon, pl->ob, &rv)) |
471 | if (can_detect_enemy (mon, pl->ob, &rv)) |
440 | { |
|
|
441 | |
|
|
442 | if (lastdist > rv.distance) |
472 | if (lastdist > rv.distance) |
443 | { |
473 | { |
444 | op = pl->ob; |
474 | op = pl->ob; |
445 | lastdist = rv.distance; |
475 | lastdist = rv.distance; |
446 | } |
476 | } |
447 | } |
477 | |
448 | } |
|
|
449 | #if 0 |
478 | #if 0 |
450 | LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); |
479 | LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); |
451 | #endif |
480 | #endif |
452 | return op; |
481 | return op; |
453 | } |
482 | } |
… | |
… | |
511 | x = mon->x; |
540 | x = mon->x; |
512 | y = mon->y; |
541 | y = mon->y; |
513 | m = mon->map; |
542 | m = mon->map; |
514 | dir = rv.direction; |
543 | dir = rv.direction; |
515 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
544 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
516 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
545 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
|
|
546 | |
517 | /* If we can't solve it within the search distance, return now. */ |
547 | /* If we can't solve it within the search distance, return now. */ |
518 | if (diff > max) |
548 | if (diff > max) |
519 | return 0; |
549 | return 0; |
|
|
550 | |
520 | while (diff > 1 && max > 0) |
551 | while (diff > 1 && max > 0) |
521 | { |
552 | { |
522 | lastx = x; |
553 | lastx = x; |
523 | lasty = y; |
554 | lasty = y; |
524 | lastmap = m; |
555 | lastmap = m; |
… | |
… | |
606 | max--; |
637 | max--; |
607 | lastdir = dir; |
638 | lastdir = dir; |
608 | if (!firstdir) |
639 | if (!firstdir) |
609 | firstdir = dir; |
640 | firstdir = dir; |
610 | } |
641 | } |
|
|
642 | |
611 | if (diff <= 1) |
643 | if (diff <= 1) |
612 | { |
644 | { |
613 | /* Recalculate diff (distance) because we may not have actually |
645 | /* Recalculate diff (distance) because we may not have actually |
614 | * headed toward player for entire distance. |
646 | * headed toward player for entire distance. |
615 | */ |
647 | */ |
616 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
648 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
617 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
649 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
618 | } |
650 | } |
|
|
651 | |
619 | if (diff > max) |
652 | if (diff > max) |
620 | return 0; |
653 | return 0; |
621 | } |
654 | } |
|
|
655 | |
622 | /* If we reached the max, didn't find a direction in time */ |
656 | /* If we reached the max, didn't find a direction in time */ |
623 | if (!max) |
657 | if (!max) |
624 | return 0; |
658 | return 0; |
625 | |
659 | |
626 | return firstdir; |
660 | return firstdir; |
… | |
… | |
740 | roll_stat (void) |
774 | roll_stat (void) |
741 | { |
775 | { |
742 | int a[4], i, j, k; |
776 | int a[4], i, j, k; |
743 | |
777 | |
744 | for (i = 0; i < 4; i++) |
778 | for (i = 0; i < 4; i++) |
745 | a[i] = (int) RANDOM () % 6 + 1; |
779 | a[i] = (int) rndm (6) + 1; |
746 | |
780 | |
747 | for (i = 0, j = 0, k = 7; i < 4; i++) |
781 | for (i = 0, j = 0, k = 7; i < 4; i++) |
748 | if (a[i] < k) |
782 | if (a[i] < k) |
749 | k = a[i], j = i; |
783 | k = a[i], j = i; |
750 | |
784 | |
… | |
… | |
756 | } |
790 | } |
757 | |
791 | |
758 | void |
792 | void |
759 | object::roll_stats () |
793 | object::roll_stats () |
760 | { |
794 | { |
761 | int statsort [7]; |
795 | int statsort [NUM_STATS]; |
762 | |
796 | |
763 | for (;;) |
797 | for (;;) |
764 | { |
798 | { |
765 | int sum = 0; |
799 | int sum = 0; |
766 | for (int i = 7; i--; ) |
800 | for (int i = NUM_STATS; i--; ) |
767 | sum += statsort [i] = roll_stat (); |
801 | sum += statsort [i] = roll_stat (); |
768 | |
802 | |
769 | if (sum >= 82 && sum <= 116) |
803 | if (sum >= 82 && sum <= 116) |
770 | break; |
804 | break; |
771 | } |
805 | } |
772 | |
806 | |
773 | // Sort the stats so that rerolling is easier... |
807 | // Sort the stats so that rerolling is easier... |
774 | std::sort (statsort, statsort + 7, std::greater<int>()); |
808 | std::sort (statsort, statsort + NUM_STATS, std::greater<int>()); |
775 | |
809 | |
|
|
810 | for (int i = 0; i < NUM_STATS; ++i) |
776 | stats.Str = statsort[0]; |
811 | stats.stat (i) = statsort [i]; |
777 | stats.Dex = statsort[1]; |
|
|
778 | stats.Con = statsort[2]; |
|
|
779 | stats.Int = statsort[3]; |
|
|
780 | stats.Wis = statsort[4]; |
|
|
781 | stats.Pow = statsort[5]; |
|
|
782 | stats.Cha = statsort[6]; |
|
|
783 | |
812 | |
784 | stats.exp = 0; |
813 | stats.exp = 0; |
785 | stats.ac = 0; |
814 | stats.ac = 0; |
786 | |
815 | |
787 | stats.hp = stats.maxhp; |
816 | stats.hp = stats.maxhp; |
… | |
… | |
799 | } |
828 | } |
800 | |
829 | |
801 | void |
830 | void |
802 | object::swap_stats (int a, int b) |
831 | object::swap_stats (int a, int b) |
803 | { |
832 | { |
804 | int tmp = get_attr_value (&contr->orig_stats, a); |
833 | swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b)); |
805 | set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b)); |
|
|
806 | set_attr_value (&contr->orig_stats, b, tmp); |
|
|
807 | |
834 | |
|
|
835 | for (int i = 0; i < NUM_STATS; ++i) |
808 | stats.Str = contr->orig_stats.Str; |
836 | stats.stat (i) = contr->orig_stats.stat (i); |
809 | stats.Dex = contr->orig_stats.Dex; |
|
|
810 | stats.Con = contr->orig_stats.Con; |
|
|
811 | stats.Int = contr->orig_stats.Int; |
|
|
812 | stats.Wis = contr->orig_stats.Wis; |
|
|
813 | stats.Pow = contr->orig_stats.Pow; |
|
|
814 | stats.Cha = contr->orig_stats.Cha; |
|
|
815 | |
837 | |
816 | //TODO: the following code looks so borked and should, at the very least, |
838 | //TODO: the following code looks so borked and should, at the very least, |
817 | // be merged with the similar code in roll_stats |
839 | // be merged with the similar code in roll_stats |
818 | stats.ac = 0; |
840 | stats.ac = 0; |
819 | |
841 | |
… | |
… | |
831 | contr->levsp[1] = 6; |
853 | contr->levsp[1] = 6; |
832 | contr->levgrace[1] = 3; |
854 | contr->levgrace[1] = 3; |
833 | |
855 | |
834 | contr->orig_stats = stats; |
856 | contr->orig_stats = stats; |
835 | } |
857 | } |
|
|
858 | } |
|
|
859 | |
|
|
860 | static void |
|
|
861 | start_info (object *op) |
|
|
862 | { |
|
|
863 | char buf[MAX_BUF]; |
|
|
864 | |
|
|
865 | sprintf (buf, "Welcome to Crossfire v%s!", VERSION); |
|
|
866 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
867 | //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help"); |
|
|
868 | //new_draw_info (NDI_UNIQUE, 0, op, " "); |
836 | } |
869 | } |
837 | |
870 | |
838 | /* This function takes the key that is passed, and does the |
871 | /* This function takes the key that is passed, and does the |
839 | * appropriate action with it (change race, or other things). |
872 | * appropriate action with it (change race, or other things). |
840 | * The function name is for historical reasons - now we have |
873 | * The function name is for historical reasons - now we have |
841 | * separate race and class; this actually changes the RACE, |
874 | * separate race and class; this actually changes the RACE, |
842 | * not the class. |
875 | * not the class. |
843 | */ |
876 | */ |
844 | int |
877 | void |
845 | key_change_class (object *op, char key) |
878 | player::chargen_race_done () |
846 | { |
879 | { |
847 | int tmp_loop; |
|
|
848 | |
|
|
849 | if (key == 'd' || key == 'D') |
|
|
850 | { |
|
|
851 | char buf[MAX_BUF]; |
|
|
852 | |
|
|
853 | /* this must before then initial items are given */ |
880 | /* this must before then initial items are given */ |
854 | esrv_new_player (op->contr, op->weight + op->carrying); |
881 | esrv_new_player (ob->contr, ob->weight + ob->carrying); |
855 | |
882 | |
856 | treasurelist *tl = find_treasurelist ("starting_wealth"); |
883 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
857 | if (tl) |
884 | if (tl) |
858 | create_treasure (tl, op, 0, 0, 0); |
885 | create_treasure (tl, ob, 0, 0, 0); |
859 | |
886 | |
860 | INVOKE_PLAYER (BIRTH, op->contr); |
887 | INVOKE_PLAYER (BIRTH, ob->contr); |
861 | INVOKE_PLAYER (LOGIN, op->contr); |
888 | INVOKE_PLAYER (LOGIN, ob->contr); |
862 | |
889 | |
863 | op->contr->ns->state = ST_PLAYING; |
890 | ob->contr->ns->state = ST_PLAYING; |
864 | |
891 | |
865 | if (op->msg) |
892 | if (ob->msg) |
866 | op->msg = NULL; |
893 | ob->msg = 0; |
867 | |
894 | |
868 | /* We create this now because some of the unique maps will need it |
895 | /* We create this now because some of the unique maps will need it |
869 | * to save here. |
896 | * to save here. |
870 | */ |
897 | */ |
|
|
898 | { |
|
|
899 | char buf[MAX_BUF]; |
871 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
900 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name); |
872 | make_path_to_file (buf); |
901 | make_path_to_file (buf); |
|
|
902 | } |
873 | |
903 | |
874 | #ifdef AUTOSAVE |
|
|
875 | op->contr->last_save_tick = pticks; |
|
|
876 | #endif |
|
|
877 | start_info (op); |
904 | start_info (ob); |
878 | CLEAR_FLAG (op, FLAG_WIZ); |
905 | CLEAR_FLAG (ob, FLAG_WIZ); |
879 | give_initial_items (op, op->randomitems); |
906 | give_initial_items (ob, ob->randomitems); |
880 | link_player_skills (op); |
907 | link_player_skills (ob); |
881 | esrv_send_inventory (op, op); |
908 | esrv_send_inventory (ob, ob); |
882 | op->update_stats (); |
909 | ob->update_stats (); |
883 | |
910 | |
884 | /* This moves the player to a different start map, if there |
911 | /* This moves the player to a different start map, if there |
885 | * is one for this race |
912 | * is one for this race |
886 | */ |
913 | */ |
887 | if (*first_map_ext_path) |
914 | if (*first_map_ext_path) |
888 | { |
915 | { |
889 | object *tmp; |
916 | object *tmp; |
890 | char mapname[MAX_BUF]; |
917 | char mapname[MAX_BUF]; |
891 | |
918 | |
892 | snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); |
919 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name); |
893 | tmp = object::create (); |
920 | tmp = object::create (); |
894 | EXIT_PATH (tmp) = mapname; |
921 | EXIT_PATH (tmp) = mapname; |
895 | EXIT_X (tmp) = op->x; |
922 | EXIT_X (tmp) = ob->x; |
896 | EXIT_Y (tmp) = op->y; |
923 | EXIT_Y (tmp) = ob->y; |
897 | enter_exit (op, tmp); /* we don't really care if it succeeded; |
924 | ob->enter_exit (tmp); /* we don't really care if it succeeded; |
898 | * if the map isn't there, then stay on the |
925 | * if the map isn't there, then stay on the |
899 | * default initial map */ |
926 | * default initial map */ |
900 | tmp->destroy (); |
927 | tmp->destroy (); |
901 | } |
928 | } |
902 | else |
929 | else |
903 | LOG (llevDebug, "first_map_ext_path not set\n"); |
930 | LOG (llevDebug, "first_map_ext_path not set\n"); |
|
|
931 | } |
904 | |
932 | |
905 | return 0; |
933 | void |
906 | } |
934 | player::chargen_race_next () |
907 | |
935 | { |
908 | /* Following actually changes the race - this is the default command |
936 | /* Following actually changes the race - this is the default command |
909 | * if we don't match with one of the options above. |
937 | * if we don't match with one of the options above. |
910 | */ |
938 | */ |
911 | |
939 | |
912 | tmp_loop = 0; |
940 | do |
913 | while (!tmp_loop) |
|
|
914 | { |
941 | { |
915 | shstr name = op->name; |
942 | shstr name = ob->name; |
916 | int x = op->x, y = op->y; |
943 | int x = ob->x, y = ob->y; |
917 | |
944 | |
918 | op->remove_statbonus (); |
945 | ob->remove_statbonus (); |
919 | op->remove (); |
946 | ob->remove (); |
920 | op->arch = get_player_archetype (op->arch); |
947 | ob->arch = get_player_archetype (ob->arch); |
921 | op->arch->clone.copy_to (op); |
948 | ob->arch->clone.copy_to (ob); |
922 | op->instantiate (); |
949 | ob->instantiate (); |
923 | op->stats = op->contr->orig_stats; |
950 | ob->stats = ob->contr->orig_stats; |
924 | op->name = op->name_pl = name; |
951 | ob->name = ob->name_pl = name; |
925 | op->x = x; |
952 | ob->x = x; |
926 | op->y = y; |
953 | ob->y = y; |
927 | SET_ANIMATION (op, 2); /* So player faces south */ |
954 | SET_ANIMATION (ob, 2); /* So player faces south */ |
928 | insert_ob_in_map (op, op->map, op, 0); |
955 | insert_ob_in_map (ob, ob->map, ob, 0); |
929 | assign (op->contr->title, op->arch->clone.name); |
956 | assign (ob->contr->title, ob->arch->clone.name); |
930 | op->add_statbonus (); |
957 | ob->add_statbonus (); |
931 | tmp_loop = allowed_class (op); |
|
|
932 | } |
958 | } |
|
|
959 | while (!allowed_class (ob)); |
933 | |
960 | |
934 | update_object (op, UP_OBJ_FACE); |
961 | update_object (ob, UP_OBJ_FACE); |
935 | esrv_update_item (UPD_FACE, op, op); |
962 | esrv_update_item (UPD_FACE, ob, ob); |
936 | op->update_stats (); |
963 | ob->update_stats (); |
937 | op->stats.hp = op->stats.maxhp; |
964 | ob->stats.hp = ob->stats.maxhp; |
938 | op->stats.sp = op->stats.maxsp; |
965 | ob->stats.sp = ob->stats.maxsp; |
939 | op->stats.grace = 0; |
966 | ob->stats.grace = 0; |
940 | |
|
|
941 | if (op->msg) |
|
|
942 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
|
|
943 | |
|
|
944 | send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); |
|
|
945 | return 0; |
|
|
946 | } |
|
|
947 | |
|
|
948 | int |
|
|
949 | key_confirm_quit (object *op, char key) |
|
|
950 | { |
|
|
951 | if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') |
|
|
952 | { |
|
|
953 | op->contr->ns->state = ST_PLAYING; |
|
|
954 | new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); |
|
|
955 | return 1; |
|
|
956 | } |
|
|
957 | |
|
|
958 | INVOKE_PLAYER (LOGOUT, op->contr); |
|
|
959 | INVOKE_PLAYER (QUIT, op->contr); |
|
|
960 | |
|
|
961 | terminate_all_pets (op); |
|
|
962 | leave_map (op); |
|
|
963 | op->direction = 0; |
|
|
964 | new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); |
|
|
965 | |
|
|
966 | strcpy (op->contr->killer, "quit"); |
|
|
967 | check_score (op); |
|
|
968 | op->contr->party = 0; |
|
|
969 | op->contr->own_title[0] = '\0'; |
|
|
970 | |
|
|
971 | object_ptr ob = op; |
|
|
972 | |
|
|
973 | delete ob->contr; |
|
|
974 | |
|
|
975 | /* We need to hunt for any per player unique maps in memory and |
|
|
976 | * get rid of them. The trailing slash in the path is intentional, |
|
|
977 | * so that players named 'Ab' won't match against players 'Abe' pathname |
|
|
978 | */ |
|
|
979 | char buf[MAX_BUF]; |
|
|
980 | sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); |
|
|
981 | |
|
|
982 | for (maptile *next, *mp = first_map; mp; mp = next) |
|
|
983 | { |
|
|
984 | next = mp->next; |
|
|
985 | |
|
|
986 | if (!strncmp (mp->path, buf, strlen (buf))) |
|
|
987 | delete_map (mp); |
|
|
988 | } |
|
|
989 | |
|
|
990 | delete_character (ob->name, 1); |
|
|
991 | |
|
|
992 | return 1; |
|
|
993 | } |
967 | } |
994 | |
968 | |
995 | void |
969 | void |
996 | flee_player (object *op) |
970 | flee_player (object *op) |
997 | { |
971 | { |
… | |
… | |
1044 | /* Cornered, get rid of scared */ |
1018 | /* Cornered, get rid of scared */ |
1045 | CLEAR_FLAG (op, FLAG_SCARED); |
1019 | CLEAR_FLAG (op, FLAG_SCARED); |
1046 | op->enemy = NULL; |
1020 | op->enemy = NULL; |
1047 | } |
1021 | } |
1048 | |
1022 | |
1049 | |
|
|
1050 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
1023 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
1051 | * IT returns 1 if the player should keep on moving, 0 if he should |
1024 | * It returns 1 if the player should keep on moving, 0 if he should |
1052 | * stop. |
1025 | * stop. |
1053 | */ |
1026 | */ |
1054 | int |
1027 | int |
1055 | check_pick (object *op) |
1028 | check_pick (object *op) |
1056 | { |
1029 | { |
1057 | object *tmp, *next; |
1030 | object *tmp, *next; |
1058 | int stop = 0; |
1031 | int stop = 0; |
1059 | int j, k, wvratio; |
1032 | int wvratio; |
1060 | char putstring[128], tmpstr[16]; |
1033 | char putstring[128]; |
1061 | |
1034 | |
1062 | /* if you're flying, you cna't pick up anything */ |
1035 | /* if you're flying, you cna't pick up anything */ |
1063 | if (op->move_type & MOVE_FLYING) |
1036 | if (op->move_type & MOVE_FLYING) |
1064 | return 1; |
1037 | return 1; |
1065 | |
1038 | |
… | |
… | |
1134 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1107 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1135 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1108 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1136 | else |
1109 | else |
1137 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1110 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1138 | &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1111 | &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1112 | |
1139 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1113 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1140 | |
|
|
1141 | sprintf (putstring, "...flags: "); |
|
|
1142 | for (k = 0; k < 4; k++) |
|
|
1143 | { |
|
|
1144 | for (j = 0; j < 32; j++) |
|
|
1145 | { |
|
|
1146 | if ((tmp->flags[k] >> j) & 0x01) |
|
|
1147 | { |
|
|
1148 | sprintf (tmpstr, "%d ", k * 32 + j); |
|
|
1149 | strcat (putstring, tmpstr); |
|
|
1150 | } |
|
|
1151 | } |
|
|
1152 | } |
|
|
1153 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
|
|
1154 | |
|
|
1155 | #if 0 |
|
|
1156 | /* print the flags too */ |
|
|
1157 | for (k = 0; k < 4; k++) |
|
|
1158 | { |
|
|
1159 | fprintf (stderr, "%d [%d] ", k, k * 32 + 31); |
|
|
1160 | for (j = 0; j < 32; j++) |
|
|
1161 | { |
|
|
1162 | fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01); |
|
|
1163 | if (!((j + 1) % 4)) |
|
|
1164 | fprintf (stderr, " "); |
|
|
1165 | } |
|
|
1166 | fprintf (stderr, " [%d]\n", k * 32); |
|
|
1167 | } |
|
|
1168 | #endif |
|
|
1169 | } |
1114 | } |
|
|
1115 | |
1170 | /* philosophy: |
1116 | /* philosophy: |
1171 | * It's easy to grab an item type from a pile, as long as it's |
1117 | * It's easy to grab an item type from a pile, as long as it's |
1172 | * generic. This takes no game-time. For more detailed pickups |
1118 | * generic. This takes no game-time. For more detailed pickups |
1173 | * and selections, select-items shoul dbe used. This is a |
1119 | * and selections, select-items should be used. This is a |
1174 | * grab-as-you-run type mode that's really useful for arrows for |
1120 | * grab-as-you-run type mode that's really useful for arrows for |
1175 | * example. |
1121 | * example. |
1176 | * The drawback: right now it has no frontend, so you need to |
1122 | * The drawback: right now it has no frontend, so you need to |
1177 | * stick the bits you want into a calculator in hex mode and then |
1123 | * stick the bits you want into a calculator in hex mode and then |
1178 | * convert to decimal and then 'pickup <#> |
1124 | * convert to decimal and then 'pickup <#> |
… | |
… | |
1429 | * found object is returned. |
1375 | * found object is returned. |
1430 | */ |
1376 | */ |
1431 | object * |
1377 | object * |
1432 | find_arrow (object *op, const char *type) |
1378 | find_arrow (object *op, const char *type) |
1433 | { |
1379 | { |
1434 | object *tmp = NULL; |
1380 | object *tmp = 0; |
1435 | |
1381 | |
1436 | for (op = op->inv; op; op = op->below) |
1382 | for (op = op->inv; op; op = op->below) |
1437 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
1383 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
1438 | tmp = find_arrow (op, type); |
1384 | tmp = find_arrow (op, type); |
1439 | else if (op->type == ARROW && op->race == type) |
1385 | else if (op->type == ARROW && op->race == type) |
1440 | return op; |
1386 | return op; |
|
|
1387 | |
1441 | return tmp; |
1388 | return tmp; |
1442 | } |
1389 | } |
1443 | |
1390 | |
1444 | /* |
1391 | /* |
1445 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1392 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1446 | * against the target. A full test is not performed, simply a basic test |
1393 | * against the target. A full test is not performed, simply a basic test |
1447 | * of resistances. The archer is making a quick guess at what he sees down |
1394 | * of resistances. The archer is making a quick guess at what he sees down |
1448 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1395 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1449 | */ |
1396 | */ |
1450 | |
|
|
1451 | object * |
1397 | object * |
1452 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1398 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1453 | { |
1399 | { |
1454 | object *tmp = NULL, *arrow, *ntmp; |
1400 | object *tmp = NULL, *arrow, *ntmp; |
1455 | int attacknum, attacktype, betterby = 0, i; |
1401 | int attacknum, attacktype, betterby = 0, i; |
… | |
… | |
1521 | * find_better_arrow to find a decent arrow to use. |
1467 | * find_better_arrow to find a decent arrow to use. |
1522 | * op = the shooter |
1468 | * op = the shooter |
1523 | * type = bow->race |
1469 | * type = bow->race |
1524 | * dir = fire direction |
1470 | * dir = fire direction |
1525 | */ |
1471 | */ |
1526 | |
|
|
1527 | object * |
1472 | object * |
1528 | pick_arrow_target (object *op, const char *type, int dir) |
1473 | pick_arrow_target (object *op, const char *type, int dir) |
1529 | { |
1474 | { |
1530 | object *tmp = NULL; |
1475 | object *tmp = NULL; |
1531 | maptile *m; |
1476 | maptile *m; |
… | |
… | |
1596 | */ |
1541 | */ |
1597 | int |
1542 | int |
1598 | 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) |
1599 | { |
1544 | { |
1600 | object *left, *bow; |
1545 | object *left, *bow; |
1601 | int bowspeed, mflags; |
1546 | int mflags; |
1602 | maptile *m; |
1547 | maptile *m; |
1603 | |
1548 | |
1604 | if (!dir) |
1549 | if (!dir) |
1605 | { |
1550 | { |
1606 | 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!"); |
1607 | return 0; |
1552 | return 0; |
1608 | } |
1553 | } |
1609 | |
1554 | |
1610 | if (op->type == PLAYER) |
1555 | if (op->contr) |
1611 | bow = op->contr->ranges[range_bow]; |
1556 | bow = op->current_weapon; |
1612 | else |
1557 | else |
1613 | { |
1558 | { |
1614 | for (bow = op->inv; bow; bow = bow->below) |
1559 | for (bow = op->inv; bow; bow = bow->below) |
1615 | /* 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 |
1616 | * 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. |
… | |
… | |
1621 | if (!bow) |
1566 | if (!bow) |
1622 | { |
1567 | { |
1623 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1568 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1624 | return 0; |
1569 | return 0; |
1625 | } |
1570 | } |
|
|
1571 | |
|
|
1572 | // optimisation: move object to top so we will find it quickly again |
|
|
1573 | if (bow->below) |
|
|
1574 | { |
|
|
1575 | bow->remove (); |
|
|
1576 | op->insert (bow); |
|
|
1577 | } |
|
|
1578 | |
1626 | } |
1579 | } |
1627 | |
1580 | |
1628 | if (!bow->race || !bow->skill) |
1581 | if (!bow->race || !bow->skill) |
1629 | { |
1582 | { |
1630 | 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); |
1631 | return 0; |
1584 | return 0; |
1632 | } |
1585 | } |
1633 | |
|
|
1634 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
|
|
1635 | |
|
|
1636 | /* penalize ROF for bestarrow */ |
|
|
1637 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
|
|
1638 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
|
|
1639 | |
|
|
1640 | if (bowspeed < 1) |
|
|
1641 | bowspeed = 1; |
|
|
1642 | |
1586 | |
1643 | if (arrow == NULL) |
1587 | if (arrow == NULL) |
1644 | { |
1588 | { |
1645 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1589 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1646 | { |
1590 | { |
1647 | if (op->type == PLAYER) |
1591 | if (op->type == PLAYER) |
1648 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1592 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1649 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1593 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1650 | else |
1594 | else |
1651 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1595 | CLEAR_FLAG (op, FLAG_READY_BOW); |
|
|
1596 | |
1652 | return 0; |
1597 | return 0; |
1653 | } |
1598 | } |
1654 | } |
1599 | } |
1655 | |
1600 | |
1656 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1601 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
… | |
… | |
1678 | return 0; |
1623 | return 0; |
1679 | } |
1624 | } |
1680 | |
1625 | |
1681 | arrow->set_owner (op); |
1626 | arrow->set_owner (op); |
1682 | arrow->skill = bow->skill; |
1627 | arrow->skill = bow->skill; |
1683 | |
|
|
1684 | arrow->direction = dir; |
1628 | arrow->direction = dir; |
1685 | arrow->x = sx; |
1629 | |
1686 | arrow->y = sy; |
1630 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
|
|
1631 | arrow->stats.hp = arrow->stats.dam; |
|
|
1632 | arrow->stats.grace = arrow->attacktype; |
|
|
1633 | |
|
|
1634 | if (arrow->slaying) |
|
|
1635 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1636 | |
|
|
1637 | if (player *pl = op->contr) |
|
|
1638 | { |
|
|
1639 | if (!pl->has_hit) |
|
|
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 |
|
|
1655 | } |
|
|
1656 | |
|
|
1657 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1658 | |
|
|
1659 | /* update the speed */ |
|
|
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; |
|
|
1662 | |
|
|
1663 | arrow->set_speed (max (arrow->speed, 2.0)); |
|
|
1664 | arrow->speed_left = 0; |
|
|
1665 | |
|
|
1666 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1687 | |
1667 | |
1688 | if (op->type == PLAYER) |
1668 | if (op->type == PLAYER) |
1689 | { |
1669 | { |
1690 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
|
|
1691 | op->update_stats (); |
|
|
1692 | } |
|
|
1693 | |
|
|
1694 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1695 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
|
|
1696 | arrow->stats.hp = arrow->stats.dam; |
|
|
1697 | arrow->stats.grace = arrow->attacktype; |
|
|
1698 | if (arrow->slaying != NULL) |
|
|
1699 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1700 | |
|
|
1701 | /* Note that this was different for monsters - they got their level |
|
|
1702 | * added to the damage. I think the strength bonus is more proper. |
|
|
1703 | */ |
|
|
1704 | |
|
|
1705 | arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic; |
|
|
1706 | |
|
|
1707 | /* update the speed */ |
|
|
1708 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
|
|
1709 | 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
|
|
1710 | |
|
|
1711 | if (arrow->speed < 1.0) |
|
|
1712 | arrow->speed = 1.0; |
|
|
1713 | update_ob_speed (arrow); |
|
|
1714 | arrow->speed_left = 0; |
|
|
1715 | |
|
|
1716 | if (op->type == PLAYER) |
|
|
1717 | { |
|
|
1718 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
|
|
1719 | (op->chosen_skill ? op->chosen_skill->level : op->level) - |
|
|
1720 | dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod; |
|
|
1721 | |
|
|
1722 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
1670 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
|
|
1671 | wc -= dex_bonus[op->stats.Dex]; |
|
|
1672 | |
|
|
1673 | if (!arrow->slaying) |
|
|
1674 | arrow->slaying = op->slaying; |
|
|
1675 | |
|
|
1676 | arrow->attacktype |= op->attacktype; |
1723 | } |
1677 | } |
1724 | else |
1678 | else |
1725 | { |
1679 | { |
1726 | arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; |
|
|
1727 | arrow->level = op->level; |
1680 | arrow->level = op->level; |
1728 | } |
1681 | arrow->stats.wc -= bow->magic; |
1729 | |
1682 | |
1730 | if (arrow->attacktype == AT_PHYSICAL) |
1683 | if (!arrow->slaying) |
|
|
1684 | arrow->slaying = bow->slaying; |
|
|
1685 | |
1731 | arrow->attacktype |= bow->attacktype; |
1686 | arrow->attacktype |= bow->attacktype; |
|
|
1687 | } |
1732 | |
1688 | |
1733 | if (bow->slaying) |
1689 | wc -= arrow->level; |
1734 | arrow->slaying = bow->slaying; |
1690 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
1735 | |
1691 | |
1736 | arrow->map = m; |
1692 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1737 | arrow->move_type = MOVE_FLY_LOW; |
1693 | arrow->move_type = MOVE_FLY_LOW; |
1738 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1694 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1739 | |
1695 | |
1740 | 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); |
1741 | insert_ob_in_map (arrow, m, op, 0); |
1697 | m->insert (arrow, sx, sy, op); |
1742 | |
1698 | |
1743 | if (!arrow->destroyed ()) |
1699 | if (!arrow->destroyed ()) |
1744 | move_arrow (arrow); |
1700 | move_arrow (arrow); |
1745 | |
1701 | |
1746 | if (op->type == PLAYER) |
1702 | if (op->type == PLAYER) |
… | |
… | |
1766 | { |
1722 | { |
1767 | int ret = 0, wcmod = 0; |
1723 | int ret = 0, wcmod = 0; |
1768 | |
1724 | |
1769 | if (op->contr->bowtype == bow_bestarrow) |
1725 | if (op->contr->bowtype == bow_bestarrow) |
1770 | { |
1726 | { |
1771 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); |
1727 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1772 | } |
1728 | } |
1773 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1729 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1774 | { |
1730 | { |
1775 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1731 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1776 | wcmod = -1; |
1732 | wcmod = -1; |
|
|
1733 | |
1777 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1734 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1778 | } |
1735 | } |
1779 | else if (op->contr->bowtype == bow_threewide) |
1736 | else if (op->contr->bowtype == bow_threewide) |
1780 | { |
1737 | { |
1781 | 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); |
… | |
… | |
1785 | else if (op->contr->bowtype == bow_spreadshot) |
1742 | else if (op->contr->bowtype == bow_spreadshot) |
1786 | { |
1743 | { |
1787 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1744 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1788 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1745 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1789 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1746 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1790 | |
|
|
1791 | } |
1747 | } |
1792 | else |
1748 | else |
1793 | { |
1749 | { |
1794 | /* Simple case */ |
1750 | /* Simple case */ |
1795 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1751 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1796 | } |
1752 | } |
|
|
1753 | |
1797 | return ret; |
1754 | return ret; |
1798 | } |
1755 | } |
1799 | |
|
|
1800 | |
1756 | |
1801 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1757 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1802 | * Broken apart from 'fire' to keep it more readable. |
1758 | * Broken apart from 'fire' to keep it more readable. |
1803 | */ |
1759 | */ |
1804 | void |
1760 | void |
1805 | fire_misc_object (object *op, int dir) |
1761 | fire_misc_object (object *op, int dir) |
1806 | { |
1762 | { |
1807 | object *item; |
1763 | object *item = op->contr->ranged_ob; |
1808 | |
1764 | |
1809 | if (!op->contr->ranges[range_misc]) |
1765 | if (!item) |
1810 | { |
1766 | { |
1811 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1767 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1812 | return; |
1768 | return; |
1813 | } |
1769 | } |
1814 | |
1770 | |
1815 | item = op->contr->ranges[range_misc]; |
|
|
1816 | if (!item->inv) |
1771 | if (!item->inv) |
1817 | { |
1772 | { |
1818 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1773 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1819 | return; |
1774 | return; |
1820 | } |
1775 | } |
|
|
1776 | |
|
|
1777 | if (!op->change_weapon (item)) |
|
|
1778 | return; |
|
|
1779 | |
1821 | if (item->type == WAND) |
1780 | if (item->type == WAND) |
1822 | { |
1781 | { |
1823 | if (item->stats.food <= 0) |
1782 | if (item->stats.food <= 0) |
1824 | { |
1783 | { |
1825 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1784 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1826 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
1785 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
|
|
1786 | |
1827 | return; |
1787 | return; |
1828 | } |
1788 | } |
1829 | } |
1789 | } |
1830 | else if (item->type == ROD || item->type == HORN) |
1790 | else if (item->type == ROD || item->type == HORN) |
1831 | { |
1791 | { |
1832 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1792 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1833 | { |
1793 | { |
1834 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1794 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
|
|
1795 | |
1835 | if (item->type == ROD) |
1796 | if (item->type == ROD) |
1836 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1797 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1837 | else |
1798 | else |
1838 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
1799 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
|
|
1800 | |
1839 | return; |
1801 | return; |
1840 | } |
1802 | } |
1841 | } |
1803 | } |
1842 | |
1804 | |
1843 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1805 | if (cast_spell (op, item, dir, item->inv, NULL)) |
… | |
… | |
1851 | |
1813 | |
1852 | if (item->arch) |
1814 | if (item->arch) |
1853 | { |
1815 | { |
1854 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1816 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1855 | item->face = item->arch->clone.face; |
1817 | item->face = item->arch->clone.face; |
1856 | item->speed = 0; |
1818 | item->set_speed (0); |
1857 | update_ob_speed (item); |
|
|
1858 | } |
1819 | } |
|
|
1820 | |
1859 | if ((tmp = item->in_player ())) |
1821 | if ((tmp = item->in_player ())) |
1860 | esrv_update_item (UPD_ANIM, tmp, item); |
1822 | esrv_update_item (UPD_ANIM, tmp, item); |
1861 | } |
1823 | } |
1862 | } |
1824 | } |
1863 | else if (item->type == ROD || item->type == HORN) |
1825 | else if (item->type == ROD || item->type == HORN) |
1864 | { |
|
|
1865 | drain_rod_charge (item); |
1826 | drain_rod_charge (item); |
1866 | } |
|
|
1867 | } |
1827 | } |
1868 | } |
1828 | } |
1869 | |
1829 | |
1870 | /* Received a fire command for the player - go and do it. |
1830 | /* Received a fire command for the player - go and do it. |
1871 | */ |
1831 | */ |
… | |
… | |
1876 | |
1836 | |
1877 | /* check for loss of invisiblity/hide */ |
1837 | /* check for loss of invisiblity/hide */ |
1878 | if (action_makes_visible (op)) |
1838 | if (action_makes_visible (op)) |
1879 | make_visible (op); |
1839 | make_visible (op); |
1880 | |
1840 | |
1881 | switch (op->contr->shoottype) |
1841 | player *pl = op->contr; |
|
|
1842 | |
|
|
1843 | if (pl->golem) |
1882 | { |
1844 | { |
1883 | case range_none: |
1845 | control_golem (op->contr->golem, dir); |
1884 | return; |
1846 | return; |
|
|
1847 | } |
1885 | |
1848 | |
1886 | case range_bow: |
1849 | object *ob = pl->ranged_ob; |
|
|
1850 | |
|
|
1851 | if (!ob) |
|
|
1852 | return; |
|
|
1853 | |
|
|
1854 | if (!op->change_weapon (ob)) |
|
|
1855 | return; |
|
|
1856 | |
|
|
1857 | switch (ob->type) |
|
|
1858 | { |
|
|
1859 | case BOW: |
1887 | player_fire_bow (op, dir); |
1860 | player_fire_bow (op, dir); |
1888 | return; |
1861 | break; |
1889 | |
1862 | |
1890 | case range_magic: /* Casting spells */ |
1863 | case SPELL: |
1891 | spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); |
1864 | spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); |
1892 | return; |
1865 | break; |
1893 | |
1866 | |
1894 | case range_misc: |
1867 | case BUILDER: |
|
|
1868 | apply_map_builder (op, dir); |
|
|
1869 | break; |
|
|
1870 | |
|
|
1871 | case SKILL: |
|
|
1872 | do_skill (op, op, ob, dir, 0); |
|
|
1873 | break; |
|
|
1874 | |
|
|
1875 | default: |
1895 | fire_misc_object (op, dir); |
1876 | fire_misc_object (op, dir); |
1896 | return; |
1877 | break; |
1897 | |
|
|
1898 | case range_golem: /* Control summoned monsters from scrolls */ |
|
|
1899 | if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
1900 | { |
|
|
1901 | op->contr->ranges[range_golem] = 0; |
|
|
1902 | op->contr->shoottype = range_none; |
|
|
1903 | } |
|
|
1904 | else |
|
|
1905 | control_golem (op->contr->ranges[range_golem], dir); |
|
|
1906 | return; |
|
|
1907 | |
|
|
1908 | case range_skill: |
|
|
1909 | if (!op->chosen_skill) |
|
|
1910 | { |
|
|
1911 | if (op->type == PLAYER) |
|
|
1912 | new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
|
|
1913 | return; |
|
|
1914 | } |
|
|
1915 | (void) do_skill (op, op, op->chosen_skill, dir, NULL); |
|
|
1916 | return; |
|
|
1917 | case range_builder: |
|
|
1918 | apply_map_builder (op, dir); |
|
|
1919 | return; |
|
|
1920 | default: |
|
|
1921 | new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); |
|
|
1922 | return; |
|
|
1923 | } |
1878 | } |
1924 | } |
1879 | } |
1925 | |
|
|
1926 | |
|
|
1927 | |
1880 | |
1928 | /* find_key |
1881 | /* find_key |
1929 | * We try to find a key for the door as passed. If we find a key |
1882 | * We try to find a key for the door as passed. If we find a key |
1930 | * and successfully use it, we return the key, otherwise NULL |
1883 | * and successfully use it, we return the key, otherwise NULL |
1931 | * This function merges both normal and locked door, since the logic |
1884 | * This function merges both normal and locked door, since the logic |
… | |
… | |
1933 | * pl is the player, |
1886 | * pl is the player, |
1934 | * inv is the objects inventory to searched |
1887 | * inv is the objects inventory to searched |
1935 | * door is the door we are trying to match against. |
1888 | * door is the door we are trying to match against. |
1936 | * This function can be called recursively to search containers. |
1889 | * This function can be called recursively to search containers. |
1937 | */ |
1890 | */ |
1938 | |
|
|
1939 | object * |
1891 | object * |
1940 | find_key (object *pl, object *container, object *door) |
1892 | find_key (object *pl, object *container, object *door) |
1941 | { |
1893 | { |
1942 | object *tmp, *key; |
1894 | object *tmp, *key; |
1943 | |
1895 | |
1944 | /* Should not happen, but sanity checking is never bad */ |
1896 | /* Should not happen, but sanity checking is never bad */ |
1945 | if (container->inv == NULL) |
1897 | if (!container->inv) |
1946 | return NULL; |
1898 | return 0; |
1947 | |
1899 | |
1948 | /* First, lets try to find a key in the top level inventory */ |
1900 | /* First, lets try to find a key in the top level inventory */ |
1949 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1901 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1950 | { |
1902 | { |
1951 | if (door->type == DOOR && tmp->type == KEY) |
1903 | if (door->type == DOOR && tmp->type == KEY) |
1952 | break; |
1904 | break; |
1953 | /* For sanity, we should really check door type, but other stuff |
1905 | /* For sanity, we should really check door type, but other stuff |
1954 | * (like containers) can be locked with special keys |
1906 | * (like containers) can be locked with special keys |
1955 | */ |
1907 | */ |
1956 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1908 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1957 | break; |
1909 | break; |
1958 | } |
1910 | } |
|
|
1911 | |
1959 | /* No key found - lets search inventories now */ |
1912 | /* No key found - lets search inventories now */ |
1960 | /* If we find and use a key in an inventory, return at that time. |
1913 | /* If we find and use a key in an inventory, return at that time. |
1961 | * otherwise, if we search all the inventories and still don't find |
1914 | * otherwise, if we search all the inventories and still don't find |
1962 | * a key, return |
1915 | * a key, return |
1963 | */ |
1916 | */ |
1964 | if (!tmp) |
1917 | if (!tmp) |
1965 | { |
1918 | { |
1966 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1919 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1967 | { |
1920 | { |
1968 | /* No reason to search empty containers */ |
1921 | /* No reason to search empty containers */ |
1969 | if (tmp->type == CONTAINER && tmp->inv) |
1922 | if (tmp->type == CONTAINER && tmp->inv) |
1970 | { |
1923 | { |
1971 | if ((key = find_key (pl, tmp, door)) != NULL) |
1924 | if ((key = find_key (pl, tmp, door))) |
1972 | return key; |
1925 | return key; |
1973 | } |
1926 | } |
1974 | } |
1927 | } |
|
|
1928 | |
1975 | if (!tmp) |
1929 | if (!tmp) |
1976 | return NULL; |
1930 | return NULL; |
1977 | } |
1931 | } |
|
|
1932 | |
1978 | /* We get down here if we have found a key. Now if its in a container, |
1933 | /* We get down here if we have found a key. Now if its in a container, |
1979 | * see if we actually want to use it |
1934 | * see if we actually want to use it |
1980 | */ |
1935 | */ |
1981 | if (pl != container) |
1936 | if (pl != container) |
1982 | { |
1937 | { |
… | |
… | |
2003 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1958 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
2004 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1959 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
2005 | return NULL; |
1960 | return NULL; |
2006 | } |
1961 | } |
2007 | } |
1962 | } |
|
|
1963 | |
2008 | return tmp; |
1964 | return tmp; |
2009 | } |
1965 | } |
2010 | |
1966 | |
2011 | /* moved door processing out of move_player_attack. |
1967 | /* moved door processing out of move_player_attack. |
2012 | * returns 1 if player has opened the door with a key |
1968 | * returns 1 if player has opened the door with a key |
… | |
… | |
2026 | if (key) |
1982 | if (key) |
2027 | { |
1983 | { |
2028 | object *container = key->env; |
1984 | object *container = key->env; |
2029 | |
1985 | |
2030 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
1986 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
|
|
1987 | |
2031 | if (action_makes_visible (op)) |
1988 | if (action_makes_visible (op)) |
2032 | make_visible (op); |
1989 | make_visible (op); |
|
|
1990 | |
2033 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1991 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
2034 | spring_trap (door->inv, op); |
1992 | spring_trap (door->inv, op); |
|
|
1993 | |
2035 | if (door->type == DOOR) |
1994 | if (door->type == DOOR) |
2036 | { |
|
|
2037 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1995 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
2038 | } |
|
|
2039 | else if (door->type == LOCKED_DOOR) |
1996 | else if (door->type == LOCKED_DOOR) |
2040 | { |
1997 | { |
2041 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
1998 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
2042 | remove_door2 (door); /* remove door without violence ;-) */ |
1999 | remove_door2 (door); /* remove door without violence ;-) */ |
2043 | } |
2000 | } |
|
|
2001 | |
2044 | /* Do this after we print the message */ |
2002 | /* Do this after we print the message */ |
2045 | decrease_ob (key); /* Use up one of the keys */ |
2003 | decrease_ob (key); /* Use up one of the keys */ |
2046 | /* Need to update the weight the container the key was in */ |
2004 | /* Need to update the weight the container the key was in */ |
2047 | if (container != op) |
2005 | if (container != op) |
2048 | esrv_update_item (UPD_WEIGHT, op, container); |
2006 | esrv_update_item (UPD_WEIGHT, op, container); |
|
|
2007 | |
2049 | return 1; /* Nothing more to do below */ |
2008 | return 1; /* Nothing more to do below */ |
2050 | } |
2009 | } |
2051 | else if (door->type == LOCKED_DOOR) |
2010 | else if (door->type == LOCKED_DOOR) |
2052 | { |
2011 | { |
2053 | /* Might as well return now - no other way to open this */ |
2012 | /* Might as well return now - no other way to open this */ |
2054 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
2013 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
2055 | return 1; |
2014 | return 1; |
2056 | } |
2015 | } |
|
|
2016 | |
2057 | return 0; |
2017 | return 0; |
2058 | } |
2018 | } |
2059 | |
2019 | |
2060 | /* This function is just part of a breakup from move_player. |
2020 | /* This function is just part of a breakup from move_player. |
2061 | * It should keep the code cleaner. |
2021 | * It should keep the code cleaner. |
… | |
… | |
2065 | */ |
2025 | */ |
2066 | void |
2026 | void |
2067 | move_player_attack (object *op, int dir) |
2027 | move_player_attack (object *op, int dir) |
2068 | { |
2028 | { |
2069 | object *tmp, *mon; |
2029 | object *tmp, *mon; |
2070 | sint16 nx, ny; |
|
|
2071 | int on_battleground; |
2030 | int on_battleground; |
2072 | maptile *m; |
2031 | maptile *m; |
2073 | |
2032 | |
2074 | nx = freearr_x[dir] + op->x; |
2033 | sint16 nx = freearr_x[dir] + op->x; |
2075 | ny = freearr_y[dir] + op->y; |
2034 | sint16 ny = freearr_y[dir] + op->y; |
2076 | |
2035 | |
2077 | on_battleground = op_on_battleground (op, 0, 0); |
2036 | on_battleground = op_on_battleground (op, 0, 0); |
2078 | |
2037 | |
2079 | /* If braced, or can't move to the square, and it is not out of the |
2038 | /* If braced, or can't move to the square, and it is not out of the |
2080 | * map, attack it. Note order of if statement is important - don't |
2039 | * map, attack it. Note order of if statement is important - don't |
… | |
… | |
2087 | */ |
2046 | */ |
2088 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
2047 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
2089 | { |
2048 | { |
2090 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
2049 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
2091 | { |
2050 | { |
2092 | m = get_map_from_coord (op->map, &nx, &ny); |
2051 | m = op->map->xy_find (nx, ny); |
2093 | if (!m) |
2052 | if (!m) |
2094 | return; /* Don't think this should happen */ |
2053 | return; /* Don't think this should happen */ |
2095 | } |
2054 | } |
2096 | else |
2055 | else |
2097 | m = op->map; |
2056 | m = op->map; |
2098 | |
2057 | |
2099 | if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) |
2058 | if (!(tmp = m->at (nx, ny).bot)) |
2100 | { |
|
|
2101 | /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */ |
|
|
2102 | return; |
2059 | return; |
2103 | } |
|
|
2104 | |
2060 | |
2105 | mon = 0; |
2061 | mon = 0; |
2106 | /* Go through all the objects, and find ones of interest. Only stop if |
2062 | /* Go through all the objects, and find ones of interest. Only stop if |
2107 | * we find a monster - that is something we know we want to attack. |
2063 | * we find a monster - that is something we know we want to attack. |
2108 | * if its a door or barrel (can roll) see if there may be monsters |
2064 | * if its a door or barrel (can roll) see if there may be monsters |
… | |
… | |
2161 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2117 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2162 | { |
2118 | { |
2163 | /* If we're braced, we don't want to switch places with it */ |
2119 | /* If we're braced, we don't want to switch places with it */ |
2164 | if (op->contr->braced) |
2120 | if (op->contr->braced) |
2165 | return; |
2121 | return; |
|
|
2122 | |
2166 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2123 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2167 | (void) push_ob (mon, dir, op); |
2124 | push_ob (mon, dir, op); |
2168 | if (op->contr->tmp_invis || op->hide) |
2125 | if (op->contr->tmp_invis || op->hide) |
2169 | make_visible (op); |
2126 | make_visible (op); |
|
|
2127 | |
2170 | return; |
2128 | return; |
2171 | } |
2129 | } |
2172 | |
2130 | |
2173 | /* in certain circumstances, you shouldn't attack friendly |
2131 | /* in certain circumstances, you shouldn't attack friendly |
2174 | * creatures. Note that if you are braced, you can't push |
2132 | * creatures. Note that if you are braced, you can't push |
… | |
… | |
2188 | !on_battleground)) |
2146 | !on_battleground)) |
2189 | { |
2147 | { |
2190 | if (!op->contr->braced) |
2148 | if (!op->contr->braced) |
2191 | { |
2149 | { |
2192 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2150 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2193 | (void) push_ob (mon, dir, op); |
2151 | push_ob (mon, dir, op); |
2194 | } |
2152 | } |
2195 | else |
2153 | else |
2196 | new_draw_info (0, 0, op, "You withhold your attack"); |
2154 | new_draw_info (0, 0, op, "You withhold your attack"); |
2197 | |
2155 | |
2198 | if (op->contr->tmp_invis || op->hide) |
2156 | if (op->contr->tmp_invis || op->hide) |
… | |
… | |
2213 | * Way it works is like this: First, it must have some hit points |
2171 | * Way it works is like this: First, it must have some hit points |
2214 | * and be living. Then, it must be one of the following: |
2172 | * and be living. Then, it must be one of the following: |
2215 | * 1) Not a player, 2) A player, but of a different party. Note |
2173 | * 1) Not a player, 2) A player, but of a different party. Note |
2216 | * 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. |
2217 | */ |
2175 | */ |
2218 | |
|
|
2219 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2176 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2220 | ((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))) |
2221 | { |
2178 | { |
2222 | |
|
|
2223 | /* If the player hasn't hit something this tick, and does |
|
|
2224 | * so, give them speed boost based on weapon speed. Doing |
|
|
2225 | * it here is better than process_players2, which basically |
|
|
2226 | * incurred a 1 tick offset. |
|
|
2227 | */ |
|
|
2228 | if (!op->contr->has_hit) |
2179 | if (!op->contr->has_hit) |
2229 | { |
2180 | { |
|
|
2181 | op->contr->has_hit = 1; |
2230 | op->speed_left += op->speed / op->contr->weapon_sp; |
2182 | op->speed_left += op->contr->weapon_speed () - op->speed; |
2231 | |
|
|
2232 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
|
|
2233 | } |
2183 | } |
2234 | |
2184 | |
2235 | skill_attack (mon, op, 0, 0, 0); |
2185 | skill_attack (mon, op, 0, 0, 0); |
2236 | |
2186 | |
2237 | /* If attacking another player, that player gets automatic |
2187 | /* If attacking another player, that player gets automatic |
… | |
… | |
2257 | int |
2207 | int |
2258 | move_player (object *op, int dir) |
2208 | move_player (object *op, int dir) |
2259 | { |
2209 | { |
2260 | int pick; |
2210 | int pick; |
2261 | |
2211 | |
2262 | if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) |
2212 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2263 | return 0; |
2213 | return 0; |
2264 | |
2214 | |
2265 | /* Sanity check: make sure dir is valid */ |
2215 | /* Sanity check: make sure dir is valid */ |
2266 | if ((dir < 0) || (dir >= 9)) |
2216 | if ((dir < 0) || (dir >= 9)) |
2267 | { |
2217 | { |
2268 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2218 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2269 | return 0; |
2219 | return 0; |
2270 | } |
2220 | } |
2271 | |
2221 | |
2272 | /* peterm: added following line */ |
2222 | /* peterm: added following line */ |
2273 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2223 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2274 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
2224 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2275 | |
2225 | |
2276 | op->facing = dir; |
2226 | op->facing = dir; |
2277 | |
2227 | |
2278 | if (op->hide) |
2228 | if (op->hide) |
2279 | do_hidden_move (op); |
2229 | do_hidden_move (op); |
… | |
… | |
2312 | * Returns true if there are more actions we can do. |
2262 | * Returns true if there are more actions we can do. |
2313 | */ |
2263 | */ |
2314 | int |
2264 | int |
2315 | handle_newcs_player (object *op) |
2265 | handle_newcs_player (object *op) |
2316 | { |
2266 | { |
2317 | if (op->contr->hidden) |
|
|
2318 | { |
|
|
2319 | op->invisible = 1000; |
|
|
2320 | /* the socket code flashes the player visible/invisible |
|
|
2321 | * depending on the value of invisible, so we need to |
|
|
2322 | * alternate it here for it to work correctly. |
|
|
2323 | */ |
|
|
2324 | if (pticks & 2) |
|
|
2325 | op->invisible--; |
|
|
2326 | } |
|
|
2327 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
|
|
2328 | { |
|
|
2329 | op->invisible--; |
|
|
2330 | if (!op->invisible) |
|
|
2331 | { |
|
|
2332 | make_visible (op); |
|
|
2333 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2334 | } |
|
|
2335 | } |
|
|
2336 | |
|
|
2337 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2267 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2338 | { |
2268 | { |
2339 | flee_player (op); |
2269 | flee_player (op); |
|
|
2270 | |
2340 | /* 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 */ |
2341 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2272 | if (op->flag [FLAG_SCARED]) |
2342 | { |
2273 | { |
2343 | op->speed_left--; |
2274 | --op->speed_left; |
2344 | return 0; |
2275 | return 0; |
2345 | } |
2276 | } |
2346 | } |
2277 | } |
2347 | |
|
|
2348 | /* I've been seeing crashes where the golem has been destroyed, but |
|
|
2349 | * the player object still points to the defunct golem. The code that |
|
|
2350 | * destroys the golem looks correct, and it doesn't always happen, so |
|
|
2351 | * put this in a a workaround to clean up the golem pointer. |
|
|
2352 | */ |
|
|
2353 | if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
2354 | op->contr->ranges[range_golem] = 0; |
|
|
2355 | |
2278 | |
2356 | /* 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 |
2357 | * the players time has been increased when doericserver has been |
2280 | * the players time has been increased when doericserver has been |
2358 | * called, so we recheck it here. |
2281 | * called, so we recheck it here. |
2359 | */ |
2282 | */ |
2360 | //TODO: better than handling 8 commands, use some more intelligent rate-limiting |
2283 | if (op->contr->ns->handle_command ()) |
2361 | for (int rep = 8; --rep && op->contr->ns->handle_command (); ) |
|
|
2362 | ; |
|
|
2363 | |
|
|
2364 | if (op->speed_left < 0) |
|
|
2365 | return 0; |
2284 | return 1; |
2366 | |
2285 | |
|
|
2286 | if (op->speed_left > 0.f) |
|
|
2287 | { |
2367 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2288 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2368 | { |
2289 | { |
2369 | /* All move commands take 1 tick, at least for now */ |
2290 | /* All move commands take 1 tick, at least for now */ |
2370 | op->speed_left--; |
2291 | --op->speed_left; |
2371 | |
2292 | |
2372 | /* Instead of all the stuff below, let move_player take care |
2293 | /* Instead of all the stuff below, let move_player take care |
2373 | * 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 |
2374 | * there, as well as the confusion stuff. |
2295 | * there, as well as the confusion stuff. |
2375 | */ |
2296 | */ |
2376 | move_player (op, op->direction); |
2297 | move_player (op, op->direction); |
2377 | if (op->speed_left > 0) |
2298 | |
2378 | return 1; |
2299 | return op->speed_left > 0.f; |
2379 | else |
2300 | } |
2380 | return 0; |
|
|
2381 | } |
2301 | } |
2382 | |
2302 | |
2383 | return 0; |
2303 | return 0; |
2384 | } |
2304 | } |
2385 | |
2305 | |
… | |
… | |
2423 | * from. |
2343 | * from. |
2424 | */ |
2344 | */ |
2425 | void |
2345 | void |
2426 | remove_unpaid_objects (object *op, object *env) |
2346 | remove_unpaid_objects (object *op, object *env) |
2427 | { |
2347 | { |
2428 | object *next; |
|
|
2429 | |
|
|
2430 | while (op) |
2348 | while (op) |
2431 | { |
2349 | { |
2432 | next = op->below; /* Make sure we have a good value, in case |
2350 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2433 | * we remove object 'op' |
2351 | |
2434 | */ |
|
|
2435 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2352 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2436 | { |
2353 | { |
2437 | op->remove (); |
|
|
2438 | op->x = env->x; |
|
|
2439 | op->y = env->y; |
|
|
2440 | if (env->type == PLAYER) |
2354 | if (env->type == PLAYER) |
2441 | esrv_del_item (env->contr, op->count); |
2355 | esrv_del_item (env->contr, op->count); |
2442 | insert_ob_in_map (op, env->map, NULL, 0); |
2356 | |
|
|
2357 | op->insert_at (env); |
2443 | } |
2358 | } |
2444 | else if (op->inv) |
2359 | else if (op->inv) |
2445 | remove_unpaid_objects (op->inv, env); |
2360 | remove_unpaid_objects (op->inv, env); |
2446 | |
2361 | |
2447 | op = next; |
2362 | op = next; |
… | |
… | |
2503 | int rate_grace = 2000; |
2418 | int rate_grace = 2000; |
2504 | const int max_hp = 1; |
2419 | const int max_hp = 1; |
2505 | const int max_sp = 1; |
2420 | const int max_sp = 1; |
2506 | const int max_grace = 1; |
2421 | const int max_grace = 1; |
2507 | |
2422 | |
2508 | if (op->contr->outputs_sync) |
2423 | if (op->contr->hidden) |
|
|
2424 | { |
|
|
2425 | op->invisible = 1000; |
|
|
2426 | /* the socket code flashes the player visible/invisible |
|
|
2427 | * depending on the value of invisible, so we need to |
|
|
2428 | * alternate it here for it to work correctly. |
|
|
2429 | */ |
|
|
2430 | if (pticks & 2) |
|
|
2431 | op->invisible--; |
2509 | { |
2432 | } |
2510 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
2433 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
2511 | if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) |
2434 | { |
2512 | flush_output_element (op, &op->contr->outputs[i]); |
2435 | if (!op->invisible--) |
|
|
2436 | { |
|
|
2437 | make_visible (op); |
|
|
2438 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2439 | } |
2513 | } |
2440 | } |
2514 | |
2441 | |
2515 | if (op->contr->ns->state == ST_PLAYING) |
2442 | if (op->contr->ns->state == ST_PLAYING) |
2516 | { |
2443 | { |
2517 | /* these next three if clauses make it possible to SLOW DOWN |
2444 | /* these next three if clauses make it possible to SLOW DOWN |
… | |
… | |
2539 | gen_grace = op->stats.maxgrace; |
2466 | gen_grace = op->stats.maxgrace; |
2540 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2467 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2541 | } |
2468 | } |
2542 | |
2469 | |
2543 | /* Regenerate Spell Points */ |
2470 | /* Regenerate Spell Points */ |
2544 | if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) |
2471 | if (!op->contr->golem && --op->last_sp < 0) |
2545 | { |
2472 | { |
2546 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2473 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2547 | if (op->stats.sp < op->stats.maxsp) |
2474 | if (op->stats.sp < op->stats.maxsp) |
2548 | { |
2475 | { |
2549 | op->stats.sp++; |
2476 | op->stats.sp++; |
… | |
… | |
2740 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2667 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2741 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
2668 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
2742 | |
2669 | |
2743 | /* restore player */ |
2670 | /* restore player */ |
2744 | at = archetype::find ("poisoning"); |
2671 | at = archetype::find ("poisoning"); |
2745 | tmp = present_arch_in_ob (at, op); |
2672 | if (object *tmp = present_arch_in_ob (at, op)) |
2746 | if (tmp) |
|
|
2747 | { |
2673 | { |
2748 | tmp->destroy (); |
2674 | tmp->destroy (); |
2749 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2675 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2750 | } |
2676 | } |
2751 | |
2677 | |
2752 | at = archetype::find ("confusion"); |
2678 | at = archetype::find ("confusion"); |
2753 | tmp = present_arch_in_ob (at, op); |
2679 | if (object *tmp = present_arch_in_ob (at, op)) |
2754 | if (tmp) |
|
|
2755 | { |
2680 | { |
2756 | tmp->destroy (); |
2681 | tmp->destroy (); |
2757 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2682 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2758 | } |
2683 | } |
2759 | |
2684 | |
… | |
… | |
2761 | op->stats.hp = op->stats.maxhp; |
2686 | op->stats.hp = op->stats.maxhp; |
2762 | if (op->stats.food <= 0) |
2687 | if (op->stats.food <= 0) |
2763 | op->stats.food = 999; |
2688 | op->stats.food = 999; |
2764 | |
2689 | |
2765 | /* create a bodypart-trophy to make the winner happy */ |
2690 | /* create a bodypart-trophy to make the winner happy */ |
2766 | tmp = arch_to_object (archetype::find ("finger")); |
2691 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2767 | if (tmp != NULL) |
|
|
2768 | { |
2692 | { |
2769 | sprintf (buf, "%s's finger", &op->name); |
2693 | sprintf (buf, "%s's finger", &op->name); |
2770 | tmp->name = buf; |
2694 | tmp->name = buf; |
2771 | sprintf (buf, " This finger has been cut off %s\n" |
2695 | sprintf (buf, " This finger has been cut off %s\n" |
2772 | " the %s, when he was defeated at\n level %d by %s.\n", |
2696 | " the %s, when he was defeated at\n level %d by %s.\n", |
2773 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2697 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2774 | tmp->msg = buf; |
2698 | tmp->msg = buf; |
2775 | tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2699 | tmp->value = 0, tmp->type = 0; |
2776 | tmp->materialname = NULL; |
2700 | tmp->materialname = "organics"; |
2777 | tmp->x = op->x, tmp->y = op->y; |
2701 | tmp->insert_at (op, tmp); |
2778 | insert_ob_in_map (tmp, op->map, op, 0); |
|
|
2779 | } |
2702 | } |
2780 | |
2703 | |
2781 | /* teleport defeated player to new destination */ |
2704 | /* teleport defeated player to new destination */ |
2782 | transfer_ob (op, x, y, 0, NULL); |
2705 | transfer_ob (op, x, y, 0, NULL); |
2783 | op->contr->braced = 0; |
2706 | op->contr->braced = 0; |
… | |
… | |
2788 | |
2711 | |
2789 | command_kill_pets (op, 0); |
2712 | command_kill_pets (op, 0); |
2790 | |
2713 | |
2791 | if (op->stats.food < 0) |
2714 | if (op->stats.food < 0) |
2792 | { |
2715 | { |
2793 | if (op->contr->explore) |
|
|
2794 | { |
|
|
2795 | new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); |
|
|
2796 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
|
|
2797 | op->stats.food = 999; |
|
|
2798 | return; |
|
|
2799 | } |
|
|
2800 | sprintf (buf, "%s starved to death.", &op->name); |
2716 | sprintf (buf, "%s starved to death.", &op->name); |
2801 | strcpy (op->contr->killer, "starvation"); |
2717 | strcpy (op->contr->killer, "starvation"); |
2802 | } |
2718 | } |
2803 | else |
2719 | else |
2804 | { |
|
|
2805 | if (op->contr->explore) |
|
|
2806 | { |
|
|
2807 | new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); |
|
|
2808 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
|
|
2809 | op->stats.hp = op->stats.maxhp; |
|
|
2810 | return; |
|
|
2811 | } |
|
|
2812 | sprintf (buf, "%s died.", &op->name); |
2720 | sprintf (buf, "%s died.", &op->name); |
2813 | } |
2721 | |
2814 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
2722 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
2815 | |
2723 | |
2816 | /* save the map location for corpse, gravestone */ |
2724 | /* save the map location for corpse, gravestone */ |
2817 | x = op->x; |
2725 | x = op->x; |
2818 | y = op->y; |
2726 | y = op->y; |
2819 | map = op->map; |
2727 | map = op->map; |
2820 | |
|
|
2821 | |
2728 | |
2822 | /* NOT_PERMADEATH code. This basically brings the character back to |
2729 | /* NOT_PERMADEATH code. This basically brings the character back to |
2823 | * life if they are dead - it takes some exp and a random stat. |
2730 | * life if they are dead - it takes some exp and a random stat. |
2824 | * See the config.h file for a little more in depth detail about this. |
2731 | * See the config.h file for a little more in depth detail about this. |
2825 | */ |
2732 | */ |
… | |
… | |
2842 | num_stats_lose = 1; |
2749 | num_stats_lose = 1; |
2843 | else |
2750 | else |
2844 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
2751 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
2845 | } |
2752 | } |
2846 | else |
2753 | else |
2847 | { |
|
|
2848 | num_stats_lose = 1; |
2754 | num_stats_lose = 1; |
2849 | } |
2755 | |
2850 | lost_a_stat = 0; |
2756 | lost_a_stat = 0; |
2851 | |
2757 | |
2852 | for (z = 0; z < num_stats_lose; z++) |
2758 | for (z = 0; z < num_stats_lose; z++) |
2853 | { |
2759 | { |
2854 | i = RANDOM () % NUM_STATS; |
2760 | i = RANDOM () % NUM_STATS; |
… | |
… | |
2995 | op->stats.hp = op->stats.maxhp; |
2901 | op->stats.hp = op->stats.maxhp; |
2996 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2902 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2997 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2903 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2998 | |
2904 | |
2999 | /* |
2905 | /* |
3000 | * Check to see if the player is in a shop. IF so, then check to see if |
|
|
3001 | * the player has any unpaid items. If so, remove them and put them back |
2906 | * Check to see if the player has any unpaid items. If so, remove them |
3002 | * in the map. |
2907 | * and put them back in the map. |
3003 | */ |
2908 | */ |
3004 | |
|
|
3005 | if (is_in_shop (op)) |
|
|
3006 | remove_unpaid_objects (op->inv, op); |
2909 | remove_unpaid_objects (op->inv, op); |
3007 | |
2910 | |
3008 | /****************************************/ |
2911 | /****************************************/ |
3009 | /* */ |
2912 | /* */ |
3010 | /* Move player to his current respawn- */ |
2913 | /* Move player to his current respawn- */ |
3011 | /* position (usually last savebed) */ |
2914 | /* position (usually last savebed) */ |
3012 | /* */ |
2915 | /* */ |
3013 | /****************************************/ |
2916 | /****************************************/ |
3014 | |
2917 | |
3015 | enter_player_savebed (op); |
2918 | enter_player_savebed (op); |
3016 | |
2919 | |
3017 | /* Save the player before inserting the force to reduce |
|
|
3018 | * chance of abuse. |
|
|
3019 | */ |
|
|
3020 | op->contr->braced = 0; |
2920 | op->contr->braced = 0; |
3021 | op->contr->save (); |
|
|
3022 | |
2921 | |
3023 | /* it is possible that the player has blown something up |
2922 | /* it is possible that the player has blown something up |
3024 | * at his savebed location, and that can have long lasting |
2923 | * at his savebed location, and that can have long lasting |
3025 | * spell effects. So first see if there is a spell effect |
2924 | * spell effects. So first see if there is a spell effect |
3026 | * on the space that might harm the player. |
2925 | * on the space that might harm the player. |
… | |
… | |
3035 | object *force; |
2934 | object *force; |
3036 | int at; |
2935 | int at; |
3037 | |
2936 | |
3038 | force = get_archetype (FORCE_NAME); |
2937 | force = get_archetype (FORCE_NAME); |
3039 | /* 50 ticks should be enough time for the spell to abate */ |
2938 | /* 50 ticks should be enough time for the spell to abate */ |
3040 | force->speed = 0.1; |
2939 | force->speed = 0.1f; |
3041 | force->speed_left = -5.0; |
2940 | force->speed_left = -5.f; |
3042 | SET_FLAG (force, FLAG_APPLIED); |
2941 | SET_FLAG (force, FLAG_APPLIED); |
3043 | for (at = 0; at < NROFATTACKS; at++) |
2942 | for (at = 0; at < NROFATTACKS; at++) |
3044 | if (will_kill_again & (1 << at)) |
2943 | if (will_kill_again & (1 << at)) |
3045 | force->resist[at] = 100; |
2944 | force->resist[at] = 100; |
3046 | |
2945 | |
… | |
… | |
3055 | void |
2954 | void |
3056 | loot_object (object *op) |
2955 | loot_object (object *op) |
3057 | { /* Grab and destroy some treasure */ |
2956 | { /* Grab and destroy some treasure */ |
3058 | object *tmp, *tmp2, *next; |
2957 | object *tmp, *tmp2, *next; |
3059 | |
2958 | |
3060 | if (op->container) |
2959 | op->close_container (); /* close open sack first */ |
3061 | esrv_apply_container (op, op->container); /* close open sack first */ |
|
|
3062 | |
2960 | |
3063 | for (tmp = op->inv; tmp; tmp = next) |
2961 | for (tmp = op->inv; tmp; tmp = next) |
3064 | { |
2962 | { |
3065 | next = tmp->below; |
2963 | next = tmp->below; |
3066 | |
2964 | |
3067 | if (tmp->invisible) |
2965 | if (tmp->invisible) |
3068 | continue; |
2966 | continue; |
3069 | |
2967 | |
3070 | tmp->remove (); |
2968 | tmp->remove (); |
3071 | tmp->x = op->x, tmp->y = op->y; |
2969 | tmp->x = op->x, tmp->y = op->y; |
|
|
2970 | |
3072 | if (tmp->type == CONTAINER) |
2971 | if (tmp->type == CONTAINER) |
3073 | { /* empty container to ground */ |
2972 | loot_object (tmp); /* empty container to ground */ |
3074 | loot_object (tmp); |
2973 | |
3075 | } |
|
|
3076 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) |
2974 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
3077 | { |
2975 | { |
3078 | if (tmp->nrof > 1) |
2976 | if (tmp->nrof > 1) |
3079 | { |
2977 | { |
3080 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2978 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
3081 | tmp2->destroy (); |
2979 | tmp2->destroy (); |
… | |
… | |
3092 | /* |
2990 | /* |
3093 | * fix_weight(): Check recursively the weight of all players, and fix |
2991 | * fix_weight(): Check recursively the weight of all players, and fix |
3094 | * what needs to be fixed. Refresh windows and fix speed if anything |
2992 | * what needs to be fixed. Refresh windows and fix speed if anything |
3095 | * was changed. |
2993 | * was changed. |
3096 | */ |
2994 | */ |
3097 | |
|
|
3098 | void |
2995 | void |
3099 | fix_weight (void) |
2996 | fix_weight (void) |
3100 | { |
2997 | { |
3101 | for (player *pl = first_player; pl; pl = pl->next) |
2998 | for_all_players (pl) |
3102 | { |
2999 | { |
3103 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
3000 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
3104 | |
3001 | |
3105 | if (old == sum) |
3002 | if (old == sum) |
3106 | continue; |
3003 | continue; |
… | |
… | |
3110 | } |
3007 | } |
3111 | |
3008 | |
3112 | void |
3009 | void |
3113 | fix_luck (void) |
3010 | fix_luck (void) |
3114 | { |
3011 | { |
3115 | for (player *pl = first_player; pl; pl = pl->next) |
3012 | for_all_players (pl) |
3116 | if (!pl->ob->contr->ns->state) |
3013 | if (!pl->ob->contr->ns->state) |
3117 | pl->ob->change_luck (0); |
3014 | pl->ob->change_luck (0); |
3118 | } |
3015 | } |
3119 | |
3016 | |
3120 | /* cast_dust() - handles op throwing objects of type 'DUST'. |
3017 | /* cast_dust() - handles op throwing objects of type 'DUST'. |
… | |
… | |
3162 | if (op->type == PLAYER) |
3059 | if (op->type == PLAYER) |
3163 | { |
3060 | { |
3164 | op->contr->tmp_invis = 0; |
3061 | op->contr->tmp_invis = 0; |
3165 | op->contr->invis_race = 0; |
3062 | op->contr->invis_race = 0; |
3166 | } |
3063 | } |
|
|
3064 | |
3167 | update_object (op, UP_OBJ_FACE); |
3065 | update_object (op, UP_OBJ_CHANGE); |
3168 | } |
3066 | } |
3169 | |
3067 | |
3170 | int |
3068 | int |
3171 | is_true_undead (object *op) |
3069 | is_true_undead (object *op) |
3172 | { |
3070 | { |
3173 | object *tmp = NULL; |
|
|
3174 | |
|
|
3175 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3071 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3176 | return 1; |
3072 | return 1; |
3177 | |
3073 | |
3178 | return 0; |
3074 | return 0; |
3179 | } |
3075 | } |
… | |
… | |
3238 | |
3134 | |
3239 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
3135 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
3240 | |
3136 | |
3241 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3137 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3242 | if (op->type == PLAYER && op->contr->run_on) |
3138 | if (op->type == PLAYER && op->contr->run_on) |
3243 | { |
|
|
3244 | if (!skop || num >= skop->level) |
3139 | if (!skop || num >= skop->level) |
3245 | { |
3140 | { |
3246 | new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); |
3141 | new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); |
3247 | make_visible (op); |
3142 | make_visible (op); |
3248 | return; |
3143 | return; |
3249 | } |
3144 | } |
3250 | else |
3145 | else |
3251 | num += 20; |
3146 | num += 20; |
3252 | } |
3147 | |
3253 | num += op->map->difficulty; |
3148 | num += op->map->difficulty; |
3254 | hide = hideability (op); /* modify by terrain hidden level */ |
3149 | hide = hideability (op); /* modify by terrain hidden level */ |
3255 | num -= hide; |
3150 | num -= hide; |
|
|
3151 | |
3256 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3152 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3257 | { |
3153 | { |
3258 | make_visible (op); |
3154 | make_visible (op); |
3259 | if (op->type == PLAYER) |
3155 | if (op->type == PLAYER) |
3260 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3156 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3261 | } |
3157 | } |
3262 | else if (op->type == PLAYER && skop) |
3158 | else if (op->type == PLAYER && skop) |
3263 | { |
|
|
3264 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
3159 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
3265 | } |
|
|
3266 | } |
3160 | } |
3267 | |
3161 | |
3268 | /* determine if who is standing near a hostile creature. */ |
3162 | /* determine if who is standing near a hostile creature. */ |
3269 | |
3163 | |
3270 | int |
3164 | int |
… | |
… | |
3337 | if (pl->type != PLAYER) |
3231 | if (pl->type != PLAYER) |
3338 | { |
3232 | { |
3339 | LOG (llevError, "player_can_view() called for non-player object\n"); |
3233 | LOG (llevError, "player_can_view() called for non-player object\n"); |
3340 | return -1; |
3234 | return -1; |
3341 | } |
3235 | } |
|
|
3236 | |
3342 | if (!pl || !op) |
3237 | if (!pl || !op) |
3343 | return 0; |
3238 | return 0; |
3344 | |
3239 | |
3345 | if (op->head) |
|
|
3346 | { |
|
|
3347 | op = op->head; |
3240 | op = op->head_ (); |
3348 | } |
3241 | |
3349 | get_rangevector (pl, op, &rv, 0x1); |
3242 | get_rangevector (pl, op, &rv, 0x1); |
3350 | |
3243 | |
3351 | /* starting with the 'head' part, lets loop |
3244 | /* starting with the 'head' part, lets loop |
3352 | * through the object and find if it has any |
3245 | * through the object and find if it has any |
3353 | * part that is in the los array but isnt on |
3246 | * part that is in the los array but isnt on |
… | |
… | |
3470 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3363 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3471 | int i = 0, j = 0; |
3364 | int i = 0, j = 0; |
3472 | |
3365 | |
3473 | /* get the appropriate treasurelist */ |
3366 | /* get the appropriate treasurelist */ |
3474 | if (atnr == ATNR_FIRE) |
3367 | if (atnr == ATNR_FIRE) |
3475 | trlist = find_treasurelist ("dragon_ability_fire"); |
3368 | trlist = treasurelist::find ("dragon_ability_fire"); |
3476 | else if (atnr == ATNR_COLD) |
3369 | else if (atnr == ATNR_COLD) |
3477 | trlist = find_treasurelist ("dragon_ability_cold"); |
3370 | trlist = treasurelist::find ("dragon_ability_cold"); |
3478 | else if (atnr == ATNR_ELECTRICITY) |
3371 | else if (atnr == ATNR_ELECTRICITY) |
3479 | trlist = find_treasurelist ("dragon_ability_elec"); |
3372 | trlist = treasurelist::find ("dragon_ability_elec"); |
3480 | else if (atnr == ATNR_POISON) |
3373 | else if (atnr == ATNR_POISON) |
3481 | trlist = find_treasurelist ("dragon_ability_poison"); |
3374 | trlist = treasurelist::find ("dragon_ability_poison"); |
3482 | |
3375 | |
3483 | if (trlist == NULL || who->type != PLAYER) |
3376 | if (trlist == NULL || who->type != PLAYER) |
3484 | return; |
3377 | return; |
3485 | |
3378 | |
3486 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3379 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3487 | |
3380 | |
3488 | if (tr == NULL || tr->item == NULL) |
3381 | if (!tr || !tr->item) |
3489 | { |
3382 | { |
3490 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3383 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3491 | return; |
3384 | return; |
3492 | } |
3385 | } |
3493 | |
3386 | |
… | |
… | |
3618 | * not readied. |
3511 | * not readied. |
3619 | */ |
3512 | */ |
3620 | void |
3513 | void |
3621 | player_unready_range_ob (player *pl, object *ob) |
3514 | player_unready_range_ob (player *pl, object *ob) |
3622 | { |
3515 | { |
3623 | rangetype i; |
3516 | if (pl->ob->current_weapon == ob) |
|
|
3517 | pl->ob->current_weapon = 0; |
3624 | |
3518 | |
3625 | for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
3519 | if (pl->combat_ob == ob) |
3626 | { |
3520 | pl->combat_ob = 0; |
|
|
3521 | |
3627 | if (pl->ranges[i] == ob) |
3522 | if (pl->ranged_ob == ob) |
3628 | { |
3523 | pl->ranged_ob = 0; |
3629 | pl->ranges[i] = NULL; |
|
|
3630 | if (pl->shoottype == i) |
|
|
3631 | { |
|
|
3632 | pl->shoottype = range_none; |
|
|
3633 | } |
|
|
3634 | } |
|
|
3635 | } |
|
|
3636 | } |
3524 | } |
|
|
3525 | |
|
|
3526 | sint8 |
|
|
3527 | player::visibility_at (maptile *map, int x, int y) const |
|
|
3528 | { |
|
|
3529 | if (!ns) |
|
|
3530 | return 0; |
|
|
3531 | |
|
|
3532 | int dx, dy; |
|
|
3533 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
|
|
3534 | return 0; |
|
|
3535 | |
|
|
3536 | x += dx - ns->current_x + ns->mapx / 2; |
|
|
3537 | y += dy - ns->current_y + ns->mapy / 2; |
|
|
3538 | |
|
|
3539 | if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) |
|
|
3540 | return 0; |
|
|
3541 | |
|
|
3542 | return 100 - blocked_los [x][y]; |
|
|
3543 | } |