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 | for_all_players (pl) |
|
|
40 | if (pl->ob && !strcmp (query_name (pl->ob), plname)) |
|
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41 | return pl; |
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42 | |
|
|
43 | return 0; |
|
|
44 | } |
|
|
45 | |
37 | |
46 | void |
38 | void |
47 | display_motd (const object *op) |
39 | display_motd (const object *op) |
48 | { |
40 | { |
49 | char buf[MAX_BUF]; |
41 | char buf[MAX_BUF]; |
… | |
… | |
123 | |
115 | |
124 | news[0] = '\0'; |
116 | news[0] = '\0'; |
125 | subject[0] = '\0'; |
117 | subject[0] = '\0'; |
126 | size = 0; |
118 | size = 0; |
127 | |
119 | |
128 | while (fgets (buf, MAX_BUF, fp) != NULL) |
120 | while (fgets (buf, MAX_BUF, fp)) |
129 | { |
121 | { |
130 | if (*buf == '#') |
122 | if (*buf == '#') |
131 | continue; |
123 | continue; |
132 | |
124 | |
133 | if (*buf == '%') |
125 | if (*buf == '%') |
134 | { /* send one news */ |
126 | { /* send one news */ |
135 | if (size > 0) |
127 | if (size > 0) |
136 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ |
128 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */ |
|
|
129 | |
137 | strcpy (subject, buf + 1); |
130 | strcpy (subject, buf + 1); |
138 | strip_endline (subject); |
131 | strip_endline (subject); |
139 | size = 0; |
132 | size = 0; |
140 | news[0] = '\0'; |
133 | news[0] = '\0'; |
141 | } |
134 | } |
… | |
… | |
150 | size += strlen (buf); |
143 | size += strlen (buf); |
151 | } |
144 | } |
152 | } |
145 | } |
153 | |
146 | |
154 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
147 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
155 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); |
148 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); |
156 | close_and_delete (fp, comp); |
149 | close_and_delete (fp, comp); |
|
|
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 |
157 | } |
156 | } |
158 | |
157 | |
159 | /* This loads the first map an puts the player on it. */ |
158 | /* This loads the first map an puts the player on it. */ |
160 | static void |
159 | static void |
161 | set_first_map (object *op) |
160 | set_first_map (object *op) |
162 | { |
161 | { |
163 | strcpy (op->contr->maplevel, first_map_path); |
162 | op->contr->maplevel = first_map_path; |
164 | op->x = -1; |
163 | op->x = -1; |
165 | op->y = -1; |
164 | op->y = -1; |
|
|
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; |
|
|
174 | EXIT_Y (tmp) = ob->y; |
166 | 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); |
|
|
187 | ob->remove (); |
|
|
188 | ob->map = 0; |
|
|
189 | ob->activate_recursive (); |
|
|
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 | |
|
|
201 | terminate_all_pets (ob); |
|
|
202 | remove_friendly_object (ob); |
|
|
203 | ob->deactivate_recursive (); |
|
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204 | |
|
|
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); |
167 | } |
215 | } |
168 | |
216 | |
169 | // connect the player with a specific client |
217 | // connect the player with a specific client |
170 | // also changed, rationalises, and fixes some incorrect settings |
218 | // also changes, rationalises, and fixes some incorrect settings |
171 | void |
219 | void |
172 | player::connect (client *ns) |
220 | player::connect (client *ns) |
173 | { |
221 | { |
174 | this->ns = ns; |
222 | this->ns = ns; |
175 | ns->pl = this; |
223 | ns->pl = this; |
176 | |
224 | |
177 | next = first_player; |
225 | run_on = 0; |
178 | first_player = this; |
226 | fire_on = 0; |
|
|
227 | ob->close_container (); //TODO: client-specific |
179 | |
228 | |
180 | ns->update_look = 0; |
229 | ns->update_look = 0; |
181 | ns->look_position = 0; |
230 | ns->look_position = 0; |
182 | |
231 | |
183 | clear_los (ob); |
232 | clear_los (ob); |
|
|
233 | |
|
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234 | ns->reset_stats (); |
184 | |
235 | |
185 | /* make sure he's a player -- needed because of class change. */ |
236 | /* make sure he's a player -- needed because of class change. */ |
186 | ob->type = PLAYER; // we are paranoid |
237 | ob->type = PLAYER; // we are paranoid |
187 | ob->race = ob->arch->clone.race; |
238 | ob->race = ob->arch->clone.race; |
188 | |
239 | |
189 | if (!legal_range (ob, shoottype)) |
|
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190 | shoottype = range_none; |
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191 | |
|
|
192 | ob->carrying = sum_weight (ob); |
240 | ob->carrying = sum_weight (ob); |
193 | link_player_skills (ob); |
241 | link_player_skills (ob); |
194 | |
242 | |
195 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
243 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
196 | ob->set_speed (ob->speed); |
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197 | |
244 | |
198 | assign (title, ob->arch->clone.name); |
245 | assign (title, ob->arch->clone.name); |
199 | |
|
|
200 | /* can_use_shield is a new flag. However, the can_use.. seems to largely come |
|
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201 | * from the class, and not race. I don't see any way to get the class information |
|
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202 | * to then update this. I don't think this will actually break anything - anyone |
|
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203 | * that can use armour should be able to use a shield. What this may 'break' |
|
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204 | * are features new characters get, eg, if someone starts up with a Q, they |
|
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205 | * should be able to use a shield. However, old Q's won't get that advantage. |
|
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206 | */ |
|
|
207 | if (QUERY_FLAG (ob, FLAG_USE_ARMOUR)) |
|
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208 | SET_FLAG (ob, FLAG_USE_SHIELD); |
|
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209 | |
246 | |
210 | /* if it's a dragon player, set the correct title here */ |
247 | /* if it's a dragon player, set the correct title here */ |
211 | if (is_dragon_pl (ob)) |
248 | if (is_dragon_pl (ob)) |
212 | { |
249 | { |
213 | object *tmp, *abil = 0, *skin = 0; |
250 | object *tmp, *abil = 0, *skin = 0; |
… | |
… | |
223 | skin = tmp; |
260 | skin = tmp; |
224 | |
261 | |
225 | set_dragon_name (ob, abil, skin); |
262 | set_dragon_name (ob, abil, skin); |
226 | } |
263 | } |
227 | |
264 | |
228 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
|
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229 | add_friendly_object (ob); |
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230 | |
|
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231 | LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host); |
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232 | |
|
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233 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
265 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
234 | |
266 | |
235 | esrv_new_player (this, ob->weight + ob->carrying); |
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 | } |
236 | |
284 | |
237 | ob->update_stats (); |
285 | ob->update_stats (); |
238 | ns->floorbox_update (); |
286 | ns->floorbox_update (); |
239 | |
287 | |
240 | esrv_send_inventory (ob, ob); |
288 | esrv_send_inventory (ob, ob); |
241 | esrv_add_spells (this, 0); |
289 | esrv_add_spells (this, 0); |
242 | |
290 | |
243 | enter_exit (ob, 0); |
291 | activate (); |
244 | |
292 | |
245 | send_rules (ob); |
293 | send_rules (ob); |
246 | send_news (ob); |
294 | send_news (ob); |
247 | display_motd (ob); |
295 | display_motd (ob); |
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296 | |
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297 | INVOKE_PLAYER (CONNECT, this); |
248 | INVOKE_PLAYER (LOGIN, this); |
298 | INVOKE_PLAYER (LOGIN, this); |
249 | } |
299 | } |
250 | |
300 | |
251 | void |
301 | void |
252 | player::disconnect () |
302 | player::disconnect () |
253 | { |
303 | { |
254 | //TODO: don't be so harsh and destroy :) |
|
|
255 | if (ns) |
304 | if (ns) |
256 | { |
305 | { |
257 | if (enable_save) |
306 | if (active) |
258 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
307 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
259 | |
308 | |
260 | client *ns = this->ns; |
309 | INVOKE_PLAYER (DISCONNECT, this); |
261 | ns->send_packet ("goodbye"); |
310 | |
262 | ns->flush (); |
311 | ns->reset_stats (); |
263 | ns->pl = 0; |
312 | ns->pl = 0; |
264 | this->ns = 0; |
313 | ns = 0; |
265 | |
|
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266 | ns->destroy (); |
|
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267 | destroy (); |
|
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268 | } |
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 | |
|
|
319 | deactivate (); |
269 | } |
320 | } |
270 | |
321 | |
271 | // the need for this function can be explained |
322 | // the need for this function can be explained |
272 | // by load_object not returning the object |
323 | // by load_object not returning the object |
273 | void |
324 | void |
274 | player::set_object (object *op) |
325 | player::set_object (object *op) |
275 | { |
326 | { |
276 | ob = op; |
327 | ob = op; |
277 | ob->contr = this; /* this aren't yet in archetype */ |
328 | ob->contr = this; /* this aren't yet in archetype */ |
278 | |
329 | |
279 | ob->speed_left = 0.5; |
330 | ob->speed_left = 0.5f; |
280 | ob->speed = 1.0; |
331 | ob->speed = 1.0f; |
281 | ob->direction = 5; /* So player faces south */ |
332 | ob->direction = 5; /* So player faces south */ |
282 | ob->stats.wc = 2; |
|
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283 | ob->run_away = 25; /* Then we panick... */ |
|
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284 | |
|
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285 | set_first_map (ob); |
|
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286 | |
|
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287 | ob->roll_stats (); |
|
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288 | } |
333 | } |
289 | |
334 | |
290 | player::player () |
335 | player::player () |
291 | { |
336 | { |
292 | /* There are some elements we want initialized to non zero value - |
337 | /* There are some elements we want initialised to non zero value - |
293 | * we deal with that below this point. |
338 | * we deal with that below this point. |
294 | */ |
339 | */ |
295 | outputs_sync = 16; /* Every 2 seconds */ |
340 | outputs_sync = 4; |
296 | outputs_count = 8; /* Keeps present behaviour */ |
341 | outputs_count = 4; |
297 | unapply = unapply_nochoice; |
342 | unapply = unapply_nochoice; |
298 | |
343 | |
299 | assign (savebed_map, first_map_path); /* Init. respawn position */ |
344 | savebed_map = first_map_path; /* Init. respawn position */ |
300 | |
345 | |
301 | gen_sp_armour = 10; |
346 | gen_sp_armour = 10; |
302 | last_speed = -1; |
|
|
303 | shoottype = range_none; |
|
|
304 | bowtype = bow_normal; |
347 | bowtype = bow_normal; |
305 | petmode = pet_normal; |
348 | petmode = pet_normal; |
306 | listening = 10; |
349 | listening = 10; |
307 | usekeys = containers; |
350 | usekeys = containers; |
308 | last_weapon_sp = -1; |
|
|
309 | peaceful = 1; /* default peaceful */ |
351 | peaceful = 1; /* default peaceful */ |
310 | do_los = 1; |
352 | do_los = 1; |
311 | |
|
|
312 | /* we need to clear these to -1 and not zero - otherwise, |
|
|
313 | * if a player quits and starts a new character, we wont |
|
|
314 | * send new values to the client, as things like exp start |
|
|
315 | * at zero. |
|
|
316 | */ |
|
|
317 | for (int i = 0; i < NUM_SKILLS; i++) |
|
|
318 | last_skill_exp[i] = -1; |
|
|
319 | |
|
|
320 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
321 | last_resist[i] = -1; |
|
|
322 | |
|
|
323 | last_stats.exp = -1; |
|
|
324 | last_weight = (uint32) - 1; |
|
|
325 | } |
353 | } |
326 | |
354 | |
327 | void |
355 | void |
328 | player::do_destroy () |
356 | player::do_destroy () |
329 | { |
357 | { |
330 | disconnect (); |
358 | disconnect (); |
331 | |
359 | |
332 | save (false); |
|
|
333 | enable_save = false; |
|
|
334 | |
|
|
335 | attachable::do_destroy (); |
360 | attachable::do_destroy (); |
336 | |
|
|
337 | terminate_all_pets (ob); |
|
|
338 | |
|
|
339 | if (first_player != this) |
|
|
340 | { |
|
|
341 | player *prev = first_player; |
|
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342 | |
|
|
343 | while (prev && prev->next && prev->next != this) |
|
|
344 | prev = prev->next; |
|
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345 | |
|
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346 | if (prev->next != this) |
|
|
347 | { |
|
|
348 | LOG (llevError, "Free_player: Can't find previous player.\n"); |
|
|
349 | abort (); |
|
|
350 | } |
|
|
351 | |
|
|
352 | prev->next = next; |
|
|
353 | } |
|
|
354 | else |
|
|
355 | first_player = next; |
|
|
356 | |
361 | |
357 | if (ob) |
362 | if (ob) |
358 | { |
363 | { |
359 | ob->destroy_inv (false); |
364 | ob->destroy_inv (false); |
360 | ob->destroy (); |
365 | ob->destroy (); |
… | |
… | |
375 | player::create () |
380 | player::create () |
376 | { |
381 | { |
377 | player *pl = new player; |
382 | player *pl = new player; |
378 | |
383 | |
379 | 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); |
380 | |
391 | |
381 | return pl; |
392 | return pl; |
382 | } |
393 | } |
383 | |
394 | |
384 | /* |
395 | /* |
… | |
… | |
415 | object *op = NULL; |
426 | object *op = NULL; |
416 | objectlink *ol; |
427 | objectlink *ol; |
417 | unsigned lastdist; |
428 | unsigned lastdist; |
418 | rv_vector rv; |
429 | rv_vector rv; |
419 | |
430 | |
420 | for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) |
431 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
421 | { |
432 | { |
422 | /* 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 |
423 | * does periodically happen. Given that, lets deal with it. |
434 | * does periodically happen. Given that, lets deal with it. |
424 | * While unlikely, it is possible the next object on the friendly |
435 | * While unlikely, it is possible the next object on the friendly |
425 | * list is also free, so encapsulate this in a while loop. |
436 | * list is also free, so encapsulate this in a while loop. |
… | |
… | |
429 | object *tmp = ol->ob; |
440 | object *tmp = ol->ob; |
430 | |
441 | |
431 | /* 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 |
432 | * itself will have been cleared. |
443 | * itself will have been cleared. |
433 | */ |
444 | */ |
434 | 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 ()); |
435 | ol = ol->next; |
447 | ol = ol->next; |
436 | remove_friendly_object (tmp); |
448 | remove_friendly_object (tmp); |
437 | if (!ol) |
449 | if (!ol) |
438 | return op; |
450 | return op; |
439 | } |
451 | } |
… | |
… | |
528 | x = mon->x; |
540 | x = mon->x; |
529 | y = mon->y; |
541 | y = mon->y; |
530 | m = mon->map; |
542 | m = mon->map; |
531 | dir = rv.direction; |
543 | dir = rv.direction; |
532 | 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 */ |
533 | 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 | |
534 | /* 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. */ |
535 | if (diff > max) |
548 | if (diff > max) |
536 | return 0; |
549 | return 0; |
|
|
550 | |
537 | while (diff > 1 && max > 0) |
551 | while (diff > 1 && max > 0) |
538 | { |
552 | { |
539 | lastx = x; |
553 | lastx = x; |
540 | lasty = y; |
554 | lasty = y; |
541 | lastmap = m; |
555 | lastmap = m; |
… | |
… | |
623 | max--; |
637 | max--; |
624 | lastdir = dir; |
638 | lastdir = dir; |
625 | if (!firstdir) |
639 | if (!firstdir) |
626 | firstdir = dir; |
640 | firstdir = dir; |
627 | } |
641 | } |
|
|
642 | |
628 | if (diff <= 1) |
643 | if (diff <= 1) |
629 | { |
644 | { |
630 | /* Recalculate diff (distance) because we may not have actually |
645 | /* Recalculate diff (distance) because we may not have actually |
631 | * headed toward player for entire distance. |
646 | * headed toward player for entire distance. |
632 | */ |
647 | */ |
633 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
648 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
634 | 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)); |
635 | } |
650 | } |
|
|
651 | |
636 | if (diff > max) |
652 | if (diff > max) |
637 | return 0; |
653 | return 0; |
638 | } |
654 | } |
|
|
655 | |
639 | /* 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 */ |
640 | if (!max) |
657 | if (!max) |
641 | return 0; |
658 | return 0; |
642 | |
659 | |
643 | return firstdir; |
660 | return firstdir; |
… | |
… | |
757 | roll_stat (void) |
774 | roll_stat (void) |
758 | { |
775 | { |
759 | int a[4], i, j, k; |
776 | int a[4], i, j, k; |
760 | |
777 | |
761 | for (i = 0; i < 4; i++) |
778 | for (i = 0; i < 4; i++) |
762 | a[i] = (int) RANDOM () % 6 + 1; |
779 | a[i] = (int) rndm (6) + 1; |
763 | |
780 | |
764 | for (i = 0, j = 0, k = 7; i < 4; i++) |
781 | for (i = 0, j = 0, k = 7; i < 4; i++) |
765 | if (a[i] < k) |
782 | if (a[i] < k) |
766 | k = a[i], j = i; |
783 | k = a[i], j = i; |
767 | |
784 | |
… | |
… | |
773 | } |
790 | } |
774 | |
791 | |
775 | void |
792 | void |
776 | object::roll_stats () |
793 | object::roll_stats () |
777 | { |
794 | { |
778 | int statsort [7]; |
795 | int statsort [NUM_STATS]; |
779 | |
796 | |
780 | for (;;) |
797 | for (;;) |
781 | { |
798 | { |
782 | int sum = 0; |
799 | int sum = 0; |
783 | for (int i = 7; i--; ) |
800 | for (int i = NUM_STATS; i--; ) |
784 | sum += statsort [i] = roll_stat (); |
801 | sum += statsort [i] = roll_stat (); |
785 | |
802 | |
786 | if (sum >= 82 && sum <= 116) |
803 | if (sum >= 82 && sum <= 116) |
787 | break; |
804 | break; |
788 | } |
805 | } |
789 | |
806 | |
790 | // Sort the stats so that rerolling is easier... |
807 | // Sort the stats so that rerolling is easier... |
791 | std::sort (statsort, statsort + 7, std::greater<int>()); |
808 | std::sort (statsort, statsort + NUM_STATS, std::greater<int>()); |
792 | |
809 | |
|
|
810 | for (int i = 0; i < NUM_STATS; ++i) |
793 | stats.Str = statsort[0]; |
811 | stats.stat (i) = statsort [i]; |
794 | stats.Dex = statsort[1]; |
|
|
795 | stats.Con = statsort[2]; |
|
|
796 | stats.Int = statsort[3]; |
|
|
797 | stats.Wis = statsort[4]; |
|
|
798 | stats.Pow = statsort[5]; |
|
|
799 | stats.Cha = statsort[6]; |
|
|
800 | |
812 | |
801 | stats.exp = 0; |
813 | stats.exp = 0; |
802 | stats.ac = 0; |
814 | stats.ac = 0; |
803 | |
815 | |
804 | stats.hp = stats.maxhp; |
816 | stats.hp = stats.maxhp; |
… | |
… | |
816 | } |
828 | } |
817 | |
829 | |
818 | void |
830 | void |
819 | object::swap_stats (int a, int b) |
831 | object::swap_stats (int a, int b) |
820 | { |
832 | { |
821 | int tmp = get_attr_value (&contr->orig_stats, a); |
833 | swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b)); |
822 | set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b)); |
|
|
823 | set_attr_value (&contr->orig_stats, b, tmp); |
|
|
824 | |
834 | |
|
|
835 | for (int i = 0; i < NUM_STATS; ++i) |
825 | stats.Str = contr->orig_stats.Str; |
836 | stats.stat (i) = contr->orig_stats.stat (i); |
826 | stats.Dex = contr->orig_stats.Dex; |
|
|
827 | stats.Con = contr->orig_stats.Con; |
|
|
828 | stats.Int = contr->orig_stats.Int; |
|
|
829 | stats.Wis = contr->orig_stats.Wis; |
|
|
830 | stats.Pow = contr->orig_stats.Pow; |
|
|
831 | stats.Cha = contr->orig_stats.Cha; |
|
|
832 | |
837 | |
833 | //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, |
834 | // be merged with the similar code in roll_stats |
839 | // be merged with the similar code in roll_stats |
835 | stats.ac = 0; |
840 | stats.ac = 0; |
836 | |
841 | |
… | |
… | |
848 | contr->levsp[1] = 6; |
853 | contr->levsp[1] = 6; |
849 | contr->levgrace[1] = 3; |
854 | contr->levgrace[1] = 3; |
850 | |
855 | |
851 | contr->orig_stats = stats; |
856 | contr->orig_stats = stats; |
852 | } |
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, " "); |
853 | } |
869 | } |
854 | |
870 | |
855 | /* This function takes the key that is passed, and does the |
871 | /* This function takes the key that is passed, and does the |
856 | * appropriate action with it (change race, or other things). |
872 | * appropriate action with it (change race, or other things). |
857 | * The function name is for historical reasons - now we have |
873 | * The function name is for historical reasons - now we have |
858 | * separate race and class; this actually changes the RACE, |
874 | * separate race and class; this actually changes the RACE, |
859 | * not the class. |
875 | * not the class. |
860 | */ |
876 | */ |
861 | int |
877 | void |
862 | key_change_class (object *op, char key) |
878 | player::chargen_race_done () |
863 | { |
879 | { |
864 | int tmp_loop; |
|
|
865 | |
|
|
866 | if (key == 'd' || key == 'D') |
|
|
867 | { |
|
|
868 | char buf[MAX_BUF]; |
|
|
869 | |
|
|
870 | /* this must before then initial items are given */ |
880 | /* this must before then initial items are given */ |
871 | esrv_new_player (op->contr, op->weight + op->carrying); |
881 | esrv_new_player (ob->contr, ob->weight + ob->carrying); |
872 | |
882 | |
873 | treasurelist *tl = find_treasurelist ("starting_wealth"); |
883 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
874 | if (tl) |
884 | if (tl) |
875 | create_treasure (tl, op, 0, 0, 0); |
885 | create_treasure (tl, ob, 0, 0, 0); |
876 | |
886 | |
877 | INVOKE_PLAYER (BIRTH, op->contr); |
887 | INVOKE_PLAYER (BIRTH, ob->contr); |
878 | INVOKE_PLAYER (LOGIN, op->contr); |
888 | INVOKE_PLAYER (LOGIN, ob->contr); |
879 | |
889 | |
880 | op->contr->ns->state = ST_PLAYING; |
890 | ob->contr->ns->state = ST_PLAYING; |
881 | |
891 | |
882 | if (op->msg) |
892 | if (ob->msg) |
883 | op->msg = NULL; |
893 | ob->msg = 0; |
884 | |
894 | |
885 | /* 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 |
886 | * to save here. |
896 | * to save here. |
887 | */ |
897 | */ |
|
|
898 | { |
|
|
899 | char buf[MAX_BUF]; |
888 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
900 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name); |
889 | make_path_to_file (buf); |
901 | make_path_to_file (buf); |
|
|
902 | } |
890 | |
903 | |
891 | #ifdef AUTOSAVE |
|
|
892 | op->contr->last_save_tick = pticks; |
|
|
893 | #endif |
|
|
894 | start_info (op); |
904 | start_info (ob); |
895 | CLEAR_FLAG (op, FLAG_WIZ); |
905 | CLEAR_FLAG (ob, FLAG_WIZ); |
896 | give_initial_items (op, op->randomitems); |
906 | give_initial_items (ob, ob->randomitems); |
897 | link_player_skills (op); |
907 | link_player_skills (ob); |
898 | esrv_send_inventory (op, op); |
908 | esrv_send_inventory (ob, ob); |
899 | op->update_stats (); |
909 | ob->update_stats (); |
900 | |
910 | |
901 | /* This moves the player to a different start map, if there |
911 | /* This moves the player to a different start map, if there |
902 | * is one for this race |
912 | * is one for this race |
903 | */ |
913 | */ |
904 | if (*first_map_ext_path) |
914 | if (*first_map_ext_path) |
905 | { |
915 | { |
906 | object *tmp; |
916 | object *tmp; |
907 | char mapname[MAX_BUF]; |
917 | char mapname[MAX_BUF]; |
908 | |
918 | |
909 | 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); |
910 | tmp = object::create (); |
920 | tmp = object::create (); |
911 | EXIT_PATH (tmp) = mapname; |
921 | EXIT_PATH (tmp) = mapname; |
912 | EXIT_X (tmp) = op->x; |
922 | EXIT_X (tmp) = ob->x; |
913 | EXIT_Y (tmp) = op->y; |
923 | EXIT_Y (tmp) = ob->y; |
914 | 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; |
915 | * if the map isn't there, then stay on the |
925 | * if the map isn't there, then stay on the |
916 | * default initial map */ |
926 | * default initial map */ |
917 | tmp->destroy (); |
927 | tmp->destroy (); |
918 | } |
928 | } |
919 | else |
929 | else |
920 | LOG (llevDebug, "first_map_ext_path not set\n"); |
930 | LOG (llevDebug, "first_map_ext_path not set\n"); |
|
|
931 | } |
921 | |
932 | |
922 | return 0; |
933 | void |
923 | } |
934 | player::chargen_race_next () |
924 | |
935 | { |
925 | /* Following actually changes the race - this is the default command |
936 | /* Following actually changes the race - this is the default command |
926 | * if we don't match with one of the options above. |
937 | * if we don't match with one of the options above. |
927 | */ |
938 | */ |
928 | |
939 | |
929 | tmp_loop = 0; |
940 | do |
930 | while (!tmp_loop) |
|
|
931 | { |
941 | { |
932 | shstr name = op->name; |
942 | shstr name = ob->name; |
933 | int x = op->x, y = op->y; |
943 | int x = ob->x, y = ob->y; |
934 | |
944 | |
935 | op->remove_statbonus (); |
945 | ob->remove_statbonus (); |
936 | op->remove (); |
946 | ob->remove (); |
937 | op->arch = get_player_archetype (op->arch); |
947 | ob->arch = get_player_archetype (ob->arch); |
938 | op->arch->clone.copy_to (op); |
948 | ob->arch->clone.copy_to (ob); |
939 | op->instantiate (); |
949 | ob->instantiate (); |
940 | op->stats = op->contr->orig_stats; |
950 | ob->stats = ob->contr->orig_stats; |
941 | op->name = op->name_pl = name; |
951 | ob->name = ob->name_pl = name; |
942 | op->x = x; |
952 | ob->x = x; |
943 | op->y = y; |
953 | ob->y = y; |
944 | SET_ANIMATION (op, 2); /* So player faces south */ |
954 | SET_ANIMATION (ob, 2); /* So player faces south */ |
945 | insert_ob_in_map (op, op->map, op, 0); |
955 | insert_ob_in_map (ob, ob->map, ob, 0); |
946 | assign (op->contr->title, op->arch->clone.name); |
956 | assign (ob->contr->title, ob->arch->clone.name); |
947 | op->add_statbonus (); |
957 | ob->add_statbonus (); |
948 | tmp_loop = allowed_class (op); |
|
|
949 | } |
958 | } |
|
|
959 | while (!allowed_class (ob)); |
950 | |
960 | |
951 | update_object (op, UP_OBJ_FACE); |
961 | update_object (ob, UP_OBJ_FACE); |
952 | esrv_update_item (UPD_FACE, op, op); |
962 | esrv_update_item (UPD_FACE, ob, ob); |
953 | op->update_stats (); |
963 | ob->update_stats (); |
954 | op->stats.hp = op->stats.maxhp; |
964 | ob->stats.hp = ob->stats.maxhp; |
955 | op->stats.sp = op->stats.maxsp; |
965 | ob->stats.sp = ob->stats.maxsp; |
956 | op->stats.grace = 0; |
966 | ob->stats.grace = 0; |
957 | |
|
|
958 | if (op->msg) |
|
|
959 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
|
|
960 | |
|
|
961 | send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); |
|
|
962 | return 0; |
|
|
963 | } |
|
|
964 | |
|
|
965 | int |
|
|
966 | key_confirm_quit (object *op, char key) |
|
|
967 | { |
|
|
968 | if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') |
|
|
969 | { |
|
|
970 | op->contr->ns->state = ST_PLAYING; |
|
|
971 | new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); |
|
|
972 | return 1; |
|
|
973 | } |
|
|
974 | |
|
|
975 | INVOKE_PLAYER (LOGOUT, op->contr); |
|
|
976 | INVOKE_PLAYER (QUIT, op->contr); |
|
|
977 | |
|
|
978 | op->contr->enable_save = false; |
|
|
979 | |
|
|
980 | terminate_all_pets (op); |
|
|
981 | leave_map (op); |
|
|
982 | op->direction = 0; |
|
|
983 | new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); |
|
|
984 | |
|
|
985 | strcpy (op->contr->killer, "quit"); |
|
|
986 | check_score (op); |
|
|
987 | op->contr->party = 0; |
|
|
988 | op->contr->own_title[0] = '\0'; |
|
|
989 | |
|
|
990 | object_ptr ob = op; |
|
|
991 | |
|
|
992 | /* We need to hunt for any per player unique maps in memory and |
|
|
993 | * get rid of them. The trailing slash in the path is intentional, |
|
|
994 | * so that players named 'Ab' won't match against players 'Abe' pathname |
|
|
995 | */ |
|
|
996 | char buf[MAX_BUF]; |
|
|
997 | sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); |
|
|
998 | |
|
|
999 | for_all_maps (mp) |
|
|
1000 | if (!strncmp (mp->path, buf, strlen (buf))) |
|
|
1001 | delete_map (mp); |
|
|
1002 | |
|
|
1003 | delete_character (ob->name, 1); |
|
|
1004 | ob->contr->destroy (); |
|
|
1005 | |
|
|
1006 | return 1; |
|
|
1007 | } |
967 | } |
1008 | |
968 | |
1009 | void |
969 | void |
1010 | flee_player (object *op) |
970 | flee_player (object *op) |
1011 | { |
971 | { |
… | |
… | |
1058 | /* Cornered, get rid of scared */ |
1018 | /* Cornered, get rid of scared */ |
1059 | CLEAR_FLAG (op, FLAG_SCARED); |
1019 | CLEAR_FLAG (op, FLAG_SCARED); |
1060 | op->enemy = NULL; |
1020 | op->enemy = NULL; |
1061 | } |
1021 | } |
1062 | |
1022 | |
1063 | |
|
|
1064 | /* 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. |
1065 | * 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 |
1066 | * stop. |
1025 | * stop. |
1067 | */ |
1026 | */ |
1068 | int |
1027 | int |
1069 | check_pick (object *op) |
1028 | check_pick (object *op) |
1070 | { |
1029 | { |
1071 | object *tmp, *next; |
1030 | object *tmp, *next; |
1072 | int stop = 0; |
1031 | int stop = 0; |
1073 | int j, k, wvratio; |
1032 | int wvratio; |
1074 | char putstring[128], tmpstr[16]; |
1033 | char putstring[128]; |
1075 | |
1034 | |
1076 | /* if you're flying, you cna't pick up anything */ |
1035 | /* if you're flying, you cna't pick up anything */ |
1077 | if (op->move_type & MOVE_FLYING) |
1036 | if (op->move_type & MOVE_FLYING) |
1078 | return 1; |
1037 | return 1; |
1079 | |
1038 | |
… | |
… | |
1416 | * found object is returned. |
1375 | * found object is returned. |
1417 | */ |
1376 | */ |
1418 | object * |
1377 | object * |
1419 | find_arrow (object *op, const char *type) |
1378 | find_arrow (object *op, const char *type) |
1420 | { |
1379 | { |
1421 | object *tmp = NULL; |
1380 | object *tmp = 0; |
1422 | |
1381 | |
1423 | for (op = op->inv; op; op = op->below) |
1382 | for (op = op->inv; op; op = op->below) |
1424 | 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)) |
1425 | tmp = find_arrow (op, type); |
1384 | tmp = find_arrow (op, type); |
1426 | else if (op->type == ARROW && op->race == type) |
1385 | else if (op->type == ARROW && op->race == type) |
1427 | return op; |
1386 | return op; |
|
|
1387 | |
1428 | return tmp; |
1388 | return tmp; |
1429 | } |
1389 | } |
1430 | |
1390 | |
1431 | /* |
1391 | /* |
1432 | * 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 |
1433 | * 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 |
1434 | * 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 |
1435 | * 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. |
1436 | */ |
1396 | */ |
1437 | |
|
|
1438 | object * |
1397 | object * |
1439 | 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) |
1440 | { |
1399 | { |
1441 | object *tmp = NULL, *arrow, *ntmp; |
1400 | object *tmp = NULL, *arrow, *ntmp; |
1442 | int attacknum, attacktype, betterby = 0, i; |
1401 | int attacknum, attacktype, betterby = 0, i; |
… | |
… | |
1508 | * find_better_arrow to find a decent arrow to use. |
1467 | * find_better_arrow to find a decent arrow to use. |
1509 | * op = the shooter |
1468 | * op = the shooter |
1510 | * type = bow->race |
1469 | * type = bow->race |
1511 | * dir = fire direction |
1470 | * dir = fire direction |
1512 | */ |
1471 | */ |
1513 | |
|
|
1514 | object * |
1472 | object * |
1515 | pick_arrow_target (object *op, const char *type, int dir) |
1473 | pick_arrow_target (object *op, const char *type, int dir) |
1516 | { |
1474 | { |
1517 | object *tmp = NULL; |
1475 | object *tmp = NULL; |
1518 | maptile *m; |
1476 | maptile *m; |
… | |
… | |
1583 | */ |
1541 | */ |
1584 | int |
1542 | int |
1585 | 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) |
1586 | { |
1544 | { |
1587 | object *left, *bow; |
1545 | object *left, *bow; |
1588 | int bowspeed, mflags; |
1546 | int mflags; |
1589 | maptile *m; |
1547 | maptile *m; |
1590 | |
1548 | |
1591 | if (!dir) |
1549 | if (!dir) |
1592 | { |
1550 | { |
1593 | 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!"); |
1594 | return 0; |
1552 | return 0; |
1595 | } |
1553 | } |
1596 | |
1554 | |
1597 | if (op->type == PLAYER) |
1555 | if (op->contr) |
1598 | bow = op->contr->ranges[range_bow]; |
1556 | bow = op->current_weapon; |
1599 | else |
1557 | else |
1600 | { |
1558 | { |
1601 | for (bow = op->inv; bow; bow = bow->below) |
1559 | for (bow = op->inv; bow; bow = bow->below) |
1602 | /* 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 |
1603 | * 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. |
… | |
… | |
1608 | if (!bow) |
1566 | if (!bow) |
1609 | { |
1567 | { |
1610 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1568 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1611 | return 0; |
1569 | return 0; |
1612 | } |
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 | |
1613 | } |
1579 | } |
1614 | |
1580 | |
1615 | if (!bow->race || !bow->skill) |
1581 | if (!bow->race || !bow->skill) |
1616 | { |
1582 | { |
1617 | 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); |
1618 | return 0; |
1584 | return 0; |
1619 | } |
1585 | } |
1620 | |
|
|
1621 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
|
|
1622 | |
|
|
1623 | /* penalize ROF for bestarrow */ |
|
|
1624 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
|
|
1625 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
|
|
1626 | |
|
|
1627 | if (bowspeed < 1) |
|
|
1628 | bowspeed = 1; |
|
|
1629 | |
1586 | |
1630 | if (arrow == NULL) |
1587 | if (arrow == NULL) |
1631 | { |
1588 | { |
1632 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1589 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1633 | { |
1590 | { |
1634 | if (op->type == PLAYER) |
1591 | if (op->type == PLAYER) |
1635 | 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); |
1636 | /* 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 */ |
1637 | else |
1594 | else |
1638 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1595 | CLEAR_FLAG (op, FLAG_READY_BOW); |
|
|
1596 | |
1639 | return 0; |
1597 | return 0; |
1640 | } |
1598 | } |
1641 | } |
1599 | } |
1642 | |
1600 | |
1643 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1601 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
… | |
… | |
1667 | |
1625 | |
1668 | arrow->set_owner (op); |
1626 | arrow->set_owner (op); |
1669 | arrow->skill = bow->skill; |
1627 | arrow->skill = bow->skill; |
1670 | arrow->direction = dir; |
1628 | arrow->direction = dir; |
1671 | |
1629 | |
|
|
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; |
|
|
1667 | |
1672 | if (op->type == PLAYER) |
1668 | if (op->type == PLAYER) |
1673 | { |
1669 | { |
1674 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
|
|
1675 | op->update_stats (); |
|
|
1676 | } |
|
|
1677 | |
|
|
1678 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1679 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
|
|
1680 | arrow->stats.hp = arrow->stats.dam; |
|
|
1681 | arrow->stats.grace = arrow->attacktype; |
|
|
1682 | if (arrow->slaying != NULL) |
|
|
1683 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1684 | |
|
|
1685 | /* Note that this was different for monsters - they got their level |
|
|
1686 | * added to the damage. I think the strength bonus is more proper. |
|
|
1687 | */ |
|
|
1688 | |
|
|
1689 | arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic; |
|
|
1690 | |
|
|
1691 | /* update the speed */ |
|
|
1692 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
|
|
1693 | 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
|
|
1694 | |
|
|
1695 | arrow->set_speed (max (arrow->speed, 1.0)); |
|
|
1696 | arrow->speed_left = 0; |
|
|
1697 | |
|
|
1698 | if (op->type == PLAYER) |
|
|
1699 | { |
|
|
1700 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
|
|
1701 | (op->chosen_skill ? op->chosen_skill->level : op->level) - |
|
|
1702 | dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod; |
|
|
1703 | |
|
|
1704 | 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; |
1705 | } |
1677 | } |
1706 | else |
1678 | else |
1707 | { |
1679 | { |
1708 | arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; |
|
|
1709 | arrow->level = op->level; |
1680 | arrow->level = op->level; |
1710 | } |
1681 | arrow->stats.wc -= bow->magic; |
1711 | |
1682 | |
1712 | if (arrow->attacktype == AT_PHYSICAL) |
1683 | if (!arrow->slaying) |
|
|
1684 | arrow->slaying = bow->slaying; |
|
|
1685 | |
1713 | arrow->attacktype |= bow->attacktype; |
1686 | arrow->attacktype |= bow->attacktype; |
|
|
1687 | } |
1714 | |
1688 | |
1715 | if (bow->slaying) |
1689 | wc -= arrow->level; |
1716 | arrow->slaying = bow->slaying; |
1690 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
1717 | |
1691 | |
|
|
1692 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1718 | arrow->move_type = MOVE_FLY_LOW; |
1693 | arrow->move_type = MOVE_FLY_LOW; |
1719 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1694 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1720 | |
1695 | |
1721 | 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); |
1722 | m->insert (arrow, sx, sy, op); |
1697 | m->insert (arrow, sx, sy, op); |
… | |
… | |
1747 | { |
1722 | { |
1748 | int ret = 0, wcmod = 0; |
1723 | int ret = 0, wcmod = 0; |
1749 | |
1724 | |
1750 | if (op->contr->bowtype == bow_bestarrow) |
1725 | if (op->contr->bowtype == bow_bestarrow) |
1751 | { |
1726 | { |
1752 | 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); |
1753 | } |
1728 | } |
1754 | 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) |
1755 | { |
1730 | { |
1756 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1731 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1757 | wcmod = -1; |
1732 | wcmod = -1; |
|
|
1733 | |
1758 | 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); |
1759 | } |
1735 | } |
1760 | else if (op->contr->bowtype == bow_threewide) |
1736 | else if (op->contr->bowtype == bow_threewide) |
1761 | { |
1737 | { |
1762 | 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); |
… | |
… | |
1766 | else if (op->contr->bowtype == bow_spreadshot) |
1742 | else if (op->contr->bowtype == bow_spreadshot) |
1767 | { |
1743 | { |
1768 | 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); |
1769 | 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); |
1770 | 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); |
1771 | |
|
|
1772 | } |
1747 | } |
1773 | else |
1748 | else |
1774 | { |
1749 | { |
1775 | /* Simple case */ |
1750 | /* Simple case */ |
1776 | 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); |
1777 | } |
1752 | } |
|
|
1753 | |
1778 | return ret; |
1754 | return ret; |
1779 | } |
1755 | } |
1780 | |
|
|
1781 | |
1756 | |
1782 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1757 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1783 | * Broken apart from 'fire' to keep it more readable. |
1758 | * Broken apart from 'fire' to keep it more readable. |
1784 | */ |
1759 | */ |
1785 | void |
1760 | void |
1786 | fire_misc_object (object *op, int dir) |
1761 | fire_misc_object (object *op, int dir) |
1787 | { |
1762 | { |
1788 | object *item; |
1763 | object *item = op->contr->ranged_ob; |
1789 | |
1764 | |
1790 | if (!op->contr->ranges[range_misc]) |
1765 | if (!item) |
1791 | { |
1766 | { |
1792 | 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."); |
1793 | return; |
1768 | return; |
1794 | } |
1769 | } |
1795 | |
1770 | |
1796 | item = op->contr->ranges[range_misc]; |
|
|
1797 | if (!item->inv) |
1771 | if (!item->inv) |
1798 | { |
1772 | { |
1799 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1773 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1800 | return; |
1774 | return; |
1801 | } |
1775 | } |
|
|
1776 | |
|
|
1777 | if (!op->change_weapon (item)) |
|
|
1778 | return; |
|
|
1779 | |
1802 | if (item->type == WAND) |
1780 | if (item->type == WAND) |
1803 | { |
1781 | { |
1804 | if (item->stats.food <= 0) |
1782 | if (item->stats.food <= 0) |
1805 | { |
1783 | { |
1806 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1784 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1807 | 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 | |
1808 | return; |
1787 | return; |
1809 | } |
1788 | } |
1810 | } |
1789 | } |
1811 | else if (item->type == ROD || item->type == HORN) |
1790 | else if (item->type == ROD || item->type == HORN) |
1812 | { |
1791 | { |
1813 | 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)) |
1814 | { |
1793 | { |
1815 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1794 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
|
|
1795 | |
1816 | if (item->type == ROD) |
1796 | if (item->type == ROD) |
1817 | 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)); |
1818 | else |
1798 | else |
1819 | 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 | |
1820 | return; |
1801 | return; |
1821 | } |
1802 | } |
1822 | } |
1803 | } |
1823 | |
1804 | |
1824 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1805 | if (cast_spell (op, item, dir, item->inv, NULL)) |
… | |
… | |
1855 | |
1836 | |
1856 | /* check for loss of invisiblity/hide */ |
1837 | /* check for loss of invisiblity/hide */ |
1857 | if (action_makes_visible (op)) |
1838 | if (action_makes_visible (op)) |
1858 | make_visible (op); |
1839 | make_visible (op); |
1859 | |
1840 | |
1860 | switch (op->contr->shoottype) |
1841 | player *pl = op->contr; |
|
|
1842 | |
|
|
1843 | if (pl->golem) |
1861 | { |
1844 | { |
1862 | case range_none: |
1845 | control_golem (op->contr->golem, dir); |
1863 | return; |
1846 | return; |
|
|
1847 | } |
1864 | |
1848 | |
1865 | 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: |
1866 | player_fire_bow (op, dir); |
1860 | player_fire_bow (op, dir); |
1867 | return; |
1861 | break; |
1868 | |
1862 | |
1869 | case range_magic: /* Casting spells */ |
1863 | case SPELL: |
1870 | 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); |
1871 | return; |
1865 | break; |
1872 | |
1866 | |
1873 | 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: |
1874 | fire_misc_object (op, dir); |
1876 | fire_misc_object (op, dir); |
1875 | return; |
1877 | break; |
1876 | |
|
|
1877 | case range_golem: /* Control summoned monsters from scrolls */ |
|
|
1878 | if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
1879 | { |
|
|
1880 | op->contr->ranges[range_golem] = 0; |
|
|
1881 | op->contr->shoottype = range_none; |
|
|
1882 | } |
|
|
1883 | else |
|
|
1884 | control_golem (op->contr->ranges[range_golem], dir); |
|
|
1885 | return; |
|
|
1886 | |
|
|
1887 | case range_skill: |
|
|
1888 | if (!op->chosen_skill) |
|
|
1889 | { |
|
|
1890 | if (op->type == PLAYER) |
|
|
1891 | new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
|
|
1892 | return; |
|
|
1893 | } |
|
|
1894 | (void) do_skill (op, op, op->chosen_skill, dir, NULL); |
|
|
1895 | return; |
|
|
1896 | case range_builder: |
|
|
1897 | apply_map_builder (op, dir); |
|
|
1898 | return; |
|
|
1899 | default: |
|
|
1900 | new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); |
|
|
1901 | return; |
|
|
1902 | } |
1878 | } |
1903 | } |
1879 | } |
1904 | |
|
|
1905 | |
|
|
1906 | |
1880 | |
1907 | /* find_key |
1881 | /* find_key |
1908 | * 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 |
1909 | * and successfully use it, we return the key, otherwise NULL |
1883 | * and successfully use it, we return the key, otherwise NULL |
1910 | * This function merges both normal and locked door, since the logic |
1884 | * This function merges both normal and locked door, since the logic |
… | |
… | |
1912 | * pl is the player, |
1886 | * pl is the player, |
1913 | * inv is the objects inventory to searched |
1887 | * inv is the objects inventory to searched |
1914 | * door is the door we are trying to match against. |
1888 | * door is the door we are trying to match against. |
1915 | * This function can be called recursively to search containers. |
1889 | * This function can be called recursively to search containers. |
1916 | */ |
1890 | */ |
1917 | |
|
|
1918 | object * |
1891 | object * |
1919 | find_key (object *pl, object *container, object *door) |
1892 | find_key (object *pl, object *container, object *door) |
1920 | { |
1893 | { |
1921 | object *tmp, *key; |
1894 | object *tmp, *key; |
1922 | |
1895 | |
1923 | /* Should not happen, but sanity checking is never bad */ |
1896 | /* Should not happen, but sanity checking is never bad */ |
1924 | if (container->inv == NULL) |
1897 | if (!container->inv) |
1925 | return NULL; |
1898 | return 0; |
1926 | |
1899 | |
1927 | /* 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 */ |
1928 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1901 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1929 | { |
1902 | { |
1930 | if (door->type == DOOR && tmp->type == KEY) |
1903 | if (door->type == DOOR && tmp->type == KEY) |
1931 | break; |
1904 | break; |
1932 | /* For sanity, we should really check door type, but other stuff |
1905 | /* For sanity, we should really check door type, but other stuff |
1933 | * (like containers) can be locked with special keys |
1906 | * (like containers) can be locked with special keys |
1934 | */ |
1907 | */ |
1935 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1908 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1936 | break; |
1909 | break; |
1937 | } |
1910 | } |
|
|
1911 | |
1938 | /* No key found - lets search inventories now */ |
1912 | /* No key found - lets search inventories now */ |
1939 | /* 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. |
1940 | * 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 |
1941 | * a key, return |
1915 | * a key, return |
1942 | */ |
1916 | */ |
1943 | if (!tmp) |
1917 | if (!tmp) |
1944 | { |
1918 | { |
1945 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1919 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1946 | { |
1920 | { |
1947 | /* No reason to search empty containers */ |
1921 | /* No reason to search empty containers */ |
1948 | if (tmp->type == CONTAINER && tmp->inv) |
1922 | if (tmp->type == CONTAINER && tmp->inv) |
1949 | { |
1923 | { |
1950 | if ((key = find_key (pl, tmp, door)) != NULL) |
1924 | if ((key = find_key (pl, tmp, door))) |
1951 | return key; |
1925 | return key; |
1952 | } |
1926 | } |
1953 | } |
1927 | } |
|
|
1928 | |
1954 | if (!tmp) |
1929 | if (!tmp) |
1955 | return NULL; |
1930 | return NULL; |
1956 | } |
1931 | } |
|
|
1932 | |
1957 | /* 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, |
1958 | * see if we actually want to use it |
1934 | * see if we actually want to use it |
1959 | */ |
1935 | */ |
1960 | if (pl != container) |
1936 | if (pl != container) |
1961 | { |
1937 | { |
… | |
… | |
1982 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1958 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1983 | "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)); |
1984 | return NULL; |
1960 | return NULL; |
1985 | } |
1961 | } |
1986 | } |
1962 | } |
|
|
1963 | |
1987 | return tmp; |
1964 | return tmp; |
1988 | } |
1965 | } |
1989 | |
1966 | |
1990 | /* moved door processing out of move_player_attack. |
1967 | /* moved door processing out of move_player_attack. |
1991 | * returns 1 if player has opened the door with a key |
1968 | * returns 1 if player has opened the door with a key |
… | |
… | |
2005 | if (key) |
1982 | if (key) |
2006 | { |
1983 | { |
2007 | object *container = key->env; |
1984 | object *container = key->env; |
2008 | |
1985 | |
2009 | 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 | |
2010 | if (action_makes_visible (op)) |
1988 | if (action_makes_visible (op)) |
2011 | make_visible (op); |
1989 | make_visible (op); |
|
|
1990 | |
2012 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1991 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
2013 | spring_trap (door->inv, op); |
1992 | spring_trap (door->inv, op); |
|
|
1993 | |
2014 | if (door->type == DOOR) |
1994 | if (door->type == DOOR) |
2015 | { |
|
|
2016 | 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 */ |
2017 | } |
|
|
2018 | else if (door->type == LOCKED_DOOR) |
1996 | else if (door->type == LOCKED_DOOR) |
2019 | { |
1997 | { |
2020 | 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)); |
2021 | remove_door2 (door); /* remove door without violence ;-) */ |
1999 | remove_door2 (door); /* remove door without violence ;-) */ |
2022 | } |
2000 | } |
|
|
2001 | |
2023 | /* Do this after we print the message */ |
2002 | /* Do this after we print the message */ |
2024 | decrease_ob (key); /* Use up one of the keys */ |
2003 | decrease_ob (key); /* Use up one of the keys */ |
2025 | /* Need to update the weight the container the key was in */ |
2004 | /* Need to update the weight the container the key was in */ |
2026 | if (container != op) |
2005 | if (container != op) |
2027 | esrv_update_item (UPD_WEIGHT, op, container); |
2006 | esrv_update_item (UPD_WEIGHT, op, container); |
|
|
2007 | |
2028 | return 1; /* Nothing more to do below */ |
2008 | return 1; /* Nothing more to do below */ |
2029 | } |
2009 | } |
2030 | else if (door->type == LOCKED_DOOR) |
2010 | else if (door->type == LOCKED_DOOR) |
2031 | { |
2011 | { |
2032 | /* Might as well return now - no other way to open this */ |
2012 | /* Might as well return now - no other way to open this */ |
2033 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
2013 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
2034 | return 1; |
2014 | return 1; |
2035 | } |
2015 | } |
|
|
2016 | |
2036 | return 0; |
2017 | return 0; |
2037 | } |
2018 | } |
2038 | |
2019 | |
2039 | /* This function is just part of a breakup from move_player. |
2020 | /* This function is just part of a breakup from move_player. |
2040 | * It should keep the code cleaner. |
2021 | * It should keep the code cleaner. |
… | |
… | |
2044 | */ |
2025 | */ |
2045 | void |
2026 | void |
2046 | move_player_attack (object *op, int dir) |
2027 | move_player_attack (object *op, int dir) |
2047 | { |
2028 | { |
2048 | object *tmp, *mon; |
2029 | object *tmp, *mon; |
2049 | sint16 nx, ny; |
|
|
2050 | int on_battleground; |
2030 | int on_battleground; |
2051 | maptile *m; |
2031 | maptile *m; |
2052 | |
2032 | |
2053 | nx = freearr_x[dir] + op->x; |
2033 | sint16 nx = freearr_x[dir] + op->x; |
2054 | ny = freearr_y[dir] + op->y; |
2034 | sint16 ny = freearr_y[dir] + op->y; |
2055 | |
2035 | |
2056 | on_battleground = op_on_battleground (op, 0, 0); |
2036 | on_battleground = op_on_battleground (op, 0, 0); |
2057 | |
2037 | |
2058 | /* 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 |
2059 | * 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 |
… | |
… | |
2066 | */ |
2046 | */ |
2067 | 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)) |
2068 | { |
2048 | { |
2069 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
2049 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
2070 | { |
2050 | { |
2071 | m = get_map_from_coord (op->map, &nx, &ny); |
2051 | m = op->map->xy_find (nx, ny); |
2072 | if (!m) |
2052 | if (!m) |
2073 | return; /* Don't think this should happen */ |
2053 | return; /* Don't think this should happen */ |
2074 | } |
2054 | } |
2075 | else |
2055 | else |
2076 | m = op->map; |
2056 | m = op->map; |
2077 | |
2057 | |
2078 | if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) |
2058 | if (!(tmp = m->at (nx, ny).bot)) |
2079 | { |
|
|
2080 | /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */ |
|
|
2081 | return; |
2059 | return; |
2082 | } |
|
|
2083 | |
2060 | |
2084 | mon = 0; |
2061 | mon = 0; |
2085 | /* 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 |
2086 | * 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. |
2087 | * 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 |
… | |
… | |
2140 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2117 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2141 | { |
2118 | { |
2142 | /* 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 */ |
2143 | if (op->contr->braced) |
2120 | if (op->contr->braced) |
2144 | return; |
2121 | return; |
|
|
2122 | |
2145 | 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); |
2146 | (void) push_ob (mon, dir, op); |
2124 | push_ob (mon, dir, op); |
2147 | if (op->contr->tmp_invis || op->hide) |
2125 | if (op->contr->tmp_invis || op->hide) |
2148 | make_visible (op); |
2126 | make_visible (op); |
|
|
2127 | |
2149 | return; |
2128 | return; |
2150 | } |
2129 | } |
2151 | |
2130 | |
2152 | /* in certain circumstances, you shouldn't attack friendly |
2131 | /* in certain circumstances, you shouldn't attack friendly |
2153 | * creatures. Note that if you are braced, you can't push |
2132 | * creatures. Note that if you are braced, you can't push |
… | |
… | |
2167 | !on_battleground)) |
2146 | !on_battleground)) |
2168 | { |
2147 | { |
2169 | if (!op->contr->braced) |
2148 | if (!op->contr->braced) |
2170 | { |
2149 | { |
2171 | 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); |
2172 | (void) push_ob (mon, dir, op); |
2151 | push_ob (mon, dir, op); |
2173 | } |
2152 | } |
2174 | else |
2153 | else |
2175 | new_draw_info (0, 0, op, "You withhold your attack"); |
2154 | new_draw_info (0, 0, op, "You withhold your attack"); |
2176 | |
2155 | |
2177 | if (op->contr->tmp_invis || op->hide) |
2156 | if (op->contr->tmp_invis || op->hide) |
… | |
… | |
2192 | * 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 |
2193 | * and be living. Then, it must be one of the following: |
2172 | * and be living. Then, it must be one of the following: |
2194 | * 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 |
2195 | * 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. |
2196 | */ |
2175 | */ |
2197 | |
|
|
2198 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2176 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2199 | ((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))) |
2200 | { |
2178 | { |
2201 | |
|
|
2202 | /* If the player hasn't hit something this tick, and does |
|
|
2203 | * so, give them speed boost based on weapon speed. Doing |
|
|
2204 | * it here is better than process_players2, which basically |
|
|
2205 | * incurred a 1 tick offset. |
|
|
2206 | */ |
|
|
2207 | if (!op->contr->has_hit) |
2179 | if (!op->contr->has_hit) |
2208 | { |
2180 | { |
|
|
2181 | op->contr->has_hit = 1; |
2209 | op->speed_left += op->speed / op->contr->weapon_sp; |
2182 | op->speed_left += op->contr->weapon_speed () - op->speed; |
2210 | |
|
|
2211 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
|
|
2212 | } |
2183 | } |
2213 | |
2184 | |
2214 | skill_attack (mon, op, 0, 0, 0); |
2185 | skill_attack (mon, op, 0, 0, 0); |
2215 | |
2186 | |
2216 | /* If attacking another player, that player gets automatic |
2187 | /* If attacking another player, that player gets automatic |
… | |
… | |
2236 | int |
2207 | int |
2237 | move_player (object *op, int dir) |
2208 | move_player (object *op, int dir) |
2238 | { |
2209 | { |
2239 | int pick; |
2210 | int pick; |
2240 | |
2211 | |
2241 | if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) |
2212 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2242 | return 0; |
2213 | return 0; |
2243 | |
2214 | |
2244 | /* Sanity check: make sure dir is valid */ |
2215 | /* Sanity check: make sure dir is valid */ |
2245 | if ((dir < 0) || (dir >= 9)) |
2216 | if ((dir < 0) || (dir >= 9)) |
2246 | { |
2217 | { |
2247 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2218 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2248 | return 0; |
2219 | return 0; |
2249 | } |
2220 | } |
2250 | |
2221 | |
2251 | /* peterm: added following line */ |
2222 | /* peterm: added following line */ |
2252 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2223 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2253 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
2224 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2254 | |
2225 | |
2255 | op->facing = dir; |
2226 | op->facing = dir; |
2256 | |
2227 | |
2257 | if (op->hide) |
2228 | if (op->hide) |
2258 | do_hidden_move (op); |
2229 | do_hidden_move (op); |
… | |
… | |
2291 | * Returns true if there are more actions we can do. |
2262 | * Returns true if there are more actions we can do. |
2292 | */ |
2263 | */ |
2293 | int |
2264 | int |
2294 | handle_newcs_player (object *op) |
2265 | handle_newcs_player (object *op) |
2295 | { |
2266 | { |
2296 | if (op->contr->hidden) |
|
|
2297 | { |
|
|
2298 | op->invisible = 1000; |
|
|
2299 | /* the socket code flashes the player visible/invisible |
|
|
2300 | * depending on the value of invisible, so we need to |
|
|
2301 | * alternate it here for it to work correctly. |
|
|
2302 | */ |
|
|
2303 | if (pticks & 2) |
|
|
2304 | op->invisible--; |
|
|
2305 | } |
|
|
2306 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
|
|
2307 | { |
|
|
2308 | op->invisible--; |
|
|
2309 | if (!op->invisible) |
|
|
2310 | { |
|
|
2311 | make_visible (op); |
|
|
2312 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2313 | } |
|
|
2314 | } |
|
|
2315 | |
|
|
2316 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2267 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2317 | { |
2268 | { |
2318 | flee_player (op); |
2269 | flee_player (op); |
|
|
2270 | |
2319 | /* 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 */ |
2320 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2272 | if (op->flag [FLAG_SCARED]) |
2321 | { |
2273 | { |
2322 | op->speed_left--; |
2274 | --op->speed_left; |
2323 | return 0; |
2275 | return 0; |
2324 | } |
2276 | } |
2325 | } |
2277 | } |
2326 | |
|
|
2327 | /* I've been seeing crashes where the golem has been destroyed, but |
|
|
2328 | * the player object still points to the defunct golem. The code that |
|
|
2329 | * destroys the golem looks correct, and it doesn't always happen, so |
|
|
2330 | * put this in a a workaround to clean up the golem pointer. |
|
|
2331 | */ |
|
|
2332 | if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
2333 | op->contr->ranges[range_golem] = 0; |
|
|
2334 | |
2278 | |
2335 | /* 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 |
2336 | * the players time has been increased when doericserver has been |
2280 | * the players time has been increased when doericserver has been |
2337 | * called, so we recheck it here. |
2281 | * called, so we recheck it here. |
2338 | */ |
2282 | */ |
2339 | //TODO: better than handling 8 commands, use some more intelligent rate-limiting |
2283 | if (op->contr->ns->handle_command ()) |
2340 | for (int rep = 8; --rep && op->contr->ns->handle_command (); ) |
|
|
2341 | ; |
|
|
2342 | |
|
|
2343 | if (op->speed_left < 0) |
|
|
2344 | return 0; |
2284 | return 1; |
2345 | |
2285 | |
|
|
2286 | if (op->speed_left > 0.f) |
|
|
2287 | { |
2346 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2288 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2347 | { |
2289 | { |
2348 | /* All move commands take 1 tick, at least for now */ |
2290 | /* All move commands take 1 tick, at least for now */ |
2349 | op->speed_left--; |
2291 | --op->speed_left; |
2350 | |
2292 | |
2351 | /* Instead of all the stuff below, let move_player take care |
2293 | /* Instead of all the stuff below, let move_player take care |
2352 | * 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 |
2353 | * there, as well as the confusion stuff. |
2295 | * there, as well as the confusion stuff. |
2354 | */ |
2296 | */ |
2355 | move_player (op, op->direction); |
2297 | move_player (op, op->direction); |
2356 | if (op->speed_left > 0) |
2298 | |
2357 | return 1; |
2299 | return op->speed_left > 0.f; |
2358 | else |
2300 | } |
2359 | return 0; |
|
|
2360 | } |
2301 | } |
2361 | |
2302 | |
2362 | return 0; |
2303 | return 0; |
2363 | } |
2304 | } |
2364 | |
2305 | |
… | |
… | |
2402 | * from. |
2343 | * from. |
2403 | */ |
2344 | */ |
2404 | void |
2345 | void |
2405 | remove_unpaid_objects (object *op, object *env) |
2346 | remove_unpaid_objects (object *op, object *env) |
2406 | { |
2347 | { |
2407 | object *next; |
|
|
2408 | |
|
|
2409 | while (op) |
2348 | while (op) |
2410 | { |
2349 | { |
2411 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2350 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2412 | |
2351 | |
2413 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2352 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
… | |
… | |
2479 | int rate_grace = 2000; |
2418 | int rate_grace = 2000; |
2480 | const int max_hp = 1; |
2419 | const int max_hp = 1; |
2481 | const int max_sp = 1; |
2420 | const int max_sp = 1; |
2482 | const int max_grace = 1; |
2421 | const int max_grace = 1; |
2483 | |
2422 | |
2484 | 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--; |
2485 | { |
2432 | } |
2486 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
2433 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
2487 | if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) |
2434 | { |
2488 | 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 | } |
2489 | } |
2440 | } |
2490 | |
2441 | |
2491 | if (op->contr->ns->state == ST_PLAYING) |
2442 | if (op->contr->ns->state == ST_PLAYING) |
2492 | { |
2443 | { |
2493 | /* these next three if clauses make it possible to SLOW DOWN |
2444 | /* these next three if clauses make it possible to SLOW DOWN |
… | |
… | |
2515 | gen_grace = op->stats.maxgrace; |
2466 | gen_grace = op->stats.maxgrace; |
2516 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2467 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2517 | } |
2468 | } |
2518 | |
2469 | |
2519 | /* Regenerate Spell Points */ |
2470 | /* Regenerate Spell Points */ |
2520 | if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) |
2471 | if (!op->contr->golem && --op->last_sp < 0) |
2521 | { |
2472 | { |
2522 | 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); |
2523 | if (op->stats.sp < op->stats.maxsp) |
2474 | if (op->stats.sp < op->stats.maxsp) |
2524 | { |
2475 | { |
2525 | op->stats.sp++; |
2476 | op->stats.sp++; |
… | |
… | |
2743 | tmp->name = buf; |
2694 | tmp->name = buf; |
2744 | sprintf (buf, " This finger has been cut off %s\n" |
2695 | sprintf (buf, " This finger has been cut off %s\n" |
2745 | " 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", |
2746 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2697 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2747 | tmp->msg = buf; |
2698 | tmp->msg = buf; |
2748 | tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2699 | tmp->value = 0, tmp->type = 0; |
2749 | tmp->materialname = NULL; |
2700 | tmp->materialname = "organics"; |
2750 | op->insert_at (tmp, op); |
2701 | tmp->insert_at (op, tmp); |
2751 | } |
2702 | } |
2752 | |
2703 | |
2753 | /* teleport defeated player to new destination */ |
2704 | /* teleport defeated player to new destination */ |
2754 | transfer_ob (op, x, y, 0, NULL); |
2705 | transfer_ob (op, x, y, 0, NULL); |
2755 | op->contr->braced = 0; |
2706 | op->contr->braced = 0; |
… | |
… | |
2760 | |
2711 | |
2761 | command_kill_pets (op, 0); |
2712 | command_kill_pets (op, 0); |
2762 | |
2713 | |
2763 | if (op->stats.food < 0) |
2714 | if (op->stats.food < 0) |
2764 | { |
2715 | { |
2765 | if (op->contr->explore) |
|
|
2766 | { |
|
|
2767 | new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); |
|
|
2768 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
|
|
2769 | op->stats.food = 999; |
|
|
2770 | return; |
|
|
2771 | } |
|
|
2772 | sprintf (buf, "%s starved to death.", &op->name); |
2716 | sprintf (buf, "%s starved to death.", &op->name); |
2773 | strcpy (op->contr->killer, "starvation"); |
2717 | strcpy (op->contr->killer, "starvation"); |
2774 | } |
2718 | } |
2775 | else |
2719 | else |
2776 | { |
|
|
2777 | if (op->contr->explore) |
|
|
2778 | { |
|
|
2779 | new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); |
|
|
2780 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
|
|
2781 | op->stats.hp = op->stats.maxhp; |
|
|
2782 | return; |
|
|
2783 | } |
|
|
2784 | sprintf (buf, "%s died.", &op->name); |
2720 | sprintf (buf, "%s died.", &op->name); |
2785 | } |
|
|
2786 | |
2721 | |
2787 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
2722 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
2788 | |
2723 | |
2789 | /* save the map location for corpse, gravestone */ |
2724 | /* save the map location for corpse, gravestone */ |
2790 | x = op->x; |
2725 | x = op->x; |
… | |
… | |
2966 | op->stats.hp = op->stats.maxhp; |
2901 | op->stats.hp = op->stats.maxhp; |
2967 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2902 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2968 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2903 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2969 | |
2904 | |
2970 | /* |
2905 | /* |
2971 | * Check to see if the player is in a shop. IF so, then check to see if |
|
|
2972 | * 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 |
2973 | * in the map. |
2907 | * and put them back in the map. |
2974 | */ |
2908 | */ |
2975 | |
|
|
2976 | if (is_in_shop (op)) |
|
|
2977 | remove_unpaid_objects (op->inv, op); |
2909 | remove_unpaid_objects (op->inv, op); |
2978 | |
2910 | |
2979 | /****************************************/ |
2911 | /****************************************/ |
2980 | /* */ |
2912 | /* */ |
2981 | /* Move player to his current respawn- */ |
2913 | /* Move player to his current respawn- */ |
2982 | /* position (usually last savebed) */ |
2914 | /* position (usually last savebed) */ |
2983 | /* */ |
2915 | /* */ |
2984 | /****************************************/ |
2916 | /****************************************/ |
2985 | |
2917 | |
2986 | enter_player_savebed (op); |
2918 | enter_player_savebed (op); |
2987 | |
2919 | |
2988 | /* Save the player before inserting the force to reduce |
|
|
2989 | * chance of abuse. |
|
|
2990 | */ |
|
|
2991 | op->contr->braced = 0; |
2920 | op->contr->braced = 0; |
2992 | op->contr->save (); |
|
|
2993 | |
2921 | |
2994 | /* it is possible that the player has blown something up |
2922 | /* it is possible that the player has blown something up |
2995 | * at his savebed location, and that can have long lasting |
2923 | * at his savebed location, and that can have long lasting |
2996 | * spell effects. So first see if there is a spell effect |
2924 | * spell effects. So first see if there is a spell effect |
2997 | * on the space that might harm the player. |
2925 | * on the space that might harm the player. |
… | |
… | |
3006 | object *force; |
2934 | object *force; |
3007 | int at; |
2935 | int at; |
3008 | |
2936 | |
3009 | force = get_archetype (FORCE_NAME); |
2937 | force = get_archetype (FORCE_NAME); |
3010 | /* 50 ticks should be enough time for the spell to abate */ |
2938 | /* 50 ticks should be enough time for the spell to abate */ |
3011 | force->speed = 0.1; |
2939 | force->speed = 0.1f; |
3012 | force->speed_left = -5.0; |
2940 | force->speed_left = -5.f; |
3013 | SET_FLAG (force, FLAG_APPLIED); |
2941 | SET_FLAG (force, FLAG_APPLIED); |
3014 | for (at = 0; at < NROFATTACKS; at++) |
2942 | for (at = 0; at < NROFATTACKS; at++) |
3015 | if (will_kill_again & (1 << at)) |
2943 | if (will_kill_again & (1 << at)) |
3016 | force->resist[at] = 100; |
2944 | force->resist[at] = 100; |
3017 | |
2945 | |
… | |
… | |
3026 | void |
2954 | void |
3027 | loot_object (object *op) |
2955 | loot_object (object *op) |
3028 | { /* Grab and destroy some treasure */ |
2956 | { /* Grab and destroy some treasure */ |
3029 | object *tmp, *tmp2, *next; |
2957 | object *tmp, *tmp2, *next; |
3030 | |
2958 | |
3031 | if (op->container) |
2959 | op->close_container (); /* close open sack first */ |
3032 | esrv_apply_container (op, op->container); /* close open sack first */ |
|
|
3033 | |
2960 | |
3034 | for (tmp = op->inv; tmp; tmp = next) |
2961 | for (tmp = op->inv; tmp; tmp = next) |
3035 | { |
2962 | { |
3036 | next = tmp->below; |
2963 | next = tmp->below; |
3037 | |
2964 | |
3038 | if (tmp->invisible) |
2965 | if (tmp->invisible) |
3039 | continue; |
2966 | continue; |
3040 | |
2967 | |
3041 | tmp->remove (); |
2968 | tmp->remove (); |
3042 | tmp->x = op->x, tmp->y = op->y; |
2969 | tmp->x = op->x, tmp->y = op->y; |
|
|
2970 | |
3043 | if (tmp->type == CONTAINER) |
2971 | if (tmp->type == CONTAINER) |
3044 | { /* empty container to ground */ |
2972 | loot_object (tmp); /* empty container to ground */ |
3045 | loot_object (tmp); |
2973 | |
3046 | } |
|
|
3047 | 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)))) |
3048 | { |
2975 | { |
3049 | if (tmp->nrof > 1) |
2976 | if (tmp->nrof > 1) |
3050 | { |
2977 | { |
3051 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2978 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
3052 | tmp2->destroy (); |
2979 | tmp2->destroy (); |
… | |
… | |
3063 | /* |
2990 | /* |
3064 | * fix_weight(): Check recursively the weight of all players, and fix |
2991 | * fix_weight(): Check recursively the weight of all players, and fix |
3065 | * 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 |
3066 | * was changed. |
2993 | * was changed. |
3067 | */ |
2994 | */ |
3068 | |
|
|
3069 | void |
2995 | void |
3070 | fix_weight (void) |
2996 | fix_weight (void) |
3071 | { |
2997 | { |
3072 | for_all_players (pl) |
2998 | for_all_players (pl) |
3073 | { |
2999 | { |
… | |
… | |
3133 | if (op->type == PLAYER) |
3059 | if (op->type == PLAYER) |
3134 | { |
3060 | { |
3135 | op->contr->tmp_invis = 0; |
3061 | op->contr->tmp_invis = 0; |
3136 | op->contr->invis_race = 0; |
3062 | op->contr->invis_race = 0; |
3137 | } |
3063 | } |
|
|
3064 | |
3138 | update_object (op, UP_OBJ_FACE); |
3065 | update_object (op, UP_OBJ_CHANGE); |
3139 | } |
3066 | } |
3140 | |
3067 | |
3141 | int |
3068 | int |
3142 | is_true_undead (object *op) |
3069 | is_true_undead (object *op) |
3143 | { |
3070 | { |
3144 | object *tmp = NULL; |
|
|
3145 | |
|
|
3146 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3071 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3147 | return 1; |
3072 | return 1; |
3148 | |
3073 | |
3149 | return 0; |
3074 | return 0; |
3150 | } |
3075 | } |
… | |
… | |
3209 | |
3134 | |
3210 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
3135 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
3211 | |
3136 | |
3212 | /* 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! */ |
3213 | if (op->type == PLAYER && op->contr->run_on) |
3138 | if (op->type == PLAYER && op->contr->run_on) |
3214 | { |
|
|
3215 | if (!skop || num >= skop->level) |
3139 | if (!skop || num >= skop->level) |
3216 | { |
3140 | { |
3217 | 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!"); |
3218 | make_visible (op); |
3142 | make_visible (op); |
3219 | return; |
3143 | return; |
3220 | } |
3144 | } |
3221 | else |
3145 | else |
3222 | num += 20; |
3146 | num += 20; |
3223 | } |
3147 | |
3224 | num += op->map->difficulty; |
3148 | num += op->map->difficulty; |
3225 | hide = hideability (op); /* modify by terrain hidden level */ |
3149 | hide = hideability (op); /* modify by terrain hidden level */ |
3226 | num -= hide; |
3150 | num -= hide; |
|
|
3151 | |
3227 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3152 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3228 | { |
3153 | { |
3229 | make_visible (op); |
3154 | make_visible (op); |
3230 | if (op->type == PLAYER) |
3155 | if (op->type == PLAYER) |
3231 | 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!"); |
3232 | } |
3157 | } |
3233 | else if (op->type == PLAYER && skop) |
3158 | else if (op->type == PLAYER && skop) |
3234 | { |
|
|
3235 | 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); |
3236 | } |
|
|
3237 | } |
3160 | } |
3238 | |
3161 | |
3239 | /* determine if who is standing near a hostile creature. */ |
3162 | /* determine if who is standing near a hostile creature. */ |
3240 | |
3163 | |
3241 | int |
3164 | int |
… | |
… | |
3308 | if (pl->type != PLAYER) |
3231 | if (pl->type != PLAYER) |
3309 | { |
3232 | { |
3310 | LOG (llevError, "player_can_view() called for non-player object\n"); |
3233 | LOG (llevError, "player_can_view() called for non-player object\n"); |
3311 | return -1; |
3234 | return -1; |
3312 | } |
3235 | } |
|
|
3236 | |
3313 | if (!pl || !op) |
3237 | if (!pl || !op) |
3314 | return 0; |
3238 | return 0; |
3315 | |
3239 | |
3316 | if (op->head) |
|
|
3317 | { |
|
|
3318 | op = op->head; |
3240 | op = op->head_ (); |
3319 | } |
3241 | |
3320 | get_rangevector (pl, op, &rv, 0x1); |
3242 | get_rangevector (pl, op, &rv, 0x1); |
3321 | |
3243 | |
3322 | /* starting with the 'head' part, lets loop |
3244 | /* starting with the 'head' part, lets loop |
3323 | * through the object and find if it has any |
3245 | * through the object and find if it has any |
3324 | * part that is in the los array but isnt on |
3246 | * part that is in the los array but isnt on |
… | |
… | |
3441 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3363 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3442 | int i = 0, j = 0; |
3364 | int i = 0, j = 0; |
3443 | |
3365 | |
3444 | /* get the appropriate treasurelist */ |
3366 | /* get the appropriate treasurelist */ |
3445 | if (atnr == ATNR_FIRE) |
3367 | if (atnr == ATNR_FIRE) |
3446 | trlist = find_treasurelist ("dragon_ability_fire"); |
3368 | trlist = treasurelist::find ("dragon_ability_fire"); |
3447 | else if (atnr == ATNR_COLD) |
3369 | else if (atnr == ATNR_COLD) |
3448 | trlist = find_treasurelist ("dragon_ability_cold"); |
3370 | trlist = treasurelist::find ("dragon_ability_cold"); |
3449 | else if (atnr == ATNR_ELECTRICITY) |
3371 | else if (atnr == ATNR_ELECTRICITY) |
3450 | trlist = find_treasurelist ("dragon_ability_elec"); |
3372 | trlist = treasurelist::find ("dragon_ability_elec"); |
3451 | else if (atnr == ATNR_POISON) |
3373 | else if (atnr == ATNR_POISON) |
3452 | trlist = find_treasurelist ("dragon_ability_poison"); |
3374 | trlist = treasurelist::find ("dragon_ability_poison"); |
3453 | |
3375 | |
3454 | if (trlist == NULL || who->type != PLAYER) |
3376 | if (trlist == NULL || who->type != PLAYER) |
3455 | return; |
3377 | return; |
3456 | |
3378 | |
3457 | 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++); |
3458 | |
3380 | |
3459 | if (tr == NULL || tr->item == NULL) |
3381 | if (!tr || !tr->item) |
3460 | { |
3382 | { |
3461 | /* 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]); */ |
3462 | return; |
3384 | return; |
3463 | } |
3385 | } |
3464 | |
3386 | |
… | |
… | |
3589 | * not readied. |
3511 | * not readied. |
3590 | */ |
3512 | */ |
3591 | void |
3513 | void |
3592 | player_unready_range_ob (player *pl, object *ob) |
3514 | player_unready_range_ob (player *pl, object *ob) |
3593 | { |
3515 | { |
3594 | rangetype i; |
3516 | if (pl->ob->current_weapon == ob) |
|
|
3517 | pl->ob->current_weapon = 0; |
3595 | |
3518 | |
3596 | for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
3519 | if (pl->combat_ob == ob) |
3597 | { |
3520 | pl->combat_ob = 0; |
|
|
3521 | |
3598 | if (pl->ranges[i] == ob) |
3522 | if (pl->ranged_ob == ob) |
3599 | { |
3523 | pl->ranged_ob = 0; |
3600 | pl->ranges[i] = NULL; |
|
|
3601 | if (pl->shoottype == i) |
|
|
3602 | { |
|
|
3603 | pl->shoottype = range_none; |
|
|
3604 | } |
|
|
3605 | } |
|
|
3606 | } |
|
|
3607 | } |
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 | } |