… | |
… | |
21 | * |
21 | * |
22 | * The author can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The author can be reached via e-mail to <crossfire@schmorp.de> |
23 | */ |
23 | */ |
24 | |
24 | |
25 | #include <global.h> |
25 | #include <global.h> |
26 | #include <pwd.h> |
|
|
27 | #include <sproto.h> |
26 | #include <sproto.h> |
28 | #include <sounds.h> |
27 | #include <sounds.h> |
29 | #include <living.h> |
28 | #include <living.h> |
30 | #include <object.h> |
29 | #include <object.h> |
31 | #include <spells.h> |
30 | #include <spells.h> |
… | |
… | |
146 | } |
145 | } |
147 | |
146 | |
148 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
147 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
149 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); |
148 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); |
150 | close_and_delete (fp, comp); |
149 | close_and_delete (fp, comp); |
|
|
150 | } |
|
|
151 | |
|
|
152 | float |
|
|
153 | player::weapon_speed () const |
|
|
154 | { |
|
|
155 | return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary |
151 | } |
156 | } |
152 | |
157 | |
153 | /* This loads the first map an puts the player on it. */ |
158 | /* This loads the first map an puts the player on it. */ |
154 | static void |
159 | static void |
155 | set_first_map (object *op) |
160 | set_first_map (object *op) |
… | |
… | |
202 | |
207 | |
203 | ob->remove (); |
208 | ob->remove (); |
204 | ob->map = 0; |
209 | ob->map = 0; |
205 | party = 0; |
210 | party = 0; |
206 | |
211 | |
207 | // for weird reasons, this is often "ob", keeping a circular reference |
212 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
208 | ranges [range_skill] = 0; |
|
|
209 | |
213 | |
210 | players.erase (this); |
214 | players.erase (this); |
211 | } |
215 | } |
212 | |
216 | |
213 | // connect the player with a specific client |
217 | // connect the player with a specific client |
214 | // also changed, rationalises, and fixes some incorrect settings |
218 | // also changes, rationalises, and fixes some incorrect settings |
215 | void |
219 | void |
216 | player::connect (client *ns) |
220 | player::connect (client *ns) |
217 | { |
221 | { |
218 | this->ns = ns; |
222 | this->ns = ns; |
219 | ns->pl = this; |
223 | ns->pl = this; |
… | |
… | |
230 | ns->reset_stats (); |
234 | ns->reset_stats (); |
231 | |
235 | |
232 | /* make sure he's a player -- needed because of class change. */ |
236 | /* make sure he's a player -- needed because of class change. */ |
233 | ob->type = PLAYER; // we are paranoid |
237 | ob->type = PLAYER; // we are paranoid |
234 | ob->race = ob->arch->clone.race; |
238 | ob->race = ob->arch->clone.race; |
235 | |
|
|
236 | if (!legal_range (shoottype)) |
|
|
237 | shoottype = range_none; |
|
|
238 | |
239 | |
239 | ob->carrying = sum_weight (ob); |
240 | ob->carrying = sum_weight (ob); |
240 | link_player_skills (ob); |
241 | link_player_skills (ob); |
241 | |
242 | |
242 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
243 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
… | |
… | |
263 | |
264 | |
264 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
265 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
265 | |
266 | |
266 | esrv_new_player (this, ob->weight + ob->carrying); |
267 | esrv_new_player (this, ob->weight + ob->carrying); |
267 | |
268 | |
|
|
269 | ob->flag [FLAG_READY_WEAPON] = false; |
|
|
270 | ob->flag [FLAG_READY_SKILL] = false; |
|
|
271 | ob->flag [FLAG_READY_BOW] = false; |
|
|
272 | |
|
|
273 | for (object *op = ob->inv; op; op = op->below) |
|
|
274 | if (op->flag [FLAG_APPLIED]) |
|
|
275 | switch (op->type) |
|
|
276 | { |
|
|
277 | case WAND: |
|
|
278 | case ROD: |
|
|
279 | case HORN: |
|
|
280 | case BOW: |
|
|
281 | case SKILL_TOOL: |
|
|
282 | case WEAPON: |
|
|
283 | op->flag [FLAG_APPLIED] = false; |
|
|
284 | apply_special (ob, op, AP_APPLY); |
|
|
285 | break; |
|
|
286 | |
|
|
287 | case SKILL: |
|
|
288 | op->flag [FLAG_APPLIED] = false; |
|
|
289 | break; |
|
|
290 | } |
|
|
291 | |
|
|
292 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
268 | ob->update_stats (); |
293 | ob->update_stats (); |
|
|
294 | |
269 | ns->floorbox_update (); |
295 | ns->floorbox_update (); |
270 | |
|
|
271 | esrv_send_inventory (ob, ob); |
296 | esrv_send_inventory (ob, ob); |
272 | esrv_add_spells (this, 0); |
297 | esrv_add_spells (this, 0); |
273 | |
298 | |
274 | activate (); |
299 | activate (); |
275 | |
300 | |
… | |
… | |
308 | player::set_object (object *op) |
333 | player::set_object (object *op) |
309 | { |
334 | { |
310 | ob = op; |
335 | ob = op; |
311 | ob->contr = this; /* this aren't yet in archetype */ |
336 | ob->contr = this; /* this aren't yet in archetype */ |
312 | |
337 | |
313 | ob->speed_left = 0.5; |
338 | ob->speed_left = 0.5f; |
314 | ob->speed = 1.0; |
339 | ob->speed = 1.0f; |
315 | ob->direction = 5; /* So player faces south */ |
340 | ob->direction = 5; /* So player faces south */ |
316 | } |
341 | } |
317 | |
342 | |
318 | player::player () |
343 | player::player () |
319 | { |
344 | { |
… | |
… | |
325 | unapply = unapply_nochoice; |
350 | unapply = unapply_nochoice; |
326 | |
351 | |
327 | savebed_map = first_map_path; /* Init. respawn position */ |
352 | savebed_map = first_map_path; /* Init. respawn position */ |
328 | |
353 | |
329 | gen_sp_armour = 10; |
354 | gen_sp_armour = 10; |
330 | shoottype = range_none; |
|
|
331 | bowtype = bow_normal; |
355 | bowtype = bow_normal; |
332 | petmode = pet_normal; |
356 | petmode = pet_normal; |
333 | listening = 10; |
357 | listening = 10; |
334 | usekeys = containers; |
358 | usekeys = containers; |
335 | peaceful = 1; /* default peaceful */ |
359 | peaceful = 1; /* default peaceful */ |
… | |
… | |
774 | } |
798 | } |
775 | |
799 | |
776 | void |
800 | void |
777 | object::roll_stats () |
801 | object::roll_stats () |
778 | { |
802 | { |
779 | int statsort [7]; |
803 | int statsort [NUM_STATS]; |
780 | |
804 | |
781 | for (;;) |
805 | for (;;) |
782 | { |
806 | { |
783 | int sum = 0; |
807 | int sum = 0; |
784 | for (int i = 7; i--; ) |
808 | for (int i = NUM_STATS; i--; ) |
785 | sum += statsort [i] = roll_stat (); |
809 | sum += statsort [i] = roll_stat (); |
786 | |
810 | |
787 | if (sum >= 82 && sum <= 116) |
811 | if (sum >= 82 && sum <= 116) |
788 | break; |
812 | break; |
789 | } |
813 | } |
790 | |
814 | |
791 | // Sort the stats so that rerolling is easier... |
815 | // Sort the stats so that rerolling is easier... |
792 | std::sort (statsort, statsort + 7, std::greater<int>()); |
816 | std::sort (statsort, statsort + NUM_STATS, std::greater<int>()); |
793 | |
817 | |
|
|
818 | for (int i = 0; i < NUM_STATS; ++i) |
794 | stats.Str = statsort[0]; |
819 | stats.stat (i) = statsort [i]; |
795 | stats.Dex = statsort[1]; |
|
|
796 | stats.Con = statsort[2]; |
|
|
797 | stats.Int = statsort[3]; |
|
|
798 | stats.Wis = statsort[4]; |
|
|
799 | stats.Pow = statsort[5]; |
|
|
800 | stats.Cha = statsort[6]; |
|
|
801 | |
820 | |
802 | stats.exp = 0; |
821 | stats.exp = 0; |
803 | stats.ac = 0; |
822 | stats.ac = 0; |
804 | |
823 | |
805 | stats.hp = stats.maxhp; |
824 | stats.hp = stats.maxhp; |
… | |
… | |
817 | } |
836 | } |
818 | |
837 | |
819 | void |
838 | void |
820 | object::swap_stats (int a, int b) |
839 | object::swap_stats (int a, int b) |
821 | { |
840 | { |
822 | int tmp = get_attr_value (&contr->orig_stats, a); |
841 | swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b)); |
823 | set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b)); |
|
|
824 | set_attr_value (&contr->orig_stats, b, tmp); |
|
|
825 | |
842 | |
|
|
843 | for (int i = 0; i < NUM_STATS; ++i) |
826 | stats.Str = contr->orig_stats.Str; |
844 | stats.stat (i) = contr->orig_stats.stat (i); |
827 | stats.Dex = contr->orig_stats.Dex; |
|
|
828 | stats.Con = contr->orig_stats.Con; |
|
|
829 | stats.Int = contr->orig_stats.Int; |
|
|
830 | stats.Wis = contr->orig_stats.Wis; |
|
|
831 | stats.Pow = contr->orig_stats.Pow; |
|
|
832 | stats.Cha = contr->orig_stats.Cha; |
|
|
833 | |
845 | |
834 | //TODO: the following code looks so borked and should, at the very least, |
846 | //TODO: the following code looks so borked and should, at the very least, |
835 | // be merged with the similar code in roll_stats |
847 | // be merged with the similar code in roll_stats |
836 | stats.ac = 0; |
848 | stats.ac = 0; |
837 | |
849 | |
… | |
… | |
1014 | /* Cornered, get rid of scared */ |
1026 | /* Cornered, get rid of scared */ |
1015 | CLEAR_FLAG (op, FLAG_SCARED); |
1027 | CLEAR_FLAG (op, FLAG_SCARED); |
1016 | op->enemy = NULL; |
1028 | op->enemy = NULL; |
1017 | } |
1029 | } |
1018 | |
1030 | |
1019 | |
|
|
1020 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
1031 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
1021 | * IT returns 1 if the player should keep on moving, 0 if he should |
1032 | * It returns 1 if the player should keep on moving, 0 if he should |
1022 | * stop. |
1033 | * stop. |
1023 | */ |
1034 | */ |
1024 | int |
1035 | int |
1025 | check_pick (object *op) |
1036 | check_pick (object *op) |
1026 | { |
1037 | { |
… | |
… | |
1464 | * find_better_arrow to find a decent arrow to use. |
1475 | * find_better_arrow to find a decent arrow to use. |
1465 | * op = the shooter |
1476 | * op = the shooter |
1466 | * type = bow->race |
1477 | * type = bow->race |
1467 | * dir = fire direction |
1478 | * dir = fire direction |
1468 | */ |
1479 | */ |
1469 | |
|
|
1470 | object * |
1480 | object * |
1471 | pick_arrow_target (object *op, const char *type, int dir) |
1481 | pick_arrow_target (object *op, const char *type, int dir) |
1472 | { |
1482 | { |
1473 | object *tmp = NULL; |
1483 | object *tmp = NULL; |
1474 | maptile *m; |
1484 | maptile *m; |
… | |
… | |
1539 | */ |
1549 | */ |
1540 | int |
1550 | int |
1541 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1551 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1542 | { |
1552 | { |
1543 | object *left, *bow; |
1553 | object *left, *bow; |
1544 | int bowspeed, mflags; |
1554 | int mflags; |
1545 | maptile *m; |
1555 | maptile *m; |
1546 | |
1556 | |
1547 | if (!dir) |
1557 | if (!dir) |
1548 | { |
1558 | { |
1549 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1559 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1550 | return 0; |
1560 | return 0; |
1551 | } |
1561 | } |
1552 | |
1562 | |
1553 | if (op->type == PLAYER) |
1563 | if (op->contr) |
1554 | bow = op->contr->ranges[range_bow]; |
1564 | bow = op->current_weapon; |
1555 | else |
1565 | else |
1556 | { |
1566 | { |
1557 | for (bow = op->inv; bow; bow = bow->below) |
1567 | for (bow = op->inv; bow; bow = bow->below) |
1558 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1568 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1559 | * don't need to switch back and forth between bows and weapons. |
1569 | * don't need to switch back and forth between bows and weapons. |
… | |
… | |
1564 | if (!bow) |
1574 | if (!bow) |
1565 | { |
1575 | { |
1566 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1576 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1567 | return 0; |
1577 | return 0; |
1568 | } |
1578 | } |
|
|
1579 | |
|
|
1580 | // optimisation: move object to top so we will find it quickly again |
|
|
1581 | if (bow->below) |
|
|
1582 | { |
|
|
1583 | bow->remove (); |
|
|
1584 | op->insert (bow); |
|
|
1585 | } |
|
|
1586 | |
1569 | } |
1587 | } |
1570 | |
1588 | |
1571 | if (!bow->race || !bow->skill) |
1589 | if (!bow->race || !bow->skill) |
1572 | { |
1590 | { |
1573 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1591 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1574 | return 0; |
1592 | return 0; |
1575 | } |
1593 | } |
1576 | |
|
|
1577 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
|
|
1578 | |
|
|
1579 | /* penalize ROF for bestarrow */ |
|
|
1580 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
|
|
1581 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
|
|
1582 | |
|
|
1583 | if (bowspeed < 1) |
|
|
1584 | bowspeed = 1; |
|
|
1585 | |
1594 | |
1586 | if (arrow == NULL) |
1595 | if (arrow == NULL) |
1587 | { |
1596 | { |
1588 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1597 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1589 | { |
1598 | { |
… | |
… | |
1624 | |
1633 | |
1625 | arrow->set_owner (op); |
1634 | arrow->set_owner (op); |
1626 | arrow->skill = bow->skill; |
1635 | arrow->skill = bow->skill; |
1627 | arrow->direction = dir; |
1636 | arrow->direction = dir; |
1628 | |
1637 | |
1629 | if (op->type == PLAYER) |
|
|
1630 | { |
|
|
1631 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
|
|
1632 | op->update_stats (); |
|
|
1633 | } |
|
|
1634 | |
|
|
1635 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1636 | |
|
|
1637 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
1638 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
1638 | arrow->stats.hp = arrow->stats.dam; |
1639 | arrow->stats.hp = arrow->stats.dam; |
1639 | arrow->stats.grace = arrow->attacktype; |
1640 | arrow->stats.grace = arrow->attacktype; |
1640 | |
1641 | |
1641 | if (arrow->slaying) |
1642 | if (arrow->slaying) |
1642 | arrow->spellarg = strdup (arrow->slaying); |
1643 | arrow->spellarg = strdup (arrow->slaying); |
1643 | |
1644 | |
1644 | arrow->stats.dam += op->stats.dam + arrow->magic; |
1645 | if (player *pl = op->contr) |
|
|
1646 | { |
|
|
1647 | if (!pl->has_hit) |
|
|
1648 | { |
|
|
1649 | pl->has_hit = 1; |
|
|
1650 | pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed; |
|
|
1651 | } |
|
|
1652 | #if 0 |
|
|
1653 | float speed = pl->weapon_sp; |
|
|
1654 | |
|
|
1655 | /* penalize ROF for bestarrow */ |
|
|
1656 | if (pl->bowtype == bow_bestarrow) |
|
|
1657 | speed *= .9f; |
|
|
1658 | else |
|
|
1659 | speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; |
|
|
1660 | |
|
|
1661 | op->speed_left += speed - op->speed; |
|
|
1662 | #endif |
|
|
1663 | } |
|
|
1664 | |
|
|
1665 | SET_ANIMATION (arrow, arrow->direction); |
1645 | |
1666 | |
1646 | /* update the speed */ |
1667 | /* update the speed */ |
1647 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
1668 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 |
1648 | 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
1669 | + bow->stats.dam / 7.0; |
1649 | |
1670 | |
1650 | arrow->set_speed (max (arrow->speed, 1.0)); |
1671 | arrow->set_speed (max (arrow->speed, 2.0)); |
1651 | arrow->speed_left = 0; |
1672 | arrow->speed_left = 0; |
1652 | |
1673 | |
1653 | arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1674 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1654 | |
1675 | |
1655 | if (op->type == PLAYER) |
1676 | if (op->type == PLAYER) |
1656 | { |
1677 | { |
1657 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
1678 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
1658 | arrow->stats.wc -= dex_bonus[op->stats.Dex]; |
1679 | wc -= dex_bonus[op->stats.Dex]; |
1659 | |
1680 | |
1660 | if (!arrow->slaying) |
1681 | if (!arrow->slaying) |
1661 | arrow->slaying = op->slaying; |
1682 | arrow->slaying = op->slaying; |
|
|
1683 | |
|
|
1684 | arrow->attacktype |= op->attacktype; |
1662 | } |
1685 | } |
1663 | else |
1686 | else |
1664 | { |
1687 | { |
1665 | arrow->level = op->level; |
1688 | arrow->level = op->level; |
1666 | arrow->stats.wc -= bow->magic; |
1689 | arrow->stats.wc -= bow->magic; |
1667 | |
1690 | |
1668 | if (!arrow->slaying) |
1691 | if (!arrow->slaying) |
1669 | arrow->slaying = bow->slaying; |
1692 | arrow->slaying = bow->slaying; |
1670 | } |
|
|
1671 | |
1693 | |
1672 | arrow->stats.wc -= arrow->level; |
|
|
1673 | |
|
|
1674 | arrow->attacktype |= bow->attacktype; |
1694 | arrow->attacktype |= bow->attacktype; |
|
|
1695 | } |
1675 | |
1696 | |
|
|
1697 | wc -= arrow->level; |
|
|
1698 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
|
|
1699 | |
|
|
1700 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1676 | arrow->move_type = MOVE_FLY_LOW; |
1701 | arrow->move_type = MOVE_FLY_LOW; |
1677 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1702 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1678 | |
1703 | |
1679 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1704 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1680 | m->insert (arrow, sx, sy, op); |
1705 | m->insert (arrow, sx, sy, op); |
… | |
… | |
1705 | { |
1730 | { |
1706 | int ret = 0, wcmod = 0; |
1731 | int ret = 0, wcmod = 0; |
1707 | |
1732 | |
1708 | if (op->contr->bowtype == bow_bestarrow) |
1733 | if (op->contr->bowtype == bow_bestarrow) |
1709 | { |
1734 | { |
1710 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); |
1735 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1711 | } |
1736 | } |
1712 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1737 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1713 | { |
1738 | { |
1714 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1739 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1715 | wcmod = -1; |
1740 | wcmod = -1; |
… | |
… | |
1725 | else if (op->contr->bowtype == bow_spreadshot) |
1750 | else if (op->contr->bowtype == bow_spreadshot) |
1726 | { |
1751 | { |
1727 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1752 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1728 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1753 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1729 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1754 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1730 | |
|
|
1731 | } |
1755 | } |
1732 | else |
1756 | else |
1733 | { |
1757 | { |
1734 | /* Simple case */ |
1758 | /* Simple case */ |
1735 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1759 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1736 | } |
1760 | } |
|
|
1761 | |
1737 | return ret; |
1762 | return ret; |
1738 | } |
1763 | } |
1739 | |
|
|
1740 | |
1764 | |
1741 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1765 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1742 | * Broken apart from 'fire' to keep it more readable. |
1766 | * Broken apart from 'fire' to keep it more readable. |
1743 | */ |
1767 | */ |
1744 | void |
1768 | void |
1745 | fire_misc_object (object *op, int dir) |
1769 | fire_misc_object (object *op, int dir) |
1746 | { |
1770 | { |
1747 | object *item; |
1771 | object *item = op->contr->ranged_ob; |
1748 | |
1772 | |
1749 | if (!op->contr->ranges[range_misc]) |
1773 | if (!item) |
1750 | { |
1774 | { |
1751 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1775 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1752 | return; |
1776 | return; |
1753 | } |
1777 | } |
1754 | |
1778 | |
1755 | item = op->contr->ranges[range_misc]; |
|
|
1756 | if (!item->inv) |
1779 | if (!item->inv) |
1757 | { |
1780 | { |
1758 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1781 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1759 | return; |
1782 | return; |
1760 | } |
1783 | } |
|
|
1784 | |
|
|
1785 | if (!op->change_weapon (item)) |
|
|
1786 | return; |
|
|
1787 | |
1761 | if (item->type == WAND) |
1788 | if (item->type == WAND) |
1762 | { |
1789 | { |
1763 | if (item->stats.food <= 0) |
1790 | if (item->stats.food <= 0) |
1764 | { |
1791 | { |
1765 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1792 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1766 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
1793 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
|
|
1794 | |
1767 | return; |
1795 | return; |
1768 | } |
1796 | } |
1769 | } |
1797 | } |
1770 | else if (item->type == ROD || item->type == HORN) |
1798 | else if (item->type == ROD || item->type == HORN) |
1771 | { |
1799 | { |
1772 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1800 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1773 | { |
1801 | { |
1774 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1802 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
|
|
1803 | |
1775 | if (item->type == ROD) |
1804 | if (item->type == ROD) |
1776 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1805 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1777 | else |
1806 | else |
1778 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
1807 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
|
|
1808 | |
1779 | return; |
1809 | return; |
1780 | } |
1810 | } |
1781 | } |
1811 | } |
1782 | |
1812 | |
1783 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1813 | if (cast_spell (op, item, dir, item->inv, NULL)) |
… | |
… | |
1814 | |
1844 | |
1815 | /* check for loss of invisiblity/hide */ |
1845 | /* check for loss of invisiblity/hide */ |
1816 | if (action_makes_visible (op)) |
1846 | if (action_makes_visible (op)) |
1817 | make_visible (op); |
1847 | make_visible (op); |
1818 | |
1848 | |
1819 | switch (op->contr->shoottype) |
1849 | player *pl = op->contr; |
|
|
1850 | |
|
|
1851 | if (pl->golem) |
1820 | { |
1852 | { |
1821 | case range_none: |
1853 | control_golem (op->contr->golem, dir); |
1822 | return; |
1854 | return; |
|
|
1855 | } |
1823 | |
1856 | |
1824 | case range_bow: |
1857 | object *ob = pl->ranged_ob; |
|
|
1858 | |
|
|
1859 | if (!ob) |
|
|
1860 | return; |
|
|
1861 | |
|
|
1862 | if (!op->change_weapon (ob)) |
|
|
1863 | return; |
|
|
1864 | |
|
|
1865 | switch (ob->type) |
|
|
1866 | { |
|
|
1867 | case BOW: |
1825 | player_fire_bow (op, dir); |
1868 | player_fire_bow (op, dir); |
1826 | return; |
1869 | break; |
1827 | |
1870 | |
1828 | case range_magic: /* Casting spells */ |
1871 | case SPELL: |
1829 | spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); |
1872 | spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); |
1830 | return; |
1873 | break; |
1831 | |
1874 | |
1832 | case range_misc: |
1875 | case BUILDER: |
|
|
1876 | apply_map_builder (op, dir); |
|
|
1877 | break; |
|
|
1878 | |
|
|
1879 | case SKILL: |
|
|
1880 | do_skill (op, op, ob, dir, 0); |
|
|
1881 | break; |
|
|
1882 | |
|
|
1883 | default: |
1833 | fire_misc_object (op, dir); |
1884 | fire_misc_object (op, dir); |
1834 | return; |
1885 | break; |
1835 | |
|
|
1836 | case range_golem: /* Control summoned monsters from scrolls */ |
|
|
1837 | control_golem (op->contr->ranges[range_golem], dir); |
|
|
1838 | return; |
|
|
1839 | |
|
|
1840 | case range_skill: |
|
|
1841 | if (!op->chosen_skill) |
|
|
1842 | { |
|
|
1843 | if (op->type == PLAYER) |
|
|
1844 | new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
|
|
1845 | |
|
|
1846 | return; |
|
|
1847 | } |
|
|
1848 | |
|
|
1849 | do_skill (op, op, op->chosen_skill, dir, NULL); |
|
|
1850 | return; |
|
|
1851 | case range_builder: |
|
|
1852 | apply_map_builder (op, dir); |
|
|
1853 | return; |
|
|
1854 | default: |
|
|
1855 | new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); |
|
|
1856 | return; |
|
|
1857 | } |
1886 | } |
1858 | } |
1887 | } |
1859 | |
1888 | |
1860 | /* find_key |
1889 | /* find_key |
1861 | * We try to find a key for the door as passed. If we find a key |
1890 | * We try to find a key for the door as passed. If we find a key |
… | |
… | |
2083 | |
2112 | |
2084 | /* If the creature is a pet, push it even if the player is not |
2113 | /* If the creature is a pet, push it even if the player is not |
2085 | * peaceful. Our assumption is the creature is a pet if the |
2114 | * peaceful. Our assumption is the creature is a pet if the |
2086 | * player owns it and it is either friendly or unagressive. |
2115 | * player owns it and it is either friendly or unagressive. |
2087 | */ |
2116 | */ |
2088 | if ((op->type == PLAYER) |
2117 | if (op->type == PLAYER |
2089 | #if COZY_SERVER |
|
|
2090 | && |
|
|
2091 | ((mon->owner && mon->owner->contr |
2118 | && ((mon->owner && mon->owner->contr |
2092 | && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) |
2119 | && same_party (mon->owner->contr->party, op->contr->party)) |
2093 | #else |
|
|
2094 | && mon->owner == op |
2120 | || mon->owner == op) |
2095 | #endif |
|
|
2096 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2121 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2097 | { |
2122 | { |
2098 | /* If we're braced, we don't want to switch places with it */ |
2123 | /* If we're braced, we don't want to switch places with it */ |
2099 | if (op->contr->braced) |
2124 | if (op->contr->braced) |
2100 | return; |
2125 | return; |
… | |
… | |
2110 | /* in certain circumstances, you shouldn't attack friendly |
2135 | /* in certain circumstances, you shouldn't attack friendly |
2111 | * creatures. Note that if you are braced, you can't push |
2136 | * creatures. Note that if you are braced, you can't push |
2112 | * someone, but put it inside this loop so that you won't |
2137 | * someone, but put it inside this loop so that you won't |
2113 | * attack them either. |
2138 | * attack them either. |
2114 | */ |
2139 | */ |
2115 | if ((mon->type == PLAYER || mon->enemy != op) && |
2140 | if ((mon->type == PLAYER || mon->enemy != op) |
2116 | (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( |
2141 | && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) |
2117 | #ifdef PROHIBIT_PLAYERKILL |
|
|
2118 | (op->contr->peaceful |
2142 | && ((op->contr->peaceful |
2119 | || (mon->type == PLAYER |
2143 | || (mon->type == PLAYER && mon->contr->peaceful)) |
2120 | && mon->contr-> |
|
|
2121 | peaceful)) && |
|
|
2122 | #else |
|
|
2123 | op->contr->peaceful && |
|
|
2124 | #endif |
|
|
2125 | !on_battleground)) |
2144 | && !on_battleground)) |
2126 | { |
2145 | { |
2127 | if (!op->contr->braced) |
2146 | if (!op->contr->braced) |
2128 | { |
2147 | { |
2129 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2148 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2130 | push_ob (mon, dir, op); |
2149 | push_ob (mon, dir, op); |
… | |
… | |
2153 | * that party_number -1 is no party, so attacks can still happen. |
2172 | * that party_number -1 is no party, so attacks can still happen. |
2154 | */ |
2173 | */ |
2155 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2174 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2156 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2175 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2157 | { |
2176 | { |
2158 | |
|
|
2159 | /* If the player hasn't hit something this tick, and does |
|
|
2160 | * so, give them speed boost based on weapon speed. Doing |
|
|
2161 | * it here is better than process_players2, which basically |
|
|
2162 | * incurred a 1 tick offset. |
|
|
2163 | */ |
|
|
2164 | if (!op->contr->has_hit) |
2177 | if (!op->contr->has_hit) |
2165 | { |
2178 | { |
|
|
2179 | op->contr->has_hit = 1; |
2166 | op->speed_left += op->speed / op->contr->weapon_sp; |
2180 | op->speed_left += op->contr->weapon_speed () - op->speed; |
2167 | |
|
|
2168 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
|
|
2169 | } |
2181 | } |
2170 | |
2182 | |
2171 | skill_attack (mon, op, 0, 0, 0); |
2183 | skill_attack (mon, op, 0, 0, 0); |
2172 | |
2184 | |
2173 | /* If attacking another player, that player gets automatic |
2185 | /* If attacking another player, that player gets automatic |
… | |
… | |
2251 | handle_newcs_player (object *op) |
2263 | handle_newcs_player (object *op) |
2252 | { |
2264 | { |
2253 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2265 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2254 | { |
2266 | { |
2255 | flee_player (op); |
2267 | flee_player (op); |
|
|
2268 | |
2256 | /* If player is still scared, that is his action for this tick */ |
2269 | /* If player is still scared, that is his action for this tick */ |
2257 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2270 | if (op->flag [FLAG_SCARED]) |
2258 | { |
2271 | { |
2259 | op->speed_left--; |
2272 | --op->speed_left; |
2260 | return 0; |
2273 | return 0; |
2261 | } |
2274 | } |
2262 | } |
2275 | } |
2263 | |
2276 | |
2264 | /* call this here - we also will call this in do_ericserver, but |
2277 | /* call this here - we also will call this in do_ericserver, but |
… | |
… | |
2266 | * called, so we recheck it here. |
2279 | * called, so we recheck it here. |
2267 | */ |
2280 | */ |
2268 | if (op->contr->ns->handle_command ()) |
2281 | if (op->contr->ns->handle_command ()) |
2269 | return 1; |
2282 | return 1; |
2270 | |
2283 | |
2271 | if (op->speed_left > 0) |
2284 | if (op->speed_left > 0.f) |
2272 | { |
2285 | { |
2273 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2286 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2274 | { |
2287 | { |
2275 | /* All move commands take 1 tick, at least for now */ |
2288 | /* All move commands take 1 tick, at least for now */ |
2276 | op->speed_left--; |
2289 | --op->speed_left; |
2277 | |
2290 | |
2278 | /* Instead of all the stuff below, let move_player take care |
2291 | /* Instead of all the stuff below, let move_player take care |
2279 | * of it. Also, some of the skill stuff is only put in |
2292 | * of it. Also, some of the skill stuff is only put in |
2280 | * there, as well as the confusion stuff. |
2293 | * there, as well as the confusion stuff. |
2281 | */ |
2294 | */ |
2282 | move_player (op, op->direction); |
2295 | move_player (op, op->direction); |
2283 | |
2296 | |
2284 | return op->speed_left > 0; |
2297 | return op->speed_left > 0.f; |
2285 | } |
2298 | } |
2286 | } |
2299 | } |
2287 | |
2300 | |
2288 | return 0; |
2301 | return 0; |
2289 | } |
2302 | } |
… | |
… | |
2451 | gen_grace = op->stats.maxgrace; |
2464 | gen_grace = op->stats.maxgrace; |
2452 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2465 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2453 | } |
2466 | } |
2454 | |
2467 | |
2455 | /* Regenerate Spell Points */ |
2468 | /* Regenerate Spell Points */ |
2456 | if (!op->contr->ranges[range_golem] && --op->last_sp < 0) |
2469 | if (!op->contr->golem && --op->last_sp < 0) |
2457 | { |
2470 | { |
2458 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2471 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2459 | if (op->stats.sp < op->stats.maxsp) |
2472 | if (op->stats.sp < op->stats.maxsp) |
2460 | { |
2473 | { |
2461 | op->stats.sp++; |
2474 | op->stats.sp++; |
… | |
… | |
2559 | } |
2572 | } |
2560 | |
2573 | |
2561 | /* Digestion */ |
2574 | /* Digestion */ |
2562 | if (--op->last_eat < 0) |
2575 | if (--op->last_eat < 0) |
2563 | { |
2576 | { |
2564 | #ifdef COZY_SERVER |
|
|
2565 | int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; |
|
|
2566 | int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0; |
|
|
2567 | #else |
|
|
2568 | int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; |
2577 | int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; |
2569 | #endif |
|
|
2570 | |
2578 | |
2571 | if (op->contr->gen_hp > 0) |
2579 | if (op->contr->gen_hp > 0) |
2572 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2580 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2573 | else |
2581 | else |
2574 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
2582 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
… | |
… | |
2919 | object *force; |
2927 | object *force; |
2920 | int at; |
2928 | int at; |
2921 | |
2929 | |
2922 | force = get_archetype (FORCE_NAME); |
2930 | force = get_archetype (FORCE_NAME); |
2923 | /* 50 ticks should be enough time for the spell to abate */ |
2931 | /* 50 ticks should be enough time for the spell to abate */ |
2924 | force->speed = 0.1; |
2932 | force->speed = 0.1f; |
2925 | force->speed_left = -5.0; |
2933 | force->speed_left = -5.f; |
2926 | SET_FLAG (force, FLAG_APPLIED); |
2934 | SET_FLAG (force, FLAG_APPLIED); |
2927 | for (at = 0; at < NROFATTACKS; at++) |
2935 | for (at = 0; at < NROFATTACKS; at++) |
2928 | if (will_kill_again & (1 << at)) |
2936 | if (will_kill_again & (1 << at)) |
2929 | force->resist[at] = 100; |
2937 | force->resist[at] = 100; |
2930 | |
2938 | |
… | |
… | |
3496 | * not readied. |
3504 | * not readied. |
3497 | */ |
3505 | */ |
3498 | void |
3506 | void |
3499 | player_unready_range_ob (player *pl, object *ob) |
3507 | player_unready_range_ob (player *pl, object *ob) |
3500 | { |
3508 | { |
3501 | for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
3509 | if (pl->ob->current_weapon == ob) |
|
|
3510 | pl->ob->current_weapon = 0; |
|
|
3511 | |
|
|
3512 | if (pl->combat_ob == ob) |
|
|
3513 | pl->combat_ob = 0; |
|
|
3514 | |
3502 | if (pl->ranges[i] == ob) |
3515 | if (pl->ranged_ob == ob) |
3503 | { |
|
|
3504 | pl->ranges[i] = 0; |
3516 | pl->ranged_ob = 0; |
3505 | if (pl->shoottype == i) |
|
|
3506 | pl->shoottype = range_none; |
|
|
3507 | } |
|
|
3508 | } |
3517 | } |
3509 | |
3518 | |
3510 | sint8 |
3519 | sint8 |
3511 | player::visibility_at (maptile *map, int x, int y) const |
3520 | player::visibility_at (maptile *map, int x, int y) const |
3512 | { |
3521 | { |