1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Crossfire TRT is free software; you can redistribute it and/or modify it |
9 | * it under the terms of the GNU General Public License as published by |
9 | * under the terms of the GNU General Public License as published by the Free |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * Software Foundation; either version 2 of the License, or (at your option) |
11 | * (at your option) any later version. |
11 | * any later version. |
12 | * |
12 | * |
13 | * 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, but |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License |
16 | * GNU General Public License for more details. |
16 | * for more details. |
17 | * |
17 | * |
18 | * 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 along |
19 | * along with this program; if not, write to the Free Software |
19 | * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA |
21 | * |
21 | * |
22 | * The author can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
23 | */ |
23 | */ |
24 | |
24 | |
25 | #include <global.h> |
25 | #include <global.h> |
26 | #include <sproto.h> |
26 | #include <sproto.h> |
27 | #include <sounds.h> |
27 | #include <sounds.h> |
… | |
… | |
147 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
147 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
148 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); |
148 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); |
149 | close_and_delete (fp, comp); |
149 | close_and_delete (fp, comp); |
150 | } |
150 | } |
151 | |
151 | |
152 | float |
|
|
153 | player::weapon_speed () const |
|
|
154 | { |
|
|
155 | return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary |
|
|
156 | } |
|
|
157 | |
|
|
158 | /* This loads the first map an puts the player on it. */ |
152 | /* This loads the first map an puts the player on it. */ |
159 | static void |
153 | static void |
160 | set_first_map (object *op) |
154 | set_first_map (object *op) |
161 | { |
155 | { |
162 | op->contr->maplevel = first_map_path; |
156 | op->contr->maplevel = first_map_path; |
163 | op->x = -1; |
157 | op->x = -1; |
164 | op->y = -1; |
158 | op->y = -1; |
165 | } |
|
|
166 | |
|
|
167 | void |
|
|
168 | player::enter_map () |
|
|
169 | { |
|
|
170 | object *tmp = object::create (); |
|
|
171 | |
|
|
172 | EXIT_PATH (tmp) = maplevel; |
|
|
173 | EXIT_X (tmp) = ob->x; |
|
|
174 | EXIT_Y (tmp) = ob->y; |
|
|
175 | ob->enter_exit (tmp); |
|
|
176 | |
|
|
177 | tmp->destroy (); |
|
|
178 | } |
159 | } |
179 | |
160 | |
180 | void |
161 | void |
181 | player::activate () |
162 | player::activate () |
182 | { |
163 | { |
… | |
… | |
187 | ob->remove (); |
168 | ob->remove (); |
188 | ob->map = 0; |
169 | ob->map = 0; |
189 | ob->activate_recursive (); |
170 | ob->activate_recursive (); |
190 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
171 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
191 | add_friendly_object (ob); |
172 | add_friendly_object (ob); |
192 | enter_map (); |
|
|
193 | } |
173 | } |
194 | |
174 | |
195 | void |
175 | void |
196 | player::deactivate () |
176 | player::deactivate () |
197 | { |
177 | { |
… | |
… | |
227 | ob->close_container (); //TODO: client-specific |
207 | ob->close_container (); //TODO: client-specific |
228 | |
208 | |
229 | ns->update_look = 0; |
209 | ns->update_look = 0; |
230 | ns->look_position = 0; |
210 | ns->look_position = 0; |
231 | |
211 | |
232 | clear_los (ob); |
212 | clear_los (this); |
233 | |
213 | |
234 | ns->reset_stats (); |
214 | ns->reset_stats (); |
235 | |
215 | |
236 | /* make sure he's a player -- needed because of class change. */ |
216 | /* make sure he's a player -- needed because of class change. */ |
237 | ob->type = PLAYER; // we are paranoid |
217 | ob->type = PLAYER; // we are paranoid |
238 | ob->race = ob->arch->clone.race; |
218 | ob->race = ob->arch->race; |
239 | |
219 | |
240 | ob->carrying = sum_weight (ob); |
220 | ob->carrying = sum_weight (ob); |
241 | link_player_skills (ob); |
221 | link_player_skills (ob); |
242 | |
222 | |
243 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
223 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
244 | |
224 | |
245 | assign (title, ob->arch->clone.name); |
225 | assign (title, ob->arch->object::name); |
246 | |
226 | |
247 | /* if it's a dragon player, set the correct title here */ |
227 | /* if it's a dragon player, set the correct title here */ |
248 | if (is_dragon_pl (ob)) |
228 | if (is_dragon_pl (ob)) |
249 | { |
229 | { |
250 | object *tmp, *abil = 0, *skin = 0; |
230 | object *tmp, *abil = 0, *skin = 0; |
… | |
… | |
252 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
232 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
253 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
233 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
254 | |
234 | |
255 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
235 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
256 | if (tmp->type == FORCE) |
236 | if (tmp->type == FORCE) |
257 | if (tmp->arch->name == dragon_ability_force) |
237 | if (tmp->arch->archname == dragon_ability_force) |
258 | abil = tmp; |
238 | abil = tmp; |
259 | else if (tmp->arch->name == dragon_skin_force) |
239 | else if (tmp->arch->archname == dragon_skin_force) |
260 | skin = tmp; |
240 | skin = tmp; |
261 | |
241 | |
262 | set_dragon_name (ob, abil, skin); |
242 | set_dragon_name (ob, abil, skin); |
263 | } |
243 | } |
264 | |
244 | |
… | |
… | |
272 | |
252 | |
273 | for (object *op = ob->inv; op; op = op->below) |
253 | for (object *op = ob->inv; op; op = op->below) |
274 | if (op->flag [FLAG_APPLIED]) |
254 | if (op->flag [FLAG_APPLIED]) |
275 | switch (op->type) |
255 | switch (op->type) |
276 | { |
256 | { |
|
|
257 | case SKILL: |
|
|
258 | ob->flag [FLAG_APPLIED] = false; |
|
|
259 | break; |
|
|
260 | |
277 | case WAND: |
261 | case WAND: |
278 | case ROD: |
262 | case ROD: |
279 | case HORN: |
263 | case HORN: |
280 | case BOW: |
264 | case BOW: |
281 | case SKILL_TOOL: |
265 | ranged_ob = op; |
|
|
266 | break; |
|
|
267 | |
282 | case WEAPON: |
268 | case WEAPON: |
283 | op->flag [FLAG_APPLIED] = false; |
269 | combat_ob = op; |
284 | apply_special (ob, op, AP_APPLY); |
|
|
285 | break; |
|
|
286 | |
|
|
287 | case SKILL: |
|
|
288 | op->flag [FLAG_APPLIED] = false; |
|
|
289 | break; |
270 | break; |
290 | } |
271 | } |
291 | |
272 | |
292 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
273 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
293 | ob->update_stats (); |
274 | ob->update_stats (); |
… | |
… | |
321 | ns = 0; |
302 | ns = 0; |
322 | } |
303 | } |
323 | |
304 | |
324 | if (ob) |
305 | if (ob) |
325 | ob->close_container (); //TODO: client-specific |
306 | ob->close_container (); //TODO: client-specific |
|
|
307 | |
|
|
308 | observe = ob; |
326 | |
309 | |
327 | deactivate (); |
310 | deactivate (); |
328 | } |
311 | } |
329 | |
312 | |
330 | // the need for this function can be explained |
313 | // the need for this function can be explained |
331 | // by load_object not returning the object |
314 | // by load_object not returning the object |
332 | void |
315 | void |
333 | player::set_object (object *op) |
316 | player::set_object (object *op) |
334 | { |
317 | { |
335 | ob = op; |
318 | ob = observe = op; |
336 | ob->contr = this; /* this aren't yet in archetype */ |
319 | ob->contr = this; /* this aren't yet in archetype */ |
337 | |
320 | |
338 | ob->speed_left = 0.5f; |
|
|
339 | ob->speed = 1.0f; |
321 | ob->speed = 1.0f; |
|
|
322 | ob->speed_left = 0.5f; |
|
|
323 | |
340 | ob->direction = 5; /* So player faces south */ |
324 | ob->direction = 5; /* So player faces south */ |
|
|
325 | } |
|
|
326 | |
|
|
327 | void |
|
|
328 | player::set_observe (object *op) |
|
|
329 | { |
|
|
330 | observe = op ? op : ob; |
|
|
331 | do_los = 1; |
341 | } |
332 | } |
342 | |
333 | |
343 | player::player () |
334 | player::player () |
344 | { |
335 | { |
345 | /* There are some elements we want initialised to non zero value - |
336 | /* There are some elements we want initialised to non zero value - |
… | |
… | |
356 | petmode = pet_normal; |
347 | petmode = pet_normal; |
357 | listening = 10; |
348 | listening = 10; |
358 | usekeys = containers; |
349 | usekeys = containers; |
359 | peaceful = 1; /* default peaceful */ |
350 | peaceful = 1; /* default peaceful */ |
360 | do_los = 1; |
351 | do_los = 1; |
|
|
352 | |
|
|
353 | weapon_sp = 1.0f; |
|
|
354 | weapon_sp_left = 0.5f; |
361 | } |
355 | } |
362 | |
356 | |
363 | void |
357 | void |
364 | player::do_destroy () |
358 | player::do_destroy () |
365 | { |
359 | { |
… | |
… | |
370 | if (ob) |
364 | if (ob) |
371 | { |
365 | { |
372 | ob->destroy_inv (false); |
366 | ob->destroy_inv (false); |
373 | ob->destroy (); |
367 | ob->destroy (); |
374 | } |
368 | } |
|
|
369 | |
|
|
370 | ob = observe = 0; |
375 | } |
371 | } |
376 | |
372 | |
377 | player::~player () |
373 | player::~player () |
378 | { |
374 | { |
379 | /* Clear item stack */ |
375 | /* Clear item stack */ |
… | |
… | |
406 | * Note: there MUST be at least one player archetype! |
402 | * Note: there MUST be at least one player archetype! |
407 | */ |
403 | */ |
408 | archetype * |
404 | archetype * |
409 | get_player_archetype (archetype *at) |
405 | get_player_archetype (archetype *at) |
410 | { |
406 | { |
411 | archetype *start = at; |
407 | archvec::iterator i = at ? archetypes.find (at) : archetypes.begin (); |
412 | |
408 | |
413 | for (;;) |
409 | for (;;) |
414 | { |
410 | { |
415 | if (at == NULL || at->next == NULL) |
411 | if (++i == archetypes.end ()) |
416 | at = first_archetype; |
412 | i = archetypes.begin (); |
417 | else |
413 | else if (*i == at) |
418 | at = at->next; |
414 | cleanup ("not a single player archetype found"); |
419 | |
415 | |
420 | if (at->clone.type == PLAYER) |
416 | if ((*i)->type == PLAYER) |
421 | return at; |
417 | return *i; |
422 | |
|
|
423 | if (at == start) |
|
|
424 | { |
|
|
425 | LOG (llevError, "No Player archetypes\n"); |
|
|
426 | exit (-1); |
|
|
427 | } |
|
|
428 | } |
418 | } |
429 | } |
419 | } |
430 | |
420 | |
431 | object * |
421 | object * |
432 | get_nearest_player (object *mon) |
422 | get_nearest_player (object *mon) |
… | |
… | |
922 | if (*first_map_ext_path) |
912 | if (*first_map_ext_path) |
923 | { |
913 | { |
924 | object *tmp; |
914 | object *tmp; |
925 | char mapname[MAX_BUF]; |
915 | char mapname[MAX_BUF]; |
926 | |
916 | |
927 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name); |
917 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname); |
928 | tmp = object::create (); |
918 | tmp = object::create (); |
929 | EXIT_PATH (tmp) = mapname; |
919 | EXIT_PATH (tmp) = mapname; |
930 | EXIT_X (tmp) = ob->x; |
920 | EXIT_X (tmp) = ob->x; |
931 | EXIT_Y (tmp) = ob->y; |
921 | EXIT_Y (tmp) = ob->y; |
932 | ob->enter_exit (tmp); /* we don't really care if it succeeded; |
922 | ob->enter_exit (tmp); /* we don't really care if it succeeded; |
… | |
… | |
951 | int x = ob->x, y = ob->y; |
941 | int x = ob->x, y = ob->y; |
952 | |
942 | |
953 | ob->remove_statbonus (); |
943 | ob->remove_statbonus (); |
954 | ob->remove (); |
944 | ob->remove (); |
955 | ob->arch = get_player_archetype (ob->arch); |
945 | ob->arch = get_player_archetype (ob->arch); |
956 | ob->arch->clone.copy_to (ob); |
946 | ob->arch->copy_to (ob); |
957 | ob->instantiate (); |
947 | ob->instantiate (); |
958 | ob->stats = ob->contr->orig_stats; |
948 | ob->stats = ob->contr->orig_stats; |
959 | ob->name = ob->name_pl = name; |
949 | ob->name = ob->name_pl = name; |
960 | ob->x = x; |
950 | ob->x = x; |
961 | ob->y = y; |
951 | ob->y = y; |
962 | SET_ANIMATION (ob, 2); /* So player faces south */ |
952 | SET_ANIMATION (ob, 2); /* So player faces south */ |
963 | insert_ob_in_map (ob, ob->map, ob, 0); |
953 | insert_ob_in_map (ob, ob->map, ob, 0); |
964 | assign (ob->contr->title, ob->arch->clone.name); |
954 | assign (ob->contr->title, ob->arch->object::name); |
965 | ob->add_statbonus (); |
955 | ob->add_statbonus (); |
966 | } |
956 | } |
967 | while (!allowed_class (ob)); |
957 | while (!allowed_class (ob)); |
968 | |
958 | |
969 | update_object (ob, UP_OBJ_FACE); |
959 | update_object (ob, UP_OBJ_FACE); |
… | |
… | |
1114 | if (tmp->name != NULL) |
1104 | if (tmp->name != NULL) |
1115 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1105 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1116 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1106 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1117 | else |
1107 | else |
1118 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1108 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1119 | &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1109 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1120 | |
1110 | |
1121 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1111 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1122 | } |
1112 | } |
1123 | |
1113 | |
1124 | /* philosophy: |
1114 | /* philosophy: |
… | |
… | |
1317 | /* careful: chairs and tables are weapons! */ |
1307 | /* careful: chairs and tables are weapons! */ |
1318 | if (op->contr->mode & PU_ALLWEAPON) |
1308 | if (op->contr->mode & PU_ALLWEAPON) |
1319 | { |
1309 | { |
1320 | if (tmp->type == WEAPON && tmp->name != NULL) |
1310 | if (tmp->type == WEAPON && tmp->name != NULL) |
1321 | { |
1311 | { |
1322 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && |
1312 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL && |
1323 | strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) |
1313 | strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) |
1324 | { |
1314 | { |
1325 | pick_up (op, tmp); |
1315 | pick_up (op, tmp); |
1326 | continue; |
1316 | continue; |
1327 | } |
1317 | } |
1328 | } |
1318 | } |
1329 | |
1319 | |
1330 | if (tmp->type == WEAPON && tmp->name == NULL) |
1320 | if (tmp->type == WEAPON && tmp->name == NULL) |
1331 | { |
1321 | { |
1332 | if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) |
1322 | if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL) |
1333 | { |
1323 | { |
1334 | pick_up (op, tmp); |
1324 | pick_up (op, tmp); |
1335 | continue; |
1325 | continue; |
1336 | } |
1326 | } |
1337 | } |
1327 | } |
… | |
… | |
1362 | if (tmp->name != NULL) |
1352 | if (tmp->name != NULL) |
1363 | { |
1353 | { |
1364 | fprintf (stderr, "%s", tmp->name); |
1354 | fprintf (stderr, "%s", tmp->name); |
1365 | } |
1355 | } |
1366 | else |
1356 | else |
1367 | fprintf (stderr, "%s", tmp->arch->name); |
1357 | fprintf (stderr, "%s", tmp->arch->archname); |
1368 | fprintf (stderr, ",%d] = ", tmp->type); |
1358 | fprintf (stderr, ",%d] = ", tmp->type); |
1369 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1359 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1370 | #endif |
1360 | #endif |
1371 | continue; |
1361 | continue; |
1372 | } |
1362 | } |
… | |
… | |
1442 | else |
1432 | else |
1443 | { |
1433 | { |
1444 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1434 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1445 | { |
1435 | { |
1446 | attacktype = 1 << attacknum; |
1436 | attacktype = 1 << attacknum; |
1447 | if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) |
1437 | if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0) |
1448 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) |
1438 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby) |
1449 | { |
1439 | { |
1450 | tmp = arrow; |
1440 | tmp = arrow; |
1451 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; |
1441 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1452 | } |
1442 | } |
1453 | } |
1443 | } |
1454 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1444 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1455 | { |
1445 | { |
1456 | tmp = arrow; |
1446 | tmp = arrow; |
… | |
… | |
1640 | arrow->stats.grace = arrow->attacktype; |
1630 | arrow->stats.grace = arrow->attacktype; |
1641 | |
1631 | |
1642 | if (arrow->slaying) |
1632 | if (arrow->slaying) |
1643 | arrow->spellarg = strdup (arrow->slaying); |
1633 | arrow->spellarg = strdup (arrow->slaying); |
1644 | |
1634 | |
|
|
1635 | #if 0 |
1645 | if (player *pl = op->contr) |
1636 | if (player *pl = op->contr) |
1646 | { |
1637 | { |
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; |
1638 | float speed = pl->weapon_sp; |
1654 | |
1639 | |
1655 | /* penalize ROF for bestarrow */ |
1640 | /* penalize ROF for bestarrow */ |
1656 | if (pl->bowtype == bow_bestarrow) |
1641 | if (pl->bowtype == bow_bestarrow) |
1657 | speed *= .9f; |
1642 | speed *= .9f; |
1658 | else |
1643 | else |
1659 | speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; |
1644 | speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; |
1660 | |
1645 | |
1661 | op->speed_left += speed - op->speed; |
1646 | op->speed_left += speed - op->speed; |
|
|
1647 | } |
1662 | #endif |
1648 | #endif |
1663 | } |
|
|
1664 | |
1649 | |
1665 | SET_ANIMATION (arrow, arrow->direction); |
1650 | SET_ANIMATION (arrow, arrow->direction); |
1666 | |
1651 | |
1667 | /* update the speed */ |
1652 | /* update the speed */ |
1668 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 |
1653 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
1669 | + bow->stats.dam / 7.0; |
1654 | + bow->stats.dam / 7.f; |
1670 | |
1655 | |
1671 | arrow->set_speed (max (arrow->speed, 2.0)); |
1656 | arrow->set_speed (max (arrow->speed, 2.f)); |
1672 | arrow->speed_left = 0; |
1657 | arrow->speed_left = 0; |
1673 | |
1658 | |
1674 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1659 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1675 | |
1660 | |
1676 | if (op->type == PLAYER) |
1661 | if (op->type == PLAYER) |
… | |
… | |
1820 | object *tmp; |
1805 | object *tmp; |
1821 | |
1806 | |
1822 | if (item->arch) |
1807 | if (item->arch) |
1823 | { |
1808 | { |
1824 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1809 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1825 | item->face = item->arch->clone.face; |
1810 | item->face = item->arch->face; |
1826 | item->set_speed (0); |
1811 | item->set_speed (0); |
1827 | } |
1812 | } |
1828 | |
1813 | |
1829 | if ((tmp = item->in_player ())) |
1814 | if ((tmp = item->in_player ())) |
1830 | esrv_update_item (UPD_ANIM, tmp, item); |
1815 | esrv_update_item (UPD_ANIM, tmp, item); |
… | |
… | |
1835 | } |
1820 | } |
1836 | } |
1821 | } |
1837 | |
1822 | |
1838 | /* Received a fire command for the player - go and do it. |
1823 | /* Received a fire command for the player - go and do it. |
1839 | */ |
1824 | */ |
1840 | void |
1825 | bool |
1841 | fire (object *op, int dir) |
1826 | fire (object *op, int dir) |
1842 | { |
1827 | { |
1843 | int spellcost = 0; |
1828 | int spellcost = 0; |
1844 | |
1829 | |
1845 | /* check for loss of invisiblity/hide */ |
1830 | /* check for loss of invisiblity/hide */ |
… | |
… | |
1849 | player *pl = op->contr; |
1834 | player *pl = op->contr; |
1850 | |
1835 | |
1851 | if (pl->golem) |
1836 | if (pl->golem) |
1852 | { |
1837 | { |
1853 | control_golem (op->contr->golem, dir); |
1838 | control_golem (op->contr->golem, dir); |
1854 | return; |
1839 | return false; |
1855 | } |
1840 | } |
1856 | |
1841 | |
1857 | object *ob = pl->ranged_ob; |
1842 | object *ob = pl->ranged_ob; |
1858 | |
1843 | |
1859 | if (!ob) |
1844 | if (!ob) |
1860 | return; |
1845 | return false; |
1861 | |
1846 | |
1862 | if (!op->change_weapon (ob)) |
1847 | if (!op->change_weapon (ob)) |
1863 | return; |
1848 | return false; |
|
|
1849 | |
|
|
1850 | if (op->speed_left > 0.f) |
|
|
1851 | --op->speed_left; |
|
|
1852 | else |
|
|
1853 | return false; |
1864 | |
1854 | |
1865 | switch (ob->type) |
1855 | switch (ob->type) |
1866 | { |
1856 | { |
1867 | case BOW: |
1857 | case BOW: |
1868 | player_fire_bow (op, dir); |
1858 | player_fire_bow (op, dir); |
… | |
… | |
1882 | |
1872 | |
1883 | default: |
1873 | default: |
1884 | fire_misc_object (op, dir); |
1874 | fire_misc_object (op, dir); |
1885 | break; |
1875 | break; |
1886 | } |
1876 | } |
|
|
1877 | |
|
|
1878 | return true; |
1887 | } |
1879 | } |
1888 | |
1880 | |
1889 | /* find_key |
1881 | /* find_key |
1890 | * 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 |
1891 | * and successfully use it, we return the key, otherwise NULL |
1883 | * and successfully use it, we return the key, otherwise NULL |
… | |
… | |
1978 | * 0 otherwise |
1970 | * 0 otherwise |
1979 | */ |
1971 | */ |
1980 | static int |
1972 | static int |
1981 | player_attack_door (object *op, object *door) |
1973 | player_attack_door (object *op, object *door) |
1982 | { |
1974 | { |
1983 | /* If its a door, try to find a use a key. If we do destroy the door, |
1975 | /* If its a door, try to find a key. If we do destroy the door, |
1984 | * might as well return immediately as there is nothing more to do - |
1976 | * might as well return immediately as there is nothing more to do - |
1985 | * otherwise, we fall through to the rest of the code. |
1977 | * otherwise, we fall through to the rest of the code. |
1986 | */ |
1978 | */ |
1987 | object *key = find_key (op, op, door); |
1979 | object *key = find_key (op, op, door); |
1988 | |
1980 | |
1989 | /* IF we found a key, do some extra work */ |
1981 | /* If we found a key, do some extra work */ |
1990 | if (key) |
1982 | if (key) |
1991 | { |
1983 | { |
1992 | object *container = key->env; |
1984 | object *container = key->env; |
1993 | |
1985 | |
1994 | 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); |
… | |
… | |
2029 | * It should keep the code cleaner. |
2021 | * It should keep the code cleaner. |
2030 | * When this is called, the players direction has been updated |
2022 | * When this is called, the players direction has been updated |
2031 | * (taking into account confusion.) The player is also actually |
2023 | * (taking into account confusion.) The player is also actually |
2032 | * going to try and move (not fire weapons). |
2024 | * going to try and move (not fire weapons). |
2033 | */ |
2025 | */ |
2034 | void |
2026 | bool |
2035 | move_player_attack (object *op, int dir) |
2027 | move_player_attack (object *op, int dir) |
2036 | { |
2028 | { |
2037 | object *tmp, *mon; |
|
|
2038 | int on_battleground; |
2029 | int on_battleground; |
2039 | maptile *m; |
|
|
2040 | |
2030 | |
2041 | sint16 nx = freearr_x[dir] + op->x; |
2031 | sint16 nx = freearr_x[dir] + op->x; |
2042 | sint16 ny = freearr_y[dir] + op->y; |
2032 | sint16 ny = freearr_y[dir] + op->y; |
2043 | |
2033 | |
2044 | on_battleground = op_on_battleground (op, 0, 0); |
2034 | on_battleground = op_on_battleground (op, 0, 0); |
|
|
2035 | |
|
|
2036 | if (out_of_map (op->map, nx, ny)) |
|
|
2037 | return false; |
|
|
2038 | |
|
|
2039 | if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) |
|
|
2040 | { |
|
|
2041 | --op->speed_left; |
|
|
2042 | return true; |
|
|
2043 | } |
2045 | |
2044 | |
2046 | /* If braced, or can't move to the square, and it is not out of the |
2045 | /* If braced, or can't move to the square, and it is not out of the |
2047 | * map, attack it. Note order of if statement is important - don't |
2046 | * map, attack it. Note order of if statement is important - don't |
2048 | * want to be calling move_ob if braced, because move_ob will move the |
2047 | * want to be calling move_ob if braced, because move_ob will move the |
2049 | * player. This is a pretty nasty hack, because if we could |
2048 | * player. This is a pretty nasty hack, because if we could |
2050 | * move to some space, it then means that if we are braced, we should |
2049 | * move to some space, it then means that if we are braced, we should |
2051 | * do nothing at all. As it is, if we are braced, we go through |
2050 | * do nothing at all. As it is, if we are braced, we go through |
2052 | * quite a bit of processing. However, it probably is less than what |
2051 | * quite a bit of processing. However, it probably is less than what |
2053 | * move_ob uses. |
2052 | * move_ob uses. |
2054 | */ |
2053 | */ |
2055 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
|
|
2056 | { |
|
|
2057 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
|
|
2058 | { |
|
|
2059 | m = op->map->xy_find (nx, ny); |
2054 | maptile *m = op->map->xy_find (nx, ny); |
2060 | if (!m) |
|
|
2061 | return; /* Don't think this should happen */ |
|
|
2062 | } |
|
|
2063 | else |
|
|
2064 | m = op->map; |
|
|
2065 | |
2055 | |
2066 | if (!(tmp = m->at (nx, ny).bot)) |
|
|
2067 | return; |
|
|
2068 | |
|
|
2069 | mon = 0; |
|
|
2070 | /* Go through all the objects, and find ones of interest. Only stop if |
2056 | /* Go through all the objects, and find ones of interest. Only stop if |
2071 | * we find a monster - that is something we know we want to attack. |
2057 | * we find a monster - that is something we know we want to attack. |
2072 | * if its a door or barrel (can roll) see if there may be monsters |
2058 | * if its a door or barrel (can roll) see if there may be monsters |
2073 | * on the space |
2059 | * on the space |
2074 | */ |
2060 | */ |
2075 | while (tmp) |
2061 | object *mon; |
2076 | { |
2062 | for (mon = m->at (nx, ny).bot; mon; mon = mon->above) |
2077 | if (tmp == op) |
2063 | { |
2078 | { |
2064 | if ((mon->flag [FLAG_ALIVE] |
2079 | tmp = tmp->above; |
2065 | || mon->type == LOCKED_DOOR |
2080 | continue; |
2066 | || mon->flag [FLAG_CAN_ROLL]) |
2081 | } |
|
|
2082 | |
|
|
2083 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
|
|
2084 | { |
|
|
2085 | mon = tmp; |
2067 | && mon != op) |
2086 | break; |
2068 | break; |
2087 | } |
2069 | } |
2088 | |
2070 | |
2089 | if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) |
|
|
2090 | mon = tmp; |
|
|
2091 | |
|
|
2092 | tmp = tmp->above; |
|
|
2093 | } |
|
|
2094 | |
|
|
2095 | if (!mon) /* This happens anytime the player tries to move */ |
2071 | if (!mon) /* This happens anytime the player tries to move */ |
2096 | return; /* into a wall */ |
2072 | return false; /* into a wall */ |
2097 | |
2073 | |
2098 | if (mon->head) |
|
|
2099 | mon = mon->head; |
2074 | mon = mon->head_ (); |
2100 | |
2075 | |
2101 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
2076 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
|
|
2077 | if (op->contr->weapon_sp_left > 0.f) |
2102 | if (player_attack_door (op, mon)) |
2078 | if (player_attack_door (op, mon)) |
|
|
2079 | { |
|
|
2080 | --op->contr->weapon_sp_left; |
2103 | return; |
2081 | return true; |
|
|
2082 | } |
2104 | |
2083 | |
2105 | /* The following deals with possibly attacking peaceful |
2084 | /* The following deals with possibly attacking peaceful |
2106 | * or frienddly creatures. Basically, all players are considered |
2085 | * or friendly creatures. Basically, all players are considered |
2107 | * unaggressive. If the moving player has peaceful set, then the |
2086 | * unaggressive. If the moving player has peaceful set, then the |
2108 | * object should be pushed instead of attacked. It is assumed that |
2087 | * object should be pushed instead of attacked. It is assumed that |
2109 | * if you are braced, you will not attack friends accidently, |
2088 | * if you are braced, you will not attack friends accidently, |
2110 | * and thus will not push them. |
2089 | * and thus will not push them. |
2111 | */ |
2090 | */ |
2112 | |
2091 | |
2113 | /* If the creature is a pet, push it even if the player is not |
2092 | /* If the creature is a pet, push it even if the player is not |
2114 | * peaceful. Our assumption is the creature is a pet if the |
2093 | * peaceful. Our assumption is the creature is a pet if the |
2115 | * player owns it and it is either friendly or unagressive. |
2094 | * player owns it and it is either friendly or unagressive. |
2116 | */ |
2095 | */ |
2117 | if (op->type == PLAYER |
2096 | if (op->type == PLAYER |
2118 | && ((mon->owner && mon->owner->contr |
2097 | && ((mon->owner && mon->owner->contr |
2119 | && same_party (mon->owner->contr->party, op->contr->party)) |
2098 | && same_party (mon->owner->contr->party, op->contr->party)) |
2120 | || mon->owner == op) |
2099 | || mon->owner == op) |
2121 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2100 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2122 | { |
2101 | { |
2123 | /* If we're braced, we don't want to switch places with it */ |
2102 | /* If we're braced, we don't want to switch places with it */ |
2124 | if (op->contr->braced) |
2103 | if (op->contr->braced) |
2125 | return; |
2104 | return false; |
|
|
2105 | |
|
|
2106 | if (op->speed_left > 0.f) |
|
|
2107 | { |
|
|
2108 | --op->speed_left; |
2126 | |
2109 | |
2127 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2110 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2128 | push_ob (mon, dir, op); |
2111 | push_ob (mon, dir, op); |
|
|
2112 | |
2129 | if (op->contr->tmp_invis || op->hide) |
2113 | if (op->contr->tmp_invis || op->hide) |
2130 | make_visible (op); |
2114 | make_visible (op); |
2131 | |
2115 | |
2132 | return; |
2116 | return true; |
2133 | } |
2117 | } |
|
|
2118 | else |
|
|
2119 | return false; |
|
|
2120 | } |
2134 | |
2121 | |
2135 | /* in certain circumstances, you shouldn't attack friendly |
2122 | /* in certain circumstances, you shouldn't attack friendly |
2136 | * creatures. Note that if you are braced, you can't push |
2123 | * creatures. Note that if you are braced, you can't push |
2137 | * someone, but put it inside this loop so that you won't |
2124 | * someone, but put it inside this loop so that you won't |
2138 | * attack them either. |
2125 | * attack them either. |
2139 | */ |
2126 | */ |
2140 | if ((mon->type == PLAYER || mon->enemy != op) |
2127 | if ((mon->type == PLAYER || mon->enemy != op) |
2141 | && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) |
2128 | && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) |
2142 | && ((op->contr->peaceful |
2129 | && ((op->contr->peaceful |
2143 | || (mon->type == PLAYER && mon->contr->peaceful)) |
2130 | || (mon->type == PLAYER && mon->contr->peaceful)) |
2144 | && !on_battleground)) |
2131 | && !on_battleground)) |
|
|
2132 | { |
|
|
2133 | if (op->speed_left > 0.f) |
2145 | { |
2134 | { |
|
|
2135 | --op->speed_left; |
|
|
2136 | |
2146 | if (!op->contr->braced) |
2137 | if (!op->contr->braced) |
2147 | { |
2138 | { |
2148 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2139 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2149 | push_ob (mon, dir, op); |
2140 | push_ob (mon, dir, op); |
2150 | } |
2141 | } |
2151 | else |
2142 | else |
2152 | new_draw_info (0, 0, op, "You withhold your attack"); |
2143 | new_draw_info (0, 0, op, "You withhold your attack"); |
2153 | |
2144 | |
2154 | if (op->contr->tmp_invis || op->hide) |
2145 | if (op->contr->tmp_invis || op->hide) |
2155 | make_visible (op); |
2146 | make_visible (op); |
2156 | } |
|
|
2157 | |
2147 | |
|
|
2148 | return true; |
|
|
2149 | } |
|
|
2150 | } |
2158 | /* If the object is a boulder or other rollable object, then |
2151 | /* If the object is a boulder or other rollable object, then |
2159 | * roll it if not braced. You can't roll it if you are braced. |
2152 | * roll it if not braced. You can't roll it if you are braced. |
2160 | */ |
2153 | */ |
2161 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
2154 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
|
|
2155 | { |
|
|
2156 | if (op->speed_left > 0.f) |
2162 | { |
2157 | { |
|
|
2158 | --op->speed_left; |
|
|
2159 | |
2163 | recursive_roll (mon, dir, op); |
2160 | recursive_roll (mon, dir, op); |
2164 | if (action_makes_visible (op)) |
2161 | if (action_makes_visible (op)) |
2165 | make_visible (op); |
2162 | make_visible (op); |
2166 | } |
|
|
2167 | |
2163 | |
|
|
2164 | return true; |
|
|
2165 | } |
|
|
2166 | } |
2168 | /* Any generic living creature. Including things like doors. |
2167 | /* Any generic living creature. Including things like doors. |
2169 | * Way it works is like this: First, it must have some hit points |
2168 | * Way it works is like this: First, it must have some hit points |
2170 | * and be living. Then, it must be one of the following: |
2169 | * and be living. Then, it must be one of the following: |
2171 | * 1) Not a player, 2) A player, but of a different party. Note |
2170 | * 1) Not a player, 2) A player, but of a different party. Note |
2172 | * that party_number -1 is no party, so attacks can still happen. |
2171 | * that party_number -1 is no party, so attacks can still happen. |
2173 | */ |
2172 | */ |
2174 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2173 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2175 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2174 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2176 | { |
2175 | { |
2177 | if (!op->contr->has_hit) |
2176 | if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) |
2178 | { |
2177 | { |
2179 | op->contr->has_hit = 1; |
2178 | --op->contr->weapon_sp_left; |
2180 | op->speed_left += op->contr->weapon_speed () - op->speed; |
|
|
2181 | } |
|
|
2182 | |
2179 | |
2183 | skill_attack (mon, op, 0, 0, 0); |
2180 | skill_attack (mon, op, 0, 0, 0); |
2184 | |
|
|
2185 | /* If attacking another player, that player gets automatic |
|
|
2186 | * hitback, and doesn't loose luck either. |
|
|
2187 | * Disable hitback on the battleground or if the target is |
|
|
2188 | * the wiz. |
|
|
2189 | */ |
|
|
2190 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) |
|
|
2191 | { |
|
|
2192 | short luck = mon->stats.luck; |
|
|
2193 | |
|
|
2194 | mon->contr->has_hit = 1; |
|
|
2195 | skill_attack (op, mon, 0, 0, 0); |
|
|
2196 | mon->stats.luck = luck; |
|
|
2197 | } |
|
|
2198 | |
2181 | |
2199 | if (action_makes_visible (op)) |
2182 | if (action_makes_visible (op)) |
2200 | make_visible (op); |
2183 | make_visible (op); |
2201 | } |
|
|
2202 | } /* if player should attack something */ |
|
|
2203 | } |
|
|
2204 | |
2184 | |
2205 | int |
2185 | return true; |
|
|
2186 | } |
|
|
2187 | } |
|
|
2188 | |
|
|
2189 | return false; |
|
|
2190 | } |
|
|
2191 | |
|
|
2192 | bool |
2206 | move_player (object *op, int dir) |
2193 | move_player (object *op, int dir) |
2207 | { |
2194 | { |
2208 | int pick; |
2195 | int pick; |
2209 | |
2196 | |
2210 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2197 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
… | |
… | |
2224 | op->facing = dir; |
2211 | op->facing = dir; |
2225 | |
2212 | |
2226 | if (op->hide) |
2213 | if (op->hide) |
2227 | do_hidden_move (op); |
2214 | do_hidden_move (op); |
2228 | |
2215 | |
|
|
2216 | bool retval; |
|
|
2217 | |
2229 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2218 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2230 | /*nop */ ; |
2219 | retval = RESULT_INT (0); |
2231 | else if (op->contr->fire_on) |
2220 | else if (op->contr->fire_on) |
2232 | fire (op, dir); |
2221 | retval = fire (op, dir); |
2233 | else |
2222 | else |
2234 | { |
2223 | { |
2235 | move_player_attack (op, dir); |
2224 | retval = move_player_attack (op, dir); |
2236 | pick = check_pick (op); |
2225 | pick = check_pick (op); |
2237 | } |
2226 | } |
2238 | |
2227 | |
2239 | /* Add special check for newcs players and fire on - this way, the |
2228 | /* Add special check for newcs players and fire on - this way, the |
2240 | * server can handle repeat firing. |
2229 | * server can handle repeat firing. |
… | |
… | |
2247 | /* Update how the player looks. Use the facing, so direction may |
2236 | /* Update how the player looks. Use the facing, so direction may |
2248 | * get reset to zero. This allows for full animation capabilities |
2237 | * get reset to zero. This allows for full animation capabilities |
2249 | * for players. |
2238 | * for players. |
2250 | */ |
2239 | */ |
2251 | animate_object (op, op->facing); |
2240 | animate_object (op, op->facing); |
2252 | return 0; |
2241 | |
|
|
2242 | return retval; |
2253 | } |
2243 | } |
2254 | |
2244 | |
2255 | /* This is similar to handle_player, below, but is only used by the |
2245 | /* This is similar to handle_player, below, but is only used by the |
2256 | * new client/server stuff. |
2246 | * new client/server stuff. |
2257 | * This is sort of special, in that the new client/server actually uses |
2247 | * This is sort of special, in that the new client/server actually uses |
2258 | * the new speed values for commands. |
2248 | * the new speed values for commands. |
2259 | * |
2249 | * |
2260 | * Returns true if there are more actions we can do. |
2250 | * Returns true if there are more actions we can do. Should not do |
|
|
2251 | * many actions in a row, as that would be too unfair to other |
|
|
2252 | * players. |
2261 | */ |
2253 | */ |
2262 | int |
2254 | bool |
2263 | handle_newcs_player (object *op) |
2255 | handle_newcs_player (object *op) |
2264 | { |
2256 | { |
2265 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2257 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2266 | { |
2258 | { |
2267 | flee_player (op); |
2259 | if (op->speed_left > 0.f) |
2268 | |
|
|
2269 | /* If player is still scared, that is his action for this tick */ |
|
|
2270 | if (op->flag [FLAG_SCARED]) |
|
|
2271 | { |
2260 | { |
2272 | --op->speed_left; |
2261 | --op->speed_left; |
|
|
2262 | flee_player (op); |
|
|
2263 | |
2273 | return 0; |
2264 | return true; |
2274 | } |
2265 | } |
|
|
2266 | else |
|
|
2267 | return false; |
2275 | } |
2268 | } |
2276 | |
2269 | |
2277 | /* call this here - we also will call this in do_ericserver, but |
2270 | /* call this here - we also will call this in do_ericserver, but |
2278 | * the players time has been increased when doericserver has been |
2271 | * the players time has been increased when doericserver has been |
2279 | * called, so we recheck it here. |
2272 | * called, so we recheck it here. |
2280 | */ |
2273 | */ |
2281 | if (op->contr->ns->handle_command ()) |
2274 | if (op->contr->ns->handle_command ()) |
2282 | return 1; |
2275 | return true; |
2283 | |
2276 | |
2284 | if (op->speed_left > 0.f) |
|
|
2285 | { |
|
|
2286 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2277 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2287 | { |
|
|
2288 | /* All move commands take 1 tick, at least for now */ |
|
|
2289 | --op->speed_left; |
|
|
2290 | |
|
|
2291 | /* Instead of all the stuff below, let move_player take care |
|
|
2292 | * of it. Also, some of the skill stuff is only put in |
|
|
2293 | * there, as well as the confusion stuff. |
|
|
2294 | */ |
|
|
2295 | move_player (op, op->direction); |
2278 | return move_player (op, op->direction); |
2296 | |
2279 | |
2297 | return op->speed_left > 0.f; |
|
|
2298 | } |
|
|
2299 | } |
|
|
2300 | |
|
|
2301 | return 0; |
2280 | return false; |
2302 | } |
2281 | } |
2303 | |
2282 | |
2304 | int |
2283 | int |
2305 | save_life (object *op) |
2284 | save_life (object *op) |
2306 | { |
2285 | { |
… | |
… | |
3059 | } |
3038 | } |
3060 | |
3039 | |
3061 | int |
3040 | int |
3062 | is_true_undead (object *op) |
3041 | is_true_undead (object *op) |
3063 | { |
3042 | { |
3064 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3043 | if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
3065 | return 1; |
3044 | return 1; |
3066 | |
3045 | |
3067 | return 0; |
3046 | return 0; |
3068 | } |
3047 | } |
3069 | |
3048 | |
… | |
… | |
3113 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3092 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3114 | * every time they move - as we subtract off 'invisibility' |
3093 | * every time they move - as we subtract off 'invisibility' |
3115 | * AND, for players, if they move into a ridiculously unhideable |
3094 | * AND, for players, if they move into a ridiculously unhideable |
3116 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3095 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3117 | */ |
3096 | */ |
3118 | |
|
|
3119 | void |
3097 | void |
3120 | do_hidden_move (object *op) |
3098 | do_hidden_move (object *op) |
3121 | { |
3099 | { |
3122 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3100 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3123 | object *skop; |
3101 | object *skop; |
… | |
… | |
3240 | * a blocked los square. |
3218 | * a blocked los square. |
3241 | * we use the archetype to figure out offsets. |
3219 | * we use the archetype to figure out offsets. |
3242 | */ |
3220 | */ |
3243 | while (op) |
3221 | while (op) |
3244 | { |
3222 | { |
3245 | dx = rv.distance_x + op->arch->clone.x; |
3223 | dx = rv.distance_x + op->arch->x; |
3246 | dy = rv.distance_y + op->arch->clone.y; |
3224 | dy = rv.distance_y + op->arch->y; |
3247 | |
3225 | |
3248 | /* only the viewable area the player sees is updated by LOS |
3226 | /* only the viewable area the player sees is updated by LOS |
3249 | * code, so we need to restrict ourselves to that range of values |
3227 | * code, so we need to restrict ourselves to that range of values |
3250 | * for any meaningful values. |
3228 | * for any meaningful values. |
3251 | */ |
3229 | */ |
… | |
… | |
3376 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3354 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3377 | return; |
3355 | return; |
3378 | } |
3356 | } |
3379 | |
3357 | |
3380 | /* everything seems okay - now bring on the gift: */ |
3358 | /* everything seems okay - now bring on the gift: */ |
3381 | item = &(tr->item->clone); |
3359 | item = tr->item; |
3382 | |
3360 | |
3383 | if (item->type == SPELL) |
3361 | if (item->type == SPELL) |
3384 | { |
3362 | { |
3385 | if (check_spell_known (who, item->name)) |
3363 | if (check_spell_known (who, item->name)) |
3386 | return; |
3364 | return; |
… | |
… | |
3446 | /* forces in the treasurelist can alter the player's stats */ |
3424 | /* forces in the treasurelist can alter the player's stats */ |
3447 | object *skin; |
3425 | object *skin; |
3448 | |
3426 | |
3449 | /* first get the dragon skin force */ |
3427 | /* first get the dragon skin force */ |
3450 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
3428 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
3451 | for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) |
3429 | for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below) |
3452 | ; |
3430 | ; |
3453 | |
3431 | |
3454 | if (!skin) |
3432 | if (!skin) |
3455 | return; |
3433 | return; |
3456 | |
3434 | |