1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game |
3 | |
3 | * |
|
|
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * This program is free software; you can redistribute it and/or modify |
8 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | |
21 | * |
21 | The author can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The author can be reached via e-mail to <crossfire@schmorp.de> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #include <global.h> |
25 | #include <global.h> |
25 | #include <pwd.h> |
|
|
26 | #include <sproto.h> |
26 | #include <sproto.h> |
27 | #include <sounds.h> |
27 | #include <sounds.h> |
28 | #include <living.h> |
28 | #include <living.h> |
29 | #include <object.h> |
29 | #include <object.h> |
30 | #include <spells.h> |
30 | #include <spells.h> |
31 | #include <skills.h> |
31 | #include <skills.h> |
32 | |
32 | |
33 | #include <algorithm> |
33 | #include <algorithm> |
34 | #include <functional> |
34 | #include <functional> |
35 | |
35 | |
36 | player * |
36 | playervec players; |
37 | find_player (const char *plname) |
|
|
38 | { |
|
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39 | player *pl; |
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40 | |
|
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41 | for (pl = first_player; pl; pl = pl->next) |
|
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42 | if (pl->ob && !strcmp (query_name (pl->ob), plname)) |
|
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43 | return pl; |
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44 | |
|
|
45 | return 0; |
|
|
46 | } |
|
|
47 | |
37 | |
48 | void |
38 | void |
49 | display_motd (const object *op) |
39 | display_motd (const object *op) |
50 | { |
40 | { |
51 | char buf[MAX_BUF]; |
41 | char buf[MAX_BUF]; |
… | |
… | |
125 | |
115 | |
126 | news[0] = '\0'; |
116 | news[0] = '\0'; |
127 | subject[0] = '\0'; |
117 | subject[0] = '\0'; |
128 | size = 0; |
118 | size = 0; |
129 | |
119 | |
130 | while (fgets (buf, MAX_BUF, fp) != NULL) |
120 | while (fgets (buf, MAX_BUF, fp)) |
131 | { |
121 | { |
132 | if (*buf == '#') |
122 | if (*buf == '#') |
133 | continue; |
123 | continue; |
134 | |
124 | |
135 | if (*buf == '%') |
125 | if (*buf == '%') |
136 | { /* send one news */ |
126 | { /* send one news */ |
137 | if (size > 0) |
127 | if (size > 0) |
138 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ |
128 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */ |
|
|
129 | |
139 | strcpy (subject, buf + 1); |
130 | strcpy (subject, buf + 1); |
140 | strip_endline (subject); |
131 | strip_endline (subject); |
141 | size = 0; |
132 | size = 0; |
142 | news[0] = '\0'; |
133 | news[0] = '\0'; |
143 | } |
134 | } |
… | |
… | |
152 | size += strlen (buf); |
143 | size += strlen (buf); |
153 | } |
144 | } |
154 | } |
145 | } |
155 | |
146 | |
156 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
147 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
157 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); |
148 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); |
158 | close_and_delete (fp, comp); |
149 | close_and_delete (fp, comp); |
|
|
150 | } |
|
|
151 | |
|
|
152 | float |
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|
153 | player::weapon_speed () const |
|
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154 | { |
|
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155 | return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary |
159 | } |
156 | } |
160 | |
157 | |
161 | /* This loads the first map an puts the player on it. */ |
158 | /* This loads the first map an puts the player on it. */ |
162 | static void |
159 | static void |
163 | set_first_map (object *op) |
160 | set_first_map (object *op) |
164 | { |
161 | { |
165 | strcpy (op->contr->maplevel, first_map_path); |
162 | op->contr->maplevel = first_map_path; |
166 | op->x = -1; |
163 | op->x = -1; |
167 | op->y = -1; |
164 | op->y = -1; |
|
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165 | } |
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166 | |
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167 | void |
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168 | player::enter_map () |
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169 | { |
|
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170 | object *tmp = object::create (); |
|
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171 | |
|
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172 | EXIT_PATH (tmp) = maplevel; |
|
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173 | EXIT_X (tmp) = ob->x; |
|
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174 | EXIT_Y (tmp) = ob->y; |
168 | enter_exit (op, 0); |
175 | ob->enter_exit (tmp); |
169 | } |
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170 | |
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; |
|
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189 | ob->activate_recursive (); |
|
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190 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
|
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191 | add_friendly_object (ob); |
|
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192 | enter_map (); |
|
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193 | } |
|
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194 | |
|
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195 | void |
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196 | player::deactivate () |
|
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197 | { |
|
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198 | if (!active) |
|
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199 | return; |
|
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200 | |
|
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201 | terminate_all_pets (ob); |
|
|
202 | remove_friendly_object (ob); |
|
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203 | ob->deactivate_recursive (); |
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204 | |
|
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205 | if (ob->map) |
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206 | maplevel = ob->map->path; |
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207 | |
|
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208 | ob->remove (); |
|
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209 | ob->map = 0; |
|
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210 | party = 0; |
|
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211 | |
|
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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); |
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215 | } |
|
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216 | |
|
|
217 | // connect the player with a specific client |
|
|
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); |
184 | |
233 | |
|
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234 | ns->reset_stats (); |
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235 | |
|
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236 | /* make sure he's a player -- needed because of class change. */ |
185 | ob->type = PLAYER; // we are paranoid |
237 | ob->type = PLAYER; // we are paranoid |
186 | ob->race = ob->arch->clone.race; |
238 | ob->race = ob->arch->clone.race; |
187 | |
239 | |
188 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
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189 | ob->update_stats (); |
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190 | update_ob_speed (ob); |
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191 | |
|
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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 | if (!legal_range (ob, shoottype)) |
243 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
196 | shoottype = range_none; |
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197 | |
244 | |
198 | assign (title, ob->arch->clone.name); |
245 | assign (title, ob->arch->clone.name); |
199 | |
|
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200 | /* can_use_shield is a new flag. However, the can_use.. seems to largely come |
|
|
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 | */ |
|
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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 | new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name); |
266 | |
|
|
267 | esrv_new_player (this, ob->weight + ob->carrying); |
|
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268 | |
|
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269 | ob->flag [FLAG_READY_WEAPON] = false; |
|
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270 | ob->flag [FLAG_READY_SKILL] = false; |
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271 | ob->flag [FLAG_READY_BOW] = false; |
|
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272 | |
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273 | for (object *op = ob->inv; op; op = op->below) |
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274 | if (op->flag [FLAG_APPLIED]) |
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275 | switch (op->type) |
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276 | { |
|
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277 | case WAND: |
|
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278 | case ROD: |
|
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279 | case HORN: |
|
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280 | case BOW: |
|
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281 | case SKILL_TOOL: |
|
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282 | case WEAPON: |
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283 | op->flag [FLAG_APPLIED] = false; |
|
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284 | apply_special (ob, op, AP_APPLY); |
|
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285 | break; |
|
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286 | |
|
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287 | case SKILL: |
|
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288 | op->flag [FLAG_APPLIED] = false; |
|
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289 | break; |
|
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290 | } |
|
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291 | |
|
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292 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
|
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293 | ob->update_stats (); |
235 | |
294 | |
236 | ns->floorbox_update (); |
295 | ns->floorbox_update (); |
237 | |
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238 | esrv_new_player (this, ob->weight + ob->carrying); |
|
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239 | esrv_send_inventory (ob, ob); |
296 | esrv_send_inventory (ob, ob); |
240 | esrv_add_spells (this, 0); |
297 | esrv_add_spells (this, 0); |
241 | |
298 | |
242 | enter_exit (ob, 0); |
299 | activate (); |
243 | |
300 | |
244 | // send_rules (ob);//TODO |
301 | send_rules (ob); |
245 | // send_news (ob);//TODO |
302 | send_news (ob); |
246 | // display_motd (ob);//TODO |
303 | display_motd (ob); |
|
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304 | |
|
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305 | INVOKE_PLAYER (CONNECT, this); |
247 | INVOKE_PLAYER (LOGIN, this); |
306 | INVOKE_PLAYER (LOGIN, this); |
|
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307 | } |
|
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308 | |
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309 | void |
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310 | player::disconnect () |
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311 | { |
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312 | if (ns) |
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313 | { |
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314 | if (active) |
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315 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
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316 | |
|
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317 | INVOKE_PLAYER (DISCONNECT, this); |
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318 | |
|
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319 | ns->reset_stats (); |
|
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320 | ns->pl = 0; |
|
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321 | ns = 0; |
|
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322 | } |
|
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323 | |
|
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324 | if (ob) |
|
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325 | ob->close_container (); //TODO: client-specific |
|
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326 | |
|
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327 | deactivate (); |
248 | } |
328 | } |
249 | |
329 | |
250 | // the need for this function can be explained |
330 | // the need for this function can be explained |
251 | // by load_object not returning the object |
331 | // by load_object not returning the object |
252 | void |
332 | void |
253 | player::set_object (object *op) |
333 | player::set_object (object *op) |
254 | { |
334 | { |
255 | ob = op; |
335 | ob = op; |
256 | ob->contr = this; /* this aren't yet in archetype */ |
336 | ob->contr = this; /* this aren't yet in archetype */ |
257 | |
337 | |
258 | ob->speed_left = 0.5; |
338 | ob->speed_left = 0.5f; |
259 | ob->speed = 1.0; |
339 | ob->speed = 1.0f; |
260 | ob->direction = 5; /* So player faces south */ |
340 | ob->direction = 5; /* So player faces south */ |
261 | ob->stats.wc = 2; |
|
|
262 | ob->run_away = 25; /* Then we panick... */ |
|
|
263 | |
|
|
264 | set_first_map (ob); |
|
|
265 | |
|
|
266 | ob->roll_stats (); |
|
|
267 | } |
341 | } |
268 | |
342 | |
269 | player::player () |
343 | player::player () |
270 | { |
344 | { |
271 | /* There are some elements we want initialized to non zero value - |
345 | /* There are some elements we want initialised to non zero value - |
272 | * we deal with that below this point. |
346 | * we deal with that below this point. |
273 | */ |
347 | */ |
274 | outputs_sync = 16; /* Every 2 seconds */ |
348 | outputs_sync = 4; |
275 | outputs_count = 8; /* Keeps present behaviour */ |
349 | outputs_count = 4; |
276 | unapply = unapply_nochoice; |
350 | unapply = unapply_nochoice; |
277 | |
351 | |
278 | assign (savebed_map, first_map_path); /* Init. respawn position */ |
352 | savebed_map = first_map_path; /* Init. respawn position */ |
279 | |
353 | |
280 | gen_sp_armour = 10; |
354 | gen_sp_armour = 10; |
281 | last_speed = -1; |
|
|
282 | shoottype = range_none; |
|
|
283 | bowtype = bow_normal; |
355 | bowtype = bow_normal; |
284 | petmode = pet_normal; |
356 | petmode = pet_normal; |
285 | listening = 10; |
357 | listening = 10; |
286 | usekeys = containers; |
358 | usekeys = containers; |
287 | last_weapon_sp = -1; |
|
|
288 | peaceful = 1; /* default peaceful */ |
359 | peaceful = 1; /* default peaceful */ |
289 | do_los = 1; |
360 | do_los = 1; |
|
|
361 | } |
290 | |
362 | |
291 | /* we need to clear these to -1 and not zero - otherwise, |
363 | void |
292 | * if a player quits and starts a new character, we wont |
364 | player::do_destroy () |
293 | * send new values to the client, as things like exp start |
365 | { |
294 | * at zero. |
366 | disconnect (); |
295 | */ |
|
|
296 | for (int i = 0; i < NUM_SKILLS; i++) |
|
|
297 | last_skill_exp[i] = -1; |
|
|
298 | |
367 | |
299 | for (int i = 0; i < NROFATTACKS; i++) |
368 | attachable::do_destroy (); |
300 | last_resist[i] = -1; |
|
|
301 | |
369 | |
302 | last_stats.exp = -1; |
370 | if (ob) |
303 | last_weight = (uint32) - 1; |
371 | { |
|
|
372 | ob->destroy_inv (false); |
|
|
373 | ob->destroy (); |
|
|
374 | } |
304 | } |
375 | } |
305 | |
376 | |
306 | player::~player () |
377 | player::~player () |
307 | { |
378 | { |
308 | terminate_all_pets (ob); |
|
|
309 | |
|
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310 | if (first_player != this) |
|
|
311 | { |
|
|
312 | player *prev = first_player; |
|
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313 | |
|
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314 | while (prev && prev->next && prev->next != this) |
|
|
315 | prev = prev->next; |
|
|
316 | |
|
|
317 | if (prev->next != this) |
|
|
318 | { |
|
|
319 | LOG (llevError, "Free_player: Can't find previous player.\n"); |
|
|
320 | abort (); |
|
|
321 | } |
|
|
322 | |
|
|
323 | prev->next = next; |
|
|
324 | } |
|
|
325 | else |
|
|
326 | first_player = next; |
|
|
327 | |
|
|
328 | if (ob) |
|
|
329 | { |
|
|
330 | ob->contr = 0; |
|
|
331 | ob->destroy (1); |
|
|
332 | } |
|
|
333 | |
|
|
334 | if (ns) |
|
|
335 | { |
|
|
336 | ns->send_packet ("goodbye"); |
|
|
337 | ns->flush (); |
|
|
338 | ns->pl = 0; |
|
|
339 | ns->destroy (); |
|
|
340 | } |
|
|
341 | |
|
|
342 | /* Clear item stack */ |
379 | /* Clear item stack */ |
343 | free (stack_items); |
380 | free (stack_items); |
344 | } |
381 | } |
345 | |
382 | |
346 | /* Tries to add player on the connection passed in ns. |
383 | /* Tries to add player on the connection passed in ns. |
… | |
… | |
351 | player::create () |
388 | player::create () |
352 | { |
389 | { |
353 | player *pl = new player; |
390 | player *pl = new player; |
354 | |
391 | |
355 | pl->set_object (arch_to_object (get_player_archetype (0))); |
392 | pl->set_object (arch_to_object (get_player_archetype (0))); |
|
|
393 | |
|
|
394 | pl->ob->roll_stats (); |
|
|
395 | pl->ob->stats.wc = 2; |
|
|
396 | pl->ob->run_away = 25; /* Then we panick... */ |
|
|
397 | |
|
|
398 | set_first_map (pl->ob); |
356 | |
399 | |
357 | return pl; |
400 | return pl; |
358 | } |
401 | } |
359 | |
402 | |
360 | /* |
403 | /* |
… | |
… | |
387 | |
430 | |
388 | object * |
431 | object * |
389 | get_nearest_player (object *mon) |
432 | get_nearest_player (object *mon) |
390 | { |
433 | { |
391 | object *op = NULL; |
434 | object *op = NULL; |
392 | player *pl = NULL; |
|
|
393 | objectlink *ol; |
435 | objectlink *ol; |
394 | unsigned lastdist; |
436 | unsigned lastdist; |
395 | rv_vector rv; |
437 | rv_vector rv; |
396 | |
438 | |
397 | for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) |
439 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
398 | { |
440 | { |
399 | /* We should not find free objects on this friendly list, but it |
441 | /* We should not find free objects on this friendly list, but it |
400 | * does periodically happen. Given that, lets deal with it. |
442 | * does periodically happen. Given that, lets deal with it. |
401 | * While unlikely, it is possible the next object on the friendly |
443 | * While unlikely, it is possible the next object on the friendly |
402 | * list is also free, so encapsulate this in a while loop. |
444 | * list is also free, so encapsulate this in a while loop. |
… | |
… | |
406 | object *tmp = ol->ob; |
448 | object *tmp = ol->ob; |
407 | |
449 | |
408 | /* Can't do much more other than log the fact, because the object |
450 | /* Can't do much more other than log the fact, because the object |
409 | * itself will have been cleared. |
451 | * itself will have been cleared. |
410 | */ |
452 | */ |
411 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); |
453 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n", |
|
|
454 | tmp->debug_desc ()); |
412 | ol = ol->next; |
455 | ol = ol->next; |
413 | remove_friendly_object (tmp); |
456 | remove_friendly_object (tmp); |
414 | if (!ol) |
457 | if (!ol) |
415 | return op; |
458 | return op; |
416 | } |
459 | } |
… | |
… | |
429 | { |
472 | { |
430 | op = ol->ob; |
473 | op = ol->ob; |
431 | lastdist = rv.distance; |
474 | lastdist = rv.distance; |
432 | } |
475 | } |
433 | } |
476 | } |
434 | for (pl = first_player; pl != NULL; pl = pl->next) |
477 | |
435 | { |
478 | for_all_players (pl) |
436 | if (can_detect_enemy (mon, pl->ob, &rv)) |
479 | if (can_detect_enemy (mon, pl->ob, &rv)) |
437 | { |
|
|
438 | |
|
|
439 | if (lastdist > rv.distance) |
480 | if (lastdist > rv.distance) |
440 | { |
481 | { |
441 | op = pl->ob; |
482 | op = pl->ob; |
442 | lastdist = rv.distance; |
483 | lastdist = rv.distance; |
443 | } |
484 | } |
444 | } |
485 | |
445 | } |
|
|
446 | #if 0 |
486 | #if 0 |
447 | LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); |
487 | LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); |
448 | #endif |
488 | #endif |
449 | return op; |
489 | return op; |
450 | } |
490 | } |
… | |
… | |
508 | x = mon->x; |
548 | x = mon->x; |
509 | y = mon->y; |
549 | y = mon->y; |
510 | m = mon->map; |
550 | m = mon->map; |
511 | dir = rv.direction; |
551 | dir = rv.direction; |
512 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
552 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
513 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
553 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
|
|
554 | |
514 | /* If we can't solve it within the search distance, return now. */ |
555 | /* If we can't solve it within the search distance, return now. */ |
515 | if (diff > max) |
556 | if (diff > max) |
516 | return 0; |
557 | return 0; |
|
|
558 | |
517 | while (diff > 1 && max > 0) |
559 | while (diff > 1 && max > 0) |
518 | { |
560 | { |
519 | lastx = x; |
561 | lastx = x; |
520 | lasty = y; |
562 | lasty = y; |
521 | lastmap = m; |
563 | lastmap = m; |
… | |
… | |
603 | max--; |
645 | max--; |
604 | lastdir = dir; |
646 | lastdir = dir; |
605 | if (!firstdir) |
647 | if (!firstdir) |
606 | firstdir = dir; |
648 | firstdir = dir; |
607 | } |
649 | } |
|
|
650 | |
608 | if (diff <= 1) |
651 | if (diff <= 1) |
609 | { |
652 | { |
610 | /* Recalculate diff (distance) because we may not have actually |
653 | /* Recalculate diff (distance) because we may not have actually |
611 | * headed toward player for entire distance. |
654 | * headed toward player for entire distance. |
612 | */ |
655 | */ |
613 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
656 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
614 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
657 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
615 | } |
658 | } |
|
|
659 | |
616 | if (diff > max) |
660 | if (diff > max) |
617 | return 0; |
661 | return 0; |
618 | } |
662 | } |
|
|
663 | |
619 | /* If we reached the max, didn't find a direction in time */ |
664 | /* If we reached the max, didn't find a direction in time */ |
620 | if (!max) |
665 | if (!max) |
621 | return 0; |
666 | return 0; |
622 | |
667 | |
623 | return firstdir; |
668 | return firstdir; |
… | |
… | |
737 | roll_stat (void) |
782 | roll_stat (void) |
738 | { |
783 | { |
739 | int a[4], i, j, k; |
784 | int a[4], i, j, k; |
740 | |
785 | |
741 | for (i = 0; i < 4; i++) |
786 | for (i = 0; i < 4; i++) |
742 | a[i] = (int) RANDOM () % 6 + 1; |
787 | a[i] = (int) rndm (6) + 1; |
743 | |
788 | |
744 | for (i = 0, j = 0, k = 7; i < 4; i++) |
789 | for (i = 0, j = 0, k = 7; i < 4; i++) |
745 | if (a[i] < k) |
790 | if (a[i] < k) |
746 | k = a[i], j = i; |
791 | k = a[i], j = i; |
747 | |
792 | |
… | |
… | |
753 | } |
798 | } |
754 | |
799 | |
755 | void |
800 | void |
756 | object::roll_stats () |
801 | object::roll_stats () |
757 | { |
802 | { |
758 | int statsort [7]; |
803 | int statsort [NUM_STATS]; |
759 | |
804 | |
760 | for (;;) |
805 | for (;;) |
761 | { |
806 | { |
762 | int sum = 0; |
807 | int sum = 0; |
763 | for (int i = 7; i--; ) |
808 | for (int i = NUM_STATS; i--; ) |
764 | sum += statsort [i] = roll_stat (); |
809 | sum += statsort [i] = roll_stat (); |
765 | |
810 | |
766 | if (sum >= 82 && sum <= 116) |
811 | if (sum >= 82 && sum <= 116) |
767 | break; |
812 | break; |
768 | } |
813 | } |
769 | |
814 | |
770 | // Sort the stats so that rerolling is easier... |
815 | // Sort the stats so that rerolling is easier... |
771 | std::sort (statsort, statsort + 7, std::greater<int>()); |
816 | std::sort (statsort, statsort + NUM_STATS, std::greater<int>()); |
772 | |
817 | |
|
|
818 | for (int i = 0; i < NUM_STATS; ++i) |
773 | stats.Str = statsort[0]; |
819 | stats.stat (i) = statsort [i]; |
774 | stats.Dex = statsort[1]; |
|
|
775 | stats.Con = statsort[2]; |
|
|
776 | stats.Int = statsort[3]; |
|
|
777 | stats.Wis = statsort[4]; |
|
|
778 | stats.Pow = statsort[5]; |
|
|
779 | stats.Cha = statsort[6]; |
|
|
780 | |
820 | |
781 | stats.exp = 0; |
821 | stats.exp = 0; |
782 | stats.ac = 0; |
822 | stats.ac = 0; |
783 | |
823 | |
784 | stats.hp = stats.maxhp; |
824 | stats.hp = stats.maxhp; |
… | |
… | |
796 | } |
836 | } |
797 | |
837 | |
798 | void |
838 | void |
799 | object::swap_stats (int a, int b) |
839 | object::swap_stats (int a, int b) |
800 | { |
840 | { |
801 | int tmp = get_attr_value (&contr->orig_stats, a); |
841 | swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b)); |
802 | set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b)); |
|
|
803 | set_attr_value (&contr->orig_stats, b, tmp); |
|
|
804 | |
842 | |
|
|
843 | for (int i = 0; i < NUM_STATS; ++i) |
805 | stats.Str = contr->orig_stats.Str; |
844 | stats.stat (i) = contr->orig_stats.stat (i); |
806 | stats.Dex = contr->orig_stats.Dex; |
|
|
807 | stats.Con = contr->orig_stats.Con; |
|
|
808 | stats.Int = contr->orig_stats.Int; |
|
|
809 | stats.Wis = contr->orig_stats.Wis; |
|
|
810 | stats.Pow = contr->orig_stats.Pow; |
|
|
811 | stats.Cha = contr->orig_stats.Cha; |
|
|
812 | |
845 | |
813 | //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, |
814 | // be merged with the similar code in roll_stats |
847 | // be merged with the similar code in roll_stats |
815 | stats.ac = 0; |
848 | stats.ac = 0; |
816 | |
849 | |
… | |
… | |
828 | contr->levsp[1] = 6; |
861 | contr->levsp[1] = 6; |
829 | contr->levgrace[1] = 3; |
862 | contr->levgrace[1] = 3; |
830 | |
863 | |
831 | contr->orig_stats = stats; |
864 | contr->orig_stats = stats; |
832 | } |
865 | } |
|
|
866 | } |
|
|
867 | |
|
|
868 | static void |
|
|
869 | start_info (object *op) |
|
|
870 | { |
|
|
871 | char buf[MAX_BUF]; |
|
|
872 | |
|
|
873 | sprintf (buf, "Welcome to Crossfire v%s!", VERSION); |
|
|
874 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
875 | //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help"); |
|
|
876 | //new_draw_info (NDI_UNIQUE, 0, op, " "); |
833 | } |
877 | } |
834 | |
878 | |
835 | /* This function takes the key that is passed, and does the |
879 | /* This function takes the key that is passed, and does the |
836 | * appropriate action with it (change race, or other things). |
880 | * appropriate action with it (change race, or other things). |
837 | * The function name is for historical reasons - now we have |
881 | * The function name is for historical reasons - now we have |
838 | * separate race and class; this actually changes the RACE, |
882 | * separate race and class; this actually changes the RACE, |
839 | * not the class. |
883 | * not the class. |
840 | */ |
884 | */ |
841 | int |
885 | void |
842 | key_change_class (object *op, char key) |
886 | player::chargen_race_done () |
843 | { |
887 | { |
844 | int tmp_loop; |
|
|
845 | |
|
|
846 | if (key == 'd' || key == 'D') |
|
|
847 | { |
|
|
848 | char buf[MAX_BUF]; |
|
|
849 | |
|
|
850 | /* this must before then initial items are given */ |
888 | /* this must before then initial items are given */ |
851 | esrv_new_player (op->contr, op->weight + op->carrying); |
889 | esrv_new_player (ob->contr, ob->weight + ob->carrying); |
852 | |
890 | |
853 | treasurelist *tl = find_treasurelist ("starting_wealth"); |
891 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
854 | if (tl) |
892 | if (tl) |
855 | create_treasure (tl, op, 0, 0, 0); |
893 | create_treasure (tl, ob, 0, 0, 0); |
856 | |
894 | |
857 | INVOKE_PLAYER (BIRTH, op->contr); |
895 | INVOKE_PLAYER (BIRTH, ob->contr); |
858 | INVOKE_PLAYER (LOGIN, op->contr); |
896 | INVOKE_PLAYER (LOGIN, ob->contr); |
859 | |
897 | |
860 | op->contr->ns->state = ST_PLAYING; |
898 | ob->contr->ns->state = ST_PLAYING; |
861 | |
899 | |
862 | if (op->msg) |
900 | if (ob->msg) |
863 | op->msg = NULL; |
901 | ob->msg = 0; |
864 | |
902 | |
865 | /* We create this now because some of the unique maps will need it |
903 | /* We create this now because some of the unique maps will need it |
866 | * to save here. |
904 | * to save here. |
867 | */ |
905 | */ |
|
|
906 | { |
|
|
907 | char buf[MAX_BUF]; |
868 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
908 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name); |
869 | make_path_to_file (buf); |
909 | make_path_to_file (buf); |
|
|
910 | } |
870 | |
911 | |
871 | #ifdef AUTOSAVE |
|
|
872 | op->contr->last_save_tick = pticks; |
|
|
873 | #endif |
|
|
874 | start_info (op); |
912 | start_info (ob); |
875 | CLEAR_FLAG (op, FLAG_WIZ); |
913 | CLEAR_FLAG (ob, FLAG_WIZ); |
876 | give_initial_items (op, op->randomitems); |
914 | give_initial_items (ob, ob->randomitems); |
877 | link_player_skills (op); |
915 | link_player_skills (ob); |
878 | esrv_send_inventory (op, op); |
916 | esrv_send_inventory (ob, ob); |
879 | op->update_stats (); |
917 | ob->update_stats (); |
880 | |
918 | |
881 | /* This moves the player to a different start map, if there |
919 | /* This moves the player to a different start map, if there |
882 | * is one for this race |
920 | * is one for this race |
883 | */ |
921 | */ |
884 | if (*first_map_ext_path) |
922 | if (*first_map_ext_path) |
885 | { |
923 | { |
886 | object *tmp; |
924 | object *tmp; |
887 | char mapname[MAX_BUF]; |
925 | char mapname[MAX_BUF]; |
888 | |
926 | |
889 | snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); |
927 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name); |
890 | tmp = object::create (); |
928 | tmp = object::create (); |
891 | EXIT_PATH (tmp) = mapname; |
929 | EXIT_PATH (tmp) = mapname; |
892 | EXIT_X (tmp) = op->x; |
930 | EXIT_X (tmp) = ob->x; |
893 | EXIT_Y (tmp) = op->y; |
931 | EXIT_Y (tmp) = ob->y; |
894 | enter_exit (op, tmp); /* we don't really care if it succeeded; |
932 | ob->enter_exit (tmp); /* we don't really care if it succeeded; |
895 | * if the map isn't there, then stay on the |
933 | * if the map isn't there, then stay on the |
896 | * default initial map */ |
934 | * default initial map */ |
897 | tmp->destroy (); |
935 | tmp->destroy (); |
898 | } |
936 | } |
899 | else |
937 | else |
900 | LOG (llevDebug, "first_map_ext_path not set\n"); |
938 | LOG (llevDebug, "first_map_ext_path not set\n"); |
|
|
939 | } |
901 | |
940 | |
902 | return 0; |
941 | void |
903 | } |
942 | player::chargen_race_next () |
904 | |
943 | { |
905 | /* Following actually changes the race - this is the default command |
944 | /* Following actually changes the race - this is the default command |
906 | * if we don't match with one of the options above. |
945 | * if we don't match with one of the options above. |
907 | */ |
946 | */ |
908 | |
947 | |
909 | tmp_loop = 0; |
948 | do |
910 | while (!tmp_loop) |
|
|
911 | { |
949 | { |
912 | shstr name = op->name; |
950 | shstr name = ob->name; |
913 | int x = op->x, y = op->y; |
951 | int x = ob->x, y = ob->y; |
914 | |
952 | |
915 | op->remove_statbonus (); |
953 | ob->remove_statbonus (); |
916 | op->remove (); |
954 | ob->remove (); |
917 | op->arch = get_player_archetype (op->arch); |
955 | ob->arch = get_player_archetype (ob->arch); |
918 | op->arch->clone.copy_to (op); |
956 | ob->arch->clone.copy_to (ob); |
919 | op->instantiate (); |
957 | ob->instantiate (); |
920 | op->stats = op->contr->orig_stats; |
958 | ob->stats = ob->contr->orig_stats; |
921 | op->name = op->name_pl = name; |
959 | ob->name = ob->name_pl = name; |
922 | op->x = x; |
960 | ob->x = x; |
923 | op->y = y; |
961 | ob->y = y; |
924 | SET_ANIMATION (op, 2); /* So player faces south */ |
962 | SET_ANIMATION (ob, 2); /* So player faces south */ |
925 | insert_ob_in_map (op, op->map, op, 0); |
963 | insert_ob_in_map (ob, ob->map, ob, 0); |
926 | assign (op->contr->title, op->arch->clone.name); |
964 | assign (ob->contr->title, ob->arch->clone.name); |
927 | op->add_statbonus (); |
965 | ob->add_statbonus (); |
928 | tmp_loop = allowed_class (op); |
|
|
929 | } |
966 | } |
|
|
967 | while (!allowed_class (ob)); |
930 | |
968 | |
931 | update_object (op, UP_OBJ_FACE); |
969 | update_object (ob, UP_OBJ_FACE); |
932 | esrv_update_item (UPD_FACE, op, op); |
970 | esrv_update_item (UPD_FACE, ob, ob); |
933 | op->update_stats (); |
971 | ob->update_stats (); |
934 | op->stats.hp = op->stats.maxhp; |
972 | ob->stats.hp = ob->stats.maxhp; |
935 | op->stats.sp = op->stats.maxsp; |
973 | ob->stats.sp = ob->stats.maxsp; |
936 | op->stats.grace = 0; |
974 | ob->stats.grace = 0; |
937 | |
|
|
938 | if (op->msg) |
|
|
939 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
|
|
940 | |
|
|
941 | send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); |
|
|
942 | return 0; |
|
|
943 | } |
|
|
944 | |
|
|
945 | int |
|
|
946 | key_confirm_quit (object *op, char key) |
|
|
947 | { |
|
|
948 | if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') |
|
|
949 | { |
|
|
950 | op->contr->ns->state = ST_PLAYING; |
|
|
951 | new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); |
|
|
952 | return 1; |
|
|
953 | } |
|
|
954 | |
|
|
955 | INVOKE_PLAYER (LOGOUT, op->contr); |
|
|
956 | INVOKE_PLAYER (QUIT, op->contr); |
|
|
957 | |
|
|
958 | terminate_all_pets (op); |
|
|
959 | leave_map (op); |
|
|
960 | op->direction = 0; |
|
|
961 | new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); |
|
|
962 | |
|
|
963 | strcpy (op->contr->killer, "quit"); |
|
|
964 | check_score (op); |
|
|
965 | op->contr->party = 0; |
|
|
966 | op->contr->own_title[0] = '\0'; |
|
|
967 | |
|
|
968 | object_ptr ob = op; |
|
|
969 | |
|
|
970 | delete ob->contr; |
|
|
971 | |
|
|
972 | /* We need to hunt for any per player unique maps in memory and |
|
|
973 | * get rid of them. The trailing slash in the path is intentional, |
|
|
974 | * so that players named 'Ab' won't match against players 'Abe' pathname |
|
|
975 | */ |
|
|
976 | char buf[MAX_BUF]; |
|
|
977 | sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); |
|
|
978 | |
|
|
979 | for (maptile *next, *mp = first_map; mp; mp = next) |
|
|
980 | { |
|
|
981 | next = mp->next; |
|
|
982 | |
|
|
983 | if (!strncmp (mp->path, buf, strlen (buf))) |
|
|
984 | delete_map (mp); |
|
|
985 | } |
|
|
986 | |
|
|
987 | delete_character (ob->name, 1); |
|
|
988 | |
|
|
989 | return 1; |
|
|
990 | } |
975 | } |
991 | |
976 | |
992 | void |
977 | void |
993 | flee_player (object *op) |
978 | flee_player (object *op) |
994 | { |
979 | { |
… | |
… | |
1041 | /* Cornered, get rid of scared */ |
1026 | /* Cornered, get rid of scared */ |
1042 | CLEAR_FLAG (op, FLAG_SCARED); |
1027 | CLEAR_FLAG (op, FLAG_SCARED); |
1043 | op->enemy = NULL; |
1028 | op->enemy = NULL; |
1044 | } |
1029 | } |
1045 | |
1030 | |
1046 | |
|
|
1047 | /* 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. |
1048 | * 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 |
1049 | * stop. |
1033 | * stop. |
1050 | */ |
1034 | */ |
1051 | int |
1035 | int |
1052 | check_pick (object *op) |
1036 | check_pick (object *op) |
1053 | { |
1037 | { |
1054 | object *tmp, *next; |
1038 | object *tmp, *next; |
1055 | int stop = 0; |
1039 | int stop = 0; |
1056 | int j, k, wvratio; |
1040 | int wvratio; |
1057 | char putstring[128], tmpstr[16]; |
1041 | char putstring[128]; |
1058 | |
1042 | |
1059 | /* if you're flying, you cna't pick up anything */ |
1043 | /* if you're flying, you cna't pick up anything */ |
1060 | if (op->move_type & MOVE_FLYING) |
1044 | if (op->move_type & MOVE_FLYING) |
1061 | return 1; |
1045 | return 1; |
1062 | |
1046 | |
… | |
… | |
1131 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1115 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1132 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1116 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1133 | else |
1117 | else |
1134 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1118 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1135 | &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1119 | &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1120 | |
1136 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1121 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1137 | |
|
|
1138 | sprintf (putstring, "...flags: "); |
|
|
1139 | for (k = 0; k < 4; k++) |
|
|
1140 | { |
|
|
1141 | for (j = 0; j < 32; j++) |
|
|
1142 | { |
|
|
1143 | if ((tmp->flags[k] >> j) & 0x01) |
|
|
1144 | { |
|
|
1145 | sprintf (tmpstr, "%d ", k * 32 + j); |
|
|
1146 | strcat (putstring, tmpstr); |
|
|
1147 | } |
|
|
1148 | } |
|
|
1149 | } |
|
|
1150 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
|
|
1151 | |
|
|
1152 | #if 0 |
|
|
1153 | /* print the flags too */ |
|
|
1154 | for (k = 0; k < 4; k++) |
|
|
1155 | { |
|
|
1156 | fprintf (stderr, "%d [%d] ", k, k * 32 + 31); |
|
|
1157 | for (j = 0; j < 32; j++) |
|
|
1158 | { |
|
|
1159 | fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01); |
|
|
1160 | if (!((j + 1) % 4)) |
|
|
1161 | fprintf (stderr, " "); |
|
|
1162 | } |
|
|
1163 | fprintf (stderr, " [%d]\n", k * 32); |
|
|
1164 | } |
|
|
1165 | #endif |
|
|
1166 | } |
1122 | } |
|
|
1123 | |
1167 | /* philosophy: |
1124 | /* philosophy: |
1168 | * It's easy to grab an item type from a pile, as long as it's |
1125 | * It's easy to grab an item type from a pile, as long as it's |
1169 | * generic. This takes no game-time. For more detailed pickups |
1126 | * generic. This takes no game-time. For more detailed pickups |
1170 | * and selections, select-items shoul dbe used. This is a |
1127 | * and selections, select-items should be used. This is a |
1171 | * grab-as-you-run type mode that's really useful for arrows for |
1128 | * grab-as-you-run type mode that's really useful for arrows for |
1172 | * example. |
1129 | * example. |
1173 | * The drawback: right now it has no frontend, so you need to |
1130 | * The drawback: right now it has no frontend, so you need to |
1174 | * stick the bits you want into a calculator in hex mode and then |
1131 | * stick the bits you want into a calculator in hex mode and then |
1175 | * convert to decimal and then 'pickup <#> |
1132 | * convert to decimal and then 'pickup <#> |
… | |
… | |
1426 | * found object is returned. |
1383 | * found object is returned. |
1427 | */ |
1384 | */ |
1428 | object * |
1385 | object * |
1429 | find_arrow (object *op, const char *type) |
1386 | find_arrow (object *op, const char *type) |
1430 | { |
1387 | { |
1431 | object *tmp = NULL; |
1388 | object *tmp = 0; |
1432 | |
1389 | |
1433 | for (op = op->inv; op; op = op->below) |
1390 | for (op = op->inv; op; op = op->below) |
1434 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
1391 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
1435 | tmp = find_arrow (op, type); |
1392 | tmp = find_arrow (op, type); |
1436 | else if (op->type == ARROW && op->race == type) |
1393 | else if (op->type == ARROW && op->race == type) |
1437 | return op; |
1394 | return op; |
|
|
1395 | |
1438 | return tmp; |
1396 | return tmp; |
1439 | } |
1397 | } |
1440 | |
1398 | |
1441 | /* |
1399 | /* |
1442 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1400 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1443 | * against the target. A full test is not performed, simply a basic test |
1401 | * against the target. A full test is not performed, simply a basic test |
1444 | * of resistances. The archer is making a quick guess at what he sees down |
1402 | * of resistances. The archer is making a quick guess at what he sees down |
1445 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1403 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1446 | */ |
1404 | */ |
1447 | |
|
|
1448 | object * |
1405 | object * |
1449 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1406 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1450 | { |
1407 | { |
1451 | object *tmp = NULL, *arrow, *ntmp; |
1408 | object *tmp = NULL, *arrow, *ntmp; |
1452 | int attacknum, attacktype, betterby = 0, i; |
1409 | int attacknum, attacktype, betterby = 0, i; |
… | |
… | |
1518 | * find_better_arrow to find a decent arrow to use. |
1475 | * find_better_arrow to find a decent arrow to use. |
1519 | * op = the shooter |
1476 | * op = the shooter |
1520 | * type = bow->race |
1477 | * type = bow->race |
1521 | * dir = fire direction |
1478 | * dir = fire direction |
1522 | */ |
1479 | */ |
1523 | |
|
|
1524 | object * |
1480 | object * |
1525 | pick_arrow_target (object *op, const char *type, int dir) |
1481 | pick_arrow_target (object *op, const char *type, int dir) |
1526 | { |
1482 | { |
1527 | object *tmp = NULL; |
1483 | object *tmp = NULL; |
1528 | maptile *m; |
1484 | maptile *m; |
… | |
… | |
1593 | */ |
1549 | */ |
1594 | int |
1550 | int |
1595 | 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) |
1596 | { |
1552 | { |
1597 | object *left, *bow; |
1553 | object *left, *bow; |
1598 | int bowspeed, mflags; |
1554 | int mflags; |
1599 | maptile *m; |
1555 | maptile *m; |
1600 | |
1556 | |
1601 | if (!dir) |
1557 | if (!dir) |
1602 | { |
1558 | { |
1603 | 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!"); |
1604 | return 0; |
1560 | return 0; |
1605 | } |
1561 | } |
1606 | |
1562 | |
1607 | if (op->type == PLAYER) |
1563 | if (op->contr) |
1608 | bow = op->contr->ranges[range_bow]; |
1564 | bow = op->current_weapon; |
1609 | else |
1565 | else |
1610 | { |
1566 | { |
1611 | for (bow = op->inv; bow; bow = bow->below) |
1567 | for (bow = op->inv; bow; bow = bow->below) |
1612 | /* 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 |
1613 | * 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. |
… | |
… | |
1618 | if (!bow) |
1574 | if (!bow) |
1619 | { |
1575 | { |
1620 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1576 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1621 | return 0; |
1577 | return 0; |
1622 | } |
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 | |
1623 | } |
1587 | } |
1624 | |
1588 | |
1625 | if (!bow->race || !bow->skill) |
1589 | if (!bow->race || !bow->skill) |
1626 | { |
1590 | { |
1627 | 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); |
1628 | return 0; |
1592 | return 0; |
1629 | } |
1593 | } |
1630 | |
|
|
1631 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
|
|
1632 | |
|
|
1633 | /* penalize ROF for bestarrow */ |
|
|
1634 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
|
|
1635 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
|
|
1636 | |
|
|
1637 | if (bowspeed < 1) |
|
|
1638 | bowspeed = 1; |
|
|
1639 | |
1594 | |
1640 | if (arrow == NULL) |
1595 | if (arrow == NULL) |
1641 | { |
1596 | { |
1642 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1597 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1643 | { |
1598 | { |
1644 | if (op->type == PLAYER) |
1599 | if (op->type == PLAYER) |
1645 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1600 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1646 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1601 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1647 | else |
1602 | else |
1648 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1603 | CLEAR_FLAG (op, FLAG_READY_BOW); |
|
|
1604 | |
1649 | return 0; |
1605 | return 0; |
1650 | } |
1606 | } |
1651 | } |
1607 | } |
1652 | |
1608 | |
1653 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1609 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
… | |
… | |
1675 | return 0; |
1631 | return 0; |
1676 | } |
1632 | } |
1677 | |
1633 | |
1678 | arrow->set_owner (op); |
1634 | arrow->set_owner (op); |
1679 | arrow->skill = bow->skill; |
1635 | arrow->skill = bow->skill; |
1680 | |
|
|
1681 | arrow->direction = dir; |
1636 | arrow->direction = dir; |
1682 | arrow->x = sx; |
1637 | |
1683 | arrow->y = sy; |
1638 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
|
|
1639 | arrow->stats.hp = arrow->stats.dam; |
|
|
1640 | arrow->stats.grace = arrow->attacktype; |
|
|
1641 | |
|
|
1642 | if (arrow->slaying) |
|
|
1643 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1644 | |
|
|
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); |
|
|
1666 | |
|
|
1667 | /* update the speed */ |
|
|
1668 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 |
|
|
1669 | + bow->stats.dam / 7.0; |
|
|
1670 | |
|
|
1671 | arrow->set_speed (max (arrow->speed, 2.0)); |
|
|
1672 | arrow->speed_left = 0; |
|
|
1673 | |
|
|
1674 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1684 | |
1675 | |
1685 | if (op->type == PLAYER) |
1676 | if (op->type == PLAYER) |
1686 | { |
1677 | { |
1687 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
|
|
1688 | op->update_stats (); |
|
|
1689 | } |
|
|
1690 | |
|
|
1691 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1692 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
|
|
1693 | arrow->stats.hp = arrow->stats.dam; |
|
|
1694 | arrow->stats.grace = arrow->attacktype; |
|
|
1695 | if (arrow->slaying != NULL) |
|
|
1696 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1697 | |
|
|
1698 | /* Note that this was different for monsters - they got their level |
|
|
1699 | * added to the damage. I think the strength bonus is more proper. |
|
|
1700 | */ |
|
|
1701 | |
|
|
1702 | arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic; |
|
|
1703 | |
|
|
1704 | /* update the speed */ |
|
|
1705 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
|
|
1706 | 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
|
|
1707 | |
|
|
1708 | if (arrow->speed < 1.0) |
|
|
1709 | arrow->speed = 1.0; |
|
|
1710 | update_ob_speed (arrow); |
|
|
1711 | arrow->speed_left = 0; |
|
|
1712 | |
|
|
1713 | if (op->type == PLAYER) |
|
|
1714 | { |
|
|
1715 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
|
|
1716 | (op->chosen_skill ? op->chosen_skill->level : op->level) - |
|
|
1717 | dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod; |
|
|
1718 | |
|
|
1719 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
1678 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
|
|
1679 | wc -= dex_bonus[op->stats.Dex]; |
|
|
1680 | |
|
|
1681 | if (!arrow->slaying) |
|
|
1682 | arrow->slaying = op->slaying; |
|
|
1683 | |
|
|
1684 | arrow->attacktype |= op->attacktype; |
1720 | } |
1685 | } |
1721 | else |
1686 | else |
1722 | { |
1687 | { |
1723 | arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; |
|
|
1724 | arrow->level = op->level; |
1688 | arrow->level = op->level; |
1725 | } |
1689 | arrow->stats.wc -= bow->magic; |
1726 | |
1690 | |
1727 | if (arrow->attacktype == AT_PHYSICAL) |
1691 | if (!arrow->slaying) |
|
|
1692 | arrow->slaying = bow->slaying; |
|
|
1693 | |
1728 | arrow->attacktype |= bow->attacktype; |
1694 | arrow->attacktype |= bow->attacktype; |
|
|
1695 | } |
1729 | |
1696 | |
1730 | if (bow->slaying) |
1697 | wc -= arrow->level; |
1731 | arrow->slaying = bow->slaying; |
1698 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
1732 | |
1699 | |
1733 | arrow->map = m; |
1700 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1734 | arrow->move_type = MOVE_FLY_LOW; |
1701 | arrow->move_type = MOVE_FLY_LOW; |
1735 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1702 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1736 | |
1703 | |
1737 | 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); |
1738 | insert_ob_in_map (arrow, m, op, 0); |
1705 | m->insert (arrow, sx, sy, op); |
1739 | |
1706 | |
1740 | if (!arrow->destroyed ()) |
1707 | if (!arrow->destroyed ()) |
1741 | move_arrow (arrow); |
1708 | move_arrow (arrow); |
1742 | |
1709 | |
1743 | if (op->type == PLAYER) |
1710 | if (op->type == PLAYER) |
… | |
… | |
1763 | { |
1730 | { |
1764 | int ret = 0, wcmod = 0; |
1731 | int ret = 0, wcmod = 0; |
1765 | |
1732 | |
1766 | if (op->contr->bowtype == bow_bestarrow) |
1733 | if (op->contr->bowtype == bow_bestarrow) |
1767 | { |
1734 | { |
1768 | 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); |
1769 | } |
1736 | } |
1770 | 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) |
1771 | { |
1738 | { |
1772 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1739 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1773 | wcmod = -1; |
1740 | wcmod = -1; |
|
|
1741 | |
1774 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1742 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1775 | } |
1743 | } |
1776 | else if (op->contr->bowtype == bow_threewide) |
1744 | else if (op->contr->bowtype == bow_threewide) |
1777 | { |
1745 | { |
1778 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1746 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
… | |
… | |
1782 | else if (op->contr->bowtype == bow_spreadshot) |
1750 | else if (op->contr->bowtype == bow_spreadshot) |
1783 | { |
1751 | { |
1784 | 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); |
1785 | 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); |
1786 | 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); |
1787 | |
|
|
1788 | } |
1755 | } |
1789 | else |
1756 | else |
1790 | { |
1757 | { |
1791 | /* Simple case */ |
1758 | /* Simple case */ |
1792 | 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); |
1793 | } |
1760 | } |
|
|
1761 | |
1794 | return ret; |
1762 | return ret; |
1795 | } |
1763 | } |
1796 | |
|
|
1797 | |
1764 | |
1798 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1765 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1799 | * Broken apart from 'fire' to keep it more readable. |
1766 | * Broken apart from 'fire' to keep it more readable. |
1800 | */ |
1767 | */ |
1801 | void |
1768 | void |
1802 | fire_misc_object (object *op, int dir) |
1769 | fire_misc_object (object *op, int dir) |
1803 | { |
1770 | { |
1804 | object *item; |
1771 | object *item = op->contr->ranged_ob; |
1805 | |
1772 | |
1806 | if (!op->contr->ranges[range_misc]) |
1773 | if (!item) |
1807 | { |
1774 | { |
1808 | 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."); |
1809 | return; |
1776 | return; |
1810 | } |
1777 | } |
1811 | |
1778 | |
1812 | item = op->contr->ranges[range_misc]; |
|
|
1813 | if (!item->inv) |
1779 | if (!item->inv) |
1814 | { |
1780 | { |
1815 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1781 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1816 | return; |
1782 | return; |
1817 | } |
1783 | } |
|
|
1784 | |
|
|
1785 | if (!op->change_weapon (item)) |
|
|
1786 | return; |
|
|
1787 | |
1818 | if (item->type == WAND) |
1788 | if (item->type == WAND) |
1819 | { |
1789 | { |
1820 | if (item->stats.food <= 0) |
1790 | if (item->stats.food <= 0) |
1821 | { |
1791 | { |
1822 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1792 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1823 | 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 | |
1824 | return; |
1795 | return; |
1825 | } |
1796 | } |
1826 | } |
1797 | } |
1827 | else if (item->type == ROD || item->type == HORN) |
1798 | else if (item->type == ROD || item->type == HORN) |
1828 | { |
1799 | { |
1829 | 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)) |
1830 | { |
1801 | { |
1831 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1802 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
|
|
1803 | |
1832 | if (item->type == ROD) |
1804 | if (item->type == ROD) |
1833 | 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)); |
1834 | else |
1806 | else |
1835 | 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 | |
1836 | return; |
1809 | return; |
1837 | } |
1810 | } |
1838 | } |
1811 | } |
1839 | |
1812 | |
1840 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1813 | if (cast_spell (op, item, dir, item->inv, NULL)) |
… | |
… | |
1848 | |
1821 | |
1849 | if (item->arch) |
1822 | if (item->arch) |
1850 | { |
1823 | { |
1851 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1824 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1852 | item->face = item->arch->clone.face; |
1825 | item->face = item->arch->clone.face; |
1853 | item->speed = 0; |
1826 | item->set_speed (0); |
1854 | update_ob_speed (item); |
|
|
1855 | } |
1827 | } |
|
|
1828 | |
1856 | if ((tmp = item->in_player ())) |
1829 | if ((tmp = item->in_player ())) |
1857 | esrv_update_item (UPD_ANIM, tmp, item); |
1830 | esrv_update_item (UPD_ANIM, tmp, item); |
1858 | } |
1831 | } |
1859 | } |
1832 | } |
1860 | else if (item->type == ROD || item->type == HORN) |
1833 | else if (item->type == ROD || item->type == HORN) |
1861 | { |
|
|
1862 | drain_rod_charge (item); |
1834 | drain_rod_charge (item); |
1863 | } |
|
|
1864 | } |
1835 | } |
1865 | } |
1836 | } |
1866 | |
1837 | |
1867 | /* Received a fire command for the player - go and do it. |
1838 | /* Received a fire command for the player - go and do it. |
1868 | */ |
1839 | */ |
… | |
… | |
1873 | |
1844 | |
1874 | /* check for loss of invisiblity/hide */ |
1845 | /* check for loss of invisiblity/hide */ |
1875 | if (action_makes_visible (op)) |
1846 | if (action_makes_visible (op)) |
1876 | make_visible (op); |
1847 | make_visible (op); |
1877 | |
1848 | |
1878 | switch (op->contr->shoottype) |
1849 | player *pl = op->contr; |
|
|
1850 | |
|
|
1851 | if (pl->golem) |
1879 | { |
1852 | { |
1880 | case range_none: |
1853 | control_golem (op->contr->golem, dir); |
1881 | return; |
1854 | return; |
|
|
1855 | } |
1882 | |
1856 | |
1883 | 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: |
1884 | player_fire_bow (op, dir); |
1868 | player_fire_bow (op, dir); |
1885 | return; |
1869 | break; |
1886 | |
1870 | |
1887 | case range_magic: /* Casting spells */ |
1871 | case SPELL: |
1888 | 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); |
1889 | return; |
1873 | break; |
1890 | |
1874 | |
1891 | 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: |
1892 | fire_misc_object (op, dir); |
1884 | fire_misc_object (op, dir); |
1893 | return; |
1885 | break; |
1894 | |
|
|
1895 | case range_golem: /* Control summoned monsters from scrolls */ |
|
|
1896 | if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
1897 | { |
|
|
1898 | op->contr->ranges[range_golem] = 0; |
|
|
1899 | op->contr->shoottype = range_none; |
|
|
1900 | } |
|
|
1901 | else |
|
|
1902 | control_golem (op->contr->ranges[range_golem], dir); |
|
|
1903 | return; |
|
|
1904 | |
|
|
1905 | case range_skill: |
|
|
1906 | if (!op->chosen_skill) |
|
|
1907 | { |
|
|
1908 | if (op->type == PLAYER) |
|
|
1909 | new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
|
|
1910 | return; |
|
|
1911 | } |
|
|
1912 | (void) do_skill (op, op, op->chosen_skill, dir, NULL); |
|
|
1913 | return; |
|
|
1914 | case range_builder: |
|
|
1915 | apply_map_builder (op, dir); |
|
|
1916 | return; |
|
|
1917 | default: |
|
|
1918 | new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); |
|
|
1919 | return; |
|
|
1920 | } |
1886 | } |
1921 | } |
1887 | } |
1922 | |
|
|
1923 | |
|
|
1924 | |
1888 | |
1925 | /* find_key |
1889 | /* find_key |
1926 | * 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 |
1927 | * and successfully use it, we return the key, otherwise NULL |
1891 | * and successfully use it, we return the key, otherwise NULL |
1928 | * This function merges both normal and locked door, since the logic |
1892 | * This function merges both normal and locked door, since the logic |
… | |
… | |
1930 | * pl is the player, |
1894 | * pl is the player, |
1931 | * inv is the objects inventory to searched |
1895 | * inv is the objects inventory to searched |
1932 | * door is the door we are trying to match against. |
1896 | * door is the door we are trying to match against. |
1933 | * This function can be called recursively to search containers. |
1897 | * This function can be called recursively to search containers. |
1934 | */ |
1898 | */ |
1935 | |
|
|
1936 | object * |
1899 | object * |
1937 | find_key (object *pl, object *container, object *door) |
1900 | find_key (object *pl, object *container, object *door) |
1938 | { |
1901 | { |
1939 | object *tmp, *key; |
1902 | object *tmp, *key; |
1940 | |
1903 | |
1941 | /* Should not happen, but sanity checking is never bad */ |
1904 | /* Should not happen, but sanity checking is never bad */ |
1942 | if (container->inv == NULL) |
1905 | if (!container->inv) |
1943 | return NULL; |
1906 | return 0; |
1944 | |
1907 | |
1945 | /* First, lets try to find a key in the top level inventory */ |
1908 | /* First, lets try to find a key in the top level inventory */ |
1946 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1909 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1947 | { |
1910 | { |
1948 | if (door->type == DOOR && tmp->type == KEY) |
1911 | if (door->type == DOOR && tmp->type == KEY) |
1949 | break; |
1912 | break; |
1950 | /* For sanity, we should really check door type, but other stuff |
1913 | /* For sanity, we should really check door type, but other stuff |
1951 | * (like containers) can be locked with special keys |
1914 | * (like containers) can be locked with special keys |
1952 | */ |
1915 | */ |
1953 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1916 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1954 | break; |
1917 | break; |
1955 | } |
1918 | } |
|
|
1919 | |
1956 | /* No key found - lets search inventories now */ |
1920 | /* No key found - lets search inventories now */ |
1957 | /* If we find and use a key in an inventory, return at that time. |
1921 | /* If we find and use a key in an inventory, return at that time. |
1958 | * otherwise, if we search all the inventories and still don't find |
1922 | * otherwise, if we search all the inventories and still don't find |
1959 | * a key, return |
1923 | * a key, return |
1960 | */ |
1924 | */ |
1961 | if (!tmp) |
1925 | if (!tmp) |
1962 | { |
1926 | { |
1963 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1927 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1964 | { |
1928 | { |
1965 | /* No reason to search empty containers */ |
1929 | /* No reason to search empty containers */ |
1966 | if (tmp->type == CONTAINER && tmp->inv) |
1930 | if (tmp->type == CONTAINER && tmp->inv) |
1967 | { |
1931 | { |
1968 | if ((key = find_key (pl, tmp, door)) != NULL) |
1932 | if ((key = find_key (pl, tmp, door))) |
1969 | return key; |
1933 | return key; |
1970 | } |
1934 | } |
1971 | } |
1935 | } |
|
|
1936 | |
1972 | if (!tmp) |
1937 | if (!tmp) |
1973 | return NULL; |
1938 | return NULL; |
1974 | } |
1939 | } |
|
|
1940 | |
1975 | /* We get down here if we have found a key. Now if its in a container, |
1941 | /* We get down here if we have found a key. Now if its in a container, |
1976 | * see if we actually want to use it |
1942 | * see if we actually want to use it |
1977 | */ |
1943 | */ |
1978 | if (pl != container) |
1944 | if (pl != container) |
1979 | { |
1945 | { |
… | |
… | |
2000 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1966 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
2001 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1967 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
2002 | return NULL; |
1968 | return NULL; |
2003 | } |
1969 | } |
2004 | } |
1970 | } |
|
|
1971 | |
2005 | return tmp; |
1972 | return tmp; |
2006 | } |
1973 | } |
2007 | |
1974 | |
2008 | /* moved door processing out of move_player_attack. |
1975 | /* moved door processing out of move_player_attack. |
2009 | * returns 1 if player has opened the door with a key |
1976 | * returns 1 if player has opened the door with a key |
… | |
… | |
2023 | if (key) |
1990 | if (key) |
2024 | { |
1991 | { |
2025 | object *container = key->env; |
1992 | object *container = key->env; |
2026 | |
1993 | |
2027 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
1994 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
|
|
1995 | |
2028 | if (action_makes_visible (op)) |
1996 | if (action_makes_visible (op)) |
2029 | make_visible (op); |
1997 | make_visible (op); |
|
|
1998 | |
2030 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1999 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
2031 | spring_trap (door->inv, op); |
2000 | spring_trap (door->inv, op); |
|
|
2001 | |
2032 | if (door->type == DOOR) |
2002 | if (door->type == DOOR) |
2033 | { |
|
|
2034 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
2003 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
2035 | } |
|
|
2036 | else if (door->type == LOCKED_DOOR) |
2004 | else if (door->type == LOCKED_DOOR) |
2037 | { |
2005 | { |
2038 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
2006 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
2039 | remove_door2 (door); /* remove door without violence ;-) */ |
2007 | remove_door2 (door); /* remove door without violence ;-) */ |
2040 | } |
2008 | } |
|
|
2009 | |
2041 | /* Do this after we print the message */ |
2010 | /* Do this after we print the message */ |
2042 | decrease_ob (key); /* Use up one of the keys */ |
2011 | decrease_ob (key); /* Use up one of the keys */ |
2043 | /* Need to update the weight the container the key was in */ |
2012 | /* Need to update the weight the container the key was in */ |
2044 | if (container != op) |
2013 | if (container != op) |
2045 | esrv_update_item (UPD_WEIGHT, op, container); |
2014 | esrv_update_item (UPD_WEIGHT, op, container); |
|
|
2015 | |
2046 | return 1; /* Nothing more to do below */ |
2016 | return 1; /* Nothing more to do below */ |
2047 | } |
2017 | } |
2048 | else if (door->type == LOCKED_DOOR) |
2018 | else if (door->type == LOCKED_DOOR) |
2049 | { |
2019 | { |
2050 | /* Might as well return now - no other way to open this */ |
2020 | /* Might as well return now - no other way to open this */ |
2051 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
2021 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
2052 | return 1; |
2022 | return 1; |
2053 | } |
2023 | } |
|
|
2024 | |
2054 | return 0; |
2025 | return 0; |
2055 | } |
2026 | } |
2056 | |
2027 | |
2057 | /* This function is just part of a breakup from move_player. |
2028 | /* This function is just part of a breakup from move_player. |
2058 | * It should keep the code cleaner. |
2029 | * It should keep the code cleaner. |
… | |
… | |
2062 | */ |
2033 | */ |
2063 | void |
2034 | void |
2064 | move_player_attack (object *op, int dir) |
2035 | move_player_attack (object *op, int dir) |
2065 | { |
2036 | { |
2066 | object *tmp, *mon; |
2037 | object *tmp, *mon; |
2067 | sint16 nx, ny; |
|
|
2068 | int on_battleground; |
2038 | int on_battleground; |
2069 | maptile *m; |
2039 | maptile *m; |
2070 | |
2040 | |
2071 | nx = freearr_x[dir] + op->x; |
2041 | sint16 nx = freearr_x[dir] + op->x; |
2072 | ny = freearr_y[dir] + op->y; |
2042 | sint16 ny = freearr_y[dir] + op->y; |
2073 | |
2043 | |
2074 | on_battleground = op_on_battleground (op, 0, 0); |
2044 | on_battleground = op_on_battleground (op, 0, 0); |
2075 | |
2045 | |
2076 | /* If braced, or can't move to the square, and it is not out of the |
2046 | /* If braced, or can't move to the square, and it is not out of the |
2077 | * map, attack it. Note order of if statement is important - don't |
2047 | * map, attack it. Note order of if statement is important - don't |
… | |
… | |
2084 | */ |
2054 | */ |
2085 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
2055 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
2086 | { |
2056 | { |
2087 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
2057 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
2088 | { |
2058 | { |
2089 | m = get_map_from_coord (op->map, &nx, &ny); |
2059 | m = op->map->xy_find (nx, ny); |
2090 | if (!m) |
2060 | if (!m) |
2091 | return; /* Don't think this should happen */ |
2061 | return; /* Don't think this should happen */ |
2092 | } |
2062 | } |
2093 | else |
2063 | else |
2094 | m = op->map; |
2064 | m = op->map; |
2095 | |
2065 | |
2096 | if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) |
2066 | if (!(tmp = m->at (nx, ny).bot)) |
2097 | { |
|
|
2098 | /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */ |
|
|
2099 | return; |
2067 | return; |
2100 | } |
|
|
2101 | |
2068 | |
2102 | mon = 0; |
2069 | mon = 0; |
2103 | /* Go through all the objects, and find ones of interest. Only stop if |
2070 | /* Go through all the objects, and find ones of interest. Only stop if |
2104 | * we find a monster - that is something we know we want to attack. |
2071 | * we find a monster - that is something we know we want to attack. |
2105 | * if its a door or barrel (can roll) see if there may be monsters |
2072 | * if its a door or barrel (can roll) see if there may be monsters |
… | |
… | |
2145 | |
2112 | |
2146 | /* 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 |
2147 | * peaceful. Our assumption is the creature is a pet if the |
2114 | * peaceful. Our assumption is the creature is a pet if the |
2148 | * player owns it and it is either friendly or unagressive. |
2115 | * player owns it and it is either friendly or unagressive. |
2149 | */ |
2116 | */ |
2150 | if ((op->type == PLAYER) |
2117 | if (op->type == PLAYER |
2151 | #if COZY_SERVER |
|
|
2152 | && |
|
|
2153 | ((mon->owner && mon->owner->contr |
2118 | && ((mon->owner && mon->owner->contr |
2154 | && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) |
2119 | && same_party (mon->owner->contr->party, op->contr->party)) |
2155 | #else |
|
|
2156 | && mon->owner == op |
2120 | || mon->owner == op) |
2157 | #endif |
|
|
2158 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2121 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2159 | { |
2122 | { |
2160 | /* 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 */ |
2161 | if (op->contr->braced) |
2124 | if (op->contr->braced) |
2162 | return; |
2125 | return; |
|
|
2126 | |
2163 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2127 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2164 | (void) push_ob (mon, dir, op); |
2128 | push_ob (mon, dir, op); |
2165 | if (op->contr->tmp_invis || op->hide) |
2129 | if (op->contr->tmp_invis || op->hide) |
2166 | make_visible (op); |
2130 | make_visible (op); |
|
|
2131 | |
2167 | return; |
2132 | return; |
2168 | } |
2133 | } |
2169 | |
2134 | |
2170 | /* in certain circumstances, you shouldn't attack friendly |
2135 | /* in certain circumstances, you shouldn't attack friendly |
2171 | * creatures. Note that if you are braced, you can't push |
2136 | * creatures. Note that if you are braced, you can't push |
2172 | * 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 |
2173 | * attack them either. |
2138 | * attack them either. |
2174 | */ |
2139 | */ |
2175 | if ((mon->type == PLAYER || mon->enemy != op) && |
2140 | if ((mon->type == PLAYER || mon->enemy != op) |
2176 | (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)) |
2177 | #ifdef PROHIBIT_PLAYERKILL |
|
|
2178 | (op->contr->peaceful |
2142 | && ((op->contr->peaceful |
2179 | || (mon->type == PLAYER |
2143 | || (mon->type == PLAYER && mon->contr->peaceful)) |
2180 | && mon->contr-> |
|
|
2181 | peaceful)) && |
|
|
2182 | #else |
|
|
2183 | op->contr->peaceful && |
|
|
2184 | #endif |
|
|
2185 | !on_battleground)) |
2144 | && !on_battleground)) |
2186 | { |
2145 | { |
2187 | if (!op->contr->braced) |
2146 | if (!op->contr->braced) |
2188 | { |
2147 | { |
2189 | 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); |
2190 | (void) push_ob (mon, dir, op); |
2149 | push_ob (mon, dir, op); |
2191 | } |
2150 | } |
2192 | else |
2151 | else |
2193 | new_draw_info (0, 0, op, "You withhold your attack"); |
2152 | new_draw_info (0, 0, op, "You withhold your attack"); |
2194 | |
2153 | |
2195 | if (op->contr->tmp_invis || op->hide) |
2154 | if (op->contr->tmp_invis || op->hide) |
… | |
… | |
2210 | * Way it works is like this: First, it must have some hit points |
2169 | * Way it works is like this: First, it must have some hit points |
2211 | * and be living. Then, it must be one of the following: |
2170 | * and be living. Then, it must be one of the following: |
2212 | * 1) Not a player, 2) A player, but of a different party. Note |
2171 | * 1) Not a player, 2) A player, but of a different party. Note |
2213 | * 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. |
2214 | */ |
2173 | */ |
2215 | |
|
|
2216 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2174 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2217 | ((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))) |
2218 | { |
2176 | { |
2219 | |
|
|
2220 | /* If the player hasn't hit something this tick, and does |
|
|
2221 | * so, give them speed boost based on weapon speed. Doing |
|
|
2222 | * it here is better than process_players2, which basically |
|
|
2223 | * incurred a 1 tick offset. |
|
|
2224 | */ |
|
|
2225 | if (!op->contr->has_hit) |
2177 | if (!op->contr->has_hit) |
2226 | { |
2178 | { |
|
|
2179 | op->contr->has_hit = 1; |
2227 | op->speed_left += op->speed / op->contr->weapon_sp; |
2180 | op->speed_left += op->contr->weapon_speed () - op->speed; |
2228 | |
|
|
2229 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
|
|
2230 | } |
2181 | } |
2231 | |
2182 | |
2232 | skill_attack (mon, op, 0, 0, 0); |
2183 | skill_attack (mon, op, 0, 0, 0); |
2233 | |
2184 | |
2234 | /* If attacking another player, that player gets automatic |
2185 | /* If attacking another player, that player gets automatic |
… | |
… | |
2254 | int |
2205 | int |
2255 | move_player (object *op, int dir) |
2206 | move_player (object *op, int dir) |
2256 | { |
2207 | { |
2257 | int pick; |
2208 | int pick; |
2258 | |
2209 | |
2259 | if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) |
2210 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2260 | return 0; |
2211 | return 0; |
2261 | |
2212 | |
2262 | /* Sanity check: make sure dir is valid */ |
2213 | /* Sanity check: make sure dir is valid */ |
2263 | if ((dir < 0) || (dir >= 9)) |
2214 | if ((dir < 0) || (dir >= 9)) |
2264 | { |
2215 | { |
2265 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2216 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2266 | return 0; |
2217 | return 0; |
2267 | } |
2218 | } |
2268 | |
2219 | |
2269 | /* peterm: added following line */ |
2220 | /* peterm: added following line */ |
2270 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2221 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2271 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
2222 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2272 | |
2223 | |
2273 | op->facing = dir; |
2224 | op->facing = dir; |
2274 | |
2225 | |
2275 | if (op->hide) |
2226 | if (op->hide) |
2276 | do_hidden_move (op); |
2227 | do_hidden_move (op); |
… | |
… | |
2309 | * Returns true if there are more actions we can do. |
2260 | * Returns true if there are more actions we can do. |
2310 | */ |
2261 | */ |
2311 | int |
2262 | int |
2312 | handle_newcs_player (object *op) |
2263 | handle_newcs_player (object *op) |
2313 | { |
2264 | { |
2314 | if (op->contr->hidden) |
|
|
2315 | { |
|
|
2316 | op->invisible = 1000; |
|
|
2317 | /* the socket code flashes the player visible/invisible |
|
|
2318 | * depending on the value of invisible, so we need to |
|
|
2319 | * alternate it here for it to work correctly. |
|
|
2320 | */ |
|
|
2321 | if (pticks & 2) |
|
|
2322 | op->invisible--; |
|
|
2323 | } |
|
|
2324 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
|
|
2325 | { |
|
|
2326 | op->invisible--; |
|
|
2327 | if (!op->invisible) |
|
|
2328 | { |
|
|
2329 | make_visible (op); |
|
|
2330 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2331 | } |
|
|
2332 | } |
|
|
2333 | |
|
|
2334 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2265 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2335 | { |
2266 | { |
2336 | flee_player (op); |
2267 | flee_player (op); |
|
|
2268 | |
2337 | /* 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 */ |
2338 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2270 | if (op->flag [FLAG_SCARED]) |
2339 | { |
2271 | { |
2340 | op->speed_left--; |
2272 | --op->speed_left; |
2341 | return 0; |
2273 | return 0; |
2342 | } |
2274 | } |
2343 | } |
2275 | } |
2344 | |
|
|
2345 | /* I've been seeing crashes where the golem has been destroyed, but |
|
|
2346 | * the player object still points to the defunct golem. The code that |
|
|
2347 | * destroys the golem looks correct, and it doesn't always happen, so |
|
|
2348 | * put this in a a workaround to clean up the golem pointer. |
|
|
2349 | */ |
|
|
2350 | if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
2351 | op->contr->ranges[range_golem] = 0; |
|
|
2352 | |
2276 | |
2353 | /* 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 |
2354 | * the players time has been increased when doericserver has been |
2278 | * the players time has been increased when doericserver has been |
2355 | * called, so we recheck it here. |
2279 | * called, so we recheck it here. |
2356 | */ |
2280 | */ |
2357 | //TODO: better than handling 8 commands, use some more intelligent rate-limiting |
2281 | if (op->contr->ns->handle_command ()) |
2358 | for (int rep = 8; --rep && op->contr->ns->handle_command (); ) |
|
|
2359 | ; |
|
|
2360 | |
|
|
2361 | if (op->speed_left < 0) |
|
|
2362 | return 0; |
2282 | return 1; |
2363 | |
2283 | |
|
|
2284 | if (op->speed_left > 0.f) |
|
|
2285 | { |
2364 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2286 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2365 | { |
2287 | { |
2366 | /* All move commands take 1 tick, at least for now */ |
2288 | /* All move commands take 1 tick, at least for now */ |
2367 | op->speed_left--; |
2289 | --op->speed_left; |
2368 | |
2290 | |
2369 | /* Instead of all the stuff below, let move_player take care |
2291 | /* Instead of all the stuff below, let move_player take care |
2370 | * 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 |
2371 | * there, as well as the confusion stuff. |
2293 | * there, as well as the confusion stuff. |
2372 | */ |
2294 | */ |
2373 | move_player (op, op->direction); |
2295 | move_player (op, op->direction); |
2374 | if (op->speed_left > 0) |
2296 | |
2375 | return 1; |
2297 | return op->speed_left > 0.f; |
2376 | else |
2298 | } |
2377 | return 0; |
|
|
2378 | } |
2299 | } |
2379 | |
2300 | |
2380 | return 0; |
2301 | return 0; |
2381 | } |
2302 | } |
2382 | |
2303 | |
… | |
… | |
2420 | * from. |
2341 | * from. |
2421 | */ |
2342 | */ |
2422 | void |
2343 | void |
2423 | remove_unpaid_objects (object *op, object *env) |
2344 | remove_unpaid_objects (object *op, object *env) |
2424 | { |
2345 | { |
2425 | object *next; |
|
|
2426 | |
|
|
2427 | while (op) |
2346 | while (op) |
2428 | { |
2347 | { |
2429 | next = op->below; /* Make sure we have a good value, in case |
2348 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2430 | * we remove object 'op' |
2349 | |
2431 | */ |
|
|
2432 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2350 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2433 | { |
2351 | { |
2434 | op->remove (); |
|
|
2435 | op->x = env->x; |
|
|
2436 | op->y = env->y; |
|
|
2437 | if (env->type == PLAYER) |
2352 | if (env->type == PLAYER) |
2438 | esrv_del_item (env->contr, op->count); |
2353 | esrv_del_item (env->contr, op->count); |
2439 | insert_ob_in_map (op, env->map, NULL, 0); |
2354 | |
|
|
2355 | op->insert_at (env); |
2440 | } |
2356 | } |
2441 | else if (op->inv) |
2357 | else if (op->inv) |
2442 | remove_unpaid_objects (op->inv, env); |
2358 | remove_unpaid_objects (op->inv, env); |
2443 | |
2359 | |
2444 | op = next; |
2360 | op = next; |
… | |
… | |
2500 | int rate_grace = 2000; |
2416 | int rate_grace = 2000; |
2501 | const int max_hp = 1; |
2417 | const int max_hp = 1; |
2502 | const int max_sp = 1; |
2418 | const int max_sp = 1; |
2503 | const int max_grace = 1; |
2419 | const int max_grace = 1; |
2504 | |
2420 | |
2505 | if (op->contr->outputs_sync) |
2421 | if (op->contr->hidden) |
|
|
2422 | { |
|
|
2423 | op->invisible = 1000; |
|
|
2424 | /* the socket code flashes the player visible/invisible |
|
|
2425 | * depending on the value of invisible, so we need to |
|
|
2426 | * alternate it here for it to work correctly. |
|
|
2427 | */ |
|
|
2428 | if (pticks & 2) |
|
|
2429 | op->invisible--; |
2506 | { |
2430 | } |
2507 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
2431 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
2508 | if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) |
2432 | { |
2509 | flush_output_element (op, &op->contr->outputs[i]); |
2433 | if (!op->invisible--) |
|
|
2434 | { |
|
|
2435 | make_visible (op); |
|
|
2436 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2437 | } |
2510 | } |
2438 | } |
2511 | |
2439 | |
2512 | if (op->contr->ns->state == ST_PLAYING) |
2440 | if (op->contr->ns->state == ST_PLAYING) |
2513 | { |
2441 | { |
2514 | /* these next three if clauses make it possible to SLOW DOWN |
2442 | /* these next three if clauses make it possible to SLOW DOWN |
… | |
… | |
2536 | gen_grace = op->stats.maxgrace; |
2464 | gen_grace = op->stats.maxgrace; |
2537 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2465 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2538 | } |
2466 | } |
2539 | |
2467 | |
2540 | /* Regenerate Spell Points */ |
2468 | /* Regenerate Spell Points */ |
2541 | if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) |
2469 | if (!op->contr->golem && --op->last_sp < 0) |
2542 | { |
2470 | { |
2543 | 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); |
2544 | if (op->stats.sp < op->stats.maxsp) |
2472 | if (op->stats.sp < op->stats.maxsp) |
2545 | { |
2473 | { |
2546 | op->stats.sp++; |
2474 | op->stats.sp++; |
… | |
… | |
2644 | } |
2572 | } |
2645 | |
2573 | |
2646 | /* Digestion */ |
2574 | /* Digestion */ |
2647 | if (--op->last_eat < 0) |
2575 | if (--op->last_eat < 0) |
2648 | { |
2576 | { |
2649 | #ifdef COZY_SERVER |
|
|
2650 | int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; |
|
|
2651 | int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0; |
|
|
2652 | #else |
|
|
2653 | 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; |
2654 | #endif |
|
|
2655 | |
2578 | |
2656 | if (op->contr->gen_hp > 0) |
2579 | if (op->contr->gen_hp > 0) |
2657 | 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); |
2658 | else |
2581 | else |
2659 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
2582 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
… | |
… | |
2737 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2660 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2738 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
2661 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
2739 | |
2662 | |
2740 | /* restore player */ |
2663 | /* restore player */ |
2741 | at = archetype::find ("poisoning"); |
2664 | at = archetype::find ("poisoning"); |
2742 | tmp = present_arch_in_ob (at, op); |
2665 | if (object *tmp = present_arch_in_ob (at, op)) |
2743 | if (tmp) |
|
|
2744 | { |
2666 | { |
2745 | tmp->destroy (); |
2667 | tmp->destroy (); |
2746 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2668 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2747 | } |
2669 | } |
2748 | |
2670 | |
2749 | at = archetype::find ("confusion"); |
2671 | at = archetype::find ("confusion"); |
2750 | tmp = present_arch_in_ob (at, op); |
2672 | if (object *tmp = present_arch_in_ob (at, op)) |
2751 | if (tmp) |
|
|
2752 | { |
2673 | { |
2753 | tmp->destroy (); |
2674 | tmp->destroy (); |
2754 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2675 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2755 | } |
2676 | } |
2756 | |
2677 | |
… | |
… | |
2758 | op->stats.hp = op->stats.maxhp; |
2679 | op->stats.hp = op->stats.maxhp; |
2759 | if (op->stats.food <= 0) |
2680 | if (op->stats.food <= 0) |
2760 | op->stats.food = 999; |
2681 | op->stats.food = 999; |
2761 | |
2682 | |
2762 | /* create a bodypart-trophy to make the winner happy */ |
2683 | /* create a bodypart-trophy to make the winner happy */ |
2763 | tmp = arch_to_object (archetype::find ("finger")); |
2684 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2764 | if (tmp != NULL) |
|
|
2765 | { |
2685 | { |
2766 | sprintf (buf, "%s's finger", &op->name); |
2686 | sprintf (buf, "%s's finger", &op->name); |
2767 | tmp->name = buf; |
2687 | tmp->name = buf; |
2768 | sprintf (buf, " This finger has been cut off %s\n" |
2688 | sprintf (buf, " This finger has been cut off %s\n" |
2769 | " the %s, when he was defeated at\n level %d by %s.\n", |
2689 | " the %s, when he was defeated at\n level %d by %s.\n", |
2770 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2690 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2771 | tmp->msg = buf; |
2691 | tmp->msg = buf; |
2772 | tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2692 | tmp->value = 0, tmp->type = 0; |
2773 | tmp->materialname = NULL; |
2693 | tmp->materialname = "organics"; |
2774 | tmp->x = op->x, tmp->y = op->y; |
2694 | tmp->insert_at (op, tmp); |
2775 | insert_ob_in_map (tmp, op->map, op, 0); |
|
|
2776 | } |
2695 | } |
2777 | |
2696 | |
2778 | /* teleport defeated player to new destination */ |
2697 | /* teleport defeated player to new destination */ |
2779 | transfer_ob (op, x, y, 0, NULL); |
2698 | transfer_ob (op, x, y, 0, NULL); |
2780 | op->contr->braced = 0; |
2699 | op->contr->braced = 0; |
… | |
… | |
2785 | |
2704 | |
2786 | command_kill_pets (op, 0); |
2705 | command_kill_pets (op, 0); |
2787 | |
2706 | |
2788 | if (op->stats.food < 0) |
2707 | if (op->stats.food < 0) |
2789 | { |
2708 | { |
2790 | if (op->contr->explore) |
|
|
2791 | { |
|
|
2792 | new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); |
|
|
2793 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
|
|
2794 | op->stats.food = 999; |
|
|
2795 | return; |
|
|
2796 | } |
|
|
2797 | sprintf (buf, "%s starved to death.", &op->name); |
2709 | sprintf (buf, "%s starved to death.", &op->name); |
2798 | strcpy (op->contr->killer, "starvation"); |
2710 | strcpy (op->contr->killer, "starvation"); |
2799 | } |
2711 | } |
2800 | else |
2712 | else |
2801 | { |
|
|
2802 | if (op->contr->explore) |
|
|
2803 | { |
|
|
2804 | new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); |
|
|
2805 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
|
|
2806 | op->stats.hp = op->stats.maxhp; |
|
|
2807 | return; |
|
|
2808 | } |
|
|
2809 | sprintf (buf, "%s died.", &op->name); |
2713 | sprintf (buf, "%s died.", &op->name); |
2810 | } |
2714 | |
2811 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
2715 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
2812 | |
2716 | |
2813 | /* save the map location for corpse, gravestone */ |
2717 | /* save the map location for corpse, gravestone */ |
2814 | x = op->x; |
2718 | x = op->x; |
2815 | y = op->y; |
2719 | y = op->y; |
2816 | map = op->map; |
2720 | map = op->map; |
2817 | |
|
|
2818 | |
2721 | |
2819 | /* NOT_PERMADEATH code. This basically brings the character back to |
2722 | /* NOT_PERMADEATH code. This basically brings the character back to |
2820 | * life if they are dead - it takes some exp and a random stat. |
2723 | * life if they are dead - it takes some exp and a random stat. |
2821 | * See the config.h file for a little more in depth detail about this. |
2724 | * See the config.h file for a little more in depth detail about this. |
2822 | */ |
2725 | */ |
… | |
… | |
2839 | num_stats_lose = 1; |
2742 | num_stats_lose = 1; |
2840 | else |
2743 | else |
2841 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
2744 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
2842 | } |
2745 | } |
2843 | else |
2746 | else |
2844 | { |
|
|
2845 | num_stats_lose = 1; |
2747 | num_stats_lose = 1; |
2846 | } |
2748 | |
2847 | lost_a_stat = 0; |
2749 | lost_a_stat = 0; |
2848 | |
2750 | |
2849 | for (z = 0; z < num_stats_lose; z++) |
2751 | for (z = 0; z < num_stats_lose; z++) |
2850 | { |
2752 | { |
2851 | i = RANDOM () % NUM_STATS; |
2753 | i = RANDOM () % NUM_STATS; |
… | |
… | |
2992 | op->stats.hp = op->stats.maxhp; |
2894 | op->stats.hp = op->stats.maxhp; |
2993 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2895 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2994 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2896 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2995 | |
2897 | |
2996 | /* |
2898 | /* |
2997 | * Check to see if the player is in a shop. IF so, then check to see if |
|
|
2998 | * the player has any unpaid items. If so, remove them and put them back |
2899 | * Check to see if the player has any unpaid items. If so, remove them |
2999 | * in the map. |
2900 | * and put them back in the map. |
3000 | */ |
2901 | */ |
3001 | |
|
|
3002 | if (is_in_shop (op)) |
|
|
3003 | remove_unpaid_objects (op->inv, op); |
2902 | remove_unpaid_objects (op->inv, op); |
3004 | |
2903 | |
3005 | /****************************************/ |
2904 | /****************************************/ |
3006 | /* */ |
2905 | /* */ |
3007 | /* Move player to his current respawn- */ |
2906 | /* Move player to his current respawn- */ |
3008 | /* position (usually last savebed) */ |
2907 | /* position (usually last savebed) */ |
3009 | /* */ |
2908 | /* */ |
3010 | /****************************************/ |
2909 | /****************************************/ |
3011 | |
2910 | |
3012 | enter_player_savebed (op); |
2911 | enter_player_savebed (op); |
3013 | |
2912 | |
3014 | /* Save the player before inserting the force to reduce |
|
|
3015 | * chance of abuse. |
|
|
3016 | */ |
|
|
3017 | op->contr->braced = 0; |
2913 | op->contr->braced = 0; |
3018 | op->contr->save (); |
|
|
3019 | |
2914 | |
3020 | /* it is possible that the player has blown something up |
2915 | /* it is possible that the player has blown something up |
3021 | * at his savebed location, and that can have long lasting |
2916 | * at his savebed location, and that can have long lasting |
3022 | * spell effects. So first see if there is a spell effect |
2917 | * spell effects. So first see if there is a spell effect |
3023 | * on the space that might harm the player. |
2918 | * on the space that might harm the player. |
… | |
… | |
3032 | object *force; |
2927 | object *force; |
3033 | int at; |
2928 | int at; |
3034 | |
2929 | |
3035 | force = get_archetype (FORCE_NAME); |
2930 | force = get_archetype (FORCE_NAME); |
3036 | /* 50 ticks should be enough time for the spell to abate */ |
2931 | /* 50 ticks should be enough time for the spell to abate */ |
3037 | force->speed = 0.1; |
2932 | force->speed = 0.1f; |
3038 | force->speed_left = -5.0; |
2933 | force->speed_left = -5.f; |
3039 | SET_FLAG (force, FLAG_APPLIED); |
2934 | SET_FLAG (force, FLAG_APPLIED); |
3040 | for (at = 0; at < NROFATTACKS; at++) |
2935 | for (at = 0; at < NROFATTACKS; at++) |
3041 | if (will_kill_again & (1 << at)) |
2936 | if (will_kill_again & (1 << at)) |
3042 | force->resist[at] = 100; |
2937 | force->resist[at] = 100; |
3043 | |
2938 | |
… | |
… | |
3052 | void |
2947 | void |
3053 | loot_object (object *op) |
2948 | loot_object (object *op) |
3054 | { /* Grab and destroy some treasure */ |
2949 | { /* Grab and destroy some treasure */ |
3055 | object *tmp, *tmp2, *next; |
2950 | object *tmp, *tmp2, *next; |
3056 | |
2951 | |
3057 | if (op->container) |
2952 | op->close_container (); /* close open sack first */ |
3058 | esrv_apply_container (op, op->container); /* close open sack first */ |
|
|
3059 | |
2953 | |
3060 | for (tmp = op->inv; tmp; tmp = next) |
2954 | for (tmp = op->inv; tmp; tmp = next) |
3061 | { |
2955 | { |
3062 | next = tmp->below; |
2956 | next = tmp->below; |
3063 | |
2957 | |
3064 | if (tmp->invisible) |
2958 | if (tmp->invisible) |
3065 | continue; |
2959 | continue; |
3066 | |
2960 | |
3067 | tmp->remove (); |
2961 | tmp->remove (); |
3068 | tmp->x = op->x, tmp->y = op->y; |
2962 | tmp->x = op->x, tmp->y = op->y; |
|
|
2963 | |
3069 | if (tmp->type == CONTAINER) |
2964 | if (tmp->type == CONTAINER) |
3070 | { /* empty container to ground */ |
2965 | loot_object (tmp); /* empty container to ground */ |
3071 | loot_object (tmp); |
2966 | |
3072 | } |
|
|
3073 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) |
2967 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
3074 | { |
2968 | { |
3075 | if (tmp->nrof > 1) |
2969 | if (tmp->nrof > 1) |
3076 | { |
2970 | { |
3077 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2971 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
3078 | tmp2->destroy (); |
2972 | tmp2->destroy (); |
… | |
… | |
3089 | /* |
2983 | /* |
3090 | * fix_weight(): Check recursively the weight of all players, and fix |
2984 | * fix_weight(): Check recursively the weight of all players, and fix |
3091 | * what needs to be fixed. Refresh windows and fix speed if anything |
2985 | * what needs to be fixed. Refresh windows and fix speed if anything |
3092 | * was changed. |
2986 | * was changed. |
3093 | */ |
2987 | */ |
3094 | |
|
|
3095 | void |
2988 | void |
3096 | fix_weight (void) |
2989 | fix_weight (void) |
3097 | { |
2990 | { |
3098 | for (player *pl = first_player; pl; pl = pl->next) |
2991 | for_all_players (pl) |
3099 | { |
2992 | { |
3100 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
2993 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
3101 | |
2994 | |
3102 | if (old == sum) |
2995 | if (old == sum) |
3103 | continue; |
2996 | continue; |
… | |
… | |
3107 | } |
3000 | } |
3108 | |
3001 | |
3109 | void |
3002 | void |
3110 | fix_luck (void) |
3003 | fix_luck (void) |
3111 | { |
3004 | { |
3112 | for (player *pl = first_player; pl; pl = pl->next) |
3005 | for_all_players (pl) |
3113 | if (!pl->ob->contr->ns->state) |
3006 | if (!pl->ob->contr->ns->state) |
3114 | pl->ob->change_luck (0); |
3007 | pl->ob->change_luck (0); |
3115 | } |
3008 | } |
3116 | |
3009 | |
3117 | /* cast_dust() - handles op throwing objects of type 'DUST'. |
3010 | /* cast_dust() - handles op throwing objects of type 'DUST'. |
… | |
… | |
3159 | if (op->type == PLAYER) |
3052 | if (op->type == PLAYER) |
3160 | { |
3053 | { |
3161 | op->contr->tmp_invis = 0; |
3054 | op->contr->tmp_invis = 0; |
3162 | op->contr->invis_race = 0; |
3055 | op->contr->invis_race = 0; |
3163 | } |
3056 | } |
|
|
3057 | |
3164 | update_object (op, UP_OBJ_FACE); |
3058 | update_object (op, UP_OBJ_CHANGE); |
3165 | } |
3059 | } |
3166 | |
3060 | |
3167 | int |
3061 | int |
3168 | is_true_undead (object *op) |
3062 | is_true_undead (object *op) |
3169 | { |
3063 | { |
3170 | object *tmp = NULL; |
|
|
3171 | |
|
|
3172 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3064 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3173 | return 1; |
3065 | return 1; |
3174 | |
3066 | |
3175 | return 0; |
3067 | return 0; |
3176 | } |
3068 | } |
… | |
… | |
3235 | |
3127 | |
3236 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
3128 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
3237 | |
3129 | |
3238 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3130 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3239 | if (op->type == PLAYER && op->contr->run_on) |
3131 | if (op->type == PLAYER && op->contr->run_on) |
3240 | { |
|
|
3241 | if (!skop || num >= skop->level) |
3132 | if (!skop || num >= skop->level) |
3242 | { |
3133 | { |
3243 | new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); |
3134 | new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); |
3244 | make_visible (op); |
3135 | make_visible (op); |
3245 | return; |
3136 | return; |
3246 | } |
3137 | } |
3247 | else |
3138 | else |
3248 | num += 20; |
3139 | num += 20; |
3249 | } |
3140 | |
3250 | num += op->map->difficulty; |
3141 | num += op->map->difficulty; |
3251 | hide = hideability (op); /* modify by terrain hidden level */ |
3142 | hide = hideability (op); /* modify by terrain hidden level */ |
3252 | num -= hide; |
3143 | num -= hide; |
|
|
3144 | |
3253 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3145 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3254 | { |
3146 | { |
3255 | make_visible (op); |
3147 | make_visible (op); |
3256 | if (op->type == PLAYER) |
3148 | if (op->type == PLAYER) |
3257 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3149 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3258 | } |
3150 | } |
3259 | else if (op->type == PLAYER && skop) |
3151 | else if (op->type == PLAYER && skop) |
3260 | { |
|
|
3261 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
3152 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
3262 | } |
|
|
3263 | } |
3153 | } |
3264 | |
3154 | |
3265 | /* determine if who is standing near a hostile creature. */ |
3155 | /* determine if who is standing near a hostile creature. */ |
3266 | |
3156 | |
3267 | int |
3157 | int |
… | |
… | |
3334 | if (pl->type != PLAYER) |
3224 | if (pl->type != PLAYER) |
3335 | { |
3225 | { |
3336 | LOG (llevError, "player_can_view() called for non-player object\n"); |
3226 | LOG (llevError, "player_can_view() called for non-player object\n"); |
3337 | return -1; |
3227 | return -1; |
3338 | } |
3228 | } |
|
|
3229 | |
3339 | if (!pl || !op) |
3230 | if (!pl || !op) |
3340 | return 0; |
3231 | return 0; |
3341 | |
3232 | |
3342 | if (op->head) |
|
|
3343 | { |
|
|
3344 | op = op->head; |
3233 | op = op->head_ (); |
3345 | } |
3234 | |
3346 | get_rangevector (pl, op, &rv, 0x1); |
3235 | get_rangevector (pl, op, &rv, 0x1); |
3347 | |
3236 | |
3348 | /* starting with the 'head' part, lets loop |
3237 | /* starting with the 'head' part, lets loop |
3349 | * through the object and find if it has any |
3238 | * through the object and find if it has any |
3350 | * part that is in the los array but isnt on |
3239 | * part that is in the los array but isnt on |
… | |
… | |
3467 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3356 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3468 | int i = 0, j = 0; |
3357 | int i = 0, j = 0; |
3469 | |
3358 | |
3470 | /* get the appropriate treasurelist */ |
3359 | /* get the appropriate treasurelist */ |
3471 | if (atnr == ATNR_FIRE) |
3360 | if (atnr == ATNR_FIRE) |
3472 | trlist = find_treasurelist ("dragon_ability_fire"); |
3361 | trlist = treasurelist::find ("dragon_ability_fire"); |
3473 | else if (atnr == ATNR_COLD) |
3362 | else if (atnr == ATNR_COLD) |
3474 | trlist = find_treasurelist ("dragon_ability_cold"); |
3363 | trlist = treasurelist::find ("dragon_ability_cold"); |
3475 | else if (atnr == ATNR_ELECTRICITY) |
3364 | else if (atnr == ATNR_ELECTRICITY) |
3476 | trlist = find_treasurelist ("dragon_ability_elec"); |
3365 | trlist = treasurelist::find ("dragon_ability_elec"); |
3477 | else if (atnr == ATNR_POISON) |
3366 | else if (atnr == ATNR_POISON) |
3478 | trlist = find_treasurelist ("dragon_ability_poison"); |
3367 | trlist = treasurelist::find ("dragon_ability_poison"); |
3479 | |
3368 | |
3480 | if (trlist == NULL || who->type != PLAYER) |
3369 | if (trlist == NULL || who->type != PLAYER) |
3481 | return; |
3370 | return; |
3482 | |
3371 | |
3483 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3372 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3484 | |
3373 | |
3485 | if (tr == NULL || tr->item == NULL) |
3374 | if (!tr || !tr->item) |
3486 | { |
3375 | { |
3487 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3376 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3488 | return; |
3377 | return; |
3489 | } |
3378 | } |
3490 | |
3379 | |
… | |
… | |
3615 | * not readied. |
3504 | * not readied. |
3616 | */ |
3505 | */ |
3617 | void |
3506 | void |
3618 | player_unready_range_ob (player *pl, object *ob) |
3507 | player_unready_range_ob (player *pl, object *ob) |
3619 | { |
3508 | { |
3620 | rangetype i; |
3509 | if (pl->ob->current_weapon == ob) |
|
|
3510 | pl->ob->current_weapon = 0; |
3621 | |
3511 | |
3622 | for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
3512 | if (pl->combat_ob == ob) |
3623 | { |
3513 | pl->combat_ob = 0; |
|
|
3514 | |
3624 | if (pl->ranges[i] == ob) |
3515 | if (pl->ranged_ob == ob) |
3625 | { |
3516 | pl->ranged_ob = 0; |
3626 | pl->ranges[i] = NULL; |
|
|
3627 | if (pl->shoottype == i) |
|
|
3628 | { |
|
|
3629 | pl->shoottype = range_none; |
|
|
3630 | } |
|
|
3631 | } |
|
|
3632 | } |
|
|
3633 | } |
3517 | } |
|
|
3518 | |
|
|
3519 | sint8 |
|
|
3520 | player::visibility_at (maptile *map, int x, int y) const |
|
|
3521 | { |
|
|
3522 | if (!ns) |
|
|
3523 | return 0; |
|
|
3524 | |
|
|
3525 | int dx, dy; |
|
|
3526 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
|
|
3527 | return 0; |
|
|
3528 | |
|
|
3529 | x += dx - ns->current_x + ns->mapx / 2; |
|
|
3530 | y += dy - ns->current_y + ns->mapy / 2; |
|
|
3531 | |
|
|
3532 | if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) |
|
|
3533 | return 0; |
|
|
3534 | |
|
|
3535 | return 100 - blocked_los [x][y]; |
|
|
3536 | } |