1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game |
3 | |
3 | * |
|
|
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * This program is free software; you can redistribute it and/or modify |
8 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | |
21 | * |
21 | The author can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The author can be reached via e-mail to <crossfire@schmorp.de> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #include <global.h> |
25 | #include <global.h> |
25 | #include <pwd.h> |
|
|
26 | #include <sproto.h> |
26 | #include <sproto.h> |
27 | #include <sounds.h> |
27 | #include <sounds.h> |
28 | #include <living.h> |
28 | #include <living.h> |
29 | #include <object.h> |
29 | #include <object.h> |
30 | #include <spells.h> |
30 | #include <spells.h> |
31 | #include <skills.h> |
31 | #include <skills.h> |
32 | |
32 | |
33 | #include <algorithm> |
33 | #include <algorithm> |
34 | #include <functional> |
34 | #include <functional> |
35 | |
35 | |
36 | player * |
36 | playervec players; |
37 | find_player (const char *plname) |
|
|
38 | { |
|
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39 | for_all_players (pl) |
|
|
40 | if (pl->ob && !strcmp (query_name (pl->ob), plname)) |
|
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41 | return pl; |
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42 | |
|
|
43 | return 0; |
|
|
44 | } |
|
|
45 | |
37 | |
46 | void |
38 | void |
47 | display_motd (const object *op) |
39 | display_motd (const object *op) |
48 | { |
40 | { |
49 | char buf[MAX_BUF]; |
41 | char buf[MAX_BUF]; |
… | |
… | |
123 | |
115 | |
124 | news[0] = '\0'; |
116 | news[0] = '\0'; |
125 | subject[0] = '\0'; |
117 | subject[0] = '\0'; |
126 | size = 0; |
118 | size = 0; |
127 | |
119 | |
128 | while (fgets (buf, MAX_BUF, fp) != NULL) |
120 | while (fgets (buf, MAX_BUF, fp)) |
129 | { |
121 | { |
130 | if (*buf == '#') |
122 | if (*buf == '#') |
131 | continue; |
123 | continue; |
132 | |
124 | |
133 | if (*buf == '%') |
125 | if (*buf == '%') |
134 | { /* send one news */ |
126 | { /* send one news */ |
135 | if (size > 0) |
127 | if (size > 0) |
136 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ |
128 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */ |
|
|
129 | |
137 | strcpy (subject, buf + 1); |
130 | strcpy (subject, buf + 1); |
138 | strip_endline (subject); |
131 | strip_endline (subject); |
139 | size = 0; |
132 | size = 0; |
140 | news[0] = '\0'; |
133 | news[0] = '\0'; |
141 | } |
134 | } |
… | |
… | |
150 | size += strlen (buf); |
143 | size += strlen (buf); |
151 | } |
144 | } |
152 | } |
145 | } |
153 | |
146 | |
154 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
147 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
155 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); |
148 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); |
156 | close_and_delete (fp, comp); |
149 | close_and_delete (fp, comp); |
|
|
150 | } |
|
|
151 | |
|
|
152 | float |
|
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153 | player::weapon_speed () const |
|
|
154 | { |
|
|
155 | return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary |
157 | } |
156 | } |
158 | |
157 | |
159 | /* This loads the first map an puts the player on it. */ |
158 | /* This loads the first map an puts the player on it. */ |
160 | static void |
159 | static void |
161 | set_first_map (object *op) |
160 | set_first_map (object *op) |
162 | { |
161 | { |
163 | strcpy (op->contr->maplevel, first_map_path); |
162 | op->contr->maplevel = first_map_path; |
164 | op->x = -1; |
163 | op->x = -1; |
165 | op->y = -1; |
164 | op->y = -1; |
|
|
165 | } |
|
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166 | |
|
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167 | void |
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168 | player::enter_map () |
|
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169 | { |
|
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170 | object *tmp = object::create (); |
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171 | |
|
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172 | EXIT_PATH (tmp) = maplevel; |
|
|
173 | EXIT_X (tmp) = ob->x; |
|
|
174 | EXIT_Y (tmp) = ob->y; |
166 | enter_exit (op, 0); |
175 | ob->enter_exit (tmp); |
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176 | |
|
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177 | tmp->destroy (); |
|
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178 | } |
|
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179 | |
|
|
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; |
|
|
185 | |
|
|
186 | players.insert (this); |
|
|
187 | ob->remove (); |
|
|
188 | ob->map = 0; |
|
|
189 | ob->activate_recursive (); |
|
|
190 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
|
|
191 | add_friendly_object (ob); |
|
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192 | enter_map (); |
|
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193 | } |
|
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194 | |
|
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195 | void |
|
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196 | player::deactivate () |
|
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197 | { |
|
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198 | if (!active) |
|
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199 | return; |
|
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200 | |
|
|
201 | terminate_all_pets (ob); |
|
|
202 | remove_friendly_object (ob); |
|
|
203 | ob->deactivate_recursive (); |
|
|
204 | |
|
|
205 | if (ob->map) |
|
|
206 | maplevel = ob->map->path; |
|
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207 | |
|
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208 | ob->remove (); |
|
|
209 | ob->map = 0; |
|
|
210 | party = 0; |
|
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211 | |
|
|
212 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
|
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213 | |
|
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214 | players.erase (this); |
167 | } |
215 | } |
168 | |
216 | |
169 | // connect the player with a specific client |
217 | // connect the player with a specific client |
170 | // also changed, rationalises, and fixes some incorrect settings |
218 | // also changes, rationalises, and fixes some incorrect settings |
171 | void |
219 | void |
172 | player::connect (client *ns) |
220 | player::connect (client *ns) |
173 | { |
221 | { |
174 | this->ns = ns; |
222 | this->ns = ns; |
175 | ns->pl = this; |
223 | ns->pl = this; |
176 | |
224 | |
177 | next = first_player; |
225 | run_on = 0; |
178 | first_player = this; |
226 | fire_on = 0; |
|
|
227 | ob->close_container (); //TODO: client-specific |
179 | |
228 | |
180 | ns->update_look = 0; |
229 | ns->update_look = 0; |
181 | ns->look_position = 0; |
230 | ns->look_position = 0; |
182 | |
231 | |
183 | clear_los (ob); |
232 | clear_los (ob); |
|
|
233 | |
|
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234 | ns->reset_stats (); |
184 | |
235 | |
185 | /* make sure he's a player -- needed because of class change. */ |
236 | /* make sure he's a player -- needed because of class change. */ |
186 | ob->type = PLAYER; // we are paranoid |
237 | ob->type = PLAYER; // we are paranoid |
187 | ob->race = ob->arch->clone.race; |
238 | ob->race = ob->arch->clone.race; |
188 | |
239 | |
189 | if (!legal_range (ob, shoottype)) |
|
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190 | shoottype = range_none; |
|
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191 | |
|
|
192 | ob->carrying = sum_weight (ob); |
240 | ob->carrying = sum_weight (ob); |
193 | link_player_skills (ob); |
241 | link_player_skills (ob); |
194 | |
242 | |
195 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
243 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
196 | update_ob_speed (ob); |
|
|
197 | |
244 | |
198 | assign (title, ob->arch->clone.name); |
245 | assign (title, ob->arch->clone.name); |
199 | |
|
|
200 | /* can_use_shield is a new flag. However, the can_use.. seems to largely come |
|
|
201 | * from the class, and not race. I don't see any way to get the class information |
|
|
202 | * to then update this. I don't think this will actually break anything - anyone |
|
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203 | * that can use armour should be able to use a shield. What this may 'break' |
|
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204 | * are features new characters get, eg, if someone starts up with a Q, they |
|
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205 | * should be able to use a shield. However, old Q's won't get that advantage. |
|
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206 | */ |
|
|
207 | if (QUERY_FLAG (ob, FLAG_USE_ARMOUR)) |
|
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208 | SET_FLAG (ob, FLAG_USE_SHIELD); |
|
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209 | |
246 | |
210 | /* if it's a dragon player, set the correct title here */ |
247 | /* if it's a dragon player, set the correct title here */ |
211 | if (is_dragon_pl (ob)) |
248 | if (is_dragon_pl (ob)) |
212 | { |
249 | { |
213 | object *tmp, *abil = 0, *skin = 0; |
250 | object *tmp, *abil = 0, *skin = 0; |
… | |
… | |
223 | skin = tmp; |
260 | skin = tmp; |
224 | |
261 | |
225 | set_dragon_name (ob, abil, skin); |
262 | set_dragon_name (ob, abil, skin); |
226 | } |
263 | } |
227 | |
264 | |
228 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
|
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229 | add_friendly_object (ob); |
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230 | |
|
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231 | LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host); |
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232 | |
|
|
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); |
|
|
235 | |
266 | |
236 | esrv_new_player (this, ob->weight + ob->carrying); |
267 | esrv_new_player (this, ob->weight + ob->carrying); |
237 | |
268 | |
|
|
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: |
|
|
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; |
|
|
290 | } |
|
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291 | |
|
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292 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
238 | ob->update_stats (); |
293 | ob->update_stats (); |
|
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294 | |
239 | ns->floorbox_update (); |
295 | ns->floorbox_update (); |
240 | |
|
|
241 | esrv_send_inventory (ob, ob); |
296 | esrv_send_inventory (ob, ob); |
242 | esrv_add_spells (this, 0); |
297 | esrv_add_spells (this, 0); |
243 | |
298 | |
244 | enter_exit (ob, 0); |
299 | activate (); |
245 | |
300 | |
246 | send_rules (ob); |
301 | send_rules (ob); |
247 | send_news (ob); |
302 | send_news (ob); |
248 | display_motd (ob); |
303 | display_motd (ob); |
|
|
304 | |
|
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305 | INVOKE_PLAYER (CONNECT, this); |
249 | INVOKE_PLAYER (LOGIN, this); |
306 | INVOKE_PLAYER (LOGIN, this); |
250 | } |
307 | } |
251 | |
308 | |
252 | void |
309 | void |
253 | player::disconnect () |
310 | player::disconnect () |
254 | { |
311 | { |
255 | //TODO: don't be so harsh and destroy :) |
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256 | if (ns) |
312 | if (ns) |
257 | destroy (); |
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 (); |
|
|
320 | ns->pl = 0; |
|
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321 | ns = 0; |
|
|
322 | } |
|
|
323 | |
|
|
324 | if (ob) |
|
|
325 | ob->close_container (); //TODO: client-specific |
|
|
326 | |
|
|
327 | deactivate (); |
258 | } |
328 | } |
259 | |
329 | |
260 | // the need for this function can be explained |
330 | // the need for this function can be explained |
261 | // by load_object not returning the object |
331 | // by load_object not returning the object |
262 | void |
332 | void |
263 | player::set_object (object *op) |
333 | player::set_object (object *op) |
264 | { |
334 | { |
265 | ob = op; |
335 | ob = op; |
266 | ob->contr = this; /* this aren't yet in archetype */ |
336 | ob->contr = this; /* this aren't yet in archetype */ |
267 | |
337 | |
268 | ob->speed_left = 0.5; |
338 | ob->speed_left = 0.5f; |
269 | ob->speed = 1.0; |
339 | ob->speed = 1.0f; |
270 | ob->direction = 5; /* So player faces south */ |
340 | ob->direction = 5; /* So player faces south */ |
271 | ob->stats.wc = 2; |
|
|
272 | ob->run_away = 25; /* Then we panick... */ |
|
|
273 | |
|
|
274 | set_first_map (ob); |
|
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275 | |
|
|
276 | ob->roll_stats (); |
|
|
277 | } |
341 | } |
278 | |
342 | |
279 | player::player () |
343 | player::player () |
280 | { |
344 | { |
281 | /* There are some elements we want initialized to non zero value - |
345 | /* There are some elements we want initialised to non zero value - |
282 | * we deal with that below this point. |
346 | * we deal with that below this point. |
283 | */ |
347 | */ |
284 | outputs_sync = 16; /* Every 2 seconds */ |
348 | outputs_sync = 4; |
285 | outputs_count = 8; /* Keeps present behaviour */ |
349 | outputs_count = 4; |
286 | unapply = unapply_nochoice; |
350 | unapply = unapply_nochoice; |
287 | |
351 | |
288 | assign (savebed_map, first_map_path); /* Init. respawn position */ |
352 | savebed_map = first_map_path; /* Init. respawn position */ |
289 | |
353 | |
290 | gen_sp_armour = 10; |
354 | gen_sp_armour = 10; |
291 | last_speed = -1; |
|
|
292 | shoottype = range_none; |
|
|
293 | bowtype = bow_normal; |
355 | bowtype = bow_normal; |
294 | petmode = pet_normal; |
356 | petmode = pet_normal; |
295 | listening = 10; |
357 | listening = 10; |
296 | usekeys = containers; |
358 | usekeys = containers; |
297 | last_weapon_sp = -1; |
|
|
298 | peaceful = 1; /* default peaceful */ |
359 | peaceful = 1; /* default peaceful */ |
299 | do_los = 1; |
360 | do_los = 1; |
300 | |
|
|
301 | /* we need to clear these to -1 and not zero - otherwise, |
|
|
302 | * if a player quits and starts a new character, we wont |
|
|
303 | * send new values to the client, as things like exp start |
|
|
304 | * at zero. |
|
|
305 | */ |
|
|
306 | for (int i = 0; i < NUM_SKILLS; i++) |
|
|
307 | last_skill_exp[i] = -1; |
|
|
308 | |
|
|
309 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
310 | last_resist[i] = -1; |
|
|
311 | |
|
|
312 | last_stats.exp = -1; |
|
|
313 | last_weight = (uint32) - 1; |
|
|
314 | } |
361 | } |
315 | |
362 | |
316 | void |
363 | void |
317 | player::do_destroy () |
364 | player::do_destroy () |
318 | { |
365 | { |
|
|
366 | disconnect (); |
|
|
367 | |
319 | attachable::do_destroy (); |
368 | attachable::do_destroy (); |
320 | |
369 | |
321 | disconnect (); |
|
|
322 | |
|
|
323 | terminate_all_pets (ob); |
|
|
324 | |
|
|
325 | if (first_player != this) |
|
|
326 | { |
|
|
327 | player *prev = first_player; |
|
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328 | |
|
|
329 | while (prev && prev->next && prev->next != this) |
|
|
330 | prev = prev->next; |
|
|
331 | |
|
|
332 | if (prev->next != this) |
|
|
333 | { |
|
|
334 | LOG (llevError, "Free_player: Can't find previous player.\n"); |
|
|
335 | abort (); |
|
|
336 | } |
|
|
337 | |
|
|
338 | prev->next = next; |
|
|
339 | } |
|
|
340 | else |
|
|
341 | first_player = next; |
|
|
342 | |
|
|
343 | if (ob) |
370 | if (ob) |
|
|
371 | { |
344 | ob->destroy (true); |
372 | ob->destroy_inv (false); |
345 | |
|
|
346 | if (ns) |
|
|
347 | { |
|
|
348 | client *ns = this->ns; |
|
|
349 | ns->send_packet ("goodbye"); |
|
|
350 | ns->flush (); |
|
|
351 | ns->pl = 0; |
|
|
352 | this->ns = 0; |
|
|
353 | ns->destroy (); |
373 | ob->destroy (); |
354 | } |
374 | } |
355 | } |
375 | } |
356 | |
376 | |
357 | player::~player () |
377 | player::~player () |
358 | { |
378 | { |
… | |
… | |
368 | player::create () |
388 | player::create () |
369 | { |
389 | { |
370 | player *pl = new player; |
390 | player *pl = new player; |
371 | |
391 | |
372 | 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); |
373 | |
399 | |
374 | return pl; |
400 | return pl; |
375 | } |
401 | } |
376 | |
402 | |
377 | /* |
403 | /* |
… | |
… | |
408 | object *op = NULL; |
434 | object *op = NULL; |
409 | objectlink *ol; |
435 | objectlink *ol; |
410 | unsigned lastdist; |
436 | unsigned lastdist; |
411 | rv_vector rv; |
437 | rv_vector rv; |
412 | |
438 | |
413 | for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) |
439 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
414 | { |
440 | { |
415 | /* 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 |
416 | * does periodically happen. Given that, lets deal with it. |
442 | * does periodically happen. Given that, lets deal with it. |
417 | * While unlikely, it is possible the next object on the friendly |
443 | * While unlikely, it is possible the next object on the friendly |
418 | * list is also free, so encapsulate this in a while loop. |
444 | * list is also free, so encapsulate this in a while loop. |
… | |
… | |
422 | object *tmp = ol->ob; |
448 | object *tmp = ol->ob; |
423 | |
449 | |
424 | /* 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 |
425 | * itself will have been cleared. |
451 | * itself will have been cleared. |
426 | */ |
452 | */ |
427 | 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 ()); |
428 | ol = ol->next; |
455 | ol = ol->next; |
429 | remove_friendly_object (tmp); |
456 | remove_friendly_object (tmp); |
430 | if (!ol) |
457 | if (!ol) |
431 | return op; |
458 | return op; |
432 | } |
459 | } |
… | |
… | |
521 | x = mon->x; |
548 | x = mon->x; |
522 | y = mon->y; |
549 | y = mon->y; |
523 | m = mon->map; |
550 | m = mon->map; |
524 | dir = rv.direction; |
551 | dir = rv.direction; |
525 | 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 */ |
526 | 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 | |
527 | /* 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. */ |
528 | if (diff > max) |
556 | if (diff > max) |
529 | return 0; |
557 | return 0; |
|
|
558 | |
530 | while (diff > 1 && max > 0) |
559 | while (diff > 1 && max > 0) |
531 | { |
560 | { |
532 | lastx = x; |
561 | lastx = x; |
533 | lasty = y; |
562 | lasty = y; |
534 | lastmap = m; |
563 | lastmap = m; |
… | |
… | |
616 | max--; |
645 | max--; |
617 | lastdir = dir; |
646 | lastdir = dir; |
618 | if (!firstdir) |
647 | if (!firstdir) |
619 | firstdir = dir; |
648 | firstdir = dir; |
620 | } |
649 | } |
|
|
650 | |
621 | if (diff <= 1) |
651 | if (diff <= 1) |
622 | { |
652 | { |
623 | /* Recalculate diff (distance) because we may not have actually |
653 | /* Recalculate diff (distance) because we may not have actually |
624 | * headed toward player for entire distance. |
654 | * headed toward player for entire distance. |
625 | */ |
655 | */ |
626 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
656 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
627 | 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)); |
628 | } |
658 | } |
|
|
659 | |
629 | if (diff > max) |
660 | if (diff > max) |
630 | return 0; |
661 | return 0; |
631 | } |
662 | } |
|
|
663 | |
632 | /* 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 */ |
633 | if (!max) |
665 | if (!max) |
634 | return 0; |
666 | return 0; |
635 | |
667 | |
636 | return firstdir; |
668 | return firstdir; |
… | |
… | |
750 | roll_stat (void) |
782 | roll_stat (void) |
751 | { |
783 | { |
752 | int a[4], i, j, k; |
784 | int a[4], i, j, k; |
753 | |
785 | |
754 | for (i = 0; i < 4; i++) |
786 | for (i = 0; i < 4; i++) |
755 | a[i] = (int) RANDOM () % 6 + 1; |
787 | a[i] = (int) rndm (6) + 1; |
756 | |
788 | |
757 | for (i = 0, j = 0, k = 7; i < 4; i++) |
789 | for (i = 0, j = 0, k = 7; i < 4; i++) |
758 | if (a[i] < k) |
790 | if (a[i] < k) |
759 | k = a[i], j = i; |
791 | k = a[i], j = i; |
760 | |
792 | |
… | |
… | |
766 | } |
798 | } |
767 | |
799 | |
768 | void |
800 | void |
769 | object::roll_stats () |
801 | object::roll_stats () |
770 | { |
802 | { |
771 | int statsort [7]; |
803 | int statsort [NUM_STATS]; |
772 | |
804 | |
773 | for (;;) |
805 | for (;;) |
774 | { |
806 | { |
775 | int sum = 0; |
807 | int sum = 0; |
776 | for (int i = 7; i--; ) |
808 | for (int i = NUM_STATS; i--; ) |
777 | sum += statsort [i] = roll_stat (); |
809 | sum += statsort [i] = roll_stat (); |
778 | |
810 | |
779 | if (sum >= 82 && sum <= 116) |
811 | if (sum >= 82 && sum <= 116) |
780 | break; |
812 | break; |
781 | } |
813 | } |
782 | |
814 | |
783 | // Sort the stats so that rerolling is easier... |
815 | // Sort the stats so that rerolling is easier... |
784 | std::sort (statsort, statsort + 7, std::greater<int>()); |
816 | std::sort (statsort, statsort + NUM_STATS, std::greater<int>()); |
785 | |
817 | |
|
|
818 | for (int i = 0; i < NUM_STATS; ++i) |
786 | stats.Str = statsort[0]; |
819 | stats.stat (i) = statsort [i]; |
787 | stats.Dex = statsort[1]; |
|
|
788 | stats.Con = statsort[2]; |
|
|
789 | stats.Int = statsort[3]; |
|
|
790 | stats.Wis = statsort[4]; |
|
|
791 | stats.Pow = statsort[5]; |
|
|
792 | stats.Cha = statsort[6]; |
|
|
793 | |
820 | |
794 | stats.exp = 0; |
821 | stats.exp = 0; |
795 | stats.ac = 0; |
822 | stats.ac = 0; |
796 | |
823 | |
797 | stats.hp = stats.maxhp; |
824 | stats.hp = stats.maxhp; |
… | |
… | |
809 | } |
836 | } |
810 | |
837 | |
811 | void |
838 | void |
812 | object::swap_stats (int a, int b) |
839 | object::swap_stats (int a, int b) |
813 | { |
840 | { |
814 | int tmp = get_attr_value (&contr->orig_stats, a); |
841 | swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b)); |
815 | set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b)); |
|
|
816 | set_attr_value (&contr->orig_stats, b, tmp); |
|
|
817 | |
842 | |
|
|
843 | for (int i = 0; i < NUM_STATS; ++i) |
818 | stats.Str = contr->orig_stats.Str; |
844 | stats.stat (i) = contr->orig_stats.stat (i); |
819 | stats.Dex = contr->orig_stats.Dex; |
|
|
820 | stats.Con = contr->orig_stats.Con; |
|
|
821 | stats.Int = contr->orig_stats.Int; |
|
|
822 | stats.Wis = contr->orig_stats.Wis; |
|
|
823 | stats.Pow = contr->orig_stats.Pow; |
|
|
824 | stats.Cha = contr->orig_stats.Cha; |
|
|
825 | |
845 | |
826 | //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, |
827 | // be merged with the similar code in roll_stats |
847 | // be merged with the similar code in roll_stats |
828 | stats.ac = 0; |
848 | stats.ac = 0; |
829 | |
849 | |
… | |
… | |
841 | contr->levsp[1] = 6; |
861 | contr->levsp[1] = 6; |
842 | contr->levgrace[1] = 3; |
862 | contr->levgrace[1] = 3; |
843 | |
863 | |
844 | contr->orig_stats = stats; |
864 | contr->orig_stats = stats; |
845 | } |
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, " "); |
846 | } |
877 | } |
847 | |
878 | |
848 | /* This function takes the key that is passed, and does the |
879 | /* This function takes the key that is passed, and does the |
849 | * appropriate action with it (change race, or other things). |
880 | * appropriate action with it (change race, or other things). |
850 | * The function name is for historical reasons - now we have |
881 | * The function name is for historical reasons - now we have |
851 | * separate race and class; this actually changes the RACE, |
882 | * separate race and class; this actually changes the RACE, |
852 | * not the class. |
883 | * not the class. |
853 | */ |
884 | */ |
854 | int |
885 | void |
855 | key_change_class (object *op, char key) |
886 | player::chargen_race_done () |
856 | { |
887 | { |
857 | int tmp_loop; |
|
|
858 | |
|
|
859 | if (key == 'd' || key == 'D') |
|
|
860 | { |
|
|
861 | char buf[MAX_BUF]; |
|
|
862 | |
|
|
863 | /* this must before then initial items are given */ |
888 | /* this must before then initial items are given */ |
864 | esrv_new_player (op->contr, op->weight + op->carrying); |
889 | esrv_new_player (ob->contr, ob->weight + ob->carrying); |
865 | |
890 | |
866 | treasurelist *tl = find_treasurelist ("starting_wealth"); |
891 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
867 | if (tl) |
892 | if (tl) |
868 | create_treasure (tl, op, 0, 0, 0); |
893 | create_treasure (tl, ob, 0, 0, 0); |
869 | |
894 | |
870 | INVOKE_PLAYER (BIRTH, op->contr); |
895 | INVOKE_PLAYER (BIRTH, ob->contr); |
871 | INVOKE_PLAYER (LOGIN, op->contr); |
896 | INVOKE_PLAYER (LOGIN, ob->contr); |
872 | |
897 | |
873 | op->contr->ns->state = ST_PLAYING; |
898 | ob->contr->ns->state = ST_PLAYING; |
874 | |
899 | |
875 | if (op->msg) |
900 | if (ob->msg) |
876 | op->msg = NULL; |
901 | ob->msg = 0; |
877 | |
902 | |
878 | /* 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 |
879 | * to save here. |
904 | * to save here. |
880 | */ |
905 | */ |
|
|
906 | { |
|
|
907 | char buf[MAX_BUF]; |
881 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
908 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name); |
882 | make_path_to_file (buf); |
909 | make_path_to_file (buf); |
|
|
910 | } |
883 | |
911 | |
884 | #ifdef AUTOSAVE |
|
|
885 | op->contr->last_save_tick = pticks; |
|
|
886 | #endif |
|
|
887 | start_info (op); |
912 | start_info (ob); |
888 | CLEAR_FLAG (op, FLAG_WIZ); |
913 | CLEAR_FLAG (ob, FLAG_WIZ); |
889 | give_initial_items (op, op->randomitems); |
914 | give_initial_items (ob, ob->randomitems); |
890 | link_player_skills (op); |
915 | link_player_skills (ob); |
891 | esrv_send_inventory (op, op); |
916 | esrv_send_inventory (ob, ob); |
892 | op->update_stats (); |
917 | ob->update_stats (); |
893 | |
918 | |
894 | /* This moves the player to a different start map, if there |
919 | /* This moves the player to a different start map, if there |
895 | * is one for this race |
920 | * is one for this race |
896 | */ |
921 | */ |
897 | if (*first_map_ext_path) |
922 | if (*first_map_ext_path) |
898 | { |
923 | { |
899 | object *tmp; |
924 | object *tmp; |
900 | char mapname[MAX_BUF]; |
925 | char mapname[MAX_BUF]; |
901 | |
926 | |
902 | 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); |
903 | tmp = object::create (); |
928 | tmp = object::create (); |
904 | EXIT_PATH (tmp) = mapname; |
929 | EXIT_PATH (tmp) = mapname; |
905 | EXIT_X (tmp) = op->x; |
930 | EXIT_X (tmp) = ob->x; |
906 | EXIT_Y (tmp) = op->y; |
931 | EXIT_Y (tmp) = ob->y; |
907 | 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; |
908 | * if the map isn't there, then stay on the |
933 | * if the map isn't there, then stay on the |
909 | * default initial map */ |
934 | * default initial map */ |
910 | tmp->destroy (); |
935 | tmp->destroy (); |
911 | } |
936 | } |
912 | else |
937 | else |
913 | LOG (llevDebug, "first_map_ext_path not set\n"); |
938 | LOG (llevDebug, "first_map_ext_path not set\n"); |
|
|
939 | } |
914 | |
940 | |
915 | return 0; |
941 | void |
916 | } |
942 | player::chargen_race_next () |
917 | |
943 | { |
918 | /* Following actually changes the race - this is the default command |
944 | /* Following actually changes the race - this is the default command |
919 | * if we don't match with one of the options above. |
945 | * if we don't match with one of the options above. |
920 | */ |
946 | */ |
921 | |
947 | |
922 | tmp_loop = 0; |
948 | do |
923 | while (!tmp_loop) |
|
|
924 | { |
949 | { |
925 | shstr name = op->name; |
950 | shstr name = ob->name; |
926 | int x = op->x, y = op->y; |
951 | int x = ob->x, y = ob->y; |
927 | |
952 | |
928 | op->remove_statbonus (); |
953 | ob->remove_statbonus (); |
929 | op->remove (); |
954 | ob->remove (); |
930 | op->arch = get_player_archetype (op->arch); |
955 | ob->arch = get_player_archetype (ob->arch); |
931 | op->arch->clone.copy_to (op); |
956 | ob->arch->clone.copy_to (ob); |
932 | op->instantiate (); |
957 | ob->instantiate (); |
933 | op->stats = op->contr->orig_stats; |
958 | ob->stats = ob->contr->orig_stats; |
934 | op->name = op->name_pl = name; |
959 | ob->name = ob->name_pl = name; |
935 | op->x = x; |
960 | ob->x = x; |
936 | op->y = y; |
961 | ob->y = y; |
937 | SET_ANIMATION (op, 2); /* So player faces south */ |
962 | SET_ANIMATION (ob, 2); /* So player faces south */ |
938 | insert_ob_in_map (op, op->map, op, 0); |
963 | insert_ob_in_map (ob, ob->map, ob, 0); |
939 | assign (op->contr->title, op->arch->clone.name); |
964 | assign (ob->contr->title, ob->arch->clone.name); |
940 | op->add_statbonus (); |
965 | ob->add_statbonus (); |
941 | tmp_loop = allowed_class (op); |
|
|
942 | } |
966 | } |
|
|
967 | while (!allowed_class (ob)); |
943 | |
968 | |
944 | update_object (op, UP_OBJ_FACE); |
969 | update_object (ob, UP_OBJ_FACE); |
945 | esrv_update_item (UPD_FACE, op, op); |
970 | esrv_update_item (UPD_FACE, ob, ob); |
946 | op->update_stats (); |
971 | ob->update_stats (); |
947 | op->stats.hp = op->stats.maxhp; |
972 | ob->stats.hp = ob->stats.maxhp; |
948 | op->stats.sp = op->stats.maxsp; |
973 | ob->stats.sp = ob->stats.maxsp; |
949 | op->stats.grace = 0; |
974 | ob->stats.grace = 0; |
950 | |
|
|
951 | if (op->msg) |
|
|
952 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
|
|
953 | |
|
|
954 | send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); |
|
|
955 | return 0; |
|
|
956 | } |
|
|
957 | |
|
|
958 | int |
|
|
959 | key_confirm_quit (object *op, char key) |
|
|
960 | { |
|
|
961 | if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') |
|
|
962 | { |
|
|
963 | op->contr->ns->state = ST_PLAYING; |
|
|
964 | new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); |
|
|
965 | return 1; |
|
|
966 | } |
|
|
967 | |
|
|
968 | INVOKE_PLAYER (LOGOUT, op->contr); |
|
|
969 | INVOKE_PLAYER (QUIT, op->contr); |
|
|
970 | |
|
|
971 | op->contr->enable_save = false; |
|
|
972 | |
|
|
973 | terminate_all_pets (op); |
|
|
974 | leave_map (op); |
|
|
975 | op->direction = 0; |
|
|
976 | new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); |
|
|
977 | |
|
|
978 | strcpy (op->contr->killer, "quit"); |
|
|
979 | check_score (op); |
|
|
980 | op->contr->party = 0; |
|
|
981 | op->contr->own_title[0] = '\0'; |
|
|
982 | |
|
|
983 | object_ptr ob = op; |
|
|
984 | |
|
|
985 | /* We need to hunt for any per player unique maps in memory and |
|
|
986 | * get rid of them. The trailing slash in the path is intentional, |
|
|
987 | * so that players named 'Ab' won't match against players 'Abe' pathname |
|
|
988 | */ |
|
|
989 | char buf[MAX_BUF]; |
|
|
990 | sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); |
|
|
991 | |
|
|
992 | for (maptile *next, *mp = first_map; mp; mp = next) |
|
|
993 | { |
|
|
994 | next = mp->next; |
|
|
995 | |
|
|
996 | if (!strncmp (mp->path, buf, strlen (buf))) |
|
|
997 | delete_map (mp); |
|
|
998 | } |
|
|
999 | |
|
|
1000 | delete_character (ob->name, 1); |
|
|
1001 | ob->contr->destroy (); |
|
|
1002 | |
|
|
1003 | return 1; |
|
|
1004 | } |
975 | } |
1005 | |
976 | |
1006 | void |
977 | void |
1007 | flee_player (object *op) |
978 | flee_player (object *op) |
1008 | { |
979 | { |
… | |
… | |
1055 | /* Cornered, get rid of scared */ |
1026 | /* Cornered, get rid of scared */ |
1056 | CLEAR_FLAG (op, FLAG_SCARED); |
1027 | CLEAR_FLAG (op, FLAG_SCARED); |
1057 | op->enemy = NULL; |
1028 | op->enemy = NULL; |
1058 | } |
1029 | } |
1059 | |
1030 | |
1060 | |
|
|
1061 | /* 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. |
1062 | * 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 |
1063 | * stop. |
1033 | * stop. |
1064 | */ |
1034 | */ |
1065 | int |
1035 | int |
1066 | check_pick (object *op) |
1036 | check_pick (object *op) |
1067 | { |
1037 | { |
1068 | object *tmp, *next; |
1038 | object *tmp, *next; |
1069 | int stop = 0; |
1039 | int stop = 0; |
1070 | int j, k, wvratio; |
1040 | int wvratio; |
1071 | char putstring[128], tmpstr[16]; |
1041 | char putstring[128]; |
1072 | |
1042 | |
1073 | /* if you're flying, you cna't pick up anything */ |
1043 | /* if you're flying, you cna't pick up anything */ |
1074 | if (op->move_type & MOVE_FLYING) |
1044 | if (op->move_type & MOVE_FLYING) |
1075 | return 1; |
1045 | return 1; |
1076 | |
1046 | |
… | |
… | |
1413 | * found object is returned. |
1383 | * found object is returned. |
1414 | */ |
1384 | */ |
1415 | object * |
1385 | object * |
1416 | find_arrow (object *op, const char *type) |
1386 | find_arrow (object *op, const char *type) |
1417 | { |
1387 | { |
1418 | object *tmp = NULL; |
1388 | object *tmp = 0; |
1419 | |
1389 | |
1420 | for (op = op->inv; op; op = op->below) |
1390 | for (op = op->inv; op; op = op->below) |
1421 | 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)) |
1422 | tmp = find_arrow (op, type); |
1392 | tmp = find_arrow (op, type); |
1423 | else if (op->type == ARROW && op->race == type) |
1393 | else if (op->type == ARROW && op->race == type) |
1424 | return op; |
1394 | return op; |
|
|
1395 | |
1425 | return tmp; |
1396 | return tmp; |
1426 | } |
1397 | } |
1427 | |
1398 | |
1428 | /* |
1399 | /* |
1429 | * 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 |
1430 | * 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 |
1431 | * 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 |
1432 | * 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. |
1433 | */ |
1404 | */ |
1434 | |
|
|
1435 | object * |
1405 | object * |
1436 | 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) |
1437 | { |
1407 | { |
1438 | object *tmp = NULL, *arrow, *ntmp; |
1408 | object *tmp = NULL, *arrow, *ntmp; |
1439 | int attacknum, attacktype, betterby = 0, i; |
1409 | int attacknum, attacktype, betterby = 0, i; |
… | |
… | |
1505 | * find_better_arrow to find a decent arrow to use. |
1475 | * find_better_arrow to find a decent arrow to use. |
1506 | * op = the shooter |
1476 | * op = the shooter |
1507 | * type = bow->race |
1477 | * type = bow->race |
1508 | * dir = fire direction |
1478 | * dir = fire direction |
1509 | */ |
1479 | */ |
1510 | |
|
|
1511 | object * |
1480 | object * |
1512 | pick_arrow_target (object *op, const char *type, int dir) |
1481 | pick_arrow_target (object *op, const char *type, int dir) |
1513 | { |
1482 | { |
1514 | object *tmp = NULL; |
1483 | object *tmp = NULL; |
1515 | maptile *m; |
1484 | maptile *m; |
… | |
… | |
1580 | */ |
1549 | */ |
1581 | int |
1550 | int |
1582 | 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) |
1583 | { |
1552 | { |
1584 | object *left, *bow; |
1553 | object *left, *bow; |
1585 | int bowspeed, mflags; |
1554 | int mflags; |
1586 | maptile *m; |
1555 | maptile *m; |
1587 | |
1556 | |
1588 | if (!dir) |
1557 | if (!dir) |
1589 | { |
1558 | { |
1590 | 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!"); |
1591 | return 0; |
1560 | return 0; |
1592 | } |
1561 | } |
1593 | |
1562 | |
1594 | if (op->type == PLAYER) |
1563 | if (op->contr) |
1595 | bow = op->contr->ranges[range_bow]; |
1564 | bow = op->current_weapon; |
1596 | else |
1565 | else |
1597 | { |
1566 | { |
1598 | for (bow = op->inv; bow; bow = bow->below) |
1567 | for (bow = op->inv; bow; bow = bow->below) |
1599 | /* 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 |
1600 | * 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. |
… | |
… | |
1605 | if (!bow) |
1574 | if (!bow) |
1606 | { |
1575 | { |
1607 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1576 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1608 | return 0; |
1577 | return 0; |
1609 | } |
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 | |
1610 | } |
1587 | } |
1611 | |
1588 | |
1612 | if (!bow->race || !bow->skill) |
1589 | if (!bow->race || !bow->skill) |
1613 | { |
1590 | { |
1614 | 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); |
1615 | return 0; |
1592 | return 0; |
1616 | } |
1593 | } |
1617 | |
|
|
1618 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
|
|
1619 | |
|
|
1620 | /* penalize ROF for bestarrow */ |
|
|
1621 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
|
|
1622 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
|
|
1623 | |
|
|
1624 | if (bowspeed < 1) |
|
|
1625 | bowspeed = 1; |
|
|
1626 | |
1594 | |
1627 | if (arrow == NULL) |
1595 | if (arrow == NULL) |
1628 | { |
1596 | { |
1629 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1597 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1630 | { |
1598 | { |
1631 | if (op->type == PLAYER) |
1599 | if (op->type == PLAYER) |
1632 | 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); |
1633 | /* 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 */ |
1634 | else |
1602 | else |
1635 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1603 | CLEAR_FLAG (op, FLAG_READY_BOW); |
|
|
1604 | |
1636 | return 0; |
1605 | return 0; |
1637 | } |
1606 | } |
1638 | } |
1607 | } |
1639 | |
1608 | |
1640 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1609 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
… | |
… | |
1662 | return 0; |
1631 | return 0; |
1663 | } |
1632 | } |
1664 | |
1633 | |
1665 | arrow->set_owner (op); |
1634 | arrow->set_owner (op); |
1666 | arrow->skill = bow->skill; |
1635 | arrow->skill = bow->skill; |
1667 | |
|
|
1668 | arrow->direction = dir; |
1636 | arrow->direction = dir; |
1669 | arrow->x = sx; |
1637 | |
1670 | 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; |
1671 | |
1675 | |
1672 | if (op->type == PLAYER) |
1676 | if (op->type == PLAYER) |
1673 | { |
1677 | { |
1674 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
|
|
1675 | op->update_stats (); |
|
|
1676 | } |
|
|
1677 | |
|
|
1678 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1679 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
|
|
1680 | arrow->stats.hp = arrow->stats.dam; |
|
|
1681 | arrow->stats.grace = arrow->attacktype; |
|
|
1682 | if (arrow->slaying != NULL) |
|
|
1683 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1684 | |
|
|
1685 | /* Note that this was different for monsters - they got their level |
|
|
1686 | * added to the damage. I think the strength bonus is more proper. |
|
|
1687 | */ |
|
|
1688 | |
|
|
1689 | arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic; |
|
|
1690 | |
|
|
1691 | /* update the speed */ |
|
|
1692 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
|
|
1693 | 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
|
|
1694 | |
|
|
1695 | if (arrow->speed < 1.0) |
|
|
1696 | arrow->speed = 1.0; |
|
|
1697 | update_ob_speed (arrow); |
|
|
1698 | arrow->speed_left = 0; |
|
|
1699 | |
|
|
1700 | if (op->type == PLAYER) |
|
|
1701 | { |
|
|
1702 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
|
|
1703 | (op->chosen_skill ? op->chosen_skill->level : op->level) - |
|
|
1704 | dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod; |
|
|
1705 | |
|
|
1706 | 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; |
1707 | } |
1685 | } |
1708 | else |
1686 | else |
1709 | { |
1687 | { |
1710 | arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; |
|
|
1711 | arrow->level = op->level; |
1688 | arrow->level = op->level; |
1712 | } |
1689 | arrow->stats.wc -= bow->magic; |
1713 | |
1690 | |
1714 | if (arrow->attacktype == AT_PHYSICAL) |
1691 | if (!arrow->slaying) |
|
|
1692 | arrow->slaying = bow->slaying; |
|
|
1693 | |
1715 | arrow->attacktype |= bow->attacktype; |
1694 | arrow->attacktype |= bow->attacktype; |
|
|
1695 | } |
1716 | |
1696 | |
1717 | if (bow->slaying) |
1697 | wc -= arrow->level; |
1718 | arrow->slaying = bow->slaying; |
1698 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
1719 | |
1699 | |
1720 | arrow->map = m; |
1700 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1721 | arrow->move_type = MOVE_FLY_LOW; |
1701 | arrow->move_type = MOVE_FLY_LOW; |
1722 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1702 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1723 | |
1703 | |
1724 | 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); |
1725 | insert_ob_in_map (arrow, m, op, 0); |
1705 | m->insert (arrow, sx, sy, op); |
1726 | |
1706 | |
1727 | if (!arrow->destroyed ()) |
1707 | if (!arrow->destroyed ()) |
1728 | move_arrow (arrow); |
1708 | move_arrow (arrow); |
1729 | |
1709 | |
1730 | if (op->type == PLAYER) |
1710 | if (op->type == PLAYER) |
… | |
… | |
1750 | { |
1730 | { |
1751 | int ret = 0, wcmod = 0; |
1731 | int ret = 0, wcmod = 0; |
1752 | |
1732 | |
1753 | if (op->contr->bowtype == bow_bestarrow) |
1733 | if (op->contr->bowtype == bow_bestarrow) |
1754 | { |
1734 | { |
1755 | 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); |
1756 | } |
1736 | } |
1757 | 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) |
1758 | { |
1738 | { |
1759 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1739 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1760 | wcmod = -1; |
1740 | wcmod = -1; |
|
|
1741 | |
1761 | 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); |
1762 | } |
1743 | } |
1763 | else if (op->contr->bowtype == bow_threewide) |
1744 | else if (op->contr->bowtype == bow_threewide) |
1764 | { |
1745 | { |
1765 | 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); |
… | |
… | |
1769 | else if (op->contr->bowtype == bow_spreadshot) |
1750 | else if (op->contr->bowtype == bow_spreadshot) |
1770 | { |
1751 | { |
1771 | 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); |
1772 | 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); |
1773 | 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); |
1774 | |
|
|
1775 | } |
1755 | } |
1776 | else |
1756 | else |
1777 | { |
1757 | { |
1778 | /* Simple case */ |
1758 | /* Simple case */ |
1779 | 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); |
1780 | } |
1760 | } |
|
|
1761 | |
1781 | return ret; |
1762 | return ret; |
1782 | } |
1763 | } |
1783 | |
|
|
1784 | |
1764 | |
1785 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1765 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1786 | * Broken apart from 'fire' to keep it more readable. |
1766 | * Broken apart from 'fire' to keep it more readable. |
1787 | */ |
1767 | */ |
1788 | void |
1768 | void |
1789 | fire_misc_object (object *op, int dir) |
1769 | fire_misc_object (object *op, int dir) |
1790 | { |
1770 | { |
1791 | object *item; |
1771 | object *item = op->contr->ranged_ob; |
1792 | |
1772 | |
1793 | if (!op->contr->ranges[range_misc]) |
1773 | if (!item) |
1794 | { |
1774 | { |
1795 | 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."); |
1796 | return; |
1776 | return; |
1797 | } |
1777 | } |
1798 | |
1778 | |
1799 | item = op->contr->ranges[range_misc]; |
|
|
1800 | if (!item->inv) |
1779 | if (!item->inv) |
1801 | { |
1780 | { |
1802 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1781 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1803 | return; |
1782 | return; |
1804 | } |
1783 | } |
|
|
1784 | |
|
|
1785 | if (!op->change_weapon (item)) |
|
|
1786 | return; |
|
|
1787 | |
1805 | if (item->type == WAND) |
1788 | if (item->type == WAND) |
1806 | { |
1789 | { |
1807 | if (item->stats.food <= 0) |
1790 | if (item->stats.food <= 0) |
1808 | { |
1791 | { |
1809 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1792 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1810 | 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 | |
1811 | return; |
1795 | return; |
1812 | } |
1796 | } |
1813 | } |
1797 | } |
1814 | else if (item->type == ROD || item->type == HORN) |
1798 | else if (item->type == ROD || item->type == HORN) |
1815 | { |
1799 | { |
1816 | 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)) |
1817 | { |
1801 | { |
1818 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1802 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
|
|
1803 | |
1819 | if (item->type == ROD) |
1804 | if (item->type == ROD) |
1820 | 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)); |
1821 | else |
1806 | else |
1822 | 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 | |
1823 | return; |
1809 | return; |
1824 | } |
1810 | } |
1825 | } |
1811 | } |
1826 | |
1812 | |
1827 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1813 | if (cast_spell (op, item, dir, item->inv, NULL)) |
… | |
… | |
1835 | |
1821 | |
1836 | if (item->arch) |
1822 | if (item->arch) |
1837 | { |
1823 | { |
1838 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1824 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1839 | item->face = item->arch->clone.face; |
1825 | item->face = item->arch->clone.face; |
1840 | item->speed = 0; |
1826 | item->set_speed (0); |
1841 | update_ob_speed (item); |
|
|
1842 | } |
1827 | } |
|
|
1828 | |
1843 | if ((tmp = item->in_player ())) |
1829 | if ((tmp = item->in_player ())) |
1844 | esrv_update_item (UPD_ANIM, tmp, item); |
1830 | esrv_update_item (UPD_ANIM, tmp, item); |
1845 | } |
1831 | } |
1846 | } |
1832 | } |
1847 | else if (item->type == ROD || item->type == HORN) |
1833 | else if (item->type == ROD || item->type == HORN) |
1848 | { |
|
|
1849 | drain_rod_charge (item); |
1834 | drain_rod_charge (item); |
1850 | } |
|
|
1851 | } |
1835 | } |
1852 | } |
1836 | } |
1853 | |
1837 | |
1854 | /* Received a fire command for the player - go and do it. |
1838 | /* Received a fire command for the player - go and do it. |
1855 | */ |
1839 | */ |
… | |
… | |
1860 | |
1844 | |
1861 | /* check for loss of invisiblity/hide */ |
1845 | /* check for loss of invisiblity/hide */ |
1862 | if (action_makes_visible (op)) |
1846 | if (action_makes_visible (op)) |
1863 | make_visible (op); |
1847 | make_visible (op); |
1864 | |
1848 | |
1865 | switch (op->contr->shoottype) |
1849 | player *pl = op->contr; |
|
|
1850 | |
|
|
1851 | if (pl->golem) |
1866 | { |
1852 | { |
1867 | case range_none: |
1853 | control_golem (op->contr->golem, dir); |
1868 | return; |
1854 | return; |
|
|
1855 | } |
1869 | |
1856 | |
1870 | 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: |
1871 | player_fire_bow (op, dir); |
1868 | player_fire_bow (op, dir); |
1872 | return; |
1869 | break; |
1873 | |
1870 | |
1874 | case range_magic: /* Casting spells */ |
1871 | case SPELL: |
1875 | 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); |
1876 | return; |
1873 | break; |
1877 | |
1874 | |
1878 | 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: |
1879 | fire_misc_object (op, dir); |
1884 | fire_misc_object (op, dir); |
1880 | return; |
1885 | break; |
1881 | |
|
|
1882 | case range_golem: /* Control summoned monsters from scrolls */ |
|
|
1883 | if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
1884 | { |
|
|
1885 | op->contr->ranges[range_golem] = 0; |
|
|
1886 | op->contr->shoottype = range_none; |
|
|
1887 | } |
|
|
1888 | else |
|
|
1889 | control_golem (op->contr->ranges[range_golem], dir); |
|
|
1890 | return; |
|
|
1891 | |
|
|
1892 | case range_skill: |
|
|
1893 | if (!op->chosen_skill) |
|
|
1894 | { |
|
|
1895 | if (op->type == PLAYER) |
|
|
1896 | new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
|
|
1897 | return; |
|
|
1898 | } |
|
|
1899 | (void) do_skill (op, op, op->chosen_skill, dir, NULL); |
|
|
1900 | return; |
|
|
1901 | case range_builder: |
|
|
1902 | apply_map_builder (op, dir); |
|
|
1903 | return; |
|
|
1904 | default: |
|
|
1905 | new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); |
|
|
1906 | return; |
|
|
1907 | } |
1886 | } |
1908 | } |
1887 | } |
1909 | |
|
|
1910 | |
|
|
1911 | |
1888 | |
1912 | /* find_key |
1889 | /* find_key |
1913 | * 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 |
1914 | * and successfully use it, we return the key, otherwise NULL |
1891 | * and successfully use it, we return the key, otherwise NULL |
1915 | * This function merges both normal and locked door, since the logic |
1892 | * This function merges both normal and locked door, since the logic |
… | |
… | |
1917 | * pl is the player, |
1894 | * pl is the player, |
1918 | * inv is the objects inventory to searched |
1895 | * inv is the objects inventory to searched |
1919 | * door is the door we are trying to match against. |
1896 | * door is the door we are trying to match against. |
1920 | * This function can be called recursively to search containers. |
1897 | * This function can be called recursively to search containers. |
1921 | */ |
1898 | */ |
1922 | |
|
|
1923 | object * |
1899 | object * |
1924 | find_key (object *pl, object *container, object *door) |
1900 | find_key (object *pl, object *container, object *door) |
1925 | { |
1901 | { |
1926 | object *tmp, *key; |
1902 | object *tmp, *key; |
1927 | |
1903 | |
1928 | /* Should not happen, but sanity checking is never bad */ |
1904 | /* Should not happen, but sanity checking is never bad */ |
1929 | if (container->inv == NULL) |
1905 | if (!container->inv) |
1930 | return NULL; |
1906 | return 0; |
1931 | |
1907 | |
1932 | /* 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 */ |
1933 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1909 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1934 | { |
1910 | { |
1935 | if (door->type == DOOR && tmp->type == KEY) |
1911 | if (door->type == DOOR && tmp->type == KEY) |
1936 | break; |
1912 | break; |
1937 | /* For sanity, we should really check door type, but other stuff |
1913 | /* For sanity, we should really check door type, but other stuff |
1938 | * (like containers) can be locked with special keys |
1914 | * (like containers) can be locked with special keys |
1939 | */ |
1915 | */ |
1940 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1916 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1941 | break; |
1917 | break; |
1942 | } |
1918 | } |
|
|
1919 | |
1943 | /* No key found - lets search inventories now */ |
1920 | /* No key found - lets search inventories now */ |
1944 | /* 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. |
1945 | * 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 |
1946 | * a key, return |
1923 | * a key, return |
1947 | */ |
1924 | */ |
1948 | if (!tmp) |
1925 | if (!tmp) |
1949 | { |
1926 | { |
1950 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1927 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1951 | { |
1928 | { |
1952 | /* No reason to search empty containers */ |
1929 | /* No reason to search empty containers */ |
1953 | if (tmp->type == CONTAINER && tmp->inv) |
1930 | if (tmp->type == CONTAINER && tmp->inv) |
1954 | { |
1931 | { |
1955 | if ((key = find_key (pl, tmp, door)) != NULL) |
1932 | if ((key = find_key (pl, tmp, door))) |
1956 | return key; |
1933 | return key; |
1957 | } |
1934 | } |
1958 | } |
1935 | } |
|
|
1936 | |
1959 | if (!tmp) |
1937 | if (!tmp) |
1960 | return NULL; |
1938 | return NULL; |
1961 | } |
1939 | } |
|
|
1940 | |
1962 | /* 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, |
1963 | * see if we actually want to use it |
1942 | * see if we actually want to use it |
1964 | */ |
1943 | */ |
1965 | if (pl != container) |
1944 | if (pl != container) |
1966 | { |
1945 | { |
… | |
… | |
1987 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1966 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1988 | "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)); |
1989 | return NULL; |
1968 | return NULL; |
1990 | } |
1969 | } |
1991 | } |
1970 | } |
|
|
1971 | |
1992 | return tmp; |
1972 | return tmp; |
1993 | } |
1973 | } |
1994 | |
1974 | |
1995 | /* moved door processing out of move_player_attack. |
1975 | /* moved door processing out of move_player_attack. |
1996 | * returns 1 if player has opened the door with a key |
1976 | * returns 1 if player has opened the door with a key |
… | |
… | |
2010 | if (key) |
1990 | if (key) |
2011 | { |
1991 | { |
2012 | object *container = key->env; |
1992 | object *container = key->env; |
2013 | |
1993 | |
2014 | 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 | |
2015 | if (action_makes_visible (op)) |
1996 | if (action_makes_visible (op)) |
2016 | make_visible (op); |
1997 | make_visible (op); |
|
|
1998 | |
2017 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1999 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
2018 | spring_trap (door->inv, op); |
2000 | spring_trap (door->inv, op); |
|
|
2001 | |
2019 | if (door->type == DOOR) |
2002 | if (door->type == DOOR) |
2020 | { |
|
|
2021 | 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 */ |
2022 | } |
|
|
2023 | else if (door->type == LOCKED_DOOR) |
2004 | else if (door->type == LOCKED_DOOR) |
2024 | { |
2005 | { |
2025 | 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)); |
2026 | remove_door2 (door); /* remove door without violence ;-) */ |
2007 | remove_door2 (door); /* remove door without violence ;-) */ |
2027 | } |
2008 | } |
|
|
2009 | |
2028 | /* Do this after we print the message */ |
2010 | /* Do this after we print the message */ |
2029 | decrease_ob (key); /* Use up one of the keys */ |
2011 | decrease_ob (key); /* Use up one of the keys */ |
2030 | /* Need to update the weight the container the key was in */ |
2012 | /* Need to update the weight the container the key was in */ |
2031 | if (container != op) |
2013 | if (container != op) |
2032 | esrv_update_item (UPD_WEIGHT, op, container); |
2014 | esrv_update_item (UPD_WEIGHT, op, container); |
|
|
2015 | |
2033 | return 1; /* Nothing more to do below */ |
2016 | return 1; /* Nothing more to do below */ |
2034 | } |
2017 | } |
2035 | else if (door->type == LOCKED_DOOR) |
2018 | else if (door->type == LOCKED_DOOR) |
2036 | { |
2019 | { |
2037 | /* Might as well return now - no other way to open this */ |
2020 | /* Might as well return now - no other way to open this */ |
2038 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
2021 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
2039 | return 1; |
2022 | return 1; |
2040 | } |
2023 | } |
|
|
2024 | |
2041 | return 0; |
2025 | return 0; |
2042 | } |
2026 | } |
2043 | |
2027 | |
2044 | /* This function is just part of a breakup from move_player. |
2028 | /* This function is just part of a breakup from move_player. |
2045 | * It should keep the code cleaner. |
2029 | * It should keep the code cleaner. |
… | |
… | |
2049 | */ |
2033 | */ |
2050 | void |
2034 | void |
2051 | move_player_attack (object *op, int dir) |
2035 | move_player_attack (object *op, int dir) |
2052 | { |
2036 | { |
2053 | object *tmp, *mon; |
2037 | object *tmp, *mon; |
2054 | sint16 nx, ny; |
|
|
2055 | int on_battleground; |
2038 | int on_battleground; |
2056 | maptile *m; |
2039 | maptile *m; |
2057 | |
2040 | |
2058 | nx = freearr_x[dir] + op->x; |
2041 | sint16 nx = freearr_x[dir] + op->x; |
2059 | ny = freearr_y[dir] + op->y; |
2042 | sint16 ny = freearr_y[dir] + op->y; |
2060 | |
2043 | |
2061 | on_battleground = op_on_battleground (op, 0, 0); |
2044 | on_battleground = op_on_battleground (op, 0, 0); |
2062 | |
2045 | |
2063 | /* 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 |
2064 | * 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 |
… | |
… | |
2071 | */ |
2054 | */ |
2072 | 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)) |
2073 | { |
2056 | { |
2074 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
2057 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
2075 | { |
2058 | { |
2076 | m = get_map_from_coord (op->map, &nx, &ny); |
2059 | m = op->map->xy_find (nx, ny); |
2077 | if (!m) |
2060 | if (!m) |
2078 | return; /* Don't think this should happen */ |
2061 | return; /* Don't think this should happen */ |
2079 | } |
2062 | } |
2080 | else |
2063 | else |
2081 | m = op->map; |
2064 | m = op->map; |
2082 | |
2065 | |
2083 | if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) |
2066 | if (!(tmp = m->at (nx, ny).bot)) |
2084 | { |
|
|
2085 | /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */ |
|
|
2086 | return; |
2067 | return; |
2087 | } |
|
|
2088 | |
2068 | |
2089 | mon = 0; |
2069 | mon = 0; |
2090 | /* 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 |
2091 | * 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. |
2092 | * 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 |
… | |
… | |
2132 | |
2112 | |
2133 | /* 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 |
2134 | * peaceful. Our assumption is the creature is a pet if the |
2114 | * peaceful. Our assumption is the creature is a pet if the |
2135 | * player owns it and it is either friendly or unagressive. |
2115 | * player owns it and it is either friendly or unagressive. |
2136 | */ |
2116 | */ |
2137 | if ((op->type == PLAYER) |
2117 | if (op->type == PLAYER |
2138 | #if COZY_SERVER |
|
|
2139 | && |
|
|
2140 | ((mon->owner && mon->owner->contr |
2118 | && ((mon->owner && mon->owner->contr |
2141 | && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) |
2119 | && same_party (mon->owner->contr->party, op->contr->party)) |
2142 | #else |
|
|
2143 | && mon->owner == op |
2120 | || mon->owner == op) |
2144 | #endif |
|
|
2145 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2121 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2146 | { |
2122 | { |
2147 | /* 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 */ |
2148 | if (op->contr->braced) |
2124 | if (op->contr->braced) |
2149 | return; |
2125 | return; |
|
|
2126 | |
2150 | 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); |
2151 | (void) push_ob (mon, dir, op); |
2128 | push_ob (mon, dir, op); |
2152 | if (op->contr->tmp_invis || op->hide) |
2129 | if (op->contr->tmp_invis || op->hide) |
2153 | make_visible (op); |
2130 | make_visible (op); |
|
|
2131 | |
2154 | return; |
2132 | return; |
2155 | } |
2133 | } |
2156 | |
2134 | |
2157 | /* in certain circumstances, you shouldn't attack friendly |
2135 | /* in certain circumstances, you shouldn't attack friendly |
2158 | * creatures. Note that if you are braced, you can't push |
2136 | * creatures. Note that if you are braced, you can't push |
2159 | * 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 |
2160 | * attack them either. |
2138 | * attack them either. |
2161 | */ |
2139 | */ |
2162 | if ((mon->type == PLAYER || mon->enemy != op) && |
2140 | if ((mon->type == PLAYER || mon->enemy != op) |
2163 | (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)) |
2164 | #ifdef PROHIBIT_PLAYERKILL |
|
|
2165 | (op->contr->peaceful |
2142 | && ((op->contr->peaceful |
2166 | || (mon->type == PLAYER |
2143 | || (mon->type == PLAYER && mon->contr->peaceful)) |
2167 | && mon->contr-> |
|
|
2168 | peaceful)) && |
|
|
2169 | #else |
|
|
2170 | op->contr->peaceful && |
|
|
2171 | #endif |
|
|
2172 | !on_battleground)) |
2144 | && !on_battleground)) |
2173 | { |
2145 | { |
2174 | if (!op->contr->braced) |
2146 | if (!op->contr->braced) |
2175 | { |
2147 | { |
2176 | 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); |
2177 | (void) push_ob (mon, dir, op); |
2149 | push_ob (mon, dir, op); |
2178 | } |
2150 | } |
2179 | else |
2151 | else |
2180 | new_draw_info (0, 0, op, "You withhold your attack"); |
2152 | new_draw_info (0, 0, op, "You withhold your attack"); |
2181 | |
2153 | |
2182 | if (op->contr->tmp_invis || op->hide) |
2154 | if (op->contr->tmp_invis || op->hide) |
… | |
… | |
2197 | * 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 |
2198 | * and be living. Then, it must be one of the following: |
2170 | * and be living. Then, it must be one of the following: |
2199 | * 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 |
2200 | * 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. |
2201 | */ |
2173 | */ |
2202 | |
|
|
2203 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2174 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2204 | ((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))) |
2205 | { |
2176 | { |
2206 | |
|
|
2207 | /* If the player hasn't hit something this tick, and does |
|
|
2208 | * so, give them speed boost based on weapon speed. Doing |
|
|
2209 | * it here is better than process_players2, which basically |
|
|
2210 | * incurred a 1 tick offset. |
|
|
2211 | */ |
|
|
2212 | if (!op->contr->has_hit) |
2177 | if (!op->contr->has_hit) |
2213 | { |
2178 | { |
|
|
2179 | op->contr->has_hit = 1; |
2214 | op->speed_left += op->speed / op->contr->weapon_sp; |
2180 | op->speed_left += op->contr->weapon_speed () - op->speed; |
2215 | |
|
|
2216 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
|
|
2217 | } |
2181 | } |
2218 | |
2182 | |
2219 | skill_attack (mon, op, 0, 0, 0); |
2183 | skill_attack (mon, op, 0, 0, 0); |
2220 | |
2184 | |
2221 | /* If attacking another player, that player gets automatic |
2185 | /* If attacking another player, that player gets automatic |
… | |
… | |
2241 | int |
2205 | int |
2242 | move_player (object *op, int dir) |
2206 | move_player (object *op, int dir) |
2243 | { |
2207 | { |
2244 | int pick; |
2208 | int pick; |
2245 | |
2209 | |
2246 | if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) |
2210 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2247 | return 0; |
2211 | return 0; |
2248 | |
2212 | |
2249 | /* Sanity check: make sure dir is valid */ |
2213 | /* Sanity check: make sure dir is valid */ |
2250 | if ((dir < 0) || (dir >= 9)) |
2214 | if ((dir < 0) || (dir >= 9)) |
2251 | { |
2215 | { |
2252 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2216 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2253 | return 0; |
2217 | return 0; |
2254 | } |
2218 | } |
2255 | |
2219 | |
2256 | /* peterm: added following line */ |
2220 | /* peterm: added following line */ |
2257 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2221 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2258 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
2222 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2259 | |
2223 | |
2260 | op->facing = dir; |
2224 | op->facing = dir; |
2261 | |
2225 | |
2262 | if (op->hide) |
2226 | if (op->hide) |
2263 | do_hidden_move (op); |
2227 | do_hidden_move (op); |
… | |
… | |
2296 | * Returns true if there are more actions we can do. |
2260 | * Returns true if there are more actions we can do. |
2297 | */ |
2261 | */ |
2298 | int |
2262 | int |
2299 | handle_newcs_player (object *op) |
2263 | handle_newcs_player (object *op) |
2300 | { |
2264 | { |
2301 | if (op->contr->hidden) |
|
|
2302 | { |
|
|
2303 | op->invisible = 1000; |
|
|
2304 | /* the socket code flashes the player visible/invisible |
|
|
2305 | * depending on the value of invisible, so we need to |
|
|
2306 | * alternate it here for it to work correctly. |
|
|
2307 | */ |
|
|
2308 | if (pticks & 2) |
|
|
2309 | op->invisible--; |
|
|
2310 | } |
|
|
2311 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
|
|
2312 | { |
|
|
2313 | op->invisible--; |
|
|
2314 | if (!op->invisible) |
|
|
2315 | { |
|
|
2316 | make_visible (op); |
|
|
2317 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2318 | } |
|
|
2319 | } |
|
|
2320 | |
|
|
2321 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2265 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2322 | { |
2266 | { |
2323 | flee_player (op); |
2267 | flee_player (op); |
|
|
2268 | |
2324 | /* 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 */ |
2325 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2270 | if (op->flag [FLAG_SCARED]) |
2326 | { |
2271 | { |
2327 | op->speed_left--; |
2272 | --op->speed_left; |
2328 | return 0; |
2273 | return 0; |
2329 | } |
2274 | } |
2330 | } |
2275 | } |
2331 | |
|
|
2332 | /* I've been seeing crashes where the golem has been destroyed, but |
|
|
2333 | * the player object still points to the defunct golem. The code that |
|
|
2334 | * destroys the golem looks correct, and it doesn't always happen, so |
|
|
2335 | * put this in a a workaround to clean up the golem pointer. |
|
|
2336 | */ |
|
|
2337 | if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
2338 | op->contr->ranges[range_golem] = 0; |
|
|
2339 | |
2276 | |
2340 | /* 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 |
2341 | * the players time has been increased when doericserver has been |
2278 | * the players time has been increased when doericserver has been |
2342 | * called, so we recheck it here. |
2279 | * called, so we recheck it here. |
2343 | */ |
2280 | */ |
2344 | //TODO: better than handling 8 commands, use some more intelligent rate-limiting |
2281 | if (op->contr->ns->handle_command ()) |
2345 | for (int rep = 8; --rep && op->contr->ns->handle_command (); ) |
|
|
2346 | ; |
|
|
2347 | |
|
|
2348 | if (op->speed_left < 0) |
|
|
2349 | return 0; |
2282 | return 1; |
2350 | |
2283 | |
|
|
2284 | if (op->speed_left > 0.f) |
|
|
2285 | { |
2351 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2286 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2352 | { |
2287 | { |
2353 | /* All move commands take 1 tick, at least for now */ |
2288 | /* All move commands take 1 tick, at least for now */ |
2354 | op->speed_left--; |
2289 | --op->speed_left; |
2355 | |
2290 | |
2356 | /* Instead of all the stuff below, let move_player take care |
2291 | /* Instead of all the stuff below, let move_player take care |
2357 | * 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 |
2358 | * there, as well as the confusion stuff. |
2293 | * there, as well as the confusion stuff. |
2359 | */ |
2294 | */ |
2360 | move_player (op, op->direction); |
2295 | move_player (op, op->direction); |
2361 | if (op->speed_left > 0) |
2296 | |
2362 | return 1; |
2297 | return op->speed_left > 0.f; |
2363 | else |
2298 | } |
2364 | return 0; |
|
|
2365 | } |
2299 | } |
2366 | |
2300 | |
2367 | return 0; |
2301 | return 0; |
2368 | } |
2302 | } |
2369 | |
2303 | |
… | |
… | |
2407 | * from. |
2341 | * from. |
2408 | */ |
2342 | */ |
2409 | void |
2343 | void |
2410 | remove_unpaid_objects (object *op, object *env) |
2344 | remove_unpaid_objects (object *op, object *env) |
2411 | { |
2345 | { |
2412 | object *next; |
|
|
2413 | |
|
|
2414 | while (op) |
2346 | while (op) |
2415 | { |
2347 | { |
2416 | 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' */ |
2417 | * we remove object 'op' |
2349 | |
2418 | */ |
|
|
2419 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2350 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2420 | { |
2351 | { |
2421 | op->remove (); |
|
|
2422 | op->x = env->x; |
|
|
2423 | op->y = env->y; |
|
|
2424 | if (env->type == PLAYER) |
2352 | if (env->type == PLAYER) |
2425 | esrv_del_item (env->contr, op->count); |
2353 | esrv_del_item (env->contr, op->count); |
2426 | insert_ob_in_map (op, env->map, NULL, 0); |
2354 | |
|
|
2355 | op->insert_at (env); |
2427 | } |
2356 | } |
2428 | else if (op->inv) |
2357 | else if (op->inv) |
2429 | remove_unpaid_objects (op->inv, env); |
2358 | remove_unpaid_objects (op->inv, env); |
2430 | |
2359 | |
2431 | op = next; |
2360 | op = next; |
… | |
… | |
2487 | int rate_grace = 2000; |
2416 | int rate_grace = 2000; |
2488 | const int max_hp = 1; |
2417 | const int max_hp = 1; |
2489 | const int max_sp = 1; |
2418 | const int max_sp = 1; |
2490 | const int max_grace = 1; |
2419 | const int max_grace = 1; |
2491 | |
2420 | |
2492 | 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--; |
2493 | { |
2430 | } |
2494 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
2431 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
2495 | if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) |
2432 | { |
2496 | 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 | } |
2497 | } |
2438 | } |
2498 | |
2439 | |
2499 | if (op->contr->ns->state == ST_PLAYING) |
2440 | if (op->contr->ns->state == ST_PLAYING) |
2500 | { |
2441 | { |
2501 | /* these next three if clauses make it possible to SLOW DOWN |
2442 | /* these next three if clauses make it possible to SLOW DOWN |
… | |
… | |
2523 | gen_grace = op->stats.maxgrace; |
2464 | gen_grace = op->stats.maxgrace; |
2524 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2465 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2525 | } |
2466 | } |
2526 | |
2467 | |
2527 | /* Regenerate Spell Points */ |
2468 | /* Regenerate Spell Points */ |
2528 | if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) |
2469 | if (!op->contr->golem && --op->last_sp < 0) |
2529 | { |
2470 | { |
2530 | 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); |
2531 | if (op->stats.sp < op->stats.maxsp) |
2472 | if (op->stats.sp < op->stats.maxsp) |
2532 | { |
2473 | { |
2533 | op->stats.sp++; |
2474 | op->stats.sp++; |
… | |
… | |
2631 | } |
2572 | } |
2632 | |
2573 | |
2633 | /* Digestion */ |
2574 | /* Digestion */ |
2634 | if (--op->last_eat < 0) |
2575 | if (--op->last_eat < 0) |
2635 | { |
2576 | { |
2636 | #ifdef COZY_SERVER |
|
|
2637 | int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; |
|
|
2638 | int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0; |
|
|
2639 | #else |
|
|
2640 | 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; |
2641 | #endif |
|
|
2642 | |
2578 | |
2643 | if (op->contr->gen_hp > 0) |
2579 | if (op->contr->gen_hp > 0) |
2644 | 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); |
2645 | else |
2581 | else |
2646 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
2582 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
… | |
… | |
2724 | 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!"); |
2725 | 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..."); |
2726 | |
2662 | |
2727 | /* restore player */ |
2663 | /* restore player */ |
2728 | at = archetype::find ("poisoning"); |
2664 | at = archetype::find ("poisoning"); |
2729 | tmp = present_arch_in_ob (at, op); |
2665 | if (object *tmp = present_arch_in_ob (at, op)) |
2730 | if (tmp) |
|
|
2731 | { |
2666 | { |
2732 | tmp->destroy (); |
2667 | tmp->destroy (); |
2733 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2668 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2734 | } |
2669 | } |
2735 | |
2670 | |
2736 | at = archetype::find ("confusion"); |
2671 | at = archetype::find ("confusion"); |
2737 | tmp = present_arch_in_ob (at, op); |
2672 | if (object *tmp = present_arch_in_ob (at, op)) |
2738 | if (tmp) |
|
|
2739 | { |
2673 | { |
2740 | tmp->destroy (); |
2674 | tmp->destroy (); |
2741 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2675 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2742 | } |
2676 | } |
2743 | |
2677 | |
… | |
… | |
2745 | op->stats.hp = op->stats.maxhp; |
2679 | op->stats.hp = op->stats.maxhp; |
2746 | if (op->stats.food <= 0) |
2680 | if (op->stats.food <= 0) |
2747 | op->stats.food = 999; |
2681 | op->stats.food = 999; |
2748 | |
2682 | |
2749 | /* create a bodypart-trophy to make the winner happy */ |
2683 | /* create a bodypart-trophy to make the winner happy */ |
2750 | tmp = arch_to_object (archetype::find ("finger")); |
2684 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2751 | if (tmp != NULL) |
|
|
2752 | { |
2685 | { |
2753 | sprintf (buf, "%s's finger", &op->name); |
2686 | sprintf (buf, "%s's finger", &op->name); |
2754 | tmp->name = buf; |
2687 | tmp->name = buf; |
2755 | sprintf (buf, " This finger has been cut off %s\n" |
2688 | sprintf (buf, " This finger has been cut off %s\n" |
2756 | " 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", |
2757 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2690 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2758 | tmp->msg = buf; |
2691 | tmp->msg = buf; |
2759 | tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2692 | tmp->value = 0, tmp->type = 0; |
2760 | tmp->materialname = NULL; |
2693 | tmp->materialname = "organics"; |
2761 | tmp->x = op->x, tmp->y = op->y; |
2694 | tmp->insert_at (op, tmp); |
2762 | insert_ob_in_map (tmp, op->map, op, 0); |
|
|
2763 | } |
2695 | } |
2764 | |
2696 | |
2765 | /* teleport defeated player to new destination */ |
2697 | /* teleport defeated player to new destination */ |
2766 | transfer_ob (op, x, y, 0, NULL); |
2698 | transfer_ob (op, x, y, 0, NULL); |
2767 | op->contr->braced = 0; |
2699 | op->contr->braced = 0; |
… | |
… | |
2772 | |
2704 | |
2773 | command_kill_pets (op, 0); |
2705 | command_kill_pets (op, 0); |
2774 | |
2706 | |
2775 | if (op->stats.food < 0) |
2707 | if (op->stats.food < 0) |
2776 | { |
2708 | { |
2777 | if (op->contr->explore) |
|
|
2778 | { |
|
|
2779 | new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); |
|
|
2780 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
|
|
2781 | op->stats.food = 999; |
|
|
2782 | return; |
|
|
2783 | } |
|
|
2784 | sprintf (buf, "%s starved to death.", &op->name); |
2709 | sprintf (buf, "%s starved to death.", &op->name); |
2785 | strcpy (op->contr->killer, "starvation"); |
2710 | strcpy (op->contr->killer, "starvation"); |
2786 | } |
2711 | } |
2787 | else |
2712 | else |
2788 | { |
|
|
2789 | if (op->contr->explore) |
|
|
2790 | { |
|
|
2791 | new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); |
|
|
2792 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
|
|
2793 | op->stats.hp = op->stats.maxhp; |
|
|
2794 | return; |
|
|
2795 | } |
|
|
2796 | sprintf (buf, "%s died.", &op->name); |
2713 | sprintf (buf, "%s died.", &op->name); |
2797 | } |
2714 | |
2798 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
2715 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
2799 | |
2716 | |
2800 | /* save the map location for corpse, gravestone */ |
2717 | /* save the map location for corpse, gravestone */ |
2801 | x = op->x; |
2718 | x = op->x; |
2802 | y = op->y; |
2719 | y = op->y; |
2803 | map = op->map; |
2720 | map = op->map; |
2804 | |
|
|
2805 | |
2721 | |
2806 | /* NOT_PERMADEATH code. This basically brings the character back to |
2722 | /* NOT_PERMADEATH code. This basically brings the character back to |
2807 | * 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. |
2808 | * 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. |
2809 | */ |
2725 | */ |
… | |
… | |
2826 | num_stats_lose = 1; |
2742 | num_stats_lose = 1; |
2827 | else |
2743 | else |
2828 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
2744 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
2829 | } |
2745 | } |
2830 | else |
2746 | else |
2831 | { |
|
|
2832 | num_stats_lose = 1; |
2747 | num_stats_lose = 1; |
2833 | } |
2748 | |
2834 | lost_a_stat = 0; |
2749 | lost_a_stat = 0; |
2835 | |
2750 | |
2836 | for (z = 0; z < num_stats_lose; z++) |
2751 | for (z = 0; z < num_stats_lose; z++) |
2837 | { |
2752 | { |
2838 | i = RANDOM () % NUM_STATS; |
2753 | i = RANDOM () % NUM_STATS; |
… | |
… | |
2979 | op->stats.hp = op->stats.maxhp; |
2894 | op->stats.hp = op->stats.maxhp; |
2980 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2895 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2981 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2896 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2982 | |
2897 | |
2983 | /* |
2898 | /* |
2984 | * Check to see if the player is in a shop. IF so, then check to see if |
|
|
2985 | * 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 |
2986 | * in the map. |
2900 | * and put them back in the map. |
2987 | */ |
2901 | */ |
2988 | |
|
|
2989 | if (is_in_shop (op)) |
|
|
2990 | remove_unpaid_objects (op->inv, op); |
2902 | remove_unpaid_objects (op->inv, op); |
2991 | |
2903 | |
2992 | /****************************************/ |
2904 | /****************************************/ |
2993 | /* */ |
2905 | /* */ |
2994 | /* Move player to his current respawn- */ |
2906 | /* Move player to his current respawn- */ |
2995 | /* position (usually last savebed) */ |
2907 | /* position (usually last savebed) */ |
2996 | /* */ |
2908 | /* */ |
2997 | /****************************************/ |
2909 | /****************************************/ |
2998 | |
2910 | |
2999 | enter_player_savebed (op); |
2911 | enter_player_savebed (op); |
3000 | |
2912 | |
3001 | /* Save the player before inserting the force to reduce |
|
|
3002 | * chance of abuse. |
|
|
3003 | */ |
|
|
3004 | op->contr->braced = 0; |
2913 | op->contr->braced = 0; |
3005 | op->contr->save (); |
|
|
3006 | |
2914 | |
3007 | /* it is possible that the player has blown something up |
2915 | /* it is possible that the player has blown something up |
3008 | * at his savebed location, and that can have long lasting |
2916 | * at his savebed location, and that can have long lasting |
3009 | * spell effects. So first see if there is a spell effect |
2917 | * spell effects. So first see if there is a spell effect |
3010 | * on the space that might harm the player. |
2918 | * on the space that might harm the player. |
… | |
… | |
3019 | object *force; |
2927 | object *force; |
3020 | int at; |
2928 | int at; |
3021 | |
2929 | |
3022 | force = get_archetype (FORCE_NAME); |
2930 | force = get_archetype (FORCE_NAME); |
3023 | /* 50 ticks should be enough time for the spell to abate */ |
2931 | /* 50 ticks should be enough time for the spell to abate */ |
3024 | force->speed = 0.1; |
2932 | force->speed = 0.1f; |
3025 | force->speed_left = -5.0; |
2933 | force->speed_left = -5.f; |
3026 | SET_FLAG (force, FLAG_APPLIED); |
2934 | SET_FLAG (force, FLAG_APPLIED); |
3027 | for (at = 0; at < NROFATTACKS; at++) |
2935 | for (at = 0; at < NROFATTACKS; at++) |
3028 | if (will_kill_again & (1 << at)) |
2936 | if (will_kill_again & (1 << at)) |
3029 | force->resist[at] = 100; |
2937 | force->resist[at] = 100; |
3030 | |
2938 | |
… | |
… | |
3039 | void |
2947 | void |
3040 | loot_object (object *op) |
2948 | loot_object (object *op) |
3041 | { /* Grab and destroy some treasure */ |
2949 | { /* Grab and destroy some treasure */ |
3042 | object *tmp, *tmp2, *next; |
2950 | object *tmp, *tmp2, *next; |
3043 | |
2951 | |
3044 | if (op->container) |
2952 | op->close_container (); /* close open sack first */ |
3045 | esrv_apply_container (op, op->container); /* close open sack first */ |
|
|
3046 | |
2953 | |
3047 | for (tmp = op->inv; tmp; tmp = next) |
2954 | for (tmp = op->inv; tmp; tmp = next) |
3048 | { |
2955 | { |
3049 | next = tmp->below; |
2956 | next = tmp->below; |
3050 | |
2957 | |
3051 | if (tmp->invisible) |
2958 | if (tmp->invisible) |
3052 | continue; |
2959 | continue; |
3053 | |
2960 | |
3054 | tmp->remove (); |
2961 | tmp->remove (); |
3055 | tmp->x = op->x, tmp->y = op->y; |
2962 | tmp->x = op->x, tmp->y = op->y; |
|
|
2963 | |
3056 | if (tmp->type == CONTAINER) |
2964 | if (tmp->type == CONTAINER) |
3057 | { /* empty container to ground */ |
2965 | loot_object (tmp); /* empty container to ground */ |
3058 | loot_object (tmp); |
2966 | |
3059 | } |
|
|
3060 | 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)))) |
3061 | { |
2968 | { |
3062 | if (tmp->nrof > 1) |
2969 | if (tmp->nrof > 1) |
3063 | { |
2970 | { |
3064 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2971 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
3065 | tmp2->destroy (); |
2972 | tmp2->destroy (); |
… | |
… | |
3076 | /* |
2983 | /* |
3077 | * fix_weight(): Check recursively the weight of all players, and fix |
2984 | * fix_weight(): Check recursively the weight of all players, and fix |
3078 | * 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 |
3079 | * was changed. |
2986 | * was changed. |
3080 | */ |
2987 | */ |
3081 | |
|
|
3082 | void |
2988 | void |
3083 | fix_weight (void) |
2989 | fix_weight (void) |
3084 | { |
2990 | { |
3085 | for_all_players (pl) |
2991 | for_all_players (pl) |
3086 | { |
2992 | { |
… | |
… | |
3146 | if (op->type == PLAYER) |
3052 | if (op->type == PLAYER) |
3147 | { |
3053 | { |
3148 | op->contr->tmp_invis = 0; |
3054 | op->contr->tmp_invis = 0; |
3149 | op->contr->invis_race = 0; |
3055 | op->contr->invis_race = 0; |
3150 | } |
3056 | } |
|
|
3057 | |
3151 | update_object (op, UP_OBJ_FACE); |
3058 | update_object (op, UP_OBJ_CHANGE); |
3152 | } |
3059 | } |
3153 | |
3060 | |
3154 | int |
3061 | int |
3155 | is_true_undead (object *op) |
3062 | is_true_undead (object *op) |
3156 | { |
3063 | { |
3157 | object *tmp = NULL; |
|
|
3158 | |
|
|
3159 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3064 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3160 | return 1; |
3065 | return 1; |
3161 | |
3066 | |
3162 | return 0; |
3067 | return 0; |
3163 | } |
3068 | } |
… | |
… | |
3222 | |
3127 | |
3223 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
3128 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
3224 | |
3129 | |
3225 | /* 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! */ |
3226 | if (op->type == PLAYER && op->contr->run_on) |
3131 | if (op->type == PLAYER && op->contr->run_on) |
3227 | { |
|
|
3228 | if (!skop || num >= skop->level) |
3132 | if (!skop || num >= skop->level) |
3229 | { |
3133 | { |
3230 | 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!"); |
3231 | make_visible (op); |
3135 | make_visible (op); |
3232 | return; |
3136 | return; |
3233 | } |
3137 | } |
3234 | else |
3138 | else |
3235 | num += 20; |
3139 | num += 20; |
3236 | } |
3140 | |
3237 | num += op->map->difficulty; |
3141 | num += op->map->difficulty; |
3238 | hide = hideability (op); /* modify by terrain hidden level */ |
3142 | hide = hideability (op); /* modify by terrain hidden level */ |
3239 | num -= hide; |
3143 | num -= hide; |
|
|
3144 | |
3240 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3145 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3241 | { |
3146 | { |
3242 | make_visible (op); |
3147 | make_visible (op); |
3243 | if (op->type == PLAYER) |
3148 | if (op->type == PLAYER) |
3244 | 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!"); |
3245 | } |
3150 | } |
3246 | else if (op->type == PLAYER && skop) |
3151 | else if (op->type == PLAYER && skop) |
3247 | { |
|
|
3248 | 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); |
3249 | } |
|
|
3250 | } |
3153 | } |
3251 | |
3154 | |
3252 | /* determine if who is standing near a hostile creature. */ |
3155 | /* determine if who is standing near a hostile creature. */ |
3253 | |
3156 | |
3254 | int |
3157 | int |
… | |
… | |
3321 | if (pl->type != PLAYER) |
3224 | if (pl->type != PLAYER) |
3322 | { |
3225 | { |
3323 | LOG (llevError, "player_can_view() called for non-player object\n"); |
3226 | LOG (llevError, "player_can_view() called for non-player object\n"); |
3324 | return -1; |
3227 | return -1; |
3325 | } |
3228 | } |
|
|
3229 | |
3326 | if (!pl || !op) |
3230 | if (!pl || !op) |
3327 | return 0; |
3231 | return 0; |
3328 | |
3232 | |
3329 | if (op->head) |
|
|
3330 | { |
|
|
3331 | op = op->head; |
3233 | op = op->head_ (); |
3332 | } |
3234 | |
3333 | get_rangevector (pl, op, &rv, 0x1); |
3235 | get_rangevector (pl, op, &rv, 0x1); |
3334 | |
3236 | |
3335 | /* starting with the 'head' part, lets loop |
3237 | /* starting with the 'head' part, lets loop |
3336 | * through the object and find if it has any |
3238 | * through the object and find if it has any |
3337 | * part that is in the los array but isnt on |
3239 | * part that is in the los array but isnt on |
… | |
… | |
3454 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3356 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3455 | int i = 0, j = 0; |
3357 | int i = 0, j = 0; |
3456 | |
3358 | |
3457 | /* get the appropriate treasurelist */ |
3359 | /* get the appropriate treasurelist */ |
3458 | if (atnr == ATNR_FIRE) |
3360 | if (atnr == ATNR_FIRE) |
3459 | trlist = find_treasurelist ("dragon_ability_fire"); |
3361 | trlist = treasurelist::find ("dragon_ability_fire"); |
3460 | else if (atnr == ATNR_COLD) |
3362 | else if (atnr == ATNR_COLD) |
3461 | trlist = find_treasurelist ("dragon_ability_cold"); |
3363 | trlist = treasurelist::find ("dragon_ability_cold"); |
3462 | else if (atnr == ATNR_ELECTRICITY) |
3364 | else if (atnr == ATNR_ELECTRICITY) |
3463 | trlist = find_treasurelist ("dragon_ability_elec"); |
3365 | trlist = treasurelist::find ("dragon_ability_elec"); |
3464 | else if (atnr == ATNR_POISON) |
3366 | else if (atnr == ATNR_POISON) |
3465 | trlist = find_treasurelist ("dragon_ability_poison"); |
3367 | trlist = treasurelist::find ("dragon_ability_poison"); |
3466 | |
3368 | |
3467 | if (trlist == NULL || who->type != PLAYER) |
3369 | if (trlist == NULL || who->type != PLAYER) |
3468 | return; |
3370 | return; |
3469 | |
3371 | |
3470 | 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++); |
3471 | |
3373 | |
3472 | if (tr == NULL || tr->item == NULL) |
3374 | if (!tr || !tr->item) |
3473 | { |
3375 | { |
3474 | /* 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]); */ |
3475 | return; |
3377 | return; |
3476 | } |
3378 | } |
3477 | |
3379 | |
… | |
… | |
3602 | * not readied. |
3504 | * not readied. |
3603 | */ |
3505 | */ |
3604 | void |
3506 | void |
3605 | player_unready_range_ob (player *pl, object *ob) |
3507 | player_unready_range_ob (player *pl, object *ob) |
3606 | { |
3508 | { |
3607 | rangetype i; |
3509 | if (pl->ob->current_weapon == ob) |
|
|
3510 | pl->ob->current_weapon = 0; |
3608 | |
3511 | |
3609 | for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
3512 | if (pl->combat_ob == ob) |
3610 | { |
3513 | pl->combat_ob = 0; |
|
|
3514 | |
3611 | if (pl->ranges[i] == ob) |
3515 | if (pl->ranged_ob == ob) |
3612 | { |
3516 | pl->ranged_ob = 0; |
3613 | pl->ranges[i] = NULL; |
|
|
3614 | if (pl->shoottype == i) |
|
|
3615 | { |
|
|
3616 | pl->shoottype = range_none; |
|
|
3617 | } |
|
|
3618 | } |
|
|
3619 | } |
|
|
3620 | } |
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 | } |