… | |
… | |
157 | op->x = -1; |
157 | op->x = -1; |
158 | op->y = -1; |
158 | op->y = -1; |
159 | } |
159 | } |
160 | |
160 | |
161 | void |
161 | void |
162 | player::enter_map () |
|
|
163 | { |
|
|
164 | object *tmp = object::create (); |
|
|
165 | |
|
|
166 | EXIT_PATH (tmp) = maplevel; |
|
|
167 | EXIT_X (tmp) = ob->x; |
|
|
168 | EXIT_Y (tmp) = ob->y; |
|
|
169 | ob->enter_exit (tmp); |
|
|
170 | |
|
|
171 | tmp->destroy (); |
|
|
172 | } |
|
|
173 | |
|
|
174 | void |
|
|
175 | player::activate () |
162 | player::activate () |
176 | { |
163 | { |
177 | if (active) |
164 | if (active) |
178 | return; |
165 | return; |
179 | |
166 | |
… | |
… | |
181 | ob->remove (); |
168 | ob->remove (); |
182 | ob->map = 0; |
169 | ob->map = 0; |
183 | ob->activate_recursive (); |
170 | ob->activate_recursive (); |
184 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
171 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
185 | add_friendly_object (ob); |
172 | add_friendly_object (ob); |
186 | enter_map (); |
|
|
187 | } |
173 | } |
188 | |
174 | |
189 | void |
175 | void |
190 | player::deactivate () |
176 | player::deactivate () |
191 | { |
177 | { |
… | |
… | |
258 | |
244 | |
259 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
245 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
260 | |
246 | |
261 | esrv_new_player (this, ob->weight + ob->carrying); |
247 | esrv_new_player (this, ob->weight + ob->carrying); |
262 | |
248 | |
|
|
249 | ob->flag [FLAG_READY_WEAPON] = false; |
|
|
250 | ob->flag [FLAG_READY_SKILL] = false; |
|
|
251 | ob->flag [FLAG_READY_BOW] = false; |
|
|
252 | |
263 | for (object *op = ob->inv; op; op = op->below) |
253 | for (object *op = ob->inv; op; op = op->below) |
264 | if (op->flag [FLAG_APPLIED]) |
254 | if (op->flag [FLAG_APPLIED]) |
265 | switch (op->type) |
255 | switch (op->type) |
266 | { |
256 | { |
|
|
257 | case SKILL: |
|
|
258 | ob->flag [FLAG_APPLIED] = false; |
|
|
259 | break; |
|
|
260 | |
267 | case WAND: |
261 | case WAND: |
268 | case ROD: |
262 | case ROD: |
269 | case HORN: |
263 | case HORN: |
270 | case BOW: |
264 | case BOW: |
271 | case SKILL: |
265 | ranged_ob = op; |
272 | case SKILL_TOOL: |
266 | break; |
|
|
267 | |
273 | case WEAPON: |
268 | case WEAPON: |
274 | fprintf (stderr, "applied<%s>\n", &op->name);//D |
269 | combat_ob = op; |
275 | apply_special (ob, op, AP_UNAPPLY); |
|
|
276 | apply_special (ob, op, AP_APPLY); |
|
|
277 | break; |
270 | break; |
278 | } |
271 | } |
279 | |
272 | |
|
|
273 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
280 | ob->update_stats (); |
274 | ob->update_stats (); |
|
|
275 | |
281 | ns->floorbox_update (); |
276 | ns->floorbox_update (); |
282 | |
|
|
283 | esrv_send_inventory (ob, ob); |
277 | esrv_send_inventory (ob, ob); |
284 | esrv_add_spells (this, 0); |
278 | esrv_add_spells (this, 0); |
285 | |
279 | |
286 | activate (); |
280 | activate (); |
287 | |
281 | |
… | |
… | |
320 | player::set_object (object *op) |
314 | player::set_object (object *op) |
321 | { |
315 | { |
322 | ob = op; |
316 | ob = op; |
323 | ob->contr = this; /* this aren't yet in archetype */ |
317 | ob->contr = this; /* this aren't yet in archetype */ |
324 | |
318 | |
325 | ob->speed_left = 0.5; |
|
|
326 | ob->speed = 1.0; |
319 | ob->speed = 1.0f; |
|
|
320 | ob->speed_left = 0.5f; |
|
|
321 | |
327 | ob->direction = 5; /* So player faces south */ |
322 | ob->direction = 5; /* So player faces south */ |
328 | } |
323 | } |
329 | |
324 | |
330 | player::player () |
325 | player::player () |
331 | { |
326 | { |
332 | /* There are some elements we want initialised to non zero value - |
327 | /* There are some elements we want initialised to non zero value - |
… | |
… | |
343 | petmode = pet_normal; |
338 | petmode = pet_normal; |
344 | listening = 10; |
339 | listening = 10; |
345 | usekeys = containers; |
340 | usekeys = containers; |
346 | peaceful = 1; /* default peaceful */ |
341 | peaceful = 1; /* default peaceful */ |
347 | do_los = 1; |
342 | do_los = 1; |
|
|
343 | |
|
|
344 | weapon_sp = 1.0f; |
|
|
345 | weapon_sp_left = 0.5f; |
348 | } |
346 | } |
349 | |
347 | |
350 | void |
348 | void |
351 | player::do_destroy () |
349 | player::do_destroy () |
352 | { |
350 | { |
… | |
… | |
785 | } |
783 | } |
786 | |
784 | |
787 | void |
785 | void |
788 | object::roll_stats () |
786 | object::roll_stats () |
789 | { |
787 | { |
790 | int statsort [7]; |
788 | int statsort [NUM_STATS]; |
791 | |
789 | |
792 | for (;;) |
790 | for (;;) |
793 | { |
791 | { |
794 | int sum = 0; |
792 | int sum = 0; |
795 | for (int i = 7; i--; ) |
793 | for (int i = NUM_STATS; i--; ) |
796 | sum += statsort [i] = roll_stat (); |
794 | sum += statsort [i] = roll_stat (); |
797 | |
795 | |
798 | if (sum >= 82 && sum <= 116) |
796 | if (sum >= 82 && sum <= 116) |
799 | break; |
797 | break; |
800 | } |
798 | } |
801 | |
799 | |
802 | // Sort the stats so that rerolling is easier... |
800 | // Sort the stats so that rerolling is easier... |
803 | std::sort (statsort, statsort + 7, std::greater<int>()); |
801 | std::sort (statsort, statsort + NUM_STATS, std::greater<int>()); |
804 | |
802 | |
|
|
803 | for (int i = 0; i < NUM_STATS; ++i) |
805 | stats.Str = statsort[0]; |
804 | stats.stat (i) = statsort [i]; |
806 | stats.Dex = statsort[1]; |
|
|
807 | stats.Con = statsort[2]; |
|
|
808 | stats.Int = statsort[3]; |
|
|
809 | stats.Wis = statsort[4]; |
|
|
810 | stats.Pow = statsort[5]; |
|
|
811 | stats.Cha = statsort[6]; |
|
|
812 | |
805 | |
813 | stats.exp = 0; |
806 | stats.exp = 0; |
814 | stats.ac = 0; |
807 | stats.ac = 0; |
815 | |
808 | |
816 | stats.hp = stats.maxhp; |
809 | stats.hp = stats.maxhp; |
… | |
… | |
828 | } |
821 | } |
829 | |
822 | |
830 | void |
823 | void |
831 | object::swap_stats (int a, int b) |
824 | object::swap_stats (int a, int b) |
832 | { |
825 | { |
833 | int tmp = get_attr_value (&contr->orig_stats, a); |
826 | swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b)); |
834 | set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b)); |
|
|
835 | set_attr_value (&contr->orig_stats, b, tmp); |
|
|
836 | |
827 | |
|
|
828 | for (int i = 0; i < NUM_STATS; ++i) |
837 | stats.Str = contr->orig_stats.Str; |
829 | stats.stat (i) = contr->orig_stats.stat (i); |
838 | stats.Dex = contr->orig_stats.Dex; |
|
|
839 | stats.Con = contr->orig_stats.Con; |
|
|
840 | stats.Int = contr->orig_stats.Int; |
|
|
841 | stats.Wis = contr->orig_stats.Wis; |
|
|
842 | stats.Pow = contr->orig_stats.Pow; |
|
|
843 | stats.Cha = contr->orig_stats.Cha; |
|
|
844 | |
830 | |
845 | //TODO: the following code looks so borked and should, at the very least, |
831 | //TODO: the following code looks so borked and should, at the very least, |
846 | // be merged with the similar code in roll_stats |
832 | // be merged with the similar code in roll_stats |
847 | stats.ac = 0; |
833 | stats.ac = 0; |
848 | |
834 | |
… | |
… | |
1548 | */ |
1534 | */ |
1549 | int |
1535 | int |
1550 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1536 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1551 | { |
1537 | { |
1552 | object *left, *bow; |
1538 | object *left, *bow; |
1553 | int bowspeed, mflags; |
1539 | int mflags; |
1554 | maptile *m; |
1540 | maptile *m; |
1555 | |
1541 | |
1556 | if (!dir) |
1542 | if (!dir) |
1557 | { |
1543 | { |
1558 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1544 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1559 | return 0; |
1545 | return 0; |
1560 | } |
1546 | } |
1561 | |
1547 | |
1562 | if (player *pl = op->contr) |
1548 | if (op->contr) |
1563 | { |
1549 | bow = op->current_weapon; |
1564 | bow = pl->ranged_ob; |
|
|
1565 | op->set_weapon (bow); |
|
|
1566 | } |
|
|
1567 | else |
1550 | else |
1568 | { |
1551 | { |
1569 | for (bow = op->inv; bow; bow = bow->below) |
1552 | for (bow = op->inv; bow; bow = bow->below) |
1570 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1553 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1571 | * don't need to switch back and forth between bows and weapons. |
1554 | * don't need to switch back and forth between bows and weapons. |
… | |
… | |
1592 | { |
1575 | { |
1593 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1576 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1594 | return 0; |
1577 | return 0; |
1595 | } |
1578 | } |
1596 | |
1579 | |
1597 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
|
|
1598 | |
|
|
1599 | /* penalize ROF for bestarrow */ |
|
|
1600 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
|
|
1601 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
|
|
1602 | |
|
|
1603 | if (bowspeed < 1) |
|
|
1604 | bowspeed = 1; |
|
|
1605 | |
|
|
1606 | if (arrow == NULL) |
1580 | if (arrow == NULL) |
1607 | { |
1581 | { |
1608 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1582 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1609 | { |
1583 | { |
1610 | if (op->type == PLAYER) |
1584 | if (op->type == PLAYER) |
… | |
… | |
1644 | |
1618 | |
1645 | arrow->set_owner (op); |
1619 | arrow->set_owner (op); |
1646 | arrow->skill = bow->skill; |
1620 | arrow->skill = bow->skill; |
1647 | arrow->direction = dir; |
1621 | arrow->direction = dir; |
1648 | |
1622 | |
1649 | if (op->type == PLAYER) |
|
|
1650 | { |
|
|
1651 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
|
|
1652 | op->update_stats (); |
|
|
1653 | } |
|
|
1654 | |
|
|
1655 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1656 | |
|
|
1657 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
1623 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
1658 | arrow->stats.hp = arrow->stats.dam; |
1624 | arrow->stats.hp = arrow->stats.dam; |
1659 | arrow->stats.grace = arrow->attacktype; |
1625 | arrow->stats.grace = arrow->attacktype; |
1660 | |
1626 | |
1661 | if (arrow->slaying) |
1627 | if (arrow->slaying) |
1662 | arrow->spellarg = strdup (arrow->slaying); |
1628 | arrow->spellarg = strdup (arrow->slaying); |
1663 | |
1629 | |
1664 | arrow->stats.dam += op->stats.dam + arrow->magic; |
1630 | #if 0 |
|
|
1631 | if (player *pl = op->contr) |
|
|
1632 | { |
|
|
1633 | float speed = pl->weapon_sp; |
|
|
1634 | |
|
|
1635 | /* penalize ROF for bestarrow */ |
|
|
1636 | if (pl->bowtype == bow_bestarrow) |
|
|
1637 | speed *= .9f; |
|
|
1638 | else |
|
|
1639 | speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; |
|
|
1640 | |
|
|
1641 | op->speed_left += speed - op->speed; |
|
|
1642 | } |
|
|
1643 | #endif |
|
|
1644 | |
|
|
1645 | SET_ANIMATION (arrow, arrow->direction); |
1665 | |
1646 | |
1666 | /* update the speed */ |
1647 | /* update the speed */ |
1667 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
1648 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
1668 | 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
1649 | + bow->stats.dam / 7.f; |
1669 | |
1650 | |
1670 | arrow->set_speed (max (arrow->speed, 1.0)); |
1651 | arrow->set_speed (max (arrow->speed, 2.f)); |
1671 | arrow->speed_left = 0; |
1652 | arrow->speed_left = 0; |
1672 | |
1653 | |
1673 | arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1654 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1674 | |
1655 | |
1675 | if (op->type == PLAYER) |
1656 | if (op->type == PLAYER) |
1676 | { |
1657 | { |
1677 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
1658 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
1678 | arrow->stats.wc -= dex_bonus[op->stats.Dex]; |
1659 | wc -= dex_bonus[op->stats.Dex]; |
1679 | |
1660 | |
1680 | if (!arrow->slaying) |
1661 | if (!arrow->slaying) |
1681 | arrow->slaying = op->slaying; |
1662 | arrow->slaying = op->slaying; |
|
|
1663 | |
|
|
1664 | arrow->attacktype |= op->attacktype; |
1682 | } |
1665 | } |
1683 | else |
1666 | else |
1684 | { |
1667 | { |
1685 | arrow->level = op->level; |
1668 | arrow->level = op->level; |
1686 | arrow->stats.wc -= bow->magic; |
1669 | arrow->stats.wc -= bow->magic; |
1687 | |
1670 | |
1688 | if (!arrow->slaying) |
1671 | if (!arrow->slaying) |
1689 | arrow->slaying = bow->slaying; |
1672 | arrow->slaying = bow->slaying; |
1690 | } |
|
|
1691 | |
1673 | |
1692 | arrow->stats.wc -= arrow->level; |
|
|
1693 | |
|
|
1694 | arrow->attacktype |= bow->attacktype; |
1674 | arrow->attacktype |= bow->attacktype; |
|
|
1675 | } |
1695 | |
1676 | |
|
|
1677 | wc -= arrow->level; |
|
|
1678 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
|
|
1679 | |
|
|
1680 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1696 | arrow->move_type = MOVE_FLY_LOW; |
1681 | arrow->move_type = MOVE_FLY_LOW; |
1697 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1682 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1698 | |
1683 | |
1699 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1684 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1700 | m->insert (arrow, sx, sy, op); |
1685 | m->insert (arrow, sx, sy, op); |
… | |
… | |
1755 | } |
1740 | } |
1756 | |
1741 | |
1757 | return ret; |
1742 | return ret; |
1758 | } |
1743 | } |
1759 | |
1744 | |
1760 | |
|
|
1761 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1745 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1762 | * Broken apart from 'fire' to keep it more readable. |
1746 | * Broken apart from 'fire' to keep it more readable. |
1763 | */ |
1747 | */ |
1764 | void |
1748 | void |
1765 | fire_misc_object (object *op, int dir) |
1749 | fire_misc_object (object *op, int dir) |
… | |
… | |
1776 | { |
1760 | { |
1777 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1761 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1778 | return; |
1762 | return; |
1779 | } |
1763 | } |
1780 | |
1764 | |
1781 | op->set_weapon (item); |
1765 | if (!op->change_weapon (item)) |
|
|
1766 | return; |
1782 | |
1767 | |
1783 | if (item->type == WAND) |
1768 | if (item->type == WAND) |
1784 | { |
1769 | { |
1785 | if (item->stats.food <= 0) |
1770 | if (item->stats.food <= 0) |
1786 | { |
1771 | { |
… | |
… | |
1830 | } |
1815 | } |
1831 | } |
1816 | } |
1832 | |
1817 | |
1833 | /* Received a fire command for the player - go and do it. |
1818 | /* Received a fire command for the player - go and do it. |
1834 | */ |
1819 | */ |
1835 | void |
1820 | bool |
1836 | fire (object *op, int dir) |
1821 | fire (object *op, int dir) |
1837 | { |
1822 | { |
1838 | int spellcost = 0; |
1823 | int spellcost = 0; |
1839 | |
1824 | |
1840 | /* check for loss of invisiblity/hide */ |
1825 | /* check for loss of invisiblity/hide */ |
… | |
… | |
1844 | player *pl = op->contr; |
1829 | player *pl = op->contr; |
1845 | |
1830 | |
1846 | if (pl->golem) |
1831 | if (pl->golem) |
1847 | { |
1832 | { |
1848 | control_golem (op->contr->golem, dir); |
1833 | control_golem (op->contr->golem, dir); |
1849 | return; |
1834 | return false; |
1850 | } |
1835 | } |
1851 | |
1836 | |
1852 | object *ob = pl->ranged_ob; |
1837 | object *ob = pl->ranged_ob; |
1853 | |
1838 | |
1854 | if (!ob) |
1839 | if (!ob) |
1855 | return; |
1840 | return false; |
|
|
1841 | |
|
|
1842 | if (!op->change_weapon (ob)) |
|
|
1843 | return false; |
|
|
1844 | |
|
|
1845 | if (op->speed_left > 0.f) |
|
|
1846 | --op->speed_left; |
|
|
1847 | else |
|
|
1848 | return false; |
1856 | |
1849 | |
1857 | switch (ob->type) |
1850 | switch (ob->type) |
1858 | { |
1851 | { |
1859 | case BOW: |
1852 | case BOW: |
1860 | player_fire_bow (op, dir); |
1853 | player_fire_bow (op, dir); |
… | |
… | |
1867 | case BUILDER: |
1860 | case BUILDER: |
1868 | apply_map_builder (op, dir); |
1861 | apply_map_builder (op, dir); |
1869 | break; |
1862 | break; |
1870 | |
1863 | |
1871 | case SKILL: |
1864 | case SKILL: |
1872 | case SKILL_TOOL: |
|
|
1873 | do_skill (op, op, ob, dir, 0); |
1865 | do_skill (op, op, ob, dir, 0); |
1874 | break; |
1866 | break; |
1875 | |
1867 | |
1876 | default: |
1868 | default: |
1877 | fire_misc_object (op, dir); |
1869 | fire_misc_object (op, dir); |
1878 | break; |
1870 | break; |
1879 | } |
1871 | } |
|
|
1872 | |
|
|
1873 | return true; |
1880 | } |
1874 | } |
1881 | |
1875 | |
1882 | /* find_key |
1876 | /* find_key |
1883 | * We try to find a key for the door as passed. If we find a key |
1877 | * We try to find a key for the door as passed. If we find a key |
1884 | * and successfully use it, we return the key, otherwise NULL |
1878 | * and successfully use it, we return the key, otherwise NULL |
… | |
… | |
1971 | * 0 otherwise |
1965 | * 0 otherwise |
1972 | */ |
1966 | */ |
1973 | static int |
1967 | static int |
1974 | player_attack_door (object *op, object *door) |
1968 | player_attack_door (object *op, object *door) |
1975 | { |
1969 | { |
1976 | /* If its a door, try to find a use a key. If we do destroy the door, |
1970 | /* If its a door, try to find a key. If we do destroy the door, |
1977 | * might as well return immediately as there is nothing more to do - |
1971 | * might as well return immediately as there is nothing more to do - |
1978 | * otherwise, we fall through to the rest of the code. |
1972 | * otherwise, we fall through to the rest of the code. |
1979 | */ |
1973 | */ |
1980 | object *key = find_key (op, op, door); |
1974 | object *key = find_key (op, op, door); |
1981 | |
1975 | |
1982 | /* IF we found a key, do some extra work */ |
1976 | /* If we found a key, do some extra work */ |
1983 | if (key) |
1977 | if (key) |
1984 | { |
1978 | { |
1985 | object *container = key->env; |
1979 | object *container = key->env; |
1986 | |
1980 | |
1987 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
1981 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
… | |
… | |
2022 | * It should keep the code cleaner. |
2016 | * It should keep the code cleaner. |
2023 | * When this is called, the players direction has been updated |
2017 | * When this is called, the players direction has been updated |
2024 | * (taking into account confusion.) The player is also actually |
2018 | * (taking into account confusion.) The player is also actually |
2025 | * going to try and move (not fire weapons). |
2019 | * going to try and move (not fire weapons). |
2026 | */ |
2020 | */ |
2027 | void |
2021 | bool |
2028 | move_player_attack (object *op, int dir) |
2022 | move_player_attack (object *op, int dir) |
2029 | { |
2023 | { |
2030 | object *tmp, *mon; |
|
|
2031 | int on_battleground; |
2024 | int on_battleground; |
2032 | maptile *m; |
|
|
2033 | |
2025 | |
2034 | sint16 nx = freearr_x[dir] + op->x; |
2026 | sint16 nx = freearr_x[dir] + op->x; |
2035 | sint16 ny = freearr_y[dir] + op->y; |
2027 | sint16 ny = freearr_y[dir] + op->y; |
2036 | |
2028 | |
2037 | on_battleground = op_on_battleground (op, 0, 0); |
2029 | on_battleground = op_on_battleground (op, 0, 0); |
|
|
2030 | |
|
|
2031 | if (out_of_map (op->map, nx, ny)) |
|
|
2032 | return false; |
|
|
2033 | |
|
|
2034 | if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) |
|
|
2035 | { |
|
|
2036 | --op->speed_left; |
|
|
2037 | return true; |
|
|
2038 | } |
2038 | |
2039 | |
2039 | /* If braced, or can't move to the square, and it is not out of the |
2040 | /* If braced, or can't move to the square, and it is not out of the |
2040 | * map, attack it. Note order of if statement is important - don't |
2041 | * map, attack it. Note order of if statement is important - don't |
2041 | * want to be calling move_ob if braced, because move_ob will move the |
2042 | * want to be calling move_ob if braced, because move_ob will move the |
2042 | * player. This is a pretty nasty hack, because if we could |
2043 | * player. This is a pretty nasty hack, because if we could |
2043 | * move to some space, it then means that if we are braced, we should |
2044 | * move to some space, it then means that if we are braced, we should |
2044 | * do nothing at all. As it is, if we are braced, we go through |
2045 | * do nothing at all. As it is, if we are braced, we go through |
2045 | * quite a bit of processing. However, it probably is less than what |
2046 | * quite a bit of processing. However, it probably is less than what |
2046 | * move_ob uses. |
2047 | * move_ob uses. |
2047 | */ |
2048 | */ |
2048 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
|
|
2049 | { |
|
|
2050 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
|
|
2051 | { |
|
|
2052 | m = op->map->xy_find (nx, ny); |
2049 | maptile *m = op->map->xy_find (nx, ny); |
2053 | if (!m) |
|
|
2054 | return; /* Don't think this should happen */ |
|
|
2055 | } |
|
|
2056 | else |
|
|
2057 | m = op->map; |
|
|
2058 | |
2050 | |
2059 | if (!(tmp = m->at (nx, ny).bot)) |
|
|
2060 | return; |
|
|
2061 | |
|
|
2062 | mon = 0; |
|
|
2063 | /* Go through all the objects, and find ones of interest. Only stop if |
2051 | /* Go through all the objects, and find ones of interest. Only stop if |
2064 | * we find a monster - that is something we know we want to attack. |
2052 | * we find a monster - that is something we know we want to attack. |
2065 | * if its a door or barrel (can roll) see if there may be monsters |
2053 | * if its a door or barrel (can roll) see if there may be monsters |
2066 | * on the space |
2054 | * on the space |
2067 | */ |
2055 | */ |
2068 | while (tmp) |
2056 | object *mon; |
2069 | { |
2057 | for (mon = m->at (nx, ny).bot; mon; mon = mon->above) |
2070 | if (tmp == op) |
2058 | { |
2071 | { |
2059 | if ((mon->flag [FLAG_ALIVE] |
2072 | tmp = tmp->above; |
2060 | || mon->type == LOCKED_DOOR |
2073 | continue; |
2061 | || mon->flag [FLAG_CAN_ROLL]) |
2074 | } |
|
|
2075 | |
|
|
2076 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
|
|
2077 | { |
|
|
2078 | mon = tmp; |
2062 | && mon != op) |
2079 | break; |
2063 | break; |
2080 | } |
2064 | } |
2081 | |
2065 | |
2082 | if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) |
|
|
2083 | mon = tmp; |
|
|
2084 | |
|
|
2085 | tmp = tmp->above; |
|
|
2086 | } |
|
|
2087 | |
|
|
2088 | if (!mon) /* This happens anytime the player tries to move */ |
2066 | if (!mon) /* This happens anytime the player tries to move */ |
2089 | return; /* into a wall */ |
2067 | return false; /* into a wall */ |
2090 | |
2068 | |
2091 | if (mon->head) |
|
|
2092 | mon = mon->head; |
2069 | mon = mon->head_ (); |
2093 | |
2070 | |
2094 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
2071 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
|
|
2072 | if (op->contr->weapon_sp_left > 0.f) |
2095 | if (player_attack_door (op, mon)) |
2073 | if (player_attack_door (op, mon)) |
|
|
2074 | { |
|
|
2075 | --op->contr->weapon_sp_left; |
2096 | return; |
2076 | return true; |
|
|
2077 | } |
2097 | |
2078 | |
2098 | /* The following deals with possibly attacking peaceful |
2079 | /* The following deals with possibly attacking peaceful |
2099 | * or frienddly creatures. Basically, all players are considered |
2080 | * or friendly creatures. Basically, all players are considered |
2100 | * unaggressive. If the moving player has peaceful set, then the |
2081 | * unaggressive. If the moving player has peaceful set, then the |
2101 | * object should be pushed instead of attacked. It is assumed that |
2082 | * object should be pushed instead of attacked. It is assumed that |
2102 | * if you are braced, you will not attack friends accidently, |
2083 | * if you are braced, you will not attack friends accidently, |
2103 | * and thus will not push them. |
2084 | * and thus will not push them. |
2104 | */ |
2085 | */ |
2105 | |
2086 | |
2106 | /* If the creature is a pet, push it even if the player is not |
2087 | /* If the creature is a pet, push it even if the player is not |
2107 | * peaceful. Our assumption is the creature is a pet if the |
2088 | * peaceful. Our assumption is the creature is a pet if the |
2108 | * player owns it and it is either friendly or unagressive. |
2089 | * player owns it and it is either friendly or unagressive. |
2109 | */ |
2090 | */ |
2110 | if ((op->type == PLAYER) |
2091 | if (op->type == PLAYER |
2111 | #if COZY_SERVER |
|
|
2112 | && |
|
|
2113 | ((mon->owner && mon->owner->contr |
2092 | && ((mon->owner && mon->owner->contr |
2114 | && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) |
2093 | && same_party (mon->owner->contr->party, op->contr->party)) |
2115 | #else |
|
|
2116 | && mon->owner == op |
2094 | || mon->owner == op) |
2117 | #endif |
|
|
2118 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2095 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2119 | { |
2096 | { |
2120 | /* If we're braced, we don't want to switch places with it */ |
2097 | /* If we're braced, we don't want to switch places with it */ |
2121 | if (op->contr->braced) |
2098 | if (op->contr->braced) |
2122 | return; |
2099 | return false; |
|
|
2100 | |
|
|
2101 | if (op->speed_left > 0.f) |
|
|
2102 | { |
|
|
2103 | --op->speed_left; |
2123 | |
2104 | |
2124 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2105 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2125 | push_ob (mon, dir, op); |
2106 | push_ob (mon, dir, op); |
|
|
2107 | |
2126 | if (op->contr->tmp_invis || op->hide) |
2108 | if (op->contr->tmp_invis || op->hide) |
2127 | make_visible (op); |
2109 | make_visible (op); |
2128 | |
2110 | |
2129 | return; |
2111 | return true; |
2130 | } |
2112 | } |
|
|
2113 | else |
|
|
2114 | return false; |
|
|
2115 | } |
2131 | |
2116 | |
2132 | /* in certain circumstances, you shouldn't attack friendly |
2117 | /* in certain circumstances, you shouldn't attack friendly |
2133 | * creatures. Note that if you are braced, you can't push |
2118 | * creatures. Note that if you are braced, you can't push |
2134 | * someone, but put it inside this loop so that you won't |
2119 | * someone, but put it inside this loop so that you won't |
2135 | * attack them either. |
2120 | * attack them either. |
2136 | */ |
2121 | */ |
2137 | if ((mon->type == PLAYER || mon->enemy != op) && |
2122 | if ((mon->type == PLAYER || mon->enemy != op) |
2138 | (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( |
2123 | && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) |
2139 | #ifdef PROHIBIT_PLAYERKILL |
|
|
2140 | (op->contr->peaceful |
2124 | && ((op->contr->peaceful |
2141 | || (mon->type == PLAYER |
2125 | || (mon->type == PLAYER && mon->contr->peaceful)) |
2142 | && mon->contr-> |
|
|
2143 | peaceful)) && |
|
|
2144 | #else |
|
|
2145 | op->contr->peaceful && |
|
|
2146 | #endif |
|
|
2147 | !on_battleground)) |
2126 | && !on_battleground)) |
|
|
2127 | { |
|
|
2128 | if (op->speed_left > 0.f) |
2148 | { |
2129 | { |
|
|
2130 | --op->speed_left; |
|
|
2131 | |
2149 | if (!op->contr->braced) |
2132 | if (!op->contr->braced) |
2150 | { |
2133 | { |
2151 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2134 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2152 | push_ob (mon, dir, op); |
2135 | push_ob (mon, dir, op); |
2153 | } |
2136 | } |
2154 | else |
2137 | else |
2155 | new_draw_info (0, 0, op, "You withhold your attack"); |
2138 | new_draw_info (0, 0, op, "You withhold your attack"); |
2156 | |
2139 | |
2157 | if (op->contr->tmp_invis || op->hide) |
2140 | if (op->contr->tmp_invis || op->hide) |
2158 | make_visible (op); |
2141 | make_visible (op); |
2159 | } |
|
|
2160 | |
2142 | |
|
|
2143 | return true; |
|
|
2144 | } |
|
|
2145 | } |
2161 | /* If the object is a boulder or other rollable object, then |
2146 | /* If the object is a boulder or other rollable object, then |
2162 | * roll it if not braced. You can't roll it if you are braced. |
2147 | * roll it if not braced. You can't roll it if you are braced. |
2163 | */ |
2148 | */ |
2164 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
2149 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
|
|
2150 | { |
|
|
2151 | if (op->speed_left > 0.f) |
2165 | { |
2152 | { |
|
|
2153 | --op->speed_left; |
|
|
2154 | |
2166 | recursive_roll (mon, dir, op); |
2155 | recursive_roll (mon, dir, op); |
2167 | if (action_makes_visible (op)) |
2156 | if (action_makes_visible (op)) |
2168 | make_visible (op); |
2157 | make_visible (op); |
2169 | } |
|
|
2170 | |
2158 | |
|
|
2159 | return true; |
|
|
2160 | } |
|
|
2161 | } |
2171 | /* Any generic living creature. Including things like doors. |
2162 | /* Any generic living creature. Including things like doors. |
2172 | * Way it works is like this: First, it must have some hit points |
2163 | * Way it works is like this: First, it must have some hit points |
2173 | * and be living. Then, it must be one of the following: |
2164 | * and be living. Then, it must be one of the following: |
2174 | * 1) Not a player, 2) A player, but of a different party. Note |
2165 | * 1) Not a player, 2) A player, but of a different party. Note |
2175 | * that party_number -1 is no party, so attacks can still happen. |
2166 | * that party_number -1 is no party, so attacks can still happen. |
2176 | */ |
2167 | */ |
2177 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2168 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2178 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2169 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2179 | { |
2170 | { |
2180 | |
2171 | if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) |
2181 | /* If the player hasn't hit something this tick, and does |
|
|
2182 | * so, give them speed boost based on weapon speed. Doing |
|
|
2183 | * it here is better than process_players2, which basically |
|
|
2184 | * incurred a 1 tick offset. |
|
|
2185 | */ |
|
|
2186 | if (!op->contr->has_hit) |
|
|
2187 | { |
2172 | { |
2188 | op->speed_left += op->speed / op->contr->weapon_sp; |
2173 | --op->contr->weapon_sp_left; |
2189 | |
|
|
2190 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
|
|
2191 | } |
|
|
2192 | |
2174 | |
2193 | skill_attack (mon, op, 0, 0, 0); |
2175 | skill_attack (mon, op, 0, 0, 0); |
2194 | |
|
|
2195 | /* If attacking another player, that player gets automatic |
|
|
2196 | * hitback, and doesn't loose luck either. |
|
|
2197 | * Disable hitback on the battleground or if the target is |
|
|
2198 | * the wiz. |
|
|
2199 | */ |
|
|
2200 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) |
|
|
2201 | { |
|
|
2202 | short luck = mon->stats.luck; |
|
|
2203 | |
|
|
2204 | mon->contr->has_hit = 1; |
|
|
2205 | skill_attack (op, mon, 0, 0, 0); |
|
|
2206 | mon->stats.luck = luck; |
|
|
2207 | } |
|
|
2208 | |
2176 | |
2209 | if (action_makes_visible (op)) |
2177 | if (action_makes_visible (op)) |
2210 | make_visible (op); |
2178 | make_visible (op); |
2211 | } |
|
|
2212 | } /* if player should attack something */ |
|
|
2213 | } |
|
|
2214 | |
2179 | |
2215 | int |
2180 | return true; |
|
|
2181 | } |
|
|
2182 | } |
|
|
2183 | |
|
|
2184 | return false; |
|
|
2185 | } |
|
|
2186 | |
|
|
2187 | bool |
2216 | move_player (object *op, int dir) |
2188 | move_player (object *op, int dir) |
2217 | { |
2189 | { |
2218 | int pick; |
2190 | int pick; |
2219 | |
2191 | |
2220 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2192 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
… | |
… | |
2234 | op->facing = dir; |
2206 | op->facing = dir; |
2235 | |
2207 | |
2236 | if (op->hide) |
2208 | if (op->hide) |
2237 | do_hidden_move (op); |
2209 | do_hidden_move (op); |
2238 | |
2210 | |
|
|
2211 | bool retval; |
|
|
2212 | |
2239 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2213 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2240 | /*nop */ ; |
2214 | retval = RESULT_INT (0); |
2241 | else if (op->contr->fire_on) |
2215 | else if (op->contr->fire_on) |
2242 | fire (op, dir); |
2216 | retval = fire (op, dir); |
2243 | else |
2217 | else |
2244 | { |
2218 | { |
2245 | move_player_attack (op, dir); |
2219 | retval = move_player_attack (op, dir); |
2246 | pick = check_pick (op); |
2220 | pick = check_pick (op); |
2247 | } |
2221 | } |
2248 | |
2222 | |
2249 | /* Add special check for newcs players and fire on - this way, the |
2223 | /* Add special check for newcs players and fire on - this way, the |
2250 | * server can handle repeat firing. |
2224 | * server can handle repeat firing. |
… | |
… | |
2257 | /* Update how the player looks. Use the facing, so direction may |
2231 | /* Update how the player looks. Use the facing, so direction may |
2258 | * get reset to zero. This allows for full animation capabilities |
2232 | * get reset to zero. This allows for full animation capabilities |
2259 | * for players. |
2233 | * for players. |
2260 | */ |
2234 | */ |
2261 | animate_object (op, op->facing); |
2235 | animate_object (op, op->facing); |
2262 | return 0; |
2236 | |
|
|
2237 | return retval; |
2263 | } |
2238 | } |
2264 | |
2239 | |
2265 | /* This is similar to handle_player, below, but is only used by the |
2240 | /* This is similar to handle_player, below, but is only used by the |
2266 | * new client/server stuff. |
2241 | * new client/server stuff. |
2267 | * This is sort of special, in that the new client/server actually uses |
2242 | * This is sort of special, in that the new client/server actually uses |
2268 | * the new speed values for commands. |
2243 | * the new speed values for commands. |
2269 | * |
2244 | * |
2270 | * Returns true if there are more actions we can do. |
2245 | * Returns true if there are more actions we can do. Should not do |
|
|
2246 | * many actions in a row, as that would be too unfair to other |
|
|
2247 | * players. |
2271 | */ |
2248 | */ |
2272 | int |
2249 | bool |
2273 | handle_newcs_player (object *op) |
2250 | handle_newcs_player (object *op) |
2274 | { |
2251 | { |
2275 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2252 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2276 | { |
2253 | { |
2277 | flee_player (op); |
2254 | if (op->speed_left > 0.f) |
2278 | /* If player is still scared, that is his action for this tick */ |
|
|
2279 | if (QUERY_FLAG (op, FLAG_SCARED)) |
|
|
2280 | { |
2255 | { |
2281 | op->speed_left--; |
2256 | --op->speed_left; |
|
|
2257 | flee_player (op); |
|
|
2258 | |
2282 | return 0; |
2259 | return true; |
2283 | } |
2260 | } |
|
|
2261 | else |
|
|
2262 | return false; |
2284 | } |
2263 | } |
2285 | |
2264 | |
2286 | /* call this here - we also will call this in do_ericserver, but |
2265 | /* call this here - we also will call this in do_ericserver, but |
2287 | * the players time has been increased when doericserver has been |
2266 | * the players time has been increased when doericserver has been |
2288 | * called, so we recheck it here. |
2267 | * called, so we recheck it here. |
2289 | */ |
2268 | */ |
2290 | if (op->contr->ns->handle_command ()) |
2269 | if (op->contr->ns->handle_command ()) |
2291 | return 1; |
2270 | return true; |
2292 | |
2271 | |
2293 | if (op->speed_left > 0) |
|
|
2294 | { |
|
|
2295 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2272 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2296 | { |
|
|
2297 | /* All move commands take 1 tick, at least for now */ |
|
|
2298 | op->speed_left--; |
|
|
2299 | |
|
|
2300 | /* Instead of all the stuff below, let move_player take care |
|
|
2301 | * of it. Also, some of the skill stuff is only put in |
|
|
2302 | * there, as well as the confusion stuff. |
|
|
2303 | */ |
|
|
2304 | move_player (op, op->direction); |
2273 | return move_player (op, op->direction); |
2305 | |
2274 | |
2306 | return op->speed_left > 0; |
|
|
2307 | } |
|
|
2308 | } |
|
|
2309 | |
|
|
2310 | return 0; |
2275 | return false; |
2311 | } |
2276 | } |
2312 | |
2277 | |
2313 | int |
2278 | int |
2314 | save_life (object *op) |
2279 | save_life (object *op) |
2315 | { |
2280 | { |
… | |
… | |
2581 | } |
2546 | } |
2582 | |
2547 | |
2583 | /* Digestion */ |
2548 | /* Digestion */ |
2584 | if (--op->last_eat < 0) |
2549 | if (--op->last_eat < 0) |
2585 | { |
2550 | { |
2586 | #ifdef COZY_SERVER |
|
|
2587 | int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; |
|
|
2588 | int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0; |
|
|
2589 | #else |
|
|
2590 | int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; |
2551 | int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; |
2591 | #endif |
|
|
2592 | |
2552 | |
2593 | if (op->contr->gen_hp > 0) |
2553 | if (op->contr->gen_hp > 0) |
2594 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2554 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2595 | else |
2555 | else |
2596 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
2556 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
… | |
… | |
2941 | object *force; |
2901 | object *force; |
2942 | int at; |
2902 | int at; |
2943 | |
2903 | |
2944 | force = get_archetype (FORCE_NAME); |
2904 | force = get_archetype (FORCE_NAME); |
2945 | /* 50 ticks should be enough time for the spell to abate */ |
2905 | /* 50 ticks should be enough time for the spell to abate */ |
2946 | force->speed = 0.1; |
2906 | force->speed = 0.1f; |
2947 | force->speed_left = -5.0; |
2907 | force->speed_left = -5.f; |
2948 | SET_FLAG (force, FLAG_APPLIED); |
2908 | SET_FLAG (force, FLAG_APPLIED); |
2949 | for (at = 0; at < NROFATTACKS; at++) |
2909 | for (at = 0; at < NROFATTACKS; at++) |
2950 | if (will_kill_again & (1 << at)) |
2910 | if (will_kill_again & (1 << at)) |
2951 | force->resist[at] = 100; |
2911 | force->resist[at] = 100; |
2952 | |
2912 | |
… | |
… | |
3127 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3087 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3128 | * every time they move - as we subtract off 'invisibility' |
3088 | * every time they move - as we subtract off 'invisibility' |
3129 | * AND, for players, if they move into a ridiculously unhideable |
3089 | * AND, for players, if they move into a ridiculously unhideable |
3130 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3090 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3131 | */ |
3091 | */ |
3132 | |
|
|
3133 | void |
3092 | void |
3134 | do_hidden_move (object *op) |
3093 | do_hidden_move (object *op) |
3135 | { |
3094 | { |
3136 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3095 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3137 | object *skop; |
3096 | object *skop; |