… | |
… | |
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 | apply_special (ob, op, AP_UNAPPLY); |
269 | combat_ob = op; |
275 | apply_special (ob, op, AP_APPLY); |
|
|
276 | break; |
270 | break; |
277 | } |
271 | } |
278 | |
272 | |
|
|
273 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
279 | ob->update_stats (); |
274 | ob->update_stats (); |
|
|
275 | |
280 | ns->floorbox_update (); |
276 | ns->floorbox_update (); |
281 | |
|
|
282 | esrv_send_inventory (ob, ob); |
277 | esrv_send_inventory (ob, ob); |
283 | esrv_add_spells (this, 0); |
278 | esrv_add_spells (this, 0); |
284 | |
279 | |
285 | activate (); |
280 | activate (); |
286 | |
281 | |
… | |
… | |
319 | player::set_object (object *op) |
314 | player::set_object (object *op) |
320 | { |
315 | { |
321 | ob = op; |
316 | ob = op; |
322 | ob->contr = this; /* this aren't yet in archetype */ |
317 | ob->contr = this; /* this aren't yet in archetype */ |
323 | |
318 | |
324 | ob->speed_left = 0.5; |
|
|
325 | ob->speed = 1.0; |
319 | ob->speed = 1.0f; |
|
|
320 | ob->speed_left = 0.5f; |
|
|
321 | |
326 | ob->direction = 5; /* So player faces south */ |
322 | ob->direction = 5; /* So player faces south */ |
327 | } |
323 | } |
328 | |
324 | |
329 | player::player () |
325 | player::player () |
330 | { |
326 | { |
331 | /* There are some elements we want initialised to non zero value - |
327 | /* There are some elements we want initialised to non zero value - |
… | |
… | |
342 | petmode = pet_normal; |
338 | petmode = pet_normal; |
343 | listening = 10; |
339 | listening = 10; |
344 | usekeys = containers; |
340 | usekeys = containers; |
345 | peaceful = 1; /* default peaceful */ |
341 | peaceful = 1; /* default peaceful */ |
346 | do_los = 1; |
342 | do_los = 1; |
|
|
343 | |
|
|
344 | weapon_sp = 1.0f; |
|
|
345 | weapon_sp_left = 0.5f; |
347 | } |
346 | } |
348 | |
347 | |
349 | void |
348 | void |
350 | player::do_destroy () |
349 | player::do_destroy () |
351 | { |
350 | { |
… | |
… | |
784 | } |
783 | } |
785 | |
784 | |
786 | void |
785 | void |
787 | object::roll_stats () |
786 | object::roll_stats () |
788 | { |
787 | { |
789 | int statsort [7]; |
788 | int statsort [NUM_STATS]; |
790 | |
789 | |
791 | for (;;) |
790 | for (;;) |
792 | { |
791 | { |
793 | int sum = 0; |
792 | int sum = 0; |
794 | for (int i = 7; i--; ) |
793 | for (int i = NUM_STATS; i--; ) |
795 | sum += statsort [i] = roll_stat (); |
794 | sum += statsort [i] = roll_stat (); |
796 | |
795 | |
797 | if (sum >= 82 && sum <= 116) |
796 | if (sum >= 82 && sum <= 116) |
798 | break; |
797 | break; |
799 | } |
798 | } |
800 | |
799 | |
801 | // Sort the stats so that rerolling is easier... |
800 | // Sort the stats so that rerolling is easier... |
802 | std::sort (statsort, statsort + 7, std::greater<int>()); |
801 | std::sort (statsort, statsort + NUM_STATS, std::greater<int>()); |
803 | |
802 | |
|
|
803 | for (int i = 0; i < NUM_STATS; ++i) |
804 | stats.Str = statsort[0]; |
804 | stats.stat (i) = statsort [i]; |
805 | stats.Dex = statsort[1]; |
|
|
806 | stats.Con = statsort[2]; |
|
|
807 | stats.Int = statsort[3]; |
|
|
808 | stats.Wis = statsort[4]; |
|
|
809 | stats.Pow = statsort[5]; |
|
|
810 | stats.Cha = statsort[6]; |
|
|
811 | |
805 | |
812 | stats.exp = 0; |
806 | stats.exp = 0; |
813 | stats.ac = 0; |
807 | stats.ac = 0; |
814 | |
808 | |
815 | stats.hp = stats.maxhp; |
809 | stats.hp = stats.maxhp; |
… | |
… | |
827 | } |
821 | } |
828 | |
822 | |
829 | void |
823 | void |
830 | object::swap_stats (int a, int b) |
824 | object::swap_stats (int a, int b) |
831 | { |
825 | { |
832 | int tmp = get_attr_value (&contr->orig_stats, a); |
826 | swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b)); |
833 | set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b)); |
|
|
834 | set_attr_value (&contr->orig_stats, b, tmp); |
|
|
835 | |
827 | |
|
|
828 | for (int i = 0; i < NUM_STATS; ++i) |
836 | stats.Str = contr->orig_stats.Str; |
829 | stats.stat (i) = contr->orig_stats.stat (i); |
837 | stats.Dex = contr->orig_stats.Dex; |
|
|
838 | stats.Con = contr->orig_stats.Con; |
|
|
839 | stats.Int = contr->orig_stats.Int; |
|
|
840 | stats.Wis = contr->orig_stats.Wis; |
|
|
841 | stats.Pow = contr->orig_stats.Pow; |
|
|
842 | stats.Cha = contr->orig_stats.Cha; |
|
|
843 | |
830 | |
844 | //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, |
845 | // be merged with the similar code in roll_stats |
832 | // be merged with the similar code in roll_stats |
846 | stats.ac = 0; |
833 | stats.ac = 0; |
847 | |
834 | |
… | |
… | |
1547 | */ |
1534 | */ |
1548 | int |
1535 | int |
1549 | 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) |
1550 | { |
1537 | { |
1551 | object *left, *bow; |
1538 | object *left, *bow; |
1552 | int bowspeed, mflags; |
1539 | int mflags; |
1553 | maptile *m; |
1540 | maptile *m; |
1554 | |
1541 | |
1555 | if (!dir) |
1542 | if (!dir) |
1556 | { |
1543 | { |
1557 | 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!"); |
1558 | return 0; |
1545 | return 0; |
1559 | } |
1546 | } |
1560 | |
1547 | |
1561 | if (player *pl = op->contr) |
1548 | if (op->contr) |
1562 | { |
1549 | bow = op->current_weapon; |
1563 | bow = pl->ranged_ob; |
|
|
1564 | op->set_weapon (bow); |
|
|
1565 | } |
|
|
1566 | else |
1550 | else |
1567 | { |
1551 | { |
1568 | for (bow = op->inv; bow; bow = bow->below) |
1552 | for (bow = op->inv; bow; bow = bow->below) |
1569 | /* 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 |
1570 | * 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. |
… | |
… | |
1591 | { |
1575 | { |
1592 | 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); |
1593 | return 0; |
1577 | return 0; |
1594 | } |
1578 | } |
1595 | |
1579 | |
1596 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
|
|
1597 | |
|
|
1598 | /* penalize ROF for bestarrow */ |
|
|
1599 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
|
|
1600 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
|
|
1601 | |
|
|
1602 | if (bowspeed < 1) |
|
|
1603 | bowspeed = 1; |
|
|
1604 | |
|
|
1605 | if (arrow == NULL) |
1580 | if (arrow == NULL) |
1606 | { |
1581 | { |
1607 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1582 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1608 | { |
1583 | { |
1609 | if (op->type == PLAYER) |
1584 | if (op->type == PLAYER) |
… | |
… | |
1643 | |
1618 | |
1644 | arrow->set_owner (op); |
1619 | arrow->set_owner (op); |
1645 | arrow->skill = bow->skill; |
1620 | arrow->skill = bow->skill; |
1646 | arrow->direction = dir; |
1621 | arrow->direction = dir; |
1647 | |
1622 | |
1648 | if (op->type == PLAYER) |
|
|
1649 | { |
|
|
1650 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
|
|
1651 | op->update_stats (); |
|
|
1652 | } |
|
|
1653 | |
|
|
1654 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1655 | |
|
|
1656 | 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 */ |
1657 | arrow->stats.hp = arrow->stats.dam; |
1624 | arrow->stats.hp = arrow->stats.dam; |
1658 | arrow->stats.grace = arrow->attacktype; |
1625 | arrow->stats.grace = arrow->attacktype; |
1659 | |
1626 | |
1660 | if (arrow->slaying) |
1627 | if (arrow->slaying) |
1661 | arrow->spellarg = strdup (arrow->slaying); |
1628 | arrow->spellarg = strdup (arrow->slaying); |
1662 | |
1629 | |
1663 | 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); |
1664 | |
1646 | |
1665 | /* update the speed */ |
1647 | /* update the speed */ |
1666 | 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 |
1667 | 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
1649 | + bow->stats.dam / 7.f; |
1668 | |
1650 | |
1669 | arrow->set_speed (max (arrow->speed, 1.0)); |
1651 | arrow->set_speed (max (arrow->speed, 2.f)); |
1670 | arrow->speed_left = 0; |
1652 | arrow->speed_left = 0; |
1671 | |
1653 | |
1672 | 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; |
1673 | |
1655 | |
1674 | if (op->type == PLAYER) |
1656 | if (op->type == PLAYER) |
1675 | { |
1657 | { |
1676 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
1658 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
1677 | arrow->stats.wc -= dex_bonus[op->stats.Dex]; |
1659 | wc -= dex_bonus[op->stats.Dex]; |
1678 | |
1660 | |
1679 | if (!arrow->slaying) |
1661 | if (!arrow->slaying) |
1680 | arrow->slaying = op->slaying; |
1662 | arrow->slaying = op->slaying; |
|
|
1663 | |
|
|
1664 | arrow->attacktype |= op->attacktype; |
1681 | } |
1665 | } |
1682 | else |
1666 | else |
1683 | { |
1667 | { |
1684 | arrow->level = op->level; |
1668 | arrow->level = op->level; |
1685 | arrow->stats.wc -= bow->magic; |
1669 | arrow->stats.wc -= bow->magic; |
1686 | |
1670 | |
1687 | if (!arrow->slaying) |
1671 | if (!arrow->slaying) |
1688 | arrow->slaying = bow->slaying; |
1672 | arrow->slaying = bow->slaying; |
1689 | } |
|
|
1690 | |
1673 | |
1691 | arrow->stats.wc -= arrow->level; |
|
|
1692 | |
|
|
1693 | arrow->attacktype |= bow->attacktype; |
1674 | arrow->attacktype |= bow->attacktype; |
|
|
1675 | } |
1694 | |
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); |
1695 | arrow->move_type = MOVE_FLY_LOW; |
1681 | arrow->move_type = MOVE_FLY_LOW; |
1696 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1682 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1697 | |
1683 | |
1698 | 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); |
1699 | m->insert (arrow, sx, sy, op); |
1685 | m->insert (arrow, sx, sy, op); |
… | |
… | |
1754 | } |
1740 | } |
1755 | |
1741 | |
1756 | return ret; |
1742 | return ret; |
1757 | } |
1743 | } |
1758 | |
1744 | |
1759 | |
|
|
1760 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1745 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1761 | * Broken apart from 'fire' to keep it more readable. |
1746 | * Broken apart from 'fire' to keep it more readable. |
1762 | */ |
1747 | */ |
1763 | void |
1748 | void |
1764 | fire_misc_object (object *op, int dir) |
1749 | fire_misc_object (object *op, int dir) |
… | |
… | |
1775 | { |
1760 | { |
1776 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1761 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1777 | return; |
1762 | return; |
1778 | } |
1763 | } |
1779 | |
1764 | |
1780 | op->set_weapon (item); |
1765 | if (!op->change_weapon (item)) |
|
|
1766 | return; |
1781 | |
1767 | |
1782 | if (item->type == WAND) |
1768 | if (item->type == WAND) |
1783 | { |
1769 | { |
1784 | if (item->stats.food <= 0) |
1770 | if (item->stats.food <= 0) |
1785 | { |
1771 | { |
… | |
… | |
1829 | } |
1815 | } |
1830 | } |
1816 | } |
1831 | |
1817 | |
1832 | /* Received a fire command for the player - go and do it. |
1818 | /* Received a fire command for the player - go and do it. |
1833 | */ |
1819 | */ |
1834 | void |
1820 | bool |
1835 | fire (object *op, int dir) |
1821 | fire (object *op, int dir) |
1836 | { |
1822 | { |
1837 | int spellcost = 0; |
1823 | int spellcost = 0; |
1838 | |
1824 | |
1839 | /* check for loss of invisiblity/hide */ |
1825 | /* check for loss of invisiblity/hide */ |
… | |
… | |
1843 | player *pl = op->contr; |
1829 | player *pl = op->contr; |
1844 | |
1830 | |
1845 | if (pl->golem) |
1831 | if (pl->golem) |
1846 | { |
1832 | { |
1847 | control_golem (op->contr->golem, dir); |
1833 | control_golem (op->contr->golem, dir); |
1848 | return; |
1834 | return false; |
1849 | } |
1835 | } |
1850 | |
1836 | |
1851 | object *ob = pl->ranged_ob; |
1837 | object *ob = pl->ranged_ob; |
1852 | |
1838 | |
1853 | if (!ob) |
1839 | if (!ob) |
1854 | 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; |
1855 | |
1849 | |
1856 | switch (ob->type) |
1850 | switch (ob->type) |
1857 | { |
1851 | { |
1858 | case BOW: |
1852 | case BOW: |
1859 | player_fire_bow (op, dir); |
1853 | player_fire_bow (op, dir); |
… | |
… | |
1866 | case BUILDER: |
1860 | case BUILDER: |
1867 | apply_map_builder (op, dir); |
1861 | apply_map_builder (op, dir); |
1868 | break; |
1862 | break; |
1869 | |
1863 | |
1870 | case SKILL: |
1864 | case SKILL: |
1871 | case SKILL_TOOL: |
|
|
1872 | do_skill (op, op, ob, dir, 0); |
1865 | do_skill (op, op, ob, dir, 0); |
1873 | break; |
1866 | break; |
1874 | |
1867 | |
1875 | default: |
1868 | default: |
1876 | fire_misc_object (op, dir); |
1869 | fire_misc_object (op, dir); |
1877 | break; |
1870 | break; |
1878 | } |
1871 | } |
|
|
1872 | |
|
|
1873 | return true; |
1879 | } |
1874 | } |
1880 | |
1875 | |
1881 | /* find_key |
1876 | /* find_key |
1882 | * 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 |
1883 | * and successfully use it, we return the key, otherwise NULL |
1878 | * and successfully use it, we return the key, otherwise NULL |
… | |
… | |
1970 | * 0 otherwise |
1965 | * 0 otherwise |
1971 | */ |
1966 | */ |
1972 | static int |
1967 | static int |
1973 | player_attack_door (object *op, object *door) |
1968 | player_attack_door (object *op, object *door) |
1974 | { |
1969 | { |
1975 | /* 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, |
1976 | * 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 - |
1977 | * otherwise, we fall through to the rest of the code. |
1972 | * otherwise, we fall through to the rest of the code. |
1978 | */ |
1973 | */ |
1979 | object *key = find_key (op, op, door); |
1974 | object *key = find_key (op, op, door); |
1980 | |
1975 | |
1981 | /* IF we found a key, do some extra work */ |
1976 | /* If we found a key, do some extra work */ |
1982 | if (key) |
1977 | if (key) |
1983 | { |
1978 | { |
1984 | object *container = key->env; |
1979 | object *container = key->env; |
1985 | |
1980 | |
1986 | 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); |
… | |
… | |
2021 | * It should keep the code cleaner. |
2016 | * It should keep the code cleaner. |
2022 | * When this is called, the players direction has been updated |
2017 | * When this is called, the players direction has been updated |
2023 | * (taking into account confusion.) The player is also actually |
2018 | * (taking into account confusion.) The player is also actually |
2024 | * going to try and move (not fire weapons). |
2019 | * going to try and move (not fire weapons). |
2025 | */ |
2020 | */ |
2026 | void |
2021 | bool |
2027 | move_player_attack (object *op, int dir) |
2022 | move_player_attack (object *op, int dir) |
2028 | { |
2023 | { |
2029 | object *tmp, *mon; |
|
|
2030 | int on_battleground; |
2024 | int on_battleground; |
2031 | maptile *m; |
|
|
2032 | |
2025 | |
2033 | sint16 nx = freearr_x[dir] + op->x; |
2026 | sint16 nx = freearr_x[dir] + op->x; |
2034 | sint16 ny = freearr_y[dir] + op->y; |
2027 | sint16 ny = freearr_y[dir] + op->y; |
2035 | |
2028 | |
2036 | 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 | } |
2037 | |
2039 | |
2038 | /* 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 |
2039 | * 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 |
2040 | * 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 |
2041 | * player. This is a pretty nasty hack, because if we could |
2043 | * player. This is a pretty nasty hack, because if we could |
2042 | * 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 |
2043 | * 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 |
2044 | * 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 |
2045 | * move_ob uses. |
2047 | * move_ob uses. |
2046 | */ |
2048 | */ |
2047 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
|
|
2048 | { |
|
|
2049 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
|
|
2050 | { |
|
|
2051 | m = op->map->xy_find (nx, ny); |
2049 | maptile *m = op->map->xy_find (nx, ny); |
2052 | if (!m) |
|
|
2053 | return; /* Don't think this should happen */ |
|
|
2054 | } |
|
|
2055 | else |
|
|
2056 | m = op->map; |
|
|
2057 | |
2050 | |
2058 | if (!(tmp = m->at (nx, ny).bot)) |
|
|
2059 | return; |
|
|
2060 | |
|
|
2061 | mon = 0; |
|
|
2062 | /* 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 |
2063 | * 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. |
2064 | * 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 |
2065 | * on the space |
2054 | * on the space |
2066 | */ |
2055 | */ |
2067 | while (tmp) |
2056 | object *mon; |
2068 | { |
2057 | for (mon = m->at (nx, ny).bot; mon; mon = mon->above) |
2069 | if (tmp == op) |
2058 | { |
2070 | { |
2059 | if ((mon->flag [FLAG_ALIVE] |
2071 | tmp = tmp->above; |
2060 | || mon->type == LOCKED_DOOR |
2072 | continue; |
2061 | || mon->flag [FLAG_CAN_ROLL]) |
2073 | } |
|
|
2074 | |
|
|
2075 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
|
|
2076 | { |
|
|
2077 | mon = tmp; |
2062 | && mon != op) |
2078 | break; |
2063 | break; |
2079 | } |
2064 | } |
2080 | |
2065 | |
2081 | if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) |
|
|
2082 | mon = tmp; |
|
|
2083 | |
|
|
2084 | tmp = tmp->above; |
|
|
2085 | } |
|
|
2086 | |
|
|
2087 | if (!mon) /* This happens anytime the player tries to move */ |
2066 | if (!mon) /* This happens anytime the player tries to move */ |
2088 | return; /* into a wall */ |
2067 | return false; /* into a wall */ |
2089 | |
2068 | |
2090 | if (mon->head) |
|
|
2091 | mon = mon->head; |
2069 | mon = mon->head_ (); |
2092 | |
2070 | |
2093 | 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) |
2094 | if (player_attack_door (op, mon)) |
2073 | if (player_attack_door (op, mon)) |
|
|
2074 | { |
|
|
2075 | --op->contr->weapon_sp_left; |
2095 | return; |
2076 | return true; |
|
|
2077 | } |
2096 | |
2078 | |
2097 | /* The following deals with possibly attacking peaceful |
2079 | /* The following deals with possibly attacking peaceful |
2098 | * or frienddly creatures. Basically, all players are considered |
2080 | * or friendly creatures. Basically, all players are considered |
2099 | * unaggressive. If the moving player has peaceful set, then the |
2081 | * unaggressive. If the moving player has peaceful set, then the |
2100 | * object should be pushed instead of attacked. It is assumed that |
2082 | * object should be pushed instead of attacked. It is assumed that |
2101 | * if you are braced, you will not attack friends accidently, |
2083 | * if you are braced, you will not attack friends accidently, |
2102 | * and thus will not push them. |
2084 | * and thus will not push them. |
2103 | */ |
2085 | */ |
2104 | |
2086 | |
2105 | /* 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 |
2106 | * peaceful. Our assumption is the creature is a pet if the |
2088 | * peaceful. Our assumption is the creature is a pet if the |
2107 | * player owns it and it is either friendly or unagressive. |
2089 | * player owns it and it is either friendly or unagressive. |
2108 | */ |
2090 | */ |
2109 | if ((op->type == PLAYER) |
2091 | if (op->type == PLAYER |
2110 | #if COZY_SERVER |
|
|
2111 | && |
|
|
2112 | ((mon->owner && mon->owner->contr |
2092 | && ((mon->owner && mon->owner->contr |
2113 | && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) |
2093 | && same_party (mon->owner->contr->party, op->contr->party)) |
2114 | #else |
|
|
2115 | && mon->owner == op |
2094 | || mon->owner == op) |
2116 | #endif |
|
|
2117 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2095 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2118 | { |
2096 | { |
2119 | /* 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 */ |
2120 | if (op->contr->braced) |
2098 | if (op->contr->braced) |
2121 | return; |
2099 | return false; |
|
|
2100 | |
|
|
2101 | if (op->speed_left > 0.f) |
|
|
2102 | { |
|
|
2103 | --op->speed_left; |
2122 | |
2104 | |
2123 | 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); |
2124 | push_ob (mon, dir, op); |
2106 | push_ob (mon, dir, op); |
|
|
2107 | |
2125 | if (op->contr->tmp_invis || op->hide) |
2108 | if (op->contr->tmp_invis || op->hide) |
2126 | make_visible (op); |
2109 | make_visible (op); |
2127 | |
2110 | |
2128 | return; |
2111 | return true; |
2129 | } |
2112 | } |
|
|
2113 | else |
|
|
2114 | return false; |
|
|
2115 | } |
2130 | |
2116 | |
2131 | /* in certain circumstances, you shouldn't attack friendly |
2117 | /* in certain circumstances, you shouldn't attack friendly |
2132 | * creatures. Note that if you are braced, you can't push |
2118 | * creatures. Note that if you are braced, you can't push |
2133 | * 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 |
2134 | * attack them either. |
2120 | * attack them either. |
2135 | */ |
2121 | */ |
2136 | if ((mon->type == PLAYER || mon->enemy != op) && |
2122 | if ((mon->type == PLAYER || mon->enemy != op) |
2137 | (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)) |
2138 | #ifdef PROHIBIT_PLAYERKILL |
|
|
2139 | (op->contr->peaceful |
2124 | && ((op->contr->peaceful |
2140 | || (mon->type == PLAYER |
2125 | || (mon->type == PLAYER && mon->contr->peaceful)) |
2141 | && mon->contr-> |
|
|
2142 | peaceful)) && |
|
|
2143 | #else |
|
|
2144 | op->contr->peaceful && |
|
|
2145 | #endif |
|
|
2146 | !on_battleground)) |
2126 | && !on_battleground)) |
|
|
2127 | { |
|
|
2128 | if (op->speed_left > 0.f) |
2147 | { |
2129 | { |
|
|
2130 | --op->speed_left; |
|
|
2131 | |
2148 | if (!op->contr->braced) |
2132 | if (!op->contr->braced) |
2149 | { |
2133 | { |
2150 | 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); |
2151 | push_ob (mon, dir, op); |
2135 | push_ob (mon, dir, op); |
2152 | } |
2136 | } |
2153 | else |
2137 | else |
2154 | new_draw_info (0, 0, op, "You withhold your attack"); |
2138 | new_draw_info (0, 0, op, "You withhold your attack"); |
2155 | |
2139 | |
2156 | if (op->contr->tmp_invis || op->hide) |
2140 | if (op->contr->tmp_invis || op->hide) |
2157 | make_visible (op); |
2141 | make_visible (op); |
2158 | } |
|
|
2159 | |
2142 | |
|
|
2143 | return true; |
|
|
2144 | } |
|
|
2145 | } |
2160 | /* If the object is a boulder or other rollable object, then |
2146 | /* If the object is a boulder or other rollable object, then |
2161 | * 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. |
2162 | */ |
2148 | */ |
2163 | 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) |
2164 | { |
2152 | { |
|
|
2153 | --op->speed_left; |
|
|
2154 | |
2165 | recursive_roll (mon, dir, op); |
2155 | recursive_roll (mon, dir, op); |
2166 | if (action_makes_visible (op)) |
2156 | if (action_makes_visible (op)) |
2167 | make_visible (op); |
2157 | make_visible (op); |
2168 | } |
|
|
2169 | |
2158 | |
|
|
2159 | return true; |
|
|
2160 | } |
|
|
2161 | } |
2170 | /* Any generic living creature. Including things like doors. |
2162 | /* Any generic living creature. Including things like doors. |
2171 | * 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 |
2172 | * and be living. Then, it must be one of the following: |
2164 | * and be living. Then, it must be one of the following: |
2173 | * 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 |
2174 | * 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. |
2175 | */ |
2167 | */ |
2176 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2168 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2177 | ((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))) |
2178 | { |
2170 | { |
2179 | |
2171 | if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) |
2180 | /* If the player hasn't hit something this tick, and does |
|
|
2181 | * so, give them speed boost based on weapon speed. Doing |
|
|
2182 | * it here is better than process_players2, which basically |
|
|
2183 | * incurred a 1 tick offset. |
|
|
2184 | */ |
|
|
2185 | if (!op->contr->has_hit) |
|
|
2186 | { |
2172 | { |
2187 | op->speed_left += op->speed / op->contr->weapon_sp; |
2173 | --op->contr->weapon_sp_left; |
2188 | |
|
|
2189 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
|
|
2190 | } |
|
|
2191 | |
2174 | |
2192 | skill_attack (mon, op, 0, 0, 0); |
2175 | skill_attack (mon, op, 0, 0, 0); |
2193 | |
|
|
2194 | /* If attacking another player, that player gets automatic |
|
|
2195 | * hitback, and doesn't loose luck either. |
|
|
2196 | * Disable hitback on the battleground or if the target is |
|
|
2197 | * the wiz. |
|
|
2198 | */ |
|
|
2199 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) |
|
|
2200 | { |
|
|
2201 | short luck = mon->stats.luck; |
|
|
2202 | |
|
|
2203 | mon->contr->has_hit = 1; |
|
|
2204 | skill_attack (op, mon, 0, 0, 0); |
|
|
2205 | mon->stats.luck = luck; |
|
|
2206 | } |
|
|
2207 | |
2176 | |
2208 | if (action_makes_visible (op)) |
2177 | if (action_makes_visible (op)) |
2209 | make_visible (op); |
2178 | make_visible (op); |
2210 | } |
|
|
2211 | } /* if player should attack something */ |
|
|
2212 | } |
|
|
2213 | |
2179 | |
2214 | int |
2180 | return true; |
|
|
2181 | } |
|
|
2182 | } |
|
|
2183 | |
|
|
2184 | return false; |
|
|
2185 | } |
|
|
2186 | |
|
|
2187 | bool |
2215 | move_player (object *op, int dir) |
2188 | move_player (object *op, int dir) |
2216 | { |
2189 | { |
2217 | int pick; |
2190 | int pick; |
2218 | |
2191 | |
2219 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2192 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
… | |
… | |
2233 | op->facing = dir; |
2206 | op->facing = dir; |
2234 | |
2207 | |
2235 | if (op->hide) |
2208 | if (op->hide) |
2236 | do_hidden_move (op); |
2209 | do_hidden_move (op); |
2237 | |
2210 | |
|
|
2211 | bool retval; |
|
|
2212 | |
2238 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2213 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2239 | /*nop */ ; |
2214 | retval = RESULT_INT (0); |
2240 | else if (op->contr->fire_on) |
2215 | else if (op->contr->fire_on) |
2241 | fire (op, dir); |
2216 | retval = fire (op, dir); |
2242 | else |
2217 | else |
2243 | { |
2218 | { |
2244 | move_player_attack (op, dir); |
2219 | retval = move_player_attack (op, dir); |
2245 | pick = check_pick (op); |
2220 | pick = check_pick (op); |
2246 | } |
2221 | } |
2247 | |
2222 | |
2248 | /* 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 |
2249 | * server can handle repeat firing. |
2224 | * server can handle repeat firing. |
… | |
… | |
2256 | /* Update how the player looks. Use the facing, so direction may |
2231 | /* Update how the player looks. Use the facing, so direction may |
2257 | * get reset to zero. This allows for full animation capabilities |
2232 | * get reset to zero. This allows for full animation capabilities |
2258 | * for players. |
2233 | * for players. |
2259 | */ |
2234 | */ |
2260 | animate_object (op, op->facing); |
2235 | animate_object (op, op->facing); |
2261 | return 0; |
2236 | |
|
|
2237 | return retval; |
2262 | } |
2238 | } |
2263 | |
2239 | |
2264 | /* 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 |
2265 | * new client/server stuff. |
2241 | * new client/server stuff. |
2266 | * 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 |
2267 | * the new speed values for commands. |
2243 | * the new speed values for commands. |
2268 | * |
2244 | * |
2269 | * 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. |
2270 | */ |
2248 | */ |
2271 | int |
2249 | bool |
2272 | handle_newcs_player (object *op) |
2250 | handle_newcs_player (object *op) |
2273 | { |
2251 | { |
2274 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2252 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2275 | { |
2253 | { |
2276 | flee_player (op); |
2254 | if (op->speed_left > 0.f) |
2277 | /* If player is still scared, that is his action for this tick */ |
|
|
2278 | if (QUERY_FLAG (op, FLAG_SCARED)) |
|
|
2279 | { |
2255 | { |
2280 | op->speed_left--; |
2256 | --op->speed_left; |
|
|
2257 | flee_player (op); |
|
|
2258 | |
2281 | return 0; |
2259 | return true; |
2282 | } |
2260 | } |
|
|
2261 | else |
|
|
2262 | return false; |
2283 | } |
2263 | } |
2284 | |
2264 | |
2285 | /* 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 |
2286 | * the players time has been increased when doericserver has been |
2266 | * the players time has been increased when doericserver has been |
2287 | * called, so we recheck it here. |
2267 | * called, so we recheck it here. |
2288 | */ |
2268 | */ |
2289 | if (op->contr->ns->handle_command ()) |
2269 | if (op->contr->ns->handle_command ()) |
2290 | return 1; |
2270 | return true; |
2291 | |
2271 | |
2292 | if (op->speed_left > 0) |
|
|
2293 | { |
|
|
2294 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2272 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2295 | { |
|
|
2296 | /* All move commands take 1 tick, at least for now */ |
|
|
2297 | op->speed_left--; |
|
|
2298 | |
|
|
2299 | /* Instead of all the stuff below, let move_player take care |
|
|
2300 | * of it. Also, some of the skill stuff is only put in |
|
|
2301 | * there, as well as the confusion stuff. |
|
|
2302 | */ |
|
|
2303 | move_player (op, op->direction); |
2273 | return move_player (op, op->direction); |
2304 | |
2274 | |
2305 | return op->speed_left > 0; |
|
|
2306 | } |
|
|
2307 | } |
|
|
2308 | |
|
|
2309 | return 0; |
2275 | return false; |
2310 | } |
2276 | } |
2311 | |
2277 | |
2312 | int |
2278 | int |
2313 | save_life (object *op) |
2279 | save_life (object *op) |
2314 | { |
2280 | { |
… | |
… | |
2580 | } |
2546 | } |
2581 | |
2547 | |
2582 | /* Digestion */ |
2548 | /* Digestion */ |
2583 | if (--op->last_eat < 0) |
2549 | if (--op->last_eat < 0) |
2584 | { |
2550 | { |
2585 | #ifdef COZY_SERVER |
|
|
2586 | int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; |
|
|
2587 | int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0; |
|
|
2588 | #else |
|
|
2589 | 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; |
2590 | #endif |
|
|
2591 | |
2552 | |
2592 | if (op->contr->gen_hp > 0) |
2553 | if (op->contr->gen_hp > 0) |
2593 | 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); |
2594 | else |
2555 | else |
2595 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
2556 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
… | |
… | |
2940 | object *force; |
2901 | object *force; |
2941 | int at; |
2902 | int at; |
2942 | |
2903 | |
2943 | force = get_archetype (FORCE_NAME); |
2904 | force = get_archetype (FORCE_NAME); |
2944 | /* 50 ticks should be enough time for the spell to abate */ |
2905 | /* 50 ticks should be enough time for the spell to abate */ |
2945 | force->speed = 0.1; |
2906 | force->speed = 0.1f; |
2946 | force->speed_left = -5.0; |
2907 | force->speed_left = -5.f; |
2947 | SET_FLAG (force, FLAG_APPLIED); |
2908 | SET_FLAG (force, FLAG_APPLIED); |
2948 | for (at = 0; at < NROFATTACKS; at++) |
2909 | for (at = 0; at < NROFATTACKS; at++) |
2949 | if (will_kill_again & (1 << at)) |
2910 | if (will_kill_again & (1 << at)) |
2950 | force->resist[at] = 100; |
2911 | force->resist[at] = 100; |
2951 | |
2912 | |
… | |
… | |
3126 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3087 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3127 | * every time they move - as we subtract off 'invisibility' |
3088 | * every time they move - as we subtract off 'invisibility' |
3128 | * AND, for players, if they move into a ridiculously unhideable |
3089 | * AND, for players, if they move into a ridiculously unhideable |
3129 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3090 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3130 | */ |
3091 | */ |
3131 | |
|
|
3132 | void |
3092 | void |
3133 | do_hidden_move (object *op) |
3093 | do_hidden_move (object *op) |
3134 | { |
3094 | { |
3135 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3095 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3136 | object *skop; |
3096 | object *skop; |