… | |
… | |
21 | * |
21 | * |
22 | * 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> |
23 | */ |
23 | */ |
24 | |
24 | |
25 | #include <global.h> |
25 | #include <global.h> |
26 | #include <pwd.h> |
|
|
27 | #include <sproto.h> |
26 | #include <sproto.h> |
28 | #include <sounds.h> |
27 | #include <sounds.h> |
29 | #include <living.h> |
28 | #include <living.h> |
30 | #include <object.h> |
29 | #include <object.h> |
31 | #include <spells.h> |
30 | #include <spells.h> |
… | |
… | |
116 | |
115 | |
117 | news[0] = '\0'; |
116 | news[0] = '\0'; |
118 | subject[0] = '\0'; |
117 | subject[0] = '\0'; |
119 | size = 0; |
118 | size = 0; |
120 | |
119 | |
121 | while (fgets (buf, MAX_BUF, fp) != NULL) |
120 | while (fgets (buf, MAX_BUF, fp)) |
122 | { |
121 | { |
123 | if (*buf == '#') |
122 | if (*buf == '#') |
124 | continue; |
123 | continue; |
125 | |
124 | |
126 | if (*buf == '%') |
125 | if (*buf == '%') |
127 | { /* send one news */ |
126 | { /* send one news */ |
128 | if (size > 0) |
127 | if (size > 0) |
129 | 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 */ |
130 | |
129 | |
131 | strcpy (subject, buf + 1); |
130 | strcpy (subject, buf + 1); |
132 | strip_endline (subject); |
131 | strip_endline (subject); |
133 | size = 0; |
132 | size = 0; |
134 | news[0] = '\0'; |
133 | news[0] = '\0'; |
… | |
… | |
144 | size += strlen (buf); |
143 | size += strlen (buf); |
145 | } |
144 | } |
146 | } |
145 | } |
147 | |
146 | |
148 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
147 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
149 | 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); |
150 | close_and_delete (fp, comp); |
149 | close_and_delete (fp, comp); |
151 | } |
150 | } |
152 | |
151 | |
153 | /* This loads the first map an puts the player on it. */ |
152 | /* This loads the first map an puts the player on it. */ |
154 | static void |
153 | static void |
155 | set_first_map (object *op) |
154 | set_first_map (object *op) |
156 | { |
155 | { |
157 | op->contr->maplevel = first_map_path; |
156 | op->contr->maplevel = first_map_path; |
158 | op->x = -1; |
157 | op->x = -1; |
159 | op->y = -1; |
158 | op->y = -1; |
160 | } |
|
|
161 | |
|
|
162 | void |
|
|
163 | player::enter_map () |
|
|
164 | { |
|
|
165 | object *tmp = object::create (); |
|
|
166 | |
|
|
167 | EXIT_PATH (tmp) = maplevel; |
|
|
168 | EXIT_X (tmp) = ob->x; |
|
|
169 | EXIT_Y (tmp) = ob->y; |
|
|
170 | ob->enter_exit (tmp); |
|
|
171 | |
|
|
172 | tmp->destroy (); |
|
|
173 | } |
159 | } |
174 | |
160 | |
175 | void |
161 | void |
176 | player::activate () |
162 | player::activate () |
177 | { |
163 | { |
… | |
… | |
182 | ob->remove (); |
168 | ob->remove (); |
183 | ob->map = 0; |
169 | ob->map = 0; |
184 | ob->activate_recursive (); |
170 | ob->activate_recursive (); |
185 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
171 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
186 | add_friendly_object (ob); |
172 | add_friendly_object (ob); |
187 | enter_map (); |
|
|
188 | } |
173 | } |
189 | |
174 | |
190 | void |
175 | void |
191 | player::deactivate () |
176 | player::deactivate () |
192 | { |
177 | { |
… | |
… | |
194 | return; |
179 | return; |
195 | |
180 | |
196 | terminate_all_pets (ob); |
181 | terminate_all_pets (ob); |
197 | remove_friendly_object (ob); |
182 | remove_friendly_object (ob); |
198 | ob->deactivate_recursive (); |
183 | ob->deactivate_recursive (); |
|
|
184 | |
|
|
185 | if (ob->map) |
|
|
186 | maplevel = ob->map->path; |
|
|
187 | |
199 | ob->remove (); |
188 | ob->remove (); |
200 | ob->map = 0; |
189 | ob->map = 0; |
|
|
190 | party = 0; |
201 | |
191 | |
202 | // for weird reasons, this is often "ob", keeping a circular reference |
192 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
203 | ranges [range_skill] = 0; |
|
|
204 | |
193 | |
205 | players.erase (this); |
194 | players.erase (this); |
206 | } |
195 | } |
207 | |
196 | |
208 | // connect the player with a specific client |
197 | // connect the player with a specific client |
209 | // also changed, rationalises, and fixes some incorrect settings |
198 | // also changes, rationalises, and fixes some incorrect settings |
210 | void |
199 | void |
211 | player::connect (client *ns) |
200 | player::connect (client *ns) |
212 | { |
201 | { |
213 | this->ns = ns; |
202 | this->ns = ns; |
214 | ns->pl = this; |
203 | ns->pl = this; |
215 | |
204 | |
216 | run_on = 0; |
205 | run_on = 0; |
217 | fire_on = 0; |
206 | fire_on = 0; |
|
|
207 | ob->close_container (); //TODO: client-specific |
218 | |
208 | |
219 | ns->update_look = 0; |
209 | ns->update_look = 0; |
220 | ns->look_position = 0; |
210 | ns->look_position = 0; |
221 | |
211 | |
222 | clear_los (ob); |
212 | clear_los (ob); |
… | |
… | |
225 | |
215 | |
226 | /* make sure he's a player -- needed because of class change. */ |
216 | /* make sure he's a player -- needed because of class change. */ |
227 | ob->type = PLAYER; // we are paranoid |
217 | ob->type = PLAYER; // we are paranoid |
228 | ob->race = ob->arch->clone.race; |
218 | ob->race = ob->arch->clone.race; |
229 | |
219 | |
230 | if (!legal_range (ob, shoottype)) |
|
|
231 | shoottype = range_none; |
|
|
232 | |
|
|
233 | ob->carrying = sum_weight (ob); |
220 | ob->carrying = sum_weight (ob); |
234 | link_player_skills (ob); |
221 | link_player_skills (ob); |
235 | |
222 | |
236 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
223 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
237 | |
224 | |
238 | assign (title, ob->arch->clone.name); |
225 | assign (title, ob->arch->clone.name); |
239 | |
|
|
240 | /* can_use_shield is a new flag. However, the can_use.. seems to largely come |
|
|
241 | * from the class, and not race. I don't see any way to get the class information |
|
|
242 | * to then update this. I don't think this will actually break anything - anyone |
|
|
243 | * that can use armour should be able to use a shield. What this may 'break' |
|
|
244 | * are features new characters get, eg, if someone starts up with a Q, they |
|
|
245 | * should be able to use a shield. However, old Q's won't get that advantage. |
|
|
246 | */ |
|
|
247 | if (QUERY_FLAG (ob, FLAG_USE_ARMOUR)) |
|
|
248 | SET_FLAG (ob, FLAG_USE_SHIELD); |
|
|
249 | |
226 | |
250 | /* if it's a dragon player, set the correct title here */ |
227 | /* if it's a dragon player, set the correct title here */ |
251 | if (is_dragon_pl (ob)) |
228 | if (is_dragon_pl (ob)) |
252 | { |
229 | { |
253 | object *tmp, *abil = 0, *skin = 0; |
230 | object *tmp, *abil = 0, *skin = 0; |
… | |
… | |
267 | |
244 | |
268 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
245 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
269 | |
246 | |
270 | esrv_new_player (this, ob->weight + ob->carrying); |
247 | esrv_new_player (this, ob->weight + ob->carrying); |
271 | |
248 | |
|
|
249 | ob->flag [FLAG_READY_WEAPON] = false; |
|
|
250 | ob->flag [FLAG_READY_SKILL] = false; |
|
|
251 | ob->flag [FLAG_READY_BOW] = false; |
|
|
252 | |
|
|
253 | for (object *op = ob->inv; op; op = op->below) |
|
|
254 | if (op->flag [FLAG_APPLIED]) |
|
|
255 | switch (op->type) |
|
|
256 | { |
|
|
257 | case SKILL: |
|
|
258 | ob->flag [FLAG_APPLIED] = false; |
|
|
259 | break; |
|
|
260 | |
|
|
261 | case WAND: |
|
|
262 | case ROD: |
|
|
263 | case HORN: |
|
|
264 | case BOW: |
|
|
265 | ranged_ob = op; |
|
|
266 | break; |
|
|
267 | |
|
|
268 | case WEAPON: |
|
|
269 | combat_ob = op; |
|
|
270 | break; |
|
|
271 | } |
|
|
272 | |
|
|
273 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
272 | ob->update_stats (); |
274 | ob->update_stats (); |
|
|
275 | |
273 | ns->floorbox_update (); |
276 | ns->floorbox_update (); |
274 | |
|
|
275 | esrv_send_inventory (ob, ob); |
277 | esrv_send_inventory (ob, ob); |
276 | esrv_add_spells (this, 0); |
278 | esrv_add_spells (this, 0); |
277 | |
279 | |
278 | activate (); |
280 | activate (); |
279 | |
281 | |
… | |
… | |
293 | if (active) |
295 | if (active) |
294 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
296 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
295 | |
297 | |
296 | INVOKE_PLAYER (DISCONNECT, this); |
298 | INVOKE_PLAYER (DISCONNECT, this); |
297 | |
299 | |
|
|
300 | ns->reset_stats (); |
298 | ns->pl = 0; |
301 | ns->pl = 0; |
299 | this->ns = 0; |
302 | ns = 0; |
300 | } |
303 | } |
|
|
304 | |
|
|
305 | if (ob) |
|
|
306 | ob->close_container (); //TODO: client-specific |
301 | |
307 | |
302 | deactivate (); |
308 | deactivate (); |
303 | } |
309 | } |
304 | |
310 | |
305 | // the need for this function can be explained |
311 | // the need for this function can be explained |
306 | // by load_object not returning the object |
312 | // by load_object not returning the object |
307 | void |
313 | void |
308 | player::set_object (object *op) |
314 | player::set_object (object *op) |
309 | { |
315 | { |
310 | ob = op; |
316 | ob = op; |
311 | ob->contr = this; /* this aren't yet in archetype */ |
317 | ob->contr = this; /* this aren't yet in archetype */ |
312 | |
318 | |
|
|
319 | ob->speed = 1.0f; |
313 | ob->speed_left = 0.5; |
320 | ob->speed_left = 0.5f; |
314 | ob->speed = 1.0; |
321 | |
315 | ob->direction = 5; /* So player faces south */ |
322 | ob->direction = 5; /* So player faces south */ |
316 | ob->stats.wc = 2; |
|
|
317 | ob->run_away = 25; /* Then we panick... */ |
|
|
318 | |
|
|
319 | ob->roll_stats (); |
|
|
320 | } |
323 | } |
321 | |
324 | |
322 | player::player () |
325 | player::player () |
323 | { |
326 | { |
324 | /* There are some elements we want initialised to non zero value - |
327 | /* There are some elements we want initialised to non zero value - |
325 | * we deal with that below this point. |
328 | * we deal with that below this point. |
326 | */ |
329 | */ |
327 | outputs_sync = 16; /* Every 2 seconds */ |
330 | outputs_sync = 4; |
328 | outputs_count = 8; /* Keeps present behaviour */ |
331 | outputs_count = 4; |
329 | unapply = unapply_nochoice; |
332 | unapply = unapply_nochoice; |
330 | |
333 | |
331 | savebed_map = first_map_path; /* Init. respawn position */ |
334 | savebed_map = first_map_path; /* Init. respawn position */ |
332 | |
335 | |
333 | gen_sp_armour = 10; |
336 | gen_sp_armour = 10; |
334 | shoottype = range_none; |
|
|
335 | bowtype = bow_normal; |
337 | bowtype = bow_normal; |
336 | petmode = pet_normal; |
338 | petmode = pet_normal; |
337 | listening = 10; |
339 | listening = 10; |
338 | usekeys = containers; |
340 | usekeys = containers; |
339 | peaceful = 1; /* default peaceful */ |
341 | peaceful = 1; /* default peaceful */ |
340 | do_los = 1; |
342 | do_los = 1; |
|
|
343 | |
|
|
344 | weapon_sp = 1.0f; |
|
|
345 | weapon_sp_left = 0.5f; |
341 | } |
346 | } |
342 | |
347 | |
343 | void |
348 | void |
344 | player::do_destroy () |
349 | player::do_destroy () |
345 | { |
350 | { |
… | |
… | |
368 | player::create () |
373 | player::create () |
369 | { |
374 | { |
370 | player *pl = new player; |
375 | player *pl = new player; |
371 | |
376 | |
372 | pl->set_object (arch_to_object (get_player_archetype (0))); |
377 | pl->set_object (arch_to_object (get_player_archetype (0))); |
|
|
378 | |
|
|
379 | pl->ob->roll_stats (); |
|
|
380 | pl->ob->stats.wc = 2; |
|
|
381 | pl->ob->run_away = 25; /* Then we panick... */ |
|
|
382 | |
373 | set_first_map (pl->ob); |
383 | set_first_map (pl->ob); |
374 | |
384 | |
375 | return pl; |
385 | return pl; |
376 | } |
386 | } |
377 | |
387 | |
… | |
… | |
523 | x = mon->x; |
533 | x = mon->x; |
524 | y = mon->y; |
534 | y = mon->y; |
525 | m = mon->map; |
535 | m = mon->map; |
526 | dir = rv.direction; |
536 | dir = rv.direction; |
527 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
537 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
528 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
538 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
|
|
539 | |
529 | /* If we can't solve it within the search distance, return now. */ |
540 | /* If we can't solve it within the search distance, return now. */ |
530 | if (diff > max) |
541 | if (diff > max) |
531 | return 0; |
542 | return 0; |
|
|
543 | |
532 | while (diff > 1 && max > 0) |
544 | while (diff > 1 && max > 0) |
533 | { |
545 | { |
534 | lastx = x; |
546 | lastx = x; |
535 | lasty = y; |
547 | lasty = y; |
536 | lastmap = m; |
548 | lastmap = m; |
… | |
… | |
618 | max--; |
630 | max--; |
619 | lastdir = dir; |
631 | lastdir = dir; |
620 | if (!firstdir) |
632 | if (!firstdir) |
621 | firstdir = dir; |
633 | firstdir = dir; |
622 | } |
634 | } |
|
|
635 | |
623 | if (diff <= 1) |
636 | if (diff <= 1) |
624 | { |
637 | { |
625 | /* Recalculate diff (distance) because we may not have actually |
638 | /* Recalculate diff (distance) because we may not have actually |
626 | * headed toward player for entire distance. |
639 | * headed toward player for entire distance. |
627 | */ |
640 | */ |
628 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
641 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
629 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
642 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
630 | } |
643 | } |
|
|
644 | |
631 | if (diff > max) |
645 | if (diff > max) |
632 | return 0; |
646 | return 0; |
633 | } |
647 | } |
|
|
648 | |
634 | /* If we reached the max, didn't find a direction in time */ |
649 | /* If we reached the max, didn't find a direction in time */ |
635 | if (!max) |
650 | if (!max) |
636 | return 0; |
651 | return 0; |
637 | |
652 | |
638 | return firstdir; |
653 | return firstdir; |
… | |
… | |
752 | roll_stat (void) |
767 | roll_stat (void) |
753 | { |
768 | { |
754 | int a[4], i, j, k; |
769 | int a[4], i, j, k; |
755 | |
770 | |
756 | for (i = 0; i < 4; i++) |
771 | for (i = 0; i < 4; i++) |
757 | a[i] = (int) RANDOM () % 6 + 1; |
772 | a[i] = (int) rndm (6) + 1; |
758 | |
773 | |
759 | for (i = 0, j = 0, k = 7; i < 4; i++) |
774 | for (i = 0, j = 0, k = 7; i < 4; i++) |
760 | if (a[i] < k) |
775 | if (a[i] < k) |
761 | k = a[i], j = i; |
776 | k = a[i], j = i; |
762 | |
777 | |
… | |
… | |
768 | } |
783 | } |
769 | |
784 | |
770 | void |
785 | void |
771 | object::roll_stats () |
786 | object::roll_stats () |
772 | { |
787 | { |
773 | int statsort [7]; |
788 | int statsort [NUM_STATS]; |
774 | |
789 | |
775 | for (;;) |
790 | for (;;) |
776 | { |
791 | { |
777 | int sum = 0; |
792 | int sum = 0; |
778 | for (int i = 7; i--; ) |
793 | for (int i = NUM_STATS; i--; ) |
779 | sum += statsort [i] = roll_stat (); |
794 | sum += statsort [i] = roll_stat (); |
780 | |
795 | |
781 | if (sum >= 82 && sum <= 116) |
796 | if (sum >= 82 && sum <= 116) |
782 | break; |
797 | break; |
783 | } |
798 | } |
784 | |
799 | |
785 | // Sort the stats so that rerolling is easier... |
800 | // Sort the stats so that rerolling is easier... |
786 | std::sort (statsort, statsort + 7, std::greater<int>()); |
801 | std::sort (statsort, statsort + NUM_STATS, std::greater<int>()); |
787 | |
802 | |
|
|
803 | for (int i = 0; i < NUM_STATS; ++i) |
788 | stats.Str = statsort[0]; |
804 | stats.stat (i) = statsort [i]; |
789 | stats.Dex = statsort[1]; |
|
|
790 | stats.Con = statsort[2]; |
|
|
791 | stats.Int = statsort[3]; |
|
|
792 | stats.Wis = statsort[4]; |
|
|
793 | stats.Pow = statsort[5]; |
|
|
794 | stats.Cha = statsort[6]; |
|
|
795 | |
805 | |
796 | stats.exp = 0; |
806 | stats.exp = 0; |
797 | stats.ac = 0; |
807 | stats.ac = 0; |
798 | |
808 | |
799 | stats.hp = stats.maxhp; |
809 | stats.hp = stats.maxhp; |
… | |
… | |
811 | } |
821 | } |
812 | |
822 | |
813 | void |
823 | void |
814 | object::swap_stats (int a, int b) |
824 | object::swap_stats (int a, int b) |
815 | { |
825 | { |
816 | int tmp = get_attr_value (&contr->orig_stats, a); |
826 | swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b)); |
817 | set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b)); |
|
|
818 | set_attr_value (&contr->orig_stats, b, tmp); |
|
|
819 | |
827 | |
|
|
828 | for (int i = 0; i < NUM_STATS; ++i) |
820 | stats.Str = contr->orig_stats.Str; |
829 | stats.stat (i) = contr->orig_stats.stat (i); |
821 | stats.Dex = contr->orig_stats.Dex; |
|
|
822 | stats.Con = contr->orig_stats.Con; |
|
|
823 | stats.Int = contr->orig_stats.Int; |
|
|
824 | stats.Wis = contr->orig_stats.Wis; |
|
|
825 | stats.Pow = contr->orig_stats.Pow; |
|
|
826 | stats.Cha = contr->orig_stats.Cha; |
|
|
827 | |
830 | |
828 | //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, |
829 | // be merged with the similar code in roll_stats |
832 | // be merged with the similar code in roll_stats |
830 | stats.ac = 0; |
833 | stats.ac = 0; |
831 | |
834 | |
… | |
… | |
862 | * appropriate action with it (change race, or other things). |
865 | * appropriate action with it (change race, or other things). |
863 | * The function name is for historical reasons - now we have |
866 | * The function name is for historical reasons - now we have |
864 | * separate race and class; this actually changes the RACE, |
867 | * separate race and class; this actually changes the RACE, |
865 | * not the class. |
868 | * not the class. |
866 | */ |
869 | */ |
867 | int |
870 | void |
868 | key_change_class (object *op, char key) |
871 | player::chargen_race_done () |
869 | { |
872 | { |
870 | int tmp_loop; |
|
|
871 | |
|
|
872 | if (key == 'd' || key == 'D') |
|
|
873 | { |
|
|
874 | char buf[MAX_BUF]; |
|
|
875 | |
|
|
876 | /* this must before then initial items are given */ |
873 | /* this must before then initial items are given */ |
877 | esrv_new_player (op->contr, op->weight + op->carrying); |
874 | esrv_new_player (ob->contr, ob->weight + ob->carrying); |
878 | |
875 | |
879 | treasurelist *tl = find_treasurelist ("starting_wealth"); |
876 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
880 | if (tl) |
877 | if (tl) |
881 | create_treasure (tl, op, 0, 0, 0); |
878 | create_treasure (tl, ob, 0, 0, 0); |
882 | |
879 | |
883 | INVOKE_PLAYER (BIRTH, op->contr); |
880 | INVOKE_PLAYER (BIRTH, ob->contr); |
884 | INVOKE_PLAYER (LOGIN, op->contr); |
881 | INVOKE_PLAYER (LOGIN, ob->contr); |
885 | |
882 | |
886 | op->contr->ns->state = ST_PLAYING; |
883 | ob->contr->ns->state = ST_PLAYING; |
887 | |
884 | |
888 | if (op->msg) |
885 | if (ob->msg) |
889 | op->msg = NULL; |
886 | ob->msg = 0; |
890 | |
887 | |
891 | /* We create this now because some of the unique maps will need it |
888 | /* We create this now because some of the unique maps will need it |
892 | * to save here. |
889 | * to save here. |
893 | */ |
890 | */ |
|
|
891 | { |
|
|
892 | char buf[MAX_BUF]; |
894 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
893 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name); |
895 | make_path_to_file (buf); |
894 | make_path_to_file (buf); |
|
|
895 | } |
896 | |
896 | |
897 | start_info (op); |
897 | start_info (ob); |
898 | CLEAR_FLAG (op, FLAG_WIZ); |
898 | CLEAR_FLAG (ob, FLAG_WIZ); |
899 | give_initial_items (op, op->randomitems); |
899 | give_initial_items (ob, ob->randomitems); |
900 | link_player_skills (op); |
900 | link_player_skills (ob); |
901 | esrv_send_inventory (op, op); |
901 | esrv_send_inventory (ob, ob); |
902 | op->update_stats (); |
902 | ob->update_stats (); |
903 | |
903 | |
904 | /* This moves the player to a different start map, if there |
904 | /* This moves the player to a different start map, if there |
905 | * is one for this race |
905 | * is one for this race |
906 | */ |
906 | */ |
907 | if (*first_map_ext_path) |
907 | if (*first_map_ext_path) |
908 | { |
908 | { |
909 | object *tmp; |
909 | object *tmp; |
910 | char mapname[MAX_BUF]; |
910 | char mapname[MAX_BUF]; |
911 | |
911 | |
912 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); |
912 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name); |
913 | tmp = object::create (); |
913 | tmp = object::create (); |
914 | EXIT_PATH (tmp) = mapname; |
914 | EXIT_PATH (tmp) = mapname; |
915 | EXIT_X (tmp) = op->x; |
915 | EXIT_X (tmp) = ob->x; |
916 | EXIT_Y (tmp) = op->y; |
916 | EXIT_Y (tmp) = ob->y; |
917 | op->enter_exit (tmp); /* we don't really care if it succeeded; |
917 | ob->enter_exit (tmp); /* we don't really care if it succeeded; |
918 | * if the map isn't there, then stay on the |
918 | * if the map isn't there, then stay on the |
919 | * default initial map */ |
919 | * default initial map */ |
920 | tmp->destroy (); |
920 | tmp->destroy (); |
921 | } |
921 | } |
922 | else |
922 | else |
923 | LOG (llevDebug, "first_map_ext_path not set\n"); |
923 | LOG (llevDebug, "first_map_ext_path not set\n"); |
|
|
924 | } |
924 | |
925 | |
925 | return 0; |
926 | void |
926 | } |
927 | player::chargen_race_next () |
927 | |
928 | { |
928 | /* Following actually changes the race - this is the default command |
929 | /* Following actually changes the race - this is the default command |
929 | * if we don't match with one of the options above. |
930 | * if we don't match with one of the options above. |
930 | */ |
931 | */ |
931 | |
932 | |
932 | tmp_loop = 0; |
933 | do |
933 | while (!tmp_loop) |
|
|
934 | { |
934 | { |
935 | shstr name = op->name; |
935 | shstr name = ob->name; |
936 | int x = op->x, y = op->y; |
936 | int x = ob->x, y = ob->y; |
937 | |
937 | |
938 | op->remove_statbonus (); |
938 | ob->remove_statbonus (); |
939 | op->remove (); |
939 | ob->remove (); |
940 | op->arch = get_player_archetype (op->arch); |
940 | ob->arch = get_player_archetype (ob->arch); |
941 | op->arch->clone.copy_to (op); |
941 | ob->arch->clone.copy_to (ob); |
942 | op->instantiate (); |
942 | ob->instantiate (); |
943 | op->stats = op->contr->orig_stats; |
943 | ob->stats = ob->contr->orig_stats; |
944 | op->name = op->name_pl = name; |
944 | ob->name = ob->name_pl = name; |
945 | op->x = x; |
945 | ob->x = x; |
946 | op->y = y; |
946 | ob->y = y; |
947 | SET_ANIMATION (op, 2); /* So player faces south */ |
947 | SET_ANIMATION (ob, 2); /* So player faces south */ |
948 | insert_ob_in_map (op, op->map, op, 0); |
948 | insert_ob_in_map (ob, ob->map, ob, 0); |
949 | assign (op->contr->title, op->arch->clone.name); |
949 | assign (ob->contr->title, ob->arch->clone.name); |
950 | op->add_statbonus (); |
950 | ob->add_statbonus (); |
951 | tmp_loop = allowed_class (op); |
|
|
952 | } |
951 | } |
|
|
952 | while (!allowed_class (ob)); |
953 | |
953 | |
954 | update_object (op, UP_OBJ_FACE); |
954 | update_object (ob, UP_OBJ_FACE); |
955 | esrv_update_item (UPD_FACE, op, op); |
955 | esrv_update_item (UPD_FACE, ob, ob); |
956 | op->update_stats (); |
956 | ob->update_stats (); |
957 | op->stats.hp = op->stats.maxhp; |
957 | ob->stats.hp = ob->stats.maxhp; |
958 | op->stats.sp = op->stats.maxsp; |
958 | ob->stats.sp = ob->stats.maxsp; |
959 | op->stats.grace = 0; |
959 | ob->stats.grace = 0; |
960 | |
|
|
961 | if (op->msg) |
|
|
962 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
|
|
963 | |
|
|
964 | send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); |
|
|
965 | return 0; |
|
|
966 | } |
960 | } |
967 | |
961 | |
968 | void |
962 | void |
969 | flee_player (object *op) |
963 | flee_player (object *op) |
970 | { |
964 | { |
… | |
… | |
1017 | /* Cornered, get rid of scared */ |
1011 | /* Cornered, get rid of scared */ |
1018 | CLEAR_FLAG (op, FLAG_SCARED); |
1012 | CLEAR_FLAG (op, FLAG_SCARED); |
1019 | op->enemy = NULL; |
1013 | op->enemy = NULL; |
1020 | } |
1014 | } |
1021 | |
1015 | |
1022 | |
|
|
1023 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
1016 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
1024 | * IT returns 1 if the player should keep on moving, 0 if he should |
1017 | * It returns 1 if the player should keep on moving, 0 if he should |
1025 | * stop. |
1018 | * stop. |
1026 | */ |
1019 | */ |
1027 | int |
1020 | int |
1028 | check_pick (object *op) |
1021 | check_pick (object *op) |
1029 | { |
1022 | { |
1030 | object *tmp, *next; |
1023 | object *tmp, *next; |
1031 | int stop = 0; |
1024 | int stop = 0; |
1032 | int j, k, wvratio; |
1025 | int wvratio; |
1033 | char putstring[128], tmpstr[16]; |
1026 | char putstring[128]; |
1034 | |
1027 | |
1035 | /* if you're flying, you cna't pick up anything */ |
1028 | /* if you're flying, you cna't pick up anything */ |
1036 | if (op->move_type & MOVE_FLYING) |
1029 | if (op->move_type & MOVE_FLYING) |
1037 | return 1; |
1030 | return 1; |
1038 | |
1031 | |
… | |
… | |
1375 | * found object is returned. |
1368 | * found object is returned. |
1376 | */ |
1369 | */ |
1377 | object * |
1370 | object * |
1378 | find_arrow (object *op, const char *type) |
1371 | find_arrow (object *op, const char *type) |
1379 | { |
1372 | { |
1380 | object *tmp = NULL; |
1373 | object *tmp = 0; |
1381 | |
1374 | |
1382 | for (op = op->inv; op; op = op->below) |
1375 | for (op = op->inv; op; op = op->below) |
1383 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
1376 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
1384 | tmp = find_arrow (op, type); |
1377 | tmp = find_arrow (op, type); |
1385 | else if (op->type == ARROW && op->race == type) |
1378 | else if (op->type == ARROW && op->race == type) |
1386 | return op; |
1379 | return op; |
|
|
1380 | |
1387 | return tmp; |
1381 | return tmp; |
1388 | } |
1382 | } |
1389 | |
1383 | |
1390 | /* |
1384 | /* |
1391 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1385 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1392 | * against the target. A full test is not performed, simply a basic test |
1386 | * against the target. A full test is not performed, simply a basic test |
1393 | * of resistances. The archer is making a quick guess at what he sees down |
1387 | * of resistances. The archer is making a quick guess at what he sees down |
1394 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1388 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1395 | */ |
1389 | */ |
1396 | |
|
|
1397 | object * |
1390 | object * |
1398 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1391 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1399 | { |
1392 | { |
1400 | object *tmp = NULL, *arrow, *ntmp; |
1393 | object *tmp = NULL, *arrow, *ntmp; |
1401 | int attacknum, attacktype, betterby = 0, i; |
1394 | int attacknum, attacktype, betterby = 0, i; |
… | |
… | |
1467 | * find_better_arrow to find a decent arrow to use. |
1460 | * find_better_arrow to find a decent arrow to use. |
1468 | * op = the shooter |
1461 | * op = the shooter |
1469 | * type = bow->race |
1462 | * type = bow->race |
1470 | * dir = fire direction |
1463 | * dir = fire direction |
1471 | */ |
1464 | */ |
1472 | |
|
|
1473 | object * |
1465 | object * |
1474 | pick_arrow_target (object *op, const char *type, int dir) |
1466 | pick_arrow_target (object *op, const char *type, int dir) |
1475 | { |
1467 | { |
1476 | object *tmp = NULL; |
1468 | object *tmp = NULL; |
1477 | maptile *m; |
1469 | maptile *m; |
… | |
… | |
1542 | */ |
1534 | */ |
1543 | int |
1535 | int |
1544 | 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) |
1545 | { |
1537 | { |
1546 | object *left, *bow; |
1538 | object *left, *bow; |
1547 | int bowspeed, mflags; |
1539 | int mflags; |
1548 | maptile *m; |
1540 | maptile *m; |
1549 | |
1541 | |
1550 | if (!dir) |
1542 | if (!dir) |
1551 | { |
1543 | { |
1552 | 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!"); |
1553 | return 0; |
1545 | return 0; |
1554 | } |
1546 | } |
1555 | |
1547 | |
1556 | if (op->type == PLAYER) |
1548 | if (op->contr) |
1557 | bow = op->contr->ranges[range_bow]; |
1549 | bow = op->current_weapon; |
1558 | else |
1550 | else |
1559 | { |
1551 | { |
1560 | for (bow = op->inv; bow; bow = bow->below) |
1552 | for (bow = op->inv; bow; bow = bow->below) |
1561 | /* 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 |
1562 | * 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. |
… | |
… | |
1567 | if (!bow) |
1559 | if (!bow) |
1568 | { |
1560 | { |
1569 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1561 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1570 | return 0; |
1562 | return 0; |
1571 | } |
1563 | } |
|
|
1564 | |
|
|
1565 | // optimisation: move object to top so we will find it quickly again |
|
|
1566 | if (bow->below) |
|
|
1567 | { |
|
|
1568 | bow->remove (); |
|
|
1569 | op->insert (bow); |
|
|
1570 | } |
|
|
1571 | |
1572 | } |
1572 | } |
1573 | |
1573 | |
1574 | if (!bow->race || !bow->skill) |
1574 | if (!bow->race || !bow->skill) |
1575 | { |
1575 | { |
1576 | 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); |
1577 | return 0; |
1577 | return 0; |
1578 | } |
1578 | } |
1579 | |
|
|
1580 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
|
|
1581 | |
|
|
1582 | /* penalize ROF for bestarrow */ |
|
|
1583 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
|
|
1584 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
|
|
1585 | |
|
|
1586 | if (bowspeed < 1) |
|
|
1587 | bowspeed = 1; |
|
|
1588 | |
1579 | |
1589 | if (arrow == NULL) |
1580 | if (arrow == NULL) |
1590 | { |
1581 | { |
1591 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1582 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1592 | { |
1583 | { |
1593 | if (op->type == PLAYER) |
1584 | if (op->type == PLAYER) |
1594 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1585 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1595 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1586 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1596 | else |
1587 | else |
1597 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1588 | CLEAR_FLAG (op, FLAG_READY_BOW); |
|
|
1589 | |
1598 | return 0; |
1590 | return 0; |
1599 | } |
1591 | } |
1600 | } |
1592 | } |
1601 | |
1593 | |
1602 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1594 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
… | |
… | |
1626 | |
1618 | |
1627 | arrow->set_owner (op); |
1619 | arrow->set_owner (op); |
1628 | arrow->skill = bow->skill; |
1620 | arrow->skill = bow->skill; |
1629 | arrow->direction = dir; |
1621 | arrow->direction = dir; |
1630 | |
1622 | |
|
|
1623 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
|
|
1624 | arrow->stats.hp = arrow->stats.dam; |
|
|
1625 | arrow->stats.grace = arrow->attacktype; |
|
|
1626 | |
|
|
1627 | if (arrow->slaying) |
|
|
1628 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1629 | |
|
|
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); |
|
|
1646 | |
|
|
1647 | /* update the speed */ |
|
|
1648 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
|
|
1649 | + bow->stats.dam / 7.f; |
|
|
1650 | |
|
|
1651 | arrow->set_speed (max (arrow->speed, 2.f)); |
|
|
1652 | arrow->speed_left = 0; |
|
|
1653 | |
|
|
1654 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
|
|
1655 | |
1631 | if (op->type == PLAYER) |
1656 | if (op->type == PLAYER) |
1632 | { |
1657 | { |
1633 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
|
|
1634 | op->update_stats (); |
|
|
1635 | } |
|
|
1636 | |
|
|
1637 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1638 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
|
|
1639 | arrow->stats.hp = arrow->stats.dam; |
|
|
1640 | arrow->stats.grace = arrow->attacktype; |
|
|
1641 | if (arrow->slaying != NULL) |
|
|
1642 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1643 | |
|
|
1644 | /* Note that this was different for monsters - they got their level |
|
|
1645 | * added to the damage. I think the strength bonus is more proper. |
|
|
1646 | */ |
|
|
1647 | |
|
|
1648 | arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic; |
|
|
1649 | |
|
|
1650 | /* update the speed */ |
|
|
1651 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
|
|
1652 | 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
|
|
1653 | |
|
|
1654 | arrow->set_speed (max (arrow->speed, 1.0)); |
|
|
1655 | arrow->speed_left = 0; |
|
|
1656 | |
|
|
1657 | if (op->type == PLAYER) |
|
|
1658 | { |
|
|
1659 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
|
|
1660 | (op->chosen_skill ? op->chosen_skill->level : op->level) - |
|
|
1661 | dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod; |
|
|
1662 | |
|
|
1663 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
1658 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
|
|
1659 | wc -= dex_bonus[op->stats.Dex]; |
|
|
1660 | |
|
|
1661 | if (!arrow->slaying) |
|
|
1662 | arrow->slaying = op->slaying; |
|
|
1663 | |
|
|
1664 | arrow->attacktype |= op->attacktype; |
1664 | } |
1665 | } |
1665 | else |
1666 | else |
1666 | { |
1667 | { |
1667 | arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; |
|
|
1668 | arrow->level = op->level; |
1668 | arrow->level = op->level; |
1669 | } |
1669 | arrow->stats.wc -= bow->magic; |
1670 | |
1670 | |
1671 | if (arrow->attacktype == AT_PHYSICAL) |
1671 | if (!arrow->slaying) |
|
|
1672 | arrow->slaying = bow->slaying; |
|
|
1673 | |
1672 | arrow->attacktype |= bow->attacktype; |
1674 | arrow->attacktype |= bow->attacktype; |
|
|
1675 | } |
1673 | |
1676 | |
1674 | if (bow->slaying) |
1677 | wc -= arrow->level; |
1675 | arrow->slaying = bow->slaying; |
1678 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
1676 | |
1679 | |
|
|
1680 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1677 | arrow->move_type = MOVE_FLY_LOW; |
1681 | arrow->move_type = MOVE_FLY_LOW; |
1678 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1682 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1679 | |
1683 | |
1680 | 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); |
1681 | m->insert (arrow, sx, sy, op); |
1685 | m->insert (arrow, sx, sy, op); |
… | |
… | |
1706 | { |
1710 | { |
1707 | int ret = 0, wcmod = 0; |
1711 | int ret = 0, wcmod = 0; |
1708 | |
1712 | |
1709 | if (op->contr->bowtype == bow_bestarrow) |
1713 | if (op->contr->bowtype == bow_bestarrow) |
1710 | { |
1714 | { |
1711 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); |
1715 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1712 | } |
1716 | } |
1713 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1717 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1714 | { |
1718 | { |
1715 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1719 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1716 | wcmod = -1; |
1720 | wcmod = -1; |
… | |
… | |
1726 | else if (op->contr->bowtype == bow_spreadshot) |
1730 | else if (op->contr->bowtype == bow_spreadshot) |
1727 | { |
1731 | { |
1728 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1732 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1729 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1733 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1730 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1734 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1731 | |
|
|
1732 | } |
1735 | } |
1733 | else |
1736 | else |
1734 | { |
1737 | { |
1735 | /* Simple case */ |
1738 | /* Simple case */ |
1736 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1739 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1737 | } |
1740 | } |
|
|
1741 | |
1738 | return ret; |
1742 | return ret; |
1739 | } |
1743 | } |
1740 | |
|
|
1741 | |
1744 | |
1742 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1745 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1743 | * Broken apart from 'fire' to keep it more readable. |
1746 | * Broken apart from 'fire' to keep it more readable. |
1744 | */ |
1747 | */ |
1745 | void |
1748 | void |
1746 | fire_misc_object (object *op, int dir) |
1749 | fire_misc_object (object *op, int dir) |
1747 | { |
1750 | { |
1748 | object *item; |
1751 | object *item = op->contr->ranged_ob; |
1749 | |
1752 | |
1750 | if (!op->contr->ranges[range_misc]) |
1753 | if (!item) |
1751 | { |
1754 | { |
1752 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1755 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1753 | return; |
1756 | return; |
1754 | } |
1757 | } |
1755 | |
1758 | |
1756 | item = op->contr->ranges[range_misc]; |
|
|
1757 | if (!item->inv) |
1759 | if (!item->inv) |
1758 | { |
1760 | { |
1759 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1761 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1760 | return; |
1762 | return; |
1761 | } |
1763 | } |
|
|
1764 | |
|
|
1765 | if (!op->change_weapon (item)) |
|
|
1766 | return; |
|
|
1767 | |
1762 | if (item->type == WAND) |
1768 | if (item->type == WAND) |
1763 | { |
1769 | { |
1764 | if (item->stats.food <= 0) |
1770 | if (item->stats.food <= 0) |
1765 | { |
1771 | { |
1766 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1772 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1767 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
1773 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
|
|
1774 | |
1768 | return; |
1775 | return; |
1769 | } |
1776 | } |
1770 | } |
1777 | } |
1771 | else if (item->type == ROD || item->type == HORN) |
1778 | else if (item->type == ROD || item->type == HORN) |
1772 | { |
1779 | { |
1773 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1780 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1774 | { |
1781 | { |
1775 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1782 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
|
|
1783 | |
1776 | if (item->type == ROD) |
1784 | if (item->type == ROD) |
1777 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1785 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1778 | else |
1786 | else |
1779 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
1787 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
|
|
1788 | |
1780 | return; |
1789 | return; |
1781 | } |
1790 | } |
1782 | } |
1791 | } |
1783 | |
1792 | |
1784 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1793 | if (cast_spell (op, item, dir, item->inv, NULL)) |
… | |
… | |
1806 | } |
1815 | } |
1807 | } |
1816 | } |
1808 | |
1817 | |
1809 | /* Received a fire command for the player - go and do it. |
1818 | /* Received a fire command for the player - go and do it. |
1810 | */ |
1819 | */ |
1811 | void |
1820 | bool |
1812 | fire (object *op, int dir) |
1821 | fire (object *op, int dir) |
1813 | { |
1822 | { |
1814 | int spellcost = 0; |
1823 | int spellcost = 0; |
1815 | |
1824 | |
1816 | /* check for loss of invisiblity/hide */ |
1825 | /* check for loss of invisiblity/hide */ |
1817 | if (action_makes_visible (op)) |
1826 | if (action_makes_visible (op)) |
1818 | make_visible (op); |
1827 | make_visible (op); |
1819 | |
1828 | |
1820 | switch (op->contr->shoottype) |
1829 | player *pl = op->contr; |
|
|
1830 | |
|
|
1831 | if (pl->golem) |
|
|
1832 | { |
|
|
1833 | control_golem (op->contr->golem, dir); |
|
|
1834 | return false; |
1821 | { |
1835 | } |
1822 | case range_none: |
|
|
1823 | return; |
|
|
1824 | |
1836 | |
1825 | case range_bow: |
1837 | object *ob = pl->ranged_ob; |
|
|
1838 | |
|
|
1839 | if (!ob) |
|
|
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; |
|
|
1849 | |
|
|
1850 | switch (ob->type) |
|
|
1851 | { |
|
|
1852 | case BOW: |
1826 | player_fire_bow (op, dir); |
1853 | player_fire_bow (op, dir); |
1827 | return; |
1854 | break; |
1828 | |
1855 | |
1829 | case range_magic: /* Casting spells */ |
1856 | case SPELL: |
1830 | spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); |
1857 | spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); |
1831 | return; |
1858 | break; |
1832 | |
1859 | |
1833 | case range_misc: |
1860 | case BUILDER: |
|
|
1861 | apply_map_builder (op, dir); |
|
|
1862 | break; |
|
|
1863 | |
|
|
1864 | case SKILL: |
|
|
1865 | do_skill (op, op, ob, dir, 0); |
|
|
1866 | break; |
|
|
1867 | |
|
|
1868 | default: |
1834 | fire_misc_object (op, dir); |
1869 | fire_misc_object (op, dir); |
1835 | return; |
1870 | break; |
1836 | |
|
|
1837 | case range_golem: /* Control summoned monsters from scrolls */ |
|
|
1838 | if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
1839 | { |
|
|
1840 | op->contr->ranges[range_golem] = 0; |
|
|
1841 | op->contr->shoottype = range_none; |
|
|
1842 | } |
|
|
1843 | else |
|
|
1844 | control_golem (op->contr->ranges[range_golem], dir); |
|
|
1845 | return; |
|
|
1846 | |
|
|
1847 | case range_skill: |
|
|
1848 | if (!op->chosen_skill) |
|
|
1849 | { |
|
|
1850 | if (op->type == PLAYER) |
|
|
1851 | new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
|
|
1852 | return; |
|
|
1853 | } |
|
|
1854 | |
|
|
1855 | do_skill (op, op, op->chosen_skill, dir, NULL); |
|
|
1856 | return; |
|
|
1857 | case range_builder: |
|
|
1858 | apply_map_builder (op, dir); |
|
|
1859 | return; |
|
|
1860 | default: |
|
|
1861 | new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); |
|
|
1862 | return; |
|
|
1863 | } |
1871 | } |
1864 | } |
|
|
1865 | |
1872 | |
1866 | |
1873 | return true; |
|
|
1874 | } |
1867 | |
1875 | |
1868 | /* find_key |
1876 | /* find_key |
1869 | * 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 |
1870 | * and successfully use it, we return the key, otherwise NULL |
1878 | * and successfully use it, we return the key, otherwise NULL |
1871 | * This function merges both normal and locked door, since the logic |
1879 | * This function merges both normal and locked door, since the logic |
… | |
… | |
1873 | * pl is the player, |
1881 | * pl is the player, |
1874 | * inv is the objects inventory to searched |
1882 | * inv is the objects inventory to searched |
1875 | * door is the door we are trying to match against. |
1883 | * door is the door we are trying to match against. |
1876 | * This function can be called recursively to search containers. |
1884 | * This function can be called recursively to search containers. |
1877 | */ |
1885 | */ |
1878 | |
|
|
1879 | object * |
1886 | object * |
1880 | find_key (object *pl, object *container, object *door) |
1887 | find_key (object *pl, object *container, object *door) |
1881 | { |
1888 | { |
1882 | object *tmp, *key; |
1889 | object *tmp, *key; |
1883 | |
1890 | |
1884 | /* Should not happen, but sanity checking is never bad */ |
1891 | /* Should not happen, but sanity checking is never bad */ |
1885 | if (container->inv == NULL) |
1892 | if (!container->inv) |
1886 | return NULL; |
1893 | return 0; |
1887 | |
1894 | |
1888 | /* First, lets try to find a key in the top level inventory */ |
1895 | /* First, lets try to find a key in the top level inventory */ |
1889 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1896 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1890 | { |
1897 | { |
1891 | if (door->type == DOOR && tmp->type == KEY) |
1898 | if (door->type == DOOR && tmp->type == KEY) |
1892 | break; |
1899 | break; |
1893 | /* For sanity, we should really check door type, but other stuff |
1900 | /* For sanity, we should really check door type, but other stuff |
1894 | * (like containers) can be locked with special keys |
1901 | * (like containers) can be locked with special keys |
1895 | */ |
1902 | */ |
1896 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1903 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1897 | break; |
1904 | break; |
1898 | } |
1905 | } |
|
|
1906 | |
1899 | /* No key found - lets search inventories now */ |
1907 | /* No key found - lets search inventories now */ |
1900 | /* If we find and use a key in an inventory, return at that time. |
1908 | /* If we find and use a key in an inventory, return at that time. |
1901 | * otherwise, if we search all the inventories and still don't find |
1909 | * otherwise, if we search all the inventories and still don't find |
1902 | * a key, return |
1910 | * a key, return |
1903 | */ |
1911 | */ |
1904 | if (!tmp) |
1912 | if (!tmp) |
1905 | { |
1913 | { |
1906 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1914 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1907 | { |
1915 | { |
1908 | /* No reason to search empty containers */ |
1916 | /* No reason to search empty containers */ |
1909 | if (tmp->type == CONTAINER && tmp->inv) |
1917 | if (tmp->type == CONTAINER && tmp->inv) |
1910 | { |
1918 | { |
1911 | if ((key = find_key (pl, tmp, door)) != NULL) |
1919 | if ((key = find_key (pl, tmp, door))) |
1912 | return key; |
1920 | return key; |
1913 | } |
1921 | } |
1914 | } |
1922 | } |
|
|
1923 | |
1915 | if (!tmp) |
1924 | if (!tmp) |
1916 | return NULL; |
1925 | return NULL; |
1917 | } |
1926 | } |
|
|
1927 | |
1918 | /* We get down here if we have found a key. Now if its in a container, |
1928 | /* We get down here if we have found a key. Now if its in a container, |
1919 | * see if we actually want to use it |
1929 | * see if we actually want to use it |
1920 | */ |
1930 | */ |
1921 | if (pl != container) |
1931 | if (pl != container) |
1922 | { |
1932 | { |
… | |
… | |
1943 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1953 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1944 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1954 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1945 | return NULL; |
1955 | return NULL; |
1946 | } |
1956 | } |
1947 | } |
1957 | } |
|
|
1958 | |
1948 | return tmp; |
1959 | return tmp; |
1949 | } |
1960 | } |
1950 | |
1961 | |
1951 | /* moved door processing out of move_player_attack. |
1962 | /* moved door processing out of move_player_attack. |
1952 | * returns 1 if player has opened the door with a key |
1963 | * returns 1 if player has opened the door with a key |
… | |
… | |
1954 | * 0 otherwise |
1965 | * 0 otherwise |
1955 | */ |
1966 | */ |
1956 | static int |
1967 | static int |
1957 | player_attack_door (object *op, object *door) |
1968 | player_attack_door (object *op, object *door) |
1958 | { |
1969 | { |
1959 | /* 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, |
1960 | * 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 - |
1961 | * otherwise, we fall through to the rest of the code. |
1972 | * otherwise, we fall through to the rest of the code. |
1962 | */ |
1973 | */ |
1963 | object *key = find_key (op, op, door); |
1974 | object *key = find_key (op, op, door); |
1964 | |
1975 | |
1965 | /* IF we found a key, do some extra work */ |
1976 | /* If we found a key, do some extra work */ |
1966 | if (key) |
1977 | if (key) |
1967 | { |
1978 | { |
1968 | object *container = key->env; |
1979 | object *container = key->env; |
1969 | |
1980 | |
1970 | 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); |
|
|
1982 | |
1971 | if (action_makes_visible (op)) |
1983 | if (action_makes_visible (op)) |
1972 | make_visible (op); |
1984 | make_visible (op); |
|
|
1985 | |
1973 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1986 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1974 | spring_trap (door->inv, op); |
1987 | spring_trap (door->inv, op); |
|
|
1988 | |
1975 | if (door->type == DOOR) |
1989 | if (door->type == DOOR) |
1976 | { |
|
|
1977 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1990 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1978 | } |
|
|
1979 | else if (door->type == LOCKED_DOOR) |
1991 | else if (door->type == LOCKED_DOOR) |
1980 | { |
1992 | { |
1981 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
1993 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
1982 | remove_door2 (door); /* remove door without violence ;-) */ |
1994 | remove_door2 (door); /* remove door without violence ;-) */ |
1983 | } |
1995 | } |
|
|
1996 | |
1984 | /* Do this after we print the message */ |
1997 | /* Do this after we print the message */ |
1985 | decrease_ob (key); /* Use up one of the keys */ |
1998 | decrease_ob (key); /* Use up one of the keys */ |
1986 | /* Need to update the weight the container the key was in */ |
1999 | /* Need to update the weight the container the key was in */ |
1987 | if (container != op) |
2000 | if (container != op) |
1988 | esrv_update_item (UPD_WEIGHT, op, container); |
2001 | esrv_update_item (UPD_WEIGHT, op, container); |
|
|
2002 | |
1989 | return 1; /* Nothing more to do below */ |
2003 | return 1; /* Nothing more to do below */ |
1990 | } |
2004 | } |
1991 | else if (door->type == LOCKED_DOOR) |
2005 | else if (door->type == LOCKED_DOOR) |
1992 | { |
2006 | { |
1993 | /* Might as well return now - no other way to open this */ |
2007 | /* Might as well return now - no other way to open this */ |
1994 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
2008 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
1995 | return 1; |
2009 | return 1; |
1996 | } |
2010 | } |
|
|
2011 | |
1997 | return 0; |
2012 | return 0; |
1998 | } |
2013 | } |
1999 | |
2014 | |
2000 | /* This function is just part of a breakup from move_player. |
2015 | /* This function is just part of a breakup from move_player. |
2001 | * It should keep the code cleaner. |
2016 | * It should keep the code cleaner. |
2002 | * When this is called, the players direction has been updated |
2017 | * When this is called, the players direction has been updated |
2003 | * (taking into account confusion.) The player is also actually |
2018 | * (taking into account confusion.) The player is also actually |
2004 | * going to try and move (not fire weapons). |
2019 | * going to try and move (not fire weapons). |
2005 | */ |
2020 | */ |
2006 | void |
2021 | bool |
2007 | move_player_attack (object *op, int dir) |
2022 | move_player_attack (object *op, int dir) |
2008 | { |
2023 | { |
2009 | object *tmp, *mon; |
|
|
2010 | sint16 nx, ny; |
|
|
2011 | int on_battleground; |
2024 | int on_battleground; |
2012 | maptile *m; |
|
|
2013 | |
2025 | |
2014 | nx = freearr_x[dir] + op->x; |
2026 | sint16 nx = freearr_x[dir] + op->x; |
2015 | ny = freearr_y[dir] + op->y; |
2027 | sint16 ny = freearr_y[dir] + op->y; |
2016 | |
2028 | |
2017 | 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 | } |
2018 | |
2039 | |
2019 | /* 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 |
2020 | * 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 |
2021 | * 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 |
2022 | * player. This is a pretty nasty hack, because if we could |
2043 | * player. This is a pretty nasty hack, because if we could |
2023 | * 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 |
2024 | * 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 |
2025 | * 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 |
2026 | * move_ob uses. |
2047 | * move_ob uses. |
2027 | */ |
2048 | */ |
2028 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
|
|
2029 | { |
|
|
2030 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
|
|
2031 | { |
|
|
2032 | m = op->map->xy_find (nx, ny); |
2049 | maptile *m = op->map->xy_find (nx, ny); |
2033 | if (!m) |
|
|
2034 | return; /* Don't think this should happen */ |
|
|
2035 | } |
|
|
2036 | else |
|
|
2037 | m = op->map; |
|
|
2038 | |
2050 | |
2039 | if (!(tmp = m->at (nx, ny).bot)) |
|
|
2040 | return; |
|
|
2041 | |
|
|
2042 | mon = 0; |
|
|
2043 | /* 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 |
2044 | * 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. |
2045 | * 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 |
2046 | * on the space |
2054 | * on the space |
2047 | */ |
2055 | */ |
2048 | while (tmp) |
2056 | object *mon; |
2049 | { |
2057 | for (mon = m->at (nx, ny).bot; mon; mon = mon->above) |
2050 | if (tmp == op) |
2058 | { |
2051 | { |
2059 | if ((mon->flag [FLAG_ALIVE] |
2052 | tmp = tmp->above; |
2060 | || mon->type == LOCKED_DOOR |
2053 | continue; |
2061 | || mon->flag [FLAG_CAN_ROLL]) |
2054 | } |
|
|
2055 | |
|
|
2056 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
|
|
2057 | { |
|
|
2058 | mon = tmp; |
2062 | && mon != op) |
2059 | break; |
2063 | break; |
2060 | } |
2064 | } |
2061 | |
2065 | |
2062 | if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) |
|
|
2063 | mon = tmp; |
|
|
2064 | |
|
|
2065 | tmp = tmp->above; |
|
|
2066 | } |
|
|
2067 | |
|
|
2068 | if (!mon) /* This happens anytime the player tries to move */ |
2066 | if (!mon) /* This happens anytime the player tries to move */ |
2069 | return; /* into a wall */ |
2067 | return false; /* into a wall */ |
2070 | |
2068 | |
2071 | if (mon->head) |
|
|
2072 | mon = mon->head; |
2069 | mon = mon->head_ (); |
2073 | |
2070 | |
2074 | 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) |
2075 | if (player_attack_door (op, mon)) |
2073 | if (player_attack_door (op, mon)) |
|
|
2074 | { |
|
|
2075 | --op->contr->weapon_sp_left; |
2076 | return; |
2076 | return true; |
|
|
2077 | } |
2077 | |
2078 | |
2078 | /* The following deals with possibly attacking peaceful |
2079 | /* The following deals with possibly attacking peaceful |
2079 | * or frienddly creatures. Basically, all players are considered |
2080 | * or friendly creatures. Basically, all players are considered |
2080 | * unaggressive. If the moving player has peaceful set, then the |
2081 | * unaggressive. If the moving player has peaceful set, then the |
2081 | * object should be pushed instead of attacked. It is assumed that |
2082 | * object should be pushed instead of attacked. It is assumed that |
2082 | * if you are braced, you will not attack friends accidently, |
2083 | * if you are braced, you will not attack friends accidently, |
2083 | * and thus will not push them. |
2084 | * and thus will not push them. |
2084 | */ |
2085 | */ |
2085 | |
2086 | |
2086 | /* 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 |
2087 | * peaceful. Our assumption is the creature is a pet if the |
2088 | * peaceful. Our assumption is the creature is a pet if the |
2088 | * player owns it and it is either friendly or unagressive. |
2089 | * player owns it and it is either friendly or unagressive. |
2089 | */ |
2090 | */ |
2090 | if ((op->type == PLAYER) |
2091 | if (op->type == PLAYER |
2091 | #if COZY_SERVER |
|
|
2092 | && |
|
|
2093 | ((mon->owner && mon->owner->contr |
2092 | && ((mon->owner && mon->owner->contr |
2094 | && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) |
2093 | && same_party (mon->owner->contr->party, op->contr->party)) |
2095 | #else |
|
|
2096 | && mon->owner == op |
2094 | || mon->owner == op) |
2097 | #endif |
|
|
2098 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2095 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2099 | { |
2096 | { |
2100 | /* 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 */ |
2101 | if (op->contr->braced) |
2098 | if (op->contr->braced) |
2102 | return; |
2099 | return false; |
|
|
2100 | |
|
|
2101 | if (op->speed_left > 0.f) |
|
|
2102 | { |
|
|
2103 | --op->speed_left; |
2103 | |
2104 | |
2104 | 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); |
2105 | (void) push_ob (mon, dir, op); |
2106 | push_ob (mon, dir, op); |
|
|
2107 | |
2106 | if (op->contr->tmp_invis || op->hide) |
2108 | if (op->contr->tmp_invis || op->hide) |
2107 | make_visible (op); |
2109 | make_visible (op); |
2108 | |
2110 | |
2109 | return; |
2111 | return true; |
2110 | } |
2112 | } |
|
|
2113 | else |
|
|
2114 | return false; |
|
|
2115 | } |
2111 | |
2116 | |
2112 | /* in certain circumstances, you shouldn't attack friendly |
2117 | /* in certain circumstances, you shouldn't attack friendly |
2113 | * creatures. Note that if you are braced, you can't push |
2118 | * creatures. Note that if you are braced, you can't push |
2114 | * 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 |
2115 | * attack them either. |
2120 | * attack them either. |
2116 | */ |
2121 | */ |
2117 | if ((mon->type == PLAYER || mon->enemy != op) && |
2122 | if ((mon->type == PLAYER || mon->enemy != op) |
2118 | (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)) |
2119 | #ifdef PROHIBIT_PLAYERKILL |
|
|
2120 | (op->contr->peaceful |
2124 | && ((op->contr->peaceful |
2121 | || (mon->type == PLAYER |
2125 | || (mon->type == PLAYER && mon->contr->peaceful)) |
2122 | && mon->contr-> |
|
|
2123 | peaceful)) && |
|
|
2124 | #else |
|
|
2125 | op->contr->peaceful && |
|
|
2126 | #endif |
|
|
2127 | !on_battleground)) |
2126 | && !on_battleground)) |
|
|
2127 | { |
|
|
2128 | if (op->speed_left > 0.f) |
2128 | { |
2129 | { |
|
|
2130 | --op->speed_left; |
|
|
2131 | |
2129 | if (!op->contr->braced) |
2132 | if (!op->contr->braced) |
2130 | { |
2133 | { |
2131 | 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); |
2132 | push_ob (mon, dir, op); |
2135 | push_ob (mon, dir, op); |
2133 | } |
2136 | } |
2134 | else |
2137 | else |
2135 | new_draw_info (0, 0, op, "You withhold your attack"); |
2138 | new_draw_info (0, 0, op, "You withhold your attack"); |
2136 | |
2139 | |
2137 | if (op->contr->tmp_invis || op->hide) |
2140 | if (op->contr->tmp_invis || op->hide) |
2138 | make_visible (op); |
2141 | make_visible (op); |
2139 | } |
|
|
2140 | |
2142 | |
|
|
2143 | return true; |
|
|
2144 | } |
|
|
2145 | } |
2141 | /* If the object is a boulder or other rollable object, then |
2146 | /* If the object is a boulder or other rollable object, then |
2142 | * 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. |
2143 | */ |
2148 | */ |
2144 | 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) |
2145 | { |
2152 | { |
|
|
2153 | --op->speed_left; |
|
|
2154 | |
2146 | recursive_roll (mon, dir, op); |
2155 | recursive_roll (mon, dir, op); |
2147 | if (action_makes_visible (op)) |
2156 | if (action_makes_visible (op)) |
2148 | make_visible (op); |
2157 | make_visible (op); |
2149 | } |
|
|
2150 | |
2158 | |
|
|
2159 | return true; |
|
|
2160 | } |
|
|
2161 | } |
2151 | /* Any generic living creature. Including things like doors. |
2162 | /* Any generic living creature. Including things like doors. |
2152 | * 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 |
2153 | * and be living. Then, it must be one of the following: |
2164 | * and be living. Then, it must be one of the following: |
2154 | * 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 |
2155 | * 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. |
2156 | */ |
2167 | */ |
2157 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2168 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2158 | ((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))) |
2159 | { |
2170 | { |
2160 | |
2171 | if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) |
2161 | /* If the player hasn't hit something this tick, and does |
|
|
2162 | * so, give them speed boost based on weapon speed. Doing |
|
|
2163 | * it here is better than process_players2, which basically |
|
|
2164 | * incurred a 1 tick offset. |
|
|
2165 | */ |
|
|
2166 | if (!op->contr->has_hit) |
|
|
2167 | { |
2172 | { |
2168 | op->speed_left += op->speed / op->contr->weapon_sp; |
2173 | --op->contr->weapon_sp_left; |
2169 | |
|
|
2170 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
|
|
2171 | } |
|
|
2172 | |
2174 | |
2173 | skill_attack (mon, op, 0, 0, 0); |
2175 | skill_attack (mon, op, 0, 0, 0); |
2174 | |
|
|
2175 | /* If attacking another player, that player gets automatic |
|
|
2176 | * hitback, and doesn't loose luck either. |
|
|
2177 | * Disable hitback on the battleground or if the target is |
|
|
2178 | * the wiz. |
|
|
2179 | */ |
|
|
2180 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) |
|
|
2181 | { |
|
|
2182 | short luck = mon->stats.luck; |
|
|
2183 | |
|
|
2184 | mon->contr->has_hit = 1; |
|
|
2185 | skill_attack (op, mon, 0, 0, 0); |
|
|
2186 | mon->stats.luck = luck; |
|
|
2187 | } |
|
|
2188 | |
2176 | |
2189 | if (action_makes_visible (op)) |
2177 | if (action_makes_visible (op)) |
2190 | make_visible (op); |
2178 | make_visible (op); |
2191 | } |
|
|
2192 | } /* if player should attack something */ |
|
|
2193 | } |
|
|
2194 | |
2179 | |
2195 | int |
2180 | return true; |
|
|
2181 | } |
|
|
2182 | } |
|
|
2183 | |
|
|
2184 | return false; |
|
|
2185 | } |
|
|
2186 | |
|
|
2187 | bool |
2196 | move_player (object *op, int dir) |
2188 | move_player (object *op, int dir) |
2197 | { |
2189 | { |
2198 | int pick; |
2190 | int pick; |
2199 | |
2191 | |
2200 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2192 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
… | |
… | |
2207 | return 0; |
2199 | return 0; |
2208 | } |
2200 | } |
2209 | |
2201 | |
2210 | /* peterm: added following line */ |
2202 | /* peterm: added following line */ |
2211 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2203 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2212 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
2204 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2213 | |
2205 | |
2214 | op->facing = dir; |
2206 | op->facing = dir; |
2215 | |
2207 | |
2216 | if (op->hide) |
2208 | if (op->hide) |
2217 | do_hidden_move (op); |
2209 | do_hidden_move (op); |
2218 | |
2210 | |
|
|
2211 | bool retval; |
|
|
2212 | |
2219 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2213 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2220 | /*nop */ ; |
2214 | retval = RESULT_INT (0); |
2221 | else if (op->contr->fire_on) |
2215 | else if (op->contr->fire_on) |
2222 | fire (op, dir); |
2216 | retval = fire (op, dir); |
2223 | else |
2217 | else |
2224 | { |
2218 | { |
2225 | move_player_attack (op, dir); |
2219 | retval = move_player_attack (op, dir); |
2226 | pick = check_pick (op); |
2220 | pick = check_pick (op); |
2227 | } |
2221 | } |
2228 | |
2222 | |
2229 | /* 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 |
2230 | * server can handle repeat firing. |
2224 | * server can handle repeat firing. |
… | |
… | |
2237 | /* Update how the player looks. Use the facing, so direction may |
2231 | /* Update how the player looks. Use the facing, so direction may |
2238 | * get reset to zero. This allows for full animation capabilities |
2232 | * get reset to zero. This allows for full animation capabilities |
2239 | * for players. |
2233 | * for players. |
2240 | */ |
2234 | */ |
2241 | animate_object (op, op->facing); |
2235 | animate_object (op, op->facing); |
2242 | return 0; |
2236 | |
|
|
2237 | return retval; |
2243 | } |
2238 | } |
2244 | |
2239 | |
2245 | /* 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 |
2246 | * new client/server stuff. |
2241 | * new client/server stuff. |
2247 | * 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 |
2248 | * the new speed values for commands. |
2243 | * the new speed values for commands. |
2249 | * |
2244 | * |
2250 | * 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. |
2251 | */ |
2248 | */ |
2252 | int |
2249 | bool |
2253 | handle_newcs_player (object *op) |
2250 | handle_newcs_player (object *op) |
2254 | { |
2251 | { |
2255 | if (op->contr->hidden) |
|
|
2256 | { |
|
|
2257 | op->invisible = 1000; |
|
|
2258 | /* the socket code flashes the player visible/invisible |
|
|
2259 | * depending on the value of invisible, so we need to |
|
|
2260 | * alternate it here for it to work correctly. |
|
|
2261 | */ |
|
|
2262 | if (pticks & 2) |
|
|
2263 | op->invisible--; |
|
|
2264 | } |
|
|
2265 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
|
|
2266 | { |
|
|
2267 | op->invisible--; |
|
|
2268 | if (!op->invisible) |
|
|
2269 | { |
|
|
2270 | make_visible (op); |
|
|
2271 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2272 | } |
|
|
2273 | } |
|
|
2274 | |
|
|
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 | |
|
|
2286 | /* I've been seeing crashes where the golem has been destroyed, but |
|
|
2287 | * the player object still points to the defunct golem. The code that |
|
|
2288 | * destroys the golem looks correct, and it doesn't always happen, so |
|
|
2289 | * put this in a a workaround to clean up the golem pointer. |
|
|
2290 | */ |
|
|
2291 | if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
2292 | op->contr->ranges[range_golem] = 0; |
|
|
2293 | |
2264 | |
2294 | /* 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 |
2295 | * the players time has been increased when doericserver has been |
2266 | * the players time has been increased when doericserver has been |
2296 | * called, so we recheck it here. |
2267 | * called, so we recheck it here. |
2297 | */ |
2268 | */ |
2298 | if (op->contr->ns->handle_command ()) |
2269 | if (op->contr->ns->handle_command ()) |
2299 | return 1; |
2270 | return true; |
2300 | |
2271 | |
2301 | if (op->speed_left > 0) |
|
|
2302 | { |
|
|
2303 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2272 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2304 | { |
|
|
2305 | /* All move commands take 1 tick, at least for now */ |
|
|
2306 | op->speed_left--; |
|
|
2307 | |
|
|
2308 | /* Instead of all the stuff below, let move_player take care |
|
|
2309 | * of it. Also, some of the skill stuff is only put in |
|
|
2310 | * there, as well as the confusion stuff. |
|
|
2311 | */ |
|
|
2312 | move_player (op, op->direction); |
2273 | return move_player (op, op->direction); |
2313 | |
2274 | |
2314 | return op->speed_left > 0; |
|
|
2315 | } |
|
|
2316 | } |
|
|
2317 | |
|
|
2318 | return 0; |
2275 | return false; |
2319 | } |
2276 | } |
2320 | |
2277 | |
2321 | int |
2278 | int |
2322 | save_life (object *op) |
2279 | save_life (object *op) |
2323 | { |
2280 | { |
… | |
… | |
2358 | * from. |
2315 | * from. |
2359 | */ |
2316 | */ |
2360 | void |
2317 | void |
2361 | remove_unpaid_objects (object *op, object *env) |
2318 | remove_unpaid_objects (object *op, object *env) |
2362 | { |
2319 | { |
2363 | object *next; |
|
|
2364 | |
|
|
2365 | while (op) |
2320 | while (op) |
2366 | { |
2321 | { |
2367 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2322 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2368 | |
2323 | |
2369 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2324 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
… | |
… | |
2435 | int rate_grace = 2000; |
2390 | int rate_grace = 2000; |
2436 | const int max_hp = 1; |
2391 | const int max_hp = 1; |
2437 | const int max_sp = 1; |
2392 | const int max_sp = 1; |
2438 | const int max_grace = 1; |
2393 | const int max_grace = 1; |
2439 | |
2394 | |
2440 | if (op->contr->outputs_sync) |
2395 | if (op->contr->hidden) |
|
|
2396 | { |
|
|
2397 | op->invisible = 1000; |
|
|
2398 | /* the socket code flashes the player visible/invisible |
|
|
2399 | * depending on the value of invisible, so we need to |
|
|
2400 | * alternate it here for it to work correctly. |
|
|
2401 | */ |
|
|
2402 | if (pticks & 2) |
|
|
2403 | op->invisible--; |
2441 | { |
2404 | } |
2442 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
2405 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
2443 | if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) |
2406 | { |
2444 | flush_output_element (op, &op->contr->outputs[i]); |
2407 | if (!op->invisible--) |
|
|
2408 | { |
|
|
2409 | make_visible (op); |
|
|
2410 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2411 | } |
2445 | } |
2412 | } |
2446 | |
2413 | |
2447 | if (op->contr->ns->state == ST_PLAYING) |
2414 | if (op->contr->ns->state == ST_PLAYING) |
2448 | { |
2415 | { |
2449 | /* these next three if clauses make it possible to SLOW DOWN |
2416 | /* these next three if clauses make it possible to SLOW DOWN |
… | |
… | |
2471 | gen_grace = op->stats.maxgrace; |
2438 | gen_grace = op->stats.maxgrace; |
2472 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2439 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2473 | } |
2440 | } |
2474 | |
2441 | |
2475 | /* Regenerate Spell Points */ |
2442 | /* Regenerate Spell Points */ |
2476 | if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) |
2443 | if (!op->contr->golem && --op->last_sp < 0) |
2477 | { |
2444 | { |
2478 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2445 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2479 | if (op->stats.sp < op->stats.maxsp) |
2446 | if (op->stats.sp < op->stats.maxsp) |
2480 | { |
2447 | { |
2481 | op->stats.sp++; |
2448 | op->stats.sp++; |
… | |
… | |
2579 | } |
2546 | } |
2580 | |
2547 | |
2581 | /* Digestion */ |
2548 | /* Digestion */ |
2582 | if (--op->last_eat < 0) |
2549 | if (--op->last_eat < 0) |
2583 | { |
2550 | { |
2584 | #ifdef COZY_SERVER |
|
|
2585 | int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; |
|
|
2586 | int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0; |
|
|
2587 | #else |
|
|
2588 | 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; |
2589 | #endif |
|
|
2590 | |
2552 | |
2591 | if (op->contr->gen_hp > 0) |
2553 | if (op->contr->gen_hp > 0) |
2592 | 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); |
2593 | else |
2555 | else |
2594 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
2556 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
… | |
… | |
2699 | tmp->name = buf; |
2661 | tmp->name = buf; |
2700 | sprintf (buf, " This finger has been cut off %s\n" |
2662 | sprintf (buf, " This finger has been cut off %s\n" |
2701 | " the %s, when he was defeated at\n level %d by %s.\n", |
2663 | " the %s, when he was defeated at\n level %d by %s.\n", |
2702 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2664 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2703 | tmp->msg = buf; |
2665 | tmp->msg = buf; |
2704 | tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2666 | tmp->value = 0, tmp->type = 0; |
2705 | tmp->materialname = NULL; |
2667 | tmp->materialname = "organics"; |
2706 | tmp->insert_at (op, tmp); |
2668 | tmp->insert_at (op, tmp); |
2707 | } |
2669 | } |
2708 | |
2670 | |
2709 | /* teleport defeated player to new destination */ |
2671 | /* teleport defeated player to new destination */ |
2710 | transfer_ob (op, x, y, 0, NULL); |
2672 | transfer_ob (op, x, y, 0, NULL); |
… | |
… | |
2906 | op->stats.hp = op->stats.maxhp; |
2868 | op->stats.hp = op->stats.maxhp; |
2907 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2869 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2908 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2870 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2909 | |
2871 | |
2910 | /* |
2872 | /* |
2911 | * Check to see if the player is in a shop. IF so, then check to see if |
|
|
2912 | * the player has any unpaid items. If so, remove them and put them back |
2873 | * Check to see if the player has any unpaid items. If so, remove them |
2913 | * in the map. |
2874 | * and put them back in the map. |
2914 | */ |
2875 | */ |
2915 | |
|
|
2916 | if (is_in_shop (op)) |
|
|
2917 | remove_unpaid_objects (op->inv, op); |
2876 | remove_unpaid_objects (op->inv, op); |
2918 | |
2877 | |
2919 | /****************************************/ |
2878 | /****************************************/ |
2920 | /* */ |
2879 | /* */ |
2921 | /* Move player to his current respawn- */ |
2880 | /* Move player to his current respawn- */ |
2922 | /* position (usually last savebed) */ |
2881 | /* position (usually last savebed) */ |
… | |
… | |
2942 | object *force; |
2901 | object *force; |
2943 | int at; |
2902 | int at; |
2944 | |
2903 | |
2945 | force = get_archetype (FORCE_NAME); |
2904 | force = get_archetype (FORCE_NAME); |
2946 | /* 50 ticks should be enough time for the spell to abate */ |
2905 | /* 50 ticks should be enough time for the spell to abate */ |
2947 | force->speed = 0.1; |
2906 | force->speed = 0.1f; |
2948 | force->speed_left = -5.0; |
2907 | force->speed_left = -5.f; |
2949 | SET_FLAG (force, FLAG_APPLIED); |
2908 | SET_FLAG (force, FLAG_APPLIED); |
2950 | for (at = 0; at < NROFATTACKS; at++) |
2909 | for (at = 0; at < NROFATTACKS; at++) |
2951 | if (will_kill_again & (1 << at)) |
2910 | if (will_kill_again & (1 << at)) |
2952 | force->resist[at] = 100; |
2911 | force->resist[at] = 100; |
2953 | |
2912 | |
… | |
… | |
2962 | void |
2921 | void |
2963 | loot_object (object *op) |
2922 | loot_object (object *op) |
2964 | { /* Grab and destroy some treasure */ |
2923 | { /* Grab and destroy some treasure */ |
2965 | object *tmp, *tmp2, *next; |
2924 | object *tmp, *tmp2, *next; |
2966 | |
2925 | |
2967 | if (op->container) |
2926 | op->close_container (); /* close open sack first */ |
2968 | esrv_apply_container (op, op->container); /* close open sack first */ |
|
|
2969 | |
2927 | |
2970 | for (tmp = op->inv; tmp; tmp = next) |
2928 | for (tmp = op->inv; tmp; tmp = next) |
2971 | { |
2929 | { |
2972 | next = tmp->below; |
2930 | next = tmp->below; |
2973 | |
2931 | |
2974 | if (tmp->invisible) |
2932 | if (tmp->invisible) |
2975 | continue; |
2933 | continue; |
2976 | |
2934 | |
2977 | tmp->remove (); |
2935 | tmp->remove (); |
2978 | tmp->x = op->x, tmp->y = op->y; |
2936 | tmp->x = op->x, tmp->y = op->y; |
|
|
2937 | |
2979 | if (tmp->type == CONTAINER) |
2938 | if (tmp->type == CONTAINER) |
2980 | { /* empty container to ground */ |
2939 | loot_object (tmp); /* empty container to ground */ |
2981 | loot_object (tmp); |
2940 | |
2982 | } |
|
|
2983 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) |
2941 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
2984 | { |
2942 | { |
2985 | if (tmp->nrof > 1) |
2943 | if (tmp->nrof > 1) |
2986 | { |
2944 | { |
2987 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2945 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2988 | tmp2->destroy (); |
2946 | tmp2->destroy (); |
… | |
… | |
2999 | /* |
2957 | /* |
3000 | * fix_weight(): Check recursively the weight of all players, and fix |
2958 | * fix_weight(): Check recursively the weight of all players, and fix |
3001 | * what needs to be fixed. Refresh windows and fix speed if anything |
2959 | * what needs to be fixed. Refresh windows and fix speed if anything |
3002 | * was changed. |
2960 | * was changed. |
3003 | */ |
2961 | */ |
3004 | |
|
|
3005 | void |
2962 | void |
3006 | fix_weight (void) |
2963 | fix_weight (void) |
3007 | { |
2964 | { |
3008 | for_all_players (pl) |
2965 | for_all_players (pl) |
3009 | { |
2966 | { |
… | |
… | |
3069 | if (op->type == PLAYER) |
3026 | if (op->type == PLAYER) |
3070 | { |
3027 | { |
3071 | op->contr->tmp_invis = 0; |
3028 | op->contr->tmp_invis = 0; |
3072 | op->contr->invis_race = 0; |
3029 | op->contr->invis_race = 0; |
3073 | } |
3030 | } |
|
|
3031 | |
3074 | update_object (op, UP_OBJ_FACE); |
3032 | update_object (op, UP_OBJ_CHANGE); |
3075 | } |
3033 | } |
3076 | |
3034 | |
3077 | int |
3035 | int |
3078 | is_true_undead (object *op) |
3036 | is_true_undead (object *op) |
3079 | { |
3037 | { |
3080 | object *tmp = NULL; |
|
|
3081 | |
|
|
3082 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3038 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3083 | return 1; |
3039 | return 1; |
3084 | |
3040 | |
3085 | return 0; |
3041 | return 0; |
3086 | } |
3042 | } |
… | |
… | |
3131 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3087 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3132 | * every time they move - as we subtract off 'invisibility' |
3088 | * every time they move - as we subtract off 'invisibility' |
3133 | * AND, for players, if they move into a ridiculously unhideable |
3089 | * AND, for players, if they move into a ridiculously unhideable |
3134 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3090 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3135 | */ |
3091 | */ |
3136 | |
|
|
3137 | void |
3092 | void |
3138 | do_hidden_move (object *op) |
3093 | do_hidden_move (object *op) |
3139 | { |
3094 | { |
3140 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3095 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3141 | object *skop; |
3096 | object *skop; |
… | |
… | |
3374 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3329 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3375 | int i = 0, j = 0; |
3330 | int i = 0, j = 0; |
3376 | |
3331 | |
3377 | /* get the appropriate treasurelist */ |
3332 | /* get the appropriate treasurelist */ |
3378 | if (atnr == ATNR_FIRE) |
3333 | if (atnr == ATNR_FIRE) |
3379 | trlist = find_treasurelist ("dragon_ability_fire"); |
3334 | trlist = treasurelist::find ("dragon_ability_fire"); |
3380 | else if (atnr == ATNR_COLD) |
3335 | else if (atnr == ATNR_COLD) |
3381 | trlist = find_treasurelist ("dragon_ability_cold"); |
3336 | trlist = treasurelist::find ("dragon_ability_cold"); |
3382 | else if (atnr == ATNR_ELECTRICITY) |
3337 | else if (atnr == ATNR_ELECTRICITY) |
3383 | trlist = find_treasurelist ("dragon_ability_elec"); |
3338 | trlist = treasurelist::find ("dragon_ability_elec"); |
3384 | else if (atnr == ATNR_POISON) |
3339 | else if (atnr == ATNR_POISON) |
3385 | trlist = find_treasurelist ("dragon_ability_poison"); |
3340 | trlist = treasurelist::find ("dragon_ability_poison"); |
3386 | |
3341 | |
3387 | if (trlist == NULL || who->type != PLAYER) |
3342 | if (trlist == NULL || who->type != PLAYER) |
3388 | return; |
3343 | return; |
3389 | |
3344 | |
3390 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3345 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
… | |
… | |
3522 | * not readied. |
3477 | * not readied. |
3523 | */ |
3478 | */ |
3524 | void |
3479 | void |
3525 | player_unready_range_ob (player *pl, object *ob) |
3480 | player_unready_range_ob (player *pl, object *ob) |
3526 | { |
3481 | { |
3527 | rangetype i; |
3482 | if (pl->ob->current_weapon == ob) |
|
|
3483 | pl->ob->current_weapon = 0; |
3528 | |
3484 | |
3529 | for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
3485 | if (pl->combat_ob == ob) |
3530 | { |
3486 | pl->combat_ob = 0; |
|
|
3487 | |
3531 | if (pl->ranges[i] == ob) |
3488 | if (pl->ranged_ob == ob) |
3532 | { |
3489 | pl->ranged_ob = 0; |
3533 | pl->ranges[i] = NULL; |
|
|
3534 | if (pl->shoottype == i) |
|
|
3535 | { |
|
|
3536 | pl->shoottype = range_none; |
|
|
3537 | } |
|
|
3538 | } |
|
|
3539 | } |
|
|
3540 | } |
3490 | } |
|
|
3491 | |
|
|
3492 | sint8 |
|
|
3493 | player::visibility_at (maptile *map, int x, int y) const |
|
|
3494 | { |
|
|
3495 | if (!ns) |
|
|
3496 | return 0; |
|
|
3497 | |
|
|
3498 | int dx, dy; |
|
|
3499 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
|
|
3500 | return 0; |
|
|
3501 | |
|
|
3502 | x += dx - ns->current_x + ns->mapx / 2; |
|
|
3503 | y += dy - ns->current_y + ns->mapy / 2; |
|
|
3504 | |
|
|
3505 | if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) |
|
|
3506 | return 0; |
|
|
3507 | |
|
|
3508 | return 100 - blocked_los [x][y]; |
|
|
3509 | } |