1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Crossfire TRT is free software; you can redistribute it and/or modify it |
9 | * it under the terms of the GNU General Public License as published by |
9 | * under the terms of the GNU General Public License as published by the Free |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * Software Foundation; either version 2 of the License, or (at your option) |
11 | * (at your option) any later version. |
11 | * any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, but |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License |
16 | * GNU General Public License for more details. |
16 | * for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License along |
19 | * along with this program; if not, write to the Free Software |
19 | * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA |
21 | * |
21 | * |
22 | * The author can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The authors 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) |
199 | maplevel = ob->map->path; |
186 | maplevel = ob->map->path; |
|
|
187 | |
200 | ob->remove (); |
188 | ob->remove (); |
201 | ob->map = 0; |
189 | ob->map = 0; |
|
|
190 | party = 0; |
202 | |
191 | |
203 | // 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 |
204 | ranges [range_skill] = 0; |
|
|
205 | |
193 | |
206 | players.erase (this); |
194 | players.erase (this); |
207 | } |
195 | } |
208 | |
196 | |
209 | // connect the player with a specific client |
197 | // connect the player with a specific client |
210 | // also changed, rationalises, and fixes some incorrect settings |
198 | // also changes, rationalises, and fixes some incorrect settings |
211 | void |
199 | void |
212 | player::connect (client *ns) |
200 | player::connect (client *ns) |
213 | { |
201 | { |
214 | this->ns = ns; |
202 | this->ns = ns; |
215 | ns->pl = this; |
203 | ns->pl = this; |
216 | |
204 | |
217 | run_on = 0; |
205 | run_on = 0; |
218 | fire_on = 0; |
206 | fire_on = 0; |
219 | ob->container = 0; //TODO: client-specific |
207 | ob->close_container (); //TODO: client-specific |
220 | |
208 | |
221 | ns->update_look = 0; |
209 | ns->update_look = 0; |
222 | ns->look_position = 0; |
210 | ns->look_position = 0; |
223 | |
211 | |
224 | clear_los (ob); |
212 | clear_los (this); |
225 | |
213 | |
226 | ns->reset_stats (); |
214 | ns->reset_stats (); |
227 | |
215 | |
228 | /* make sure he's a player -- needed because of class change. */ |
216 | /* make sure he's a player -- needed because of class change. */ |
229 | ob->type = PLAYER; // we are paranoid |
217 | ob->type = PLAYER; // we are paranoid |
230 | ob->race = ob->arch->clone.race; |
218 | ob->race = ob->arch->race; |
231 | |
|
|
232 | if (!legal_range (ob, shoottype)) |
|
|
233 | shoottype = range_none; |
|
|
234 | |
219 | |
235 | ob->carrying = sum_weight (ob); |
220 | ob->carrying = sum_weight (ob); |
236 | link_player_skills (ob); |
221 | link_player_skills (ob); |
237 | |
222 | |
238 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
223 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
239 | |
224 | |
240 | assign (title, ob->arch->clone.name); |
225 | assign (title, ob->arch->object::name); |
241 | |
|
|
242 | /* can_use_shield is a new flag. However, the can_use.. seems to largely come |
|
|
243 | * from the class, and not race. I don't see any way to get the class information |
|
|
244 | * to then update this. I don't think this will actually break anything - anyone |
|
|
245 | * that can use armour should be able to use a shield. What this may 'break' |
|
|
246 | * are features new characters get, eg, if someone starts up with a Q, they |
|
|
247 | * should be able to use a shield. However, old Q's won't get that advantage. |
|
|
248 | */ |
|
|
249 | if (QUERY_FLAG (ob, FLAG_USE_ARMOUR)) |
|
|
250 | SET_FLAG (ob, FLAG_USE_SHIELD); |
|
|
251 | |
226 | |
252 | /* if it's a dragon player, set the correct title here */ |
227 | /* if it's a dragon player, set the correct title here */ |
253 | if (is_dragon_pl (ob)) |
228 | if (is_dragon_pl (ob)) |
254 | { |
229 | { |
255 | object *tmp, *abil = 0, *skin = 0; |
230 | object *tmp, *abil = 0, *skin = 0; |
… | |
… | |
257 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
232 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
258 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
233 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
259 | |
234 | |
260 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
235 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
261 | if (tmp->type == FORCE) |
236 | if (tmp->type == FORCE) |
262 | if (tmp->arch->name == dragon_ability_force) |
237 | if (tmp->arch->archname == dragon_ability_force) |
263 | abil = tmp; |
238 | abil = tmp; |
264 | else if (tmp->arch->name == dragon_skin_force) |
239 | else if (tmp->arch->archname == dragon_skin_force) |
265 | skin = tmp; |
240 | skin = tmp; |
266 | |
241 | |
267 | set_dragon_name (ob, abil, skin); |
242 | set_dragon_name (ob, abil, skin); |
268 | } |
243 | } |
269 | |
244 | |
270 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
245 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
271 | |
246 | |
272 | esrv_new_player (this, ob->weight + ob->carrying); |
247 | esrv_new_player (this, ob->weight + ob->carrying); |
273 | |
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); |
274 | ob->update_stats (); |
274 | ob->update_stats (); |
|
|
275 | |
275 | ns->floorbox_update (); |
276 | ns->floorbox_update (); |
276 | |
|
|
277 | esrv_send_inventory (ob, ob); |
277 | esrv_send_inventory (ob, ob); |
278 | esrv_add_spells (this, 0); |
278 | esrv_add_spells (this, 0); |
279 | |
279 | |
280 | activate (); |
280 | activate (); |
281 | |
281 | |
… | |
… | |
297 | |
297 | |
298 | INVOKE_PLAYER (DISCONNECT, this); |
298 | INVOKE_PLAYER (DISCONNECT, this); |
299 | |
299 | |
300 | ns->reset_stats (); |
300 | ns->reset_stats (); |
301 | ns->pl = 0; |
301 | ns->pl = 0; |
302 | this->ns = 0; |
302 | ns = 0; |
303 | } |
303 | } |
304 | |
304 | |
|
|
305 | if (ob) |
305 | ob->container = 0; //TODO: client-specific |
306 | ob->close_container (); //TODO: client-specific |
|
|
307 | |
|
|
308 | observe = ob; |
|
|
309 | |
306 | deactivate (); |
310 | deactivate (); |
307 | } |
311 | } |
308 | |
312 | |
309 | // the need for this function can be explained |
313 | // the need for this function can be explained |
310 | // by load_object not returning the object |
314 | // by load_object not returning the object |
311 | void |
315 | void |
312 | player::set_object (object *op) |
316 | player::set_object (object *op) |
313 | { |
317 | { |
314 | ob = op; |
318 | ob = observe = op; |
315 | ob->contr = this; /* this aren't yet in archetype */ |
319 | ob->contr = this; /* this aren't yet in archetype */ |
316 | |
320 | |
|
|
321 | ob->speed = 1.0f; |
317 | ob->speed_left = 0.5; |
322 | ob->speed_left = 0.5f; |
318 | ob->speed = 1.0; |
323 | |
319 | ob->direction = 5; /* So player faces south */ |
324 | ob->direction = 5; /* So player faces south */ |
320 | ob->stats.wc = 2; |
325 | } |
321 | ob->run_away = 25; /* Then we panick... */ |
|
|
322 | |
326 | |
323 | ob->roll_stats (); |
327 | void |
|
|
328 | player::set_observe (object *op) |
|
|
329 | { |
|
|
330 | observe = op ? op : ob; |
|
|
331 | do_los = 1; |
324 | } |
332 | } |
325 | |
333 | |
326 | player::player () |
334 | player::player () |
327 | { |
335 | { |
328 | /* There are some elements we want initialised to non zero value - |
336 | /* There are some elements we want initialised to non zero value - |
329 | * we deal with that below this point. |
337 | * we deal with that below this point. |
330 | */ |
338 | */ |
331 | outputs_sync = 16; /* Every 2 seconds */ |
339 | outputs_sync = 4; |
332 | outputs_count = 8; /* Keeps present behaviour */ |
340 | outputs_count = 4; |
333 | unapply = unapply_nochoice; |
341 | unapply = unapply_nochoice; |
334 | |
342 | |
335 | savebed_map = first_map_path; /* Init. respawn position */ |
343 | savebed_map = first_map_path; /* Init. respawn position */ |
336 | |
344 | |
337 | gen_sp_armour = 10; |
345 | gen_sp_armour = 10; |
338 | shoottype = range_none; |
|
|
339 | bowtype = bow_normal; |
346 | bowtype = bow_normal; |
340 | petmode = pet_normal; |
347 | petmode = pet_normal; |
341 | listening = 10; |
348 | listening = 10; |
342 | usekeys = containers; |
349 | usekeys = containers; |
343 | peaceful = 1; /* default peaceful */ |
350 | peaceful = 1; /* default peaceful */ |
344 | do_los = 1; |
351 | do_los = 1; |
|
|
352 | |
|
|
353 | weapon_sp = 1.0f; |
|
|
354 | weapon_sp_left = 0.5f; |
345 | } |
355 | } |
346 | |
356 | |
347 | void |
357 | void |
348 | player::do_destroy () |
358 | player::do_destroy () |
349 | { |
359 | { |
… | |
… | |
372 | player::create () |
382 | player::create () |
373 | { |
383 | { |
374 | player *pl = new player; |
384 | player *pl = new player; |
375 | |
385 | |
376 | pl->set_object (arch_to_object (get_player_archetype (0))); |
386 | pl->set_object (arch_to_object (get_player_archetype (0))); |
|
|
387 | |
|
|
388 | pl->ob->roll_stats (); |
|
|
389 | pl->ob->stats.wc = 2; |
|
|
390 | pl->ob->run_away = 25; /* Then we panick... */ |
|
|
391 | |
377 | set_first_map (pl->ob); |
392 | set_first_map (pl->ob); |
378 | |
393 | |
379 | return pl; |
394 | return pl; |
380 | } |
395 | } |
381 | |
396 | |
… | |
… | |
385 | * Note: there MUST be at least one player archetype! |
400 | * Note: there MUST be at least one player archetype! |
386 | */ |
401 | */ |
387 | archetype * |
402 | archetype * |
388 | get_player_archetype (archetype *at) |
403 | get_player_archetype (archetype *at) |
389 | { |
404 | { |
390 | archetype *start = at; |
405 | archvec::iterator i = at ? archetypes.find (at) : archetypes.begin (); |
391 | |
406 | |
392 | for (;;) |
407 | for (;;) |
393 | { |
408 | { |
394 | if (at == NULL || at->next == NULL) |
409 | if (++i == archetypes.end ()) |
395 | at = first_archetype; |
410 | i = archetypes.begin (); |
396 | else |
411 | else if (*i == at) |
397 | at = at->next; |
412 | cleanup ("not a single player archetype found"); |
398 | |
413 | |
399 | if (at->clone.type == PLAYER) |
414 | if ((*i)->type == PLAYER) |
400 | return at; |
415 | return *i; |
401 | |
|
|
402 | if (at == start) |
|
|
403 | { |
|
|
404 | LOG (llevError, "No Player archetypes\n"); |
|
|
405 | exit (-1); |
|
|
406 | } |
|
|
407 | } |
416 | } |
408 | } |
417 | } |
409 | |
418 | |
410 | object * |
419 | object * |
411 | get_nearest_player (object *mon) |
420 | get_nearest_player (object *mon) |
… | |
… | |
527 | x = mon->x; |
536 | x = mon->x; |
528 | y = mon->y; |
537 | y = mon->y; |
529 | m = mon->map; |
538 | m = mon->map; |
530 | dir = rv.direction; |
539 | dir = rv.direction; |
531 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
540 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
532 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
541 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
|
|
542 | |
533 | /* If we can't solve it within the search distance, return now. */ |
543 | /* If we can't solve it within the search distance, return now. */ |
534 | if (diff > max) |
544 | if (diff > max) |
535 | return 0; |
545 | return 0; |
|
|
546 | |
536 | while (diff > 1 && max > 0) |
547 | while (diff > 1 && max > 0) |
537 | { |
548 | { |
538 | lastx = x; |
549 | lastx = x; |
539 | lasty = y; |
550 | lasty = y; |
540 | lastmap = m; |
551 | lastmap = m; |
… | |
… | |
622 | max--; |
633 | max--; |
623 | lastdir = dir; |
634 | lastdir = dir; |
624 | if (!firstdir) |
635 | if (!firstdir) |
625 | firstdir = dir; |
636 | firstdir = dir; |
626 | } |
637 | } |
|
|
638 | |
627 | if (diff <= 1) |
639 | if (diff <= 1) |
628 | { |
640 | { |
629 | /* Recalculate diff (distance) because we may not have actually |
641 | /* Recalculate diff (distance) because we may not have actually |
630 | * headed toward player for entire distance. |
642 | * headed toward player for entire distance. |
631 | */ |
643 | */ |
632 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
644 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
633 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
645 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
634 | } |
646 | } |
|
|
647 | |
635 | if (diff > max) |
648 | if (diff > max) |
636 | return 0; |
649 | return 0; |
637 | } |
650 | } |
|
|
651 | |
638 | /* If we reached the max, didn't find a direction in time */ |
652 | /* If we reached the max, didn't find a direction in time */ |
639 | if (!max) |
653 | if (!max) |
640 | return 0; |
654 | return 0; |
641 | |
655 | |
642 | return firstdir; |
656 | return firstdir; |
… | |
… | |
756 | roll_stat (void) |
770 | roll_stat (void) |
757 | { |
771 | { |
758 | int a[4], i, j, k; |
772 | int a[4], i, j, k; |
759 | |
773 | |
760 | for (i = 0; i < 4; i++) |
774 | for (i = 0; i < 4; i++) |
761 | a[i] = (int) RANDOM () % 6 + 1; |
775 | a[i] = (int) rndm (6) + 1; |
762 | |
776 | |
763 | for (i = 0, j = 0, k = 7; i < 4; i++) |
777 | for (i = 0, j = 0, k = 7; i < 4; i++) |
764 | if (a[i] < k) |
778 | if (a[i] < k) |
765 | k = a[i], j = i; |
779 | k = a[i], j = i; |
766 | |
780 | |
… | |
… | |
772 | } |
786 | } |
773 | |
787 | |
774 | void |
788 | void |
775 | object::roll_stats () |
789 | object::roll_stats () |
776 | { |
790 | { |
777 | int statsort [7]; |
791 | int statsort [NUM_STATS]; |
778 | |
792 | |
779 | for (;;) |
793 | for (;;) |
780 | { |
794 | { |
781 | int sum = 0; |
795 | int sum = 0; |
782 | for (int i = 7; i--; ) |
796 | for (int i = NUM_STATS; i--; ) |
783 | sum += statsort [i] = roll_stat (); |
797 | sum += statsort [i] = roll_stat (); |
784 | |
798 | |
785 | if (sum >= 82 && sum <= 116) |
799 | if (sum >= 82 && sum <= 116) |
786 | break; |
800 | break; |
787 | } |
801 | } |
788 | |
802 | |
789 | // Sort the stats so that rerolling is easier... |
803 | // Sort the stats so that rerolling is easier... |
790 | std::sort (statsort, statsort + 7, std::greater<int>()); |
804 | std::sort (statsort, statsort + NUM_STATS, std::greater<int>()); |
791 | |
805 | |
|
|
806 | for (int i = 0; i < NUM_STATS; ++i) |
792 | stats.Str = statsort[0]; |
807 | stats.stat (i) = statsort [i]; |
793 | stats.Dex = statsort[1]; |
|
|
794 | stats.Con = statsort[2]; |
|
|
795 | stats.Int = statsort[3]; |
|
|
796 | stats.Wis = statsort[4]; |
|
|
797 | stats.Pow = statsort[5]; |
|
|
798 | stats.Cha = statsort[6]; |
|
|
799 | |
808 | |
800 | stats.exp = 0; |
809 | stats.exp = 0; |
801 | stats.ac = 0; |
810 | stats.ac = 0; |
802 | |
811 | |
803 | stats.hp = stats.maxhp; |
812 | stats.hp = stats.maxhp; |
… | |
… | |
815 | } |
824 | } |
816 | |
825 | |
817 | void |
826 | void |
818 | object::swap_stats (int a, int b) |
827 | object::swap_stats (int a, int b) |
819 | { |
828 | { |
820 | int tmp = get_attr_value (&contr->orig_stats, a); |
829 | swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b)); |
821 | set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b)); |
|
|
822 | set_attr_value (&contr->orig_stats, b, tmp); |
|
|
823 | |
830 | |
|
|
831 | for (int i = 0; i < NUM_STATS; ++i) |
824 | stats.Str = contr->orig_stats.Str; |
832 | stats.stat (i) = contr->orig_stats.stat (i); |
825 | stats.Dex = contr->orig_stats.Dex; |
|
|
826 | stats.Con = contr->orig_stats.Con; |
|
|
827 | stats.Int = contr->orig_stats.Int; |
|
|
828 | stats.Wis = contr->orig_stats.Wis; |
|
|
829 | stats.Pow = contr->orig_stats.Pow; |
|
|
830 | stats.Cha = contr->orig_stats.Cha; |
|
|
831 | |
833 | |
832 | //TODO: the following code looks so borked and should, at the very least, |
834 | //TODO: the following code looks so borked and should, at the very least, |
833 | // be merged with the similar code in roll_stats |
835 | // be merged with the similar code in roll_stats |
834 | stats.ac = 0; |
836 | stats.ac = 0; |
835 | |
837 | |
… | |
… | |
866 | * appropriate action with it (change race, or other things). |
868 | * appropriate action with it (change race, or other things). |
867 | * The function name is for historical reasons - now we have |
869 | * The function name is for historical reasons - now we have |
868 | * separate race and class; this actually changes the RACE, |
870 | * separate race and class; this actually changes the RACE, |
869 | * not the class. |
871 | * not the class. |
870 | */ |
872 | */ |
871 | int |
873 | void |
872 | key_change_class (object *op, char key) |
874 | player::chargen_race_done () |
873 | { |
875 | { |
874 | int tmp_loop; |
|
|
875 | |
|
|
876 | if (key == 'd' || key == 'D') |
|
|
877 | { |
|
|
878 | char buf[MAX_BUF]; |
|
|
879 | |
|
|
880 | /* this must before then initial items are given */ |
876 | /* this must before then initial items are given */ |
881 | esrv_new_player (op->contr, op->weight + op->carrying); |
877 | esrv_new_player (ob->contr, ob->weight + ob->carrying); |
882 | |
878 | |
883 | treasurelist *tl = find_treasurelist ("starting_wealth"); |
879 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
884 | if (tl) |
880 | if (tl) |
885 | create_treasure (tl, op, 0, 0, 0); |
881 | create_treasure (tl, ob, 0, 0, 0); |
886 | |
882 | |
887 | INVOKE_PLAYER (BIRTH, op->contr); |
883 | INVOKE_PLAYER (BIRTH, ob->contr); |
888 | INVOKE_PLAYER (LOGIN, op->contr); |
884 | INVOKE_PLAYER (LOGIN, ob->contr); |
889 | |
885 | |
890 | op->contr->ns->state = ST_PLAYING; |
886 | ob->contr->ns->state = ST_PLAYING; |
891 | |
887 | |
892 | if (op->msg) |
888 | if (ob->msg) |
893 | op->msg = NULL; |
889 | ob->msg = 0; |
894 | |
890 | |
895 | /* We create this now because some of the unique maps will need it |
891 | /* We create this now because some of the unique maps will need it |
896 | * to save here. |
892 | * to save here. |
897 | */ |
893 | */ |
|
|
894 | { |
|
|
895 | char buf[MAX_BUF]; |
898 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
896 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name); |
899 | make_path_to_file (buf); |
897 | make_path_to_file (buf); |
|
|
898 | } |
900 | |
899 | |
901 | start_info (op); |
900 | start_info (ob); |
902 | CLEAR_FLAG (op, FLAG_WIZ); |
901 | CLEAR_FLAG (ob, FLAG_WIZ); |
903 | give_initial_items (op, op->randomitems); |
902 | give_initial_items (ob, ob->randomitems); |
904 | link_player_skills (op); |
903 | link_player_skills (ob); |
905 | esrv_send_inventory (op, op); |
904 | esrv_send_inventory (ob, ob); |
906 | op->update_stats (); |
905 | ob->update_stats (); |
907 | |
906 | |
908 | /* This moves the player to a different start map, if there |
907 | /* This moves the player to a different start map, if there |
909 | * is one for this race |
908 | * is one for this race |
910 | */ |
909 | */ |
911 | if (*first_map_ext_path) |
910 | if (*first_map_ext_path) |
912 | { |
911 | { |
913 | object *tmp; |
912 | object *tmp; |
914 | char mapname[MAX_BUF]; |
913 | char mapname[MAX_BUF]; |
915 | |
914 | |
916 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); |
915 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname); |
917 | tmp = object::create (); |
916 | tmp = object::create (); |
918 | EXIT_PATH (tmp) = mapname; |
917 | EXIT_PATH (tmp) = mapname; |
919 | EXIT_X (tmp) = op->x; |
918 | EXIT_X (tmp) = ob->x; |
920 | EXIT_Y (tmp) = op->y; |
919 | EXIT_Y (tmp) = ob->y; |
921 | op->enter_exit (tmp); /* we don't really care if it succeeded; |
920 | ob->enter_exit (tmp); /* we don't really care if it succeeded; |
922 | * if the map isn't there, then stay on the |
921 | * if the map isn't there, then stay on the |
923 | * default initial map */ |
922 | * default initial map */ |
924 | tmp->destroy (); |
923 | tmp->destroy (); |
925 | } |
924 | } |
926 | else |
925 | else |
927 | LOG (llevDebug, "first_map_ext_path not set\n"); |
926 | LOG (llevDebug, "first_map_ext_path not set\n"); |
|
|
927 | } |
928 | |
928 | |
929 | return 0; |
929 | void |
930 | } |
930 | player::chargen_race_next () |
931 | |
931 | { |
932 | /* Following actually changes the race - this is the default command |
932 | /* Following actually changes the race - this is the default command |
933 | * if we don't match with one of the options above. |
933 | * if we don't match with one of the options above. |
934 | */ |
934 | */ |
935 | |
935 | |
936 | tmp_loop = 0; |
936 | do |
937 | while (!tmp_loop) |
|
|
938 | { |
937 | { |
939 | shstr name = op->name; |
938 | shstr name = ob->name; |
940 | int x = op->x, y = op->y; |
939 | int x = ob->x, y = ob->y; |
941 | |
940 | |
942 | op->remove_statbonus (); |
941 | ob->remove_statbonus (); |
943 | op->remove (); |
942 | ob->remove (); |
944 | op->arch = get_player_archetype (op->arch); |
943 | ob->arch = get_player_archetype (ob->arch); |
945 | op->arch->clone.copy_to (op); |
944 | ob->arch->copy_to (ob); |
946 | op->instantiate (); |
945 | ob->instantiate (); |
947 | op->stats = op->contr->orig_stats; |
946 | ob->stats = ob->contr->orig_stats; |
948 | op->name = op->name_pl = name; |
947 | ob->name = ob->name_pl = name; |
949 | op->x = x; |
948 | ob->x = x; |
950 | op->y = y; |
949 | ob->y = y; |
951 | SET_ANIMATION (op, 2); /* So player faces south */ |
950 | SET_ANIMATION (ob, 2); /* So player faces south */ |
952 | insert_ob_in_map (op, op->map, op, 0); |
951 | insert_ob_in_map (ob, ob->map, ob, 0); |
953 | assign (op->contr->title, op->arch->clone.name); |
952 | assign (ob->contr->title, ob->arch->object::name); |
954 | op->add_statbonus (); |
953 | ob->add_statbonus (); |
955 | tmp_loop = allowed_class (op); |
|
|
956 | } |
954 | } |
|
|
955 | while (!allowed_class (ob)); |
957 | |
956 | |
958 | update_object (op, UP_OBJ_FACE); |
957 | update_object (ob, UP_OBJ_FACE); |
959 | esrv_update_item (UPD_FACE, op, op); |
958 | esrv_update_item (UPD_FACE, ob, ob); |
960 | op->update_stats (); |
959 | ob->update_stats (); |
961 | op->stats.hp = op->stats.maxhp; |
960 | ob->stats.hp = ob->stats.maxhp; |
962 | op->stats.sp = op->stats.maxsp; |
961 | ob->stats.sp = ob->stats.maxsp; |
963 | op->stats.grace = 0; |
962 | ob->stats.grace = 0; |
964 | |
|
|
965 | if (op->msg) |
|
|
966 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
|
|
967 | |
|
|
968 | send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); |
|
|
969 | return 0; |
|
|
970 | } |
963 | } |
971 | |
964 | |
972 | void |
965 | void |
973 | flee_player (object *op) |
966 | flee_player (object *op) |
974 | { |
967 | { |
… | |
… | |
1021 | /* Cornered, get rid of scared */ |
1014 | /* Cornered, get rid of scared */ |
1022 | CLEAR_FLAG (op, FLAG_SCARED); |
1015 | CLEAR_FLAG (op, FLAG_SCARED); |
1023 | op->enemy = NULL; |
1016 | op->enemy = NULL; |
1024 | } |
1017 | } |
1025 | |
1018 | |
1026 | |
|
|
1027 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
1019 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
1028 | * IT returns 1 if the player should keep on moving, 0 if he should |
1020 | * It returns 1 if the player should keep on moving, 0 if he should |
1029 | * stop. |
1021 | * stop. |
1030 | */ |
1022 | */ |
1031 | int |
1023 | int |
1032 | check_pick (object *op) |
1024 | check_pick (object *op) |
1033 | { |
1025 | { |
1034 | object *tmp, *next; |
1026 | object *tmp, *next; |
1035 | int stop = 0; |
1027 | int stop = 0; |
1036 | int j, k, wvratio; |
1028 | int wvratio; |
1037 | char putstring[128], tmpstr[16]; |
1029 | char putstring[128]; |
1038 | |
1030 | |
1039 | /* if you're flying, you cna't pick up anything */ |
1031 | /* if you're flying, you cna't pick up anything */ |
1040 | if (op->move_type & MOVE_FLYING) |
1032 | if (op->move_type & MOVE_FLYING) |
1041 | return 1; |
1033 | return 1; |
1042 | |
1034 | |
… | |
… | |
1110 | if (tmp->name != NULL) |
1102 | if (tmp->name != NULL) |
1111 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1103 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1112 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1104 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1113 | else |
1105 | else |
1114 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1106 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1115 | &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1107 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1116 | |
1108 | |
1117 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1109 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1118 | } |
1110 | } |
1119 | |
1111 | |
1120 | /* philosophy: |
1112 | /* philosophy: |
… | |
… | |
1313 | /* careful: chairs and tables are weapons! */ |
1305 | /* careful: chairs and tables are weapons! */ |
1314 | if (op->contr->mode & PU_ALLWEAPON) |
1306 | if (op->contr->mode & PU_ALLWEAPON) |
1315 | { |
1307 | { |
1316 | if (tmp->type == WEAPON && tmp->name != NULL) |
1308 | if (tmp->type == WEAPON && tmp->name != NULL) |
1317 | { |
1309 | { |
1318 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && |
1310 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL && |
1319 | strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) |
1311 | strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) |
1320 | { |
1312 | { |
1321 | pick_up (op, tmp); |
1313 | pick_up (op, tmp); |
1322 | continue; |
1314 | continue; |
1323 | } |
1315 | } |
1324 | } |
1316 | } |
1325 | |
1317 | |
1326 | if (tmp->type == WEAPON && tmp->name == NULL) |
1318 | if (tmp->type == WEAPON && tmp->name == NULL) |
1327 | { |
1319 | { |
1328 | if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) |
1320 | if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL) |
1329 | { |
1321 | { |
1330 | pick_up (op, tmp); |
1322 | pick_up (op, tmp); |
1331 | continue; |
1323 | continue; |
1332 | } |
1324 | } |
1333 | } |
1325 | } |
… | |
… | |
1358 | if (tmp->name != NULL) |
1350 | if (tmp->name != NULL) |
1359 | { |
1351 | { |
1360 | fprintf (stderr, "%s", tmp->name); |
1352 | fprintf (stderr, "%s", tmp->name); |
1361 | } |
1353 | } |
1362 | else |
1354 | else |
1363 | fprintf (stderr, "%s", tmp->arch->name); |
1355 | fprintf (stderr, "%s", tmp->arch->archname); |
1364 | fprintf (stderr, ",%d] = ", tmp->type); |
1356 | fprintf (stderr, ",%d] = ", tmp->type); |
1365 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1357 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1366 | #endif |
1358 | #endif |
1367 | continue; |
1359 | continue; |
1368 | } |
1360 | } |
… | |
… | |
1379 | * found object is returned. |
1371 | * found object is returned. |
1380 | */ |
1372 | */ |
1381 | object * |
1373 | object * |
1382 | find_arrow (object *op, const char *type) |
1374 | find_arrow (object *op, const char *type) |
1383 | { |
1375 | { |
1384 | object *tmp = NULL; |
1376 | object *tmp = 0; |
1385 | |
1377 | |
1386 | for (op = op->inv; op; op = op->below) |
1378 | for (op = op->inv; op; op = op->below) |
1387 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
1379 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
1388 | tmp = find_arrow (op, type); |
1380 | tmp = find_arrow (op, type); |
1389 | else if (op->type == ARROW && op->race == type) |
1381 | else if (op->type == ARROW && op->race == type) |
1390 | return op; |
1382 | return op; |
|
|
1383 | |
1391 | return tmp; |
1384 | return tmp; |
1392 | } |
1385 | } |
1393 | |
1386 | |
1394 | /* |
1387 | /* |
1395 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1388 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1396 | * against the target. A full test is not performed, simply a basic test |
1389 | * against the target. A full test is not performed, simply a basic test |
1397 | * of resistances. The archer is making a quick guess at what he sees down |
1390 | * of resistances. The archer is making a quick guess at what he sees down |
1398 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1391 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1399 | */ |
1392 | */ |
1400 | |
|
|
1401 | object * |
1393 | object * |
1402 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1394 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1403 | { |
1395 | { |
1404 | object *tmp = NULL, *arrow, *ntmp; |
1396 | object *tmp = NULL, *arrow, *ntmp; |
1405 | int attacknum, attacktype, betterby = 0, i; |
1397 | int attacknum, attacktype, betterby = 0, i; |
… | |
… | |
1438 | else |
1430 | else |
1439 | { |
1431 | { |
1440 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1432 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1441 | { |
1433 | { |
1442 | attacktype = 1 << attacknum; |
1434 | attacktype = 1 << attacknum; |
1443 | if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) |
1435 | if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0) |
1444 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) |
1436 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby) |
1445 | { |
1437 | { |
1446 | tmp = arrow; |
1438 | tmp = arrow; |
1447 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; |
1439 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1448 | } |
1440 | } |
1449 | } |
1441 | } |
1450 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1442 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1451 | { |
1443 | { |
1452 | tmp = arrow; |
1444 | tmp = arrow; |
… | |
… | |
1471 | * find_better_arrow to find a decent arrow to use. |
1463 | * find_better_arrow to find a decent arrow to use. |
1472 | * op = the shooter |
1464 | * op = the shooter |
1473 | * type = bow->race |
1465 | * type = bow->race |
1474 | * dir = fire direction |
1466 | * dir = fire direction |
1475 | */ |
1467 | */ |
1476 | |
|
|
1477 | object * |
1468 | object * |
1478 | pick_arrow_target (object *op, const char *type, int dir) |
1469 | pick_arrow_target (object *op, const char *type, int dir) |
1479 | { |
1470 | { |
1480 | object *tmp = NULL; |
1471 | object *tmp = NULL; |
1481 | maptile *m; |
1472 | maptile *m; |
… | |
… | |
1546 | */ |
1537 | */ |
1547 | int |
1538 | int |
1548 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1539 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1549 | { |
1540 | { |
1550 | object *left, *bow; |
1541 | object *left, *bow; |
1551 | int bowspeed, mflags; |
1542 | int mflags; |
1552 | maptile *m; |
1543 | maptile *m; |
1553 | |
1544 | |
1554 | if (!dir) |
1545 | if (!dir) |
1555 | { |
1546 | { |
1556 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1547 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1557 | return 0; |
1548 | return 0; |
1558 | } |
1549 | } |
1559 | |
1550 | |
1560 | if (op->type == PLAYER) |
1551 | if (op->contr) |
1561 | bow = op->contr->ranges[range_bow]; |
1552 | bow = op->current_weapon; |
1562 | else |
1553 | else |
1563 | { |
1554 | { |
1564 | for (bow = op->inv; bow; bow = bow->below) |
1555 | for (bow = op->inv; bow; bow = bow->below) |
1565 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1556 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1566 | * don't need to switch back and forth between bows and weapons. |
1557 | * don't need to switch back and forth between bows and weapons. |
… | |
… | |
1571 | if (!bow) |
1562 | if (!bow) |
1572 | { |
1563 | { |
1573 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1564 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1574 | return 0; |
1565 | return 0; |
1575 | } |
1566 | } |
|
|
1567 | |
|
|
1568 | // optimisation: move object to top so we will find it quickly again |
|
|
1569 | if (bow->below) |
|
|
1570 | { |
|
|
1571 | bow->remove (); |
|
|
1572 | op->insert (bow); |
|
|
1573 | } |
|
|
1574 | |
1576 | } |
1575 | } |
1577 | |
1576 | |
1578 | if (!bow->race || !bow->skill) |
1577 | if (!bow->race || !bow->skill) |
1579 | { |
1578 | { |
1580 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1579 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1581 | return 0; |
1580 | return 0; |
1582 | } |
1581 | } |
1583 | |
|
|
1584 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
|
|
1585 | |
|
|
1586 | /* penalize ROF for bestarrow */ |
|
|
1587 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
|
|
1588 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
|
|
1589 | |
|
|
1590 | if (bowspeed < 1) |
|
|
1591 | bowspeed = 1; |
|
|
1592 | |
1582 | |
1593 | if (arrow == NULL) |
1583 | if (arrow == NULL) |
1594 | { |
1584 | { |
1595 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1585 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1596 | { |
1586 | { |
1597 | if (op->type == PLAYER) |
1587 | if (op->type == PLAYER) |
1598 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1588 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1599 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1589 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1600 | else |
1590 | else |
1601 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1591 | CLEAR_FLAG (op, FLAG_READY_BOW); |
|
|
1592 | |
1602 | return 0; |
1593 | return 0; |
1603 | } |
1594 | } |
1604 | } |
1595 | } |
1605 | |
1596 | |
1606 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1597 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
… | |
… | |
1630 | |
1621 | |
1631 | arrow->set_owner (op); |
1622 | arrow->set_owner (op); |
1632 | arrow->skill = bow->skill; |
1623 | arrow->skill = bow->skill; |
1633 | arrow->direction = dir; |
1624 | arrow->direction = dir; |
1634 | |
1625 | |
|
|
1626 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
|
|
1627 | arrow->stats.hp = arrow->stats.dam; |
|
|
1628 | arrow->stats.grace = arrow->attacktype; |
|
|
1629 | |
|
|
1630 | if (arrow->slaying) |
|
|
1631 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1632 | |
|
|
1633 | #if 0 |
|
|
1634 | if (player *pl = op->contr) |
|
|
1635 | { |
|
|
1636 | float speed = pl->weapon_sp; |
|
|
1637 | |
|
|
1638 | /* penalize ROF for bestarrow */ |
|
|
1639 | if (pl->bowtype == bow_bestarrow) |
|
|
1640 | speed *= .9f; |
|
|
1641 | else |
|
|
1642 | speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; |
|
|
1643 | |
|
|
1644 | op->speed_left += speed - op->speed; |
|
|
1645 | } |
|
|
1646 | #endif |
|
|
1647 | |
|
|
1648 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1649 | |
|
|
1650 | /* update the speed */ |
|
|
1651 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
|
|
1652 | + bow->stats.dam / 7.f; |
|
|
1653 | |
|
|
1654 | arrow->set_speed (max (arrow->speed, 2.f)); |
|
|
1655 | arrow->speed_left = 0; |
|
|
1656 | |
|
|
1657 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
|
|
1658 | |
1635 | if (op->type == PLAYER) |
1659 | if (op->type == PLAYER) |
1636 | { |
1660 | { |
1637 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
|
|
1638 | op->update_stats (); |
|
|
1639 | } |
|
|
1640 | |
|
|
1641 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1642 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
|
|
1643 | arrow->stats.hp = arrow->stats.dam; |
|
|
1644 | arrow->stats.grace = arrow->attacktype; |
|
|
1645 | if (arrow->slaying != NULL) |
|
|
1646 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1647 | |
|
|
1648 | /* Note that this was different for monsters - they got their level |
|
|
1649 | * added to the damage. I think the strength bonus is more proper. |
|
|
1650 | */ |
|
|
1651 | |
|
|
1652 | arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic; |
|
|
1653 | |
|
|
1654 | /* update the speed */ |
|
|
1655 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
|
|
1656 | 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
|
|
1657 | |
|
|
1658 | arrow->set_speed (max (arrow->speed, 1.0)); |
|
|
1659 | arrow->speed_left = 0; |
|
|
1660 | |
|
|
1661 | if (op->type == PLAYER) |
|
|
1662 | { |
|
|
1663 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
|
|
1664 | (op->chosen_skill ? op->chosen_skill->level : op->level) - |
|
|
1665 | dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod; |
|
|
1666 | |
|
|
1667 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
1661 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
|
|
1662 | wc -= dex_bonus[op->stats.Dex]; |
|
|
1663 | |
|
|
1664 | if (!arrow->slaying) |
|
|
1665 | arrow->slaying = op->slaying; |
|
|
1666 | |
|
|
1667 | arrow->attacktype |= op->attacktype; |
1668 | } |
1668 | } |
1669 | else |
1669 | else |
1670 | { |
1670 | { |
1671 | arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; |
|
|
1672 | arrow->level = op->level; |
1671 | arrow->level = op->level; |
1673 | } |
1672 | arrow->stats.wc -= bow->magic; |
1674 | |
1673 | |
1675 | if (arrow->attacktype == AT_PHYSICAL) |
1674 | if (!arrow->slaying) |
|
|
1675 | arrow->slaying = bow->slaying; |
|
|
1676 | |
1676 | arrow->attacktype |= bow->attacktype; |
1677 | arrow->attacktype |= bow->attacktype; |
|
|
1678 | } |
1677 | |
1679 | |
1678 | if (bow->slaying) |
1680 | wc -= arrow->level; |
1679 | arrow->slaying = bow->slaying; |
1681 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
1680 | |
1682 | |
|
|
1683 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1681 | arrow->move_type = MOVE_FLY_LOW; |
1684 | arrow->move_type = MOVE_FLY_LOW; |
1682 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1685 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1683 | |
1686 | |
1684 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1687 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1685 | m->insert (arrow, sx, sy, op); |
1688 | m->insert (arrow, sx, sy, op); |
… | |
… | |
1710 | { |
1713 | { |
1711 | int ret = 0, wcmod = 0; |
1714 | int ret = 0, wcmod = 0; |
1712 | |
1715 | |
1713 | if (op->contr->bowtype == bow_bestarrow) |
1716 | if (op->contr->bowtype == bow_bestarrow) |
1714 | { |
1717 | { |
1715 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); |
1718 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1716 | } |
1719 | } |
1717 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1720 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1718 | { |
1721 | { |
1719 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1722 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1720 | wcmod = -1; |
1723 | wcmod = -1; |
… | |
… | |
1730 | else if (op->contr->bowtype == bow_spreadshot) |
1733 | else if (op->contr->bowtype == bow_spreadshot) |
1731 | { |
1734 | { |
1732 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1735 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1733 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1736 | 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); |
1737 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1735 | |
|
|
1736 | } |
1738 | } |
1737 | else |
1739 | else |
1738 | { |
1740 | { |
1739 | /* Simple case */ |
1741 | /* Simple case */ |
1740 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1742 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1741 | } |
1743 | } |
|
|
1744 | |
1742 | return ret; |
1745 | return ret; |
1743 | } |
1746 | } |
1744 | |
|
|
1745 | |
1747 | |
1746 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1748 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1747 | * Broken apart from 'fire' to keep it more readable. |
1749 | * Broken apart from 'fire' to keep it more readable. |
1748 | */ |
1750 | */ |
1749 | void |
1751 | void |
1750 | fire_misc_object (object *op, int dir) |
1752 | fire_misc_object (object *op, int dir) |
1751 | { |
1753 | { |
1752 | object *item; |
1754 | object *item = op->contr->ranged_ob; |
1753 | |
1755 | |
1754 | if (!op->contr->ranges[range_misc]) |
1756 | if (!item) |
1755 | { |
1757 | { |
1756 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1758 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1757 | return; |
1759 | return; |
1758 | } |
1760 | } |
1759 | |
1761 | |
1760 | item = op->contr->ranges[range_misc]; |
|
|
1761 | if (!item->inv) |
1762 | if (!item->inv) |
1762 | { |
1763 | { |
1763 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1764 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1764 | return; |
1765 | return; |
1765 | } |
1766 | } |
|
|
1767 | |
|
|
1768 | if (!op->change_weapon (item)) |
|
|
1769 | return; |
|
|
1770 | |
1766 | if (item->type == WAND) |
1771 | if (item->type == WAND) |
1767 | { |
1772 | { |
1768 | if (item->stats.food <= 0) |
1773 | if (item->stats.food <= 0) |
1769 | { |
1774 | { |
1770 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1775 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1771 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
1776 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
|
|
1777 | |
1772 | return; |
1778 | return; |
1773 | } |
1779 | } |
1774 | } |
1780 | } |
1775 | else if (item->type == ROD || item->type == HORN) |
1781 | else if (item->type == ROD || item->type == HORN) |
1776 | { |
1782 | { |
1777 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1783 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1778 | { |
1784 | { |
1779 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1785 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
|
|
1786 | |
1780 | if (item->type == ROD) |
1787 | if (item->type == ROD) |
1781 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1788 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1782 | else |
1789 | else |
1783 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
1790 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
|
|
1791 | |
1784 | return; |
1792 | return; |
1785 | } |
1793 | } |
1786 | } |
1794 | } |
1787 | |
1795 | |
1788 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1796 | if (cast_spell (op, item, dir, item->inv, NULL)) |
… | |
… | |
1795 | object *tmp; |
1803 | object *tmp; |
1796 | |
1804 | |
1797 | if (item->arch) |
1805 | if (item->arch) |
1798 | { |
1806 | { |
1799 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1807 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1800 | item->face = item->arch->clone.face; |
1808 | item->face = item->arch->face; |
1801 | item->set_speed (0); |
1809 | item->set_speed (0); |
1802 | } |
1810 | } |
1803 | |
1811 | |
1804 | if ((tmp = item->in_player ())) |
1812 | if ((tmp = item->in_player ())) |
1805 | esrv_update_item (UPD_ANIM, tmp, item); |
1813 | esrv_update_item (UPD_ANIM, tmp, item); |
… | |
… | |
1810 | } |
1818 | } |
1811 | } |
1819 | } |
1812 | |
1820 | |
1813 | /* Received a fire command for the player - go and do it. |
1821 | /* Received a fire command for the player - go and do it. |
1814 | */ |
1822 | */ |
1815 | void |
1823 | bool |
1816 | fire (object *op, int dir) |
1824 | fire (object *op, int dir) |
1817 | { |
1825 | { |
1818 | int spellcost = 0; |
1826 | int spellcost = 0; |
1819 | |
1827 | |
1820 | /* check for loss of invisiblity/hide */ |
1828 | /* check for loss of invisiblity/hide */ |
1821 | if (action_makes_visible (op)) |
1829 | if (action_makes_visible (op)) |
1822 | make_visible (op); |
1830 | make_visible (op); |
1823 | |
1831 | |
1824 | switch (op->contr->shoottype) |
1832 | player *pl = op->contr; |
|
|
1833 | |
|
|
1834 | if (pl->golem) |
|
|
1835 | { |
|
|
1836 | control_golem (op->contr->golem, dir); |
|
|
1837 | return false; |
1825 | { |
1838 | } |
1826 | case range_none: |
|
|
1827 | return; |
|
|
1828 | |
1839 | |
1829 | case range_bow: |
1840 | object *ob = pl->ranged_ob; |
|
|
1841 | |
|
|
1842 | if (!ob) |
|
|
1843 | return false; |
|
|
1844 | |
|
|
1845 | if (!op->change_weapon (ob)) |
|
|
1846 | return false; |
|
|
1847 | |
|
|
1848 | if (op->speed_left > 0.f) |
|
|
1849 | --op->speed_left; |
|
|
1850 | else |
|
|
1851 | return false; |
|
|
1852 | |
|
|
1853 | switch (ob->type) |
|
|
1854 | { |
|
|
1855 | case BOW: |
1830 | player_fire_bow (op, dir); |
1856 | player_fire_bow (op, dir); |
1831 | return; |
1857 | break; |
1832 | |
1858 | |
1833 | case range_magic: /* Casting spells */ |
1859 | case SPELL: |
1834 | spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); |
1860 | spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); |
1835 | return; |
1861 | break; |
1836 | |
1862 | |
1837 | case range_misc: |
1863 | case BUILDER: |
|
|
1864 | apply_map_builder (op, dir); |
|
|
1865 | break; |
|
|
1866 | |
|
|
1867 | case SKILL: |
|
|
1868 | do_skill (op, op, ob, dir, 0); |
|
|
1869 | break; |
|
|
1870 | |
|
|
1871 | default: |
1838 | fire_misc_object (op, dir); |
1872 | fire_misc_object (op, dir); |
1839 | return; |
1873 | break; |
1840 | |
|
|
1841 | case range_golem: /* Control summoned monsters from scrolls */ |
|
|
1842 | if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
1843 | { |
|
|
1844 | op->contr->ranges[range_golem] = 0; |
|
|
1845 | op->contr->shoottype = range_none; |
|
|
1846 | } |
|
|
1847 | else |
|
|
1848 | control_golem (op->contr->ranges[range_golem], dir); |
|
|
1849 | return; |
|
|
1850 | |
|
|
1851 | case range_skill: |
|
|
1852 | if (!op->chosen_skill) |
|
|
1853 | { |
|
|
1854 | if (op->type == PLAYER) |
|
|
1855 | new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
|
|
1856 | return; |
|
|
1857 | } |
|
|
1858 | |
|
|
1859 | do_skill (op, op, op->chosen_skill, dir, NULL); |
|
|
1860 | return; |
|
|
1861 | case range_builder: |
|
|
1862 | apply_map_builder (op, dir); |
|
|
1863 | return; |
|
|
1864 | default: |
|
|
1865 | new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); |
|
|
1866 | return; |
|
|
1867 | } |
1874 | } |
1868 | } |
|
|
1869 | |
1875 | |
1870 | |
1876 | return true; |
|
|
1877 | } |
1871 | |
1878 | |
1872 | /* find_key |
1879 | /* find_key |
1873 | * We try to find a key for the door as passed. If we find a key |
1880 | * We try to find a key for the door as passed. If we find a key |
1874 | * and successfully use it, we return the key, otherwise NULL |
1881 | * and successfully use it, we return the key, otherwise NULL |
1875 | * This function merges both normal and locked door, since the logic |
1882 | * This function merges both normal and locked door, since the logic |
… | |
… | |
1877 | * pl is the player, |
1884 | * pl is the player, |
1878 | * inv is the objects inventory to searched |
1885 | * inv is the objects inventory to searched |
1879 | * door is the door we are trying to match against. |
1886 | * door is the door we are trying to match against. |
1880 | * This function can be called recursively to search containers. |
1887 | * This function can be called recursively to search containers. |
1881 | */ |
1888 | */ |
1882 | |
|
|
1883 | object * |
1889 | object * |
1884 | find_key (object *pl, object *container, object *door) |
1890 | find_key (object *pl, object *container, object *door) |
1885 | { |
1891 | { |
1886 | object *tmp, *key; |
1892 | object *tmp, *key; |
1887 | |
1893 | |
1888 | /* Should not happen, but sanity checking is never bad */ |
1894 | /* Should not happen, but sanity checking is never bad */ |
1889 | if (container->inv == NULL) |
1895 | if (!container->inv) |
1890 | return NULL; |
1896 | return 0; |
1891 | |
1897 | |
1892 | /* First, lets try to find a key in the top level inventory */ |
1898 | /* First, lets try to find a key in the top level inventory */ |
1893 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1899 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1894 | { |
1900 | { |
1895 | if (door->type == DOOR && tmp->type == KEY) |
1901 | if (door->type == DOOR && tmp->type == KEY) |
1896 | break; |
1902 | break; |
1897 | /* For sanity, we should really check door type, but other stuff |
1903 | /* For sanity, we should really check door type, but other stuff |
1898 | * (like containers) can be locked with special keys |
1904 | * (like containers) can be locked with special keys |
1899 | */ |
1905 | */ |
1900 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1906 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1901 | break; |
1907 | break; |
1902 | } |
1908 | } |
|
|
1909 | |
1903 | /* No key found - lets search inventories now */ |
1910 | /* No key found - lets search inventories now */ |
1904 | /* If we find and use a key in an inventory, return at that time. |
1911 | /* If we find and use a key in an inventory, return at that time. |
1905 | * otherwise, if we search all the inventories and still don't find |
1912 | * otherwise, if we search all the inventories and still don't find |
1906 | * a key, return |
1913 | * a key, return |
1907 | */ |
1914 | */ |
1908 | if (!tmp) |
1915 | if (!tmp) |
1909 | { |
1916 | { |
1910 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1917 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1911 | { |
1918 | { |
1912 | /* No reason to search empty containers */ |
1919 | /* No reason to search empty containers */ |
1913 | if (tmp->type == CONTAINER && tmp->inv) |
1920 | if (tmp->type == CONTAINER && tmp->inv) |
1914 | { |
1921 | { |
1915 | if ((key = find_key (pl, tmp, door)) != NULL) |
1922 | if ((key = find_key (pl, tmp, door))) |
1916 | return key; |
1923 | return key; |
1917 | } |
1924 | } |
1918 | } |
1925 | } |
|
|
1926 | |
1919 | if (!tmp) |
1927 | if (!tmp) |
1920 | return NULL; |
1928 | return NULL; |
1921 | } |
1929 | } |
|
|
1930 | |
1922 | /* We get down here if we have found a key. Now if its in a container, |
1931 | /* We get down here if we have found a key. Now if its in a container, |
1923 | * see if we actually want to use it |
1932 | * see if we actually want to use it |
1924 | */ |
1933 | */ |
1925 | if (pl != container) |
1934 | if (pl != container) |
1926 | { |
1935 | { |
… | |
… | |
1947 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1956 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1948 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1957 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1949 | return NULL; |
1958 | return NULL; |
1950 | } |
1959 | } |
1951 | } |
1960 | } |
|
|
1961 | |
1952 | return tmp; |
1962 | return tmp; |
1953 | } |
1963 | } |
1954 | |
1964 | |
1955 | /* moved door processing out of move_player_attack. |
1965 | /* moved door processing out of move_player_attack. |
1956 | * returns 1 if player has opened the door with a key |
1966 | * returns 1 if player has opened the door with a key |
… | |
… | |
1958 | * 0 otherwise |
1968 | * 0 otherwise |
1959 | */ |
1969 | */ |
1960 | static int |
1970 | static int |
1961 | player_attack_door (object *op, object *door) |
1971 | player_attack_door (object *op, object *door) |
1962 | { |
1972 | { |
1963 | /* If its a door, try to find a use a key. If we do destroy the door, |
1973 | /* If its a door, try to find a key. If we do destroy the door, |
1964 | * might as well return immediately as there is nothing more to do - |
1974 | * might as well return immediately as there is nothing more to do - |
1965 | * otherwise, we fall through to the rest of the code. |
1975 | * otherwise, we fall through to the rest of the code. |
1966 | */ |
1976 | */ |
1967 | object *key = find_key (op, op, door); |
1977 | object *key = find_key (op, op, door); |
1968 | |
1978 | |
1969 | /* IF we found a key, do some extra work */ |
1979 | /* If we found a key, do some extra work */ |
1970 | if (key) |
1980 | if (key) |
1971 | { |
1981 | { |
1972 | object *container = key->env; |
1982 | object *container = key->env; |
1973 | |
1983 | |
1974 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
1984 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
|
|
1985 | |
1975 | if (action_makes_visible (op)) |
1986 | if (action_makes_visible (op)) |
1976 | make_visible (op); |
1987 | make_visible (op); |
|
|
1988 | |
1977 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1989 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1978 | spring_trap (door->inv, op); |
1990 | spring_trap (door->inv, op); |
|
|
1991 | |
1979 | if (door->type == DOOR) |
1992 | if (door->type == DOOR) |
1980 | { |
|
|
1981 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1993 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1982 | } |
|
|
1983 | else if (door->type == LOCKED_DOOR) |
1994 | else if (door->type == LOCKED_DOOR) |
1984 | { |
1995 | { |
1985 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
1996 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
1986 | remove_door2 (door); /* remove door without violence ;-) */ |
1997 | remove_door2 (door); /* remove door without violence ;-) */ |
1987 | } |
1998 | } |
|
|
1999 | |
1988 | /* Do this after we print the message */ |
2000 | /* Do this after we print the message */ |
1989 | decrease_ob (key); /* Use up one of the keys */ |
2001 | decrease_ob (key); /* Use up one of the keys */ |
1990 | /* Need to update the weight the container the key was in */ |
2002 | /* Need to update the weight the container the key was in */ |
1991 | if (container != op) |
2003 | if (container != op) |
1992 | esrv_update_item (UPD_WEIGHT, op, container); |
2004 | esrv_update_item (UPD_WEIGHT, op, container); |
|
|
2005 | |
1993 | return 1; /* Nothing more to do below */ |
2006 | return 1; /* Nothing more to do below */ |
1994 | } |
2007 | } |
1995 | else if (door->type == LOCKED_DOOR) |
2008 | else if (door->type == LOCKED_DOOR) |
1996 | { |
2009 | { |
1997 | /* Might as well return now - no other way to open this */ |
2010 | /* Might as well return now - no other way to open this */ |
1998 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
2011 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
1999 | return 1; |
2012 | return 1; |
2000 | } |
2013 | } |
|
|
2014 | |
2001 | return 0; |
2015 | return 0; |
2002 | } |
2016 | } |
2003 | |
2017 | |
2004 | /* This function is just part of a breakup from move_player. |
2018 | /* This function is just part of a breakup from move_player. |
2005 | * It should keep the code cleaner. |
2019 | * It should keep the code cleaner. |
2006 | * When this is called, the players direction has been updated |
2020 | * When this is called, the players direction has been updated |
2007 | * (taking into account confusion.) The player is also actually |
2021 | * (taking into account confusion.) The player is also actually |
2008 | * going to try and move (not fire weapons). |
2022 | * going to try and move (not fire weapons). |
2009 | */ |
2023 | */ |
2010 | void |
2024 | bool |
2011 | move_player_attack (object *op, int dir) |
2025 | move_player_attack (object *op, int dir) |
2012 | { |
2026 | { |
2013 | object *tmp, *mon; |
|
|
2014 | sint16 nx, ny; |
|
|
2015 | int on_battleground; |
2027 | int on_battleground; |
2016 | maptile *m; |
|
|
2017 | |
2028 | |
2018 | nx = freearr_x[dir] + op->x; |
2029 | sint16 nx = freearr_x[dir] + op->x; |
2019 | ny = freearr_y[dir] + op->y; |
2030 | sint16 ny = freearr_y[dir] + op->y; |
2020 | |
2031 | |
2021 | on_battleground = op_on_battleground (op, 0, 0); |
2032 | on_battleground = op_on_battleground (op, 0, 0); |
|
|
2033 | |
|
|
2034 | if (out_of_map (op->map, nx, ny)) |
|
|
2035 | return false; |
|
|
2036 | |
|
|
2037 | if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) |
|
|
2038 | { |
|
|
2039 | --op->speed_left; |
|
|
2040 | return true; |
|
|
2041 | } |
2022 | |
2042 | |
2023 | /* If braced, or can't move to the square, and it is not out of the |
2043 | /* If braced, or can't move to the square, and it is not out of the |
2024 | * map, attack it. Note order of if statement is important - don't |
2044 | * map, attack it. Note order of if statement is important - don't |
2025 | * want to be calling move_ob if braced, because move_ob will move the |
2045 | * want to be calling move_ob if braced, because move_ob will move the |
2026 | * player. This is a pretty nasty hack, because if we could |
2046 | * player. This is a pretty nasty hack, because if we could |
2027 | * move to some space, it then means that if we are braced, we should |
2047 | * move to some space, it then means that if we are braced, we should |
2028 | * do nothing at all. As it is, if we are braced, we go through |
2048 | * do nothing at all. As it is, if we are braced, we go through |
2029 | * quite a bit of processing. However, it probably is less than what |
2049 | * quite a bit of processing. However, it probably is less than what |
2030 | * move_ob uses. |
2050 | * move_ob uses. |
2031 | */ |
2051 | */ |
2032 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
|
|
2033 | { |
|
|
2034 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
|
|
2035 | { |
|
|
2036 | m = op->map->xy_find (nx, ny); |
2052 | maptile *m = op->map->xy_find (nx, ny); |
2037 | if (!m) |
|
|
2038 | return; /* Don't think this should happen */ |
|
|
2039 | } |
|
|
2040 | else |
|
|
2041 | m = op->map; |
|
|
2042 | |
2053 | |
2043 | if (!(tmp = m->at (nx, ny).bot)) |
|
|
2044 | return; |
|
|
2045 | |
|
|
2046 | mon = 0; |
|
|
2047 | /* Go through all the objects, and find ones of interest. Only stop if |
2054 | /* Go through all the objects, and find ones of interest. Only stop if |
2048 | * we find a monster - that is something we know we want to attack. |
2055 | * we find a monster - that is something we know we want to attack. |
2049 | * if its a door or barrel (can roll) see if there may be monsters |
2056 | * if its a door or barrel (can roll) see if there may be monsters |
2050 | * on the space |
2057 | * on the space |
2051 | */ |
2058 | */ |
2052 | while (tmp) |
2059 | object *mon; |
2053 | { |
2060 | for (mon = m->at (nx, ny).bot; mon; mon = mon->above) |
2054 | if (tmp == op) |
2061 | { |
2055 | { |
2062 | if ((mon->flag [FLAG_ALIVE] |
2056 | tmp = tmp->above; |
2063 | || mon->type == LOCKED_DOOR |
2057 | continue; |
2064 | || mon->flag [FLAG_CAN_ROLL]) |
2058 | } |
|
|
2059 | |
|
|
2060 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
|
|
2061 | { |
|
|
2062 | mon = tmp; |
2065 | && mon != op) |
2063 | break; |
2066 | break; |
2064 | } |
2067 | } |
2065 | |
2068 | |
2066 | if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) |
|
|
2067 | mon = tmp; |
|
|
2068 | |
|
|
2069 | tmp = tmp->above; |
|
|
2070 | } |
|
|
2071 | |
|
|
2072 | if (!mon) /* This happens anytime the player tries to move */ |
2069 | if (!mon) /* This happens anytime the player tries to move */ |
2073 | return; /* into a wall */ |
2070 | return false; /* into a wall */ |
2074 | |
2071 | |
2075 | if (mon->head) |
|
|
2076 | mon = mon->head; |
2072 | mon = mon->head_ (); |
2077 | |
2073 | |
2078 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
2074 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
|
|
2075 | if (op->contr->weapon_sp_left > 0.f) |
2079 | if (player_attack_door (op, mon)) |
2076 | if (player_attack_door (op, mon)) |
|
|
2077 | { |
|
|
2078 | --op->contr->weapon_sp_left; |
2080 | return; |
2079 | return true; |
|
|
2080 | } |
2081 | |
2081 | |
2082 | /* The following deals with possibly attacking peaceful |
2082 | /* The following deals with possibly attacking peaceful |
2083 | * or frienddly creatures. Basically, all players are considered |
2083 | * or friendly creatures. Basically, all players are considered |
2084 | * unaggressive. If the moving player has peaceful set, then the |
2084 | * unaggressive. If the moving player has peaceful set, then the |
2085 | * object should be pushed instead of attacked. It is assumed that |
2085 | * object should be pushed instead of attacked. It is assumed that |
2086 | * if you are braced, you will not attack friends accidently, |
2086 | * if you are braced, you will not attack friends accidently, |
2087 | * and thus will not push them. |
2087 | * and thus will not push them. |
2088 | */ |
2088 | */ |
2089 | |
2089 | |
2090 | /* If the creature is a pet, push it even if the player is not |
2090 | /* If the creature is a pet, push it even if the player is not |
2091 | * peaceful. Our assumption is the creature is a pet if the |
2091 | * peaceful. Our assumption is the creature is a pet if the |
2092 | * player owns it and it is either friendly or unagressive. |
2092 | * player owns it and it is either friendly or unagressive. |
2093 | */ |
2093 | */ |
2094 | if ((op->type == PLAYER) |
2094 | if (op->type == PLAYER |
2095 | #if COZY_SERVER |
|
|
2096 | && |
|
|
2097 | ((mon->owner && mon->owner->contr |
2095 | && ((mon->owner && mon->owner->contr |
2098 | && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) |
2096 | && same_party (mon->owner->contr->party, op->contr->party)) |
2099 | #else |
|
|
2100 | && mon->owner == op |
2097 | || mon->owner == op) |
2101 | #endif |
|
|
2102 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2098 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2103 | { |
2099 | { |
2104 | /* If we're braced, we don't want to switch places with it */ |
2100 | /* If we're braced, we don't want to switch places with it */ |
2105 | if (op->contr->braced) |
2101 | if (op->contr->braced) |
2106 | return; |
2102 | return false; |
|
|
2103 | |
|
|
2104 | if (op->speed_left > 0.f) |
|
|
2105 | { |
|
|
2106 | --op->speed_left; |
2107 | |
2107 | |
2108 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2108 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2109 | (void) push_ob (mon, dir, op); |
2109 | push_ob (mon, dir, op); |
|
|
2110 | |
2110 | if (op->contr->tmp_invis || op->hide) |
2111 | if (op->contr->tmp_invis || op->hide) |
2111 | make_visible (op); |
2112 | make_visible (op); |
2112 | |
2113 | |
2113 | return; |
2114 | return true; |
2114 | } |
2115 | } |
|
|
2116 | else |
|
|
2117 | return false; |
|
|
2118 | } |
2115 | |
2119 | |
2116 | /* in certain circumstances, you shouldn't attack friendly |
2120 | /* in certain circumstances, you shouldn't attack friendly |
2117 | * creatures. Note that if you are braced, you can't push |
2121 | * creatures. Note that if you are braced, you can't push |
2118 | * someone, but put it inside this loop so that you won't |
2122 | * someone, but put it inside this loop so that you won't |
2119 | * attack them either. |
2123 | * attack them either. |
2120 | */ |
2124 | */ |
2121 | if ((mon->type == PLAYER || mon->enemy != op) && |
2125 | if ((mon->type == PLAYER || mon->enemy != op) |
2122 | (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( |
2126 | && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) |
2123 | #ifdef PROHIBIT_PLAYERKILL |
|
|
2124 | (op->contr->peaceful |
2127 | && ((op->contr->peaceful |
2125 | || (mon->type == PLAYER |
2128 | || (mon->type == PLAYER && mon->contr->peaceful)) |
2126 | && mon->contr-> |
|
|
2127 | peaceful)) && |
|
|
2128 | #else |
|
|
2129 | op->contr->peaceful && |
|
|
2130 | #endif |
|
|
2131 | !on_battleground)) |
2129 | && !on_battleground)) |
|
|
2130 | { |
|
|
2131 | if (op->speed_left > 0.f) |
2132 | { |
2132 | { |
|
|
2133 | --op->speed_left; |
|
|
2134 | |
2133 | if (!op->contr->braced) |
2135 | if (!op->contr->braced) |
2134 | { |
2136 | { |
2135 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2137 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2136 | push_ob (mon, dir, op); |
2138 | push_ob (mon, dir, op); |
2137 | } |
2139 | } |
2138 | else |
2140 | else |
2139 | new_draw_info (0, 0, op, "You withhold your attack"); |
2141 | new_draw_info (0, 0, op, "You withhold your attack"); |
2140 | |
2142 | |
2141 | if (op->contr->tmp_invis || op->hide) |
2143 | if (op->contr->tmp_invis || op->hide) |
2142 | make_visible (op); |
2144 | make_visible (op); |
2143 | } |
|
|
2144 | |
2145 | |
|
|
2146 | return true; |
|
|
2147 | } |
|
|
2148 | } |
2145 | /* If the object is a boulder or other rollable object, then |
2149 | /* If the object is a boulder or other rollable object, then |
2146 | * roll it if not braced. You can't roll it if you are braced. |
2150 | * roll it if not braced. You can't roll it if you are braced. |
2147 | */ |
2151 | */ |
2148 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
2152 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
|
|
2153 | { |
|
|
2154 | if (op->speed_left > 0.f) |
2149 | { |
2155 | { |
|
|
2156 | --op->speed_left; |
|
|
2157 | |
2150 | recursive_roll (mon, dir, op); |
2158 | recursive_roll (mon, dir, op); |
2151 | if (action_makes_visible (op)) |
2159 | if (action_makes_visible (op)) |
2152 | make_visible (op); |
2160 | make_visible (op); |
2153 | } |
|
|
2154 | |
2161 | |
|
|
2162 | return true; |
|
|
2163 | } |
|
|
2164 | } |
2155 | /* Any generic living creature. Including things like doors. |
2165 | /* Any generic living creature. Including things like doors. |
2156 | * Way it works is like this: First, it must have some hit points |
2166 | * Way it works is like this: First, it must have some hit points |
2157 | * and be living. Then, it must be one of the following: |
2167 | * and be living. Then, it must be one of the following: |
2158 | * 1) Not a player, 2) A player, but of a different party. Note |
2168 | * 1) Not a player, 2) A player, but of a different party. Note |
2159 | * that party_number -1 is no party, so attacks can still happen. |
2169 | * that party_number -1 is no party, so attacks can still happen. |
2160 | */ |
2170 | */ |
2161 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2171 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2162 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2172 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2163 | { |
2173 | { |
2164 | |
2174 | if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) |
2165 | /* If the player hasn't hit something this tick, and does |
|
|
2166 | * so, give them speed boost based on weapon speed. Doing |
|
|
2167 | * it here is better than process_players2, which basically |
|
|
2168 | * incurred a 1 tick offset. |
|
|
2169 | */ |
|
|
2170 | if (!op->contr->has_hit) |
|
|
2171 | { |
2175 | { |
2172 | op->speed_left += op->speed / op->contr->weapon_sp; |
2176 | --op->contr->weapon_sp_left; |
2173 | |
|
|
2174 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
|
|
2175 | } |
|
|
2176 | |
2177 | |
2177 | skill_attack (mon, op, 0, 0, 0); |
2178 | skill_attack (mon, op, 0, 0, 0); |
2178 | |
|
|
2179 | /* If attacking another player, that player gets automatic |
|
|
2180 | * hitback, and doesn't loose luck either. |
|
|
2181 | * Disable hitback on the battleground or if the target is |
|
|
2182 | * the wiz. |
|
|
2183 | */ |
|
|
2184 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) |
|
|
2185 | { |
|
|
2186 | short luck = mon->stats.luck; |
|
|
2187 | |
|
|
2188 | mon->contr->has_hit = 1; |
|
|
2189 | skill_attack (op, mon, 0, 0, 0); |
|
|
2190 | mon->stats.luck = luck; |
|
|
2191 | } |
|
|
2192 | |
2179 | |
2193 | if (action_makes_visible (op)) |
2180 | if (action_makes_visible (op)) |
2194 | make_visible (op); |
2181 | make_visible (op); |
2195 | } |
|
|
2196 | } /* if player should attack something */ |
|
|
2197 | } |
|
|
2198 | |
2182 | |
2199 | int |
2183 | return true; |
|
|
2184 | } |
|
|
2185 | } |
|
|
2186 | |
|
|
2187 | return false; |
|
|
2188 | } |
|
|
2189 | |
|
|
2190 | bool |
2200 | move_player (object *op, int dir) |
2191 | move_player (object *op, int dir) |
2201 | { |
2192 | { |
2202 | int pick; |
2193 | int pick; |
2203 | |
2194 | |
2204 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2195 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
… | |
… | |
2211 | return 0; |
2202 | return 0; |
2212 | } |
2203 | } |
2213 | |
2204 | |
2214 | /* peterm: added following line */ |
2205 | /* peterm: added following line */ |
2215 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2206 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2216 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
2207 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2217 | |
2208 | |
2218 | op->facing = dir; |
2209 | op->facing = dir; |
2219 | |
2210 | |
2220 | if (op->hide) |
2211 | if (op->hide) |
2221 | do_hidden_move (op); |
2212 | do_hidden_move (op); |
2222 | |
2213 | |
|
|
2214 | bool retval; |
|
|
2215 | |
2223 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2216 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2224 | /*nop */ ; |
2217 | retval = RESULT_INT (0); |
2225 | else if (op->contr->fire_on) |
2218 | else if (op->contr->fire_on) |
2226 | fire (op, dir); |
2219 | retval = fire (op, dir); |
2227 | else |
2220 | else |
2228 | { |
2221 | { |
2229 | move_player_attack (op, dir); |
2222 | retval = move_player_attack (op, dir); |
2230 | pick = check_pick (op); |
2223 | pick = check_pick (op); |
2231 | } |
2224 | } |
2232 | |
2225 | |
2233 | /* Add special check for newcs players and fire on - this way, the |
2226 | /* Add special check for newcs players and fire on - this way, the |
2234 | * server can handle repeat firing. |
2227 | * server can handle repeat firing. |
… | |
… | |
2241 | /* Update how the player looks. Use the facing, so direction may |
2234 | /* Update how the player looks. Use the facing, so direction may |
2242 | * get reset to zero. This allows for full animation capabilities |
2235 | * get reset to zero. This allows for full animation capabilities |
2243 | * for players. |
2236 | * for players. |
2244 | */ |
2237 | */ |
2245 | animate_object (op, op->facing); |
2238 | animate_object (op, op->facing); |
2246 | return 0; |
2239 | |
|
|
2240 | return retval; |
2247 | } |
2241 | } |
2248 | |
2242 | |
2249 | /* This is similar to handle_player, below, but is only used by the |
2243 | /* This is similar to handle_player, below, but is only used by the |
2250 | * new client/server stuff. |
2244 | * new client/server stuff. |
2251 | * This is sort of special, in that the new client/server actually uses |
2245 | * This is sort of special, in that the new client/server actually uses |
2252 | * the new speed values for commands. |
2246 | * the new speed values for commands. |
2253 | * |
2247 | * |
2254 | * Returns true if there are more actions we can do. |
2248 | * Returns true if there are more actions we can do. Should not do |
|
|
2249 | * many actions in a row, as that would be too unfair to other |
|
|
2250 | * players. |
2255 | */ |
2251 | */ |
2256 | int |
2252 | bool |
2257 | handle_newcs_player (object *op) |
2253 | handle_newcs_player (object *op) |
2258 | { |
2254 | { |
2259 | if (op->contr->hidden) |
|
|
2260 | { |
|
|
2261 | op->invisible = 1000; |
|
|
2262 | /* the socket code flashes the player visible/invisible |
|
|
2263 | * depending on the value of invisible, so we need to |
|
|
2264 | * alternate it here for it to work correctly. |
|
|
2265 | */ |
|
|
2266 | if (pticks & 2) |
|
|
2267 | op->invisible--; |
|
|
2268 | } |
|
|
2269 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
|
|
2270 | { |
|
|
2271 | op->invisible--; |
|
|
2272 | if (!op->invisible) |
|
|
2273 | { |
|
|
2274 | make_visible (op); |
|
|
2275 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2276 | } |
|
|
2277 | } |
|
|
2278 | |
|
|
2279 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2255 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2280 | { |
2256 | { |
2281 | flee_player (op); |
2257 | if (op->speed_left > 0.f) |
2282 | /* If player is still scared, that is his action for this tick */ |
|
|
2283 | if (QUERY_FLAG (op, FLAG_SCARED)) |
|
|
2284 | { |
2258 | { |
2285 | op->speed_left--; |
2259 | --op->speed_left; |
|
|
2260 | flee_player (op); |
|
|
2261 | |
2286 | return 0; |
2262 | return true; |
2287 | } |
2263 | } |
|
|
2264 | else |
|
|
2265 | return false; |
2288 | } |
2266 | } |
2289 | |
|
|
2290 | /* I've been seeing crashes where the golem has been destroyed, but |
|
|
2291 | * the player object still points to the defunct golem. The code that |
|
|
2292 | * destroys the golem looks correct, and it doesn't always happen, so |
|
|
2293 | * put this in a a workaround to clean up the golem pointer. |
|
|
2294 | */ |
|
|
2295 | if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
2296 | op->contr->ranges[range_golem] = 0; |
|
|
2297 | |
2267 | |
2298 | /* call this here - we also will call this in do_ericserver, but |
2268 | /* call this here - we also will call this in do_ericserver, but |
2299 | * the players time has been increased when doericserver has been |
2269 | * the players time has been increased when doericserver has been |
2300 | * called, so we recheck it here. |
2270 | * called, so we recheck it here. |
2301 | */ |
2271 | */ |
2302 | if (op->contr->ns->handle_command ()) |
2272 | if (op->contr->ns->handle_command ()) |
2303 | return 1; |
2273 | return true; |
2304 | |
2274 | |
2305 | if (op->speed_left > 0) |
|
|
2306 | { |
|
|
2307 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2275 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2308 | { |
|
|
2309 | /* All move commands take 1 tick, at least for now */ |
|
|
2310 | op->speed_left--; |
|
|
2311 | |
|
|
2312 | /* Instead of all the stuff below, let move_player take care |
|
|
2313 | * of it. Also, some of the skill stuff is only put in |
|
|
2314 | * there, as well as the confusion stuff. |
|
|
2315 | */ |
|
|
2316 | move_player (op, op->direction); |
2276 | return move_player (op, op->direction); |
2317 | |
2277 | |
2318 | return op->speed_left > 0; |
|
|
2319 | } |
|
|
2320 | } |
|
|
2321 | |
|
|
2322 | return 0; |
2278 | return false; |
2323 | } |
2279 | } |
2324 | |
2280 | |
2325 | int |
2281 | int |
2326 | save_life (object *op) |
2282 | save_life (object *op) |
2327 | { |
2283 | { |
… | |
… | |
2362 | * from. |
2318 | * from. |
2363 | */ |
2319 | */ |
2364 | void |
2320 | void |
2365 | remove_unpaid_objects (object *op, object *env) |
2321 | remove_unpaid_objects (object *op, object *env) |
2366 | { |
2322 | { |
2367 | object *next; |
|
|
2368 | |
|
|
2369 | while (op) |
2323 | while (op) |
2370 | { |
2324 | { |
2371 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2325 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2372 | |
2326 | |
2373 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2327 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
… | |
… | |
2439 | int rate_grace = 2000; |
2393 | int rate_grace = 2000; |
2440 | const int max_hp = 1; |
2394 | const int max_hp = 1; |
2441 | const int max_sp = 1; |
2395 | const int max_sp = 1; |
2442 | const int max_grace = 1; |
2396 | const int max_grace = 1; |
2443 | |
2397 | |
2444 | if (op->contr->outputs_sync) |
2398 | if (op->contr->hidden) |
|
|
2399 | { |
|
|
2400 | op->invisible = 1000; |
|
|
2401 | /* the socket code flashes the player visible/invisible |
|
|
2402 | * depending on the value of invisible, so we need to |
|
|
2403 | * alternate it here for it to work correctly. |
|
|
2404 | */ |
|
|
2405 | if (pticks & 2) |
|
|
2406 | op->invisible--; |
2445 | { |
2407 | } |
2446 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
2408 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
2447 | if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) |
2409 | { |
2448 | flush_output_element (op, &op->contr->outputs[i]); |
2410 | if (!op->invisible--) |
|
|
2411 | { |
|
|
2412 | make_visible (op); |
|
|
2413 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2414 | } |
2449 | } |
2415 | } |
2450 | |
2416 | |
2451 | if (op->contr->ns->state == ST_PLAYING) |
2417 | if (op->contr->ns->state == ST_PLAYING) |
2452 | { |
2418 | { |
2453 | /* these next three if clauses make it possible to SLOW DOWN |
2419 | /* these next three if clauses make it possible to SLOW DOWN |
… | |
… | |
2475 | gen_grace = op->stats.maxgrace; |
2441 | gen_grace = op->stats.maxgrace; |
2476 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2442 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2477 | } |
2443 | } |
2478 | |
2444 | |
2479 | /* Regenerate Spell Points */ |
2445 | /* Regenerate Spell Points */ |
2480 | if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) |
2446 | if (!op->contr->golem && --op->last_sp < 0) |
2481 | { |
2447 | { |
2482 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2448 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2483 | if (op->stats.sp < op->stats.maxsp) |
2449 | if (op->stats.sp < op->stats.maxsp) |
2484 | { |
2450 | { |
2485 | op->stats.sp++; |
2451 | op->stats.sp++; |
… | |
… | |
2583 | } |
2549 | } |
2584 | |
2550 | |
2585 | /* Digestion */ |
2551 | /* Digestion */ |
2586 | if (--op->last_eat < 0) |
2552 | if (--op->last_eat < 0) |
2587 | { |
2553 | { |
2588 | #ifdef COZY_SERVER |
|
|
2589 | int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; |
|
|
2590 | int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0; |
|
|
2591 | #else |
|
|
2592 | int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; |
2554 | int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; |
2593 | #endif |
|
|
2594 | |
2555 | |
2595 | if (op->contr->gen_hp > 0) |
2556 | if (op->contr->gen_hp > 0) |
2596 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2557 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2597 | else |
2558 | else |
2598 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
2559 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
… | |
… | |
2703 | tmp->name = buf; |
2664 | tmp->name = buf; |
2704 | sprintf (buf, " This finger has been cut off %s\n" |
2665 | sprintf (buf, " This finger has been cut off %s\n" |
2705 | " the %s, when he was defeated at\n level %d by %s.\n", |
2666 | " the %s, when he was defeated at\n level %d by %s.\n", |
2706 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2667 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2707 | tmp->msg = buf; |
2668 | tmp->msg = buf; |
2708 | tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2669 | tmp->value = 0, tmp->type = 0; |
2709 | tmp->materialname = NULL; |
2670 | tmp->materialname = "organics"; |
2710 | tmp->insert_at (op, tmp); |
2671 | tmp->insert_at (op, tmp); |
2711 | } |
2672 | } |
2712 | |
2673 | |
2713 | /* teleport defeated player to new destination */ |
2674 | /* teleport defeated player to new destination */ |
2714 | transfer_ob (op, x, y, 0, NULL); |
2675 | transfer_ob (op, x, y, 0, NULL); |
… | |
… | |
2910 | op->stats.hp = op->stats.maxhp; |
2871 | op->stats.hp = op->stats.maxhp; |
2911 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2872 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2912 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2873 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2913 | |
2874 | |
2914 | /* |
2875 | /* |
2915 | * Check to see if the player is in a shop. IF so, then check to see if |
|
|
2916 | * the player has any unpaid items. If so, remove them and put them back |
2876 | * Check to see if the player has any unpaid items. If so, remove them |
2917 | * in the map. |
2877 | * and put them back in the map. |
2918 | */ |
2878 | */ |
2919 | |
|
|
2920 | if (is_in_shop (op)) |
|
|
2921 | remove_unpaid_objects (op->inv, op); |
2879 | remove_unpaid_objects (op->inv, op); |
2922 | |
2880 | |
2923 | /****************************************/ |
2881 | /****************************************/ |
2924 | /* */ |
2882 | /* */ |
2925 | /* Move player to his current respawn- */ |
2883 | /* Move player to his current respawn- */ |
2926 | /* position (usually last savebed) */ |
2884 | /* position (usually last savebed) */ |
… | |
… | |
2946 | object *force; |
2904 | object *force; |
2947 | int at; |
2905 | int at; |
2948 | |
2906 | |
2949 | force = get_archetype (FORCE_NAME); |
2907 | force = get_archetype (FORCE_NAME); |
2950 | /* 50 ticks should be enough time for the spell to abate */ |
2908 | /* 50 ticks should be enough time for the spell to abate */ |
2951 | force->speed = 0.1; |
2909 | force->speed = 0.1f; |
2952 | force->speed_left = -5.0; |
2910 | force->speed_left = -5.f; |
2953 | SET_FLAG (force, FLAG_APPLIED); |
2911 | SET_FLAG (force, FLAG_APPLIED); |
2954 | for (at = 0; at < NROFATTACKS; at++) |
2912 | for (at = 0; at < NROFATTACKS; at++) |
2955 | if (will_kill_again & (1 << at)) |
2913 | if (will_kill_again & (1 << at)) |
2956 | force->resist[at] = 100; |
2914 | force->resist[at] = 100; |
2957 | |
2915 | |
… | |
… | |
2966 | void |
2924 | void |
2967 | loot_object (object *op) |
2925 | loot_object (object *op) |
2968 | { /* Grab and destroy some treasure */ |
2926 | { /* Grab and destroy some treasure */ |
2969 | object *tmp, *tmp2, *next; |
2927 | object *tmp, *tmp2, *next; |
2970 | |
2928 | |
2971 | if (op->container) |
2929 | op->close_container (); /* close open sack first */ |
2972 | esrv_apply_container (op, op->container); /* close open sack first */ |
|
|
2973 | |
2930 | |
2974 | for (tmp = op->inv; tmp; tmp = next) |
2931 | for (tmp = op->inv; tmp; tmp = next) |
2975 | { |
2932 | { |
2976 | next = tmp->below; |
2933 | next = tmp->below; |
2977 | |
2934 | |
2978 | if (tmp->invisible) |
2935 | if (tmp->invisible) |
2979 | continue; |
2936 | continue; |
2980 | |
2937 | |
2981 | tmp->remove (); |
2938 | tmp->remove (); |
2982 | tmp->x = op->x, tmp->y = op->y; |
2939 | tmp->x = op->x, tmp->y = op->y; |
|
|
2940 | |
2983 | if (tmp->type == CONTAINER) |
2941 | if (tmp->type == CONTAINER) |
2984 | { /* empty container to ground */ |
2942 | loot_object (tmp); /* empty container to ground */ |
2985 | loot_object (tmp); |
2943 | |
2986 | } |
|
|
2987 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) |
2944 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
2988 | { |
2945 | { |
2989 | if (tmp->nrof > 1) |
2946 | if (tmp->nrof > 1) |
2990 | { |
2947 | { |
2991 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2948 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2992 | tmp2->destroy (); |
2949 | tmp2->destroy (); |
… | |
… | |
3003 | /* |
2960 | /* |
3004 | * fix_weight(): Check recursively the weight of all players, and fix |
2961 | * fix_weight(): Check recursively the weight of all players, and fix |
3005 | * what needs to be fixed. Refresh windows and fix speed if anything |
2962 | * what needs to be fixed. Refresh windows and fix speed if anything |
3006 | * was changed. |
2963 | * was changed. |
3007 | */ |
2964 | */ |
3008 | |
|
|
3009 | void |
2965 | void |
3010 | fix_weight (void) |
2966 | fix_weight (void) |
3011 | { |
2967 | { |
3012 | for_all_players (pl) |
2968 | for_all_players (pl) |
3013 | { |
2969 | { |
… | |
… | |
3073 | if (op->type == PLAYER) |
3029 | if (op->type == PLAYER) |
3074 | { |
3030 | { |
3075 | op->contr->tmp_invis = 0; |
3031 | op->contr->tmp_invis = 0; |
3076 | op->contr->invis_race = 0; |
3032 | op->contr->invis_race = 0; |
3077 | } |
3033 | } |
|
|
3034 | |
3078 | update_object (op, UP_OBJ_FACE); |
3035 | update_object (op, UP_OBJ_CHANGE); |
3079 | } |
3036 | } |
3080 | |
3037 | |
3081 | int |
3038 | int |
3082 | is_true_undead (object *op) |
3039 | is_true_undead (object *op) |
3083 | { |
3040 | { |
3084 | object *tmp = NULL; |
|
|
3085 | |
|
|
3086 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3041 | if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
3087 | return 1; |
3042 | return 1; |
3088 | |
3043 | |
3089 | return 0; |
3044 | return 0; |
3090 | } |
3045 | } |
3091 | |
3046 | |
… | |
… | |
3135 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3090 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3136 | * every time they move - as we subtract off 'invisibility' |
3091 | * every time they move - as we subtract off 'invisibility' |
3137 | * AND, for players, if they move into a ridiculously unhideable |
3092 | * AND, for players, if they move into a ridiculously unhideable |
3138 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3093 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3139 | */ |
3094 | */ |
3140 | |
|
|
3141 | void |
3095 | void |
3142 | do_hidden_move (object *op) |
3096 | do_hidden_move (object *op) |
3143 | { |
3097 | { |
3144 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3098 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3145 | object *skop; |
3099 | object *skop; |
… | |
… | |
3262 | * a blocked los square. |
3216 | * a blocked los square. |
3263 | * we use the archetype to figure out offsets. |
3217 | * we use the archetype to figure out offsets. |
3264 | */ |
3218 | */ |
3265 | while (op) |
3219 | while (op) |
3266 | { |
3220 | { |
3267 | dx = rv.distance_x + op->arch->clone.x; |
3221 | dx = rv.distance_x + op->arch->x; |
3268 | dy = rv.distance_y + op->arch->clone.y; |
3222 | dy = rv.distance_y + op->arch->y; |
3269 | |
3223 | |
3270 | /* only the viewable area the player sees is updated by LOS |
3224 | /* only the viewable area the player sees is updated by LOS |
3271 | * code, so we need to restrict ourselves to that range of values |
3225 | * code, so we need to restrict ourselves to that range of values |
3272 | * for any meaningful values. |
3226 | * for any meaningful values. |
3273 | */ |
3227 | */ |
… | |
… | |
3378 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3332 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3379 | int i = 0, j = 0; |
3333 | int i = 0, j = 0; |
3380 | |
3334 | |
3381 | /* get the appropriate treasurelist */ |
3335 | /* get the appropriate treasurelist */ |
3382 | if (atnr == ATNR_FIRE) |
3336 | if (atnr == ATNR_FIRE) |
3383 | trlist = find_treasurelist ("dragon_ability_fire"); |
3337 | trlist = treasurelist::find ("dragon_ability_fire"); |
3384 | else if (atnr == ATNR_COLD) |
3338 | else if (atnr == ATNR_COLD) |
3385 | trlist = find_treasurelist ("dragon_ability_cold"); |
3339 | trlist = treasurelist::find ("dragon_ability_cold"); |
3386 | else if (atnr == ATNR_ELECTRICITY) |
3340 | else if (atnr == ATNR_ELECTRICITY) |
3387 | trlist = find_treasurelist ("dragon_ability_elec"); |
3341 | trlist = treasurelist::find ("dragon_ability_elec"); |
3388 | else if (atnr == ATNR_POISON) |
3342 | else if (atnr == ATNR_POISON) |
3389 | trlist = find_treasurelist ("dragon_ability_poison"); |
3343 | trlist = treasurelist::find ("dragon_ability_poison"); |
3390 | |
3344 | |
3391 | if (trlist == NULL || who->type != PLAYER) |
3345 | if (trlist == NULL || who->type != PLAYER) |
3392 | return; |
3346 | return; |
3393 | |
3347 | |
3394 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3348 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
… | |
… | |
3398 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3352 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3399 | return; |
3353 | return; |
3400 | } |
3354 | } |
3401 | |
3355 | |
3402 | /* everything seems okay - now bring on the gift: */ |
3356 | /* everything seems okay - now bring on the gift: */ |
3403 | item = &(tr->item->clone); |
3357 | item = tr->item; |
3404 | |
3358 | |
3405 | if (item->type == SPELL) |
3359 | if (item->type == SPELL) |
3406 | { |
3360 | { |
3407 | if (check_spell_known (who, item->name)) |
3361 | if (check_spell_known (who, item->name)) |
3408 | return; |
3362 | return; |
… | |
… | |
3468 | /* forces in the treasurelist can alter the player's stats */ |
3422 | /* forces in the treasurelist can alter the player's stats */ |
3469 | object *skin; |
3423 | object *skin; |
3470 | |
3424 | |
3471 | /* first get the dragon skin force */ |
3425 | /* first get the dragon skin force */ |
3472 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
3426 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
3473 | for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) |
3427 | for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below) |
3474 | ; |
3428 | ; |
3475 | |
3429 | |
3476 | if (!skin) |
3430 | if (!skin) |
3477 | return; |
3431 | return; |
3478 | |
3432 | |
… | |
… | |
3526 | * not readied. |
3480 | * not readied. |
3527 | */ |
3481 | */ |
3528 | void |
3482 | void |
3529 | player_unready_range_ob (player *pl, object *ob) |
3483 | player_unready_range_ob (player *pl, object *ob) |
3530 | { |
3484 | { |
3531 | for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
3485 | if (pl->ob->current_weapon == ob) |
|
|
3486 | pl->ob->current_weapon = 0; |
|
|
3487 | |
|
|
3488 | if (pl->combat_ob == ob) |
|
|
3489 | pl->combat_ob = 0; |
|
|
3490 | |
3532 | if (pl->ranges[i] == ob) |
3491 | if (pl->ranged_ob == ob) |
3533 | { |
|
|
3534 | pl->ranges[i] = 0; |
3492 | pl->ranged_ob = 0; |
3535 | if (pl->shoottype == i) |
|
|
3536 | pl->shoottype = range_none; |
|
|
3537 | } |
|
|
3538 | } |
3493 | } |
|
|
3494 | |
|
|
3495 | sint8 |
|
|
3496 | player::visibility_at (maptile *map, int x, int y) const |
|
|
3497 | { |
|
|
3498 | if (!ns) |
|
|
3499 | return 0; |
|
|
3500 | |
|
|
3501 | int dx, dy; |
|
|
3502 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
|
|
3503 | return 0; |
|
|
3504 | |
|
|
3505 | x += dx - ns->current_x + ns->mapx / 2; |
|
|
3506 | y += dy - ns->current_y + ns->mapy / 2; |
|
|
3507 | |
|
|
3508 | if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) |
|
|
3509 | return 0; |
|
|
3510 | |
|
|
3511 | return 100 - blocked_los [x][y]; |
|
|
3512 | } |