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 |
9 | * it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | * (at your option) any later version. |
11 | * (at your option) 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, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License 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 |
19 | * along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
|
|
21 | * |
20 | * |
22 | * The author can be reached via e-mail to <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
23 | */ |
22 | */ |
24 | |
23 | |
25 | #include <global.h> |
24 | #include <global.h> |
26 | #include <sproto.h> |
25 | #include <sproto.h> |
27 | #include <sounds.h> |
26 | #include <sounds.h> |
… | |
… | |
157 | op->x = -1; |
156 | op->x = -1; |
158 | op->y = -1; |
157 | op->y = -1; |
159 | } |
158 | } |
160 | |
159 | |
161 | void |
160 | void |
162 | player::enter_map () |
|
|
163 | { |
|
|
164 | object *tmp = object::create (); |
|
|
165 | |
|
|
166 | EXIT_PATH (tmp) = maplevel; |
|
|
167 | EXIT_X (tmp) = ob->x; |
|
|
168 | EXIT_Y (tmp) = ob->y; |
|
|
169 | ob->enter_exit (tmp); |
|
|
170 | |
|
|
171 | tmp->destroy (); |
|
|
172 | } |
|
|
173 | |
|
|
174 | void |
|
|
175 | player::activate () |
161 | player::activate () |
176 | { |
162 | { |
177 | if (active) |
163 | if (active) |
178 | return; |
164 | return; |
179 | |
165 | |
… | |
… | |
181 | ob->remove (); |
167 | ob->remove (); |
182 | ob->map = 0; |
168 | ob->map = 0; |
183 | ob->activate_recursive (); |
169 | ob->activate_recursive (); |
184 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
170 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
185 | add_friendly_object (ob); |
171 | add_friendly_object (ob); |
186 | enter_map (); |
|
|
187 | } |
172 | } |
188 | |
173 | |
189 | void |
174 | void |
190 | player::deactivate () |
175 | player::deactivate () |
191 | { |
176 | { |
… | |
… | |
221 | ob->close_container (); //TODO: client-specific |
206 | ob->close_container (); //TODO: client-specific |
222 | |
207 | |
223 | ns->update_look = 0; |
208 | ns->update_look = 0; |
224 | ns->look_position = 0; |
209 | ns->look_position = 0; |
225 | |
210 | |
226 | clear_los (ob); |
211 | clear_los (this); |
227 | |
212 | |
228 | ns->reset_stats (); |
213 | ns->reset_stats (); |
229 | |
214 | |
230 | /* make sure he's a player -- needed because of class change. */ |
215 | /* make sure he's a player -- needed because of class change. */ |
231 | ob->type = PLAYER; // we are paranoid |
216 | ob->type = PLAYER; // we are paranoid |
232 | ob->race = ob->arch->clone.race; |
217 | ob->race = ob->arch->race; |
233 | |
218 | |
234 | ob->carrying = sum_weight (ob); |
219 | ob->carrying = sum_weight (ob); |
235 | link_player_skills (ob); |
220 | link_player_skills (ob); |
236 | |
221 | |
237 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
222 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
238 | |
223 | |
239 | assign (title, ob->arch->clone.name); |
224 | assign (title, ob->arch->object::name); |
240 | |
225 | |
241 | /* if it's a dragon player, set the correct title here */ |
226 | /* if it's a dragon player, set the correct title here */ |
242 | if (is_dragon_pl (ob)) |
227 | if (is_dragon_pl (ob)) |
243 | { |
228 | { |
244 | object *tmp, *abil = 0, *skin = 0; |
229 | object *tmp, *abil = 0, *skin = 0; |
… | |
… | |
246 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
231 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
247 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
232 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
248 | |
233 | |
249 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
234 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
250 | if (tmp->type == FORCE) |
235 | if (tmp->type == FORCE) |
251 | if (tmp->arch->name == dragon_ability_force) |
236 | if (tmp->arch->archname == dragon_ability_force) |
252 | abil = tmp; |
237 | abil = tmp; |
253 | else if (tmp->arch->name == dragon_skin_force) |
238 | else if (tmp->arch->archname == dragon_skin_force) |
254 | skin = tmp; |
239 | skin = tmp; |
255 | |
240 | |
256 | set_dragon_name (ob, abil, skin); |
241 | set_dragon_name (ob, abil, skin); |
257 | } |
242 | } |
258 | |
243 | |
259 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
244 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
260 | |
245 | |
261 | esrv_new_player (this, ob->weight + ob->carrying); |
246 | esrv_new_player (this, ob->weight + ob->carrying); |
|
|
247 | |
|
|
248 | ob->flag [FLAG_READY_WEAPON] = false; |
|
|
249 | ob->flag [FLAG_READY_SKILL] = false; |
|
|
250 | ob->flag [FLAG_READY_BOW] = false; |
262 | |
251 | |
263 | for (object *op = ob->inv; op; op = op->below) |
252 | for (object *op = ob->inv; op; op = op->below) |
264 | if (op->flag [FLAG_APPLIED]) |
253 | if (op->flag [FLAG_APPLIED]) |
265 | switch (op->type) |
254 | switch (op->type) |
266 | { |
255 | { |
|
|
256 | case SKILL: |
|
|
257 | ob->flag [FLAG_APPLIED] = false; |
|
|
258 | break; |
|
|
259 | |
267 | case WAND: |
260 | case WAND: |
268 | case ROD: |
261 | case ROD: |
269 | case HORN: |
262 | case HORN: |
270 | case BOW: |
263 | case BOW: |
271 | case SKILL: |
264 | ranged_ob = op; |
272 | case SKILL_TOOL: |
265 | break; |
|
|
266 | |
273 | case WEAPON: |
267 | case WEAPON: |
274 | fprintf (stderr, "applied<%s>\n", &op->name);//D |
268 | combat_ob = op; |
275 | apply_special (ob, op, AP_UNAPPLY); |
|
|
276 | apply_special (ob, op, AP_APPLY); |
|
|
277 | break; |
269 | break; |
278 | } |
270 | } |
279 | |
271 | |
|
|
272 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
280 | ob->update_stats (); |
273 | ob->update_stats (); |
|
|
274 | |
281 | ns->floorbox_update (); |
275 | ns->floorbox_update (); |
282 | |
|
|
283 | esrv_send_inventory (ob, ob); |
276 | esrv_send_inventory (ob, ob); |
284 | esrv_add_spells (this, 0); |
277 | esrv_add_spells (this, 0); |
285 | |
278 | |
286 | activate (); |
279 | activate (); |
287 | |
280 | |
… | |
… | |
308 | ns = 0; |
301 | ns = 0; |
309 | } |
302 | } |
310 | |
303 | |
311 | if (ob) |
304 | if (ob) |
312 | ob->close_container (); //TODO: client-specific |
305 | ob->close_container (); //TODO: client-specific |
|
|
306 | |
|
|
307 | observe = ob; |
313 | |
308 | |
314 | deactivate (); |
309 | deactivate (); |
315 | } |
310 | } |
316 | |
311 | |
317 | // the need for this function can be explained |
312 | // the need for this function can be explained |
318 | // by load_object not returning the object |
313 | // by load_object not returning the object |
319 | void |
314 | void |
320 | player::set_object (object *op) |
315 | player::set_object (object *op) |
321 | { |
316 | { |
322 | ob = op; |
317 | ob = observe = op; |
323 | ob->contr = this; /* this aren't yet in archetype */ |
318 | ob->contr = this; /* this aren't yet in archetype */ |
324 | |
319 | |
325 | ob->speed_left = 0.5; |
|
|
326 | ob->speed = 1.0; |
320 | ob->speed = 1.0f; |
|
|
321 | ob->speed_left = 0.5f; |
|
|
322 | |
327 | ob->direction = 5; /* So player faces south */ |
323 | ob->direction = 5; /* So player faces south */ |
|
|
324 | } |
|
|
325 | |
|
|
326 | void |
|
|
327 | player::set_observe (object *op) |
|
|
328 | { |
|
|
329 | observe = op ? op : ob; |
|
|
330 | do_los = 1; |
328 | } |
331 | } |
329 | |
332 | |
330 | player::player () |
333 | player::player () |
331 | { |
334 | { |
332 | /* There are some elements we want initialised to non zero value - |
335 | /* There are some elements we want initialised to non zero value - |
… | |
… | |
343 | petmode = pet_normal; |
346 | petmode = pet_normal; |
344 | listening = 10; |
347 | listening = 10; |
345 | usekeys = containers; |
348 | usekeys = containers; |
346 | peaceful = 1; /* default peaceful */ |
349 | peaceful = 1; /* default peaceful */ |
347 | do_los = 1; |
350 | do_los = 1; |
|
|
351 | |
|
|
352 | weapon_sp = 1.0f; |
|
|
353 | weapon_sp_left = 0.5f; |
348 | } |
354 | } |
349 | |
355 | |
350 | void |
356 | void |
351 | player::do_destroy () |
357 | player::do_destroy () |
352 | { |
358 | { |
… | |
… | |
357 | if (ob) |
363 | if (ob) |
358 | { |
364 | { |
359 | ob->destroy_inv (false); |
365 | ob->destroy_inv (false); |
360 | ob->destroy (); |
366 | ob->destroy (); |
361 | } |
367 | } |
|
|
368 | |
|
|
369 | ob = observe = 0; |
362 | } |
370 | } |
363 | |
371 | |
364 | player::~player () |
372 | player::~player () |
365 | { |
373 | { |
366 | /* Clear item stack */ |
374 | /* Clear item stack */ |
… | |
… | |
393 | * Note: there MUST be at least one player archetype! |
401 | * Note: there MUST be at least one player archetype! |
394 | */ |
402 | */ |
395 | archetype * |
403 | archetype * |
396 | get_player_archetype (archetype *at) |
404 | get_player_archetype (archetype *at) |
397 | { |
405 | { |
398 | archetype *start = at; |
406 | archvec::iterator i = at ? archetypes.find (at) : archetypes.begin (); |
399 | |
407 | |
400 | for (;;) |
408 | for (;;) |
401 | { |
409 | { |
402 | if (at == NULL || at->next == NULL) |
410 | if (++i == archetypes.end ()) |
403 | at = first_archetype; |
411 | i = archetypes.begin (); |
404 | else |
412 | else if (*i == at) |
405 | at = at->next; |
413 | cleanup ("not a single player archetype found"); |
406 | |
414 | |
407 | if (at->clone.type == PLAYER) |
415 | if ((*i)->type == PLAYER) |
408 | return at; |
416 | return *i; |
409 | |
|
|
410 | if (at == start) |
|
|
411 | { |
|
|
412 | LOG (llevError, "No Player archetypes\n"); |
|
|
413 | exit (-1); |
|
|
414 | } |
|
|
415 | } |
417 | } |
416 | } |
418 | } |
417 | |
419 | |
418 | object * |
420 | object * |
419 | get_nearest_player (object *mon) |
421 | get_nearest_player (object *mon) |
… | |
… | |
785 | } |
787 | } |
786 | |
788 | |
787 | void |
789 | void |
788 | object::roll_stats () |
790 | object::roll_stats () |
789 | { |
791 | { |
790 | int statsort [7]; |
792 | int statsort [NUM_STATS]; |
791 | |
793 | |
792 | for (;;) |
794 | for (;;) |
793 | { |
795 | { |
794 | int sum = 0; |
796 | int sum = 0; |
795 | for (int i = 7; i--; ) |
797 | for (int i = NUM_STATS; i--; ) |
796 | sum += statsort [i] = roll_stat (); |
798 | sum += statsort [i] = roll_stat (); |
797 | |
799 | |
798 | if (sum >= 82 && sum <= 116) |
800 | if (sum >= 82 && sum <= 116) |
799 | break; |
801 | break; |
800 | } |
802 | } |
801 | |
803 | |
802 | // Sort the stats so that rerolling is easier... |
804 | // Sort the stats so that rerolling is easier... |
803 | std::sort (statsort, statsort + 7, std::greater<int>()); |
805 | std::sort (statsort, statsort + NUM_STATS, std::greater<int>()); |
804 | |
806 | |
|
|
807 | for (int i = 0; i < NUM_STATS; ++i) |
805 | stats.Str = statsort[0]; |
808 | stats.stat (i) = statsort [i]; |
806 | stats.Dex = statsort[1]; |
|
|
807 | stats.Con = statsort[2]; |
|
|
808 | stats.Int = statsort[3]; |
|
|
809 | stats.Wis = statsort[4]; |
|
|
810 | stats.Pow = statsort[5]; |
|
|
811 | stats.Cha = statsort[6]; |
|
|
812 | |
809 | |
813 | stats.exp = 0; |
810 | stats.exp = 0; |
814 | stats.ac = 0; |
811 | stats.ac = 0; |
815 | |
812 | |
816 | stats.hp = stats.maxhp; |
813 | stats.hp = stats.maxhp; |
… | |
… | |
828 | } |
825 | } |
829 | |
826 | |
830 | void |
827 | void |
831 | object::swap_stats (int a, int b) |
828 | object::swap_stats (int a, int b) |
832 | { |
829 | { |
833 | int tmp = get_attr_value (&contr->orig_stats, a); |
830 | swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b)); |
834 | set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b)); |
|
|
835 | set_attr_value (&contr->orig_stats, b, tmp); |
|
|
836 | |
831 | |
|
|
832 | for (int i = 0; i < NUM_STATS; ++i) |
837 | stats.Str = contr->orig_stats.Str; |
833 | stats.stat (i) = contr->orig_stats.stat (i); |
838 | stats.Dex = contr->orig_stats.Dex; |
|
|
839 | stats.Con = contr->orig_stats.Con; |
|
|
840 | stats.Int = contr->orig_stats.Int; |
|
|
841 | stats.Wis = contr->orig_stats.Wis; |
|
|
842 | stats.Pow = contr->orig_stats.Pow; |
|
|
843 | stats.Cha = contr->orig_stats.Cha; |
|
|
844 | |
834 | |
845 | //TODO: the following code looks so borked and should, at the very least, |
835 | //TODO: the following code looks so borked and should, at the very least, |
846 | // be merged with the similar code in roll_stats |
836 | // be merged with the similar code in roll_stats |
847 | stats.ac = 0; |
837 | stats.ac = 0; |
848 | |
838 | |
… | |
… | |
921 | if (*first_map_ext_path) |
911 | if (*first_map_ext_path) |
922 | { |
912 | { |
923 | object *tmp; |
913 | object *tmp; |
924 | char mapname[MAX_BUF]; |
914 | char mapname[MAX_BUF]; |
925 | |
915 | |
926 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name); |
916 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname); |
927 | tmp = object::create (); |
917 | tmp = object::create (); |
928 | EXIT_PATH (tmp) = mapname; |
918 | EXIT_PATH (tmp) = mapname; |
929 | EXIT_X (tmp) = ob->x; |
919 | EXIT_X (tmp) = ob->x; |
930 | EXIT_Y (tmp) = ob->y; |
920 | EXIT_Y (tmp) = ob->y; |
931 | ob->enter_exit (tmp); /* we don't really care if it succeeded; |
921 | ob->enter_exit (tmp); /* we don't really care if it succeeded; |
… | |
… | |
950 | int x = ob->x, y = ob->y; |
940 | int x = ob->x, y = ob->y; |
951 | |
941 | |
952 | ob->remove_statbonus (); |
942 | ob->remove_statbonus (); |
953 | ob->remove (); |
943 | ob->remove (); |
954 | ob->arch = get_player_archetype (ob->arch); |
944 | ob->arch = get_player_archetype (ob->arch); |
955 | ob->arch->clone.copy_to (ob); |
945 | ob->arch->copy_to (ob); |
956 | ob->instantiate (); |
946 | ob->instantiate (); |
957 | ob->stats = ob->contr->orig_stats; |
947 | ob->stats = ob->contr->orig_stats; |
958 | ob->name = ob->name_pl = name; |
948 | ob->name = ob->name_pl = name; |
959 | ob->x = x; |
949 | ob->x = x; |
960 | ob->y = y; |
950 | ob->y = y; |
961 | SET_ANIMATION (ob, 2); /* So player faces south */ |
951 | SET_ANIMATION (ob, 2); /* So player faces south */ |
962 | insert_ob_in_map (ob, ob->map, ob, 0); |
952 | insert_ob_in_map (ob, ob->map, ob, 0); |
963 | assign (ob->contr->title, ob->arch->clone.name); |
953 | assign (ob->contr->title, ob->arch->object::name); |
964 | ob->add_statbonus (); |
954 | ob->add_statbonus (); |
965 | } |
955 | } |
966 | while (!allowed_class (ob)); |
956 | while (!allowed_class (ob)); |
967 | |
957 | |
968 | update_object (ob, UP_OBJ_FACE); |
958 | update_object (ob, UP_OBJ_FACE); |
… | |
… | |
1113 | if (tmp->name != NULL) |
1103 | if (tmp->name != NULL) |
1114 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1104 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1115 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1105 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1116 | else |
1106 | else |
1117 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1107 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1118 | &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1108 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1119 | |
1109 | |
1120 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1110 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1121 | } |
1111 | } |
1122 | |
1112 | |
1123 | /* philosophy: |
1113 | /* philosophy: |
… | |
… | |
1316 | /* careful: chairs and tables are weapons! */ |
1306 | /* careful: chairs and tables are weapons! */ |
1317 | if (op->contr->mode & PU_ALLWEAPON) |
1307 | if (op->contr->mode & PU_ALLWEAPON) |
1318 | { |
1308 | { |
1319 | if (tmp->type == WEAPON && tmp->name != NULL) |
1309 | if (tmp->type == WEAPON && tmp->name != NULL) |
1320 | { |
1310 | { |
1321 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && |
1311 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL && |
1322 | strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) |
1312 | strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) |
1323 | { |
1313 | { |
1324 | pick_up (op, tmp); |
1314 | pick_up (op, tmp); |
1325 | continue; |
1315 | continue; |
1326 | } |
1316 | } |
1327 | } |
1317 | } |
1328 | |
1318 | |
1329 | if (tmp->type == WEAPON && tmp->name == NULL) |
1319 | if (tmp->type == WEAPON && tmp->name == NULL) |
1330 | { |
1320 | { |
1331 | if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) |
1321 | if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL) |
1332 | { |
1322 | { |
1333 | pick_up (op, tmp); |
1323 | pick_up (op, tmp); |
1334 | continue; |
1324 | continue; |
1335 | } |
1325 | } |
1336 | } |
1326 | } |
… | |
… | |
1361 | if (tmp->name != NULL) |
1351 | if (tmp->name != NULL) |
1362 | { |
1352 | { |
1363 | fprintf (stderr, "%s", tmp->name); |
1353 | fprintf (stderr, "%s", tmp->name); |
1364 | } |
1354 | } |
1365 | else |
1355 | else |
1366 | fprintf (stderr, "%s", tmp->arch->name); |
1356 | fprintf (stderr, "%s", tmp->arch->archname); |
1367 | fprintf (stderr, ",%d] = ", tmp->type); |
1357 | fprintf (stderr, ",%d] = ", tmp->type); |
1368 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1358 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1369 | #endif |
1359 | #endif |
1370 | continue; |
1360 | continue; |
1371 | } |
1361 | } |
… | |
… | |
1441 | else |
1431 | else |
1442 | { |
1432 | { |
1443 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1433 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1444 | { |
1434 | { |
1445 | attacktype = 1 << attacknum; |
1435 | attacktype = 1 << attacknum; |
1446 | if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) |
1436 | if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0) |
1447 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) |
1437 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby) |
1448 | { |
1438 | { |
1449 | tmp = arrow; |
1439 | tmp = arrow; |
1450 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; |
1440 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1451 | } |
1441 | } |
1452 | } |
1442 | } |
1453 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1443 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1454 | { |
1444 | { |
1455 | tmp = arrow; |
1445 | tmp = arrow; |
… | |
… | |
1548 | */ |
1538 | */ |
1549 | int |
1539 | int |
1550 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1540 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1551 | { |
1541 | { |
1552 | object *left, *bow; |
1542 | object *left, *bow; |
1553 | int bowspeed, mflags; |
1543 | int mflags; |
1554 | maptile *m; |
1544 | maptile *m; |
1555 | |
1545 | |
1556 | if (!dir) |
1546 | if (!dir) |
1557 | { |
1547 | { |
1558 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1548 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1559 | return 0; |
1549 | return 0; |
1560 | } |
1550 | } |
1561 | |
1551 | |
1562 | if (player *pl = op->contr) |
1552 | if (op->contr) |
1563 | { |
1553 | bow = op->current_weapon; |
1564 | bow = pl->ranged_ob; |
|
|
1565 | op->set_weapon (bow); |
|
|
1566 | } |
|
|
1567 | else |
1554 | else |
1568 | { |
1555 | { |
1569 | for (bow = op->inv; bow; bow = bow->below) |
1556 | for (bow = op->inv; bow; bow = bow->below) |
1570 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1557 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1571 | * don't need to switch back and forth between bows and weapons. |
1558 | * don't need to switch back and forth between bows and weapons. |
… | |
… | |
1592 | { |
1579 | { |
1593 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1580 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1594 | return 0; |
1581 | return 0; |
1595 | } |
1582 | } |
1596 | |
1583 | |
1597 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
|
|
1598 | |
|
|
1599 | /* penalize ROF for bestarrow */ |
|
|
1600 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
|
|
1601 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
|
|
1602 | |
|
|
1603 | if (bowspeed < 1) |
|
|
1604 | bowspeed = 1; |
|
|
1605 | |
|
|
1606 | if (arrow == NULL) |
1584 | if (arrow == NULL) |
1607 | { |
1585 | { |
1608 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1586 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1609 | { |
1587 | { |
1610 | if (op->type == PLAYER) |
1588 | if (op->type == PLAYER) |
… | |
… | |
1644 | |
1622 | |
1645 | arrow->set_owner (op); |
1623 | arrow->set_owner (op); |
1646 | arrow->skill = bow->skill; |
1624 | arrow->skill = bow->skill; |
1647 | arrow->direction = dir; |
1625 | arrow->direction = dir; |
1648 | |
1626 | |
1649 | if (op->type == PLAYER) |
|
|
1650 | { |
|
|
1651 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
|
|
1652 | op->update_stats (); |
|
|
1653 | } |
|
|
1654 | |
|
|
1655 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1656 | |
|
|
1657 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
1627 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
1658 | arrow->stats.hp = arrow->stats.dam; |
1628 | arrow->stats.hp = arrow->stats.dam; |
1659 | arrow->stats.grace = arrow->attacktype; |
1629 | arrow->stats.grace = arrow->attacktype; |
1660 | |
1630 | |
1661 | if (arrow->slaying) |
1631 | if (arrow->slaying) |
1662 | arrow->spellarg = strdup (arrow->slaying); |
1632 | arrow->spellarg = strdup (arrow->slaying); |
1663 | |
1633 | |
1664 | arrow->stats.dam += op->stats.dam + arrow->magic; |
1634 | #if 0 |
|
|
1635 | if (player *pl = op->contr) |
|
|
1636 | { |
|
|
1637 | float speed = pl->weapon_sp; |
|
|
1638 | |
|
|
1639 | /* penalize ROF for bestarrow */ |
|
|
1640 | if (pl->bowtype == bow_bestarrow) |
|
|
1641 | speed *= .9f; |
|
|
1642 | else |
|
|
1643 | speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; |
|
|
1644 | |
|
|
1645 | op->speed_left += speed - op->speed; |
|
|
1646 | } |
|
|
1647 | #endif |
|
|
1648 | |
|
|
1649 | SET_ANIMATION (arrow, arrow->direction); |
1665 | |
1650 | |
1666 | /* update the speed */ |
1651 | /* update the speed */ |
1667 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
1652 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
1668 | 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
1653 | + bow->stats.dam / 7.f; |
1669 | |
1654 | |
1670 | arrow->set_speed (max (arrow->speed, 1.0)); |
1655 | arrow->set_speed (max (arrow->speed, 2.f)); |
1671 | arrow->speed_left = 0; |
1656 | arrow->speed_left = 0; |
1672 | |
1657 | |
1673 | arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1658 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1674 | |
1659 | |
1675 | if (op->type == PLAYER) |
1660 | if (op->type == PLAYER) |
1676 | { |
1661 | { |
1677 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
1662 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
1678 | arrow->stats.wc -= dex_bonus[op->stats.Dex]; |
1663 | wc -= dex_bonus[op->stats.Dex]; |
1679 | |
1664 | |
1680 | if (!arrow->slaying) |
1665 | if (!arrow->slaying) |
1681 | arrow->slaying = op->slaying; |
1666 | arrow->slaying = op->slaying; |
|
|
1667 | |
|
|
1668 | arrow->attacktype |= op->attacktype; |
1682 | } |
1669 | } |
1683 | else |
1670 | else |
1684 | { |
1671 | { |
1685 | arrow->level = op->level; |
1672 | arrow->level = op->level; |
1686 | arrow->stats.wc -= bow->magic; |
1673 | arrow->stats.wc -= bow->magic; |
1687 | |
1674 | |
1688 | if (!arrow->slaying) |
1675 | if (!arrow->slaying) |
1689 | arrow->slaying = bow->slaying; |
1676 | arrow->slaying = bow->slaying; |
1690 | } |
|
|
1691 | |
1677 | |
1692 | arrow->stats.wc -= arrow->level; |
|
|
1693 | |
|
|
1694 | arrow->attacktype |= bow->attacktype; |
1678 | arrow->attacktype |= bow->attacktype; |
|
|
1679 | } |
1695 | |
1680 | |
|
|
1681 | wc -= arrow->level; |
|
|
1682 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
|
|
1683 | |
|
|
1684 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1696 | arrow->move_type = MOVE_FLY_LOW; |
1685 | arrow->move_type = MOVE_FLY_LOW; |
1697 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1686 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1698 | |
1687 | |
1699 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1688 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1700 | m->insert (arrow, sx, sy, op); |
1689 | m->insert (arrow, sx, sy, op); |
… | |
… | |
1755 | } |
1744 | } |
1756 | |
1745 | |
1757 | return ret; |
1746 | return ret; |
1758 | } |
1747 | } |
1759 | |
1748 | |
1760 | |
|
|
1761 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1749 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1762 | * Broken apart from 'fire' to keep it more readable. |
1750 | * Broken apart from 'fire' to keep it more readable. |
1763 | */ |
1751 | */ |
1764 | void |
1752 | void |
1765 | fire_misc_object (object *op, int dir) |
1753 | fire_misc_object (object *op, int dir) |
… | |
… | |
1776 | { |
1764 | { |
1777 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1765 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1778 | return; |
1766 | return; |
1779 | } |
1767 | } |
1780 | |
1768 | |
1781 | op->set_weapon (item); |
1769 | if (!op->change_weapon (item)) |
|
|
1770 | return; |
1782 | |
1771 | |
1783 | if (item->type == WAND) |
1772 | if (item->type == WAND) |
1784 | { |
1773 | { |
1785 | if (item->stats.food <= 0) |
1774 | if (item->stats.food <= 0) |
1786 | { |
1775 | { |
… | |
… | |
1815 | object *tmp; |
1804 | object *tmp; |
1816 | |
1805 | |
1817 | if (item->arch) |
1806 | if (item->arch) |
1818 | { |
1807 | { |
1819 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1808 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1820 | item->face = item->arch->clone.face; |
1809 | item->face = item->arch->face; |
1821 | item->set_speed (0); |
1810 | item->set_speed (0); |
1822 | } |
1811 | } |
1823 | |
1812 | |
1824 | if ((tmp = item->in_player ())) |
1813 | if ((tmp = item->in_player ())) |
1825 | esrv_update_item (UPD_ANIM, tmp, item); |
1814 | esrv_update_item (UPD_ANIM, tmp, item); |
… | |
… | |
1830 | } |
1819 | } |
1831 | } |
1820 | } |
1832 | |
1821 | |
1833 | /* Received a fire command for the player - go and do it. |
1822 | /* Received a fire command for the player - go and do it. |
1834 | */ |
1823 | */ |
1835 | void |
1824 | bool |
1836 | fire (object *op, int dir) |
1825 | fire (object *op, int dir) |
1837 | { |
1826 | { |
1838 | int spellcost = 0; |
1827 | int spellcost = 0; |
1839 | |
1828 | |
1840 | /* check for loss of invisiblity/hide */ |
1829 | /* check for loss of invisiblity/hide */ |
… | |
… | |
1844 | player *pl = op->contr; |
1833 | player *pl = op->contr; |
1845 | |
1834 | |
1846 | if (pl->golem) |
1835 | if (pl->golem) |
1847 | { |
1836 | { |
1848 | control_golem (op->contr->golem, dir); |
1837 | control_golem (op->contr->golem, dir); |
1849 | return; |
1838 | return false; |
1850 | } |
1839 | } |
1851 | |
1840 | |
1852 | object *ob = pl->ranged_ob; |
1841 | object *ob = pl->ranged_ob; |
1853 | |
1842 | |
1854 | if (!ob) |
1843 | if (!ob) |
1855 | return; |
1844 | return false; |
|
|
1845 | |
|
|
1846 | if (!op->change_weapon (ob)) |
|
|
1847 | return false; |
|
|
1848 | |
|
|
1849 | if (op->speed_left > 0.f) |
|
|
1850 | --op->speed_left; |
|
|
1851 | else |
|
|
1852 | return false; |
1856 | |
1853 | |
1857 | switch (ob->type) |
1854 | switch (ob->type) |
1858 | { |
1855 | { |
1859 | case BOW: |
1856 | case BOW: |
1860 | player_fire_bow (op, dir); |
1857 | player_fire_bow (op, dir); |
… | |
… | |
1867 | case BUILDER: |
1864 | case BUILDER: |
1868 | apply_map_builder (op, dir); |
1865 | apply_map_builder (op, dir); |
1869 | break; |
1866 | break; |
1870 | |
1867 | |
1871 | case SKILL: |
1868 | case SKILL: |
1872 | case SKILL_TOOL: |
|
|
1873 | do_skill (op, op, ob, dir, 0); |
1869 | do_skill (op, op, ob, dir, 0); |
1874 | break; |
1870 | break; |
1875 | |
1871 | |
1876 | default: |
1872 | default: |
1877 | fire_misc_object (op, dir); |
1873 | fire_misc_object (op, dir); |
1878 | break; |
1874 | break; |
1879 | } |
1875 | } |
|
|
1876 | |
|
|
1877 | return true; |
1880 | } |
1878 | } |
1881 | |
1879 | |
1882 | /* find_key |
1880 | /* find_key |
1883 | * We try to find a key for the door as passed. If we find a key |
1881 | * We try to find a key for the door as passed. If we find a key |
1884 | * and successfully use it, we return the key, otherwise NULL |
1882 | * and successfully use it, we return the key, otherwise NULL |
… | |
… | |
1971 | * 0 otherwise |
1969 | * 0 otherwise |
1972 | */ |
1970 | */ |
1973 | static int |
1971 | static int |
1974 | player_attack_door (object *op, object *door) |
1972 | player_attack_door (object *op, object *door) |
1975 | { |
1973 | { |
1976 | /* If its a door, try to find a use a key. If we do destroy the door, |
1974 | /* If its a door, try to find a key. If we do destroy the door, |
1977 | * might as well return immediately as there is nothing more to do - |
1975 | * might as well return immediately as there is nothing more to do - |
1978 | * otherwise, we fall through to the rest of the code. |
1976 | * otherwise, we fall through to the rest of the code. |
1979 | */ |
1977 | */ |
1980 | object *key = find_key (op, op, door); |
1978 | object *key = find_key (op, op, door); |
1981 | |
1979 | |
1982 | /* IF we found a key, do some extra work */ |
1980 | /* If we found a key, do some extra work */ |
1983 | if (key) |
1981 | if (key) |
1984 | { |
1982 | { |
1985 | object *container = key->env; |
1983 | object *container = key->env; |
1986 | |
1984 | |
1987 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
1985 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
… | |
… | |
2022 | * It should keep the code cleaner. |
2020 | * It should keep the code cleaner. |
2023 | * When this is called, the players direction has been updated |
2021 | * When this is called, the players direction has been updated |
2024 | * (taking into account confusion.) The player is also actually |
2022 | * (taking into account confusion.) The player is also actually |
2025 | * going to try and move (not fire weapons). |
2023 | * going to try and move (not fire weapons). |
2026 | */ |
2024 | */ |
2027 | void |
2025 | bool |
2028 | move_player_attack (object *op, int dir) |
2026 | move_player_attack (object *op, int dir) |
2029 | { |
2027 | { |
2030 | object *tmp, *mon; |
|
|
2031 | int on_battleground; |
2028 | int on_battleground; |
2032 | maptile *m; |
|
|
2033 | |
2029 | |
2034 | sint16 nx = freearr_x[dir] + op->x; |
2030 | sint16 nx = freearr_x[dir] + op->x; |
2035 | sint16 ny = freearr_y[dir] + op->y; |
2031 | sint16 ny = freearr_y[dir] + op->y; |
2036 | |
2032 | |
2037 | on_battleground = op_on_battleground (op, 0, 0); |
2033 | on_battleground = op_on_battleground (op, 0, 0); |
|
|
2034 | |
|
|
2035 | if (out_of_map (op->map, nx, ny)) |
|
|
2036 | return false; |
|
|
2037 | |
|
|
2038 | if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) |
|
|
2039 | { |
|
|
2040 | --op->speed_left; |
|
|
2041 | return true; |
|
|
2042 | } |
2038 | |
2043 | |
2039 | /* If braced, or can't move to the square, and it is not out of the |
2044 | /* If braced, or can't move to the square, and it is not out of the |
2040 | * map, attack it. Note order of if statement is important - don't |
2045 | * map, attack it. Note order of if statement is important - don't |
2041 | * want to be calling move_ob if braced, because move_ob will move the |
2046 | * want to be calling move_ob if braced, because move_ob will move the |
2042 | * player. This is a pretty nasty hack, because if we could |
2047 | * player. This is a pretty nasty hack, because if we could |
2043 | * move to some space, it then means that if we are braced, we should |
2048 | * move to some space, it then means that if we are braced, we should |
2044 | * do nothing at all. As it is, if we are braced, we go through |
2049 | * do nothing at all. As it is, if we are braced, we go through |
2045 | * quite a bit of processing. However, it probably is less than what |
2050 | * quite a bit of processing. However, it probably is less than what |
2046 | * move_ob uses. |
2051 | * move_ob uses. |
2047 | */ |
2052 | */ |
2048 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
|
|
2049 | { |
|
|
2050 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
|
|
2051 | { |
|
|
2052 | m = op->map->xy_find (nx, ny); |
2053 | maptile *m = op->map->xy_find (nx, ny); |
2053 | if (!m) |
|
|
2054 | return; /* Don't think this should happen */ |
|
|
2055 | } |
|
|
2056 | else |
|
|
2057 | m = op->map; |
|
|
2058 | |
2054 | |
2059 | if (!(tmp = m->at (nx, ny).bot)) |
|
|
2060 | return; |
|
|
2061 | |
|
|
2062 | mon = 0; |
|
|
2063 | /* Go through all the objects, and find ones of interest. Only stop if |
2055 | /* Go through all the objects, and find ones of interest. Only stop if |
2064 | * we find a monster - that is something we know we want to attack. |
2056 | * we find a monster - that is something we know we want to attack. |
2065 | * if its a door or barrel (can roll) see if there may be monsters |
2057 | * if its a door or barrel (can roll) see if there may be monsters |
2066 | * on the space |
2058 | * on the space |
2067 | */ |
2059 | */ |
2068 | while (tmp) |
2060 | object *mon; |
2069 | { |
2061 | for (mon = m->at (nx, ny).bot; mon; mon = mon->above) |
2070 | if (tmp == op) |
2062 | { |
2071 | { |
2063 | if ((mon->flag [FLAG_ALIVE] |
2072 | tmp = tmp->above; |
2064 | || mon->type == LOCKED_DOOR |
2073 | continue; |
2065 | || mon->flag [FLAG_CAN_ROLL]) |
2074 | } |
|
|
2075 | |
|
|
2076 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
|
|
2077 | { |
|
|
2078 | mon = tmp; |
2066 | && mon != op) |
2079 | break; |
2067 | break; |
2080 | } |
2068 | } |
2081 | |
2069 | |
2082 | if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) |
|
|
2083 | mon = tmp; |
|
|
2084 | |
|
|
2085 | tmp = tmp->above; |
|
|
2086 | } |
|
|
2087 | |
|
|
2088 | if (!mon) /* This happens anytime the player tries to move */ |
2070 | if (!mon) /* This happens anytime the player tries to move */ |
2089 | return; /* into a wall */ |
2071 | return false; /* into a wall */ |
2090 | |
2072 | |
2091 | if (mon->head) |
|
|
2092 | mon = mon->head; |
2073 | mon = mon->head_ (); |
2093 | |
2074 | |
2094 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
2075 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
|
|
2076 | if (op->contr->weapon_sp_left > 0.f) |
2095 | if (player_attack_door (op, mon)) |
2077 | if (player_attack_door (op, mon)) |
|
|
2078 | { |
|
|
2079 | --op->contr->weapon_sp_left; |
2096 | return; |
2080 | return true; |
|
|
2081 | } |
2097 | |
2082 | |
2098 | /* The following deals with possibly attacking peaceful |
2083 | /* The following deals with possibly attacking peaceful |
2099 | * or frienddly creatures. Basically, all players are considered |
2084 | * or friendly creatures. Basically, all players are considered |
2100 | * unaggressive. If the moving player has peaceful set, then the |
2085 | * unaggressive. If the moving player has peaceful set, then the |
2101 | * object should be pushed instead of attacked. It is assumed that |
2086 | * object should be pushed instead of attacked. It is assumed that |
2102 | * if you are braced, you will not attack friends accidently, |
2087 | * if you are braced, you will not attack friends accidently, |
2103 | * and thus will not push them. |
2088 | * and thus will not push them. |
2104 | */ |
2089 | */ |
2105 | |
2090 | |
2106 | /* If the creature is a pet, push it even if the player is not |
2091 | /* If the creature is a pet, push it even if the player is not |
2107 | * peaceful. Our assumption is the creature is a pet if the |
2092 | * peaceful. Our assumption is the creature is a pet if the |
2108 | * player owns it and it is either friendly or unagressive. |
2093 | * player owns it and it is either friendly or unagressive. |
2109 | */ |
2094 | */ |
2110 | if ((op->type == PLAYER) |
2095 | if (op->type == PLAYER |
2111 | #if COZY_SERVER |
|
|
2112 | && |
|
|
2113 | ((mon->owner && mon->owner->contr |
2096 | && ((mon->owner && mon->owner->contr |
2114 | && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) |
2097 | && same_party (mon->owner->contr->party, op->contr->party)) |
2115 | #else |
|
|
2116 | && mon->owner == op |
2098 | || mon->owner == op) |
2117 | #endif |
|
|
2118 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2099 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2119 | { |
2100 | { |
2120 | /* If we're braced, we don't want to switch places with it */ |
2101 | /* If we're braced, we don't want to switch places with it */ |
2121 | if (op->contr->braced) |
2102 | if (op->contr->braced) |
2122 | return; |
2103 | return false; |
|
|
2104 | |
|
|
2105 | if (op->speed_left > 0.f) |
|
|
2106 | { |
|
|
2107 | --op->speed_left; |
2123 | |
2108 | |
2124 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2109 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2125 | push_ob (mon, dir, op); |
2110 | push_ob (mon, dir, op); |
|
|
2111 | |
2126 | if (op->contr->tmp_invis || op->hide) |
2112 | if (op->contr->tmp_invis || op->hide) |
2127 | make_visible (op); |
2113 | make_visible (op); |
2128 | |
2114 | |
2129 | return; |
2115 | return true; |
2130 | } |
2116 | } |
|
|
2117 | else |
|
|
2118 | return false; |
|
|
2119 | } |
2131 | |
2120 | |
2132 | /* in certain circumstances, you shouldn't attack friendly |
2121 | /* in certain circumstances, you shouldn't attack friendly |
2133 | * creatures. Note that if you are braced, you can't push |
2122 | * creatures. Note that if you are braced, you can't push |
2134 | * someone, but put it inside this loop so that you won't |
2123 | * someone, but put it inside this loop so that you won't |
2135 | * attack them either. |
2124 | * attack them either. |
2136 | */ |
2125 | */ |
2137 | if ((mon->type == PLAYER || mon->enemy != op) && |
2126 | if ((mon->type == PLAYER || mon->enemy != op) |
2138 | (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( |
2127 | && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) |
2139 | #ifdef PROHIBIT_PLAYERKILL |
|
|
2140 | (op->contr->peaceful |
2128 | && ((op->contr->peaceful |
2141 | || (mon->type == PLAYER |
2129 | || (mon->type == PLAYER && mon->contr->peaceful)) |
2142 | && mon->contr-> |
|
|
2143 | peaceful)) && |
|
|
2144 | #else |
|
|
2145 | op->contr->peaceful && |
|
|
2146 | #endif |
|
|
2147 | !on_battleground)) |
2130 | && !on_battleground)) |
|
|
2131 | { |
|
|
2132 | if (op->speed_left > 0.f) |
2148 | { |
2133 | { |
|
|
2134 | --op->speed_left; |
|
|
2135 | |
2149 | if (!op->contr->braced) |
2136 | if (!op->contr->braced) |
2150 | { |
2137 | { |
2151 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2138 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2152 | push_ob (mon, dir, op); |
2139 | push_ob (mon, dir, op); |
2153 | } |
2140 | } |
2154 | else |
2141 | else |
2155 | new_draw_info (0, 0, op, "You withhold your attack"); |
2142 | new_draw_info (0, 0, op, "You withhold your attack"); |
2156 | |
2143 | |
2157 | if (op->contr->tmp_invis || op->hide) |
2144 | if (op->contr->tmp_invis || op->hide) |
2158 | make_visible (op); |
2145 | make_visible (op); |
2159 | } |
|
|
2160 | |
2146 | |
|
|
2147 | return true; |
|
|
2148 | } |
|
|
2149 | } |
2161 | /* If the object is a boulder or other rollable object, then |
2150 | /* If the object is a boulder or other rollable object, then |
2162 | * roll it if not braced. You can't roll it if you are braced. |
2151 | * roll it if not braced. You can't roll it if you are braced. |
2163 | */ |
2152 | */ |
2164 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
2153 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
|
|
2154 | { |
|
|
2155 | if (op->speed_left > 0.f) |
2165 | { |
2156 | { |
|
|
2157 | --op->speed_left; |
|
|
2158 | |
2166 | recursive_roll (mon, dir, op); |
2159 | recursive_roll (mon, dir, op); |
2167 | if (action_makes_visible (op)) |
2160 | if (action_makes_visible (op)) |
2168 | make_visible (op); |
2161 | make_visible (op); |
2169 | } |
|
|
2170 | |
2162 | |
|
|
2163 | return true; |
|
|
2164 | } |
|
|
2165 | } |
2171 | /* Any generic living creature. Including things like doors. |
2166 | /* Any generic living creature. Including things like doors. |
2172 | * Way it works is like this: First, it must have some hit points |
2167 | * Way it works is like this: First, it must have some hit points |
2173 | * and be living. Then, it must be one of the following: |
2168 | * and be living. Then, it must be one of the following: |
2174 | * 1) Not a player, 2) A player, but of a different party. Note |
2169 | * 1) Not a player, 2) A player, but of a different party. Note |
2175 | * that party_number -1 is no party, so attacks can still happen. |
2170 | * that party_number -1 is no party, so attacks can still happen. |
2176 | */ |
2171 | */ |
2177 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2172 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2178 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2173 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2179 | { |
2174 | { |
2180 | |
2175 | if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) |
2181 | /* If the player hasn't hit something this tick, and does |
|
|
2182 | * so, give them speed boost based on weapon speed. Doing |
|
|
2183 | * it here is better than process_players2, which basically |
|
|
2184 | * incurred a 1 tick offset. |
|
|
2185 | */ |
|
|
2186 | if (!op->contr->has_hit) |
|
|
2187 | { |
2176 | { |
2188 | op->speed_left += op->speed / op->contr->weapon_sp; |
2177 | --op->contr->weapon_sp_left; |
2189 | |
|
|
2190 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
|
|
2191 | } |
|
|
2192 | |
2178 | |
2193 | skill_attack (mon, op, 0, 0, 0); |
2179 | skill_attack (mon, op, 0, 0, 0); |
2194 | |
|
|
2195 | /* If attacking another player, that player gets automatic |
|
|
2196 | * hitback, and doesn't loose luck either. |
|
|
2197 | * Disable hitback on the battleground or if the target is |
|
|
2198 | * the wiz. |
|
|
2199 | */ |
|
|
2200 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) |
|
|
2201 | { |
|
|
2202 | short luck = mon->stats.luck; |
|
|
2203 | |
|
|
2204 | mon->contr->has_hit = 1; |
|
|
2205 | skill_attack (op, mon, 0, 0, 0); |
|
|
2206 | mon->stats.luck = luck; |
|
|
2207 | } |
|
|
2208 | |
2180 | |
2209 | if (action_makes_visible (op)) |
2181 | if (action_makes_visible (op)) |
2210 | make_visible (op); |
2182 | make_visible (op); |
2211 | } |
|
|
2212 | } /* if player should attack something */ |
|
|
2213 | } |
|
|
2214 | |
2183 | |
2215 | int |
2184 | return true; |
|
|
2185 | } |
|
|
2186 | } |
|
|
2187 | |
|
|
2188 | return false; |
|
|
2189 | } |
|
|
2190 | |
|
|
2191 | bool |
2216 | move_player (object *op, int dir) |
2192 | move_player (object *op, int dir) |
2217 | { |
2193 | { |
2218 | int pick; |
2194 | int pick; |
2219 | |
2195 | |
2220 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2196 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
… | |
… | |
2234 | op->facing = dir; |
2210 | op->facing = dir; |
2235 | |
2211 | |
2236 | if (op->hide) |
2212 | if (op->hide) |
2237 | do_hidden_move (op); |
2213 | do_hidden_move (op); |
2238 | |
2214 | |
|
|
2215 | bool retval; |
|
|
2216 | |
2239 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2217 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2240 | /*nop */ ; |
2218 | retval = RESULT_INT (0); |
2241 | else if (op->contr->fire_on) |
2219 | else if (op->contr->fire_on) |
2242 | fire (op, dir); |
2220 | retval = fire (op, dir); |
2243 | else |
2221 | else |
2244 | { |
2222 | { |
2245 | move_player_attack (op, dir); |
2223 | retval = move_player_attack (op, dir); |
2246 | pick = check_pick (op); |
2224 | pick = check_pick (op); |
2247 | } |
2225 | } |
2248 | |
2226 | |
2249 | /* Add special check for newcs players and fire on - this way, the |
2227 | /* Add special check for newcs players and fire on - this way, the |
2250 | * server can handle repeat firing. |
2228 | * server can handle repeat firing. |
… | |
… | |
2257 | /* Update how the player looks. Use the facing, so direction may |
2235 | /* Update how the player looks. Use the facing, so direction may |
2258 | * get reset to zero. This allows for full animation capabilities |
2236 | * get reset to zero. This allows for full animation capabilities |
2259 | * for players. |
2237 | * for players. |
2260 | */ |
2238 | */ |
2261 | animate_object (op, op->facing); |
2239 | animate_object (op, op->facing); |
2262 | return 0; |
2240 | |
|
|
2241 | return retval; |
2263 | } |
2242 | } |
2264 | |
2243 | |
2265 | /* This is similar to handle_player, below, but is only used by the |
2244 | /* This is similar to handle_player, below, but is only used by the |
2266 | * new client/server stuff. |
2245 | * new client/server stuff. |
2267 | * This is sort of special, in that the new client/server actually uses |
2246 | * This is sort of special, in that the new client/server actually uses |
2268 | * the new speed values for commands. |
2247 | * the new speed values for commands. |
2269 | * |
2248 | * |
2270 | * Returns true if there are more actions we can do. |
2249 | * Returns true if there are more actions we can do. Should not do |
|
|
2250 | * many actions in a row, as that would be too unfair to other |
|
|
2251 | * players. |
2271 | */ |
2252 | */ |
2272 | int |
2253 | bool |
2273 | handle_newcs_player (object *op) |
2254 | handle_newcs_player (object *op) |
2274 | { |
2255 | { |
2275 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2256 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2276 | { |
2257 | { |
2277 | flee_player (op); |
2258 | if (op->speed_left > 0.f) |
2278 | /* If player is still scared, that is his action for this tick */ |
|
|
2279 | if (QUERY_FLAG (op, FLAG_SCARED)) |
|
|
2280 | { |
2259 | { |
2281 | op->speed_left--; |
2260 | --op->speed_left; |
|
|
2261 | flee_player (op); |
|
|
2262 | |
2282 | return 0; |
2263 | return true; |
2283 | } |
2264 | } |
|
|
2265 | else |
|
|
2266 | return false; |
2284 | } |
2267 | } |
2285 | |
2268 | |
2286 | /* call this here - we also will call this in do_ericserver, but |
2269 | /* call this here - we also will call this in do_ericserver, but |
2287 | * the players time has been increased when doericserver has been |
2270 | * the players time has been increased when doericserver has been |
2288 | * called, so we recheck it here. |
2271 | * called, so we recheck it here. |
2289 | */ |
2272 | */ |
2290 | if (op->contr->ns->handle_command ()) |
2273 | if (op->contr->ns->handle_command ()) |
2291 | return 1; |
2274 | return true; |
2292 | |
2275 | |
2293 | if (op->speed_left > 0) |
|
|
2294 | { |
|
|
2295 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2276 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2296 | { |
|
|
2297 | /* All move commands take 1 tick, at least for now */ |
|
|
2298 | op->speed_left--; |
|
|
2299 | |
|
|
2300 | /* Instead of all the stuff below, let move_player take care |
|
|
2301 | * of it. Also, some of the skill stuff is only put in |
|
|
2302 | * there, as well as the confusion stuff. |
|
|
2303 | */ |
|
|
2304 | move_player (op, op->direction); |
2277 | return move_player (op, op->direction); |
2305 | |
2278 | |
2306 | return op->speed_left > 0; |
|
|
2307 | } |
|
|
2308 | } |
|
|
2309 | |
|
|
2310 | return 0; |
2279 | return false; |
2311 | } |
2280 | } |
2312 | |
2281 | |
2313 | int |
2282 | int |
2314 | save_life (object *op) |
2283 | save_life (object *op) |
2315 | { |
2284 | { |
… | |
… | |
2581 | } |
2550 | } |
2582 | |
2551 | |
2583 | /* Digestion */ |
2552 | /* Digestion */ |
2584 | if (--op->last_eat < 0) |
2553 | if (--op->last_eat < 0) |
2585 | { |
2554 | { |
2586 | #ifdef COZY_SERVER |
|
|
2587 | int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; |
|
|
2588 | int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0; |
|
|
2589 | #else |
|
|
2590 | int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; |
2555 | int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; |
2591 | #endif |
|
|
2592 | |
2556 | |
2593 | if (op->contr->gen_hp > 0) |
2557 | if (op->contr->gen_hp > 0) |
2594 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2558 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2595 | else |
2559 | else |
2596 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
2560 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
… | |
… | |
2941 | object *force; |
2905 | object *force; |
2942 | int at; |
2906 | int at; |
2943 | |
2907 | |
2944 | force = get_archetype (FORCE_NAME); |
2908 | force = get_archetype (FORCE_NAME); |
2945 | /* 50 ticks should be enough time for the spell to abate */ |
2909 | /* 50 ticks should be enough time for the spell to abate */ |
2946 | force->speed = 0.1; |
2910 | force->speed = 0.1f; |
2947 | force->speed_left = -5.0; |
2911 | force->speed_left = -5.f; |
2948 | SET_FLAG (force, FLAG_APPLIED); |
2912 | SET_FLAG (force, FLAG_APPLIED); |
2949 | for (at = 0; at < NROFATTACKS; at++) |
2913 | for (at = 0; at < NROFATTACKS; at++) |
2950 | if (will_kill_again & (1 << at)) |
2914 | if (will_kill_again & (1 << at)) |
2951 | force->resist[at] = 100; |
2915 | force->resist[at] = 100; |
2952 | |
2916 | |
… | |
… | |
3073 | } |
3037 | } |
3074 | |
3038 | |
3075 | int |
3039 | int |
3076 | is_true_undead (object *op) |
3040 | is_true_undead (object *op) |
3077 | { |
3041 | { |
3078 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3042 | if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
3079 | return 1; |
3043 | return 1; |
3080 | |
3044 | |
3081 | return 0; |
3045 | return 0; |
3082 | } |
3046 | } |
3083 | |
3047 | |
… | |
… | |
3127 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3091 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3128 | * every time they move - as we subtract off 'invisibility' |
3092 | * every time they move - as we subtract off 'invisibility' |
3129 | * AND, for players, if they move into a ridiculously unhideable |
3093 | * AND, for players, if they move into a ridiculously unhideable |
3130 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3094 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3131 | */ |
3095 | */ |
3132 | |
|
|
3133 | void |
3096 | void |
3134 | do_hidden_move (object *op) |
3097 | do_hidden_move (object *op) |
3135 | { |
3098 | { |
3136 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3099 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3137 | object *skop; |
3100 | object *skop; |
… | |
… | |
3254 | * a blocked los square. |
3217 | * a blocked los square. |
3255 | * we use the archetype to figure out offsets. |
3218 | * we use the archetype to figure out offsets. |
3256 | */ |
3219 | */ |
3257 | while (op) |
3220 | while (op) |
3258 | { |
3221 | { |
3259 | dx = rv.distance_x + op->arch->clone.x; |
3222 | dx = rv.distance_x + op->arch->x; |
3260 | dy = rv.distance_y + op->arch->clone.y; |
3223 | dy = rv.distance_y + op->arch->y; |
3261 | |
3224 | |
3262 | /* only the viewable area the player sees is updated by LOS |
3225 | /* only the viewable area the player sees is updated by LOS |
3263 | * code, so we need to restrict ourselves to that range of values |
3226 | * code, so we need to restrict ourselves to that range of values |
3264 | * for any meaningful values. |
3227 | * for any meaningful values. |
3265 | */ |
3228 | */ |
… | |
… | |
3390 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3353 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3391 | return; |
3354 | return; |
3392 | } |
3355 | } |
3393 | |
3356 | |
3394 | /* everything seems okay - now bring on the gift: */ |
3357 | /* everything seems okay - now bring on the gift: */ |
3395 | item = &(tr->item->clone); |
3358 | item = tr->item; |
3396 | |
3359 | |
3397 | if (item->type == SPELL) |
3360 | if (item->type == SPELL) |
3398 | { |
3361 | { |
3399 | if (check_spell_known (who, item->name)) |
3362 | if (check_spell_known (who, item->name)) |
3400 | return; |
3363 | return; |
… | |
… | |
3460 | /* forces in the treasurelist can alter the player's stats */ |
3423 | /* forces in the treasurelist can alter the player's stats */ |
3461 | object *skin; |
3424 | object *skin; |
3462 | |
3425 | |
3463 | /* first get the dragon skin force */ |
3426 | /* first get the dragon skin force */ |
3464 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
3427 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
3465 | for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) |
3428 | for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below) |
3466 | ; |
3429 | ; |
3467 | |
3430 | |
3468 | if (!skin) |
3431 | if (!skin) |
3469 | return; |
3432 | return; |
3470 | |
3433 | |