1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 | |
3 | * |
|
|
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | |
7 | * |
7 | 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 |
8 | 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 |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | 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, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | 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 |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * |
20 | |
|
|
21 | 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> |
22 | */ |
22 | */ |
23 | |
23 | |
24 | #include <global.h> |
24 | #include <global.h> |
25 | #include <pwd.h> |
|
|
26 | #include <sproto.h> |
25 | #include <sproto.h> |
27 | #include <sounds.h> |
26 | #include <sounds.h> |
28 | #include <living.h> |
27 | #include <living.h> |
29 | #include <object.h> |
28 | #include <object.h> |
30 | #include <spells.h> |
29 | #include <spells.h> |
31 | #include <skills.h> |
30 | #include <skills.h> |
32 | |
31 | |
33 | #include <algorithm> |
32 | #include <algorithm> |
34 | #include <functional> |
33 | #include <functional> |
35 | |
34 | |
36 | player * |
35 | playervec players; |
37 | find_player (const char *plname) |
|
|
38 | { |
|
|
39 | for_all_players (pl) |
|
|
40 | if (pl->ob && !strcmp (query_name (pl->ob), plname)) |
|
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41 | return pl; |
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42 | |
|
|
43 | return 0; |
|
|
44 | } |
|
|
45 | |
36 | |
46 | void |
37 | void |
47 | display_motd (const object *op) |
38 | display_motd (const object *op) |
48 | { |
39 | { |
49 | char buf[MAX_BUF]; |
40 | char buf[MAX_BUF]; |
… | |
… | |
123 | |
114 | |
124 | news[0] = '\0'; |
115 | news[0] = '\0'; |
125 | subject[0] = '\0'; |
116 | subject[0] = '\0'; |
126 | size = 0; |
117 | size = 0; |
127 | |
118 | |
128 | while (fgets (buf, MAX_BUF, fp) != NULL) |
119 | while (fgets (buf, MAX_BUF, fp)) |
129 | { |
120 | { |
130 | if (*buf == '#') |
121 | if (*buf == '#') |
131 | continue; |
122 | continue; |
132 | |
123 | |
133 | if (*buf == '%') |
124 | if (*buf == '%') |
134 | { /* send one news */ |
125 | { /* send one news */ |
135 | if (size > 0) |
126 | if (size > 0) |
136 | 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 */ |
127 | 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 */ |
|
|
128 | |
137 | strcpy (subject, buf + 1); |
129 | strcpy (subject, buf + 1); |
138 | strip_endline (subject); |
130 | strip_endline (subject); |
139 | size = 0; |
131 | size = 0; |
140 | news[0] = '\0'; |
132 | news[0] = '\0'; |
141 | } |
133 | } |
… | |
… | |
150 | size += strlen (buf); |
142 | size += strlen (buf); |
151 | } |
143 | } |
152 | } |
144 | } |
153 | |
145 | |
154 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
146 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
155 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); |
147 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); |
156 | close_and_delete (fp, comp); |
148 | close_and_delete (fp, comp); |
157 | } |
149 | } |
158 | |
150 | |
159 | /* This loads the first map an puts the player on it. */ |
151 | /* This loads the first map an puts the player on it. */ |
160 | static void |
152 | static void |
161 | set_first_map (object *op) |
153 | set_first_map (object *op) |
162 | { |
154 | { |
163 | strcpy (op->contr->maplevel, first_map_path); |
155 | op->contr->maplevel = first_map_path; |
164 | op->x = -1; |
156 | op->x = -1; |
165 | op->y = -1; |
157 | op->y = -1; |
166 | enter_exit (op, 0); |
158 | } |
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159 | |
|
|
160 | void |
|
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161 | player::activate () |
|
|
162 | { |
|
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163 | if (active) |
|
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164 | return; |
|
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165 | |
|
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166 | players.insert (this); |
|
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167 | ob->remove (); |
|
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168 | ob->map = 0; |
|
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169 | ob->activate_recursive (); |
|
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170 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
|
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171 | add_friendly_object (ob); |
|
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172 | } |
|
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173 | |
|
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174 | void |
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175 | player::deactivate () |
|
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176 | { |
|
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177 | if (!active) |
|
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178 | return; |
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179 | |
|
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180 | terminate_all_pets (ob); |
|
|
181 | remove_friendly_object (ob); |
|
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182 | ob->deactivate_recursive (); |
|
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183 | |
|
|
184 | if (ob->map) |
|
|
185 | maplevel = ob->map->path; |
|
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186 | |
|
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187 | ob->remove (); |
|
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188 | ob->map = 0; |
|
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189 | party = 0; |
|
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190 | |
|
|
191 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
|
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192 | |
|
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193 | players.erase (this); |
167 | } |
194 | } |
168 | |
195 | |
169 | // connect the player with a specific client |
196 | // connect the player with a specific client |
170 | // also changed, rationalises, and fixes some incorrect settings |
197 | // also changes, rationalises, and fixes some incorrect settings |
171 | void |
198 | void |
172 | player::connect (client *ns) |
199 | player::connect (client *ns) |
173 | { |
200 | { |
174 | this->ns = ns; |
201 | this->ns = ns; |
175 | ns->pl = this; |
202 | ns->pl = this; |
176 | |
203 | |
177 | next = first_player; |
204 | run_on = 0; |
178 | first_player = this; |
205 | fire_on = 0; |
|
|
206 | ob->close_container (); //TODO: client-specific |
179 | |
207 | |
180 | ns->update_look = 0; |
208 | ns->update_look = 0; |
181 | ns->look_position = 0; |
209 | ns->look_position = 0; |
182 | |
210 | |
183 | clear_los (ob); |
211 | clear_los (this); |
|
|
212 | |
|
|
213 | ns->reset_stats (); |
184 | |
214 | |
185 | /* make sure he's a player -- needed because of class change. */ |
215 | /* make sure he's a player -- needed because of class change. */ |
186 | ob->type = PLAYER; // we are paranoid |
216 | ob->type = PLAYER; // we are paranoid |
187 | ob->race = ob->arch->clone.race; |
217 | ob->race = ob->arch->race; |
188 | |
|
|
189 | if (!legal_range (ob, shoottype)) |
|
|
190 | shoottype = range_none; |
|
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191 | |
218 | |
192 | ob->carrying = sum_weight (ob); |
219 | ob->carrying = sum_weight (ob); |
193 | link_player_skills (ob); |
220 | link_player_skills (ob); |
194 | |
221 | |
195 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
222 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
196 | ob->set_speed (ob->speed); |
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197 | |
223 | |
198 | assign (title, ob->arch->clone.name); |
224 | assign (title, ob->arch->object::name); |
199 | |
|
|
200 | /* can_use_shield is a new flag. However, the can_use.. seems to largely come |
|
|
201 | * from the class, and not race. I don't see any way to get the class information |
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|
202 | * to then update this. I don't think this will actually break anything - anyone |
|
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203 | * that can use armour should be able to use a shield. What this may 'break' |
|
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204 | * are features new characters get, eg, if someone starts up with a Q, they |
|
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205 | * should be able to use a shield. However, old Q's won't get that advantage. |
|
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206 | */ |
|
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207 | if (QUERY_FLAG (ob, FLAG_USE_ARMOUR)) |
|
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208 | SET_FLAG (ob, FLAG_USE_SHIELD); |
|
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209 | |
225 | |
210 | /* if it's a dragon player, set the correct title here */ |
226 | /* if it's a dragon player, set the correct title here */ |
211 | if (is_dragon_pl (ob)) |
227 | if (is_dragon_pl (ob)) |
212 | { |
228 | { |
213 | object *tmp, *abil = 0, *skin = 0; |
229 | object *tmp, *abil = 0, *skin = 0; |
… | |
… | |
215 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
231 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
216 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
232 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
217 | |
233 | |
218 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
234 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
219 | if (tmp->type == FORCE) |
235 | if (tmp->type == FORCE) |
220 | if (tmp->arch->name == dragon_ability_force) |
236 | if (tmp->arch->archname == dragon_ability_force) |
221 | abil = tmp; |
237 | abil = tmp; |
222 | else if (tmp->arch->name == dragon_skin_force) |
238 | else if (tmp->arch->archname == dragon_skin_force) |
223 | skin = tmp; |
239 | skin = tmp; |
224 | |
240 | |
225 | set_dragon_name (ob, abil, skin); |
241 | set_dragon_name (ob, abil, skin); |
226 | } |
242 | } |
227 | |
243 | |
228 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
|
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229 | add_friendly_object (ob); |
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230 | |
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231 | LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host); |
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232 | |
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233 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
244 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
234 | new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name); |
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|
235 | |
245 | |
236 | esrv_new_player (this, ob->weight + ob->carrying); |
246 | esrv_new_player (this, ob->weight + ob->carrying); |
237 | |
247 | |
|
|
248 | ob->flag [FLAG_READY_WEAPON] = false; |
|
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249 | ob->flag [FLAG_READY_SKILL] = false; |
|
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250 | ob->flag [FLAG_READY_BOW] = false; |
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251 | |
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252 | for (object *op = ob->inv; op; op = op->below) |
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253 | if (op->flag [FLAG_APPLIED]) |
|
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254 | switch (op->type) |
|
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255 | { |
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256 | case SKILL: |
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257 | ob->flag [FLAG_APPLIED] = false; |
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258 | break; |
|
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259 | |
|
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260 | case WAND: |
|
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261 | case ROD: |
|
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262 | case HORN: |
|
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263 | case BOW: |
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264 | ranged_ob = op; |
|
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265 | break; |
|
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266 | |
|
|
267 | case WEAPON: |
|
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268 | combat_ob = op; |
|
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269 | break; |
|
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270 | } |
|
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271 | |
|
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272 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
238 | ob->update_stats (); |
273 | ob->update_stats (); |
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274 | |
239 | ns->floorbox_update (); |
275 | ns->floorbox_update (); |
240 | |
|
|
241 | esrv_send_inventory (ob, ob); |
276 | esrv_send_inventory (ob, ob); |
242 | esrv_add_spells (this, 0); |
277 | esrv_add_spells (this, 0); |
243 | |
278 | |
244 | enter_exit (ob, 0); |
279 | activate (); |
245 | |
280 | |
246 | send_rules (ob); |
281 | send_rules (ob); |
247 | send_news (ob); |
282 | send_news (ob); |
248 | display_motd (ob); |
283 | display_motd (ob); |
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284 | |
|
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285 | INVOKE_PLAYER (CONNECT, this); |
249 | INVOKE_PLAYER (LOGIN, this); |
286 | INVOKE_PLAYER (LOGIN, this); |
250 | } |
287 | } |
251 | |
288 | |
252 | void |
289 | void |
253 | player::disconnect () |
290 | player::disconnect () |
254 | { |
291 | { |
255 | //TODO: don't be so harsh and destroy :) |
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256 | if (ns) |
292 | if (ns) |
257 | destroy (); |
293 | { |
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294 | if (active) |
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295 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
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296 | |
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297 | INVOKE_PLAYER (DISCONNECT, this); |
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298 | |
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299 | ns->reset_stats (); |
|
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300 | ns->pl = 0; |
|
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301 | ns = 0; |
|
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302 | } |
|
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303 | |
|
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304 | if (ob) |
|
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305 | ob->close_container (); //TODO: client-specific |
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306 | |
|
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307 | observe = ob; |
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308 | |
|
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309 | deactivate (); |
258 | } |
310 | } |
259 | |
311 | |
260 | // the need for this function can be explained |
312 | // the need for this function can be explained |
261 | // by load_object not returning the object |
313 | // by load_object not returning the object |
262 | void |
314 | void |
263 | player::set_object (object *op) |
315 | player::set_object (object *op) |
264 | { |
316 | { |
265 | ob = op; |
317 | ob = observe = op; |
266 | ob->contr = this; /* this aren't yet in archetype */ |
318 | ob->contr = this; /* this aren't yet in archetype */ |
267 | |
319 | |
|
|
320 | ob->speed = 1.0f; |
268 | ob->speed_left = 0.5; |
321 | ob->speed_left = 0.5f; |
269 | ob->speed = 1.0; |
322 | |
270 | ob->direction = 5; /* So player faces south */ |
323 | ob->direction = 5; /* So player faces south */ |
271 | ob->stats.wc = 2; |
324 | } |
272 | ob->run_away = 25; /* Then we panick... */ |
|
|
273 | |
325 | |
274 | set_first_map (ob); |
326 | void |
275 | |
327 | player::set_observe (object *op) |
276 | ob->roll_stats (); |
328 | { |
|
|
329 | observe = op ? op : ob; |
|
|
330 | do_los = 1; |
277 | } |
331 | } |
278 | |
332 | |
279 | player::player () |
333 | player::player () |
280 | { |
334 | { |
281 | /* There are some elements we want initialized to non zero value - |
335 | /* There are some elements we want initialised to non zero value - |
282 | * we deal with that below this point. |
336 | * we deal with that below this point. |
283 | */ |
337 | */ |
284 | outputs_sync = 16; /* Every 2 seconds */ |
338 | outputs_sync = 4; |
285 | outputs_count = 8; /* Keeps present behaviour */ |
339 | outputs_count = 4; |
286 | unapply = unapply_nochoice; |
340 | unapply = unapply_nochoice; |
287 | |
341 | |
288 | assign (savebed_map, first_map_path); /* Init. respawn position */ |
342 | savebed_map = first_map_path; /* Init. respawn position */ |
289 | |
343 | |
290 | gen_sp_armour = 10; |
344 | gen_sp_armour = 10; |
291 | last_speed = -1; |
|
|
292 | shoottype = range_none; |
|
|
293 | bowtype = bow_normal; |
345 | bowtype = bow_normal; |
294 | petmode = pet_normal; |
346 | petmode = pet_normal; |
295 | listening = 10; |
347 | listening = 10; |
296 | usekeys = containers; |
348 | usekeys = containers; |
297 | last_weapon_sp = -1; |
|
|
298 | peaceful = 1; /* default peaceful */ |
349 | peaceful = 1; /* default peaceful */ |
299 | do_los = 1; |
350 | do_los = 1; |
300 | |
351 | |
301 | /* we need to clear these to -1 and not zero - otherwise, |
352 | weapon_sp = 1.0f; |
302 | * if a player quits and starts a new character, we wont |
353 | weapon_sp_left = 0.5f; |
303 | * send new values to the client, as things like exp start |
|
|
304 | * at zero. |
|
|
305 | */ |
|
|
306 | for (int i = 0; i < NUM_SKILLS; i++) |
|
|
307 | last_skill_exp[i] = -1; |
|
|
308 | |
|
|
309 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
310 | last_resist[i] = -1; |
|
|
311 | |
|
|
312 | last_stats.exp = -1; |
|
|
313 | last_weight = (uint32) - 1; |
|
|
314 | } |
354 | } |
315 | |
355 | |
316 | void |
356 | void |
317 | player::do_destroy () |
357 | player::do_destroy () |
318 | { |
358 | { |
|
|
359 | disconnect (); |
|
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360 | |
319 | attachable::do_destroy (); |
361 | attachable::do_destroy (); |
320 | |
|
|
321 | save (false); |
|
|
322 | enable_save = false; |
|
|
323 | |
|
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324 | disconnect (); |
|
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325 | |
|
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326 | terminate_all_pets (ob); |
|
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327 | |
|
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328 | if (first_player != this) |
|
|
329 | { |
|
|
330 | player *prev = first_player; |
|
|
331 | |
|
|
332 | while (prev && prev->next && prev->next != this) |
|
|
333 | prev = prev->next; |
|
|
334 | |
|
|
335 | if (prev->next != this) |
|
|
336 | { |
|
|
337 | LOG (llevError, "Free_player: Can't find previous player.\n"); |
|
|
338 | abort (); |
|
|
339 | } |
|
|
340 | |
|
|
341 | prev->next = next; |
|
|
342 | } |
|
|
343 | else |
|
|
344 | first_player = next; |
|
|
345 | |
362 | |
346 | if (ob) |
363 | if (ob) |
347 | { |
364 | { |
348 | ob->destroy_inv (false); |
365 | ob->destroy_inv (false); |
349 | ob->destroy (); |
366 | ob->destroy (); |
350 | } |
367 | } |
351 | |
368 | |
352 | if (ns) |
369 | ob = observe = 0; |
353 | { |
|
|
354 | client *ns = this->ns; |
|
|
355 | ns->send_packet ("goodbye"); |
|
|
356 | ns->flush (); |
|
|
357 | ns->pl = 0; |
|
|
358 | this->ns = 0; |
|
|
359 | ns->destroy (); |
|
|
360 | } |
|
|
361 | } |
370 | } |
362 | |
371 | |
363 | player::~player () |
372 | player::~player () |
364 | { |
373 | { |
365 | /* Clear item stack */ |
374 | /* Clear item stack */ |
… | |
… | |
374 | player::create () |
383 | player::create () |
375 | { |
384 | { |
376 | player *pl = new player; |
385 | player *pl = new player; |
377 | |
386 | |
378 | pl->set_object (arch_to_object (get_player_archetype (0))); |
387 | pl->set_object (arch_to_object (get_player_archetype (0))); |
|
|
388 | |
|
|
389 | pl->ob->roll_stats (); |
|
|
390 | pl->ob->stats.wc = 2; |
|
|
391 | pl->ob->run_away = 25; /* Then we panick... */ |
|
|
392 | |
|
|
393 | set_first_map (pl->ob); |
379 | |
394 | |
380 | return pl; |
395 | return pl; |
381 | } |
396 | } |
382 | |
397 | |
383 | /* |
398 | /* |
… | |
… | |
386 | * Note: there MUST be at least one player archetype! |
401 | * Note: there MUST be at least one player archetype! |
387 | */ |
402 | */ |
388 | archetype * |
403 | archetype * |
389 | get_player_archetype (archetype *at) |
404 | get_player_archetype (archetype *at) |
390 | { |
405 | { |
391 | archetype *start = at; |
406 | archvec::iterator i = at ? archetypes.find (at) : archetypes.begin (); |
392 | |
407 | |
393 | for (;;) |
408 | for (;;) |
394 | { |
409 | { |
395 | if (at == NULL || at->next == NULL) |
410 | if (++i == archetypes.end ()) |
396 | at = first_archetype; |
411 | i = archetypes.begin (); |
397 | else |
412 | else if (*i == at) |
398 | at = at->next; |
413 | cleanup ("not a single player archetype found"); |
399 | |
414 | |
400 | if (at->clone.type == PLAYER) |
415 | if ((*i)->type == PLAYER) |
401 | return at; |
416 | return *i; |
402 | |
|
|
403 | if (at == start) |
|
|
404 | { |
|
|
405 | LOG (llevError, "No Player archetypes\n"); |
|
|
406 | exit (-1); |
|
|
407 | } |
|
|
408 | } |
417 | } |
409 | } |
418 | } |
410 | |
419 | |
411 | object * |
420 | object * |
412 | get_nearest_player (object *mon) |
421 | get_nearest_player (object *mon) |
… | |
… | |
414 | object *op = NULL; |
423 | object *op = NULL; |
415 | objectlink *ol; |
424 | objectlink *ol; |
416 | unsigned lastdist; |
425 | unsigned lastdist; |
417 | rv_vector rv; |
426 | rv_vector rv; |
418 | |
427 | |
419 | for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) |
428 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
420 | { |
429 | { |
421 | /* We should not find free objects on this friendly list, but it |
430 | /* We should not find free objects on this friendly list, but it |
422 | * does periodically happen. Given that, lets deal with it. |
431 | * does periodically happen. Given that, lets deal with it. |
423 | * While unlikely, it is possible the next object on the friendly |
432 | * While unlikely, it is possible the next object on the friendly |
424 | * list is also free, so encapsulate this in a while loop. |
433 | * list is also free, so encapsulate this in a while loop. |
… | |
… | |
428 | object *tmp = ol->ob; |
437 | object *tmp = ol->ob; |
429 | |
438 | |
430 | /* Can't do much more other than log the fact, because the object |
439 | /* Can't do much more other than log the fact, because the object |
431 | * itself will have been cleared. |
440 | * itself will have been cleared. |
432 | */ |
441 | */ |
433 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); |
442 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n", |
|
|
443 | tmp->debug_desc ()); |
434 | ol = ol->next; |
444 | ol = ol->next; |
435 | remove_friendly_object (tmp); |
445 | remove_friendly_object (tmp); |
436 | if (!ol) |
446 | if (!ol) |
437 | return op; |
447 | return op; |
438 | } |
448 | } |
… | |
… | |
527 | x = mon->x; |
537 | x = mon->x; |
528 | y = mon->y; |
538 | y = mon->y; |
529 | m = mon->map; |
539 | m = mon->map; |
530 | dir = rv.direction; |
540 | dir = rv.direction; |
531 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
541 | 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); |
542 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
|
|
543 | |
533 | /* If we can't solve it within the search distance, return now. */ |
544 | /* If we can't solve it within the search distance, return now. */ |
534 | if (diff > max) |
545 | if (diff > max) |
535 | return 0; |
546 | return 0; |
|
|
547 | |
536 | while (diff > 1 && max > 0) |
548 | while (diff > 1 && max > 0) |
537 | { |
549 | { |
538 | lastx = x; |
550 | lastx = x; |
539 | lasty = y; |
551 | lasty = y; |
540 | lastmap = m; |
552 | lastmap = m; |
… | |
… | |
622 | max--; |
634 | max--; |
623 | lastdir = dir; |
635 | lastdir = dir; |
624 | if (!firstdir) |
636 | if (!firstdir) |
625 | firstdir = dir; |
637 | firstdir = dir; |
626 | } |
638 | } |
|
|
639 | |
627 | if (diff <= 1) |
640 | if (diff <= 1) |
628 | { |
641 | { |
629 | /* Recalculate diff (distance) because we may not have actually |
642 | /* Recalculate diff (distance) because we may not have actually |
630 | * headed toward player for entire distance. |
643 | * headed toward player for entire distance. |
631 | */ |
644 | */ |
632 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
645 | 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); |
646 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
634 | } |
647 | } |
|
|
648 | |
635 | if (diff > max) |
649 | if (diff > max) |
636 | return 0; |
650 | return 0; |
637 | } |
651 | } |
|
|
652 | |
638 | /* If we reached the max, didn't find a direction in time */ |
653 | /* If we reached the max, didn't find a direction in time */ |
639 | if (!max) |
654 | if (!max) |
640 | return 0; |
655 | return 0; |
641 | |
656 | |
642 | return firstdir; |
657 | return firstdir; |
… | |
… | |
756 | roll_stat (void) |
771 | roll_stat (void) |
757 | { |
772 | { |
758 | int a[4], i, j, k; |
773 | int a[4], i, j, k; |
759 | |
774 | |
760 | for (i = 0; i < 4; i++) |
775 | for (i = 0; i < 4; i++) |
761 | a[i] = (int) RANDOM () % 6 + 1; |
776 | a[i] = (int) rndm (6) + 1; |
762 | |
777 | |
763 | for (i = 0, j = 0, k = 7; i < 4; i++) |
778 | for (i = 0, j = 0, k = 7; i < 4; i++) |
764 | if (a[i] < k) |
779 | if (a[i] < k) |
765 | k = a[i], j = i; |
780 | k = a[i], j = i; |
766 | |
781 | |
… | |
… | |
772 | } |
787 | } |
773 | |
788 | |
774 | void |
789 | void |
775 | object::roll_stats () |
790 | object::roll_stats () |
776 | { |
791 | { |
777 | int statsort [7]; |
792 | int statsort [NUM_STATS]; |
778 | |
793 | |
779 | for (;;) |
794 | for (;;) |
780 | { |
795 | { |
781 | int sum = 0; |
796 | int sum = 0; |
782 | for (int i = 7; i--; ) |
797 | for (int i = NUM_STATS; i--; ) |
783 | sum += statsort [i] = roll_stat (); |
798 | sum += statsort [i] = roll_stat (); |
784 | |
799 | |
785 | if (sum >= 82 && sum <= 116) |
800 | if (sum >= 82 && sum <= 116) |
786 | break; |
801 | break; |
787 | } |
802 | } |
788 | |
803 | |
789 | // Sort the stats so that rerolling is easier... |
804 | // Sort the stats so that rerolling is easier... |
790 | std::sort (statsort, statsort + 7, std::greater<int>()); |
805 | std::sort (statsort, statsort + NUM_STATS, std::greater<int>()); |
791 | |
806 | |
|
|
807 | for (int i = 0; i < NUM_STATS; ++i) |
792 | stats.Str = statsort[0]; |
808 | 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 | |
809 | |
800 | stats.exp = 0; |
810 | stats.exp = 0; |
801 | stats.ac = 0; |
811 | stats.ac = 0; |
802 | |
812 | |
803 | stats.hp = stats.maxhp; |
813 | stats.hp = stats.maxhp; |
… | |
… | |
815 | } |
825 | } |
816 | |
826 | |
817 | void |
827 | void |
818 | object::swap_stats (int a, int b) |
828 | object::swap_stats (int a, int b) |
819 | { |
829 | { |
820 | int tmp = get_attr_value (&contr->orig_stats, a); |
830 | 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 | |
831 | |
|
|
832 | for (int i = 0; i < NUM_STATS; ++i) |
824 | stats.Str = contr->orig_stats.Str; |
833 | 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 | |
834 | |
832 | //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, |
833 | // be merged with the similar code in roll_stats |
836 | // be merged with the similar code in roll_stats |
834 | stats.ac = 0; |
837 | stats.ac = 0; |
835 | |
838 | |
… | |
… | |
847 | contr->levsp[1] = 6; |
850 | contr->levsp[1] = 6; |
848 | contr->levgrace[1] = 3; |
851 | contr->levgrace[1] = 3; |
849 | |
852 | |
850 | contr->orig_stats = stats; |
853 | contr->orig_stats = stats; |
851 | } |
854 | } |
|
|
855 | } |
|
|
856 | |
|
|
857 | static void |
|
|
858 | start_info (object *op) |
|
|
859 | { |
|
|
860 | char buf[MAX_BUF]; |
|
|
861 | |
|
|
862 | sprintf (buf, "Welcome to Crossfire v%s!", VERSION); |
|
|
863 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
864 | //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help"); |
|
|
865 | //new_draw_info (NDI_UNIQUE, 0, op, " "); |
852 | } |
866 | } |
853 | |
867 | |
854 | /* This function takes the key that is passed, and does the |
868 | /* This function takes the key that is passed, and does the |
855 | * appropriate action with it (change race, or other things). |
869 | * appropriate action with it (change race, or other things). |
856 | * The function name is for historical reasons - now we have |
870 | * The function name is for historical reasons - now we have |
857 | * separate race and class; this actually changes the RACE, |
871 | * separate race and class; this actually changes the RACE, |
858 | * not the class. |
872 | * not the class. |
859 | */ |
873 | */ |
860 | int |
874 | void |
861 | key_change_class (object *op, char key) |
875 | player::chargen_race_done () |
862 | { |
876 | { |
863 | int tmp_loop; |
|
|
864 | |
|
|
865 | if (key == 'd' || key == 'D') |
|
|
866 | { |
|
|
867 | char buf[MAX_BUF]; |
|
|
868 | |
|
|
869 | /* this must before then initial items are given */ |
877 | /* this must before then initial items are given */ |
870 | esrv_new_player (op->contr, op->weight + op->carrying); |
878 | esrv_new_player (ob->contr, ob->weight + ob->carrying); |
871 | |
879 | |
872 | treasurelist *tl = find_treasurelist ("starting_wealth"); |
880 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
873 | if (tl) |
881 | if (tl) |
874 | create_treasure (tl, op, 0, 0, 0); |
882 | create_treasure (tl, ob, 0, 0, 0); |
875 | |
883 | |
876 | INVOKE_PLAYER (BIRTH, op->contr); |
884 | INVOKE_PLAYER (BIRTH, ob->contr); |
877 | INVOKE_PLAYER (LOGIN, op->contr); |
885 | INVOKE_PLAYER (LOGIN, ob->contr); |
878 | |
886 | |
879 | op->contr->ns->state = ST_PLAYING; |
887 | ob->contr->ns->state = ST_PLAYING; |
880 | |
888 | |
881 | if (op->msg) |
889 | if (ob->msg) |
882 | op->msg = NULL; |
890 | ob->msg = 0; |
883 | |
891 | |
884 | /* We create this now because some of the unique maps will need it |
892 | /* We create this now because some of the unique maps will need it |
885 | * to save here. |
893 | * to save here. |
886 | */ |
894 | */ |
|
|
895 | { |
|
|
896 | char buf[MAX_BUF]; |
887 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
897 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name); |
888 | make_path_to_file (buf); |
898 | make_path_to_file (buf); |
|
|
899 | } |
889 | |
900 | |
890 | #ifdef AUTOSAVE |
|
|
891 | op->contr->last_save_tick = pticks; |
|
|
892 | #endif |
|
|
893 | start_info (op); |
901 | start_info (ob); |
894 | CLEAR_FLAG (op, FLAG_WIZ); |
902 | CLEAR_FLAG (ob, FLAG_WIZ); |
895 | give_initial_items (op, op->randomitems); |
903 | give_initial_items (ob, ob->randomitems); |
896 | link_player_skills (op); |
904 | link_player_skills (ob); |
897 | esrv_send_inventory (op, op); |
905 | esrv_send_inventory (ob, ob); |
898 | op->update_stats (); |
906 | ob->update_stats (); |
899 | |
907 | |
900 | /* This moves the player to a different start map, if there |
908 | /* This moves the player to a different start map, if there |
901 | * is one for this race |
909 | * is one for this race |
902 | */ |
910 | */ |
903 | if (*first_map_ext_path) |
911 | if (*first_map_ext_path) |
904 | { |
912 | { |
905 | object *tmp; |
913 | object *tmp; |
906 | char mapname[MAX_BUF]; |
914 | char mapname[MAX_BUF]; |
907 | |
915 | |
908 | snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); |
916 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname); |
909 | tmp = object::create (); |
917 | tmp = object::create (); |
910 | EXIT_PATH (tmp) = mapname; |
918 | EXIT_PATH (tmp) = mapname; |
911 | EXIT_X (tmp) = op->x; |
919 | EXIT_X (tmp) = ob->x; |
912 | EXIT_Y (tmp) = op->y; |
920 | EXIT_Y (tmp) = ob->y; |
913 | enter_exit (op, tmp); /* we don't really care if it succeeded; |
921 | ob->enter_exit (tmp); /* we don't really care if it succeeded; |
914 | * if the map isn't there, then stay on the |
922 | * if the map isn't there, then stay on the |
915 | * default initial map */ |
923 | * default initial map */ |
916 | tmp->destroy (); |
924 | tmp->destroy (); |
917 | } |
925 | } |
918 | else |
926 | else |
919 | LOG (llevDebug, "first_map_ext_path not set\n"); |
927 | LOG (llevDebug, "first_map_ext_path not set\n"); |
|
|
928 | } |
920 | |
929 | |
921 | return 0; |
930 | void |
922 | } |
931 | player::chargen_race_next () |
923 | |
932 | { |
924 | /* Following actually changes the race - this is the default command |
933 | /* Following actually changes the race - this is the default command |
925 | * if we don't match with one of the options above. |
934 | * if we don't match with one of the options above. |
926 | */ |
935 | */ |
927 | |
936 | |
928 | tmp_loop = 0; |
937 | do |
929 | while (!tmp_loop) |
|
|
930 | { |
938 | { |
931 | shstr name = op->name; |
939 | shstr name = ob->name; |
932 | int x = op->x, y = op->y; |
940 | int x = ob->x, y = ob->y; |
933 | |
941 | |
934 | op->remove_statbonus (); |
942 | ob->remove_statbonus (); |
935 | op->remove (); |
943 | ob->remove (); |
936 | op->arch = get_player_archetype (op->arch); |
944 | ob->arch = get_player_archetype (ob->arch); |
937 | op->arch->clone.copy_to (op); |
945 | ob->arch->copy_to (ob); |
938 | op->instantiate (); |
946 | ob->instantiate (); |
939 | op->stats = op->contr->orig_stats; |
947 | ob->stats = ob->contr->orig_stats; |
940 | op->name = op->name_pl = name; |
948 | ob->name = ob->name_pl = name; |
941 | op->x = x; |
949 | ob->x = x; |
942 | op->y = y; |
950 | ob->y = y; |
943 | SET_ANIMATION (op, 2); /* So player faces south */ |
951 | SET_ANIMATION (ob, 2); /* So player faces south */ |
944 | insert_ob_in_map (op, op->map, op, 0); |
952 | insert_ob_in_map (ob, ob->map, ob, 0); |
945 | assign (op->contr->title, op->arch->clone.name); |
953 | assign (ob->contr->title, ob->arch->object::name); |
946 | op->add_statbonus (); |
954 | ob->add_statbonus (); |
947 | tmp_loop = allowed_class (op); |
|
|
948 | } |
955 | } |
|
|
956 | while (!allowed_class (ob)); |
949 | |
957 | |
950 | update_object (op, UP_OBJ_FACE); |
958 | update_object (ob, UP_OBJ_FACE); |
951 | esrv_update_item (UPD_FACE, op, op); |
959 | esrv_update_item (UPD_FACE, ob, ob); |
952 | op->update_stats (); |
960 | ob->update_stats (); |
953 | op->stats.hp = op->stats.maxhp; |
961 | ob->stats.hp = ob->stats.maxhp; |
954 | op->stats.sp = op->stats.maxsp; |
962 | ob->stats.sp = ob->stats.maxsp; |
955 | op->stats.grace = 0; |
963 | ob->stats.grace = 0; |
956 | |
|
|
957 | if (op->msg) |
|
|
958 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
|
|
959 | |
|
|
960 | send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); |
|
|
961 | return 0; |
|
|
962 | } |
|
|
963 | |
|
|
964 | int |
|
|
965 | key_confirm_quit (object *op, char key) |
|
|
966 | { |
|
|
967 | if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') |
|
|
968 | { |
|
|
969 | op->contr->ns->state = ST_PLAYING; |
|
|
970 | new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); |
|
|
971 | return 1; |
|
|
972 | } |
|
|
973 | |
|
|
974 | INVOKE_PLAYER (LOGOUT, op->contr); |
|
|
975 | INVOKE_PLAYER (QUIT, op->contr); |
|
|
976 | |
|
|
977 | op->contr->enable_save = false; |
|
|
978 | |
|
|
979 | terminate_all_pets (op); |
|
|
980 | leave_map (op); |
|
|
981 | op->direction = 0; |
|
|
982 | new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); |
|
|
983 | |
|
|
984 | strcpy (op->contr->killer, "quit"); |
|
|
985 | check_score (op); |
|
|
986 | op->contr->party = 0; |
|
|
987 | op->contr->own_title[0] = '\0'; |
|
|
988 | |
|
|
989 | object_ptr ob = op; |
|
|
990 | |
|
|
991 | /* We need to hunt for any per player unique maps in memory and |
|
|
992 | * get rid of them. The trailing slash in the path is intentional, |
|
|
993 | * so that players named 'Ab' won't match against players 'Abe' pathname |
|
|
994 | */ |
|
|
995 | char buf[MAX_BUF]; |
|
|
996 | sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); |
|
|
997 | |
|
|
998 | for (maptile *next, *mp = first_map; mp; mp = next) |
|
|
999 | { |
|
|
1000 | next = mp->next; |
|
|
1001 | |
|
|
1002 | if (!strncmp (mp->path, buf, strlen (buf))) |
|
|
1003 | delete_map (mp); |
|
|
1004 | } |
|
|
1005 | |
|
|
1006 | delete_character (ob->name, 1); |
|
|
1007 | ob->contr->destroy (); |
|
|
1008 | |
|
|
1009 | return 1; |
|
|
1010 | } |
964 | } |
1011 | |
965 | |
1012 | void |
966 | void |
1013 | flee_player (object *op) |
967 | flee_player (object *op) |
1014 | { |
968 | { |
… | |
… | |
1061 | /* Cornered, get rid of scared */ |
1015 | /* Cornered, get rid of scared */ |
1062 | CLEAR_FLAG (op, FLAG_SCARED); |
1016 | CLEAR_FLAG (op, FLAG_SCARED); |
1063 | op->enemy = NULL; |
1017 | op->enemy = NULL; |
1064 | } |
1018 | } |
1065 | |
1019 | |
1066 | |
|
|
1067 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
1020 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
1068 | * IT returns 1 if the player should keep on moving, 0 if he should |
1021 | * It returns 1 if the player should keep on moving, 0 if he should |
1069 | * stop. |
1022 | * stop. |
1070 | */ |
1023 | */ |
1071 | int |
1024 | int |
1072 | check_pick (object *op) |
1025 | check_pick (object *op) |
1073 | { |
1026 | { |
1074 | object *tmp, *next; |
1027 | object *tmp, *next; |
1075 | int stop = 0; |
1028 | int stop = 0; |
1076 | int j, k, wvratio; |
1029 | int wvratio; |
1077 | char putstring[128], tmpstr[16]; |
1030 | char putstring[128]; |
1078 | |
1031 | |
1079 | /* if you're flying, you cna't pick up anything */ |
1032 | /* if you're flying, you cna't pick up anything */ |
1080 | if (op->move_type & MOVE_FLYING) |
1033 | if (op->move_type & MOVE_FLYING) |
1081 | return 1; |
1034 | return 1; |
1082 | |
1035 | |
… | |
… | |
1150 | if (tmp->name != NULL) |
1103 | if (tmp->name != NULL) |
1151 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1104 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1152 | &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)))); |
1153 | else |
1106 | else |
1154 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1107 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1155 | &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)))); |
1156 | |
1109 | |
1157 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1110 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1158 | } |
1111 | } |
1159 | |
1112 | |
1160 | /* philosophy: |
1113 | /* philosophy: |
… | |
… | |
1353 | /* careful: chairs and tables are weapons! */ |
1306 | /* careful: chairs and tables are weapons! */ |
1354 | if (op->contr->mode & PU_ALLWEAPON) |
1307 | if (op->contr->mode & PU_ALLWEAPON) |
1355 | { |
1308 | { |
1356 | if (tmp->type == WEAPON && tmp->name != NULL) |
1309 | if (tmp->type == WEAPON && tmp->name != NULL) |
1357 | { |
1310 | { |
1358 | 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 && |
1359 | strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) |
1312 | strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) |
1360 | { |
1313 | { |
1361 | pick_up (op, tmp); |
1314 | pick_up (op, tmp); |
1362 | continue; |
1315 | continue; |
1363 | } |
1316 | } |
1364 | } |
1317 | } |
1365 | |
1318 | |
1366 | if (tmp->type == WEAPON && tmp->name == NULL) |
1319 | if (tmp->type == WEAPON && tmp->name == NULL) |
1367 | { |
1320 | { |
1368 | 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) |
1369 | { |
1322 | { |
1370 | pick_up (op, tmp); |
1323 | pick_up (op, tmp); |
1371 | continue; |
1324 | continue; |
1372 | } |
1325 | } |
1373 | } |
1326 | } |
… | |
… | |
1398 | if (tmp->name != NULL) |
1351 | if (tmp->name != NULL) |
1399 | { |
1352 | { |
1400 | fprintf (stderr, "%s", tmp->name); |
1353 | fprintf (stderr, "%s", tmp->name); |
1401 | } |
1354 | } |
1402 | else |
1355 | else |
1403 | fprintf (stderr, "%s", tmp->arch->name); |
1356 | fprintf (stderr, "%s", tmp->arch->archname); |
1404 | fprintf (stderr, ",%d] = ", tmp->type); |
1357 | fprintf (stderr, ",%d] = ", tmp->type); |
1405 | 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)))); |
1406 | #endif |
1359 | #endif |
1407 | continue; |
1360 | continue; |
1408 | } |
1361 | } |
… | |
… | |
1419 | * found object is returned. |
1372 | * found object is returned. |
1420 | */ |
1373 | */ |
1421 | object * |
1374 | object * |
1422 | find_arrow (object *op, const char *type) |
1375 | find_arrow (object *op, const char *type) |
1423 | { |
1376 | { |
1424 | object *tmp = NULL; |
1377 | object *tmp = 0; |
1425 | |
1378 | |
1426 | for (op = op->inv; op; op = op->below) |
1379 | for (op = op->inv; op; op = op->below) |
1427 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
1380 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
1428 | tmp = find_arrow (op, type); |
1381 | tmp = find_arrow (op, type); |
1429 | else if (op->type == ARROW && op->race == type) |
1382 | else if (op->type == ARROW && op->race == type) |
1430 | return op; |
1383 | return op; |
|
|
1384 | |
1431 | return tmp; |
1385 | return tmp; |
1432 | } |
1386 | } |
1433 | |
1387 | |
1434 | /* |
1388 | /* |
1435 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1389 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1436 | * against the target. A full test is not performed, simply a basic test |
1390 | * against the target. A full test is not performed, simply a basic test |
1437 | * of resistances. The archer is making a quick guess at what he sees down |
1391 | * of resistances. The archer is making a quick guess at what he sees down |
1438 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1392 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1439 | */ |
1393 | */ |
1440 | |
|
|
1441 | object * |
1394 | object * |
1442 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1395 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1443 | { |
1396 | { |
1444 | object *tmp = NULL, *arrow, *ntmp; |
1397 | object *tmp = NULL, *arrow, *ntmp; |
1445 | int attacknum, attacktype, betterby = 0, i; |
1398 | int attacknum, attacktype, betterby = 0, i; |
… | |
… | |
1478 | else |
1431 | else |
1479 | { |
1432 | { |
1480 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1433 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1481 | { |
1434 | { |
1482 | attacktype = 1 << attacknum; |
1435 | attacktype = 1 << attacknum; |
1483 | if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) |
1436 | if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0) |
1484 | 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) |
1485 | { |
1438 | { |
1486 | tmp = arrow; |
1439 | tmp = arrow; |
1487 | 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; |
1488 | } |
1441 | } |
1489 | } |
1442 | } |
1490 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1443 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1491 | { |
1444 | { |
1492 | tmp = arrow; |
1445 | tmp = arrow; |
… | |
… | |
1511 | * find_better_arrow to find a decent arrow to use. |
1464 | * find_better_arrow to find a decent arrow to use. |
1512 | * op = the shooter |
1465 | * op = the shooter |
1513 | * type = bow->race |
1466 | * type = bow->race |
1514 | * dir = fire direction |
1467 | * dir = fire direction |
1515 | */ |
1468 | */ |
1516 | |
|
|
1517 | object * |
1469 | object * |
1518 | pick_arrow_target (object *op, const char *type, int dir) |
1470 | pick_arrow_target (object *op, const char *type, int dir) |
1519 | { |
1471 | { |
1520 | object *tmp = NULL; |
1472 | object *tmp = NULL; |
1521 | maptile *m; |
1473 | maptile *m; |
… | |
… | |
1586 | */ |
1538 | */ |
1587 | int |
1539 | int |
1588 | 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) |
1589 | { |
1541 | { |
1590 | object *left, *bow; |
1542 | object *left, *bow; |
1591 | int bowspeed, mflags; |
1543 | int mflags; |
1592 | maptile *m; |
1544 | maptile *m; |
1593 | |
1545 | |
1594 | if (!dir) |
1546 | if (!dir) |
1595 | { |
1547 | { |
1596 | 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!"); |
1597 | return 0; |
1549 | return 0; |
1598 | } |
1550 | } |
1599 | |
1551 | |
1600 | if (op->type == PLAYER) |
1552 | if (op->contr) |
1601 | bow = op->contr->ranges[range_bow]; |
1553 | bow = op->current_weapon; |
1602 | else |
1554 | else |
1603 | { |
1555 | { |
1604 | for (bow = op->inv; bow; bow = bow->below) |
1556 | for (bow = op->inv; bow; bow = bow->below) |
1605 | /* 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 |
1606 | * 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. |
… | |
… | |
1611 | if (!bow) |
1563 | if (!bow) |
1612 | { |
1564 | { |
1613 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1565 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1614 | return 0; |
1566 | return 0; |
1615 | } |
1567 | } |
|
|
1568 | |
|
|
1569 | // optimisation: move object to top so we will find it quickly again |
|
|
1570 | if (bow->below) |
|
|
1571 | { |
|
|
1572 | bow->remove (); |
|
|
1573 | op->insert (bow); |
|
|
1574 | } |
|
|
1575 | |
1616 | } |
1576 | } |
1617 | |
1577 | |
1618 | if (!bow->race || !bow->skill) |
1578 | if (!bow->race || !bow->skill) |
1619 | { |
1579 | { |
1620 | 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); |
1621 | return 0; |
1581 | return 0; |
1622 | } |
1582 | } |
1623 | |
|
|
1624 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
|
|
1625 | |
|
|
1626 | /* penalize ROF for bestarrow */ |
|
|
1627 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
|
|
1628 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
|
|
1629 | |
|
|
1630 | if (bowspeed < 1) |
|
|
1631 | bowspeed = 1; |
|
|
1632 | |
1583 | |
1633 | if (arrow == NULL) |
1584 | if (arrow == NULL) |
1634 | { |
1585 | { |
1635 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1586 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1636 | { |
1587 | { |
1637 | if (op->type == PLAYER) |
1588 | if (op->type == PLAYER) |
1638 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1589 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1639 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1590 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1640 | else |
1591 | else |
1641 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1592 | CLEAR_FLAG (op, FLAG_READY_BOW); |
|
|
1593 | |
1642 | return 0; |
1594 | return 0; |
1643 | } |
1595 | } |
1644 | } |
1596 | } |
1645 | |
1597 | |
1646 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1598 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
… | |
… | |
1670 | |
1622 | |
1671 | arrow->set_owner (op); |
1623 | arrow->set_owner (op); |
1672 | arrow->skill = bow->skill; |
1624 | arrow->skill = bow->skill; |
1673 | arrow->direction = dir; |
1625 | arrow->direction = dir; |
1674 | |
1626 | |
|
|
1627 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
|
|
1628 | arrow->stats.hp = arrow->stats.dam; |
|
|
1629 | arrow->stats.grace = arrow->attacktype; |
|
|
1630 | |
|
|
1631 | if (arrow->slaying) |
|
|
1632 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1633 | |
|
|
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); |
|
|
1650 | |
|
|
1651 | /* update the speed */ |
|
|
1652 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
|
|
1653 | + bow->stats.dam / 7.f; |
|
|
1654 | |
|
|
1655 | arrow->set_speed (max (arrow->speed, 2.f)); |
|
|
1656 | arrow->speed_left = 0; |
|
|
1657 | |
|
|
1658 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
|
|
1659 | |
1675 | if (op->type == PLAYER) |
1660 | if (op->type == PLAYER) |
1676 | { |
1661 | { |
1677 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
|
|
1678 | op->update_stats (); |
|
|
1679 | } |
|
|
1680 | |
|
|
1681 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1682 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
|
|
1683 | arrow->stats.hp = arrow->stats.dam; |
|
|
1684 | arrow->stats.grace = arrow->attacktype; |
|
|
1685 | if (arrow->slaying != NULL) |
|
|
1686 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1687 | |
|
|
1688 | /* Note that this was different for monsters - they got their level |
|
|
1689 | * added to the damage. I think the strength bonus is more proper. |
|
|
1690 | */ |
|
|
1691 | |
|
|
1692 | arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic; |
|
|
1693 | |
|
|
1694 | /* update the speed */ |
|
|
1695 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
|
|
1696 | 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
|
|
1697 | |
|
|
1698 | arrow->set_speed (max (arrow->speed, 1.0)); |
|
|
1699 | arrow->speed_left = 0; |
|
|
1700 | |
|
|
1701 | if (op->type == PLAYER) |
|
|
1702 | { |
|
|
1703 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
|
|
1704 | (op->chosen_skill ? op->chosen_skill->level : op->level) - |
|
|
1705 | dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod; |
|
|
1706 | |
|
|
1707 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
1662 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
|
|
1663 | wc -= dex_bonus[op->stats.Dex]; |
|
|
1664 | |
|
|
1665 | if (!arrow->slaying) |
|
|
1666 | arrow->slaying = op->slaying; |
|
|
1667 | |
|
|
1668 | arrow->attacktype |= op->attacktype; |
1708 | } |
1669 | } |
1709 | else |
1670 | else |
1710 | { |
1671 | { |
1711 | arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; |
|
|
1712 | arrow->level = op->level; |
1672 | arrow->level = op->level; |
1713 | } |
1673 | arrow->stats.wc -= bow->magic; |
1714 | |
1674 | |
1715 | if (arrow->attacktype == AT_PHYSICAL) |
1675 | if (!arrow->slaying) |
|
|
1676 | arrow->slaying = bow->slaying; |
|
|
1677 | |
1716 | arrow->attacktype |= bow->attacktype; |
1678 | arrow->attacktype |= bow->attacktype; |
|
|
1679 | } |
1717 | |
1680 | |
1718 | if (bow->slaying) |
1681 | wc -= arrow->level; |
1719 | arrow->slaying = bow->slaying; |
1682 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
1720 | |
1683 | |
|
|
1684 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1721 | arrow->move_type = MOVE_FLY_LOW; |
1685 | arrow->move_type = MOVE_FLY_LOW; |
1722 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1686 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1723 | |
1687 | |
1724 | 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); |
1725 | m->insert (arrow, sx, sy, op); |
1689 | m->insert (arrow, sx, sy, op); |
… | |
… | |
1750 | { |
1714 | { |
1751 | int ret = 0, wcmod = 0; |
1715 | int ret = 0, wcmod = 0; |
1752 | |
1716 | |
1753 | if (op->contr->bowtype == bow_bestarrow) |
1717 | if (op->contr->bowtype == bow_bestarrow) |
1754 | { |
1718 | { |
1755 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); |
1719 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1756 | } |
1720 | } |
1757 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1721 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1758 | { |
1722 | { |
1759 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1723 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1760 | wcmod = -1; |
1724 | wcmod = -1; |
|
|
1725 | |
1761 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1726 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1762 | } |
1727 | } |
1763 | else if (op->contr->bowtype == bow_threewide) |
1728 | else if (op->contr->bowtype == bow_threewide) |
1764 | { |
1729 | { |
1765 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1730 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
… | |
… | |
1769 | else if (op->contr->bowtype == bow_spreadshot) |
1734 | else if (op->contr->bowtype == bow_spreadshot) |
1770 | { |
1735 | { |
1771 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1736 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1772 | 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); |
1773 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1738 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1774 | |
|
|
1775 | } |
1739 | } |
1776 | else |
1740 | else |
1777 | { |
1741 | { |
1778 | /* Simple case */ |
1742 | /* Simple case */ |
1779 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1743 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1780 | } |
1744 | } |
|
|
1745 | |
1781 | return ret; |
1746 | return ret; |
1782 | } |
1747 | } |
1783 | |
|
|
1784 | |
1748 | |
1785 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1749 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1786 | * Broken apart from 'fire' to keep it more readable. |
1750 | * Broken apart from 'fire' to keep it more readable. |
1787 | */ |
1751 | */ |
1788 | void |
1752 | void |
1789 | fire_misc_object (object *op, int dir) |
1753 | fire_misc_object (object *op, int dir) |
1790 | { |
1754 | { |
1791 | object *item; |
1755 | object *item = op->contr->ranged_ob; |
1792 | |
1756 | |
1793 | if (!op->contr->ranges[range_misc]) |
1757 | if (!item) |
1794 | { |
1758 | { |
1795 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1759 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1796 | return; |
1760 | return; |
1797 | } |
1761 | } |
1798 | |
1762 | |
1799 | item = op->contr->ranges[range_misc]; |
|
|
1800 | if (!item->inv) |
1763 | if (!item->inv) |
1801 | { |
1764 | { |
1802 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1765 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1803 | return; |
1766 | return; |
1804 | } |
1767 | } |
|
|
1768 | |
|
|
1769 | if (!op->change_weapon (item)) |
|
|
1770 | return; |
|
|
1771 | |
1805 | if (item->type == WAND) |
1772 | if (item->type == WAND) |
1806 | { |
1773 | { |
1807 | if (item->stats.food <= 0) |
1774 | if (item->stats.food <= 0) |
1808 | { |
1775 | { |
1809 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1776 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1810 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
1777 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
|
|
1778 | |
1811 | return; |
1779 | return; |
1812 | } |
1780 | } |
1813 | } |
1781 | } |
1814 | else if (item->type == ROD || item->type == HORN) |
1782 | else if (item->type == ROD || item->type == HORN) |
1815 | { |
1783 | { |
1816 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1784 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1817 | { |
1785 | { |
1818 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1786 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
|
|
1787 | |
1819 | if (item->type == ROD) |
1788 | if (item->type == ROD) |
1820 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1789 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1821 | else |
1790 | else |
1822 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
1791 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
|
|
1792 | |
1823 | return; |
1793 | return; |
1824 | } |
1794 | } |
1825 | } |
1795 | } |
1826 | |
1796 | |
1827 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1797 | if (cast_spell (op, item, dir, item->inv, NULL)) |
… | |
… | |
1834 | object *tmp; |
1804 | object *tmp; |
1835 | |
1805 | |
1836 | if (item->arch) |
1806 | if (item->arch) |
1837 | { |
1807 | { |
1838 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1808 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1839 | item->face = item->arch->clone.face; |
1809 | item->face = item->arch->face; |
1840 | item->set_speed (0); |
1810 | item->set_speed (0); |
1841 | } |
1811 | } |
1842 | |
1812 | |
1843 | if ((tmp = item->in_player ())) |
1813 | if ((tmp = item->in_player ())) |
1844 | esrv_update_item (UPD_ANIM, tmp, item); |
1814 | esrv_update_item (UPD_ANIM, tmp, item); |
… | |
… | |
1849 | } |
1819 | } |
1850 | } |
1820 | } |
1851 | |
1821 | |
1852 | /* Received a fire command for the player - go and do it. |
1822 | /* Received a fire command for the player - go and do it. |
1853 | */ |
1823 | */ |
1854 | void |
1824 | bool |
1855 | fire (object *op, int dir) |
1825 | fire (object *op, int dir) |
1856 | { |
1826 | { |
1857 | int spellcost = 0; |
1827 | int spellcost = 0; |
1858 | |
1828 | |
1859 | /* check for loss of invisiblity/hide */ |
1829 | /* check for loss of invisiblity/hide */ |
1860 | if (action_makes_visible (op)) |
1830 | if (action_makes_visible (op)) |
1861 | make_visible (op); |
1831 | make_visible (op); |
1862 | |
1832 | |
1863 | switch (op->contr->shoottype) |
1833 | player *pl = op->contr; |
|
|
1834 | |
|
|
1835 | if (pl->golem) |
|
|
1836 | { |
|
|
1837 | control_golem (op->contr->golem, dir); |
|
|
1838 | return false; |
1864 | { |
1839 | } |
1865 | case range_none: |
|
|
1866 | return; |
|
|
1867 | |
1840 | |
1868 | case range_bow: |
1841 | object *ob = pl->ranged_ob; |
|
|
1842 | |
|
|
1843 | if (!ob) |
|
|
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; |
|
|
1853 | |
|
|
1854 | switch (ob->type) |
|
|
1855 | { |
|
|
1856 | case BOW: |
1869 | player_fire_bow (op, dir); |
1857 | player_fire_bow (op, dir); |
1870 | return; |
1858 | break; |
1871 | |
1859 | |
1872 | case range_magic: /* Casting spells */ |
1860 | case SPELL: |
1873 | spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); |
1861 | spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); |
1874 | return; |
1862 | break; |
1875 | |
1863 | |
1876 | case range_misc: |
1864 | case BUILDER: |
|
|
1865 | apply_map_builder (op, dir); |
|
|
1866 | break; |
|
|
1867 | |
|
|
1868 | case SKILL: |
|
|
1869 | do_skill (op, op, ob, dir, 0); |
|
|
1870 | break; |
|
|
1871 | |
|
|
1872 | default: |
1877 | fire_misc_object (op, dir); |
1873 | fire_misc_object (op, dir); |
1878 | return; |
1874 | break; |
1879 | |
|
|
1880 | case range_golem: /* Control summoned monsters from scrolls */ |
|
|
1881 | if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
1882 | { |
|
|
1883 | op->contr->ranges[range_golem] = 0; |
|
|
1884 | op->contr->shoottype = range_none; |
|
|
1885 | } |
|
|
1886 | else |
|
|
1887 | control_golem (op->contr->ranges[range_golem], dir); |
|
|
1888 | return; |
|
|
1889 | |
|
|
1890 | case range_skill: |
|
|
1891 | if (!op->chosen_skill) |
|
|
1892 | { |
|
|
1893 | if (op->type == PLAYER) |
|
|
1894 | new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
|
|
1895 | return; |
|
|
1896 | } |
|
|
1897 | (void) do_skill (op, op, op->chosen_skill, dir, NULL); |
|
|
1898 | return; |
|
|
1899 | case range_builder: |
|
|
1900 | apply_map_builder (op, dir); |
|
|
1901 | return; |
|
|
1902 | default: |
|
|
1903 | new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); |
|
|
1904 | return; |
|
|
1905 | } |
1875 | } |
1906 | } |
|
|
1907 | |
1876 | |
1908 | |
1877 | return true; |
|
|
1878 | } |
1909 | |
1879 | |
1910 | /* find_key |
1880 | /* find_key |
1911 | * 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 |
1912 | * and successfully use it, we return the key, otherwise NULL |
1882 | * and successfully use it, we return the key, otherwise NULL |
1913 | * This function merges both normal and locked door, since the logic |
1883 | * This function merges both normal and locked door, since the logic |
… | |
… | |
1915 | * pl is the player, |
1885 | * pl is the player, |
1916 | * inv is the objects inventory to searched |
1886 | * inv is the objects inventory to searched |
1917 | * door is the door we are trying to match against. |
1887 | * door is the door we are trying to match against. |
1918 | * This function can be called recursively to search containers. |
1888 | * This function can be called recursively to search containers. |
1919 | */ |
1889 | */ |
1920 | |
|
|
1921 | object * |
1890 | object * |
1922 | find_key (object *pl, object *container, object *door) |
1891 | find_key (object *pl, object *container, object *door) |
1923 | { |
1892 | { |
1924 | object *tmp, *key; |
1893 | object *tmp, *key; |
1925 | |
1894 | |
1926 | /* Should not happen, but sanity checking is never bad */ |
1895 | /* Should not happen, but sanity checking is never bad */ |
1927 | if (container->inv == NULL) |
1896 | if (!container->inv) |
1928 | return NULL; |
1897 | return 0; |
1929 | |
1898 | |
1930 | /* First, lets try to find a key in the top level inventory */ |
1899 | /* First, lets try to find a key in the top level inventory */ |
1931 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1900 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1932 | { |
1901 | { |
1933 | if (door->type == DOOR && tmp->type == KEY) |
1902 | if (door->type == DOOR && tmp->type == KEY) |
1934 | break; |
1903 | break; |
1935 | /* For sanity, we should really check door type, but other stuff |
1904 | /* For sanity, we should really check door type, but other stuff |
1936 | * (like containers) can be locked with special keys |
1905 | * (like containers) can be locked with special keys |
1937 | */ |
1906 | */ |
1938 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1907 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1939 | break; |
1908 | break; |
1940 | } |
1909 | } |
|
|
1910 | |
1941 | /* No key found - lets search inventories now */ |
1911 | /* No key found - lets search inventories now */ |
1942 | /* If we find and use a key in an inventory, return at that time. |
1912 | /* If we find and use a key in an inventory, return at that time. |
1943 | * otherwise, if we search all the inventories and still don't find |
1913 | * otherwise, if we search all the inventories and still don't find |
1944 | * a key, return |
1914 | * a key, return |
1945 | */ |
1915 | */ |
1946 | if (!tmp) |
1916 | if (!tmp) |
1947 | { |
1917 | { |
1948 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1918 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1949 | { |
1919 | { |
1950 | /* No reason to search empty containers */ |
1920 | /* No reason to search empty containers */ |
1951 | if (tmp->type == CONTAINER && tmp->inv) |
1921 | if (tmp->type == CONTAINER && tmp->inv) |
1952 | { |
1922 | { |
1953 | if ((key = find_key (pl, tmp, door)) != NULL) |
1923 | if ((key = find_key (pl, tmp, door))) |
1954 | return key; |
1924 | return key; |
1955 | } |
1925 | } |
1956 | } |
1926 | } |
|
|
1927 | |
1957 | if (!tmp) |
1928 | if (!tmp) |
1958 | return NULL; |
1929 | return NULL; |
1959 | } |
1930 | } |
|
|
1931 | |
1960 | /* We get down here if we have found a key. Now if its in a container, |
1932 | /* We get down here if we have found a key. Now if its in a container, |
1961 | * see if we actually want to use it |
1933 | * see if we actually want to use it |
1962 | */ |
1934 | */ |
1963 | if (pl != container) |
1935 | if (pl != container) |
1964 | { |
1936 | { |
… | |
… | |
1985 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1957 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1986 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1958 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1987 | return NULL; |
1959 | return NULL; |
1988 | } |
1960 | } |
1989 | } |
1961 | } |
|
|
1962 | |
1990 | return tmp; |
1963 | return tmp; |
1991 | } |
1964 | } |
1992 | |
1965 | |
1993 | /* moved door processing out of move_player_attack. |
1966 | /* moved door processing out of move_player_attack. |
1994 | * returns 1 if player has opened the door with a key |
1967 | * returns 1 if player has opened the door with a key |
… | |
… | |
1996 | * 0 otherwise |
1969 | * 0 otherwise |
1997 | */ |
1970 | */ |
1998 | static int |
1971 | static int |
1999 | player_attack_door (object *op, object *door) |
1972 | player_attack_door (object *op, object *door) |
2000 | { |
1973 | { |
2001 | /* 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, |
2002 | * 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 - |
2003 | * otherwise, we fall through to the rest of the code. |
1976 | * otherwise, we fall through to the rest of the code. |
2004 | */ |
1977 | */ |
2005 | object *key = find_key (op, op, door); |
1978 | object *key = find_key (op, op, door); |
2006 | |
1979 | |
2007 | /* IF we found a key, do some extra work */ |
1980 | /* If we found a key, do some extra work */ |
2008 | if (key) |
1981 | if (key) |
2009 | { |
1982 | { |
2010 | object *container = key->env; |
1983 | object *container = key->env; |
2011 | |
1984 | |
2012 | 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); |
|
|
1986 | |
2013 | if (action_makes_visible (op)) |
1987 | if (action_makes_visible (op)) |
2014 | make_visible (op); |
1988 | make_visible (op); |
|
|
1989 | |
2015 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1990 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
2016 | spring_trap (door->inv, op); |
1991 | spring_trap (door->inv, op); |
|
|
1992 | |
2017 | if (door->type == DOOR) |
1993 | if (door->type == DOOR) |
2018 | { |
|
|
2019 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1994 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
2020 | } |
|
|
2021 | else if (door->type == LOCKED_DOOR) |
1995 | else if (door->type == LOCKED_DOOR) |
2022 | { |
1996 | { |
2023 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
1997 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
2024 | remove_door2 (door); /* remove door without violence ;-) */ |
1998 | remove_door2 (door); /* remove door without violence ;-) */ |
2025 | } |
1999 | } |
|
|
2000 | |
2026 | /* Do this after we print the message */ |
2001 | /* Do this after we print the message */ |
2027 | decrease_ob (key); /* Use up one of the keys */ |
2002 | decrease_ob (key); /* Use up one of the keys */ |
2028 | /* Need to update the weight the container the key was in */ |
2003 | /* Need to update the weight the container the key was in */ |
2029 | if (container != op) |
2004 | if (container != op) |
2030 | esrv_update_item (UPD_WEIGHT, op, container); |
2005 | esrv_update_item (UPD_WEIGHT, op, container); |
|
|
2006 | |
2031 | return 1; /* Nothing more to do below */ |
2007 | return 1; /* Nothing more to do below */ |
2032 | } |
2008 | } |
2033 | else if (door->type == LOCKED_DOOR) |
2009 | else if (door->type == LOCKED_DOOR) |
2034 | { |
2010 | { |
2035 | /* Might as well return now - no other way to open this */ |
2011 | /* Might as well return now - no other way to open this */ |
2036 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
2012 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
2037 | return 1; |
2013 | return 1; |
2038 | } |
2014 | } |
|
|
2015 | |
2039 | return 0; |
2016 | return 0; |
2040 | } |
2017 | } |
2041 | |
2018 | |
2042 | /* This function is just part of a breakup from move_player. |
2019 | /* This function is just part of a breakup from move_player. |
2043 | * It should keep the code cleaner. |
2020 | * It should keep the code cleaner. |
2044 | * When this is called, the players direction has been updated |
2021 | * When this is called, the players direction has been updated |
2045 | * (taking into account confusion.) The player is also actually |
2022 | * (taking into account confusion.) The player is also actually |
2046 | * going to try and move (not fire weapons). |
2023 | * going to try and move (not fire weapons). |
2047 | */ |
2024 | */ |
2048 | void |
2025 | bool |
2049 | move_player_attack (object *op, int dir) |
2026 | move_player_attack (object *op, int dir) |
2050 | { |
2027 | { |
2051 | object *tmp, *mon; |
|
|
2052 | sint16 nx, ny; |
|
|
2053 | int on_battleground; |
2028 | int on_battleground; |
2054 | maptile *m; |
|
|
2055 | |
2029 | |
2056 | nx = freearr_x[dir] + op->x; |
2030 | sint16 nx = freearr_x[dir] + op->x; |
2057 | ny = freearr_y[dir] + op->y; |
2031 | sint16 ny = freearr_y[dir] + op->y; |
2058 | |
2032 | |
2059 | 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 | } |
2060 | |
2043 | |
2061 | /* 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 |
2062 | * 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 |
2063 | * 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 |
2064 | * player. This is a pretty nasty hack, because if we could |
2047 | * player. This is a pretty nasty hack, because if we could |
2065 | * 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 |
2066 | * 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 |
2067 | * 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 |
2068 | * move_ob uses. |
2051 | * move_ob uses. |
2069 | */ |
2052 | */ |
2070 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
2053 | maptile *m = op->map->xy_find (nx, ny); |
2071 | { |
|
|
2072 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
|
|
2073 | { |
|
|
2074 | m = get_map_from_coord (op->map, &nx, &ny); |
|
|
2075 | if (!m) |
|
|
2076 | return; /* Don't think this should happen */ |
|
|
2077 | } |
|
|
2078 | else |
|
|
2079 | m = op->map; |
|
|
2080 | |
2054 | |
2081 | if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) |
|
|
2082 | { |
|
|
2083 | /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */ |
|
|
2084 | return; |
|
|
2085 | } |
|
|
2086 | |
|
|
2087 | mon = 0; |
|
|
2088 | /* 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 |
2089 | * 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. |
2090 | * 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 |
2091 | * on the space |
2058 | * on the space |
2092 | */ |
2059 | */ |
2093 | while (tmp) |
2060 | object *mon; |
2094 | { |
2061 | for (mon = m->at (nx, ny).bot; mon; mon = mon->above) |
2095 | if (tmp == op) |
2062 | { |
2096 | { |
2063 | if ((mon->flag [FLAG_ALIVE] |
2097 | tmp = tmp->above; |
2064 | || mon->type == LOCKED_DOOR |
2098 | continue; |
2065 | || mon->flag [FLAG_CAN_ROLL]) |
2099 | } |
|
|
2100 | |
|
|
2101 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
|
|
2102 | { |
|
|
2103 | mon = tmp; |
2066 | && mon != op) |
2104 | break; |
2067 | break; |
2105 | } |
2068 | } |
2106 | |
2069 | |
2107 | if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) |
|
|
2108 | mon = tmp; |
|
|
2109 | |
|
|
2110 | tmp = tmp->above; |
|
|
2111 | } |
|
|
2112 | |
|
|
2113 | if (!mon) /* This happens anytime the player tries to move */ |
2070 | if (!mon) /* This happens anytime the player tries to move */ |
2114 | return; /* into a wall */ |
2071 | return false; /* into a wall */ |
2115 | |
2072 | |
2116 | if (mon->head) |
|
|
2117 | mon = mon->head; |
2073 | mon = mon->head_ (); |
2118 | |
2074 | |
2119 | 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) |
2120 | if (player_attack_door (op, mon)) |
2077 | if (player_attack_door (op, mon)) |
|
|
2078 | { |
|
|
2079 | --op->contr->weapon_sp_left; |
2121 | return; |
2080 | return true; |
|
|
2081 | } |
2122 | |
2082 | |
2123 | /* The following deals with possibly attacking peaceful |
2083 | /* The following deals with possibly attacking peaceful |
2124 | * or frienddly creatures. Basically, all players are considered |
2084 | * or friendly creatures. Basically, all players are considered |
2125 | * unaggressive. If the moving player has peaceful set, then the |
2085 | * unaggressive. If the moving player has peaceful set, then the |
2126 | * object should be pushed instead of attacked. It is assumed that |
2086 | * object should be pushed instead of attacked. It is assumed that |
2127 | * if you are braced, you will not attack friends accidently, |
2087 | * if you are braced, you will not attack friends accidently, |
2128 | * and thus will not push them. |
2088 | * and thus will not push them. |
2129 | */ |
2089 | */ |
2130 | |
2090 | |
2131 | /* 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 |
2132 | * peaceful. Our assumption is the creature is a pet if the |
2092 | * peaceful. Our assumption is the creature is a pet if the |
2133 | * player owns it and it is either friendly or unagressive. |
2093 | * player owns it and it is either friendly or unagressive. |
2134 | */ |
2094 | */ |
2135 | if ((op->type == PLAYER) |
2095 | if (op->type == PLAYER |
2136 | #if COZY_SERVER |
|
|
2137 | && |
|
|
2138 | ((mon->owner && mon->owner->contr |
2096 | && ((mon->owner && mon->owner->contr |
2139 | && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) |
2097 | && same_party (mon->owner->contr->party, op->contr->party)) |
2140 | #else |
|
|
2141 | && mon->owner == op |
2098 | || mon->owner == op) |
2142 | #endif |
|
|
2143 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2099 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2144 | { |
2100 | { |
2145 | /* 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 */ |
2146 | if (op->contr->braced) |
2102 | if (op->contr->braced) |
2147 | return; |
2103 | return false; |
|
|
2104 | |
|
|
2105 | if (op->speed_left > 0.f) |
|
|
2106 | { |
|
|
2107 | --op->speed_left; |
|
|
2108 | |
2148 | 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); |
2149 | (void) push_ob (mon, dir, op); |
2110 | push_ob (mon, dir, op); |
|
|
2111 | |
2150 | if (op->contr->tmp_invis || op->hide) |
2112 | if (op->contr->tmp_invis || op->hide) |
2151 | make_visible (op); |
2113 | make_visible (op); |
|
|
2114 | |
2152 | return; |
2115 | return true; |
2153 | } |
2116 | } |
|
|
2117 | else |
|
|
2118 | return false; |
|
|
2119 | } |
2154 | |
2120 | |
2155 | /* in certain circumstances, you shouldn't attack friendly |
2121 | /* in certain circumstances, you shouldn't attack friendly |
2156 | * creatures. Note that if you are braced, you can't push |
2122 | * creatures. Note that if you are braced, you can't push |
2157 | * 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 |
2158 | * attack them either. |
2124 | * attack them either. |
2159 | */ |
2125 | */ |
2160 | if ((mon->type == PLAYER || mon->enemy != op) && |
2126 | if ((mon->type == PLAYER || mon->enemy != op) |
2161 | (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)) |
2162 | #ifdef PROHIBIT_PLAYERKILL |
|
|
2163 | (op->contr->peaceful |
2128 | && ((op->contr->peaceful |
2164 | || (mon->type == PLAYER |
2129 | || (mon->type == PLAYER && mon->contr->peaceful)) |
2165 | && mon->contr-> |
|
|
2166 | peaceful)) && |
|
|
2167 | #else |
|
|
2168 | op->contr->peaceful && |
|
|
2169 | #endif |
|
|
2170 | !on_battleground)) |
2130 | && !on_battleground)) |
|
|
2131 | { |
|
|
2132 | if (op->speed_left > 0.f) |
2171 | { |
2133 | { |
|
|
2134 | --op->speed_left; |
|
|
2135 | |
2172 | if (!op->contr->braced) |
2136 | if (!op->contr->braced) |
2173 | { |
2137 | { |
2174 | 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); |
2175 | (void) push_ob (mon, dir, op); |
2139 | push_ob (mon, dir, op); |
2176 | } |
2140 | } |
2177 | else |
2141 | else |
2178 | new_draw_info (0, 0, op, "You withhold your attack"); |
2142 | new_draw_info (0, 0, op, "You withhold your attack"); |
2179 | |
2143 | |
2180 | if (op->contr->tmp_invis || op->hide) |
2144 | if (op->contr->tmp_invis || op->hide) |
2181 | make_visible (op); |
2145 | make_visible (op); |
2182 | } |
|
|
2183 | |
2146 | |
|
|
2147 | return true; |
|
|
2148 | } |
|
|
2149 | } |
2184 | /* If the object is a boulder or other rollable object, then |
2150 | /* If the object is a boulder or other rollable object, then |
2185 | * 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. |
2186 | */ |
2152 | */ |
2187 | 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) |
2188 | { |
2156 | { |
|
|
2157 | --op->speed_left; |
|
|
2158 | |
2189 | recursive_roll (mon, dir, op); |
2159 | recursive_roll (mon, dir, op); |
2190 | if (action_makes_visible (op)) |
2160 | if (action_makes_visible (op)) |
2191 | make_visible (op); |
2161 | make_visible (op); |
2192 | } |
|
|
2193 | |
2162 | |
|
|
2163 | return true; |
|
|
2164 | } |
|
|
2165 | } |
2194 | /* Any generic living creature. Including things like doors. |
2166 | /* Any generic living creature. Including things like doors. |
2195 | * 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 |
2196 | * and be living. Then, it must be one of the following: |
2168 | * and be living. Then, it must be one of the following: |
2197 | * 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 |
2198 | * 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. |
2199 | */ |
2171 | */ |
2200 | |
|
|
2201 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2172 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2202 | ((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))) |
2203 | { |
2174 | { |
2204 | |
2175 | if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) |
2205 | /* If the player hasn't hit something this tick, and does |
|
|
2206 | * so, give them speed boost based on weapon speed. Doing |
|
|
2207 | * it here is better than process_players2, which basically |
|
|
2208 | * incurred a 1 tick offset. |
|
|
2209 | */ |
|
|
2210 | if (!op->contr->has_hit) |
|
|
2211 | { |
2176 | { |
2212 | op->speed_left += op->speed / op->contr->weapon_sp; |
2177 | --op->contr->weapon_sp_left; |
2213 | |
|
|
2214 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
|
|
2215 | } |
|
|
2216 | |
2178 | |
2217 | skill_attack (mon, op, 0, 0, 0); |
2179 | skill_attack (mon, op, 0, 0, 0); |
2218 | |
|
|
2219 | /* If attacking another player, that player gets automatic |
|
|
2220 | * hitback, and doesn't loose luck either. |
|
|
2221 | * Disable hitback on the battleground or if the target is |
|
|
2222 | * the wiz. |
|
|
2223 | */ |
|
|
2224 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) |
|
|
2225 | { |
|
|
2226 | short luck = mon->stats.luck; |
|
|
2227 | |
|
|
2228 | mon->contr->has_hit = 1; |
|
|
2229 | skill_attack (op, mon, 0, 0, 0); |
|
|
2230 | mon->stats.luck = luck; |
|
|
2231 | } |
|
|
2232 | |
2180 | |
2233 | if (action_makes_visible (op)) |
2181 | if (action_makes_visible (op)) |
2234 | make_visible (op); |
2182 | make_visible (op); |
2235 | } |
|
|
2236 | } /* if player should attack something */ |
|
|
2237 | } |
|
|
2238 | |
2183 | |
2239 | int |
2184 | return true; |
|
|
2185 | } |
|
|
2186 | } |
|
|
2187 | |
|
|
2188 | return false; |
|
|
2189 | } |
|
|
2190 | |
|
|
2191 | bool |
2240 | move_player (object *op, int dir) |
2192 | move_player (object *op, int dir) |
2241 | { |
2193 | { |
2242 | int pick; |
2194 | int pick; |
2243 | |
2195 | |
2244 | if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) |
2196 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2245 | return 0; |
2197 | return 0; |
2246 | |
2198 | |
2247 | /* Sanity check: make sure dir is valid */ |
2199 | /* Sanity check: make sure dir is valid */ |
2248 | if ((dir < 0) || (dir >= 9)) |
2200 | if ((dir < 0) || (dir >= 9)) |
2249 | { |
2201 | { |
2250 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2202 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2251 | return 0; |
2203 | return 0; |
2252 | } |
2204 | } |
2253 | |
2205 | |
2254 | /* peterm: added following line */ |
2206 | /* peterm: added following line */ |
2255 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2207 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2256 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
2208 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2257 | |
2209 | |
2258 | op->facing = dir; |
2210 | op->facing = dir; |
2259 | |
2211 | |
2260 | if (op->hide) |
2212 | if (op->hide) |
2261 | do_hidden_move (op); |
2213 | do_hidden_move (op); |
2262 | |
2214 | |
|
|
2215 | bool retval; |
|
|
2216 | |
2263 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2217 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2264 | /*nop */ ; |
2218 | retval = RESULT_INT (0); |
2265 | else if (op->contr->fire_on) |
2219 | else if (op->contr->fire_on) |
2266 | fire (op, dir); |
2220 | retval = fire (op, dir); |
2267 | else |
2221 | else |
2268 | { |
2222 | { |
2269 | move_player_attack (op, dir); |
2223 | retval = move_player_attack (op, dir); |
2270 | pick = check_pick (op); |
2224 | pick = check_pick (op); |
2271 | } |
2225 | } |
2272 | |
2226 | |
2273 | /* 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 |
2274 | * server can handle repeat firing. |
2228 | * server can handle repeat firing. |
… | |
… | |
2281 | /* Update how the player looks. Use the facing, so direction may |
2235 | /* Update how the player looks. Use the facing, so direction may |
2282 | * get reset to zero. This allows for full animation capabilities |
2236 | * get reset to zero. This allows for full animation capabilities |
2283 | * for players. |
2237 | * for players. |
2284 | */ |
2238 | */ |
2285 | animate_object (op, op->facing); |
2239 | animate_object (op, op->facing); |
2286 | return 0; |
2240 | |
|
|
2241 | return retval; |
2287 | } |
2242 | } |
2288 | |
2243 | |
2289 | /* 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 |
2290 | * new client/server stuff. |
2245 | * new client/server stuff. |
2291 | * 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 |
2292 | * the new speed values for commands. |
2247 | * the new speed values for commands. |
2293 | * |
2248 | * |
2294 | * 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. |
2295 | */ |
2252 | */ |
2296 | int |
2253 | bool |
2297 | handle_newcs_player (object *op) |
2254 | handle_newcs_player (object *op) |
2298 | { |
2255 | { |
2299 | if (op->contr->hidden) |
|
|
2300 | { |
|
|
2301 | op->invisible = 1000; |
|
|
2302 | /* the socket code flashes the player visible/invisible |
|
|
2303 | * depending on the value of invisible, so we need to |
|
|
2304 | * alternate it here for it to work correctly. |
|
|
2305 | */ |
|
|
2306 | if (pticks & 2) |
|
|
2307 | op->invisible--; |
|
|
2308 | } |
|
|
2309 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
|
|
2310 | { |
|
|
2311 | op->invisible--; |
|
|
2312 | if (!op->invisible) |
|
|
2313 | { |
|
|
2314 | make_visible (op); |
|
|
2315 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2316 | } |
|
|
2317 | } |
|
|
2318 | |
|
|
2319 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2256 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2320 | { |
2257 | { |
2321 | flee_player (op); |
2258 | if (op->speed_left > 0.f) |
2322 | /* If player is still scared, that is his action for this tick */ |
|
|
2323 | if (QUERY_FLAG (op, FLAG_SCARED)) |
|
|
2324 | { |
2259 | { |
2325 | op->speed_left--; |
2260 | --op->speed_left; |
|
|
2261 | flee_player (op); |
|
|
2262 | |
2326 | return 0; |
2263 | return true; |
2327 | } |
2264 | } |
|
|
2265 | else |
|
|
2266 | return false; |
2328 | } |
2267 | } |
2329 | |
|
|
2330 | /* I've been seeing crashes where the golem has been destroyed, but |
|
|
2331 | * the player object still points to the defunct golem. The code that |
|
|
2332 | * destroys the golem looks correct, and it doesn't always happen, so |
|
|
2333 | * put this in a a workaround to clean up the golem pointer. |
|
|
2334 | */ |
|
|
2335 | if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
2336 | op->contr->ranges[range_golem] = 0; |
|
|
2337 | |
2268 | |
2338 | /* 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 |
2339 | * the players time has been increased when doericserver has been |
2270 | * the players time has been increased when doericserver has been |
2340 | * called, so we recheck it here. |
2271 | * called, so we recheck it here. |
2341 | */ |
2272 | */ |
2342 | //TODO: better than handling 8 commands, use some more intelligent rate-limiting |
2273 | if (op->contr->ns->handle_command ()) |
2343 | for (int rep = 8; --rep && op->contr->ns->handle_command (); ) |
|
|
2344 | ; |
|
|
2345 | |
|
|
2346 | if (op->speed_left < 0) |
|
|
2347 | return 0; |
2274 | return true; |
2348 | |
2275 | |
2349 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2276 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2350 | { |
|
|
2351 | /* All move commands take 1 tick, at least for now */ |
|
|
2352 | op->speed_left--; |
|
|
2353 | |
|
|
2354 | /* Instead of all the stuff below, let move_player take care |
|
|
2355 | * of it. Also, some of the skill stuff is only put in |
|
|
2356 | * there, as well as the confusion stuff. |
|
|
2357 | */ |
|
|
2358 | move_player (op, op->direction); |
2277 | return move_player (op, op->direction); |
2359 | if (op->speed_left > 0) |
|
|
2360 | return 1; |
|
|
2361 | else |
|
|
2362 | return 0; |
|
|
2363 | } |
|
|
2364 | |
2278 | |
2365 | return 0; |
2279 | return false; |
2366 | } |
2280 | } |
2367 | |
2281 | |
2368 | int |
2282 | int |
2369 | save_life (object *op) |
2283 | save_life (object *op) |
2370 | { |
2284 | { |
… | |
… | |
2405 | * from. |
2319 | * from. |
2406 | */ |
2320 | */ |
2407 | void |
2321 | void |
2408 | remove_unpaid_objects (object *op, object *env) |
2322 | remove_unpaid_objects (object *op, object *env) |
2409 | { |
2323 | { |
2410 | object *next; |
|
|
2411 | |
|
|
2412 | while (op) |
2324 | while (op) |
2413 | { |
2325 | { |
2414 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2326 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2415 | |
2327 | |
2416 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2328 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
… | |
… | |
2482 | int rate_grace = 2000; |
2394 | int rate_grace = 2000; |
2483 | const int max_hp = 1; |
2395 | const int max_hp = 1; |
2484 | const int max_sp = 1; |
2396 | const int max_sp = 1; |
2485 | const int max_grace = 1; |
2397 | const int max_grace = 1; |
2486 | |
2398 | |
2487 | if (op->contr->outputs_sync) |
2399 | if (op->contr->hidden) |
|
|
2400 | { |
|
|
2401 | op->invisible = 1000; |
|
|
2402 | /* the socket code flashes the player visible/invisible |
|
|
2403 | * depending on the value of invisible, so we need to |
|
|
2404 | * alternate it here for it to work correctly. |
|
|
2405 | */ |
|
|
2406 | if (pticks & 2) |
|
|
2407 | op->invisible--; |
2488 | { |
2408 | } |
2489 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
2409 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
2490 | if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) |
2410 | { |
2491 | flush_output_element (op, &op->contr->outputs[i]); |
2411 | if (!op->invisible--) |
|
|
2412 | { |
|
|
2413 | make_visible (op); |
|
|
2414 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2415 | } |
2492 | } |
2416 | } |
2493 | |
2417 | |
2494 | if (op->contr->ns->state == ST_PLAYING) |
2418 | if (op->contr->ns->state == ST_PLAYING) |
2495 | { |
2419 | { |
2496 | /* these next three if clauses make it possible to SLOW DOWN |
2420 | /* these next three if clauses make it possible to SLOW DOWN |
… | |
… | |
2518 | gen_grace = op->stats.maxgrace; |
2442 | gen_grace = op->stats.maxgrace; |
2519 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2443 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2520 | } |
2444 | } |
2521 | |
2445 | |
2522 | /* Regenerate Spell Points */ |
2446 | /* Regenerate Spell Points */ |
2523 | if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) |
2447 | if (!op->contr->golem && --op->last_sp < 0) |
2524 | { |
2448 | { |
2525 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2449 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2526 | if (op->stats.sp < op->stats.maxsp) |
2450 | if (op->stats.sp < op->stats.maxsp) |
2527 | { |
2451 | { |
2528 | op->stats.sp++; |
2452 | op->stats.sp++; |
… | |
… | |
2626 | } |
2550 | } |
2627 | |
2551 | |
2628 | /* Digestion */ |
2552 | /* Digestion */ |
2629 | if (--op->last_eat < 0) |
2553 | if (--op->last_eat < 0) |
2630 | { |
2554 | { |
2631 | #ifdef COZY_SERVER |
|
|
2632 | int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; |
|
|
2633 | int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0; |
|
|
2634 | #else |
|
|
2635 | 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; |
2636 | #endif |
|
|
2637 | |
2556 | |
2638 | if (op->contr->gen_hp > 0) |
2557 | if (op->contr->gen_hp > 0) |
2639 | 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); |
2640 | else |
2559 | else |
2641 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
2560 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
… | |
… | |
2746 | tmp->name = buf; |
2665 | tmp->name = buf; |
2747 | sprintf (buf, " This finger has been cut off %s\n" |
2666 | sprintf (buf, " This finger has been cut off %s\n" |
2748 | " the %s, when he was defeated at\n level %d by %s.\n", |
2667 | " the %s, when he was defeated at\n level %d by %s.\n", |
2749 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2668 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2750 | tmp->msg = buf; |
2669 | tmp->msg = buf; |
2751 | tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2670 | tmp->value = 0, tmp->type = 0; |
2752 | tmp->materialname = NULL; |
2671 | tmp->materialname = "organics"; |
2753 | op->insert_at (tmp, op); |
2672 | tmp->insert_at (op, tmp); |
2754 | } |
2673 | } |
2755 | |
2674 | |
2756 | /* teleport defeated player to new destination */ |
2675 | /* teleport defeated player to new destination */ |
2757 | transfer_ob (op, x, y, 0, NULL); |
2676 | transfer_ob (op, x, y, 0, NULL); |
2758 | op->contr->braced = 0; |
2677 | op->contr->braced = 0; |
… | |
… | |
2763 | |
2682 | |
2764 | command_kill_pets (op, 0); |
2683 | command_kill_pets (op, 0); |
2765 | |
2684 | |
2766 | if (op->stats.food < 0) |
2685 | if (op->stats.food < 0) |
2767 | { |
2686 | { |
2768 | if (op->contr->explore) |
|
|
2769 | { |
|
|
2770 | new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); |
|
|
2771 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
|
|
2772 | op->stats.food = 999; |
|
|
2773 | return; |
|
|
2774 | } |
|
|
2775 | sprintf (buf, "%s starved to death.", &op->name); |
2687 | sprintf (buf, "%s starved to death.", &op->name); |
2776 | strcpy (op->contr->killer, "starvation"); |
2688 | strcpy (op->contr->killer, "starvation"); |
2777 | } |
2689 | } |
2778 | else |
2690 | else |
2779 | { |
|
|
2780 | if (op->contr->explore) |
|
|
2781 | { |
|
|
2782 | new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); |
|
|
2783 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
|
|
2784 | op->stats.hp = op->stats.maxhp; |
|
|
2785 | return; |
|
|
2786 | } |
|
|
2787 | sprintf (buf, "%s died.", &op->name); |
2691 | sprintf (buf, "%s died.", &op->name); |
2788 | } |
|
|
2789 | |
2692 | |
2790 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
2693 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
2791 | |
2694 | |
2792 | /* save the map location for corpse, gravestone */ |
2695 | /* save the map location for corpse, gravestone */ |
2793 | x = op->x; |
2696 | x = op->x; |
… | |
… | |
2969 | op->stats.hp = op->stats.maxhp; |
2872 | op->stats.hp = op->stats.maxhp; |
2970 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2873 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2971 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2874 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2972 | |
2875 | |
2973 | /* |
2876 | /* |
2974 | * Check to see if the player is in a shop. IF so, then check to see if |
|
|
2975 | * the player has any unpaid items. If so, remove them and put them back |
2877 | * Check to see if the player has any unpaid items. If so, remove them |
2976 | * in the map. |
2878 | * and put them back in the map. |
2977 | */ |
2879 | */ |
2978 | |
|
|
2979 | if (is_in_shop (op)) |
|
|
2980 | remove_unpaid_objects (op->inv, op); |
2880 | remove_unpaid_objects (op->inv, op); |
2981 | |
2881 | |
2982 | /****************************************/ |
2882 | /****************************************/ |
2983 | /* */ |
2883 | /* */ |
2984 | /* Move player to his current respawn- */ |
2884 | /* Move player to his current respawn- */ |
2985 | /* position (usually last savebed) */ |
2885 | /* position (usually last savebed) */ |
2986 | /* */ |
2886 | /* */ |
2987 | /****************************************/ |
2887 | /****************************************/ |
2988 | |
2888 | |
2989 | enter_player_savebed (op); |
2889 | enter_player_savebed (op); |
2990 | |
2890 | |
2991 | /* Save the player before inserting the force to reduce |
|
|
2992 | * chance of abuse. |
|
|
2993 | */ |
|
|
2994 | op->contr->braced = 0; |
2891 | op->contr->braced = 0; |
2995 | op->contr->save (); |
|
|
2996 | |
2892 | |
2997 | /* it is possible that the player has blown something up |
2893 | /* it is possible that the player has blown something up |
2998 | * at his savebed location, and that can have long lasting |
2894 | * at his savebed location, and that can have long lasting |
2999 | * spell effects. So first see if there is a spell effect |
2895 | * spell effects. So first see if there is a spell effect |
3000 | * on the space that might harm the player. |
2896 | * on the space that might harm the player. |
… | |
… | |
3009 | object *force; |
2905 | object *force; |
3010 | int at; |
2906 | int at; |
3011 | |
2907 | |
3012 | force = get_archetype (FORCE_NAME); |
2908 | force = get_archetype (FORCE_NAME); |
3013 | /* 50 ticks should be enough time for the spell to abate */ |
2909 | /* 50 ticks should be enough time for the spell to abate */ |
3014 | force->speed = 0.1; |
2910 | force->speed = 0.1f; |
3015 | force->speed_left = -5.0; |
2911 | force->speed_left = -5.f; |
3016 | SET_FLAG (force, FLAG_APPLIED); |
2912 | SET_FLAG (force, FLAG_APPLIED); |
3017 | for (at = 0; at < NROFATTACKS; at++) |
2913 | for (at = 0; at < NROFATTACKS; at++) |
3018 | if (will_kill_again & (1 << at)) |
2914 | if (will_kill_again & (1 << at)) |
3019 | force->resist[at] = 100; |
2915 | force->resist[at] = 100; |
3020 | |
2916 | |
… | |
… | |
3029 | void |
2925 | void |
3030 | loot_object (object *op) |
2926 | loot_object (object *op) |
3031 | { /* Grab and destroy some treasure */ |
2927 | { /* Grab and destroy some treasure */ |
3032 | object *tmp, *tmp2, *next; |
2928 | object *tmp, *tmp2, *next; |
3033 | |
2929 | |
3034 | if (op->container) |
2930 | op->close_container (); /* close open sack first */ |
3035 | esrv_apply_container (op, op->container); /* close open sack first */ |
|
|
3036 | |
2931 | |
3037 | for (tmp = op->inv; tmp; tmp = next) |
2932 | for (tmp = op->inv; tmp; tmp = next) |
3038 | { |
2933 | { |
3039 | next = tmp->below; |
2934 | next = tmp->below; |
3040 | |
2935 | |
3041 | if (tmp->invisible) |
2936 | if (tmp->invisible) |
3042 | continue; |
2937 | continue; |
3043 | |
2938 | |
3044 | tmp->remove (); |
2939 | tmp->remove (); |
3045 | tmp->x = op->x, tmp->y = op->y; |
2940 | tmp->x = op->x, tmp->y = op->y; |
|
|
2941 | |
3046 | if (tmp->type == CONTAINER) |
2942 | if (tmp->type == CONTAINER) |
3047 | { /* empty container to ground */ |
2943 | loot_object (tmp); /* empty container to ground */ |
3048 | loot_object (tmp); |
2944 | |
3049 | } |
|
|
3050 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) |
2945 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
3051 | { |
2946 | { |
3052 | if (tmp->nrof > 1) |
2947 | if (tmp->nrof > 1) |
3053 | { |
2948 | { |
3054 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2949 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
3055 | tmp2->destroy (); |
2950 | tmp2->destroy (); |
… | |
… | |
3066 | /* |
2961 | /* |
3067 | * fix_weight(): Check recursively the weight of all players, and fix |
2962 | * fix_weight(): Check recursively the weight of all players, and fix |
3068 | * what needs to be fixed. Refresh windows and fix speed if anything |
2963 | * what needs to be fixed. Refresh windows and fix speed if anything |
3069 | * was changed. |
2964 | * was changed. |
3070 | */ |
2965 | */ |
3071 | |
|
|
3072 | void |
2966 | void |
3073 | fix_weight (void) |
2967 | fix_weight (void) |
3074 | { |
2968 | { |
3075 | for_all_players (pl) |
2969 | for_all_players (pl) |
3076 | { |
2970 | { |
… | |
… | |
3136 | if (op->type == PLAYER) |
3030 | if (op->type == PLAYER) |
3137 | { |
3031 | { |
3138 | op->contr->tmp_invis = 0; |
3032 | op->contr->tmp_invis = 0; |
3139 | op->contr->invis_race = 0; |
3033 | op->contr->invis_race = 0; |
3140 | } |
3034 | } |
|
|
3035 | |
3141 | update_object (op, UP_OBJ_FACE); |
3036 | update_object (op, UP_OBJ_CHANGE); |
3142 | } |
3037 | } |
3143 | |
3038 | |
3144 | int |
3039 | int |
3145 | is_true_undead (object *op) |
3040 | is_true_undead (object *op) |
3146 | { |
3041 | { |
3147 | object *tmp = NULL; |
|
|
3148 | |
|
|
3149 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3042 | if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
3150 | return 1; |
3043 | return 1; |
3151 | |
3044 | |
3152 | return 0; |
3045 | return 0; |
3153 | } |
3046 | } |
3154 | |
3047 | |
… | |
… | |
3198 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3091 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3199 | * every time they move - as we subtract off 'invisibility' |
3092 | * every time they move - as we subtract off 'invisibility' |
3200 | * AND, for players, if they move into a ridiculously unhideable |
3093 | * AND, for players, if they move into a ridiculously unhideable |
3201 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3094 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3202 | */ |
3095 | */ |
3203 | |
|
|
3204 | void |
3096 | void |
3205 | do_hidden_move (object *op) |
3097 | do_hidden_move (object *op) |
3206 | { |
3098 | { |
3207 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3099 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3208 | object *skop; |
3100 | object *skop; |
… | |
… | |
3212 | |
3104 | |
3213 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
3105 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
3214 | |
3106 | |
3215 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3107 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3216 | if (op->type == PLAYER && op->contr->run_on) |
3108 | if (op->type == PLAYER && op->contr->run_on) |
3217 | { |
|
|
3218 | if (!skop || num >= skop->level) |
3109 | if (!skop || num >= skop->level) |
3219 | { |
3110 | { |
3220 | new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); |
3111 | new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); |
3221 | make_visible (op); |
3112 | make_visible (op); |
3222 | return; |
3113 | return; |
3223 | } |
3114 | } |
3224 | else |
3115 | else |
3225 | num += 20; |
3116 | num += 20; |
3226 | } |
3117 | |
3227 | num += op->map->difficulty; |
3118 | num += op->map->difficulty; |
3228 | hide = hideability (op); /* modify by terrain hidden level */ |
3119 | hide = hideability (op); /* modify by terrain hidden level */ |
3229 | num -= hide; |
3120 | num -= hide; |
|
|
3121 | |
3230 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3122 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3231 | { |
3123 | { |
3232 | make_visible (op); |
3124 | make_visible (op); |
3233 | if (op->type == PLAYER) |
3125 | if (op->type == PLAYER) |
3234 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3126 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3235 | } |
3127 | } |
3236 | else if (op->type == PLAYER && skop) |
3128 | else if (op->type == PLAYER && skop) |
3237 | { |
|
|
3238 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
3129 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
3239 | } |
|
|
3240 | } |
3130 | } |
3241 | |
3131 | |
3242 | /* determine if who is standing near a hostile creature. */ |
3132 | /* determine if who is standing near a hostile creature. */ |
3243 | |
3133 | |
3244 | int |
3134 | int |
… | |
… | |
3311 | if (pl->type != PLAYER) |
3201 | if (pl->type != PLAYER) |
3312 | { |
3202 | { |
3313 | LOG (llevError, "player_can_view() called for non-player object\n"); |
3203 | LOG (llevError, "player_can_view() called for non-player object\n"); |
3314 | return -1; |
3204 | return -1; |
3315 | } |
3205 | } |
|
|
3206 | |
3316 | if (!pl || !op) |
3207 | if (!pl || !op) |
3317 | return 0; |
3208 | return 0; |
3318 | |
3209 | |
3319 | if (op->head) |
|
|
3320 | { |
|
|
3321 | op = op->head; |
3210 | op = op->head_ (); |
3322 | } |
3211 | |
3323 | get_rangevector (pl, op, &rv, 0x1); |
3212 | get_rangevector (pl, op, &rv, 0x1); |
3324 | |
3213 | |
3325 | /* starting with the 'head' part, lets loop |
3214 | /* starting with the 'head' part, lets loop |
3326 | * through the object and find if it has any |
3215 | * through the object and find if it has any |
3327 | * part that is in the los array but isnt on |
3216 | * part that is in the los array but isnt on |
3328 | * a blocked los square. |
3217 | * a blocked los square. |
3329 | * we use the archetype to figure out offsets. |
3218 | * we use the archetype to figure out offsets. |
3330 | */ |
3219 | */ |
3331 | while (op) |
3220 | while (op) |
3332 | { |
3221 | { |
3333 | dx = rv.distance_x + op->arch->clone.x; |
3222 | dx = rv.distance_x + op->arch->x; |
3334 | dy = rv.distance_y + op->arch->clone.y; |
3223 | dy = rv.distance_y + op->arch->y; |
3335 | |
3224 | |
3336 | /* only the viewable area the player sees is updated by LOS |
3225 | /* only the viewable area the player sees is updated by LOS |
3337 | * 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 |
3338 | * for any meaningful values. |
3227 | * for any meaningful values. |
3339 | */ |
3228 | */ |
… | |
… | |
3444 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3333 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3445 | int i = 0, j = 0; |
3334 | int i = 0, j = 0; |
3446 | |
3335 | |
3447 | /* get the appropriate treasurelist */ |
3336 | /* get the appropriate treasurelist */ |
3448 | if (atnr == ATNR_FIRE) |
3337 | if (atnr == ATNR_FIRE) |
3449 | trlist = find_treasurelist ("dragon_ability_fire"); |
3338 | trlist = treasurelist::find ("dragon_ability_fire"); |
3450 | else if (atnr == ATNR_COLD) |
3339 | else if (atnr == ATNR_COLD) |
3451 | trlist = find_treasurelist ("dragon_ability_cold"); |
3340 | trlist = treasurelist::find ("dragon_ability_cold"); |
3452 | else if (atnr == ATNR_ELECTRICITY) |
3341 | else if (atnr == ATNR_ELECTRICITY) |
3453 | trlist = find_treasurelist ("dragon_ability_elec"); |
3342 | trlist = treasurelist::find ("dragon_ability_elec"); |
3454 | else if (atnr == ATNR_POISON) |
3343 | else if (atnr == ATNR_POISON) |
3455 | trlist = find_treasurelist ("dragon_ability_poison"); |
3344 | trlist = treasurelist::find ("dragon_ability_poison"); |
3456 | |
3345 | |
3457 | if (trlist == NULL || who->type != PLAYER) |
3346 | if (trlist == NULL || who->type != PLAYER) |
3458 | return; |
3347 | return; |
3459 | |
3348 | |
3460 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3349 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3461 | |
3350 | |
3462 | if (tr == NULL || tr->item == NULL) |
3351 | if (!tr || !tr->item) |
3463 | { |
3352 | { |
3464 | /* 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]); */ |
3465 | return; |
3354 | return; |
3466 | } |
3355 | } |
3467 | |
3356 | |
3468 | /* everything seems okay - now bring on the gift: */ |
3357 | /* everything seems okay - now bring on the gift: */ |
3469 | item = &(tr->item->clone); |
3358 | item = tr->item; |
3470 | |
3359 | |
3471 | if (item->type == SPELL) |
3360 | if (item->type == SPELL) |
3472 | { |
3361 | { |
3473 | if (check_spell_known (who, item->name)) |
3362 | if (check_spell_known (who, item->name)) |
3474 | return; |
3363 | return; |
… | |
… | |
3534 | /* forces in the treasurelist can alter the player's stats */ |
3423 | /* forces in the treasurelist can alter the player's stats */ |
3535 | object *skin; |
3424 | object *skin; |
3536 | |
3425 | |
3537 | /* first get the dragon skin force */ |
3426 | /* first get the dragon skin force */ |
3538 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
3427 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
3539 | 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) |
3540 | ; |
3429 | ; |
3541 | |
3430 | |
3542 | if (!skin) |
3431 | if (!skin) |
3543 | return; |
3432 | return; |
3544 | |
3433 | |
… | |
… | |
3592 | * not readied. |
3481 | * not readied. |
3593 | */ |
3482 | */ |
3594 | void |
3483 | void |
3595 | player_unready_range_ob (player *pl, object *ob) |
3484 | player_unready_range_ob (player *pl, object *ob) |
3596 | { |
3485 | { |
3597 | rangetype i; |
3486 | if (pl->ob->current_weapon == ob) |
|
|
3487 | pl->ob->current_weapon = 0; |
3598 | |
3488 | |
3599 | for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
3489 | if (pl->combat_ob == ob) |
3600 | { |
3490 | pl->combat_ob = 0; |
|
|
3491 | |
3601 | if (pl->ranges[i] == ob) |
3492 | if (pl->ranged_ob == ob) |
3602 | { |
3493 | pl->ranged_ob = 0; |
3603 | pl->ranges[i] = NULL; |
|
|
3604 | if (pl->shoottype == i) |
|
|
3605 | { |
|
|
3606 | pl->shoottype = range_none; |
|
|
3607 | } |
|
|
3608 | } |
|
|
3609 | } |
|
|
3610 | } |
3494 | } |
|
|
3495 | |
|
|
3496 | sint8 |
|
|
3497 | player::visibility_at (maptile *map, int x, int y) const |
|
|
3498 | { |
|
|
3499 | if (!ns) |
|
|
3500 | return 0; |
|
|
3501 | |
|
|
3502 | int dx, dy; |
|
|
3503 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
|
|
3504 | return 0; |
|
|
3505 | |
|
|
3506 | x += dx - ns->current_x + ns->mapx / 2; |
|
|
3507 | y += dy - ns->current_y + ns->mapy / 2; |
|
|
3508 | |
|
|
3509 | if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) |
|
|
3510 | return 0; |
|
|
3511 | |
|
|
3512 | return 100 - blocked_los [x][y]; |
|
|
3513 | } |