1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Crossfire TRT is free software: you can redistribute it and/or modify |
9 | * it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | * (at your option) any later version. |
11 | * (at your option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
19 | * along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
|
|
21 | * |
20 | * |
22 | * The author can be reached via e-mail to <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
23 | */ |
22 | */ |
24 | |
23 | |
25 | #include <global.h> |
24 | #include <global.h> |
26 | #include <pwd.h> |
|
|
27 | #include <sproto.h> |
25 | #include <sproto.h> |
28 | #include <sounds.h> |
26 | #include <sounds.h> |
29 | #include <living.h> |
27 | #include <living.h> |
30 | #include <object.h> |
28 | #include <object.h> |
31 | #include <spells.h> |
29 | #include <spells.h> |
… | |
… | |
158 | op->x = -1; |
156 | op->x = -1; |
159 | op->y = -1; |
157 | op->y = -1; |
160 | } |
158 | } |
161 | |
159 | |
162 | void |
160 | void |
163 | player::enter_map () |
|
|
164 | { |
|
|
165 | object *tmp = object::create (); |
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|
166 | |
|
|
167 | EXIT_PATH (tmp) = maplevel; |
|
|
168 | EXIT_X (tmp) = ob->x; |
|
|
169 | EXIT_Y (tmp) = ob->y; |
|
|
170 | ob->enter_exit (tmp); |
|
|
171 | |
|
|
172 | tmp->destroy (); |
|
|
173 | } |
|
|
174 | |
|
|
175 | void |
|
|
176 | player::activate () |
161 | player::activate () |
177 | { |
162 | { |
178 | if (active) |
163 | if (active) |
179 | return; |
164 | return; |
180 | |
165 | |
… | |
… | |
182 | ob->remove (); |
167 | ob->remove (); |
183 | ob->map = 0; |
168 | ob->map = 0; |
184 | ob->activate_recursive (); |
169 | ob->activate_recursive (); |
185 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
170 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
186 | add_friendly_object (ob); |
171 | add_friendly_object (ob); |
187 | enter_map (); |
|
|
188 | } |
172 | } |
189 | |
173 | |
190 | void |
174 | void |
191 | player::deactivate () |
175 | player::deactivate () |
192 | { |
176 | { |
… | |
… | |
202 | |
186 | |
203 | ob->remove (); |
187 | ob->remove (); |
204 | ob->map = 0; |
188 | ob->map = 0; |
205 | party = 0; |
189 | party = 0; |
206 | |
190 | |
207 | combat_skill = ranged_skill = 0; //TODO, should be special marker, non-refcounted, not this |
191 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
208 | |
192 | |
209 | players.erase (this); |
193 | players.erase (this); |
210 | } |
194 | } |
211 | |
195 | |
212 | // connect the player with a specific client |
196 | // connect the player with a specific client |
213 | // also changed, rationalises, and fixes some incorrect settings |
197 | // also changes, rationalises, and fixes some incorrect settings |
214 | void |
198 | void |
215 | player::connect (client *ns) |
199 | player::connect (client *ns) |
216 | { |
200 | { |
217 | this->ns = ns; |
201 | this->ns = ns; |
218 | ns->pl = this; |
202 | ns->pl = this; |
… | |
… | |
222 | ob->close_container (); //TODO: client-specific |
206 | ob->close_container (); //TODO: client-specific |
223 | |
207 | |
224 | ns->update_look = 0; |
208 | ns->update_look = 0; |
225 | ns->look_position = 0; |
209 | ns->look_position = 0; |
226 | |
210 | |
227 | clear_los (ob); |
211 | clear_los (this); |
228 | |
212 | |
229 | ns->reset_stats (); |
213 | ns->reset_stats (); |
230 | |
214 | |
231 | /* make sure he's a player -- needed because of class change. */ |
215 | /* make sure he's a player -- needed because of class change. */ |
232 | ob->type = PLAYER; // we are paranoid |
216 | ob->type = PLAYER; // we are paranoid |
233 | ob->race = ob->arch->clone.race; |
217 | ob->race = ob->arch->race; |
234 | |
218 | |
235 | ob->carrying = sum_weight (ob); |
219 | ob->carrying = sum_weight (ob); |
236 | link_player_skills (ob); |
220 | link_player_skills (ob); |
237 | |
221 | |
238 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
222 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
239 | |
223 | |
240 | assign (title, ob->arch->clone.name); |
224 | assign (title, ob->arch->object::name); |
241 | |
225 | |
242 | /* if it's a dragon player, set the correct title here */ |
226 | /* if it's a dragon player, set the correct title here */ |
243 | if (is_dragon_pl (ob)) |
227 | if (is_dragon_pl (ob)) |
244 | { |
228 | { |
245 | object *tmp, *abil = 0, *skin = 0; |
229 | object *tmp, *abil = 0, *skin = 0; |
246 | |
230 | |
247 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
|
|
248 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
249 | |
|
|
250 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
231 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
251 | if (tmp->type == FORCE) |
232 | if (tmp->type == FORCE) |
252 | if (tmp->arch->name == dragon_ability_force) |
233 | if (tmp->arch->archname == shstr_dragon_ability_force) |
253 | abil = tmp; |
234 | abil = tmp; |
254 | else if (tmp->arch->name == dragon_skin_force) |
235 | else if (tmp->arch->archname == shstr_dragon_skin_force) |
255 | skin = tmp; |
236 | skin = tmp; |
256 | |
237 | |
257 | set_dragon_name (ob, abil, skin); |
238 | set_dragon_name (ob, abil, skin); |
258 | } |
239 | } |
259 | |
240 | |
260 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
241 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
261 | |
242 | |
262 | esrv_new_player (this, ob->weight + ob->carrying); |
243 | esrv_new_player (this, ob->weight + ob->carrying); |
263 | |
244 | |
|
|
245 | ob->flag [FLAG_READY_WEAPON] = false; |
|
|
246 | ob->flag [FLAG_READY_SKILL] = false; |
|
|
247 | ob->flag [FLAG_READY_BOW] = false; |
|
|
248 | |
|
|
249 | for (object *op = ob->inv; op; op = op->below) |
|
|
250 | if (op->flag [FLAG_APPLIED]) |
|
|
251 | switch (op->type) |
|
|
252 | { |
|
|
253 | case SKILL: |
|
|
254 | ob->flag [FLAG_APPLIED] = false; |
|
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255 | break; |
|
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256 | |
|
|
257 | case WAND: |
|
|
258 | case ROD: |
|
|
259 | case HORN: |
|
|
260 | case BOW: |
|
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261 | ranged_ob = op; |
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262 | break; |
|
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263 | |
|
|
264 | case WEAPON: |
|
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265 | combat_ob = op; |
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|
266 | break; |
|
|
267 | } |
|
|
268 | |
|
|
269 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
264 | ob->update_stats (); |
270 | ob->update_stats (); |
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|
271 | |
265 | ns->floorbox_update (); |
272 | ns->floorbox_update (); |
266 | |
|
|
267 | esrv_send_inventory (ob, ob); |
273 | esrv_send_inventory (ob, ob); |
268 | esrv_add_spells (this, 0); |
274 | esrv_add_spells (this, 0); |
269 | |
275 | |
270 | activate (); |
276 | activate (); |
271 | |
277 | |
… | |
… | |
292 | ns = 0; |
298 | ns = 0; |
293 | } |
299 | } |
294 | |
300 | |
295 | if (ob) |
301 | if (ob) |
296 | ob->close_container (); //TODO: client-specific |
302 | ob->close_container (); //TODO: client-specific |
|
|
303 | |
|
|
304 | observe = ob; |
297 | |
305 | |
298 | deactivate (); |
306 | deactivate (); |
299 | } |
307 | } |
300 | |
308 | |
301 | // the need for this function can be explained |
309 | // the need for this function can be explained |
302 | // by load_object not returning the object |
310 | // by load_object not returning the object |
303 | void |
311 | void |
304 | player::set_object (object *op) |
312 | player::set_object (object *op) |
305 | { |
313 | { |
306 | ob = op; |
314 | ob = observe = op; |
307 | ob->contr = this; /* this aren't yet in archetype */ |
315 | ob->contr = this; /* this aren't yet in archetype */ |
308 | |
316 | |
309 | ob->speed_left = 0.5; |
|
|
310 | ob->speed = 1.0; |
317 | ob->speed = 1.0f; |
|
|
318 | ob->speed_left = 0.5f; |
|
|
319 | |
311 | ob->direction = 5; /* So player faces south */ |
320 | ob->direction = 5; /* So player faces south */ |
|
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321 | } |
|
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322 | |
|
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323 | void |
|
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324 | player::set_observe (object *op) |
|
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325 | { |
|
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326 | observe = op ? op : ob; |
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327 | do_los = 1; |
312 | } |
328 | } |
313 | |
329 | |
314 | player::player () |
330 | player::player () |
315 | { |
331 | { |
316 | /* There are some elements we want initialised to non zero value - |
332 | /* There are some elements we want initialised to non zero value - |
… | |
… | |
327 | petmode = pet_normal; |
343 | petmode = pet_normal; |
328 | listening = 10; |
344 | listening = 10; |
329 | usekeys = containers; |
345 | usekeys = containers; |
330 | peaceful = 1; /* default peaceful */ |
346 | peaceful = 1; /* default peaceful */ |
331 | do_los = 1; |
347 | do_los = 1; |
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|
348 | |
|
|
349 | weapon_sp = 1.0f; |
|
|
350 | weapon_sp_left = 0.5f; |
332 | } |
351 | } |
333 | |
352 | |
334 | void |
353 | void |
335 | player::do_destroy () |
354 | player::do_destroy () |
336 | { |
355 | { |
… | |
… | |
341 | if (ob) |
360 | if (ob) |
342 | { |
361 | { |
343 | ob->destroy_inv (false); |
362 | ob->destroy_inv (false); |
344 | ob->destroy (); |
363 | ob->destroy (); |
345 | } |
364 | } |
|
|
365 | |
|
|
366 | ob = observe = 0; |
346 | } |
367 | } |
347 | |
368 | |
348 | player::~player () |
369 | player::~player () |
349 | { |
370 | { |
350 | /* Clear item stack */ |
371 | /* Clear item stack */ |
… | |
… | |
377 | * Note: there MUST be at least one player archetype! |
398 | * Note: there MUST be at least one player archetype! |
378 | */ |
399 | */ |
379 | archetype * |
400 | archetype * |
380 | get_player_archetype (archetype *at) |
401 | get_player_archetype (archetype *at) |
381 | { |
402 | { |
382 | archetype *start = at; |
403 | archvec::iterator i = at ? archetypes.find (at) : archetypes.begin (); |
383 | |
404 | |
384 | for (;;) |
405 | for (;;) |
385 | { |
406 | { |
386 | if (at == NULL || at->next == NULL) |
407 | if (++i == archetypes.end ()) |
387 | at = first_archetype; |
408 | i = archetypes.begin (); |
388 | else |
409 | else if (*i == at) |
389 | at = at->next; |
410 | cleanup ("not a single player archetype found"); |
390 | |
411 | |
391 | if (at->clone.type == PLAYER) |
412 | if ((*i)->type == PLAYER) |
392 | return at; |
413 | return *i; |
393 | |
|
|
394 | if (at == start) |
|
|
395 | { |
|
|
396 | LOG (llevError, "No Player archetypes\n"); |
|
|
397 | exit (-1); |
|
|
398 | } |
|
|
399 | } |
414 | } |
400 | } |
415 | } |
401 | |
416 | |
402 | object * |
417 | object * |
403 | get_nearest_player (object *mon) |
418 | get_nearest_player (object *mon) |
… | |
… | |
769 | } |
784 | } |
770 | |
785 | |
771 | void |
786 | void |
772 | object::roll_stats () |
787 | object::roll_stats () |
773 | { |
788 | { |
774 | int statsort [7]; |
789 | int statsort [NUM_STATS]; |
775 | |
790 | |
776 | for (;;) |
791 | for (;;) |
777 | { |
792 | { |
778 | int sum = 0; |
793 | int sum = 0; |
779 | for (int i = 7; i--; ) |
794 | for (int i = NUM_STATS; i--; ) |
780 | sum += statsort [i] = roll_stat (); |
795 | sum += statsort [i] = roll_stat (); |
781 | |
796 | |
782 | if (sum >= 82 && sum <= 116) |
797 | if (sum >= 82 && sum <= 116) |
783 | break; |
798 | break; |
784 | } |
799 | } |
785 | |
800 | |
786 | // Sort the stats so that rerolling is easier... |
801 | // Sort the stats so that rerolling is easier... |
787 | std::sort (statsort, statsort + 7, std::greater<int>()); |
802 | std::sort (statsort, statsort + NUM_STATS, std::greater<int>()); |
788 | |
803 | |
|
|
804 | for (int i = 0; i < NUM_STATS; ++i) |
789 | stats.Str = statsort[0]; |
805 | stats.stat (i) = statsort [i]; |
790 | stats.Dex = statsort[1]; |
|
|
791 | stats.Con = statsort[2]; |
|
|
792 | stats.Int = statsort[3]; |
|
|
793 | stats.Wis = statsort[4]; |
|
|
794 | stats.Pow = statsort[5]; |
|
|
795 | stats.Cha = statsort[6]; |
|
|
796 | |
806 | |
797 | stats.exp = 0; |
807 | stats.exp = 0; |
798 | stats.ac = 0; |
808 | stats.ac = 0; |
799 | |
809 | |
800 | stats.hp = stats.maxhp; |
810 | stats.hp = stats.maxhp; |
… | |
… | |
812 | } |
822 | } |
813 | |
823 | |
814 | void |
824 | void |
815 | object::swap_stats (int a, int b) |
825 | object::swap_stats (int a, int b) |
816 | { |
826 | { |
817 | int tmp = get_attr_value (&contr->orig_stats, a); |
827 | swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b)); |
818 | set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b)); |
|
|
819 | set_attr_value (&contr->orig_stats, b, tmp); |
|
|
820 | |
828 | |
|
|
829 | for (int i = 0; i < NUM_STATS; ++i) |
821 | stats.Str = contr->orig_stats.Str; |
830 | stats.stat (i) = contr->orig_stats.stat (i); |
822 | stats.Dex = contr->orig_stats.Dex; |
|
|
823 | stats.Con = contr->orig_stats.Con; |
|
|
824 | stats.Int = contr->orig_stats.Int; |
|
|
825 | stats.Wis = contr->orig_stats.Wis; |
|
|
826 | stats.Pow = contr->orig_stats.Pow; |
|
|
827 | stats.Cha = contr->orig_stats.Cha; |
|
|
828 | |
831 | |
829 | //TODO: the following code looks so borked and should, at the very least, |
832 | //TODO: the following code looks so borked and should, at the very least, |
830 | // be merged with the similar code in roll_stats |
833 | // be merged with the similar code in roll_stats |
831 | stats.ac = 0; |
834 | stats.ac = 0; |
832 | |
835 | |
… | |
… | |
905 | if (*first_map_ext_path) |
908 | if (*first_map_ext_path) |
906 | { |
909 | { |
907 | object *tmp; |
910 | object *tmp; |
908 | char mapname[MAX_BUF]; |
911 | char mapname[MAX_BUF]; |
909 | |
912 | |
910 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name); |
913 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname); |
911 | tmp = object::create (); |
914 | tmp = object::create (); |
912 | EXIT_PATH (tmp) = mapname; |
915 | EXIT_PATH (tmp) = mapname; |
913 | EXIT_X (tmp) = ob->x; |
916 | EXIT_X (tmp) = ob->x; |
914 | EXIT_Y (tmp) = ob->y; |
917 | EXIT_Y (tmp) = ob->y; |
915 | ob->enter_exit (tmp); /* we don't really care if it succeeded; |
918 | ob->enter_exit (tmp); /* we don't really care if it succeeded; |
… | |
… | |
934 | int x = ob->x, y = ob->y; |
937 | int x = ob->x, y = ob->y; |
935 | |
938 | |
936 | ob->remove_statbonus (); |
939 | ob->remove_statbonus (); |
937 | ob->remove (); |
940 | ob->remove (); |
938 | ob->arch = get_player_archetype (ob->arch); |
941 | ob->arch = get_player_archetype (ob->arch); |
939 | ob->arch->clone.copy_to (ob); |
942 | ob->arch->copy_to (ob); |
940 | ob->instantiate (); |
943 | ob->instantiate (); |
941 | ob->stats = ob->contr->orig_stats; |
944 | ob->stats = ob->contr->orig_stats; |
942 | ob->name = ob->name_pl = name; |
945 | ob->name = ob->name_pl = name; |
943 | ob->x = x; |
946 | ob->x = x; |
944 | ob->y = y; |
947 | ob->y = y; |
945 | SET_ANIMATION (ob, 2); /* So player faces south */ |
948 | SET_ANIMATION (ob, 2); /* So player faces south */ |
946 | insert_ob_in_map (ob, ob->map, ob, 0); |
949 | insert_ob_in_map (ob, ob->map, ob, 0); |
947 | assign (ob->contr->title, ob->arch->clone.name); |
950 | assign (ob->contr->title, ob->arch->object::name); |
948 | ob->add_statbonus (); |
951 | ob->add_statbonus (); |
949 | } |
952 | } |
950 | while (!allowed_class (ob)); |
953 | while (!allowed_class (ob)); |
951 | |
954 | |
952 | update_object (ob, UP_OBJ_FACE); |
955 | update_object (ob, UP_OBJ_FACE); |
… | |
… | |
1009 | /* Cornered, get rid of scared */ |
1012 | /* Cornered, get rid of scared */ |
1010 | CLEAR_FLAG (op, FLAG_SCARED); |
1013 | CLEAR_FLAG (op, FLAG_SCARED); |
1011 | op->enemy = NULL; |
1014 | op->enemy = NULL; |
1012 | } |
1015 | } |
1013 | |
1016 | |
1014 | |
|
|
1015 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
1017 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
1016 | * IT returns 1 if the player should keep on moving, 0 if he should |
1018 | * It returns 1 if the player should keep on moving, 0 if he should |
1017 | * stop. |
1019 | * stop. |
1018 | */ |
1020 | */ |
1019 | int |
1021 | int |
1020 | check_pick (object *op) |
1022 | check_pick (object *op) |
1021 | { |
1023 | { |
… | |
… | |
1098 | if (tmp->name != NULL) |
1100 | if (tmp->name != NULL) |
1099 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1101 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1100 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1102 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1101 | else |
1103 | else |
1102 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1104 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1103 | &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1105 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1104 | |
1106 | |
1105 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1107 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1106 | } |
1108 | } |
1107 | |
1109 | |
1108 | /* philosophy: |
1110 | /* philosophy: |
… | |
… | |
1301 | /* careful: chairs and tables are weapons! */ |
1303 | /* careful: chairs and tables are weapons! */ |
1302 | if (op->contr->mode & PU_ALLWEAPON) |
1304 | if (op->contr->mode & PU_ALLWEAPON) |
1303 | { |
1305 | { |
1304 | if (tmp->type == WEAPON && tmp->name != NULL) |
1306 | if (tmp->type == WEAPON && tmp->name != NULL) |
1305 | { |
1307 | { |
1306 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && |
1308 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL && |
1307 | strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) |
1309 | strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) |
1308 | { |
1310 | { |
1309 | pick_up (op, tmp); |
1311 | pick_up (op, tmp); |
1310 | continue; |
1312 | continue; |
1311 | } |
1313 | } |
1312 | } |
1314 | } |
1313 | |
1315 | |
1314 | if (tmp->type == WEAPON && tmp->name == NULL) |
1316 | if (tmp->type == WEAPON && tmp->name == NULL) |
1315 | { |
1317 | { |
1316 | if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) |
1318 | if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL) |
1317 | { |
1319 | { |
1318 | pick_up (op, tmp); |
1320 | pick_up (op, tmp); |
1319 | continue; |
1321 | continue; |
1320 | } |
1322 | } |
1321 | } |
1323 | } |
… | |
… | |
1346 | if (tmp->name != NULL) |
1348 | if (tmp->name != NULL) |
1347 | { |
1349 | { |
1348 | fprintf (stderr, "%s", tmp->name); |
1350 | fprintf (stderr, "%s", tmp->name); |
1349 | } |
1351 | } |
1350 | else |
1352 | else |
1351 | fprintf (stderr, "%s", tmp->arch->name); |
1353 | fprintf (stderr, "%s", tmp->arch->archname); |
1352 | fprintf (stderr, ",%d] = ", tmp->type); |
1354 | fprintf (stderr, ",%d] = ", tmp->type); |
1353 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1355 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1354 | #endif |
1356 | #endif |
1355 | continue; |
1357 | continue; |
1356 | } |
1358 | } |
… | |
… | |
1426 | else |
1428 | else |
1427 | { |
1429 | { |
1428 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1430 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1429 | { |
1431 | { |
1430 | attacktype = 1 << attacknum; |
1432 | attacktype = 1 << attacknum; |
1431 | if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) |
1433 | if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0) |
1432 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) |
1434 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby) |
1433 | { |
1435 | { |
1434 | tmp = arrow; |
1436 | tmp = arrow; |
1435 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; |
1437 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1436 | } |
1438 | } |
1437 | } |
1439 | } |
1438 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1440 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1439 | { |
1441 | { |
1440 | tmp = arrow; |
1442 | tmp = arrow; |
… | |
… | |
1459 | * find_better_arrow to find a decent arrow to use. |
1461 | * find_better_arrow to find a decent arrow to use. |
1460 | * op = the shooter |
1462 | * op = the shooter |
1461 | * type = bow->race |
1463 | * type = bow->race |
1462 | * dir = fire direction |
1464 | * dir = fire direction |
1463 | */ |
1465 | */ |
1464 | |
|
|
1465 | object * |
1466 | object * |
1466 | pick_arrow_target (object *op, const char *type, int dir) |
1467 | pick_arrow_target (object *op, const char *type, int dir) |
1467 | { |
1468 | { |
1468 | object *tmp = NULL; |
1469 | object *tmp = NULL; |
1469 | maptile *m; |
1470 | maptile *m; |
… | |
… | |
1534 | */ |
1535 | */ |
1535 | int |
1536 | int |
1536 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1537 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1537 | { |
1538 | { |
1538 | object *left, *bow; |
1539 | object *left, *bow; |
1539 | int bowspeed, mflags; |
1540 | int mflags; |
1540 | maptile *m; |
1541 | maptile *m; |
1541 | |
1542 | |
1542 | if (!dir) |
1543 | if (!dir) |
1543 | { |
1544 | { |
1544 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1545 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1545 | return 0; |
1546 | return 0; |
1546 | } |
1547 | } |
1547 | |
1548 | |
1548 | if (op->type == PLAYER) |
1549 | if (op->contr) |
1549 | bow = op->contr->ranged_ob; |
1550 | bow = op->current_weapon; |
1550 | else |
1551 | else |
1551 | { |
1552 | { |
1552 | for (bow = op->inv; bow; bow = bow->below) |
1553 | for (bow = op->inv; bow; bow = bow->below) |
1553 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1554 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1554 | * don't need to switch back and forth between bows and weapons. |
1555 | * don't need to switch back and forth between bows and weapons. |
… | |
… | |
1575 | { |
1576 | { |
1576 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1577 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1577 | return 0; |
1578 | return 0; |
1578 | } |
1579 | } |
1579 | |
1580 | |
1580 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
|
|
1581 | |
|
|
1582 | /* penalize ROF for bestarrow */ |
|
|
1583 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
|
|
1584 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
|
|
1585 | |
|
|
1586 | if (bowspeed < 1) |
|
|
1587 | bowspeed = 1; |
|
|
1588 | |
|
|
1589 | if (arrow == NULL) |
1581 | if (arrow == NULL) |
1590 | { |
1582 | { |
1591 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1583 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1592 | { |
1584 | { |
1593 | if (op->type == PLAYER) |
1585 | if (op->type == PLAYER) |
… | |
… | |
1627 | |
1619 | |
1628 | arrow->set_owner (op); |
1620 | arrow->set_owner (op); |
1629 | arrow->skill = bow->skill; |
1621 | arrow->skill = bow->skill; |
1630 | arrow->direction = dir; |
1622 | arrow->direction = dir; |
1631 | |
1623 | |
1632 | if (op->type == PLAYER) |
|
|
1633 | { |
|
|
1634 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
|
|
1635 | op->update_stats (); |
|
|
1636 | } |
|
|
1637 | |
|
|
1638 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1639 | |
|
|
1640 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
1624 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
1641 | arrow->stats.hp = arrow->stats.dam; |
1625 | arrow->stats.hp = arrow->stats.dam; |
1642 | arrow->stats.grace = arrow->attacktype; |
1626 | arrow->stats.grace = arrow->attacktype; |
1643 | |
1627 | |
1644 | if (arrow->slaying) |
1628 | if (arrow->slaying) |
1645 | arrow->spellarg = strdup (arrow->slaying); |
1629 | arrow->spellarg = strdup (arrow->slaying); |
1646 | |
1630 | |
1647 | arrow->stats.dam += op->stats.dam + arrow->magic; |
1631 | #if 0 |
|
|
1632 | if (player *pl = op->contr) |
|
|
1633 | { |
|
|
1634 | float speed = pl->weapon_sp; |
|
|
1635 | |
|
|
1636 | /* penalize ROF for bestarrow */ |
|
|
1637 | if (pl->bowtype == bow_bestarrow) |
|
|
1638 | speed *= .9f; |
|
|
1639 | else |
|
|
1640 | speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; |
|
|
1641 | |
|
|
1642 | op->speed_left += speed - op->speed; |
|
|
1643 | } |
|
|
1644 | #endif |
|
|
1645 | |
|
|
1646 | SET_ANIMATION (arrow, arrow->direction); |
1648 | |
1647 | |
1649 | /* update the speed */ |
1648 | /* update the speed */ |
1650 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
1649 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
1651 | 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
1650 | + bow->stats.dam / 7.f; |
1652 | |
1651 | |
1653 | arrow->set_speed (max (arrow->speed, 1.0)); |
1652 | arrow->set_speed (max (arrow->speed, 2.f)); |
1654 | arrow->speed_left = 0; |
1653 | arrow->speed_left = 0; |
1655 | |
1654 | |
1656 | arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1655 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1657 | |
1656 | |
1658 | if (op->type == PLAYER) |
1657 | if (op->type == PLAYER) |
1659 | { |
1658 | { |
1660 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
1659 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
1661 | arrow->stats.wc -= dex_bonus[op->stats.Dex]; |
1660 | wc -= dex_bonus[op->stats.Dex]; |
1662 | |
1661 | |
1663 | if (!arrow->slaying) |
1662 | if (!arrow->slaying) |
1664 | arrow->slaying = op->slaying; |
1663 | arrow->slaying = op->slaying; |
|
|
1664 | |
|
|
1665 | arrow->attacktype |= op->attacktype; |
1665 | } |
1666 | } |
1666 | else |
1667 | else |
1667 | { |
1668 | { |
1668 | arrow->level = op->level; |
1669 | arrow->level = op->level; |
1669 | arrow->stats.wc -= bow->magic; |
1670 | arrow->stats.wc -= bow->magic; |
1670 | |
1671 | |
1671 | if (!arrow->slaying) |
1672 | if (!arrow->slaying) |
1672 | arrow->slaying = bow->slaying; |
1673 | arrow->slaying = bow->slaying; |
1673 | } |
|
|
1674 | |
1674 | |
1675 | arrow->stats.wc -= arrow->level; |
|
|
1676 | |
|
|
1677 | arrow->attacktype |= bow->attacktype; |
1675 | arrow->attacktype |= bow->attacktype; |
|
|
1676 | } |
1678 | |
1677 | |
|
|
1678 | wc -= arrow->level; |
|
|
1679 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
|
|
1680 | |
|
|
1681 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1679 | arrow->move_type = MOVE_FLY_LOW; |
1682 | arrow->move_type = MOVE_FLY_LOW; |
1680 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1683 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1681 | |
1684 | |
1682 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1685 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1683 | m->insert (arrow, sx, sy, op); |
1686 | m->insert (arrow, sx, sy, op); |
… | |
… | |
1728 | else if (op->contr->bowtype == bow_spreadshot) |
1731 | else if (op->contr->bowtype == bow_spreadshot) |
1729 | { |
1732 | { |
1730 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1733 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1731 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1734 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1732 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1735 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1733 | |
|
|
1734 | } |
1736 | } |
1735 | else |
1737 | else |
1736 | { |
1738 | { |
1737 | /* Simple case */ |
1739 | /* Simple case */ |
1738 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1740 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1739 | } |
1741 | } |
|
|
1742 | |
1740 | return ret; |
1743 | return ret; |
1741 | } |
1744 | } |
1742 | |
|
|
1743 | |
1745 | |
1744 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1746 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1745 | * Broken apart from 'fire' to keep it more readable. |
1747 | * Broken apart from 'fire' to keep it more readable. |
1746 | */ |
1748 | */ |
1747 | void |
1749 | void |
… | |
… | |
1759 | { |
1761 | { |
1760 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1762 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1761 | return; |
1763 | return; |
1762 | } |
1764 | } |
1763 | |
1765 | |
|
|
1766 | if (!op->change_weapon (item)) |
|
|
1767 | return; |
|
|
1768 | |
1764 | if (item->type == WAND) |
1769 | if (item->type == WAND) |
1765 | { |
1770 | { |
1766 | if (item->stats.food <= 0) |
1771 | if (item->stats.food <= 0) |
1767 | { |
1772 | { |
1768 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1773 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1769 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
1774 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
|
|
1775 | |
1770 | return; |
1776 | return; |
1771 | } |
1777 | } |
1772 | } |
1778 | } |
1773 | else if (item->type == ROD || item->type == HORN) |
1779 | else if (item->type == ROD || item->type == HORN) |
1774 | { |
1780 | { |
1775 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1781 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1776 | { |
1782 | { |
1777 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1783 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
|
|
1784 | |
1778 | if (item->type == ROD) |
1785 | if (item->type == ROD) |
1779 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1786 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1780 | else |
1787 | else |
1781 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
1788 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
|
|
1789 | |
1782 | return; |
1790 | return; |
1783 | } |
1791 | } |
1784 | } |
1792 | } |
1785 | |
1793 | |
1786 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1794 | if (cast_spell (op, item, dir, item->inv, NULL)) |
… | |
… | |
1793 | object *tmp; |
1801 | object *tmp; |
1794 | |
1802 | |
1795 | if (item->arch) |
1803 | if (item->arch) |
1796 | { |
1804 | { |
1797 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1805 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1798 | item->face = item->arch->clone.face; |
1806 | item->face = item->arch->face; |
1799 | item->set_speed (0); |
1807 | item->set_speed (0); |
1800 | } |
1808 | } |
1801 | |
1809 | |
1802 | if ((tmp = item->in_player ())) |
1810 | if ((tmp = item->in_player ())) |
1803 | esrv_update_item (UPD_ANIM, tmp, item); |
1811 | esrv_update_item (UPD_ANIM, tmp, item); |
… | |
… | |
1808 | } |
1816 | } |
1809 | } |
1817 | } |
1810 | |
1818 | |
1811 | /* Received a fire command for the player - go and do it. |
1819 | /* Received a fire command for the player - go and do it. |
1812 | */ |
1820 | */ |
1813 | void |
1821 | bool |
1814 | fire (object *op, int dir) |
1822 | fire (object *op, int dir) |
1815 | { |
1823 | { |
1816 | int spellcost = 0; |
1824 | int spellcost = 0; |
1817 | |
1825 | |
1818 | /* check for loss of invisiblity/hide */ |
1826 | /* check for loss of invisiblity/hide */ |
1819 | if (action_makes_visible (op)) |
1827 | if (action_makes_visible (op)) |
1820 | make_visible (op); |
1828 | make_visible (op); |
1821 | |
1829 | |
1822 | player *pl = op->contr; |
1830 | player *pl = op->contr; |
1823 | |
1831 | |
1824 | object *skill = pl->ranged_skill; |
|
|
1825 | object *rob = pl->ranged_ob; |
|
|
1826 | |
|
|
1827 | if (!skill) |
|
|
1828 | return; |
|
|
1829 | |
|
|
1830 | if (pl->golem) |
1832 | if (pl->golem) |
|
|
1833 | { |
1831 | control_golem (op->contr->golem, dir); |
1834 | control_golem (op->contr->golem, dir); |
1832 | else if (skill->type == SKILL) |
1835 | return false; |
1833 | { |
1836 | } |
1834 | if (skill_flags [skill->subtype] & SF_NEED_BOW) |
1837 | |
|
|
1838 | object *ob = pl->ranged_ob; |
|
|
1839 | |
|
|
1840 | if (!ob) |
|
|
1841 | return false; |
|
|
1842 | |
|
|
1843 | if (!op->change_weapon (ob)) |
|
|
1844 | return false; |
|
|
1845 | |
|
|
1846 | if (op->speed_left > 0.f) |
|
|
1847 | --op->speed_left; |
|
|
1848 | else |
|
|
1849 | return false; |
|
|
1850 | |
|
|
1851 | switch (ob->type) |
|
|
1852 | { |
|
|
1853 | case BOW: |
1835 | player_fire_bow (op, dir); |
1854 | player_fire_bow (op, dir); |
1836 | else if (rob && rob->type == SPELL) /* Casting spells */ |
1855 | break; |
|
|
1856 | |
|
|
1857 | case SPELL: |
1837 | spellcost = cast_spell (op, op, dir, rob, pl->spellparam[0] ? pl->spellparam : 0); |
1858 | spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); |
1838 | else |
1859 | break; |
1839 | LOG (llevError, "skill %s ready but do not know what to do with its ob: %s\n", |
|
|
1840 | &skill->name, rob ? &rob->name : "(null)"); |
|
|
1841 | } |
|
|
1842 | else if (skill == op) |
|
|
1843 | { |
|
|
1844 | if (!rob) |
|
|
1845 | { |
|
|
1846 | LOG (llevError, "self-skill ready but no ranged ob: %s\n", skill->debug_desc ()); |
|
|
1847 | return; |
|
|
1848 | } |
|
|
1849 | |
1860 | |
1850 | if (rob->type == BUILDER) |
1861 | case BUILDER: |
1851 | apply_map_builder (op, dir); |
1862 | apply_map_builder (op, dir); |
1852 | else if (rob->type == SKILL || rob->type == SKILL_TOOL) |
1863 | break; |
|
|
1864 | |
|
|
1865 | case SKILL: |
1853 | do_skill (op, op, rob, dir, NULL); |
1866 | do_skill (op, op, ob, dir, 0); |
1854 | else |
1867 | break; |
1855 | fire_misc_object (op, dir); //TODO: should become use_magic_item skill usage |
1868 | |
|
|
1869 | default: |
|
|
1870 | fire_misc_object (op, dir); |
|
|
1871 | break; |
1856 | } |
1872 | } |
|
|
1873 | |
|
|
1874 | return true; |
1857 | } |
1875 | } |
1858 | |
1876 | |
1859 | /* find_key |
1877 | /* find_key |
1860 | * We try to find a key for the door as passed. If we find a key |
1878 | * We try to find a key for the door as passed. If we find a key |
1861 | * and successfully use it, we return the key, otherwise NULL |
1879 | * and successfully use it, we return the key, otherwise NULL |
… | |
… | |
1948 | * 0 otherwise |
1966 | * 0 otherwise |
1949 | */ |
1967 | */ |
1950 | static int |
1968 | static int |
1951 | player_attack_door (object *op, object *door) |
1969 | player_attack_door (object *op, object *door) |
1952 | { |
1970 | { |
1953 | /* If its a door, try to find a use a key. If we do destroy the door, |
1971 | /* If its a door, try to find a key. If we do destroy the door, |
1954 | * might as well return immediately as there is nothing more to do - |
1972 | * might as well return immediately as there is nothing more to do - |
1955 | * otherwise, we fall through to the rest of the code. |
1973 | * otherwise, we fall through to the rest of the code. |
1956 | */ |
1974 | */ |
1957 | object *key = find_key (op, op, door); |
1975 | object *key = find_key (op, op, door); |
1958 | |
1976 | |
1959 | /* IF we found a key, do some extra work */ |
1977 | /* If we found a key, do some extra work */ |
1960 | if (key) |
1978 | if (key) |
1961 | { |
1979 | { |
1962 | object *container = key->env; |
1980 | object *container = key->env; |
1963 | |
1981 | |
1964 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
1982 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
… | |
… | |
1999 | * It should keep the code cleaner. |
2017 | * It should keep the code cleaner. |
2000 | * When this is called, the players direction has been updated |
2018 | * When this is called, the players direction has been updated |
2001 | * (taking into account confusion.) The player is also actually |
2019 | * (taking into account confusion.) The player is also actually |
2002 | * going to try and move (not fire weapons). |
2020 | * going to try and move (not fire weapons). |
2003 | */ |
2021 | */ |
2004 | void |
2022 | bool |
2005 | move_player_attack (object *op, int dir) |
2023 | move_player_attack (object *op, int dir) |
2006 | { |
2024 | { |
2007 | object *tmp, *mon; |
|
|
2008 | int on_battleground; |
2025 | int on_battleground; |
2009 | maptile *m; |
|
|
2010 | |
2026 | |
2011 | sint16 nx = freearr_x[dir] + op->x; |
2027 | sint16 nx = freearr_x[dir] + op->x; |
2012 | sint16 ny = freearr_y[dir] + op->y; |
2028 | sint16 ny = freearr_y[dir] + op->y; |
2013 | |
2029 | |
2014 | on_battleground = op_on_battleground (op, 0, 0); |
2030 | on_battleground = op_on_battleground (op, 0, 0); |
|
|
2031 | |
|
|
2032 | if (out_of_map (op->map, nx, ny)) |
|
|
2033 | return false; |
|
|
2034 | |
|
|
2035 | if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) |
|
|
2036 | { |
|
|
2037 | --op->speed_left; |
|
|
2038 | return true; |
|
|
2039 | } |
2015 | |
2040 | |
2016 | /* If braced, or can't move to the square, and it is not out of the |
2041 | /* If braced, or can't move to the square, and it is not out of the |
2017 | * map, attack it. Note order of if statement is important - don't |
2042 | * map, attack it. Note order of if statement is important - don't |
2018 | * want to be calling move_ob if braced, because move_ob will move the |
2043 | * want to be calling move_ob if braced, because move_ob will move the |
2019 | * player. This is a pretty nasty hack, because if we could |
2044 | * player. This is a pretty nasty hack, because if we could |
2020 | * move to some space, it then means that if we are braced, we should |
2045 | * move to some space, it then means that if we are braced, we should |
2021 | * do nothing at all. As it is, if we are braced, we go through |
2046 | * do nothing at all. As it is, if we are braced, we go through |
2022 | * quite a bit of processing. However, it probably is less than what |
2047 | * quite a bit of processing. However, it probably is less than what |
2023 | * move_ob uses. |
2048 | * move_ob uses. |
2024 | */ |
2049 | */ |
2025 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
|
|
2026 | { |
|
|
2027 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
|
|
2028 | { |
|
|
2029 | m = op->map->xy_find (nx, ny); |
2050 | maptile *m = op->map->xy_find (nx, ny); |
2030 | if (!m) |
|
|
2031 | return; /* Don't think this should happen */ |
|
|
2032 | } |
|
|
2033 | else |
|
|
2034 | m = op->map; |
|
|
2035 | |
2051 | |
2036 | if (!(tmp = m->at (nx, ny).bot)) |
|
|
2037 | return; |
|
|
2038 | |
|
|
2039 | mon = 0; |
|
|
2040 | /* Go through all the objects, and find ones of interest. Only stop if |
2052 | /* Go through all the objects, and find ones of interest. Only stop if |
2041 | * we find a monster - that is something we know we want to attack. |
2053 | * we find a monster - that is something we know we want to attack. |
2042 | * if its a door or barrel (can roll) see if there may be monsters |
2054 | * if its a door or barrel (can roll) see if there may be monsters |
2043 | * on the space |
2055 | * on the space |
2044 | */ |
2056 | */ |
2045 | while (tmp) |
2057 | object *mon; |
2046 | { |
2058 | for (mon = m->at (nx, ny).bot; mon; mon = mon->above) |
2047 | if (tmp == op) |
2059 | { |
2048 | { |
2060 | if ((mon->flag [FLAG_ALIVE] |
2049 | tmp = tmp->above; |
2061 | || mon->type == LOCKED_DOOR |
2050 | continue; |
2062 | || mon->flag [FLAG_CAN_ROLL]) |
2051 | } |
|
|
2052 | |
|
|
2053 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
|
|
2054 | { |
|
|
2055 | mon = tmp; |
2063 | && mon != op) |
2056 | break; |
2064 | break; |
2057 | } |
2065 | } |
2058 | |
2066 | |
2059 | if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) |
|
|
2060 | mon = tmp; |
|
|
2061 | |
|
|
2062 | tmp = tmp->above; |
|
|
2063 | } |
|
|
2064 | |
|
|
2065 | if (!mon) /* This happens anytime the player tries to move */ |
2067 | if (!mon) /* This happens anytime the player tries to move */ |
2066 | return; /* into a wall */ |
2068 | return false; /* into a wall */ |
2067 | |
2069 | |
2068 | if (mon->head) |
|
|
2069 | mon = mon->head; |
2070 | mon = mon->head_ (); |
2070 | |
2071 | |
2071 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
2072 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
|
|
2073 | if (op->contr->weapon_sp_left > 0.f) |
2072 | if (player_attack_door (op, mon)) |
2074 | if (player_attack_door (op, mon)) |
|
|
2075 | { |
|
|
2076 | --op->contr->weapon_sp_left; |
2073 | return; |
2077 | return true; |
|
|
2078 | } |
2074 | |
2079 | |
2075 | /* The following deals with possibly attacking peaceful |
2080 | /* The following deals with possibly attacking peaceful |
2076 | * or frienddly creatures. Basically, all players are considered |
2081 | * or friendly creatures. Basically, all players are considered |
2077 | * unaggressive. If the moving player has peaceful set, then the |
2082 | * unaggressive. If the moving player has peaceful set, then the |
2078 | * object should be pushed instead of attacked. It is assumed that |
2083 | * object should be pushed instead of attacked. It is assumed that |
2079 | * if you are braced, you will not attack friends accidently, |
2084 | * if you are braced, you will not attack friends accidently, |
2080 | * and thus will not push them. |
2085 | * and thus will not push them. |
2081 | */ |
2086 | */ |
2082 | |
2087 | |
2083 | /* If the creature is a pet, push it even if the player is not |
2088 | /* If the creature is a pet, push it even if the player is not |
2084 | * peaceful. Our assumption is the creature is a pet if the |
2089 | * peaceful. Our assumption is the creature is a pet if the |
2085 | * player owns it and it is either friendly or unagressive. |
2090 | * player owns it and it is either friendly or unagressive. |
2086 | */ |
2091 | */ |
2087 | if ((op->type == PLAYER) |
2092 | if (op->type == PLAYER |
2088 | #if COZY_SERVER |
|
|
2089 | && |
|
|
2090 | ((mon->owner && mon->owner->contr |
2093 | && ((mon->owner && mon->owner->contr |
2091 | && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) |
2094 | && same_party (mon->owner->contr->party, op->contr->party)) |
2092 | #else |
|
|
2093 | && mon->owner == op |
2095 | || mon->owner == op) |
2094 | #endif |
|
|
2095 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2096 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2096 | { |
2097 | { |
2097 | /* If we're braced, we don't want to switch places with it */ |
2098 | /* If we're braced, we don't want to switch places with it */ |
2098 | if (op->contr->braced) |
2099 | if (op->contr->braced) |
2099 | return; |
2100 | return false; |
|
|
2101 | |
|
|
2102 | if (op->speed_left > 0.f) |
|
|
2103 | { |
|
|
2104 | --op->speed_left; |
2100 | |
2105 | |
2101 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2106 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2102 | push_ob (mon, dir, op); |
2107 | push_ob (mon, dir, op); |
|
|
2108 | |
2103 | if (op->contr->tmp_invis || op->hide) |
2109 | if (op->contr->tmp_invis || op->hide) |
2104 | make_visible (op); |
2110 | make_visible (op); |
2105 | |
2111 | |
2106 | return; |
2112 | return true; |
2107 | } |
2113 | } |
|
|
2114 | else |
|
|
2115 | return false; |
|
|
2116 | } |
2108 | |
2117 | |
2109 | /* in certain circumstances, you shouldn't attack friendly |
2118 | /* in certain circumstances, you shouldn't attack friendly |
2110 | * creatures. Note that if you are braced, you can't push |
2119 | * creatures. Note that if you are braced, you can't push |
2111 | * someone, but put it inside this loop so that you won't |
2120 | * someone, but put it inside this loop so that you won't |
2112 | * attack them either. |
2121 | * attack them either. |
2113 | */ |
2122 | */ |
2114 | if ((mon->type == PLAYER || mon->enemy != op) && |
2123 | if ((mon->type == PLAYER || mon->enemy != op) |
2115 | (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( |
2124 | && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) |
2116 | #ifdef PROHIBIT_PLAYERKILL |
|
|
2117 | (op->contr->peaceful |
2125 | && ((op->contr->peaceful |
2118 | || (mon->type == PLAYER |
2126 | || (mon->type == PLAYER && mon->contr->peaceful)) |
2119 | && mon->contr-> |
|
|
2120 | peaceful)) && |
|
|
2121 | #else |
|
|
2122 | op->contr->peaceful && |
|
|
2123 | #endif |
|
|
2124 | !on_battleground)) |
2127 | && !on_battleground)) |
|
|
2128 | { |
|
|
2129 | if (op->speed_left > 0.f) |
2125 | { |
2130 | { |
|
|
2131 | --op->speed_left; |
|
|
2132 | |
2126 | if (!op->contr->braced) |
2133 | if (!op->contr->braced) |
2127 | { |
2134 | { |
2128 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2135 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2129 | push_ob (mon, dir, op); |
2136 | push_ob (mon, dir, op); |
2130 | } |
2137 | } |
2131 | else |
2138 | else |
2132 | new_draw_info (0, 0, op, "You withhold your attack"); |
2139 | new_draw_info (0, 0, op, "You withhold your attack"); |
2133 | |
2140 | |
2134 | if (op->contr->tmp_invis || op->hide) |
2141 | if (op->contr->tmp_invis || op->hide) |
2135 | make_visible (op); |
2142 | make_visible (op); |
2136 | } |
|
|
2137 | |
2143 | |
|
|
2144 | return true; |
|
|
2145 | } |
|
|
2146 | } |
2138 | /* If the object is a boulder or other rollable object, then |
2147 | /* If the object is a boulder or other rollable object, then |
2139 | * roll it if not braced. You can't roll it if you are braced. |
2148 | * roll it if not braced. You can't roll it if you are braced. |
2140 | */ |
2149 | */ |
2141 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
2150 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
|
|
2151 | { |
|
|
2152 | if (op->speed_left > 0.f) |
2142 | { |
2153 | { |
|
|
2154 | --op->speed_left; |
|
|
2155 | |
2143 | recursive_roll (mon, dir, op); |
2156 | recursive_roll (mon, dir, op); |
2144 | if (action_makes_visible (op)) |
2157 | if (action_makes_visible (op)) |
2145 | make_visible (op); |
2158 | make_visible (op); |
2146 | } |
|
|
2147 | |
2159 | |
|
|
2160 | return true; |
|
|
2161 | } |
|
|
2162 | } |
2148 | /* Any generic living creature. Including things like doors. |
2163 | /* Any generic living creature. Including things like doors. |
2149 | * Way it works is like this: First, it must have some hit points |
2164 | * Way it works is like this: First, it must have some hit points |
2150 | * and be living. Then, it must be one of the following: |
2165 | * and be living. Then, it must be one of the following: |
2151 | * 1) Not a player, 2) A player, but of a different party. Note |
2166 | * 1) Not a player, 2) A player, but of a different party. Note |
2152 | * that party_number -1 is no party, so attacks can still happen. |
2167 | * that party_number -1 is no party, so attacks can still happen. |
2153 | */ |
2168 | */ |
2154 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2169 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2155 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2170 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2156 | { |
2171 | { |
2157 | |
2172 | if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) |
2158 | /* If the player hasn't hit something this tick, and does |
|
|
2159 | * so, give them speed boost based on weapon speed. Doing |
|
|
2160 | * it here is better than process_players2, which basically |
|
|
2161 | * incurred a 1 tick offset. |
|
|
2162 | */ |
|
|
2163 | if (!op->contr->has_hit) |
|
|
2164 | { |
2173 | { |
2165 | op->speed_left += op->speed / op->contr->weapon_sp; |
2174 | --op->contr->weapon_sp_left; |
2166 | |
|
|
2167 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
|
|
2168 | } |
|
|
2169 | |
2175 | |
2170 | skill_attack (mon, op, 0, 0, 0); |
2176 | skill_attack (mon, op, 0, 0, 0); |
2171 | |
|
|
2172 | /* If attacking another player, that player gets automatic |
|
|
2173 | * hitback, and doesn't loose luck either. |
|
|
2174 | * Disable hitback on the battleground or if the target is |
|
|
2175 | * the wiz. |
|
|
2176 | */ |
|
|
2177 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) |
|
|
2178 | { |
|
|
2179 | short luck = mon->stats.luck; |
|
|
2180 | |
|
|
2181 | mon->contr->has_hit = 1; |
|
|
2182 | skill_attack (op, mon, 0, 0, 0); |
|
|
2183 | mon->stats.luck = luck; |
|
|
2184 | } |
|
|
2185 | |
2177 | |
2186 | if (action_makes_visible (op)) |
2178 | if (action_makes_visible (op)) |
2187 | make_visible (op); |
2179 | make_visible (op); |
2188 | } |
|
|
2189 | } /* if player should attack something */ |
|
|
2190 | } |
|
|
2191 | |
2180 | |
2192 | int |
2181 | return true; |
|
|
2182 | } |
|
|
2183 | } |
|
|
2184 | |
|
|
2185 | return false; |
|
|
2186 | } |
|
|
2187 | |
|
|
2188 | bool |
2193 | move_player (object *op, int dir) |
2189 | move_player (object *op, int dir) |
2194 | { |
2190 | { |
2195 | int pick; |
2191 | int pick; |
2196 | |
2192 | |
2197 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2193 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
… | |
… | |
2211 | op->facing = dir; |
2207 | op->facing = dir; |
2212 | |
2208 | |
2213 | if (op->hide) |
2209 | if (op->hide) |
2214 | do_hidden_move (op); |
2210 | do_hidden_move (op); |
2215 | |
2211 | |
|
|
2212 | bool retval; |
|
|
2213 | |
2216 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2214 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2217 | /*nop */ ; |
2215 | retval = RESULT_INT (0); |
2218 | else if (op->contr->fire_on) |
2216 | else if (op->contr->fire_on) |
2219 | fire (op, dir); |
2217 | retval = fire (op, dir); |
2220 | else |
2218 | else |
2221 | { |
2219 | { |
2222 | move_player_attack (op, dir); |
2220 | retval = move_player_attack (op, dir); |
2223 | pick = check_pick (op); |
2221 | pick = check_pick (op); |
2224 | } |
2222 | } |
2225 | |
2223 | |
2226 | /* Add special check for newcs players and fire on - this way, the |
2224 | /* Add special check for newcs players and fire on - this way, the |
2227 | * server can handle repeat firing. |
2225 | * server can handle repeat firing. |
… | |
… | |
2234 | /* Update how the player looks. Use the facing, so direction may |
2232 | /* Update how the player looks. Use the facing, so direction may |
2235 | * get reset to zero. This allows for full animation capabilities |
2233 | * get reset to zero. This allows for full animation capabilities |
2236 | * for players. |
2234 | * for players. |
2237 | */ |
2235 | */ |
2238 | animate_object (op, op->facing); |
2236 | animate_object (op, op->facing); |
2239 | return 0; |
2237 | |
|
|
2238 | return retval; |
2240 | } |
2239 | } |
2241 | |
2240 | |
2242 | /* This is similar to handle_player, below, but is only used by the |
2241 | /* This is similar to handle_player, below, but is only used by the |
2243 | * new client/server stuff. |
2242 | * new client/server stuff. |
2244 | * This is sort of special, in that the new client/server actually uses |
2243 | * This is sort of special, in that the new client/server actually uses |
2245 | * the new speed values for commands. |
2244 | * the new speed values for commands. |
2246 | * |
2245 | * |
2247 | * Returns true if there are more actions we can do. |
2246 | * Returns true if there are more actions we can do. Should not do |
|
|
2247 | * many actions in a row, as that would be too unfair to other |
|
|
2248 | * players. |
2248 | */ |
2249 | */ |
2249 | int |
2250 | bool |
2250 | handle_newcs_player (object *op) |
2251 | handle_newcs_player (object *op) |
2251 | { |
2252 | { |
2252 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2253 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2253 | { |
2254 | { |
2254 | flee_player (op); |
2255 | if (op->speed_left > 0.f) |
2255 | /* If player is still scared, that is his action for this tick */ |
|
|
2256 | if (QUERY_FLAG (op, FLAG_SCARED)) |
|
|
2257 | { |
2256 | { |
2258 | op->speed_left--; |
2257 | --op->speed_left; |
|
|
2258 | flee_player (op); |
|
|
2259 | |
2259 | return 0; |
2260 | return true; |
2260 | } |
2261 | } |
|
|
2262 | else |
|
|
2263 | return false; |
2261 | } |
2264 | } |
2262 | |
2265 | |
2263 | /* call this here - we also will call this in do_ericserver, but |
2266 | /* call this here - we also will call this in do_ericserver, but |
2264 | * the players time has been increased when doericserver has been |
2267 | * the players time has been increased when doericserver has been |
2265 | * called, so we recheck it here. |
2268 | * called, so we recheck it here. |
2266 | */ |
2269 | */ |
2267 | if (op->contr->ns->handle_command ()) |
2270 | if (op->contr->ns->handle_command ()) |
2268 | return 1; |
2271 | return true; |
2269 | |
2272 | |
2270 | if (op->speed_left > 0) |
|
|
2271 | { |
|
|
2272 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2273 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2273 | { |
|
|
2274 | /* All move commands take 1 tick, at least for now */ |
|
|
2275 | op->speed_left--; |
|
|
2276 | |
|
|
2277 | /* Instead of all the stuff below, let move_player take care |
|
|
2278 | * of it. Also, some of the skill stuff is only put in |
|
|
2279 | * there, as well as the confusion stuff. |
|
|
2280 | */ |
|
|
2281 | move_player (op, op->direction); |
2274 | return move_player (op, op->direction); |
2282 | |
2275 | |
2283 | return op->speed_left > 0; |
|
|
2284 | } |
|
|
2285 | } |
|
|
2286 | |
|
|
2287 | return 0; |
2276 | return false; |
2288 | } |
2277 | } |
2289 | |
2278 | |
2290 | int |
2279 | int |
2291 | save_life (object *op) |
2280 | save_life (object *op) |
2292 | { |
2281 | { |
… | |
… | |
2558 | } |
2547 | } |
2559 | |
2548 | |
2560 | /* Digestion */ |
2549 | /* Digestion */ |
2561 | if (--op->last_eat < 0) |
2550 | if (--op->last_eat < 0) |
2562 | { |
2551 | { |
2563 | #ifdef COZY_SERVER |
|
|
2564 | int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; |
|
|
2565 | int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0; |
|
|
2566 | #else |
|
|
2567 | int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; |
2552 | int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; |
2568 | #endif |
|
|
2569 | |
2553 | |
2570 | if (op->contr->gen_hp > 0) |
2554 | if (op->contr->gen_hp > 0) |
2571 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2555 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2572 | else |
2556 | else |
2573 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
2557 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
… | |
… | |
2918 | object *force; |
2902 | object *force; |
2919 | int at; |
2903 | int at; |
2920 | |
2904 | |
2921 | force = get_archetype (FORCE_NAME); |
2905 | force = get_archetype (FORCE_NAME); |
2922 | /* 50 ticks should be enough time for the spell to abate */ |
2906 | /* 50 ticks should be enough time for the spell to abate */ |
2923 | force->speed = 0.1; |
2907 | force->speed = 0.1f; |
2924 | force->speed_left = -5.0; |
2908 | force->speed_left = -5.f; |
2925 | SET_FLAG (force, FLAG_APPLIED); |
2909 | SET_FLAG (force, FLAG_APPLIED); |
2926 | for (at = 0; at < NROFATTACKS; at++) |
2910 | for (at = 0; at < NROFATTACKS; at++) |
2927 | if (will_kill_again & (1 << at)) |
2911 | if (will_kill_again & (1 << at)) |
2928 | force->resist[at] = 100; |
2912 | force->resist[at] = 100; |
2929 | |
2913 | |
… | |
… | |
3050 | } |
3034 | } |
3051 | |
3035 | |
3052 | int |
3036 | int |
3053 | is_true_undead (object *op) |
3037 | is_true_undead (object *op) |
3054 | { |
3038 | { |
3055 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3039 | if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
3056 | return 1; |
3040 | return 1; |
3057 | |
3041 | |
3058 | return 0; |
3042 | return 0; |
3059 | } |
3043 | } |
3060 | |
3044 | |
… | |
… | |
3104 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3088 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3105 | * every time they move - as we subtract off 'invisibility' |
3089 | * every time they move - as we subtract off 'invisibility' |
3106 | * AND, for players, if they move into a ridiculously unhideable |
3090 | * AND, for players, if they move into a ridiculously unhideable |
3107 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3091 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3108 | */ |
3092 | */ |
3109 | |
|
|
3110 | void |
3093 | void |
3111 | do_hidden_move (object *op) |
3094 | do_hidden_move (object *op) |
3112 | { |
3095 | { |
3113 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3096 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3114 | object *skop; |
3097 | object *skop; |
… | |
… | |
3231 | * a blocked los square. |
3214 | * a blocked los square. |
3232 | * we use the archetype to figure out offsets. |
3215 | * we use the archetype to figure out offsets. |
3233 | */ |
3216 | */ |
3234 | while (op) |
3217 | while (op) |
3235 | { |
3218 | { |
3236 | dx = rv.distance_x + op->arch->clone.x; |
3219 | dx = rv.distance_x + op->arch->x; |
3237 | dy = rv.distance_y + op->arch->clone.y; |
3220 | dy = rv.distance_y + op->arch->y; |
3238 | |
3221 | |
3239 | /* only the viewable area the player sees is updated by LOS |
3222 | /* only the viewable area the player sees is updated by LOS |
3240 | * code, so we need to restrict ourselves to that range of values |
3223 | * code, so we need to restrict ourselves to that range of values |
3241 | * for any meaningful values. |
3224 | * for any meaningful values. |
3242 | */ |
3225 | */ |
… | |
… | |
3367 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3350 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3368 | return; |
3351 | return; |
3369 | } |
3352 | } |
3370 | |
3353 | |
3371 | /* everything seems okay - now bring on the gift: */ |
3354 | /* everything seems okay - now bring on the gift: */ |
3372 | item = &(tr->item->clone); |
3355 | item = tr->item; |
3373 | |
3356 | |
3374 | if (item->type == SPELL) |
3357 | if (item->type == SPELL) |
3375 | { |
3358 | { |
3376 | if (check_spell_known (who, item->name)) |
3359 | if (check_spell_known (who, item->name)) |
3377 | return; |
3360 | return; |
… | |
… | |
3436 | { |
3419 | { |
3437 | /* forces in the treasurelist can alter the player's stats */ |
3420 | /* forces in the treasurelist can alter the player's stats */ |
3438 | object *skin; |
3421 | object *skin; |
3439 | |
3422 | |
3440 | /* first get the dragon skin force */ |
3423 | /* first get the dragon skin force */ |
3441 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
3442 | for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) |
3424 | for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below) |
3443 | ; |
3425 | ; |
3444 | |
3426 | |
3445 | if (!skin) |
3427 | if (!skin) |
3446 | return; |
3428 | return; |
3447 | |
3429 | |
… | |
… | |
3495 | * not readied. |
3477 | * not readied. |
3496 | */ |
3478 | */ |
3497 | void |
3479 | void |
3498 | player_unready_range_ob (player *pl, object *ob) |
3480 | player_unready_range_ob (player *pl, object *ob) |
3499 | { |
3481 | { |
|
|
3482 | if (pl->ob->current_weapon == ob) |
|
|
3483 | pl->ob->current_weapon = 0; |
|
|
3484 | |
3500 | if (pl->combat_ob == ob) |
3485 | if (pl->combat_ob == ob) |
3501 | { |
|
|
3502 | pl->combat_skill = 0; |
|
|
3503 | pl->combat_ob = 0; |
3486 | pl->combat_ob = 0; |
3504 | } |
|
|
3505 | |
3487 | |
3506 | if (pl->ranged_ob == ob) |
3488 | if (pl->ranged_ob == ob) |
3507 | { |
|
|
3508 | pl->ranged_skill = 0; |
|
|
3509 | pl->ranged_ob = 0; |
3489 | pl->ranged_ob = 0; |
3510 | } |
|
|
3511 | } |
3490 | } |
3512 | |
3491 | |
3513 | sint8 |
3492 | sint8 |
3514 | player::visibility_at (maptile *map, int x, int y) const |
3493 | player::visibility_at (maptile *map, int x, int y) const |
3515 | { |
3494 | { |