1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Crossfire TRT is free software: you can redistribute it and/or modify |
9 | * it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | * (at your option) any later version. |
11 | * (at your option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
19 | * along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
|
|
21 | * |
20 | * |
22 | * The author can be reached via e-mail to <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
23 | */ |
22 | */ |
24 | |
23 | |
25 | #include <global.h> |
24 | #include <global.h> |
26 | #include <sproto.h> |
25 | #include <sproto.h> |
27 | #include <sounds.h> |
26 | #include <sounds.h> |
… | |
… | |
157 | op->x = -1; |
156 | op->x = -1; |
158 | op->y = -1; |
157 | op->y = -1; |
159 | } |
158 | } |
160 | |
159 | |
161 | void |
160 | void |
162 | player::enter_map () |
|
|
163 | { |
|
|
164 | object *tmp = object::create (); |
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|
165 | |
|
|
166 | EXIT_PATH (tmp) = maplevel; |
|
|
167 | EXIT_X (tmp) = ob->x; |
|
|
168 | EXIT_Y (tmp) = ob->y; |
|
|
169 | ob->enter_exit (tmp); |
|
|
170 | |
|
|
171 | tmp->destroy (); |
|
|
172 | } |
|
|
173 | |
|
|
174 | void |
|
|
175 | player::activate () |
161 | player::activate () |
176 | { |
162 | { |
177 | if (active) |
163 | if (active) |
178 | return; |
164 | return; |
179 | |
165 | |
… | |
… | |
181 | ob->remove (); |
167 | ob->remove (); |
182 | ob->map = 0; |
168 | ob->map = 0; |
183 | ob->activate_recursive (); |
169 | ob->activate_recursive (); |
184 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
170 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
185 | add_friendly_object (ob); |
171 | add_friendly_object (ob); |
186 | enter_map (); |
|
|
187 | } |
172 | } |
188 | |
173 | |
189 | void |
174 | void |
190 | player::deactivate () |
175 | player::deactivate () |
191 | { |
176 | { |
… | |
… | |
221 | ob->close_container (); //TODO: client-specific |
206 | ob->close_container (); //TODO: client-specific |
222 | |
207 | |
223 | ns->update_look = 0; |
208 | ns->update_look = 0; |
224 | ns->look_position = 0; |
209 | ns->look_position = 0; |
225 | |
210 | |
226 | clear_los (ob); |
211 | clear_los (this); |
227 | |
212 | |
228 | ns->reset_stats (); |
213 | ns->reset_stats (); |
229 | |
214 | |
230 | /* make sure he's a player -- needed because of class change. */ |
215 | /* make sure he's a player -- needed because of class change. */ |
231 | ob->type = PLAYER; // we are paranoid |
216 | ob->type = PLAYER; // we are paranoid |
232 | ob->race = ob->arch->clone.race; |
217 | ob->race = ob->arch->race; |
233 | |
218 | |
234 | ob->carrying = sum_weight (ob); |
219 | ob->carrying = sum_weight (ob); |
235 | link_player_skills (ob); |
220 | link_player_skills (ob); |
236 | |
221 | |
237 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
222 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
238 | |
223 | |
239 | assign (title, ob->arch->clone.name); |
224 | assign (title, ob->arch->object::name); |
240 | |
225 | |
241 | /* if it's a dragon player, set the correct title here */ |
226 | /* if it's a dragon player, set the correct title here */ |
242 | if (is_dragon_pl (ob)) |
227 | if (is_dragon_pl (ob)) |
243 | { |
228 | { |
244 | object *tmp, *abil = 0, *skin = 0; |
229 | object *tmp, *abil = 0, *skin = 0; |
245 | |
230 | |
246 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
|
|
247 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
248 | |
|
|
249 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
231 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
250 | if (tmp->type == FORCE) |
232 | if (tmp->type == FORCE) |
251 | if (tmp->arch->name == dragon_ability_force) |
233 | if (tmp->arch->archname == shstr_dragon_ability_force) |
252 | abil = tmp; |
234 | abil = tmp; |
253 | else if (tmp->arch->name == dragon_skin_force) |
235 | else if (tmp->arch->archname == shstr_dragon_skin_force) |
254 | skin = tmp; |
236 | skin = tmp; |
255 | |
237 | |
256 | set_dragon_name (ob, abil, skin); |
238 | set_dragon_name (ob, abil, skin); |
257 | } |
239 | } |
258 | |
240 | |
259 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
241 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
260 | |
242 | |
261 | esrv_new_player (this, ob->weight + ob->carrying); |
243 | esrv_new_player (this, ob->weight + ob->carrying); |
|
|
244 | |
|
|
245 | ob->flag [FLAG_READY_WEAPON] = false; |
|
|
246 | ob->flag [FLAG_READY_SKILL] = false; |
|
|
247 | ob->flag [FLAG_READY_BOW] = false; |
262 | |
248 | |
263 | for (object *op = ob->inv; op; op = op->below) |
249 | for (object *op = ob->inv; op; op = op->below) |
264 | if (op->flag [FLAG_APPLIED]) |
250 | if (op->flag [FLAG_APPLIED]) |
265 | switch (op->type) |
251 | switch (op->type) |
266 | { |
252 | { |
|
|
253 | case SKILL: |
|
|
254 | ob->flag [FLAG_APPLIED] = false; |
|
|
255 | break; |
|
|
256 | |
267 | case WAND: |
257 | case WAND: |
268 | case ROD: |
258 | case ROD: |
269 | case HORN: |
259 | case HORN: |
270 | case BOW: |
260 | case BOW: |
271 | case SKILL: |
261 | ranged_ob = op; |
272 | case SKILL_TOOL: |
262 | break; |
|
|
263 | |
273 | case WEAPON: |
264 | case WEAPON: |
274 | apply_special (ob, op, AP_UNAPPLY); |
265 | combat_ob = op; |
275 | apply_special (ob, op, AP_APPLY); |
|
|
276 | break; |
266 | break; |
277 | } |
267 | } |
278 | |
268 | |
|
|
269 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
279 | ob->update_stats (); |
270 | ob->update_stats (); |
|
|
271 | |
280 | ns->floorbox_update (); |
272 | ns->floorbox_update (); |
281 | |
|
|
282 | esrv_send_inventory (ob, ob); |
273 | esrv_send_inventory (ob, ob); |
283 | esrv_add_spells (this, 0); |
274 | esrv_add_spells (this, 0); |
284 | |
275 | |
285 | activate (); |
276 | activate (); |
286 | |
277 | |
… | |
… | |
307 | ns = 0; |
298 | ns = 0; |
308 | } |
299 | } |
309 | |
300 | |
310 | if (ob) |
301 | if (ob) |
311 | ob->close_container (); //TODO: client-specific |
302 | ob->close_container (); //TODO: client-specific |
|
|
303 | |
|
|
304 | observe = ob; |
312 | |
305 | |
313 | deactivate (); |
306 | deactivate (); |
314 | } |
307 | } |
315 | |
308 | |
316 | // the need for this function can be explained |
309 | // the need for this function can be explained |
317 | // by load_object not returning the object |
310 | // by load_object not returning the object |
318 | void |
311 | void |
319 | player::set_object (object *op) |
312 | player::set_object (object *op) |
320 | { |
313 | { |
321 | ob = op; |
314 | ob = observe = op; |
322 | ob->contr = this; /* this aren't yet in archetype */ |
315 | ob->contr = this; /* this aren't yet in archetype */ |
323 | |
316 | |
324 | ob->speed_left = 0.5; |
|
|
325 | ob->speed = 1.0; |
317 | ob->speed = 1.0f; |
|
|
318 | ob->speed_left = 0.5f; |
|
|
319 | |
326 | ob->direction = 5; /* So player faces south */ |
320 | ob->direction = 5; /* So player faces south */ |
|
|
321 | } |
|
|
322 | |
|
|
323 | void |
|
|
324 | player::set_observe (object *op) |
|
|
325 | { |
|
|
326 | observe = op ? op : ob; |
|
|
327 | do_los = 1; |
327 | } |
328 | } |
328 | |
329 | |
329 | player::player () |
330 | player::player () |
330 | { |
331 | { |
331 | /* There are some elements we want initialised to non zero value - |
332 | /* There are some elements we want initialised to non zero value - |
… | |
… | |
342 | petmode = pet_normal; |
343 | petmode = pet_normal; |
343 | listening = 10; |
344 | listening = 10; |
344 | usekeys = containers; |
345 | usekeys = containers; |
345 | peaceful = 1; /* default peaceful */ |
346 | peaceful = 1; /* default peaceful */ |
346 | do_los = 1; |
347 | do_los = 1; |
|
|
348 | |
|
|
349 | weapon_sp = 1.0f; |
|
|
350 | weapon_sp_left = 0.5f; |
347 | } |
351 | } |
348 | |
352 | |
349 | void |
353 | void |
350 | player::do_destroy () |
354 | player::do_destroy () |
351 | { |
355 | { |
… | |
… | |
356 | if (ob) |
360 | if (ob) |
357 | { |
361 | { |
358 | ob->destroy_inv (false); |
362 | ob->destroy_inv (false); |
359 | ob->destroy (); |
363 | ob->destroy (); |
360 | } |
364 | } |
|
|
365 | |
|
|
366 | ob = observe = 0; |
361 | } |
367 | } |
362 | |
368 | |
363 | player::~player () |
369 | player::~player () |
364 | { |
370 | { |
365 | /* Clear item stack */ |
371 | /* Clear item stack */ |
… | |
… | |
392 | * Note: there MUST be at least one player archetype! |
398 | * Note: there MUST be at least one player archetype! |
393 | */ |
399 | */ |
394 | archetype * |
400 | archetype * |
395 | get_player_archetype (archetype *at) |
401 | get_player_archetype (archetype *at) |
396 | { |
402 | { |
397 | archetype *start = at; |
403 | archvec::iterator i = at ? archetypes.find (at) : archetypes.begin (); |
398 | |
404 | |
399 | for (;;) |
405 | for (;;) |
400 | { |
406 | { |
401 | if (at == NULL || at->next == NULL) |
407 | if (++i == archetypes.end ()) |
402 | at = first_archetype; |
408 | i = archetypes.begin (); |
403 | else |
409 | else if (*i == at) |
404 | at = at->next; |
410 | cleanup ("not a single player archetype found"); |
405 | |
411 | |
406 | if (at->clone.type == PLAYER) |
412 | if ((*i)->type == PLAYER) |
407 | return at; |
413 | return *i; |
408 | |
|
|
409 | if (at == start) |
|
|
410 | { |
|
|
411 | LOG (llevError, "No Player archetypes\n"); |
|
|
412 | exit (-1); |
|
|
413 | } |
|
|
414 | } |
414 | } |
415 | } |
415 | } |
416 | |
416 | |
417 | object * |
417 | object * |
418 | get_nearest_player (object *mon) |
418 | get_nearest_player (object *mon) |
… | |
… | |
908 | if (*first_map_ext_path) |
908 | if (*first_map_ext_path) |
909 | { |
909 | { |
910 | object *tmp; |
910 | object *tmp; |
911 | char mapname[MAX_BUF]; |
911 | char mapname[MAX_BUF]; |
912 | |
912 | |
913 | 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); |
914 | tmp = object::create (); |
914 | tmp = object::create (); |
915 | EXIT_PATH (tmp) = mapname; |
915 | EXIT_PATH (tmp) = mapname; |
916 | EXIT_X (tmp) = ob->x; |
916 | EXIT_X (tmp) = ob->x; |
917 | EXIT_Y (tmp) = ob->y; |
917 | EXIT_Y (tmp) = ob->y; |
918 | 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; |
… | |
… | |
937 | int x = ob->x, y = ob->y; |
937 | int x = ob->x, y = ob->y; |
938 | |
938 | |
939 | ob->remove_statbonus (); |
939 | ob->remove_statbonus (); |
940 | ob->remove (); |
940 | ob->remove (); |
941 | ob->arch = get_player_archetype (ob->arch); |
941 | ob->arch = get_player_archetype (ob->arch); |
942 | ob->arch->clone.copy_to (ob); |
942 | ob->arch->copy_to (ob); |
943 | ob->instantiate (); |
943 | ob->instantiate (); |
944 | ob->stats = ob->contr->orig_stats; |
944 | ob->stats = ob->contr->orig_stats; |
945 | ob->name = ob->name_pl = name; |
945 | ob->name = ob->name_pl = name; |
946 | ob->x = x; |
946 | ob->x = x; |
947 | ob->y = y; |
947 | ob->y = y; |
948 | SET_ANIMATION (ob, 2); /* So player faces south */ |
948 | SET_ANIMATION (ob, 2); /* So player faces south */ |
949 | insert_ob_in_map (ob, ob->map, ob, 0); |
949 | insert_ob_in_map (ob, ob->map, ob, 0); |
950 | assign (ob->contr->title, ob->arch->clone.name); |
950 | assign (ob->contr->title, ob->arch->object::name); |
951 | ob->add_statbonus (); |
951 | ob->add_statbonus (); |
952 | } |
952 | } |
953 | while (!allowed_class (ob)); |
953 | while (!allowed_class (ob)); |
954 | |
954 | |
955 | update_object (ob, UP_OBJ_FACE); |
955 | update_object (ob, UP_OBJ_FACE); |
… | |
… | |
1100 | if (tmp->name != NULL) |
1100 | if (tmp->name != NULL) |
1101 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1101 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1102 | &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)))); |
1103 | else |
1103 | else |
1104 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1104 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1105 | &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)))); |
1106 | |
1106 | |
1107 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1107 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1108 | } |
1108 | } |
1109 | |
1109 | |
1110 | /* philosophy: |
1110 | /* philosophy: |
… | |
… | |
1303 | /* careful: chairs and tables are weapons! */ |
1303 | /* careful: chairs and tables are weapons! */ |
1304 | if (op->contr->mode & PU_ALLWEAPON) |
1304 | if (op->contr->mode & PU_ALLWEAPON) |
1305 | { |
1305 | { |
1306 | if (tmp->type == WEAPON && tmp->name != NULL) |
1306 | if (tmp->type == WEAPON && tmp->name != NULL) |
1307 | { |
1307 | { |
1308 | 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 && |
1309 | strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) |
1309 | strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) |
1310 | { |
1310 | { |
1311 | pick_up (op, tmp); |
1311 | pick_up (op, tmp); |
1312 | continue; |
1312 | continue; |
1313 | } |
1313 | } |
1314 | } |
1314 | } |
1315 | |
1315 | |
1316 | if (tmp->type == WEAPON && tmp->name == NULL) |
1316 | if (tmp->type == WEAPON && tmp->name == NULL) |
1317 | { |
1317 | { |
1318 | 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) |
1319 | { |
1319 | { |
1320 | pick_up (op, tmp); |
1320 | pick_up (op, tmp); |
1321 | continue; |
1321 | continue; |
1322 | } |
1322 | } |
1323 | } |
1323 | } |
… | |
… | |
1348 | if (tmp->name != NULL) |
1348 | if (tmp->name != NULL) |
1349 | { |
1349 | { |
1350 | fprintf (stderr, "%s", tmp->name); |
1350 | fprintf (stderr, "%s", tmp->name); |
1351 | } |
1351 | } |
1352 | else |
1352 | else |
1353 | fprintf (stderr, "%s", tmp->arch->name); |
1353 | fprintf (stderr, "%s", tmp->arch->archname); |
1354 | fprintf (stderr, ",%d] = ", tmp->type); |
1354 | fprintf (stderr, ",%d] = ", tmp->type); |
1355 | 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)))); |
1356 | #endif |
1356 | #endif |
1357 | continue; |
1357 | continue; |
1358 | } |
1358 | } |
… | |
… | |
1428 | else |
1428 | else |
1429 | { |
1429 | { |
1430 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1430 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1431 | { |
1431 | { |
1432 | attacktype = 1 << attacknum; |
1432 | attacktype = 1 << attacknum; |
1433 | if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) |
1433 | if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0) |
1434 | 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) |
1435 | { |
1435 | { |
1436 | tmp = arrow; |
1436 | tmp = arrow; |
1437 | 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; |
1438 | } |
1438 | } |
1439 | } |
1439 | } |
1440 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1440 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1441 | { |
1441 | { |
1442 | tmp = arrow; |
1442 | tmp = arrow; |
… | |
… | |
1535 | */ |
1535 | */ |
1536 | int |
1536 | int |
1537 | 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) |
1538 | { |
1538 | { |
1539 | object *left, *bow; |
1539 | object *left, *bow; |
1540 | int bowspeed, mflags; |
1540 | int mflags; |
1541 | maptile *m; |
1541 | maptile *m; |
1542 | |
1542 | |
1543 | if (!dir) |
1543 | if (!dir) |
1544 | { |
1544 | { |
1545 | 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!"); |
1546 | return 0; |
1546 | return 0; |
1547 | } |
1547 | } |
1548 | |
1548 | |
1549 | if (player *pl = op->contr) |
1549 | if (op->contr) |
1550 | { |
1550 | bow = op->current_weapon; |
1551 | bow = pl->ranged_ob; |
|
|
1552 | if (!op->change_weapon (bow)) |
|
|
1553 | return 0; |
|
|
1554 | } |
|
|
1555 | else |
1551 | else |
1556 | { |
1552 | { |
1557 | for (bow = op->inv; bow; bow = bow->below) |
1553 | for (bow = op->inv; bow; bow = bow->below) |
1558 | /* 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 |
1559 | * 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. |
… | |
… | |
1580 | { |
1576 | { |
1581 | 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); |
1582 | return 0; |
1578 | return 0; |
1583 | } |
1579 | } |
1584 | |
1580 | |
1585 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
|
|
1586 | |
|
|
1587 | /* penalize ROF for bestarrow */ |
|
|
1588 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
|
|
1589 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
|
|
1590 | |
|
|
1591 | if (bowspeed < 1) |
|
|
1592 | bowspeed = 1; |
|
|
1593 | |
|
|
1594 | if (arrow == NULL) |
1581 | if (arrow == NULL) |
1595 | { |
1582 | { |
1596 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1583 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1597 | { |
1584 | { |
1598 | if (op->type == PLAYER) |
1585 | if (op->type == PLAYER) |
… | |
… | |
1639 | arrow->stats.grace = arrow->attacktype; |
1626 | arrow->stats.grace = arrow->attacktype; |
1640 | |
1627 | |
1641 | if (arrow->slaying) |
1628 | if (arrow->slaying) |
1642 | arrow->spellarg = strdup (arrow->slaying); |
1629 | arrow->spellarg = strdup (arrow->slaying); |
1643 | |
1630 | |
|
|
1631 | #if 0 |
1644 | if (player *pl = op->contr) |
1632 | if (player *pl = op->contr) |
1645 | { |
1633 | { |
1646 | if (!pl->has_hit) |
1634 | float speed = pl->weapon_sp; |
1647 | { |
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 | |
1648 | op->speed_left -= op->speed; |
1642 | op->speed_left += speed - op->speed; |
1649 | pl->has_hit = 1; |
|
|
1650 | } |
|
|
1651 | |
|
|
1652 | op->speed_left += 0.01f - abs (op->speed) * 100.f / bowspeed; |
|
|
1653 | op->update_stats (); |
|
|
1654 | } |
1643 | } |
|
|
1644 | #endif |
1655 | |
1645 | |
1656 | SET_ANIMATION (arrow, arrow->direction); |
1646 | SET_ANIMATION (arrow, arrow->direction); |
1657 | |
1647 | |
1658 | /* update the speed */ |
1648 | /* update the speed */ |
1659 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 |
1649 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
1660 | + bow->stats.dam / 7.0; |
1650 | + bow->stats.dam / 7.f; |
1661 | |
1651 | |
1662 | arrow->set_speed (max (arrow->speed, 2.0)); |
1652 | arrow->set_speed (max (arrow->speed, 2.f)); |
1663 | arrow->speed_left = 0; |
1653 | arrow->speed_left = 0; |
1664 | |
1654 | |
1665 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1655 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1666 | |
1656 | |
1667 | if (op->type == PLAYER) |
1657 | if (op->type == PLAYER) |
… | |
… | |
1751 | } |
1741 | } |
1752 | |
1742 | |
1753 | return ret; |
1743 | return ret; |
1754 | } |
1744 | } |
1755 | |
1745 | |
1756 | |
|
|
1757 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1746 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1758 | * Broken apart from 'fire' to keep it more readable. |
1747 | * Broken apart from 'fire' to keep it more readable. |
1759 | */ |
1748 | */ |
1760 | void |
1749 | void |
1761 | fire_misc_object (object *op, int dir) |
1750 | fire_misc_object (object *op, int dir) |
… | |
… | |
1812 | object *tmp; |
1801 | object *tmp; |
1813 | |
1802 | |
1814 | if (item->arch) |
1803 | if (item->arch) |
1815 | { |
1804 | { |
1816 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1805 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1817 | item->face = item->arch->clone.face; |
1806 | item->face = item->arch->face; |
1818 | item->set_speed (0); |
1807 | item->set_speed (0); |
1819 | } |
1808 | } |
1820 | |
1809 | |
1821 | if ((tmp = item->in_player ())) |
1810 | if ((tmp = item->in_player ())) |
1822 | esrv_update_item (UPD_ANIM, tmp, item); |
1811 | esrv_update_item (UPD_ANIM, tmp, item); |
… | |
… | |
1827 | } |
1816 | } |
1828 | } |
1817 | } |
1829 | |
1818 | |
1830 | /* Received a fire command for the player - go and do it. |
1819 | /* Received a fire command for the player - go and do it. |
1831 | */ |
1820 | */ |
1832 | void |
1821 | bool |
1833 | fire (object *op, int dir) |
1822 | fire (object *op, int dir) |
1834 | { |
1823 | { |
1835 | int spellcost = 0; |
1824 | int spellcost = 0; |
1836 | |
1825 | |
1837 | /* check for loss of invisiblity/hide */ |
1826 | /* check for loss of invisiblity/hide */ |
… | |
… | |
1841 | player *pl = op->contr; |
1830 | player *pl = op->contr; |
1842 | |
1831 | |
1843 | if (pl->golem) |
1832 | if (pl->golem) |
1844 | { |
1833 | { |
1845 | control_golem (op->contr->golem, dir); |
1834 | control_golem (op->contr->golem, dir); |
1846 | return; |
1835 | return false; |
1847 | } |
1836 | } |
1848 | |
1837 | |
1849 | object *ob = pl->ranged_ob; |
1838 | object *ob = pl->ranged_ob; |
1850 | |
1839 | |
1851 | if (!ob) |
1840 | if (!ob) |
1852 | return; |
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; |
1853 | |
1850 | |
1854 | switch (ob->type) |
1851 | switch (ob->type) |
1855 | { |
1852 | { |
1856 | case BOW: |
1853 | case BOW: |
1857 | player_fire_bow (op, dir); |
1854 | player_fire_bow (op, dir); |
… | |
… | |
1864 | case BUILDER: |
1861 | case BUILDER: |
1865 | apply_map_builder (op, dir); |
1862 | apply_map_builder (op, dir); |
1866 | break; |
1863 | break; |
1867 | |
1864 | |
1868 | case SKILL: |
1865 | case SKILL: |
1869 | case SKILL_TOOL: |
|
|
1870 | do_skill (op, op, ob, dir, 0); |
1866 | do_skill (op, op, ob, dir, 0); |
1871 | break; |
1867 | break; |
1872 | |
1868 | |
1873 | default: |
1869 | default: |
1874 | fire_misc_object (op, dir); |
1870 | fire_misc_object (op, dir); |
1875 | break; |
1871 | break; |
1876 | } |
1872 | } |
|
|
1873 | |
|
|
1874 | return true; |
1877 | } |
1875 | } |
1878 | |
1876 | |
1879 | /* find_key |
1877 | /* find_key |
1880 | * 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 |
1881 | * and successfully use it, we return the key, otherwise NULL |
1879 | * and successfully use it, we return the key, otherwise NULL |
… | |
… | |
1968 | * 0 otherwise |
1966 | * 0 otherwise |
1969 | */ |
1967 | */ |
1970 | static int |
1968 | static int |
1971 | player_attack_door (object *op, object *door) |
1969 | player_attack_door (object *op, object *door) |
1972 | { |
1970 | { |
1973 | /* 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, |
1974 | * 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 - |
1975 | * otherwise, we fall through to the rest of the code. |
1973 | * otherwise, we fall through to the rest of the code. |
1976 | */ |
1974 | */ |
1977 | object *key = find_key (op, op, door); |
1975 | object *key = find_key (op, op, door); |
1978 | |
1976 | |
1979 | /* IF we found a key, do some extra work */ |
1977 | /* If we found a key, do some extra work */ |
1980 | if (key) |
1978 | if (key) |
1981 | { |
1979 | { |
1982 | object *container = key->env; |
1980 | object *container = key->env; |
1983 | |
1981 | |
1984 | 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); |
… | |
… | |
2019 | * It should keep the code cleaner. |
2017 | * It should keep the code cleaner. |
2020 | * When this is called, the players direction has been updated |
2018 | * When this is called, the players direction has been updated |
2021 | * (taking into account confusion.) The player is also actually |
2019 | * (taking into account confusion.) The player is also actually |
2022 | * going to try and move (not fire weapons). |
2020 | * going to try and move (not fire weapons). |
2023 | */ |
2021 | */ |
2024 | void |
2022 | bool |
2025 | move_player_attack (object *op, int dir) |
2023 | move_player_attack (object *op, int dir) |
2026 | { |
2024 | { |
2027 | object *tmp, *mon; |
|
|
2028 | int on_battleground; |
2025 | int on_battleground; |
2029 | maptile *m; |
|
|
2030 | |
2026 | |
2031 | sint16 nx = freearr_x[dir] + op->x; |
2027 | sint16 nx = freearr_x[dir] + op->x; |
2032 | sint16 ny = freearr_y[dir] + op->y; |
2028 | sint16 ny = freearr_y[dir] + op->y; |
2033 | |
2029 | |
2034 | 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 | } |
2035 | |
2040 | |
2036 | /* 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 |
2037 | * 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 |
2038 | * 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 |
2039 | * player. This is a pretty nasty hack, because if we could |
2044 | * player. This is a pretty nasty hack, because if we could |
2040 | * 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 |
2041 | * 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 |
2042 | * 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 |
2043 | * move_ob uses. |
2048 | * move_ob uses. |
2044 | */ |
2049 | */ |
2045 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
|
|
2046 | { |
|
|
2047 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
|
|
2048 | { |
|
|
2049 | m = op->map->xy_find (nx, ny); |
2050 | maptile *m = op->map->xy_find (nx, ny); |
2050 | if (!m) |
|
|
2051 | return; /* Don't think this should happen */ |
|
|
2052 | } |
|
|
2053 | else |
|
|
2054 | m = op->map; |
|
|
2055 | |
2051 | |
2056 | if (!(tmp = m->at (nx, ny).bot)) |
|
|
2057 | return; |
|
|
2058 | |
|
|
2059 | mon = 0; |
|
|
2060 | /* 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 |
2061 | * 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. |
2062 | * 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 |
2063 | * on the space |
2055 | * on the space |
2064 | */ |
2056 | */ |
2065 | while (tmp) |
2057 | object *mon; |
2066 | { |
2058 | for (mon = m->at (nx, ny).bot; mon; mon = mon->above) |
2067 | if (tmp == op) |
2059 | { |
2068 | { |
2060 | if ((mon->flag [FLAG_ALIVE] |
2069 | tmp = tmp->above; |
2061 | || mon->type == LOCKED_DOOR |
2070 | continue; |
2062 | || mon->flag [FLAG_CAN_ROLL]) |
2071 | } |
|
|
2072 | |
|
|
2073 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
|
|
2074 | { |
|
|
2075 | mon = tmp; |
2063 | && mon != op) |
2076 | break; |
2064 | break; |
2077 | } |
2065 | } |
2078 | |
2066 | |
2079 | if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) |
|
|
2080 | mon = tmp; |
|
|
2081 | |
|
|
2082 | tmp = tmp->above; |
|
|
2083 | } |
|
|
2084 | |
|
|
2085 | if (!mon) /* This happens anytime the player tries to move */ |
2067 | if (!mon) /* This happens anytime the player tries to move */ |
2086 | return; /* into a wall */ |
2068 | return false; /* into a wall */ |
2087 | |
2069 | |
2088 | if (mon->head) |
|
|
2089 | mon = mon->head; |
2070 | mon = mon->head_ (); |
2090 | |
2071 | |
2091 | 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) |
2092 | if (player_attack_door (op, mon)) |
2074 | if (player_attack_door (op, mon)) |
|
|
2075 | { |
|
|
2076 | --op->contr->weapon_sp_left; |
2093 | return; |
2077 | return true; |
|
|
2078 | } |
2094 | |
2079 | |
2095 | /* The following deals with possibly attacking peaceful |
2080 | /* The following deals with possibly attacking peaceful |
2096 | * or frienddly creatures. Basically, all players are considered |
2081 | * or friendly creatures. Basically, all players are considered |
2097 | * unaggressive. If the moving player has peaceful set, then the |
2082 | * unaggressive. If the moving player has peaceful set, then the |
2098 | * object should be pushed instead of attacked. It is assumed that |
2083 | * object should be pushed instead of attacked. It is assumed that |
2099 | * if you are braced, you will not attack friends accidently, |
2084 | * if you are braced, you will not attack friends accidently, |
2100 | * and thus will not push them. |
2085 | * and thus will not push them. |
2101 | */ |
2086 | */ |
2102 | |
2087 | |
2103 | /* 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 |
2104 | * peaceful. Our assumption is the creature is a pet if the |
2089 | * peaceful. Our assumption is the creature is a pet if the |
2105 | * player owns it and it is either friendly or unagressive. |
2090 | * player owns it and it is either friendly or unagressive. |
2106 | */ |
2091 | */ |
2107 | if ((op->type == PLAYER) |
2092 | if (op->type == PLAYER |
2108 | #if COZY_SERVER |
|
|
2109 | && |
|
|
2110 | ((mon->owner && mon->owner->contr |
2093 | && ((mon->owner && mon->owner->contr |
2111 | && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) |
2094 | && same_party (mon->owner->contr->party, op->contr->party)) |
2112 | #else |
|
|
2113 | && mon->owner == op |
2095 | || mon->owner == op) |
2114 | #endif |
|
|
2115 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2096 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2116 | { |
2097 | { |
2117 | /* 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 */ |
2118 | if (op->contr->braced) |
2099 | if (op->contr->braced) |
2119 | return; |
2100 | return false; |
|
|
2101 | |
|
|
2102 | if (op->speed_left > 0.f) |
|
|
2103 | { |
|
|
2104 | --op->speed_left; |
2120 | |
2105 | |
2121 | 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); |
2122 | push_ob (mon, dir, op); |
2107 | push_ob (mon, dir, op); |
|
|
2108 | |
2123 | if (op->contr->tmp_invis || op->hide) |
2109 | if (op->contr->tmp_invis || op->hide) |
2124 | make_visible (op); |
2110 | make_visible (op); |
2125 | |
2111 | |
2126 | return; |
2112 | return true; |
2127 | } |
2113 | } |
|
|
2114 | else |
|
|
2115 | return false; |
|
|
2116 | } |
2128 | |
2117 | |
2129 | /* in certain circumstances, you shouldn't attack friendly |
2118 | /* in certain circumstances, you shouldn't attack friendly |
2130 | * creatures. Note that if you are braced, you can't push |
2119 | * creatures. Note that if you are braced, you can't push |
2131 | * 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 |
2132 | * attack them either. |
2121 | * attack them either. |
2133 | */ |
2122 | */ |
2134 | if ((mon->type == PLAYER || mon->enemy != op) && |
2123 | if ((mon->type == PLAYER || mon->enemy != op) |
2135 | (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)) |
2136 | #ifdef PROHIBIT_PLAYERKILL |
|
|
2137 | (op->contr->peaceful |
2125 | && ((op->contr->peaceful |
2138 | || (mon->type == PLAYER |
2126 | || (mon->type == PLAYER && mon->contr->peaceful)) |
2139 | && mon->contr-> |
|
|
2140 | peaceful)) && |
|
|
2141 | #else |
|
|
2142 | op->contr->peaceful && |
|
|
2143 | #endif |
|
|
2144 | !on_battleground)) |
2127 | && !on_battleground)) |
|
|
2128 | { |
|
|
2129 | if (op->speed_left > 0.f) |
2145 | { |
2130 | { |
|
|
2131 | --op->speed_left; |
|
|
2132 | |
2146 | if (!op->contr->braced) |
2133 | if (!op->contr->braced) |
2147 | { |
2134 | { |
2148 | 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); |
2149 | push_ob (mon, dir, op); |
2136 | push_ob (mon, dir, op); |
2150 | } |
2137 | } |
2151 | else |
2138 | else |
2152 | new_draw_info (0, 0, op, "You withhold your attack"); |
2139 | new_draw_info (0, 0, op, "You withhold your attack"); |
2153 | |
2140 | |
2154 | if (op->contr->tmp_invis || op->hide) |
2141 | if (op->contr->tmp_invis || op->hide) |
2155 | make_visible (op); |
2142 | make_visible (op); |
2156 | } |
|
|
2157 | |
2143 | |
|
|
2144 | return true; |
|
|
2145 | } |
|
|
2146 | } |
2158 | /* If the object is a boulder or other rollable object, then |
2147 | /* If the object is a boulder or other rollable object, then |
2159 | * 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. |
2160 | */ |
2149 | */ |
2161 | 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) |
2162 | { |
2153 | { |
|
|
2154 | --op->speed_left; |
|
|
2155 | |
2163 | recursive_roll (mon, dir, op); |
2156 | recursive_roll (mon, dir, op); |
2164 | if (action_makes_visible (op)) |
2157 | if (action_makes_visible (op)) |
2165 | make_visible (op); |
2158 | make_visible (op); |
2166 | } |
|
|
2167 | |
2159 | |
|
|
2160 | return true; |
|
|
2161 | } |
|
|
2162 | } |
2168 | /* Any generic living creature. Including things like doors. |
2163 | /* Any generic living creature. Including things like doors. |
2169 | * 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 |
2170 | * and be living. Then, it must be one of the following: |
2165 | * and be living. Then, it must be one of the following: |
2171 | * 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 |
2172 | * 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. |
2173 | */ |
2168 | */ |
2174 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2169 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2175 | ((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))) |
2176 | { |
2171 | { |
2177 | /* If the player hasn't hit something this tick, and does |
2172 | if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) |
2178 | * so, give them speed boost based on weapon speed. Doing |
|
|
2179 | * it here is better than process_players2, which basically |
|
|
2180 | * incurred a 1 tick offset. |
|
|
2181 | */ |
|
|
2182 | if (!op->contr->has_hit) |
|
|
2183 | { |
2173 | { |
2184 | op->speed_left += op->contr->weapon_sp - op->speed; |
2174 | --op->contr->weapon_sp_left; |
2185 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
|
|
2186 | } |
|
|
2187 | |
2175 | |
2188 | skill_attack (mon, op, 0, 0, 0); |
2176 | skill_attack (mon, op, 0, 0, 0); |
2189 | |
|
|
2190 | /* If attacking another player, that player gets automatic |
|
|
2191 | * hitback, and doesn't loose luck either. |
|
|
2192 | * Disable hitback on the battleground or if the target is |
|
|
2193 | * the wiz. |
|
|
2194 | */ |
|
|
2195 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) |
|
|
2196 | { |
|
|
2197 | short luck = mon->stats.luck; |
|
|
2198 | |
|
|
2199 | mon->contr->has_hit = 1; |
|
|
2200 | skill_attack (op, mon, 0, 0, 0); |
|
|
2201 | mon->stats.luck = luck; |
|
|
2202 | } |
|
|
2203 | |
2177 | |
2204 | if (action_makes_visible (op)) |
2178 | if (action_makes_visible (op)) |
2205 | make_visible (op); |
2179 | make_visible (op); |
2206 | } |
|
|
2207 | } /* if player should attack something */ |
|
|
2208 | } |
|
|
2209 | |
2180 | |
2210 | int |
2181 | return true; |
|
|
2182 | } |
|
|
2183 | } |
|
|
2184 | |
|
|
2185 | return false; |
|
|
2186 | } |
|
|
2187 | |
|
|
2188 | bool |
2211 | move_player (object *op, int dir) |
2189 | move_player (object *op, int dir) |
2212 | { |
2190 | { |
2213 | int pick; |
2191 | int pick; |
2214 | |
2192 | |
2215 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2193 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
… | |
… | |
2229 | op->facing = dir; |
2207 | op->facing = dir; |
2230 | |
2208 | |
2231 | if (op->hide) |
2209 | if (op->hide) |
2232 | do_hidden_move (op); |
2210 | do_hidden_move (op); |
2233 | |
2211 | |
|
|
2212 | bool retval; |
|
|
2213 | |
2234 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2214 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2235 | /*nop */ ; |
2215 | retval = RESULT_INT (0); |
2236 | else if (op->contr->fire_on) |
2216 | else if (op->contr->fire_on) |
2237 | fire (op, dir); |
2217 | retval = fire (op, dir); |
2238 | else |
2218 | else |
2239 | { |
2219 | { |
2240 | move_player_attack (op, dir); |
2220 | retval = move_player_attack (op, dir); |
2241 | pick = check_pick (op); |
2221 | pick = check_pick (op); |
2242 | } |
2222 | } |
2243 | |
2223 | |
2244 | /* 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 |
2245 | * server can handle repeat firing. |
2225 | * server can handle repeat firing. |
… | |
… | |
2252 | /* Update how the player looks. Use the facing, so direction may |
2232 | /* Update how the player looks. Use the facing, so direction may |
2253 | * get reset to zero. This allows for full animation capabilities |
2233 | * get reset to zero. This allows for full animation capabilities |
2254 | * for players. |
2234 | * for players. |
2255 | */ |
2235 | */ |
2256 | animate_object (op, op->facing); |
2236 | animate_object (op, op->facing); |
2257 | return 0; |
2237 | |
|
|
2238 | return retval; |
2258 | } |
2239 | } |
2259 | |
2240 | |
2260 | /* 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 |
2261 | * new client/server stuff. |
2242 | * new client/server stuff. |
2262 | * 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 |
2263 | * the new speed values for commands. |
2244 | * the new speed values for commands. |
2264 | * |
2245 | * |
2265 | * 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. |
2266 | */ |
2249 | */ |
2267 | int |
2250 | bool |
2268 | handle_newcs_player (object *op) |
2251 | handle_newcs_player (object *op) |
2269 | { |
2252 | { |
2270 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2253 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2271 | { |
2254 | { |
2272 | flee_player (op); |
2255 | if (op->speed_left > 0.f) |
2273 | /* If player is still scared, that is his action for this tick */ |
|
|
2274 | if (QUERY_FLAG (op, FLAG_SCARED)) |
|
|
2275 | { |
2256 | { |
2276 | op->speed_left--; |
2257 | --op->speed_left; |
|
|
2258 | flee_player (op); |
|
|
2259 | |
2277 | return 0; |
2260 | return true; |
2278 | } |
2261 | } |
|
|
2262 | else |
|
|
2263 | return false; |
2279 | } |
2264 | } |
2280 | |
2265 | |
2281 | /* 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 |
2282 | * the players time has been increased when doericserver has been |
2267 | * the players time has been increased when doericserver has been |
2283 | * called, so we recheck it here. |
2268 | * called, so we recheck it here. |
2284 | */ |
2269 | */ |
2285 | if (op->contr->ns->handle_command ()) |
2270 | if (op->contr->ns->handle_command ()) |
2286 | return 1; |
2271 | return true; |
2287 | |
2272 | |
2288 | if (op->speed_left > 0) |
|
|
2289 | { |
|
|
2290 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2273 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2291 | { |
|
|
2292 | /* All move commands take 1 tick, at least for now */ |
|
|
2293 | op->speed_left--; |
|
|
2294 | |
|
|
2295 | /* Instead of all the stuff below, let move_player take care |
|
|
2296 | * of it. Also, some of the skill stuff is only put in |
|
|
2297 | * there, as well as the confusion stuff. |
|
|
2298 | */ |
|
|
2299 | move_player (op, op->direction); |
2274 | return move_player (op, op->direction); |
2300 | |
2275 | |
2301 | return op->speed_left > 0; |
|
|
2302 | } |
|
|
2303 | } |
|
|
2304 | |
|
|
2305 | return 0; |
2276 | return false; |
2306 | } |
2277 | } |
2307 | |
2278 | |
2308 | int |
2279 | int |
2309 | save_life (object *op) |
2280 | save_life (object *op) |
2310 | { |
2281 | { |
… | |
… | |
2576 | } |
2547 | } |
2577 | |
2548 | |
2578 | /* Digestion */ |
2549 | /* Digestion */ |
2579 | if (--op->last_eat < 0) |
2550 | if (--op->last_eat < 0) |
2580 | { |
2551 | { |
2581 | #ifdef COZY_SERVER |
|
|
2582 | int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; |
|
|
2583 | int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0; |
|
|
2584 | #else |
|
|
2585 | 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; |
2586 | #endif |
|
|
2587 | |
2553 | |
2588 | if (op->contr->gen_hp > 0) |
2554 | if (op->contr->gen_hp > 0) |
2589 | 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); |
2590 | else |
2556 | else |
2591 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
2557 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
… | |
… | |
2936 | object *force; |
2902 | object *force; |
2937 | int at; |
2903 | int at; |
2938 | |
2904 | |
2939 | force = get_archetype (FORCE_NAME); |
2905 | force = get_archetype (FORCE_NAME); |
2940 | /* 50 ticks should be enough time for the spell to abate */ |
2906 | /* 50 ticks should be enough time for the spell to abate */ |
2941 | force->speed = 0.1; |
2907 | force->speed = 0.1f; |
2942 | force->speed_left = -5.0; |
2908 | force->speed_left = -5.f; |
2943 | SET_FLAG (force, FLAG_APPLIED); |
2909 | SET_FLAG (force, FLAG_APPLIED); |
2944 | for (at = 0; at < NROFATTACKS; at++) |
2910 | for (at = 0; at < NROFATTACKS; at++) |
2945 | if (will_kill_again & (1 << at)) |
2911 | if (will_kill_again & (1 << at)) |
2946 | force->resist[at] = 100; |
2912 | force->resist[at] = 100; |
2947 | |
2913 | |
… | |
… | |
3068 | } |
3034 | } |
3069 | |
3035 | |
3070 | int |
3036 | int |
3071 | is_true_undead (object *op) |
3037 | is_true_undead (object *op) |
3072 | { |
3038 | { |
3073 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3039 | if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
3074 | return 1; |
3040 | return 1; |
3075 | |
3041 | |
3076 | return 0; |
3042 | return 0; |
3077 | } |
3043 | } |
3078 | |
3044 | |
… | |
… | |
3122 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3088 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3123 | * every time they move - as we subtract off 'invisibility' |
3089 | * every time they move - as we subtract off 'invisibility' |
3124 | * AND, for players, if they move into a ridiculously unhideable |
3090 | * AND, for players, if they move into a ridiculously unhideable |
3125 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3091 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3126 | */ |
3092 | */ |
3127 | |
|
|
3128 | void |
3093 | void |
3129 | do_hidden_move (object *op) |
3094 | do_hidden_move (object *op) |
3130 | { |
3095 | { |
3131 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3096 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3132 | object *skop; |
3097 | object *skop; |
… | |
… | |
3249 | * a blocked los square. |
3214 | * a blocked los square. |
3250 | * we use the archetype to figure out offsets. |
3215 | * we use the archetype to figure out offsets. |
3251 | */ |
3216 | */ |
3252 | while (op) |
3217 | while (op) |
3253 | { |
3218 | { |
3254 | dx = rv.distance_x + op->arch->clone.x; |
3219 | dx = rv.distance_x + op->arch->x; |
3255 | dy = rv.distance_y + op->arch->clone.y; |
3220 | dy = rv.distance_y + op->arch->y; |
3256 | |
3221 | |
3257 | /* only the viewable area the player sees is updated by LOS |
3222 | /* only the viewable area the player sees is updated by LOS |
3258 | * 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 |
3259 | * for any meaningful values. |
3224 | * for any meaningful values. |
3260 | */ |
3225 | */ |
… | |
… | |
3385 | /* 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]); */ |
3386 | return; |
3351 | return; |
3387 | } |
3352 | } |
3388 | |
3353 | |
3389 | /* everything seems okay - now bring on the gift: */ |
3354 | /* everything seems okay - now bring on the gift: */ |
3390 | item = &(tr->item->clone); |
3355 | item = tr->item; |
3391 | |
3356 | |
3392 | if (item->type == SPELL) |
3357 | if (item->type == SPELL) |
3393 | { |
3358 | { |
3394 | if (check_spell_known (who, item->name)) |
3359 | if (check_spell_known (who, item->name)) |
3395 | return; |
3360 | return; |
… | |
… | |
3454 | { |
3419 | { |
3455 | /* forces in the treasurelist can alter the player's stats */ |
3420 | /* forces in the treasurelist can alter the player's stats */ |
3456 | object *skin; |
3421 | object *skin; |
3457 | |
3422 | |
3458 | /* first get the dragon skin force */ |
3423 | /* first get the dragon skin force */ |
3459 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
3460 | 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) |
3461 | ; |
3425 | ; |
3462 | |
3426 | |
3463 | if (!skin) |
3427 | if (!skin) |
3464 | return; |
3428 | return; |
3465 | |
3429 | |