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> |
… | |
… | |
116 | |
114 | |
117 | news[0] = '\0'; |
115 | news[0] = '\0'; |
118 | subject[0] = '\0'; |
116 | subject[0] = '\0'; |
119 | size = 0; |
117 | size = 0; |
120 | |
118 | |
121 | while (fgets (buf, MAX_BUF, fp) != NULL) |
119 | while (fgets (buf, MAX_BUF, fp)) |
122 | { |
120 | { |
123 | if (*buf == '#') |
121 | if (*buf == '#') |
124 | continue; |
122 | continue; |
125 | |
123 | |
126 | if (*buf == '%') |
124 | if (*buf == '%') |
127 | { /* send one news */ |
125 | { /* send one news */ |
128 | if (size > 0) |
126 | if (size > 0) |
129 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ |
127 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */ |
130 | |
128 | |
131 | strcpy (subject, buf + 1); |
129 | strcpy (subject, buf + 1); |
132 | strip_endline (subject); |
130 | strip_endline (subject); |
133 | size = 0; |
131 | size = 0; |
134 | news[0] = '\0'; |
132 | news[0] = '\0'; |
… | |
… | |
144 | size += strlen (buf); |
142 | size += strlen (buf); |
145 | } |
143 | } |
146 | } |
144 | } |
147 | |
145 | |
148 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
146 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
149 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); |
147 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); |
150 | close_and_delete (fp, comp); |
148 | close_and_delete (fp, comp); |
151 | } |
149 | } |
152 | |
150 | |
153 | /* This loads the first map an puts the player on it. */ |
151 | /* This loads the first map an puts the player on it. */ |
154 | static void |
152 | static void |
155 | set_first_map (object *op) |
153 | set_first_map (object *op) |
156 | { |
154 | { |
157 | op->contr->maplevel = first_map_path; |
155 | op->contr->maplevel = first_map_path; |
158 | op->x = -1; |
156 | op->x = -1; |
159 | op->y = -1; |
157 | op->y = -1; |
160 | } |
|
|
161 | |
|
|
162 | void |
|
|
163 | player::enter_map () |
|
|
164 | { |
|
|
165 | object *tmp = object::create (); |
|
|
166 | |
|
|
167 | EXIT_PATH (tmp) = maplevel; |
|
|
168 | EXIT_X (tmp) = ob->x; |
|
|
169 | EXIT_Y (tmp) = ob->y; |
|
|
170 | ob->enter_exit (tmp); |
|
|
171 | |
|
|
172 | tmp->destroy (); |
|
|
173 | } |
158 | } |
174 | |
159 | |
175 | void |
160 | void |
176 | player::activate () |
161 | player::activate () |
177 | { |
162 | { |
… | |
… | |
180 | |
165 | |
181 | players.insert (this); |
166 | players.insert (this); |
182 | ob->remove (); |
167 | ob->remove (); |
183 | ob->map = 0; |
168 | ob->map = 0; |
184 | ob->activate_recursive (); |
169 | ob->activate_recursive (); |
185 | enter_map (); |
170 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
|
|
171 | add_friendly_object (ob); |
186 | } |
172 | } |
187 | |
173 | |
188 | void |
174 | void |
189 | player::deactivate () |
175 | player::deactivate () |
190 | { |
176 | { |
191 | if (!active) |
177 | if (!active) |
192 | return; |
178 | return; |
193 | |
179 | |
194 | terminate_all_pets (ob); |
180 | terminate_all_pets (ob); |
|
|
181 | remove_friendly_object (ob); |
195 | ob->deactivate_recursive (); |
182 | ob->deactivate_recursive (); |
|
|
183 | |
|
|
184 | if (ob->map) |
|
|
185 | maplevel = ob->map->path; |
|
|
186 | |
196 | ob->remove (); |
187 | ob->remove (); |
197 | ob->map = 0; |
188 | ob->map = 0; |
|
|
189 | party = 0; |
|
|
190 | |
|
|
191 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
198 | |
192 | |
199 | players.erase (this); |
193 | players.erase (this); |
200 | } |
194 | } |
201 | |
195 | |
202 | // connect the player with a specific client |
196 | // connect the player with a specific client |
203 | // also changed, rationalises, and fixes some incorrect settings |
197 | // also changes, rationalises, and fixes some incorrect settings |
204 | void |
198 | void |
205 | player::connect (client *ns) |
199 | player::connect (client *ns) |
206 | { |
200 | { |
207 | this->ns = ns; |
201 | this->ns = ns; |
208 | ns->pl = this; |
202 | ns->pl = this; |
209 | |
203 | |
|
|
204 | run_on = 0; |
|
|
205 | fire_on = 0; |
|
|
206 | ob->close_container (); //TODO: client-specific |
|
|
207 | |
210 | ns->update_look = 0; |
208 | ns->update_look = 0; |
211 | ns->look_position = 0; |
209 | ns->look_position = 0; |
212 | |
210 | |
213 | clear_los (ob); |
211 | clear_los (this); |
|
|
212 | |
|
|
213 | ns->reset_stats (); |
214 | |
214 | |
215 | /* make sure he's a player -- needed because of class change. */ |
215 | /* make sure he's a player -- needed because of class change. */ |
216 | ob->type = PLAYER; // we are paranoid |
216 | ob->type = PLAYER; // we are paranoid |
217 | ob->race = ob->arch->clone.race; |
217 | ob->race = ob->arch->race; |
218 | |
|
|
219 | if (!legal_range (ob, shoottype)) |
|
|
220 | shoottype = range_none; |
|
|
221 | |
218 | |
222 | ob->carrying = sum_weight (ob); |
219 | ob->carrying = sum_weight (ob); |
223 | link_player_skills (ob); |
220 | link_player_skills (ob); |
224 | |
221 | |
225 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
222 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
226 | |
223 | |
227 | assign (title, ob->arch->clone.name); |
224 | assign (title, ob->arch->object::name); |
228 | |
|
|
229 | /* can_use_shield is a new flag. However, the can_use.. seems to largely come |
|
|
230 | * from the class, and not race. I don't see any way to get the class information |
|
|
231 | * to then update this. I don't think this will actually break anything - anyone |
|
|
232 | * that can use armour should be able to use a shield. What this may 'break' |
|
|
233 | * are features new characters get, eg, if someone starts up with a Q, they |
|
|
234 | * should be able to use a shield. However, old Q's won't get that advantage. |
|
|
235 | */ |
|
|
236 | if (QUERY_FLAG (ob, FLAG_USE_ARMOUR)) |
|
|
237 | SET_FLAG (ob, FLAG_USE_SHIELD); |
|
|
238 | |
225 | |
239 | /* if it's a dragon player, set the correct title here */ |
226 | /* if it's a dragon player, set the correct title here */ |
240 | if (is_dragon_pl (ob)) |
227 | if (is_dragon_pl (ob)) |
241 | { |
228 | { |
242 | object *tmp, *abil = 0, *skin = 0; |
229 | object *tmp, *abil = 0, *skin = 0; |
243 | |
230 | |
244 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
|
|
245 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
246 | |
|
|
247 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
231 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
248 | if (tmp->type == FORCE) |
232 | if (tmp->type == FORCE) |
249 | if (tmp->arch->name == dragon_ability_force) |
233 | if (tmp->arch->archname == shstr_dragon_ability_force) |
250 | abil = tmp; |
234 | abil = tmp; |
251 | else if (tmp->arch->name == dragon_skin_force) |
235 | else if (tmp->arch->archname == shstr_dragon_skin_force) |
252 | skin = tmp; |
236 | skin = tmp; |
253 | |
237 | |
254 | set_dragon_name (ob, abil, skin); |
238 | set_dragon_name (ob, abil, skin); |
255 | } |
239 | } |
256 | |
240 | |
257 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
|
|
258 | add_friendly_object (ob); |
|
|
259 | |
|
|
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; |
|
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247 | ob->flag [FLAG_READY_BOW] = false; |
|
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248 | |
|
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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; |
|
|
255 | break; |
|
|
256 | |
|
|
257 | case WAND: |
|
|
258 | case ROD: |
|
|
259 | case HORN: |
|
|
260 | case BOW: |
|
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261 | ranged_ob = op; |
|
|
262 | break; |
|
|
263 | |
|
|
264 | case WEAPON: |
|
|
265 | combat_ob = op; |
|
|
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 | |
… | |
… | |
285 | if (active) |
291 | if (active) |
286 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
292 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
287 | |
293 | |
288 | INVOKE_PLAYER (DISCONNECT, this); |
294 | INVOKE_PLAYER (DISCONNECT, this); |
289 | |
295 | |
|
|
296 | ns->reset_stats (); |
290 | ns->pl = 0; |
297 | ns->pl = 0; |
291 | this->ns = 0; |
298 | ns = 0; |
292 | } |
299 | } |
|
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300 | |
|
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301 | if (ob) |
|
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302 | ob->close_container (); //TODO: client-specific |
|
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303 | |
|
|
304 | observe = ob; |
293 | |
305 | |
294 | deactivate (); |
306 | deactivate (); |
295 | } |
307 | } |
296 | |
308 | |
297 | // the need for this function can be explained |
309 | // the need for this function can be explained |
298 | // by load_object not returning the object |
310 | // by load_object not returning the object |
299 | void |
311 | void |
300 | player::set_object (object *op) |
312 | player::set_object (object *op) |
301 | { |
313 | { |
302 | ob = op; |
314 | ob = observe = op; |
303 | ob->contr = this; /* this aren't yet in archetype */ |
315 | ob->contr = this; /* this aren't yet in archetype */ |
304 | |
316 | |
|
|
317 | ob->speed = 1.0f; |
305 | ob->speed_left = 0.5; |
318 | ob->speed_left = 0.5f; |
306 | ob->speed = 1.0; |
319 | |
307 | ob->direction = 5; /* So player faces south */ |
320 | ob->direction = 5; /* So player faces south */ |
308 | ob->stats.wc = 2; |
321 | } |
309 | ob->run_away = 25; /* Then we panick... */ |
|
|
310 | |
322 | |
311 | ob->roll_stats (); |
323 | void |
|
|
324 | player::set_observe (object *op) |
|
|
325 | { |
|
|
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 - |
317 | * we deal with that below this point. |
333 | * we deal with that below this point. |
318 | */ |
334 | */ |
319 | outputs_sync = 16; /* Every 2 seconds */ |
335 | outputs_sync = 4; |
320 | outputs_count = 8; /* Keeps present behaviour */ |
336 | outputs_count = 4; |
321 | unapply = unapply_nochoice; |
337 | unapply = unapply_nochoice; |
322 | |
338 | |
323 | savebed_map = first_map_path; /* Init. respawn position */ |
339 | savebed_map = first_map_path; /* Init. respawn position */ |
324 | |
340 | |
325 | gen_sp_armour = 10; |
341 | gen_sp_armour = 10; |
326 | last_speed = -1; |
|
|
327 | shoottype = range_none; |
|
|
328 | bowtype = bow_normal; |
342 | bowtype = bow_normal; |
329 | petmode = pet_normal; |
343 | petmode = pet_normal; |
330 | listening = 10; |
344 | listening = 10; |
331 | usekeys = containers; |
345 | usekeys = containers; |
332 | last_weapon_sp = -1; |
|
|
333 | peaceful = 1; /* default peaceful */ |
346 | peaceful = 1; /* default peaceful */ |
334 | do_los = 1; |
347 | do_los = 1; |
335 | |
348 | |
336 | /* we need to clear these to -1 and not zero - otherwise, |
349 | weapon_sp = 1.0f; |
337 | * if a player quits and starts a new character, we wont |
350 | weapon_sp_left = 0.5f; |
338 | * send new values to the client, as things like exp start |
|
|
339 | * at zero. |
|
|
340 | */ |
|
|
341 | for (int i = 0; i < NUM_SKILLS; i++) |
|
|
342 | last_skill_exp[i] = -1; |
|
|
343 | |
|
|
344 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
345 | last_resist[i] = -1; |
|
|
346 | |
|
|
347 | last_stats.exp = -1; |
|
|
348 | last_weight = (uint32) - 1; |
|
|
349 | } |
351 | } |
350 | |
352 | |
351 | void |
353 | void |
352 | player::do_destroy () |
354 | player::do_destroy () |
353 | { |
355 | { |
… | |
… | |
358 | if (ob) |
360 | if (ob) |
359 | { |
361 | { |
360 | ob->destroy_inv (false); |
362 | ob->destroy_inv (false); |
361 | ob->destroy (); |
363 | ob->destroy (); |
362 | } |
364 | } |
|
|
365 | |
|
|
366 | ob = observe = 0; |
363 | } |
367 | } |
364 | |
368 | |
365 | player::~player () |
369 | player::~player () |
366 | { |
370 | { |
367 | /* Clear item stack */ |
371 | /* Clear item stack */ |
… | |
… | |
376 | player::create () |
380 | player::create () |
377 | { |
381 | { |
378 | player *pl = new player; |
382 | player *pl = new player; |
379 | |
383 | |
380 | pl->set_object (arch_to_object (get_player_archetype (0))); |
384 | pl->set_object (arch_to_object (get_player_archetype (0))); |
|
|
385 | |
|
|
386 | pl->ob->roll_stats (); |
|
|
387 | pl->ob->stats.wc = 2; |
|
|
388 | pl->ob->run_away = 25; /* Then we panick... */ |
|
|
389 | |
381 | set_first_map (pl->ob); |
390 | set_first_map (pl->ob); |
382 | |
391 | |
383 | return pl; |
392 | return pl; |
384 | } |
393 | } |
385 | |
394 | |
… | |
… | |
389 | * Note: there MUST be at least one player archetype! |
398 | * Note: there MUST be at least one player archetype! |
390 | */ |
399 | */ |
391 | archetype * |
400 | archetype * |
392 | get_player_archetype (archetype *at) |
401 | get_player_archetype (archetype *at) |
393 | { |
402 | { |
394 | archetype *start = at; |
403 | archvec::iterator i = at ? archetypes.find (at) : archetypes.begin (); |
395 | |
404 | |
396 | for (;;) |
405 | for (;;) |
397 | { |
406 | { |
398 | if (at == NULL || at->next == NULL) |
407 | if (++i == archetypes.end ()) |
399 | at = first_archetype; |
408 | i = archetypes.begin (); |
400 | else |
409 | else if (*i == at) |
401 | at = at->next; |
410 | cleanup ("not a single player archetype found"); |
402 | |
411 | |
403 | if (at->clone.type == PLAYER) |
412 | if ((*i)->type == PLAYER) |
404 | return at; |
413 | return *i; |
405 | |
|
|
406 | if (at == start) |
|
|
407 | { |
|
|
408 | LOG (llevError, "No Player archetypes\n"); |
|
|
409 | exit (-1); |
|
|
410 | } |
|
|
411 | } |
414 | } |
412 | } |
415 | } |
413 | |
416 | |
414 | object * |
417 | object * |
415 | get_nearest_player (object *mon) |
418 | get_nearest_player (object *mon) |
… | |
… | |
417 | object *op = NULL; |
420 | object *op = NULL; |
418 | objectlink *ol; |
421 | objectlink *ol; |
419 | unsigned lastdist; |
422 | unsigned lastdist; |
420 | rv_vector rv; |
423 | rv_vector rv; |
421 | |
424 | |
422 | for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) |
425 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
423 | { |
426 | { |
424 | /* We should not find free objects on this friendly list, but it |
427 | /* We should not find free objects on this friendly list, but it |
425 | * does periodically happen. Given that, lets deal with it. |
428 | * does periodically happen. Given that, lets deal with it. |
426 | * While unlikely, it is possible the next object on the friendly |
429 | * While unlikely, it is possible the next object on the friendly |
427 | * list is also free, so encapsulate this in a while loop. |
430 | * list is also free, so encapsulate this in a while loop. |
… | |
… | |
431 | object *tmp = ol->ob; |
434 | object *tmp = ol->ob; |
432 | |
435 | |
433 | /* Can't do much more other than log the fact, because the object |
436 | /* Can't do much more other than log the fact, because the object |
434 | * itself will have been cleared. |
437 | * itself will have been cleared. |
435 | */ |
438 | */ |
436 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); |
439 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n", |
|
|
440 | tmp->debug_desc ()); |
437 | ol = ol->next; |
441 | ol = ol->next; |
438 | remove_friendly_object (tmp); |
442 | remove_friendly_object (tmp); |
439 | if (!ol) |
443 | if (!ol) |
440 | return op; |
444 | return op; |
441 | } |
445 | } |
… | |
… | |
530 | x = mon->x; |
534 | x = mon->x; |
531 | y = mon->y; |
535 | y = mon->y; |
532 | m = mon->map; |
536 | m = mon->map; |
533 | dir = rv.direction; |
537 | dir = rv.direction; |
534 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
538 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
535 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
539 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
|
|
540 | |
536 | /* If we can't solve it within the search distance, return now. */ |
541 | /* If we can't solve it within the search distance, return now. */ |
537 | if (diff > max) |
542 | if (diff > max) |
538 | return 0; |
543 | return 0; |
|
|
544 | |
539 | while (diff > 1 && max > 0) |
545 | while (diff > 1 && max > 0) |
540 | { |
546 | { |
541 | lastx = x; |
547 | lastx = x; |
542 | lasty = y; |
548 | lasty = y; |
543 | lastmap = m; |
549 | lastmap = m; |
… | |
… | |
625 | max--; |
631 | max--; |
626 | lastdir = dir; |
632 | lastdir = dir; |
627 | if (!firstdir) |
633 | if (!firstdir) |
628 | firstdir = dir; |
634 | firstdir = dir; |
629 | } |
635 | } |
|
|
636 | |
630 | if (diff <= 1) |
637 | if (diff <= 1) |
631 | { |
638 | { |
632 | /* Recalculate diff (distance) because we may not have actually |
639 | /* Recalculate diff (distance) because we may not have actually |
633 | * headed toward player for entire distance. |
640 | * headed toward player for entire distance. |
634 | */ |
641 | */ |
635 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
642 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
636 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
643 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
637 | } |
644 | } |
|
|
645 | |
638 | if (diff > max) |
646 | if (diff > max) |
639 | return 0; |
647 | return 0; |
640 | } |
648 | } |
|
|
649 | |
641 | /* If we reached the max, didn't find a direction in time */ |
650 | /* If we reached the max, didn't find a direction in time */ |
642 | if (!max) |
651 | if (!max) |
643 | return 0; |
652 | return 0; |
644 | |
653 | |
645 | return firstdir; |
654 | return firstdir; |
… | |
… | |
759 | roll_stat (void) |
768 | roll_stat (void) |
760 | { |
769 | { |
761 | int a[4], i, j, k; |
770 | int a[4], i, j, k; |
762 | |
771 | |
763 | for (i = 0; i < 4; i++) |
772 | for (i = 0; i < 4; i++) |
764 | a[i] = (int) RANDOM () % 6 + 1; |
773 | a[i] = (int) rndm (6) + 1; |
765 | |
774 | |
766 | for (i = 0, j = 0, k = 7; i < 4; i++) |
775 | for (i = 0, j = 0, k = 7; i < 4; i++) |
767 | if (a[i] < k) |
776 | if (a[i] < k) |
768 | k = a[i], j = i; |
777 | k = a[i], j = i; |
769 | |
778 | |
… | |
… | |
775 | } |
784 | } |
776 | |
785 | |
777 | void |
786 | void |
778 | object::roll_stats () |
787 | object::roll_stats () |
779 | { |
788 | { |
780 | int statsort [7]; |
789 | int statsort [NUM_STATS]; |
781 | |
790 | |
782 | for (;;) |
791 | for (;;) |
783 | { |
792 | { |
784 | int sum = 0; |
793 | int sum = 0; |
785 | for (int i = 7; i--; ) |
794 | for (int i = NUM_STATS; i--; ) |
786 | sum += statsort [i] = roll_stat (); |
795 | sum += statsort [i] = roll_stat (); |
787 | |
796 | |
788 | if (sum >= 82 && sum <= 116) |
797 | if (sum >= 82 && sum <= 116) |
789 | break; |
798 | break; |
790 | } |
799 | } |
791 | |
800 | |
792 | // Sort the stats so that rerolling is easier... |
801 | // Sort the stats so that rerolling is easier... |
793 | std::sort (statsort, statsort + 7, std::greater<int>()); |
802 | std::sort (statsort, statsort + NUM_STATS, std::greater<int>()); |
794 | |
803 | |
|
|
804 | for (int i = 0; i < NUM_STATS; ++i) |
795 | stats.Str = statsort[0]; |
805 | stats.stat (i) = statsort [i]; |
796 | stats.Dex = statsort[1]; |
|
|
797 | stats.Con = statsort[2]; |
|
|
798 | stats.Int = statsort[3]; |
|
|
799 | stats.Wis = statsort[4]; |
|
|
800 | stats.Pow = statsort[5]; |
|
|
801 | stats.Cha = statsort[6]; |
|
|
802 | |
806 | |
803 | stats.exp = 0; |
807 | stats.exp = 0; |
804 | stats.ac = 0; |
808 | stats.ac = 0; |
805 | |
809 | |
806 | stats.hp = stats.maxhp; |
810 | stats.hp = stats.maxhp; |
… | |
… | |
818 | } |
822 | } |
819 | |
823 | |
820 | void |
824 | void |
821 | object::swap_stats (int a, int b) |
825 | object::swap_stats (int a, int b) |
822 | { |
826 | { |
823 | int tmp = get_attr_value (&contr->orig_stats, a); |
827 | swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b)); |
824 | set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b)); |
|
|
825 | set_attr_value (&contr->orig_stats, b, tmp); |
|
|
826 | |
828 | |
|
|
829 | for (int i = 0; i < NUM_STATS; ++i) |
827 | stats.Str = contr->orig_stats.Str; |
830 | stats.stat (i) = contr->orig_stats.stat (i); |
828 | stats.Dex = contr->orig_stats.Dex; |
|
|
829 | stats.Con = contr->orig_stats.Con; |
|
|
830 | stats.Int = contr->orig_stats.Int; |
|
|
831 | stats.Wis = contr->orig_stats.Wis; |
|
|
832 | stats.Pow = contr->orig_stats.Pow; |
|
|
833 | stats.Cha = contr->orig_stats.Cha; |
|
|
834 | |
831 | |
835 | //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, |
836 | // be merged with the similar code in roll_stats |
833 | // be merged with the similar code in roll_stats |
837 | stats.ac = 0; |
834 | stats.ac = 0; |
838 | |
835 | |
… | |
… | |
869 | * appropriate action with it (change race, or other things). |
866 | * appropriate action with it (change race, or other things). |
870 | * The function name is for historical reasons - now we have |
867 | * The function name is for historical reasons - now we have |
871 | * separate race and class; this actually changes the RACE, |
868 | * separate race and class; this actually changes the RACE, |
872 | * not the class. |
869 | * not the class. |
873 | */ |
870 | */ |
874 | int |
871 | void |
875 | key_change_class (object *op, char key) |
872 | player::chargen_race_done () |
876 | { |
873 | { |
877 | int tmp_loop; |
|
|
878 | |
|
|
879 | if (key == 'd' || key == 'D') |
|
|
880 | { |
|
|
881 | char buf[MAX_BUF]; |
|
|
882 | |
|
|
883 | /* this must before then initial items are given */ |
874 | /* this must before then initial items are given */ |
884 | esrv_new_player (op->contr, op->weight + op->carrying); |
875 | esrv_new_player (ob->contr, ob->weight + ob->carrying); |
885 | |
876 | |
886 | treasurelist *tl = find_treasurelist ("starting_wealth"); |
877 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
887 | if (tl) |
878 | if (tl) |
888 | create_treasure (tl, op, 0, 0, 0); |
879 | create_treasure (tl, ob, 0, 0, 0); |
889 | |
880 | |
890 | INVOKE_PLAYER (BIRTH, op->contr); |
881 | INVOKE_PLAYER (BIRTH, ob->contr); |
891 | INVOKE_PLAYER (LOGIN, op->contr); |
882 | INVOKE_PLAYER (LOGIN, ob->contr); |
892 | |
883 | |
893 | op->contr->ns->state = ST_PLAYING; |
884 | ob->contr->ns->state = ST_PLAYING; |
894 | |
885 | |
895 | if (op->msg) |
886 | if (ob->msg) |
896 | op->msg = NULL; |
887 | ob->msg = 0; |
897 | |
888 | |
898 | /* We create this now because some of the unique maps will need it |
889 | /* We create this now because some of the unique maps will need it |
899 | * to save here. |
890 | * to save here. |
900 | */ |
891 | */ |
|
|
892 | { |
|
|
893 | char buf[MAX_BUF]; |
901 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
894 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name); |
902 | make_path_to_file (buf); |
895 | make_path_to_file (buf); |
|
|
896 | } |
903 | |
897 | |
904 | #ifdef AUTOSAVE |
|
|
905 | op->contr->last_save_tick = pticks; |
|
|
906 | #endif |
|
|
907 | start_info (op); |
898 | start_info (ob); |
908 | CLEAR_FLAG (op, FLAG_WIZ); |
899 | CLEAR_FLAG (ob, FLAG_WIZ); |
909 | give_initial_items (op, op->randomitems); |
900 | give_initial_items (ob, ob->randomitems); |
910 | link_player_skills (op); |
901 | link_player_skills (ob); |
911 | esrv_send_inventory (op, op); |
902 | esrv_send_inventory (ob, ob); |
912 | op->update_stats (); |
903 | ob->update_stats (); |
913 | |
904 | |
914 | /* This moves the player to a different start map, if there |
905 | /* This moves the player to a different start map, if there |
915 | * is one for this race |
906 | * is one for this race |
916 | */ |
907 | */ |
917 | if (*first_map_ext_path) |
908 | if (*first_map_ext_path) |
918 | { |
909 | { |
919 | object *tmp; |
910 | object *tmp; |
920 | char mapname[MAX_BUF]; |
911 | char mapname[MAX_BUF]; |
921 | |
912 | |
922 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); |
913 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname); |
923 | tmp = object::create (); |
914 | tmp = object::create (); |
924 | EXIT_PATH (tmp) = mapname; |
915 | EXIT_PATH (tmp) = mapname; |
925 | EXIT_X (tmp) = op->x; |
916 | EXIT_X (tmp) = ob->x; |
926 | EXIT_Y (tmp) = op->y; |
917 | EXIT_Y (tmp) = ob->y; |
927 | op->enter_exit (tmp); /* we don't really care if it succeeded; |
918 | ob->enter_exit (tmp); /* we don't really care if it succeeded; |
928 | * if the map isn't there, then stay on the |
919 | * if the map isn't there, then stay on the |
929 | * default initial map */ |
920 | * default initial map */ |
930 | tmp->destroy (); |
921 | tmp->destroy (); |
931 | } |
922 | } |
932 | else |
923 | else |
933 | LOG (llevDebug, "first_map_ext_path not set\n"); |
924 | LOG (llevDebug, "first_map_ext_path not set\n"); |
|
|
925 | } |
934 | |
926 | |
935 | return 0; |
927 | void |
936 | } |
928 | player::chargen_race_next () |
937 | |
929 | { |
938 | /* Following actually changes the race - this is the default command |
930 | /* Following actually changes the race - this is the default command |
939 | * if we don't match with one of the options above. |
931 | * if we don't match with one of the options above. |
940 | */ |
932 | */ |
941 | |
933 | |
942 | tmp_loop = 0; |
934 | do |
943 | while (!tmp_loop) |
|
|
944 | { |
935 | { |
945 | shstr name = op->name; |
936 | shstr name = ob->name; |
946 | int x = op->x, y = op->y; |
937 | int x = ob->x, y = ob->y; |
947 | |
938 | |
948 | op->remove_statbonus (); |
939 | ob->remove_statbonus (); |
949 | op->remove (); |
940 | ob->remove (); |
950 | op->arch = get_player_archetype (op->arch); |
941 | ob->arch = get_player_archetype (ob->arch); |
951 | op->arch->clone.copy_to (op); |
942 | ob->arch->copy_to (ob); |
952 | op->instantiate (); |
943 | ob->instantiate (); |
953 | op->stats = op->contr->orig_stats; |
944 | ob->stats = ob->contr->orig_stats; |
954 | op->name = op->name_pl = name; |
945 | ob->name = ob->name_pl = name; |
955 | op->x = x; |
946 | ob->x = x; |
956 | op->y = y; |
947 | ob->y = y; |
957 | SET_ANIMATION (op, 2); /* So player faces south */ |
948 | SET_ANIMATION (ob, 2); /* So player faces south */ |
958 | insert_ob_in_map (op, op->map, op, 0); |
949 | insert_ob_in_map (ob, ob->map, ob, 0); |
959 | assign (op->contr->title, op->arch->clone.name); |
950 | assign (ob->contr->title, ob->arch->object::name); |
960 | op->add_statbonus (); |
951 | ob->add_statbonus (); |
961 | tmp_loop = allowed_class (op); |
|
|
962 | } |
952 | } |
|
|
953 | while (!allowed_class (ob)); |
963 | |
954 | |
964 | update_object (op, UP_OBJ_FACE); |
955 | update_object (ob, UP_OBJ_FACE); |
965 | esrv_update_item (UPD_FACE, op, op); |
956 | esrv_update_item (UPD_FACE, ob, ob); |
966 | op->update_stats (); |
957 | ob->update_stats (); |
967 | op->stats.hp = op->stats.maxhp; |
958 | ob->stats.hp = ob->stats.maxhp; |
968 | op->stats.sp = op->stats.maxsp; |
959 | ob->stats.sp = ob->stats.maxsp; |
969 | op->stats.grace = 0; |
960 | ob->stats.grace = 0; |
970 | |
|
|
971 | if (op->msg) |
|
|
972 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
|
|
973 | |
|
|
974 | send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); |
|
|
975 | return 0; |
|
|
976 | } |
961 | } |
977 | |
962 | |
978 | void |
963 | void |
979 | flee_player (object *op) |
964 | flee_player (object *op) |
980 | { |
965 | { |
… | |
… | |
1027 | /* Cornered, get rid of scared */ |
1012 | /* Cornered, get rid of scared */ |
1028 | CLEAR_FLAG (op, FLAG_SCARED); |
1013 | CLEAR_FLAG (op, FLAG_SCARED); |
1029 | op->enemy = NULL; |
1014 | op->enemy = NULL; |
1030 | } |
1015 | } |
1031 | |
1016 | |
1032 | |
|
|
1033 | /* 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. |
1034 | * 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 |
1035 | * stop. |
1019 | * stop. |
1036 | */ |
1020 | */ |
1037 | int |
1021 | int |
1038 | check_pick (object *op) |
1022 | check_pick (object *op) |
1039 | { |
1023 | { |
1040 | object *tmp, *next; |
1024 | object *tmp, *next; |
1041 | int stop = 0; |
1025 | int stop = 0; |
1042 | int j, k, wvratio; |
1026 | int wvratio; |
1043 | char putstring[128], tmpstr[16]; |
1027 | char putstring[128]; |
1044 | |
1028 | |
1045 | /* if you're flying, you cna't pick up anything */ |
1029 | /* if you're flying, you cna't pick up anything */ |
1046 | if (op->move_type & MOVE_FLYING) |
1030 | if (op->move_type & MOVE_FLYING) |
1047 | return 1; |
1031 | return 1; |
1048 | |
1032 | |
… | |
… | |
1116 | if (tmp->name != NULL) |
1100 | if (tmp->name != NULL) |
1117 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1101 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1118 | &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)))); |
1119 | else |
1103 | else |
1120 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1104 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1121 | &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)))); |
1122 | |
1106 | |
1123 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1107 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1124 | } |
1108 | } |
1125 | |
1109 | |
1126 | /* philosophy: |
1110 | /* philosophy: |
… | |
… | |
1319 | /* careful: chairs and tables are weapons! */ |
1303 | /* careful: chairs and tables are weapons! */ |
1320 | if (op->contr->mode & PU_ALLWEAPON) |
1304 | if (op->contr->mode & PU_ALLWEAPON) |
1321 | { |
1305 | { |
1322 | if (tmp->type == WEAPON && tmp->name != NULL) |
1306 | if (tmp->type == WEAPON && tmp->name != NULL) |
1323 | { |
1307 | { |
1324 | 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 && |
1325 | strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) |
1309 | strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) |
1326 | { |
1310 | { |
1327 | pick_up (op, tmp); |
1311 | pick_up (op, tmp); |
1328 | continue; |
1312 | continue; |
1329 | } |
1313 | } |
1330 | } |
1314 | } |
1331 | |
1315 | |
1332 | if (tmp->type == WEAPON && tmp->name == NULL) |
1316 | if (tmp->type == WEAPON && tmp->name == NULL) |
1333 | { |
1317 | { |
1334 | 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) |
1335 | { |
1319 | { |
1336 | pick_up (op, tmp); |
1320 | pick_up (op, tmp); |
1337 | continue; |
1321 | continue; |
1338 | } |
1322 | } |
1339 | } |
1323 | } |
… | |
… | |
1364 | if (tmp->name != NULL) |
1348 | if (tmp->name != NULL) |
1365 | { |
1349 | { |
1366 | fprintf (stderr, "%s", tmp->name); |
1350 | fprintf (stderr, "%s", tmp->name); |
1367 | } |
1351 | } |
1368 | else |
1352 | else |
1369 | fprintf (stderr, "%s", tmp->arch->name); |
1353 | fprintf (stderr, "%s", tmp->arch->archname); |
1370 | fprintf (stderr, ",%d] = ", tmp->type); |
1354 | fprintf (stderr, ",%d] = ", tmp->type); |
1371 | 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)))); |
1372 | #endif |
1356 | #endif |
1373 | continue; |
1357 | continue; |
1374 | } |
1358 | } |
… | |
… | |
1385 | * found object is returned. |
1369 | * found object is returned. |
1386 | */ |
1370 | */ |
1387 | object * |
1371 | object * |
1388 | find_arrow (object *op, const char *type) |
1372 | find_arrow (object *op, const char *type) |
1389 | { |
1373 | { |
1390 | object *tmp = NULL; |
1374 | object *tmp = 0; |
1391 | |
1375 | |
1392 | for (op = op->inv; op; op = op->below) |
1376 | for (op = op->inv; op; op = op->below) |
1393 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
1377 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
1394 | tmp = find_arrow (op, type); |
1378 | tmp = find_arrow (op, type); |
1395 | else if (op->type == ARROW && op->race == type) |
1379 | else if (op->type == ARROW && op->race == type) |
1396 | return op; |
1380 | return op; |
|
|
1381 | |
1397 | return tmp; |
1382 | return tmp; |
1398 | } |
1383 | } |
1399 | |
1384 | |
1400 | /* |
1385 | /* |
1401 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1386 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1402 | * against the target. A full test is not performed, simply a basic test |
1387 | * against the target. A full test is not performed, simply a basic test |
1403 | * of resistances. The archer is making a quick guess at what he sees down |
1388 | * of resistances. The archer is making a quick guess at what he sees down |
1404 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1389 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1405 | */ |
1390 | */ |
1406 | |
|
|
1407 | object * |
1391 | object * |
1408 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1392 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1409 | { |
1393 | { |
1410 | object *tmp = NULL, *arrow, *ntmp; |
1394 | object *tmp = NULL, *arrow, *ntmp; |
1411 | int attacknum, attacktype, betterby = 0, i; |
1395 | int attacknum, attacktype, betterby = 0, i; |
… | |
… | |
1444 | else |
1428 | else |
1445 | { |
1429 | { |
1446 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1430 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1447 | { |
1431 | { |
1448 | attacktype = 1 << attacknum; |
1432 | attacktype = 1 << attacknum; |
1449 | if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) |
1433 | if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0) |
1450 | 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) |
1451 | { |
1435 | { |
1452 | tmp = arrow; |
1436 | tmp = arrow; |
1453 | 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; |
1454 | } |
1438 | } |
1455 | } |
1439 | } |
1456 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1440 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1457 | { |
1441 | { |
1458 | tmp = arrow; |
1442 | tmp = arrow; |
… | |
… | |
1477 | * find_better_arrow to find a decent arrow to use. |
1461 | * find_better_arrow to find a decent arrow to use. |
1478 | * op = the shooter |
1462 | * op = the shooter |
1479 | * type = bow->race |
1463 | * type = bow->race |
1480 | * dir = fire direction |
1464 | * dir = fire direction |
1481 | */ |
1465 | */ |
1482 | |
|
|
1483 | object * |
1466 | object * |
1484 | pick_arrow_target (object *op, const char *type, int dir) |
1467 | pick_arrow_target (object *op, const char *type, int dir) |
1485 | { |
1468 | { |
1486 | object *tmp = NULL; |
1469 | object *tmp = NULL; |
1487 | maptile *m; |
1470 | maptile *m; |
… | |
… | |
1552 | */ |
1535 | */ |
1553 | int |
1536 | int |
1554 | 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) |
1555 | { |
1538 | { |
1556 | object *left, *bow; |
1539 | object *left, *bow; |
1557 | int bowspeed, mflags; |
1540 | int mflags; |
1558 | maptile *m; |
1541 | maptile *m; |
1559 | |
1542 | |
1560 | if (!dir) |
1543 | if (!dir) |
1561 | { |
1544 | { |
1562 | 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!"); |
1563 | return 0; |
1546 | return 0; |
1564 | } |
1547 | } |
1565 | |
1548 | |
1566 | if (op->type == PLAYER) |
1549 | if (op->contr) |
1567 | bow = op->contr->ranges[range_bow]; |
1550 | bow = op->current_weapon; |
1568 | else |
1551 | else |
1569 | { |
1552 | { |
1570 | for (bow = op->inv; bow; bow = bow->below) |
1553 | for (bow = op->inv; bow; bow = bow->below) |
1571 | /* 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 |
1572 | * 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. |
… | |
… | |
1577 | if (!bow) |
1560 | if (!bow) |
1578 | { |
1561 | { |
1579 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1562 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1580 | return 0; |
1563 | return 0; |
1581 | } |
1564 | } |
|
|
1565 | |
|
|
1566 | // optimisation: move object to top so we will find it quickly again |
|
|
1567 | if (bow->below) |
|
|
1568 | { |
|
|
1569 | bow->remove (); |
|
|
1570 | op->insert (bow); |
|
|
1571 | } |
|
|
1572 | |
1582 | } |
1573 | } |
1583 | |
1574 | |
1584 | if (!bow->race || !bow->skill) |
1575 | if (!bow->race || !bow->skill) |
1585 | { |
1576 | { |
1586 | 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); |
1587 | return 0; |
1578 | return 0; |
1588 | } |
1579 | } |
1589 | |
|
|
1590 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
|
|
1591 | |
|
|
1592 | /* penalize ROF for bestarrow */ |
|
|
1593 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
|
|
1594 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
|
|
1595 | |
|
|
1596 | if (bowspeed < 1) |
|
|
1597 | bowspeed = 1; |
|
|
1598 | |
1580 | |
1599 | if (arrow == NULL) |
1581 | if (arrow == NULL) |
1600 | { |
1582 | { |
1601 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1583 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1602 | { |
1584 | { |
1603 | if (op->type == PLAYER) |
1585 | if (op->type == PLAYER) |
1604 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1586 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1605 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1587 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1606 | else |
1588 | else |
1607 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1589 | CLEAR_FLAG (op, FLAG_READY_BOW); |
|
|
1590 | |
1608 | return 0; |
1591 | return 0; |
1609 | } |
1592 | } |
1610 | } |
1593 | } |
1611 | |
1594 | |
1612 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1595 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
… | |
… | |
1636 | |
1619 | |
1637 | arrow->set_owner (op); |
1620 | arrow->set_owner (op); |
1638 | arrow->skill = bow->skill; |
1621 | arrow->skill = bow->skill; |
1639 | arrow->direction = dir; |
1622 | arrow->direction = dir; |
1640 | |
1623 | |
|
|
1624 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
|
|
1625 | arrow->stats.hp = arrow->stats.dam; |
|
|
1626 | arrow->stats.grace = arrow->attacktype; |
|
|
1627 | |
|
|
1628 | if (arrow->slaying) |
|
|
1629 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1630 | |
|
|
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); |
|
|
1647 | |
|
|
1648 | /* update the speed */ |
|
|
1649 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
|
|
1650 | + bow->stats.dam / 7.f; |
|
|
1651 | |
|
|
1652 | arrow->set_speed (max (arrow->speed, 2.f)); |
|
|
1653 | arrow->speed_left = 0; |
|
|
1654 | |
|
|
1655 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
|
|
1656 | |
1641 | if (op->type == PLAYER) |
1657 | if (op->type == PLAYER) |
1642 | { |
1658 | { |
1643 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
|
|
1644 | op->update_stats (); |
|
|
1645 | } |
|
|
1646 | |
|
|
1647 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1648 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
|
|
1649 | arrow->stats.hp = arrow->stats.dam; |
|
|
1650 | arrow->stats.grace = arrow->attacktype; |
|
|
1651 | if (arrow->slaying != NULL) |
|
|
1652 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1653 | |
|
|
1654 | /* Note that this was different for monsters - they got their level |
|
|
1655 | * added to the damage. I think the strength bonus is more proper. |
|
|
1656 | */ |
|
|
1657 | |
|
|
1658 | arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic; |
|
|
1659 | |
|
|
1660 | /* update the speed */ |
|
|
1661 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
|
|
1662 | 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
|
|
1663 | |
|
|
1664 | arrow->set_speed (max (arrow->speed, 1.0)); |
|
|
1665 | arrow->speed_left = 0; |
|
|
1666 | |
|
|
1667 | if (op->type == PLAYER) |
|
|
1668 | { |
|
|
1669 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
|
|
1670 | (op->chosen_skill ? op->chosen_skill->level : op->level) - |
|
|
1671 | dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod; |
|
|
1672 | |
|
|
1673 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
1659 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
|
|
1660 | wc -= dex_bonus[op->stats.Dex]; |
|
|
1661 | |
|
|
1662 | if (!arrow->slaying) |
|
|
1663 | arrow->slaying = op->slaying; |
|
|
1664 | |
|
|
1665 | arrow->attacktype |= op->attacktype; |
1674 | } |
1666 | } |
1675 | else |
1667 | else |
1676 | { |
1668 | { |
1677 | arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; |
|
|
1678 | arrow->level = op->level; |
1669 | arrow->level = op->level; |
1679 | } |
1670 | arrow->stats.wc -= bow->magic; |
1680 | |
1671 | |
1681 | if (arrow->attacktype == AT_PHYSICAL) |
1672 | if (!arrow->slaying) |
|
|
1673 | arrow->slaying = bow->slaying; |
|
|
1674 | |
1682 | arrow->attacktype |= bow->attacktype; |
1675 | arrow->attacktype |= bow->attacktype; |
|
|
1676 | } |
1683 | |
1677 | |
1684 | if (bow->slaying) |
1678 | wc -= arrow->level; |
1685 | arrow->slaying = bow->slaying; |
1679 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
1686 | |
1680 | |
|
|
1681 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1687 | arrow->move_type = MOVE_FLY_LOW; |
1682 | arrow->move_type = MOVE_FLY_LOW; |
1688 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1683 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1689 | |
1684 | |
1690 | 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); |
1691 | m->insert (arrow, sx, sy, op); |
1686 | m->insert (arrow, sx, sy, op); |
… | |
… | |
1716 | { |
1711 | { |
1717 | int ret = 0, wcmod = 0; |
1712 | int ret = 0, wcmod = 0; |
1718 | |
1713 | |
1719 | if (op->contr->bowtype == bow_bestarrow) |
1714 | if (op->contr->bowtype == bow_bestarrow) |
1720 | { |
1715 | { |
1721 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); |
1716 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1722 | } |
1717 | } |
1723 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1718 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1724 | { |
1719 | { |
1725 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1720 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1726 | wcmod = -1; |
1721 | wcmod = -1; |
… | |
… | |
1736 | else if (op->contr->bowtype == bow_spreadshot) |
1731 | else if (op->contr->bowtype == bow_spreadshot) |
1737 | { |
1732 | { |
1738 | 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); |
1739 | 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); |
1740 | 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); |
1741 | |
|
|
1742 | } |
1736 | } |
1743 | else |
1737 | else |
1744 | { |
1738 | { |
1745 | /* Simple case */ |
1739 | /* Simple case */ |
1746 | 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); |
1747 | } |
1741 | } |
|
|
1742 | |
1748 | return ret; |
1743 | return ret; |
1749 | } |
1744 | } |
1750 | |
|
|
1751 | |
1745 | |
1752 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1746 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1753 | * Broken apart from 'fire' to keep it more readable. |
1747 | * Broken apart from 'fire' to keep it more readable. |
1754 | */ |
1748 | */ |
1755 | void |
1749 | void |
1756 | fire_misc_object (object *op, int dir) |
1750 | fire_misc_object (object *op, int dir) |
1757 | { |
1751 | { |
1758 | object *item; |
1752 | object *item = op->contr->ranged_ob; |
1759 | |
1753 | |
1760 | if (!op->contr->ranges[range_misc]) |
1754 | if (!item) |
1761 | { |
1755 | { |
1762 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1756 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1763 | return; |
1757 | return; |
1764 | } |
1758 | } |
1765 | |
1759 | |
1766 | item = op->contr->ranges[range_misc]; |
|
|
1767 | if (!item->inv) |
1760 | if (!item->inv) |
1768 | { |
1761 | { |
1769 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1762 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1770 | return; |
1763 | return; |
1771 | } |
1764 | } |
|
|
1765 | |
|
|
1766 | if (!op->change_weapon (item)) |
|
|
1767 | return; |
|
|
1768 | |
1772 | if (item->type == WAND) |
1769 | if (item->type == WAND) |
1773 | { |
1770 | { |
1774 | if (item->stats.food <= 0) |
1771 | if (item->stats.food <= 0) |
1775 | { |
1772 | { |
1776 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1773 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1777 | 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 | |
1778 | return; |
1776 | return; |
1779 | } |
1777 | } |
1780 | } |
1778 | } |
1781 | else if (item->type == ROD || item->type == HORN) |
1779 | else if (item->type == ROD || item->type == HORN) |
1782 | { |
1780 | { |
1783 | 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)) |
1784 | { |
1782 | { |
1785 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1783 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
|
|
1784 | |
1786 | if (item->type == ROD) |
1785 | if (item->type == ROD) |
1787 | 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)); |
1788 | else |
1787 | else |
1789 | 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 | |
1790 | return; |
1790 | return; |
1791 | } |
1791 | } |
1792 | } |
1792 | } |
1793 | |
1793 | |
1794 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1794 | if (cast_spell (op, item, dir, item->inv, NULL)) |
… | |
… | |
1801 | object *tmp; |
1801 | object *tmp; |
1802 | |
1802 | |
1803 | if (item->arch) |
1803 | if (item->arch) |
1804 | { |
1804 | { |
1805 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1805 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1806 | item->face = item->arch->clone.face; |
1806 | item->face = item->arch->face; |
1807 | item->set_speed (0); |
1807 | item->set_speed (0); |
1808 | } |
1808 | } |
1809 | |
1809 | |
1810 | if ((tmp = item->in_player ())) |
1810 | if ((tmp = item->in_player ())) |
1811 | esrv_update_item (UPD_ANIM, tmp, item); |
1811 | esrv_update_item (UPD_ANIM, tmp, item); |
… | |
… | |
1816 | } |
1816 | } |
1817 | } |
1817 | } |
1818 | |
1818 | |
1819 | /* Received a fire command for the player - go and do it. |
1819 | /* Received a fire command for the player - go and do it. |
1820 | */ |
1820 | */ |
1821 | void |
1821 | bool |
1822 | fire (object *op, int dir) |
1822 | fire (object *op, int dir) |
1823 | { |
1823 | { |
1824 | int spellcost = 0; |
1824 | int spellcost = 0; |
1825 | |
1825 | |
1826 | /* check for loss of invisiblity/hide */ |
1826 | /* check for loss of invisiblity/hide */ |
1827 | if (action_makes_visible (op)) |
1827 | if (action_makes_visible (op)) |
1828 | make_visible (op); |
1828 | make_visible (op); |
1829 | |
1829 | |
1830 | switch (op->contr->shoottype) |
1830 | player *pl = op->contr; |
|
|
1831 | |
|
|
1832 | if (pl->golem) |
|
|
1833 | { |
|
|
1834 | control_golem (op->contr->golem, dir); |
|
|
1835 | return false; |
1831 | { |
1836 | } |
1832 | case range_none: |
|
|
1833 | return; |
|
|
1834 | |
1837 | |
1835 | case range_bow: |
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: |
1836 | player_fire_bow (op, dir); |
1854 | player_fire_bow (op, dir); |
1837 | return; |
1855 | break; |
1838 | |
1856 | |
1839 | case range_magic: /* Casting spells */ |
1857 | case SPELL: |
1840 | spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); |
1858 | spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); |
1841 | return; |
1859 | break; |
1842 | |
1860 | |
1843 | case range_misc: |
1861 | case BUILDER: |
|
|
1862 | apply_map_builder (op, dir); |
|
|
1863 | break; |
|
|
1864 | |
|
|
1865 | case SKILL: |
|
|
1866 | do_skill (op, op, ob, dir, 0); |
|
|
1867 | break; |
|
|
1868 | |
|
|
1869 | default: |
1844 | fire_misc_object (op, dir); |
1870 | fire_misc_object (op, dir); |
1845 | return; |
1871 | break; |
1846 | |
|
|
1847 | case range_golem: /* Control summoned monsters from scrolls */ |
|
|
1848 | if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
1849 | { |
|
|
1850 | op->contr->ranges[range_golem] = 0; |
|
|
1851 | op->contr->shoottype = range_none; |
|
|
1852 | } |
|
|
1853 | else |
|
|
1854 | control_golem (op->contr->ranges[range_golem], dir); |
|
|
1855 | return; |
|
|
1856 | |
|
|
1857 | case range_skill: |
|
|
1858 | if (!op->chosen_skill) |
|
|
1859 | { |
|
|
1860 | if (op->type == PLAYER) |
|
|
1861 | new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
|
|
1862 | return; |
|
|
1863 | } |
|
|
1864 | (void) do_skill (op, op, op->chosen_skill, dir, NULL); |
|
|
1865 | return; |
|
|
1866 | case range_builder: |
|
|
1867 | apply_map_builder (op, dir); |
|
|
1868 | return; |
|
|
1869 | default: |
|
|
1870 | new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); |
|
|
1871 | return; |
|
|
1872 | } |
1872 | } |
1873 | } |
|
|
1874 | |
1873 | |
1875 | |
1874 | return true; |
|
|
1875 | } |
1876 | |
1876 | |
1877 | /* find_key |
1877 | /* find_key |
1878 | * 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 |
1879 | * and successfully use it, we return the key, otherwise NULL |
1879 | * and successfully use it, we return the key, otherwise NULL |
1880 | * This function merges both normal and locked door, since the logic |
1880 | * This function merges both normal and locked door, since the logic |
… | |
… | |
1882 | * pl is the player, |
1882 | * pl is the player, |
1883 | * inv is the objects inventory to searched |
1883 | * inv is the objects inventory to searched |
1884 | * door is the door we are trying to match against. |
1884 | * door is the door we are trying to match against. |
1885 | * This function can be called recursively to search containers. |
1885 | * This function can be called recursively to search containers. |
1886 | */ |
1886 | */ |
1887 | |
|
|
1888 | object * |
1887 | object * |
1889 | find_key (object *pl, object *container, object *door) |
1888 | find_key (object *pl, object *container, object *door) |
1890 | { |
1889 | { |
1891 | object *tmp, *key; |
1890 | object *tmp, *key; |
1892 | |
1891 | |
1893 | /* Should not happen, but sanity checking is never bad */ |
1892 | /* Should not happen, but sanity checking is never bad */ |
1894 | if (container->inv == NULL) |
1893 | if (!container->inv) |
1895 | return NULL; |
1894 | return 0; |
1896 | |
1895 | |
1897 | /* First, lets try to find a key in the top level inventory */ |
1896 | /* First, lets try to find a key in the top level inventory */ |
1898 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1897 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1899 | { |
1898 | { |
1900 | if (door->type == DOOR && tmp->type == KEY) |
1899 | if (door->type == DOOR && tmp->type == KEY) |
1901 | break; |
1900 | break; |
1902 | /* For sanity, we should really check door type, but other stuff |
1901 | /* For sanity, we should really check door type, but other stuff |
1903 | * (like containers) can be locked with special keys |
1902 | * (like containers) can be locked with special keys |
1904 | */ |
1903 | */ |
1905 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1904 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1906 | break; |
1905 | break; |
1907 | } |
1906 | } |
|
|
1907 | |
1908 | /* No key found - lets search inventories now */ |
1908 | /* No key found - lets search inventories now */ |
1909 | /* If we find and use a key in an inventory, return at that time. |
1909 | /* If we find and use a key in an inventory, return at that time. |
1910 | * otherwise, if we search all the inventories and still don't find |
1910 | * otherwise, if we search all the inventories and still don't find |
1911 | * a key, return |
1911 | * a key, return |
1912 | */ |
1912 | */ |
1913 | if (!tmp) |
1913 | if (!tmp) |
1914 | { |
1914 | { |
1915 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1915 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1916 | { |
1916 | { |
1917 | /* No reason to search empty containers */ |
1917 | /* No reason to search empty containers */ |
1918 | if (tmp->type == CONTAINER && tmp->inv) |
1918 | if (tmp->type == CONTAINER && tmp->inv) |
1919 | { |
1919 | { |
1920 | if ((key = find_key (pl, tmp, door)) != NULL) |
1920 | if ((key = find_key (pl, tmp, door))) |
1921 | return key; |
1921 | return key; |
1922 | } |
1922 | } |
1923 | } |
1923 | } |
|
|
1924 | |
1924 | if (!tmp) |
1925 | if (!tmp) |
1925 | return NULL; |
1926 | return NULL; |
1926 | } |
1927 | } |
|
|
1928 | |
1927 | /* We get down here if we have found a key. Now if its in a container, |
1929 | /* We get down here if we have found a key. Now if its in a container, |
1928 | * see if we actually want to use it |
1930 | * see if we actually want to use it |
1929 | */ |
1931 | */ |
1930 | if (pl != container) |
1932 | if (pl != container) |
1931 | { |
1933 | { |
… | |
… | |
1952 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1954 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1953 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1955 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1954 | return NULL; |
1956 | return NULL; |
1955 | } |
1957 | } |
1956 | } |
1958 | } |
|
|
1959 | |
1957 | return tmp; |
1960 | return tmp; |
1958 | } |
1961 | } |
1959 | |
1962 | |
1960 | /* moved door processing out of move_player_attack. |
1963 | /* moved door processing out of move_player_attack. |
1961 | * returns 1 if player has opened the door with a key |
1964 | * returns 1 if player has opened the door with a key |
… | |
… | |
1963 | * 0 otherwise |
1966 | * 0 otherwise |
1964 | */ |
1967 | */ |
1965 | static int |
1968 | static int |
1966 | player_attack_door (object *op, object *door) |
1969 | player_attack_door (object *op, object *door) |
1967 | { |
1970 | { |
1968 | /* 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, |
1969 | * 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 - |
1970 | * otherwise, we fall through to the rest of the code. |
1973 | * otherwise, we fall through to the rest of the code. |
1971 | */ |
1974 | */ |
1972 | object *key = find_key (op, op, door); |
1975 | object *key = find_key (op, op, door); |
1973 | |
1976 | |
1974 | /* IF we found a key, do some extra work */ |
1977 | /* If we found a key, do some extra work */ |
1975 | if (key) |
1978 | if (key) |
1976 | { |
1979 | { |
1977 | object *container = key->env; |
1980 | object *container = key->env; |
1978 | |
1981 | |
1979 | 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); |
|
|
1983 | |
1980 | if (action_makes_visible (op)) |
1984 | if (action_makes_visible (op)) |
1981 | make_visible (op); |
1985 | make_visible (op); |
|
|
1986 | |
1982 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1987 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1983 | spring_trap (door->inv, op); |
1988 | spring_trap (door->inv, op); |
|
|
1989 | |
1984 | if (door->type == DOOR) |
1990 | if (door->type == DOOR) |
1985 | { |
|
|
1986 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1991 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1987 | } |
|
|
1988 | else if (door->type == LOCKED_DOOR) |
1992 | else if (door->type == LOCKED_DOOR) |
1989 | { |
1993 | { |
1990 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
1994 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
1991 | remove_door2 (door); /* remove door without violence ;-) */ |
1995 | remove_door2 (door); /* remove door without violence ;-) */ |
1992 | } |
1996 | } |
|
|
1997 | |
1993 | /* Do this after we print the message */ |
1998 | /* Do this after we print the message */ |
1994 | decrease_ob (key); /* Use up one of the keys */ |
1999 | decrease_ob (key); /* Use up one of the keys */ |
1995 | /* Need to update the weight the container the key was in */ |
2000 | /* Need to update the weight the container the key was in */ |
1996 | if (container != op) |
2001 | if (container != op) |
1997 | esrv_update_item (UPD_WEIGHT, op, container); |
2002 | esrv_update_item (UPD_WEIGHT, op, container); |
|
|
2003 | |
1998 | return 1; /* Nothing more to do below */ |
2004 | return 1; /* Nothing more to do below */ |
1999 | } |
2005 | } |
2000 | else if (door->type == LOCKED_DOOR) |
2006 | else if (door->type == LOCKED_DOOR) |
2001 | { |
2007 | { |
2002 | /* Might as well return now - no other way to open this */ |
2008 | /* Might as well return now - no other way to open this */ |
2003 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
2009 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
2004 | return 1; |
2010 | return 1; |
2005 | } |
2011 | } |
|
|
2012 | |
2006 | return 0; |
2013 | return 0; |
2007 | } |
2014 | } |
2008 | |
2015 | |
2009 | /* This function is just part of a breakup from move_player. |
2016 | /* This function is just part of a breakup from move_player. |
2010 | * It should keep the code cleaner. |
2017 | * It should keep the code cleaner. |
2011 | * When this is called, the players direction has been updated |
2018 | * When this is called, the players direction has been updated |
2012 | * (taking into account confusion.) The player is also actually |
2019 | * (taking into account confusion.) The player is also actually |
2013 | * going to try and move (not fire weapons). |
2020 | * going to try and move (not fire weapons). |
2014 | */ |
2021 | */ |
2015 | void |
2022 | bool |
2016 | move_player_attack (object *op, int dir) |
2023 | move_player_attack (object *op, int dir) |
2017 | { |
2024 | { |
2018 | object *tmp, *mon; |
|
|
2019 | sint16 nx, ny; |
|
|
2020 | int on_battleground; |
2025 | int on_battleground; |
2021 | maptile *m; |
|
|
2022 | |
2026 | |
2023 | nx = freearr_x[dir] + op->x; |
2027 | sint16 nx = freearr_x[dir] + op->x; |
2024 | ny = freearr_y[dir] + op->y; |
2028 | sint16 ny = freearr_y[dir] + op->y; |
2025 | |
2029 | |
2026 | 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 | } |
2027 | |
2040 | |
2028 | /* 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 |
2029 | * 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 |
2030 | * 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 |
2031 | * player. This is a pretty nasty hack, because if we could |
2044 | * player. This is a pretty nasty hack, because if we could |
2032 | * 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 |
2033 | * 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 |
2034 | * 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 |
2035 | * move_ob uses. |
2048 | * move_ob uses. |
2036 | */ |
2049 | */ |
2037 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
|
|
2038 | { |
|
|
2039 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
|
|
2040 | { |
|
|
2041 | m = op->map->xy_find (nx, ny); |
2050 | maptile *m = op->map->xy_find (nx, ny); |
2042 | if (!m) |
|
|
2043 | return; /* Don't think this should happen */ |
|
|
2044 | } |
|
|
2045 | else |
|
|
2046 | m = op->map; |
|
|
2047 | |
2051 | |
2048 | if (!(tmp = m->at (nx, ny).bot)) |
|
|
2049 | return; |
|
|
2050 | |
|
|
2051 | mon = 0; |
|
|
2052 | /* 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 |
2053 | * 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. |
2054 | * 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 |
2055 | * on the space |
2055 | * on the space |
2056 | */ |
2056 | */ |
2057 | while (tmp) |
2057 | object *mon; |
2058 | { |
2058 | for (mon = m->at (nx, ny).bot; mon; mon = mon->above) |
2059 | if (tmp == op) |
2059 | { |
2060 | { |
2060 | if ((mon->flag [FLAG_ALIVE] |
2061 | tmp = tmp->above; |
2061 | || mon->type == LOCKED_DOOR |
2062 | continue; |
2062 | || mon->flag [FLAG_CAN_ROLL]) |
2063 | } |
|
|
2064 | |
|
|
2065 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
|
|
2066 | { |
|
|
2067 | mon = tmp; |
2063 | && mon != op) |
2068 | break; |
2064 | break; |
2069 | } |
2065 | } |
2070 | |
2066 | |
2071 | if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) |
|
|
2072 | mon = tmp; |
|
|
2073 | |
|
|
2074 | tmp = tmp->above; |
|
|
2075 | } |
|
|
2076 | |
|
|
2077 | if (!mon) /* This happens anytime the player tries to move */ |
2067 | if (!mon) /* This happens anytime the player tries to move */ |
2078 | return; /* into a wall */ |
2068 | return false; /* into a wall */ |
2079 | |
2069 | |
2080 | if (mon->head) |
|
|
2081 | mon = mon->head; |
2070 | mon = mon->head_ (); |
2082 | |
2071 | |
2083 | 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) |
2084 | if (player_attack_door (op, mon)) |
2074 | if (player_attack_door (op, mon)) |
|
|
2075 | { |
|
|
2076 | --op->contr->weapon_sp_left; |
2085 | return; |
2077 | return true; |
|
|
2078 | } |
2086 | |
2079 | |
2087 | /* The following deals with possibly attacking peaceful |
2080 | /* The following deals with possibly attacking peaceful |
2088 | * or frienddly creatures. Basically, all players are considered |
2081 | * or friendly creatures. Basically, all players are considered |
2089 | * unaggressive. If the moving player has peaceful set, then the |
2082 | * unaggressive. If the moving player has peaceful set, then the |
2090 | * object should be pushed instead of attacked. It is assumed that |
2083 | * object should be pushed instead of attacked. It is assumed that |
2091 | * if you are braced, you will not attack friends accidently, |
2084 | * if you are braced, you will not attack friends accidently, |
2092 | * and thus will not push them. |
2085 | * and thus will not push them. |
2093 | */ |
2086 | */ |
2094 | |
2087 | |
2095 | /* 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 |
2096 | * peaceful. Our assumption is the creature is a pet if the |
2089 | * peaceful. Our assumption is the creature is a pet if the |
2097 | * player owns it and it is either friendly or unagressive. |
2090 | * player owns it and it is either friendly or unagressive. |
2098 | */ |
2091 | */ |
2099 | if ((op->type == PLAYER) |
2092 | if (op->type == PLAYER |
2100 | #if COZY_SERVER |
|
|
2101 | && |
|
|
2102 | ((mon->owner && mon->owner->contr |
2093 | && ((mon->owner && mon->owner->contr |
2103 | && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) |
2094 | && same_party (mon->owner->contr->party, op->contr->party)) |
2104 | #else |
|
|
2105 | && mon->owner == op |
2095 | || mon->owner == op) |
2106 | #endif |
|
|
2107 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2096 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2108 | { |
2097 | { |
2109 | /* 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 */ |
2110 | if (op->contr->braced) |
2099 | if (op->contr->braced) |
2111 | return; |
2100 | return false; |
|
|
2101 | |
|
|
2102 | if (op->speed_left > 0.f) |
|
|
2103 | { |
|
|
2104 | --op->speed_left; |
2112 | |
2105 | |
2113 | 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); |
2114 | (void) push_ob (mon, dir, op); |
2107 | push_ob (mon, dir, op); |
|
|
2108 | |
2115 | if (op->contr->tmp_invis || op->hide) |
2109 | if (op->contr->tmp_invis || op->hide) |
2116 | make_visible (op); |
2110 | make_visible (op); |
2117 | |
2111 | |
2118 | return; |
2112 | return true; |
2119 | } |
2113 | } |
|
|
2114 | else |
|
|
2115 | return false; |
|
|
2116 | } |
2120 | |
2117 | |
2121 | /* in certain circumstances, you shouldn't attack friendly |
2118 | /* in certain circumstances, you shouldn't attack friendly |
2122 | * creatures. Note that if you are braced, you can't push |
2119 | * creatures. Note that if you are braced, you can't push |
2123 | * 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 |
2124 | * attack them either. |
2121 | * attack them either. |
2125 | */ |
2122 | */ |
2126 | if ((mon->type == PLAYER || mon->enemy != op) && |
2123 | if ((mon->type == PLAYER || mon->enemy != op) |
2127 | (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)) |
2128 | #ifdef PROHIBIT_PLAYERKILL |
|
|
2129 | (op->contr->peaceful |
2125 | && ((op->contr->peaceful |
2130 | || (mon->type == PLAYER |
2126 | || (mon->type == PLAYER && mon->contr->peaceful)) |
2131 | && mon->contr-> |
|
|
2132 | peaceful)) && |
|
|
2133 | #else |
|
|
2134 | op->contr->peaceful && |
|
|
2135 | #endif |
|
|
2136 | !on_battleground)) |
2127 | && !on_battleground)) |
|
|
2128 | { |
|
|
2129 | if (op->speed_left > 0.f) |
2137 | { |
2130 | { |
|
|
2131 | --op->speed_left; |
|
|
2132 | |
2138 | if (!op->contr->braced) |
2133 | if (!op->contr->braced) |
2139 | { |
2134 | { |
2140 | 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); |
2141 | push_ob (mon, dir, op); |
2136 | push_ob (mon, dir, op); |
2142 | } |
2137 | } |
2143 | else |
2138 | else |
2144 | new_draw_info (0, 0, op, "You withhold your attack"); |
2139 | new_draw_info (0, 0, op, "You withhold your attack"); |
2145 | |
2140 | |
2146 | if (op->contr->tmp_invis || op->hide) |
2141 | if (op->contr->tmp_invis || op->hide) |
2147 | make_visible (op); |
2142 | make_visible (op); |
2148 | } |
|
|
2149 | |
2143 | |
|
|
2144 | return true; |
|
|
2145 | } |
|
|
2146 | } |
2150 | /* If the object is a boulder or other rollable object, then |
2147 | /* If the object is a boulder or other rollable object, then |
2151 | * 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. |
2152 | */ |
2149 | */ |
2153 | 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) |
2154 | { |
2153 | { |
|
|
2154 | --op->speed_left; |
|
|
2155 | |
2155 | recursive_roll (mon, dir, op); |
2156 | recursive_roll (mon, dir, op); |
2156 | if (action_makes_visible (op)) |
2157 | if (action_makes_visible (op)) |
2157 | make_visible (op); |
2158 | make_visible (op); |
2158 | } |
|
|
2159 | |
2159 | |
|
|
2160 | return true; |
|
|
2161 | } |
|
|
2162 | } |
2160 | /* Any generic living creature. Including things like doors. |
2163 | /* Any generic living creature. Including things like doors. |
2161 | * 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 |
2162 | * and be living. Then, it must be one of the following: |
2165 | * and be living. Then, it must be one of the following: |
2163 | * 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 |
2164 | * 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. |
2165 | */ |
2168 | */ |
2166 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2169 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2167 | ((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))) |
2168 | { |
2171 | { |
2169 | |
2172 | if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) |
2170 | /* If the player hasn't hit something this tick, and does |
|
|
2171 | * so, give them speed boost based on weapon speed. Doing |
|
|
2172 | * it here is better than process_players2, which basically |
|
|
2173 | * incurred a 1 tick offset. |
|
|
2174 | */ |
|
|
2175 | if (!op->contr->has_hit) |
|
|
2176 | { |
2173 | { |
2177 | op->speed_left += op->speed / op->contr->weapon_sp; |
2174 | --op->contr->weapon_sp_left; |
2178 | |
|
|
2179 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
|
|
2180 | } |
|
|
2181 | |
2175 | |
2182 | skill_attack (mon, op, 0, 0, 0); |
2176 | skill_attack (mon, op, 0, 0, 0); |
2183 | |
|
|
2184 | /* If attacking another player, that player gets automatic |
|
|
2185 | * hitback, and doesn't loose luck either. |
|
|
2186 | * Disable hitback on the battleground or if the target is |
|
|
2187 | * the wiz. |
|
|
2188 | */ |
|
|
2189 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) |
|
|
2190 | { |
|
|
2191 | short luck = mon->stats.luck; |
|
|
2192 | |
|
|
2193 | mon->contr->has_hit = 1; |
|
|
2194 | skill_attack (op, mon, 0, 0, 0); |
|
|
2195 | mon->stats.luck = luck; |
|
|
2196 | } |
|
|
2197 | |
2177 | |
2198 | if (action_makes_visible (op)) |
2178 | if (action_makes_visible (op)) |
2199 | make_visible (op); |
2179 | make_visible (op); |
2200 | } |
|
|
2201 | } /* if player should attack something */ |
|
|
2202 | } |
|
|
2203 | |
2180 | |
2204 | int |
2181 | return true; |
|
|
2182 | } |
|
|
2183 | } |
|
|
2184 | |
|
|
2185 | return false; |
|
|
2186 | } |
|
|
2187 | |
|
|
2188 | bool |
2205 | move_player (object *op, int dir) |
2189 | move_player (object *op, int dir) |
2206 | { |
2190 | { |
2207 | int pick; |
2191 | int pick; |
2208 | |
2192 | |
2209 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2193 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
… | |
… | |
2216 | return 0; |
2200 | return 0; |
2217 | } |
2201 | } |
2218 | |
2202 | |
2219 | /* peterm: added following line */ |
2203 | /* peterm: added following line */ |
2220 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2204 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2221 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
2205 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2222 | |
2206 | |
2223 | op->facing = dir; |
2207 | op->facing = dir; |
2224 | |
2208 | |
2225 | if (op->hide) |
2209 | if (op->hide) |
2226 | do_hidden_move (op); |
2210 | do_hidden_move (op); |
2227 | |
2211 | |
|
|
2212 | bool retval; |
|
|
2213 | |
2228 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2214 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2229 | /*nop */ ; |
2215 | retval = RESULT_INT (0); |
2230 | else if (op->contr->fire_on) |
2216 | else if (op->contr->fire_on) |
2231 | fire (op, dir); |
2217 | retval = fire (op, dir); |
2232 | else |
2218 | else |
2233 | { |
2219 | { |
2234 | move_player_attack (op, dir); |
2220 | retval = move_player_attack (op, dir); |
2235 | pick = check_pick (op); |
2221 | pick = check_pick (op); |
2236 | } |
2222 | } |
2237 | |
2223 | |
2238 | /* 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 |
2239 | * server can handle repeat firing. |
2225 | * server can handle repeat firing. |
… | |
… | |
2246 | /* Update how the player looks. Use the facing, so direction may |
2232 | /* Update how the player looks. Use the facing, so direction may |
2247 | * get reset to zero. This allows for full animation capabilities |
2233 | * get reset to zero. This allows for full animation capabilities |
2248 | * for players. |
2234 | * for players. |
2249 | */ |
2235 | */ |
2250 | animate_object (op, op->facing); |
2236 | animate_object (op, op->facing); |
2251 | return 0; |
2237 | |
|
|
2238 | return retval; |
2252 | } |
2239 | } |
2253 | |
2240 | |
2254 | /* 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 |
2255 | * new client/server stuff. |
2242 | * new client/server stuff. |
2256 | * 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 |
2257 | * the new speed values for commands. |
2244 | * the new speed values for commands. |
2258 | * |
2245 | * |
2259 | * 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. |
2260 | */ |
2249 | */ |
2261 | int |
2250 | bool |
2262 | handle_newcs_player (object *op) |
2251 | handle_newcs_player (object *op) |
2263 | { |
2252 | { |
2264 | if (op->contr->hidden) |
|
|
2265 | { |
|
|
2266 | op->invisible = 1000; |
|
|
2267 | /* the socket code flashes the player visible/invisible |
|
|
2268 | * depending on the value of invisible, so we need to |
|
|
2269 | * alternate it here for it to work correctly. |
|
|
2270 | */ |
|
|
2271 | if (pticks & 2) |
|
|
2272 | op->invisible--; |
|
|
2273 | } |
|
|
2274 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
|
|
2275 | { |
|
|
2276 | op->invisible--; |
|
|
2277 | if (!op->invisible) |
|
|
2278 | { |
|
|
2279 | make_visible (op); |
|
|
2280 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2281 | } |
|
|
2282 | } |
|
|
2283 | |
|
|
2284 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2253 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2285 | { |
2254 | { |
2286 | flee_player (op); |
2255 | if (op->speed_left > 0.f) |
2287 | /* If player is still scared, that is his action for this tick */ |
|
|
2288 | if (QUERY_FLAG (op, FLAG_SCARED)) |
|
|
2289 | { |
2256 | { |
2290 | op->speed_left--; |
2257 | --op->speed_left; |
|
|
2258 | flee_player (op); |
|
|
2259 | |
2291 | return 0; |
2260 | return true; |
2292 | } |
2261 | } |
|
|
2262 | else |
|
|
2263 | return false; |
2293 | } |
2264 | } |
2294 | |
|
|
2295 | /* I've been seeing crashes where the golem has been destroyed, but |
|
|
2296 | * the player object still points to the defunct golem. The code that |
|
|
2297 | * destroys the golem looks correct, and it doesn't always happen, so |
|
|
2298 | * put this in a a workaround to clean up the golem pointer. |
|
|
2299 | */ |
|
|
2300 | if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
2301 | op->contr->ranges[range_golem] = 0; |
|
|
2302 | |
2265 | |
2303 | /* 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 |
2304 | * the players time has been increased when doericserver has been |
2267 | * the players time has been increased when doericserver has been |
2305 | * called, so we recheck it here. |
2268 | * called, so we recheck it here. |
2306 | */ |
2269 | */ |
2307 | if (op->contr->ns->handle_command ()) |
2270 | if (op->contr->ns->handle_command ()) |
2308 | return 1; |
2271 | return true; |
2309 | |
2272 | |
2310 | if (op->speed_left > 0) |
|
|
2311 | { |
|
|
2312 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2273 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2313 | { |
|
|
2314 | /* All move commands take 1 tick, at least for now */ |
|
|
2315 | op->speed_left--; |
|
|
2316 | |
|
|
2317 | /* Instead of all the stuff below, let move_player take care |
|
|
2318 | * of it. Also, some of the skill stuff is only put in |
|
|
2319 | * there, as well as the confusion stuff. |
|
|
2320 | */ |
|
|
2321 | move_player (op, op->direction); |
2274 | return move_player (op, op->direction); |
2322 | |
2275 | |
2323 | return op->speed_left > 0; |
|
|
2324 | } |
|
|
2325 | } |
|
|
2326 | |
|
|
2327 | return 0; |
2276 | return false; |
2328 | } |
2277 | } |
2329 | |
2278 | |
2330 | int |
2279 | int |
2331 | save_life (object *op) |
2280 | save_life (object *op) |
2332 | { |
2281 | { |
… | |
… | |
2367 | * from. |
2316 | * from. |
2368 | */ |
2317 | */ |
2369 | void |
2318 | void |
2370 | remove_unpaid_objects (object *op, object *env) |
2319 | remove_unpaid_objects (object *op, object *env) |
2371 | { |
2320 | { |
2372 | object *next; |
|
|
2373 | |
|
|
2374 | while (op) |
2321 | while (op) |
2375 | { |
2322 | { |
2376 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2323 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2377 | |
2324 | |
2378 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2325 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
… | |
… | |
2444 | int rate_grace = 2000; |
2391 | int rate_grace = 2000; |
2445 | const int max_hp = 1; |
2392 | const int max_hp = 1; |
2446 | const int max_sp = 1; |
2393 | const int max_sp = 1; |
2447 | const int max_grace = 1; |
2394 | const int max_grace = 1; |
2448 | |
2395 | |
2449 | if (op->contr->outputs_sync) |
2396 | if (op->contr->hidden) |
|
|
2397 | { |
|
|
2398 | op->invisible = 1000; |
|
|
2399 | /* the socket code flashes the player visible/invisible |
|
|
2400 | * depending on the value of invisible, so we need to |
|
|
2401 | * alternate it here for it to work correctly. |
|
|
2402 | */ |
|
|
2403 | if (pticks & 2) |
|
|
2404 | op->invisible--; |
2450 | { |
2405 | } |
2451 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
2406 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
2452 | if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) |
2407 | { |
2453 | flush_output_element (op, &op->contr->outputs[i]); |
2408 | if (!op->invisible--) |
|
|
2409 | { |
|
|
2410 | make_visible (op); |
|
|
2411 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2412 | } |
2454 | } |
2413 | } |
2455 | |
2414 | |
2456 | if (op->contr->ns->state == ST_PLAYING) |
2415 | if (op->contr->ns->state == ST_PLAYING) |
2457 | { |
2416 | { |
2458 | /* these next three if clauses make it possible to SLOW DOWN |
2417 | /* these next three if clauses make it possible to SLOW DOWN |
… | |
… | |
2480 | gen_grace = op->stats.maxgrace; |
2439 | gen_grace = op->stats.maxgrace; |
2481 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2440 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2482 | } |
2441 | } |
2483 | |
2442 | |
2484 | /* Regenerate Spell Points */ |
2443 | /* Regenerate Spell Points */ |
2485 | if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) |
2444 | if (!op->contr->golem && --op->last_sp < 0) |
2486 | { |
2445 | { |
2487 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2446 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2488 | if (op->stats.sp < op->stats.maxsp) |
2447 | if (op->stats.sp < op->stats.maxsp) |
2489 | { |
2448 | { |
2490 | op->stats.sp++; |
2449 | op->stats.sp++; |
… | |
… | |
2588 | } |
2547 | } |
2589 | |
2548 | |
2590 | /* Digestion */ |
2549 | /* Digestion */ |
2591 | if (--op->last_eat < 0) |
2550 | if (--op->last_eat < 0) |
2592 | { |
2551 | { |
2593 | #ifdef COZY_SERVER |
|
|
2594 | int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; |
|
|
2595 | int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0; |
|
|
2596 | #else |
|
|
2597 | 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; |
2598 | #endif |
|
|
2599 | |
2553 | |
2600 | if (op->contr->gen_hp > 0) |
2554 | if (op->contr->gen_hp > 0) |
2601 | 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); |
2602 | else |
2556 | else |
2603 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
2557 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
… | |
… | |
2708 | tmp->name = buf; |
2662 | tmp->name = buf; |
2709 | sprintf (buf, " This finger has been cut off %s\n" |
2663 | sprintf (buf, " This finger has been cut off %s\n" |
2710 | " the %s, when he was defeated at\n level %d by %s.\n", |
2664 | " the %s, when he was defeated at\n level %d by %s.\n", |
2711 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2665 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2712 | tmp->msg = buf; |
2666 | tmp->msg = buf; |
2713 | tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2667 | tmp->value = 0, tmp->type = 0; |
2714 | tmp->materialname = NULL; |
2668 | tmp->materialname = "organics"; |
2715 | tmp->insert_at (op, tmp); |
2669 | tmp->insert_at (op, tmp); |
2716 | } |
2670 | } |
2717 | |
2671 | |
2718 | /* teleport defeated player to new destination */ |
2672 | /* teleport defeated player to new destination */ |
2719 | transfer_ob (op, x, y, 0, NULL); |
2673 | transfer_ob (op, x, y, 0, NULL); |
… | |
… | |
2915 | op->stats.hp = op->stats.maxhp; |
2869 | op->stats.hp = op->stats.maxhp; |
2916 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2870 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2917 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2871 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2918 | |
2872 | |
2919 | /* |
2873 | /* |
2920 | * Check to see if the player is in a shop. IF so, then check to see if |
|
|
2921 | * the player has any unpaid items. If so, remove them and put them back |
2874 | * Check to see if the player has any unpaid items. If so, remove them |
2922 | * in the map. |
2875 | * and put them back in the map. |
2923 | */ |
2876 | */ |
2924 | |
|
|
2925 | if (is_in_shop (op)) |
|
|
2926 | remove_unpaid_objects (op->inv, op); |
2877 | remove_unpaid_objects (op->inv, op); |
2927 | |
2878 | |
2928 | /****************************************/ |
2879 | /****************************************/ |
2929 | /* */ |
2880 | /* */ |
2930 | /* Move player to his current respawn- */ |
2881 | /* Move player to his current respawn- */ |
2931 | /* position (usually last savebed) */ |
2882 | /* position (usually last savebed) */ |
… | |
… | |
2951 | object *force; |
2902 | object *force; |
2952 | int at; |
2903 | int at; |
2953 | |
2904 | |
2954 | force = get_archetype (FORCE_NAME); |
2905 | force = get_archetype (FORCE_NAME); |
2955 | /* 50 ticks should be enough time for the spell to abate */ |
2906 | /* 50 ticks should be enough time for the spell to abate */ |
2956 | force->speed = 0.1; |
2907 | force->speed = 0.1f; |
2957 | force->speed_left = -5.0; |
2908 | force->speed_left = -5.f; |
2958 | SET_FLAG (force, FLAG_APPLIED); |
2909 | SET_FLAG (force, FLAG_APPLIED); |
2959 | for (at = 0; at < NROFATTACKS; at++) |
2910 | for (at = 0; at < NROFATTACKS; at++) |
2960 | if (will_kill_again & (1 << at)) |
2911 | if (will_kill_again & (1 << at)) |
2961 | force->resist[at] = 100; |
2912 | force->resist[at] = 100; |
2962 | |
2913 | |
… | |
… | |
2971 | void |
2922 | void |
2972 | loot_object (object *op) |
2923 | loot_object (object *op) |
2973 | { /* Grab and destroy some treasure */ |
2924 | { /* Grab and destroy some treasure */ |
2974 | object *tmp, *tmp2, *next; |
2925 | object *tmp, *tmp2, *next; |
2975 | |
2926 | |
2976 | if (op->container) |
2927 | op->close_container (); /* close open sack first */ |
2977 | esrv_apply_container (op, op->container); /* close open sack first */ |
|
|
2978 | |
2928 | |
2979 | for (tmp = op->inv; tmp; tmp = next) |
2929 | for (tmp = op->inv; tmp; tmp = next) |
2980 | { |
2930 | { |
2981 | next = tmp->below; |
2931 | next = tmp->below; |
2982 | |
2932 | |
2983 | if (tmp->invisible) |
2933 | if (tmp->invisible) |
2984 | continue; |
2934 | continue; |
2985 | |
2935 | |
2986 | tmp->remove (); |
2936 | tmp->remove (); |
2987 | tmp->x = op->x, tmp->y = op->y; |
2937 | tmp->x = op->x, tmp->y = op->y; |
|
|
2938 | |
2988 | if (tmp->type == CONTAINER) |
2939 | if (tmp->type == CONTAINER) |
2989 | { /* empty container to ground */ |
2940 | loot_object (tmp); /* empty container to ground */ |
2990 | loot_object (tmp); |
2941 | |
2991 | } |
|
|
2992 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) |
2942 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
2993 | { |
2943 | { |
2994 | if (tmp->nrof > 1) |
2944 | if (tmp->nrof > 1) |
2995 | { |
2945 | { |
2996 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2946 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2997 | tmp2->destroy (); |
2947 | tmp2->destroy (); |
… | |
… | |
3008 | /* |
2958 | /* |
3009 | * fix_weight(): Check recursively the weight of all players, and fix |
2959 | * fix_weight(): Check recursively the weight of all players, and fix |
3010 | * what needs to be fixed. Refresh windows and fix speed if anything |
2960 | * what needs to be fixed. Refresh windows and fix speed if anything |
3011 | * was changed. |
2961 | * was changed. |
3012 | */ |
2962 | */ |
3013 | |
|
|
3014 | void |
2963 | void |
3015 | fix_weight (void) |
2964 | fix_weight (void) |
3016 | { |
2965 | { |
3017 | for_all_players (pl) |
2966 | for_all_players (pl) |
3018 | { |
2967 | { |
… | |
… | |
3078 | if (op->type == PLAYER) |
3027 | if (op->type == PLAYER) |
3079 | { |
3028 | { |
3080 | op->contr->tmp_invis = 0; |
3029 | op->contr->tmp_invis = 0; |
3081 | op->contr->invis_race = 0; |
3030 | op->contr->invis_race = 0; |
3082 | } |
3031 | } |
|
|
3032 | |
3083 | update_object (op, UP_OBJ_FACE); |
3033 | update_object (op, UP_OBJ_CHANGE); |
3084 | } |
3034 | } |
3085 | |
3035 | |
3086 | int |
3036 | int |
3087 | is_true_undead (object *op) |
3037 | is_true_undead (object *op) |
3088 | { |
3038 | { |
3089 | object *tmp = NULL; |
|
|
3090 | |
|
|
3091 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3039 | if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
3092 | return 1; |
3040 | return 1; |
3093 | |
3041 | |
3094 | return 0; |
3042 | return 0; |
3095 | } |
3043 | } |
3096 | |
3044 | |
… | |
… | |
3140 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3088 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3141 | * every time they move - as we subtract off 'invisibility' |
3089 | * every time they move - as we subtract off 'invisibility' |
3142 | * AND, for players, if they move into a ridiculously unhideable |
3090 | * AND, for players, if they move into a ridiculously unhideable |
3143 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3091 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3144 | */ |
3092 | */ |
3145 | |
|
|
3146 | void |
3093 | void |
3147 | do_hidden_move (object *op) |
3094 | do_hidden_move (object *op) |
3148 | { |
3095 | { |
3149 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3096 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3150 | object *skop; |
3097 | object *skop; |
… | |
… | |
3267 | * a blocked los square. |
3214 | * a blocked los square. |
3268 | * we use the archetype to figure out offsets. |
3215 | * we use the archetype to figure out offsets. |
3269 | */ |
3216 | */ |
3270 | while (op) |
3217 | while (op) |
3271 | { |
3218 | { |
3272 | dx = rv.distance_x + op->arch->clone.x; |
3219 | dx = rv.distance_x + op->arch->x; |
3273 | dy = rv.distance_y + op->arch->clone.y; |
3220 | dy = rv.distance_y + op->arch->y; |
3274 | |
3221 | |
3275 | /* only the viewable area the player sees is updated by LOS |
3222 | /* only the viewable area the player sees is updated by LOS |
3276 | * 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 |
3277 | * for any meaningful values. |
3224 | * for any meaningful values. |
3278 | */ |
3225 | */ |
… | |
… | |
3383 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3330 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3384 | int i = 0, j = 0; |
3331 | int i = 0, j = 0; |
3385 | |
3332 | |
3386 | /* get the appropriate treasurelist */ |
3333 | /* get the appropriate treasurelist */ |
3387 | if (atnr == ATNR_FIRE) |
3334 | if (atnr == ATNR_FIRE) |
3388 | trlist = find_treasurelist ("dragon_ability_fire"); |
3335 | trlist = treasurelist::find ("dragon_ability_fire"); |
3389 | else if (atnr == ATNR_COLD) |
3336 | else if (atnr == ATNR_COLD) |
3390 | trlist = find_treasurelist ("dragon_ability_cold"); |
3337 | trlist = treasurelist::find ("dragon_ability_cold"); |
3391 | else if (atnr == ATNR_ELECTRICITY) |
3338 | else if (atnr == ATNR_ELECTRICITY) |
3392 | trlist = find_treasurelist ("dragon_ability_elec"); |
3339 | trlist = treasurelist::find ("dragon_ability_elec"); |
3393 | else if (atnr == ATNR_POISON) |
3340 | else if (atnr == ATNR_POISON) |
3394 | trlist = find_treasurelist ("dragon_ability_poison"); |
3341 | trlist = treasurelist::find ("dragon_ability_poison"); |
3395 | |
3342 | |
3396 | if (trlist == NULL || who->type != PLAYER) |
3343 | if (trlist == NULL || who->type != PLAYER) |
3397 | return; |
3344 | return; |
3398 | |
3345 | |
3399 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3346 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
… | |
… | |
3403 | /* 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]); */ |
3404 | return; |
3351 | return; |
3405 | } |
3352 | } |
3406 | |
3353 | |
3407 | /* everything seems okay - now bring on the gift: */ |
3354 | /* everything seems okay - now bring on the gift: */ |
3408 | item = &(tr->item->clone); |
3355 | item = tr->item; |
3409 | |
3356 | |
3410 | if (item->type == SPELL) |
3357 | if (item->type == SPELL) |
3411 | { |
3358 | { |
3412 | if (check_spell_known (who, item->name)) |
3359 | if (check_spell_known (who, item->name)) |
3413 | return; |
3360 | return; |
… | |
… | |
3472 | { |
3419 | { |
3473 | /* forces in the treasurelist can alter the player's stats */ |
3420 | /* forces in the treasurelist can alter the player's stats */ |
3474 | object *skin; |
3421 | object *skin; |
3475 | |
3422 | |
3476 | /* first get the dragon skin force */ |
3423 | /* first get the dragon skin force */ |
3477 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
3478 | 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) |
3479 | ; |
3425 | ; |
3480 | |
3426 | |
3481 | if (!skin) |
3427 | if (!skin) |
3482 | return; |
3428 | return; |
3483 | |
3429 | |
… | |
… | |
3531 | * not readied. |
3477 | * not readied. |
3532 | */ |
3478 | */ |
3533 | void |
3479 | void |
3534 | player_unready_range_ob (player *pl, object *ob) |
3480 | player_unready_range_ob (player *pl, object *ob) |
3535 | { |
3481 | { |
3536 | rangetype i; |
3482 | if (pl->ob->current_weapon == ob) |
|
|
3483 | pl->ob->current_weapon = 0; |
3537 | |
3484 | |
3538 | for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
3485 | if (pl->combat_ob == ob) |
3539 | { |
3486 | pl->combat_ob = 0; |
|
|
3487 | |
3540 | if (pl->ranges[i] == ob) |
3488 | if (pl->ranged_ob == ob) |
3541 | { |
3489 | pl->ranged_ob = 0; |
3542 | pl->ranges[i] = NULL; |
|
|
3543 | if (pl->shoottype == i) |
|
|
3544 | { |
|
|
3545 | pl->shoottype = range_none; |
|
|
3546 | } |
|
|
3547 | } |
|
|
3548 | } |
|
|
3549 | } |
3490 | } |
|
|
3491 | |
|
|
3492 | sint8 |
|
|
3493 | player::visibility_at (maptile *map, int x, int y) const |
|
|
3494 | { |
|
|
3495 | if (!ns) |
|
|
3496 | return 0; |
|
|
3497 | |
|
|
3498 | int dx, dy; |
|
|
3499 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
|
|
3500 | return 0; |
|
|
3501 | |
|
|
3502 | x += dx - ns->current_x + ns->mapx / 2; |
|
|
3503 | y += dy - ns->current_y + ns->mapy / 2; |
|
|
3504 | |
|
|
3505 | if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) |
|
|
3506 | return 0; |
|
|
3507 | |
|
|
3508 | return 100 - blocked_los [x][y]; |
|
|
3509 | } |