1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Crossfire TRT is free software: you can redistribute it and/or modify |
9 | * it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | * (at your option) any later version. |
11 | * (at your option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
19 | * along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
|
|
21 | * |
20 | * |
22 | * The author can be reached via e-mail to <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
23 | */ |
22 | */ |
24 | |
23 | |
25 | #include <global.h> |
24 | #include <global.h> |
26 | #include <pwd.h> |
|
|
27 | #include <sproto.h> |
25 | #include <sproto.h> |
28 | #include <sounds.h> |
26 | #include <sounds.h> |
29 | #include <living.h> |
27 | #include <living.h> |
30 | #include <object.h> |
28 | #include <object.h> |
31 | #include <spells.h> |
29 | #include <spells.h> |
… | |
… | |
158 | op->x = -1; |
156 | op->x = -1; |
159 | op->y = -1; |
157 | op->y = -1; |
160 | } |
158 | } |
161 | |
159 | |
162 | void |
160 | void |
163 | player::enter_map () |
|
|
164 | { |
|
|
165 | object *tmp = object::create (); |
|
|
166 | |
|
|
167 | EXIT_PATH (tmp) = maplevel; |
|
|
168 | EXIT_X (tmp) = ob->x; |
|
|
169 | EXIT_Y (tmp) = ob->y; |
|
|
170 | ob->enter_exit (tmp); |
|
|
171 | |
|
|
172 | tmp->destroy (); |
|
|
173 | } |
|
|
174 | |
|
|
175 | void |
|
|
176 | player::activate () |
161 | player::activate () |
177 | { |
162 | { |
178 | if (active) |
163 | if (active) |
179 | return; |
164 | return; |
180 | |
165 | |
… | |
… | |
182 | ob->remove (); |
167 | ob->remove (); |
183 | ob->map = 0; |
168 | ob->map = 0; |
184 | ob->activate_recursive (); |
169 | ob->activate_recursive (); |
185 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
170 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
186 | add_friendly_object (ob); |
171 | add_friendly_object (ob); |
187 | enter_map (); |
|
|
188 | } |
172 | } |
189 | |
173 | |
190 | void |
174 | void |
191 | player::deactivate () |
175 | player::deactivate () |
192 | { |
176 | { |
… | |
… | |
202 | |
186 | |
203 | ob->remove (); |
187 | ob->remove (); |
204 | ob->map = 0; |
188 | ob->map = 0; |
205 | party = 0; |
189 | party = 0; |
206 | |
190 | |
207 | // for weird reasons, this is often "ob", keeping a circular reference |
191 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
208 | ranges [range_skill] = 0; |
|
|
209 | |
192 | |
210 | players.erase (this); |
193 | players.erase (this); |
211 | } |
194 | } |
212 | |
195 | |
213 | // connect the player with a specific client |
196 | // connect the player with a specific client |
214 | // also changed, rationalises, and fixes some incorrect settings |
197 | // also changes, rationalises, and fixes some incorrect settings |
215 | void |
198 | void |
216 | player::connect (client *ns) |
199 | player::connect (client *ns) |
217 | { |
200 | { |
218 | this->ns = ns; |
201 | this->ns = ns; |
219 | ns->pl = this; |
202 | ns->pl = this; |
… | |
… | |
223 | ob->close_container (); //TODO: client-specific |
206 | ob->close_container (); //TODO: client-specific |
224 | |
207 | |
225 | ns->update_look = 0; |
208 | ns->update_look = 0; |
226 | ns->look_position = 0; |
209 | ns->look_position = 0; |
227 | |
210 | |
228 | clear_los (ob); |
211 | clear_los (this); |
229 | |
212 | |
230 | ns->reset_stats (); |
213 | ns->reset_stats (); |
231 | |
214 | |
232 | /* make sure he's a player -- needed because of class change. */ |
215 | /* make sure he's a player -- needed because of class change. */ |
233 | ob->type = PLAYER; // we are paranoid |
216 | ob->type = PLAYER; // we are paranoid |
234 | ob->race = ob->arch->clone.race; |
217 | ob->race = ob->arch->race; |
235 | |
|
|
236 | if (!legal_range (ob, shoottype)) |
|
|
237 | shoottype = range_none; |
|
|
238 | |
218 | |
239 | ob->carrying = sum_weight (ob); |
219 | ob->carrying = sum_weight (ob); |
240 | link_player_skills (ob); |
220 | link_player_skills (ob); |
241 | |
221 | |
242 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
222 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
243 | |
223 | |
244 | assign (title, ob->arch->clone.name); |
224 | assign (title, ob->arch->object::name); |
245 | |
225 | |
246 | /* if it's a dragon player, set the correct title here */ |
226 | /* if it's a dragon player, set the correct title here */ |
247 | if (is_dragon_pl (ob)) |
227 | if (is_dragon_pl (ob)) |
248 | { |
228 | { |
249 | object *tmp, *abil = 0, *skin = 0; |
229 | object *tmp, *abil = 0, *skin = 0; |
250 | |
230 | |
251 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
|
|
252 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
253 | |
|
|
254 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
231 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
255 | if (tmp->type == FORCE) |
232 | if (tmp->type == FORCE) |
256 | if (tmp->arch->name == dragon_ability_force) |
233 | if (tmp->arch->archname == shstr_dragon_ability_force) |
257 | abil = tmp; |
234 | abil = tmp; |
258 | else if (tmp->arch->name == dragon_skin_force) |
235 | else if (tmp->arch->archname == shstr_dragon_skin_force) |
259 | skin = tmp; |
236 | skin = tmp; |
260 | |
237 | |
261 | set_dragon_name (ob, abil, skin); |
238 | set_dragon_name (ob, abil, skin); |
262 | } |
239 | } |
263 | |
240 | |
264 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
241 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
265 | |
242 | |
266 | esrv_new_player (this, ob->weight + ob->carrying); |
243 | esrv_new_player (this, ob->weight + ob->carrying); |
267 | |
244 | |
|
|
245 | ob->flag [FLAG_READY_WEAPON] = false; |
|
|
246 | ob->flag [FLAG_READY_SKILL] = false; |
|
|
247 | ob->flag [FLAG_READY_BOW] = false; |
|
|
248 | |
|
|
249 | for (object *op = ob->inv; op; op = op->below) |
|
|
250 | if (op->flag [FLAG_APPLIED]) |
|
|
251 | switch (op->type) |
|
|
252 | { |
|
|
253 | case SKILL: |
|
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254 | ob->flag [FLAG_APPLIED] = false; |
|
|
255 | break; |
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256 | |
|
|
257 | case WAND: |
|
|
258 | case ROD: |
|
|
259 | case HORN: |
|
|
260 | case BOW: |
|
|
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); |
268 | ob->update_stats (); |
270 | ob->update_stats (); |
|
|
271 | |
269 | ns->floorbox_update (); |
272 | ns->floorbox_update (); |
270 | |
|
|
271 | esrv_send_inventory (ob, ob); |
273 | esrv_send_inventory (ob, ob); |
272 | esrv_add_spells (this, 0); |
274 | esrv_add_spells (this, 0); |
273 | |
275 | |
274 | activate (); |
276 | activate (); |
275 | |
277 | |
… | |
… | |
291 | |
293 | |
292 | INVOKE_PLAYER (DISCONNECT, this); |
294 | INVOKE_PLAYER (DISCONNECT, this); |
293 | |
295 | |
294 | ns->reset_stats (); |
296 | ns->reset_stats (); |
295 | ns->pl = 0; |
297 | ns->pl = 0; |
296 | this->ns = 0; |
298 | ns = 0; |
297 | } |
299 | } |
298 | |
300 | |
299 | if (ob) |
301 | if (ob) |
|
|
302 | { |
300 | ob->close_container (); //TODO: client-specific |
303 | ob->close_container (); //TODO: client-specific |
|
|
304 | ob->drop_unpaid_items (); |
|
|
305 | } |
|
|
306 | |
|
|
307 | observe = ob; |
301 | |
308 | |
302 | deactivate (); |
309 | deactivate (); |
303 | } |
310 | } |
304 | |
311 | |
305 | // the need for this function can be explained |
312 | // the need for this function can be explained |
306 | // by load_object not returning the object |
313 | // by load_object not returning the object |
307 | void |
314 | void |
308 | player::set_object (object *op) |
315 | player::set_object (object *op) |
309 | { |
316 | { |
310 | ob = op; |
317 | ob = observe = op; |
311 | ob->contr = this; /* this aren't yet in archetype */ |
318 | ob->contr = this; /* this aren't yet in archetype */ |
312 | |
319 | |
313 | ob->speed_left = 0.5; |
|
|
314 | ob->speed = 1.0; |
320 | ob->speed = 1.0f; |
|
|
321 | ob->speed_left = 0.5f; |
|
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322 | |
315 | ob->direction = 5; /* So player faces south */ |
323 | ob->direction = 5; /* So player faces south */ |
|
|
324 | } |
|
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325 | |
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|
326 | void |
|
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327 | player::set_observe (object *op) |
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328 | { |
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329 | observe = op ? op : ob; |
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330 | do_los = 1; |
316 | } |
331 | } |
317 | |
332 | |
318 | player::player () |
333 | player::player () |
319 | { |
334 | { |
320 | /* There are some elements we want initialised to non zero value - |
335 | /* There are some elements we want initialised to non zero value - |
321 | * we deal with that below this point. |
336 | * we deal with that below this point. |
322 | */ |
337 | */ |
323 | outputs_sync = 6; /* Every 2 seconds */ |
338 | outputs_sync = 4; |
324 | outputs_count = 10; /* Keeps present behaviour */ |
339 | outputs_count = 4; |
325 | unapply = unapply_nochoice; |
340 | unapply = unapply_nochoice; |
326 | |
341 | |
327 | savebed_map = first_map_path; /* Init. respawn position */ |
342 | savebed_map = first_map_path; /* Init. respawn position */ |
328 | |
343 | |
329 | gen_sp_armour = 10; |
344 | gen_sp_armour = 10; |
330 | shoottype = range_none; |
|
|
331 | bowtype = bow_normal; |
345 | bowtype = bow_normal; |
332 | petmode = pet_normal; |
346 | petmode = pet_normal; |
333 | listening = 10; |
347 | listening = 10; |
334 | usekeys = containers; |
348 | usekeys = containers; |
335 | peaceful = 1; /* default peaceful */ |
349 | peaceful = 1; /* default peaceful */ |
336 | do_los = 1; |
350 | do_los = 1; |
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|
351 | |
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|
352 | weapon_sp = 1.0f; |
|
|
353 | weapon_sp_left = 0.5f; |
337 | } |
354 | } |
338 | |
355 | |
339 | void |
356 | void |
340 | player::do_destroy () |
357 | player::do_destroy () |
341 | { |
358 | { |
… | |
… | |
346 | if (ob) |
363 | if (ob) |
347 | { |
364 | { |
348 | ob->destroy_inv (false); |
365 | ob->destroy_inv (false); |
349 | ob->destroy (); |
366 | ob->destroy (); |
350 | } |
367 | } |
|
|
368 | |
|
|
369 | ob = observe = 0; |
351 | } |
370 | } |
352 | |
371 | |
353 | player::~player () |
372 | player::~player () |
354 | { |
373 | { |
355 | /* Clear item stack */ |
374 | /* Clear item stack */ |
… | |
… | |
382 | * Note: there MUST be at least one player archetype! |
401 | * Note: there MUST be at least one player archetype! |
383 | */ |
402 | */ |
384 | archetype * |
403 | archetype * |
385 | get_player_archetype (archetype *at) |
404 | get_player_archetype (archetype *at) |
386 | { |
405 | { |
387 | archetype *start = at; |
406 | archvec::iterator i = at ? archetypes.find (at) : archetypes.begin (); |
388 | |
407 | |
389 | for (;;) |
408 | for (;;) |
390 | { |
409 | { |
391 | if (at == NULL || at->next == NULL) |
410 | if (++i == archetypes.end ()) |
392 | at = first_archetype; |
411 | i = archetypes.begin (); |
393 | else |
412 | else if (*i == at) |
394 | at = at->next; |
413 | cleanup ("not a single player archetype found"); |
395 | |
414 | |
396 | if (at->clone.type == PLAYER) |
415 | if ((*i)->type == PLAYER) |
397 | return at; |
416 | return *i; |
398 | |
|
|
399 | if (at == start) |
|
|
400 | { |
|
|
401 | LOG (llevError, "No Player archetypes\n"); |
|
|
402 | exit (-1); |
|
|
403 | } |
|
|
404 | } |
417 | } |
405 | } |
418 | } |
406 | |
419 | |
407 | object * |
420 | object * |
408 | get_nearest_player (object *mon) |
421 | get_nearest_player (object *mon) |
… | |
… | |
774 | } |
787 | } |
775 | |
788 | |
776 | void |
789 | void |
777 | object::roll_stats () |
790 | object::roll_stats () |
778 | { |
791 | { |
779 | int statsort [7]; |
792 | int statsort [NUM_STATS]; |
780 | |
793 | |
781 | for (;;) |
794 | for (;;) |
782 | { |
795 | { |
783 | int sum = 0; |
796 | int sum = 0; |
784 | for (int i = 7; i--; ) |
797 | for (int i = NUM_STATS; i--; ) |
785 | sum += statsort [i] = roll_stat (); |
798 | sum += statsort [i] = roll_stat (); |
786 | |
799 | |
787 | if (sum >= 82 && sum <= 116) |
800 | if (sum >= 82 && sum <= 116) |
788 | break; |
801 | break; |
789 | } |
802 | } |
790 | |
803 | |
791 | // Sort the stats so that rerolling is easier... |
804 | // Sort the stats so that rerolling is easier... |
792 | std::sort (statsort, statsort + 7, std::greater<int>()); |
805 | std::sort (statsort, statsort + NUM_STATS, std::greater<int>()); |
793 | |
806 | |
|
|
807 | for (int i = 0; i < NUM_STATS; ++i) |
794 | stats.Str = statsort[0]; |
808 | stats.stat (i) = statsort [i]; |
795 | stats.Dex = statsort[1]; |
|
|
796 | stats.Con = statsort[2]; |
|
|
797 | stats.Int = statsort[3]; |
|
|
798 | stats.Wis = statsort[4]; |
|
|
799 | stats.Pow = statsort[5]; |
|
|
800 | stats.Cha = statsort[6]; |
|
|
801 | |
809 | |
802 | stats.exp = 0; |
810 | stats.exp = 0; |
803 | stats.ac = 0; |
811 | stats.ac = 0; |
804 | |
812 | |
805 | stats.hp = stats.maxhp; |
813 | stats.hp = stats.maxhp; |
… | |
… | |
817 | } |
825 | } |
818 | |
826 | |
819 | void |
827 | void |
820 | object::swap_stats (int a, int b) |
828 | object::swap_stats (int a, int b) |
821 | { |
829 | { |
822 | int tmp = get_attr_value (&contr->orig_stats, a); |
830 | swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b)); |
823 | set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b)); |
|
|
824 | set_attr_value (&contr->orig_stats, b, tmp); |
|
|
825 | |
831 | |
|
|
832 | for (int i = 0; i < NUM_STATS; ++i) |
826 | stats.Str = contr->orig_stats.Str; |
833 | stats.stat (i) = contr->orig_stats.stat (i); |
827 | stats.Dex = contr->orig_stats.Dex; |
|
|
828 | stats.Con = contr->orig_stats.Con; |
|
|
829 | stats.Int = contr->orig_stats.Int; |
|
|
830 | stats.Wis = contr->orig_stats.Wis; |
|
|
831 | stats.Pow = contr->orig_stats.Pow; |
|
|
832 | stats.Cha = contr->orig_stats.Cha; |
|
|
833 | |
834 | |
834 | //TODO: the following code looks so borked and should, at the very least, |
835 | //TODO: the following code looks so borked and should, at the very least, |
835 | // be merged with the similar code in roll_stats |
836 | // be merged with the similar code in roll_stats |
836 | stats.ac = 0; |
837 | stats.ac = 0; |
837 | |
838 | |
… | |
… | |
910 | if (*first_map_ext_path) |
911 | if (*first_map_ext_path) |
911 | { |
912 | { |
912 | object *tmp; |
913 | object *tmp; |
913 | char mapname[MAX_BUF]; |
914 | char mapname[MAX_BUF]; |
914 | |
915 | |
915 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name); |
916 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname); |
916 | tmp = object::create (); |
917 | tmp = object::create (); |
917 | EXIT_PATH (tmp) = mapname; |
918 | EXIT_PATH (tmp) = mapname; |
918 | EXIT_X (tmp) = ob->x; |
919 | EXIT_X (tmp) = ob->x; |
919 | EXIT_Y (tmp) = ob->y; |
920 | EXIT_Y (tmp) = ob->y; |
920 | ob->enter_exit (tmp); /* we don't really care if it succeeded; |
921 | ob->enter_exit (tmp); /* we don't really care if it succeeded; |
… | |
… | |
939 | int x = ob->x, y = ob->y; |
940 | int x = ob->x, y = ob->y; |
940 | |
941 | |
941 | ob->remove_statbonus (); |
942 | ob->remove_statbonus (); |
942 | ob->remove (); |
943 | ob->remove (); |
943 | ob->arch = get_player_archetype (ob->arch); |
944 | ob->arch = get_player_archetype (ob->arch); |
944 | ob->arch->clone.copy_to (ob); |
945 | ob->arch->copy_to (ob); |
945 | ob->instantiate (); |
946 | ob->instantiate (); |
946 | ob->stats = ob->contr->orig_stats; |
947 | ob->stats = ob->contr->orig_stats; |
947 | ob->name = ob->name_pl = name; |
948 | ob->name = ob->name_pl = name; |
948 | ob->x = x; |
949 | ob->x = x; |
949 | ob->y = y; |
950 | ob->y = y; |
950 | SET_ANIMATION (ob, 2); /* So player faces south */ |
951 | SET_ANIMATION (ob, 2); /* So player faces south */ |
951 | insert_ob_in_map (ob, ob->map, ob, 0); |
952 | insert_ob_in_map (ob, ob->map, ob, 0); |
952 | assign (ob->contr->title, ob->arch->clone.name); |
953 | assign (ob->contr->title, ob->arch->object::name); |
953 | ob->add_statbonus (); |
954 | ob->add_statbonus (); |
954 | } |
955 | } |
955 | while (!allowed_class (ob)); |
956 | while (!allowed_class (ob)); |
956 | |
957 | |
957 | update_object (ob, UP_OBJ_FACE); |
958 | update_object (ob, UP_OBJ_FACE); |
… | |
… | |
1014 | /* Cornered, get rid of scared */ |
1015 | /* Cornered, get rid of scared */ |
1015 | CLEAR_FLAG (op, FLAG_SCARED); |
1016 | CLEAR_FLAG (op, FLAG_SCARED); |
1016 | op->enemy = NULL; |
1017 | op->enemy = NULL; |
1017 | } |
1018 | } |
1018 | |
1019 | |
1019 | |
|
|
1020 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
1020 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
1021 | * IT returns 1 if the player should keep on moving, 0 if he should |
1021 | * It returns 1 if the player should keep on moving, 0 if he should |
1022 | * stop. |
1022 | * stop. |
1023 | */ |
1023 | */ |
1024 | int |
1024 | int |
1025 | check_pick (object *op) |
1025 | check_pick (object *op) |
1026 | { |
1026 | { |
… | |
… | |
1103 | if (tmp->name != NULL) |
1103 | if (tmp->name != NULL) |
1104 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1104 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1105 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1105 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1106 | else |
1106 | else |
1107 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1107 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1108 | &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1108 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1109 | |
1109 | |
1110 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1110 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1111 | } |
1111 | } |
1112 | |
1112 | |
1113 | /* philosophy: |
1113 | /* philosophy: |
… | |
… | |
1188 | pick_up (op, tmp); |
1188 | pick_up (op, tmp); |
1189 | continue; |
1189 | continue; |
1190 | } |
1190 | } |
1191 | |
1191 | |
1192 | if (op->contr->mode & PU_READABLES) |
1192 | if (op->contr->mode & PU_READABLES) |
1193 | if (tmp->type == BOOK || tmp->type == SCROLL) |
1193 | if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) |
1194 | { |
1194 | { |
1195 | pick_up (op, tmp); |
1195 | pick_up (op, tmp); |
1196 | continue; |
1196 | continue; |
1197 | } |
1197 | } |
1198 | |
1198 | |
… | |
… | |
1306 | /* careful: chairs and tables are weapons! */ |
1306 | /* careful: chairs and tables are weapons! */ |
1307 | if (op->contr->mode & PU_ALLWEAPON) |
1307 | if (op->contr->mode & PU_ALLWEAPON) |
1308 | { |
1308 | { |
1309 | if (tmp->type == WEAPON && tmp->name != NULL) |
1309 | if (tmp->type == WEAPON && tmp->name != NULL) |
1310 | { |
1310 | { |
1311 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && |
1311 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL && |
1312 | strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) |
1312 | strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) |
1313 | { |
1313 | { |
1314 | pick_up (op, tmp); |
1314 | pick_up (op, tmp); |
1315 | continue; |
1315 | continue; |
1316 | } |
1316 | } |
1317 | } |
1317 | } |
1318 | |
1318 | |
1319 | if (tmp->type == WEAPON && tmp->name == NULL) |
1319 | if (tmp->type == WEAPON && tmp->name == NULL) |
1320 | { |
1320 | { |
1321 | if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) |
1321 | if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL) |
1322 | { |
1322 | { |
1323 | pick_up (op, tmp); |
1323 | pick_up (op, tmp); |
1324 | continue; |
1324 | continue; |
1325 | } |
1325 | } |
1326 | } |
1326 | } |
… | |
… | |
1351 | if (tmp->name != NULL) |
1351 | if (tmp->name != NULL) |
1352 | { |
1352 | { |
1353 | fprintf (stderr, "%s", tmp->name); |
1353 | fprintf (stderr, "%s", tmp->name); |
1354 | } |
1354 | } |
1355 | else |
1355 | else |
1356 | fprintf (stderr, "%s", tmp->arch->name); |
1356 | fprintf (stderr, "%s", tmp->arch->archname); |
1357 | fprintf (stderr, ",%d] = ", tmp->type); |
1357 | fprintf (stderr, ",%d] = ", tmp->type); |
1358 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1358 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1359 | #endif |
1359 | #endif |
1360 | continue; |
1360 | continue; |
1361 | } |
1361 | } |
… | |
… | |
1431 | else |
1431 | else |
1432 | { |
1432 | { |
1433 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1433 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1434 | { |
1434 | { |
1435 | attacktype = 1 << attacknum; |
1435 | attacktype = 1 << attacknum; |
1436 | if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) |
1436 | if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0) |
1437 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) |
1437 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby) |
1438 | { |
1438 | { |
1439 | tmp = arrow; |
1439 | tmp = arrow; |
1440 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; |
1440 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1441 | } |
1441 | } |
1442 | } |
1442 | } |
1443 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1443 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1444 | { |
1444 | { |
1445 | tmp = arrow; |
1445 | tmp = arrow; |
… | |
… | |
1464 | * find_better_arrow to find a decent arrow to use. |
1464 | * find_better_arrow to find a decent arrow to use. |
1465 | * op = the shooter |
1465 | * op = the shooter |
1466 | * type = bow->race |
1466 | * type = bow->race |
1467 | * dir = fire direction |
1467 | * dir = fire direction |
1468 | */ |
1468 | */ |
1469 | |
|
|
1470 | object * |
1469 | object * |
1471 | pick_arrow_target (object *op, const char *type, int dir) |
1470 | pick_arrow_target (object *op, const char *type, int dir) |
1472 | { |
1471 | { |
1473 | object *tmp = NULL; |
1472 | object *tmp = NULL; |
1474 | maptile *m; |
1473 | maptile *m; |
… | |
… | |
1539 | */ |
1538 | */ |
1540 | int |
1539 | int |
1541 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1540 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1542 | { |
1541 | { |
1543 | object *left, *bow; |
1542 | object *left, *bow; |
1544 | int bowspeed, mflags; |
1543 | int mflags; |
1545 | maptile *m; |
1544 | maptile *m; |
1546 | |
1545 | |
1547 | if (!dir) |
1546 | if (!dir) |
1548 | { |
1547 | { |
1549 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1548 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1550 | return 0; |
1549 | return 0; |
1551 | } |
1550 | } |
1552 | |
1551 | |
1553 | if (op->type == PLAYER) |
1552 | if (op->contr) |
1554 | bow = op->contr->ranges[range_bow]; |
1553 | bow = op->current_weapon; |
1555 | else |
1554 | else |
1556 | { |
1555 | { |
1557 | for (bow = op->inv; bow; bow = bow->below) |
1556 | for (bow = op->inv; bow; bow = bow->below) |
1558 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1557 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1559 | * don't need to switch back and forth between bows and weapons. |
1558 | * don't need to switch back and forth between bows and weapons. |
… | |
… | |
1564 | if (!bow) |
1563 | if (!bow) |
1565 | { |
1564 | { |
1566 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1565 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1567 | return 0; |
1566 | return 0; |
1568 | } |
1567 | } |
|
|
1568 | |
|
|
1569 | // optimisation: move object to top so we will find it quickly again |
|
|
1570 | if (bow->below) |
|
|
1571 | { |
|
|
1572 | bow->remove (); |
|
|
1573 | op->insert (bow); |
|
|
1574 | } |
|
|
1575 | |
1569 | } |
1576 | } |
1570 | |
1577 | |
1571 | if (!bow->race || !bow->skill) |
1578 | if (!bow->race || !bow->skill) |
1572 | { |
1579 | { |
1573 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1580 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1574 | return 0; |
1581 | return 0; |
1575 | } |
1582 | } |
1576 | |
|
|
1577 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
|
|
1578 | |
|
|
1579 | /* penalize ROF for bestarrow */ |
|
|
1580 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
|
|
1581 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
|
|
1582 | |
|
|
1583 | if (bowspeed < 1) |
|
|
1584 | bowspeed = 1; |
|
|
1585 | |
1583 | |
1586 | if (arrow == NULL) |
1584 | if (arrow == NULL) |
1587 | { |
1585 | { |
1588 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1586 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1589 | { |
1587 | { |
1590 | if (op->type == PLAYER) |
1588 | if (op->type == PLAYER) |
1591 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1589 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1592 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1590 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1593 | else |
1591 | else |
1594 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1592 | CLEAR_FLAG (op, FLAG_READY_BOW); |
|
|
1593 | |
1595 | return 0; |
1594 | return 0; |
1596 | } |
1595 | } |
1597 | } |
1596 | } |
1598 | |
1597 | |
1599 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1598 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
… | |
… | |
1623 | |
1622 | |
1624 | arrow->set_owner (op); |
1623 | arrow->set_owner (op); |
1625 | arrow->skill = bow->skill; |
1624 | arrow->skill = bow->skill; |
1626 | arrow->direction = dir; |
1625 | arrow->direction = dir; |
1627 | |
1626 | |
|
|
1627 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
|
|
1628 | arrow->stats.hp = arrow->stats.dam; |
|
|
1629 | arrow->stats.grace = arrow->attacktype; |
|
|
1630 | |
|
|
1631 | if (arrow->slaying) |
|
|
1632 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1633 | |
|
|
1634 | #if 0 |
|
|
1635 | if (player *pl = op->contr) |
|
|
1636 | { |
|
|
1637 | float speed = pl->weapon_sp; |
|
|
1638 | |
|
|
1639 | /* penalize ROF for bestarrow */ |
|
|
1640 | if (pl->bowtype == bow_bestarrow) |
|
|
1641 | speed *= .9f; |
|
|
1642 | else |
|
|
1643 | speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; |
|
|
1644 | |
|
|
1645 | op->speed_left += speed - op->speed; |
|
|
1646 | } |
|
|
1647 | #endif |
|
|
1648 | |
|
|
1649 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1650 | |
|
|
1651 | /* update the speed */ |
|
|
1652 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
|
|
1653 | + bow->stats.dam / 7.f; |
|
|
1654 | |
|
|
1655 | arrow->set_speed (max (arrow->speed, 2.f)); |
|
|
1656 | arrow->speed_left = 0; |
|
|
1657 | |
|
|
1658 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
|
|
1659 | |
1628 | if (op->type == PLAYER) |
1660 | if (op->type == PLAYER) |
1629 | { |
1661 | { |
1630 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
|
|
1631 | op->update_stats (); |
|
|
1632 | } |
|
|
1633 | |
|
|
1634 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1635 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
|
|
1636 | arrow->stats.hp = arrow->stats.dam; |
|
|
1637 | arrow->stats.grace = arrow->attacktype; |
|
|
1638 | if (arrow->slaying != NULL) |
|
|
1639 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1640 | |
|
|
1641 | /* Note that this was different for monsters - they got their level |
|
|
1642 | * added to the damage. I think the strength bonus is more proper. |
|
|
1643 | */ |
|
|
1644 | |
|
|
1645 | arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic; |
|
|
1646 | |
|
|
1647 | /* update the speed */ |
|
|
1648 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
|
|
1649 | 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
|
|
1650 | |
|
|
1651 | arrow->set_speed (max (arrow->speed, 1.0)); |
|
|
1652 | arrow->speed_left = 0; |
|
|
1653 | |
|
|
1654 | if (op->type == PLAYER) |
|
|
1655 | { |
|
|
1656 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
|
|
1657 | (op->chosen_skill ? op->chosen_skill->level : op->level) - |
|
|
1658 | dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod; |
|
|
1659 | |
|
|
1660 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
1662 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
|
|
1663 | wc -= dex_bonus[op->stats.Dex]; |
|
|
1664 | |
|
|
1665 | if (!arrow->slaying) |
|
|
1666 | arrow->slaying = op->slaying; |
|
|
1667 | |
|
|
1668 | arrow->attacktype |= op->attacktype; |
1661 | } |
1669 | } |
1662 | else |
1670 | else |
1663 | { |
1671 | { |
1664 | arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; |
|
|
1665 | arrow->level = op->level; |
1672 | arrow->level = op->level; |
1666 | } |
1673 | arrow->stats.wc -= bow->magic; |
1667 | |
1674 | |
1668 | if (arrow->attacktype == AT_PHYSICAL) |
1675 | if (!arrow->slaying) |
|
|
1676 | arrow->slaying = bow->slaying; |
|
|
1677 | |
1669 | arrow->attacktype |= bow->attacktype; |
1678 | arrow->attacktype |= bow->attacktype; |
|
|
1679 | } |
1670 | |
1680 | |
1671 | if (bow->slaying) |
1681 | wc -= arrow->level; |
1672 | arrow->slaying = bow->slaying; |
1682 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
1673 | |
1683 | |
|
|
1684 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1674 | arrow->move_type = MOVE_FLY_LOW; |
1685 | arrow->move_type = MOVE_FLY_LOW; |
1675 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1686 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1676 | |
1687 | |
1677 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1688 | op->play_sound (sound_find ("fire_arrow")); |
1678 | m->insert (arrow, sx, sy, op); |
1689 | m->insert (arrow, sx, sy, op); |
1679 | |
1690 | |
1680 | if (!arrow->destroyed ()) |
1691 | if (!arrow->destroyed ()) |
1681 | move_arrow (arrow); |
1692 | move_arrow (arrow); |
1682 | |
1693 | |
… | |
… | |
1703 | { |
1714 | { |
1704 | int ret = 0, wcmod = 0; |
1715 | int ret = 0, wcmod = 0; |
1705 | |
1716 | |
1706 | if (op->contr->bowtype == bow_bestarrow) |
1717 | if (op->contr->bowtype == bow_bestarrow) |
1707 | { |
1718 | { |
1708 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); |
1719 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1709 | } |
1720 | } |
1710 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1721 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1711 | { |
1722 | { |
1712 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1723 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1713 | wcmod = -1; |
1724 | wcmod = -1; |
… | |
… | |
1723 | else if (op->contr->bowtype == bow_spreadshot) |
1734 | else if (op->contr->bowtype == bow_spreadshot) |
1724 | { |
1735 | { |
1725 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1736 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1726 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1737 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1727 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1738 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1728 | |
|
|
1729 | } |
1739 | } |
1730 | else |
1740 | else |
1731 | { |
1741 | { |
1732 | /* Simple case */ |
1742 | /* Simple case */ |
1733 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1743 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1734 | } |
1744 | } |
|
|
1745 | |
1735 | return ret; |
1746 | return ret; |
1736 | } |
1747 | } |
1737 | |
|
|
1738 | |
1748 | |
1739 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1749 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1740 | * Broken apart from 'fire' to keep it more readable. |
1750 | * Broken apart from 'fire' to keep it more readable. |
1741 | */ |
1751 | */ |
1742 | void |
1752 | void |
1743 | fire_misc_object (object *op, int dir) |
1753 | fire_misc_object (object *op, int dir) |
1744 | { |
1754 | { |
1745 | object *item; |
1755 | object *item = op->contr->ranged_ob; |
1746 | |
1756 | |
1747 | if (!op->contr->ranges[range_misc]) |
1757 | if (!item) |
1748 | { |
1758 | { |
1749 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1759 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1750 | return; |
1760 | return; |
1751 | } |
1761 | } |
1752 | |
1762 | |
1753 | item = op->contr->ranges[range_misc]; |
|
|
1754 | if (!item->inv) |
1763 | if (!item->inv) |
1755 | { |
1764 | { |
1756 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1765 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1757 | return; |
1766 | return; |
1758 | } |
1767 | } |
|
|
1768 | |
|
|
1769 | if (!op->change_weapon (item)) |
|
|
1770 | return; |
|
|
1771 | |
1759 | if (item->type == WAND) |
1772 | if (item->type == WAND) |
1760 | { |
1773 | { |
1761 | if (item->stats.food <= 0) |
1774 | if (item->stats.food <= 0) |
1762 | { |
1775 | { |
1763 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1776 | op->contr->play_sound (sound_find ("wand_poof")); |
1764 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
1777 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
|
|
1778 | |
1765 | return; |
1779 | return; |
1766 | } |
1780 | } |
1767 | } |
1781 | } |
1768 | else if (item->type == ROD || item->type == HORN) |
1782 | else if (item->type == ROD || item->type == HORN) |
1769 | { |
1783 | { |
1770 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1784 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1771 | { |
1785 | { |
1772 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1786 | op->contr->play_sound (sound_find ("wand_poof")); |
|
|
1787 | |
1773 | if (item->type == ROD) |
1788 | if (item->type == ROD) |
1774 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1789 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1775 | else |
1790 | else |
1776 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
1791 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
|
|
1792 | |
1777 | return; |
1793 | return; |
1778 | } |
1794 | } |
1779 | } |
1795 | } |
1780 | |
1796 | |
1781 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1797 | if (cast_spell (op, item, dir, item->inv, NULL)) |
… | |
… | |
1788 | object *tmp; |
1804 | object *tmp; |
1789 | |
1805 | |
1790 | if (item->arch) |
1806 | if (item->arch) |
1791 | { |
1807 | { |
1792 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1808 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1793 | item->face = item->arch->clone.face; |
1809 | item->face = item->arch->face; |
1794 | item->set_speed (0); |
1810 | item->set_speed (0); |
1795 | } |
1811 | } |
1796 | |
1812 | |
1797 | if ((tmp = item->in_player ())) |
1813 | if ((tmp = item->in_player ())) |
1798 | esrv_update_item (UPD_ANIM, tmp, item); |
1814 | esrv_update_item (UPD_ANIM, tmp, item); |
… | |
… | |
1803 | } |
1819 | } |
1804 | } |
1820 | } |
1805 | |
1821 | |
1806 | /* Received a fire command for the player - go and do it. |
1822 | /* Received a fire command for the player - go and do it. |
1807 | */ |
1823 | */ |
1808 | void |
1824 | bool |
1809 | fire (object *op, int dir) |
1825 | fire (object *op, int dir) |
1810 | { |
1826 | { |
1811 | int spellcost = 0; |
1827 | int spellcost = 0; |
1812 | |
1828 | |
1813 | /* check for loss of invisiblity/hide */ |
1829 | /* check for loss of invisiblity/hide */ |
1814 | if (action_makes_visible (op)) |
1830 | if (action_makes_visible (op)) |
1815 | make_visible (op); |
1831 | make_visible (op); |
1816 | |
1832 | |
1817 | switch (op->contr->shoottype) |
1833 | player *pl = op->contr; |
|
|
1834 | |
|
|
1835 | if (pl->golem) |
|
|
1836 | { |
|
|
1837 | control_golem (op->contr->golem, dir); |
|
|
1838 | return false; |
1818 | { |
1839 | } |
1819 | case range_none: |
|
|
1820 | return; |
|
|
1821 | |
1840 | |
1822 | case range_bow: |
1841 | object *ob = pl->ranged_ob; |
|
|
1842 | |
|
|
1843 | if (!ob) |
|
|
1844 | return false; |
|
|
1845 | |
|
|
1846 | if (!op->change_weapon (ob)) |
|
|
1847 | return false; |
|
|
1848 | |
|
|
1849 | if (op->speed_left > 0.f) |
|
|
1850 | --op->speed_left; |
|
|
1851 | else |
|
|
1852 | return false; |
|
|
1853 | |
|
|
1854 | switch (ob->type) |
|
|
1855 | { |
|
|
1856 | case BOW: |
1823 | player_fire_bow (op, dir); |
1857 | player_fire_bow (op, dir); |
1824 | return; |
1858 | break; |
1825 | |
1859 | |
1826 | case range_magic: /* Casting spells */ |
1860 | case SPELL: |
1827 | spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); |
1861 | spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); |
1828 | return; |
1862 | break; |
1829 | |
1863 | |
1830 | case range_misc: |
1864 | case BUILDER: |
|
|
1865 | apply_map_builder (op, dir); |
|
|
1866 | break; |
|
|
1867 | |
|
|
1868 | case SKILL: |
|
|
1869 | do_skill (op, op, ob, dir, 0); |
|
|
1870 | break; |
|
|
1871 | |
|
|
1872 | default: |
1831 | fire_misc_object (op, dir); |
1873 | fire_misc_object (op, dir); |
1832 | return; |
1874 | break; |
1833 | |
|
|
1834 | case range_golem: /* Control summoned monsters from scrolls */ |
|
|
1835 | control_golem (op->contr->ranges[range_golem], dir); |
|
|
1836 | return; |
|
|
1837 | |
|
|
1838 | case range_skill: |
|
|
1839 | if (!op->chosen_skill) |
|
|
1840 | { |
|
|
1841 | if (op->type == PLAYER) |
|
|
1842 | new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
|
|
1843 | |
|
|
1844 | return; |
|
|
1845 | } |
|
|
1846 | |
|
|
1847 | do_skill (op, op, op->chosen_skill, dir, NULL); |
|
|
1848 | return; |
|
|
1849 | case range_builder: |
|
|
1850 | apply_map_builder (op, dir); |
|
|
1851 | return; |
|
|
1852 | default: |
|
|
1853 | new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); |
|
|
1854 | return; |
|
|
1855 | } |
1875 | } |
|
|
1876 | |
|
|
1877 | return true; |
1856 | } |
1878 | } |
1857 | |
1879 | |
1858 | /* find_key |
1880 | /* find_key |
1859 | * We try to find a key for the door as passed. If we find a key |
1881 | * We try to find a key for the door as passed. If we find a key |
1860 | * and successfully use it, we return the key, otherwise NULL |
1882 | * and successfully use it, we return the key, otherwise NULL |
… | |
… | |
1947 | * 0 otherwise |
1969 | * 0 otherwise |
1948 | */ |
1970 | */ |
1949 | static int |
1971 | static int |
1950 | player_attack_door (object *op, object *door) |
1972 | player_attack_door (object *op, object *door) |
1951 | { |
1973 | { |
1952 | /* If its a door, try to find a use a key. If we do destroy the door, |
1974 | /* If its a door, try to find a key. If we do destroy the door, |
1953 | * might as well return immediately as there is nothing more to do - |
1975 | * might as well return immediately as there is nothing more to do - |
1954 | * otherwise, we fall through to the rest of the code. |
1976 | * otherwise, we fall through to the rest of the code. |
1955 | */ |
1977 | */ |
1956 | object *key = find_key (op, op, door); |
1978 | object *key = find_key (op, op, door); |
1957 | |
1979 | |
1958 | /* IF we found a key, do some extra work */ |
1980 | /* If we found a key, do some extra work */ |
1959 | if (key) |
1981 | if (key) |
1960 | { |
1982 | { |
1961 | object *container = key->env; |
1983 | object *container = key->env; |
1962 | |
1984 | |
1963 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
|
|
1964 | if (action_makes_visible (op)) |
1985 | if (action_makes_visible (op)) |
1965 | make_visible (op); |
1986 | make_visible (op); |
|
|
1987 | |
1966 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1988 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1967 | spring_trap (door->inv, op); |
1989 | spring_trap (door->inv, op); |
1968 | |
1990 | |
1969 | if (door->type == DOOR) |
1991 | if (door->type == DOOR) |
1970 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1992 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
… | |
… | |
1996 | * It should keep the code cleaner. |
2018 | * It should keep the code cleaner. |
1997 | * When this is called, the players direction has been updated |
2019 | * When this is called, the players direction has been updated |
1998 | * (taking into account confusion.) The player is also actually |
2020 | * (taking into account confusion.) The player is also actually |
1999 | * going to try and move (not fire weapons). |
2021 | * going to try and move (not fire weapons). |
2000 | */ |
2022 | */ |
2001 | void |
2023 | bool |
2002 | move_player_attack (object *op, int dir) |
2024 | move_player_attack (object *op, int dir) |
2003 | { |
2025 | { |
2004 | object *tmp, *mon; |
|
|
2005 | sint16 nx, ny; |
|
|
2006 | int on_battleground; |
2026 | int on_battleground; |
2007 | maptile *m; |
|
|
2008 | |
2027 | |
2009 | nx = freearr_x[dir] + op->x; |
2028 | sint16 nx = freearr_x[dir] + op->x; |
2010 | ny = freearr_y[dir] + op->y; |
2029 | sint16 ny = freearr_y[dir] + op->y; |
2011 | |
2030 | |
2012 | on_battleground = op_on_battleground (op, 0, 0); |
2031 | on_battleground = op_on_battleground (op, 0, 0); |
|
|
2032 | |
|
|
2033 | if (out_of_map (op->map, nx, ny)) |
|
|
2034 | return false; |
|
|
2035 | |
|
|
2036 | if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) |
|
|
2037 | { |
|
|
2038 | --op->speed_left; |
|
|
2039 | return true; |
|
|
2040 | } |
2013 | |
2041 | |
2014 | /* If braced, or can't move to the square, and it is not out of the |
2042 | /* If braced, or can't move to the square, and it is not out of the |
2015 | * map, attack it. Note order of if statement is important - don't |
2043 | * map, attack it. Note order of if statement is important - don't |
2016 | * want to be calling move_ob if braced, because move_ob will move the |
2044 | * want to be calling move_ob if braced, because move_ob will move the |
2017 | * player. This is a pretty nasty hack, because if we could |
2045 | * player. This is a pretty nasty hack, because if we could |
2018 | * move to some space, it then means that if we are braced, we should |
2046 | * move to some space, it then means that if we are braced, we should |
2019 | * do nothing at all. As it is, if we are braced, we go through |
2047 | * do nothing at all. As it is, if we are braced, we go through |
2020 | * quite a bit of processing. However, it probably is less than what |
2048 | * quite a bit of processing. However, it probably is less than what |
2021 | * move_ob uses. |
2049 | * move_ob uses. |
2022 | */ |
2050 | */ |
2023 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
|
|
2024 | { |
|
|
2025 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
|
|
2026 | { |
|
|
2027 | m = op->map->xy_find (nx, ny); |
2051 | maptile *m = op->map->xy_find (nx, ny); |
2028 | if (!m) |
|
|
2029 | return; /* Don't think this should happen */ |
|
|
2030 | } |
|
|
2031 | else |
|
|
2032 | m = op->map; |
|
|
2033 | |
2052 | |
2034 | if (!(tmp = m->at (nx, ny).bot)) |
|
|
2035 | return; |
|
|
2036 | |
|
|
2037 | mon = 0; |
|
|
2038 | /* Go through all the objects, and find ones of interest. Only stop if |
2053 | /* Go through all the objects, and find ones of interest. Only stop if |
2039 | * we find a monster - that is something we know we want to attack. |
2054 | * we find a monster - that is something we know we want to attack. |
2040 | * if its a door or barrel (can roll) see if there may be monsters |
2055 | * if its a door or barrel (can roll) see if there may be monsters |
2041 | * on the space |
2056 | * on the space |
2042 | */ |
2057 | */ |
2043 | while (tmp) |
2058 | object *mon; |
2044 | { |
2059 | for (mon = m->at (nx, ny).bot; mon; mon = mon->above) |
2045 | if (tmp == op) |
2060 | { |
2046 | { |
2061 | if ((mon->flag [FLAG_ALIVE] |
2047 | tmp = tmp->above; |
2062 | || mon->type == LOCKED_DOOR |
2048 | continue; |
2063 | || mon->flag [FLAG_CAN_ROLL]) |
2049 | } |
|
|
2050 | |
|
|
2051 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
|
|
2052 | { |
|
|
2053 | mon = tmp; |
2064 | && mon != op) |
2054 | break; |
2065 | break; |
2055 | } |
2066 | } |
2056 | |
2067 | |
2057 | if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) |
|
|
2058 | mon = tmp; |
|
|
2059 | |
|
|
2060 | tmp = tmp->above; |
|
|
2061 | } |
|
|
2062 | |
|
|
2063 | if (!mon) /* This happens anytime the player tries to move */ |
2068 | if (!mon) /* This happens anytime the player tries to move */ |
2064 | return; /* into a wall */ |
2069 | return false; /* into a wall */ |
2065 | |
2070 | |
2066 | if (mon->head) |
|
|
2067 | mon = mon->head; |
2071 | mon = mon->head_ (); |
2068 | |
2072 | |
2069 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
2073 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
|
|
2074 | if (op->contr->weapon_sp_left > 0.f) |
2070 | if (player_attack_door (op, mon)) |
2075 | if (player_attack_door (op, mon)) |
|
|
2076 | { |
|
|
2077 | --op->contr->weapon_sp_left; |
2071 | return; |
2078 | return true; |
|
|
2079 | } |
2072 | |
2080 | |
2073 | /* The following deals with possibly attacking peaceful |
2081 | /* The following deals with possibly attacking peaceful |
2074 | * or frienddly creatures. Basically, all players are considered |
2082 | * or friendly creatures. Basically, all players are considered |
2075 | * unaggressive. If the moving player has peaceful set, then the |
2083 | * unaggressive. If the moving player has peaceful set, then the |
2076 | * object should be pushed instead of attacked. It is assumed that |
2084 | * object should be pushed instead of attacked. It is assumed that |
2077 | * if you are braced, you will not attack friends accidently, |
2085 | * if you are braced, you will not attack friends accidently, |
2078 | * and thus will not push them. |
2086 | * and thus will not push them. |
2079 | */ |
2087 | */ |
2080 | |
2088 | |
2081 | /* If the creature is a pet, push it even if the player is not |
2089 | /* If the creature is a pet, push it even if the player is not |
2082 | * peaceful. Our assumption is the creature is a pet if the |
2090 | * peaceful. Our assumption is the creature is a pet if the |
2083 | * player owns it and it is either friendly or unagressive. |
2091 | * player owns it and it is either friendly or unagressive. |
2084 | */ |
2092 | */ |
2085 | if ((op->type == PLAYER) |
2093 | if (op->type == PLAYER |
2086 | #if COZY_SERVER |
|
|
2087 | && |
|
|
2088 | ((mon->owner && mon->owner->contr |
2094 | && ((mon->owner && mon->owner->contr |
2089 | && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) |
2095 | && same_party (mon->owner->contr->party, op->contr->party)) |
2090 | #else |
|
|
2091 | && mon->owner == op |
2096 | || mon->owner == op) |
2092 | #endif |
|
|
2093 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2097 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2094 | { |
2098 | { |
2095 | /* If we're braced, we don't want to switch places with it */ |
2099 | /* If we're braced, we don't want to switch places with it */ |
2096 | if (op->contr->braced) |
2100 | if (op->contr->braced) |
2097 | return; |
2101 | return false; |
2098 | |
2102 | |
2099 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2103 | if (op->speed_left > 0.f) |
|
|
2104 | { |
|
|
2105 | --op->speed_left; |
|
|
2106 | |
|
|
2107 | op->play_sound (sound_find ("push_player")); |
2100 | (void) push_ob (mon, dir, op); |
2108 | push_ob (mon, dir, op); |
|
|
2109 | |
2101 | if (op->contr->tmp_invis || op->hide) |
2110 | if (op->contr->tmp_invis || op->hide) |
2102 | make_visible (op); |
2111 | make_visible (op); |
2103 | |
2112 | |
2104 | return; |
2113 | return true; |
2105 | } |
2114 | } |
|
|
2115 | else |
|
|
2116 | return false; |
|
|
2117 | } |
2106 | |
2118 | |
2107 | /* in certain circumstances, you shouldn't attack friendly |
2119 | /* in certain circumstances, you shouldn't attack friendly |
2108 | * creatures. Note that if you are braced, you can't push |
2120 | * creatures. Note that if you are braced, you can't push |
2109 | * someone, but put it inside this loop so that you won't |
2121 | * someone, but put it inside this loop so that you won't |
2110 | * attack them either. |
2122 | * attack them either. |
2111 | */ |
2123 | */ |
2112 | if ((mon->type == PLAYER || mon->enemy != op) && |
2124 | if ((mon->type == PLAYER || mon->enemy != op) |
2113 | (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( |
2125 | && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) |
2114 | #ifdef PROHIBIT_PLAYERKILL |
|
|
2115 | (op->contr->peaceful |
2126 | && ((op->contr->peaceful |
2116 | || (mon->type == PLAYER |
2127 | || (mon->type == PLAYER && mon->contr->peaceful)) |
2117 | && mon->contr-> |
|
|
2118 | peaceful)) && |
|
|
2119 | #else |
|
|
2120 | op->contr->peaceful && |
|
|
2121 | #endif |
|
|
2122 | !on_battleground)) |
2128 | && !on_battleground)) |
|
|
2129 | { |
|
|
2130 | if (op->speed_left > 0.f) |
2123 | { |
2131 | { |
|
|
2132 | --op->speed_left; |
|
|
2133 | |
2124 | if (!op->contr->braced) |
2134 | if (!op->contr->braced) |
2125 | { |
2135 | { |
2126 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2136 | op->play_sound (sound_find ("push_player")); |
2127 | push_ob (mon, dir, op); |
2137 | push_ob (mon, dir, op); |
2128 | } |
2138 | } |
2129 | else |
2139 | else |
2130 | new_draw_info (0, 0, op, "You withhold your attack"); |
2140 | new_draw_info (0, 0, op, "You withhold your attack"); |
2131 | |
2141 | |
2132 | if (op->contr->tmp_invis || op->hide) |
2142 | if (op->contr->tmp_invis || op->hide) |
2133 | make_visible (op); |
2143 | make_visible (op); |
2134 | } |
|
|
2135 | |
2144 | |
|
|
2145 | return true; |
|
|
2146 | } |
|
|
2147 | } |
2136 | /* If the object is a boulder or other rollable object, then |
2148 | /* If the object is a boulder or other rollable object, then |
2137 | * roll it if not braced. You can't roll it if you are braced. |
2149 | * roll it if not braced. You can't roll it if you are braced. |
2138 | */ |
2150 | */ |
2139 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
2151 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
|
|
2152 | { |
|
|
2153 | if (op->speed_left > 0.f) |
2140 | { |
2154 | { |
|
|
2155 | --op->speed_left; |
|
|
2156 | |
2141 | recursive_roll (mon, dir, op); |
2157 | recursive_roll (mon, dir, op); |
2142 | if (action_makes_visible (op)) |
2158 | if (action_makes_visible (op)) |
2143 | make_visible (op); |
2159 | make_visible (op); |
2144 | } |
|
|
2145 | |
2160 | |
|
|
2161 | return true; |
|
|
2162 | } |
|
|
2163 | } |
2146 | /* Any generic living creature. Including things like doors. |
2164 | /* Any generic living creature. Including things like doors. |
2147 | * Way it works is like this: First, it must have some hit points |
2165 | * Way it works is like this: First, it must have some hit points |
2148 | * and be living. Then, it must be one of the following: |
2166 | * and be living. Then, it must be one of the following: |
2149 | * 1) Not a player, 2) A player, but of a different party. Note |
2167 | * 1) Not a player, 2) A player, but of a different party. Note |
2150 | * that party_number -1 is no party, so attacks can still happen. |
2168 | * that party_number -1 is no party, so attacks can still happen. |
2151 | */ |
2169 | */ |
2152 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2170 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2153 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2171 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2154 | { |
2172 | { |
2155 | |
2173 | if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) |
2156 | /* If the player hasn't hit something this tick, and does |
|
|
2157 | * so, give them speed boost based on weapon speed. Doing |
|
|
2158 | * it here is better than process_players2, which basically |
|
|
2159 | * incurred a 1 tick offset. |
|
|
2160 | */ |
|
|
2161 | if (!op->contr->has_hit) |
|
|
2162 | { |
2174 | { |
2163 | op->speed_left += op->speed / op->contr->weapon_sp; |
2175 | --op->contr->weapon_sp_left; |
2164 | |
|
|
2165 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
|
|
2166 | } |
|
|
2167 | |
2176 | |
2168 | skill_attack (mon, op, 0, 0, 0); |
2177 | skill_attack (mon, op, 0, 0, 0); |
2169 | |
|
|
2170 | /* If attacking another player, that player gets automatic |
|
|
2171 | * hitback, and doesn't loose luck either. |
|
|
2172 | * Disable hitback on the battleground or if the target is |
|
|
2173 | * the wiz. |
|
|
2174 | */ |
|
|
2175 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) |
|
|
2176 | { |
|
|
2177 | short luck = mon->stats.luck; |
|
|
2178 | |
|
|
2179 | mon->contr->has_hit = 1; |
|
|
2180 | skill_attack (op, mon, 0, 0, 0); |
|
|
2181 | mon->stats.luck = luck; |
|
|
2182 | } |
|
|
2183 | |
2178 | |
2184 | if (action_makes_visible (op)) |
2179 | if (action_makes_visible (op)) |
2185 | make_visible (op); |
2180 | make_visible (op); |
2186 | } |
|
|
2187 | } /* if player should attack something */ |
|
|
2188 | } |
|
|
2189 | |
2181 | |
2190 | int |
2182 | return true; |
|
|
2183 | } |
|
|
2184 | } |
|
|
2185 | |
|
|
2186 | return false; |
|
|
2187 | } |
|
|
2188 | |
|
|
2189 | bool |
2191 | move_player (object *op, int dir) |
2190 | move_player (object *op, int dir) |
2192 | { |
2191 | { |
2193 | int pick; |
2192 | int pick; |
2194 | |
2193 | |
2195 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2194 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
… | |
… | |
2209 | op->facing = dir; |
2208 | op->facing = dir; |
2210 | |
2209 | |
2211 | if (op->hide) |
2210 | if (op->hide) |
2212 | do_hidden_move (op); |
2211 | do_hidden_move (op); |
2213 | |
2212 | |
|
|
2213 | bool retval; |
|
|
2214 | |
2214 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2215 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2215 | /*nop */ ; |
2216 | retval = RESULT_INT (0); |
2216 | else if (op->contr->fire_on) |
2217 | else if (op->contr->fire_on) |
2217 | fire (op, dir); |
2218 | retval = fire (op, dir); |
2218 | else |
2219 | else |
2219 | { |
2220 | { |
2220 | move_player_attack (op, dir); |
2221 | retval = move_player_attack (op, dir); |
2221 | pick = check_pick (op); |
2222 | pick = check_pick (op); |
2222 | } |
2223 | } |
2223 | |
2224 | |
2224 | /* Add special check for newcs players and fire on - this way, the |
2225 | /* Add special check for newcs players and fire on - this way, the |
2225 | * server can handle repeat firing. |
2226 | * server can handle repeat firing. |
… | |
… | |
2232 | /* Update how the player looks. Use the facing, so direction may |
2233 | /* Update how the player looks. Use the facing, so direction may |
2233 | * get reset to zero. This allows for full animation capabilities |
2234 | * get reset to zero. This allows for full animation capabilities |
2234 | * for players. |
2235 | * for players. |
2235 | */ |
2236 | */ |
2236 | animate_object (op, op->facing); |
2237 | animate_object (op, op->facing); |
2237 | return 0; |
2238 | |
|
|
2239 | return retval; |
2238 | } |
2240 | } |
2239 | |
2241 | |
2240 | /* This is similar to handle_player, below, but is only used by the |
2242 | /* This is similar to handle_player, below, but is only used by the |
2241 | * new client/server stuff. |
2243 | * new client/server stuff. |
2242 | * This is sort of special, in that the new client/server actually uses |
2244 | * This is sort of special, in that the new client/server actually uses |
2243 | * the new speed values for commands. |
2245 | * the new speed values for commands. |
2244 | * |
2246 | * |
2245 | * Returns true if there are more actions we can do. |
2247 | * Returns true if there are more actions we can do. Should not do |
|
|
2248 | * many actions in a row, as that would be too unfair to other |
|
|
2249 | * players. |
2246 | */ |
2250 | */ |
2247 | int |
2251 | bool |
2248 | handle_newcs_player (object *op) |
2252 | handle_newcs_player (object *op) |
2249 | { |
2253 | { |
2250 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2254 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2251 | { |
2255 | { |
2252 | flee_player (op); |
2256 | if (op->speed_left > 0.f) |
2253 | /* If player is still scared, that is his action for this tick */ |
|
|
2254 | if (QUERY_FLAG (op, FLAG_SCARED)) |
|
|
2255 | { |
2257 | { |
2256 | op->speed_left--; |
2258 | --op->speed_left; |
|
|
2259 | flee_player (op); |
|
|
2260 | |
2257 | return 0; |
2261 | return true; |
2258 | } |
2262 | } |
|
|
2263 | else |
|
|
2264 | return false; |
2259 | } |
2265 | } |
2260 | |
2266 | |
2261 | /* call this here - we also will call this in do_ericserver, but |
2267 | /* call this here - we also will call this in do_ericserver, but |
2262 | * the players time has been increased when doericserver has been |
2268 | * the players time has been increased when doericserver has been |
2263 | * called, so we recheck it here. |
2269 | * called, so we recheck it here. |
2264 | */ |
2270 | */ |
2265 | if (op->contr->ns->handle_command ()) |
2271 | if (op->contr->ns->handle_command ()) |
2266 | return 1; |
2272 | return true; |
2267 | |
2273 | |
2268 | if (op->speed_left > 0) |
|
|
2269 | { |
|
|
2270 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2274 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2271 | { |
|
|
2272 | /* All move commands take 1 tick, at least for now */ |
|
|
2273 | op->speed_left--; |
|
|
2274 | |
|
|
2275 | /* Instead of all the stuff below, let move_player take care |
|
|
2276 | * of it. Also, some of the skill stuff is only put in |
|
|
2277 | * there, as well as the confusion stuff. |
|
|
2278 | */ |
|
|
2279 | move_player (op, op->direction); |
2275 | return move_player (op, op->direction); |
2280 | |
2276 | |
2281 | return op->speed_left > 0; |
|
|
2282 | } |
|
|
2283 | } |
|
|
2284 | |
|
|
2285 | return 0; |
2277 | return false; |
2286 | } |
2278 | } |
2287 | |
2279 | |
2288 | int |
2280 | int |
2289 | save_life (object *op) |
2281 | save_life (object *op) |
2290 | { |
2282 | { |
… | |
… | |
2292 | return 0; |
2284 | return 0; |
2293 | |
2285 | |
2294 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2286 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2295 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2287 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2296 | { |
2288 | { |
2297 | play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); |
2289 | op->play_sound (sound_find ("ob_evaporate")); |
2298 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2290 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2299 | |
2291 | |
2300 | if (op->contr) |
2292 | if (op->contr) |
2301 | esrv_del_item (op->contr, tmp->count); |
2293 | esrv_del_item (op->contr, tmp->count); |
2302 | |
2294 | |
… | |
… | |
2322 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2314 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2323 | * back in the map (location and map determined by values of env). This |
2315 | * back in the map (location and map determined by values of env). This |
2324 | * function will descend into containers. op is the object to start the search |
2316 | * function will descend into containers. op is the object to start the search |
2325 | * from. |
2317 | * from. |
2326 | */ |
2318 | */ |
2327 | void |
2319 | static void |
2328 | remove_unpaid_objects (object *op, object *env) |
2320 | drop_unpaid_items (object *op, object *env) |
2329 | { |
2321 | { |
2330 | while (op) |
2322 | while (op) |
2331 | { |
2323 | { |
2332 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2324 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2333 | |
2325 | |
… | |
… | |
2337 | esrv_del_item (env->contr, op->count); |
2329 | esrv_del_item (env->contr, op->count); |
2338 | |
2330 | |
2339 | op->insert_at (env); |
2331 | op->insert_at (env); |
2340 | } |
2332 | } |
2341 | else if (op->inv) |
2333 | else if (op->inv) |
2342 | remove_unpaid_objects (op->inv, env); |
2334 | drop_unpaid_items (op->inv, env); |
2343 | |
2335 | |
2344 | op = next; |
2336 | op = next; |
2345 | } |
2337 | } |
|
|
2338 | } |
|
|
2339 | |
|
|
2340 | void |
|
|
2341 | object::drop_unpaid_items () |
|
|
2342 | { |
|
|
2343 | if (!flag [FLAG_REMOVED]) |
|
|
2344 | ::drop_unpaid_items (inv, this); |
2346 | } |
2345 | } |
2347 | |
2346 | |
2348 | /* |
2347 | /* |
2349 | * Returns pointer a static string containing gravestone text |
2348 | * Returns pointer a static string containing gravestone text |
2350 | * Moved from apply.c to player.c - player.c is what |
2349 | * Moved from apply.c to player.c - player.c is what |
… | |
… | |
2419 | make_visible (op); |
2418 | make_visible (op); |
2420 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
2419 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
2421 | } |
2420 | } |
2422 | } |
2421 | } |
2423 | |
2422 | |
2424 | if (op->contr->outputs_sync) |
|
|
2425 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
|
|
2426 | if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) |
|
|
2427 | flush_output_element (op, &op->contr->outputs[i]); |
|
|
2428 | |
|
|
2429 | if (op->contr->ns->state == ST_PLAYING) |
2423 | if (op->contr->ns->state == ST_PLAYING) |
2430 | { |
2424 | { |
2431 | /* these next three if clauses make it possible to SLOW DOWN |
2425 | /* these next three if clauses make it possible to SLOW DOWN |
2432 | hp/grace/spellpoint regeneration. */ |
2426 | hp/grace/spellpoint regeneration. */ |
2433 | if (op->contr->gen_hp >= 0) |
2427 | if (op->contr->gen_hp >= 0) |
… | |
… | |
2453 | gen_grace = op->stats.maxgrace; |
2447 | gen_grace = op->stats.maxgrace; |
2454 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2448 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2455 | } |
2449 | } |
2456 | |
2450 | |
2457 | /* Regenerate Spell Points */ |
2451 | /* Regenerate Spell Points */ |
2458 | if (!op->contr->ranges[range_golem] && --op->last_sp < 0) |
2452 | if (!op->contr->golem && --op->last_sp < 0) |
2459 | { |
2453 | { |
2460 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2454 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2461 | if (op->stats.sp < op->stats.maxsp) |
2455 | if (op->stats.sp < op->stats.maxsp) |
2462 | { |
2456 | { |
2463 | op->stats.sp++; |
2457 | op->stats.sp++; |
… | |
… | |
2561 | } |
2555 | } |
2562 | |
2556 | |
2563 | /* Digestion */ |
2557 | /* Digestion */ |
2564 | if (--op->last_eat < 0) |
2558 | if (--op->last_eat < 0) |
2565 | { |
2559 | { |
2566 | #ifdef COZY_SERVER |
2560 | int bonus = max (0, op->contr->digestion), |
2567 | int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; |
2561 | penalty = max (0, -op->contr->digestion); |
2568 | int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0; |
|
|
2569 | #else |
|
|
2570 | int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; |
|
|
2571 | #endif |
|
|
2572 | |
2562 | |
2573 | if (op->contr->gen_hp > 0) |
|
|
2574 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2563 | op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); |
2575 | else |
|
|
2576 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
|
|
2577 | |
2564 | |
2578 | /* dms do not consume food */ |
2565 | /* dms do not consume food */ |
2579 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2566 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2580 | op->stats.food--; |
2567 | op->stats.food--; |
2581 | } |
2568 | } |
… | |
… | |
2642 | object *tmp; |
2629 | object *tmp; |
2643 | |
2630 | |
2644 | if (save_life (op)) |
2631 | if (save_life (op)) |
2645 | return; |
2632 | return; |
2646 | |
2633 | |
2647 | |
|
|
2648 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2634 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2649 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2635 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2650 | * Look at op_on_battleground() for more info --AndreasV |
2636 | * Look at op_on_battleground() for more info --AndreasV |
2651 | */ |
2637 | */ |
2652 | if (op_on_battleground (op, &x, &y)) |
2638 | if (op_on_battleground (op, &x, &y)) |
… | |
… | |
2704 | strcpy (op->contr->killer, "starvation"); |
2690 | strcpy (op->contr->killer, "starvation"); |
2705 | } |
2691 | } |
2706 | else |
2692 | else |
2707 | sprintf (buf, "%s died.", &op->name); |
2693 | sprintf (buf, "%s died.", &op->name); |
2708 | |
2694 | |
2709 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
2695 | op->contr->play_sound (sound_find ("player_dies")); |
2710 | |
2696 | |
2711 | /* save the map location for corpse, gravestone */ |
2697 | /* save the map location for corpse, gravestone */ |
2712 | x = op->x; |
2698 | x = op->x; |
2713 | y = op->y; |
2699 | y = op->y; |
2714 | map = op->map; |
2700 | map = op->map; |
… | |
… | |
2891 | |
2877 | |
2892 | /* |
2878 | /* |
2893 | * Check to see if the player has any unpaid items. If so, remove them |
2879 | * Check to see if the player has any unpaid items. If so, remove them |
2894 | * and put them back in the map. |
2880 | * and put them back in the map. |
2895 | */ |
2881 | */ |
2896 | remove_unpaid_objects (op->inv, op); |
2882 | op->drop_unpaid_items (); |
2897 | |
2883 | |
2898 | /****************************************/ |
2884 | /****************************************/ |
2899 | /* */ |
2885 | /* */ |
2900 | /* Move player to his current respawn- */ |
2886 | /* Move player to his current respawn- */ |
2901 | /* position (usually last savebed) */ |
2887 | /* position (usually last savebed) */ |
… | |
… | |
2921 | object *force; |
2907 | object *force; |
2922 | int at; |
2908 | int at; |
2923 | |
2909 | |
2924 | force = get_archetype (FORCE_NAME); |
2910 | force = get_archetype (FORCE_NAME); |
2925 | /* 50 ticks should be enough time for the spell to abate */ |
2911 | /* 50 ticks should be enough time for the spell to abate */ |
2926 | force->speed = 0.1; |
2912 | force->speed = 0.1f; |
2927 | force->speed_left = -5.0; |
2913 | force->speed_left = -5.f; |
2928 | SET_FLAG (force, FLAG_APPLIED); |
2914 | SET_FLAG (force, FLAG_APPLIED); |
2929 | for (at = 0; at < NROFATTACKS; at++) |
2915 | for (at = 0; at < NROFATTACKS; at++) |
2930 | if (will_kill_again & (1 << at)) |
2916 | if (will_kill_again & (1 << at)) |
2931 | force->resist[at] = 100; |
2917 | force->resist[at] = 100; |
2932 | |
2918 | |
… | |
… | |
3053 | } |
3039 | } |
3054 | |
3040 | |
3055 | int |
3041 | int |
3056 | is_true_undead (object *op) |
3042 | is_true_undead (object *op) |
3057 | { |
3043 | { |
3058 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3044 | if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
3059 | return 1; |
3045 | return 1; |
3060 | |
3046 | |
3061 | return 0; |
3047 | return 0; |
3062 | } |
3048 | } |
3063 | |
3049 | |
… | |
… | |
3107 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3093 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3108 | * every time they move - as we subtract off 'invisibility' |
3094 | * every time they move - as we subtract off 'invisibility' |
3109 | * AND, for players, if they move into a ridiculously unhideable |
3095 | * AND, for players, if they move into a ridiculously unhideable |
3110 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3096 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3111 | */ |
3097 | */ |
3112 | |
|
|
3113 | void |
3098 | void |
3114 | do_hidden_move (object *op) |
3099 | do_hidden_move (object *op) |
3115 | { |
3100 | { |
3116 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3101 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3117 | object *skop; |
3102 | object *skop; |
… | |
… | |
3234 | * a blocked los square. |
3219 | * a blocked los square. |
3235 | * we use the archetype to figure out offsets. |
3220 | * we use the archetype to figure out offsets. |
3236 | */ |
3221 | */ |
3237 | while (op) |
3222 | while (op) |
3238 | { |
3223 | { |
3239 | dx = rv.distance_x + op->arch->clone.x; |
3224 | dx = rv.distance_x + op->arch->x; |
3240 | dy = rv.distance_y + op->arch->clone.y; |
3225 | dy = rv.distance_y + op->arch->y; |
3241 | |
3226 | |
3242 | /* only the viewable area the player sees is updated by LOS |
3227 | /* only the viewable area the player sees is updated by LOS |
3243 | * code, so we need to restrict ourselves to that range of values |
3228 | * code, so we need to restrict ourselves to that range of values |
3244 | * for any meaningful values. |
3229 | * for any meaningful values. |
3245 | */ |
3230 | */ |
… | |
… | |
3370 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3355 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3371 | return; |
3356 | return; |
3372 | } |
3357 | } |
3373 | |
3358 | |
3374 | /* everything seems okay - now bring on the gift: */ |
3359 | /* everything seems okay - now bring on the gift: */ |
3375 | item = &(tr->item->clone); |
3360 | item = tr->item; |
3376 | |
3361 | |
3377 | if (item->type == SPELL) |
3362 | if (item->type == SPELL) |
3378 | { |
3363 | { |
3379 | if (check_spell_known (who, item->name)) |
3364 | if (check_spell_known (who, item->name)) |
3380 | return; |
3365 | return; |
… | |
… | |
3439 | { |
3424 | { |
3440 | /* forces in the treasurelist can alter the player's stats */ |
3425 | /* forces in the treasurelist can alter the player's stats */ |
3441 | object *skin; |
3426 | object *skin; |
3442 | |
3427 | |
3443 | /* first get the dragon skin force */ |
3428 | /* first get the dragon skin force */ |
3444 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
3445 | for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) |
3429 | for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below) |
3446 | ; |
3430 | ; |
3447 | |
3431 | |
3448 | if (!skin) |
3432 | if (!skin) |
3449 | return; |
3433 | return; |
3450 | |
3434 | |
… | |
… | |
3498 | * not readied. |
3482 | * not readied. |
3499 | */ |
3483 | */ |
3500 | void |
3484 | void |
3501 | player_unready_range_ob (player *pl, object *ob) |
3485 | player_unready_range_ob (player *pl, object *ob) |
3502 | { |
3486 | { |
3503 | for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
3487 | if (pl->ob->current_weapon == ob) |
|
|
3488 | pl->ob->current_weapon = 0; |
|
|
3489 | |
|
|
3490 | if (pl->combat_ob == ob) |
|
|
3491 | pl->combat_ob = 0; |
|
|
3492 | |
3504 | if (pl->ranges[i] == ob) |
3493 | if (pl->ranged_ob == ob) |
3505 | { |
|
|
3506 | pl->ranges[i] = 0; |
3494 | pl->ranged_ob = 0; |
3507 | if (pl->shoottype == i) |
|
|
3508 | pl->shoottype = range_none; |
|
|
3509 | } |
|
|
3510 | } |
3495 | } |
3511 | |
3496 | |
3512 | sint8 |
3497 | sint8 |
3513 | player::visibility_at (maptile *map, int x, int y) const |
3498 | player::visibility_at (maptile *map, int x, int y) const |
3514 | { |
3499 | { |