1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 | |
3 | * |
|
|
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * Crossfire TRT is free software: you can redistribute it and/or modify |
8 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * |
20 | |
|
|
21 | The author can be reached via e-mail to <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
22 | */ |
22 | */ |
23 | |
23 | |
24 | #include <global.h> |
24 | #include <global.h> |
25 | #include <pwd.h> |
|
|
26 | #include <sproto.h> |
25 | #include <sproto.h> |
27 | #include <sounds.h> |
26 | #include <sounds.h> |
28 | #include <living.h> |
27 | #include <living.h> |
29 | #include <object.h> |
28 | #include <object.h> |
30 | #include <spells.h> |
29 | #include <spells.h> |
31 | #include <skills.h> |
30 | #include <skills.h> |
32 | |
31 | |
33 | #include <algorithm> |
32 | #include <algorithm> |
34 | #include <functional> |
33 | #include <functional> |
35 | |
34 | |
36 | player * |
35 | playervec players; |
37 | find_player (const char *plname) |
|
|
38 | { |
|
|
39 | for_all_players (pl) |
|
|
40 | if (pl->ob && !strcmp (query_name (pl->ob), plname)) |
|
|
41 | return pl; |
|
|
42 | |
|
|
43 | return 0; |
|
|
44 | } |
|
|
45 | |
36 | |
46 | void |
37 | void |
47 | display_motd (const object *op) |
38 | display_motd (const object *op) |
48 | { |
39 | { |
49 | char buf[MAX_BUF]; |
40 | char buf[MAX_BUF]; |
… | |
… | |
123 | |
114 | |
124 | news[0] = '\0'; |
115 | news[0] = '\0'; |
125 | subject[0] = '\0'; |
116 | subject[0] = '\0'; |
126 | size = 0; |
117 | size = 0; |
127 | |
118 | |
128 | while (fgets (buf, MAX_BUF, fp) != NULL) |
119 | while (fgets (buf, MAX_BUF, fp)) |
129 | { |
120 | { |
130 | if (*buf == '#') |
121 | if (*buf == '#') |
131 | continue; |
122 | continue; |
132 | |
123 | |
133 | if (*buf == '%') |
124 | if (*buf == '%') |
134 | { /* send one news */ |
125 | { /* send one news */ |
135 | if (size > 0) |
126 | if (size > 0) |
136 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ |
127 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */ |
|
|
128 | |
137 | strcpy (subject, buf + 1); |
129 | strcpy (subject, buf + 1); |
138 | strip_endline (subject); |
130 | strip_endline (subject); |
139 | size = 0; |
131 | size = 0; |
140 | news[0] = '\0'; |
132 | news[0] = '\0'; |
141 | } |
133 | } |
… | |
… | |
150 | size += strlen (buf); |
142 | size += strlen (buf); |
151 | } |
143 | } |
152 | } |
144 | } |
153 | |
145 | |
154 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
146 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
155 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); |
147 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); |
156 | close_and_delete (fp, comp); |
148 | close_and_delete (fp, comp); |
157 | } |
149 | } |
158 | |
150 | |
159 | /* This loads the first map an puts the player on it. */ |
151 | /* This loads the first map an puts the player on it. */ |
160 | static void |
152 | static void |
161 | set_first_map (object *op) |
153 | set_first_map (object *op) |
162 | { |
154 | { |
163 | strcpy (op->contr->maplevel, first_map_path); |
155 | op->contr->maplevel = first_map_path; |
164 | op->x = -1; |
156 | op->x = -1; |
165 | op->y = -1; |
157 | op->y = -1; |
166 | enter_exit (op, 0); |
158 | } |
|
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159 | |
|
|
160 | void |
|
|
161 | player::activate () |
|
|
162 | { |
|
|
163 | if (active) |
|
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164 | return; |
|
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165 | |
|
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166 | players.insert (this); |
|
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167 | ob->remove (); |
|
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168 | ob->map = 0; |
|
|
169 | ob->activate_recursive (); |
|
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170 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
|
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171 | add_friendly_object (ob); |
|
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172 | } |
|
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173 | |
|
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174 | void |
|
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175 | player::deactivate () |
|
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176 | { |
|
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177 | if (!active) |
|
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178 | return; |
|
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179 | |
|
|
180 | terminate_all_pets (ob); |
|
|
181 | remove_friendly_object (ob); |
|
|
182 | ob->deactivate_recursive (); |
|
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183 | |
|
|
184 | if (ob->map) |
|
|
185 | maplevel = ob->map->path; |
|
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186 | |
|
|
187 | ob->remove (); |
|
|
188 | ob->map = 0; |
|
|
189 | party = 0; |
|
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190 | |
|
|
191 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
|
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192 | |
|
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193 | players.erase (this); |
167 | } |
194 | } |
168 | |
195 | |
169 | // connect the player with a specific client |
196 | // connect the player with a specific client |
170 | // also changed, rationalises, and fixes some incorrect settings |
197 | // also changes, rationalises, and fixes some incorrect settings |
171 | void |
198 | void |
172 | player::connect (client *ns) |
199 | player::connect (client *ns) |
173 | { |
200 | { |
174 | this->ns = ns; |
201 | this->ns = ns; |
175 | ns->pl = this; |
202 | ns->pl = this; |
176 | |
203 | |
177 | next = first_player; |
204 | run_on = 0; |
178 | first_player = this; |
205 | fire_on = 0; |
|
|
206 | ob->close_container (); //TODO: client-specific |
179 | |
207 | |
180 | ns->update_look = 0; |
208 | ns->update_look = 0; |
181 | ns->look_position = 0; |
209 | ns->look_position = 0; |
182 | |
210 | |
183 | clear_los (ob); |
211 | clear_los (this); |
|
|
212 | |
|
|
213 | ns->reset_stats (); |
184 | |
214 | |
185 | /* make sure he's a player -- needed because of class change. */ |
215 | /* make sure he's a player -- needed because of class change. */ |
186 | ob->type = PLAYER; // we are paranoid |
216 | ob->type = PLAYER; // we are paranoid |
187 | ob->race = ob->arch->clone.race; |
217 | ob->race = ob->arch->race; |
188 | |
|
|
189 | if (!legal_range (ob, shoottype)) |
|
|
190 | shoottype = range_none; |
|
|
191 | |
218 | |
192 | ob->carrying = sum_weight (ob); |
219 | ob->carrying = sum_weight (ob); |
193 | link_player_skills (ob); |
220 | link_player_skills (ob); |
194 | |
221 | |
195 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
222 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
196 | ob->set_speed (ob->speed); |
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197 | |
223 | |
198 | assign (title, ob->arch->clone.name); |
224 | assign (title, ob->arch->object::name); |
199 | |
|
|
200 | /* can_use_shield is a new flag. However, the can_use.. seems to largely come |
|
|
201 | * from the class, and not race. I don't see any way to get the class information |
|
|
202 | * to then update this. I don't think this will actually break anything - anyone |
|
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203 | * that can use armour should be able to use a shield. What this may 'break' |
|
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204 | * are features new characters get, eg, if someone starts up with a Q, they |
|
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205 | * should be able to use a shield. However, old Q's won't get that advantage. |
|
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206 | */ |
|
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207 | if (QUERY_FLAG (ob, FLAG_USE_ARMOUR)) |
|
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208 | SET_FLAG (ob, FLAG_USE_SHIELD); |
|
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209 | |
225 | |
210 | /* if it's a dragon player, set the correct title here */ |
226 | /* if it's a dragon player, set the correct title here */ |
211 | if (is_dragon_pl (ob)) |
227 | if (is_dragon_pl (ob)) |
212 | { |
228 | { |
213 | object *tmp, *abil = 0, *skin = 0; |
229 | object *tmp, *abil = 0, *skin = 0; |
214 | |
230 | |
215 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
|
|
216 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
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217 | |
|
|
218 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
231 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
219 | if (tmp->type == FORCE) |
232 | if (tmp->type == FORCE) |
220 | if (tmp->arch->name == dragon_ability_force) |
233 | if (tmp->arch->archname == shstr_dragon_ability_force) |
221 | abil = tmp; |
234 | abil = tmp; |
222 | else if (tmp->arch->name == dragon_skin_force) |
235 | else if (tmp->arch->archname == shstr_dragon_skin_force) |
223 | skin = tmp; |
236 | skin = tmp; |
224 | |
237 | |
225 | set_dragon_name (ob, abil, skin); |
238 | set_dragon_name (ob, abil, skin); |
226 | } |
239 | } |
227 | |
240 | |
228 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
|
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229 | add_friendly_object (ob); |
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230 | |
|
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231 | LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host); |
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232 | |
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233 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
241 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
234 | new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name); |
|
|
235 | |
242 | |
236 | esrv_new_player (this, ob->weight + ob->carrying); |
243 | esrv_new_player (this, ob->weight + ob->carrying); |
237 | |
244 | |
|
|
245 | ob->flag [FLAG_READY_WEAPON] = false; |
|
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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) |
|
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250 | if (op->flag [FLAG_APPLIED]) |
|
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251 | switch (op->type) |
|
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252 | { |
|
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253 | case SKILL: |
|
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254 | ob->flag [FLAG_APPLIED] = false; |
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255 | break; |
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256 | |
|
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257 | case WAND: |
|
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258 | case ROD: |
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259 | case HORN: |
|
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260 | case BOW: |
|
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261 | ranged_ob = op; |
|
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262 | break; |
|
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263 | |
|
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264 | case WEAPON: |
|
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265 | combat_ob = op; |
|
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266 | break; |
|
|
267 | } |
|
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268 | |
|
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269 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
238 | ob->update_stats (); |
270 | ob->update_stats (); |
|
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271 | |
239 | ns->floorbox_update (); |
272 | ns->floorbox_update (); |
240 | |
|
|
241 | esrv_send_inventory (ob, ob); |
273 | esrv_send_inventory (ob, ob); |
242 | esrv_add_spells (this, 0); |
274 | esrv_add_spells (this, 0); |
243 | |
275 | |
244 | enter_exit (ob, 0); |
276 | activate (); |
245 | |
277 | |
246 | send_rules (ob); |
278 | send_rules (ob); |
247 | send_news (ob); |
279 | send_news (ob); |
248 | display_motd (ob); |
280 | display_motd (ob); |
|
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281 | |
|
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282 | INVOKE_PLAYER (CONNECT, this); |
249 | INVOKE_PLAYER (LOGIN, this); |
283 | INVOKE_PLAYER (LOGIN, this); |
250 | } |
284 | } |
251 | |
285 | |
252 | void |
286 | void |
253 | player::disconnect () |
287 | player::disconnect () |
254 | { |
288 | { |
255 | //TODO: don't be so harsh and destroy :) |
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256 | if (ns) |
289 | if (ns) |
257 | destroy (); |
290 | { |
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291 | if (active) |
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292 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
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293 | |
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294 | INVOKE_PLAYER (DISCONNECT, this); |
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295 | |
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296 | ns->reset_stats (); |
|
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297 | ns->pl = 0; |
|
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298 | ns = 0; |
|
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299 | } |
|
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300 | |
|
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301 | if (ob) |
|
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302 | { |
|
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303 | ob->close_container (); //TODO: client-specific |
|
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304 | ob->drop_unpaid_items (); |
|
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305 | } |
|
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306 | |
|
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307 | observe = ob; |
|
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308 | |
|
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309 | deactivate (); |
258 | } |
310 | } |
259 | |
311 | |
260 | // the need for this function can be explained |
312 | // the need for this function can be explained |
261 | // by load_object not returning the object |
313 | // by load_object not returning the object |
262 | void |
314 | void |
263 | player::set_object (object *op) |
315 | player::set_object (object *op) |
264 | { |
316 | { |
265 | ob = op; |
317 | ob = observe = op; |
266 | ob->contr = this; /* this aren't yet in archetype */ |
318 | ob->contr = this; /* this aren't yet in archetype */ |
267 | |
319 | |
|
|
320 | ob->speed = 1.0f; |
268 | ob->speed_left = 0.5; |
321 | ob->speed_left = 0.5f; |
269 | ob->speed = 1.0; |
322 | |
270 | ob->direction = 5; /* So player faces south */ |
323 | ob->direction = 5; /* So player faces south */ |
271 | ob->stats.wc = 2; |
324 | } |
272 | ob->run_away = 25; /* Then we panick... */ |
|
|
273 | |
325 | |
274 | set_first_map (ob); |
326 | void |
275 | |
327 | player::set_observe (object *op) |
276 | ob->roll_stats (); |
328 | { |
|
|
329 | observe = op ? op : ob; |
|
|
330 | do_los = 1; |
277 | } |
331 | } |
278 | |
332 | |
279 | player::player () |
333 | player::player () |
280 | { |
334 | { |
281 | /* There are some elements we want initialized to non zero value - |
335 | /* There are some elements we want initialised to non zero value - |
282 | * we deal with that below this point. |
336 | * we deal with that below this point. |
283 | */ |
337 | */ |
284 | outputs_sync = 16; /* Every 2 seconds */ |
338 | outputs_sync = 4; |
285 | outputs_count = 8; /* Keeps present behaviour */ |
339 | outputs_count = 4; |
286 | unapply = unapply_nochoice; |
340 | unapply = unapply_nochoice; |
287 | |
341 | |
288 | assign (savebed_map, first_map_path); /* Init. respawn position */ |
342 | savebed_map = first_map_path; /* Init. respawn position */ |
289 | |
343 | |
290 | gen_sp_armour = 10; |
344 | gen_sp_armour = 10; |
291 | last_speed = -1; |
|
|
292 | shoottype = range_none; |
|
|
293 | bowtype = bow_normal; |
345 | bowtype = bow_normal; |
294 | petmode = pet_normal; |
346 | petmode = pet_normal; |
295 | listening = 10; |
347 | listening = 10; |
296 | usekeys = containers; |
348 | usekeys = containers; |
297 | last_weapon_sp = -1; |
|
|
298 | peaceful = 1; /* default peaceful */ |
349 | peaceful = 1; /* default peaceful */ |
299 | do_los = 1; |
350 | do_los = 1; |
300 | |
351 | |
301 | /* we need to clear these to -1 and not zero - otherwise, |
352 | weapon_sp = 1.0f; |
302 | * if a player quits and starts a new character, we wont |
353 | weapon_sp_left = 0.5f; |
303 | * send new values to the client, as things like exp start |
|
|
304 | * at zero. |
|
|
305 | */ |
|
|
306 | for (int i = 0; i < NUM_SKILLS; i++) |
|
|
307 | last_skill_exp[i] = -1; |
|
|
308 | |
|
|
309 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
310 | last_resist[i] = -1; |
|
|
311 | |
|
|
312 | last_stats.exp = -1; |
|
|
313 | last_weight = (uint32) - 1; |
|
|
314 | } |
354 | } |
315 | |
355 | |
316 | void |
356 | void |
317 | player::do_destroy () |
357 | player::do_destroy () |
318 | { |
358 | { |
|
|
359 | disconnect (); |
|
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360 | |
319 | attachable::do_destroy (); |
361 | attachable::do_destroy (); |
320 | |
362 | |
321 | save (false); |
|
|
322 | enable_save = false; |
|
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323 | |
|
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324 | disconnect (); |
|
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325 | |
|
|
326 | terminate_all_pets (ob); |
|
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327 | |
|
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328 | if (first_player != this) |
|
|
329 | { |
|
|
330 | player *prev = first_player; |
|
|
331 | |
|
|
332 | while (prev && prev->next && prev->next != this) |
|
|
333 | prev = prev->next; |
|
|
334 | |
|
|
335 | if (prev->next != this) |
|
|
336 | { |
|
|
337 | LOG (llevError, "Free_player: Can't find previous player.\n"); |
|
|
338 | abort (); |
|
|
339 | } |
|
|
340 | |
|
|
341 | prev->next = next; |
|
|
342 | } |
|
|
343 | else |
|
|
344 | first_player = next; |
|
|
345 | |
|
|
346 | if (ob) |
363 | if (ob) |
|
|
364 | { |
|
|
365 | ob->destroy_inv (false); |
347 | ob->destroy (); |
366 | ob->destroy (); |
348 | |
|
|
349 | if (ns) |
|
|
350 | { |
367 | } |
351 | client *ns = this->ns; |
368 | |
352 | ns->send_packet ("goodbye"); |
369 | ob = observe = 0; |
353 | ns->flush (); |
|
|
354 | ns->pl = 0; |
|
|
355 | this->ns = 0; |
|
|
356 | ns->destroy (); |
|
|
357 | } |
|
|
358 | } |
370 | } |
359 | |
371 | |
360 | player::~player () |
372 | player::~player () |
361 | { |
373 | { |
362 | /* Clear item stack */ |
374 | /* Clear item stack */ |
… | |
… | |
371 | player::create () |
383 | player::create () |
372 | { |
384 | { |
373 | player *pl = new player; |
385 | player *pl = new player; |
374 | |
386 | |
375 | pl->set_object (arch_to_object (get_player_archetype (0))); |
387 | pl->set_object (arch_to_object (get_player_archetype (0))); |
|
|
388 | |
|
|
389 | pl->ob->roll_stats (); |
|
|
390 | pl->ob->stats.wc = 2; |
|
|
391 | pl->ob->run_away = 25; /* Then we panick... */ |
|
|
392 | |
|
|
393 | set_first_map (pl->ob); |
376 | |
394 | |
377 | return pl; |
395 | return pl; |
378 | } |
396 | } |
379 | |
397 | |
380 | /* |
398 | /* |
… | |
… | |
383 | * Note: there MUST be at least one player archetype! |
401 | * Note: there MUST be at least one player archetype! |
384 | */ |
402 | */ |
385 | archetype * |
403 | archetype * |
386 | get_player_archetype (archetype *at) |
404 | get_player_archetype (archetype *at) |
387 | { |
405 | { |
388 | archetype *start = at; |
406 | archvec::iterator i = at ? archetypes.find (at) : archetypes.begin (); |
389 | |
407 | |
390 | for (;;) |
408 | for (;;) |
391 | { |
409 | { |
392 | if (at == NULL || at->next == NULL) |
410 | if (++i == archetypes.end ()) |
393 | at = first_archetype; |
411 | i = archetypes.begin (); |
394 | else |
412 | else if (*i == at) |
395 | at = at->next; |
413 | cleanup ("not a single player archetype found"); |
396 | |
414 | |
397 | if (at->clone.type == PLAYER) |
415 | if ((*i)->type == PLAYER) |
398 | return at; |
416 | return *i; |
399 | |
|
|
400 | if (at == start) |
|
|
401 | { |
|
|
402 | LOG (llevError, "No Player archetypes\n"); |
|
|
403 | exit (-1); |
|
|
404 | } |
|
|
405 | } |
417 | } |
406 | } |
418 | } |
407 | |
419 | |
408 | object * |
420 | object * |
409 | get_nearest_player (object *mon) |
421 | get_nearest_player (object *mon) |
… | |
… | |
411 | object *op = NULL; |
423 | object *op = NULL; |
412 | objectlink *ol; |
424 | objectlink *ol; |
413 | unsigned lastdist; |
425 | unsigned lastdist; |
414 | rv_vector rv; |
426 | rv_vector rv; |
415 | |
427 | |
416 | for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) |
428 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
417 | { |
429 | { |
418 | /* We should not find free objects on this friendly list, but it |
430 | /* We should not find free objects on this friendly list, but it |
419 | * does periodically happen. Given that, lets deal with it. |
431 | * does periodically happen. Given that, lets deal with it. |
420 | * While unlikely, it is possible the next object on the friendly |
432 | * While unlikely, it is possible the next object on the friendly |
421 | * list is also free, so encapsulate this in a while loop. |
433 | * list is also free, so encapsulate this in a while loop. |
… | |
… | |
425 | object *tmp = ol->ob; |
437 | object *tmp = ol->ob; |
426 | |
438 | |
427 | /* Can't do much more other than log the fact, because the object |
439 | /* Can't do much more other than log the fact, because the object |
428 | * itself will have been cleared. |
440 | * itself will have been cleared. |
429 | */ |
441 | */ |
430 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); |
442 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n", |
|
|
443 | tmp->debug_desc ()); |
431 | ol = ol->next; |
444 | ol = ol->next; |
432 | remove_friendly_object (tmp); |
445 | remove_friendly_object (tmp); |
433 | if (!ol) |
446 | if (!ol) |
434 | return op; |
447 | return op; |
435 | } |
448 | } |
… | |
… | |
524 | x = mon->x; |
537 | x = mon->x; |
525 | y = mon->y; |
538 | y = mon->y; |
526 | m = mon->map; |
539 | m = mon->map; |
527 | dir = rv.direction; |
540 | dir = rv.direction; |
528 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
541 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
529 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
542 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
|
|
543 | |
530 | /* If we can't solve it within the search distance, return now. */ |
544 | /* If we can't solve it within the search distance, return now. */ |
531 | if (diff > max) |
545 | if (diff > max) |
532 | return 0; |
546 | return 0; |
|
|
547 | |
533 | while (diff > 1 && max > 0) |
548 | while (diff > 1 && max > 0) |
534 | { |
549 | { |
535 | lastx = x; |
550 | lastx = x; |
536 | lasty = y; |
551 | lasty = y; |
537 | lastmap = m; |
552 | lastmap = m; |
… | |
… | |
619 | max--; |
634 | max--; |
620 | lastdir = dir; |
635 | lastdir = dir; |
621 | if (!firstdir) |
636 | if (!firstdir) |
622 | firstdir = dir; |
637 | firstdir = dir; |
623 | } |
638 | } |
|
|
639 | |
624 | if (diff <= 1) |
640 | if (diff <= 1) |
625 | { |
641 | { |
626 | /* Recalculate diff (distance) because we may not have actually |
642 | /* Recalculate diff (distance) because we may not have actually |
627 | * headed toward player for entire distance. |
643 | * headed toward player for entire distance. |
628 | */ |
644 | */ |
629 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
645 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
630 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
646 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
631 | } |
647 | } |
|
|
648 | |
632 | if (diff > max) |
649 | if (diff > max) |
633 | return 0; |
650 | return 0; |
634 | } |
651 | } |
|
|
652 | |
635 | /* If we reached the max, didn't find a direction in time */ |
653 | /* If we reached the max, didn't find a direction in time */ |
636 | if (!max) |
654 | if (!max) |
637 | return 0; |
655 | return 0; |
638 | |
656 | |
639 | return firstdir; |
657 | return firstdir; |
… | |
… | |
753 | roll_stat (void) |
771 | roll_stat (void) |
754 | { |
772 | { |
755 | int a[4], i, j, k; |
773 | int a[4], i, j, k; |
756 | |
774 | |
757 | for (i = 0; i < 4; i++) |
775 | for (i = 0; i < 4; i++) |
758 | a[i] = (int) RANDOM () % 6 + 1; |
776 | a[i] = (int) rndm (6) + 1; |
759 | |
777 | |
760 | for (i = 0, j = 0, k = 7; i < 4; i++) |
778 | for (i = 0, j = 0, k = 7; i < 4; i++) |
761 | if (a[i] < k) |
779 | if (a[i] < k) |
762 | k = a[i], j = i; |
780 | k = a[i], j = i; |
763 | |
781 | |
… | |
… | |
769 | } |
787 | } |
770 | |
788 | |
771 | void |
789 | void |
772 | object::roll_stats () |
790 | object::roll_stats () |
773 | { |
791 | { |
774 | int statsort [7]; |
792 | int statsort [NUM_STATS]; |
775 | |
793 | |
776 | for (;;) |
794 | for (;;) |
777 | { |
795 | { |
778 | int sum = 0; |
796 | int sum = 0; |
779 | for (int i = 7; i--; ) |
797 | for (int i = NUM_STATS; i--; ) |
780 | sum += statsort [i] = roll_stat (); |
798 | sum += statsort [i] = roll_stat (); |
781 | |
799 | |
782 | if (sum >= 82 && sum <= 116) |
800 | if (sum >= 82 && sum <= 116) |
783 | break; |
801 | break; |
784 | } |
802 | } |
785 | |
803 | |
786 | // Sort the stats so that rerolling is easier... |
804 | // Sort the stats so that rerolling is easier... |
787 | std::sort (statsort, statsort + 7, std::greater<int>()); |
805 | std::sort (statsort, statsort + NUM_STATS, std::greater<int>()); |
788 | |
806 | |
|
|
807 | for (int i = 0; i < NUM_STATS; ++i) |
789 | stats.Str = statsort[0]; |
808 | stats.stat (i) = statsort [i]; |
790 | stats.Dex = statsort[1]; |
|
|
791 | stats.Con = statsort[2]; |
|
|
792 | stats.Int = statsort[3]; |
|
|
793 | stats.Wis = statsort[4]; |
|
|
794 | stats.Pow = statsort[5]; |
|
|
795 | stats.Cha = statsort[6]; |
|
|
796 | |
809 | |
797 | stats.exp = 0; |
810 | stats.exp = 0; |
798 | stats.ac = 0; |
811 | stats.ac = 0; |
799 | |
812 | |
800 | stats.hp = stats.maxhp; |
813 | stats.hp = stats.maxhp; |
… | |
… | |
812 | } |
825 | } |
813 | |
826 | |
814 | void |
827 | void |
815 | object::swap_stats (int a, int b) |
828 | object::swap_stats (int a, int b) |
816 | { |
829 | { |
817 | int tmp = get_attr_value (&contr->orig_stats, a); |
830 | swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b)); |
818 | set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b)); |
|
|
819 | set_attr_value (&contr->orig_stats, b, tmp); |
|
|
820 | |
831 | |
|
|
832 | for (int i = 0; i < NUM_STATS; ++i) |
821 | stats.Str = contr->orig_stats.Str; |
833 | stats.stat (i) = contr->orig_stats.stat (i); |
822 | stats.Dex = contr->orig_stats.Dex; |
|
|
823 | stats.Con = contr->orig_stats.Con; |
|
|
824 | stats.Int = contr->orig_stats.Int; |
|
|
825 | stats.Wis = contr->orig_stats.Wis; |
|
|
826 | stats.Pow = contr->orig_stats.Pow; |
|
|
827 | stats.Cha = contr->orig_stats.Cha; |
|
|
828 | |
834 | |
829 | //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, |
830 | // be merged with the similar code in roll_stats |
836 | // be merged with the similar code in roll_stats |
831 | stats.ac = 0; |
837 | stats.ac = 0; |
832 | |
838 | |
… | |
… | |
844 | contr->levsp[1] = 6; |
850 | contr->levsp[1] = 6; |
845 | contr->levgrace[1] = 3; |
851 | contr->levgrace[1] = 3; |
846 | |
852 | |
847 | contr->orig_stats = stats; |
853 | contr->orig_stats = stats; |
848 | } |
854 | } |
|
|
855 | } |
|
|
856 | |
|
|
857 | static void |
|
|
858 | start_info (object *op) |
|
|
859 | { |
|
|
860 | char buf[MAX_BUF]; |
|
|
861 | |
|
|
862 | sprintf (buf, "Welcome to Crossfire v%s!", VERSION); |
|
|
863 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
864 | //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help"); |
|
|
865 | //new_draw_info (NDI_UNIQUE, 0, op, " "); |
849 | } |
866 | } |
850 | |
867 | |
851 | /* This function takes the key that is passed, and does the |
868 | /* This function takes the key that is passed, and does the |
852 | * appropriate action with it (change race, or other things). |
869 | * appropriate action with it (change race, or other things). |
853 | * The function name is for historical reasons - now we have |
870 | * The function name is for historical reasons - now we have |
854 | * separate race and class; this actually changes the RACE, |
871 | * separate race and class; this actually changes the RACE, |
855 | * not the class. |
872 | * not the class. |
856 | */ |
873 | */ |
857 | int |
874 | void |
858 | key_change_class (object *op, char key) |
875 | player::chargen_race_done () |
859 | { |
876 | { |
860 | int tmp_loop; |
|
|
861 | |
|
|
862 | if (key == 'd' || key == 'D') |
|
|
863 | { |
|
|
864 | char buf[MAX_BUF]; |
|
|
865 | |
|
|
866 | /* this must before then initial items are given */ |
877 | /* this must before then initial items are given */ |
867 | esrv_new_player (op->contr, op->weight + op->carrying); |
878 | esrv_new_player (ob->contr, ob->weight + ob->carrying); |
868 | |
879 | |
869 | treasurelist *tl = find_treasurelist ("starting_wealth"); |
880 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
870 | if (tl) |
881 | if (tl) |
871 | create_treasure (tl, op, 0, 0, 0); |
882 | create_treasure (tl, ob, 0, 0, 0); |
872 | |
883 | |
873 | INVOKE_PLAYER (BIRTH, op->contr); |
884 | INVOKE_PLAYER (BIRTH, ob->contr); |
874 | INVOKE_PLAYER (LOGIN, op->contr); |
885 | INVOKE_PLAYER (LOGIN, ob->contr); |
875 | |
886 | |
876 | op->contr->ns->state = ST_PLAYING; |
887 | ob->contr->ns->state = ST_PLAYING; |
877 | |
888 | |
878 | if (op->msg) |
889 | if (ob->msg) |
879 | op->msg = NULL; |
890 | ob->msg = 0; |
880 | |
891 | |
881 | /* We create this now because some of the unique maps will need it |
892 | /* We create this now because some of the unique maps will need it |
882 | * to save here. |
893 | * to save here. |
883 | */ |
894 | */ |
|
|
895 | { |
|
|
896 | char buf[MAX_BUF]; |
884 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
897 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name); |
885 | make_path_to_file (buf); |
898 | make_path_to_file (buf); |
|
|
899 | } |
886 | |
900 | |
887 | #ifdef AUTOSAVE |
|
|
888 | op->contr->last_save_tick = pticks; |
|
|
889 | #endif |
|
|
890 | start_info (op); |
901 | start_info (ob); |
891 | CLEAR_FLAG (op, FLAG_WIZ); |
902 | CLEAR_FLAG (ob, FLAG_WIZ); |
892 | give_initial_items (op, op->randomitems); |
903 | give_initial_items (ob, ob->randomitems); |
893 | link_player_skills (op); |
904 | link_player_skills (ob); |
894 | esrv_send_inventory (op, op); |
905 | esrv_send_inventory (ob, ob); |
895 | op->update_stats (); |
906 | ob->update_stats (); |
896 | |
907 | |
897 | /* This moves the player to a different start map, if there |
908 | /* This moves the player to a different start map, if there |
898 | * is one for this race |
909 | * is one for this race |
899 | */ |
910 | */ |
900 | if (*first_map_ext_path) |
911 | if (*first_map_ext_path) |
901 | { |
912 | { |
902 | object *tmp; |
913 | object *tmp; |
903 | char mapname[MAX_BUF]; |
914 | char mapname[MAX_BUF]; |
904 | |
915 | |
905 | snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); |
916 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname); |
906 | tmp = object::create (); |
917 | tmp = object::create (); |
907 | EXIT_PATH (tmp) = mapname; |
918 | EXIT_PATH (tmp) = mapname; |
908 | EXIT_X (tmp) = op->x; |
919 | EXIT_X (tmp) = ob->x; |
909 | EXIT_Y (tmp) = op->y; |
920 | EXIT_Y (tmp) = ob->y; |
910 | enter_exit (op, tmp); /* we don't really care if it succeeded; |
921 | ob->enter_exit (tmp); /* we don't really care if it succeeded; |
911 | * if the map isn't there, then stay on the |
922 | * if the map isn't there, then stay on the |
912 | * default initial map */ |
923 | * default initial map */ |
913 | tmp->destroy (); |
924 | tmp->destroy (); |
914 | } |
925 | } |
915 | else |
926 | else |
916 | LOG (llevDebug, "first_map_ext_path not set\n"); |
927 | LOG (llevDebug, "first_map_ext_path not set\n"); |
|
|
928 | } |
917 | |
929 | |
918 | return 0; |
930 | void |
919 | } |
931 | player::chargen_race_next () |
920 | |
932 | { |
921 | /* Following actually changes the race - this is the default command |
933 | /* Following actually changes the race - this is the default command |
922 | * if we don't match with one of the options above. |
934 | * if we don't match with one of the options above. |
923 | */ |
935 | */ |
924 | |
936 | |
925 | tmp_loop = 0; |
937 | do |
926 | while (!tmp_loop) |
|
|
927 | { |
938 | { |
928 | shstr name = op->name; |
939 | shstr name = ob->name; |
929 | int x = op->x, y = op->y; |
940 | int x = ob->x, y = ob->y; |
930 | |
941 | |
931 | op->remove_statbonus (); |
942 | ob->remove_statbonus (); |
932 | op->remove (); |
943 | ob->remove (); |
933 | op->arch = get_player_archetype (op->arch); |
944 | ob->arch = get_player_archetype (ob->arch); |
934 | op->arch->clone.copy_to (op); |
945 | ob->arch->copy_to (ob); |
935 | op->instantiate (); |
946 | ob->instantiate (); |
936 | op->stats = op->contr->orig_stats; |
947 | ob->stats = ob->contr->orig_stats; |
937 | op->name = op->name_pl = name; |
948 | ob->name = ob->name_pl = name; |
938 | op->x = x; |
949 | ob->x = x; |
939 | op->y = y; |
950 | ob->y = y; |
940 | SET_ANIMATION (op, 2); /* So player faces south */ |
951 | SET_ANIMATION (ob, 2); /* So player faces south */ |
941 | insert_ob_in_map (op, op->map, op, 0); |
952 | insert_ob_in_map (ob, ob->map, ob, 0); |
942 | assign (op->contr->title, op->arch->clone.name); |
953 | assign (ob->contr->title, ob->arch->object::name); |
943 | op->add_statbonus (); |
954 | ob->add_statbonus (); |
944 | tmp_loop = allowed_class (op); |
|
|
945 | } |
955 | } |
|
|
956 | while (!allowed_class (ob)); |
946 | |
957 | |
947 | update_object (op, UP_OBJ_FACE); |
958 | update_object (ob, UP_OBJ_FACE); |
948 | esrv_update_item (UPD_FACE, op, op); |
959 | esrv_update_item (UPD_FACE, ob, ob); |
949 | op->update_stats (); |
960 | ob->update_stats (); |
950 | op->stats.hp = op->stats.maxhp; |
961 | ob->stats.hp = ob->stats.maxhp; |
951 | op->stats.sp = op->stats.maxsp; |
962 | ob->stats.sp = ob->stats.maxsp; |
952 | op->stats.grace = 0; |
963 | ob->stats.grace = 0; |
953 | |
|
|
954 | if (op->msg) |
|
|
955 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
|
|
956 | |
|
|
957 | send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); |
|
|
958 | return 0; |
|
|
959 | } |
|
|
960 | |
|
|
961 | int |
|
|
962 | key_confirm_quit (object *op, char key) |
|
|
963 | { |
|
|
964 | if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') |
|
|
965 | { |
|
|
966 | op->contr->ns->state = ST_PLAYING; |
|
|
967 | new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); |
|
|
968 | return 1; |
|
|
969 | } |
|
|
970 | |
|
|
971 | INVOKE_PLAYER (LOGOUT, op->contr); |
|
|
972 | INVOKE_PLAYER (QUIT, op->contr); |
|
|
973 | |
|
|
974 | op->contr->enable_save = false; |
|
|
975 | |
|
|
976 | terminate_all_pets (op); |
|
|
977 | leave_map (op); |
|
|
978 | op->direction = 0; |
|
|
979 | new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); |
|
|
980 | |
|
|
981 | strcpy (op->contr->killer, "quit"); |
|
|
982 | check_score (op); |
|
|
983 | op->contr->party = 0; |
|
|
984 | op->contr->own_title[0] = '\0'; |
|
|
985 | |
|
|
986 | object_ptr ob = op; |
|
|
987 | |
|
|
988 | /* We need to hunt for any per player unique maps in memory and |
|
|
989 | * get rid of them. The trailing slash in the path is intentional, |
|
|
990 | * so that players named 'Ab' won't match against players 'Abe' pathname |
|
|
991 | */ |
|
|
992 | char buf[MAX_BUF]; |
|
|
993 | sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); |
|
|
994 | |
|
|
995 | for (maptile *next, *mp = first_map; mp; mp = next) |
|
|
996 | { |
|
|
997 | next = mp->next; |
|
|
998 | |
|
|
999 | if (!strncmp (mp->path, buf, strlen (buf))) |
|
|
1000 | delete_map (mp); |
|
|
1001 | } |
|
|
1002 | |
|
|
1003 | delete_character (ob->name, 1); |
|
|
1004 | ob->contr->destroy (); |
|
|
1005 | |
|
|
1006 | return 1; |
|
|
1007 | } |
964 | } |
1008 | |
965 | |
1009 | void |
966 | void |
1010 | flee_player (object *op) |
967 | flee_player (object *op) |
1011 | { |
968 | { |
… | |
… | |
1058 | /* Cornered, get rid of scared */ |
1015 | /* Cornered, get rid of scared */ |
1059 | CLEAR_FLAG (op, FLAG_SCARED); |
1016 | CLEAR_FLAG (op, FLAG_SCARED); |
1060 | op->enemy = NULL; |
1017 | op->enemy = NULL; |
1061 | } |
1018 | } |
1062 | |
1019 | |
1063 | |
|
|
1064 | /* 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. |
1065 | * 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 |
1066 | * stop. |
1022 | * stop. |
1067 | */ |
1023 | */ |
1068 | int |
1024 | int |
1069 | check_pick (object *op) |
1025 | check_pick (object *op) |
1070 | { |
1026 | { |
1071 | object *tmp, *next; |
1027 | object *tmp, *next; |
1072 | int stop = 0; |
1028 | int stop = 0; |
1073 | int j, k, wvratio; |
1029 | int wvratio; |
1074 | char putstring[128], tmpstr[16]; |
1030 | char putstring[128]; |
1075 | |
1031 | |
1076 | /* if you're flying, you cna't pick up anything */ |
1032 | /* if you're flying, you cna't pick up anything */ |
1077 | if (op->move_type & MOVE_FLYING) |
1033 | if (op->move_type & MOVE_FLYING) |
1078 | return 1; |
1034 | return 1; |
1079 | |
1035 | |
… | |
… | |
1147 | if (tmp->name != NULL) |
1103 | if (tmp->name != NULL) |
1148 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1104 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1149 | &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)))); |
1150 | else |
1106 | else |
1151 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1107 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1152 | &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)))); |
1153 | |
1109 | |
1154 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1110 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1155 | } |
1111 | } |
1156 | |
1112 | |
1157 | /* philosophy: |
1113 | /* philosophy: |
… | |
… | |
1232 | pick_up (op, tmp); |
1188 | pick_up (op, tmp); |
1233 | continue; |
1189 | continue; |
1234 | } |
1190 | } |
1235 | |
1191 | |
1236 | if (op->contr->mode & PU_READABLES) |
1192 | if (op->contr->mode & PU_READABLES) |
1237 | if (tmp->type == BOOK || tmp->type == SCROLL) |
1193 | if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) |
1238 | { |
1194 | { |
1239 | pick_up (op, tmp); |
1195 | pick_up (op, tmp); |
1240 | continue; |
1196 | continue; |
1241 | } |
1197 | } |
1242 | |
1198 | |
… | |
… | |
1350 | /* careful: chairs and tables are weapons! */ |
1306 | /* careful: chairs and tables are weapons! */ |
1351 | if (op->contr->mode & PU_ALLWEAPON) |
1307 | if (op->contr->mode & PU_ALLWEAPON) |
1352 | { |
1308 | { |
1353 | if (tmp->type == WEAPON && tmp->name != NULL) |
1309 | if (tmp->type == WEAPON && tmp->name != NULL) |
1354 | { |
1310 | { |
1355 | 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 && |
1356 | strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) |
1312 | strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) |
1357 | { |
1313 | { |
1358 | pick_up (op, tmp); |
1314 | pick_up (op, tmp); |
1359 | continue; |
1315 | continue; |
1360 | } |
1316 | } |
1361 | } |
1317 | } |
1362 | |
1318 | |
1363 | if (tmp->type == WEAPON && tmp->name == NULL) |
1319 | if (tmp->type == WEAPON && tmp->name == NULL) |
1364 | { |
1320 | { |
1365 | 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) |
1366 | { |
1322 | { |
1367 | pick_up (op, tmp); |
1323 | pick_up (op, tmp); |
1368 | continue; |
1324 | continue; |
1369 | } |
1325 | } |
1370 | } |
1326 | } |
… | |
… | |
1395 | if (tmp->name != NULL) |
1351 | if (tmp->name != NULL) |
1396 | { |
1352 | { |
1397 | fprintf (stderr, "%s", tmp->name); |
1353 | fprintf (stderr, "%s", tmp->name); |
1398 | } |
1354 | } |
1399 | else |
1355 | else |
1400 | fprintf (stderr, "%s", tmp->arch->name); |
1356 | fprintf (stderr, "%s", tmp->arch->archname); |
1401 | fprintf (stderr, ",%d] = ", tmp->type); |
1357 | fprintf (stderr, ",%d] = ", tmp->type); |
1402 | 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)))); |
1403 | #endif |
1359 | #endif |
1404 | continue; |
1360 | continue; |
1405 | } |
1361 | } |
… | |
… | |
1416 | * found object is returned. |
1372 | * found object is returned. |
1417 | */ |
1373 | */ |
1418 | object * |
1374 | object * |
1419 | find_arrow (object *op, const char *type) |
1375 | find_arrow (object *op, const char *type) |
1420 | { |
1376 | { |
1421 | object *tmp = NULL; |
1377 | object *tmp = 0; |
1422 | |
1378 | |
1423 | for (op = op->inv; op; op = op->below) |
1379 | for (op = op->inv; op; op = op->below) |
1424 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
1380 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
1425 | tmp = find_arrow (op, type); |
1381 | tmp = find_arrow (op, type); |
1426 | else if (op->type == ARROW && op->race == type) |
1382 | else if (op->type == ARROW && op->race == type) |
1427 | return op; |
1383 | return op; |
|
|
1384 | |
1428 | return tmp; |
1385 | return tmp; |
1429 | } |
1386 | } |
1430 | |
1387 | |
1431 | /* |
1388 | /* |
1432 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1389 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1433 | * against the target. A full test is not performed, simply a basic test |
1390 | * against the target. A full test is not performed, simply a basic test |
1434 | * of resistances. The archer is making a quick guess at what he sees down |
1391 | * of resistances. The archer is making a quick guess at what he sees down |
1435 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1392 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1436 | */ |
1393 | */ |
1437 | |
|
|
1438 | object * |
1394 | object * |
1439 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1395 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1440 | { |
1396 | { |
1441 | object *tmp = NULL, *arrow, *ntmp; |
1397 | object *tmp = NULL, *arrow, *ntmp; |
1442 | int attacknum, attacktype, betterby = 0, i; |
1398 | int attacknum, attacktype, betterby = 0, i; |
… | |
… | |
1475 | else |
1431 | else |
1476 | { |
1432 | { |
1477 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1433 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1478 | { |
1434 | { |
1479 | attacktype = 1 << attacknum; |
1435 | attacktype = 1 << attacknum; |
1480 | if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) |
1436 | if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0) |
1481 | 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) |
1482 | { |
1438 | { |
1483 | tmp = arrow; |
1439 | tmp = arrow; |
1484 | 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; |
1485 | } |
1441 | } |
1486 | } |
1442 | } |
1487 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1443 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1488 | { |
1444 | { |
1489 | tmp = arrow; |
1445 | tmp = arrow; |
… | |
… | |
1508 | * find_better_arrow to find a decent arrow to use. |
1464 | * find_better_arrow to find a decent arrow to use. |
1509 | * op = the shooter |
1465 | * op = the shooter |
1510 | * type = bow->race |
1466 | * type = bow->race |
1511 | * dir = fire direction |
1467 | * dir = fire direction |
1512 | */ |
1468 | */ |
1513 | |
|
|
1514 | object * |
1469 | object * |
1515 | pick_arrow_target (object *op, const char *type, int dir) |
1470 | pick_arrow_target (object *op, const char *type, int dir) |
1516 | { |
1471 | { |
1517 | object *tmp = NULL; |
1472 | object *tmp = NULL; |
1518 | maptile *m; |
1473 | maptile *m; |
… | |
… | |
1583 | */ |
1538 | */ |
1584 | int |
1539 | int |
1585 | 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) |
1586 | { |
1541 | { |
1587 | object *left, *bow; |
1542 | object *left, *bow; |
1588 | int bowspeed, mflags; |
1543 | int mflags; |
1589 | maptile *m; |
1544 | maptile *m; |
1590 | |
1545 | |
1591 | if (!dir) |
1546 | if (!dir) |
1592 | { |
1547 | { |
1593 | 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!"); |
1594 | return 0; |
1549 | return 0; |
1595 | } |
1550 | } |
1596 | |
1551 | |
1597 | if (op->type == PLAYER) |
1552 | if (op->contr) |
1598 | bow = op->contr->ranges[range_bow]; |
1553 | bow = op->current_weapon; |
1599 | else |
1554 | else |
1600 | { |
1555 | { |
1601 | for (bow = op->inv; bow; bow = bow->below) |
1556 | for (bow = op->inv; bow; bow = bow->below) |
1602 | /* 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 |
1603 | * 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. |
… | |
… | |
1608 | if (!bow) |
1563 | if (!bow) |
1609 | { |
1564 | { |
1610 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1565 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1611 | return 0; |
1566 | return 0; |
1612 | } |
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 | |
1613 | } |
1576 | } |
1614 | |
1577 | |
1615 | if (!bow->race || !bow->skill) |
1578 | if (!bow->race || !bow->skill) |
1616 | { |
1579 | { |
1617 | 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); |
1618 | return 0; |
1581 | return 0; |
1619 | } |
1582 | } |
1620 | |
|
|
1621 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
|
|
1622 | |
|
|
1623 | /* penalize ROF for bestarrow */ |
|
|
1624 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
|
|
1625 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
|
|
1626 | |
|
|
1627 | if (bowspeed < 1) |
|
|
1628 | bowspeed = 1; |
|
|
1629 | |
1583 | |
1630 | if (arrow == NULL) |
1584 | if (arrow == NULL) |
1631 | { |
1585 | { |
1632 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1586 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1633 | { |
1587 | { |
1634 | if (op->type == PLAYER) |
1588 | if (op->type == PLAYER) |
1635 | 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); |
1636 | /* 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 */ |
1637 | else |
1591 | else |
1638 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1592 | CLEAR_FLAG (op, FLAG_READY_BOW); |
|
|
1593 | |
1639 | return 0; |
1594 | return 0; |
1640 | } |
1595 | } |
1641 | } |
1596 | } |
1642 | |
1597 | |
1643 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1598 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
… | |
… | |
1665 | return 0; |
1620 | return 0; |
1666 | } |
1621 | } |
1667 | |
1622 | |
1668 | arrow->set_owner (op); |
1623 | arrow->set_owner (op); |
1669 | arrow->skill = bow->skill; |
1624 | arrow->skill = bow->skill; |
1670 | |
|
|
1671 | arrow->direction = dir; |
1625 | arrow->direction = dir; |
1672 | arrow->x = sx; |
1626 | |
1673 | arrow->y = sy; |
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; |
1674 | |
1659 | |
1675 | if (op->type == PLAYER) |
1660 | if (op->type == PLAYER) |
1676 | { |
1661 | { |
1677 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
|
|
1678 | op->update_stats (); |
|
|
1679 | } |
|
|
1680 | |
|
|
1681 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1682 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
|
|
1683 | arrow->stats.hp = arrow->stats.dam; |
|
|
1684 | arrow->stats.grace = arrow->attacktype; |
|
|
1685 | if (arrow->slaying != NULL) |
|
|
1686 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1687 | |
|
|
1688 | /* Note that this was different for monsters - they got their level |
|
|
1689 | * added to the damage. I think the strength bonus is more proper. |
|
|
1690 | */ |
|
|
1691 | |
|
|
1692 | arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic; |
|
|
1693 | |
|
|
1694 | /* update the speed */ |
|
|
1695 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
|
|
1696 | 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
|
|
1697 | |
|
|
1698 | arrow->set_speed (max (arrow->speed, 1.0)); |
|
|
1699 | arrow->speed_left = 0; |
|
|
1700 | |
|
|
1701 | if (op->type == PLAYER) |
|
|
1702 | { |
|
|
1703 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
|
|
1704 | (op->chosen_skill ? op->chosen_skill->level : op->level) - |
|
|
1705 | dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod; |
|
|
1706 | |
|
|
1707 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
1662 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
|
|
1663 | wc -= dex_bonus[op->stats.Dex]; |
|
|
1664 | |
|
|
1665 | if (!arrow->slaying) |
|
|
1666 | arrow->slaying = op->slaying; |
|
|
1667 | |
|
|
1668 | arrow->attacktype |= op->attacktype; |
1708 | } |
1669 | } |
1709 | else |
1670 | else |
1710 | { |
1671 | { |
1711 | arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; |
|
|
1712 | arrow->level = op->level; |
1672 | arrow->level = op->level; |
1713 | } |
1673 | arrow->stats.wc -= bow->magic; |
1714 | |
1674 | |
1715 | if (arrow->attacktype == AT_PHYSICAL) |
1675 | if (!arrow->slaying) |
|
|
1676 | arrow->slaying = bow->slaying; |
|
|
1677 | |
1716 | arrow->attacktype |= bow->attacktype; |
1678 | arrow->attacktype |= bow->attacktype; |
|
|
1679 | } |
1717 | |
1680 | |
1718 | if (bow->slaying) |
1681 | wc -= arrow->level; |
1719 | arrow->slaying = bow->slaying; |
1682 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
1720 | |
1683 | |
1721 | arrow->map = m; |
1684 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1722 | arrow->move_type = MOVE_FLY_LOW; |
1685 | arrow->move_type = MOVE_FLY_LOW; |
1723 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1686 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1724 | |
1687 | |
1725 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1688 | op->play_sound (sound_find ("fire_arrow")); |
1726 | insert_ob_in_map (arrow, m, op, 0); |
1689 | m->insert (arrow, sx, sy, op); |
1727 | |
1690 | |
1728 | if (!arrow->destroyed ()) |
1691 | if (!arrow->destroyed ()) |
1729 | move_arrow (arrow); |
1692 | move_arrow (arrow); |
1730 | |
1693 | |
1731 | if (op->type == PLAYER) |
1694 | if (op->type == PLAYER) |
… | |
… | |
1751 | { |
1714 | { |
1752 | int ret = 0, wcmod = 0; |
1715 | int ret = 0, wcmod = 0; |
1753 | |
1716 | |
1754 | if (op->contr->bowtype == bow_bestarrow) |
1717 | if (op->contr->bowtype == bow_bestarrow) |
1755 | { |
1718 | { |
1756 | 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); |
1757 | } |
1720 | } |
1758 | 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) |
1759 | { |
1722 | { |
1760 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1723 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1761 | wcmod = -1; |
1724 | wcmod = -1; |
|
|
1725 | |
1762 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1726 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1763 | } |
1727 | } |
1764 | else if (op->contr->bowtype == bow_threewide) |
1728 | else if (op->contr->bowtype == bow_threewide) |
1765 | { |
1729 | { |
1766 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1730 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
… | |
… | |
1770 | else if (op->contr->bowtype == bow_spreadshot) |
1734 | else if (op->contr->bowtype == bow_spreadshot) |
1771 | { |
1735 | { |
1772 | 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); |
1773 | 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); |
1774 | 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); |
1775 | |
|
|
1776 | } |
1739 | } |
1777 | else |
1740 | else |
1778 | { |
1741 | { |
1779 | /* Simple case */ |
1742 | /* Simple case */ |
1780 | 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); |
1781 | } |
1744 | } |
|
|
1745 | |
1782 | return ret; |
1746 | return ret; |
1783 | } |
1747 | } |
1784 | |
|
|
1785 | |
1748 | |
1786 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1749 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1787 | * Broken apart from 'fire' to keep it more readable. |
1750 | * Broken apart from 'fire' to keep it more readable. |
1788 | */ |
1751 | */ |
1789 | void |
1752 | void |
1790 | fire_misc_object (object *op, int dir) |
1753 | fire_misc_object (object *op, int dir) |
1791 | { |
1754 | { |
1792 | object *item; |
1755 | object *item = op->contr->ranged_ob; |
1793 | |
1756 | |
1794 | if (!op->contr->ranges[range_misc]) |
1757 | if (!item) |
1795 | { |
1758 | { |
1796 | 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."); |
1797 | return; |
1760 | return; |
1798 | } |
1761 | } |
1799 | |
1762 | |
1800 | item = op->contr->ranges[range_misc]; |
|
|
1801 | if (!item->inv) |
1763 | if (!item->inv) |
1802 | { |
1764 | { |
1803 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1765 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1804 | return; |
1766 | return; |
1805 | } |
1767 | } |
|
|
1768 | |
|
|
1769 | if (!op->change_weapon (item)) |
|
|
1770 | return; |
|
|
1771 | |
1806 | if (item->type == WAND) |
1772 | if (item->type == WAND) |
1807 | { |
1773 | { |
1808 | if (item->stats.food <= 0) |
1774 | if (item->stats.food <= 0) |
1809 | { |
1775 | { |
1810 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1776 | op->contr->play_sound (sound_find ("wand_poof")); |
1811 | 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 | |
1812 | return; |
1779 | return; |
1813 | } |
1780 | } |
1814 | } |
1781 | } |
1815 | else if (item->type == ROD || item->type == HORN) |
1782 | else if (item->type == ROD || item->type == HORN) |
1816 | { |
1783 | { |
1817 | 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)) |
1818 | { |
1785 | { |
1819 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1786 | op->contr->play_sound (sound_find ("wand_poof")); |
|
|
1787 | |
1820 | if (item->type == ROD) |
1788 | if (item->type == ROD) |
1821 | 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)); |
1822 | else |
1790 | else |
1823 | 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 | |
1824 | return; |
1793 | return; |
1825 | } |
1794 | } |
1826 | } |
1795 | } |
1827 | |
1796 | |
1828 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1797 | if (cast_spell (op, item, dir, item->inv, NULL)) |
… | |
… | |
1835 | object *tmp; |
1804 | object *tmp; |
1836 | |
1805 | |
1837 | if (item->arch) |
1806 | if (item->arch) |
1838 | { |
1807 | { |
1839 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1808 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1840 | item->face = item->arch->clone.face; |
1809 | item->face = item->arch->face; |
1841 | item->set_speed (0); |
1810 | item->set_speed (0); |
1842 | } |
1811 | } |
1843 | |
1812 | |
1844 | if ((tmp = item->in_player ())) |
1813 | if ((tmp = item->in_player ())) |
1845 | esrv_update_item (UPD_ANIM, tmp, item); |
1814 | esrv_update_item (UPD_ANIM, tmp, item); |
… | |
… | |
1850 | } |
1819 | } |
1851 | } |
1820 | } |
1852 | |
1821 | |
1853 | /* Received a fire command for the player - go and do it. |
1822 | /* Received a fire command for the player - go and do it. |
1854 | */ |
1823 | */ |
1855 | void |
1824 | bool |
1856 | fire (object *op, int dir) |
1825 | fire (object *op, int dir) |
1857 | { |
1826 | { |
1858 | int spellcost = 0; |
1827 | int spellcost = 0; |
1859 | |
1828 | |
1860 | /* check for loss of invisiblity/hide */ |
1829 | /* check for loss of invisiblity/hide */ |
1861 | if (action_makes_visible (op)) |
1830 | if (action_makes_visible (op)) |
1862 | make_visible (op); |
1831 | make_visible (op); |
1863 | |
1832 | |
1864 | 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; |
1865 | { |
1839 | } |
1866 | case range_none: |
|
|
1867 | return; |
|
|
1868 | |
1840 | |
1869 | 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: |
1870 | player_fire_bow (op, dir); |
1857 | player_fire_bow (op, dir); |
1871 | return; |
1858 | break; |
1872 | |
1859 | |
1873 | case range_magic: /* Casting spells */ |
1860 | case SPELL: |
1874 | 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); |
1875 | return; |
1862 | break; |
1876 | |
1863 | |
1877 | 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: |
1878 | fire_misc_object (op, dir); |
1873 | fire_misc_object (op, dir); |
1879 | return; |
1874 | break; |
1880 | |
|
|
1881 | case range_golem: /* Control summoned monsters from scrolls */ |
|
|
1882 | if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
1883 | { |
|
|
1884 | op->contr->ranges[range_golem] = 0; |
|
|
1885 | op->contr->shoottype = range_none; |
|
|
1886 | } |
|
|
1887 | else |
|
|
1888 | control_golem (op->contr->ranges[range_golem], dir); |
|
|
1889 | return; |
|
|
1890 | |
|
|
1891 | case range_skill: |
|
|
1892 | if (!op->chosen_skill) |
|
|
1893 | { |
|
|
1894 | if (op->type == PLAYER) |
|
|
1895 | new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
|
|
1896 | return; |
|
|
1897 | } |
|
|
1898 | (void) do_skill (op, op, op->chosen_skill, dir, NULL); |
|
|
1899 | return; |
|
|
1900 | case range_builder: |
|
|
1901 | apply_map_builder (op, dir); |
|
|
1902 | return; |
|
|
1903 | default: |
|
|
1904 | new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); |
|
|
1905 | return; |
|
|
1906 | } |
1875 | } |
1907 | } |
|
|
1908 | |
1876 | |
1909 | |
1877 | return true; |
|
|
1878 | } |
1910 | |
1879 | |
1911 | /* find_key |
1880 | /* find_key |
1912 | * 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 |
1913 | * and successfully use it, we return the key, otherwise NULL |
1882 | * and successfully use it, we return the key, otherwise NULL |
1914 | * This function merges both normal and locked door, since the logic |
1883 | * This function merges both normal and locked door, since the logic |
… | |
… | |
1916 | * pl is the player, |
1885 | * pl is the player, |
1917 | * inv is the objects inventory to searched |
1886 | * inv is the objects inventory to searched |
1918 | * door is the door we are trying to match against. |
1887 | * door is the door we are trying to match against. |
1919 | * This function can be called recursively to search containers. |
1888 | * This function can be called recursively to search containers. |
1920 | */ |
1889 | */ |
1921 | |
|
|
1922 | object * |
1890 | object * |
1923 | find_key (object *pl, object *container, object *door) |
1891 | find_key (object *pl, object *container, object *door) |
1924 | { |
1892 | { |
1925 | object *tmp, *key; |
1893 | object *tmp, *key; |
1926 | |
1894 | |
1927 | /* Should not happen, but sanity checking is never bad */ |
1895 | /* Should not happen, but sanity checking is never bad */ |
1928 | if (container->inv == NULL) |
1896 | if (!container->inv) |
1929 | return NULL; |
1897 | return 0; |
1930 | |
1898 | |
1931 | /* First, lets try to find a key in the top level inventory */ |
1899 | /* First, lets try to find a key in the top level inventory */ |
1932 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1900 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1933 | { |
1901 | { |
1934 | if (door->type == DOOR && tmp->type == KEY) |
1902 | if (door->type == DOOR && tmp->type == KEY) |
1935 | break; |
1903 | break; |
1936 | /* For sanity, we should really check door type, but other stuff |
1904 | /* For sanity, we should really check door type, but other stuff |
1937 | * (like containers) can be locked with special keys |
1905 | * (like containers) can be locked with special keys |
1938 | */ |
1906 | */ |
1939 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1907 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1940 | break; |
1908 | break; |
1941 | } |
1909 | } |
|
|
1910 | |
1942 | /* No key found - lets search inventories now */ |
1911 | /* No key found - lets search inventories now */ |
1943 | /* If we find and use a key in an inventory, return at that time. |
1912 | /* If we find and use a key in an inventory, return at that time. |
1944 | * otherwise, if we search all the inventories and still don't find |
1913 | * otherwise, if we search all the inventories and still don't find |
1945 | * a key, return |
1914 | * a key, return |
1946 | */ |
1915 | */ |
1947 | if (!tmp) |
1916 | if (!tmp) |
1948 | { |
1917 | { |
1949 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1918 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1950 | { |
1919 | { |
1951 | /* No reason to search empty containers */ |
1920 | /* No reason to search empty containers */ |
1952 | if (tmp->type == CONTAINER && tmp->inv) |
1921 | if (tmp->type == CONTAINER && tmp->inv) |
1953 | { |
1922 | { |
1954 | if ((key = find_key (pl, tmp, door)) != NULL) |
1923 | if ((key = find_key (pl, tmp, door))) |
1955 | return key; |
1924 | return key; |
1956 | } |
1925 | } |
1957 | } |
1926 | } |
|
|
1927 | |
1958 | if (!tmp) |
1928 | if (!tmp) |
1959 | return NULL; |
1929 | return NULL; |
1960 | } |
1930 | } |
|
|
1931 | |
1961 | /* We get down here if we have found a key. Now if its in a container, |
1932 | /* We get down here if we have found a key. Now if its in a container, |
1962 | * see if we actually want to use it |
1933 | * see if we actually want to use it |
1963 | */ |
1934 | */ |
1964 | if (pl != container) |
1935 | if (pl != container) |
1965 | { |
1936 | { |
… | |
… | |
1986 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1957 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1987 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1958 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1988 | return NULL; |
1959 | return NULL; |
1989 | } |
1960 | } |
1990 | } |
1961 | } |
|
|
1962 | |
1991 | return tmp; |
1963 | return tmp; |
1992 | } |
1964 | } |
1993 | |
1965 | |
1994 | /* moved door processing out of move_player_attack. |
1966 | /* moved door processing out of move_player_attack. |
1995 | * returns 1 if player has opened the door with a key |
1967 | * returns 1 if player has opened the door with a key |
… | |
… | |
1997 | * 0 otherwise |
1969 | * 0 otherwise |
1998 | */ |
1970 | */ |
1999 | static int |
1971 | static int |
2000 | player_attack_door (object *op, object *door) |
1972 | player_attack_door (object *op, object *door) |
2001 | { |
1973 | { |
2002 | /* 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, |
2003 | * 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 - |
2004 | * otherwise, we fall through to the rest of the code. |
1976 | * otherwise, we fall through to the rest of the code. |
2005 | */ |
1977 | */ |
2006 | object *key = find_key (op, op, door); |
1978 | object *key = find_key (op, op, door); |
2007 | |
1979 | |
2008 | /* IF we found a key, do some extra work */ |
1980 | /* If we found a key, do some extra work */ |
2009 | if (key) |
1981 | if (key) |
2010 | { |
1982 | { |
2011 | object *container = key->env; |
1983 | object *container = key->env; |
2012 | |
1984 | |
2013 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
|
|
2014 | if (action_makes_visible (op)) |
1985 | if (action_makes_visible (op)) |
2015 | make_visible (op); |
1986 | make_visible (op); |
|
|
1987 | |
2016 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1988 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
2017 | spring_trap (door->inv, op); |
1989 | spring_trap (door->inv, op); |
|
|
1990 | |
2018 | if (door->type == DOOR) |
1991 | if (door->type == DOOR) |
2019 | { |
|
|
2020 | 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 */ |
2021 | } |
|
|
2022 | else if (door->type == LOCKED_DOOR) |
1993 | else if (door->type == LOCKED_DOOR) |
2023 | { |
1994 | { |
2024 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
1995 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
2025 | remove_door2 (door); /* remove door without violence ;-) */ |
1996 | remove_door2 (door); /* remove door without violence ;-) */ |
2026 | } |
1997 | } |
|
|
1998 | |
2027 | /* Do this after we print the message */ |
1999 | /* Do this after we print the message */ |
2028 | decrease_ob (key); /* Use up one of the keys */ |
2000 | decrease_ob (key); /* Use up one of the keys */ |
2029 | /* Need to update the weight the container the key was in */ |
2001 | /* Need to update the weight the container the key was in */ |
2030 | if (container != op) |
2002 | if (container != op) |
2031 | esrv_update_item (UPD_WEIGHT, op, container); |
2003 | esrv_update_item (UPD_WEIGHT, op, container); |
|
|
2004 | |
2032 | return 1; /* Nothing more to do below */ |
2005 | return 1; /* Nothing more to do below */ |
2033 | } |
2006 | } |
2034 | else if (door->type == LOCKED_DOOR) |
2007 | else if (door->type == LOCKED_DOOR) |
2035 | { |
2008 | { |
2036 | /* Might as well return now - no other way to open this */ |
2009 | /* Might as well return now - no other way to open this */ |
2037 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
2010 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
2038 | return 1; |
2011 | return 1; |
2039 | } |
2012 | } |
|
|
2013 | |
2040 | return 0; |
2014 | return 0; |
2041 | } |
2015 | } |
2042 | |
2016 | |
2043 | /* This function is just part of a breakup from move_player. |
2017 | /* This function is just part of a breakup from move_player. |
2044 | * It should keep the code cleaner. |
2018 | * It should keep the code cleaner. |
2045 | * When this is called, the players direction has been updated |
2019 | * When this is called, the players direction has been updated |
2046 | * (taking into account confusion.) The player is also actually |
2020 | * (taking into account confusion.) The player is also actually |
2047 | * going to try and move (not fire weapons). |
2021 | * going to try and move (not fire weapons). |
2048 | */ |
2022 | */ |
2049 | void |
2023 | bool |
2050 | move_player_attack (object *op, int dir) |
2024 | move_player_attack (object *op, int dir) |
2051 | { |
2025 | { |
2052 | object *tmp, *mon; |
|
|
2053 | sint16 nx, ny; |
|
|
2054 | int on_battleground; |
2026 | int on_battleground; |
2055 | maptile *m; |
|
|
2056 | |
2027 | |
2057 | nx = freearr_x[dir] + op->x; |
2028 | sint16 nx = freearr_x[dir] + op->x; |
2058 | ny = freearr_y[dir] + op->y; |
2029 | sint16 ny = freearr_y[dir] + op->y; |
2059 | |
2030 | |
2060 | 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 | } |
2061 | |
2041 | |
2062 | /* 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 |
2063 | * 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 |
2064 | * 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 |
2065 | * player. This is a pretty nasty hack, because if we could |
2045 | * player. This is a pretty nasty hack, because if we could |
2066 | * 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 |
2067 | * 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 |
2068 | * 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 |
2069 | * move_ob uses. |
2049 | * move_ob uses. |
2070 | */ |
2050 | */ |
2071 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
2051 | maptile *m = op->map->xy_find (nx, ny); |
2072 | { |
|
|
2073 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
|
|
2074 | { |
|
|
2075 | m = get_map_from_coord (op->map, &nx, &ny); |
|
|
2076 | if (!m) |
|
|
2077 | return; /* Don't think this should happen */ |
|
|
2078 | } |
|
|
2079 | else |
|
|
2080 | m = op->map; |
|
|
2081 | |
2052 | |
2082 | if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) |
|
|
2083 | { |
|
|
2084 | /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */ |
|
|
2085 | return; |
|
|
2086 | } |
|
|
2087 | |
|
|
2088 | mon = 0; |
|
|
2089 | /* 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 |
2090 | * 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. |
2091 | * 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 |
2092 | * on the space |
2056 | * on the space |
2093 | */ |
2057 | */ |
2094 | while (tmp) |
2058 | object *mon; |
2095 | { |
2059 | for (mon = m->at (nx, ny).bot; mon; mon = mon->above) |
2096 | if (tmp == op) |
2060 | { |
2097 | { |
2061 | if ((mon->flag [FLAG_ALIVE] |
2098 | tmp = tmp->above; |
2062 | || mon->type == LOCKED_DOOR |
2099 | continue; |
2063 | || mon->flag [FLAG_CAN_ROLL]) |
2100 | } |
|
|
2101 | |
|
|
2102 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
|
|
2103 | { |
|
|
2104 | mon = tmp; |
2064 | && mon != op) |
2105 | break; |
2065 | break; |
2106 | } |
2066 | } |
2107 | |
2067 | |
2108 | if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) |
|
|
2109 | mon = tmp; |
|
|
2110 | |
|
|
2111 | tmp = tmp->above; |
|
|
2112 | } |
|
|
2113 | |
|
|
2114 | if (!mon) /* This happens anytime the player tries to move */ |
2068 | if (!mon) /* This happens anytime the player tries to move */ |
2115 | return; /* into a wall */ |
2069 | return false; /* into a wall */ |
2116 | |
2070 | |
2117 | if (mon->head) |
|
|
2118 | mon = mon->head; |
2071 | mon = mon->head_ (); |
2119 | |
2072 | |
2120 | 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) |
2121 | if (player_attack_door (op, mon)) |
2075 | if (player_attack_door (op, mon)) |
|
|
2076 | { |
|
|
2077 | --op->contr->weapon_sp_left; |
2122 | return; |
2078 | return true; |
|
|
2079 | } |
2123 | |
2080 | |
2124 | /* The following deals with possibly attacking peaceful |
2081 | /* The following deals with possibly attacking peaceful |
2125 | * or frienddly creatures. Basically, all players are considered |
2082 | * or friendly creatures. Basically, all players are considered |
2126 | * unaggressive. If the moving player has peaceful set, then the |
2083 | * unaggressive. If the moving player has peaceful set, then the |
2127 | * object should be pushed instead of attacked. It is assumed that |
2084 | * object should be pushed instead of attacked. It is assumed that |
2128 | * if you are braced, you will not attack friends accidently, |
2085 | * if you are braced, you will not attack friends accidently, |
2129 | * and thus will not push them. |
2086 | * and thus will not push them. |
2130 | */ |
2087 | */ |
2131 | |
2088 | |
2132 | /* 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 |
2133 | * peaceful. Our assumption is the creature is a pet if the |
2090 | * peaceful. Our assumption is the creature is a pet if the |
2134 | * player owns it and it is either friendly or unagressive. |
2091 | * player owns it and it is either friendly or unagressive. |
2135 | */ |
2092 | */ |
2136 | if ((op->type == PLAYER) |
2093 | if (op->type == PLAYER |
2137 | #if COZY_SERVER |
|
|
2138 | && |
|
|
2139 | ((mon->owner && mon->owner->contr |
2094 | && ((mon->owner && mon->owner->contr |
2140 | && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) |
2095 | && same_party (mon->owner->contr->party, op->contr->party)) |
2141 | #else |
|
|
2142 | && mon->owner == op |
2096 | || mon->owner == op) |
2143 | #endif |
|
|
2144 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2097 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2145 | { |
2098 | { |
2146 | /* 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 */ |
2147 | if (op->contr->braced) |
2100 | if (op->contr->braced) |
2148 | return; |
2101 | return false; |
2149 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2102 | |
|
|
2103 | if (op->speed_left > 0.f) |
|
|
2104 | { |
|
|
2105 | --op->speed_left; |
|
|
2106 | |
|
|
2107 | op->play_sound (sound_find ("push_player")); |
2150 | (void) push_ob (mon, dir, op); |
2108 | push_ob (mon, dir, op); |
|
|
2109 | |
2151 | if (op->contr->tmp_invis || op->hide) |
2110 | if (op->contr->tmp_invis || op->hide) |
2152 | make_visible (op); |
2111 | make_visible (op); |
|
|
2112 | |
2153 | return; |
2113 | return true; |
2154 | } |
2114 | } |
|
|
2115 | else |
|
|
2116 | return false; |
|
|
2117 | } |
2155 | |
2118 | |
2156 | /* in certain circumstances, you shouldn't attack friendly |
2119 | /* in certain circumstances, you shouldn't attack friendly |
2157 | * creatures. Note that if you are braced, you can't push |
2120 | * creatures. Note that if you are braced, you can't push |
2158 | * 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 |
2159 | * attack them either. |
2122 | * attack them either. |
2160 | */ |
2123 | */ |
2161 | if ((mon->type == PLAYER || mon->enemy != op) && |
2124 | if ((mon->type == PLAYER || mon->enemy != op) |
2162 | (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)) |
2163 | #ifdef PROHIBIT_PLAYERKILL |
|
|
2164 | (op->contr->peaceful |
2126 | && ((op->contr->peaceful |
2165 | || (mon->type == PLAYER |
2127 | || (mon->type == PLAYER && mon->contr->peaceful)) |
2166 | && mon->contr-> |
|
|
2167 | peaceful)) && |
|
|
2168 | #else |
|
|
2169 | op->contr->peaceful && |
|
|
2170 | #endif |
|
|
2171 | !on_battleground)) |
2128 | && !on_battleground)) |
|
|
2129 | { |
|
|
2130 | if (op->speed_left > 0.f) |
2172 | { |
2131 | { |
|
|
2132 | --op->speed_left; |
|
|
2133 | |
2173 | if (!op->contr->braced) |
2134 | if (!op->contr->braced) |
2174 | { |
2135 | { |
2175 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2136 | op->play_sound (sound_find ("push_player")); |
2176 | (void) push_ob (mon, dir, op); |
2137 | push_ob (mon, dir, op); |
2177 | } |
2138 | } |
2178 | else |
2139 | else |
2179 | new_draw_info (0, 0, op, "You withhold your attack"); |
2140 | new_draw_info (0, 0, op, "You withhold your attack"); |
2180 | |
2141 | |
2181 | if (op->contr->tmp_invis || op->hide) |
2142 | if (op->contr->tmp_invis || op->hide) |
2182 | make_visible (op); |
2143 | make_visible (op); |
2183 | } |
|
|
2184 | |
2144 | |
|
|
2145 | return true; |
|
|
2146 | } |
|
|
2147 | } |
2185 | /* If the object is a boulder or other rollable object, then |
2148 | /* If the object is a boulder or other rollable object, then |
2186 | * 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. |
2187 | */ |
2150 | */ |
2188 | 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) |
2189 | { |
2154 | { |
|
|
2155 | --op->speed_left; |
|
|
2156 | |
2190 | recursive_roll (mon, dir, op); |
2157 | recursive_roll (mon, dir, op); |
2191 | if (action_makes_visible (op)) |
2158 | if (action_makes_visible (op)) |
2192 | make_visible (op); |
2159 | make_visible (op); |
2193 | } |
|
|
2194 | |
2160 | |
|
|
2161 | return true; |
|
|
2162 | } |
|
|
2163 | } |
2195 | /* Any generic living creature. Including things like doors. |
2164 | /* Any generic living creature. Including things like doors. |
2196 | * 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 |
2197 | * and be living. Then, it must be one of the following: |
2166 | * and be living. Then, it must be one of the following: |
2198 | * 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 |
2199 | * 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. |
2200 | */ |
2169 | */ |
2201 | |
|
|
2202 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2170 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2203 | ((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))) |
2204 | { |
2172 | { |
2205 | |
2173 | if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) |
2206 | /* If the player hasn't hit something this tick, and does |
|
|
2207 | * so, give them speed boost based on weapon speed. Doing |
|
|
2208 | * it here is better than process_players2, which basically |
|
|
2209 | * incurred a 1 tick offset. |
|
|
2210 | */ |
|
|
2211 | if (!op->contr->has_hit) |
|
|
2212 | { |
2174 | { |
2213 | op->speed_left += op->speed / op->contr->weapon_sp; |
2175 | --op->contr->weapon_sp_left; |
2214 | |
|
|
2215 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
|
|
2216 | } |
|
|
2217 | |
2176 | |
2218 | skill_attack (mon, op, 0, 0, 0); |
2177 | skill_attack (mon, op, 0, 0, 0); |
2219 | |
|
|
2220 | /* If attacking another player, that player gets automatic |
|
|
2221 | * hitback, and doesn't loose luck either. |
|
|
2222 | * Disable hitback on the battleground or if the target is |
|
|
2223 | * the wiz. |
|
|
2224 | */ |
|
|
2225 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) |
|
|
2226 | { |
|
|
2227 | short luck = mon->stats.luck; |
|
|
2228 | |
|
|
2229 | mon->contr->has_hit = 1; |
|
|
2230 | skill_attack (op, mon, 0, 0, 0); |
|
|
2231 | mon->stats.luck = luck; |
|
|
2232 | } |
|
|
2233 | |
2178 | |
2234 | if (action_makes_visible (op)) |
2179 | if (action_makes_visible (op)) |
2235 | make_visible (op); |
2180 | make_visible (op); |
2236 | } |
|
|
2237 | } /* if player should attack something */ |
|
|
2238 | } |
|
|
2239 | |
2181 | |
2240 | int |
2182 | return true; |
|
|
2183 | } |
|
|
2184 | } |
|
|
2185 | |
|
|
2186 | return false; |
|
|
2187 | } |
|
|
2188 | |
|
|
2189 | bool |
2241 | move_player (object *op, int dir) |
2190 | move_player (object *op, int dir) |
2242 | { |
2191 | { |
2243 | int pick; |
2192 | int pick; |
2244 | |
2193 | |
2245 | if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) |
2194 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2246 | return 0; |
2195 | return 0; |
2247 | |
2196 | |
2248 | /* Sanity check: make sure dir is valid */ |
2197 | /* Sanity check: make sure dir is valid */ |
2249 | if ((dir < 0) || (dir >= 9)) |
2198 | if ((dir < 0) || (dir >= 9)) |
2250 | { |
2199 | { |
2251 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2200 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2252 | return 0; |
2201 | return 0; |
2253 | } |
2202 | } |
2254 | |
2203 | |
2255 | /* peterm: added following line */ |
2204 | /* peterm: added following line */ |
2256 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2205 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2257 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
2206 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2258 | |
2207 | |
2259 | op->facing = dir; |
2208 | op->facing = dir; |
2260 | |
2209 | |
2261 | if (op->hide) |
2210 | if (op->hide) |
2262 | do_hidden_move (op); |
2211 | do_hidden_move (op); |
2263 | |
2212 | |
|
|
2213 | bool retval; |
|
|
2214 | |
2264 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2215 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2265 | /*nop */ ; |
2216 | retval = RESULT_INT (0); |
2266 | else if (op->contr->fire_on) |
2217 | else if (op->contr->fire_on) |
2267 | fire (op, dir); |
2218 | retval = fire (op, dir); |
2268 | else |
2219 | else |
2269 | { |
2220 | { |
2270 | move_player_attack (op, dir); |
2221 | retval = move_player_attack (op, dir); |
2271 | pick = check_pick (op); |
2222 | pick = check_pick (op); |
2272 | } |
2223 | } |
2273 | |
2224 | |
2274 | /* 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 |
2275 | * server can handle repeat firing. |
2226 | * server can handle repeat firing. |
… | |
… | |
2282 | /* Update how the player looks. Use the facing, so direction may |
2233 | /* Update how the player looks. Use the facing, so direction may |
2283 | * get reset to zero. This allows for full animation capabilities |
2234 | * get reset to zero. This allows for full animation capabilities |
2284 | * for players. |
2235 | * for players. |
2285 | */ |
2236 | */ |
2286 | animate_object (op, op->facing); |
2237 | animate_object (op, op->facing); |
2287 | return 0; |
2238 | |
|
|
2239 | return retval; |
2288 | } |
2240 | } |
2289 | |
2241 | |
2290 | /* 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 |
2291 | * new client/server stuff. |
2243 | * new client/server stuff. |
2292 | * 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 |
2293 | * the new speed values for commands. |
2245 | * the new speed values for commands. |
2294 | * |
2246 | * |
2295 | * 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. |
2296 | */ |
2250 | */ |
2297 | int |
2251 | bool |
2298 | handle_newcs_player (object *op) |
2252 | handle_newcs_player (object *op) |
2299 | { |
2253 | { |
2300 | if (op->contr->hidden) |
|
|
2301 | { |
|
|
2302 | op->invisible = 1000; |
|
|
2303 | /* the socket code flashes the player visible/invisible |
|
|
2304 | * depending on the value of invisible, so we need to |
|
|
2305 | * alternate it here for it to work correctly. |
|
|
2306 | */ |
|
|
2307 | if (pticks & 2) |
|
|
2308 | op->invisible--; |
|
|
2309 | } |
|
|
2310 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
|
|
2311 | { |
|
|
2312 | op->invisible--; |
|
|
2313 | if (!op->invisible) |
|
|
2314 | { |
|
|
2315 | make_visible (op); |
|
|
2316 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2317 | } |
|
|
2318 | } |
|
|
2319 | |
|
|
2320 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2254 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2321 | { |
2255 | { |
2322 | flee_player (op); |
2256 | if (op->speed_left > 0.f) |
2323 | /* If player is still scared, that is his action for this tick */ |
|
|
2324 | if (QUERY_FLAG (op, FLAG_SCARED)) |
|
|
2325 | { |
2257 | { |
2326 | op->speed_left--; |
2258 | --op->speed_left; |
|
|
2259 | flee_player (op); |
|
|
2260 | |
2327 | return 0; |
2261 | return true; |
2328 | } |
2262 | } |
|
|
2263 | else |
|
|
2264 | return false; |
2329 | } |
2265 | } |
2330 | |
|
|
2331 | /* I've been seeing crashes where the golem has been destroyed, but |
|
|
2332 | * the player object still points to the defunct golem. The code that |
|
|
2333 | * destroys the golem looks correct, and it doesn't always happen, so |
|
|
2334 | * put this in a a workaround to clean up the golem pointer. |
|
|
2335 | */ |
|
|
2336 | if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
2337 | op->contr->ranges[range_golem] = 0; |
|
|
2338 | |
2266 | |
2339 | /* 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 |
2340 | * the players time has been increased when doericserver has been |
2268 | * the players time has been increased when doericserver has been |
2341 | * called, so we recheck it here. |
2269 | * called, so we recheck it here. |
2342 | */ |
2270 | */ |
2343 | //TODO: better than handling 8 commands, use some more intelligent rate-limiting |
2271 | if (op->contr->ns->handle_command ()) |
2344 | for (int rep = 8; --rep && op->contr->ns->handle_command (); ) |
|
|
2345 | ; |
|
|
2346 | |
|
|
2347 | if (op->speed_left < 0) |
|
|
2348 | return 0; |
2272 | return true; |
2349 | |
2273 | |
2350 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2274 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2351 | { |
|
|
2352 | /* All move commands take 1 tick, at least for now */ |
|
|
2353 | op->speed_left--; |
|
|
2354 | |
|
|
2355 | /* Instead of all the stuff below, let move_player take care |
|
|
2356 | * of it. Also, some of the skill stuff is only put in |
|
|
2357 | * there, as well as the confusion stuff. |
|
|
2358 | */ |
|
|
2359 | move_player (op, op->direction); |
2275 | return move_player (op, op->direction); |
2360 | if (op->speed_left > 0) |
|
|
2361 | return 1; |
|
|
2362 | else |
|
|
2363 | return 0; |
|
|
2364 | } |
|
|
2365 | |
2276 | |
2366 | return 0; |
2277 | return false; |
2367 | } |
2278 | } |
2368 | |
2279 | |
2369 | int |
2280 | int |
2370 | save_life (object *op) |
2281 | save_life (object *op) |
2371 | { |
2282 | { |
… | |
… | |
2373 | return 0; |
2284 | return 0; |
2374 | |
2285 | |
2375 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2286 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2376 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2287 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2377 | { |
2288 | { |
2378 | play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); |
2289 | op->play_sound (sound_find ("ob_evaporate")); |
2379 | 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)); |
2380 | |
2291 | |
2381 | if (op->contr) |
2292 | if (op->contr) |
2382 | esrv_del_item (op->contr, tmp->count); |
2293 | esrv_del_item (op->contr, tmp->count); |
2383 | |
2294 | |
… | |
… | |
2403 | /* 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 |
2404 | * 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 |
2405 | * 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 |
2406 | * from. |
2317 | * from. |
2407 | */ |
2318 | */ |
2408 | void |
2319 | static void |
2409 | remove_unpaid_objects (object *op, object *env) |
2320 | drop_unpaid_items (object *op, object *env) |
2410 | { |
2321 | { |
2411 | object *next; |
|
|
2412 | |
|
|
2413 | while (op) |
2322 | while (op) |
2414 | { |
2323 | { |
2415 | next = op->below; /* Make sure we have a good value, in case |
2324 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2416 | * we remove object 'op' |
2325 | |
2417 | */ |
|
|
2418 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2326 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2419 | { |
2327 | { |
2420 | op->remove (); |
|
|
2421 | op->x = env->x; |
|
|
2422 | op->y = env->y; |
|
|
2423 | if (env->type == PLAYER) |
2328 | if (env->type == PLAYER) |
2424 | esrv_del_item (env->contr, op->count); |
2329 | esrv_del_item (env->contr, op->count); |
2425 | insert_ob_in_map (op, env->map, NULL, 0); |
2330 | |
|
|
2331 | op->insert_at (env); |
2426 | } |
2332 | } |
2427 | else if (op->inv) |
2333 | else if (op->inv) |
2428 | remove_unpaid_objects (op->inv, env); |
2334 | drop_unpaid_items (op->inv, env); |
2429 | |
2335 | |
2430 | op = next; |
2336 | op = next; |
2431 | } |
2337 | } |
|
|
2338 | } |
|
|
2339 | |
|
|
2340 | void |
|
|
2341 | object::drop_unpaid_items () |
|
|
2342 | { |
|
|
2343 | if (!flag [FLAG_REMOVED]) |
|
|
2344 | ::drop_unpaid_items (inv, this); |
2432 | } |
2345 | } |
2433 | |
2346 | |
2434 | /* |
2347 | /* |
2435 | * Returns pointer a static string containing gravestone text |
2348 | * Returns pointer a static string containing gravestone text |
2436 | * Moved from apply.c to player.c - player.c is what |
2349 | * Moved from apply.c to player.c - player.c is what |
… | |
… | |
2486 | int rate_grace = 2000; |
2399 | int rate_grace = 2000; |
2487 | const int max_hp = 1; |
2400 | const int max_hp = 1; |
2488 | const int max_sp = 1; |
2401 | const int max_sp = 1; |
2489 | const int max_grace = 1; |
2402 | const int max_grace = 1; |
2490 | |
2403 | |
2491 | if (op->contr->outputs_sync) |
2404 | if (op->contr->hidden) |
|
|
2405 | { |
|
|
2406 | op->invisible = 1000; |
|
|
2407 | /* the socket code flashes the player visible/invisible |
|
|
2408 | * depending on the value of invisible, so we need to |
|
|
2409 | * alternate it here for it to work correctly. |
|
|
2410 | */ |
|
|
2411 | if (pticks & 2) |
|
|
2412 | op->invisible--; |
2492 | { |
2413 | } |
2493 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
2414 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
2494 | if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) |
2415 | { |
2495 | flush_output_element (op, &op->contr->outputs[i]); |
2416 | if (!op->invisible--) |
|
|
2417 | { |
|
|
2418 | make_visible (op); |
|
|
2419 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2420 | } |
2496 | } |
2421 | } |
2497 | |
2422 | |
2498 | if (op->contr->ns->state == ST_PLAYING) |
2423 | if (op->contr->ns->state == ST_PLAYING) |
2499 | { |
2424 | { |
2500 | /* these next three if clauses make it possible to SLOW DOWN |
2425 | /* these next three if clauses make it possible to SLOW DOWN |
… | |
… | |
2522 | gen_grace = op->stats.maxgrace; |
2447 | gen_grace = op->stats.maxgrace; |
2523 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2448 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2524 | } |
2449 | } |
2525 | |
2450 | |
2526 | /* Regenerate Spell Points */ |
2451 | /* Regenerate Spell Points */ |
2527 | if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) |
2452 | if (!op->contr->golem && --op->last_sp < 0) |
2528 | { |
2453 | { |
2529 | 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); |
2530 | if (op->stats.sp < op->stats.maxsp) |
2455 | if (op->stats.sp < op->stats.maxsp) |
2531 | { |
2456 | { |
2532 | op->stats.sp++; |
2457 | op->stats.sp++; |
… | |
… | |
2630 | } |
2555 | } |
2631 | |
2556 | |
2632 | /* Digestion */ |
2557 | /* Digestion */ |
2633 | if (--op->last_eat < 0) |
2558 | if (--op->last_eat < 0) |
2634 | { |
2559 | { |
2635 | #ifdef COZY_SERVER |
2560 | int bonus = max (0, op->contr->digestion), |
2636 | int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; |
2561 | penalty = max (0, -op->contr->digestion); |
2637 | int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0; |
|
|
2638 | #else |
|
|
2639 | int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; |
|
|
2640 | #endif |
|
|
2641 | |
2562 | |
2642 | if (op->contr->gen_hp > 0) |
|
|
2643 | 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); |
2644 | else |
|
|
2645 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
|
|
2646 | |
2564 | |
2647 | /* dms do not consume food */ |
2565 | /* dms do not consume food */ |
2648 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2566 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2649 | op->stats.food--; |
2567 | op->stats.food--; |
2650 | } |
2568 | } |
… | |
… | |
2711 | object *tmp; |
2629 | object *tmp; |
2712 | |
2630 | |
2713 | if (save_life (op)) |
2631 | if (save_life (op)) |
2714 | return; |
2632 | return; |
2715 | |
2633 | |
2716 | |
|
|
2717 | /* 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 |
2718 | * 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. |
2719 | * Look at op_on_battleground() for more info --AndreasV |
2636 | * Look at op_on_battleground() for more info --AndreasV |
2720 | */ |
2637 | */ |
2721 | if (op_on_battleground (op, &x, &y)) |
2638 | if (op_on_battleground (op, &x, &y)) |
… | |
… | |
2723 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2640 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2724 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
2641 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
2725 | |
2642 | |
2726 | /* restore player */ |
2643 | /* restore player */ |
2727 | at = archetype::find ("poisoning"); |
2644 | at = archetype::find ("poisoning"); |
2728 | tmp = present_arch_in_ob (at, op); |
2645 | if (object *tmp = present_arch_in_ob (at, op)) |
2729 | if (tmp) |
|
|
2730 | { |
2646 | { |
2731 | tmp->destroy (); |
2647 | tmp->destroy (); |
2732 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2648 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2733 | } |
2649 | } |
2734 | |
2650 | |
2735 | at = archetype::find ("confusion"); |
2651 | at = archetype::find ("confusion"); |
2736 | tmp = present_arch_in_ob (at, op); |
2652 | if (object *tmp = present_arch_in_ob (at, op)) |
2737 | if (tmp) |
|
|
2738 | { |
2653 | { |
2739 | tmp->destroy (); |
2654 | tmp->destroy (); |
2740 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2655 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2741 | } |
2656 | } |
2742 | |
2657 | |
… | |
… | |
2744 | op->stats.hp = op->stats.maxhp; |
2659 | op->stats.hp = op->stats.maxhp; |
2745 | if (op->stats.food <= 0) |
2660 | if (op->stats.food <= 0) |
2746 | op->stats.food = 999; |
2661 | op->stats.food = 999; |
2747 | |
2662 | |
2748 | /* create a bodypart-trophy to make the winner happy */ |
2663 | /* create a bodypart-trophy to make the winner happy */ |
2749 | tmp = arch_to_object (archetype::find ("finger")); |
2664 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2750 | if (tmp != NULL) |
|
|
2751 | { |
2665 | { |
2752 | sprintf (buf, "%s's finger", &op->name); |
2666 | sprintf (buf, "%s's finger", &op->name); |
2753 | tmp->name = buf; |
2667 | tmp->name = buf; |
2754 | sprintf (buf, " This finger has been cut off %s\n" |
2668 | sprintf (buf, " This finger has been cut off %s\n" |
2755 | " the %s, when he was defeated at\n level %d by %s.\n", |
2669 | " the %s, when he was defeated at\n level %d by %s.\n", |
2756 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2670 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2757 | tmp->msg = buf; |
2671 | tmp->msg = buf; |
2758 | tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2672 | tmp->value = 0, tmp->type = 0; |
2759 | tmp->materialname = NULL; |
2673 | tmp->materialname = "organics"; |
2760 | tmp->x = op->x, tmp->y = op->y; |
2674 | tmp->insert_at (op, tmp); |
2761 | insert_ob_in_map (tmp, op->map, op, 0); |
|
|
2762 | } |
2675 | } |
2763 | |
2676 | |
2764 | /* teleport defeated player to new destination */ |
2677 | /* teleport defeated player to new destination */ |
2765 | transfer_ob (op, x, y, 0, NULL); |
2678 | transfer_ob (op, x, y, 0, NULL); |
2766 | op->contr->braced = 0; |
2679 | op->contr->braced = 0; |
… | |
… | |
2771 | |
2684 | |
2772 | command_kill_pets (op, 0); |
2685 | command_kill_pets (op, 0); |
2773 | |
2686 | |
2774 | if (op->stats.food < 0) |
2687 | if (op->stats.food < 0) |
2775 | { |
2688 | { |
2776 | if (op->contr->explore) |
|
|
2777 | { |
|
|
2778 | new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); |
|
|
2779 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
|
|
2780 | op->stats.food = 999; |
|
|
2781 | return; |
|
|
2782 | } |
|
|
2783 | sprintf (buf, "%s starved to death.", &op->name); |
2689 | sprintf (buf, "%s starved to death.", &op->name); |
2784 | strcpy (op->contr->killer, "starvation"); |
2690 | strcpy (op->contr->killer, "starvation"); |
2785 | } |
2691 | } |
2786 | else |
2692 | else |
2787 | { |
|
|
2788 | if (op->contr->explore) |
|
|
2789 | { |
|
|
2790 | new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); |
|
|
2791 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
|
|
2792 | op->stats.hp = op->stats.maxhp; |
|
|
2793 | return; |
|
|
2794 | } |
|
|
2795 | sprintf (buf, "%s died.", &op->name); |
2693 | sprintf (buf, "%s died.", &op->name); |
2796 | } |
2694 | |
2797 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
2695 | op->contr->play_sound (sound_find ("player_dies")); |
2798 | |
2696 | |
2799 | /* save the map location for corpse, gravestone */ |
2697 | /* save the map location for corpse, gravestone */ |
2800 | x = op->x; |
2698 | x = op->x; |
2801 | y = op->y; |
2699 | y = op->y; |
2802 | map = op->map; |
2700 | map = op->map; |
2803 | |
|
|
2804 | |
2701 | |
2805 | /* NOT_PERMADEATH code. This basically brings the character back to |
2702 | /* NOT_PERMADEATH code. This basically brings the character back to |
2806 | * life if they are dead - it takes some exp and a random stat. |
2703 | * life if they are dead - it takes some exp and a random stat. |
2807 | * See the config.h file for a little more in depth detail about this. |
2704 | * See the config.h file for a little more in depth detail about this. |
2808 | */ |
2705 | */ |
… | |
… | |
2825 | num_stats_lose = 1; |
2722 | num_stats_lose = 1; |
2826 | else |
2723 | else |
2827 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
2724 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
2828 | } |
2725 | } |
2829 | else |
2726 | else |
2830 | { |
|
|
2831 | num_stats_lose = 1; |
2727 | num_stats_lose = 1; |
2832 | } |
2728 | |
2833 | lost_a_stat = 0; |
2729 | lost_a_stat = 0; |
2834 | |
2730 | |
2835 | for (z = 0; z < num_stats_lose; z++) |
2731 | for (z = 0; z < num_stats_lose; z++) |
2836 | { |
2732 | { |
2837 | i = RANDOM () % NUM_STATS; |
2733 | i = RANDOM () % NUM_STATS; |
… | |
… | |
2978 | op->stats.hp = op->stats.maxhp; |
2874 | op->stats.hp = op->stats.maxhp; |
2979 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2875 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2980 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2876 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2981 | |
2877 | |
2982 | /* |
2878 | /* |
2983 | * Check to see if the player is in a shop. IF so, then check to see if |
|
|
2984 | * the player has any unpaid items. If so, remove them and put them back |
2879 | * Check to see if the player has any unpaid items. If so, remove them |
2985 | * in the map. |
2880 | * and put them back in the map. |
2986 | */ |
2881 | */ |
2987 | |
2882 | op->drop_unpaid_items (); |
2988 | if (is_in_shop (op)) |
|
|
2989 | remove_unpaid_objects (op->inv, op); |
|
|
2990 | |
2883 | |
2991 | /****************************************/ |
2884 | /****************************************/ |
2992 | /* */ |
2885 | /* */ |
2993 | /* Move player to his current respawn- */ |
2886 | /* Move player to his current respawn- */ |
2994 | /* position (usually last savebed) */ |
2887 | /* position (usually last savebed) */ |
2995 | /* */ |
2888 | /* */ |
2996 | /****************************************/ |
2889 | /****************************************/ |
2997 | |
2890 | |
2998 | enter_player_savebed (op); |
2891 | enter_player_savebed (op); |
2999 | |
2892 | |
3000 | /* Save the player before inserting the force to reduce |
|
|
3001 | * chance of abuse. |
|
|
3002 | */ |
|
|
3003 | op->contr->braced = 0; |
2893 | op->contr->braced = 0; |
3004 | op->contr->save (); |
|
|
3005 | |
2894 | |
3006 | /* it is possible that the player has blown something up |
2895 | /* it is possible that the player has blown something up |
3007 | * at his savebed location, and that can have long lasting |
2896 | * at his savebed location, and that can have long lasting |
3008 | * spell effects. So first see if there is a spell effect |
2897 | * spell effects. So first see if there is a spell effect |
3009 | * on the space that might harm the player. |
2898 | * on the space that might harm the player. |
… | |
… | |
3018 | object *force; |
2907 | object *force; |
3019 | int at; |
2908 | int at; |
3020 | |
2909 | |
3021 | force = get_archetype (FORCE_NAME); |
2910 | force = get_archetype (FORCE_NAME); |
3022 | /* 50 ticks should be enough time for the spell to abate */ |
2911 | /* 50 ticks should be enough time for the spell to abate */ |
3023 | force->speed = 0.1; |
2912 | force->speed = 0.1f; |
3024 | force->speed_left = -5.0; |
2913 | force->speed_left = -5.f; |
3025 | SET_FLAG (force, FLAG_APPLIED); |
2914 | SET_FLAG (force, FLAG_APPLIED); |
3026 | for (at = 0; at < NROFATTACKS; at++) |
2915 | for (at = 0; at < NROFATTACKS; at++) |
3027 | if (will_kill_again & (1 << at)) |
2916 | if (will_kill_again & (1 << at)) |
3028 | force->resist[at] = 100; |
2917 | force->resist[at] = 100; |
3029 | |
2918 | |
… | |
… | |
3038 | void |
2927 | void |
3039 | loot_object (object *op) |
2928 | loot_object (object *op) |
3040 | { /* Grab and destroy some treasure */ |
2929 | { /* Grab and destroy some treasure */ |
3041 | object *tmp, *tmp2, *next; |
2930 | object *tmp, *tmp2, *next; |
3042 | |
2931 | |
3043 | if (op->container) |
2932 | op->close_container (); /* close open sack first */ |
3044 | esrv_apply_container (op, op->container); /* close open sack first */ |
|
|
3045 | |
2933 | |
3046 | for (tmp = op->inv; tmp; tmp = next) |
2934 | for (tmp = op->inv; tmp; tmp = next) |
3047 | { |
2935 | { |
3048 | next = tmp->below; |
2936 | next = tmp->below; |
3049 | |
2937 | |
3050 | if (tmp->invisible) |
2938 | if (tmp->invisible) |
3051 | continue; |
2939 | continue; |
3052 | |
2940 | |
3053 | tmp->remove (); |
2941 | tmp->remove (); |
3054 | tmp->x = op->x, tmp->y = op->y; |
2942 | tmp->x = op->x, tmp->y = op->y; |
|
|
2943 | |
3055 | if (tmp->type == CONTAINER) |
2944 | if (tmp->type == CONTAINER) |
3056 | { /* empty container to ground */ |
2945 | loot_object (tmp); /* empty container to ground */ |
3057 | loot_object (tmp); |
2946 | |
3058 | } |
|
|
3059 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) |
2947 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
3060 | { |
2948 | { |
3061 | if (tmp->nrof > 1) |
2949 | if (tmp->nrof > 1) |
3062 | { |
2950 | { |
3063 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2951 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
3064 | tmp2->destroy (); |
2952 | tmp2->destroy (); |
… | |
… | |
3075 | /* |
2963 | /* |
3076 | * fix_weight(): Check recursively the weight of all players, and fix |
2964 | * fix_weight(): Check recursively the weight of all players, and fix |
3077 | * what needs to be fixed. Refresh windows and fix speed if anything |
2965 | * what needs to be fixed. Refresh windows and fix speed if anything |
3078 | * was changed. |
2966 | * was changed. |
3079 | */ |
2967 | */ |
3080 | |
|
|
3081 | void |
2968 | void |
3082 | fix_weight (void) |
2969 | fix_weight (void) |
3083 | { |
2970 | { |
3084 | for_all_players (pl) |
2971 | for_all_players (pl) |
3085 | { |
2972 | { |
… | |
… | |
3145 | if (op->type == PLAYER) |
3032 | if (op->type == PLAYER) |
3146 | { |
3033 | { |
3147 | op->contr->tmp_invis = 0; |
3034 | op->contr->tmp_invis = 0; |
3148 | op->contr->invis_race = 0; |
3035 | op->contr->invis_race = 0; |
3149 | } |
3036 | } |
|
|
3037 | |
3150 | update_object (op, UP_OBJ_FACE); |
3038 | update_object (op, UP_OBJ_CHANGE); |
3151 | } |
3039 | } |
3152 | |
3040 | |
3153 | int |
3041 | int |
3154 | is_true_undead (object *op) |
3042 | is_true_undead (object *op) |
3155 | { |
3043 | { |
3156 | object *tmp = NULL; |
|
|
3157 | |
|
|
3158 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3044 | if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
3159 | return 1; |
3045 | return 1; |
3160 | |
3046 | |
3161 | return 0; |
3047 | return 0; |
3162 | } |
3048 | } |
3163 | |
3049 | |
… | |
… | |
3207 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3093 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3208 | * every time they move - as we subtract off 'invisibility' |
3094 | * every time they move - as we subtract off 'invisibility' |
3209 | * AND, for players, if they move into a ridiculously unhideable |
3095 | * AND, for players, if they move into a ridiculously unhideable |
3210 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3096 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3211 | */ |
3097 | */ |
3212 | |
|
|
3213 | void |
3098 | void |
3214 | do_hidden_move (object *op) |
3099 | do_hidden_move (object *op) |
3215 | { |
3100 | { |
3216 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3101 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3217 | object *skop; |
3102 | object *skop; |
… | |
… | |
3221 | |
3106 | |
3222 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
3107 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
3223 | |
3108 | |
3224 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3109 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3225 | if (op->type == PLAYER && op->contr->run_on) |
3110 | if (op->type == PLAYER && op->contr->run_on) |
3226 | { |
|
|
3227 | if (!skop || num >= skop->level) |
3111 | if (!skop || num >= skop->level) |
3228 | { |
3112 | { |
3229 | new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); |
3113 | new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); |
3230 | make_visible (op); |
3114 | make_visible (op); |
3231 | return; |
3115 | return; |
3232 | } |
3116 | } |
3233 | else |
3117 | else |
3234 | num += 20; |
3118 | num += 20; |
3235 | } |
3119 | |
3236 | num += op->map->difficulty; |
3120 | num += op->map->difficulty; |
3237 | hide = hideability (op); /* modify by terrain hidden level */ |
3121 | hide = hideability (op); /* modify by terrain hidden level */ |
3238 | num -= hide; |
3122 | num -= hide; |
|
|
3123 | |
3239 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3124 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3240 | { |
3125 | { |
3241 | make_visible (op); |
3126 | make_visible (op); |
3242 | if (op->type == PLAYER) |
3127 | if (op->type == PLAYER) |
3243 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3128 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3244 | } |
3129 | } |
3245 | else if (op->type == PLAYER && skop) |
3130 | else if (op->type == PLAYER && skop) |
3246 | { |
|
|
3247 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
3131 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
3248 | } |
|
|
3249 | } |
3132 | } |
3250 | |
3133 | |
3251 | /* determine if who is standing near a hostile creature. */ |
3134 | /* determine if who is standing near a hostile creature. */ |
3252 | |
3135 | |
3253 | int |
3136 | int |
… | |
… | |
3320 | if (pl->type != PLAYER) |
3203 | if (pl->type != PLAYER) |
3321 | { |
3204 | { |
3322 | LOG (llevError, "player_can_view() called for non-player object\n"); |
3205 | LOG (llevError, "player_can_view() called for non-player object\n"); |
3323 | return -1; |
3206 | return -1; |
3324 | } |
3207 | } |
|
|
3208 | |
3325 | if (!pl || !op) |
3209 | if (!pl || !op) |
3326 | return 0; |
3210 | return 0; |
3327 | |
3211 | |
3328 | if (op->head) |
|
|
3329 | { |
|
|
3330 | op = op->head; |
3212 | op = op->head_ (); |
3331 | } |
3213 | |
3332 | get_rangevector (pl, op, &rv, 0x1); |
3214 | get_rangevector (pl, op, &rv, 0x1); |
3333 | |
3215 | |
3334 | /* starting with the 'head' part, lets loop |
3216 | /* starting with the 'head' part, lets loop |
3335 | * through the object and find if it has any |
3217 | * through the object and find if it has any |
3336 | * part that is in the los array but isnt on |
3218 | * part that is in the los array but isnt on |
3337 | * a blocked los square. |
3219 | * a blocked los square. |
3338 | * we use the archetype to figure out offsets. |
3220 | * we use the archetype to figure out offsets. |
3339 | */ |
3221 | */ |
3340 | while (op) |
3222 | while (op) |
3341 | { |
3223 | { |
3342 | dx = rv.distance_x + op->arch->clone.x; |
3224 | dx = rv.distance_x + op->arch->x; |
3343 | dy = rv.distance_y + op->arch->clone.y; |
3225 | dy = rv.distance_y + op->arch->y; |
3344 | |
3226 | |
3345 | /* only the viewable area the player sees is updated by LOS |
3227 | /* only the viewable area the player sees is updated by LOS |
3346 | * 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 |
3347 | * for any meaningful values. |
3229 | * for any meaningful values. |
3348 | */ |
3230 | */ |
… | |
… | |
3453 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3335 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3454 | int i = 0, j = 0; |
3336 | int i = 0, j = 0; |
3455 | |
3337 | |
3456 | /* get the appropriate treasurelist */ |
3338 | /* get the appropriate treasurelist */ |
3457 | if (atnr == ATNR_FIRE) |
3339 | if (atnr == ATNR_FIRE) |
3458 | trlist = find_treasurelist ("dragon_ability_fire"); |
3340 | trlist = treasurelist::find ("dragon_ability_fire"); |
3459 | else if (atnr == ATNR_COLD) |
3341 | else if (atnr == ATNR_COLD) |
3460 | trlist = find_treasurelist ("dragon_ability_cold"); |
3342 | trlist = treasurelist::find ("dragon_ability_cold"); |
3461 | else if (atnr == ATNR_ELECTRICITY) |
3343 | else if (atnr == ATNR_ELECTRICITY) |
3462 | trlist = find_treasurelist ("dragon_ability_elec"); |
3344 | trlist = treasurelist::find ("dragon_ability_elec"); |
3463 | else if (atnr == ATNR_POISON) |
3345 | else if (atnr == ATNR_POISON) |
3464 | trlist = find_treasurelist ("dragon_ability_poison"); |
3346 | trlist = treasurelist::find ("dragon_ability_poison"); |
3465 | |
3347 | |
3466 | if (trlist == NULL || who->type != PLAYER) |
3348 | if (trlist == NULL || who->type != PLAYER) |
3467 | return; |
3349 | return; |
3468 | |
3350 | |
3469 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3351 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3470 | |
3352 | |
3471 | if (tr == NULL || tr->item == NULL) |
3353 | if (!tr || !tr->item) |
3472 | { |
3354 | { |
3473 | /* 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]); */ |
3474 | return; |
3356 | return; |
3475 | } |
3357 | } |
3476 | |
3358 | |
3477 | /* everything seems okay - now bring on the gift: */ |
3359 | /* everything seems okay - now bring on the gift: */ |
3478 | item = &(tr->item->clone); |
3360 | item = tr->item; |
3479 | |
3361 | |
3480 | if (item->type == SPELL) |
3362 | if (item->type == SPELL) |
3481 | { |
3363 | { |
3482 | if (check_spell_known (who, item->name)) |
3364 | if (check_spell_known (who, item->name)) |
3483 | return; |
3365 | return; |
… | |
… | |
3542 | { |
3424 | { |
3543 | /* forces in the treasurelist can alter the player's stats */ |
3425 | /* forces in the treasurelist can alter the player's stats */ |
3544 | object *skin; |
3426 | object *skin; |
3545 | |
3427 | |
3546 | /* first get the dragon skin force */ |
3428 | /* first get the dragon skin force */ |
3547 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
3548 | 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) |
3549 | ; |
3430 | ; |
3550 | |
3431 | |
3551 | if (!skin) |
3432 | if (!skin) |
3552 | return; |
3433 | return; |
3553 | |
3434 | |
… | |
… | |
3601 | * not readied. |
3482 | * not readied. |
3602 | */ |
3483 | */ |
3603 | void |
3484 | void |
3604 | player_unready_range_ob (player *pl, object *ob) |
3485 | player_unready_range_ob (player *pl, object *ob) |
3605 | { |
3486 | { |
3606 | rangetype i; |
3487 | if (pl->ob->current_weapon == ob) |
|
|
3488 | pl->ob->current_weapon = 0; |
3607 | |
3489 | |
3608 | for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
3490 | if (pl->combat_ob == ob) |
3609 | { |
3491 | pl->combat_ob = 0; |
|
|
3492 | |
3610 | if (pl->ranges[i] == ob) |
3493 | if (pl->ranged_ob == ob) |
3611 | { |
3494 | pl->ranged_ob = 0; |
3612 | pl->ranges[i] = NULL; |
|
|
3613 | if (pl->shoottype == i) |
|
|
3614 | { |
|
|
3615 | pl->shoottype = range_none; |
|
|
3616 | } |
|
|
3617 | } |
|
|
3618 | } |
|
|
3619 | } |
3495 | } |
|
|
3496 | |
|
|
3497 | sint8 |
|
|
3498 | player::visibility_at (maptile *map, int x, int y) const |
|
|
3499 | { |
|
|
3500 | if (!ns) |
|
|
3501 | return 0; |
|
|
3502 | |
|
|
3503 | int dx, dy; |
|
|
3504 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
|
|
3505 | return 0; |
|
|
3506 | |
|
|
3507 | x += dx - ns->current_x + ns->mapx / 2; |
|
|
3508 | y += dy - ns->current_y + ns->mapy / 2; |
|
|
3509 | |
|
|
3510 | if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) |
|
|
3511 | return 0; |
|
|
3512 | |
|
|
3513 | return 100 - blocked_los [x][y]; |
|
|
3514 | } |