1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Crossfire TRT is free software: you can redistribute it and/or modify |
9 | * it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | * (at your option) any later version. |
11 | * (at your option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
19 | * along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
|
|
21 | * |
20 | * |
22 | * The author can be reached via e-mail to <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
23 | */ |
22 | */ |
24 | |
23 | |
25 | #include <global.h> |
24 | #include <global.h> |
26 | #include <pwd.h> |
|
|
27 | #include <sproto.h> |
25 | #include <sproto.h> |
28 | #include <sounds.h> |
26 | #include <sounds.h> |
29 | #include <living.h> |
27 | #include <living.h> |
30 | #include <object.h> |
28 | #include <object.h> |
31 | #include <spells.h> |
29 | #include <spells.h> |
… | |
… | |
116 | |
114 | |
117 | news[0] = '\0'; |
115 | news[0] = '\0'; |
118 | subject[0] = '\0'; |
116 | subject[0] = '\0'; |
119 | size = 0; |
117 | size = 0; |
120 | |
118 | |
121 | while (fgets (buf, MAX_BUF, fp) != NULL) |
119 | while (fgets (buf, MAX_BUF, fp)) |
122 | { |
120 | { |
123 | if (*buf == '#') |
121 | if (*buf == '#') |
124 | continue; |
122 | continue; |
125 | |
123 | |
126 | if (*buf == '%') |
124 | if (*buf == '%') |
127 | { /* send one news */ |
125 | { /* send one news */ |
128 | if (size > 0) |
126 | if (size > 0) |
129 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ |
127 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */ |
130 | |
128 | |
131 | strcpy (subject, buf + 1); |
129 | strcpy (subject, buf + 1); |
132 | strip_endline (subject); |
130 | strip_endline (subject); |
133 | size = 0; |
131 | size = 0; |
134 | news[0] = '\0'; |
132 | news[0] = '\0'; |
… | |
… | |
144 | size += strlen (buf); |
142 | size += strlen (buf); |
145 | } |
143 | } |
146 | } |
144 | } |
147 | |
145 | |
148 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
146 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
149 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); |
147 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); |
150 | close_and_delete (fp, comp); |
148 | close_and_delete (fp, comp); |
151 | } |
149 | } |
152 | |
150 | |
153 | /* This loads the first map an puts the player on it. */ |
151 | /* This loads the first map an puts the player on it. */ |
154 | static void |
152 | static void |
155 | set_first_map (object *op) |
153 | set_first_map (object *op) |
156 | { |
154 | { |
157 | op->contr->maplevel = first_map_path; |
155 | op->contr->maplevel = first_map_path; |
158 | op->x = -1; |
156 | op->x = -1; |
159 | op->y = -1; |
157 | op->y = -1; |
160 | } |
|
|
161 | |
|
|
162 | void |
|
|
163 | player::enter_map () |
|
|
164 | { |
|
|
165 | object *tmp = object::create (); |
|
|
166 | |
|
|
167 | EXIT_PATH (tmp) = maplevel; |
|
|
168 | EXIT_X (tmp) = ob->x; |
|
|
169 | EXIT_Y (tmp) = ob->y; |
|
|
170 | ob->enter_exit (tmp); |
|
|
171 | |
|
|
172 | tmp->destroy (); |
|
|
173 | } |
158 | } |
174 | |
159 | |
175 | void |
160 | void |
176 | player::activate () |
161 | player::activate () |
177 | { |
162 | { |
… | |
… | |
180 | |
165 | |
181 | players.insert (this); |
166 | players.insert (this); |
182 | ob->remove (); |
167 | ob->remove (); |
183 | ob->map = 0; |
168 | ob->map = 0; |
184 | ob->activate_recursive (); |
169 | ob->activate_recursive (); |
185 | enter_map (); |
170 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
|
|
171 | add_friendly_object (ob); |
186 | } |
172 | } |
187 | |
173 | |
188 | void |
174 | void |
189 | player::deactivate () |
175 | player::deactivate () |
190 | { |
176 | { |
191 | if (!active) |
177 | if (!active) |
192 | return; |
178 | return; |
193 | |
179 | |
194 | terminate_all_pets (ob); |
180 | terminate_all_pets (ob); |
|
|
181 | remove_friendly_object (ob); |
195 | ob->deactivate_recursive (); |
182 | ob->deactivate_recursive (); |
|
|
183 | |
|
|
184 | if (ob->map) |
|
|
185 | maplevel = ob->map->path; |
|
|
186 | |
196 | ob->remove (); |
187 | ob->remove (); |
197 | ob->map = 0; |
188 | ob->map = 0; |
|
|
189 | party = 0; |
|
|
190 | |
|
|
191 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
198 | |
192 | |
199 | players.erase (this); |
193 | players.erase (this); |
200 | } |
194 | } |
201 | |
195 | |
202 | // connect the player with a specific client |
196 | // connect the player with a specific client |
203 | // also changed, rationalises, and fixes some incorrect settings |
197 | // also changes, rationalises, and fixes some incorrect settings |
204 | void |
198 | void |
205 | player::connect (client *ns) |
199 | player::connect (client *ns) |
206 | { |
200 | { |
207 | this->ns = ns; |
201 | this->ns = ns; |
208 | ns->pl = this; |
202 | ns->pl = this; |
209 | |
203 | |
|
|
204 | run_on = 0; |
|
|
205 | fire_on = 0; |
|
|
206 | ob->close_container (); //TODO: client-specific |
|
|
207 | |
210 | ns->update_look = 0; |
208 | ns->update_look = 0; |
211 | ns->look_position = 0; |
209 | ns->look_position = 0; |
212 | |
210 | |
213 | clear_los (ob); |
211 | clear_los (this); |
|
|
212 | |
|
|
213 | ns->reset_stats (); |
214 | |
214 | |
215 | /* make sure he's a player -- needed because of class change. */ |
215 | /* make sure he's a player -- needed because of class change. */ |
216 | ob->type = PLAYER; // we are paranoid |
216 | ob->type = PLAYER; // we are paranoid |
217 | ob->race = ob->arch->clone.race; |
217 | ob->race = ob->arch->race; |
218 | |
|
|
219 | if (!legal_range (ob, shoottype)) |
|
|
220 | shoottype = range_none; |
|
|
221 | |
218 | |
222 | ob->carrying = sum_weight (ob); |
219 | ob->carrying = sum_weight (ob); |
223 | link_player_skills (ob); |
220 | link_player_skills (ob); |
224 | |
221 | |
225 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
222 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
226 | |
223 | |
227 | assign (title, ob->arch->clone.name); |
224 | assign (title, ob->arch->object::name); |
228 | |
|
|
229 | /* can_use_shield is a new flag. However, the can_use.. seems to largely come |
|
|
230 | * from the class, and not race. I don't see any way to get the class information |
|
|
231 | * to then update this. I don't think this will actually break anything - anyone |
|
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232 | * that can use armour should be able to use a shield. What this may 'break' |
|
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233 | * are features new characters get, eg, if someone starts up with a Q, they |
|
|
234 | * should be able to use a shield. However, old Q's won't get that advantage. |
|
|
235 | */ |
|
|
236 | if (QUERY_FLAG (ob, FLAG_USE_ARMOUR)) |
|
|
237 | SET_FLAG (ob, FLAG_USE_SHIELD); |
|
|
238 | |
225 | |
239 | /* if it's a dragon player, set the correct title here */ |
226 | /* if it's a dragon player, set the correct title here */ |
240 | if (is_dragon_pl (ob)) |
227 | if (is_dragon_pl (ob)) |
241 | { |
228 | { |
242 | object *tmp, *abil = 0, *skin = 0; |
229 | object *tmp, *abil = 0, *skin = 0; |
243 | |
230 | |
244 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
|
|
245 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
246 | |
|
|
247 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
231 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
248 | if (tmp->type == FORCE) |
232 | if (tmp->type == FORCE) |
249 | if (tmp->arch->name == dragon_ability_force) |
233 | if (tmp->arch->archname == shstr_dragon_ability_force) |
250 | abil = tmp; |
234 | abil = tmp; |
251 | else if (tmp->arch->name == dragon_skin_force) |
235 | else if (tmp->arch->archname == shstr_dragon_skin_force) |
252 | skin = tmp; |
236 | skin = tmp; |
253 | |
237 | |
254 | set_dragon_name (ob, abil, skin); |
238 | set_dragon_name (ob, abil, skin); |
255 | } |
239 | } |
256 | |
240 | |
257 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
|
|
258 | add_friendly_object (ob); |
|
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259 | |
|
|
260 | LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host); |
|
|
261 | |
|
|
262 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
241 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
263 | |
242 | |
264 | esrv_new_player (this, ob->weight + ob->carrying); |
243 | esrv_new_player (this, ob->weight + ob->carrying); |
265 | |
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 | |
|
|
249 | for (object *op = ob->inv; op; op = op->below) |
|
|
250 | if (op->flag [FLAG_APPLIED]) |
|
|
251 | switch (op->type) |
|
|
252 | { |
|
|
253 | case SKILL: |
|
|
254 | ob->flag [FLAG_APPLIED] = false; |
|
|
255 | break; |
|
|
256 | |
|
|
257 | case WAND: |
|
|
258 | case ROD: |
|
|
259 | case HORN: |
|
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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 | |
|
|
264 | case WEAPON: |
|
|
265 | combat_ob = op; |
|
|
266 | break; |
|
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267 | } |
|
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268 | |
|
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269 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
266 | ob->update_stats (); |
270 | ob->update_stats (); |
|
|
271 | |
267 | ns->floorbox_update (); |
272 | ns->floorbox_update (); |
268 | |
|
|
269 | esrv_send_inventory (ob, ob); |
273 | esrv_send_inventory (ob, ob); |
270 | esrv_add_spells (this, 0); |
274 | esrv_add_spells (this, 0); |
271 | |
275 | |
272 | activate (); |
276 | activate (); |
273 | |
277 | |
… | |
… | |
280 | } |
284 | } |
281 | |
285 | |
282 | void |
286 | void |
283 | player::disconnect () |
287 | player::disconnect () |
284 | { |
288 | { |
285 | //TODO: don't be so harsh and destroy :) |
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|
286 | if (ns) |
289 | if (ns) |
287 | { |
290 | { |
288 | if (active) |
291 | if (active) |
289 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
292 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
290 | |
293 | |
291 | INVOKE_PLAYER (DISCONNECT, this); |
294 | INVOKE_PLAYER (DISCONNECT, this); |
292 | |
295 | |
|
|
296 | ns->reset_stats (); |
293 | ns->pl = 0; |
297 | ns->pl = 0; |
294 | this->ns = 0; |
298 | ns = 0; |
|
|
299 | } |
|
|
300 | |
|
|
301 | if (ob) |
295 | } |
302 | { |
|
|
303 | ob->close_container (); //TODO: client-specific |
|
|
304 | ob->drop_unpaid_items (); |
|
|
305 | } |
|
|
306 | |
|
|
307 | observe = ob; |
296 | |
308 | |
297 | deactivate (); |
309 | deactivate (); |
298 | } |
310 | } |
299 | |
311 | |
300 | // the need for this function can be explained |
312 | // the need for this function can be explained |
301 | // by load_object not returning the object |
313 | // by load_object not returning the object |
302 | void |
314 | void |
303 | player::set_object (object *op) |
315 | player::set_object (object *op) |
304 | { |
316 | { |
305 | ob = op; |
317 | ob = observe = op; |
306 | ob->contr = this; /* this aren't yet in archetype */ |
318 | ob->contr = this; /* this aren't yet in archetype */ |
307 | |
319 | |
|
|
320 | ob->speed = 1.0f; |
308 | ob->speed_left = 0.5; |
321 | ob->speed_left = 0.5f; |
309 | ob->speed = 1.0; |
322 | |
310 | ob->direction = 5; /* So player faces south */ |
323 | ob->direction = 5; /* So player faces south */ |
311 | ob->stats.wc = 2; |
324 | } |
312 | ob->run_away = 25; /* Then we panick... */ |
|
|
313 | |
325 | |
314 | ob->roll_stats (); |
326 | void |
|
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327 | player::set_observe (object *op) |
|
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328 | { |
|
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329 | observe = op ? op : ob; |
|
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330 | do_los = 1; |
315 | } |
331 | } |
316 | |
332 | |
317 | player::player () |
333 | player::player () |
318 | { |
334 | { |
319 | /* There are some elements we want initialised to non zero value - |
335 | /* There are some elements we want initialised to non zero value - |
320 | * we deal with that below this point. |
336 | * we deal with that below this point. |
321 | */ |
337 | */ |
322 | outputs_sync = 16; /* Every 2 seconds */ |
338 | outputs_sync = 4; |
323 | outputs_count = 8; /* Keeps present behaviour */ |
339 | outputs_count = 4; |
324 | unapply = unapply_nochoice; |
340 | unapply = unapply_nochoice; |
325 | |
341 | |
326 | savebed_map = first_map_path; /* Init. respawn position */ |
342 | savebed_map = first_map_path; /* Init. respawn position */ |
327 | |
343 | |
328 | gen_sp_armour = 10; |
344 | gen_sp_armour = 10; |
329 | last_speed = -1; |
|
|
330 | shoottype = range_none; |
|
|
331 | bowtype = bow_normal; |
345 | bowtype = bow_normal; |
332 | petmode = pet_normal; |
346 | petmode = pet_normal; |
333 | listening = 10; |
347 | listening = 10; |
334 | usekeys = containers; |
348 | usekeys = containers; |
335 | last_weapon_sp = -1; |
|
|
336 | peaceful = 1; /* default peaceful */ |
349 | peaceful = 1; /* default peaceful */ |
337 | do_los = 1; |
350 | do_los = 1; |
338 | |
351 | |
339 | /* we need to clear these to -1 and not zero - otherwise, |
352 | weapon_sp = 1.0f; |
340 | * if a player quits and starts a new character, we wont |
353 | weapon_sp_left = 0.5f; |
341 | * send new values to the client, as things like exp start |
|
|
342 | * at zero. |
|
|
343 | */ |
|
|
344 | for (int i = 0; i < NUM_SKILLS; i++) |
|
|
345 | last_skill_exp[i] = -1; |
|
|
346 | |
|
|
347 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
348 | last_resist[i] = -1; |
|
|
349 | |
|
|
350 | last_stats.exp = -1; |
|
|
351 | last_weight = (uint32) - 1; |
|
|
352 | } |
354 | } |
353 | |
355 | |
354 | void |
356 | void |
355 | player::do_destroy () |
357 | player::do_destroy () |
356 | { |
358 | { |
… | |
… | |
361 | if (ob) |
363 | if (ob) |
362 | { |
364 | { |
363 | ob->destroy_inv (false); |
365 | ob->destroy_inv (false); |
364 | ob->destroy (); |
366 | ob->destroy (); |
365 | } |
367 | } |
|
|
368 | |
|
|
369 | ob = observe = 0; |
366 | } |
370 | } |
367 | |
371 | |
368 | player::~player () |
372 | player::~player () |
369 | { |
373 | { |
370 | /* Clear item stack */ |
374 | /* Clear item stack */ |
… | |
… | |
379 | player::create () |
383 | player::create () |
380 | { |
384 | { |
381 | player *pl = new player; |
385 | player *pl = new player; |
382 | |
386 | |
383 | 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 | |
384 | set_first_map (pl->ob); |
393 | set_first_map (pl->ob); |
385 | |
394 | |
386 | return pl; |
395 | return pl; |
387 | } |
396 | } |
388 | |
397 | |
… | |
… | |
392 | * Note: there MUST be at least one player archetype! |
401 | * Note: there MUST be at least one player archetype! |
393 | */ |
402 | */ |
394 | archetype * |
403 | archetype * |
395 | get_player_archetype (archetype *at) |
404 | get_player_archetype (archetype *at) |
396 | { |
405 | { |
397 | archetype *start = at; |
406 | archvec::iterator i = at ? archetypes.find (at) : archetypes.begin (); |
398 | |
407 | |
399 | for (;;) |
408 | for (;;) |
400 | { |
409 | { |
401 | if (at == NULL || at->next == NULL) |
410 | if (++i == archetypes.end ()) |
402 | at = first_archetype; |
411 | i = archetypes.begin (); |
403 | else |
412 | else if (*i == at) |
404 | at = at->next; |
413 | cleanup ("not a single player archetype found"); |
405 | |
414 | |
406 | if (at->clone.type == PLAYER) |
415 | if ((*i)->type == PLAYER) |
407 | return at; |
416 | return *i; |
408 | |
|
|
409 | if (at == start) |
|
|
410 | { |
|
|
411 | LOG (llevError, "No Player archetypes\n"); |
|
|
412 | exit (-1); |
|
|
413 | } |
|
|
414 | } |
417 | } |
415 | } |
418 | } |
416 | |
419 | |
417 | object * |
420 | object * |
418 | get_nearest_player (object *mon) |
421 | get_nearest_player (object *mon) |
… | |
… | |
420 | object *op = NULL; |
423 | object *op = NULL; |
421 | objectlink *ol; |
424 | objectlink *ol; |
422 | unsigned lastdist; |
425 | unsigned lastdist; |
423 | rv_vector rv; |
426 | rv_vector rv; |
424 | |
427 | |
425 | for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) |
428 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
426 | { |
429 | { |
427 | /* 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 |
428 | * does periodically happen. Given that, lets deal with it. |
431 | * does periodically happen. Given that, lets deal with it. |
429 | * While unlikely, it is possible the next object on the friendly |
432 | * While unlikely, it is possible the next object on the friendly |
430 | * list is also free, so encapsulate this in a while loop. |
433 | * list is also free, so encapsulate this in a while loop. |
… | |
… | |
434 | object *tmp = ol->ob; |
437 | object *tmp = ol->ob; |
435 | |
438 | |
436 | /* 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 |
437 | * itself will have been cleared. |
440 | * itself will have been cleared. |
438 | */ |
441 | */ |
439 | 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 ()); |
440 | ol = ol->next; |
444 | ol = ol->next; |
441 | remove_friendly_object (tmp); |
445 | remove_friendly_object (tmp); |
442 | if (!ol) |
446 | if (!ol) |
443 | return op; |
447 | return op; |
444 | } |
448 | } |
… | |
… | |
533 | x = mon->x; |
537 | x = mon->x; |
534 | y = mon->y; |
538 | y = mon->y; |
535 | m = mon->map; |
539 | m = mon->map; |
536 | dir = rv.direction; |
540 | dir = rv.direction; |
537 | 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 */ |
538 | 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 | |
539 | /* 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. */ |
540 | if (diff > max) |
545 | if (diff > max) |
541 | return 0; |
546 | return 0; |
|
|
547 | |
542 | while (diff > 1 && max > 0) |
548 | while (diff > 1 && max > 0) |
543 | { |
549 | { |
544 | lastx = x; |
550 | lastx = x; |
545 | lasty = y; |
551 | lasty = y; |
546 | lastmap = m; |
552 | lastmap = m; |
… | |
… | |
628 | max--; |
634 | max--; |
629 | lastdir = dir; |
635 | lastdir = dir; |
630 | if (!firstdir) |
636 | if (!firstdir) |
631 | firstdir = dir; |
637 | firstdir = dir; |
632 | } |
638 | } |
|
|
639 | |
633 | if (diff <= 1) |
640 | if (diff <= 1) |
634 | { |
641 | { |
635 | /* Recalculate diff (distance) because we may not have actually |
642 | /* Recalculate diff (distance) because we may not have actually |
636 | * headed toward player for entire distance. |
643 | * headed toward player for entire distance. |
637 | */ |
644 | */ |
638 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
645 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
639 | 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)); |
640 | } |
647 | } |
|
|
648 | |
641 | if (diff > max) |
649 | if (diff > max) |
642 | return 0; |
650 | return 0; |
643 | } |
651 | } |
|
|
652 | |
644 | /* 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 */ |
645 | if (!max) |
654 | if (!max) |
646 | return 0; |
655 | return 0; |
647 | |
656 | |
648 | return firstdir; |
657 | return firstdir; |
… | |
… | |
762 | roll_stat (void) |
771 | roll_stat (void) |
763 | { |
772 | { |
764 | int a[4], i, j, k; |
773 | int a[4], i, j, k; |
765 | |
774 | |
766 | for (i = 0; i < 4; i++) |
775 | for (i = 0; i < 4; i++) |
767 | a[i] = (int) RANDOM () % 6 + 1; |
776 | a[i] = (int) rndm (6) + 1; |
768 | |
777 | |
769 | for (i = 0, j = 0, k = 7; i < 4; i++) |
778 | for (i = 0, j = 0, k = 7; i < 4; i++) |
770 | if (a[i] < k) |
779 | if (a[i] < k) |
771 | k = a[i], j = i; |
780 | k = a[i], j = i; |
772 | |
781 | |
… | |
… | |
778 | } |
787 | } |
779 | |
788 | |
780 | void |
789 | void |
781 | object::roll_stats () |
790 | object::roll_stats () |
782 | { |
791 | { |
783 | int statsort [7]; |
792 | int statsort [NUM_STATS]; |
784 | |
793 | |
785 | for (;;) |
794 | for (;;) |
786 | { |
795 | { |
787 | int sum = 0; |
796 | int sum = 0; |
788 | for (int i = 7; i--; ) |
797 | for (int i = NUM_STATS; i--; ) |
789 | sum += statsort [i] = roll_stat (); |
798 | sum += statsort [i] = roll_stat (); |
790 | |
799 | |
791 | if (sum >= 82 && sum <= 116) |
800 | if (sum >= 82 && sum <= 116) |
792 | break; |
801 | break; |
793 | } |
802 | } |
794 | |
803 | |
795 | // Sort the stats so that rerolling is easier... |
804 | // Sort the stats so that rerolling is easier... |
796 | std::sort (statsort, statsort + 7, std::greater<int>()); |
805 | std::sort (statsort, statsort + NUM_STATS, std::greater<int>()); |
797 | |
806 | |
|
|
807 | for (int i = 0; i < NUM_STATS; ++i) |
798 | stats.Str = statsort[0]; |
808 | stats.stat (i) = statsort [i]; |
799 | stats.Dex = statsort[1]; |
|
|
800 | stats.Con = statsort[2]; |
|
|
801 | stats.Int = statsort[3]; |
|
|
802 | stats.Wis = statsort[4]; |
|
|
803 | stats.Pow = statsort[5]; |
|
|
804 | stats.Cha = statsort[6]; |
|
|
805 | |
809 | |
806 | stats.exp = 0; |
810 | stats.exp = 0; |
807 | stats.ac = 0; |
811 | stats.ac = 0; |
808 | |
812 | |
809 | stats.hp = stats.maxhp; |
813 | stats.hp = stats.maxhp; |
… | |
… | |
821 | } |
825 | } |
822 | |
826 | |
823 | void |
827 | void |
824 | object::swap_stats (int a, int b) |
828 | object::swap_stats (int a, int b) |
825 | { |
829 | { |
826 | int tmp = get_attr_value (&contr->orig_stats, a); |
830 | swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b)); |
827 | set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b)); |
|
|
828 | set_attr_value (&contr->orig_stats, b, tmp); |
|
|
829 | |
831 | |
|
|
832 | for (int i = 0; i < NUM_STATS; ++i) |
830 | stats.Str = contr->orig_stats.Str; |
833 | stats.stat (i) = contr->orig_stats.stat (i); |
831 | stats.Dex = contr->orig_stats.Dex; |
|
|
832 | stats.Con = contr->orig_stats.Con; |
|
|
833 | stats.Int = contr->orig_stats.Int; |
|
|
834 | stats.Wis = contr->orig_stats.Wis; |
|
|
835 | stats.Pow = contr->orig_stats.Pow; |
|
|
836 | stats.Cha = contr->orig_stats.Cha; |
|
|
837 | |
834 | |
838 | //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, |
839 | // be merged with the similar code in roll_stats |
836 | // be merged with the similar code in roll_stats |
840 | stats.ac = 0; |
837 | stats.ac = 0; |
841 | |
838 | |
… | |
… | |
872 | * appropriate action with it (change race, or other things). |
869 | * appropriate action with it (change race, or other things). |
873 | * The function name is for historical reasons - now we have |
870 | * The function name is for historical reasons - now we have |
874 | * separate race and class; this actually changes the RACE, |
871 | * separate race and class; this actually changes the RACE, |
875 | * not the class. |
872 | * not the class. |
876 | */ |
873 | */ |
877 | int |
874 | void |
878 | key_change_class (object *op, char key) |
875 | player::chargen_race_done () |
879 | { |
876 | { |
880 | int tmp_loop; |
|
|
881 | |
|
|
882 | if (key == 'd' || key == 'D') |
|
|
883 | { |
|
|
884 | char buf[MAX_BUF]; |
|
|
885 | |
|
|
886 | /* this must before then initial items are given */ |
877 | /* this must before then initial items are given */ |
887 | esrv_new_player (op->contr, op->weight + op->carrying); |
878 | esrv_new_player (ob->contr, ob->weight + ob->carrying); |
888 | |
879 | |
889 | treasurelist *tl = find_treasurelist ("starting_wealth"); |
880 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
890 | if (tl) |
881 | if (tl) |
891 | create_treasure (tl, op, 0, 0, 0); |
882 | create_treasure (tl, ob, 0, 0, 0); |
892 | |
883 | |
893 | INVOKE_PLAYER (BIRTH, op->contr); |
884 | INVOKE_PLAYER (BIRTH, ob->contr); |
894 | INVOKE_PLAYER (LOGIN, op->contr); |
885 | INVOKE_PLAYER (LOGIN, ob->contr); |
895 | |
886 | |
896 | op->contr->ns->state = ST_PLAYING; |
887 | ob->contr->ns->state = ST_PLAYING; |
897 | |
888 | |
898 | if (op->msg) |
889 | if (ob->msg) |
899 | op->msg = NULL; |
890 | ob->msg = 0; |
900 | |
891 | |
901 | /* 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 |
902 | * to save here. |
893 | * to save here. |
903 | */ |
894 | */ |
|
|
895 | { |
|
|
896 | char buf[MAX_BUF]; |
904 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
897 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name); |
905 | make_path_to_file (buf); |
898 | make_path_to_file (buf); |
|
|
899 | } |
906 | |
900 | |
907 | #ifdef AUTOSAVE |
|
|
908 | op->contr->last_save_tick = pticks; |
|
|
909 | #endif |
|
|
910 | start_info (op); |
901 | start_info (ob); |
911 | CLEAR_FLAG (op, FLAG_WIZ); |
902 | CLEAR_FLAG (ob, FLAG_WIZ); |
912 | give_initial_items (op, op->randomitems); |
903 | give_initial_items (ob, ob->randomitems); |
913 | link_player_skills (op); |
904 | link_player_skills (ob); |
914 | esrv_send_inventory (op, op); |
905 | esrv_send_inventory (ob, ob); |
915 | op->update_stats (); |
906 | ob->update_stats (); |
916 | |
907 | |
917 | /* This moves the player to a different start map, if there |
908 | /* This moves the player to a different start map, if there |
918 | * is one for this race |
909 | * is one for this race |
919 | */ |
910 | */ |
920 | if (*first_map_ext_path) |
911 | if (*first_map_ext_path) |
921 | { |
912 | { |
922 | object *tmp; |
913 | object *tmp; |
923 | char mapname[MAX_BUF]; |
914 | char mapname[MAX_BUF]; |
924 | |
915 | |
925 | 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); |
926 | tmp = object::create (); |
917 | tmp = object::create (); |
927 | EXIT_PATH (tmp) = mapname; |
918 | EXIT_PATH (tmp) = mapname; |
928 | EXIT_X (tmp) = op->x; |
919 | EXIT_X (tmp) = ob->x; |
929 | EXIT_Y (tmp) = op->y; |
920 | EXIT_Y (tmp) = ob->y; |
930 | op->enter_exit (tmp); /* we don't really care if it succeeded; |
921 | ob->enter_exit (tmp); /* we don't really care if it succeeded; |
931 | * if the map isn't there, then stay on the |
922 | * if the map isn't there, then stay on the |
932 | * default initial map */ |
923 | * default initial map */ |
933 | tmp->destroy (); |
924 | tmp->destroy (); |
934 | } |
925 | } |
935 | else |
926 | else |
936 | LOG (llevDebug, "first_map_ext_path not set\n"); |
927 | LOG (llevDebug, "first_map_ext_path not set\n"); |
|
|
928 | } |
937 | |
929 | |
938 | return 0; |
930 | void |
939 | } |
931 | player::chargen_race_next () |
940 | |
932 | { |
941 | /* Following actually changes the race - this is the default command |
933 | /* Following actually changes the race - this is the default command |
942 | * if we don't match with one of the options above. |
934 | * if we don't match with one of the options above. |
943 | */ |
935 | */ |
944 | |
936 | |
945 | tmp_loop = 0; |
937 | do |
946 | while (!tmp_loop) |
|
|
947 | { |
938 | { |
948 | shstr name = op->name; |
939 | shstr name = ob->name; |
949 | int x = op->x, y = op->y; |
940 | int x = ob->x, y = ob->y; |
950 | |
941 | |
951 | op->remove_statbonus (); |
942 | ob->remove_statbonus (); |
952 | op->remove (); |
943 | ob->remove (); |
953 | op->arch = get_player_archetype (op->arch); |
944 | ob->arch = get_player_archetype (ob->arch); |
954 | op->arch->clone.copy_to (op); |
945 | ob->arch->copy_to (ob); |
955 | op->instantiate (); |
946 | ob->instantiate (); |
956 | op->stats = op->contr->orig_stats; |
947 | ob->stats = ob->contr->orig_stats; |
957 | op->name = op->name_pl = name; |
948 | ob->name = ob->name_pl = name; |
958 | op->x = x; |
949 | ob->x = x; |
959 | op->y = y; |
950 | ob->y = y; |
960 | SET_ANIMATION (op, 2); /* So player faces south */ |
951 | SET_ANIMATION (ob, 2); /* So player faces south */ |
961 | insert_ob_in_map (op, op->map, op, 0); |
952 | insert_ob_in_map (ob, ob->map, ob, 0); |
962 | assign (op->contr->title, op->arch->clone.name); |
953 | assign (ob->contr->title, ob->arch->object::name); |
963 | op->add_statbonus (); |
954 | ob->add_statbonus (); |
964 | tmp_loop = allowed_class (op); |
|
|
965 | } |
955 | } |
|
|
956 | while (!allowed_class (ob)); |
966 | |
957 | |
967 | update_object (op, UP_OBJ_FACE); |
958 | update_object (ob, UP_OBJ_FACE); |
968 | esrv_update_item (UPD_FACE, op, op); |
959 | esrv_update_item (UPD_FACE, ob, ob); |
969 | op->update_stats (); |
960 | ob->update_stats (); |
970 | op->stats.hp = op->stats.maxhp; |
961 | ob->stats.hp = ob->stats.maxhp; |
971 | op->stats.sp = op->stats.maxsp; |
962 | ob->stats.sp = ob->stats.maxsp; |
972 | op->stats.grace = 0; |
963 | ob->stats.grace = 0; |
973 | |
|
|
974 | if (op->msg) |
|
|
975 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
|
|
976 | |
|
|
977 | send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); |
|
|
978 | return 0; |
|
|
979 | } |
964 | } |
980 | |
965 | |
981 | void |
966 | void |
982 | flee_player (object *op) |
967 | flee_player (object *op) |
983 | { |
968 | { |
… | |
… | |
1030 | /* Cornered, get rid of scared */ |
1015 | /* Cornered, get rid of scared */ |
1031 | CLEAR_FLAG (op, FLAG_SCARED); |
1016 | CLEAR_FLAG (op, FLAG_SCARED); |
1032 | op->enemy = NULL; |
1017 | op->enemy = NULL; |
1033 | } |
1018 | } |
1034 | |
1019 | |
1035 | |
|
|
1036 | /* 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. |
1037 | * 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 |
1038 | * stop. |
1022 | * stop. |
1039 | */ |
1023 | */ |
1040 | int |
1024 | int |
1041 | check_pick (object *op) |
1025 | check_pick (object *op) |
1042 | { |
1026 | { |
1043 | object *tmp, *next; |
1027 | object *tmp, *next; |
1044 | int stop = 0; |
1028 | int stop = 0; |
1045 | int j, k, wvratio; |
1029 | int wvratio; |
1046 | char putstring[128], tmpstr[16]; |
1030 | char putstring[128]; |
1047 | |
1031 | |
1048 | /* if you're flying, you cna't pick up anything */ |
1032 | /* if you're flying, you cna't pick up anything */ |
1049 | if (op->move_type & MOVE_FLYING) |
1033 | if (op->move_type & MOVE_FLYING) |
1050 | return 1; |
1034 | return 1; |
1051 | |
1035 | |
… | |
… | |
1119 | if (tmp->name != NULL) |
1103 | if (tmp->name != NULL) |
1120 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1104 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1121 | &tmp->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)))); |
1122 | else |
1106 | else |
1123 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1107 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1124 | &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)))); |
1125 | |
1109 | |
1126 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1110 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1127 | } |
1111 | } |
1128 | |
1112 | |
1129 | /* philosophy: |
1113 | /* philosophy: |
… | |
… | |
1204 | pick_up (op, tmp); |
1188 | pick_up (op, tmp); |
1205 | continue; |
1189 | continue; |
1206 | } |
1190 | } |
1207 | |
1191 | |
1208 | if (op->contr->mode & PU_READABLES) |
1192 | if (op->contr->mode & PU_READABLES) |
1209 | if (tmp->type == BOOK || tmp->type == SCROLL) |
1193 | if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) |
1210 | { |
1194 | { |
1211 | pick_up (op, tmp); |
1195 | pick_up (op, tmp); |
1212 | continue; |
1196 | continue; |
1213 | } |
1197 | } |
1214 | |
1198 | |
… | |
… | |
1322 | /* careful: chairs and tables are weapons! */ |
1306 | /* careful: chairs and tables are weapons! */ |
1323 | if (op->contr->mode & PU_ALLWEAPON) |
1307 | if (op->contr->mode & PU_ALLWEAPON) |
1324 | { |
1308 | { |
1325 | if (tmp->type == WEAPON && tmp->name != NULL) |
1309 | if (tmp->type == WEAPON && tmp->name != NULL) |
1326 | { |
1310 | { |
1327 | 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 && |
1328 | strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) |
1312 | strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) |
1329 | { |
1313 | { |
1330 | pick_up (op, tmp); |
1314 | pick_up (op, tmp); |
1331 | continue; |
1315 | continue; |
1332 | } |
1316 | } |
1333 | } |
1317 | } |
1334 | |
1318 | |
1335 | if (tmp->type == WEAPON && tmp->name == NULL) |
1319 | if (tmp->type == WEAPON && tmp->name == NULL) |
1336 | { |
1320 | { |
1337 | 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) |
1338 | { |
1322 | { |
1339 | pick_up (op, tmp); |
1323 | pick_up (op, tmp); |
1340 | continue; |
1324 | continue; |
1341 | } |
1325 | } |
1342 | } |
1326 | } |
… | |
… | |
1367 | if (tmp->name != NULL) |
1351 | if (tmp->name != NULL) |
1368 | { |
1352 | { |
1369 | fprintf (stderr, "%s", tmp->name); |
1353 | fprintf (stderr, "%s", tmp->name); |
1370 | } |
1354 | } |
1371 | else |
1355 | else |
1372 | fprintf (stderr, "%s", tmp->arch->name); |
1356 | fprintf (stderr, "%s", tmp->arch->archname); |
1373 | fprintf (stderr, ",%d] = ", tmp->type); |
1357 | fprintf (stderr, ",%d] = ", tmp->type); |
1374 | 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)))); |
1375 | #endif |
1359 | #endif |
1376 | continue; |
1360 | continue; |
1377 | } |
1361 | } |
… | |
… | |
1388 | * found object is returned. |
1372 | * found object is returned. |
1389 | */ |
1373 | */ |
1390 | object * |
1374 | object * |
1391 | find_arrow (object *op, const char *type) |
1375 | find_arrow (object *op, const char *type) |
1392 | { |
1376 | { |
1393 | object *tmp = NULL; |
1377 | object *tmp = 0; |
1394 | |
1378 | |
1395 | for (op = op->inv; op; op = op->below) |
1379 | for (op = op->inv; op; op = op->below) |
1396 | 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)) |
1397 | tmp = find_arrow (op, type); |
1381 | tmp = find_arrow (op, type); |
1398 | else if (op->type == ARROW && op->race == type) |
1382 | else if (op->type == ARROW && op->race == type) |
1399 | return op; |
1383 | return op; |
|
|
1384 | |
1400 | return tmp; |
1385 | return tmp; |
1401 | } |
1386 | } |
1402 | |
1387 | |
1403 | /* |
1388 | /* |
1404 | * 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 |
1405 | * 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 |
1406 | * 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 |
1407 | * 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. |
1408 | */ |
1393 | */ |
1409 | |
|
|
1410 | object * |
1394 | object * |
1411 | 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) |
1412 | { |
1396 | { |
1413 | object *tmp = NULL, *arrow, *ntmp; |
1397 | object *tmp = NULL, *arrow, *ntmp; |
1414 | int attacknum, attacktype, betterby = 0, i; |
1398 | int attacknum, attacktype, betterby = 0, i; |
… | |
… | |
1447 | else |
1431 | else |
1448 | { |
1432 | { |
1449 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1433 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1450 | { |
1434 | { |
1451 | attacktype = 1 << attacknum; |
1435 | attacktype = 1 << attacknum; |
1452 | if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) |
1436 | if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0) |
1453 | 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) |
1454 | { |
1438 | { |
1455 | tmp = arrow; |
1439 | tmp = arrow; |
1456 | 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; |
1457 | } |
1441 | } |
1458 | } |
1442 | } |
1459 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1443 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1460 | { |
1444 | { |
1461 | tmp = arrow; |
1445 | tmp = arrow; |
… | |
… | |
1480 | * find_better_arrow to find a decent arrow to use. |
1464 | * find_better_arrow to find a decent arrow to use. |
1481 | * op = the shooter |
1465 | * op = the shooter |
1482 | * type = bow->race |
1466 | * type = bow->race |
1483 | * dir = fire direction |
1467 | * dir = fire direction |
1484 | */ |
1468 | */ |
1485 | |
|
|
1486 | object * |
1469 | object * |
1487 | pick_arrow_target (object *op, const char *type, int dir) |
1470 | pick_arrow_target (object *op, const char *type, int dir) |
1488 | { |
1471 | { |
1489 | object *tmp = NULL; |
1472 | object *tmp = NULL; |
1490 | maptile *m; |
1473 | maptile *m; |
… | |
… | |
1555 | */ |
1538 | */ |
1556 | int |
1539 | int |
1557 | 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) |
1558 | { |
1541 | { |
1559 | object *left, *bow; |
1542 | object *left, *bow; |
1560 | int bowspeed, mflags; |
1543 | int mflags; |
1561 | maptile *m; |
1544 | maptile *m; |
1562 | |
1545 | |
1563 | if (!dir) |
1546 | if (!dir) |
1564 | { |
1547 | { |
1565 | 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!"); |
1566 | return 0; |
1549 | return 0; |
1567 | } |
1550 | } |
1568 | |
1551 | |
1569 | if (op->type == PLAYER) |
1552 | if (op->contr) |
1570 | bow = op->contr->ranges[range_bow]; |
1553 | bow = op->current_weapon; |
1571 | else |
1554 | else |
1572 | { |
1555 | { |
1573 | for (bow = op->inv; bow; bow = bow->below) |
1556 | for (bow = op->inv; bow; bow = bow->below) |
1574 | /* 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 |
1575 | * 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. |
… | |
… | |
1580 | if (!bow) |
1563 | if (!bow) |
1581 | { |
1564 | { |
1582 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1565 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1583 | return 0; |
1566 | return 0; |
1584 | } |
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 | |
1585 | } |
1576 | } |
1586 | |
1577 | |
1587 | if (!bow->race || !bow->skill) |
1578 | if (!bow->race || !bow->skill) |
1588 | { |
1579 | { |
1589 | 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); |
1590 | return 0; |
1581 | return 0; |
1591 | } |
1582 | } |
1592 | |
|
|
1593 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
|
|
1594 | |
|
|
1595 | /* penalize ROF for bestarrow */ |
|
|
1596 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
|
|
1597 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
|
|
1598 | |
|
|
1599 | if (bowspeed < 1) |
|
|
1600 | bowspeed = 1; |
|
|
1601 | |
1583 | |
1602 | if (arrow == NULL) |
1584 | if (arrow == NULL) |
1603 | { |
1585 | { |
1604 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1586 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1605 | { |
1587 | { |
1606 | if (op->type == PLAYER) |
1588 | if (op->type == PLAYER) |
1607 | 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); |
1608 | /* 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 */ |
1609 | else |
1591 | else |
1610 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1592 | CLEAR_FLAG (op, FLAG_READY_BOW); |
|
|
1593 | |
1611 | return 0; |
1594 | return 0; |
1612 | } |
1595 | } |
1613 | } |
1596 | } |
1614 | |
1597 | |
1615 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1598 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
… | |
… | |
1639 | |
1622 | |
1640 | arrow->set_owner (op); |
1623 | arrow->set_owner (op); |
1641 | arrow->skill = bow->skill; |
1624 | arrow->skill = bow->skill; |
1642 | arrow->direction = dir; |
1625 | arrow->direction = dir; |
1643 | |
1626 | |
|
|
1627 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
|
|
1628 | arrow->stats.hp = arrow->stats.dam; |
|
|
1629 | arrow->stats.grace = arrow->attacktype; |
|
|
1630 | |
|
|
1631 | if (arrow->slaying) |
|
|
1632 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1633 | |
|
|
1634 | #if 0 |
|
|
1635 | if (player *pl = op->contr) |
|
|
1636 | { |
|
|
1637 | float speed = pl->weapon_sp; |
|
|
1638 | |
|
|
1639 | /* penalize ROF for bestarrow */ |
|
|
1640 | if (pl->bowtype == bow_bestarrow) |
|
|
1641 | speed *= .9f; |
|
|
1642 | else |
|
|
1643 | speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; |
|
|
1644 | |
|
|
1645 | op->speed_left += speed - op->speed; |
|
|
1646 | } |
|
|
1647 | #endif |
|
|
1648 | |
|
|
1649 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1650 | |
|
|
1651 | /* update the speed */ |
|
|
1652 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
|
|
1653 | + bow->stats.dam / 7.f; |
|
|
1654 | |
|
|
1655 | arrow->set_speed (max (arrow->speed, 2.f)); |
|
|
1656 | arrow->speed_left = 0; |
|
|
1657 | |
|
|
1658 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
|
|
1659 | |
1644 | if (op->type == PLAYER) |
1660 | if (op->type == PLAYER) |
1645 | { |
1661 | { |
1646 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
|
|
1647 | op->update_stats (); |
|
|
1648 | } |
|
|
1649 | |
|
|
1650 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1651 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
|
|
1652 | arrow->stats.hp = arrow->stats.dam; |
|
|
1653 | arrow->stats.grace = arrow->attacktype; |
|
|
1654 | if (arrow->slaying != NULL) |
|
|
1655 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1656 | |
|
|
1657 | /* Note that this was different for monsters - they got their level |
|
|
1658 | * added to the damage. I think the strength bonus is more proper. |
|
|
1659 | */ |
|
|
1660 | |
|
|
1661 | arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic; |
|
|
1662 | |
|
|
1663 | /* update the speed */ |
|
|
1664 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
|
|
1665 | 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
|
|
1666 | |
|
|
1667 | arrow->set_speed (max (arrow->speed, 1.0)); |
|
|
1668 | arrow->speed_left = 0; |
|
|
1669 | |
|
|
1670 | if (op->type == PLAYER) |
|
|
1671 | { |
|
|
1672 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
|
|
1673 | (op->chosen_skill ? op->chosen_skill->level : op->level) - |
|
|
1674 | dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod; |
|
|
1675 | |
|
|
1676 | 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; |
1677 | } |
1669 | } |
1678 | else |
1670 | else |
1679 | { |
1671 | { |
1680 | arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; |
|
|
1681 | arrow->level = op->level; |
1672 | arrow->level = op->level; |
1682 | } |
1673 | arrow->stats.wc -= bow->magic; |
1683 | |
1674 | |
1684 | if (arrow->attacktype == AT_PHYSICAL) |
1675 | if (!arrow->slaying) |
|
|
1676 | arrow->slaying = bow->slaying; |
|
|
1677 | |
1685 | arrow->attacktype |= bow->attacktype; |
1678 | arrow->attacktype |= bow->attacktype; |
|
|
1679 | } |
1686 | |
1680 | |
1687 | if (bow->slaying) |
1681 | wc -= arrow->level; |
1688 | arrow->slaying = bow->slaying; |
1682 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
1689 | |
1683 | |
|
|
1684 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1690 | arrow->move_type = MOVE_FLY_LOW; |
1685 | arrow->move_type = MOVE_FLY_LOW; |
1691 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1686 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1692 | |
1687 | |
1693 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1688 | op->play_sound (sound_find ("fire_arrow")); |
1694 | m->insert (arrow, sx, sy, op); |
1689 | m->insert (arrow, sx, sy, op); |
1695 | |
1690 | |
1696 | if (!arrow->destroyed ()) |
1691 | if (!arrow->destroyed ()) |
1697 | move_arrow (arrow); |
1692 | move_arrow (arrow); |
1698 | |
1693 | |
… | |
… | |
1719 | { |
1714 | { |
1720 | int ret = 0, wcmod = 0; |
1715 | int ret = 0, wcmod = 0; |
1721 | |
1716 | |
1722 | if (op->contr->bowtype == bow_bestarrow) |
1717 | if (op->contr->bowtype == bow_bestarrow) |
1723 | { |
1718 | { |
1724 | 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); |
1725 | } |
1720 | } |
1726 | 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) |
1727 | { |
1722 | { |
1728 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1723 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1729 | wcmod = -1; |
1724 | wcmod = -1; |
… | |
… | |
1739 | else if (op->contr->bowtype == bow_spreadshot) |
1734 | else if (op->contr->bowtype == bow_spreadshot) |
1740 | { |
1735 | { |
1741 | 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); |
1742 | 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); |
1743 | 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); |
1744 | |
|
|
1745 | } |
1739 | } |
1746 | else |
1740 | else |
1747 | { |
1741 | { |
1748 | /* Simple case */ |
1742 | /* Simple case */ |
1749 | 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); |
1750 | } |
1744 | } |
|
|
1745 | |
1751 | return ret; |
1746 | return ret; |
1752 | } |
1747 | } |
1753 | |
|
|
1754 | |
1748 | |
1755 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1749 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1756 | * Broken apart from 'fire' to keep it more readable. |
1750 | * Broken apart from 'fire' to keep it more readable. |
1757 | */ |
1751 | */ |
1758 | void |
1752 | void |
1759 | fire_misc_object (object *op, int dir) |
1753 | fire_misc_object (object *op, int dir) |
1760 | { |
1754 | { |
1761 | object *item; |
1755 | object *item = op->contr->ranged_ob; |
1762 | |
1756 | |
1763 | if (!op->contr->ranges[range_misc]) |
1757 | if (!item) |
1764 | { |
1758 | { |
1765 | 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."); |
1766 | return; |
1760 | return; |
1767 | } |
1761 | } |
1768 | |
1762 | |
1769 | item = op->contr->ranges[range_misc]; |
|
|
1770 | if (!item->inv) |
1763 | if (!item->inv) |
1771 | { |
1764 | { |
1772 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1765 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1773 | return; |
1766 | return; |
1774 | } |
1767 | } |
|
|
1768 | |
|
|
1769 | if (!op->change_weapon (item)) |
|
|
1770 | return; |
|
|
1771 | |
1775 | if (item->type == WAND) |
1772 | if (item->type == WAND) |
1776 | { |
1773 | { |
1777 | if (item->stats.food <= 0) |
1774 | if (item->stats.food <= 0) |
1778 | { |
1775 | { |
1779 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1776 | op->contr->play_sound (sound_find ("wand_poof")); |
1780 | 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 | |
1781 | return; |
1779 | return; |
1782 | } |
1780 | } |
1783 | } |
1781 | } |
1784 | else if (item->type == ROD || item->type == HORN) |
1782 | else if (item->type == ROD || item->type == HORN) |
1785 | { |
1783 | { |
1786 | 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)) |
1787 | { |
1785 | { |
1788 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1786 | op->contr->play_sound (sound_find ("wand_poof")); |
|
|
1787 | |
1789 | if (item->type == ROD) |
1788 | if (item->type == ROD) |
1790 | 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)); |
1791 | else |
1790 | else |
1792 | 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 | |
1793 | return; |
1793 | return; |
1794 | } |
1794 | } |
1795 | } |
1795 | } |
1796 | |
1796 | |
1797 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1797 | if (cast_spell (op, item, dir, item->inv, NULL)) |
… | |
… | |
1804 | object *tmp; |
1804 | object *tmp; |
1805 | |
1805 | |
1806 | if (item->arch) |
1806 | if (item->arch) |
1807 | { |
1807 | { |
1808 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1808 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1809 | item->face = item->arch->clone.face; |
1809 | item->face = item->arch->face; |
1810 | item->set_speed (0); |
1810 | item->set_speed (0); |
1811 | } |
1811 | } |
1812 | |
1812 | |
1813 | if ((tmp = item->in_player ())) |
1813 | if ((tmp = item->in_player ())) |
1814 | esrv_update_item (UPD_ANIM, tmp, item); |
1814 | esrv_update_item (UPD_ANIM, tmp, item); |
… | |
… | |
1819 | } |
1819 | } |
1820 | } |
1820 | } |
1821 | |
1821 | |
1822 | /* Received a fire command for the player - go and do it. |
1822 | /* Received a fire command for the player - go and do it. |
1823 | */ |
1823 | */ |
1824 | void |
1824 | bool |
1825 | fire (object *op, int dir) |
1825 | fire (object *op, int dir) |
1826 | { |
1826 | { |
1827 | int spellcost = 0; |
1827 | int spellcost = 0; |
1828 | |
1828 | |
1829 | /* check for loss of invisiblity/hide */ |
1829 | /* check for loss of invisiblity/hide */ |
1830 | if (action_makes_visible (op)) |
1830 | if (action_makes_visible (op)) |
1831 | make_visible (op); |
1831 | make_visible (op); |
1832 | |
1832 | |
1833 | 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; |
1834 | { |
1839 | } |
1835 | case range_none: |
|
|
1836 | return; |
|
|
1837 | |
1840 | |
1838 | 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: |
1839 | player_fire_bow (op, dir); |
1857 | player_fire_bow (op, dir); |
1840 | return; |
1858 | break; |
1841 | |
1859 | |
1842 | case range_magic: /* Casting spells */ |
1860 | case SPELL: |
1843 | 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); |
1844 | return; |
1862 | break; |
1845 | |
1863 | |
1846 | 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: |
1847 | fire_misc_object (op, dir); |
1873 | fire_misc_object (op, dir); |
1848 | return; |
1874 | break; |
1849 | |
|
|
1850 | case range_golem: /* Control summoned monsters from scrolls */ |
|
|
1851 | if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
1852 | { |
|
|
1853 | op->contr->ranges[range_golem] = 0; |
|
|
1854 | op->contr->shoottype = range_none; |
|
|
1855 | } |
|
|
1856 | else |
|
|
1857 | control_golem (op->contr->ranges[range_golem], dir); |
|
|
1858 | return; |
|
|
1859 | |
|
|
1860 | case range_skill: |
|
|
1861 | if (!op->chosen_skill) |
|
|
1862 | { |
|
|
1863 | if (op->type == PLAYER) |
|
|
1864 | new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
|
|
1865 | return; |
|
|
1866 | } |
|
|
1867 | (void) do_skill (op, op, op->chosen_skill, dir, NULL); |
|
|
1868 | return; |
|
|
1869 | case range_builder: |
|
|
1870 | apply_map_builder (op, dir); |
|
|
1871 | return; |
|
|
1872 | default: |
|
|
1873 | new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); |
|
|
1874 | return; |
|
|
1875 | } |
1875 | } |
1876 | } |
|
|
1877 | |
1876 | |
1878 | |
1877 | return true; |
|
|
1878 | } |
1879 | |
1879 | |
1880 | /* find_key |
1880 | /* find_key |
1881 | * 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 |
1882 | * and successfully use it, we return the key, otherwise NULL |
1882 | * and successfully use it, we return the key, otherwise NULL |
1883 | * This function merges both normal and locked door, since the logic |
1883 | * This function merges both normal and locked door, since the logic |
… | |
… | |
1885 | * pl is the player, |
1885 | * pl is the player, |
1886 | * inv is the objects inventory to searched |
1886 | * inv is the objects inventory to searched |
1887 | * door is the door we are trying to match against. |
1887 | * door is the door we are trying to match against. |
1888 | * This function can be called recursively to search containers. |
1888 | * This function can be called recursively to search containers. |
1889 | */ |
1889 | */ |
1890 | |
|
|
1891 | object * |
1890 | object * |
1892 | find_key (object *pl, object *container, object *door) |
1891 | find_key (object *pl, object *container, object *door) |
1893 | { |
1892 | { |
1894 | object *tmp, *key; |
1893 | object *tmp, *key; |
1895 | |
1894 | |
1896 | /* Should not happen, but sanity checking is never bad */ |
1895 | /* Should not happen, but sanity checking is never bad */ |
1897 | if (container->inv == NULL) |
1896 | if (!container->inv) |
1898 | return NULL; |
1897 | return 0; |
1899 | |
1898 | |
1900 | /* 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 */ |
1901 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1900 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1902 | { |
1901 | { |
1903 | if (door->type == DOOR && tmp->type == KEY) |
1902 | if (door->type == DOOR && tmp->type == KEY) |
1904 | break; |
1903 | break; |
1905 | /* For sanity, we should really check door type, but other stuff |
1904 | /* For sanity, we should really check door type, but other stuff |
1906 | * (like containers) can be locked with special keys |
1905 | * (like containers) can be locked with special keys |
1907 | */ |
1906 | */ |
1908 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1907 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1909 | break; |
1908 | break; |
1910 | } |
1909 | } |
|
|
1910 | |
1911 | /* No key found - lets search inventories now */ |
1911 | /* No key found - lets search inventories now */ |
1912 | /* 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. |
1913 | * 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 |
1914 | * a key, return |
1914 | * a key, return |
1915 | */ |
1915 | */ |
1916 | if (!tmp) |
1916 | if (!tmp) |
1917 | { |
1917 | { |
1918 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1918 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1919 | { |
1919 | { |
1920 | /* No reason to search empty containers */ |
1920 | /* No reason to search empty containers */ |
1921 | if (tmp->type == CONTAINER && tmp->inv) |
1921 | if (tmp->type == CONTAINER && tmp->inv) |
1922 | { |
1922 | { |
1923 | if ((key = find_key (pl, tmp, door)) != NULL) |
1923 | if ((key = find_key (pl, tmp, door))) |
1924 | return key; |
1924 | return key; |
1925 | } |
1925 | } |
1926 | } |
1926 | } |
|
|
1927 | |
1927 | if (!tmp) |
1928 | if (!tmp) |
1928 | return NULL; |
1929 | return NULL; |
1929 | } |
1930 | } |
|
|
1931 | |
1930 | /* 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, |
1931 | * see if we actually want to use it |
1933 | * see if we actually want to use it |
1932 | */ |
1934 | */ |
1933 | if (pl != container) |
1935 | if (pl != container) |
1934 | { |
1936 | { |
… | |
… | |
1955 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1957 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1956 | "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)); |
1957 | return NULL; |
1959 | return NULL; |
1958 | } |
1960 | } |
1959 | } |
1961 | } |
|
|
1962 | |
1960 | return tmp; |
1963 | return tmp; |
1961 | } |
1964 | } |
1962 | |
1965 | |
1963 | /* moved door processing out of move_player_attack. |
1966 | /* moved door processing out of move_player_attack. |
1964 | * returns 1 if player has opened the door with a key |
1967 | * returns 1 if player has opened the door with a key |
… | |
… | |
1966 | * 0 otherwise |
1969 | * 0 otherwise |
1967 | */ |
1970 | */ |
1968 | static int |
1971 | static int |
1969 | player_attack_door (object *op, object *door) |
1972 | player_attack_door (object *op, object *door) |
1970 | { |
1973 | { |
1971 | /* 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, |
1972 | * 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 - |
1973 | * otherwise, we fall through to the rest of the code. |
1976 | * otherwise, we fall through to the rest of the code. |
1974 | */ |
1977 | */ |
1975 | object *key = find_key (op, op, door); |
1978 | object *key = find_key (op, op, door); |
1976 | |
1979 | |
1977 | /* IF we found a key, do some extra work */ |
1980 | /* If we found a key, do some extra work */ |
1978 | if (key) |
1981 | if (key) |
1979 | { |
1982 | { |
1980 | object *container = key->env; |
1983 | object *container = key->env; |
1981 | |
1984 | |
1982 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
|
|
1983 | if (action_makes_visible (op)) |
1985 | if (action_makes_visible (op)) |
1984 | make_visible (op); |
1986 | make_visible (op); |
|
|
1987 | |
1985 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1988 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1986 | spring_trap (door->inv, op); |
1989 | spring_trap (door->inv, op); |
|
|
1990 | |
1987 | if (door->type == DOOR) |
1991 | if (door->type == DOOR) |
1988 | { |
|
|
1989 | 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 */ |
1990 | } |
|
|
1991 | else if (door->type == LOCKED_DOOR) |
1993 | else if (door->type == LOCKED_DOOR) |
1992 | { |
1994 | { |
1993 | 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)); |
1994 | remove_door2 (door); /* remove door without violence ;-) */ |
1996 | remove_door2 (door); /* remove door without violence ;-) */ |
1995 | } |
1997 | } |
|
|
1998 | |
1996 | /* Do this after we print the message */ |
1999 | /* Do this after we print the message */ |
1997 | decrease_ob (key); /* Use up one of the keys */ |
2000 | decrease_ob (key); /* Use up one of the keys */ |
1998 | /* Need to update the weight the container the key was in */ |
2001 | /* Need to update the weight the container the key was in */ |
1999 | if (container != op) |
2002 | if (container != op) |
2000 | esrv_update_item (UPD_WEIGHT, op, container); |
2003 | esrv_update_item (UPD_WEIGHT, op, container); |
|
|
2004 | |
2001 | return 1; /* Nothing more to do below */ |
2005 | return 1; /* Nothing more to do below */ |
2002 | } |
2006 | } |
2003 | else if (door->type == LOCKED_DOOR) |
2007 | else if (door->type == LOCKED_DOOR) |
2004 | { |
2008 | { |
2005 | /* Might as well return now - no other way to open this */ |
2009 | /* Might as well return now - no other way to open this */ |
2006 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
2010 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
2007 | return 1; |
2011 | return 1; |
2008 | } |
2012 | } |
|
|
2013 | |
2009 | return 0; |
2014 | return 0; |
2010 | } |
2015 | } |
2011 | |
2016 | |
2012 | /* This function is just part of a breakup from move_player. |
2017 | /* This function is just part of a breakup from move_player. |
2013 | * It should keep the code cleaner. |
2018 | * It should keep the code cleaner. |
2014 | * When this is called, the players direction has been updated |
2019 | * When this is called, the players direction has been updated |
2015 | * (taking into account confusion.) The player is also actually |
2020 | * (taking into account confusion.) The player is also actually |
2016 | * going to try and move (not fire weapons). |
2021 | * going to try and move (not fire weapons). |
2017 | */ |
2022 | */ |
2018 | void |
2023 | bool |
2019 | move_player_attack (object *op, int dir) |
2024 | move_player_attack (object *op, int dir) |
2020 | { |
2025 | { |
2021 | object *tmp, *mon; |
|
|
2022 | sint16 nx, ny; |
|
|
2023 | int on_battleground; |
2026 | int on_battleground; |
2024 | maptile *m; |
|
|
2025 | |
2027 | |
2026 | nx = freearr_x[dir] + op->x; |
2028 | sint16 nx = freearr_x[dir] + op->x; |
2027 | ny = freearr_y[dir] + op->y; |
2029 | sint16 ny = freearr_y[dir] + op->y; |
2028 | |
2030 | |
2029 | 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 | } |
2030 | |
2041 | |
2031 | /* 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 |
2032 | * 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 |
2033 | * 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 |
2034 | * player. This is a pretty nasty hack, because if we could |
2045 | * player. This is a pretty nasty hack, because if we could |
2035 | * 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 |
2036 | * 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 |
2037 | * 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 |
2038 | * move_ob uses. |
2049 | * move_ob uses. |
2039 | */ |
2050 | */ |
2040 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
|
|
2041 | { |
|
|
2042 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
|
|
2043 | { |
|
|
2044 | m = op->map->xy_find (nx, ny); |
2051 | maptile *m = op->map->xy_find (nx, ny); |
2045 | if (!m) |
|
|
2046 | return; /* Don't think this should happen */ |
|
|
2047 | } |
|
|
2048 | else |
|
|
2049 | m = op->map; |
|
|
2050 | |
2052 | |
2051 | if (!(tmp = m->at (nx, ny).bot)) |
|
|
2052 | return; |
|
|
2053 | |
|
|
2054 | mon = 0; |
|
|
2055 | /* 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 |
2056 | * 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. |
2057 | * 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 |
2058 | * on the space |
2056 | * on the space |
2059 | */ |
2057 | */ |
2060 | while (tmp) |
2058 | object *mon; |
2061 | { |
2059 | for (mon = m->at (nx, ny).bot; mon; mon = mon->above) |
2062 | if (tmp == op) |
2060 | { |
2063 | { |
2061 | if ((mon->flag [FLAG_ALIVE] |
2064 | tmp = tmp->above; |
2062 | || mon->type == LOCKED_DOOR |
2065 | continue; |
2063 | || mon->flag [FLAG_CAN_ROLL]) |
2066 | } |
|
|
2067 | |
|
|
2068 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
|
|
2069 | { |
|
|
2070 | mon = tmp; |
2064 | && mon != op) |
2071 | break; |
2065 | break; |
2072 | } |
2066 | } |
2073 | |
2067 | |
2074 | if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) |
|
|
2075 | mon = tmp; |
|
|
2076 | |
|
|
2077 | tmp = tmp->above; |
|
|
2078 | } |
|
|
2079 | |
|
|
2080 | if (!mon) /* This happens anytime the player tries to move */ |
2068 | if (!mon) /* This happens anytime the player tries to move */ |
2081 | return; /* into a wall */ |
2069 | return false; /* into a wall */ |
2082 | |
2070 | |
2083 | if (mon->head) |
|
|
2084 | mon = mon->head; |
2071 | mon = mon->head_ (); |
2085 | |
2072 | |
2086 | 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) |
2087 | if (player_attack_door (op, mon)) |
2075 | if (player_attack_door (op, mon)) |
|
|
2076 | { |
|
|
2077 | --op->contr->weapon_sp_left; |
2088 | return; |
2078 | return true; |
|
|
2079 | } |
2089 | |
2080 | |
2090 | /* The following deals with possibly attacking peaceful |
2081 | /* The following deals with possibly attacking peaceful |
2091 | * or frienddly creatures. Basically, all players are considered |
2082 | * or friendly creatures. Basically, all players are considered |
2092 | * unaggressive. If the moving player has peaceful set, then the |
2083 | * unaggressive. If the moving player has peaceful set, then the |
2093 | * object should be pushed instead of attacked. It is assumed that |
2084 | * object should be pushed instead of attacked. It is assumed that |
2094 | * if you are braced, you will not attack friends accidently, |
2085 | * if you are braced, you will not attack friends accidently, |
2095 | * and thus will not push them. |
2086 | * and thus will not push them. |
2096 | */ |
2087 | */ |
2097 | |
2088 | |
2098 | /* 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 |
2099 | * peaceful. Our assumption is the creature is a pet if the |
2090 | * peaceful. Our assumption is the creature is a pet if the |
2100 | * player owns it and it is either friendly or unagressive. |
2091 | * player owns it and it is either friendly or unagressive. |
2101 | */ |
2092 | */ |
2102 | if ((op->type == PLAYER) |
2093 | if (op->type == PLAYER |
2103 | #if COZY_SERVER |
|
|
2104 | && |
|
|
2105 | ((mon->owner && mon->owner->contr |
2094 | && ((mon->owner && mon->owner->contr |
2106 | && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) |
2095 | && same_party (mon->owner->contr->party, op->contr->party)) |
2107 | #else |
|
|
2108 | && mon->owner == op |
2096 | || mon->owner == op) |
2109 | #endif |
|
|
2110 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2097 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2111 | { |
2098 | { |
2112 | /* 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 */ |
2113 | if (op->contr->braced) |
2100 | if (op->contr->braced) |
2114 | return; |
2101 | return false; |
2115 | |
2102 | |
2116 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2103 | if (op->speed_left > 0.f) |
|
|
2104 | { |
|
|
2105 | --op->speed_left; |
|
|
2106 | |
|
|
2107 | op->play_sound (sound_find ("push_player")); |
2117 | (void) push_ob (mon, dir, op); |
2108 | push_ob (mon, dir, op); |
|
|
2109 | |
2118 | if (op->contr->tmp_invis || op->hide) |
2110 | if (op->contr->tmp_invis || op->hide) |
2119 | make_visible (op); |
2111 | make_visible (op); |
2120 | |
2112 | |
2121 | return; |
2113 | return true; |
2122 | } |
2114 | } |
|
|
2115 | else |
|
|
2116 | return false; |
|
|
2117 | } |
2123 | |
2118 | |
2124 | /* in certain circumstances, you shouldn't attack friendly |
2119 | /* in certain circumstances, you shouldn't attack friendly |
2125 | * creatures. Note that if you are braced, you can't push |
2120 | * creatures. Note that if you are braced, you can't push |
2126 | * 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 |
2127 | * attack them either. |
2122 | * attack them either. |
2128 | */ |
2123 | */ |
2129 | if ((mon->type == PLAYER || mon->enemy != op) && |
2124 | if ((mon->type == PLAYER || mon->enemy != op) |
2130 | (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)) |
2131 | #ifdef PROHIBIT_PLAYERKILL |
|
|
2132 | (op->contr->peaceful |
2126 | && ((op->contr->peaceful |
2133 | || (mon->type == PLAYER |
2127 | || (mon->type == PLAYER && mon->contr->peaceful)) |
2134 | && mon->contr-> |
|
|
2135 | peaceful)) && |
|
|
2136 | #else |
|
|
2137 | op->contr->peaceful && |
|
|
2138 | #endif |
|
|
2139 | !on_battleground)) |
2128 | && !on_battleground)) |
|
|
2129 | { |
|
|
2130 | if (op->speed_left > 0.f) |
2140 | { |
2131 | { |
|
|
2132 | --op->speed_left; |
|
|
2133 | |
2141 | if (!op->contr->braced) |
2134 | if (!op->contr->braced) |
2142 | { |
2135 | { |
2143 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2136 | op->play_sound (sound_find ("push_player")); |
2144 | push_ob (mon, dir, op); |
2137 | push_ob (mon, dir, op); |
2145 | } |
2138 | } |
2146 | else |
2139 | else |
2147 | new_draw_info (0, 0, op, "You withhold your attack"); |
2140 | new_draw_info (0, 0, op, "You withhold your attack"); |
2148 | |
2141 | |
2149 | if (op->contr->tmp_invis || op->hide) |
2142 | if (op->contr->tmp_invis || op->hide) |
2150 | make_visible (op); |
2143 | make_visible (op); |
2151 | } |
|
|
2152 | |
2144 | |
|
|
2145 | return true; |
|
|
2146 | } |
|
|
2147 | } |
2153 | /* If the object is a boulder or other rollable object, then |
2148 | /* If the object is a boulder or other rollable object, then |
2154 | * 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. |
2155 | */ |
2150 | */ |
2156 | 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) |
2157 | { |
2154 | { |
|
|
2155 | --op->speed_left; |
|
|
2156 | |
2158 | recursive_roll (mon, dir, op); |
2157 | recursive_roll (mon, dir, op); |
2159 | if (action_makes_visible (op)) |
2158 | if (action_makes_visible (op)) |
2160 | make_visible (op); |
2159 | make_visible (op); |
2161 | } |
|
|
2162 | |
2160 | |
|
|
2161 | return true; |
|
|
2162 | } |
|
|
2163 | } |
2163 | /* Any generic living creature. Including things like doors. |
2164 | /* Any generic living creature. Including things like doors. |
2164 | * 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 |
2165 | * and be living. Then, it must be one of the following: |
2166 | * and be living. Then, it must be one of the following: |
2166 | * 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 |
2167 | * 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. |
2168 | */ |
2169 | */ |
2169 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2170 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2170 | ((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))) |
2171 | { |
2172 | { |
2172 | |
2173 | if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) |
2173 | /* If the player hasn't hit something this tick, and does |
|
|
2174 | * so, give them speed boost based on weapon speed. Doing |
|
|
2175 | * it here is better than process_players2, which basically |
|
|
2176 | * incurred a 1 tick offset. |
|
|
2177 | */ |
|
|
2178 | if (!op->contr->has_hit) |
|
|
2179 | { |
2174 | { |
2180 | op->speed_left += op->speed / op->contr->weapon_sp; |
2175 | --op->contr->weapon_sp_left; |
2181 | |
|
|
2182 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
|
|
2183 | } |
|
|
2184 | |
2176 | |
2185 | skill_attack (mon, op, 0, 0, 0); |
2177 | skill_attack (mon, op, 0, 0, 0); |
2186 | |
|
|
2187 | /* If attacking another player, that player gets automatic |
|
|
2188 | * hitback, and doesn't loose luck either. |
|
|
2189 | * Disable hitback on the battleground or if the target is |
|
|
2190 | * the wiz. |
|
|
2191 | */ |
|
|
2192 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) |
|
|
2193 | { |
|
|
2194 | short luck = mon->stats.luck; |
|
|
2195 | |
|
|
2196 | mon->contr->has_hit = 1; |
|
|
2197 | skill_attack (op, mon, 0, 0, 0); |
|
|
2198 | mon->stats.luck = luck; |
|
|
2199 | } |
|
|
2200 | |
2178 | |
2201 | if (action_makes_visible (op)) |
2179 | if (action_makes_visible (op)) |
2202 | make_visible (op); |
2180 | make_visible (op); |
2203 | } |
|
|
2204 | } /* if player should attack something */ |
|
|
2205 | } |
|
|
2206 | |
2181 | |
2207 | int |
2182 | return true; |
|
|
2183 | } |
|
|
2184 | } |
|
|
2185 | |
|
|
2186 | return false; |
|
|
2187 | } |
|
|
2188 | |
|
|
2189 | bool |
2208 | move_player (object *op, int dir) |
2190 | move_player (object *op, int dir) |
2209 | { |
2191 | { |
2210 | int pick; |
2192 | int pick; |
2211 | |
2193 | |
2212 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2194 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
… | |
… | |
2219 | return 0; |
2201 | return 0; |
2220 | } |
2202 | } |
2221 | |
2203 | |
2222 | /* peterm: added following line */ |
2204 | /* peterm: added following line */ |
2223 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2205 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2224 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
2206 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2225 | |
2207 | |
2226 | op->facing = dir; |
2208 | op->facing = dir; |
2227 | |
2209 | |
2228 | if (op->hide) |
2210 | if (op->hide) |
2229 | do_hidden_move (op); |
2211 | do_hidden_move (op); |
2230 | |
2212 | |
|
|
2213 | bool retval; |
|
|
2214 | |
2231 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2215 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2232 | /*nop */ ; |
2216 | retval = RESULT_INT (0); |
2233 | else if (op->contr->fire_on) |
2217 | else if (op->contr->fire_on) |
2234 | fire (op, dir); |
2218 | retval = fire (op, dir); |
2235 | else |
2219 | else |
2236 | { |
2220 | { |
2237 | move_player_attack (op, dir); |
2221 | retval = move_player_attack (op, dir); |
2238 | pick = check_pick (op); |
2222 | pick = check_pick (op); |
2239 | } |
2223 | } |
2240 | |
2224 | |
2241 | /* 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 |
2242 | * server can handle repeat firing. |
2226 | * server can handle repeat firing. |
… | |
… | |
2249 | /* Update how the player looks. Use the facing, so direction may |
2233 | /* Update how the player looks. Use the facing, so direction may |
2250 | * get reset to zero. This allows for full animation capabilities |
2234 | * get reset to zero. This allows for full animation capabilities |
2251 | * for players. |
2235 | * for players. |
2252 | */ |
2236 | */ |
2253 | animate_object (op, op->facing); |
2237 | animate_object (op, op->facing); |
2254 | return 0; |
2238 | |
|
|
2239 | return retval; |
2255 | } |
2240 | } |
2256 | |
2241 | |
2257 | /* 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 |
2258 | * new client/server stuff. |
2243 | * new client/server stuff. |
2259 | * 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 |
2260 | * the new speed values for commands. |
2245 | * the new speed values for commands. |
2261 | * |
2246 | * |
2262 | * 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. |
2263 | */ |
2250 | */ |
2264 | int |
2251 | bool |
2265 | handle_newcs_player (object *op) |
2252 | handle_newcs_player (object *op) |
2266 | { |
2253 | { |
2267 | if (op->contr->hidden) |
|
|
2268 | { |
|
|
2269 | op->invisible = 1000; |
|
|
2270 | /* the socket code flashes the player visible/invisible |
|
|
2271 | * depending on the value of invisible, so we need to |
|
|
2272 | * alternate it here for it to work correctly. |
|
|
2273 | */ |
|
|
2274 | if (pticks & 2) |
|
|
2275 | op->invisible--; |
|
|
2276 | } |
|
|
2277 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
|
|
2278 | { |
|
|
2279 | op->invisible--; |
|
|
2280 | if (!op->invisible) |
|
|
2281 | { |
|
|
2282 | make_visible (op); |
|
|
2283 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2284 | } |
|
|
2285 | } |
|
|
2286 | |
|
|
2287 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2254 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2288 | { |
2255 | { |
2289 | flee_player (op); |
2256 | if (op->speed_left > 0.f) |
2290 | /* If player is still scared, that is his action for this tick */ |
|
|
2291 | if (QUERY_FLAG (op, FLAG_SCARED)) |
|
|
2292 | { |
2257 | { |
2293 | op->speed_left--; |
2258 | --op->speed_left; |
|
|
2259 | flee_player (op); |
|
|
2260 | |
2294 | return 0; |
2261 | return true; |
2295 | } |
2262 | } |
|
|
2263 | else |
|
|
2264 | return false; |
2296 | } |
2265 | } |
2297 | |
|
|
2298 | /* I've been seeing crashes where the golem has been destroyed, but |
|
|
2299 | * the player object still points to the defunct golem. The code that |
|
|
2300 | * destroys the golem looks correct, and it doesn't always happen, so |
|
|
2301 | * put this in a a workaround to clean up the golem pointer. |
|
|
2302 | */ |
|
|
2303 | if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
2304 | op->contr->ranges[range_golem] = 0; |
|
|
2305 | |
2266 | |
2306 | /* 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 |
2307 | * the players time has been increased when doericserver has been |
2268 | * the players time has been increased when doericserver has been |
2308 | * called, so we recheck it here. |
2269 | * called, so we recheck it here. |
2309 | */ |
2270 | */ |
2310 | if (op->contr->ns->handle_command ()) |
2271 | if (op->contr->ns->handle_command ()) |
2311 | return 1; |
2272 | return true; |
2312 | |
2273 | |
2313 | if (op->speed_left > 0) |
|
|
2314 | { |
|
|
2315 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2274 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2316 | { |
|
|
2317 | /* All move commands take 1 tick, at least for now */ |
|
|
2318 | op->speed_left--; |
|
|
2319 | |
|
|
2320 | /* Instead of all the stuff below, let move_player take care |
|
|
2321 | * of it. Also, some of the skill stuff is only put in |
|
|
2322 | * there, as well as the confusion stuff. |
|
|
2323 | */ |
|
|
2324 | move_player (op, op->direction); |
2275 | return move_player (op, op->direction); |
2325 | |
2276 | |
2326 | return op->speed_left > 0; |
|
|
2327 | } |
|
|
2328 | } |
|
|
2329 | |
|
|
2330 | return 0; |
2277 | return false; |
2331 | } |
2278 | } |
2332 | |
2279 | |
2333 | int |
2280 | int |
2334 | save_life (object *op) |
2281 | save_life (object *op) |
2335 | { |
2282 | { |
… | |
… | |
2337 | return 0; |
2284 | return 0; |
2338 | |
2285 | |
2339 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2286 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2340 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2287 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2341 | { |
2288 | { |
2342 | play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); |
2289 | op->play_sound (sound_find ("ob_evaporate")); |
2343 | 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)); |
2344 | |
2291 | |
2345 | if (op->contr) |
2292 | if (op->contr) |
2346 | esrv_del_item (op->contr, tmp->count); |
2293 | esrv_del_item (op->contr, tmp->count); |
2347 | |
2294 | |
… | |
… | |
2367 | /* 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 |
2368 | * 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 |
2369 | * 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 |
2370 | * from. |
2317 | * from. |
2371 | */ |
2318 | */ |
2372 | void |
2319 | static void |
2373 | remove_unpaid_objects (object *op, object *env) |
2320 | drop_unpaid_items (object *op, object *env) |
2374 | { |
2321 | { |
2375 | object *next; |
|
|
2376 | |
|
|
2377 | while (op) |
2322 | while (op) |
2378 | { |
2323 | { |
2379 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2324 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2380 | |
2325 | |
2381 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2326 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
… | |
… | |
2384 | esrv_del_item (env->contr, op->count); |
2329 | esrv_del_item (env->contr, op->count); |
2385 | |
2330 | |
2386 | op->insert_at (env); |
2331 | op->insert_at (env); |
2387 | } |
2332 | } |
2388 | else if (op->inv) |
2333 | else if (op->inv) |
2389 | remove_unpaid_objects (op->inv, env); |
2334 | drop_unpaid_items (op->inv, env); |
2390 | |
2335 | |
2391 | op = next; |
2336 | op = next; |
2392 | } |
2337 | } |
|
|
2338 | } |
|
|
2339 | |
|
|
2340 | void |
|
|
2341 | object::drop_unpaid_items () |
|
|
2342 | { |
|
|
2343 | if (!flag [FLAG_REMOVED]) |
|
|
2344 | ::drop_unpaid_items (inv, this); |
2393 | } |
2345 | } |
2394 | |
2346 | |
2395 | /* |
2347 | /* |
2396 | * Returns pointer a static string containing gravestone text |
2348 | * Returns pointer a static string containing gravestone text |
2397 | * Moved from apply.c to player.c - player.c is what |
2349 | * Moved from apply.c to player.c - player.c is what |
… | |
… | |
2447 | int rate_grace = 2000; |
2399 | int rate_grace = 2000; |
2448 | const int max_hp = 1; |
2400 | const int max_hp = 1; |
2449 | const int max_sp = 1; |
2401 | const int max_sp = 1; |
2450 | const int max_grace = 1; |
2402 | const int max_grace = 1; |
2451 | |
2403 | |
2452 | 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--; |
2453 | { |
2413 | } |
2454 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
2414 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
2455 | if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) |
2415 | { |
2456 | 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 | } |
2457 | } |
2421 | } |
2458 | |
2422 | |
2459 | if (op->contr->ns->state == ST_PLAYING) |
2423 | if (op->contr->ns->state == ST_PLAYING) |
2460 | { |
2424 | { |
2461 | /* these next three if clauses make it possible to SLOW DOWN |
2425 | /* these next three if clauses make it possible to SLOW DOWN |
… | |
… | |
2483 | gen_grace = op->stats.maxgrace; |
2447 | gen_grace = op->stats.maxgrace; |
2484 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2448 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2485 | } |
2449 | } |
2486 | |
2450 | |
2487 | /* Regenerate Spell Points */ |
2451 | /* Regenerate Spell Points */ |
2488 | if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) |
2452 | if (!op->contr->golem && --op->last_sp < 0) |
2489 | { |
2453 | { |
2490 | 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); |
2491 | if (op->stats.sp < op->stats.maxsp) |
2455 | if (op->stats.sp < op->stats.maxsp) |
2492 | { |
2456 | { |
2493 | op->stats.sp++; |
2457 | op->stats.sp++; |
… | |
… | |
2591 | } |
2555 | } |
2592 | |
2556 | |
2593 | /* Digestion */ |
2557 | /* Digestion */ |
2594 | if (--op->last_eat < 0) |
2558 | if (--op->last_eat < 0) |
2595 | { |
2559 | { |
2596 | #ifdef COZY_SERVER |
2560 | int bonus = max (0, op->contr->digestion), |
2597 | int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; |
2561 | penalty = max (0, -op->contr->digestion); |
2598 | int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0; |
|
|
2599 | #else |
|
|
2600 | int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; |
|
|
2601 | #endif |
|
|
2602 | |
2562 | |
2603 | if (op->contr->gen_hp > 0) |
|
|
2604 | 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); |
2605 | else |
|
|
2606 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
|
|
2607 | |
2564 | |
2608 | /* dms do not consume food */ |
2565 | /* dms do not consume food */ |
2609 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2566 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2610 | op->stats.food--; |
2567 | op->stats.food--; |
2611 | } |
2568 | } |
… | |
… | |
2672 | object *tmp; |
2629 | object *tmp; |
2673 | |
2630 | |
2674 | if (save_life (op)) |
2631 | if (save_life (op)) |
2675 | return; |
2632 | return; |
2676 | |
2633 | |
2677 | |
|
|
2678 | /* 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 |
2679 | * 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. |
2680 | * Look at op_on_battleground() for more info --AndreasV |
2636 | * Look at op_on_battleground() for more info --AndreasV |
2681 | */ |
2637 | */ |
2682 | if (op_on_battleground (op, &x, &y)) |
2638 | if (op_on_battleground (op, &x, &y)) |
… | |
… | |
2711 | tmp->name = buf; |
2667 | tmp->name = buf; |
2712 | sprintf (buf, " This finger has been cut off %s\n" |
2668 | sprintf (buf, " This finger has been cut off %s\n" |
2713 | " 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", |
2714 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2670 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2715 | tmp->msg = buf; |
2671 | tmp->msg = buf; |
2716 | tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2672 | tmp->value = 0, tmp->type = 0; |
2717 | tmp->materialname = NULL; |
2673 | tmp->materialname = "organics"; |
2718 | tmp->insert_at (op, tmp); |
2674 | tmp->insert_at (op, tmp); |
2719 | } |
2675 | } |
2720 | |
2676 | |
2721 | /* teleport defeated player to new destination */ |
2677 | /* teleport defeated player to new destination */ |
2722 | transfer_ob (op, x, y, 0, NULL); |
2678 | transfer_ob (op, x, y, 0, NULL); |
… | |
… | |
2734 | strcpy (op->contr->killer, "starvation"); |
2690 | strcpy (op->contr->killer, "starvation"); |
2735 | } |
2691 | } |
2736 | else |
2692 | else |
2737 | sprintf (buf, "%s died.", &op->name); |
2693 | sprintf (buf, "%s died.", &op->name); |
2738 | |
2694 | |
2739 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
2695 | op->contr->play_sound (sound_find ("player_dies")); |
2740 | |
2696 | |
2741 | /* save the map location for corpse, gravestone */ |
2697 | /* save the map location for corpse, gravestone */ |
2742 | x = op->x; |
2698 | x = op->x; |
2743 | y = op->y; |
2699 | y = op->y; |
2744 | map = op->map; |
2700 | map = op->map; |
… | |
… | |
2918 | op->stats.hp = op->stats.maxhp; |
2874 | op->stats.hp = op->stats.maxhp; |
2919 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2875 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2920 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2876 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2921 | |
2877 | |
2922 | /* |
2878 | /* |
2923 | * Check to see if the player is in a shop. IF so, then check to see if |
|
|
2924 | * 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 |
2925 | * in the map. |
2880 | * and put them back in the map. |
2926 | */ |
2881 | */ |
2927 | |
2882 | op->drop_unpaid_items (); |
2928 | if (is_in_shop (op)) |
|
|
2929 | remove_unpaid_objects (op->inv, op); |
|
|
2930 | |
2883 | |
2931 | /****************************************/ |
2884 | /****************************************/ |
2932 | /* */ |
2885 | /* */ |
2933 | /* Move player to his current respawn- */ |
2886 | /* Move player to his current respawn- */ |
2934 | /* position (usually last savebed) */ |
2887 | /* position (usually last savebed) */ |
… | |
… | |
2954 | object *force; |
2907 | object *force; |
2955 | int at; |
2908 | int at; |
2956 | |
2909 | |
2957 | force = get_archetype (FORCE_NAME); |
2910 | force = get_archetype (FORCE_NAME); |
2958 | /* 50 ticks should be enough time for the spell to abate */ |
2911 | /* 50 ticks should be enough time for the spell to abate */ |
2959 | force->speed = 0.1; |
2912 | force->speed = 0.1f; |
2960 | force->speed_left = -5.0; |
2913 | force->speed_left = -5.f; |
2961 | SET_FLAG (force, FLAG_APPLIED); |
2914 | SET_FLAG (force, FLAG_APPLIED); |
2962 | for (at = 0; at < NROFATTACKS; at++) |
2915 | for (at = 0; at < NROFATTACKS; at++) |
2963 | if (will_kill_again & (1 << at)) |
2916 | if (will_kill_again & (1 << at)) |
2964 | force->resist[at] = 100; |
2917 | force->resist[at] = 100; |
2965 | |
2918 | |
… | |
… | |
2974 | void |
2927 | void |
2975 | loot_object (object *op) |
2928 | loot_object (object *op) |
2976 | { /* Grab and destroy some treasure */ |
2929 | { /* Grab and destroy some treasure */ |
2977 | object *tmp, *tmp2, *next; |
2930 | object *tmp, *tmp2, *next; |
2978 | |
2931 | |
2979 | if (op->container) |
2932 | op->close_container (); /* close open sack first */ |
2980 | esrv_apply_container (op, op->container); /* close open sack first */ |
|
|
2981 | |
2933 | |
2982 | for (tmp = op->inv; tmp; tmp = next) |
2934 | for (tmp = op->inv; tmp; tmp = next) |
2983 | { |
2935 | { |
2984 | next = tmp->below; |
2936 | next = tmp->below; |
2985 | |
2937 | |
2986 | if (tmp->invisible) |
2938 | if (tmp->invisible) |
2987 | continue; |
2939 | continue; |
2988 | |
2940 | |
2989 | tmp->remove (); |
2941 | tmp->remove (); |
2990 | tmp->x = op->x, tmp->y = op->y; |
2942 | tmp->x = op->x, tmp->y = op->y; |
|
|
2943 | |
2991 | if (tmp->type == CONTAINER) |
2944 | if (tmp->type == CONTAINER) |
2992 | { /* empty container to ground */ |
2945 | loot_object (tmp); /* empty container to ground */ |
2993 | loot_object (tmp); |
2946 | |
2994 | } |
|
|
2995 | 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)))) |
2996 | { |
2948 | { |
2997 | if (tmp->nrof > 1) |
2949 | if (tmp->nrof > 1) |
2998 | { |
2950 | { |
2999 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2951 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
3000 | tmp2->destroy (); |
2952 | tmp2->destroy (); |
… | |
… | |
3011 | /* |
2963 | /* |
3012 | * fix_weight(): Check recursively the weight of all players, and fix |
2964 | * fix_weight(): Check recursively the weight of all players, and fix |
3013 | * 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 |
3014 | * was changed. |
2966 | * was changed. |
3015 | */ |
2967 | */ |
3016 | |
|
|
3017 | void |
2968 | void |
3018 | fix_weight (void) |
2969 | fix_weight (void) |
3019 | { |
2970 | { |
3020 | for_all_players (pl) |
2971 | for_all_players (pl) |
3021 | { |
2972 | { |
… | |
… | |
3081 | if (op->type == PLAYER) |
3032 | if (op->type == PLAYER) |
3082 | { |
3033 | { |
3083 | op->contr->tmp_invis = 0; |
3034 | op->contr->tmp_invis = 0; |
3084 | op->contr->invis_race = 0; |
3035 | op->contr->invis_race = 0; |
3085 | } |
3036 | } |
|
|
3037 | |
3086 | update_object (op, UP_OBJ_FACE); |
3038 | update_object (op, UP_OBJ_CHANGE); |
3087 | } |
3039 | } |
3088 | |
3040 | |
3089 | int |
3041 | int |
3090 | is_true_undead (object *op) |
3042 | is_true_undead (object *op) |
3091 | { |
3043 | { |
3092 | object *tmp = NULL; |
|
|
3093 | |
|
|
3094 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3044 | if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
3095 | return 1; |
3045 | return 1; |
3096 | |
3046 | |
3097 | return 0; |
3047 | return 0; |
3098 | } |
3048 | } |
3099 | |
3049 | |
… | |
… | |
3143 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3093 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3144 | * every time they move - as we subtract off 'invisibility' |
3094 | * every time they move - as we subtract off 'invisibility' |
3145 | * AND, for players, if they move into a ridiculously unhideable |
3095 | * AND, for players, if they move into a ridiculously unhideable |
3146 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3096 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3147 | */ |
3097 | */ |
3148 | |
|
|
3149 | void |
3098 | void |
3150 | do_hidden_move (object *op) |
3099 | do_hidden_move (object *op) |
3151 | { |
3100 | { |
3152 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3101 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3153 | object *skop; |
3102 | object *skop; |
… | |
… | |
3270 | * a blocked los square. |
3219 | * a blocked los square. |
3271 | * we use the archetype to figure out offsets. |
3220 | * we use the archetype to figure out offsets. |
3272 | */ |
3221 | */ |
3273 | while (op) |
3222 | while (op) |
3274 | { |
3223 | { |
3275 | dx = rv.distance_x + op->arch->clone.x; |
3224 | dx = rv.distance_x + op->arch->x; |
3276 | dy = rv.distance_y + op->arch->clone.y; |
3225 | dy = rv.distance_y + op->arch->y; |
3277 | |
3226 | |
3278 | /* only the viewable area the player sees is updated by LOS |
3227 | /* only the viewable area the player sees is updated by LOS |
3279 | * 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 |
3280 | * for any meaningful values. |
3229 | * for any meaningful values. |
3281 | */ |
3230 | */ |
… | |
… | |
3386 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3335 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3387 | int i = 0, j = 0; |
3336 | int i = 0, j = 0; |
3388 | |
3337 | |
3389 | /* get the appropriate treasurelist */ |
3338 | /* get the appropriate treasurelist */ |
3390 | if (atnr == ATNR_FIRE) |
3339 | if (atnr == ATNR_FIRE) |
3391 | trlist = find_treasurelist ("dragon_ability_fire"); |
3340 | trlist = treasurelist::find ("dragon_ability_fire"); |
3392 | else if (atnr == ATNR_COLD) |
3341 | else if (atnr == ATNR_COLD) |
3393 | trlist = find_treasurelist ("dragon_ability_cold"); |
3342 | trlist = treasurelist::find ("dragon_ability_cold"); |
3394 | else if (atnr == ATNR_ELECTRICITY) |
3343 | else if (atnr == ATNR_ELECTRICITY) |
3395 | trlist = find_treasurelist ("dragon_ability_elec"); |
3344 | trlist = treasurelist::find ("dragon_ability_elec"); |
3396 | else if (atnr == ATNR_POISON) |
3345 | else if (atnr == ATNR_POISON) |
3397 | trlist = find_treasurelist ("dragon_ability_poison"); |
3346 | trlist = treasurelist::find ("dragon_ability_poison"); |
3398 | |
3347 | |
3399 | if (trlist == NULL || who->type != PLAYER) |
3348 | if (trlist == NULL || who->type != PLAYER) |
3400 | return; |
3349 | return; |
3401 | |
3350 | |
3402 | 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++); |
… | |
… | |
3406 | /* 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]); */ |
3407 | return; |
3356 | return; |
3408 | } |
3357 | } |
3409 | |
3358 | |
3410 | /* everything seems okay - now bring on the gift: */ |
3359 | /* everything seems okay - now bring on the gift: */ |
3411 | item = &(tr->item->clone); |
3360 | item = tr->item; |
3412 | |
3361 | |
3413 | if (item->type == SPELL) |
3362 | if (item->type == SPELL) |
3414 | { |
3363 | { |
3415 | if (check_spell_known (who, item->name)) |
3364 | if (check_spell_known (who, item->name)) |
3416 | return; |
3365 | return; |
… | |
… | |
3475 | { |
3424 | { |
3476 | /* forces in the treasurelist can alter the player's stats */ |
3425 | /* forces in the treasurelist can alter the player's stats */ |
3477 | object *skin; |
3426 | object *skin; |
3478 | |
3427 | |
3479 | /* first get the dragon skin force */ |
3428 | /* first get the dragon skin force */ |
3480 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
3481 | 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) |
3482 | ; |
3430 | ; |
3483 | |
3431 | |
3484 | if (!skin) |
3432 | if (!skin) |
3485 | return; |
3433 | return; |
3486 | |
3434 | |
… | |
… | |
3534 | * not readied. |
3482 | * not readied. |
3535 | */ |
3483 | */ |
3536 | void |
3484 | void |
3537 | player_unready_range_ob (player *pl, object *ob) |
3485 | player_unready_range_ob (player *pl, object *ob) |
3538 | { |
3486 | { |
3539 | rangetype i; |
3487 | if (pl->ob->current_weapon == ob) |
|
|
3488 | pl->ob->current_weapon = 0; |
3540 | |
3489 | |
3541 | for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
3490 | if (pl->combat_ob == ob) |
3542 | { |
3491 | pl->combat_ob = 0; |
|
|
3492 | |
3543 | if (pl->ranges[i] == ob) |
3493 | if (pl->ranged_ob == ob) |
3544 | { |
3494 | pl->ranged_ob = 0; |
3545 | pl->ranges[i] = NULL; |
|
|
3546 | if (pl->shoottype == i) |
|
|
3547 | { |
|
|
3548 | pl->shoottype = range_none; |
|
|
3549 | } |
|
|
3550 | } |
|
|
3551 | } |
|
|
3552 | } |
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 | } |