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 | { |
… | |
… | |
182 | ob->remove (); |
167 | ob->remove (); |
183 | ob->map = 0; |
168 | ob->map = 0; |
184 | ob->activate_recursive (); |
169 | ob->activate_recursive (); |
185 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
170 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
186 | add_friendly_object (ob); |
171 | add_friendly_object (ob); |
187 | enter_map (); |
|
|
188 | } |
172 | } |
189 | |
173 | |
190 | void |
174 | void |
191 | player::deactivate () |
175 | player::deactivate () |
192 | { |
176 | { |
… | |
… | |
194 | return; |
178 | return; |
195 | |
179 | |
196 | terminate_all_pets (ob); |
180 | terminate_all_pets (ob); |
197 | remove_friendly_object (ob); |
181 | remove_friendly_object (ob); |
198 | ob->deactivate_recursive (); |
182 | ob->deactivate_recursive (); |
|
|
183 | |
|
|
184 | if (ob->map) |
|
|
185 | maplevel = ob->map->path; |
|
|
186 | |
199 | ob->remove (); |
187 | ob->remove (); |
200 | ob->map = 0; |
188 | ob->map = 0; |
|
|
189 | party = 0; |
201 | |
190 | |
202 | // for weird reasons, this is often "ob", keeping a circular reference |
191 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
203 | ranges [range_skill] = 0; |
|
|
204 | |
192 | |
205 | players.erase (this); |
193 | players.erase (this); |
206 | } |
194 | } |
207 | |
195 | |
208 | // connect the player with a specific client |
196 | // connect the player with a specific client |
209 | // also changed, rationalises, and fixes some incorrect settings |
197 | // also changes, rationalises, and fixes some incorrect settings |
210 | void |
198 | void |
211 | player::connect (client *ns) |
199 | player::connect (client *ns) |
212 | { |
200 | { |
213 | this->ns = ns; |
201 | this->ns = ns; |
214 | ns->pl = this; |
202 | ns->pl = this; |
215 | |
203 | |
|
|
204 | run_on = 0; |
|
|
205 | fire_on = 0; |
|
|
206 | ob->close_container (); //TODO: client-specific |
|
|
207 | |
216 | ns->update_look = 0; |
208 | ns->update_look = 0; |
217 | ns->look_position = 0; |
209 | ns->look_position = 0; |
218 | |
210 | |
219 | clear_los (ob); |
211 | clear_los (this); |
220 | |
212 | |
221 | //TODO: must move into client |
213 | ns->reset_stats (); |
222 | /* we need to clear these to -1 and not zero - otherwise, |
|
|
223 | * if a player quits and starts a new character, we wont |
|
|
224 | * send new values to the client, as things like exp start |
|
|
225 | * at zero. |
|
|
226 | */ |
|
|
227 | for (int i = 0; i < NUM_SKILLS; i++) |
|
|
228 | last_skill_exp[i] = -1; |
|
|
229 | |
|
|
230 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
231 | last_resist[i] = -1; |
|
|
232 | |
|
|
233 | last_weapon_sp = -1; |
|
|
234 | last_level = -1; |
|
|
235 | last_stats.exp = -1; |
|
|
236 | last_weight = (uint32) - 1; |
|
|
237 | last_flags = 0; |
|
|
238 | last_weight = 0; |
|
|
239 | last_weight_limit = 0; |
|
|
240 | last_path_attuned = 0; |
|
|
241 | last_path_repelled = 0; |
|
|
242 | last_path_denied = 0; |
|
|
243 | last_speed = 0; |
|
|
244 | run_on = 0; |
|
|
245 | fire_on = 0; |
|
|
246 | memset (&last_stats, 0, sizeof (living)); //TODO dirty |
|
|
247 | |
214 | |
248 | /* make sure he's a player -- needed because of class change. */ |
215 | /* make sure he's a player -- needed because of class change. */ |
249 | ob->type = PLAYER; // we are paranoid |
216 | ob->type = PLAYER; // we are paranoid |
250 | ob->race = ob->arch->clone.race; |
217 | ob->race = ob->arch->race; |
251 | |
|
|
252 | if (!legal_range (ob, shoottype)) |
|
|
253 | shoottype = range_none; |
|
|
254 | |
218 | |
255 | ob->carrying = sum_weight (ob); |
219 | ob->carrying = sum_weight (ob); |
256 | link_player_skills (ob); |
220 | link_player_skills (ob); |
257 | |
221 | |
258 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
222 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
259 | |
223 | |
260 | assign (title, ob->arch->clone.name); |
224 | assign (title, ob->arch->object::name); |
261 | |
|
|
262 | /* can_use_shield is a new flag. However, the can_use.. seems to largely come |
|
|
263 | * from the class, and not race. I don't see any way to get the class information |
|
|
264 | * to then update this. I don't think this will actually break anything - anyone |
|
|
265 | * that can use armour should be able to use a shield. What this may 'break' |
|
|
266 | * are features new characters get, eg, if someone starts up with a Q, they |
|
|
267 | * should be able to use a shield. However, old Q's won't get that advantage. |
|
|
268 | */ |
|
|
269 | if (QUERY_FLAG (ob, FLAG_USE_ARMOUR)) |
|
|
270 | SET_FLAG (ob, FLAG_USE_SHIELD); |
|
|
271 | |
225 | |
272 | /* if it's a dragon player, set the correct title here */ |
226 | /* if it's a dragon player, set the correct title here */ |
273 | if (is_dragon_pl (ob)) |
227 | if (is_dragon_pl (ob)) |
274 | { |
228 | { |
275 | object *tmp, *abil = 0, *skin = 0; |
229 | object *tmp, *abil = 0, *skin = 0; |
276 | |
230 | |
277 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
|
|
278 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
279 | |
|
|
280 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
231 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
281 | if (tmp->type == FORCE) |
232 | if (tmp->type == FORCE) |
282 | if (tmp->arch->name == dragon_ability_force) |
233 | if (tmp->arch->archname == shstr_dragon_ability_force) |
283 | abil = tmp; |
234 | abil = tmp; |
284 | else if (tmp->arch->name == dragon_skin_force) |
235 | else if (tmp->arch->archname == shstr_dragon_skin_force) |
285 | skin = tmp; |
236 | skin = tmp; |
286 | |
237 | |
287 | set_dragon_name (ob, abil, skin); |
238 | set_dragon_name (ob, abil, skin); |
288 | } |
239 | } |
289 | |
240 | |
290 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
241 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
291 | |
242 | |
292 | esrv_new_player (this, ob->weight + ob->carrying); |
243 | esrv_new_player (this, ob->weight + ob->carrying); |
293 | |
244 | |
|
|
245 | ob->flag [FLAG_READY_WEAPON] = false; |
|
|
246 | ob->flag [FLAG_READY_SKILL] = false; |
|
|
247 | ob->flag [FLAG_READY_BOW] = false; |
|
|
248 | |
|
|
249 | for (object *op = ob->inv; op; op = op->below) |
|
|
250 | if (op->flag [FLAG_APPLIED]) |
|
|
251 | switch (op->type) |
|
|
252 | { |
|
|
253 | case SKILL: |
|
|
254 | ob->flag [FLAG_APPLIED] = false; |
|
|
255 | break; |
|
|
256 | |
|
|
257 | case WAND: |
|
|
258 | case ROD: |
|
|
259 | case HORN: |
|
|
260 | case BOW: |
|
|
261 | ranged_ob = op; |
|
|
262 | break; |
|
|
263 | |
|
|
264 | case WEAPON: |
|
|
265 | combat_ob = op; |
|
|
266 | break; |
|
|
267 | } |
|
|
268 | |
|
|
269 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
294 | ob->update_stats (); |
270 | ob->update_stats (); |
|
|
271 | |
295 | ns->floorbox_update (); |
272 | ns->floorbox_update (); |
296 | |
|
|
297 | esrv_send_inventory (ob, ob); |
273 | esrv_send_inventory (ob, ob); |
298 | esrv_add_spells (this, 0); |
274 | esrv_add_spells (this, 0); |
299 | |
275 | |
300 | activate (); |
276 | activate (); |
301 | |
277 | |
… | |
… | |
315 | if (active) |
291 | if (active) |
316 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
292 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
317 | |
293 | |
318 | INVOKE_PLAYER (DISCONNECT, this); |
294 | INVOKE_PLAYER (DISCONNECT, this); |
319 | |
295 | |
|
|
296 | ns->reset_stats (); |
320 | ns->pl = 0; |
297 | ns->pl = 0; |
321 | this->ns = 0; |
298 | ns = 0; |
|
|
299 | } |
|
|
300 | |
|
|
301 | if (ob) |
322 | } |
302 | { |
|
|
303 | ob->close_container (); //TODO: client-specific |
|
|
304 | ob->drop_unpaid_items (); |
|
|
305 | } |
|
|
306 | |
|
|
307 | observe = ob; |
323 | |
308 | |
324 | deactivate (); |
309 | deactivate (); |
325 | } |
310 | } |
326 | |
311 | |
327 | // the need for this function can be explained |
312 | // the need for this function can be explained |
328 | // by load_object not returning the object |
313 | // by load_object not returning the object |
329 | void |
314 | void |
330 | player::set_object (object *op) |
315 | player::set_object (object *op) |
331 | { |
316 | { |
332 | ob = op; |
317 | ob = observe = op; |
333 | ob->contr = this; /* this aren't yet in archetype */ |
318 | ob->contr = this; /* this aren't yet in archetype */ |
334 | |
319 | |
|
|
320 | ob->speed = 1.0f; |
335 | ob->speed_left = 0.5; |
321 | ob->speed_left = 0.5f; |
336 | ob->speed = 1.0; |
322 | |
337 | ob->direction = 5; /* So player faces south */ |
323 | ob->direction = 5; /* So player faces south */ |
338 | ob->stats.wc = 2; |
324 | } |
339 | ob->run_away = 25; /* Then we panick... */ |
|
|
340 | |
325 | |
341 | ob->roll_stats (); |
326 | void |
|
|
327 | player::set_observe (object *op) |
|
|
328 | { |
|
|
329 | observe = op ? op : ob; |
|
|
330 | do_los = 1; |
342 | } |
331 | } |
343 | |
332 | |
344 | player::player () |
333 | player::player () |
345 | { |
334 | { |
346 | /* There are some elements we want initialised to non zero value - |
335 | /* There are some elements we want initialised to non zero value - |
347 | * we deal with that below this point. |
336 | * we deal with that below this point. |
348 | */ |
337 | */ |
349 | outputs_sync = 16; /* Every 2 seconds */ |
338 | outputs_sync = 4; |
350 | outputs_count = 8; /* Keeps present behaviour */ |
339 | outputs_count = 4; |
351 | unapply = unapply_nochoice; |
340 | unapply = unapply_nochoice; |
352 | |
341 | |
353 | savebed_map = first_map_path; /* Init. respawn position */ |
342 | savebed_map = first_map_path; /* Init. respawn position */ |
354 | |
343 | |
355 | gen_sp_armour = 10; |
344 | gen_sp_armour = 10; |
356 | last_speed = -1; |
|
|
357 | shoottype = range_none; |
|
|
358 | bowtype = bow_normal; |
345 | bowtype = bow_normal; |
359 | petmode = pet_normal; |
346 | petmode = pet_normal; |
360 | listening = 10; |
347 | listening = 10; |
361 | usekeys = containers; |
348 | usekeys = containers; |
362 | last_weapon_sp = -1; |
|
|
363 | peaceful = 1; /* default peaceful */ |
349 | peaceful = 1; /* default peaceful */ |
364 | do_los = 1; |
350 | do_los = 1; |
|
|
351 | |
|
|
352 | weapon_sp = 1.0f; |
|
|
353 | weapon_sp_left = 0.5f; |
365 | } |
354 | } |
366 | |
355 | |
367 | void |
356 | void |
368 | player::do_destroy () |
357 | player::do_destroy () |
369 | { |
358 | { |
… | |
… | |
374 | if (ob) |
363 | if (ob) |
375 | { |
364 | { |
376 | ob->destroy_inv (false); |
365 | ob->destroy_inv (false); |
377 | ob->destroy (); |
366 | ob->destroy (); |
378 | } |
367 | } |
|
|
368 | |
|
|
369 | ob = observe = 0; |
379 | } |
370 | } |
380 | |
371 | |
381 | player::~player () |
372 | player::~player () |
382 | { |
373 | { |
383 | /* Clear item stack */ |
374 | /* Clear item stack */ |
… | |
… | |
392 | player::create () |
383 | player::create () |
393 | { |
384 | { |
394 | player *pl = new player; |
385 | player *pl = new player; |
395 | |
386 | |
396 | 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 | |
397 | set_first_map (pl->ob); |
393 | set_first_map (pl->ob); |
398 | |
394 | |
399 | return pl; |
395 | return pl; |
400 | } |
396 | } |
401 | |
397 | |
… | |
… | |
405 | * Note: there MUST be at least one player archetype! |
401 | * Note: there MUST be at least one player archetype! |
406 | */ |
402 | */ |
407 | archetype * |
403 | archetype * |
408 | get_player_archetype (archetype *at) |
404 | get_player_archetype (archetype *at) |
409 | { |
405 | { |
410 | archetype *start = at; |
406 | archvec::iterator i = at ? archetypes.find (at) : archetypes.begin (); |
411 | |
407 | |
412 | for (;;) |
408 | for (;;) |
413 | { |
409 | { |
414 | if (at == NULL || at->next == NULL) |
410 | if (++i == archetypes.end ()) |
415 | at = first_archetype; |
411 | i = archetypes.begin (); |
416 | else |
412 | else if (*i == at) |
417 | at = at->next; |
413 | cleanup ("not a single player archetype found"); |
418 | |
414 | |
419 | if (at->clone.type == PLAYER) |
415 | if ((*i)->type == PLAYER) |
420 | return at; |
416 | return *i; |
421 | |
|
|
422 | if (at == start) |
|
|
423 | { |
|
|
424 | LOG (llevError, "No Player archetypes\n"); |
|
|
425 | exit (-1); |
|
|
426 | } |
|
|
427 | } |
417 | } |
428 | } |
418 | } |
429 | |
419 | |
430 | object * |
420 | object * |
431 | get_nearest_player (object *mon) |
421 | get_nearest_player (object *mon) |
… | |
… | |
547 | x = mon->x; |
537 | x = mon->x; |
548 | y = mon->y; |
538 | y = mon->y; |
549 | m = mon->map; |
539 | m = mon->map; |
550 | dir = rv.direction; |
540 | dir = rv.direction; |
551 | 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 */ |
552 | 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 | |
553 | /* 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. */ |
554 | if (diff > max) |
545 | if (diff > max) |
555 | return 0; |
546 | return 0; |
|
|
547 | |
556 | while (diff > 1 && max > 0) |
548 | while (diff > 1 && max > 0) |
557 | { |
549 | { |
558 | lastx = x; |
550 | lastx = x; |
559 | lasty = y; |
551 | lasty = y; |
560 | lastmap = m; |
552 | lastmap = m; |
… | |
… | |
642 | max--; |
634 | max--; |
643 | lastdir = dir; |
635 | lastdir = dir; |
644 | if (!firstdir) |
636 | if (!firstdir) |
645 | firstdir = dir; |
637 | firstdir = dir; |
646 | } |
638 | } |
|
|
639 | |
647 | if (diff <= 1) |
640 | if (diff <= 1) |
648 | { |
641 | { |
649 | /* Recalculate diff (distance) because we may not have actually |
642 | /* Recalculate diff (distance) because we may not have actually |
650 | * headed toward player for entire distance. |
643 | * headed toward player for entire distance. |
651 | */ |
644 | */ |
652 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
645 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
653 | 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)); |
654 | } |
647 | } |
|
|
648 | |
655 | if (diff > max) |
649 | if (diff > max) |
656 | return 0; |
650 | return 0; |
657 | } |
651 | } |
|
|
652 | |
658 | /* 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 */ |
659 | if (!max) |
654 | if (!max) |
660 | return 0; |
655 | return 0; |
661 | |
656 | |
662 | return firstdir; |
657 | return firstdir; |
… | |
… | |
776 | roll_stat (void) |
771 | roll_stat (void) |
777 | { |
772 | { |
778 | int a[4], i, j, k; |
773 | int a[4], i, j, k; |
779 | |
774 | |
780 | for (i = 0; i < 4; i++) |
775 | for (i = 0; i < 4; i++) |
781 | a[i] = (int) RANDOM () % 6 + 1; |
776 | a[i] = (int) rndm (6) + 1; |
782 | |
777 | |
783 | for (i = 0, j = 0, k = 7; i < 4; i++) |
778 | for (i = 0, j = 0, k = 7; i < 4; i++) |
784 | if (a[i] < k) |
779 | if (a[i] < k) |
785 | k = a[i], j = i; |
780 | k = a[i], j = i; |
786 | |
781 | |
… | |
… | |
792 | } |
787 | } |
793 | |
788 | |
794 | void |
789 | void |
795 | object::roll_stats () |
790 | object::roll_stats () |
796 | { |
791 | { |
797 | int statsort [7]; |
792 | int statsort [NUM_STATS]; |
798 | |
793 | |
799 | for (;;) |
794 | for (;;) |
800 | { |
795 | { |
801 | int sum = 0; |
796 | int sum = 0; |
802 | for (int i = 7; i--; ) |
797 | for (int i = NUM_STATS; i--; ) |
803 | sum += statsort [i] = roll_stat (); |
798 | sum += statsort [i] = roll_stat (); |
804 | |
799 | |
805 | if (sum >= 82 && sum <= 116) |
800 | if (sum >= 82 && sum <= 116) |
806 | break; |
801 | break; |
807 | } |
802 | } |
808 | |
803 | |
809 | // Sort the stats so that rerolling is easier... |
804 | // Sort the stats so that rerolling is easier... |
810 | std::sort (statsort, statsort + 7, std::greater<int>()); |
805 | std::sort (statsort, statsort + NUM_STATS, std::greater<int>()); |
811 | |
806 | |
|
|
807 | for (int i = 0; i < NUM_STATS; ++i) |
812 | stats.Str = statsort[0]; |
808 | stats.stat (i) = statsort [i]; |
813 | stats.Dex = statsort[1]; |
|
|
814 | stats.Con = statsort[2]; |
|
|
815 | stats.Int = statsort[3]; |
|
|
816 | stats.Wis = statsort[4]; |
|
|
817 | stats.Pow = statsort[5]; |
|
|
818 | stats.Cha = statsort[6]; |
|
|
819 | |
809 | |
820 | stats.exp = 0; |
810 | stats.exp = 0; |
821 | stats.ac = 0; |
811 | stats.ac = 0; |
822 | |
812 | |
823 | stats.hp = stats.maxhp; |
813 | stats.hp = stats.maxhp; |
… | |
… | |
835 | } |
825 | } |
836 | |
826 | |
837 | void |
827 | void |
838 | object::swap_stats (int a, int b) |
828 | object::swap_stats (int a, int b) |
839 | { |
829 | { |
840 | int tmp = get_attr_value (&contr->orig_stats, a); |
830 | swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b)); |
841 | set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b)); |
|
|
842 | set_attr_value (&contr->orig_stats, b, tmp); |
|
|
843 | |
831 | |
|
|
832 | for (int i = 0; i < NUM_STATS; ++i) |
844 | stats.Str = contr->orig_stats.Str; |
833 | stats.stat (i) = contr->orig_stats.stat (i); |
845 | stats.Dex = contr->orig_stats.Dex; |
|
|
846 | stats.Con = contr->orig_stats.Con; |
|
|
847 | stats.Int = contr->orig_stats.Int; |
|
|
848 | stats.Wis = contr->orig_stats.Wis; |
|
|
849 | stats.Pow = contr->orig_stats.Pow; |
|
|
850 | stats.Cha = contr->orig_stats.Cha; |
|
|
851 | |
834 | |
852 | //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, |
853 | // be merged with the similar code in roll_stats |
836 | // be merged with the similar code in roll_stats |
854 | stats.ac = 0; |
837 | stats.ac = 0; |
855 | |
838 | |
… | |
… | |
886 | * appropriate action with it (change race, or other things). |
869 | * appropriate action with it (change race, or other things). |
887 | * The function name is for historical reasons - now we have |
870 | * The function name is for historical reasons - now we have |
888 | * separate race and class; this actually changes the RACE, |
871 | * separate race and class; this actually changes the RACE, |
889 | * not the class. |
872 | * not the class. |
890 | */ |
873 | */ |
891 | int |
874 | void |
892 | key_change_class (object *op, char key) |
875 | player::chargen_race_done () |
893 | { |
876 | { |
894 | int tmp_loop; |
|
|
895 | |
|
|
896 | if (key == 'd' || key == 'D') |
|
|
897 | { |
|
|
898 | char buf[MAX_BUF]; |
|
|
899 | |
|
|
900 | /* this must before then initial items are given */ |
877 | /* this must before then initial items are given */ |
901 | esrv_new_player (op->contr, op->weight + op->carrying); |
878 | esrv_new_player (ob->contr, ob->weight + ob->carrying); |
902 | |
879 | |
903 | treasurelist *tl = find_treasurelist ("starting_wealth"); |
880 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
904 | if (tl) |
881 | if (tl) |
905 | create_treasure (tl, op, 0, 0, 0); |
882 | create_treasure (tl, ob, 0, 0, 0); |
906 | |
883 | |
907 | INVOKE_PLAYER (BIRTH, op->contr); |
884 | INVOKE_PLAYER (BIRTH, ob->contr); |
908 | INVOKE_PLAYER (LOGIN, op->contr); |
885 | INVOKE_PLAYER (LOGIN, ob->contr); |
909 | |
886 | |
910 | op->contr->ns->state = ST_PLAYING; |
887 | ob->contr->ns->state = ST_PLAYING; |
911 | |
888 | |
912 | if (op->msg) |
889 | if (ob->msg) |
913 | op->msg = NULL; |
890 | ob->msg = 0; |
914 | |
891 | |
915 | /* 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 |
916 | * to save here. |
893 | * to save here. |
917 | */ |
894 | */ |
|
|
895 | { |
|
|
896 | char buf[MAX_BUF]; |
918 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
897 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name); |
919 | make_path_to_file (buf); |
898 | make_path_to_file (buf); |
|
|
899 | } |
920 | |
900 | |
921 | #ifdef AUTOSAVE |
|
|
922 | op->contr->last_save_tick = pticks; |
|
|
923 | #endif |
|
|
924 | start_info (op); |
901 | start_info (ob); |
925 | CLEAR_FLAG (op, FLAG_WIZ); |
902 | CLEAR_FLAG (ob, FLAG_WIZ); |
926 | give_initial_items (op, op->randomitems); |
903 | give_initial_items (ob, ob->randomitems); |
927 | link_player_skills (op); |
904 | link_player_skills (ob); |
928 | esrv_send_inventory (op, op); |
905 | esrv_send_inventory (ob, ob); |
929 | op->update_stats (); |
906 | ob->update_stats (); |
930 | |
907 | |
931 | /* This moves the player to a different start map, if there |
908 | /* This moves the player to a different start map, if there |
932 | * is one for this race |
909 | * is one for this race |
933 | */ |
910 | */ |
934 | if (*first_map_ext_path) |
911 | if (*first_map_ext_path) |
935 | { |
912 | { |
936 | object *tmp; |
913 | object *tmp; |
937 | char mapname[MAX_BUF]; |
914 | char mapname[MAX_BUF]; |
938 | |
915 | |
939 | 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); |
940 | tmp = object::create (); |
917 | tmp = object::create (); |
941 | EXIT_PATH (tmp) = mapname; |
918 | EXIT_PATH (tmp) = mapname; |
942 | EXIT_X (tmp) = op->x; |
919 | EXIT_X (tmp) = ob->x; |
943 | EXIT_Y (tmp) = op->y; |
920 | EXIT_Y (tmp) = ob->y; |
944 | 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; |
945 | * if the map isn't there, then stay on the |
922 | * if the map isn't there, then stay on the |
946 | * default initial map */ |
923 | * default initial map */ |
947 | tmp->destroy (); |
924 | tmp->destroy (); |
948 | } |
925 | } |
949 | else |
926 | else |
950 | LOG (llevDebug, "first_map_ext_path not set\n"); |
927 | LOG (llevDebug, "first_map_ext_path not set\n"); |
|
|
928 | } |
951 | |
929 | |
952 | return 0; |
930 | void |
953 | } |
931 | player::chargen_race_next () |
954 | |
932 | { |
955 | /* Following actually changes the race - this is the default command |
933 | /* Following actually changes the race - this is the default command |
956 | * if we don't match with one of the options above. |
934 | * if we don't match with one of the options above. |
957 | */ |
935 | */ |
958 | |
936 | |
959 | tmp_loop = 0; |
937 | do |
960 | while (!tmp_loop) |
|
|
961 | { |
938 | { |
962 | shstr name = op->name; |
939 | shstr name = ob->name; |
963 | int x = op->x, y = op->y; |
940 | int x = ob->x, y = ob->y; |
964 | |
941 | |
965 | op->remove_statbonus (); |
942 | ob->remove_statbonus (); |
966 | op->remove (); |
943 | ob->remove (); |
967 | op->arch = get_player_archetype (op->arch); |
944 | ob->arch = get_player_archetype (ob->arch); |
968 | op->arch->clone.copy_to (op); |
945 | ob->arch->copy_to (ob); |
969 | op->instantiate (); |
946 | ob->instantiate (); |
970 | op->stats = op->contr->orig_stats; |
947 | ob->stats = ob->contr->orig_stats; |
971 | op->name = op->name_pl = name; |
948 | ob->name = ob->name_pl = name; |
972 | op->x = x; |
949 | ob->x = x; |
973 | op->y = y; |
950 | ob->y = y; |
974 | SET_ANIMATION (op, 2); /* So player faces south */ |
951 | SET_ANIMATION (ob, 2); /* So player faces south */ |
975 | insert_ob_in_map (op, op->map, op, 0); |
952 | insert_ob_in_map (ob, ob->map, ob, 0); |
976 | assign (op->contr->title, op->arch->clone.name); |
953 | assign (ob->contr->title, ob->arch->object::name); |
977 | op->add_statbonus (); |
954 | ob->add_statbonus (); |
978 | tmp_loop = allowed_class (op); |
|
|
979 | } |
955 | } |
|
|
956 | while (!allowed_class (ob)); |
980 | |
957 | |
981 | update_object (op, UP_OBJ_FACE); |
958 | update_object (ob, UP_OBJ_FACE); |
982 | esrv_update_item (UPD_FACE, op, op); |
959 | esrv_update_item (UPD_FACE, ob, ob); |
983 | op->update_stats (); |
960 | ob->update_stats (); |
984 | op->stats.hp = op->stats.maxhp; |
961 | ob->stats.hp = ob->stats.maxhp; |
985 | op->stats.sp = op->stats.maxsp; |
962 | ob->stats.sp = ob->stats.maxsp; |
986 | op->stats.grace = 0; |
963 | ob->stats.grace = 0; |
987 | |
|
|
988 | if (op->msg) |
|
|
989 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
|
|
990 | |
|
|
991 | send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); |
|
|
992 | return 0; |
|
|
993 | } |
964 | } |
994 | |
965 | |
995 | void |
966 | void |
996 | flee_player (object *op) |
967 | flee_player (object *op) |
997 | { |
968 | { |
… | |
… | |
1044 | /* Cornered, get rid of scared */ |
1015 | /* Cornered, get rid of scared */ |
1045 | CLEAR_FLAG (op, FLAG_SCARED); |
1016 | CLEAR_FLAG (op, FLAG_SCARED); |
1046 | op->enemy = NULL; |
1017 | op->enemy = NULL; |
1047 | } |
1018 | } |
1048 | |
1019 | |
1049 | |
|
|
1050 | /* 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. |
1051 | * 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 |
1052 | * stop. |
1022 | * stop. |
1053 | */ |
1023 | */ |
1054 | int |
1024 | int |
1055 | check_pick (object *op) |
1025 | check_pick (object *op) |
1056 | { |
1026 | { |
1057 | object *tmp, *next; |
1027 | object *tmp, *next; |
1058 | int stop = 0; |
1028 | int stop = 0; |
1059 | int j, k, wvratio; |
1029 | int wvratio; |
1060 | char putstring[128], tmpstr[16]; |
1030 | char putstring[128]; |
1061 | |
1031 | |
1062 | /* if you're flying, you cna't pick up anything */ |
1032 | /* if you're flying, you cna't pick up anything */ |
1063 | if (op->move_type & MOVE_FLYING) |
1033 | if (op->move_type & MOVE_FLYING) |
1064 | return 1; |
1034 | return 1; |
1065 | |
1035 | |
… | |
… | |
1133 | if (tmp->name != NULL) |
1103 | if (tmp->name != NULL) |
1134 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1104 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1135 | &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)))); |
1136 | else |
1106 | else |
1137 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1107 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1138 | &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)))); |
1139 | |
1109 | |
1140 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1110 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1141 | } |
1111 | } |
1142 | |
1112 | |
1143 | /* philosophy: |
1113 | /* philosophy: |
… | |
… | |
1218 | pick_up (op, tmp); |
1188 | pick_up (op, tmp); |
1219 | continue; |
1189 | continue; |
1220 | } |
1190 | } |
1221 | |
1191 | |
1222 | if (op->contr->mode & PU_READABLES) |
1192 | if (op->contr->mode & PU_READABLES) |
1223 | if (tmp->type == BOOK || tmp->type == SCROLL) |
1193 | if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) |
1224 | { |
1194 | { |
1225 | pick_up (op, tmp); |
1195 | pick_up (op, tmp); |
1226 | continue; |
1196 | continue; |
1227 | } |
1197 | } |
1228 | |
1198 | |
… | |
… | |
1336 | /* careful: chairs and tables are weapons! */ |
1306 | /* careful: chairs and tables are weapons! */ |
1337 | if (op->contr->mode & PU_ALLWEAPON) |
1307 | if (op->contr->mode & PU_ALLWEAPON) |
1338 | { |
1308 | { |
1339 | if (tmp->type == WEAPON && tmp->name != NULL) |
1309 | if (tmp->type == WEAPON && tmp->name != NULL) |
1340 | { |
1310 | { |
1341 | 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 && |
1342 | strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) |
1312 | strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) |
1343 | { |
1313 | { |
1344 | pick_up (op, tmp); |
1314 | pick_up (op, tmp); |
1345 | continue; |
1315 | continue; |
1346 | } |
1316 | } |
1347 | } |
1317 | } |
1348 | |
1318 | |
1349 | if (tmp->type == WEAPON && tmp->name == NULL) |
1319 | if (tmp->type == WEAPON && tmp->name == NULL) |
1350 | { |
1320 | { |
1351 | 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) |
1352 | { |
1322 | { |
1353 | pick_up (op, tmp); |
1323 | pick_up (op, tmp); |
1354 | continue; |
1324 | continue; |
1355 | } |
1325 | } |
1356 | } |
1326 | } |
… | |
… | |
1381 | if (tmp->name != NULL) |
1351 | if (tmp->name != NULL) |
1382 | { |
1352 | { |
1383 | fprintf (stderr, "%s", tmp->name); |
1353 | fprintf (stderr, "%s", tmp->name); |
1384 | } |
1354 | } |
1385 | else |
1355 | else |
1386 | fprintf (stderr, "%s", tmp->arch->name); |
1356 | fprintf (stderr, "%s", tmp->arch->archname); |
1387 | fprintf (stderr, ",%d] = ", tmp->type); |
1357 | fprintf (stderr, ",%d] = ", tmp->type); |
1388 | 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)))); |
1389 | #endif |
1359 | #endif |
1390 | continue; |
1360 | continue; |
1391 | } |
1361 | } |
… | |
… | |
1402 | * found object is returned. |
1372 | * found object is returned. |
1403 | */ |
1373 | */ |
1404 | object * |
1374 | object * |
1405 | find_arrow (object *op, const char *type) |
1375 | find_arrow (object *op, const char *type) |
1406 | { |
1376 | { |
1407 | object *tmp = NULL; |
1377 | object *tmp = 0; |
1408 | |
1378 | |
1409 | for (op = op->inv; op; op = op->below) |
1379 | for (op = op->inv; op; op = op->below) |
1410 | 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)) |
1411 | tmp = find_arrow (op, type); |
1381 | tmp = find_arrow (op, type); |
1412 | else if (op->type == ARROW && op->race == type) |
1382 | else if (op->type == ARROW && op->race == type) |
1413 | return op; |
1383 | return op; |
|
|
1384 | |
1414 | return tmp; |
1385 | return tmp; |
1415 | } |
1386 | } |
1416 | |
1387 | |
1417 | /* |
1388 | /* |
1418 | * 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 |
1419 | * 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 |
1420 | * 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 |
1421 | * 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. |
1422 | */ |
1393 | */ |
1423 | |
|
|
1424 | object * |
1394 | object * |
1425 | 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) |
1426 | { |
1396 | { |
1427 | object *tmp = NULL, *arrow, *ntmp; |
1397 | object *tmp = NULL, *arrow, *ntmp; |
1428 | int attacknum, attacktype, betterby = 0, i; |
1398 | int attacknum, attacktype, betterby = 0, i; |
… | |
… | |
1461 | else |
1431 | else |
1462 | { |
1432 | { |
1463 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1433 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1464 | { |
1434 | { |
1465 | attacktype = 1 << attacknum; |
1435 | attacktype = 1 << attacknum; |
1466 | if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) |
1436 | if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0) |
1467 | 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) |
1468 | { |
1438 | { |
1469 | tmp = arrow; |
1439 | tmp = arrow; |
1470 | 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; |
1471 | } |
1441 | } |
1472 | } |
1442 | } |
1473 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1443 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1474 | { |
1444 | { |
1475 | tmp = arrow; |
1445 | tmp = arrow; |
… | |
… | |
1494 | * find_better_arrow to find a decent arrow to use. |
1464 | * find_better_arrow to find a decent arrow to use. |
1495 | * op = the shooter |
1465 | * op = the shooter |
1496 | * type = bow->race |
1466 | * type = bow->race |
1497 | * dir = fire direction |
1467 | * dir = fire direction |
1498 | */ |
1468 | */ |
1499 | |
|
|
1500 | object * |
1469 | object * |
1501 | pick_arrow_target (object *op, const char *type, int dir) |
1470 | pick_arrow_target (object *op, const char *type, int dir) |
1502 | { |
1471 | { |
1503 | object *tmp = NULL; |
1472 | object *tmp = NULL; |
1504 | maptile *m; |
1473 | maptile *m; |
… | |
… | |
1569 | */ |
1538 | */ |
1570 | int |
1539 | int |
1571 | 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) |
1572 | { |
1541 | { |
1573 | object *left, *bow; |
1542 | object *left, *bow; |
1574 | int bowspeed, mflags; |
1543 | int mflags; |
1575 | maptile *m; |
1544 | maptile *m; |
1576 | |
1545 | |
1577 | if (!dir) |
1546 | if (!dir) |
1578 | { |
1547 | { |
1579 | 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!"); |
1580 | return 0; |
1549 | return 0; |
1581 | } |
1550 | } |
1582 | |
1551 | |
1583 | if (op->type == PLAYER) |
1552 | if (op->contr) |
1584 | bow = op->contr->ranges[range_bow]; |
1553 | bow = op->current_weapon; |
1585 | else |
1554 | else |
1586 | { |
1555 | { |
1587 | for (bow = op->inv; bow; bow = bow->below) |
1556 | for (bow = op->inv; bow; bow = bow->below) |
1588 | /* 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 |
1589 | * 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. |
… | |
… | |
1594 | if (!bow) |
1563 | if (!bow) |
1595 | { |
1564 | { |
1596 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1565 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1597 | return 0; |
1566 | return 0; |
1598 | } |
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 | |
1599 | } |
1576 | } |
1600 | |
1577 | |
1601 | if (!bow->race || !bow->skill) |
1578 | if (!bow->race || !bow->skill) |
1602 | { |
1579 | { |
1603 | 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); |
1604 | return 0; |
1581 | return 0; |
1605 | } |
1582 | } |
1606 | |
|
|
1607 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
|
|
1608 | |
|
|
1609 | /* penalize ROF for bestarrow */ |
|
|
1610 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
|
|
1611 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
|
|
1612 | |
|
|
1613 | if (bowspeed < 1) |
|
|
1614 | bowspeed = 1; |
|
|
1615 | |
1583 | |
1616 | if (arrow == NULL) |
1584 | if (arrow == NULL) |
1617 | { |
1585 | { |
1618 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1586 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1619 | { |
1587 | { |
1620 | if (op->type == PLAYER) |
1588 | if (op->type == PLAYER) |
1621 | 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); |
1622 | /* 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 */ |
1623 | else |
1591 | else |
1624 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1592 | CLEAR_FLAG (op, FLAG_READY_BOW); |
|
|
1593 | |
1625 | return 0; |
1594 | return 0; |
1626 | } |
1595 | } |
1627 | } |
1596 | } |
1628 | |
1597 | |
1629 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1598 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
… | |
… | |
1653 | |
1622 | |
1654 | arrow->set_owner (op); |
1623 | arrow->set_owner (op); |
1655 | arrow->skill = bow->skill; |
1624 | arrow->skill = bow->skill; |
1656 | arrow->direction = dir; |
1625 | arrow->direction = dir; |
1657 | |
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 | |
1658 | if (op->type == PLAYER) |
1660 | if (op->type == PLAYER) |
1659 | { |
1661 | { |
1660 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
|
|
1661 | op->update_stats (); |
|
|
1662 | } |
|
|
1663 | |
|
|
1664 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1665 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
|
|
1666 | arrow->stats.hp = arrow->stats.dam; |
|
|
1667 | arrow->stats.grace = arrow->attacktype; |
|
|
1668 | if (arrow->slaying != NULL) |
|
|
1669 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1670 | |
|
|
1671 | /* Note that this was different for monsters - they got their level |
|
|
1672 | * added to the damage. I think the strength bonus is more proper. |
|
|
1673 | */ |
|
|
1674 | |
|
|
1675 | arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic; |
|
|
1676 | |
|
|
1677 | /* update the speed */ |
|
|
1678 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
|
|
1679 | 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
|
|
1680 | |
|
|
1681 | arrow->set_speed (max (arrow->speed, 1.0)); |
|
|
1682 | arrow->speed_left = 0; |
|
|
1683 | |
|
|
1684 | if (op->type == PLAYER) |
|
|
1685 | { |
|
|
1686 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
|
|
1687 | (op->chosen_skill ? op->chosen_skill->level : op->level) - |
|
|
1688 | dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod; |
|
|
1689 | |
|
|
1690 | 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; |
1691 | } |
1669 | } |
1692 | else |
1670 | else |
1693 | { |
1671 | { |
1694 | arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; |
|
|
1695 | arrow->level = op->level; |
1672 | arrow->level = op->level; |
1696 | } |
1673 | arrow->stats.wc -= bow->magic; |
1697 | |
1674 | |
1698 | if (arrow->attacktype == AT_PHYSICAL) |
1675 | if (!arrow->slaying) |
|
|
1676 | arrow->slaying = bow->slaying; |
|
|
1677 | |
1699 | arrow->attacktype |= bow->attacktype; |
1678 | arrow->attacktype |= bow->attacktype; |
|
|
1679 | } |
1700 | |
1680 | |
1701 | if (bow->slaying) |
1681 | wc -= arrow->level; |
1702 | arrow->slaying = bow->slaying; |
1682 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
1703 | |
1683 | |
|
|
1684 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1704 | arrow->move_type = MOVE_FLY_LOW; |
1685 | arrow->move_type = MOVE_FLY_LOW; |
1705 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1686 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1706 | |
1687 | |
1707 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1688 | op->play_sound (sound_find ("fire_arrow")); |
1708 | m->insert (arrow, sx, sy, op); |
1689 | m->insert (arrow, sx, sy, op); |
1709 | |
1690 | |
1710 | if (!arrow->destroyed ()) |
1691 | if (!arrow->destroyed ()) |
1711 | move_arrow (arrow); |
1692 | move_arrow (arrow); |
1712 | |
1693 | |
… | |
… | |
1733 | { |
1714 | { |
1734 | int ret = 0, wcmod = 0; |
1715 | int ret = 0, wcmod = 0; |
1735 | |
1716 | |
1736 | if (op->contr->bowtype == bow_bestarrow) |
1717 | if (op->contr->bowtype == bow_bestarrow) |
1737 | { |
1718 | { |
1738 | 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); |
1739 | } |
1720 | } |
1740 | 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) |
1741 | { |
1722 | { |
1742 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1723 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1743 | wcmod = -1; |
1724 | wcmod = -1; |
… | |
… | |
1753 | else if (op->contr->bowtype == bow_spreadshot) |
1734 | else if (op->contr->bowtype == bow_spreadshot) |
1754 | { |
1735 | { |
1755 | 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); |
1756 | 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); |
1757 | 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); |
1758 | |
|
|
1759 | } |
1739 | } |
1760 | else |
1740 | else |
1761 | { |
1741 | { |
1762 | /* Simple case */ |
1742 | /* Simple case */ |
1763 | 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); |
1764 | } |
1744 | } |
|
|
1745 | |
1765 | return ret; |
1746 | return ret; |
1766 | } |
1747 | } |
1767 | |
|
|
1768 | |
1748 | |
1769 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1749 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1770 | * Broken apart from 'fire' to keep it more readable. |
1750 | * Broken apart from 'fire' to keep it more readable. |
1771 | */ |
1751 | */ |
1772 | void |
1752 | void |
1773 | fire_misc_object (object *op, int dir) |
1753 | fire_misc_object (object *op, int dir) |
1774 | { |
1754 | { |
1775 | object *item; |
1755 | object *item = op->contr->ranged_ob; |
1776 | |
1756 | |
1777 | if (!op->contr->ranges[range_misc]) |
1757 | if (!item) |
1778 | { |
1758 | { |
1779 | 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."); |
1780 | return; |
1760 | return; |
1781 | } |
1761 | } |
1782 | |
1762 | |
1783 | item = op->contr->ranges[range_misc]; |
|
|
1784 | if (!item->inv) |
1763 | if (!item->inv) |
1785 | { |
1764 | { |
1786 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1765 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1787 | return; |
1766 | return; |
1788 | } |
1767 | } |
|
|
1768 | |
|
|
1769 | if (!op->change_weapon (item)) |
|
|
1770 | return; |
|
|
1771 | |
1789 | if (item->type == WAND) |
1772 | if (item->type == WAND) |
1790 | { |
1773 | { |
1791 | if (item->stats.food <= 0) |
1774 | if (item->stats.food <= 0) |
1792 | { |
1775 | { |
1793 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1776 | op->contr->play_sound (sound_find ("wand_poof")); |
1794 | 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 | |
1795 | return; |
1779 | return; |
1796 | } |
1780 | } |
1797 | } |
1781 | } |
1798 | else if (item->type == ROD || item->type == HORN) |
1782 | else if (item->type == ROD || item->type == HORN) |
1799 | { |
1783 | { |
1800 | 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)) |
1801 | { |
1785 | { |
1802 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1786 | op->contr->play_sound (sound_find ("wand_poof")); |
|
|
1787 | |
1803 | if (item->type == ROD) |
1788 | if (item->type == ROD) |
1804 | 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)); |
1805 | else |
1790 | else |
1806 | 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 | |
1807 | return; |
1793 | return; |
1808 | } |
1794 | } |
1809 | } |
1795 | } |
1810 | |
1796 | |
1811 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1797 | if (cast_spell (op, item, dir, item->inv, NULL)) |
… | |
… | |
1818 | object *tmp; |
1804 | object *tmp; |
1819 | |
1805 | |
1820 | if (item->arch) |
1806 | if (item->arch) |
1821 | { |
1807 | { |
1822 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1808 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1823 | item->face = item->arch->clone.face; |
1809 | item->face = item->arch->face; |
1824 | item->set_speed (0); |
1810 | item->set_speed (0); |
1825 | } |
1811 | } |
1826 | |
1812 | |
1827 | if ((tmp = item->in_player ())) |
1813 | if ((tmp = item->in_player ())) |
1828 | esrv_update_item (UPD_ANIM, tmp, item); |
1814 | esrv_update_item (UPD_ANIM, tmp, item); |
… | |
… | |
1833 | } |
1819 | } |
1834 | } |
1820 | } |
1835 | |
1821 | |
1836 | /* Received a fire command for the player - go and do it. |
1822 | /* Received a fire command for the player - go and do it. |
1837 | */ |
1823 | */ |
1838 | void |
1824 | bool |
1839 | fire (object *op, int dir) |
1825 | fire (object *op, int dir) |
1840 | { |
1826 | { |
1841 | int spellcost = 0; |
1827 | int spellcost = 0; |
1842 | |
1828 | |
1843 | /* check for loss of invisiblity/hide */ |
1829 | /* check for loss of invisiblity/hide */ |
1844 | if (action_makes_visible (op)) |
1830 | if (action_makes_visible (op)) |
1845 | make_visible (op); |
1831 | make_visible (op); |
1846 | |
1832 | |
1847 | 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; |
1848 | { |
1839 | } |
1849 | case range_none: |
|
|
1850 | return; |
|
|
1851 | |
1840 | |
1852 | 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: |
1853 | player_fire_bow (op, dir); |
1857 | player_fire_bow (op, dir); |
1854 | return; |
1858 | break; |
1855 | |
1859 | |
1856 | case range_magic: /* Casting spells */ |
1860 | case SPELL: |
1857 | 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); |
1858 | return; |
1862 | break; |
1859 | |
1863 | |
1860 | 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: |
1861 | fire_misc_object (op, dir); |
1873 | fire_misc_object (op, dir); |
1862 | return; |
1874 | break; |
1863 | |
|
|
1864 | case range_golem: /* Control summoned monsters from scrolls */ |
|
|
1865 | if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
1866 | { |
|
|
1867 | op->contr->ranges[range_golem] = 0; |
|
|
1868 | op->contr->shoottype = range_none; |
|
|
1869 | } |
|
|
1870 | else |
|
|
1871 | control_golem (op->contr->ranges[range_golem], dir); |
|
|
1872 | return; |
|
|
1873 | |
|
|
1874 | case range_skill: |
|
|
1875 | if (!op->chosen_skill) |
|
|
1876 | { |
|
|
1877 | if (op->type == PLAYER) |
|
|
1878 | new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
|
|
1879 | return; |
|
|
1880 | } |
|
|
1881 | |
|
|
1882 | do_skill (op, op, op->chosen_skill, dir, NULL); |
|
|
1883 | return; |
|
|
1884 | case range_builder: |
|
|
1885 | apply_map_builder (op, dir); |
|
|
1886 | return; |
|
|
1887 | default: |
|
|
1888 | new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); |
|
|
1889 | return; |
|
|
1890 | } |
1875 | } |
1891 | } |
|
|
1892 | |
1876 | |
1893 | |
1877 | return true; |
|
|
1878 | } |
1894 | |
1879 | |
1895 | /* find_key |
1880 | /* find_key |
1896 | * 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 |
1897 | * and successfully use it, we return the key, otherwise NULL |
1882 | * and successfully use it, we return the key, otherwise NULL |
1898 | * This function merges both normal and locked door, since the logic |
1883 | * This function merges both normal and locked door, since the logic |
… | |
… | |
1900 | * pl is the player, |
1885 | * pl is the player, |
1901 | * inv is the objects inventory to searched |
1886 | * inv is the objects inventory to searched |
1902 | * door is the door we are trying to match against. |
1887 | * door is the door we are trying to match against. |
1903 | * This function can be called recursively to search containers. |
1888 | * This function can be called recursively to search containers. |
1904 | */ |
1889 | */ |
1905 | |
|
|
1906 | object * |
1890 | object * |
1907 | find_key (object *pl, object *container, object *door) |
1891 | find_key (object *pl, object *container, object *door) |
1908 | { |
1892 | { |
1909 | object *tmp, *key; |
1893 | object *tmp, *key; |
1910 | |
1894 | |
1911 | /* Should not happen, but sanity checking is never bad */ |
1895 | /* Should not happen, but sanity checking is never bad */ |
1912 | if (container->inv == NULL) |
1896 | if (!container->inv) |
1913 | return NULL; |
1897 | return 0; |
1914 | |
1898 | |
1915 | /* 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 */ |
1916 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1900 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1917 | { |
1901 | { |
1918 | if (door->type == DOOR && tmp->type == KEY) |
1902 | if (door->type == DOOR && tmp->type == KEY) |
1919 | break; |
1903 | break; |
1920 | /* For sanity, we should really check door type, but other stuff |
1904 | /* For sanity, we should really check door type, but other stuff |
1921 | * (like containers) can be locked with special keys |
1905 | * (like containers) can be locked with special keys |
1922 | */ |
1906 | */ |
1923 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1907 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1924 | break; |
1908 | break; |
1925 | } |
1909 | } |
|
|
1910 | |
1926 | /* No key found - lets search inventories now */ |
1911 | /* No key found - lets search inventories now */ |
1927 | /* 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. |
1928 | * 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 |
1929 | * a key, return |
1914 | * a key, return |
1930 | */ |
1915 | */ |
1931 | if (!tmp) |
1916 | if (!tmp) |
1932 | { |
1917 | { |
1933 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1918 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1934 | { |
1919 | { |
1935 | /* No reason to search empty containers */ |
1920 | /* No reason to search empty containers */ |
1936 | if (tmp->type == CONTAINER && tmp->inv) |
1921 | if (tmp->type == CONTAINER && tmp->inv) |
1937 | { |
1922 | { |
1938 | if ((key = find_key (pl, tmp, door)) != NULL) |
1923 | if ((key = find_key (pl, tmp, door))) |
1939 | return key; |
1924 | return key; |
1940 | } |
1925 | } |
1941 | } |
1926 | } |
|
|
1927 | |
1942 | if (!tmp) |
1928 | if (!tmp) |
1943 | return NULL; |
1929 | return NULL; |
1944 | } |
1930 | } |
|
|
1931 | |
1945 | /* 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, |
1946 | * see if we actually want to use it |
1933 | * see if we actually want to use it |
1947 | */ |
1934 | */ |
1948 | if (pl != container) |
1935 | if (pl != container) |
1949 | { |
1936 | { |
… | |
… | |
1970 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1957 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1971 | "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)); |
1972 | return NULL; |
1959 | return NULL; |
1973 | } |
1960 | } |
1974 | } |
1961 | } |
|
|
1962 | |
1975 | return tmp; |
1963 | return tmp; |
1976 | } |
1964 | } |
1977 | |
1965 | |
1978 | /* moved door processing out of move_player_attack. |
1966 | /* moved door processing out of move_player_attack. |
1979 | * returns 1 if player has opened the door with a key |
1967 | * returns 1 if player has opened the door with a key |
… | |
… | |
1981 | * 0 otherwise |
1969 | * 0 otherwise |
1982 | */ |
1970 | */ |
1983 | static int |
1971 | static int |
1984 | player_attack_door (object *op, object *door) |
1972 | player_attack_door (object *op, object *door) |
1985 | { |
1973 | { |
1986 | /* 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, |
1987 | * 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 - |
1988 | * otherwise, we fall through to the rest of the code. |
1976 | * otherwise, we fall through to the rest of the code. |
1989 | */ |
1977 | */ |
1990 | object *key = find_key (op, op, door); |
1978 | object *key = find_key (op, op, door); |
1991 | |
1979 | |
1992 | /* IF we found a key, do some extra work */ |
1980 | /* If we found a key, do some extra work */ |
1993 | if (key) |
1981 | if (key) |
1994 | { |
1982 | { |
1995 | object *container = key->env; |
1983 | object *container = key->env; |
1996 | |
1984 | |
1997 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
|
|
1998 | if (action_makes_visible (op)) |
1985 | if (action_makes_visible (op)) |
1999 | make_visible (op); |
1986 | make_visible (op); |
|
|
1987 | |
2000 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1988 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
2001 | spring_trap (door->inv, op); |
1989 | spring_trap (door->inv, op); |
|
|
1990 | |
2002 | if (door->type == DOOR) |
1991 | if (door->type == DOOR) |
2003 | { |
|
|
2004 | 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 */ |
2005 | } |
|
|
2006 | else if (door->type == LOCKED_DOOR) |
1993 | else if (door->type == LOCKED_DOOR) |
2007 | { |
1994 | { |
2008 | 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)); |
2009 | remove_door2 (door); /* remove door without violence ;-) */ |
1996 | remove_door2 (door); /* remove door without violence ;-) */ |
2010 | } |
1997 | } |
|
|
1998 | |
2011 | /* Do this after we print the message */ |
1999 | /* Do this after we print the message */ |
2012 | decrease_ob (key); /* Use up one of the keys */ |
2000 | decrease_ob (key); /* Use up one of the keys */ |
2013 | /* Need to update the weight the container the key was in */ |
2001 | /* Need to update the weight the container the key was in */ |
2014 | if (container != op) |
2002 | if (container != op) |
2015 | esrv_update_item (UPD_WEIGHT, op, container); |
2003 | esrv_update_item (UPD_WEIGHT, op, container); |
|
|
2004 | |
2016 | return 1; /* Nothing more to do below */ |
2005 | return 1; /* Nothing more to do below */ |
2017 | } |
2006 | } |
2018 | else if (door->type == LOCKED_DOOR) |
2007 | else if (door->type == LOCKED_DOOR) |
2019 | { |
2008 | { |
2020 | /* Might as well return now - no other way to open this */ |
2009 | /* Might as well return now - no other way to open this */ |
2021 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
2010 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
2022 | return 1; |
2011 | return 1; |
2023 | } |
2012 | } |
|
|
2013 | |
2024 | return 0; |
2014 | return 0; |
2025 | } |
2015 | } |
2026 | |
2016 | |
2027 | /* This function is just part of a breakup from move_player. |
2017 | /* This function is just part of a breakup from move_player. |
2028 | * It should keep the code cleaner. |
2018 | * It should keep the code cleaner. |
2029 | * When this is called, the players direction has been updated |
2019 | * When this is called, the players direction has been updated |
2030 | * (taking into account confusion.) The player is also actually |
2020 | * (taking into account confusion.) The player is also actually |
2031 | * going to try and move (not fire weapons). |
2021 | * going to try and move (not fire weapons). |
2032 | */ |
2022 | */ |
2033 | void |
2023 | bool |
2034 | move_player_attack (object *op, int dir) |
2024 | move_player_attack (object *op, int dir) |
2035 | { |
2025 | { |
2036 | object *tmp, *mon; |
|
|
2037 | sint16 nx, ny; |
|
|
2038 | int on_battleground; |
2026 | int on_battleground; |
2039 | maptile *m; |
|
|
2040 | |
2027 | |
2041 | nx = freearr_x[dir] + op->x; |
2028 | sint16 nx = freearr_x[dir] + op->x; |
2042 | ny = freearr_y[dir] + op->y; |
2029 | sint16 ny = freearr_y[dir] + op->y; |
2043 | |
2030 | |
2044 | 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 | } |
2045 | |
2041 | |
2046 | /* 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 |
2047 | * 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 |
2048 | * 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 |
2049 | * player. This is a pretty nasty hack, because if we could |
2045 | * player. This is a pretty nasty hack, because if we could |
2050 | * 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 |
2051 | * 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 |
2052 | * 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 |
2053 | * move_ob uses. |
2049 | * move_ob uses. |
2054 | */ |
2050 | */ |
2055 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
|
|
2056 | { |
|
|
2057 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
|
|
2058 | { |
|
|
2059 | m = op->map->xy_find (nx, ny); |
2051 | maptile *m = op->map->xy_find (nx, ny); |
2060 | if (!m) |
|
|
2061 | return; /* Don't think this should happen */ |
|
|
2062 | } |
|
|
2063 | else |
|
|
2064 | m = op->map; |
|
|
2065 | |
2052 | |
2066 | if (!(tmp = m->at (nx, ny).bot)) |
|
|
2067 | return; |
|
|
2068 | |
|
|
2069 | mon = 0; |
|
|
2070 | /* 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 |
2071 | * 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. |
2072 | * 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 |
2073 | * on the space |
2056 | * on the space |
2074 | */ |
2057 | */ |
2075 | while (tmp) |
2058 | object *mon; |
2076 | { |
2059 | for (mon = m->at (nx, ny).bot; mon; mon = mon->above) |
2077 | if (tmp == op) |
2060 | { |
2078 | { |
2061 | if ((mon->flag [FLAG_ALIVE] |
2079 | tmp = tmp->above; |
2062 | || mon->type == LOCKED_DOOR |
2080 | continue; |
2063 | || mon->flag [FLAG_CAN_ROLL]) |
2081 | } |
|
|
2082 | |
|
|
2083 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
|
|
2084 | { |
|
|
2085 | mon = tmp; |
2064 | && mon != op) |
2086 | break; |
2065 | break; |
2087 | } |
2066 | } |
2088 | |
2067 | |
2089 | if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) |
|
|
2090 | mon = tmp; |
|
|
2091 | |
|
|
2092 | tmp = tmp->above; |
|
|
2093 | } |
|
|
2094 | |
|
|
2095 | if (!mon) /* This happens anytime the player tries to move */ |
2068 | if (!mon) /* This happens anytime the player tries to move */ |
2096 | return; /* into a wall */ |
2069 | return false; /* into a wall */ |
2097 | |
2070 | |
2098 | if (mon->head) |
|
|
2099 | mon = mon->head; |
2071 | mon = mon->head_ (); |
2100 | |
2072 | |
2101 | 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) |
2102 | if (player_attack_door (op, mon)) |
2075 | if (player_attack_door (op, mon)) |
|
|
2076 | { |
|
|
2077 | --op->contr->weapon_sp_left; |
2103 | return; |
2078 | return true; |
|
|
2079 | } |
2104 | |
2080 | |
2105 | /* The following deals with possibly attacking peaceful |
2081 | /* The following deals with possibly attacking peaceful |
2106 | * or frienddly creatures. Basically, all players are considered |
2082 | * or friendly creatures. Basically, all players are considered |
2107 | * unaggressive. If the moving player has peaceful set, then the |
2083 | * unaggressive. If the moving player has peaceful set, then the |
2108 | * object should be pushed instead of attacked. It is assumed that |
2084 | * object should be pushed instead of attacked. It is assumed that |
2109 | * if you are braced, you will not attack friends accidently, |
2085 | * if you are braced, you will not attack friends accidently, |
2110 | * and thus will not push them. |
2086 | * and thus will not push them. |
2111 | */ |
2087 | */ |
2112 | |
2088 | |
2113 | /* 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 |
2114 | * peaceful. Our assumption is the creature is a pet if the |
2090 | * peaceful. Our assumption is the creature is a pet if the |
2115 | * player owns it and it is either friendly or unagressive. |
2091 | * player owns it and it is either friendly or unagressive. |
2116 | */ |
2092 | */ |
2117 | if ((op->type == PLAYER) |
2093 | if (op->type == PLAYER |
2118 | #if COZY_SERVER |
|
|
2119 | && |
|
|
2120 | ((mon->owner && mon->owner->contr |
2094 | && ((mon->owner && mon->owner->contr |
2121 | && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) |
2095 | && same_party (mon->owner->contr->party, op->contr->party)) |
2122 | #else |
|
|
2123 | && mon->owner == op |
2096 | || mon->owner == op) |
2124 | #endif |
|
|
2125 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2097 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2126 | { |
2098 | { |
2127 | /* 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 */ |
2128 | if (op->contr->braced) |
2100 | if (op->contr->braced) |
2129 | return; |
2101 | return false; |
2130 | |
2102 | |
2131 | 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")); |
2132 | (void) push_ob (mon, dir, op); |
2108 | push_ob (mon, dir, op); |
|
|
2109 | |
2133 | if (op->contr->tmp_invis || op->hide) |
2110 | if (op->contr->tmp_invis || op->hide) |
2134 | make_visible (op); |
2111 | make_visible (op); |
2135 | |
2112 | |
2136 | return; |
2113 | return true; |
2137 | } |
2114 | } |
|
|
2115 | else |
|
|
2116 | return false; |
|
|
2117 | } |
2138 | |
2118 | |
2139 | /* in certain circumstances, you shouldn't attack friendly |
2119 | /* in certain circumstances, you shouldn't attack friendly |
2140 | * creatures. Note that if you are braced, you can't push |
2120 | * creatures. Note that if you are braced, you can't push |
2141 | * 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 |
2142 | * attack them either. |
2122 | * attack them either. |
2143 | */ |
2123 | */ |
2144 | if ((mon->type == PLAYER || mon->enemy != op) && |
2124 | if ((mon->type == PLAYER || mon->enemy != op) |
2145 | (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)) |
2146 | #ifdef PROHIBIT_PLAYERKILL |
|
|
2147 | (op->contr->peaceful |
2126 | && ((op->contr->peaceful |
2148 | || (mon->type == PLAYER |
2127 | || (mon->type == PLAYER && mon->contr->peaceful)) |
2149 | && mon->contr-> |
|
|
2150 | peaceful)) && |
|
|
2151 | #else |
|
|
2152 | op->contr->peaceful && |
|
|
2153 | #endif |
|
|
2154 | !on_battleground)) |
2128 | && !on_battleground)) |
|
|
2129 | { |
|
|
2130 | if (op->speed_left > 0.f) |
2155 | { |
2131 | { |
|
|
2132 | --op->speed_left; |
|
|
2133 | |
2156 | if (!op->contr->braced) |
2134 | if (!op->contr->braced) |
2157 | { |
2135 | { |
2158 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2136 | op->play_sound (sound_find ("push_player")); |
2159 | push_ob (mon, dir, op); |
2137 | push_ob (mon, dir, op); |
2160 | } |
2138 | } |
2161 | else |
2139 | else |
2162 | new_draw_info (0, 0, op, "You withhold your attack"); |
2140 | new_draw_info (0, 0, op, "You withhold your attack"); |
2163 | |
2141 | |
2164 | if (op->contr->tmp_invis || op->hide) |
2142 | if (op->contr->tmp_invis || op->hide) |
2165 | make_visible (op); |
2143 | make_visible (op); |
2166 | } |
|
|
2167 | |
2144 | |
|
|
2145 | return true; |
|
|
2146 | } |
|
|
2147 | } |
2168 | /* If the object is a boulder or other rollable object, then |
2148 | /* If the object is a boulder or other rollable object, then |
2169 | * 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. |
2170 | */ |
2150 | */ |
2171 | 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) |
2172 | { |
2154 | { |
|
|
2155 | --op->speed_left; |
|
|
2156 | |
2173 | recursive_roll (mon, dir, op); |
2157 | recursive_roll (mon, dir, op); |
2174 | if (action_makes_visible (op)) |
2158 | if (action_makes_visible (op)) |
2175 | make_visible (op); |
2159 | make_visible (op); |
2176 | } |
|
|
2177 | |
2160 | |
|
|
2161 | return true; |
|
|
2162 | } |
|
|
2163 | } |
2178 | /* Any generic living creature. Including things like doors. |
2164 | /* Any generic living creature. Including things like doors. |
2179 | * 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 |
2180 | * and be living. Then, it must be one of the following: |
2166 | * and be living. Then, it must be one of the following: |
2181 | * 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 |
2182 | * 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. |
2183 | */ |
2169 | */ |
2184 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2170 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2185 | ((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))) |
2186 | { |
2172 | { |
2187 | |
2173 | if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) |
2188 | /* If the player hasn't hit something this tick, and does |
|
|
2189 | * so, give them speed boost based on weapon speed. Doing |
|
|
2190 | * it here is better than process_players2, which basically |
|
|
2191 | * incurred a 1 tick offset. |
|
|
2192 | */ |
|
|
2193 | if (!op->contr->has_hit) |
|
|
2194 | { |
2174 | { |
2195 | op->speed_left += op->speed / op->contr->weapon_sp; |
2175 | --op->contr->weapon_sp_left; |
2196 | |
|
|
2197 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
|
|
2198 | } |
|
|
2199 | |
2176 | |
2200 | skill_attack (mon, op, 0, 0, 0); |
2177 | skill_attack (mon, op, 0, 0, 0); |
2201 | |
|
|
2202 | /* If attacking another player, that player gets automatic |
|
|
2203 | * hitback, and doesn't loose luck either. |
|
|
2204 | * Disable hitback on the battleground or if the target is |
|
|
2205 | * the wiz. |
|
|
2206 | */ |
|
|
2207 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) |
|
|
2208 | { |
|
|
2209 | short luck = mon->stats.luck; |
|
|
2210 | |
|
|
2211 | mon->contr->has_hit = 1; |
|
|
2212 | skill_attack (op, mon, 0, 0, 0); |
|
|
2213 | mon->stats.luck = luck; |
|
|
2214 | } |
|
|
2215 | |
2178 | |
2216 | if (action_makes_visible (op)) |
2179 | if (action_makes_visible (op)) |
2217 | make_visible (op); |
2180 | make_visible (op); |
2218 | } |
|
|
2219 | } /* if player should attack something */ |
|
|
2220 | } |
|
|
2221 | |
2181 | |
2222 | int |
2182 | return true; |
|
|
2183 | } |
|
|
2184 | } |
|
|
2185 | |
|
|
2186 | return false; |
|
|
2187 | } |
|
|
2188 | |
|
|
2189 | bool |
2223 | move_player (object *op, int dir) |
2190 | move_player (object *op, int dir) |
2224 | { |
2191 | { |
2225 | int pick; |
2192 | int pick; |
2226 | |
2193 | |
2227 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2194 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
… | |
… | |
2234 | return 0; |
2201 | return 0; |
2235 | } |
2202 | } |
2236 | |
2203 | |
2237 | /* peterm: added following line */ |
2204 | /* peterm: added following line */ |
2238 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2205 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2239 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
2206 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2240 | |
2207 | |
2241 | op->facing = dir; |
2208 | op->facing = dir; |
2242 | |
2209 | |
2243 | if (op->hide) |
2210 | if (op->hide) |
2244 | do_hidden_move (op); |
2211 | do_hidden_move (op); |
2245 | |
2212 | |
|
|
2213 | bool retval; |
|
|
2214 | |
2246 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2215 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2247 | /*nop */ ; |
2216 | retval = RESULT_INT (0); |
2248 | else if (op->contr->fire_on) |
2217 | else if (op->contr->fire_on) |
2249 | fire (op, dir); |
2218 | retval = fire (op, dir); |
2250 | else |
2219 | else |
2251 | { |
2220 | { |
2252 | move_player_attack (op, dir); |
2221 | retval = move_player_attack (op, dir); |
2253 | pick = check_pick (op); |
2222 | pick = check_pick (op); |
2254 | } |
2223 | } |
2255 | |
2224 | |
2256 | /* 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 |
2257 | * server can handle repeat firing. |
2226 | * server can handle repeat firing. |
… | |
… | |
2264 | /* Update how the player looks. Use the facing, so direction may |
2233 | /* Update how the player looks. Use the facing, so direction may |
2265 | * get reset to zero. This allows for full animation capabilities |
2234 | * get reset to zero. This allows for full animation capabilities |
2266 | * for players. |
2235 | * for players. |
2267 | */ |
2236 | */ |
2268 | animate_object (op, op->facing); |
2237 | animate_object (op, op->facing); |
2269 | return 0; |
2238 | |
|
|
2239 | return retval; |
2270 | } |
2240 | } |
2271 | |
2241 | |
2272 | /* 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 |
2273 | * new client/server stuff. |
2243 | * new client/server stuff. |
2274 | * 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 |
2275 | * the new speed values for commands. |
2245 | * the new speed values for commands. |
2276 | * |
2246 | * |
2277 | * 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. |
2278 | */ |
2250 | */ |
2279 | int |
2251 | bool |
2280 | handle_newcs_player (object *op) |
2252 | handle_newcs_player (object *op) |
2281 | { |
2253 | { |
2282 | if (op->contr->hidden) |
|
|
2283 | { |
|
|
2284 | op->invisible = 1000; |
|
|
2285 | /* the socket code flashes the player visible/invisible |
|
|
2286 | * depending on the value of invisible, so we need to |
|
|
2287 | * alternate it here for it to work correctly. |
|
|
2288 | */ |
|
|
2289 | if (pticks & 2) |
|
|
2290 | op->invisible--; |
|
|
2291 | } |
|
|
2292 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
|
|
2293 | { |
|
|
2294 | op->invisible--; |
|
|
2295 | if (!op->invisible) |
|
|
2296 | { |
|
|
2297 | make_visible (op); |
|
|
2298 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2299 | } |
|
|
2300 | } |
|
|
2301 | |
|
|
2302 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2254 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2303 | { |
2255 | { |
2304 | flee_player (op); |
2256 | if (op->speed_left > 0.f) |
2305 | /* If player is still scared, that is his action for this tick */ |
|
|
2306 | if (QUERY_FLAG (op, FLAG_SCARED)) |
|
|
2307 | { |
2257 | { |
2308 | op->speed_left--; |
2258 | --op->speed_left; |
|
|
2259 | flee_player (op); |
|
|
2260 | |
2309 | return 0; |
2261 | return true; |
2310 | } |
2262 | } |
|
|
2263 | else |
|
|
2264 | return false; |
2311 | } |
2265 | } |
2312 | |
|
|
2313 | /* I've been seeing crashes where the golem has been destroyed, but |
|
|
2314 | * the player object still points to the defunct golem. The code that |
|
|
2315 | * destroys the golem looks correct, and it doesn't always happen, so |
|
|
2316 | * put this in a a workaround to clean up the golem pointer. |
|
|
2317 | */ |
|
|
2318 | if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
2319 | op->contr->ranges[range_golem] = 0; |
|
|
2320 | |
2266 | |
2321 | /* 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 |
2322 | * the players time has been increased when doericserver has been |
2268 | * the players time has been increased when doericserver has been |
2323 | * called, so we recheck it here. |
2269 | * called, so we recheck it here. |
2324 | */ |
2270 | */ |
2325 | if (op->contr->ns->handle_command ()) |
2271 | if (op->contr->ns->handle_command ()) |
2326 | return 1; |
2272 | return true; |
2327 | |
2273 | |
2328 | if (op->speed_left > 0) |
|
|
2329 | { |
|
|
2330 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2274 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2331 | { |
|
|
2332 | /* All move commands take 1 tick, at least for now */ |
|
|
2333 | op->speed_left--; |
|
|
2334 | |
|
|
2335 | /* Instead of all the stuff below, let move_player take care |
|
|
2336 | * of it. Also, some of the skill stuff is only put in |
|
|
2337 | * there, as well as the confusion stuff. |
|
|
2338 | */ |
|
|
2339 | move_player (op, op->direction); |
2275 | return move_player (op, op->direction); |
2340 | |
2276 | |
2341 | return op->speed_left > 0; |
|
|
2342 | } |
|
|
2343 | } |
|
|
2344 | |
|
|
2345 | return 0; |
2277 | return false; |
2346 | } |
2278 | } |
2347 | |
2279 | |
2348 | int |
2280 | int |
2349 | save_life (object *op) |
2281 | save_life (object *op) |
2350 | { |
2282 | { |
… | |
… | |
2352 | return 0; |
2284 | return 0; |
2353 | |
2285 | |
2354 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2286 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2355 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2287 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2356 | { |
2288 | { |
2357 | play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); |
2289 | op->play_sound (sound_find ("ob_evaporate")); |
2358 | 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)); |
2359 | |
2291 | |
2360 | if (op->contr) |
2292 | if (op->contr) |
2361 | esrv_del_item (op->contr, tmp->count); |
2293 | esrv_del_item (op->contr, tmp->count); |
2362 | |
2294 | |
… | |
… | |
2382 | /* 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 |
2383 | * 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 |
2384 | * 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 |
2385 | * from. |
2317 | * from. |
2386 | */ |
2318 | */ |
2387 | void |
2319 | static void |
2388 | remove_unpaid_objects (object *op, object *env) |
2320 | drop_unpaid_items (object *op, object *env) |
2389 | { |
2321 | { |
2390 | object *next; |
|
|
2391 | |
|
|
2392 | while (op) |
2322 | while (op) |
2393 | { |
2323 | { |
2394 | 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' */ |
2395 | |
2325 | |
2396 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2326 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
… | |
… | |
2399 | esrv_del_item (env->contr, op->count); |
2329 | esrv_del_item (env->contr, op->count); |
2400 | |
2330 | |
2401 | op->insert_at (env); |
2331 | op->insert_at (env); |
2402 | } |
2332 | } |
2403 | else if (op->inv) |
2333 | else if (op->inv) |
2404 | remove_unpaid_objects (op->inv, env); |
2334 | drop_unpaid_items (op->inv, env); |
2405 | |
2335 | |
2406 | op = next; |
2336 | op = next; |
2407 | } |
2337 | } |
|
|
2338 | } |
|
|
2339 | |
|
|
2340 | void |
|
|
2341 | object::drop_unpaid_items () |
|
|
2342 | { |
|
|
2343 | if (!flag [FLAG_REMOVED]) |
|
|
2344 | ::drop_unpaid_items (inv, this); |
2408 | } |
2345 | } |
2409 | |
2346 | |
2410 | /* |
2347 | /* |
2411 | * Returns pointer a static string containing gravestone text |
2348 | * Returns pointer a static string containing gravestone text |
2412 | * Moved from apply.c to player.c - player.c is what |
2349 | * Moved from apply.c to player.c - player.c is what |
… | |
… | |
2462 | int rate_grace = 2000; |
2399 | int rate_grace = 2000; |
2463 | const int max_hp = 1; |
2400 | const int max_hp = 1; |
2464 | const int max_sp = 1; |
2401 | const int max_sp = 1; |
2465 | const int max_grace = 1; |
2402 | const int max_grace = 1; |
2466 | |
2403 | |
2467 | 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--; |
2468 | { |
2413 | } |
2469 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
2414 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
2470 | if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) |
2415 | { |
2471 | 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 | } |
2472 | } |
2421 | } |
2473 | |
2422 | |
2474 | if (op->contr->ns->state == ST_PLAYING) |
2423 | if (op->contr->ns->state == ST_PLAYING) |
2475 | { |
2424 | { |
2476 | /* these next three if clauses make it possible to SLOW DOWN |
2425 | /* these next three if clauses make it possible to SLOW DOWN |
… | |
… | |
2498 | gen_grace = op->stats.maxgrace; |
2447 | gen_grace = op->stats.maxgrace; |
2499 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2448 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2500 | } |
2449 | } |
2501 | |
2450 | |
2502 | /* Regenerate Spell Points */ |
2451 | /* Regenerate Spell Points */ |
2503 | if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) |
2452 | if (!op->contr->golem && --op->last_sp < 0) |
2504 | { |
2453 | { |
2505 | 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); |
2506 | if (op->stats.sp < op->stats.maxsp) |
2455 | if (op->stats.sp < op->stats.maxsp) |
2507 | { |
2456 | { |
2508 | op->stats.sp++; |
2457 | op->stats.sp++; |
… | |
… | |
2606 | } |
2555 | } |
2607 | |
2556 | |
2608 | /* Digestion */ |
2557 | /* Digestion */ |
2609 | if (--op->last_eat < 0) |
2558 | if (--op->last_eat < 0) |
2610 | { |
2559 | { |
2611 | #ifdef COZY_SERVER |
2560 | int bonus = max (0, op->contr->digestion), |
2612 | int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; |
2561 | penalty = max (0, -op->contr->digestion); |
2613 | int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0; |
|
|
2614 | #else |
|
|
2615 | int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; |
|
|
2616 | #endif |
|
|
2617 | |
2562 | |
2618 | if (op->contr->gen_hp > 0) |
|
|
2619 | 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); |
2620 | else |
|
|
2621 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
|
|
2622 | |
2564 | |
2623 | /* dms do not consume food */ |
2565 | /* dms do not consume food */ |
2624 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2566 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2625 | op->stats.food--; |
2567 | op->stats.food--; |
2626 | } |
2568 | } |
… | |
… | |
2687 | object *tmp; |
2629 | object *tmp; |
2688 | |
2630 | |
2689 | if (save_life (op)) |
2631 | if (save_life (op)) |
2690 | return; |
2632 | return; |
2691 | |
2633 | |
2692 | |
|
|
2693 | /* 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 |
2694 | * 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. |
2695 | * Look at op_on_battleground() for more info --AndreasV |
2636 | * Look at op_on_battleground() for more info --AndreasV |
2696 | */ |
2637 | */ |
2697 | if (op_on_battleground (op, &x, &y)) |
2638 | if (op_on_battleground (op, &x, &y)) |
… | |
… | |
2726 | tmp->name = buf; |
2667 | tmp->name = buf; |
2727 | sprintf (buf, " This finger has been cut off %s\n" |
2668 | sprintf (buf, " This finger has been cut off %s\n" |
2728 | " 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", |
2729 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2670 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2730 | tmp->msg = buf; |
2671 | tmp->msg = buf; |
2731 | tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2672 | tmp->value = 0, tmp->type = 0; |
2732 | tmp->materialname = NULL; |
2673 | tmp->materialname = "organics"; |
2733 | tmp->insert_at (op, tmp); |
2674 | tmp->insert_at (op, tmp); |
2734 | } |
2675 | } |
2735 | |
2676 | |
2736 | /* teleport defeated player to new destination */ |
2677 | /* teleport defeated player to new destination */ |
2737 | transfer_ob (op, x, y, 0, NULL); |
2678 | transfer_ob (op, x, y, 0, NULL); |
… | |
… | |
2749 | strcpy (op->contr->killer, "starvation"); |
2690 | strcpy (op->contr->killer, "starvation"); |
2750 | } |
2691 | } |
2751 | else |
2692 | else |
2752 | sprintf (buf, "%s died.", &op->name); |
2693 | sprintf (buf, "%s died.", &op->name); |
2753 | |
2694 | |
2754 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
2695 | op->contr->play_sound (sound_find ("player_dies")); |
2755 | |
2696 | |
2756 | /* save the map location for corpse, gravestone */ |
2697 | /* save the map location for corpse, gravestone */ |
2757 | x = op->x; |
2698 | x = op->x; |
2758 | y = op->y; |
2699 | y = op->y; |
2759 | map = op->map; |
2700 | map = op->map; |
… | |
… | |
2933 | op->stats.hp = op->stats.maxhp; |
2874 | op->stats.hp = op->stats.maxhp; |
2934 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2875 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2935 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2876 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2936 | |
2877 | |
2937 | /* |
2878 | /* |
2938 | * Check to see if the player is in a shop. IF so, then check to see if |
|
|
2939 | * 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 |
2940 | * in the map. |
2880 | * and put them back in the map. |
2941 | */ |
2881 | */ |
2942 | |
2882 | op->drop_unpaid_items (); |
2943 | if (is_in_shop (op)) |
|
|
2944 | remove_unpaid_objects (op->inv, op); |
|
|
2945 | |
2883 | |
2946 | /****************************************/ |
2884 | /****************************************/ |
2947 | /* */ |
2885 | /* */ |
2948 | /* Move player to his current respawn- */ |
2886 | /* Move player to his current respawn- */ |
2949 | /* position (usually last savebed) */ |
2887 | /* position (usually last savebed) */ |
… | |
… | |
2969 | object *force; |
2907 | object *force; |
2970 | int at; |
2908 | int at; |
2971 | |
2909 | |
2972 | force = get_archetype (FORCE_NAME); |
2910 | force = get_archetype (FORCE_NAME); |
2973 | /* 50 ticks should be enough time for the spell to abate */ |
2911 | /* 50 ticks should be enough time for the spell to abate */ |
2974 | force->speed = 0.1; |
2912 | force->speed = 0.1f; |
2975 | force->speed_left = -5.0; |
2913 | force->speed_left = -5.f; |
2976 | SET_FLAG (force, FLAG_APPLIED); |
2914 | SET_FLAG (force, FLAG_APPLIED); |
2977 | for (at = 0; at < NROFATTACKS; at++) |
2915 | for (at = 0; at < NROFATTACKS; at++) |
2978 | if (will_kill_again & (1 << at)) |
2916 | if (will_kill_again & (1 << at)) |
2979 | force->resist[at] = 100; |
2917 | force->resist[at] = 100; |
2980 | |
2918 | |
… | |
… | |
2989 | void |
2927 | void |
2990 | loot_object (object *op) |
2928 | loot_object (object *op) |
2991 | { /* Grab and destroy some treasure */ |
2929 | { /* Grab and destroy some treasure */ |
2992 | object *tmp, *tmp2, *next; |
2930 | object *tmp, *tmp2, *next; |
2993 | |
2931 | |
2994 | if (op->container) |
2932 | op->close_container (); /* close open sack first */ |
2995 | esrv_apply_container (op, op->container); /* close open sack first */ |
|
|
2996 | |
2933 | |
2997 | for (tmp = op->inv; tmp; tmp = next) |
2934 | for (tmp = op->inv; tmp; tmp = next) |
2998 | { |
2935 | { |
2999 | next = tmp->below; |
2936 | next = tmp->below; |
3000 | |
2937 | |
3001 | if (tmp->invisible) |
2938 | if (tmp->invisible) |
3002 | continue; |
2939 | continue; |
3003 | |
2940 | |
3004 | tmp->remove (); |
2941 | tmp->remove (); |
3005 | tmp->x = op->x, tmp->y = op->y; |
2942 | tmp->x = op->x, tmp->y = op->y; |
|
|
2943 | |
3006 | if (tmp->type == CONTAINER) |
2944 | if (tmp->type == CONTAINER) |
3007 | { /* empty container to ground */ |
2945 | loot_object (tmp); /* empty container to ground */ |
3008 | loot_object (tmp); |
2946 | |
3009 | } |
|
|
3010 | 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)))) |
3011 | { |
2948 | { |
3012 | if (tmp->nrof > 1) |
2949 | if (tmp->nrof > 1) |
3013 | { |
2950 | { |
3014 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2951 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
3015 | tmp2->destroy (); |
2952 | tmp2->destroy (); |
… | |
… | |
3026 | /* |
2963 | /* |
3027 | * fix_weight(): Check recursively the weight of all players, and fix |
2964 | * fix_weight(): Check recursively the weight of all players, and fix |
3028 | * 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 |
3029 | * was changed. |
2966 | * was changed. |
3030 | */ |
2967 | */ |
3031 | |
|
|
3032 | void |
2968 | void |
3033 | fix_weight (void) |
2969 | fix_weight (void) |
3034 | { |
2970 | { |
3035 | for_all_players (pl) |
2971 | for_all_players (pl) |
3036 | { |
2972 | { |
… | |
… | |
3096 | if (op->type == PLAYER) |
3032 | if (op->type == PLAYER) |
3097 | { |
3033 | { |
3098 | op->contr->tmp_invis = 0; |
3034 | op->contr->tmp_invis = 0; |
3099 | op->contr->invis_race = 0; |
3035 | op->contr->invis_race = 0; |
3100 | } |
3036 | } |
|
|
3037 | |
3101 | update_object (op, UP_OBJ_FACE); |
3038 | update_object (op, UP_OBJ_CHANGE); |
3102 | } |
3039 | } |
3103 | |
3040 | |
3104 | int |
3041 | int |
3105 | is_true_undead (object *op) |
3042 | is_true_undead (object *op) |
3106 | { |
3043 | { |
3107 | object *tmp = NULL; |
|
|
3108 | |
|
|
3109 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3044 | if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
3110 | return 1; |
3045 | return 1; |
3111 | |
3046 | |
3112 | return 0; |
3047 | return 0; |
3113 | } |
3048 | } |
3114 | |
3049 | |
… | |
… | |
3158 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3093 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3159 | * every time they move - as we subtract off 'invisibility' |
3094 | * every time they move - as we subtract off 'invisibility' |
3160 | * AND, for players, if they move into a ridiculously unhideable |
3095 | * AND, for players, if they move into a ridiculously unhideable |
3161 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3096 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3162 | */ |
3097 | */ |
3163 | |
|
|
3164 | void |
3098 | void |
3165 | do_hidden_move (object *op) |
3099 | do_hidden_move (object *op) |
3166 | { |
3100 | { |
3167 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3101 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3168 | object *skop; |
3102 | object *skop; |
… | |
… | |
3285 | * a blocked los square. |
3219 | * a blocked los square. |
3286 | * we use the archetype to figure out offsets. |
3220 | * we use the archetype to figure out offsets. |
3287 | */ |
3221 | */ |
3288 | while (op) |
3222 | while (op) |
3289 | { |
3223 | { |
3290 | dx = rv.distance_x + op->arch->clone.x; |
3224 | dx = rv.distance_x + op->arch->x; |
3291 | dy = rv.distance_y + op->arch->clone.y; |
3225 | dy = rv.distance_y + op->arch->y; |
3292 | |
3226 | |
3293 | /* only the viewable area the player sees is updated by LOS |
3227 | /* only the viewable area the player sees is updated by LOS |
3294 | * 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 |
3295 | * for any meaningful values. |
3229 | * for any meaningful values. |
3296 | */ |
3230 | */ |
… | |
… | |
3401 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3335 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3402 | int i = 0, j = 0; |
3336 | int i = 0, j = 0; |
3403 | |
3337 | |
3404 | /* get the appropriate treasurelist */ |
3338 | /* get the appropriate treasurelist */ |
3405 | if (atnr == ATNR_FIRE) |
3339 | if (atnr == ATNR_FIRE) |
3406 | trlist = find_treasurelist ("dragon_ability_fire"); |
3340 | trlist = treasurelist::find ("dragon_ability_fire"); |
3407 | else if (atnr == ATNR_COLD) |
3341 | else if (atnr == ATNR_COLD) |
3408 | trlist = find_treasurelist ("dragon_ability_cold"); |
3342 | trlist = treasurelist::find ("dragon_ability_cold"); |
3409 | else if (atnr == ATNR_ELECTRICITY) |
3343 | else if (atnr == ATNR_ELECTRICITY) |
3410 | trlist = find_treasurelist ("dragon_ability_elec"); |
3344 | trlist = treasurelist::find ("dragon_ability_elec"); |
3411 | else if (atnr == ATNR_POISON) |
3345 | else if (atnr == ATNR_POISON) |
3412 | trlist = find_treasurelist ("dragon_ability_poison"); |
3346 | trlist = treasurelist::find ("dragon_ability_poison"); |
3413 | |
3347 | |
3414 | if (trlist == NULL || who->type != PLAYER) |
3348 | if (trlist == NULL || who->type != PLAYER) |
3415 | return; |
3349 | return; |
3416 | |
3350 | |
3417 | 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++); |
… | |
… | |
3421 | /* 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]); */ |
3422 | return; |
3356 | return; |
3423 | } |
3357 | } |
3424 | |
3358 | |
3425 | /* everything seems okay - now bring on the gift: */ |
3359 | /* everything seems okay - now bring on the gift: */ |
3426 | item = &(tr->item->clone); |
3360 | item = tr->item; |
3427 | |
3361 | |
3428 | if (item->type == SPELL) |
3362 | if (item->type == SPELL) |
3429 | { |
3363 | { |
3430 | if (check_spell_known (who, item->name)) |
3364 | if (check_spell_known (who, item->name)) |
3431 | return; |
3365 | return; |
… | |
… | |
3490 | { |
3424 | { |
3491 | /* forces in the treasurelist can alter the player's stats */ |
3425 | /* forces in the treasurelist can alter the player's stats */ |
3492 | object *skin; |
3426 | object *skin; |
3493 | |
3427 | |
3494 | /* first get the dragon skin force */ |
3428 | /* first get the dragon skin force */ |
3495 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
3496 | 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) |
3497 | ; |
3430 | ; |
3498 | |
3431 | |
3499 | if (!skin) |
3432 | if (!skin) |
3500 | return; |
3433 | return; |
3501 | |
3434 | |
… | |
… | |
3549 | * not readied. |
3482 | * not readied. |
3550 | */ |
3483 | */ |
3551 | void |
3484 | void |
3552 | player_unready_range_ob (player *pl, object *ob) |
3485 | player_unready_range_ob (player *pl, object *ob) |
3553 | { |
3486 | { |
3554 | rangetype i; |
3487 | if (pl->ob->current_weapon == ob) |
|
|
3488 | pl->ob->current_weapon = 0; |
3555 | |
3489 | |
3556 | for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
3490 | if (pl->combat_ob == ob) |
3557 | { |
3491 | pl->combat_ob = 0; |
|
|
3492 | |
3558 | if (pl->ranges[i] == ob) |
3493 | if (pl->ranged_ob == ob) |
3559 | { |
3494 | pl->ranged_ob = 0; |
3560 | pl->ranges[i] = NULL; |
|
|
3561 | if (pl->shoottype == i) |
|
|
3562 | { |
|
|
3563 | pl->shoottype = range_none; |
|
|
3564 | } |
|
|
3565 | } |
|
|
3566 | } |
|
|
3567 | } |
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 | } |