1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | |
3 | * |
|
|
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
8 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * |
20 | |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
21 | The author can be reached via e-mail to <crossfire@schmorp.de> |
|
|
22 | */ |
22 | */ |
23 | |
23 | |
24 | #include <global.h> |
24 | #include <global.h> |
25 | #include <pwd.h> |
|
|
26 | #include <sproto.h> |
25 | #include <sproto.h> |
27 | #include <sounds.h> |
26 | #include <sounds.h> |
28 | #include <living.h> |
27 | #include <living.h> |
29 | #include <object.h> |
28 | #include <object.h> |
30 | #include <spells.h> |
29 | #include <spells.h> |
31 | #include <skills.h> |
30 | #include <skills.h> |
32 | |
31 | |
33 | #include <algorithm> |
32 | #include <algorithm> |
34 | #include <functional> |
33 | #include <functional> |
35 | |
34 | |
36 | player * |
35 | playervec players; |
37 | find_player (const char *plname) |
|
|
38 | { |
|
|
39 | for_all_players (pl) |
|
|
40 | if (pl->ob && !strcmp (query_name (pl->ob), plname)) |
|
|
41 | return pl; |
|
|
42 | |
|
|
43 | return 0; |
|
|
44 | } |
|
|
45 | |
36 | |
46 | void |
37 | void |
47 | display_motd (const object *op) |
38 | display_motd (const object *op) |
48 | { |
39 | { |
49 | char buf[MAX_BUF]; |
40 | char buf[MAX_BUF]; |
… | |
… | |
123 | |
114 | |
124 | news[0] = '\0'; |
115 | news[0] = '\0'; |
125 | subject[0] = '\0'; |
116 | subject[0] = '\0'; |
126 | size = 0; |
117 | size = 0; |
127 | |
118 | |
128 | while (fgets (buf, MAX_BUF, fp) != NULL) |
119 | while (fgets (buf, MAX_BUF, fp)) |
129 | { |
120 | { |
130 | if (*buf == '#') |
121 | if (*buf == '#') |
131 | continue; |
122 | continue; |
132 | |
123 | |
133 | if (*buf == '%') |
124 | if (*buf == '%') |
134 | { /* send one news */ |
125 | { /* send one news */ |
135 | if (size > 0) |
126 | if (size > 0) |
136 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ |
127 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */ |
|
|
128 | |
137 | strcpy (subject, buf + 1); |
129 | strcpy (subject, buf + 1); |
138 | strip_endline (subject); |
130 | strip_endline (subject); |
139 | size = 0; |
131 | size = 0; |
140 | news[0] = '\0'; |
132 | news[0] = '\0'; |
141 | } |
133 | } |
… | |
… | |
150 | size += strlen (buf); |
142 | size += strlen (buf); |
151 | } |
143 | } |
152 | } |
144 | } |
153 | |
145 | |
154 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
146 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
155 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); |
147 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); |
156 | close_and_delete (fp, comp); |
148 | close_and_delete (fp, comp); |
157 | } |
149 | } |
158 | |
150 | |
159 | /* This loads the first map an puts the player on it. */ |
151 | /* This loads the first map an puts the player on it. */ |
160 | static void |
152 | static void |
161 | set_first_map (object *op) |
153 | set_first_map (object *op) |
162 | { |
154 | { |
163 | strcpy (op->contr->maplevel, first_map_path); |
155 | op->contr->maplevel = first_map_path; |
164 | op->x = -1; |
156 | op->x = -1; |
165 | op->y = -1; |
157 | op->y = -1; |
166 | op->enter_exit (0); |
158 | } |
|
|
159 | |
|
|
160 | void |
|
|
161 | player::activate () |
|
|
162 | { |
|
|
163 | if (active) |
|
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164 | return; |
|
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165 | |
|
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166 | players.insert (this); |
|
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167 | ob->remove (); |
|
|
168 | ob->map = 0; |
|
|
169 | ob->activate_recursive (); |
|
|
170 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
|
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171 | add_friendly_object (ob); |
|
|
172 | } |
|
|
173 | |
|
|
174 | void |
|
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175 | player::deactivate () |
|
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176 | { |
|
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177 | if (!active) |
|
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178 | return; |
|
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179 | |
|
|
180 | terminate_all_pets (ob); |
|
|
181 | remove_friendly_object (ob); |
|
|
182 | ob->deactivate_recursive (); |
|
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183 | |
|
|
184 | if (ob->map) |
|
|
185 | maplevel = ob->map->path; |
|
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186 | |
|
|
187 | ob->remove (); |
|
|
188 | ob->enemy = 0; // sometimes keeps an extra refcount on itself |
|
|
189 | ob->map = 0; |
|
|
190 | party = 0; |
|
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191 | |
|
|
192 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
|
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193 | |
|
|
194 | players.erase (this); |
167 | } |
195 | } |
168 | |
196 | |
169 | // connect the player with a specific client |
197 | // connect the player with a specific client |
170 | // also changed, rationalises, and fixes some incorrect settings |
198 | // also changes, rationalises, and fixes some incorrect settings |
171 | void |
199 | void |
172 | player::connect (client *ns) |
200 | player::connect (client *ns) |
173 | { |
201 | { |
174 | this->ns = ns; |
202 | this->ns = ns; |
175 | ns->pl = this; |
203 | ns->pl = this; |
176 | |
204 | |
177 | next = first_player; |
205 | run_on = 0; |
178 | first_player = this; |
206 | fire_on = 0; |
|
|
207 | ob->close_container (); //TODO: client-specific |
179 | |
208 | |
180 | ns->update_look = 0; |
209 | ns->update_look = 0; |
181 | ns->look_position = 0; |
210 | ns->look_position = 0; |
182 | |
211 | |
183 | clear_los (ob); |
212 | clear_los (this); |
|
|
213 | |
|
|
214 | ns->reset_stats (); |
184 | |
215 | |
185 | /* make sure he's a player -- needed because of class change. */ |
216 | /* make sure he's a player -- needed because of class change. */ |
186 | ob->type = PLAYER; // we are paranoid |
217 | ob->type = PLAYER; // we are paranoid |
187 | ob->race = ob->arch->clone.race; |
218 | ob->race = ob->arch->race; |
188 | |
|
|
189 | if (!legal_range (ob, shoottype)) |
|
|
190 | shoottype = range_none; |
|
|
191 | |
219 | |
192 | ob->carrying = sum_weight (ob); |
220 | ob->carrying = sum_weight (ob); |
193 | link_player_skills (ob); |
221 | link_player_skills (ob); |
194 | |
222 | |
195 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
223 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
196 | |
224 | |
197 | assign (title, ob->arch->clone.name); |
225 | assign (title, ob->arch->object::name); |
198 | |
|
|
199 | /* can_use_shield is a new flag. However, the can_use.. seems to largely come |
|
|
200 | * from the class, and not race. I don't see any way to get the class information |
|
|
201 | * to then update this. I don't think this will actually break anything - anyone |
|
|
202 | * that can use armour should be able to use a shield. What this may 'break' |
|
|
203 | * are features new characters get, eg, if someone starts up with a Q, they |
|
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204 | * should be able to use a shield. However, old Q's won't get that advantage. |
|
|
205 | */ |
|
|
206 | if (QUERY_FLAG (ob, FLAG_USE_ARMOUR)) |
|
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207 | SET_FLAG (ob, FLAG_USE_SHIELD); |
|
|
208 | |
226 | |
209 | /* if it's a dragon player, set the correct title here */ |
227 | /* if it's a dragon player, set the correct title here */ |
210 | if (is_dragon_pl (ob)) |
228 | if (is_dragon_pl (ob)) |
211 | { |
229 | { |
212 | object *tmp, *abil = 0, *skin = 0; |
230 | object *tmp, *abil = 0, *skin = 0; |
213 | |
231 | |
214 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
|
|
215 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
216 | |
|
|
217 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
232 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
218 | if (tmp->type == FORCE) |
233 | if (tmp->type == FORCE) |
219 | if (tmp->arch->name == dragon_ability_force) |
234 | if (tmp->arch->archname == shstr_dragon_ability_force) |
220 | abil = tmp; |
235 | abil = tmp; |
221 | else if (tmp->arch->name == dragon_skin_force) |
236 | else if (tmp->arch->archname == shstr_dragon_skin_force) |
222 | skin = tmp; |
237 | skin = tmp; |
223 | |
238 | |
224 | set_dragon_name (ob, abil, skin); |
239 | set_dragon_name (ob, abil, skin); |
225 | } |
240 | } |
226 | |
241 | |
227 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
|
|
228 | add_friendly_object (ob); |
|
|
229 | |
|
|
230 | LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host); |
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231 | |
|
|
232 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
242 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
233 | |
243 | |
234 | esrv_new_player (this, ob->weight + ob->carrying); |
244 | esrv_new_player (this, ob->weight + ob->carrying); |
235 | |
245 | |
236 | ob->update_stats (); |
246 | ob->update_stats (); |
|
|
247 | |
237 | ns->floorbox_update (); |
248 | ns->floorbox_update (); |
238 | |
|
|
239 | esrv_send_inventory (ob, ob); |
249 | esrv_send_inventory (ob, ob); |
240 | esrv_add_spells (this, 0); |
250 | esrv_add_spells (this, 0); |
241 | |
251 | |
242 | ob->enter_exit (0); |
|
|
243 | ob->activate (1); |
252 | activate (); |
244 | |
253 | |
245 | send_rules (ob); |
254 | send_rules (ob); |
246 | send_news (ob); |
255 | send_news (ob); |
247 | display_motd (ob); |
256 | display_motd (ob); |
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257 | |
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258 | INVOKE_PLAYER (CONNECT, this); |
248 | INVOKE_PLAYER (LOGIN, this); |
259 | INVOKE_PLAYER (LOGIN, this); |
249 | } |
260 | } |
250 | |
261 | |
251 | void |
262 | void |
252 | player::disconnect () |
263 | player::disconnect () |
253 | { |
264 | { |
254 | if (ob) |
265 | if (ob) |
255 | ob->deactivate (1); |
266 | { |
|
|
267 | ob->close_container (); //TODO: client-specific |
|
|
268 | ob->drop_unpaid_items (); |
|
|
269 | } |
256 | |
270 | |
257 | //TODO: don't be so harsh and destroy :) |
|
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258 | if (ns) |
271 | if (ns) |
259 | { |
272 | { |
260 | if (enable_save) |
273 | if (active) |
261 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
274 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
262 | |
275 | |
263 | client *ns = this->ns; |
276 | INVOKE_PLAYER (DISCONNECT, this); |
264 | ns->send_packet ("goodbye"); |
277 | |
265 | ns->flush (); |
278 | ns->reset_stats (); |
266 | ns->pl = 0; |
279 | ns->pl = 0; |
267 | this->ns = 0; |
280 | ns = 0; |
268 | |
|
|
269 | ns->destroy (); |
|
|
270 | destroy (); |
|
|
271 | } |
281 | } |
|
|
282 | |
|
|
283 | observe = ob; |
|
|
284 | |
|
|
285 | deactivate (); |
272 | } |
286 | } |
273 | |
287 | |
274 | // the need for this function can be explained |
288 | // the need for this function can be explained |
275 | // by load_object not returning the object |
289 | // by load_object not returning the object |
276 | void |
290 | void |
277 | player::set_object (object *op) |
291 | player::set_object (object *op) |
278 | { |
292 | { |
279 | ob = op; |
293 | ob = observe = op; |
280 | ob->contr = this; /* this aren't yet in archetype */ |
294 | ob->contr = this; /* this aren't yet in archetype */ |
281 | |
295 | |
|
|
296 | ob->speed = 1.0f; |
282 | ob->speed_left = 0.5; |
297 | ob->speed_left = 0.5f; |
283 | ob->speed = 1.0; |
298 | |
284 | ob->direction = 5; /* So player faces south */ |
299 | ob->direction = 5; /* So player faces south */ |
285 | ob->stats.wc = 2; |
|
|
286 | ob->run_away = 25; /* Then we panick... */ |
|
|
287 | |
300 | |
288 | set_first_map (ob); |
301 | ob->flag [FLAG_READY_WEAPON] = false; |
|
|
302 | ob->flag [FLAG_READY_SKILL] = false; |
|
|
303 | ob->flag [FLAG_READY_BOW] = false; |
289 | |
304 | |
290 | ob->roll_stats (); |
305 | for (object *op = ob->inv; op; op = op->below) |
|
|
306 | if (op->flag [FLAG_APPLIED]) |
|
|
307 | switch (op->type) |
|
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308 | { |
|
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309 | case SKILL: |
|
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310 | ob->flag [FLAG_APPLIED] = false; |
|
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311 | break; |
|
|
312 | |
|
|
313 | case WAND: |
|
|
314 | case ROD: |
|
|
315 | case HORN: |
|
|
316 | case BOW: |
|
|
317 | ranged_ob = op; |
|
|
318 | break; |
|
|
319 | |
|
|
320 | case WEAPON: |
|
|
321 | combat_ob = op; |
|
|
322 | break; |
|
|
323 | } |
|
|
324 | |
|
|
325 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
|
|
326 | } |
|
|
327 | |
|
|
328 | void |
|
|
329 | player::set_observe (object *op) |
|
|
330 | { |
|
|
331 | observe = op ? op : ob; |
|
|
332 | do_los = 1; |
291 | } |
333 | } |
292 | |
334 | |
293 | player::player () |
335 | player::player () |
294 | { |
336 | { |
295 | /* There are some elements we want initialized to non zero value - |
337 | /* There are some elements we want initialised to non zero value - |
296 | * we deal with that below this point. |
338 | * we deal with that below this point. |
297 | */ |
339 | */ |
298 | outputs_sync = 16; /* Every 2 seconds */ |
340 | outputs_sync = 4; |
299 | outputs_count = 8; /* Keeps present behaviour */ |
341 | outputs_count = 4; |
300 | unapply = unapply_nochoice; |
342 | unapply = unapply_nochoice; |
301 | |
343 | |
302 | assign (savebed_map, first_map_path); /* Init. respawn position */ |
344 | savebed_map = first_map_path; /* Init. respawn position */ |
303 | |
345 | |
304 | gen_sp_armour = 10; |
346 | gen_sp_armour = 10; |
305 | last_speed = -1; |
|
|
306 | shoottype = range_none; |
|
|
307 | bowtype = bow_normal; |
347 | bowtype = bow_normal; |
308 | petmode = pet_normal; |
348 | petmode = pet_normal; |
309 | listening = 10; |
349 | listening = 10; |
310 | usekeys = containers; |
350 | usekeys = containers; |
311 | last_weapon_sp = -1; |
|
|
312 | peaceful = 1; /* default peaceful */ |
351 | peaceful = 1; /* default peaceful */ |
313 | do_los = 1; |
352 | do_los = 1; |
314 | |
353 | |
315 | /* we need to clear these to -1 and not zero - otherwise, |
354 | weapon_sp = 1.0f; |
316 | * if a player quits and starts a new character, we wont |
355 | weapon_sp_left = 0.5f; |
317 | * send new values to the client, as things like exp start |
|
|
318 | * at zero. |
|
|
319 | */ |
|
|
320 | for (int i = 0; i < NUM_SKILLS; i++) |
|
|
321 | last_skill_exp[i] = -1; |
|
|
322 | |
|
|
323 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
324 | last_resist[i] = -1; |
|
|
325 | |
|
|
326 | last_stats.exp = -1; |
|
|
327 | last_weight = (uint32) - 1; |
|
|
328 | } |
356 | } |
329 | |
357 | |
330 | void |
358 | void |
331 | player::do_destroy () |
359 | player::do_destroy () |
332 | { |
360 | { |
333 | disconnect (); |
361 | disconnect (); |
334 | |
362 | |
335 | save (false); |
|
|
336 | enable_save = false; |
|
|
337 | |
|
|
338 | attachable::do_destroy (); |
363 | attachable::do_destroy (); |
339 | |
|
|
340 | terminate_all_pets (ob); |
|
|
341 | |
|
|
342 | if (first_player != this) |
|
|
343 | { |
|
|
344 | player *prev = first_player; |
|
|
345 | |
|
|
346 | while (prev && prev->next && prev->next != this) |
|
|
347 | prev = prev->next; |
|
|
348 | |
|
|
349 | if (prev->next != this) |
|
|
350 | { |
|
|
351 | LOG (llevError, "Free_player: Can't find previous player.\n"); |
|
|
352 | abort (); |
|
|
353 | } |
|
|
354 | |
|
|
355 | prev->next = next; |
|
|
356 | } |
|
|
357 | else |
|
|
358 | first_player = next; |
|
|
359 | |
364 | |
360 | if (ob) |
365 | if (ob) |
361 | { |
366 | { |
362 | ob->destroy_inv (false); |
367 | ob->destroy_inv (false); |
363 | ob->destroy (); |
368 | ob->destroy (); |
364 | } |
369 | } |
|
|
370 | |
|
|
371 | ob = observe = 0; |
365 | } |
372 | } |
366 | |
373 | |
367 | player::~player () |
374 | player::~player () |
368 | { |
375 | { |
369 | /* Clear item stack */ |
376 | /* Clear item stack */ |
… | |
… | |
378 | player::create () |
385 | player::create () |
379 | { |
386 | { |
380 | player *pl = new player; |
387 | player *pl = new player; |
381 | |
388 | |
382 | pl->set_object (arch_to_object (get_player_archetype (0))); |
389 | pl->set_object (arch_to_object (get_player_archetype (0))); |
|
|
390 | |
|
|
391 | pl->ob->roll_stats (); |
|
|
392 | pl->ob->stats.wc = 2; |
|
|
393 | pl->ob->run_away = 25; /* Then we panick... */ |
|
|
394 | |
|
|
395 | set_first_map (pl->ob); |
383 | |
396 | |
384 | return pl; |
397 | return pl; |
385 | } |
398 | } |
386 | |
399 | |
387 | /* |
400 | /* |
… | |
… | |
390 | * Note: there MUST be at least one player archetype! |
403 | * Note: there MUST be at least one player archetype! |
391 | */ |
404 | */ |
392 | archetype * |
405 | archetype * |
393 | get_player_archetype (archetype *at) |
406 | get_player_archetype (archetype *at) |
394 | { |
407 | { |
395 | archetype *start = at; |
408 | archvec::iterator i = at ? archetypes.find (at) : archetypes.begin (); |
396 | |
409 | |
397 | for (;;) |
410 | for (;;) |
398 | { |
411 | { |
399 | if (at == NULL || at->next == NULL) |
412 | if (++i == archetypes.end ()) |
400 | at = first_archetype; |
413 | i = archetypes.begin (); |
401 | else |
414 | else if (*i == at) |
402 | at = at->next; |
415 | cleanup ("not a single player archetype found"); |
403 | |
416 | |
404 | if (at->clone.type == PLAYER) |
417 | if ((*i)->type == PLAYER) |
405 | return at; |
418 | return *i; |
406 | |
|
|
407 | if (at == start) |
|
|
408 | { |
|
|
409 | LOG (llevError, "No Player archetypes\n"); |
|
|
410 | exit (-1); |
|
|
411 | } |
|
|
412 | } |
419 | } |
413 | } |
420 | } |
414 | |
421 | |
415 | object * |
422 | object * |
416 | get_nearest_player (object *mon) |
423 | get_nearest_player (object *mon) |
… | |
… | |
418 | object *op = NULL; |
425 | object *op = NULL; |
419 | objectlink *ol; |
426 | objectlink *ol; |
420 | unsigned lastdist; |
427 | unsigned lastdist; |
421 | rv_vector rv; |
428 | rv_vector rv; |
422 | |
429 | |
423 | for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) |
430 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
424 | { |
431 | { |
425 | /* We should not find free objects on this friendly list, but it |
|
|
426 | * does periodically happen. Given that, lets deal with it. |
|
|
427 | * While unlikely, it is possible the next object on the friendly |
|
|
428 | * list is also free, so encapsulate this in a while loop. |
|
|
429 | */ |
|
|
430 | while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY)) |
|
|
431 | { |
|
|
432 | object *tmp = ol->ob; |
|
|
433 | |
|
|
434 | /* Can't do much more other than log the fact, because the object |
|
|
435 | * itself will have been cleared. |
|
|
436 | */ |
|
|
437 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); |
|
|
438 | ol = ol->next; |
|
|
439 | remove_friendly_object (tmp); |
|
|
440 | if (!ol) |
|
|
441 | return op; |
|
|
442 | } |
|
|
443 | |
|
|
444 | /* Remove special check for player from this. First, it looks to cause |
|
|
445 | * some crashes (ol->ob->contr not set properly?), but secondly, a more |
|
|
446 | * complicated method of state checking would be needed in any case - |
|
|
447 | * as it was, a clever player could type quit, and the function would |
|
|
448 | * skip them over while waiting for confirmation. Remove |
|
|
449 | * on_same_map check, as can_detect_enemy also does this |
|
|
450 | */ |
|
|
451 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
432 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
452 | continue; |
433 | continue; |
453 | |
434 | |
454 | if (lastdist > rv.distance) |
435 | if (lastdist > rv.distance) |
455 | { |
436 | { |
… | |
… | |
531 | x = mon->x; |
512 | x = mon->x; |
532 | y = mon->y; |
513 | y = mon->y; |
533 | m = mon->map; |
514 | m = mon->map; |
534 | dir = rv.direction; |
515 | dir = rv.direction; |
535 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
516 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
536 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
517 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
|
|
518 | |
537 | /* If we can't solve it within the search distance, return now. */ |
519 | /* If we can't solve it within the search distance, return now. */ |
538 | if (diff > max) |
520 | if (diff > max) |
539 | return 0; |
521 | return 0; |
|
|
522 | |
540 | while (diff > 1 && max > 0) |
523 | while (diff > 1 && max > 0) |
541 | { |
524 | { |
542 | lastx = x; |
525 | lastx = x; |
543 | lasty = y; |
526 | lasty = y; |
544 | lastmap = m; |
527 | lastmap = m; |
… | |
… | |
626 | max--; |
609 | max--; |
627 | lastdir = dir; |
610 | lastdir = dir; |
628 | if (!firstdir) |
611 | if (!firstdir) |
629 | firstdir = dir; |
612 | firstdir = dir; |
630 | } |
613 | } |
|
|
614 | |
631 | if (diff <= 1) |
615 | if (diff <= 1) |
632 | { |
616 | { |
633 | /* Recalculate diff (distance) because we may not have actually |
617 | /* Recalculate diff (distance) because we may not have actually |
634 | * headed toward player for entire distance. |
618 | * headed toward player for entire distance. |
635 | */ |
619 | */ |
636 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
620 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
637 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
621 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
638 | } |
622 | } |
|
|
623 | |
639 | if (diff > max) |
624 | if (diff > max) |
640 | return 0; |
625 | return 0; |
641 | } |
626 | } |
|
|
627 | |
642 | /* If we reached the max, didn't find a direction in time */ |
628 | /* If we reached the max, didn't find a direction in time */ |
643 | if (!max) |
629 | if (!max) |
644 | return 0; |
630 | return 0; |
645 | |
631 | |
646 | return firstdir; |
632 | return firstdir; |
… | |
… | |
760 | roll_stat (void) |
746 | roll_stat (void) |
761 | { |
747 | { |
762 | int a[4], i, j, k; |
748 | int a[4], i, j, k; |
763 | |
749 | |
764 | for (i = 0; i < 4; i++) |
750 | for (i = 0; i < 4; i++) |
765 | a[i] = (int) RANDOM () % 6 + 1; |
751 | a[i] = (int) rndm (6) + 1; |
766 | |
752 | |
767 | for (i = 0, j = 0, k = 7; i < 4; i++) |
753 | for (i = 0, j = 0, k = 7; i < 4; i++) |
768 | if (a[i] < k) |
754 | if (a[i] < k) |
769 | k = a[i], j = i; |
755 | k = a[i], j = i; |
770 | |
756 | |
… | |
… | |
776 | } |
762 | } |
777 | |
763 | |
778 | void |
764 | void |
779 | object::roll_stats () |
765 | object::roll_stats () |
780 | { |
766 | { |
781 | int statsort [7]; |
767 | int statsort [NUM_STATS]; |
782 | |
768 | |
783 | for (;;) |
769 | for (;;) |
784 | { |
770 | { |
785 | int sum = 0; |
771 | int sum = 0; |
786 | for (int i = 7; i--; ) |
772 | for (int i = NUM_STATS; i--; ) |
787 | sum += statsort [i] = roll_stat (); |
773 | sum += statsort [i] = roll_stat (); |
788 | |
774 | |
789 | if (sum >= 82 && sum <= 116) |
775 | if (sum >= 82 && sum <= 116) |
790 | break; |
776 | break; |
791 | } |
777 | } |
792 | |
778 | |
793 | // Sort the stats so that rerolling is easier... |
779 | // Sort the stats so that rerolling is easier... |
794 | std::sort (statsort, statsort + 7, std::greater<int>()); |
780 | std::sort (statsort, statsort + NUM_STATS, std::greater<int>()); |
795 | |
781 | |
|
|
782 | for (int i = 0; i < NUM_STATS; ++i) |
796 | stats.Str = statsort[0]; |
783 | stats.stat (i) = statsort [i]; |
797 | stats.Dex = statsort[1]; |
|
|
798 | stats.Con = statsort[2]; |
|
|
799 | stats.Int = statsort[3]; |
|
|
800 | stats.Wis = statsort[4]; |
|
|
801 | stats.Pow = statsort[5]; |
|
|
802 | stats.Cha = statsort[6]; |
|
|
803 | |
784 | |
804 | stats.exp = 0; |
785 | stats.exp = 0; |
805 | stats.ac = 0; |
786 | stats.ac = 0; |
806 | |
787 | |
807 | stats.hp = stats.maxhp; |
788 | stats.hp = stats.maxhp; |
… | |
… | |
819 | } |
800 | } |
820 | |
801 | |
821 | void |
802 | void |
822 | object::swap_stats (int a, int b) |
803 | object::swap_stats (int a, int b) |
823 | { |
804 | { |
824 | int tmp = get_attr_value (&contr->orig_stats, a); |
805 | swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b)); |
825 | set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b)); |
|
|
826 | set_attr_value (&contr->orig_stats, b, tmp); |
|
|
827 | |
806 | |
|
|
807 | for (int i = 0; i < NUM_STATS; ++i) |
828 | stats.Str = contr->orig_stats.Str; |
808 | stats.stat (i) = contr->orig_stats.stat (i); |
829 | stats.Dex = contr->orig_stats.Dex; |
|
|
830 | stats.Con = contr->orig_stats.Con; |
|
|
831 | stats.Int = contr->orig_stats.Int; |
|
|
832 | stats.Wis = contr->orig_stats.Wis; |
|
|
833 | stats.Pow = contr->orig_stats.Pow; |
|
|
834 | stats.Cha = contr->orig_stats.Cha; |
|
|
835 | |
809 | |
836 | //TODO: the following code looks so borked and should, at the very least, |
810 | //TODO: the following code looks so borked and should, at the very least, |
837 | // be merged with the similar code in roll_stats |
811 | // be merged with the similar code in roll_stats |
838 | stats.ac = 0; |
812 | stats.ac = 0; |
839 | |
813 | |
… | |
… | |
870 | * appropriate action with it (change race, or other things). |
844 | * appropriate action with it (change race, or other things). |
871 | * The function name is for historical reasons - now we have |
845 | * The function name is for historical reasons - now we have |
872 | * separate race and class; this actually changes the RACE, |
846 | * separate race and class; this actually changes the RACE, |
873 | * not the class. |
847 | * not the class. |
874 | */ |
848 | */ |
875 | int |
849 | void |
876 | key_change_class (object *op, char key) |
850 | player::chargen_race_done () |
877 | { |
851 | { |
878 | int tmp_loop; |
|
|
879 | |
|
|
880 | if (key == 'd' || key == 'D') |
|
|
881 | { |
|
|
882 | char buf[MAX_BUF]; |
|
|
883 | |
|
|
884 | /* this must before then initial items are given */ |
852 | /* this must before then initial items are given */ |
885 | esrv_new_player (op->contr, op->weight + op->carrying); |
853 | esrv_new_player (ob->contr, ob->weight + ob->carrying); |
886 | |
854 | |
887 | treasurelist *tl = find_treasurelist ("starting_wealth"); |
855 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
888 | if (tl) |
856 | if (tl) |
889 | create_treasure (tl, op, 0, 0, 0); |
857 | create_treasure (tl, ob, 0, 0, 0); |
890 | |
858 | |
891 | INVOKE_PLAYER (BIRTH, op->contr); |
859 | INVOKE_PLAYER (BIRTH, ob->contr); |
892 | INVOKE_PLAYER (LOGIN, op->contr); |
860 | INVOKE_PLAYER (LOGIN, ob->contr); |
893 | |
861 | |
894 | op->contr->ns->state = ST_PLAYING; |
862 | ob->contr->ns->state = ST_PLAYING; |
895 | |
863 | |
896 | if (op->msg) |
864 | if (ob->msg) |
897 | op->msg = NULL; |
865 | ob->msg = 0; |
898 | |
866 | |
899 | /* We create this now because some of the unique maps will need it |
867 | /* We create this now because some of the unique maps will need it |
900 | * to save here. |
868 | * to save here. |
901 | */ |
869 | */ |
|
|
870 | { |
|
|
871 | char buf[MAX_BUF]; |
902 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
872 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name); |
903 | make_path_to_file (buf); |
873 | make_path_to_file (buf); |
|
|
874 | } |
904 | |
875 | |
905 | #ifdef AUTOSAVE |
|
|
906 | op->contr->last_save_tick = pticks; |
|
|
907 | #endif |
|
|
908 | start_info (op); |
876 | start_info (ob); |
909 | CLEAR_FLAG (op, FLAG_WIZ); |
877 | CLEAR_FLAG (ob, FLAG_WIZ); |
910 | give_initial_items (op, op->randomitems); |
878 | give_initial_items (ob, ob->randomitems); |
911 | link_player_skills (op); |
879 | link_player_skills (ob); |
912 | esrv_send_inventory (op, op); |
880 | esrv_send_inventory (ob, ob); |
913 | op->update_stats (); |
881 | ob->update_stats (); |
914 | |
882 | |
915 | /* This moves the player to a different start map, if there |
883 | /* This moves the player to a different start map, if there |
916 | * is one for this race |
884 | * is one for this race |
917 | */ |
885 | */ |
918 | if (*first_map_ext_path) |
886 | if (*first_map_ext_path) |
919 | { |
887 | { |
920 | object *tmp; |
888 | object *tmp; |
921 | char mapname[MAX_BUF]; |
889 | char mapname[MAX_BUF]; |
922 | |
890 | |
923 | snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); |
891 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname); |
924 | tmp = object::create (); |
892 | tmp = object::create (); |
925 | EXIT_PATH (tmp) = mapname; |
893 | EXIT_PATH (tmp) = mapname; |
926 | EXIT_X (tmp) = op->x; |
894 | EXIT_X (tmp) = ob->x; |
927 | EXIT_Y (tmp) = op->y; |
895 | EXIT_Y (tmp) = ob->y; |
928 | op->enter_exit (tmp); /* we don't really care if it succeeded; |
896 | ob->enter_exit (tmp); /* we don't really care if it succeeded; |
929 | * if the map isn't there, then stay on the |
897 | * if the map isn't there, then stay on the |
930 | * default initial map */ |
898 | * default initial map */ |
931 | tmp->destroy (); |
899 | tmp->destroy (); |
932 | } |
900 | } |
933 | else |
901 | else |
934 | LOG (llevDebug, "first_map_ext_path not set\n"); |
902 | LOG (llevDebug, "first_map_ext_path not set\n"); |
|
|
903 | } |
935 | |
904 | |
936 | return 0; |
905 | void |
937 | } |
906 | player::chargen_race_next () |
938 | |
907 | { |
939 | /* Following actually changes the race - this is the default command |
908 | /* Following actually changes the race - this is the default command |
940 | * if we don't match with one of the options above. |
909 | * if we don't match with one of the options above. |
941 | */ |
910 | */ |
942 | |
911 | |
943 | tmp_loop = 0; |
912 | do |
944 | while (!tmp_loop) |
|
|
945 | { |
913 | { |
946 | shstr name = op->name; |
914 | shstr name = ob->name; |
947 | int x = op->x, y = op->y; |
915 | int x = ob->x, y = ob->y; |
948 | |
916 | |
949 | op->remove_statbonus (); |
917 | ob->remove_statbonus (); |
950 | op->remove (); |
918 | ob->remove (); |
951 | op->arch = get_player_archetype (op->arch); |
919 | ob->arch = get_player_archetype (ob->arch); |
952 | op->arch->clone.copy_to (op); |
920 | ob->arch->copy_to (ob); |
953 | op->instantiate (); |
921 | ob->instantiate (); |
954 | op->stats = op->contr->orig_stats; |
922 | ob->stats = ob->contr->orig_stats; |
955 | op->name = op->name_pl = name; |
923 | ob->name = ob->name_pl = name; |
956 | op->x = x; |
924 | ob->x = x; |
957 | op->y = y; |
925 | ob->y = y; |
958 | SET_ANIMATION (op, 2); /* So player faces south */ |
926 | SET_ANIMATION (ob, 2); /* So player faces south */ |
959 | insert_ob_in_map (op, op->map, op, 0); |
927 | insert_ob_in_map (ob, ob->map, ob, 0); |
960 | assign (op->contr->title, op->arch->clone.name); |
928 | assign (ob->contr->title, ob->arch->object::name); |
961 | op->add_statbonus (); |
929 | ob->add_statbonus (); |
962 | tmp_loop = allowed_class (op); |
|
|
963 | } |
930 | } |
|
|
931 | while (!allowed_class (ob)); |
964 | |
932 | |
965 | update_object (op, UP_OBJ_FACE); |
933 | update_object (ob, UP_OBJ_FACE); |
966 | esrv_update_item (UPD_FACE, op, op); |
934 | esrv_update_item (UPD_FACE, ob, ob); |
967 | op->update_stats (); |
935 | ob->update_stats (); |
968 | op->stats.hp = op->stats.maxhp; |
936 | ob->stats.hp = ob->stats.maxhp; |
969 | op->stats.sp = op->stats.maxsp; |
937 | ob->stats.sp = ob->stats.maxsp; |
970 | op->stats.grace = 0; |
938 | ob->stats.grace = 0; |
971 | |
|
|
972 | if (op->msg) |
|
|
973 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
|
|
974 | |
|
|
975 | send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); |
|
|
976 | return 0; |
|
|
977 | } |
|
|
978 | |
|
|
979 | int |
|
|
980 | key_confirm_quit (object *op, char key) |
|
|
981 | { |
|
|
982 | if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') |
|
|
983 | { |
|
|
984 | op->contr->ns->state = ST_PLAYING; |
|
|
985 | new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); |
|
|
986 | return 1; |
|
|
987 | } |
|
|
988 | |
|
|
989 | INVOKE_PLAYER (LOGOUT, op->contr); |
|
|
990 | INVOKE_PLAYER (QUIT, op->contr); |
|
|
991 | |
|
|
992 | op->contr->enable_save = false; |
|
|
993 | |
|
|
994 | terminate_all_pets (op); |
|
|
995 | op->remove (); |
|
|
996 | op->direction = 0; |
|
|
997 | new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); |
|
|
998 | |
|
|
999 | strcpy (op->contr->killer, "quit"); |
|
|
1000 | check_score (op); |
|
|
1001 | op->contr->party = 0; |
|
|
1002 | op->contr->own_title[0] = '\0'; |
|
|
1003 | op->contr->destroy (); |
|
|
1004 | |
|
|
1005 | return 1; |
|
|
1006 | } |
939 | } |
1007 | |
940 | |
1008 | void |
941 | void |
1009 | flee_player (object *op) |
942 | flee_player (object *op) |
1010 | { |
943 | { |
… | |
… | |
1057 | /* Cornered, get rid of scared */ |
990 | /* Cornered, get rid of scared */ |
1058 | CLEAR_FLAG (op, FLAG_SCARED); |
991 | CLEAR_FLAG (op, FLAG_SCARED); |
1059 | op->enemy = NULL; |
992 | op->enemy = NULL; |
1060 | } |
993 | } |
1061 | |
994 | |
1062 | |
|
|
1063 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
995 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
1064 | * IT returns 1 if the player should keep on moving, 0 if he should |
996 | * It returns 1 if the player should keep on moving, 0 if he should |
1065 | * stop. |
997 | * stop. |
1066 | */ |
998 | */ |
1067 | int |
999 | int |
1068 | check_pick (object *op) |
1000 | check_pick (object *op) |
1069 | { |
1001 | { |
1070 | object *tmp, *next; |
1002 | object *tmp, *next; |
1071 | int stop = 0; |
1003 | int stop = 0; |
1072 | int j, k, wvratio; |
1004 | int wvratio; |
1073 | char putstring[128], tmpstr[16]; |
1005 | char putstring[128]; |
1074 | |
1006 | |
1075 | /* if you're flying, you cna't pick up anything */ |
1007 | /* if you're flying, you cna't pick up anything */ |
1076 | if (op->move_type & MOVE_FLYING) |
1008 | if (op->move_type & MOVE_FLYING) |
1077 | return 1; |
1009 | return 1; |
1078 | |
1010 | |
… | |
… | |
1146 | if (tmp->name != NULL) |
1078 | if (tmp->name != NULL) |
1147 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1079 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1148 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1080 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1149 | else |
1081 | else |
1150 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1082 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1151 | &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1083 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1152 | |
1084 | |
1153 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1085 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1154 | } |
1086 | } |
1155 | |
1087 | |
1156 | /* philosophy: |
1088 | /* philosophy: |
… | |
… | |
1231 | pick_up (op, tmp); |
1163 | pick_up (op, tmp); |
1232 | continue; |
1164 | continue; |
1233 | } |
1165 | } |
1234 | |
1166 | |
1235 | if (op->contr->mode & PU_READABLES) |
1167 | if (op->contr->mode & PU_READABLES) |
1236 | if (tmp->type == BOOK || tmp->type == SCROLL) |
1168 | if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) |
1237 | { |
1169 | { |
1238 | pick_up (op, tmp); |
1170 | pick_up (op, tmp); |
1239 | continue; |
1171 | continue; |
1240 | } |
1172 | } |
1241 | |
1173 | |
… | |
… | |
1349 | /* careful: chairs and tables are weapons! */ |
1281 | /* careful: chairs and tables are weapons! */ |
1350 | if (op->contr->mode & PU_ALLWEAPON) |
1282 | if (op->contr->mode & PU_ALLWEAPON) |
1351 | { |
1283 | { |
1352 | if (tmp->type == WEAPON && tmp->name != NULL) |
1284 | if (tmp->type == WEAPON && tmp->name != NULL) |
1353 | { |
1285 | { |
1354 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && |
1286 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL && |
1355 | strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) |
1287 | strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) |
1356 | { |
1288 | { |
1357 | pick_up (op, tmp); |
1289 | pick_up (op, tmp); |
1358 | continue; |
1290 | continue; |
1359 | } |
1291 | } |
1360 | } |
1292 | } |
1361 | |
1293 | |
1362 | if (tmp->type == WEAPON && tmp->name == NULL) |
1294 | if (tmp->type == WEAPON && tmp->name == NULL) |
1363 | { |
1295 | { |
1364 | if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) |
1296 | if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL) |
1365 | { |
1297 | { |
1366 | pick_up (op, tmp); |
1298 | pick_up (op, tmp); |
1367 | continue; |
1299 | continue; |
1368 | } |
1300 | } |
1369 | } |
1301 | } |
… | |
… | |
1394 | if (tmp->name != NULL) |
1326 | if (tmp->name != NULL) |
1395 | { |
1327 | { |
1396 | fprintf (stderr, "%s", tmp->name); |
1328 | fprintf (stderr, "%s", tmp->name); |
1397 | } |
1329 | } |
1398 | else |
1330 | else |
1399 | fprintf (stderr, "%s", tmp->arch->name); |
1331 | fprintf (stderr, "%s", tmp->arch->archname); |
1400 | fprintf (stderr, ",%d] = ", tmp->type); |
1332 | fprintf (stderr, ",%d] = ", tmp->type); |
1401 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1333 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1402 | #endif |
1334 | #endif |
1403 | continue; |
1335 | continue; |
1404 | } |
1336 | } |
… | |
… | |
1415 | * found object is returned. |
1347 | * found object is returned. |
1416 | */ |
1348 | */ |
1417 | object * |
1349 | object * |
1418 | find_arrow (object *op, const char *type) |
1350 | find_arrow (object *op, const char *type) |
1419 | { |
1351 | { |
1420 | object *tmp = NULL; |
1352 | object *tmp = 0; |
1421 | |
1353 | |
1422 | for (op = op->inv; op; op = op->below) |
1354 | for (op = op->inv; op; op = op->below) |
1423 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
1355 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
1424 | tmp = find_arrow (op, type); |
1356 | tmp = find_arrow (splay (op), type); |
1425 | else if (op->type == ARROW && op->race == type) |
1357 | else if (op->type == ARROW && op->race == type) |
1426 | return op; |
1358 | return splay (op); |
|
|
1359 | |
1427 | return tmp; |
1360 | return tmp; |
1428 | } |
1361 | } |
1429 | |
1362 | |
1430 | /* |
1363 | /* |
1431 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1364 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1432 | * against the target. A full test is not performed, simply a basic test |
1365 | * against the target. A full test is not performed, simply a basic test |
1433 | * of resistances. The archer is making a quick guess at what he sees down |
1366 | * of resistances. The archer is making a quick guess at what he sees down |
1434 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1367 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1435 | */ |
1368 | */ |
1436 | |
|
|
1437 | object * |
1369 | object * |
1438 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1370 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1439 | { |
1371 | { |
1440 | object *tmp = NULL, *arrow, *ntmp; |
1372 | object *tmp = NULL, *arrow, *ntmp; |
1441 | int attacknum, attacktype, betterby = 0, i; |
1373 | int attacknum, attacktype, betterby = 0, i; |
… | |
… | |
1474 | else |
1406 | else |
1475 | { |
1407 | { |
1476 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1408 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1477 | { |
1409 | { |
1478 | attacktype = 1 << attacknum; |
1410 | attacktype = 1 << attacknum; |
1479 | if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) |
1411 | if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0) |
1480 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) |
1412 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby) |
1481 | { |
1413 | { |
1482 | tmp = arrow; |
1414 | tmp = arrow; |
1483 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; |
1415 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1484 | } |
1416 | } |
1485 | } |
1417 | } |
1486 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1418 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1487 | { |
1419 | { |
1488 | tmp = arrow; |
1420 | tmp = arrow; |
… | |
… | |
1507 | * find_better_arrow to find a decent arrow to use. |
1439 | * find_better_arrow to find a decent arrow to use. |
1508 | * op = the shooter |
1440 | * op = the shooter |
1509 | * type = bow->race |
1441 | * type = bow->race |
1510 | * dir = fire direction |
1442 | * dir = fire direction |
1511 | */ |
1443 | */ |
1512 | |
|
|
1513 | object * |
1444 | object * |
1514 | pick_arrow_target (object *op, const char *type, int dir) |
1445 | pick_arrow_target (object *op, const char *type, int dir) |
1515 | { |
1446 | { |
1516 | object *tmp = NULL; |
1447 | object *tmp = NULL; |
1517 | maptile *m; |
1448 | maptile *m; |
… | |
… | |
1582 | */ |
1513 | */ |
1583 | int |
1514 | int |
1584 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1515 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1585 | { |
1516 | { |
1586 | object *left, *bow; |
1517 | object *left, *bow; |
1587 | int bowspeed, mflags; |
1518 | int mflags; |
1588 | maptile *m; |
1519 | maptile *m; |
1589 | |
1520 | |
1590 | if (!dir) |
1521 | if (!dir) |
1591 | { |
1522 | { |
1592 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1523 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1593 | return 0; |
1524 | return 0; |
1594 | } |
1525 | } |
1595 | |
1526 | |
1596 | if (op->type == PLAYER) |
1527 | if (op->contr) |
1597 | bow = op->contr->ranges[range_bow]; |
1528 | bow = op->current_weapon; |
1598 | else |
1529 | else |
1599 | { |
1530 | { |
1600 | for (bow = op->inv; bow; bow = bow->below) |
1531 | for (bow = op->inv; bow; bow = bow->below) |
1601 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1532 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1602 | * don't need to switch back and forth between bows and weapons. |
1533 | * don't need to switch back and forth between bows and weapons. |
… | |
… | |
1607 | if (!bow) |
1538 | if (!bow) |
1608 | { |
1539 | { |
1609 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1540 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1610 | return 0; |
1541 | return 0; |
1611 | } |
1542 | } |
|
|
1543 | |
|
|
1544 | // optimisation: move object to top so we will find it quickly again |
|
|
1545 | if (bow->below) |
|
|
1546 | { |
|
|
1547 | bow->remove (); |
|
|
1548 | op->insert (bow); |
|
|
1549 | } |
|
|
1550 | |
1612 | } |
1551 | } |
1613 | |
1552 | |
1614 | if (!bow->race || !bow->skill) |
1553 | if (!bow->race || !bow->skill) |
1615 | { |
1554 | { |
1616 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1555 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1617 | return 0; |
1556 | return 0; |
1618 | } |
1557 | } |
1619 | |
|
|
1620 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
|
|
1621 | |
|
|
1622 | /* penalize ROF for bestarrow */ |
|
|
1623 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
|
|
1624 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
|
|
1625 | |
|
|
1626 | if (bowspeed < 1) |
|
|
1627 | bowspeed = 1; |
|
|
1628 | |
1558 | |
1629 | if (arrow == NULL) |
1559 | if (arrow == NULL) |
1630 | { |
1560 | { |
1631 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1561 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1632 | { |
1562 | { |
1633 | if (op->type == PLAYER) |
1563 | if (op->type == PLAYER) |
1634 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1564 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1635 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1565 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1636 | else |
1566 | else |
1637 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1567 | CLEAR_FLAG (op, FLAG_READY_BOW); |
|
|
1568 | |
1638 | return 0; |
1569 | return 0; |
1639 | } |
1570 | } |
1640 | } |
1571 | } |
1641 | |
1572 | |
1642 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1573 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
… | |
… | |
1666 | |
1597 | |
1667 | arrow->set_owner (op); |
1598 | arrow->set_owner (op); |
1668 | arrow->skill = bow->skill; |
1599 | arrow->skill = bow->skill; |
1669 | arrow->direction = dir; |
1600 | arrow->direction = dir; |
1670 | |
1601 | |
|
|
1602 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
|
|
1603 | arrow->stats.hp = arrow->stats.dam; |
|
|
1604 | arrow->stats.grace = arrow->attacktype; |
|
|
1605 | |
|
|
1606 | if (arrow->slaying) |
|
|
1607 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1608 | |
|
|
1609 | #if 0 |
|
|
1610 | if (player *pl = op->contr) |
|
|
1611 | { |
|
|
1612 | float speed = pl->weapon_sp; |
|
|
1613 | |
|
|
1614 | /* penalize ROF for bestarrow */ |
|
|
1615 | if (pl->bowtype == bow_bestarrow) |
|
|
1616 | speed *= .9f; |
|
|
1617 | else |
|
|
1618 | speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; |
|
|
1619 | |
|
|
1620 | op->speed_left += speed - op->speed; |
|
|
1621 | } |
|
|
1622 | #endif |
|
|
1623 | |
|
|
1624 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1625 | |
|
|
1626 | /* update the speed */ |
|
|
1627 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
|
|
1628 | + bow->stats.dam / 7.f; |
|
|
1629 | |
|
|
1630 | arrow->set_speed (max (arrow->speed, 2.f)); |
|
|
1631 | arrow->speed_left = 0; |
|
|
1632 | |
|
|
1633 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
|
|
1634 | |
1671 | if (op->type == PLAYER) |
1635 | if (op->type == PLAYER) |
1672 | { |
1636 | { |
1673 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
|
|
1674 | op->update_stats (); |
|
|
1675 | } |
|
|
1676 | |
|
|
1677 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1678 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
|
|
1679 | arrow->stats.hp = arrow->stats.dam; |
|
|
1680 | arrow->stats.grace = arrow->attacktype; |
|
|
1681 | if (arrow->slaying != NULL) |
|
|
1682 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1683 | |
|
|
1684 | /* Note that this was different for monsters - they got their level |
|
|
1685 | * added to the damage. I think the strength bonus is more proper. |
|
|
1686 | */ |
|
|
1687 | |
|
|
1688 | arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic; |
|
|
1689 | |
|
|
1690 | /* update the speed */ |
|
|
1691 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
|
|
1692 | 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
|
|
1693 | |
|
|
1694 | arrow->set_speed (max (arrow->speed, 1.0)); |
|
|
1695 | arrow->speed_left = 0; |
|
|
1696 | |
|
|
1697 | if (op->type == PLAYER) |
|
|
1698 | { |
|
|
1699 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
|
|
1700 | (op->chosen_skill ? op->chosen_skill->level : op->level) - |
|
|
1701 | dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod; |
|
|
1702 | |
|
|
1703 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
1637 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
|
|
1638 | wc -= dex_bonus[op->stats.Dex]; |
|
|
1639 | |
|
|
1640 | if (!arrow->slaying) |
|
|
1641 | arrow->slaying = op->slaying; |
|
|
1642 | |
|
|
1643 | arrow->attacktype |= op->attacktype; |
1704 | } |
1644 | } |
1705 | else |
1645 | else |
1706 | { |
1646 | { |
1707 | arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; |
|
|
1708 | arrow->level = op->level; |
1647 | arrow->level = op->level; |
1709 | } |
1648 | arrow->stats.wc -= bow->magic; |
1710 | |
1649 | |
1711 | if (arrow->attacktype == AT_PHYSICAL) |
1650 | if (!arrow->slaying) |
|
|
1651 | arrow->slaying = bow->slaying; |
|
|
1652 | |
1712 | arrow->attacktype |= bow->attacktype; |
1653 | arrow->attacktype |= bow->attacktype; |
|
|
1654 | } |
1713 | |
1655 | |
1714 | if (bow->slaying) |
1656 | wc -= arrow->level; |
1715 | arrow->slaying = bow->slaying; |
1657 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
1716 | |
1658 | |
|
|
1659 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1717 | arrow->move_type = MOVE_FLY_LOW; |
1660 | arrow->move_type = MOVE_FLY_LOW; |
1718 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1661 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1719 | |
1662 | |
1720 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1663 | op->play_sound (sound_find ("fire_arrow")); |
1721 | m->insert (arrow, sx, sy, op); |
1664 | m->insert (arrow, sx, sy, op); |
1722 | |
1665 | |
1723 | if (!arrow->destroyed ()) |
1666 | if (!arrow->destroyed ()) |
1724 | move_arrow (arrow); |
1667 | move_arrow (arrow); |
1725 | |
1668 | |
… | |
… | |
1746 | { |
1689 | { |
1747 | int ret = 0, wcmod = 0; |
1690 | int ret = 0, wcmod = 0; |
1748 | |
1691 | |
1749 | if (op->contr->bowtype == bow_bestarrow) |
1692 | if (op->contr->bowtype == bow_bestarrow) |
1750 | { |
1693 | { |
1751 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); |
1694 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1752 | } |
1695 | } |
1753 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1696 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1754 | { |
1697 | { |
1755 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1698 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1756 | wcmod = -1; |
1699 | wcmod = -1; |
… | |
… | |
1766 | else if (op->contr->bowtype == bow_spreadshot) |
1709 | else if (op->contr->bowtype == bow_spreadshot) |
1767 | { |
1710 | { |
1768 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1711 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1769 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1712 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1770 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1713 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1771 | |
|
|
1772 | } |
1714 | } |
1773 | else |
1715 | else |
1774 | { |
1716 | { |
1775 | /* Simple case */ |
1717 | /* Simple case */ |
1776 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1718 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1777 | } |
1719 | } |
|
|
1720 | |
1778 | return ret; |
1721 | return ret; |
1779 | } |
1722 | } |
1780 | |
|
|
1781 | |
1723 | |
1782 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1724 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1783 | * Broken apart from 'fire' to keep it more readable. |
1725 | * Broken apart from 'fire' to keep it more readable. |
1784 | */ |
1726 | */ |
1785 | void |
1727 | void |
1786 | fire_misc_object (object *op, int dir) |
1728 | fire_misc_object (object *op, int dir) |
1787 | { |
1729 | { |
1788 | object *item; |
1730 | object *item = op->contr->ranged_ob; |
1789 | |
1731 | |
1790 | if (!op->contr->ranges[range_misc]) |
1732 | if (!item) |
1791 | { |
1733 | { |
1792 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1734 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1793 | return; |
1735 | return; |
1794 | } |
1736 | } |
1795 | |
1737 | |
1796 | item = op->contr->ranges[range_misc]; |
|
|
1797 | if (!item->inv) |
1738 | if (!item->inv) |
1798 | { |
1739 | { |
1799 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1740 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1800 | return; |
1741 | return; |
1801 | } |
1742 | } |
|
|
1743 | |
|
|
1744 | if (!op->change_weapon (item)) |
|
|
1745 | return; |
|
|
1746 | |
1802 | if (item->type == WAND) |
1747 | if (item->type == WAND) |
1803 | { |
1748 | { |
1804 | if (item->stats.food <= 0) |
1749 | if (item->stats.food <= 0) |
1805 | { |
1750 | { |
1806 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1751 | op->contr->play_sound (sound_find ("wand_poof")); |
1807 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
1752 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
|
|
1753 | |
1808 | return; |
1754 | return; |
1809 | } |
1755 | } |
1810 | } |
1756 | } |
1811 | else if (item->type == ROD || item->type == HORN) |
1757 | else if (item->type == ROD || item->type == HORN) |
1812 | { |
1758 | { |
1813 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1759 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1814 | { |
1760 | { |
1815 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1761 | op->contr->play_sound (sound_find ("wand_poof")); |
|
|
1762 | |
1816 | if (item->type == ROD) |
1763 | if (item->type == ROD) |
1817 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1764 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1818 | else |
1765 | else |
1819 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
1766 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
|
|
1767 | |
1820 | return; |
1768 | return; |
1821 | } |
1769 | } |
1822 | } |
1770 | } |
1823 | |
1771 | |
1824 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1772 | if (cast_spell (op, item, dir, item->inv, NULL)) |
… | |
… | |
1831 | object *tmp; |
1779 | object *tmp; |
1832 | |
1780 | |
1833 | if (item->arch) |
1781 | if (item->arch) |
1834 | { |
1782 | { |
1835 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1783 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1836 | item->face = item->arch->clone.face; |
1784 | item->face = item->arch->face; |
1837 | item->set_speed (0); |
1785 | item->set_speed (0); |
1838 | } |
1786 | } |
1839 | |
1787 | |
1840 | if ((tmp = item->in_player ())) |
1788 | if ((tmp = item->in_player ())) |
1841 | esrv_update_item (UPD_ANIM, tmp, item); |
1789 | esrv_update_item (UPD_ANIM, tmp, item); |
… | |
… | |
1846 | } |
1794 | } |
1847 | } |
1795 | } |
1848 | |
1796 | |
1849 | /* Received a fire command for the player - go and do it. |
1797 | /* Received a fire command for the player - go and do it. |
1850 | */ |
1798 | */ |
1851 | void |
1799 | bool |
1852 | fire (object *op, int dir) |
1800 | fire (object *op, int dir) |
1853 | { |
1801 | { |
1854 | int spellcost = 0; |
1802 | int spellcost = 0; |
1855 | |
1803 | |
1856 | /* check for loss of invisiblity/hide */ |
1804 | /* check for loss of invisiblity/hide */ |
1857 | if (action_makes_visible (op)) |
1805 | if (action_makes_visible (op)) |
1858 | make_visible (op); |
1806 | make_visible (op); |
1859 | |
1807 | |
1860 | switch (op->contr->shoottype) |
1808 | player *pl = op->contr; |
|
|
1809 | |
|
|
1810 | if (pl->golem) |
|
|
1811 | { |
|
|
1812 | control_golem (op->contr->golem, dir); |
|
|
1813 | return false; |
1861 | { |
1814 | } |
1862 | case range_none: |
|
|
1863 | return; |
|
|
1864 | |
1815 | |
1865 | case range_bow: |
1816 | object *ob = pl->ranged_ob; |
|
|
1817 | |
|
|
1818 | if (!ob) |
|
|
1819 | return false; |
|
|
1820 | |
|
|
1821 | if (!op->change_weapon (ob)) |
|
|
1822 | return false; |
|
|
1823 | |
|
|
1824 | if (op->speed_left > 0.f) |
|
|
1825 | --op->speed_left; |
|
|
1826 | else |
|
|
1827 | return false; |
|
|
1828 | |
|
|
1829 | switch (ob->type) |
|
|
1830 | { |
|
|
1831 | case BOW: |
1866 | player_fire_bow (op, dir); |
1832 | player_fire_bow (op, dir); |
1867 | return; |
1833 | break; |
1868 | |
1834 | |
1869 | case range_magic: /* Casting spells */ |
1835 | case SPELL: |
1870 | spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); |
1836 | spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); |
1871 | return; |
1837 | break; |
1872 | |
1838 | |
1873 | case range_misc: |
1839 | case BUILDER: |
|
|
1840 | apply_map_builder (op, dir); |
|
|
1841 | break; |
|
|
1842 | |
|
|
1843 | case SKILL: |
|
|
1844 | do_skill (op, op, ob, dir, 0); |
|
|
1845 | break; |
|
|
1846 | |
|
|
1847 | default: |
1874 | fire_misc_object (op, dir); |
1848 | fire_misc_object (op, dir); |
1875 | return; |
1849 | break; |
1876 | |
|
|
1877 | case range_golem: /* Control summoned monsters from scrolls */ |
|
|
1878 | if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
1879 | { |
|
|
1880 | op->contr->ranges[range_golem] = 0; |
|
|
1881 | op->contr->shoottype = range_none; |
|
|
1882 | } |
|
|
1883 | else |
|
|
1884 | control_golem (op->contr->ranges[range_golem], dir); |
|
|
1885 | return; |
|
|
1886 | |
|
|
1887 | case range_skill: |
|
|
1888 | if (!op->chosen_skill) |
|
|
1889 | { |
|
|
1890 | if (op->type == PLAYER) |
|
|
1891 | new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
|
|
1892 | return; |
|
|
1893 | } |
|
|
1894 | (void) do_skill (op, op, op->chosen_skill, dir, NULL); |
|
|
1895 | return; |
|
|
1896 | case range_builder: |
|
|
1897 | apply_map_builder (op, dir); |
|
|
1898 | return; |
|
|
1899 | default: |
|
|
1900 | new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); |
|
|
1901 | return; |
|
|
1902 | } |
1850 | } |
1903 | } |
|
|
1904 | |
1851 | |
1905 | |
1852 | return true; |
|
|
1853 | } |
1906 | |
1854 | |
1907 | /* find_key |
1855 | /* find_key |
1908 | * We try to find a key for the door as passed. If we find a key |
1856 | * We try to find a key for the door as passed. If we find a key |
1909 | * and successfully use it, we return the key, otherwise NULL |
1857 | * and successfully use it, we return the key, otherwise NULL |
1910 | * This function merges both normal and locked door, since the logic |
1858 | * This function merges both normal and locked door, since the logic |
… | |
… | |
1912 | * pl is the player, |
1860 | * pl is the player, |
1913 | * inv is the objects inventory to searched |
1861 | * inv is the objects inventory to searched |
1914 | * door is the door we are trying to match against. |
1862 | * door is the door we are trying to match against. |
1915 | * This function can be called recursively to search containers. |
1863 | * This function can be called recursively to search containers. |
1916 | */ |
1864 | */ |
1917 | |
|
|
1918 | object * |
1865 | object * |
1919 | find_key (object *pl, object *container, object *door) |
1866 | find_key (object *pl, object *container, object *door) |
1920 | { |
1867 | { |
1921 | object *tmp, *key; |
1868 | object *tmp, *key; |
1922 | |
1869 | |
1923 | /* Should not happen, but sanity checking is never bad */ |
1870 | /* Should not happen, but sanity checking is never bad */ |
1924 | if (container->inv == NULL) |
1871 | if (!container->inv) |
1925 | return NULL; |
1872 | return 0; |
1926 | |
1873 | |
1927 | /* First, lets try to find a key in the top level inventory */ |
1874 | /* First, lets try to find a key in the top level inventory */ |
1928 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1875 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1929 | { |
1876 | { |
1930 | if (door->type == DOOR && tmp->type == KEY) |
1877 | if (door->type == DOOR && tmp->type == KEY) |
1931 | break; |
1878 | break; |
1932 | /* For sanity, we should really check door type, but other stuff |
1879 | /* For sanity, we should really check door type, but other stuff |
1933 | * (like containers) can be locked with special keys |
1880 | * (like containers) can be locked with special keys |
1934 | */ |
1881 | */ |
1935 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1882 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1936 | break; |
1883 | break; |
1937 | } |
1884 | } |
|
|
1885 | |
1938 | /* No key found - lets search inventories now */ |
1886 | /* No key found - lets search inventories now */ |
1939 | /* If we find and use a key in an inventory, return at that time. |
1887 | /* If we find and use a key in an inventory, return at that time. |
1940 | * otherwise, if we search all the inventories and still don't find |
1888 | * otherwise, if we search all the inventories and still don't find |
1941 | * a key, return |
1889 | * a key, return |
1942 | */ |
1890 | */ |
1943 | if (!tmp) |
1891 | if (!tmp) |
1944 | { |
1892 | { |
1945 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1893 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1946 | { |
1894 | { |
1947 | /* No reason to search empty containers */ |
1895 | /* No reason to search empty containers */ |
1948 | if (tmp->type == CONTAINER && tmp->inv) |
1896 | if (tmp->type == CONTAINER && tmp->inv) |
1949 | { |
1897 | { |
1950 | if ((key = find_key (pl, tmp, door)) != NULL) |
1898 | if ((key = find_key (pl, tmp, door))) |
1951 | return key; |
1899 | return key; |
1952 | } |
1900 | } |
1953 | } |
1901 | } |
|
|
1902 | |
1954 | if (!tmp) |
1903 | if (!tmp) |
1955 | return NULL; |
1904 | return NULL; |
1956 | } |
1905 | } |
|
|
1906 | |
1957 | /* We get down here if we have found a key. Now if its in a container, |
1907 | /* We get down here if we have found a key. Now if its in a container, |
1958 | * see if we actually want to use it |
1908 | * see if we actually want to use it |
1959 | */ |
1909 | */ |
1960 | if (pl != container) |
1910 | if (pl != container) |
1961 | { |
1911 | { |
… | |
… | |
1982 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1932 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1983 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1933 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1984 | return NULL; |
1934 | return NULL; |
1985 | } |
1935 | } |
1986 | } |
1936 | } |
|
|
1937 | |
1987 | return tmp; |
1938 | return tmp; |
1988 | } |
1939 | } |
1989 | |
1940 | |
1990 | /* moved door processing out of move_player_attack. |
1941 | /* moved door processing out of move_player_attack. |
1991 | * returns 1 if player has opened the door with a key |
1942 | * returns 1 if player has opened the door with a key |
… | |
… | |
1993 | * 0 otherwise |
1944 | * 0 otherwise |
1994 | */ |
1945 | */ |
1995 | static int |
1946 | static int |
1996 | player_attack_door (object *op, object *door) |
1947 | player_attack_door (object *op, object *door) |
1997 | { |
1948 | { |
1998 | /* If its a door, try to find a use a key. If we do destroy the door, |
1949 | /* If its a door, try to find a key. If we do destroy the door, |
1999 | * might as well return immediately as there is nothing more to do - |
1950 | * might as well return immediately as there is nothing more to do - |
2000 | * otherwise, we fall through to the rest of the code. |
1951 | * otherwise, we fall through to the rest of the code. |
2001 | */ |
1952 | */ |
2002 | object *key = find_key (op, op, door); |
1953 | object *key = find_key (op, op, door); |
2003 | |
1954 | |
2004 | /* IF we found a key, do some extra work */ |
1955 | /* If we found a key, do some extra work */ |
2005 | if (key) |
1956 | if (key) |
2006 | { |
1957 | { |
2007 | object *container = key->env; |
1958 | object *container = key->env; |
2008 | |
1959 | |
2009 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
|
|
2010 | if (action_makes_visible (op)) |
1960 | if (action_makes_visible (op)) |
2011 | make_visible (op); |
1961 | make_visible (op); |
|
|
1962 | |
2012 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1963 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
2013 | spring_trap (door->inv, op); |
1964 | spring_trap (door->inv, op); |
|
|
1965 | |
2014 | if (door->type == DOOR) |
1966 | if (door->type == DOOR) |
2015 | { |
|
|
2016 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1967 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
2017 | } |
|
|
2018 | else if (door->type == LOCKED_DOOR) |
1968 | else if (door->type == LOCKED_DOOR) |
2019 | { |
1969 | { |
2020 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
1970 | op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN); |
2021 | remove_door2 (door); /* remove door without violence ;-) */ |
1971 | remove_door2 (door); /* remove door without violence ;-) */ |
2022 | } |
1972 | } |
|
|
1973 | |
2023 | /* Do this after we print the message */ |
1974 | /* Do this after we print the message */ |
2024 | decrease_ob (key); /* Use up one of the keys */ |
1975 | decrease_ob (key); /* Use up one of the keys */ |
2025 | /* Need to update the weight the container the key was in */ |
1976 | /* Need to update the weight the container the key was in */ |
2026 | if (container != op) |
1977 | if (container != op) |
2027 | esrv_update_item (UPD_WEIGHT, op, container); |
1978 | esrv_update_item (UPD_WEIGHT, op, container); |
|
|
1979 | |
2028 | return 1; /* Nothing more to do below */ |
1980 | return 1; /* Nothing more to do below */ |
2029 | } |
1981 | } |
2030 | else if (door->type == LOCKED_DOOR) |
1982 | else if (door->type == LOCKED_DOOR) |
2031 | { |
1983 | { |
2032 | /* Might as well return now - no other way to open this */ |
1984 | /* Might as well return now - no other way to open this */ |
2033 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
1985 | op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door..."); |
2034 | return 1; |
1986 | return 1; |
2035 | } |
1987 | } |
|
|
1988 | |
2036 | return 0; |
1989 | return 0; |
2037 | } |
1990 | } |
2038 | |
1991 | |
2039 | /* This function is just part of a breakup from move_player. |
1992 | /* This function is just part of a breakup from move_player. |
2040 | * It should keep the code cleaner. |
1993 | * It should keep the code cleaner. |
2041 | * When this is called, the players direction has been updated |
1994 | * When this is called, the players direction has been updated |
2042 | * (taking into account confusion.) The player is also actually |
1995 | * (taking into account confusion.) The player is also actually |
2043 | * going to try and move (not fire weapons). |
1996 | * going to try and move (not fire weapons). |
2044 | */ |
1997 | */ |
2045 | void |
1998 | bool |
2046 | move_player_attack (object *op, int dir) |
1999 | move_player_attack (object *op, int dir) |
2047 | { |
2000 | { |
2048 | object *tmp, *mon; |
|
|
2049 | sint16 nx, ny; |
|
|
2050 | int on_battleground; |
2001 | int on_battleground; |
2051 | maptile *m; |
|
|
2052 | |
2002 | |
2053 | nx = freearr_x[dir] + op->x; |
2003 | sint16 nx = freearr_x[dir] + op->x; |
2054 | ny = freearr_y[dir] + op->y; |
2004 | sint16 ny = freearr_y[dir] + op->y; |
2055 | |
2005 | |
2056 | on_battleground = op_on_battleground (op, 0, 0); |
2006 | on_battleground = op_on_battleground (op, 0, 0); |
|
|
2007 | |
|
|
2008 | if (out_of_map (op->map, nx, ny)) |
|
|
2009 | return false; |
|
|
2010 | |
|
|
2011 | if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) |
|
|
2012 | { |
|
|
2013 | --op->speed_left; |
|
|
2014 | return true; |
|
|
2015 | } |
2057 | |
2016 | |
2058 | /* If braced, or can't move to the square, and it is not out of the |
2017 | /* If braced, or can't move to the square, and it is not out of the |
2059 | * map, attack it. Note order of if statement is important - don't |
2018 | * map, attack it. Note order of if statement is important - don't |
2060 | * want to be calling move_ob if braced, because move_ob will move the |
2019 | * want to be calling move_ob if braced, because move_ob will move the |
2061 | * player. This is a pretty nasty hack, because if we could |
2020 | * player. This is a pretty nasty hack, because if we could |
2062 | * move to some space, it then means that if we are braced, we should |
2021 | * move to some space, it then means that if we are braced, we should |
2063 | * do nothing at all. As it is, if we are braced, we go through |
2022 | * do nothing at all. As it is, if we are braced, we go through |
2064 | * quite a bit of processing. However, it probably is less than what |
2023 | * quite a bit of processing. However, it probably is less than what |
2065 | * move_ob uses. |
2024 | * move_ob uses. |
2066 | */ |
2025 | */ |
2067 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
2026 | maptile *m = op->map->xy_find (nx, ny); |
2068 | { |
|
|
2069 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
|
|
2070 | { |
|
|
2071 | m = get_map_from_coord (op->map, &nx, &ny); |
|
|
2072 | if (!m) |
|
|
2073 | return; /* Don't think this should happen */ |
|
|
2074 | } |
|
|
2075 | else |
|
|
2076 | m = op->map; |
|
|
2077 | |
2027 | |
2078 | if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) |
|
|
2079 | { |
|
|
2080 | /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */ |
|
|
2081 | return; |
|
|
2082 | } |
|
|
2083 | |
|
|
2084 | mon = 0; |
|
|
2085 | /* Go through all the objects, and find ones of interest. Only stop if |
2028 | /* Go through all the objects, and find ones of interest. Only stop if |
2086 | * we find a monster - that is something we know we want to attack. |
2029 | * we find a monster - that is something we know we want to attack. |
2087 | * if its a door or barrel (can roll) see if there may be monsters |
2030 | * if its a door or barrel (can roll) see if there may be monsters |
2088 | * on the space |
2031 | * on the space |
2089 | */ |
2032 | */ |
2090 | while (tmp) |
2033 | object *mon; |
2091 | { |
2034 | for (mon = m->at (nx, ny).bot; mon; mon = mon->above) |
2092 | if (tmp == op) |
2035 | { |
2093 | { |
2036 | if ((mon->flag [FLAG_ALIVE] |
2094 | tmp = tmp->above; |
2037 | || mon->type == LOCKED_DOOR |
2095 | continue; |
2038 | || mon->flag [FLAG_CAN_ROLL]) |
2096 | } |
|
|
2097 | |
|
|
2098 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
|
|
2099 | { |
|
|
2100 | mon = tmp; |
2039 | && mon != op) |
2101 | break; |
2040 | break; |
2102 | } |
2041 | } |
2103 | |
2042 | |
2104 | if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) |
|
|
2105 | mon = tmp; |
|
|
2106 | |
|
|
2107 | tmp = tmp->above; |
|
|
2108 | } |
|
|
2109 | |
|
|
2110 | if (!mon) /* This happens anytime the player tries to move */ |
2043 | if (!mon) /* This happens anytime the player tries to move */ |
2111 | return; /* into a wall */ |
2044 | return false; /* into a wall */ |
2112 | |
2045 | |
2113 | if (mon->head) |
|
|
2114 | mon = mon->head; |
2046 | mon = mon->head_ (); |
2115 | |
2047 | |
2116 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
2048 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
|
|
2049 | if (op->contr->weapon_sp_left > 0.f) |
2117 | if (player_attack_door (op, mon)) |
2050 | if (player_attack_door (op, mon)) |
|
|
2051 | { |
|
|
2052 | --op->contr->weapon_sp_left; |
2118 | return; |
2053 | return true; |
|
|
2054 | } |
2119 | |
2055 | |
2120 | /* The following deals with possibly attacking peaceful |
2056 | /* The following deals with possibly attacking peaceful |
2121 | * or frienddly creatures. Basically, all players are considered |
2057 | * or friendly creatures. Basically, all players are considered |
2122 | * unaggressive. If the moving player has peaceful set, then the |
2058 | * unaggressive. If the moving player has peaceful set, then the |
2123 | * object should be pushed instead of attacked. It is assumed that |
2059 | * object should be pushed instead of attacked. It is assumed that |
2124 | * if you are braced, you will not attack friends accidently, |
2060 | * if you are braced, you will not attack friends accidently, |
2125 | * and thus will not push them. |
2061 | * and thus will not push them. |
2126 | */ |
2062 | */ |
2127 | |
2063 | |
2128 | /* If the creature is a pet, push it even if the player is not |
2064 | /* If the creature is a pet, push it even if the player is not |
2129 | * peaceful. Our assumption is the creature is a pet if the |
2065 | * peaceful. Our assumption is the creature is a pet if the |
2130 | * player owns it and it is either friendly or unagressive. |
2066 | * player owns it and it is either friendly or unagressive. |
2131 | */ |
2067 | */ |
2132 | if ((op->type == PLAYER) |
2068 | if (op->type == PLAYER |
2133 | #if COZY_SERVER |
|
|
2134 | && |
|
|
2135 | ((mon->owner && mon->owner->contr |
2069 | && ((mon->owner && mon->owner->contr |
2136 | && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) |
2070 | && same_party (mon->owner->contr->party, op->contr->party)) |
2137 | #else |
|
|
2138 | && mon->owner == op |
2071 | || mon->owner == op) |
2139 | #endif |
|
|
2140 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2072 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2141 | { |
2073 | { |
2142 | /* If we're braced, we don't want to switch places with it */ |
2074 | /* If we're braced, we don't want to switch places with it */ |
2143 | if (op->contr->braced) |
2075 | if (op->contr->braced) |
2144 | return; |
2076 | return false; |
2145 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2077 | |
|
|
2078 | if (op->speed_left > 0.f) |
|
|
2079 | { |
|
|
2080 | --op->speed_left; |
|
|
2081 | |
|
|
2082 | op->play_sound (sound_find ("push_player")); |
2146 | (void) push_ob (mon, dir, op); |
2083 | push_ob (mon, dir, op); |
|
|
2084 | |
2147 | if (op->contr->tmp_invis || op->hide) |
2085 | if (op->contr->tmp_invis || op->hide) |
2148 | make_visible (op); |
2086 | make_visible (op); |
|
|
2087 | |
2149 | return; |
2088 | return true; |
2150 | } |
2089 | } |
|
|
2090 | else |
|
|
2091 | return false; |
|
|
2092 | } |
2151 | |
2093 | |
2152 | /* in certain circumstances, you shouldn't attack friendly |
2094 | /* in certain circumstances, you shouldn't attack friendly |
2153 | * creatures. Note that if you are braced, you can't push |
2095 | * creatures. Note that if you are braced, you can't push |
2154 | * someone, but put it inside this loop so that you won't |
2096 | * someone, but put it inside this loop so that you won't |
2155 | * attack them either. |
2097 | * attack them either. |
2156 | */ |
2098 | */ |
2157 | if ((mon->type == PLAYER || mon->enemy != op) && |
2099 | if ((mon->type == PLAYER || mon->enemy != op) |
2158 | (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( |
2100 | && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) |
2159 | #ifdef PROHIBIT_PLAYERKILL |
|
|
2160 | (op->contr->peaceful |
2101 | && ((op->contr->peaceful |
2161 | || (mon->type == PLAYER |
2102 | || (mon->type == PLAYER && mon->contr->peaceful)) |
2162 | && mon->contr-> |
|
|
2163 | peaceful)) && |
|
|
2164 | #else |
|
|
2165 | op->contr->peaceful && |
|
|
2166 | #endif |
|
|
2167 | !on_battleground)) |
2103 | && !on_battleground)) |
|
|
2104 | { |
|
|
2105 | if (op->speed_left > 0.f) |
2168 | { |
2106 | { |
|
|
2107 | --op->speed_left; |
|
|
2108 | |
2169 | if (!op->contr->braced) |
2109 | if (!op->contr->braced) |
2170 | { |
2110 | { |
2171 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2111 | op->play_sound (sound_find ("push_player")); |
2172 | (void) push_ob (mon, dir, op); |
2112 | push_ob (mon, dir, op); |
2173 | } |
2113 | } |
2174 | else |
2114 | else |
2175 | new_draw_info (0, 0, op, "You withhold your attack"); |
2115 | op->statusmsg ("You withhold your attack"); |
2176 | |
2116 | |
2177 | if (op->contr->tmp_invis || op->hide) |
2117 | if (op->contr->tmp_invis || op->hide) |
2178 | make_visible (op); |
2118 | make_visible (op); |
2179 | } |
|
|
2180 | |
2119 | |
|
|
2120 | return true; |
|
|
2121 | } |
|
|
2122 | } |
2181 | /* If the object is a boulder or other rollable object, then |
2123 | /* If the object is a boulder or other rollable object, then |
2182 | * roll it if not braced. You can't roll it if you are braced. |
2124 | * roll it if not braced. You can't roll it if you are braced. |
2183 | */ |
2125 | */ |
2184 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
2126 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
|
|
2127 | { |
|
|
2128 | if (op->speed_left > 0.f) |
2185 | { |
2129 | { |
|
|
2130 | --op->speed_left; |
|
|
2131 | |
2186 | recursive_roll (mon, dir, op); |
2132 | recursive_roll (mon, dir, op); |
2187 | if (action_makes_visible (op)) |
2133 | if (action_makes_visible (op)) |
2188 | make_visible (op); |
2134 | make_visible (op); |
2189 | } |
|
|
2190 | |
2135 | |
|
|
2136 | return true; |
|
|
2137 | } |
|
|
2138 | } |
2191 | /* Any generic living creature. Including things like doors. |
2139 | /* Any generic living creature. Including things like doors. |
2192 | * Way it works is like this: First, it must have some hit points |
2140 | * Way it works is like this: First, it must have some hit points |
2193 | * and be living. Then, it must be one of the following: |
2141 | * and be living. Then, it must be one of the following: |
2194 | * 1) Not a player, 2) A player, but of a different party. Note |
2142 | * 1) Not a player, 2) A player, but of a different party. Note |
2195 | * that party_number -1 is no party, so attacks can still happen. |
2143 | * that party_number -1 is no party, so attacks can still happen. |
2196 | */ |
2144 | */ |
2197 | |
|
|
2198 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2145 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2199 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2146 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2200 | { |
2147 | { |
2201 | |
2148 | if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) |
2202 | /* If the player hasn't hit something this tick, and does |
|
|
2203 | * so, give them speed boost based on weapon speed. Doing |
|
|
2204 | * it here is better than process_players2, which basically |
|
|
2205 | * incurred a 1 tick offset. |
|
|
2206 | */ |
|
|
2207 | if (!op->contr->has_hit) |
|
|
2208 | { |
2149 | { |
2209 | op->speed_left += op->speed / op->contr->weapon_sp; |
2150 | --op->contr->weapon_sp_left; |
2210 | |
|
|
2211 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
|
|
2212 | } |
|
|
2213 | |
2151 | |
2214 | skill_attack (mon, op, 0, 0, 0); |
2152 | skill_attack (mon, op, 0, 0, 0); |
2215 | |
|
|
2216 | /* If attacking another player, that player gets automatic |
|
|
2217 | * hitback, and doesn't loose luck either. |
|
|
2218 | * Disable hitback on the battleground or if the target is |
|
|
2219 | * the wiz. |
|
|
2220 | */ |
|
|
2221 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) |
|
|
2222 | { |
|
|
2223 | short luck = mon->stats.luck; |
|
|
2224 | |
|
|
2225 | mon->contr->has_hit = 1; |
|
|
2226 | skill_attack (op, mon, 0, 0, 0); |
|
|
2227 | mon->stats.luck = luck; |
|
|
2228 | } |
|
|
2229 | |
2153 | |
2230 | if (action_makes_visible (op)) |
2154 | if (action_makes_visible (op)) |
2231 | make_visible (op); |
2155 | make_visible (op); |
2232 | } |
|
|
2233 | } /* if player should attack something */ |
|
|
2234 | } |
|
|
2235 | |
2156 | |
2236 | int |
2157 | return true; |
|
|
2158 | } |
|
|
2159 | } |
|
|
2160 | |
|
|
2161 | return false; |
|
|
2162 | } |
|
|
2163 | |
|
|
2164 | bool |
2237 | move_player (object *op, int dir) |
2165 | move_player (object *op, int dir) |
2238 | { |
2166 | { |
2239 | int pick; |
2167 | int pick; |
2240 | |
2168 | |
2241 | if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) |
2169 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2242 | return 0; |
2170 | return 0; |
2243 | |
2171 | |
2244 | /* Sanity check: make sure dir is valid */ |
2172 | /* Sanity check: make sure dir is valid */ |
2245 | if ((dir < 0) || (dir >= 9)) |
2173 | if ((dir < 0) || (dir >= 9)) |
2246 | { |
2174 | { |
2247 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2175 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2248 | return 0; |
2176 | return 0; |
2249 | } |
2177 | } |
2250 | |
2178 | |
2251 | /* peterm: added following line */ |
2179 | /* peterm: added following line */ |
2252 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2180 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2253 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
2181 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2254 | |
2182 | |
2255 | op->facing = dir; |
2183 | op->facing = dir; |
2256 | |
2184 | |
2257 | if (op->hide) |
2185 | if (op->hide) |
2258 | do_hidden_move (op); |
2186 | do_hidden_move (op); |
2259 | |
2187 | |
|
|
2188 | bool retval; |
|
|
2189 | |
2260 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2190 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2261 | /*nop */ ; |
2191 | retval = RESULT_INT (0); |
2262 | else if (op->contr->fire_on) |
2192 | else if (op->contr->fire_on) |
2263 | fire (op, dir); |
2193 | retval = fire (op, dir); |
2264 | else |
2194 | else |
2265 | { |
2195 | { |
2266 | move_player_attack (op, dir); |
2196 | retval = move_player_attack (op, dir); |
2267 | pick = check_pick (op); |
2197 | pick = check_pick (op); |
2268 | } |
2198 | } |
2269 | |
2199 | |
2270 | /* Add special check for newcs players and fire on - this way, the |
2200 | /* Add special check for newcs players and fire on - this way, the |
2271 | * server can handle repeat firing. |
2201 | * server can handle repeat firing. |
… | |
… | |
2278 | /* Update how the player looks. Use the facing, so direction may |
2208 | /* Update how the player looks. Use the facing, so direction may |
2279 | * get reset to zero. This allows for full animation capabilities |
2209 | * get reset to zero. This allows for full animation capabilities |
2280 | * for players. |
2210 | * for players. |
2281 | */ |
2211 | */ |
2282 | animate_object (op, op->facing); |
2212 | animate_object (op, op->facing); |
2283 | return 0; |
2213 | |
|
|
2214 | return retval; |
2284 | } |
2215 | } |
2285 | |
2216 | |
2286 | /* This is similar to handle_player, below, but is only used by the |
2217 | /* This is similar to handle_player, below, but is only used by the |
2287 | * new client/server stuff. |
2218 | * new client/server stuff. |
2288 | * This is sort of special, in that the new client/server actually uses |
2219 | * This is sort of special, in that the new client/server actually uses |
2289 | * the new speed values for commands. |
2220 | * the new speed values for commands. |
2290 | * |
2221 | * |
2291 | * Returns true if there are more actions we can do. |
2222 | * Returns true if there are more actions we can do. Should not do |
|
|
2223 | * many actions in a row, as that would be too unfair to other |
|
|
2224 | * players. |
2292 | */ |
2225 | */ |
2293 | int |
2226 | bool |
2294 | handle_newcs_player (object *op) |
2227 | handle_newcs_player (object *op) |
2295 | { |
2228 | { |
2296 | if (op->contr->hidden) |
|
|
2297 | { |
|
|
2298 | op->invisible = 1000; |
|
|
2299 | /* the socket code flashes the player visible/invisible |
|
|
2300 | * depending on the value of invisible, so we need to |
|
|
2301 | * alternate it here for it to work correctly. |
|
|
2302 | */ |
|
|
2303 | if (pticks & 2) |
|
|
2304 | op->invisible--; |
|
|
2305 | } |
|
|
2306 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
|
|
2307 | { |
|
|
2308 | op->invisible--; |
|
|
2309 | if (!op->invisible) |
|
|
2310 | { |
|
|
2311 | make_visible (op); |
|
|
2312 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2313 | } |
|
|
2314 | } |
|
|
2315 | |
|
|
2316 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2229 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2317 | { |
2230 | { |
2318 | flee_player (op); |
2231 | if (op->speed_left > 0.f) |
2319 | /* If player is still scared, that is his action for this tick */ |
|
|
2320 | if (QUERY_FLAG (op, FLAG_SCARED)) |
|
|
2321 | { |
2232 | { |
2322 | op->speed_left--; |
2233 | --op->speed_left; |
|
|
2234 | flee_player (op); |
|
|
2235 | |
2323 | return 0; |
2236 | return true; |
2324 | } |
2237 | } |
|
|
2238 | else |
|
|
2239 | return false; |
2325 | } |
2240 | } |
2326 | |
|
|
2327 | /* I've been seeing crashes where the golem has been destroyed, but |
|
|
2328 | * the player object still points to the defunct golem. The code that |
|
|
2329 | * destroys the golem looks correct, and it doesn't always happen, so |
|
|
2330 | * put this in a a workaround to clean up the golem pointer. |
|
|
2331 | */ |
|
|
2332 | if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
2333 | op->contr->ranges[range_golem] = 0; |
|
|
2334 | |
2241 | |
2335 | /* call this here - we also will call this in do_ericserver, but |
2242 | /* call this here - we also will call this in do_ericserver, but |
2336 | * the players time has been increased when doericserver has been |
2243 | * the players time has been increased when doericserver has been |
2337 | * called, so we recheck it here. |
2244 | * called, so we recheck it here. |
2338 | */ |
2245 | */ |
2339 | //TODO: better than handling 8 commands, use some more intelligent rate-limiting |
2246 | if (op->contr->ns->handle_command ()) |
2340 | for (int rep = 8; --rep && op->contr->ns->handle_command (); ) |
|
|
2341 | ; |
|
|
2342 | |
|
|
2343 | if (op->speed_left < 0) |
|
|
2344 | return 0; |
2247 | return true; |
2345 | |
2248 | |
2346 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2249 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2347 | { |
|
|
2348 | /* All move commands take 1 tick, at least for now */ |
|
|
2349 | op->speed_left--; |
|
|
2350 | |
|
|
2351 | /* Instead of all the stuff below, let move_player take care |
|
|
2352 | * of it. Also, some of the skill stuff is only put in |
|
|
2353 | * there, as well as the confusion stuff. |
|
|
2354 | */ |
|
|
2355 | move_player (op, op->direction); |
2250 | return move_player (op, op->direction); |
2356 | if (op->speed_left > 0) |
|
|
2357 | return 1; |
|
|
2358 | else |
|
|
2359 | return 0; |
|
|
2360 | } |
|
|
2361 | |
2251 | |
2362 | return 0; |
2252 | return false; |
2363 | } |
2253 | } |
2364 | |
2254 | |
2365 | int |
2255 | int |
2366 | save_life (object *op) |
2256 | save_life (object *op) |
2367 | { |
2257 | { |
… | |
… | |
2369 | return 0; |
2259 | return 0; |
2370 | |
2260 | |
2371 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2261 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2372 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2262 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2373 | { |
2263 | { |
2374 | play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); |
2264 | op->play_sound (sound_find ("ob_evaporate")); |
2375 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2265 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2376 | |
2266 | |
2377 | if (op->contr) |
2267 | if (op->contr) |
2378 | esrv_del_item (op->contr, tmp->count); |
2268 | esrv_del_item (op->contr, tmp->count); |
2379 | |
2269 | |
… | |
… | |
2399 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2289 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2400 | * back in the map (location and map determined by values of env). This |
2290 | * back in the map (location and map determined by values of env). This |
2401 | * function will descend into containers. op is the object to start the search |
2291 | * function will descend into containers. op is the object to start the search |
2402 | * from. |
2292 | * from. |
2403 | */ |
2293 | */ |
2404 | void |
2294 | static void |
2405 | remove_unpaid_objects (object *op, object *env) |
2295 | drop_unpaid_items (object *op, object *env) |
2406 | { |
2296 | { |
2407 | object *next; |
|
|
2408 | |
|
|
2409 | while (op) |
2297 | while (op) |
2410 | { |
2298 | { |
2411 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2299 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2412 | |
2300 | |
2413 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2301 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
… | |
… | |
2416 | esrv_del_item (env->contr, op->count); |
2304 | esrv_del_item (env->contr, op->count); |
2417 | |
2305 | |
2418 | op->insert_at (env); |
2306 | op->insert_at (env); |
2419 | } |
2307 | } |
2420 | else if (op->inv) |
2308 | else if (op->inv) |
2421 | remove_unpaid_objects (op->inv, env); |
2309 | drop_unpaid_items (op->inv, env); |
2422 | |
2310 | |
2423 | op = next; |
2311 | op = next; |
2424 | } |
2312 | } |
|
|
2313 | } |
|
|
2314 | |
|
|
2315 | void |
|
|
2316 | object::drop_unpaid_items () |
|
|
2317 | { |
|
|
2318 | if (!flag [FLAG_REMOVED]) |
|
|
2319 | ::drop_unpaid_items (inv, this); |
2425 | } |
2320 | } |
2426 | |
2321 | |
2427 | /* |
2322 | /* |
2428 | * Returns pointer a static string containing gravestone text |
2323 | * Returns pointer a static string containing gravestone text |
2429 | * Moved from apply.c to player.c - player.c is what |
2324 | * Moved from apply.c to player.c - player.c is what |
… | |
… | |
2479 | int rate_grace = 2000; |
2374 | int rate_grace = 2000; |
2480 | const int max_hp = 1; |
2375 | const int max_hp = 1; |
2481 | const int max_sp = 1; |
2376 | const int max_sp = 1; |
2482 | const int max_grace = 1; |
2377 | const int max_grace = 1; |
2483 | |
2378 | |
2484 | if (op->contr->outputs_sync) |
2379 | if (op->contr->hidden) |
|
|
2380 | { |
|
|
2381 | op->invisible = 1000; |
|
|
2382 | /* the socket code flashes the player visible/invisible |
|
|
2383 | * depending on the value of invisible, so we need to |
|
|
2384 | * alternate it here for it to work correctly. |
|
|
2385 | */ |
|
|
2386 | if (pticks & 2) |
|
|
2387 | op->invisible--; |
2485 | { |
2388 | } |
2486 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
2389 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
2487 | if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) |
2390 | { |
2488 | flush_output_element (op, &op->contr->outputs[i]); |
2391 | if (!op->invisible--) |
|
|
2392 | { |
|
|
2393 | make_visible (op); |
|
|
2394 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2395 | } |
2489 | } |
2396 | } |
2490 | |
2397 | |
2491 | if (op->contr->ns->state == ST_PLAYING) |
2398 | if (op->contr->ns->state == ST_PLAYING) |
2492 | { |
2399 | { |
2493 | /* these next three if clauses make it possible to SLOW DOWN |
2400 | /* these next three if clauses make it possible to SLOW DOWN |
… | |
… | |
2512 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2419 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2513 | else |
2420 | else |
2514 | { |
2421 | { |
2515 | gen_grace = op->stats.maxgrace; |
2422 | gen_grace = op->stats.maxgrace; |
2516 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2423 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2517 | } |
|
|
2518 | |
|
|
2519 | /* Regenerate Spell Points */ |
|
|
2520 | if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) |
|
|
2521 | { |
|
|
2522 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
|
|
2523 | if (op->stats.sp < op->stats.maxsp) |
|
|
2524 | { |
|
|
2525 | op->stats.sp++; |
|
|
2526 | /* dms do not consume food */ |
|
|
2527 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2528 | { |
|
|
2529 | op->stats.food--; |
|
|
2530 | if (op->contr->digestion < 0) |
|
|
2531 | op->stats.food += op->contr->digestion; |
|
|
2532 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2533 | op->stats.food = last_food; |
|
|
2534 | } |
|
|
2535 | } |
|
|
2536 | |
|
|
2537 | if (max_sp > 1) |
|
|
2538 | { |
|
|
2539 | over_sp = (gen_sp + 10) / rate_sp; |
|
|
2540 | if (over_sp > 0) |
|
|
2541 | { |
|
|
2542 | if (op->stats.sp < op->stats.maxsp) |
|
|
2543 | { |
|
|
2544 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2545 | |
|
|
2546 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
|
|
2547 | op->stats.sp--; |
|
|
2548 | |
|
|
2549 | if (op->stats.sp > op->stats.maxsp) |
|
|
2550 | op->stats.sp = op->stats.maxsp; |
|
|
2551 | } |
|
|
2552 | op->last_sp = 0; |
|
|
2553 | } |
|
|
2554 | else |
|
|
2555 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2556 | } |
|
|
2557 | else |
|
|
2558 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2559 | } |
2424 | } |
2560 | |
2425 | |
2561 | /* Regenerate Grace */ |
2426 | /* Regenerate Grace */ |
2562 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2427 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2563 | if (--op->last_grace < 0) |
2428 | if (--op->last_grace < 0) |
… | |
… | |
2584 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2449 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2585 | } |
2450 | } |
2586 | /* wearing stuff doesn't detract from grace generation. */ |
2451 | /* wearing stuff doesn't detract from grace generation. */ |
2587 | } |
2452 | } |
2588 | |
2453 | |
|
|
2454 | if (op->stats.food > 0) |
|
|
2455 | { |
2589 | /* Regenerate Hit Points */ |
2456 | /* Regenerate Spell Points */ |
2590 | if (--op->last_heal < 0) |
2457 | if (!op->contr->golem && --op->last_sp < 0) |
2591 | { |
|
|
2592 | if (op->stats.hp < op->stats.maxhp) |
|
|
2593 | { |
2458 | { |
2594 | op->stats.hp++; |
2459 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2595 | /* dms do not consume food */ |
2460 | |
2596 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2461 | if (op->stats.sp < op->stats.maxsp) |
2597 | { |
2462 | { |
|
|
2463 | op->stats.sp++; |
|
|
2464 | |
|
|
2465 | /* dms do not consume food */ |
|
|
2466 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2467 | { |
2598 | op->stats.food--; |
2468 | op->stats.food--; |
|
|
2469 | |
2599 | if (op->contr->digestion < 0) |
2470 | if (op->contr->digestion < 0) |
2600 | op->stats.food += op->contr->digestion; |
2471 | op->stats.food += op->contr->digestion; |
2601 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2472 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2602 | op->stats.food = last_food; |
2473 | op->stats.food = last_food; |
|
|
2474 | } |
2603 | } |
2475 | } |
2604 | } |
|
|
2605 | |
2476 | |
2606 | if (max_hp > 1) |
2477 | if (max_sp > 1) |
2607 | { |
|
|
2608 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
|
|
2609 | if (over_hp > 0) |
|
|
2610 | { |
2478 | { |
2611 | op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
2479 | over_sp = (gen_sp + 10) / rate_sp; |
|
|
2480 | if (over_sp > 0) |
|
|
2481 | { |
|
|
2482 | if (op->stats.sp < op->stats.maxsp) |
|
|
2483 | { |
|
|
2484 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2485 | |
|
|
2486 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
|
|
2487 | op->stats.sp--; |
|
|
2488 | |
|
|
2489 | if (op->stats.sp > op->stats.maxsp) |
|
|
2490 | op->stats.sp = op->stats.maxsp; |
|
|
2491 | } |
|
|
2492 | |
2612 | op->last_heal = 0; |
2493 | op->last_sp = 0; |
|
|
2494 | } |
|
|
2495 | else |
|
|
2496 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2613 | } |
2497 | } |
2614 | else |
2498 | else |
|
|
2499 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2500 | } |
|
|
2501 | |
|
|
2502 | /* Regenerate Hit Points */ |
|
|
2503 | if (--op->last_heal < 0) |
|
|
2504 | { |
|
|
2505 | if (op->stats.hp < op->stats.maxhp) |
2615 | { |
2506 | { |
2616 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2507 | op->stats.hp++; |
|
|
2508 | |
|
|
2509 | /* dms do not consume food */ |
|
|
2510 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2511 | { |
|
|
2512 | op->stats.food--; |
|
|
2513 | |
|
|
2514 | if (op->contr->digestion < 0) |
|
|
2515 | op->stats.food += op->contr->digestion; |
|
|
2516 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2517 | op->stats.food = last_food; |
|
|
2518 | } |
2617 | } |
2519 | } |
|
|
2520 | |
|
|
2521 | if (max_hp > 1) |
|
|
2522 | { |
|
|
2523 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
|
|
2524 | |
|
|
2525 | if (over_hp > 0) |
|
|
2526 | { |
|
|
2527 | op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
|
|
2528 | op->last_heal = 0; |
|
|
2529 | } |
|
|
2530 | else |
|
|
2531 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2618 | } |
2532 | } |
2619 | else |
2533 | else |
2620 | { |
|
|
2621 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2534 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2622 | } |
2535 | } |
2623 | } |
2536 | } |
2624 | |
2537 | |
2625 | /* Digestion */ |
2538 | /* Digestion */ |
2626 | if (--op->last_eat < 0) |
2539 | if (--op->last_eat < 0) |
2627 | { |
2540 | { |
2628 | #ifdef COZY_SERVER |
2541 | int bonus = max (0, op->contr->digestion), |
2629 | int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; |
2542 | penalty = max (0, -op->contr->digestion); |
2630 | int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0; |
|
|
2631 | #else |
|
|
2632 | int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; |
|
|
2633 | #endif |
|
|
2634 | |
2543 | |
2635 | if (op->contr->gen_hp > 0) |
|
|
2636 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2544 | op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); |
2637 | else |
|
|
2638 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
|
|
2639 | |
2545 | |
2640 | /* dms do not consume food */ |
2546 | /* dms do not consume food */ |
2641 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2547 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2642 | op->stats.food--; |
2548 | op->stats.food--; |
2643 | } |
2549 | } |
… | |
… | |
2670 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2576 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2671 | manual_apply (op, flesh, 0); |
2577 | manual_apply (op, flesh, 0); |
2672 | } |
2578 | } |
2673 | } |
2579 | } |
2674 | |
2580 | |
2675 | while (op->stats.food < 0 && op->stats.hp >= 0) |
2581 | if (op->stats.food < 0) |
2676 | op->stats.food++, op->stats.hp--; |
2582 | { |
|
|
2583 | op->stats.hp += op->stats.food; |
|
|
2584 | op->stats.food = 0; |
|
|
2585 | } |
2677 | |
2586 | |
2678 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2587 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2679 | kill_player (op); |
2588 | kill_player (op); |
2680 | } |
2589 | } |
2681 | } |
2590 | } |
… | |
… | |
2686 | * file. |
2595 | * file. |
2687 | */ |
2596 | */ |
2688 | void |
2597 | void |
2689 | kill_player (object *op) |
2598 | kill_player (object *op) |
2690 | { |
2599 | { |
|
|
2600 | int x, y; |
2691 | char buf[MAX_BUF]; |
2601 | char buf[MAX_BUF]; |
2692 | int x, y; |
|
|
2693 | |
|
|
2694 | //int i; |
|
|
2695 | maptile *map; /* this is for resurrection */ |
2602 | maptile *map; /* this is for resurrection */ |
2696 | |
|
|
2697 | /* int z; |
|
|
2698 | int num_stats_lose; |
|
|
2699 | int lost_a_stat; |
|
|
2700 | int lose_this_stat; |
|
|
2701 | int this_stat; */ |
|
|
2702 | int will_kill_again; |
2603 | int will_kill_again; |
2703 | archetype *at; |
2604 | archetype *at; |
2704 | object *tmp; |
2605 | object *tmp; |
2705 | |
2606 | |
2706 | if (save_life (op)) |
2607 | if (save_life (op)) |
2707 | return; |
2608 | return; |
2708 | |
|
|
2709 | |
2609 | |
2710 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2610 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2711 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2611 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2712 | * Look at op_on_battleground() for more info --AndreasV |
2612 | * Look at op_on_battleground() for more info --AndreasV |
2713 | */ |
2613 | */ |
… | |
… | |
2729 | { |
2629 | { |
2730 | tmp->destroy (); |
2630 | tmp->destroy (); |
2731 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2631 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2732 | } |
2632 | } |
2733 | |
2633 | |
2734 | cure_disease (op, 0); /* remove any disease */ |
2634 | cure_disease (op, 0, 0); /* remove any disease */ |
2735 | op->stats.hp = op->stats.maxhp; |
2635 | op->stats.hp = op->stats.maxhp; |
2736 | if (op->stats.food <= 0) |
2636 | if (op->stats.food <= 0) |
2737 | op->stats.food = 999; |
2637 | op->stats.food = 999; |
2738 | |
2638 | |
2739 | /* create a bodypart-trophy to make the winner happy */ |
2639 | /* create a bodypart-trophy to make the winner happy */ |
2740 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2640 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2741 | { |
2641 | { |
2742 | sprintf (buf, "%s's finger", &op->name); |
2642 | tmp->name = format ("%s's finger" , &op->name); |
2743 | tmp->name = buf; |
2643 | tmp->name_pl = format ("%s's fingers", &op->name); |
2744 | sprintf (buf, " This finger has been cut off %s\n" |
2644 | tmp->msg = format ( |
2745 | " the %s, when he was defeated at\n level %d by %s.\n", |
2645 | "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", |
2746 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2646 | &op->name, op->contr->title, (int) (op->level), op->contr->killer |
2747 | tmp->msg = buf; |
2647 | ); |
2748 | tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2648 | tmp->value = 0, tmp->type = 0; |
2749 | tmp->materialname = NULL; |
2649 | tmp->materialname = "organics"; |
2750 | op->insert_at (tmp, op); |
2650 | tmp->insert_at (op, tmp); |
2751 | } |
2651 | } |
2752 | |
2652 | |
2753 | /* teleport defeated player to new destination */ |
2653 | /* teleport defeated player to new destination */ |
2754 | transfer_ob (op, x, y, 0, NULL); |
2654 | transfer_ob (op, x, y, 0, NULL); |
2755 | op->contr->braced = 0; |
2655 | op->contr->braced = 0; |
… | |
… | |
2759 | INVOKE_PLAYER (DEATH, op->contr); |
2659 | INVOKE_PLAYER (DEATH, op->contr); |
2760 | |
2660 | |
2761 | command_kill_pets (op, 0); |
2661 | command_kill_pets (op, 0); |
2762 | |
2662 | |
2763 | if (op->stats.food < 0) |
2663 | if (op->stats.food < 0) |
2764 | { |
|
|
2765 | if (op->contr->explore) |
|
|
2766 | { |
|
|
2767 | new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); |
|
|
2768 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
|
|
2769 | op->stats.food = 999; |
|
|
2770 | return; |
|
|
2771 | } |
|
|
2772 | sprintf (buf, "%s starved to death.", &op->name); |
|
|
2773 | strcpy (op->contr->killer, "starvation"); |
2664 | strcpy (op->contr->killer, "starvation"); |
2774 | } |
|
|
2775 | else |
|
|
2776 | { |
|
|
2777 | if (op->contr->explore) |
|
|
2778 | { |
|
|
2779 | new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); |
|
|
2780 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
|
|
2781 | op->stats.hp = op->stats.maxhp; |
|
|
2782 | return; |
|
|
2783 | } |
|
|
2784 | sprintf (buf, "%s died.", &op->name); |
|
|
2785 | } |
|
|
2786 | |
2665 | |
2787 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
2666 | op->contr->play_sound (sound_find ("player_dies")); |
2788 | |
2667 | |
2789 | /* save the map location for corpse, gravestone */ |
2668 | /* save the map location for corpse, gravestone */ |
2790 | x = op->x; |
2669 | x = op->x; |
2791 | y = op->y; |
2670 | y = op->y; |
2792 | map = op->map; |
2671 | map = op->map; |
… | |
… | |
2955 | { |
2834 | { |
2956 | tmp->destroy (); |
2835 | tmp->destroy (); |
2957 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2836 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2958 | } |
2837 | } |
2959 | |
2838 | |
2960 | cure_disease (op, 0); /* remove any disease */ |
2839 | cure_disease (op, 0, 0); /* remove any disease */ |
2961 | |
2840 | |
2962 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2841 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2963 | apply_death_exp_penalty (op); |
2842 | apply_death_exp_penalty (op); |
2964 | if (op->stats.food < 100) |
2843 | if (op->stats.food < 100) |
2965 | op->stats.food = 900; |
2844 | op->stats.food = 900; |
2966 | op->stats.hp = op->stats.maxhp; |
2845 | op->stats.hp = op->stats.maxhp; |
2967 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2846 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2968 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2847 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2969 | |
2848 | |
2970 | /* |
2849 | /* |
2971 | * Check to see if the player is in a shop. IF so, then check to see if |
|
|
2972 | * the player has any unpaid items. If so, remove them and put them back |
2850 | * Check to see if the player has any unpaid items. If so, remove them |
2973 | * in the map. |
2851 | * and put them back in the map. |
2974 | */ |
2852 | */ |
2975 | |
2853 | op->drop_unpaid_items (); |
2976 | if (is_in_shop (op)) |
|
|
2977 | remove_unpaid_objects (op->inv, op); |
|
|
2978 | |
2854 | |
2979 | /****************************************/ |
2855 | /****************************************/ |
2980 | /* */ |
2856 | /* */ |
2981 | /* Move player to his current respawn- */ |
2857 | /* Move player to his current respawn- */ |
2982 | /* position (usually last savebed) */ |
2858 | /* position (usually last savebed) */ |
2983 | /* */ |
2859 | /* */ |
2984 | /****************************************/ |
2860 | /****************************************/ |
2985 | |
2861 | |
2986 | enter_player_savebed (op); |
2862 | enter_player_savebed (op); |
2987 | |
2863 | |
2988 | /* Save the player before inserting the force to reduce |
|
|
2989 | * chance of abuse. |
|
|
2990 | */ |
|
|
2991 | op->contr->braced = 0; |
2864 | op->contr->braced = 0; |
2992 | op->contr->save (); |
|
|
2993 | |
2865 | |
2994 | /* it is possible that the player has blown something up |
2866 | /* it is possible that the player has blown something up |
2995 | * at his savebed location, and that can have long lasting |
2867 | * at his savebed location, and that can have long lasting |
2996 | * spell effects. So first see if there is a spell effect |
2868 | * spell effects. So first see if there is a spell effect |
2997 | * on the space that might harm the player. |
2869 | * on the space that might harm the player. |
… | |
… | |
3006 | object *force; |
2878 | object *force; |
3007 | int at; |
2879 | int at; |
3008 | |
2880 | |
3009 | force = get_archetype (FORCE_NAME); |
2881 | force = get_archetype (FORCE_NAME); |
3010 | /* 50 ticks should be enough time for the spell to abate */ |
2882 | /* 50 ticks should be enough time for the spell to abate */ |
3011 | force->speed = 0.1; |
2883 | force->speed = 0.1f; |
3012 | force->speed_left = -5.0; |
2884 | force->speed_left = -5.f; |
3013 | SET_FLAG (force, FLAG_APPLIED); |
2885 | SET_FLAG (force, FLAG_APPLIED); |
3014 | for (at = 0; at < NROFATTACKS; at++) |
2886 | for (at = 0; at < NROFATTACKS; at++) |
3015 | if (will_kill_again & (1 << at)) |
2887 | if (will_kill_again & (1 << at)) |
3016 | force->resist[at] = 100; |
2888 | force->resist[at] = 100; |
3017 | |
2889 | |
… | |
… | |
3026 | void |
2898 | void |
3027 | loot_object (object *op) |
2899 | loot_object (object *op) |
3028 | { /* Grab and destroy some treasure */ |
2900 | { /* Grab and destroy some treasure */ |
3029 | object *tmp, *tmp2, *next; |
2901 | object *tmp, *tmp2, *next; |
3030 | |
2902 | |
3031 | if (op->container) |
2903 | op->close_container (); /* close open sack first */ |
3032 | esrv_apply_container (op, op->container); /* close open sack first */ |
|
|
3033 | |
2904 | |
3034 | for (tmp = op->inv; tmp; tmp = next) |
2905 | for (tmp = op->inv; tmp; tmp = next) |
3035 | { |
2906 | { |
3036 | next = tmp->below; |
2907 | next = tmp->below; |
3037 | |
2908 | |
3038 | if (tmp->invisible) |
2909 | if (tmp->invisible) |
3039 | continue; |
2910 | continue; |
3040 | |
2911 | |
3041 | tmp->remove (); |
2912 | tmp->remove (); |
3042 | tmp->x = op->x, tmp->y = op->y; |
2913 | tmp->x = op->x, tmp->y = op->y; |
|
|
2914 | |
3043 | if (tmp->type == CONTAINER) |
2915 | if (tmp->type == CONTAINER) |
3044 | { /* empty container to ground */ |
2916 | loot_object (tmp); /* empty container to ground */ |
3045 | loot_object (tmp); |
2917 | |
3046 | } |
|
|
3047 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) |
2918 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
3048 | { |
2919 | { |
3049 | if (tmp->nrof > 1) |
2920 | if (tmp->nrof > 1) |
3050 | { |
2921 | { |
3051 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2922 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
3052 | tmp2->destroy (); |
2923 | tmp2->destroy (); |
… | |
… | |
3063 | /* |
2934 | /* |
3064 | * fix_weight(): Check recursively the weight of all players, and fix |
2935 | * fix_weight(): Check recursively the weight of all players, and fix |
3065 | * what needs to be fixed. Refresh windows and fix speed if anything |
2936 | * what needs to be fixed. Refresh windows and fix speed if anything |
3066 | * was changed. |
2937 | * was changed. |
3067 | */ |
2938 | */ |
3068 | |
|
|
3069 | void |
2939 | void |
3070 | fix_weight (void) |
2940 | fix_weight (void) |
3071 | { |
2941 | { |
3072 | for_all_players (pl) |
2942 | for_all_players (pl) |
3073 | { |
2943 | { |
… | |
… | |
3128 | void |
2998 | void |
3129 | make_visible (object *op) |
2999 | make_visible (object *op) |
3130 | { |
3000 | { |
3131 | op->hide = 0; |
3001 | op->hide = 0; |
3132 | op->invisible = 0; |
3002 | op->invisible = 0; |
|
|
3003 | |
3133 | if (op->type == PLAYER) |
3004 | if (op->type == PLAYER) |
3134 | { |
3005 | { |
3135 | op->contr->tmp_invis = 0; |
3006 | op->contr->tmp_invis = 0; |
3136 | op->contr->invis_race = 0; |
3007 | op->contr->invis_race = 0; |
3137 | } |
3008 | } |
|
|
3009 | |
3138 | update_object (op, UP_OBJ_FACE); |
3010 | update_object (op, UP_OBJ_CHANGE); |
3139 | } |
3011 | } |
3140 | |
3012 | |
3141 | int |
3013 | int |
3142 | is_true_undead (object *op) |
3014 | is_true_undead (object *op) |
3143 | { |
3015 | { |
3144 | object *tmp = NULL; |
|
|
3145 | |
|
|
3146 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3016 | if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
3147 | return 1; |
3017 | return 1; |
3148 | |
3018 | |
3149 | return 0; |
3019 | return 0; |
3150 | } |
3020 | } |
3151 | |
3021 | |
3152 | /* look at the surrounding terrain to determine |
3022 | /* look at the surrounding terrain to determine |
3153 | * the hideability of this object. Positive levels |
3023 | * the hideability of this object. Positive levels |
3154 | * indicate greater hideability. |
3024 | * indicate greater hideability. |
3155 | */ |
3025 | */ |
3156 | |
|
|
3157 | int |
3026 | int |
3158 | hideability (object *ob) |
3027 | hideability (object *ob) |
3159 | { |
3028 | { |
3160 | int i, level = 0, mflag; |
3029 | int i, level = 0, mflag; |
3161 | sint16 x, y; |
3030 | sint16 x, y; |
… | |
… | |
3195 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3064 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3196 | * every time they move - as we subtract off 'invisibility' |
3065 | * every time they move - as we subtract off 'invisibility' |
3197 | * AND, for players, if they move into a ridiculously unhideable |
3066 | * AND, for players, if they move into a ridiculously unhideable |
3198 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3067 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3199 | */ |
3068 | */ |
3200 | |
|
|
3201 | void |
3069 | void |
3202 | do_hidden_move (object *op) |
3070 | do_hidden_move (object *op) |
3203 | { |
3071 | { |
3204 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3072 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3205 | object *skop; |
3073 | object *skop; |
… | |
… | |
3209 | |
3077 | |
3210 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
3078 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
3211 | |
3079 | |
3212 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3080 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3213 | if (op->type == PLAYER && op->contr->run_on) |
3081 | if (op->type == PLAYER && op->contr->run_on) |
3214 | { |
|
|
3215 | if (!skop || num >= skop->level) |
3082 | if (!skop || num >= skop->level) |
3216 | { |
3083 | { |
3217 | new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); |
3084 | new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); |
3218 | make_visible (op); |
3085 | make_visible (op); |
3219 | return; |
3086 | return; |
3220 | } |
3087 | } |
3221 | else |
3088 | else |
3222 | num += 20; |
3089 | num += 20; |
3223 | } |
3090 | |
3224 | num += op->map->difficulty; |
3091 | num += op->map->difficulty; |
3225 | hide = hideability (op); /* modify by terrain hidden level */ |
3092 | hide = hideability (op); /* modify by terrain hidden level */ |
3226 | num -= hide; |
3093 | num -= hide; |
|
|
3094 | |
3227 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3095 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3228 | { |
3096 | { |
3229 | make_visible (op); |
3097 | make_visible (op); |
3230 | if (op->type == PLAYER) |
3098 | if (op->type == PLAYER) |
3231 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3099 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3232 | } |
3100 | } |
3233 | else if (op->type == PLAYER && skop) |
3101 | else if (op->type == PLAYER && skop) |
3234 | { |
|
|
3235 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
3102 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
3236 | } |
|
|
3237 | } |
3103 | } |
3238 | |
3104 | |
3239 | /* determine if who is standing near a hostile creature. */ |
3105 | /* determine if who is standing near a hostile creature. */ |
3240 | |
3106 | |
3241 | int |
3107 | int |
… | |
… | |
3289 | * object op. This function works fine for monsters, |
3155 | * object op. This function works fine for monsters, |
3290 | * but we dont worry if the object isnt the top one in |
3156 | * but we dont worry if the object isnt the top one in |
3291 | * a pile (say a coin under a table would return "viewable" |
3157 | * a pile (say a coin under a table would return "viewable" |
3292 | * by this routine). Another question, should we be |
3158 | * by this routine). Another question, should we be |
3293 | * concerned with the direction the player is looking |
3159 | * concerned with the direction the player is looking |
3294 | * in? Realistically, most of use cant see stuff behind |
3160 | * in? Realistically, most of us can't see stuff behind |
3295 | * our backs...on the other hand, does the "facing" direction |
3161 | * our backs...on the other hand, does the "facing" direction |
3296 | * imply the way your head, or body is facing? Its possible |
3162 | * imply the way your head, or body is facing? It's possible |
3297 | * for them to differ. Sigh, this fctn could get a bit more complex. |
3163 | * for them to differ. Sigh, this fctn could get a bit more complex. |
3298 | * -b.t. |
3164 | * -b.t. |
3299 | * This function is now map tiling safe. |
3165 | * This function is now map tiling safe. |
3300 | */ |
3166 | */ |
3301 | |
|
|
3302 | int |
3167 | int |
3303 | player_can_view (object *pl, object *op) |
3168 | player_can_view (object *pl, object *op) |
3304 | { |
3169 | { |
3305 | rv_vector rv; |
3170 | rv_vector rv; |
3306 | int dx, dy; |
3171 | int dx, dy; |
… | |
… | |
3318 | |
3183 | |
3319 | get_rangevector (pl, op, &rv, 0x1); |
3184 | get_rangevector (pl, op, &rv, 0x1); |
3320 | |
3185 | |
3321 | /* starting with the 'head' part, lets loop |
3186 | /* starting with the 'head' part, lets loop |
3322 | * through the object and find if it has any |
3187 | * through the object and find if it has any |
3323 | * part that is in the los array but isnt on |
3188 | * part that is in the los array but isn't on |
3324 | * a blocked los square. |
3189 | * a blocked los square. |
3325 | * we use the archetype to figure out offsets. |
3190 | * we use the archetype to figure out offsets. |
3326 | */ |
3191 | */ |
3327 | while (op) |
3192 | while (op) |
3328 | { |
3193 | { |
3329 | dx = rv.distance_x + op->arch->clone.x; |
3194 | dx = rv.distance_x + op->arch->x; |
3330 | dy = rv.distance_y + op->arch->clone.y; |
3195 | dy = rv.distance_y + op->arch->y; |
3331 | |
3196 | |
3332 | /* only the viewable area the player sees is updated by LOS |
3197 | /* only the viewable area the player sees is updated by LOS |
3333 | * code, so we need to restrict ourselves to that range of values |
3198 | * code, so we need to restrict ourselves to that range of values |
3334 | * for any meaningful values. |
3199 | * for any meaningful values. |
3335 | */ |
3200 | */ |
3336 | if (FABS (dx) <= (pl->contr->ns->mapx / 2) && |
3201 | if (abs (dx) <= (pl->contr->ns->mapx / 2) && |
3337 | FABS (dy) <= (pl->contr->ns->mapy / 2) && |
3202 | abs (dy) <= (pl->contr->ns->mapy / 2) && |
3338 | !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) |
3203 | !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) |
3339 | return 1; |
3204 | return 1; |
|
|
3205 | |
3340 | op = op->more; |
3206 | op = op->more; |
3341 | } |
3207 | } |
|
|
3208 | |
3342 | return 0; |
3209 | return 0; |
3343 | } |
3210 | } |
3344 | |
3211 | |
3345 | /* routine for both players and monsters. We call this when |
3212 | /* routine for both players and monsters. We call this when |
3346 | * there is a possibility for our action distrubing our hiding |
3213 | * there is a possibility for our action distrubing our hiding |
… | |
… | |
3349 | * return 0. |
3216 | * return 0. |
3350 | */ |
3217 | */ |
3351 | int |
3218 | int |
3352 | action_makes_visible (object *op) |
3219 | action_makes_visible (object *op) |
3353 | { |
3220 | { |
3354 | |
|
|
3355 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
3221 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
3356 | { |
3222 | { |
3357 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
3223 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
3358 | return 0; |
3224 | return 0; |
3359 | |
3225 | |
… | |
… | |
3365 | { |
3231 | { |
3366 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); |
3232 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); |
3367 | return 1; |
3233 | return 1; |
3368 | } |
3234 | } |
3369 | } |
3235 | } |
|
|
3236 | |
3370 | return 0; |
3237 | return 0; |
3371 | } |
3238 | } |
3372 | |
3239 | |
3373 | /* op_on_battleground - checks if the given object op (usually |
3240 | /* op_on_battleground - checks if the given object op (usually |
3374 | * a player) is standing on a valid battleground-tile, |
3241 | * a player) is standing on a valid battleground-tile, |
… | |
… | |
3379 | * Default is to do the same as before, so only people wanting to have different points need worry about this |
3246 | * Default is to do the same as before, so only people wanting to have different points need worry about this |
3380 | */ |
3247 | */ |
3381 | int |
3248 | int |
3382 | op_on_battleground (object *op, int *x, int *y) |
3249 | op_on_battleground (object *op, int *x, int *y) |
3383 | { |
3250 | { |
3384 | object *tmp; |
|
|
3385 | |
|
|
3386 | /* A battleground-tile needs the following attributes to be valid: |
3251 | /* A battleground-tile needs the following attributes to be valid: |
3387 | * is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3252 | * is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3388 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3253 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3389 | * and the exit-coordinates sp/hp must both be > 0. |
3254 | * and the exit-coordinates sp/hp must both be > 0. |
3390 | * => The intention here is to prevent abuse of the battleground- |
3255 | * => The intention here is to prevent abuse of the battleground- |
3391 | * feature (like pickable or hidden battleground tiles). */ |
3256 | * feature (like pickable or hidden battleground tiles). */ |
3392 | for (tmp = op->below; tmp != NULL; tmp = tmp->below) |
3257 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
3393 | { |
3258 | { |
3394 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3259 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3395 | { |
3260 | { |
3396 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) && |
3261 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) |
3397 | strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) |
3262 | && tmp->type == BATTLEGROUND |
|
|
3263 | && tmp->name == shstr_battleground |
|
|
3264 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3398 | { |
3265 | { |
3399 | /*before we assign the exit, check if this is a teambattle */ |
3266 | /* before we assign the exit, check if this is a teambattle */ |
3400 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3267 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3401 | { |
3268 | { |
3402 | object *invtmp; |
|
|
3403 | |
|
|
3404 | for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) |
3269 | for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) |
3405 | { |
3270 | { |
3406 | if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) |
3271 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
3407 | { |
3272 | { |
3408 | if (x != NULL && y != NULL) |
3273 | if (x && y) |
3409 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3274 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
|
|
3275 | |
3410 | return 1; |
3276 | return 1; |
3411 | } |
3277 | } |
3412 | } |
3278 | } |
3413 | } |
3279 | } |
|
|
3280 | |
3414 | if (x != NULL && y != NULL) |
3281 | if (x && y) |
3415 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3282 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
|
|
3283 | |
3416 | return 1; |
3284 | return 1; |
3417 | } |
3285 | } |
3418 | } |
3286 | } |
3419 | } |
3287 | } |
|
|
3288 | |
3420 | /* If we got here, did not find a battleground */ |
3289 | /* If we got here, did not find a battleground */ |
3421 | return 0; |
3290 | return 0; |
3422 | } |
3291 | } |
3423 | |
3292 | |
3424 | /* |
3293 | /* |
… | |
… | |
3440 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3309 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3441 | int i = 0, j = 0; |
3310 | int i = 0, j = 0; |
3442 | |
3311 | |
3443 | /* get the appropriate treasurelist */ |
3312 | /* get the appropriate treasurelist */ |
3444 | if (atnr == ATNR_FIRE) |
3313 | if (atnr == ATNR_FIRE) |
3445 | trlist = find_treasurelist ("dragon_ability_fire"); |
3314 | trlist = treasurelist::find (shstr_dragon_ability_fire); |
3446 | else if (atnr == ATNR_COLD) |
3315 | else if (atnr == ATNR_COLD) |
3447 | trlist = find_treasurelist ("dragon_ability_cold"); |
3316 | trlist = treasurelist::find (shstr_dragon_ability_cold); |
3448 | else if (atnr == ATNR_ELECTRICITY) |
3317 | else if (atnr == ATNR_ELECTRICITY) |
3449 | trlist = find_treasurelist ("dragon_ability_elec"); |
3318 | trlist = treasurelist::find (shstr_dragon_ability_elec); |
3450 | else if (atnr == ATNR_POISON) |
3319 | else if (atnr == ATNR_POISON) |
3451 | trlist = find_treasurelist ("dragon_ability_poison"); |
3320 | trlist = treasurelist::find (shstr_dragon_ability_poison); |
3452 | |
3321 | |
3453 | if (trlist == NULL || who->type != PLAYER) |
3322 | if (trlist == NULL || who->type != PLAYER) |
3454 | return; |
3323 | return; |
3455 | |
3324 | |
3456 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3325 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3457 | |
3326 | |
3458 | if (tr == NULL || tr->item == NULL) |
3327 | if (!tr || !tr->item) |
3459 | { |
3328 | { |
3460 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3329 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3461 | return; |
3330 | return; |
3462 | } |
3331 | } |
3463 | |
3332 | |
3464 | /* everything seems okay - now bring on the gift: */ |
3333 | /* everything seems okay - now bring on the gift: */ |
3465 | item = &(tr->item->clone); |
3334 | item = tr->item; |
3466 | |
3335 | |
3467 | if (item->type == SPELL) |
3336 | if (item->type == SPELL) |
3468 | { |
3337 | { |
3469 | if (check_spell_known (who, item->name)) |
3338 | if (check_spell_known (who, item->name)) |
3470 | return; |
3339 | return; |
… | |
… | |
3529 | { |
3398 | { |
3530 | /* forces in the treasurelist can alter the player's stats */ |
3399 | /* forces in the treasurelist can alter the player's stats */ |
3531 | object *skin; |
3400 | object *skin; |
3532 | |
3401 | |
3533 | /* first get the dragon skin force */ |
3402 | /* first get the dragon skin force */ |
3534 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
3535 | for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) |
3403 | for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below) |
3536 | ; |
3404 | ; |
3537 | |
3405 | |
3538 | if (!skin) |
3406 | if (!skin) |
3539 | return; |
3407 | return; |
3540 | |
3408 | |
… | |
… | |
3588 | * not readied. |
3456 | * not readied. |
3589 | */ |
3457 | */ |
3590 | void |
3458 | void |
3591 | player_unready_range_ob (player *pl, object *ob) |
3459 | player_unready_range_ob (player *pl, object *ob) |
3592 | { |
3460 | { |
3593 | rangetype i; |
3461 | if (pl->ob->current_weapon == ob) |
|
|
3462 | pl->ob->current_weapon = 0; |
3594 | |
3463 | |
3595 | for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
3464 | if (pl->combat_ob == ob) |
3596 | { |
3465 | pl->combat_ob = 0; |
|
|
3466 | |
3597 | if (pl->ranges[i] == ob) |
3467 | if (pl->ranged_ob == ob) |
3598 | { |
3468 | pl->ranged_ob = 0; |
3599 | pl->ranges[i] = NULL; |
|
|
3600 | if (pl->shoottype == i) |
|
|
3601 | { |
|
|
3602 | pl->shoottype = range_none; |
|
|
3603 | } |
|
|
3604 | } |
|
|
3605 | } |
|
|
3606 | } |
3469 | } |
|
|
3470 | |
|
|
3471 | sint8 |
|
|
3472 | player::visibility_at (maptile *map, int x, int y) const |
|
|
3473 | { |
|
|
3474 | if (!ns) |
|
|
3475 | return 0; |
|
|
3476 | |
|
|
3477 | int dx, dy; |
|
|
3478 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
|
|
3479 | return 0; |
|
|
3480 | |
|
|
3481 | x += dx - ns->current_x + ns->mapx / 2; |
|
|
3482 | y += dy - ns->current_y + ns->mapy / 2; |
|
|
3483 | |
|
|
3484 | if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) |
|
|
3485 | return 0; |
|
|
3486 | |
|
|
3487 | return 100 - blocked_los [x][y]; |
|
|
3488 | } |
|
|
3489 | |
|
|
3490 | void |
|
|
3491 | player::infobox (const char *title, const char *msg, int color) |
|
|
3492 | { |
|
|
3493 | send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg); |
|
|
3494 | } |
|
|
3495 | |
|
|
3496 | void |
|
|
3497 | player::statusmsg (const char *msg, int color) |
|
|
3498 | { |
|
|
3499 | send_msg (color | NDI_REPLY, INFO_CHANNEL, msg); |
|
|
3500 | } |
|
|
3501 | |
|
|
3502 | void |
|
|
3503 | player::failmsg (const char *msg, int color) |
|
|
3504 | { |
|
|
3505 | play_sound (sound_find ("generic_failure")); |
|
|
3506 | statusmsg (msg, color); |
|
|
3507 | } |
|
|
3508 | |