… | |
… | |
126 | |
126 | |
127 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
127 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
128 | |
128 | |
129 | esrv_new_player (this); |
129 | esrv_new_player (this); |
130 | |
130 | |
131 | ob->update_stats (); |
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|
132 | |
|
|
133 | ns->floorbox_update (); |
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|
134 | esrv_send_inventory (ob, ob); |
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|
135 | esrv_add_spells (this, 0); |
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|
136 | |
|
|
137 | ob->flag [FLAG_READY_WEAPON] = false; |
131 | ob->flag [FLAG_READY_WEAPON] = false; |
138 | ob->flag [FLAG_READY_SKILL] = false; |
132 | ob->flag [FLAG_READY_SKILL] = false; |
139 | ob->flag [FLAG_READY_RANGE] = false; |
133 | ob->flag [FLAG_READY_RANGE] = false; |
140 | ob->flag [FLAG_READY_BOW] = false; |
134 | ob->flag [FLAG_READY_BOW] = false; |
141 | |
135 | |
142 | ob->update_stats (); // we unapplied stuff above |
136 | ob->update_stats (); |
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|
137 | |
|
|
138 | ns->floorbox_update (); |
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|
139 | esrv_send_inventory (ob, ob); |
|
|
140 | esrv_add_spells (this, 0); |
|
|
141 | |
143 | activate (); |
142 | activate (); |
144 | |
143 | |
145 | INVOKE_PLAYER (CONNECT, this); |
144 | INVOKE_PLAYER (CONNECT, this); |
146 | INVOKE_PLAYER (LOGIN, this); |
145 | INVOKE_PLAYER (LOGIN, this); |
147 | } |
146 | } |
… | |
… | |
182 | player::set_object (object *op) |
181 | player::set_object (object *op) |
183 | { |
182 | { |
184 | ob = observe = viewpoint = op; |
183 | ob = observe = viewpoint = op; |
185 | ob->contr = this; /* this aren't yet in archetype */ |
184 | ob->contr = this; /* this aren't yet in archetype */ |
186 | |
185 | |
187 | ob->speed = 1.0f; |
186 | ob->set_speed (1.0f); |
188 | ob->speed_left = 0.5f; |
187 | ob->speed_left = 0.5f; |
189 | |
188 | |
190 | ob->direction = 5; /* So player faces south */ |
189 | ob->direction = 5; /* So player faces south */ |
191 | } |
190 | } |
192 | |
191 | |
… | |
… | |
609 | roll_stat () |
608 | roll_stat () |
610 | { |
609 | { |
611 | int a[4], i, j, k; |
610 | int a[4], i, j, k; |
612 | |
611 | |
613 | for (i = 0; i < 4; i++) |
612 | for (i = 0; i < 4; i++) |
614 | a[i] = (int) rndm (6) + 1; |
613 | a[i] = rndm (1, 6); |
615 | |
614 | |
616 | for (i = 0, j = 0, k = 7; i < 4; i++) |
615 | for (i = 0, j = 0, k = 7; i < 4; i++) |
617 | if (a[i] < k) |
616 | if (a[i] < k) |
618 | k = a[i], j = i; |
617 | k = a[i], j = i; |
619 | |
618 | |
… | |
… | |
716 | treasurelist *tl = treasurelist::find (shstr_starting_wealth); |
715 | treasurelist *tl = treasurelist::find (shstr_starting_wealth); |
717 | if (tl) |
716 | if (tl) |
718 | create_treasure (tl, ob, 0, 0, 0); |
717 | create_treasure (tl, ob, 0, 0, 0); |
719 | |
718 | |
720 | INVOKE_PLAYER (BIRTH, ob->contr); |
719 | INVOKE_PLAYER (BIRTH, ob->contr); |
721 | INVOKE_PLAYER (LOGIN, ob->contr); |
|
|
722 | |
720 | |
723 | ob->contr->ns->state = ST_PLAYING; |
721 | ob->contr->ns->state = ST_PLAYING; |
724 | |
722 | |
725 | if (ob->msg) |
723 | if (ob->msg) |
726 | ob->msg = 0; |
724 | ob->msg = 0; |
… | |
… | |
1447 | #endif |
1445 | #endif |
1448 | |
1446 | |
1449 | SET_ANIMATION (arrow, arrow->direction); |
1447 | SET_ANIMATION (arrow, arrow->direction); |
1450 | |
1448 | |
1451 | /* update the speed */ |
1449 | /* update the speed */ |
1452 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
|
|
1453 | + bow->stats.dam / 7.f; |
|
|
1454 | |
1450 | |
1455 | arrow->set_speed (max (arrow->speed, 2.f)); |
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|
1456 | arrow->speed_left = 0; |
1451 | arrow->speed_left = 0; |
|
|
1452 | arrow->set_speed (max (2.f, |
|
|
1453 | ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
|
|
1454 | + bow->stats.dam / 7.f |
|
|
1455 | )); |
1457 | |
1456 | |
1458 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1457 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1459 | |
1458 | |
1460 | if (op->type == PLAYER) |
1459 | if (op->type == PLAYER) |
1461 | { |
1460 | { |
… | |
… | |
2661 | object *force; |
2660 | object *force; |
2662 | int at; |
2661 | int at; |
2663 | |
2662 | |
2664 | force = get_archetype (FORCE_NAME); |
2663 | force = get_archetype (FORCE_NAME); |
2665 | /* 50 ticks should be enough time for the spell to abate */ |
2664 | /* 50 ticks should be enough time for the spell to abate */ |
2666 | force->speed = 0.1f; |
|
|
2667 | force->speed_left = -5.f; |
2665 | force->speed_left = -5.f; |
|
|
2666 | force->set_speed (0.1f); |
2668 | force->set_flag (FLAG_APPLIED); |
2667 | force->set_flag (FLAG_APPLIED); |
|
|
2668 | |
2669 | for (at = 0; at < NROFATTACKS; at++) |
2669 | for (at = 0; at < NROFATTACKS; at++) |
2670 | if (will_kill_again & (1 << at)) |
2670 | if (will_kill_again & (1 << at)) |
2671 | force->resist[at] = 100; |
2671 | force->resist[at] = 100; |
2672 | |
2672 | |
2673 | insert_ob_in_ob (force, op); |
2673 | insert_ob_in_ob (force, op); |