1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
|
|
4 | * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
8 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the terms of the Affero GNU General Public License as published by the |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * option) any later version. |
12 | * option) any later version. |
12 | * |
13 | * |
13 | * This program is distributed in the hope that it will be useful, |
14 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
17 | * GNU General Public License for more details. |
17 | * |
18 | * |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * You should have received a copy of the Affero GNU General Public License |
19 | * and the GNU General Public License along with this program. If not, see |
20 | * and the GNU General Public License along with this program. If not, see |
20 | * <http://www.gnu.org/licenses/>. |
21 | * <http://www.gnu.org/licenses/>. |
21 | * |
22 | * |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
24 | */ |
24 | |
25 | |
25 | //+GPL |
26 | //+GPL |
|
|
27 | |
|
|
28 | #include <algorithm> |
|
|
29 | #include <functional> |
26 | |
30 | |
27 | #include <global.h> |
31 | #include <global.h> |
28 | #include <sproto.h> |
32 | #include <sproto.h> |
29 | #include <sounds.h> |
33 | #include <sounds.h> |
30 | #include <living.h> |
34 | #include <living.h> |
31 | #include <object.h> |
35 | #include <object.h> |
32 | #include <spells.h> |
36 | #include <spells.h> |
33 | #include <skills.h> |
37 | #include <skills.h> |
34 | |
38 | |
35 | #include <algorithm> |
|
|
36 | #include <functional> |
|
|
37 | |
|
|
38 | playervec players; |
39 | playervec players; |
39 | |
40 | |
40 | /* This loads the first map an puts the player on it. */ |
41 | /* This loads the first map an puts the player on it. */ |
41 | static void |
42 | static void |
42 | set_first_map (object *op) |
43 | set_first_map (object *op) |
… | |
… | |
126 | |
127 | |
127 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
128 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
128 | |
129 | |
129 | esrv_new_player (this); |
130 | esrv_new_player (this); |
130 | |
131 | |
131 | ob->update_stats (); |
|
|
132 | |
|
|
133 | ns->floorbox_update (); |
|
|
134 | esrv_send_inventory (ob, ob); |
|
|
135 | esrv_add_spells (this, 0); |
|
|
136 | |
|
|
137 | ob->flag [FLAG_READY_WEAPON] = false; |
132 | ob->flag [FLAG_READY_WEAPON] = false; |
138 | ob->flag [FLAG_READY_SKILL] = false; |
133 | ob->flag [FLAG_READY_SKILL] = false; |
139 | ob->flag [FLAG_READY_RANGE] = false; |
134 | ob->flag [FLAG_READY_RANGE] = false; |
140 | ob->flag [FLAG_READY_BOW] = false; |
135 | ob->flag [FLAG_READY_BOW] = false; |
141 | |
136 | |
142 | ob->update_stats (); // we unapplied stuff above |
137 | ob->update_stats (); |
|
|
138 | |
|
|
139 | ns->floorbox_update (); |
|
|
140 | esrv_send_inventory (ob, ob); |
|
|
141 | esrv_add_spells (this, 0); |
|
|
142 | |
143 | activate (); |
143 | activate (); |
144 | |
144 | |
145 | INVOKE_PLAYER (CONNECT, this); |
145 | INVOKE_PLAYER (CONNECT, this); |
146 | INVOKE_PLAYER (LOGIN, this); |
146 | INVOKE_PLAYER (LOGIN, this); |
147 | } |
147 | } |
… | |
… | |
182 | player::set_object (object *op) |
182 | player::set_object (object *op) |
183 | { |
183 | { |
184 | ob = observe = viewpoint = op; |
184 | ob = observe = viewpoint = op; |
185 | ob->contr = this; /* this aren't yet in archetype */ |
185 | ob->contr = this; /* this aren't yet in archetype */ |
186 | |
186 | |
187 | ob->speed = 1.0f; |
187 | ob->speed = 1.0f; // object still inactive, keep it that way |
188 | ob->speed_left = 0.5f; |
188 | ob->speed_left = 0.5f; |
189 | |
189 | |
190 | ob->direction = 5; /* So player faces south */ |
190 | ob->direction = 5; /* So player faces south */ |
191 | } |
191 | } |
192 | |
192 | |
… | |
… | |
234 | disconnect (); |
234 | disconnect (); |
235 | |
235 | |
236 | attachable::do_destroy (); |
236 | attachable::do_destroy (); |
237 | |
237 | |
238 | if (ob) |
238 | if (ob) |
|
|
239 | { |
|
|
240 | // potentially fix a bug where ob->contr is non-null while ob->contr->ob is null, causing a segfault. |
|
|
241 | // temporarily backed out patchset 4025 to see if THIS change causes crashes |
|
|
242 | //ob->contr = 0; |
239 | ob->destroy (); |
243 | ob->destroy (); |
|
|
244 | } |
240 | |
245 | |
241 | ob = observe = viewpoint = 0; |
246 | ob = observe = viewpoint = 0; |
242 | } |
247 | } |
243 | |
248 | |
244 | player::~player () |
249 | player::~player () |
… | |
… | |
328 | #endif |
333 | #endif |
329 | return op; |
334 | return op; |
330 | } |
335 | } |
331 | |
336 | |
332 | /* I believe this can safely go to 2, 3 is questionable, 4 will likely |
337 | /* I believe this can safely go to 2, 3 is questionable, 4 will likely |
333 | * result in a monster paths backtracking. It basically determines how large a |
338 | * result in a monster paths backtracking. It basically determines how large a |
334 | * detour a monster will take from the direction path when looking |
339 | * detour a monster will take from the direction path when looking |
335 | * for a path to the player. The values are in the amount of direction |
340 | * for a path to the player. The values are in the amount of direction |
336 | * the deviation is |
341 | * the deviation is |
337 | */ |
342 | */ |
338 | #define DETOUR_AMOUNT 2 |
343 | #define DETOUR_AMOUNT 2 |
… | |
… | |
374 | */ |
379 | */ |
375 | int |
380 | int |
376 | path_to_player (object *mon, object *pl, unsigned mindiff) |
381 | path_to_player (object *mon, object *pl, unsigned mindiff) |
377 | { |
382 | { |
378 | rv_vector rv; |
383 | rv_vector rv; |
379 | int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; |
384 | int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES; |
380 | |
385 | |
381 | get_rangevector (mon, pl, &rv, 0); |
386 | get_rangevector (mon, pl, &rv, 0); |
382 | |
387 | |
383 | if (rv.distance < mindiff) |
388 | if (rv.distance < mindiff) |
384 | return 0; |
389 | return 0; |
… | |
… | |
417 | } |
422 | } |
418 | else |
423 | else |
419 | { |
424 | { |
420 | /* direct path is blocked - try taking a side step to |
425 | /* direct path is blocked - try taking a side step to |
421 | * either the left or right. |
426 | * either the left or right. |
422 | * Note increase the values in the loop below to be |
427 | * Note increase the values in the loop below to be |
423 | * more than -1/1 respectively will mean the monster takes |
428 | * more than -1/1 respectively will mean the monster takes |
424 | * bigger detour. Have to be careful about these values getting |
429 | * bigger detour. Have to be careful about these values getting |
425 | * too big (3 or maybe 4 or higher) as the monster may just try |
430 | * too big (3 or maybe 4 or higher) as the monster may just try |
426 | * stepping back and forth |
431 | * stepping back and forth |
427 | */ |
432 | */ |
… | |
… | |
512 | for (object *next, *op = pl->inv; op; op = next) |
517 | for (object *next, *op = pl->inv; op; op = next) |
513 | { |
518 | { |
514 | next = op->below; |
519 | next = op->below; |
515 | |
520 | |
516 | /* Forces get applied per default, unless they have the |
521 | /* Forces get applied per default, unless they have the |
517 | * flag "neutral" set. Sorry but I can't think of a better way |
522 | * flag "neutral" set. Sorry but I can't think of a better way |
518 | */ |
523 | */ |
519 | if (op->type == FORCE && !op->flag [FLAG_NEUTRAL]) |
524 | if (op->type == FORCE && !op->flag [FLAG_NEUTRAL]) |
520 | op->set_flag (FLAG_APPLIED); |
525 | op->set_flag (FLAG_APPLIED); |
521 | |
526 | |
522 | /* we never give weapons/armour if these cannot be used |
527 | /* we never give weapons/armour if these cannot be used |
523 | * by this player due to race restrictions |
528 | * by this player due to race restrictions |
524 | */ |
529 | */ |
525 | if (pl->type == PLAYER) |
530 | if (pl->type == PLAYER) |
526 | { |
531 | { |
527 | if ((!pl->flag [FLAG_USE_ARMOUR] |
532 | if ((!pl->flag [FLAG_USE_ARMOUR] |
528 | && |
533 | && |
… | |
… | |
537 | } |
542 | } |
538 | } |
543 | } |
539 | |
544 | |
540 | /* Here we remove duplicated skills (as duplicated spell objects have |
545 | /* Here we remove duplicated skills (as duplicated spell objects have |
541 | * _very_ confusing effects for players), which could for instance be |
546 | * _very_ confusing effects for players), which could for instance be |
542 | * generated by bad treasurelists. - elmex |
547 | * generated by multiple treasurelists specifying the same skills. |
543 | */ |
548 | */ |
544 | if (op->type == SKILL) |
549 | if (op->type == SKILL) |
545 | { |
550 | { |
546 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
551 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
547 | if (tmp->type == op->type && tmp->name == op->name) |
552 | if (tmp->type == op->type && tmp->name == op->name) |
548 | { |
553 | { |
549 | op->destroy (); |
554 | op->destroy (); |
550 | LOG (llevError, |
|
|
551 | "give_initial_items: Removing duplicate skill %s\n", &tmp->name); |
|
|
552 | break; |
555 | break; |
553 | } |
556 | } |
554 | |
557 | |
555 | if (op->nrof > 1) |
558 | if (op->nrof > 1) |
556 | op->nrof = 1; |
559 | op->nrof = 1; |
… | |
… | |
609 | roll_stat () |
612 | roll_stat () |
610 | { |
613 | { |
611 | int a[4], i, j, k; |
614 | int a[4], i, j, k; |
612 | |
615 | |
613 | for (i = 0; i < 4; i++) |
616 | for (i = 0; i < 4; i++) |
614 | a[i] = (int) rndm (6) + 1; |
617 | a[i] = rndm (1, 6); |
615 | |
618 | |
616 | for (i = 0, j = 0, k = 7; i < 4; i++) |
619 | for (i = 0, j = 0, k = 7; i < 4; i++) |
617 | if (a[i] < k) |
620 | if (a[i] < k) |
618 | k = a[i], j = i; |
621 | k = a[i], j = i; |
619 | |
622 | |
… | |
… | |
716 | treasurelist *tl = treasurelist::find (shstr_starting_wealth); |
719 | treasurelist *tl = treasurelist::find (shstr_starting_wealth); |
717 | if (tl) |
720 | if (tl) |
718 | create_treasure (tl, ob, 0, 0, 0); |
721 | create_treasure (tl, ob, 0, 0, 0); |
719 | |
722 | |
720 | INVOKE_PLAYER (BIRTH, ob->contr); |
723 | INVOKE_PLAYER (BIRTH, ob->contr); |
721 | INVOKE_PLAYER (LOGIN, ob->contr); |
|
|
722 | |
724 | |
723 | ob->contr->ns->state = ST_PLAYING; |
725 | ob->contr->ns->state = ST_PLAYING; |
724 | |
726 | |
725 | if (ob->msg) |
727 | if (ob->msg) |
726 | ob->msg = 0; |
728 | ob->msg = 0; |
… | |
… | |
736 | */ |
738 | */ |
737 | if (*first_map_ext_path) |
739 | if (*first_map_ext_path) |
738 | ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); |
740 | ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); |
739 | else |
741 | else |
740 | LOG (llevDebug, "first_map_ext_path not set\n"); |
742 | LOG (llevDebug, "first_map_ext_path not set\n"); |
|
|
743 | } |
|
|
744 | |
|
|
745 | /* |
|
|
746 | * Returns true if the given player is a legal class. |
|
|
747 | * The function to add and remove class-bonuses to the stats doesn't |
|
|
748 | * check if the stat becomes negative, thus this function |
|
|
749 | * merely checks that all stats are 1 or more, and returns |
|
|
750 | * false otherwise. |
|
|
751 | */ |
|
|
752 | static int |
|
|
753 | allowed_class (const object *op) |
|
|
754 | { |
|
|
755 | return op->stats.Dex > 0 |
|
|
756 | && op->stats.Str > 0 |
|
|
757 | && op->stats.Con > 0 |
|
|
758 | && op->stats.Int > 0 |
|
|
759 | && op->stats.Wis > 0 |
|
|
760 | && op->stats.Pow > 0 |
|
|
761 | && op->stats.Cha > 0; |
741 | } |
762 | } |
742 | |
763 | |
743 | void |
764 | void |
744 | player::chargen_race_next () |
765 | player::chargen_race_next () |
745 | { |
766 | { |
… | |
… | |
759 | ob->instantiate (); |
780 | ob->instantiate (); |
760 | ob->stats = ob->contr->orig_stats; |
781 | ob->stats = ob->contr->orig_stats; |
761 | ob->name = ob->name_pl = name; |
782 | ob->name = ob->name_pl = name; |
762 | ob->x = x; |
783 | ob->x = x; |
763 | ob->y = y; |
784 | ob->y = y; |
764 | SET_ANIMATION (ob, 2); /* So player faces south */ |
785 | ob->set_anim_frame (2); /* So player faces south */ |
765 | insert_ob_in_map (ob, ob->map, ob, 0); |
786 | insert_ob_in_map (ob, ob->map, ob, 0); |
766 | assign (ob->contr->title, ob->arch->object::name); |
787 | assign (ob->contr->title, ob->arch->object::name); |
767 | ob->add_statbonus (); |
788 | ob->add_statbonus (); |
768 | } |
789 | } |
769 | while (!allowed_class (ob)); |
790 | while (!allowed_class (ob)); |
… | |
… | |
1134 | } |
1155 | } |
1135 | |
1156 | |
1136 | /* routine for both players and monsters. We call this when |
1157 | /* routine for both players and monsters. We call this when |
1137 | * there is a possibility for our action distrubing our hiding |
1158 | * there is a possibility for our action distrubing our hiding |
1138 | * place or invisiblity spell. Artefact invisiblity causes |
1159 | * place or invisiblity spell. Artefact invisiblity causes |
1139 | * "noise" instead. If we arent invisible to begin with, we |
1160 | * "noise" instead. If we arent invisible to begin with, we |
1140 | * return 0. |
1161 | * return 0. |
1141 | */ |
1162 | */ |
1142 | static int |
1163 | static int |
1143 | action_makes_visible (object *op) |
1164 | action_makes_visible (object *op) |
1144 | { |
1165 | { |
1145 | if (op->invisible && op->flag [FLAG_ALIVE]) |
1166 | if (op->invisible && op->flag [FLAG_ALIVE]) |
… | |
… | |
1168 | return 0; |
1189 | return 0; |
1169 | } |
1190 | } |
1170 | |
1191 | |
1171 | /* |
1192 | /* |
1172 | * Find an arrow in the inventory and after that |
1193 | * Find an arrow in the inventory and after that |
1173 | * in the right type container (quiver). Pointer to the |
1194 | * in the right type container (quiver). Pointer to the |
1174 | * found object is returned. |
1195 | * found object is returned. |
1175 | */ |
1196 | */ |
1176 | static object * |
1197 | static object * |
1177 | find_arrow (object *op, const char *type) |
1198 | find_arrow (object *op, const char *type) |
1178 | { |
1199 | { |
… | |
… | |
1297 | y = op->y; |
1318 | y = op->y; |
1298 | |
1319 | |
1299 | /* find the first target */ |
1320 | /* find the first target */ |
1300 | for (i = 0, found = 0; i < 20; i++) |
1321 | for (i = 0, found = 0; i < 20; i++) |
1301 | { |
1322 | { |
1302 | x += freearr_x[dir]; |
1323 | x += DIRX (dir); |
1303 | y += freearr_y[dir]; |
1324 | y += DIRY (dir); |
1304 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1325 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1305 | |
1326 | |
1306 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1327 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1307 | { |
1328 | { |
1308 | tmp = 0; |
1329 | tmp = 0; |
… | |
… | |
1331 | |
1352 | |
1332 | return find_better_arrow (op, tmp, type, &i); |
1353 | return find_better_arrow (op, tmp, type, &i); |
1333 | } |
1354 | } |
1334 | |
1355 | |
1335 | /* |
1356 | /* |
1336 | * Creature fires a bow - op can be monster or player. Returns |
1357 | * Creature fires a bow - op can be monster or player. Returns |
1337 | * 1 if bow was actually fired, 0 otherwise. |
1358 | * 1 if bow was actually fired, 0 otherwise. |
1338 | * op is the object firing the bow. |
1359 | * op is the object firing the bow. |
1339 | * part is for multipart creatures - the part firing the bow. |
1360 | * part is for multipart creatures - the part firing the bow. |
1340 | * dir is the direction of fire. |
1361 | * dir is the direction of fire. |
1341 | * wc_mod is any special modifier to give (used in special player fire modes) |
1362 | * wc_mod is any special modifier to give (used in special player fire modes) |
… | |
… | |
1444 | |
1465 | |
1445 | op->speed_left += speed - op->speed; |
1466 | op->speed_left += speed - op->speed; |
1446 | } |
1467 | } |
1447 | #endif |
1468 | #endif |
1448 | |
1469 | |
1449 | SET_ANIMATION (arrow, arrow->direction); |
1470 | arrow->set_anim_frame (arrow->direction); |
1450 | |
1471 | |
1451 | /* update the speed */ |
1472 | /* 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 | |
1473 | |
1455 | arrow->set_speed (max (arrow->speed, 2.f)); |
|
|
1456 | arrow->speed_left = 0; |
1474 | arrow->speed_left = 0; |
|
|
1475 | arrow->set_speed (max (2.f, |
|
|
1476 | ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
|
|
1477 | + bow->stats.dam / 7.f |
|
|
1478 | )); |
1457 | |
1479 | |
1458 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1480 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1459 | |
1481 | |
1460 | if (op->type == PLAYER) |
1482 | if (op->type == PLAYER) |
1461 | { |
1483 | { |
… | |
… | |
1482 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
1504 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
1483 | |
1505 | |
1484 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1506 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1485 | arrow->move_type = MOVE_FLY_LOW; |
1507 | arrow->move_type = MOVE_FLY_LOW; |
1486 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1508 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
|
|
1509 | arrow->set_flag (FLAG_NO_PICK); |
1487 | |
1510 | |
1488 | op->play_sound (sound_find ("fire_arrow")); |
1511 | op->play_sound (sound_find ("fire_arrow")); |
1489 | m->insert (arrow, sx, sy, op); |
1512 | m->insert (arrow, sx, sy, op); |
1490 | |
1513 | |
1491 | if (!arrow->destroyed ()) |
1514 | if (!arrow->destroyed ()) |
… | |
… | |
1516 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1539 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1517 | } |
1540 | } |
1518 | else if (op->contr->bowtype == bow_threewide) |
1541 | else if (op->contr->bowtype == bow_threewide) |
1519 | { |
1542 | { |
1520 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1543 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1521 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); |
1544 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + DIRX (absdir (dir + 2)), op->y + DIRY (absdir (dir + 2))); |
1522 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); |
1545 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + DIRX (absdir (dir - 2)), op->y + DIRY (absdir (dir - 2))); |
1523 | } |
1546 | } |
1524 | else if (op->contr->bowtype == bow_spreadshot) |
1547 | else if (op->contr->bowtype == bow_spreadshot) |
1525 | { |
1548 | { |
1526 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1549 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1527 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1550 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
… | |
… | |
1594 | |
1617 | |
1595 | if (item->type == WAND) |
1618 | if (item->type == WAND) |
1596 | { |
1619 | { |
1597 | if (!(--item->stats.food)) |
1620 | if (!(--item->stats.food)) |
1598 | { |
1621 | { |
1599 | object *tmp; |
|
|
1600 | |
|
|
1601 | if (item->arch) |
1622 | if (item->arch) |
1602 | { |
1623 | { |
1603 | item->clr_flag (FLAG_ANIMATE); |
1624 | item->clr_flag (FLAG_ANIMATE); |
1604 | item->face = item->arch->face; |
1625 | item->face = item->arch->face; |
1605 | item->set_speed (0); |
1626 | item->set_speed (0); |
… | |
… | |
1689 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1710 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1690 | { |
1711 | { |
1691 | if (door->type == DOOR && tmp->type == KEY) |
1712 | if (door->type == DOOR && tmp->type == KEY) |
1692 | break; |
1713 | break; |
1693 | |
1714 | |
1694 | /* For sanity, we should really check door type, but other stuff |
1715 | /* For sanity, we should really check door type, but other stuff |
1695 | * (like containers) can be locked with special keys |
1716 | * (like containers) can be locked with special keys |
1696 | */ |
1717 | */ |
1697 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1718 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1698 | break; |
1719 | break; |
1699 | } |
1720 | } |
… | |
… | |
1753 | /* find_key |
1774 | /* find_key |
1754 | * We try to find a key for the door as passed. If we find a key |
1775 | * We try to find a key for the door as passed. If we find a key |
1755 | * and successfully use it, we return the key, otherwise NULL |
1776 | * and successfully use it, we return the key, otherwise NULL |
1756 | * This function merges both normal and locked door, since the logic |
1777 | * This function merges both normal and locked door, since the logic |
1757 | * for both is the same - just the specific key is different. |
1778 | * for both is the same - just the specific key is different. |
1758 | * pl is the player, |
1779 | * pl is the player, |
1759 | * inv is the objects inventory to searched |
1780 | * inv is the objects inventory to searched |
1760 | * door is the door we are trying to match against. |
1781 | * door is the door we are trying to match against. |
1761 | * This function can be called recursively to search containers. |
1782 | * This function can be called recursively to search containers. |
1762 | */ |
1783 | */ |
1763 | object * |
1784 | object * |
1764 | find_key (object *pl, object *container, object *door) |
1785 | find_key (object *pl, object *container, object *door) |
… | |
… | |
1836 | { |
1857 | { |
1837 | --op->speed_left; |
1858 | --op->speed_left; |
1838 | return true; |
1859 | return true; |
1839 | } |
1860 | } |
1840 | |
1861 | |
1841 | sint16 nx = freearr_x[dir] + op->x; |
1862 | sint16 nx = DIRX (dir) + op->x; |
1842 | sint16 ny = freearr_y[dir] + op->y; |
1863 | sint16 ny = DIRY (dir) + op->y; |
1843 | |
1864 | |
1844 | if (out_of_map (op->map, nx, ny)) |
1865 | if (out_of_map (op->map, nx, ny)) |
1845 | return false; |
1866 | return false; |
1846 | |
1867 | |
1847 | /* If braced, or can't move to the square, and it is not out of the |
1868 | /* If braced, or can't move to the square, and it is not out of the |
… | |
… | |
1868 | || mon->flag [FLAG_CAN_ROLL]) |
1889 | || mon->flag [FLAG_CAN_ROLL]) |
1869 | && mon != op) |
1890 | && mon != op) |
1870 | break; |
1891 | break; |
1871 | } |
1892 | } |
1872 | |
1893 | |
1873 | if (!mon) /* This happens anytime the player tries to move */ |
1894 | /* no monster == player tries to move into a wall or so */ |
1874 | return false; /* into a wall */ |
1895 | if (!mon) |
|
|
1896 | { |
|
|
1897 | for (object *ob = m->at (nx, ny).top; ob; ob = ob->below) |
|
|
1898 | if (op->move_type & ob->move_block) |
|
|
1899 | { |
|
|
1900 | if (ob->move_block == MOVE_ALL) |
|
|
1901 | move_into_wall (op, ob); |
|
|
1902 | else |
|
|
1903 | { |
|
|
1904 | if (op->contr->ns->bumpmsg) |
|
|
1905 | { |
|
|
1906 | op->play_sound (sound_find ("blocked_move")); |
|
|
1907 | |
|
|
1908 | op->statusmsg (ob->invisible |
|
|
1909 | ? "Something blocks you." |
|
|
1910 | : format ("Something blocks you from entering the %s.", query_name (ob)) |
|
|
1911 | ); |
|
|
1912 | } |
|
|
1913 | } |
|
|
1914 | |
|
|
1915 | break; |
|
|
1916 | } |
|
|
1917 | |
|
|
1918 | return false; |
|
|
1919 | } |
1875 | |
1920 | |
1876 | mon = mon->head_ (); |
1921 | mon = mon->head_ (); |
1877 | |
1922 | |
1878 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
1923 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
1879 | if (op->contr->weapon_sp_left > 0.f) |
1924 | if (op->contr->weapon_sp_left > 0.f) |
… | |
… | |
1994 | } |
2039 | } |
1995 | |
2040 | |
1996 | bool |
2041 | bool |
1997 | move_player (object *op, int dir) |
2042 | move_player (object *op, int dir) |
1998 | { |
2043 | { |
1999 | if (!op->map || op->map->in_memory != MAP_ACTIVE) |
2044 | if (!op->map || op->map->state != MAP_ACTIVE) |
2000 | return 0; |
2045 | return 0; |
2001 | |
2046 | |
2002 | /* Sanity check: make sure dir is valid */ |
2047 | /* Sanity check: make sure dir is valid */ |
2003 | if (dir < 0 || dir > 8) |
2048 | if (dir < 0 || dir > 8) |
2004 | { |
2049 | { |
… | |
… | |
2145 | void |
2190 | void |
2146 | do_some_living (object *op) |
2191 | do_some_living (object *op) |
2147 | { |
2192 | { |
2148 | int last_food = op->stats.food; |
2193 | int last_food = op->stats.food; |
2149 | int gen_hp, gen_sp, gen_grace; |
2194 | int gen_hp, gen_sp, gen_grace; |
2150 | int over_hp, over_sp, over_grace; |
|
|
2151 | int i; |
|
|
2152 | int rate_hp = 1200; |
2195 | int rate_hp = 1200; |
2153 | int rate_sp = 2500; |
2196 | int rate_sp = 2500; |
2154 | int rate_grace = 2000; |
2197 | int rate_grace = 2000; |
2155 | const int max_hp = 1; |
2198 | const int max_hp = 1; |
2156 | const int max_sp = 1; |
2199 | const int max_sp = 1; |
2157 | const int max_grace = 1; |
2200 | const int max_grace = 1; |
2158 | |
2201 | |
|
|
2202 | #if 0 |
2159 | if (op->contr->hidden) |
2203 | if (op->contr->hidden) |
2160 | { |
2204 | { |
2161 | op->invisible = 1000; |
2205 | op->invisible = 1000; |
2162 | /* the socket code flashes the player visible/invisible |
2206 | /* the socket code flashes the player visible/invisible |
2163 | * depending on the value of invisible, so we need to |
2207 | * depending on the value of invisible, so we need to |
2164 | * alternate it here for it to work correctly. |
2208 | * alternate it here for it to work correctly. |
2165 | */ |
2209 | */ |
2166 | if (pticks & 2) |
2210 | if (server_tick & 2) |
2167 | op->invisible--; |
2211 | op->invisible--; |
2168 | } |
2212 | } |
|
|
2213 | else |
|
|
2214 | #endif |
2169 | else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS])) |
2215 | if (op->invisible && !(op->flag [FLAG_MAKE_INVIS])) |
2170 | { |
2216 | { |
2171 | if (!op->invisible--) |
2217 | if (!op->invisible--) |
2172 | { |
2218 | { |
2173 | make_visible (op); |
2219 | make_visible (op); |
2174 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
2220 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
… | |
… | |
2208 | if (--op->last_grace < 0) |
2254 | if (--op->last_grace < 0) |
2209 | { |
2255 | { |
2210 | if (op->stats.grace < op->stats.maxgrace / 2) |
2256 | if (op->stats.grace < op->stats.maxgrace / 2) |
2211 | op->stats.grace++; /* no penalty in food for regaining grace */ |
2257 | op->stats.grace++; /* no penalty in food for regaining grace */ |
2212 | |
2258 | |
|
|
2259 | int temp = gen_grace < 20 ? 30 : gen_grace + 10; |
|
|
2260 | |
2213 | if (max_grace > 1) |
2261 | if (max_grace > 1) |
2214 | { |
2262 | { |
2215 | over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; |
2263 | int over_grace = temp / rate_grace; |
|
|
2264 | |
2216 | if (over_grace > 0) |
2265 | if (over_grace > 0) |
2217 | { |
2266 | { |
2218 | op->stats.sp += over_grace |
2267 | op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0; |
2219 | + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0; |
|
|
2220 | op->last_grace = 0; |
2268 | op->last_grace = 0; |
2221 | } |
2269 | } |
2222 | else |
2270 | else |
2223 | { |
2271 | op->last_grace = rate_grace / temp; |
2224 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
|
|
2225 | } |
|
|
2226 | } |
2272 | } |
2227 | else |
2273 | else |
2228 | { |
2274 | op->last_grace = rate_grace / temp; |
2229 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2275 | |
2230 | } |
|
|
2231 | /* wearing stuff doesn't detract from grace generation. */ |
2276 | /* wearing stuff doesn't detract from grace generation. */ |
2232 | } |
2277 | } |
2233 | |
2278 | |
2234 | if (op->stats.food > 0) |
2279 | if (op->stats.food > 0) |
2235 | { |
2280 | { |
… | |
… | |
2254 | } |
2299 | } |
2255 | } |
2300 | } |
2256 | |
2301 | |
2257 | if (max_sp > 1) |
2302 | if (max_sp > 1) |
2258 | { |
2303 | { |
2259 | over_sp = (gen_sp + 10) / rate_sp; |
2304 | int over_sp = (gen_sp + 10) / rate_sp; |
2260 | if (over_sp > 0) |
2305 | if (over_sp > 0) |
2261 | { |
2306 | { |
2262 | if (op->stats.sp < op->stats.maxsp) |
2307 | if (op->stats.sp < op->stats.maxsp) |
2263 | { |
2308 | { |
2264 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
2309 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
… | |
… | |
2296 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2341 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2297 | op->stats.food = last_food; |
2342 | op->stats.food = last_food; |
2298 | } |
2343 | } |
2299 | } |
2344 | } |
2300 | |
2345 | |
|
|
2346 | int temp = gen_hp < 20 ? 30 : gen_hp + 10; |
|
|
2347 | |
2301 | if (max_hp > 1) |
2348 | if (max_hp > 1) |
2302 | { |
2349 | { |
2303 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
2350 | int over_hp = temp / rate_hp; |
2304 | |
2351 | |
2305 | if (over_hp > 0) |
2352 | if (over_hp > 0) |
2306 | { |
2353 | { |
2307 | op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
2354 | op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0; |
2308 | op->last_heal = 0; |
2355 | op->last_heal = 0; |
2309 | } |
2356 | } |
2310 | else |
2357 | else |
2311 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2358 | op->last_heal = rate_hp / temp; |
2312 | } |
2359 | } |
2313 | else |
2360 | else |
2314 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2361 | op->last_heal = rate_hp / temp; |
2315 | } |
2362 | } |
2316 | } |
2363 | } |
2317 | |
2364 | |
2318 | /* Digestion */ |
2365 | /* Digestion */ |
2319 | if (--op->last_eat < 0) |
2366 | if (--op->last_eat < 0) |
… | |
… | |
2556 | |
2603 | |
2557 | /* There is a maximum depletion total per level. */ |
2604 | /* There is a maximum depletion total per level. */ |
2558 | if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
2605 | if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
2559 | { |
2606 | { |
2560 | lose_this_stat = 0; |
2607 | lose_this_stat = 0; |
2561 | /* Take loss chance vs keep chance to see if we |
2608 | /* Take loss chance vs keep chance to see if we |
2562 | retain the stat. */ |
2609 | retain the stat. */ |
2563 | } |
2610 | } |
2564 | else |
2611 | else |
2565 | { |
2612 | { |
2566 | if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) |
2613 | if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) |
… | |
… | |
2659 | if (will_kill_again) |
2706 | if (will_kill_again) |
2660 | { |
2707 | { |
2661 | object *force; |
2708 | object *force; |
2662 | int at; |
2709 | int at; |
2663 | |
2710 | |
2664 | force = get_archetype (FORCE_NAME); |
2711 | force = archetype::get (FORCE_NAME); |
2665 | /* 50 ticks should be enough time for the spell to abate */ |
2712 | /* 50 ticks should be enough time for the spell to abate */ |
2666 | force->speed = 0.1f; |
|
|
2667 | force->speed_left = -5.f; |
2713 | force->speed_left = -5.f; |
|
|
2714 | force->set_speed (0.1f); |
2668 | force->set_flag (FLAG_APPLIED); |
2715 | force->set_flag (FLAG_APPLIED); |
|
|
2716 | |
2669 | for (at = 0; at < NROFATTACKS; at++) |
2717 | for (at = 0; at < NROFATTACKS; at++) |
2670 | if (will_kill_again & (1 << at)) |
2718 | if (will_kill_again & (1 << at)) |
2671 | force->resist[at] = 100; |
2719 | force->resist[at] = 100; |
2672 | |
2720 | |
2673 | insert_ob_in_ob (force, op); |
2721 | insert_ob_in_ob (force, op); |
… | |
… | |
2678 | } |
2726 | } |
2679 | |
2727 | |
2680 | static void |
2728 | static void |
2681 | loot_object (object *op) |
2729 | loot_object (object *op) |
2682 | { /* Grab and destroy some treasure */ |
2730 | { /* Grab and destroy some treasure */ |
2683 | object *tmp, *tmp2, *next; |
2731 | object *tmp, *next; |
2684 | |
2732 | |
2685 | op->close_container (); /* close open sack first */ |
2733 | op->close_container (); /* close open sack first */ |
2686 | |
2734 | |
2687 | for (tmp = op->inv; tmp; tmp = next) |
2735 | for (tmp = op->inv; tmp; tmp = next) |
2688 | { |
2736 | { |
… | |
… | |
2720 | void |
2768 | void |
2721 | fix_weight () |
2769 | fix_weight () |
2722 | { |
2770 | { |
2723 | for_all_players (pl) |
2771 | for_all_players (pl) |
2724 | { |
2772 | { |
2725 | sint32 old = pl->ob->carrying; |
2773 | weight_t old = pl->ob->carrying; |
2726 | |
2774 | |
2727 | pl->ob->update_weight (); |
2775 | pl->ob->update_weight (); |
2728 | |
2776 | |
2729 | if (old != pl->ob->carrying) |
2777 | if (old != pl->ob->carrying) |
2730 | { |
2778 | { |
… | |
… | |
2826 | level = -(10 + (2 * ob->map->darklevel ())); |
2874 | level = -(10 + (2 * ob->map->darklevel ())); |
2827 | |
2875 | |
2828 | /* scan through all nearby squares for terrain to hide in */ |
2876 | /* scan through all nearby squares for terrain to hide in */ |
2829 | for (i = 0, x = ob->x, y = ob->y; |
2877 | for (i = 0, x = ob->x, y = ob->y; |
2830 | i <= SIZEOFFREE1; |
2878 | i <= SIZEOFFREE1; |
2831 | i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
2879 | i++, x = ob->x + DIRX (i), y = ob->y + DIRY (i)) |
2832 | { |
2880 | { |
2833 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
2881 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
2834 | if (mflag & P_OUT_OF_MAP) |
2882 | if (mflag & P_OUT_OF_MAP) |
2835 | continue; |
2883 | continue; |
2836 | |
2884 | |
… | |
… | |
2908 | friendly = who->flag [FLAG_FRIENDLY]; |
2956 | friendly = who->flag [FLAG_FRIENDLY]; |
2909 | |
2957 | |
2910 | /* search adjacent squares */ |
2958 | /* search adjacent squares */ |
2911 | for (i = 1; i < 9; i++) |
2959 | for (i = 1; i < 9; i++) |
2912 | { |
2960 | { |
2913 | x = who->x + freearr_x[i]; |
2961 | x = who->x + DIRX (i); |
2914 | y = who->y + freearr_y[i]; |
2962 | y = who->y + DIRY (i); |
2915 | m = who->map; |
2963 | m = who->map; |
2916 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
2964 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
2917 | /* space must be blocked if there is a monster. If not |
2965 | /* space must be blocked if there is a monster. If not |
2918 | * blocked, don't need to check this space. |
2966 | * blocked, don't need to check this space. |
2919 | */ |
2967 | */ |
… | |
… | |
2925 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
2973 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
2926 | { |
2974 | { |
2927 | if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE]) |
2975 | if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE]) |
2928 | return 1; |
2976 | return 1; |
2929 | else if (tmp->type == PLAYER) |
2977 | else if (tmp->type == PLAYER) |
2930 | { |
|
|
2931 | /*don't let a hidden DM prevent you from hiding */ |
|
|
2932 | if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0) |
|
|
2933 | return 1; |
2978 | return 1; |
2934 | } |
|
|
2935 | } |
2979 | } |
2936 | } |
2980 | } |
2937 | return 0; |
2981 | return 0; |
2938 | } |
2982 | } |
2939 | |
2983 | |
2940 | /* check the player los field for viewability of the |
2984 | /* check the player los field for viewability of the |
2941 | * object op. This function works fine for monsters, |
2985 | * object op. This function works fine for monsters, |
2942 | * but we dont worry if the object isnt the top one in |
2986 | * but we dont worry if the object isnt the top one in |
2943 | * a pile (say a coin under a table would return "viewable" |
2987 | * a pile (say a coin under a table would return "viewable" |
2944 | * by this routine). Another question, should we be |
2988 | * by this routine). Another question, should we be |
2945 | * concerned with the direction the player is looking |
2989 | * concerned with the direction the player is looking |
2946 | * in? Realistically, most of us can't see stuff behind |
2990 | * in? Realistically, most of us can't see stuff behind |
2947 | * our backs...on the other hand, does the "facing" direction |
2991 | * our backs...on the other hand, does the "facing" direction |
2948 | * imply the way your head, or body is facing? It's possible |
2992 | * imply the way your head, or body is facing? It's possible |
2949 | * for them to differ. Sigh, this fctn could get a bit more complex. |
2993 | * for them to differ. Sigh, this fctn could get a bit more complex. |
2950 | * -b.t. |
2994 | * -b.t. |
2951 | * This function is now map tiling safe. |
2995 | * This function is now map tiling safe. |
2952 | */ |
2996 | */ |
2953 | int |
2997 | int |
2954 | player_can_view (object *pl, object *op) |
2998 | player_can_view (object *pl, object *op) |
2955 | { |
2999 | { |
… | |
… | |
2969 | |
3013 | |
2970 | get_rangevector (pl, op, &rv, 0x1); |
3014 | get_rangevector (pl, op, &rv, 0x1); |
2971 | |
3015 | |
2972 | /* starting with the 'head' part, lets loop |
3016 | /* starting with the 'head' part, lets loop |
2973 | * through the object and find if it has any |
3017 | * through the object and find if it has any |
2974 | * part that is in the los array but isn't on |
3018 | * part that is in the los array but isn't on |
2975 | * a blocked los square. |
3019 | * a blocked los square. |
2976 | * we use the archetype to figure out offsets. |
3020 | * we use the archetype to figure out offsets. |
2977 | */ |
3021 | */ |
2978 | while (op) |
3022 | while (op) |
2979 | { |
3023 | { |