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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * 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 |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
8 | * 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 |
9 | * 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 |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * option) any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the Affero GNU General Public License |
18 | * 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 |
19 | * and the GNU General Public License along with this program. If not, see |
20 | * <http://www.gnu.org/licenses/>. |
20 | * <http://www.gnu.org/licenses/>. |
21 | * |
21 | * |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
23 | */ |
24 | |
24 | |
25 | //+GPL |
25 | //+GPL |
|
|
26 | |
|
|
27 | #include <algorithm> |
|
|
28 | #include <functional> |
26 | |
29 | |
27 | #include <global.h> |
30 | #include <global.h> |
28 | #include <sproto.h> |
31 | #include <sproto.h> |
29 | #include <sounds.h> |
32 | #include <sounds.h> |
30 | #include <living.h> |
33 | #include <living.h> |
31 | #include <object.h> |
34 | #include <object.h> |
32 | #include <spells.h> |
35 | #include <spells.h> |
33 | #include <skills.h> |
36 | #include <skills.h> |
34 | |
|
|
35 | #include <algorithm> |
|
|
36 | #include <functional> |
|
|
37 | |
37 | |
38 | playervec players; |
38 | playervec players; |
39 | |
39 | |
40 | /* This loads the first map an puts the player on it. */ |
40 | /* This loads the first map an puts the player on it. */ |
41 | static void |
41 | static void |
… | |
… | |
373 | */ |
373 | */ |
374 | int |
374 | int |
375 | path_to_player (object *mon, object *pl, unsigned mindiff) |
375 | path_to_player (object *mon, object *pl, unsigned mindiff) |
376 | { |
376 | { |
377 | rv_vector rv; |
377 | rv_vector rv; |
378 | int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; |
378 | int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES; |
379 | |
379 | |
380 | get_rangevector (mon, pl, &rv, 0); |
380 | get_rangevector (mon, pl, &rv, 0); |
381 | |
381 | |
382 | if (rv.distance < mindiff) |
382 | if (rv.distance < mindiff) |
383 | return 0; |
383 | return 0; |
… | |
… | |
536 | } |
536 | } |
537 | } |
537 | } |
538 | |
538 | |
539 | /* Here we remove duplicated skills (as duplicated spell objects have |
539 | /* Here we remove duplicated skills (as duplicated spell objects have |
540 | * _very_ confusing effects for players), which could for instance be |
540 | * _very_ confusing effects for players), which could for instance be |
541 | * generated by bad treasurelists. - elmex |
541 | * generated by multiple treasurelists specifying the same skills. |
542 | */ |
542 | */ |
543 | if (op->type == SKILL) |
543 | if (op->type == SKILL) |
544 | { |
544 | { |
545 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
545 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
546 | if (tmp->type == op->type && tmp->name == op->name) |
546 | if (tmp->type == op->type && tmp->name == op->name) |
547 | { |
547 | { |
548 | op->destroy (); |
548 | op->destroy (); |
549 | LOG (llevError, |
|
|
550 | "give_initial_items: Removing duplicate skill %s\n", &tmp->name); |
|
|
551 | break; |
549 | break; |
552 | } |
550 | } |
553 | |
551 | |
554 | if (op->nrof > 1) |
552 | if (op->nrof > 1) |
555 | op->nrof = 1; |
553 | op->nrof = 1; |
… | |
… | |
734 | */ |
732 | */ |
735 | if (*first_map_ext_path) |
733 | if (*first_map_ext_path) |
736 | ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); |
734 | ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); |
737 | else |
735 | else |
738 | LOG (llevDebug, "first_map_ext_path not set\n"); |
736 | LOG (llevDebug, "first_map_ext_path not set\n"); |
|
|
737 | } |
|
|
738 | |
|
|
739 | /* |
|
|
740 | * Returns true if the given player is a legal class. |
|
|
741 | * The function to add and remove class-bonuses to the stats doesn't |
|
|
742 | * check if the stat becomes negative, thus this function |
|
|
743 | * merely checks that all stats are 1 or more, and returns |
|
|
744 | * false otherwise. |
|
|
745 | */ |
|
|
746 | static int |
|
|
747 | allowed_class (const object *op) |
|
|
748 | { |
|
|
749 | return op->stats.Dex > 0 |
|
|
750 | && op->stats.Str > 0 |
|
|
751 | && op->stats.Con > 0 |
|
|
752 | && op->stats.Int > 0 |
|
|
753 | && op->stats.Wis > 0 |
|
|
754 | && op->stats.Pow > 0 |
|
|
755 | && op->stats.Cha > 0; |
739 | } |
756 | } |
740 | |
757 | |
741 | void |
758 | void |
742 | player::chargen_race_next () |
759 | player::chargen_race_next () |
743 | { |
760 | { |
… | |
… | |
1447 | SET_ANIMATION (arrow, arrow->direction); |
1464 | SET_ANIMATION (arrow, arrow->direction); |
1448 | |
1465 | |
1449 | /* update the speed */ |
1466 | /* update the speed */ |
1450 | |
1467 | |
1451 | arrow->speed_left = 0; |
1468 | arrow->speed_left = 0; |
1452 | arrow->set_speed (max (2.f, |
1469 | arrow->set_speed (max (2.f, |
1453 | ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
1470 | ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
1454 | + bow->stats.dam / 7.f |
1471 | + bow->stats.dam / 7.f |
1455 | )); |
1472 | )); |
1456 | |
1473 | |
1457 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1474 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
… | |
… | |
1481 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
1498 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
1482 | |
1499 | |
1483 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1500 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1484 | arrow->move_type = MOVE_FLY_LOW; |
1501 | arrow->move_type = MOVE_FLY_LOW; |
1485 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1502 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
|
|
1503 | arrow->set_flag (FLAG_NO_PICK); |
1486 | |
1504 | |
1487 | op->play_sound (sound_find ("fire_arrow")); |
1505 | op->play_sound (sound_find ("fire_arrow")); |
1488 | m->insert (arrow, sx, sy, op); |
1506 | m->insert (arrow, sx, sy, op); |
1489 | |
1507 | |
1490 | if (!arrow->destroyed ()) |
1508 | if (!arrow->destroyed ()) |
… | |
… | |
1593 | |
1611 | |
1594 | if (item->type == WAND) |
1612 | if (item->type == WAND) |
1595 | { |
1613 | { |
1596 | if (!(--item->stats.food)) |
1614 | if (!(--item->stats.food)) |
1597 | { |
1615 | { |
1598 | object *tmp; |
|
|
1599 | |
|
|
1600 | if (item->arch) |
1616 | if (item->arch) |
1601 | { |
1617 | { |
1602 | item->clr_flag (FLAG_ANIMATE); |
1618 | item->clr_flag (FLAG_ANIMATE); |
1603 | item->face = item->arch->face; |
1619 | item->face = item->arch->face; |
1604 | item->set_speed (0); |
1620 | item->set_speed (0); |
… | |
… | |
1870 | } |
1886 | } |
1871 | |
1887 | |
1872 | /* no monster == player tries to move into a wall or so */ |
1888 | /* no monster == player tries to move into a wall or so */ |
1873 | if (!mon) |
1889 | if (!mon) |
1874 | { |
1890 | { |
1875 | if (op->contr->ns->bumpmsg) |
|
|
1876 | for (object *ob = m->at (nx, ny).top; ob; ob = ob->below) |
1891 | for (object *ob = m->at (nx, ny).top; ob; ob = ob->below) |
1877 | if (op->move_type & ob->move_block) |
1892 | if (op->move_type & ob->move_block) |
1878 | { |
1893 | { |
1879 | if (ob->move_block == MOVE_ALL) |
1894 | if (ob->move_block == MOVE_ALL) |
|
|
1895 | move_into_wall (op, ob); |
|
|
1896 | else |
|
|
1897 | { |
|
|
1898 | if (op->contr->ns->bumpmsg) |
1880 | { |
1899 | { |
1881 | op->play_sound (sound_find ("bump_wall")); |
|
|
1882 | |
|
|
1883 | op->statusmsg (ob->invisible |
|
|
1884 | ? "You bump into something." |
|
|
1885 | : format ("You bump into the %s.", query_name (ob)) |
|
|
1886 | ); |
|
|
1887 | } |
|
|
1888 | else |
|
|
1889 | { |
|
|
1890 | op->play_sound (sound_find ("blocked_move")); |
1900 | op->play_sound (sound_find ("blocked_move")); |
1891 | |
1901 | |
1892 | op->statusmsg (ob->invisible |
1902 | op->statusmsg (ob->invisible |
1893 | ? "Something blocks you." |
1903 | ? "Something blocks you." |
1894 | : format ("Something blocks you from entering the %s.", query_name (ob)) |
1904 | : format ("Something blocks you from entering the %s.", query_name (ob)) |
1895 | ); |
1905 | ); |
1896 | } |
1906 | } |
|
|
1907 | } |
1897 | |
1908 | |
1898 | break; |
1909 | break; |
1899 | } |
1910 | } |
1900 | |
1911 | |
1901 | return false; |
1912 | return false; |
1902 | } |
1913 | } |
1903 | |
1914 | |
1904 | mon = mon->head_ (); |
1915 | mon = mon->head_ (); |
… | |
… | |
2022 | } |
2033 | } |
2023 | |
2034 | |
2024 | bool |
2035 | bool |
2025 | move_player (object *op, int dir) |
2036 | move_player (object *op, int dir) |
2026 | { |
2037 | { |
2027 | if (!op->map || op->map->in_memory != MAP_ACTIVE) |
2038 | if (!op->map || op->map->state != MAP_ACTIVE) |
2028 | return 0; |
2039 | return 0; |
2029 | |
2040 | |
2030 | /* Sanity check: make sure dir is valid */ |
2041 | /* Sanity check: make sure dir is valid */ |
2031 | if (dir < 0 || dir > 8) |
2042 | if (dir < 0 || dir > 8) |
2032 | { |
2043 | { |
… | |
… | |
2173 | void |
2184 | void |
2174 | do_some_living (object *op) |
2185 | do_some_living (object *op) |
2175 | { |
2186 | { |
2176 | int last_food = op->stats.food; |
2187 | int last_food = op->stats.food; |
2177 | int gen_hp, gen_sp, gen_grace; |
2188 | int gen_hp, gen_sp, gen_grace; |
2178 | int i; |
|
|
2179 | int rate_hp = 1200; |
2189 | int rate_hp = 1200; |
2180 | int rate_sp = 2500; |
2190 | int rate_sp = 2500; |
2181 | int rate_grace = 2000; |
2191 | int rate_grace = 2000; |
2182 | const int max_hp = 1; |
2192 | const int max_hp = 1; |
2183 | const int max_sp = 1; |
2193 | const int max_sp = 1; |
2184 | const int max_grace = 1; |
2194 | const int max_grace = 1; |
2185 | |
2195 | |
|
|
2196 | #if 0 |
2186 | if (op->contr->hidden) |
2197 | if (op->contr->hidden) |
2187 | { |
2198 | { |
2188 | op->invisible = 1000; |
2199 | op->invisible = 1000; |
2189 | /* the socket code flashes the player visible/invisible |
2200 | /* the socket code flashes the player visible/invisible |
2190 | * depending on the value of invisible, so we need to |
2201 | * depending on the value of invisible, so we need to |
2191 | * alternate it here for it to work correctly. |
2202 | * alternate it here for it to work correctly. |
2192 | */ |
2203 | */ |
2193 | if (pticks & 2) |
2204 | if (server_tick & 2) |
2194 | op->invisible--; |
2205 | op->invisible--; |
2195 | } |
2206 | } |
|
|
2207 | else |
|
|
2208 | #endif |
2196 | else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS])) |
2209 | if (op->invisible && !(op->flag [FLAG_MAKE_INVIS])) |
2197 | { |
2210 | { |
2198 | if (!op->invisible--) |
2211 | if (!op->invisible--) |
2199 | { |
2212 | { |
2200 | make_visible (op); |
2213 | make_visible (op); |
2201 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
2214 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
… | |
… | |
2687 | if (will_kill_again) |
2700 | if (will_kill_again) |
2688 | { |
2701 | { |
2689 | object *force; |
2702 | object *force; |
2690 | int at; |
2703 | int at; |
2691 | |
2704 | |
2692 | force = get_archetype (FORCE_NAME); |
2705 | force = archetype::get (FORCE_NAME); |
2693 | /* 50 ticks should be enough time for the spell to abate */ |
2706 | /* 50 ticks should be enough time for the spell to abate */ |
2694 | force->speed_left = -5.f; |
2707 | force->speed_left = -5.f; |
2695 | force->set_speed (0.1f); |
2708 | force->set_speed (0.1f); |
2696 | force->set_flag (FLAG_APPLIED); |
2709 | force->set_flag (FLAG_APPLIED); |
2697 | |
2710 | |
… | |
… | |
2707 | } |
2720 | } |
2708 | |
2721 | |
2709 | static void |
2722 | static void |
2710 | loot_object (object *op) |
2723 | loot_object (object *op) |
2711 | { /* Grab and destroy some treasure */ |
2724 | { /* Grab and destroy some treasure */ |
2712 | object *tmp, *tmp2, *next; |
2725 | object *tmp, *next; |
2713 | |
2726 | |
2714 | op->close_container (); /* close open sack first */ |
2727 | op->close_container (); /* close open sack first */ |
2715 | |
2728 | |
2716 | for (tmp = op->inv; tmp; tmp = next) |
2729 | for (tmp = op->inv; tmp; tmp = next) |
2717 | { |
2730 | { |
… | |
… | |
2749 | void |
2762 | void |
2750 | fix_weight () |
2763 | fix_weight () |
2751 | { |
2764 | { |
2752 | for_all_players (pl) |
2765 | for_all_players (pl) |
2753 | { |
2766 | { |
2754 | sint32 old = pl->ob->carrying; |
2767 | weight_t old = pl->ob->carrying; |
2755 | |
2768 | |
2756 | pl->ob->update_weight (); |
2769 | pl->ob->update_weight (); |
2757 | |
2770 | |
2758 | if (old != pl->ob->carrying) |
2771 | if (old != pl->ob->carrying) |
2759 | { |
2772 | { |
… | |
… | |
2954 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
2967 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
2955 | { |
2968 | { |
2956 | if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE]) |
2969 | if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE]) |
2957 | return 1; |
2970 | return 1; |
2958 | else if (tmp->type == PLAYER) |
2971 | else if (tmp->type == PLAYER) |
2959 | { |
|
|
2960 | /*don't let a hidden DM prevent you from hiding */ |
|
|
2961 | if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0) |
|
|
2962 | return 1; |
2972 | return 1; |
2963 | } |
|
|
2964 | } |
2973 | } |
2965 | } |
2974 | } |
2966 | return 0; |
2975 | return 0; |
2967 | } |
2976 | } |
2968 | |
2977 | |
2969 | /* check the player los field for viewability of the |
2978 | /* check the player los field for viewability of the |
2970 | * object op. This function works fine for monsters, |
2979 | * object op. This function works fine for monsters, |
2971 | * but we dont worry if the object isnt the top one in |
2980 | * but we dont worry if the object isnt the top one in |
2972 | * a pile (say a coin under a table would return "viewable" |
2981 | * a pile (say a coin under a table would return "viewable" |
2973 | * by this routine). Another question, should we be |
2982 | * by this routine). Another question, should we be |
2974 | * concerned with the direction the player is looking |
2983 | * concerned with the direction the player is looking |
2975 | * in? Realistically, most of us can't see stuff behind |
2984 | * in? Realistically, most of us can't see stuff behind |
2976 | * our backs...on the other hand, does the "facing" direction |
2985 | * our backs...on the other hand, does the "facing" direction |
2977 | * imply the way your head, or body is facing? It's possible |
2986 | * imply the way your head, or body is facing? It's possible |
2978 | * for them to differ. Sigh, this fctn could get a bit more complex. |
2987 | * for them to differ. Sigh, this fctn could get a bit more complex. |
2979 | * -b.t. |
2988 | * -b.t. |
2980 | * This function is now map tiling safe. |
2989 | * This function is now map tiling safe. |
2981 | */ |
2990 | */ |
2982 | int |
2991 | int |
2983 | player_can_view (object *pl, object *op) |
2992 | player_can_view (object *pl, object *op) |
2984 | { |
2993 | { |