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 (©) 2005,2006,2007,2008,2009,2010,2011,2012 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 | |
26 | |
… | |
… | |
734 | 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); |
735 | else |
735 | else |
736 | LOG (llevDebug, "first_map_ext_path not set\n"); |
736 | LOG (llevDebug, "first_map_ext_path not set\n"); |
737 | } |
737 | } |
738 | |
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; |
|
|
756 | } |
|
|
757 | |
739 | void |
758 | void |
740 | player::chargen_race_next () |
759 | player::chargen_race_next () |
741 | { |
760 | { |
742 | /* Following actually changes the race - this is the default command |
761 | /* Following actually changes the race - this is the default command |
743 | * if we don't match with one of the options above. |
762 | * if we don't match with one of the options above. |
… | |
… | |
1445 | SET_ANIMATION (arrow, arrow->direction); |
1464 | SET_ANIMATION (arrow, arrow->direction); |
1446 | |
1465 | |
1447 | /* update the speed */ |
1466 | /* update the speed */ |
1448 | |
1467 | |
1449 | arrow->speed_left = 0; |
1468 | arrow->speed_left = 0; |
1450 | arrow->set_speed (max (2.f, |
1469 | arrow->set_speed (max (2.f, |
1451 | ((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 |
1452 | + bow->stats.dam / 7.f |
1471 | + bow->stats.dam / 7.f |
1453 | )); |
1472 | )); |
1454 | |
1473 | |
1455 | 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; |
… | |
… | |
1479 | 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); |
1480 | |
1499 | |
1481 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1500 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1482 | arrow->move_type = MOVE_FLY_LOW; |
1501 | arrow->move_type = MOVE_FLY_LOW; |
1483 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1502 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
|
|
1503 | arrow->set_flag (FLAG_NO_PICK); |
1484 | |
1504 | |
1485 | op->play_sound (sound_find ("fire_arrow")); |
1505 | op->play_sound (sound_find ("fire_arrow")); |
1486 | m->insert (arrow, sx, sy, op); |
1506 | m->insert (arrow, sx, sy, op); |
1487 | |
1507 | |
1488 | if (!arrow->destroyed ()) |
1508 | if (!arrow->destroyed ()) |
… | |
… | |
2171 | int rate_grace = 2000; |
2191 | int rate_grace = 2000; |
2172 | const int max_hp = 1; |
2192 | const int max_hp = 1; |
2173 | const int max_sp = 1; |
2193 | const int max_sp = 1; |
2174 | const int max_grace = 1; |
2194 | const int max_grace = 1; |
2175 | |
2195 | |
|
|
2196 | #if 0 |
2176 | if (op->contr->hidden) |
2197 | if (op->contr->hidden) |
2177 | { |
2198 | { |
2178 | op->invisible = 1000; |
2199 | op->invisible = 1000; |
2179 | /* the socket code flashes the player visible/invisible |
2200 | /* the socket code flashes the player visible/invisible |
2180 | * depending on the value of invisible, so we need to |
2201 | * depending on the value of invisible, so we need to |
2181 | * alternate it here for it to work correctly. |
2202 | * alternate it here for it to work correctly. |
2182 | */ |
2203 | */ |
2183 | if (server_tick & 2) |
2204 | if (server_tick & 2) |
2184 | op->invisible--; |
2205 | op->invisible--; |
2185 | } |
2206 | } |
|
|
2207 | else |
|
|
2208 | #endif |
2186 | else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS])) |
2209 | if (op->invisible && !(op->flag [FLAG_MAKE_INVIS])) |
2187 | { |
2210 | { |
2188 | if (!op->invisible--) |
2211 | if (!op->invisible--) |
2189 | { |
2212 | { |
2190 | make_visible (op); |
2213 | make_visible (op); |
2191 | 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."); |
… | |
… | |
2739 | void |
2762 | void |
2740 | fix_weight () |
2763 | fix_weight () |
2741 | { |
2764 | { |
2742 | for_all_players (pl) |
2765 | for_all_players (pl) |
2743 | { |
2766 | { |
2744 | sint32 old = pl->ob->carrying; |
2767 | weight_t old = pl->ob->carrying; |
2745 | |
2768 | |
2746 | pl->ob->update_weight (); |
2769 | pl->ob->update_weight (); |
2747 | |
2770 | |
2748 | if (old != pl->ob->carrying) |
2771 | if (old != pl->ob->carrying) |
2749 | { |
2772 | { |
… | |
… | |
2944 | 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) |
2945 | { |
2968 | { |
2946 | if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE]) |
2969 | if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE]) |
2947 | return 1; |
2970 | return 1; |
2948 | else if (tmp->type == PLAYER) |
2971 | else if (tmp->type == PLAYER) |
2949 | { |
|
|
2950 | /*don't let a hidden DM prevent you from hiding */ |
|
|
2951 | if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0) |
|
|
2952 | return 1; |
2972 | return 1; |
2953 | } |
|
|
2954 | } |
2973 | } |
2955 | } |
2974 | } |
2956 | return 0; |
2975 | return 0; |
2957 | } |
2976 | } |
2958 | |
2977 | |
2959 | /* check the player los field for viewability of the |
2978 | /* check the player los field for viewability of the |
2960 | * object op. This function works fine for monsters, |
2979 | * object op. This function works fine for monsters, |
2961 | * 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 |
2962 | * a pile (say a coin under a table would return "viewable" |
2981 | * a pile (say a coin under a table would return "viewable" |
2963 | * by this routine). Another question, should we be |
2982 | * by this routine). Another question, should we be |
2964 | * concerned with the direction the player is looking |
2983 | * concerned with the direction the player is looking |
2965 | * in? Realistically, most of us can't see stuff behind |
2984 | * in? Realistically, most of us can't see stuff behind |
2966 | * our backs...on the other hand, does the "facing" direction |
2985 | * our backs...on the other hand, does the "facing" direction |
2967 | * 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 |
2968 | * 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. |
2969 | * -b.t. |
2988 | * -b.t. |
2970 | * This function is now map tiling safe. |
2989 | * This function is now map tiling safe. |
2971 | */ |
2990 | */ |
2972 | int |
2991 | int |
2973 | player_can_view (object *pl, object *op) |
2992 | player_can_view (object *pl, object *op) |
2974 | { |
2993 | { |