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 |
… | |
… | |
233 | disconnect (); |
233 | disconnect (); |
234 | |
234 | |
235 | attachable::do_destroy (); |
235 | attachable::do_destroy (); |
236 | |
236 | |
237 | if (ob) |
237 | if (ob) |
|
|
238 | { |
|
|
239 | ob->contr = 0; |
238 | ob->destroy (); |
240 | ob->destroy (); |
|
|
241 | } |
239 | |
242 | |
240 | ob = observe = viewpoint = 0; |
243 | ob = observe = viewpoint = 0; |
241 | } |
244 | } |
242 | |
245 | |
243 | player::~player () |
246 | player::~player () |
… | |
… | |
327 | #endif |
330 | #endif |
328 | return op; |
331 | return op; |
329 | } |
332 | } |
330 | |
333 | |
331 | /* I believe this can safely go to 2, 3 is questionable, 4 will likely |
334 | /* I believe this can safely go to 2, 3 is questionable, 4 will likely |
332 | * result in a monster paths backtracking. It basically determines how large a |
335 | * result in a monster paths backtracking. It basically determines how large a |
333 | * detour a monster will take from the direction path when looking |
336 | * detour a monster will take from the direction path when looking |
334 | * for a path to the player. The values are in the amount of direction |
337 | * for a path to the player. The values are in the amount of direction |
335 | * the deviation is |
338 | * the deviation is |
336 | */ |
339 | */ |
337 | #define DETOUR_AMOUNT 2 |
340 | #define DETOUR_AMOUNT 2 |
… | |
… | |
416 | } |
419 | } |
417 | else |
420 | else |
418 | { |
421 | { |
419 | /* direct path is blocked - try taking a side step to |
422 | /* direct path is blocked - try taking a side step to |
420 | * either the left or right. |
423 | * either the left or right. |
421 | * Note increase the values in the loop below to be |
424 | * Note increase the values in the loop below to be |
422 | * more than -1/1 respectively will mean the monster takes |
425 | * more than -1/1 respectively will mean the monster takes |
423 | * bigger detour. Have to be careful about these values getting |
426 | * bigger detour. Have to be careful about these values getting |
424 | * too big (3 or maybe 4 or higher) as the monster may just try |
427 | * too big (3 or maybe 4 or higher) as the monster may just try |
425 | * stepping back and forth |
428 | * stepping back and forth |
426 | */ |
429 | */ |
… | |
… | |
511 | for (object *next, *op = pl->inv; op; op = next) |
514 | for (object *next, *op = pl->inv; op; op = next) |
512 | { |
515 | { |
513 | next = op->below; |
516 | next = op->below; |
514 | |
517 | |
515 | /* Forces get applied per default, unless they have the |
518 | /* Forces get applied per default, unless they have the |
516 | * flag "neutral" set. Sorry but I can't think of a better way |
519 | * flag "neutral" set. Sorry but I can't think of a better way |
517 | */ |
520 | */ |
518 | if (op->type == FORCE && !op->flag [FLAG_NEUTRAL]) |
521 | if (op->type == FORCE && !op->flag [FLAG_NEUTRAL]) |
519 | op->set_flag (FLAG_APPLIED); |
522 | op->set_flag (FLAG_APPLIED); |
520 | |
523 | |
521 | /* we never give weapons/armour if these cannot be used |
524 | /* we never give weapons/armour if these cannot be used |
522 | * by this player due to race restrictions |
525 | * by this player due to race restrictions |
523 | */ |
526 | */ |
524 | if (pl->type == PLAYER) |
527 | if (pl->type == PLAYER) |
525 | { |
528 | { |
526 | if ((!pl->flag [FLAG_USE_ARMOUR] |
529 | if ((!pl->flag [FLAG_USE_ARMOUR] |
527 | && |
530 | && |
… | |
… | |
1149 | } |
1152 | } |
1150 | |
1153 | |
1151 | /* routine for both players and monsters. We call this when |
1154 | /* routine for both players and monsters. We call this when |
1152 | * there is a possibility for our action distrubing our hiding |
1155 | * there is a possibility for our action distrubing our hiding |
1153 | * place or invisiblity spell. Artefact invisiblity causes |
1156 | * place or invisiblity spell. Artefact invisiblity causes |
1154 | * "noise" instead. If we arent invisible to begin with, we |
1157 | * "noise" instead. If we arent invisible to begin with, we |
1155 | * return 0. |
1158 | * return 0. |
1156 | */ |
1159 | */ |
1157 | static int |
1160 | static int |
1158 | action_makes_visible (object *op) |
1161 | action_makes_visible (object *op) |
1159 | { |
1162 | { |
1160 | if (op->invisible && op->flag [FLAG_ALIVE]) |
1163 | if (op->invisible && op->flag [FLAG_ALIVE]) |
… | |
… | |
1183 | return 0; |
1186 | return 0; |
1184 | } |
1187 | } |
1185 | |
1188 | |
1186 | /* |
1189 | /* |
1187 | * Find an arrow in the inventory and after that |
1190 | * Find an arrow in the inventory and after that |
1188 | * in the right type container (quiver). Pointer to the |
1191 | * in the right type container (quiver). Pointer to the |
1189 | * found object is returned. |
1192 | * found object is returned. |
1190 | */ |
1193 | */ |
1191 | static object * |
1194 | static object * |
1192 | find_arrow (object *op, const char *type) |
1195 | find_arrow (object *op, const char *type) |
1193 | { |
1196 | { |
… | |
… | |
1346 | |
1349 | |
1347 | return find_better_arrow (op, tmp, type, &i); |
1350 | return find_better_arrow (op, tmp, type, &i); |
1348 | } |
1351 | } |
1349 | |
1352 | |
1350 | /* |
1353 | /* |
1351 | * Creature fires a bow - op can be monster or player. Returns |
1354 | * Creature fires a bow - op can be monster or player. Returns |
1352 | * 1 if bow was actually fired, 0 otherwise. |
1355 | * 1 if bow was actually fired, 0 otherwise. |
1353 | * op is the object firing the bow. |
1356 | * op is the object firing the bow. |
1354 | * part is for multipart creatures - the part firing the bow. |
1357 | * part is for multipart creatures - the part firing the bow. |
1355 | * dir is the direction of fire. |
1358 | * dir is the direction of fire. |
1356 | * wc_mod is any special modifier to give (used in special player fire modes) |
1359 | * wc_mod is any special modifier to give (used in special player fire modes) |
… | |
… | |
1464 | SET_ANIMATION (arrow, arrow->direction); |
1467 | SET_ANIMATION (arrow, arrow->direction); |
1465 | |
1468 | |
1466 | /* update the speed */ |
1469 | /* update the speed */ |
1467 | |
1470 | |
1468 | arrow->speed_left = 0; |
1471 | arrow->speed_left = 0; |
1469 | arrow->set_speed (max (2.f, |
1472 | arrow->set_speed (max (2.f, |
1470 | ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
1473 | ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
1471 | + bow->stats.dam / 7.f |
1474 | + bow->stats.dam / 7.f |
1472 | )); |
1475 | )); |
1473 | |
1476 | |
1474 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1477 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
… | |
… | |
1498 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
1501 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
1499 | |
1502 | |
1500 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1503 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1501 | arrow->move_type = MOVE_FLY_LOW; |
1504 | arrow->move_type = MOVE_FLY_LOW; |
1502 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1505 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
|
|
1506 | arrow->set_flag (FLAG_NO_PICK); |
1503 | |
1507 | |
1504 | op->play_sound (sound_find ("fire_arrow")); |
1508 | op->play_sound (sound_find ("fire_arrow")); |
1505 | m->insert (arrow, sx, sy, op); |
1509 | m->insert (arrow, sx, sy, op); |
1506 | |
1510 | |
1507 | if (!arrow->destroyed ()) |
1511 | if (!arrow->destroyed ()) |
… | |
… | |
1703 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1707 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1704 | { |
1708 | { |
1705 | if (door->type == DOOR && tmp->type == KEY) |
1709 | if (door->type == DOOR && tmp->type == KEY) |
1706 | break; |
1710 | break; |
1707 | |
1711 | |
1708 | /* For sanity, we should really check door type, but other stuff |
1712 | /* For sanity, we should really check door type, but other stuff |
1709 | * (like containers) can be locked with special keys |
1713 | * (like containers) can be locked with special keys |
1710 | */ |
1714 | */ |
1711 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1715 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1712 | break; |
1716 | break; |
1713 | } |
1717 | } |
… | |
… | |
1767 | /* find_key |
1771 | /* find_key |
1768 | * We try to find a key for the door as passed. If we find a key |
1772 | * We try to find a key for the door as passed. If we find a key |
1769 | * and successfully use it, we return the key, otherwise NULL |
1773 | * and successfully use it, we return the key, otherwise NULL |
1770 | * This function merges both normal and locked door, since the logic |
1774 | * This function merges both normal and locked door, since the logic |
1771 | * for both is the same - just the specific key is different. |
1775 | * for both is the same - just the specific key is different. |
1772 | * pl is the player, |
1776 | * pl is the player, |
1773 | * inv is the objects inventory to searched |
1777 | * inv is the objects inventory to searched |
1774 | * door is the door we are trying to match against. |
1778 | * door is the door we are trying to match against. |
1775 | * This function can be called recursively to search containers. |
1779 | * This function can be called recursively to search containers. |
1776 | */ |
1780 | */ |
1777 | object * |
1781 | object * |
1778 | find_key (object *pl, object *container, object *door) |
1782 | find_key (object *pl, object *container, object *door) |
… | |
… | |
2190 | int rate_grace = 2000; |
2194 | int rate_grace = 2000; |
2191 | const int max_hp = 1; |
2195 | const int max_hp = 1; |
2192 | const int max_sp = 1; |
2196 | const int max_sp = 1; |
2193 | const int max_grace = 1; |
2197 | const int max_grace = 1; |
2194 | |
2198 | |
|
|
2199 | #if 0 |
2195 | if (op->contr->hidden) |
2200 | if (op->contr->hidden) |
2196 | { |
2201 | { |
2197 | op->invisible = 1000; |
2202 | op->invisible = 1000; |
2198 | /* the socket code flashes the player visible/invisible |
2203 | /* the socket code flashes the player visible/invisible |
2199 | * depending on the value of invisible, so we need to |
2204 | * depending on the value of invisible, so we need to |
2200 | * alternate it here for it to work correctly. |
2205 | * alternate it here for it to work correctly. |
2201 | */ |
2206 | */ |
2202 | if (server_tick & 2) |
2207 | if (server_tick & 2) |
2203 | op->invisible--; |
2208 | op->invisible--; |
2204 | } |
2209 | } |
|
|
2210 | else |
|
|
2211 | #endif |
2205 | else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS])) |
2212 | if (op->invisible && !(op->flag [FLAG_MAKE_INVIS])) |
2206 | { |
2213 | { |
2207 | if (!op->invisible--) |
2214 | if (!op->invisible--) |
2208 | { |
2215 | { |
2209 | make_visible (op); |
2216 | make_visible (op); |
2210 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
2217 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
… | |
… | |
2593 | |
2600 | |
2594 | /* There is a maximum depletion total per level. */ |
2601 | /* There is a maximum depletion total per level. */ |
2595 | if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
2602 | if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
2596 | { |
2603 | { |
2597 | lose_this_stat = 0; |
2604 | lose_this_stat = 0; |
2598 | /* Take loss chance vs keep chance to see if we |
2605 | /* Take loss chance vs keep chance to see if we |
2599 | retain the stat. */ |
2606 | retain the stat. */ |
2600 | } |
2607 | } |
2601 | else |
2608 | else |
2602 | { |
2609 | { |
2603 | if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) |
2610 | if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) |
… | |
… | |
2963 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
2970 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
2964 | { |
2971 | { |
2965 | if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE]) |
2972 | if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE]) |
2966 | return 1; |
2973 | return 1; |
2967 | else if (tmp->type == PLAYER) |
2974 | else if (tmp->type == PLAYER) |
2968 | { |
|
|
2969 | /*don't let a hidden DM prevent you from hiding */ |
|
|
2970 | if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0) |
|
|
2971 | return 1; |
2975 | return 1; |
2972 | } |
|
|
2973 | } |
2976 | } |
2974 | } |
2977 | } |
2975 | return 0; |
2978 | return 0; |
2976 | } |
2979 | } |
2977 | |
2980 | |
2978 | /* check the player los field for viewability of the |
2981 | /* check the player los field for viewability of the |
2979 | * object op. This function works fine for monsters, |
2982 | * object op. This function works fine for monsters, |
2980 | * but we dont worry if the object isnt the top one in |
2983 | * but we dont worry if the object isnt the top one in |
2981 | * a pile (say a coin under a table would return "viewable" |
2984 | * a pile (say a coin under a table would return "viewable" |
2982 | * by this routine). Another question, should we be |
2985 | * by this routine). Another question, should we be |
2983 | * concerned with the direction the player is looking |
2986 | * concerned with the direction the player is looking |
2984 | * in? Realistically, most of us can't see stuff behind |
2987 | * in? Realistically, most of us can't see stuff behind |
2985 | * our backs...on the other hand, does the "facing" direction |
2988 | * our backs...on the other hand, does the "facing" direction |
2986 | * imply the way your head, or body is facing? It's possible |
2989 | * imply the way your head, or body is facing? It's possible |
2987 | * for them to differ. Sigh, this fctn could get a bit more complex. |
2990 | * for them to differ. Sigh, this fctn could get a bit more complex. |
2988 | * -b.t. |
2991 | * -b.t. |
2989 | * This function is now map tiling safe. |
2992 | * This function is now map tiling safe. |
2990 | */ |
2993 | */ |
2991 | int |
2994 | int |
2992 | player_can_view (object *pl, object *op) |
2995 | player_can_view (object *pl, object *op) |
2993 | { |
2996 | { |
… | |
… | |
3007 | |
3010 | |
3008 | get_rangevector (pl, op, &rv, 0x1); |
3011 | get_rangevector (pl, op, &rv, 0x1); |
3009 | |
3012 | |
3010 | /* starting with the 'head' part, lets loop |
3013 | /* starting with the 'head' part, lets loop |
3011 | * through the object and find if it has any |
3014 | * through the object and find if it has any |
3012 | * part that is in the los array but isn't on |
3015 | * part that is in the los array but isn't on |
3013 | * a blocked los square. |
3016 | * a blocked los square. |
3014 | * we use the archetype to figure out offsets. |
3017 | * we use the archetype to figure out offsets. |
3015 | */ |
3018 | */ |
3016 | while (op) |
3019 | while (op) |
3017 | { |
3020 | { |