1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Crossfire TRT is free software; you can redistribute it and/or modify it |
9 | * it under the terms of the GNU General Public License as published by |
9 | * under the terms of the GNU General Public License as published by the Free |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * Software Foundation; either version 2 of the License, or (at your option) |
11 | * (at your option) any later version. |
11 | * 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, but |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License |
16 | * GNU General Public License for more details. |
16 | * for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License along |
19 | * along with this program; if not, write to the Free Software |
19 | * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA |
21 | * |
21 | * |
22 | * The author can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
23 | */ |
23 | */ |
24 | |
24 | |
25 | #include <global.h> |
25 | #include <global.h> |
26 | #include <pwd.h> |
|
|
27 | #include <sproto.h> |
26 | #include <sproto.h> |
28 | #include <sounds.h> |
27 | #include <sounds.h> |
29 | #include <living.h> |
28 | #include <living.h> |
30 | #include <object.h> |
29 | #include <object.h> |
31 | #include <spells.h> |
30 | #include <spells.h> |
… | |
… | |
116 | |
115 | |
117 | news[0] = '\0'; |
116 | news[0] = '\0'; |
118 | subject[0] = '\0'; |
117 | subject[0] = '\0'; |
119 | size = 0; |
118 | size = 0; |
120 | |
119 | |
121 | while (fgets (buf, MAX_BUF, fp) != NULL) |
120 | while (fgets (buf, MAX_BUF, fp)) |
122 | { |
121 | { |
123 | if (*buf == '#') |
122 | if (*buf == '#') |
124 | continue; |
123 | continue; |
125 | |
124 | |
126 | if (*buf == '%') |
125 | if (*buf == '%') |
127 | { /* send one news */ |
126 | { /* send one news */ |
128 | if (size > 0) |
127 | if (size > 0) |
129 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ |
128 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */ |
130 | |
129 | |
131 | strcpy (subject, buf + 1); |
130 | strcpy (subject, buf + 1); |
132 | strip_endline (subject); |
131 | strip_endline (subject); |
133 | size = 0; |
132 | size = 0; |
134 | news[0] = '\0'; |
133 | news[0] = '\0'; |
… | |
… | |
144 | size += strlen (buf); |
143 | size += strlen (buf); |
145 | } |
144 | } |
146 | } |
145 | } |
147 | |
146 | |
148 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
147 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
149 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); |
148 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); |
150 | close_and_delete (fp, comp); |
149 | close_and_delete (fp, comp); |
151 | } |
150 | } |
152 | |
151 | |
153 | /* This loads the first map an puts the player on it. */ |
152 | /* This loads the first map an puts the player on it. */ |
154 | static void |
153 | static void |
155 | set_first_map (object *op) |
154 | set_first_map (object *op) |
156 | { |
155 | { |
157 | op->contr->maplevel = first_map_path; |
156 | op->contr->maplevel = first_map_path; |
158 | op->x = -1; |
157 | op->x = -1; |
159 | op->y = -1; |
158 | op->y = -1; |
160 | } |
|
|
161 | |
|
|
162 | void |
|
|
163 | player::enter_map () |
|
|
164 | { |
|
|
165 | object *tmp = object::create (); |
|
|
166 | |
|
|
167 | EXIT_PATH (tmp) = maplevel; |
|
|
168 | EXIT_X (tmp) = ob->x; |
|
|
169 | EXIT_Y (tmp) = ob->y; |
|
|
170 | ob->enter_exit (tmp); |
|
|
171 | |
|
|
172 | tmp->destroy (); |
|
|
173 | } |
159 | } |
174 | |
160 | |
175 | void |
161 | void |
176 | player::activate () |
162 | player::activate () |
177 | { |
163 | { |
… | |
… | |
180 | |
166 | |
181 | players.insert (this); |
167 | players.insert (this); |
182 | ob->remove (); |
168 | ob->remove (); |
183 | ob->map = 0; |
169 | ob->map = 0; |
184 | ob->activate_recursive (); |
170 | ob->activate_recursive (); |
185 | enter_map (); |
171 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
|
|
172 | add_friendly_object (ob); |
186 | } |
173 | } |
187 | |
174 | |
188 | void |
175 | void |
189 | player::deactivate () |
176 | player::deactivate () |
190 | { |
177 | { |
191 | if (!active) |
178 | if (!active) |
192 | return; |
179 | return; |
193 | |
180 | |
194 | terminate_all_pets (ob); |
181 | terminate_all_pets (ob); |
|
|
182 | remove_friendly_object (ob); |
195 | ob->deactivate_recursive (); |
183 | ob->deactivate_recursive (); |
|
|
184 | |
|
|
185 | if (ob->map) |
|
|
186 | maplevel = ob->map->path; |
|
|
187 | |
196 | ob->remove (); |
188 | ob->remove (); |
197 | ob->map = 0; |
189 | ob->map = 0; |
|
|
190 | party = 0; |
|
|
191 | |
|
|
192 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
198 | |
193 | |
199 | players.erase (this); |
194 | players.erase (this); |
200 | } |
195 | } |
201 | |
196 | |
202 | // connect the player with a specific client |
197 | // connect the player with a specific client |
203 | // also changed, rationalises, and fixes some incorrect settings |
198 | // also changes, rationalises, and fixes some incorrect settings |
204 | void |
199 | void |
205 | player::connect (client *ns) |
200 | player::connect (client *ns) |
206 | { |
201 | { |
207 | this->ns = ns; |
202 | this->ns = ns; |
208 | ns->pl = this; |
203 | ns->pl = this; |
209 | |
204 | |
|
|
205 | run_on = 0; |
|
|
206 | fire_on = 0; |
|
|
207 | ob->close_container (); //TODO: client-specific |
|
|
208 | |
210 | ns->update_look = 0; |
209 | ns->update_look = 0; |
211 | ns->look_position = 0; |
210 | ns->look_position = 0; |
212 | |
211 | |
213 | clear_los (ob); |
212 | clear_los (ob); |
|
|
213 | |
|
|
214 | ns->reset_stats (); |
214 | |
215 | |
215 | /* make sure he's a player -- needed because of class change. */ |
216 | /* make sure he's a player -- needed because of class change. */ |
216 | ob->type = PLAYER; // we are paranoid |
217 | ob->type = PLAYER; // we are paranoid |
217 | ob->race = ob->arch->clone.race; |
218 | ob->race = ob->arch->clone.race; |
218 | |
219 | |
219 | if (!legal_range (ob, shoottype)) |
|
|
220 | shoottype = range_none; |
|
|
221 | |
|
|
222 | ob->carrying = sum_weight (ob); |
220 | ob->carrying = sum_weight (ob); |
223 | link_player_skills (ob); |
221 | link_player_skills (ob); |
224 | |
222 | |
225 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
223 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
226 | |
224 | |
227 | assign (title, ob->arch->clone.name); |
225 | assign (title, ob->arch->clone.name); |
228 | |
|
|
229 | /* can_use_shield is a new flag. However, the can_use.. seems to largely come |
|
|
230 | * from the class, and not race. I don't see any way to get the class information |
|
|
231 | * to then update this. I don't think this will actually break anything - anyone |
|
|
232 | * that can use armour should be able to use a shield. What this may 'break' |
|
|
233 | * are features new characters get, eg, if someone starts up with a Q, they |
|
|
234 | * should be able to use a shield. However, old Q's won't get that advantage. |
|
|
235 | */ |
|
|
236 | if (QUERY_FLAG (ob, FLAG_USE_ARMOUR)) |
|
|
237 | SET_FLAG (ob, FLAG_USE_SHIELD); |
|
|
238 | |
226 | |
239 | /* if it's a dragon player, set the correct title here */ |
227 | /* if it's a dragon player, set the correct title here */ |
240 | if (is_dragon_pl (ob)) |
228 | if (is_dragon_pl (ob)) |
241 | { |
229 | { |
242 | object *tmp, *abil = 0, *skin = 0; |
230 | object *tmp, *abil = 0, *skin = 0; |
… | |
… | |
252 | skin = tmp; |
240 | skin = tmp; |
253 | |
241 | |
254 | set_dragon_name (ob, abil, skin); |
242 | set_dragon_name (ob, abil, skin); |
255 | } |
243 | } |
256 | |
244 | |
257 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
|
|
258 | add_friendly_object (ob); |
|
|
259 | |
|
|
260 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
245 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
261 | |
246 | |
262 | esrv_new_player (this, ob->weight + ob->carrying); |
247 | esrv_new_player (this, ob->weight + ob->carrying); |
263 | |
248 | |
|
|
249 | ob->flag [FLAG_READY_WEAPON] = false; |
|
|
250 | ob->flag [FLAG_READY_SKILL] = false; |
|
|
251 | ob->flag [FLAG_READY_BOW] = false; |
|
|
252 | |
|
|
253 | for (object *op = ob->inv; op; op = op->below) |
|
|
254 | if (op->flag [FLAG_APPLIED]) |
|
|
255 | switch (op->type) |
|
|
256 | { |
|
|
257 | case SKILL: |
|
|
258 | ob->flag [FLAG_APPLIED] = false; |
|
|
259 | break; |
|
|
260 | |
|
|
261 | case WAND: |
|
|
262 | case ROD: |
|
|
263 | case HORN: |
|
|
264 | case BOW: |
|
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265 | ranged_ob = op; |
|
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266 | break; |
|
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267 | |
|
|
268 | case WEAPON: |
|
|
269 | combat_ob = op; |
|
|
270 | break; |
|
|
271 | } |
|
|
272 | |
|
|
273 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
264 | ob->update_stats (); |
274 | ob->update_stats (); |
|
|
275 | |
265 | ns->floorbox_update (); |
276 | ns->floorbox_update (); |
266 | |
|
|
267 | esrv_send_inventory (ob, ob); |
277 | esrv_send_inventory (ob, ob); |
268 | esrv_add_spells (this, 0); |
278 | esrv_add_spells (this, 0); |
269 | |
279 | |
270 | activate (); |
280 | activate (); |
271 | |
281 | |
… | |
… | |
285 | if (active) |
295 | if (active) |
286 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
296 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
287 | |
297 | |
288 | INVOKE_PLAYER (DISCONNECT, this); |
298 | INVOKE_PLAYER (DISCONNECT, this); |
289 | |
299 | |
|
|
300 | ns->reset_stats (); |
290 | ns->pl = 0; |
301 | ns->pl = 0; |
291 | this->ns = 0; |
302 | ns = 0; |
292 | } |
303 | } |
|
|
304 | |
|
|
305 | if (ob) |
|
|
306 | ob->close_container (); //TODO: client-specific |
293 | |
307 | |
294 | deactivate (); |
308 | deactivate (); |
295 | } |
309 | } |
296 | |
310 | |
297 | // the need for this function can be explained |
311 | // the need for this function can be explained |
298 | // by load_object not returning the object |
312 | // by load_object not returning the object |
299 | void |
313 | void |
300 | player::set_object (object *op) |
314 | player::set_object (object *op) |
301 | { |
315 | { |
302 | ob = op; |
316 | ob = op; |
303 | ob->contr = this; /* this aren't yet in archetype */ |
317 | ob->contr = this; /* this aren't yet in archetype */ |
304 | |
318 | |
|
|
319 | ob->speed = 1.0f; |
305 | ob->speed_left = 0.5; |
320 | ob->speed_left = 0.5f; |
306 | ob->speed = 1.0; |
321 | |
307 | ob->direction = 5; /* So player faces south */ |
322 | ob->direction = 5; /* So player faces south */ |
308 | ob->stats.wc = 2; |
|
|
309 | ob->run_away = 25; /* Then we panick... */ |
|
|
310 | |
|
|
311 | ob->roll_stats (); |
|
|
312 | } |
323 | } |
313 | |
324 | |
314 | player::player () |
325 | player::player () |
315 | { |
326 | { |
316 | /* There are some elements we want initialised to non zero value - |
327 | /* There are some elements we want initialised to non zero value - |
317 | * we deal with that below this point. |
328 | * we deal with that below this point. |
318 | */ |
329 | */ |
319 | outputs_sync = 16; /* Every 2 seconds */ |
330 | outputs_sync = 4; |
320 | outputs_count = 8; /* Keeps present behaviour */ |
331 | outputs_count = 4; |
321 | unapply = unapply_nochoice; |
332 | unapply = unapply_nochoice; |
322 | |
333 | |
323 | savebed_map = first_map_path; /* Init. respawn position */ |
334 | savebed_map = first_map_path; /* Init. respawn position */ |
324 | |
335 | |
325 | gen_sp_armour = 10; |
336 | gen_sp_armour = 10; |
326 | last_speed = -1; |
|
|
327 | shoottype = range_none; |
|
|
328 | bowtype = bow_normal; |
337 | bowtype = bow_normal; |
329 | petmode = pet_normal; |
338 | petmode = pet_normal; |
330 | listening = 10; |
339 | listening = 10; |
331 | usekeys = containers; |
340 | usekeys = containers; |
332 | last_weapon_sp = -1; |
|
|
333 | peaceful = 1; /* default peaceful */ |
341 | peaceful = 1; /* default peaceful */ |
334 | do_los = 1; |
342 | do_los = 1; |
335 | |
343 | |
336 | /* we need to clear these to -1 and not zero - otherwise, |
344 | weapon_sp = 1.0f; |
337 | * if a player quits and starts a new character, we wont |
345 | weapon_sp_left = 0.5f; |
338 | * send new values to the client, as things like exp start |
|
|
339 | * at zero. |
|
|
340 | */ |
|
|
341 | for (int i = 0; i < NUM_SKILLS; i++) |
|
|
342 | last_skill_exp[i] = -1; |
|
|
343 | |
|
|
344 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
345 | last_resist[i] = -1; |
|
|
346 | |
|
|
347 | last_stats.exp = -1; |
|
|
348 | last_weight = (uint32) - 1; |
|
|
349 | } |
346 | } |
350 | |
347 | |
351 | void |
348 | void |
352 | player::do_destroy () |
349 | player::do_destroy () |
353 | { |
350 | { |
… | |
… | |
376 | player::create () |
373 | player::create () |
377 | { |
374 | { |
378 | player *pl = new player; |
375 | player *pl = new player; |
379 | |
376 | |
380 | pl->set_object (arch_to_object (get_player_archetype (0))); |
377 | pl->set_object (arch_to_object (get_player_archetype (0))); |
|
|
378 | |
|
|
379 | pl->ob->roll_stats (); |
|
|
380 | pl->ob->stats.wc = 2; |
|
|
381 | pl->ob->run_away = 25; /* Then we panick... */ |
|
|
382 | |
381 | set_first_map (pl->ob); |
383 | set_first_map (pl->ob); |
382 | |
384 | |
383 | return pl; |
385 | return pl; |
384 | } |
386 | } |
385 | |
387 | |
… | |
… | |
417 | object *op = NULL; |
419 | object *op = NULL; |
418 | objectlink *ol; |
420 | objectlink *ol; |
419 | unsigned lastdist; |
421 | unsigned lastdist; |
420 | rv_vector rv; |
422 | rv_vector rv; |
421 | |
423 | |
422 | for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) |
424 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
423 | { |
425 | { |
424 | /* We should not find free objects on this friendly list, but it |
426 | /* We should not find free objects on this friendly list, but it |
425 | * does periodically happen. Given that, lets deal with it. |
427 | * does periodically happen. Given that, lets deal with it. |
426 | * While unlikely, it is possible the next object on the friendly |
428 | * While unlikely, it is possible the next object on the friendly |
427 | * list is also free, so encapsulate this in a while loop. |
429 | * list is also free, so encapsulate this in a while loop. |
… | |
… | |
431 | object *tmp = ol->ob; |
433 | object *tmp = ol->ob; |
432 | |
434 | |
433 | /* Can't do much more other than log the fact, because the object |
435 | /* Can't do much more other than log the fact, because the object |
434 | * itself will have been cleared. |
436 | * itself will have been cleared. |
435 | */ |
437 | */ |
436 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); |
438 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n", |
|
|
439 | tmp->debug_desc ()); |
437 | ol = ol->next; |
440 | ol = ol->next; |
438 | remove_friendly_object (tmp); |
441 | remove_friendly_object (tmp); |
439 | if (!ol) |
442 | if (!ol) |
440 | return op; |
443 | return op; |
441 | } |
444 | } |
… | |
… | |
530 | x = mon->x; |
533 | x = mon->x; |
531 | y = mon->y; |
534 | y = mon->y; |
532 | m = mon->map; |
535 | m = mon->map; |
533 | dir = rv.direction; |
536 | dir = rv.direction; |
534 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
537 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
535 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
538 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
|
|
539 | |
536 | /* If we can't solve it within the search distance, return now. */ |
540 | /* If we can't solve it within the search distance, return now. */ |
537 | if (diff > max) |
541 | if (diff > max) |
538 | return 0; |
542 | return 0; |
|
|
543 | |
539 | while (diff > 1 && max > 0) |
544 | while (diff > 1 && max > 0) |
540 | { |
545 | { |
541 | lastx = x; |
546 | lastx = x; |
542 | lasty = y; |
547 | lasty = y; |
543 | lastmap = m; |
548 | lastmap = m; |
… | |
… | |
625 | max--; |
630 | max--; |
626 | lastdir = dir; |
631 | lastdir = dir; |
627 | if (!firstdir) |
632 | if (!firstdir) |
628 | firstdir = dir; |
633 | firstdir = dir; |
629 | } |
634 | } |
|
|
635 | |
630 | if (diff <= 1) |
636 | if (diff <= 1) |
631 | { |
637 | { |
632 | /* Recalculate diff (distance) because we may not have actually |
638 | /* Recalculate diff (distance) because we may not have actually |
633 | * headed toward player for entire distance. |
639 | * headed toward player for entire distance. |
634 | */ |
640 | */ |
635 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
641 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
636 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
642 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
637 | } |
643 | } |
|
|
644 | |
638 | if (diff > max) |
645 | if (diff > max) |
639 | return 0; |
646 | return 0; |
640 | } |
647 | } |
|
|
648 | |
641 | /* If we reached the max, didn't find a direction in time */ |
649 | /* If we reached the max, didn't find a direction in time */ |
642 | if (!max) |
650 | if (!max) |
643 | return 0; |
651 | return 0; |
644 | |
652 | |
645 | return firstdir; |
653 | return firstdir; |
… | |
… | |
759 | roll_stat (void) |
767 | roll_stat (void) |
760 | { |
768 | { |
761 | int a[4], i, j, k; |
769 | int a[4], i, j, k; |
762 | |
770 | |
763 | for (i = 0; i < 4; i++) |
771 | for (i = 0; i < 4; i++) |
764 | a[i] = (int) RANDOM () % 6 + 1; |
772 | a[i] = (int) rndm (6) + 1; |
765 | |
773 | |
766 | for (i = 0, j = 0, k = 7; i < 4; i++) |
774 | for (i = 0, j = 0, k = 7; i < 4; i++) |
767 | if (a[i] < k) |
775 | if (a[i] < k) |
768 | k = a[i], j = i; |
776 | k = a[i], j = i; |
769 | |
777 | |
… | |
… | |
775 | } |
783 | } |
776 | |
784 | |
777 | void |
785 | void |
778 | object::roll_stats () |
786 | object::roll_stats () |
779 | { |
787 | { |
780 | int statsort [7]; |
788 | int statsort [NUM_STATS]; |
781 | |
789 | |
782 | for (;;) |
790 | for (;;) |
783 | { |
791 | { |
784 | int sum = 0; |
792 | int sum = 0; |
785 | for (int i = 7; i--; ) |
793 | for (int i = NUM_STATS; i--; ) |
786 | sum += statsort [i] = roll_stat (); |
794 | sum += statsort [i] = roll_stat (); |
787 | |
795 | |
788 | if (sum >= 82 && sum <= 116) |
796 | if (sum >= 82 && sum <= 116) |
789 | break; |
797 | break; |
790 | } |
798 | } |
791 | |
799 | |
792 | // Sort the stats so that rerolling is easier... |
800 | // Sort the stats so that rerolling is easier... |
793 | std::sort (statsort, statsort + 7, std::greater<int>()); |
801 | std::sort (statsort, statsort + NUM_STATS, std::greater<int>()); |
794 | |
802 | |
|
|
803 | for (int i = 0; i < NUM_STATS; ++i) |
795 | stats.Str = statsort[0]; |
804 | stats.stat (i) = statsort [i]; |
796 | stats.Dex = statsort[1]; |
|
|
797 | stats.Con = statsort[2]; |
|
|
798 | stats.Int = statsort[3]; |
|
|
799 | stats.Wis = statsort[4]; |
|
|
800 | stats.Pow = statsort[5]; |
|
|
801 | stats.Cha = statsort[6]; |
|
|
802 | |
805 | |
803 | stats.exp = 0; |
806 | stats.exp = 0; |
804 | stats.ac = 0; |
807 | stats.ac = 0; |
805 | |
808 | |
806 | stats.hp = stats.maxhp; |
809 | stats.hp = stats.maxhp; |
… | |
… | |
818 | } |
821 | } |
819 | |
822 | |
820 | void |
823 | void |
821 | object::swap_stats (int a, int b) |
824 | object::swap_stats (int a, int b) |
822 | { |
825 | { |
823 | int tmp = get_attr_value (&contr->orig_stats, a); |
826 | swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b)); |
824 | set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b)); |
|
|
825 | set_attr_value (&contr->orig_stats, b, tmp); |
|
|
826 | |
827 | |
|
|
828 | for (int i = 0; i < NUM_STATS; ++i) |
827 | stats.Str = contr->orig_stats.Str; |
829 | stats.stat (i) = contr->orig_stats.stat (i); |
828 | stats.Dex = contr->orig_stats.Dex; |
|
|
829 | stats.Con = contr->orig_stats.Con; |
|
|
830 | stats.Int = contr->orig_stats.Int; |
|
|
831 | stats.Wis = contr->orig_stats.Wis; |
|
|
832 | stats.Pow = contr->orig_stats.Pow; |
|
|
833 | stats.Cha = contr->orig_stats.Cha; |
|
|
834 | |
830 | |
835 | //TODO: the following code looks so borked and should, at the very least, |
831 | //TODO: the following code looks so borked and should, at the very least, |
836 | // be merged with the similar code in roll_stats |
832 | // be merged with the similar code in roll_stats |
837 | stats.ac = 0; |
833 | stats.ac = 0; |
838 | |
834 | |
… | |
… | |
869 | * appropriate action with it (change race, or other things). |
865 | * appropriate action with it (change race, or other things). |
870 | * The function name is for historical reasons - now we have |
866 | * The function name is for historical reasons - now we have |
871 | * separate race and class; this actually changes the RACE, |
867 | * separate race and class; this actually changes the RACE, |
872 | * not the class. |
868 | * not the class. |
873 | */ |
869 | */ |
874 | int |
870 | void |
875 | key_change_class (object *op, char key) |
871 | player::chargen_race_done () |
876 | { |
872 | { |
877 | int tmp_loop; |
|
|
878 | |
|
|
879 | if (key == 'd' || key == 'D') |
|
|
880 | { |
|
|
881 | char buf[MAX_BUF]; |
|
|
882 | |
|
|
883 | /* this must before then initial items are given */ |
873 | /* this must before then initial items are given */ |
884 | esrv_new_player (op->contr, op->weight + op->carrying); |
874 | esrv_new_player (ob->contr, ob->weight + ob->carrying); |
885 | |
875 | |
886 | treasurelist *tl = find_treasurelist ("starting_wealth"); |
876 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
887 | if (tl) |
877 | if (tl) |
888 | create_treasure (tl, op, 0, 0, 0); |
878 | create_treasure (tl, ob, 0, 0, 0); |
889 | |
879 | |
890 | INVOKE_PLAYER (BIRTH, op->contr); |
880 | INVOKE_PLAYER (BIRTH, ob->contr); |
891 | INVOKE_PLAYER (LOGIN, op->contr); |
881 | INVOKE_PLAYER (LOGIN, ob->contr); |
892 | |
882 | |
893 | op->contr->ns->state = ST_PLAYING; |
883 | ob->contr->ns->state = ST_PLAYING; |
894 | |
884 | |
895 | if (op->msg) |
885 | if (ob->msg) |
896 | op->msg = NULL; |
886 | ob->msg = 0; |
897 | |
887 | |
898 | /* We create this now because some of the unique maps will need it |
888 | /* We create this now because some of the unique maps will need it |
899 | * to save here. |
889 | * to save here. |
900 | */ |
890 | */ |
|
|
891 | { |
|
|
892 | char buf[MAX_BUF]; |
901 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
893 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name); |
902 | make_path_to_file (buf); |
894 | make_path_to_file (buf); |
|
|
895 | } |
903 | |
896 | |
904 | #ifdef AUTOSAVE |
|
|
905 | op->contr->last_save_tick = pticks; |
|
|
906 | #endif |
|
|
907 | start_info (op); |
897 | start_info (ob); |
908 | CLEAR_FLAG (op, FLAG_WIZ); |
898 | CLEAR_FLAG (ob, FLAG_WIZ); |
909 | give_initial_items (op, op->randomitems); |
899 | give_initial_items (ob, ob->randomitems); |
910 | link_player_skills (op); |
900 | link_player_skills (ob); |
911 | esrv_send_inventory (op, op); |
901 | esrv_send_inventory (ob, ob); |
912 | op->update_stats (); |
902 | ob->update_stats (); |
913 | |
903 | |
914 | /* This moves the player to a different start map, if there |
904 | /* This moves the player to a different start map, if there |
915 | * is one for this race |
905 | * is one for this race |
916 | */ |
906 | */ |
917 | if (*first_map_ext_path) |
907 | if (*first_map_ext_path) |
918 | { |
908 | { |
919 | object *tmp; |
909 | object *tmp; |
920 | char mapname[MAX_BUF]; |
910 | char mapname[MAX_BUF]; |
921 | |
911 | |
922 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); |
912 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name); |
923 | tmp = object::create (); |
913 | tmp = object::create (); |
924 | EXIT_PATH (tmp) = mapname; |
914 | EXIT_PATH (tmp) = mapname; |
925 | EXIT_X (tmp) = op->x; |
915 | EXIT_X (tmp) = ob->x; |
926 | EXIT_Y (tmp) = op->y; |
916 | EXIT_Y (tmp) = ob->y; |
927 | op->enter_exit (tmp); /* we don't really care if it succeeded; |
917 | ob->enter_exit (tmp); /* we don't really care if it succeeded; |
928 | * if the map isn't there, then stay on the |
918 | * if the map isn't there, then stay on the |
929 | * default initial map */ |
919 | * default initial map */ |
930 | tmp->destroy (); |
920 | tmp->destroy (); |
931 | } |
921 | } |
932 | else |
922 | else |
933 | LOG (llevDebug, "first_map_ext_path not set\n"); |
923 | LOG (llevDebug, "first_map_ext_path not set\n"); |
|
|
924 | } |
934 | |
925 | |
935 | return 0; |
926 | void |
936 | } |
927 | player::chargen_race_next () |
937 | |
928 | { |
938 | /* Following actually changes the race - this is the default command |
929 | /* Following actually changes the race - this is the default command |
939 | * if we don't match with one of the options above. |
930 | * if we don't match with one of the options above. |
940 | */ |
931 | */ |
941 | |
932 | |
942 | tmp_loop = 0; |
933 | do |
943 | while (!tmp_loop) |
|
|
944 | { |
934 | { |
945 | shstr name = op->name; |
935 | shstr name = ob->name; |
946 | int x = op->x, y = op->y; |
936 | int x = ob->x, y = ob->y; |
947 | |
937 | |
948 | op->remove_statbonus (); |
938 | ob->remove_statbonus (); |
949 | op->remove (); |
939 | ob->remove (); |
950 | op->arch = get_player_archetype (op->arch); |
940 | ob->arch = get_player_archetype (ob->arch); |
951 | op->arch->clone.copy_to (op); |
941 | ob->arch->clone.copy_to (ob); |
952 | op->instantiate (); |
942 | ob->instantiate (); |
953 | op->stats = op->contr->orig_stats; |
943 | ob->stats = ob->contr->orig_stats; |
954 | op->name = op->name_pl = name; |
944 | ob->name = ob->name_pl = name; |
955 | op->x = x; |
945 | ob->x = x; |
956 | op->y = y; |
946 | ob->y = y; |
957 | SET_ANIMATION (op, 2); /* So player faces south */ |
947 | SET_ANIMATION (ob, 2); /* So player faces south */ |
958 | insert_ob_in_map (op, op->map, op, 0); |
948 | insert_ob_in_map (ob, ob->map, ob, 0); |
959 | assign (op->contr->title, op->arch->clone.name); |
949 | assign (ob->contr->title, ob->arch->clone.name); |
960 | op->add_statbonus (); |
950 | ob->add_statbonus (); |
961 | tmp_loop = allowed_class (op); |
|
|
962 | } |
951 | } |
|
|
952 | while (!allowed_class (ob)); |
963 | |
953 | |
964 | update_object (op, UP_OBJ_FACE); |
954 | update_object (ob, UP_OBJ_FACE); |
965 | esrv_update_item (UPD_FACE, op, op); |
955 | esrv_update_item (UPD_FACE, ob, ob); |
966 | op->update_stats (); |
956 | ob->update_stats (); |
967 | op->stats.hp = op->stats.maxhp; |
957 | ob->stats.hp = ob->stats.maxhp; |
968 | op->stats.sp = op->stats.maxsp; |
958 | ob->stats.sp = ob->stats.maxsp; |
969 | op->stats.grace = 0; |
959 | ob->stats.grace = 0; |
970 | |
|
|
971 | if (op->msg) |
|
|
972 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
|
|
973 | |
|
|
974 | send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); |
|
|
975 | return 0; |
|
|
976 | } |
960 | } |
977 | |
961 | |
978 | void |
962 | void |
979 | flee_player (object *op) |
963 | flee_player (object *op) |
980 | { |
964 | { |
… | |
… | |
1027 | /* Cornered, get rid of scared */ |
1011 | /* Cornered, get rid of scared */ |
1028 | CLEAR_FLAG (op, FLAG_SCARED); |
1012 | CLEAR_FLAG (op, FLAG_SCARED); |
1029 | op->enemy = NULL; |
1013 | op->enemy = NULL; |
1030 | } |
1014 | } |
1031 | |
1015 | |
1032 | |
|
|
1033 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
1016 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
1034 | * IT returns 1 if the player should keep on moving, 0 if he should |
1017 | * It returns 1 if the player should keep on moving, 0 if he should |
1035 | * stop. |
1018 | * stop. |
1036 | */ |
1019 | */ |
1037 | int |
1020 | int |
1038 | check_pick (object *op) |
1021 | check_pick (object *op) |
1039 | { |
1022 | { |
1040 | object *tmp, *next; |
1023 | object *tmp, *next; |
1041 | int stop = 0; |
1024 | int stop = 0; |
1042 | int j, k, wvratio; |
1025 | int wvratio; |
1043 | char putstring[128], tmpstr[16]; |
1026 | char putstring[128]; |
1044 | |
1027 | |
1045 | /* if you're flying, you cna't pick up anything */ |
1028 | /* if you're flying, you cna't pick up anything */ |
1046 | if (op->move_type & MOVE_FLYING) |
1029 | if (op->move_type & MOVE_FLYING) |
1047 | return 1; |
1030 | return 1; |
1048 | |
1031 | |
… | |
… | |
1385 | * found object is returned. |
1368 | * found object is returned. |
1386 | */ |
1369 | */ |
1387 | object * |
1370 | object * |
1388 | find_arrow (object *op, const char *type) |
1371 | find_arrow (object *op, const char *type) |
1389 | { |
1372 | { |
1390 | object *tmp = NULL; |
1373 | object *tmp = 0; |
1391 | |
1374 | |
1392 | for (op = op->inv; op; op = op->below) |
1375 | for (op = op->inv; op; op = op->below) |
1393 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
1376 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
1394 | tmp = find_arrow (op, type); |
1377 | tmp = find_arrow (op, type); |
1395 | else if (op->type == ARROW && op->race == type) |
1378 | else if (op->type == ARROW && op->race == type) |
1396 | return op; |
1379 | return op; |
|
|
1380 | |
1397 | return tmp; |
1381 | return tmp; |
1398 | } |
1382 | } |
1399 | |
1383 | |
1400 | /* |
1384 | /* |
1401 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1385 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1402 | * against the target. A full test is not performed, simply a basic test |
1386 | * against the target. A full test is not performed, simply a basic test |
1403 | * of resistances. The archer is making a quick guess at what he sees down |
1387 | * of resistances. The archer is making a quick guess at what he sees down |
1404 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1388 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1405 | */ |
1389 | */ |
1406 | |
|
|
1407 | object * |
1390 | object * |
1408 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1391 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1409 | { |
1392 | { |
1410 | object *tmp = NULL, *arrow, *ntmp; |
1393 | object *tmp = NULL, *arrow, *ntmp; |
1411 | int attacknum, attacktype, betterby = 0, i; |
1394 | int attacknum, attacktype, betterby = 0, i; |
… | |
… | |
1477 | * find_better_arrow to find a decent arrow to use. |
1460 | * find_better_arrow to find a decent arrow to use. |
1478 | * op = the shooter |
1461 | * op = the shooter |
1479 | * type = bow->race |
1462 | * type = bow->race |
1480 | * dir = fire direction |
1463 | * dir = fire direction |
1481 | */ |
1464 | */ |
1482 | |
|
|
1483 | object * |
1465 | object * |
1484 | pick_arrow_target (object *op, const char *type, int dir) |
1466 | pick_arrow_target (object *op, const char *type, int dir) |
1485 | { |
1467 | { |
1486 | object *tmp = NULL; |
1468 | object *tmp = NULL; |
1487 | maptile *m; |
1469 | maptile *m; |
… | |
… | |
1552 | */ |
1534 | */ |
1553 | int |
1535 | int |
1554 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1536 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1555 | { |
1537 | { |
1556 | object *left, *bow; |
1538 | object *left, *bow; |
1557 | int bowspeed, mflags; |
1539 | int mflags; |
1558 | maptile *m; |
1540 | maptile *m; |
1559 | |
1541 | |
1560 | if (!dir) |
1542 | if (!dir) |
1561 | { |
1543 | { |
1562 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1544 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1563 | return 0; |
1545 | return 0; |
1564 | } |
1546 | } |
1565 | |
1547 | |
1566 | if (op->type == PLAYER) |
1548 | if (op->contr) |
1567 | bow = op->contr->ranges[range_bow]; |
1549 | bow = op->current_weapon; |
1568 | else |
1550 | else |
1569 | { |
1551 | { |
1570 | for (bow = op->inv; bow; bow = bow->below) |
1552 | for (bow = op->inv; bow; bow = bow->below) |
1571 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1553 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1572 | * don't need to switch back and forth between bows and weapons. |
1554 | * don't need to switch back and forth between bows and weapons. |
… | |
… | |
1577 | if (!bow) |
1559 | if (!bow) |
1578 | { |
1560 | { |
1579 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1561 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1580 | return 0; |
1562 | return 0; |
1581 | } |
1563 | } |
|
|
1564 | |
|
|
1565 | // optimisation: move object to top so we will find it quickly again |
|
|
1566 | if (bow->below) |
|
|
1567 | { |
|
|
1568 | bow->remove (); |
|
|
1569 | op->insert (bow); |
|
|
1570 | } |
|
|
1571 | |
1582 | } |
1572 | } |
1583 | |
1573 | |
1584 | if (!bow->race || !bow->skill) |
1574 | if (!bow->race || !bow->skill) |
1585 | { |
1575 | { |
1586 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1576 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1587 | return 0; |
1577 | return 0; |
1588 | } |
1578 | } |
1589 | |
|
|
1590 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
|
|
1591 | |
|
|
1592 | /* penalize ROF for bestarrow */ |
|
|
1593 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
|
|
1594 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
|
|
1595 | |
|
|
1596 | if (bowspeed < 1) |
|
|
1597 | bowspeed = 1; |
|
|
1598 | |
1579 | |
1599 | if (arrow == NULL) |
1580 | if (arrow == NULL) |
1600 | { |
1581 | { |
1601 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1582 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1602 | { |
1583 | { |
1603 | if (op->type == PLAYER) |
1584 | if (op->type == PLAYER) |
1604 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1585 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1605 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1586 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1606 | else |
1587 | else |
1607 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1588 | CLEAR_FLAG (op, FLAG_READY_BOW); |
|
|
1589 | |
1608 | return 0; |
1590 | return 0; |
1609 | } |
1591 | } |
1610 | } |
1592 | } |
1611 | |
1593 | |
1612 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1594 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
… | |
… | |
1636 | |
1618 | |
1637 | arrow->set_owner (op); |
1619 | arrow->set_owner (op); |
1638 | arrow->skill = bow->skill; |
1620 | arrow->skill = bow->skill; |
1639 | arrow->direction = dir; |
1621 | arrow->direction = dir; |
1640 | |
1622 | |
|
|
1623 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
|
|
1624 | arrow->stats.hp = arrow->stats.dam; |
|
|
1625 | arrow->stats.grace = arrow->attacktype; |
|
|
1626 | |
|
|
1627 | if (arrow->slaying) |
|
|
1628 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1629 | |
|
|
1630 | #if 0 |
|
|
1631 | if (player *pl = op->contr) |
|
|
1632 | { |
|
|
1633 | float speed = pl->weapon_sp; |
|
|
1634 | |
|
|
1635 | /* penalize ROF for bestarrow */ |
|
|
1636 | if (pl->bowtype == bow_bestarrow) |
|
|
1637 | speed *= .9f; |
|
|
1638 | else |
|
|
1639 | speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; |
|
|
1640 | |
|
|
1641 | op->speed_left += speed - op->speed; |
|
|
1642 | } |
|
|
1643 | #endif |
|
|
1644 | |
|
|
1645 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1646 | |
|
|
1647 | /* update the speed */ |
|
|
1648 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
|
|
1649 | + bow->stats.dam / 7.f; |
|
|
1650 | |
|
|
1651 | arrow->set_speed (max (arrow->speed, 2.f)); |
|
|
1652 | arrow->speed_left = 0; |
|
|
1653 | |
|
|
1654 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
|
|
1655 | |
1641 | if (op->type == PLAYER) |
1656 | if (op->type == PLAYER) |
1642 | { |
1657 | { |
1643 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
|
|
1644 | op->update_stats (); |
|
|
1645 | } |
|
|
1646 | |
|
|
1647 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1648 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
|
|
1649 | arrow->stats.hp = arrow->stats.dam; |
|
|
1650 | arrow->stats.grace = arrow->attacktype; |
|
|
1651 | if (arrow->slaying != NULL) |
|
|
1652 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1653 | |
|
|
1654 | /* Note that this was different for monsters - they got their level |
|
|
1655 | * added to the damage. I think the strength bonus is more proper. |
|
|
1656 | */ |
|
|
1657 | |
|
|
1658 | arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic; |
|
|
1659 | |
|
|
1660 | /* update the speed */ |
|
|
1661 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
|
|
1662 | 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
|
|
1663 | |
|
|
1664 | arrow->set_speed (max (arrow->speed, 1.0)); |
|
|
1665 | arrow->speed_left = 0; |
|
|
1666 | |
|
|
1667 | if (op->type == PLAYER) |
|
|
1668 | { |
|
|
1669 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
|
|
1670 | (op->chosen_skill ? op->chosen_skill->level : op->level) - |
|
|
1671 | dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod; |
|
|
1672 | |
|
|
1673 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
1658 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
|
|
1659 | wc -= dex_bonus[op->stats.Dex]; |
|
|
1660 | |
|
|
1661 | if (!arrow->slaying) |
|
|
1662 | arrow->slaying = op->slaying; |
|
|
1663 | |
|
|
1664 | arrow->attacktype |= op->attacktype; |
1674 | } |
1665 | } |
1675 | else |
1666 | else |
1676 | { |
1667 | { |
1677 | arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; |
|
|
1678 | arrow->level = op->level; |
1668 | arrow->level = op->level; |
1679 | } |
1669 | arrow->stats.wc -= bow->magic; |
1680 | |
1670 | |
1681 | if (arrow->attacktype == AT_PHYSICAL) |
1671 | if (!arrow->slaying) |
|
|
1672 | arrow->slaying = bow->slaying; |
|
|
1673 | |
1682 | arrow->attacktype |= bow->attacktype; |
1674 | arrow->attacktype |= bow->attacktype; |
|
|
1675 | } |
1683 | |
1676 | |
1684 | if (bow->slaying) |
1677 | wc -= arrow->level; |
1685 | arrow->slaying = bow->slaying; |
1678 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
1686 | |
1679 | |
|
|
1680 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1687 | arrow->move_type = MOVE_FLY_LOW; |
1681 | arrow->move_type = MOVE_FLY_LOW; |
1688 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1682 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1689 | |
1683 | |
1690 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1684 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1691 | m->insert (arrow, sx, sy, op); |
1685 | m->insert (arrow, sx, sy, op); |
… | |
… | |
1716 | { |
1710 | { |
1717 | int ret = 0, wcmod = 0; |
1711 | int ret = 0, wcmod = 0; |
1718 | |
1712 | |
1719 | if (op->contr->bowtype == bow_bestarrow) |
1713 | if (op->contr->bowtype == bow_bestarrow) |
1720 | { |
1714 | { |
1721 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); |
1715 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1722 | } |
1716 | } |
1723 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1717 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1724 | { |
1718 | { |
1725 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1719 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1726 | wcmod = -1; |
1720 | wcmod = -1; |
… | |
… | |
1736 | else if (op->contr->bowtype == bow_spreadshot) |
1730 | else if (op->contr->bowtype == bow_spreadshot) |
1737 | { |
1731 | { |
1738 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1732 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1739 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1733 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1740 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1734 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1741 | |
|
|
1742 | } |
1735 | } |
1743 | else |
1736 | else |
1744 | { |
1737 | { |
1745 | /* Simple case */ |
1738 | /* Simple case */ |
1746 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1739 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1747 | } |
1740 | } |
|
|
1741 | |
1748 | return ret; |
1742 | return ret; |
1749 | } |
1743 | } |
1750 | |
|
|
1751 | |
1744 | |
1752 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1745 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1753 | * Broken apart from 'fire' to keep it more readable. |
1746 | * Broken apart from 'fire' to keep it more readable. |
1754 | */ |
1747 | */ |
1755 | void |
1748 | void |
1756 | fire_misc_object (object *op, int dir) |
1749 | fire_misc_object (object *op, int dir) |
1757 | { |
1750 | { |
1758 | object *item; |
1751 | object *item = op->contr->ranged_ob; |
1759 | |
1752 | |
1760 | if (!op->contr->ranges[range_misc]) |
1753 | if (!item) |
1761 | { |
1754 | { |
1762 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1755 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1763 | return; |
1756 | return; |
1764 | } |
1757 | } |
1765 | |
1758 | |
1766 | item = op->contr->ranges[range_misc]; |
|
|
1767 | if (!item->inv) |
1759 | if (!item->inv) |
1768 | { |
1760 | { |
1769 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1761 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1770 | return; |
1762 | return; |
1771 | } |
1763 | } |
|
|
1764 | |
|
|
1765 | if (!op->change_weapon (item)) |
|
|
1766 | return; |
|
|
1767 | |
1772 | if (item->type == WAND) |
1768 | if (item->type == WAND) |
1773 | { |
1769 | { |
1774 | if (item->stats.food <= 0) |
1770 | if (item->stats.food <= 0) |
1775 | { |
1771 | { |
1776 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1772 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1777 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
1773 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
|
|
1774 | |
1778 | return; |
1775 | return; |
1779 | } |
1776 | } |
1780 | } |
1777 | } |
1781 | else if (item->type == ROD || item->type == HORN) |
1778 | else if (item->type == ROD || item->type == HORN) |
1782 | { |
1779 | { |
1783 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1780 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1784 | { |
1781 | { |
1785 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1782 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
|
|
1783 | |
1786 | if (item->type == ROD) |
1784 | if (item->type == ROD) |
1787 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1785 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1788 | else |
1786 | else |
1789 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
1787 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
|
|
1788 | |
1790 | return; |
1789 | return; |
1791 | } |
1790 | } |
1792 | } |
1791 | } |
1793 | |
1792 | |
1794 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1793 | if (cast_spell (op, item, dir, item->inv, NULL)) |
… | |
… | |
1816 | } |
1815 | } |
1817 | } |
1816 | } |
1818 | |
1817 | |
1819 | /* Received a fire command for the player - go and do it. |
1818 | /* Received a fire command for the player - go and do it. |
1820 | */ |
1819 | */ |
1821 | void |
1820 | bool |
1822 | fire (object *op, int dir) |
1821 | fire (object *op, int dir) |
1823 | { |
1822 | { |
1824 | int spellcost = 0; |
1823 | int spellcost = 0; |
1825 | |
1824 | |
1826 | /* check for loss of invisiblity/hide */ |
1825 | /* check for loss of invisiblity/hide */ |
1827 | if (action_makes_visible (op)) |
1826 | if (action_makes_visible (op)) |
1828 | make_visible (op); |
1827 | make_visible (op); |
1829 | |
1828 | |
1830 | switch (op->contr->shoottype) |
1829 | player *pl = op->contr; |
|
|
1830 | |
|
|
1831 | if (pl->golem) |
|
|
1832 | { |
|
|
1833 | control_golem (op->contr->golem, dir); |
|
|
1834 | return false; |
1831 | { |
1835 | } |
1832 | case range_none: |
|
|
1833 | return; |
|
|
1834 | |
1836 | |
1835 | case range_bow: |
1837 | object *ob = pl->ranged_ob; |
|
|
1838 | |
|
|
1839 | if (!ob) |
|
|
1840 | return false; |
|
|
1841 | |
|
|
1842 | if (!op->change_weapon (ob)) |
|
|
1843 | return false; |
|
|
1844 | |
|
|
1845 | if (op->speed_left > 0.f) |
|
|
1846 | --op->speed_left; |
|
|
1847 | else |
|
|
1848 | return false; |
|
|
1849 | |
|
|
1850 | switch (ob->type) |
|
|
1851 | { |
|
|
1852 | case BOW: |
1836 | player_fire_bow (op, dir); |
1853 | player_fire_bow (op, dir); |
1837 | return; |
1854 | break; |
1838 | |
1855 | |
1839 | case range_magic: /* Casting spells */ |
1856 | case SPELL: |
1840 | spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); |
1857 | spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); |
1841 | return; |
1858 | break; |
1842 | |
1859 | |
1843 | case range_misc: |
1860 | case BUILDER: |
|
|
1861 | apply_map_builder (op, dir); |
|
|
1862 | break; |
|
|
1863 | |
|
|
1864 | case SKILL: |
|
|
1865 | do_skill (op, op, ob, dir, 0); |
|
|
1866 | break; |
|
|
1867 | |
|
|
1868 | default: |
1844 | fire_misc_object (op, dir); |
1869 | fire_misc_object (op, dir); |
1845 | return; |
1870 | break; |
1846 | |
|
|
1847 | case range_golem: /* Control summoned monsters from scrolls */ |
|
|
1848 | if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
1849 | { |
|
|
1850 | op->contr->ranges[range_golem] = 0; |
|
|
1851 | op->contr->shoottype = range_none; |
|
|
1852 | } |
|
|
1853 | else |
|
|
1854 | control_golem (op->contr->ranges[range_golem], dir); |
|
|
1855 | return; |
|
|
1856 | |
|
|
1857 | case range_skill: |
|
|
1858 | if (!op->chosen_skill) |
|
|
1859 | { |
|
|
1860 | if (op->type == PLAYER) |
|
|
1861 | new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
|
|
1862 | return; |
|
|
1863 | } |
|
|
1864 | (void) do_skill (op, op, op->chosen_skill, dir, NULL); |
|
|
1865 | return; |
|
|
1866 | case range_builder: |
|
|
1867 | apply_map_builder (op, dir); |
|
|
1868 | return; |
|
|
1869 | default: |
|
|
1870 | new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); |
|
|
1871 | return; |
|
|
1872 | } |
1871 | } |
1873 | } |
|
|
1874 | |
1872 | |
1875 | |
1873 | return true; |
|
|
1874 | } |
1876 | |
1875 | |
1877 | /* find_key |
1876 | /* find_key |
1878 | * We try to find a key for the door as passed. If we find a key |
1877 | * We try to find a key for the door as passed. If we find a key |
1879 | * and successfully use it, we return the key, otherwise NULL |
1878 | * and successfully use it, we return the key, otherwise NULL |
1880 | * This function merges both normal and locked door, since the logic |
1879 | * This function merges both normal and locked door, since the logic |
… | |
… | |
1882 | * pl is the player, |
1881 | * pl is the player, |
1883 | * inv is the objects inventory to searched |
1882 | * inv is the objects inventory to searched |
1884 | * door is the door we are trying to match against. |
1883 | * door is the door we are trying to match against. |
1885 | * This function can be called recursively to search containers. |
1884 | * This function can be called recursively to search containers. |
1886 | */ |
1885 | */ |
1887 | |
|
|
1888 | object * |
1886 | object * |
1889 | find_key (object *pl, object *container, object *door) |
1887 | find_key (object *pl, object *container, object *door) |
1890 | { |
1888 | { |
1891 | object *tmp, *key; |
1889 | object *tmp, *key; |
1892 | |
1890 | |
1893 | /* Should not happen, but sanity checking is never bad */ |
1891 | /* Should not happen, but sanity checking is never bad */ |
1894 | if (container->inv == NULL) |
1892 | if (!container->inv) |
1895 | return NULL; |
1893 | return 0; |
1896 | |
1894 | |
1897 | /* First, lets try to find a key in the top level inventory */ |
1895 | /* First, lets try to find a key in the top level inventory */ |
1898 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1896 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1899 | { |
1897 | { |
1900 | if (door->type == DOOR && tmp->type == KEY) |
1898 | if (door->type == DOOR && tmp->type == KEY) |
1901 | break; |
1899 | break; |
1902 | /* For sanity, we should really check door type, but other stuff |
1900 | /* For sanity, we should really check door type, but other stuff |
1903 | * (like containers) can be locked with special keys |
1901 | * (like containers) can be locked with special keys |
1904 | */ |
1902 | */ |
1905 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1903 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1906 | break; |
1904 | break; |
1907 | } |
1905 | } |
|
|
1906 | |
1908 | /* No key found - lets search inventories now */ |
1907 | /* No key found - lets search inventories now */ |
1909 | /* If we find and use a key in an inventory, return at that time. |
1908 | /* If we find and use a key in an inventory, return at that time. |
1910 | * otherwise, if we search all the inventories and still don't find |
1909 | * otherwise, if we search all the inventories and still don't find |
1911 | * a key, return |
1910 | * a key, return |
1912 | */ |
1911 | */ |
1913 | if (!tmp) |
1912 | if (!tmp) |
1914 | { |
1913 | { |
1915 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1914 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1916 | { |
1915 | { |
1917 | /* No reason to search empty containers */ |
1916 | /* No reason to search empty containers */ |
1918 | if (tmp->type == CONTAINER && tmp->inv) |
1917 | if (tmp->type == CONTAINER && tmp->inv) |
1919 | { |
1918 | { |
1920 | if ((key = find_key (pl, tmp, door)) != NULL) |
1919 | if ((key = find_key (pl, tmp, door))) |
1921 | return key; |
1920 | return key; |
1922 | } |
1921 | } |
1923 | } |
1922 | } |
|
|
1923 | |
1924 | if (!tmp) |
1924 | if (!tmp) |
1925 | return NULL; |
1925 | return NULL; |
1926 | } |
1926 | } |
|
|
1927 | |
1927 | /* We get down here if we have found a key. Now if its in a container, |
1928 | /* We get down here if we have found a key. Now if its in a container, |
1928 | * see if we actually want to use it |
1929 | * see if we actually want to use it |
1929 | */ |
1930 | */ |
1930 | if (pl != container) |
1931 | if (pl != container) |
1931 | { |
1932 | { |
… | |
… | |
1952 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1953 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1953 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1954 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1954 | return NULL; |
1955 | return NULL; |
1955 | } |
1956 | } |
1956 | } |
1957 | } |
|
|
1958 | |
1957 | return tmp; |
1959 | return tmp; |
1958 | } |
1960 | } |
1959 | |
1961 | |
1960 | /* moved door processing out of move_player_attack. |
1962 | /* moved door processing out of move_player_attack. |
1961 | * returns 1 if player has opened the door with a key |
1963 | * returns 1 if player has opened the door with a key |
… | |
… | |
1963 | * 0 otherwise |
1965 | * 0 otherwise |
1964 | */ |
1966 | */ |
1965 | static int |
1967 | static int |
1966 | player_attack_door (object *op, object *door) |
1968 | player_attack_door (object *op, object *door) |
1967 | { |
1969 | { |
1968 | /* If its a door, try to find a use a key. If we do destroy the door, |
1970 | /* If its a door, try to find a key. If we do destroy the door, |
1969 | * might as well return immediately as there is nothing more to do - |
1971 | * might as well return immediately as there is nothing more to do - |
1970 | * otherwise, we fall through to the rest of the code. |
1972 | * otherwise, we fall through to the rest of the code. |
1971 | */ |
1973 | */ |
1972 | object *key = find_key (op, op, door); |
1974 | object *key = find_key (op, op, door); |
1973 | |
1975 | |
1974 | /* IF we found a key, do some extra work */ |
1976 | /* If we found a key, do some extra work */ |
1975 | if (key) |
1977 | if (key) |
1976 | { |
1978 | { |
1977 | object *container = key->env; |
1979 | object *container = key->env; |
1978 | |
1980 | |
1979 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
1981 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
|
|
1982 | |
1980 | if (action_makes_visible (op)) |
1983 | if (action_makes_visible (op)) |
1981 | make_visible (op); |
1984 | make_visible (op); |
|
|
1985 | |
1982 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1986 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1983 | spring_trap (door->inv, op); |
1987 | spring_trap (door->inv, op); |
|
|
1988 | |
1984 | if (door->type == DOOR) |
1989 | if (door->type == DOOR) |
1985 | { |
|
|
1986 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1990 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1987 | } |
|
|
1988 | else if (door->type == LOCKED_DOOR) |
1991 | else if (door->type == LOCKED_DOOR) |
1989 | { |
1992 | { |
1990 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
1993 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
1991 | remove_door2 (door); /* remove door without violence ;-) */ |
1994 | remove_door2 (door); /* remove door without violence ;-) */ |
1992 | } |
1995 | } |
|
|
1996 | |
1993 | /* Do this after we print the message */ |
1997 | /* Do this after we print the message */ |
1994 | decrease_ob (key); /* Use up one of the keys */ |
1998 | decrease_ob (key); /* Use up one of the keys */ |
1995 | /* Need to update the weight the container the key was in */ |
1999 | /* Need to update the weight the container the key was in */ |
1996 | if (container != op) |
2000 | if (container != op) |
1997 | esrv_update_item (UPD_WEIGHT, op, container); |
2001 | esrv_update_item (UPD_WEIGHT, op, container); |
|
|
2002 | |
1998 | return 1; /* Nothing more to do below */ |
2003 | return 1; /* Nothing more to do below */ |
1999 | } |
2004 | } |
2000 | else if (door->type == LOCKED_DOOR) |
2005 | else if (door->type == LOCKED_DOOR) |
2001 | { |
2006 | { |
2002 | /* Might as well return now - no other way to open this */ |
2007 | /* Might as well return now - no other way to open this */ |
2003 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
2008 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
2004 | return 1; |
2009 | return 1; |
2005 | } |
2010 | } |
|
|
2011 | |
2006 | return 0; |
2012 | return 0; |
2007 | } |
2013 | } |
2008 | |
2014 | |
2009 | /* This function is just part of a breakup from move_player. |
2015 | /* This function is just part of a breakup from move_player. |
2010 | * It should keep the code cleaner. |
2016 | * It should keep the code cleaner. |
2011 | * When this is called, the players direction has been updated |
2017 | * When this is called, the players direction has been updated |
2012 | * (taking into account confusion.) The player is also actually |
2018 | * (taking into account confusion.) The player is also actually |
2013 | * going to try and move (not fire weapons). |
2019 | * going to try and move (not fire weapons). |
2014 | */ |
2020 | */ |
2015 | void |
2021 | bool |
2016 | move_player_attack (object *op, int dir) |
2022 | move_player_attack (object *op, int dir) |
2017 | { |
2023 | { |
2018 | object *tmp, *mon; |
|
|
2019 | sint16 nx, ny; |
|
|
2020 | int on_battleground; |
2024 | int on_battleground; |
2021 | maptile *m; |
|
|
2022 | |
2025 | |
2023 | nx = freearr_x[dir] + op->x; |
2026 | sint16 nx = freearr_x[dir] + op->x; |
2024 | ny = freearr_y[dir] + op->y; |
2027 | sint16 ny = freearr_y[dir] + op->y; |
2025 | |
2028 | |
2026 | on_battleground = op_on_battleground (op, 0, 0); |
2029 | on_battleground = op_on_battleground (op, 0, 0); |
|
|
2030 | |
|
|
2031 | if (out_of_map (op->map, nx, ny)) |
|
|
2032 | return false; |
|
|
2033 | |
|
|
2034 | if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) |
|
|
2035 | { |
|
|
2036 | --op->speed_left; |
|
|
2037 | return true; |
|
|
2038 | } |
2027 | |
2039 | |
2028 | /* If braced, or can't move to the square, and it is not out of the |
2040 | /* If braced, or can't move to the square, and it is not out of the |
2029 | * map, attack it. Note order of if statement is important - don't |
2041 | * map, attack it. Note order of if statement is important - don't |
2030 | * want to be calling move_ob if braced, because move_ob will move the |
2042 | * want to be calling move_ob if braced, because move_ob will move the |
2031 | * player. This is a pretty nasty hack, because if we could |
2043 | * player. This is a pretty nasty hack, because if we could |
2032 | * move to some space, it then means that if we are braced, we should |
2044 | * move to some space, it then means that if we are braced, we should |
2033 | * do nothing at all. As it is, if we are braced, we go through |
2045 | * do nothing at all. As it is, if we are braced, we go through |
2034 | * quite a bit of processing. However, it probably is less than what |
2046 | * quite a bit of processing. However, it probably is less than what |
2035 | * move_ob uses. |
2047 | * move_ob uses. |
2036 | */ |
2048 | */ |
2037 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
|
|
2038 | { |
|
|
2039 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
|
|
2040 | { |
|
|
2041 | m = op->map->xy_find (nx, ny); |
2049 | maptile *m = op->map->xy_find (nx, ny); |
2042 | if (!m) |
|
|
2043 | return; /* Don't think this should happen */ |
|
|
2044 | } |
|
|
2045 | else |
|
|
2046 | m = op->map; |
|
|
2047 | |
2050 | |
2048 | if (!(tmp = m->at (nx, ny).bot)) |
|
|
2049 | return; |
|
|
2050 | |
|
|
2051 | mon = 0; |
|
|
2052 | /* Go through all the objects, and find ones of interest. Only stop if |
2051 | /* Go through all the objects, and find ones of interest. Only stop if |
2053 | * we find a monster - that is something we know we want to attack. |
2052 | * we find a monster - that is something we know we want to attack. |
2054 | * if its a door or barrel (can roll) see if there may be monsters |
2053 | * if its a door or barrel (can roll) see if there may be monsters |
2055 | * on the space |
2054 | * on the space |
2056 | */ |
2055 | */ |
2057 | while (tmp) |
2056 | object *mon; |
2058 | { |
2057 | for (mon = m->at (nx, ny).bot; mon; mon = mon->above) |
2059 | if (tmp == op) |
2058 | { |
2060 | { |
2059 | if ((mon->flag [FLAG_ALIVE] |
2061 | tmp = tmp->above; |
2060 | || mon->type == LOCKED_DOOR |
2062 | continue; |
2061 | || mon->flag [FLAG_CAN_ROLL]) |
2063 | } |
|
|
2064 | |
|
|
2065 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
|
|
2066 | { |
|
|
2067 | mon = tmp; |
2062 | && mon != op) |
2068 | break; |
2063 | break; |
2069 | } |
2064 | } |
2070 | |
2065 | |
2071 | if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) |
|
|
2072 | mon = tmp; |
|
|
2073 | |
|
|
2074 | tmp = tmp->above; |
|
|
2075 | } |
|
|
2076 | |
|
|
2077 | if (!mon) /* This happens anytime the player tries to move */ |
2066 | if (!mon) /* This happens anytime the player tries to move */ |
2078 | return; /* into a wall */ |
2067 | return false; /* into a wall */ |
2079 | |
2068 | |
2080 | if (mon->head) |
|
|
2081 | mon = mon->head; |
2069 | mon = mon->head_ (); |
2082 | |
2070 | |
2083 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
2071 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
|
|
2072 | if (op->contr->weapon_sp_left > 0.f) |
2084 | if (player_attack_door (op, mon)) |
2073 | if (player_attack_door (op, mon)) |
|
|
2074 | { |
|
|
2075 | --op->contr->weapon_sp_left; |
2085 | return; |
2076 | return true; |
|
|
2077 | } |
2086 | |
2078 | |
2087 | /* The following deals with possibly attacking peaceful |
2079 | /* The following deals with possibly attacking peaceful |
2088 | * or frienddly creatures. Basically, all players are considered |
2080 | * or friendly creatures. Basically, all players are considered |
2089 | * unaggressive. If the moving player has peaceful set, then the |
2081 | * unaggressive. If the moving player has peaceful set, then the |
2090 | * object should be pushed instead of attacked. It is assumed that |
2082 | * object should be pushed instead of attacked. It is assumed that |
2091 | * if you are braced, you will not attack friends accidently, |
2083 | * if you are braced, you will not attack friends accidently, |
2092 | * and thus will not push them. |
2084 | * and thus will not push them. |
2093 | */ |
2085 | */ |
2094 | |
2086 | |
2095 | /* If the creature is a pet, push it even if the player is not |
2087 | /* If the creature is a pet, push it even if the player is not |
2096 | * peaceful. Our assumption is the creature is a pet if the |
2088 | * peaceful. Our assumption is the creature is a pet if the |
2097 | * player owns it and it is either friendly or unagressive. |
2089 | * player owns it and it is either friendly or unagressive. |
2098 | */ |
2090 | */ |
2099 | if ((op->type == PLAYER) |
2091 | if (op->type == PLAYER |
2100 | #if COZY_SERVER |
|
|
2101 | && |
|
|
2102 | ((mon->owner && mon->owner->contr |
2092 | && ((mon->owner && mon->owner->contr |
2103 | && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) |
2093 | && same_party (mon->owner->contr->party, op->contr->party)) |
2104 | #else |
|
|
2105 | && mon->owner == op |
2094 | || mon->owner == op) |
2106 | #endif |
|
|
2107 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2095 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2108 | { |
2096 | { |
2109 | /* If we're braced, we don't want to switch places with it */ |
2097 | /* If we're braced, we don't want to switch places with it */ |
2110 | if (op->contr->braced) |
2098 | if (op->contr->braced) |
2111 | return; |
2099 | return false; |
|
|
2100 | |
|
|
2101 | if (op->speed_left > 0.f) |
|
|
2102 | { |
|
|
2103 | --op->speed_left; |
2112 | |
2104 | |
2113 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2105 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2114 | (void) push_ob (mon, dir, op); |
2106 | push_ob (mon, dir, op); |
|
|
2107 | |
2115 | if (op->contr->tmp_invis || op->hide) |
2108 | if (op->contr->tmp_invis || op->hide) |
2116 | make_visible (op); |
2109 | make_visible (op); |
2117 | |
2110 | |
2118 | return; |
2111 | return true; |
2119 | } |
2112 | } |
|
|
2113 | else |
|
|
2114 | return false; |
|
|
2115 | } |
2120 | |
2116 | |
2121 | /* in certain circumstances, you shouldn't attack friendly |
2117 | /* in certain circumstances, you shouldn't attack friendly |
2122 | * creatures. Note that if you are braced, you can't push |
2118 | * creatures. Note that if you are braced, you can't push |
2123 | * someone, but put it inside this loop so that you won't |
2119 | * someone, but put it inside this loop so that you won't |
2124 | * attack them either. |
2120 | * attack them either. |
2125 | */ |
2121 | */ |
2126 | if ((mon->type == PLAYER || mon->enemy != op) && |
2122 | if ((mon->type == PLAYER || mon->enemy != op) |
2127 | (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( |
2123 | && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) |
2128 | #ifdef PROHIBIT_PLAYERKILL |
|
|
2129 | (op->contr->peaceful |
2124 | && ((op->contr->peaceful |
2130 | || (mon->type == PLAYER |
2125 | || (mon->type == PLAYER && mon->contr->peaceful)) |
2131 | && mon->contr-> |
|
|
2132 | peaceful)) && |
|
|
2133 | #else |
|
|
2134 | op->contr->peaceful && |
|
|
2135 | #endif |
|
|
2136 | !on_battleground)) |
2126 | && !on_battleground)) |
|
|
2127 | { |
|
|
2128 | if (op->speed_left > 0.f) |
2137 | { |
2129 | { |
|
|
2130 | --op->speed_left; |
|
|
2131 | |
2138 | if (!op->contr->braced) |
2132 | if (!op->contr->braced) |
2139 | { |
2133 | { |
2140 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2134 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2141 | push_ob (mon, dir, op); |
2135 | push_ob (mon, dir, op); |
2142 | } |
2136 | } |
2143 | else |
2137 | else |
2144 | new_draw_info (0, 0, op, "You withhold your attack"); |
2138 | new_draw_info (0, 0, op, "You withhold your attack"); |
2145 | |
2139 | |
2146 | if (op->contr->tmp_invis || op->hide) |
2140 | if (op->contr->tmp_invis || op->hide) |
2147 | make_visible (op); |
2141 | make_visible (op); |
2148 | } |
|
|
2149 | |
2142 | |
|
|
2143 | return true; |
|
|
2144 | } |
|
|
2145 | } |
2150 | /* If the object is a boulder or other rollable object, then |
2146 | /* If the object is a boulder or other rollable object, then |
2151 | * roll it if not braced. You can't roll it if you are braced. |
2147 | * roll it if not braced. You can't roll it if you are braced. |
2152 | */ |
2148 | */ |
2153 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
2149 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
|
|
2150 | { |
|
|
2151 | if (op->speed_left > 0.f) |
2154 | { |
2152 | { |
|
|
2153 | --op->speed_left; |
|
|
2154 | |
2155 | recursive_roll (mon, dir, op); |
2155 | recursive_roll (mon, dir, op); |
2156 | if (action_makes_visible (op)) |
2156 | if (action_makes_visible (op)) |
2157 | make_visible (op); |
2157 | make_visible (op); |
2158 | } |
|
|
2159 | |
2158 | |
|
|
2159 | return true; |
|
|
2160 | } |
|
|
2161 | } |
2160 | /* Any generic living creature. Including things like doors. |
2162 | /* Any generic living creature. Including things like doors. |
2161 | * Way it works is like this: First, it must have some hit points |
2163 | * Way it works is like this: First, it must have some hit points |
2162 | * and be living. Then, it must be one of the following: |
2164 | * and be living. Then, it must be one of the following: |
2163 | * 1) Not a player, 2) A player, but of a different party. Note |
2165 | * 1) Not a player, 2) A player, but of a different party. Note |
2164 | * that party_number -1 is no party, so attacks can still happen. |
2166 | * that party_number -1 is no party, so attacks can still happen. |
2165 | */ |
2167 | */ |
2166 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2168 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2167 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2169 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2168 | { |
2170 | { |
2169 | |
2171 | if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) |
2170 | /* If the player hasn't hit something this tick, and does |
|
|
2171 | * so, give them speed boost based on weapon speed. Doing |
|
|
2172 | * it here is better than process_players2, which basically |
|
|
2173 | * incurred a 1 tick offset. |
|
|
2174 | */ |
|
|
2175 | if (!op->contr->has_hit) |
|
|
2176 | { |
2172 | { |
2177 | op->speed_left += op->speed / op->contr->weapon_sp; |
2173 | --op->contr->weapon_sp_left; |
2178 | |
|
|
2179 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
|
|
2180 | } |
|
|
2181 | |
2174 | |
2182 | skill_attack (mon, op, 0, 0, 0); |
2175 | skill_attack (mon, op, 0, 0, 0); |
2183 | |
|
|
2184 | /* If attacking another player, that player gets automatic |
|
|
2185 | * hitback, and doesn't loose luck either. |
|
|
2186 | * Disable hitback on the battleground or if the target is |
|
|
2187 | * the wiz. |
|
|
2188 | */ |
|
|
2189 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) |
|
|
2190 | { |
|
|
2191 | short luck = mon->stats.luck; |
|
|
2192 | |
|
|
2193 | mon->contr->has_hit = 1; |
|
|
2194 | skill_attack (op, mon, 0, 0, 0); |
|
|
2195 | mon->stats.luck = luck; |
|
|
2196 | } |
|
|
2197 | |
2176 | |
2198 | if (action_makes_visible (op)) |
2177 | if (action_makes_visible (op)) |
2199 | make_visible (op); |
2178 | make_visible (op); |
2200 | } |
|
|
2201 | } /* if player should attack something */ |
|
|
2202 | } |
|
|
2203 | |
2179 | |
2204 | int |
2180 | return true; |
|
|
2181 | } |
|
|
2182 | } |
|
|
2183 | |
|
|
2184 | return false; |
|
|
2185 | } |
|
|
2186 | |
|
|
2187 | bool |
2205 | move_player (object *op, int dir) |
2188 | move_player (object *op, int dir) |
2206 | { |
2189 | { |
2207 | int pick; |
2190 | int pick; |
2208 | |
2191 | |
2209 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2192 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
… | |
… | |
2216 | return 0; |
2199 | return 0; |
2217 | } |
2200 | } |
2218 | |
2201 | |
2219 | /* peterm: added following line */ |
2202 | /* peterm: added following line */ |
2220 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2203 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2221 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
2204 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2222 | |
2205 | |
2223 | op->facing = dir; |
2206 | op->facing = dir; |
2224 | |
2207 | |
2225 | if (op->hide) |
2208 | if (op->hide) |
2226 | do_hidden_move (op); |
2209 | do_hidden_move (op); |
2227 | |
2210 | |
|
|
2211 | bool retval; |
|
|
2212 | |
2228 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2213 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2229 | /*nop */ ; |
2214 | retval = RESULT_INT (0); |
2230 | else if (op->contr->fire_on) |
2215 | else if (op->contr->fire_on) |
2231 | fire (op, dir); |
2216 | retval = fire (op, dir); |
2232 | else |
2217 | else |
2233 | { |
2218 | { |
2234 | move_player_attack (op, dir); |
2219 | retval = move_player_attack (op, dir); |
2235 | pick = check_pick (op); |
2220 | pick = check_pick (op); |
2236 | } |
2221 | } |
2237 | |
2222 | |
2238 | /* Add special check for newcs players and fire on - this way, the |
2223 | /* Add special check for newcs players and fire on - this way, the |
2239 | * server can handle repeat firing. |
2224 | * server can handle repeat firing. |
… | |
… | |
2246 | /* Update how the player looks. Use the facing, so direction may |
2231 | /* Update how the player looks. Use the facing, so direction may |
2247 | * get reset to zero. This allows for full animation capabilities |
2232 | * get reset to zero. This allows for full animation capabilities |
2248 | * for players. |
2233 | * for players. |
2249 | */ |
2234 | */ |
2250 | animate_object (op, op->facing); |
2235 | animate_object (op, op->facing); |
2251 | return 0; |
2236 | |
|
|
2237 | return retval; |
2252 | } |
2238 | } |
2253 | |
2239 | |
2254 | /* This is similar to handle_player, below, but is only used by the |
2240 | /* This is similar to handle_player, below, but is only used by the |
2255 | * new client/server stuff. |
2241 | * new client/server stuff. |
2256 | * This is sort of special, in that the new client/server actually uses |
2242 | * This is sort of special, in that the new client/server actually uses |
2257 | * the new speed values for commands. |
2243 | * the new speed values for commands. |
2258 | * |
2244 | * |
2259 | * Returns true if there are more actions we can do. |
2245 | * Returns true if there are more actions we can do. Should not do |
|
|
2246 | * many actions in a row, as that would be too unfair to other |
|
|
2247 | * players. |
2260 | */ |
2248 | */ |
2261 | int |
2249 | bool |
2262 | handle_newcs_player (object *op) |
2250 | handle_newcs_player (object *op) |
2263 | { |
2251 | { |
2264 | if (op->contr->hidden) |
|
|
2265 | { |
|
|
2266 | op->invisible = 1000; |
|
|
2267 | /* the socket code flashes the player visible/invisible |
|
|
2268 | * depending on the value of invisible, so we need to |
|
|
2269 | * alternate it here for it to work correctly. |
|
|
2270 | */ |
|
|
2271 | if (pticks & 2) |
|
|
2272 | op->invisible--; |
|
|
2273 | } |
|
|
2274 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
|
|
2275 | { |
|
|
2276 | op->invisible--; |
|
|
2277 | if (!op->invisible) |
|
|
2278 | { |
|
|
2279 | make_visible (op); |
|
|
2280 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2281 | } |
|
|
2282 | } |
|
|
2283 | |
|
|
2284 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2252 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2285 | { |
2253 | { |
2286 | flee_player (op); |
2254 | if (op->speed_left > 0.f) |
2287 | /* If player is still scared, that is his action for this tick */ |
|
|
2288 | if (QUERY_FLAG (op, FLAG_SCARED)) |
|
|
2289 | { |
2255 | { |
2290 | op->speed_left--; |
2256 | --op->speed_left; |
|
|
2257 | flee_player (op); |
|
|
2258 | |
2291 | return 0; |
2259 | return true; |
2292 | } |
2260 | } |
|
|
2261 | else |
|
|
2262 | return false; |
2293 | } |
2263 | } |
2294 | |
|
|
2295 | /* I've been seeing crashes where the golem has been destroyed, but |
|
|
2296 | * the player object still points to the defunct golem. The code that |
|
|
2297 | * destroys the golem looks correct, and it doesn't always happen, so |
|
|
2298 | * put this in a a workaround to clean up the golem pointer. |
|
|
2299 | */ |
|
|
2300 | if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
2301 | op->contr->ranges[range_golem] = 0; |
|
|
2302 | |
2264 | |
2303 | /* call this here - we also will call this in do_ericserver, but |
2265 | /* call this here - we also will call this in do_ericserver, but |
2304 | * the players time has been increased when doericserver has been |
2266 | * the players time has been increased when doericserver has been |
2305 | * called, so we recheck it here. |
2267 | * called, so we recheck it here. |
2306 | */ |
2268 | */ |
2307 | if (op->contr->ns->handle_command ()) |
2269 | if (op->contr->ns->handle_command ()) |
2308 | return 1; |
2270 | return true; |
2309 | |
2271 | |
2310 | if (op->speed_left > 0) |
|
|
2311 | { |
|
|
2312 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2272 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2313 | { |
|
|
2314 | /* All move commands take 1 tick, at least for now */ |
|
|
2315 | op->speed_left--; |
|
|
2316 | |
|
|
2317 | /* Instead of all the stuff below, let move_player take care |
|
|
2318 | * of it. Also, some of the skill stuff is only put in |
|
|
2319 | * there, as well as the confusion stuff. |
|
|
2320 | */ |
|
|
2321 | move_player (op, op->direction); |
2273 | return move_player (op, op->direction); |
2322 | |
2274 | |
2323 | return op->speed_left > 0; |
|
|
2324 | } |
|
|
2325 | } |
|
|
2326 | |
|
|
2327 | return 0; |
2275 | return false; |
2328 | } |
2276 | } |
2329 | |
2277 | |
2330 | int |
2278 | int |
2331 | save_life (object *op) |
2279 | save_life (object *op) |
2332 | { |
2280 | { |
… | |
… | |
2367 | * from. |
2315 | * from. |
2368 | */ |
2316 | */ |
2369 | void |
2317 | void |
2370 | remove_unpaid_objects (object *op, object *env) |
2318 | remove_unpaid_objects (object *op, object *env) |
2371 | { |
2319 | { |
2372 | object *next; |
|
|
2373 | |
|
|
2374 | while (op) |
2320 | while (op) |
2375 | { |
2321 | { |
2376 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2322 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2377 | |
2323 | |
2378 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2324 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
… | |
… | |
2444 | int rate_grace = 2000; |
2390 | int rate_grace = 2000; |
2445 | const int max_hp = 1; |
2391 | const int max_hp = 1; |
2446 | const int max_sp = 1; |
2392 | const int max_sp = 1; |
2447 | const int max_grace = 1; |
2393 | const int max_grace = 1; |
2448 | |
2394 | |
2449 | if (op->contr->outputs_sync) |
2395 | if (op->contr->hidden) |
|
|
2396 | { |
|
|
2397 | op->invisible = 1000; |
|
|
2398 | /* the socket code flashes the player visible/invisible |
|
|
2399 | * depending on the value of invisible, so we need to |
|
|
2400 | * alternate it here for it to work correctly. |
|
|
2401 | */ |
|
|
2402 | if (pticks & 2) |
|
|
2403 | op->invisible--; |
2450 | { |
2404 | } |
2451 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
2405 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
2452 | if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) |
2406 | { |
2453 | flush_output_element (op, &op->contr->outputs[i]); |
2407 | if (!op->invisible--) |
|
|
2408 | { |
|
|
2409 | make_visible (op); |
|
|
2410 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2411 | } |
2454 | } |
2412 | } |
2455 | |
2413 | |
2456 | if (op->contr->ns->state == ST_PLAYING) |
2414 | if (op->contr->ns->state == ST_PLAYING) |
2457 | { |
2415 | { |
2458 | /* these next three if clauses make it possible to SLOW DOWN |
2416 | /* these next three if clauses make it possible to SLOW DOWN |
… | |
… | |
2480 | gen_grace = op->stats.maxgrace; |
2438 | gen_grace = op->stats.maxgrace; |
2481 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2439 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2482 | } |
2440 | } |
2483 | |
2441 | |
2484 | /* Regenerate Spell Points */ |
2442 | /* Regenerate Spell Points */ |
2485 | if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) |
2443 | if (!op->contr->golem && --op->last_sp < 0) |
2486 | { |
2444 | { |
2487 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2445 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2488 | if (op->stats.sp < op->stats.maxsp) |
2446 | if (op->stats.sp < op->stats.maxsp) |
2489 | { |
2447 | { |
2490 | op->stats.sp++; |
2448 | op->stats.sp++; |
… | |
… | |
2588 | } |
2546 | } |
2589 | |
2547 | |
2590 | /* Digestion */ |
2548 | /* Digestion */ |
2591 | if (--op->last_eat < 0) |
2549 | if (--op->last_eat < 0) |
2592 | { |
2550 | { |
2593 | #ifdef COZY_SERVER |
|
|
2594 | int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; |
|
|
2595 | int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0; |
|
|
2596 | #else |
|
|
2597 | int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; |
2551 | int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; |
2598 | #endif |
|
|
2599 | |
2552 | |
2600 | if (op->contr->gen_hp > 0) |
2553 | if (op->contr->gen_hp > 0) |
2601 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2554 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2602 | else |
2555 | else |
2603 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
2556 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
… | |
… | |
2708 | tmp->name = buf; |
2661 | tmp->name = buf; |
2709 | sprintf (buf, " This finger has been cut off %s\n" |
2662 | sprintf (buf, " This finger has been cut off %s\n" |
2710 | " the %s, when he was defeated at\n level %d by %s.\n", |
2663 | " the %s, when he was defeated at\n level %d by %s.\n", |
2711 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2664 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2712 | tmp->msg = buf; |
2665 | tmp->msg = buf; |
2713 | tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2666 | tmp->value = 0, tmp->type = 0; |
2714 | tmp->materialname = NULL; |
2667 | tmp->materialname = "organics"; |
2715 | tmp->insert_at (op, tmp); |
2668 | tmp->insert_at (op, tmp); |
2716 | } |
2669 | } |
2717 | |
2670 | |
2718 | /* teleport defeated player to new destination */ |
2671 | /* teleport defeated player to new destination */ |
2719 | transfer_ob (op, x, y, 0, NULL); |
2672 | transfer_ob (op, x, y, 0, NULL); |
… | |
… | |
2915 | op->stats.hp = op->stats.maxhp; |
2868 | op->stats.hp = op->stats.maxhp; |
2916 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2869 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2917 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2870 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2918 | |
2871 | |
2919 | /* |
2872 | /* |
2920 | * Check to see if the player is in a shop. IF so, then check to see if |
|
|
2921 | * the player has any unpaid items. If so, remove them and put them back |
2873 | * Check to see if the player has any unpaid items. If so, remove them |
2922 | * in the map. |
2874 | * and put them back in the map. |
2923 | */ |
2875 | */ |
2924 | |
|
|
2925 | if (is_in_shop (op)) |
|
|
2926 | remove_unpaid_objects (op->inv, op); |
2876 | remove_unpaid_objects (op->inv, op); |
2927 | |
2877 | |
2928 | /****************************************/ |
2878 | /****************************************/ |
2929 | /* */ |
2879 | /* */ |
2930 | /* Move player to his current respawn- */ |
2880 | /* Move player to his current respawn- */ |
2931 | /* position (usually last savebed) */ |
2881 | /* position (usually last savebed) */ |
… | |
… | |
2951 | object *force; |
2901 | object *force; |
2952 | int at; |
2902 | int at; |
2953 | |
2903 | |
2954 | force = get_archetype (FORCE_NAME); |
2904 | force = get_archetype (FORCE_NAME); |
2955 | /* 50 ticks should be enough time for the spell to abate */ |
2905 | /* 50 ticks should be enough time for the spell to abate */ |
2956 | force->speed = 0.1; |
2906 | force->speed = 0.1f; |
2957 | force->speed_left = -5.0; |
2907 | force->speed_left = -5.f; |
2958 | SET_FLAG (force, FLAG_APPLIED); |
2908 | SET_FLAG (force, FLAG_APPLIED); |
2959 | for (at = 0; at < NROFATTACKS; at++) |
2909 | for (at = 0; at < NROFATTACKS; at++) |
2960 | if (will_kill_again & (1 << at)) |
2910 | if (will_kill_again & (1 << at)) |
2961 | force->resist[at] = 100; |
2911 | force->resist[at] = 100; |
2962 | |
2912 | |
… | |
… | |
2971 | void |
2921 | void |
2972 | loot_object (object *op) |
2922 | loot_object (object *op) |
2973 | { /* Grab and destroy some treasure */ |
2923 | { /* Grab and destroy some treasure */ |
2974 | object *tmp, *tmp2, *next; |
2924 | object *tmp, *tmp2, *next; |
2975 | |
2925 | |
2976 | if (op->container) |
2926 | op->close_container (); /* close open sack first */ |
2977 | esrv_apply_container (op, op->container); /* close open sack first */ |
|
|
2978 | |
2927 | |
2979 | for (tmp = op->inv; tmp; tmp = next) |
2928 | for (tmp = op->inv; tmp; tmp = next) |
2980 | { |
2929 | { |
2981 | next = tmp->below; |
2930 | next = tmp->below; |
2982 | |
2931 | |
2983 | if (tmp->invisible) |
2932 | if (tmp->invisible) |
2984 | continue; |
2933 | continue; |
2985 | |
2934 | |
2986 | tmp->remove (); |
2935 | tmp->remove (); |
2987 | tmp->x = op->x, tmp->y = op->y; |
2936 | tmp->x = op->x, tmp->y = op->y; |
|
|
2937 | |
2988 | if (tmp->type == CONTAINER) |
2938 | if (tmp->type == CONTAINER) |
2989 | { /* empty container to ground */ |
2939 | loot_object (tmp); /* empty container to ground */ |
2990 | loot_object (tmp); |
2940 | |
2991 | } |
|
|
2992 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) |
2941 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
2993 | { |
2942 | { |
2994 | if (tmp->nrof > 1) |
2943 | if (tmp->nrof > 1) |
2995 | { |
2944 | { |
2996 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2945 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2997 | tmp2->destroy (); |
2946 | tmp2->destroy (); |
… | |
… | |
3008 | /* |
2957 | /* |
3009 | * fix_weight(): Check recursively the weight of all players, and fix |
2958 | * fix_weight(): Check recursively the weight of all players, and fix |
3010 | * what needs to be fixed. Refresh windows and fix speed if anything |
2959 | * what needs to be fixed. Refresh windows and fix speed if anything |
3011 | * was changed. |
2960 | * was changed. |
3012 | */ |
2961 | */ |
3013 | |
|
|
3014 | void |
2962 | void |
3015 | fix_weight (void) |
2963 | fix_weight (void) |
3016 | { |
2964 | { |
3017 | for_all_players (pl) |
2965 | for_all_players (pl) |
3018 | { |
2966 | { |
… | |
… | |
3078 | if (op->type == PLAYER) |
3026 | if (op->type == PLAYER) |
3079 | { |
3027 | { |
3080 | op->contr->tmp_invis = 0; |
3028 | op->contr->tmp_invis = 0; |
3081 | op->contr->invis_race = 0; |
3029 | op->contr->invis_race = 0; |
3082 | } |
3030 | } |
|
|
3031 | |
3083 | update_object (op, UP_OBJ_FACE); |
3032 | update_object (op, UP_OBJ_CHANGE); |
3084 | } |
3033 | } |
3085 | |
3034 | |
3086 | int |
3035 | int |
3087 | is_true_undead (object *op) |
3036 | is_true_undead (object *op) |
3088 | { |
3037 | { |
3089 | object *tmp = NULL; |
|
|
3090 | |
|
|
3091 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3038 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3092 | return 1; |
3039 | return 1; |
3093 | |
3040 | |
3094 | return 0; |
3041 | return 0; |
3095 | } |
3042 | } |
… | |
… | |
3140 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3087 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3141 | * every time they move - as we subtract off 'invisibility' |
3088 | * every time they move - as we subtract off 'invisibility' |
3142 | * AND, for players, if they move into a ridiculously unhideable |
3089 | * AND, for players, if they move into a ridiculously unhideable |
3143 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3090 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3144 | */ |
3091 | */ |
3145 | |
|
|
3146 | void |
3092 | void |
3147 | do_hidden_move (object *op) |
3093 | do_hidden_move (object *op) |
3148 | { |
3094 | { |
3149 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3095 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3150 | object *skop; |
3096 | object *skop; |
… | |
… | |
3383 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3329 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3384 | int i = 0, j = 0; |
3330 | int i = 0, j = 0; |
3385 | |
3331 | |
3386 | /* get the appropriate treasurelist */ |
3332 | /* get the appropriate treasurelist */ |
3387 | if (atnr == ATNR_FIRE) |
3333 | if (atnr == ATNR_FIRE) |
3388 | trlist = find_treasurelist ("dragon_ability_fire"); |
3334 | trlist = treasurelist::find ("dragon_ability_fire"); |
3389 | else if (atnr == ATNR_COLD) |
3335 | else if (atnr == ATNR_COLD) |
3390 | trlist = find_treasurelist ("dragon_ability_cold"); |
3336 | trlist = treasurelist::find ("dragon_ability_cold"); |
3391 | else if (atnr == ATNR_ELECTRICITY) |
3337 | else if (atnr == ATNR_ELECTRICITY) |
3392 | trlist = find_treasurelist ("dragon_ability_elec"); |
3338 | trlist = treasurelist::find ("dragon_ability_elec"); |
3393 | else if (atnr == ATNR_POISON) |
3339 | else if (atnr == ATNR_POISON) |
3394 | trlist = find_treasurelist ("dragon_ability_poison"); |
3340 | trlist = treasurelist::find ("dragon_ability_poison"); |
3395 | |
3341 | |
3396 | if (trlist == NULL || who->type != PLAYER) |
3342 | if (trlist == NULL || who->type != PLAYER) |
3397 | return; |
3343 | return; |
3398 | |
3344 | |
3399 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3345 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
… | |
… | |
3531 | * not readied. |
3477 | * not readied. |
3532 | */ |
3478 | */ |
3533 | void |
3479 | void |
3534 | player_unready_range_ob (player *pl, object *ob) |
3480 | player_unready_range_ob (player *pl, object *ob) |
3535 | { |
3481 | { |
3536 | rangetype i; |
3482 | if (pl->ob->current_weapon == ob) |
|
|
3483 | pl->ob->current_weapon = 0; |
3537 | |
3484 | |
3538 | for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
3485 | if (pl->combat_ob == ob) |
3539 | { |
3486 | pl->combat_ob = 0; |
|
|
3487 | |
3540 | if (pl->ranges[i] == ob) |
3488 | if (pl->ranged_ob == ob) |
3541 | { |
3489 | pl->ranged_ob = 0; |
3542 | pl->ranges[i] = NULL; |
|
|
3543 | if (pl->shoottype == i) |
|
|
3544 | { |
|
|
3545 | pl->shoottype = range_none; |
|
|
3546 | } |
|
|
3547 | } |
|
|
3548 | } |
|
|
3549 | } |
3490 | } |
|
|
3491 | |
|
|
3492 | sint8 |
|
|
3493 | player::visibility_at (maptile *map, int x, int y) const |
|
|
3494 | { |
|
|
3495 | if (!ns) |
|
|
3496 | return 0; |
|
|
3497 | |
|
|
3498 | int dx, dy; |
|
|
3499 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
|
|
3500 | return 0; |
|
|
3501 | |
|
|
3502 | x += dx - ns->current_x + ns->mapx / 2; |
|
|
3503 | y += dy - ns->current_y + ns->mapy / 2; |
|
|
3504 | |
|
|
3505 | if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) |
|
|
3506 | return 0; |
|
|
3507 | |
|
|
3508 | return 100 - blocked_los [x][y]; |
|
|
3509 | } |