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 |
9 | * it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | * (at your option) any later version. |
11 | * (at your option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
19 | * along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
|
|
21 | * |
20 | * |
22 | * The author can be reached via e-mail to <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
23 | */ |
22 | */ |
24 | |
23 | |
25 | #include <global.h> |
24 | #include <global.h> |
26 | #include <pwd.h> |
|
|
27 | #include <sproto.h> |
25 | #include <sproto.h> |
28 | #include <sounds.h> |
26 | #include <sounds.h> |
29 | #include <living.h> |
27 | #include <living.h> |
30 | #include <object.h> |
28 | #include <object.h> |
31 | #include <spells.h> |
29 | #include <spells.h> |
… | |
… | |
116 | |
114 | |
117 | news[0] = '\0'; |
115 | news[0] = '\0'; |
118 | subject[0] = '\0'; |
116 | subject[0] = '\0'; |
119 | size = 0; |
117 | size = 0; |
120 | |
118 | |
121 | while (fgets (buf, MAX_BUF, fp) != NULL) |
119 | while (fgets (buf, MAX_BUF, fp)) |
122 | { |
120 | { |
123 | if (*buf == '#') |
121 | if (*buf == '#') |
124 | continue; |
122 | continue; |
125 | |
123 | |
126 | if (*buf == '%') |
124 | if (*buf == '%') |
127 | { /* send one news */ |
125 | { /* send one news */ |
128 | if (size > 0) |
126 | 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 */ |
127 | 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 | |
128 | |
131 | strcpy (subject, buf + 1); |
129 | strcpy (subject, buf + 1); |
132 | strip_endline (subject); |
130 | strip_endline (subject); |
133 | size = 0; |
131 | size = 0; |
134 | news[0] = '\0'; |
132 | news[0] = '\0'; |
… | |
… | |
144 | size += strlen (buf); |
142 | size += strlen (buf); |
145 | } |
143 | } |
146 | } |
144 | } |
147 | |
145 | |
148 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
146 | 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); |
147 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); |
150 | close_and_delete (fp, comp); |
148 | close_and_delete (fp, comp); |
151 | } |
149 | } |
152 | |
150 | |
153 | /* This loads the first map an puts the player on it. */ |
151 | /* This loads the first map an puts the player on it. */ |
154 | static void |
152 | static void |
155 | set_first_map (object *op) |
153 | set_first_map (object *op) |
156 | { |
154 | { |
157 | op->contr->maplevel = first_map_path; |
155 | op->contr->maplevel = first_map_path; |
158 | op->x = -1; |
156 | op->x = -1; |
159 | op->y = -1; |
157 | 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 | } |
158 | } |
174 | |
159 | |
175 | void |
160 | void |
176 | player::activate () |
161 | player::activate () |
177 | { |
162 | { |
… | |
… | |
180 | |
165 | |
181 | players.insert (this); |
166 | players.insert (this); |
182 | ob->remove (); |
167 | ob->remove (); |
183 | ob->map = 0; |
168 | ob->map = 0; |
184 | ob->activate_recursive (); |
169 | ob->activate_recursive (); |
185 | enter_map (); |
170 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
|
|
171 | add_friendly_object (ob); |
186 | } |
172 | } |
187 | |
173 | |
188 | void |
174 | void |
189 | player::deactivate () |
175 | player::deactivate () |
190 | { |
176 | { |
191 | if (!active) |
177 | if (!active) |
192 | return; |
178 | return; |
193 | |
179 | |
194 | terminate_all_pets (ob); |
180 | terminate_all_pets (ob); |
|
|
181 | remove_friendly_object (ob); |
195 | ob->deactivate_recursive (); |
182 | ob->deactivate_recursive (); |
|
|
183 | |
|
|
184 | if (ob->map) |
|
|
185 | maplevel = ob->map->path; |
|
|
186 | |
196 | ob->remove (); |
187 | ob->remove (); |
|
|
188 | ob->enemy = 0; // sometimes keeps an extra refcount on itself |
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 (this); |
|
|
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->race; |
218 | |
|
|
219 | if (!legal_range (ob, shoottype)) |
|
|
220 | shoottype = range_none; |
|
|
221 | |
219 | |
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->object::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 |
|
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232 | * that can use armour should be able to use a shield. What this may 'break' |
|
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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)) |
|
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237 | SET_FLAG (ob, FLAG_USE_SHIELD); |
|
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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; |
243 | |
231 | |
244 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
|
|
245 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
246 | |
|
|
247 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
232 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
248 | if (tmp->type == FORCE) |
233 | if (tmp->type == FORCE) |
249 | if (tmp->arch->name == dragon_ability_force) |
234 | if (tmp->arch->archname == shstr_dragon_ability_force) |
250 | abil = tmp; |
235 | abil = tmp; |
251 | else if (tmp->arch->name == dragon_skin_force) |
236 | else if (tmp->arch->archname == shstr_dragon_skin_force) |
252 | skin = tmp; |
237 | skin = tmp; |
253 | |
238 | |
254 | set_dragon_name (ob, abil, skin); |
239 | set_dragon_name (ob, abil, skin); |
255 | } |
240 | } |
256 | |
241 | |
257 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
|
|
258 | add_friendly_object (ob); |
|
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259 | |
|
|
260 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
242 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
261 | |
243 | |
262 | esrv_new_player (this, ob->weight + ob->carrying); |
244 | esrv_new_player (this, ob->weight + ob->carrying); |
263 | |
245 | |
264 | ob->update_stats (); |
246 | ob->update_stats (); |
|
|
247 | |
265 | ns->floorbox_update (); |
248 | ns->floorbox_update (); |
266 | |
|
|
267 | esrv_send_inventory (ob, ob); |
249 | esrv_send_inventory (ob, ob); |
268 | esrv_add_spells (this, 0); |
250 | esrv_add_spells (this, 0); |
269 | |
251 | |
270 | activate (); |
252 | activate (); |
271 | |
253 | |
… | |
… | |
278 | } |
260 | } |
279 | |
261 | |
280 | void |
262 | void |
281 | player::disconnect () |
263 | player::disconnect () |
282 | { |
264 | { |
|
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265 | if (ob) |
|
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266 | { |
|
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267 | ob->close_container (); //TODO: client-specific |
|
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268 | ob->drop_unpaid_items (); |
|
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269 | } |
|
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270 | |
283 | if (ns) |
271 | if (ns) |
284 | { |
272 | { |
285 | if (active) |
273 | if (active) |
286 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
274 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
287 | |
275 | |
288 | INVOKE_PLAYER (DISCONNECT, this); |
276 | INVOKE_PLAYER (DISCONNECT, this); |
289 | |
277 | |
|
|
278 | ns->reset_stats (); |
290 | ns->pl = 0; |
279 | ns->pl = 0; |
291 | this->ns = 0; |
280 | ns = 0; |
292 | } |
281 | } |
|
|
282 | |
|
|
283 | observe = ob; |
293 | |
284 | |
294 | deactivate (); |
285 | deactivate (); |
295 | } |
286 | } |
296 | |
287 | |
297 | // the need for this function can be explained |
288 | // the need for this function can be explained |
298 | // by load_object not returning the object |
289 | // by load_object not returning the object |
299 | void |
290 | void |
300 | player::set_object (object *op) |
291 | player::set_object (object *op) |
301 | { |
292 | { |
302 | ob = op; |
293 | ob = observe = op; |
303 | ob->contr = this; /* this aren't yet in archetype */ |
294 | ob->contr = this; /* this aren't yet in archetype */ |
304 | |
295 | |
|
|
296 | ob->speed = 1.0f; |
305 | ob->speed_left = 0.5; |
297 | ob->speed_left = 0.5f; |
306 | ob->speed = 1.0; |
298 | |
307 | ob->direction = 5; /* So player faces south */ |
299 | ob->direction = 5; /* So player faces south */ |
308 | ob->stats.wc = 2; |
|
|
309 | ob->run_away = 25; /* Then we panick... */ |
|
|
310 | |
300 | |
311 | ob->roll_stats (); |
301 | ob->flag [FLAG_READY_WEAPON] = false; |
|
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302 | ob->flag [FLAG_READY_SKILL] = false; |
|
|
303 | ob->flag [FLAG_READY_BOW] = false; |
|
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304 | |
|
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305 | for (object *op = ob->inv; op; op = op->below) |
|
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306 | if (op->flag [FLAG_APPLIED]) |
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307 | switch (op->type) |
|
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308 | { |
|
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309 | case SKILL: |
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310 | ob->flag [FLAG_APPLIED] = false; |
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311 | break; |
|
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312 | |
|
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313 | case WAND: |
|
|
314 | case ROD: |
|
|
315 | case HORN: |
|
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316 | case BOW: |
|
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317 | ranged_ob = op; |
|
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318 | break; |
|
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319 | |
|
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320 | case WEAPON: |
|
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321 | combat_ob = op; |
|
|
322 | break; |
|
|
323 | } |
|
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324 | |
|
|
325 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
|
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326 | } |
|
|
327 | |
|
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328 | void |
|
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329 | player::set_observe (object *op) |
|
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330 | { |
|
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331 | observe = op ? op : ob; |
|
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332 | do_los = 1; |
312 | } |
333 | } |
313 | |
334 | |
314 | player::player () |
335 | player::player () |
315 | { |
336 | { |
316 | /* There are some elements we want initialised to non zero value - |
337 | /* There are some elements we want initialised to non zero value - |
317 | * we deal with that below this point. |
338 | * we deal with that below this point. |
318 | */ |
339 | */ |
319 | outputs_sync = 16; /* Every 2 seconds */ |
340 | outputs_sync = 4; |
320 | outputs_count = 8; /* Keeps present behaviour */ |
341 | outputs_count = 4; |
321 | unapply = unapply_nochoice; |
342 | unapply = unapply_nochoice; |
322 | |
343 | |
323 | savebed_map = first_map_path; /* Init. respawn position */ |
344 | savebed_map = first_map_path; /* Init. respawn position */ |
324 | |
345 | |
325 | gen_sp_armour = 10; |
346 | gen_sp_armour = 10; |
326 | last_speed = -1; |
|
|
327 | shoottype = range_none; |
|
|
328 | bowtype = bow_normal; |
347 | bowtype = bow_normal; |
329 | petmode = pet_normal; |
348 | petmode = pet_normal; |
330 | listening = 10; |
349 | listening = 10; |
331 | usekeys = containers; |
350 | usekeys = containers; |
332 | last_weapon_sp = -1; |
|
|
333 | peaceful = 1; /* default peaceful */ |
351 | peaceful = 1; /* default peaceful */ |
334 | do_los = 1; |
352 | do_los = 1; |
335 | |
353 | |
336 | /* we need to clear these to -1 and not zero - otherwise, |
354 | weapon_sp = 1.0f; |
337 | * if a player quits and starts a new character, we wont |
355 | 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 | } |
356 | } |
350 | |
357 | |
351 | void |
358 | void |
352 | player::do_destroy () |
359 | player::do_destroy () |
353 | { |
360 | { |
… | |
… | |
358 | if (ob) |
365 | if (ob) |
359 | { |
366 | { |
360 | ob->destroy_inv (false); |
367 | ob->destroy_inv (false); |
361 | ob->destroy (); |
368 | ob->destroy (); |
362 | } |
369 | } |
|
|
370 | |
|
|
371 | ob = observe = 0; |
363 | } |
372 | } |
364 | |
373 | |
365 | player::~player () |
374 | player::~player () |
366 | { |
375 | { |
367 | /* Clear item stack */ |
376 | /* Clear item stack */ |
… | |
… | |
376 | player::create () |
385 | player::create () |
377 | { |
386 | { |
378 | player *pl = new player; |
387 | player *pl = new player; |
379 | |
388 | |
380 | pl->set_object (arch_to_object (get_player_archetype (0))); |
389 | pl->set_object (arch_to_object (get_player_archetype (0))); |
|
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390 | |
|
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391 | pl->ob->roll_stats (); |
|
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392 | pl->ob->stats.wc = 2; |
|
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393 | pl->ob->run_away = 25; /* Then we panick... */ |
|
|
394 | |
381 | set_first_map (pl->ob); |
395 | set_first_map (pl->ob); |
382 | |
396 | |
383 | return pl; |
397 | return pl; |
384 | } |
398 | } |
385 | |
399 | |
… | |
… | |
389 | * Note: there MUST be at least one player archetype! |
403 | * Note: there MUST be at least one player archetype! |
390 | */ |
404 | */ |
391 | archetype * |
405 | archetype * |
392 | get_player_archetype (archetype *at) |
406 | get_player_archetype (archetype *at) |
393 | { |
407 | { |
394 | archetype *start = at; |
408 | archvec::iterator i = at ? archetypes.find (at) : archetypes.begin (); |
395 | |
409 | |
396 | for (;;) |
410 | for (;;) |
397 | { |
411 | { |
398 | if (at == NULL || at->next == NULL) |
412 | if (++i == archetypes.end ()) |
399 | at = first_archetype; |
413 | i = archetypes.begin (); |
400 | else |
414 | else if (*i == at) |
401 | at = at->next; |
415 | cleanup ("not a single player archetype found"); |
402 | |
416 | |
403 | if (at->clone.type == PLAYER) |
417 | if ((*i)->type == PLAYER) |
404 | return at; |
418 | return *i; |
405 | |
|
|
406 | if (at == start) |
|
|
407 | { |
|
|
408 | LOG (llevError, "No Player archetypes\n"); |
|
|
409 | exit (-1); |
|
|
410 | } |
|
|
411 | } |
419 | } |
412 | } |
420 | } |
413 | |
421 | |
414 | object * |
422 | object * |
415 | get_nearest_player (object *mon) |
423 | get_nearest_player (object *mon) |
… | |
… | |
417 | object *op = NULL; |
425 | object *op = NULL; |
418 | objectlink *ol; |
426 | objectlink *ol; |
419 | unsigned lastdist; |
427 | unsigned lastdist; |
420 | rv_vector rv; |
428 | rv_vector rv; |
421 | |
429 | |
422 | for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) |
430 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
423 | { |
431 | { |
424 | /* We should not find free objects on this friendly list, but it |
|
|
425 | * does periodically happen. Given that, lets deal with it. |
|
|
426 | * While unlikely, it is possible the next object on the friendly |
|
|
427 | * list is also free, so encapsulate this in a while loop. |
|
|
428 | */ |
|
|
429 | while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY)) |
|
|
430 | { |
|
|
431 | object *tmp = ol->ob; |
|
|
432 | |
|
|
433 | /* Can't do much more other than log the fact, because the object |
|
|
434 | * itself will have been cleared. |
|
|
435 | */ |
|
|
436 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); |
|
|
437 | ol = ol->next; |
|
|
438 | remove_friendly_object (tmp); |
|
|
439 | if (!ol) |
|
|
440 | return op; |
|
|
441 | } |
|
|
442 | |
|
|
443 | /* Remove special check for player from this. First, it looks to cause |
|
|
444 | * some crashes (ol->ob->contr not set properly?), but secondly, a more |
|
|
445 | * complicated method of state checking would be needed in any case - |
|
|
446 | * as it was, a clever player could type quit, and the function would |
|
|
447 | * skip them over while waiting for confirmation. Remove |
|
|
448 | * on_same_map check, as can_detect_enemy also does this |
|
|
449 | */ |
|
|
450 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
432 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
451 | continue; |
433 | continue; |
452 | |
434 | |
453 | if (lastdist > rv.distance) |
435 | if (lastdist > rv.distance) |
454 | { |
436 | { |
… | |
… | |
530 | x = mon->x; |
512 | x = mon->x; |
531 | y = mon->y; |
513 | y = mon->y; |
532 | m = mon->map; |
514 | m = mon->map; |
533 | dir = rv.direction; |
515 | dir = rv.direction; |
534 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
516 | 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); |
517 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
|
|
518 | |
536 | /* If we can't solve it within the search distance, return now. */ |
519 | /* If we can't solve it within the search distance, return now. */ |
537 | if (diff > max) |
520 | if (diff > max) |
538 | return 0; |
521 | return 0; |
|
|
522 | |
539 | while (diff > 1 && max > 0) |
523 | while (diff > 1 && max > 0) |
540 | { |
524 | { |
541 | lastx = x; |
525 | lastx = x; |
542 | lasty = y; |
526 | lasty = y; |
543 | lastmap = m; |
527 | lastmap = m; |
… | |
… | |
625 | max--; |
609 | max--; |
626 | lastdir = dir; |
610 | lastdir = dir; |
627 | if (!firstdir) |
611 | if (!firstdir) |
628 | firstdir = dir; |
612 | firstdir = dir; |
629 | } |
613 | } |
|
|
614 | |
630 | if (diff <= 1) |
615 | if (diff <= 1) |
631 | { |
616 | { |
632 | /* Recalculate diff (distance) because we may not have actually |
617 | /* Recalculate diff (distance) because we may not have actually |
633 | * headed toward player for entire distance. |
618 | * headed toward player for entire distance. |
634 | */ |
619 | */ |
635 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
620 | 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); |
621 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
637 | } |
622 | } |
|
|
623 | |
638 | if (diff > max) |
624 | if (diff > max) |
639 | return 0; |
625 | return 0; |
640 | } |
626 | } |
|
|
627 | |
641 | /* If we reached the max, didn't find a direction in time */ |
628 | /* If we reached the max, didn't find a direction in time */ |
642 | if (!max) |
629 | if (!max) |
643 | return 0; |
630 | return 0; |
644 | |
631 | |
645 | return firstdir; |
632 | return firstdir; |
… | |
… | |
759 | roll_stat (void) |
746 | roll_stat (void) |
760 | { |
747 | { |
761 | int a[4], i, j, k; |
748 | int a[4], i, j, k; |
762 | |
749 | |
763 | for (i = 0; i < 4; i++) |
750 | for (i = 0; i < 4; i++) |
764 | a[i] = (int) RANDOM () % 6 + 1; |
751 | a[i] = (int) rndm (6) + 1; |
765 | |
752 | |
766 | for (i = 0, j = 0, k = 7; i < 4; i++) |
753 | for (i = 0, j = 0, k = 7; i < 4; i++) |
767 | if (a[i] < k) |
754 | if (a[i] < k) |
768 | k = a[i], j = i; |
755 | k = a[i], j = i; |
769 | |
756 | |
… | |
… | |
775 | } |
762 | } |
776 | |
763 | |
777 | void |
764 | void |
778 | object::roll_stats () |
765 | object::roll_stats () |
779 | { |
766 | { |
780 | int statsort [7]; |
767 | int statsort [NUM_STATS]; |
781 | |
768 | |
782 | for (;;) |
769 | for (;;) |
783 | { |
770 | { |
784 | int sum = 0; |
771 | int sum = 0; |
785 | for (int i = 7; i--; ) |
772 | for (int i = NUM_STATS; i--; ) |
786 | sum += statsort [i] = roll_stat (); |
773 | sum += statsort [i] = roll_stat (); |
787 | |
774 | |
788 | if (sum >= 82 && sum <= 116) |
775 | if (sum >= 82 && sum <= 116) |
789 | break; |
776 | break; |
790 | } |
777 | } |
791 | |
778 | |
792 | // Sort the stats so that rerolling is easier... |
779 | // Sort the stats so that rerolling is easier... |
793 | std::sort (statsort, statsort + 7, std::greater<int>()); |
780 | std::sort (statsort, statsort + NUM_STATS, std::greater<int>()); |
794 | |
781 | |
|
|
782 | for (int i = 0; i < NUM_STATS; ++i) |
795 | stats.Str = statsort[0]; |
783 | 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 | |
784 | |
803 | stats.exp = 0; |
785 | stats.exp = 0; |
804 | stats.ac = 0; |
786 | stats.ac = 0; |
805 | |
787 | |
806 | stats.hp = stats.maxhp; |
788 | stats.hp = stats.maxhp; |
… | |
… | |
818 | } |
800 | } |
819 | |
801 | |
820 | void |
802 | void |
821 | object::swap_stats (int a, int b) |
803 | object::swap_stats (int a, int b) |
822 | { |
804 | { |
823 | int tmp = get_attr_value (&contr->orig_stats, a); |
805 | 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 | |
806 | |
|
|
807 | for (int i = 0; i < NUM_STATS; ++i) |
827 | stats.Str = contr->orig_stats.Str; |
808 | 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 | |
809 | |
835 | //TODO: the following code looks so borked and should, at the very least, |
810 | //TODO: the following code looks so borked and should, at the very least, |
836 | // be merged with the similar code in roll_stats |
811 | // be merged with the similar code in roll_stats |
837 | stats.ac = 0; |
812 | stats.ac = 0; |
838 | |
813 | |
… | |
… | |
869 | * appropriate action with it (change race, or other things). |
844 | * appropriate action with it (change race, or other things). |
870 | * The function name is for historical reasons - now we have |
845 | * The function name is for historical reasons - now we have |
871 | * separate race and class; this actually changes the RACE, |
846 | * separate race and class; this actually changes the RACE, |
872 | * not the class. |
847 | * not the class. |
873 | */ |
848 | */ |
874 | int |
849 | void |
875 | key_change_class (object *op, char key) |
850 | player::chargen_race_done () |
876 | { |
851 | { |
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 */ |
852 | /* this must before then initial items are given */ |
884 | esrv_new_player (op->contr, op->weight + op->carrying); |
853 | esrv_new_player (ob->contr, ob->weight + ob->carrying); |
885 | |
854 | |
886 | treasurelist *tl = find_treasurelist ("starting_wealth"); |
855 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
887 | if (tl) |
856 | if (tl) |
888 | create_treasure (tl, op, 0, 0, 0); |
857 | create_treasure (tl, ob, 0, 0, 0); |
889 | |
858 | |
890 | INVOKE_PLAYER (BIRTH, op->contr); |
859 | INVOKE_PLAYER (BIRTH, ob->contr); |
891 | INVOKE_PLAYER (LOGIN, op->contr); |
860 | INVOKE_PLAYER (LOGIN, ob->contr); |
892 | |
861 | |
893 | op->contr->ns->state = ST_PLAYING; |
862 | ob->contr->ns->state = ST_PLAYING; |
894 | |
863 | |
895 | if (op->msg) |
864 | if (ob->msg) |
896 | op->msg = NULL; |
865 | ob->msg = 0; |
897 | |
866 | |
898 | /* We create this now because some of the unique maps will need it |
867 | /* We create this now because some of the unique maps will need it |
899 | * to save here. |
868 | * to save here. |
900 | */ |
869 | */ |
|
|
870 | { |
|
|
871 | char buf[MAX_BUF]; |
901 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
872 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name); |
902 | make_path_to_file (buf); |
873 | make_path_to_file (buf); |
|
|
874 | } |
903 | |
875 | |
904 | #ifdef AUTOSAVE |
|
|
905 | op->contr->last_save_tick = pticks; |
|
|
906 | #endif |
|
|
907 | start_info (op); |
876 | start_info (ob); |
908 | CLEAR_FLAG (op, FLAG_WIZ); |
877 | CLEAR_FLAG (ob, FLAG_WIZ); |
909 | give_initial_items (op, op->randomitems); |
878 | give_initial_items (ob, ob->randomitems); |
910 | link_player_skills (op); |
879 | link_player_skills (ob); |
911 | esrv_send_inventory (op, op); |
880 | esrv_send_inventory (ob, ob); |
912 | op->update_stats (); |
881 | ob->update_stats (); |
913 | |
882 | |
914 | /* This moves the player to a different start map, if there |
883 | /* This moves the player to a different start map, if there |
915 | * is one for this race |
884 | * is one for this race |
916 | */ |
885 | */ |
917 | if (*first_map_ext_path) |
886 | if (*first_map_ext_path) |
918 | { |
887 | { |
919 | object *tmp; |
888 | object *tmp; |
920 | char mapname[MAX_BUF]; |
889 | char mapname[MAX_BUF]; |
921 | |
890 | |
922 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); |
891 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname); |
923 | tmp = object::create (); |
892 | tmp = object::create (); |
924 | EXIT_PATH (tmp) = mapname; |
893 | EXIT_PATH (tmp) = mapname; |
925 | EXIT_X (tmp) = op->x; |
894 | EXIT_X (tmp) = ob->x; |
926 | EXIT_Y (tmp) = op->y; |
895 | EXIT_Y (tmp) = ob->y; |
927 | op->enter_exit (tmp); /* we don't really care if it succeeded; |
896 | ob->enter_exit (tmp); /* we don't really care if it succeeded; |
928 | * if the map isn't there, then stay on the |
897 | * if the map isn't there, then stay on the |
929 | * default initial map */ |
898 | * default initial map */ |
930 | tmp->destroy (); |
899 | tmp->destroy (); |
931 | } |
900 | } |
932 | else |
901 | else |
933 | LOG (llevDebug, "first_map_ext_path not set\n"); |
902 | LOG (llevDebug, "first_map_ext_path not set\n"); |
|
|
903 | } |
934 | |
904 | |
935 | return 0; |
905 | void |
936 | } |
906 | player::chargen_race_next () |
937 | |
907 | { |
938 | /* Following actually changes the race - this is the default command |
908 | /* Following actually changes the race - this is the default command |
939 | * if we don't match with one of the options above. |
909 | * if we don't match with one of the options above. |
940 | */ |
910 | */ |
941 | |
911 | |
942 | tmp_loop = 0; |
912 | do |
943 | while (!tmp_loop) |
|
|
944 | { |
913 | { |
945 | shstr name = op->name; |
914 | shstr name = ob->name; |
946 | int x = op->x, y = op->y; |
915 | int x = ob->x, y = ob->y; |
947 | |
916 | |
948 | op->remove_statbonus (); |
917 | ob->remove_statbonus (); |
949 | op->remove (); |
918 | ob->remove (); |
950 | op->arch = get_player_archetype (op->arch); |
919 | ob->arch = get_player_archetype (ob->arch); |
951 | op->arch->clone.copy_to (op); |
920 | ob->arch->copy_to (ob); |
952 | op->instantiate (); |
921 | ob->instantiate (); |
953 | op->stats = op->contr->orig_stats; |
922 | ob->stats = ob->contr->orig_stats; |
954 | op->name = op->name_pl = name; |
923 | ob->name = ob->name_pl = name; |
955 | op->x = x; |
924 | ob->x = x; |
956 | op->y = y; |
925 | ob->y = y; |
957 | SET_ANIMATION (op, 2); /* So player faces south */ |
926 | SET_ANIMATION (ob, 2); /* So player faces south */ |
958 | insert_ob_in_map (op, op->map, op, 0); |
927 | insert_ob_in_map (ob, ob->map, ob, 0); |
959 | assign (op->contr->title, op->arch->clone.name); |
928 | assign (ob->contr->title, ob->arch->object::name); |
960 | op->add_statbonus (); |
929 | ob->add_statbonus (); |
961 | tmp_loop = allowed_class (op); |
|
|
962 | } |
930 | } |
|
|
931 | while (!allowed_class (ob)); |
963 | |
932 | |
964 | update_object (op, UP_OBJ_FACE); |
933 | update_object (ob, UP_OBJ_FACE); |
965 | esrv_update_item (UPD_FACE, op, op); |
934 | esrv_update_item (UPD_FACE, ob, ob); |
966 | op->update_stats (); |
935 | ob->update_stats (); |
967 | op->stats.hp = op->stats.maxhp; |
936 | ob->stats.hp = ob->stats.maxhp; |
968 | op->stats.sp = op->stats.maxsp; |
937 | ob->stats.sp = ob->stats.maxsp; |
969 | op->stats.grace = 0; |
938 | 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 | } |
939 | } |
977 | |
940 | |
978 | void |
941 | void |
979 | flee_player (object *op) |
942 | flee_player (object *op) |
980 | { |
943 | { |
… | |
… | |
1027 | /* Cornered, get rid of scared */ |
990 | /* Cornered, get rid of scared */ |
1028 | CLEAR_FLAG (op, FLAG_SCARED); |
991 | CLEAR_FLAG (op, FLAG_SCARED); |
1029 | op->enemy = NULL; |
992 | op->enemy = NULL; |
1030 | } |
993 | } |
1031 | |
994 | |
1032 | |
|
|
1033 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
995 | /* 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 |
996 | * It returns 1 if the player should keep on moving, 0 if he should |
1035 | * stop. |
997 | * stop. |
1036 | */ |
998 | */ |
1037 | int |
999 | int |
1038 | check_pick (object *op) |
1000 | check_pick (object *op) |
1039 | { |
1001 | { |
1040 | object *tmp, *next; |
1002 | object *tmp, *next; |
1041 | int stop = 0; |
1003 | int stop = 0; |
1042 | int j, k, wvratio; |
1004 | int wvratio; |
1043 | char putstring[128], tmpstr[16]; |
1005 | char putstring[128]; |
1044 | |
1006 | |
1045 | /* if you're flying, you cna't pick up anything */ |
1007 | /* if you're flying, you cna't pick up anything */ |
1046 | if (op->move_type & MOVE_FLYING) |
1008 | if (op->move_type & MOVE_FLYING) |
1047 | return 1; |
1009 | return 1; |
1048 | |
1010 | |
… | |
… | |
1116 | if (tmp->name != NULL) |
1078 | if (tmp->name != NULL) |
1117 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1079 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1118 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1080 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1119 | else |
1081 | else |
1120 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1082 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1121 | &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1083 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1122 | |
1084 | |
1123 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1085 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1124 | } |
1086 | } |
1125 | |
1087 | |
1126 | /* philosophy: |
1088 | /* philosophy: |
… | |
… | |
1201 | pick_up (op, tmp); |
1163 | pick_up (op, tmp); |
1202 | continue; |
1164 | continue; |
1203 | } |
1165 | } |
1204 | |
1166 | |
1205 | if (op->contr->mode & PU_READABLES) |
1167 | if (op->contr->mode & PU_READABLES) |
1206 | if (tmp->type == BOOK || tmp->type == SCROLL) |
1168 | if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) |
1207 | { |
1169 | { |
1208 | pick_up (op, tmp); |
1170 | pick_up (op, tmp); |
1209 | continue; |
1171 | continue; |
1210 | } |
1172 | } |
1211 | |
1173 | |
… | |
… | |
1319 | /* careful: chairs and tables are weapons! */ |
1281 | /* careful: chairs and tables are weapons! */ |
1320 | if (op->contr->mode & PU_ALLWEAPON) |
1282 | if (op->contr->mode & PU_ALLWEAPON) |
1321 | { |
1283 | { |
1322 | if (tmp->type == WEAPON && tmp->name != NULL) |
1284 | if (tmp->type == WEAPON && tmp->name != NULL) |
1323 | { |
1285 | { |
1324 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && |
1286 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL && |
1325 | strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) |
1287 | strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) |
1326 | { |
1288 | { |
1327 | pick_up (op, tmp); |
1289 | pick_up (op, tmp); |
1328 | continue; |
1290 | continue; |
1329 | } |
1291 | } |
1330 | } |
1292 | } |
1331 | |
1293 | |
1332 | if (tmp->type == WEAPON && tmp->name == NULL) |
1294 | if (tmp->type == WEAPON && tmp->name == NULL) |
1333 | { |
1295 | { |
1334 | if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) |
1296 | if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL) |
1335 | { |
1297 | { |
1336 | pick_up (op, tmp); |
1298 | pick_up (op, tmp); |
1337 | continue; |
1299 | continue; |
1338 | } |
1300 | } |
1339 | } |
1301 | } |
… | |
… | |
1364 | if (tmp->name != NULL) |
1326 | if (tmp->name != NULL) |
1365 | { |
1327 | { |
1366 | fprintf (stderr, "%s", tmp->name); |
1328 | fprintf (stderr, "%s", tmp->name); |
1367 | } |
1329 | } |
1368 | else |
1330 | else |
1369 | fprintf (stderr, "%s", tmp->arch->name); |
1331 | fprintf (stderr, "%s", tmp->arch->archname); |
1370 | fprintf (stderr, ",%d] = ", tmp->type); |
1332 | fprintf (stderr, ",%d] = ", tmp->type); |
1371 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1333 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1372 | #endif |
1334 | #endif |
1373 | continue; |
1335 | continue; |
1374 | } |
1336 | } |
… | |
… | |
1385 | * found object is returned. |
1347 | * found object is returned. |
1386 | */ |
1348 | */ |
1387 | object * |
1349 | object * |
1388 | find_arrow (object *op, const char *type) |
1350 | find_arrow (object *op, const char *type) |
1389 | { |
1351 | { |
1390 | object *tmp = NULL; |
1352 | object *tmp = 0; |
1391 | |
1353 | |
1392 | for (op = op->inv; op; op = op->below) |
1354 | for (op = op->inv; op; op = op->below) |
1393 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
1355 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
1394 | tmp = find_arrow (op, type); |
1356 | tmp = find_arrow (splay (op), type); |
1395 | else if (op->type == ARROW && op->race == type) |
1357 | else if (op->type == ARROW && op->race == type) |
1396 | return op; |
1358 | return splay (op); |
|
|
1359 | |
1397 | return tmp; |
1360 | return tmp; |
1398 | } |
1361 | } |
1399 | |
1362 | |
1400 | /* |
1363 | /* |
1401 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1364 | * 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 |
1365 | * 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 |
1366 | * 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. |
1367 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1405 | */ |
1368 | */ |
1406 | |
|
|
1407 | object * |
1369 | object * |
1408 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1370 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1409 | { |
1371 | { |
1410 | object *tmp = NULL, *arrow, *ntmp; |
1372 | object *tmp = NULL, *arrow, *ntmp; |
1411 | int attacknum, attacktype, betterby = 0, i; |
1373 | int attacknum, attacktype, betterby = 0, i; |
… | |
… | |
1444 | else |
1406 | else |
1445 | { |
1407 | { |
1446 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1408 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1447 | { |
1409 | { |
1448 | attacktype = 1 << attacknum; |
1410 | attacktype = 1 << attacknum; |
1449 | if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) |
1411 | if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0) |
1450 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) |
1412 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby) |
1451 | { |
1413 | { |
1452 | tmp = arrow; |
1414 | tmp = arrow; |
1453 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; |
1415 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1454 | } |
1416 | } |
1455 | } |
1417 | } |
1456 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1418 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1457 | { |
1419 | { |
1458 | tmp = arrow; |
1420 | tmp = arrow; |
… | |
… | |
1477 | * find_better_arrow to find a decent arrow to use. |
1439 | * find_better_arrow to find a decent arrow to use. |
1478 | * op = the shooter |
1440 | * op = the shooter |
1479 | * type = bow->race |
1441 | * type = bow->race |
1480 | * dir = fire direction |
1442 | * dir = fire direction |
1481 | */ |
1443 | */ |
1482 | |
|
|
1483 | object * |
1444 | object * |
1484 | pick_arrow_target (object *op, const char *type, int dir) |
1445 | pick_arrow_target (object *op, const char *type, int dir) |
1485 | { |
1446 | { |
1486 | object *tmp = NULL; |
1447 | object *tmp = NULL; |
1487 | maptile *m; |
1448 | maptile *m; |
… | |
… | |
1552 | */ |
1513 | */ |
1553 | int |
1514 | int |
1554 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1515 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1555 | { |
1516 | { |
1556 | object *left, *bow; |
1517 | object *left, *bow; |
1557 | int bowspeed, mflags; |
1518 | int mflags; |
1558 | maptile *m; |
1519 | maptile *m; |
1559 | |
1520 | |
1560 | if (!dir) |
1521 | if (!dir) |
1561 | { |
1522 | { |
1562 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1523 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1563 | return 0; |
1524 | return 0; |
1564 | } |
1525 | } |
1565 | |
1526 | |
1566 | if (op->type == PLAYER) |
1527 | if (op->contr) |
1567 | bow = op->contr->ranges[range_bow]; |
1528 | bow = op->current_weapon; |
1568 | else |
1529 | else |
1569 | { |
1530 | { |
1570 | for (bow = op->inv; bow; bow = bow->below) |
1531 | for (bow = op->inv; bow; bow = bow->below) |
1571 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1532 | /* 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. |
1533 | * don't need to switch back and forth between bows and weapons. |
… | |
… | |
1577 | if (!bow) |
1538 | if (!bow) |
1578 | { |
1539 | { |
1579 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1540 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1580 | return 0; |
1541 | return 0; |
1581 | } |
1542 | } |
|
|
1543 | |
|
|
1544 | // optimisation: move object to top so we will find it quickly again |
|
|
1545 | if (bow->below) |
|
|
1546 | { |
|
|
1547 | bow->remove (); |
|
|
1548 | op->insert (bow); |
|
|
1549 | } |
|
|
1550 | |
1582 | } |
1551 | } |
1583 | |
1552 | |
1584 | if (!bow->race || !bow->skill) |
1553 | if (!bow->race || !bow->skill) |
1585 | { |
1554 | { |
1586 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1555 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1587 | return 0; |
1556 | return 0; |
1588 | } |
1557 | } |
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 | |
1558 | |
1599 | if (arrow == NULL) |
1559 | if (arrow == NULL) |
1600 | { |
1560 | { |
1601 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1561 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1602 | { |
1562 | { |
1603 | if (op->type == PLAYER) |
1563 | if (op->type == PLAYER) |
1604 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1564 | 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 */ |
1565 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1606 | else |
1566 | else |
1607 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1567 | CLEAR_FLAG (op, FLAG_READY_BOW); |
|
|
1568 | |
1608 | return 0; |
1569 | return 0; |
1609 | } |
1570 | } |
1610 | } |
1571 | } |
1611 | |
1572 | |
1612 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1573 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
… | |
… | |
1636 | |
1597 | |
1637 | arrow->set_owner (op); |
1598 | arrow->set_owner (op); |
1638 | arrow->skill = bow->skill; |
1599 | arrow->skill = bow->skill; |
1639 | arrow->direction = dir; |
1600 | arrow->direction = dir; |
1640 | |
1601 | |
|
|
1602 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
|
|
1603 | arrow->stats.hp = arrow->stats.dam; |
|
|
1604 | arrow->stats.grace = arrow->attacktype; |
|
|
1605 | |
|
|
1606 | if (arrow->slaying) |
|
|
1607 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1608 | |
|
|
1609 | #if 0 |
|
|
1610 | if (player *pl = op->contr) |
|
|
1611 | { |
|
|
1612 | float speed = pl->weapon_sp; |
|
|
1613 | |
|
|
1614 | /* penalize ROF for bestarrow */ |
|
|
1615 | if (pl->bowtype == bow_bestarrow) |
|
|
1616 | speed *= .9f; |
|
|
1617 | else |
|
|
1618 | speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; |
|
|
1619 | |
|
|
1620 | op->speed_left += speed - op->speed; |
|
|
1621 | } |
|
|
1622 | #endif |
|
|
1623 | |
|
|
1624 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1625 | |
|
|
1626 | /* update the speed */ |
|
|
1627 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
|
|
1628 | + bow->stats.dam / 7.f; |
|
|
1629 | |
|
|
1630 | arrow->set_speed (max (arrow->speed, 2.f)); |
|
|
1631 | arrow->speed_left = 0; |
|
|
1632 | |
|
|
1633 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
|
|
1634 | |
1641 | if (op->type == PLAYER) |
1635 | if (op->type == PLAYER) |
1642 | { |
1636 | { |
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; |
1637 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
|
|
1638 | wc -= dex_bonus[op->stats.Dex]; |
|
|
1639 | |
|
|
1640 | if (!arrow->slaying) |
|
|
1641 | arrow->slaying = op->slaying; |
|
|
1642 | |
|
|
1643 | arrow->attacktype |= op->attacktype; |
1674 | } |
1644 | } |
1675 | else |
1645 | else |
1676 | { |
1646 | { |
1677 | arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; |
|
|
1678 | arrow->level = op->level; |
1647 | arrow->level = op->level; |
1679 | } |
1648 | arrow->stats.wc -= bow->magic; |
1680 | |
1649 | |
1681 | if (arrow->attacktype == AT_PHYSICAL) |
1650 | if (!arrow->slaying) |
|
|
1651 | arrow->slaying = bow->slaying; |
|
|
1652 | |
1682 | arrow->attacktype |= bow->attacktype; |
1653 | arrow->attacktype |= bow->attacktype; |
|
|
1654 | } |
1683 | |
1655 | |
1684 | if (bow->slaying) |
1656 | wc -= arrow->level; |
1685 | arrow->slaying = bow->slaying; |
1657 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
1686 | |
1658 | |
|
|
1659 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1687 | arrow->move_type = MOVE_FLY_LOW; |
1660 | arrow->move_type = MOVE_FLY_LOW; |
1688 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1661 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1689 | |
1662 | |
1690 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1663 | op->play_sound (sound_find ("fire_arrow")); |
1691 | m->insert (arrow, sx, sy, op); |
1664 | m->insert (arrow, sx, sy, op); |
1692 | |
1665 | |
1693 | if (!arrow->destroyed ()) |
1666 | if (!arrow->destroyed ()) |
1694 | move_arrow (arrow); |
1667 | move_arrow (arrow); |
1695 | |
1668 | |
… | |
… | |
1716 | { |
1689 | { |
1717 | int ret = 0, wcmod = 0; |
1690 | int ret = 0, wcmod = 0; |
1718 | |
1691 | |
1719 | if (op->contr->bowtype == bow_bestarrow) |
1692 | if (op->contr->bowtype == bow_bestarrow) |
1720 | { |
1693 | { |
1721 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); |
1694 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1722 | } |
1695 | } |
1723 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1696 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1724 | { |
1697 | { |
1725 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1698 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1726 | wcmod = -1; |
1699 | wcmod = -1; |
… | |
… | |
1736 | else if (op->contr->bowtype == bow_spreadshot) |
1709 | else if (op->contr->bowtype == bow_spreadshot) |
1737 | { |
1710 | { |
1738 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1711 | 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); |
1712 | 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); |
1713 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1741 | |
|
|
1742 | } |
1714 | } |
1743 | else |
1715 | else |
1744 | { |
1716 | { |
1745 | /* Simple case */ |
1717 | /* Simple case */ |
1746 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1718 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1747 | } |
1719 | } |
|
|
1720 | |
1748 | return ret; |
1721 | return ret; |
1749 | } |
1722 | } |
1750 | |
|
|
1751 | |
1723 | |
1752 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1724 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1753 | * Broken apart from 'fire' to keep it more readable. |
1725 | * Broken apart from 'fire' to keep it more readable. |
1754 | */ |
1726 | */ |
1755 | void |
1727 | void |
1756 | fire_misc_object (object *op, int dir) |
1728 | fire_misc_object (object *op, int dir) |
1757 | { |
1729 | { |
1758 | object *item; |
1730 | object *item = op->contr->ranged_ob; |
1759 | |
1731 | |
1760 | if (!op->contr->ranges[range_misc]) |
1732 | if (!item) |
1761 | { |
1733 | { |
1762 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1734 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1763 | return; |
1735 | return; |
1764 | } |
1736 | } |
1765 | |
1737 | |
1766 | item = op->contr->ranges[range_misc]; |
|
|
1767 | if (!item->inv) |
1738 | if (!item->inv) |
1768 | { |
1739 | { |
1769 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1740 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1770 | return; |
1741 | return; |
1771 | } |
1742 | } |
|
|
1743 | |
|
|
1744 | if (!op->change_weapon (item)) |
|
|
1745 | return; |
|
|
1746 | |
1772 | if (item->type == WAND) |
1747 | if (item->type == WAND) |
1773 | { |
1748 | { |
1774 | if (item->stats.food <= 0) |
1749 | if (item->stats.food <= 0) |
1775 | { |
1750 | { |
1776 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1751 | op->contr->play_sound (sound_find ("wand_poof")); |
1777 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
1752 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
|
|
1753 | |
1778 | return; |
1754 | return; |
1779 | } |
1755 | } |
1780 | } |
1756 | } |
1781 | else if (item->type == ROD || item->type == HORN) |
1757 | else if (item->type == ROD || item->type == HORN) |
1782 | { |
1758 | { |
1783 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1759 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1784 | { |
1760 | { |
1785 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1761 | op->contr->play_sound (sound_find ("wand_poof")); |
|
|
1762 | |
1786 | if (item->type == ROD) |
1763 | 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)); |
1764 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1788 | else |
1765 | else |
1789 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
1766 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
|
|
1767 | |
1790 | return; |
1768 | return; |
1791 | } |
1769 | } |
1792 | } |
1770 | } |
1793 | |
1771 | |
1794 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1772 | if (cast_spell (op, item, dir, item->inv, NULL)) |
… | |
… | |
1801 | object *tmp; |
1779 | object *tmp; |
1802 | |
1780 | |
1803 | if (item->arch) |
1781 | if (item->arch) |
1804 | { |
1782 | { |
1805 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1783 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1806 | item->face = item->arch->clone.face; |
1784 | item->face = item->arch->face; |
1807 | item->set_speed (0); |
1785 | item->set_speed (0); |
1808 | } |
1786 | } |
1809 | |
1787 | |
1810 | if ((tmp = item->in_player ())) |
1788 | if ((tmp = item->in_player ())) |
1811 | esrv_update_item (UPD_ANIM, tmp, item); |
1789 | esrv_update_item (UPD_ANIM, tmp, item); |
… | |
… | |
1816 | } |
1794 | } |
1817 | } |
1795 | } |
1818 | |
1796 | |
1819 | /* Received a fire command for the player - go and do it. |
1797 | /* Received a fire command for the player - go and do it. |
1820 | */ |
1798 | */ |
1821 | void |
1799 | bool |
1822 | fire (object *op, int dir) |
1800 | fire (object *op, int dir) |
1823 | { |
1801 | { |
1824 | int spellcost = 0; |
1802 | int spellcost = 0; |
1825 | |
1803 | |
1826 | /* check for loss of invisiblity/hide */ |
1804 | /* check for loss of invisiblity/hide */ |
1827 | if (action_makes_visible (op)) |
1805 | if (action_makes_visible (op)) |
1828 | make_visible (op); |
1806 | make_visible (op); |
1829 | |
1807 | |
1830 | switch (op->contr->shoottype) |
1808 | player *pl = op->contr; |
|
|
1809 | |
|
|
1810 | if (pl->golem) |
|
|
1811 | { |
|
|
1812 | control_golem (op->contr->golem, dir); |
|
|
1813 | return false; |
1831 | { |
1814 | } |
1832 | case range_none: |
|
|
1833 | return; |
|
|
1834 | |
1815 | |
1835 | case range_bow: |
1816 | object *ob = pl->ranged_ob; |
|
|
1817 | |
|
|
1818 | if (!ob) |
|
|
1819 | return false; |
|
|
1820 | |
|
|
1821 | if (!op->change_weapon (ob)) |
|
|
1822 | return false; |
|
|
1823 | |
|
|
1824 | if (op->speed_left > 0.f) |
|
|
1825 | --op->speed_left; |
|
|
1826 | else |
|
|
1827 | return false; |
|
|
1828 | |
|
|
1829 | switch (ob->type) |
|
|
1830 | { |
|
|
1831 | case BOW: |
1836 | player_fire_bow (op, dir); |
1832 | player_fire_bow (op, dir); |
1837 | return; |
1833 | break; |
1838 | |
1834 | |
1839 | case range_magic: /* Casting spells */ |
1835 | case SPELL: |
1840 | spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); |
1836 | spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); |
1841 | return; |
1837 | break; |
1842 | |
1838 | |
1843 | case range_misc: |
1839 | case BUILDER: |
|
|
1840 | apply_map_builder (op, dir); |
|
|
1841 | break; |
|
|
1842 | |
|
|
1843 | case SKILL: |
|
|
1844 | do_skill (op, op, ob, dir, 0); |
|
|
1845 | break; |
|
|
1846 | |
|
|
1847 | default: |
1844 | fire_misc_object (op, dir); |
1848 | fire_misc_object (op, dir); |
1845 | return; |
1849 | 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 | } |
1850 | } |
1873 | } |
|
|
1874 | |
1851 | |
1875 | |
1852 | return true; |
|
|
1853 | } |
1876 | |
1854 | |
1877 | /* find_key |
1855 | /* find_key |
1878 | * We try to find a key for the door as passed. If we find a key |
1856 | * 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 |
1857 | * and successfully use it, we return the key, otherwise NULL |
1880 | * This function merges both normal and locked door, since the logic |
1858 | * This function merges both normal and locked door, since the logic |
… | |
… | |
1882 | * pl is the player, |
1860 | * pl is the player, |
1883 | * inv is the objects inventory to searched |
1861 | * inv is the objects inventory to searched |
1884 | * door is the door we are trying to match against. |
1862 | * door is the door we are trying to match against. |
1885 | * This function can be called recursively to search containers. |
1863 | * This function can be called recursively to search containers. |
1886 | */ |
1864 | */ |
1887 | |
|
|
1888 | object * |
1865 | object * |
1889 | find_key (object *pl, object *container, object *door) |
1866 | find_key (object *pl, object *container, object *door) |
1890 | { |
1867 | { |
1891 | object *tmp, *key; |
1868 | object *tmp, *key; |
1892 | |
1869 | |
1893 | /* Should not happen, but sanity checking is never bad */ |
1870 | /* Should not happen, but sanity checking is never bad */ |
1894 | if (container->inv == NULL) |
1871 | if (!container->inv) |
1895 | return NULL; |
1872 | return 0; |
1896 | |
1873 | |
1897 | /* First, lets try to find a key in the top level inventory */ |
1874 | /* First, lets try to find a key in the top level inventory */ |
1898 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1875 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1899 | { |
1876 | { |
1900 | if (door->type == DOOR && tmp->type == KEY) |
1877 | if (door->type == DOOR && tmp->type == KEY) |
1901 | break; |
1878 | break; |
1902 | /* For sanity, we should really check door type, but other stuff |
1879 | /* For sanity, we should really check door type, but other stuff |
1903 | * (like containers) can be locked with special keys |
1880 | * (like containers) can be locked with special keys |
1904 | */ |
1881 | */ |
1905 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1882 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1906 | break; |
1883 | break; |
1907 | } |
1884 | } |
|
|
1885 | |
1908 | /* No key found - lets search inventories now */ |
1886 | /* No key found - lets search inventories now */ |
1909 | /* If we find and use a key in an inventory, return at that time. |
1887 | /* 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 |
1888 | * otherwise, if we search all the inventories and still don't find |
1911 | * a key, return |
1889 | * a key, return |
1912 | */ |
1890 | */ |
1913 | if (!tmp) |
1891 | if (!tmp) |
1914 | { |
1892 | { |
1915 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1893 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1916 | { |
1894 | { |
1917 | /* No reason to search empty containers */ |
1895 | /* No reason to search empty containers */ |
1918 | if (tmp->type == CONTAINER && tmp->inv) |
1896 | if (tmp->type == CONTAINER && tmp->inv) |
1919 | { |
1897 | { |
1920 | if ((key = find_key (pl, tmp, door)) != NULL) |
1898 | if ((key = find_key (pl, tmp, door))) |
1921 | return key; |
1899 | return key; |
1922 | } |
1900 | } |
1923 | } |
1901 | } |
|
|
1902 | |
1924 | if (!tmp) |
1903 | if (!tmp) |
1925 | return NULL; |
1904 | return NULL; |
1926 | } |
1905 | } |
|
|
1906 | |
1927 | /* We get down here if we have found a key. Now if its in a container, |
1907 | /* 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 |
1908 | * see if we actually want to use it |
1929 | */ |
1909 | */ |
1930 | if (pl != container) |
1910 | if (pl != container) |
1931 | { |
1911 | { |
… | |
… | |
1952 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1932 | 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)); |
1933 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1954 | return NULL; |
1934 | return NULL; |
1955 | } |
1935 | } |
1956 | } |
1936 | } |
|
|
1937 | |
1957 | return tmp; |
1938 | return tmp; |
1958 | } |
1939 | } |
1959 | |
1940 | |
1960 | /* moved door processing out of move_player_attack. |
1941 | /* moved door processing out of move_player_attack. |
1961 | * returns 1 if player has opened the door with a key |
1942 | * returns 1 if player has opened the door with a key |
… | |
… | |
1963 | * 0 otherwise |
1944 | * 0 otherwise |
1964 | */ |
1945 | */ |
1965 | static int |
1946 | static int |
1966 | player_attack_door (object *op, object *door) |
1947 | player_attack_door (object *op, object *door) |
1967 | { |
1948 | { |
1968 | /* If its a door, try to find a use a key. If we do destroy the door, |
1949 | /* 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 - |
1950 | * might as well return immediately as there is nothing more to do - |
1970 | * otherwise, we fall through to the rest of the code. |
1951 | * otherwise, we fall through to the rest of the code. |
1971 | */ |
1952 | */ |
1972 | object *key = find_key (op, op, door); |
1953 | object *key = find_key (op, op, door); |
1973 | |
1954 | |
1974 | /* IF we found a key, do some extra work */ |
1955 | /* If we found a key, do some extra work */ |
1975 | if (key) |
1956 | if (key) |
1976 | { |
1957 | { |
1977 | object *container = key->env; |
1958 | object *container = key->env; |
1978 | |
1959 | |
1979 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
|
|
1980 | if (action_makes_visible (op)) |
1960 | if (action_makes_visible (op)) |
1981 | make_visible (op); |
1961 | make_visible (op); |
|
|
1962 | |
1982 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1963 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1983 | spring_trap (door->inv, op); |
1964 | spring_trap (door->inv, op); |
|
|
1965 | |
1984 | if (door->type == DOOR) |
1966 | if (door->type == DOOR) |
1985 | { |
|
|
1986 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1967 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1987 | } |
|
|
1988 | else if (door->type == LOCKED_DOOR) |
1968 | else if (door->type == LOCKED_DOOR) |
1989 | { |
1969 | { |
1990 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
1970 | op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN); |
1991 | remove_door2 (door); /* remove door without violence ;-) */ |
1971 | remove_door2 (door); /* remove door without violence ;-) */ |
1992 | } |
1972 | } |
|
|
1973 | |
1993 | /* Do this after we print the message */ |
1974 | /* Do this after we print the message */ |
1994 | decrease_ob (key); /* Use up one of the keys */ |
1975 | decrease_ob (key); /* Use up one of the keys */ |
1995 | /* Need to update the weight the container the key was in */ |
1976 | /* Need to update the weight the container the key was in */ |
1996 | if (container != op) |
1977 | if (container != op) |
1997 | esrv_update_item (UPD_WEIGHT, op, container); |
1978 | esrv_update_item (UPD_WEIGHT, op, container); |
|
|
1979 | |
1998 | return 1; /* Nothing more to do below */ |
1980 | return 1; /* Nothing more to do below */ |
1999 | } |
1981 | } |
2000 | else if (door->type == LOCKED_DOOR) |
1982 | else if (door->type == LOCKED_DOOR) |
2001 | { |
1983 | { |
2002 | /* Might as well return now - no other way to open this */ |
1984 | /* Might as well return now - no other way to open this */ |
2003 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
1985 | op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door..."); |
2004 | return 1; |
1986 | return 1; |
2005 | } |
1987 | } |
|
|
1988 | |
2006 | return 0; |
1989 | return 0; |
2007 | } |
1990 | } |
2008 | |
1991 | |
2009 | /* This function is just part of a breakup from move_player. |
1992 | /* This function is just part of a breakup from move_player. |
2010 | * It should keep the code cleaner. |
1993 | * It should keep the code cleaner. |
2011 | * When this is called, the players direction has been updated |
1994 | * When this is called, the players direction has been updated |
2012 | * (taking into account confusion.) The player is also actually |
1995 | * (taking into account confusion.) The player is also actually |
2013 | * going to try and move (not fire weapons). |
1996 | * going to try and move (not fire weapons). |
2014 | */ |
1997 | */ |
2015 | void |
1998 | bool |
2016 | move_player_attack (object *op, int dir) |
1999 | move_player_attack (object *op, int dir) |
2017 | { |
2000 | { |
2018 | object *tmp, *mon; |
|
|
2019 | sint16 nx, ny; |
|
|
2020 | int on_battleground; |
2001 | int on_battleground; |
2021 | maptile *m; |
|
|
2022 | |
2002 | |
2023 | nx = freearr_x[dir] + op->x; |
2003 | sint16 nx = freearr_x[dir] + op->x; |
2024 | ny = freearr_y[dir] + op->y; |
2004 | sint16 ny = freearr_y[dir] + op->y; |
2025 | |
2005 | |
2026 | on_battleground = op_on_battleground (op, 0, 0); |
2006 | on_battleground = op_on_battleground (op, 0, 0); |
|
|
2007 | |
|
|
2008 | if (out_of_map (op->map, nx, ny)) |
|
|
2009 | return false; |
|
|
2010 | |
|
|
2011 | if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) |
|
|
2012 | { |
|
|
2013 | --op->speed_left; |
|
|
2014 | return true; |
|
|
2015 | } |
2027 | |
2016 | |
2028 | /* If braced, or can't move to the square, and it is not out of the |
2017 | /* 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 |
2018 | * 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 |
2019 | * 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 |
2020 | * 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 |
2021 | * 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 |
2022 | * 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 |
2023 | * quite a bit of processing. However, it probably is less than what |
2035 | * move_ob uses. |
2024 | * move_ob uses. |
2036 | */ |
2025 | */ |
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); |
2026 | 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 | |
2027 | |
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 |
2028 | /* 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. |
2029 | * 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 |
2030 | * if its a door or barrel (can roll) see if there may be monsters |
2055 | * on the space |
2031 | * on the space |
2056 | */ |
2032 | */ |
2057 | while (tmp) |
2033 | object *mon; |
2058 | { |
2034 | for (mon = m->at (nx, ny).bot; mon; mon = mon->above) |
2059 | if (tmp == op) |
2035 | { |
2060 | { |
2036 | if ((mon->flag [FLAG_ALIVE] |
2061 | tmp = tmp->above; |
2037 | || mon->type == LOCKED_DOOR |
2062 | continue; |
2038 | || mon->flag [FLAG_CAN_ROLL]) |
2063 | } |
|
|
2064 | |
|
|
2065 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
|
|
2066 | { |
|
|
2067 | mon = tmp; |
2039 | && mon != op) |
2068 | break; |
2040 | break; |
2069 | } |
2041 | } |
2070 | |
2042 | |
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 */ |
2043 | if (!mon) /* This happens anytime the player tries to move */ |
2078 | return; /* into a wall */ |
2044 | return false; /* into a wall */ |
2079 | |
2045 | |
2080 | if (mon->head) |
|
|
2081 | mon = mon->head; |
2046 | mon = mon->head_ (); |
2082 | |
2047 | |
2083 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
2048 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
|
|
2049 | if (op->contr->weapon_sp_left > 0.f) |
2084 | if (player_attack_door (op, mon)) |
2050 | if (player_attack_door (op, mon)) |
|
|
2051 | { |
|
|
2052 | --op->contr->weapon_sp_left; |
2085 | return; |
2053 | return true; |
|
|
2054 | } |
2086 | |
2055 | |
2087 | /* The following deals with possibly attacking peaceful |
2056 | /* The following deals with possibly attacking peaceful |
2088 | * or frienddly creatures. Basically, all players are considered |
2057 | * or friendly creatures. Basically, all players are considered |
2089 | * unaggressive. If the moving player has peaceful set, then the |
2058 | * unaggressive. If the moving player has peaceful set, then the |
2090 | * object should be pushed instead of attacked. It is assumed that |
2059 | * object should be pushed instead of attacked. It is assumed that |
2091 | * if you are braced, you will not attack friends accidently, |
2060 | * if you are braced, you will not attack friends accidently, |
2092 | * and thus will not push them. |
2061 | * and thus will not push them. |
2093 | */ |
2062 | */ |
2094 | |
2063 | |
2095 | /* If the creature is a pet, push it even if the player is not |
2064 | /* 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 |
2065 | * peaceful. Our assumption is the creature is a pet if the |
2097 | * player owns it and it is either friendly or unagressive. |
2066 | * player owns it and it is either friendly or unagressive. |
2098 | */ |
2067 | */ |
2099 | if ((op->type == PLAYER) |
2068 | if (op->type == PLAYER |
2100 | #if COZY_SERVER |
|
|
2101 | && |
|
|
2102 | ((mon->owner && mon->owner->contr |
2069 | && ((mon->owner && mon->owner->contr |
2103 | && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) |
2070 | && same_party (mon->owner->contr->party, op->contr->party)) |
2104 | #else |
|
|
2105 | && mon->owner == op |
2071 | || mon->owner == op) |
2106 | #endif |
|
|
2107 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2072 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2108 | { |
2073 | { |
2109 | /* If we're braced, we don't want to switch places with it */ |
2074 | /* If we're braced, we don't want to switch places with it */ |
2110 | if (op->contr->braced) |
2075 | if (op->contr->braced) |
2111 | return; |
2076 | return false; |
2112 | |
2077 | |
2113 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2078 | if (op->speed_left > 0.f) |
|
|
2079 | { |
|
|
2080 | --op->speed_left; |
|
|
2081 | |
|
|
2082 | op->play_sound (sound_find ("push_player")); |
2114 | (void) push_ob (mon, dir, op); |
2083 | push_ob (mon, dir, op); |
|
|
2084 | |
2115 | if (op->contr->tmp_invis || op->hide) |
2085 | if (op->contr->tmp_invis || op->hide) |
2116 | make_visible (op); |
2086 | make_visible (op); |
2117 | |
2087 | |
2118 | return; |
2088 | return true; |
2119 | } |
2089 | } |
|
|
2090 | else |
|
|
2091 | return false; |
|
|
2092 | } |
2120 | |
2093 | |
2121 | /* in certain circumstances, you shouldn't attack friendly |
2094 | /* in certain circumstances, you shouldn't attack friendly |
2122 | * creatures. Note that if you are braced, you can't push |
2095 | * creatures. Note that if you are braced, you can't push |
2123 | * someone, but put it inside this loop so that you won't |
2096 | * someone, but put it inside this loop so that you won't |
2124 | * attack them either. |
2097 | * attack them either. |
2125 | */ |
2098 | */ |
2126 | if ((mon->type == PLAYER || mon->enemy != op) && |
2099 | if ((mon->type == PLAYER || mon->enemy != op) |
2127 | (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( |
2100 | && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) |
2128 | #ifdef PROHIBIT_PLAYERKILL |
|
|
2129 | (op->contr->peaceful |
2101 | && ((op->contr->peaceful |
2130 | || (mon->type == PLAYER |
2102 | || (mon->type == PLAYER && mon->contr->peaceful)) |
2131 | && mon->contr-> |
|
|
2132 | peaceful)) && |
|
|
2133 | #else |
|
|
2134 | op->contr->peaceful && |
|
|
2135 | #endif |
|
|
2136 | !on_battleground)) |
2103 | && !on_battleground)) |
|
|
2104 | { |
|
|
2105 | if (op->speed_left > 0.f) |
2137 | { |
2106 | { |
|
|
2107 | --op->speed_left; |
|
|
2108 | |
2138 | if (!op->contr->braced) |
2109 | if (!op->contr->braced) |
2139 | { |
2110 | { |
2140 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2111 | op->play_sound (sound_find ("push_player")); |
2141 | push_ob (mon, dir, op); |
2112 | push_ob (mon, dir, op); |
2142 | } |
2113 | } |
2143 | else |
2114 | else |
2144 | new_draw_info (0, 0, op, "You withhold your attack"); |
2115 | op->statusmsg ("You withhold your attack"); |
2145 | |
2116 | |
2146 | if (op->contr->tmp_invis || op->hide) |
2117 | if (op->contr->tmp_invis || op->hide) |
2147 | make_visible (op); |
2118 | make_visible (op); |
2148 | } |
|
|
2149 | |
2119 | |
|
|
2120 | return true; |
|
|
2121 | } |
|
|
2122 | } |
2150 | /* If the object is a boulder or other rollable object, then |
2123 | /* 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. |
2124 | * roll it if not braced. You can't roll it if you are braced. |
2152 | */ |
2125 | */ |
2153 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
2126 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
|
|
2127 | { |
|
|
2128 | if (op->speed_left > 0.f) |
2154 | { |
2129 | { |
|
|
2130 | --op->speed_left; |
|
|
2131 | |
2155 | recursive_roll (mon, dir, op); |
2132 | recursive_roll (mon, dir, op); |
2156 | if (action_makes_visible (op)) |
2133 | if (action_makes_visible (op)) |
2157 | make_visible (op); |
2134 | make_visible (op); |
2158 | } |
|
|
2159 | |
2135 | |
|
|
2136 | return true; |
|
|
2137 | } |
|
|
2138 | } |
2160 | /* Any generic living creature. Including things like doors. |
2139 | /* Any generic living creature. Including things like doors. |
2161 | * Way it works is like this: First, it must have some hit points |
2140 | * 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: |
2141 | * 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 |
2142 | * 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. |
2143 | * that party_number -1 is no party, so attacks can still happen. |
2165 | */ |
2144 | */ |
2166 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2145 | 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))) |
2146 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2168 | { |
2147 | { |
2169 | |
2148 | 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 | { |
2149 | { |
2177 | op->speed_left += op->speed / op->contr->weapon_sp; |
2150 | --op->contr->weapon_sp_left; |
2178 | |
|
|
2179 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
|
|
2180 | } |
|
|
2181 | |
2151 | |
2182 | skill_attack (mon, op, 0, 0, 0); |
2152 | 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 | |
2153 | |
2198 | if (action_makes_visible (op)) |
2154 | if (action_makes_visible (op)) |
2199 | make_visible (op); |
2155 | make_visible (op); |
2200 | } |
|
|
2201 | } /* if player should attack something */ |
|
|
2202 | } |
|
|
2203 | |
2156 | |
2204 | int |
2157 | return true; |
|
|
2158 | } |
|
|
2159 | } |
|
|
2160 | |
|
|
2161 | return false; |
|
|
2162 | } |
|
|
2163 | |
|
|
2164 | bool |
2205 | move_player (object *op, int dir) |
2165 | move_player (object *op, int dir) |
2206 | { |
2166 | { |
2207 | int pick; |
2167 | int pick; |
2208 | |
2168 | |
2209 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2169 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
… | |
… | |
2216 | return 0; |
2176 | return 0; |
2217 | } |
2177 | } |
2218 | |
2178 | |
2219 | /* peterm: added following line */ |
2179 | /* peterm: added following line */ |
2220 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2180 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2221 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
2181 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2222 | |
2182 | |
2223 | op->facing = dir; |
2183 | op->facing = dir; |
2224 | |
2184 | |
2225 | if (op->hide) |
2185 | if (op->hide) |
2226 | do_hidden_move (op); |
2186 | do_hidden_move (op); |
2227 | |
2187 | |
|
|
2188 | bool retval; |
|
|
2189 | |
2228 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2190 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2229 | /*nop */ ; |
2191 | retval = RESULT_INT (0); |
2230 | else if (op->contr->fire_on) |
2192 | else if (op->contr->fire_on) |
2231 | fire (op, dir); |
2193 | retval = fire (op, dir); |
2232 | else |
2194 | else |
2233 | { |
2195 | { |
2234 | move_player_attack (op, dir); |
2196 | retval = move_player_attack (op, dir); |
2235 | pick = check_pick (op); |
2197 | pick = check_pick (op); |
2236 | } |
2198 | } |
2237 | |
2199 | |
2238 | /* Add special check for newcs players and fire on - this way, the |
2200 | /* Add special check for newcs players and fire on - this way, the |
2239 | * server can handle repeat firing. |
2201 | * server can handle repeat firing. |
… | |
… | |
2246 | /* Update how the player looks. Use the facing, so direction may |
2208 | /* Update how the player looks. Use the facing, so direction may |
2247 | * get reset to zero. This allows for full animation capabilities |
2209 | * get reset to zero. This allows for full animation capabilities |
2248 | * for players. |
2210 | * for players. |
2249 | */ |
2211 | */ |
2250 | animate_object (op, op->facing); |
2212 | animate_object (op, op->facing); |
2251 | return 0; |
2213 | |
|
|
2214 | return retval; |
2252 | } |
2215 | } |
2253 | |
2216 | |
2254 | /* This is similar to handle_player, below, but is only used by the |
2217 | /* This is similar to handle_player, below, but is only used by the |
2255 | * new client/server stuff. |
2218 | * new client/server stuff. |
2256 | * This is sort of special, in that the new client/server actually uses |
2219 | * This is sort of special, in that the new client/server actually uses |
2257 | * the new speed values for commands. |
2220 | * the new speed values for commands. |
2258 | * |
2221 | * |
2259 | * Returns true if there are more actions we can do. |
2222 | * Returns true if there are more actions we can do. Should not do |
|
|
2223 | * many actions in a row, as that would be too unfair to other |
|
|
2224 | * players. |
2260 | */ |
2225 | */ |
2261 | int |
2226 | bool |
2262 | handle_newcs_player (object *op) |
2227 | handle_newcs_player (object *op) |
2263 | { |
2228 | { |
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)) |
2229 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2285 | { |
2230 | { |
2286 | flee_player (op); |
2231 | 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 | { |
2232 | { |
2290 | op->speed_left--; |
2233 | --op->speed_left; |
|
|
2234 | flee_player (op); |
|
|
2235 | |
2291 | return 0; |
2236 | return true; |
2292 | } |
2237 | } |
|
|
2238 | else |
|
|
2239 | return false; |
2293 | } |
2240 | } |
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 | |
2241 | |
2303 | /* call this here - we also will call this in do_ericserver, but |
2242 | /* call this here - we also will call this in do_ericserver, but |
2304 | * the players time has been increased when doericserver has been |
2243 | * the players time has been increased when doericserver has been |
2305 | * called, so we recheck it here. |
2244 | * called, so we recheck it here. |
2306 | */ |
2245 | */ |
2307 | if (op->contr->ns->handle_command ()) |
2246 | if (op->contr->ns->handle_command ()) |
2308 | return 1; |
2247 | return true; |
2309 | |
2248 | |
2310 | if (op->speed_left > 0) |
|
|
2311 | { |
|
|
2312 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2249 | 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); |
2250 | return move_player (op, op->direction); |
2322 | |
2251 | |
2323 | return op->speed_left > 0; |
|
|
2324 | } |
|
|
2325 | } |
|
|
2326 | |
|
|
2327 | return 0; |
2252 | return false; |
2328 | } |
2253 | } |
2329 | |
2254 | |
2330 | int |
2255 | int |
2331 | save_life (object *op) |
2256 | save_life (object *op) |
2332 | { |
2257 | { |
… | |
… | |
2334 | return 0; |
2259 | return 0; |
2335 | |
2260 | |
2336 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2261 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2337 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2262 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2338 | { |
2263 | { |
2339 | play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); |
2264 | op->play_sound (sound_find ("ob_evaporate")); |
2340 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2265 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2341 | |
2266 | |
2342 | if (op->contr) |
2267 | if (op->contr) |
2343 | esrv_del_item (op->contr, tmp->count); |
2268 | esrv_del_item (op->contr, tmp->count); |
2344 | |
2269 | |
… | |
… | |
2364 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2289 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2365 | * back in the map (location and map determined by values of env). This |
2290 | * back in the map (location and map determined by values of env). This |
2366 | * function will descend into containers. op is the object to start the search |
2291 | * function will descend into containers. op is the object to start the search |
2367 | * from. |
2292 | * from. |
2368 | */ |
2293 | */ |
2369 | void |
2294 | static void |
2370 | remove_unpaid_objects (object *op, object *env) |
2295 | drop_unpaid_items (object *op, object *env) |
2371 | { |
2296 | { |
2372 | object *next; |
|
|
2373 | |
|
|
2374 | while (op) |
2297 | while (op) |
2375 | { |
2298 | { |
2376 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2299 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2377 | |
2300 | |
2378 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2301 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
… | |
… | |
2381 | esrv_del_item (env->contr, op->count); |
2304 | esrv_del_item (env->contr, op->count); |
2382 | |
2305 | |
2383 | op->insert_at (env); |
2306 | op->insert_at (env); |
2384 | } |
2307 | } |
2385 | else if (op->inv) |
2308 | else if (op->inv) |
2386 | remove_unpaid_objects (op->inv, env); |
2309 | drop_unpaid_items (op->inv, env); |
2387 | |
2310 | |
2388 | op = next; |
2311 | op = next; |
2389 | } |
2312 | } |
|
|
2313 | } |
|
|
2314 | |
|
|
2315 | void |
|
|
2316 | object::drop_unpaid_items () |
|
|
2317 | { |
|
|
2318 | if (!flag [FLAG_REMOVED]) |
|
|
2319 | ::drop_unpaid_items (inv, this); |
2390 | } |
2320 | } |
2391 | |
2321 | |
2392 | /* |
2322 | /* |
2393 | * Returns pointer a static string containing gravestone text |
2323 | * Returns pointer a static string containing gravestone text |
2394 | * Moved from apply.c to player.c - player.c is what |
2324 | * Moved from apply.c to player.c - player.c is what |
… | |
… | |
2444 | int rate_grace = 2000; |
2374 | int rate_grace = 2000; |
2445 | const int max_hp = 1; |
2375 | const int max_hp = 1; |
2446 | const int max_sp = 1; |
2376 | const int max_sp = 1; |
2447 | const int max_grace = 1; |
2377 | const int max_grace = 1; |
2448 | |
2378 | |
2449 | if (op->contr->outputs_sync) |
2379 | if (op->contr->hidden) |
|
|
2380 | { |
|
|
2381 | op->invisible = 1000; |
|
|
2382 | /* the socket code flashes the player visible/invisible |
|
|
2383 | * depending on the value of invisible, so we need to |
|
|
2384 | * alternate it here for it to work correctly. |
|
|
2385 | */ |
|
|
2386 | if (pticks & 2) |
|
|
2387 | op->invisible--; |
2450 | { |
2388 | } |
2451 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
2389 | 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) |
2390 | { |
2453 | flush_output_element (op, &op->contr->outputs[i]); |
2391 | if (!op->invisible--) |
|
|
2392 | { |
|
|
2393 | make_visible (op); |
|
|
2394 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2395 | } |
2454 | } |
2396 | } |
2455 | |
2397 | |
2456 | if (op->contr->ns->state == ST_PLAYING) |
2398 | if (op->contr->ns->state == ST_PLAYING) |
2457 | { |
2399 | { |
2458 | /* these next three if clauses make it possible to SLOW DOWN |
2400 | /* these next three if clauses make it possible to SLOW DOWN |
… | |
… | |
2477 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2419 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2478 | else |
2420 | else |
2479 | { |
2421 | { |
2480 | gen_grace = op->stats.maxgrace; |
2422 | gen_grace = op->stats.maxgrace; |
2481 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2423 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2482 | } |
|
|
2483 | |
|
|
2484 | /* Regenerate Spell Points */ |
|
|
2485 | if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) |
|
|
2486 | { |
|
|
2487 | 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) |
|
|
2489 | { |
|
|
2490 | op->stats.sp++; |
|
|
2491 | /* dms do not consume food */ |
|
|
2492 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2493 | { |
|
|
2494 | op->stats.food--; |
|
|
2495 | if (op->contr->digestion < 0) |
|
|
2496 | op->stats.food += op->contr->digestion; |
|
|
2497 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2498 | op->stats.food = last_food; |
|
|
2499 | } |
|
|
2500 | } |
|
|
2501 | |
|
|
2502 | if (max_sp > 1) |
|
|
2503 | { |
|
|
2504 | over_sp = (gen_sp + 10) / rate_sp; |
|
|
2505 | if (over_sp > 0) |
|
|
2506 | { |
|
|
2507 | if (op->stats.sp < op->stats.maxsp) |
|
|
2508 | { |
|
|
2509 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2510 | |
|
|
2511 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
|
|
2512 | op->stats.sp--; |
|
|
2513 | |
|
|
2514 | if (op->stats.sp > op->stats.maxsp) |
|
|
2515 | op->stats.sp = op->stats.maxsp; |
|
|
2516 | } |
|
|
2517 | op->last_sp = 0; |
|
|
2518 | } |
|
|
2519 | else |
|
|
2520 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2521 | } |
|
|
2522 | else |
|
|
2523 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2524 | } |
2424 | } |
2525 | |
2425 | |
2526 | /* Regenerate Grace */ |
2426 | /* Regenerate Grace */ |
2527 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2427 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2528 | if (--op->last_grace < 0) |
2428 | if (--op->last_grace < 0) |
… | |
… | |
2549 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2449 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2550 | } |
2450 | } |
2551 | /* wearing stuff doesn't detract from grace generation. */ |
2451 | /* wearing stuff doesn't detract from grace generation. */ |
2552 | } |
2452 | } |
2553 | |
2453 | |
|
|
2454 | if (op->stats.food > 0) |
|
|
2455 | { |
2554 | /* Regenerate Hit Points */ |
2456 | /* Regenerate Spell Points */ |
2555 | if (--op->last_heal < 0) |
2457 | if (!op->contr->golem && --op->last_sp < 0) |
2556 | { |
|
|
2557 | if (op->stats.hp < op->stats.maxhp) |
|
|
2558 | { |
2458 | { |
2559 | op->stats.hp++; |
2459 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2560 | /* dms do not consume food */ |
2460 | |
2561 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2461 | if (op->stats.sp < op->stats.maxsp) |
2562 | { |
2462 | { |
|
|
2463 | op->stats.sp++; |
|
|
2464 | |
|
|
2465 | /* dms do not consume food */ |
|
|
2466 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2467 | { |
2563 | op->stats.food--; |
2468 | op->stats.food--; |
|
|
2469 | |
2564 | if (op->contr->digestion < 0) |
2470 | if (op->contr->digestion < 0) |
2565 | op->stats.food += op->contr->digestion; |
2471 | op->stats.food += op->contr->digestion; |
2566 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2472 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2567 | op->stats.food = last_food; |
2473 | op->stats.food = last_food; |
|
|
2474 | } |
2568 | } |
2475 | } |
2569 | } |
|
|
2570 | |
2476 | |
2571 | if (max_hp > 1) |
2477 | if (max_sp > 1) |
2572 | { |
|
|
2573 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
|
|
2574 | if (over_hp > 0) |
|
|
2575 | { |
2478 | { |
2576 | op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
2479 | over_sp = (gen_sp + 10) / rate_sp; |
|
|
2480 | if (over_sp > 0) |
|
|
2481 | { |
|
|
2482 | if (op->stats.sp < op->stats.maxsp) |
|
|
2483 | { |
|
|
2484 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2485 | |
|
|
2486 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
|
|
2487 | op->stats.sp--; |
|
|
2488 | |
|
|
2489 | if (op->stats.sp > op->stats.maxsp) |
|
|
2490 | op->stats.sp = op->stats.maxsp; |
|
|
2491 | } |
|
|
2492 | |
2577 | op->last_heal = 0; |
2493 | op->last_sp = 0; |
|
|
2494 | } |
|
|
2495 | else |
|
|
2496 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2578 | } |
2497 | } |
2579 | else |
2498 | else |
|
|
2499 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2500 | } |
|
|
2501 | |
|
|
2502 | /* Regenerate Hit Points */ |
|
|
2503 | if (--op->last_heal < 0) |
|
|
2504 | { |
|
|
2505 | if (op->stats.hp < op->stats.maxhp) |
2580 | { |
2506 | { |
2581 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2507 | op->stats.hp++; |
|
|
2508 | |
|
|
2509 | /* dms do not consume food */ |
|
|
2510 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2511 | { |
|
|
2512 | op->stats.food--; |
|
|
2513 | |
|
|
2514 | if (op->contr->digestion < 0) |
|
|
2515 | op->stats.food += op->contr->digestion; |
|
|
2516 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2517 | op->stats.food = last_food; |
|
|
2518 | } |
2582 | } |
2519 | } |
|
|
2520 | |
|
|
2521 | if (max_hp > 1) |
|
|
2522 | { |
|
|
2523 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
|
|
2524 | |
|
|
2525 | if (over_hp > 0) |
|
|
2526 | { |
|
|
2527 | op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
|
|
2528 | op->last_heal = 0; |
|
|
2529 | } |
|
|
2530 | else |
|
|
2531 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2583 | } |
2532 | } |
2584 | else |
2533 | else |
2585 | { |
|
|
2586 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2534 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2587 | } |
2535 | } |
2588 | } |
2536 | } |
2589 | |
2537 | |
2590 | /* Digestion */ |
2538 | /* Digestion */ |
2591 | if (--op->last_eat < 0) |
2539 | if (--op->last_eat < 0) |
2592 | { |
2540 | { |
2593 | #ifdef COZY_SERVER |
2541 | int bonus = max (0, op->contr->digestion), |
2594 | int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; |
2542 | penalty = max (0, -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; |
|
|
2598 | #endif |
|
|
2599 | |
2543 | |
2600 | if (op->contr->gen_hp > 0) |
|
|
2601 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2544 | op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); |
2602 | else |
|
|
2603 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
|
|
2604 | |
2545 | |
2605 | /* dms do not consume food */ |
2546 | /* dms do not consume food */ |
2606 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2547 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2607 | op->stats.food--; |
2548 | op->stats.food--; |
2608 | } |
2549 | } |
… | |
… | |
2635 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2576 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2636 | manual_apply (op, flesh, 0); |
2577 | manual_apply (op, flesh, 0); |
2637 | } |
2578 | } |
2638 | } |
2579 | } |
2639 | |
2580 | |
2640 | while (op->stats.food < 0 && op->stats.hp >= 0) |
2581 | if (op->stats.food < 0) |
2641 | op->stats.food++, op->stats.hp--; |
2582 | { |
|
|
2583 | op->stats.hp += op->stats.food; |
|
|
2584 | op->stats.food = 0; |
|
|
2585 | } |
2642 | |
2586 | |
2643 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2587 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2644 | kill_player (op); |
2588 | kill_player (op); |
2645 | } |
2589 | } |
2646 | } |
2590 | } |
… | |
… | |
2651 | * file. |
2595 | * file. |
2652 | */ |
2596 | */ |
2653 | void |
2597 | void |
2654 | kill_player (object *op) |
2598 | kill_player (object *op) |
2655 | { |
2599 | { |
|
|
2600 | int x, y; |
2656 | char buf[MAX_BUF]; |
2601 | char buf[MAX_BUF]; |
2657 | int x, y; |
|
|
2658 | |
|
|
2659 | //int i; |
|
|
2660 | maptile *map; /* this is for resurrection */ |
2602 | maptile *map; /* this is for resurrection */ |
2661 | |
|
|
2662 | /* int z; |
|
|
2663 | int num_stats_lose; |
|
|
2664 | int lost_a_stat; |
|
|
2665 | int lose_this_stat; |
|
|
2666 | int this_stat; */ |
|
|
2667 | int will_kill_again; |
2603 | int will_kill_again; |
2668 | archetype *at; |
2604 | archetype *at; |
2669 | object *tmp; |
2605 | object *tmp; |
2670 | |
2606 | |
2671 | if (save_life (op)) |
2607 | if (save_life (op)) |
2672 | return; |
2608 | return; |
2673 | |
|
|
2674 | |
2609 | |
2675 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2610 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2676 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2611 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2677 | * Look at op_on_battleground() for more info --AndreasV |
2612 | * Look at op_on_battleground() for more info --AndreasV |
2678 | */ |
2613 | */ |
… | |
… | |
2694 | { |
2629 | { |
2695 | tmp->destroy (); |
2630 | tmp->destroy (); |
2696 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2631 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2697 | } |
2632 | } |
2698 | |
2633 | |
2699 | cure_disease (op, 0); /* remove any disease */ |
2634 | cure_disease (op, 0, 0); /* remove any disease */ |
2700 | op->stats.hp = op->stats.maxhp; |
2635 | op->stats.hp = op->stats.maxhp; |
2701 | if (op->stats.food <= 0) |
2636 | if (op->stats.food <= 0) |
2702 | op->stats.food = 999; |
2637 | op->stats.food = 999; |
2703 | |
2638 | |
2704 | /* create a bodypart-trophy to make the winner happy */ |
2639 | /* create a bodypart-trophy to make the winner happy */ |
2705 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2640 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2706 | { |
2641 | { |
2707 | sprintf (buf, "%s's finger", &op->name); |
2642 | tmp->name = format ("%s's finger" , &op->name); |
2708 | tmp->name = buf; |
2643 | tmp->name_pl = format ("%s's fingers", &op->name); |
2709 | sprintf (buf, " This finger has been cut off %s\n" |
2644 | tmp->msg = format ( |
2710 | " the %s, when he was defeated at\n level %d by %s.\n", |
2645 | "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", |
2711 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2646 | &op->name, op->contr->title, (int) (op->level), op->contr->killer |
2712 | tmp->msg = buf; |
2647 | ); |
2713 | tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2648 | tmp->value = 0, tmp->type = 0; |
2714 | tmp->materialname = NULL; |
2649 | tmp->materialname = "organics"; |
2715 | tmp->insert_at (op, tmp); |
2650 | tmp->insert_at (op, tmp); |
2716 | } |
2651 | } |
2717 | |
2652 | |
2718 | /* teleport defeated player to new destination */ |
2653 | /* teleport defeated player to new destination */ |
2719 | transfer_ob (op, x, y, 0, NULL); |
2654 | transfer_ob (op, x, y, 0, NULL); |
… | |
… | |
2724 | INVOKE_PLAYER (DEATH, op->contr); |
2659 | INVOKE_PLAYER (DEATH, op->contr); |
2725 | |
2660 | |
2726 | command_kill_pets (op, 0); |
2661 | command_kill_pets (op, 0); |
2727 | |
2662 | |
2728 | if (op->stats.food < 0) |
2663 | if (op->stats.food < 0) |
2729 | { |
|
|
2730 | sprintf (buf, "%s starved to death.", &op->name); |
|
|
2731 | strcpy (op->contr->killer, "starvation"); |
2664 | strcpy (op->contr->killer, "starvation"); |
2732 | } |
|
|
2733 | else |
|
|
2734 | sprintf (buf, "%s died.", &op->name); |
|
|
2735 | |
2665 | |
2736 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
2666 | op->contr->play_sound (sound_find ("player_dies")); |
2737 | |
2667 | |
2738 | /* save the map location for corpse, gravestone */ |
2668 | /* save the map location for corpse, gravestone */ |
2739 | x = op->x; |
2669 | x = op->x; |
2740 | y = op->y; |
2670 | y = op->y; |
2741 | map = op->map; |
2671 | map = op->map; |
… | |
… | |
2904 | { |
2834 | { |
2905 | tmp->destroy (); |
2835 | tmp->destroy (); |
2906 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2836 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2907 | } |
2837 | } |
2908 | |
2838 | |
2909 | cure_disease (op, 0); /* remove any disease */ |
2839 | cure_disease (op, 0, 0); /* remove any disease */ |
2910 | |
2840 | |
2911 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2841 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2912 | apply_death_exp_penalty (op); |
2842 | apply_death_exp_penalty (op); |
2913 | if (op->stats.food < 100) |
2843 | if (op->stats.food < 100) |
2914 | op->stats.food = 900; |
2844 | op->stats.food = 900; |
2915 | op->stats.hp = op->stats.maxhp; |
2845 | op->stats.hp = op->stats.maxhp; |
2916 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2846 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2917 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2847 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2918 | |
2848 | |
2919 | /* |
2849 | /* |
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 |
2850 | * Check to see if the player has any unpaid items. If so, remove them |
2922 | * in the map. |
2851 | * and put them back in the map. |
2923 | */ |
2852 | */ |
2924 | |
2853 | op->drop_unpaid_items (); |
2925 | if (is_in_shop (op)) |
|
|
2926 | remove_unpaid_objects (op->inv, op); |
|
|
2927 | |
2854 | |
2928 | /****************************************/ |
2855 | /****************************************/ |
2929 | /* */ |
2856 | /* */ |
2930 | /* Move player to his current respawn- */ |
2857 | /* Move player to his current respawn- */ |
2931 | /* position (usually last savebed) */ |
2858 | /* position (usually last savebed) */ |
… | |
… | |
2951 | object *force; |
2878 | object *force; |
2952 | int at; |
2879 | int at; |
2953 | |
2880 | |
2954 | force = get_archetype (FORCE_NAME); |
2881 | force = get_archetype (FORCE_NAME); |
2955 | /* 50 ticks should be enough time for the spell to abate */ |
2882 | /* 50 ticks should be enough time for the spell to abate */ |
2956 | force->speed = 0.1; |
2883 | force->speed = 0.1f; |
2957 | force->speed_left = -5.0; |
2884 | force->speed_left = -5.f; |
2958 | SET_FLAG (force, FLAG_APPLIED); |
2885 | SET_FLAG (force, FLAG_APPLIED); |
2959 | for (at = 0; at < NROFATTACKS; at++) |
2886 | for (at = 0; at < NROFATTACKS; at++) |
2960 | if (will_kill_again & (1 << at)) |
2887 | if (will_kill_again & (1 << at)) |
2961 | force->resist[at] = 100; |
2888 | force->resist[at] = 100; |
2962 | |
2889 | |
… | |
… | |
2971 | void |
2898 | void |
2972 | loot_object (object *op) |
2899 | loot_object (object *op) |
2973 | { /* Grab and destroy some treasure */ |
2900 | { /* Grab and destroy some treasure */ |
2974 | object *tmp, *tmp2, *next; |
2901 | object *tmp, *tmp2, *next; |
2975 | |
2902 | |
2976 | if (op->container) |
2903 | op->close_container (); /* close open sack first */ |
2977 | esrv_apply_container (op, op->container); /* close open sack first */ |
|
|
2978 | |
2904 | |
2979 | for (tmp = op->inv; tmp; tmp = next) |
2905 | for (tmp = op->inv; tmp; tmp = next) |
2980 | { |
2906 | { |
2981 | next = tmp->below; |
2907 | next = tmp->below; |
2982 | |
2908 | |
2983 | if (tmp->invisible) |
2909 | if (tmp->invisible) |
2984 | continue; |
2910 | continue; |
2985 | |
2911 | |
2986 | tmp->remove (); |
2912 | tmp->remove (); |
2987 | tmp->x = op->x, tmp->y = op->y; |
2913 | tmp->x = op->x, tmp->y = op->y; |
|
|
2914 | |
2988 | if (tmp->type == CONTAINER) |
2915 | if (tmp->type == CONTAINER) |
2989 | { /* empty container to ground */ |
2916 | loot_object (tmp); /* empty container to ground */ |
2990 | loot_object (tmp); |
2917 | |
2991 | } |
|
|
2992 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) |
2918 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
2993 | { |
2919 | { |
2994 | if (tmp->nrof > 1) |
2920 | if (tmp->nrof > 1) |
2995 | { |
2921 | { |
2996 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2922 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2997 | tmp2->destroy (); |
2923 | tmp2->destroy (); |
… | |
… | |
3008 | /* |
2934 | /* |
3009 | * fix_weight(): Check recursively the weight of all players, and fix |
2935 | * fix_weight(): Check recursively the weight of all players, and fix |
3010 | * what needs to be fixed. Refresh windows and fix speed if anything |
2936 | * what needs to be fixed. Refresh windows and fix speed if anything |
3011 | * was changed. |
2937 | * was changed. |
3012 | */ |
2938 | */ |
3013 | |
|
|
3014 | void |
2939 | void |
3015 | fix_weight (void) |
2940 | fix_weight (void) |
3016 | { |
2941 | { |
3017 | for_all_players (pl) |
2942 | for_all_players (pl) |
3018 | { |
2943 | { |
… | |
… | |
3073 | void |
2998 | void |
3074 | make_visible (object *op) |
2999 | make_visible (object *op) |
3075 | { |
3000 | { |
3076 | op->hide = 0; |
3001 | op->hide = 0; |
3077 | op->invisible = 0; |
3002 | op->invisible = 0; |
|
|
3003 | |
3078 | if (op->type == PLAYER) |
3004 | if (op->type == PLAYER) |
3079 | { |
3005 | { |
3080 | op->contr->tmp_invis = 0; |
3006 | op->contr->tmp_invis = 0; |
3081 | op->contr->invis_race = 0; |
3007 | op->contr->invis_race = 0; |
3082 | } |
3008 | } |
|
|
3009 | |
3083 | update_object (op, UP_OBJ_FACE); |
3010 | update_object (op, UP_OBJ_CHANGE); |
3084 | } |
3011 | } |
3085 | |
3012 | |
3086 | int |
3013 | int |
3087 | is_true_undead (object *op) |
3014 | is_true_undead (object *op) |
3088 | { |
3015 | { |
3089 | object *tmp = NULL; |
|
|
3090 | |
|
|
3091 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3016 | if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
3092 | return 1; |
3017 | return 1; |
3093 | |
3018 | |
3094 | return 0; |
3019 | return 0; |
3095 | } |
3020 | } |
3096 | |
3021 | |
3097 | /* look at the surrounding terrain to determine |
3022 | /* look at the surrounding terrain to determine |
3098 | * the hideability of this object. Positive levels |
3023 | * the hideability of this object. Positive levels |
3099 | * indicate greater hideability. |
3024 | * indicate greater hideability. |
3100 | */ |
3025 | */ |
3101 | |
|
|
3102 | int |
3026 | int |
3103 | hideability (object *ob) |
3027 | hideability (object *ob) |
3104 | { |
3028 | { |
3105 | int i, level = 0, mflag; |
3029 | int i, level = 0, mflag; |
3106 | sint16 x, y; |
3030 | sint16 x, y; |
… | |
… | |
3140 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3064 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3141 | * every time they move - as we subtract off 'invisibility' |
3065 | * every time they move - as we subtract off 'invisibility' |
3142 | * AND, for players, if they move into a ridiculously unhideable |
3066 | * AND, for players, if they move into a ridiculously unhideable |
3143 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3067 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3144 | */ |
3068 | */ |
3145 | |
|
|
3146 | void |
3069 | void |
3147 | do_hidden_move (object *op) |
3070 | do_hidden_move (object *op) |
3148 | { |
3071 | { |
3149 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3072 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3150 | object *skop; |
3073 | object *skop; |
… | |
… | |
3232 | * object op. This function works fine for monsters, |
3155 | * object op. This function works fine for monsters, |
3233 | * but we dont worry if the object isnt the top one in |
3156 | * but we dont worry if the object isnt the top one in |
3234 | * a pile (say a coin under a table would return "viewable" |
3157 | * a pile (say a coin under a table would return "viewable" |
3235 | * by this routine). Another question, should we be |
3158 | * by this routine). Another question, should we be |
3236 | * concerned with the direction the player is looking |
3159 | * concerned with the direction the player is looking |
3237 | * in? Realistically, most of use cant see stuff behind |
3160 | * in? Realistically, most of us can't see stuff behind |
3238 | * our backs...on the other hand, does the "facing" direction |
3161 | * our backs...on the other hand, does the "facing" direction |
3239 | * imply the way your head, or body is facing? Its possible |
3162 | * imply the way your head, or body is facing? It's possible |
3240 | * for them to differ. Sigh, this fctn could get a bit more complex. |
3163 | * for them to differ. Sigh, this fctn could get a bit more complex. |
3241 | * -b.t. |
3164 | * -b.t. |
3242 | * This function is now map tiling safe. |
3165 | * This function is now map tiling safe. |
3243 | */ |
3166 | */ |
3244 | |
|
|
3245 | int |
3167 | int |
3246 | player_can_view (object *pl, object *op) |
3168 | player_can_view (object *pl, object *op) |
3247 | { |
3169 | { |
3248 | rv_vector rv; |
3170 | rv_vector rv; |
3249 | int dx, dy; |
3171 | int dx, dy; |
… | |
… | |
3261 | |
3183 | |
3262 | get_rangevector (pl, op, &rv, 0x1); |
3184 | get_rangevector (pl, op, &rv, 0x1); |
3263 | |
3185 | |
3264 | /* starting with the 'head' part, lets loop |
3186 | /* starting with the 'head' part, lets loop |
3265 | * through the object and find if it has any |
3187 | * through the object and find if it has any |
3266 | * part that is in the los array but isnt on |
3188 | * part that is in the los array but isn't on |
3267 | * a blocked los square. |
3189 | * a blocked los square. |
3268 | * we use the archetype to figure out offsets. |
3190 | * we use the archetype to figure out offsets. |
3269 | */ |
3191 | */ |
3270 | while (op) |
3192 | while (op) |
3271 | { |
3193 | { |
3272 | dx = rv.distance_x + op->arch->clone.x; |
3194 | dx = rv.distance_x + op->arch->x; |
3273 | dy = rv.distance_y + op->arch->clone.y; |
3195 | dy = rv.distance_y + op->arch->y; |
3274 | |
3196 | |
3275 | /* only the viewable area the player sees is updated by LOS |
3197 | /* only the viewable area the player sees is updated by LOS |
3276 | * code, so we need to restrict ourselves to that range of values |
3198 | * code, so we need to restrict ourselves to that range of values |
3277 | * for any meaningful values. |
3199 | * for any meaningful values. |
3278 | */ |
3200 | */ |
3279 | if (FABS (dx) <= (pl->contr->ns->mapx / 2) && |
3201 | if (abs (dx) <= (pl->contr->ns->mapx / 2) && |
3280 | FABS (dy) <= (pl->contr->ns->mapy / 2) && |
3202 | abs (dy) <= (pl->contr->ns->mapy / 2) && |
3281 | !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) |
3203 | !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) |
3282 | return 1; |
3204 | return 1; |
|
|
3205 | |
3283 | op = op->more; |
3206 | op = op->more; |
3284 | } |
3207 | } |
|
|
3208 | |
3285 | return 0; |
3209 | return 0; |
3286 | } |
3210 | } |
3287 | |
3211 | |
3288 | /* routine for both players and monsters. We call this when |
3212 | /* routine for both players and monsters. We call this when |
3289 | * there is a possibility for our action distrubing our hiding |
3213 | * there is a possibility for our action distrubing our hiding |
… | |
… | |
3292 | * return 0. |
3216 | * return 0. |
3293 | */ |
3217 | */ |
3294 | int |
3218 | int |
3295 | action_makes_visible (object *op) |
3219 | action_makes_visible (object *op) |
3296 | { |
3220 | { |
3297 | |
|
|
3298 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
3221 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
3299 | { |
3222 | { |
3300 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
3223 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
3301 | return 0; |
3224 | return 0; |
3302 | |
3225 | |
… | |
… | |
3308 | { |
3231 | { |
3309 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); |
3232 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); |
3310 | return 1; |
3233 | return 1; |
3311 | } |
3234 | } |
3312 | } |
3235 | } |
|
|
3236 | |
3313 | return 0; |
3237 | return 0; |
3314 | } |
3238 | } |
3315 | |
3239 | |
3316 | /* op_on_battleground - checks if the given object op (usually |
3240 | /* op_on_battleground - checks if the given object op (usually |
3317 | * a player) is standing on a valid battleground-tile, |
3241 | * a player) is standing on a valid battleground-tile, |
… | |
… | |
3322 | * Default is to do the same as before, so only people wanting to have different points need worry about this |
3246 | * Default is to do the same as before, so only people wanting to have different points need worry about this |
3323 | */ |
3247 | */ |
3324 | int |
3248 | int |
3325 | op_on_battleground (object *op, int *x, int *y) |
3249 | op_on_battleground (object *op, int *x, int *y) |
3326 | { |
3250 | { |
3327 | object *tmp; |
|
|
3328 | |
|
|
3329 | /* A battleground-tile needs the following attributes to be valid: |
3251 | /* A battleground-tile needs the following attributes to be valid: |
3330 | * is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3252 | * is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3331 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3253 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3332 | * and the exit-coordinates sp/hp must both be > 0. |
3254 | * and the exit-coordinates sp/hp must both be > 0. |
3333 | * => The intention here is to prevent abuse of the battleground- |
3255 | * => The intention here is to prevent abuse of the battleground- |
3334 | * feature (like pickable or hidden battleground tiles). */ |
3256 | * feature (like pickable or hidden battleground tiles). */ |
3335 | for (tmp = op->below; tmp != NULL; tmp = tmp->below) |
3257 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
3336 | { |
3258 | { |
3337 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3259 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3338 | { |
3260 | { |
3339 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) && |
3261 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) |
3340 | strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) |
3262 | && tmp->type == BATTLEGROUND |
|
|
3263 | && tmp->name == shstr_battleground |
|
|
3264 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3341 | { |
3265 | { |
3342 | /*before we assign the exit, check if this is a teambattle */ |
3266 | /* before we assign the exit, check if this is a teambattle */ |
3343 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3267 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3344 | { |
3268 | { |
3345 | object *invtmp; |
|
|
3346 | |
|
|
3347 | for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) |
3269 | for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) |
3348 | { |
3270 | { |
3349 | if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) |
3271 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
3350 | { |
3272 | { |
3351 | if (x != NULL && y != NULL) |
3273 | if (x && y) |
3352 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3274 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
|
|
3275 | |
3353 | return 1; |
3276 | return 1; |
3354 | } |
3277 | } |
3355 | } |
3278 | } |
3356 | } |
3279 | } |
|
|
3280 | |
3357 | if (x != NULL && y != NULL) |
3281 | if (x && y) |
3358 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3282 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
|
|
3283 | |
3359 | return 1; |
3284 | return 1; |
3360 | } |
3285 | } |
3361 | } |
3286 | } |
3362 | } |
3287 | } |
|
|
3288 | |
3363 | /* If we got here, did not find a battleground */ |
3289 | /* If we got here, did not find a battleground */ |
3364 | return 0; |
3290 | return 0; |
3365 | } |
3291 | } |
3366 | |
3292 | |
3367 | /* |
3293 | /* |
… | |
… | |
3383 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3309 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3384 | int i = 0, j = 0; |
3310 | int i = 0, j = 0; |
3385 | |
3311 | |
3386 | /* get the appropriate treasurelist */ |
3312 | /* get the appropriate treasurelist */ |
3387 | if (atnr == ATNR_FIRE) |
3313 | if (atnr == ATNR_FIRE) |
3388 | trlist = find_treasurelist ("dragon_ability_fire"); |
3314 | trlist = treasurelist::find (shstr_dragon_ability_fire); |
3389 | else if (atnr == ATNR_COLD) |
3315 | else if (atnr == ATNR_COLD) |
3390 | trlist = find_treasurelist ("dragon_ability_cold"); |
3316 | trlist = treasurelist::find (shstr_dragon_ability_cold); |
3391 | else if (atnr == ATNR_ELECTRICITY) |
3317 | else if (atnr == ATNR_ELECTRICITY) |
3392 | trlist = find_treasurelist ("dragon_ability_elec"); |
3318 | trlist = treasurelist::find (shstr_dragon_ability_elec); |
3393 | else if (atnr == ATNR_POISON) |
3319 | else if (atnr == ATNR_POISON) |
3394 | trlist = find_treasurelist ("dragon_ability_poison"); |
3320 | trlist = treasurelist::find (shstr_dragon_ability_poison); |
3395 | |
3321 | |
3396 | if (trlist == NULL || who->type != PLAYER) |
3322 | if (trlist == NULL || who->type != PLAYER) |
3397 | return; |
3323 | return; |
3398 | |
3324 | |
3399 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3325 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
… | |
… | |
3403 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3329 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3404 | return; |
3330 | return; |
3405 | } |
3331 | } |
3406 | |
3332 | |
3407 | /* everything seems okay - now bring on the gift: */ |
3333 | /* everything seems okay - now bring on the gift: */ |
3408 | item = &(tr->item->clone); |
3334 | item = tr->item; |
3409 | |
3335 | |
3410 | if (item->type == SPELL) |
3336 | if (item->type == SPELL) |
3411 | { |
3337 | { |
3412 | if (check_spell_known (who, item->name)) |
3338 | if (check_spell_known (who, item->name)) |
3413 | return; |
3339 | return; |
… | |
… | |
3472 | { |
3398 | { |
3473 | /* forces in the treasurelist can alter the player's stats */ |
3399 | /* forces in the treasurelist can alter the player's stats */ |
3474 | object *skin; |
3400 | object *skin; |
3475 | |
3401 | |
3476 | /* first get the dragon skin force */ |
3402 | /* first get the dragon skin force */ |
3477 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
3478 | for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) |
3403 | for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below) |
3479 | ; |
3404 | ; |
3480 | |
3405 | |
3481 | if (!skin) |
3406 | if (!skin) |
3482 | return; |
3407 | return; |
3483 | |
3408 | |
… | |
… | |
3531 | * not readied. |
3456 | * not readied. |
3532 | */ |
3457 | */ |
3533 | void |
3458 | void |
3534 | player_unready_range_ob (player *pl, object *ob) |
3459 | player_unready_range_ob (player *pl, object *ob) |
3535 | { |
3460 | { |
3536 | rangetype i; |
3461 | if (pl->ob->current_weapon == ob) |
|
|
3462 | pl->ob->current_weapon = 0; |
3537 | |
3463 | |
3538 | for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
3464 | if (pl->combat_ob == ob) |
3539 | { |
3465 | pl->combat_ob = 0; |
|
|
3466 | |
3540 | if (pl->ranges[i] == ob) |
3467 | if (pl->ranged_ob == ob) |
3541 | { |
3468 | pl->ranged_ob = 0; |
3542 | pl->ranges[i] = NULL; |
|
|
3543 | if (pl->shoottype == i) |
|
|
3544 | { |
|
|
3545 | pl->shoottype = range_none; |
|
|
3546 | } |
|
|
3547 | } |
|
|
3548 | } |
|
|
3549 | } |
3469 | } |
|
|
3470 | |
|
|
3471 | sint8 |
|
|
3472 | player::visibility_at (maptile *map, int x, int y) const |
|
|
3473 | { |
|
|
3474 | if (!ns) |
|
|
3475 | return 0; |
|
|
3476 | |
|
|
3477 | int dx, dy; |
|
|
3478 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
|
|
3479 | return 0; |
|
|
3480 | |
|
|
3481 | x += dx - ns->current_x + ns->mapx / 2; |
|
|
3482 | y += dy - ns->current_y + ns->mapy / 2; |
|
|
3483 | |
|
|
3484 | if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) |
|
|
3485 | return 0; |
|
|
3486 | |
|
|
3487 | return 100 - blocked_los [x][y]; |
|
|
3488 | } |
|
|
3489 | |
|
|
3490 | void |
|
|
3491 | player::infobox (const char *title, const char *msg, int color) |
|
|
3492 | { |
|
|
3493 | send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg); |
|
|
3494 | } |
|
|
3495 | |
|
|
3496 | void |
|
|
3497 | player::statusmsg (const char *msg, int color) |
|
|
3498 | { |
|
|
3499 | send_msg (color | NDI_REPLY, INFO_CHANNEL, msg); |
|
|
3500 | } |
|
|
3501 | |
|
|
3502 | void |
|
|
3503 | player::failmsg (const char *msg, int color) |
|
|
3504 | { |
|
|
3505 | play_sound (sound_find ("generic_failure")); |
|
|
3506 | statusmsg (msg, color); |
|
|
3507 | } |
|
|
3508 | |