… | |
… | |
21 | * |
21 | * |
22 | * The author can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The author can be reached via e-mail to <crossfire@schmorp.de> |
23 | */ |
23 | */ |
24 | |
24 | |
25 | #include <global.h> |
25 | #include <global.h> |
26 | #include <pwd.h> |
|
|
27 | #include <sproto.h> |
26 | #include <sproto.h> |
28 | #include <sounds.h> |
27 | #include <sounds.h> |
29 | #include <living.h> |
28 | #include <living.h> |
30 | #include <object.h> |
29 | #include <object.h> |
31 | #include <spells.h> |
30 | #include <spells.h> |
… | |
… | |
116 | |
115 | |
117 | news[0] = '\0'; |
116 | news[0] = '\0'; |
118 | subject[0] = '\0'; |
117 | subject[0] = '\0'; |
119 | size = 0; |
118 | size = 0; |
120 | |
119 | |
121 | while (fgets (buf, MAX_BUF, fp) != NULL) |
120 | while (fgets (buf, MAX_BUF, fp)) |
122 | { |
121 | { |
123 | if (*buf == '#') |
122 | if (*buf == '#') |
124 | continue; |
123 | continue; |
125 | |
124 | |
126 | if (*buf == '%') |
125 | if (*buf == '%') |
127 | { /* send one news */ |
126 | { /* send one news */ |
128 | if (size > 0) |
127 | if (size > 0) |
129 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ |
128 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */ |
130 | |
129 | |
131 | strcpy (subject, buf + 1); |
130 | strcpy (subject, buf + 1); |
132 | strip_endline (subject); |
131 | strip_endline (subject); |
133 | size = 0; |
132 | size = 0; |
134 | news[0] = '\0'; |
133 | news[0] = '\0'; |
… | |
… | |
144 | size += strlen (buf); |
143 | size += strlen (buf); |
145 | } |
144 | } |
146 | } |
145 | } |
147 | |
146 | |
148 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
147 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
149 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); |
148 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); |
150 | close_and_delete (fp, comp); |
149 | close_and_delete (fp, comp); |
|
|
150 | } |
|
|
151 | |
|
|
152 | float |
|
|
153 | player::weapon_speed () const |
|
|
154 | { |
|
|
155 | return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary |
151 | } |
156 | } |
152 | |
157 | |
153 | /* This loads the first map an puts the player on it. */ |
158 | /* This loads the first map an puts the player on it. */ |
154 | static void |
159 | static void |
155 | set_first_map (object *op) |
160 | set_first_map (object *op) |
… | |
… | |
194 | return; |
199 | return; |
195 | |
200 | |
196 | terminate_all_pets (ob); |
201 | terminate_all_pets (ob); |
197 | remove_friendly_object (ob); |
202 | remove_friendly_object (ob); |
198 | ob->deactivate_recursive (); |
203 | ob->deactivate_recursive (); |
|
|
204 | |
|
|
205 | if (ob->map) |
|
|
206 | maplevel = ob->map->path; |
|
|
207 | |
199 | ob->remove (); |
208 | ob->remove (); |
200 | ob->map = 0; |
209 | ob->map = 0; |
|
|
210 | party = 0; |
201 | |
211 | |
202 | // for weird reasons, this is often "ob", keeping a circular reference |
212 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
203 | ranges [range_skill] = 0; |
|
|
204 | |
213 | |
205 | players.erase (this); |
214 | players.erase (this); |
206 | } |
215 | } |
207 | |
216 | |
208 | // connect the player with a specific client |
217 | // connect the player with a specific client |
209 | // also changed, rationalises, and fixes some incorrect settings |
218 | // also changes, rationalises, and fixes some incorrect settings |
210 | void |
219 | void |
211 | player::connect (client *ns) |
220 | player::connect (client *ns) |
212 | { |
221 | { |
213 | this->ns = ns; |
222 | this->ns = ns; |
214 | ns->pl = this; |
223 | ns->pl = this; |
215 | |
224 | |
|
|
225 | run_on = 0; |
|
|
226 | fire_on = 0; |
|
|
227 | ob->close_container (); //TODO: client-specific |
|
|
228 | |
216 | ns->update_look = 0; |
229 | ns->update_look = 0; |
217 | ns->look_position = 0; |
230 | ns->look_position = 0; |
218 | |
231 | |
219 | clear_los (ob); |
232 | clear_los (ob); |
220 | |
233 | |
221 | //TODO: must move into client |
234 | ns->reset_stats (); |
222 | /* we need to clear these to -1 and not zero - otherwise, |
|
|
223 | * if a player quits and starts a new character, we wont |
|
|
224 | * send new values to the client, as things like exp start |
|
|
225 | * at zero. |
|
|
226 | */ |
|
|
227 | for (int i = 0; i < NUM_SKILLS; i++) |
|
|
228 | last_skill_exp[i] = -1; |
|
|
229 | |
|
|
230 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
231 | last_resist[i] = -1; |
|
|
232 | |
|
|
233 | last_weapon_sp = -1; |
|
|
234 | last_level = -1; |
|
|
235 | last_stats.exp = -1; |
|
|
236 | last_weight = (uint32) - 1; |
|
|
237 | last_flags = 0; |
|
|
238 | last_weight = 0; |
|
|
239 | last_weight_limit = 0; |
|
|
240 | last_path_attuned = 0; |
|
|
241 | last_path_repelled = 0; |
|
|
242 | last_path_denied = 0; |
|
|
243 | last_speed = 0; |
|
|
244 | run_on = 0; |
|
|
245 | fire_on = 0; |
|
|
246 | memset (&last_stats, 0, sizeof (living)); //TODO dirty |
|
|
247 | |
235 | |
248 | /* make sure he's a player -- needed because of class change. */ |
236 | /* make sure he's a player -- needed because of class change. */ |
249 | ob->type = PLAYER; // we are paranoid |
237 | ob->type = PLAYER; // we are paranoid |
250 | ob->race = ob->arch->clone.race; |
238 | ob->race = ob->arch->clone.race; |
251 | |
239 | |
252 | if (!legal_range (ob, shoottype)) |
|
|
253 | shoottype = range_none; |
|
|
254 | |
|
|
255 | ob->carrying = sum_weight (ob); |
240 | ob->carrying = sum_weight (ob); |
256 | link_player_skills (ob); |
241 | link_player_skills (ob); |
257 | |
242 | |
258 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
243 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
259 | |
244 | |
260 | assign (title, ob->arch->clone.name); |
245 | assign (title, ob->arch->clone.name); |
261 | |
|
|
262 | /* can_use_shield is a new flag. However, the can_use.. seems to largely come |
|
|
263 | * from the class, and not race. I don't see any way to get the class information |
|
|
264 | * to then update this. I don't think this will actually break anything - anyone |
|
|
265 | * that can use armour should be able to use a shield. What this may 'break' |
|
|
266 | * are features new characters get, eg, if someone starts up with a Q, they |
|
|
267 | * should be able to use a shield. However, old Q's won't get that advantage. |
|
|
268 | */ |
|
|
269 | if (QUERY_FLAG (ob, FLAG_USE_ARMOUR)) |
|
|
270 | SET_FLAG (ob, FLAG_USE_SHIELD); |
|
|
271 | |
246 | |
272 | /* if it's a dragon player, set the correct title here */ |
247 | /* if it's a dragon player, set the correct title here */ |
273 | if (is_dragon_pl (ob)) |
248 | if (is_dragon_pl (ob)) |
274 | { |
249 | { |
275 | object *tmp, *abil = 0, *skin = 0; |
250 | object *tmp, *abil = 0, *skin = 0; |
… | |
… | |
289 | |
264 | |
290 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
265 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
291 | |
266 | |
292 | esrv_new_player (this, ob->weight + ob->carrying); |
267 | esrv_new_player (this, ob->weight + ob->carrying); |
293 | |
268 | |
|
|
269 | for (object *op = ob->inv; op; op = op->below) |
|
|
270 | if (op->flag [FLAG_APPLIED]) |
|
|
271 | switch (op->type) |
|
|
272 | { |
|
|
273 | case WAND: |
|
|
274 | case ROD: |
|
|
275 | case HORN: |
|
|
276 | case BOW: |
|
|
277 | case SKILL: |
|
|
278 | case SKILL_TOOL: |
|
|
279 | case WEAPON: |
|
|
280 | apply_special (ob, op, AP_UNAPPLY); |
|
|
281 | apply_special (ob, op, AP_APPLY); |
|
|
282 | break; |
|
|
283 | } |
|
|
284 | |
294 | ob->update_stats (); |
285 | ob->update_stats (); |
295 | ns->floorbox_update (); |
286 | ns->floorbox_update (); |
296 | |
287 | |
297 | esrv_send_inventory (ob, ob); |
288 | esrv_send_inventory (ob, ob); |
298 | esrv_add_spells (this, 0); |
289 | esrv_add_spells (this, 0); |
… | |
… | |
315 | if (active) |
306 | if (active) |
316 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
307 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
317 | |
308 | |
318 | INVOKE_PLAYER (DISCONNECT, this); |
309 | INVOKE_PLAYER (DISCONNECT, this); |
319 | |
310 | |
|
|
311 | ns->reset_stats (); |
320 | ns->pl = 0; |
312 | ns->pl = 0; |
321 | this->ns = 0; |
313 | ns = 0; |
322 | } |
314 | } |
|
|
315 | |
|
|
316 | if (ob) |
|
|
317 | ob->close_container (); //TODO: client-specific |
323 | |
318 | |
324 | deactivate (); |
319 | deactivate (); |
325 | } |
320 | } |
326 | |
321 | |
327 | // the need for this function can be explained |
322 | // the need for this function can be explained |
328 | // by load_object not returning the object |
323 | // by load_object not returning the object |
329 | void |
324 | void |
330 | player::set_object (object *op) |
325 | player::set_object (object *op) |
331 | { |
326 | { |
332 | ob = op; |
327 | ob = op; |
333 | ob->contr = this; /* this aren't yet in archetype */ |
328 | ob->contr = this; /* this aren't yet in archetype */ |
334 | |
329 | |
335 | ob->speed_left = 0.5; |
330 | ob->speed_left = 0.5f; |
336 | ob->speed = 1.0; |
331 | ob->speed = 1.0f; |
337 | ob->direction = 5; /* So player faces south */ |
332 | ob->direction = 5; /* So player faces south */ |
338 | ob->stats.wc = 2; |
|
|
339 | ob->run_away = 25; /* Then we panick... */ |
|
|
340 | |
|
|
341 | ob->roll_stats (); |
|
|
342 | } |
333 | } |
343 | |
334 | |
344 | player::player () |
335 | player::player () |
345 | { |
336 | { |
346 | /* There are some elements we want initialised to non zero value - |
337 | /* There are some elements we want initialised to non zero value - |
347 | * we deal with that below this point. |
338 | * we deal with that below this point. |
348 | */ |
339 | */ |
349 | outputs_sync = 16; /* Every 2 seconds */ |
340 | outputs_sync = 4; |
350 | outputs_count = 8; /* Keeps present behaviour */ |
341 | outputs_count = 4; |
351 | unapply = unapply_nochoice; |
342 | unapply = unapply_nochoice; |
352 | |
343 | |
353 | savebed_map = first_map_path; /* Init. respawn position */ |
344 | savebed_map = first_map_path; /* Init. respawn position */ |
354 | |
345 | |
355 | gen_sp_armour = 10; |
346 | gen_sp_armour = 10; |
356 | shoottype = range_none; |
|
|
357 | bowtype = bow_normal; |
347 | bowtype = bow_normal; |
358 | petmode = pet_normal; |
348 | petmode = pet_normal; |
359 | listening = 10; |
349 | listening = 10; |
360 | usekeys = containers; |
350 | usekeys = containers; |
361 | peaceful = 1; /* default peaceful */ |
351 | peaceful = 1; /* default peaceful */ |
… | |
… | |
390 | player::create () |
380 | player::create () |
391 | { |
381 | { |
392 | player *pl = new player; |
382 | player *pl = new player; |
393 | |
383 | |
394 | pl->set_object (arch_to_object (get_player_archetype (0))); |
384 | pl->set_object (arch_to_object (get_player_archetype (0))); |
|
|
385 | |
|
|
386 | pl->ob->roll_stats (); |
|
|
387 | pl->ob->stats.wc = 2; |
|
|
388 | pl->ob->run_away = 25; /* Then we panick... */ |
|
|
389 | |
395 | set_first_map (pl->ob); |
390 | set_first_map (pl->ob); |
396 | |
391 | |
397 | return pl; |
392 | return pl; |
398 | } |
393 | } |
399 | |
394 | |
… | |
… | |
545 | x = mon->x; |
540 | x = mon->x; |
546 | y = mon->y; |
541 | y = mon->y; |
547 | m = mon->map; |
542 | m = mon->map; |
548 | dir = rv.direction; |
543 | dir = rv.direction; |
549 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
544 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
550 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
545 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
|
|
546 | |
551 | /* If we can't solve it within the search distance, return now. */ |
547 | /* If we can't solve it within the search distance, return now. */ |
552 | if (diff > max) |
548 | if (diff > max) |
553 | return 0; |
549 | return 0; |
|
|
550 | |
554 | while (diff > 1 && max > 0) |
551 | while (diff > 1 && max > 0) |
555 | { |
552 | { |
556 | lastx = x; |
553 | lastx = x; |
557 | lasty = y; |
554 | lasty = y; |
558 | lastmap = m; |
555 | lastmap = m; |
… | |
… | |
640 | max--; |
637 | max--; |
641 | lastdir = dir; |
638 | lastdir = dir; |
642 | if (!firstdir) |
639 | if (!firstdir) |
643 | firstdir = dir; |
640 | firstdir = dir; |
644 | } |
641 | } |
|
|
642 | |
645 | if (diff <= 1) |
643 | if (diff <= 1) |
646 | { |
644 | { |
647 | /* Recalculate diff (distance) because we may not have actually |
645 | /* Recalculate diff (distance) because we may not have actually |
648 | * headed toward player for entire distance. |
646 | * headed toward player for entire distance. |
649 | */ |
647 | */ |
650 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
648 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
651 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
649 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
652 | } |
650 | } |
|
|
651 | |
653 | if (diff > max) |
652 | if (diff > max) |
654 | return 0; |
653 | return 0; |
655 | } |
654 | } |
|
|
655 | |
656 | /* If we reached the max, didn't find a direction in time */ |
656 | /* If we reached the max, didn't find a direction in time */ |
657 | if (!max) |
657 | if (!max) |
658 | return 0; |
658 | return 0; |
659 | |
659 | |
660 | return firstdir; |
660 | return firstdir; |
… | |
… | |
774 | roll_stat (void) |
774 | roll_stat (void) |
775 | { |
775 | { |
776 | int a[4], i, j, k; |
776 | int a[4], i, j, k; |
777 | |
777 | |
778 | for (i = 0; i < 4; i++) |
778 | for (i = 0; i < 4; i++) |
779 | a[i] = (int) RANDOM () % 6 + 1; |
779 | a[i] = (int) rndm (6) + 1; |
780 | |
780 | |
781 | for (i = 0, j = 0, k = 7; i < 4; i++) |
781 | for (i = 0, j = 0, k = 7; i < 4; i++) |
782 | if (a[i] < k) |
782 | if (a[i] < k) |
783 | k = a[i], j = i; |
783 | k = a[i], j = i; |
784 | |
784 | |
… | |
… | |
790 | } |
790 | } |
791 | |
791 | |
792 | void |
792 | void |
793 | object::roll_stats () |
793 | object::roll_stats () |
794 | { |
794 | { |
795 | int statsort [7]; |
795 | int statsort [NUM_STATS]; |
796 | |
796 | |
797 | for (;;) |
797 | for (;;) |
798 | { |
798 | { |
799 | int sum = 0; |
799 | int sum = 0; |
800 | for (int i = 7; i--; ) |
800 | for (int i = NUM_STATS; i--; ) |
801 | sum += statsort [i] = roll_stat (); |
801 | sum += statsort [i] = roll_stat (); |
802 | |
802 | |
803 | if (sum >= 82 && sum <= 116) |
803 | if (sum >= 82 && sum <= 116) |
804 | break; |
804 | break; |
805 | } |
805 | } |
806 | |
806 | |
807 | // Sort the stats so that rerolling is easier... |
807 | // Sort the stats so that rerolling is easier... |
808 | std::sort (statsort, statsort + 7, std::greater<int>()); |
808 | std::sort (statsort, statsort + NUM_STATS, std::greater<int>()); |
809 | |
809 | |
|
|
810 | for (int i = 0; i < NUM_STATS; ++i) |
810 | stats.Str = statsort[0]; |
811 | stats.stat (i) = statsort [i]; |
811 | stats.Dex = statsort[1]; |
|
|
812 | stats.Con = statsort[2]; |
|
|
813 | stats.Int = statsort[3]; |
|
|
814 | stats.Wis = statsort[4]; |
|
|
815 | stats.Pow = statsort[5]; |
|
|
816 | stats.Cha = statsort[6]; |
|
|
817 | |
812 | |
818 | stats.exp = 0; |
813 | stats.exp = 0; |
819 | stats.ac = 0; |
814 | stats.ac = 0; |
820 | |
815 | |
821 | stats.hp = stats.maxhp; |
816 | stats.hp = stats.maxhp; |
… | |
… | |
833 | } |
828 | } |
834 | |
829 | |
835 | void |
830 | void |
836 | object::swap_stats (int a, int b) |
831 | object::swap_stats (int a, int b) |
837 | { |
832 | { |
838 | int tmp = get_attr_value (&contr->orig_stats, a); |
833 | swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b)); |
839 | set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b)); |
|
|
840 | set_attr_value (&contr->orig_stats, b, tmp); |
|
|
841 | |
834 | |
|
|
835 | for (int i = 0; i < NUM_STATS; ++i) |
842 | stats.Str = contr->orig_stats.Str; |
836 | stats.stat (i) = contr->orig_stats.stat (i); |
843 | stats.Dex = contr->orig_stats.Dex; |
|
|
844 | stats.Con = contr->orig_stats.Con; |
|
|
845 | stats.Int = contr->orig_stats.Int; |
|
|
846 | stats.Wis = contr->orig_stats.Wis; |
|
|
847 | stats.Pow = contr->orig_stats.Pow; |
|
|
848 | stats.Cha = contr->orig_stats.Cha; |
|
|
849 | |
837 | |
850 | //TODO: the following code looks so borked and should, at the very least, |
838 | //TODO: the following code looks so borked and should, at the very least, |
851 | // be merged with the similar code in roll_stats |
839 | // be merged with the similar code in roll_stats |
852 | stats.ac = 0; |
840 | stats.ac = 0; |
853 | |
841 | |
… | |
… | |
884 | * appropriate action with it (change race, or other things). |
872 | * appropriate action with it (change race, or other things). |
885 | * The function name is for historical reasons - now we have |
873 | * The function name is for historical reasons - now we have |
886 | * separate race and class; this actually changes the RACE, |
874 | * separate race and class; this actually changes the RACE, |
887 | * not the class. |
875 | * not the class. |
888 | */ |
876 | */ |
889 | int |
877 | void |
890 | key_change_class (object *op, char key) |
878 | player::chargen_race_done () |
891 | { |
879 | { |
892 | int tmp_loop; |
|
|
893 | |
|
|
894 | if (key == 'd' || key == 'D') |
|
|
895 | { |
|
|
896 | char buf[MAX_BUF]; |
|
|
897 | |
|
|
898 | /* this must before then initial items are given */ |
880 | /* this must before then initial items are given */ |
899 | esrv_new_player (op->contr, op->weight + op->carrying); |
881 | esrv_new_player (ob->contr, ob->weight + ob->carrying); |
900 | |
882 | |
901 | treasurelist *tl = find_treasurelist ("starting_wealth"); |
883 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
902 | if (tl) |
884 | if (tl) |
903 | create_treasure (tl, op, 0, 0, 0); |
885 | create_treasure (tl, ob, 0, 0, 0); |
904 | |
886 | |
905 | INVOKE_PLAYER (BIRTH, op->contr); |
887 | INVOKE_PLAYER (BIRTH, ob->contr); |
906 | INVOKE_PLAYER (LOGIN, op->contr); |
888 | INVOKE_PLAYER (LOGIN, ob->contr); |
907 | |
889 | |
908 | op->contr->ns->state = ST_PLAYING; |
890 | ob->contr->ns->state = ST_PLAYING; |
909 | |
891 | |
910 | if (op->msg) |
892 | if (ob->msg) |
911 | op->msg = NULL; |
893 | ob->msg = 0; |
912 | |
894 | |
913 | /* We create this now because some of the unique maps will need it |
895 | /* We create this now because some of the unique maps will need it |
914 | * to save here. |
896 | * to save here. |
915 | */ |
897 | */ |
|
|
898 | { |
|
|
899 | char buf[MAX_BUF]; |
916 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
900 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name); |
917 | make_path_to_file (buf); |
901 | make_path_to_file (buf); |
|
|
902 | } |
918 | |
903 | |
919 | #ifdef AUTOSAVE |
|
|
920 | op->contr->last_save_tick = pticks; |
|
|
921 | #endif |
|
|
922 | start_info (op); |
904 | start_info (ob); |
923 | CLEAR_FLAG (op, FLAG_WIZ); |
905 | CLEAR_FLAG (ob, FLAG_WIZ); |
924 | give_initial_items (op, op->randomitems); |
906 | give_initial_items (ob, ob->randomitems); |
925 | link_player_skills (op); |
907 | link_player_skills (ob); |
926 | esrv_send_inventory (op, op); |
908 | esrv_send_inventory (ob, ob); |
927 | op->update_stats (); |
909 | ob->update_stats (); |
928 | |
910 | |
929 | /* This moves the player to a different start map, if there |
911 | /* This moves the player to a different start map, if there |
930 | * is one for this race |
912 | * is one for this race |
931 | */ |
913 | */ |
932 | if (*first_map_ext_path) |
914 | if (*first_map_ext_path) |
933 | { |
915 | { |
934 | object *tmp; |
916 | object *tmp; |
935 | char mapname[MAX_BUF]; |
917 | char mapname[MAX_BUF]; |
936 | |
918 | |
937 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); |
919 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name); |
938 | tmp = object::create (); |
920 | tmp = object::create (); |
939 | EXIT_PATH (tmp) = mapname; |
921 | EXIT_PATH (tmp) = mapname; |
940 | EXIT_X (tmp) = op->x; |
922 | EXIT_X (tmp) = ob->x; |
941 | EXIT_Y (tmp) = op->y; |
923 | EXIT_Y (tmp) = ob->y; |
942 | op->enter_exit (tmp); /* we don't really care if it succeeded; |
924 | ob->enter_exit (tmp); /* we don't really care if it succeeded; |
943 | * if the map isn't there, then stay on the |
925 | * if the map isn't there, then stay on the |
944 | * default initial map */ |
926 | * default initial map */ |
945 | tmp->destroy (); |
927 | tmp->destroy (); |
946 | } |
928 | } |
947 | else |
929 | else |
948 | LOG (llevDebug, "first_map_ext_path not set\n"); |
930 | LOG (llevDebug, "first_map_ext_path not set\n"); |
|
|
931 | } |
949 | |
932 | |
950 | return 0; |
933 | void |
951 | } |
934 | player::chargen_race_next () |
952 | |
935 | { |
953 | /* Following actually changes the race - this is the default command |
936 | /* Following actually changes the race - this is the default command |
954 | * if we don't match with one of the options above. |
937 | * if we don't match with one of the options above. |
955 | */ |
938 | */ |
956 | |
939 | |
957 | tmp_loop = 0; |
940 | do |
958 | while (!tmp_loop) |
|
|
959 | { |
941 | { |
960 | shstr name = op->name; |
942 | shstr name = ob->name; |
961 | int x = op->x, y = op->y; |
943 | int x = ob->x, y = ob->y; |
962 | |
944 | |
963 | op->remove_statbonus (); |
945 | ob->remove_statbonus (); |
964 | op->remove (); |
946 | ob->remove (); |
965 | op->arch = get_player_archetype (op->arch); |
947 | ob->arch = get_player_archetype (ob->arch); |
966 | op->arch->clone.copy_to (op); |
948 | ob->arch->clone.copy_to (ob); |
967 | op->instantiate (); |
949 | ob->instantiate (); |
968 | op->stats = op->contr->orig_stats; |
950 | ob->stats = ob->contr->orig_stats; |
969 | op->name = op->name_pl = name; |
951 | ob->name = ob->name_pl = name; |
970 | op->x = x; |
952 | ob->x = x; |
971 | op->y = y; |
953 | ob->y = y; |
972 | SET_ANIMATION (op, 2); /* So player faces south */ |
954 | SET_ANIMATION (ob, 2); /* So player faces south */ |
973 | insert_ob_in_map (op, op->map, op, 0); |
955 | insert_ob_in_map (ob, ob->map, ob, 0); |
974 | assign (op->contr->title, op->arch->clone.name); |
956 | assign (ob->contr->title, ob->arch->clone.name); |
975 | op->add_statbonus (); |
957 | ob->add_statbonus (); |
976 | tmp_loop = allowed_class (op); |
|
|
977 | } |
958 | } |
|
|
959 | while (!allowed_class (ob)); |
978 | |
960 | |
979 | update_object (op, UP_OBJ_FACE); |
961 | update_object (ob, UP_OBJ_FACE); |
980 | esrv_update_item (UPD_FACE, op, op); |
962 | esrv_update_item (UPD_FACE, ob, ob); |
981 | op->update_stats (); |
963 | ob->update_stats (); |
982 | op->stats.hp = op->stats.maxhp; |
964 | ob->stats.hp = ob->stats.maxhp; |
983 | op->stats.sp = op->stats.maxsp; |
965 | ob->stats.sp = ob->stats.maxsp; |
984 | op->stats.grace = 0; |
966 | ob->stats.grace = 0; |
985 | |
|
|
986 | if (op->msg) |
|
|
987 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
|
|
988 | |
|
|
989 | send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); |
|
|
990 | return 0; |
|
|
991 | } |
967 | } |
992 | |
968 | |
993 | void |
969 | void |
994 | flee_player (object *op) |
970 | flee_player (object *op) |
995 | { |
971 | { |
… | |
… | |
1042 | /* Cornered, get rid of scared */ |
1018 | /* Cornered, get rid of scared */ |
1043 | CLEAR_FLAG (op, FLAG_SCARED); |
1019 | CLEAR_FLAG (op, FLAG_SCARED); |
1044 | op->enemy = NULL; |
1020 | op->enemy = NULL; |
1045 | } |
1021 | } |
1046 | |
1022 | |
1047 | |
|
|
1048 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
1023 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
1049 | * IT returns 1 if the player should keep on moving, 0 if he should |
1024 | * It returns 1 if the player should keep on moving, 0 if he should |
1050 | * stop. |
1025 | * stop. |
1051 | */ |
1026 | */ |
1052 | int |
1027 | int |
1053 | check_pick (object *op) |
1028 | check_pick (object *op) |
1054 | { |
1029 | { |
1055 | object *tmp, *next; |
1030 | object *tmp, *next; |
1056 | int stop = 0; |
1031 | int stop = 0; |
1057 | int j, k, wvratio; |
1032 | int wvratio; |
1058 | char putstring[128], tmpstr[16]; |
1033 | char putstring[128]; |
1059 | |
1034 | |
1060 | /* if you're flying, you cna't pick up anything */ |
1035 | /* if you're flying, you cna't pick up anything */ |
1061 | if (op->move_type & MOVE_FLYING) |
1036 | if (op->move_type & MOVE_FLYING) |
1062 | return 1; |
1037 | return 1; |
1063 | |
1038 | |
… | |
… | |
1400 | * found object is returned. |
1375 | * found object is returned. |
1401 | */ |
1376 | */ |
1402 | object * |
1377 | object * |
1403 | find_arrow (object *op, const char *type) |
1378 | find_arrow (object *op, const char *type) |
1404 | { |
1379 | { |
1405 | object *tmp = NULL; |
1380 | object *tmp = 0; |
1406 | |
1381 | |
1407 | for (op = op->inv; op; op = op->below) |
1382 | for (op = op->inv; op; op = op->below) |
1408 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
1383 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
1409 | tmp = find_arrow (op, type); |
1384 | tmp = find_arrow (op, type); |
1410 | else if (op->type == ARROW && op->race == type) |
1385 | else if (op->type == ARROW && op->race == type) |
1411 | return op; |
1386 | return op; |
|
|
1387 | |
1412 | return tmp; |
1388 | return tmp; |
1413 | } |
1389 | } |
1414 | |
1390 | |
1415 | /* |
1391 | /* |
1416 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1392 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1417 | * against the target. A full test is not performed, simply a basic test |
1393 | * against the target. A full test is not performed, simply a basic test |
1418 | * of resistances. The archer is making a quick guess at what he sees down |
1394 | * of resistances. The archer is making a quick guess at what he sees down |
1419 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1395 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1420 | */ |
1396 | */ |
1421 | |
|
|
1422 | object * |
1397 | object * |
1423 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1398 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1424 | { |
1399 | { |
1425 | object *tmp = NULL, *arrow, *ntmp; |
1400 | object *tmp = NULL, *arrow, *ntmp; |
1426 | int attacknum, attacktype, betterby = 0, i; |
1401 | int attacknum, attacktype, betterby = 0, i; |
… | |
… | |
1492 | * find_better_arrow to find a decent arrow to use. |
1467 | * find_better_arrow to find a decent arrow to use. |
1493 | * op = the shooter |
1468 | * op = the shooter |
1494 | * type = bow->race |
1469 | * type = bow->race |
1495 | * dir = fire direction |
1470 | * dir = fire direction |
1496 | */ |
1471 | */ |
1497 | |
|
|
1498 | object * |
1472 | object * |
1499 | pick_arrow_target (object *op, const char *type, int dir) |
1473 | pick_arrow_target (object *op, const char *type, int dir) |
1500 | { |
1474 | { |
1501 | object *tmp = NULL; |
1475 | object *tmp = NULL; |
1502 | maptile *m; |
1476 | maptile *m; |
… | |
… | |
1567 | */ |
1541 | */ |
1568 | int |
1542 | int |
1569 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1543 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1570 | { |
1544 | { |
1571 | object *left, *bow; |
1545 | object *left, *bow; |
1572 | int bowspeed, mflags; |
1546 | int mflags; |
1573 | maptile *m; |
1547 | maptile *m; |
1574 | |
1548 | |
1575 | if (!dir) |
1549 | if (!dir) |
1576 | { |
1550 | { |
1577 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1551 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1578 | return 0; |
1552 | return 0; |
1579 | } |
1553 | } |
1580 | |
1554 | |
1581 | if (op->type == PLAYER) |
1555 | if (op->contr) |
1582 | bow = op->contr->ranges[range_bow]; |
1556 | bow = op->current_weapon; |
1583 | else |
1557 | else |
1584 | { |
1558 | { |
1585 | for (bow = op->inv; bow; bow = bow->below) |
1559 | for (bow = op->inv; bow; bow = bow->below) |
1586 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1560 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1587 | * don't need to switch back and forth between bows and weapons. |
1561 | * don't need to switch back and forth between bows and weapons. |
… | |
… | |
1592 | if (!bow) |
1566 | if (!bow) |
1593 | { |
1567 | { |
1594 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1568 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1595 | return 0; |
1569 | return 0; |
1596 | } |
1570 | } |
|
|
1571 | |
|
|
1572 | // optimisation: move object to top so we will find it quickly again |
|
|
1573 | if (bow->below) |
|
|
1574 | { |
|
|
1575 | bow->remove (); |
|
|
1576 | op->insert (bow); |
|
|
1577 | } |
|
|
1578 | |
1597 | } |
1579 | } |
1598 | |
1580 | |
1599 | if (!bow->race || !bow->skill) |
1581 | if (!bow->race || !bow->skill) |
1600 | { |
1582 | { |
1601 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1583 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1602 | return 0; |
1584 | return 0; |
1603 | } |
1585 | } |
1604 | |
|
|
1605 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
|
|
1606 | |
|
|
1607 | /* penalize ROF for bestarrow */ |
|
|
1608 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
|
|
1609 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
|
|
1610 | |
|
|
1611 | if (bowspeed < 1) |
|
|
1612 | bowspeed = 1; |
|
|
1613 | |
1586 | |
1614 | if (arrow == NULL) |
1587 | if (arrow == NULL) |
1615 | { |
1588 | { |
1616 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1589 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1617 | { |
1590 | { |
1618 | if (op->type == PLAYER) |
1591 | if (op->type == PLAYER) |
1619 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1592 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1620 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1593 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1621 | else |
1594 | else |
1622 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1595 | CLEAR_FLAG (op, FLAG_READY_BOW); |
|
|
1596 | |
1623 | return 0; |
1597 | return 0; |
1624 | } |
1598 | } |
1625 | } |
1599 | } |
1626 | |
1600 | |
1627 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1601 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
… | |
… | |
1651 | |
1625 | |
1652 | arrow->set_owner (op); |
1626 | arrow->set_owner (op); |
1653 | arrow->skill = bow->skill; |
1627 | arrow->skill = bow->skill; |
1654 | arrow->direction = dir; |
1628 | arrow->direction = dir; |
1655 | |
1629 | |
|
|
1630 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
|
|
1631 | arrow->stats.hp = arrow->stats.dam; |
|
|
1632 | arrow->stats.grace = arrow->attacktype; |
|
|
1633 | |
|
|
1634 | if (arrow->slaying) |
|
|
1635 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1636 | |
|
|
1637 | if (player *pl = op->contr) |
|
|
1638 | { |
|
|
1639 | if (!pl->has_hit) |
|
|
1640 | { |
|
|
1641 | pl->has_hit = 1; |
|
|
1642 | pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed; |
|
|
1643 | } |
|
|
1644 | #if 0 |
|
|
1645 | float speed = pl->weapon_sp; |
|
|
1646 | |
|
|
1647 | /* penalize ROF for bestarrow */ |
|
|
1648 | if (pl->bowtype == bow_bestarrow) |
|
|
1649 | speed *= .9f; |
|
|
1650 | else |
|
|
1651 | speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; |
|
|
1652 | |
|
|
1653 | op->speed_left += speed - op->speed; |
|
|
1654 | #endif |
|
|
1655 | } |
|
|
1656 | |
|
|
1657 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1658 | |
|
|
1659 | /* update the speed */ |
|
|
1660 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 |
|
|
1661 | + bow->stats.dam / 7.0; |
|
|
1662 | |
|
|
1663 | arrow->set_speed (max (arrow->speed, 2.0)); |
|
|
1664 | arrow->speed_left = 0; |
|
|
1665 | |
|
|
1666 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
|
|
1667 | |
1656 | if (op->type == PLAYER) |
1668 | if (op->type == PLAYER) |
1657 | { |
1669 | { |
1658 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
|
|
1659 | op->update_stats (); |
|
|
1660 | } |
|
|
1661 | |
|
|
1662 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1663 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
|
|
1664 | arrow->stats.hp = arrow->stats.dam; |
|
|
1665 | arrow->stats.grace = arrow->attacktype; |
|
|
1666 | if (arrow->slaying != NULL) |
|
|
1667 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1668 | |
|
|
1669 | /* Note that this was different for monsters - they got their level |
|
|
1670 | * added to the damage. I think the strength bonus is more proper. |
|
|
1671 | */ |
|
|
1672 | |
|
|
1673 | arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic; |
|
|
1674 | |
|
|
1675 | /* update the speed */ |
|
|
1676 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
|
|
1677 | 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
|
|
1678 | |
|
|
1679 | arrow->set_speed (max (arrow->speed, 1.0)); |
|
|
1680 | arrow->speed_left = 0; |
|
|
1681 | |
|
|
1682 | if (op->type == PLAYER) |
|
|
1683 | { |
|
|
1684 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
|
|
1685 | (op->chosen_skill ? op->chosen_skill->level : op->level) - |
|
|
1686 | dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod; |
|
|
1687 | |
|
|
1688 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
1670 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
|
|
1671 | wc -= dex_bonus[op->stats.Dex]; |
|
|
1672 | |
|
|
1673 | if (!arrow->slaying) |
|
|
1674 | arrow->slaying = op->slaying; |
|
|
1675 | |
|
|
1676 | arrow->attacktype |= op->attacktype; |
1689 | } |
1677 | } |
1690 | else |
1678 | else |
1691 | { |
1679 | { |
1692 | arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; |
|
|
1693 | arrow->level = op->level; |
1680 | arrow->level = op->level; |
1694 | } |
1681 | arrow->stats.wc -= bow->magic; |
1695 | |
1682 | |
1696 | if (arrow->attacktype == AT_PHYSICAL) |
1683 | if (!arrow->slaying) |
|
|
1684 | arrow->slaying = bow->slaying; |
|
|
1685 | |
1697 | arrow->attacktype |= bow->attacktype; |
1686 | arrow->attacktype |= bow->attacktype; |
|
|
1687 | } |
1698 | |
1688 | |
1699 | if (bow->slaying) |
1689 | wc -= arrow->level; |
1700 | arrow->slaying = bow->slaying; |
1690 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
1701 | |
1691 | |
|
|
1692 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1702 | arrow->move_type = MOVE_FLY_LOW; |
1693 | arrow->move_type = MOVE_FLY_LOW; |
1703 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1694 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1704 | |
1695 | |
1705 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1696 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1706 | m->insert (arrow, sx, sy, op); |
1697 | m->insert (arrow, sx, sy, op); |
… | |
… | |
1731 | { |
1722 | { |
1732 | int ret = 0, wcmod = 0; |
1723 | int ret = 0, wcmod = 0; |
1733 | |
1724 | |
1734 | if (op->contr->bowtype == bow_bestarrow) |
1725 | if (op->contr->bowtype == bow_bestarrow) |
1735 | { |
1726 | { |
1736 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); |
1727 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1737 | } |
1728 | } |
1738 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1729 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1739 | { |
1730 | { |
1740 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1731 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1741 | wcmod = -1; |
1732 | wcmod = -1; |
… | |
… | |
1751 | else if (op->contr->bowtype == bow_spreadshot) |
1742 | else if (op->contr->bowtype == bow_spreadshot) |
1752 | { |
1743 | { |
1753 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1744 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1754 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1745 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1755 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1746 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1756 | |
|
|
1757 | } |
1747 | } |
1758 | else |
1748 | else |
1759 | { |
1749 | { |
1760 | /* Simple case */ |
1750 | /* Simple case */ |
1761 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1751 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1762 | } |
1752 | } |
|
|
1753 | |
1763 | return ret; |
1754 | return ret; |
1764 | } |
1755 | } |
1765 | |
|
|
1766 | |
1756 | |
1767 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1757 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1768 | * Broken apart from 'fire' to keep it more readable. |
1758 | * Broken apart from 'fire' to keep it more readable. |
1769 | */ |
1759 | */ |
1770 | void |
1760 | void |
1771 | fire_misc_object (object *op, int dir) |
1761 | fire_misc_object (object *op, int dir) |
1772 | { |
1762 | { |
1773 | object *item; |
1763 | object *item = op->contr->ranged_ob; |
1774 | |
1764 | |
1775 | if (!op->contr->ranges[range_misc]) |
1765 | if (!item) |
1776 | { |
1766 | { |
1777 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1767 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1778 | return; |
1768 | return; |
1779 | } |
1769 | } |
1780 | |
1770 | |
1781 | item = op->contr->ranges[range_misc]; |
|
|
1782 | if (!item->inv) |
1771 | if (!item->inv) |
1783 | { |
1772 | { |
1784 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1773 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1785 | return; |
1774 | return; |
1786 | } |
1775 | } |
|
|
1776 | |
|
|
1777 | if (!op->change_weapon (item)) |
|
|
1778 | return; |
|
|
1779 | |
1787 | if (item->type == WAND) |
1780 | if (item->type == WAND) |
1788 | { |
1781 | { |
1789 | if (item->stats.food <= 0) |
1782 | if (item->stats.food <= 0) |
1790 | { |
1783 | { |
1791 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1784 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1792 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
1785 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
|
|
1786 | |
1793 | return; |
1787 | return; |
1794 | } |
1788 | } |
1795 | } |
1789 | } |
1796 | else if (item->type == ROD || item->type == HORN) |
1790 | else if (item->type == ROD || item->type == HORN) |
1797 | { |
1791 | { |
1798 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1792 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1799 | { |
1793 | { |
1800 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1794 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
|
|
1795 | |
1801 | if (item->type == ROD) |
1796 | if (item->type == ROD) |
1802 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1797 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1803 | else |
1798 | else |
1804 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
1799 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
|
|
1800 | |
1805 | return; |
1801 | return; |
1806 | } |
1802 | } |
1807 | } |
1803 | } |
1808 | |
1804 | |
1809 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1805 | if (cast_spell (op, item, dir, item->inv, NULL)) |
… | |
… | |
1840 | |
1836 | |
1841 | /* check for loss of invisiblity/hide */ |
1837 | /* check for loss of invisiblity/hide */ |
1842 | if (action_makes_visible (op)) |
1838 | if (action_makes_visible (op)) |
1843 | make_visible (op); |
1839 | make_visible (op); |
1844 | |
1840 | |
1845 | switch (op->contr->shoottype) |
1841 | player *pl = op->contr; |
|
|
1842 | |
|
|
1843 | if (pl->golem) |
1846 | { |
1844 | { |
1847 | case range_none: |
1845 | control_golem (op->contr->golem, dir); |
1848 | return; |
1846 | return; |
|
|
1847 | } |
1849 | |
1848 | |
1850 | case range_bow: |
1849 | object *ob = pl->ranged_ob; |
|
|
1850 | |
|
|
1851 | if (!ob) |
|
|
1852 | return; |
|
|
1853 | |
|
|
1854 | if (!op->change_weapon (ob)) |
|
|
1855 | return; |
|
|
1856 | |
|
|
1857 | switch (ob->type) |
|
|
1858 | { |
|
|
1859 | case BOW: |
1851 | player_fire_bow (op, dir); |
1860 | player_fire_bow (op, dir); |
1852 | return; |
1861 | break; |
1853 | |
1862 | |
1854 | case range_magic: /* Casting spells */ |
1863 | case SPELL: |
1855 | spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); |
1864 | spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); |
1856 | return; |
1865 | break; |
1857 | |
1866 | |
1858 | case range_misc: |
1867 | case BUILDER: |
|
|
1868 | apply_map_builder (op, dir); |
|
|
1869 | break; |
|
|
1870 | |
|
|
1871 | case SKILL: |
|
|
1872 | do_skill (op, op, ob, dir, 0); |
|
|
1873 | break; |
|
|
1874 | |
|
|
1875 | default: |
1859 | fire_misc_object (op, dir); |
1876 | fire_misc_object (op, dir); |
1860 | return; |
1877 | break; |
1861 | |
|
|
1862 | case range_golem: /* Control summoned monsters from scrolls */ |
|
|
1863 | if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
1864 | { |
|
|
1865 | op->contr->ranges[range_golem] = 0; |
|
|
1866 | op->contr->shoottype = range_none; |
|
|
1867 | } |
|
|
1868 | else |
|
|
1869 | control_golem (op->contr->ranges[range_golem], dir); |
|
|
1870 | return; |
|
|
1871 | |
|
|
1872 | case range_skill: |
|
|
1873 | if (!op->chosen_skill) |
|
|
1874 | { |
|
|
1875 | if (op->type == PLAYER) |
|
|
1876 | new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
|
|
1877 | return; |
|
|
1878 | } |
|
|
1879 | |
|
|
1880 | do_skill (op, op, op->chosen_skill, dir, NULL); |
|
|
1881 | return; |
|
|
1882 | case range_builder: |
|
|
1883 | apply_map_builder (op, dir); |
|
|
1884 | return; |
|
|
1885 | default: |
|
|
1886 | new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); |
|
|
1887 | return; |
|
|
1888 | } |
1878 | } |
1889 | } |
1879 | } |
1890 | |
|
|
1891 | |
|
|
1892 | |
1880 | |
1893 | /* find_key |
1881 | /* find_key |
1894 | * We try to find a key for the door as passed. If we find a key |
1882 | * We try to find a key for the door as passed. If we find a key |
1895 | * and successfully use it, we return the key, otherwise NULL |
1883 | * and successfully use it, we return the key, otherwise NULL |
1896 | * This function merges both normal and locked door, since the logic |
1884 | * This function merges both normal and locked door, since the logic |
… | |
… | |
1898 | * pl is the player, |
1886 | * pl is the player, |
1899 | * inv is the objects inventory to searched |
1887 | * inv is the objects inventory to searched |
1900 | * door is the door we are trying to match against. |
1888 | * door is the door we are trying to match against. |
1901 | * This function can be called recursively to search containers. |
1889 | * This function can be called recursively to search containers. |
1902 | */ |
1890 | */ |
1903 | |
|
|
1904 | object * |
1891 | object * |
1905 | find_key (object *pl, object *container, object *door) |
1892 | find_key (object *pl, object *container, object *door) |
1906 | { |
1893 | { |
1907 | object *tmp, *key; |
1894 | object *tmp, *key; |
1908 | |
1895 | |
1909 | /* Should not happen, but sanity checking is never bad */ |
1896 | /* Should not happen, but sanity checking is never bad */ |
1910 | if (container->inv == NULL) |
1897 | if (!container->inv) |
1911 | return NULL; |
1898 | return 0; |
1912 | |
1899 | |
1913 | /* First, lets try to find a key in the top level inventory */ |
1900 | /* First, lets try to find a key in the top level inventory */ |
1914 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1901 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1915 | { |
1902 | { |
1916 | if (door->type == DOOR && tmp->type == KEY) |
1903 | if (door->type == DOOR && tmp->type == KEY) |
1917 | break; |
1904 | break; |
1918 | /* For sanity, we should really check door type, but other stuff |
1905 | /* For sanity, we should really check door type, but other stuff |
1919 | * (like containers) can be locked with special keys |
1906 | * (like containers) can be locked with special keys |
1920 | */ |
1907 | */ |
1921 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1908 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1922 | break; |
1909 | break; |
1923 | } |
1910 | } |
|
|
1911 | |
1924 | /* No key found - lets search inventories now */ |
1912 | /* No key found - lets search inventories now */ |
1925 | /* If we find and use a key in an inventory, return at that time. |
1913 | /* If we find and use a key in an inventory, return at that time. |
1926 | * otherwise, if we search all the inventories and still don't find |
1914 | * otherwise, if we search all the inventories and still don't find |
1927 | * a key, return |
1915 | * a key, return |
1928 | */ |
1916 | */ |
1929 | if (!tmp) |
1917 | if (!tmp) |
1930 | { |
1918 | { |
1931 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1919 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1932 | { |
1920 | { |
1933 | /* No reason to search empty containers */ |
1921 | /* No reason to search empty containers */ |
1934 | if (tmp->type == CONTAINER && tmp->inv) |
1922 | if (tmp->type == CONTAINER && tmp->inv) |
1935 | { |
1923 | { |
1936 | if ((key = find_key (pl, tmp, door)) != NULL) |
1924 | if ((key = find_key (pl, tmp, door))) |
1937 | return key; |
1925 | return key; |
1938 | } |
1926 | } |
1939 | } |
1927 | } |
|
|
1928 | |
1940 | if (!tmp) |
1929 | if (!tmp) |
1941 | return NULL; |
1930 | return NULL; |
1942 | } |
1931 | } |
|
|
1932 | |
1943 | /* We get down here if we have found a key. Now if its in a container, |
1933 | /* We get down here if we have found a key. Now if its in a container, |
1944 | * see if we actually want to use it |
1934 | * see if we actually want to use it |
1945 | */ |
1935 | */ |
1946 | if (pl != container) |
1936 | if (pl != container) |
1947 | { |
1937 | { |
… | |
… | |
1968 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1958 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1969 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1959 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1970 | return NULL; |
1960 | return NULL; |
1971 | } |
1961 | } |
1972 | } |
1962 | } |
|
|
1963 | |
1973 | return tmp; |
1964 | return tmp; |
1974 | } |
1965 | } |
1975 | |
1966 | |
1976 | /* moved door processing out of move_player_attack. |
1967 | /* moved door processing out of move_player_attack. |
1977 | * returns 1 if player has opened the door with a key |
1968 | * returns 1 if player has opened the door with a key |
… | |
… | |
1991 | if (key) |
1982 | if (key) |
1992 | { |
1983 | { |
1993 | object *container = key->env; |
1984 | object *container = key->env; |
1994 | |
1985 | |
1995 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
1986 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
|
|
1987 | |
1996 | if (action_makes_visible (op)) |
1988 | if (action_makes_visible (op)) |
1997 | make_visible (op); |
1989 | make_visible (op); |
|
|
1990 | |
1998 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1991 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1999 | spring_trap (door->inv, op); |
1992 | spring_trap (door->inv, op); |
|
|
1993 | |
2000 | if (door->type == DOOR) |
1994 | if (door->type == DOOR) |
2001 | { |
|
|
2002 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1995 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
2003 | } |
|
|
2004 | else if (door->type == LOCKED_DOOR) |
1996 | else if (door->type == LOCKED_DOOR) |
2005 | { |
1997 | { |
2006 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
1998 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
2007 | remove_door2 (door); /* remove door without violence ;-) */ |
1999 | remove_door2 (door); /* remove door without violence ;-) */ |
2008 | } |
2000 | } |
|
|
2001 | |
2009 | /* Do this after we print the message */ |
2002 | /* Do this after we print the message */ |
2010 | decrease_ob (key); /* Use up one of the keys */ |
2003 | decrease_ob (key); /* Use up one of the keys */ |
2011 | /* Need to update the weight the container the key was in */ |
2004 | /* Need to update the weight the container the key was in */ |
2012 | if (container != op) |
2005 | if (container != op) |
2013 | esrv_update_item (UPD_WEIGHT, op, container); |
2006 | esrv_update_item (UPD_WEIGHT, op, container); |
|
|
2007 | |
2014 | return 1; /* Nothing more to do below */ |
2008 | return 1; /* Nothing more to do below */ |
2015 | } |
2009 | } |
2016 | else if (door->type == LOCKED_DOOR) |
2010 | else if (door->type == LOCKED_DOOR) |
2017 | { |
2011 | { |
2018 | /* Might as well return now - no other way to open this */ |
2012 | /* Might as well return now - no other way to open this */ |
2019 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
2013 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
2020 | return 1; |
2014 | return 1; |
2021 | } |
2015 | } |
|
|
2016 | |
2022 | return 0; |
2017 | return 0; |
2023 | } |
2018 | } |
2024 | |
2019 | |
2025 | /* This function is just part of a breakup from move_player. |
2020 | /* This function is just part of a breakup from move_player. |
2026 | * It should keep the code cleaner. |
2021 | * It should keep the code cleaner. |
… | |
… | |
2030 | */ |
2025 | */ |
2031 | void |
2026 | void |
2032 | move_player_attack (object *op, int dir) |
2027 | move_player_attack (object *op, int dir) |
2033 | { |
2028 | { |
2034 | object *tmp, *mon; |
2029 | object *tmp, *mon; |
2035 | sint16 nx, ny; |
|
|
2036 | int on_battleground; |
2030 | int on_battleground; |
2037 | maptile *m; |
2031 | maptile *m; |
2038 | |
2032 | |
2039 | nx = freearr_x[dir] + op->x; |
2033 | sint16 nx = freearr_x[dir] + op->x; |
2040 | ny = freearr_y[dir] + op->y; |
2034 | sint16 ny = freearr_y[dir] + op->y; |
2041 | |
2035 | |
2042 | on_battleground = op_on_battleground (op, 0, 0); |
2036 | on_battleground = op_on_battleground (op, 0, 0); |
2043 | |
2037 | |
2044 | /* If braced, or can't move to the square, and it is not out of the |
2038 | /* If braced, or can't move to the square, and it is not out of the |
2045 | * map, attack it. Note order of if statement is important - don't |
2039 | * map, attack it. Note order of if statement is important - don't |
… | |
… | |
2125 | /* If we're braced, we don't want to switch places with it */ |
2119 | /* If we're braced, we don't want to switch places with it */ |
2126 | if (op->contr->braced) |
2120 | if (op->contr->braced) |
2127 | return; |
2121 | return; |
2128 | |
2122 | |
2129 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2123 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2130 | (void) push_ob (mon, dir, op); |
2124 | push_ob (mon, dir, op); |
2131 | if (op->contr->tmp_invis || op->hide) |
2125 | if (op->contr->tmp_invis || op->hide) |
2132 | make_visible (op); |
2126 | make_visible (op); |
2133 | |
2127 | |
2134 | return; |
2128 | return; |
2135 | } |
2129 | } |
… | |
… | |
2180 | * that party_number -1 is no party, so attacks can still happen. |
2174 | * that party_number -1 is no party, so attacks can still happen. |
2181 | */ |
2175 | */ |
2182 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2176 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2183 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2177 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2184 | { |
2178 | { |
2185 | |
|
|
2186 | /* If the player hasn't hit something this tick, and does |
|
|
2187 | * so, give them speed boost based on weapon speed. Doing |
|
|
2188 | * it here is better than process_players2, which basically |
|
|
2189 | * incurred a 1 tick offset. |
|
|
2190 | */ |
|
|
2191 | if (!op->contr->has_hit) |
2179 | if (!op->contr->has_hit) |
2192 | { |
2180 | { |
|
|
2181 | op->contr->has_hit = 1; |
2193 | op->speed_left += op->speed / op->contr->weapon_sp; |
2182 | op->speed_left += op->contr->weapon_speed () - op->speed; |
2194 | |
|
|
2195 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
|
|
2196 | } |
2183 | } |
2197 | |
2184 | |
2198 | skill_attack (mon, op, 0, 0, 0); |
2185 | skill_attack (mon, op, 0, 0, 0); |
2199 | |
2186 | |
2200 | /* If attacking another player, that player gets automatic |
2187 | /* If attacking another player, that player gets automatic |
… | |
… | |
2232 | return 0; |
2219 | return 0; |
2233 | } |
2220 | } |
2234 | |
2221 | |
2235 | /* peterm: added following line */ |
2222 | /* peterm: added following line */ |
2236 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2223 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2237 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
2224 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2238 | |
2225 | |
2239 | op->facing = dir; |
2226 | op->facing = dir; |
2240 | |
2227 | |
2241 | if (op->hide) |
2228 | if (op->hide) |
2242 | do_hidden_move (op); |
2229 | do_hidden_move (op); |
… | |
… | |
2275 | * Returns true if there are more actions we can do. |
2262 | * Returns true if there are more actions we can do. |
2276 | */ |
2263 | */ |
2277 | int |
2264 | int |
2278 | handle_newcs_player (object *op) |
2265 | handle_newcs_player (object *op) |
2279 | { |
2266 | { |
2280 | if (op->contr->hidden) |
|
|
2281 | { |
|
|
2282 | op->invisible = 1000; |
|
|
2283 | /* the socket code flashes the player visible/invisible |
|
|
2284 | * depending on the value of invisible, so we need to |
|
|
2285 | * alternate it here for it to work correctly. |
|
|
2286 | */ |
|
|
2287 | if (pticks & 2) |
|
|
2288 | op->invisible--; |
|
|
2289 | } |
|
|
2290 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
|
|
2291 | { |
|
|
2292 | op->invisible--; |
|
|
2293 | if (!op->invisible) |
|
|
2294 | { |
|
|
2295 | make_visible (op); |
|
|
2296 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2297 | } |
|
|
2298 | } |
|
|
2299 | |
|
|
2300 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2267 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2301 | { |
2268 | { |
2302 | flee_player (op); |
2269 | flee_player (op); |
|
|
2270 | |
2303 | /* If player is still scared, that is his action for this tick */ |
2271 | /* If player is still scared, that is his action for this tick */ |
2304 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2272 | if (op->flag [FLAG_SCARED]) |
2305 | { |
2273 | { |
2306 | op->speed_left--; |
2274 | --op->speed_left; |
2307 | return 0; |
2275 | return 0; |
2308 | } |
2276 | } |
2309 | } |
2277 | } |
2310 | |
|
|
2311 | /* I've been seeing crashes where the golem has been destroyed, but |
|
|
2312 | * the player object still points to the defunct golem. The code that |
|
|
2313 | * destroys the golem looks correct, and it doesn't always happen, so |
|
|
2314 | * put this in a a workaround to clean up the golem pointer. |
|
|
2315 | */ |
|
|
2316 | if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
2317 | op->contr->ranges[range_golem] = 0; |
|
|
2318 | |
2278 | |
2319 | /* call this here - we also will call this in do_ericserver, but |
2279 | /* call this here - we also will call this in do_ericserver, but |
2320 | * the players time has been increased when doericserver has been |
2280 | * the players time has been increased when doericserver has been |
2321 | * called, so we recheck it here. |
2281 | * called, so we recheck it here. |
2322 | */ |
2282 | */ |
2323 | if (op->contr->ns->handle_command ()) |
2283 | if (op->contr->ns->handle_command ()) |
2324 | return 1; |
2284 | return 1; |
2325 | |
2285 | |
2326 | if (op->speed_left > 0) |
2286 | if (op->speed_left > 0.f) |
2327 | { |
2287 | { |
2328 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2288 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2329 | { |
2289 | { |
2330 | /* All move commands take 1 tick, at least for now */ |
2290 | /* All move commands take 1 tick, at least for now */ |
2331 | op->speed_left--; |
2291 | --op->speed_left; |
2332 | |
2292 | |
2333 | /* Instead of all the stuff below, let move_player take care |
2293 | /* Instead of all the stuff below, let move_player take care |
2334 | * of it. Also, some of the skill stuff is only put in |
2294 | * of it. Also, some of the skill stuff is only put in |
2335 | * there, as well as the confusion stuff. |
2295 | * there, as well as the confusion stuff. |
2336 | */ |
2296 | */ |
2337 | move_player (op, op->direction); |
2297 | move_player (op, op->direction); |
2338 | |
2298 | |
2339 | return op->speed_left > 0; |
2299 | return op->speed_left > 0.f; |
2340 | } |
2300 | } |
2341 | } |
2301 | } |
2342 | |
2302 | |
2343 | return 0; |
2303 | return 0; |
2344 | } |
2304 | } |
… | |
… | |
2383 | * from. |
2343 | * from. |
2384 | */ |
2344 | */ |
2385 | void |
2345 | void |
2386 | remove_unpaid_objects (object *op, object *env) |
2346 | remove_unpaid_objects (object *op, object *env) |
2387 | { |
2347 | { |
2388 | object *next; |
|
|
2389 | |
|
|
2390 | while (op) |
2348 | while (op) |
2391 | { |
2349 | { |
2392 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2350 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2393 | |
2351 | |
2394 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2352 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
… | |
… | |
2460 | int rate_grace = 2000; |
2418 | int rate_grace = 2000; |
2461 | const int max_hp = 1; |
2419 | const int max_hp = 1; |
2462 | const int max_sp = 1; |
2420 | const int max_sp = 1; |
2463 | const int max_grace = 1; |
2421 | const int max_grace = 1; |
2464 | |
2422 | |
2465 | if (op->contr->outputs_sync) |
2423 | if (op->contr->hidden) |
|
|
2424 | { |
|
|
2425 | op->invisible = 1000; |
|
|
2426 | /* the socket code flashes the player visible/invisible |
|
|
2427 | * depending on the value of invisible, so we need to |
|
|
2428 | * alternate it here for it to work correctly. |
|
|
2429 | */ |
|
|
2430 | if (pticks & 2) |
|
|
2431 | op->invisible--; |
2466 | { |
2432 | } |
2467 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
2433 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
2468 | if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) |
2434 | { |
2469 | flush_output_element (op, &op->contr->outputs[i]); |
2435 | if (!op->invisible--) |
|
|
2436 | { |
|
|
2437 | make_visible (op); |
|
|
2438 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2439 | } |
2470 | } |
2440 | } |
2471 | |
2441 | |
2472 | if (op->contr->ns->state == ST_PLAYING) |
2442 | if (op->contr->ns->state == ST_PLAYING) |
2473 | { |
2443 | { |
2474 | /* these next three if clauses make it possible to SLOW DOWN |
2444 | /* these next three if clauses make it possible to SLOW DOWN |
… | |
… | |
2496 | gen_grace = op->stats.maxgrace; |
2466 | gen_grace = op->stats.maxgrace; |
2497 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2467 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2498 | } |
2468 | } |
2499 | |
2469 | |
2500 | /* Regenerate Spell Points */ |
2470 | /* Regenerate Spell Points */ |
2501 | if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) |
2471 | if (!op->contr->golem && --op->last_sp < 0) |
2502 | { |
2472 | { |
2503 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2473 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2504 | if (op->stats.sp < op->stats.maxsp) |
2474 | if (op->stats.sp < op->stats.maxsp) |
2505 | { |
2475 | { |
2506 | op->stats.sp++; |
2476 | op->stats.sp++; |
… | |
… | |
2724 | tmp->name = buf; |
2694 | tmp->name = buf; |
2725 | sprintf (buf, " This finger has been cut off %s\n" |
2695 | sprintf (buf, " This finger has been cut off %s\n" |
2726 | " the %s, when he was defeated at\n level %d by %s.\n", |
2696 | " the %s, when he was defeated at\n level %d by %s.\n", |
2727 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2697 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2728 | tmp->msg = buf; |
2698 | tmp->msg = buf; |
2729 | tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2699 | tmp->value = 0, tmp->type = 0; |
2730 | tmp->materialname = NULL; |
2700 | tmp->materialname = "organics"; |
2731 | tmp->insert_at (op, tmp); |
2701 | tmp->insert_at (op, tmp); |
2732 | } |
2702 | } |
2733 | |
2703 | |
2734 | /* teleport defeated player to new destination */ |
2704 | /* teleport defeated player to new destination */ |
2735 | transfer_ob (op, x, y, 0, NULL); |
2705 | transfer_ob (op, x, y, 0, NULL); |
… | |
… | |
2931 | op->stats.hp = op->stats.maxhp; |
2901 | op->stats.hp = op->stats.maxhp; |
2932 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2902 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2933 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2903 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2934 | |
2904 | |
2935 | /* |
2905 | /* |
2936 | * Check to see if the player is in a shop. IF so, then check to see if |
|
|
2937 | * the player has any unpaid items. If so, remove them and put them back |
2906 | * Check to see if the player has any unpaid items. If so, remove them |
2938 | * in the map. |
2907 | * and put them back in the map. |
2939 | */ |
2908 | */ |
2940 | |
|
|
2941 | if (is_in_shop (op)) |
|
|
2942 | remove_unpaid_objects (op->inv, op); |
2909 | remove_unpaid_objects (op->inv, op); |
2943 | |
2910 | |
2944 | /****************************************/ |
2911 | /****************************************/ |
2945 | /* */ |
2912 | /* */ |
2946 | /* Move player to his current respawn- */ |
2913 | /* Move player to his current respawn- */ |
2947 | /* position (usually last savebed) */ |
2914 | /* position (usually last savebed) */ |
… | |
… | |
2967 | object *force; |
2934 | object *force; |
2968 | int at; |
2935 | int at; |
2969 | |
2936 | |
2970 | force = get_archetype (FORCE_NAME); |
2937 | force = get_archetype (FORCE_NAME); |
2971 | /* 50 ticks should be enough time for the spell to abate */ |
2938 | /* 50 ticks should be enough time for the spell to abate */ |
2972 | force->speed = 0.1; |
2939 | force->speed = 0.1f; |
2973 | force->speed_left = -5.0; |
2940 | force->speed_left = -5.f; |
2974 | SET_FLAG (force, FLAG_APPLIED); |
2941 | SET_FLAG (force, FLAG_APPLIED); |
2975 | for (at = 0; at < NROFATTACKS; at++) |
2942 | for (at = 0; at < NROFATTACKS; at++) |
2976 | if (will_kill_again & (1 << at)) |
2943 | if (will_kill_again & (1 << at)) |
2977 | force->resist[at] = 100; |
2944 | force->resist[at] = 100; |
2978 | |
2945 | |
… | |
… | |
2987 | void |
2954 | void |
2988 | loot_object (object *op) |
2955 | loot_object (object *op) |
2989 | { /* Grab and destroy some treasure */ |
2956 | { /* Grab and destroy some treasure */ |
2990 | object *tmp, *tmp2, *next; |
2957 | object *tmp, *tmp2, *next; |
2991 | |
2958 | |
2992 | if (op->container) |
2959 | op->close_container (); /* close open sack first */ |
2993 | esrv_apply_container (op, op->container); /* close open sack first */ |
|
|
2994 | |
2960 | |
2995 | for (tmp = op->inv; tmp; tmp = next) |
2961 | for (tmp = op->inv; tmp; tmp = next) |
2996 | { |
2962 | { |
2997 | next = tmp->below; |
2963 | next = tmp->below; |
2998 | |
2964 | |
2999 | if (tmp->invisible) |
2965 | if (tmp->invisible) |
3000 | continue; |
2966 | continue; |
3001 | |
2967 | |
3002 | tmp->remove (); |
2968 | tmp->remove (); |
3003 | tmp->x = op->x, tmp->y = op->y; |
2969 | tmp->x = op->x, tmp->y = op->y; |
|
|
2970 | |
3004 | if (tmp->type == CONTAINER) |
2971 | if (tmp->type == CONTAINER) |
3005 | { /* empty container to ground */ |
2972 | loot_object (tmp); /* empty container to ground */ |
3006 | loot_object (tmp); |
2973 | |
3007 | } |
|
|
3008 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) |
2974 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
3009 | { |
2975 | { |
3010 | if (tmp->nrof > 1) |
2976 | if (tmp->nrof > 1) |
3011 | { |
2977 | { |
3012 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2978 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
3013 | tmp2->destroy (); |
2979 | tmp2->destroy (); |
… | |
… | |
3024 | /* |
2990 | /* |
3025 | * fix_weight(): Check recursively the weight of all players, and fix |
2991 | * fix_weight(): Check recursively the weight of all players, and fix |
3026 | * what needs to be fixed. Refresh windows and fix speed if anything |
2992 | * what needs to be fixed. Refresh windows and fix speed if anything |
3027 | * was changed. |
2993 | * was changed. |
3028 | */ |
2994 | */ |
3029 | |
|
|
3030 | void |
2995 | void |
3031 | fix_weight (void) |
2996 | fix_weight (void) |
3032 | { |
2997 | { |
3033 | for_all_players (pl) |
2998 | for_all_players (pl) |
3034 | { |
2999 | { |
… | |
… | |
3094 | if (op->type == PLAYER) |
3059 | if (op->type == PLAYER) |
3095 | { |
3060 | { |
3096 | op->contr->tmp_invis = 0; |
3061 | op->contr->tmp_invis = 0; |
3097 | op->contr->invis_race = 0; |
3062 | op->contr->invis_race = 0; |
3098 | } |
3063 | } |
|
|
3064 | |
3099 | update_object (op, UP_OBJ_FACE); |
3065 | update_object (op, UP_OBJ_CHANGE); |
3100 | } |
3066 | } |
3101 | |
3067 | |
3102 | int |
3068 | int |
3103 | is_true_undead (object *op) |
3069 | is_true_undead (object *op) |
3104 | { |
3070 | { |
3105 | object *tmp = NULL; |
|
|
3106 | |
|
|
3107 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3071 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3108 | return 1; |
3072 | return 1; |
3109 | |
3073 | |
3110 | return 0; |
3074 | return 0; |
3111 | } |
3075 | } |
… | |
… | |
3399 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3363 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3400 | int i = 0, j = 0; |
3364 | int i = 0, j = 0; |
3401 | |
3365 | |
3402 | /* get the appropriate treasurelist */ |
3366 | /* get the appropriate treasurelist */ |
3403 | if (atnr == ATNR_FIRE) |
3367 | if (atnr == ATNR_FIRE) |
3404 | trlist = find_treasurelist ("dragon_ability_fire"); |
3368 | trlist = treasurelist::find ("dragon_ability_fire"); |
3405 | else if (atnr == ATNR_COLD) |
3369 | else if (atnr == ATNR_COLD) |
3406 | trlist = find_treasurelist ("dragon_ability_cold"); |
3370 | trlist = treasurelist::find ("dragon_ability_cold"); |
3407 | else if (atnr == ATNR_ELECTRICITY) |
3371 | else if (atnr == ATNR_ELECTRICITY) |
3408 | trlist = find_treasurelist ("dragon_ability_elec"); |
3372 | trlist = treasurelist::find ("dragon_ability_elec"); |
3409 | else if (atnr == ATNR_POISON) |
3373 | else if (atnr == ATNR_POISON) |
3410 | trlist = find_treasurelist ("dragon_ability_poison"); |
3374 | trlist = treasurelist::find ("dragon_ability_poison"); |
3411 | |
3375 | |
3412 | if (trlist == NULL || who->type != PLAYER) |
3376 | if (trlist == NULL || who->type != PLAYER) |
3413 | return; |
3377 | return; |
3414 | |
3378 | |
3415 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3379 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
… | |
… | |
3547 | * not readied. |
3511 | * not readied. |
3548 | */ |
3512 | */ |
3549 | void |
3513 | void |
3550 | player_unready_range_ob (player *pl, object *ob) |
3514 | player_unready_range_ob (player *pl, object *ob) |
3551 | { |
3515 | { |
3552 | rangetype i; |
3516 | if (pl->ob->current_weapon == ob) |
|
|
3517 | pl->ob->current_weapon = 0; |
3553 | |
3518 | |
3554 | for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
3519 | if (pl->combat_ob == ob) |
3555 | { |
3520 | pl->combat_ob = 0; |
|
|
3521 | |
3556 | if (pl->ranges[i] == ob) |
3522 | if (pl->ranged_ob == ob) |
3557 | { |
3523 | pl->ranged_ob = 0; |
3558 | pl->ranges[i] = NULL; |
|
|
3559 | if (pl->shoottype == i) |
|
|
3560 | { |
|
|
3561 | pl->shoottype = range_none; |
|
|
3562 | } |
|
|
3563 | } |
|
|
3564 | } |
|
|
3565 | } |
3524 | } |
|
|
3525 | |
|
|
3526 | sint8 |
|
|
3527 | player::visibility_at (maptile *map, int x, int y) const |
|
|
3528 | { |
|
|
3529 | if (!ns) |
|
|
3530 | return 0; |
|
|
3531 | |
|
|
3532 | int dx, dy; |
|
|
3533 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
|
|
3534 | return 0; |
|
|
3535 | |
|
|
3536 | x += dx - ns->current_x + ns->mapx / 2; |
|
|
3537 | y += dy - ns->current_y + ns->mapy / 2; |
|
|
3538 | |
|
|
3539 | if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) |
|
|
3540 | return 0; |
|
|
3541 | |
|
|
3542 | return 100 - blocked_los [x][y]; |
|
|
3543 | } |