… | |
… | |
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); |
151 | } |
150 | } |
152 | |
151 | |
153 | /* This loads the first map an puts the player on it. */ |
152 | /* This loads the first map an puts the player on it. */ |
154 | static void |
153 | static void |
… | |
… | |
194 | return; |
193 | return; |
195 | |
194 | |
196 | terminate_all_pets (ob); |
195 | terminate_all_pets (ob); |
197 | remove_friendly_object (ob); |
196 | remove_friendly_object (ob); |
198 | ob->deactivate_recursive (); |
197 | ob->deactivate_recursive (); |
|
|
198 | |
|
|
199 | if (ob->map) |
|
|
200 | maplevel = ob->map->path; |
|
|
201 | |
199 | ob->remove (); |
202 | ob->remove (); |
200 | ob->map = 0; |
203 | ob->map = 0; |
|
|
204 | party = 0; |
201 | |
205 | |
202 | // for weird reasons, this is often "ob", keeping a circular reference |
206 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
203 | ranges [range_skill] = 0; |
|
|
204 | |
207 | |
205 | players.erase (this); |
208 | players.erase (this); |
206 | } |
209 | } |
207 | |
210 | |
208 | // connect the player with a specific client |
211 | // connect the player with a specific client |
209 | // also changed, rationalises, and fixes some incorrect settings |
212 | // also changes, rationalises, and fixes some incorrect settings |
210 | void |
213 | void |
211 | player::connect (client *ns) |
214 | player::connect (client *ns) |
212 | { |
215 | { |
213 | this->ns = ns; |
216 | this->ns = ns; |
214 | ns->pl = this; |
217 | ns->pl = this; |
215 | |
218 | |
|
|
219 | run_on = 0; |
|
|
220 | fire_on = 0; |
|
|
221 | ob->close_container (); //TODO: client-specific |
|
|
222 | |
216 | ns->update_look = 0; |
223 | ns->update_look = 0; |
217 | ns->look_position = 0; |
224 | ns->look_position = 0; |
218 | |
225 | |
219 | clear_los (ob); |
226 | clear_los (ob); |
220 | |
227 | |
221 | //TODO: must move into client |
228 | 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 | |
229 | |
248 | /* make sure he's a player -- needed because of class change. */ |
230 | /* make sure he's a player -- needed because of class change. */ |
249 | ob->type = PLAYER; // we are paranoid |
231 | ob->type = PLAYER; // we are paranoid |
250 | ob->race = ob->arch->clone.race; |
232 | ob->race = ob->arch->clone.race; |
251 | |
233 | |
252 | if (!legal_range (ob, shoottype)) |
|
|
253 | shoottype = range_none; |
|
|
254 | |
|
|
255 | ob->carrying = sum_weight (ob); |
234 | ob->carrying = sum_weight (ob); |
256 | link_player_skills (ob); |
235 | link_player_skills (ob); |
257 | |
236 | |
258 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
237 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
259 | |
238 | |
260 | assign (title, ob->arch->clone.name); |
239 | 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 | |
240 | |
272 | /* if it's a dragon player, set the correct title here */ |
241 | /* if it's a dragon player, set the correct title here */ |
273 | if (is_dragon_pl (ob)) |
242 | if (is_dragon_pl (ob)) |
274 | { |
243 | { |
275 | object *tmp, *abil = 0, *skin = 0; |
244 | object *tmp, *abil = 0, *skin = 0; |
… | |
… | |
289 | |
258 | |
290 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
259 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
291 | |
260 | |
292 | esrv_new_player (this, ob->weight + ob->carrying); |
261 | esrv_new_player (this, ob->weight + ob->carrying); |
293 | |
262 | |
|
|
263 | ob->flag [FLAG_READY_WEAPON] = false; |
|
|
264 | ob->flag [FLAG_READY_SKILL] = false; |
|
|
265 | ob->flag [FLAG_READY_BOW] = false; |
|
|
266 | |
|
|
267 | for (object *op = ob->inv; op; op = op->below) |
|
|
268 | if (op->flag [FLAG_APPLIED]) |
|
|
269 | switch (op->type) |
|
|
270 | { |
|
|
271 | case SKILL: |
|
|
272 | ob->flag [FLAG_APPLIED] = false; |
|
|
273 | break; |
|
|
274 | |
|
|
275 | case WAND: |
|
|
276 | case ROD: |
|
|
277 | case HORN: |
|
|
278 | case BOW: |
|
|
279 | ranged_ob = op; |
|
|
280 | break; |
|
|
281 | |
|
|
282 | case WEAPON: |
|
|
283 | combat_ob = op; |
|
|
284 | break; |
|
|
285 | } |
|
|
286 | |
|
|
287 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
294 | ob->update_stats (); |
288 | ob->update_stats (); |
|
|
289 | |
295 | ns->floorbox_update (); |
290 | ns->floorbox_update (); |
296 | |
|
|
297 | esrv_send_inventory (ob, ob); |
291 | esrv_send_inventory (ob, ob); |
298 | esrv_add_spells (this, 0); |
292 | esrv_add_spells (this, 0); |
299 | |
293 | |
300 | activate (); |
294 | activate (); |
301 | |
295 | |
… | |
… | |
315 | if (active) |
309 | if (active) |
316 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
310 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
317 | |
311 | |
318 | INVOKE_PLAYER (DISCONNECT, this); |
312 | INVOKE_PLAYER (DISCONNECT, this); |
319 | |
313 | |
|
|
314 | ns->reset_stats (); |
320 | ns->pl = 0; |
315 | ns->pl = 0; |
321 | this->ns = 0; |
316 | ns = 0; |
322 | } |
317 | } |
|
|
318 | |
|
|
319 | if (ob) |
|
|
320 | ob->close_container (); //TODO: client-specific |
323 | |
321 | |
324 | deactivate (); |
322 | deactivate (); |
325 | } |
323 | } |
326 | |
324 | |
327 | // the need for this function can be explained |
325 | // the need for this function can be explained |
328 | // by load_object not returning the object |
326 | // by load_object not returning the object |
329 | void |
327 | void |
330 | player::set_object (object *op) |
328 | player::set_object (object *op) |
331 | { |
329 | { |
332 | ob = op; |
330 | ob = op; |
333 | ob->contr = this; /* this aren't yet in archetype */ |
331 | ob->contr = this; /* this aren't yet in archetype */ |
334 | |
332 | |
|
|
333 | ob->speed = 1.0f; |
335 | ob->speed_left = 0.5; |
334 | ob->speed_left = 0.5f; |
336 | ob->speed = 1.0; |
335 | |
337 | ob->direction = 5; /* So player faces south */ |
336 | 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 | } |
337 | } |
343 | |
338 | |
344 | player::player () |
339 | player::player () |
345 | { |
340 | { |
346 | /* There are some elements we want initialised to non zero value - |
341 | /* There are some elements we want initialised to non zero value - |
347 | * we deal with that below this point. |
342 | * we deal with that below this point. |
348 | */ |
343 | */ |
349 | outputs_sync = 16; /* Every 2 seconds */ |
344 | outputs_sync = 4; |
350 | outputs_count = 8; /* Keeps present behaviour */ |
345 | outputs_count = 4; |
351 | unapply = unapply_nochoice; |
346 | unapply = unapply_nochoice; |
352 | |
347 | |
353 | savebed_map = first_map_path; /* Init. respawn position */ |
348 | savebed_map = first_map_path; /* Init. respawn position */ |
354 | |
349 | |
355 | gen_sp_armour = 10; |
350 | gen_sp_armour = 10; |
356 | shoottype = range_none; |
|
|
357 | bowtype = bow_normal; |
351 | bowtype = bow_normal; |
358 | petmode = pet_normal; |
352 | petmode = pet_normal; |
359 | listening = 10; |
353 | listening = 10; |
360 | usekeys = containers; |
354 | usekeys = containers; |
361 | peaceful = 1; /* default peaceful */ |
355 | peaceful = 1; /* default peaceful */ |
362 | do_los = 1; |
356 | do_los = 1; |
|
|
357 | |
|
|
358 | weapon_sp = 1.0f; |
|
|
359 | weapon_sp_left = 0.5f; |
363 | } |
360 | } |
364 | |
361 | |
365 | void |
362 | void |
366 | player::do_destroy () |
363 | player::do_destroy () |
367 | { |
364 | { |
… | |
… | |
390 | player::create () |
387 | player::create () |
391 | { |
388 | { |
392 | player *pl = new player; |
389 | player *pl = new player; |
393 | |
390 | |
394 | pl->set_object (arch_to_object (get_player_archetype (0))); |
391 | pl->set_object (arch_to_object (get_player_archetype (0))); |
|
|
392 | |
|
|
393 | pl->ob->roll_stats (); |
|
|
394 | pl->ob->stats.wc = 2; |
|
|
395 | pl->ob->run_away = 25; /* Then we panick... */ |
|
|
396 | |
395 | set_first_map (pl->ob); |
397 | set_first_map (pl->ob); |
396 | |
398 | |
397 | return pl; |
399 | return pl; |
398 | } |
400 | } |
399 | |
401 | |
… | |
… | |
545 | x = mon->x; |
547 | x = mon->x; |
546 | y = mon->y; |
548 | y = mon->y; |
547 | m = mon->map; |
549 | m = mon->map; |
548 | dir = rv.direction; |
550 | dir = rv.direction; |
549 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
551 | 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); |
552 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
|
|
553 | |
551 | /* If we can't solve it within the search distance, return now. */ |
554 | /* If we can't solve it within the search distance, return now. */ |
552 | if (diff > max) |
555 | if (diff > max) |
553 | return 0; |
556 | return 0; |
|
|
557 | |
554 | while (diff > 1 && max > 0) |
558 | while (diff > 1 && max > 0) |
555 | { |
559 | { |
556 | lastx = x; |
560 | lastx = x; |
557 | lasty = y; |
561 | lasty = y; |
558 | lastmap = m; |
562 | lastmap = m; |
… | |
… | |
640 | max--; |
644 | max--; |
641 | lastdir = dir; |
645 | lastdir = dir; |
642 | if (!firstdir) |
646 | if (!firstdir) |
643 | firstdir = dir; |
647 | firstdir = dir; |
644 | } |
648 | } |
|
|
649 | |
645 | if (diff <= 1) |
650 | if (diff <= 1) |
646 | { |
651 | { |
647 | /* Recalculate diff (distance) because we may not have actually |
652 | /* Recalculate diff (distance) because we may not have actually |
648 | * headed toward player for entire distance. |
653 | * headed toward player for entire distance. |
649 | */ |
654 | */ |
650 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
655 | 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); |
656 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
652 | } |
657 | } |
|
|
658 | |
653 | if (diff > max) |
659 | if (diff > max) |
654 | return 0; |
660 | return 0; |
655 | } |
661 | } |
|
|
662 | |
656 | /* If we reached the max, didn't find a direction in time */ |
663 | /* If we reached the max, didn't find a direction in time */ |
657 | if (!max) |
664 | if (!max) |
658 | return 0; |
665 | return 0; |
659 | |
666 | |
660 | return firstdir; |
667 | return firstdir; |
… | |
… | |
774 | roll_stat (void) |
781 | roll_stat (void) |
775 | { |
782 | { |
776 | int a[4], i, j, k; |
783 | int a[4], i, j, k; |
777 | |
784 | |
778 | for (i = 0; i < 4; i++) |
785 | for (i = 0; i < 4; i++) |
779 | a[i] = (int) RANDOM () % 6 + 1; |
786 | a[i] = (int) rndm (6) + 1; |
780 | |
787 | |
781 | for (i = 0, j = 0, k = 7; i < 4; i++) |
788 | for (i = 0, j = 0, k = 7; i < 4; i++) |
782 | if (a[i] < k) |
789 | if (a[i] < k) |
783 | k = a[i], j = i; |
790 | k = a[i], j = i; |
784 | |
791 | |
… | |
… | |
790 | } |
797 | } |
791 | |
798 | |
792 | void |
799 | void |
793 | object::roll_stats () |
800 | object::roll_stats () |
794 | { |
801 | { |
795 | int statsort [7]; |
802 | int statsort [NUM_STATS]; |
796 | |
803 | |
797 | for (;;) |
804 | for (;;) |
798 | { |
805 | { |
799 | int sum = 0; |
806 | int sum = 0; |
800 | for (int i = 7; i--; ) |
807 | for (int i = NUM_STATS; i--; ) |
801 | sum += statsort [i] = roll_stat (); |
808 | sum += statsort [i] = roll_stat (); |
802 | |
809 | |
803 | if (sum >= 82 && sum <= 116) |
810 | if (sum >= 82 && sum <= 116) |
804 | break; |
811 | break; |
805 | } |
812 | } |
806 | |
813 | |
807 | // Sort the stats so that rerolling is easier... |
814 | // Sort the stats so that rerolling is easier... |
808 | std::sort (statsort, statsort + 7, std::greater<int>()); |
815 | std::sort (statsort, statsort + NUM_STATS, std::greater<int>()); |
809 | |
816 | |
|
|
817 | for (int i = 0; i < NUM_STATS; ++i) |
810 | stats.Str = statsort[0]; |
818 | 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 | |
819 | |
818 | stats.exp = 0; |
820 | stats.exp = 0; |
819 | stats.ac = 0; |
821 | stats.ac = 0; |
820 | |
822 | |
821 | stats.hp = stats.maxhp; |
823 | stats.hp = stats.maxhp; |
… | |
… | |
833 | } |
835 | } |
834 | |
836 | |
835 | void |
837 | void |
836 | object::swap_stats (int a, int b) |
838 | object::swap_stats (int a, int b) |
837 | { |
839 | { |
838 | int tmp = get_attr_value (&contr->orig_stats, a); |
840 | 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 | |
841 | |
|
|
842 | for (int i = 0; i < NUM_STATS; ++i) |
842 | stats.Str = contr->orig_stats.Str; |
843 | 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 | |
844 | |
850 | //TODO: the following code looks so borked and should, at the very least, |
845 | //TODO: the following code looks so borked and should, at the very least, |
851 | // be merged with the similar code in roll_stats |
846 | // be merged with the similar code in roll_stats |
852 | stats.ac = 0; |
847 | stats.ac = 0; |
853 | |
848 | |
… | |
… | |
884 | * appropriate action with it (change race, or other things). |
879 | * appropriate action with it (change race, or other things). |
885 | * The function name is for historical reasons - now we have |
880 | * The function name is for historical reasons - now we have |
886 | * separate race and class; this actually changes the RACE, |
881 | * separate race and class; this actually changes the RACE, |
887 | * not the class. |
882 | * not the class. |
888 | */ |
883 | */ |
889 | int |
884 | void |
890 | key_change_class (object *op, char key) |
885 | player::chargen_race_done () |
891 | { |
886 | { |
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 */ |
887 | /* this must before then initial items are given */ |
899 | esrv_new_player (op->contr, op->weight + op->carrying); |
888 | esrv_new_player (ob->contr, ob->weight + ob->carrying); |
900 | |
889 | |
901 | treasurelist *tl = find_treasurelist ("starting_wealth"); |
890 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
902 | if (tl) |
891 | if (tl) |
903 | create_treasure (tl, op, 0, 0, 0); |
892 | create_treasure (tl, ob, 0, 0, 0); |
904 | |
893 | |
905 | INVOKE_PLAYER (BIRTH, op->contr); |
894 | INVOKE_PLAYER (BIRTH, ob->contr); |
906 | INVOKE_PLAYER (LOGIN, op->contr); |
895 | INVOKE_PLAYER (LOGIN, ob->contr); |
907 | |
896 | |
908 | op->contr->ns->state = ST_PLAYING; |
897 | ob->contr->ns->state = ST_PLAYING; |
909 | |
898 | |
910 | if (op->msg) |
899 | if (ob->msg) |
911 | op->msg = NULL; |
900 | ob->msg = 0; |
912 | |
901 | |
913 | /* We create this now because some of the unique maps will need it |
902 | /* We create this now because some of the unique maps will need it |
914 | * to save here. |
903 | * to save here. |
915 | */ |
904 | */ |
|
|
905 | { |
|
|
906 | char buf[MAX_BUF]; |
916 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
907 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name); |
917 | make_path_to_file (buf); |
908 | make_path_to_file (buf); |
|
|
909 | } |
918 | |
910 | |
919 | #ifdef AUTOSAVE |
|
|
920 | op->contr->last_save_tick = pticks; |
|
|
921 | #endif |
|
|
922 | start_info (op); |
911 | start_info (ob); |
923 | CLEAR_FLAG (op, FLAG_WIZ); |
912 | CLEAR_FLAG (ob, FLAG_WIZ); |
924 | give_initial_items (op, op->randomitems); |
913 | give_initial_items (ob, ob->randomitems); |
925 | link_player_skills (op); |
914 | link_player_skills (ob); |
926 | esrv_send_inventory (op, op); |
915 | esrv_send_inventory (ob, ob); |
927 | op->update_stats (); |
916 | ob->update_stats (); |
928 | |
917 | |
929 | /* This moves the player to a different start map, if there |
918 | /* This moves the player to a different start map, if there |
930 | * is one for this race |
919 | * is one for this race |
931 | */ |
920 | */ |
932 | if (*first_map_ext_path) |
921 | if (*first_map_ext_path) |
933 | { |
922 | { |
934 | object *tmp; |
923 | object *tmp; |
935 | char mapname[MAX_BUF]; |
924 | char mapname[MAX_BUF]; |
936 | |
925 | |
937 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); |
926 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name); |
938 | tmp = object::create (); |
927 | tmp = object::create (); |
939 | EXIT_PATH (tmp) = mapname; |
928 | EXIT_PATH (tmp) = mapname; |
940 | EXIT_X (tmp) = op->x; |
929 | EXIT_X (tmp) = ob->x; |
941 | EXIT_Y (tmp) = op->y; |
930 | EXIT_Y (tmp) = ob->y; |
942 | op->enter_exit (tmp); /* we don't really care if it succeeded; |
931 | ob->enter_exit (tmp); /* we don't really care if it succeeded; |
943 | * if the map isn't there, then stay on the |
932 | * if the map isn't there, then stay on the |
944 | * default initial map */ |
933 | * default initial map */ |
945 | tmp->destroy (); |
934 | tmp->destroy (); |
946 | } |
935 | } |
947 | else |
936 | else |
948 | LOG (llevDebug, "first_map_ext_path not set\n"); |
937 | LOG (llevDebug, "first_map_ext_path not set\n"); |
|
|
938 | } |
949 | |
939 | |
950 | return 0; |
940 | void |
951 | } |
941 | player::chargen_race_next () |
952 | |
942 | { |
953 | /* Following actually changes the race - this is the default command |
943 | /* Following actually changes the race - this is the default command |
954 | * if we don't match with one of the options above. |
944 | * if we don't match with one of the options above. |
955 | */ |
945 | */ |
956 | |
946 | |
957 | tmp_loop = 0; |
947 | do |
958 | while (!tmp_loop) |
|
|
959 | { |
948 | { |
960 | shstr name = op->name; |
949 | shstr name = ob->name; |
961 | int x = op->x, y = op->y; |
950 | int x = ob->x, y = ob->y; |
962 | |
951 | |
963 | op->remove_statbonus (); |
952 | ob->remove_statbonus (); |
964 | op->remove (); |
953 | ob->remove (); |
965 | op->arch = get_player_archetype (op->arch); |
954 | ob->arch = get_player_archetype (ob->arch); |
966 | op->arch->clone.copy_to (op); |
955 | ob->arch->clone.copy_to (ob); |
967 | op->instantiate (); |
956 | ob->instantiate (); |
968 | op->stats = op->contr->orig_stats; |
957 | ob->stats = ob->contr->orig_stats; |
969 | op->name = op->name_pl = name; |
958 | ob->name = ob->name_pl = name; |
970 | op->x = x; |
959 | ob->x = x; |
971 | op->y = y; |
960 | ob->y = y; |
972 | SET_ANIMATION (op, 2); /* So player faces south */ |
961 | SET_ANIMATION (ob, 2); /* So player faces south */ |
973 | insert_ob_in_map (op, op->map, op, 0); |
962 | insert_ob_in_map (ob, ob->map, ob, 0); |
974 | assign (op->contr->title, op->arch->clone.name); |
963 | assign (ob->contr->title, ob->arch->clone.name); |
975 | op->add_statbonus (); |
964 | ob->add_statbonus (); |
976 | tmp_loop = allowed_class (op); |
|
|
977 | } |
965 | } |
|
|
966 | while (!allowed_class (ob)); |
978 | |
967 | |
979 | update_object (op, UP_OBJ_FACE); |
968 | update_object (ob, UP_OBJ_FACE); |
980 | esrv_update_item (UPD_FACE, op, op); |
969 | esrv_update_item (UPD_FACE, ob, ob); |
981 | op->update_stats (); |
970 | ob->update_stats (); |
982 | op->stats.hp = op->stats.maxhp; |
971 | ob->stats.hp = ob->stats.maxhp; |
983 | op->stats.sp = op->stats.maxsp; |
972 | ob->stats.sp = ob->stats.maxsp; |
984 | op->stats.grace = 0; |
973 | 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 | } |
974 | } |
992 | |
975 | |
993 | void |
976 | void |
994 | flee_player (object *op) |
977 | flee_player (object *op) |
995 | { |
978 | { |
… | |
… | |
1042 | /* Cornered, get rid of scared */ |
1025 | /* Cornered, get rid of scared */ |
1043 | CLEAR_FLAG (op, FLAG_SCARED); |
1026 | CLEAR_FLAG (op, FLAG_SCARED); |
1044 | op->enemy = NULL; |
1027 | op->enemy = NULL; |
1045 | } |
1028 | } |
1046 | |
1029 | |
1047 | |
|
|
1048 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
1030 | /* 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 |
1031 | * It returns 1 if the player should keep on moving, 0 if he should |
1050 | * stop. |
1032 | * stop. |
1051 | */ |
1033 | */ |
1052 | int |
1034 | int |
1053 | check_pick (object *op) |
1035 | check_pick (object *op) |
1054 | { |
1036 | { |
1055 | object *tmp, *next; |
1037 | object *tmp, *next; |
1056 | int stop = 0; |
1038 | int stop = 0; |
1057 | int j, k, wvratio; |
1039 | int wvratio; |
1058 | char putstring[128], tmpstr[16]; |
1040 | char putstring[128]; |
1059 | |
1041 | |
1060 | /* if you're flying, you cna't pick up anything */ |
1042 | /* if you're flying, you cna't pick up anything */ |
1061 | if (op->move_type & MOVE_FLYING) |
1043 | if (op->move_type & MOVE_FLYING) |
1062 | return 1; |
1044 | return 1; |
1063 | |
1045 | |
… | |
… | |
1400 | * found object is returned. |
1382 | * found object is returned. |
1401 | */ |
1383 | */ |
1402 | object * |
1384 | object * |
1403 | find_arrow (object *op, const char *type) |
1385 | find_arrow (object *op, const char *type) |
1404 | { |
1386 | { |
1405 | object *tmp = NULL; |
1387 | object *tmp = 0; |
1406 | |
1388 | |
1407 | for (op = op->inv; op; op = op->below) |
1389 | for (op = op->inv; op; op = op->below) |
1408 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
1390 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
1409 | tmp = find_arrow (op, type); |
1391 | tmp = find_arrow (op, type); |
1410 | else if (op->type == ARROW && op->race == type) |
1392 | else if (op->type == ARROW && op->race == type) |
1411 | return op; |
1393 | return op; |
|
|
1394 | |
1412 | return tmp; |
1395 | return tmp; |
1413 | } |
1396 | } |
1414 | |
1397 | |
1415 | /* |
1398 | /* |
1416 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1399 | * 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 |
1400 | * 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 |
1401 | * 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. |
1402 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1420 | */ |
1403 | */ |
1421 | |
|
|
1422 | object * |
1404 | object * |
1423 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1405 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1424 | { |
1406 | { |
1425 | object *tmp = NULL, *arrow, *ntmp; |
1407 | object *tmp = NULL, *arrow, *ntmp; |
1426 | int attacknum, attacktype, betterby = 0, i; |
1408 | int attacknum, attacktype, betterby = 0, i; |
… | |
… | |
1492 | * find_better_arrow to find a decent arrow to use. |
1474 | * find_better_arrow to find a decent arrow to use. |
1493 | * op = the shooter |
1475 | * op = the shooter |
1494 | * type = bow->race |
1476 | * type = bow->race |
1495 | * dir = fire direction |
1477 | * dir = fire direction |
1496 | */ |
1478 | */ |
1497 | |
|
|
1498 | object * |
1479 | object * |
1499 | pick_arrow_target (object *op, const char *type, int dir) |
1480 | pick_arrow_target (object *op, const char *type, int dir) |
1500 | { |
1481 | { |
1501 | object *tmp = NULL; |
1482 | object *tmp = NULL; |
1502 | maptile *m; |
1483 | maptile *m; |
… | |
… | |
1567 | */ |
1548 | */ |
1568 | int |
1549 | int |
1569 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1550 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1570 | { |
1551 | { |
1571 | object *left, *bow; |
1552 | object *left, *bow; |
1572 | int bowspeed, mflags; |
1553 | int mflags; |
1573 | maptile *m; |
1554 | maptile *m; |
1574 | |
1555 | |
1575 | if (!dir) |
1556 | if (!dir) |
1576 | { |
1557 | { |
1577 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1558 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1578 | return 0; |
1559 | return 0; |
1579 | } |
1560 | } |
1580 | |
1561 | |
1581 | if (op->type == PLAYER) |
1562 | if (op->contr) |
1582 | bow = op->contr->ranges[range_bow]; |
1563 | bow = op->current_weapon; |
1583 | else |
1564 | else |
1584 | { |
1565 | { |
1585 | for (bow = op->inv; bow; bow = bow->below) |
1566 | for (bow = op->inv; bow; bow = bow->below) |
1586 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1567 | /* 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. |
1568 | * don't need to switch back and forth between bows and weapons. |
… | |
… | |
1592 | if (!bow) |
1573 | if (!bow) |
1593 | { |
1574 | { |
1594 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1575 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1595 | return 0; |
1576 | return 0; |
1596 | } |
1577 | } |
|
|
1578 | |
|
|
1579 | // optimisation: move object to top so we will find it quickly again |
|
|
1580 | if (bow->below) |
|
|
1581 | { |
|
|
1582 | bow->remove (); |
|
|
1583 | op->insert (bow); |
|
|
1584 | } |
|
|
1585 | |
1597 | } |
1586 | } |
1598 | |
1587 | |
1599 | if (!bow->race || !bow->skill) |
1588 | if (!bow->race || !bow->skill) |
1600 | { |
1589 | { |
1601 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1590 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1602 | return 0; |
1591 | return 0; |
1603 | } |
1592 | } |
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 | |
1593 | |
1614 | if (arrow == NULL) |
1594 | if (arrow == NULL) |
1615 | { |
1595 | { |
1616 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1596 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1617 | { |
1597 | { |
1618 | if (op->type == PLAYER) |
1598 | if (op->type == PLAYER) |
1619 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1599 | 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 */ |
1600 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1621 | else |
1601 | else |
1622 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1602 | CLEAR_FLAG (op, FLAG_READY_BOW); |
|
|
1603 | |
1623 | return 0; |
1604 | return 0; |
1624 | } |
1605 | } |
1625 | } |
1606 | } |
1626 | |
1607 | |
1627 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1608 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
… | |
… | |
1651 | |
1632 | |
1652 | arrow->set_owner (op); |
1633 | arrow->set_owner (op); |
1653 | arrow->skill = bow->skill; |
1634 | arrow->skill = bow->skill; |
1654 | arrow->direction = dir; |
1635 | arrow->direction = dir; |
1655 | |
1636 | |
|
|
1637 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
|
|
1638 | arrow->stats.hp = arrow->stats.dam; |
|
|
1639 | arrow->stats.grace = arrow->attacktype; |
|
|
1640 | |
|
|
1641 | if (arrow->slaying) |
|
|
1642 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1643 | |
|
|
1644 | #if 0 |
|
|
1645 | if (player *pl = op->contr) |
|
|
1646 | { |
|
|
1647 | float speed = pl->weapon_sp; |
|
|
1648 | |
|
|
1649 | /* penalize ROF for bestarrow */ |
|
|
1650 | if (pl->bowtype == bow_bestarrow) |
|
|
1651 | speed *= .9f; |
|
|
1652 | else |
|
|
1653 | speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; |
|
|
1654 | |
|
|
1655 | op->speed_left += speed - op->speed; |
|
|
1656 | } |
|
|
1657 | #endif |
|
|
1658 | |
|
|
1659 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1660 | |
|
|
1661 | /* update the speed */ |
|
|
1662 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
|
|
1663 | + bow->stats.dam / 7.f; |
|
|
1664 | |
|
|
1665 | arrow->set_speed (max (arrow->speed, 2.f)); |
|
|
1666 | arrow->speed_left = 0; |
|
|
1667 | |
|
|
1668 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
|
|
1669 | |
1656 | if (op->type == PLAYER) |
1670 | if (op->type == PLAYER) |
1657 | { |
1671 | { |
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; |
1672 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
|
|
1673 | wc -= dex_bonus[op->stats.Dex]; |
|
|
1674 | |
|
|
1675 | if (!arrow->slaying) |
|
|
1676 | arrow->slaying = op->slaying; |
|
|
1677 | |
|
|
1678 | arrow->attacktype |= op->attacktype; |
1689 | } |
1679 | } |
1690 | else |
1680 | else |
1691 | { |
1681 | { |
1692 | arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; |
|
|
1693 | arrow->level = op->level; |
1682 | arrow->level = op->level; |
1694 | } |
1683 | arrow->stats.wc -= bow->magic; |
1695 | |
1684 | |
1696 | if (arrow->attacktype == AT_PHYSICAL) |
1685 | if (!arrow->slaying) |
|
|
1686 | arrow->slaying = bow->slaying; |
|
|
1687 | |
1697 | arrow->attacktype |= bow->attacktype; |
1688 | arrow->attacktype |= bow->attacktype; |
|
|
1689 | } |
1698 | |
1690 | |
1699 | if (bow->slaying) |
1691 | wc -= arrow->level; |
1700 | arrow->slaying = bow->slaying; |
1692 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
1701 | |
1693 | |
|
|
1694 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1702 | arrow->move_type = MOVE_FLY_LOW; |
1695 | arrow->move_type = MOVE_FLY_LOW; |
1703 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1696 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1704 | |
1697 | |
1705 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1698 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1706 | m->insert (arrow, sx, sy, op); |
1699 | m->insert (arrow, sx, sy, op); |
… | |
… | |
1731 | { |
1724 | { |
1732 | int ret = 0, wcmod = 0; |
1725 | int ret = 0, wcmod = 0; |
1733 | |
1726 | |
1734 | if (op->contr->bowtype == bow_bestarrow) |
1727 | if (op->contr->bowtype == bow_bestarrow) |
1735 | { |
1728 | { |
1736 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); |
1729 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1737 | } |
1730 | } |
1738 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1731 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1739 | { |
1732 | { |
1740 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1733 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1741 | wcmod = -1; |
1734 | wcmod = -1; |
… | |
… | |
1751 | else if (op->contr->bowtype == bow_spreadshot) |
1744 | else if (op->contr->bowtype == bow_spreadshot) |
1752 | { |
1745 | { |
1753 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1746 | 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); |
1747 | 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); |
1748 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1756 | |
|
|
1757 | } |
1749 | } |
1758 | else |
1750 | else |
1759 | { |
1751 | { |
1760 | /* Simple case */ |
1752 | /* Simple case */ |
1761 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1753 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1762 | } |
1754 | } |
|
|
1755 | |
1763 | return ret; |
1756 | return ret; |
1764 | } |
1757 | } |
1765 | |
|
|
1766 | |
1758 | |
1767 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1759 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1768 | * Broken apart from 'fire' to keep it more readable. |
1760 | * Broken apart from 'fire' to keep it more readable. |
1769 | */ |
1761 | */ |
1770 | void |
1762 | void |
1771 | fire_misc_object (object *op, int dir) |
1763 | fire_misc_object (object *op, int dir) |
1772 | { |
1764 | { |
1773 | object *item; |
1765 | object *item = op->contr->ranged_ob; |
1774 | |
1766 | |
1775 | if (!op->contr->ranges[range_misc]) |
1767 | if (!item) |
1776 | { |
1768 | { |
1777 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1769 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1778 | return; |
1770 | return; |
1779 | } |
1771 | } |
1780 | |
1772 | |
1781 | item = op->contr->ranges[range_misc]; |
|
|
1782 | if (!item->inv) |
1773 | if (!item->inv) |
1783 | { |
1774 | { |
1784 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1775 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1785 | return; |
1776 | return; |
1786 | } |
1777 | } |
|
|
1778 | |
|
|
1779 | if (!op->change_weapon (item)) |
|
|
1780 | return; |
|
|
1781 | |
1787 | if (item->type == WAND) |
1782 | if (item->type == WAND) |
1788 | { |
1783 | { |
1789 | if (item->stats.food <= 0) |
1784 | if (item->stats.food <= 0) |
1790 | { |
1785 | { |
1791 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1786 | 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)); |
1787 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
|
|
1788 | |
1793 | return; |
1789 | return; |
1794 | } |
1790 | } |
1795 | } |
1791 | } |
1796 | else if (item->type == ROD || item->type == HORN) |
1792 | else if (item->type == ROD || item->type == HORN) |
1797 | { |
1793 | { |
1798 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1794 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1799 | { |
1795 | { |
1800 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1796 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
|
|
1797 | |
1801 | if (item->type == ROD) |
1798 | 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)); |
1799 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1803 | else |
1800 | else |
1804 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
1801 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
|
|
1802 | |
1805 | return; |
1803 | return; |
1806 | } |
1804 | } |
1807 | } |
1805 | } |
1808 | |
1806 | |
1809 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1807 | if (cast_spell (op, item, dir, item->inv, NULL)) |
… | |
… | |
1831 | } |
1829 | } |
1832 | } |
1830 | } |
1833 | |
1831 | |
1834 | /* Received a fire command for the player - go and do it. |
1832 | /* Received a fire command for the player - go and do it. |
1835 | */ |
1833 | */ |
1836 | void |
1834 | bool |
1837 | fire (object *op, int dir) |
1835 | fire (object *op, int dir) |
1838 | { |
1836 | { |
1839 | int spellcost = 0; |
1837 | int spellcost = 0; |
1840 | |
1838 | |
1841 | /* check for loss of invisiblity/hide */ |
1839 | /* check for loss of invisiblity/hide */ |
1842 | if (action_makes_visible (op)) |
1840 | if (action_makes_visible (op)) |
1843 | make_visible (op); |
1841 | make_visible (op); |
1844 | |
1842 | |
1845 | switch (op->contr->shoottype) |
1843 | player *pl = op->contr; |
|
|
1844 | |
|
|
1845 | if (pl->golem) |
|
|
1846 | { |
|
|
1847 | control_golem (op->contr->golem, dir); |
|
|
1848 | return false; |
1846 | { |
1849 | } |
1847 | case range_none: |
|
|
1848 | return; |
|
|
1849 | |
1850 | |
1850 | case range_bow: |
1851 | object *ob = pl->ranged_ob; |
|
|
1852 | |
|
|
1853 | if (!ob) |
|
|
1854 | return false; |
|
|
1855 | |
|
|
1856 | if (!op->change_weapon (ob)) |
|
|
1857 | return false; |
|
|
1858 | |
|
|
1859 | if (op->speed_left > 0.f) |
|
|
1860 | --op->speed_left; |
|
|
1861 | else |
|
|
1862 | return false; |
|
|
1863 | |
|
|
1864 | switch (ob->type) |
|
|
1865 | { |
|
|
1866 | case BOW: |
1851 | player_fire_bow (op, dir); |
1867 | player_fire_bow (op, dir); |
1852 | return; |
1868 | break; |
1853 | |
1869 | |
1854 | case range_magic: /* Casting spells */ |
1870 | case SPELL: |
1855 | spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); |
1871 | spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); |
1856 | return; |
1872 | break; |
1857 | |
1873 | |
1858 | case range_misc: |
1874 | case BUILDER: |
|
|
1875 | apply_map_builder (op, dir); |
|
|
1876 | break; |
|
|
1877 | |
|
|
1878 | case SKILL: |
|
|
1879 | do_skill (op, op, ob, dir, 0); |
|
|
1880 | break; |
|
|
1881 | |
|
|
1882 | default: |
1859 | fire_misc_object (op, dir); |
1883 | fire_misc_object (op, dir); |
1860 | return; |
1884 | 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 | } |
1885 | } |
1889 | } |
|
|
1890 | |
1886 | |
1891 | |
1887 | return true; |
|
|
1888 | } |
1892 | |
1889 | |
1893 | /* find_key |
1890 | /* find_key |
1894 | * We try to find a key for the door as passed. If we find a key |
1891 | * 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 |
1892 | * and successfully use it, we return the key, otherwise NULL |
1896 | * This function merges both normal and locked door, since the logic |
1893 | * This function merges both normal and locked door, since the logic |
… | |
… | |
1898 | * pl is the player, |
1895 | * pl is the player, |
1899 | * inv is the objects inventory to searched |
1896 | * inv is the objects inventory to searched |
1900 | * door is the door we are trying to match against. |
1897 | * door is the door we are trying to match against. |
1901 | * This function can be called recursively to search containers. |
1898 | * This function can be called recursively to search containers. |
1902 | */ |
1899 | */ |
1903 | |
|
|
1904 | object * |
1900 | object * |
1905 | find_key (object *pl, object *container, object *door) |
1901 | find_key (object *pl, object *container, object *door) |
1906 | { |
1902 | { |
1907 | object *tmp, *key; |
1903 | object *tmp, *key; |
1908 | |
1904 | |
1909 | /* Should not happen, but sanity checking is never bad */ |
1905 | /* Should not happen, but sanity checking is never bad */ |
1910 | if (container->inv == NULL) |
1906 | if (!container->inv) |
1911 | return NULL; |
1907 | return 0; |
1912 | |
1908 | |
1913 | /* First, lets try to find a key in the top level inventory */ |
1909 | /* First, lets try to find a key in the top level inventory */ |
1914 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1910 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1915 | { |
1911 | { |
1916 | if (door->type == DOOR && tmp->type == KEY) |
1912 | if (door->type == DOOR && tmp->type == KEY) |
1917 | break; |
1913 | break; |
1918 | /* For sanity, we should really check door type, but other stuff |
1914 | /* For sanity, we should really check door type, but other stuff |
1919 | * (like containers) can be locked with special keys |
1915 | * (like containers) can be locked with special keys |
1920 | */ |
1916 | */ |
1921 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1917 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1922 | break; |
1918 | break; |
1923 | } |
1919 | } |
|
|
1920 | |
1924 | /* No key found - lets search inventories now */ |
1921 | /* No key found - lets search inventories now */ |
1925 | /* If we find and use a key in an inventory, return at that time. |
1922 | /* 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 |
1923 | * otherwise, if we search all the inventories and still don't find |
1927 | * a key, return |
1924 | * a key, return |
1928 | */ |
1925 | */ |
1929 | if (!tmp) |
1926 | if (!tmp) |
1930 | { |
1927 | { |
1931 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1928 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1932 | { |
1929 | { |
1933 | /* No reason to search empty containers */ |
1930 | /* No reason to search empty containers */ |
1934 | if (tmp->type == CONTAINER && tmp->inv) |
1931 | if (tmp->type == CONTAINER && tmp->inv) |
1935 | { |
1932 | { |
1936 | if ((key = find_key (pl, tmp, door)) != NULL) |
1933 | if ((key = find_key (pl, tmp, door))) |
1937 | return key; |
1934 | return key; |
1938 | } |
1935 | } |
1939 | } |
1936 | } |
|
|
1937 | |
1940 | if (!tmp) |
1938 | if (!tmp) |
1941 | return NULL; |
1939 | return NULL; |
1942 | } |
1940 | } |
|
|
1941 | |
1943 | /* We get down here if we have found a key. Now if its in a container, |
1942 | /* 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 |
1943 | * see if we actually want to use it |
1945 | */ |
1944 | */ |
1946 | if (pl != container) |
1945 | if (pl != container) |
1947 | { |
1946 | { |
… | |
… | |
1968 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1967 | 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)); |
1968 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1970 | return NULL; |
1969 | return NULL; |
1971 | } |
1970 | } |
1972 | } |
1971 | } |
|
|
1972 | |
1973 | return tmp; |
1973 | return tmp; |
1974 | } |
1974 | } |
1975 | |
1975 | |
1976 | /* moved door processing out of move_player_attack. |
1976 | /* moved door processing out of move_player_attack. |
1977 | * returns 1 if player has opened the door with a key |
1977 | * returns 1 if player has opened the door with a key |
… | |
… | |
1979 | * 0 otherwise |
1979 | * 0 otherwise |
1980 | */ |
1980 | */ |
1981 | static int |
1981 | static int |
1982 | player_attack_door (object *op, object *door) |
1982 | player_attack_door (object *op, object *door) |
1983 | { |
1983 | { |
1984 | /* If its a door, try to find a use a key. If we do destroy the door, |
1984 | /* If its a door, try to find a key. If we do destroy the door, |
1985 | * might as well return immediately as there is nothing more to do - |
1985 | * might as well return immediately as there is nothing more to do - |
1986 | * otherwise, we fall through to the rest of the code. |
1986 | * otherwise, we fall through to the rest of the code. |
1987 | */ |
1987 | */ |
1988 | object *key = find_key (op, op, door); |
1988 | object *key = find_key (op, op, door); |
1989 | |
1989 | |
1990 | /* IF we found a key, do some extra work */ |
1990 | /* If we found a key, do some extra work */ |
1991 | if (key) |
1991 | if (key) |
1992 | { |
1992 | { |
1993 | object *container = key->env; |
1993 | object *container = key->env; |
1994 | |
1994 | |
1995 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
1995 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
|
|
1996 | |
1996 | if (action_makes_visible (op)) |
1997 | if (action_makes_visible (op)) |
1997 | make_visible (op); |
1998 | make_visible (op); |
|
|
1999 | |
1998 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
2000 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1999 | spring_trap (door->inv, op); |
2001 | spring_trap (door->inv, op); |
|
|
2002 | |
2000 | if (door->type == DOOR) |
2003 | if (door->type == DOOR) |
2001 | { |
|
|
2002 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
2004 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
2003 | } |
|
|
2004 | else if (door->type == LOCKED_DOOR) |
2005 | else if (door->type == LOCKED_DOOR) |
2005 | { |
2006 | { |
2006 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
2007 | 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 ;-) */ |
2008 | remove_door2 (door); /* remove door without violence ;-) */ |
2008 | } |
2009 | } |
|
|
2010 | |
2009 | /* Do this after we print the message */ |
2011 | /* Do this after we print the message */ |
2010 | decrease_ob (key); /* Use up one of the keys */ |
2012 | decrease_ob (key); /* Use up one of the keys */ |
2011 | /* Need to update the weight the container the key was in */ |
2013 | /* Need to update the weight the container the key was in */ |
2012 | if (container != op) |
2014 | if (container != op) |
2013 | esrv_update_item (UPD_WEIGHT, op, container); |
2015 | esrv_update_item (UPD_WEIGHT, op, container); |
|
|
2016 | |
2014 | return 1; /* Nothing more to do below */ |
2017 | return 1; /* Nothing more to do below */ |
2015 | } |
2018 | } |
2016 | else if (door->type == LOCKED_DOOR) |
2019 | else if (door->type == LOCKED_DOOR) |
2017 | { |
2020 | { |
2018 | /* Might as well return now - no other way to open this */ |
2021 | /* Might as well return now - no other way to open this */ |
2019 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
2022 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
2020 | return 1; |
2023 | return 1; |
2021 | } |
2024 | } |
|
|
2025 | |
2022 | return 0; |
2026 | return 0; |
2023 | } |
2027 | } |
2024 | |
2028 | |
2025 | /* This function is just part of a breakup from move_player. |
2029 | /* This function is just part of a breakup from move_player. |
2026 | * It should keep the code cleaner. |
2030 | * It should keep the code cleaner. |
2027 | * When this is called, the players direction has been updated |
2031 | * When this is called, the players direction has been updated |
2028 | * (taking into account confusion.) The player is also actually |
2032 | * (taking into account confusion.) The player is also actually |
2029 | * going to try and move (not fire weapons). |
2033 | * going to try and move (not fire weapons). |
2030 | */ |
2034 | */ |
2031 | void |
2035 | bool |
2032 | move_player_attack (object *op, int dir) |
2036 | move_player_attack (object *op, int dir) |
2033 | { |
2037 | { |
2034 | object *tmp, *mon; |
|
|
2035 | sint16 nx, ny; |
|
|
2036 | int on_battleground; |
2038 | int on_battleground; |
2037 | maptile *m; |
|
|
2038 | |
2039 | |
2039 | nx = freearr_x[dir] + op->x; |
2040 | sint16 nx = freearr_x[dir] + op->x; |
2040 | ny = freearr_y[dir] + op->y; |
2041 | sint16 ny = freearr_y[dir] + op->y; |
2041 | |
2042 | |
2042 | on_battleground = op_on_battleground (op, 0, 0); |
2043 | on_battleground = op_on_battleground (op, 0, 0); |
|
|
2044 | |
|
|
2045 | if (out_of_map (op->map, nx, ny)) |
|
|
2046 | return false; |
|
|
2047 | |
|
|
2048 | if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) |
|
|
2049 | { |
|
|
2050 | --op->speed_left; |
|
|
2051 | return true; |
|
|
2052 | } |
2043 | |
2053 | |
2044 | /* If braced, or can't move to the square, and it is not out of the |
2054 | /* 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 |
2055 | * map, attack it. Note order of if statement is important - don't |
2046 | * want to be calling move_ob if braced, because move_ob will move the |
2056 | * want to be calling move_ob if braced, because move_ob will move the |
2047 | * player. This is a pretty nasty hack, because if we could |
2057 | * player. This is a pretty nasty hack, because if we could |
2048 | * move to some space, it then means that if we are braced, we should |
2058 | * move to some space, it then means that if we are braced, we should |
2049 | * do nothing at all. As it is, if we are braced, we go through |
2059 | * do nothing at all. As it is, if we are braced, we go through |
2050 | * quite a bit of processing. However, it probably is less than what |
2060 | * quite a bit of processing. However, it probably is less than what |
2051 | * move_ob uses. |
2061 | * move_ob uses. |
2052 | */ |
2062 | */ |
2053 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
|
|
2054 | { |
|
|
2055 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
|
|
2056 | { |
|
|
2057 | m = op->map->xy_find (nx, ny); |
2063 | maptile *m = op->map->xy_find (nx, ny); |
2058 | if (!m) |
|
|
2059 | return; /* Don't think this should happen */ |
|
|
2060 | } |
|
|
2061 | else |
|
|
2062 | m = op->map; |
|
|
2063 | |
2064 | |
2064 | if (!(tmp = m->at (nx, ny).bot)) |
|
|
2065 | return; |
|
|
2066 | |
|
|
2067 | mon = 0; |
|
|
2068 | /* Go through all the objects, and find ones of interest. Only stop if |
2065 | /* Go through all the objects, and find ones of interest. Only stop if |
2069 | * we find a monster - that is something we know we want to attack. |
2066 | * we find a monster - that is something we know we want to attack. |
2070 | * if its a door or barrel (can roll) see if there may be monsters |
2067 | * if its a door or barrel (can roll) see if there may be monsters |
2071 | * on the space |
2068 | * on the space |
2072 | */ |
2069 | */ |
2073 | while (tmp) |
2070 | object *mon; |
2074 | { |
2071 | for (mon = m->at (nx, ny).bot; mon; mon = mon->above) |
2075 | if (tmp == op) |
2072 | { |
2076 | { |
2073 | if ((mon->flag [FLAG_ALIVE] |
2077 | tmp = tmp->above; |
2074 | || mon->type == LOCKED_DOOR |
2078 | continue; |
2075 | || mon->flag [FLAG_CAN_ROLL]) |
2079 | } |
|
|
2080 | |
|
|
2081 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
|
|
2082 | { |
|
|
2083 | mon = tmp; |
2076 | && mon != op) |
2084 | break; |
2077 | break; |
2085 | } |
2078 | } |
2086 | |
2079 | |
2087 | if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) |
|
|
2088 | mon = tmp; |
|
|
2089 | |
|
|
2090 | tmp = tmp->above; |
|
|
2091 | } |
|
|
2092 | |
|
|
2093 | if (!mon) /* This happens anytime the player tries to move */ |
2080 | if (!mon) /* This happens anytime the player tries to move */ |
2094 | return; /* into a wall */ |
2081 | return false; /* into a wall */ |
2095 | |
2082 | |
2096 | if (mon->head) |
|
|
2097 | mon = mon->head; |
2083 | mon = mon->head_ (); |
2098 | |
2084 | |
2099 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
2085 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
|
|
2086 | if (op->contr->weapon_sp_left > 0.f) |
2100 | if (player_attack_door (op, mon)) |
2087 | if (player_attack_door (op, mon)) |
|
|
2088 | { |
|
|
2089 | --op->contr->weapon_sp_left; |
2101 | return; |
2090 | return true; |
|
|
2091 | } |
2102 | |
2092 | |
2103 | /* The following deals with possibly attacking peaceful |
2093 | /* The following deals with possibly attacking peaceful |
2104 | * or frienddly creatures. Basically, all players are considered |
2094 | * or friendly creatures. Basically, all players are considered |
2105 | * unaggressive. If the moving player has peaceful set, then the |
2095 | * unaggressive. If the moving player has peaceful set, then the |
2106 | * object should be pushed instead of attacked. It is assumed that |
2096 | * object should be pushed instead of attacked. It is assumed that |
2107 | * if you are braced, you will not attack friends accidently, |
2097 | * if you are braced, you will not attack friends accidently, |
2108 | * and thus will not push them. |
2098 | * and thus will not push them. |
2109 | */ |
2099 | */ |
2110 | |
2100 | |
2111 | /* If the creature is a pet, push it even if the player is not |
2101 | /* If the creature is a pet, push it even if the player is not |
2112 | * peaceful. Our assumption is the creature is a pet if the |
2102 | * peaceful. Our assumption is the creature is a pet if the |
2113 | * player owns it and it is either friendly or unagressive. |
2103 | * player owns it and it is either friendly or unagressive. |
2114 | */ |
2104 | */ |
2115 | if ((op->type == PLAYER) |
2105 | if (op->type == PLAYER |
2116 | #if COZY_SERVER |
|
|
2117 | && |
|
|
2118 | ((mon->owner && mon->owner->contr |
2106 | && ((mon->owner && mon->owner->contr |
2119 | && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) |
2107 | && same_party (mon->owner->contr->party, op->contr->party)) |
2120 | #else |
|
|
2121 | && mon->owner == op |
2108 | || mon->owner == op) |
2122 | #endif |
|
|
2123 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2109 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2124 | { |
2110 | { |
2125 | /* If we're braced, we don't want to switch places with it */ |
2111 | /* If we're braced, we don't want to switch places with it */ |
2126 | if (op->contr->braced) |
2112 | if (op->contr->braced) |
2127 | return; |
2113 | return false; |
|
|
2114 | |
|
|
2115 | if (op->speed_left > 0.f) |
|
|
2116 | { |
|
|
2117 | --op->speed_left; |
2128 | |
2118 | |
2129 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2119 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2130 | (void) push_ob (mon, dir, op); |
2120 | push_ob (mon, dir, op); |
|
|
2121 | |
2131 | if (op->contr->tmp_invis || op->hide) |
2122 | if (op->contr->tmp_invis || op->hide) |
2132 | make_visible (op); |
2123 | make_visible (op); |
2133 | |
2124 | |
2134 | return; |
2125 | return true; |
2135 | } |
2126 | } |
|
|
2127 | else |
|
|
2128 | return false; |
|
|
2129 | } |
2136 | |
2130 | |
2137 | /* in certain circumstances, you shouldn't attack friendly |
2131 | /* in certain circumstances, you shouldn't attack friendly |
2138 | * creatures. Note that if you are braced, you can't push |
2132 | * creatures. Note that if you are braced, you can't push |
2139 | * someone, but put it inside this loop so that you won't |
2133 | * someone, but put it inside this loop so that you won't |
2140 | * attack them either. |
2134 | * attack them either. |
2141 | */ |
2135 | */ |
2142 | if ((mon->type == PLAYER || mon->enemy != op) && |
2136 | if ((mon->type == PLAYER || mon->enemy != op) |
2143 | (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( |
2137 | && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) |
2144 | #ifdef PROHIBIT_PLAYERKILL |
|
|
2145 | (op->contr->peaceful |
2138 | && ((op->contr->peaceful |
2146 | || (mon->type == PLAYER |
2139 | || (mon->type == PLAYER && mon->contr->peaceful)) |
2147 | && mon->contr-> |
|
|
2148 | peaceful)) && |
|
|
2149 | #else |
|
|
2150 | op->contr->peaceful && |
|
|
2151 | #endif |
|
|
2152 | !on_battleground)) |
2140 | && !on_battleground)) |
|
|
2141 | { |
|
|
2142 | if (op->speed_left > 0.f) |
2153 | { |
2143 | { |
|
|
2144 | --op->speed_left; |
|
|
2145 | |
2154 | if (!op->contr->braced) |
2146 | if (!op->contr->braced) |
2155 | { |
2147 | { |
2156 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2148 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2157 | push_ob (mon, dir, op); |
2149 | push_ob (mon, dir, op); |
2158 | } |
2150 | } |
2159 | else |
2151 | else |
2160 | new_draw_info (0, 0, op, "You withhold your attack"); |
2152 | new_draw_info (0, 0, op, "You withhold your attack"); |
2161 | |
2153 | |
2162 | if (op->contr->tmp_invis || op->hide) |
2154 | if (op->contr->tmp_invis || op->hide) |
2163 | make_visible (op); |
2155 | make_visible (op); |
2164 | } |
|
|
2165 | |
2156 | |
|
|
2157 | return true; |
|
|
2158 | } |
|
|
2159 | } |
2166 | /* If the object is a boulder or other rollable object, then |
2160 | /* If the object is a boulder or other rollable object, then |
2167 | * roll it if not braced. You can't roll it if you are braced. |
2161 | * roll it if not braced. You can't roll it if you are braced. |
2168 | */ |
2162 | */ |
2169 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
2163 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
|
|
2164 | { |
|
|
2165 | if (op->speed_left > 0.f) |
2170 | { |
2166 | { |
|
|
2167 | --op->speed_left; |
|
|
2168 | |
2171 | recursive_roll (mon, dir, op); |
2169 | recursive_roll (mon, dir, op); |
2172 | if (action_makes_visible (op)) |
2170 | if (action_makes_visible (op)) |
2173 | make_visible (op); |
2171 | make_visible (op); |
2174 | } |
|
|
2175 | |
2172 | |
|
|
2173 | return true; |
|
|
2174 | } |
|
|
2175 | } |
2176 | /* Any generic living creature. Including things like doors. |
2176 | /* Any generic living creature. Including things like doors. |
2177 | * Way it works is like this: First, it must have some hit points |
2177 | * Way it works is like this: First, it must have some hit points |
2178 | * and be living. Then, it must be one of the following: |
2178 | * and be living. Then, it must be one of the following: |
2179 | * 1) Not a player, 2) A player, but of a different party. Note |
2179 | * 1) Not a player, 2) A player, but of a different party. Note |
2180 | * that party_number -1 is no party, so attacks can still happen. |
2180 | * that party_number -1 is no party, so attacks can still happen. |
2181 | */ |
2181 | */ |
2182 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2182 | 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))) |
2183 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2184 | { |
2184 | { |
2185 | |
2185 | if (op->contr->weapon_sp_left > 0.f) |
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) |
|
|
2192 | { |
2186 | { |
2193 | op->speed_left += op->speed / op->contr->weapon_sp; |
2187 | --op->contr->weapon_sp_left; |
2194 | |
|
|
2195 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
|
|
2196 | } |
|
|
2197 | |
2188 | |
2198 | skill_attack (mon, op, 0, 0, 0); |
2189 | skill_attack (mon, op, 0, 0, 0); |
2199 | |
|
|
2200 | /* If attacking another player, that player gets automatic |
|
|
2201 | * hitback, and doesn't loose luck either. |
|
|
2202 | * Disable hitback on the battleground or if the target is |
|
|
2203 | * the wiz. |
|
|
2204 | */ |
|
|
2205 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) |
|
|
2206 | { |
|
|
2207 | short luck = mon->stats.luck; |
|
|
2208 | |
|
|
2209 | mon->contr->has_hit = 1; |
|
|
2210 | skill_attack (op, mon, 0, 0, 0); |
|
|
2211 | mon->stats.luck = luck; |
|
|
2212 | } |
|
|
2213 | |
2190 | |
2214 | if (action_makes_visible (op)) |
2191 | if (action_makes_visible (op)) |
2215 | make_visible (op); |
2192 | make_visible (op); |
2216 | } |
|
|
2217 | } /* if player should attack something */ |
|
|
2218 | } |
|
|
2219 | |
2193 | |
2220 | int |
2194 | return true; |
|
|
2195 | } |
|
|
2196 | } |
|
|
2197 | |
|
|
2198 | return false; |
|
|
2199 | } |
|
|
2200 | |
|
|
2201 | bool |
2221 | move_player (object *op, int dir) |
2202 | move_player (object *op, int dir) |
2222 | { |
2203 | { |
2223 | int pick; |
2204 | int pick; |
2224 | |
2205 | |
2225 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2206 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
… | |
… | |
2232 | return 0; |
2213 | return 0; |
2233 | } |
2214 | } |
2234 | |
2215 | |
2235 | /* peterm: added following line */ |
2216 | /* peterm: added following line */ |
2236 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2217 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2237 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
2218 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2238 | |
2219 | |
2239 | op->facing = dir; |
2220 | op->facing = dir; |
2240 | |
2221 | |
2241 | if (op->hide) |
2222 | if (op->hide) |
2242 | do_hidden_move (op); |
2223 | do_hidden_move (op); |
2243 | |
2224 | |
|
|
2225 | bool retval; |
|
|
2226 | |
2244 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2227 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2245 | /*nop */ ; |
2228 | retval = RESULT_INT (0); |
2246 | else if (op->contr->fire_on) |
2229 | else if (op->contr->fire_on) |
2247 | fire (op, dir); |
2230 | retval = fire (op, dir); |
2248 | else |
2231 | else |
2249 | { |
2232 | { |
2250 | move_player_attack (op, dir); |
2233 | retval = move_player_attack (op, dir); |
2251 | pick = check_pick (op); |
2234 | pick = check_pick (op); |
2252 | } |
2235 | } |
2253 | |
2236 | |
2254 | /* Add special check for newcs players and fire on - this way, the |
2237 | /* Add special check for newcs players and fire on - this way, the |
2255 | * server can handle repeat firing. |
2238 | * server can handle repeat firing. |
… | |
… | |
2262 | /* Update how the player looks. Use the facing, so direction may |
2245 | /* Update how the player looks. Use the facing, so direction may |
2263 | * get reset to zero. This allows for full animation capabilities |
2246 | * get reset to zero. This allows for full animation capabilities |
2264 | * for players. |
2247 | * for players. |
2265 | */ |
2248 | */ |
2266 | animate_object (op, op->facing); |
2249 | animate_object (op, op->facing); |
2267 | return 0; |
2250 | |
|
|
2251 | return retval; |
2268 | } |
2252 | } |
2269 | |
2253 | |
2270 | /* This is similar to handle_player, below, but is only used by the |
2254 | /* This is similar to handle_player, below, but is only used by the |
2271 | * new client/server stuff. |
2255 | * new client/server stuff. |
2272 | * This is sort of special, in that the new client/server actually uses |
2256 | * This is sort of special, in that the new client/server actually uses |
2273 | * the new speed values for commands. |
2257 | * the new speed values for commands. |
2274 | * |
2258 | * |
2275 | * Returns true if there are more actions we can do. |
2259 | * Returns true if there are more actions we can do. Should not do |
|
|
2260 | * many actions in a row, as that would be too unfair to other |
|
|
2261 | * players. |
2276 | */ |
2262 | */ |
2277 | int |
2263 | bool |
2278 | handle_newcs_player (object *op) |
2264 | handle_newcs_player (object *op) |
2279 | { |
2265 | { |
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)) |
2266 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2301 | { |
2267 | { |
2302 | flee_player (op); |
2268 | if (op->speed_left > 0.f) |
2303 | /* If player is still scared, that is his action for this tick */ |
|
|
2304 | if (QUERY_FLAG (op, FLAG_SCARED)) |
|
|
2305 | { |
2269 | { |
2306 | op->speed_left--; |
2270 | --op->speed_left; |
|
|
2271 | flee_player (op); |
|
|
2272 | |
2307 | return 0; |
2273 | return true; |
2308 | } |
2274 | } |
|
|
2275 | else |
|
|
2276 | return false; |
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 true; |
2325 | |
2285 | |
2326 | if (op->speed_left > 0) |
|
|
2327 | { |
|
|
2328 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2286 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2329 | { |
|
|
2330 | /* All move commands take 1 tick, at least for now */ |
|
|
2331 | op->speed_left--; |
|
|
2332 | |
|
|
2333 | /* Instead of all the stuff below, let move_player take care |
|
|
2334 | * of it. Also, some of the skill stuff is only put in |
|
|
2335 | * there, as well as the confusion stuff. |
|
|
2336 | */ |
|
|
2337 | move_player (op, op->direction); |
2287 | return move_player (op, op->direction); |
2338 | |
2288 | |
2339 | return op->speed_left > 0; |
|
|
2340 | } |
|
|
2341 | } |
|
|
2342 | |
|
|
2343 | return 0; |
2289 | return false; |
2344 | } |
2290 | } |
2345 | |
2291 | |
2346 | int |
2292 | int |
2347 | save_life (object *op) |
2293 | save_life (object *op) |
2348 | { |
2294 | { |
… | |
… | |
2383 | * from. |
2329 | * from. |
2384 | */ |
2330 | */ |
2385 | void |
2331 | void |
2386 | remove_unpaid_objects (object *op, object *env) |
2332 | remove_unpaid_objects (object *op, object *env) |
2387 | { |
2333 | { |
2388 | object *next; |
|
|
2389 | |
|
|
2390 | while (op) |
2334 | while (op) |
2391 | { |
2335 | { |
2392 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2336 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2393 | |
2337 | |
2394 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2338 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
… | |
… | |
2460 | int rate_grace = 2000; |
2404 | int rate_grace = 2000; |
2461 | const int max_hp = 1; |
2405 | const int max_hp = 1; |
2462 | const int max_sp = 1; |
2406 | const int max_sp = 1; |
2463 | const int max_grace = 1; |
2407 | const int max_grace = 1; |
2464 | |
2408 | |
2465 | if (op->contr->outputs_sync) |
2409 | if (op->contr->hidden) |
|
|
2410 | { |
|
|
2411 | op->invisible = 1000; |
|
|
2412 | /* the socket code flashes the player visible/invisible |
|
|
2413 | * depending on the value of invisible, so we need to |
|
|
2414 | * alternate it here for it to work correctly. |
|
|
2415 | */ |
|
|
2416 | if (pticks & 2) |
|
|
2417 | op->invisible--; |
2466 | { |
2418 | } |
2467 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
2419 | 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) |
2420 | { |
2469 | flush_output_element (op, &op->contr->outputs[i]); |
2421 | if (!op->invisible--) |
|
|
2422 | { |
|
|
2423 | make_visible (op); |
|
|
2424 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2425 | } |
2470 | } |
2426 | } |
2471 | |
2427 | |
2472 | if (op->contr->ns->state == ST_PLAYING) |
2428 | if (op->contr->ns->state == ST_PLAYING) |
2473 | { |
2429 | { |
2474 | /* these next three if clauses make it possible to SLOW DOWN |
2430 | /* these next three if clauses make it possible to SLOW DOWN |
… | |
… | |
2496 | gen_grace = op->stats.maxgrace; |
2452 | gen_grace = op->stats.maxgrace; |
2497 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2453 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2498 | } |
2454 | } |
2499 | |
2455 | |
2500 | /* Regenerate Spell Points */ |
2456 | /* Regenerate Spell Points */ |
2501 | if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) |
2457 | if (!op->contr->golem && --op->last_sp < 0) |
2502 | { |
2458 | { |
2503 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2459 | 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) |
2460 | if (op->stats.sp < op->stats.maxsp) |
2505 | { |
2461 | { |
2506 | op->stats.sp++; |
2462 | op->stats.sp++; |
… | |
… | |
2604 | } |
2560 | } |
2605 | |
2561 | |
2606 | /* Digestion */ |
2562 | /* Digestion */ |
2607 | if (--op->last_eat < 0) |
2563 | if (--op->last_eat < 0) |
2608 | { |
2564 | { |
2609 | #ifdef COZY_SERVER |
|
|
2610 | int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; |
|
|
2611 | int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0; |
|
|
2612 | #else |
|
|
2613 | int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; |
2565 | int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; |
2614 | #endif |
|
|
2615 | |
2566 | |
2616 | if (op->contr->gen_hp > 0) |
2567 | if (op->contr->gen_hp > 0) |
2617 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2568 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2618 | else |
2569 | else |
2619 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
2570 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
… | |
… | |
2724 | tmp->name = buf; |
2675 | tmp->name = buf; |
2725 | sprintf (buf, " This finger has been cut off %s\n" |
2676 | sprintf (buf, " This finger has been cut off %s\n" |
2726 | " the %s, when he was defeated at\n level %d by %s.\n", |
2677 | " 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); |
2678 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2728 | tmp->msg = buf; |
2679 | tmp->msg = buf; |
2729 | tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2680 | tmp->value = 0, tmp->type = 0; |
2730 | tmp->materialname = NULL; |
2681 | tmp->materialname = "organics"; |
2731 | tmp->insert_at (op, tmp); |
2682 | tmp->insert_at (op, tmp); |
2732 | } |
2683 | } |
2733 | |
2684 | |
2734 | /* teleport defeated player to new destination */ |
2685 | /* teleport defeated player to new destination */ |
2735 | transfer_ob (op, x, y, 0, NULL); |
2686 | transfer_ob (op, x, y, 0, NULL); |
… | |
… | |
2931 | op->stats.hp = op->stats.maxhp; |
2882 | op->stats.hp = op->stats.maxhp; |
2932 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2883 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2933 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2884 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2934 | |
2885 | |
2935 | /* |
2886 | /* |
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 |
2887 | * Check to see if the player has any unpaid items. If so, remove them |
2938 | * in the map. |
2888 | * and put them back in the map. |
2939 | */ |
2889 | */ |
2940 | |
|
|
2941 | if (is_in_shop (op)) |
|
|
2942 | remove_unpaid_objects (op->inv, op); |
2890 | remove_unpaid_objects (op->inv, op); |
2943 | |
2891 | |
2944 | /****************************************/ |
2892 | /****************************************/ |
2945 | /* */ |
2893 | /* */ |
2946 | /* Move player to his current respawn- */ |
2894 | /* Move player to his current respawn- */ |
2947 | /* position (usually last savebed) */ |
2895 | /* position (usually last savebed) */ |
… | |
… | |
2967 | object *force; |
2915 | object *force; |
2968 | int at; |
2916 | int at; |
2969 | |
2917 | |
2970 | force = get_archetype (FORCE_NAME); |
2918 | force = get_archetype (FORCE_NAME); |
2971 | /* 50 ticks should be enough time for the spell to abate */ |
2919 | /* 50 ticks should be enough time for the spell to abate */ |
2972 | force->speed = 0.1; |
2920 | force->speed = 0.1f; |
2973 | force->speed_left = -5.0; |
2921 | force->speed_left = -5.f; |
2974 | SET_FLAG (force, FLAG_APPLIED); |
2922 | SET_FLAG (force, FLAG_APPLIED); |
2975 | for (at = 0; at < NROFATTACKS; at++) |
2923 | for (at = 0; at < NROFATTACKS; at++) |
2976 | if (will_kill_again & (1 << at)) |
2924 | if (will_kill_again & (1 << at)) |
2977 | force->resist[at] = 100; |
2925 | force->resist[at] = 100; |
2978 | |
2926 | |
… | |
… | |
2987 | void |
2935 | void |
2988 | loot_object (object *op) |
2936 | loot_object (object *op) |
2989 | { /* Grab and destroy some treasure */ |
2937 | { /* Grab and destroy some treasure */ |
2990 | object *tmp, *tmp2, *next; |
2938 | object *tmp, *tmp2, *next; |
2991 | |
2939 | |
2992 | if (op->container) |
2940 | op->close_container (); /* close open sack first */ |
2993 | esrv_apply_container (op, op->container); /* close open sack first */ |
|
|
2994 | |
2941 | |
2995 | for (tmp = op->inv; tmp; tmp = next) |
2942 | for (tmp = op->inv; tmp; tmp = next) |
2996 | { |
2943 | { |
2997 | next = tmp->below; |
2944 | next = tmp->below; |
2998 | |
2945 | |
2999 | if (tmp->invisible) |
2946 | if (tmp->invisible) |
3000 | continue; |
2947 | continue; |
3001 | |
2948 | |
3002 | tmp->remove (); |
2949 | tmp->remove (); |
3003 | tmp->x = op->x, tmp->y = op->y; |
2950 | tmp->x = op->x, tmp->y = op->y; |
|
|
2951 | |
3004 | if (tmp->type == CONTAINER) |
2952 | if (tmp->type == CONTAINER) |
3005 | { /* empty container to ground */ |
2953 | loot_object (tmp); /* empty container to ground */ |
3006 | loot_object (tmp); |
2954 | |
3007 | } |
|
|
3008 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) |
2955 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
3009 | { |
2956 | { |
3010 | if (tmp->nrof > 1) |
2957 | if (tmp->nrof > 1) |
3011 | { |
2958 | { |
3012 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2959 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
3013 | tmp2->destroy (); |
2960 | tmp2->destroy (); |
… | |
… | |
3024 | /* |
2971 | /* |
3025 | * fix_weight(): Check recursively the weight of all players, and fix |
2972 | * fix_weight(): Check recursively the weight of all players, and fix |
3026 | * what needs to be fixed. Refresh windows and fix speed if anything |
2973 | * what needs to be fixed. Refresh windows and fix speed if anything |
3027 | * was changed. |
2974 | * was changed. |
3028 | */ |
2975 | */ |
3029 | |
|
|
3030 | void |
2976 | void |
3031 | fix_weight (void) |
2977 | fix_weight (void) |
3032 | { |
2978 | { |
3033 | for_all_players (pl) |
2979 | for_all_players (pl) |
3034 | { |
2980 | { |
… | |
… | |
3094 | if (op->type == PLAYER) |
3040 | if (op->type == PLAYER) |
3095 | { |
3041 | { |
3096 | op->contr->tmp_invis = 0; |
3042 | op->contr->tmp_invis = 0; |
3097 | op->contr->invis_race = 0; |
3043 | op->contr->invis_race = 0; |
3098 | } |
3044 | } |
|
|
3045 | |
3099 | update_object (op, UP_OBJ_FACE); |
3046 | update_object (op, UP_OBJ_CHANGE); |
3100 | } |
3047 | } |
3101 | |
3048 | |
3102 | int |
3049 | int |
3103 | is_true_undead (object *op) |
3050 | is_true_undead (object *op) |
3104 | { |
3051 | { |
3105 | object *tmp = NULL; |
|
|
3106 | |
|
|
3107 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3052 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3108 | return 1; |
3053 | return 1; |
3109 | |
3054 | |
3110 | return 0; |
3055 | return 0; |
3111 | } |
3056 | } |
… | |
… | |
3156 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3101 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3157 | * every time they move - as we subtract off 'invisibility' |
3102 | * every time they move - as we subtract off 'invisibility' |
3158 | * AND, for players, if they move into a ridiculously unhideable |
3103 | * AND, for players, if they move into a ridiculously unhideable |
3159 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3104 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3160 | */ |
3105 | */ |
3161 | |
|
|
3162 | void |
3106 | void |
3163 | do_hidden_move (object *op) |
3107 | do_hidden_move (object *op) |
3164 | { |
3108 | { |
3165 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3109 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3166 | object *skop; |
3110 | object *skop; |
… | |
… | |
3399 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3343 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3400 | int i = 0, j = 0; |
3344 | int i = 0, j = 0; |
3401 | |
3345 | |
3402 | /* get the appropriate treasurelist */ |
3346 | /* get the appropriate treasurelist */ |
3403 | if (atnr == ATNR_FIRE) |
3347 | if (atnr == ATNR_FIRE) |
3404 | trlist = find_treasurelist ("dragon_ability_fire"); |
3348 | trlist = treasurelist::find ("dragon_ability_fire"); |
3405 | else if (atnr == ATNR_COLD) |
3349 | else if (atnr == ATNR_COLD) |
3406 | trlist = find_treasurelist ("dragon_ability_cold"); |
3350 | trlist = treasurelist::find ("dragon_ability_cold"); |
3407 | else if (atnr == ATNR_ELECTRICITY) |
3351 | else if (atnr == ATNR_ELECTRICITY) |
3408 | trlist = find_treasurelist ("dragon_ability_elec"); |
3352 | trlist = treasurelist::find ("dragon_ability_elec"); |
3409 | else if (atnr == ATNR_POISON) |
3353 | else if (atnr == ATNR_POISON) |
3410 | trlist = find_treasurelist ("dragon_ability_poison"); |
3354 | trlist = treasurelist::find ("dragon_ability_poison"); |
3411 | |
3355 | |
3412 | if (trlist == NULL || who->type != PLAYER) |
3356 | if (trlist == NULL || who->type != PLAYER) |
3413 | return; |
3357 | return; |
3414 | |
3358 | |
3415 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3359 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
… | |
… | |
3547 | * not readied. |
3491 | * not readied. |
3548 | */ |
3492 | */ |
3549 | void |
3493 | void |
3550 | player_unready_range_ob (player *pl, object *ob) |
3494 | player_unready_range_ob (player *pl, object *ob) |
3551 | { |
3495 | { |
3552 | rangetype i; |
3496 | if (pl->ob->current_weapon == ob) |
|
|
3497 | pl->ob->current_weapon = 0; |
3553 | |
3498 | |
3554 | for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
3499 | if (pl->combat_ob == ob) |
3555 | { |
3500 | pl->combat_ob = 0; |
|
|
3501 | |
3556 | if (pl->ranges[i] == ob) |
3502 | if (pl->ranged_ob == ob) |
3557 | { |
3503 | pl->ranged_ob = 0; |
3558 | pl->ranges[i] = NULL; |
|
|
3559 | if (pl->shoottype == i) |
|
|
3560 | { |
|
|
3561 | pl->shoottype = range_none; |
|
|
3562 | } |
|
|
3563 | } |
|
|
3564 | } |
|
|
3565 | } |
3504 | } |
|
|
3505 | |
|
|
3506 | sint8 |
|
|
3507 | player::visibility_at (maptile *map, int x, int y) const |
|
|
3508 | { |
|
|
3509 | if (!ns) |
|
|
3510 | return 0; |
|
|
3511 | |
|
|
3512 | int dx, dy; |
|
|
3513 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
|
|
3514 | return 0; |
|
|
3515 | |
|
|
3516 | x += dx - ns->current_x + ns->mapx / 2; |
|
|
3517 | y += dy - ns->current_y + ns->mapy / 2; |
|
|
3518 | |
|
|
3519 | if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) |
|
|
3520 | return 0; |
|
|
3521 | |
|
|
3522 | return 100 - blocked_los [x][y]; |
|
|
3523 | } |