1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Crossfire TRT is free software: you can redistribute it and/or modify |
9 | * it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | * (at your option) any later version. |
11 | * (at your option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
19 | * along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
|
|
21 | * |
20 | * |
22 | * The author can be reached via e-mail to <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
23 | */ |
22 | */ |
24 | |
23 | |
25 | #include <global.h> |
24 | #include <global.h> |
26 | #include <pwd.h> |
|
|
27 | #include <sproto.h> |
25 | #include <sproto.h> |
28 | #include <sounds.h> |
26 | #include <sounds.h> |
29 | #include <living.h> |
27 | #include <living.h> |
30 | #include <object.h> |
28 | #include <object.h> |
31 | #include <spells.h> |
29 | #include <spells.h> |
… | |
… | |
116 | |
114 | |
117 | news[0] = '\0'; |
115 | news[0] = '\0'; |
118 | subject[0] = '\0'; |
116 | subject[0] = '\0'; |
119 | size = 0; |
117 | size = 0; |
120 | |
118 | |
121 | while (fgets (buf, MAX_BUF, fp) != NULL) |
119 | while (fgets (buf, MAX_BUF, fp)) |
122 | { |
120 | { |
123 | if (*buf == '#') |
121 | if (*buf == '#') |
124 | continue; |
122 | continue; |
125 | |
123 | |
126 | if (*buf == '%') |
124 | if (*buf == '%') |
127 | { /* send one news */ |
125 | { /* send one news */ |
128 | if (size > 0) |
126 | if (size > 0) |
129 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ |
127 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */ |
130 | |
128 | |
131 | strcpy (subject, buf + 1); |
129 | strcpy (subject, buf + 1); |
132 | strip_endline (subject); |
130 | strip_endline (subject); |
133 | size = 0; |
131 | size = 0; |
134 | news[0] = '\0'; |
132 | news[0] = '\0'; |
… | |
… | |
144 | size += strlen (buf); |
142 | size += strlen (buf); |
145 | } |
143 | } |
146 | } |
144 | } |
147 | |
145 | |
148 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
146 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
149 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); |
147 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); |
150 | close_and_delete (fp, comp); |
148 | close_and_delete (fp, comp); |
151 | } |
149 | } |
152 | |
150 | |
153 | /* This loads the first map an puts the player on it. */ |
151 | /* This loads the first map an puts the player on it. */ |
154 | static void |
152 | static void |
155 | set_first_map (object *op) |
153 | set_first_map (object *op) |
156 | { |
154 | { |
157 | op->contr->maplevel = first_map_path; |
155 | op->contr->maplevel = first_map_path; |
158 | op->x = -1; |
156 | op->x = -1; |
159 | op->y = -1; |
157 | op->y = -1; |
160 | } |
|
|
161 | |
|
|
162 | void |
|
|
163 | player::enter_map () |
|
|
164 | { |
|
|
165 | object *tmp = object::create (); |
|
|
166 | |
|
|
167 | EXIT_PATH (tmp) = maplevel; |
|
|
168 | EXIT_X (tmp) = ob->x; |
|
|
169 | EXIT_Y (tmp) = ob->y; |
|
|
170 | ob->enter_exit (tmp); |
|
|
171 | |
|
|
172 | tmp->destroy (); |
|
|
173 | } |
158 | } |
174 | |
159 | |
175 | void |
160 | void |
176 | player::activate () |
161 | player::activate () |
177 | { |
162 | { |
… | |
… | |
182 | ob->remove (); |
167 | ob->remove (); |
183 | ob->map = 0; |
168 | ob->map = 0; |
184 | ob->activate_recursive (); |
169 | ob->activate_recursive (); |
185 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
170 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
186 | add_friendly_object (ob); |
171 | add_friendly_object (ob); |
187 | enter_map (); |
|
|
188 | } |
172 | } |
189 | |
173 | |
190 | void |
174 | void |
191 | player::deactivate () |
175 | player::deactivate () |
192 | { |
176 | { |
… | |
… | |
194 | return; |
178 | return; |
195 | |
179 | |
196 | terminate_all_pets (ob); |
180 | terminate_all_pets (ob); |
197 | remove_friendly_object (ob); |
181 | remove_friendly_object (ob); |
198 | ob->deactivate_recursive (); |
182 | ob->deactivate_recursive (); |
|
|
183 | |
|
|
184 | if (ob->map) |
|
|
185 | maplevel = ob->map->path; |
|
|
186 | |
199 | ob->remove (); |
187 | ob->remove (); |
200 | ob->map = 0; |
188 | ob->map = 0; |
|
|
189 | party = 0; |
201 | |
190 | |
202 | // for weird reasons, this is often "ob", keeping a circular reference |
191 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
203 | ranges [range_skill] = 0; |
|
|
204 | |
192 | |
205 | players.erase (this); |
193 | players.erase (this); |
206 | } |
194 | } |
207 | |
195 | |
208 | // connect the player with a specific client |
196 | // connect the player with a specific client |
209 | // also changed, rationalises, and fixes some incorrect settings |
197 | // also changes, rationalises, and fixes some incorrect settings |
210 | void |
198 | void |
211 | player::connect (client *ns) |
199 | player::connect (client *ns) |
212 | { |
200 | { |
213 | this->ns = ns; |
201 | this->ns = ns; |
214 | ns->pl = this; |
202 | ns->pl = this; |
215 | |
203 | |
|
|
204 | run_on = 0; |
|
|
205 | fire_on = 0; |
|
|
206 | ob->close_container (); //TODO: client-specific |
|
|
207 | |
216 | ns->update_look = 0; |
208 | ns->update_look = 0; |
217 | ns->look_position = 0; |
209 | ns->look_position = 0; |
218 | |
210 | |
219 | clear_los (ob); |
211 | clear_los (this); |
220 | |
212 | |
221 | //TODO: must move into client |
213 | 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; |
|
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229 | |
|
|
230 | for (int i = 0; i < NROFATTACKS; i++) |
|
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231 | last_resist[i] = -1; |
|
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232 | |
|
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233 | last_weapon_sp = -1; |
|
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234 | last_level = -1; |
|
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235 | last_stats.exp = -1; |
|
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236 | last_weight = (uint32) - 1; |
|
|
237 | last_flags = 0; |
|
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238 | last_weight = 0; |
|
|
239 | last_weight_limit = 0; |
|
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240 | last_path_attuned = 0; |
|
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241 | last_path_repelled = 0; |
|
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242 | last_path_denied = 0; |
|
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243 | last_speed = 0; |
|
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244 | run_on = 0; |
|
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245 | fire_on = 0; |
|
|
246 | memset (&last_stats, 0, sizeof (living)); //TODO dirty |
|
|
247 | |
214 | |
248 | /* make sure he's a player -- needed because of class change. */ |
215 | /* make sure he's a player -- needed because of class change. */ |
249 | ob->type = PLAYER; // we are paranoid |
216 | ob->type = PLAYER; // we are paranoid |
250 | ob->race = ob->arch->clone.race; |
217 | ob->race = ob->arch->race; |
251 | |
|
|
252 | if (!legal_range (ob, shoottype)) |
|
|
253 | shoottype = range_none; |
|
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254 | |
218 | |
255 | ob->carrying = sum_weight (ob); |
219 | ob->carrying = sum_weight (ob); |
256 | link_player_skills (ob); |
220 | link_player_skills (ob); |
257 | |
221 | |
258 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
222 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
259 | |
223 | |
260 | assign (title, ob->arch->clone.name); |
224 | assign (title, ob->arch->object::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 |
|
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264 | * to then update this. I don't think this will actually break anything - anyone |
|
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265 | * that can use armour should be able to use a shield. What this may 'break' |
|
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266 | * are features new characters get, eg, if someone starts up with a Q, they |
|
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267 | * should be able to use a shield. However, old Q's won't get that advantage. |
|
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268 | */ |
|
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269 | if (QUERY_FLAG (ob, FLAG_USE_ARMOUR)) |
|
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270 | SET_FLAG (ob, FLAG_USE_SHIELD); |
|
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271 | |
225 | |
272 | /* if it's a dragon player, set the correct title here */ |
226 | /* if it's a dragon player, set the correct title here */ |
273 | if (is_dragon_pl (ob)) |
227 | if (is_dragon_pl (ob)) |
274 | { |
228 | { |
275 | object *tmp, *abil = 0, *skin = 0; |
229 | object *tmp, *abil = 0, *skin = 0; |
276 | |
230 | |
277 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
|
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278 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
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279 | |
|
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280 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
231 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
281 | if (tmp->type == FORCE) |
232 | if (tmp->type == FORCE) |
282 | if (tmp->arch->name == dragon_ability_force) |
233 | if (tmp->arch->archname == shstr_dragon_ability_force) |
283 | abil = tmp; |
234 | abil = tmp; |
284 | else if (tmp->arch->name == dragon_skin_force) |
235 | else if (tmp->arch->archname == shstr_dragon_skin_force) |
285 | skin = tmp; |
236 | skin = tmp; |
286 | |
237 | |
287 | set_dragon_name (ob, abil, skin); |
238 | set_dragon_name (ob, abil, skin); |
288 | } |
239 | } |
289 | |
240 | |
290 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
241 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
291 | |
242 | |
292 | esrv_new_player (this, ob->weight + ob->carrying); |
243 | esrv_new_player (this, ob->weight + ob->carrying); |
293 | |
244 | |
|
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245 | ob->flag [FLAG_READY_WEAPON] = false; |
|
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246 | ob->flag [FLAG_READY_SKILL] = false; |
|
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247 | ob->flag [FLAG_READY_BOW] = false; |
|
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248 | |
|
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249 | for (object *op = ob->inv; op; op = op->below) |
|
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250 | if (op->flag [FLAG_APPLIED]) |
|
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251 | switch (op->type) |
|
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252 | { |
|
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253 | case SKILL: |
|
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254 | ob->flag [FLAG_APPLIED] = false; |
|
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255 | break; |
|
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256 | |
|
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257 | case WAND: |
|
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258 | case ROD: |
|
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259 | case HORN: |
|
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260 | case BOW: |
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261 | ranged_ob = op; |
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262 | break; |
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263 | |
|
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264 | case WEAPON: |
|
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265 | combat_ob = op; |
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266 | break; |
|
|
267 | } |
|
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268 | |
|
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269 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
294 | ob->update_stats (); |
270 | ob->update_stats (); |
|
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271 | |
295 | ns->floorbox_update (); |
272 | ns->floorbox_update (); |
296 | |
|
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297 | esrv_send_inventory (ob, ob); |
273 | esrv_send_inventory (ob, ob); |
298 | esrv_add_spells (this, 0); |
274 | esrv_add_spells (this, 0); |
299 | |
275 | |
300 | activate (); |
276 | activate (); |
301 | |
277 | |
… | |
… | |
308 | } |
284 | } |
309 | |
285 | |
310 | void |
286 | void |
311 | player::disconnect () |
287 | player::disconnect () |
312 | { |
288 | { |
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289 | if (ob) |
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290 | { |
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291 | ob->close_container (); //TODO: client-specific |
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292 | ob->drop_unpaid_items (); |
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293 | } |
|
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294 | |
313 | if (ns) |
295 | if (ns) |
314 | { |
296 | { |
315 | if (active) |
297 | if (active) |
316 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
298 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
317 | |
299 | |
318 | INVOKE_PLAYER (DISCONNECT, this); |
300 | INVOKE_PLAYER (DISCONNECT, this); |
319 | |
301 | |
|
|
302 | ns->reset_stats (); |
320 | ns->pl = 0; |
303 | ns->pl = 0; |
321 | this->ns = 0; |
304 | ns = 0; |
322 | } |
305 | } |
|
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306 | |
|
|
307 | observe = ob; |
323 | |
308 | |
324 | deactivate (); |
309 | deactivate (); |
325 | } |
310 | } |
326 | |
311 | |
327 | // the need for this function can be explained |
312 | // the need for this function can be explained |
328 | // by load_object not returning the object |
313 | // by load_object not returning the object |
329 | void |
314 | void |
330 | player::set_object (object *op) |
315 | player::set_object (object *op) |
331 | { |
316 | { |
332 | ob = op; |
317 | ob = observe = op; |
333 | ob->contr = this; /* this aren't yet in archetype */ |
318 | ob->contr = this; /* this aren't yet in archetype */ |
334 | |
319 | |
|
|
320 | ob->speed = 1.0f; |
335 | ob->speed_left = 0.5; |
321 | ob->speed_left = 0.5f; |
336 | ob->speed = 1.0; |
322 | |
337 | ob->direction = 5; /* So player faces south */ |
323 | ob->direction = 5; /* So player faces south */ |
338 | ob->stats.wc = 2; |
324 | } |
339 | ob->run_away = 25; /* Then we panick... */ |
|
|
340 | |
325 | |
341 | ob->roll_stats (); |
326 | void |
|
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327 | player::set_observe (object *op) |
|
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328 | { |
|
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329 | observe = op ? op : ob; |
|
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330 | do_los = 1; |
342 | } |
331 | } |
343 | |
332 | |
344 | player::player () |
333 | player::player () |
345 | { |
334 | { |
346 | /* There are some elements we want initialised to non zero value - |
335 | /* There are some elements we want initialised to non zero value - |
347 | * we deal with that below this point. |
336 | * we deal with that below this point. |
348 | */ |
337 | */ |
349 | outputs_sync = 16; /* Every 2 seconds */ |
338 | outputs_sync = 4; |
350 | outputs_count = 8; /* Keeps present behaviour */ |
339 | outputs_count = 4; |
351 | unapply = unapply_nochoice; |
340 | unapply = unapply_nochoice; |
352 | |
341 | |
353 | savebed_map = first_map_path; /* Init. respawn position */ |
342 | savebed_map = first_map_path; /* Init. respawn position */ |
354 | |
343 | |
355 | gen_sp_armour = 10; |
344 | gen_sp_armour = 10; |
356 | shoottype = range_none; |
|
|
357 | bowtype = bow_normal; |
345 | bowtype = bow_normal; |
358 | petmode = pet_normal; |
346 | petmode = pet_normal; |
359 | listening = 10; |
347 | listening = 10; |
360 | usekeys = containers; |
348 | usekeys = containers; |
361 | peaceful = 1; /* default peaceful */ |
349 | peaceful = 1; /* default peaceful */ |
362 | do_los = 1; |
350 | do_los = 1; |
|
|
351 | |
|
|
352 | weapon_sp = 1.0f; |
|
|
353 | weapon_sp_left = 0.5f; |
363 | } |
354 | } |
364 | |
355 | |
365 | void |
356 | void |
366 | player::do_destroy () |
357 | player::do_destroy () |
367 | { |
358 | { |
… | |
… | |
372 | if (ob) |
363 | if (ob) |
373 | { |
364 | { |
374 | ob->destroy_inv (false); |
365 | ob->destroy_inv (false); |
375 | ob->destroy (); |
366 | ob->destroy (); |
376 | } |
367 | } |
|
|
368 | |
|
|
369 | ob = observe = 0; |
377 | } |
370 | } |
378 | |
371 | |
379 | player::~player () |
372 | player::~player () |
380 | { |
373 | { |
381 | /* Clear item stack */ |
374 | /* Clear item stack */ |
… | |
… | |
390 | player::create () |
383 | player::create () |
391 | { |
384 | { |
392 | player *pl = new player; |
385 | player *pl = new player; |
393 | |
386 | |
394 | pl->set_object (arch_to_object (get_player_archetype (0))); |
387 | pl->set_object (arch_to_object (get_player_archetype (0))); |
|
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388 | |
|
|
389 | pl->ob->roll_stats (); |
|
|
390 | pl->ob->stats.wc = 2; |
|
|
391 | pl->ob->run_away = 25; /* Then we panick... */ |
|
|
392 | |
395 | set_first_map (pl->ob); |
393 | set_first_map (pl->ob); |
396 | |
394 | |
397 | return pl; |
395 | return pl; |
398 | } |
396 | } |
399 | |
397 | |
… | |
… | |
403 | * Note: there MUST be at least one player archetype! |
401 | * Note: there MUST be at least one player archetype! |
404 | */ |
402 | */ |
405 | archetype * |
403 | archetype * |
406 | get_player_archetype (archetype *at) |
404 | get_player_archetype (archetype *at) |
407 | { |
405 | { |
408 | archetype *start = at; |
406 | archvec::iterator i = at ? archetypes.find (at) : archetypes.begin (); |
409 | |
407 | |
410 | for (;;) |
408 | for (;;) |
411 | { |
409 | { |
412 | if (at == NULL || at->next == NULL) |
410 | if (++i == archetypes.end ()) |
413 | at = first_archetype; |
411 | i = archetypes.begin (); |
414 | else |
412 | else if (*i == at) |
415 | at = at->next; |
413 | cleanup ("not a single player archetype found"); |
416 | |
414 | |
417 | if (at->clone.type == PLAYER) |
415 | if ((*i)->type == PLAYER) |
418 | return at; |
416 | return *i; |
419 | |
|
|
420 | if (at == start) |
|
|
421 | { |
|
|
422 | LOG (llevError, "No Player archetypes\n"); |
|
|
423 | exit (-1); |
|
|
424 | } |
|
|
425 | } |
417 | } |
426 | } |
418 | } |
427 | |
419 | |
428 | object * |
420 | object * |
429 | get_nearest_player (object *mon) |
421 | get_nearest_player (object *mon) |
… | |
… | |
433 | unsigned lastdist; |
425 | unsigned lastdist; |
434 | rv_vector rv; |
426 | rv_vector rv; |
435 | |
427 | |
436 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
428 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
437 | { |
429 | { |
438 | /* We should not find free objects on this friendly list, but it |
|
|
439 | * does periodically happen. Given that, lets deal with it. |
|
|
440 | * While unlikely, it is possible the next object on the friendly |
|
|
441 | * list is also free, so encapsulate this in a while loop. |
|
|
442 | */ |
|
|
443 | while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY)) |
|
|
444 | { |
|
|
445 | object *tmp = ol->ob; |
|
|
446 | |
|
|
447 | /* Can't do much more other than log the fact, because the object |
|
|
448 | * itself will have been cleared. |
|
|
449 | */ |
|
|
450 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n", |
|
|
451 | tmp->debug_desc ()); |
|
|
452 | ol = ol->next; |
|
|
453 | remove_friendly_object (tmp); |
|
|
454 | if (!ol) |
|
|
455 | return op; |
|
|
456 | } |
|
|
457 | |
|
|
458 | /* Remove special check for player from this. First, it looks to cause |
|
|
459 | * some crashes (ol->ob->contr not set properly?), but secondly, a more |
|
|
460 | * complicated method of state checking would be needed in any case - |
|
|
461 | * as it was, a clever player could type quit, and the function would |
|
|
462 | * skip them over while waiting for confirmation. Remove |
|
|
463 | * on_same_map check, as can_detect_enemy also does this |
|
|
464 | */ |
|
|
465 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
430 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
466 | continue; |
431 | continue; |
467 | |
432 | |
468 | if (lastdist > rv.distance) |
433 | if (lastdist > rv.distance) |
469 | { |
434 | { |
… | |
… | |
545 | x = mon->x; |
510 | x = mon->x; |
546 | y = mon->y; |
511 | y = mon->y; |
547 | m = mon->map; |
512 | m = mon->map; |
548 | dir = rv.direction; |
513 | dir = rv.direction; |
549 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
514 | 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); |
515 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
|
|
516 | |
551 | /* If we can't solve it within the search distance, return now. */ |
517 | /* If we can't solve it within the search distance, return now. */ |
552 | if (diff > max) |
518 | if (diff > max) |
553 | return 0; |
519 | return 0; |
|
|
520 | |
554 | while (diff > 1 && max > 0) |
521 | while (diff > 1 && max > 0) |
555 | { |
522 | { |
556 | lastx = x; |
523 | lastx = x; |
557 | lasty = y; |
524 | lasty = y; |
558 | lastmap = m; |
525 | lastmap = m; |
… | |
… | |
640 | max--; |
607 | max--; |
641 | lastdir = dir; |
608 | lastdir = dir; |
642 | if (!firstdir) |
609 | if (!firstdir) |
643 | firstdir = dir; |
610 | firstdir = dir; |
644 | } |
611 | } |
|
|
612 | |
645 | if (diff <= 1) |
613 | if (diff <= 1) |
646 | { |
614 | { |
647 | /* Recalculate diff (distance) because we may not have actually |
615 | /* Recalculate diff (distance) because we may not have actually |
648 | * headed toward player for entire distance. |
616 | * headed toward player for entire distance. |
649 | */ |
617 | */ |
650 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
618 | 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); |
619 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
652 | } |
620 | } |
|
|
621 | |
653 | if (diff > max) |
622 | if (diff > max) |
654 | return 0; |
623 | return 0; |
655 | } |
624 | } |
|
|
625 | |
656 | /* If we reached the max, didn't find a direction in time */ |
626 | /* If we reached the max, didn't find a direction in time */ |
657 | if (!max) |
627 | if (!max) |
658 | return 0; |
628 | return 0; |
659 | |
629 | |
660 | return firstdir; |
630 | return firstdir; |
… | |
… | |
774 | roll_stat (void) |
744 | roll_stat (void) |
775 | { |
745 | { |
776 | int a[4], i, j, k; |
746 | int a[4], i, j, k; |
777 | |
747 | |
778 | for (i = 0; i < 4; i++) |
748 | for (i = 0; i < 4; i++) |
779 | a[i] = (int) RANDOM () % 6 + 1; |
749 | a[i] = (int) rndm (6) + 1; |
780 | |
750 | |
781 | for (i = 0, j = 0, k = 7; i < 4; i++) |
751 | for (i = 0, j = 0, k = 7; i < 4; i++) |
782 | if (a[i] < k) |
752 | if (a[i] < k) |
783 | k = a[i], j = i; |
753 | k = a[i], j = i; |
784 | |
754 | |
… | |
… | |
790 | } |
760 | } |
791 | |
761 | |
792 | void |
762 | void |
793 | object::roll_stats () |
763 | object::roll_stats () |
794 | { |
764 | { |
795 | int statsort [7]; |
765 | int statsort [NUM_STATS]; |
796 | |
766 | |
797 | for (;;) |
767 | for (;;) |
798 | { |
768 | { |
799 | int sum = 0; |
769 | int sum = 0; |
800 | for (int i = 7; i--; ) |
770 | for (int i = NUM_STATS; i--; ) |
801 | sum += statsort [i] = roll_stat (); |
771 | sum += statsort [i] = roll_stat (); |
802 | |
772 | |
803 | if (sum >= 82 && sum <= 116) |
773 | if (sum >= 82 && sum <= 116) |
804 | break; |
774 | break; |
805 | } |
775 | } |
806 | |
776 | |
807 | // Sort the stats so that rerolling is easier... |
777 | // Sort the stats so that rerolling is easier... |
808 | std::sort (statsort, statsort + 7, std::greater<int>()); |
778 | std::sort (statsort, statsort + NUM_STATS, std::greater<int>()); |
809 | |
779 | |
|
|
780 | for (int i = 0; i < NUM_STATS; ++i) |
810 | stats.Str = statsort[0]; |
781 | 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 | |
782 | |
818 | stats.exp = 0; |
783 | stats.exp = 0; |
819 | stats.ac = 0; |
784 | stats.ac = 0; |
820 | |
785 | |
821 | stats.hp = stats.maxhp; |
786 | stats.hp = stats.maxhp; |
… | |
… | |
833 | } |
798 | } |
834 | |
799 | |
835 | void |
800 | void |
836 | object::swap_stats (int a, int b) |
801 | object::swap_stats (int a, int b) |
837 | { |
802 | { |
838 | int tmp = get_attr_value (&contr->orig_stats, a); |
803 | 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 | |
804 | |
|
|
805 | for (int i = 0; i < NUM_STATS; ++i) |
842 | stats.Str = contr->orig_stats.Str; |
806 | 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 | |
807 | |
850 | //TODO: the following code looks so borked and should, at the very least, |
808 | //TODO: the following code looks so borked and should, at the very least, |
851 | // be merged with the similar code in roll_stats |
809 | // be merged with the similar code in roll_stats |
852 | stats.ac = 0; |
810 | stats.ac = 0; |
853 | |
811 | |
… | |
… | |
884 | * appropriate action with it (change race, or other things). |
842 | * appropriate action with it (change race, or other things). |
885 | * The function name is for historical reasons - now we have |
843 | * The function name is for historical reasons - now we have |
886 | * separate race and class; this actually changes the RACE, |
844 | * separate race and class; this actually changes the RACE, |
887 | * not the class. |
845 | * not the class. |
888 | */ |
846 | */ |
889 | int |
847 | void |
890 | key_change_class (object *op, char key) |
848 | player::chargen_race_done () |
891 | { |
849 | { |
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 */ |
850 | /* this must before then initial items are given */ |
899 | esrv_new_player (op->contr, op->weight + op->carrying); |
851 | esrv_new_player (ob->contr, ob->weight + ob->carrying); |
900 | |
852 | |
901 | treasurelist *tl = find_treasurelist ("starting_wealth"); |
853 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
902 | if (tl) |
854 | if (tl) |
903 | create_treasure (tl, op, 0, 0, 0); |
855 | create_treasure (tl, ob, 0, 0, 0); |
904 | |
856 | |
905 | INVOKE_PLAYER (BIRTH, op->contr); |
857 | INVOKE_PLAYER (BIRTH, ob->contr); |
906 | INVOKE_PLAYER (LOGIN, op->contr); |
858 | INVOKE_PLAYER (LOGIN, ob->contr); |
907 | |
859 | |
908 | op->contr->ns->state = ST_PLAYING; |
860 | ob->contr->ns->state = ST_PLAYING; |
909 | |
861 | |
910 | if (op->msg) |
862 | if (ob->msg) |
911 | op->msg = NULL; |
863 | ob->msg = 0; |
912 | |
864 | |
913 | /* We create this now because some of the unique maps will need it |
865 | /* We create this now because some of the unique maps will need it |
914 | * to save here. |
866 | * to save here. |
915 | */ |
867 | */ |
|
|
868 | { |
|
|
869 | char buf[MAX_BUF]; |
916 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
870 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name); |
917 | make_path_to_file (buf); |
871 | make_path_to_file (buf); |
|
|
872 | } |
918 | |
873 | |
919 | #ifdef AUTOSAVE |
|
|
920 | op->contr->last_save_tick = pticks; |
|
|
921 | #endif |
|
|
922 | start_info (op); |
874 | start_info (ob); |
923 | CLEAR_FLAG (op, FLAG_WIZ); |
875 | CLEAR_FLAG (ob, FLAG_WIZ); |
924 | give_initial_items (op, op->randomitems); |
876 | give_initial_items (ob, ob->randomitems); |
925 | link_player_skills (op); |
877 | link_player_skills (ob); |
926 | esrv_send_inventory (op, op); |
878 | esrv_send_inventory (ob, ob); |
927 | op->update_stats (); |
879 | ob->update_stats (); |
928 | |
880 | |
929 | /* This moves the player to a different start map, if there |
881 | /* This moves the player to a different start map, if there |
930 | * is one for this race |
882 | * is one for this race |
931 | */ |
883 | */ |
932 | if (*first_map_ext_path) |
884 | if (*first_map_ext_path) |
933 | { |
885 | { |
934 | object *tmp; |
886 | object *tmp; |
935 | char mapname[MAX_BUF]; |
887 | char mapname[MAX_BUF]; |
936 | |
888 | |
937 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); |
889 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname); |
938 | tmp = object::create (); |
890 | tmp = object::create (); |
939 | EXIT_PATH (tmp) = mapname; |
891 | EXIT_PATH (tmp) = mapname; |
940 | EXIT_X (tmp) = op->x; |
892 | EXIT_X (tmp) = ob->x; |
941 | EXIT_Y (tmp) = op->y; |
893 | EXIT_Y (tmp) = ob->y; |
942 | op->enter_exit (tmp); /* we don't really care if it succeeded; |
894 | ob->enter_exit (tmp); /* we don't really care if it succeeded; |
943 | * if the map isn't there, then stay on the |
895 | * if the map isn't there, then stay on the |
944 | * default initial map */ |
896 | * default initial map */ |
945 | tmp->destroy (); |
897 | tmp->destroy (); |
946 | } |
898 | } |
947 | else |
899 | else |
948 | LOG (llevDebug, "first_map_ext_path not set\n"); |
900 | LOG (llevDebug, "first_map_ext_path not set\n"); |
|
|
901 | } |
949 | |
902 | |
950 | return 0; |
903 | void |
951 | } |
904 | player::chargen_race_next () |
952 | |
905 | { |
953 | /* Following actually changes the race - this is the default command |
906 | /* Following actually changes the race - this is the default command |
954 | * if we don't match with one of the options above. |
907 | * if we don't match with one of the options above. |
955 | */ |
908 | */ |
956 | |
909 | |
957 | tmp_loop = 0; |
910 | do |
958 | while (!tmp_loop) |
|
|
959 | { |
911 | { |
960 | shstr name = op->name; |
912 | shstr name = ob->name; |
961 | int x = op->x, y = op->y; |
913 | int x = ob->x, y = ob->y; |
962 | |
914 | |
963 | op->remove_statbonus (); |
915 | ob->remove_statbonus (); |
964 | op->remove (); |
916 | ob->remove (); |
965 | op->arch = get_player_archetype (op->arch); |
917 | ob->arch = get_player_archetype (ob->arch); |
966 | op->arch->clone.copy_to (op); |
918 | ob->arch->copy_to (ob); |
967 | op->instantiate (); |
919 | ob->instantiate (); |
968 | op->stats = op->contr->orig_stats; |
920 | ob->stats = ob->contr->orig_stats; |
969 | op->name = op->name_pl = name; |
921 | ob->name = ob->name_pl = name; |
970 | op->x = x; |
922 | ob->x = x; |
971 | op->y = y; |
923 | ob->y = y; |
972 | SET_ANIMATION (op, 2); /* So player faces south */ |
924 | SET_ANIMATION (ob, 2); /* So player faces south */ |
973 | insert_ob_in_map (op, op->map, op, 0); |
925 | insert_ob_in_map (ob, ob->map, ob, 0); |
974 | assign (op->contr->title, op->arch->clone.name); |
926 | assign (ob->contr->title, ob->arch->object::name); |
975 | op->add_statbonus (); |
927 | ob->add_statbonus (); |
976 | tmp_loop = allowed_class (op); |
|
|
977 | } |
928 | } |
|
|
929 | while (!allowed_class (ob)); |
978 | |
930 | |
979 | update_object (op, UP_OBJ_FACE); |
931 | update_object (ob, UP_OBJ_FACE); |
980 | esrv_update_item (UPD_FACE, op, op); |
932 | esrv_update_item (UPD_FACE, ob, ob); |
981 | op->update_stats (); |
933 | ob->update_stats (); |
982 | op->stats.hp = op->stats.maxhp; |
934 | ob->stats.hp = ob->stats.maxhp; |
983 | op->stats.sp = op->stats.maxsp; |
935 | ob->stats.sp = ob->stats.maxsp; |
984 | op->stats.grace = 0; |
936 | 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 | } |
937 | } |
992 | |
938 | |
993 | void |
939 | void |
994 | flee_player (object *op) |
940 | flee_player (object *op) |
995 | { |
941 | { |
… | |
… | |
1042 | /* Cornered, get rid of scared */ |
988 | /* Cornered, get rid of scared */ |
1043 | CLEAR_FLAG (op, FLAG_SCARED); |
989 | CLEAR_FLAG (op, FLAG_SCARED); |
1044 | op->enemy = NULL; |
990 | op->enemy = NULL; |
1045 | } |
991 | } |
1046 | |
992 | |
1047 | |
|
|
1048 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
993 | /* 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 |
994 | * It returns 1 if the player should keep on moving, 0 if he should |
1050 | * stop. |
995 | * stop. |
1051 | */ |
996 | */ |
1052 | int |
997 | int |
1053 | check_pick (object *op) |
998 | check_pick (object *op) |
1054 | { |
999 | { |
1055 | object *tmp, *next; |
1000 | object *tmp, *next; |
1056 | int stop = 0; |
1001 | int stop = 0; |
1057 | int j, k, wvratio; |
1002 | int wvratio; |
1058 | char putstring[128], tmpstr[16]; |
1003 | char putstring[128]; |
1059 | |
1004 | |
1060 | /* if you're flying, you cna't pick up anything */ |
1005 | /* if you're flying, you cna't pick up anything */ |
1061 | if (op->move_type & MOVE_FLYING) |
1006 | if (op->move_type & MOVE_FLYING) |
1062 | return 1; |
1007 | return 1; |
1063 | |
1008 | |
… | |
… | |
1131 | if (tmp->name != NULL) |
1076 | if (tmp->name != NULL) |
1132 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1077 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1133 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1078 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1134 | else |
1079 | else |
1135 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1080 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1136 | &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1081 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1137 | |
1082 | |
1138 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1083 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1139 | } |
1084 | } |
1140 | |
1085 | |
1141 | /* philosophy: |
1086 | /* philosophy: |
… | |
… | |
1216 | pick_up (op, tmp); |
1161 | pick_up (op, tmp); |
1217 | continue; |
1162 | continue; |
1218 | } |
1163 | } |
1219 | |
1164 | |
1220 | if (op->contr->mode & PU_READABLES) |
1165 | if (op->contr->mode & PU_READABLES) |
1221 | if (tmp->type == BOOK || tmp->type == SCROLL) |
1166 | if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) |
1222 | { |
1167 | { |
1223 | pick_up (op, tmp); |
1168 | pick_up (op, tmp); |
1224 | continue; |
1169 | continue; |
1225 | } |
1170 | } |
1226 | |
1171 | |
… | |
… | |
1334 | /* careful: chairs and tables are weapons! */ |
1279 | /* careful: chairs and tables are weapons! */ |
1335 | if (op->contr->mode & PU_ALLWEAPON) |
1280 | if (op->contr->mode & PU_ALLWEAPON) |
1336 | { |
1281 | { |
1337 | if (tmp->type == WEAPON && tmp->name != NULL) |
1282 | if (tmp->type == WEAPON && tmp->name != NULL) |
1338 | { |
1283 | { |
1339 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && |
1284 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL && |
1340 | strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) |
1285 | strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) |
1341 | { |
1286 | { |
1342 | pick_up (op, tmp); |
1287 | pick_up (op, tmp); |
1343 | continue; |
1288 | continue; |
1344 | } |
1289 | } |
1345 | } |
1290 | } |
1346 | |
1291 | |
1347 | if (tmp->type == WEAPON && tmp->name == NULL) |
1292 | if (tmp->type == WEAPON && tmp->name == NULL) |
1348 | { |
1293 | { |
1349 | if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) |
1294 | if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL) |
1350 | { |
1295 | { |
1351 | pick_up (op, tmp); |
1296 | pick_up (op, tmp); |
1352 | continue; |
1297 | continue; |
1353 | } |
1298 | } |
1354 | } |
1299 | } |
… | |
… | |
1379 | if (tmp->name != NULL) |
1324 | if (tmp->name != NULL) |
1380 | { |
1325 | { |
1381 | fprintf (stderr, "%s", tmp->name); |
1326 | fprintf (stderr, "%s", tmp->name); |
1382 | } |
1327 | } |
1383 | else |
1328 | else |
1384 | fprintf (stderr, "%s", tmp->arch->name); |
1329 | fprintf (stderr, "%s", tmp->arch->archname); |
1385 | fprintf (stderr, ",%d] = ", tmp->type); |
1330 | fprintf (stderr, ",%d] = ", tmp->type); |
1386 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1331 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1387 | #endif |
1332 | #endif |
1388 | continue; |
1333 | continue; |
1389 | } |
1334 | } |
… | |
… | |
1400 | * found object is returned. |
1345 | * found object is returned. |
1401 | */ |
1346 | */ |
1402 | object * |
1347 | object * |
1403 | find_arrow (object *op, const char *type) |
1348 | find_arrow (object *op, const char *type) |
1404 | { |
1349 | { |
1405 | object *tmp = NULL; |
1350 | object *tmp = 0; |
1406 | |
1351 | |
1407 | for (op = op->inv; op; op = op->below) |
1352 | for (op = op->inv; op; op = op->below) |
1408 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
1353 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
1409 | tmp = find_arrow (op, type); |
1354 | tmp = find_arrow (op, type); |
1410 | else if (op->type == ARROW && op->race == type) |
1355 | else if (op->type == ARROW && op->race == type) |
1411 | return op; |
1356 | return op; |
|
|
1357 | |
1412 | return tmp; |
1358 | return tmp; |
1413 | } |
1359 | } |
1414 | |
1360 | |
1415 | /* |
1361 | /* |
1416 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1362 | * 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 |
1363 | * 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 |
1364 | * 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. |
1365 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1420 | */ |
1366 | */ |
1421 | |
|
|
1422 | object * |
1367 | object * |
1423 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1368 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1424 | { |
1369 | { |
1425 | object *tmp = NULL, *arrow, *ntmp; |
1370 | object *tmp = NULL, *arrow, *ntmp; |
1426 | int attacknum, attacktype, betterby = 0, i; |
1371 | int attacknum, attacktype, betterby = 0, i; |
… | |
… | |
1459 | else |
1404 | else |
1460 | { |
1405 | { |
1461 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1406 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1462 | { |
1407 | { |
1463 | attacktype = 1 << attacknum; |
1408 | attacktype = 1 << attacknum; |
1464 | if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) |
1409 | if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0) |
1465 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) |
1410 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby) |
1466 | { |
1411 | { |
1467 | tmp = arrow; |
1412 | tmp = arrow; |
1468 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; |
1413 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1469 | } |
1414 | } |
1470 | } |
1415 | } |
1471 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1416 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1472 | { |
1417 | { |
1473 | tmp = arrow; |
1418 | tmp = arrow; |
… | |
… | |
1492 | * find_better_arrow to find a decent arrow to use. |
1437 | * find_better_arrow to find a decent arrow to use. |
1493 | * op = the shooter |
1438 | * op = the shooter |
1494 | * type = bow->race |
1439 | * type = bow->race |
1495 | * dir = fire direction |
1440 | * dir = fire direction |
1496 | */ |
1441 | */ |
1497 | |
|
|
1498 | object * |
1442 | object * |
1499 | pick_arrow_target (object *op, const char *type, int dir) |
1443 | pick_arrow_target (object *op, const char *type, int dir) |
1500 | { |
1444 | { |
1501 | object *tmp = NULL; |
1445 | object *tmp = NULL; |
1502 | maptile *m; |
1446 | maptile *m; |
… | |
… | |
1567 | */ |
1511 | */ |
1568 | int |
1512 | int |
1569 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1513 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1570 | { |
1514 | { |
1571 | object *left, *bow; |
1515 | object *left, *bow; |
1572 | int bowspeed, mflags; |
1516 | int mflags; |
1573 | maptile *m; |
1517 | maptile *m; |
1574 | |
1518 | |
1575 | if (!dir) |
1519 | if (!dir) |
1576 | { |
1520 | { |
1577 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1521 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1578 | return 0; |
1522 | return 0; |
1579 | } |
1523 | } |
1580 | |
1524 | |
1581 | if (op->type == PLAYER) |
1525 | if (op->contr) |
1582 | bow = op->contr->ranges[range_bow]; |
1526 | bow = op->current_weapon; |
1583 | else |
1527 | else |
1584 | { |
1528 | { |
1585 | for (bow = op->inv; bow; bow = bow->below) |
1529 | for (bow = op->inv; bow; bow = bow->below) |
1586 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1530 | /* 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. |
1531 | * don't need to switch back and forth between bows and weapons. |
… | |
… | |
1592 | if (!bow) |
1536 | if (!bow) |
1593 | { |
1537 | { |
1594 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1538 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1595 | return 0; |
1539 | return 0; |
1596 | } |
1540 | } |
|
|
1541 | |
|
|
1542 | // optimisation: move object to top so we will find it quickly again |
|
|
1543 | if (bow->below) |
|
|
1544 | { |
|
|
1545 | bow->remove (); |
|
|
1546 | op->insert (bow); |
|
|
1547 | } |
|
|
1548 | |
1597 | } |
1549 | } |
1598 | |
1550 | |
1599 | if (!bow->race || !bow->skill) |
1551 | if (!bow->race || !bow->skill) |
1600 | { |
1552 | { |
1601 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1553 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1602 | return 0; |
1554 | return 0; |
1603 | } |
1555 | } |
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 | |
1556 | |
1614 | if (arrow == NULL) |
1557 | if (arrow == NULL) |
1615 | { |
1558 | { |
1616 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1559 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1617 | { |
1560 | { |
1618 | if (op->type == PLAYER) |
1561 | if (op->type == PLAYER) |
1619 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1562 | 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 */ |
1563 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1621 | else |
1564 | else |
1622 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1565 | CLEAR_FLAG (op, FLAG_READY_BOW); |
|
|
1566 | |
1623 | return 0; |
1567 | return 0; |
1624 | } |
1568 | } |
1625 | } |
1569 | } |
1626 | |
1570 | |
1627 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1571 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
… | |
… | |
1651 | |
1595 | |
1652 | arrow->set_owner (op); |
1596 | arrow->set_owner (op); |
1653 | arrow->skill = bow->skill; |
1597 | arrow->skill = bow->skill; |
1654 | arrow->direction = dir; |
1598 | arrow->direction = dir; |
1655 | |
1599 | |
|
|
1600 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
|
|
1601 | arrow->stats.hp = arrow->stats.dam; |
|
|
1602 | arrow->stats.grace = arrow->attacktype; |
|
|
1603 | |
|
|
1604 | if (arrow->slaying) |
|
|
1605 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1606 | |
|
|
1607 | #if 0 |
|
|
1608 | if (player *pl = op->contr) |
|
|
1609 | { |
|
|
1610 | float speed = pl->weapon_sp; |
|
|
1611 | |
|
|
1612 | /* penalize ROF for bestarrow */ |
|
|
1613 | if (pl->bowtype == bow_bestarrow) |
|
|
1614 | speed *= .9f; |
|
|
1615 | else |
|
|
1616 | speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; |
|
|
1617 | |
|
|
1618 | op->speed_left += speed - op->speed; |
|
|
1619 | } |
|
|
1620 | #endif |
|
|
1621 | |
|
|
1622 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1623 | |
|
|
1624 | /* update the speed */ |
|
|
1625 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
|
|
1626 | + bow->stats.dam / 7.f; |
|
|
1627 | |
|
|
1628 | arrow->set_speed (max (arrow->speed, 2.f)); |
|
|
1629 | arrow->speed_left = 0; |
|
|
1630 | |
|
|
1631 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
|
|
1632 | |
1656 | if (op->type == PLAYER) |
1633 | if (op->type == PLAYER) |
1657 | { |
1634 | { |
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; |
1635 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
|
|
1636 | wc -= dex_bonus[op->stats.Dex]; |
|
|
1637 | |
|
|
1638 | if (!arrow->slaying) |
|
|
1639 | arrow->slaying = op->slaying; |
|
|
1640 | |
|
|
1641 | arrow->attacktype |= op->attacktype; |
1689 | } |
1642 | } |
1690 | else |
1643 | else |
1691 | { |
1644 | { |
1692 | arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; |
|
|
1693 | arrow->level = op->level; |
1645 | arrow->level = op->level; |
1694 | } |
1646 | arrow->stats.wc -= bow->magic; |
1695 | |
1647 | |
1696 | if (arrow->attacktype == AT_PHYSICAL) |
1648 | if (!arrow->slaying) |
|
|
1649 | arrow->slaying = bow->slaying; |
|
|
1650 | |
1697 | arrow->attacktype |= bow->attacktype; |
1651 | arrow->attacktype |= bow->attacktype; |
|
|
1652 | } |
1698 | |
1653 | |
1699 | if (bow->slaying) |
1654 | wc -= arrow->level; |
1700 | arrow->slaying = bow->slaying; |
1655 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
1701 | |
1656 | |
|
|
1657 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1702 | arrow->move_type = MOVE_FLY_LOW; |
1658 | arrow->move_type = MOVE_FLY_LOW; |
1703 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1659 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1704 | |
1660 | |
1705 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1661 | op->play_sound (sound_find ("fire_arrow")); |
1706 | m->insert (arrow, sx, sy, op); |
1662 | m->insert (arrow, sx, sy, op); |
1707 | |
1663 | |
1708 | if (!arrow->destroyed ()) |
1664 | if (!arrow->destroyed ()) |
1709 | move_arrow (arrow); |
1665 | move_arrow (arrow); |
1710 | |
1666 | |
… | |
… | |
1731 | { |
1687 | { |
1732 | int ret = 0, wcmod = 0; |
1688 | int ret = 0, wcmod = 0; |
1733 | |
1689 | |
1734 | if (op->contr->bowtype == bow_bestarrow) |
1690 | if (op->contr->bowtype == bow_bestarrow) |
1735 | { |
1691 | { |
1736 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); |
1692 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1737 | } |
1693 | } |
1738 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1694 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1739 | { |
1695 | { |
1740 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1696 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1741 | wcmod = -1; |
1697 | wcmod = -1; |
… | |
… | |
1751 | else if (op->contr->bowtype == bow_spreadshot) |
1707 | else if (op->contr->bowtype == bow_spreadshot) |
1752 | { |
1708 | { |
1753 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1709 | 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); |
1710 | 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); |
1711 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1756 | |
|
|
1757 | } |
1712 | } |
1758 | else |
1713 | else |
1759 | { |
1714 | { |
1760 | /* Simple case */ |
1715 | /* Simple case */ |
1761 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1716 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1762 | } |
1717 | } |
|
|
1718 | |
1763 | return ret; |
1719 | return ret; |
1764 | } |
1720 | } |
1765 | |
|
|
1766 | |
1721 | |
1767 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1722 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1768 | * Broken apart from 'fire' to keep it more readable. |
1723 | * Broken apart from 'fire' to keep it more readable. |
1769 | */ |
1724 | */ |
1770 | void |
1725 | void |
1771 | fire_misc_object (object *op, int dir) |
1726 | fire_misc_object (object *op, int dir) |
1772 | { |
1727 | { |
1773 | object *item; |
1728 | object *item = op->contr->ranged_ob; |
1774 | |
1729 | |
1775 | if (!op->contr->ranges[range_misc]) |
1730 | if (!item) |
1776 | { |
1731 | { |
1777 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1732 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1778 | return; |
1733 | return; |
1779 | } |
1734 | } |
1780 | |
1735 | |
1781 | item = op->contr->ranges[range_misc]; |
|
|
1782 | if (!item->inv) |
1736 | if (!item->inv) |
1783 | { |
1737 | { |
1784 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1738 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1785 | return; |
1739 | return; |
1786 | } |
1740 | } |
|
|
1741 | |
|
|
1742 | if (!op->change_weapon (item)) |
|
|
1743 | return; |
|
|
1744 | |
1787 | if (item->type == WAND) |
1745 | if (item->type == WAND) |
1788 | { |
1746 | { |
1789 | if (item->stats.food <= 0) |
1747 | if (item->stats.food <= 0) |
1790 | { |
1748 | { |
1791 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1749 | op->contr->play_sound (sound_find ("wand_poof")); |
1792 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
1750 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
|
|
1751 | |
1793 | return; |
1752 | return; |
1794 | } |
1753 | } |
1795 | } |
1754 | } |
1796 | else if (item->type == ROD || item->type == HORN) |
1755 | else if (item->type == ROD || item->type == HORN) |
1797 | { |
1756 | { |
1798 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1757 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1799 | { |
1758 | { |
1800 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1759 | op->contr->play_sound (sound_find ("wand_poof")); |
|
|
1760 | |
1801 | if (item->type == ROD) |
1761 | 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)); |
1762 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1803 | else |
1763 | else |
1804 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
1764 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
|
|
1765 | |
1805 | return; |
1766 | return; |
1806 | } |
1767 | } |
1807 | } |
1768 | } |
1808 | |
1769 | |
1809 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1770 | if (cast_spell (op, item, dir, item->inv, NULL)) |
… | |
… | |
1816 | object *tmp; |
1777 | object *tmp; |
1817 | |
1778 | |
1818 | if (item->arch) |
1779 | if (item->arch) |
1819 | { |
1780 | { |
1820 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1781 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1821 | item->face = item->arch->clone.face; |
1782 | item->face = item->arch->face; |
1822 | item->set_speed (0); |
1783 | item->set_speed (0); |
1823 | } |
1784 | } |
1824 | |
1785 | |
1825 | if ((tmp = item->in_player ())) |
1786 | if ((tmp = item->in_player ())) |
1826 | esrv_update_item (UPD_ANIM, tmp, item); |
1787 | esrv_update_item (UPD_ANIM, tmp, item); |
… | |
… | |
1831 | } |
1792 | } |
1832 | } |
1793 | } |
1833 | |
1794 | |
1834 | /* Received a fire command for the player - go and do it. |
1795 | /* Received a fire command for the player - go and do it. |
1835 | */ |
1796 | */ |
1836 | void |
1797 | bool |
1837 | fire (object *op, int dir) |
1798 | fire (object *op, int dir) |
1838 | { |
1799 | { |
1839 | int spellcost = 0; |
1800 | int spellcost = 0; |
1840 | |
1801 | |
1841 | /* check for loss of invisiblity/hide */ |
1802 | /* check for loss of invisiblity/hide */ |
1842 | if (action_makes_visible (op)) |
1803 | if (action_makes_visible (op)) |
1843 | make_visible (op); |
1804 | make_visible (op); |
1844 | |
1805 | |
1845 | switch (op->contr->shoottype) |
1806 | player *pl = op->contr; |
|
|
1807 | |
|
|
1808 | if (pl->golem) |
|
|
1809 | { |
|
|
1810 | control_golem (op->contr->golem, dir); |
|
|
1811 | return false; |
1846 | { |
1812 | } |
1847 | case range_none: |
|
|
1848 | return; |
|
|
1849 | |
1813 | |
1850 | case range_bow: |
1814 | object *ob = pl->ranged_ob; |
|
|
1815 | |
|
|
1816 | if (!ob) |
|
|
1817 | return false; |
|
|
1818 | |
|
|
1819 | if (!op->change_weapon (ob)) |
|
|
1820 | return false; |
|
|
1821 | |
|
|
1822 | if (op->speed_left > 0.f) |
|
|
1823 | --op->speed_left; |
|
|
1824 | else |
|
|
1825 | return false; |
|
|
1826 | |
|
|
1827 | switch (ob->type) |
|
|
1828 | { |
|
|
1829 | case BOW: |
1851 | player_fire_bow (op, dir); |
1830 | player_fire_bow (op, dir); |
1852 | return; |
1831 | break; |
1853 | |
1832 | |
1854 | case range_magic: /* Casting spells */ |
1833 | case SPELL: |
1855 | spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); |
1834 | spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); |
1856 | return; |
1835 | break; |
1857 | |
1836 | |
1858 | case range_misc: |
1837 | case BUILDER: |
|
|
1838 | apply_map_builder (op, dir); |
|
|
1839 | break; |
|
|
1840 | |
|
|
1841 | case SKILL: |
|
|
1842 | do_skill (op, op, ob, dir, 0); |
|
|
1843 | break; |
|
|
1844 | |
|
|
1845 | default: |
1859 | fire_misc_object (op, dir); |
1846 | fire_misc_object (op, dir); |
1860 | return; |
1847 | 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 | } |
1848 | } |
1889 | } |
|
|
1890 | |
1849 | |
1891 | |
1850 | return true; |
|
|
1851 | } |
1892 | |
1852 | |
1893 | /* find_key |
1853 | /* find_key |
1894 | * We try to find a key for the door as passed. If we find a key |
1854 | * 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 |
1855 | * and successfully use it, we return the key, otherwise NULL |
1896 | * This function merges both normal and locked door, since the logic |
1856 | * This function merges both normal and locked door, since the logic |
… | |
… | |
1898 | * pl is the player, |
1858 | * pl is the player, |
1899 | * inv is the objects inventory to searched |
1859 | * inv is the objects inventory to searched |
1900 | * door is the door we are trying to match against. |
1860 | * door is the door we are trying to match against. |
1901 | * This function can be called recursively to search containers. |
1861 | * This function can be called recursively to search containers. |
1902 | */ |
1862 | */ |
1903 | |
|
|
1904 | object * |
1863 | object * |
1905 | find_key (object *pl, object *container, object *door) |
1864 | find_key (object *pl, object *container, object *door) |
1906 | { |
1865 | { |
1907 | object *tmp, *key; |
1866 | object *tmp, *key; |
1908 | |
1867 | |
1909 | /* Should not happen, but sanity checking is never bad */ |
1868 | /* Should not happen, but sanity checking is never bad */ |
1910 | if (container->inv == NULL) |
1869 | if (!container->inv) |
1911 | return NULL; |
1870 | return 0; |
1912 | |
1871 | |
1913 | /* First, lets try to find a key in the top level inventory */ |
1872 | /* First, lets try to find a key in the top level inventory */ |
1914 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1873 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1915 | { |
1874 | { |
1916 | if (door->type == DOOR && tmp->type == KEY) |
1875 | if (door->type == DOOR && tmp->type == KEY) |
1917 | break; |
1876 | break; |
1918 | /* For sanity, we should really check door type, but other stuff |
1877 | /* For sanity, we should really check door type, but other stuff |
1919 | * (like containers) can be locked with special keys |
1878 | * (like containers) can be locked with special keys |
1920 | */ |
1879 | */ |
1921 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1880 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1922 | break; |
1881 | break; |
1923 | } |
1882 | } |
|
|
1883 | |
1924 | /* No key found - lets search inventories now */ |
1884 | /* No key found - lets search inventories now */ |
1925 | /* If we find and use a key in an inventory, return at that time. |
1885 | /* 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 |
1886 | * otherwise, if we search all the inventories and still don't find |
1927 | * a key, return |
1887 | * a key, return |
1928 | */ |
1888 | */ |
1929 | if (!tmp) |
1889 | if (!tmp) |
1930 | { |
1890 | { |
1931 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1891 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1932 | { |
1892 | { |
1933 | /* No reason to search empty containers */ |
1893 | /* No reason to search empty containers */ |
1934 | if (tmp->type == CONTAINER && tmp->inv) |
1894 | if (tmp->type == CONTAINER && tmp->inv) |
1935 | { |
1895 | { |
1936 | if ((key = find_key (pl, tmp, door)) != NULL) |
1896 | if ((key = find_key (pl, tmp, door))) |
1937 | return key; |
1897 | return key; |
1938 | } |
1898 | } |
1939 | } |
1899 | } |
|
|
1900 | |
1940 | if (!tmp) |
1901 | if (!tmp) |
1941 | return NULL; |
1902 | return NULL; |
1942 | } |
1903 | } |
|
|
1904 | |
1943 | /* We get down here if we have found a key. Now if its in a container, |
1905 | /* 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 |
1906 | * see if we actually want to use it |
1945 | */ |
1907 | */ |
1946 | if (pl != container) |
1908 | if (pl != container) |
1947 | { |
1909 | { |
… | |
… | |
1968 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1930 | 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)); |
1931 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1970 | return NULL; |
1932 | return NULL; |
1971 | } |
1933 | } |
1972 | } |
1934 | } |
|
|
1935 | |
1973 | return tmp; |
1936 | return tmp; |
1974 | } |
1937 | } |
1975 | |
1938 | |
1976 | /* moved door processing out of move_player_attack. |
1939 | /* moved door processing out of move_player_attack. |
1977 | * returns 1 if player has opened the door with a key |
1940 | * returns 1 if player has opened the door with a key |
… | |
… | |
1979 | * 0 otherwise |
1942 | * 0 otherwise |
1980 | */ |
1943 | */ |
1981 | static int |
1944 | static int |
1982 | player_attack_door (object *op, object *door) |
1945 | player_attack_door (object *op, object *door) |
1983 | { |
1946 | { |
1984 | /* If its a door, try to find a use a key. If we do destroy the door, |
1947 | /* 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 - |
1948 | * might as well return immediately as there is nothing more to do - |
1986 | * otherwise, we fall through to the rest of the code. |
1949 | * otherwise, we fall through to the rest of the code. |
1987 | */ |
1950 | */ |
1988 | object *key = find_key (op, op, door); |
1951 | object *key = find_key (op, op, door); |
1989 | |
1952 | |
1990 | /* IF we found a key, do some extra work */ |
1953 | /* If we found a key, do some extra work */ |
1991 | if (key) |
1954 | if (key) |
1992 | { |
1955 | { |
1993 | object *container = key->env; |
1956 | object *container = key->env; |
1994 | |
1957 | |
1995 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
|
|
1996 | if (action_makes_visible (op)) |
1958 | if (action_makes_visible (op)) |
1997 | make_visible (op); |
1959 | make_visible (op); |
|
|
1960 | |
1998 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1961 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1999 | spring_trap (door->inv, op); |
1962 | spring_trap (door->inv, op); |
|
|
1963 | |
2000 | if (door->type == DOOR) |
1964 | if (door->type == DOOR) |
2001 | { |
|
|
2002 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1965 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
2003 | } |
|
|
2004 | else if (door->type == LOCKED_DOOR) |
1966 | else if (door->type == LOCKED_DOOR) |
2005 | { |
1967 | { |
2006 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
1968 | 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 ;-) */ |
1969 | remove_door2 (door); /* remove door without violence ;-) */ |
2008 | } |
1970 | } |
|
|
1971 | |
2009 | /* Do this after we print the message */ |
1972 | /* Do this after we print the message */ |
2010 | decrease_ob (key); /* Use up one of the keys */ |
1973 | decrease_ob (key); /* Use up one of the keys */ |
2011 | /* Need to update the weight the container the key was in */ |
1974 | /* Need to update the weight the container the key was in */ |
2012 | if (container != op) |
1975 | if (container != op) |
2013 | esrv_update_item (UPD_WEIGHT, op, container); |
1976 | esrv_update_item (UPD_WEIGHT, op, container); |
|
|
1977 | |
2014 | return 1; /* Nothing more to do below */ |
1978 | return 1; /* Nothing more to do below */ |
2015 | } |
1979 | } |
2016 | else if (door->type == LOCKED_DOOR) |
1980 | else if (door->type == LOCKED_DOOR) |
2017 | { |
1981 | { |
2018 | /* Might as well return now - no other way to open this */ |
1982 | /* Might as well return now - no other way to open this */ |
2019 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
1983 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
2020 | return 1; |
1984 | return 1; |
2021 | } |
1985 | } |
|
|
1986 | |
2022 | return 0; |
1987 | return 0; |
2023 | } |
1988 | } |
2024 | |
1989 | |
2025 | /* This function is just part of a breakup from move_player. |
1990 | /* This function is just part of a breakup from move_player. |
2026 | * It should keep the code cleaner. |
1991 | * It should keep the code cleaner. |
2027 | * When this is called, the players direction has been updated |
1992 | * When this is called, the players direction has been updated |
2028 | * (taking into account confusion.) The player is also actually |
1993 | * (taking into account confusion.) The player is also actually |
2029 | * going to try and move (not fire weapons). |
1994 | * going to try and move (not fire weapons). |
2030 | */ |
1995 | */ |
2031 | void |
1996 | bool |
2032 | move_player_attack (object *op, int dir) |
1997 | move_player_attack (object *op, int dir) |
2033 | { |
1998 | { |
2034 | object *tmp, *mon; |
|
|
2035 | sint16 nx, ny; |
|
|
2036 | int on_battleground; |
1999 | int on_battleground; |
2037 | maptile *m; |
|
|
2038 | |
2000 | |
2039 | nx = freearr_x[dir] + op->x; |
2001 | sint16 nx = freearr_x[dir] + op->x; |
2040 | ny = freearr_y[dir] + op->y; |
2002 | sint16 ny = freearr_y[dir] + op->y; |
2041 | |
2003 | |
2042 | on_battleground = op_on_battleground (op, 0, 0); |
2004 | on_battleground = op_on_battleground (op, 0, 0); |
|
|
2005 | |
|
|
2006 | if (out_of_map (op->map, nx, ny)) |
|
|
2007 | return false; |
|
|
2008 | |
|
|
2009 | if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) |
|
|
2010 | { |
|
|
2011 | --op->speed_left; |
|
|
2012 | return true; |
|
|
2013 | } |
2043 | |
2014 | |
2044 | /* If braced, or can't move to the square, and it is not out of the |
2015 | /* 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 |
2016 | * 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 |
2017 | * 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 |
2018 | * 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 |
2019 | * 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 |
2020 | * 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 |
2021 | * quite a bit of processing. However, it probably is less than what |
2051 | * move_ob uses. |
2022 | * move_ob uses. |
2052 | */ |
2023 | */ |
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); |
2024 | 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 | |
2025 | |
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 |
2026 | /* 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. |
2027 | * 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 |
2028 | * if its a door or barrel (can roll) see if there may be monsters |
2071 | * on the space |
2029 | * on the space |
2072 | */ |
2030 | */ |
2073 | while (tmp) |
2031 | object *mon; |
2074 | { |
2032 | for (mon = m->at (nx, ny).bot; mon; mon = mon->above) |
2075 | if (tmp == op) |
2033 | { |
2076 | { |
2034 | if ((mon->flag [FLAG_ALIVE] |
2077 | tmp = tmp->above; |
2035 | || mon->type == LOCKED_DOOR |
2078 | continue; |
2036 | || mon->flag [FLAG_CAN_ROLL]) |
2079 | } |
|
|
2080 | |
|
|
2081 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
|
|
2082 | { |
|
|
2083 | mon = tmp; |
2037 | && mon != op) |
2084 | break; |
2038 | break; |
2085 | } |
2039 | } |
2086 | |
2040 | |
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 */ |
2041 | if (!mon) /* This happens anytime the player tries to move */ |
2094 | return; /* into a wall */ |
2042 | return false; /* into a wall */ |
2095 | |
2043 | |
2096 | if (mon->head) |
|
|
2097 | mon = mon->head; |
2044 | mon = mon->head_ (); |
2098 | |
2045 | |
2099 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
2046 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
|
|
2047 | if (op->contr->weapon_sp_left > 0.f) |
2100 | if (player_attack_door (op, mon)) |
2048 | if (player_attack_door (op, mon)) |
|
|
2049 | { |
|
|
2050 | --op->contr->weapon_sp_left; |
2101 | return; |
2051 | return true; |
|
|
2052 | } |
2102 | |
2053 | |
2103 | /* The following deals with possibly attacking peaceful |
2054 | /* The following deals with possibly attacking peaceful |
2104 | * or frienddly creatures. Basically, all players are considered |
2055 | * or friendly creatures. Basically, all players are considered |
2105 | * unaggressive. If the moving player has peaceful set, then the |
2056 | * unaggressive. If the moving player has peaceful set, then the |
2106 | * object should be pushed instead of attacked. It is assumed that |
2057 | * object should be pushed instead of attacked. It is assumed that |
2107 | * if you are braced, you will not attack friends accidently, |
2058 | * if you are braced, you will not attack friends accidently, |
2108 | * and thus will not push them. |
2059 | * and thus will not push them. |
2109 | */ |
2060 | */ |
2110 | |
2061 | |
2111 | /* If the creature is a pet, push it even if the player is not |
2062 | /* 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 |
2063 | * peaceful. Our assumption is the creature is a pet if the |
2113 | * player owns it and it is either friendly or unagressive. |
2064 | * player owns it and it is either friendly or unagressive. |
2114 | */ |
2065 | */ |
2115 | if ((op->type == PLAYER) |
2066 | if (op->type == PLAYER |
2116 | #if COZY_SERVER |
|
|
2117 | && |
|
|
2118 | ((mon->owner && mon->owner->contr |
2067 | && ((mon->owner && mon->owner->contr |
2119 | && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) |
2068 | && same_party (mon->owner->contr->party, op->contr->party)) |
2120 | #else |
|
|
2121 | && mon->owner == op |
2069 | || mon->owner == op) |
2122 | #endif |
|
|
2123 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2070 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2124 | { |
2071 | { |
2125 | /* If we're braced, we don't want to switch places with it */ |
2072 | /* If we're braced, we don't want to switch places with it */ |
2126 | if (op->contr->braced) |
2073 | if (op->contr->braced) |
2127 | return; |
2074 | return false; |
2128 | |
2075 | |
2129 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2076 | if (op->speed_left > 0.f) |
|
|
2077 | { |
|
|
2078 | --op->speed_left; |
|
|
2079 | |
|
|
2080 | op->play_sound (sound_find ("push_player")); |
2130 | (void) push_ob (mon, dir, op); |
2081 | push_ob (mon, dir, op); |
|
|
2082 | |
2131 | if (op->contr->tmp_invis || op->hide) |
2083 | if (op->contr->tmp_invis || op->hide) |
2132 | make_visible (op); |
2084 | make_visible (op); |
2133 | |
2085 | |
2134 | return; |
2086 | return true; |
2135 | } |
2087 | } |
|
|
2088 | else |
|
|
2089 | return false; |
|
|
2090 | } |
2136 | |
2091 | |
2137 | /* in certain circumstances, you shouldn't attack friendly |
2092 | /* in certain circumstances, you shouldn't attack friendly |
2138 | * creatures. Note that if you are braced, you can't push |
2093 | * creatures. Note that if you are braced, you can't push |
2139 | * someone, but put it inside this loop so that you won't |
2094 | * someone, but put it inside this loop so that you won't |
2140 | * attack them either. |
2095 | * attack them either. |
2141 | */ |
2096 | */ |
2142 | if ((mon->type == PLAYER || mon->enemy != op) && |
2097 | if ((mon->type == PLAYER || mon->enemy != op) |
2143 | (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( |
2098 | && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) |
2144 | #ifdef PROHIBIT_PLAYERKILL |
|
|
2145 | (op->contr->peaceful |
2099 | && ((op->contr->peaceful |
2146 | || (mon->type == PLAYER |
2100 | || (mon->type == PLAYER && mon->contr->peaceful)) |
2147 | && mon->contr-> |
|
|
2148 | peaceful)) && |
|
|
2149 | #else |
|
|
2150 | op->contr->peaceful && |
|
|
2151 | #endif |
|
|
2152 | !on_battleground)) |
2101 | && !on_battleground)) |
|
|
2102 | { |
|
|
2103 | if (op->speed_left > 0.f) |
2153 | { |
2104 | { |
|
|
2105 | --op->speed_left; |
|
|
2106 | |
2154 | if (!op->contr->braced) |
2107 | if (!op->contr->braced) |
2155 | { |
2108 | { |
2156 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2109 | op->play_sound (sound_find ("push_player")); |
2157 | push_ob (mon, dir, op); |
2110 | push_ob (mon, dir, op); |
2158 | } |
2111 | } |
2159 | else |
2112 | else |
2160 | new_draw_info (0, 0, op, "You withhold your attack"); |
2113 | new_draw_info (0, 0, op, "You withhold your attack"); |
2161 | |
2114 | |
2162 | if (op->contr->tmp_invis || op->hide) |
2115 | if (op->contr->tmp_invis || op->hide) |
2163 | make_visible (op); |
2116 | make_visible (op); |
2164 | } |
|
|
2165 | |
2117 | |
|
|
2118 | return true; |
|
|
2119 | } |
|
|
2120 | } |
2166 | /* If the object is a boulder or other rollable object, then |
2121 | /* 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. |
2122 | * roll it if not braced. You can't roll it if you are braced. |
2168 | */ |
2123 | */ |
2169 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
2124 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
|
|
2125 | { |
|
|
2126 | if (op->speed_left > 0.f) |
2170 | { |
2127 | { |
|
|
2128 | --op->speed_left; |
|
|
2129 | |
2171 | recursive_roll (mon, dir, op); |
2130 | recursive_roll (mon, dir, op); |
2172 | if (action_makes_visible (op)) |
2131 | if (action_makes_visible (op)) |
2173 | make_visible (op); |
2132 | make_visible (op); |
2174 | } |
|
|
2175 | |
2133 | |
|
|
2134 | return true; |
|
|
2135 | } |
|
|
2136 | } |
2176 | /* Any generic living creature. Including things like doors. |
2137 | /* Any generic living creature. Including things like doors. |
2177 | * Way it works is like this: First, it must have some hit points |
2138 | * 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: |
2139 | * 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 |
2140 | * 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. |
2141 | * that party_number -1 is no party, so attacks can still happen. |
2181 | */ |
2142 | */ |
2182 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2143 | 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))) |
2144 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2184 | { |
2145 | { |
2185 | |
2146 | if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) |
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 | { |
2147 | { |
2193 | op->speed_left += op->speed / op->contr->weapon_sp; |
2148 | --op->contr->weapon_sp_left; |
2194 | |
|
|
2195 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
|
|
2196 | } |
|
|
2197 | |
2149 | |
2198 | skill_attack (mon, op, 0, 0, 0); |
2150 | 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 | |
2151 | |
2214 | if (action_makes_visible (op)) |
2152 | if (action_makes_visible (op)) |
2215 | make_visible (op); |
2153 | make_visible (op); |
2216 | } |
|
|
2217 | } /* if player should attack something */ |
|
|
2218 | } |
|
|
2219 | |
2154 | |
2220 | int |
2155 | return true; |
|
|
2156 | } |
|
|
2157 | } |
|
|
2158 | |
|
|
2159 | return false; |
|
|
2160 | } |
|
|
2161 | |
|
|
2162 | bool |
2221 | move_player (object *op, int dir) |
2163 | move_player (object *op, int dir) |
2222 | { |
2164 | { |
2223 | int pick; |
2165 | int pick; |
2224 | |
2166 | |
2225 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2167 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
… | |
… | |
2232 | return 0; |
2174 | return 0; |
2233 | } |
2175 | } |
2234 | |
2176 | |
2235 | /* peterm: added following line */ |
2177 | /* peterm: added following line */ |
2236 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2178 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2237 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
2179 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2238 | |
2180 | |
2239 | op->facing = dir; |
2181 | op->facing = dir; |
2240 | |
2182 | |
2241 | if (op->hide) |
2183 | if (op->hide) |
2242 | do_hidden_move (op); |
2184 | do_hidden_move (op); |
2243 | |
2185 | |
|
|
2186 | bool retval; |
|
|
2187 | |
2244 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2188 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2245 | /*nop */ ; |
2189 | retval = RESULT_INT (0); |
2246 | else if (op->contr->fire_on) |
2190 | else if (op->contr->fire_on) |
2247 | fire (op, dir); |
2191 | retval = fire (op, dir); |
2248 | else |
2192 | else |
2249 | { |
2193 | { |
2250 | move_player_attack (op, dir); |
2194 | retval = move_player_attack (op, dir); |
2251 | pick = check_pick (op); |
2195 | pick = check_pick (op); |
2252 | } |
2196 | } |
2253 | |
2197 | |
2254 | /* Add special check for newcs players and fire on - this way, the |
2198 | /* Add special check for newcs players and fire on - this way, the |
2255 | * server can handle repeat firing. |
2199 | * server can handle repeat firing. |
… | |
… | |
2262 | /* Update how the player looks. Use the facing, so direction may |
2206 | /* Update how the player looks. Use the facing, so direction may |
2263 | * get reset to zero. This allows for full animation capabilities |
2207 | * get reset to zero. This allows for full animation capabilities |
2264 | * for players. |
2208 | * for players. |
2265 | */ |
2209 | */ |
2266 | animate_object (op, op->facing); |
2210 | animate_object (op, op->facing); |
2267 | return 0; |
2211 | |
|
|
2212 | return retval; |
2268 | } |
2213 | } |
2269 | |
2214 | |
2270 | /* This is similar to handle_player, below, but is only used by the |
2215 | /* This is similar to handle_player, below, but is only used by the |
2271 | * new client/server stuff. |
2216 | * new client/server stuff. |
2272 | * This is sort of special, in that the new client/server actually uses |
2217 | * This is sort of special, in that the new client/server actually uses |
2273 | * the new speed values for commands. |
2218 | * the new speed values for commands. |
2274 | * |
2219 | * |
2275 | * Returns true if there are more actions we can do. |
2220 | * Returns true if there are more actions we can do. Should not do |
|
|
2221 | * many actions in a row, as that would be too unfair to other |
|
|
2222 | * players. |
2276 | */ |
2223 | */ |
2277 | int |
2224 | bool |
2278 | handle_newcs_player (object *op) |
2225 | handle_newcs_player (object *op) |
2279 | { |
2226 | { |
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)) |
2227 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2301 | { |
2228 | { |
2302 | flee_player (op); |
2229 | 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 | { |
2230 | { |
2306 | op->speed_left--; |
2231 | --op->speed_left; |
|
|
2232 | flee_player (op); |
|
|
2233 | |
2307 | return 0; |
2234 | return true; |
2308 | } |
2235 | } |
|
|
2236 | else |
|
|
2237 | return false; |
2309 | } |
2238 | } |
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 | |
2239 | |
2319 | /* call this here - we also will call this in do_ericserver, but |
2240 | /* call this here - we also will call this in do_ericserver, but |
2320 | * the players time has been increased when doericserver has been |
2241 | * the players time has been increased when doericserver has been |
2321 | * called, so we recheck it here. |
2242 | * called, so we recheck it here. |
2322 | */ |
2243 | */ |
2323 | if (op->contr->ns->handle_command ()) |
2244 | if (op->contr->ns->handle_command ()) |
2324 | return 1; |
2245 | return true; |
2325 | |
2246 | |
2326 | if (op->speed_left > 0) |
|
|
2327 | { |
|
|
2328 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2247 | 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); |
2248 | return move_player (op, op->direction); |
2338 | |
2249 | |
2339 | return op->speed_left > 0; |
|
|
2340 | } |
|
|
2341 | } |
|
|
2342 | |
|
|
2343 | return 0; |
2250 | return false; |
2344 | } |
2251 | } |
2345 | |
2252 | |
2346 | int |
2253 | int |
2347 | save_life (object *op) |
2254 | save_life (object *op) |
2348 | { |
2255 | { |
… | |
… | |
2350 | return 0; |
2257 | return 0; |
2351 | |
2258 | |
2352 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2259 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2353 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2260 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2354 | { |
2261 | { |
2355 | play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); |
2262 | op->play_sound (sound_find ("ob_evaporate")); |
2356 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2263 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2357 | |
2264 | |
2358 | if (op->contr) |
2265 | if (op->contr) |
2359 | esrv_del_item (op->contr, tmp->count); |
2266 | esrv_del_item (op->contr, tmp->count); |
2360 | |
2267 | |
… | |
… | |
2380 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2287 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2381 | * back in the map (location and map determined by values of env). This |
2288 | * back in the map (location and map determined by values of env). This |
2382 | * function will descend into containers. op is the object to start the search |
2289 | * function will descend into containers. op is the object to start the search |
2383 | * from. |
2290 | * from. |
2384 | */ |
2291 | */ |
2385 | void |
2292 | static void |
2386 | remove_unpaid_objects (object *op, object *env) |
2293 | drop_unpaid_items (object *op, object *env) |
2387 | { |
2294 | { |
2388 | object *next; |
|
|
2389 | |
|
|
2390 | while (op) |
2295 | while (op) |
2391 | { |
2296 | { |
2392 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2297 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2393 | |
2298 | |
2394 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2299 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
… | |
… | |
2397 | esrv_del_item (env->contr, op->count); |
2302 | esrv_del_item (env->contr, op->count); |
2398 | |
2303 | |
2399 | op->insert_at (env); |
2304 | op->insert_at (env); |
2400 | } |
2305 | } |
2401 | else if (op->inv) |
2306 | else if (op->inv) |
2402 | remove_unpaid_objects (op->inv, env); |
2307 | drop_unpaid_items (op->inv, env); |
2403 | |
2308 | |
2404 | op = next; |
2309 | op = next; |
2405 | } |
2310 | } |
|
|
2311 | } |
|
|
2312 | |
|
|
2313 | void |
|
|
2314 | object::drop_unpaid_items () |
|
|
2315 | { |
|
|
2316 | if (!flag [FLAG_REMOVED]) |
|
|
2317 | ::drop_unpaid_items (inv, this); |
2406 | } |
2318 | } |
2407 | |
2319 | |
2408 | /* |
2320 | /* |
2409 | * Returns pointer a static string containing gravestone text |
2321 | * Returns pointer a static string containing gravestone text |
2410 | * Moved from apply.c to player.c - player.c is what |
2322 | * Moved from apply.c to player.c - player.c is what |
… | |
… | |
2460 | int rate_grace = 2000; |
2372 | int rate_grace = 2000; |
2461 | const int max_hp = 1; |
2373 | const int max_hp = 1; |
2462 | const int max_sp = 1; |
2374 | const int max_sp = 1; |
2463 | const int max_grace = 1; |
2375 | const int max_grace = 1; |
2464 | |
2376 | |
2465 | if (op->contr->outputs_sync) |
2377 | if (op->contr->hidden) |
|
|
2378 | { |
|
|
2379 | op->invisible = 1000; |
|
|
2380 | /* the socket code flashes the player visible/invisible |
|
|
2381 | * depending on the value of invisible, so we need to |
|
|
2382 | * alternate it here for it to work correctly. |
|
|
2383 | */ |
|
|
2384 | if (pticks & 2) |
|
|
2385 | op->invisible--; |
2466 | { |
2386 | } |
2467 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
2387 | 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) |
2388 | { |
2469 | flush_output_element (op, &op->contr->outputs[i]); |
2389 | if (!op->invisible--) |
|
|
2390 | { |
|
|
2391 | make_visible (op); |
|
|
2392 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2393 | } |
2470 | } |
2394 | } |
2471 | |
2395 | |
2472 | if (op->contr->ns->state == ST_PLAYING) |
2396 | if (op->contr->ns->state == ST_PLAYING) |
2473 | { |
2397 | { |
2474 | /* these next three if clauses make it possible to SLOW DOWN |
2398 | /* these next three if clauses make it possible to SLOW DOWN |
… | |
… | |
2493 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2417 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2494 | else |
2418 | else |
2495 | { |
2419 | { |
2496 | gen_grace = op->stats.maxgrace; |
2420 | gen_grace = op->stats.maxgrace; |
2497 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2421 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2498 | } |
|
|
2499 | |
|
|
2500 | /* Regenerate Spell Points */ |
|
|
2501 | if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) |
|
|
2502 | { |
|
|
2503 | 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) |
|
|
2505 | { |
|
|
2506 | op->stats.sp++; |
|
|
2507 | /* dms do not consume food */ |
|
|
2508 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2509 | { |
|
|
2510 | op->stats.food--; |
|
|
2511 | if (op->contr->digestion < 0) |
|
|
2512 | op->stats.food += op->contr->digestion; |
|
|
2513 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2514 | op->stats.food = last_food; |
|
|
2515 | } |
|
|
2516 | } |
|
|
2517 | |
|
|
2518 | if (max_sp > 1) |
|
|
2519 | { |
|
|
2520 | over_sp = (gen_sp + 10) / rate_sp; |
|
|
2521 | if (over_sp > 0) |
|
|
2522 | { |
|
|
2523 | if (op->stats.sp < op->stats.maxsp) |
|
|
2524 | { |
|
|
2525 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2526 | |
|
|
2527 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
|
|
2528 | op->stats.sp--; |
|
|
2529 | |
|
|
2530 | if (op->stats.sp > op->stats.maxsp) |
|
|
2531 | op->stats.sp = op->stats.maxsp; |
|
|
2532 | } |
|
|
2533 | op->last_sp = 0; |
|
|
2534 | } |
|
|
2535 | else |
|
|
2536 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2537 | } |
|
|
2538 | else |
|
|
2539 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2540 | } |
2422 | } |
2541 | |
2423 | |
2542 | /* Regenerate Grace */ |
2424 | /* Regenerate Grace */ |
2543 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2425 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2544 | if (--op->last_grace < 0) |
2426 | if (--op->last_grace < 0) |
… | |
… | |
2565 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2447 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2566 | } |
2448 | } |
2567 | /* wearing stuff doesn't detract from grace generation. */ |
2449 | /* wearing stuff doesn't detract from grace generation. */ |
2568 | } |
2450 | } |
2569 | |
2451 | |
|
|
2452 | if (op->stats.food > 0) |
|
|
2453 | { |
2570 | /* Regenerate Hit Points */ |
2454 | /* Regenerate Spell Points */ |
2571 | if (--op->last_heal < 0) |
2455 | if (!op->contr->golem && --op->last_sp < 0) |
2572 | { |
|
|
2573 | if (op->stats.hp < op->stats.maxhp) |
|
|
2574 | { |
2456 | { |
2575 | op->stats.hp++; |
2457 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2576 | /* dms do not consume food */ |
2458 | |
2577 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2459 | if (op->stats.sp < op->stats.maxsp) |
2578 | { |
2460 | { |
|
|
2461 | op->stats.sp++; |
|
|
2462 | |
|
|
2463 | /* dms do not consume food */ |
|
|
2464 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2465 | { |
2579 | op->stats.food--; |
2466 | op->stats.food--; |
|
|
2467 | |
2580 | if (op->contr->digestion < 0) |
2468 | if (op->contr->digestion < 0) |
2581 | op->stats.food += op->contr->digestion; |
2469 | op->stats.food += op->contr->digestion; |
2582 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2470 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2583 | op->stats.food = last_food; |
2471 | op->stats.food = last_food; |
|
|
2472 | } |
2584 | } |
2473 | } |
2585 | } |
|
|
2586 | |
2474 | |
2587 | if (max_hp > 1) |
2475 | if (max_sp > 1) |
2588 | { |
|
|
2589 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
|
|
2590 | if (over_hp > 0) |
|
|
2591 | { |
2476 | { |
2592 | op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
2477 | over_sp = (gen_sp + 10) / rate_sp; |
|
|
2478 | if (over_sp > 0) |
|
|
2479 | { |
|
|
2480 | if (op->stats.sp < op->stats.maxsp) |
|
|
2481 | { |
|
|
2482 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2483 | |
|
|
2484 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
|
|
2485 | op->stats.sp--; |
|
|
2486 | |
|
|
2487 | if (op->stats.sp > op->stats.maxsp) |
|
|
2488 | op->stats.sp = op->stats.maxsp; |
|
|
2489 | } |
|
|
2490 | |
2593 | op->last_heal = 0; |
2491 | op->last_sp = 0; |
|
|
2492 | } |
|
|
2493 | else |
|
|
2494 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2594 | } |
2495 | } |
2595 | else |
2496 | else |
|
|
2497 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2498 | } |
|
|
2499 | |
|
|
2500 | /* Regenerate Hit Points */ |
|
|
2501 | if (--op->last_heal < 0) |
|
|
2502 | { |
|
|
2503 | if (op->stats.hp < op->stats.maxhp) |
2596 | { |
2504 | { |
2597 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2505 | op->stats.hp++; |
|
|
2506 | |
|
|
2507 | /* dms do not consume food */ |
|
|
2508 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2509 | { |
|
|
2510 | op->stats.food--; |
|
|
2511 | |
|
|
2512 | if (op->contr->digestion < 0) |
|
|
2513 | op->stats.food += op->contr->digestion; |
|
|
2514 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2515 | op->stats.food = last_food; |
|
|
2516 | } |
2598 | } |
2517 | } |
|
|
2518 | |
|
|
2519 | if (max_hp > 1) |
|
|
2520 | { |
|
|
2521 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
|
|
2522 | |
|
|
2523 | if (over_hp > 0) |
|
|
2524 | { |
|
|
2525 | op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
|
|
2526 | op->last_heal = 0; |
|
|
2527 | } |
|
|
2528 | else |
|
|
2529 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2599 | } |
2530 | } |
2600 | else |
2531 | else |
2601 | { |
|
|
2602 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2532 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2603 | } |
2533 | } |
2604 | } |
2534 | } |
2605 | |
2535 | |
2606 | /* Digestion */ |
2536 | /* Digestion */ |
2607 | if (--op->last_eat < 0) |
2537 | if (--op->last_eat < 0) |
2608 | { |
2538 | { |
2609 | #ifdef COZY_SERVER |
2539 | int bonus = max (0, op->contr->digestion), |
2610 | int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; |
2540 | penalty = max (0, -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; |
|
|
2614 | #endif |
|
|
2615 | |
2541 | |
2616 | if (op->contr->gen_hp > 0) |
|
|
2617 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2542 | op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); |
2618 | else |
|
|
2619 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
|
|
2620 | |
2543 | |
2621 | /* dms do not consume food */ |
2544 | /* dms do not consume food */ |
2622 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2545 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2623 | op->stats.food--; |
2546 | op->stats.food--; |
2624 | } |
2547 | } |
… | |
… | |
2651 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2574 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2652 | manual_apply (op, flesh, 0); |
2575 | manual_apply (op, flesh, 0); |
2653 | } |
2576 | } |
2654 | } |
2577 | } |
2655 | |
2578 | |
2656 | while (op->stats.food < 0 && op->stats.hp >= 0) |
2579 | if (op->stats.food < 0) |
2657 | op->stats.food++, op->stats.hp--; |
2580 | { |
|
|
2581 | op->stats.hp += op->stats.food; |
|
|
2582 | op->stats.food = 0; |
|
|
2583 | } |
2658 | |
2584 | |
2659 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2585 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2660 | kill_player (op); |
2586 | kill_player (op); |
2661 | } |
2587 | } |
2662 | } |
2588 | } |
… | |
… | |
2685 | object *tmp; |
2611 | object *tmp; |
2686 | |
2612 | |
2687 | if (save_life (op)) |
2613 | if (save_life (op)) |
2688 | return; |
2614 | return; |
2689 | |
2615 | |
2690 | |
|
|
2691 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2616 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2692 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2617 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2693 | * Look at op_on_battleground() for more info --AndreasV |
2618 | * Look at op_on_battleground() for more info --AndreasV |
2694 | */ |
2619 | */ |
2695 | if (op_on_battleground (op, &x, &y)) |
2620 | if (op_on_battleground (op, &x, &y)) |
… | |
… | |
2724 | tmp->name = buf; |
2649 | tmp->name = buf; |
2725 | sprintf (buf, " This finger has been cut off %s\n" |
2650 | sprintf (buf, " This finger has been cut off %s\n" |
2726 | " the %s, when he was defeated at\n level %d by %s.\n", |
2651 | " 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); |
2652 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2728 | tmp->msg = buf; |
2653 | tmp->msg = buf; |
2729 | tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2654 | tmp->value = 0, tmp->type = 0; |
2730 | tmp->materialname = NULL; |
2655 | tmp->materialname = "organics"; |
2731 | tmp->insert_at (op, tmp); |
2656 | tmp->insert_at (op, tmp); |
2732 | } |
2657 | } |
2733 | |
2658 | |
2734 | /* teleport defeated player to new destination */ |
2659 | /* teleport defeated player to new destination */ |
2735 | transfer_ob (op, x, y, 0, NULL); |
2660 | transfer_ob (op, x, y, 0, NULL); |
… | |
… | |
2747 | strcpy (op->contr->killer, "starvation"); |
2672 | strcpy (op->contr->killer, "starvation"); |
2748 | } |
2673 | } |
2749 | else |
2674 | else |
2750 | sprintf (buf, "%s died.", &op->name); |
2675 | sprintf (buf, "%s died.", &op->name); |
2751 | |
2676 | |
2752 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
2677 | op->contr->play_sound (sound_find ("player_dies")); |
2753 | |
2678 | |
2754 | /* save the map location for corpse, gravestone */ |
2679 | /* save the map location for corpse, gravestone */ |
2755 | x = op->x; |
2680 | x = op->x; |
2756 | y = op->y; |
2681 | y = op->y; |
2757 | map = op->map; |
2682 | map = op->map; |
… | |
… | |
2931 | op->stats.hp = op->stats.maxhp; |
2856 | op->stats.hp = op->stats.maxhp; |
2932 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2857 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2933 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2858 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2934 | |
2859 | |
2935 | /* |
2860 | /* |
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 |
2861 | * Check to see if the player has any unpaid items. If so, remove them |
2938 | * in the map. |
2862 | * and put them back in the map. |
2939 | */ |
2863 | */ |
2940 | |
2864 | op->drop_unpaid_items (); |
2941 | if (is_in_shop (op)) |
|
|
2942 | remove_unpaid_objects (op->inv, op); |
|
|
2943 | |
2865 | |
2944 | /****************************************/ |
2866 | /****************************************/ |
2945 | /* */ |
2867 | /* */ |
2946 | /* Move player to his current respawn- */ |
2868 | /* Move player to his current respawn- */ |
2947 | /* position (usually last savebed) */ |
2869 | /* position (usually last savebed) */ |
… | |
… | |
2967 | object *force; |
2889 | object *force; |
2968 | int at; |
2890 | int at; |
2969 | |
2891 | |
2970 | force = get_archetype (FORCE_NAME); |
2892 | force = get_archetype (FORCE_NAME); |
2971 | /* 50 ticks should be enough time for the spell to abate */ |
2893 | /* 50 ticks should be enough time for the spell to abate */ |
2972 | force->speed = 0.1; |
2894 | force->speed = 0.1f; |
2973 | force->speed_left = -5.0; |
2895 | force->speed_left = -5.f; |
2974 | SET_FLAG (force, FLAG_APPLIED); |
2896 | SET_FLAG (force, FLAG_APPLIED); |
2975 | for (at = 0; at < NROFATTACKS; at++) |
2897 | for (at = 0; at < NROFATTACKS; at++) |
2976 | if (will_kill_again & (1 << at)) |
2898 | if (will_kill_again & (1 << at)) |
2977 | force->resist[at] = 100; |
2899 | force->resist[at] = 100; |
2978 | |
2900 | |
… | |
… | |
2987 | void |
2909 | void |
2988 | loot_object (object *op) |
2910 | loot_object (object *op) |
2989 | { /* Grab and destroy some treasure */ |
2911 | { /* Grab and destroy some treasure */ |
2990 | object *tmp, *tmp2, *next; |
2912 | object *tmp, *tmp2, *next; |
2991 | |
2913 | |
2992 | if (op->container) |
2914 | op->close_container (); /* close open sack first */ |
2993 | esrv_apply_container (op, op->container); /* close open sack first */ |
|
|
2994 | |
2915 | |
2995 | for (tmp = op->inv; tmp; tmp = next) |
2916 | for (tmp = op->inv; tmp; tmp = next) |
2996 | { |
2917 | { |
2997 | next = tmp->below; |
2918 | next = tmp->below; |
2998 | |
2919 | |
2999 | if (tmp->invisible) |
2920 | if (tmp->invisible) |
3000 | continue; |
2921 | continue; |
3001 | |
2922 | |
3002 | tmp->remove (); |
2923 | tmp->remove (); |
3003 | tmp->x = op->x, tmp->y = op->y; |
2924 | tmp->x = op->x, tmp->y = op->y; |
|
|
2925 | |
3004 | if (tmp->type == CONTAINER) |
2926 | if (tmp->type == CONTAINER) |
3005 | { /* empty container to ground */ |
2927 | loot_object (tmp); /* empty container to ground */ |
3006 | loot_object (tmp); |
2928 | |
3007 | } |
|
|
3008 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) |
2929 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
3009 | { |
2930 | { |
3010 | if (tmp->nrof > 1) |
2931 | if (tmp->nrof > 1) |
3011 | { |
2932 | { |
3012 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2933 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
3013 | tmp2->destroy (); |
2934 | tmp2->destroy (); |
… | |
… | |
3024 | /* |
2945 | /* |
3025 | * fix_weight(): Check recursively the weight of all players, and fix |
2946 | * fix_weight(): Check recursively the weight of all players, and fix |
3026 | * what needs to be fixed. Refresh windows and fix speed if anything |
2947 | * what needs to be fixed. Refresh windows and fix speed if anything |
3027 | * was changed. |
2948 | * was changed. |
3028 | */ |
2949 | */ |
3029 | |
|
|
3030 | void |
2950 | void |
3031 | fix_weight (void) |
2951 | fix_weight (void) |
3032 | { |
2952 | { |
3033 | for_all_players (pl) |
2953 | for_all_players (pl) |
3034 | { |
2954 | { |
… | |
… | |
3089 | void |
3009 | void |
3090 | make_visible (object *op) |
3010 | make_visible (object *op) |
3091 | { |
3011 | { |
3092 | op->hide = 0; |
3012 | op->hide = 0; |
3093 | op->invisible = 0; |
3013 | op->invisible = 0; |
|
|
3014 | |
3094 | if (op->type == PLAYER) |
3015 | if (op->type == PLAYER) |
3095 | { |
3016 | { |
3096 | op->contr->tmp_invis = 0; |
3017 | op->contr->tmp_invis = 0; |
3097 | op->contr->invis_race = 0; |
3018 | op->contr->invis_race = 0; |
3098 | } |
3019 | } |
|
|
3020 | |
3099 | update_object (op, UP_OBJ_FACE); |
3021 | update_object (op, UP_OBJ_CHANGE); |
3100 | } |
3022 | } |
3101 | |
3023 | |
3102 | int |
3024 | int |
3103 | is_true_undead (object *op) |
3025 | is_true_undead (object *op) |
3104 | { |
3026 | { |
3105 | object *tmp = NULL; |
|
|
3106 | |
|
|
3107 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3027 | if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
3108 | return 1; |
3028 | return 1; |
3109 | |
3029 | |
3110 | return 0; |
3030 | return 0; |
3111 | } |
3031 | } |
3112 | |
3032 | |
3113 | /* look at the surrounding terrain to determine |
3033 | /* look at the surrounding terrain to determine |
3114 | * the hideability of this object. Positive levels |
3034 | * the hideability of this object. Positive levels |
3115 | * indicate greater hideability. |
3035 | * indicate greater hideability. |
3116 | */ |
3036 | */ |
3117 | |
|
|
3118 | int |
3037 | int |
3119 | hideability (object *ob) |
3038 | hideability (object *ob) |
3120 | { |
3039 | { |
3121 | int i, level = 0, mflag; |
3040 | int i, level = 0, mflag; |
3122 | sint16 x, y; |
3041 | sint16 x, y; |
… | |
… | |
3156 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3075 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3157 | * every time they move - as we subtract off 'invisibility' |
3076 | * every time they move - as we subtract off 'invisibility' |
3158 | * AND, for players, if they move into a ridiculously unhideable |
3077 | * AND, for players, if they move into a ridiculously unhideable |
3159 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3078 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3160 | */ |
3079 | */ |
3161 | |
|
|
3162 | void |
3080 | void |
3163 | do_hidden_move (object *op) |
3081 | do_hidden_move (object *op) |
3164 | { |
3082 | { |
3165 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3083 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3166 | object *skop; |
3084 | object *skop; |
… | |
… | |
3248 | * object op. This function works fine for monsters, |
3166 | * object op. This function works fine for monsters, |
3249 | * but we dont worry if the object isnt the top one in |
3167 | * but we dont worry if the object isnt the top one in |
3250 | * a pile (say a coin under a table would return "viewable" |
3168 | * a pile (say a coin under a table would return "viewable" |
3251 | * by this routine). Another question, should we be |
3169 | * by this routine). Another question, should we be |
3252 | * concerned with the direction the player is looking |
3170 | * concerned with the direction the player is looking |
3253 | * in? Realistically, most of use cant see stuff behind |
3171 | * in? Realistically, most of us can't see stuff behind |
3254 | * our backs...on the other hand, does the "facing" direction |
3172 | * our backs...on the other hand, does the "facing" direction |
3255 | * imply the way your head, or body is facing? Its possible |
3173 | * imply the way your head, or body is facing? It's possible |
3256 | * for them to differ. Sigh, this fctn could get a bit more complex. |
3174 | * for them to differ. Sigh, this fctn could get a bit more complex. |
3257 | * -b.t. |
3175 | * -b.t. |
3258 | * This function is now map tiling safe. |
3176 | * This function is now map tiling safe. |
3259 | */ |
3177 | */ |
3260 | |
|
|
3261 | int |
3178 | int |
3262 | player_can_view (object *pl, object *op) |
3179 | player_can_view (object *pl, object *op) |
3263 | { |
3180 | { |
3264 | rv_vector rv; |
3181 | rv_vector rv; |
3265 | int dx, dy; |
3182 | int dx, dy; |
… | |
… | |
3277 | |
3194 | |
3278 | get_rangevector (pl, op, &rv, 0x1); |
3195 | get_rangevector (pl, op, &rv, 0x1); |
3279 | |
3196 | |
3280 | /* starting with the 'head' part, lets loop |
3197 | /* starting with the 'head' part, lets loop |
3281 | * through the object and find if it has any |
3198 | * through the object and find if it has any |
3282 | * part that is in the los array but isnt on |
3199 | * part that is in the los array but isn't on |
3283 | * a blocked los square. |
3200 | * a blocked los square. |
3284 | * we use the archetype to figure out offsets. |
3201 | * we use the archetype to figure out offsets. |
3285 | */ |
3202 | */ |
3286 | while (op) |
3203 | while (op) |
3287 | { |
3204 | { |
3288 | dx = rv.distance_x + op->arch->clone.x; |
3205 | dx = rv.distance_x + op->arch->x; |
3289 | dy = rv.distance_y + op->arch->clone.y; |
3206 | dy = rv.distance_y + op->arch->y; |
3290 | |
3207 | |
3291 | /* only the viewable area the player sees is updated by LOS |
3208 | /* only the viewable area the player sees is updated by LOS |
3292 | * code, so we need to restrict ourselves to that range of values |
3209 | * code, so we need to restrict ourselves to that range of values |
3293 | * for any meaningful values. |
3210 | * for any meaningful values. |
3294 | */ |
3211 | */ |
3295 | if (FABS (dx) <= (pl->contr->ns->mapx / 2) && |
3212 | if (abs (dx) <= (pl->contr->ns->mapx / 2) && |
3296 | FABS (dy) <= (pl->contr->ns->mapy / 2) && |
3213 | abs (dy) <= (pl->contr->ns->mapy / 2) && |
3297 | !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) |
3214 | !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) |
3298 | return 1; |
3215 | return 1; |
|
|
3216 | |
3299 | op = op->more; |
3217 | op = op->more; |
3300 | } |
3218 | } |
|
|
3219 | |
3301 | return 0; |
3220 | return 0; |
3302 | } |
3221 | } |
3303 | |
3222 | |
3304 | /* routine for both players and monsters. We call this when |
3223 | /* routine for both players and monsters. We call this when |
3305 | * there is a possibility for our action distrubing our hiding |
3224 | * there is a possibility for our action distrubing our hiding |
… | |
… | |
3308 | * return 0. |
3227 | * return 0. |
3309 | */ |
3228 | */ |
3310 | int |
3229 | int |
3311 | action_makes_visible (object *op) |
3230 | action_makes_visible (object *op) |
3312 | { |
3231 | { |
3313 | |
|
|
3314 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
3232 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
3315 | { |
3233 | { |
3316 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
3234 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
3317 | return 0; |
3235 | return 0; |
3318 | |
3236 | |
… | |
… | |
3324 | { |
3242 | { |
3325 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); |
3243 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); |
3326 | return 1; |
3244 | return 1; |
3327 | } |
3245 | } |
3328 | } |
3246 | } |
|
|
3247 | |
3329 | return 0; |
3248 | return 0; |
3330 | } |
3249 | } |
3331 | |
3250 | |
3332 | /* op_on_battleground - checks if the given object op (usually |
3251 | /* op_on_battleground - checks if the given object op (usually |
3333 | * a player) is standing on a valid battleground-tile, |
3252 | * a player) is standing on a valid battleground-tile, |
… | |
… | |
3338 | * Default is to do the same as before, so only people wanting to have different points need worry about this |
3257 | * Default is to do the same as before, so only people wanting to have different points need worry about this |
3339 | */ |
3258 | */ |
3340 | int |
3259 | int |
3341 | op_on_battleground (object *op, int *x, int *y) |
3260 | op_on_battleground (object *op, int *x, int *y) |
3342 | { |
3261 | { |
3343 | object *tmp; |
|
|
3344 | |
|
|
3345 | /* A battleground-tile needs the following attributes to be valid: |
3262 | /* A battleground-tile needs the following attributes to be valid: |
3346 | * is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3263 | * is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3347 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3264 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3348 | * and the exit-coordinates sp/hp must both be > 0. |
3265 | * and the exit-coordinates sp/hp must both be > 0. |
3349 | * => The intention here is to prevent abuse of the battleground- |
3266 | * => The intention here is to prevent abuse of the battleground- |
3350 | * feature (like pickable or hidden battleground tiles). */ |
3267 | * feature (like pickable or hidden battleground tiles). */ |
3351 | for (tmp = op->below; tmp != NULL; tmp = tmp->below) |
3268 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
3352 | { |
3269 | { |
3353 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3270 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3354 | { |
3271 | { |
3355 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) && |
3272 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) |
3356 | strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) |
3273 | && tmp->type == BATTLEGROUND |
|
|
3274 | && tmp->name == shstr_battleground |
|
|
3275 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3357 | { |
3276 | { |
3358 | /*before we assign the exit, check if this is a teambattle */ |
3277 | /* before we assign the exit, check if this is a teambattle */ |
3359 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3278 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3360 | { |
3279 | { |
3361 | object *invtmp; |
|
|
3362 | |
|
|
3363 | for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) |
3280 | for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) |
3364 | { |
3281 | { |
3365 | if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) |
3282 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
3366 | { |
3283 | { |
3367 | if (x != NULL && y != NULL) |
3284 | if (x && y) |
3368 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3285 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
|
|
3286 | |
3369 | return 1; |
3287 | return 1; |
3370 | } |
3288 | } |
3371 | } |
3289 | } |
3372 | } |
3290 | } |
|
|
3291 | |
3373 | if (x != NULL && y != NULL) |
3292 | if (x && y) |
3374 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3293 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
|
|
3294 | |
3375 | return 1; |
3295 | return 1; |
3376 | } |
3296 | } |
3377 | } |
3297 | } |
3378 | } |
3298 | } |
|
|
3299 | |
3379 | /* If we got here, did not find a battleground */ |
3300 | /* If we got here, did not find a battleground */ |
3380 | return 0; |
3301 | return 0; |
3381 | } |
3302 | } |
3382 | |
3303 | |
3383 | /* |
3304 | /* |
… | |
… | |
3399 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3320 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3400 | int i = 0, j = 0; |
3321 | int i = 0, j = 0; |
3401 | |
3322 | |
3402 | /* get the appropriate treasurelist */ |
3323 | /* get the appropriate treasurelist */ |
3403 | if (atnr == ATNR_FIRE) |
3324 | if (atnr == ATNR_FIRE) |
3404 | trlist = find_treasurelist ("dragon_ability_fire"); |
3325 | trlist = treasurelist::find (shstr_dragon_ability_fire); |
3405 | else if (atnr == ATNR_COLD) |
3326 | else if (atnr == ATNR_COLD) |
3406 | trlist = find_treasurelist ("dragon_ability_cold"); |
3327 | trlist = treasurelist::find (shstr_dragon_ability_cold); |
3407 | else if (atnr == ATNR_ELECTRICITY) |
3328 | else if (atnr == ATNR_ELECTRICITY) |
3408 | trlist = find_treasurelist ("dragon_ability_elec"); |
3329 | trlist = treasurelist::find (shstr_dragon_ability_elec); |
3409 | else if (atnr == ATNR_POISON) |
3330 | else if (atnr == ATNR_POISON) |
3410 | trlist = find_treasurelist ("dragon_ability_poison"); |
3331 | trlist = treasurelist::find (shstr_dragon_ability_poison); |
3411 | |
3332 | |
3412 | if (trlist == NULL || who->type != PLAYER) |
3333 | if (trlist == NULL || who->type != PLAYER) |
3413 | return; |
3334 | return; |
3414 | |
3335 | |
3415 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3336 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
… | |
… | |
3419 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3340 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3420 | return; |
3341 | return; |
3421 | } |
3342 | } |
3422 | |
3343 | |
3423 | /* everything seems okay - now bring on the gift: */ |
3344 | /* everything seems okay - now bring on the gift: */ |
3424 | item = &(tr->item->clone); |
3345 | item = tr->item; |
3425 | |
3346 | |
3426 | if (item->type == SPELL) |
3347 | if (item->type == SPELL) |
3427 | { |
3348 | { |
3428 | if (check_spell_known (who, item->name)) |
3349 | if (check_spell_known (who, item->name)) |
3429 | return; |
3350 | return; |
… | |
… | |
3488 | { |
3409 | { |
3489 | /* forces in the treasurelist can alter the player's stats */ |
3410 | /* forces in the treasurelist can alter the player's stats */ |
3490 | object *skin; |
3411 | object *skin; |
3491 | |
3412 | |
3492 | /* first get the dragon skin force */ |
3413 | /* first get the dragon skin force */ |
3493 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
3494 | for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) |
3414 | for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below) |
3495 | ; |
3415 | ; |
3496 | |
3416 | |
3497 | if (!skin) |
3417 | if (!skin) |
3498 | return; |
3418 | return; |
3499 | |
3419 | |
… | |
… | |
3547 | * not readied. |
3467 | * not readied. |
3548 | */ |
3468 | */ |
3549 | void |
3469 | void |
3550 | player_unready_range_ob (player *pl, object *ob) |
3470 | player_unready_range_ob (player *pl, object *ob) |
3551 | { |
3471 | { |
3552 | rangetype i; |
3472 | if (pl->ob->current_weapon == ob) |
|
|
3473 | pl->ob->current_weapon = 0; |
3553 | |
3474 | |
3554 | for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
3475 | if (pl->combat_ob == ob) |
3555 | { |
3476 | pl->combat_ob = 0; |
|
|
3477 | |
3556 | if (pl->ranges[i] == ob) |
3478 | if (pl->ranged_ob == ob) |
3557 | { |
3479 | pl->ranged_ob = 0; |
3558 | pl->ranges[i] = NULL; |
|
|
3559 | if (pl->shoottype == i) |
|
|
3560 | { |
|
|
3561 | pl->shoottype = range_none; |
|
|
3562 | } |
|
|
3563 | } |
|
|
3564 | } |
|
|
3565 | } |
3480 | } |
|
|
3481 | |
|
|
3482 | sint8 |
|
|
3483 | player::visibility_at (maptile *map, int x, int y) const |
|
|
3484 | { |
|
|
3485 | if (!ns) |
|
|
3486 | return 0; |
|
|
3487 | |
|
|
3488 | int dx, dy; |
|
|
3489 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
|
|
3490 | return 0; |
|
|
3491 | |
|
|
3492 | x += dx - ns->current_x + ns->mapx / 2; |
|
|
3493 | y += dy - ns->current_y + ns->mapy / 2; |
|
|
3494 | |
|
|
3495 | if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) |
|
|
3496 | return 0; |
|
|
3497 | |
|
|
3498 | return 100 - blocked_los [x][y]; |
|
|
3499 | } |