1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 | * Deliantra 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 <support@deliantra.net> |
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 (); |
|
|
188 | ob->enemy = 0; // sometimes keeps an extra refcount on itself |
200 | ob->map = 0; |
189 | ob->map = 0; |
|
|
190 | party = 0; |
201 | |
191 | |
202 | // for weird reasons, this is often "ob", keeping a circular reference |
192 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
203 | ranges [range_skill] = 0; |
|
|
204 | |
193 | |
205 | players.erase (this); |
194 | players.erase (this); |
206 | } |
195 | } |
207 | |
196 | |
208 | // connect the player with a specific client |
197 | // connect the player with a specific client |
209 | // also changed, rationalises, and fixes some incorrect settings |
198 | // also changes, rationalises, and fixes some incorrect settings |
210 | void |
199 | void |
211 | player::connect (client *ns) |
200 | player::connect (client *ns) |
212 | { |
201 | { |
213 | this->ns = ns; |
202 | this->ns = ns; |
214 | ns->pl = this; |
203 | ns->pl = this; |
215 | |
204 | |
216 | run_on = 0; |
205 | run_on = 0; |
217 | fire_on = 0; |
206 | fire_on = 0; |
|
|
207 | ob->close_container (); //TODO: client-specific |
218 | |
208 | |
219 | ns->update_look = 0; |
209 | ns->update_look = 0; |
220 | ns->look_position = 0; |
210 | ns->look_position = 0; |
221 | |
211 | |
222 | clear_los (ob); |
212 | clear_los (this); |
223 | |
213 | |
224 | ns->reset_stats (); |
214 | ns->reset_stats (); |
225 | |
215 | |
226 | /* make sure he's a player -- needed because of class change. */ |
216 | /* make sure he's a player -- needed because of class change. */ |
227 | ob->type = PLAYER; // we are paranoid |
217 | ob->type = PLAYER; // we are paranoid |
228 | ob->race = ob->arch->clone.race; |
218 | ob->race = ob->arch->race; |
229 | |
|
|
230 | if (!legal_range (ob, shoottype)) |
|
|
231 | shoottype = range_none; |
|
|
232 | |
219 | |
233 | ob->carrying = sum_weight (ob); |
220 | ob->carrying = sum_weight (ob); |
234 | link_player_skills (ob); |
221 | link_player_skills (ob); |
235 | |
222 | |
236 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
223 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
237 | |
224 | |
238 | assign (title, ob->arch->clone.name); |
225 | assign (title, ob->arch->object::name); |
239 | |
|
|
240 | /* can_use_shield is a new flag. However, the can_use.. seems to largely come |
|
|
241 | * from the class, and not race. I don't see any way to get the class information |
|
|
242 | * to then update this. I don't think this will actually break anything - anyone |
|
|
243 | * that can use armour should be able to use a shield. What this may 'break' |
|
|
244 | * are features new characters get, eg, if someone starts up with a Q, they |
|
|
245 | * should be able to use a shield. However, old Q's won't get that advantage. |
|
|
246 | */ |
|
|
247 | if (QUERY_FLAG (ob, FLAG_USE_ARMOUR)) |
|
|
248 | SET_FLAG (ob, FLAG_USE_SHIELD); |
|
|
249 | |
226 | |
250 | /* if it's a dragon player, set the correct title here */ |
227 | /* if it's a dragon player, set the correct title here */ |
251 | if (is_dragon_pl (ob)) |
228 | if (is_dragon_pl (ob)) |
252 | { |
229 | { |
253 | object *tmp, *abil = 0, *skin = 0; |
230 | object *tmp, *abil = 0, *skin = 0; |
254 | |
231 | |
255 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
|
|
256 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
257 | |
|
|
258 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
232 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
259 | if (tmp->type == FORCE) |
233 | if (tmp->type == FORCE) |
260 | if (tmp->arch->name == dragon_ability_force) |
234 | if (tmp->arch->archname == shstr_dragon_ability_force) |
261 | abil = tmp; |
235 | abil = tmp; |
262 | else if (tmp->arch->name == dragon_skin_force) |
236 | else if (tmp->arch->archname == shstr_dragon_skin_force) |
263 | skin = tmp; |
237 | skin = tmp; |
264 | |
238 | |
265 | set_dragon_name (ob, abil, skin); |
239 | set_dragon_name (ob, abil, skin); |
266 | } |
240 | } |
267 | |
241 | |
268 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
242 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
269 | |
243 | |
270 | esrv_new_player (this, ob->weight + ob->carrying); |
244 | esrv_new_player (this, ob->weight + ob->carrying); |
271 | |
245 | |
272 | ob->update_stats (); |
246 | ob->update_stats (); |
|
|
247 | |
273 | ns->floorbox_update (); |
248 | ns->floorbox_update (); |
274 | |
|
|
275 | esrv_send_inventory (ob, ob); |
249 | esrv_send_inventory (ob, ob); |
276 | esrv_add_spells (this, 0); |
250 | esrv_add_spells (this, 0); |
277 | |
251 | |
278 | activate (); |
252 | activate (); |
279 | |
253 | |
… | |
… | |
286 | } |
260 | } |
287 | |
261 | |
288 | void |
262 | void |
289 | player::disconnect () |
263 | player::disconnect () |
290 | { |
264 | { |
|
|
265 | if (ob) |
|
|
266 | { |
|
|
267 | ob->close_container (); //TODO: client-specific |
|
|
268 | ob->drop_unpaid_items (); |
|
|
269 | } |
|
|
270 | |
291 | if (ns) |
271 | if (ns) |
292 | { |
272 | { |
293 | if (active) |
273 | if (active) |
294 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
274 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
295 | |
275 | |
296 | INVOKE_PLAYER (DISCONNECT, this); |
276 | INVOKE_PLAYER (DISCONNECT, this); |
297 | |
277 | |
|
|
278 | ns->reset_stats (); |
298 | ns->pl = 0; |
279 | ns->pl = 0; |
299 | this->ns = 0; |
280 | ns = 0; |
300 | } |
281 | } |
|
|
282 | |
|
|
283 | observe = ob; |
301 | |
284 | |
302 | deactivate (); |
285 | deactivate (); |
303 | } |
286 | } |
304 | |
287 | |
305 | // the need for this function can be explained |
288 | // the need for this function can be explained |
306 | // by load_object not returning the object |
289 | // by load_object not returning the object |
307 | void |
290 | void |
308 | player::set_object (object *op) |
291 | player::set_object (object *op) |
309 | { |
292 | { |
310 | ob = op; |
293 | ob = observe = op; |
311 | ob->contr = this; /* this aren't yet in archetype */ |
294 | ob->contr = this; /* this aren't yet in archetype */ |
312 | |
295 | |
|
|
296 | ob->speed = 1.0f; |
313 | ob->speed_left = 0.5; |
297 | ob->speed_left = 0.5f; |
314 | ob->speed = 1.0; |
298 | |
315 | ob->direction = 5; /* So player faces south */ |
299 | ob->direction = 5; /* So player faces south */ |
316 | ob->stats.wc = 2; |
|
|
317 | ob->run_away = 25; /* Then we panick... */ |
|
|
318 | |
300 | |
319 | ob->roll_stats (); |
301 | ob->flag [FLAG_READY_WEAPON] = false; |
|
|
302 | ob->flag [FLAG_READY_SKILL] = false; |
|
|
303 | ob->flag [FLAG_READY_BOW] = false; |
|
|
304 | |
|
|
305 | for (object *op = ob->inv; op; op = op->below) |
|
|
306 | if (op->flag [FLAG_APPLIED]) |
|
|
307 | switch (op->type) |
|
|
308 | { |
|
|
309 | case SKILL: |
|
|
310 | ob->flag [FLAG_APPLIED] = false; |
|
|
311 | break; |
|
|
312 | |
|
|
313 | case WAND: |
|
|
314 | case ROD: |
|
|
315 | case HORN: |
|
|
316 | case BOW: |
|
|
317 | ranged_ob = op; |
|
|
318 | break; |
|
|
319 | |
|
|
320 | case WEAPON: |
|
|
321 | combat_ob = op; |
|
|
322 | break; |
|
|
323 | } |
|
|
324 | |
|
|
325 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
|
|
326 | } |
|
|
327 | |
|
|
328 | void |
|
|
329 | player::set_observe (object *op) |
|
|
330 | { |
|
|
331 | observe = op ? op : ob; |
|
|
332 | do_los = 1; |
320 | } |
333 | } |
321 | |
334 | |
322 | player::player () |
335 | player::player () |
323 | { |
336 | { |
324 | /* There are some elements we want initialised to non zero value - |
337 | /* There are some elements we want initialised to non zero value - |
325 | * we deal with that below this point. |
338 | * we deal with that below this point. |
326 | */ |
339 | */ |
327 | outputs_sync = 16; /* Every 2 seconds */ |
340 | outputs_sync = 4; |
328 | outputs_count = 8; /* Keeps present behaviour */ |
341 | outputs_count = 4; |
329 | unapply = unapply_nochoice; |
342 | unapply = unapply_nochoice; |
330 | |
343 | |
331 | savebed_map = first_map_path; /* Init. respawn position */ |
344 | savebed_map = first_map_path; /* Init. respawn position */ |
332 | |
345 | |
333 | gen_sp_armour = 10; |
346 | gen_sp_armour = 10; |
334 | shoottype = range_none; |
|
|
335 | bowtype = bow_normal; |
347 | bowtype = bow_normal; |
336 | petmode = pet_normal; |
348 | petmode = pet_normal; |
337 | listening = 10; |
349 | listening = 10; |
338 | usekeys = containers; |
350 | usekeys = containers; |
339 | peaceful = 1; /* default peaceful */ |
351 | peaceful = 1; /* default peaceful */ |
340 | do_los = 1; |
352 | do_los = 1; |
|
|
353 | |
|
|
354 | weapon_sp = 1.0f; |
|
|
355 | weapon_sp_left = 0.5f; |
341 | } |
356 | } |
342 | |
357 | |
343 | void |
358 | void |
344 | player::do_destroy () |
359 | player::do_destroy () |
345 | { |
360 | { |
… | |
… | |
350 | if (ob) |
365 | if (ob) |
351 | { |
366 | { |
352 | ob->destroy_inv (false); |
367 | ob->destroy_inv (false); |
353 | ob->destroy (); |
368 | ob->destroy (); |
354 | } |
369 | } |
|
|
370 | |
|
|
371 | ob = observe = 0; |
355 | } |
372 | } |
356 | |
373 | |
357 | player::~player () |
374 | player::~player () |
358 | { |
375 | { |
359 | /* Clear item stack */ |
376 | /* Clear item stack */ |
… | |
… | |
368 | player::create () |
385 | player::create () |
369 | { |
386 | { |
370 | player *pl = new player; |
387 | player *pl = new player; |
371 | |
388 | |
372 | pl->set_object (arch_to_object (get_player_archetype (0))); |
389 | pl->set_object (arch_to_object (get_player_archetype (0))); |
|
|
390 | |
|
|
391 | pl->ob->roll_stats (); |
|
|
392 | pl->ob->stats.wc = 2; |
|
|
393 | pl->ob->run_away = 25; /* Then we panick... */ |
|
|
394 | |
373 | set_first_map (pl->ob); |
395 | set_first_map (pl->ob); |
374 | |
396 | |
375 | return pl; |
397 | return pl; |
376 | } |
398 | } |
377 | |
399 | |
… | |
… | |
381 | * Note: there MUST be at least one player archetype! |
403 | * Note: there MUST be at least one player archetype! |
382 | */ |
404 | */ |
383 | archetype * |
405 | archetype * |
384 | get_player_archetype (archetype *at) |
406 | get_player_archetype (archetype *at) |
385 | { |
407 | { |
386 | archetype *start = at; |
408 | archvec::iterator i = at ? archetypes.find (at) : archetypes.begin (); |
387 | |
409 | |
388 | for (;;) |
410 | for (;;) |
389 | { |
411 | { |
390 | if (at == NULL || at->next == NULL) |
412 | if (++i == archetypes.end ()) |
391 | at = first_archetype; |
413 | i = archetypes.begin (); |
392 | else |
414 | else if (*i == at) |
393 | at = at->next; |
415 | cleanup ("not a single player archetype found"); |
394 | |
416 | |
395 | if (at->clone.type == PLAYER) |
417 | if ((*i)->type == PLAYER) |
396 | return at; |
418 | return *i; |
397 | |
|
|
398 | if (at == start) |
|
|
399 | { |
|
|
400 | LOG (llevError, "No Player archetypes\n"); |
|
|
401 | exit (-1); |
|
|
402 | } |
|
|
403 | } |
419 | } |
404 | } |
420 | } |
405 | |
421 | |
406 | object * |
422 | object * |
407 | get_nearest_player (object *mon) |
423 | get_nearest_player (object *mon) |
… | |
… | |
411 | unsigned lastdist; |
427 | unsigned lastdist; |
412 | rv_vector rv; |
428 | rv_vector rv; |
413 | |
429 | |
414 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
430 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
415 | { |
431 | { |
416 | /* We should not find free objects on this friendly list, but it |
|
|
417 | * does periodically happen. Given that, lets deal with it. |
|
|
418 | * While unlikely, it is possible the next object on the friendly |
|
|
419 | * list is also free, so encapsulate this in a while loop. |
|
|
420 | */ |
|
|
421 | while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY)) |
|
|
422 | { |
|
|
423 | object *tmp = ol->ob; |
|
|
424 | |
|
|
425 | /* Can't do much more other than log the fact, because the object |
|
|
426 | * itself will have been cleared. |
|
|
427 | */ |
|
|
428 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n", |
|
|
429 | tmp->debug_desc ()); |
|
|
430 | ol = ol->next; |
|
|
431 | remove_friendly_object (tmp); |
|
|
432 | if (!ol) |
|
|
433 | return op; |
|
|
434 | } |
|
|
435 | |
|
|
436 | /* Remove special check for player from this. First, it looks to cause |
|
|
437 | * some crashes (ol->ob->contr not set properly?), but secondly, a more |
|
|
438 | * complicated method of state checking would be needed in any case - |
|
|
439 | * as it was, a clever player could type quit, and the function would |
|
|
440 | * skip them over while waiting for confirmation. Remove |
|
|
441 | * on_same_map check, as can_detect_enemy also does this |
|
|
442 | */ |
|
|
443 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
432 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
444 | continue; |
433 | continue; |
445 | |
434 | |
446 | if (lastdist > rv.distance) |
435 | if (lastdist > rv.distance) |
447 | { |
436 | { |
… | |
… | |
523 | x = mon->x; |
512 | x = mon->x; |
524 | y = mon->y; |
513 | y = mon->y; |
525 | m = mon->map; |
514 | m = mon->map; |
526 | dir = rv.direction; |
515 | dir = rv.direction; |
527 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
516 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
528 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
517 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
|
|
518 | |
529 | /* If we can't solve it within the search distance, return now. */ |
519 | /* If we can't solve it within the search distance, return now. */ |
530 | if (diff > max) |
520 | if (diff > max) |
531 | return 0; |
521 | return 0; |
|
|
522 | |
532 | while (diff > 1 && max > 0) |
523 | while (diff > 1 && max > 0) |
533 | { |
524 | { |
534 | lastx = x; |
525 | lastx = x; |
535 | lasty = y; |
526 | lasty = y; |
536 | lastmap = m; |
527 | lastmap = m; |
… | |
… | |
618 | max--; |
609 | max--; |
619 | lastdir = dir; |
610 | lastdir = dir; |
620 | if (!firstdir) |
611 | if (!firstdir) |
621 | firstdir = dir; |
612 | firstdir = dir; |
622 | } |
613 | } |
|
|
614 | |
623 | if (diff <= 1) |
615 | if (diff <= 1) |
624 | { |
616 | { |
625 | /* Recalculate diff (distance) because we may not have actually |
617 | /* Recalculate diff (distance) because we may not have actually |
626 | * headed toward player for entire distance. |
618 | * headed toward player for entire distance. |
627 | */ |
619 | */ |
628 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
620 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
629 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
621 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
630 | } |
622 | } |
|
|
623 | |
631 | if (diff > max) |
624 | if (diff > max) |
632 | return 0; |
625 | return 0; |
633 | } |
626 | } |
|
|
627 | |
634 | /* If we reached the max, didn't find a direction in time */ |
628 | /* If we reached the max, didn't find a direction in time */ |
635 | if (!max) |
629 | if (!max) |
636 | return 0; |
630 | return 0; |
637 | |
631 | |
638 | return firstdir; |
632 | return firstdir; |
… | |
… | |
752 | roll_stat (void) |
746 | roll_stat (void) |
753 | { |
747 | { |
754 | int a[4], i, j, k; |
748 | int a[4], i, j, k; |
755 | |
749 | |
756 | for (i = 0; i < 4; i++) |
750 | for (i = 0; i < 4; i++) |
757 | a[i] = (int) RANDOM () % 6 + 1; |
751 | a[i] = (int) rndm (6) + 1; |
758 | |
752 | |
759 | for (i = 0, j = 0, k = 7; i < 4; i++) |
753 | for (i = 0, j = 0, k = 7; i < 4; i++) |
760 | if (a[i] < k) |
754 | if (a[i] < k) |
761 | k = a[i], j = i; |
755 | k = a[i], j = i; |
762 | |
756 | |
… | |
… | |
768 | } |
762 | } |
769 | |
763 | |
770 | void |
764 | void |
771 | object::roll_stats () |
765 | object::roll_stats () |
772 | { |
766 | { |
773 | int statsort [7]; |
767 | int statsort [NUM_STATS]; |
774 | |
768 | |
775 | for (;;) |
769 | for (;;) |
776 | { |
770 | { |
777 | int sum = 0; |
771 | int sum = 0; |
778 | for (int i = 7; i--; ) |
772 | for (int i = NUM_STATS; i--; ) |
779 | sum += statsort [i] = roll_stat (); |
773 | sum += statsort [i] = roll_stat (); |
780 | |
774 | |
781 | if (sum >= 82 && sum <= 116) |
775 | if (sum >= 82 && sum <= 116) |
782 | break; |
776 | break; |
783 | } |
777 | } |
784 | |
778 | |
785 | // Sort the stats so that rerolling is easier... |
779 | // Sort the stats so that rerolling is easier... |
786 | std::sort (statsort, statsort + 7, std::greater<int>()); |
780 | std::sort (statsort, statsort + NUM_STATS, std::greater<int>()); |
787 | |
781 | |
|
|
782 | for (int i = 0; i < NUM_STATS; ++i) |
788 | stats.Str = statsort[0]; |
783 | stats.stat (i) = statsort [i]; |
789 | stats.Dex = statsort[1]; |
|
|
790 | stats.Con = statsort[2]; |
|
|
791 | stats.Int = statsort[3]; |
|
|
792 | stats.Wis = statsort[4]; |
|
|
793 | stats.Pow = statsort[5]; |
|
|
794 | stats.Cha = statsort[6]; |
|
|
795 | |
784 | |
796 | stats.exp = 0; |
785 | stats.exp = 0; |
797 | stats.ac = 0; |
786 | stats.ac = 0; |
798 | |
787 | |
799 | stats.hp = stats.maxhp; |
788 | stats.hp = stats.maxhp; |
… | |
… | |
811 | } |
800 | } |
812 | |
801 | |
813 | void |
802 | void |
814 | object::swap_stats (int a, int b) |
803 | object::swap_stats (int a, int b) |
815 | { |
804 | { |
816 | int tmp = get_attr_value (&contr->orig_stats, a); |
805 | swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b)); |
817 | set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b)); |
|
|
818 | set_attr_value (&contr->orig_stats, b, tmp); |
|
|
819 | |
806 | |
|
|
807 | for (int i = 0; i < NUM_STATS; ++i) |
820 | stats.Str = contr->orig_stats.Str; |
808 | stats.stat (i) = contr->orig_stats.stat (i); |
821 | stats.Dex = contr->orig_stats.Dex; |
|
|
822 | stats.Con = contr->orig_stats.Con; |
|
|
823 | stats.Int = contr->orig_stats.Int; |
|
|
824 | stats.Wis = contr->orig_stats.Wis; |
|
|
825 | stats.Pow = contr->orig_stats.Pow; |
|
|
826 | stats.Cha = contr->orig_stats.Cha; |
|
|
827 | |
809 | |
828 | //TODO: the following code looks so borked and should, at the very least, |
810 | //TODO: the following code looks so borked and should, at the very least, |
829 | // be merged with the similar code in roll_stats |
811 | // be merged with the similar code in roll_stats |
830 | stats.ac = 0; |
812 | stats.ac = 0; |
831 | |
813 | |
… | |
… | |
862 | * appropriate action with it (change race, or other things). |
844 | * appropriate action with it (change race, or other things). |
863 | * The function name is for historical reasons - now we have |
845 | * The function name is for historical reasons - now we have |
864 | * separate race and class; this actually changes the RACE, |
846 | * separate race and class; this actually changes the RACE, |
865 | * not the class. |
847 | * not the class. |
866 | */ |
848 | */ |
867 | int |
849 | void |
868 | key_change_class (object *op, char key) |
850 | player::chargen_race_done () |
869 | { |
851 | { |
870 | int tmp_loop; |
|
|
871 | |
|
|
872 | if (key == 'd' || key == 'D') |
|
|
873 | { |
|
|
874 | char buf[MAX_BUF]; |
|
|
875 | |
|
|
876 | /* this must before then initial items are given */ |
852 | /* this must before then initial items are given */ |
877 | esrv_new_player (op->contr, op->weight + op->carrying); |
853 | esrv_new_player (ob->contr, ob->weight + ob->carrying); |
878 | |
854 | |
879 | treasurelist *tl = find_treasurelist ("starting_wealth"); |
855 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
880 | if (tl) |
856 | if (tl) |
881 | create_treasure (tl, op, 0, 0, 0); |
857 | create_treasure (tl, ob, 0, 0, 0); |
882 | |
858 | |
883 | INVOKE_PLAYER (BIRTH, op->contr); |
859 | INVOKE_PLAYER (BIRTH, ob->contr); |
884 | INVOKE_PLAYER (LOGIN, op->contr); |
860 | INVOKE_PLAYER (LOGIN, ob->contr); |
885 | |
861 | |
886 | op->contr->ns->state = ST_PLAYING; |
862 | ob->contr->ns->state = ST_PLAYING; |
887 | |
863 | |
888 | if (op->msg) |
864 | if (ob->msg) |
889 | op->msg = NULL; |
865 | ob->msg = 0; |
890 | |
866 | |
891 | /* We create this now because some of the unique maps will need it |
867 | /* We create this now because some of the unique maps will need it |
892 | * to save here. |
868 | * to save here. |
893 | */ |
869 | */ |
|
|
870 | { |
|
|
871 | char buf[MAX_BUF]; |
894 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
872 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name); |
895 | make_path_to_file (buf); |
873 | make_path_to_file (buf); |
|
|
874 | } |
896 | |
875 | |
897 | start_info (op); |
876 | start_info (ob); |
898 | CLEAR_FLAG (op, FLAG_WIZ); |
877 | CLEAR_FLAG (ob, FLAG_WIZ); |
899 | give_initial_items (op, op->randomitems); |
878 | give_initial_items (ob, ob->randomitems); |
900 | link_player_skills (op); |
879 | link_player_skills (ob); |
901 | esrv_send_inventory (op, op); |
880 | esrv_send_inventory (ob, ob); |
902 | op->update_stats (); |
881 | ob->update_stats (); |
903 | |
882 | |
904 | /* This moves the player to a different start map, if there |
883 | /* This moves the player to a different start map, if there |
905 | * is one for this race |
884 | * is one for this race |
906 | */ |
885 | */ |
907 | if (*first_map_ext_path) |
886 | if (*first_map_ext_path) |
908 | { |
887 | { |
909 | object *tmp; |
888 | object *tmp; |
910 | char mapname[MAX_BUF]; |
889 | char mapname[MAX_BUF]; |
911 | |
890 | |
912 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); |
891 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname); |
913 | tmp = object::create (); |
892 | tmp = object::create (); |
914 | EXIT_PATH (tmp) = mapname; |
893 | EXIT_PATH (tmp) = mapname; |
915 | EXIT_X (tmp) = op->x; |
894 | EXIT_X (tmp) = ob->x; |
916 | EXIT_Y (tmp) = op->y; |
895 | EXIT_Y (tmp) = ob->y; |
917 | op->enter_exit (tmp); /* we don't really care if it succeeded; |
896 | ob->enter_exit (tmp); /* we don't really care if it succeeded; |
918 | * if the map isn't there, then stay on the |
897 | * if the map isn't there, then stay on the |
919 | * default initial map */ |
898 | * default initial map */ |
920 | tmp->destroy (); |
899 | tmp->destroy (); |
921 | } |
900 | } |
922 | else |
901 | else |
923 | LOG (llevDebug, "first_map_ext_path not set\n"); |
902 | LOG (llevDebug, "first_map_ext_path not set\n"); |
|
|
903 | } |
924 | |
904 | |
925 | return 0; |
905 | void |
926 | } |
906 | player::chargen_race_next () |
927 | |
907 | { |
928 | /* Following actually changes the race - this is the default command |
908 | /* Following actually changes the race - this is the default command |
929 | * if we don't match with one of the options above. |
909 | * if we don't match with one of the options above. |
930 | */ |
910 | */ |
931 | |
911 | |
932 | tmp_loop = 0; |
912 | do |
933 | while (!tmp_loop) |
|
|
934 | { |
913 | { |
935 | shstr name = op->name; |
914 | shstr name = ob->name; |
936 | int x = op->x, y = op->y; |
915 | int x = ob->x, y = ob->y; |
937 | |
916 | |
938 | op->remove_statbonus (); |
917 | ob->remove_statbonus (); |
939 | op->remove (); |
918 | ob->remove (); |
940 | op->arch = get_player_archetype (op->arch); |
919 | ob->arch = get_player_archetype (ob->arch); |
941 | op->arch->clone.copy_to (op); |
920 | ob->arch->copy_to (ob); |
942 | op->instantiate (); |
921 | ob->instantiate (); |
943 | op->stats = op->contr->orig_stats; |
922 | ob->stats = ob->contr->orig_stats; |
944 | op->name = op->name_pl = name; |
923 | ob->name = ob->name_pl = name; |
945 | op->x = x; |
924 | ob->x = x; |
946 | op->y = y; |
925 | ob->y = y; |
947 | SET_ANIMATION (op, 2); /* So player faces south */ |
926 | SET_ANIMATION (ob, 2); /* So player faces south */ |
948 | insert_ob_in_map (op, op->map, op, 0); |
927 | insert_ob_in_map (ob, ob->map, ob, 0); |
949 | assign (op->contr->title, op->arch->clone.name); |
928 | assign (ob->contr->title, ob->arch->object::name); |
950 | op->add_statbonus (); |
929 | ob->add_statbonus (); |
951 | tmp_loop = allowed_class (op); |
|
|
952 | } |
930 | } |
|
|
931 | while (!allowed_class (ob)); |
953 | |
932 | |
954 | update_object (op, UP_OBJ_FACE); |
933 | update_object (ob, UP_OBJ_FACE); |
955 | esrv_update_item (UPD_FACE, op, op); |
934 | esrv_update_item (UPD_FACE, ob, ob); |
956 | op->update_stats (); |
935 | ob->update_stats (); |
957 | op->stats.hp = op->stats.maxhp; |
936 | ob->stats.hp = ob->stats.maxhp; |
958 | op->stats.sp = op->stats.maxsp; |
937 | ob->stats.sp = ob->stats.maxsp; |
959 | op->stats.grace = 0; |
938 | ob->stats.grace = 0; |
960 | |
|
|
961 | if (op->msg) |
|
|
962 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
|
|
963 | |
|
|
964 | send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); |
|
|
965 | return 0; |
|
|
966 | } |
939 | } |
967 | |
940 | |
968 | void |
941 | void |
969 | flee_player (object *op) |
942 | flee_player (object *op) |
970 | { |
943 | { |
… | |
… | |
1017 | /* Cornered, get rid of scared */ |
990 | /* Cornered, get rid of scared */ |
1018 | CLEAR_FLAG (op, FLAG_SCARED); |
991 | CLEAR_FLAG (op, FLAG_SCARED); |
1019 | op->enemy = NULL; |
992 | op->enemy = NULL; |
1020 | } |
993 | } |
1021 | |
994 | |
1022 | |
|
|
1023 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
995 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
1024 | * IT returns 1 if the player should keep on moving, 0 if he should |
996 | * It returns 1 if the player should keep on moving, 0 if he should |
1025 | * stop. |
997 | * stop. |
1026 | */ |
998 | */ |
1027 | int |
999 | int |
1028 | check_pick (object *op) |
1000 | check_pick (object *op) |
1029 | { |
1001 | { |
1030 | object *tmp, *next; |
1002 | object *tmp, *next; |
1031 | int stop = 0; |
1003 | int stop = 0; |
1032 | int j, k, wvratio; |
1004 | int wvratio; |
1033 | char putstring[128], tmpstr[16]; |
1005 | char putstring[128]; |
1034 | |
1006 | |
1035 | /* if you're flying, you cna't pick up anything */ |
1007 | /* if you're flying, you cna't pick up anything */ |
1036 | if (op->move_type & MOVE_FLYING) |
1008 | if (op->move_type & MOVE_FLYING) |
1037 | return 1; |
1009 | return 1; |
1038 | |
1010 | |
… | |
… | |
1106 | if (tmp->name != NULL) |
1078 | if (tmp->name != NULL) |
1107 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1079 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1108 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1080 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1109 | else |
1081 | else |
1110 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1082 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1111 | &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1083 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1112 | |
1084 | |
1113 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1085 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1114 | } |
1086 | } |
1115 | |
1087 | |
1116 | /* philosophy: |
1088 | /* philosophy: |
… | |
… | |
1191 | pick_up (op, tmp); |
1163 | pick_up (op, tmp); |
1192 | continue; |
1164 | continue; |
1193 | } |
1165 | } |
1194 | |
1166 | |
1195 | if (op->contr->mode & PU_READABLES) |
1167 | if (op->contr->mode & PU_READABLES) |
1196 | if (tmp->type == BOOK || tmp->type == SCROLL) |
1168 | if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) |
1197 | { |
1169 | { |
1198 | pick_up (op, tmp); |
1170 | pick_up (op, tmp); |
1199 | continue; |
1171 | continue; |
1200 | } |
1172 | } |
1201 | |
1173 | |
… | |
… | |
1309 | /* careful: chairs and tables are weapons! */ |
1281 | /* careful: chairs and tables are weapons! */ |
1310 | if (op->contr->mode & PU_ALLWEAPON) |
1282 | if (op->contr->mode & PU_ALLWEAPON) |
1311 | { |
1283 | { |
1312 | if (tmp->type == WEAPON && tmp->name != NULL) |
1284 | if (tmp->type == WEAPON && tmp->name != NULL) |
1313 | { |
1285 | { |
1314 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && |
1286 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL && |
1315 | strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) |
1287 | strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) |
1316 | { |
1288 | { |
1317 | pick_up (op, tmp); |
1289 | pick_up (op, tmp); |
1318 | continue; |
1290 | continue; |
1319 | } |
1291 | } |
1320 | } |
1292 | } |
1321 | |
1293 | |
1322 | if (tmp->type == WEAPON && tmp->name == NULL) |
1294 | if (tmp->type == WEAPON && tmp->name == NULL) |
1323 | { |
1295 | { |
1324 | if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) |
1296 | if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL) |
1325 | { |
1297 | { |
1326 | pick_up (op, tmp); |
1298 | pick_up (op, tmp); |
1327 | continue; |
1299 | continue; |
1328 | } |
1300 | } |
1329 | } |
1301 | } |
… | |
… | |
1354 | if (tmp->name != NULL) |
1326 | if (tmp->name != NULL) |
1355 | { |
1327 | { |
1356 | fprintf (stderr, "%s", tmp->name); |
1328 | fprintf (stderr, "%s", tmp->name); |
1357 | } |
1329 | } |
1358 | else |
1330 | else |
1359 | fprintf (stderr, "%s", tmp->arch->name); |
1331 | fprintf (stderr, "%s", tmp->arch->archname); |
1360 | fprintf (stderr, ",%d] = ", tmp->type); |
1332 | fprintf (stderr, ",%d] = ", tmp->type); |
1361 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1333 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1362 | #endif |
1334 | #endif |
1363 | continue; |
1335 | continue; |
1364 | } |
1336 | } |
… | |
… | |
1375 | * found object is returned. |
1347 | * found object is returned. |
1376 | */ |
1348 | */ |
1377 | object * |
1349 | object * |
1378 | find_arrow (object *op, const char *type) |
1350 | find_arrow (object *op, const char *type) |
1379 | { |
1351 | { |
1380 | object *tmp = NULL; |
1352 | object *tmp = 0; |
1381 | |
1353 | |
1382 | for (op = op->inv; op; op = op->below) |
1354 | for (op = op->inv; op; op = op->below) |
1383 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
1355 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
1384 | tmp = find_arrow (op, type); |
1356 | tmp = find_arrow (splay (op), type); |
1385 | else if (op->type == ARROW && op->race == type) |
1357 | else if (op->type == ARROW && op->race == type) |
1386 | return op; |
1358 | return splay (op); |
|
|
1359 | |
1387 | return tmp; |
1360 | return tmp; |
1388 | } |
1361 | } |
1389 | |
1362 | |
1390 | /* |
1363 | /* |
1391 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1364 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1392 | * against the target. A full test is not performed, simply a basic test |
1365 | * against the target. A full test is not performed, simply a basic test |
1393 | * of resistances. The archer is making a quick guess at what he sees down |
1366 | * of resistances. The archer is making a quick guess at what he sees down |
1394 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1367 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1395 | */ |
1368 | */ |
1396 | |
|
|
1397 | object * |
1369 | object * |
1398 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1370 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1399 | { |
1371 | { |
1400 | object *tmp = NULL, *arrow, *ntmp; |
1372 | object *tmp = NULL, *arrow, *ntmp; |
1401 | int attacknum, attacktype, betterby = 0, i; |
1373 | int attacknum, attacktype, betterby = 0, i; |
… | |
… | |
1434 | else |
1406 | else |
1435 | { |
1407 | { |
1436 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1408 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1437 | { |
1409 | { |
1438 | attacktype = 1 << attacknum; |
1410 | attacktype = 1 << attacknum; |
1439 | if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) |
1411 | if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0) |
1440 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) |
1412 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby) |
1441 | { |
1413 | { |
1442 | tmp = arrow; |
1414 | tmp = arrow; |
1443 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; |
1415 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1444 | } |
1416 | } |
1445 | } |
1417 | } |
1446 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1418 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1447 | { |
1419 | { |
1448 | tmp = arrow; |
1420 | tmp = arrow; |
… | |
… | |
1467 | * find_better_arrow to find a decent arrow to use. |
1439 | * find_better_arrow to find a decent arrow to use. |
1468 | * op = the shooter |
1440 | * op = the shooter |
1469 | * type = bow->race |
1441 | * type = bow->race |
1470 | * dir = fire direction |
1442 | * dir = fire direction |
1471 | */ |
1443 | */ |
1472 | |
|
|
1473 | object * |
1444 | object * |
1474 | pick_arrow_target (object *op, const char *type, int dir) |
1445 | pick_arrow_target (object *op, const char *type, int dir) |
1475 | { |
1446 | { |
1476 | object *tmp = NULL; |
1447 | object *tmp = NULL; |
1477 | maptile *m; |
1448 | maptile *m; |
… | |
… | |
1542 | */ |
1513 | */ |
1543 | int |
1514 | int |
1544 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1515 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1545 | { |
1516 | { |
1546 | object *left, *bow; |
1517 | object *left, *bow; |
1547 | int bowspeed, mflags; |
1518 | int mflags; |
1548 | maptile *m; |
1519 | maptile *m; |
1549 | |
1520 | |
1550 | if (!dir) |
1521 | if (!dir) |
1551 | { |
1522 | { |
1552 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1523 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1553 | return 0; |
1524 | return 0; |
1554 | } |
1525 | } |
1555 | |
1526 | |
1556 | if (op->type == PLAYER) |
1527 | if (op->contr) |
1557 | bow = op->contr->ranges[range_bow]; |
1528 | bow = op->current_weapon; |
1558 | else |
1529 | else |
1559 | { |
1530 | { |
1560 | for (bow = op->inv; bow; bow = bow->below) |
1531 | for (bow = op->inv; bow; bow = bow->below) |
1561 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1532 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1562 | * don't need to switch back and forth between bows and weapons. |
1533 | * don't need to switch back and forth between bows and weapons. |
… | |
… | |
1567 | if (!bow) |
1538 | if (!bow) |
1568 | { |
1539 | { |
1569 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1540 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1570 | return 0; |
1541 | return 0; |
1571 | } |
1542 | } |
|
|
1543 | |
|
|
1544 | // optimisation: move object to top so we will find it quickly again |
|
|
1545 | if (bow->below) |
|
|
1546 | { |
|
|
1547 | bow->remove (); |
|
|
1548 | op->insert (bow); |
|
|
1549 | } |
|
|
1550 | |
1572 | } |
1551 | } |
1573 | |
1552 | |
1574 | if (!bow->race || !bow->skill) |
1553 | if (!bow->race || !bow->skill) |
1575 | { |
1554 | { |
1576 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1555 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1577 | return 0; |
1556 | return 0; |
1578 | } |
1557 | } |
1579 | |
|
|
1580 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
|
|
1581 | |
|
|
1582 | /* penalize ROF for bestarrow */ |
|
|
1583 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
|
|
1584 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
|
|
1585 | |
|
|
1586 | if (bowspeed < 1) |
|
|
1587 | bowspeed = 1; |
|
|
1588 | |
1558 | |
1589 | if (arrow == NULL) |
1559 | if (arrow == NULL) |
1590 | { |
1560 | { |
1591 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1561 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1592 | { |
1562 | { |
1593 | if (op->type == PLAYER) |
1563 | if (op->type == PLAYER) |
1594 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1564 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1595 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1565 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1596 | else |
1566 | else |
1597 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1567 | CLEAR_FLAG (op, FLAG_READY_BOW); |
|
|
1568 | |
1598 | return 0; |
1569 | return 0; |
1599 | } |
1570 | } |
1600 | } |
1571 | } |
1601 | |
1572 | |
1602 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1573 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
… | |
… | |
1626 | |
1597 | |
1627 | arrow->set_owner (op); |
1598 | arrow->set_owner (op); |
1628 | arrow->skill = bow->skill; |
1599 | arrow->skill = bow->skill; |
1629 | arrow->direction = dir; |
1600 | arrow->direction = dir; |
1630 | |
1601 | |
|
|
1602 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
|
|
1603 | arrow->stats.hp = arrow->stats.dam; |
|
|
1604 | arrow->stats.grace = arrow->attacktype; |
|
|
1605 | |
|
|
1606 | if (arrow->slaying) |
|
|
1607 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1608 | |
|
|
1609 | #if 0 |
|
|
1610 | if (player *pl = op->contr) |
|
|
1611 | { |
|
|
1612 | float speed = pl->weapon_sp; |
|
|
1613 | |
|
|
1614 | /* penalize ROF for bestarrow */ |
|
|
1615 | if (pl->bowtype == bow_bestarrow) |
|
|
1616 | speed *= .9f; |
|
|
1617 | else |
|
|
1618 | speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; |
|
|
1619 | |
|
|
1620 | op->speed_left += speed - op->speed; |
|
|
1621 | } |
|
|
1622 | #endif |
|
|
1623 | |
|
|
1624 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1625 | |
|
|
1626 | /* update the speed */ |
|
|
1627 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
|
|
1628 | + bow->stats.dam / 7.f; |
|
|
1629 | |
|
|
1630 | arrow->set_speed (max (arrow->speed, 2.f)); |
|
|
1631 | arrow->speed_left = 0; |
|
|
1632 | |
|
|
1633 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
|
|
1634 | |
1631 | if (op->type == PLAYER) |
1635 | if (op->type == PLAYER) |
1632 | { |
1636 | { |
1633 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
|
|
1634 | op->update_stats (); |
|
|
1635 | } |
|
|
1636 | |
|
|
1637 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1638 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
|
|
1639 | arrow->stats.hp = arrow->stats.dam; |
|
|
1640 | arrow->stats.grace = arrow->attacktype; |
|
|
1641 | if (arrow->slaying != NULL) |
|
|
1642 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1643 | |
|
|
1644 | /* Note that this was different for monsters - they got their level |
|
|
1645 | * added to the damage. I think the strength bonus is more proper. |
|
|
1646 | */ |
|
|
1647 | |
|
|
1648 | arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic; |
|
|
1649 | |
|
|
1650 | /* update the speed */ |
|
|
1651 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
|
|
1652 | 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
|
|
1653 | |
|
|
1654 | arrow->set_speed (max (arrow->speed, 1.0)); |
|
|
1655 | arrow->speed_left = 0; |
|
|
1656 | |
|
|
1657 | if (op->type == PLAYER) |
|
|
1658 | { |
|
|
1659 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
|
|
1660 | (op->chosen_skill ? op->chosen_skill->level : op->level) - |
|
|
1661 | dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod; |
|
|
1662 | |
|
|
1663 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
1637 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
|
|
1638 | wc -= dex_bonus[op->stats.Dex]; |
|
|
1639 | |
|
|
1640 | if (!arrow->slaying) |
|
|
1641 | arrow->slaying = op->slaying; |
|
|
1642 | |
|
|
1643 | arrow->attacktype |= op->attacktype; |
1664 | } |
1644 | } |
1665 | else |
1645 | else |
1666 | { |
1646 | { |
1667 | arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; |
|
|
1668 | arrow->level = op->level; |
1647 | arrow->level = op->level; |
1669 | } |
1648 | arrow->stats.wc -= bow->magic; |
1670 | |
1649 | |
1671 | if (arrow->attacktype == AT_PHYSICAL) |
1650 | if (!arrow->slaying) |
|
|
1651 | arrow->slaying = bow->slaying; |
|
|
1652 | |
1672 | arrow->attacktype |= bow->attacktype; |
1653 | arrow->attacktype |= bow->attacktype; |
|
|
1654 | } |
1673 | |
1655 | |
1674 | if (bow->slaying) |
1656 | wc -= arrow->level; |
1675 | arrow->slaying = bow->slaying; |
1657 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
1676 | |
1658 | |
|
|
1659 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1677 | arrow->move_type = MOVE_FLY_LOW; |
1660 | arrow->move_type = MOVE_FLY_LOW; |
1678 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1661 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1679 | |
1662 | |
1680 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1663 | op->play_sound (sound_find ("fire_arrow")); |
1681 | m->insert (arrow, sx, sy, op); |
1664 | m->insert (arrow, sx, sy, op); |
1682 | |
1665 | |
1683 | if (!arrow->destroyed ()) |
1666 | if (!arrow->destroyed ()) |
1684 | move_arrow (arrow); |
1667 | move_arrow (arrow); |
1685 | |
1668 | |
… | |
… | |
1706 | { |
1689 | { |
1707 | int ret = 0, wcmod = 0; |
1690 | int ret = 0, wcmod = 0; |
1708 | |
1691 | |
1709 | if (op->contr->bowtype == bow_bestarrow) |
1692 | if (op->contr->bowtype == bow_bestarrow) |
1710 | { |
1693 | { |
1711 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); |
1694 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1712 | } |
1695 | } |
1713 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1696 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1714 | { |
1697 | { |
1715 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1698 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1716 | wcmod = -1; |
1699 | wcmod = -1; |
… | |
… | |
1726 | else if (op->contr->bowtype == bow_spreadshot) |
1709 | else if (op->contr->bowtype == bow_spreadshot) |
1727 | { |
1710 | { |
1728 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1711 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1729 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1712 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1730 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1713 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1731 | |
|
|
1732 | } |
1714 | } |
1733 | else |
1715 | else |
1734 | { |
1716 | { |
1735 | /* Simple case */ |
1717 | /* Simple case */ |
1736 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1718 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1737 | } |
1719 | } |
|
|
1720 | |
1738 | return ret; |
1721 | return ret; |
1739 | } |
1722 | } |
1740 | |
|
|
1741 | |
1723 | |
1742 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1724 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1743 | * Broken apart from 'fire' to keep it more readable. |
1725 | * Broken apart from 'fire' to keep it more readable. |
1744 | */ |
1726 | */ |
1745 | void |
1727 | void |
1746 | fire_misc_object (object *op, int dir) |
1728 | fire_misc_object (object *op, int dir) |
1747 | { |
1729 | { |
1748 | object *item; |
1730 | object *item = op->contr->ranged_ob; |
1749 | |
1731 | |
1750 | if (!op->contr->ranges[range_misc]) |
1732 | if (!item) |
1751 | { |
1733 | { |
1752 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1734 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1753 | return; |
1735 | return; |
1754 | } |
1736 | } |
1755 | |
1737 | |
1756 | item = op->contr->ranges[range_misc]; |
|
|
1757 | if (!item->inv) |
1738 | if (!item->inv) |
1758 | { |
1739 | { |
1759 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1740 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1760 | return; |
1741 | return; |
1761 | } |
1742 | } |
|
|
1743 | |
|
|
1744 | if (!op->change_weapon (item)) |
|
|
1745 | return; |
|
|
1746 | |
1762 | if (item->type == WAND) |
1747 | if (item->type == WAND) |
1763 | { |
1748 | { |
1764 | if (item->stats.food <= 0) |
1749 | if (item->stats.food <= 0) |
1765 | { |
1750 | { |
1766 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1751 | op->contr->play_sound (sound_find ("wand_poof")); |
1767 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
1752 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
|
|
1753 | |
1768 | return; |
1754 | return; |
1769 | } |
1755 | } |
1770 | } |
1756 | } |
1771 | else if (item->type == ROD || item->type == HORN) |
1757 | else if (item->type == ROD || item->type == HORN) |
1772 | { |
1758 | { |
1773 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1759 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1774 | { |
1760 | { |
1775 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1761 | op->contr->play_sound (sound_find ("wand_poof")); |
|
|
1762 | |
1776 | if (item->type == ROD) |
1763 | if (item->type == ROD) |
1777 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1764 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1778 | else |
1765 | else |
1779 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
1766 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
|
|
1767 | |
1780 | return; |
1768 | return; |
1781 | } |
1769 | } |
1782 | } |
1770 | } |
1783 | |
1771 | |
1784 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1772 | if (cast_spell (op, item, dir, item->inv, NULL)) |
… | |
… | |
1791 | object *tmp; |
1779 | object *tmp; |
1792 | |
1780 | |
1793 | if (item->arch) |
1781 | if (item->arch) |
1794 | { |
1782 | { |
1795 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1783 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1796 | item->face = item->arch->clone.face; |
1784 | item->face = item->arch->face; |
1797 | item->set_speed (0); |
1785 | item->set_speed (0); |
1798 | } |
1786 | } |
1799 | |
1787 | |
1800 | if ((tmp = item->in_player ())) |
1788 | if ((tmp = item->in_player ())) |
1801 | esrv_update_item (UPD_ANIM, tmp, item); |
1789 | esrv_update_item (UPD_ANIM, tmp, item); |
… | |
… | |
1806 | } |
1794 | } |
1807 | } |
1795 | } |
1808 | |
1796 | |
1809 | /* Received a fire command for the player - go and do it. |
1797 | /* Received a fire command for the player - go and do it. |
1810 | */ |
1798 | */ |
1811 | void |
1799 | bool |
1812 | fire (object *op, int dir) |
1800 | fire (object *op, int dir) |
1813 | { |
1801 | { |
1814 | int spellcost = 0; |
1802 | int spellcost = 0; |
1815 | |
1803 | |
1816 | /* check for loss of invisiblity/hide */ |
1804 | /* check for loss of invisiblity/hide */ |
1817 | if (action_makes_visible (op)) |
1805 | if (action_makes_visible (op)) |
1818 | make_visible (op); |
1806 | make_visible (op); |
1819 | |
1807 | |
1820 | switch (op->contr->shoottype) |
1808 | player *pl = op->contr; |
|
|
1809 | |
|
|
1810 | if (pl->golem) |
|
|
1811 | { |
|
|
1812 | control_golem (op->contr->golem, dir); |
|
|
1813 | return false; |
1821 | { |
1814 | } |
1822 | case range_none: |
|
|
1823 | return; |
|
|
1824 | |
1815 | |
1825 | case range_bow: |
1816 | object *ob = pl->ranged_ob; |
|
|
1817 | |
|
|
1818 | if (!ob) |
|
|
1819 | return false; |
|
|
1820 | |
|
|
1821 | if (!op->change_weapon (ob)) |
|
|
1822 | return false; |
|
|
1823 | |
|
|
1824 | if (op->speed_left > 0.f) |
|
|
1825 | --op->speed_left; |
|
|
1826 | else |
|
|
1827 | return false; |
|
|
1828 | |
|
|
1829 | switch (ob->type) |
|
|
1830 | { |
|
|
1831 | case BOW: |
1826 | player_fire_bow (op, dir); |
1832 | player_fire_bow (op, dir); |
1827 | return; |
1833 | break; |
1828 | |
1834 | |
1829 | case range_magic: /* Casting spells */ |
1835 | case SPELL: |
1830 | spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); |
1836 | spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); |
1831 | return; |
1837 | break; |
1832 | |
1838 | |
1833 | case range_misc: |
1839 | case BUILDER: |
|
|
1840 | apply_map_builder (op, dir); |
|
|
1841 | break; |
|
|
1842 | |
|
|
1843 | case SKILL: |
|
|
1844 | do_skill (op, op, ob, dir, 0); |
|
|
1845 | break; |
|
|
1846 | |
|
|
1847 | default: |
1834 | fire_misc_object (op, dir); |
1848 | fire_misc_object (op, dir); |
1835 | return; |
1849 | break; |
1836 | |
|
|
1837 | case range_golem: /* Control summoned monsters from scrolls */ |
|
|
1838 | if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
1839 | { |
|
|
1840 | op->contr->ranges[range_golem] = 0; |
|
|
1841 | op->contr->shoottype = range_none; |
|
|
1842 | } |
|
|
1843 | else |
|
|
1844 | control_golem (op->contr->ranges[range_golem], dir); |
|
|
1845 | return; |
|
|
1846 | |
|
|
1847 | case range_skill: |
|
|
1848 | if (!op->chosen_skill) |
|
|
1849 | { |
|
|
1850 | if (op->type == PLAYER) |
|
|
1851 | new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
|
|
1852 | return; |
|
|
1853 | } |
|
|
1854 | |
|
|
1855 | do_skill (op, op, op->chosen_skill, dir, NULL); |
|
|
1856 | return; |
|
|
1857 | case range_builder: |
|
|
1858 | apply_map_builder (op, dir); |
|
|
1859 | return; |
|
|
1860 | default: |
|
|
1861 | new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); |
|
|
1862 | return; |
|
|
1863 | } |
1850 | } |
1864 | } |
|
|
1865 | |
1851 | |
1866 | |
1852 | return true; |
|
|
1853 | } |
1867 | |
1854 | |
1868 | /* find_key |
1855 | /* find_key |
1869 | * We try to find a key for the door as passed. If we find a key |
1856 | * We try to find a key for the door as passed. If we find a key |
1870 | * and successfully use it, we return the key, otherwise NULL |
1857 | * and successfully use it, we return the key, otherwise NULL |
1871 | * This function merges both normal and locked door, since the logic |
1858 | * This function merges both normal and locked door, since the logic |
… | |
… | |
1873 | * pl is the player, |
1860 | * pl is the player, |
1874 | * inv is the objects inventory to searched |
1861 | * inv is the objects inventory to searched |
1875 | * door is the door we are trying to match against. |
1862 | * door is the door we are trying to match against. |
1876 | * This function can be called recursively to search containers. |
1863 | * This function can be called recursively to search containers. |
1877 | */ |
1864 | */ |
1878 | |
|
|
1879 | object * |
1865 | object * |
1880 | find_key (object *pl, object *container, object *door) |
1866 | find_key (object *pl, object *container, object *door) |
1881 | { |
1867 | { |
1882 | object *tmp, *key; |
1868 | object *tmp, *key; |
1883 | |
1869 | |
1884 | /* Should not happen, but sanity checking is never bad */ |
1870 | /* Should not happen, but sanity checking is never bad */ |
1885 | if (container->inv == NULL) |
1871 | if (!container->inv) |
1886 | return NULL; |
1872 | return 0; |
1887 | |
1873 | |
1888 | /* First, lets try to find a key in the top level inventory */ |
1874 | /* First, lets try to find a key in the top level inventory */ |
1889 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1875 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1890 | { |
1876 | { |
1891 | if (door->type == DOOR && tmp->type == KEY) |
1877 | if (door->type == DOOR && tmp->type == KEY) |
1892 | break; |
1878 | break; |
1893 | /* For sanity, we should really check door type, but other stuff |
1879 | /* For sanity, we should really check door type, but other stuff |
1894 | * (like containers) can be locked with special keys |
1880 | * (like containers) can be locked with special keys |
1895 | */ |
1881 | */ |
1896 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1882 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1897 | break; |
1883 | break; |
1898 | } |
1884 | } |
|
|
1885 | |
1899 | /* No key found - lets search inventories now */ |
1886 | /* No key found - lets search inventories now */ |
1900 | /* If we find and use a key in an inventory, return at that time. |
1887 | /* If we find and use a key in an inventory, return at that time. |
1901 | * otherwise, if we search all the inventories and still don't find |
1888 | * otherwise, if we search all the inventories and still don't find |
1902 | * a key, return |
1889 | * a key, return |
1903 | */ |
1890 | */ |
1904 | if (!tmp) |
1891 | if (!tmp) |
1905 | { |
1892 | { |
1906 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1893 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1907 | { |
1894 | { |
1908 | /* No reason to search empty containers */ |
1895 | /* No reason to search empty containers */ |
1909 | if (tmp->type == CONTAINER && tmp->inv) |
1896 | if (tmp->type == CONTAINER && tmp->inv) |
1910 | { |
1897 | { |
1911 | if ((key = find_key (pl, tmp, door)) != NULL) |
1898 | if ((key = find_key (pl, tmp, door))) |
1912 | return key; |
1899 | return key; |
1913 | } |
1900 | } |
1914 | } |
1901 | } |
|
|
1902 | |
1915 | if (!tmp) |
1903 | if (!tmp) |
1916 | return NULL; |
1904 | return NULL; |
1917 | } |
1905 | } |
|
|
1906 | |
1918 | /* We get down here if we have found a key. Now if its in a container, |
1907 | /* We get down here if we have found a key. Now if its in a container, |
1919 | * see if we actually want to use it |
1908 | * see if we actually want to use it |
1920 | */ |
1909 | */ |
1921 | if (pl != container) |
1910 | if (pl != container) |
1922 | { |
1911 | { |
… | |
… | |
1943 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1932 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1944 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1933 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1945 | return NULL; |
1934 | return NULL; |
1946 | } |
1935 | } |
1947 | } |
1936 | } |
|
|
1937 | |
1948 | return tmp; |
1938 | return tmp; |
1949 | } |
1939 | } |
1950 | |
1940 | |
1951 | /* moved door processing out of move_player_attack. |
1941 | /* moved door processing out of move_player_attack. |
1952 | * returns 1 if player has opened the door with a key |
1942 | * returns 1 if player has opened the door with a key |
… | |
… | |
1954 | * 0 otherwise |
1944 | * 0 otherwise |
1955 | */ |
1945 | */ |
1956 | static int |
1946 | static int |
1957 | player_attack_door (object *op, object *door) |
1947 | player_attack_door (object *op, object *door) |
1958 | { |
1948 | { |
1959 | /* If its a door, try to find a use a key. If we do destroy the door, |
1949 | /* If its a door, try to find a key. If we do destroy the door, |
1960 | * might as well return immediately as there is nothing more to do - |
1950 | * might as well return immediately as there is nothing more to do - |
1961 | * otherwise, we fall through to the rest of the code. |
1951 | * otherwise, we fall through to the rest of the code. |
1962 | */ |
1952 | */ |
1963 | object *key = find_key (op, op, door); |
1953 | object *key = find_key (op, op, door); |
1964 | |
1954 | |
1965 | /* IF we found a key, do some extra work */ |
1955 | /* If we found a key, do some extra work */ |
1966 | if (key) |
1956 | if (key) |
1967 | { |
1957 | { |
1968 | object *container = key->env; |
1958 | object *container = key->env; |
1969 | |
1959 | |
1970 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
|
|
1971 | if (action_makes_visible (op)) |
1960 | if (action_makes_visible (op)) |
1972 | make_visible (op); |
1961 | make_visible (op); |
|
|
1962 | |
1973 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1963 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1974 | spring_trap (door->inv, op); |
1964 | spring_trap (door->inv, op); |
|
|
1965 | |
1975 | if (door->type == DOOR) |
1966 | if (door->type == DOOR) |
1976 | { |
|
|
1977 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1967 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1978 | } |
|
|
1979 | else if (door->type == LOCKED_DOOR) |
1968 | else if (door->type == LOCKED_DOOR) |
1980 | { |
1969 | { |
1981 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
1970 | op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN); |
1982 | remove_door2 (door); /* remove door without violence ;-) */ |
1971 | remove_door2 (door); /* remove door without violence ;-) */ |
1983 | } |
1972 | } |
|
|
1973 | |
1984 | /* Do this after we print the message */ |
1974 | /* Do this after we print the message */ |
1985 | decrease_ob (key); /* Use up one of the keys */ |
1975 | decrease_ob (key); /* Use up one of the keys */ |
1986 | /* Need to update the weight the container the key was in */ |
1976 | /* Need to update the weight the container the key was in */ |
1987 | if (container != op) |
1977 | if (container != op) |
1988 | esrv_update_item (UPD_WEIGHT, op, container); |
1978 | esrv_update_item (UPD_WEIGHT, op, container); |
|
|
1979 | |
1989 | return 1; /* Nothing more to do below */ |
1980 | return 1; /* Nothing more to do below */ |
1990 | } |
1981 | } |
1991 | else if (door->type == LOCKED_DOOR) |
1982 | else if (door->type == LOCKED_DOOR) |
1992 | { |
1983 | { |
1993 | /* Might as well return now - no other way to open this */ |
1984 | /* Might as well return now - no other way to open this */ |
1994 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
1985 | op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door..."); |
1995 | return 1; |
1986 | return 1; |
1996 | } |
1987 | } |
|
|
1988 | |
1997 | return 0; |
1989 | return 0; |
1998 | } |
1990 | } |
1999 | |
1991 | |
2000 | /* This function is just part of a breakup from move_player. |
1992 | /* This function is just part of a breakup from move_player. |
2001 | * It should keep the code cleaner. |
1993 | * It should keep the code cleaner. |
2002 | * When this is called, the players direction has been updated |
1994 | * When this is called, the players direction has been updated |
2003 | * (taking into account confusion.) The player is also actually |
1995 | * (taking into account confusion.) The player is also actually |
2004 | * going to try and move (not fire weapons). |
1996 | * going to try and move (not fire weapons). |
2005 | */ |
1997 | */ |
2006 | void |
1998 | bool |
2007 | move_player_attack (object *op, int dir) |
1999 | move_player_attack (object *op, int dir) |
2008 | { |
2000 | { |
2009 | object *tmp, *mon; |
|
|
2010 | sint16 nx, ny; |
|
|
2011 | int on_battleground; |
2001 | int on_battleground; |
2012 | maptile *m; |
|
|
2013 | |
2002 | |
2014 | nx = freearr_x[dir] + op->x; |
2003 | sint16 nx = freearr_x[dir] + op->x; |
2015 | ny = freearr_y[dir] + op->y; |
2004 | sint16 ny = freearr_y[dir] + op->y; |
2016 | |
2005 | |
2017 | on_battleground = op_on_battleground (op, 0, 0); |
2006 | on_battleground = op_on_battleground (op, 0, 0); |
|
|
2007 | |
|
|
2008 | if (out_of_map (op->map, nx, ny)) |
|
|
2009 | return false; |
|
|
2010 | |
|
|
2011 | if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) |
|
|
2012 | { |
|
|
2013 | --op->speed_left; |
|
|
2014 | return true; |
|
|
2015 | } |
2018 | |
2016 | |
2019 | /* If braced, or can't move to the square, and it is not out of the |
2017 | /* If braced, or can't move to the square, and it is not out of the |
2020 | * map, attack it. Note order of if statement is important - don't |
2018 | * map, attack it. Note order of if statement is important - don't |
2021 | * want to be calling move_ob if braced, because move_ob will move the |
2019 | * want to be calling move_ob if braced, because move_ob will move the |
2022 | * player. This is a pretty nasty hack, because if we could |
2020 | * player. This is a pretty nasty hack, because if we could |
2023 | * move to some space, it then means that if we are braced, we should |
2021 | * move to some space, it then means that if we are braced, we should |
2024 | * do nothing at all. As it is, if we are braced, we go through |
2022 | * do nothing at all. As it is, if we are braced, we go through |
2025 | * quite a bit of processing. However, it probably is less than what |
2023 | * quite a bit of processing. However, it probably is less than what |
2026 | * move_ob uses. |
2024 | * move_ob uses. |
2027 | */ |
2025 | */ |
2028 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
|
|
2029 | { |
|
|
2030 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
|
|
2031 | { |
|
|
2032 | m = op->map->xy_find (nx, ny); |
2026 | maptile *m = op->map->xy_find (nx, ny); |
2033 | if (!m) |
|
|
2034 | return; /* Don't think this should happen */ |
|
|
2035 | } |
|
|
2036 | else |
|
|
2037 | m = op->map; |
|
|
2038 | |
2027 | |
2039 | if (!(tmp = m->at (nx, ny).bot)) |
|
|
2040 | return; |
|
|
2041 | |
|
|
2042 | mon = 0; |
|
|
2043 | /* Go through all the objects, and find ones of interest. Only stop if |
2028 | /* Go through all the objects, and find ones of interest. Only stop if |
2044 | * we find a monster - that is something we know we want to attack. |
2029 | * we find a monster - that is something we know we want to attack. |
2045 | * if its a door or barrel (can roll) see if there may be monsters |
2030 | * if its a door or barrel (can roll) see if there may be monsters |
2046 | * on the space |
2031 | * on the space |
2047 | */ |
2032 | */ |
2048 | while (tmp) |
2033 | object *mon; |
2049 | { |
2034 | for (mon = m->at (nx, ny).bot; mon; mon = mon->above) |
2050 | if (tmp == op) |
2035 | { |
2051 | { |
2036 | if ((mon->flag [FLAG_ALIVE] |
2052 | tmp = tmp->above; |
2037 | || mon->type == LOCKED_DOOR |
2053 | continue; |
2038 | || mon->flag [FLAG_CAN_ROLL]) |
2054 | } |
|
|
2055 | |
|
|
2056 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
|
|
2057 | { |
|
|
2058 | mon = tmp; |
2039 | && mon != op) |
2059 | break; |
2040 | break; |
2060 | } |
2041 | } |
2061 | |
2042 | |
2062 | if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) |
|
|
2063 | mon = tmp; |
|
|
2064 | |
|
|
2065 | tmp = tmp->above; |
|
|
2066 | } |
|
|
2067 | |
|
|
2068 | if (!mon) /* This happens anytime the player tries to move */ |
2043 | if (!mon) /* This happens anytime the player tries to move */ |
2069 | return; /* into a wall */ |
2044 | return false; /* into a wall */ |
2070 | |
2045 | |
2071 | if (mon->head) |
|
|
2072 | mon = mon->head; |
2046 | mon = mon->head_ (); |
2073 | |
2047 | |
2074 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
2048 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
|
|
2049 | if (op->contr->weapon_sp_left > 0.f) |
2075 | if (player_attack_door (op, mon)) |
2050 | if (player_attack_door (op, mon)) |
|
|
2051 | { |
|
|
2052 | --op->contr->weapon_sp_left; |
2076 | return; |
2053 | return true; |
|
|
2054 | } |
2077 | |
2055 | |
2078 | /* The following deals with possibly attacking peaceful |
2056 | /* The following deals with possibly attacking peaceful |
2079 | * or frienddly creatures. Basically, all players are considered |
2057 | * or friendly creatures. Basically, all players are considered |
2080 | * unaggressive. If the moving player has peaceful set, then the |
2058 | * unaggressive. If the moving player has peaceful set, then the |
2081 | * object should be pushed instead of attacked. It is assumed that |
2059 | * object should be pushed instead of attacked. It is assumed that |
2082 | * if you are braced, you will not attack friends accidently, |
2060 | * if you are braced, you will not attack friends accidently, |
2083 | * and thus will not push them. |
2061 | * and thus will not push them. |
2084 | */ |
2062 | */ |
2085 | |
2063 | |
2086 | /* If the creature is a pet, push it even if the player is not |
2064 | /* If the creature is a pet, push it even if the player is not |
2087 | * peaceful. Our assumption is the creature is a pet if the |
2065 | * peaceful. Our assumption is the creature is a pet if the |
2088 | * player owns it and it is either friendly or unagressive. |
2066 | * player owns it and it is either friendly or unagressive. |
2089 | */ |
2067 | */ |
2090 | if ((op->type == PLAYER) |
2068 | if (op->type == PLAYER |
2091 | #if COZY_SERVER |
|
|
2092 | && |
|
|
2093 | ((mon->owner && mon->owner->contr |
2069 | && ((mon->owner && mon->owner->contr |
2094 | && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) |
2070 | && same_party (mon->owner->contr->party, op->contr->party)) |
2095 | #else |
|
|
2096 | && mon->owner == op |
2071 | || mon->owner == op) |
2097 | #endif |
|
|
2098 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2072 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2099 | { |
2073 | { |
2100 | /* If we're braced, we don't want to switch places with it */ |
2074 | /* If we're braced, we don't want to switch places with it */ |
2101 | if (op->contr->braced) |
2075 | if (op->contr->braced) |
2102 | return; |
2076 | return false; |
2103 | |
2077 | |
2104 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2078 | if (op->speed_left > 0.f) |
|
|
2079 | { |
|
|
2080 | --op->speed_left; |
|
|
2081 | |
|
|
2082 | op->play_sound (sound_find ("push_player")); |
2105 | (void) push_ob (mon, dir, op); |
2083 | push_ob (mon, dir, op); |
|
|
2084 | |
2106 | if (op->contr->tmp_invis || op->hide) |
2085 | if (op->contr->tmp_invis || op->hide) |
2107 | make_visible (op); |
2086 | make_visible (op); |
2108 | |
2087 | |
2109 | return; |
2088 | return true; |
2110 | } |
2089 | } |
|
|
2090 | else |
|
|
2091 | return false; |
|
|
2092 | } |
2111 | |
2093 | |
2112 | /* in certain circumstances, you shouldn't attack friendly |
2094 | /* in certain circumstances, you shouldn't attack friendly |
2113 | * creatures. Note that if you are braced, you can't push |
2095 | * creatures. Note that if you are braced, you can't push |
2114 | * someone, but put it inside this loop so that you won't |
2096 | * someone, but put it inside this loop so that you won't |
2115 | * attack them either. |
2097 | * attack them either. |
2116 | */ |
2098 | */ |
2117 | if ((mon->type == PLAYER || mon->enemy != op) && |
2099 | if ((mon->type == PLAYER || mon->enemy != op) |
2118 | (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( |
2100 | && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) |
2119 | #ifdef PROHIBIT_PLAYERKILL |
|
|
2120 | (op->contr->peaceful |
2101 | && ((op->contr->peaceful |
2121 | || (mon->type == PLAYER |
2102 | || (mon->type == PLAYER && mon->contr->peaceful)) |
2122 | && mon->contr-> |
|
|
2123 | peaceful)) && |
|
|
2124 | #else |
|
|
2125 | op->contr->peaceful && |
|
|
2126 | #endif |
|
|
2127 | !on_battleground)) |
2103 | && !on_battleground)) |
|
|
2104 | { |
|
|
2105 | if (op->speed_left > 0.f) |
2128 | { |
2106 | { |
|
|
2107 | --op->speed_left; |
|
|
2108 | |
2129 | if (!op->contr->braced) |
2109 | if (!op->contr->braced) |
2130 | { |
2110 | { |
2131 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2111 | op->play_sound (sound_find ("push_player")); |
2132 | push_ob (mon, dir, op); |
2112 | push_ob (mon, dir, op); |
2133 | } |
2113 | } |
2134 | else |
2114 | else |
2135 | new_draw_info (0, 0, op, "You withhold your attack"); |
2115 | op->statusmsg ("You withhold your attack"); |
2136 | |
2116 | |
2137 | if (op->contr->tmp_invis || op->hide) |
2117 | if (op->contr->tmp_invis || op->hide) |
2138 | make_visible (op); |
2118 | make_visible (op); |
2139 | } |
|
|
2140 | |
2119 | |
|
|
2120 | return true; |
|
|
2121 | } |
|
|
2122 | } |
2141 | /* If the object is a boulder or other rollable object, then |
2123 | /* If the object is a boulder or other rollable object, then |
2142 | * roll it if not braced. You can't roll it if you are braced. |
2124 | * roll it if not braced. You can't roll it if you are braced. |
2143 | */ |
2125 | */ |
2144 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
2126 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
|
|
2127 | { |
|
|
2128 | if (op->speed_left > 0.f) |
2145 | { |
2129 | { |
|
|
2130 | --op->speed_left; |
|
|
2131 | |
2146 | recursive_roll (mon, dir, op); |
2132 | recursive_roll (mon, dir, op); |
2147 | if (action_makes_visible (op)) |
2133 | if (action_makes_visible (op)) |
2148 | make_visible (op); |
2134 | make_visible (op); |
2149 | } |
|
|
2150 | |
2135 | |
|
|
2136 | return true; |
|
|
2137 | } |
|
|
2138 | } |
2151 | /* Any generic living creature. Including things like doors. |
2139 | /* Any generic living creature. Including things like doors. |
2152 | * Way it works is like this: First, it must have some hit points |
2140 | * Way it works is like this: First, it must have some hit points |
2153 | * and be living. Then, it must be one of the following: |
2141 | * and be living. Then, it must be one of the following: |
2154 | * 1) Not a player, 2) A player, but of a different party. Note |
2142 | * 1) Not a player, 2) A player, but of a different party. Note |
2155 | * that party_number -1 is no party, so attacks can still happen. |
2143 | * that party_number -1 is no party, so attacks can still happen. |
2156 | */ |
2144 | */ |
2157 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2145 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2158 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2146 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2159 | { |
2147 | { |
2160 | |
2148 | if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) |
2161 | /* If the player hasn't hit something this tick, and does |
|
|
2162 | * so, give them speed boost based on weapon speed. Doing |
|
|
2163 | * it here is better than process_players2, which basically |
|
|
2164 | * incurred a 1 tick offset. |
|
|
2165 | */ |
|
|
2166 | if (!op->contr->has_hit) |
|
|
2167 | { |
2149 | { |
2168 | op->speed_left += op->speed / op->contr->weapon_sp; |
2150 | --op->contr->weapon_sp_left; |
2169 | |
|
|
2170 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
|
|
2171 | } |
|
|
2172 | |
2151 | |
2173 | skill_attack (mon, op, 0, 0, 0); |
2152 | skill_attack (mon, op, 0, 0, 0); |
2174 | |
|
|
2175 | /* If attacking another player, that player gets automatic |
|
|
2176 | * hitback, and doesn't loose luck either. |
|
|
2177 | * Disable hitback on the battleground or if the target is |
|
|
2178 | * the wiz. |
|
|
2179 | */ |
|
|
2180 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) |
|
|
2181 | { |
|
|
2182 | short luck = mon->stats.luck; |
|
|
2183 | |
|
|
2184 | mon->contr->has_hit = 1; |
|
|
2185 | skill_attack (op, mon, 0, 0, 0); |
|
|
2186 | mon->stats.luck = luck; |
|
|
2187 | } |
|
|
2188 | |
2153 | |
2189 | if (action_makes_visible (op)) |
2154 | if (action_makes_visible (op)) |
2190 | make_visible (op); |
2155 | make_visible (op); |
2191 | } |
|
|
2192 | } /* if player should attack something */ |
|
|
2193 | } |
|
|
2194 | |
2156 | |
2195 | int |
2157 | return true; |
|
|
2158 | } |
|
|
2159 | } |
|
|
2160 | |
|
|
2161 | return false; |
|
|
2162 | } |
|
|
2163 | |
|
|
2164 | bool |
2196 | move_player (object *op, int dir) |
2165 | move_player (object *op, int dir) |
2197 | { |
2166 | { |
2198 | int pick; |
2167 | int pick; |
2199 | |
2168 | |
2200 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2169 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
… | |
… | |
2207 | return 0; |
2176 | return 0; |
2208 | } |
2177 | } |
2209 | |
2178 | |
2210 | /* peterm: added following line */ |
2179 | /* peterm: added following line */ |
2211 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2180 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2212 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
2181 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2213 | |
2182 | |
2214 | op->facing = dir; |
2183 | op->facing = dir; |
2215 | |
2184 | |
2216 | if (op->hide) |
2185 | if (op->hide) |
2217 | do_hidden_move (op); |
2186 | do_hidden_move (op); |
2218 | |
2187 | |
|
|
2188 | bool retval; |
|
|
2189 | |
2219 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2190 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2220 | /*nop */ ; |
2191 | retval = RESULT_INT (0); |
2221 | else if (op->contr->fire_on) |
2192 | else if (op->contr->fire_on) |
2222 | fire (op, dir); |
2193 | retval = fire (op, dir); |
2223 | else |
2194 | else |
2224 | { |
2195 | { |
2225 | move_player_attack (op, dir); |
2196 | retval = move_player_attack (op, dir); |
2226 | pick = check_pick (op); |
2197 | pick = check_pick (op); |
2227 | } |
2198 | } |
2228 | |
2199 | |
2229 | /* Add special check for newcs players and fire on - this way, the |
2200 | /* Add special check for newcs players and fire on - this way, the |
2230 | * server can handle repeat firing. |
2201 | * server can handle repeat firing. |
… | |
… | |
2237 | /* Update how the player looks. Use the facing, so direction may |
2208 | /* Update how the player looks. Use the facing, so direction may |
2238 | * get reset to zero. This allows for full animation capabilities |
2209 | * get reset to zero. This allows for full animation capabilities |
2239 | * for players. |
2210 | * for players. |
2240 | */ |
2211 | */ |
2241 | animate_object (op, op->facing); |
2212 | animate_object (op, op->facing); |
2242 | return 0; |
2213 | |
|
|
2214 | return retval; |
2243 | } |
2215 | } |
2244 | |
2216 | |
2245 | /* This is similar to handle_player, below, but is only used by the |
2217 | /* This is similar to handle_player, below, but is only used by the |
2246 | * new client/server stuff. |
2218 | * new client/server stuff. |
2247 | * This is sort of special, in that the new client/server actually uses |
2219 | * This is sort of special, in that the new client/server actually uses |
2248 | * the new speed values for commands. |
2220 | * the new speed values for commands. |
2249 | * |
2221 | * |
2250 | * Returns true if there are more actions we can do. |
2222 | * Returns true if there are more actions we can do. Should not do |
|
|
2223 | * many actions in a row, as that would be too unfair to other |
|
|
2224 | * players. |
2251 | */ |
2225 | */ |
2252 | int |
2226 | bool |
2253 | handle_newcs_player (object *op) |
2227 | handle_newcs_player (object *op) |
2254 | { |
2228 | { |
2255 | if (op->contr->hidden) |
|
|
2256 | { |
|
|
2257 | op->invisible = 1000; |
|
|
2258 | /* the socket code flashes the player visible/invisible |
|
|
2259 | * depending on the value of invisible, so we need to |
|
|
2260 | * alternate it here for it to work correctly. |
|
|
2261 | */ |
|
|
2262 | if (pticks & 2) |
|
|
2263 | op->invisible--; |
|
|
2264 | } |
|
|
2265 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
|
|
2266 | { |
|
|
2267 | op->invisible--; |
|
|
2268 | if (!op->invisible) |
|
|
2269 | { |
|
|
2270 | make_visible (op); |
|
|
2271 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2272 | } |
|
|
2273 | } |
|
|
2274 | |
|
|
2275 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2229 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2276 | { |
2230 | { |
2277 | flee_player (op); |
2231 | if (op->speed_left > 0.f) |
2278 | /* If player is still scared, that is his action for this tick */ |
|
|
2279 | if (QUERY_FLAG (op, FLAG_SCARED)) |
|
|
2280 | { |
2232 | { |
2281 | op->speed_left--; |
2233 | --op->speed_left; |
|
|
2234 | flee_player (op); |
|
|
2235 | |
2282 | return 0; |
2236 | return true; |
2283 | } |
2237 | } |
|
|
2238 | else |
|
|
2239 | return false; |
2284 | } |
2240 | } |
2285 | |
|
|
2286 | /* I've been seeing crashes where the golem has been destroyed, but |
|
|
2287 | * the player object still points to the defunct golem. The code that |
|
|
2288 | * destroys the golem looks correct, and it doesn't always happen, so |
|
|
2289 | * put this in a a workaround to clean up the golem pointer. |
|
|
2290 | */ |
|
|
2291 | if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
2292 | op->contr->ranges[range_golem] = 0; |
|
|
2293 | |
2241 | |
2294 | /* call this here - we also will call this in do_ericserver, but |
2242 | /* call this here - we also will call this in do_ericserver, but |
2295 | * the players time has been increased when doericserver has been |
2243 | * the players time has been increased when doericserver has been |
2296 | * called, so we recheck it here. |
2244 | * called, so we recheck it here. |
2297 | */ |
2245 | */ |
2298 | if (op->contr->ns->handle_command ()) |
2246 | if (op->contr->ns->handle_command ()) |
2299 | return 1; |
2247 | return true; |
2300 | |
2248 | |
2301 | if (op->speed_left > 0) |
|
|
2302 | { |
|
|
2303 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2249 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2304 | { |
|
|
2305 | /* All move commands take 1 tick, at least for now */ |
|
|
2306 | op->speed_left--; |
|
|
2307 | |
|
|
2308 | /* Instead of all the stuff below, let move_player take care |
|
|
2309 | * of it. Also, some of the skill stuff is only put in |
|
|
2310 | * there, as well as the confusion stuff. |
|
|
2311 | */ |
|
|
2312 | move_player (op, op->direction); |
2250 | return move_player (op, op->direction); |
2313 | |
2251 | |
2314 | return op->speed_left > 0; |
|
|
2315 | } |
|
|
2316 | } |
|
|
2317 | |
|
|
2318 | return 0; |
2252 | return false; |
2319 | } |
2253 | } |
2320 | |
2254 | |
2321 | int |
2255 | int |
2322 | save_life (object *op) |
2256 | save_life (object *op) |
2323 | { |
2257 | { |
… | |
… | |
2325 | return 0; |
2259 | return 0; |
2326 | |
2260 | |
2327 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2261 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2328 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2262 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2329 | { |
2263 | { |
2330 | play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); |
2264 | op->play_sound (sound_find ("ob_evaporate")); |
2331 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2265 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2332 | |
2266 | |
2333 | if (op->contr) |
2267 | if (op->contr) |
2334 | esrv_del_item (op->contr, tmp->count); |
2268 | esrv_del_item (op->contr, tmp->count); |
2335 | |
2269 | |
… | |
… | |
2355 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2289 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2356 | * back in the map (location and map determined by values of env). This |
2290 | * back in the map (location and map determined by values of env). This |
2357 | * function will descend into containers. op is the object to start the search |
2291 | * function will descend into containers. op is the object to start the search |
2358 | * from. |
2292 | * from. |
2359 | */ |
2293 | */ |
2360 | void |
2294 | static void |
2361 | remove_unpaid_objects (object *op, object *env) |
2295 | drop_unpaid_items (object *op, object *env) |
2362 | { |
2296 | { |
2363 | object *next; |
|
|
2364 | |
|
|
2365 | while (op) |
2297 | while (op) |
2366 | { |
2298 | { |
2367 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2299 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2368 | |
2300 | |
2369 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2301 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
… | |
… | |
2372 | esrv_del_item (env->contr, op->count); |
2304 | esrv_del_item (env->contr, op->count); |
2373 | |
2305 | |
2374 | op->insert_at (env); |
2306 | op->insert_at (env); |
2375 | } |
2307 | } |
2376 | else if (op->inv) |
2308 | else if (op->inv) |
2377 | remove_unpaid_objects (op->inv, env); |
2309 | drop_unpaid_items (op->inv, env); |
2378 | |
2310 | |
2379 | op = next; |
2311 | op = next; |
2380 | } |
2312 | } |
|
|
2313 | } |
|
|
2314 | |
|
|
2315 | void |
|
|
2316 | object::drop_unpaid_items () |
|
|
2317 | { |
|
|
2318 | if (!flag [FLAG_REMOVED]) |
|
|
2319 | ::drop_unpaid_items (inv, this); |
2381 | } |
2320 | } |
2382 | |
2321 | |
2383 | /* |
2322 | /* |
2384 | * Returns pointer a static string containing gravestone text |
2323 | * Returns pointer a static string containing gravestone text |
2385 | * Moved from apply.c to player.c - player.c is what |
2324 | * Moved from apply.c to player.c - player.c is what |
… | |
… | |
2435 | int rate_grace = 2000; |
2374 | int rate_grace = 2000; |
2436 | const int max_hp = 1; |
2375 | const int max_hp = 1; |
2437 | const int max_sp = 1; |
2376 | const int max_sp = 1; |
2438 | const int max_grace = 1; |
2377 | const int max_grace = 1; |
2439 | |
2378 | |
2440 | if (op->contr->outputs_sync) |
2379 | if (op->contr->hidden) |
|
|
2380 | { |
|
|
2381 | op->invisible = 1000; |
|
|
2382 | /* the socket code flashes the player visible/invisible |
|
|
2383 | * depending on the value of invisible, so we need to |
|
|
2384 | * alternate it here for it to work correctly. |
|
|
2385 | */ |
|
|
2386 | if (pticks & 2) |
|
|
2387 | op->invisible--; |
2441 | { |
2388 | } |
2442 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
2389 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
2443 | if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) |
2390 | { |
2444 | flush_output_element (op, &op->contr->outputs[i]); |
2391 | if (!op->invisible--) |
|
|
2392 | { |
|
|
2393 | make_visible (op); |
|
|
2394 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2395 | } |
2445 | } |
2396 | } |
2446 | |
2397 | |
2447 | if (op->contr->ns->state == ST_PLAYING) |
2398 | if (op->contr->ns->state == ST_PLAYING) |
2448 | { |
2399 | { |
2449 | /* these next three if clauses make it possible to SLOW DOWN |
2400 | /* these next three if clauses make it possible to SLOW DOWN |
… | |
… | |
2468 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2419 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2469 | else |
2420 | else |
2470 | { |
2421 | { |
2471 | gen_grace = op->stats.maxgrace; |
2422 | gen_grace = op->stats.maxgrace; |
2472 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2423 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2473 | } |
|
|
2474 | |
|
|
2475 | /* Regenerate Spell Points */ |
|
|
2476 | if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) |
|
|
2477 | { |
|
|
2478 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
|
|
2479 | if (op->stats.sp < op->stats.maxsp) |
|
|
2480 | { |
|
|
2481 | op->stats.sp++; |
|
|
2482 | /* dms do not consume food */ |
|
|
2483 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2484 | { |
|
|
2485 | op->stats.food--; |
|
|
2486 | if (op->contr->digestion < 0) |
|
|
2487 | op->stats.food += op->contr->digestion; |
|
|
2488 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2489 | op->stats.food = last_food; |
|
|
2490 | } |
|
|
2491 | } |
|
|
2492 | |
|
|
2493 | if (max_sp > 1) |
|
|
2494 | { |
|
|
2495 | over_sp = (gen_sp + 10) / rate_sp; |
|
|
2496 | if (over_sp > 0) |
|
|
2497 | { |
|
|
2498 | if (op->stats.sp < op->stats.maxsp) |
|
|
2499 | { |
|
|
2500 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2501 | |
|
|
2502 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
|
|
2503 | op->stats.sp--; |
|
|
2504 | |
|
|
2505 | if (op->stats.sp > op->stats.maxsp) |
|
|
2506 | op->stats.sp = op->stats.maxsp; |
|
|
2507 | } |
|
|
2508 | op->last_sp = 0; |
|
|
2509 | } |
|
|
2510 | else |
|
|
2511 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2512 | } |
|
|
2513 | else |
|
|
2514 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2515 | } |
2424 | } |
2516 | |
2425 | |
2517 | /* Regenerate Grace */ |
2426 | /* Regenerate Grace */ |
2518 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2427 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2519 | if (--op->last_grace < 0) |
2428 | if (--op->last_grace < 0) |
… | |
… | |
2540 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2449 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2541 | } |
2450 | } |
2542 | /* wearing stuff doesn't detract from grace generation. */ |
2451 | /* wearing stuff doesn't detract from grace generation. */ |
2543 | } |
2452 | } |
2544 | |
2453 | |
|
|
2454 | if (op->stats.food > 0) |
|
|
2455 | { |
2545 | /* Regenerate Hit Points */ |
2456 | /* Regenerate Spell Points */ |
2546 | if (--op->last_heal < 0) |
2457 | if (!op->contr->golem && --op->last_sp < 0) |
2547 | { |
|
|
2548 | if (op->stats.hp < op->stats.maxhp) |
|
|
2549 | { |
2458 | { |
2550 | op->stats.hp++; |
2459 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2551 | /* dms do not consume food */ |
2460 | |
2552 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2461 | if (op->stats.sp < op->stats.maxsp) |
2553 | { |
2462 | { |
|
|
2463 | op->stats.sp++; |
|
|
2464 | |
|
|
2465 | /* dms do not consume food */ |
|
|
2466 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2467 | { |
2554 | op->stats.food--; |
2468 | op->stats.food--; |
|
|
2469 | |
2555 | if (op->contr->digestion < 0) |
2470 | if (op->contr->digestion < 0) |
2556 | op->stats.food += op->contr->digestion; |
2471 | op->stats.food += op->contr->digestion; |
2557 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2472 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2558 | op->stats.food = last_food; |
2473 | op->stats.food = last_food; |
|
|
2474 | } |
2559 | } |
2475 | } |
2560 | } |
|
|
2561 | |
2476 | |
2562 | if (max_hp > 1) |
2477 | if (max_sp > 1) |
2563 | { |
|
|
2564 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
|
|
2565 | if (over_hp > 0) |
|
|
2566 | { |
2478 | { |
2567 | op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
2479 | over_sp = (gen_sp + 10) / rate_sp; |
|
|
2480 | if (over_sp > 0) |
|
|
2481 | { |
|
|
2482 | if (op->stats.sp < op->stats.maxsp) |
|
|
2483 | { |
|
|
2484 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2485 | |
|
|
2486 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
|
|
2487 | op->stats.sp--; |
|
|
2488 | |
|
|
2489 | if (op->stats.sp > op->stats.maxsp) |
|
|
2490 | op->stats.sp = op->stats.maxsp; |
|
|
2491 | } |
|
|
2492 | |
2568 | op->last_heal = 0; |
2493 | op->last_sp = 0; |
|
|
2494 | } |
|
|
2495 | else |
|
|
2496 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2569 | } |
2497 | } |
2570 | else |
2498 | else |
|
|
2499 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2500 | } |
|
|
2501 | |
|
|
2502 | /* Regenerate Hit Points */ |
|
|
2503 | if (--op->last_heal < 0) |
|
|
2504 | { |
|
|
2505 | if (op->stats.hp < op->stats.maxhp) |
2571 | { |
2506 | { |
2572 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2507 | op->stats.hp++; |
|
|
2508 | |
|
|
2509 | /* dms do not consume food */ |
|
|
2510 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2511 | { |
|
|
2512 | op->stats.food--; |
|
|
2513 | |
|
|
2514 | if (op->contr->digestion < 0) |
|
|
2515 | op->stats.food += op->contr->digestion; |
|
|
2516 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2517 | op->stats.food = last_food; |
|
|
2518 | } |
2573 | } |
2519 | } |
|
|
2520 | |
|
|
2521 | if (max_hp > 1) |
|
|
2522 | { |
|
|
2523 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
|
|
2524 | |
|
|
2525 | if (over_hp > 0) |
|
|
2526 | { |
|
|
2527 | op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
|
|
2528 | op->last_heal = 0; |
|
|
2529 | } |
|
|
2530 | else |
|
|
2531 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2574 | } |
2532 | } |
2575 | else |
2533 | else |
2576 | { |
|
|
2577 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2534 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2578 | } |
2535 | } |
2579 | } |
2536 | } |
2580 | |
2537 | |
2581 | /* Digestion */ |
2538 | /* Digestion */ |
2582 | if (--op->last_eat < 0) |
2539 | if (--op->last_eat < 0) |
2583 | { |
2540 | { |
2584 | #ifdef COZY_SERVER |
2541 | int bonus = max (0, op->contr->digestion), |
2585 | int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; |
2542 | penalty = max (0, -op->contr->digestion); |
2586 | int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0; |
|
|
2587 | #else |
|
|
2588 | int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; |
|
|
2589 | #endif |
|
|
2590 | |
2543 | |
2591 | if (op->contr->gen_hp > 0) |
|
|
2592 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2544 | op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); |
2593 | else |
|
|
2594 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
|
|
2595 | |
2545 | |
2596 | /* dms do not consume food */ |
2546 | /* dms do not consume food */ |
2597 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2547 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2598 | op->stats.food--; |
2548 | op->stats.food--; |
2599 | } |
2549 | } |
… | |
… | |
2626 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2576 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2627 | manual_apply (op, flesh, 0); |
2577 | manual_apply (op, flesh, 0); |
2628 | } |
2578 | } |
2629 | } |
2579 | } |
2630 | |
2580 | |
2631 | while (op->stats.food < 0 && op->stats.hp >= 0) |
2581 | if (op->stats.food < 0) |
2632 | op->stats.food++, op->stats.hp--; |
2582 | { |
|
|
2583 | op->stats.hp += op->stats.food; |
|
|
2584 | op->stats.food = 0; |
|
|
2585 | } |
2633 | |
2586 | |
2634 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2587 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2635 | kill_player (op); |
2588 | kill_player (op); |
2636 | } |
2589 | } |
2637 | } |
2590 | } |
… | |
… | |
2642 | * file. |
2595 | * file. |
2643 | */ |
2596 | */ |
2644 | void |
2597 | void |
2645 | kill_player (object *op) |
2598 | kill_player (object *op) |
2646 | { |
2599 | { |
|
|
2600 | int x, y; |
2647 | char buf[MAX_BUF]; |
2601 | char buf[MAX_BUF]; |
2648 | int x, y; |
|
|
2649 | |
|
|
2650 | //int i; |
|
|
2651 | maptile *map; /* this is for resurrection */ |
2602 | maptile *map; /* this is for resurrection */ |
2652 | |
|
|
2653 | /* int z; |
|
|
2654 | int num_stats_lose; |
|
|
2655 | int lost_a_stat; |
|
|
2656 | int lose_this_stat; |
|
|
2657 | int this_stat; */ |
|
|
2658 | int will_kill_again; |
2603 | int will_kill_again; |
2659 | archetype *at; |
2604 | archetype *at; |
2660 | object *tmp; |
2605 | object *tmp; |
2661 | |
2606 | |
2662 | if (save_life (op)) |
2607 | if (save_life (op)) |
2663 | return; |
2608 | return; |
2664 | |
|
|
2665 | |
2609 | |
2666 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2610 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2667 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2611 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2668 | * Look at op_on_battleground() for more info --AndreasV |
2612 | * Look at op_on_battleground() for more info --AndreasV |
2669 | */ |
2613 | */ |
… | |
… | |
2685 | { |
2629 | { |
2686 | tmp->destroy (); |
2630 | tmp->destroy (); |
2687 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2631 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2688 | } |
2632 | } |
2689 | |
2633 | |
2690 | cure_disease (op, 0); /* remove any disease */ |
2634 | cure_disease (op, 0, 0); /* remove any disease */ |
2691 | op->stats.hp = op->stats.maxhp; |
2635 | op->stats.hp = op->stats.maxhp; |
2692 | if (op->stats.food <= 0) |
2636 | if (op->stats.food <= 0) |
2693 | op->stats.food = 999; |
2637 | op->stats.food = 999; |
2694 | |
2638 | |
2695 | /* create a bodypart-trophy to make the winner happy */ |
2639 | /* create a bodypart-trophy to make the winner happy */ |
2696 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2640 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2697 | { |
2641 | { |
2698 | sprintf (buf, "%s's finger", &op->name); |
2642 | tmp->name = format ("%s's finger" , &op->name); |
2699 | tmp->name = buf; |
2643 | tmp->name_pl = format ("%s's fingers", &op->name); |
2700 | sprintf (buf, " This finger has been cut off %s\n" |
2644 | tmp->msg = format ( |
2701 | " the %s, when he was defeated at\n level %d by %s.\n", |
2645 | "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", |
2702 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2646 | &op->name, op->contr->title, (int) (op->level), op->contr->killer |
2703 | tmp->msg = buf; |
2647 | ); |
2704 | tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2648 | tmp->value = 0, tmp->type = 0; |
2705 | tmp->materialname = NULL; |
2649 | tmp->materialname = "organics"; |
2706 | tmp->insert_at (op, tmp); |
2650 | tmp->insert_at (op, tmp); |
2707 | } |
2651 | } |
2708 | |
2652 | |
2709 | /* teleport defeated player to new destination */ |
2653 | /* teleport defeated player to new destination */ |
2710 | transfer_ob (op, x, y, 0, NULL); |
2654 | transfer_ob (op, x, y, 0, NULL); |
… | |
… | |
2715 | INVOKE_PLAYER (DEATH, op->contr); |
2659 | INVOKE_PLAYER (DEATH, op->contr); |
2716 | |
2660 | |
2717 | command_kill_pets (op, 0); |
2661 | command_kill_pets (op, 0); |
2718 | |
2662 | |
2719 | if (op->stats.food < 0) |
2663 | if (op->stats.food < 0) |
2720 | { |
|
|
2721 | sprintf (buf, "%s starved to death.", &op->name); |
|
|
2722 | strcpy (op->contr->killer, "starvation"); |
2664 | strcpy (op->contr->killer, "starvation"); |
2723 | } |
|
|
2724 | else |
|
|
2725 | sprintf (buf, "%s died.", &op->name); |
|
|
2726 | |
2665 | |
2727 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
2666 | op->contr->play_sound (sound_find ("player_dies")); |
2728 | |
2667 | |
2729 | /* save the map location for corpse, gravestone */ |
2668 | /* save the map location for corpse, gravestone */ |
2730 | x = op->x; |
2669 | x = op->x; |
2731 | y = op->y; |
2670 | y = op->y; |
2732 | map = op->map; |
2671 | map = op->map; |
… | |
… | |
2895 | { |
2834 | { |
2896 | tmp->destroy (); |
2835 | tmp->destroy (); |
2897 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2836 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2898 | } |
2837 | } |
2899 | |
2838 | |
2900 | cure_disease (op, 0); /* remove any disease */ |
2839 | cure_disease (op, 0, 0); /* remove any disease */ |
2901 | |
2840 | |
2902 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2841 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2903 | apply_death_exp_penalty (op); |
2842 | apply_death_exp_penalty (op); |
2904 | if (op->stats.food < 100) |
2843 | if (op->stats.food < 100) |
2905 | op->stats.food = 900; |
2844 | op->stats.food = 900; |
2906 | op->stats.hp = op->stats.maxhp; |
2845 | op->stats.hp = op->stats.maxhp; |
2907 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2846 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2908 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2847 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2909 | |
2848 | |
2910 | /* |
2849 | /* |
2911 | * Check to see if the player is in a shop. IF so, then check to see if |
|
|
2912 | * the player has any unpaid items. If so, remove them and put them back |
2850 | * Check to see if the player has any unpaid items. If so, remove them |
2913 | * in the map. |
2851 | * and put them back in the map. |
2914 | */ |
2852 | */ |
2915 | |
2853 | op->drop_unpaid_items (); |
2916 | if (is_in_shop (op)) |
|
|
2917 | remove_unpaid_objects (op->inv, op); |
|
|
2918 | |
2854 | |
2919 | /****************************************/ |
2855 | /****************************************/ |
2920 | /* */ |
2856 | /* */ |
2921 | /* Move player to his current respawn- */ |
2857 | /* Move player to his current respawn- */ |
2922 | /* position (usually last savebed) */ |
2858 | /* position (usually last savebed) */ |
… | |
… | |
2942 | object *force; |
2878 | object *force; |
2943 | int at; |
2879 | int at; |
2944 | |
2880 | |
2945 | force = get_archetype (FORCE_NAME); |
2881 | force = get_archetype (FORCE_NAME); |
2946 | /* 50 ticks should be enough time for the spell to abate */ |
2882 | /* 50 ticks should be enough time for the spell to abate */ |
2947 | force->speed = 0.1; |
2883 | force->speed = 0.1f; |
2948 | force->speed_left = -5.0; |
2884 | force->speed_left = -5.f; |
2949 | SET_FLAG (force, FLAG_APPLIED); |
2885 | SET_FLAG (force, FLAG_APPLIED); |
2950 | for (at = 0; at < NROFATTACKS; at++) |
2886 | for (at = 0; at < NROFATTACKS; at++) |
2951 | if (will_kill_again & (1 << at)) |
2887 | if (will_kill_again & (1 << at)) |
2952 | force->resist[at] = 100; |
2888 | force->resist[at] = 100; |
2953 | |
2889 | |
… | |
… | |
2962 | void |
2898 | void |
2963 | loot_object (object *op) |
2899 | loot_object (object *op) |
2964 | { /* Grab and destroy some treasure */ |
2900 | { /* Grab and destroy some treasure */ |
2965 | object *tmp, *tmp2, *next; |
2901 | object *tmp, *tmp2, *next; |
2966 | |
2902 | |
2967 | if (op->container) |
2903 | op->close_container (); /* close open sack first */ |
2968 | esrv_apply_container (op, op->container); /* close open sack first */ |
|
|
2969 | |
2904 | |
2970 | for (tmp = op->inv; tmp; tmp = next) |
2905 | for (tmp = op->inv; tmp; tmp = next) |
2971 | { |
2906 | { |
2972 | next = tmp->below; |
2907 | next = tmp->below; |
2973 | |
2908 | |
2974 | if (tmp->invisible) |
2909 | if (tmp->invisible) |
2975 | continue; |
2910 | continue; |
2976 | |
2911 | |
2977 | tmp->remove (); |
2912 | tmp->remove (); |
2978 | tmp->x = op->x, tmp->y = op->y; |
2913 | tmp->x = op->x, tmp->y = op->y; |
|
|
2914 | |
2979 | if (tmp->type == CONTAINER) |
2915 | if (tmp->type == CONTAINER) |
2980 | { /* empty container to ground */ |
2916 | loot_object (tmp); /* empty container to ground */ |
2981 | loot_object (tmp); |
2917 | |
2982 | } |
|
|
2983 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) |
2918 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
2984 | { |
2919 | { |
2985 | if (tmp->nrof > 1) |
2920 | if (tmp->nrof > 1) |
2986 | { |
2921 | { |
2987 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2922 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2988 | tmp2->destroy (); |
2923 | tmp2->destroy (); |
… | |
… | |
2999 | /* |
2934 | /* |
3000 | * fix_weight(): Check recursively the weight of all players, and fix |
2935 | * fix_weight(): Check recursively the weight of all players, and fix |
3001 | * what needs to be fixed. Refresh windows and fix speed if anything |
2936 | * what needs to be fixed. Refresh windows and fix speed if anything |
3002 | * was changed. |
2937 | * was changed. |
3003 | */ |
2938 | */ |
3004 | |
|
|
3005 | void |
2939 | void |
3006 | fix_weight (void) |
2940 | fix_weight (void) |
3007 | { |
2941 | { |
3008 | for_all_players (pl) |
2942 | for_all_players (pl) |
3009 | { |
2943 | { |
… | |
… | |
3064 | void |
2998 | void |
3065 | make_visible (object *op) |
2999 | make_visible (object *op) |
3066 | { |
3000 | { |
3067 | op->hide = 0; |
3001 | op->hide = 0; |
3068 | op->invisible = 0; |
3002 | op->invisible = 0; |
|
|
3003 | |
3069 | if (op->type == PLAYER) |
3004 | if (op->type == PLAYER) |
3070 | { |
3005 | { |
3071 | op->contr->tmp_invis = 0; |
3006 | op->contr->tmp_invis = 0; |
3072 | op->contr->invis_race = 0; |
3007 | op->contr->invis_race = 0; |
3073 | } |
3008 | } |
|
|
3009 | |
3074 | update_object (op, UP_OBJ_FACE); |
3010 | update_object (op, UP_OBJ_CHANGE); |
3075 | } |
3011 | } |
3076 | |
3012 | |
3077 | int |
3013 | int |
3078 | is_true_undead (object *op) |
3014 | is_true_undead (object *op) |
3079 | { |
3015 | { |
3080 | object *tmp = NULL; |
|
|
3081 | |
|
|
3082 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3016 | if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
3083 | return 1; |
3017 | return 1; |
3084 | |
3018 | |
3085 | return 0; |
3019 | return 0; |
3086 | } |
3020 | } |
3087 | |
3021 | |
3088 | /* look at the surrounding terrain to determine |
3022 | /* look at the surrounding terrain to determine |
3089 | * the hideability of this object. Positive levels |
3023 | * the hideability of this object. Positive levels |
3090 | * indicate greater hideability. |
3024 | * indicate greater hideability. |
3091 | */ |
3025 | */ |
3092 | |
|
|
3093 | int |
3026 | int |
3094 | hideability (object *ob) |
3027 | hideability (object *ob) |
3095 | { |
3028 | { |
3096 | int i, level = 0, mflag; |
3029 | int i, level = 0, mflag; |
3097 | sint16 x, y; |
3030 | sint16 x, y; |
… | |
… | |
3131 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3064 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3132 | * every time they move - as we subtract off 'invisibility' |
3065 | * every time they move - as we subtract off 'invisibility' |
3133 | * AND, for players, if they move into a ridiculously unhideable |
3066 | * AND, for players, if they move into a ridiculously unhideable |
3134 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3067 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3135 | */ |
3068 | */ |
3136 | |
|
|
3137 | void |
3069 | void |
3138 | do_hidden_move (object *op) |
3070 | do_hidden_move (object *op) |
3139 | { |
3071 | { |
3140 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3072 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3141 | object *skop; |
3073 | object *skop; |
… | |
… | |
3223 | * object op. This function works fine for monsters, |
3155 | * object op. This function works fine for monsters, |
3224 | * but we dont worry if the object isnt the top one in |
3156 | * but we dont worry if the object isnt the top one in |
3225 | * a pile (say a coin under a table would return "viewable" |
3157 | * a pile (say a coin under a table would return "viewable" |
3226 | * by this routine). Another question, should we be |
3158 | * by this routine). Another question, should we be |
3227 | * concerned with the direction the player is looking |
3159 | * concerned with the direction the player is looking |
3228 | * in? Realistically, most of use cant see stuff behind |
3160 | * in? Realistically, most of us can't see stuff behind |
3229 | * our backs...on the other hand, does the "facing" direction |
3161 | * our backs...on the other hand, does the "facing" direction |
3230 | * imply the way your head, or body is facing? Its possible |
3162 | * imply the way your head, or body is facing? It's possible |
3231 | * for them to differ. Sigh, this fctn could get a bit more complex. |
3163 | * for them to differ. Sigh, this fctn could get a bit more complex. |
3232 | * -b.t. |
3164 | * -b.t. |
3233 | * This function is now map tiling safe. |
3165 | * This function is now map tiling safe. |
3234 | */ |
3166 | */ |
3235 | |
|
|
3236 | int |
3167 | int |
3237 | player_can_view (object *pl, object *op) |
3168 | player_can_view (object *pl, object *op) |
3238 | { |
3169 | { |
3239 | rv_vector rv; |
3170 | rv_vector rv; |
3240 | int dx, dy; |
3171 | int dx, dy; |
… | |
… | |
3252 | |
3183 | |
3253 | get_rangevector (pl, op, &rv, 0x1); |
3184 | get_rangevector (pl, op, &rv, 0x1); |
3254 | |
3185 | |
3255 | /* starting with the 'head' part, lets loop |
3186 | /* starting with the 'head' part, lets loop |
3256 | * through the object and find if it has any |
3187 | * through the object and find if it has any |
3257 | * part that is in the los array but isnt on |
3188 | * part that is in the los array but isn't on |
3258 | * a blocked los square. |
3189 | * a blocked los square. |
3259 | * we use the archetype to figure out offsets. |
3190 | * we use the archetype to figure out offsets. |
3260 | */ |
3191 | */ |
3261 | while (op) |
3192 | while (op) |
3262 | { |
3193 | { |
3263 | dx = rv.distance_x + op->arch->clone.x; |
3194 | dx = rv.distance_x + op->arch->x; |
3264 | dy = rv.distance_y + op->arch->clone.y; |
3195 | dy = rv.distance_y + op->arch->y; |
3265 | |
3196 | |
3266 | /* only the viewable area the player sees is updated by LOS |
3197 | /* only the viewable area the player sees is updated by LOS |
3267 | * code, so we need to restrict ourselves to that range of values |
3198 | * code, so we need to restrict ourselves to that range of values |
3268 | * for any meaningful values. |
3199 | * for any meaningful values. |
3269 | */ |
3200 | */ |
3270 | if (FABS (dx) <= (pl->contr->ns->mapx / 2) && |
3201 | if (abs (dx) <= (pl->contr->ns->mapx / 2) && |
3271 | FABS (dy) <= (pl->contr->ns->mapy / 2) && |
3202 | abs (dy) <= (pl->contr->ns->mapy / 2) && |
3272 | !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) |
3203 | !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) |
3273 | return 1; |
3204 | return 1; |
|
|
3205 | |
3274 | op = op->more; |
3206 | op = op->more; |
3275 | } |
3207 | } |
|
|
3208 | |
3276 | return 0; |
3209 | return 0; |
3277 | } |
3210 | } |
3278 | |
3211 | |
3279 | /* routine for both players and monsters. We call this when |
3212 | /* routine for both players and monsters. We call this when |
3280 | * there is a possibility for our action distrubing our hiding |
3213 | * there is a possibility for our action distrubing our hiding |
… | |
… | |
3283 | * return 0. |
3216 | * return 0. |
3284 | */ |
3217 | */ |
3285 | int |
3218 | int |
3286 | action_makes_visible (object *op) |
3219 | action_makes_visible (object *op) |
3287 | { |
3220 | { |
3288 | |
|
|
3289 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
3221 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
3290 | { |
3222 | { |
3291 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
3223 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
3292 | return 0; |
3224 | return 0; |
3293 | |
3225 | |
… | |
… | |
3299 | { |
3231 | { |
3300 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); |
3232 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); |
3301 | return 1; |
3233 | return 1; |
3302 | } |
3234 | } |
3303 | } |
3235 | } |
|
|
3236 | |
3304 | return 0; |
3237 | return 0; |
3305 | } |
3238 | } |
3306 | |
3239 | |
3307 | /* op_on_battleground - checks if the given object op (usually |
3240 | /* op_on_battleground - checks if the given object op (usually |
3308 | * a player) is standing on a valid battleground-tile, |
3241 | * a player) is standing on a valid battleground-tile, |
… | |
… | |
3313 | * Default is to do the same as before, so only people wanting to have different points need worry about this |
3246 | * Default is to do the same as before, so only people wanting to have different points need worry about this |
3314 | */ |
3247 | */ |
3315 | int |
3248 | int |
3316 | op_on_battleground (object *op, int *x, int *y) |
3249 | op_on_battleground (object *op, int *x, int *y) |
3317 | { |
3250 | { |
3318 | object *tmp; |
|
|
3319 | |
|
|
3320 | /* A battleground-tile needs the following attributes to be valid: |
3251 | /* A battleground-tile needs the following attributes to be valid: |
3321 | * is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3252 | * is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3322 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3253 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3323 | * and the exit-coordinates sp/hp must both be > 0. |
3254 | * and the exit-coordinates sp/hp must both be > 0. |
3324 | * => The intention here is to prevent abuse of the battleground- |
3255 | * => The intention here is to prevent abuse of the battleground- |
3325 | * feature (like pickable or hidden battleground tiles). */ |
3256 | * feature (like pickable or hidden battleground tiles). */ |
3326 | for (tmp = op->below; tmp != NULL; tmp = tmp->below) |
3257 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
3327 | { |
3258 | { |
3328 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3259 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3329 | { |
3260 | { |
3330 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) && |
3261 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) |
3331 | strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) |
3262 | && tmp->type == BATTLEGROUND |
|
|
3263 | && tmp->name == shstr_battleground |
|
|
3264 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3332 | { |
3265 | { |
3333 | /*before we assign the exit, check if this is a teambattle */ |
3266 | /* before we assign the exit, check if this is a teambattle */ |
3334 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3267 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3335 | { |
3268 | { |
3336 | object *invtmp; |
|
|
3337 | |
|
|
3338 | for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) |
3269 | for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) |
3339 | { |
3270 | { |
3340 | if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) |
3271 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
3341 | { |
3272 | { |
3342 | if (x != NULL && y != NULL) |
3273 | if (x && y) |
3343 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3274 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
|
|
3275 | |
3344 | return 1; |
3276 | return 1; |
3345 | } |
3277 | } |
3346 | } |
3278 | } |
3347 | } |
3279 | } |
|
|
3280 | |
3348 | if (x != NULL && y != NULL) |
3281 | if (x && y) |
3349 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3282 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
|
|
3283 | |
3350 | return 1; |
3284 | return 1; |
3351 | } |
3285 | } |
3352 | } |
3286 | } |
3353 | } |
3287 | } |
|
|
3288 | |
3354 | /* If we got here, did not find a battleground */ |
3289 | /* If we got here, did not find a battleground */ |
3355 | return 0; |
3290 | return 0; |
3356 | } |
3291 | } |
3357 | |
3292 | |
3358 | /* |
3293 | /* |
… | |
… | |
3374 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3309 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3375 | int i = 0, j = 0; |
3310 | int i = 0, j = 0; |
3376 | |
3311 | |
3377 | /* get the appropriate treasurelist */ |
3312 | /* get the appropriate treasurelist */ |
3378 | if (atnr == ATNR_FIRE) |
3313 | if (atnr == ATNR_FIRE) |
3379 | trlist = find_treasurelist ("dragon_ability_fire"); |
3314 | trlist = treasurelist::find (shstr_dragon_ability_fire); |
3380 | else if (atnr == ATNR_COLD) |
3315 | else if (atnr == ATNR_COLD) |
3381 | trlist = find_treasurelist ("dragon_ability_cold"); |
3316 | trlist = treasurelist::find (shstr_dragon_ability_cold); |
3382 | else if (atnr == ATNR_ELECTRICITY) |
3317 | else if (atnr == ATNR_ELECTRICITY) |
3383 | trlist = find_treasurelist ("dragon_ability_elec"); |
3318 | trlist = treasurelist::find (shstr_dragon_ability_elec); |
3384 | else if (atnr == ATNR_POISON) |
3319 | else if (atnr == ATNR_POISON) |
3385 | trlist = find_treasurelist ("dragon_ability_poison"); |
3320 | trlist = treasurelist::find (shstr_dragon_ability_poison); |
3386 | |
3321 | |
3387 | if (trlist == NULL || who->type != PLAYER) |
3322 | if (trlist == NULL || who->type != PLAYER) |
3388 | return; |
3323 | return; |
3389 | |
3324 | |
3390 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3325 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
… | |
… | |
3394 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3329 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3395 | return; |
3330 | return; |
3396 | } |
3331 | } |
3397 | |
3332 | |
3398 | /* everything seems okay - now bring on the gift: */ |
3333 | /* everything seems okay - now bring on the gift: */ |
3399 | item = &(tr->item->clone); |
3334 | item = tr->item; |
3400 | |
3335 | |
3401 | if (item->type == SPELL) |
3336 | if (item->type == SPELL) |
3402 | { |
3337 | { |
3403 | if (check_spell_known (who, item->name)) |
3338 | if (check_spell_known (who, item->name)) |
3404 | return; |
3339 | return; |
… | |
… | |
3463 | { |
3398 | { |
3464 | /* forces in the treasurelist can alter the player's stats */ |
3399 | /* forces in the treasurelist can alter the player's stats */ |
3465 | object *skin; |
3400 | object *skin; |
3466 | |
3401 | |
3467 | /* first get the dragon skin force */ |
3402 | /* first get the dragon skin force */ |
3468 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
3469 | for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) |
3403 | for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below) |
3470 | ; |
3404 | ; |
3471 | |
3405 | |
3472 | if (!skin) |
3406 | if (!skin) |
3473 | return; |
3407 | return; |
3474 | |
3408 | |
… | |
… | |
3522 | * not readied. |
3456 | * not readied. |
3523 | */ |
3457 | */ |
3524 | void |
3458 | void |
3525 | player_unready_range_ob (player *pl, object *ob) |
3459 | player_unready_range_ob (player *pl, object *ob) |
3526 | { |
3460 | { |
3527 | for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
3461 | if (pl->ob->current_weapon == ob) |
|
|
3462 | pl->ob->current_weapon = 0; |
|
|
3463 | |
|
|
3464 | if (pl->combat_ob == ob) |
|
|
3465 | pl->combat_ob = 0; |
|
|
3466 | |
3528 | if (pl->ranges[i] == ob) |
3467 | if (pl->ranged_ob == ob) |
3529 | { |
|
|
3530 | pl->ranges[i] = 0; |
3468 | pl->ranged_ob = 0; |
3531 | if (pl->shoottype == i) |
|
|
3532 | pl->shoottype = range_none; |
|
|
3533 | } |
|
|
3534 | } |
3469 | } |
|
|
3470 | |
|
|
3471 | sint8 |
|
|
3472 | player::visibility_at (maptile *map, int x, int y) const |
|
|
3473 | { |
|
|
3474 | if (!ns) |
|
|
3475 | return 0; |
|
|
3476 | |
|
|
3477 | int dx, dy; |
|
|
3478 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
|
|
3479 | return 0; |
|
|
3480 | |
|
|
3481 | x += dx - ns->current_x + ns->mapx / 2; |
|
|
3482 | y += dy - ns->current_y + ns->mapy / 2; |
|
|
3483 | |
|
|
3484 | if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) |
|
|
3485 | return 0; |
|
|
3486 | |
|
|
3487 | return 100 - blocked_los [x][y]; |
|
|
3488 | } |
|
|
3489 | |
|
|
3490 | void |
|
|
3491 | player::infobox (const char *title, const char *msg, int color) |
|
|
3492 | { |
|
|
3493 | send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg); |
|
|
3494 | } |
|
|
3495 | |
|
|
3496 | void |
|
|
3497 | player::statusmsg (const char *msg, int color) |
|
|
3498 | { |
|
|
3499 | send_msg (color | NDI_REPLY, INFO_CHANNEL, msg); |
|
|
3500 | } |
|
|
3501 | |
|
|
3502 | void |
|
|
3503 | player::failmsg (const char *msg, int color) |
|
|
3504 | { |
|
|
3505 | play_sound (sound_find ("generic_failure")); |
|
|
3506 | statusmsg (msg, color); |
|
|
3507 | } |
|
|
3508 | |