… | |
… | |
116 | |
116 | |
117 | news[0] = '\0'; |
117 | news[0] = '\0'; |
118 | subject[0] = '\0'; |
118 | subject[0] = '\0'; |
119 | size = 0; |
119 | size = 0; |
120 | |
120 | |
121 | while (fgets (buf, MAX_BUF, fp) != NULL) |
121 | while (fgets (buf, MAX_BUF, fp)) |
122 | { |
122 | { |
123 | if (*buf == '#') |
123 | if (*buf == '#') |
124 | continue; |
124 | continue; |
125 | |
125 | |
126 | if (*buf == '%') |
126 | if (*buf == '%') |
127 | { /* send one news */ |
127 | { /* send one news */ |
128 | if (size > 0) |
128 | 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 */ |
129 | 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 | |
130 | |
131 | strcpy (subject, buf + 1); |
131 | strcpy (subject, buf + 1); |
132 | strip_endline (subject); |
132 | strip_endline (subject); |
133 | size = 0; |
133 | size = 0; |
134 | news[0] = '\0'; |
134 | news[0] = '\0'; |
… | |
… | |
144 | size += strlen (buf); |
144 | size += strlen (buf); |
145 | } |
145 | } |
146 | } |
146 | } |
147 | |
147 | |
148 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
148 | 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); |
149 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); |
150 | close_and_delete (fp, comp); |
150 | close_and_delete (fp, comp); |
151 | } |
151 | } |
152 | |
152 | |
153 | /* This loads the first map an puts the player on it. */ |
153 | /* This loads the first map an puts the player on it. */ |
154 | static void |
154 | static void |
… | |
… | |
194 | return; |
194 | return; |
195 | |
195 | |
196 | terminate_all_pets (ob); |
196 | terminate_all_pets (ob); |
197 | remove_friendly_object (ob); |
197 | remove_friendly_object (ob); |
198 | ob->deactivate_recursive (); |
198 | ob->deactivate_recursive (); |
|
|
199 | |
|
|
200 | if (ob->map) |
|
|
201 | maplevel = ob->map->path; |
|
|
202 | |
199 | ob->remove (); |
203 | ob->remove (); |
200 | ob->map = 0; |
204 | ob->map = 0; |
|
|
205 | party = 0; |
201 | |
206 | |
202 | // for weird reasons, this is often "ob", keeping a circular reference |
207 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
203 | ranges [range_skill] = 0; |
|
|
204 | |
208 | |
205 | players.erase (this); |
209 | players.erase (this); |
206 | } |
210 | } |
207 | |
211 | |
208 | // connect the player with a specific client |
212 | // connect the player with a specific client |
… | |
… | |
213 | this->ns = ns; |
217 | this->ns = ns; |
214 | ns->pl = this; |
218 | ns->pl = this; |
215 | |
219 | |
216 | run_on = 0; |
220 | run_on = 0; |
217 | fire_on = 0; |
221 | fire_on = 0; |
218 | ob->container = 0; //TODO: client-specific |
222 | ob->close_container (); //TODO: client-specific |
219 | |
223 | |
220 | ns->update_look = 0; |
224 | ns->update_look = 0; |
221 | ns->look_position = 0; |
225 | ns->look_position = 0; |
222 | |
226 | |
223 | clear_los (ob); |
227 | clear_los (ob); |
… | |
… | |
226 | |
230 | |
227 | /* make sure he's a player -- needed because of class change. */ |
231 | /* make sure he's a player -- needed because of class change. */ |
228 | ob->type = PLAYER; // we are paranoid |
232 | ob->type = PLAYER; // we are paranoid |
229 | ob->race = ob->arch->clone.race; |
233 | ob->race = ob->arch->clone.race; |
230 | |
234 | |
231 | if (!legal_range (ob, shoottype)) |
|
|
232 | shoottype = range_none; |
|
|
233 | |
|
|
234 | ob->carrying = sum_weight (ob); |
235 | ob->carrying = sum_weight (ob); |
235 | link_player_skills (ob); |
236 | link_player_skills (ob); |
236 | |
237 | |
237 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
238 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
238 | |
239 | |
239 | assign (title, ob->arch->clone.name); |
240 | assign (title, ob->arch->clone.name); |
240 | |
|
|
241 | /* can_use_shield is a new flag. However, the can_use.. seems to largely come |
|
|
242 | * from the class, and not race. I don't see any way to get the class information |
|
|
243 | * to then update this. I don't think this will actually break anything - anyone |
|
|
244 | * that can use armour should be able to use a shield. What this may 'break' |
|
|
245 | * are features new characters get, eg, if someone starts up with a Q, they |
|
|
246 | * should be able to use a shield. However, old Q's won't get that advantage. |
|
|
247 | */ |
|
|
248 | if (QUERY_FLAG (ob, FLAG_USE_ARMOUR)) |
|
|
249 | SET_FLAG (ob, FLAG_USE_SHIELD); |
|
|
250 | |
241 | |
251 | /* if it's a dragon player, set the correct title here */ |
242 | /* if it's a dragon player, set the correct title here */ |
252 | if (is_dragon_pl (ob)) |
243 | if (is_dragon_pl (ob)) |
253 | { |
244 | { |
254 | object *tmp, *abil = 0, *skin = 0; |
245 | object *tmp, *abil = 0, *skin = 0; |
… | |
… | |
296 | |
287 | |
297 | INVOKE_PLAYER (DISCONNECT, this); |
288 | INVOKE_PLAYER (DISCONNECT, this); |
298 | |
289 | |
299 | ns->reset_stats (); |
290 | ns->reset_stats (); |
300 | ns->pl = 0; |
291 | ns->pl = 0; |
301 | this->ns = 0; |
292 | ns = 0; |
302 | } |
293 | } |
303 | |
294 | |
|
|
295 | if (ob) |
304 | ob->container = 0; //TODO: client-specific |
296 | ob->close_container (); //TODO: client-specific |
|
|
297 | |
305 | deactivate (); |
298 | deactivate (); |
306 | } |
299 | } |
307 | |
300 | |
308 | // the need for this function can be explained |
301 | // the need for this function can be explained |
309 | // by load_object not returning the object |
302 | // by load_object not returning the object |
310 | void |
303 | void |
311 | player::set_object (object *op) |
304 | player::set_object (object *op) |
312 | { |
305 | { |
313 | ob = op; |
306 | ob = op; |
314 | ob->contr = this; /* this aren't yet in archetype */ |
307 | ob->contr = this; /* this aren't yet in archetype */ |
315 | |
308 | |
316 | ob->speed_left = 0.5; |
309 | ob->speed_left = 0.5; |
317 | ob->speed = 1.0; |
310 | ob->speed = 1.0; |
318 | ob->direction = 5; /* So player faces south */ |
311 | ob->direction = 5; /* So player faces south */ |
319 | ob->stats.wc = 2; |
|
|
320 | ob->run_away = 25; /* Then we panick... */ |
|
|
321 | |
|
|
322 | ob->roll_stats (); |
|
|
323 | } |
312 | } |
324 | |
313 | |
325 | player::player () |
314 | player::player () |
326 | { |
315 | { |
327 | /* There are some elements we want initialised to non zero value - |
316 | /* There are some elements we want initialised to non zero value - |
328 | * we deal with that below this point. |
317 | * we deal with that below this point. |
329 | */ |
318 | */ |
330 | outputs_sync = 16; /* Every 2 seconds */ |
319 | outputs_sync = 4; |
331 | outputs_count = 8; /* Keeps present behaviour */ |
320 | outputs_count = 4; |
332 | unapply = unapply_nochoice; |
321 | unapply = unapply_nochoice; |
333 | |
322 | |
334 | savebed_map = first_map_path; /* Init. respawn position */ |
323 | savebed_map = first_map_path; /* Init. respawn position */ |
335 | |
324 | |
336 | gen_sp_armour = 10; |
325 | gen_sp_armour = 10; |
337 | shoottype = range_none; |
|
|
338 | bowtype = bow_normal; |
326 | bowtype = bow_normal; |
339 | petmode = pet_normal; |
327 | petmode = pet_normal; |
340 | listening = 10; |
328 | listening = 10; |
341 | usekeys = containers; |
329 | usekeys = containers; |
342 | peaceful = 1; /* default peaceful */ |
330 | peaceful = 1; /* default peaceful */ |
… | |
… | |
371 | player::create () |
359 | player::create () |
372 | { |
360 | { |
373 | player *pl = new player; |
361 | player *pl = new player; |
374 | |
362 | |
375 | pl->set_object (arch_to_object (get_player_archetype (0))); |
363 | pl->set_object (arch_to_object (get_player_archetype (0))); |
|
|
364 | |
|
|
365 | pl->ob->roll_stats (); |
|
|
366 | pl->ob->stats.wc = 2; |
|
|
367 | pl->ob->run_away = 25; /* Then we panick... */ |
|
|
368 | |
376 | set_first_map (pl->ob); |
369 | set_first_map (pl->ob); |
377 | |
370 | |
378 | return pl; |
371 | return pl; |
379 | } |
372 | } |
380 | |
373 | |
… | |
… | |
526 | x = mon->x; |
519 | x = mon->x; |
527 | y = mon->y; |
520 | y = mon->y; |
528 | m = mon->map; |
521 | m = mon->map; |
529 | dir = rv.direction; |
522 | dir = rv.direction; |
530 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
523 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
531 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
524 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
|
|
525 | |
532 | /* If we can't solve it within the search distance, return now. */ |
526 | /* If we can't solve it within the search distance, return now. */ |
533 | if (diff > max) |
527 | if (diff > max) |
534 | return 0; |
528 | return 0; |
|
|
529 | |
535 | while (diff > 1 && max > 0) |
530 | while (diff > 1 && max > 0) |
536 | { |
531 | { |
537 | lastx = x; |
532 | lastx = x; |
538 | lasty = y; |
533 | lasty = y; |
539 | lastmap = m; |
534 | lastmap = m; |
… | |
… | |
621 | max--; |
616 | max--; |
622 | lastdir = dir; |
617 | lastdir = dir; |
623 | if (!firstdir) |
618 | if (!firstdir) |
624 | firstdir = dir; |
619 | firstdir = dir; |
625 | } |
620 | } |
|
|
621 | |
626 | if (diff <= 1) |
622 | if (diff <= 1) |
627 | { |
623 | { |
628 | /* Recalculate diff (distance) because we may not have actually |
624 | /* Recalculate diff (distance) because we may not have actually |
629 | * headed toward player for entire distance. |
625 | * headed toward player for entire distance. |
630 | */ |
626 | */ |
631 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
627 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
632 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
628 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
633 | } |
629 | } |
|
|
630 | |
634 | if (diff > max) |
631 | if (diff > max) |
635 | return 0; |
632 | return 0; |
636 | } |
633 | } |
|
|
634 | |
637 | /* If we reached the max, didn't find a direction in time */ |
635 | /* If we reached the max, didn't find a direction in time */ |
638 | if (!max) |
636 | if (!max) |
639 | return 0; |
637 | return 0; |
640 | |
638 | |
641 | return firstdir; |
639 | return firstdir; |
… | |
… | |
755 | roll_stat (void) |
753 | roll_stat (void) |
756 | { |
754 | { |
757 | int a[4], i, j, k; |
755 | int a[4], i, j, k; |
758 | |
756 | |
759 | for (i = 0; i < 4; i++) |
757 | for (i = 0; i < 4; i++) |
760 | a[i] = (int) RANDOM () % 6 + 1; |
758 | a[i] = (int) rndm (6) + 1; |
761 | |
759 | |
762 | for (i = 0, j = 0, k = 7; i < 4; i++) |
760 | for (i = 0, j = 0, k = 7; i < 4; i++) |
763 | if (a[i] < k) |
761 | if (a[i] < k) |
764 | k = a[i], j = i; |
762 | k = a[i], j = i; |
765 | |
763 | |
… | |
… | |
865 | * appropriate action with it (change race, or other things). |
863 | * appropriate action with it (change race, or other things). |
866 | * The function name is for historical reasons - now we have |
864 | * The function name is for historical reasons - now we have |
867 | * separate race and class; this actually changes the RACE, |
865 | * separate race and class; this actually changes the RACE, |
868 | * not the class. |
866 | * not the class. |
869 | */ |
867 | */ |
870 | int |
868 | void |
871 | key_change_class (object *op, char key) |
869 | player::chargen_race_done () |
872 | { |
870 | { |
873 | int tmp_loop; |
|
|
874 | |
|
|
875 | if (key == 'd' || key == 'D') |
|
|
876 | { |
|
|
877 | char buf[MAX_BUF]; |
|
|
878 | |
|
|
879 | /* this must before then initial items are given */ |
871 | /* this must before then initial items are given */ |
880 | esrv_new_player (op->contr, op->weight + op->carrying); |
872 | esrv_new_player (ob->contr, ob->weight + ob->carrying); |
881 | |
873 | |
882 | treasurelist *tl = find_treasurelist ("starting_wealth"); |
874 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
883 | if (tl) |
875 | if (tl) |
884 | create_treasure (tl, op, 0, 0, 0); |
876 | create_treasure (tl, ob, 0, 0, 0); |
885 | |
877 | |
886 | INVOKE_PLAYER (BIRTH, op->contr); |
878 | INVOKE_PLAYER (BIRTH, ob->contr); |
887 | INVOKE_PLAYER (LOGIN, op->contr); |
879 | INVOKE_PLAYER (LOGIN, ob->contr); |
888 | |
880 | |
889 | op->contr->ns->state = ST_PLAYING; |
881 | ob->contr->ns->state = ST_PLAYING; |
890 | |
882 | |
891 | if (op->msg) |
883 | if (ob->msg) |
892 | op->msg = NULL; |
884 | ob->msg = 0; |
893 | |
885 | |
894 | /* We create this now because some of the unique maps will need it |
886 | /* We create this now because some of the unique maps will need it |
895 | * to save here. |
887 | * to save here. |
896 | */ |
888 | */ |
|
|
889 | { |
|
|
890 | char buf[MAX_BUF]; |
897 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
891 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name); |
898 | make_path_to_file (buf); |
892 | make_path_to_file (buf); |
|
|
893 | } |
899 | |
894 | |
900 | start_info (op); |
895 | start_info (ob); |
901 | CLEAR_FLAG (op, FLAG_WIZ); |
896 | CLEAR_FLAG (ob, FLAG_WIZ); |
902 | give_initial_items (op, op->randomitems); |
897 | give_initial_items (ob, ob->randomitems); |
903 | link_player_skills (op); |
898 | link_player_skills (ob); |
904 | esrv_send_inventory (op, op); |
899 | esrv_send_inventory (ob, ob); |
905 | op->update_stats (); |
900 | ob->update_stats (); |
906 | |
901 | |
907 | /* This moves the player to a different start map, if there |
902 | /* This moves the player to a different start map, if there |
908 | * is one for this race |
903 | * is one for this race |
909 | */ |
904 | */ |
910 | if (*first_map_ext_path) |
905 | if (*first_map_ext_path) |
911 | { |
906 | { |
912 | object *tmp; |
907 | object *tmp; |
913 | char mapname[MAX_BUF]; |
908 | char mapname[MAX_BUF]; |
914 | |
909 | |
915 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); |
910 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name); |
916 | tmp = object::create (); |
911 | tmp = object::create (); |
917 | EXIT_PATH (tmp) = mapname; |
912 | EXIT_PATH (tmp) = mapname; |
918 | EXIT_X (tmp) = op->x; |
913 | EXIT_X (tmp) = ob->x; |
919 | EXIT_Y (tmp) = op->y; |
914 | EXIT_Y (tmp) = ob->y; |
920 | op->enter_exit (tmp); /* we don't really care if it succeeded; |
915 | ob->enter_exit (tmp); /* we don't really care if it succeeded; |
921 | * if the map isn't there, then stay on the |
916 | * if the map isn't there, then stay on the |
922 | * default initial map */ |
917 | * default initial map */ |
923 | tmp->destroy (); |
918 | tmp->destroy (); |
924 | } |
919 | } |
925 | else |
920 | else |
926 | LOG (llevDebug, "first_map_ext_path not set\n"); |
921 | LOG (llevDebug, "first_map_ext_path not set\n"); |
|
|
922 | } |
927 | |
923 | |
928 | return 0; |
924 | void |
929 | } |
925 | player::chargen_race_next () |
930 | |
926 | { |
931 | /* Following actually changes the race - this is the default command |
927 | /* Following actually changes the race - this is the default command |
932 | * if we don't match with one of the options above. |
928 | * if we don't match with one of the options above. |
933 | */ |
929 | */ |
934 | |
930 | |
935 | tmp_loop = 0; |
931 | do |
936 | while (!tmp_loop) |
|
|
937 | { |
932 | { |
938 | shstr name = op->name; |
933 | shstr name = ob->name; |
939 | int x = op->x, y = op->y; |
934 | int x = ob->x, y = ob->y; |
940 | |
935 | |
941 | op->remove_statbonus (); |
936 | ob->remove_statbonus (); |
942 | op->remove (); |
937 | ob->remove (); |
943 | op->arch = get_player_archetype (op->arch); |
938 | ob->arch = get_player_archetype (ob->arch); |
944 | op->arch->clone.copy_to (op); |
939 | ob->arch->clone.copy_to (ob); |
945 | op->instantiate (); |
940 | ob->instantiate (); |
946 | op->stats = op->contr->orig_stats; |
941 | ob->stats = ob->contr->orig_stats; |
947 | op->name = op->name_pl = name; |
942 | ob->name = ob->name_pl = name; |
948 | op->x = x; |
943 | ob->x = x; |
949 | op->y = y; |
944 | ob->y = y; |
950 | SET_ANIMATION (op, 2); /* So player faces south */ |
945 | SET_ANIMATION (ob, 2); /* So player faces south */ |
951 | insert_ob_in_map (op, op->map, op, 0); |
946 | insert_ob_in_map (ob, ob->map, ob, 0); |
952 | assign (op->contr->title, op->arch->clone.name); |
947 | assign (ob->contr->title, ob->arch->clone.name); |
953 | op->add_statbonus (); |
948 | ob->add_statbonus (); |
954 | tmp_loop = allowed_class (op); |
|
|
955 | } |
949 | } |
|
|
950 | while (!allowed_class (ob)); |
956 | |
951 | |
957 | update_object (op, UP_OBJ_FACE); |
952 | update_object (ob, UP_OBJ_FACE); |
958 | esrv_update_item (UPD_FACE, op, op); |
953 | esrv_update_item (UPD_FACE, ob, ob); |
959 | op->update_stats (); |
954 | ob->update_stats (); |
960 | op->stats.hp = op->stats.maxhp; |
955 | ob->stats.hp = ob->stats.maxhp; |
961 | op->stats.sp = op->stats.maxsp; |
956 | ob->stats.sp = ob->stats.maxsp; |
962 | op->stats.grace = 0; |
957 | ob->stats.grace = 0; |
963 | |
|
|
964 | if (op->msg) |
|
|
965 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
|
|
966 | |
|
|
967 | send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); |
|
|
968 | return 0; |
|
|
969 | } |
958 | } |
970 | |
959 | |
971 | void |
960 | void |
972 | flee_player (object *op) |
961 | flee_player (object *op) |
973 | { |
962 | { |
… | |
… | |
1030 | int |
1019 | int |
1031 | check_pick (object *op) |
1020 | check_pick (object *op) |
1032 | { |
1021 | { |
1033 | object *tmp, *next; |
1022 | object *tmp, *next; |
1034 | int stop = 0; |
1023 | int stop = 0; |
1035 | int j, k, wvratio; |
1024 | int wvratio; |
1036 | char putstring[128], tmpstr[16]; |
1025 | char putstring[128]; |
1037 | |
1026 | |
1038 | /* if you're flying, you cna't pick up anything */ |
1027 | /* if you're flying, you cna't pick up anything */ |
1039 | if (op->move_type & MOVE_FLYING) |
1028 | if (op->move_type & MOVE_FLYING) |
1040 | return 1; |
1029 | return 1; |
1041 | |
1030 | |
… | |
… | |
1378 | * found object is returned. |
1367 | * found object is returned. |
1379 | */ |
1368 | */ |
1380 | object * |
1369 | object * |
1381 | find_arrow (object *op, const char *type) |
1370 | find_arrow (object *op, const char *type) |
1382 | { |
1371 | { |
1383 | object *tmp = NULL; |
1372 | object *tmp = 0; |
1384 | |
1373 | |
1385 | for (op = op->inv; op; op = op->below) |
1374 | for (op = op->inv; op; op = op->below) |
1386 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
1375 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
1387 | tmp = find_arrow (op, type); |
1376 | tmp = find_arrow (op, type); |
1388 | else if (op->type == ARROW && op->race == type) |
1377 | else if (op->type == ARROW && op->race == type) |
1389 | return op; |
1378 | return op; |
|
|
1379 | |
1390 | return tmp; |
1380 | return tmp; |
1391 | } |
1381 | } |
1392 | |
1382 | |
1393 | /* |
1383 | /* |
1394 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1384 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1395 | * against the target. A full test is not performed, simply a basic test |
1385 | * against the target. A full test is not performed, simply a basic test |
1396 | * of resistances. The archer is making a quick guess at what he sees down |
1386 | * of resistances. The archer is making a quick guess at what he sees down |
1397 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1387 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1398 | */ |
1388 | */ |
1399 | |
|
|
1400 | object * |
1389 | object * |
1401 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1390 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1402 | { |
1391 | { |
1403 | object *tmp = NULL, *arrow, *ntmp; |
1392 | object *tmp = NULL, *arrow, *ntmp; |
1404 | int attacknum, attacktype, betterby = 0, i; |
1393 | int attacknum, attacktype, betterby = 0, i; |
… | |
… | |
1470 | * find_better_arrow to find a decent arrow to use. |
1459 | * find_better_arrow to find a decent arrow to use. |
1471 | * op = the shooter |
1460 | * op = the shooter |
1472 | * type = bow->race |
1461 | * type = bow->race |
1473 | * dir = fire direction |
1462 | * dir = fire direction |
1474 | */ |
1463 | */ |
1475 | |
|
|
1476 | object * |
1464 | object * |
1477 | pick_arrow_target (object *op, const char *type, int dir) |
1465 | pick_arrow_target (object *op, const char *type, int dir) |
1478 | { |
1466 | { |
1479 | object *tmp = NULL; |
1467 | object *tmp = NULL; |
1480 | maptile *m; |
1468 | maptile *m; |
… | |
… | |
1555 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1543 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1556 | return 0; |
1544 | return 0; |
1557 | } |
1545 | } |
1558 | |
1546 | |
1559 | if (op->type == PLAYER) |
1547 | if (op->type == PLAYER) |
1560 | bow = op->contr->ranges[range_bow]; |
1548 | bow = op->contr->ranged_ob; |
1561 | else |
1549 | else |
1562 | { |
1550 | { |
1563 | for (bow = op->inv; bow; bow = bow->below) |
1551 | for (bow = op->inv; bow; bow = bow->below) |
1564 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1552 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1565 | * don't need to switch back and forth between bows and weapons. |
1553 | * don't need to switch back and forth between bows and weapons. |
… | |
… | |
1570 | if (!bow) |
1558 | if (!bow) |
1571 | { |
1559 | { |
1572 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1560 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1573 | return 0; |
1561 | return 0; |
1574 | } |
1562 | } |
|
|
1563 | |
|
|
1564 | // optimisation: move object to top so we will find it quickly again |
|
|
1565 | if (bow->below) |
|
|
1566 | { |
|
|
1567 | bow->remove (); |
|
|
1568 | op->insert (bow); |
|
|
1569 | } |
|
|
1570 | |
1575 | } |
1571 | } |
1576 | |
1572 | |
1577 | if (!bow->race || !bow->skill) |
1573 | if (!bow->race || !bow->skill) |
1578 | { |
1574 | { |
1579 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1575 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
… | |
… | |
1596 | if (op->type == PLAYER) |
1592 | if (op->type == PLAYER) |
1597 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1593 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1598 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1594 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1599 | else |
1595 | else |
1600 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1596 | CLEAR_FLAG (op, FLAG_READY_BOW); |
|
|
1597 | |
1601 | return 0; |
1598 | return 0; |
1602 | } |
1599 | } |
1603 | } |
1600 | } |
1604 | |
1601 | |
1605 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1602 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
… | |
… | |
1636 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
1633 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
1637 | op->update_stats (); |
1634 | op->update_stats (); |
1638 | } |
1635 | } |
1639 | |
1636 | |
1640 | SET_ANIMATION (arrow, arrow->direction); |
1637 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1638 | |
1641 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
1639 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
1642 | arrow->stats.hp = arrow->stats.dam; |
1640 | arrow->stats.hp = arrow->stats.dam; |
1643 | arrow->stats.grace = arrow->attacktype; |
1641 | arrow->stats.grace = arrow->attacktype; |
|
|
1642 | |
1644 | if (arrow->slaying != NULL) |
1643 | if (arrow->slaying) |
1645 | arrow->spellarg = strdup (arrow->slaying); |
1644 | arrow->spellarg = strdup (arrow->slaying); |
1646 | |
1645 | |
1647 | /* Note that this was different for monsters - they got their level |
1646 | arrow->stats.dam += op->stats.dam + arrow->magic; |
1648 | * added to the damage. I think the strength bonus is more proper. |
|
|
1649 | */ |
|
|
1650 | |
|
|
1651 | arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic; |
|
|
1652 | |
1647 | |
1653 | /* update the speed */ |
1648 | /* update the speed */ |
1654 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
1649 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
1655 | 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
1650 | 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
1656 | |
1651 | |
1657 | arrow->set_speed (max (arrow->speed, 1.0)); |
1652 | arrow->set_speed (max (arrow->speed, 1.0)); |
1658 | arrow->speed_left = 0; |
1653 | arrow->speed_left = 0; |
1659 | |
1654 | |
|
|
1655 | arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
|
|
1656 | |
1660 | if (op->type == PLAYER) |
1657 | if (op->type == PLAYER) |
1661 | { |
1658 | { |
1662 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
|
|
1663 | (op->chosen_skill ? op->chosen_skill->level : op->level) - |
|
|
1664 | dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod; |
|
|
1665 | |
|
|
1666 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
1659 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
|
|
1660 | arrow->stats.wc -= dex_bonus[op->stats.Dex]; |
|
|
1661 | |
|
|
1662 | if (!arrow->slaying) |
|
|
1663 | arrow->slaying = op->slaying; |
1667 | } |
1664 | } |
1668 | else |
1665 | else |
1669 | { |
1666 | { |
1670 | arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; |
|
|
1671 | arrow->level = op->level; |
1667 | arrow->level = op->level; |
1672 | } |
1668 | arrow->stats.wc -= bow->magic; |
1673 | |
1669 | |
1674 | if (arrow->attacktype == AT_PHYSICAL) |
1670 | if (!arrow->slaying) |
|
|
1671 | arrow->slaying = bow->slaying; |
|
|
1672 | } |
|
|
1673 | |
|
|
1674 | arrow->stats.wc -= arrow->level; |
|
|
1675 | |
1675 | arrow->attacktype |= bow->attacktype; |
1676 | arrow->attacktype |= bow->attacktype; |
1676 | |
|
|
1677 | if (bow->slaying) |
|
|
1678 | arrow->slaying = bow->slaying; |
|
|
1679 | |
1677 | |
1680 | arrow->move_type = MOVE_FLY_LOW; |
1678 | arrow->move_type = MOVE_FLY_LOW; |
1681 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1679 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1682 | |
1680 | |
1683 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1681 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
… | |
… | |
1709 | { |
1707 | { |
1710 | int ret = 0, wcmod = 0; |
1708 | int ret = 0, wcmod = 0; |
1711 | |
1709 | |
1712 | if (op->contr->bowtype == bow_bestarrow) |
1710 | if (op->contr->bowtype == bow_bestarrow) |
1713 | { |
1711 | { |
1714 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); |
1712 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1715 | } |
1713 | } |
1716 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1714 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1717 | { |
1715 | { |
1718 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1716 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1719 | wcmod = -1; |
1717 | wcmod = -1; |
… | |
… | |
1746 | * Broken apart from 'fire' to keep it more readable. |
1744 | * Broken apart from 'fire' to keep it more readable. |
1747 | */ |
1745 | */ |
1748 | void |
1746 | void |
1749 | fire_misc_object (object *op, int dir) |
1747 | fire_misc_object (object *op, int dir) |
1750 | { |
1748 | { |
1751 | object *item; |
1749 | object *item = op->contr->ranged_ob; |
1752 | |
1750 | |
1753 | if (!op->contr->ranges[range_misc]) |
1751 | if (!item) |
1754 | { |
1752 | { |
1755 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1753 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1756 | return; |
1754 | return; |
1757 | } |
1755 | } |
1758 | |
1756 | |
1759 | item = op->contr->ranges[range_misc]; |
|
|
1760 | if (!item->inv) |
1757 | if (!item->inv) |
1761 | { |
1758 | { |
1762 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1759 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1763 | return; |
1760 | return; |
1764 | } |
1761 | } |
|
|
1762 | |
1765 | if (item->type == WAND) |
1763 | if (item->type == WAND) |
1766 | { |
1764 | { |
1767 | if (item->stats.food <= 0) |
1765 | if (item->stats.food <= 0) |
1768 | { |
1766 | { |
1769 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1767 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
… | |
… | |
1818 | |
1816 | |
1819 | /* check for loss of invisiblity/hide */ |
1817 | /* check for loss of invisiblity/hide */ |
1820 | if (action_makes_visible (op)) |
1818 | if (action_makes_visible (op)) |
1821 | make_visible (op); |
1819 | make_visible (op); |
1822 | |
1820 | |
1823 | switch (op->contr->shoottype) |
1821 | player *pl = op->contr; |
|
|
1822 | |
|
|
1823 | if (pl->golem) |
1824 | { |
1824 | { |
1825 | case range_none: |
1825 | control_golem (op->contr->golem, dir); |
1826 | return; |
1826 | return; |
|
|
1827 | } |
1827 | |
1828 | |
1828 | case range_bow: |
1829 | object *ob = pl->ranged_ob; |
|
|
1830 | |
|
|
1831 | if (!ob) |
|
|
1832 | return; |
|
|
1833 | |
|
|
1834 | switch (ob->type) |
|
|
1835 | { |
|
|
1836 | case BOW: |
1829 | player_fire_bow (op, dir); |
1837 | player_fire_bow (op, dir); |
1830 | return; |
1838 | break; |
1831 | |
1839 | |
1832 | case range_magic: /* Casting spells */ |
1840 | case SPELL: |
1833 | spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); |
1841 | spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); |
1834 | return; |
1842 | break; |
1835 | |
1843 | |
1836 | case range_misc: |
1844 | case BUILDER: |
|
|
1845 | apply_map_builder (op, dir); |
|
|
1846 | break; |
|
|
1847 | |
|
|
1848 | case SKILL: |
|
|
1849 | case SKILL_TOOL: |
|
|
1850 | do_skill (op, op, ob, dir, 0); |
|
|
1851 | break; |
|
|
1852 | |
|
|
1853 | default: |
1837 | fire_misc_object (op, dir); |
1854 | fire_misc_object (op, dir); |
1838 | return; |
1855 | break; |
1839 | |
|
|
1840 | case range_golem: /* Control summoned monsters from scrolls */ |
|
|
1841 | if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
1842 | { |
|
|
1843 | op->contr->ranges[range_golem] = 0; |
|
|
1844 | op->contr->shoottype = range_none; |
|
|
1845 | } |
|
|
1846 | else |
|
|
1847 | control_golem (op->contr->ranges[range_golem], dir); |
|
|
1848 | return; |
|
|
1849 | |
|
|
1850 | case range_skill: |
|
|
1851 | if (!op->chosen_skill) |
|
|
1852 | { |
|
|
1853 | if (op->type == PLAYER) |
|
|
1854 | new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
|
|
1855 | return; |
|
|
1856 | } |
|
|
1857 | |
|
|
1858 | do_skill (op, op, op->chosen_skill, dir, NULL); |
|
|
1859 | return; |
|
|
1860 | case range_builder: |
|
|
1861 | apply_map_builder (op, dir); |
|
|
1862 | return; |
|
|
1863 | default: |
|
|
1864 | new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); |
|
|
1865 | return; |
|
|
1866 | } |
1856 | } |
1867 | } |
1857 | } |
1868 | |
|
|
1869 | |
|
|
1870 | |
1858 | |
1871 | /* find_key |
1859 | /* find_key |
1872 | * We try to find a key for the door as passed. If we find a key |
1860 | * We try to find a key for the door as passed. If we find a key |
1873 | * and successfully use it, we return the key, otherwise NULL |
1861 | * and successfully use it, we return the key, otherwise NULL |
1874 | * This function merges both normal and locked door, since the logic |
1862 | * This function merges both normal and locked door, since the logic |
… | |
… | |
1876 | * pl is the player, |
1864 | * pl is the player, |
1877 | * inv is the objects inventory to searched |
1865 | * inv is the objects inventory to searched |
1878 | * door is the door we are trying to match against. |
1866 | * door is the door we are trying to match against. |
1879 | * This function can be called recursively to search containers. |
1867 | * This function can be called recursively to search containers. |
1880 | */ |
1868 | */ |
1881 | |
|
|
1882 | object * |
1869 | object * |
1883 | find_key (object *pl, object *container, object *door) |
1870 | find_key (object *pl, object *container, object *door) |
1884 | { |
1871 | { |
1885 | object *tmp, *key; |
1872 | object *tmp, *key; |
1886 | |
1873 | |
1887 | /* Should not happen, but sanity checking is never bad */ |
1874 | /* Should not happen, but sanity checking is never bad */ |
1888 | if (container->inv == NULL) |
1875 | if (!container->inv) |
1889 | return NULL; |
1876 | return 0; |
1890 | |
1877 | |
1891 | /* First, lets try to find a key in the top level inventory */ |
1878 | /* First, lets try to find a key in the top level inventory */ |
1892 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1879 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1893 | { |
1880 | { |
1894 | if (door->type == DOOR && tmp->type == KEY) |
1881 | if (door->type == DOOR && tmp->type == KEY) |
1895 | break; |
1882 | break; |
1896 | /* For sanity, we should really check door type, but other stuff |
1883 | /* For sanity, we should really check door type, but other stuff |
1897 | * (like containers) can be locked with special keys |
1884 | * (like containers) can be locked with special keys |
1898 | */ |
1885 | */ |
1899 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1886 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1900 | break; |
1887 | break; |
1901 | } |
1888 | } |
|
|
1889 | |
1902 | /* No key found - lets search inventories now */ |
1890 | /* No key found - lets search inventories now */ |
1903 | /* If we find and use a key in an inventory, return at that time. |
1891 | /* If we find and use a key in an inventory, return at that time. |
1904 | * otherwise, if we search all the inventories and still don't find |
1892 | * otherwise, if we search all the inventories and still don't find |
1905 | * a key, return |
1893 | * a key, return |
1906 | */ |
1894 | */ |
1907 | if (!tmp) |
1895 | if (!tmp) |
1908 | { |
1896 | { |
1909 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1897 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1910 | { |
1898 | { |
1911 | /* No reason to search empty containers */ |
1899 | /* No reason to search empty containers */ |
1912 | if (tmp->type == CONTAINER && tmp->inv) |
1900 | if (tmp->type == CONTAINER && tmp->inv) |
1913 | { |
1901 | { |
1914 | if ((key = find_key (pl, tmp, door)) != NULL) |
1902 | if ((key = find_key (pl, tmp, door))) |
1915 | return key; |
1903 | return key; |
1916 | } |
1904 | } |
1917 | } |
1905 | } |
|
|
1906 | |
1918 | if (!tmp) |
1907 | if (!tmp) |
1919 | return NULL; |
1908 | return NULL; |
1920 | } |
1909 | } |
|
|
1910 | |
1921 | /* We get down here if we have found a key. Now if its in a container, |
1911 | /* We get down here if we have found a key. Now if its in a container, |
1922 | * see if we actually want to use it |
1912 | * see if we actually want to use it |
1923 | */ |
1913 | */ |
1924 | if (pl != container) |
1914 | if (pl != container) |
1925 | { |
1915 | { |
… | |
… | |
1946 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1936 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1947 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1937 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1948 | return NULL; |
1938 | return NULL; |
1949 | } |
1939 | } |
1950 | } |
1940 | } |
|
|
1941 | |
1951 | return tmp; |
1942 | return tmp; |
1952 | } |
1943 | } |
1953 | |
1944 | |
1954 | /* moved door processing out of move_player_attack. |
1945 | /* moved door processing out of move_player_attack. |
1955 | * returns 1 if player has opened the door with a key |
1946 | * returns 1 if player has opened the door with a key |
… | |
… | |
1969 | if (key) |
1960 | if (key) |
1970 | { |
1961 | { |
1971 | object *container = key->env; |
1962 | object *container = key->env; |
1972 | |
1963 | |
1973 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
1964 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
|
|
1965 | |
1974 | if (action_makes_visible (op)) |
1966 | if (action_makes_visible (op)) |
1975 | make_visible (op); |
1967 | make_visible (op); |
|
|
1968 | |
1976 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1969 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1977 | spring_trap (door->inv, op); |
1970 | spring_trap (door->inv, op); |
|
|
1971 | |
1978 | if (door->type == DOOR) |
1972 | if (door->type == DOOR) |
1979 | { |
|
|
1980 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1973 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1981 | } |
|
|
1982 | else if (door->type == LOCKED_DOOR) |
1974 | else if (door->type == LOCKED_DOOR) |
1983 | { |
1975 | { |
1984 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
1976 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
1985 | remove_door2 (door); /* remove door without violence ;-) */ |
1977 | remove_door2 (door); /* remove door without violence ;-) */ |
1986 | } |
1978 | } |
|
|
1979 | |
1987 | /* Do this after we print the message */ |
1980 | /* Do this after we print the message */ |
1988 | decrease_ob (key); /* Use up one of the keys */ |
1981 | decrease_ob (key); /* Use up one of the keys */ |
1989 | /* Need to update the weight the container the key was in */ |
1982 | /* Need to update the weight the container the key was in */ |
1990 | if (container != op) |
1983 | if (container != op) |
1991 | esrv_update_item (UPD_WEIGHT, op, container); |
1984 | esrv_update_item (UPD_WEIGHT, op, container); |
|
|
1985 | |
1992 | return 1; /* Nothing more to do below */ |
1986 | return 1; /* Nothing more to do below */ |
1993 | } |
1987 | } |
1994 | else if (door->type == LOCKED_DOOR) |
1988 | else if (door->type == LOCKED_DOOR) |
1995 | { |
1989 | { |
1996 | /* Might as well return now - no other way to open this */ |
1990 | /* Might as well return now - no other way to open this */ |
1997 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
1991 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
1998 | return 1; |
1992 | return 1; |
1999 | } |
1993 | } |
|
|
1994 | |
2000 | return 0; |
1995 | return 0; |
2001 | } |
1996 | } |
2002 | |
1997 | |
2003 | /* This function is just part of a breakup from move_player. |
1998 | /* This function is just part of a breakup from move_player. |
2004 | * It should keep the code cleaner. |
1999 | * It should keep the code cleaner. |
… | |
… | |
2008 | */ |
2003 | */ |
2009 | void |
2004 | void |
2010 | move_player_attack (object *op, int dir) |
2005 | move_player_attack (object *op, int dir) |
2011 | { |
2006 | { |
2012 | object *tmp, *mon; |
2007 | object *tmp, *mon; |
2013 | sint16 nx, ny; |
|
|
2014 | int on_battleground; |
2008 | int on_battleground; |
2015 | maptile *m; |
2009 | maptile *m; |
2016 | |
2010 | |
2017 | nx = freearr_x[dir] + op->x; |
2011 | sint16 nx = freearr_x[dir] + op->x; |
2018 | ny = freearr_y[dir] + op->y; |
2012 | sint16 ny = freearr_y[dir] + op->y; |
2019 | |
2013 | |
2020 | on_battleground = op_on_battleground (op, 0, 0); |
2014 | on_battleground = op_on_battleground (op, 0, 0); |
2021 | |
2015 | |
2022 | /* If braced, or can't move to the square, and it is not out of the |
2016 | /* If braced, or can't move to the square, and it is not out of the |
2023 | * map, attack it. Note order of if statement is important - don't |
2017 | * map, attack it. Note order of if statement is important - don't |
… | |
… | |
2103 | /* If we're braced, we don't want to switch places with it */ |
2097 | /* If we're braced, we don't want to switch places with it */ |
2104 | if (op->contr->braced) |
2098 | if (op->contr->braced) |
2105 | return; |
2099 | return; |
2106 | |
2100 | |
2107 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2101 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2108 | (void) push_ob (mon, dir, op); |
2102 | push_ob (mon, dir, op); |
2109 | if (op->contr->tmp_invis || op->hide) |
2103 | if (op->contr->tmp_invis || op->hide) |
2110 | make_visible (op); |
2104 | make_visible (op); |
2111 | |
2105 | |
2112 | return; |
2106 | return; |
2113 | } |
2107 | } |
… | |
… | |
2210 | return 0; |
2204 | return 0; |
2211 | } |
2205 | } |
2212 | |
2206 | |
2213 | /* peterm: added following line */ |
2207 | /* peterm: added following line */ |
2214 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2208 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2215 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
2209 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2216 | |
2210 | |
2217 | op->facing = dir; |
2211 | op->facing = dir; |
2218 | |
2212 | |
2219 | if (op->hide) |
2213 | if (op->hide) |
2220 | do_hidden_move (op); |
2214 | do_hidden_move (op); |
… | |
… | |
2253 | * Returns true if there are more actions we can do. |
2247 | * Returns true if there are more actions we can do. |
2254 | */ |
2248 | */ |
2255 | int |
2249 | int |
2256 | handle_newcs_player (object *op) |
2250 | handle_newcs_player (object *op) |
2257 | { |
2251 | { |
2258 | if (op->contr->hidden) |
|
|
2259 | { |
|
|
2260 | op->invisible = 1000; |
|
|
2261 | /* the socket code flashes the player visible/invisible |
|
|
2262 | * depending on the value of invisible, so we need to |
|
|
2263 | * alternate it here for it to work correctly. |
|
|
2264 | */ |
|
|
2265 | if (pticks & 2) |
|
|
2266 | op->invisible--; |
|
|
2267 | } |
|
|
2268 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
|
|
2269 | { |
|
|
2270 | op->invisible--; |
|
|
2271 | if (!op->invisible) |
|
|
2272 | { |
|
|
2273 | make_visible (op); |
|
|
2274 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2275 | } |
|
|
2276 | } |
|
|
2277 | |
|
|
2278 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2252 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2279 | { |
2253 | { |
2280 | flee_player (op); |
2254 | flee_player (op); |
2281 | /* If player is still scared, that is his action for this tick */ |
2255 | /* If player is still scared, that is his action for this tick */ |
2282 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2256 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2283 | { |
2257 | { |
2284 | op->speed_left--; |
2258 | op->speed_left--; |
2285 | return 0; |
2259 | return 0; |
2286 | } |
2260 | } |
2287 | } |
2261 | } |
2288 | |
|
|
2289 | /* I've been seeing crashes where the golem has been destroyed, but |
|
|
2290 | * the player object still points to the defunct golem. The code that |
|
|
2291 | * destroys the golem looks correct, and it doesn't always happen, so |
|
|
2292 | * put this in a a workaround to clean up the golem pointer. |
|
|
2293 | */ |
|
|
2294 | if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
2295 | op->contr->ranges[range_golem] = 0; |
|
|
2296 | |
2262 | |
2297 | /* call this here - we also will call this in do_ericserver, but |
2263 | /* call this here - we also will call this in do_ericserver, but |
2298 | * the players time has been increased when doericserver has been |
2264 | * the players time has been increased when doericserver has been |
2299 | * called, so we recheck it here. |
2265 | * called, so we recheck it here. |
2300 | */ |
2266 | */ |
… | |
… | |
2361 | * from. |
2327 | * from. |
2362 | */ |
2328 | */ |
2363 | void |
2329 | void |
2364 | remove_unpaid_objects (object *op, object *env) |
2330 | remove_unpaid_objects (object *op, object *env) |
2365 | { |
2331 | { |
2366 | object *next; |
|
|
2367 | |
|
|
2368 | while (op) |
2332 | while (op) |
2369 | { |
2333 | { |
2370 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2334 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2371 | |
2335 | |
2372 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2336 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
… | |
… | |
2438 | int rate_grace = 2000; |
2402 | int rate_grace = 2000; |
2439 | const int max_hp = 1; |
2403 | const int max_hp = 1; |
2440 | const int max_sp = 1; |
2404 | const int max_sp = 1; |
2441 | const int max_grace = 1; |
2405 | const int max_grace = 1; |
2442 | |
2406 | |
2443 | if (op->contr->outputs_sync) |
2407 | if (op->contr->hidden) |
|
|
2408 | { |
|
|
2409 | op->invisible = 1000; |
|
|
2410 | /* the socket code flashes the player visible/invisible |
|
|
2411 | * depending on the value of invisible, so we need to |
|
|
2412 | * alternate it here for it to work correctly. |
|
|
2413 | */ |
|
|
2414 | if (pticks & 2) |
|
|
2415 | op->invisible--; |
2444 | { |
2416 | } |
2445 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
2417 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
2446 | if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) |
2418 | { |
2447 | flush_output_element (op, &op->contr->outputs[i]); |
2419 | if (!op->invisible--) |
|
|
2420 | { |
|
|
2421 | make_visible (op); |
|
|
2422 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2423 | } |
2448 | } |
2424 | } |
2449 | |
2425 | |
2450 | if (op->contr->ns->state == ST_PLAYING) |
2426 | if (op->contr->ns->state == ST_PLAYING) |
2451 | { |
2427 | { |
2452 | /* these next three if clauses make it possible to SLOW DOWN |
2428 | /* these next three if clauses make it possible to SLOW DOWN |
… | |
… | |
2474 | gen_grace = op->stats.maxgrace; |
2450 | gen_grace = op->stats.maxgrace; |
2475 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2451 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2476 | } |
2452 | } |
2477 | |
2453 | |
2478 | /* Regenerate Spell Points */ |
2454 | /* Regenerate Spell Points */ |
2479 | if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) |
2455 | if (!op->contr->golem && --op->last_sp < 0) |
2480 | { |
2456 | { |
2481 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2457 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2482 | if (op->stats.sp < op->stats.maxsp) |
2458 | if (op->stats.sp < op->stats.maxsp) |
2483 | { |
2459 | { |
2484 | op->stats.sp++; |
2460 | op->stats.sp++; |
… | |
… | |
2702 | tmp->name = buf; |
2678 | tmp->name = buf; |
2703 | sprintf (buf, " This finger has been cut off %s\n" |
2679 | sprintf (buf, " This finger has been cut off %s\n" |
2704 | " the %s, when he was defeated at\n level %d by %s.\n", |
2680 | " the %s, when he was defeated at\n level %d by %s.\n", |
2705 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2681 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2706 | tmp->msg = buf; |
2682 | tmp->msg = buf; |
2707 | tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2683 | tmp->value = 0, tmp->type = 0; |
2708 | tmp->materialname = NULL; |
2684 | tmp->materialname = "organics"; |
2709 | tmp->insert_at (op, tmp); |
2685 | tmp->insert_at (op, tmp); |
2710 | } |
2686 | } |
2711 | |
2687 | |
2712 | /* teleport defeated player to new destination */ |
2688 | /* teleport defeated player to new destination */ |
2713 | transfer_ob (op, x, y, 0, NULL); |
2689 | transfer_ob (op, x, y, 0, NULL); |
… | |
… | |
2909 | op->stats.hp = op->stats.maxhp; |
2885 | op->stats.hp = op->stats.maxhp; |
2910 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2886 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2911 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2887 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2912 | |
2888 | |
2913 | /* |
2889 | /* |
2914 | * Check to see if the player is in a shop. IF so, then check to see if |
|
|
2915 | * the player has any unpaid items. If so, remove them and put them back |
2890 | * Check to see if the player has any unpaid items. If so, remove them |
2916 | * in the map. |
2891 | * and put them back in the map. |
2917 | */ |
2892 | */ |
2918 | |
|
|
2919 | if (is_in_shop (op)) |
|
|
2920 | remove_unpaid_objects (op->inv, op); |
2893 | remove_unpaid_objects (op->inv, op); |
2921 | |
2894 | |
2922 | /****************************************/ |
2895 | /****************************************/ |
2923 | /* */ |
2896 | /* */ |
2924 | /* Move player to his current respawn- */ |
2897 | /* Move player to his current respawn- */ |
2925 | /* position (usually last savebed) */ |
2898 | /* position (usually last savebed) */ |
… | |
… | |
2965 | void |
2938 | void |
2966 | loot_object (object *op) |
2939 | loot_object (object *op) |
2967 | { /* Grab and destroy some treasure */ |
2940 | { /* Grab and destroy some treasure */ |
2968 | object *tmp, *tmp2, *next; |
2941 | object *tmp, *tmp2, *next; |
2969 | |
2942 | |
2970 | if (op->container) |
2943 | op->close_container (); /* close open sack first */ |
2971 | esrv_apply_container (op, op->container); /* close open sack first */ |
|
|
2972 | |
2944 | |
2973 | for (tmp = op->inv; tmp; tmp = next) |
2945 | for (tmp = op->inv; tmp; tmp = next) |
2974 | { |
2946 | { |
2975 | next = tmp->below; |
2947 | next = tmp->below; |
2976 | |
2948 | |
2977 | if (tmp->invisible) |
2949 | if (tmp->invisible) |
2978 | continue; |
2950 | continue; |
2979 | |
2951 | |
2980 | tmp->remove (); |
2952 | tmp->remove (); |
2981 | tmp->x = op->x, tmp->y = op->y; |
2953 | tmp->x = op->x, tmp->y = op->y; |
|
|
2954 | |
2982 | if (tmp->type == CONTAINER) |
2955 | if (tmp->type == CONTAINER) |
2983 | { /* empty container to ground */ |
2956 | loot_object (tmp); /* empty container to ground */ |
2984 | loot_object (tmp); |
2957 | |
2985 | } |
|
|
2986 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) |
2958 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
2987 | { |
2959 | { |
2988 | if (tmp->nrof > 1) |
2960 | if (tmp->nrof > 1) |
2989 | { |
2961 | { |
2990 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2962 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2991 | tmp2->destroy (); |
2963 | tmp2->destroy (); |
… | |
… | |
3002 | /* |
2974 | /* |
3003 | * fix_weight(): Check recursively the weight of all players, and fix |
2975 | * fix_weight(): Check recursively the weight of all players, and fix |
3004 | * what needs to be fixed. Refresh windows and fix speed if anything |
2976 | * what needs to be fixed. Refresh windows and fix speed if anything |
3005 | * was changed. |
2977 | * was changed. |
3006 | */ |
2978 | */ |
3007 | |
|
|
3008 | void |
2979 | void |
3009 | fix_weight (void) |
2980 | fix_weight (void) |
3010 | { |
2981 | { |
3011 | for_all_players (pl) |
2982 | for_all_players (pl) |
3012 | { |
2983 | { |
… | |
… | |
3072 | if (op->type == PLAYER) |
3043 | if (op->type == PLAYER) |
3073 | { |
3044 | { |
3074 | op->contr->tmp_invis = 0; |
3045 | op->contr->tmp_invis = 0; |
3075 | op->contr->invis_race = 0; |
3046 | op->contr->invis_race = 0; |
3076 | } |
3047 | } |
|
|
3048 | |
3077 | update_object (op, UP_OBJ_FACE); |
3049 | update_object (op, UP_OBJ_CHANGE); |
3078 | } |
3050 | } |
3079 | |
3051 | |
3080 | int |
3052 | int |
3081 | is_true_undead (object *op) |
3053 | is_true_undead (object *op) |
3082 | { |
3054 | { |
3083 | object *tmp = NULL; |
|
|
3084 | |
|
|
3085 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3055 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3086 | return 1; |
3056 | return 1; |
3087 | |
3057 | |
3088 | return 0; |
3058 | return 0; |
3089 | } |
3059 | } |
… | |
… | |
3377 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3347 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3378 | int i = 0, j = 0; |
3348 | int i = 0, j = 0; |
3379 | |
3349 | |
3380 | /* get the appropriate treasurelist */ |
3350 | /* get the appropriate treasurelist */ |
3381 | if (atnr == ATNR_FIRE) |
3351 | if (atnr == ATNR_FIRE) |
3382 | trlist = find_treasurelist ("dragon_ability_fire"); |
3352 | trlist = treasurelist::find ("dragon_ability_fire"); |
3383 | else if (atnr == ATNR_COLD) |
3353 | else if (atnr == ATNR_COLD) |
3384 | trlist = find_treasurelist ("dragon_ability_cold"); |
3354 | trlist = treasurelist::find ("dragon_ability_cold"); |
3385 | else if (atnr == ATNR_ELECTRICITY) |
3355 | else if (atnr == ATNR_ELECTRICITY) |
3386 | trlist = find_treasurelist ("dragon_ability_elec"); |
3356 | trlist = treasurelist::find ("dragon_ability_elec"); |
3387 | else if (atnr == ATNR_POISON) |
3357 | else if (atnr == ATNR_POISON) |
3388 | trlist = find_treasurelist ("dragon_ability_poison"); |
3358 | trlist = treasurelist::find ("dragon_ability_poison"); |
3389 | |
3359 | |
3390 | if (trlist == NULL || who->type != PLAYER) |
3360 | if (trlist == NULL || who->type != PLAYER) |
3391 | return; |
3361 | return; |
3392 | |
3362 | |
3393 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3363 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
… | |
… | |
3525 | * not readied. |
3495 | * not readied. |
3526 | */ |
3496 | */ |
3527 | void |
3497 | void |
3528 | player_unready_range_ob (player *pl, object *ob) |
3498 | player_unready_range_ob (player *pl, object *ob) |
3529 | { |
3499 | { |
3530 | for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
3500 | if (pl->ob->current_weapon == ob) |
|
|
3501 | pl->ob->current_weapon = 0; |
|
|
3502 | |
|
|
3503 | if (pl->combat_ob == ob) |
|
|
3504 | pl->combat_ob = 0; |
|
|
3505 | |
3531 | if (pl->ranges[i] == ob) |
3506 | if (pl->ranged_ob == ob) |
3532 | { |
|
|
3533 | pl->ranges[i] = 0; |
3507 | pl->ranged_ob = 0; |
3534 | if (pl->shoottype == i) |
|
|
3535 | pl->shoottype = range_none; |
|
|
3536 | } |
|
|
3537 | } |
3508 | } |
|
|
3509 | |
|
|
3510 | sint8 |
|
|
3511 | player::visibility_at (maptile *map, int x, int y) const |
|
|
3512 | { |
|
|
3513 | if (!ns) |
|
|
3514 | return 0; |
|
|
3515 | |
|
|
3516 | int dx, dy; |
|
|
3517 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
|
|
3518 | return 0; |
|
|
3519 | |
|
|
3520 | x += dx - ns->current_x + ns->mapx / 2; |
|
|
3521 | y += dy - ns->current_y + ns->mapy / 2; |
|
|
3522 | |
|
|
3523 | if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) |
|
|
3524 | return 0; |
|
|
3525 | |
|
|
3526 | return 100 - blocked_los [x][y]; |
|
|
3527 | } |