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Comparing deliantra/server/server/player.C (file contents):
Revision 1.106 by pippijn, Fri Mar 2 10:15:40 2007 UTC vs.
Revision 1.143 by root, Fri May 18 21:12:40 2007 UTC

21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 26#include <sproto.h>
28#include <sounds.h> 27#include <sounds.h>
29#include <living.h> 28#include <living.h>
30#include <object.h> 29#include <object.h>
31#include <spells.h> 30#include <spells.h>
124 continue; 123 continue;
125 124
126 if (*buf == '%') 125 if (*buf == '%')
127 { /* send one news */ 126 { /* send one news */
128 if (size > 0) 127 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
130 129
131 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
132 strip_endline (subject); 131 strip_endline (subject);
133 size = 0; 132 size = 0;
134 news[0] = '\0'; 133 news[0] = '\0';
144 size += strlen (buf); 143 size += strlen (buf);
145 } 144 }
146 } 145 }
147 146
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
150 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
151} 150}
152 151
153/* This loads the first map an puts the player on it. */ 152/* This loads the first map an puts the player on it. */
154static void 153static void
194 return; 193 return;
195 194
196 terminate_all_pets (ob); 195 terminate_all_pets (ob);
197 remove_friendly_object (ob); 196 remove_friendly_object (ob);
198 ob->deactivate_recursive (); 197 ob->deactivate_recursive ();
198
199 if (ob->map)
199 maplevel = ob->map->path; 200 maplevel = ob->map->path;
201
200 ob->remove (); 202 ob->remove ();
201 ob->map = 0; 203 ob->map = 0;
202 party = 0; 204 party = 0;
203 205
204 // for weird reasons, this is often "ob", keeping a circular reference 206 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
205 ranges [range_skill] = 0;
206 207
207 players.erase (this); 208 players.erase (this);
208} 209}
209 210
210// connect the player with a specific client 211// connect the player with a specific client
211// also changed, rationalises, and fixes some incorrect settings 212// also changes, rationalises, and fixes some incorrect settings
212void 213void
213player::connect (client *ns) 214player::connect (client *ns)
214{ 215{
215 this->ns = ns; 216 this->ns = ns;
216 ns->pl = this; 217 ns->pl = this;
227 ns->reset_stats (); 228 ns->reset_stats ();
228 229
229 /* make sure he's a player -- needed because of class change. */ 230 /* make sure he's a player -- needed because of class change. */
230 ob->type = PLAYER; // we are paranoid 231 ob->type = PLAYER; // we are paranoid
231 ob->race = ob->arch->clone.race; 232 ob->race = ob->arch->clone.race;
232
233 if (!legal_range (ob, shoottype))
234 shoottype = range_none;
235 233
236 ob->carrying = sum_weight (ob); 234 ob->carrying = sum_weight (ob);
237 link_player_skills (ob); 235 link_player_skills (ob);
238 236
239 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
260 258
261 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
262 260
263 esrv_new_player (this, ob->weight + ob->carrying); 261 esrv_new_player (this, ob->weight + ob->carrying);
264 262
263 ob->flag [FLAG_READY_WEAPON] = false;
264 ob->flag [FLAG_READY_SKILL] = false;
265 ob->flag [FLAG_READY_BOW] = false;
266
267 for (object *op = ob->inv; op; op = op->below)
268 if (op->flag [FLAG_APPLIED])
269 switch (op->type)
270 {
271 case SKILL:
272 ob->flag [FLAG_APPLIED] = false;
273 break;
274
275 case WAND:
276 case ROD:
277 case HORN:
278 case BOW:
279 ranged_ob = op;
280 break;
281
282 case WEAPON:
283 combat_ob = op;
284 break;
285 }
286
287 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
265 ob->update_stats (); 288 ob->update_stats ();
289
266 ns->floorbox_update (); 290 ns->floorbox_update ();
267
268 esrv_send_inventory (ob, ob); 291 esrv_send_inventory (ob, ob);
269 esrv_add_spells (this, 0); 292 esrv_add_spells (this, 0);
270 293
271 activate (); 294 activate ();
272 295
288 311
289 INVOKE_PLAYER (DISCONNECT, this); 312 INVOKE_PLAYER (DISCONNECT, this);
290 313
291 ns->reset_stats (); 314 ns->reset_stats ();
292 ns->pl = 0; 315 ns->pl = 0;
293 this->ns = 0; 316 ns = 0;
294 } 317 }
295 318
296 if (ob) 319 if (ob)
297 ob->close_container (); //TODO: client-specific 320 ob->close_container (); //TODO: client-specific
298 321
305player::set_object (object *op) 328player::set_object (object *op)
306{ 329{
307 ob = op; 330 ob = op;
308 ob->contr = this; /* this aren't yet in archetype */ 331 ob->contr = this; /* this aren't yet in archetype */
309 332
310 ob->speed_left = 0.5;
311 ob->speed = 1.0; 333 ob->speed = 1.0f;
334 ob->speed_left = 0.5f;
335
312 ob->direction = 5; /* So player faces south */ 336 ob->direction = 5; /* So player faces south */
313} 337}
314 338
315player::player () 339player::player ()
316{ 340{
317 /* There are some elements we want initialised to non zero value - 341 /* There are some elements we want initialised to non zero value -
318 * we deal with that below this point. 342 * we deal with that below this point.
319 */ 343 */
320 outputs_sync = 16; /* Every 2 seconds */ 344 outputs_sync = 4;
321 outputs_count = 8; /* Keeps present behaviour */ 345 outputs_count = 4;
322 unapply = unapply_nochoice; 346 unapply = unapply_nochoice;
323 347
324 savebed_map = first_map_path; /* Init. respawn position */ 348 savebed_map = first_map_path; /* Init. respawn position */
325 349
326 gen_sp_armour = 10; 350 gen_sp_armour = 10;
327 shoottype = range_none;
328 bowtype = bow_normal; 351 bowtype = bow_normal;
329 petmode = pet_normal; 352 petmode = pet_normal;
330 listening = 10; 353 listening = 10;
331 usekeys = containers; 354 usekeys = containers;
332 peaceful = 1; /* default peaceful */ 355 peaceful = 1; /* default peaceful */
333 do_los = 1; 356 do_los = 1;
357
358 weapon_sp = 1.0f;
359 weapon_sp_left = 0.5f;
334} 360}
335 361
336void 362void
337player::do_destroy () 363player::do_destroy ()
338{ 364{
771} 797}
772 798
773void 799void
774object::roll_stats () 800object::roll_stats ()
775{ 801{
776 int statsort [7]; 802 int statsort [NUM_STATS];
777 803
778 for (;;) 804 for (;;)
779 { 805 {
780 int sum = 0; 806 int sum = 0;
781 for (int i = 7; i--; ) 807 for (int i = NUM_STATS; i--; )
782 sum += statsort [i] = roll_stat (); 808 sum += statsort [i] = roll_stat ();
783 809
784 if (sum >= 82 && sum <= 116) 810 if (sum >= 82 && sum <= 116)
785 break; 811 break;
786 } 812 }
787 813
788 // Sort the stats so that rerolling is easier... 814 // Sort the stats so that rerolling is easier...
789 std::sort (statsort, statsort + 7, std::greater<int>()); 815 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
790 816
817 for (int i = 0; i < NUM_STATS; ++i)
791 stats.Str = statsort[0]; 818 stats.stat (i) = statsort [i];
792 stats.Dex = statsort[1];
793 stats.Con = statsort[2];
794 stats.Int = statsort[3];
795 stats.Wis = statsort[4];
796 stats.Pow = statsort[5];
797 stats.Cha = statsort[6];
798 819
799 stats.exp = 0; 820 stats.exp = 0;
800 stats.ac = 0; 821 stats.ac = 0;
801 822
802 stats.hp = stats.maxhp; 823 stats.hp = stats.maxhp;
814} 835}
815 836
816void 837void
817object::swap_stats (int a, int b) 838object::swap_stats (int a, int b)
818{ 839{
819 int tmp = get_attr_value (&contr->orig_stats, a); 840 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
820 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
821 set_attr_value (&contr->orig_stats, b, tmp);
822 841
842 for (int i = 0; i < NUM_STATS; ++i)
823 stats.Str = contr->orig_stats.Str; 843 stats.stat (i) = contr->orig_stats.stat (i);
824 stats.Dex = contr->orig_stats.Dex;
825 stats.Con = contr->orig_stats.Con;
826 stats.Int = contr->orig_stats.Int;
827 stats.Wis = contr->orig_stats.Wis;
828 stats.Pow = contr->orig_stats.Pow;
829 stats.Cha = contr->orig_stats.Cha;
830 844
831 //TODO: the following code looks so borked and should, at the very least, 845 //TODO: the following code looks so borked and should, at the very least,
832 // be merged with the similar code in roll_stats 846 // be merged with the similar code in roll_stats
833 stats.ac = 0; 847 stats.ac = 0;
834 848
865 * appropriate action with it (change race, or other things). 879 * appropriate action with it (change race, or other things).
866 * The function name is for historical reasons - now we have 880 * The function name is for historical reasons - now we have
867 * separate race and class; this actually changes the RACE, 881 * separate race and class; this actually changes the RACE,
868 * not the class. 882 * not the class.
869 */ 883 */
870int 884void
871key_change_class (object *op, char key) 885player::chargen_race_done ()
872{ 886{
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 */ 887 /* this must before then initial items are given */
880 esrv_new_player (op->contr, op->weight + op->carrying); 888 esrv_new_player (ob->contr, ob->weight + ob->carrying);
881 889
882 treasurelist *tl = find_treasurelist ("starting_wealth"); 890 treasurelist *tl = treasurelist::find ("starting_wealth");
883 if (tl) 891 if (tl)
884 create_treasure (tl, op, 0, 0, 0); 892 create_treasure (tl, ob, 0, 0, 0);
885 893
886 INVOKE_PLAYER (BIRTH, op->contr); 894 INVOKE_PLAYER (BIRTH, ob->contr);
887 INVOKE_PLAYER (LOGIN, op->contr); 895 INVOKE_PLAYER (LOGIN, ob->contr);
888 896
889 op->contr->ns->state = ST_PLAYING; 897 ob->contr->ns->state = ST_PLAYING;
890 898
891 if (op->msg) 899 if (ob->msg)
892 op->msg = NULL; 900 ob->msg = 0;
893 901
894 /* We create this now because some of the unique maps will need it 902 /* We create this now because some of the unique maps will need it
895 * to save here. 903 * to save here.
896 */ 904 */
905 {
906 char buf[MAX_BUF];
897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 907 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
898 make_path_to_file (buf); 908 make_path_to_file (buf);
909 }
899 910
900 start_info (op); 911 start_info (ob);
901 CLEAR_FLAG (op, FLAG_WIZ); 912 CLEAR_FLAG (ob, FLAG_WIZ);
902 give_initial_items (op, op->randomitems); 913 give_initial_items (ob, ob->randomitems);
903 link_player_skills (op); 914 link_player_skills (ob);
904 esrv_send_inventory (op, op); 915 esrv_send_inventory (ob, ob);
905 op->update_stats (); 916 ob->update_stats ();
906 917
907 /* This moves the player to a different start map, if there 918 /* This moves the player to a different start map, if there
908 * is one for this race 919 * is one for this race
909 */ 920 */
910 if (*first_map_ext_path) 921 if (*first_map_ext_path)
911 { 922 {
912 object *tmp; 923 object *tmp;
913 char mapname[MAX_BUF]; 924 char mapname[MAX_BUF];
914 925
915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); 926 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
916 tmp = object::create (); 927 tmp = object::create ();
917 EXIT_PATH (tmp) = mapname; 928 EXIT_PATH (tmp) = mapname;
918 EXIT_X (tmp) = op->x; 929 EXIT_X (tmp) = ob->x;
919 EXIT_Y (tmp) = op->y; 930 EXIT_Y (tmp) = ob->y;
920 op->enter_exit (tmp); /* we don't really care if it succeeded; 931 ob->enter_exit (tmp); /* we don't really care if it succeeded;
921 * if the map isn't there, then stay on the 932 * if the map isn't there, then stay on the
922 * default initial map */ 933 * default initial map */
923 tmp->destroy (); 934 tmp->destroy ();
924 } 935 }
925 else 936 else
926 LOG (llevDebug, "first_map_ext_path not set\n"); 937 LOG (llevDebug, "first_map_ext_path not set\n");
938}
927 939
928 return 0; 940void
929 } 941player::chargen_race_next ()
930 942{
931 /* Following actually changes the race - this is the default command 943 /* Following actually changes the race - this is the default command
932 * if we don't match with one of the options above. 944 * if we don't match with one of the options above.
933 */ 945 */
934 946
935 tmp_loop = 0; 947 do
936 while (!tmp_loop)
937 { 948 {
938 shstr name = op->name; 949 shstr name = ob->name;
939 int x = op->x, y = op->y; 950 int x = ob->x, y = ob->y;
940 951
941 op->remove_statbonus (); 952 ob->remove_statbonus ();
942 op->remove (); 953 ob->remove ();
943 op->arch = get_player_archetype (op->arch); 954 ob->arch = get_player_archetype (ob->arch);
944 op->arch->clone.copy_to (op); 955 ob->arch->clone.copy_to (ob);
945 op->instantiate (); 956 ob->instantiate ();
946 op->stats = op->contr->orig_stats; 957 ob->stats = ob->contr->orig_stats;
947 op->name = op->name_pl = name; 958 ob->name = ob->name_pl = name;
948 op->x = x; 959 ob->x = x;
949 op->y = y; 960 ob->y = y;
950 SET_ANIMATION (op, 2); /* So player faces south */ 961 SET_ANIMATION (ob, 2); /* So player faces south */
951 insert_ob_in_map (op, op->map, op, 0); 962 insert_ob_in_map (ob, ob->map, ob, 0);
952 assign (op->contr->title, op->arch->clone.name); 963 assign (ob->contr->title, ob->arch->clone.name);
953 op->add_statbonus (); 964 ob->add_statbonus ();
954 tmp_loop = allowed_class (op);
955 } 965 }
966 while (!allowed_class (ob));
956 967
957 update_object (op, UP_OBJ_FACE); 968 update_object (ob, UP_OBJ_FACE);
958 esrv_update_item (UPD_FACE, op, op); 969 esrv_update_item (UPD_FACE, ob, ob);
959 op->update_stats (); 970 ob->update_stats ();
960 op->stats.hp = op->stats.maxhp; 971 ob->stats.hp = ob->stats.maxhp;
961 op->stats.sp = op->stats.maxsp; 972 ob->stats.sp = ob->stats.maxsp;
962 op->stats.grace = 0; 973 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} 974}
970 975
971void 976void
972flee_player (object *op) 977flee_player (object *op)
973{ 978{
1020 /* Cornered, get rid of scared */ 1025 /* Cornered, get rid of scared */
1021 CLEAR_FLAG (op, FLAG_SCARED); 1026 CLEAR_FLAG (op, FLAG_SCARED);
1022 op->enemy = NULL; 1027 op->enemy = NULL;
1023} 1028}
1024 1029
1025
1026/* check_pick sees if there is stuff to be picked up/picks up stuff. 1030/* check_pick sees if there is stuff to be picked up/picks up stuff.
1027 * IT returns 1 if the player should keep on moving, 0 if he should 1031 * It returns 1 if the player should keep on moving, 0 if he should
1028 * stop. 1032 * stop.
1029 */ 1033 */
1030int 1034int
1031check_pick (object *op) 1035check_pick (object *op)
1032{ 1036{
1470 * find_better_arrow to find a decent arrow to use. 1474 * find_better_arrow to find a decent arrow to use.
1471 * op = the shooter 1475 * op = the shooter
1472 * type = bow->race 1476 * type = bow->race
1473 * dir = fire direction 1477 * dir = fire direction
1474 */ 1478 */
1475
1476object * 1479object *
1477pick_arrow_target (object *op, const char *type, int dir) 1480pick_arrow_target (object *op, const char *type, int dir)
1478{ 1481{
1479 object *tmp = NULL; 1482 object *tmp = NULL;
1480 maptile *m; 1483 maptile *m;
1545 */ 1548 */
1546int 1549int
1547fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1550fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1548{ 1551{
1549 object *left, *bow; 1552 object *left, *bow;
1550 int bowspeed, mflags; 1553 int mflags;
1551 maptile *m; 1554 maptile *m;
1552 1555
1553 if (!dir) 1556 if (!dir)
1554 { 1557 {
1555 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1558 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1556 return 0; 1559 return 0;
1557 } 1560 }
1558 1561
1559 if (op->type == PLAYER) 1562 if (op->contr)
1560 bow = op->contr->ranges[range_bow]; 1563 bow = op->current_weapon;
1561 else 1564 else
1562 { 1565 {
1563 for (bow = op->inv; bow; bow = bow->below) 1566 for (bow = op->inv; bow; bow = bow->below)
1564 /* Don't check for applied - monsters don't apply bows - in that way, they 1567 /* Don't check for applied - monsters don't apply bows - in that way, they
1565 * don't need to switch back and forth between bows and weapons. 1568 * don't need to switch back and forth between bows and weapons.
1570 if (!bow) 1573 if (!bow)
1571 { 1574 {
1572 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1575 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1573 return 0; 1576 return 0;
1574 } 1577 }
1578
1579 // optimisation: move object to top so we will find it quickly again
1580 if (bow->below)
1581 {
1582 bow->remove ();
1583 op->insert (bow);
1584 }
1585
1575 } 1586 }
1576 1587
1577 if (!bow->race || !bow->skill) 1588 if (!bow->race || !bow->skill)
1578 { 1589 {
1579 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1590 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1580 return 0; 1591 return 0;
1581 } 1592 }
1582
1583 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1584
1585 /* penalize ROF for bestarrow */
1586 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1587 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1588
1589 if (bowspeed < 1)
1590 bowspeed = 1;
1591 1593
1592 if (arrow == NULL) 1594 if (arrow == NULL)
1593 { 1595 {
1594 if ((arrow = find_arrow (op, bow->race)) == NULL) 1596 if ((arrow = find_arrow (op, bow->race)) == NULL)
1595 { 1597 {
1596 if (op->type == PLAYER) 1598 if (op->type == PLAYER)
1597 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1599 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1598 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1600 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1599 else 1601 else
1600 CLEAR_FLAG (op, FLAG_READY_BOW); 1602 CLEAR_FLAG (op, FLAG_READY_BOW);
1603
1601 return 0; 1604 return 0;
1602 } 1605 }
1603 } 1606 }
1604 1607
1605 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1608 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1629 1632
1630 arrow->set_owner (op); 1633 arrow->set_owner (op);
1631 arrow->skill = bow->skill; 1634 arrow->skill = bow->skill;
1632 arrow->direction = dir; 1635 arrow->direction = dir;
1633 1636
1637 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1638 arrow->stats.hp = arrow->stats.dam;
1639 arrow->stats.grace = arrow->attacktype;
1640
1641 if (arrow->slaying)
1642 arrow->spellarg = strdup (arrow->slaying);
1643
1644#if 0
1645 if (player *pl = op->contr)
1646 {
1647 float speed = pl->weapon_sp;
1648
1649 /* penalize ROF for bestarrow */
1650 if (pl->bowtype == bow_bestarrow)
1651 speed *= .9f;
1652 else
1653 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1654
1655 op->speed_left += speed - op->speed;
1656 }
1657#endif
1658
1659 SET_ANIMATION (arrow, arrow->direction);
1660
1661 /* update the speed */
1662 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1663 + bow->stats.dam / 7.f;
1664
1665 arrow->set_speed (max (arrow->speed, 2.f));
1666 arrow->speed_left = 0;
1667
1668 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1669
1634 if (op->type == PLAYER) 1670 if (op->type == PLAYER)
1635 { 1671 {
1636 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1637 op->update_stats ();
1638 }
1639
1640 SET_ANIMATION (arrow, arrow->direction);
1641 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1642 arrow->stats.hp = arrow->stats.dam;
1643 arrow->stats.grace = arrow->attacktype;
1644 if (arrow->slaying != NULL)
1645 arrow->spellarg = strdup (arrow->slaying);
1646
1647 /* Note that this was different for monsters - they got their level
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
1653 /* update the speed */
1654 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;
1656
1657 arrow->set_speed (max (arrow->speed, 1.0));
1658 arrow->speed_left = 0;
1659
1660 if (op->type == PLAYER)
1661 {
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; 1672 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1673 wc -= dex_bonus[op->stats.Dex];
1674
1675 if (!arrow->slaying)
1676 arrow->slaying = op->slaying;
1677
1678 arrow->attacktype |= op->attacktype;
1667 } 1679 }
1668 else 1680 else
1669 { 1681 {
1670 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1671 arrow->level = op->level; 1682 arrow->level = op->level;
1672 } 1683 arrow->stats.wc -= bow->magic;
1673 1684
1674 if (arrow->attacktype == AT_PHYSICAL) 1685 if (!arrow->slaying)
1686 arrow->slaying = bow->slaying;
1687
1675 arrow->attacktype |= bow->attacktype; 1688 arrow->attacktype |= bow->attacktype;
1689 }
1676 1690
1677 if (bow->slaying) 1691 wc -= arrow->level;
1678 arrow->slaying = bow->slaying; 1692 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1679 1693
1694 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1680 arrow->move_type = MOVE_FLY_LOW; 1695 arrow->move_type = MOVE_FLY_LOW;
1681 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1696 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1682 1697
1683 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1698 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1684 m->insert (arrow, sx, sy, op); 1699 m->insert (arrow, sx, sy, op);
1709{ 1724{
1710 int ret = 0, wcmod = 0; 1725 int ret = 0, wcmod = 0;
1711 1726
1712 if (op->contr->bowtype == bow_bestarrow) 1727 if (op->contr->bowtype == bow_bestarrow)
1713 { 1728 {
1714 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1729 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1715 } 1730 }
1716 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1731 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1717 { 1732 {
1718 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1733 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1719 wcmod = -1; 1734 wcmod = -1;
1729 else if (op->contr->bowtype == bow_spreadshot) 1744 else if (op->contr->bowtype == bow_spreadshot)
1730 { 1745 {
1731 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1746 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1732 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1747 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1733 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1748 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1734
1735 } 1749 }
1736 else 1750 else
1737 { 1751 {
1738 /* Simple case */ 1752 /* Simple case */
1739 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1753 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1740 } 1754 }
1755
1741 return ret; 1756 return ret;
1742} 1757}
1743
1744 1758
1745/* Fires a misc (wand/rod/horn) object in 'dir'. 1759/* Fires a misc (wand/rod/horn) object in 'dir'.
1746 * Broken apart from 'fire' to keep it more readable. 1760 * Broken apart from 'fire' to keep it more readable.
1747 */ 1761 */
1748void 1762void
1749fire_misc_object (object *op, int dir) 1763fire_misc_object (object *op, int dir)
1750{ 1764{
1751 object *item; 1765 object *item = op->contr->ranged_ob;
1752 1766
1753 if (!op->contr->ranges[range_misc]) 1767 if (!item)
1754 { 1768 {
1755 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1769 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1756 return; 1770 return;
1757 } 1771 }
1758 1772
1759 item = op->contr->ranges[range_misc];
1760 if (!item->inv) 1773 if (!item->inv)
1761 { 1774 {
1762 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1775 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1763 return; 1776 return;
1764 } 1777 }
1778
1779 if (!op->change_weapon (item))
1780 return;
1781
1765 if (item->type == WAND) 1782 if (item->type == WAND)
1766 { 1783 {
1767 if (item->stats.food <= 0) 1784 if (item->stats.food <= 0)
1768 { 1785 {
1769 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1786 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1770 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1787 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1788
1771 return; 1789 return;
1772 } 1790 }
1773 } 1791 }
1774 else if (item->type == ROD || item->type == HORN) 1792 else if (item->type == ROD || item->type == HORN)
1775 { 1793 {
1776 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1794 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1777 { 1795 {
1778 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1796 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1797
1779 if (item->type == ROD) 1798 if (item->type == ROD)
1780 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1799 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1781 else 1800 else
1782 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1801 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1802
1783 return; 1803 return;
1784 } 1804 }
1785 } 1805 }
1786 1806
1787 if (cast_spell (op, item, dir, item->inv, NULL)) 1807 if (cast_spell (op, item, dir, item->inv, NULL))
1809 } 1829 }
1810} 1830}
1811 1831
1812/* Received a fire command for the player - go and do it. 1832/* Received a fire command for the player - go and do it.
1813 */ 1833 */
1814void 1834bool
1815fire (object *op, int dir) 1835fire (object *op, int dir)
1816{ 1836{
1817 int spellcost = 0; 1837 int spellcost = 0;
1818 1838
1819 /* check for loss of invisiblity/hide */ 1839 /* check for loss of invisiblity/hide */
1820 if (action_makes_visible (op)) 1840 if (action_makes_visible (op))
1821 make_visible (op); 1841 make_visible (op);
1822 1842
1823 switch (op->contr->shoottype) 1843 player *pl = op->contr;
1844
1845 if (pl->golem)
1846 {
1847 control_golem (op->contr->golem, dir);
1848 return false;
1824 { 1849 }
1825 case range_none:
1826 return;
1827 1850
1828 case range_bow: 1851 object *ob = pl->ranged_ob;
1852
1853 if (!ob)
1854 return false;
1855
1856 if (!op->change_weapon (ob))
1857 return false;
1858
1859 if (op->speed_left > 0.f)
1860 --op->speed_left;
1861 else
1862 return false;
1863
1864 switch (ob->type)
1865 {
1866 case BOW:
1829 player_fire_bow (op, dir); 1867 player_fire_bow (op, dir);
1830 return; 1868 break;
1831 1869
1832 case range_magic: /* Casting spells */ 1870 case SPELL:
1833 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1871 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1834 return; 1872 break;
1835 1873
1836 case range_misc: 1874 case BUILDER:
1875 apply_map_builder (op, dir);
1876 break;
1877
1878 case SKILL:
1879 do_skill (op, op, ob, dir, 0);
1880 break;
1881
1882 default:
1837 fire_misc_object (op, dir); 1883 fire_misc_object (op, dir);
1838 return; 1884 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 } 1885 }
1886
1887 return true;
1867} 1888}
1868 1889
1869/* find_key 1890/* find_key
1870 * We try to find a key for the door as passed. If we find a key 1891 * We try to find a key for the door as passed. If we find a key
1871 * and successfully use it, we return the key, otherwise NULL 1892 * and successfully use it, we return the key, otherwise NULL
1958 * 0 otherwise 1979 * 0 otherwise
1959 */ 1980 */
1960static int 1981static int
1961player_attack_door (object *op, object *door) 1982player_attack_door (object *op, object *door)
1962{ 1983{
1963 /* If its a door, try to find a use a key. If we do destroy the door, 1984 /* If its a door, try to find a key. If we do destroy the door,
1964 * might as well return immediately as there is nothing more to do - 1985 * might as well return immediately as there is nothing more to do -
1965 * otherwise, we fall through to the rest of the code. 1986 * otherwise, we fall through to the rest of the code.
1966 */ 1987 */
1967 object *key = find_key (op, op, door); 1988 object *key = find_key (op, op, door);
1968 1989
1969 /* IF we found a key, do some extra work */ 1990 /* If we found a key, do some extra work */
1970 if (key) 1991 if (key)
1971 { 1992 {
1972 object *container = key->env; 1993 object *container = key->env;
1973 1994
1974 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1995 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1996
1975 if (action_makes_visible (op)) 1997 if (action_makes_visible (op))
1976 make_visible (op); 1998 make_visible (op);
1999
1977 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 2000 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1978 spring_trap (door->inv, op); 2001 spring_trap (door->inv, op);
1979 2002
1980 if (door->type == DOOR) 2003 if (door->type == DOOR)
1981 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 2004 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2007 * It should keep the code cleaner. 2030 * It should keep the code cleaner.
2008 * When this is called, the players direction has been updated 2031 * When this is called, the players direction has been updated
2009 * (taking into account confusion.) The player is also actually 2032 * (taking into account confusion.) The player is also actually
2010 * going to try and move (not fire weapons). 2033 * going to try and move (not fire weapons).
2011 */ 2034 */
2012void 2035bool
2013move_player_attack (object *op, int dir) 2036move_player_attack (object *op, int dir)
2014{ 2037{
2015 object *tmp, *mon;
2016 sint16 nx, ny;
2017 int on_battleground; 2038 int on_battleground;
2018 maptile *m;
2019 2039
2020 nx = freearr_x[dir] + op->x; 2040 sint16 nx = freearr_x[dir] + op->x;
2021 ny = freearr_y[dir] + op->y; 2041 sint16 ny = freearr_y[dir] + op->y;
2022 2042
2023 on_battleground = op_on_battleground (op, 0, 0); 2043 on_battleground = op_on_battleground (op, 0, 0);
2044
2045 if (out_of_map (op->map, nx, ny))
2046 return false;
2047
2048 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2049 {
2050 --op->speed_left;
2051 return true;
2052 }
2024 2053
2025 /* If braced, or can't move to the square, and it is not out of the 2054 /* If braced, or can't move to the square, and it is not out of the
2026 * map, attack it. Note order of if statement is important - don't 2055 * map, attack it. Note order of if statement is important - don't
2027 * want to be calling move_ob if braced, because move_ob will move the 2056 * want to be calling move_ob if braced, because move_ob will move the
2028 * player. This is a pretty nasty hack, because if we could 2057 * player. This is a pretty nasty hack, because if we could
2029 * move to some space, it then means that if we are braced, we should 2058 * move to some space, it then means that if we are braced, we should
2030 * do nothing at all. As it is, if we are braced, we go through 2059 * do nothing at all. As it is, if we are braced, we go through
2031 * quite a bit of processing. However, it probably is less than what 2060 * quite a bit of processing. However, it probably is less than what
2032 * move_ob uses. 2061 * move_ob uses.
2033 */ 2062 */
2034 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2035 {
2036 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2037 {
2038 m = op->map->xy_find (nx, ny); 2063 maptile *m = op->map->xy_find (nx, ny);
2039 if (!m)
2040 return; /* Don't think this should happen */
2041 }
2042 else
2043 m = op->map;
2044 2064
2045 if (!(tmp = m->at (nx, ny).bot))
2046 return;
2047
2048 mon = 0;
2049 /* Go through all the objects, and find ones of interest. Only stop if 2065 /* Go through all the objects, and find ones of interest. Only stop if
2050 * we find a monster - that is something we know we want to attack. 2066 * we find a monster - that is something we know we want to attack.
2051 * if its a door or barrel (can roll) see if there may be monsters 2067 * if its a door or barrel (can roll) see if there may be monsters
2052 * on the space 2068 * on the space
2053 */ 2069 */
2054 while (tmp) 2070 object *mon;
2055 { 2071 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2056 if (tmp == op) 2072 {
2057 { 2073 if ((mon->flag [FLAG_ALIVE]
2058 tmp = tmp->above; 2074 || mon->type == LOCKED_DOOR
2059 continue; 2075 || mon->flag [FLAG_CAN_ROLL])
2060 }
2061
2062 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2063 {
2064 mon = tmp; 2076 && mon != op)
2065 break; 2077 break;
2066 } 2078 }
2067 2079
2068 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2069 mon = tmp;
2070
2071 tmp = tmp->above;
2072 }
2073
2074 if (!mon) /* This happens anytime the player tries to move */ 2080 if (!mon) /* This happens anytime the player tries to move */
2075 return; /* into a wall */ 2081 return false; /* into a wall */
2076 2082
2077 if (mon->head)
2078 mon = mon->head; 2083 mon = mon->head_ ();
2079 2084
2080 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2085 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2086 if (op->contr->weapon_sp_left > 0.f)
2081 if (player_attack_door (op, mon)) 2087 if (player_attack_door (op, mon))
2088 {
2089 --op->contr->weapon_sp_left;
2082 return; 2090 return true;
2091 }
2083 2092
2084 /* The following deals with possibly attacking peaceful 2093 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered 2094 * or friendly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the 2095 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that 2096 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently, 2097 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them. 2098 * and thus will not push them.
2090 */ 2099 */
2091 2100
2092 /* If the creature is a pet, push it even if the player is not 2101 /* If the creature is a pet, push it even if the player is not
2093 * peaceful. Our assumption is the creature is a pet if the 2102 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive. 2103 * player owns it and it is either friendly or unagressive.
2095 */ 2104 */
2096 if ((op->type == PLAYER) 2105 if (op->type == PLAYER
2097#if COZY_SERVER
2098 &&
2099 ((mon->owner && mon->owner->contr 2106 && ((mon->owner && mon->owner->contr
2100 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2107 && same_party (mon->owner->contr->party, op->contr->party))
2101#else
2102 && mon->owner == op 2108 || mon->owner == op)
2103#endif
2104 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2109 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2105 { 2110 {
2106 /* If we're braced, we don't want to switch places with it */ 2111 /* If we're braced, we don't want to switch places with it */
2107 if (op->contr->braced) 2112 if (op->contr->braced)
2108 return; 2113 return false;
2114
2115 if (op->speed_left > 0.f)
2116 {
2117 --op->speed_left;
2109 2118
2110 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2119 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2111 (void) push_ob (mon, dir, op); 2120 push_ob (mon, dir, op);
2121
2112 if (op->contr->tmp_invis || op->hide) 2122 if (op->contr->tmp_invis || op->hide)
2113 make_visible (op); 2123 make_visible (op);
2114 2124
2115 return; 2125 return true;
2116 } 2126 }
2127 else
2128 return false;
2129 }
2117 2130
2118 /* in certain circumstances, you shouldn't attack friendly 2131 /* in certain circumstances, you shouldn't attack friendly
2119 * creatures. Note that if you are braced, you can't push 2132 * creatures. Note that if you are braced, you can't push
2120 * someone, but put it inside this loop so that you won't 2133 * someone, but put it inside this loop so that you won't
2121 * attack them either. 2134 * attack them either.
2122 */ 2135 */
2123 if ((mon->type == PLAYER || mon->enemy != op) && 2136 if ((mon->type == PLAYER || mon->enemy != op)
2124 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2137 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2125#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful 2138 && ((op->contr->peaceful
2127 || (mon->type == PLAYER 2139 || (mon->type == PLAYER && mon->contr->peaceful))
2128 && mon->contr->
2129 peaceful)) &&
2130#else
2131 op->contr->peaceful &&
2132#endif
2133 !on_battleground)) 2140 && !on_battleground))
2141 {
2142 if (op->speed_left > 0.f)
2134 { 2143 {
2144 --op->speed_left;
2145
2135 if (!op->contr->braced) 2146 if (!op->contr->braced)
2136 { 2147 {
2137 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2148 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2138 push_ob (mon, dir, op); 2149 push_ob (mon, dir, op);
2139 } 2150 }
2140 else 2151 else
2141 new_draw_info (0, 0, op, "You withhold your attack"); 2152 new_draw_info (0, 0, op, "You withhold your attack");
2142 2153
2143 if (op->contr->tmp_invis || op->hide) 2154 if (op->contr->tmp_invis || op->hide)
2144 make_visible (op); 2155 make_visible (op);
2145 }
2146 2156
2157 return true;
2158 }
2159 }
2147 /* If the object is a boulder or other rollable object, then 2160 /* If the object is a boulder or other rollable object, then
2148 * roll it if not braced. You can't roll it if you are braced. 2161 * roll it if not braced. You can't roll it if you are braced.
2149 */ 2162 */
2150 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2163 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2164 {
2165 if (op->speed_left > 0.f)
2151 { 2166 {
2167 --op->speed_left;
2168
2152 recursive_roll (mon, dir, op); 2169 recursive_roll (mon, dir, op);
2153 if (action_makes_visible (op)) 2170 if (action_makes_visible (op))
2154 make_visible (op); 2171 make_visible (op);
2155 }
2156 2172
2173 return true;
2174 }
2175 }
2157 /* Any generic living creature. Including things like doors. 2176 /* Any generic living creature. Including things like doors.
2158 * Way it works is like this: First, it must have some hit points 2177 * Way it works is like this: First, it must have some hit points
2159 * and be living. Then, it must be one of the following: 2178 * and be living. Then, it must be one of the following:
2160 * 1) Not a player, 2) A player, but of a different party. Note 2179 * 1) Not a player, 2) A player, but of a different party. Note
2161 * that party_number -1 is no party, so attacks can still happen. 2180 * that party_number -1 is no party, so attacks can still happen.
2162 */ 2181 */
2163 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2182 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2164 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2183 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2165 { 2184 {
2166 2185 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2167 /* If the player hasn't hit something this tick, and does
2168 * so, give them speed boost based on weapon speed. Doing
2169 * it here is better than process_players2, which basically
2170 * incurred a 1 tick offset.
2171 */
2172 if (!op->contr->has_hit)
2173 { 2186 {
2174 op->speed_left += op->speed / op->contr->weapon_sp; 2187 --op->contr->weapon_sp_left;
2175
2176 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2177 }
2178 2188
2179 skill_attack (mon, op, 0, 0, 0); 2189 skill_attack (mon, op, 0, 0, 0);
2180
2181 /* If attacking another player, that player gets automatic
2182 * hitback, and doesn't loose luck either.
2183 * Disable hitback on the battleground or if the target is
2184 * the wiz.
2185 */
2186 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2187 {
2188 short luck = mon->stats.luck;
2189
2190 mon->contr->has_hit = 1;
2191 skill_attack (op, mon, 0, 0, 0);
2192 mon->stats.luck = luck;
2193 }
2194 2190
2195 if (action_makes_visible (op)) 2191 if (action_makes_visible (op))
2196 make_visible (op); 2192 make_visible (op);
2197 }
2198 } /* if player should attack something */
2199}
2200 2193
2201int 2194 return true;
2195 }
2196 }
2197
2198 return false;
2199}
2200
2201bool
2202move_player (object *op, int dir) 2202move_player (object *op, int dir)
2203{ 2203{
2204 int pick; 2204 int pick;
2205 2205
2206 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2206 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2220 op->facing = dir; 2220 op->facing = dir;
2221 2221
2222 if (op->hide) 2222 if (op->hide)
2223 do_hidden_move (op); 2223 do_hidden_move (op);
2224 2224
2225 bool retval;
2226
2225 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2227 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2226 /*nop */ ; 2228 retval = RESULT_INT (0);
2227 else if (op->contr->fire_on) 2229 else if (op->contr->fire_on)
2228 fire (op, dir); 2230 retval = fire (op, dir);
2229 else 2231 else
2230 { 2232 {
2231 move_player_attack (op, dir); 2233 retval = move_player_attack (op, dir);
2232 pick = check_pick (op); 2234 pick = check_pick (op);
2233 } 2235 }
2234 2236
2235 /* Add special check for newcs players and fire on - this way, the 2237 /* Add special check for newcs players and fire on - this way, the
2236 * server can handle repeat firing. 2238 * server can handle repeat firing.
2243 /* Update how the player looks. Use the facing, so direction may 2245 /* Update how the player looks. Use the facing, so direction may
2244 * get reset to zero. This allows for full animation capabilities 2246 * get reset to zero. This allows for full animation capabilities
2245 * for players. 2247 * for players.
2246 */ 2248 */
2247 animate_object (op, op->facing); 2249 animate_object (op, op->facing);
2248 return 0; 2250
2251 return retval;
2249} 2252}
2250 2253
2251/* This is similar to handle_player, below, but is only used by the 2254/* This is similar to handle_player, below, but is only used by the
2252 * new client/server stuff. 2255 * new client/server stuff.
2253 * This is sort of special, in that the new client/server actually uses 2256 * This is sort of special, in that the new client/server actually uses
2254 * the new speed values for commands. 2257 * the new speed values for commands.
2255 * 2258 *
2256 * Returns true if there are more actions we can do. 2259 * Returns true if there are more actions we can do. Should not do
2260 * many actions in a row, as that would be too unfair to other
2261 * players.
2257 */ 2262 */
2258int 2263bool
2259handle_newcs_player (object *op) 2264handle_newcs_player (object *op)
2260{ 2265{
2261 if (op->contr->hidden)
2262 {
2263 op->invisible = 1000;
2264 /* the socket code flashes the player visible/invisible
2265 * depending on the value of invisible, so we need to
2266 * alternate it here for it to work correctly.
2267 */
2268 if (pticks & 2)
2269 op->invisible--;
2270 }
2271 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2272 {
2273 op->invisible--;
2274 if (!op->invisible)
2275 {
2276 make_visible (op);
2277 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2278 }
2279 }
2280
2281 if (QUERY_FLAG (op, FLAG_SCARED)) 2266 if (QUERY_FLAG (op, FLAG_SCARED))
2282 { 2267 {
2283 flee_player (op); 2268 if (op->speed_left > 0.f)
2284 /* If player is still scared, that is his action for this tick */
2285 if (QUERY_FLAG (op, FLAG_SCARED))
2286 { 2269 {
2287 op->speed_left--; 2270 --op->speed_left;
2271 flee_player (op);
2272
2288 return 0; 2273 return true;
2289 } 2274 }
2275 else
2276 return false;
2290 } 2277 }
2291
2292 /* I've been seeing crashes where the golem has been destroyed, but
2293 * the player object still points to the defunct golem. The code that
2294 * destroys the golem looks correct, and it doesn't always happen, so
2295 * put this in a a workaround to clean up the golem pointer.
2296 */
2297 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2298 op->contr->ranges[range_golem] = 0;
2299 2278
2300 /* call this here - we also will call this in do_ericserver, but 2279 /* call this here - we also will call this in do_ericserver, but
2301 * the players time has been increased when doericserver has been 2280 * the players time has been increased when doericserver has been
2302 * called, so we recheck it here. 2281 * called, so we recheck it here.
2303 */ 2282 */
2304 if (op->contr->ns->handle_command ()) 2283 if (op->contr->ns->handle_command ())
2305 return 1; 2284 return true;
2306 2285
2307 if (op->speed_left > 0)
2308 {
2309 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2286 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2310 {
2311 /* All move commands take 1 tick, at least for now */
2312 op->speed_left--;
2313
2314 /* Instead of all the stuff below, let move_player take care
2315 * of it. Also, some of the skill stuff is only put in
2316 * there, as well as the confusion stuff.
2317 */
2318 move_player (op, op->direction); 2287 return move_player (op, op->direction);
2319 2288
2320 return op->speed_left > 0;
2321 }
2322 }
2323
2324 return 0; 2289 return false;
2325} 2290}
2326 2291
2327int 2292int
2328save_life (object *op) 2293save_life (object *op)
2329{ 2294{
2439 int rate_grace = 2000; 2404 int rate_grace = 2000;
2440 const int max_hp = 1; 2405 const int max_hp = 1;
2441 const int max_sp = 1; 2406 const int max_sp = 1;
2442 const int max_grace = 1; 2407 const int max_grace = 1;
2443 2408
2444 if (op->contr->outputs_sync) 2409 if (op->contr->hidden)
2410 {
2411 op->invisible = 1000;
2412 /* the socket code flashes the player visible/invisible
2413 * depending on the value of invisible, so we need to
2414 * alternate it here for it to work correctly.
2415 */
2416 if (pticks & 2)
2417 op->invisible--;
2445 { 2418 }
2446 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2419 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2447 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2420 {
2448 flush_output_element (op, &op->contr->outputs[i]); 2421 if (!op->invisible--)
2422 {
2423 make_visible (op);
2424 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2425 }
2449 } 2426 }
2450 2427
2451 if (op->contr->ns->state == ST_PLAYING) 2428 if (op->contr->ns->state == ST_PLAYING)
2452 { 2429 {
2453 /* these next three if clauses make it possible to SLOW DOWN 2430 /* these next three if clauses make it possible to SLOW DOWN
2475 gen_grace = op->stats.maxgrace; 2452 gen_grace = op->stats.maxgrace;
2476 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2453 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2477 } 2454 }
2478 2455
2479 /* Regenerate Spell Points */ 2456 /* Regenerate Spell Points */
2480 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2457 if (!op->contr->golem && --op->last_sp < 0)
2481 { 2458 {
2482 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2459 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2483 if (op->stats.sp < op->stats.maxsp) 2460 if (op->stats.sp < op->stats.maxsp)
2484 { 2461 {
2485 op->stats.sp++; 2462 op->stats.sp++;
2583 } 2560 }
2584 2561
2585 /* Digestion */ 2562 /* Digestion */
2586 if (--op->last_eat < 0) 2563 if (--op->last_eat < 0)
2587 { 2564 {
2588#ifdef COZY_SERVER
2589 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2590 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2591#else
2592 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2565 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2593#endif
2594 2566
2595 if (op->contr->gen_hp > 0) 2567 if (op->contr->gen_hp > 0)
2596 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2568 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2597 else 2569 else
2598 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2570 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2910 op->stats.hp = op->stats.maxhp; 2882 op->stats.hp = op->stats.maxhp;
2911 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2883 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2912 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2884 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2913 2885
2914 /* 2886 /*
2915 * Check to see if the player is in a shop. IF so, then check to see if
2916 * the player has any unpaid items. If so, remove them and put them back 2887 * Check to see if the player has any unpaid items. If so, remove them
2917 * in the map. 2888 * and put them back in the map.
2918 */ 2889 */
2919
2920 if (is_in_shop (op))
2921 remove_unpaid_objects (op->inv, op); 2890 remove_unpaid_objects (op->inv, op);
2922 2891
2923 /****************************************/ 2892 /****************************************/
2924 /* */ 2893 /* */
2925 /* Move player to his current respawn- */ 2894 /* Move player to his current respawn- */
2926 /* position (usually last savebed) */ 2895 /* position (usually last savebed) */
2946 object *force; 2915 object *force;
2947 int at; 2916 int at;
2948 2917
2949 force = get_archetype (FORCE_NAME); 2918 force = get_archetype (FORCE_NAME);
2950 /* 50 ticks should be enough time for the spell to abate */ 2919 /* 50 ticks should be enough time for the spell to abate */
2951 force->speed = 0.1; 2920 force->speed = 0.1f;
2952 force->speed_left = -5.0; 2921 force->speed_left = -5.f;
2953 SET_FLAG (force, FLAG_APPLIED); 2922 SET_FLAG (force, FLAG_APPLIED);
2954 for (at = 0; at < NROFATTACKS; at++) 2923 for (at = 0; at < NROFATTACKS; at++)
2955 if (will_kill_again & (1 << at)) 2924 if (will_kill_again & (1 << at))
2956 force->resist[at] = 100; 2925 force->resist[at] = 100;
2957 2926
3071 if (op->type == PLAYER) 3040 if (op->type == PLAYER)
3072 { 3041 {
3073 op->contr->tmp_invis = 0; 3042 op->contr->tmp_invis = 0;
3074 op->contr->invis_race = 0; 3043 op->contr->invis_race = 0;
3075 } 3044 }
3045
3076 update_object (op, UP_OBJ_FACE); 3046 update_object (op, UP_OBJ_CHANGE);
3077} 3047}
3078 3048
3079int 3049int
3080is_true_undead (object *op) 3050is_true_undead (object *op)
3081{ 3051{
3131/* For Hidden creatures - a chance of becoming 'unhidden' 3101/* For Hidden creatures - a chance of becoming 'unhidden'
3132 * every time they move - as we subtract off 'invisibility' 3102 * every time they move - as we subtract off 'invisibility'
3133 * AND, for players, if they move into a ridiculously unhideable 3103 * AND, for players, if they move into a ridiculously unhideable
3134 * spot (surrounded by clear terrain in broad daylight). -b.t. 3104 * spot (surrounded by clear terrain in broad daylight). -b.t.
3135 */ 3105 */
3136
3137void 3106void
3138do_hidden_move (object *op) 3107do_hidden_move (object *op)
3139{ 3108{
3140 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3109 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3141 object *skop; 3110 object *skop;
3374 char buf[MAX_BUF]; /* tmp. string buffer */ 3343 char buf[MAX_BUF]; /* tmp. string buffer */
3375 int i = 0, j = 0; 3344 int i = 0, j = 0;
3376 3345
3377 /* get the appropriate treasurelist */ 3346 /* get the appropriate treasurelist */
3378 if (atnr == ATNR_FIRE) 3347 if (atnr == ATNR_FIRE)
3379 trlist = find_treasurelist ("dragon_ability_fire"); 3348 trlist = treasurelist::find ("dragon_ability_fire");
3380 else if (atnr == ATNR_COLD) 3349 else if (atnr == ATNR_COLD)
3381 trlist = find_treasurelist ("dragon_ability_cold"); 3350 trlist = treasurelist::find ("dragon_ability_cold");
3382 else if (atnr == ATNR_ELECTRICITY) 3351 else if (atnr == ATNR_ELECTRICITY)
3383 trlist = find_treasurelist ("dragon_ability_elec"); 3352 trlist = treasurelist::find ("dragon_ability_elec");
3384 else if (atnr == ATNR_POISON) 3353 else if (atnr == ATNR_POISON)
3385 trlist = find_treasurelist ("dragon_ability_poison"); 3354 trlist = treasurelist::find ("dragon_ability_poison");
3386 3355
3387 if (trlist == NULL || who->type != PLAYER) 3356 if (trlist == NULL || who->type != PLAYER)
3388 return; 3357 return;
3389 3358
3390 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3359 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3522 * not readied. 3491 * not readied.
3523 */ 3492 */
3524void 3493void
3525player_unready_range_ob (player *pl, object *ob) 3494player_unready_range_ob (player *pl, object *ob)
3526{ 3495{
3527 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3496 if (pl->ob->current_weapon == ob)
3497 pl->ob->current_weapon = 0;
3498
3499 if (pl->combat_ob == ob)
3500 pl->combat_ob = 0;
3501
3528 if (pl->ranges[i] == ob) 3502 if (pl->ranged_ob == ob)
3529 {
3530 pl->ranges[i] = 0; 3503 pl->ranged_ob = 0;
3531 if (pl->shoottype == i)
3532 pl->shoottype = range_none;
3533 }
3534} 3504}
3535 3505
3536sint8 3506sint8
3537player::visibility_at (maptile *map, int x, int y) const 3507player::visibility_at (maptile *map, int x, int y) const
3538{ 3508{

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