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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 1.146 by root, Sun Jun 3 17:05:36 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
9 * it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
10 * the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
11 * (at your option) any later version. 11 * any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful, but
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * GNU General Public License for more details. 16 * for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License along
19 * along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors 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
155set_first_map (object *op) 154set_first_map (object *op)
156{ 155{
157 op->contr->maplevel = first_map_path; 156 op->contr->maplevel = first_map_path;
158 op->x = -1; 157 op->x = -1;
159 op->y = -1; 158 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173} 159}
174 160
175void 161void
176player::activate () 162player::activate ()
177{ 163{
182 ob->remove (); 168 ob->remove ();
183 ob->map = 0; 169 ob->map = 0;
184 ob->activate_recursive (); 170 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY); 171 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob); 172 add_friendly_object (ob);
187 enter_map ();
188} 173}
189 174
190void 175void
191player::deactivate () 176player::deactivate ()
192{ 177{
194 return; 179 return;
195 180
196 terminate_all_pets (ob); 181 terminate_all_pets (ob);
197 remove_friendly_object (ob); 182 remove_friendly_object (ob);
198 ob->deactivate_recursive (); 183 ob->deactivate_recursive ();
184
185 if (ob->map)
199 maplevel = ob->map->path; 186 maplevel = ob->map->path;
187
200 ob->remove (); 188 ob->remove ();
201 ob->map = 0; 189 ob->map = 0;
202 party = 0; 190 party = 0;
203 191
204 // for weird reasons, this is often "ob", keeping a circular reference 192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
205 ranges [range_skill] = 0;
206 193
207 players.erase (this); 194 players.erase (this);
208} 195}
209 196
210// connect the player with a specific client 197// connect the player with a specific client
211// also changed, rationalises, and fixes some incorrect settings 198// also changes, rationalises, and fixes some incorrect settings
212void 199void
213player::connect (client *ns) 200player::connect (client *ns)
214{ 201{
215 this->ns = ns; 202 this->ns = ns;
216 ns->pl = this; 203 ns->pl = this;
227 ns->reset_stats (); 214 ns->reset_stats ();
228 215
229 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
230 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
231 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->clone.race;
232
233 if (!legal_range (ob, shoottype))
234 shoottype = range_none;
235 219
236 ob->carrying = sum_weight (ob); 220 ob->carrying = sum_weight (ob);
237 link_player_skills (ob); 221 link_player_skills (ob);
238 222
239 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
260 244
261 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
262 246
263 esrv_new_player (this, ob->weight + ob->carrying); 247 esrv_new_player (this, ob->weight + ob->carrying);
264 248
249 ob->flag [FLAG_READY_WEAPON] = false;
250 ob->flag [FLAG_READY_SKILL] = false;
251 ob->flag [FLAG_READY_BOW] = false;
252
253 for (object *op = ob->inv; op; op = op->below)
254 if (op->flag [FLAG_APPLIED])
255 switch (op->type)
256 {
257 case SKILL:
258 ob->flag [FLAG_APPLIED] = false;
259 break;
260
261 case WAND:
262 case ROD:
263 case HORN:
264 case BOW:
265 ranged_ob = op;
266 break;
267
268 case WEAPON:
269 combat_ob = op;
270 break;
271 }
272
273 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
265 ob->update_stats (); 274 ob->update_stats ();
275
266 ns->floorbox_update (); 276 ns->floorbox_update ();
267
268 esrv_send_inventory (ob, ob); 277 esrv_send_inventory (ob, ob);
269 esrv_add_spells (this, 0); 278 esrv_add_spells (this, 0);
270 279
271 activate (); 280 activate ();
272 281
288 297
289 INVOKE_PLAYER (DISCONNECT, this); 298 INVOKE_PLAYER (DISCONNECT, this);
290 299
291 ns->reset_stats (); 300 ns->reset_stats ();
292 ns->pl = 0; 301 ns->pl = 0;
293 this->ns = 0; 302 ns = 0;
294 } 303 }
295 304
296 if (ob) 305 if (ob)
297 ob->close_container (); //TODO: client-specific 306 ob->close_container (); //TODO: client-specific
298 307
302// the need for this function can be explained 311// the need for this function can be explained
303// by load_object not returning the object 312// by load_object not returning the object
304void 313void
305player::set_object (object *op) 314player::set_object (object *op)
306{ 315{
307 ob = op; 316 ob = observe = op;
308 ob->contr = this; /* this aren't yet in archetype */ 317 ob->contr = this; /* this aren't yet in archetype */
309 318
310 ob->speed_left = 0.5;
311 ob->speed = 1.0; 319 ob->speed = 1.0f;
320 ob->speed_left = 0.5f;
321
312 ob->direction = 5; /* So player faces south */ 322 ob->direction = 5; /* So player faces south */
323}
324
325void
326player::set_observe (object *op)
327{
328 observe = op ? op : ob;
313} 329}
314 330
315player::player () 331player::player ()
316{ 332{
317 /* There are some elements we want initialised to non zero value - 333 /* There are some elements we want initialised to non zero value -
318 * we deal with that below this point. 334 * we deal with that below this point.
319 */ 335 */
320 outputs_sync = 16; /* Every 2 seconds */ 336 outputs_sync = 4;
321 outputs_count = 8; /* Keeps present behaviour */ 337 outputs_count = 4;
322 unapply = unapply_nochoice; 338 unapply = unapply_nochoice;
323 339
324 savebed_map = first_map_path; /* Init. respawn position */ 340 savebed_map = first_map_path; /* Init. respawn position */
325 341
326 gen_sp_armour = 10; 342 gen_sp_armour = 10;
327 shoottype = range_none;
328 bowtype = bow_normal; 343 bowtype = bow_normal;
329 petmode = pet_normal; 344 petmode = pet_normal;
330 listening = 10; 345 listening = 10;
331 usekeys = containers; 346 usekeys = containers;
332 peaceful = 1; /* default peaceful */ 347 peaceful = 1; /* default peaceful */
333 do_los = 1; 348 do_los = 1;
349
350 weapon_sp = 1.0f;
351 weapon_sp_left = 0.5f;
334} 352}
335 353
336void 354void
337player::do_destroy () 355player::do_destroy ()
338{ 356{
771} 789}
772 790
773void 791void
774object::roll_stats () 792object::roll_stats ()
775{ 793{
776 int statsort [7]; 794 int statsort [NUM_STATS];
777 795
778 for (;;) 796 for (;;)
779 { 797 {
780 int sum = 0; 798 int sum = 0;
781 for (int i = 7; i--; ) 799 for (int i = NUM_STATS; i--; )
782 sum += statsort [i] = roll_stat (); 800 sum += statsort [i] = roll_stat ();
783 801
784 if (sum >= 82 && sum <= 116) 802 if (sum >= 82 && sum <= 116)
785 break; 803 break;
786 } 804 }
787 805
788 // Sort the stats so that rerolling is easier... 806 // Sort the stats so that rerolling is easier...
789 std::sort (statsort, statsort + 7, std::greater<int>()); 807 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
790 808
809 for (int i = 0; i < NUM_STATS; ++i)
791 stats.Str = statsort[0]; 810 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];
798 811
799 stats.exp = 0; 812 stats.exp = 0;
800 stats.ac = 0; 813 stats.ac = 0;
801 814
802 stats.hp = stats.maxhp; 815 stats.hp = stats.maxhp;
814} 827}
815 828
816void 829void
817object::swap_stats (int a, int b) 830object::swap_stats (int a, int b)
818{ 831{
819 int tmp = get_attr_value (&contr->orig_stats, a); 832 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);
822 833
834 for (int i = 0; i < NUM_STATS; ++i)
823 stats.Str = contr->orig_stats.Str; 835 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;
830 836
831 //TODO: the following code looks so borked and should, at the very least, 837 //TODO: the following code looks so borked and should, at the very least,
832 // be merged with the similar code in roll_stats 838 // be merged with the similar code in roll_stats
833 stats.ac = 0; 839 stats.ac = 0;
834 840
865 * appropriate action with it (change race, or other things). 871 * appropriate action with it (change race, or other things).
866 * The function name is for historical reasons - now we have 872 * The function name is for historical reasons - now we have
867 * separate race and class; this actually changes the RACE, 873 * separate race and class; this actually changes the RACE,
868 * not the class. 874 * not the class.
869 */ 875 */
870int 876void
871key_change_class (object *op, char key) 877player::chargen_race_done ()
872{ 878{
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 */ 879 /* this must before then initial items are given */
880 esrv_new_player (op->contr, op->weight + op->carrying); 880 esrv_new_player (ob->contr, ob->weight + ob->carrying);
881 881
882 treasurelist *tl = find_treasurelist ("starting_wealth"); 882 treasurelist *tl = treasurelist::find ("starting_wealth");
883 if (tl) 883 if (tl)
884 create_treasure (tl, op, 0, 0, 0); 884 create_treasure (tl, ob, 0, 0, 0);
885 885
886 INVOKE_PLAYER (BIRTH, op->contr); 886 INVOKE_PLAYER (BIRTH, ob->contr);
887 INVOKE_PLAYER (LOGIN, op->contr); 887 INVOKE_PLAYER (LOGIN, ob->contr);
888 888
889 op->contr->ns->state = ST_PLAYING; 889 ob->contr->ns->state = ST_PLAYING;
890 890
891 if (op->msg) 891 if (ob->msg)
892 op->msg = NULL; 892 ob->msg = 0;
893 893
894 /* We create this now because some of the unique maps will need it 894 /* We create this now because some of the unique maps will need it
895 * to save here. 895 * to save here.
896 */ 896 */
897 {
898 char buf[MAX_BUF];
897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 899 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
898 make_path_to_file (buf); 900 make_path_to_file (buf);
901 }
899 902
900 start_info (op); 903 start_info (ob);
901 CLEAR_FLAG (op, FLAG_WIZ); 904 CLEAR_FLAG (ob, FLAG_WIZ);
902 give_initial_items (op, op->randomitems); 905 give_initial_items (ob, ob->randomitems);
903 link_player_skills (op); 906 link_player_skills (ob);
904 esrv_send_inventory (op, op); 907 esrv_send_inventory (ob, ob);
905 op->update_stats (); 908 ob->update_stats ();
906 909
907 /* This moves the player to a different start map, if there 910 /* This moves the player to a different start map, if there
908 * is one for this race 911 * is one for this race
909 */ 912 */
910 if (*first_map_ext_path) 913 if (*first_map_ext_path)
911 { 914 {
912 object *tmp; 915 object *tmp;
913 char mapname[MAX_BUF]; 916 char mapname[MAX_BUF];
914 917
915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); 918 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
916 tmp = object::create (); 919 tmp = object::create ();
917 EXIT_PATH (tmp) = mapname; 920 EXIT_PATH (tmp) = mapname;
918 EXIT_X (tmp) = op->x; 921 EXIT_X (tmp) = ob->x;
919 EXIT_Y (tmp) = op->y; 922 EXIT_Y (tmp) = ob->y;
920 op->enter_exit (tmp); /* we don't really care if it succeeded; 923 ob->enter_exit (tmp); /* we don't really care if it succeeded;
921 * if the map isn't there, then stay on the 924 * if the map isn't there, then stay on the
922 * default initial map */ 925 * default initial map */
923 tmp->destroy (); 926 tmp->destroy ();
924 } 927 }
925 else 928 else
926 LOG (llevDebug, "first_map_ext_path not set\n"); 929 LOG (llevDebug, "first_map_ext_path not set\n");
930}
927 931
928 return 0; 932void
929 } 933player::chargen_race_next ()
930 934{
931 /* Following actually changes the race - this is the default command 935 /* Following actually changes the race - this is the default command
932 * if we don't match with one of the options above. 936 * if we don't match with one of the options above.
933 */ 937 */
934 938
935 tmp_loop = 0; 939 do
936 while (!tmp_loop)
937 { 940 {
938 shstr name = op->name; 941 shstr name = ob->name;
939 int x = op->x, y = op->y; 942 int x = ob->x, y = ob->y;
940 943
941 op->remove_statbonus (); 944 ob->remove_statbonus ();
942 op->remove (); 945 ob->remove ();
943 op->arch = get_player_archetype (op->arch); 946 ob->arch = get_player_archetype (ob->arch);
944 op->arch->clone.copy_to (op); 947 ob->arch->clone.copy_to (ob);
945 op->instantiate (); 948 ob->instantiate ();
946 op->stats = op->contr->orig_stats; 949 ob->stats = ob->contr->orig_stats;
947 op->name = op->name_pl = name; 950 ob->name = ob->name_pl = name;
948 op->x = x; 951 ob->x = x;
949 op->y = y; 952 ob->y = y;
950 SET_ANIMATION (op, 2); /* So player faces south */ 953 SET_ANIMATION (ob, 2); /* So player faces south */
951 insert_ob_in_map (op, op->map, op, 0); 954 insert_ob_in_map (ob, ob->map, ob, 0);
952 assign (op->contr->title, op->arch->clone.name); 955 assign (ob->contr->title, ob->arch->clone.name);
953 op->add_statbonus (); 956 ob->add_statbonus ();
954 tmp_loop = allowed_class (op);
955 } 957 }
958 while (!allowed_class (ob));
956 959
957 update_object (op, UP_OBJ_FACE); 960 update_object (ob, UP_OBJ_FACE);
958 esrv_update_item (UPD_FACE, op, op); 961 esrv_update_item (UPD_FACE, ob, ob);
959 op->update_stats (); 962 ob->update_stats ();
960 op->stats.hp = op->stats.maxhp; 963 ob->stats.hp = ob->stats.maxhp;
961 op->stats.sp = op->stats.maxsp; 964 ob->stats.sp = ob->stats.maxsp;
962 op->stats.grace = 0; 965 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} 966}
970 967
971void 968void
972flee_player (object *op) 969flee_player (object *op)
973{ 970{
1020 /* Cornered, get rid of scared */ 1017 /* Cornered, get rid of scared */
1021 CLEAR_FLAG (op, FLAG_SCARED); 1018 CLEAR_FLAG (op, FLAG_SCARED);
1022 op->enemy = NULL; 1019 op->enemy = NULL;
1023} 1020}
1024 1021
1025
1026/* check_pick sees if there is stuff to be picked up/picks up stuff. 1022/* 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 1023 * It returns 1 if the player should keep on moving, 0 if he should
1028 * stop. 1024 * stop.
1029 */ 1025 */
1030int 1026int
1031check_pick (object *op) 1027check_pick (object *op)
1032{ 1028{
1470 * find_better_arrow to find a decent arrow to use. 1466 * find_better_arrow to find a decent arrow to use.
1471 * op = the shooter 1467 * op = the shooter
1472 * type = bow->race 1468 * type = bow->race
1473 * dir = fire direction 1469 * dir = fire direction
1474 */ 1470 */
1475
1476object * 1471object *
1477pick_arrow_target (object *op, const char *type, int dir) 1472pick_arrow_target (object *op, const char *type, int dir)
1478{ 1473{
1479 object *tmp = NULL; 1474 object *tmp = NULL;
1480 maptile *m; 1475 maptile *m;
1545 */ 1540 */
1546int 1541int
1547fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1542fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1548{ 1543{
1549 object *left, *bow; 1544 object *left, *bow;
1550 int bowspeed, mflags; 1545 int mflags;
1551 maptile *m; 1546 maptile *m;
1552 1547
1553 if (!dir) 1548 if (!dir)
1554 { 1549 {
1555 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1550 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1556 return 0; 1551 return 0;
1557 } 1552 }
1558 1553
1559 if (op->type == PLAYER) 1554 if (op->contr)
1560 bow = op->contr->ranges[range_bow]; 1555 bow = op->current_weapon;
1561 else 1556 else
1562 { 1557 {
1563 for (bow = op->inv; bow; bow = bow->below) 1558 for (bow = op->inv; bow; bow = bow->below)
1564 /* Don't check for applied - monsters don't apply bows - in that way, they 1559 /* 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. 1560 * don't need to switch back and forth between bows and weapons.
1570 if (!bow) 1565 if (!bow)
1571 { 1566 {
1572 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1567 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1573 return 0; 1568 return 0;
1574 } 1569 }
1570
1571 // optimisation: move object to top so we will find it quickly again
1572 if (bow->below)
1573 {
1574 bow->remove ();
1575 op->insert (bow);
1576 }
1577
1575 } 1578 }
1576 1579
1577 if (!bow->race || !bow->skill) 1580 if (!bow->race || !bow->skill)
1578 { 1581 {
1579 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1582 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1580 return 0; 1583 return 0;
1581 } 1584 }
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 1585
1592 if (arrow == NULL) 1586 if (arrow == NULL)
1593 { 1587 {
1594 if ((arrow = find_arrow (op, bow->race)) == NULL) 1588 if ((arrow = find_arrow (op, bow->race)) == NULL)
1595 { 1589 {
1596 if (op->type == PLAYER) 1590 if (op->type == PLAYER)
1597 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1591 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 */ 1592 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1599 else 1593 else
1600 CLEAR_FLAG (op, FLAG_READY_BOW); 1594 CLEAR_FLAG (op, FLAG_READY_BOW);
1595
1601 return 0; 1596 return 0;
1602 } 1597 }
1603 } 1598 }
1604 1599
1605 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1600 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1629 1624
1630 arrow->set_owner (op); 1625 arrow->set_owner (op);
1631 arrow->skill = bow->skill; 1626 arrow->skill = bow->skill;
1632 arrow->direction = dir; 1627 arrow->direction = dir;
1633 1628
1629 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1630 arrow->stats.hp = arrow->stats.dam;
1631 arrow->stats.grace = arrow->attacktype;
1632
1633 if (arrow->slaying)
1634 arrow->spellarg = strdup (arrow->slaying);
1635
1636#if 0
1637 if (player *pl = op->contr)
1638 {
1639 float speed = pl->weapon_sp;
1640
1641 /* penalize ROF for bestarrow */
1642 if (pl->bowtype == bow_bestarrow)
1643 speed *= .9f;
1644 else
1645 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1646
1647 op->speed_left += speed - op->speed;
1648 }
1649#endif
1650
1651 SET_ANIMATION (arrow, arrow->direction);
1652
1653 /* update the speed */
1654 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1655 + bow->stats.dam / 7.f;
1656
1657 arrow->set_speed (max (arrow->speed, 2.f));
1658 arrow->speed_left = 0;
1659
1660 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1661
1634 if (op->type == PLAYER) 1662 if (op->type == PLAYER)
1635 { 1663 {
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; 1664 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1665 wc -= dex_bonus[op->stats.Dex];
1666
1667 if (!arrow->slaying)
1668 arrow->slaying = op->slaying;
1669
1670 arrow->attacktype |= op->attacktype;
1667 } 1671 }
1668 else 1672 else
1669 { 1673 {
1670 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1671 arrow->level = op->level; 1674 arrow->level = op->level;
1672 } 1675 arrow->stats.wc -= bow->magic;
1673 1676
1674 if (arrow->attacktype == AT_PHYSICAL) 1677 if (!arrow->slaying)
1678 arrow->slaying = bow->slaying;
1679
1675 arrow->attacktype |= bow->attacktype; 1680 arrow->attacktype |= bow->attacktype;
1681 }
1676 1682
1677 if (bow->slaying) 1683 wc -= arrow->level;
1678 arrow->slaying = bow->slaying; 1684 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1679 1685
1686 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1680 arrow->move_type = MOVE_FLY_LOW; 1687 arrow->move_type = MOVE_FLY_LOW;
1681 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1682 1689
1683 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1690 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1684 m->insert (arrow, sx, sy, op); 1691 m->insert (arrow, sx, sy, op);
1709{ 1716{
1710 int ret = 0, wcmod = 0; 1717 int ret = 0, wcmod = 0;
1711 1718
1712 if (op->contr->bowtype == bow_bestarrow) 1719 if (op->contr->bowtype == bow_bestarrow)
1713 { 1720 {
1714 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1721 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1715 } 1722 }
1716 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1723 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1717 { 1724 {
1718 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1725 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1719 wcmod = -1; 1726 wcmod = -1;
1729 else if (op->contr->bowtype == bow_spreadshot) 1736 else if (op->contr->bowtype == bow_spreadshot)
1730 { 1737 {
1731 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1738 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); 1739 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); 1740 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1734
1735 } 1741 }
1736 else 1742 else
1737 { 1743 {
1738 /* Simple case */ 1744 /* Simple case */
1739 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1745 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1740 } 1746 }
1747
1741 return ret; 1748 return ret;
1742} 1749}
1743
1744 1750
1745/* Fires a misc (wand/rod/horn) object in 'dir'. 1751/* Fires a misc (wand/rod/horn) object in 'dir'.
1746 * Broken apart from 'fire' to keep it more readable. 1752 * Broken apart from 'fire' to keep it more readable.
1747 */ 1753 */
1748void 1754void
1749fire_misc_object (object *op, int dir) 1755fire_misc_object (object *op, int dir)
1750{ 1756{
1751 object *item; 1757 object *item = op->contr->ranged_ob;
1752 1758
1753 if (!op->contr->ranges[range_misc]) 1759 if (!item)
1754 { 1760 {
1755 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1761 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1756 return; 1762 return;
1757 } 1763 }
1758 1764
1759 item = op->contr->ranges[range_misc];
1760 if (!item->inv) 1765 if (!item->inv)
1761 { 1766 {
1762 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1767 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1763 return; 1768 return;
1764 } 1769 }
1770
1771 if (!op->change_weapon (item))
1772 return;
1773
1765 if (item->type == WAND) 1774 if (item->type == WAND)
1766 { 1775 {
1767 if (item->stats.food <= 0) 1776 if (item->stats.food <= 0)
1768 { 1777 {
1769 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1778 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)); 1779 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1780
1771 return; 1781 return;
1772 } 1782 }
1773 } 1783 }
1774 else if (item->type == ROD || item->type == HORN) 1784 else if (item->type == ROD || item->type == HORN)
1775 { 1785 {
1776 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1786 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1777 { 1787 {
1778 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1788 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1789
1779 if (item->type == ROD) 1790 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)); 1791 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1781 else 1792 else
1782 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1793 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1794
1783 return; 1795 return;
1784 } 1796 }
1785 } 1797 }
1786 1798
1787 if (cast_spell (op, item, dir, item->inv, NULL)) 1799 if (cast_spell (op, item, dir, item->inv, NULL))
1809 } 1821 }
1810} 1822}
1811 1823
1812/* Received a fire command for the player - go and do it. 1824/* Received a fire command for the player - go and do it.
1813 */ 1825 */
1814void 1826bool
1815fire (object *op, int dir) 1827fire (object *op, int dir)
1816{ 1828{
1817 int spellcost = 0; 1829 int spellcost = 0;
1818 1830
1819 /* check for loss of invisiblity/hide */ 1831 /* check for loss of invisiblity/hide */
1820 if (action_makes_visible (op)) 1832 if (action_makes_visible (op))
1821 make_visible (op); 1833 make_visible (op);
1822 1834
1823 switch (op->contr->shoottype) 1835 player *pl = op->contr;
1836
1837 if (pl->golem)
1838 {
1839 control_golem (op->contr->golem, dir);
1840 return false;
1824 { 1841 }
1825 case range_none:
1826 return;
1827 1842
1828 case range_bow: 1843 object *ob = pl->ranged_ob;
1844
1845 if (!ob)
1846 return false;
1847
1848 if (!op->change_weapon (ob))
1849 return false;
1850
1851 if (op->speed_left > 0.f)
1852 --op->speed_left;
1853 else
1854 return false;
1855
1856 switch (ob->type)
1857 {
1858 case BOW:
1829 player_fire_bow (op, dir); 1859 player_fire_bow (op, dir);
1830 return; 1860 break;
1831 1861
1832 case range_magic: /* Casting spells */ 1862 case SPELL:
1833 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1863 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1834 return; 1864 break;
1835 1865
1836 case range_misc: 1866 case BUILDER:
1867 apply_map_builder (op, dir);
1868 break;
1869
1870 case SKILL:
1871 do_skill (op, op, ob, dir, 0);
1872 break;
1873
1874 default:
1837 fire_misc_object (op, dir); 1875 fire_misc_object (op, dir);
1838 return; 1876 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 } 1877 }
1878
1879 return true;
1867} 1880}
1868 1881
1869/* find_key 1882/* find_key
1870 * We try to find a key for the door as passed. If we find a key 1883 * 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 1884 * and successfully use it, we return the key, otherwise NULL
1958 * 0 otherwise 1971 * 0 otherwise
1959 */ 1972 */
1960static int 1973static int
1961player_attack_door (object *op, object *door) 1974player_attack_door (object *op, object *door)
1962{ 1975{
1963 /* If its a door, try to find a use a key. If we do destroy the door, 1976 /* 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 - 1977 * might as well return immediately as there is nothing more to do -
1965 * otherwise, we fall through to the rest of the code. 1978 * otherwise, we fall through to the rest of the code.
1966 */ 1979 */
1967 object *key = find_key (op, op, door); 1980 object *key = find_key (op, op, door);
1968 1981
1969 /* IF we found a key, do some extra work */ 1982 /* If we found a key, do some extra work */
1970 if (key) 1983 if (key)
1971 { 1984 {
1972 object *container = key->env; 1985 object *container = key->env;
1973 1986
1974 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1987 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988
1975 if (action_makes_visible (op)) 1989 if (action_makes_visible (op))
1976 make_visible (op); 1990 make_visible (op);
1991
1977 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1992 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1978 spring_trap (door->inv, op); 1993 spring_trap (door->inv, op);
1979 1994
1980 if (door->type == DOOR) 1995 if (door->type == DOOR)
1981 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1996 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2007 * It should keep the code cleaner. 2022 * It should keep the code cleaner.
2008 * When this is called, the players direction has been updated 2023 * When this is called, the players direction has been updated
2009 * (taking into account confusion.) The player is also actually 2024 * (taking into account confusion.) The player is also actually
2010 * going to try and move (not fire weapons). 2025 * going to try and move (not fire weapons).
2011 */ 2026 */
2012void 2027bool
2013move_player_attack (object *op, int dir) 2028move_player_attack (object *op, int dir)
2014{ 2029{
2015 object *tmp, *mon;
2016 sint16 nx, ny;
2017 int on_battleground; 2030 int on_battleground;
2018 maptile *m;
2019 2031
2020 nx = freearr_x[dir] + op->x; 2032 sint16 nx = freearr_x[dir] + op->x;
2021 ny = freearr_y[dir] + op->y; 2033 sint16 ny = freearr_y[dir] + op->y;
2022 2034
2023 on_battleground = op_on_battleground (op, 0, 0); 2035 on_battleground = op_on_battleground (op, 0, 0);
2036
2037 if (out_of_map (op->map, nx, ny))
2038 return false;
2039
2040 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2041 {
2042 --op->speed_left;
2043 return true;
2044 }
2024 2045
2025 /* If braced, or can't move to the square, and it is not out of the 2046 /* 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 2047 * 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 2048 * 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 2049 * 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 2050 * 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 2051 * 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 2052 * quite a bit of processing. However, it probably is less than what
2032 * move_ob uses. 2053 * move_ob uses.
2033 */ 2054 */
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); 2055 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 2056
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 2057 /* 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. 2058 * 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 2059 * if its a door or barrel (can roll) see if there may be monsters
2052 * on the space 2060 * on the space
2053 */ 2061 */
2054 while (tmp) 2062 object *mon;
2055 { 2063 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2056 if (tmp == op) 2064 {
2057 { 2065 if ((mon->flag [FLAG_ALIVE]
2058 tmp = tmp->above; 2066 || mon->type == LOCKED_DOOR
2059 continue; 2067 || mon->flag [FLAG_CAN_ROLL])
2060 }
2061
2062 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2063 {
2064 mon = tmp; 2068 && mon != op)
2065 break; 2069 break;
2066 } 2070 }
2067 2071
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 */ 2072 if (!mon) /* This happens anytime the player tries to move */
2075 return; /* into a wall */ 2073 return false; /* into a wall */
2076 2074
2077 if (mon->head)
2078 mon = mon->head; 2075 mon = mon->head_ ();
2079 2076
2080 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2077 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2078 if (op->contr->weapon_sp_left > 0.f)
2081 if (player_attack_door (op, mon)) 2079 if (player_attack_door (op, mon))
2080 {
2081 --op->contr->weapon_sp_left;
2082 return; 2082 return true;
2083 }
2083 2084
2084 /* The following deals with possibly attacking peaceful 2085 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered 2086 * or friendly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the 2087 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that 2088 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently, 2089 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them. 2090 * and thus will not push them.
2090 */ 2091 */
2091 2092
2092 /* If the creature is a pet, push it even if the player is not 2093 /* 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 2094 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive. 2095 * player owns it and it is either friendly or unagressive.
2095 */ 2096 */
2096 if ((op->type == PLAYER) 2097 if (op->type == PLAYER
2097#if COZY_SERVER
2098 &&
2099 ((mon->owner && mon->owner->contr 2098 && ((mon->owner && mon->owner->contr
2100 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2099 && same_party (mon->owner->contr->party, op->contr->party))
2101#else
2102 && mon->owner == op 2100 || mon->owner == op)
2103#endif
2104 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2101 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2105 { 2102 {
2106 /* If we're braced, we don't want to switch places with it */ 2103 /* If we're braced, we don't want to switch places with it */
2107 if (op->contr->braced) 2104 if (op->contr->braced)
2108 return; 2105 return false;
2106
2107 if (op->speed_left > 0.f)
2108 {
2109 --op->speed_left;
2109 2110
2110 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2111 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2111 (void) push_ob (mon, dir, op); 2112 push_ob (mon, dir, op);
2113
2112 if (op->contr->tmp_invis || op->hide) 2114 if (op->contr->tmp_invis || op->hide)
2113 make_visible (op); 2115 make_visible (op);
2114 2116
2115 return; 2117 return true;
2116 } 2118 }
2119 else
2120 return false;
2121 }
2117 2122
2118 /* in certain circumstances, you shouldn't attack friendly 2123 /* in certain circumstances, you shouldn't attack friendly
2119 * creatures. Note that if you are braced, you can't push 2124 * creatures. Note that if you are braced, you can't push
2120 * someone, but put it inside this loop so that you won't 2125 * someone, but put it inside this loop so that you won't
2121 * attack them either. 2126 * attack them either.
2122 */ 2127 */
2123 if ((mon->type == PLAYER || mon->enemy != op) && 2128 if ((mon->type == PLAYER || mon->enemy != op)
2124 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2129 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2125#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful 2130 && ((op->contr->peaceful
2127 || (mon->type == PLAYER 2131 || (mon->type == PLAYER && mon->contr->peaceful))
2128 && mon->contr->
2129 peaceful)) &&
2130#else
2131 op->contr->peaceful &&
2132#endif
2133 !on_battleground)) 2132 && !on_battleground))
2133 {
2134 if (op->speed_left > 0.f)
2134 { 2135 {
2136 --op->speed_left;
2137
2135 if (!op->contr->braced) 2138 if (!op->contr->braced)
2136 { 2139 {
2137 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2138 push_ob (mon, dir, op); 2141 push_ob (mon, dir, op);
2139 } 2142 }
2140 else 2143 else
2141 new_draw_info (0, 0, op, "You withhold your attack"); 2144 new_draw_info (0, 0, op, "You withhold your attack");
2142 2145
2143 if (op->contr->tmp_invis || op->hide) 2146 if (op->contr->tmp_invis || op->hide)
2144 make_visible (op); 2147 make_visible (op);
2145 }
2146 2148
2149 return true;
2150 }
2151 }
2147 /* If the object is a boulder or other rollable object, then 2152 /* 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. 2153 * roll it if not braced. You can't roll it if you are braced.
2149 */ 2154 */
2150 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2155 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2156 {
2157 if (op->speed_left > 0.f)
2151 { 2158 {
2159 --op->speed_left;
2160
2152 recursive_roll (mon, dir, op); 2161 recursive_roll (mon, dir, op);
2153 if (action_makes_visible (op)) 2162 if (action_makes_visible (op))
2154 make_visible (op); 2163 make_visible (op);
2155 }
2156 2164
2165 return true;
2166 }
2167 }
2157 /* Any generic living creature. Including things like doors. 2168 /* Any generic living creature. Including things like doors.
2158 * Way it works is like this: First, it must have some hit points 2169 * 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: 2170 * 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 2171 * 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. 2172 * that party_number -1 is no party, so attacks can still happen.
2162 */ 2173 */
2163 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2174 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))) 2175 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2165 { 2176 {
2166 2177 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 { 2178 {
2174 op->speed_left += op->speed / op->contr->weapon_sp; 2179 --op->contr->weapon_sp_left;
2175
2176 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2177 }
2178 2180
2179 skill_attack (mon, op, 0, 0, 0); 2181 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 2182
2195 if (action_makes_visible (op)) 2183 if (action_makes_visible (op))
2196 make_visible (op); 2184 make_visible (op);
2197 }
2198 } /* if player should attack something */
2199}
2200 2185
2201int 2186 return true;
2187 }
2188 }
2189
2190 return false;
2191}
2192
2193bool
2202move_player (object *op, int dir) 2194move_player (object *op, int dir)
2203{ 2195{
2204 int pick; 2196 int pick;
2205 2197
2206 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2198 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2220 op->facing = dir; 2212 op->facing = dir;
2221 2213
2222 if (op->hide) 2214 if (op->hide)
2223 do_hidden_move (op); 2215 do_hidden_move (op);
2224 2216
2217 bool retval;
2218
2225 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2219 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2226 /*nop */ ; 2220 retval = RESULT_INT (0);
2227 else if (op->contr->fire_on) 2221 else if (op->contr->fire_on)
2228 fire (op, dir); 2222 retval = fire (op, dir);
2229 else 2223 else
2230 { 2224 {
2231 move_player_attack (op, dir); 2225 retval = move_player_attack (op, dir);
2232 pick = check_pick (op); 2226 pick = check_pick (op);
2233 } 2227 }
2234 2228
2235 /* Add special check for newcs players and fire on - this way, the 2229 /* Add special check for newcs players and fire on - this way, the
2236 * server can handle repeat firing. 2230 * server can handle repeat firing.
2243 /* Update how the player looks. Use the facing, so direction may 2237 /* Update how the player looks. Use the facing, so direction may
2244 * get reset to zero. This allows for full animation capabilities 2238 * get reset to zero. This allows for full animation capabilities
2245 * for players. 2239 * for players.
2246 */ 2240 */
2247 animate_object (op, op->facing); 2241 animate_object (op, op->facing);
2248 return 0; 2242
2243 return retval;
2249} 2244}
2250 2245
2251/* This is similar to handle_player, below, but is only used by the 2246/* This is similar to handle_player, below, but is only used by the
2252 * new client/server stuff. 2247 * new client/server stuff.
2253 * This is sort of special, in that the new client/server actually uses 2248 * This is sort of special, in that the new client/server actually uses
2254 * the new speed values for commands. 2249 * the new speed values for commands.
2255 * 2250 *
2256 * Returns true if there are more actions we can do. 2251 * Returns true if there are more actions we can do. Should not do
2252 * many actions in a row, as that would be too unfair to other
2253 * players.
2257 */ 2254 */
2258int 2255bool
2259handle_newcs_player (object *op) 2256handle_newcs_player (object *op)
2260{ 2257{
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)) 2258 if (QUERY_FLAG (op, FLAG_SCARED))
2282 { 2259 {
2283 flee_player (op); 2260 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 { 2261 {
2287 op->speed_left--; 2262 --op->speed_left;
2263 flee_player (op);
2264
2288 return 0; 2265 return true;
2289 } 2266 }
2267 else
2268 return false;
2290 } 2269 }
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 2270
2300 /* call this here - we also will call this in do_ericserver, but 2271 /* call this here - we also will call this in do_ericserver, but
2301 * the players time has been increased when doericserver has been 2272 * the players time has been increased when doericserver has been
2302 * called, so we recheck it here. 2273 * called, so we recheck it here.
2303 */ 2274 */
2304 if (op->contr->ns->handle_command ()) 2275 if (op->contr->ns->handle_command ())
2305 return 1; 2276 return true;
2306 2277
2307 if (op->speed_left > 0)
2308 {
2309 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2278 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); 2279 return move_player (op, op->direction);
2319 2280
2320 return op->speed_left > 0;
2321 }
2322 }
2323
2324 return 0; 2281 return false;
2325} 2282}
2326 2283
2327int 2284int
2328save_life (object *op) 2285save_life (object *op)
2329{ 2286{
2439 int rate_grace = 2000; 2396 int rate_grace = 2000;
2440 const int max_hp = 1; 2397 const int max_hp = 1;
2441 const int max_sp = 1; 2398 const int max_sp = 1;
2442 const int max_grace = 1; 2399 const int max_grace = 1;
2443 2400
2444 if (op->contr->outputs_sync) 2401 if (op->contr->hidden)
2402 {
2403 op->invisible = 1000;
2404 /* the socket code flashes the player visible/invisible
2405 * depending on the value of invisible, so we need to
2406 * alternate it here for it to work correctly.
2407 */
2408 if (pticks & 2)
2409 op->invisible--;
2445 { 2410 }
2446 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2411 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) 2412 {
2448 flush_output_element (op, &op->contr->outputs[i]); 2413 if (!op->invisible--)
2414 {
2415 make_visible (op);
2416 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2417 }
2449 } 2418 }
2450 2419
2451 if (op->contr->ns->state == ST_PLAYING) 2420 if (op->contr->ns->state == ST_PLAYING)
2452 { 2421 {
2453 /* these next three if clauses make it possible to SLOW DOWN 2422 /* these next three if clauses make it possible to SLOW DOWN
2475 gen_grace = op->stats.maxgrace; 2444 gen_grace = op->stats.maxgrace;
2476 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2445 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2477 } 2446 }
2478 2447
2479 /* Regenerate Spell Points */ 2448 /* Regenerate Spell Points */
2480 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2449 if (!op->contr->golem && --op->last_sp < 0)
2481 { 2450 {
2482 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2451 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) 2452 if (op->stats.sp < op->stats.maxsp)
2484 { 2453 {
2485 op->stats.sp++; 2454 op->stats.sp++;
2583 } 2552 }
2584 2553
2585 /* Digestion */ 2554 /* Digestion */
2586 if (--op->last_eat < 0) 2555 if (--op->last_eat < 0)
2587 { 2556 {
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; 2557 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2593#endif
2594 2558
2595 if (op->contr->gen_hp > 0) 2559 if (op->contr->gen_hp > 0)
2596 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2560 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2597 else 2561 else
2598 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2562 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2910 op->stats.hp = op->stats.maxhp; 2874 op->stats.hp = op->stats.maxhp;
2911 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2875 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2912 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2876 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2913 2877
2914 /* 2878 /*
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 2879 * Check to see if the player has any unpaid items. If so, remove them
2917 * in the map. 2880 * and put them back in the map.
2918 */ 2881 */
2919
2920 if (is_in_shop (op))
2921 remove_unpaid_objects (op->inv, op); 2882 remove_unpaid_objects (op->inv, op);
2922 2883
2923 /****************************************/ 2884 /****************************************/
2924 /* */ 2885 /* */
2925 /* Move player to his current respawn- */ 2886 /* Move player to his current respawn- */
2926 /* position (usually last savebed) */ 2887 /* position (usually last savebed) */
2946 object *force; 2907 object *force;
2947 int at; 2908 int at;
2948 2909
2949 force = get_archetype (FORCE_NAME); 2910 force = get_archetype (FORCE_NAME);
2950 /* 50 ticks should be enough time for the spell to abate */ 2911 /* 50 ticks should be enough time for the spell to abate */
2951 force->speed = 0.1; 2912 force->speed = 0.1f;
2952 force->speed_left = -5.0; 2913 force->speed_left = -5.f;
2953 SET_FLAG (force, FLAG_APPLIED); 2914 SET_FLAG (force, FLAG_APPLIED);
2954 for (at = 0; at < NROFATTACKS; at++) 2915 for (at = 0; at < NROFATTACKS; at++)
2955 if (will_kill_again & (1 << at)) 2916 if (will_kill_again & (1 << at))
2956 force->resist[at] = 100; 2917 force->resist[at] = 100;
2957 2918
3071 if (op->type == PLAYER) 3032 if (op->type == PLAYER)
3072 { 3033 {
3073 op->contr->tmp_invis = 0; 3034 op->contr->tmp_invis = 0;
3074 op->contr->invis_race = 0; 3035 op->contr->invis_race = 0;
3075 } 3036 }
3037
3076 update_object (op, UP_OBJ_FACE); 3038 update_object (op, UP_OBJ_CHANGE);
3077} 3039}
3078 3040
3079int 3041int
3080is_true_undead (object *op) 3042is_true_undead (object *op)
3081{ 3043{
3131/* For Hidden creatures - a chance of becoming 'unhidden' 3093/* For Hidden creatures - a chance of becoming 'unhidden'
3132 * every time they move - as we subtract off 'invisibility' 3094 * every time they move - as we subtract off 'invisibility'
3133 * AND, for players, if they move into a ridiculously unhideable 3095 * AND, for players, if they move into a ridiculously unhideable
3134 * spot (surrounded by clear terrain in broad daylight). -b.t. 3096 * spot (surrounded by clear terrain in broad daylight). -b.t.
3135 */ 3097 */
3136
3137void 3098void
3138do_hidden_move (object *op) 3099do_hidden_move (object *op)
3139{ 3100{
3140 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3101 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3141 object *skop; 3102 object *skop;
3374 char buf[MAX_BUF]; /* tmp. string buffer */ 3335 char buf[MAX_BUF]; /* tmp. string buffer */
3375 int i = 0, j = 0; 3336 int i = 0, j = 0;
3376 3337
3377 /* get the appropriate treasurelist */ 3338 /* get the appropriate treasurelist */
3378 if (atnr == ATNR_FIRE) 3339 if (atnr == ATNR_FIRE)
3379 trlist = find_treasurelist ("dragon_ability_fire"); 3340 trlist = treasurelist::find ("dragon_ability_fire");
3380 else if (atnr == ATNR_COLD) 3341 else if (atnr == ATNR_COLD)
3381 trlist = find_treasurelist ("dragon_ability_cold"); 3342 trlist = treasurelist::find ("dragon_ability_cold");
3382 else if (atnr == ATNR_ELECTRICITY) 3343 else if (atnr == ATNR_ELECTRICITY)
3383 trlist = find_treasurelist ("dragon_ability_elec"); 3344 trlist = treasurelist::find ("dragon_ability_elec");
3384 else if (atnr == ATNR_POISON) 3345 else if (atnr == ATNR_POISON)
3385 trlist = find_treasurelist ("dragon_ability_poison"); 3346 trlist = treasurelist::find ("dragon_ability_poison");
3386 3347
3387 if (trlist == NULL || who->type != PLAYER) 3348 if (trlist == NULL || who->type != PLAYER)
3388 return; 3349 return;
3389 3350
3390 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3351 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3522 * not readied. 3483 * not readied.
3523 */ 3484 */
3524void 3485void
3525player_unready_range_ob (player *pl, object *ob) 3486player_unready_range_ob (player *pl, object *ob)
3526{ 3487{
3527 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3488 if (pl->ob->current_weapon == ob)
3489 pl->ob->current_weapon = 0;
3490
3491 if (pl->combat_ob == ob)
3492 pl->combat_ob = 0;
3493
3528 if (pl->ranges[i] == ob) 3494 if (pl->ranged_ob == ob)
3529 {
3530 pl->ranges[i] = 0; 3495 pl->ranged_ob = 0;
3531 if (pl->shoottype == i)
3532 pl->shoottype = range_none;
3533 }
3534} 3496}
3535 3497
3536sint8 3498sint8
3537player::visibility_at (maptile *map, int x, int y) const 3499player::visibility_at (maptile *map, int x, int y) const
3538{ 3500{

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