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Comparing deliantra/server/server/player.C (file contents):
Revision 1.110 by root, Mon Apr 16 06:23:43 2007 UTC vs.
Revision 1.134 by root, Sun May 13 08:43:12 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>
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 for (object *op = ob->inv; op; op = op->below)
264 if (op->flag [FLAG_APPLIED])
265 switch (op->type)
266 {
267 case WAND:
268 case ROD:
269 case HORN:
270 case BOW:
271 case SKILL:
272 case SKILL_TOOL:
273 case WEAPON:
274 apply_special (ob, op, AP_UNAPPLY);
275 apply_special (ob, op, AP_APPLY);
276 break;
277 }
278
265 ob->update_stats (); 279 ob->update_stats ();
266 ns->floorbox_update (); 280 ns->floorbox_update ();
267 281
268 esrv_send_inventory (ob, ob); 282 esrv_send_inventory (ob, ob);
269 esrv_add_spells (this, 0); 283 esrv_add_spells (this, 0);
288 302
289 INVOKE_PLAYER (DISCONNECT, this); 303 INVOKE_PLAYER (DISCONNECT, this);
290 304
291 ns->reset_stats (); 305 ns->reset_stats ();
292 ns->pl = 0; 306 ns->pl = 0;
293 this->ns = 0; 307 ns = 0;
294 } 308 }
295 309
296 if (ob) 310 if (ob)
297 ob->close_container (); //TODO: client-specific 311 ob->close_container (); //TODO: client-specific
298 312
305player::set_object (object *op) 319player::set_object (object *op)
306{ 320{
307 ob = op; 321 ob = op;
308 ob->contr = this; /* this aren't yet in archetype */ 322 ob->contr = this; /* this aren't yet in archetype */
309 323
310 ob->speed_left = 0.5; 324 ob->speed_left = 0.5f;
311 ob->speed = 1.0; 325 ob->speed = 1.0f;
312 ob->direction = 5; /* So player faces south */ 326 ob->direction = 5; /* So player faces south */
313} 327}
314 328
315player::player () 329player::player ()
316{ 330{
317 /* There are some elements we want initialised to non zero value - 331 /* There are some elements we want initialised to non zero value -
318 * we deal with that below this point. 332 * we deal with that below this point.
319 */ 333 */
320 outputs_sync = 6; /* Every 2 seconds */ 334 outputs_sync = 4;
321 outputs_count = 10; /* Keeps present behaviour */ 335 outputs_count = 4;
322 unapply = unapply_nochoice; 336 unapply = unapply_nochoice;
323 337
324 savebed_map = first_map_path; /* Init. respawn position */ 338 savebed_map = first_map_path; /* Init. respawn position */
325 339
326 gen_sp_armour = 10; 340 gen_sp_armour = 10;
327 shoottype = range_none;
328 bowtype = bow_normal; 341 bowtype = bow_normal;
329 petmode = pet_normal; 342 petmode = pet_normal;
330 listening = 10; 343 listening = 10;
331 usekeys = containers; 344 usekeys = containers;
332 peaceful = 1; /* default peaceful */ 345 peaceful = 1; /* default peaceful */
771} 784}
772 785
773void 786void
774object::roll_stats () 787object::roll_stats ()
775{ 788{
776 int statsort [7]; 789 int statsort [NUM_STATS];
777 790
778 for (;;) 791 for (;;)
779 { 792 {
780 int sum = 0; 793 int sum = 0;
781 for (int i = 7; i--; ) 794 for (int i = NUM_STATS; i--; )
782 sum += statsort [i] = roll_stat (); 795 sum += statsort [i] = roll_stat ();
783 796
784 if (sum >= 82 && sum <= 116) 797 if (sum >= 82 && sum <= 116)
785 break; 798 break;
786 } 799 }
787 800
788 // Sort the stats so that rerolling is easier... 801 // Sort the stats so that rerolling is easier...
789 std::sort (statsort, statsort + 7, std::greater<int>()); 802 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
790 803
804 for (int i = 0; i < NUM_STATS; ++i)
791 stats.Str = statsort[0]; 805 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];
798 806
799 stats.exp = 0; 807 stats.exp = 0;
800 stats.ac = 0; 808 stats.ac = 0;
801 809
802 stats.hp = stats.maxhp; 810 stats.hp = stats.maxhp;
814} 822}
815 823
816void 824void
817object::swap_stats (int a, int b) 825object::swap_stats (int a, int b)
818{ 826{
819 int tmp = get_attr_value (&contr->orig_stats, a); 827 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);
822 828
829 for (int i = 0; i < NUM_STATS; ++i)
823 stats.Str = contr->orig_stats.Str; 830 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;
830 831
831 //TODO: the following code looks so borked and should, at the very least, 832 //TODO: the following code looks so borked and should, at the very least,
832 // be merged with the similar code in roll_stats 833 // be merged with the similar code in roll_stats
833 stats.ac = 0; 834 stats.ac = 0;
834 835
865 * appropriate action with it (change race, or other things). 866 * appropriate action with it (change race, or other things).
866 * The function name is for historical reasons - now we have 867 * The function name is for historical reasons - now we have
867 * separate race and class; this actually changes the RACE, 868 * separate race and class; this actually changes the RACE,
868 * not the class. 869 * not the class.
869 */ 870 */
870int 871void
871key_change_class (object *op, char key) 872player::chargen_race_done ()
872{ 873{
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 */ 874 /* this must before then initial items are given */
880 esrv_new_player (op->contr, op->weight + op->carrying); 875 esrv_new_player (ob->contr, ob->weight + ob->carrying);
881 876
882 treasurelist *tl = treasurelist::find ("starting_wealth"); 877 treasurelist *tl = treasurelist::find ("starting_wealth");
883 if (tl) 878 if (tl)
884 create_treasure (tl, op, 0, 0, 0); 879 create_treasure (tl, ob, 0, 0, 0);
885 880
886 INVOKE_PLAYER (BIRTH, op->contr); 881 INVOKE_PLAYER (BIRTH, ob->contr);
887 INVOKE_PLAYER (LOGIN, op->contr); 882 INVOKE_PLAYER (LOGIN, ob->contr);
888 883
889 op->contr->ns->state = ST_PLAYING; 884 ob->contr->ns->state = ST_PLAYING;
890 885
891 if (op->msg) 886 if (ob->msg)
892 op->msg = NULL; 887 ob->msg = 0;
893 888
894 /* We create this now because some of the unique maps will need it 889 /* We create this now because some of the unique maps will need it
895 * to save here. 890 * to save here.
896 */ 891 */
892 {
893 char buf[MAX_BUF];
897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
898 make_path_to_file (buf); 895 make_path_to_file (buf);
896 }
899 897
900 start_info (op); 898 start_info (ob);
901 CLEAR_FLAG (op, FLAG_WIZ); 899 CLEAR_FLAG (ob, FLAG_WIZ);
902 give_initial_items (op, op->randomitems); 900 give_initial_items (ob, ob->randomitems);
903 link_player_skills (op); 901 link_player_skills (ob);
904 esrv_send_inventory (op, op); 902 esrv_send_inventory (ob, ob);
905 op->update_stats (); 903 ob->update_stats ();
906 904
907 /* This moves the player to a different start map, if there 905 /* This moves the player to a different start map, if there
908 * is one for this race 906 * is one for this race
909 */ 907 */
910 if (*first_map_ext_path) 908 if (*first_map_ext_path)
911 { 909 {
912 object *tmp; 910 object *tmp;
913 char mapname[MAX_BUF]; 911 char mapname[MAX_BUF];
914 912
915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); 913 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
916 tmp = object::create (); 914 tmp = object::create ();
917 EXIT_PATH (tmp) = mapname; 915 EXIT_PATH (tmp) = mapname;
918 EXIT_X (tmp) = op->x; 916 EXIT_X (tmp) = ob->x;
919 EXIT_Y (tmp) = op->y; 917 EXIT_Y (tmp) = ob->y;
920 op->enter_exit (tmp); /* we don't really care if it succeeded; 918 ob->enter_exit (tmp); /* we don't really care if it succeeded;
921 * if the map isn't there, then stay on the 919 * if the map isn't there, then stay on the
922 * default initial map */ 920 * default initial map */
923 tmp->destroy (); 921 tmp->destroy ();
924 } 922 }
925 else 923 else
926 LOG (llevDebug, "first_map_ext_path not set\n"); 924 LOG (llevDebug, "first_map_ext_path not set\n");
925}
927 926
928 return 0; 927void
929 } 928player::chargen_race_next ()
930 929{
931 /* Following actually changes the race - this is the default command 930 /* Following actually changes the race - this is the default command
932 * if we don't match with one of the options above. 931 * if we don't match with one of the options above.
933 */ 932 */
934 933
935 tmp_loop = 0; 934 do
936 while (!tmp_loop)
937 { 935 {
938 shstr name = op->name; 936 shstr name = ob->name;
939 int x = op->x, y = op->y; 937 int x = ob->x, y = ob->y;
940 938
941 op->remove_statbonus (); 939 ob->remove_statbonus ();
942 op->remove (); 940 ob->remove ();
943 op->arch = get_player_archetype (op->arch); 941 ob->arch = get_player_archetype (ob->arch);
944 op->arch->clone.copy_to (op); 942 ob->arch->clone.copy_to (ob);
945 op->instantiate (); 943 ob->instantiate ();
946 op->stats = op->contr->orig_stats; 944 ob->stats = ob->contr->orig_stats;
947 op->name = op->name_pl = name; 945 ob->name = ob->name_pl = name;
948 op->x = x; 946 ob->x = x;
949 op->y = y; 947 ob->y = y;
950 SET_ANIMATION (op, 2); /* So player faces south */ 948 SET_ANIMATION (ob, 2); /* So player faces south */
951 insert_ob_in_map (op, op->map, op, 0); 949 insert_ob_in_map (ob, ob->map, ob, 0);
952 assign (op->contr->title, op->arch->clone.name); 950 assign (ob->contr->title, ob->arch->clone.name);
953 op->add_statbonus (); 951 ob->add_statbonus ();
954 tmp_loop = allowed_class (op);
955 } 952 }
953 while (!allowed_class (ob));
956 954
957 update_object (op, UP_OBJ_FACE); 955 update_object (ob, UP_OBJ_FACE);
958 esrv_update_item (UPD_FACE, op, op); 956 esrv_update_item (UPD_FACE, ob, ob);
959 op->update_stats (); 957 ob->update_stats ();
960 op->stats.hp = op->stats.maxhp; 958 ob->stats.hp = ob->stats.maxhp;
961 op->stats.sp = op->stats.maxsp; 959 ob->stats.sp = ob->stats.maxsp;
962 op->stats.grace = 0; 960 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} 961}
970 962
971void 963void
972flee_player (object *op) 964flee_player (object *op)
973{ 965{
1020 /* Cornered, get rid of scared */ 1012 /* Cornered, get rid of scared */
1021 CLEAR_FLAG (op, FLAG_SCARED); 1013 CLEAR_FLAG (op, FLAG_SCARED);
1022 op->enemy = NULL; 1014 op->enemy = NULL;
1023} 1015}
1024 1016
1025
1026/* check_pick sees if there is stuff to be picked up/picks up stuff. 1017/* 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 1018 * It returns 1 if the player should keep on moving, 0 if he should
1028 * stop. 1019 * stop.
1029 */ 1020 */
1030int 1021int
1031check_pick (object *op) 1022check_pick (object *op)
1032{ 1023{
1470 * find_better_arrow to find a decent arrow to use. 1461 * find_better_arrow to find a decent arrow to use.
1471 * op = the shooter 1462 * op = the shooter
1472 * type = bow->race 1463 * type = bow->race
1473 * dir = fire direction 1464 * dir = fire direction
1474 */ 1465 */
1475
1476object * 1466object *
1477pick_arrow_target (object *op, const char *type, int dir) 1467pick_arrow_target (object *op, const char *type, int dir)
1478{ 1468{
1479 object *tmp = NULL; 1469 object *tmp = NULL;
1480 maptile *m; 1470 maptile *m;
1545 */ 1535 */
1546int 1536int
1547fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1537fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1548{ 1538{
1549 object *left, *bow; 1539 object *left, *bow;
1550 int bowspeed, mflags; 1540 int mflags;
1551 maptile *m; 1541 maptile *m;
1552 1542
1553 if (!dir) 1543 if (!dir)
1554 { 1544 {
1555 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1545 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1556 return 0; 1546 return 0;
1557 } 1547 }
1558 1548
1559 if (op->type == PLAYER) 1549 if (player *pl = op->contr)
1560 bow = op->contr->ranges[range_bow]; 1550 {
1551 bow = pl->ranged_ob;
1552 if (!op->change_weapon (bow))
1553 return 0;
1554 }
1561 else 1555 else
1562 { 1556 {
1563 for (bow = op->inv; bow; bow = bow->below) 1557 for (bow = op->inv; bow; bow = bow->below)
1564 /* Don't check for applied - monsters don't apply bows - in that way, they 1558 /* 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. 1559 * don't need to switch back and forth between bows and weapons.
1570 if (!bow) 1564 if (!bow)
1571 { 1565 {
1572 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1573 return 0; 1567 return 0;
1574 } 1568 }
1569
1570 // optimisation: move object to top so we will find it quickly again
1571 if (bow->below)
1572 {
1573 bow->remove ();
1574 op->insert (bow);
1575 }
1576
1575 } 1577 }
1576 1578
1577 if (!bow->race || !bow->skill) 1579 if (!bow->race || !bow->skill)
1578 { 1580 {
1579 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1581 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1580 return 0; 1582 return 0;
1581 } 1583 }
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 1584
1592 if (arrow == NULL) 1585 if (arrow == NULL)
1593 { 1586 {
1594 if ((arrow = find_arrow (op, bow->race)) == NULL) 1587 if ((arrow = find_arrow (op, bow->race)) == NULL)
1595 { 1588 {
1596 if (op->type == PLAYER) 1589 if (op->type == PLAYER)
1597 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1590 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 */ 1591 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1599 else 1592 else
1600 CLEAR_FLAG (op, FLAG_READY_BOW); 1593 CLEAR_FLAG (op, FLAG_READY_BOW);
1594
1601 return 0; 1595 return 0;
1602 } 1596 }
1603 } 1597 }
1604 1598
1605 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1599 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1629 1623
1630 arrow->set_owner (op); 1624 arrow->set_owner (op);
1631 arrow->skill = bow->skill; 1625 arrow->skill = bow->skill;
1632 arrow->direction = dir; 1626 arrow->direction = dir;
1633 1627
1628 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1629 arrow->stats.hp = arrow->stats.dam;
1630 arrow->stats.grace = arrow->attacktype;
1631
1632 if (arrow->slaying)
1633 arrow->spellarg = strdup (arrow->slaying);
1634
1635 if (player *pl = op->contr)
1636 {
1637 {
1638 pl->has_hit = 1;
1639 pl->ob->speed_left += pl->weapon_sp - pl->ob->speed;
1640 }
1641#if 0
1642 float speed = pl->weapon_sp;
1643
1644 /* penalize ROF for bestarrow */
1645 if (pl->bowtype == bow_bestarrow)
1646 speed *= .9f;
1647 else
1648 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1649
1650 op->speed_left += speed - op->speed;
1651#endif
1652 }
1653
1654 SET_ANIMATION (arrow, arrow->direction);
1655
1656 /* update the speed */
1657 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1658 + bow->stats.dam / 7.0;
1659
1660 arrow->set_speed (max (arrow->speed, 2.0));
1661 arrow->speed_left = 0;
1662
1663 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1664
1634 if (op->type == PLAYER) 1665 if (op->type == PLAYER)
1635 { 1666 {
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; 1667 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1668 wc -= dex_bonus[op->stats.Dex];
1669
1670 if (!arrow->slaying)
1671 arrow->slaying = op->slaying;
1672
1673 arrow->attacktype |= op->attacktype;
1667 } 1674 }
1668 else 1675 else
1669 { 1676 {
1670 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1671 arrow->level = op->level; 1677 arrow->level = op->level;
1672 } 1678 arrow->stats.wc -= bow->magic;
1673 1679
1674 if (arrow->attacktype == AT_PHYSICAL) 1680 if (!arrow->slaying)
1681 arrow->slaying = bow->slaying;
1682
1675 arrow->attacktype |= bow->attacktype; 1683 arrow->attacktype |= bow->attacktype;
1684 }
1676 1685
1677 if (bow->slaying) 1686 wc -= arrow->level;
1678 arrow->slaying = bow->slaying; 1687 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1679 1688
1689 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1680 arrow->move_type = MOVE_FLY_LOW; 1690 arrow->move_type = MOVE_FLY_LOW;
1681 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1691 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1682 1692
1683 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1693 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1684 m->insert (arrow, sx, sy, op); 1694 m->insert (arrow, sx, sy, op);
1709{ 1719{
1710 int ret = 0, wcmod = 0; 1720 int ret = 0, wcmod = 0;
1711 1721
1712 if (op->contr->bowtype == bow_bestarrow) 1722 if (op->contr->bowtype == bow_bestarrow)
1713 { 1723 {
1714 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1724 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1715 } 1725 }
1716 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1726 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1717 { 1727 {
1718 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1728 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1719 wcmod = -1; 1729 wcmod = -1;
1729 else if (op->contr->bowtype == bow_spreadshot) 1739 else if (op->contr->bowtype == bow_spreadshot)
1730 { 1740 {
1731 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1741 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); 1742 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); 1743 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1734
1735 } 1744 }
1736 else 1745 else
1737 { 1746 {
1738 /* Simple case */ 1747 /* Simple case */
1739 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1748 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1740 } 1749 }
1750
1741 return ret; 1751 return ret;
1742} 1752}
1743 1753
1744 1754
1745/* Fires a misc (wand/rod/horn) object in 'dir'. 1755/* Fires a misc (wand/rod/horn) object in 'dir'.
1746 * Broken apart from 'fire' to keep it more readable. 1756 * Broken apart from 'fire' to keep it more readable.
1747 */ 1757 */
1748void 1758void
1749fire_misc_object (object *op, int dir) 1759fire_misc_object (object *op, int dir)
1750{ 1760{
1751 object *item; 1761 object *item = op->contr->ranged_ob;
1752 1762
1753 if (!op->contr->ranges[range_misc]) 1763 if (!item)
1754 { 1764 {
1755 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1765 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1756 return; 1766 return;
1757 } 1767 }
1758 1768
1759 item = op->contr->ranges[range_misc];
1760 if (!item->inv) 1769 if (!item->inv)
1761 { 1770 {
1762 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1771 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1763 return; 1772 return;
1764 } 1773 }
1774
1775 if (!op->change_weapon (item))
1776 return;
1777
1765 if (item->type == WAND) 1778 if (item->type == WAND)
1766 { 1779 {
1767 if (item->stats.food <= 0) 1780 if (item->stats.food <= 0)
1768 { 1781 {
1769 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1782 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)); 1783 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1784
1771 return; 1785 return;
1772 } 1786 }
1773 } 1787 }
1774 else if (item->type == ROD || item->type == HORN) 1788 else if (item->type == ROD || item->type == HORN)
1775 { 1789 {
1776 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1790 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1777 { 1791 {
1778 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1792 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1793
1779 if (item->type == ROD) 1794 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)); 1795 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1781 else 1796 else
1782 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1797 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1798
1783 return; 1799 return;
1784 } 1800 }
1785 } 1801 }
1786 1802
1787 if (cast_spell (op, item, dir, item->inv, NULL)) 1803 if (cast_spell (op, item, dir, item->inv, NULL))
1818 1834
1819 /* check for loss of invisiblity/hide */ 1835 /* check for loss of invisiblity/hide */
1820 if (action_makes_visible (op)) 1836 if (action_makes_visible (op))
1821 make_visible (op); 1837 make_visible (op);
1822 1838
1823 switch (op->contr->shoottype) 1839 player *pl = op->contr;
1840
1841 if (pl->golem)
1824 { 1842 {
1825 case range_none: 1843 control_golem (op->contr->golem, dir);
1826 return; 1844 return;
1845 }
1827 1846
1828 case range_bow: 1847 object *ob = pl->ranged_ob;
1848
1849 if (!ob)
1850 return;
1851
1852 switch (ob->type)
1853 {
1854 case BOW:
1829 player_fire_bow (op, dir); 1855 player_fire_bow (op, dir);
1830 return; 1856 break;
1831 1857
1832 case range_magic: /* Casting spells */ 1858 case SPELL:
1833 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1859 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1834 return; 1860 break;
1835 1861
1836 case range_misc: 1862 case BUILDER:
1863 apply_map_builder (op, dir);
1864 break;
1865
1866 case SKILL:
1867 case SKILL_TOOL:
1868 do_skill (op, op, ob, dir, 0);
1869 break;
1870
1871 default:
1837 fire_misc_object (op, dir); 1872 fire_misc_object (op, dir);
1838 return; 1873 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 } 1874 }
1867} 1875}
1868 1876
1869/* find_key 1877/* find_key
1870 * We try to find a key for the door as passed. If we find a key 1878 * We try to find a key for the door as passed. If we find a key
1970 if (key) 1978 if (key)
1971 { 1979 {
1972 object *container = key->env; 1980 object *container = key->env;
1973 1981
1974 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1982 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1983
1975 if (action_makes_visible (op)) 1984 if (action_makes_visible (op))
1976 make_visible (op); 1985 make_visible (op);
1986
1977 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1987 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1978 spring_trap (door->inv, op); 1988 spring_trap (door->inv, op);
1979 1989
1980 if (door->type == DOOR) 1990 if (door->type == DOOR)
1981 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1991 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2011 */ 2021 */
2012void 2022void
2013move_player_attack (object *op, int dir) 2023move_player_attack (object *op, int dir)
2014{ 2024{
2015 object *tmp, *mon; 2025 object *tmp, *mon;
2016 sint16 nx, ny;
2017 int on_battleground; 2026 int on_battleground;
2018 maptile *m; 2027 maptile *m;
2019 2028
2020 nx = freearr_x[dir] + op->x; 2029 sint16 nx = freearr_x[dir] + op->x;
2021 ny = freearr_y[dir] + op->y; 2030 sint16 ny = freearr_y[dir] + op->y;
2022 2031
2023 on_battleground = op_on_battleground (op, 0, 0); 2032 on_battleground = op_on_battleground (op, 0, 0);
2024 2033
2025 /* If braced, or can't move to the square, and it is not out of the 2034 /* 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 2035 * map, attack it. Note order of if statement is important - don't
2106 /* If we're braced, we don't want to switch places with it */ 2115 /* If we're braced, we don't want to switch places with it */
2107 if (op->contr->braced) 2116 if (op->contr->braced)
2108 return; 2117 return;
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);
2112 if (op->contr->tmp_invis || op->hide) 2121 if (op->contr->tmp_invis || op->hide)
2113 make_visible (op); 2122 make_visible (op);
2114 2123
2115 return; 2124 return;
2116 } 2125 }
2161 * that party_number -1 is no party, so attacks can still happen. 2170 * that party_number -1 is no party, so attacks can still happen.
2162 */ 2171 */
2163 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2172 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))) 2173 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2165 { 2174 {
2166
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) 2175 op->contr->has_hit = 1;
2173 {
2174 op->speed_left += op->speed / op->contr->weapon_sp; 2176 op->speed_left += op->contr->weapon_sp - op->speed;
2175
2176 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2177 }
2178 2177
2179 skill_attack (mon, op, 0, 0, 0); 2178 skill_attack (mon, op, 0, 0, 0);
2180 2179
2181 /* If attacking another player, that player gets automatic 2180 /* If attacking another player, that player gets automatic
2182 * hitback, and doesn't loose luck either. 2181 * hitback, and doesn't loose luck either.
2259handle_newcs_player (object *op) 2258handle_newcs_player (object *op)
2260{ 2259{
2261 if (QUERY_FLAG (op, FLAG_SCARED)) 2260 if (QUERY_FLAG (op, FLAG_SCARED))
2262 { 2261 {
2263 flee_player (op); 2262 flee_player (op);
2263
2264 /* If player is still scared, that is his action for this tick */ 2264 /* If player is still scared, that is his action for this tick */
2265 if (QUERY_FLAG (op, FLAG_SCARED)) 2265 if (op->flag [FLAG_SCARED])
2266 { 2266 {
2267 op->speed_left--; 2267 --op->speed_left;
2268 return 0; 2268 return 0;
2269 } 2269 }
2270 } 2270 }
2271
2272 /* I've been seeing crashes where the golem has been destroyed, but
2273 * the player object still points to the defunct golem. The code that
2274 * destroys the golem looks correct, and it doesn't always happen, so
2275 * put this in a a workaround to clean up the golem pointer.
2276 */
2277 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2278 op->contr->ranges[range_golem] = 0;
2279 2271
2280 /* call this here - we also will call this in do_ericserver, but 2272 /* call this here - we also will call this in do_ericserver, but
2281 * the players time has been increased when doericserver has been 2273 * the players time has been increased when doericserver has been
2282 * called, so we recheck it here. 2274 * called, so we recheck it here.
2283 */ 2275 */
2284 if (op->contr->ns->handle_command ()) 2276 if (op->contr->ns->handle_command ())
2285 return 1; 2277 return 1;
2286 2278
2287 if (op->speed_left > 0) 2279 if (op->speed_left > 0.f)
2288 { 2280 {
2289 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2281 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2290 { 2282 {
2291 /* All move commands take 1 tick, at least for now */ 2283 /* All move commands take 1 tick, at least for now */
2292 op->speed_left--; 2284 --op->speed_left;
2293 2285
2294 /* Instead of all the stuff below, let move_player take care 2286 /* Instead of all the stuff below, let move_player take care
2295 * of it. Also, some of the skill stuff is only put in 2287 * of it. Also, some of the skill stuff is only put in
2296 * there, as well as the confusion stuff. 2288 * there, as well as the confusion stuff.
2297 */ 2289 */
2298 move_player (op, op->direction); 2290 move_player (op, op->direction);
2299 2291
2300 return op->speed_left > 0; 2292 return op->speed_left > 0.f;
2301 } 2293 }
2302 } 2294 }
2303 2295
2304 return 0; 2296 return 0;
2305} 2297}
2438 make_visible (op); 2430 make_visible (op);
2439 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2431 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2440 } 2432 }
2441 } 2433 }
2442 2434
2443 if (op->contr->outputs_sync)
2444 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2445 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2446 flush_output_element (op, &op->contr->outputs[i]);
2447
2448 if (op->contr->ns->state == ST_PLAYING) 2435 if (op->contr->ns->state == ST_PLAYING)
2449 { 2436 {
2450 /* these next three if clauses make it possible to SLOW DOWN 2437 /* these next three if clauses make it possible to SLOW DOWN
2451 hp/grace/spellpoint regeneration. */ 2438 hp/grace/spellpoint regeneration. */
2452 if (op->contr->gen_hp >= 0) 2439 if (op->contr->gen_hp >= 0)
2472 gen_grace = op->stats.maxgrace; 2459 gen_grace = op->stats.maxgrace;
2473 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2460 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2474 } 2461 }
2475 2462
2476 /* Regenerate Spell Points */ 2463 /* Regenerate Spell Points */
2477 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2464 if (!op->contr->golem && --op->last_sp < 0)
2478 { 2465 {
2479 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2466 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2480 if (op->stats.sp < op->stats.maxsp) 2467 if (op->stats.sp < op->stats.maxsp)
2481 { 2468 {
2482 op->stats.sp++; 2469 op->stats.sp++;
2940 object *force; 2927 object *force;
2941 int at; 2928 int at;
2942 2929
2943 force = get_archetype (FORCE_NAME); 2930 force = get_archetype (FORCE_NAME);
2944 /* 50 ticks should be enough time for the spell to abate */ 2931 /* 50 ticks should be enough time for the spell to abate */
2945 force->speed = 0.1; 2932 force->speed = 0.1f;
2946 force->speed_left = -5.0; 2933 force->speed_left = -5.f;
2947 SET_FLAG (force, FLAG_APPLIED); 2934 SET_FLAG (force, FLAG_APPLIED);
2948 for (at = 0; at < NROFATTACKS; at++) 2935 for (at = 0; at < NROFATTACKS; at++)
2949 if (will_kill_again & (1 << at)) 2936 if (will_kill_again & (1 << at))
2950 force->resist[at] = 100; 2937 force->resist[at] = 100;
2951 2938
3517 * not readied. 3504 * not readied.
3518 */ 3505 */
3519void 3506void
3520player_unready_range_ob (player *pl, object *ob) 3507player_unready_range_ob (player *pl, object *ob)
3521{ 3508{
3522 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3509 if (pl->ob->current_weapon == ob)
3510 pl->ob->current_weapon = 0;
3511
3512 if (pl->combat_ob == ob)
3513 pl->combat_ob = 0;
3514
3523 if (pl->ranges[i] == ob) 3515 if (pl->ranged_ob == ob)
3524 {
3525 pl->ranges[i] = 0; 3516 pl->ranged_ob = 0;
3526 if (pl->shoottype == i)
3527 pl->shoottype = range_none;
3528 }
3529} 3517}
3530 3518
3531sint8 3519sint8
3532player::visibility_at (maptile *map, int x, int y) const 3520player::visibility_at (maptile *map, int x, int y) const
3533{ 3521{

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