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Comparing deliantra/server/server/player.C (file contents):
Revision 1.115 by root, Fri Apr 27 02:43:04 2007 UTC vs.
Revision 1.133 by root, Sat May 12 22:04:20 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>
202 201
203 ob->remove (); 202 ob->remove ();
204 ob->map = 0; 203 ob->map = 0;
205 party = 0; 204 party = 0;
206 205
207 // 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
208 ranges [range_skill] = 0;
209 207
210 players.erase (this); 208 players.erase (this);
211} 209}
212 210
213// connect the player with a specific client 211// connect the player with a specific client
214// also changed, rationalises, and fixes some incorrect settings 212// also changes, rationalises, and fixes some incorrect settings
215void 213void
216player::connect (client *ns) 214player::connect (client *ns)
217{ 215{
218 this->ns = ns; 216 this->ns = ns;
219 ns->pl = this; 217 ns->pl = this;
230 ns->reset_stats (); 228 ns->reset_stats ();
231 229
232 /* make sure he's a player -- needed because of class change. */ 230 /* make sure he's a player -- needed because of class change. */
233 ob->type = PLAYER; // we are paranoid 231 ob->type = PLAYER; // we are paranoid
234 ob->race = ob->arch->clone.race; 232 ob->race = ob->arch->clone.race;
235
236 if (!legal_range (ob, shoottype))
237 shoottype = range_none;
238 233
239 ob->carrying = sum_weight (ob); 234 ob->carrying = sum_weight (ob);
240 link_player_skills (ob); 235 link_player_skills (ob);
241 236
242 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
263 258
264 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
265 260
266 esrv_new_player (this, ob->weight + ob->carrying); 261 esrv_new_player (this, ob->weight + ob->carrying);
267 262
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
268 ob->update_stats (); 279 ob->update_stats ();
269 ns->floorbox_update (); 280 ns->floorbox_update ();
270 281
271 esrv_send_inventory (ob, ob); 282 esrv_send_inventory (ob, ob);
272 esrv_add_spells (this, 0); 283 esrv_add_spells (this, 0);
308player::set_object (object *op) 319player::set_object (object *op)
309{ 320{
310 ob = op; 321 ob = op;
311 ob->contr = this; /* this aren't yet in archetype */ 322 ob->contr = this; /* this aren't yet in archetype */
312 323
313 ob->speed_left = 0.5; 324 ob->speed_left = 0.5f;
314 ob->speed = 1.0; 325 ob->speed = 1.0f;
315 ob->direction = 5; /* So player faces south */ 326 ob->direction = 5; /* So player faces south */
316} 327}
317 328
318player::player () 329player::player ()
319{ 330{
325 unapply = unapply_nochoice; 336 unapply = unapply_nochoice;
326 337
327 savebed_map = first_map_path; /* Init. respawn position */ 338 savebed_map = first_map_path; /* Init. respawn position */
328 339
329 gen_sp_armour = 10; 340 gen_sp_armour = 10;
330 shoottype = range_none;
331 bowtype = bow_normal; 341 bowtype = bow_normal;
332 petmode = pet_normal; 342 petmode = pet_normal;
333 listening = 10; 343 listening = 10;
334 usekeys = containers; 344 usekeys = containers;
335 peaceful = 1; /* default peaceful */ 345 peaceful = 1; /* default peaceful */
774} 784}
775 785
776void 786void
777object::roll_stats () 787object::roll_stats ()
778{ 788{
779 int statsort [7]; 789 int statsort [NUM_STATS];
780 790
781 for (;;) 791 for (;;)
782 { 792 {
783 int sum = 0; 793 int sum = 0;
784 for (int i = 7; i--; ) 794 for (int i = NUM_STATS; i--; )
785 sum += statsort [i] = roll_stat (); 795 sum += statsort [i] = roll_stat ();
786 796
787 if (sum >= 82 && sum <= 116) 797 if (sum >= 82 && sum <= 116)
788 break; 798 break;
789 } 799 }
790 800
791 // Sort the stats so that rerolling is easier... 801 // Sort the stats so that rerolling is easier...
792 std::sort (statsort, statsort + 7, std::greater<int>()); 802 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
793 803
804 for (int i = 0; i < NUM_STATS; ++i)
794 stats.Str = statsort[0]; 805 stats.stat (i) = statsort [i];
795 stats.Dex = statsort[1];
796 stats.Con = statsort[2];
797 stats.Int = statsort[3];
798 stats.Wis = statsort[4];
799 stats.Pow = statsort[5];
800 stats.Cha = statsort[6];
801 806
802 stats.exp = 0; 807 stats.exp = 0;
803 stats.ac = 0; 808 stats.ac = 0;
804 809
805 stats.hp = stats.maxhp; 810 stats.hp = stats.maxhp;
817} 822}
818 823
819void 824void
820object::swap_stats (int a, int b) 825object::swap_stats (int a, int b)
821{ 826{
822 int tmp = get_attr_value (&contr->orig_stats, a); 827 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
823 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
824 set_attr_value (&contr->orig_stats, b, tmp);
825 828
829 for (int i = 0; i < NUM_STATS; ++i)
826 stats.Str = contr->orig_stats.Str; 830 stats.stat (i) = contr->orig_stats.stat (i);
827 stats.Dex = contr->orig_stats.Dex;
828 stats.Con = contr->orig_stats.Con;
829 stats.Int = contr->orig_stats.Int;
830 stats.Wis = contr->orig_stats.Wis;
831 stats.Pow = contr->orig_stats.Pow;
832 stats.Cha = contr->orig_stats.Cha;
833 831
834 //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,
835 // be merged with the similar code in roll_stats 833 // be merged with the similar code in roll_stats
836 stats.ac = 0; 834 stats.ac = 0;
837 835
1014 /* Cornered, get rid of scared */ 1012 /* Cornered, get rid of scared */
1015 CLEAR_FLAG (op, FLAG_SCARED); 1013 CLEAR_FLAG (op, FLAG_SCARED);
1016 op->enemy = NULL; 1014 op->enemy = NULL;
1017} 1015}
1018 1016
1019
1020/* 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.
1021 * 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
1022 * stop. 1019 * stop.
1023 */ 1020 */
1024int 1021int
1025check_pick (object *op) 1022check_pick (object *op)
1026{ 1023{
1464 * find_better_arrow to find a decent arrow to use. 1461 * find_better_arrow to find a decent arrow to use.
1465 * op = the shooter 1462 * op = the shooter
1466 * type = bow->race 1463 * type = bow->race
1467 * dir = fire direction 1464 * dir = fire direction
1468 */ 1465 */
1469
1470object * 1466object *
1471pick_arrow_target (object *op, const char *type, int dir) 1467pick_arrow_target (object *op, const char *type, int dir)
1472{ 1468{
1473 object *tmp = NULL; 1469 object *tmp = NULL;
1474 maptile *m; 1470 maptile *m;
1539 */ 1535 */
1540int 1536int
1541fire_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)
1542{ 1538{
1543 object *left, *bow; 1539 object *left, *bow;
1544 int bowspeed, mflags; 1540 int mflags;
1545 maptile *m; 1541 maptile *m;
1546 1542
1547 if (!dir) 1543 if (!dir)
1548 { 1544 {
1549 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!");
1550 return 0; 1546 return 0;
1551 } 1547 }
1552 1548
1553 if (op->type == PLAYER) 1549 if (player *pl = op->contr)
1554 bow = op->contr->ranges[range_bow]; 1550 {
1551 bow = pl->ranged_ob;
1552 if (!op->change_weapon (bow))
1553 return 0;
1554 }
1555 else 1555 else
1556 { 1556 {
1557 for (bow = op->inv; bow; bow = bow->below) 1557 for (bow = op->inv; bow; bow = bow->below)
1558 /* 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
1559 * 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.
1564 if (!bow) 1564 if (!bow)
1565 { 1565 {
1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1567 return 0; 1567 return 0;
1568 } 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
1569 } 1577 }
1570 1578
1571 if (!bow->race || !bow->skill) 1579 if (!bow->race || !bow->skill)
1572 { 1580 {
1573 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);
1574 return 0; 1582 return 0;
1575 } 1583 }
1576
1577 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1578
1579 /* penalize ROF for bestarrow */
1580 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1581 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1582
1583 if (bowspeed < 1)
1584 bowspeed = 1;
1585 1584
1586 if (arrow == NULL) 1585 if (arrow == NULL)
1587 { 1586 {
1588 if ((arrow = find_arrow (op, bow->race)) == NULL) 1587 if ((arrow = find_arrow (op, bow->race)) == NULL)
1589 { 1588 {
1590 if (op->type == PLAYER) 1589 if (op->type == PLAYER)
1591 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);
1592 /* 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 */
1593 else 1592 else
1594 CLEAR_FLAG (op, FLAG_READY_BOW); 1593 CLEAR_FLAG (op, FLAG_READY_BOW);
1594
1595 return 0; 1595 return 0;
1596 } 1596 }
1597 } 1597 }
1598 1598
1599 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1599 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1623 1623
1624 arrow->set_owner (op); 1624 arrow->set_owner (op);
1625 arrow->skill = bow->skill; 1625 arrow->skill = bow->skill;
1626 arrow->direction = dir; 1626 arrow->direction = dir;
1627 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 pl->has_hit = 1;
1638#if 0
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#endif
1649 }
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) / 5.0
1655 + bow->stats.dam / 7.0;
1656
1657 arrow->set_speed (max (arrow->speed, 2.0));
1658 arrow->speed_left = 0;
1659
1660 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1661
1628 if (op->type == PLAYER) 1662 if (op->type == PLAYER)
1629 { 1663 {
1630 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1631 op->update_stats ();
1632 }
1633
1634 SET_ANIMATION (arrow, arrow->direction);
1635 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1636 arrow->stats.hp = arrow->stats.dam;
1637 arrow->stats.grace = arrow->attacktype;
1638 if (arrow->slaying != NULL)
1639 arrow->spellarg = strdup (arrow->slaying);
1640
1641 /* Note that this was different for monsters - they got their level
1642 * added to the damage. I think the strength bonus is more proper.
1643 */
1644
1645 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1646
1647 /* update the speed */
1648 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1649 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1650
1651 arrow->set_speed (max (arrow->speed, 1.0));
1652 arrow->speed_left = 0;
1653
1654 if (op->type == PLAYER)
1655 {
1656 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1657 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1658 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1659
1660 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;
1661 } 1671 }
1662 else 1672 else
1663 { 1673 {
1664 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1665 arrow->level = op->level; 1674 arrow->level = op->level;
1666 } 1675 arrow->stats.wc -= bow->magic;
1667 1676
1668 if (arrow->attacktype == AT_PHYSICAL) 1677 if (!arrow->slaying)
1678 arrow->slaying = bow->slaying;
1679
1669 arrow->attacktype |= bow->attacktype; 1680 arrow->attacktype |= bow->attacktype;
1681 }
1670 1682
1671 if (bow->slaying) 1683 wc -= arrow->level;
1672 arrow->slaying = bow->slaying; 1684 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1673 1685
1686 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1674 arrow->move_type = MOVE_FLY_LOW; 1687 arrow->move_type = MOVE_FLY_LOW;
1675 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1676 1689
1677 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);
1678 m->insert (arrow, sx, sy, op); 1691 m->insert (arrow, sx, sy, op);
1703{ 1716{
1704 int ret = 0, wcmod = 0; 1717 int ret = 0, wcmod = 0;
1705 1718
1706 if (op->contr->bowtype == bow_bestarrow) 1719 if (op->contr->bowtype == bow_bestarrow)
1707 { 1720 {
1708 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);
1709 } 1722 }
1710 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)
1711 { 1724 {
1712 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1725 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1713 wcmod = -1; 1726 wcmod = -1;
1723 else if (op->contr->bowtype == bow_spreadshot) 1736 else if (op->contr->bowtype == bow_spreadshot)
1724 { 1737 {
1725 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);
1726 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);
1727 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);
1728
1729 } 1741 }
1730 else 1742 else
1731 { 1743 {
1732 /* Simple case */ 1744 /* Simple case */
1733 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);
1734 } 1746 }
1747
1735 return ret; 1748 return ret;
1736} 1749}
1737 1750
1738 1751
1739/* Fires a misc (wand/rod/horn) object in 'dir'. 1752/* Fires a misc (wand/rod/horn) object in 'dir'.
1740 * Broken apart from 'fire' to keep it more readable. 1753 * Broken apart from 'fire' to keep it more readable.
1741 */ 1754 */
1742void 1755void
1743fire_misc_object (object *op, int dir) 1756fire_misc_object (object *op, int dir)
1744{ 1757{
1745 object *item; 1758 object *item = op->contr->ranged_ob;
1746 1759
1747 if (!op->contr->ranges[range_misc]) 1760 if (!item)
1748 { 1761 {
1749 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1762 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1750 return; 1763 return;
1751 } 1764 }
1752 1765
1753 item = op->contr->ranges[range_misc];
1754 if (!item->inv) 1766 if (!item->inv)
1755 { 1767 {
1756 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1768 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1757 return; 1769 return;
1758 } 1770 }
1771
1772 if (!op->change_weapon (item))
1773 return;
1774
1759 if (item->type == WAND) 1775 if (item->type == WAND)
1760 { 1776 {
1761 if (item->stats.food <= 0) 1777 if (item->stats.food <= 0)
1762 { 1778 {
1763 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1779 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1764 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1780 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1781
1765 return; 1782 return;
1766 } 1783 }
1767 } 1784 }
1768 else if (item->type == ROD || item->type == HORN) 1785 else if (item->type == ROD || item->type == HORN)
1769 { 1786 {
1770 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1787 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1771 { 1788 {
1772 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1789 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1790
1773 if (item->type == ROD) 1791 if (item->type == ROD)
1774 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1792 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1775 else 1793 else
1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1794 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1795
1777 return; 1796 return;
1778 } 1797 }
1779 } 1798 }
1780 1799
1781 if (cast_spell (op, item, dir, item->inv, NULL)) 1800 if (cast_spell (op, item, dir, item->inv, NULL))
1812 1831
1813 /* check for loss of invisiblity/hide */ 1832 /* check for loss of invisiblity/hide */
1814 if (action_makes_visible (op)) 1833 if (action_makes_visible (op))
1815 make_visible (op); 1834 make_visible (op);
1816 1835
1817 switch (op->contr->shoottype) 1836 player *pl = op->contr;
1837
1838 if (pl->golem)
1818 { 1839 {
1819 case range_none: 1840 control_golem (op->contr->golem, dir);
1820 return; 1841 return;
1842 }
1821 1843
1822 case range_bow: 1844 object *ob = pl->ranged_ob;
1845
1846 if (!ob)
1847 return;
1848
1849 switch (ob->type)
1850 {
1851 case BOW:
1823 player_fire_bow (op, dir); 1852 player_fire_bow (op, dir);
1824 return; 1853 break;
1825 1854
1826 case range_magic: /* Casting spells */ 1855 case SPELL:
1827 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1856 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1828 return; 1857 break;
1829 1858
1830 case range_misc: 1859 case BUILDER:
1860 apply_map_builder (op, dir);
1861 break;
1862
1863 case SKILL:
1864 case SKILL_TOOL:
1865 do_skill (op, op, ob, dir, 0);
1866 break;
1867
1868 default:
1831 fire_misc_object (op, dir); 1869 fire_misc_object (op, dir);
1832 return; 1870 break;
1833
1834 case range_golem: /* Control summoned monsters from scrolls */
1835 control_golem (op->contr->ranges[range_golem], dir);
1836 return;
1837
1838 case range_skill:
1839 if (!op->chosen_skill)
1840 {
1841 if (op->type == PLAYER)
1842 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1843
1844 return;
1845 }
1846
1847 do_skill (op, op, op->chosen_skill, dir, NULL);
1848 return;
1849 case range_builder:
1850 apply_map_builder (op, dir);
1851 return;
1852 default:
1853 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1854 return;
1855 } 1871 }
1856} 1872}
1857 1873
1858/* find_key 1874/* find_key
1859 * We try to find a key for the door as passed. If we find a key 1875 * We try to find a key for the door as passed. If we find a key
1959 if (key) 1975 if (key)
1960 { 1976 {
1961 object *container = key->env; 1977 object *container = key->env;
1962 1978
1963 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1979 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1980
1964 if (action_makes_visible (op)) 1981 if (action_makes_visible (op))
1965 make_visible (op); 1982 make_visible (op);
1983
1966 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1984 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1967 spring_trap (door->inv, op); 1985 spring_trap (door->inv, op);
1968 1986
1969 if (door->type == DOOR) 1987 if (door->type == DOOR)
1970 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1988 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2000 */ 2018 */
2001void 2019void
2002move_player_attack (object *op, int dir) 2020move_player_attack (object *op, int dir)
2003{ 2021{
2004 object *tmp, *mon; 2022 object *tmp, *mon;
2005 sint16 nx, ny;
2006 int on_battleground; 2023 int on_battleground;
2007 maptile *m; 2024 maptile *m;
2008 2025
2009 nx = freearr_x[dir] + op->x; 2026 sint16 nx = freearr_x[dir] + op->x;
2010 ny = freearr_y[dir] + op->y; 2027 sint16 ny = freearr_y[dir] + op->y;
2011 2028
2012 on_battleground = op_on_battleground (op, 0, 0); 2029 on_battleground = op_on_battleground (op, 0, 0);
2013 2030
2014 /* If braced, or can't move to the square, and it is not out of the 2031 /* If braced, or can't move to the square, and it is not out of the
2015 * map, attack it. Note order of if statement is important - don't 2032 * map, attack it. Note order of if statement is important - don't
2095 /* If we're braced, we don't want to switch places with it */ 2112 /* If we're braced, we don't want to switch places with it */
2096 if (op->contr->braced) 2113 if (op->contr->braced)
2097 return; 2114 return;
2098 2115
2099 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2116 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2100 (void) push_ob (mon, dir, op); 2117 push_ob (mon, dir, op);
2101 if (op->contr->tmp_invis || op->hide) 2118 if (op->contr->tmp_invis || op->hide)
2102 make_visible (op); 2119 make_visible (op);
2103 2120
2104 return; 2121 return;
2105 } 2122 }
2150 * that party_number -1 is no party, so attacks can still happen. 2167 * that party_number -1 is no party, so attacks can still happen.
2151 */ 2168 */
2152 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2153 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2170 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2154 { 2171 {
2155
2156 /* If the player hasn't hit something this tick, and does
2157 * so, give them speed boost based on weapon speed. Doing
2158 * it here is better than process_players2, which basically
2159 * incurred a 1 tick offset.
2160 */
2161 if (!op->contr->has_hit) 2172 op->contr->has_hit = 1;
2162 {
2163 op->speed_left += op->speed / op->contr->weapon_sp;
2164
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2166 }
2167 2173
2168 skill_attack (mon, op, 0, 0, 0); 2174 skill_attack (mon, op, 0, 0, 0);
2169 2175
2170 /* If attacking another player, that player gets automatic 2176 /* If attacking another player, that player gets automatic
2171 * hitback, and doesn't loose luck either. 2177 * hitback, and doesn't loose luck either.
2248handle_newcs_player (object *op) 2254handle_newcs_player (object *op)
2249{ 2255{
2250 if (QUERY_FLAG (op, FLAG_SCARED)) 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2251 { 2257 {
2252 flee_player (op); 2258 flee_player (op);
2259
2253 /* If player is still scared, that is his action for this tick */ 2260 /* If player is still scared, that is his action for this tick */
2254 if (QUERY_FLAG (op, FLAG_SCARED)) 2261 if (op->flag [FLAG_SCARED])
2255 { 2262 {
2256 op->speed_left--; 2263 --op->speed_left;
2257 return 0; 2264 return 0;
2258 } 2265 }
2259 } 2266 }
2260 2267
2261 /* call this here - we also will call this in do_ericserver, but 2268 /* call this here - we also will call this in do_ericserver, but
2263 * called, so we recheck it here. 2270 * called, so we recheck it here.
2264 */ 2271 */
2265 if (op->contr->ns->handle_command ()) 2272 if (op->contr->ns->handle_command ())
2266 return 1; 2273 return 1;
2267 2274
2268 if (op->speed_left > 0) 2275 if (op->speed_left > 0.f)
2269 { 2276 {
2270 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2277 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2271 { 2278 {
2272 /* All move commands take 1 tick, at least for now */ 2279 /* All move commands take 1 tick, at least for now */
2273 op->speed_left--; 2280 --op->speed_left;
2274 2281
2275 /* Instead of all the stuff below, let move_player take care 2282 /* Instead of all the stuff below, let move_player take care
2276 * of it. Also, some of the skill stuff is only put in 2283 * of it. Also, some of the skill stuff is only put in
2277 * there, as well as the confusion stuff. 2284 * there, as well as the confusion stuff.
2278 */ 2285 */
2279 move_player (op, op->direction); 2286 move_player (op, op->direction);
2280 2287
2281 return op->speed_left > 0; 2288 return op->speed_left > 0.f;
2282 } 2289 }
2283 } 2290 }
2284 2291
2285 return 0; 2292 return 0;
2286} 2293}
2448 gen_grace = op->stats.maxgrace; 2455 gen_grace = op->stats.maxgrace;
2449 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2456 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2450 } 2457 }
2451 2458
2452 /* Regenerate Spell Points */ 2459 /* Regenerate Spell Points */
2453 if (!op->contr->ranges[range_golem] && --op->last_sp < 0) 2460 if (!op->contr->golem && --op->last_sp < 0)
2454 { 2461 {
2455 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2462 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2456 if (op->stats.sp < op->stats.maxsp) 2463 if (op->stats.sp < op->stats.maxsp)
2457 { 2464 {
2458 op->stats.sp++; 2465 op->stats.sp++;
2916 object *force; 2923 object *force;
2917 int at; 2924 int at;
2918 2925
2919 force = get_archetype (FORCE_NAME); 2926 force = get_archetype (FORCE_NAME);
2920 /* 50 ticks should be enough time for the spell to abate */ 2927 /* 50 ticks should be enough time for the spell to abate */
2921 force->speed = 0.1; 2928 force->speed = 0.1f;
2922 force->speed_left = -5.0; 2929 force->speed_left = -5.f;
2923 SET_FLAG (force, FLAG_APPLIED); 2930 SET_FLAG (force, FLAG_APPLIED);
2924 for (at = 0; at < NROFATTACKS; at++) 2931 for (at = 0; at < NROFATTACKS; at++)
2925 if (will_kill_again & (1 << at)) 2932 if (will_kill_again & (1 << at))
2926 force->resist[at] = 100; 2933 force->resist[at] = 100;
2927 2934
3493 * not readied. 3500 * not readied.
3494 */ 3501 */
3495void 3502void
3496player_unready_range_ob (player *pl, object *ob) 3503player_unready_range_ob (player *pl, object *ob)
3497{ 3504{
3498 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3505 if (pl->ob->current_weapon == ob)
3506 pl->ob->current_weapon = 0;
3507
3508 if (pl->combat_ob == ob)
3509 pl->combat_ob = 0;
3510
3499 if (pl->ranges[i] == ob) 3511 if (pl->ranged_ob == ob)
3500 {
3501 pl->ranges[i] = 0; 3512 pl->ranged_ob = 0;
3502 if (pl->shoottype == i)
3503 pl->shoottype = range_none;
3504 }
3505} 3513}
3506 3514
3507sint8 3515sint8
3508player::visibility_at (maptile *map, int x, int y) const 3516player::visibility_at (maptile *map, int x, int y) const
3509{ 3517{

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