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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 1.145 by root, Mon May 28 21:28:36 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>
158 op->x = -1; 157 op->x = -1;
159 op->y = -1; 158 op->y = -1;
160} 159}
161 160
162void 161void
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}
174
175void
176player::activate () 162player::activate ()
177{ 163{
178 if (active) 164 if (active)
179 return; 165 return;
180 166
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{
202 187
203 ob->remove (); 188 ob->remove ();
204 ob->map = 0; 189 ob->map = 0;
205 party = 0; 190 party = 0;
206 191
207 // 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
208 ranges [range_skill] = 0;
209 193
210 players.erase (this); 194 players.erase (this);
211} 195}
212 196
213// connect the player with a specific client 197// connect the player with a specific client
214// also changed, rationalises, and fixes some incorrect settings 198// also changes, rationalises, and fixes some incorrect settings
215void 199void
216player::connect (client *ns) 200player::connect (client *ns)
217{ 201{
218 this->ns = ns; 202 this->ns = ns;
219 ns->pl = this; 203 ns->pl = this;
230 ns->reset_stats (); 214 ns->reset_stats ();
231 215
232 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
233 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
234 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->clone.race;
235
236 if (!legal_range (ob, shoottype))
237 shoottype = range_none;
238 219
239 ob->carrying = sum_weight (ob); 220 ob->carrying = sum_weight (ob);
240 link_player_skills (ob); 221 link_player_skills (ob);
241 222
242 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
263 244
264 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
265 246
266 esrv_new_player (this, ob->weight + ob->carrying); 247 esrv_new_player (this, ob->weight + ob->carrying);
267 248
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);
268 ob->update_stats (); 274 ob->update_stats ();
275
269 ns->floorbox_update (); 276 ns->floorbox_update ();
270
271 esrv_send_inventory (ob, ob); 277 esrv_send_inventory (ob, ob);
272 esrv_add_spells (this, 0); 278 esrv_add_spells (this, 0);
273 279
274 activate (); 280 activate ();
275 281
308player::set_object (object *op) 314player::set_object (object *op)
309{ 315{
310 ob = op; 316 ob = op;
311 ob->contr = this; /* this aren't yet in archetype */ 317 ob->contr = this; /* this aren't yet in archetype */
312 318
313 ob->speed_left = 0.5;
314 ob->speed = 1.0; 319 ob->speed = 1.0f;
320 ob->speed_left = 0.5f;
321
315 ob->direction = 5; /* So player faces south */ 322 ob->direction = 5; /* So player faces south */
316} 323}
317 324
318player::player () 325player::player ()
319{ 326{
320 /* There are some elements we want initialised to non zero value - 327 /* There are some elements we want initialised to non zero value -
325 unapply = unapply_nochoice; 332 unapply = unapply_nochoice;
326 333
327 savebed_map = first_map_path; /* Init. respawn position */ 334 savebed_map = first_map_path; /* Init. respawn position */
328 335
329 gen_sp_armour = 10; 336 gen_sp_armour = 10;
330 shoottype = range_none;
331 bowtype = bow_normal; 337 bowtype = bow_normal;
332 petmode = pet_normal; 338 petmode = pet_normal;
333 listening = 10; 339 listening = 10;
334 usekeys = containers; 340 usekeys = containers;
335 peaceful = 1; /* default peaceful */ 341 peaceful = 1; /* default peaceful */
336 do_los = 1; 342 do_los = 1;
343
344 weapon_sp = 1.0f;
345 weapon_sp_left = 0.5f;
337} 346}
338 347
339void 348void
340player::do_destroy () 349player::do_destroy ()
341{ 350{
774} 783}
775 784
776void 785void
777object::roll_stats () 786object::roll_stats ()
778{ 787{
779 int statsort [7]; 788 int statsort [NUM_STATS];
780 789
781 for (;;) 790 for (;;)
782 { 791 {
783 int sum = 0; 792 int sum = 0;
784 for (int i = 7; i--; ) 793 for (int i = NUM_STATS; i--; )
785 sum += statsort [i] = roll_stat (); 794 sum += statsort [i] = roll_stat ();
786 795
787 if (sum >= 82 && sum <= 116) 796 if (sum >= 82 && sum <= 116)
788 break; 797 break;
789 } 798 }
790 799
791 // Sort the stats so that rerolling is easier... 800 // Sort the stats so that rerolling is easier...
792 std::sort (statsort, statsort + 7, std::greater<int>()); 801 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
793 802
803 for (int i = 0; i < NUM_STATS; ++i)
794 stats.Str = statsort[0]; 804 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];
801 805
802 stats.exp = 0; 806 stats.exp = 0;
803 stats.ac = 0; 807 stats.ac = 0;
804 808
805 stats.hp = stats.maxhp; 809 stats.hp = stats.maxhp;
817} 821}
818 822
819void 823void
820object::swap_stats (int a, int b) 824object::swap_stats (int a, int b)
821{ 825{
822 int tmp = get_attr_value (&contr->orig_stats, a); 826 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);
825 827
828 for (int i = 0; i < NUM_STATS; ++i)
826 stats.Str = contr->orig_stats.Str; 829 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;
833 830
834 //TODO: the following code looks so borked and should, at the very least, 831 //TODO: the following code looks so borked and should, at the very least,
835 // be merged with the similar code in roll_stats 832 // be merged with the similar code in roll_stats
836 stats.ac = 0; 833 stats.ac = 0;
837 834
1014 /* Cornered, get rid of scared */ 1011 /* Cornered, get rid of scared */
1015 CLEAR_FLAG (op, FLAG_SCARED); 1012 CLEAR_FLAG (op, FLAG_SCARED);
1016 op->enemy = NULL; 1013 op->enemy = NULL;
1017} 1014}
1018 1015
1019
1020/* check_pick sees if there is stuff to be picked up/picks up stuff. 1016/* 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 1017 * It returns 1 if the player should keep on moving, 0 if he should
1022 * stop. 1018 * stop.
1023 */ 1019 */
1024int 1020int
1025check_pick (object *op) 1021check_pick (object *op)
1026{ 1022{
1464 * find_better_arrow to find a decent arrow to use. 1460 * find_better_arrow to find a decent arrow to use.
1465 * op = the shooter 1461 * op = the shooter
1466 * type = bow->race 1462 * type = bow->race
1467 * dir = fire direction 1463 * dir = fire direction
1468 */ 1464 */
1469
1470object * 1465object *
1471pick_arrow_target (object *op, const char *type, int dir) 1466pick_arrow_target (object *op, const char *type, int dir)
1472{ 1467{
1473 object *tmp = NULL; 1468 object *tmp = NULL;
1474 maptile *m; 1469 maptile *m;
1539 */ 1534 */
1540int 1535int
1541fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1536fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1542{ 1537{
1543 object *left, *bow; 1538 object *left, *bow;
1544 int bowspeed, mflags; 1539 int mflags;
1545 maptile *m; 1540 maptile *m;
1546 1541
1547 if (!dir) 1542 if (!dir)
1548 { 1543 {
1549 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1544 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1550 return 0; 1545 return 0;
1551 } 1546 }
1552 1547
1553 if (op->type == PLAYER) 1548 if (op->contr)
1554 bow = op->contr->ranges[range_bow]; 1549 bow = op->current_weapon;
1555 else 1550 else
1556 { 1551 {
1557 for (bow = op->inv; bow; bow = bow->below) 1552 for (bow = op->inv; bow; bow = bow->below)
1558 /* Don't check for applied - monsters don't apply bows - in that way, they 1553 /* 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. 1554 * don't need to switch back and forth between bows and weapons.
1564 if (!bow) 1559 if (!bow)
1565 { 1560 {
1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1561 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1567 return 0; 1562 return 0;
1568 } 1563 }
1564
1565 // optimisation: move object to top so we will find it quickly again
1566 if (bow->below)
1567 {
1568 bow->remove ();
1569 op->insert (bow);
1570 }
1571
1569 } 1572 }
1570 1573
1571 if (!bow->race || !bow->skill) 1574 if (!bow->race || !bow->skill)
1572 { 1575 {
1573 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1576 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1574 return 0; 1577 return 0;
1575 } 1578 }
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 1579
1586 if (arrow == NULL) 1580 if (arrow == NULL)
1587 { 1581 {
1588 if ((arrow = find_arrow (op, bow->race)) == NULL) 1582 if ((arrow = find_arrow (op, bow->race)) == NULL)
1589 { 1583 {
1590 if (op->type == PLAYER) 1584 if (op->type == PLAYER)
1591 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1585 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 */ 1586 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1593 else 1587 else
1594 CLEAR_FLAG (op, FLAG_READY_BOW); 1588 CLEAR_FLAG (op, FLAG_READY_BOW);
1589
1595 return 0; 1590 return 0;
1596 } 1591 }
1597 } 1592 }
1598 1593
1599 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1594 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1623 1618
1624 arrow->set_owner (op); 1619 arrow->set_owner (op);
1625 arrow->skill = bow->skill; 1620 arrow->skill = bow->skill;
1626 arrow->direction = dir; 1621 arrow->direction = dir;
1627 1622
1623 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1624 arrow->stats.hp = arrow->stats.dam;
1625 arrow->stats.grace = arrow->attacktype;
1626
1627 if (arrow->slaying)
1628 arrow->spellarg = strdup (arrow->slaying);
1629
1630#if 0
1631 if (player *pl = op->contr)
1632 {
1633 float speed = pl->weapon_sp;
1634
1635 /* penalize ROF for bestarrow */
1636 if (pl->bowtype == bow_bestarrow)
1637 speed *= .9f;
1638 else
1639 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1640
1641 op->speed_left += speed - op->speed;
1642 }
1643#endif
1644
1645 SET_ANIMATION (arrow, arrow->direction);
1646
1647 /* update the speed */
1648 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1649 + bow->stats.dam / 7.f;
1650
1651 arrow->set_speed (max (arrow->speed, 2.f));
1652 arrow->speed_left = 0;
1653
1654 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1655
1628 if (op->type == PLAYER) 1656 if (op->type == PLAYER)
1629 { 1657 {
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; 1658 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1659 wc -= dex_bonus[op->stats.Dex];
1660
1661 if (!arrow->slaying)
1662 arrow->slaying = op->slaying;
1663
1664 arrow->attacktype |= op->attacktype;
1661 } 1665 }
1662 else 1666 else
1663 { 1667 {
1664 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1665 arrow->level = op->level; 1668 arrow->level = op->level;
1666 } 1669 arrow->stats.wc -= bow->magic;
1667 1670
1668 if (arrow->attacktype == AT_PHYSICAL) 1671 if (!arrow->slaying)
1672 arrow->slaying = bow->slaying;
1673
1669 arrow->attacktype |= bow->attacktype; 1674 arrow->attacktype |= bow->attacktype;
1675 }
1670 1676
1671 if (bow->slaying) 1677 wc -= arrow->level;
1672 arrow->slaying = bow->slaying; 1678 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1673 1679
1680 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1674 arrow->move_type = MOVE_FLY_LOW; 1681 arrow->move_type = MOVE_FLY_LOW;
1675 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1676 1683
1677 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1684 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1678 m->insert (arrow, sx, sy, op); 1685 m->insert (arrow, sx, sy, op);
1703{ 1710{
1704 int ret = 0, wcmod = 0; 1711 int ret = 0, wcmod = 0;
1705 1712
1706 if (op->contr->bowtype == bow_bestarrow) 1713 if (op->contr->bowtype == bow_bestarrow)
1707 { 1714 {
1708 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1715 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1709 } 1716 }
1710 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1717 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1711 { 1718 {
1712 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1719 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1713 wcmod = -1; 1720 wcmod = -1;
1723 else if (op->contr->bowtype == bow_spreadshot) 1730 else if (op->contr->bowtype == bow_spreadshot)
1724 { 1731 {
1725 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1732 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); 1733 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); 1734 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1728
1729 } 1735 }
1730 else 1736 else
1731 { 1737 {
1732 /* Simple case */ 1738 /* Simple case */
1733 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1739 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1734 } 1740 }
1741
1735 return ret; 1742 return ret;
1736} 1743}
1737
1738 1744
1739/* Fires a misc (wand/rod/horn) object in 'dir'. 1745/* Fires a misc (wand/rod/horn) object in 'dir'.
1740 * Broken apart from 'fire' to keep it more readable. 1746 * Broken apart from 'fire' to keep it more readable.
1741 */ 1747 */
1742void 1748void
1743fire_misc_object (object *op, int dir) 1749fire_misc_object (object *op, int dir)
1744{ 1750{
1745 object *item; 1751 object *item = op->contr->ranged_ob;
1746 1752
1747 if (!op->contr->ranges[range_misc]) 1753 if (!item)
1748 { 1754 {
1749 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1755 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1750 return; 1756 return;
1751 } 1757 }
1752 1758
1753 item = op->contr->ranges[range_misc];
1754 if (!item->inv) 1759 if (!item->inv)
1755 { 1760 {
1756 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1761 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1757 return; 1762 return;
1758 } 1763 }
1764
1765 if (!op->change_weapon (item))
1766 return;
1767
1759 if (item->type == WAND) 1768 if (item->type == WAND)
1760 { 1769 {
1761 if (item->stats.food <= 0) 1770 if (item->stats.food <= 0)
1762 { 1771 {
1763 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1772 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)); 1773 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1774
1765 return; 1775 return;
1766 } 1776 }
1767 } 1777 }
1768 else if (item->type == ROD || item->type == HORN) 1778 else if (item->type == ROD || item->type == HORN)
1769 { 1779 {
1770 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1780 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1771 { 1781 {
1772 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1782 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1783
1773 if (item->type == ROD) 1784 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)); 1785 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1775 else 1786 else
1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1787 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1788
1777 return; 1789 return;
1778 } 1790 }
1779 } 1791 }
1780 1792
1781 if (cast_spell (op, item, dir, item->inv, NULL)) 1793 if (cast_spell (op, item, dir, item->inv, NULL))
1803 } 1815 }
1804} 1816}
1805 1817
1806/* Received a fire command for the player - go and do it. 1818/* Received a fire command for the player - go and do it.
1807 */ 1819 */
1808void 1820bool
1809fire (object *op, int dir) 1821fire (object *op, int dir)
1810{ 1822{
1811 int spellcost = 0; 1823 int spellcost = 0;
1812 1824
1813 /* check for loss of invisiblity/hide */ 1825 /* check for loss of invisiblity/hide */
1814 if (action_makes_visible (op)) 1826 if (action_makes_visible (op))
1815 make_visible (op); 1827 make_visible (op);
1816 1828
1817 switch (op->contr->shoottype) 1829 player *pl = op->contr;
1830
1831 if (pl->golem)
1832 {
1833 control_golem (op->contr->golem, dir);
1834 return false;
1818 { 1835 }
1819 case range_none:
1820 return;
1821 1836
1822 case range_bow: 1837 object *ob = pl->ranged_ob;
1838
1839 if (!ob)
1840 return false;
1841
1842 if (!op->change_weapon (ob))
1843 return false;
1844
1845 if (op->speed_left > 0.f)
1846 --op->speed_left;
1847 else
1848 return false;
1849
1850 switch (ob->type)
1851 {
1852 case BOW:
1823 player_fire_bow (op, dir); 1853 player_fire_bow (op, dir);
1824 return; 1854 break;
1825 1855
1826 case range_magic: /* Casting spells */ 1856 case SPELL:
1827 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1857 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1828 return; 1858 break;
1829 1859
1830 case range_misc: 1860 case BUILDER:
1861 apply_map_builder (op, dir);
1862 break;
1863
1864 case SKILL:
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 }
1872
1873 return true;
1856} 1874}
1857 1875
1858/* find_key 1876/* find_key
1859 * We try to find a key for the door as passed. If we find a key 1877 * We try to find a key for the door as passed. If we find a key
1860 * and successfully use it, we return the key, otherwise NULL 1878 * and successfully use it, we return the key, otherwise NULL
1947 * 0 otherwise 1965 * 0 otherwise
1948 */ 1966 */
1949static int 1967static int
1950player_attack_door (object *op, object *door) 1968player_attack_door (object *op, object *door)
1951{ 1969{
1952 /* If its a door, try to find a use a key. If we do destroy the door, 1970 /* If its a door, try to find a key. If we do destroy the door,
1953 * might as well return immediately as there is nothing more to do - 1971 * might as well return immediately as there is nothing more to do -
1954 * otherwise, we fall through to the rest of the code. 1972 * otherwise, we fall through to the rest of the code.
1955 */ 1973 */
1956 object *key = find_key (op, op, door); 1974 object *key = find_key (op, op, door);
1957 1975
1958 /* IF we found a key, do some extra work */ 1976 /* If we found a key, do some extra work */
1959 if (key) 1977 if (key)
1960 { 1978 {
1961 object *container = key->env; 1979 object *container = key->env;
1962 1980
1963 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1981 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1982
1964 if (action_makes_visible (op)) 1983 if (action_makes_visible (op))
1965 make_visible (op); 1984 make_visible (op);
1985
1966 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1986 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1967 spring_trap (door->inv, op); 1987 spring_trap (door->inv, op);
1968 1988
1969 if (door->type == DOOR) 1989 if (door->type == DOOR)
1970 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1990 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1996 * It should keep the code cleaner. 2016 * It should keep the code cleaner.
1997 * When this is called, the players direction has been updated 2017 * When this is called, the players direction has been updated
1998 * (taking into account confusion.) The player is also actually 2018 * (taking into account confusion.) The player is also actually
1999 * going to try and move (not fire weapons). 2019 * going to try and move (not fire weapons).
2000 */ 2020 */
2001void 2021bool
2002move_player_attack (object *op, int dir) 2022move_player_attack (object *op, int dir)
2003{ 2023{
2004 object *tmp, *mon;
2005 sint16 nx, ny;
2006 int on_battleground; 2024 int on_battleground;
2007 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);
2030
2031 if (out_of_map (op->map, nx, ny))
2032 return false;
2033
2034 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2035 {
2036 --op->speed_left;
2037 return true;
2038 }
2013 2039
2014 /* If braced, or can't move to the square, and it is not out of the 2040 /* 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 2041 * map, attack it. Note order of if statement is important - don't
2016 * want to be calling move_ob if braced, because move_ob will move the 2042 * want to be calling move_ob if braced, because move_ob will move the
2017 * player. This is a pretty nasty hack, because if we could 2043 * player. This is a pretty nasty hack, because if we could
2018 * move to some space, it then means that if we are braced, we should 2044 * move to some space, it then means that if we are braced, we should
2019 * do nothing at all. As it is, if we are braced, we go through 2045 * do nothing at all. As it is, if we are braced, we go through
2020 * quite a bit of processing. However, it probably is less than what 2046 * quite a bit of processing. However, it probably is less than what
2021 * move_ob uses. 2047 * move_ob uses.
2022 */ 2048 */
2023 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2024 {
2025 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2026 {
2027 m = op->map->xy_find (nx, ny); 2049 maptile *m = op->map->xy_find (nx, ny);
2028 if (!m)
2029 return; /* Don't think this should happen */
2030 }
2031 else
2032 m = op->map;
2033 2050
2034 if (!(tmp = m->at (nx, ny).bot))
2035 return;
2036
2037 mon = 0;
2038 /* Go through all the objects, and find ones of interest. Only stop if 2051 /* Go through all the objects, and find ones of interest. Only stop if
2039 * we find a monster - that is something we know we want to attack. 2052 * we find a monster - that is something we know we want to attack.
2040 * if its a door or barrel (can roll) see if there may be monsters 2053 * if its a door or barrel (can roll) see if there may be monsters
2041 * on the space 2054 * on the space
2042 */ 2055 */
2043 while (tmp) 2056 object *mon;
2044 { 2057 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2045 if (tmp == op) 2058 {
2046 { 2059 if ((mon->flag [FLAG_ALIVE]
2047 tmp = tmp->above; 2060 || mon->type == LOCKED_DOOR
2048 continue; 2061 || mon->flag [FLAG_CAN_ROLL])
2049 }
2050
2051 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2052 {
2053 mon = tmp; 2062 && mon != op)
2054 break; 2063 break;
2055 } 2064 }
2056 2065
2057 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2058 mon = tmp;
2059
2060 tmp = tmp->above;
2061 }
2062
2063 if (!mon) /* This happens anytime the player tries to move */ 2066 if (!mon) /* This happens anytime the player tries to move */
2064 return; /* into a wall */ 2067 return false; /* into a wall */
2065 2068
2066 if (mon->head)
2067 mon = mon->head; 2069 mon = mon->head_ ();
2068 2070
2069 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2071 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2072 if (op->contr->weapon_sp_left > 0.f)
2070 if (player_attack_door (op, mon)) 2073 if (player_attack_door (op, mon))
2074 {
2075 --op->contr->weapon_sp_left;
2071 return; 2076 return true;
2077 }
2072 2078
2073 /* The following deals with possibly attacking peaceful 2079 /* The following deals with possibly attacking peaceful
2074 * or frienddly creatures. Basically, all players are considered 2080 * or friendly creatures. Basically, all players are considered
2075 * unaggressive. If the moving player has peaceful set, then the 2081 * unaggressive. If the moving player has peaceful set, then the
2076 * object should be pushed instead of attacked. It is assumed that 2082 * object should be pushed instead of attacked. It is assumed that
2077 * if you are braced, you will not attack friends accidently, 2083 * if you are braced, you will not attack friends accidently,
2078 * and thus will not push them. 2084 * and thus will not push them.
2079 */ 2085 */
2080 2086
2081 /* If the creature is a pet, push it even if the player is not 2087 /* If the creature is a pet, push it even if the player is not
2082 * peaceful. Our assumption is the creature is a pet if the 2088 * peaceful. Our assumption is the creature is a pet if the
2083 * player owns it and it is either friendly or unagressive. 2089 * player owns it and it is either friendly or unagressive.
2084 */ 2090 */
2085 if ((op->type == PLAYER) 2091 if (op->type == PLAYER
2086#if COZY_SERVER
2087 &&
2088 ((mon->owner && mon->owner->contr 2092 && ((mon->owner && mon->owner->contr
2089 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2093 && same_party (mon->owner->contr->party, op->contr->party))
2090#else
2091 && mon->owner == op 2094 || mon->owner == op)
2092#endif
2093 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2095 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2094 { 2096 {
2095 /* If we're braced, we don't want to switch places with it */ 2097 /* If we're braced, we don't want to switch places with it */
2096 if (op->contr->braced) 2098 if (op->contr->braced)
2097 return; 2099 return false;
2100
2101 if (op->speed_left > 0.f)
2102 {
2103 --op->speed_left;
2098 2104
2099 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2105 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2100 (void) push_ob (mon, dir, op); 2106 push_ob (mon, dir, op);
2107
2101 if (op->contr->tmp_invis || op->hide) 2108 if (op->contr->tmp_invis || op->hide)
2102 make_visible (op); 2109 make_visible (op);
2103 2110
2104 return; 2111 return true;
2105 } 2112 }
2113 else
2114 return false;
2115 }
2106 2116
2107 /* in certain circumstances, you shouldn't attack friendly 2117 /* in certain circumstances, you shouldn't attack friendly
2108 * creatures. Note that if you are braced, you can't push 2118 * creatures. Note that if you are braced, you can't push
2109 * someone, but put it inside this loop so that you won't 2119 * someone, but put it inside this loop so that you won't
2110 * attack them either. 2120 * attack them either.
2111 */ 2121 */
2112 if ((mon->type == PLAYER || mon->enemy != op) && 2122 if ((mon->type == PLAYER || mon->enemy != op)
2113 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2123 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2114#ifdef PROHIBIT_PLAYERKILL
2115 (op->contr->peaceful 2124 && ((op->contr->peaceful
2116 || (mon->type == PLAYER 2125 || (mon->type == PLAYER && mon->contr->peaceful))
2117 && mon->contr->
2118 peaceful)) &&
2119#else
2120 op->contr->peaceful &&
2121#endif
2122 !on_battleground)) 2126 && !on_battleground))
2127 {
2128 if (op->speed_left > 0.f)
2123 { 2129 {
2130 --op->speed_left;
2131
2124 if (!op->contr->braced) 2132 if (!op->contr->braced)
2125 { 2133 {
2126 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2134 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2127 push_ob (mon, dir, op); 2135 push_ob (mon, dir, op);
2128 } 2136 }
2129 else 2137 else
2130 new_draw_info (0, 0, op, "You withhold your attack"); 2138 new_draw_info (0, 0, op, "You withhold your attack");
2131 2139
2132 if (op->contr->tmp_invis || op->hide) 2140 if (op->contr->tmp_invis || op->hide)
2133 make_visible (op); 2141 make_visible (op);
2134 }
2135 2142
2143 return true;
2144 }
2145 }
2136 /* If the object is a boulder or other rollable object, then 2146 /* If the object is a boulder or other rollable object, then
2137 * roll it if not braced. You can't roll it if you are braced. 2147 * roll it if not braced. You can't roll it if you are braced.
2138 */ 2148 */
2139 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2149 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2150 {
2151 if (op->speed_left > 0.f)
2140 { 2152 {
2153 --op->speed_left;
2154
2141 recursive_roll (mon, dir, op); 2155 recursive_roll (mon, dir, op);
2142 if (action_makes_visible (op)) 2156 if (action_makes_visible (op))
2143 make_visible (op); 2157 make_visible (op);
2144 }
2145 2158
2159 return true;
2160 }
2161 }
2146 /* Any generic living creature. Including things like doors. 2162 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points 2163 * Way it works is like this: First, it must have some hit points
2148 * and be living. Then, it must be one of the following: 2164 * and be living. Then, it must be one of the following:
2149 * 1) Not a player, 2) A player, but of a different party. Note 2165 * 1) Not a player, 2) A player, but of a different party. Note
2150 * that party_number -1 is no party, so attacks can still happen. 2166 * that party_number -1 is no party, so attacks can still happen.
2151 */ 2167 */
2152 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2168 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))) 2169 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2154 { 2170 {
2155 2171 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
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)
2162 { 2172 {
2163 op->speed_left += op->speed / op->contr->weapon_sp; 2173 --op->contr->weapon_sp_left;
2164
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2166 }
2167 2174
2168 skill_attack (mon, op, 0, 0, 0); 2175 skill_attack (mon, op, 0, 0, 0);
2169
2170 /* If attacking another player, that player gets automatic
2171 * hitback, and doesn't loose luck either.
2172 * Disable hitback on the battleground or if the target is
2173 * the wiz.
2174 */
2175 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2176 {
2177 short luck = mon->stats.luck;
2178
2179 mon->contr->has_hit = 1;
2180 skill_attack (op, mon, 0, 0, 0);
2181 mon->stats.luck = luck;
2182 }
2183 2176
2184 if (action_makes_visible (op)) 2177 if (action_makes_visible (op))
2185 make_visible (op); 2178 make_visible (op);
2186 }
2187 } /* if player should attack something */
2188}
2189 2179
2190int 2180 return true;
2181 }
2182 }
2183
2184 return false;
2185}
2186
2187bool
2191move_player (object *op, int dir) 2188move_player (object *op, int dir)
2192{ 2189{
2193 int pick; 2190 int pick;
2194 2191
2195 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2192 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2209 op->facing = dir; 2206 op->facing = dir;
2210 2207
2211 if (op->hide) 2208 if (op->hide)
2212 do_hidden_move (op); 2209 do_hidden_move (op);
2213 2210
2211 bool retval;
2212
2214 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2213 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2215 /*nop */ ; 2214 retval = RESULT_INT (0);
2216 else if (op->contr->fire_on) 2215 else if (op->contr->fire_on)
2217 fire (op, dir); 2216 retval = fire (op, dir);
2218 else 2217 else
2219 { 2218 {
2220 move_player_attack (op, dir); 2219 retval = move_player_attack (op, dir);
2221 pick = check_pick (op); 2220 pick = check_pick (op);
2222 } 2221 }
2223 2222
2224 /* Add special check for newcs players and fire on - this way, the 2223 /* Add special check for newcs players and fire on - this way, the
2225 * server can handle repeat firing. 2224 * server can handle repeat firing.
2232 /* Update how the player looks. Use the facing, so direction may 2231 /* Update how the player looks. Use the facing, so direction may
2233 * get reset to zero. This allows for full animation capabilities 2232 * get reset to zero. This allows for full animation capabilities
2234 * for players. 2233 * for players.
2235 */ 2234 */
2236 animate_object (op, op->facing); 2235 animate_object (op, op->facing);
2237 return 0; 2236
2237 return retval;
2238} 2238}
2239 2239
2240/* This is similar to handle_player, below, but is only used by the 2240/* This is similar to handle_player, below, but is only used by the
2241 * new client/server stuff. 2241 * new client/server stuff.
2242 * This is sort of special, in that the new client/server actually uses 2242 * This is sort of special, in that the new client/server actually uses
2243 * the new speed values for commands. 2243 * the new speed values for commands.
2244 * 2244 *
2245 * Returns true if there are more actions we can do. 2245 * Returns true if there are more actions we can do. Should not do
2246 * many actions in a row, as that would be too unfair to other
2247 * players.
2246 */ 2248 */
2247int 2249bool
2248handle_newcs_player (object *op) 2250handle_newcs_player (object *op)
2249{ 2251{
2250 if (QUERY_FLAG (op, FLAG_SCARED)) 2252 if (QUERY_FLAG (op, FLAG_SCARED))
2251 { 2253 {
2252 flee_player (op); 2254 if (op->speed_left > 0.f)
2253 /* If player is still scared, that is his action for this tick */
2254 if (QUERY_FLAG (op, FLAG_SCARED))
2255 { 2255 {
2256 op->speed_left--; 2256 --op->speed_left;
2257 flee_player (op);
2258
2257 return 0; 2259 return true;
2258 } 2260 }
2261 else
2262 return false;
2259 } 2263 }
2260 2264
2261 /* call this here - we also will call this in do_ericserver, but 2265 /* call this here - we also will call this in do_ericserver, but
2262 * the players time has been increased when doericserver has been 2266 * the players time has been increased when doericserver has been
2263 * called, so we recheck it here. 2267 * called, so we recheck it here.
2264 */ 2268 */
2265 if (op->contr->ns->handle_command ()) 2269 if (op->contr->ns->handle_command ())
2266 return 1; 2270 return true;
2267 2271
2268 if (op->speed_left > 0)
2269 {
2270 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2272 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2271 {
2272 /* All move commands take 1 tick, at least for now */
2273 op->speed_left--;
2274
2275 /* Instead of all the stuff below, let move_player take care
2276 * of it. Also, some of the skill stuff is only put in
2277 * there, as well as the confusion stuff.
2278 */
2279 move_player (op, op->direction); 2273 return move_player (op, op->direction);
2280 2274
2281 return op->speed_left > 0;
2282 }
2283 }
2284
2285 return 0; 2275 return false;
2286} 2276}
2287 2277
2288int 2278int
2289save_life (object *op) 2279save_life (object *op)
2290{ 2280{
2448 gen_grace = op->stats.maxgrace; 2438 gen_grace = op->stats.maxgrace;
2449 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2439 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2450 } 2440 }
2451 2441
2452 /* Regenerate Spell Points */ 2442 /* Regenerate Spell Points */
2453 if (!op->contr->ranges[range_golem] && --op->last_sp < 0) 2443 if (!op->contr->golem && --op->last_sp < 0)
2454 { 2444 {
2455 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2445 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) 2446 if (op->stats.sp < op->stats.maxsp)
2457 { 2447 {
2458 op->stats.sp++; 2448 op->stats.sp++;
2556 } 2546 }
2557 2547
2558 /* Digestion */ 2548 /* Digestion */
2559 if (--op->last_eat < 0) 2549 if (--op->last_eat < 0)
2560 { 2550 {
2561#ifdef COZY_SERVER
2562 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2563 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2564#else
2565 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2551 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2566#endif
2567 2552
2568 if (op->contr->gen_hp > 0) 2553 if (op->contr->gen_hp > 0)
2569 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2554 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2570 else 2555 else
2571 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2556 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2916 object *force; 2901 object *force;
2917 int at; 2902 int at;
2918 2903
2919 force = get_archetype (FORCE_NAME); 2904 force = get_archetype (FORCE_NAME);
2920 /* 50 ticks should be enough time for the spell to abate */ 2905 /* 50 ticks should be enough time for the spell to abate */
2921 force->speed = 0.1; 2906 force->speed = 0.1f;
2922 force->speed_left = -5.0; 2907 force->speed_left = -5.f;
2923 SET_FLAG (force, FLAG_APPLIED); 2908 SET_FLAG (force, FLAG_APPLIED);
2924 for (at = 0; at < NROFATTACKS; at++) 2909 for (at = 0; at < NROFATTACKS; at++)
2925 if (will_kill_again & (1 << at)) 2910 if (will_kill_again & (1 << at))
2926 force->resist[at] = 100; 2911 force->resist[at] = 100;
2927 2912
3102/* For Hidden creatures - a chance of becoming 'unhidden' 3087/* For Hidden creatures - a chance of becoming 'unhidden'
3103 * every time they move - as we subtract off 'invisibility' 3088 * every time they move - as we subtract off 'invisibility'
3104 * AND, for players, if they move into a ridiculously unhideable 3089 * AND, for players, if they move into a ridiculously unhideable
3105 * spot (surrounded by clear terrain in broad daylight). -b.t. 3090 * spot (surrounded by clear terrain in broad daylight). -b.t.
3106 */ 3091 */
3107
3108void 3092void
3109do_hidden_move (object *op) 3093do_hidden_move (object *op)
3110{ 3094{
3111 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3095 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3112 object *skop; 3096 object *skop;
3493 * not readied. 3477 * not readied.
3494 */ 3478 */
3495void 3479void
3496player_unready_range_ob (player *pl, object *ob) 3480player_unready_range_ob (player *pl, object *ob)
3497{ 3481{
3498 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3482 if (pl->ob->current_weapon == ob)
3483 pl->ob->current_weapon = 0;
3484
3485 if (pl->combat_ob == ob)
3486 pl->combat_ob = 0;
3487
3499 if (pl->ranges[i] == ob) 3488 if (pl->ranged_ob == ob)
3500 {
3501 pl->ranges[i] = 0; 3489 pl->ranged_ob = 0;
3502 if (pl->shoottype == i)
3503 pl->shoottype = range_none;
3504 }
3505} 3490}
3506 3491
3507sint8 3492sint8
3508player::visibility_at (maptile *map, int x, int y) const 3493player::visibility_at (maptile *map, int x, int y) const
3509{ 3494{

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