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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 1.149 by root, Mon Jun 4 13:04:00 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;
223 ob->close_container (); //TODO: client-specific 207 ob->close_container (); //TODO: client-specific
224 208
225 ns->update_look = 0; 209 ns->update_look = 0;
226 ns->look_position = 0; 210 ns->look_position = 0;
227 211
228 clear_los (ob); 212 clear_los (this);
229 213
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->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);
243 224
244 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->object::name);
245 226
246 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
247 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
248 { 229 {
249 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
251 shstr_cmp dragon_ability_force ("dragon_ability_force"); 232 shstr_cmp dragon_ability_force ("dragon_ability_force");
252 shstr_cmp dragon_skin_force ("dragon_skin_force"); 233 shstr_cmp dragon_skin_force ("dragon_skin_force");
253 234
254 for (tmp = ob->inv; tmp; tmp = tmp->below) 235 for (tmp = ob->inv; tmp; tmp = tmp->below)
255 if (tmp->type == FORCE) 236 if (tmp->type == FORCE)
256 if (tmp->arch->name == dragon_ability_force) 237 if (tmp->arch->archname == dragon_ability_force)
257 abil = tmp; 238 abil = tmp;
258 else if (tmp->arch->name == dragon_skin_force) 239 else if (tmp->arch->archname == dragon_skin_force)
259 skin = tmp; 240 skin = tmp;
260 241
261 set_dragon_name (ob, abil, skin); 242 set_dragon_name (ob, abil, skin);
262 } 243 }
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
305// the need for this function can be explained 311// the need for this function can be explained
306// by load_object not returning the object 312// by load_object not returning the object
307void 313void
308player::set_object (object *op) 314player::set_object (object *op)
309{ 315{
310 ob = op; 316 ob = observe = 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 */
323}
324
325void
326player::set_observe (object *op)
327{
328 observe = op ? op : ob;
329 do_los = 1;
316} 330}
317 331
318player::player () 332player::player ()
319{ 333{
320 /* There are some elements we want initialised to non zero value - 334 /* There are some elements we want initialised to non zero value -
325 unapply = unapply_nochoice; 339 unapply = unapply_nochoice;
326 340
327 savebed_map = first_map_path; /* Init. respawn position */ 341 savebed_map = first_map_path; /* Init. respawn position */
328 342
329 gen_sp_armour = 10; 343 gen_sp_armour = 10;
330 shoottype = range_none;
331 bowtype = bow_normal; 344 bowtype = bow_normal;
332 petmode = pet_normal; 345 petmode = pet_normal;
333 listening = 10; 346 listening = 10;
334 usekeys = containers; 347 usekeys = containers;
335 peaceful = 1; /* default peaceful */ 348 peaceful = 1; /* default peaceful */
336 do_los = 1; 349 do_los = 1;
350
351 weapon_sp = 1.0f;
352 weapon_sp_left = 0.5f;
337} 353}
338 354
339void 355void
340player::do_destroy () 356player::do_destroy ()
341{ 357{
382 * Note: there MUST be at least one player archetype! 398 * Note: there MUST be at least one player archetype!
383 */ 399 */
384archetype * 400archetype *
385get_player_archetype (archetype *at) 401get_player_archetype (archetype *at)
386{ 402{
387 archetype *start = at; 403 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
388 404
389 for (;;) 405 for (;;)
390 { 406 {
391 if (at == NULL || at->next == NULL) 407 if (++i == archetypes.end ())
392 at = first_archetype; 408 i = archetypes.begin ();
393 else 409 else if (*i == at)
394 at = at->next; 410 cleanup ("not a single player archetype found");
395 411
396 if (at->clone.type == PLAYER) 412 if ((*i)->type == PLAYER)
397 return at; 413 return *i;
398
399 if (at == start)
400 {
401 LOG (llevError, "No Player archetypes\n");
402 exit (-1);
403 }
404 } 414 }
405} 415}
406 416
407object * 417object *
408get_nearest_player (object *mon) 418get_nearest_player (object *mon)
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
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, &ob->arch->name); 913 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
916 tmp = object::create (); 914 tmp = object::create ();
917 EXIT_PATH (tmp) = mapname; 915 EXIT_PATH (tmp) = mapname;
918 EXIT_X (tmp) = ob->x; 916 EXIT_X (tmp) = ob->x;
919 EXIT_Y (tmp) = ob->y; 917 EXIT_Y (tmp) = ob->y;
920 ob->enter_exit (tmp); /* we don't really care if it succeeded; 918 ob->enter_exit (tmp); /* we don't really care if it succeeded;
939 int x = ob->x, y = ob->y; 937 int x = ob->x, y = ob->y;
940 938
941 ob->remove_statbonus (); 939 ob->remove_statbonus ();
942 ob->remove (); 940 ob->remove ();
943 ob->arch = get_player_archetype (ob->arch); 941 ob->arch = get_player_archetype (ob->arch);
944 ob->arch->clone.copy_to (ob); 942 ob->arch->copy_to (ob);
945 ob->instantiate (); 943 ob->instantiate ();
946 ob->stats = ob->contr->orig_stats; 944 ob->stats = ob->contr->orig_stats;
947 ob->name = ob->name_pl = name; 945 ob->name = ob->name_pl = name;
948 ob->x = x; 946 ob->x = x;
949 ob->y = y; 947 ob->y = y;
950 SET_ANIMATION (ob, 2); /* So player faces south */ 948 SET_ANIMATION (ob, 2); /* So player faces south */
951 insert_ob_in_map (ob, ob->map, ob, 0); 949 insert_ob_in_map (ob, ob->map, ob, 0);
952 assign (ob->contr->title, ob->arch->clone.name); 950 assign (ob->contr->title, ob->arch->object::name);
953 ob->add_statbonus (); 951 ob->add_statbonus ();
954 } 952 }
955 while (!allowed_class (ob)); 953 while (!allowed_class (ob));
956 954
957 update_object (ob, UP_OBJ_FACE); 955 update_object (ob, UP_OBJ_FACE);
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{
1103 if (tmp->name != NULL) 1100 if (tmp->name != NULL)
1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1101 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1105 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1102 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106 else 1103 else
1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1108 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1105 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109 1106
1110 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1107 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1111 } 1108 }
1112 1109
1113 /* philosophy: 1110 /* philosophy:
1306 /* careful: chairs and tables are weapons! */ 1303 /* careful: chairs and tables are weapons! */
1307 if (op->contr->mode & PU_ALLWEAPON) 1304 if (op->contr->mode & PU_ALLWEAPON)
1308 { 1305 {
1309 if (tmp->type == WEAPON && tmp->name != NULL) 1306 if (tmp->type == WEAPON && tmp->name != NULL)
1310 { 1307 {
1311 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1308 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1312 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1309 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1313 { 1310 {
1314 pick_up (op, tmp); 1311 pick_up (op, tmp);
1315 continue; 1312 continue;
1316 } 1313 }
1317 } 1314 }
1318 1315
1319 if (tmp->type == WEAPON && tmp->name == NULL) 1316 if (tmp->type == WEAPON && tmp->name == NULL)
1320 { 1317 {
1321 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1318 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1322 { 1319 {
1323 pick_up (op, tmp); 1320 pick_up (op, tmp);
1324 continue; 1321 continue;
1325 } 1322 }
1326 } 1323 }
1351 if (tmp->name != NULL) 1348 if (tmp->name != NULL)
1352 { 1349 {
1353 fprintf (stderr, "%s", tmp->name); 1350 fprintf (stderr, "%s", tmp->name);
1354 } 1351 }
1355 else 1352 else
1356 fprintf (stderr, "%s", tmp->arch->name); 1353 fprintf (stderr, "%s", tmp->arch->archname);
1357 fprintf (stderr, ",%d] = ", tmp->type); 1354 fprintf (stderr, ",%d] = ", tmp->type);
1358 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1355 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1359#endif 1356#endif
1360 continue; 1357 continue;
1361 } 1358 }
1431 else 1428 else
1432 { 1429 {
1433 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1430 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1434 { 1431 {
1435 attacktype = 1 << attacknum; 1432 attacktype = 1 << attacknum;
1436 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1433 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1437 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1434 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1438 { 1435 {
1439 tmp = arrow; 1436 tmp = arrow;
1440 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1437 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1441 } 1438 }
1442 } 1439 }
1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1440 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1444 { 1441 {
1445 tmp = arrow; 1442 tmp = arrow;
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 (op->contr)
1554 bow = op->contr->ranges[range_bow]; 1550 bow = op->current_weapon;
1555 else 1551 else
1556 { 1552 {
1557 for (bow = op->inv; bow; bow = bow->below) 1553 for (bow = op->inv; bow; bow = bow->below)
1558 /* Don't check for applied - monsters don't apply bows - in that way, they 1554 /* 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. 1555 * don't need to switch back and forth between bows and weapons.
1564 if (!bow) 1560 if (!bow)
1565 { 1561 {
1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1562 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1567 return 0; 1563 return 0;
1568 } 1564 }
1565
1566 // optimisation: move object to top so we will find it quickly again
1567 if (bow->below)
1568 {
1569 bow->remove ();
1570 op->insert (bow);
1571 }
1572
1569 } 1573 }
1570 1574
1571 if (!bow->race || !bow->skill) 1575 if (!bow->race || !bow->skill)
1572 { 1576 {
1573 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1577 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1574 return 0; 1578 return 0;
1575 } 1579 }
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 1580
1586 if (arrow == NULL) 1581 if (arrow == NULL)
1587 { 1582 {
1588 if ((arrow = find_arrow (op, bow->race)) == NULL) 1583 if ((arrow = find_arrow (op, bow->race)) == NULL)
1589 { 1584 {
1590 if (op->type == PLAYER) 1585 if (op->type == PLAYER)
1591 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1586 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 */ 1587 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1593 else 1588 else
1594 CLEAR_FLAG (op, FLAG_READY_BOW); 1589 CLEAR_FLAG (op, FLAG_READY_BOW);
1590
1595 return 0; 1591 return 0;
1596 } 1592 }
1597 } 1593 }
1598 1594
1599 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1595 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1623 1619
1624 arrow->set_owner (op); 1620 arrow->set_owner (op);
1625 arrow->skill = bow->skill; 1621 arrow->skill = bow->skill;
1626 arrow->direction = dir; 1622 arrow->direction = dir;
1627 1623
1624 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1625 arrow->stats.hp = arrow->stats.dam;
1626 arrow->stats.grace = arrow->attacktype;
1627
1628 if (arrow->slaying)
1629 arrow->spellarg = strdup (arrow->slaying);
1630
1631#if 0
1632 if (player *pl = op->contr)
1633 {
1634 float speed = pl->weapon_sp;
1635
1636 /* penalize ROF for bestarrow */
1637 if (pl->bowtype == bow_bestarrow)
1638 speed *= .9f;
1639 else
1640 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1641
1642 op->speed_left += speed - op->speed;
1643 }
1644#endif
1645
1646 SET_ANIMATION (arrow, arrow->direction);
1647
1648 /* update the speed */
1649 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1650 + bow->stats.dam / 7.f;
1651
1652 arrow->set_speed (max (arrow->speed, 2.f));
1653 arrow->speed_left = 0;
1654
1655 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1656
1628 if (op->type == PLAYER) 1657 if (op->type == PLAYER)
1629 { 1658 {
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; 1659 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1660 wc -= dex_bonus[op->stats.Dex];
1661
1662 if (!arrow->slaying)
1663 arrow->slaying = op->slaying;
1664
1665 arrow->attacktype |= op->attacktype;
1661 } 1666 }
1662 else 1667 else
1663 { 1668 {
1664 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1665 arrow->level = op->level; 1669 arrow->level = op->level;
1666 } 1670 arrow->stats.wc -= bow->magic;
1667 1671
1668 if (arrow->attacktype == AT_PHYSICAL) 1672 if (!arrow->slaying)
1673 arrow->slaying = bow->slaying;
1674
1669 arrow->attacktype |= bow->attacktype; 1675 arrow->attacktype |= bow->attacktype;
1676 }
1670 1677
1671 if (bow->slaying) 1678 wc -= arrow->level;
1672 arrow->slaying = bow->slaying; 1679 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1673 1680
1681 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1674 arrow->move_type = MOVE_FLY_LOW; 1682 arrow->move_type = MOVE_FLY_LOW;
1675 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1683 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1676 1684
1677 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1685 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1678 m->insert (arrow, sx, sy, op); 1686 m->insert (arrow, sx, sy, op);
1703{ 1711{
1704 int ret = 0, wcmod = 0; 1712 int ret = 0, wcmod = 0;
1705 1713
1706 if (op->contr->bowtype == bow_bestarrow) 1714 if (op->contr->bowtype == bow_bestarrow)
1707 { 1715 {
1708 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1716 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1709 } 1717 }
1710 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1718 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1711 { 1719 {
1712 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1720 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1713 wcmod = -1; 1721 wcmod = -1;
1723 else if (op->contr->bowtype == bow_spreadshot) 1731 else if (op->contr->bowtype == bow_spreadshot)
1724 { 1732 {
1725 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1733 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); 1734 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); 1735 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1728
1729 } 1736 }
1730 else 1737 else
1731 { 1738 {
1732 /* Simple case */ 1739 /* Simple case */
1733 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1740 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1734 } 1741 }
1742
1735 return ret; 1743 return ret;
1736} 1744}
1737
1738 1745
1739/* Fires a misc (wand/rod/horn) object in 'dir'. 1746/* Fires a misc (wand/rod/horn) object in 'dir'.
1740 * Broken apart from 'fire' to keep it more readable. 1747 * Broken apart from 'fire' to keep it more readable.
1741 */ 1748 */
1742void 1749void
1743fire_misc_object (object *op, int dir) 1750fire_misc_object (object *op, int dir)
1744{ 1751{
1745 object *item; 1752 object *item = op->contr->ranged_ob;
1746 1753
1747 if (!op->contr->ranges[range_misc]) 1754 if (!item)
1748 { 1755 {
1749 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1756 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1750 return; 1757 return;
1751 } 1758 }
1752 1759
1753 item = op->contr->ranges[range_misc];
1754 if (!item->inv) 1760 if (!item->inv)
1755 { 1761 {
1756 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1762 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1757 return; 1763 return;
1758 } 1764 }
1765
1766 if (!op->change_weapon (item))
1767 return;
1768
1759 if (item->type == WAND) 1769 if (item->type == WAND)
1760 { 1770 {
1761 if (item->stats.food <= 0) 1771 if (item->stats.food <= 0)
1762 { 1772 {
1763 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1773 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)); 1774 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1775
1765 return; 1776 return;
1766 } 1777 }
1767 } 1778 }
1768 else if (item->type == ROD || item->type == HORN) 1779 else if (item->type == ROD || item->type == HORN)
1769 { 1780 {
1770 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1781 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1771 { 1782 {
1772 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1783 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1784
1773 if (item->type == ROD) 1785 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)); 1786 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1775 else 1787 else
1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1789
1777 return; 1790 return;
1778 } 1791 }
1779 } 1792 }
1780 1793
1781 if (cast_spell (op, item, dir, item->inv, NULL)) 1794 if (cast_spell (op, item, dir, item->inv, NULL))
1788 object *tmp; 1801 object *tmp;
1789 1802
1790 if (item->arch) 1803 if (item->arch)
1791 { 1804 {
1792 CLEAR_FLAG (item, FLAG_ANIMATE); 1805 CLEAR_FLAG (item, FLAG_ANIMATE);
1793 item->face = item->arch->clone.face; 1806 item->face = item->arch->face;
1794 item->set_speed (0); 1807 item->set_speed (0);
1795 } 1808 }
1796 1809
1797 if ((tmp = item->in_player ())) 1810 if ((tmp = item->in_player ()))
1798 esrv_update_item (UPD_ANIM, tmp, item); 1811 esrv_update_item (UPD_ANIM, tmp, item);
1803 } 1816 }
1804} 1817}
1805 1818
1806/* Received a fire command for the player - go and do it. 1819/* Received a fire command for the player - go and do it.
1807 */ 1820 */
1808void 1821bool
1809fire (object *op, int dir) 1822fire (object *op, int dir)
1810{ 1823{
1811 int spellcost = 0; 1824 int spellcost = 0;
1812 1825
1813 /* check for loss of invisiblity/hide */ 1826 /* check for loss of invisiblity/hide */
1814 if (action_makes_visible (op)) 1827 if (action_makes_visible (op))
1815 make_visible (op); 1828 make_visible (op);
1816 1829
1817 switch (op->contr->shoottype) 1830 player *pl = op->contr;
1831
1832 if (pl->golem)
1833 {
1834 control_golem (op->contr->golem, dir);
1835 return false;
1818 { 1836 }
1819 case range_none:
1820 return;
1821 1837
1822 case range_bow: 1838 object *ob = pl->ranged_ob;
1839
1840 if (!ob)
1841 return false;
1842
1843 if (!op->change_weapon (ob))
1844 return false;
1845
1846 if (op->speed_left > 0.f)
1847 --op->speed_left;
1848 else
1849 return false;
1850
1851 switch (ob->type)
1852 {
1853 case BOW:
1823 player_fire_bow (op, dir); 1854 player_fire_bow (op, dir);
1824 return; 1855 break;
1825 1856
1826 case range_magic: /* Casting spells */ 1857 case SPELL:
1827 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1858 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1828 return; 1859 break;
1829 1860
1830 case range_misc: 1861 case BUILDER:
1862 apply_map_builder (op, dir);
1863 break;
1864
1865 case SKILL:
1866 do_skill (op, op, ob, dir, 0);
1867 break;
1868
1869 default:
1831 fire_misc_object (op, dir); 1870 fire_misc_object (op, dir);
1832 return; 1871 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 } 1872 }
1873
1874 return true;
1856} 1875}
1857 1876
1858/* find_key 1877/* find_key
1859 * 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
1860 * and successfully use it, we return the key, otherwise NULL 1879 * and successfully use it, we return the key, otherwise NULL
1947 * 0 otherwise 1966 * 0 otherwise
1948 */ 1967 */
1949static int 1968static int
1950player_attack_door (object *op, object *door) 1969player_attack_door (object *op, object *door)
1951{ 1970{
1952 /* If its a door, try to find a use a key. If we do destroy the door, 1971 /* 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 - 1972 * might as well return immediately as there is nothing more to do -
1954 * otherwise, we fall through to the rest of the code. 1973 * otherwise, we fall through to the rest of the code.
1955 */ 1974 */
1956 object *key = find_key (op, op, door); 1975 object *key = find_key (op, op, door);
1957 1976
1958 /* IF we found a key, do some extra work */ 1977 /* If we found a key, do some extra work */
1959 if (key) 1978 if (key)
1960 { 1979 {
1961 object *container = key->env; 1980 object *container = key->env;
1962 1981
1963 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
1964 if (action_makes_visible (op)) 1984 if (action_makes_visible (op))
1965 make_visible (op); 1985 make_visible (op);
1986
1966 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1987 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1967 spring_trap (door->inv, op); 1988 spring_trap (door->inv, op);
1968 1989
1969 if (door->type == DOOR) 1990 if (door->type == DOOR)
1970 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 */
1996 * It should keep the code cleaner. 2017 * It should keep the code cleaner.
1997 * When this is called, the players direction has been updated 2018 * When this is called, the players direction has been updated
1998 * (taking into account confusion.) The player is also actually 2019 * (taking into account confusion.) The player is also actually
1999 * going to try and move (not fire weapons). 2020 * going to try and move (not fire weapons).
2000 */ 2021 */
2001void 2022bool
2002move_player_attack (object *op, int dir) 2023move_player_attack (object *op, int dir)
2003{ 2024{
2004 object *tmp, *mon;
2005 sint16 nx, ny;
2006 int on_battleground; 2025 int on_battleground;
2007 maptile *m;
2008 2026
2009 nx = freearr_x[dir] + op->x; 2027 sint16 nx = freearr_x[dir] + op->x;
2010 ny = freearr_y[dir] + op->y; 2028 sint16 ny = freearr_y[dir] + op->y;
2011 2029
2012 on_battleground = op_on_battleground (op, 0, 0); 2030 on_battleground = op_on_battleground (op, 0, 0);
2031
2032 if (out_of_map (op->map, nx, ny))
2033 return false;
2034
2035 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2036 {
2037 --op->speed_left;
2038 return true;
2039 }
2013 2040
2014 /* If braced, or can't move to the square, and it is not out of the 2041 /* 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 2042 * 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 2043 * 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 2044 * 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 2045 * 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 2046 * 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 2047 * quite a bit of processing. However, it probably is less than what
2021 * move_ob uses. 2048 * move_ob uses.
2022 */ 2049 */
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); 2050 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 2051
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 2052 /* 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. 2053 * 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 2054 * if its a door or barrel (can roll) see if there may be monsters
2041 * on the space 2055 * on the space
2042 */ 2056 */
2043 while (tmp) 2057 object *mon;
2044 { 2058 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2045 if (tmp == op) 2059 {
2046 { 2060 if ((mon->flag [FLAG_ALIVE]
2047 tmp = tmp->above; 2061 || mon->type == LOCKED_DOOR
2048 continue; 2062 || mon->flag [FLAG_CAN_ROLL])
2049 }
2050
2051 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2052 {
2053 mon = tmp; 2063 && mon != op)
2054 break; 2064 break;
2055 } 2065 }
2056 2066
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 */ 2067 if (!mon) /* This happens anytime the player tries to move */
2064 return; /* into a wall */ 2068 return false; /* into a wall */
2065 2069
2066 if (mon->head)
2067 mon = mon->head; 2070 mon = mon->head_ ();
2068 2071
2069 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2072 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2073 if (op->contr->weapon_sp_left > 0.f)
2070 if (player_attack_door (op, mon)) 2074 if (player_attack_door (op, mon))
2075 {
2076 --op->contr->weapon_sp_left;
2071 return; 2077 return true;
2078 }
2072 2079
2073 /* The following deals with possibly attacking peaceful 2080 /* The following deals with possibly attacking peaceful
2074 * or frienddly creatures. Basically, all players are considered 2081 * or friendly creatures. Basically, all players are considered
2075 * unaggressive. If the moving player has peaceful set, then the 2082 * unaggressive. If the moving player has peaceful set, then the
2076 * object should be pushed instead of attacked. It is assumed that 2083 * object should be pushed instead of attacked. It is assumed that
2077 * if you are braced, you will not attack friends accidently, 2084 * if you are braced, you will not attack friends accidently,
2078 * and thus will not push them. 2085 * and thus will not push them.
2079 */ 2086 */
2080 2087
2081 /* If the creature is a pet, push it even if the player is not 2088 /* 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 2089 * peaceful. Our assumption is the creature is a pet if the
2083 * player owns it and it is either friendly or unagressive. 2090 * player owns it and it is either friendly or unagressive.
2084 */ 2091 */
2085 if ((op->type == PLAYER) 2092 if (op->type == PLAYER
2086#if COZY_SERVER
2087 &&
2088 ((mon->owner && mon->owner->contr 2093 && ((mon->owner && mon->owner->contr
2089 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2094 && same_party (mon->owner->contr->party, op->contr->party))
2090#else
2091 && mon->owner == op 2095 || mon->owner == op)
2092#endif
2093 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2096 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2094 { 2097 {
2095 /* If we're braced, we don't want to switch places with it */ 2098 /* If we're braced, we don't want to switch places with it */
2096 if (op->contr->braced) 2099 if (op->contr->braced)
2097 return; 2100 return false;
2101
2102 if (op->speed_left > 0.f)
2103 {
2104 --op->speed_left;
2098 2105
2099 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2106 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2100 (void) push_ob (mon, dir, op); 2107 push_ob (mon, dir, op);
2108
2101 if (op->contr->tmp_invis || op->hide) 2109 if (op->contr->tmp_invis || op->hide)
2102 make_visible (op); 2110 make_visible (op);
2103 2111
2104 return; 2112 return true;
2105 } 2113 }
2114 else
2115 return false;
2116 }
2106 2117
2107 /* in certain circumstances, you shouldn't attack friendly 2118 /* in certain circumstances, you shouldn't attack friendly
2108 * creatures. Note that if you are braced, you can't push 2119 * creatures. Note that if you are braced, you can't push
2109 * someone, but put it inside this loop so that you won't 2120 * someone, but put it inside this loop so that you won't
2110 * attack them either. 2121 * attack them either.
2111 */ 2122 */
2112 if ((mon->type == PLAYER || mon->enemy != op) && 2123 if ((mon->type == PLAYER || mon->enemy != op)
2113 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2124 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2114#ifdef PROHIBIT_PLAYERKILL
2115 (op->contr->peaceful 2125 && ((op->contr->peaceful
2116 || (mon->type == PLAYER 2126 || (mon->type == PLAYER && mon->contr->peaceful))
2117 && mon->contr->
2118 peaceful)) &&
2119#else
2120 op->contr->peaceful &&
2121#endif
2122 !on_battleground)) 2127 && !on_battleground))
2128 {
2129 if (op->speed_left > 0.f)
2123 { 2130 {
2131 --op->speed_left;
2132
2124 if (!op->contr->braced) 2133 if (!op->contr->braced)
2125 { 2134 {
2126 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2135 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2127 push_ob (mon, dir, op); 2136 push_ob (mon, dir, op);
2128 } 2137 }
2129 else 2138 else
2130 new_draw_info (0, 0, op, "You withhold your attack"); 2139 new_draw_info (0, 0, op, "You withhold your attack");
2131 2140
2132 if (op->contr->tmp_invis || op->hide) 2141 if (op->contr->tmp_invis || op->hide)
2133 make_visible (op); 2142 make_visible (op);
2134 }
2135 2143
2144 return true;
2145 }
2146 }
2136 /* If the object is a boulder or other rollable object, then 2147 /* 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. 2148 * roll it if not braced. You can't roll it if you are braced.
2138 */ 2149 */
2139 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2150 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2151 {
2152 if (op->speed_left > 0.f)
2140 { 2153 {
2154 --op->speed_left;
2155
2141 recursive_roll (mon, dir, op); 2156 recursive_roll (mon, dir, op);
2142 if (action_makes_visible (op)) 2157 if (action_makes_visible (op))
2143 make_visible (op); 2158 make_visible (op);
2144 }
2145 2159
2160 return true;
2161 }
2162 }
2146 /* Any generic living creature. Including things like doors. 2163 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points 2164 * 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: 2165 * 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 2166 * 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. 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 2172 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 { 2173 {
2163 op->speed_left += op->speed / op->contr->weapon_sp; 2174 --op->contr->weapon_sp_left;
2164
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2166 }
2167 2175
2168 skill_attack (mon, op, 0, 0, 0); 2176 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 2177
2184 if (action_makes_visible (op)) 2178 if (action_makes_visible (op))
2185 make_visible (op); 2179 make_visible (op);
2186 }
2187 } /* if player should attack something */
2188}
2189 2180
2190int 2181 return true;
2182 }
2183 }
2184
2185 return false;
2186}
2187
2188bool
2191move_player (object *op, int dir) 2189move_player (object *op, int dir)
2192{ 2190{
2193 int pick; 2191 int pick;
2194 2192
2195 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2193 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2209 op->facing = dir; 2207 op->facing = dir;
2210 2208
2211 if (op->hide) 2209 if (op->hide)
2212 do_hidden_move (op); 2210 do_hidden_move (op);
2213 2211
2212 bool retval;
2213
2214 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2214 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2215 /*nop */ ; 2215 retval = RESULT_INT (0);
2216 else if (op->contr->fire_on) 2216 else if (op->contr->fire_on)
2217 fire (op, dir); 2217 retval = fire (op, dir);
2218 else 2218 else
2219 { 2219 {
2220 move_player_attack (op, dir); 2220 retval = move_player_attack (op, dir);
2221 pick = check_pick (op); 2221 pick = check_pick (op);
2222 } 2222 }
2223 2223
2224 /* Add special check for newcs players and fire on - this way, the 2224 /* Add special check for newcs players and fire on - this way, the
2225 * server can handle repeat firing. 2225 * server can handle repeat firing.
2232 /* Update how the player looks. Use the facing, so direction may 2232 /* Update how the player looks. Use the facing, so direction may
2233 * get reset to zero. This allows for full animation capabilities 2233 * get reset to zero. This allows for full animation capabilities
2234 * for players. 2234 * for players.
2235 */ 2235 */
2236 animate_object (op, op->facing); 2236 animate_object (op, op->facing);
2237 return 0; 2237
2238 return retval;
2238} 2239}
2239 2240
2240/* This is similar to handle_player, below, but is only used by the 2241/* This is similar to handle_player, below, but is only used by the
2241 * new client/server stuff. 2242 * new client/server stuff.
2242 * This is sort of special, in that the new client/server actually uses 2243 * This is sort of special, in that the new client/server actually uses
2243 * the new speed values for commands. 2244 * the new speed values for commands.
2244 * 2245 *
2245 * Returns true if there are more actions we can do. 2246 * Returns true if there are more actions we can do. Should not do
2247 * many actions in a row, as that would be too unfair to other
2248 * players.
2246 */ 2249 */
2247int 2250bool
2248handle_newcs_player (object *op) 2251handle_newcs_player (object *op)
2249{ 2252{
2250 if (QUERY_FLAG (op, FLAG_SCARED)) 2253 if (QUERY_FLAG (op, FLAG_SCARED))
2251 { 2254 {
2252 flee_player (op); 2255 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 { 2256 {
2256 op->speed_left--; 2257 --op->speed_left;
2258 flee_player (op);
2259
2257 return 0; 2260 return true;
2258 } 2261 }
2262 else
2263 return false;
2259 } 2264 }
2260 2265
2261 /* call this here - we also will call this in do_ericserver, but 2266 /* call this here - we also will call this in do_ericserver, but
2262 * the players time has been increased when doericserver has been 2267 * the players time has been increased when doericserver has been
2263 * called, so we recheck it here. 2268 * called, so we recheck it here.
2264 */ 2269 */
2265 if (op->contr->ns->handle_command ()) 2270 if (op->contr->ns->handle_command ())
2266 return 1; 2271 return true;
2267 2272
2268 if (op->speed_left > 0)
2269 {
2270 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2273 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); 2274 return move_player (op, op->direction);
2280 2275
2281 return op->speed_left > 0;
2282 }
2283 }
2284
2285 return 0; 2276 return false;
2286} 2277}
2287 2278
2288int 2279int
2289save_life (object *op) 2280save_life (object *op)
2290{ 2281{
2448 gen_grace = op->stats.maxgrace; 2439 gen_grace = op->stats.maxgrace;
2449 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2440 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2450 } 2441 }
2451 2442
2452 /* Regenerate Spell Points */ 2443 /* Regenerate Spell Points */
2453 if (!op->contr->ranges[range_golem] && --op->last_sp < 0) 2444 if (!op->contr->golem && --op->last_sp < 0)
2454 { 2445 {
2455 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2446 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) 2447 if (op->stats.sp < op->stats.maxsp)
2457 { 2448 {
2458 op->stats.sp++; 2449 op->stats.sp++;
2556 } 2547 }
2557 2548
2558 /* Digestion */ 2549 /* Digestion */
2559 if (--op->last_eat < 0) 2550 if (--op->last_eat < 0)
2560 { 2551 {
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; 2552 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2566#endif
2567 2553
2568 if (op->contr->gen_hp > 0) 2554 if (op->contr->gen_hp > 0)
2569 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2555 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2570 else 2556 else
2571 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2557 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2916 object *force; 2902 object *force;
2917 int at; 2903 int at;
2918 2904
2919 force = get_archetype (FORCE_NAME); 2905 force = get_archetype (FORCE_NAME);
2920 /* 50 ticks should be enough time for the spell to abate */ 2906 /* 50 ticks should be enough time for the spell to abate */
2921 force->speed = 0.1; 2907 force->speed = 0.1f;
2922 force->speed_left = -5.0; 2908 force->speed_left = -5.f;
2923 SET_FLAG (force, FLAG_APPLIED); 2909 SET_FLAG (force, FLAG_APPLIED);
2924 for (at = 0; at < NROFATTACKS; at++) 2910 for (at = 0; at < NROFATTACKS; at++)
2925 if (will_kill_again & (1 << at)) 2911 if (will_kill_again & (1 << at))
2926 force->resist[at] = 100; 2912 force->resist[at] = 100;
2927 2913
3048} 3034}
3049 3035
3050int 3036int
3051is_true_undead (object *op) 3037is_true_undead (object *op)
3052{ 3038{
3053 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3039 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3054 return 1; 3040 return 1;
3055 3041
3056 return 0; 3042 return 0;
3057} 3043}
3058 3044
3102/* For Hidden creatures - a chance of becoming 'unhidden' 3088/* For Hidden creatures - a chance of becoming 'unhidden'
3103 * every time they move - as we subtract off 'invisibility' 3089 * every time they move - as we subtract off 'invisibility'
3104 * AND, for players, if they move into a ridiculously unhideable 3090 * AND, for players, if they move into a ridiculously unhideable
3105 * spot (surrounded by clear terrain in broad daylight). -b.t. 3091 * spot (surrounded by clear terrain in broad daylight). -b.t.
3106 */ 3092 */
3107
3108void 3093void
3109do_hidden_move (object *op) 3094do_hidden_move (object *op)
3110{ 3095{
3111 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3096 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3112 object *skop; 3097 object *skop;
3229 * a blocked los square. 3214 * a blocked los square.
3230 * we use the archetype to figure out offsets. 3215 * we use the archetype to figure out offsets.
3231 */ 3216 */
3232 while (op) 3217 while (op)
3233 { 3218 {
3234 dx = rv.distance_x + op->arch->clone.x; 3219 dx = rv.distance_x + op->arch->x;
3235 dy = rv.distance_y + op->arch->clone.y; 3220 dy = rv.distance_y + op->arch->y;
3236 3221
3237 /* only the viewable area the player sees is updated by LOS 3222 /* only the viewable area the player sees is updated by LOS
3238 * code, so we need to restrict ourselves to that range of values 3223 * code, so we need to restrict ourselves to that range of values
3239 * for any meaningful values. 3224 * for any meaningful values.
3240 */ 3225 */
3365 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3350 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3366 return; 3351 return;
3367 } 3352 }
3368 3353
3369 /* everything seems okay - now bring on the gift: */ 3354 /* everything seems okay - now bring on the gift: */
3370 item = &(tr->item->clone); 3355 item = tr->item;
3371 3356
3372 if (item->type == SPELL) 3357 if (item->type == SPELL)
3373 { 3358 {
3374 if (check_spell_known (who, item->name)) 3359 if (check_spell_known (who, item->name))
3375 return; 3360 return;
3435 /* forces in the treasurelist can alter the player's stats */ 3420 /* forces in the treasurelist can alter the player's stats */
3436 object *skin; 3421 object *skin;
3437 3422
3438 /* first get the dragon skin force */ 3423 /* first get the dragon skin force */
3439 shstr_cmp dragon_skin_force ("dragon_skin_force"); 3424 shstr_cmp dragon_skin_force ("dragon_skin_force");
3440 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3425 for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below)
3441 ; 3426 ;
3442 3427
3443 if (!skin) 3428 if (!skin)
3444 return; 3429 return;
3445 3430
3493 * not readied. 3478 * not readied.
3494 */ 3479 */
3495void 3480void
3496player_unready_range_ob (player *pl, object *ob) 3481player_unready_range_ob (player *pl, object *ob)
3497{ 3482{
3498 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3483 if (pl->ob->current_weapon == ob)
3484 pl->ob->current_weapon = 0;
3485
3486 if (pl->combat_ob == ob)
3487 pl->combat_ob = 0;
3488
3499 if (pl->ranges[i] == ob) 3489 if (pl->ranged_ob == ob)
3500 {
3501 pl->ranges[i] = 0; 3490 pl->ranged_ob = 0;
3502 if (pl->shoottype == i)
3503 pl->shoottype = range_none;
3504 }
3505} 3491}
3506 3492
3507sint8 3493sint8
3508player::visibility_at (maptile *map, int x, int y) const 3494player::visibility_at (maptile *map, int x, int y) const
3509{ 3495{

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