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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 1.155 by root, Sat Jul 21 15:04:36 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
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License 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
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 25#include <sproto.h>
28#include <sounds.h> 26#include <sounds.h>
29#include <living.h> 27#include <living.h>
30#include <object.h> 28#include <object.h>
31#include <spells.h> 29#include <spells.h>
158 op->x = -1; 156 op->x = -1;
159 op->y = -1; 157 op->y = -1;
160} 158}
161 159
162void 160void
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 () 161player::activate ()
177{ 162{
178 if (active) 163 if (active)
179 return; 164 return;
180 165
182 ob->remove (); 167 ob->remove ();
183 ob->map = 0; 168 ob->map = 0;
184 ob->activate_recursive (); 169 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY); 170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob); 171 add_friendly_object (ob);
187 enter_map ();
188} 172}
189 173
190void 174void
191player::deactivate () 175player::deactivate ()
192{ 176{
202 186
203 ob->remove (); 187 ob->remove ();
204 ob->map = 0; 188 ob->map = 0;
205 party = 0; 189 party = 0;
206 190
207 // for weird reasons, this is often "ob", keeping a circular reference 191 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
208 ranges [range_skill] = 0;
209 192
210 players.erase (this); 193 players.erase (this);
211} 194}
212 195
213// connect the player with a specific client 196// connect the player with a specific client
214// also changed, rationalises, and fixes some incorrect settings 197// also changes, rationalises, and fixes some incorrect settings
215void 198void
216player::connect (client *ns) 199player::connect (client *ns)
217{ 200{
218 this->ns = ns; 201 this->ns = ns;
219 ns->pl = this; 202 ns->pl = this;
223 ob->close_container (); //TODO: client-specific 206 ob->close_container (); //TODO: client-specific
224 207
225 ns->update_look = 0; 208 ns->update_look = 0;
226 ns->look_position = 0; 209 ns->look_position = 0;
227 210
228 clear_los (ob); 211 clear_los (this);
229 212
230 ns->reset_stats (); 213 ns->reset_stats ();
231 214
232 /* make sure he's a player -- needed because of class change. */ 215 /* make sure he's a player -- needed because of class change. */
233 ob->type = PLAYER; // we are paranoid 216 ob->type = PLAYER; // we are paranoid
234 ob->race = ob->arch->clone.race; 217 ob->race = ob->arch->race;
235
236 if (!legal_range (ob, shoottype))
237 shoottype = range_none;
238 218
239 ob->carrying = sum_weight (ob); 219 ob->carrying = sum_weight (ob);
240 link_player_skills (ob); 220 link_player_skills (ob);
241 221
242 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
243 223
244 assign (title, ob->arch->clone.name); 224 assign (title, ob->arch->object::name);
245 225
246 /* if it's a dragon player, set the correct title here */ 226 /* if it's a dragon player, set the correct title here */
247 if (is_dragon_pl (ob)) 227 if (is_dragon_pl (ob))
248 { 228 {
249 object *tmp, *abil = 0, *skin = 0; 229 object *tmp, *abil = 0, *skin = 0;
250 230
251 shstr_cmp dragon_ability_force ("dragon_ability_force");
252 shstr_cmp dragon_skin_force ("dragon_skin_force");
253
254 for (tmp = ob->inv; tmp; tmp = tmp->below) 231 for (tmp = ob->inv; tmp; tmp = tmp->below)
255 if (tmp->type == FORCE) 232 if (tmp->type == FORCE)
256 if (tmp->arch->name == dragon_ability_force) 233 if (tmp->arch->archname == shstr_dragon_ability_force)
257 abil = tmp; 234 abil = tmp;
258 else if (tmp->arch->name == dragon_skin_force) 235 else if (tmp->arch->archname == shstr_dragon_skin_force)
259 skin = tmp; 236 skin = tmp;
260 237
261 set_dragon_name (ob, abil, skin); 238 set_dragon_name (ob, abil, skin);
262 } 239 }
263 240
264 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 241 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
265 242
266 esrv_new_player (this, ob->weight + ob->carrying); 243 esrv_new_player (this, ob->weight + ob->carrying);
267 244
245 ob->flag [FLAG_READY_WEAPON] = false;
246 ob->flag [FLAG_READY_SKILL] = false;
247 ob->flag [FLAG_READY_BOW] = false;
248
249 for (object *op = ob->inv; op; op = op->below)
250 if (op->flag [FLAG_APPLIED])
251 switch (op->type)
252 {
253 case SKILL:
254 ob->flag [FLAG_APPLIED] = false;
255 break;
256
257 case WAND:
258 case ROD:
259 case HORN:
260 case BOW:
261 ranged_ob = op;
262 break;
263
264 case WEAPON:
265 combat_ob = op;
266 break;
267 }
268
269 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
268 ob->update_stats (); 270 ob->update_stats ();
271
269 ns->floorbox_update (); 272 ns->floorbox_update ();
270
271 esrv_send_inventory (ob, ob); 273 esrv_send_inventory (ob, ob);
272 esrv_add_spells (this, 0); 274 esrv_add_spells (this, 0);
273 275
274 activate (); 276 activate ();
275 277
295 ns->pl = 0; 297 ns->pl = 0;
296 ns = 0; 298 ns = 0;
297 } 299 }
298 300
299 if (ob) 301 if (ob)
302 {
300 ob->close_container (); //TODO: client-specific 303 ob->close_container (); //TODO: client-specific
304 ob->drop_unpaid_items ();
305 }
306
307 observe = ob;
301 308
302 deactivate (); 309 deactivate ();
303} 310}
304 311
305// the need for this function can be explained 312// the need for this function can be explained
306// by load_object not returning the object 313// by load_object not returning the object
307void 314void
308player::set_object (object *op) 315player::set_object (object *op)
309{ 316{
310 ob = op; 317 ob = observe = op;
311 ob->contr = this; /* this aren't yet in archetype */ 318 ob->contr = this; /* this aren't yet in archetype */
312 319
313 ob->speed_left = 0.5;
314 ob->speed = 1.0; 320 ob->speed = 1.0f;
321 ob->speed_left = 0.5f;
322
315 ob->direction = 5; /* So player faces south */ 323 ob->direction = 5; /* So player faces south */
324}
325
326void
327player::set_observe (object *op)
328{
329 observe = op ? op : ob;
330 do_los = 1;
316} 331}
317 332
318player::player () 333player::player ()
319{ 334{
320 /* There are some elements we want initialised to non zero value - 335 /* There are some elements we want initialised to non zero value -
325 unapply = unapply_nochoice; 340 unapply = unapply_nochoice;
326 341
327 savebed_map = first_map_path; /* Init. respawn position */ 342 savebed_map = first_map_path; /* Init. respawn position */
328 343
329 gen_sp_armour = 10; 344 gen_sp_armour = 10;
330 shoottype = range_none;
331 bowtype = bow_normal; 345 bowtype = bow_normal;
332 petmode = pet_normal; 346 petmode = pet_normal;
333 listening = 10; 347 listening = 10;
334 usekeys = containers; 348 usekeys = containers;
335 peaceful = 1; /* default peaceful */ 349 peaceful = 1; /* default peaceful */
336 do_los = 1; 350 do_los = 1;
351
352 weapon_sp = 1.0f;
353 weapon_sp_left = 0.5f;
337} 354}
338 355
339void 356void
340player::do_destroy () 357player::do_destroy ()
341{ 358{
346 if (ob) 363 if (ob)
347 { 364 {
348 ob->destroy_inv (false); 365 ob->destroy_inv (false);
349 ob->destroy (); 366 ob->destroy ();
350 } 367 }
368
369 ob = observe = 0;
351} 370}
352 371
353player::~player () 372player::~player ()
354{ 373{
355 /* Clear item stack */ 374 /* Clear item stack */
382 * Note: there MUST be at least one player archetype! 401 * Note: there MUST be at least one player archetype!
383 */ 402 */
384archetype * 403archetype *
385get_player_archetype (archetype *at) 404get_player_archetype (archetype *at)
386{ 405{
387 archetype *start = at; 406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
388 407
389 for (;;) 408 for (;;)
390 { 409 {
391 if (at == NULL || at->next == NULL) 410 if (++i == archetypes.end ())
392 at = first_archetype; 411 i = archetypes.begin ();
393 else 412 else if (*i == at)
394 at = at->next; 413 cleanup ("not a single player archetype found");
395 414
396 if (at->clone.type == PLAYER) 415 if ((*i)->type == PLAYER)
397 return at; 416 return *i;
398
399 if (at == start)
400 {
401 LOG (llevError, "No Player archetypes\n");
402 exit (-1);
403 }
404 } 417 }
405} 418}
406 419
407object * 420object *
408get_nearest_player (object *mon) 421get_nearest_player (object *mon)
774} 787}
775 788
776void 789void
777object::roll_stats () 790object::roll_stats ()
778{ 791{
779 int statsort [7]; 792 int statsort [NUM_STATS];
780 793
781 for (;;) 794 for (;;)
782 { 795 {
783 int sum = 0; 796 int sum = 0;
784 for (int i = 7; i--; ) 797 for (int i = NUM_STATS; i--; )
785 sum += statsort [i] = roll_stat (); 798 sum += statsort [i] = roll_stat ();
786 799
787 if (sum >= 82 && sum <= 116) 800 if (sum >= 82 && sum <= 116)
788 break; 801 break;
789 } 802 }
790 803
791 // Sort the stats so that rerolling is easier... 804 // Sort the stats so that rerolling is easier...
792 std::sort (statsort, statsort + 7, std::greater<int>()); 805 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
793 806
807 for (int i = 0; i < NUM_STATS; ++i)
794 stats.Str = statsort[0]; 808 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];
801 809
802 stats.exp = 0; 810 stats.exp = 0;
803 stats.ac = 0; 811 stats.ac = 0;
804 812
805 stats.hp = stats.maxhp; 813 stats.hp = stats.maxhp;
817} 825}
818 826
819void 827void
820object::swap_stats (int a, int b) 828object::swap_stats (int a, int b)
821{ 829{
822 int tmp = get_attr_value (&contr->orig_stats, a); 830 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);
825 831
832 for (int i = 0; i < NUM_STATS; ++i)
826 stats.Str = contr->orig_stats.Str; 833 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;
833 834
834 //TODO: the following code looks so borked and should, at the very least, 835 //TODO: the following code looks so borked and should, at the very least,
835 // be merged with the similar code in roll_stats 836 // be merged with the similar code in roll_stats
836 stats.ac = 0; 837 stats.ac = 0;
837 838
910 if (*first_map_ext_path) 911 if (*first_map_ext_path)
911 { 912 {
912 object *tmp; 913 object *tmp;
913 char mapname[MAX_BUF]; 914 char mapname[MAX_BUF];
914 915
915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name); 916 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
916 tmp = object::create (); 917 tmp = object::create ();
917 EXIT_PATH (tmp) = mapname; 918 EXIT_PATH (tmp) = mapname;
918 EXIT_X (tmp) = ob->x; 919 EXIT_X (tmp) = ob->x;
919 EXIT_Y (tmp) = ob->y; 920 EXIT_Y (tmp) = ob->y;
920 ob->enter_exit (tmp); /* we don't really care if it succeeded; 921 ob->enter_exit (tmp); /* we don't really care if it succeeded;
939 int x = ob->x, y = ob->y; 940 int x = ob->x, y = ob->y;
940 941
941 ob->remove_statbonus (); 942 ob->remove_statbonus ();
942 ob->remove (); 943 ob->remove ();
943 ob->arch = get_player_archetype (ob->arch); 944 ob->arch = get_player_archetype (ob->arch);
944 ob->arch->clone.copy_to (ob); 945 ob->arch->copy_to (ob);
945 ob->instantiate (); 946 ob->instantiate ();
946 ob->stats = ob->contr->orig_stats; 947 ob->stats = ob->contr->orig_stats;
947 ob->name = ob->name_pl = name; 948 ob->name = ob->name_pl = name;
948 ob->x = x; 949 ob->x = x;
949 ob->y = y; 950 ob->y = y;
950 SET_ANIMATION (ob, 2); /* So player faces south */ 951 SET_ANIMATION (ob, 2); /* So player faces south */
951 insert_ob_in_map (ob, ob->map, ob, 0); 952 insert_ob_in_map (ob, ob->map, ob, 0);
952 assign (ob->contr->title, ob->arch->clone.name); 953 assign (ob->contr->title, ob->arch->object::name);
953 ob->add_statbonus (); 954 ob->add_statbonus ();
954 } 955 }
955 while (!allowed_class (ob)); 956 while (!allowed_class (ob));
956 957
957 update_object (ob, UP_OBJ_FACE); 958 update_object (ob, UP_OBJ_FACE);
1014 /* Cornered, get rid of scared */ 1015 /* Cornered, get rid of scared */
1015 CLEAR_FLAG (op, FLAG_SCARED); 1016 CLEAR_FLAG (op, FLAG_SCARED);
1016 op->enemy = NULL; 1017 op->enemy = NULL;
1017} 1018}
1018 1019
1019
1020/* check_pick sees if there is stuff to be picked up/picks up stuff. 1020/* 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 1021 * It returns 1 if the player should keep on moving, 0 if he should
1022 * stop. 1022 * stop.
1023 */ 1023 */
1024int 1024int
1025check_pick (object *op) 1025check_pick (object *op)
1026{ 1026{
1103 if (tmp->name != NULL) 1103 if (tmp->name != NULL)
1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 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)))); 1105 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106 else 1106 else
1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 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)))); 1108 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109 1109
1110 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1111 } 1111 }
1112 1112
1113 /* philosophy: 1113 /* philosophy:
1306 /* careful: chairs and tables are weapons! */ 1306 /* careful: chairs and tables are weapons! */
1307 if (op->contr->mode & PU_ALLWEAPON) 1307 if (op->contr->mode & PU_ALLWEAPON)
1308 { 1308 {
1309 if (tmp->type == WEAPON && tmp->name != NULL) 1309 if (tmp->type == WEAPON && tmp->name != NULL)
1310 { 1310 {
1311 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1311 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1312 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1312 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1313 { 1313 {
1314 pick_up (op, tmp); 1314 pick_up (op, tmp);
1315 continue; 1315 continue;
1316 } 1316 }
1317 } 1317 }
1318 1318
1319 if (tmp->type == WEAPON && tmp->name == NULL) 1319 if (tmp->type == WEAPON && tmp->name == NULL)
1320 { 1320 {
1321 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1321 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1322 { 1322 {
1323 pick_up (op, tmp); 1323 pick_up (op, tmp);
1324 continue; 1324 continue;
1325 } 1325 }
1326 } 1326 }
1351 if (tmp->name != NULL) 1351 if (tmp->name != NULL)
1352 { 1352 {
1353 fprintf (stderr, "%s", tmp->name); 1353 fprintf (stderr, "%s", tmp->name);
1354 } 1354 }
1355 else 1355 else
1356 fprintf (stderr, "%s", tmp->arch->name); 1356 fprintf (stderr, "%s", tmp->arch->archname);
1357 fprintf (stderr, ",%d] = ", tmp->type); 1357 fprintf (stderr, ",%d] = ", tmp->type);
1358 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1358 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1359#endif 1359#endif
1360 continue; 1360 continue;
1361 } 1361 }
1431 else 1431 else
1432 { 1432 {
1433 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1433 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1434 { 1434 {
1435 attacktype = 1 << attacknum; 1435 attacktype = 1 << attacknum;
1436 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1436 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1437 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1437 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1438 { 1438 {
1439 tmp = arrow; 1439 tmp = arrow;
1440 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1440 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1441 } 1441 }
1442 } 1442 }
1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1444 { 1444 {
1445 tmp = arrow; 1445 tmp = arrow;
1464 * find_better_arrow to find a decent arrow to use. 1464 * find_better_arrow to find a decent arrow to use.
1465 * op = the shooter 1465 * op = the shooter
1466 * type = bow->race 1466 * type = bow->race
1467 * dir = fire direction 1467 * dir = fire direction
1468 */ 1468 */
1469
1470object * 1469object *
1471pick_arrow_target (object *op, const char *type, int dir) 1470pick_arrow_target (object *op, const char *type, int dir)
1472{ 1471{
1473 object *tmp = NULL; 1472 object *tmp = NULL;
1474 maptile *m; 1473 maptile *m;
1539 */ 1538 */
1540int 1539int
1541fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1540fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1542{ 1541{
1543 object *left, *bow; 1542 object *left, *bow;
1544 int bowspeed, mflags; 1543 int mflags;
1545 maptile *m; 1544 maptile *m;
1546 1545
1547 if (!dir) 1546 if (!dir)
1548 { 1547 {
1549 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1548 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1550 return 0; 1549 return 0;
1551 } 1550 }
1552 1551
1553 if (op->type == PLAYER) 1552 if (op->contr)
1554 bow = op->contr->ranges[range_bow]; 1553 bow = op->current_weapon;
1555 else 1554 else
1556 { 1555 {
1557 for (bow = op->inv; bow; bow = bow->below) 1556 for (bow = op->inv; bow; bow = bow->below)
1558 /* Don't check for applied - monsters don't apply bows - in that way, they 1557 /* 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. 1558 * don't need to switch back and forth between bows and weapons.
1564 if (!bow) 1563 if (!bow)
1565 { 1564 {
1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1565 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1567 return 0; 1566 return 0;
1568 } 1567 }
1568
1569 // optimisation: move object to top so we will find it quickly again
1570 if (bow->below)
1571 {
1572 bow->remove ();
1573 op->insert (bow);
1574 }
1575
1569 } 1576 }
1570 1577
1571 if (!bow->race || !bow->skill) 1578 if (!bow->race || !bow->skill)
1572 { 1579 {
1573 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1580 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1574 return 0; 1581 return 0;
1575 } 1582 }
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 1583
1586 if (arrow == NULL) 1584 if (arrow == NULL)
1587 { 1585 {
1588 if ((arrow = find_arrow (op, bow->race)) == NULL) 1586 if ((arrow = find_arrow (op, bow->race)) == NULL)
1589 { 1587 {
1590 if (op->type == PLAYER) 1588 if (op->type == PLAYER)
1591 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1589 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 */ 1590 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1593 else 1591 else
1594 CLEAR_FLAG (op, FLAG_READY_BOW); 1592 CLEAR_FLAG (op, FLAG_READY_BOW);
1593
1595 return 0; 1594 return 0;
1596 } 1595 }
1597 } 1596 }
1598 1597
1599 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1598 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1623 1622
1624 arrow->set_owner (op); 1623 arrow->set_owner (op);
1625 arrow->skill = bow->skill; 1624 arrow->skill = bow->skill;
1626 arrow->direction = dir; 1625 arrow->direction = dir;
1627 1626
1627 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1628 arrow->stats.hp = arrow->stats.dam;
1629 arrow->stats.grace = arrow->attacktype;
1630
1631 if (arrow->slaying)
1632 arrow->spellarg = strdup (arrow->slaying);
1633
1634#if 0
1635 if (player *pl = op->contr)
1636 {
1637 float speed = pl->weapon_sp;
1638
1639 /* penalize ROF for bestarrow */
1640 if (pl->bowtype == bow_bestarrow)
1641 speed *= .9f;
1642 else
1643 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1644
1645 op->speed_left += speed - op->speed;
1646 }
1647#endif
1648
1649 SET_ANIMATION (arrow, arrow->direction);
1650
1651 /* update the speed */
1652 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1653 + bow->stats.dam / 7.f;
1654
1655 arrow->set_speed (max (arrow->speed, 2.f));
1656 arrow->speed_left = 0;
1657
1658 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1659
1628 if (op->type == PLAYER) 1660 if (op->type == PLAYER)
1629 { 1661 {
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; 1662 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1663 wc -= dex_bonus[op->stats.Dex];
1664
1665 if (!arrow->slaying)
1666 arrow->slaying = op->slaying;
1667
1668 arrow->attacktype |= op->attacktype;
1661 } 1669 }
1662 else 1670 else
1663 { 1671 {
1664 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1665 arrow->level = op->level; 1672 arrow->level = op->level;
1666 } 1673 arrow->stats.wc -= bow->magic;
1667 1674
1668 if (arrow->attacktype == AT_PHYSICAL) 1675 if (!arrow->slaying)
1676 arrow->slaying = bow->slaying;
1677
1669 arrow->attacktype |= bow->attacktype; 1678 arrow->attacktype |= bow->attacktype;
1679 }
1670 1680
1671 if (bow->slaying) 1681 wc -= arrow->level;
1672 arrow->slaying = bow->slaying; 1682 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1673 1683
1684 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1674 arrow->move_type = MOVE_FLY_LOW; 1685 arrow->move_type = MOVE_FLY_LOW;
1675 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1686 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1676 1687
1677 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1688 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1678 m->insert (arrow, sx, sy, op); 1689 m->insert (arrow, sx, sy, op);
1703{ 1714{
1704 int ret = 0, wcmod = 0; 1715 int ret = 0, wcmod = 0;
1705 1716
1706 if (op->contr->bowtype == bow_bestarrow) 1717 if (op->contr->bowtype == bow_bestarrow)
1707 { 1718 {
1708 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1719 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1709 } 1720 }
1710 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1721 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1711 { 1722 {
1712 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1723 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1713 wcmod = -1; 1724 wcmod = -1;
1723 else if (op->contr->bowtype == bow_spreadshot) 1734 else if (op->contr->bowtype == bow_spreadshot)
1724 { 1735 {
1725 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1736 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); 1737 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); 1738 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1728
1729 } 1739 }
1730 else 1740 else
1731 { 1741 {
1732 /* Simple case */ 1742 /* Simple case */
1733 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1743 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1734 } 1744 }
1745
1735 return ret; 1746 return ret;
1736} 1747}
1737
1738 1748
1739/* Fires a misc (wand/rod/horn) object in 'dir'. 1749/* Fires a misc (wand/rod/horn) object in 'dir'.
1740 * Broken apart from 'fire' to keep it more readable. 1750 * Broken apart from 'fire' to keep it more readable.
1741 */ 1751 */
1742void 1752void
1743fire_misc_object (object *op, int dir) 1753fire_misc_object (object *op, int dir)
1744{ 1754{
1745 object *item; 1755 object *item = op->contr->ranged_ob;
1746 1756
1747 if (!op->contr->ranges[range_misc]) 1757 if (!item)
1748 { 1758 {
1749 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1759 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1750 return; 1760 return;
1751 } 1761 }
1752 1762
1753 item = op->contr->ranges[range_misc];
1754 if (!item->inv) 1763 if (!item->inv)
1755 { 1764 {
1756 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1765 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1757 return; 1766 return;
1758 } 1767 }
1768
1769 if (!op->change_weapon (item))
1770 return;
1771
1759 if (item->type == WAND) 1772 if (item->type == WAND)
1760 { 1773 {
1761 if (item->stats.food <= 0) 1774 if (item->stats.food <= 0)
1762 { 1775 {
1763 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1776 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)); 1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1778
1765 return; 1779 return;
1766 } 1780 }
1767 } 1781 }
1768 else if (item->type == ROD || item->type == HORN) 1782 else if (item->type == ROD || item->type == HORN)
1769 { 1783 {
1770 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1784 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1771 { 1785 {
1772 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1786 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1787
1773 if (item->type == ROD) 1788 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)); 1789 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1775 else 1790 else
1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1791 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1792
1777 return; 1793 return;
1778 } 1794 }
1779 } 1795 }
1780 1796
1781 if (cast_spell (op, item, dir, item->inv, NULL)) 1797 if (cast_spell (op, item, dir, item->inv, NULL))
1788 object *tmp; 1804 object *tmp;
1789 1805
1790 if (item->arch) 1806 if (item->arch)
1791 { 1807 {
1792 CLEAR_FLAG (item, FLAG_ANIMATE); 1808 CLEAR_FLAG (item, FLAG_ANIMATE);
1793 item->face = item->arch->clone.face; 1809 item->face = item->arch->face;
1794 item->set_speed (0); 1810 item->set_speed (0);
1795 } 1811 }
1796 1812
1797 if ((tmp = item->in_player ())) 1813 if ((tmp = item->in_player ()))
1798 esrv_update_item (UPD_ANIM, tmp, item); 1814 esrv_update_item (UPD_ANIM, tmp, item);
1803 } 1819 }
1804} 1820}
1805 1821
1806/* Received a fire command for the player - go and do it. 1822/* Received a fire command for the player - go and do it.
1807 */ 1823 */
1808void 1824bool
1809fire (object *op, int dir) 1825fire (object *op, int dir)
1810{ 1826{
1811 int spellcost = 0; 1827 int spellcost = 0;
1812 1828
1813 /* check for loss of invisiblity/hide */ 1829 /* check for loss of invisiblity/hide */
1814 if (action_makes_visible (op)) 1830 if (action_makes_visible (op))
1815 make_visible (op); 1831 make_visible (op);
1816 1832
1817 switch (op->contr->shoottype) 1833 player *pl = op->contr;
1834
1835 if (pl->golem)
1836 {
1837 control_golem (op->contr->golem, dir);
1838 return false;
1818 { 1839 }
1819 case range_none:
1820 return;
1821 1840
1822 case range_bow: 1841 object *ob = pl->ranged_ob;
1842
1843 if (!ob)
1844 return false;
1845
1846 if (!op->change_weapon (ob))
1847 return false;
1848
1849 if (op->speed_left > 0.f)
1850 --op->speed_left;
1851 else
1852 return false;
1853
1854 switch (ob->type)
1855 {
1856 case BOW:
1823 player_fire_bow (op, dir); 1857 player_fire_bow (op, dir);
1824 return; 1858 break;
1825 1859
1826 case range_magic: /* Casting spells */ 1860 case SPELL:
1827 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1861 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1828 return; 1862 break;
1829 1863
1830 case range_misc: 1864 case BUILDER:
1865 apply_map_builder (op, dir);
1866 break;
1867
1868 case SKILL:
1869 do_skill (op, op, ob, dir, 0);
1870 break;
1871
1872 default:
1831 fire_misc_object (op, dir); 1873 fire_misc_object (op, dir);
1832 return; 1874 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 } 1875 }
1876
1877 return true;
1856} 1878}
1857 1879
1858/* find_key 1880/* find_key
1859 * We try to find a key for the door as passed. If we find a key 1881 * 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 1882 * and successfully use it, we return the key, otherwise NULL
1947 * 0 otherwise 1969 * 0 otherwise
1948 */ 1970 */
1949static int 1971static int
1950player_attack_door (object *op, object *door) 1972player_attack_door (object *op, object *door)
1951{ 1973{
1952 /* If its a door, try to find a use a key. If we do destroy the door, 1974 /* 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 - 1975 * might as well return immediately as there is nothing more to do -
1954 * otherwise, we fall through to the rest of the code. 1976 * otherwise, we fall through to the rest of the code.
1955 */ 1977 */
1956 object *key = find_key (op, op, door); 1978 object *key = find_key (op, op, door);
1957 1979
1958 /* IF we found a key, do some extra work */ 1980 /* If we found a key, do some extra work */
1959 if (key) 1981 if (key)
1960 { 1982 {
1961 object *container = key->env; 1983 object *container = key->env;
1962 1984
1963 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1985 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1986
1964 if (action_makes_visible (op)) 1987 if (action_makes_visible (op))
1965 make_visible (op); 1988 make_visible (op);
1989
1966 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1990 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1967 spring_trap (door->inv, op); 1991 spring_trap (door->inv, op);
1968 1992
1969 if (door->type == DOOR) 1993 if (door->type == DOOR)
1970 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1994 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1996 * It should keep the code cleaner. 2020 * It should keep the code cleaner.
1997 * When this is called, the players direction has been updated 2021 * When this is called, the players direction has been updated
1998 * (taking into account confusion.) The player is also actually 2022 * (taking into account confusion.) The player is also actually
1999 * going to try and move (not fire weapons). 2023 * going to try and move (not fire weapons).
2000 */ 2024 */
2001void 2025bool
2002move_player_attack (object *op, int dir) 2026move_player_attack (object *op, int dir)
2003{ 2027{
2004 object *tmp, *mon;
2005 sint16 nx, ny;
2006 int on_battleground; 2028 int on_battleground;
2007 maptile *m;
2008 2029
2009 nx = freearr_x[dir] + op->x; 2030 sint16 nx = freearr_x[dir] + op->x;
2010 ny = freearr_y[dir] + op->y; 2031 sint16 ny = freearr_y[dir] + op->y;
2011 2032
2012 on_battleground = op_on_battleground (op, 0, 0); 2033 on_battleground = op_on_battleground (op, 0, 0);
2034
2035 if (out_of_map (op->map, nx, ny))
2036 return false;
2037
2038 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2039 {
2040 --op->speed_left;
2041 return true;
2042 }
2013 2043
2014 /* If braced, or can't move to the square, and it is not out of the 2044 /* 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 2045 * 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 2046 * 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 2047 * 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 2048 * 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 2049 * 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 2050 * quite a bit of processing. However, it probably is less than what
2021 * move_ob uses. 2051 * move_ob uses.
2022 */ 2052 */
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); 2053 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 2054
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 2055 /* 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. 2056 * 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 2057 * if its a door or barrel (can roll) see if there may be monsters
2041 * on the space 2058 * on the space
2042 */ 2059 */
2043 while (tmp) 2060 object *mon;
2044 { 2061 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2045 if (tmp == op) 2062 {
2046 { 2063 if ((mon->flag [FLAG_ALIVE]
2047 tmp = tmp->above; 2064 || mon->type == LOCKED_DOOR
2048 continue; 2065 || mon->flag [FLAG_CAN_ROLL])
2049 }
2050
2051 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2052 {
2053 mon = tmp; 2066 && mon != op)
2054 break; 2067 break;
2055 } 2068 }
2056 2069
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 */ 2070 if (!mon) /* This happens anytime the player tries to move */
2064 return; /* into a wall */ 2071 return false; /* into a wall */
2065 2072
2066 if (mon->head)
2067 mon = mon->head; 2073 mon = mon->head_ ();
2068 2074
2069 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2075 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2076 if (op->contr->weapon_sp_left > 0.f)
2070 if (player_attack_door (op, mon)) 2077 if (player_attack_door (op, mon))
2078 {
2079 --op->contr->weapon_sp_left;
2071 return; 2080 return true;
2081 }
2072 2082
2073 /* The following deals with possibly attacking peaceful 2083 /* The following deals with possibly attacking peaceful
2074 * or frienddly creatures. Basically, all players are considered 2084 * or friendly creatures. Basically, all players are considered
2075 * unaggressive. If the moving player has peaceful set, then the 2085 * unaggressive. If the moving player has peaceful set, then the
2076 * object should be pushed instead of attacked. It is assumed that 2086 * object should be pushed instead of attacked. It is assumed that
2077 * if you are braced, you will not attack friends accidently, 2087 * if you are braced, you will not attack friends accidently,
2078 * and thus will not push them. 2088 * and thus will not push them.
2079 */ 2089 */
2080 2090
2081 /* If the creature is a pet, push it even if the player is not 2091 /* 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 2092 * peaceful. Our assumption is the creature is a pet if the
2083 * player owns it and it is either friendly or unagressive. 2093 * player owns it and it is either friendly or unagressive.
2084 */ 2094 */
2085 if ((op->type == PLAYER) 2095 if (op->type == PLAYER
2086#if COZY_SERVER
2087 &&
2088 ((mon->owner && mon->owner->contr 2096 && ((mon->owner && mon->owner->contr
2089 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2097 && same_party (mon->owner->contr->party, op->contr->party))
2090#else
2091 && mon->owner == op 2098 || mon->owner == op)
2092#endif
2093 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2099 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2094 { 2100 {
2095 /* If we're braced, we don't want to switch places with it */ 2101 /* If we're braced, we don't want to switch places with it */
2096 if (op->contr->braced) 2102 if (op->contr->braced)
2097 return; 2103 return false;
2104
2105 if (op->speed_left > 0.f)
2106 {
2107 --op->speed_left;
2098 2108
2099 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2109 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2100 (void) push_ob (mon, dir, op); 2110 push_ob (mon, dir, op);
2111
2101 if (op->contr->tmp_invis || op->hide) 2112 if (op->contr->tmp_invis || op->hide)
2102 make_visible (op); 2113 make_visible (op);
2103 2114
2104 return; 2115 return true;
2105 } 2116 }
2117 else
2118 return false;
2119 }
2106 2120
2107 /* in certain circumstances, you shouldn't attack friendly 2121 /* in certain circumstances, you shouldn't attack friendly
2108 * creatures. Note that if you are braced, you can't push 2122 * creatures. Note that if you are braced, you can't push
2109 * someone, but put it inside this loop so that you won't 2123 * someone, but put it inside this loop so that you won't
2110 * attack them either. 2124 * attack them either.
2111 */ 2125 */
2112 if ((mon->type == PLAYER || mon->enemy != op) && 2126 if ((mon->type == PLAYER || mon->enemy != op)
2113 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2127 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2114#ifdef PROHIBIT_PLAYERKILL
2115 (op->contr->peaceful 2128 && ((op->contr->peaceful
2116 || (mon->type == PLAYER 2129 || (mon->type == PLAYER && mon->contr->peaceful))
2117 && mon->contr->
2118 peaceful)) &&
2119#else
2120 op->contr->peaceful &&
2121#endif
2122 !on_battleground)) 2130 && !on_battleground))
2131 {
2132 if (op->speed_left > 0.f)
2123 { 2133 {
2134 --op->speed_left;
2135
2124 if (!op->contr->braced) 2136 if (!op->contr->braced)
2125 { 2137 {
2126 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2138 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2127 push_ob (mon, dir, op); 2139 push_ob (mon, dir, op);
2128 } 2140 }
2129 else 2141 else
2130 new_draw_info (0, 0, op, "You withhold your attack"); 2142 new_draw_info (0, 0, op, "You withhold your attack");
2131 2143
2132 if (op->contr->tmp_invis || op->hide) 2144 if (op->contr->tmp_invis || op->hide)
2133 make_visible (op); 2145 make_visible (op);
2134 }
2135 2146
2147 return true;
2148 }
2149 }
2136 /* If the object is a boulder or other rollable object, then 2150 /* 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. 2151 * roll it if not braced. You can't roll it if you are braced.
2138 */ 2152 */
2139 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2153 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2154 {
2155 if (op->speed_left > 0.f)
2140 { 2156 {
2157 --op->speed_left;
2158
2141 recursive_roll (mon, dir, op); 2159 recursive_roll (mon, dir, op);
2142 if (action_makes_visible (op)) 2160 if (action_makes_visible (op))
2143 make_visible (op); 2161 make_visible (op);
2144 }
2145 2162
2163 return true;
2164 }
2165 }
2146 /* Any generic living creature. Including things like doors. 2166 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points 2167 * 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: 2168 * 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 2169 * 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. 2170 * that party_number -1 is no party, so attacks can still happen.
2151 */ 2171 */
2152 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2172 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))) 2173 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2154 { 2174 {
2155 2175 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 { 2176 {
2163 op->speed_left += op->speed / op->contr->weapon_sp; 2177 --op->contr->weapon_sp_left;
2164
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2166 }
2167 2178
2168 skill_attack (mon, op, 0, 0, 0); 2179 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 2180
2184 if (action_makes_visible (op)) 2181 if (action_makes_visible (op))
2185 make_visible (op); 2182 make_visible (op);
2186 }
2187 } /* if player should attack something */
2188}
2189 2183
2190int 2184 return true;
2185 }
2186 }
2187
2188 return false;
2189}
2190
2191bool
2191move_player (object *op, int dir) 2192move_player (object *op, int dir)
2192{ 2193{
2193 int pick; 2194 int pick;
2194 2195
2195 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2196 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2209 op->facing = dir; 2210 op->facing = dir;
2210 2211
2211 if (op->hide) 2212 if (op->hide)
2212 do_hidden_move (op); 2213 do_hidden_move (op);
2213 2214
2215 bool retval;
2216
2214 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2217 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2215 /*nop */ ; 2218 retval = RESULT_INT (0);
2216 else if (op->contr->fire_on) 2219 else if (op->contr->fire_on)
2217 fire (op, dir); 2220 retval = fire (op, dir);
2218 else 2221 else
2219 { 2222 {
2220 move_player_attack (op, dir); 2223 retval = move_player_attack (op, dir);
2221 pick = check_pick (op); 2224 pick = check_pick (op);
2222 } 2225 }
2223 2226
2224 /* Add special check for newcs players and fire on - this way, the 2227 /* Add special check for newcs players and fire on - this way, the
2225 * server can handle repeat firing. 2228 * server can handle repeat firing.
2232 /* Update how the player looks. Use the facing, so direction may 2235 /* Update how the player looks. Use the facing, so direction may
2233 * get reset to zero. This allows for full animation capabilities 2236 * get reset to zero. This allows for full animation capabilities
2234 * for players. 2237 * for players.
2235 */ 2238 */
2236 animate_object (op, op->facing); 2239 animate_object (op, op->facing);
2237 return 0; 2240
2241 return retval;
2238} 2242}
2239 2243
2240/* This is similar to handle_player, below, but is only used by the 2244/* This is similar to handle_player, below, but is only used by the
2241 * new client/server stuff. 2245 * new client/server stuff.
2242 * This is sort of special, in that the new client/server actually uses 2246 * This is sort of special, in that the new client/server actually uses
2243 * the new speed values for commands. 2247 * the new speed values for commands.
2244 * 2248 *
2245 * Returns true if there are more actions we can do. 2249 * Returns true if there are more actions we can do. Should not do
2250 * many actions in a row, as that would be too unfair to other
2251 * players.
2246 */ 2252 */
2247int 2253bool
2248handle_newcs_player (object *op) 2254handle_newcs_player (object *op)
2249{ 2255{
2250 if (QUERY_FLAG (op, FLAG_SCARED)) 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2251 { 2257 {
2252 flee_player (op); 2258 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 { 2259 {
2256 op->speed_left--; 2260 --op->speed_left;
2261 flee_player (op);
2262
2257 return 0; 2263 return true;
2258 } 2264 }
2265 else
2266 return false;
2259 } 2267 }
2260 2268
2261 /* call this here - we also will call this in do_ericserver, but 2269 /* call this here - we also will call this in do_ericserver, but
2262 * the players time has been increased when doericserver has been 2270 * the players time has been increased when doericserver has been
2263 * called, so we recheck it here. 2271 * called, so we recheck it here.
2264 */ 2272 */
2265 if (op->contr->ns->handle_command ()) 2273 if (op->contr->ns->handle_command ())
2266 return 1; 2274 return true;
2267 2275
2268 if (op->speed_left > 0)
2269 {
2270 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2276 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); 2277 return move_player (op, op->direction);
2280 2278
2281 return op->speed_left > 0;
2282 }
2283 }
2284
2285 return 0; 2279 return false;
2286} 2280}
2287 2281
2288int 2282int
2289save_life (object *op) 2283save_life (object *op)
2290{ 2284{
2322/* This goes throws the inventory and removes unpaid objects, and puts them 2316/* This goes throws the inventory and removes unpaid objects, and puts them
2323 * back in the map (location and map determined by values of env). This 2317 * back in the map (location and map determined by values of env). This
2324 * function will descend into containers. op is the object to start the search 2318 * function will descend into containers. op is the object to start the search
2325 * from. 2319 * from.
2326 */ 2320 */
2327void 2321static void
2328remove_unpaid_objects (object *op, object *env) 2322drop_unpaid_items (object *op, object *env)
2329{ 2323{
2330 while (op) 2324 while (op)
2331 { 2325 {
2332 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2326 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2333 2327
2337 esrv_del_item (env->contr, op->count); 2331 esrv_del_item (env->contr, op->count);
2338 2332
2339 op->insert_at (env); 2333 op->insert_at (env);
2340 } 2334 }
2341 else if (op->inv) 2335 else if (op->inv)
2342 remove_unpaid_objects (op->inv, env); 2336 drop_unpaid_items (op->inv, env);
2343 2337
2344 op = next; 2338 op = next;
2345 } 2339 }
2340}
2341
2342void
2343object::drop_unpaid_items ()
2344{
2345 if (!flag [FLAG_REMOVED])
2346 ::drop_unpaid_items (inv, this);
2346} 2347}
2347 2348
2348/* 2349/*
2349 * Returns pointer a static string containing gravestone text 2350 * Returns pointer a static string containing gravestone text
2350 * Moved from apply.c to player.c - player.c is what 2351 * Moved from apply.c to player.c - player.c is what
2448 gen_grace = op->stats.maxgrace; 2449 gen_grace = op->stats.maxgrace;
2449 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2450 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2450 } 2451 }
2451 2452
2452 /* Regenerate Spell Points */ 2453 /* Regenerate Spell Points */
2453 if (!op->contr->ranges[range_golem] && --op->last_sp < 0) 2454 if (!op->contr->golem && --op->last_sp < 0)
2454 { 2455 {
2455 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2456 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) 2457 if (op->stats.sp < op->stats.maxsp)
2457 { 2458 {
2458 op->stats.sp++; 2459 op->stats.sp++;
2556 } 2557 }
2557 2558
2558 /* Digestion */ 2559 /* Digestion */
2559 if (--op->last_eat < 0) 2560 if (--op->last_eat < 0)
2560 { 2561 {
2561#ifdef COZY_SERVER 2562 int bonus = max (0, op->contr->digestion),
2562 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2563 penalty = max (0, -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;
2566#endif
2567 2564
2568 if (op->contr->gen_hp > 0)
2569 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2565 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2570 else
2571 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2572 2566
2573 /* dms do not consume food */ 2567 /* dms do not consume food */
2574 if (!QUERY_FLAG (op, FLAG_WIZ)) 2568 if (!QUERY_FLAG (op, FLAG_WIZ))
2575 op->stats.food--; 2569 op->stats.food--;
2576 } 2570 }
2636 archetype *at; 2630 archetype *at;
2637 object *tmp; 2631 object *tmp;
2638 2632
2639 if (save_life (op)) 2633 if (save_life (op))
2640 return; 2634 return;
2641
2642 2635
2643 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2636 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2644 * in cities ONLY!!! It is very important that this doesn't get abused. 2637 * in cities ONLY!!! It is very important that this doesn't get abused.
2645 * Look at op_on_battleground() for more info --AndreasV 2638 * Look at op_on_battleground() for more info --AndreasV
2646 */ 2639 */
2886 2879
2887 /* 2880 /*
2888 * Check to see if the player has any unpaid items. If so, remove them 2881 * Check to see if the player has any unpaid items. If so, remove them
2889 * and put them back in the map. 2882 * and put them back in the map.
2890 */ 2883 */
2891 remove_unpaid_objects (op->inv, op); 2884 op->drop_unpaid_items ();
2892 2885
2893 /****************************************/ 2886 /****************************************/
2894 /* */ 2887 /* */
2895 /* Move player to his current respawn- */ 2888 /* Move player to his current respawn- */
2896 /* position (usually last savebed) */ 2889 /* position (usually last savebed) */
2916 object *force; 2909 object *force;
2917 int at; 2910 int at;
2918 2911
2919 force = get_archetype (FORCE_NAME); 2912 force = get_archetype (FORCE_NAME);
2920 /* 50 ticks should be enough time for the spell to abate */ 2913 /* 50 ticks should be enough time for the spell to abate */
2921 force->speed = 0.1; 2914 force->speed = 0.1f;
2922 force->speed_left = -5.0; 2915 force->speed_left = -5.f;
2923 SET_FLAG (force, FLAG_APPLIED); 2916 SET_FLAG (force, FLAG_APPLIED);
2924 for (at = 0; at < NROFATTACKS; at++) 2917 for (at = 0; at < NROFATTACKS; at++)
2925 if (will_kill_again & (1 << at)) 2918 if (will_kill_again & (1 << at))
2926 force->resist[at] = 100; 2919 force->resist[at] = 100;
2927 2920
3048} 3041}
3049 3042
3050int 3043int
3051is_true_undead (object *op) 3044is_true_undead (object *op)
3052{ 3045{
3053 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3046 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3054 return 1; 3047 return 1;
3055 3048
3056 return 0; 3049 return 0;
3057} 3050}
3058 3051
3102/* For Hidden creatures - a chance of becoming 'unhidden' 3095/* For Hidden creatures - a chance of becoming 'unhidden'
3103 * every time they move - as we subtract off 'invisibility' 3096 * every time they move - as we subtract off 'invisibility'
3104 * AND, for players, if they move into a ridiculously unhideable 3097 * AND, for players, if they move into a ridiculously unhideable
3105 * spot (surrounded by clear terrain in broad daylight). -b.t. 3098 * spot (surrounded by clear terrain in broad daylight). -b.t.
3106 */ 3099 */
3107
3108void 3100void
3109do_hidden_move (object *op) 3101do_hidden_move (object *op)
3110{ 3102{
3111 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3103 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3112 object *skop; 3104 object *skop;
3229 * a blocked los square. 3221 * a blocked los square.
3230 * we use the archetype to figure out offsets. 3222 * we use the archetype to figure out offsets.
3231 */ 3223 */
3232 while (op) 3224 while (op)
3233 { 3225 {
3234 dx = rv.distance_x + op->arch->clone.x; 3226 dx = rv.distance_x + op->arch->x;
3235 dy = rv.distance_y + op->arch->clone.y; 3227 dy = rv.distance_y + op->arch->y;
3236 3228
3237 /* only the viewable area the player sees is updated by LOS 3229 /* only the viewable area the player sees is updated by LOS
3238 * code, so we need to restrict ourselves to that range of values 3230 * code, so we need to restrict ourselves to that range of values
3239 * for any meaningful values. 3231 * for any meaningful values.
3240 */ 3232 */
3365 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3357 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3366 return; 3358 return;
3367 } 3359 }
3368 3360
3369 /* everything seems okay - now bring on the gift: */ 3361 /* everything seems okay - now bring on the gift: */
3370 item = &(tr->item->clone); 3362 item = tr->item;
3371 3363
3372 if (item->type == SPELL) 3364 if (item->type == SPELL)
3373 { 3365 {
3374 if (check_spell_known (who, item->name)) 3366 if (check_spell_known (who, item->name))
3375 return; 3367 return;
3434 { 3426 {
3435 /* forces in the treasurelist can alter the player's stats */ 3427 /* forces in the treasurelist can alter the player's stats */
3436 object *skin; 3428 object *skin;
3437 3429
3438 /* first get the dragon skin force */ 3430 /* first get the dragon skin force */
3439 shstr_cmp dragon_skin_force ("dragon_skin_force");
3440 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3431 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3441 ; 3432 ;
3442 3433
3443 if (!skin) 3434 if (!skin)
3444 return; 3435 return;
3445 3436
3493 * not readied. 3484 * not readied.
3494 */ 3485 */
3495void 3486void
3496player_unready_range_ob (player *pl, object *ob) 3487player_unready_range_ob (player *pl, object *ob)
3497{ 3488{
3498 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3489 if (pl->ob->current_weapon == ob)
3490 pl->ob->current_weapon = 0;
3491
3492 if (pl->combat_ob == ob)
3493 pl->combat_ob = 0;
3494
3499 if (pl->ranges[i] == ob) 3495 if (pl->ranged_ob == ob)
3500 {
3501 pl->ranges[i] = 0; 3496 pl->ranged_ob = 0;
3502 if (pl->shoottype == i)
3503 pl->shoottype = range_none;
3504 }
3505} 3497}
3506 3498
3507sint8 3499sint8
3508player::visibility_at (maptile *map, int x, int y) const 3500player::visibility_at (maptile *map, int x, int y) const
3509{ 3501{

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