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Comparing deliantra/server/server/player.C (file contents):
Revision 1.116 by root, Sun Apr 29 03:44:36 2007 UTC vs.
Revision 1.132 by root, Sat May 12 21:56:34 2007 UTC

21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 26#include <sproto.h>
28#include <sounds.h> 27#include <sounds.h>
29#include <living.h> 28#include <living.h>
30#include <object.h> 29#include <object.h>
31#include <spells.h> 30#include <spells.h>
202 201
203 ob->remove (); 202 ob->remove ();
204 ob->map = 0; 203 ob->map = 0;
205 party = 0; 204 party = 0;
206 205
207 // for weird reasons, this is often "ob", keeping a circular reference 206 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
208 ranges [range_skill] = 0;
209 207
210 players.erase (this); 208 players.erase (this);
211} 209}
212 210
213// connect the player with a specific client 211// connect the player with a specific client
214// also changed, rationalises, and fixes some incorrect settings 212// also changes, rationalises, and fixes some incorrect settings
215void 213void
216player::connect (client *ns) 214player::connect (client *ns)
217{ 215{
218 this->ns = ns; 216 this->ns = ns;
219 ns->pl = this; 217 ns->pl = this;
230 ns->reset_stats (); 228 ns->reset_stats ();
231 229
232 /* make sure he's a player -- needed because of class change. */ 230 /* make sure he's a player -- needed because of class change. */
233 ob->type = PLAYER; // we are paranoid 231 ob->type = PLAYER; // we are paranoid
234 ob->race = ob->arch->clone.race; 232 ob->race = ob->arch->clone.race;
235
236 if (!legal_range (ob, shoottype))
237 shoottype = range_none;
238 233
239 ob->carrying = sum_weight (ob); 234 ob->carrying = sum_weight (ob);
240 link_player_skills (ob); 235 link_player_skills (ob);
241 236
242 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
263 258
264 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
265 260
266 esrv_new_player (this, ob->weight + ob->carrying); 261 esrv_new_player (this, ob->weight + ob->carrying);
267 262
263 for (object *op = ob->inv; op; op = op->below)
264 if (op->flag [FLAG_APPLIED])
265 switch (op->type)
266 {
267 case WAND:
268 case ROD:
269 case HORN:
270 case BOW:
271 case SKILL:
272 case SKILL_TOOL:
273 case WEAPON:
274 apply_special (ob, op, AP_UNAPPLY);
275 apply_special (ob, op, AP_APPLY);
276 break;
277 }
278
268 ob->update_stats (); 279 ob->update_stats ();
269 ns->floorbox_update (); 280 ns->floorbox_update ();
270 281
271 esrv_send_inventory (ob, ob); 282 esrv_send_inventory (ob, ob);
272 esrv_add_spells (this, 0); 283 esrv_add_spells (this, 0);
325 unapply = unapply_nochoice; 336 unapply = unapply_nochoice;
326 337
327 savebed_map = first_map_path; /* Init. respawn position */ 338 savebed_map = first_map_path; /* Init. respawn position */
328 339
329 gen_sp_armour = 10; 340 gen_sp_armour = 10;
330 shoottype = range_none;
331 bowtype = bow_normal; 341 bowtype = bow_normal;
332 petmode = pet_normal; 342 petmode = pet_normal;
333 listening = 10; 343 listening = 10;
334 usekeys = containers; 344 usekeys = containers;
335 peaceful = 1; /* default peaceful */ 345 peaceful = 1; /* default peaceful */
774} 784}
775 785
776void 786void
777object::roll_stats () 787object::roll_stats ()
778{ 788{
779 int statsort [7]; 789 int statsort [NUM_STATS];
780 790
781 for (;;) 791 for (;;)
782 { 792 {
783 int sum = 0; 793 int sum = 0;
784 for (int i = 7; i--; ) 794 for (int i = NUM_STATS; i--; )
785 sum += statsort [i] = roll_stat (); 795 sum += statsort [i] = roll_stat ();
786 796
787 if (sum >= 82 && sum <= 116) 797 if (sum >= 82 && sum <= 116)
788 break; 798 break;
789 } 799 }
790 800
791 // Sort the stats so that rerolling is easier... 801 // Sort the stats so that rerolling is easier...
792 std::sort (statsort, statsort + 7, std::greater<int>()); 802 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
793 803
804 for (int i = 0; i < NUM_STATS; ++i)
794 stats.Str = statsort[0]; 805 stats.stat (i) = statsort [i];
795 stats.Dex = statsort[1];
796 stats.Con = statsort[2];
797 stats.Int = statsort[3];
798 stats.Wis = statsort[4];
799 stats.Pow = statsort[5];
800 stats.Cha = statsort[6];
801 806
802 stats.exp = 0; 807 stats.exp = 0;
803 stats.ac = 0; 808 stats.ac = 0;
804 809
805 stats.hp = stats.maxhp; 810 stats.hp = stats.maxhp;
817} 822}
818 823
819void 824void
820object::swap_stats (int a, int b) 825object::swap_stats (int a, int b)
821{ 826{
822 int tmp = get_attr_value (&contr->orig_stats, a); 827 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
823 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
824 set_attr_value (&contr->orig_stats, b, tmp);
825 828
829 for (int i = 0; i < NUM_STATS; ++i)
826 stats.Str = contr->orig_stats.Str; 830 stats.stat (i) = contr->orig_stats.stat (i);
827 stats.Dex = contr->orig_stats.Dex;
828 stats.Con = contr->orig_stats.Con;
829 stats.Int = contr->orig_stats.Int;
830 stats.Wis = contr->orig_stats.Wis;
831 stats.Pow = contr->orig_stats.Pow;
832 stats.Cha = contr->orig_stats.Cha;
833 831
834 //TODO: the following code looks so borked and should, at the very least, 832 //TODO: the following code looks so borked and should, at the very least,
835 // be merged with the similar code in roll_stats 833 // be merged with the similar code in roll_stats
836 stats.ac = 0; 834 stats.ac = 0;
837 835
1014 /* Cornered, get rid of scared */ 1012 /* Cornered, get rid of scared */
1015 CLEAR_FLAG (op, FLAG_SCARED); 1013 CLEAR_FLAG (op, FLAG_SCARED);
1016 op->enemy = NULL; 1014 op->enemy = NULL;
1017} 1015}
1018 1016
1019
1020/* check_pick sees if there is stuff to be picked up/picks up stuff. 1017/* check_pick sees if there is stuff to be picked up/picks up stuff.
1021 * IT returns 1 if the player should keep on moving, 0 if he should 1018 * It returns 1 if the player should keep on moving, 0 if he should
1022 * stop. 1019 * stop.
1023 */ 1020 */
1024int 1021int
1025check_pick (object *op) 1022check_pick (object *op)
1026{ 1023{
1464 * find_better_arrow to find a decent arrow to use. 1461 * find_better_arrow to find a decent arrow to use.
1465 * op = the shooter 1462 * op = the shooter
1466 * type = bow->race 1463 * type = bow->race
1467 * dir = fire direction 1464 * dir = fire direction
1468 */ 1465 */
1469
1470object * 1466object *
1471pick_arrow_target (object *op, const char *type, int dir) 1467pick_arrow_target (object *op, const char *type, int dir)
1472{ 1468{
1473 object *tmp = NULL; 1469 object *tmp = NULL;
1474 maptile *m; 1470 maptile *m;
1539 */ 1535 */
1540int 1536int
1541fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1537fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1542{ 1538{
1543 object *left, *bow; 1539 object *left, *bow;
1544 int bowspeed, mflags; 1540 int mflags;
1545 maptile *m; 1541 maptile *m;
1546 1542
1547 if (!dir) 1543 if (!dir)
1548 { 1544 {
1549 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1545 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1550 return 0; 1546 return 0;
1551 } 1547 }
1552 1548
1553 if (op->type == PLAYER) 1549 if (player *pl = op->contr)
1554 bow = op->contr->ranges[range_bow]; 1550 {
1551 bow = pl->ranged_ob;
1552 if (!op->change_weapon (bow))
1553 return 0;
1554 }
1555 else 1555 else
1556 { 1556 {
1557 for (bow = op->inv; bow; bow = bow->below) 1557 for (bow = op->inv; bow; bow = bow->below)
1558 /* Don't check for applied - monsters don't apply bows - in that way, they 1558 /* Don't check for applied - monsters don't apply bows - in that way, they
1559 * don't need to switch back and forth between bows and weapons. 1559 * don't need to switch back and forth between bows and weapons.
1564 if (!bow) 1564 if (!bow)
1565 { 1565 {
1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1567 return 0; 1567 return 0;
1568 } 1568 }
1569
1570 // optimisation: move object to top so we will find it quickly again
1571 if (bow->below)
1572 {
1573 bow->remove ();
1574 op->insert (bow);
1575 }
1576
1569 } 1577 }
1570 1578
1571 if (!bow->race || !bow->skill) 1579 if (!bow->race || !bow->skill)
1572 { 1580 {
1573 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1581 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1574 return 0; 1582 return 0;
1575 } 1583 }
1576
1577 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1578
1579 /* penalize ROF for bestarrow */
1580 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1581 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1582
1583 if (bowspeed < 1)
1584 bowspeed = 1;
1585 1584
1586 if (arrow == NULL) 1585 if (arrow == NULL)
1587 { 1586 {
1588 if ((arrow = find_arrow (op, bow->race)) == NULL) 1587 if ((arrow = find_arrow (op, bow->race)) == NULL)
1589 { 1588 {
1624 1623
1625 arrow->set_owner (op); 1624 arrow->set_owner (op);
1626 arrow->skill = bow->skill; 1625 arrow->skill = bow->skill;
1627 arrow->direction = dir; 1626 arrow->direction = dir;
1628 1627
1629 if (op->type == PLAYER)
1630 {
1631 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1632 op->update_stats ();
1633 }
1634
1635 SET_ANIMATION (arrow, arrow->direction);
1636
1637 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1628 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1638 arrow->stats.hp = arrow->stats.dam; 1629 arrow->stats.hp = arrow->stats.dam;
1639 arrow->stats.grace = arrow->attacktype; 1630 arrow->stats.grace = arrow->attacktype;
1640 1631
1641 if (arrow->slaying) 1632 if (arrow->slaying)
1642 arrow->spellarg = strdup (arrow->slaying); 1633 arrow->spellarg = strdup (arrow->slaying);
1643 1634
1644 arrow->stats.dam += op->stats.dam + arrow->magic; 1635 if (player *pl = op->contr)
1636 {
1637 pl->has_hit = 1;
1638#if 0
1639 float speed = pl->weapon_sp;
1640
1641 /* penalize ROF for bestarrow */
1642 if (pl->bowtype == bow_bestarrow)
1643 speed *= .9f;
1644 else
1645 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1646
1647 op->speed_left += speed - op->speed;
1648#endif
1649 }
1650
1651 SET_ANIMATION (arrow, arrow->direction);
1645 1652
1646 /* update the speed */ 1653 /* update the speed */
1647 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1654 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1648 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1655 + bow->stats.dam / 7.0;
1649 1656
1650 arrow->set_speed (max (arrow->speed, 1.0)); 1657 arrow->set_speed (max (arrow->speed, 2.0));
1651 arrow->speed_left = 0; 1658 arrow->speed_left = 0;
1652 1659
1653 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1660 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1654 1661
1655 if (op->type == PLAYER) 1662 if (op->type == PLAYER)
1656 { 1663 {
1657 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1664 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1658 arrow->stats.wc -= dex_bonus[op->stats.Dex]; 1665 wc -= dex_bonus[op->stats.Dex];
1659 1666
1660 if (!arrow->slaying) 1667 if (!arrow->slaying)
1661 arrow->slaying = op->slaying; 1668 arrow->slaying = op->slaying;
1669
1670 arrow->attacktype |= op->attacktype;
1662 } 1671 }
1663 else 1672 else
1664 { 1673 {
1665 arrow->level = op->level; 1674 arrow->level = op->level;
1666 arrow->stats.wc -= bow->magic; 1675 arrow->stats.wc -= bow->magic;
1667 1676
1668 if (!arrow->slaying) 1677 if (!arrow->slaying)
1669 arrow->slaying = bow->slaying; 1678 arrow->slaying = bow->slaying;
1670 }
1671 1679
1672 arrow->stats.wc -= arrow->level;
1673
1674 arrow->attacktype |= bow->attacktype; 1680 arrow->attacktype |= bow->attacktype;
1681 }
1675 1682
1683 wc -= arrow->level;
1684 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1685
1686 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1676 arrow->move_type = MOVE_FLY_LOW; 1687 arrow->move_type = MOVE_FLY_LOW;
1677 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1678 1689
1679 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1690 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1680 m->insert (arrow, sx, sy, op); 1691 m->insert (arrow, sx, sy, op);
1705{ 1716{
1706 int ret = 0, wcmod = 0; 1717 int ret = 0, wcmod = 0;
1707 1718
1708 if (op->contr->bowtype == bow_bestarrow) 1719 if (op->contr->bowtype == bow_bestarrow)
1709 { 1720 {
1710 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1721 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1711 } 1722 }
1712 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1723 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1713 { 1724 {
1714 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1725 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1715 wcmod = -1; 1726 wcmod = -1;
1725 else if (op->contr->bowtype == bow_spreadshot) 1736 else if (op->contr->bowtype == bow_spreadshot)
1726 { 1737 {
1727 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1738 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1728 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1739 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1729 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1740 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1730
1731 } 1741 }
1732 else 1742 else
1733 { 1743 {
1734 /* Simple case */ 1744 /* Simple case */
1735 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1745 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1736 } 1746 }
1747
1737 return ret; 1748 return ret;
1738} 1749}
1739 1750
1740 1751
1741/* Fires a misc (wand/rod/horn) object in 'dir'. 1752/* Fires a misc (wand/rod/horn) object in 'dir'.
1742 * Broken apart from 'fire' to keep it more readable. 1753 * Broken apart from 'fire' to keep it more readable.
1743 */ 1754 */
1744void 1755void
1745fire_misc_object (object *op, int dir) 1756fire_misc_object (object *op, int dir)
1746{ 1757{
1747 object *item; 1758 object *item = op->contr->ranged_ob;
1748 1759
1749 if (!op->contr->ranges[range_misc]) 1760 if (!item)
1750 { 1761 {
1751 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1762 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1752 return; 1763 return;
1753 } 1764 }
1754 1765
1755 item = op->contr->ranges[range_misc];
1756 if (!item->inv) 1766 if (!item->inv)
1757 { 1767 {
1758 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1768 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1759 return; 1769 return;
1760 } 1770 }
1771
1772 if (!op->change_weapon (item))
1773 return;
1774
1761 if (item->type == WAND) 1775 if (item->type == WAND)
1762 { 1776 {
1763 if (item->stats.food <= 0) 1777 if (item->stats.food <= 0)
1764 { 1778 {
1765 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1779 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1766 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1780 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1781
1767 return; 1782 return;
1768 } 1783 }
1769 } 1784 }
1770 else if (item->type == ROD || item->type == HORN) 1785 else if (item->type == ROD || item->type == HORN)
1771 { 1786 {
1772 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1787 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1773 { 1788 {
1774 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1789 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1790
1775 if (item->type == ROD) 1791 if (item->type == ROD)
1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1792 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1777 else 1793 else
1778 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1794 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1795
1779 return; 1796 return;
1780 } 1797 }
1781 } 1798 }
1782 1799
1783 if (cast_spell (op, item, dir, item->inv, NULL)) 1800 if (cast_spell (op, item, dir, item->inv, NULL))
1814 1831
1815 /* check for loss of invisiblity/hide */ 1832 /* check for loss of invisiblity/hide */
1816 if (action_makes_visible (op)) 1833 if (action_makes_visible (op))
1817 make_visible (op); 1834 make_visible (op);
1818 1835
1819 switch (op->contr->shoottype) 1836 player *pl = op->contr;
1837
1838 if (pl->golem)
1820 { 1839 {
1821 case range_none: 1840 control_golem (op->contr->golem, dir);
1822 return; 1841 return;
1842 }
1823 1843
1824 case range_bow: 1844 object *ob = pl->ranged_ob;
1845
1846 if (!ob)
1847 return;
1848
1849 switch (ob->type)
1850 {
1851 case BOW:
1825 player_fire_bow (op, dir); 1852 player_fire_bow (op, dir);
1826 return; 1853 break;
1827 1854
1828 case range_magic: /* Casting spells */ 1855 case SPELL:
1829 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1856 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1830 return; 1857 break;
1831 1858
1832 case range_misc: 1859 case BUILDER:
1860 apply_map_builder (op, dir);
1861 break;
1862
1863 case SKILL:
1864 case SKILL_TOOL:
1865 do_skill (op, op, ob, dir, 0);
1866 break;
1867
1868 default:
1833 fire_misc_object (op, dir); 1869 fire_misc_object (op, dir);
1834 return; 1870 break;
1835
1836 case range_golem: /* Control summoned monsters from scrolls */
1837 control_golem (op->contr->ranges[range_golem], dir);
1838 return;
1839
1840 case range_skill:
1841 if (!op->chosen_skill)
1842 {
1843 if (op->type == PLAYER)
1844 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1845
1846 return;
1847 }
1848
1849 do_skill (op, op, op->chosen_skill, dir, NULL);
1850 return;
1851 case range_builder:
1852 apply_map_builder (op, dir);
1853 return;
1854 default:
1855 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1856 return;
1857 } 1871 }
1858} 1872}
1859 1873
1860/* find_key 1874/* find_key
1861 * We try to find a key for the door as passed. If we find a key 1875 * We try to find a key for the door as passed. If we find a key
1961 if (key) 1975 if (key)
1962 { 1976 {
1963 object *container = key->env; 1977 object *container = key->env;
1964 1978
1965 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1979 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1980
1966 if (action_makes_visible (op)) 1981 if (action_makes_visible (op))
1967 make_visible (op); 1982 make_visible (op);
1983
1968 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1984 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1969 spring_trap (door->inv, op); 1985 spring_trap (door->inv, op);
1970 1986
1971 if (door->type == DOOR) 1987 if (door->type == DOOR)
1972 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1988 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2002 */ 2018 */
2003void 2019void
2004move_player_attack (object *op, int dir) 2020move_player_attack (object *op, int dir)
2005{ 2021{
2006 object *tmp, *mon; 2022 object *tmp, *mon;
2007 sint16 nx, ny;
2008 int on_battleground; 2023 int on_battleground;
2009 maptile *m; 2024 maptile *m;
2010 2025
2011 nx = freearr_x[dir] + op->x; 2026 sint16 nx = freearr_x[dir] + op->x;
2012 ny = freearr_y[dir] + op->y; 2027 sint16 ny = freearr_y[dir] + op->y;
2013 2028
2014 on_battleground = op_on_battleground (op, 0, 0); 2029 on_battleground = op_on_battleground (op, 0, 0);
2015 2030
2016 /* If braced, or can't move to the square, and it is not out of the 2031 /* If braced, or can't move to the square, and it is not out of the
2017 * map, attack it. Note order of if statement is important - don't 2032 * map, attack it. Note order of if statement is important - don't
2097 /* If we're braced, we don't want to switch places with it */ 2112 /* If we're braced, we don't want to switch places with it */
2098 if (op->contr->braced) 2113 if (op->contr->braced)
2099 return; 2114 return;
2100 2115
2101 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2116 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2102 (void) push_ob (mon, dir, op); 2117 push_ob (mon, dir, op);
2103 if (op->contr->tmp_invis || op->hide) 2118 if (op->contr->tmp_invis || op->hide)
2104 make_visible (op); 2119 make_visible (op);
2105 2120
2106 return; 2121 return;
2107 } 2122 }
2152 * 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.
2153 */ 2168 */
2154 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2155 ((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)))
2156 { 2171 {
2157
2158 /* If the player hasn't hit something this tick, and does
2159 * so, give them speed boost based on weapon speed. Doing
2160 * it here is better than process_players2, which basically
2161 * incurred a 1 tick offset.
2162 */
2163 if (!op->contr->has_hit) 2172 op->contr->has_hit = 1;
2164 {
2165 op->speed_left += op->speed / op->contr->weapon_sp;
2166
2167 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2168 }
2169 2173
2170 skill_attack (mon, op, 0, 0, 0); 2174 skill_attack (mon, op, 0, 0, 0);
2171 2175
2172 /* If attacking another player, that player gets automatic 2176 /* If attacking another player, that player gets automatic
2173 * hitback, and doesn't loose luck either. 2177 * hitback, and doesn't loose luck either.
2250handle_newcs_player (object *op) 2254handle_newcs_player (object *op)
2251{ 2255{
2252 if (QUERY_FLAG (op, FLAG_SCARED)) 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2253 { 2257 {
2254 flee_player (op); 2258 flee_player (op);
2259
2255 /* If player is still scared, that is his action for this tick */ 2260 /* If player is still scared, that is his action for this tick */
2256 if (QUERY_FLAG (op, FLAG_SCARED)) 2261 if (op->flag [FLAG_SCARED])
2257 { 2262 {
2258 op->speed_left--; 2263 --op->speed_left;
2259 return 0; 2264 return 0;
2260 } 2265 }
2261 } 2266 }
2262 2267
2263 /* call this here - we also will call this in do_ericserver, but 2268 /* call this here - we also will call this in do_ericserver, but
2270 if (op->speed_left > 0) 2275 if (op->speed_left > 0)
2271 { 2276 {
2272 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2277 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2273 { 2278 {
2274 /* All move commands take 1 tick, at least for now */ 2279 /* All move commands take 1 tick, at least for now */
2275 op->speed_left--; 2280 --op->speed_left;
2276 2281
2277 /* Instead of all the stuff below, let move_player take care 2282 /* Instead of all the stuff below, let move_player take care
2278 * of it. Also, some of the skill stuff is only put in 2283 * of it. Also, some of the skill stuff is only put in
2279 * there, as well as the confusion stuff. 2284 * there, as well as the confusion stuff.
2280 */ 2285 */
2450 gen_grace = op->stats.maxgrace; 2455 gen_grace = op->stats.maxgrace;
2451 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2456 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2452 } 2457 }
2453 2458
2454 /* Regenerate Spell Points */ 2459 /* Regenerate Spell Points */
2455 if (!op->contr->ranges[range_golem] && --op->last_sp < 0) 2460 if (!op->contr->golem && --op->last_sp < 0)
2456 { 2461 {
2457 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2462 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2458 if (op->stats.sp < op->stats.maxsp) 2463 if (op->stats.sp < op->stats.maxsp)
2459 { 2464 {
2460 op->stats.sp++; 2465 op->stats.sp++;
3495 * not readied. 3500 * not readied.
3496 */ 3501 */
3497void 3502void
3498player_unready_range_ob (player *pl, object *ob) 3503player_unready_range_ob (player *pl, object *ob)
3499{ 3504{
3500 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3505 if (pl->ob->current_weapon == ob)
3506 pl->ob->current_weapon = 0;
3507
3508 if (pl->combat_ob == ob)
3509 pl->combat_ob = 0;
3510
3501 if (pl->ranges[i] == ob) 3511 if (pl->ranged_ob == ob)
3502 {
3503 pl->ranges[i] = 0; 3512 pl->ranged_ob = 0;
3504 if (pl->shoottype == i)
3505 pl->shoottype = range_none;
3506 }
3507} 3513}
3508 3514
3509sint8 3515sint8
3510player::visibility_at (maptile *map, int x, int y) const 3516player::visibility_at (maptile *map, int x, int y) const
3511{ 3517{

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