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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 1.135 by root, Sun May 13 15:13:57 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>
146 } 145 }
147 146
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
150 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
150}
151
152float
153player::weapon_speed () const
154{
155 return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
151} 156}
152 157
153/* This loads the first map an puts the player on it. */ 158/* This loads the first map an puts the player on it. */
154static void 159static void
155set_first_map (object *op) 160set_first_map (object *op)
202 207
203 ob->remove (); 208 ob->remove ();
204 ob->map = 0; 209 ob->map = 0;
205 party = 0; 210 party = 0;
206 211
207 // for weird reasons, this is often "ob", keeping a circular reference 212 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
208 ranges [range_skill] = 0;
209 213
210 players.erase (this); 214 players.erase (this);
211} 215}
212 216
213// connect the player with a specific client 217// connect the player with a specific client
214// also changed, rationalises, and fixes some incorrect settings 218// also changes, rationalises, and fixes some incorrect settings
215void 219void
216player::connect (client *ns) 220player::connect (client *ns)
217{ 221{
218 this->ns = ns; 222 this->ns = ns;
219 ns->pl = this; 223 ns->pl = this;
230 ns->reset_stats (); 234 ns->reset_stats ();
231 235
232 /* make sure he's a player -- needed because of class change. */ 236 /* make sure he's a player -- needed because of class change. */
233 ob->type = PLAYER; // we are paranoid 237 ob->type = PLAYER; // we are paranoid
234 ob->race = ob->arch->clone.race; 238 ob->race = ob->arch->clone.race;
235
236 if (!legal_range (ob, shoottype))
237 shoottype = range_none;
238 239
239 ob->carrying = sum_weight (ob); 240 ob->carrying = sum_weight (ob);
240 link_player_skills (ob); 241 link_player_skills (ob);
241 242
242 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
263 264
264 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
265 266
266 esrv_new_player (this, ob->weight + ob->carrying); 267 esrv_new_player (this, ob->weight + ob->carrying);
267 268
269 for (object *op = ob->inv; op; op = op->below)
270 if (op->flag [FLAG_APPLIED])
271 switch (op->type)
272 {
273 case WAND:
274 case ROD:
275 case HORN:
276 case BOW:
277 case SKILL:
278 case SKILL_TOOL:
279 case WEAPON:
280 apply_special (ob, op, AP_UNAPPLY);
281 apply_special (ob, op, AP_APPLY);
282 break;
283 }
284
268 ob->update_stats (); 285 ob->update_stats ();
269 ns->floorbox_update (); 286 ns->floorbox_update ();
270 287
271 esrv_send_inventory (ob, ob); 288 esrv_send_inventory (ob, ob);
272 esrv_add_spells (this, 0); 289 esrv_add_spells (this, 0);
308player::set_object (object *op) 325player::set_object (object *op)
309{ 326{
310 ob = op; 327 ob = op;
311 ob->contr = this; /* this aren't yet in archetype */ 328 ob->contr = this; /* this aren't yet in archetype */
312 329
313 ob->speed_left = 0.5; 330 ob->speed_left = 0.5f;
314 ob->speed = 1.0; 331 ob->speed = 1.0f;
315 ob->direction = 5; /* So player faces south */ 332 ob->direction = 5; /* So player faces south */
316} 333}
317 334
318player::player () 335player::player ()
319{ 336{
325 unapply = unapply_nochoice; 342 unapply = unapply_nochoice;
326 343
327 savebed_map = first_map_path; /* Init. respawn position */ 344 savebed_map = first_map_path; /* Init. respawn position */
328 345
329 gen_sp_armour = 10; 346 gen_sp_armour = 10;
330 shoottype = range_none;
331 bowtype = bow_normal; 347 bowtype = bow_normal;
332 petmode = pet_normal; 348 petmode = pet_normal;
333 listening = 10; 349 listening = 10;
334 usekeys = containers; 350 usekeys = containers;
335 peaceful = 1; /* default peaceful */ 351 peaceful = 1; /* default peaceful */
774} 790}
775 791
776void 792void
777object::roll_stats () 793object::roll_stats ()
778{ 794{
779 int statsort [7]; 795 int statsort [NUM_STATS];
780 796
781 for (;;) 797 for (;;)
782 { 798 {
783 int sum = 0; 799 int sum = 0;
784 for (int i = 7; i--; ) 800 for (int i = NUM_STATS; i--; )
785 sum += statsort [i] = roll_stat (); 801 sum += statsort [i] = roll_stat ();
786 802
787 if (sum >= 82 && sum <= 116) 803 if (sum >= 82 && sum <= 116)
788 break; 804 break;
789 } 805 }
790 806
791 // Sort the stats so that rerolling is easier... 807 // Sort the stats so that rerolling is easier...
792 std::sort (statsort, statsort + 7, std::greater<int>()); 808 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
793 809
810 for (int i = 0; i < NUM_STATS; ++i)
794 stats.Str = statsort[0]; 811 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];
801 812
802 stats.exp = 0; 813 stats.exp = 0;
803 stats.ac = 0; 814 stats.ac = 0;
804 815
805 stats.hp = stats.maxhp; 816 stats.hp = stats.maxhp;
817} 828}
818 829
819void 830void
820object::swap_stats (int a, int b) 831object::swap_stats (int a, int b)
821{ 832{
822 int tmp = get_attr_value (&contr->orig_stats, a); 833 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);
825 834
835 for (int i = 0; i < NUM_STATS; ++i)
826 stats.Str = contr->orig_stats.Str; 836 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;
833 837
834 //TODO: the following code looks so borked and should, at the very least, 838 //TODO: the following code looks so borked and should, at the very least,
835 // be merged with the similar code in roll_stats 839 // be merged with the similar code in roll_stats
836 stats.ac = 0; 840 stats.ac = 0;
837 841
1014 /* Cornered, get rid of scared */ 1018 /* Cornered, get rid of scared */
1015 CLEAR_FLAG (op, FLAG_SCARED); 1019 CLEAR_FLAG (op, FLAG_SCARED);
1016 op->enemy = NULL; 1020 op->enemy = NULL;
1017} 1021}
1018 1022
1019
1020/* check_pick sees if there is stuff to be picked up/picks up stuff. 1023/* 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 1024 * It returns 1 if the player should keep on moving, 0 if he should
1022 * stop. 1025 * stop.
1023 */ 1026 */
1024int 1027int
1025check_pick (object *op) 1028check_pick (object *op)
1026{ 1029{
1464 * find_better_arrow to find a decent arrow to use. 1467 * find_better_arrow to find a decent arrow to use.
1465 * op = the shooter 1468 * op = the shooter
1466 * type = bow->race 1469 * type = bow->race
1467 * dir = fire direction 1470 * dir = fire direction
1468 */ 1471 */
1469
1470object * 1472object *
1471pick_arrow_target (object *op, const char *type, int dir) 1473pick_arrow_target (object *op, const char *type, int dir)
1472{ 1474{
1473 object *tmp = NULL; 1475 object *tmp = NULL;
1474 maptile *m; 1476 maptile *m;
1539 */ 1541 */
1540int 1542int
1541fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1543fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1542{ 1544{
1543 object *left, *bow; 1545 object *left, *bow;
1544 int bowspeed, mflags; 1546 int mflags;
1545 maptile *m; 1547 maptile *m;
1546 1548
1547 if (!dir) 1549 if (!dir)
1548 { 1550 {
1549 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1551 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1550 return 0; 1552 return 0;
1551 } 1553 }
1552 1554
1553 if (op->type == PLAYER) 1555 if (player *pl = op->contr)
1554 bow = op->contr->ranges[range_bow]; 1556 {
1557 bow = pl->ranged_ob;
1558 if (!op->change_weapon (bow))
1559 return 0;
1560 }
1555 else 1561 else
1556 { 1562 {
1557 for (bow = op->inv; bow; bow = bow->below) 1563 for (bow = op->inv; bow; bow = bow->below)
1558 /* Don't check for applied - monsters don't apply bows - in that way, they 1564 /* 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. 1565 * don't need to switch back and forth between bows and weapons.
1564 if (!bow) 1570 if (!bow)
1565 { 1571 {
1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1572 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1567 return 0; 1573 return 0;
1568 } 1574 }
1575
1576 // optimisation: move object to top so we will find it quickly again
1577 if (bow->below)
1578 {
1579 bow->remove ();
1580 op->insert (bow);
1581 }
1582
1569 } 1583 }
1570 1584
1571 if (!bow->race || !bow->skill) 1585 if (!bow->race || !bow->skill)
1572 { 1586 {
1573 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1587 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1574 return 0; 1588 return 0;
1575 } 1589 }
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 1590
1586 if (arrow == NULL) 1591 if (arrow == NULL)
1587 { 1592 {
1588 if ((arrow = find_arrow (op, bow->race)) == NULL) 1593 if ((arrow = find_arrow (op, bow->race)) == NULL)
1589 { 1594 {
1624 1629
1625 arrow->set_owner (op); 1630 arrow->set_owner (op);
1626 arrow->skill = bow->skill; 1631 arrow->skill = bow->skill;
1627 arrow->direction = dir; 1632 arrow->direction = dir;
1628 1633
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 */ 1634 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1638 arrow->stats.hp = arrow->stats.dam; 1635 arrow->stats.hp = arrow->stats.dam;
1639 arrow->stats.grace = arrow->attacktype; 1636 arrow->stats.grace = arrow->attacktype;
1640 1637
1641 if (arrow->slaying) 1638 if (arrow->slaying)
1642 arrow->spellarg = strdup (arrow->slaying); 1639 arrow->spellarg = strdup (arrow->slaying);
1643 1640
1644 arrow->stats.dam += op->stats.dam + arrow->magic; 1641 if (player *pl = op->contr)
1642 {
1643 if (!pl->has_hit)
1644 {
1645 pl->has_hit = 1;
1646 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1647 }
1648#if 0
1649 float speed = pl->weapon_sp;
1650
1651 /* penalize ROF for bestarrow */
1652 if (pl->bowtype == bow_bestarrow)
1653 speed *= .9f;
1654 else
1655 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1656
1657 op->speed_left += speed - op->speed;
1658#endif
1659 }
1660
1661 SET_ANIMATION (arrow, arrow->direction);
1645 1662
1646 /* update the speed */ 1663 /* update the speed */
1647 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1664 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; 1665 + bow->stats.dam / 7.0;
1649 1666
1650 arrow->set_speed (max (arrow->speed, 1.0)); 1667 arrow->set_speed (max (arrow->speed, 2.0));
1651 arrow->speed_left = 0; 1668 arrow->speed_left = 0;
1652 1669
1653 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1670 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1654 1671
1655 if (op->type == PLAYER) 1672 if (op->type == PLAYER)
1656 { 1673 {
1657 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1674 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1658 arrow->stats.wc -= dex_bonus[op->stats.Dex]; 1675 wc -= dex_bonus[op->stats.Dex];
1659 1676
1660 if (!arrow->slaying) 1677 if (!arrow->slaying)
1661 arrow->slaying = op->slaying; 1678 arrow->slaying = op->slaying;
1679
1680 arrow->attacktype |= op->attacktype;
1662 } 1681 }
1663 else 1682 else
1664 { 1683 {
1665 arrow->level = op->level; 1684 arrow->level = op->level;
1666 arrow->stats.wc -= bow->magic; 1685 arrow->stats.wc -= bow->magic;
1667 1686
1668 if (!arrow->slaying) 1687 if (!arrow->slaying)
1669 arrow->slaying = bow->slaying; 1688 arrow->slaying = bow->slaying;
1670 }
1671 1689
1672 arrow->stats.wc -= arrow->level;
1673
1674 arrow->attacktype |= bow->attacktype; 1690 arrow->attacktype |= bow->attacktype;
1691 }
1675 1692
1693 wc -= arrow->level;
1694 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1695
1696 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1676 arrow->move_type = MOVE_FLY_LOW; 1697 arrow->move_type = MOVE_FLY_LOW;
1677 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1698 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1678 1699
1679 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1700 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1680 m->insert (arrow, sx, sy, op); 1701 m->insert (arrow, sx, sy, op);
1705{ 1726{
1706 int ret = 0, wcmod = 0; 1727 int ret = 0, wcmod = 0;
1707 1728
1708 if (op->contr->bowtype == bow_bestarrow) 1729 if (op->contr->bowtype == bow_bestarrow)
1709 { 1730 {
1710 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1731 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1711 } 1732 }
1712 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1733 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1713 { 1734 {
1714 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1735 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1715 wcmod = -1; 1736 wcmod = -1;
1725 else if (op->contr->bowtype == bow_spreadshot) 1746 else if (op->contr->bowtype == bow_spreadshot)
1726 { 1747 {
1727 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1748 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); 1749 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); 1750 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1730
1731 } 1751 }
1732 else 1752 else
1733 { 1753 {
1734 /* Simple case */ 1754 /* Simple case */
1735 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1755 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1736 } 1756 }
1757
1737 return ret; 1758 return ret;
1738} 1759}
1739
1740 1760
1741/* Fires a misc (wand/rod/horn) object in 'dir'. 1761/* Fires a misc (wand/rod/horn) object in 'dir'.
1742 * Broken apart from 'fire' to keep it more readable. 1762 * Broken apart from 'fire' to keep it more readable.
1743 */ 1763 */
1744void 1764void
1745fire_misc_object (object *op, int dir) 1765fire_misc_object (object *op, int dir)
1746{ 1766{
1747 object *item; 1767 object *item = op->contr->ranged_ob;
1748 1768
1749 if (!op->contr->ranges[range_misc]) 1769 if (!item)
1750 { 1770 {
1751 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1771 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1752 return; 1772 return;
1753 } 1773 }
1754 1774
1755 item = op->contr->ranges[range_misc];
1756 if (!item->inv) 1775 if (!item->inv)
1757 { 1776 {
1758 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1777 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1759 return; 1778 return;
1760 } 1779 }
1780
1781 if (!op->change_weapon (item))
1782 return;
1783
1761 if (item->type == WAND) 1784 if (item->type == WAND)
1762 { 1785 {
1763 if (item->stats.food <= 0) 1786 if (item->stats.food <= 0)
1764 { 1787 {
1765 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1788 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)); 1789 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1790
1767 return; 1791 return;
1768 } 1792 }
1769 } 1793 }
1770 else if (item->type == ROD || item->type == HORN) 1794 else if (item->type == ROD || item->type == HORN)
1771 { 1795 {
1772 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1796 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1773 { 1797 {
1774 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1798 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1799
1775 if (item->type == ROD) 1800 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)); 1801 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1777 else 1802 else
1778 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1803 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1804
1779 return; 1805 return;
1780 } 1806 }
1781 } 1807 }
1782 1808
1783 if (cast_spell (op, item, dir, item->inv, NULL)) 1809 if (cast_spell (op, item, dir, item->inv, NULL))
1814 1840
1815 /* check for loss of invisiblity/hide */ 1841 /* check for loss of invisiblity/hide */
1816 if (action_makes_visible (op)) 1842 if (action_makes_visible (op))
1817 make_visible (op); 1843 make_visible (op);
1818 1844
1819 switch (op->contr->shoottype) 1845 player *pl = op->contr;
1846
1847 if (pl->golem)
1820 { 1848 {
1821 case range_none: 1849 control_golem (op->contr->golem, dir);
1822 return; 1850 return;
1851 }
1823 1852
1824 case range_bow: 1853 object *ob = pl->ranged_ob;
1854
1855 if (!ob)
1856 return;
1857
1858 switch (ob->type)
1859 {
1860 case BOW:
1825 player_fire_bow (op, dir); 1861 player_fire_bow (op, dir);
1826 return; 1862 break;
1827 1863
1828 case range_magic: /* Casting spells */ 1864 case SPELL:
1829 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1865 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1830 return; 1866 break;
1831 1867
1832 case range_misc: 1868 case BUILDER:
1869 apply_map_builder (op, dir);
1870 break;
1871
1872 case SKILL:
1873 case SKILL_TOOL:
1874 do_skill (op, op, ob, dir, 0);
1875 break;
1876
1877 default:
1833 fire_misc_object (op, dir); 1878 fire_misc_object (op, dir);
1834 return; 1879 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 } 1880 }
1858} 1881}
1859 1882
1860/* find_key 1883/* find_key
1861 * We try to find a key for the door as passed. If we find a key 1884 * We try to find a key for the door as passed. If we find a key
1961 if (key) 1984 if (key)
1962 { 1985 {
1963 object *container = key->env; 1986 object *container = key->env;
1964 1987
1965 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1988 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1989
1966 if (action_makes_visible (op)) 1990 if (action_makes_visible (op))
1967 make_visible (op); 1991 make_visible (op);
1992
1968 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1993 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1969 spring_trap (door->inv, op); 1994 spring_trap (door->inv, op);
1970 1995
1971 if (door->type == DOOR) 1996 if (door->type == DOOR)
1972 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1997 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2002 */ 2027 */
2003void 2028void
2004move_player_attack (object *op, int dir) 2029move_player_attack (object *op, int dir)
2005{ 2030{
2006 object *tmp, *mon; 2031 object *tmp, *mon;
2007 sint16 nx, ny;
2008 int on_battleground; 2032 int on_battleground;
2009 maptile *m; 2033 maptile *m;
2010 2034
2011 nx = freearr_x[dir] + op->x; 2035 sint16 nx = freearr_x[dir] + op->x;
2012 ny = freearr_y[dir] + op->y; 2036 sint16 ny = freearr_y[dir] + op->y;
2013 2037
2014 on_battleground = op_on_battleground (op, 0, 0); 2038 on_battleground = op_on_battleground (op, 0, 0);
2015 2039
2016 /* If braced, or can't move to the square, and it is not out of the 2040 /* If braced, or can't move to the square, and it is not out of the
2017 * map, attack it. Note order of if statement is important - don't 2041 * map, attack it. Note order of if statement is important - don't
2097 /* If we're braced, we don't want to switch places with it */ 2121 /* If we're braced, we don't want to switch places with it */
2098 if (op->contr->braced) 2122 if (op->contr->braced)
2099 return; 2123 return;
2100 2124
2101 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2125 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2102 (void) push_ob (mon, dir, op); 2126 push_ob (mon, dir, op);
2103 if (op->contr->tmp_invis || op->hide) 2127 if (op->contr->tmp_invis || op->hide)
2104 make_visible (op); 2128 make_visible (op);
2105 2129
2106 return; 2130 return;
2107 } 2131 }
2152 * that party_number -1 is no party, so attacks can still happen. 2176 * that party_number -1 is no party, so attacks can still happen.
2153 */ 2177 */
2154 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2178 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))) 2179 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2156 { 2180 {
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) 2181 if (!op->contr->has_hit)
2164 { 2182 {
2183 op->contr->has_hit = 1;
2165 op->speed_left += op->speed / op->contr->weapon_sp; 2184 op->speed_left += op->contr->weapon_speed () - op->speed;
2166
2167 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2168 } 2185 }
2169 2186
2170 skill_attack (mon, op, 0, 0, 0); 2187 skill_attack (mon, op, 0, 0, 0);
2171 2188
2172 /* If attacking another player, that player gets automatic 2189 /* If attacking another player, that player gets automatic
2250handle_newcs_player (object *op) 2267handle_newcs_player (object *op)
2251{ 2268{
2252 if (QUERY_FLAG (op, FLAG_SCARED)) 2269 if (QUERY_FLAG (op, FLAG_SCARED))
2253 { 2270 {
2254 flee_player (op); 2271 flee_player (op);
2272
2255 /* If player is still scared, that is his action for this tick */ 2273 /* If player is still scared, that is his action for this tick */
2256 if (QUERY_FLAG (op, FLAG_SCARED)) 2274 if (op->flag [FLAG_SCARED])
2257 { 2275 {
2258 op->speed_left--; 2276 --op->speed_left;
2259 return 0; 2277 return 0;
2260 } 2278 }
2261 } 2279 }
2262 2280
2263 /* call this here - we also will call this in do_ericserver, but 2281 /* call this here - we also will call this in do_ericserver, but
2265 * called, so we recheck it here. 2283 * called, so we recheck it here.
2266 */ 2284 */
2267 if (op->contr->ns->handle_command ()) 2285 if (op->contr->ns->handle_command ())
2268 return 1; 2286 return 1;
2269 2287
2270 if (op->speed_left > 0) 2288 if (op->speed_left > 0.f)
2271 { 2289 {
2272 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2290 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2273 { 2291 {
2274 /* All move commands take 1 tick, at least for now */ 2292 /* All move commands take 1 tick, at least for now */
2275 op->speed_left--; 2293 --op->speed_left;
2276 2294
2277 /* Instead of all the stuff below, let move_player take care 2295 /* Instead of all the stuff below, let move_player take care
2278 * of it. Also, some of the skill stuff is only put in 2296 * of it. Also, some of the skill stuff is only put in
2279 * there, as well as the confusion stuff. 2297 * there, as well as the confusion stuff.
2280 */ 2298 */
2281 move_player (op, op->direction); 2299 move_player (op, op->direction);
2282 2300
2283 return op->speed_left > 0; 2301 return op->speed_left > 0.f;
2284 } 2302 }
2285 } 2303 }
2286 2304
2287 return 0; 2305 return 0;
2288} 2306}
2450 gen_grace = op->stats.maxgrace; 2468 gen_grace = op->stats.maxgrace;
2451 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2469 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2452 } 2470 }
2453 2471
2454 /* Regenerate Spell Points */ 2472 /* Regenerate Spell Points */
2455 if (!op->contr->ranges[range_golem] && --op->last_sp < 0) 2473 if (!op->contr->golem && --op->last_sp < 0)
2456 { 2474 {
2457 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2475 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) 2476 if (op->stats.sp < op->stats.maxsp)
2459 { 2477 {
2460 op->stats.sp++; 2478 op->stats.sp++;
2918 object *force; 2936 object *force;
2919 int at; 2937 int at;
2920 2938
2921 force = get_archetype (FORCE_NAME); 2939 force = get_archetype (FORCE_NAME);
2922 /* 50 ticks should be enough time for the spell to abate */ 2940 /* 50 ticks should be enough time for the spell to abate */
2923 force->speed = 0.1; 2941 force->speed = 0.1f;
2924 force->speed_left = -5.0; 2942 force->speed_left = -5.f;
2925 SET_FLAG (force, FLAG_APPLIED); 2943 SET_FLAG (force, FLAG_APPLIED);
2926 for (at = 0; at < NROFATTACKS; at++) 2944 for (at = 0; at < NROFATTACKS; at++)
2927 if (will_kill_again & (1 << at)) 2945 if (will_kill_again & (1 << at))
2928 force->resist[at] = 100; 2946 force->resist[at] = 100;
2929 2947
3495 * not readied. 3513 * not readied.
3496 */ 3514 */
3497void 3515void
3498player_unready_range_ob (player *pl, object *ob) 3516player_unready_range_ob (player *pl, object *ob)
3499{ 3517{
3500 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3518 if (pl->ob->current_weapon == ob)
3519 pl->ob->current_weapon = 0;
3520
3521 if (pl->combat_ob == ob)
3522 pl->combat_ob = 0;
3523
3501 if (pl->ranges[i] == ob) 3524 if (pl->ranged_ob == ob)
3502 {
3503 pl->ranges[i] = 0; 3525 pl->ranged_ob = 0;
3504 if (pl->shoottype == i)
3505 pl->shoottype = range_none;
3506 }
3507} 3526}
3508 3527
3509sint8 3528sint8
3510player::visibility_at (maptile *map, int x, int y) const 3529player::visibility_at (maptile *map, int x, int y) const
3511{ 3530{

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