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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 1.141 by root, Fri May 18 15:05:09 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 ob->flag [FLAG_READY_WEAPON] = false;
264 ob->flag [FLAG_READY_SKILL] = false;
265 ob->flag [FLAG_READY_BOW] = false;
266
267 for (object *op = ob->inv; op; op = op->below)
268 if (op->flag [FLAG_APPLIED])
269 switch (op->type)
270 {
271 case SKILL:
272 ob->flag [FLAG_APPLIED] = false;
273 break;
274
275 case WAND:
276 case ROD:
277 case HORN:
278 case BOW:
279 ranged_ob = op;
280 break;
281
282 case WEAPON:
283 combat_ob = op;
284 break;
285 }
286
287 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
268 ob->update_stats (); 288 ob->update_stats ();
289
269 ns->floorbox_update (); 290 ns->floorbox_update ();
270
271 esrv_send_inventory (ob, ob); 291 esrv_send_inventory (ob, ob);
272 esrv_add_spells (this, 0); 292 esrv_add_spells (this, 0);
273 293
274 activate (); 294 activate ();
275 295
308player::set_object (object *op) 328player::set_object (object *op)
309{ 329{
310 ob = op; 330 ob = op;
311 ob->contr = this; /* this aren't yet in archetype */ 331 ob->contr = this; /* this aren't yet in archetype */
312 332
313 ob->speed_left = 0.5; 333 ob->speed_left = 0.5f;
314 ob->speed = 1.0; 334 ob->speed = 1.0f;
315 ob->direction = 5; /* So player faces south */ 335 ob->direction = 5; /* So player faces south */
316} 336}
317 337
318player::player () 338player::player ()
319{ 339{
325 unapply = unapply_nochoice; 345 unapply = unapply_nochoice;
326 346
327 savebed_map = first_map_path; /* Init. respawn position */ 347 savebed_map = first_map_path; /* Init. respawn position */
328 348
329 gen_sp_armour = 10; 349 gen_sp_armour = 10;
330 shoottype = range_none;
331 bowtype = bow_normal; 350 bowtype = bow_normal;
332 petmode = pet_normal; 351 petmode = pet_normal;
333 listening = 10; 352 listening = 10;
334 usekeys = containers; 353 usekeys = containers;
335 peaceful = 1; /* default peaceful */ 354 peaceful = 1; /* default peaceful */
774} 793}
775 794
776void 795void
777object::roll_stats () 796object::roll_stats ()
778{ 797{
779 int statsort [7]; 798 int statsort [NUM_STATS];
780 799
781 for (;;) 800 for (;;)
782 { 801 {
783 int sum = 0; 802 int sum = 0;
784 for (int i = 7; i--; ) 803 for (int i = NUM_STATS; i--; )
785 sum += statsort [i] = roll_stat (); 804 sum += statsort [i] = roll_stat ();
786 805
787 if (sum >= 82 && sum <= 116) 806 if (sum >= 82 && sum <= 116)
788 break; 807 break;
789 } 808 }
790 809
791 // Sort the stats so that rerolling is easier... 810 // Sort the stats so that rerolling is easier...
792 std::sort (statsort, statsort + 7, std::greater<int>()); 811 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
793 812
813 for (int i = 0; i < NUM_STATS; ++i)
794 stats.Str = statsort[0]; 814 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];
801 815
802 stats.exp = 0; 816 stats.exp = 0;
803 stats.ac = 0; 817 stats.ac = 0;
804 818
805 stats.hp = stats.maxhp; 819 stats.hp = stats.maxhp;
817} 831}
818 832
819void 833void
820object::swap_stats (int a, int b) 834object::swap_stats (int a, int b)
821{ 835{
822 int tmp = get_attr_value (&contr->orig_stats, a); 836 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);
825 837
838 for (int i = 0; i < NUM_STATS; ++i)
826 stats.Str = contr->orig_stats.Str; 839 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;
833 840
834 //TODO: the following code looks so borked and should, at the very least, 841 //TODO: the following code looks so borked and should, at the very least,
835 // be merged with the similar code in roll_stats 842 // be merged with the similar code in roll_stats
836 stats.ac = 0; 843 stats.ac = 0;
837 844
1014 /* Cornered, get rid of scared */ 1021 /* Cornered, get rid of scared */
1015 CLEAR_FLAG (op, FLAG_SCARED); 1022 CLEAR_FLAG (op, FLAG_SCARED);
1016 op->enemy = NULL; 1023 op->enemy = NULL;
1017} 1024}
1018 1025
1019
1020/* check_pick sees if there is stuff to be picked up/picks up stuff. 1026/* 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 1027 * It returns 1 if the player should keep on moving, 0 if he should
1022 * stop. 1028 * stop.
1023 */ 1029 */
1024int 1030int
1025check_pick (object *op) 1031check_pick (object *op)
1026{ 1032{
1464 * find_better_arrow to find a decent arrow to use. 1470 * find_better_arrow to find a decent arrow to use.
1465 * op = the shooter 1471 * op = the shooter
1466 * type = bow->race 1472 * type = bow->race
1467 * dir = fire direction 1473 * dir = fire direction
1468 */ 1474 */
1469
1470object * 1475object *
1471pick_arrow_target (object *op, const char *type, int dir) 1476pick_arrow_target (object *op, const char *type, int dir)
1472{ 1477{
1473 object *tmp = NULL; 1478 object *tmp = NULL;
1474 maptile *m; 1479 maptile *m;
1539 */ 1544 */
1540int 1545int
1541fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1546fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1542{ 1547{
1543 object *left, *bow; 1548 object *left, *bow;
1544 int bowspeed, mflags; 1549 int mflags;
1545 maptile *m; 1550 maptile *m;
1546 1551
1547 if (!dir) 1552 if (!dir)
1548 { 1553 {
1549 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1554 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1550 return 0; 1555 return 0;
1551 } 1556 }
1552 1557
1553 if (op->type == PLAYER) 1558 if (op->contr)
1554 bow = op->contr->ranges[range_bow]; 1559 bow = op->current_weapon;
1555 else 1560 else
1556 { 1561 {
1557 for (bow = op->inv; bow; bow = bow->below) 1562 for (bow = op->inv; bow; bow = bow->below)
1558 /* Don't check for applied - monsters don't apply bows - in that way, they 1563 /* 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. 1564 * don't need to switch back and forth between bows and weapons.
1564 if (!bow) 1569 if (!bow)
1565 { 1570 {
1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1571 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1567 return 0; 1572 return 0;
1568 } 1573 }
1574
1575 // optimisation: move object to top so we will find it quickly again
1576 if (bow->below)
1577 {
1578 bow->remove ();
1579 op->insert (bow);
1580 }
1581
1569 } 1582 }
1570 1583
1571 if (!bow->race || !bow->skill) 1584 if (!bow->race || !bow->skill)
1572 { 1585 {
1573 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1586 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1574 return 0; 1587 return 0;
1575 } 1588 }
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 1589
1586 if (arrow == NULL) 1590 if (arrow == NULL)
1587 { 1591 {
1588 if ((arrow = find_arrow (op, bow->race)) == NULL) 1592 if ((arrow = find_arrow (op, bow->race)) == NULL)
1589 { 1593 {
1624 1628
1625 arrow->set_owner (op); 1629 arrow->set_owner (op);
1626 arrow->skill = bow->skill; 1630 arrow->skill = bow->skill;
1627 arrow->direction = dir; 1631 arrow->direction = dir;
1628 1632
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 */ 1633 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1638 arrow->stats.hp = arrow->stats.dam; 1634 arrow->stats.hp = arrow->stats.dam;
1639 arrow->stats.grace = arrow->attacktype; 1635 arrow->stats.grace = arrow->attacktype;
1640 1636
1641 if (arrow->slaying) 1637 if (arrow->slaying)
1642 arrow->spellarg = strdup (arrow->slaying); 1638 arrow->spellarg = strdup (arrow->slaying);
1643 1639
1644 arrow->stats.dam += op->stats.dam + arrow->magic; 1640 if (player *pl = op->contr)
1641 {
1642 if (!pl->has_hit)
1643 {
1644 pl->has_hit = 1;
1645 pl->ob->speed_left += pl->weapon_sp - pl->ob->speed;
1646 }
1647#if 0
1648 float speed = pl->weapon_sp;
1649
1650 /* penalize ROF for bestarrow */
1651 if (pl->bowtype == bow_bestarrow)
1652 speed *= .9f;
1653 else
1654 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1655
1656 op->speed_left += speed - op->speed;
1657#endif
1658 }
1659
1660 SET_ANIMATION (arrow, arrow->direction);
1645 1661
1646 /* update the speed */ 1662 /* update the speed */
1647 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1663 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; 1664 + bow->stats.dam / 7.0;
1649 1665
1650 arrow->set_speed (max (arrow->speed, 1.0)); 1666 arrow->set_speed (max (arrow->speed, 2.0));
1651 arrow->speed_left = 0; 1667 arrow->speed_left = 0;
1652 1668
1653 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1669 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1654 1670
1655 if (op->type == PLAYER) 1671 if (op->type == PLAYER)
1656 { 1672 {
1657 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1673 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1658 arrow->stats.wc -= dex_bonus[op->stats.Dex]; 1674 wc -= dex_bonus[op->stats.Dex];
1659 1675
1660 if (!arrow->slaying) 1676 if (!arrow->slaying)
1661 arrow->slaying = op->slaying; 1677 arrow->slaying = op->slaying;
1678
1679 arrow->attacktype |= op->attacktype;
1662 } 1680 }
1663 else 1681 else
1664 { 1682 {
1665 arrow->level = op->level; 1683 arrow->level = op->level;
1666 arrow->stats.wc -= bow->magic; 1684 arrow->stats.wc -= bow->magic;
1667 1685
1668 if (!arrow->slaying) 1686 if (!arrow->slaying)
1669 arrow->slaying = bow->slaying; 1687 arrow->slaying = bow->slaying;
1670 }
1671 1688
1672 arrow->stats.wc -= arrow->level;
1673
1674 arrow->attacktype |= bow->attacktype; 1689 arrow->attacktype |= bow->attacktype;
1690 }
1675 1691
1692 wc -= arrow->level;
1693 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1694
1695 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1676 arrow->move_type = MOVE_FLY_LOW; 1696 arrow->move_type = MOVE_FLY_LOW;
1677 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1697 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1678 1698
1679 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1699 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1680 m->insert (arrow, sx, sy, op); 1700 m->insert (arrow, sx, sy, op);
1705{ 1725{
1706 int ret = 0, wcmod = 0; 1726 int ret = 0, wcmod = 0;
1707 1727
1708 if (op->contr->bowtype == bow_bestarrow) 1728 if (op->contr->bowtype == bow_bestarrow)
1709 { 1729 {
1710 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1730 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1711 } 1731 }
1712 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1732 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1713 { 1733 {
1714 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1734 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1715 wcmod = -1; 1735 wcmod = -1;
1725 else if (op->contr->bowtype == bow_spreadshot) 1745 else if (op->contr->bowtype == bow_spreadshot)
1726 { 1746 {
1727 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1747 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); 1748 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); 1749 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1730
1731 } 1750 }
1732 else 1751 else
1733 { 1752 {
1734 /* Simple case */ 1753 /* Simple case */
1735 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1754 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1736 } 1755 }
1756
1737 return ret; 1757 return ret;
1738} 1758}
1739
1740 1759
1741/* Fires a misc (wand/rod/horn) object in 'dir'. 1760/* Fires a misc (wand/rod/horn) object in 'dir'.
1742 * Broken apart from 'fire' to keep it more readable. 1761 * Broken apart from 'fire' to keep it more readable.
1743 */ 1762 */
1744void 1763void
1745fire_misc_object (object *op, int dir) 1764fire_misc_object (object *op, int dir)
1746{ 1765{
1747 object *item; 1766 object *item = op->contr->ranged_ob;
1748 1767
1749 if (!op->contr->ranges[range_misc]) 1768 if (!item)
1750 { 1769 {
1751 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1770 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1752 return; 1771 return;
1753 } 1772 }
1754 1773
1755 item = op->contr->ranges[range_misc];
1756 if (!item->inv) 1774 if (!item->inv)
1757 { 1775 {
1758 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1776 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1759 return; 1777 return;
1760 } 1778 }
1779
1780 if (!op->change_weapon (item))
1781 return;
1782
1761 if (item->type == WAND) 1783 if (item->type == WAND)
1762 { 1784 {
1763 if (item->stats.food <= 0) 1785 if (item->stats.food <= 0)
1764 { 1786 {
1765 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1787 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)); 1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1789
1767 return; 1790 return;
1768 } 1791 }
1769 } 1792 }
1770 else if (item->type == ROD || item->type == HORN) 1793 else if (item->type == ROD || item->type == HORN)
1771 { 1794 {
1772 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1795 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1773 { 1796 {
1774 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1797 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1798
1775 if (item->type == ROD) 1799 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)); 1800 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1777 else 1801 else
1778 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1802 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1803
1779 return; 1804 return;
1780 } 1805 }
1781 } 1806 }
1782 1807
1783 if (cast_spell (op, item, dir, item->inv, NULL)) 1808 if (cast_spell (op, item, dir, item->inv, NULL))
1814 1839
1815 /* check for loss of invisiblity/hide */ 1840 /* check for loss of invisiblity/hide */
1816 if (action_makes_visible (op)) 1841 if (action_makes_visible (op))
1817 make_visible (op); 1842 make_visible (op);
1818 1843
1819 switch (op->contr->shoottype) 1844 player *pl = op->contr;
1845
1846 if (pl->golem)
1820 { 1847 {
1821 case range_none: 1848 control_golem (op->contr->golem, dir);
1822 return; 1849 return;
1850 }
1823 1851
1824 case range_bow: 1852 object *ob = pl->ranged_ob;
1853
1854 if (!ob)
1855 return;
1856
1857 if (!op->change_weapon (ob))
1858 return;
1859
1860 switch (ob->type)
1861 {
1862 case BOW:
1825 player_fire_bow (op, dir); 1863 player_fire_bow (op, dir);
1826 return; 1864 break;
1827 1865
1828 case range_magic: /* Casting spells */ 1866 case SPELL:
1829 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1867 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1830 return; 1868 break;
1831 1869
1832 case range_misc: 1870 case BUILDER:
1871 apply_map_builder (op, dir);
1872 break;
1873
1874 case SKILL:
1875 do_skill (op, op, ob, dir, 0);
1876 break;
1877
1878 default:
1833 fire_misc_object (op, dir); 1879 fire_misc_object (op, dir);
1834 return; 1880 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 } 1881 }
1858} 1882}
1859 1883
1860/* find_key 1884/* find_key
1861 * We try to find a key for the door as passed. If we find a key 1885 * We try to find a key for the door as passed. If we find a key
1961 if (key) 1985 if (key)
1962 { 1986 {
1963 object *container = key->env; 1987 object *container = key->env;
1964 1988
1965 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1989 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1990
1966 if (action_makes_visible (op)) 1991 if (action_makes_visible (op))
1967 make_visible (op); 1992 make_visible (op);
1993
1968 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1994 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1969 spring_trap (door->inv, op); 1995 spring_trap (door->inv, op);
1970 1996
1971 if (door->type == DOOR) 1997 if (door->type == DOOR)
1972 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1998 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2002 */ 2028 */
2003void 2029void
2004move_player_attack (object *op, int dir) 2030move_player_attack (object *op, int dir)
2005{ 2031{
2006 object *tmp, *mon; 2032 object *tmp, *mon;
2007 sint16 nx, ny;
2008 int on_battleground; 2033 int on_battleground;
2009 maptile *m; 2034 maptile *m;
2010 2035
2011 nx = freearr_x[dir] + op->x; 2036 sint16 nx = freearr_x[dir] + op->x;
2012 ny = freearr_y[dir] + op->y; 2037 sint16 ny = freearr_y[dir] + op->y;
2013 2038
2014 on_battleground = op_on_battleground (op, 0, 0); 2039 on_battleground = op_on_battleground (op, 0, 0);
2015 2040
2016 /* If braced, or can't move to the square, and it is not out of the 2041 /* If braced, or can't move to the square, and it is not out of the
2017 * map, attack it. Note order of if statement is important - don't 2042 * map, attack it. Note order of if statement is important - don't
2082 2107
2083 /* If the creature is a pet, push it even if the player is not 2108 /* If the creature is a pet, push it even if the player is not
2084 * peaceful. Our assumption is the creature is a pet if the 2109 * peaceful. Our assumption is the creature is a pet if the
2085 * player owns it and it is either friendly or unagressive. 2110 * player owns it and it is either friendly or unagressive.
2086 */ 2111 */
2087 if ((op->type == PLAYER) 2112 if (op->type == PLAYER
2088#if COZY_SERVER
2089 &&
2090 ((mon->owner && mon->owner->contr 2113 && ((mon->owner && mon->owner->contr
2091 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2114 && same_party (mon->owner->contr->party, op->contr->party))
2092#else
2093 && mon->owner == op 2115 || mon->owner == op)
2094#endif
2095 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2116 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2096 { 2117 {
2097 /* If we're braced, we don't want to switch places with it */ 2118 /* If we're braced, we don't want to switch places with it */
2098 if (op->contr->braced) 2119 if (op->contr->braced)
2099 return; 2120 return;
2100 2121
2101 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2122 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2102 (void) push_ob (mon, dir, op); 2123 push_ob (mon, dir, op);
2103 if (op->contr->tmp_invis || op->hide) 2124 if (op->contr->tmp_invis || op->hide)
2104 make_visible (op); 2125 make_visible (op);
2105 2126
2106 return; 2127 return;
2107 } 2128 }
2109 /* in certain circumstances, you shouldn't attack friendly 2130 /* in certain circumstances, you shouldn't attack friendly
2110 * creatures. Note that if you are braced, you can't push 2131 * creatures. Note that if you are braced, you can't push
2111 * someone, but put it inside this loop so that you won't 2132 * someone, but put it inside this loop so that you won't
2112 * attack them either. 2133 * attack them either.
2113 */ 2134 */
2114 if ((mon->type == PLAYER || mon->enemy != op) && 2135 if ((mon->type == PLAYER || mon->enemy != op)
2115 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2136 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2116#ifdef PROHIBIT_PLAYERKILL
2117 (op->contr->peaceful 2137 && ((op->contr->peaceful
2118 || (mon->type == PLAYER 2138 || (mon->type == PLAYER && mon->contr->peaceful))
2119 && mon->contr->
2120 peaceful)) &&
2121#else
2122 op->contr->peaceful &&
2123#endif
2124 !on_battleground)) 2139 && !on_battleground))
2125 { 2140 {
2126 if (!op->contr->braced) 2141 if (!op->contr->braced)
2127 { 2142 {
2128 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2143 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2129 push_ob (mon, dir, op); 2144 push_ob (mon, dir, op);
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 if (!op->contr->has_hit)
2164 { 2173 {
2174 op->contr->has_hit = 1;
2165 op->speed_left += op->speed / op->contr->weapon_sp; 2175 op->speed_left += op->contr->weapon_sp - op->speed;
2166
2167 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2168 } 2176 }
2169 2177
2170 skill_attack (mon, op, 0, 0, 0); 2178 skill_attack (mon, op, 0, 0, 0);
2171 2179
2172 /* If attacking another player, that player gets automatic 2180 /* If attacking another player, that player gets automatic
2250handle_newcs_player (object *op) 2258handle_newcs_player (object *op)
2251{ 2259{
2252 if (QUERY_FLAG (op, FLAG_SCARED)) 2260 if (QUERY_FLAG (op, FLAG_SCARED))
2253 { 2261 {
2254 flee_player (op); 2262 flee_player (op);
2263
2255 /* If player is still scared, that is his action for this tick */ 2264 /* If player is still scared, that is his action for this tick */
2256 if (QUERY_FLAG (op, FLAG_SCARED)) 2265 if (op->flag [FLAG_SCARED])
2257 { 2266 {
2258 op->speed_left--; 2267 --op->speed_left;
2259 return 0; 2268 return 0;
2260 } 2269 }
2261 } 2270 }
2262 2271
2263 /* call this here - we also will call this in do_ericserver, but 2272 /* call this here - we also will call this in do_ericserver, but
2265 * called, so we recheck it here. 2274 * called, so we recheck it here.
2266 */ 2275 */
2267 if (op->contr->ns->handle_command ()) 2276 if (op->contr->ns->handle_command ())
2268 return 1; 2277 return 1;
2269 2278
2270 if (op->speed_left > 0) 2279 if (op->speed_left > 0.f)
2271 { 2280 {
2272 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2281 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2273 { 2282 {
2274 /* All move commands take 1 tick, at least for now */ 2283 /* All move commands take 1 tick, at least for now */
2275 op->speed_left--; 2284 --op->speed_left;
2276 2285
2277 /* Instead of all the stuff below, let move_player take care 2286 /* Instead of all the stuff below, let move_player take care
2278 * of it. Also, some of the skill stuff is only put in 2287 * of it. Also, some of the skill stuff is only put in
2279 * there, as well as the confusion stuff. 2288 * there, as well as the confusion stuff.
2280 */ 2289 */
2281 move_player (op, op->direction); 2290 move_player (op, op->direction);
2282 2291
2283 return op->speed_left > 0; 2292 return op->speed_left > 0.f;
2284 } 2293 }
2285 } 2294 }
2286 2295
2287 return 0; 2296 return 0;
2288} 2297}
2450 gen_grace = op->stats.maxgrace; 2459 gen_grace = op->stats.maxgrace;
2451 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2460 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2452 } 2461 }
2453 2462
2454 /* Regenerate Spell Points */ 2463 /* Regenerate Spell Points */
2455 if (!op->contr->ranges[range_golem] && --op->last_sp < 0) 2464 if (!op->contr->golem && --op->last_sp < 0)
2456 { 2465 {
2457 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2466 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) 2467 if (op->stats.sp < op->stats.maxsp)
2459 { 2468 {
2460 op->stats.sp++; 2469 op->stats.sp++;
2558 } 2567 }
2559 2568
2560 /* Digestion */ 2569 /* Digestion */
2561 if (--op->last_eat < 0) 2570 if (--op->last_eat < 0)
2562 { 2571 {
2563#ifdef COZY_SERVER
2564 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2565 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2566#else
2567 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2572 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2568#endif
2569 2573
2570 if (op->contr->gen_hp > 0) 2574 if (op->contr->gen_hp > 0)
2571 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2575 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2572 else 2576 else
2573 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2577 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2918 object *force; 2922 object *force;
2919 int at; 2923 int at;
2920 2924
2921 force = get_archetype (FORCE_NAME); 2925 force = get_archetype (FORCE_NAME);
2922 /* 50 ticks should be enough time for the spell to abate */ 2926 /* 50 ticks should be enough time for the spell to abate */
2923 force->speed = 0.1; 2927 force->speed = 0.1f;
2924 force->speed_left = -5.0; 2928 force->speed_left = -5.f;
2925 SET_FLAG (force, FLAG_APPLIED); 2929 SET_FLAG (force, FLAG_APPLIED);
2926 for (at = 0; at < NROFATTACKS; at++) 2930 for (at = 0; at < NROFATTACKS; at++)
2927 if (will_kill_again & (1 << at)) 2931 if (will_kill_again & (1 << at))
2928 force->resist[at] = 100; 2932 force->resist[at] = 100;
2929 2933
3495 * not readied. 3499 * not readied.
3496 */ 3500 */
3497void 3501void
3498player_unready_range_ob (player *pl, object *ob) 3502player_unready_range_ob (player *pl, object *ob)
3499{ 3503{
3500 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3504 if (pl->ob->current_weapon == ob)
3505 pl->ob->current_weapon = 0;
3506
3507 if (pl->combat_ob == ob)
3508 pl->combat_ob = 0;
3509
3501 if (pl->ranges[i] == ob) 3510 if (pl->ranged_ob == ob)
3502 {
3503 pl->ranges[i] = 0; 3511 pl->ranged_ob = 0;
3504 if (pl->shoottype == i)
3505 pl->shoottype = range_none;
3506 }
3507} 3512}
3508 3513
3509sint8 3514sint8
3510player::visibility_at (maptile *map, int x, int y) const 3515player::visibility_at (maptile *map, int x, int y) const
3511{ 3516{

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