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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 1.146 by root, Sun Jun 3 17:05:36 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 it
9 * it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
10 * the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
11 * (at your option) any later version. 11 * any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful, but
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * GNU General Public License for more details. 16 * for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License along
19 * along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 26#include <sproto.h>
28#include <sounds.h> 27#include <sounds.h>
29#include <living.h> 28#include <living.h>
30#include <object.h> 29#include <object.h>
31#include <spells.h> 30#include <spells.h>
158 op->x = -1; 157 op->x = -1;
159 op->y = -1; 158 op->y = -1;
160} 159}
161 160
162void 161void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate () 162player::activate ()
177{ 163{
178 if (active) 164 if (active)
179 return; 165 return;
180 166
182 ob->remove (); 168 ob->remove ();
183 ob->map = 0; 169 ob->map = 0;
184 ob->activate_recursive (); 170 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY); 171 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob); 172 add_friendly_object (ob);
187 enter_map ();
188} 173}
189 174
190void 175void
191player::deactivate () 176player::deactivate ()
192{ 177{
202 187
203 ob->remove (); 188 ob->remove ();
204 ob->map = 0; 189 ob->map = 0;
205 party = 0; 190 party = 0;
206 191
207 // for weird reasons, this is often "ob", keeping a circular reference 192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
208 ranges [range_skill] = 0;
209 193
210 players.erase (this); 194 players.erase (this);
211} 195}
212 196
213// connect the player with a specific client 197// connect the player with a specific client
214// also changed, rationalises, and fixes some incorrect settings 198// also changes, rationalises, and fixes some incorrect settings
215void 199void
216player::connect (client *ns) 200player::connect (client *ns)
217{ 201{
218 this->ns = ns; 202 this->ns = ns;
219 ns->pl = this; 203 ns->pl = this;
230 ns->reset_stats (); 214 ns->reset_stats ();
231 215
232 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
233 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
234 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->clone.race;
235
236 if (!legal_range (ob, shoottype))
237 shoottype = range_none;
238 219
239 ob->carrying = sum_weight (ob); 220 ob->carrying = sum_weight (ob);
240 link_player_skills (ob); 221 link_player_skills (ob);
241 222
242 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
263 244
264 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
265 246
266 esrv_new_player (this, ob->weight + ob->carrying); 247 esrv_new_player (this, ob->weight + ob->carrying);
267 248
249 ob->flag [FLAG_READY_WEAPON] = false;
250 ob->flag [FLAG_READY_SKILL] = false;
251 ob->flag [FLAG_READY_BOW] = false;
252
253 for (object *op = ob->inv; op; op = op->below)
254 if (op->flag [FLAG_APPLIED])
255 switch (op->type)
256 {
257 case SKILL:
258 ob->flag [FLAG_APPLIED] = false;
259 break;
260
261 case WAND:
262 case ROD:
263 case HORN:
264 case BOW:
265 ranged_ob = op;
266 break;
267
268 case WEAPON:
269 combat_ob = op;
270 break;
271 }
272
273 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
268 ob->update_stats (); 274 ob->update_stats ();
275
269 ns->floorbox_update (); 276 ns->floorbox_update ();
270
271 esrv_send_inventory (ob, ob); 277 esrv_send_inventory (ob, ob);
272 esrv_add_spells (this, 0); 278 esrv_add_spells (this, 0);
273 279
274 activate (); 280 activate ();
275 281
305// the need for this function can be explained 311// the need for this function can be explained
306// by load_object not returning the object 312// by load_object not returning the object
307void 313void
308player::set_object (object *op) 314player::set_object (object *op)
309{ 315{
310 ob = op; 316 ob = observe = op;
311 ob->contr = this; /* this aren't yet in archetype */ 317 ob->contr = this; /* this aren't yet in archetype */
312 318
313 ob->speed_left = 0.5;
314 ob->speed = 1.0; 319 ob->speed = 1.0f;
320 ob->speed_left = 0.5f;
321
315 ob->direction = 5; /* So player faces south */ 322 ob->direction = 5; /* So player faces south */
323}
324
325void
326player::set_observe (object *op)
327{
328 observe = op ? op : ob;
316} 329}
317 330
318player::player () 331player::player ()
319{ 332{
320 /* There are some elements we want initialised to non zero value - 333 /* There are some elements we want initialised to non zero value -
325 unapply = unapply_nochoice; 338 unapply = unapply_nochoice;
326 339
327 savebed_map = first_map_path; /* Init. respawn position */ 340 savebed_map = first_map_path; /* Init. respawn position */
328 341
329 gen_sp_armour = 10; 342 gen_sp_armour = 10;
330 shoottype = range_none;
331 bowtype = bow_normal; 343 bowtype = bow_normal;
332 petmode = pet_normal; 344 petmode = pet_normal;
333 listening = 10; 345 listening = 10;
334 usekeys = containers; 346 usekeys = containers;
335 peaceful = 1; /* default peaceful */ 347 peaceful = 1; /* default peaceful */
336 do_los = 1; 348 do_los = 1;
349
350 weapon_sp = 1.0f;
351 weapon_sp_left = 0.5f;
337} 352}
338 353
339void 354void
340player::do_destroy () 355player::do_destroy ()
341{ 356{
774} 789}
775 790
776void 791void
777object::roll_stats () 792object::roll_stats ()
778{ 793{
779 int statsort [7]; 794 int statsort [NUM_STATS];
780 795
781 for (;;) 796 for (;;)
782 { 797 {
783 int sum = 0; 798 int sum = 0;
784 for (int i = 7; i--; ) 799 for (int i = NUM_STATS; i--; )
785 sum += statsort [i] = roll_stat (); 800 sum += statsort [i] = roll_stat ();
786 801
787 if (sum >= 82 && sum <= 116) 802 if (sum >= 82 && sum <= 116)
788 break; 803 break;
789 } 804 }
790 805
791 // Sort the stats so that rerolling is easier... 806 // Sort the stats so that rerolling is easier...
792 std::sort (statsort, statsort + 7, std::greater<int>()); 807 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
793 808
809 for (int i = 0; i < NUM_STATS; ++i)
794 stats.Str = statsort[0]; 810 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];
801 811
802 stats.exp = 0; 812 stats.exp = 0;
803 stats.ac = 0; 813 stats.ac = 0;
804 814
805 stats.hp = stats.maxhp; 815 stats.hp = stats.maxhp;
817} 827}
818 828
819void 829void
820object::swap_stats (int a, int b) 830object::swap_stats (int a, int b)
821{ 831{
822 int tmp = get_attr_value (&contr->orig_stats, a); 832 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);
825 833
834 for (int i = 0; i < NUM_STATS; ++i)
826 stats.Str = contr->orig_stats.Str; 835 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;
833 836
834 //TODO: the following code looks so borked and should, at the very least, 837 //TODO: the following code looks so borked and should, at the very least,
835 // be merged with the similar code in roll_stats 838 // be merged with the similar code in roll_stats
836 stats.ac = 0; 839 stats.ac = 0;
837 840
1014 /* Cornered, get rid of scared */ 1017 /* Cornered, get rid of scared */
1015 CLEAR_FLAG (op, FLAG_SCARED); 1018 CLEAR_FLAG (op, FLAG_SCARED);
1016 op->enemy = NULL; 1019 op->enemy = NULL;
1017} 1020}
1018 1021
1019
1020/* check_pick sees if there is stuff to be picked up/picks up stuff. 1022/* 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 1023 * It returns 1 if the player should keep on moving, 0 if he should
1022 * stop. 1024 * stop.
1023 */ 1025 */
1024int 1026int
1025check_pick (object *op) 1027check_pick (object *op)
1026{ 1028{
1464 * find_better_arrow to find a decent arrow to use. 1466 * find_better_arrow to find a decent arrow to use.
1465 * op = the shooter 1467 * op = the shooter
1466 * type = bow->race 1468 * type = bow->race
1467 * dir = fire direction 1469 * dir = fire direction
1468 */ 1470 */
1469
1470object * 1471object *
1471pick_arrow_target (object *op, const char *type, int dir) 1472pick_arrow_target (object *op, const char *type, int dir)
1472{ 1473{
1473 object *tmp = NULL; 1474 object *tmp = NULL;
1474 maptile *m; 1475 maptile *m;
1539 */ 1540 */
1540int 1541int
1541fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1542fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1542{ 1543{
1543 object *left, *bow; 1544 object *left, *bow;
1544 int bowspeed, mflags; 1545 int mflags;
1545 maptile *m; 1546 maptile *m;
1546 1547
1547 if (!dir) 1548 if (!dir)
1548 { 1549 {
1549 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1550 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1550 return 0; 1551 return 0;
1551 } 1552 }
1552 1553
1553 if (op->type == PLAYER) 1554 if (op->contr)
1554 bow = op->contr->ranges[range_bow]; 1555 bow = op->current_weapon;
1555 else 1556 else
1556 { 1557 {
1557 for (bow = op->inv; bow; bow = bow->below) 1558 for (bow = op->inv; bow; bow = bow->below)
1558 /* Don't check for applied - monsters don't apply bows - in that way, they 1559 /* 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. 1560 * don't need to switch back and forth between bows and weapons.
1564 if (!bow) 1565 if (!bow)
1565 { 1566 {
1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1567 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1567 return 0; 1568 return 0;
1568 } 1569 }
1570
1571 // optimisation: move object to top so we will find it quickly again
1572 if (bow->below)
1573 {
1574 bow->remove ();
1575 op->insert (bow);
1576 }
1577
1569 } 1578 }
1570 1579
1571 if (!bow->race || !bow->skill) 1580 if (!bow->race || !bow->skill)
1572 { 1581 {
1573 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1582 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1574 return 0; 1583 return 0;
1575 } 1584 }
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 1585
1586 if (arrow == NULL) 1586 if (arrow == NULL)
1587 { 1587 {
1588 if ((arrow = find_arrow (op, bow->race)) == NULL) 1588 if ((arrow = find_arrow (op, bow->race)) == NULL)
1589 { 1589 {
1624 1624
1625 arrow->set_owner (op); 1625 arrow->set_owner (op);
1626 arrow->skill = bow->skill; 1626 arrow->skill = bow->skill;
1627 arrow->direction = dir; 1627 arrow->direction = dir;
1628 1628
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 */ 1629 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1638 arrow->stats.hp = arrow->stats.dam; 1630 arrow->stats.hp = arrow->stats.dam;
1639 arrow->stats.grace = arrow->attacktype; 1631 arrow->stats.grace = arrow->attacktype;
1640 1632
1641 if (arrow->slaying) 1633 if (arrow->slaying)
1642 arrow->spellarg = strdup (arrow->slaying); 1634 arrow->spellarg = strdup (arrow->slaying);
1643 1635
1644 arrow->stats.dam += op->stats.dam + arrow->magic; 1636#if 0
1637 if (player *pl = op->contr)
1638 {
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 }
1649#endif
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.f
1648 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1655 + bow->stats.dam / 7.f;
1649 1656
1650 arrow->set_speed (max (arrow->speed, 1.0)); 1657 arrow->set_speed (max (arrow->speed, 2.f));
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
1740 1750
1741/* Fires a misc (wand/rod/horn) object in 'dir'. 1751/* Fires a misc (wand/rod/horn) object in 'dir'.
1742 * Broken apart from 'fire' to keep it more readable. 1752 * Broken apart from 'fire' to keep it more readable.
1743 */ 1753 */
1744void 1754void
1745fire_misc_object (object *op, int dir) 1755fire_misc_object (object *op, int dir)
1746{ 1756{
1747 object *item; 1757 object *item = op->contr->ranged_ob;
1748 1758
1749 if (!op->contr->ranges[range_misc]) 1759 if (!item)
1750 { 1760 {
1751 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1761 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1752 return; 1762 return;
1753 } 1763 }
1754 1764
1755 item = op->contr->ranges[range_misc];
1756 if (!item->inv) 1765 if (!item->inv)
1757 { 1766 {
1758 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1767 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1759 return; 1768 return;
1760 } 1769 }
1770
1771 if (!op->change_weapon (item))
1772 return;
1773
1761 if (item->type == WAND) 1774 if (item->type == WAND)
1762 { 1775 {
1763 if (item->stats.food <= 0) 1776 if (item->stats.food <= 0)
1764 { 1777 {
1765 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1778 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)); 1779 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1780
1767 return; 1781 return;
1768 } 1782 }
1769 } 1783 }
1770 else if (item->type == ROD || item->type == HORN) 1784 else if (item->type == ROD || item->type == HORN)
1771 { 1785 {
1772 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1786 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1773 { 1787 {
1774 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1788 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1789
1775 if (item->type == ROD) 1790 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)); 1791 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1777 else 1792 else
1778 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1793 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1794
1779 return; 1795 return;
1780 } 1796 }
1781 } 1797 }
1782 1798
1783 if (cast_spell (op, item, dir, item->inv, NULL)) 1799 if (cast_spell (op, item, dir, item->inv, NULL))
1805 } 1821 }
1806} 1822}
1807 1823
1808/* Received a fire command for the player - go and do it. 1824/* Received a fire command for the player - go and do it.
1809 */ 1825 */
1810void 1826bool
1811fire (object *op, int dir) 1827fire (object *op, int dir)
1812{ 1828{
1813 int spellcost = 0; 1829 int spellcost = 0;
1814 1830
1815 /* check for loss of invisiblity/hide */ 1831 /* check for loss of invisiblity/hide */
1816 if (action_makes_visible (op)) 1832 if (action_makes_visible (op))
1817 make_visible (op); 1833 make_visible (op);
1818 1834
1819 switch (op->contr->shoottype) 1835 player *pl = op->contr;
1836
1837 if (pl->golem)
1838 {
1839 control_golem (op->contr->golem, dir);
1840 return false;
1820 { 1841 }
1821 case range_none:
1822 return;
1823 1842
1824 case range_bow: 1843 object *ob = pl->ranged_ob;
1844
1845 if (!ob)
1846 return false;
1847
1848 if (!op->change_weapon (ob))
1849 return false;
1850
1851 if (op->speed_left > 0.f)
1852 --op->speed_left;
1853 else
1854 return false;
1855
1856 switch (ob->type)
1857 {
1858 case BOW:
1825 player_fire_bow (op, dir); 1859 player_fire_bow (op, dir);
1826 return; 1860 break;
1827 1861
1828 case range_magic: /* Casting spells */ 1862 case SPELL:
1829 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1863 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1830 return; 1864 break;
1831 1865
1832 case range_misc: 1866 case BUILDER:
1867 apply_map_builder (op, dir);
1868 break;
1869
1870 case SKILL:
1871 do_skill (op, op, ob, dir, 0);
1872 break;
1873
1874 default:
1833 fire_misc_object (op, dir); 1875 fire_misc_object (op, dir);
1834 return; 1876 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 } 1877 }
1878
1879 return true;
1858} 1880}
1859 1881
1860/* find_key 1882/* find_key
1861 * We try to find a key for the door as passed. If we find a key 1883 * We try to find a key for the door as passed. If we find a key
1862 * and successfully use it, we return the key, otherwise NULL 1884 * and successfully use it, we return the key, otherwise NULL
1949 * 0 otherwise 1971 * 0 otherwise
1950 */ 1972 */
1951static int 1973static int
1952player_attack_door (object *op, object *door) 1974player_attack_door (object *op, object *door)
1953{ 1975{
1954 /* If its a door, try to find a use a key. If we do destroy the door, 1976 /* If its a door, try to find a key. If we do destroy the door,
1955 * might as well return immediately as there is nothing more to do - 1977 * might as well return immediately as there is nothing more to do -
1956 * otherwise, we fall through to the rest of the code. 1978 * otherwise, we fall through to the rest of the code.
1957 */ 1979 */
1958 object *key = find_key (op, op, door); 1980 object *key = find_key (op, op, door);
1959 1981
1960 /* IF we found a key, do some extra work */ 1982 /* If we found a key, do some extra work */
1961 if (key) 1983 if (key)
1962 { 1984 {
1963 object *container = key->env; 1985 object *container = key->env;
1964 1986
1965 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1987 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988
1966 if (action_makes_visible (op)) 1989 if (action_makes_visible (op))
1967 make_visible (op); 1990 make_visible (op);
1991
1968 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1992 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1969 spring_trap (door->inv, op); 1993 spring_trap (door->inv, op);
1970 1994
1971 if (door->type == DOOR) 1995 if (door->type == DOOR)
1972 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1996 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1998 * It should keep the code cleaner. 2022 * It should keep the code cleaner.
1999 * When this is called, the players direction has been updated 2023 * When this is called, the players direction has been updated
2000 * (taking into account confusion.) The player is also actually 2024 * (taking into account confusion.) The player is also actually
2001 * going to try and move (not fire weapons). 2025 * going to try and move (not fire weapons).
2002 */ 2026 */
2003void 2027bool
2004move_player_attack (object *op, int dir) 2028move_player_attack (object *op, int dir)
2005{ 2029{
2006 object *tmp, *mon;
2007 sint16 nx, ny;
2008 int on_battleground; 2030 int on_battleground;
2009 maptile *m;
2010 2031
2011 nx = freearr_x[dir] + op->x; 2032 sint16 nx = freearr_x[dir] + op->x;
2012 ny = freearr_y[dir] + op->y; 2033 sint16 ny = freearr_y[dir] + op->y;
2013 2034
2014 on_battleground = op_on_battleground (op, 0, 0); 2035 on_battleground = op_on_battleground (op, 0, 0);
2036
2037 if (out_of_map (op->map, nx, ny))
2038 return false;
2039
2040 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2041 {
2042 --op->speed_left;
2043 return true;
2044 }
2015 2045
2016 /* If braced, or can't move to the square, and it is not out of the 2046 /* 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 2047 * map, attack it. Note order of if statement is important - don't
2018 * want to be calling move_ob if braced, because move_ob will move the 2048 * want to be calling move_ob if braced, because move_ob will move the
2019 * player. This is a pretty nasty hack, because if we could 2049 * player. This is a pretty nasty hack, because if we could
2020 * move to some space, it then means that if we are braced, we should 2050 * move to some space, it then means that if we are braced, we should
2021 * do nothing at all. As it is, if we are braced, we go through 2051 * do nothing at all. As it is, if we are braced, we go through
2022 * quite a bit of processing. However, it probably is less than what 2052 * quite a bit of processing. However, it probably is less than what
2023 * move_ob uses. 2053 * move_ob uses.
2024 */ 2054 */
2025 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2026 {
2027 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2028 {
2029 m = op->map->xy_find (nx, ny); 2055 maptile *m = op->map->xy_find (nx, ny);
2030 if (!m)
2031 return; /* Don't think this should happen */
2032 }
2033 else
2034 m = op->map;
2035 2056
2036 if (!(tmp = m->at (nx, ny).bot))
2037 return;
2038
2039 mon = 0;
2040 /* Go through all the objects, and find ones of interest. Only stop if 2057 /* Go through all the objects, and find ones of interest. Only stop if
2041 * we find a monster - that is something we know we want to attack. 2058 * we find a monster - that is something we know we want to attack.
2042 * if its a door or barrel (can roll) see if there may be monsters 2059 * if its a door or barrel (can roll) see if there may be monsters
2043 * on the space 2060 * on the space
2044 */ 2061 */
2045 while (tmp) 2062 object *mon;
2046 { 2063 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2047 if (tmp == op) 2064 {
2048 { 2065 if ((mon->flag [FLAG_ALIVE]
2049 tmp = tmp->above; 2066 || mon->type == LOCKED_DOOR
2050 continue; 2067 || mon->flag [FLAG_CAN_ROLL])
2051 }
2052
2053 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2054 {
2055 mon = tmp; 2068 && mon != op)
2056 break; 2069 break;
2057 } 2070 }
2058 2071
2059 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2060 mon = tmp;
2061
2062 tmp = tmp->above;
2063 }
2064
2065 if (!mon) /* This happens anytime the player tries to move */ 2072 if (!mon) /* This happens anytime the player tries to move */
2066 return; /* into a wall */ 2073 return false; /* into a wall */
2067 2074
2068 if (mon->head)
2069 mon = mon->head; 2075 mon = mon->head_ ();
2070 2076
2071 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2077 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2078 if (op->contr->weapon_sp_left > 0.f)
2072 if (player_attack_door (op, mon)) 2079 if (player_attack_door (op, mon))
2080 {
2081 --op->contr->weapon_sp_left;
2073 return; 2082 return true;
2083 }
2074 2084
2075 /* The following deals with possibly attacking peaceful 2085 /* The following deals with possibly attacking peaceful
2076 * or frienddly creatures. Basically, all players are considered 2086 * or friendly creatures. Basically, all players are considered
2077 * unaggressive. If the moving player has peaceful set, then the 2087 * unaggressive. If the moving player has peaceful set, then the
2078 * object should be pushed instead of attacked. It is assumed that 2088 * object should be pushed instead of attacked. It is assumed that
2079 * if you are braced, you will not attack friends accidently, 2089 * if you are braced, you will not attack friends accidently,
2080 * and thus will not push them. 2090 * and thus will not push them.
2081 */ 2091 */
2082 2092
2083 /* If the creature is a pet, push it even if the player is not 2093 /* 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 2094 * peaceful. Our assumption is the creature is a pet if the
2085 * player owns it and it is either friendly or unagressive. 2095 * player owns it and it is either friendly or unagressive.
2086 */ 2096 */
2087 if ((op->type == PLAYER) 2097 if (op->type == PLAYER
2088#if COZY_SERVER
2089 &&
2090 ((mon->owner && mon->owner->contr 2098 && ((mon->owner && mon->owner->contr
2091 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2099 && same_party (mon->owner->contr->party, op->contr->party))
2092#else
2093 && mon->owner == op 2100 || mon->owner == op)
2094#endif
2095 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2101 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2096 { 2102 {
2097 /* If we're braced, we don't want to switch places with it */ 2103 /* If we're braced, we don't want to switch places with it */
2098 if (op->contr->braced) 2104 if (op->contr->braced)
2099 return; 2105 return false;
2106
2107 if (op->speed_left > 0.f)
2108 {
2109 --op->speed_left;
2100 2110
2101 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2111 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2102 (void) push_ob (mon, dir, op); 2112 push_ob (mon, dir, op);
2113
2103 if (op->contr->tmp_invis || op->hide) 2114 if (op->contr->tmp_invis || op->hide)
2104 make_visible (op); 2115 make_visible (op);
2105 2116
2106 return; 2117 return true;
2107 } 2118 }
2119 else
2120 return false;
2121 }
2108 2122
2109 /* in certain circumstances, you shouldn't attack friendly 2123 /* in certain circumstances, you shouldn't attack friendly
2110 * creatures. Note that if you are braced, you can't push 2124 * creatures. Note that if you are braced, you can't push
2111 * someone, but put it inside this loop so that you won't 2125 * someone, but put it inside this loop so that you won't
2112 * attack them either. 2126 * attack them either.
2113 */ 2127 */
2114 if ((mon->type == PLAYER || mon->enemy != op) && 2128 if ((mon->type == PLAYER || mon->enemy != op)
2115 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2129 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2116#ifdef PROHIBIT_PLAYERKILL
2117 (op->contr->peaceful 2130 && ((op->contr->peaceful
2118 || (mon->type == PLAYER 2131 || (mon->type == PLAYER && mon->contr->peaceful))
2119 && mon->contr->
2120 peaceful)) &&
2121#else
2122 op->contr->peaceful &&
2123#endif
2124 !on_battleground)) 2132 && !on_battleground))
2133 {
2134 if (op->speed_left > 0.f)
2125 { 2135 {
2136 --op->speed_left;
2137
2126 if (!op->contr->braced) 2138 if (!op->contr->braced)
2127 { 2139 {
2128 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2129 push_ob (mon, dir, op); 2141 push_ob (mon, dir, op);
2130 } 2142 }
2131 else 2143 else
2132 new_draw_info (0, 0, op, "You withhold your attack"); 2144 new_draw_info (0, 0, op, "You withhold your attack");
2133 2145
2134 if (op->contr->tmp_invis || op->hide) 2146 if (op->contr->tmp_invis || op->hide)
2135 make_visible (op); 2147 make_visible (op);
2136 }
2137 2148
2149 return true;
2150 }
2151 }
2138 /* If the object is a boulder or other rollable object, then 2152 /* If the object is a boulder or other rollable object, then
2139 * roll it if not braced. You can't roll it if you are braced. 2153 * roll it if not braced. You can't roll it if you are braced.
2140 */ 2154 */
2141 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2155 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2156 {
2157 if (op->speed_left > 0.f)
2142 { 2158 {
2159 --op->speed_left;
2160
2143 recursive_roll (mon, dir, op); 2161 recursive_roll (mon, dir, op);
2144 if (action_makes_visible (op)) 2162 if (action_makes_visible (op))
2145 make_visible (op); 2163 make_visible (op);
2146 }
2147 2164
2165 return true;
2166 }
2167 }
2148 /* Any generic living creature. Including things like doors. 2168 /* Any generic living creature. Including things like doors.
2149 * Way it works is like this: First, it must have some hit points 2169 * Way it works is like this: First, it must have some hit points
2150 * and be living. Then, it must be one of the following: 2170 * and be living. Then, it must be one of the following:
2151 * 1) Not a player, 2) A player, but of a different party. Note 2171 * 1) Not a player, 2) A player, but of a different party. Note
2152 * that party_number -1 is no party, so attacks can still happen. 2172 * that party_number -1 is no party, so attacks can still happen.
2153 */ 2173 */
2154 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2174 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))) 2175 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2156 { 2176 {
2157 2177 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
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)
2164 { 2178 {
2165 op->speed_left += op->speed / op->contr->weapon_sp; 2179 --op->contr->weapon_sp_left;
2166
2167 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2168 }
2169 2180
2170 skill_attack (mon, op, 0, 0, 0); 2181 skill_attack (mon, op, 0, 0, 0);
2171
2172 /* If attacking another player, that player gets automatic
2173 * hitback, and doesn't loose luck either.
2174 * Disable hitback on the battleground or if the target is
2175 * the wiz.
2176 */
2177 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2178 {
2179 short luck = mon->stats.luck;
2180
2181 mon->contr->has_hit = 1;
2182 skill_attack (op, mon, 0, 0, 0);
2183 mon->stats.luck = luck;
2184 }
2185 2182
2186 if (action_makes_visible (op)) 2183 if (action_makes_visible (op))
2187 make_visible (op); 2184 make_visible (op);
2188 }
2189 } /* if player should attack something */
2190}
2191 2185
2192int 2186 return true;
2187 }
2188 }
2189
2190 return false;
2191}
2192
2193bool
2193move_player (object *op, int dir) 2194move_player (object *op, int dir)
2194{ 2195{
2195 int pick; 2196 int pick;
2196 2197
2197 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2198 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2211 op->facing = dir; 2212 op->facing = dir;
2212 2213
2213 if (op->hide) 2214 if (op->hide)
2214 do_hidden_move (op); 2215 do_hidden_move (op);
2215 2216
2217 bool retval;
2218
2216 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2219 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2217 /*nop */ ; 2220 retval = RESULT_INT (0);
2218 else if (op->contr->fire_on) 2221 else if (op->contr->fire_on)
2219 fire (op, dir); 2222 retval = fire (op, dir);
2220 else 2223 else
2221 { 2224 {
2222 move_player_attack (op, dir); 2225 retval = move_player_attack (op, dir);
2223 pick = check_pick (op); 2226 pick = check_pick (op);
2224 } 2227 }
2225 2228
2226 /* Add special check for newcs players and fire on - this way, the 2229 /* Add special check for newcs players and fire on - this way, the
2227 * server can handle repeat firing. 2230 * server can handle repeat firing.
2234 /* Update how the player looks. Use the facing, so direction may 2237 /* Update how the player looks. Use the facing, so direction may
2235 * get reset to zero. This allows for full animation capabilities 2238 * get reset to zero. This allows for full animation capabilities
2236 * for players. 2239 * for players.
2237 */ 2240 */
2238 animate_object (op, op->facing); 2241 animate_object (op, op->facing);
2239 return 0; 2242
2243 return retval;
2240} 2244}
2241 2245
2242/* This is similar to handle_player, below, but is only used by the 2246/* This is similar to handle_player, below, but is only used by the
2243 * new client/server stuff. 2247 * new client/server stuff.
2244 * This is sort of special, in that the new client/server actually uses 2248 * This is sort of special, in that the new client/server actually uses
2245 * the new speed values for commands. 2249 * the new speed values for commands.
2246 * 2250 *
2247 * Returns true if there are more actions we can do. 2251 * Returns true if there are more actions we can do. Should not do
2252 * many actions in a row, as that would be too unfair to other
2253 * players.
2248 */ 2254 */
2249int 2255bool
2250handle_newcs_player (object *op) 2256handle_newcs_player (object *op)
2251{ 2257{
2252 if (QUERY_FLAG (op, FLAG_SCARED)) 2258 if (QUERY_FLAG (op, FLAG_SCARED))
2253 { 2259 {
2254 flee_player (op); 2260 if (op->speed_left > 0.f)
2255 /* If player is still scared, that is his action for this tick */
2256 if (QUERY_FLAG (op, FLAG_SCARED))
2257 { 2261 {
2258 op->speed_left--; 2262 --op->speed_left;
2263 flee_player (op);
2264
2259 return 0; 2265 return true;
2260 } 2266 }
2267 else
2268 return false;
2261 } 2269 }
2262 2270
2263 /* call this here - we also will call this in do_ericserver, but 2271 /* call this here - we also will call this in do_ericserver, but
2264 * the players time has been increased when doericserver has been 2272 * the players time has been increased when doericserver has been
2265 * called, so we recheck it here. 2273 * called, so we recheck it here.
2266 */ 2274 */
2267 if (op->contr->ns->handle_command ()) 2275 if (op->contr->ns->handle_command ())
2268 return 1; 2276 return true;
2269 2277
2270 if (op->speed_left > 0)
2271 {
2272 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2278 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2273 {
2274 /* All move commands take 1 tick, at least for now */
2275 op->speed_left--;
2276
2277 /* Instead of all the stuff below, let move_player take care
2278 * of it. Also, some of the skill stuff is only put in
2279 * there, as well as the confusion stuff.
2280 */
2281 move_player (op, op->direction); 2279 return move_player (op, op->direction);
2282 2280
2283 return op->speed_left > 0;
2284 }
2285 }
2286
2287 return 0; 2281 return false;
2288} 2282}
2289 2283
2290int 2284int
2291save_life (object *op) 2285save_life (object *op)
2292{ 2286{
2450 gen_grace = op->stats.maxgrace; 2444 gen_grace = op->stats.maxgrace;
2451 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2445 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2452 } 2446 }
2453 2447
2454 /* Regenerate Spell Points */ 2448 /* Regenerate Spell Points */
2455 if (!op->contr->ranges[range_golem] && --op->last_sp < 0) 2449 if (!op->contr->golem && --op->last_sp < 0)
2456 { 2450 {
2457 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2451 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) 2452 if (op->stats.sp < op->stats.maxsp)
2459 { 2453 {
2460 op->stats.sp++; 2454 op->stats.sp++;
2558 } 2552 }
2559 2553
2560 /* Digestion */ 2554 /* Digestion */
2561 if (--op->last_eat < 0) 2555 if (--op->last_eat < 0)
2562 { 2556 {
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; 2557 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2568#endif
2569 2558
2570 if (op->contr->gen_hp > 0) 2559 if (op->contr->gen_hp > 0)
2571 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2560 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2572 else 2561 else
2573 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2562 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2918 object *force; 2907 object *force;
2919 int at; 2908 int at;
2920 2909
2921 force = get_archetype (FORCE_NAME); 2910 force = get_archetype (FORCE_NAME);
2922 /* 50 ticks should be enough time for the spell to abate */ 2911 /* 50 ticks should be enough time for the spell to abate */
2923 force->speed = 0.1; 2912 force->speed = 0.1f;
2924 force->speed_left = -5.0; 2913 force->speed_left = -5.f;
2925 SET_FLAG (force, FLAG_APPLIED); 2914 SET_FLAG (force, FLAG_APPLIED);
2926 for (at = 0; at < NROFATTACKS; at++) 2915 for (at = 0; at < NROFATTACKS; at++)
2927 if (will_kill_again & (1 << at)) 2916 if (will_kill_again & (1 << at))
2928 force->resist[at] = 100; 2917 force->resist[at] = 100;
2929 2918
3104/* For Hidden creatures - a chance of becoming 'unhidden' 3093/* For Hidden creatures - a chance of becoming 'unhidden'
3105 * every time they move - as we subtract off 'invisibility' 3094 * every time they move - as we subtract off 'invisibility'
3106 * AND, for players, if they move into a ridiculously unhideable 3095 * AND, for players, if they move into a ridiculously unhideable
3107 * spot (surrounded by clear terrain in broad daylight). -b.t. 3096 * spot (surrounded by clear terrain in broad daylight). -b.t.
3108 */ 3097 */
3109
3110void 3098void
3111do_hidden_move (object *op) 3099do_hidden_move (object *op)
3112{ 3100{
3113 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3101 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3114 object *skop; 3102 object *skop;
3495 * not readied. 3483 * not readied.
3496 */ 3484 */
3497void 3485void
3498player_unready_range_ob (player *pl, object *ob) 3486player_unready_range_ob (player *pl, object *ob)
3499{ 3487{
3500 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3488 if (pl->ob->current_weapon == ob)
3489 pl->ob->current_weapon = 0;
3490
3491 if (pl->combat_ob == ob)
3492 pl->combat_ob = 0;
3493
3501 if (pl->ranges[i] == ob) 3494 if (pl->ranged_ob == ob)
3502 {
3503 pl->ranges[i] = 0; 3495 pl->ranged_ob = 0;
3504 if (pl->shoottype == i)
3505 pl->shoottype = range_none;
3506 }
3507} 3496}
3508 3497
3509sint8 3498sint8
3510player::visibility_at (maptile *map, int x, int y) const 3499player::visibility_at (maptile *map, int x, int y) const
3511{ 3500{

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