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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 1.151 by root, Sat Jun 16 00:12:20 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;
223 ob->close_container (); //TODO: client-specific 207 ob->close_container (); //TODO: client-specific
224 208
225 ns->update_look = 0; 209 ns->update_look = 0;
226 ns->look_position = 0; 210 ns->look_position = 0;
227 211
228 clear_los (ob); 212 clear_los (this);
229 213
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->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);
243 224
244 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->object::name);
245 226
246 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
247 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
248 { 229 {
249 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
251 shstr_cmp dragon_ability_force ("dragon_ability_force"); 232 shstr_cmp dragon_ability_force ("dragon_ability_force");
252 shstr_cmp dragon_skin_force ("dragon_skin_force"); 233 shstr_cmp dragon_skin_force ("dragon_skin_force");
253 234
254 for (tmp = ob->inv; tmp; tmp = tmp->below) 235 for (tmp = ob->inv; tmp; tmp = tmp->below)
255 if (tmp->type == FORCE) 236 if (tmp->type == FORCE)
256 if (tmp->arch->name == dragon_ability_force) 237 if (tmp->arch->archname == dragon_ability_force)
257 abil = tmp; 238 abil = tmp;
258 else if (tmp->arch->name == dragon_skin_force) 239 else if (tmp->arch->archname == dragon_skin_force)
259 skin = tmp; 240 skin = tmp;
260 241
261 set_dragon_name (ob, abil, skin); 242 set_dragon_name (ob, abil, skin);
262 } 243 }
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
296 ns = 0; 302 ns = 0;
297 } 303 }
298 304
299 if (ob) 305 if (ob)
300 ob->close_container (); //TODO: client-specific 306 ob->close_container (); //TODO: client-specific
307
308 observe = ob;
301 309
302 deactivate (); 310 deactivate ();
303} 311}
304 312
305// the need for this function can be explained 313// the need for this function can be explained
306// by load_object not returning the object 314// by load_object not returning the object
307void 315void
308player::set_object (object *op) 316player::set_object (object *op)
309{ 317{
310 ob = op; 318 ob = observe = op;
311 ob->contr = this; /* this aren't yet in archetype */ 319 ob->contr = this; /* this aren't yet in archetype */
312 320
313 ob->speed_left = 0.5;
314 ob->speed = 1.0; 321 ob->speed = 1.0f;
322 ob->speed_left = 0.5f;
323
315 ob->direction = 5; /* So player faces south */ 324 ob->direction = 5; /* So player faces south */
325}
326
327void
328player::set_observe (object *op)
329{
330 observe = op ? op : ob;
331 do_los = 1;
316} 332}
317 333
318player::player () 334player::player ()
319{ 335{
320 /* There are some elements we want initialised to non zero value - 336 /* There are some elements we want initialised to non zero value -
325 unapply = unapply_nochoice; 341 unapply = unapply_nochoice;
326 342
327 savebed_map = first_map_path; /* Init. respawn position */ 343 savebed_map = first_map_path; /* Init. respawn position */
328 344
329 gen_sp_armour = 10; 345 gen_sp_armour = 10;
330 shoottype = range_none;
331 bowtype = bow_normal; 346 bowtype = bow_normal;
332 petmode = pet_normal; 347 petmode = pet_normal;
333 listening = 10; 348 listening = 10;
334 usekeys = containers; 349 usekeys = containers;
335 peaceful = 1; /* default peaceful */ 350 peaceful = 1; /* default peaceful */
336 do_los = 1; 351 do_los = 1;
352
353 weapon_sp = 1.0f;
354 weapon_sp_left = 0.5f;
337} 355}
338 356
339void 357void
340player::do_destroy () 358player::do_destroy ()
341{ 359{
346 if (ob) 364 if (ob)
347 { 365 {
348 ob->destroy_inv (false); 366 ob->destroy_inv (false);
349 ob->destroy (); 367 ob->destroy ();
350 } 368 }
369
370 ob = observe = 0;
351} 371}
352 372
353player::~player () 373player::~player ()
354{ 374{
355 /* Clear item stack */ 375 /* Clear item stack */
382 * Note: there MUST be at least one player archetype! 402 * Note: there MUST be at least one player archetype!
383 */ 403 */
384archetype * 404archetype *
385get_player_archetype (archetype *at) 405get_player_archetype (archetype *at)
386{ 406{
387 archetype *start = at; 407 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
388 408
389 for (;;) 409 for (;;)
390 { 410 {
391 if (at == NULL || at->next == NULL) 411 if (++i == archetypes.end ())
392 at = first_archetype; 412 i = archetypes.begin ();
393 else 413 else if (*i == at)
394 at = at->next; 414 cleanup ("not a single player archetype found");
395 415
396 if (at->clone.type == PLAYER) 416 if ((*i)->type == PLAYER)
397 return at; 417 return *i;
398
399 if (at == start)
400 {
401 LOG (llevError, "No Player archetypes\n");
402 exit (-1);
403 }
404 } 418 }
405} 419}
406 420
407object * 421object *
408get_nearest_player (object *mon) 422get_nearest_player (object *mon)
774} 788}
775 789
776void 790void
777object::roll_stats () 791object::roll_stats ()
778{ 792{
779 int statsort [7]; 793 int statsort [NUM_STATS];
780 794
781 for (;;) 795 for (;;)
782 { 796 {
783 int sum = 0; 797 int sum = 0;
784 for (int i = 7; i--; ) 798 for (int i = NUM_STATS; i--; )
785 sum += statsort [i] = roll_stat (); 799 sum += statsort [i] = roll_stat ();
786 800
787 if (sum >= 82 && sum <= 116) 801 if (sum >= 82 && sum <= 116)
788 break; 802 break;
789 } 803 }
790 804
791 // Sort the stats so that rerolling is easier... 805 // Sort the stats so that rerolling is easier...
792 std::sort (statsort, statsort + 7, std::greater<int>()); 806 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
793 807
808 for (int i = 0; i < NUM_STATS; ++i)
794 stats.Str = statsort[0]; 809 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];
801 810
802 stats.exp = 0; 811 stats.exp = 0;
803 stats.ac = 0; 812 stats.ac = 0;
804 813
805 stats.hp = stats.maxhp; 814 stats.hp = stats.maxhp;
817} 826}
818 827
819void 828void
820object::swap_stats (int a, int b) 829object::swap_stats (int a, int b)
821{ 830{
822 int tmp = get_attr_value (&contr->orig_stats, a); 831 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);
825 832
833 for (int i = 0; i < NUM_STATS; ++i)
826 stats.Str = contr->orig_stats.Str; 834 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;
833 835
834 //TODO: the following code looks so borked and should, at the very least, 836 //TODO: the following code looks so borked and should, at the very least,
835 // be merged with the similar code in roll_stats 837 // be merged with the similar code in roll_stats
836 stats.ac = 0; 838 stats.ac = 0;
837 839
910 if (*first_map_ext_path) 912 if (*first_map_ext_path)
911 { 913 {
912 object *tmp; 914 object *tmp;
913 char mapname[MAX_BUF]; 915 char mapname[MAX_BUF];
914 916
915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name); 917 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
916 tmp = object::create (); 918 tmp = object::create ();
917 EXIT_PATH (tmp) = mapname; 919 EXIT_PATH (tmp) = mapname;
918 EXIT_X (tmp) = ob->x; 920 EXIT_X (tmp) = ob->x;
919 EXIT_Y (tmp) = ob->y; 921 EXIT_Y (tmp) = ob->y;
920 ob->enter_exit (tmp); /* we don't really care if it succeeded; 922 ob->enter_exit (tmp); /* we don't really care if it succeeded;
939 int x = ob->x, y = ob->y; 941 int x = ob->x, y = ob->y;
940 942
941 ob->remove_statbonus (); 943 ob->remove_statbonus ();
942 ob->remove (); 944 ob->remove ();
943 ob->arch = get_player_archetype (ob->arch); 945 ob->arch = get_player_archetype (ob->arch);
944 ob->arch->clone.copy_to (ob); 946 ob->arch->copy_to (ob);
945 ob->instantiate (); 947 ob->instantiate ();
946 ob->stats = ob->contr->orig_stats; 948 ob->stats = ob->contr->orig_stats;
947 ob->name = ob->name_pl = name; 949 ob->name = ob->name_pl = name;
948 ob->x = x; 950 ob->x = x;
949 ob->y = y; 951 ob->y = y;
950 SET_ANIMATION (ob, 2); /* So player faces south */ 952 SET_ANIMATION (ob, 2); /* So player faces south */
951 insert_ob_in_map (ob, ob->map, ob, 0); 953 insert_ob_in_map (ob, ob->map, ob, 0);
952 assign (ob->contr->title, ob->arch->clone.name); 954 assign (ob->contr->title, ob->arch->object::name);
953 ob->add_statbonus (); 955 ob->add_statbonus ();
954 } 956 }
955 while (!allowed_class (ob)); 957 while (!allowed_class (ob));
956 958
957 update_object (ob, UP_OBJ_FACE); 959 update_object (ob, UP_OBJ_FACE);
1014 /* Cornered, get rid of scared */ 1016 /* Cornered, get rid of scared */
1015 CLEAR_FLAG (op, FLAG_SCARED); 1017 CLEAR_FLAG (op, FLAG_SCARED);
1016 op->enemy = NULL; 1018 op->enemy = NULL;
1017} 1019}
1018 1020
1019
1020/* check_pick sees if there is stuff to be picked up/picks up stuff. 1021/* 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 1022 * It returns 1 if the player should keep on moving, 0 if he should
1022 * stop. 1023 * stop.
1023 */ 1024 */
1024int 1025int
1025check_pick (object *op) 1026check_pick (object *op)
1026{ 1027{
1103 if (tmp->name != NULL) 1104 if (tmp->name != NULL)
1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1105 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1105 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1106 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106 else 1107 else
1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1108 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1108 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1109 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109 1110
1110 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1111 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1111 } 1112 }
1112 1113
1113 /* philosophy: 1114 /* philosophy:
1306 /* careful: chairs and tables are weapons! */ 1307 /* careful: chairs and tables are weapons! */
1307 if (op->contr->mode & PU_ALLWEAPON) 1308 if (op->contr->mode & PU_ALLWEAPON)
1308 { 1309 {
1309 if (tmp->type == WEAPON && tmp->name != NULL) 1310 if (tmp->type == WEAPON && tmp->name != NULL)
1310 { 1311 {
1311 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1312 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1312 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1313 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1313 { 1314 {
1314 pick_up (op, tmp); 1315 pick_up (op, tmp);
1315 continue; 1316 continue;
1316 } 1317 }
1317 } 1318 }
1318 1319
1319 if (tmp->type == WEAPON && tmp->name == NULL) 1320 if (tmp->type == WEAPON && tmp->name == NULL)
1320 { 1321 {
1321 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1322 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1322 { 1323 {
1323 pick_up (op, tmp); 1324 pick_up (op, tmp);
1324 continue; 1325 continue;
1325 } 1326 }
1326 } 1327 }
1351 if (tmp->name != NULL) 1352 if (tmp->name != NULL)
1352 { 1353 {
1353 fprintf (stderr, "%s", tmp->name); 1354 fprintf (stderr, "%s", tmp->name);
1354 } 1355 }
1355 else 1356 else
1356 fprintf (stderr, "%s", tmp->arch->name); 1357 fprintf (stderr, "%s", tmp->arch->archname);
1357 fprintf (stderr, ",%d] = ", tmp->type); 1358 fprintf (stderr, ",%d] = ", tmp->type);
1358 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1359 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1359#endif 1360#endif
1360 continue; 1361 continue;
1361 } 1362 }
1431 else 1432 else
1432 { 1433 {
1433 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1434 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1434 { 1435 {
1435 attacktype = 1 << attacknum; 1436 attacktype = 1 << attacknum;
1436 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1437 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1437 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1438 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1438 { 1439 {
1439 tmp = arrow; 1440 tmp = arrow;
1440 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1441 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1441 } 1442 }
1442 } 1443 }
1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1444 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1444 { 1445 {
1445 tmp = arrow; 1446 tmp = arrow;
1464 * find_better_arrow to find a decent arrow to use. 1465 * find_better_arrow to find a decent arrow to use.
1465 * op = the shooter 1466 * op = the shooter
1466 * type = bow->race 1467 * type = bow->race
1467 * dir = fire direction 1468 * dir = fire direction
1468 */ 1469 */
1469
1470object * 1470object *
1471pick_arrow_target (object *op, const char *type, int dir) 1471pick_arrow_target (object *op, const char *type, int dir)
1472{ 1472{
1473 object *tmp = NULL; 1473 object *tmp = NULL;
1474 maptile *m; 1474 maptile *m;
1539 */ 1539 */
1540int 1540int
1541fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1541fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1542{ 1542{
1543 object *left, *bow; 1543 object *left, *bow;
1544 int bowspeed, mflags; 1544 int mflags;
1545 maptile *m; 1545 maptile *m;
1546 1546
1547 if (!dir) 1547 if (!dir)
1548 { 1548 {
1549 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1549 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1550 return 0; 1550 return 0;
1551 } 1551 }
1552 1552
1553 if (op->type == PLAYER) 1553 if (op->contr)
1554 bow = op->contr->ranges[range_bow]; 1554 bow = op->current_weapon;
1555 else 1555 else
1556 { 1556 {
1557 for (bow = op->inv; bow; bow = bow->below) 1557 for (bow = op->inv; bow; bow = bow->below)
1558 /* Don't check for applied - monsters don't apply bows - in that way, they 1558 /* Don't check for applied - monsters don't apply bows - in that way, they
1559 * don't need to switch back and forth between bows and weapons. 1559 * don't need to switch back and forth between bows and weapons.
1564 if (!bow) 1564 if (!bow)
1565 { 1565 {
1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1567 return 0; 1567 return 0;
1568 } 1568 }
1569
1570 // optimisation: move object to top so we will find it quickly again
1571 if (bow->below)
1572 {
1573 bow->remove ();
1574 op->insert (bow);
1575 }
1576
1569 } 1577 }
1570 1578
1571 if (!bow->race || !bow->skill) 1579 if (!bow->race || !bow->skill)
1572 { 1580 {
1573 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1581 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1574 return 0; 1582 return 0;
1575 } 1583 }
1576
1577 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1578
1579 /* penalize ROF for bestarrow */
1580 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1581 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1582
1583 if (bowspeed < 1)
1584 bowspeed = 1;
1585 1584
1586 if (arrow == NULL) 1585 if (arrow == NULL)
1587 { 1586 {
1588 if ((arrow = find_arrow (op, bow->race)) == NULL) 1587 if ((arrow = find_arrow (op, bow->race)) == NULL)
1589 { 1588 {
1624 1623
1625 arrow->set_owner (op); 1624 arrow->set_owner (op);
1626 arrow->skill = bow->skill; 1625 arrow->skill = bow->skill;
1627 arrow->direction = dir; 1626 arrow->direction = dir;
1628 1627
1629 if (op->type == PLAYER)
1630 {
1631 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1632 op->update_stats ();
1633 }
1634
1635 SET_ANIMATION (arrow, arrow->direction);
1636
1637 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1628 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1638 arrow->stats.hp = arrow->stats.dam; 1629 arrow->stats.hp = arrow->stats.dam;
1639 arrow->stats.grace = arrow->attacktype; 1630 arrow->stats.grace = arrow->attacktype;
1640 1631
1641 if (arrow->slaying) 1632 if (arrow->slaying)
1642 arrow->spellarg = strdup (arrow->slaying); 1633 arrow->spellarg = strdup (arrow->slaying);
1643 1634
1644 arrow->stats.dam += op->stats.dam + arrow->magic; 1635#if 0
1636 if (player *pl = op->contr)
1637 {
1638 float speed = pl->weapon_sp;
1639
1640 /* penalize ROF for bestarrow */
1641 if (pl->bowtype == bow_bestarrow)
1642 speed *= .9f;
1643 else
1644 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1645
1646 op->speed_left += speed - op->speed;
1647 }
1648#endif
1649
1650 SET_ANIMATION (arrow, arrow->direction);
1645 1651
1646 /* update the speed */ 1652 /* update the speed */
1647 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1653 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; 1654 + bow->stats.dam / 7.f;
1649 1655
1650 arrow->set_speed (max (arrow->speed, 1.0)); 1656 arrow->set_speed (max (arrow->speed, 2.f));
1651 arrow->speed_left = 0; 1657 arrow->speed_left = 0;
1652 1658
1653 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1659 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1654 1660
1655 if (op->type == PLAYER) 1661 if (op->type == PLAYER)
1656 { 1662 {
1657 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1663 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1658 arrow->stats.wc -= dex_bonus[op->stats.Dex]; 1664 wc -= dex_bonus[op->stats.Dex];
1659 1665
1660 if (!arrow->slaying) 1666 if (!arrow->slaying)
1661 arrow->slaying = op->slaying; 1667 arrow->slaying = op->slaying;
1668
1669 arrow->attacktype |= op->attacktype;
1662 } 1670 }
1663 else 1671 else
1664 { 1672 {
1665 arrow->level = op->level; 1673 arrow->level = op->level;
1666 arrow->stats.wc -= bow->magic; 1674 arrow->stats.wc -= bow->magic;
1667 1675
1668 if (!arrow->slaying) 1676 if (!arrow->slaying)
1669 arrow->slaying = bow->slaying; 1677 arrow->slaying = bow->slaying;
1670 }
1671 1678
1672 arrow->stats.wc -= arrow->level;
1673
1674 arrow->attacktype |= bow->attacktype; 1679 arrow->attacktype |= bow->attacktype;
1680 }
1675 1681
1682 wc -= arrow->level;
1683 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1684
1685 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1676 arrow->move_type = MOVE_FLY_LOW; 1686 arrow->move_type = MOVE_FLY_LOW;
1677 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1687 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1678 1688
1679 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1689 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1680 m->insert (arrow, sx, sy, op); 1690 m->insert (arrow, sx, sy, op);
1705{ 1715{
1706 int ret = 0, wcmod = 0; 1716 int ret = 0, wcmod = 0;
1707 1717
1708 if (op->contr->bowtype == bow_bestarrow) 1718 if (op->contr->bowtype == bow_bestarrow)
1709 { 1719 {
1710 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1720 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1711 } 1721 }
1712 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1722 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1713 { 1723 {
1714 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1724 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1715 wcmod = -1; 1725 wcmod = -1;
1725 else if (op->contr->bowtype == bow_spreadshot) 1735 else if (op->contr->bowtype == bow_spreadshot)
1726 { 1736 {
1727 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1737 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); 1738 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); 1739 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1730
1731 } 1740 }
1732 else 1741 else
1733 { 1742 {
1734 /* Simple case */ 1743 /* Simple case */
1735 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1744 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1736 } 1745 }
1746
1737 return ret; 1747 return ret;
1738} 1748}
1739
1740 1749
1741/* Fires a misc (wand/rod/horn) object in 'dir'. 1750/* Fires a misc (wand/rod/horn) object in 'dir'.
1742 * Broken apart from 'fire' to keep it more readable. 1751 * Broken apart from 'fire' to keep it more readable.
1743 */ 1752 */
1744void 1753void
1745fire_misc_object (object *op, int dir) 1754fire_misc_object (object *op, int dir)
1746{ 1755{
1747 object *item; 1756 object *item = op->contr->ranged_ob;
1748 1757
1749 if (!op->contr->ranges[range_misc]) 1758 if (!item)
1750 { 1759 {
1751 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1760 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1752 return; 1761 return;
1753 } 1762 }
1754 1763
1755 item = op->contr->ranges[range_misc];
1756 if (!item->inv) 1764 if (!item->inv)
1757 { 1765 {
1758 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1766 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1759 return; 1767 return;
1760 } 1768 }
1769
1770 if (!op->change_weapon (item))
1771 return;
1772
1761 if (item->type == WAND) 1773 if (item->type == WAND)
1762 { 1774 {
1763 if (item->stats.food <= 0) 1775 if (item->stats.food <= 0)
1764 { 1776 {
1765 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1777 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)); 1778 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1779
1767 return; 1780 return;
1768 } 1781 }
1769 } 1782 }
1770 else if (item->type == ROD || item->type == HORN) 1783 else if (item->type == ROD || item->type == HORN)
1771 { 1784 {
1772 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1785 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1773 { 1786 {
1774 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1787 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1788
1775 if (item->type == ROD) 1789 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)); 1790 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1777 else 1791 else
1778 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1792 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1793
1779 return; 1794 return;
1780 } 1795 }
1781 } 1796 }
1782 1797
1783 if (cast_spell (op, item, dir, item->inv, NULL)) 1798 if (cast_spell (op, item, dir, item->inv, NULL))
1790 object *tmp; 1805 object *tmp;
1791 1806
1792 if (item->arch) 1807 if (item->arch)
1793 { 1808 {
1794 CLEAR_FLAG (item, FLAG_ANIMATE); 1809 CLEAR_FLAG (item, FLAG_ANIMATE);
1795 item->face = item->arch->clone.face; 1810 item->face = item->arch->face;
1796 item->set_speed (0); 1811 item->set_speed (0);
1797 } 1812 }
1798 1813
1799 if ((tmp = item->in_player ())) 1814 if ((tmp = item->in_player ()))
1800 esrv_update_item (UPD_ANIM, tmp, item); 1815 esrv_update_item (UPD_ANIM, tmp, item);
1805 } 1820 }
1806} 1821}
1807 1822
1808/* Received a fire command for the player - go and do it. 1823/* Received a fire command for the player - go and do it.
1809 */ 1824 */
1810void 1825bool
1811fire (object *op, int dir) 1826fire (object *op, int dir)
1812{ 1827{
1813 int spellcost = 0; 1828 int spellcost = 0;
1814 1829
1815 /* check for loss of invisiblity/hide */ 1830 /* check for loss of invisiblity/hide */
1816 if (action_makes_visible (op)) 1831 if (action_makes_visible (op))
1817 make_visible (op); 1832 make_visible (op);
1818 1833
1819 switch (op->contr->shoottype) 1834 player *pl = op->contr;
1835
1836 if (pl->golem)
1837 {
1838 control_golem (op->contr->golem, dir);
1839 return false;
1820 { 1840 }
1821 case range_none:
1822 return;
1823 1841
1824 case range_bow: 1842 object *ob = pl->ranged_ob;
1843
1844 if (!ob)
1845 return false;
1846
1847 if (!op->change_weapon (ob))
1848 return false;
1849
1850 if (op->speed_left > 0.f)
1851 --op->speed_left;
1852 else
1853 return false;
1854
1855 switch (ob->type)
1856 {
1857 case BOW:
1825 player_fire_bow (op, dir); 1858 player_fire_bow (op, dir);
1826 return; 1859 break;
1827 1860
1828 case range_magic: /* Casting spells */ 1861 case SPELL:
1829 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1862 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1830 return; 1863 break;
1831 1864
1832 case range_misc: 1865 case BUILDER:
1866 apply_map_builder (op, dir);
1867 break;
1868
1869 case SKILL:
1870 do_skill (op, op, ob, dir, 0);
1871 break;
1872
1873 default:
1833 fire_misc_object (op, dir); 1874 fire_misc_object (op, dir);
1834 return; 1875 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 } 1876 }
1877
1878 return true;
1858} 1879}
1859 1880
1860/* find_key 1881/* find_key
1861 * We try to find a key for the door as passed. If we find a key 1882 * 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 1883 * and successfully use it, we return the key, otherwise NULL
1949 * 0 otherwise 1970 * 0 otherwise
1950 */ 1971 */
1951static int 1972static int
1952player_attack_door (object *op, object *door) 1973player_attack_door (object *op, object *door)
1953{ 1974{
1954 /* If its a door, try to find a use a key. If we do destroy the door, 1975 /* 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 - 1976 * might as well return immediately as there is nothing more to do -
1956 * otherwise, we fall through to the rest of the code. 1977 * otherwise, we fall through to the rest of the code.
1957 */ 1978 */
1958 object *key = find_key (op, op, door); 1979 object *key = find_key (op, op, door);
1959 1980
1960 /* IF we found a key, do some extra work */ 1981 /* If we found a key, do some extra work */
1961 if (key) 1982 if (key)
1962 { 1983 {
1963 object *container = key->env; 1984 object *container = key->env;
1964 1985
1965 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1986 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1987
1966 if (action_makes_visible (op)) 1988 if (action_makes_visible (op))
1967 make_visible (op); 1989 make_visible (op);
1990
1968 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1991 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1969 spring_trap (door->inv, op); 1992 spring_trap (door->inv, op);
1970 1993
1971 if (door->type == DOOR) 1994 if (door->type == DOOR)
1972 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1995 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1998 * It should keep the code cleaner. 2021 * It should keep the code cleaner.
1999 * When this is called, the players direction has been updated 2022 * When this is called, the players direction has been updated
2000 * (taking into account confusion.) The player is also actually 2023 * (taking into account confusion.) The player is also actually
2001 * going to try and move (not fire weapons). 2024 * going to try and move (not fire weapons).
2002 */ 2025 */
2003void 2026bool
2004move_player_attack (object *op, int dir) 2027move_player_attack (object *op, int dir)
2005{ 2028{
2006 object *tmp, *mon;
2007 sint16 nx, ny;
2008 int on_battleground; 2029 int on_battleground;
2009 maptile *m;
2010 2030
2011 nx = freearr_x[dir] + op->x; 2031 sint16 nx = freearr_x[dir] + op->x;
2012 ny = freearr_y[dir] + op->y; 2032 sint16 ny = freearr_y[dir] + op->y;
2013 2033
2014 on_battleground = op_on_battleground (op, 0, 0); 2034 on_battleground = op_on_battleground (op, 0, 0);
2035
2036 if (out_of_map (op->map, nx, ny))
2037 return false;
2038
2039 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2040 {
2041 --op->speed_left;
2042 return true;
2043 }
2015 2044
2016 /* If braced, or can't move to the square, and it is not out of the 2045 /* 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 2046 * 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 2047 * 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 2048 * 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 2049 * 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 2050 * 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 2051 * quite a bit of processing. However, it probably is less than what
2023 * move_ob uses. 2052 * move_ob uses.
2024 */ 2053 */
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); 2054 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 2055
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 2056 /* 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. 2057 * 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 2058 * if its a door or barrel (can roll) see if there may be monsters
2043 * on the space 2059 * on the space
2044 */ 2060 */
2045 while (tmp) 2061 object *mon;
2046 { 2062 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2047 if (tmp == op) 2063 {
2048 { 2064 if ((mon->flag [FLAG_ALIVE]
2049 tmp = tmp->above; 2065 || mon->type == LOCKED_DOOR
2050 continue; 2066 || mon->flag [FLAG_CAN_ROLL])
2051 }
2052
2053 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2054 {
2055 mon = tmp; 2067 && mon != op)
2056 break; 2068 break;
2057 } 2069 }
2058 2070
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 */ 2071 if (!mon) /* This happens anytime the player tries to move */
2066 return; /* into a wall */ 2072 return false; /* into a wall */
2067 2073
2068 if (mon->head)
2069 mon = mon->head; 2074 mon = mon->head_ ();
2070 2075
2071 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2076 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2077 if (op->contr->weapon_sp_left > 0.f)
2072 if (player_attack_door (op, mon)) 2078 if (player_attack_door (op, mon))
2079 {
2080 --op->contr->weapon_sp_left;
2073 return; 2081 return true;
2082 }
2074 2083
2075 /* The following deals with possibly attacking peaceful 2084 /* The following deals with possibly attacking peaceful
2076 * or frienddly creatures. Basically, all players are considered 2085 * or friendly creatures. Basically, all players are considered
2077 * unaggressive. If the moving player has peaceful set, then the 2086 * unaggressive. If the moving player has peaceful set, then the
2078 * object should be pushed instead of attacked. It is assumed that 2087 * object should be pushed instead of attacked. It is assumed that
2079 * if you are braced, you will not attack friends accidently, 2088 * if you are braced, you will not attack friends accidently,
2080 * and thus will not push them. 2089 * and thus will not push them.
2081 */ 2090 */
2082 2091
2083 /* If the creature is a pet, push it even if the player is not 2092 /* 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 2093 * peaceful. Our assumption is the creature is a pet if the
2085 * player owns it and it is either friendly or unagressive. 2094 * player owns it and it is either friendly or unagressive.
2086 */ 2095 */
2087 if ((op->type == PLAYER) 2096 if (op->type == PLAYER
2088#if COZY_SERVER
2089 &&
2090 ((mon->owner && mon->owner->contr 2097 && ((mon->owner && mon->owner->contr
2091 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2098 && same_party (mon->owner->contr->party, op->contr->party))
2092#else
2093 && mon->owner == op 2099 || mon->owner == op)
2094#endif
2095 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2100 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2096 { 2101 {
2097 /* If we're braced, we don't want to switch places with it */ 2102 /* If we're braced, we don't want to switch places with it */
2098 if (op->contr->braced) 2103 if (op->contr->braced)
2099 return; 2104 return false;
2105
2106 if (op->speed_left > 0.f)
2107 {
2108 --op->speed_left;
2100 2109
2101 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2110 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2102 (void) push_ob (mon, dir, op); 2111 push_ob (mon, dir, op);
2112
2103 if (op->contr->tmp_invis || op->hide) 2113 if (op->contr->tmp_invis || op->hide)
2104 make_visible (op); 2114 make_visible (op);
2105 2115
2106 return; 2116 return true;
2107 } 2117 }
2118 else
2119 return false;
2120 }
2108 2121
2109 /* in certain circumstances, you shouldn't attack friendly 2122 /* in certain circumstances, you shouldn't attack friendly
2110 * creatures. Note that if you are braced, you can't push 2123 * creatures. Note that if you are braced, you can't push
2111 * someone, but put it inside this loop so that you won't 2124 * someone, but put it inside this loop so that you won't
2112 * attack them either. 2125 * attack them either.
2113 */ 2126 */
2114 if ((mon->type == PLAYER || mon->enemy != op) && 2127 if ((mon->type == PLAYER || mon->enemy != op)
2115 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2128 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2116#ifdef PROHIBIT_PLAYERKILL
2117 (op->contr->peaceful 2129 && ((op->contr->peaceful
2118 || (mon->type == PLAYER 2130 || (mon->type == PLAYER && mon->contr->peaceful))
2119 && mon->contr->
2120 peaceful)) &&
2121#else
2122 op->contr->peaceful &&
2123#endif
2124 !on_battleground)) 2131 && !on_battleground))
2132 {
2133 if (op->speed_left > 0.f)
2125 { 2134 {
2135 --op->speed_left;
2136
2126 if (!op->contr->braced) 2137 if (!op->contr->braced)
2127 { 2138 {
2128 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2139 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2129 push_ob (mon, dir, op); 2140 push_ob (mon, dir, op);
2130 } 2141 }
2131 else 2142 else
2132 new_draw_info (0, 0, op, "You withhold your attack"); 2143 new_draw_info (0, 0, op, "You withhold your attack");
2133 2144
2134 if (op->contr->tmp_invis || op->hide) 2145 if (op->contr->tmp_invis || op->hide)
2135 make_visible (op); 2146 make_visible (op);
2136 }
2137 2147
2148 return true;
2149 }
2150 }
2138 /* If the object is a boulder or other rollable object, then 2151 /* 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. 2152 * roll it if not braced. You can't roll it if you are braced.
2140 */ 2153 */
2141 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2154 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2155 {
2156 if (op->speed_left > 0.f)
2142 { 2157 {
2158 --op->speed_left;
2159
2143 recursive_roll (mon, dir, op); 2160 recursive_roll (mon, dir, op);
2144 if (action_makes_visible (op)) 2161 if (action_makes_visible (op))
2145 make_visible (op); 2162 make_visible (op);
2146 }
2147 2163
2164 return true;
2165 }
2166 }
2148 /* Any generic living creature. Including things like doors. 2167 /* Any generic living creature. Including things like doors.
2149 * Way it works is like this: First, it must have some hit points 2168 * 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: 2169 * 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 2170 * 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. 2171 * that party_number -1 is no party, so attacks can still happen.
2153 */ 2172 */
2154 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2173 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))) 2174 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2156 { 2175 {
2157 2176 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 { 2177 {
2165 op->speed_left += op->speed / op->contr->weapon_sp; 2178 --op->contr->weapon_sp_left;
2166
2167 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2168 }
2169 2179
2170 skill_attack (mon, op, 0, 0, 0); 2180 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 2181
2186 if (action_makes_visible (op)) 2182 if (action_makes_visible (op))
2187 make_visible (op); 2183 make_visible (op);
2188 }
2189 } /* if player should attack something */
2190}
2191 2184
2192int 2185 return true;
2186 }
2187 }
2188
2189 return false;
2190}
2191
2192bool
2193move_player (object *op, int dir) 2193move_player (object *op, int dir)
2194{ 2194{
2195 int pick; 2195 int pick;
2196 2196
2197 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2197 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2211 op->facing = dir; 2211 op->facing = dir;
2212 2212
2213 if (op->hide) 2213 if (op->hide)
2214 do_hidden_move (op); 2214 do_hidden_move (op);
2215 2215
2216 bool retval;
2217
2216 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2218 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2217 /*nop */ ; 2219 retval = RESULT_INT (0);
2218 else if (op->contr->fire_on) 2220 else if (op->contr->fire_on)
2219 fire (op, dir); 2221 retval = fire (op, dir);
2220 else 2222 else
2221 { 2223 {
2222 move_player_attack (op, dir); 2224 retval = move_player_attack (op, dir);
2223 pick = check_pick (op); 2225 pick = check_pick (op);
2224 } 2226 }
2225 2227
2226 /* Add special check for newcs players and fire on - this way, the 2228 /* Add special check for newcs players and fire on - this way, the
2227 * server can handle repeat firing. 2229 * server can handle repeat firing.
2234 /* Update how the player looks. Use the facing, so direction may 2236 /* Update how the player looks. Use the facing, so direction may
2235 * get reset to zero. This allows for full animation capabilities 2237 * get reset to zero. This allows for full animation capabilities
2236 * for players. 2238 * for players.
2237 */ 2239 */
2238 animate_object (op, op->facing); 2240 animate_object (op, op->facing);
2239 return 0; 2241
2242 return retval;
2240} 2243}
2241 2244
2242/* This is similar to handle_player, below, but is only used by the 2245/* This is similar to handle_player, below, but is only used by the
2243 * new client/server stuff. 2246 * new client/server stuff.
2244 * This is sort of special, in that the new client/server actually uses 2247 * This is sort of special, in that the new client/server actually uses
2245 * the new speed values for commands. 2248 * the new speed values for commands.
2246 * 2249 *
2247 * Returns true if there are more actions we can do. 2250 * Returns true if there are more actions we can do. Should not do
2251 * many actions in a row, as that would be too unfair to other
2252 * players.
2248 */ 2253 */
2249int 2254bool
2250handle_newcs_player (object *op) 2255handle_newcs_player (object *op)
2251{ 2256{
2252 if (QUERY_FLAG (op, FLAG_SCARED)) 2257 if (QUERY_FLAG (op, FLAG_SCARED))
2253 { 2258 {
2254 flee_player (op); 2259 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 { 2260 {
2258 op->speed_left--; 2261 --op->speed_left;
2262 flee_player (op);
2263
2259 return 0; 2264 return true;
2260 } 2265 }
2266 else
2267 return false;
2261 } 2268 }
2262 2269
2263 /* call this here - we also will call this in do_ericserver, but 2270 /* call this here - we also will call this in do_ericserver, but
2264 * the players time has been increased when doericserver has been 2271 * the players time has been increased when doericserver has been
2265 * called, so we recheck it here. 2272 * called, so we recheck it here.
2266 */ 2273 */
2267 if (op->contr->ns->handle_command ()) 2274 if (op->contr->ns->handle_command ())
2268 return 1; 2275 return true;
2269 2276
2270 if (op->speed_left > 0)
2271 {
2272 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2277 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2273 {
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); 2278 return move_player (op, op->direction);
2282 2279
2283 return op->speed_left > 0;
2284 }
2285 }
2286
2287 return 0; 2280 return false;
2288} 2281}
2289 2282
2290int 2283int
2291save_life (object *op) 2284save_life (object *op)
2292{ 2285{
2450 gen_grace = op->stats.maxgrace; 2443 gen_grace = op->stats.maxgrace;
2451 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2444 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2452 } 2445 }
2453 2446
2454 /* Regenerate Spell Points */ 2447 /* Regenerate Spell Points */
2455 if (!op->contr->ranges[range_golem] && --op->last_sp < 0) 2448 if (!op->contr->golem && --op->last_sp < 0)
2456 { 2449 {
2457 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2450 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) 2451 if (op->stats.sp < op->stats.maxsp)
2459 { 2452 {
2460 op->stats.sp++; 2453 op->stats.sp++;
2558 } 2551 }
2559 2552
2560 /* Digestion */ 2553 /* Digestion */
2561 if (--op->last_eat < 0) 2554 if (--op->last_eat < 0)
2562 { 2555 {
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; 2556 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2568#endif
2569 2557
2570 if (op->contr->gen_hp > 0) 2558 if (op->contr->gen_hp > 0)
2571 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2559 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2572 else 2560 else
2573 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2561 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2918 object *force; 2906 object *force;
2919 int at; 2907 int at;
2920 2908
2921 force = get_archetype (FORCE_NAME); 2909 force = get_archetype (FORCE_NAME);
2922 /* 50 ticks should be enough time for the spell to abate */ 2910 /* 50 ticks should be enough time for the spell to abate */
2923 force->speed = 0.1; 2911 force->speed = 0.1f;
2924 force->speed_left = -5.0; 2912 force->speed_left = -5.f;
2925 SET_FLAG (force, FLAG_APPLIED); 2913 SET_FLAG (force, FLAG_APPLIED);
2926 for (at = 0; at < NROFATTACKS; at++) 2914 for (at = 0; at < NROFATTACKS; at++)
2927 if (will_kill_again & (1 << at)) 2915 if (will_kill_again & (1 << at))
2928 force->resist[at] = 100; 2916 force->resist[at] = 100;
2929 2917
3050} 3038}
3051 3039
3052int 3040int
3053is_true_undead (object *op) 3041is_true_undead (object *op)
3054{ 3042{
3055 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3043 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3056 return 1; 3044 return 1;
3057 3045
3058 return 0; 3046 return 0;
3059} 3047}
3060 3048
3104/* For Hidden creatures - a chance of becoming 'unhidden' 3092/* For Hidden creatures - a chance of becoming 'unhidden'
3105 * every time they move - as we subtract off 'invisibility' 3093 * every time they move - as we subtract off 'invisibility'
3106 * AND, for players, if they move into a ridiculously unhideable 3094 * AND, for players, if they move into a ridiculously unhideable
3107 * spot (surrounded by clear terrain in broad daylight). -b.t. 3095 * spot (surrounded by clear terrain in broad daylight). -b.t.
3108 */ 3096 */
3109
3110void 3097void
3111do_hidden_move (object *op) 3098do_hidden_move (object *op)
3112{ 3099{
3113 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3100 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3114 object *skop; 3101 object *skop;
3231 * a blocked los square. 3218 * a blocked los square.
3232 * we use the archetype to figure out offsets. 3219 * we use the archetype to figure out offsets.
3233 */ 3220 */
3234 while (op) 3221 while (op)
3235 { 3222 {
3236 dx = rv.distance_x + op->arch->clone.x; 3223 dx = rv.distance_x + op->arch->x;
3237 dy = rv.distance_y + op->arch->clone.y; 3224 dy = rv.distance_y + op->arch->y;
3238 3225
3239 /* only the viewable area the player sees is updated by LOS 3226 /* only the viewable area the player sees is updated by LOS
3240 * code, so we need to restrict ourselves to that range of values 3227 * code, so we need to restrict ourselves to that range of values
3241 * for any meaningful values. 3228 * for any meaningful values.
3242 */ 3229 */
3367 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3354 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3368 return; 3355 return;
3369 } 3356 }
3370 3357
3371 /* everything seems okay - now bring on the gift: */ 3358 /* everything seems okay - now bring on the gift: */
3372 item = &(tr->item->clone); 3359 item = tr->item;
3373 3360
3374 if (item->type == SPELL) 3361 if (item->type == SPELL)
3375 { 3362 {
3376 if (check_spell_known (who, item->name)) 3363 if (check_spell_known (who, item->name))
3377 return; 3364 return;
3437 /* forces in the treasurelist can alter the player's stats */ 3424 /* forces in the treasurelist can alter the player's stats */
3438 object *skin; 3425 object *skin;
3439 3426
3440 /* first get the dragon skin force */ 3427 /* first get the dragon skin force */
3441 shstr_cmp dragon_skin_force ("dragon_skin_force"); 3428 shstr_cmp dragon_skin_force ("dragon_skin_force");
3442 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3429 for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below)
3443 ; 3430 ;
3444 3431
3445 if (!skin) 3432 if (!skin)
3446 return; 3433 return;
3447 3434
3495 * not readied. 3482 * not readied.
3496 */ 3483 */
3497void 3484void
3498player_unready_range_ob (player *pl, object *ob) 3485player_unready_range_ob (player *pl, object *ob)
3499{ 3486{
3500 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3487 if (pl->ob->current_weapon == ob)
3488 pl->ob->current_weapon = 0;
3489
3490 if (pl->combat_ob == ob)
3491 pl->combat_ob = 0;
3492
3501 if (pl->ranges[i] == ob) 3493 if (pl->ranged_ob == ob)
3502 {
3503 pl->ranges[i] = 0; 3494 pl->ranged_ob = 0;
3504 if (pl->shoottype == i)
3505 pl->shoottype = range_none;
3506 }
3507} 3495}
3508 3496
3509sint8 3497sint8
3510player::visibility_at (maptile *map, int x, int y) const 3498player::visibility_at (maptile *map, int x, int y) const
3511{ 3499{

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