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Comparing deliantra/server/server/player.C (file contents):
Revision 1.114 by root, Wed Apr 25 18:47:51 2007 UTC vs.
Revision 1.136 by root, Wed May 16 11:10:01 2007 UTC

21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 26#include <sproto.h>
28#include <sounds.h> 27#include <sounds.h>
29#include <living.h> 28#include <living.h>
30#include <object.h> 29#include <object.h>
31#include <spells.h> 30#include <spells.h>
146 } 145 }
147 146
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
150 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
150}
151
152float
153player::weapon_speed () const
154{
155 return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
151} 156}
152 157
153/* This loads the first map an puts the player on it. */ 158/* This loads the first map an puts the player on it. */
154static void 159static void
155set_first_map (object *op) 160set_first_map (object *op)
202 207
203 ob->remove (); 208 ob->remove ();
204 ob->map = 0; 209 ob->map = 0;
205 party = 0; 210 party = 0;
206 211
207 // for weird reasons, this is often "ob", keeping a circular reference 212 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
208 ranges [range_skill] = 0;
209 213
210 players.erase (this); 214 players.erase (this);
211} 215}
212 216
213// connect the player with a specific client 217// connect the player with a specific client
214// also changed, rationalises, and fixes some incorrect settings 218// also changes, rationalises, and fixes some incorrect settings
215void 219void
216player::connect (client *ns) 220player::connect (client *ns)
217{ 221{
218 this->ns = ns; 222 this->ns = ns;
219 ns->pl = this; 223 ns->pl = this;
230 ns->reset_stats (); 234 ns->reset_stats ();
231 235
232 /* make sure he's a player -- needed because of class change. */ 236 /* make sure he's a player -- needed because of class change. */
233 ob->type = PLAYER; // we are paranoid 237 ob->type = PLAYER; // we are paranoid
234 ob->race = ob->arch->clone.race; 238 ob->race = ob->arch->clone.race;
235
236 if (!legal_range (ob, shoottype))
237 shoottype = range_none;
238 239
239 ob->carrying = sum_weight (ob); 240 ob->carrying = sum_weight (ob);
240 link_player_skills (ob); 241 link_player_skills (ob);
241 242
242 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
263 264
264 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
265 266
266 esrv_new_player (this, ob->weight + ob->carrying); 267 esrv_new_player (this, ob->weight + ob->carrying);
267 268
269 for (object *op = ob->inv; op; op = op->below)
270 if (op->flag [FLAG_APPLIED])
271 switch (op->type)
272 {
273 case WAND:
274 case ROD:
275 case HORN:
276 case BOW:
277 case SKILL:
278 case SKILL_TOOL:
279 case WEAPON:
280 apply_special (ob, op, AP_UNAPPLY);
281 apply_special (ob, op, AP_APPLY);
282 break;
283 }
284
268 ob->update_stats (); 285 ob->update_stats ();
269 ns->floorbox_update (); 286 ns->floorbox_update ();
270 287
271 esrv_send_inventory (ob, ob); 288 esrv_send_inventory (ob, ob);
272 esrv_add_spells (this, 0); 289 esrv_add_spells (this, 0);
291 308
292 INVOKE_PLAYER (DISCONNECT, this); 309 INVOKE_PLAYER (DISCONNECT, this);
293 310
294 ns->reset_stats (); 311 ns->reset_stats ();
295 ns->pl = 0; 312 ns->pl = 0;
296 this->ns = 0; 313 ns = 0;
297 } 314 }
298 315
299 if (ob) 316 if (ob)
300 ob->close_container (); //TODO: client-specific 317 ob->close_container (); //TODO: client-specific
301 318
308player::set_object (object *op) 325player::set_object (object *op)
309{ 326{
310 ob = op; 327 ob = op;
311 ob->contr = this; /* this aren't yet in archetype */ 328 ob->contr = this; /* this aren't yet in archetype */
312 329
313 ob->speed_left = 0.5; 330 ob->speed_left = 0.5f;
314 ob->speed = 1.0; 331 ob->speed = 1.0f;
315 ob->direction = 5; /* So player faces south */ 332 ob->direction = 5; /* So player faces south */
316} 333}
317 334
318player::player () 335player::player ()
319{ 336{
325 unapply = unapply_nochoice; 342 unapply = unapply_nochoice;
326 343
327 savebed_map = first_map_path; /* Init. respawn position */ 344 savebed_map = first_map_path; /* Init. respawn position */
328 345
329 gen_sp_armour = 10; 346 gen_sp_armour = 10;
330 shoottype = range_none;
331 bowtype = bow_normal; 347 bowtype = bow_normal;
332 petmode = pet_normal; 348 petmode = pet_normal;
333 listening = 10; 349 listening = 10;
334 usekeys = containers; 350 usekeys = containers;
335 peaceful = 1; /* default peaceful */ 351 peaceful = 1; /* default peaceful */
774} 790}
775 791
776void 792void
777object::roll_stats () 793object::roll_stats ()
778{ 794{
779 int statsort [7]; 795 int statsort [NUM_STATS];
780 796
781 for (;;) 797 for (;;)
782 { 798 {
783 int sum = 0; 799 int sum = 0;
784 for (int i = 7; i--; ) 800 for (int i = NUM_STATS; i--; )
785 sum += statsort [i] = roll_stat (); 801 sum += statsort [i] = roll_stat ();
786 802
787 if (sum >= 82 && sum <= 116) 803 if (sum >= 82 && sum <= 116)
788 break; 804 break;
789 } 805 }
790 806
791 // Sort the stats so that rerolling is easier... 807 // Sort the stats so that rerolling is easier...
792 std::sort (statsort, statsort + 7, std::greater<int>()); 808 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
793 809
810 for (int i = 0; i < NUM_STATS; ++i)
794 stats.Str = statsort[0]; 811 stats.stat (i) = statsort [i];
795 stats.Dex = statsort[1];
796 stats.Con = statsort[2];
797 stats.Int = statsort[3];
798 stats.Wis = statsort[4];
799 stats.Pow = statsort[5];
800 stats.Cha = statsort[6];
801 812
802 stats.exp = 0; 813 stats.exp = 0;
803 stats.ac = 0; 814 stats.ac = 0;
804 815
805 stats.hp = stats.maxhp; 816 stats.hp = stats.maxhp;
817} 828}
818 829
819void 830void
820object::swap_stats (int a, int b) 831object::swap_stats (int a, int b)
821{ 832{
822 int tmp = get_attr_value (&contr->orig_stats, a); 833 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
823 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
824 set_attr_value (&contr->orig_stats, b, tmp);
825 834
835 for (int i = 0; i < NUM_STATS; ++i)
826 stats.Str = contr->orig_stats.Str; 836 stats.stat (i) = contr->orig_stats.stat (i);
827 stats.Dex = contr->orig_stats.Dex;
828 stats.Con = contr->orig_stats.Con;
829 stats.Int = contr->orig_stats.Int;
830 stats.Wis = contr->orig_stats.Wis;
831 stats.Pow = contr->orig_stats.Pow;
832 stats.Cha = contr->orig_stats.Cha;
833 837
834 //TODO: the following code looks so borked and should, at the very least, 838 //TODO: the following code looks so borked and should, at the very least,
835 // be merged with the similar code in roll_stats 839 // be merged with the similar code in roll_stats
836 stats.ac = 0; 840 stats.ac = 0;
837 841
1014 /* Cornered, get rid of scared */ 1018 /* Cornered, get rid of scared */
1015 CLEAR_FLAG (op, FLAG_SCARED); 1019 CLEAR_FLAG (op, FLAG_SCARED);
1016 op->enemy = NULL; 1020 op->enemy = NULL;
1017} 1021}
1018 1022
1019
1020/* check_pick sees if there is stuff to be picked up/picks up stuff. 1023/* check_pick sees if there is stuff to be picked up/picks up stuff.
1021 * IT returns 1 if the player should keep on moving, 0 if he should 1024 * It returns 1 if the player should keep on moving, 0 if he should
1022 * stop. 1025 * stop.
1023 */ 1026 */
1024int 1027int
1025check_pick (object *op) 1028check_pick (object *op)
1026{ 1029{
1464 * find_better_arrow to find a decent arrow to use. 1467 * find_better_arrow to find a decent arrow to use.
1465 * op = the shooter 1468 * op = the shooter
1466 * type = bow->race 1469 * type = bow->race
1467 * dir = fire direction 1470 * dir = fire direction
1468 */ 1471 */
1469
1470object * 1472object *
1471pick_arrow_target (object *op, const char *type, int dir) 1473pick_arrow_target (object *op, const char *type, int dir)
1472{ 1474{
1473 object *tmp = NULL; 1475 object *tmp = NULL;
1474 maptile *m; 1476 maptile *m;
1539 */ 1541 */
1540int 1542int
1541fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1543fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1542{ 1544{
1543 object *left, *bow; 1545 object *left, *bow;
1544 int bowspeed, mflags; 1546 int mflags;
1545 maptile *m; 1547 maptile *m;
1546 1548
1547 if (!dir) 1549 if (!dir)
1548 { 1550 {
1549 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1551 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1550 return 0; 1552 return 0;
1551 } 1553 }
1552 1554
1553 if (op->type == PLAYER) 1555 if (op->contr)
1554 bow = op->contr->ranges[range_bow]; 1556 bow = op->current_weapon;
1555 else 1557 else
1556 { 1558 {
1557 for (bow = op->inv; bow; bow = bow->below) 1559 for (bow = op->inv; bow; bow = bow->below)
1558 /* Don't check for applied - monsters don't apply bows - in that way, they 1560 /* 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. 1561 * don't need to switch back and forth between bows and weapons.
1564 if (!bow) 1566 if (!bow)
1565 { 1567 {
1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1568 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1567 return 0; 1569 return 0;
1568 } 1570 }
1571
1572 // optimisation: move object to top so we will find it quickly again
1573 if (bow->below)
1574 {
1575 bow->remove ();
1576 op->insert (bow);
1577 }
1578
1569 } 1579 }
1570 1580
1571 if (!bow->race || !bow->skill) 1581 if (!bow->race || !bow->skill)
1572 { 1582 {
1573 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1583 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1574 return 0; 1584 return 0;
1575 } 1585 }
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 1586
1586 if (arrow == NULL) 1587 if (arrow == NULL)
1587 { 1588 {
1588 if ((arrow = find_arrow (op, bow->race)) == NULL) 1589 if ((arrow = find_arrow (op, bow->race)) == NULL)
1589 { 1590 {
1590 if (op->type == PLAYER) 1591 if (op->type == PLAYER)
1591 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1592 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1592 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1593 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1593 else 1594 else
1594 CLEAR_FLAG (op, FLAG_READY_BOW); 1595 CLEAR_FLAG (op, FLAG_READY_BOW);
1596
1595 return 0; 1597 return 0;
1596 } 1598 }
1597 } 1599 }
1598 1600
1599 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1601 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1623 1625
1624 arrow->set_owner (op); 1626 arrow->set_owner (op);
1625 arrow->skill = bow->skill; 1627 arrow->skill = bow->skill;
1626 arrow->direction = dir; 1628 arrow->direction = dir;
1627 1629
1630 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1631 arrow->stats.hp = arrow->stats.dam;
1632 arrow->stats.grace = arrow->attacktype;
1633
1634 if (arrow->slaying)
1635 arrow->spellarg = strdup (arrow->slaying);
1636
1637 if (player *pl = op->contr)
1638 {
1639 if (!pl->has_hit)
1640 {
1641 pl->has_hit = 1;
1642 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1643 }
1644#if 0
1645 float speed = pl->weapon_sp;
1646
1647 /* penalize ROF for bestarrow */
1648 if (pl->bowtype == bow_bestarrow)
1649 speed *= .9f;
1650 else
1651 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1652
1653 op->speed_left += speed - op->speed;
1654#endif
1655 }
1656
1657 SET_ANIMATION (arrow, arrow->direction);
1658
1659 /* update the speed */
1660 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1661 + bow->stats.dam / 7.0;
1662
1663 arrow->set_speed (max (arrow->speed, 2.0));
1664 arrow->speed_left = 0;
1665
1666 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1667
1628 if (op->type == PLAYER) 1668 if (op->type == PLAYER)
1629 { 1669 {
1630 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1631 op->update_stats ();
1632 }
1633
1634 SET_ANIMATION (arrow, arrow->direction);
1635 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1636 arrow->stats.hp = arrow->stats.dam;
1637 arrow->stats.grace = arrow->attacktype;
1638 if (arrow->slaying != NULL)
1639 arrow->spellarg = strdup (arrow->slaying);
1640
1641 /* Note that this was different for monsters - they got their level
1642 * added to the damage. I think the strength bonus is more proper.
1643 */
1644
1645 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1646
1647 /* update the speed */
1648 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1649 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1650
1651 arrow->set_speed (max (arrow->speed, 1.0));
1652 arrow->speed_left = 0;
1653
1654 if (op->type == PLAYER)
1655 {
1656 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1657 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1658 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1659
1660 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1670 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1671 wc -= dex_bonus[op->stats.Dex];
1672
1673 if (!arrow->slaying)
1674 arrow->slaying = op->slaying;
1675
1676 arrow->attacktype |= op->attacktype;
1661 } 1677 }
1662 else 1678 else
1663 { 1679 {
1664 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1665 arrow->level = op->level; 1680 arrow->level = op->level;
1666 } 1681 arrow->stats.wc -= bow->magic;
1667 1682
1668 if (arrow->attacktype == AT_PHYSICAL) 1683 if (!arrow->slaying)
1684 arrow->slaying = bow->slaying;
1685
1669 arrow->attacktype |= bow->attacktype; 1686 arrow->attacktype |= bow->attacktype;
1687 }
1670 1688
1671 if (bow->slaying) 1689 wc -= arrow->level;
1672 arrow->slaying = bow->slaying; 1690 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1673 1691
1692 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1674 arrow->move_type = MOVE_FLY_LOW; 1693 arrow->move_type = MOVE_FLY_LOW;
1675 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1694 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1676 1695
1677 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1696 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1678 m->insert (arrow, sx, sy, op); 1697 m->insert (arrow, sx, sy, op);
1703{ 1722{
1704 int ret = 0, wcmod = 0; 1723 int ret = 0, wcmod = 0;
1705 1724
1706 if (op->contr->bowtype == bow_bestarrow) 1725 if (op->contr->bowtype == bow_bestarrow)
1707 { 1726 {
1708 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1727 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1709 } 1728 }
1710 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1729 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1711 { 1730 {
1712 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1731 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1713 wcmod = -1; 1732 wcmod = -1;
1723 else if (op->contr->bowtype == bow_spreadshot) 1742 else if (op->contr->bowtype == bow_spreadshot)
1724 { 1743 {
1725 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);
1726 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1745 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1727 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1746 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1728
1729 } 1747 }
1730 else 1748 else
1731 { 1749 {
1732 /* Simple case */ 1750 /* Simple case */
1733 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1751 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1734 } 1752 }
1753
1735 return ret; 1754 return ret;
1736} 1755}
1737
1738 1756
1739/* Fires a misc (wand/rod/horn) object in 'dir'. 1757/* Fires a misc (wand/rod/horn) object in 'dir'.
1740 * Broken apart from 'fire' to keep it more readable. 1758 * Broken apart from 'fire' to keep it more readable.
1741 */ 1759 */
1742void 1760void
1743fire_misc_object (object *op, int dir) 1761fire_misc_object (object *op, int dir)
1744{ 1762{
1745 object *item; 1763 object *item = op->contr->ranged_ob;
1746 1764
1747 if (!op->contr->ranges[range_misc]) 1765 if (!item)
1748 { 1766 {
1749 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1767 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1750 return; 1768 return;
1751 } 1769 }
1752 1770
1753 item = op->contr->ranges[range_misc];
1754 if (!item->inv) 1771 if (!item->inv)
1755 { 1772 {
1756 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1773 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1757 return; 1774 return;
1758 } 1775 }
1776
1777 if (!op->change_weapon (item))
1778 return;
1779
1759 if (item->type == WAND) 1780 if (item->type == WAND)
1760 { 1781 {
1761 if (item->stats.food <= 0) 1782 if (item->stats.food <= 0)
1762 { 1783 {
1763 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1784 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1764 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1785 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1786
1765 return; 1787 return;
1766 } 1788 }
1767 } 1789 }
1768 else if (item->type == ROD || item->type == HORN) 1790 else if (item->type == ROD || item->type == HORN)
1769 { 1791 {
1770 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1792 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1771 { 1793 {
1772 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1794 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1795
1773 if (item->type == ROD) 1796 if (item->type == ROD)
1774 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1797 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1775 else 1798 else
1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1799 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1800
1777 return; 1801 return;
1778 } 1802 }
1779 } 1803 }
1780 1804
1781 if (cast_spell (op, item, dir, item->inv, NULL)) 1805 if (cast_spell (op, item, dir, item->inv, NULL))
1812 1836
1813 /* check for loss of invisiblity/hide */ 1837 /* check for loss of invisiblity/hide */
1814 if (action_makes_visible (op)) 1838 if (action_makes_visible (op))
1815 make_visible (op); 1839 make_visible (op);
1816 1840
1817 switch (op->contr->shoottype) 1841 player *pl = op->contr;
1842
1843 if (pl->golem)
1818 { 1844 {
1819 case range_none: 1845 control_golem (op->contr->golem, dir);
1820 return; 1846 return;
1847 }
1821 1848
1822 case range_bow: 1849 object *ob = pl->ranged_ob;
1850
1851 if (!ob)
1852 return;
1853
1854 if (!op->change_weapon (ob))
1855 return;
1856
1857 switch (ob->type)
1858 {
1859 case BOW:
1823 player_fire_bow (op, dir); 1860 player_fire_bow (op, dir);
1824 return; 1861 break;
1825 1862
1826 case range_magic: /* Casting spells */ 1863 case SPELL:
1827 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1864 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1828 return; 1865 break;
1829 1866
1830 case range_misc: 1867 case BUILDER:
1868 apply_map_builder (op, dir);
1869 break;
1870
1871 case SKILL:
1872 do_skill (op, op, ob, dir, 0);
1873 break;
1874
1875 default:
1831 fire_misc_object (op, dir); 1876 fire_misc_object (op, dir);
1832 return; 1877 break;
1833
1834 case range_golem: /* Control summoned monsters from scrolls */
1835 control_golem (op->contr->ranges[range_golem], dir);
1836 return;
1837
1838 case range_skill:
1839 if (!op->chosen_skill)
1840 {
1841 if (op->type == PLAYER)
1842 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1843
1844 return;
1845 }
1846
1847 do_skill (op, op, op->chosen_skill, dir, NULL);
1848 return;
1849 case range_builder:
1850 apply_map_builder (op, dir);
1851 return;
1852 default:
1853 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1854 return;
1855 } 1878 }
1856} 1879}
1857 1880
1858/* find_key 1881/* find_key
1859 * 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
1959 if (key) 1982 if (key)
1960 { 1983 {
1961 object *container = key->env; 1984 object *container = key->env;
1962 1985
1963 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
1964 if (action_makes_visible (op)) 1988 if (action_makes_visible (op))
1965 make_visible (op); 1989 make_visible (op);
1990
1966 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1991 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1967 spring_trap (door->inv, op); 1992 spring_trap (door->inv, op);
1968 1993
1969 if (door->type == DOOR) 1994 if (door->type == DOOR)
1970 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 */
2000 */ 2025 */
2001void 2026void
2002move_player_attack (object *op, int dir) 2027move_player_attack (object *op, int dir)
2003{ 2028{
2004 object *tmp, *mon; 2029 object *tmp, *mon;
2005 sint16 nx, ny;
2006 int on_battleground; 2030 int on_battleground;
2007 maptile *m; 2031 maptile *m;
2008 2032
2009 nx = freearr_x[dir] + op->x; 2033 sint16 nx = freearr_x[dir] + op->x;
2010 ny = freearr_y[dir] + op->y; 2034 sint16 ny = freearr_y[dir] + op->y;
2011 2035
2012 on_battleground = op_on_battleground (op, 0, 0); 2036 on_battleground = op_on_battleground (op, 0, 0);
2013 2037
2014 /* If braced, or can't move to the square, and it is not out of the 2038 /* If braced, or can't move to the square, and it is not out of the
2015 * map, attack it. Note order of if statement is important - don't 2039 * map, attack it. Note order of if statement is important - don't
2095 /* If we're braced, we don't want to switch places with it */ 2119 /* If we're braced, we don't want to switch places with it */
2096 if (op->contr->braced) 2120 if (op->contr->braced)
2097 return; 2121 return;
2098 2122
2099 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2123 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2100 (void) push_ob (mon, dir, op); 2124 push_ob (mon, dir, op);
2101 if (op->contr->tmp_invis || op->hide) 2125 if (op->contr->tmp_invis || op->hide)
2102 make_visible (op); 2126 make_visible (op);
2103 2127
2104 return; 2128 return;
2105 } 2129 }
2150 * that party_number -1 is no party, so attacks can still happen. 2174 * that party_number -1 is no party, so attacks can still happen.
2151 */ 2175 */
2152 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2176 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2153 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2177 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2154 { 2178 {
2155
2156 /* If the player hasn't hit something this tick, and does
2157 * so, give them speed boost based on weapon speed. Doing
2158 * it here is better than process_players2, which basically
2159 * incurred a 1 tick offset.
2160 */
2161 if (!op->contr->has_hit) 2179 if (!op->contr->has_hit)
2162 { 2180 {
2181 op->contr->has_hit = 1;
2163 op->speed_left += op->speed / op->contr->weapon_sp; 2182 op->speed_left += op->contr->weapon_speed () - op->speed;
2164
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2166 } 2183 }
2167 2184
2168 skill_attack (mon, op, 0, 0, 0); 2185 skill_attack (mon, op, 0, 0, 0);
2169 2186
2170 /* If attacking another player, that player gets automatic 2187 /* If attacking another player, that player gets automatic
2248handle_newcs_player (object *op) 2265handle_newcs_player (object *op)
2249{ 2266{
2250 if (QUERY_FLAG (op, FLAG_SCARED)) 2267 if (QUERY_FLAG (op, FLAG_SCARED))
2251 { 2268 {
2252 flee_player (op); 2269 flee_player (op);
2270
2253 /* If player is still scared, that is his action for this tick */ 2271 /* If player is still scared, that is his action for this tick */
2254 if (QUERY_FLAG (op, FLAG_SCARED)) 2272 if (op->flag [FLAG_SCARED])
2255 { 2273 {
2256 op->speed_left--; 2274 --op->speed_left;
2257 return 0; 2275 return 0;
2258 } 2276 }
2259 } 2277 }
2260 2278
2261 /* call this here - we also will call this in do_ericserver, but 2279 /* call this here - we also will call this in do_ericserver, but
2263 * called, so we recheck it here. 2281 * called, so we recheck it here.
2264 */ 2282 */
2265 if (op->contr->ns->handle_command ()) 2283 if (op->contr->ns->handle_command ())
2266 return 1; 2284 return 1;
2267 2285
2268 if (op->speed_left > 0) 2286 if (op->speed_left > 0.f)
2269 { 2287 {
2270 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2288 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2271 { 2289 {
2272 /* All move commands take 1 tick, at least for now */ 2290 /* All move commands take 1 tick, at least for now */
2273 op->speed_left--; 2291 --op->speed_left;
2274 2292
2275 /* Instead of all the stuff below, let move_player take care 2293 /* Instead of all the stuff below, let move_player take care
2276 * of it. Also, some of the skill stuff is only put in 2294 * of it. Also, some of the skill stuff is only put in
2277 * there, as well as the confusion stuff. 2295 * there, as well as the confusion stuff.
2278 */ 2296 */
2279 move_player (op, op->direction); 2297 move_player (op, op->direction);
2280 2298
2281 return op->speed_left > 0; 2299 return op->speed_left > 0.f;
2282 } 2300 }
2283 } 2301 }
2284 2302
2285 return 0; 2303 return 0;
2286} 2304}
2448 gen_grace = op->stats.maxgrace; 2466 gen_grace = op->stats.maxgrace;
2449 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2467 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2450 } 2468 }
2451 2469
2452 /* Regenerate Spell Points */ 2470 /* Regenerate Spell Points */
2453 if (!op->contr->ranges[range_golem] && --op->last_sp < 0) 2471 if (!op->contr->golem && --op->last_sp < 0)
2454 { 2472 {
2455 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2473 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2456 if (op->stats.sp < op->stats.maxsp) 2474 if (op->stats.sp < op->stats.maxsp)
2457 { 2475 {
2458 op->stats.sp++; 2476 op->stats.sp++;
2916 object *force; 2934 object *force;
2917 int at; 2935 int at;
2918 2936
2919 force = get_archetype (FORCE_NAME); 2937 force = get_archetype (FORCE_NAME);
2920 /* 50 ticks should be enough time for the spell to abate */ 2938 /* 50 ticks should be enough time for the spell to abate */
2921 force->speed = 0.1; 2939 force->speed = 0.1f;
2922 force->speed_left = -5.0; 2940 force->speed_left = -5.f;
2923 SET_FLAG (force, FLAG_APPLIED); 2941 SET_FLAG (force, FLAG_APPLIED);
2924 for (at = 0; at < NROFATTACKS; at++) 2942 for (at = 0; at < NROFATTACKS; at++)
2925 if (will_kill_again & (1 << at)) 2943 if (will_kill_again & (1 << at))
2926 force->resist[at] = 100; 2944 force->resist[at] = 100;
2927 2945
3493 * not readied. 3511 * not readied.
3494 */ 3512 */
3495void 3513void
3496player_unready_range_ob (player *pl, object *ob) 3514player_unready_range_ob (player *pl, object *ob)
3497{ 3515{
3498 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3516 if (pl->ob->current_weapon == ob)
3517 pl->ob->current_weapon = 0;
3518
3519 if (pl->combat_ob == ob)
3520 pl->combat_ob = 0;
3521
3499 if (pl->ranges[i] == ob) 3522 if (pl->ranged_ob == ob)
3500 {
3501 pl->ranges[i] = 0; 3523 pl->ranged_ob = 0;
3502 if (pl->shoottype == i)
3503 pl->shoottype = range_none;
3504 }
3505} 3524}
3506 3525
3507sint8 3526sint8
3508player::visibility_at (maptile *map, int x, int y) const 3527player::visibility_at (maptile *map, int x, int y) const
3509{ 3528{

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