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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 1.139 by root, Fri May 18 01:01:02 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 ob->flag [FLAG_READY_WEAPON] = false;
270 ob->flag [FLAG_READY_SKILL] = false;
271 ob->flag [FLAG_READY_BOW] = false;
272
273 for (object *op = ob->inv; op; op = op->below)
274 if (op->flag [FLAG_APPLIED])
275 switch (op->type)
276 {
277 case WAND:
278 case ROD:
279 case HORN:
280 case BOW:
281 case SKILL_TOOL:
282 case WEAPON:
283 op->flag [FLAG_APPLIED] = false;
284 apply_special (ob, op, AP_APPLY);
285 break;
286
287 case SKILL:
288 op->flag [FLAG_APPLIED] = false;
289 break;
290 }
291
292 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
268 ob->update_stats (); 293 ob->update_stats ();
294
269 ns->floorbox_update (); 295 ns->floorbox_update ();
270
271 esrv_send_inventory (ob, ob); 296 esrv_send_inventory (ob, ob);
272 esrv_add_spells (this, 0); 297 esrv_add_spells (this, 0);
273 298
274 activate (); 299 activate ();
275 300
308player::set_object (object *op) 333player::set_object (object *op)
309{ 334{
310 ob = op; 335 ob = op;
311 ob->contr = this; /* this aren't yet in archetype */ 336 ob->contr = this; /* this aren't yet in archetype */
312 337
313 ob->speed_left = 0.5; 338 ob->speed_left = 0.5f;
314 ob->speed = 1.0; 339 ob->speed = 1.0f;
315 ob->direction = 5; /* So player faces south */ 340 ob->direction = 5; /* So player faces south */
316} 341}
317 342
318player::player () 343player::player ()
319{ 344{
325 unapply = unapply_nochoice; 350 unapply = unapply_nochoice;
326 351
327 savebed_map = first_map_path; /* Init. respawn position */ 352 savebed_map = first_map_path; /* Init. respawn position */
328 353
329 gen_sp_armour = 10; 354 gen_sp_armour = 10;
330 shoottype = range_none;
331 bowtype = bow_normal; 355 bowtype = bow_normal;
332 petmode = pet_normal; 356 petmode = pet_normal;
333 listening = 10; 357 listening = 10;
334 usekeys = containers; 358 usekeys = containers;
335 peaceful = 1; /* default peaceful */ 359 peaceful = 1; /* default peaceful */
774} 798}
775 799
776void 800void
777object::roll_stats () 801object::roll_stats ()
778{ 802{
779 int statsort [7]; 803 int statsort [NUM_STATS];
780 804
781 for (;;) 805 for (;;)
782 { 806 {
783 int sum = 0; 807 int sum = 0;
784 for (int i = 7; i--; ) 808 for (int i = NUM_STATS; i--; )
785 sum += statsort [i] = roll_stat (); 809 sum += statsort [i] = roll_stat ();
786 810
787 if (sum >= 82 && sum <= 116) 811 if (sum >= 82 && sum <= 116)
788 break; 812 break;
789 } 813 }
790 814
791 // Sort the stats so that rerolling is easier... 815 // Sort the stats so that rerolling is easier...
792 std::sort (statsort, statsort + 7, std::greater<int>()); 816 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
793 817
818 for (int i = 0; i < NUM_STATS; ++i)
794 stats.Str = statsort[0]; 819 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];
801 820
802 stats.exp = 0; 821 stats.exp = 0;
803 stats.ac = 0; 822 stats.ac = 0;
804 823
805 stats.hp = stats.maxhp; 824 stats.hp = stats.maxhp;
817} 836}
818 837
819void 838void
820object::swap_stats (int a, int b) 839object::swap_stats (int a, int b)
821{ 840{
822 int tmp = get_attr_value (&contr->orig_stats, a); 841 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);
825 842
843 for (int i = 0; i < NUM_STATS; ++i)
826 stats.Str = contr->orig_stats.Str; 844 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;
833 845
834 //TODO: the following code looks so borked and should, at the very least, 846 //TODO: the following code looks so borked and should, at the very least,
835 // be merged with the similar code in roll_stats 847 // be merged with the similar code in roll_stats
836 stats.ac = 0; 848 stats.ac = 0;
837 849
1014 /* Cornered, get rid of scared */ 1026 /* Cornered, get rid of scared */
1015 CLEAR_FLAG (op, FLAG_SCARED); 1027 CLEAR_FLAG (op, FLAG_SCARED);
1016 op->enemy = NULL; 1028 op->enemy = NULL;
1017} 1029}
1018 1030
1019
1020/* check_pick sees if there is stuff to be picked up/picks up stuff. 1031/* 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 1032 * It returns 1 if the player should keep on moving, 0 if he should
1022 * stop. 1033 * stop.
1023 */ 1034 */
1024int 1035int
1025check_pick (object *op) 1036check_pick (object *op)
1026{ 1037{
1464 * find_better_arrow to find a decent arrow to use. 1475 * find_better_arrow to find a decent arrow to use.
1465 * op = the shooter 1476 * op = the shooter
1466 * type = bow->race 1477 * type = bow->race
1467 * dir = fire direction 1478 * dir = fire direction
1468 */ 1479 */
1469
1470object * 1480object *
1471pick_arrow_target (object *op, const char *type, int dir) 1481pick_arrow_target (object *op, const char *type, int dir)
1472{ 1482{
1473 object *tmp = NULL; 1483 object *tmp = NULL;
1474 maptile *m; 1484 maptile *m;
1539 */ 1549 */
1540int 1550int
1541fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1551fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1542{ 1552{
1543 object *left, *bow; 1553 object *left, *bow;
1544 int bowspeed, mflags; 1554 int mflags;
1545 maptile *m; 1555 maptile *m;
1546 1556
1547 if (!dir) 1557 if (!dir)
1548 { 1558 {
1549 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1559 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1550 return 0; 1560 return 0;
1551 } 1561 }
1552 1562
1553 if (op->type == PLAYER) 1563 if (op->contr)
1554 bow = op->contr->ranges[range_bow]; 1564 bow = op->current_weapon;
1555 else 1565 else
1556 { 1566 {
1557 for (bow = op->inv; bow; bow = bow->below) 1567 for (bow = op->inv; bow; bow = bow->below)
1558 /* Don't check for applied - monsters don't apply bows - in that way, they 1568 /* 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. 1569 * don't need to switch back and forth between bows and weapons.
1564 if (!bow) 1574 if (!bow)
1565 { 1575 {
1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1576 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1567 return 0; 1577 return 0;
1568 } 1578 }
1579
1580 // optimisation: move object to top so we will find it quickly again
1581 if (bow->below)
1582 {
1583 bow->remove ();
1584 op->insert (bow);
1585 }
1586
1569 } 1587 }
1570 1588
1571 if (!bow->race || !bow->skill) 1589 if (!bow->race || !bow->skill)
1572 { 1590 {
1573 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1591 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1574 return 0; 1592 return 0;
1575 } 1593 }
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 1594
1586 if (arrow == NULL) 1595 if (arrow == NULL)
1587 { 1596 {
1588 if ((arrow = find_arrow (op, bow->race)) == NULL) 1597 if ((arrow = find_arrow (op, bow->race)) == NULL)
1589 { 1598 {
1624 1633
1625 arrow->set_owner (op); 1634 arrow->set_owner (op);
1626 arrow->skill = bow->skill; 1635 arrow->skill = bow->skill;
1627 arrow->direction = dir; 1636 arrow->direction = dir;
1628 1637
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 */ 1638 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1638 arrow->stats.hp = arrow->stats.dam; 1639 arrow->stats.hp = arrow->stats.dam;
1639 arrow->stats.grace = arrow->attacktype; 1640 arrow->stats.grace = arrow->attacktype;
1640 1641
1641 if (arrow->slaying) 1642 if (arrow->slaying)
1642 arrow->spellarg = strdup (arrow->slaying); 1643 arrow->spellarg = strdup (arrow->slaying);
1643 1644
1644 arrow->stats.dam += op->stats.dam + arrow->magic; 1645 if (player *pl = op->contr)
1646 {
1647 if (!pl->has_hit)
1648 {
1649 pl->has_hit = 1;
1650 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1651 }
1652#if 0
1653 float speed = pl->weapon_sp;
1654
1655 /* penalize ROF for bestarrow */
1656 if (pl->bowtype == bow_bestarrow)
1657 speed *= .9f;
1658 else
1659 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1660
1661 op->speed_left += speed - op->speed;
1662#endif
1663 }
1664
1665 SET_ANIMATION (arrow, arrow->direction);
1645 1666
1646 /* update the speed */ 1667 /* update the speed */
1647 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1668 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1648 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1669 + bow->stats.dam / 7.0;
1649 1670
1650 arrow->set_speed (max (arrow->speed, 1.0)); 1671 arrow->set_speed (max (arrow->speed, 2.0));
1651 arrow->speed_left = 0; 1672 arrow->speed_left = 0;
1652 1673
1653 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1674 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1654 1675
1655 if (op->type == PLAYER) 1676 if (op->type == PLAYER)
1656 { 1677 {
1657 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1678 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1658 arrow->stats.wc -= dex_bonus[op->stats.Dex]; 1679 wc -= dex_bonus[op->stats.Dex];
1659 1680
1660 if (!arrow->slaying) 1681 if (!arrow->slaying)
1661 arrow->slaying = op->slaying; 1682 arrow->slaying = op->slaying;
1683
1684 arrow->attacktype |= op->attacktype;
1662 } 1685 }
1663 else 1686 else
1664 { 1687 {
1665 arrow->level = op->level; 1688 arrow->level = op->level;
1666 arrow->stats.wc -= bow->magic; 1689 arrow->stats.wc -= bow->magic;
1667 1690
1668 if (!arrow->slaying) 1691 if (!arrow->slaying)
1669 arrow->slaying = bow->slaying; 1692 arrow->slaying = bow->slaying;
1670 }
1671 1693
1672 arrow->stats.wc -= arrow->level;
1673
1674 arrow->attacktype |= bow->attacktype; 1694 arrow->attacktype |= bow->attacktype;
1695 }
1675 1696
1697 wc -= arrow->level;
1698 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1699
1700 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1676 arrow->move_type = MOVE_FLY_LOW; 1701 arrow->move_type = MOVE_FLY_LOW;
1677 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1702 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1678 1703
1679 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1704 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1680 m->insert (arrow, sx, sy, op); 1705 m->insert (arrow, sx, sy, op);
1705{ 1730{
1706 int ret = 0, wcmod = 0; 1731 int ret = 0, wcmod = 0;
1707 1732
1708 if (op->contr->bowtype == bow_bestarrow) 1733 if (op->contr->bowtype == bow_bestarrow)
1709 { 1734 {
1710 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1735 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1711 } 1736 }
1712 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1737 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1713 { 1738 {
1714 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1739 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1715 wcmod = -1; 1740 wcmod = -1;
1725 else if (op->contr->bowtype == bow_spreadshot) 1750 else if (op->contr->bowtype == bow_spreadshot)
1726 { 1751 {
1727 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1752 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); 1753 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); 1754 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1730
1731 } 1755 }
1732 else 1756 else
1733 { 1757 {
1734 /* Simple case */ 1758 /* Simple case */
1735 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1759 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1736 } 1760 }
1761
1737 return ret; 1762 return ret;
1738} 1763}
1739
1740 1764
1741/* Fires a misc (wand/rod/horn) object in 'dir'. 1765/* Fires a misc (wand/rod/horn) object in 'dir'.
1742 * Broken apart from 'fire' to keep it more readable. 1766 * Broken apart from 'fire' to keep it more readable.
1743 */ 1767 */
1744void 1768void
1745fire_misc_object (object *op, int dir) 1769fire_misc_object (object *op, int dir)
1746{ 1770{
1747 object *item; 1771 object *item = op->contr->ranged_ob;
1748 1772
1749 if (!op->contr->ranges[range_misc]) 1773 if (!item)
1750 { 1774 {
1751 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1775 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1752 return; 1776 return;
1753 } 1777 }
1754 1778
1755 item = op->contr->ranges[range_misc];
1756 if (!item->inv) 1779 if (!item->inv)
1757 { 1780 {
1758 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1781 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1759 return; 1782 return;
1760 } 1783 }
1784
1785 if (!op->change_weapon (item))
1786 return;
1787
1761 if (item->type == WAND) 1788 if (item->type == WAND)
1762 { 1789 {
1763 if (item->stats.food <= 0) 1790 if (item->stats.food <= 0)
1764 { 1791 {
1765 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1792 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)); 1793 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1794
1767 return; 1795 return;
1768 } 1796 }
1769 } 1797 }
1770 else if (item->type == ROD || item->type == HORN) 1798 else if (item->type == ROD || item->type == HORN)
1771 { 1799 {
1772 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1800 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1773 { 1801 {
1774 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1802 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1803
1775 if (item->type == ROD) 1804 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)); 1805 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1777 else 1806 else
1778 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1807 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1808
1779 return; 1809 return;
1780 } 1810 }
1781 } 1811 }
1782 1812
1783 if (cast_spell (op, item, dir, item->inv, NULL)) 1813 if (cast_spell (op, item, dir, item->inv, NULL))
1814 1844
1815 /* check for loss of invisiblity/hide */ 1845 /* check for loss of invisiblity/hide */
1816 if (action_makes_visible (op)) 1846 if (action_makes_visible (op))
1817 make_visible (op); 1847 make_visible (op);
1818 1848
1819 switch (op->contr->shoottype) 1849 player *pl = op->contr;
1850
1851 if (pl->golem)
1820 { 1852 {
1821 case range_none: 1853 control_golem (op->contr->golem, dir);
1822 return; 1854 return;
1855 }
1823 1856
1824 case range_bow: 1857 object *ob = pl->ranged_ob;
1858
1859 if (!ob)
1860 return;
1861
1862 if (!op->change_weapon (ob))
1863 return;
1864
1865 switch (ob->type)
1866 {
1867 case BOW:
1825 player_fire_bow (op, dir); 1868 player_fire_bow (op, dir);
1826 return; 1869 break;
1827 1870
1828 case range_magic: /* Casting spells */ 1871 case SPELL:
1829 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1872 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1830 return; 1873 break;
1831 1874
1832 case range_misc: 1875 case BUILDER:
1876 apply_map_builder (op, dir);
1877 break;
1878
1879 case SKILL:
1880 do_skill (op, op, ob, dir, 0);
1881 break;
1882
1883 default:
1833 fire_misc_object (op, dir); 1884 fire_misc_object (op, dir);
1834 return; 1885 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 } 1886 }
1858} 1887}
1859 1888
1860/* find_key 1889/* find_key
1861 * We try to find a key for the door as passed. If we find a key 1890 * We try to find a key for the door as passed. If we find a key
1961 if (key) 1990 if (key)
1962 { 1991 {
1963 object *container = key->env; 1992 object *container = key->env;
1964 1993
1965 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1994 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1995
1966 if (action_makes_visible (op)) 1996 if (action_makes_visible (op))
1967 make_visible (op); 1997 make_visible (op);
1998
1968 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1999 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1969 spring_trap (door->inv, op); 2000 spring_trap (door->inv, op);
1970 2001
1971 if (door->type == DOOR) 2002 if (door->type == DOOR)
1972 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 2003 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2002 */ 2033 */
2003void 2034void
2004move_player_attack (object *op, int dir) 2035move_player_attack (object *op, int dir)
2005{ 2036{
2006 object *tmp, *mon; 2037 object *tmp, *mon;
2007 sint16 nx, ny;
2008 int on_battleground; 2038 int on_battleground;
2009 maptile *m; 2039 maptile *m;
2010 2040
2011 nx = freearr_x[dir] + op->x; 2041 sint16 nx = freearr_x[dir] + op->x;
2012 ny = freearr_y[dir] + op->y; 2042 sint16 ny = freearr_y[dir] + op->y;
2013 2043
2014 on_battleground = op_on_battleground (op, 0, 0); 2044 on_battleground = op_on_battleground (op, 0, 0);
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
2082 2112
2083 /* If the creature is a pet, push it even if the player is not 2113 /* 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 2114 * peaceful. Our assumption is the creature is a pet if the
2085 * player owns it and it is either friendly or unagressive. 2115 * player owns it and it is either friendly or unagressive.
2086 */ 2116 */
2087 if ((op->type == PLAYER) 2117 if (op->type == PLAYER
2088#if COZY_SERVER
2089 &&
2090 ((mon->owner && mon->owner->contr 2118 && ((mon->owner && mon->owner->contr
2091 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2119 && same_party (mon->owner->contr->party, op->contr->party))
2092#else
2093 && mon->owner == op 2120 || mon->owner == op)
2094#endif
2095 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2121 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2096 { 2122 {
2097 /* If we're braced, we don't want to switch places with it */ 2123 /* If we're braced, we don't want to switch places with it */
2098 if (op->contr->braced) 2124 if (op->contr->braced)
2099 return; 2125 return;
2100 2126
2101 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2127 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2102 (void) push_ob (mon, dir, op); 2128 push_ob (mon, dir, op);
2103 if (op->contr->tmp_invis || op->hide) 2129 if (op->contr->tmp_invis || op->hide)
2104 make_visible (op); 2130 make_visible (op);
2105 2131
2106 return; 2132 return;
2107 } 2133 }
2109 /* in certain circumstances, you shouldn't attack friendly 2135 /* in certain circumstances, you shouldn't attack friendly
2110 * creatures. Note that if you are braced, you can't push 2136 * creatures. Note that if you are braced, you can't push
2111 * someone, but put it inside this loop so that you won't 2137 * someone, but put it inside this loop so that you won't
2112 * attack them either. 2138 * attack them either.
2113 */ 2139 */
2114 if ((mon->type == PLAYER || mon->enemy != op) && 2140 if ((mon->type == PLAYER || mon->enemy != op)
2115 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2141 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2116#ifdef PROHIBIT_PLAYERKILL
2117 (op->contr->peaceful 2142 && ((op->contr->peaceful
2118 || (mon->type == PLAYER 2143 || (mon->type == PLAYER && mon->contr->peaceful))
2119 && mon->contr->
2120 peaceful)) &&
2121#else
2122 op->contr->peaceful &&
2123#endif
2124 !on_battleground)) 2144 && !on_battleground))
2125 { 2145 {
2126 if (!op->contr->braced) 2146 if (!op->contr->braced)
2127 { 2147 {
2128 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2148 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2129 push_ob (mon, dir, op); 2149 push_ob (mon, dir, op);
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
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) 2177 if (!op->contr->has_hit)
2164 { 2178 {
2179 op->contr->has_hit = 1;
2165 op->speed_left += op->speed / op->contr->weapon_sp; 2180 op->speed_left += op->contr->weapon_speed () - op->speed;
2166
2167 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2168 } 2181 }
2169 2182
2170 skill_attack (mon, op, 0, 0, 0); 2183 skill_attack (mon, op, 0, 0, 0);
2171 2184
2172 /* If attacking another player, that player gets automatic 2185 /* If attacking another player, that player gets automatic
2250handle_newcs_player (object *op) 2263handle_newcs_player (object *op)
2251{ 2264{
2252 if (QUERY_FLAG (op, FLAG_SCARED)) 2265 if (QUERY_FLAG (op, FLAG_SCARED))
2253 { 2266 {
2254 flee_player (op); 2267 flee_player (op);
2268
2255 /* If player is still scared, that is his action for this tick */ 2269 /* If player is still scared, that is his action for this tick */
2256 if (QUERY_FLAG (op, FLAG_SCARED)) 2270 if (op->flag [FLAG_SCARED])
2257 { 2271 {
2258 op->speed_left--; 2272 --op->speed_left;
2259 return 0; 2273 return 0;
2260 } 2274 }
2261 } 2275 }
2262 2276
2263 /* call this here - we also will call this in do_ericserver, but 2277 /* call this here - we also will call this in do_ericserver, but
2265 * called, so we recheck it here. 2279 * called, so we recheck it here.
2266 */ 2280 */
2267 if (op->contr->ns->handle_command ()) 2281 if (op->contr->ns->handle_command ())
2268 return 1; 2282 return 1;
2269 2283
2270 if (op->speed_left > 0) 2284 if (op->speed_left > 0.f)
2271 { 2285 {
2272 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2286 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2273 { 2287 {
2274 /* All move commands take 1 tick, at least for now */ 2288 /* All move commands take 1 tick, at least for now */
2275 op->speed_left--; 2289 --op->speed_left;
2276 2290
2277 /* Instead of all the stuff below, let move_player take care 2291 /* Instead of all the stuff below, let move_player take care
2278 * of it. Also, some of the skill stuff is only put in 2292 * of it. Also, some of the skill stuff is only put in
2279 * there, as well as the confusion stuff. 2293 * there, as well as the confusion stuff.
2280 */ 2294 */
2281 move_player (op, op->direction); 2295 move_player (op, op->direction);
2282 2296
2283 return op->speed_left > 0; 2297 return op->speed_left > 0.f;
2284 } 2298 }
2285 } 2299 }
2286 2300
2287 return 0; 2301 return 0;
2288} 2302}
2450 gen_grace = op->stats.maxgrace; 2464 gen_grace = op->stats.maxgrace;
2451 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2465 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2452 } 2466 }
2453 2467
2454 /* Regenerate Spell Points */ 2468 /* Regenerate Spell Points */
2455 if (!op->contr->ranges[range_golem] && --op->last_sp < 0) 2469 if (!op->contr->golem && --op->last_sp < 0)
2456 { 2470 {
2457 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2471 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) 2472 if (op->stats.sp < op->stats.maxsp)
2459 { 2473 {
2460 op->stats.sp++; 2474 op->stats.sp++;
2558 } 2572 }
2559 2573
2560 /* Digestion */ 2574 /* Digestion */
2561 if (--op->last_eat < 0) 2575 if (--op->last_eat < 0)
2562 { 2576 {
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; 2577 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2568#endif
2569 2578
2570 if (op->contr->gen_hp > 0) 2579 if (op->contr->gen_hp > 0)
2571 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2580 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2572 else 2581 else
2573 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2582 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2918 object *force; 2927 object *force;
2919 int at; 2928 int at;
2920 2929
2921 force = get_archetype (FORCE_NAME); 2930 force = get_archetype (FORCE_NAME);
2922 /* 50 ticks should be enough time for the spell to abate */ 2931 /* 50 ticks should be enough time for the spell to abate */
2923 force->speed = 0.1; 2932 force->speed = 0.1f;
2924 force->speed_left = -5.0; 2933 force->speed_left = -5.f;
2925 SET_FLAG (force, FLAG_APPLIED); 2934 SET_FLAG (force, FLAG_APPLIED);
2926 for (at = 0; at < NROFATTACKS; at++) 2935 for (at = 0; at < NROFATTACKS; at++)
2927 if (will_kill_again & (1 << at)) 2936 if (will_kill_again & (1 << at))
2928 force->resist[at] = 100; 2937 force->resist[at] = 100;
2929 2938
3495 * not readied. 3504 * not readied.
3496 */ 3505 */
3497void 3506void
3498player_unready_range_ob (player *pl, object *ob) 3507player_unready_range_ob (player *pl, object *ob)
3499{ 3508{
3500 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3509 if (pl->ob->current_weapon == ob)
3510 pl->ob->current_weapon = 0;
3511
3512 if (pl->combat_ob == ob)
3513 pl->combat_ob = 0;
3514
3501 if (pl->ranges[i] == ob) 3515 if (pl->ranged_ob == ob)
3502 {
3503 pl->ranges[i] = 0; 3516 pl->ranged_ob = 0;
3504 if (pl->shoottype == i)
3505 pl->shoottype = range_none;
3506 }
3507} 3517}
3508 3518
3509sint8 3519sint8
3510player::visibility_at (maptile *map, int x, int y) const 3520player::visibility_at (maptile *map, int x, int y) const
3511{ 3521{

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