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Comparing deliantra/server/server/player.C (file contents):
Revision 1.118 by root, Mon Apr 30 04:25:30 2007 UTC vs.
Revision 1.144 by root, Sat May 26 15:44:08 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>
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 combat_skill = ranged_skill = 0; //TODO, should be special marker, non-refcounted, not this 192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
208 193
209 players.erase (this); 194 players.erase (this);
210} 195}
211 196
212// connect the player with a specific client 197// connect the player with a specific client
213// also changed, rationalises, and fixes some incorrect settings 198// also changes, rationalises, and fixes some incorrect settings
214void 199void
215player::connect (client *ns) 200player::connect (client *ns)
216{ 201{
217 this->ns = ns; 202 this->ns = ns;
218 ns->pl = this; 203 ns->pl = this;
259 244
260 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
261 246
262 esrv_new_player (this, ob->weight + ob->carrying); 247 esrv_new_player (this, ob->weight + ob->carrying);
263 248
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);
264 ob->update_stats (); 274 ob->update_stats ();
275
265 ns->floorbox_update (); 276 ns->floorbox_update ();
266
267 esrv_send_inventory (ob, ob); 277 esrv_send_inventory (ob, ob);
268 esrv_add_spells (this, 0); 278 esrv_add_spells (this, 0);
269 279
270 activate (); 280 activate ();
271 281
304player::set_object (object *op) 314player::set_object (object *op)
305{ 315{
306 ob = op; 316 ob = op;
307 ob->contr = this; /* this aren't yet in archetype */ 317 ob->contr = this; /* this aren't yet in archetype */
308 318
309 ob->speed_left = 0.5;
310 ob->speed = 1.0; 319 ob->speed = 1.0f;
320 ob->speed_left = 0.5f;
321
311 ob->direction = 5; /* So player faces south */ 322 ob->direction = 5; /* So player faces south */
312} 323}
313 324
314player::player () 325player::player ()
315{ 326{
316 /* There are some elements we want initialised to non zero value - 327 /* There are some elements we want initialised to non zero value -
327 petmode = pet_normal; 338 petmode = pet_normal;
328 listening = 10; 339 listening = 10;
329 usekeys = containers; 340 usekeys = containers;
330 peaceful = 1; /* default peaceful */ 341 peaceful = 1; /* default peaceful */
331 do_los = 1; 342 do_los = 1;
343
344 weapon_sp = 1.0f;
345 weapon_sp_left = 0.5f;
332} 346}
333 347
334void 348void
335player::do_destroy () 349player::do_destroy ()
336{ 350{
769} 783}
770 784
771void 785void
772object::roll_stats () 786object::roll_stats ()
773{ 787{
774 int statsort [7]; 788 int statsort [NUM_STATS];
775 789
776 for (;;) 790 for (;;)
777 { 791 {
778 int sum = 0; 792 int sum = 0;
779 for (int i = 7; i--; ) 793 for (int i = NUM_STATS; i--; )
780 sum += statsort [i] = roll_stat (); 794 sum += statsort [i] = roll_stat ();
781 795
782 if (sum >= 82 && sum <= 116) 796 if (sum >= 82 && sum <= 116)
783 break; 797 break;
784 } 798 }
785 799
786 // Sort the stats so that rerolling is easier... 800 // Sort the stats so that rerolling is easier...
787 std::sort (statsort, statsort + 7, std::greater<int>()); 801 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
788 802
803 for (int i = 0; i < NUM_STATS; ++i)
789 stats.Str = statsort[0]; 804 stats.stat (i) = statsort [i];
790 stats.Dex = statsort[1];
791 stats.Con = statsort[2];
792 stats.Int = statsort[3];
793 stats.Wis = statsort[4];
794 stats.Pow = statsort[5];
795 stats.Cha = statsort[6];
796 805
797 stats.exp = 0; 806 stats.exp = 0;
798 stats.ac = 0; 807 stats.ac = 0;
799 808
800 stats.hp = stats.maxhp; 809 stats.hp = stats.maxhp;
812} 821}
813 822
814void 823void
815object::swap_stats (int a, int b) 824object::swap_stats (int a, int b)
816{ 825{
817 int tmp = get_attr_value (&contr->orig_stats, a); 826 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
818 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
819 set_attr_value (&contr->orig_stats, b, tmp);
820 827
828 for (int i = 0; i < NUM_STATS; ++i)
821 stats.Str = contr->orig_stats.Str; 829 stats.stat (i) = contr->orig_stats.stat (i);
822 stats.Dex = contr->orig_stats.Dex;
823 stats.Con = contr->orig_stats.Con;
824 stats.Int = contr->orig_stats.Int;
825 stats.Wis = contr->orig_stats.Wis;
826 stats.Pow = contr->orig_stats.Pow;
827 stats.Cha = contr->orig_stats.Cha;
828 830
829 //TODO: the following code looks so borked and should, at the very least, 831 //TODO: the following code looks so borked and should, at the very least,
830 // be merged with the similar code in roll_stats 832 // be merged with the similar code in roll_stats
831 stats.ac = 0; 833 stats.ac = 0;
832 834
1009 /* Cornered, get rid of scared */ 1011 /* Cornered, get rid of scared */
1010 CLEAR_FLAG (op, FLAG_SCARED); 1012 CLEAR_FLAG (op, FLAG_SCARED);
1011 op->enemy = NULL; 1013 op->enemy = NULL;
1012} 1014}
1013 1015
1014
1015/* check_pick sees if there is stuff to be picked up/picks up stuff. 1016/* check_pick sees if there is stuff to be picked up/picks up stuff.
1016 * IT returns 1 if the player should keep on moving, 0 if he should 1017 * It returns 1 if the player should keep on moving, 0 if he should
1017 * stop. 1018 * stop.
1018 */ 1019 */
1019int 1020int
1020check_pick (object *op) 1021check_pick (object *op)
1021{ 1022{
1459 * find_better_arrow to find a decent arrow to use. 1460 * find_better_arrow to find a decent arrow to use.
1460 * op = the shooter 1461 * op = the shooter
1461 * type = bow->race 1462 * type = bow->race
1462 * dir = fire direction 1463 * dir = fire direction
1463 */ 1464 */
1464
1465object * 1465object *
1466pick_arrow_target (object *op, const char *type, int dir) 1466pick_arrow_target (object *op, const char *type, int dir)
1467{ 1467{
1468 object *tmp = NULL; 1468 object *tmp = NULL;
1469 maptile *m; 1469 maptile *m;
1534 */ 1534 */
1535int 1535int
1536fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1536fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1537{ 1537{
1538 object *left, *bow; 1538 object *left, *bow;
1539 int bowspeed, mflags; 1539 int mflags;
1540 maptile *m; 1540 maptile *m;
1541 1541
1542 if (!dir) 1542 if (!dir)
1543 { 1543 {
1544 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1544 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1545 return 0; 1545 return 0;
1546 } 1546 }
1547 1547
1548 if (op->type == PLAYER) 1548 if (op->contr)
1549 bow = op->contr->ranged_ob; 1549 bow = op->current_weapon;
1550 else 1550 else
1551 { 1551 {
1552 for (bow = op->inv; bow; bow = bow->below) 1552 for (bow = op->inv; bow; bow = bow->below)
1553 /* Don't check for applied - monsters don't apply bows - in that way, they 1553 /* Don't check for applied - monsters don't apply bows - in that way, they
1554 * don't need to switch back and forth between bows and weapons. 1554 * don't need to switch back and forth between bows and weapons.
1575 { 1575 {
1576 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1576 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1577 return 0; 1577 return 0;
1578 } 1578 }
1579 1579
1580 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1581
1582 /* penalize ROF for bestarrow */
1583 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1584 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1585
1586 if (bowspeed < 1)
1587 bowspeed = 1;
1588
1589 if (arrow == NULL) 1580 if (arrow == NULL)
1590 { 1581 {
1591 if ((arrow = find_arrow (op, bow->race)) == NULL) 1582 if ((arrow = find_arrow (op, bow->race)) == NULL)
1592 { 1583 {
1593 if (op->type == PLAYER) 1584 if (op->type == PLAYER)
1627 1618
1628 arrow->set_owner (op); 1619 arrow->set_owner (op);
1629 arrow->skill = bow->skill; 1620 arrow->skill = bow->skill;
1630 arrow->direction = dir; 1621 arrow->direction = dir;
1631 1622
1632 if (op->type == PLAYER)
1633 {
1634 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1635 op->update_stats ();
1636 }
1637
1638 SET_ANIMATION (arrow, arrow->direction);
1639
1640 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1623 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1641 arrow->stats.hp = arrow->stats.dam; 1624 arrow->stats.hp = arrow->stats.dam;
1642 arrow->stats.grace = arrow->attacktype; 1625 arrow->stats.grace = arrow->attacktype;
1643 1626
1644 if (arrow->slaying) 1627 if (arrow->slaying)
1645 arrow->spellarg = strdup (arrow->slaying); 1628 arrow->spellarg = strdup (arrow->slaying);
1646 1629
1647 arrow->stats.dam += op->stats.dam + arrow->magic; 1630#if 0
1631 if (player *pl = op->contr)
1632 {
1633 float speed = pl->weapon_sp;
1634
1635 /* penalize ROF for bestarrow */
1636 if (pl->bowtype == bow_bestarrow)
1637 speed *= .9f;
1638 else
1639 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1640
1641 op->speed_left += speed - op->speed;
1642 }
1643#endif
1644
1645 SET_ANIMATION (arrow, arrow->direction);
1648 1646
1649 /* update the speed */ 1647 /* update the speed */
1650 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1648 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1651 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1649 + bow->stats.dam / 7.f;
1652 1650
1653 arrow->set_speed (max (arrow->speed, 1.0)); 1651 arrow->set_speed (max (arrow->speed, 2.f));
1654 arrow->speed_left = 0; 1652 arrow->speed_left = 0;
1655 1653
1656 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1654 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1657 1655
1658 if (op->type == PLAYER) 1656 if (op->type == PLAYER)
1659 { 1657 {
1660 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1658 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1661 arrow->stats.wc -= dex_bonus[op->stats.Dex]; 1659 wc -= dex_bonus[op->stats.Dex];
1662 1660
1663 if (!arrow->slaying) 1661 if (!arrow->slaying)
1664 arrow->slaying = op->slaying; 1662 arrow->slaying = op->slaying;
1663
1664 arrow->attacktype |= op->attacktype;
1665 } 1665 }
1666 else 1666 else
1667 { 1667 {
1668 arrow->level = op->level; 1668 arrow->level = op->level;
1669 arrow->stats.wc -= bow->magic; 1669 arrow->stats.wc -= bow->magic;
1670 1670
1671 if (!arrow->slaying) 1671 if (!arrow->slaying)
1672 arrow->slaying = bow->slaying; 1672 arrow->slaying = bow->slaying;
1673 }
1674 1673
1675 arrow->stats.wc -= arrow->level;
1676
1677 arrow->attacktype |= bow->attacktype; 1674 arrow->attacktype |= bow->attacktype;
1675 }
1678 1676
1677 wc -= arrow->level;
1678 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1679
1680 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1679 arrow->move_type = MOVE_FLY_LOW; 1681 arrow->move_type = MOVE_FLY_LOW;
1680 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1681 1683
1682 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1684 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1683 m->insert (arrow, sx, sy, op); 1685 m->insert (arrow, sx, sy, op);
1728 else if (op->contr->bowtype == bow_spreadshot) 1730 else if (op->contr->bowtype == bow_spreadshot)
1729 { 1731 {
1730 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1732 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1731 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1733 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1732 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1734 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1733
1734 } 1735 }
1735 else 1736 else
1736 { 1737 {
1737 /* Simple case */ 1738 /* Simple case */
1738 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1739 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1739 } 1740 }
1741
1740 return ret; 1742 return ret;
1741} 1743}
1742
1743 1744
1744/* Fires a misc (wand/rod/horn) object in 'dir'. 1745/* Fires a misc (wand/rod/horn) object in 'dir'.
1745 * Broken apart from 'fire' to keep it more readable. 1746 * Broken apart from 'fire' to keep it more readable.
1746 */ 1747 */
1747void 1748void
1759 { 1760 {
1760 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1761 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1761 return; 1762 return;
1762 } 1763 }
1763 1764
1765 if (!op->change_weapon (item))
1766 return;
1767
1764 if (item->type == WAND) 1768 if (item->type == WAND)
1765 { 1769 {
1766 if (item->stats.food <= 0) 1770 if (item->stats.food <= 0)
1767 { 1771 {
1768 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1772 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1769 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1773 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1774
1770 return; 1775 return;
1771 } 1776 }
1772 } 1777 }
1773 else if (item->type == ROD || item->type == HORN) 1778 else if (item->type == ROD || item->type == HORN)
1774 { 1779 {
1775 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1780 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1776 { 1781 {
1777 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1782 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1783
1778 if (item->type == ROD) 1784 if (item->type == ROD)
1779 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1785 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1780 else 1786 else
1781 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1787 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1788
1782 return; 1789 return;
1783 } 1790 }
1784 } 1791 }
1785 1792
1786 if (cast_spell (op, item, dir, item->inv, NULL)) 1793 if (cast_spell (op, item, dir, item->inv, NULL))
1808 } 1815 }
1809} 1816}
1810 1817
1811/* Received a fire command for the player - go and do it. 1818/* Received a fire command for the player - go and do it.
1812 */ 1819 */
1813void 1820bool
1814fire (object *op, int dir) 1821fire (object *op, int dir)
1815{ 1822{
1816 int spellcost = 0; 1823 int spellcost = 0;
1817 1824
1818 /* check for loss of invisiblity/hide */ 1825 /* check for loss of invisiblity/hide */
1819 if (action_makes_visible (op)) 1826 if (action_makes_visible (op))
1820 make_visible (op); 1827 make_visible (op);
1821 1828
1822 player *pl = op->contr; 1829 player *pl = op->contr;
1823 1830
1824 object *skill = pl->ranged_skill;
1825 object *rob = pl->ranged_ob;
1826
1827 if (!skill)
1828 return;
1829
1830 if (pl->golem) 1831 if (pl->golem)
1832 {
1831 control_golem (op->contr->golem, dir); 1833 control_golem (op->contr->golem, dir);
1832 else if (skill->type == SKILL) 1834 return false;
1833 { 1835 }
1834 if (skill_flags [skill->subtype] & SF_NEED_BOW) 1836
1837 object *ob = pl->ranged_ob;
1838
1839 if (!ob)
1840 return false;
1841
1842 if (!op->change_weapon (ob))
1843 return false;
1844
1845 if (op->speed_left > 0.f)
1846 --op->speed_left;
1847 else
1848 return false;
1849
1850 switch (ob->type)
1851 {
1852 case BOW:
1835 player_fire_bow (op, dir); 1853 player_fire_bow (op, dir);
1836 else if (rob && rob->type == SPELL) /* Casting spells */ 1854 break;
1855
1856 case SPELL:
1837 spellcost = cast_spell (op, op, dir, rob, pl->spellparam[0] ? pl->spellparam : 0); 1857 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1838 else 1858 break;
1839 LOG (llevError, "skill %s ready but do not know what to do with its ob: %s\n",
1840 &skill->name, rob ? &rob->name : "(null)");
1841 }
1842 else if (skill == op)
1843 {
1844 if (!rob)
1845 {
1846 LOG (llevError, "self-skill ready but no ranged ob: %s\n", skill->debug_desc ());
1847 return;
1848 }
1849 1859
1850 if (rob->type == BUILDER) 1860 case BUILDER:
1851 apply_map_builder (op, dir); 1861 apply_map_builder (op, dir);
1852 else if (rob->type == SKILL || rob->type == SKILL_TOOL) 1862 break;
1863
1864 case SKILL:
1853 do_skill (op, op, rob, dir, NULL); 1865 do_skill (op, op, ob, dir, 0);
1854 else 1866 break;
1855 fire_misc_object (op, dir); //TODO: should become use_magic_item skill usage 1867
1868 default:
1869 fire_misc_object (op, dir);
1870 break;
1856 } 1871 }
1872
1873 return true;
1857} 1874}
1858 1875
1859/* find_key 1876/* find_key
1860 * We try to find a key for the door as passed. If we find a key 1877 * We try to find a key for the door as passed. If we find a key
1861 * and successfully use it, we return the key, otherwise NULL 1878 * and successfully use it, we return the key, otherwise NULL
1948 * 0 otherwise 1965 * 0 otherwise
1949 */ 1966 */
1950static int 1967static int
1951player_attack_door (object *op, object *door) 1968player_attack_door (object *op, object *door)
1952{ 1969{
1953 /* If its a door, try to find a use a key. If we do destroy the door, 1970 /* If its a door, try to find a key. If we do destroy the door,
1954 * might as well return immediately as there is nothing more to do - 1971 * might as well return immediately as there is nothing more to do -
1955 * otherwise, we fall through to the rest of the code. 1972 * otherwise, we fall through to the rest of the code.
1956 */ 1973 */
1957 object *key = find_key (op, op, door); 1974 object *key = find_key (op, op, door);
1958 1975
1959 /* IF we found a key, do some extra work */ 1976 /* If we found a key, do some extra work */
1960 if (key) 1977 if (key)
1961 { 1978 {
1962 object *container = key->env; 1979 object *container = key->env;
1963 1980
1964 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1981 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1999 * It should keep the code cleaner. 2016 * It should keep the code cleaner.
2000 * When this is called, the players direction has been updated 2017 * When this is called, the players direction has been updated
2001 * (taking into account confusion.) The player is also actually 2018 * (taking into account confusion.) The player is also actually
2002 * going to try and move (not fire weapons). 2019 * going to try and move (not fire weapons).
2003 */ 2020 */
2004void 2021bool
2005move_player_attack (object *op, int dir) 2022move_player_attack (object *op, int dir)
2006{ 2023{
2007 object *tmp, *mon;
2008 int on_battleground; 2024 int on_battleground;
2009 maptile *m;
2010 2025
2011 sint16 nx = freearr_x[dir] + op->x; 2026 sint16 nx = freearr_x[dir] + op->x;
2012 sint16 ny = freearr_y[dir] + op->y; 2027 sint16 ny = freearr_y[dir] + op->y;
2013 2028
2014 on_battleground = op_on_battleground (op, 0, 0); 2029 on_battleground = op_on_battleground (op, 0, 0);
2030
2031 if (out_of_map (op->map, nx, ny))
2032 return false;
2033
2034 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2035 {
2036 --op->speed_left;
2037 return true;
2038 }
2015 2039
2016 /* If braced, or can't move to the square, and it is not out of the 2040 /* 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 2041 * 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 2042 * 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 2043 * 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 2044 * 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 2045 * 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 2046 * quite a bit of processing. However, it probably is less than what
2023 * move_ob uses. 2047 * move_ob uses.
2024 */ 2048 */
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); 2049 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 2050
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 2051 /* 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. 2052 * 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 2053 * if its a door or barrel (can roll) see if there may be monsters
2043 * on the space 2054 * on the space
2044 */ 2055 */
2045 while (tmp) 2056 object *mon;
2046 { 2057 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2047 if (tmp == op) 2058 {
2048 { 2059 if ((mon->flag [FLAG_ALIVE]
2049 tmp = tmp->above; 2060 || mon->type == LOCKED_DOOR
2050 continue; 2061 || mon->flag [FLAG_CAN_ROLL])
2051 }
2052
2053 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2054 {
2055 mon = tmp; 2062 && mon != op)
2056 break; 2063 break;
2057 } 2064 }
2058 2065
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 */ 2066 if (!mon) /* This happens anytime the player tries to move */
2066 return; /* into a wall */ 2067 return false; /* into a wall */
2067 2068
2068 if (mon->head)
2069 mon = mon->head; 2069 mon = mon->head_ ();
2070 2070
2071 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2071 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2072 if (op->contr->weapon_sp_left > 0.f)
2072 if (player_attack_door (op, mon)) 2073 if (player_attack_door (op, mon))
2074 {
2075 --op->contr->weapon_sp_left;
2073 return; 2076 return true;
2077 }
2074 2078
2075 /* The following deals with possibly attacking peaceful 2079 /* The following deals with possibly attacking peaceful
2076 * or frienddly creatures. Basically, all players are considered 2080 * or friendly creatures. Basically, all players are considered
2077 * unaggressive. If the moving player has peaceful set, then the 2081 * unaggressive. If the moving player has peaceful set, then the
2078 * object should be pushed instead of attacked. It is assumed that 2082 * object should be pushed instead of attacked. It is assumed that
2079 * if you are braced, you will not attack friends accidently, 2083 * if you are braced, you will not attack friends accidently,
2080 * and thus will not push them. 2084 * and thus will not push them.
2081 */ 2085 */
2082 2086
2083 /* If the creature is a pet, push it even if the player is not 2087 /* 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 2088 * peaceful. Our assumption is the creature is a pet if the
2085 * player owns it and it is either friendly or unagressive. 2089 * player owns it and it is either friendly or unagressive.
2086 */ 2090 */
2087 if ((op->type == PLAYER) 2091 if (op->type == PLAYER
2088#if COZY_SERVER
2089 &&
2090 ((mon->owner && mon->owner->contr 2092 && ((mon->owner && mon->owner->contr
2091 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2093 && same_party (mon->owner->contr->party, op->contr->party))
2092#else
2093 && mon->owner == op 2094 || mon->owner == op)
2094#endif
2095 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2095 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2096 { 2096 {
2097 /* If we're braced, we don't want to switch places with it */ 2097 /* If we're braced, we don't want to switch places with it */
2098 if (op->contr->braced) 2098 if (op->contr->braced)
2099 return; 2099 return false;
2100
2101 if (op->speed_left > 0.f)
2102 {
2103 --op->speed_left;
2100 2104
2101 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2105 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2102 push_ob (mon, dir, op); 2106 push_ob (mon, dir, op);
2107
2103 if (op->contr->tmp_invis || op->hide) 2108 if (op->contr->tmp_invis || op->hide)
2104 make_visible (op); 2109 make_visible (op);
2105 2110
2106 return; 2111 return true;
2107 } 2112 }
2113 else
2114 return false;
2115 }
2108 2116
2109 /* in certain circumstances, you shouldn't attack friendly 2117 /* in certain circumstances, you shouldn't attack friendly
2110 * creatures. Note that if you are braced, you can't push 2118 * creatures. Note that if you are braced, you can't push
2111 * someone, but put it inside this loop so that you won't 2119 * someone, but put it inside this loop so that you won't
2112 * attack them either. 2120 * attack them either.
2113 */ 2121 */
2114 if ((mon->type == PLAYER || mon->enemy != op) && 2122 if ((mon->type == PLAYER || mon->enemy != op)
2115 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2123 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2116#ifdef PROHIBIT_PLAYERKILL
2117 (op->contr->peaceful 2124 && ((op->contr->peaceful
2118 || (mon->type == PLAYER 2125 || (mon->type == PLAYER && mon->contr->peaceful))
2119 && mon->contr->
2120 peaceful)) &&
2121#else
2122 op->contr->peaceful &&
2123#endif
2124 !on_battleground)) 2126 && !on_battleground))
2127 {
2128 if (op->speed_left > 0.f)
2125 { 2129 {
2130 --op->speed_left;
2131
2126 if (!op->contr->braced) 2132 if (!op->contr->braced)
2127 { 2133 {
2128 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2134 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2129 push_ob (mon, dir, op); 2135 push_ob (mon, dir, op);
2130 } 2136 }
2131 else 2137 else
2132 new_draw_info (0, 0, op, "You withhold your attack"); 2138 new_draw_info (0, 0, op, "You withhold your attack");
2133 2139
2134 if (op->contr->tmp_invis || op->hide) 2140 if (op->contr->tmp_invis || op->hide)
2135 make_visible (op); 2141 make_visible (op);
2136 }
2137 2142
2143 return true;
2144 }
2145 }
2138 /* If the object is a boulder or other rollable object, then 2146 /* 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. 2147 * roll it if not braced. You can't roll it if you are braced.
2140 */ 2148 */
2141 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2149 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2150 {
2151 if (op->speed_left > 0.f)
2142 { 2152 {
2153 --op->speed_left;
2154
2143 recursive_roll (mon, dir, op); 2155 recursive_roll (mon, dir, op);
2144 if (action_makes_visible (op)) 2156 if (action_makes_visible (op))
2145 make_visible (op); 2157 make_visible (op);
2146 }
2147 2158
2159 return true;
2160 }
2161 }
2148 /* Any generic living creature. Including things like doors. 2162 /* Any generic living creature. Including things like doors.
2149 * Way it works is like this: First, it must have some hit points 2163 * 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: 2164 * 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 2165 * 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. 2166 * that party_number -1 is no party, so attacks can still happen.
2153 */ 2167 */
2154 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2168 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))) 2169 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2156 { 2170 {
2157 2171 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 { 2172 {
2165 op->speed_left += op->speed / op->contr->weapon_sp; 2173 --op->contr->weapon_sp_left;
2166
2167 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2168 }
2169 2174
2170 skill_attack (mon, op, 0, 0, 0); 2175 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 2176
2186 if (action_makes_visible (op)) 2177 if (action_makes_visible (op))
2187 make_visible (op); 2178 make_visible (op);
2188 }
2189 } /* if player should attack something */
2190}
2191 2179
2192int 2180 return true;
2181 }
2182 }
2183
2184 return false;
2185}
2186
2187bool
2193move_player (object *op, int dir) 2188move_player (object *op, int dir)
2194{ 2189{
2195 int pick; 2190 int pick;
2196 2191
2197 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2192 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2211 op->facing = dir; 2206 op->facing = dir;
2212 2207
2213 if (op->hide) 2208 if (op->hide)
2214 do_hidden_move (op); 2209 do_hidden_move (op);
2215 2210
2211 bool retval;
2212
2216 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2213 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2217 /*nop */ ; 2214 retval = RESULT_INT (0);
2218 else if (op->contr->fire_on) 2215 else if (op->contr->fire_on)
2219 fire (op, dir); 2216 retval = fire (op, dir);
2220 else 2217 else
2221 { 2218 {
2222 move_player_attack (op, dir); 2219 retval = move_player_attack (op, dir);
2223 pick = check_pick (op); 2220 pick = check_pick (op);
2224 } 2221 }
2225 2222
2226 /* Add special check for newcs players and fire on - this way, the 2223 /* Add special check for newcs players and fire on - this way, the
2227 * server can handle repeat firing. 2224 * server can handle repeat firing.
2234 /* Update how the player looks. Use the facing, so direction may 2231 /* Update how the player looks. Use the facing, so direction may
2235 * get reset to zero. This allows for full animation capabilities 2232 * get reset to zero. This allows for full animation capabilities
2236 * for players. 2233 * for players.
2237 */ 2234 */
2238 animate_object (op, op->facing); 2235 animate_object (op, op->facing);
2239 return 0; 2236
2237 return retval;
2240} 2238}
2241 2239
2242/* This is similar to handle_player, below, but is only used by the 2240/* This is similar to handle_player, below, but is only used by the
2243 * new client/server stuff. 2241 * new client/server stuff.
2244 * This is sort of special, in that the new client/server actually uses 2242 * This is sort of special, in that the new client/server actually uses
2245 * the new speed values for commands. 2243 * the new speed values for commands.
2246 * 2244 *
2247 * Returns true if there are more actions we can do. 2245 * Returns true if there are more actions we can do. Should not do
2246 * many actions in a row, as that would be too unfair to other
2247 * players.
2248 */ 2248 */
2249int 2249bool
2250handle_newcs_player (object *op) 2250handle_newcs_player (object *op)
2251{ 2251{
2252 if (QUERY_FLAG (op, FLAG_SCARED)) 2252 if (QUERY_FLAG (op, FLAG_SCARED))
2253 { 2253 {
2254 flee_player (op); 2254 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 { 2255 {
2258 op->speed_left--; 2256 --op->speed_left;
2257 flee_player (op);
2258
2259 return 0; 2259 return true;
2260 } 2260 }
2261 else
2262 return false;
2261 } 2263 }
2262 2264
2263 /* call this here - we also will call this in do_ericserver, but 2265 /* call this here - we also will call this in do_ericserver, but
2264 * the players time has been increased when doericserver has been 2266 * the players time has been increased when doericserver has been
2265 * called, so we recheck it here. 2267 * called, so we recheck it here.
2266 */ 2268 */
2267 if (op->contr->ns->handle_command ()) 2269 if (op->contr->ns->handle_command ())
2268 return 1; 2270 return true;
2269 2271
2270 if (op->speed_left > 0)
2271 {
2272 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2272 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); 2273 return move_player (op, op->direction);
2282 2274
2283 return op->speed_left > 0;
2284 }
2285 }
2286
2287 return 0; 2275 return false;
2288} 2276}
2289 2277
2290int 2278int
2291save_life (object *op) 2279save_life (object *op)
2292{ 2280{
2558 } 2546 }
2559 2547
2560 /* Digestion */ 2548 /* Digestion */
2561 if (--op->last_eat < 0) 2549 if (--op->last_eat < 0)
2562 { 2550 {
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; 2551 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2568#endif
2569 2552
2570 if (op->contr->gen_hp > 0) 2553 if (op->contr->gen_hp > 0)
2571 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2554 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2572 else 2555 else
2573 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2556 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2918 object *force; 2901 object *force;
2919 int at; 2902 int at;
2920 2903
2921 force = get_archetype (FORCE_NAME); 2904 force = get_archetype (FORCE_NAME);
2922 /* 50 ticks should be enough time for the spell to abate */ 2905 /* 50 ticks should be enough time for the spell to abate */
2923 force->speed = 0.1; 2906 force->speed = 0.1f;
2924 force->speed_left = -5.0; 2907 force->speed_left = -5.f;
2925 SET_FLAG (force, FLAG_APPLIED); 2908 SET_FLAG (force, FLAG_APPLIED);
2926 for (at = 0; at < NROFATTACKS; at++) 2909 for (at = 0; at < NROFATTACKS; at++)
2927 if (will_kill_again & (1 << at)) 2910 if (will_kill_again & (1 << at))
2928 force->resist[at] = 100; 2911 force->resist[at] = 100;
2929 2912
3104/* For Hidden creatures - a chance of becoming 'unhidden' 3087/* For Hidden creatures - a chance of becoming 'unhidden'
3105 * every time they move - as we subtract off 'invisibility' 3088 * every time they move - as we subtract off 'invisibility'
3106 * AND, for players, if they move into a ridiculously unhideable 3089 * AND, for players, if they move into a ridiculously unhideable
3107 * spot (surrounded by clear terrain in broad daylight). -b.t. 3090 * spot (surrounded by clear terrain in broad daylight). -b.t.
3108 */ 3091 */
3109
3110void 3092void
3111do_hidden_move (object *op) 3093do_hidden_move (object *op)
3112{ 3094{
3113 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3095 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3114 object *skop; 3096 object *skop;
3495 * not readied. 3477 * not readied.
3496 */ 3478 */
3497void 3479void
3498player_unready_range_ob (player *pl, object *ob) 3480player_unready_range_ob (player *pl, object *ob)
3499{ 3481{
3482 if (pl->ob->current_weapon == ob)
3483 pl->ob->current_weapon = 0;
3484
3500 if (pl->combat_ob == ob) 3485 if (pl->combat_ob == ob)
3501 {
3502 pl->combat_skill = 0;
3503 pl->combat_ob = 0; 3486 pl->combat_ob = 0;
3504 }
3505 3487
3506 if (pl->ranged_ob == ob) 3488 if (pl->ranged_ob == ob)
3507 {
3508 pl->ranged_skill = 0;
3509 pl->ranged_ob = 0; 3489 pl->ranged_ob = 0;
3510 }
3511} 3490}
3512 3491
3513sint8 3492sint8
3514player::visibility_at (maptile *map, int x, int y) const 3493player::visibility_at (maptile *map, int x, int y) const
3515{ 3494{

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