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Comparing deliantra/server/server/player.C (file contents):
Revision 1.121 by root, Thu May 3 10:39:46 2007 UTC vs.
Revision 1.150 by root, Sun Jun 10 03:11:17 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
9 * it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
10 * the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
11 * (at your option) any later version. 11 * any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful, but
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * GNU General Public License for more details. 16 * for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License along
19 * along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 26#include <sproto.h>
28#include <sounds.h> 27#include <sounds.h>
29#include <living.h> 28#include <living.h>
30#include <object.h> 29#include <object.h>
31#include <spells.h> 30#include <spells.h>
158 op->x = -1; 157 op->x = -1;
159 op->y = -1; 158 op->y = -1;
160} 159}
161 160
162void 161void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate () 162player::activate ()
177{ 163{
178 if (active) 164 if (active)
179 return; 165 return;
180 166
182 ob->remove (); 168 ob->remove ();
183 ob->map = 0; 169 ob->map = 0;
184 ob->activate_recursive (); 170 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY); 171 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob); 172 add_friendly_object (ob);
187 enter_map ();
188} 173}
189 174
190void 175void
191player::deactivate () 176player::deactivate ()
192{ 177{
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;
222 ob->close_container (); //TODO: client-specific 207 ob->close_container (); //TODO: client-specific
223 208
224 ns->update_look = 0; 209 ns->update_look = 0;
225 ns->look_position = 0; 210 ns->look_position = 0;
226 211
227 clear_los (ob); 212 clear_los (this);
228 213
229 ns->reset_stats (); 214 ns->reset_stats ();
230 215
231 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
232 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
233 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->race;
234 219
235 ob->carrying = sum_weight (ob); 220 ob->carrying = sum_weight (ob);
236 link_player_skills (ob); 221 link_player_skills (ob);
237 222
238 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
239 224
240 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->object::name);
241 226
242 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
243 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
244 { 229 {
245 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
247 shstr_cmp dragon_ability_force ("dragon_ability_force"); 232 shstr_cmp dragon_ability_force ("dragon_ability_force");
248 shstr_cmp dragon_skin_force ("dragon_skin_force"); 233 shstr_cmp dragon_skin_force ("dragon_skin_force");
249 234
250 for (tmp = ob->inv; tmp; tmp = tmp->below) 235 for (tmp = ob->inv; tmp; tmp = tmp->below)
251 if (tmp->type == FORCE) 236 if (tmp->type == FORCE)
252 if (tmp->arch->name == dragon_ability_force) 237 if (tmp->arch->archname == dragon_ability_force)
253 abil = tmp; 238 abil = tmp;
254 else if (tmp->arch->name == dragon_skin_force) 239 else if (tmp->arch->archname == dragon_skin_force)
255 skin = tmp; 240 skin = tmp;
256 241
257 set_dragon_name (ob, abil, skin); 242 set_dragon_name (ob, abil, skin);
258 } 243 }
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
292 ns = 0; 302 ns = 0;
293 } 303 }
294 304
295 if (ob) 305 if (ob)
296 ob->close_container (); //TODO: client-specific 306 ob->close_container (); //TODO: client-specific
307
308 observe = ob;
297 309
298 deactivate (); 310 deactivate ();
299} 311}
300 312
301// the need for this function can be explained 313// the need for this function can be explained
302// by load_object not returning the object 314// by load_object not returning the object
303void 315void
304player::set_object (object *op) 316player::set_object (object *op)
305{ 317{
306 ob = op; 318 ob = observe = op;
307 ob->contr = this; /* this aren't yet in archetype */ 319 ob->contr = this; /* this aren't yet in archetype */
308 320
309 ob->speed_left = 0.5;
310 ob->speed = 1.0; 321 ob->speed = 1.0f;
322 ob->speed_left = 0.5f;
323
311 ob->direction = 5; /* So player faces south */ 324 ob->direction = 5; /* So player faces south */
325}
326
327void
328player::set_observe (object *op)
329{
330 observe = op ? op : ob;
331 do_los = 1;
312} 332}
313 333
314player::player () 334player::player ()
315{ 335{
316 /* There are some elements we want initialised to non zero value - 336 /* There are some elements we want initialised to non zero value -
327 petmode = pet_normal; 347 petmode = pet_normal;
328 listening = 10; 348 listening = 10;
329 usekeys = containers; 349 usekeys = containers;
330 peaceful = 1; /* default peaceful */ 350 peaceful = 1; /* default peaceful */
331 do_los = 1; 351 do_los = 1;
352
353 weapon_sp = 1.0f;
354 weapon_sp_left = 0.5f;
332} 355}
333 356
334void 357void
335player::do_destroy () 358player::do_destroy ()
336{ 359{
377 * Note: there MUST be at least one player archetype! 400 * Note: there MUST be at least one player archetype!
378 */ 401 */
379archetype * 402archetype *
380get_player_archetype (archetype *at) 403get_player_archetype (archetype *at)
381{ 404{
382 archetype *start = at; 405 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
383 406
384 for (;;) 407 for (;;)
385 { 408 {
386 if (at == NULL || at->next == NULL) 409 if (++i == archetypes.end ())
387 at = first_archetype; 410 i = archetypes.begin ();
388 else 411 else if (*i == at)
389 at = at->next; 412 cleanup ("not a single player archetype found");
390 413
391 if (at->clone.type == PLAYER) 414 if ((*i)->type == PLAYER)
392 return at; 415 return *i;
393
394 if (at == start)
395 {
396 LOG (llevError, "No Player archetypes\n");
397 exit (-1);
398 }
399 } 416 }
400} 417}
401 418
402object * 419object *
403get_nearest_player (object *mon) 420get_nearest_player (object *mon)
769} 786}
770 787
771void 788void
772object::roll_stats () 789object::roll_stats ()
773{ 790{
774 int statsort [7]; 791 int statsort [NUM_STATS];
775 792
776 for (;;) 793 for (;;)
777 { 794 {
778 int sum = 0; 795 int sum = 0;
779 for (int i = 7; i--; ) 796 for (int i = NUM_STATS; i--; )
780 sum += statsort [i] = roll_stat (); 797 sum += statsort [i] = roll_stat ();
781 798
782 if (sum >= 82 && sum <= 116) 799 if (sum >= 82 && sum <= 116)
783 break; 800 break;
784 } 801 }
785 802
786 // Sort the stats so that rerolling is easier... 803 // Sort the stats so that rerolling is easier...
787 std::sort (statsort, statsort + 7, std::greater<int>()); 804 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
788 805
806 for (int i = 0; i < NUM_STATS; ++i)
789 stats.Str = statsort[0]; 807 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];
796 808
797 stats.exp = 0; 809 stats.exp = 0;
798 stats.ac = 0; 810 stats.ac = 0;
799 811
800 stats.hp = stats.maxhp; 812 stats.hp = stats.maxhp;
812} 824}
813 825
814void 826void
815object::swap_stats (int a, int b) 827object::swap_stats (int a, int b)
816{ 828{
817 int tmp = get_attr_value (&contr->orig_stats, a); 829 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);
820 830
831 for (int i = 0; i < NUM_STATS; ++i)
821 stats.Str = contr->orig_stats.Str; 832 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;
828 833
829 //TODO: the following code looks so borked and should, at the very least, 834 //TODO: the following code looks so borked and should, at the very least,
830 // be merged with the similar code in roll_stats 835 // be merged with the similar code in roll_stats
831 stats.ac = 0; 836 stats.ac = 0;
832 837
905 if (*first_map_ext_path) 910 if (*first_map_ext_path)
906 { 911 {
907 object *tmp; 912 object *tmp;
908 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
909 914
910 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name); 915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
911 tmp = object::create (); 916 tmp = object::create ();
912 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
913 EXIT_X (tmp) = ob->x; 918 EXIT_X (tmp) = ob->x;
914 EXIT_Y (tmp) = ob->y; 919 EXIT_Y (tmp) = ob->y;
915 ob->enter_exit (tmp); /* we don't really care if it succeeded; 920 ob->enter_exit (tmp); /* we don't really care if it succeeded;
934 int x = ob->x, y = ob->y; 939 int x = ob->x, y = ob->y;
935 940
936 ob->remove_statbonus (); 941 ob->remove_statbonus ();
937 ob->remove (); 942 ob->remove ();
938 ob->arch = get_player_archetype (ob->arch); 943 ob->arch = get_player_archetype (ob->arch);
939 ob->arch->clone.copy_to (ob); 944 ob->arch->copy_to (ob);
940 ob->instantiate (); 945 ob->instantiate ();
941 ob->stats = ob->contr->orig_stats; 946 ob->stats = ob->contr->orig_stats;
942 ob->name = ob->name_pl = name; 947 ob->name = ob->name_pl = name;
943 ob->x = x; 948 ob->x = x;
944 ob->y = y; 949 ob->y = y;
945 SET_ANIMATION (ob, 2); /* So player faces south */ 950 SET_ANIMATION (ob, 2); /* So player faces south */
946 insert_ob_in_map (ob, ob->map, ob, 0); 951 insert_ob_in_map (ob, ob->map, ob, 0);
947 assign (ob->contr->title, ob->arch->clone.name); 952 assign (ob->contr->title, ob->arch->object::name);
948 ob->add_statbonus (); 953 ob->add_statbonus ();
949 } 954 }
950 while (!allowed_class (ob)); 955 while (!allowed_class (ob));
951 956
952 update_object (ob, UP_OBJ_FACE); 957 update_object (ob, UP_OBJ_FACE);
1009 /* Cornered, get rid of scared */ 1014 /* Cornered, get rid of scared */
1010 CLEAR_FLAG (op, FLAG_SCARED); 1015 CLEAR_FLAG (op, FLAG_SCARED);
1011 op->enemy = NULL; 1016 op->enemy = NULL;
1012} 1017}
1013 1018
1014
1015/* check_pick sees if there is stuff to be picked up/picks up stuff. 1019/* 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 1020 * It returns 1 if the player should keep on moving, 0 if he should
1017 * stop. 1021 * stop.
1018 */ 1022 */
1019int 1023int
1020check_pick (object *op) 1024check_pick (object *op)
1021{ 1025{
1098 if (tmp->name != NULL) 1102 if (tmp->name != NULL)
1099 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1103 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1100 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1104 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1101 else 1105 else
1102 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1106 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1103 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1107 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1104 1108
1105 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1109 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1106 } 1110 }
1107 1111
1108 /* philosophy: 1112 /* philosophy:
1301 /* careful: chairs and tables are weapons! */ 1305 /* careful: chairs and tables are weapons! */
1302 if (op->contr->mode & PU_ALLWEAPON) 1306 if (op->contr->mode & PU_ALLWEAPON)
1303 { 1307 {
1304 if (tmp->type == WEAPON && tmp->name != NULL) 1308 if (tmp->type == WEAPON && tmp->name != NULL)
1305 { 1309 {
1306 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1310 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1307 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1311 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1308 { 1312 {
1309 pick_up (op, tmp); 1313 pick_up (op, tmp);
1310 continue; 1314 continue;
1311 } 1315 }
1312 } 1316 }
1313 1317
1314 if (tmp->type == WEAPON && tmp->name == NULL) 1318 if (tmp->type == WEAPON && tmp->name == NULL)
1315 { 1319 {
1316 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1320 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1317 { 1321 {
1318 pick_up (op, tmp); 1322 pick_up (op, tmp);
1319 continue; 1323 continue;
1320 } 1324 }
1321 } 1325 }
1346 if (tmp->name != NULL) 1350 if (tmp->name != NULL)
1347 { 1351 {
1348 fprintf (stderr, "%s", tmp->name); 1352 fprintf (stderr, "%s", tmp->name);
1349 } 1353 }
1350 else 1354 else
1351 fprintf (stderr, "%s", tmp->arch->name); 1355 fprintf (stderr, "%s", tmp->arch->archname);
1352 fprintf (stderr, ",%d] = ", tmp->type); 1356 fprintf (stderr, ",%d] = ", tmp->type);
1353 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1357 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1354#endif 1358#endif
1355 continue; 1359 continue;
1356 } 1360 }
1426 else 1430 else
1427 { 1431 {
1428 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1432 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1429 { 1433 {
1430 attacktype = 1 << attacknum; 1434 attacktype = 1 << attacknum;
1431 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1435 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1432 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1436 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1433 { 1437 {
1434 tmp = arrow; 1438 tmp = arrow;
1435 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1439 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1436 } 1440 }
1437 } 1441 }
1438 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1442 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1439 { 1443 {
1440 tmp = arrow; 1444 tmp = arrow;
1533 */ 1537 */
1534int 1538int
1535fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1539fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1536{ 1540{
1537 object *left, *bow; 1541 object *left, *bow;
1538 int bowspeed, mflags; 1542 int mflags;
1539 maptile *m; 1543 maptile *m;
1540 1544
1541 if (!dir) 1545 if (!dir)
1542 { 1546 {
1543 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1547 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1544 return 0; 1548 return 0;
1545 } 1549 }
1546 1550
1547 if (player *pl = op->contr) 1551 if (op->contr)
1548 { 1552 bow = op->current_weapon;
1549 bow = pl->ranged_ob;
1550 op->set_weapon (bow);
1551 }
1552 else 1553 else
1553 { 1554 {
1554 for (bow = op->inv; bow; bow = bow->below) 1555 for (bow = op->inv; bow; bow = bow->below)
1555 /* Don't check for applied - monsters don't apply bows - in that way, they 1556 /* Don't check for applied - monsters don't apply bows - in that way, they
1556 * don't need to switch back and forth between bows and weapons. 1557 * don't need to switch back and forth between bows and weapons.
1577 { 1578 {
1578 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1579 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1579 return 0; 1580 return 0;
1580 } 1581 }
1581 1582
1582 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1583
1584 /* penalize ROF for bestarrow */
1585 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1586 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1587
1588 if (bowspeed < 1)
1589 bowspeed = 1;
1590
1591 if (arrow == NULL) 1583 if (arrow == NULL)
1592 { 1584 {
1593 if ((arrow = find_arrow (op, bow->race)) == NULL) 1585 if ((arrow = find_arrow (op, bow->race)) == NULL)
1594 { 1586 {
1595 if (op->type == PLAYER) 1587 if (op->type == PLAYER)
1629 1621
1630 arrow->set_owner (op); 1622 arrow->set_owner (op);
1631 arrow->skill = bow->skill; 1623 arrow->skill = bow->skill;
1632 arrow->direction = dir; 1624 arrow->direction = dir;
1633 1625
1634 if (op->type == PLAYER)
1635 {
1636 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1637 op->update_stats ();
1638 }
1639
1640 SET_ANIMATION (arrow, arrow->direction);
1641
1642 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1626 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1643 arrow->stats.hp = arrow->stats.dam; 1627 arrow->stats.hp = arrow->stats.dam;
1644 arrow->stats.grace = arrow->attacktype; 1628 arrow->stats.grace = arrow->attacktype;
1645 1629
1646 if (arrow->slaying) 1630 if (arrow->slaying)
1647 arrow->spellarg = strdup (arrow->slaying); 1631 arrow->spellarg = strdup (arrow->slaying);
1648 1632
1649 arrow->stats.dam += op->stats.dam + arrow->magic; 1633#if 0
1634 if (player *pl = op->contr)
1635 {
1636 float speed = pl->weapon_sp;
1637
1638 /* penalize ROF for bestarrow */
1639 if (pl->bowtype == bow_bestarrow)
1640 speed *= .9f;
1641 else
1642 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1643
1644 op->speed_left += speed - op->speed;
1645 }
1646#endif
1647
1648 SET_ANIMATION (arrow, arrow->direction);
1650 1649
1651 /* update the speed */ 1650 /* update the speed */
1652 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1651 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1653 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1652 + bow->stats.dam / 7.f;
1654 1653
1655 arrow->set_speed (max (arrow->speed, 1.0)); 1654 arrow->set_speed (max (arrow->speed, 2.f));
1656 arrow->speed_left = 0; 1655 arrow->speed_left = 0;
1657 1656
1658 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1657 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1659 1658
1660 if (op->type == PLAYER) 1659 if (op->type == PLAYER)
1661 { 1660 {
1662 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1661 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1663 arrow->stats.wc -= dex_bonus[op->stats.Dex]; 1662 wc -= dex_bonus[op->stats.Dex];
1664 1663
1665 if (!arrow->slaying) 1664 if (!arrow->slaying)
1666 arrow->slaying = op->slaying; 1665 arrow->slaying = op->slaying;
1666
1667 arrow->attacktype |= op->attacktype;
1667 } 1668 }
1668 else 1669 else
1669 { 1670 {
1670 arrow->level = op->level; 1671 arrow->level = op->level;
1671 arrow->stats.wc -= bow->magic; 1672 arrow->stats.wc -= bow->magic;
1672 1673
1673 if (!arrow->slaying) 1674 if (!arrow->slaying)
1674 arrow->slaying = bow->slaying; 1675 arrow->slaying = bow->slaying;
1675 }
1676 1676
1677 arrow->stats.wc -= arrow->level;
1678
1679 arrow->attacktype |= bow->attacktype; 1677 arrow->attacktype |= bow->attacktype;
1678 }
1680 1679
1680 wc -= arrow->level;
1681 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1682
1683 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1681 arrow->move_type = MOVE_FLY_LOW; 1684 arrow->move_type = MOVE_FLY_LOW;
1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1685 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1683 1686
1684 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1687 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1685 m->insert (arrow, sx, sy, op); 1688 m->insert (arrow, sx, sy, op);
1740 } 1743 }
1741 1744
1742 return ret; 1745 return ret;
1743} 1746}
1744 1747
1745
1746/* Fires a misc (wand/rod/horn) object in 'dir'. 1748/* Fires a misc (wand/rod/horn) object in 'dir'.
1747 * Broken apart from 'fire' to keep it more readable. 1749 * Broken apart from 'fire' to keep it more readable.
1748 */ 1750 */
1749void 1751void
1750fire_misc_object (object *op, int dir) 1752fire_misc_object (object *op, int dir)
1761 { 1763 {
1762 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1764 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1763 return; 1765 return;
1764 } 1766 }
1765 1767
1766 op->set_weapon (item); 1768 if (!op->change_weapon (item))
1769 return;
1767 1770
1768 if (item->type == WAND) 1771 if (item->type == WAND)
1769 { 1772 {
1770 if (item->stats.food <= 0) 1773 if (item->stats.food <= 0)
1771 { 1774 {
1800 object *tmp; 1803 object *tmp;
1801 1804
1802 if (item->arch) 1805 if (item->arch)
1803 { 1806 {
1804 CLEAR_FLAG (item, FLAG_ANIMATE); 1807 CLEAR_FLAG (item, FLAG_ANIMATE);
1805 item->face = item->arch->clone.face; 1808 item->face = item->arch->face;
1806 item->set_speed (0); 1809 item->set_speed (0);
1807 } 1810 }
1808 1811
1809 if ((tmp = item->in_player ())) 1812 if ((tmp = item->in_player ()))
1810 esrv_update_item (UPD_ANIM, tmp, item); 1813 esrv_update_item (UPD_ANIM, tmp, item);
1815 } 1818 }
1816} 1819}
1817 1820
1818/* Received a fire command for the player - go and do it. 1821/* Received a fire command for the player - go and do it.
1819 */ 1822 */
1820void 1823bool
1821fire (object *op, int dir) 1824fire (object *op, int dir)
1822{ 1825{
1823 int spellcost = 0; 1826 int spellcost = 0;
1824 1827
1825 /* check for loss of invisiblity/hide */ 1828 /* check for loss of invisiblity/hide */
1829 player *pl = op->contr; 1832 player *pl = op->contr;
1830 1833
1831 if (pl->golem) 1834 if (pl->golem)
1832 { 1835 {
1833 control_golem (op->contr->golem, dir); 1836 control_golem (op->contr->golem, dir);
1834 return; 1837 return false;
1835 } 1838 }
1836 1839
1837 object *ob = pl->ranged_ob; 1840 object *ob = pl->ranged_ob;
1838 1841
1839 if (!ob) 1842 if (!ob)
1840 return; 1843 return false;
1844
1845 if (!op->change_weapon (ob))
1846 return false;
1847
1848 if (op->speed_left > 0.f)
1849 --op->speed_left;
1850 else
1851 return false;
1841 1852
1842 switch (ob->type) 1853 switch (ob->type)
1843 { 1854 {
1844 case BOW: 1855 case BOW:
1845 player_fire_bow (op, dir); 1856 player_fire_bow (op, dir);
1852 case BUILDER: 1863 case BUILDER:
1853 apply_map_builder (op, dir); 1864 apply_map_builder (op, dir);
1854 break; 1865 break;
1855 1866
1856 case SKILL: 1867 case SKILL:
1857 case SKILL_TOOL:
1858 do_skill (op, op, ob, dir, 0); 1868 do_skill (op, op, ob, dir, 0);
1859 break; 1869 break;
1860 1870
1861 default: 1871 default:
1862 fire_misc_object (op, dir); 1872 fire_misc_object (op, dir);
1863 break; 1873 break;
1864 } 1874 }
1875
1876 return true;
1865} 1877}
1866 1878
1867/* find_key 1879/* find_key
1868 * We try to find a key for the door as passed. If we find a key 1880 * We try to find a key for the door as passed. If we find a key
1869 * and successfully use it, we return the key, otherwise NULL 1881 * and successfully use it, we return the key, otherwise NULL
1956 * 0 otherwise 1968 * 0 otherwise
1957 */ 1969 */
1958static int 1970static int
1959player_attack_door (object *op, object *door) 1971player_attack_door (object *op, object *door)
1960{ 1972{
1961 /* If its a door, try to find a use a key. If we do destroy the door, 1973 /* If its a door, try to find a key. If we do destroy the door,
1962 * might as well return immediately as there is nothing more to do - 1974 * might as well return immediately as there is nothing more to do -
1963 * otherwise, we fall through to the rest of the code. 1975 * otherwise, we fall through to the rest of the code.
1964 */ 1976 */
1965 object *key = find_key (op, op, door); 1977 object *key = find_key (op, op, door);
1966 1978
1967 /* IF we found a key, do some extra work */ 1979 /* If we found a key, do some extra work */
1968 if (key) 1980 if (key)
1969 { 1981 {
1970 object *container = key->env; 1982 object *container = key->env;
1971 1983
1972 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1984 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2007 * It should keep the code cleaner. 2019 * It should keep the code cleaner.
2008 * When this is called, the players direction has been updated 2020 * When this is called, the players direction has been updated
2009 * (taking into account confusion.) The player is also actually 2021 * (taking into account confusion.) The player is also actually
2010 * going to try and move (not fire weapons). 2022 * going to try and move (not fire weapons).
2011 */ 2023 */
2012void 2024bool
2013move_player_attack (object *op, int dir) 2025move_player_attack (object *op, int dir)
2014{ 2026{
2015 object *tmp, *mon;
2016 int on_battleground; 2027 int on_battleground;
2017 maptile *m;
2018 2028
2019 sint16 nx = freearr_x[dir] + op->x; 2029 sint16 nx = freearr_x[dir] + op->x;
2020 sint16 ny = freearr_y[dir] + op->y; 2030 sint16 ny = freearr_y[dir] + op->y;
2021 2031
2022 on_battleground = op_on_battleground (op, 0, 0); 2032 on_battleground = op_on_battleground (op, 0, 0);
2033
2034 if (out_of_map (op->map, nx, ny))
2035 return false;
2036
2037 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2038 {
2039 --op->speed_left;
2040 return true;
2041 }
2023 2042
2024 /* If braced, or can't move to the square, and it is not out of the 2043 /* If braced, or can't move to the square, and it is not out of the
2025 * map, attack it. Note order of if statement is important - don't 2044 * map, attack it. Note order of if statement is important - don't
2026 * want to be calling move_ob if braced, because move_ob will move the 2045 * want to be calling move_ob if braced, because move_ob will move the
2027 * player. This is a pretty nasty hack, because if we could 2046 * player. This is a pretty nasty hack, because if we could
2028 * move to some space, it then means that if we are braced, we should 2047 * move to some space, it then means that if we are braced, we should
2029 * do nothing at all. As it is, if we are braced, we go through 2048 * do nothing at all. As it is, if we are braced, we go through
2030 * quite a bit of processing. However, it probably is less than what 2049 * quite a bit of processing. However, it probably is less than what
2031 * move_ob uses. 2050 * move_ob uses.
2032 */ 2051 */
2033 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2034 {
2035 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2036 {
2037 m = op->map->xy_find (nx, ny); 2052 maptile *m = op->map->xy_find (nx, ny);
2038 if (!m)
2039 return; /* Don't think this should happen */
2040 }
2041 else
2042 m = op->map;
2043 2053
2044 if (!(tmp = m->at (nx, ny).bot))
2045 return;
2046
2047 mon = 0;
2048 /* Go through all the objects, and find ones of interest. Only stop if 2054 /* Go through all the objects, and find ones of interest. Only stop if
2049 * we find a monster - that is something we know we want to attack. 2055 * we find a monster - that is something we know we want to attack.
2050 * if its a door or barrel (can roll) see if there may be monsters 2056 * if its a door or barrel (can roll) see if there may be monsters
2051 * on the space 2057 * on the space
2052 */ 2058 */
2053 while (tmp) 2059 object *mon;
2054 { 2060 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2055 if (tmp == op) 2061 {
2056 { 2062 if ((mon->flag [FLAG_ALIVE]
2057 tmp = tmp->above; 2063 || mon->type == LOCKED_DOOR
2058 continue; 2064 || mon->flag [FLAG_CAN_ROLL])
2059 }
2060
2061 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2062 {
2063 mon = tmp; 2065 && mon != op)
2064 break; 2066 break;
2065 } 2067 }
2066 2068
2067 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2068 mon = tmp;
2069
2070 tmp = tmp->above;
2071 }
2072
2073 if (!mon) /* This happens anytime the player tries to move */ 2069 if (!mon) /* This happens anytime the player tries to move */
2074 return; /* into a wall */ 2070 return false; /* into a wall */
2075 2071
2076 if (mon->head)
2077 mon = mon->head; 2072 mon = mon->head_ ();
2078 2073
2079 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2074 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2075 if (op->contr->weapon_sp_left > 0.f)
2080 if (player_attack_door (op, mon)) 2076 if (player_attack_door (op, mon))
2077 {
2078 --op->contr->weapon_sp_left;
2081 return; 2079 return true;
2080 }
2082 2081
2083 /* The following deals with possibly attacking peaceful 2082 /* The following deals with possibly attacking peaceful
2084 * or frienddly creatures. Basically, all players are considered 2083 * or friendly creatures. Basically, all players are considered
2085 * unaggressive. If the moving player has peaceful set, then the 2084 * unaggressive. If the moving player has peaceful set, then the
2086 * object should be pushed instead of attacked. It is assumed that 2085 * object should be pushed instead of attacked. It is assumed that
2087 * if you are braced, you will not attack friends accidently, 2086 * if you are braced, you will not attack friends accidently,
2088 * and thus will not push them. 2087 * and thus will not push them.
2089 */ 2088 */
2090 2089
2091 /* If the creature is a pet, push it even if the player is not 2090 /* If the creature is a pet, push it even if the player is not
2092 * peaceful. Our assumption is the creature is a pet if the 2091 * peaceful. Our assumption is the creature is a pet if the
2093 * player owns it and it is either friendly or unagressive. 2092 * player owns it and it is either friendly or unagressive.
2094 */ 2093 */
2095 if ((op->type == PLAYER) 2094 if (op->type == PLAYER
2096#if COZY_SERVER
2097 &&
2098 ((mon->owner && mon->owner->contr 2095 && ((mon->owner && mon->owner->contr
2099 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2096 && same_party (mon->owner->contr->party, op->contr->party))
2100#else
2101 && mon->owner == op 2097 || mon->owner == op)
2102#endif
2103 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2098 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2104 { 2099 {
2105 /* If we're braced, we don't want to switch places with it */ 2100 /* If we're braced, we don't want to switch places with it */
2106 if (op->contr->braced) 2101 if (op->contr->braced)
2107 return; 2102 return false;
2103
2104 if (op->speed_left > 0.f)
2105 {
2106 --op->speed_left;
2108 2107
2109 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2108 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2110 push_ob (mon, dir, op); 2109 push_ob (mon, dir, op);
2110
2111 if (op->contr->tmp_invis || op->hide) 2111 if (op->contr->tmp_invis || op->hide)
2112 make_visible (op); 2112 make_visible (op);
2113 2113
2114 return; 2114 return true;
2115 } 2115 }
2116 else
2117 return false;
2118 }
2116 2119
2117 /* in certain circumstances, you shouldn't attack friendly 2120 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push 2121 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't 2122 * someone, but put it inside this loop so that you won't
2120 * attack them either. 2123 * attack them either.
2121 */ 2124 */
2122 if ((mon->type == PLAYER || mon->enemy != op) && 2125 if ((mon->type == PLAYER || mon->enemy != op)
2123 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2126 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2124#ifdef PROHIBIT_PLAYERKILL
2125 (op->contr->peaceful 2127 && ((op->contr->peaceful
2126 || (mon->type == PLAYER 2128 || (mon->type == PLAYER && mon->contr->peaceful))
2127 && mon->contr->
2128 peaceful)) &&
2129#else
2130 op->contr->peaceful &&
2131#endif
2132 !on_battleground)) 2129 && !on_battleground))
2130 {
2131 if (op->speed_left > 0.f)
2133 { 2132 {
2133 --op->speed_left;
2134
2134 if (!op->contr->braced) 2135 if (!op->contr->braced)
2135 { 2136 {
2136 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2137 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2137 push_ob (mon, dir, op); 2138 push_ob (mon, dir, op);
2138 } 2139 }
2139 else 2140 else
2140 new_draw_info (0, 0, op, "You withhold your attack"); 2141 new_draw_info (0, 0, op, "You withhold your attack");
2141 2142
2142 if (op->contr->tmp_invis || op->hide) 2143 if (op->contr->tmp_invis || op->hide)
2143 make_visible (op); 2144 make_visible (op);
2144 }
2145 2145
2146 return true;
2147 }
2148 }
2146 /* If the object is a boulder or other rollable object, then 2149 /* If the object is a boulder or other rollable object, then
2147 * roll it if not braced. You can't roll it if you are braced. 2150 * roll it if not braced. You can't roll it if you are braced.
2148 */ 2151 */
2149 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2152 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2153 {
2154 if (op->speed_left > 0.f)
2150 { 2155 {
2156 --op->speed_left;
2157
2151 recursive_roll (mon, dir, op); 2158 recursive_roll (mon, dir, op);
2152 if (action_makes_visible (op)) 2159 if (action_makes_visible (op))
2153 make_visible (op); 2160 make_visible (op);
2154 }
2155 2161
2162 return true;
2163 }
2164 }
2156 /* Any generic living creature. Including things like doors. 2165 /* Any generic living creature. Including things like doors.
2157 * Way it works is like this: First, it must have some hit points 2166 * Way it works is like this: First, it must have some hit points
2158 * and be living. Then, it must be one of the following: 2167 * and be living. Then, it must be one of the following:
2159 * 1) Not a player, 2) A player, but of a different party. Note 2168 * 1) Not a player, 2) A player, but of a different party. Note
2160 * that party_number -1 is no party, so attacks can still happen. 2169 * that party_number -1 is no party, so attacks can still happen.
2161 */ 2170 */
2162 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2171 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2163 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2172 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2164 { 2173 {
2165 2174 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2166 /* If the player hasn't hit something this tick, and does
2167 * so, give them speed boost based on weapon speed. Doing
2168 * it here is better than process_players2, which basically
2169 * incurred a 1 tick offset.
2170 */
2171 if (!op->contr->has_hit)
2172 { 2175 {
2173 op->speed_left += op->speed / op->contr->weapon_sp; 2176 --op->contr->weapon_sp_left;
2174
2175 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2176 }
2177 2177
2178 skill_attack (mon, op, 0, 0, 0); 2178 skill_attack (mon, op, 0, 0, 0);
2179
2180 /* If attacking another player, that player gets automatic
2181 * hitback, and doesn't loose luck either.
2182 * Disable hitback on the battleground or if the target is
2183 * the wiz.
2184 */
2185 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2186 {
2187 short luck = mon->stats.luck;
2188
2189 mon->contr->has_hit = 1;
2190 skill_attack (op, mon, 0, 0, 0);
2191 mon->stats.luck = luck;
2192 }
2193 2179
2194 if (action_makes_visible (op)) 2180 if (action_makes_visible (op))
2195 make_visible (op); 2181 make_visible (op);
2196 }
2197 } /* if player should attack something */
2198}
2199 2182
2200int 2183 return true;
2184 }
2185 }
2186
2187 return false;
2188}
2189
2190bool
2201move_player (object *op, int dir) 2191move_player (object *op, int dir)
2202{ 2192{
2203 int pick; 2193 int pick;
2204 2194
2205 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2195 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2219 op->facing = dir; 2209 op->facing = dir;
2220 2210
2221 if (op->hide) 2211 if (op->hide)
2222 do_hidden_move (op); 2212 do_hidden_move (op);
2223 2213
2214 bool retval;
2215
2224 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2216 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2225 /*nop */ ; 2217 retval = RESULT_INT (0);
2226 else if (op->contr->fire_on) 2218 else if (op->contr->fire_on)
2227 fire (op, dir); 2219 retval = fire (op, dir);
2228 else 2220 else
2229 { 2221 {
2230 move_player_attack (op, dir); 2222 retval = move_player_attack (op, dir);
2231 pick = check_pick (op); 2223 pick = check_pick (op);
2232 } 2224 }
2233 2225
2234 /* Add special check for newcs players and fire on - this way, the 2226 /* Add special check for newcs players and fire on - this way, the
2235 * server can handle repeat firing. 2227 * server can handle repeat firing.
2242 /* Update how the player looks. Use the facing, so direction may 2234 /* Update how the player looks. Use the facing, so direction may
2243 * get reset to zero. This allows for full animation capabilities 2235 * get reset to zero. This allows for full animation capabilities
2244 * for players. 2236 * for players.
2245 */ 2237 */
2246 animate_object (op, op->facing); 2238 animate_object (op, op->facing);
2247 return 0; 2239
2240 return retval;
2248} 2241}
2249 2242
2250/* This is similar to handle_player, below, but is only used by the 2243/* This is similar to handle_player, below, but is only used by the
2251 * new client/server stuff. 2244 * new client/server stuff.
2252 * This is sort of special, in that the new client/server actually uses 2245 * This is sort of special, in that the new client/server actually uses
2253 * the new speed values for commands. 2246 * the new speed values for commands.
2254 * 2247 *
2255 * Returns true if there are more actions we can do. 2248 * Returns true if there are more actions we can do. Should not do
2249 * many actions in a row, as that would be too unfair to other
2250 * players.
2256 */ 2251 */
2257int 2252bool
2258handle_newcs_player (object *op) 2253handle_newcs_player (object *op)
2259{ 2254{
2260 if (QUERY_FLAG (op, FLAG_SCARED)) 2255 if (QUERY_FLAG (op, FLAG_SCARED))
2261 { 2256 {
2262 flee_player (op); 2257 if (op->speed_left > 0.f)
2263 /* If player is still scared, that is his action for this tick */
2264 if (QUERY_FLAG (op, FLAG_SCARED))
2265 { 2258 {
2266 op->speed_left--; 2259 --op->speed_left;
2260 flee_player (op);
2261
2267 return 0; 2262 return true;
2268 } 2263 }
2264 else
2265 return false;
2269 } 2266 }
2270 2267
2271 /* call this here - we also will call this in do_ericserver, but 2268 /* call this here - we also will call this in do_ericserver, but
2272 * the players time has been increased when doericserver has been 2269 * the players time has been increased when doericserver has been
2273 * called, so we recheck it here. 2270 * called, so we recheck it here.
2274 */ 2271 */
2275 if (op->contr->ns->handle_command ()) 2272 if (op->contr->ns->handle_command ())
2276 return 1; 2273 return true;
2277 2274
2278 if (op->speed_left > 0)
2279 {
2280 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2275 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2281 {
2282 /* All move commands take 1 tick, at least for now */
2283 op->speed_left--;
2284
2285 /* Instead of all the stuff below, let move_player take care
2286 * of it. Also, some of the skill stuff is only put in
2287 * there, as well as the confusion stuff.
2288 */
2289 move_player (op, op->direction); 2276 return move_player (op, op->direction);
2290 2277
2291 return op->speed_left > 0;
2292 }
2293 }
2294
2295 return 0; 2278 return false;
2296} 2279}
2297 2280
2298int 2281int
2299save_life (object *op) 2282save_life (object *op)
2300{ 2283{
2566 } 2549 }
2567 2550
2568 /* Digestion */ 2551 /* Digestion */
2569 if (--op->last_eat < 0) 2552 if (--op->last_eat < 0)
2570 { 2553 {
2571#ifdef COZY_SERVER
2572 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2573 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2574#else
2575 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2554 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2576#endif
2577 2555
2578 if (op->contr->gen_hp > 0) 2556 if (op->contr->gen_hp > 0)
2579 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2557 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2580 else 2558 else
2581 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2559 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2926 object *force; 2904 object *force;
2927 int at; 2905 int at;
2928 2906
2929 force = get_archetype (FORCE_NAME); 2907 force = get_archetype (FORCE_NAME);
2930 /* 50 ticks should be enough time for the spell to abate */ 2908 /* 50 ticks should be enough time for the spell to abate */
2931 force->speed = 0.1; 2909 force->speed = 0.1f;
2932 force->speed_left = -5.0; 2910 force->speed_left = -5.f;
2933 SET_FLAG (force, FLAG_APPLIED); 2911 SET_FLAG (force, FLAG_APPLIED);
2934 for (at = 0; at < NROFATTACKS; at++) 2912 for (at = 0; at < NROFATTACKS; at++)
2935 if (will_kill_again & (1 << at)) 2913 if (will_kill_again & (1 << at))
2936 force->resist[at] = 100; 2914 force->resist[at] = 100;
2937 2915
3058} 3036}
3059 3037
3060int 3038int
3061is_true_undead (object *op) 3039is_true_undead (object *op)
3062{ 3040{
3063 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3041 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3064 return 1; 3042 return 1;
3065 3043
3066 return 0; 3044 return 0;
3067} 3045}
3068 3046
3112/* For Hidden creatures - a chance of becoming 'unhidden' 3090/* For Hidden creatures - a chance of becoming 'unhidden'
3113 * every time they move - as we subtract off 'invisibility' 3091 * every time they move - as we subtract off 'invisibility'
3114 * AND, for players, if they move into a ridiculously unhideable 3092 * AND, for players, if they move into a ridiculously unhideable
3115 * spot (surrounded by clear terrain in broad daylight). -b.t. 3093 * spot (surrounded by clear terrain in broad daylight). -b.t.
3116 */ 3094 */
3117
3118void 3095void
3119do_hidden_move (object *op) 3096do_hidden_move (object *op)
3120{ 3097{
3121 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3098 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3122 object *skop; 3099 object *skop;
3239 * a blocked los square. 3216 * a blocked los square.
3240 * we use the archetype to figure out offsets. 3217 * we use the archetype to figure out offsets.
3241 */ 3218 */
3242 while (op) 3219 while (op)
3243 { 3220 {
3244 dx = rv.distance_x + op->arch->clone.x; 3221 dx = rv.distance_x + op->arch->x;
3245 dy = rv.distance_y + op->arch->clone.y; 3222 dy = rv.distance_y + op->arch->y;
3246 3223
3247 /* only the viewable area the player sees is updated by LOS 3224 /* only the viewable area the player sees is updated by LOS
3248 * code, so we need to restrict ourselves to that range of values 3225 * code, so we need to restrict ourselves to that range of values
3249 * for any meaningful values. 3226 * for any meaningful values.
3250 */ 3227 */
3375 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3352 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3376 return; 3353 return;
3377 } 3354 }
3378 3355
3379 /* everything seems okay - now bring on the gift: */ 3356 /* everything seems okay - now bring on the gift: */
3380 item = &(tr->item->clone); 3357 item = tr->item;
3381 3358
3382 if (item->type == SPELL) 3359 if (item->type == SPELL)
3383 { 3360 {
3384 if (check_spell_known (who, item->name)) 3361 if (check_spell_known (who, item->name))
3385 return; 3362 return;
3445 /* forces in the treasurelist can alter the player's stats */ 3422 /* forces in the treasurelist can alter the player's stats */
3446 object *skin; 3423 object *skin;
3447 3424
3448 /* first get the dragon skin force */ 3425 /* first get the dragon skin force */
3449 shstr_cmp dragon_skin_force ("dragon_skin_force"); 3426 shstr_cmp dragon_skin_force ("dragon_skin_force");
3450 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3427 for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below)
3451 ; 3428 ;
3452 3429
3453 if (!skin) 3430 if (!skin)
3454 return; 3431 return;
3455 3432

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