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Comparing deliantra/server/server/player.C (file contents):
Revision 1.126 by root, Sat May 12 16:06:42 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 <sproto.h> 26#include <sproto.h>
27#include <sounds.h> 27#include <sounds.h>
157 op->x = -1; 157 op->x = -1;
158 op->y = -1; 158 op->y = -1;
159} 159}
160 160
161void 161void
162player::enter_map ()
163{
164 object *tmp = object::create ();
165
166 EXIT_PATH (tmp) = maplevel;
167 EXIT_X (tmp) = ob->x;
168 EXIT_Y (tmp) = ob->y;
169 ob->enter_exit (tmp);
170
171 tmp->destroy ();
172}
173
174void
175player::activate () 162player::activate ()
176{ 163{
177 if (active) 164 if (active)
178 return; 165 return;
179 166
181 ob->remove (); 168 ob->remove ();
182 ob->map = 0; 169 ob->map = 0;
183 ob->activate_recursive (); 170 ob->activate_recursive ();
184 CLEAR_FLAG (ob, FLAG_FRIENDLY); 171 CLEAR_FLAG (ob, FLAG_FRIENDLY);
185 add_friendly_object (ob); 172 add_friendly_object (ob);
186 enter_map ();
187} 173}
188 174
189void 175void
190player::deactivate () 176player::deactivate ()
191{ 177{
221 ob->close_container (); //TODO: client-specific 207 ob->close_container (); //TODO: client-specific
222 208
223 ns->update_look = 0; 209 ns->update_look = 0;
224 ns->look_position = 0; 210 ns->look_position = 0;
225 211
226 clear_los (ob); 212 clear_los (this);
227 213
228 ns->reset_stats (); 214 ns->reset_stats ();
229 215
230 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
231 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
232 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->race;
233 219
234 ob->carrying = sum_weight (ob); 220 ob->carrying = sum_weight (ob);
235 link_player_skills (ob); 221 link_player_skills (ob);
236 222
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238 224
239 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->object::name);
240 226
241 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
242 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
243 { 229 {
244 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
246 shstr_cmp dragon_ability_force ("dragon_ability_force"); 232 shstr_cmp dragon_ability_force ("dragon_ability_force");
247 shstr_cmp dragon_skin_force ("dragon_skin_force"); 233 shstr_cmp dragon_skin_force ("dragon_skin_force");
248 234
249 for (tmp = ob->inv; tmp; tmp = tmp->below) 235 for (tmp = ob->inv; tmp; tmp = tmp->below)
250 if (tmp->type == FORCE) 236 if (tmp->type == FORCE)
251 if (tmp->arch->name == dragon_ability_force) 237 if (tmp->arch->archname == dragon_ability_force)
252 abil = tmp; 238 abil = tmp;
253 else if (tmp->arch->name == dragon_skin_force) 239 else if (tmp->arch->archname == dragon_skin_force)
254 skin = tmp; 240 skin = tmp;
255 241
256 set_dragon_name (ob, abil, skin); 242 set_dragon_name (ob, abil, skin);
257 } 243 }
258 244
259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
260 246
261 esrv_new_player (this, ob->weight + ob->carrying); 247 esrv_new_player (this, ob->weight + ob->carrying);
248
249 ob->flag [FLAG_READY_WEAPON] = false;
250 ob->flag [FLAG_READY_SKILL] = false;
251 ob->flag [FLAG_READY_BOW] = false;
262 252
263 for (object *op = ob->inv; op; op = op->below) 253 for (object *op = ob->inv; op; op = op->below)
264 if (op->flag [FLAG_APPLIED]) 254 if (op->flag [FLAG_APPLIED])
265 switch (op->type) 255 switch (op->type)
266 { 256 {
257 case SKILL:
258 ob->flag [FLAG_APPLIED] = false;
259 break;
260
267 case WAND: 261 case WAND:
268 case ROD: 262 case ROD:
269 case HORN: 263 case HORN:
270 case BOW: 264 case BOW:
271 case SKILL: 265 ranged_ob = op;
272 case SKILL_TOOL: 266 break;
267
273 case WEAPON: 268 case WEAPON:
274 apply_special (ob, op, AP_UNAPPLY); 269 combat_ob = op;
275 apply_special (ob, op, AP_APPLY);
276 break; 270 break;
277 } 271 }
278 272
273 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
279 ob->update_stats (); 274 ob->update_stats ();
275
280 ns->floorbox_update (); 276 ns->floorbox_update ();
281
282 esrv_send_inventory (ob, ob); 277 esrv_send_inventory (ob, ob);
283 esrv_add_spells (this, 0); 278 esrv_add_spells (this, 0);
284 279
285 activate (); 280 activate ();
286 281
307 ns = 0; 302 ns = 0;
308 } 303 }
309 304
310 if (ob) 305 if (ob)
311 ob->close_container (); //TODO: client-specific 306 ob->close_container (); //TODO: client-specific
307
308 observe = ob;
312 309
313 deactivate (); 310 deactivate ();
314} 311}
315 312
316// the need for this function can be explained 313// the need for this function can be explained
317// by load_object not returning the object 314// by load_object not returning the object
318void 315void
319player::set_object (object *op) 316player::set_object (object *op)
320{ 317{
321 ob = op; 318 ob = observe = op;
322 ob->contr = this; /* this aren't yet in archetype */ 319 ob->contr = this; /* this aren't yet in archetype */
323 320
324 ob->speed_left = 0.5;
325 ob->speed = 1.0; 321 ob->speed = 1.0f;
322 ob->speed_left = 0.5f;
323
326 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;
327} 332}
328 333
329player::player () 334player::player ()
330{ 335{
331 /* There are some elements we want initialised to non zero value - 336 /* There are some elements we want initialised to non zero value -
342 petmode = pet_normal; 347 petmode = pet_normal;
343 listening = 10; 348 listening = 10;
344 usekeys = containers; 349 usekeys = containers;
345 peaceful = 1; /* default peaceful */ 350 peaceful = 1; /* default peaceful */
346 do_los = 1; 351 do_los = 1;
352
353 weapon_sp = 1.0f;
354 weapon_sp_left = 0.5f;
347} 355}
348 356
349void 357void
350player::do_destroy () 358player::do_destroy ()
351{ 359{
392 * Note: there MUST be at least one player archetype! 400 * Note: there MUST be at least one player archetype!
393 */ 401 */
394archetype * 402archetype *
395get_player_archetype (archetype *at) 403get_player_archetype (archetype *at)
396{ 404{
397 archetype *start = at; 405 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
398 406
399 for (;;) 407 for (;;)
400 { 408 {
401 if (at == NULL || at->next == NULL) 409 if (++i == archetypes.end ())
402 at = first_archetype; 410 i = archetypes.begin ();
403 else 411 else if (*i == at)
404 at = at->next; 412 cleanup ("not a single player archetype found");
405 413
406 if (at->clone.type == PLAYER) 414 if ((*i)->type == PLAYER)
407 return at; 415 return *i;
408
409 if (at == start)
410 {
411 LOG (llevError, "No Player archetypes\n");
412 exit (-1);
413 }
414 } 416 }
415} 417}
416 418
417object * 419object *
418get_nearest_player (object *mon) 420get_nearest_player (object *mon)
784} 786}
785 787
786void 788void
787object::roll_stats () 789object::roll_stats ()
788{ 790{
789 int statsort [7]; 791 int statsort [NUM_STATS];
790 792
791 for (;;) 793 for (;;)
792 { 794 {
793 int sum = 0; 795 int sum = 0;
794 for (int i = 7; i--; ) 796 for (int i = NUM_STATS; i--; )
795 sum += statsort [i] = roll_stat (); 797 sum += statsort [i] = roll_stat ();
796 798
797 if (sum >= 82 && sum <= 116) 799 if (sum >= 82 && sum <= 116)
798 break; 800 break;
799 } 801 }
800 802
801 // Sort the stats so that rerolling is easier... 803 // Sort the stats so that rerolling is easier...
802 std::sort (statsort, statsort + 7, std::greater<int>()); 804 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
803 805
806 for (int i = 0; i < NUM_STATS; ++i)
804 stats.Str = statsort[0]; 807 stats.stat (i) = statsort [i];
805 stats.Dex = statsort[1];
806 stats.Con = statsort[2];
807 stats.Int = statsort[3];
808 stats.Wis = statsort[4];
809 stats.Pow = statsort[5];
810 stats.Cha = statsort[6];
811 808
812 stats.exp = 0; 809 stats.exp = 0;
813 stats.ac = 0; 810 stats.ac = 0;
814 811
815 stats.hp = stats.maxhp; 812 stats.hp = stats.maxhp;
827} 824}
828 825
829void 826void
830object::swap_stats (int a, int b) 827object::swap_stats (int a, int b)
831{ 828{
832 int tmp = get_attr_value (&contr->orig_stats, a); 829 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
833 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
834 set_attr_value (&contr->orig_stats, b, tmp);
835 830
831 for (int i = 0; i < NUM_STATS; ++i)
836 stats.Str = contr->orig_stats.Str; 832 stats.stat (i) = contr->orig_stats.stat (i);
837 stats.Dex = contr->orig_stats.Dex;
838 stats.Con = contr->orig_stats.Con;
839 stats.Int = contr->orig_stats.Int;
840 stats.Wis = contr->orig_stats.Wis;
841 stats.Pow = contr->orig_stats.Pow;
842 stats.Cha = contr->orig_stats.Cha;
843 833
844 //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,
845 // be merged with the similar code in roll_stats 835 // be merged with the similar code in roll_stats
846 stats.ac = 0; 836 stats.ac = 0;
847 837
920 if (*first_map_ext_path) 910 if (*first_map_ext_path)
921 { 911 {
922 object *tmp; 912 object *tmp;
923 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
924 914
925 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);
926 tmp = object::create (); 916 tmp = object::create ();
927 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
928 EXIT_X (tmp) = ob->x; 918 EXIT_X (tmp) = ob->x;
929 EXIT_Y (tmp) = ob->y; 919 EXIT_Y (tmp) = ob->y;
930 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;
949 int x = ob->x, y = ob->y; 939 int x = ob->x, y = ob->y;
950 940
951 ob->remove_statbonus (); 941 ob->remove_statbonus ();
952 ob->remove (); 942 ob->remove ();
953 ob->arch = get_player_archetype (ob->arch); 943 ob->arch = get_player_archetype (ob->arch);
954 ob->arch->clone.copy_to (ob); 944 ob->arch->copy_to (ob);
955 ob->instantiate (); 945 ob->instantiate ();
956 ob->stats = ob->contr->orig_stats; 946 ob->stats = ob->contr->orig_stats;
957 ob->name = ob->name_pl = name; 947 ob->name = ob->name_pl = name;
958 ob->x = x; 948 ob->x = x;
959 ob->y = y; 949 ob->y = y;
960 SET_ANIMATION (ob, 2); /* So player faces south */ 950 SET_ANIMATION (ob, 2); /* So player faces south */
961 insert_ob_in_map (ob, ob->map, ob, 0); 951 insert_ob_in_map (ob, ob->map, ob, 0);
962 assign (ob->contr->title, ob->arch->clone.name); 952 assign (ob->contr->title, ob->arch->object::name);
963 ob->add_statbonus (); 953 ob->add_statbonus ();
964 } 954 }
965 while (!allowed_class (ob)); 955 while (!allowed_class (ob));
966 956
967 update_object (ob, UP_OBJ_FACE); 957 update_object (ob, UP_OBJ_FACE);
1112 if (tmp->name != NULL) 1102 if (tmp->name != NULL)
1113 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1103 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1114 &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))));
1115 else 1105 else
1116 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1106 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1117 &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))));
1118 1108
1119 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1109 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1120 } 1110 }
1121 1111
1122 /* philosophy: 1112 /* philosophy:
1315 /* careful: chairs and tables are weapons! */ 1305 /* careful: chairs and tables are weapons! */
1316 if (op->contr->mode & PU_ALLWEAPON) 1306 if (op->contr->mode & PU_ALLWEAPON)
1317 { 1307 {
1318 if (tmp->type == WEAPON && tmp->name != NULL) 1308 if (tmp->type == WEAPON && tmp->name != NULL)
1319 { 1309 {
1320 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 &&
1321 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1311 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1322 { 1312 {
1323 pick_up (op, tmp); 1313 pick_up (op, tmp);
1324 continue; 1314 continue;
1325 } 1315 }
1326 } 1316 }
1327 1317
1328 if (tmp->type == WEAPON && tmp->name == NULL) 1318 if (tmp->type == WEAPON && tmp->name == NULL)
1329 { 1319 {
1330 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)
1331 { 1321 {
1332 pick_up (op, tmp); 1322 pick_up (op, tmp);
1333 continue; 1323 continue;
1334 } 1324 }
1335 } 1325 }
1360 if (tmp->name != NULL) 1350 if (tmp->name != NULL)
1361 { 1351 {
1362 fprintf (stderr, "%s", tmp->name); 1352 fprintf (stderr, "%s", tmp->name);
1363 } 1353 }
1364 else 1354 else
1365 fprintf (stderr, "%s", tmp->arch->name); 1355 fprintf (stderr, "%s", tmp->arch->archname);
1366 fprintf (stderr, ",%d] = ", tmp->type); 1356 fprintf (stderr, ",%d] = ", tmp->type);
1367 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))));
1368#endif 1358#endif
1369 continue; 1359 continue;
1370 } 1360 }
1440 else 1430 else
1441 { 1431 {
1442 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1432 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1443 { 1433 {
1444 attacktype = 1 << attacknum; 1434 attacktype = 1 << attacknum;
1445 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1435 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1446 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)
1447 { 1437 {
1448 tmp = arrow; 1438 tmp = arrow;
1449 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;
1450 } 1440 }
1451 } 1441 }
1452 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1442 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1453 { 1443 {
1454 tmp = arrow; 1444 tmp = arrow;
1547 */ 1537 */
1548int 1538int
1549fire_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)
1550{ 1540{
1551 object *left, *bow; 1541 object *left, *bow;
1552 int bowspeed, mflags; 1542 int mflags;
1553 maptile *m; 1543 maptile *m;
1554 1544
1555 if (!dir) 1545 if (!dir)
1556 { 1546 {
1557 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!");
1558 return 0; 1548 return 0;
1559 } 1549 }
1560 1550
1561 if (player *pl = op->contr) 1551 if (op->contr)
1562 { 1552 bow = op->current_weapon;
1563 bow = pl->ranged_ob;
1564 if (!op->change_weapon (bow))
1565 return 0;
1566 }
1567 else 1553 else
1568 { 1554 {
1569 for (bow = op->inv; bow; bow = bow->below) 1555 for (bow = op->inv; bow; bow = bow->below)
1570 /* 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
1571 * 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.
1592 { 1578 {
1593 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);
1594 return 0; 1580 return 0;
1595 } 1581 }
1596 1582
1597 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1598
1599 /* penalize ROF for bestarrow */
1600 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1601 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1602
1603 if (bowspeed < 1)
1604 bowspeed = 1;
1605
1606 if (arrow == NULL) 1583 if (arrow == NULL)
1607 { 1584 {
1608 if ((arrow = find_arrow (op, bow->race)) == NULL) 1585 if ((arrow = find_arrow (op, bow->race)) == NULL)
1609 { 1586 {
1610 if (op->type == PLAYER) 1587 if (op->type == PLAYER)
1651 arrow->stats.grace = arrow->attacktype; 1628 arrow->stats.grace = arrow->attacktype;
1652 1629
1653 if (arrow->slaying) 1630 if (arrow->slaying)
1654 arrow->spellarg = strdup (arrow->slaying); 1631 arrow->spellarg = strdup (arrow->slaying);
1655 1632
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);
1649
1650 /* update the speed */
1651 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1652 + bow->stats.dam / 7.f;
1653
1654 arrow->set_speed (max (arrow->speed, 2.f));
1655 arrow->speed_left = 0;
1656
1657 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1658
1656 if (op->type == PLAYER) 1659 if (op->type == PLAYER)
1657 { 1660 {
1658 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1659 op->update_stats ();
1660 }
1661
1662 SET_ANIMATION (arrow, arrow->direction);
1663
1664 arrow->stats.dam += op->stats.dam + arrow->magic;
1665
1666 /* update the speed */
1667 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1668 + bow->stats.dam / 7.0;
1669
1670 arrow->set_speed (max (arrow->speed, 2.0));
1671 arrow->speed_left = 0;
1672
1673 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1674
1675 if (op->type == PLAYER)
1676 {
1677 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1661 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1678 arrow->stats.wc -= dex_bonus[op->stats.Dex]; 1662 wc -= dex_bonus[op->stats.Dex];
1679 1663
1680 if (!arrow->slaying) 1664 if (!arrow->slaying)
1681 arrow->slaying = op->slaying; 1665 arrow->slaying = op->slaying;
1682 1666
1683 arrow->attacktype |= op->attacktype; 1667 arrow->attacktype |= op->attacktype;
1691 arrow->slaying = bow->slaying; 1675 arrow->slaying = bow->slaying;
1692 1676
1693 arrow->attacktype |= bow->attacktype; 1677 arrow->attacktype |= bow->attacktype;
1694 } 1678 }
1695 1679
1696 arrow->stats.wc -= arrow->level; 1680 wc -= arrow->level;
1681 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1697 1682
1683 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1698 arrow->move_type = MOVE_FLY_LOW; 1684 arrow->move_type = MOVE_FLY_LOW;
1699 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1685 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1700 1686
1701 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);
1702 m->insert (arrow, sx, sy, op); 1688 m->insert (arrow, sx, sy, op);
1757 } 1743 }
1758 1744
1759 return ret; 1745 return ret;
1760} 1746}
1761 1747
1762
1763/* Fires a misc (wand/rod/horn) object in 'dir'. 1748/* Fires a misc (wand/rod/horn) object in 'dir'.
1764 * Broken apart from 'fire' to keep it more readable. 1749 * Broken apart from 'fire' to keep it more readable.
1765 */ 1750 */
1766void 1751void
1767fire_misc_object (object *op, int dir) 1752fire_misc_object (object *op, int dir)
1818 object *tmp; 1803 object *tmp;
1819 1804
1820 if (item->arch) 1805 if (item->arch)
1821 { 1806 {
1822 CLEAR_FLAG (item, FLAG_ANIMATE); 1807 CLEAR_FLAG (item, FLAG_ANIMATE);
1823 item->face = item->arch->clone.face; 1808 item->face = item->arch->face;
1824 item->set_speed (0); 1809 item->set_speed (0);
1825 } 1810 }
1826 1811
1827 if ((tmp = item->in_player ())) 1812 if ((tmp = item->in_player ()))
1828 esrv_update_item (UPD_ANIM, tmp, item); 1813 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 1818 }
1834} 1819}
1835 1820
1836/* Received a fire command for the player - go and do it. 1821/* Received a fire command for the player - go and do it.
1837 */ 1822 */
1838void 1823bool
1839fire (object *op, int dir) 1824fire (object *op, int dir)
1840{ 1825{
1841 int spellcost = 0; 1826 int spellcost = 0;
1842 1827
1843 /* check for loss of invisiblity/hide */ 1828 /* check for loss of invisiblity/hide */
1847 player *pl = op->contr; 1832 player *pl = op->contr;
1848 1833
1849 if (pl->golem) 1834 if (pl->golem)
1850 { 1835 {
1851 control_golem (op->contr->golem, dir); 1836 control_golem (op->contr->golem, dir);
1852 return; 1837 return false;
1853 } 1838 }
1854 1839
1855 object *ob = pl->ranged_ob; 1840 object *ob = pl->ranged_ob;
1856 1841
1857 if (!ob) 1842 if (!ob)
1858 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;
1859 1852
1860 switch (ob->type) 1853 switch (ob->type)
1861 { 1854 {
1862 case BOW: 1855 case BOW:
1863 player_fire_bow (op, dir); 1856 player_fire_bow (op, dir);
1870 case BUILDER: 1863 case BUILDER:
1871 apply_map_builder (op, dir); 1864 apply_map_builder (op, dir);
1872 break; 1865 break;
1873 1866
1874 case SKILL: 1867 case SKILL:
1875 case SKILL_TOOL:
1876 do_skill (op, op, ob, dir, 0); 1868 do_skill (op, op, ob, dir, 0);
1877 break; 1869 break;
1878 1870
1879 default: 1871 default:
1880 fire_misc_object (op, dir); 1872 fire_misc_object (op, dir);
1881 break; 1873 break;
1882 } 1874 }
1875
1876 return true;
1883} 1877}
1884 1878
1885/* find_key 1879/* find_key
1886 * 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
1887 * and successfully use it, we return the key, otherwise NULL 1881 * and successfully use it, we return the key, otherwise NULL
1974 * 0 otherwise 1968 * 0 otherwise
1975 */ 1969 */
1976static int 1970static int
1977player_attack_door (object *op, object *door) 1971player_attack_door (object *op, object *door)
1978{ 1972{
1979 /* 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,
1980 * 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 -
1981 * otherwise, we fall through to the rest of the code. 1975 * otherwise, we fall through to the rest of the code.
1982 */ 1976 */
1983 object *key = find_key (op, op, door); 1977 object *key = find_key (op, op, door);
1984 1978
1985 /* IF we found a key, do some extra work */ 1979 /* If we found a key, do some extra work */
1986 if (key) 1980 if (key)
1987 { 1981 {
1988 object *container = key->env; 1982 object *container = key->env;
1989 1983
1990 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);
2025 * It should keep the code cleaner. 2019 * It should keep the code cleaner.
2026 * When this is called, the players direction has been updated 2020 * When this is called, the players direction has been updated
2027 * (taking into account confusion.) The player is also actually 2021 * (taking into account confusion.) The player is also actually
2028 * going to try and move (not fire weapons). 2022 * going to try and move (not fire weapons).
2029 */ 2023 */
2030void 2024bool
2031move_player_attack (object *op, int dir) 2025move_player_attack (object *op, int dir)
2032{ 2026{
2033 object *tmp, *mon;
2034 int on_battleground; 2027 int on_battleground;
2035 maptile *m;
2036 2028
2037 sint16 nx = freearr_x[dir] + op->x; 2029 sint16 nx = freearr_x[dir] + op->x;
2038 sint16 ny = freearr_y[dir] + op->y; 2030 sint16 ny = freearr_y[dir] + op->y;
2039 2031
2040 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 }
2041 2042
2042 /* 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
2043 * 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
2044 * 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
2045 * player. This is a pretty nasty hack, because if we could 2046 * player. This is a pretty nasty hack, because if we could
2046 * 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
2047 * 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
2048 * 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
2049 * move_ob uses. 2050 * move_ob uses.
2050 */ 2051 */
2051 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2052 {
2053 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2054 {
2055 m = op->map->xy_find (nx, ny); 2052 maptile *m = op->map->xy_find (nx, ny);
2056 if (!m)
2057 return; /* Don't think this should happen */
2058 }
2059 else
2060 m = op->map;
2061 2053
2062 if (!(tmp = m->at (nx, ny).bot))
2063 return;
2064
2065 mon = 0;
2066 /* 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
2067 * 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.
2068 * 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
2069 * on the space 2057 * on the space
2070 */ 2058 */
2071 while (tmp) 2059 object *mon;
2072 { 2060 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2073 if (tmp == op) 2061 {
2074 { 2062 if ((mon->flag [FLAG_ALIVE]
2075 tmp = tmp->above; 2063 || mon->type == LOCKED_DOOR
2076 continue; 2064 || mon->flag [FLAG_CAN_ROLL])
2077 }
2078
2079 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2080 {
2081 mon = tmp; 2065 && mon != op)
2082 break; 2066 break;
2083 } 2067 }
2084 2068
2085 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2086 mon = tmp;
2087
2088 tmp = tmp->above;
2089 }
2090
2091 if (!mon) /* This happens anytime the player tries to move */ 2069 if (!mon) /* This happens anytime the player tries to move */
2092 return; /* into a wall */ 2070 return false; /* into a wall */
2093 2071
2094 if (mon->head)
2095 mon = mon->head; 2072 mon = mon->head_ ();
2096 2073
2097 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)
2098 if (player_attack_door (op, mon)) 2076 if (player_attack_door (op, mon))
2077 {
2078 --op->contr->weapon_sp_left;
2099 return; 2079 return true;
2080 }
2100 2081
2101 /* The following deals with possibly attacking peaceful 2082 /* The following deals with possibly attacking peaceful
2102 * or frienddly creatures. Basically, all players are considered 2083 * or friendly creatures. Basically, all players are considered
2103 * unaggressive. If the moving player has peaceful set, then the 2084 * unaggressive. If the moving player has peaceful set, then the
2104 * object should be pushed instead of attacked. It is assumed that 2085 * object should be pushed instead of attacked. It is assumed that
2105 * if you are braced, you will not attack friends accidently, 2086 * if you are braced, you will not attack friends accidently,
2106 * and thus will not push them. 2087 * and thus will not push them.
2107 */ 2088 */
2108 2089
2109 /* 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
2110 * peaceful. Our assumption is the creature is a pet if the 2091 * peaceful. Our assumption is the creature is a pet if the
2111 * player owns it and it is either friendly or unagressive. 2092 * player owns it and it is either friendly or unagressive.
2112 */ 2093 */
2113 if ((op->type == PLAYER) 2094 if (op->type == PLAYER
2114#if COZY_SERVER
2115 &&
2116 ((mon->owner && mon->owner->contr 2095 && ((mon->owner && mon->owner->contr
2117 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2096 && same_party (mon->owner->contr->party, op->contr->party))
2118#else
2119 && mon->owner == op 2097 || mon->owner == op)
2120#endif
2121 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2098 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2122 { 2099 {
2123 /* 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 */
2124 if (op->contr->braced) 2101 if (op->contr->braced)
2125 return; 2102 return false;
2103
2104 if (op->speed_left > 0.f)
2105 {
2106 --op->speed_left;
2126 2107
2127 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);
2128 push_ob (mon, dir, op); 2109 push_ob (mon, dir, op);
2110
2129 if (op->contr->tmp_invis || op->hide) 2111 if (op->contr->tmp_invis || op->hide)
2130 make_visible (op); 2112 make_visible (op);
2131 2113
2132 return; 2114 return true;
2133 } 2115 }
2116 else
2117 return false;
2118 }
2134 2119
2135 /* in certain circumstances, you shouldn't attack friendly 2120 /* in certain circumstances, you shouldn't attack friendly
2136 * creatures. Note that if you are braced, you can't push 2121 * creatures. Note that if you are braced, you can't push
2137 * 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
2138 * attack them either. 2123 * attack them either.
2139 */ 2124 */
2140 if ((mon->type == PLAYER || mon->enemy != op) && 2125 if ((mon->type == PLAYER || mon->enemy != op)
2141 (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))
2142#ifdef PROHIBIT_PLAYERKILL
2143 (op->contr->peaceful 2127 && ((op->contr->peaceful
2144 || (mon->type == PLAYER 2128 || (mon->type == PLAYER && mon->contr->peaceful))
2145 && mon->contr->
2146 peaceful)) &&
2147#else
2148 op->contr->peaceful &&
2149#endif
2150 !on_battleground)) 2129 && !on_battleground))
2130 {
2131 if (op->speed_left > 0.f)
2151 { 2132 {
2133 --op->speed_left;
2134
2152 if (!op->contr->braced) 2135 if (!op->contr->braced)
2153 { 2136 {
2154 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);
2155 push_ob (mon, dir, op); 2138 push_ob (mon, dir, op);
2156 } 2139 }
2157 else 2140 else
2158 new_draw_info (0, 0, op, "You withhold your attack"); 2141 new_draw_info (0, 0, op, "You withhold your attack");
2159 2142
2160 if (op->contr->tmp_invis || op->hide) 2143 if (op->contr->tmp_invis || op->hide)
2161 make_visible (op); 2144 make_visible (op);
2162 }
2163 2145
2146 return true;
2147 }
2148 }
2164 /* If the object is a boulder or other rollable object, then 2149 /* If the object is a boulder or other rollable object, then
2165 * 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.
2166 */ 2151 */
2167 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)
2168 { 2155 {
2156 --op->speed_left;
2157
2169 recursive_roll (mon, dir, op); 2158 recursive_roll (mon, dir, op);
2170 if (action_makes_visible (op)) 2159 if (action_makes_visible (op))
2171 make_visible (op); 2160 make_visible (op);
2172 }
2173 2161
2162 return true;
2163 }
2164 }
2174 /* Any generic living creature. Including things like doors. 2165 /* Any generic living creature. Including things like doors.
2175 * 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
2176 * and be living. Then, it must be one of the following: 2167 * and be living. Then, it must be one of the following:
2177 * 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
2178 * 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.
2179 */ 2170 */
2180 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2171 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2181 ((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)))
2182 { 2173 {
2183 2174 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2184 /* If the player hasn't hit something this tick, and does
2185 * so, give them speed boost based on weapon speed. Doing
2186 * it here is better than process_players2, which basically
2187 * incurred a 1 tick offset.
2188 */
2189 if (!op->contr->has_hit)
2190 { 2175 {
2191 op->speed_left += op->speed / op->contr->weapon_sp; 2176 --op->contr->weapon_sp_left;
2192
2193 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2194 }
2195 2177
2196 skill_attack (mon, op, 0, 0, 0); 2178 skill_attack (mon, op, 0, 0, 0);
2197
2198 /* If attacking another player, that player gets automatic
2199 * hitback, and doesn't loose luck either.
2200 * Disable hitback on the battleground or if the target is
2201 * the wiz.
2202 */
2203 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2204 {
2205 short luck = mon->stats.luck;
2206
2207 mon->contr->has_hit = 1;
2208 skill_attack (op, mon, 0, 0, 0);
2209 mon->stats.luck = luck;
2210 }
2211 2179
2212 if (action_makes_visible (op)) 2180 if (action_makes_visible (op))
2213 make_visible (op); 2181 make_visible (op);
2214 }
2215 } /* if player should attack something */
2216}
2217 2182
2218int 2183 return true;
2184 }
2185 }
2186
2187 return false;
2188}
2189
2190bool
2219move_player (object *op, int dir) 2191move_player (object *op, int dir)
2220{ 2192{
2221 int pick; 2193 int pick;
2222 2194
2223 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2195 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2237 op->facing = dir; 2209 op->facing = dir;
2238 2210
2239 if (op->hide) 2211 if (op->hide)
2240 do_hidden_move (op); 2212 do_hidden_move (op);
2241 2213
2214 bool retval;
2215
2242 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2216 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2243 /*nop */ ; 2217 retval = RESULT_INT (0);
2244 else if (op->contr->fire_on) 2218 else if (op->contr->fire_on)
2245 fire (op, dir); 2219 retval = fire (op, dir);
2246 else 2220 else
2247 { 2221 {
2248 move_player_attack (op, dir); 2222 retval = move_player_attack (op, dir);
2249 pick = check_pick (op); 2223 pick = check_pick (op);
2250 } 2224 }
2251 2225
2252 /* 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
2253 * server can handle repeat firing. 2227 * server can handle repeat firing.
2260 /* Update how the player looks. Use the facing, so direction may 2234 /* Update how the player looks. Use the facing, so direction may
2261 * get reset to zero. This allows for full animation capabilities 2235 * get reset to zero. This allows for full animation capabilities
2262 * for players. 2236 * for players.
2263 */ 2237 */
2264 animate_object (op, op->facing); 2238 animate_object (op, op->facing);
2265 return 0; 2239
2240 return retval;
2266} 2241}
2267 2242
2268/* 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
2269 * new client/server stuff. 2244 * new client/server stuff.
2270 * 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
2271 * the new speed values for commands. 2246 * the new speed values for commands.
2272 * 2247 *
2273 * 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.
2274 */ 2251 */
2275int 2252bool
2276handle_newcs_player (object *op) 2253handle_newcs_player (object *op)
2277{ 2254{
2278 if (QUERY_FLAG (op, FLAG_SCARED)) 2255 if (QUERY_FLAG (op, FLAG_SCARED))
2279 { 2256 {
2280 flee_player (op); 2257 if (op->speed_left > 0.f)
2281 /* If player is still scared, that is his action for this tick */
2282 if (QUERY_FLAG (op, FLAG_SCARED))
2283 { 2258 {
2284 op->speed_left--; 2259 --op->speed_left;
2260 flee_player (op);
2261
2285 return 0; 2262 return true;
2286 } 2263 }
2264 else
2265 return false;
2287 } 2266 }
2288 2267
2289 /* 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
2290 * the players time has been increased when doericserver has been 2269 * the players time has been increased when doericserver has been
2291 * called, so we recheck it here. 2270 * called, so we recheck it here.
2292 */ 2271 */
2293 if (op->contr->ns->handle_command ()) 2272 if (op->contr->ns->handle_command ())
2294 return 1; 2273 return true;
2295 2274
2296 if (op->speed_left > 0)
2297 {
2298 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2275 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2299 {
2300 /* All move commands take 1 tick, at least for now */
2301 op->speed_left--;
2302
2303 /* Instead of all the stuff below, let move_player take care
2304 * of it. Also, some of the skill stuff is only put in
2305 * there, as well as the confusion stuff.
2306 */
2307 move_player (op, op->direction); 2276 return move_player (op, op->direction);
2308 2277
2309 return op->speed_left > 0;
2310 }
2311 }
2312
2313 return 0; 2278 return false;
2314} 2279}
2315 2280
2316int 2281int
2317save_life (object *op) 2282save_life (object *op)
2318{ 2283{
2584 } 2549 }
2585 2550
2586 /* Digestion */ 2551 /* Digestion */
2587 if (--op->last_eat < 0) 2552 if (--op->last_eat < 0)
2588 { 2553 {
2589#ifdef COZY_SERVER
2590 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2591 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2592#else
2593 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;
2594#endif
2595 2555
2596 if (op->contr->gen_hp > 0) 2556 if (op->contr->gen_hp > 0)
2597 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);
2598 else 2558 else
2599 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2559 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2944 object *force; 2904 object *force;
2945 int at; 2905 int at;
2946 2906
2947 force = get_archetype (FORCE_NAME); 2907 force = get_archetype (FORCE_NAME);
2948 /* 50 ticks should be enough time for the spell to abate */ 2908 /* 50 ticks should be enough time for the spell to abate */
2949 force->speed = 0.1; 2909 force->speed = 0.1f;
2950 force->speed_left = -5.0; 2910 force->speed_left = -5.f;
2951 SET_FLAG (force, FLAG_APPLIED); 2911 SET_FLAG (force, FLAG_APPLIED);
2952 for (at = 0; at < NROFATTACKS; at++) 2912 for (at = 0; at < NROFATTACKS; at++)
2953 if (will_kill_again & (1 << at)) 2913 if (will_kill_again & (1 << at))
2954 force->resist[at] = 100; 2914 force->resist[at] = 100;
2955 2915
3076} 3036}
3077 3037
3078int 3038int
3079is_true_undead (object *op) 3039is_true_undead (object *op)
3080{ 3040{
3081 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3041 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3082 return 1; 3042 return 1;
3083 3043
3084 return 0; 3044 return 0;
3085} 3045}
3086 3046
3130/* For Hidden creatures - a chance of becoming 'unhidden' 3090/* For Hidden creatures - a chance of becoming 'unhidden'
3131 * every time they move - as we subtract off 'invisibility' 3091 * every time they move - as we subtract off 'invisibility'
3132 * AND, for players, if they move into a ridiculously unhideable 3092 * AND, for players, if they move into a ridiculously unhideable
3133 * spot (surrounded by clear terrain in broad daylight). -b.t. 3093 * spot (surrounded by clear terrain in broad daylight). -b.t.
3134 */ 3094 */
3135
3136void 3095void
3137do_hidden_move (object *op) 3096do_hidden_move (object *op)
3138{ 3097{
3139 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3098 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3140 object *skop; 3099 object *skop;
3257 * a blocked los square. 3216 * a blocked los square.
3258 * we use the archetype to figure out offsets. 3217 * we use the archetype to figure out offsets.
3259 */ 3218 */
3260 while (op) 3219 while (op)
3261 { 3220 {
3262 dx = rv.distance_x + op->arch->clone.x; 3221 dx = rv.distance_x + op->arch->x;
3263 dy = rv.distance_y + op->arch->clone.y; 3222 dy = rv.distance_y + op->arch->y;
3264 3223
3265 /* only the viewable area the player sees is updated by LOS 3224 /* only the viewable area the player sees is updated by LOS
3266 * 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
3267 * for any meaningful values. 3226 * for any meaningful values.
3268 */ 3227 */
3393 /* 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]); */
3394 return; 3353 return;
3395 } 3354 }
3396 3355
3397 /* everything seems okay - now bring on the gift: */ 3356 /* everything seems okay - now bring on the gift: */
3398 item = &(tr->item->clone); 3357 item = tr->item;
3399 3358
3400 if (item->type == SPELL) 3359 if (item->type == SPELL)
3401 { 3360 {
3402 if (check_spell_known (who, item->name)) 3361 if (check_spell_known (who, item->name))
3403 return; 3362 return;
3463 /* forces in the treasurelist can alter the player's stats */ 3422 /* forces in the treasurelist can alter the player's stats */
3464 object *skin; 3423 object *skin;
3465 3424
3466 /* first get the dragon skin force */ 3425 /* first get the dragon skin force */
3467 shstr_cmp dragon_skin_force ("dragon_skin_force"); 3426 shstr_cmp dragon_skin_force ("dragon_skin_force");
3468 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)
3469 ; 3428 ;
3470 3429
3471 if (!skin) 3430 if (!skin)
3472 return; 3431 return;
3473 3432

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