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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 1.152 by root, Sun Jul 1 05:00:20 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
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License 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
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 25#include <sproto.h>
28#include <sounds.h> 26#include <sounds.h>
29#include <living.h> 27#include <living.h>
30#include <object.h> 28#include <object.h>
31#include <spells.h> 29#include <spells.h>
158 op->x = -1; 156 op->x = -1;
159 op->y = -1; 157 op->y = -1;
160} 158}
161 159
162void 160void
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 () 161player::activate ()
177{ 162{
178 if (active) 163 if (active)
179 return; 164 return;
180 165
182 ob->remove (); 167 ob->remove ();
183 ob->map = 0; 168 ob->map = 0;
184 ob->activate_recursive (); 169 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY); 170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob); 171 add_friendly_object (ob);
187 enter_map ();
188} 172}
189 173
190void 174void
191player::deactivate () 175player::deactivate ()
192{ 176{
208 192
209 players.erase (this); 193 players.erase (this);
210} 194}
211 195
212// connect the player with a specific client 196// connect the player with a specific client
213// also changed, rationalises, and fixes some incorrect settings 197// also changes, rationalises, and fixes some incorrect settings
214void 198void
215player::connect (client *ns) 199player::connect (client *ns)
216{ 200{
217 this->ns = ns; 201 this->ns = ns;
218 ns->pl = this; 202 ns->pl = this;
222 ob->close_container (); //TODO: client-specific 206 ob->close_container (); //TODO: client-specific
223 207
224 ns->update_look = 0; 208 ns->update_look = 0;
225 ns->look_position = 0; 209 ns->look_position = 0;
226 210
227 clear_los (ob); 211 clear_los (this);
228 212
229 ns->reset_stats (); 213 ns->reset_stats ();
230 214
231 /* make sure he's a player -- needed because of class change. */ 215 /* make sure he's a player -- needed because of class change. */
232 ob->type = PLAYER; // we are paranoid 216 ob->type = PLAYER; // we are paranoid
233 ob->race = ob->arch->clone.race; 217 ob->race = ob->arch->race;
234 218
235 ob->carrying = sum_weight (ob); 219 ob->carrying = sum_weight (ob);
236 link_player_skills (ob); 220 link_player_skills (ob);
237 221
238 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
239 223
240 assign (title, ob->arch->clone.name); 224 assign (title, ob->arch->object::name);
241 225
242 /* if it's a dragon player, set the correct title here */ 226 /* if it's a dragon player, set the correct title here */
243 if (is_dragon_pl (ob)) 227 if (is_dragon_pl (ob))
244 { 228 {
245 object *tmp, *abil = 0, *skin = 0; 229 object *tmp, *abil = 0, *skin = 0;
247 shstr_cmp dragon_ability_force ("dragon_ability_force"); 231 shstr_cmp dragon_ability_force ("dragon_ability_force");
248 shstr_cmp dragon_skin_force ("dragon_skin_force"); 232 shstr_cmp dragon_skin_force ("dragon_skin_force");
249 233
250 for (tmp = ob->inv; tmp; tmp = tmp->below) 234 for (tmp = ob->inv; tmp; tmp = tmp->below)
251 if (tmp->type == FORCE) 235 if (tmp->type == FORCE)
252 if (tmp->arch->name == dragon_ability_force) 236 if (tmp->arch->archname == dragon_ability_force)
253 abil = tmp; 237 abil = tmp;
254 else if (tmp->arch->name == dragon_skin_force) 238 else if (tmp->arch->archname == dragon_skin_force)
255 skin = tmp; 239 skin = tmp;
256 240
257 set_dragon_name (ob, abil, skin); 241 set_dragon_name (ob, abil, skin);
258 } 242 }
259 243
260 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 244 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
261 245
262 esrv_new_player (this, ob->weight + ob->carrying); 246 esrv_new_player (this, ob->weight + ob->carrying);
263 247
248 ob->flag [FLAG_READY_WEAPON] = false;
249 ob->flag [FLAG_READY_SKILL] = false;
250 ob->flag [FLAG_READY_BOW] = false;
251
252 for (object *op = ob->inv; op; op = op->below)
253 if (op->flag [FLAG_APPLIED])
254 switch (op->type)
255 {
256 case SKILL:
257 ob->flag [FLAG_APPLIED] = false;
258 break;
259
260 case WAND:
261 case ROD:
262 case HORN:
263 case BOW:
264 ranged_ob = op;
265 break;
266
267 case WEAPON:
268 combat_ob = op;
269 break;
270 }
271
272 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
264 ob->update_stats (); 273 ob->update_stats ();
274
265 ns->floorbox_update (); 275 ns->floorbox_update ();
266
267 esrv_send_inventory (ob, ob); 276 esrv_send_inventory (ob, ob);
268 esrv_add_spells (this, 0); 277 esrv_add_spells (this, 0);
269 278
270 activate (); 279 activate ();
271 280
292 ns = 0; 301 ns = 0;
293 } 302 }
294 303
295 if (ob) 304 if (ob)
296 ob->close_container (); //TODO: client-specific 305 ob->close_container (); //TODO: client-specific
306
307 observe = ob;
297 308
298 deactivate (); 309 deactivate ();
299} 310}
300 311
301// the need for this function can be explained 312// the need for this function can be explained
302// by load_object not returning the object 313// by load_object not returning the object
303void 314void
304player::set_object (object *op) 315player::set_object (object *op)
305{ 316{
306 ob = op; 317 ob = observe = op;
307 ob->contr = this; /* this aren't yet in archetype */ 318 ob->contr = this; /* this aren't yet in archetype */
308 319
309 ob->speed_left = 0.5;
310 ob->speed = 1.0; 320 ob->speed = 1.0f;
321 ob->speed_left = 0.5f;
322
311 ob->direction = 5; /* So player faces south */ 323 ob->direction = 5; /* So player faces south */
324}
325
326void
327player::set_observe (object *op)
328{
329 observe = op ? op : ob;
330 do_los = 1;
312} 331}
313 332
314player::player () 333player::player ()
315{ 334{
316 /* There are some elements we want initialised to non zero value - 335 /* There are some elements we want initialised to non zero value -
327 petmode = pet_normal; 346 petmode = pet_normal;
328 listening = 10; 347 listening = 10;
329 usekeys = containers; 348 usekeys = containers;
330 peaceful = 1; /* default peaceful */ 349 peaceful = 1; /* default peaceful */
331 do_los = 1; 350 do_los = 1;
351
352 weapon_sp = 1.0f;
353 weapon_sp_left = 0.5f;
332} 354}
333 355
334void 356void
335player::do_destroy () 357player::do_destroy ()
336{ 358{
341 if (ob) 363 if (ob)
342 { 364 {
343 ob->destroy_inv (false); 365 ob->destroy_inv (false);
344 ob->destroy (); 366 ob->destroy ();
345 } 367 }
368
369 ob = observe = 0;
346} 370}
347 371
348player::~player () 372player::~player ()
349{ 373{
350 /* Clear item stack */ 374 /* Clear item stack */
377 * Note: there MUST be at least one player archetype! 401 * Note: there MUST be at least one player archetype!
378 */ 402 */
379archetype * 403archetype *
380get_player_archetype (archetype *at) 404get_player_archetype (archetype *at)
381{ 405{
382 archetype *start = at; 406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
383 407
384 for (;;) 408 for (;;)
385 { 409 {
386 if (at == NULL || at->next == NULL) 410 if (++i == archetypes.end ())
387 at = first_archetype; 411 i = archetypes.begin ();
388 else 412 else if (*i == at)
389 at = at->next; 413 cleanup ("not a single player archetype found");
390 414
391 if (at->clone.type == PLAYER) 415 if ((*i)->type == PLAYER)
392 return at; 416 return *i;
393
394 if (at == start)
395 {
396 LOG (llevError, "No Player archetypes\n");
397 exit (-1);
398 }
399 } 417 }
400} 418}
401 419
402object * 420object *
403get_nearest_player (object *mon) 421get_nearest_player (object *mon)
769} 787}
770 788
771void 789void
772object::roll_stats () 790object::roll_stats ()
773{ 791{
774 int statsort [7]; 792 int statsort [NUM_STATS];
775 793
776 for (;;) 794 for (;;)
777 { 795 {
778 int sum = 0; 796 int sum = 0;
779 for (int i = 7; i--; ) 797 for (int i = NUM_STATS; i--; )
780 sum += statsort [i] = roll_stat (); 798 sum += statsort [i] = roll_stat ();
781 799
782 if (sum >= 82 && sum <= 116) 800 if (sum >= 82 && sum <= 116)
783 break; 801 break;
784 } 802 }
785 803
786 // Sort the stats so that rerolling is easier... 804 // Sort the stats so that rerolling is easier...
787 std::sort (statsort, statsort + 7, std::greater<int>()); 805 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
788 806
807 for (int i = 0; i < NUM_STATS; ++i)
789 stats.Str = statsort[0]; 808 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];
796 809
797 stats.exp = 0; 810 stats.exp = 0;
798 stats.ac = 0; 811 stats.ac = 0;
799 812
800 stats.hp = stats.maxhp; 813 stats.hp = stats.maxhp;
812} 825}
813 826
814void 827void
815object::swap_stats (int a, int b) 828object::swap_stats (int a, int b)
816{ 829{
817 int tmp = get_attr_value (&contr->orig_stats, a); 830 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);
820 831
832 for (int i = 0; i < NUM_STATS; ++i)
821 stats.Str = contr->orig_stats.Str; 833 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;
828 834
829 //TODO: the following code looks so borked and should, at the very least, 835 //TODO: the following code looks so borked and should, at the very least,
830 // be merged with the similar code in roll_stats 836 // be merged with the similar code in roll_stats
831 stats.ac = 0; 837 stats.ac = 0;
832 838
905 if (*first_map_ext_path) 911 if (*first_map_ext_path)
906 { 912 {
907 object *tmp; 913 object *tmp;
908 char mapname[MAX_BUF]; 914 char mapname[MAX_BUF];
909 915
910 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name); 916 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
911 tmp = object::create (); 917 tmp = object::create ();
912 EXIT_PATH (tmp) = mapname; 918 EXIT_PATH (tmp) = mapname;
913 EXIT_X (tmp) = ob->x; 919 EXIT_X (tmp) = ob->x;
914 EXIT_Y (tmp) = ob->y; 920 EXIT_Y (tmp) = ob->y;
915 ob->enter_exit (tmp); /* we don't really care if it succeeded; 921 ob->enter_exit (tmp); /* we don't really care if it succeeded;
934 int x = ob->x, y = ob->y; 940 int x = ob->x, y = ob->y;
935 941
936 ob->remove_statbonus (); 942 ob->remove_statbonus ();
937 ob->remove (); 943 ob->remove ();
938 ob->arch = get_player_archetype (ob->arch); 944 ob->arch = get_player_archetype (ob->arch);
939 ob->arch->clone.copy_to (ob); 945 ob->arch->copy_to (ob);
940 ob->instantiate (); 946 ob->instantiate ();
941 ob->stats = ob->contr->orig_stats; 947 ob->stats = ob->contr->orig_stats;
942 ob->name = ob->name_pl = name; 948 ob->name = ob->name_pl = name;
943 ob->x = x; 949 ob->x = x;
944 ob->y = y; 950 ob->y = y;
945 SET_ANIMATION (ob, 2); /* So player faces south */ 951 SET_ANIMATION (ob, 2); /* So player faces south */
946 insert_ob_in_map (ob, ob->map, ob, 0); 952 insert_ob_in_map (ob, ob->map, ob, 0);
947 assign (ob->contr->title, ob->arch->clone.name); 953 assign (ob->contr->title, ob->arch->object::name);
948 ob->add_statbonus (); 954 ob->add_statbonus ();
949 } 955 }
950 while (!allowed_class (ob)); 956 while (!allowed_class (ob));
951 957
952 update_object (ob, UP_OBJ_FACE); 958 update_object (ob, UP_OBJ_FACE);
1009 /* Cornered, get rid of scared */ 1015 /* Cornered, get rid of scared */
1010 CLEAR_FLAG (op, FLAG_SCARED); 1016 CLEAR_FLAG (op, FLAG_SCARED);
1011 op->enemy = NULL; 1017 op->enemy = NULL;
1012} 1018}
1013 1019
1014
1015/* check_pick sees if there is stuff to be picked up/picks up stuff. 1020/* 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 1021 * It returns 1 if the player should keep on moving, 0 if he should
1017 * stop. 1022 * stop.
1018 */ 1023 */
1019int 1024int
1020check_pick (object *op) 1025check_pick (object *op)
1021{ 1026{
1098 if (tmp->name != NULL) 1103 if (tmp->name != NULL)
1099 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 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)))); 1105 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1101 else 1106 else
1102 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 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)))); 1108 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1104 1109
1105 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1106 } 1111 }
1107 1112
1108 /* philosophy: 1113 /* philosophy:
1301 /* careful: chairs and tables are weapons! */ 1306 /* careful: chairs and tables are weapons! */
1302 if (op->contr->mode & PU_ALLWEAPON) 1307 if (op->contr->mode & PU_ALLWEAPON)
1303 { 1308 {
1304 if (tmp->type == WEAPON && tmp->name != NULL) 1309 if (tmp->type == WEAPON && tmp->name != NULL)
1305 { 1310 {
1306 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1311 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1307 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1312 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1308 { 1313 {
1309 pick_up (op, tmp); 1314 pick_up (op, tmp);
1310 continue; 1315 continue;
1311 } 1316 }
1312 } 1317 }
1313 1318
1314 if (tmp->type == WEAPON && tmp->name == NULL) 1319 if (tmp->type == WEAPON && tmp->name == NULL)
1315 { 1320 {
1316 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1321 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1317 { 1322 {
1318 pick_up (op, tmp); 1323 pick_up (op, tmp);
1319 continue; 1324 continue;
1320 } 1325 }
1321 } 1326 }
1346 if (tmp->name != NULL) 1351 if (tmp->name != NULL)
1347 { 1352 {
1348 fprintf (stderr, "%s", tmp->name); 1353 fprintf (stderr, "%s", tmp->name);
1349 } 1354 }
1350 else 1355 else
1351 fprintf (stderr, "%s", tmp->arch->name); 1356 fprintf (stderr, "%s", tmp->arch->archname);
1352 fprintf (stderr, ",%d] = ", tmp->type); 1357 fprintf (stderr, ",%d] = ", tmp->type);
1353 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1358 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1354#endif 1359#endif
1355 continue; 1360 continue;
1356 } 1361 }
1426 else 1431 else
1427 { 1432 {
1428 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1433 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1429 { 1434 {
1430 attacktype = 1 << attacknum; 1435 attacktype = 1 << attacknum;
1431 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1436 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1432 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1437 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1433 { 1438 {
1434 tmp = arrow; 1439 tmp = arrow;
1435 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1440 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1436 } 1441 }
1437 } 1442 }
1438 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1439 { 1444 {
1440 tmp = arrow; 1445 tmp = arrow;
1533 */ 1538 */
1534int 1539int
1535fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1540fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1536{ 1541{
1537 object *left, *bow; 1542 object *left, *bow;
1538 int bowspeed, mflags; 1543 int mflags;
1539 maptile *m; 1544 maptile *m;
1540 1545
1541 if (!dir) 1546 if (!dir)
1542 { 1547 {
1543 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1548 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1544 return 0; 1549 return 0;
1545 } 1550 }
1546 1551
1547 if (player *pl = op->contr) 1552 if (op->contr)
1548 { 1553 bow = op->current_weapon;
1549 bow = pl->ranged_ob;
1550 op->set_weapon (bow);
1551 }
1552 else 1554 else
1553 { 1555 {
1554 for (bow = op->inv; bow; bow = bow->below) 1556 for (bow = op->inv; bow; bow = bow->below)
1555 /* Don't check for applied - monsters don't apply bows - in that way, they 1557 /* 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. 1558 * don't need to switch back and forth between bows and weapons.
1577 { 1579 {
1578 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1580 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1579 return 0; 1581 return 0;
1580 } 1582 }
1581 1583
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) 1584 if (arrow == NULL)
1592 { 1585 {
1593 if ((arrow = find_arrow (op, bow->race)) == NULL) 1586 if ((arrow = find_arrow (op, bow->race)) == NULL)
1594 { 1587 {
1595 if (op->type == PLAYER) 1588 if (op->type == PLAYER)
1629 1622
1630 arrow->set_owner (op); 1623 arrow->set_owner (op);
1631 arrow->skill = bow->skill; 1624 arrow->skill = bow->skill;
1632 arrow->direction = dir; 1625 arrow->direction = dir;
1633 1626
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 */ 1627 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1643 arrow->stats.hp = arrow->stats.dam; 1628 arrow->stats.hp = arrow->stats.dam;
1644 arrow->stats.grace = arrow->attacktype; 1629 arrow->stats.grace = arrow->attacktype;
1645 1630
1646 if (arrow->slaying) 1631 if (arrow->slaying)
1647 arrow->spellarg = strdup (arrow->slaying); 1632 arrow->spellarg = strdup (arrow->slaying);
1648 1633
1649 arrow->stats.dam += op->stats.dam + arrow->magic; 1634#if 0
1635 if (player *pl = op->contr)
1636 {
1637 float speed = pl->weapon_sp;
1638
1639 /* penalize ROF for bestarrow */
1640 if (pl->bowtype == bow_bestarrow)
1641 speed *= .9f;
1642 else
1643 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1644
1645 op->speed_left += speed - op->speed;
1646 }
1647#endif
1648
1649 SET_ANIMATION (arrow, arrow->direction);
1650 1650
1651 /* update the speed */ 1651 /* update the speed */
1652 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1652 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; 1653 + bow->stats.dam / 7.f;
1654 1654
1655 arrow->set_speed (max (arrow->speed, 1.0)); 1655 arrow->set_speed (max (arrow->speed, 2.f));
1656 arrow->speed_left = 0; 1656 arrow->speed_left = 0;
1657 1657
1658 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1658 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1659 1659
1660 if (op->type == PLAYER) 1660 if (op->type == PLAYER)
1661 { 1661 {
1662 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1662 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1663 arrow->stats.wc -= dex_bonus[op->stats.Dex]; 1663 wc -= dex_bonus[op->stats.Dex];
1664 1664
1665 if (!arrow->slaying) 1665 if (!arrow->slaying)
1666 arrow->slaying = op->slaying; 1666 arrow->slaying = op->slaying;
1667
1668 arrow->attacktype |= op->attacktype;
1667 } 1669 }
1668 else 1670 else
1669 { 1671 {
1670 arrow->level = op->level; 1672 arrow->level = op->level;
1671 arrow->stats.wc -= bow->magic; 1673 arrow->stats.wc -= bow->magic;
1672 1674
1673 if (!arrow->slaying) 1675 if (!arrow->slaying)
1674 arrow->slaying = bow->slaying; 1676 arrow->slaying = bow->slaying;
1675 }
1676 1677
1677 arrow->stats.wc -= arrow->level;
1678
1679 arrow->attacktype |= bow->attacktype; 1678 arrow->attacktype |= bow->attacktype;
1679 }
1680 1680
1681 wc -= arrow->level;
1682 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1683
1684 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1681 arrow->move_type = MOVE_FLY_LOW; 1685 arrow->move_type = MOVE_FLY_LOW;
1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1686 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1683 1687
1684 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1688 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1685 m->insert (arrow, sx, sy, op); 1689 m->insert (arrow, sx, sy, op);
1740 } 1744 }
1741 1745
1742 return ret; 1746 return ret;
1743} 1747}
1744 1748
1745
1746/* Fires a misc (wand/rod/horn) object in 'dir'. 1749/* Fires a misc (wand/rod/horn) object in 'dir'.
1747 * Broken apart from 'fire' to keep it more readable. 1750 * Broken apart from 'fire' to keep it more readable.
1748 */ 1751 */
1749void 1752void
1750fire_misc_object (object *op, int dir) 1753fire_misc_object (object *op, int dir)
1761 { 1764 {
1762 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1765 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1763 return; 1766 return;
1764 } 1767 }
1765 1768
1766 op->set_weapon (item); 1769 if (!op->change_weapon (item))
1770 return;
1767 1771
1768 if (item->type == WAND) 1772 if (item->type == WAND)
1769 { 1773 {
1770 if (item->stats.food <= 0) 1774 if (item->stats.food <= 0)
1771 { 1775 {
1800 object *tmp; 1804 object *tmp;
1801 1805
1802 if (item->arch) 1806 if (item->arch)
1803 { 1807 {
1804 CLEAR_FLAG (item, FLAG_ANIMATE); 1808 CLEAR_FLAG (item, FLAG_ANIMATE);
1805 item->face = item->arch->clone.face; 1809 item->face = item->arch->face;
1806 item->set_speed (0); 1810 item->set_speed (0);
1807 } 1811 }
1808 1812
1809 if ((tmp = item->in_player ())) 1813 if ((tmp = item->in_player ()))
1810 esrv_update_item (UPD_ANIM, tmp, item); 1814 esrv_update_item (UPD_ANIM, tmp, item);
1815 } 1819 }
1816} 1820}
1817 1821
1818/* Received a fire command for the player - go and do it. 1822/* Received a fire command for the player - go and do it.
1819 */ 1823 */
1820void 1824bool
1821fire (object *op, int dir) 1825fire (object *op, int dir)
1822{ 1826{
1823 int spellcost = 0; 1827 int spellcost = 0;
1824 1828
1825 /* check for loss of invisiblity/hide */ 1829 /* check for loss of invisiblity/hide */
1829 player *pl = op->contr; 1833 player *pl = op->contr;
1830 1834
1831 if (pl->golem) 1835 if (pl->golem)
1832 { 1836 {
1833 control_golem (op->contr->golem, dir); 1837 control_golem (op->contr->golem, dir);
1834 return; 1838 return false;
1835 } 1839 }
1836 1840
1837 object *ob = pl->ranged_ob; 1841 object *ob = pl->ranged_ob;
1838 1842
1839 if (!ob) 1843 if (!ob)
1840 return; 1844 return false;
1845
1846 if (!op->change_weapon (ob))
1847 return false;
1848
1849 if (op->speed_left > 0.f)
1850 --op->speed_left;
1851 else
1852 return false;
1841 1853
1842 switch (ob->type) 1854 switch (ob->type)
1843 { 1855 {
1844 case BOW: 1856 case BOW:
1845 player_fire_bow (op, dir); 1857 player_fire_bow (op, dir);
1852 case BUILDER: 1864 case BUILDER:
1853 apply_map_builder (op, dir); 1865 apply_map_builder (op, dir);
1854 break; 1866 break;
1855 1867
1856 case SKILL: 1868 case SKILL:
1857 case SKILL_TOOL:
1858 do_skill (op, op, ob, dir, 0); 1869 do_skill (op, op, ob, dir, 0);
1859 break; 1870 break;
1860 1871
1861 default: 1872 default:
1862 fire_misc_object (op, dir); 1873 fire_misc_object (op, dir);
1863 break; 1874 break;
1864 } 1875 }
1876
1877 return true;
1865} 1878}
1866 1879
1867/* find_key 1880/* find_key
1868 * We try to find a key for the door as passed. If we find a key 1881 * 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 1882 * and successfully use it, we return the key, otherwise NULL
1956 * 0 otherwise 1969 * 0 otherwise
1957 */ 1970 */
1958static int 1971static int
1959player_attack_door (object *op, object *door) 1972player_attack_door (object *op, object *door)
1960{ 1973{
1961 /* If its a door, try to find a use a key. If we do destroy the door, 1974 /* 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 - 1975 * might as well return immediately as there is nothing more to do -
1963 * otherwise, we fall through to the rest of the code. 1976 * otherwise, we fall through to the rest of the code.
1964 */ 1977 */
1965 object *key = find_key (op, op, door); 1978 object *key = find_key (op, op, door);
1966 1979
1967 /* IF we found a key, do some extra work */ 1980 /* If we found a key, do some extra work */
1968 if (key) 1981 if (key)
1969 { 1982 {
1970 object *container = key->env; 1983 object *container = key->env;
1971 1984
1972 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1985 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2007 * It should keep the code cleaner. 2020 * It should keep the code cleaner.
2008 * When this is called, the players direction has been updated 2021 * When this is called, the players direction has been updated
2009 * (taking into account confusion.) The player is also actually 2022 * (taking into account confusion.) The player is also actually
2010 * going to try and move (not fire weapons). 2023 * going to try and move (not fire weapons).
2011 */ 2024 */
2012void 2025bool
2013move_player_attack (object *op, int dir) 2026move_player_attack (object *op, int dir)
2014{ 2027{
2015 object *tmp, *mon;
2016 int on_battleground; 2028 int on_battleground;
2017 maptile *m;
2018 2029
2019 sint16 nx = freearr_x[dir] + op->x; 2030 sint16 nx = freearr_x[dir] + op->x;
2020 sint16 ny = freearr_y[dir] + op->y; 2031 sint16 ny = freearr_y[dir] + op->y;
2021 2032
2022 on_battleground = op_on_battleground (op, 0, 0); 2033 on_battleground = op_on_battleground (op, 0, 0);
2034
2035 if (out_of_map (op->map, nx, ny))
2036 return false;
2037
2038 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2039 {
2040 --op->speed_left;
2041 return true;
2042 }
2023 2043
2024 /* If braced, or can't move to the square, and it is not out of the 2044 /* 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 2045 * 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 2046 * 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 2047 * 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 2048 * 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 2049 * 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 2050 * quite a bit of processing. However, it probably is less than what
2031 * move_ob uses. 2051 * move_ob uses.
2032 */ 2052 */
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); 2053 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 2054
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 2055 /* 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. 2056 * 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 2057 * if its a door or barrel (can roll) see if there may be monsters
2051 * on the space 2058 * on the space
2052 */ 2059 */
2053 while (tmp) 2060 object *mon;
2054 { 2061 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2055 if (tmp == op) 2062 {
2056 { 2063 if ((mon->flag [FLAG_ALIVE]
2057 tmp = tmp->above; 2064 || mon->type == LOCKED_DOOR
2058 continue; 2065 || mon->flag [FLAG_CAN_ROLL])
2059 }
2060
2061 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2062 {
2063 mon = tmp; 2066 && mon != op)
2064 break; 2067 break;
2065 } 2068 }
2066 2069
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 */ 2070 if (!mon) /* This happens anytime the player tries to move */
2074 return; /* into a wall */ 2071 return false; /* into a wall */
2075 2072
2076 if (mon->head)
2077 mon = mon->head; 2073 mon = mon->head_ ();
2078 2074
2079 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2075 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2076 if (op->contr->weapon_sp_left > 0.f)
2080 if (player_attack_door (op, mon)) 2077 if (player_attack_door (op, mon))
2078 {
2079 --op->contr->weapon_sp_left;
2081 return; 2080 return true;
2081 }
2082 2082
2083 /* The following deals with possibly attacking peaceful 2083 /* The following deals with possibly attacking peaceful
2084 * or frienddly creatures. Basically, all players are considered 2084 * or friendly creatures. Basically, all players are considered
2085 * unaggressive. If the moving player has peaceful set, then the 2085 * unaggressive. If the moving player has peaceful set, then the
2086 * object should be pushed instead of attacked. It is assumed that 2086 * object should be pushed instead of attacked. It is assumed that
2087 * if you are braced, you will not attack friends accidently, 2087 * if you are braced, you will not attack friends accidently,
2088 * and thus will not push them. 2088 * and thus will not push them.
2089 */ 2089 */
2090 2090
2091 /* If the creature is a pet, push it even if the player is not 2091 /* 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 2092 * peaceful. Our assumption is the creature is a pet if the
2093 * player owns it and it is either friendly or unagressive. 2093 * player owns it and it is either friendly or unagressive.
2094 */ 2094 */
2095 if ((op->type == PLAYER) 2095 if (op->type == PLAYER
2096#if COZY_SERVER
2097 &&
2098 ((mon->owner && mon->owner->contr 2096 && ((mon->owner && mon->owner->contr
2099 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2097 && same_party (mon->owner->contr->party, op->contr->party))
2100#else
2101 && mon->owner == op 2098 || mon->owner == op)
2102#endif
2103 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2099 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2104 { 2100 {
2105 /* If we're braced, we don't want to switch places with it */ 2101 /* If we're braced, we don't want to switch places with it */
2106 if (op->contr->braced) 2102 if (op->contr->braced)
2107 return; 2103 return false;
2104
2105 if (op->speed_left > 0.f)
2106 {
2107 --op->speed_left;
2108 2108
2109 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2109 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2110 push_ob (mon, dir, op); 2110 push_ob (mon, dir, op);
2111
2111 if (op->contr->tmp_invis || op->hide) 2112 if (op->contr->tmp_invis || op->hide)
2112 make_visible (op); 2113 make_visible (op);
2113 2114
2114 return; 2115 return true;
2115 } 2116 }
2117 else
2118 return false;
2119 }
2116 2120
2117 /* in certain circumstances, you shouldn't attack friendly 2121 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push 2122 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't 2123 * someone, but put it inside this loop so that you won't
2120 * attack them either. 2124 * attack them either.
2121 */ 2125 */
2122 if ((mon->type == PLAYER || mon->enemy != op) && 2126 if ((mon->type == PLAYER || mon->enemy != op)
2123 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2127 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2124#ifdef PROHIBIT_PLAYERKILL
2125 (op->contr->peaceful 2128 && ((op->contr->peaceful
2126 || (mon->type == PLAYER 2129 || (mon->type == PLAYER && mon->contr->peaceful))
2127 && mon->contr->
2128 peaceful)) &&
2129#else
2130 op->contr->peaceful &&
2131#endif
2132 !on_battleground)) 2130 && !on_battleground))
2131 {
2132 if (op->speed_left > 0.f)
2133 { 2133 {
2134 --op->speed_left;
2135
2134 if (!op->contr->braced) 2136 if (!op->contr->braced)
2135 { 2137 {
2136 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2138 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2137 push_ob (mon, dir, op); 2139 push_ob (mon, dir, op);
2138 } 2140 }
2139 else 2141 else
2140 new_draw_info (0, 0, op, "You withhold your attack"); 2142 new_draw_info (0, 0, op, "You withhold your attack");
2141 2143
2142 if (op->contr->tmp_invis || op->hide) 2144 if (op->contr->tmp_invis || op->hide)
2143 make_visible (op); 2145 make_visible (op);
2144 }
2145 2146
2147 return true;
2148 }
2149 }
2146 /* If the object is a boulder or other rollable object, then 2150 /* 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. 2151 * roll it if not braced. You can't roll it if you are braced.
2148 */ 2152 */
2149 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2153 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2154 {
2155 if (op->speed_left > 0.f)
2150 { 2156 {
2157 --op->speed_left;
2158
2151 recursive_roll (mon, dir, op); 2159 recursive_roll (mon, dir, op);
2152 if (action_makes_visible (op)) 2160 if (action_makes_visible (op))
2153 make_visible (op); 2161 make_visible (op);
2154 }
2155 2162
2163 return true;
2164 }
2165 }
2156 /* Any generic living creature. Including things like doors. 2166 /* Any generic living creature. Including things like doors.
2157 * Way it works is like this: First, it must have some hit points 2167 * 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: 2168 * 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 2169 * 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. 2170 * that party_number -1 is no party, so attacks can still happen.
2161 */ 2171 */
2162 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2172 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))) 2173 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2164 { 2174 {
2165 2175 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 { 2176 {
2173 op->speed_left += op->speed / op->contr->weapon_sp; 2177 --op->contr->weapon_sp_left;
2174
2175 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2176 }
2177 2178
2178 skill_attack (mon, op, 0, 0, 0); 2179 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 2180
2194 if (action_makes_visible (op)) 2181 if (action_makes_visible (op))
2195 make_visible (op); 2182 make_visible (op);
2196 }
2197 } /* if player should attack something */
2198}
2199 2183
2200int 2184 return true;
2185 }
2186 }
2187
2188 return false;
2189}
2190
2191bool
2201move_player (object *op, int dir) 2192move_player (object *op, int dir)
2202{ 2193{
2203 int pick; 2194 int pick;
2204 2195
2205 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2196 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2219 op->facing = dir; 2210 op->facing = dir;
2220 2211
2221 if (op->hide) 2212 if (op->hide)
2222 do_hidden_move (op); 2213 do_hidden_move (op);
2223 2214
2215 bool retval;
2216
2224 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2217 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2225 /*nop */ ; 2218 retval = RESULT_INT (0);
2226 else if (op->contr->fire_on) 2219 else if (op->contr->fire_on)
2227 fire (op, dir); 2220 retval = fire (op, dir);
2228 else 2221 else
2229 { 2222 {
2230 move_player_attack (op, dir); 2223 retval = move_player_attack (op, dir);
2231 pick = check_pick (op); 2224 pick = check_pick (op);
2232 } 2225 }
2233 2226
2234 /* Add special check for newcs players and fire on - this way, the 2227 /* Add special check for newcs players and fire on - this way, the
2235 * server can handle repeat firing. 2228 * server can handle repeat firing.
2242 /* Update how the player looks. Use the facing, so direction may 2235 /* Update how the player looks. Use the facing, so direction may
2243 * get reset to zero. This allows for full animation capabilities 2236 * get reset to zero. This allows for full animation capabilities
2244 * for players. 2237 * for players.
2245 */ 2238 */
2246 animate_object (op, op->facing); 2239 animate_object (op, op->facing);
2247 return 0; 2240
2241 return retval;
2248} 2242}
2249 2243
2250/* This is similar to handle_player, below, but is only used by the 2244/* This is similar to handle_player, below, but is only used by the
2251 * new client/server stuff. 2245 * new client/server stuff.
2252 * This is sort of special, in that the new client/server actually uses 2246 * This is sort of special, in that the new client/server actually uses
2253 * the new speed values for commands. 2247 * the new speed values for commands.
2254 * 2248 *
2255 * Returns true if there are more actions we can do. 2249 * Returns true if there are more actions we can do. Should not do
2250 * many actions in a row, as that would be too unfair to other
2251 * players.
2256 */ 2252 */
2257int 2253bool
2258handle_newcs_player (object *op) 2254handle_newcs_player (object *op)
2259{ 2255{
2260 if (QUERY_FLAG (op, FLAG_SCARED)) 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2261 { 2257 {
2262 flee_player (op); 2258 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 { 2259 {
2266 op->speed_left--; 2260 --op->speed_left;
2261 flee_player (op);
2262
2267 return 0; 2263 return true;
2268 } 2264 }
2265 else
2266 return false;
2269 } 2267 }
2270 2268
2271 /* call this here - we also will call this in do_ericserver, but 2269 /* call this here - we also will call this in do_ericserver, but
2272 * the players time has been increased when doericserver has been 2270 * the players time has been increased when doericserver has been
2273 * called, so we recheck it here. 2271 * called, so we recheck it here.
2274 */ 2272 */
2275 if (op->contr->ns->handle_command ()) 2273 if (op->contr->ns->handle_command ())
2276 return 1; 2274 return true;
2277 2275
2278 if (op->speed_left > 0)
2279 {
2280 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2276 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); 2277 return move_player (op, op->direction);
2290 2278
2291 return op->speed_left > 0;
2292 }
2293 }
2294
2295 return 0; 2279 return false;
2296} 2280}
2297 2281
2298int 2282int
2299save_life (object *op) 2283save_life (object *op)
2300{ 2284{
2566 } 2550 }
2567 2551
2568 /* Digestion */ 2552 /* Digestion */
2569 if (--op->last_eat < 0) 2553 if (--op->last_eat < 0)
2570 { 2554 {
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; 2555 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2576#endif
2577 2556
2578 if (op->contr->gen_hp > 0) 2557 if (op->contr->gen_hp > 0)
2579 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2558 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2580 else 2559 else
2581 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2560 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2926 object *force; 2905 object *force;
2927 int at; 2906 int at;
2928 2907
2929 force = get_archetype (FORCE_NAME); 2908 force = get_archetype (FORCE_NAME);
2930 /* 50 ticks should be enough time for the spell to abate */ 2909 /* 50 ticks should be enough time for the spell to abate */
2931 force->speed = 0.1; 2910 force->speed = 0.1f;
2932 force->speed_left = -5.0; 2911 force->speed_left = -5.f;
2933 SET_FLAG (force, FLAG_APPLIED); 2912 SET_FLAG (force, FLAG_APPLIED);
2934 for (at = 0; at < NROFATTACKS; at++) 2913 for (at = 0; at < NROFATTACKS; at++)
2935 if (will_kill_again & (1 << at)) 2914 if (will_kill_again & (1 << at))
2936 force->resist[at] = 100; 2915 force->resist[at] = 100;
2937 2916
3058} 3037}
3059 3038
3060int 3039int
3061is_true_undead (object *op) 3040is_true_undead (object *op)
3062{ 3041{
3063 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3042 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3064 return 1; 3043 return 1;
3065 3044
3066 return 0; 3045 return 0;
3067} 3046}
3068 3047
3112/* For Hidden creatures - a chance of becoming 'unhidden' 3091/* For Hidden creatures - a chance of becoming 'unhidden'
3113 * every time they move - as we subtract off 'invisibility' 3092 * every time they move - as we subtract off 'invisibility'
3114 * AND, for players, if they move into a ridiculously unhideable 3093 * AND, for players, if they move into a ridiculously unhideable
3115 * spot (surrounded by clear terrain in broad daylight). -b.t. 3094 * spot (surrounded by clear terrain in broad daylight). -b.t.
3116 */ 3095 */
3117
3118void 3096void
3119do_hidden_move (object *op) 3097do_hidden_move (object *op)
3120{ 3098{
3121 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3099 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3122 object *skop; 3100 object *skop;
3239 * a blocked los square. 3217 * a blocked los square.
3240 * we use the archetype to figure out offsets. 3218 * we use the archetype to figure out offsets.
3241 */ 3219 */
3242 while (op) 3220 while (op)
3243 { 3221 {
3244 dx = rv.distance_x + op->arch->clone.x; 3222 dx = rv.distance_x + op->arch->x;
3245 dy = rv.distance_y + op->arch->clone.y; 3223 dy = rv.distance_y + op->arch->y;
3246 3224
3247 /* only the viewable area the player sees is updated by LOS 3225 /* only the viewable area the player sees is updated by LOS
3248 * code, so we need to restrict ourselves to that range of values 3226 * code, so we need to restrict ourselves to that range of values
3249 * for any meaningful values. 3227 * for any meaningful values.
3250 */ 3228 */
3375 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3353 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3376 return; 3354 return;
3377 } 3355 }
3378 3356
3379 /* everything seems okay - now bring on the gift: */ 3357 /* everything seems okay - now bring on the gift: */
3380 item = &(tr->item->clone); 3358 item = tr->item;
3381 3359
3382 if (item->type == SPELL) 3360 if (item->type == SPELL)
3383 { 3361 {
3384 if (check_spell_known (who, item->name)) 3362 if (check_spell_known (who, item->name))
3385 return; 3363 return;
3445 /* forces in the treasurelist can alter the player's stats */ 3423 /* forces in the treasurelist can alter the player's stats */
3446 object *skin; 3424 object *skin;
3447 3425
3448 /* first get the dragon skin force */ 3426 /* first get the dragon skin force */
3449 shstr_cmp dragon_skin_force ("dragon_skin_force"); 3427 shstr_cmp dragon_skin_force ("dragon_skin_force");
3450 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3428 for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below)
3451 ; 3429 ;
3452 3430
3453 if (!skin) 3431 if (!skin)
3454 return; 3432 return;
3455 3433

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