ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.124 by root, Fri May 11 21:24:29 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 <sproto.h> 25#include <sproto.h>
27#include <sounds.h> 26#include <sounds.h>
157 op->x = -1; 156 op->x = -1;
158 op->y = -1; 157 op->y = -1;
159} 158}
160 159
161void 160void
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 () 161player::activate ()
176{ 162{
177 if (active) 163 if (active)
178 return; 164 return;
179 165
181 ob->remove (); 167 ob->remove ();
182 ob->map = 0; 168 ob->map = 0;
183 ob->activate_recursive (); 169 ob->activate_recursive ();
184 CLEAR_FLAG (ob, FLAG_FRIENDLY); 170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
185 add_friendly_object (ob); 171 add_friendly_object (ob);
186 enter_map ();
187} 172}
188 173
189void 174void
190player::deactivate () 175player::deactivate ()
191{ 176{
221 ob->close_container (); //TODO: client-specific 206 ob->close_container (); //TODO: client-specific
222 207
223 ns->update_look = 0; 208 ns->update_look = 0;
224 ns->look_position = 0; 209 ns->look_position = 0;
225 210
226 clear_los (ob); 211 clear_los (this);
227 212
228 ns->reset_stats (); 213 ns->reset_stats ();
229 214
230 /* make sure he's a player -- needed because of class change. */ 215 /* make sure he's a player -- needed because of class change. */
231 ob->type = PLAYER; // we are paranoid 216 ob->type = PLAYER; // we are paranoid
232 ob->race = ob->arch->clone.race; 217 ob->race = ob->arch->race;
233 218
234 ob->carrying = sum_weight (ob); 219 ob->carrying = sum_weight (ob);
235 link_player_skills (ob); 220 link_player_skills (ob);
236 221
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238 223
239 assign (title, ob->arch->clone.name); 224 assign (title, ob->arch->object::name);
240 225
241 /* if it's a dragon player, set the correct title here */ 226 /* if it's a dragon player, set the correct title here */
242 if (is_dragon_pl (ob)) 227 if (is_dragon_pl (ob))
243 { 228 {
244 object *tmp, *abil = 0, *skin = 0; 229 object *tmp, *abil = 0, *skin = 0;
246 shstr_cmp dragon_ability_force ("dragon_ability_force"); 231 shstr_cmp dragon_ability_force ("dragon_ability_force");
247 shstr_cmp dragon_skin_force ("dragon_skin_force"); 232 shstr_cmp dragon_skin_force ("dragon_skin_force");
248 233
249 for (tmp = ob->inv; tmp; tmp = tmp->below) 234 for (tmp = ob->inv; tmp; tmp = tmp->below)
250 if (tmp->type == FORCE) 235 if (tmp->type == FORCE)
251 if (tmp->arch->name == dragon_ability_force) 236 if (tmp->arch->archname == dragon_ability_force)
252 abil = tmp; 237 abil = tmp;
253 else if (tmp->arch->name == dragon_skin_force) 238 else if (tmp->arch->archname == dragon_skin_force)
254 skin = tmp; 239 skin = tmp;
255 240
256 set_dragon_name (ob, abil, skin); 241 set_dragon_name (ob, abil, skin);
257 } 242 }
258 243
259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 244 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
260 245
261 esrv_new_player (this, ob->weight + ob->carrying); 246 esrv_new_player (this, ob->weight + ob->carrying);
247
248 ob->flag [FLAG_READY_WEAPON] = false;
249 ob->flag [FLAG_READY_SKILL] = false;
250 ob->flag [FLAG_READY_BOW] = false;
262 251
263 for (object *op = ob->inv; op; op = op->below) 252 for (object *op = ob->inv; op; op = op->below)
264 if (op->flag [FLAG_APPLIED]) 253 if (op->flag [FLAG_APPLIED])
265 switch (op->type) 254 switch (op->type)
266 { 255 {
256 case SKILL:
257 ob->flag [FLAG_APPLIED] = false;
258 break;
259
267 case WAND: 260 case WAND:
268 case ROD: 261 case ROD:
269 case HORN: 262 case HORN:
270 case BOW: 263 case BOW:
271 case SKILL: 264 ranged_ob = op;
272 case SKILL_TOOL: 265 break;
266
273 case WEAPON: 267 case WEAPON:
274 apply_special (ob, op, AP_UNAPPLY); 268 combat_ob = op;
275 apply_special (ob, op, AP_APPLY);
276 break; 269 break;
277 } 270 }
278 271
272 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
279 ob->update_stats (); 273 ob->update_stats ();
274
280 ns->floorbox_update (); 275 ns->floorbox_update ();
281
282 esrv_send_inventory (ob, ob); 276 esrv_send_inventory (ob, ob);
283 esrv_add_spells (this, 0); 277 esrv_add_spells (this, 0);
284 278
285 activate (); 279 activate ();
286 280
307 ns = 0; 301 ns = 0;
308 } 302 }
309 303
310 if (ob) 304 if (ob)
311 ob->close_container (); //TODO: client-specific 305 ob->close_container (); //TODO: client-specific
306
307 observe = ob;
312 308
313 deactivate (); 309 deactivate ();
314} 310}
315 311
316// the need for this function can be explained 312// the need for this function can be explained
317// by load_object not returning the object 313// by load_object not returning the object
318void 314void
319player::set_object (object *op) 315player::set_object (object *op)
320{ 316{
321 ob = op; 317 ob = observe = op;
322 ob->contr = this; /* this aren't yet in archetype */ 318 ob->contr = this; /* this aren't yet in archetype */
323 319
324 ob->speed_left = 0.5;
325 ob->speed = 1.0; 320 ob->speed = 1.0f;
321 ob->speed_left = 0.5f;
322
326 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;
327} 331}
328 332
329player::player () 333player::player ()
330{ 334{
331 /* There are some elements we want initialised to non zero value - 335 /* There are some elements we want initialised to non zero value -
342 petmode = pet_normal; 346 petmode = pet_normal;
343 listening = 10; 347 listening = 10;
344 usekeys = containers; 348 usekeys = containers;
345 peaceful = 1; /* default peaceful */ 349 peaceful = 1; /* default peaceful */
346 do_los = 1; 350 do_los = 1;
351
352 weapon_sp = 1.0f;
353 weapon_sp_left = 0.5f;
347} 354}
348 355
349void 356void
350player::do_destroy () 357player::do_destroy ()
351{ 358{
356 if (ob) 363 if (ob)
357 { 364 {
358 ob->destroy_inv (false); 365 ob->destroy_inv (false);
359 ob->destroy (); 366 ob->destroy ();
360 } 367 }
368
369 ob = observe = 0;
361} 370}
362 371
363player::~player () 372player::~player ()
364{ 373{
365 /* Clear item stack */ 374 /* Clear item stack */
392 * Note: there MUST be at least one player archetype! 401 * Note: there MUST be at least one player archetype!
393 */ 402 */
394archetype * 403archetype *
395get_player_archetype (archetype *at) 404get_player_archetype (archetype *at)
396{ 405{
397 archetype *start = at; 406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
398 407
399 for (;;) 408 for (;;)
400 { 409 {
401 if (at == NULL || at->next == NULL) 410 if (++i == archetypes.end ())
402 at = first_archetype; 411 i = archetypes.begin ();
403 else 412 else if (*i == at)
404 at = at->next; 413 cleanup ("not a single player archetype found");
405 414
406 if (at->clone.type == PLAYER) 415 if ((*i)->type == PLAYER)
407 return at; 416 return *i;
408
409 if (at == start)
410 {
411 LOG (llevError, "No Player archetypes\n");
412 exit (-1);
413 }
414 } 417 }
415} 418}
416 419
417object * 420object *
418get_nearest_player (object *mon) 421get_nearest_player (object *mon)
784} 787}
785 788
786void 789void
787object::roll_stats () 790object::roll_stats ()
788{ 791{
789 int statsort [7]; 792 int statsort [NUM_STATS];
790 793
791 for (;;) 794 for (;;)
792 { 795 {
793 int sum = 0; 796 int sum = 0;
794 for (int i = 7; i--; ) 797 for (int i = NUM_STATS; i--; )
795 sum += statsort [i] = roll_stat (); 798 sum += statsort [i] = roll_stat ();
796 799
797 if (sum >= 82 && sum <= 116) 800 if (sum >= 82 && sum <= 116)
798 break; 801 break;
799 } 802 }
800 803
801 // Sort the stats so that rerolling is easier... 804 // Sort the stats so that rerolling is easier...
802 std::sort (statsort, statsort + 7, std::greater<int>()); 805 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
803 806
807 for (int i = 0; i < NUM_STATS; ++i)
804 stats.Str = statsort[0]; 808 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];
811 809
812 stats.exp = 0; 810 stats.exp = 0;
813 stats.ac = 0; 811 stats.ac = 0;
814 812
815 stats.hp = stats.maxhp; 813 stats.hp = stats.maxhp;
827} 825}
828 826
829void 827void
830object::swap_stats (int a, int b) 828object::swap_stats (int a, int b)
831{ 829{
832 int tmp = get_attr_value (&contr->orig_stats, a); 830 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);
835 831
832 for (int i = 0; i < NUM_STATS; ++i)
836 stats.Str = contr->orig_stats.Str; 833 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;
843 834
844 //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,
845 // be merged with the similar code in roll_stats 836 // be merged with the similar code in roll_stats
846 stats.ac = 0; 837 stats.ac = 0;
847 838
920 if (*first_map_ext_path) 911 if (*first_map_ext_path)
921 { 912 {
922 object *tmp; 913 object *tmp;
923 char mapname[MAX_BUF]; 914 char mapname[MAX_BUF];
924 915
925 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);
926 tmp = object::create (); 917 tmp = object::create ();
927 EXIT_PATH (tmp) = mapname; 918 EXIT_PATH (tmp) = mapname;
928 EXIT_X (tmp) = ob->x; 919 EXIT_X (tmp) = ob->x;
929 EXIT_Y (tmp) = ob->y; 920 EXIT_Y (tmp) = ob->y;
930 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;
949 int x = ob->x, y = ob->y; 940 int x = ob->x, y = ob->y;
950 941
951 ob->remove_statbonus (); 942 ob->remove_statbonus ();
952 ob->remove (); 943 ob->remove ();
953 ob->arch = get_player_archetype (ob->arch); 944 ob->arch = get_player_archetype (ob->arch);
954 ob->arch->clone.copy_to (ob); 945 ob->arch->copy_to (ob);
955 ob->instantiate (); 946 ob->instantiate ();
956 ob->stats = ob->contr->orig_stats; 947 ob->stats = ob->contr->orig_stats;
957 ob->name = ob->name_pl = name; 948 ob->name = ob->name_pl = name;
958 ob->x = x; 949 ob->x = x;
959 ob->y = y; 950 ob->y = y;
960 SET_ANIMATION (ob, 2); /* So player faces south */ 951 SET_ANIMATION (ob, 2); /* So player faces south */
961 insert_ob_in_map (ob, ob->map, ob, 0); 952 insert_ob_in_map (ob, ob->map, ob, 0);
962 assign (ob->contr->title, ob->arch->clone.name); 953 assign (ob->contr->title, ob->arch->object::name);
963 ob->add_statbonus (); 954 ob->add_statbonus ();
964 } 955 }
965 while (!allowed_class (ob)); 956 while (!allowed_class (ob));
966 957
967 update_object (ob, UP_OBJ_FACE); 958 update_object (ob, UP_OBJ_FACE);
1112 if (tmp->name != NULL) 1103 if (tmp->name != NULL)
1113 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 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)))); 1105 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1115 else 1106 else
1116 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 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)))); 1108 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1118 1109
1119 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1120 } 1111 }
1121 1112
1122 /* philosophy: 1113 /* philosophy:
1315 /* careful: chairs and tables are weapons! */ 1306 /* careful: chairs and tables are weapons! */
1316 if (op->contr->mode & PU_ALLWEAPON) 1307 if (op->contr->mode & PU_ALLWEAPON)
1317 { 1308 {
1318 if (tmp->type == WEAPON && tmp->name != NULL) 1309 if (tmp->type == WEAPON && tmp->name != NULL)
1319 { 1310 {
1320 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 &&
1321 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1312 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1322 { 1313 {
1323 pick_up (op, tmp); 1314 pick_up (op, tmp);
1324 continue; 1315 continue;
1325 } 1316 }
1326 } 1317 }
1327 1318
1328 if (tmp->type == WEAPON && tmp->name == NULL) 1319 if (tmp->type == WEAPON && tmp->name == NULL)
1329 { 1320 {
1330 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)
1331 { 1322 {
1332 pick_up (op, tmp); 1323 pick_up (op, tmp);
1333 continue; 1324 continue;
1334 } 1325 }
1335 } 1326 }
1360 if (tmp->name != NULL) 1351 if (tmp->name != NULL)
1361 { 1352 {
1362 fprintf (stderr, "%s", tmp->name); 1353 fprintf (stderr, "%s", tmp->name);
1363 } 1354 }
1364 else 1355 else
1365 fprintf (stderr, "%s", tmp->arch->name); 1356 fprintf (stderr, "%s", tmp->arch->archname);
1366 fprintf (stderr, ",%d] = ", tmp->type); 1357 fprintf (stderr, ",%d] = ", tmp->type);
1367 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))));
1368#endif 1359#endif
1369 continue; 1360 continue;
1370 } 1361 }
1440 else 1431 else
1441 { 1432 {
1442 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1433 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1443 { 1434 {
1444 attacktype = 1 << attacknum; 1435 attacktype = 1 << attacknum;
1445 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1436 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1446 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)
1447 { 1438 {
1448 tmp = arrow; 1439 tmp = arrow;
1449 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;
1450 } 1441 }
1451 } 1442 }
1452 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1453 { 1444 {
1454 tmp = arrow; 1445 tmp = arrow;
1547 */ 1538 */
1548int 1539int
1549fire_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)
1550{ 1541{
1551 object *left, *bow; 1542 object *left, *bow;
1552 int bowspeed, mflags; 1543 int mflags;
1553 maptile *m; 1544 maptile *m;
1554 1545
1555 if (!dir) 1546 if (!dir)
1556 { 1547 {
1557 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!");
1558 return 0; 1549 return 0;
1559 } 1550 }
1560 1551
1561 if (player *pl = op->contr) 1552 if (op->contr)
1562 { 1553 bow = op->current_weapon;
1563 bow = pl->ranged_ob;
1564 op->set_weapon (bow);
1565 }
1566 else 1554 else
1567 { 1555 {
1568 for (bow = op->inv; bow; bow = bow->below) 1556 for (bow = op->inv; bow; bow = bow->below)
1569 /* 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
1570 * 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.
1591 { 1579 {
1592 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);
1593 return 0; 1581 return 0;
1594 } 1582 }
1595 1583
1596 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1597
1598 /* penalize ROF for bestarrow */
1599 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1600 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1601
1602 if (bowspeed < 1)
1603 bowspeed = 1;
1604
1605 if (arrow == NULL) 1584 if (arrow == NULL)
1606 { 1585 {
1607 if ((arrow = find_arrow (op, bow->race)) == NULL) 1586 if ((arrow = find_arrow (op, bow->race)) == NULL)
1608 { 1587 {
1609 if (op->type == PLAYER) 1588 if (op->type == PLAYER)
1650 arrow->stats.grace = arrow->attacktype; 1629 arrow->stats.grace = arrow->attacktype;
1651 1630
1652 if (arrow->slaying) 1631 if (arrow->slaying)
1653 arrow->spellarg = strdup (arrow->slaying); 1632 arrow->spellarg = strdup (arrow->slaying);
1654 1633
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
1651 /* update the speed */
1652 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1653 + bow->stats.dam / 7.f;
1654
1655 arrow->set_speed (max (arrow->speed, 2.f));
1656 arrow->speed_left = 0;
1657
1658 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1659
1655 if (op->type == PLAYER) 1660 if (op->type == PLAYER)
1656 { 1661 {
1657 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1658 op->update_stats ();
1659 }
1660
1661 SET_ANIMATION (arrow, arrow->direction);
1662
1663 arrow->stats.dam += op->stats.dam + arrow->magic;
1664
1665 /* update the speed */
1666 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1667 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1668
1669 arrow->set_speed (max (arrow->speed, 1.0));
1670 arrow->speed_left = 0;
1671
1672 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1673
1674 if (op->type == PLAYER)
1675 {
1676 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1662 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1677 arrow->stats.wc -= dex_bonus[op->stats.Dex]; 1663 wc -= dex_bonus[op->stats.Dex];
1678 1664
1679 if (!arrow->slaying) 1665 if (!arrow->slaying)
1680 arrow->slaying = op->slaying; 1666 arrow->slaying = op->slaying;
1681 1667
1682 arrow->attacktype |= op->attacktype; 1668 arrow->attacktype |= op->attacktype;
1690 arrow->slaying = bow->slaying; 1676 arrow->slaying = bow->slaying;
1691 1677
1692 arrow->attacktype |= bow->attacktype; 1678 arrow->attacktype |= bow->attacktype;
1693 } 1679 }
1694 1680
1695 arrow->stats.wc -= arrow->level; 1681 wc -= arrow->level;
1682 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1696 1683
1684 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1697 arrow->move_type = MOVE_FLY_LOW; 1685 arrow->move_type = MOVE_FLY_LOW;
1698 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1686 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1699 1687
1700 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);
1701 m->insert (arrow, sx, sy, op); 1689 m->insert (arrow, sx, sy, op);
1756 } 1744 }
1757 1745
1758 return ret; 1746 return ret;
1759} 1747}
1760 1748
1761
1762/* Fires a misc (wand/rod/horn) object in 'dir'. 1749/* Fires a misc (wand/rod/horn) object in 'dir'.
1763 * Broken apart from 'fire' to keep it more readable. 1750 * Broken apart from 'fire' to keep it more readable.
1764 */ 1751 */
1765void 1752void
1766fire_misc_object (object *op, int dir) 1753fire_misc_object (object *op, int dir)
1777 { 1764 {
1778 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1765 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1779 return; 1766 return;
1780 } 1767 }
1781 1768
1782 op->set_weapon (item); 1769 if (!op->change_weapon (item))
1770 return;
1783 1771
1784 if (item->type == WAND) 1772 if (item->type == WAND)
1785 { 1773 {
1786 if (item->stats.food <= 0) 1774 if (item->stats.food <= 0)
1787 { 1775 {
1816 object *tmp; 1804 object *tmp;
1817 1805
1818 if (item->arch) 1806 if (item->arch)
1819 { 1807 {
1820 CLEAR_FLAG (item, FLAG_ANIMATE); 1808 CLEAR_FLAG (item, FLAG_ANIMATE);
1821 item->face = item->arch->clone.face; 1809 item->face = item->arch->face;
1822 item->set_speed (0); 1810 item->set_speed (0);
1823 } 1811 }
1824 1812
1825 if ((tmp = item->in_player ())) 1813 if ((tmp = item->in_player ()))
1826 esrv_update_item (UPD_ANIM, tmp, item); 1814 esrv_update_item (UPD_ANIM, tmp, item);
1831 } 1819 }
1832} 1820}
1833 1821
1834/* Received a fire command for the player - go and do it. 1822/* Received a fire command for the player - go and do it.
1835 */ 1823 */
1836void 1824bool
1837fire (object *op, int dir) 1825fire (object *op, int dir)
1838{ 1826{
1839 int spellcost = 0; 1827 int spellcost = 0;
1840 1828
1841 /* check for loss of invisiblity/hide */ 1829 /* check for loss of invisiblity/hide */
1845 player *pl = op->contr; 1833 player *pl = op->contr;
1846 1834
1847 if (pl->golem) 1835 if (pl->golem)
1848 { 1836 {
1849 control_golem (op->contr->golem, dir); 1837 control_golem (op->contr->golem, dir);
1850 return; 1838 return false;
1851 } 1839 }
1852 1840
1853 object *ob = pl->ranged_ob; 1841 object *ob = pl->ranged_ob;
1854 1842
1855 if (!ob) 1843 if (!ob)
1856 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;
1857 1853
1858 switch (ob->type) 1854 switch (ob->type)
1859 { 1855 {
1860 case BOW: 1856 case BOW:
1861 player_fire_bow (op, dir); 1857 player_fire_bow (op, dir);
1868 case BUILDER: 1864 case BUILDER:
1869 apply_map_builder (op, dir); 1865 apply_map_builder (op, dir);
1870 break; 1866 break;
1871 1867
1872 case SKILL: 1868 case SKILL:
1873 case SKILL_TOOL:
1874 do_skill (op, op, ob, dir, 0); 1869 do_skill (op, op, ob, dir, 0);
1875 break; 1870 break;
1876 1871
1877 default: 1872 default:
1878 fire_misc_object (op, dir); 1873 fire_misc_object (op, dir);
1879 break; 1874 break;
1880 } 1875 }
1876
1877 return true;
1881} 1878}
1882 1879
1883/* find_key 1880/* find_key
1884 * 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
1885 * and successfully use it, we return the key, otherwise NULL 1882 * and successfully use it, we return the key, otherwise NULL
1972 * 0 otherwise 1969 * 0 otherwise
1973 */ 1970 */
1974static int 1971static int
1975player_attack_door (object *op, object *door) 1972player_attack_door (object *op, object *door)
1976{ 1973{
1977 /* 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,
1978 * 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 -
1979 * otherwise, we fall through to the rest of the code. 1976 * otherwise, we fall through to the rest of the code.
1980 */ 1977 */
1981 object *key = find_key (op, op, door); 1978 object *key = find_key (op, op, door);
1982 1979
1983 /* IF we found a key, do some extra work */ 1980 /* If we found a key, do some extra work */
1984 if (key) 1981 if (key)
1985 { 1982 {
1986 object *container = key->env; 1983 object *container = key->env;
1987 1984
1988 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);
2023 * It should keep the code cleaner. 2020 * It should keep the code cleaner.
2024 * When this is called, the players direction has been updated 2021 * When this is called, the players direction has been updated
2025 * (taking into account confusion.) The player is also actually 2022 * (taking into account confusion.) The player is also actually
2026 * going to try and move (not fire weapons). 2023 * going to try and move (not fire weapons).
2027 */ 2024 */
2028void 2025bool
2029move_player_attack (object *op, int dir) 2026move_player_attack (object *op, int dir)
2030{ 2027{
2031 object *tmp, *mon;
2032 int on_battleground; 2028 int on_battleground;
2033 maptile *m;
2034 2029
2035 sint16 nx = freearr_x[dir] + op->x; 2030 sint16 nx = freearr_x[dir] + op->x;
2036 sint16 ny = freearr_y[dir] + op->y; 2031 sint16 ny = freearr_y[dir] + op->y;
2037 2032
2038 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 }
2039 2043
2040 /* 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
2041 * 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
2042 * 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
2043 * player. This is a pretty nasty hack, because if we could 2047 * player. This is a pretty nasty hack, because if we could
2044 * 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
2045 * 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
2046 * 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
2047 * move_ob uses. 2051 * move_ob uses.
2048 */ 2052 */
2049 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2050 {
2051 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2052 {
2053 m = op->map->xy_find (nx, ny); 2053 maptile *m = op->map->xy_find (nx, ny);
2054 if (!m)
2055 return; /* Don't think this should happen */
2056 }
2057 else
2058 m = op->map;
2059 2054
2060 if (!(tmp = m->at (nx, ny).bot))
2061 return;
2062
2063 mon = 0;
2064 /* 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
2065 * 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.
2066 * 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
2067 * on the space 2058 * on the space
2068 */ 2059 */
2069 while (tmp) 2060 object *mon;
2070 { 2061 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2071 if (tmp == op) 2062 {
2072 { 2063 if ((mon->flag [FLAG_ALIVE]
2073 tmp = tmp->above; 2064 || mon->type == LOCKED_DOOR
2074 continue; 2065 || mon->flag [FLAG_CAN_ROLL])
2075 }
2076
2077 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2078 {
2079 mon = tmp; 2066 && mon != op)
2080 break; 2067 break;
2081 } 2068 }
2082 2069
2083 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2084 mon = tmp;
2085
2086 tmp = tmp->above;
2087 }
2088
2089 if (!mon) /* This happens anytime the player tries to move */ 2070 if (!mon) /* This happens anytime the player tries to move */
2090 return; /* into a wall */ 2071 return false; /* into a wall */
2091 2072
2092 if (mon->head)
2093 mon = mon->head; 2073 mon = mon->head_ ();
2094 2074
2095 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)
2096 if (player_attack_door (op, mon)) 2077 if (player_attack_door (op, mon))
2078 {
2079 --op->contr->weapon_sp_left;
2097 return; 2080 return true;
2081 }
2098 2082
2099 /* The following deals with possibly attacking peaceful 2083 /* The following deals with possibly attacking peaceful
2100 * or frienddly creatures. Basically, all players are considered 2084 * or friendly creatures. Basically, all players are considered
2101 * unaggressive. If the moving player has peaceful set, then the 2085 * unaggressive. If the moving player has peaceful set, then the
2102 * object should be pushed instead of attacked. It is assumed that 2086 * object should be pushed instead of attacked. It is assumed that
2103 * if you are braced, you will not attack friends accidently, 2087 * if you are braced, you will not attack friends accidently,
2104 * and thus will not push them. 2088 * and thus will not push them.
2105 */ 2089 */
2106 2090
2107 /* 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
2108 * peaceful. Our assumption is the creature is a pet if the 2092 * peaceful. Our assumption is the creature is a pet if the
2109 * player owns it and it is either friendly or unagressive. 2093 * player owns it and it is either friendly or unagressive.
2110 */ 2094 */
2111 if ((op->type == PLAYER) 2095 if (op->type == PLAYER
2112#if COZY_SERVER
2113 &&
2114 ((mon->owner && mon->owner->contr 2096 && ((mon->owner && mon->owner->contr
2115 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2097 && same_party (mon->owner->contr->party, op->contr->party))
2116#else
2117 && mon->owner == op 2098 || mon->owner == op)
2118#endif
2119 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2099 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2120 { 2100 {
2121 /* 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 */
2122 if (op->contr->braced) 2102 if (op->contr->braced)
2123 return; 2103 return false;
2104
2105 if (op->speed_left > 0.f)
2106 {
2107 --op->speed_left;
2124 2108
2125 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);
2126 push_ob (mon, dir, op); 2110 push_ob (mon, dir, op);
2111
2127 if (op->contr->tmp_invis || op->hide) 2112 if (op->contr->tmp_invis || op->hide)
2128 make_visible (op); 2113 make_visible (op);
2129 2114
2130 return; 2115 return true;
2131 } 2116 }
2117 else
2118 return false;
2119 }
2132 2120
2133 /* in certain circumstances, you shouldn't attack friendly 2121 /* in certain circumstances, you shouldn't attack friendly
2134 * creatures. Note that if you are braced, you can't push 2122 * creatures. Note that if you are braced, you can't push
2135 * 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
2136 * attack them either. 2124 * attack them either.
2137 */ 2125 */
2138 if ((mon->type == PLAYER || mon->enemy != op) && 2126 if ((mon->type == PLAYER || mon->enemy != op)
2139 (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))
2140#ifdef PROHIBIT_PLAYERKILL
2141 (op->contr->peaceful 2128 && ((op->contr->peaceful
2142 || (mon->type == PLAYER 2129 || (mon->type == PLAYER && mon->contr->peaceful))
2143 && mon->contr->
2144 peaceful)) &&
2145#else
2146 op->contr->peaceful &&
2147#endif
2148 !on_battleground)) 2130 && !on_battleground))
2131 {
2132 if (op->speed_left > 0.f)
2149 { 2133 {
2134 --op->speed_left;
2135
2150 if (!op->contr->braced) 2136 if (!op->contr->braced)
2151 { 2137 {
2152 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);
2153 push_ob (mon, dir, op); 2139 push_ob (mon, dir, op);
2154 } 2140 }
2155 else 2141 else
2156 new_draw_info (0, 0, op, "You withhold your attack"); 2142 new_draw_info (0, 0, op, "You withhold your attack");
2157 2143
2158 if (op->contr->tmp_invis || op->hide) 2144 if (op->contr->tmp_invis || op->hide)
2159 make_visible (op); 2145 make_visible (op);
2160 }
2161 2146
2147 return true;
2148 }
2149 }
2162 /* If the object is a boulder or other rollable object, then 2150 /* If the object is a boulder or other rollable object, then
2163 * 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.
2164 */ 2152 */
2165 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)
2166 { 2156 {
2157 --op->speed_left;
2158
2167 recursive_roll (mon, dir, op); 2159 recursive_roll (mon, dir, op);
2168 if (action_makes_visible (op)) 2160 if (action_makes_visible (op))
2169 make_visible (op); 2161 make_visible (op);
2170 }
2171 2162
2163 return true;
2164 }
2165 }
2172 /* Any generic living creature. Including things like doors. 2166 /* Any generic living creature. Including things like doors.
2173 * 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
2174 * and be living. Then, it must be one of the following: 2168 * and be living. Then, it must be one of the following:
2175 * 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
2176 * 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.
2177 */ 2171 */
2178 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2172 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2179 ((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)))
2180 { 2174 {
2181 2175 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2182 /* If the player hasn't hit something this tick, and does
2183 * so, give them speed boost based on weapon speed. Doing
2184 * it here is better than process_players2, which basically
2185 * incurred a 1 tick offset.
2186 */
2187 if (!op->contr->has_hit)
2188 { 2176 {
2189 op->speed_left += op->speed / op->contr->weapon_sp; 2177 --op->contr->weapon_sp_left;
2190
2191 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2192 }
2193 2178
2194 skill_attack (mon, op, 0, 0, 0); 2179 skill_attack (mon, op, 0, 0, 0);
2195
2196 /* If attacking another player, that player gets automatic
2197 * hitback, and doesn't loose luck either.
2198 * Disable hitback on the battleground or if the target is
2199 * the wiz.
2200 */
2201 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2202 {
2203 short luck = mon->stats.luck;
2204
2205 mon->contr->has_hit = 1;
2206 skill_attack (op, mon, 0, 0, 0);
2207 mon->stats.luck = luck;
2208 }
2209 2180
2210 if (action_makes_visible (op)) 2181 if (action_makes_visible (op))
2211 make_visible (op); 2182 make_visible (op);
2212 }
2213 } /* if player should attack something */
2214}
2215 2183
2216int 2184 return true;
2185 }
2186 }
2187
2188 return false;
2189}
2190
2191bool
2217move_player (object *op, int dir) 2192move_player (object *op, int dir)
2218{ 2193{
2219 int pick; 2194 int pick;
2220 2195
2221 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2196 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2235 op->facing = dir; 2210 op->facing = dir;
2236 2211
2237 if (op->hide) 2212 if (op->hide)
2238 do_hidden_move (op); 2213 do_hidden_move (op);
2239 2214
2215 bool retval;
2216
2240 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2217 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2241 /*nop */ ; 2218 retval = RESULT_INT (0);
2242 else if (op->contr->fire_on) 2219 else if (op->contr->fire_on)
2243 fire (op, dir); 2220 retval = fire (op, dir);
2244 else 2221 else
2245 { 2222 {
2246 move_player_attack (op, dir); 2223 retval = move_player_attack (op, dir);
2247 pick = check_pick (op); 2224 pick = check_pick (op);
2248 } 2225 }
2249 2226
2250 /* 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
2251 * server can handle repeat firing. 2228 * server can handle repeat firing.
2258 /* Update how the player looks. Use the facing, so direction may 2235 /* Update how the player looks. Use the facing, so direction may
2259 * get reset to zero. This allows for full animation capabilities 2236 * get reset to zero. This allows for full animation capabilities
2260 * for players. 2237 * for players.
2261 */ 2238 */
2262 animate_object (op, op->facing); 2239 animate_object (op, op->facing);
2263 return 0; 2240
2241 return retval;
2264} 2242}
2265 2243
2266/* 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
2267 * new client/server stuff. 2245 * new client/server stuff.
2268 * 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
2269 * the new speed values for commands. 2247 * the new speed values for commands.
2270 * 2248 *
2271 * 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.
2272 */ 2252 */
2273int 2253bool
2274handle_newcs_player (object *op) 2254handle_newcs_player (object *op)
2275{ 2255{
2276 if (QUERY_FLAG (op, FLAG_SCARED)) 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2277 { 2257 {
2278 flee_player (op); 2258 if (op->speed_left > 0.f)
2279 /* If player is still scared, that is his action for this tick */
2280 if (QUERY_FLAG (op, FLAG_SCARED))
2281 { 2259 {
2282 op->speed_left--; 2260 --op->speed_left;
2261 flee_player (op);
2262
2283 return 0; 2263 return true;
2284 } 2264 }
2265 else
2266 return false;
2285 } 2267 }
2286 2268
2287 /* 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
2288 * the players time has been increased when doericserver has been 2270 * the players time has been increased when doericserver has been
2289 * called, so we recheck it here. 2271 * called, so we recheck it here.
2290 */ 2272 */
2291 if (op->contr->ns->handle_command ()) 2273 if (op->contr->ns->handle_command ())
2292 return 1; 2274 return true;
2293 2275
2294 if (op->speed_left > 0)
2295 {
2296 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2276 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2297 {
2298 /* All move commands take 1 tick, at least for now */
2299 op->speed_left--;
2300
2301 /* Instead of all the stuff below, let move_player take care
2302 * of it. Also, some of the skill stuff is only put in
2303 * there, as well as the confusion stuff.
2304 */
2305 move_player (op, op->direction); 2277 return move_player (op, op->direction);
2306 2278
2307 return op->speed_left > 0;
2308 }
2309 }
2310
2311 return 0; 2279 return false;
2312} 2280}
2313 2281
2314int 2282int
2315save_life (object *op) 2283save_life (object *op)
2316{ 2284{
2582 } 2550 }
2583 2551
2584 /* Digestion */ 2552 /* Digestion */
2585 if (--op->last_eat < 0) 2553 if (--op->last_eat < 0)
2586 { 2554 {
2587#ifdef COZY_SERVER
2588 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2589 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2590#else
2591 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;
2592#endif
2593 2556
2594 if (op->contr->gen_hp > 0) 2557 if (op->contr->gen_hp > 0)
2595 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);
2596 else 2559 else
2597 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2560 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2942 object *force; 2905 object *force;
2943 int at; 2906 int at;
2944 2907
2945 force = get_archetype (FORCE_NAME); 2908 force = get_archetype (FORCE_NAME);
2946 /* 50 ticks should be enough time for the spell to abate */ 2909 /* 50 ticks should be enough time for the spell to abate */
2947 force->speed = 0.1; 2910 force->speed = 0.1f;
2948 force->speed_left = -5.0; 2911 force->speed_left = -5.f;
2949 SET_FLAG (force, FLAG_APPLIED); 2912 SET_FLAG (force, FLAG_APPLIED);
2950 for (at = 0; at < NROFATTACKS; at++) 2913 for (at = 0; at < NROFATTACKS; at++)
2951 if (will_kill_again & (1 << at)) 2914 if (will_kill_again & (1 << at))
2952 force->resist[at] = 100; 2915 force->resist[at] = 100;
2953 2916
3074} 3037}
3075 3038
3076int 3039int
3077is_true_undead (object *op) 3040is_true_undead (object *op)
3078{ 3041{
3079 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3042 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3080 return 1; 3043 return 1;
3081 3044
3082 return 0; 3045 return 0;
3083} 3046}
3084 3047
3128/* For Hidden creatures - a chance of becoming 'unhidden' 3091/* For Hidden creatures - a chance of becoming 'unhidden'
3129 * every time they move - as we subtract off 'invisibility' 3092 * every time they move - as we subtract off 'invisibility'
3130 * AND, for players, if they move into a ridiculously unhideable 3093 * AND, for players, if they move into a ridiculously unhideable
3131 * spot (surrounded by clear terrain in broad daylight). -b.t. 3094 * spot (surrounded by clear terrain in broad daylight). -b.t.
3132 */ 3095 */
3133
3134void 3096void
3135do_hidden_move (object *op) 3097do_hidden_move (object *op)
3136{ 3098{
3137 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3099 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3138 object *skop; 3100 object *skop;
3255 * a blocked los square. 3217 * a blocked los square.
3256 * we use the archetype to figure out offsets. 3218 * we use the archetype to figure out offsets.
3257 */ 3219 */
3258 while (op) 3220 while (op)
3259 { 3221 {
3260 dx = rv.distance_x + op->arch->clone.x; 3222 dx = rv.distance_x + op->arch->x;
3261 dy = rv.distance_y + op->arch->clone.y; 3223 dy = rv.distance_y + op->arch->y;
3262 3224
3263 /* only the viewable area the player sees is updated by LOS 3225 /* only the viewable area the player sees is updated by LOS
3264 * 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
3265 * for any meaningful values. 3227 * for any meaningful values.
3266 */ 3228 */
3391 /* 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]); */
3392 return; 3354 return;
3393 } 3355 }
3394 3356
3395 /* everything seems okay - now bring on the gift: */ 3357 /* everything seems okay - now bring on the gift: */
3396 item = &(tr->item->clone); 3358 item = tr->item;
3397 3359
3398 if (item->type == SPELL) 3360 if (item->type == SPELL)
3399 { 3361 {
3400 if (check_spell_known (who, item->name)) 3362 if (check_spell_known (who, item->name))
3401 return; 3363 return;
3461 /* forces in the treasurelist can alter the player's stats */ 3423 /* forces in the treasurelist can alter the player's stats */
3462 object *skin; 3424 object *skin;
3463 3425
3464 /* first get the dragon skin force */ 3426 /* first get the dragon skin force */
3465 shstr_cmp dragon_skin_force ("dragon_skin_force"); 3427 shstr_cmp dragon_skin_force ("dragon_skin_force");
3466 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)
3467 ; 3429 ;
3468 3430
3469 if (!skin) 3431 if (!skin)
3470 return; 3432 return;
3471 3433

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines