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Comparing deliantra/server/server/player.C (file contents):
Revision 1.116 by root, Sun Apr 29 03:44:36 2007 UTC vs.
Revision 1.153 by root, Tue Jul 10 05:51:38 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{
202 186
203 ob->remove (); 187 ob->remove ();
204 ob->map = 0; 188 ob->map = 0;
205 party = 0; 189 party = 0;
206 190
207 // for weird reasons, this is often "ob", keeping a circular reference 191 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
208 ranges [range_skill] = 0;
209 192
210 players.erase (this); 193 players.erase (this);
211} 194}
212 195
213// connect the player with a specific client 196// connect the player with a specific client
214// also changed, rationalises, and fixes some incorrect settings 197// also changes, rationalises, and fixes some incorrect settings
215void 198void
216player::connect (client *ns) 199player::connect (client *ns)
217{ 200{
218 this->ns = ns; 201 this->ns = ns;
219 ns->pl = this; 202 ns->pl = this;
223 ob->close_container (); //TODO: client-specific 206 ob->close_container (); //TODO: client-specific
224 207
225 ns->update_look = 0; 208 ns->update_look = 0;
226 ns->look_position = 0; 209 ns->look_position = 0;
227 210
228 clear_los (ob); 211 clear_los (this);
229 212
230 ns->reset_stats (); 213 ns->reset_stats ();
231 214
232 /* make sure he's a player -- needed because of class change. */ 215 /* make sure he's a player -- needed because of class change. */
233 ob->type = PLAYER; // we are paranoid 216 ob->type = PLAYER; // we are paranoid
234 ob->race = ob->arch->clone.race; 217 ob->race = ob->arch->race;
235
236 if (!legal_range (ob, shoottype))
237 shoottype = range_none;
238 218
239 ob->carrying = sum_weight (ob); 219 ob->carrying = sum_weight (ob);
240 link_player_skills (ob); 220 link_player_skills (ob);
241 221
242 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
243 223
244 assign (title, ob->arch->clone.name); 224 assign (title, ob->arch->object::name);
245 225
246 /* if it's a dragon player, set the correct title here */ 226 /* if it's a dragon player, set the correct title here */
247 if (is_dragon_pl (ob)) 227 if (is_dragon_pl (ob))
248 { 228 {
249 object *tmp, *abil = 0, *skin = 0; 229 object *tmp, *abil = 0, *skin = 0;
250 230
251 shstr_cmp dragon_ability_force ("dragon_ability_force");
252 shstr_cmp dragon_skin_force ("dragon_skin_force");
253
254 for (tmp = ob->inv; tmp; tmp = tmp->below) 231 for (tmp = ob->inv; tmp; tmp = tmp->below)
255 if (tmp->type == FORCE) 232 if (tmp->type == FORCE)
256 if (tmp->arch->name == dragon_ability_force) 233 if (tmp->arch->archname == shstr_dragon_ability_force)
257 abil = tmp; 234 abil = tmp;
258 else if (tmp->arch->name == dragon_skin_force) 235 else if (tmp->arch->archname == shstr_dragon_skin_force)
259 skin = tmp; 236 skin = tmp;
260 237
261 set_dragon_name (ob, abil, skin); 238 set_dragon_name (ob, abil, skin);
262 } 239 }
263 240
264 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 241 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
265 242
266 esrv_new_player (this, ob->weight + ob->carrying); 243 esrv_new_player (this, ob->weight + ob->carrying);
267 244
245 ob->flag [FLAG_READY_WEAPON] = false;
246 ob->flag [FLAG_READY_SKILL] = false;
247 ob->flag [FLAG_READY_BOW] = false;
248
249 for (object *op = ob->inv; op; op = op->below)
250 if (op->flag [FLAG_APPLIED])
251 switch (op->type)
252 {
253 case SKILL:
254 ob->flag [FLAG_APPLIED] = false;
255 break;
256
257 case WAND:
258 case ROD:
259 case HORN:
260 case BOW:
261 ranged_ob = op;
262 break;
263
264 case WEAPON:
265 combat_ob = op;
266 break;
267 }
268
269 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
268 ob->update_stats (); 270 ob->update_stats ();
271
269 ns->floorbox_update (); 272 ns->floorbox_update ();
270
271 esrv_send_inventory (ob, ob); 273 esrv_send_inventory (ob, ob);
272 esrv_add_spells (this, 0); 274 esrv_add_spells (this, 0);
273 275
274 activate (); 276 activate ();
275 277
296 ns = 0; 298 ns = 0;
297 } 299 }
298 300
299 if (ob) 301 if (ob)
300 ob->close_container (); //TODO: client-specific 302 ob->close_container (); //TODO: client-specific
303
304 observe = ob;
301 305
302 deactivate (); 306 deactivate ();
303} 307}
304 308
305// the need for this function can be explained 309// the need for this function can be explained
306// by load_object not returning the object 310// by load_object not returning the object
307void 311void
308player::set_object (object *op) 312player::set_object (object *op)
309{ 313{
310 ob = op; 314 ob = observe = op;
311 ob->contr = this; /* this aren't yet in archetype */ 315 ob->contr = this; /* this aren't yet in archetype */
312 316
313 ob->speed_left = 0.5;
314 ob->speed = 1.0; 317 ob->speed = 1.0f;
318 ob->speed_left = 0.5f;
319
315 ob->direction = 5; /* So player faces south */ 320 ob->direction = 5; /* So player faces south */
321}
322
323void
324player::set_observe (object *op)
325{
326 observe = op ? op : ob;
327 do_los = 1;
316} 328}
317 329
318player::player () 330player::player ()
319{ 331{
320 /* There are some elements we want initialised to non zero value - 332 /* There are some elements we want initialised to non zero value -
325 unapply = unapply_nochoice; 337 unapply = unapply_nochoice;
326 338
327 savebed_map = first_map_path; /* Init. respawn position */ 339 savebed_map = first_map_path; /* Init. respawn position */
328 340
329 gen_sp_armour = 10; 341 gen_sp_armour = 10;
330 shoottype = range_none;
331 bowtype = bow_normal; 342 bowtype = bow_normal;
332 petmode = pet_normal; 343 petmode = pet_normal;
333 listening = 10; 344 listening = 10;
334 usekeys = containers; 345 usekeys = containers;
335 peaceful = 1; /* default peaceful */ 346 peaceful = 1; /* default peaceful */
336 do_los = 1; 347 do_los = 1;
348
349 weapon_sp = 1.0f;
350 weapon_sp_left = 0.5f;
337} 351}
338 352
339void 353void
340player::do_destroy () 354player::do_destroy ()
341{ 355{
346 if (ob) 360 if (ob)
347 { 361 {
348 ob->destroy_inv (false); 362 ob->destroy_inv (false);
349 ob->destroy (); 363 ob->destroy ();
350 } 364 }
365
366 ob = observe = 0;
351} 367}
352 368
353player::~player () 369player::~player ()
354{ 370{
355 /* Clear item stack */ 371 /* Clear item stack */
382 * Note: there MUST be at least one player archetype! 398 * Note: there MUST be at least one player archetype!
383 */ 399 */
384archetype * 400archetype *
385get_player_archetype (archetype *at) 401get_player_archetype (archetype *at)
386{ 402{
387 archetype *start = at; 403 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
388 404
389 for (;;) 405 for (;;)
390 { 406 {
391 if (at == NULL || at->next == NULL) 407 if (++i == archetypes.end ())
392 at = first_archetype; 408 i = archetypes.begin ();
393 else 409 else if (*i == at)
394 at = at->next; 410 cleanup ("not a single player archetype found");
395 411
396 if (at->clone.type == PLAYER) 412 if ((*i)->type == PLAYER)
397 return at; 413 return *i;
398
399 if (at == start)
400 {
401 LOG (llevError, "No Player archetypes\n");
402 exit (-1);
403 }
404 } 414 }
405} 415}
406 416
407object * 417object *
408get_nearest_player (object *mon) 418get_nearest_player (object *mon)
774} 784}
775 785
776void 786void
777object::roll_stats () 787object::roll_stats ()
778{ 788{
779 int statsort [7]; 789 int statsort [NUM_STATS];
780 790
781 for (;;) 791 for (;;)
782 { 792 {
783 int sum = 0; 793 int sum = 0;
784 for (int i = 7; i--; ) 794 for (int i = NUM_STATS; i--; )
785 sum += statsort [i] = roll_stat (); 795 sum += statsort [i] = roll_stat ();
786 796
787 if (sum >= 82 && sum <= 116) 797 if (sum >= 82 && sum <= 116)
788 break; 798 break;
789 } 799 }
790 800
791 // Sort the stats so that rerolling is easier... 801 // Sort the stats so that rerolling is easier...
792 std::sort (statsort, statsort + 7, std::greater<int>()); 802 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
793 803
804 for (int i = 0; i < NUM_STATS; ++i)
794 stats.Str = statsort[0]; 805 stats.stat (i) = statsort [i];
795 stats.Dex = statsort[1];
796 stats.Con = statsort[2];
797 stats.Int = statsort[3];
798 stats.Wis = statsort[4];
799 stats.Pow = statsort[5];
800 stats.Cha = statsort[6];
801 806
802 stats.exp = 0; 807 stats.exp = 0;
803 stats.ac = 0; 808 stats.ac = 0;
804 809
805 stats.hp = stats.maxhp; 810 stats.hp = stats.maxhp;
817} 822}
818 823
819void 824void
820object::swap_stats (int a, int b) 825object::swap_stats (int a, int b)
821{ 826{
822 int tmp = get_attr_value (&contr->orig_stats, a); 827 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
823 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
824 set_attr_value (&contr->orig_stats, b, tmp);
825 828
829 for (int i = 0; i < NUM_STATS; ++i)
826 stats.Str = contr->orig_stats.Str; 830 stats.stat (i) = contr->orig_stats.stat (i);
827 stats.Dex = contr->orig_stats.Dex;
828 stats.Con = contr->orig_stats.Con;
829 stats.Int = contr->orig_stats.Int;
830 stats.Wis = contr->orig_stats.Wis;
831 stats.Pow = contr->orig_stats.Pow;
832 stats.Cha = contr->orig_stats.Cha;
833 831
834 //TODO: the following code looks so borked and should, at the very least, 832 //TODO: the following code looks so borked and should, at the very least,
835 // be merged with the similar code in roll_stats 833 // be merged with the similar code in roll_stats
836 stats.ac = 0; 834 stats.ac = 0;
837 835
910 if (*first_map_ext_path) 908 if (*first_map_ext_path)
911 { 909 {
912 object *tmp; 910 object *tmp;
913 char mapname[MAX_BUF]; 911 char mapname[MAX_BUF];
914 912
915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name); 913 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
916 tmp = object::create (); 914 tmp = object::create ();
917 EXIT_PATH (tmp) = mapname; 915 EXIT_PATH (tmp) = mapname;
918 EXIT_X (tmp) = ob->x; 916 EXIT_X (tmp) = ob->x;
919 EXIT_Y (tmp) = ob->y; 917 EXIT_Y (tmp) = ob->y;
920 ob->enter_exit (tmp); /* we don't really care if it succeeded; 918 ob->enter_exit (tmp); /* we don't really care if it succeeded;
939 int x = ob->x, y = ob->y; 937 int x = ob->x, y = ob->y;
940 938
941 ob->remove_statbonus (); 939 ob->remove_statbonus ();
942 ob->remove (); 940 ob->remove ();
943 ob->arch = get_player_archetype (ob->arch); 941 ob->arch = get_player_archetype (ob->arch);
944 ob->arch->clone.copy_to (ob); 942 ob->arch->copy_to (ob);
945 ob->instantiate (); 943 ob->instantiate ();
946 ob->stats = ob->contr->orig_stats; 944 ob->stats = ob->contr->orig_stats;
947 ob->name = ob->name_pl = name; 945 ob->name = ob->name_pl = name;
948 ob->x = x; 946 ob->x = x;
949 ob->y = y; 947 ob->y = y;
950 SET_ANIMATION (ob, 2); /* So player faces south */ 948 SET_ANIMATION (ob, 2); /* So player faces south */
951 insert_ob_in_map (ob, ob->map, ob, 0); 949 insert_ob_in_map (ob, ob->map, ob, 0);
952 assign (ob->contr->title, ob->arch->clone.name); 950 assign (ob->contr->title, ob->arch->object::name);
953 ob->add_statbonus (); 951 ob->add_statbonus ();
954 } 952 }
955 while (!allowed_class (ob)); 953 while (!allowed_class (ob));
956 954
957 update_object (ob, UP_OBJ_FACE); 955 update_object (ob, UP_OBJ_FACE);
1014 /* Cornered, get rid of scared */ 1012 /* Cornered, get rid of scared */
1015 CLEAR_FLAG (op, FLAG_SCARED); 1013 CLEAR_FLAG (op, FLAG_SCARED);
1016 op->enemy = NULL; 1014 op->enemy = NULL;
1017} 1015}
1018 1016
1019
1020/* check_pick sees if there is stuff to be picked up/picks up stuff. 1017/* check_pick sees if there is stuff to be picked up/picks up stuff.
1021 * IT returns 1 if the player should keep on moving, 0 if he should 1018 * It returns 1 if the player should keep on moving, 0 if he should
1022 * stop. 1019 * stop.
1023 */ 1020 */
1024int 1021int
1025check_pick (object *op) 1022check_pick (object *op)
1026{ 1023{
1103 if (tmp->name != NULL) 1100 if (tmp->name != NULL)
1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1101 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1105 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1102 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106 else 1103 else
1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1108 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1105 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109 1106
1110 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1107 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1111 } 1108 }
1112 1109
1113 /* philosophy: 1110 /* philosophy:
1306 /* careful: chairs and tables are weapons! */ 1303 /* careful: chairs and tables are weapons! */
1307 if (op->contr->mode & PU_ALLWEAPON) 1304 if (op->contr->mode & PU_ALLWEAPON)
1308 { 1305 {
1309 if (tmp->type == WEAPON && tmp->name != NULL) 1306 if (tmp->type == WEAPON && tmp->name != NULL)
1310 { 1307 {
1311 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1308 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1312 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1309 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1313 { 1310 {
1314 pick_up (op, tmp); 1311 pick_up (op, tmp);
1315 continue; 1312 continue;
1316 } 1313 }
1317 } 1314 }
1318 1315
1319 if (tmp->type == WEAPON && tmp->name == NULL) 1316 if (tmp->type == WEAPON && tmp->name == NULL)
1320 { 1317 {
1321 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1318 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1322 { 1319 {
1323 pick_up (op, tmp); 1320 pick_up (op, tmp);
1324 continue; 1321 continue;
1325 } 1322 }
1326 } 1323 }
1351 if (tmp->name != NULL) 1348 if (tmp->name != NULL)
1352 { 1349 {
1353 fprintf (stderr, "%s", tmp->name); 1350 fprintf (stderr, "%s", tmp->name);
1354 } 1351 }
1355 else 1352 else
1356 fprintf (stderr, "%s", tmp->arch->name); 1353 fprintf (stderr, "%s", tmp->arch->archname);
1357 fprintf (stderr, ",%d] = ", tmp->type); 1354 fprintf (stderr, ",%d] = ", tmp->type);
1358 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1355 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1359#endif 1356#endif
1360 continue; 1357 continue;
1361 } 1358 }
1431 else 1428 else
1432 { 1429 {
1433 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1430 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1434 { 1431 {
1435 attacktype = 1 << attacknum; 1432 attacktype = 1 << attacknum;
1436 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1433 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1437 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1434 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1438 { 1435 {
1439 tmp = arrow; 1436 tmp = arrow;
1440 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1437 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1441 } 1438 }
1442 } 1439 }
1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1440 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1444 { 1441 {
1445 tmp = arrow; 1442 tmp = arrow;
1464 * find_better_arrow to find a decent arrow to use. 1461 * find_better_arrow to find a decent arrow to use.
1465 * op = the shooter 1462 * op = the shooter
1466 * type = bow->race 1463 * type = bow->race
1467 * dir = fire direction 1464 * dir = fire direction
1468 */ 1465 */
1469
1470object * 1466object *
1471pick_arrow_target (object *op, const char *type, int dir) 1467pick_arrow_target (object *op, const char *type, int dir)
1472{ 1468{
1473 object *tmp = NULL; 1469 object *tmp = NULL;
1474 maptile *m; 1470 maptile *m;
1539 */ 1535 */
1540int 1536int
1541fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1537fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1542{ 1538{
1543 object *left, *bow; 1539 object *left, *bow;
1544 int bowspeed, mflags; 1540 int mflags;
1545 maptile *m; 1541 maptile *m;
1546 1542
1547 if (!dir) 1543 if (!dir)
1548 { 1544 {
1549 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1545 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1550 return 0; 1546 return 0;
1551 } 1547 }
1552 1548
1553 if (op->type == PLAYER) 1549 if (op->contr)
1554 bow = op->contr->ranges[range_bow]; 1550 bow = op->current_weapon;
1555 else 1551 else
1556 { 1552 {
1557 for (bow = op->inv; bow; bow = bow->below) 1553 for (bow = op->inv; bow; bow = bow->below)
1558 /* Don't check for applied - monsters don't apply bows - in that way, they 1554 /* Don't check for applied - monsters don't apply bows - in that way, they
1559 * don't need to switch back and forth between bows and weapons. 1555 * don't need to switch back and forth between bows and weapons.
1564 if (!bow) 1560 if (!bow)
1565 { 1561 {
1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1562 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1567 return 0; 1563 return 0;
1568 } 1564 }
1565
1566 // optimisation: move object to top so we will find it quickly again
1567 if (bow->below)
1568 {
1569 bow->remove ();
1570 op->insert (bow);
1571 }
1572
1569 } 1573 }
1570 1574
1571 if (!bow->race || !bow->skill) 1575 if (!bow->race || !bow->skill)
1572 { 1576 {
1573 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1577 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1574 return 0; 1578 return 0;
1575 } 1579 }
1576
1577 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1578
1579 /* penalize ROF for bestarrow */
1580 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1581 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1582
1583 if (bowspeed < 1)
1584 bowspeed = 1;
1585 1580
1586 if (arrow == NULL) 1581 if (arrow == NULL)
1587 { 1582 {
1588 if ((arrow = find_arrow (op, bow->race)) == NULL) 1583 if ((arrow = find_arrow (op, bow->race)) == NULL)
1589 { 1584 {
1624 1619
1625 arrow->set_owner (op); 1620 arrow->set_owner (op);
1626 arrow->skill = bow->skill; 1621 arrow->skill = bow->skill;
1627 arrow->direction = dir; 1622 arrow->direction = dir;
1628 1623
1629 if (op->type == PLAYER)
1630 {
1631 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1632 op->update_stats ();
1633 }
1634
1635 SET_ANIMATION (arrow, arrow->direction);
1636
1637 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1624 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1638 arrow->stats.hp = arrow->stats.dam; 1625 arrow->stats.hp = arrow->stats.dam;
1639 arrow->stats.grace = arrow->attacktype; 1626 arrow->stats.grace = arrow->attacktype;
1640 1627
1641 if (arrow->slaying) 1628 if (arrow->slaying)
1642 arrow->spellarg = strdup (arrow->slaying); 1629 arrow->spellarg = strdup (arrow->slaying);
1643 1630
1644 arrow->stats.dam += op->stats.dam + arrow->magic; 1631#if 0
1632 if (player *pl = op->contr)
1633 {
1634 float speed = pl->weapon_sp;
1635
1636 /* penalize ROF for bestarrow */
1637 if (pl->bowtype == bow_bestarrow)
1638 speed *= .9f;
1639 else
1640 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1641
1642 op->speed_left += speed - op->speed;
1643 }
1644#endif
1645
1646 SET_ANIMATION (arrow, arrow->direction);
1645 1647
1646 /* update the speed */ 1648 /* update the speed */
1647 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1649 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1648 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1650 + bow->stats.dam / 7.f;
1649 1651
1650 arrow->set_speed (max (arrow->speed, 1.0)); 1652 arrow->set_speed (max (arrow->speed, 2.f));
1651 arrow->speed_left = 0; 1653 arrow->speed_left = 0;
1652 1654
1653 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1655 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1654 1656
1655 if (op->type == PLAYER) 1657 if (op->type == PLAYER)
1656 { 1658 {
1657 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1659 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1658 arrow->stats.wc -= dex_bonus[op->stats.Dex]; 1660 wc -= dex_bonus[op->stats.Dex];
1659 1661
1660 if (!arrow->slaying) 1662 if (!arrow->slaying)
1661 arrow->slaying = op->slaying; 1663 arrow->slaying = op->slaying;
1664
1665 arrow->attacktype |= op->attacktype;
1662 } 1666 }
1663 else 1667 else
1664 { 1668 {
1665 arrow->level = op->level; 1669 arrow->level = op->level;
1666 arrow->stats.wc -= bow->magic; 1670 arrow->stats.wc -= bow->magic;
1667 1671
1668 if (!arrow->slaying) 1672 if (!arrow->slaying)
1669 arrow->slaying = bow->slaying; 1673 arrow->slaying = bow->slaying;
1670 }
1671 1674
1672 arrow->stats.wc -= arrow->level;
1673
1674 arrow->attacktype |= bow->attacktype; 1675 arrow->attacktype |= bow->attacktype;
1676 }
1675 1677
1678 wc -= arrow->level;
1679 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1680
1681 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1676 arrow->move_type = MOVE_FLY_LOW; 1682 arrow->move_type = MOVE_FLY_LOW;
1677 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1683 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1678 1684
1679 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1685 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1680 m->insert (arrow, sx, sy, op); 1686 m->insert (arrow, sx, sy, op);
1705{ 1711{
1706 int ret = 0, wcmod = 0; 1712 int ret = 0, wcmod = 0;
1707 1713
1708 if (op->contr->bowtype == bow_bestarrow) 1714 if (op->contr->bowtype == bow_bestarrow)
1709 { 1715 {
1710 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1716 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1711 } 1717 }
1712 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1718 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1713 { 1719 {
1714 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1720 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1715 wcmod = -1; 1721 wcmod = -1;
1725 else if (op->contr->bowtype == bow_spreadshot) 1731 else if (op->contr->bowtype == bow_spreadshot)
1726 { 1732 {
1727 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1733 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1728 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1734 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1729 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1735 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1730
1731 } 1736 }
1732 else 1737 else
1733 { 1738 {
1734 /* Simple case */ 1739 /* Simple case */
1735 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1740 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1736 } 1741 }
1742
1737 return ret; 1743 return ret;
1738} 1744}
1739
1740 1745
1741/* Fires a misc (wand/rod/horn) object in 'dir'. 1746/* Fires a misc (wand/rod/horn) object in 'dir'.
1742 * Broken apart from 'fire' to keep it more readable. 1747 * Broken apart from 'fire' to keep it more readable.
1743 */ 1748 */
1744void 1749void
1745fire_misc_object (object *op, int dir) 1750fire_misc_object (object *op, int dir)
1746{ 1751{
1747 object *item; 1752 object *item = op->contr->ranged_ob;
1748 1753
1749 if (!op->contr->ranges[range_misc]) 1754 if (!item)
1750 { 1755 {
1751 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1756 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1752 return; 1757 return;
1753 } 1758 }
1754 1759
1755 item = op->contr->ranges[range_misc];
1756 if (!item->inv) 1760 if (!item->inv)
1757 { 1761 {
1758 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1762 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1759 return; 1763 return;
1760 } 1764 }
1765
1766 if (!op->change_weapon (item))
1767 return;
1768
1761 if (item->type == WAND) 1769 if (item->type == WAND)
1762 { 1770 {
1763 if (item->stats.food <= 0) 1771 if (item->stats.food <= 0)
1764 { 1772 {
1765 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1773 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1766 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1774 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1775
1767 return; 1776 return;
1768 } 1777 }
1769 } 1778 }
1770 else if (item->type == ROD || item->type == HORN) 1779 else if (item->type == ROD || item->type == HORN)
1771 { 1780 {
1772 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1781 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1773 { 1782 {
1774 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1783 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1784
1775 if (item->type == ROD) 1785 if (item->type == ROD)
1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1786 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1777 else 1787 else
1778 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1789
1779 return; 1790 return;
1780 } 1791 }
1781 } 1792 }
1782 1793
1783 if (cast_spell (op, item, dir, item->inv, NULL)) 1794 if (cast_spell (op, item, dir, item->inv, NULL))
1790 object *tmp; 1801 object *tmp;
1791 1802
1792 if (item->arch) 1803 if (item->arch)
1793 { 1804 {
1794 CLEAR_FLAG (item, FLAG_ANIMATE); 1805 CLEAR_FLAG (item, FLAG_ANIMATE);
1795 item->face = item->arch->clone.face; 1806 item->face = item->arch->face;
1796 item->set_speed (0); 1807 item->set_speed (0);
1797 } 1808 }
1798 1809
1799 if ((tmp = item->in_player ())) 1810 if ((tmp = item->in_player ()))
1800 esrv_update_item (UPD_ANIM, tmp, item); 1811 esrv_update_item (UPD_ANIM, tmp, item);
1805 } 1816 }
1806} 1817}
1807 1818
1808/* Received a fire command for the player - go and do it. 1819/* Received a fire command for the player - go and do it.
1809 */ 1820 */
1810void 1821bool
1811fire (object *op, int dir) 1822fire (object *op, int dir)
1812{ 1823{
1813 int spellcost = 0; 1824 int spellcost = 0;
1814 1825
1815 /* check for loss of invisiblity/hide */ 1826 /* check for loss of invisiblity/hide */
1816 if (action_makes_visible (op)) 1827 if (action_makes_visible (op))
1817 make_visible (op); 1828 make_visible (op);
1818 1829
1819 switch (op->contr->shoottype) 1830 player *pl = op->contr;
1831
1832 if (pl->golem)
1833 {
1834 control_golem (op->contr->golem, dir);
1835 return false;
1820 { 1836 }
1821 case range_none:
1822 return;
1823 1837
1824 case range_bow: 1838 object *ob = pl->ranged_ob;
1839
1840 if (!ob)
1841 return false;
1842
1843 if (!op->change_weapon (ob))
1844 return false;
1845
1846 if (op->speed_left > 0.f)
1847 --op->speed_left;
1848 else
1849 return false;
1850
1851 switch (ob->type)
1852 {
1853 case BOW:
1825 player_fire_bow (op, dir); 1854 player_fire_bow (op, dir);
1826 return; 1855 break;
1827 1856
1828 case range_magic: /* Casting spells */ 1857 case SPELL:
1829 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1858 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1830 return; 1859 break;
1831 1860
1832 case range_misc: 1861 case BUILDER:
1862 apply_map_builder (op, dir);
1863 break;
1864
1865 case SKILL:
1866 do_skill (op, op, ob, dir, 0);
1867 break;
1868
1869 default:
1833 fire_misc_object (op, dir); 1870 fire_misc_object (op, dir);
1834 return; 1871 break;
1835
1836 case range_golem: /* Control summoned monsters from scrolls */
1837 control_golem (op->contr->ranges[range_golem], dir);
1838 return;
1839
1840 case range_skill:
1841 if (!op->chosen_skill)
1842 {
1843 if (op->type == PLAYER)
1844 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1845
1846 return;
1847 }
1848
1849 do_skill (op, op, op->chosen_skill, dir, NULL);
1850 return;
1851 case range_builder:
1852 apply_map_builder (op, dir);
1853 return;
1854 default:
1855 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1856 return;
1857 } 1872 }
1873
1874 return true;
1858} 1875}
1859 1876
1860/* find_key 1877/* find_key
1861 * We try to find a key for the door as passed. If we find a key 1878 * We try to find a key for the door as passed. If we find a key
1862 * and successfully use it, we return the key, otherwise NULL 1879 * and successfully use it, we return the key, otherwise NULL
1949 * 0 otherwise 1966 * 0 otherwise
1950 */ 1967 */
1951static int 1968static int
1952player_attack_door (object *op, object *door) 1969player_attack_door (object *op, object *door)
1953{ 1970{
1954 /* If its a door, try to find a use a key. If we do destroy the door, 1971 /* If its a door, try to find a key. If we do destroy the door,
1955 * might as well return immediately as there is nothing more to do - 1972 * might as well return immediately as there is nothing more to do -
1956 * otherwise, we fall through to the rest of the code. 1973 * otherwise, we fall through to the rest of the code.
1957 */ 1974 */
1958 object *key = find_key (op, op, door); 1975 object *key = find_key (op, op, door);
1959 1976
1960 /* IF we found a key, do some extra work */ 1977 /* If we found a key, do some extra work */
1961 if (key) 1978 if (key)
1962 { 1979 {
1963 object *container = key->env; 1980 object *container = key->env;
1964 1981
1965 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1982 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1983
1966 if (action_makes_visible (op)) 1984 if (action_makes_visible (op))
1967 make_visible (op); 1985 make_visible (op);
1986
1968 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1987 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1969 spring_trap (door->inv, op); 1988 spring_trap (door->inv, op);
1970 1989
1971 if (door->type == DOOR) 1990 if (door->type == DOOR)
1972 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1991 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1998 * It should keep the code cleaner. 2017 * It should keep the code cleaner.
1999 * When this is called, the players direction has been updated 2018 * When this is called, the players direction has been updated
2000 * (taking into account confusion.) The player is also actually 2019 * (taking into account confusion.) The player is also actually
2001 * going to try and move (not fire weapons). 2020 * going to try and move (not fire weapons).
2002 */ 2021 */
2003void 2022bool
2004move_player_attack (object *op, int dir) 2023move_player_attack (object *op, int dir)
2005{ 2024{
2006 object *tmp, *mon;
2007 sint16 nx, ny;
2008 int on_battleground; 2025 int on_battleground;
2009 maptile *m;
2010 2026
2011 nx = freearr_x[dir] + op->x; 2027 sint16 nx = freearr_x[dir] + op->x;
2012 ny = freearr_y[dir] + op->y; 2028 sint16 ny = freearr_y[dir] + op->y;
2013 2029
2014 on_battleground = op_on_battleground (op, 0, 0); 2030 on_battleground = op_on_battleground (op, 0, 0);
2031
2032 if (out_of_map (op->map, nx, ny))
2033 return false;
2034
2035 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2036 {
2037 --op->speed_left;
2038 return true;
2039 }
2015 2040
2016 /* If braced, or can't move to the square, and it is not out of the 2041 /* If braced, or can't move to the square, and it is not out of the
2017 * map, attack it. Note order of if statement is important - don't 2042 * map, attack it. Note order of if statement is important - don't
2018 * want to be calling move_ob if braced, because move_ob will move the 2043 * want to be calling move_ob if braced, because move_ob will move the
2019 * player. This is a pretty nasty hack, because if we could 2044 * player. This is a pretty nasty hack, because if we could
2020 * move to some space, it then means that if we are braced, we should 2045 * move to some space, it then means that if we are braced, we should
2021 * do nothing at all. As it is, if we are braced, we go through 2046 * do nothing at all. As it is, if we are braced, we go through
2022 * quite a bit of processing. However, it probably is less than what 2047 * quite a bit of processing. However, it probably is less than what
2023 * move_ob uses. 2048 * move_ob uses.
2024 */ 2049 */
2025 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2026 {
2027 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2028 {
2029 m = op->map->xy_find (nx, ny); 2050 maptile *m = op->map->xy_find (nx, ny);
2030 if (!m)
2031 return; /* Don't think this should happen */
2032 }
2033 else
2034 m = op->map;
2035 2051
2036 if (!(tmp = m->at (nx, ny).bot))
2037 return;
2038
2039 mon = 0;
2040 /* Go through all the objects, and find ones of interest. Only stop if 2052 /* Go through all the objects, and find ones of interest. Only stop if
2041 * we find a monster - that is something we know we want to attack. 2053 * we find a monster - that is something we know we want to attack.
2042 * if its a door or barrel (can roll) see if there may be monsters 2054 * if its a door or barrel (can roll) see if there may be monsters
2043 * on the space 2055 * on the space
2044 */ 2056 */
2045 while (tmp) 2057 object *mon;
2046 { 2058 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2047 if (tmp == op) 2059 {
2048 { 2060 if ((mon->flag [FLAG_ALIVE]
2049 tmp = tmp->above; 2061 || mon->type == LOCKED_DOOR
2050 continue; 2062 || mon->flag [FLAG_CAN_ROLL])
2051 }
2052
2053 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2054 {
2055 mon = tmp; 2063 && mon != op)
2056 break; 2064 break;
2057 } 2065 }
2058 2066
2059 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2060 mon = tmp;
2061
2062 tmp = tmp->above;
2063 }
2064
2065 if (!mon) /* This happens anytime the player tries to move */ 2067 if (!mon) /* This happens anytime the player tries to move */
2066 return; /* into a wall */ 2068 return false; /* into a wall */
2067 2069
2068 if (mon->head)
2069 mon = mon->head; 2070 mon = mon->head_ ();
2070 2071
2071 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2072 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2073 if (op->contr->weapon_sp_left > 0.f)
2072 if (player_attack_door (op, mon)) 2074 if (player_attack_door (op, mon))
2075 {
2076 --op->contr->weapon_sp_left;
2073 return; 2077 return true;
2078 }
2074 2079
2075 /* The following deals with possibly attacking peaceful 2080 /* The following deals with possibly attacking peaceful
2076 * or frienddly creatures. Basically, all players are considered 2081 * or friendly creatures. Basically, all players are considered
2077 * unaggressive. If the moving player has peaceful set, then the 2082 * unaggressive. If the moving player has peaceful set, then the
2078 * object should be pushed instead of attacked. It is assumed that 2083 * object should be pushed instead of attacked. It is assumed that
2079 * if you are braced, you will not attack friends accidently, 2084 * if you are braced, you will not attack friends accidently,
2080 * and thus will not push them. 2085 * and thus will not push them.
2081 */ 2086 */
2082 2087
2083 /* If the creature is a pet, push it even if the player is not 2088 /* If the creature is a pet, push it even if the player is not
2084 * peaceful. Our assumption is the creature is a pet if the 2089 * peaceful. Our assumption is the creature is a pet if the
2085 * player owns it and it is either friendly or unagressive. 2090 * player owns it and it is either friendly or unagressive.
2086 */ 2091 */
2087 if ((op->type == PLAYER) 2092 if (op->type == PLAYER
2088#if COZY_SERVER
2089 &&
2090 ((mon->owner && mon->owner->contr 2093 && ((mon->owner && mon->owner->contr
2091 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2094 && same_party (mon->owner->contr->party, op->contr->party))
2092#else
2093 && mon->owner == op 2095 || mon->owner == op)
2094#endif
2095 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2096 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2096 { 2097 {
2097 /* If we're braced, we don't want to switch places with it */ 2098 /* If we're braced, we don't want to switch places with it */
2098 if (op->contr->braced) 2099 if (op->contr->braced)
2099 return; 2100 return false;
2101
2102 if (op->speed_left > 0.f)
2103 {
2104 --op->speed_left;
2100 2105
2101 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2106 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2102 (void) push_ob (mon, dir, op); 2107 push_ob (mon, dir, op);
2108
2103 if (op->contr->tmp_invis || op->hide) 2109 if (op->contr->tmp_invis || op->hide)
2104 make_visible (op); 2110 make_visible (op);
2105 2111
2106 return; 2112 return true;
2107 } 2113 }
2114 else
2115 return false;
2116 }
2108 2117
2109 /* in certain circumstances, you shouldn't attack friendly 2118 /* in certain circumstances, you shouldn't attack friendly
2110 * creatures. Note that if you are braced, you can't push 2119 * creatures. Note that if you are braced, you can't push
2111 * someone, but put it inside this loop so that you won't 2120 * someone, but put it inside this loop so that you won't
2112 * attack them either. 2121 * attack them either.
2113 */ 2122 */
2114 if ((mon->type == PLAYER || mon->enemy != op) && 2123 if ((mon->type == PLAYER || mon->enemy != op)
2115 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2124 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2116#ifdef PROHIBIT_PLAYERKILL
2117 (op->contr->peaceful 2125 && ((op->contr->peaceful
2118 || (mon->type == PLAYER 2126 || (mon->type == PLAYER && mon->contr->peaceful))
2119 && mon->contr->
2120 peaceful)) &&
2121#else
2122 op->contr->peaceful &&
2123#endif
2124 !on_battleground)) 2127 && !on_battleground))
2128 {
2129 if (op->speed_left > 0.f)
2125 { 2130 {
2131 --op->speed_left;
2132
2126 if (!op->contr->braced) 2133 if (!op->contr->braced)
2127 { 2134 {
2128 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2135 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2129 push_ob (mon, dir, op); 2136 push_ob (mon, dir, op);
2130 } 2137 }
2131 else 2138 else
2132 new_draw_info (0, 0, op, "You withhold your attack"); 2139 new_draw_info (0, 0, op, "You withhold your attack");
2133 2140
2134 if (op->contr->tmp_invis || op->hide) 2141 if (op->contr->tmp_invis || op->hide)
2135 make_visible (op); 2142 make_visible (op);
2136 }
2137 2143
2144 return true;
2145 }
2146 }
2138 /* If the object is a boulder or other rollable object, then 2147 /* If the object is a boulder or other rollable object, then
2139 * roll it if not braced. You can't roll it if you are braced. 2148 * roll it if not braced. You can't roll it if you are braced.
2140 */ 2149 */
2141 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2150 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2151 {
2152 if (op->speed_left > 0.f)
2142 { 2153 {
2154 --op->speed_left;
2155
2143 recursive_roll (mon, dir, op); 2156 recursive_roll (mon, dir, op);
2144 if (action_makes_visible (op)) 2157 if (action_makes_visible (op))
2145 make_visible (op); 2158 make_visible (op);
2146 }
2147 2159
2160 return true;
2161 }
2162 }
2148 /* Any generic living creature. Including things like doors. 2163 /* Any generic living creature. Including things like doors.
2149 * Way it works is like this: First, it must have some hit points 2164 * Way it works is like this: First, it must have some hit points
2150 * and be living. Then, it must be one of the following: 2165 * and be living. Then, it must be one of the following:
2151 * 1) Not a player, 2) A player, but of a different party. Note 2166 * 1) Not a player, 2) A player, but of a different party. Note
2152 * that party_number -1 is no party, so attacks can still happen. 2167 * that party_number -1 is no party, so attacks can still happen.
2153 */ 2168 */
2154 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2155 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2170 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2156 { 2171 {
2157 2172 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2158 /* If the player hasn't hit something this tick, and does
2159 * so, give them speed boost based on weapon speed. Doing
2160 * it here is better than process_players2, which basically
2161 * incurred a 1 tick offset.
2162 */
2163 if (!op->contr->has_hit)
2164 { 2173 {
2165 op->speed_left += op->speed / op->contr->weapon_sp; 2174 --op->contr->weapon_sp_left;
2166
2167 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2168 }
2169 2175
2170 skill_attack (mon, op, 0, 0, 0); 2176 skill_attack (mon, op, 0, 0, 0);
2171
2172 /* If attacking another player, that player gets automatic
2173 * hitback, and doesn't loose luck either.
2174 * Disable hitback on the battleground or if the target is
2175 * the wiz.
2176 */
2177 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2178 {
2179 short luck = mon->stats.luck;
2180
2181 mon->contr->has_hit = 1;
2182 skill_attack (op, mon, 0, 0, 0);
2183 mon->stats.luck = luck;
2184 }
2185 2177
2186 if (action_makes_visible (op)) 2178 if (action_makes_visible (op))
2187 make_visible (op); 2179 make_visible (op);
2188 }
2189 } /* if player should attack something */
2190}
2191 2180
2192int 2181 return true;
2182 }
2183 }
2184
2185 return false;
2186}
2187
2188bool
2193move_player (object *op, int dir) 2189move_player (object *op, int dir)
2194{ 2190{
2195 int pick; 2191 int pick;
2196 2192
2197 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2193 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2211 op->facing = dir; 2207 op->facing = dir;
2212 2208
2213 if (op->hide) 2209 if (op->hide)
2214 do_hidden_move (op); 2210 do_hidden_move (op);
2215 2211
2212 bool retval;
2213
2216 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2214 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2217 /*nop */ ; 2215 retval = RESULT_INT (0);
2218 else if (op->contr->fire_on) 2216 else if (op->contr->fire_on)
2219 fire (op, dir); 2217 retval = fire (op, dir);
2220 else 2218 else
2221 { 2219 {
2222 move_player_attack (op, dir); 2220 retval = move_player_attack (op, dir);
2223 pick = check_pick (op); 2221 pick = check_pick (op);
2224 } 2222 }
2225 2223
2226 /* Add special check for newcs players and fire on - this way, the 2224 /* Add special check for newcs players and fire on - this way, the
2227 * server can handle repeat firing. 2225 * server can handle repeat firing.
2234 /* Update how the player looks. Use the facing, so direction may 2232 /* Update how the player looks. Use the facing, so direction may
2235 * get reset to zero. This allows for full animation capabilities 2233 * get reset to zero. This allows for full animation capabilities
2236 * for players. 2234 * for players.
2237 */ 2235 */
2238 animate_object (op, op->facing); 2236 animate_object (op, op->facing);
2239 return 0; 2237
2238 return retval;
2240} 2239}
2241 2240
2242/* This is similar to handle_player, below, but is only used by the 2241/* This is similar to handle_player, below, but is only used by the
2243 * new client/server stuff. 2242 * new client/server stuff.
2244 * This is sort of special, in that the new client/server actually uses 2243 * This is sort of special, in that the new client/server actually uses
2245 * the new speed values for commands. 2244 * the new speed values for commands.
2246 * 2245 *
2247 * Returns true if there are more actions we can do. 2246 * Returns true if there are more actions we can do. Should not do
2247 * many actions in a row, as that would be too unfair to other
2248 * players.
2248 */ 2249 */
2249int 2250bool
2250handle_newcs_player (object *op) 2251handle_newcs_player (object *op)
2251{ 2252{
2252 if (QUERY_FLAG (op, FLAG_SCARED)) 2253 if (QUERY_FLAG (op, FLAG_SCARED))
2253 { 2254 {
2254 flee_player (op); 2255 if (op->speed_left > 0.f)
2255 /* If player is still scared, that is his action for this tick */
2256 if (QUERY_FLAG (op, FLAG_SCARED))
2257 { 2256 {
2258 op->speed_left--; 2257 --op->speed_left;
2258 flee_player (op);
2259
2259 return 0; 2260 return true;
2260 } 2261 }
2262 else
2263 return false;
2261 } 2264 }
2262 2265
2263 /* call this here - we also will call this in do_ericserver, but 2266 /* call this here - we also will call this in do_ericserver, but
2264 * the players time has been increased when doericserver has been 2267 * the players time has been increased when doericserver has been
2265 * called, so we recheck it here. 2268 * called, so we recheck it here.
2266 */ 2269 */
2267 if (op->contr->ns->handle_command ()) 2270 if (op->contr->ns->handle_command ())
2268 return 1; 2271 return true;
2269 2272
2270 if (op->speed_left > 0)
2271 {
2272 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2273 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2273 {
2274 /* All move commands take 1 tick, at least for now */
2275 op->speed_left--;
2276
2277 /* Instead of all the stuff below, let move_player take care
2278 * of it. Also, some of the skill stuff is only put in
2279 * there, as well as the confusion stuff.
2280 */
2281 move_player (op, op->direction); 2274 return move_player (op, op->direction);
2282 2275
2283 return op->speed_left > 0;
2284 }
2285 }
2286
2287 return 0; 2276 return false;
2288} 2277}
2289 2278
2290int 2279int
2291save_life (object *op) 2280save_life (object *op)
2292{ 2281{
2450 gen_grace = op->stats.maxgrace; 2439 gen_grace = op->stats.maxgrace;
2451 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2440 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2452 } 2441 }
2453 2442
2454 /* Regenerate Spell Points */ 2443 /* Regenerate Spell Points */
2455 if (!op->contr->ranges[range_golem] && --op->last_sp < 0) 2444 if (!op->contr->golem && --op->last_sp < 0)
2456 { 2445 {
2457 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2446 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2458 if (op->stats.sp < op->stats.maxsp) 2447 if (op->stats.sp < op->stats.maxsp)
2459 { 2448 {
2460 op->stats.sp++; 2449 op->stats.sp++;
2558 } 2547 }
2559 2548
2560 /* Digestion */ 2549 /* Digestion */
2561 if (--op->last_eat < 0) 2550 if (--op->last_eat < 0)
2562 { 2551 {
2563#ifdef COZY_SERVER
2564 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2565 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2566#else
2567 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2552 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2568#endif
2569 2553
2570 if (op->contr->gen_hp > 0) 2554 if (op->contr->gen_hp > 0)
2571 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2555 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2572 else 2556 else
2573 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2557 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2918 object *force; 2902 object *force;
2919 int at; 2903 int at;
2920 2904
2921 force = get_archetype (FORCE_NAME); 2905 force = get_archetype (FORCE_NAME);
2922 /* 50 ticks should be enough time for the spell to abate */ 2906 /* 50 ticks should be enough time for the spell to abate */
2923 force->speed = 0.1; 2907 force->speed = 0.1f;
2924 force->speed_left = -5.0; 2908 force->speed_left = -5.f;
2925 SET_FLAG (force, FLAG_APPLIED); 2909 SET_FLAG (force, FLAG_APPLIED);
2926 for (at = 0; at < NROFATTACKS; at++) 2910 for (at = 0; at < NROFATTACKS; at++)
2927 if (will_kill_again & (1 << at)) 2911 if (will_kill_again & (1 << at))
2928 force->resist[at] = 100; 2912 force->resist[at] = 100;
2929 2913
3050} 3034}
3051 3035
3052int 3036int
3053is_true_undead (object *op) 3037is_true_undead (object *op)
3054{ 3038{
3055 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3039 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3056 return 1; 3040 return 1;
3057 3041
3058 return 0; 3042 return 0;
3059} 3043}
3060 3044
3104/* For Hidden creatures - a chance of becoming 'unhidden' 3088/* For Hidden creatures - a chance of becoming 'unhidden'
3105 * every time they move - as we subtract off 'invisibility' 3089 * every time they move - as we subtract off 'invisibility'
3106 * AND, for players, if they move into a ridiculously unhideable 3090 * AND, for players, if they move into a ridiculously unhideable
3107 * spot (surrounded by clear terrain in broad daylight). -b.t. 3091 * spot (surrounded by clear terrain in broad daylight). -b.t.
3108 */ 3092 */
3109
3110void 3093void
3111do_hidden_move (object *op) 3094do_hidden_move (object *op)
3112{ 3095{
3113 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3096 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3114 object *skop; 3097 object *skop;
3231 * a blocked los square. 3214 * a blocked los square.
3232 * we use the archetype to figure out offsets. 3215 * we use the archetype to figure out offsets.
3233 */ 3216 */
3234 while (op) 3217 while (op)
3235 { 3218 {
3236 dx = rv.distance_x + op->arch->clone.x; 3219 dx = rv.distance_x + op->arch->x;
3237 dy = rv.distance_y + op->arch->clone.y; 3220 dy = rv.distance_y + op->arch->y;
3238 3221
3239 /* only the viewable area the player sees is updated by LOS 3222 /* only the viewable area the player sees is updated by LOS
3240 * code, so we need to restrict ourselves to that range of values 3223 * code, so we need to restrict ourselves to that range of values
3241 * for any meaningful values. 3224 * for any meaningful values.
3242 */ 3225 */
3367 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3350 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3368 return; 3351 return;
3369 } 3352 }
3370 3353
3371 /* everything seems okay - now bring on the gift: */ 3354 /* everything seems okay - now bring on the gift: */
3372 item = &(tr->item->clone); 3355 item = tr->item;
3373 3356
3374 if (item->type == SPELL) 3357 if (item->type == SPELL)
3375 { 3358 {
3376 if (check_spell_known (who, item->name)) 3359 if (check_spell_known (who, item->name))
3377 return; 3360 return;
3436 { 3419 {
3437 /* forces in the treasurelist can alter the player's stats */ 3420 /* forces in the treasurelist can alter the player's stats */
3438 object *skin; 3421 object *skin;
3439 3422
3440 /* first get the dragon skin force */ 3423 /* first get the dragon skin force */
3441 shstr_cmp dragon_skin_force ("dragon_skin_force");
3442 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3424 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3443 ; 3425 ;
3444 3426
3445 if (!skin) 3427 if (!skin)
3446 return; 3428 return;
3447 3429
3495 * not readied. 3477 * not readied.
3496 */ 3478 */
3497void 3479void
3498player_unready_range_ob (player *pl, object *ob) 3480player_unready_range_ob (player *pl, object *ob)
3499{ 3481{
3500 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3482 if (pl->ob->current_weapon == ob)
3483 pl->ob->current_weapon = 0;
3484
3485 if (pl->combat_ob == ob)
3486 pl->combat_ob = 0;
3487
3501 if (pl->ranges[i] == ob) 3488 if (pl->ranged_ob == ob)
3502 {
3503 pl->ranges[i] = 0; 3489 pl->ranged_ob = 0;
3504 if (pl->shoottype == i)
3505 pl->shoottype = range_none;
3506 }
3507} 3490}
3508 3491
3509sint8 3492sint8
3510player::visibility_at (maptile *map, int x, int y) const 3493player::visibility_at (maptile *map, int x, int y) const
3511{ 3494{

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