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Comparing deliantra/server/server/player.C (file contents):
Revision 1.120 by root, Thu May 3 09:39:56 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{
208 192
209 players.erase (this); 193 players.erase (this);
210} 194}
211 195
212// connect the player with a specific client 196// connect the player with a specific client
213// also changed, rationalises, and fixes some incorrect settings 197// also changes, rationalises, and fixes some incorrect settings
214void 198void
215player::connect (client *ns) 199player::connect (client *ns)
216{ 200{
217 this->ns = ns; 201 this->ns = ns;
218 ns->pl = this; 202 ns->pl = this;
222 ob->close_container (); //TODO: client-specific 206 ob->close_container (); //TODO: client-specific
223 207
224 ns->update_look = 0; 208 ns->update_look = 0;
225 ns->look_position = 0; 209 ns->look_position = 0;
226 210
227 clear_los (ob); 211 clear_los (this);
228 212
229 ns->reset_stats (); 213 ns->reset_stats ();
230 214
231 /* make sure he's a player -- needed because of class change. */ 215 /* make sure he's a player -- needed because of class change. */
232 ob->type = PLAYER; // we are paranoid 216 ob->type = PLAYER; // we are paranoid
233 ob->race = ob->arch->clone.race; 217 ob->race = ob->arch->race;
234 218
235 ob->carrying = sum_weight (ob); 219 ob->carrying = sum_weight (ob);
236 link_player_skills (ob); 220 link_player_skills (ob);
237 221
238 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
239 223
240 assign (title, ob->arch->clone.name); 224 assign (title, ob->arch->object::name);
241 225
242 /* if it's a dragon player, set the correct title here */ 226 /* if it's a dragon player, set the correct title here */
243 if (is_dragon_pl (ob)) 227 if (is_dragon_pl (ob))
244 { 228 {
245 object *tmp, *abil = 0, *skin = 0; 229 object *tmp, *abil = 0, *skin = 0;
246 230
247 shstr_cmp dragon_ability_force ("dragon_ability_force");
248 shstr_cmp dragon_skin_force ("dragon_skin_force");
249
250 for (tmp = ob->inv; tmp; tmp = tmp->below) 231 for (tmp = ob->inv; tmp; tmp = tmp->below)
251 if (tmp->type == FORCE) 232 if (tmp->type == FORCE)
252 if (tmp->arch->name == dragon_ability_force) 233 if (tmp->arch->archname == shstr_dragon_ability_force)
253 abil = tmp; 234 abil = tmp;
254 else if (tmp->arch->name == dragon_skin_force) 235 else if (tmp->arch->archname == shstr_dragon_skin_force)
255 skin = tmp; 236 skin = tmp;
256 237
257 set_dragon_name (ob, abil, skin); 238 set_dragon_name (ob, abil, skin);
258 } 239 }
259 240
260 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 241 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
261 242
262 esrv_new_player (this, ob->weight + ob->carrying); 243 esrv_new_player (this, ob->weight + ob->carrying);
263 244
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);
264 ob->update_stats (); 270 ob->update_stats ();
271
265 ns->floorbox_update (); 272 ns->floorbox_update ();
266
267 esrv_send_inventory (ob, ob); 273 esrv_send_inventory (ob, ob);
268 esrv_add_spells (this, 0); 274 esrv_add_spells (this, 0);
269 275
270 activate (); 276 activate ();
271 277
292 ns = 0; 298 ns = 0;
293 } 299 }
294 300
295 if (ob) 301 if (ob)
296 ob->close_container (); //TODO: client-specific 302 ob->close_container (); //TODO: client-specific
303
304 observe = ob;
297 305
298 deactivate (); 306 deactivate ();
299} 307}
300 308
301// the need for this function can be explained 309// the need for this function can be explained
302// by load_object not returning the object 310// by load_object not returning the object
303void 311void
304player::set_object (object *op) 312player::set_object (object *op)
305{ 313{
306 ob = op; 314 ob = observe = op;
307 ob->contr = this; /* this aren't yet in archetype */ 315 ob->contr = this; /* this aren't yet in archetype */
308 316
309 ob->speed_left = 0.5;
310 ob->speed = 1.0; 317 ob->speed = 1.0f;
318 ob->speed_left = 0.5f;
319
311 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;
312} 328}
313 329
314player::player () 330player::player ()
315{ 331{
316 /* There are some elements we want initialised to non zero value - 332 /* There are some elements we want initialised to non zero value -
327 petmode = pet_normal; 343 petmode = pet_normal;
328 listening = 10; 344 listening = 10;
329 usekeys = containers; 345 usekeys = containers;
330 peaceful = 1; /* default peaceful */ 346 peaceful = 1; /* default peaceful */
331 do_los = 1; 347 do_los = 1;
348
349 weapon_sp = 1.0f;
350 weapon_sp_left = 0.5f;
332} 351}
333 352
334void 353void
335player::do_destroy () 354player::do_destroy ()
336{ 355{
341 if (ob) 360 if (ob)
342 { 361 {
343 ob->destroy_inv (false); 362 ob->destroy_inv (false);
344 ob->destroy (); 363 ob->destroy ();
345 } 364 }
365
366 ob = observe = 0;
346} 367}
347 368
348player::~player () 369player::~player ()
349{ 370{
350 /* Clear item stack */ 371 /* Clear item stack */
377 * Note: there MUST be at least one player archetype! 398 * Note: there MUST be at least one player archetype!
378 */ 399 */
379archetype * 400archetype *
380get_player_archetype (archetype *at) 401get_player_archetype (archetype *at)
381{ 402{
382 archetype *start = at; 403 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
383 404
384 for (;;) 405 for (;;)
385 { 406 {
386 if (at == NULL || at->next == NULL) 407 if (++i == archetypes.end ())
387 at = first_archetype; 408 i = archetypes.begin ();
388 else 409 else if (*i == at)
389 at = at->next; 410 cleanup ("not a single player archetype found");
390 411
391 if (at->clone.type == PLAYER) 412 if ((*i)->type == PLAYER)
392 return at; 413 return *i;
393
394 if (at == start)
395 {
396 LOG (llevError, "No Player archetypes\n");
397 exit (-1);
398 }
399 } 414 }
400} 415}
401 416
402object * 417object *
403get_nearest_player (object *mon) 418get_nearest_player (object *mon)
769} 784}
770 785
771void 786void
772object::roll_stats () 787object::roll_stats ()
773{ 788{
774 int statsort [7]; 789 int statsort [NUM_STATS];
775 790
776 for (;;) 791 for (;;)
777 { 792 {
778 int sum = 0; 793 int sum = 0;
779 for (int i = 7; i--; ) 794 for (int i = NUM_STATS; i--; )
780 sum += statsort [i] = roll_stat (); 795 sum += statsort [i] = roll_stat ();
781 796
782 if (sum >= 82 && sum <= 116) 797 if (sum >= 82 && sum <= 116)
783 break; 798 break;
784 } 799 }
785 800
786 // Sort the stats so that rerolling is easier... 801 // Sort the stats so that rerolling is easier...
787 std::sort (statsort, statsort + 7, std::greater<int>()); 802 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
788 803
804 for (int i = 0; i < NUM_STATS; ++i)
789 stats.Str = statsort[0]; 805 stats.stat (i) = statsort [i];
790 stats.Dex = statsort[1];
791 stats.Con = statsort[2];
792 stats.Int = statsort[3];
793 stats.Wis = statsort[4];
794 stats.Pow = statsort[5];
795 stats.Cha = statsort[6];
796 806
797 stats.exp = 0; 807 stats.exp = 0;
798 stats.ac = 0; 808 stats.ac = 0;
799 809
800 stats.hp = stats.maxhp; 810 stats.hp = stats.maxhp;
812} 822}
813 823
814void 824void
815object::swap_stats (int a, int b) 825object::swap_stats (int a, int b)
816{ 826{
817 int tmp = get_attr_value (&contr->orig_stats, a); 827 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
818 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
819 set_attr_value (&contr->orig_stats, b, tmp);
820 828
829 for (int i = 0; i < NUM_STATS; ++i)
821 stats.Str = contr->orig_stats.Str; 830 stats.stat (i) = contr->orig_stats.stat (i);
822 stats.Dex = contr->orig_stats.Dex;
823 stats.Con = contr->orig_stats.Con;
824 stats.Int = contr->orig_stats.Int;
825 stats.Wis = contr->orig_stats.Wis;
826 stats.Pow = contr->orig_stats.Pow;
827 stats.Cha = contr->orig_stats.Cha;
828 831
829 //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,
830 // be merged with the similar code in roll_stats 833 // be merged with the similar code in roll_stats
831 stats.ac = 0; 834 stats.ac = 0;
832 835
905 if (*first_map_ext_path) 908 if (*first_map_ext_path)
906 { 909 {
907 object *tmp; 910 object *tmp;
908 char mapname[MAX_BUF]; 911 char mapname[MAX_BUF];
909 912
910 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);
911 tmp = object::create (); 914 tmp = object::create ();
912 EXIT_PATH (tmp) = mapname; 915 EXIT_PATH (tmp) = mapname;
913 EXIT_X (tmp) = ob->x; 916 EXIT_X (tmp) = ob->x;
914 EXIT_Y (tmp) = ob->y; 917 EXIT_Y (tmp) = ob->y;
915 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;
934 int x = ob->x, y = ob->y; 937 int x = ob->x, y = ob->y;
935 938
936 ob->remove_statbonus (); 939 ob->remove_statbonus ();
937 ob->remove (); 940 ob->remove ();
938 ob->arch = get_player_archetype (ob->arch); 941 ob->arch = get_player_archetype (ob->arch);
939 ob->arch->clone.copy_to (ob); 942 ob->arch->copy_to (ob);
940 ob->instantiate (); 943 ob->instantiate ();
941 ob->stats = ob->contr->orig_stats; 944 ob->stats = ob->contr->orig_stats;
942 ob->name = ob->name_pl = name; 945 ob->name = ob->name_pl = name;
943 ob->x = x; 946 ob->x = x;
944 ob->y = y; 947 ob->y = y;
945 SET_ANIMATION (ob, 2); /* So player faces south */ 948 SET_ANIMATION (ob, 2); /* So player faces south */
946 insert_ob_in_map (ob, ob->map, ob, 0); 949 insert_ob_in_map (ob, ob->map, ob, 0);
947 assign (ob->contr->title, ob->arch->clone.name); 950 assign (ob->contr->title, ob->arch->object::name);
948 ob->add_statbonus (); 951 ob->add_statbonus ();
949 } 952 }
950 while (!allowed_class (ob)); 953 while (!allowed_class (ob));
951 954
952 update_object (ob, UP_OBJ_FACE); 955 update_object (ob, UP_OBJ_FACE);
1009 /* Cornered, get rid of scared */ 1012 /* Cornered, get rid of scared */
1010 CLEAR_FLAG (op, FLAG_SCARED); 1013 CLEAR_FLAG (op, FLAG_SCARED);
1011 op->enemy = NULL; 1014 op->enemy = NULL;
1012} 1015}
1013 1016
1014
1015/* 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.
1016 * 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
1017 * stop. 1019 * stop.
1018 */ 1020 */
1019int 1021int
1020check_pick (object *op) 1022check_pick (object *op)
1021{ 1023{
1098 if (tmp->name != NULL) 1100 if (tmp->name != NULL)
1099 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1101 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1100 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1102 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1101 else 1103 else
1102 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1103 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1105 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1104 1106
1105 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1107 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1106 } 1108 }
1107 1109
1108 /* philosophy: 1110 /* philosophy:
1301 /* careful: chairs and tables are weapons! */ 1303 /* careful: chairs and tables are weapons! */
1302 if (op->contr->mode & PU_ALLWEAPON) 1304 if (op->contr->mode & PU_ALLWEAPON)
1303 { 1305 {
1304 if (tmp->type == WEAPON && tmp->name != NULL) 1306 if (tmp->type == WEAPON && tmp->name != NULL)
1305 { 1307 {
1306 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 &&
1307 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1309 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1308 { 1310 {
1309 pick_up (op, tmp); 1311 pick_up (op, tmp);
1310 continue; 1312 continue;
1311 } 1313 }
1312 } 1314 }
1313 1315
1314 if (tmp->type == WEAPON && tmp->name == NULL) 1316 if (tmp->type == WEAPON && tmp->name == NULL)
1315 { 1317 {
1316 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)
1317 { 1319 {
1318 pick_up (op, tmp); 1320 pick_up (op, tmp);
1319 continue; 1321 continue;
1320 } 1322 }
1321 } 1323 }
1346 if (tmp->name != NULL) 1348 if (tmp->name != NULL)
1347 { 1349 {
1348 fprintf (stderr, "%s", tmp->name); 1350 fprintf (stderr, "%s", tmp->name);
1349 } 1351 }
1350 else 1352 else
1351 fprintf (stderr, "%s", tmp->arch->name); 1353 fprintf (stderr, "%s", tmp->arch->archname);
1352 fprintf (stderr, ",%d] = ", tmp->type); 1354 fprintf (stderr, ",%d] = ", tmp->type);
1353 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))));
1354#endif 1356#endif
1355 continue; 1357 continue;
1356 } 1358 }
1426 else 1428 else
1427 { 1429 {
1428 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1430 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1429 { 1431 {
1430 attacktype = 1 << attacknum; 1432 attacktype = 1 << attacknum;
1431 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1433 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1432 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)
1433 { 1435 {
1434 tmp = arrow; 1436 tmp = arrow;
1435 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;
1436 } 1438 }
1437 } 1439 }
1438 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1440 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1439 { 1441 {
1440 tmp = arrow; 1442 tmp = arrow;
1533 */ 1535 */
1534int 1536int
1535fire_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)
1536{ 1538{
1537 object *left, *bow; 1539 object *left, *bow;
1538 int bowspeed, mflags; 1540 int mflags;
1539 maptile *m; 1541 maptile *m;
1540 1542
1541 if (!dir) 1543 if (!dir)
1542 { 1544 {
1543 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!");
1544 return 0; 1546 return 0;
1545 } 1547 }
1546 1548
1547 if (player *pl = op->contr) 1549 if (op->contr)
1548 { 1550 bow = op->current_weapon;
1549 bow = pl->ranged_ob;
1550
1551 if (op->current_weapon != pl->ranged_ob)
1552 {
1553 op->current_weapon = pl->ranged_ob;
1554 new_draw_info_format (NDI_UNIQUE, 0, op, "You switch to your %s.", &op->current_weapon->name);
1555 op->update_stats ();
1556 }
1557 }
1558 else 1551 else
1559 { 1552 {
1560 for (bow = op->inv; bow; bow = bow->below) 1553 for (bow = op->inv; bow; bow = bow->below)
1561 /* 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
1562 * 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.
1583 { 1576 {
1584 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);
1585 return 0; 1578 return 0;
1586 } 1579 }
1587 1580
1588 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1589
1590 /* penalize ROF for bestarrow */
1591 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1592 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1593
1594 if (bowspeed < 1)
1595 bowspeed = 1;
1596
1597 if (arrow == NULL) 1581 if (arrow == NULL)
1598 { 1582 {
1599 if ((arrow = find_arrow (op, bow->race)) == NULL) 1583 if ((arrow = find_arrow (op, bow->race)) == NULL)
1600 { 1584 {
1601 if (op->type == PLAYER) 1585 if (op->type == PLAYER)
1635 1619
1636 arrow->set_owner (op); 1620 arrow->set_owner (op);
1637 arrow->skill = bow->skill; 1621 arrow->skill = bow->skill;
1638 arrow->direction = dir; 1622 arrow->direction = dir;
1639 1623
1640 if (op->type == PLAYER)
1641 {
1642 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1643 op->update_stats ();
1644 }
1645
1646 SET_ANIMATION (arrow, arrow->direction);
1647
1648 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 */
1649 arrow->stats.hp = arrow->stats.dam; 1625 arrow->stats.hp = arrow->stats.dam;
1650 arrow->stats.grace = arrow->attacktype; 1626 arrow->stats.grace = arrow->attacktype;
1651 1627
1652 if (arrow->slaying) 1628 if (arrow->slaying)
1653 arrow->spellarg = strdup (arrow->slaying); 1629 arrow->spellarg = strdup (arrow->slaying);
1654 1630
1655 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);
1656 1647
1657 /* update the speed */ 1648 /* update the speed */
1658 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
1659 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1650 + bow->stats.dam / 7.f;
1660 1651
1661 arrow->set_speed (max (arrow->speed, 1.0)); 1652 arrow->set_speed (max (arrow->speed, 2.f));
1662 arrow->speed_left = 0; 1653 arrow->speed_left = 0;
1663 1654
1664 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;
1665 1656
1666 if (op->type == PLAYER) 1657 if (op->type == PLAYER)
1667 { 1658 {
1668 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1659 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1669 arrow->stats.wc -= dex_bonus[op->stats.Dex]; 1660 wc -= dex_bonus[op->stats.Dex];
1670 1661
1671 if (!arrow->slaying) 1662 if (!arrow->slaying)
1672 arrow->slaying = op->slaying; 1663 arrow->slaying = op->slaying;
1664
1665 arrow->attacktype |= op->attacktype;
1673 } 1666 }
1674 else 1667 else
1675 { 1668 {
1676 arrow->level = op->level; 1669 arrow->level = op->level;
1677 arrow->stats.wc -= bow->magic; 1670 arrow->stats.wc -= bow->magic;
1678 1671
1679 if (!arrow->slaying) 1672 if (!arrow->slaying)
1680 arrow->slaying = bow->slaying; 1673 arrow->slaying = bow->slaying;
1681 }
1682 1674
1683 arrow->stats.wc -= arrow->level;
1684
1685 arrow->attacktype |= bow->attacktype; 1675 arrow->attacktype |= bow->attacktype;
1676 }
1686 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);
1687 arrow->move_type = MOVE_FLY_LOW; 1682 arrow->move_type = MOVE_FLY_LOW;
1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1683 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1689 1684
1690 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);
1691 m->insert (arrow, sx, sy, op); 1686 m->insert (arrow, sx, sy, op);
1736 else if (op->contr->bowtype == bow_spreadshot) 1731 else if (op->contr->bowtype == bow_spreadshot)
1737 { 1732 {
1738 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);
1739 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);
1740 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);
1741
1742 } 1736 }
1743 else 1737 else
1744 { 1738 {
1745 /* Simple case */ 1739 /* Simple case */
1746 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);
1747 } 1741 }
1742
1748 return ret; 1743 return ret;
1749} 1744}
1750
1751 1745
1752/* Fires a misc (wand/rod/horn) object in 'dir'. 1746/* Fires a misc (wand/rod/horn) object in 'dir'.
1753 * Broken apart from 'fire' to keep it more readable. 1747 * Broken apart from 'fire' to keep it more readable.
1754 */ 1748 */
1755void 1749void
1767 { 1761 {
1768 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1762 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1769 return; 1763 return;
1770 } 1764 }
1771 1765
1766 if (!op->change_weapon (item))
1767 return;
1768
1772 if (item->type == WAND) 1769 if (item->type == WAND)
1773 { 1770 {
1774 if (item->stats.food <= 0) 1771 if (item->stats.food <= 0)
1775 { 1772 {
1776 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1773 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1777 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
1778 return; 1776 return;
1779 } 1777 }
1780 } 1778 }
1781 else if (item->type == ROD || item->type == HORN) 1779 else if (item->type == ROD || item->type == HORN)
1782 { 1780 {
1783 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))
1784 { 1782 {
1785 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1783 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1784
1786 if (item->type == ROD) 1785 if (item->type == ROD)
1787 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));
1788 else 1787 else
1789 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
1790 return; 1790 return;
1791 } 1791 }
1792 } 1792 }
1793 1793
1794 if (cast_spell (op, item, dir, item->inv, NULL)) 1794 if (cast_spell (op, item, dir, item->inv, NULL))
1801 object *tmp; 1801 object *tmp;
1802 1802
1803 if (item->arch) 1803 if (item->arch)
1804 { 1804 {
1805 CLEAR_FLAG (item, FLAG_ANIMATE); 1805 CLEAR_FLAG (item, FLAG_ANIMATE);
1806 item->face = item->arch->clone.face; 1806 item->face = item->arch->face;
1807 item->set_speed (0); 1807 item->set_speed (0);
1808 } 1808 }
1809 1809
1810 if ((tmp = item->in_player ())) 1810 if ((tmp = item->in_player ()))
1811 esrv_update_item (UPD_ANIM, tmp, item); 1811 esrv_update_item (UPD_ANIM, tmp, item);
1816 } 1816 }
1817} 1817}
1818 1818
1819/* Received a fire command for the player - go and do it. 1819/* Received a fire command for the player - go and do it.
1820 */ 1820 */
1821void 1821bool
1822fire (object *op, int dir) 1822fire (object *op, int dir)
1823{ 1823{
1824 int spellcost = 0; 1824 int spellcost = 0;
1825 1825
1826 /* check for loss of invisiblity/hide */ 1826 /* check for loss of invisiblity/hide */
1830 player *pl = op->contr; 1830 player *pl = op->contr;
1831 1831
1832 if (pl->golem) 1832 if (pl->golem)
1833 { 1833 {
1834 control_golem (op->contr->golem, dir); 1834 control_golem (op->contr->golem, dir);
1835 return; 1835 return false;
1836 } 1836 }
1837 1837
1838 object *ob = pl->ranged_ob; 1838 object *ob = pl->ranged_ob;
1839 1839
1840 if (!ob) 1840 if (!ob)
1841 return; 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;
1842 1850
1843 switch (ob->type) 1851 switch (ob->type)
1844 { 1852 {
1845 case BOW: 1853 case BOW:
1846 player_fire_bow (op, dir); 1854 player_fire_bow (op, dir);
1853 case BUILDER: 1861 case BUILDER:
1854 apply_map_builder (op, dir); 1862 apply_map_builder (op, dir);
1855 break; 1863 break;
1856 1864
1857 case SKILL: 1865 case SKILL:
1858 case SKILL_TOOL:
1859 do_skill (op, op, ob, dir, 0); 1866 do_skill (op, op, ob, dir, 0);
1860 break; 1867 break;
1861 1868
1862 default: 1869 default:
1863 fire_misc_object (op, dir); 1870 fire_misc_object (op, dir);
1864 break; 1871 break;
1865 } 1872 }
1873
1874 return true;
1866} 1875}
1867 1876
1868/* find_key 1877/* find_key
1869 * 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
1870 * and successfully use it, we return the key, otherwise NULL 1879 * and successfully use it, we return the key, otherwise NULL
1957 * 0 otherwise 1966 * 0 otherwise
1958 */ 1967 */
1959static int 1968static int
1960player_attack_door (object *op, object *door) 1969player_attack_door (object *op, object *door)
1961{ 1970{
1962 /* 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,
1963 * 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 -
1964 * otherwise, we fall through to the rest of the code. 1973 * otherwise, we fall through to the rest of the code.
1965 */ 1974 */
1966 object *key = find_key (op, op, door); 1975 object *key = find_key (op, op, door);
1967 1976
1968 /* IF we found a key, do some extra work */ 1977 /* If we found a key, do some extra work */
1969 if (key) 1978 if (key)
1970 { 1979 {
1971 object *container = key->env; 1980 object *container = key->env;
1972 1981
1973 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);
2008 * It should keep the code cleaner. 2017 * It should keep the code cleaner.
2009 * When this is called, the players direction has been updated 2018 * When this is called, the players direction has been updated
2010 * (taking into account confusion.) The player is also actually 2019 * (taking into account confusion.) The player is also actually
2011 * going to try and move (not fire weapons). 2020 * going to try and move (not fire weapons).
2012 */ 2021 */
2013void 2022bool
2014move_player_attack (object *op, int dir) 2023move_player_attack (object *op, int dir)
2015{ 2024{
2016 object *tmp, *mon;
2017 int on_battleground; 2025 int on_battleground;
2018 maptile *m;
2019 2026
2020 sint16 nx = freearr_x[dir] + op->x; 2027 sint16 nx = freearr_x[dir] + op->x;
2021 sint16 ny = freearr_y[dir] + op->y; 2028 sint16 ny = freearr_y[dir] + op->y;
2022 2029
2023 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 }
2024 2040
2025 /* 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
2026 * 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
2027 * 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
2028 * player. This is a pretty nasty hack, because if we could 2044 * player. This is a pretty nasty hack, because if we could
2029 * 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
2030 * 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
2031 * 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
2032 * move_ob uses. 2048 * move_ob uses.
2033 */ 2049 */
2034 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2035 {
2036 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2037 {
2038 m = op->map->xy_find (nx, ny); 2050 maptile *m = op->map->xy_find (nx, ny);
2039 if (!m)
2040 return; /* Don't think this should happen */
2041 }
2042 else
2043 m = op->map;
2044 2051
2045 if (!(tmp = m->at (nx, ny).bot))
2046 return;
2047
2048 mon = 0;
2049 /* 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
2050 * 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.
2051 * 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
2052 * on the space 2055 * on the space
2053 */ 2056 */
2054 while (tmp) 2057 object *mon;
2055 { 2058 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2056 if (tmp == op) 2059 {
2057 { 2060 if ((mon->flag [FLAG_ALIVE]
2058 tmp = tmp->above; 2061 || mon->type == LOCKED_DOOR
2059 continue; 2062 || mon->flag [FLAG_CAN_ROLL])
2060 }
2061
2062 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2063 {
2064 mon = tmp; 2063 && mon != op)
2065 break; 2064 break;
2066 } 2065 }
2067 2066
2068 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2069 mon = tmp;
2070
2071 tmp = tmp->above;
2072 }
2073
2074 if (!mon) /* This happens anytime the player tries to move */ 2067 if (!mon) /* This happens anytime the player tries to move */
2075 return; /* into a wall */ 2068 return false; /* into a wall */
2076 2069
2077 if (mon->head)
2078 mon = mon->head; 2070 mon = mon->head_ ();
2079 2071
2080 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)
2081 if (player_attack_door (op, mon)) 2074 if (player_attack_door (op, mon))
2075 {
2076 --op->contr->weapon_sp_left;
2082 return; 2077 return true;
2078 }
2083 2079
2084 /* The following deals with possibly attacking peaceful 2080 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered 2081 * or friendly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the 2082 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that 2083 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently, 2084 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them. 2085 * and thus will not push them.
2090 */ 2086 */
2091 2087
2092 /* 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
2093 * peaceful. Our assumption is the creature is a pet if the 2089 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive. 2090 * player owns it and it is either friendly or unagressive.
2095 */ 2091 */
2096 if ((op->type == PLAYER) 2092 if (op->type == PLAYER
2097#if COZY_SERVER
2098 &&
2099 ((mon->owner && mon->owner->contr 2093 && ((mon->owner && mon->owner->contr
2100 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2094 && same_party (mon->owner->contr->party, op->contr->party))
2101#else
2102 && mon->owner == op 2095 || mon->owner == op)
2103#endif
2104 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2096 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2105 { 2097 {
2106 /* 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 */
2107 if (op->contr->braced) 2099 if (op->contr->braced)
2108 return; 2100 return false;
2101
2102 if (op->speed_left > 0.f)
2103 {
2104 --op->speed_left;
2109 2105
2110 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);
2111 push_ob (mon, dir, op); 2107 push_ob (mon, dir, op);
2108
2112 if (op->contr->tmp_invis || op->hide) 2109 if (op->contr->tmp_invis || op->hide)
2113 make_visible (op); 2110 make_visible (op);
2114 2111
2115 return; 2112 return true;
2116 } 2113 }
2114 else
2115 return false;
2116 }
2117 2117
2118 /* in certain circumstances, you shouldn't attack friendly 2118 /* in certain circumstances, you shouldn't attack friendly
2119 * creatures. Note that if you are braced, you can't push 2119 * creatures. Note that if you are braced, you can't push
2120 * 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
2121 * attack them either. 2121 * attack them either.
2122 */ 2122 */
2123 if ((mon->type == PLAYER || mon->enemy != op) && 2123 if ((mon->type == PLAYER || mon->enemy != op)
2124 (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))
2125#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful 2125 && ((op->contr->peaceful
2127 || (mon->type == PLAYER 2126 || (mon->type == PLAYER && mon->contr->peaceful))
2128 && mon->contr->
2129 peaceful)) &&
2130#else
2131 op->contr->peaceful &&
2132#endif
2133 !on_battleground)) 2127 && !on_battleground))
2128 {
2129 if (op->speed_left > 0.f)
2134 { 2130 {
2131 --op->speed_left;
2132
2135 if (!op->contr->braced) 2133 if (!op->contr->braced)
2136 { 2134 {
2137 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);
2138 push_ob (mon, dir, op); 2136 push_ob (mon, dir, op);
2139 } 2137 }
2140 else 2138 else
2141 new_draw_info (0, 0, op, "You withhold your attack"); 2139 new_draw_info (0, 0, op, "You withhold your attack");
2142 2140
2143 if (op->contr->tmp_invis || op->hide) 2141 if (op->contr->tmp_invis || op->hide)
2144 make_visible (op); 2142 make_visible (op);
2145 }
2146 2143
2144 return true;
2145 }
2146 }
2147 /* If the object is a boulder or other rollable object, then 2147 /* If the object is a boulder or other rollable object, then
2148 * 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.
2149 */ 2149 */
2150 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)
2151 { 2153 {
2154 --op->speed_left;
2155
2152 recursive_roll (mon, dir, op); 2156 recursive_roll (mon, dir, op);
2153 if (action_makes_visible (op)) 2157 if (action_makes_visible (op))
2154 make_visible (op); 2158 make_visible (op);
2155 }
2156 2159
2160 return true;
2161 }
2162 }
2157 /* Any generic living creature. Including things like doors. 2163 /* Any generic living creature. Including things like doors.
2158 * 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
2159 * and be living. Then, it must be one of the following: 2165 * and be living. Then, it must be one of the following:
2160 * 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
2161 * 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.
2162 */ 2168 */
2163 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2164 ((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)))
2165 { 2171 {
2166 2172 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2167 /* If the player hasn't hit something this tick, and does
2168 * so, give them speed boost based on weapon speed. Doing
2169 * it here is better than process_players2, which basically
2170 * incurred a 1 tick offset.
2171 */
2172 if (!op->contr->has_hit)
2173 { 2173 {
2174 op->speed_left += op->speed / op->contr->weapon_sp; 2174 --op->contr->weapon_sp_left;
2175
2176 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2177 }
2178 2175
2179 skill_attack (mon, op, 0, 0, 0); 2176 skill_attack (mon, op, 0, 0, 0);
2180
2181 /* If attacking another player, that player gets automatic
2182 * hitback, and doesn't loose luck either.
2183 * Disable hitback on the battleground or if the target is
2184 * the wiz.
2185 */
2186 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2187 {
2188 short luck = mon->stats.luck;
2189
2190 mon->contr->has_hit = 1;
2191 skill_attack (op, mon, 0, 0, 0);
2192 mon->stats.luck = luck;
2193 }
2194 2177
2195 if (action_makes_visible (op)) 2178 if (action_makes_visible (op))
2196 make_visible (op); 2179 make_visible (op);
2197 }
2198 } /* if player should attack something */
2199}
2200 2180
2201int 2181 return true;
2182 }
2183 }
2184
2185 return false;
2186}
2187
2188bool
2202move_player (object *op, int dir) 2189move_player (object *op, int dir)
2203{ 2190{
2204 int pick; 2191 int pick;
2205 2192
2206 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2193 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2220 op->facing = dir; 2207 op->facing = dir;
2221 2208
2222 if (op->hide) 2209 if (op->hide)
2223 do_hidden_move (op); 2210 do_hidden_move (op);
2224 2211
2212 bool retval;
2213
2225 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2214 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2226 /*nop */ ; 2215 retval = RESULT_INT (0);
2227 else if (op->contr->fire_on) 2216 else if (op->contr->fire_on)
2228 fire (op, dir); 2217 retval = fire (op, dir);
2229 else 2218 else
2230 { 2219 {
2231 move_player_attack (op, dir); 2220 retval = move_player_attack (op, dir);
2232 pick = check_pick (op); 2221 pick = check_pick (op);
2233 } 2222 }
2234 2223
2235 /* 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
2236 * server can handle repeat firing. 2225 * server can handle repeat firing.
2243 /* Update how the player looks. Use the facing, so direction may 2232 /* Update how the player looks. Use the facing, so direction may
2244 * get reset to zero. This allows for full animation capabilities 2233 * get reset to zero. This allows for full animation capabilities
2245 * for players. 2234 * for players.
2246 */ 2235 */
2247 animate_object (op, op->facing); 2236 animate_object (op, op->facing);
2248 return 0; 2237
2238 return retval;
2249} 2239}
2250 2240
2251/* 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
2252 * new client/server stuff. 2242 * new client/server stuff.
2253 * 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
2254 * the new speed values for commands. 2244 * the new speed values for commands.
2255 * 2245 *
2256 * 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.
2257 */ 2249 */
2258int 2250bool
2259handle_newcs_player (object *op) 2251handle_newcs_player (object *op)
2260{ 2252{
2261 if (QUERY_FLAG (op, FLAG_SCARED)) 2253 if (QUERY_FLAG (op, FLAG_SCARED))
2262 { 2254 {
2263 flee_player (op); 2255 if (op->speed_left > 0.f)
2264 /* If player is still scared, that is his action for this tick */
2265 if (QUERY_FLAG (op, FLAG_SCARED))
2266 { 2256 {
2267 op->speed_left--; 2257 --op->speed_left;
2258 flee_player (op);
2259
2268 return 0; 2260 return true;
2269 } 2261 }
2262 else
2263 return false;
2270 } 2264 }
2271 2265
2272 /* 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
2273 * the players time has been increased when doericserver has been 2267 * the players time has been increased when doericserver has been
2274 * called, so we recheck it here. 2268 * called, so we recheck it here.
2275 */ 2269 */
2276 if (op->contr->ns->handle_command ()) 2270 if (op->contr->ns->handle_command ())
2277 return 1; 2271 return true;
2278 2272
2279 if (op->speed_left > 0)
2280 {
2281 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2273 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2282 {
2283 /* All move commands take 1 tick, at least for now */
2284 op->speed_left--;
2285
2286 /* Instead of all the stuff below, let move_player take care
2287 * of it. Also, some of the skill stuff is only put in
2288 * there, as well as the confusion stuff.
2289 */
2290 move_player (op, op->direction); 2274 return move_player (op, op->direction);
2291 2275
2292 return op->speed_left > 0;
2293 }
2294 }
2295
2296 return 0; 2276 return false;
2297} 2277}
2298 2278
2299int 2279int
2300save_life (object *op) 2280save_life (object *op)
2301{ 2281{
2567 } 2547 }
2568 2548
2569 /* Digestion */ 2549 /* Digestion */
2570 if (--op->last_eat < 0) 2550 if (--op->last_eat < 0)
2571 { 2551 {
2572#ifdef COZY_SERVER
2573 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2574 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2575#else
2576 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;
2577#endif
2578 2553
2579 if (op->contr->gen_hp > 0) 2554 if (op->contr->gen_hp > 0)
2580 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);
2581 else 2556 else
2582 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2557 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2927 object *force; 2902 object *force;
2928 int at; 2903 int at;
2929 2904
2930 force = get_archetype (FORCE_NAME); 2905 force = get_archetype (FORCE_NAME);
2931 /* 50 ticks should be enough time for the spell to abate */ 2906 /* 50 ticks should be enough time for the spell to abate */
2932 force->speed = 0.1; 2907 force->speed = 0.1f;
2933 force->speed_left = -5.0; 2908 force->speed_left = -5.f;
2934 SET_FLAG (force, FLAG_APPLIED); 2909 SET_FLAG (force, FLAG_APPLIED);
2935 for (at = 0; at < NROFATTACKS; at++) 2910 for (at = 0; at < NROFATTACKS; at++)
2936 if (will_kill_again & (1 << at)) 2911 if (will_kill_again & (1 << at))
2937 force->resist[at] = 100; 2912 force->resist[at] = 100;
2938 2913
3059} 3034}
3060 3035
3061int 3036int
3062is_true_undead (object *op) 3037is_true_undead (object *op)
3063{ 3038{
3064 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3039 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3065 return 1; 3040 return 1;
3066 3041
3067 return 0; 3042 return 0;
3068} 3043}
3069 3044
3113/* For Hidden creatures - a chance of becoming 'unhidden' 3088/* For Hidden creatures - a chance of becoming 'unhidden'
3114 * every time they move - as we subtract off 'invisibility' 3089 * every time they move - as we subtract off 'invisibility'
3115 * AND, for players, if they move into a ridiculously unhideable 3090 * AND, for players, if they move into a ridiculously unhideable
3116 * spot (surrounded by clear terrain in broad daylight). -b.t. 3091 * spot (surrounded by clear terrain in broad daylight). -b.t.
3117 */ 3092 */
3118
3119void 3093void
3120do_hidden_move (object *op) 3094do_hidden_move (object *op)
3121{ 3095{
3122 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3096 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3123 object *skop; 3097 object *skop;
3240 * a blocked los square. 3214 * a blocked los square.
3241 * we use the archetype to figure out offsets. 3215 * we use the archetype to figure out offsets.
3242 */ 3216 */
3243 while (op) 3217 while (op)
3244 { 3218 {
3245 dx = rv.distance_x + op->arch->clone.x; 3219 dx = rv.distance_x + op->arch->x;
3246 dy = rv.distance_y + op->arch->clone.y; 3220 dy = rv.distance_y + op->arch->y;
3247 3221
3248 /* only the viewable area the player sees is updated by LOS 3222 /* only the viewable area the player sees is updated by LOS
3249 * 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
3250 * for any meaningful values. 3224 * for any meaningful values.
3251 */ 3225 */
3376 /* 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]); */
3377 return; 3351 return;
3378 } 3352 }
3379 3353
3380 /* everything seems okay - now bring on the gift: */ 3354 /* everything seems okay - now bring on the gift: */
3381 item = &(tr->item->clone); 3355 item = tr->item;
3382 3356
3383 if (item->type == SPELL) 3357 if (item->type == SPELL)
3384 { 3358 {
3385 if (check_spell_known (who, item->name)) 3359 if (check_spell_known (who, item->name))
3386 return; 3360 return;
3445 { 3419 {
3446 /* forces in the treasurelist can alter the player's stats */ 3420 /* forces in the treasurelist can alter the player's stats */
3447 object *skin; 3421 object *skin;
3448 3422
3449 /* first get the dragon skin force */ 3423 /* first get the dragon skin force */
3450 shstr_cmp dragon_skin_force ("dragon_skin_force");
3451 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)
3452 ; 3425 ;
3453 3426
3454 if (!skin) 3427 if (!skin)
3455 return; 3428 return;
3456 3429

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