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

Comparing deliantra/server/server/player.C (file contents):
Revision 1.122 by root, Wed May 9 11:32:31 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 <sproto.h> 25#include <sproto.h>
27#include <sounds.h> 26#include <sounds.h>
157 op->x = -1; 156 op->x = -1;
158 op->y = -1; 157 op->y = -1;
159} 158}
160 159
161void 160void
162player::enter_map ()
163{
164 object *tmp = object::create ();
165
166 EXIT_PATH (tmp) = maplevel;
167 EXIT_X (tmp) = ob->x;
168 EXIT_Y (tmp) = ob->y;
169 ob->enter_exit (tmp);
170
171 tmp->destroy ();
172}
173
174void
175player::activate () 161player::activate ()
176{ 162{
177 if (active) 163 if (active)
178 return; 164 return;
179 165
181 ob->remove (); 167 ob->remove ();
182 ob->map = 0; 168 ob->map = 0;
183 ob->activate_recursive (); 169 ob->activate_recursive ();
184 CLEAR_FLAG (ob, FLAG_FRIENDLY); 170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
185 add_friendly_object (ob); 171 add_friendly_object (ob);
186 enter_map ();
187} 172}
188 173
189void 174void
190player::deactivate () 175player::deactivate ()
191{ 176{
221 ob->close_container (); //TODO: client-specific 206 ob->close_container (); //TODO: client-specific
222 207
223 ns->update_look = 0; 208 ns->update_look = 0;
224 ns->look_position = 0; 209 ns->look_position = 0;
225 210
226 clear_los (ob); 211 clear_los (this);
227 212
228 ns->reset_stats (); 213 ns->reset_stats ();
229 214
230 /* make sure he's a player -- needed because of class change. */ 215 /* make sure he's a player -- needed because of class change. */
231 ob->type = PLAYER; // we are paranoid 216 ob->type = PLAYER; // we are paranoid
232 ob->race = ob->arch->clone.race; 217 ob->race = ob->arch->race;
233 218
234 ob->carrying = sum_weight (ob); 219 ob->carrying = sum_weight (ob);
235 link_player_skills (ob); 220 link_player_skills (ob);
236 221
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238 223
239 assign (title, ob->arch->clone.name); 224 assign (title, ob->arch->object::name);
240 225
241 /* if it's a dragon player, set the correct title here */ 226 /* if it's a dragon player, set the correct title here */
242 if (is_dragon_pl (ob)) 227 if (is_dragon_pl (ob))
243 { 228 {
244 object *tmp, *abil = 0, *skin = 0; 229 object *tmp, *abil = 0, *skin = 0;
245 230
246 shstr_cmp dragon_ability_force ("dragon_ability_force");
247 shstr_cmp dragon_skin_force ("dragon_skin_force");
248
249 for (tmp = ob->inv; tmp; tmp = tmp->below) 231 for (tmp = ob->inv; tmp; tmp = tmp->below)
250 if (tmp->type == FORCE) 232 if (tmp->type == FORCE)
251 if (tmp->arch->name == dragon_ability_force) 233 if (tmp->arch->archname == shstr_dragon_ability_force)
252 abil = tmp; 234 abil = tmp;
253 else if (tmp->arch->name == dragon_skin_force) 235 else if (tmp->arch->archname == shstr_dragon_skin_force)
254 skin = tmp; 236 skin = tmp;
255 237
256 set_dragon_name (ob, abil, skin); 238 set_dragon_name (ob, abil, skin);
257 } 239 }
258 240
259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 241 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
260 242
261 esrv_new_player (this, ob->weight + ob->carrying); 243 esrv_new_player (this, ob->weight + ob->carrying);
244
245 ob->flag [FLAG_READY_WEAPON] = false;
246 ob->flag [FLAG_READY_SKILL] = false;
247 ob->flag [FLAG_READY_BOW] = false;
262 248
263 for (object *op = ob->inv; op; op = op->below) 249 for (object *op = ob->inv; op; op = op->below)
264 if (op->flag [FLAG_APPLIED]) 250 if (op->flag [FLAG_APPLIED])
265 switch (op->type) 251 switch (op->type)
266 { 252 {
253 case SKILL:
254 ob->flag [FLAG_APPLIED] = false;
255 break;
256
267 case WAND: 257 case WAND:
268 case ROD: 258 case ROD:
269 case HORN: 259 case HORN:
270 case BOW: 260 case BOW:
271 case SKILL: 261 ranged_ob = op;
272 case SKILL_TOOL: 262 break;
263
273 case WEAPON: 264 case WEAPON:
274 fprintf (stderr, "applied<%s>\n", &op->name);//D 265 combat_ob = op;
275 apply_special (ob, op, AP_UNAPPLY);
276 apply_special (ob, op, AP_APPLY);
277 break; 266 break;
278 } 267 }
279 268
269 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
280 ob->update_stats (); 270 ob->update_stats ();
271
281 ns->floorbox_update (); 272 ns->floorbox_update ();
282
283 esrv_send_inventory (ob, ob); 273 esrv_send_inventory (ob, ob);
284 esrv_add_spells (this, 0); 274 esrv_add_spells (this, 0);
285 275
286 activate (); 276 activate ();
287 277
308 ns = 0; 298 ns = 0;
309 } 299 }
310 300
311 if (ob) 301 if (ob)
312 ob->close_container (); //TODO: client-specific 302 ob->close_container (); //TODO: client-specific
303
304 observe = ob;
313 305
314 deactivate (); 306 deactivate ();
315} 307}
316 308
317// the need for this function can be explained 309// the need for this function can be explained
318// by load_object not returning the object 310// by load_object not returning the object
319void 311void
320player::set_object (object *op) 312player::set_object (object *op)
321{ 313{
322 ob = op; 314 ob = observe = op;
323 ob->contr = this; /* this aren't yet in archetype */ 315 ob->contr = this; /* this aren't yet in archetype */
324 316
325 ob->speed_left = 0.5;
326 ob->speed = 1.0; 317 ob->speed = 1.0f;
318 ob->speed_left = 0.5f;
319
327 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;
328} 328}
329 329
330player::player () 330player::player ()
331{ 331{
332 /* There are some elements we want initialised to non zero value - 332 /* There are some elements we want initialised to non zero value -
343 petmode = pet_normal; 343 petmode = pet_normal;
344 listening = 10; 344 listening = 10;
345 usekeys = containers; 345 usekeys = containers;
346 peaceful = 1; /* default peaceful */ 346 peaceful = 1; /* default peaceful */
347 do_los = 1; 347 do_los = 1;
348
349 weapon_sp = 1.0f;
350 weapon_sp_left = 0.5f;
348} 351}
349 352
350void 353void
351player::do_destroy () 354player::do_destroy ()
352{ 355{
357 if (ob) 360 if (ob)
358 { 361 {
359 ob->destroy_inv (false); 362 ob->destroy_inv (false);
360 ob->destroy (); 363 ob->destroy ();
361 } 364 }
365
366 ob = observe = 0;
362} 367}
363 368
364player::~player () 369player::~player ()
365{ 370{
366 /* Clear item stack */ 371 /* Clear item stack */
393 * Note: there MUST be at least one player archetype! 398 * Note: there MUST be at least one player archetype!
394 */ 399 */
395archetype * 400archetype *
396get_player_archetype (archetype *at) 401get_player_archetype (archetype *at)
397{ 402{
398 archetype *start = at; 403 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
399 404
400 for (;;) 405 for (;;)
401 { 406 {
402 if (at == NULL || at->next == NULL) 407 if (++i == archetypes.end ())
403 at = first_archetype; 408 i = archetypes.begin ();
404 else 409 else if (*i == at)
405 at = at->next; 410 cleanup ("not a single player archetype found");
406 411
407 if (at->clone.type == PLAYER) 412 if ((*i)->type == PLAYER)
408 return at; 413 return *i;
409
410 if (at == start)
411 {
412 LOG (llevError, "No Player archetypes\n");
413 exit (-1);
414 }
415 } 414 }
416} 415}
417 416
418object * 417object *
419get_nearest_player (object *mon) 418get_nearest_player (object *mon)
785} 784}
786 785
787void 786void
788object::roll_stats () 787object::roll_stats ()
789{ 788{
790 int statsort [7]; 789 int statsort [NUM_STATS];
791 790
792 for (;;) 791 for (;;)
793 { 792 {
794 int sum = 0; 793 int sum = 0;
795 for (int i = 7; i--; ) 794 for (int i = NUM_STATS; i--; )
796 sum += statsort [i] = roll_stat (); 795 sum += statsort [i] = roll_stat ();
797 796
798 if (sum >= 82 && sum <= 116) 797 if (sum >= 82 && sum <= 116)
799 break; 798 break;
800 } 799 }
801 800
802 // Sort the stats so that rerolling is easier... 801 // Sort the stats so that rerolling is easier...
803 std::sort (statsort, statsort + 7, std::greater<int>()); 802 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
804 803
804 for (int i = 0; i < NUM_STATS; ++i)
805 stats.Str = statsort[0]; 805 stats.stat (i) = statsort [i];
806 stats.Dex = statsort[1];
807 stats.Con = statsort[2];
808 stats.Int = statsort[3];
809 stats.Wis = statsort[4];
810 stats.Pow = statsort[5];
811 stats.Cha = statsort[6];
812 806
813 stats.exp = 0; 807 stats.exp = 0;
814 stats.ac = 0; 808 stats.ac = 0;
815 809
816 stats.hp = stats.maxhp; 810 stats.hp = stats.maxhp;
828} 822}
829 823
830void 824void
831object::swap_stats (int a, int b) 825object::swap_stats (int a, int b)
832{ 826{
833 int tmp = get_attr_value (&contr->orig_stats, a); 827 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
834 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
835 set_attr_value (&contr->orig_stats, b, tmp);
836 828
829 for (int i = 0; i < NUM_STATS; ++i)
837 stats.Str = contr->orig_stats.Str; 830 stats.stat (i) = contr->orig_stats.stat (i);
838 stats.Dex = contr->orig_stats.Dex;
839 stats.Con = contr->orig_stats.Con;
840 stats.Int = contr->orig_stats.Int;
841 stats.Wis = contr->orig_stats.Wis;
842 stats.Pow = contr->orig_stats.Pow;
843 stats.Cha = contr->orig_stats.Cha;
844 831
845 //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,
846 // be merged with the similar code in roll_stats 833 // be merged with the similar code in roll_stats
847 stats.ac = 0; 834 stats.ac = 0;
848 835
921 if (*first_map_ext_path) 908 if (*first_map_ext_path)
922 { 909 {
923 object *tmp; 910 object *tmp;
924 char mapname[MAX_BUF]; 911 char mapname[MAX_BUF];
925 912
926 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);
927 tmp = object::create (); 914 tmp = object::create ();
928 EXIT_PATH (tmp) = mapname; 915 EXIT_PATH (tmp) = mapname;
929 EXIT_X (tmp) = ob->x; 916 EXIT_X (tmp) = ob->x;
930 EXIT_Y (tmp) = ob->y; 917 EXIT_Y (tmp) = ob->y;
931 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;
950 int x = ob->x, y = ob->y; 937 int x = ob->x, y = ob->y;
951 938
952 ob->remove_statbonus (); 939 ob->remove_statbonus ();
953 ob->remove (); 940 ob->remove ();
954 ob->arch = get_player_archetype (ob->arch); 941 ob->arch = get_player_archetype (ob->arch);
955 ob->arch->clone.copy_to (ob); 942 ob->arch->copy_to (ob);
956 ob->instantiate (); 943 ob->instantiate ();
957 ob->stats = ob->contr->orig_stats; 944 ob->stats = ob->contr->orig_stats;
958 ob->name = ob->name_pl = name; 945 ob->name = ob->name_pl = name;
959 ob->x = x; 946 ob->x = x;
960 ob->y = y; 947 ob->y = y;
961 SET_ANIMATION (ob, 2); /* So player faces south */ 948 SET_ANIMATION (ob, 2); /* So player faces south */
962 insert_ob_in_map (ob, ob->map, ob, 0); 949 insert_ob_in_map (ob, ob->map, ob, 0);
963 assign (ob->contr->title, ob->arch->clone.name); 950 assign (ob->contr->title, ob->arch->object::name);
964 ob->add_statbonus (); 951 ob->add_statbonus ();
965 } 952 }
966 while (!allowed_class (ob)); 953 while (!allowed_class (ob));
967 954
968 update_object (ob, UP_OBJ_FACE); 955 update_object (ob, UP_OBJ_FACE);
1113 if (tmp->name != NULL) 1100 if (tmp->name != NULL)
1114 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1101 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1115 &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))));
1116 else 1103 else
1117 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1118 &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))));
1119 1106
1120 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1107 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1121 } 1108 }
1122 1109
1123 /* philosophy: 1110 /* philosophy:
1316 /* careful: chairs and tables are weapons! */ 1303 /* careful: chairs and tables are weapons! */
1317 if (op->contr->mode & PU_ALLWEAPON) 1304 if (op->contr->mode & PU_ALLWEAPON)
1318 { 1305 {
1319 if (tmp->type == WEAPON && tmp->name != NULL) 1306 if (tmp->type == WEAPON && tmp->name != NULL)
1320 { 1307 {
1321 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 &&
1322 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1309 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1323 { 1310 {
1324 pick_up (op, tmp); 1311 pick_up (op, tmp);
1325 continue; 1312 continue;
1326 } 1313 }
1327 } 1314 }
1328 1315
1329 if (tmp->type == WEAPON && tmp->name == NULL) 1316 if (tmp->type == WEAPON && tmp->name == NULL)
1330 { 1317 {
1331 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)
1332 { 1319 {
1333 pick_up (op, tmp); 1320 pick_up (op, tmp);
1334 continue; 1321 continue;
1335 } 1322 }
1336 } 1323 }
1361 if (tmp->name != NULL) 1348 if (tmp->name != NULL)
1362 { 1349 {
1363 fprintf (stderr, "%s", tmp->name); 1350 fprintf (stderr, "%s", tmp->name);
1364 } 1351 }
1365 else 1352 else
1366 fprintf (stderr, "%s", tmp->arch->name); 1353 fprintf (stderr, "%s", tmp->arch->archname);
1367 fprintf (stderr, ",%d] = ", tmp->type); 1354 fprintf (stderr, ",%d] = ", tmp->type);
1368 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))));
1369#endif 1356#endif
1370 continue; 1357 continue;
1371 } 1358 }
1441 else 1428 else
1442 { 1429 {
1443 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1430 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1444 { 1431 {
1445 attacktype = 1 << attacknum; 1432 attacktype = 1 << attacknum;
1446 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1433 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1447 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)
1448 { 1435 {
1449 tmp = arrow; 1436 tmp = arrow;
1450 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;
1451 } 1438 }
1452 } 1439 }
1453 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1440 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1454 { 1441 {
1455 tmp = arrow; 1442 tmp = arrow;
1548 */ 1535 */
1549int 1536int
1550fire_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)
1551{ 1538{
1552 object *left, *bow; 1539 object *left, *bow;
1553 int bowspeed, mflags; 1540 int mflags;
1554 maptile *m; 1541 maptile *m;
1555 1542
1556 if (!dir) 1543 if (!dir)
1557 { 1544 {
1558 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!");
1559 return 0; 1546 return 0;
1560 } 1547 }
1561 1548
1562 if (player *pl = op->contr) 1549 if (op->contr)
1563 { 1550 bow = op->current_weapon;
1564 bow = pl->ranged_ob;
1565 op->set_weapon (bow);
1566 }
1567 else 1551 else
1568 { 1552 {
1569 for (bow = op->inv; bow; bow = bow->below) 1553 for (bow = op->inv; bow; bow = bow->below)
1570 /* 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
1571 * 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.
1592 { 1576 {
1593 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);
1594 return 0; 1578 return 0;
1595 } 1579 }
1596 1580
1597 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1598
1599 /* penalize ROF for bestarrow */
1600 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1601 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1602
1603 if (bowspeed < 1)
1604 bowspeed = 1;
1605
1606 if (arrow == NULL) 1581 if (arrow == NULL)
1607 { 1582 {
1608 if ((arrow = find_arrow (op, bow->race)) == NULL) 1583 if ((arrow = find_arrow (op, bow->race)) == NULL)
1609 { 1584 {
1610 if (op->type == PLAYER) 1585 if (op->type == PLAYER)
1644 1619
1645 arrow->set_owner (op); 1620 arrow->set_owner (op);
1646 arrow->skill = bow->skill; 1621 arrow->skill = bow->skill;
1647 arrow->direction = dir; 1622 arrow->direction = dir;
1648 1623
1649 if (op->type == PLAYER)
1650 {
1651 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1652 op->update_stats ();
1653 }
1654
1655 SET_ANIMATION (arrow, arrow->direction);
1656
1657 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 */
1658 arrow->stats.hp = arrow->stats.dam; 1625 arrow->stats.hp = arrow->stats.dam;
1659 arrow->stats.grace = arrow->attacktype; 1626 arrow->stats.grace = arrow->attacktype;
1660 1627
1661 if (arrow->slaying) 1628 if (arrow->slaying)
1662 arrow->spellarg = strdup (arrow->slaying); 1629 arrow->spellarg = strdup (arrow->slaying);
1663 1630
1664 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);
1665 1647
1666 /* update the speed */ 1648 /* update the speed */
1667 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
1668 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1650 + bow->stats.dam / 7.f;
1669 1651
1670 arrow->set_speed (max (arrow->speed, 1.0)); 1652 arrow->set_speed (max (arrow->speed, 2.f));
1671 arrow->speed_left = 0; 1653 arrow->speed_left = 0;
1672 1654
1673 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;
1674 1656
1675 if (op->type == PLAYER) 1657 if (op->type == PLAYER)
1676 { 1658 {
1677 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1659 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1678 arrow->stats.wc -= dex_bonus[op->stats.Dex]; 1660 wc -= dex_bonus[op->stats.Dex];
1679 1661
1680 if (!arrow->slaying) 1662 if (!arrow->slaying)
1681 arrow->slaying = op->slaying; 1663 arrow->slaying = op->slaying;
1664
1665 arrow->attacktype |= op->attacktype;
1682 } 1666 }
1683 else 1667 else
1684 { 1668 {
1685 arrow->level = op->level; 1669 arrow->level = op->level;
1686 arrow->stats.wc -= bow->magic; 1670 arrow->stats.wc -= bow->magic;
1687 1671
1688 if (!arrow->slaying) 1672 if (!arrow->slaying)
1689 arrow->slaying = bow->slaying; 1673 arrow->slaying = bow->slaying;
1690 }
1691 1674
1692 arrow->stats.wc -= arrow->level;
1693
1694 arrow->attacktype |= bow->attacktype; 1675 arrow->attacktype |= bow->attacktype;
1676 }
1695 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);
1696 arrow->move_type = MOVE_FLY_LOW; 1682 arrow->move_type = MOVE_FLY_LOW;
1697 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1683 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1698 1684
1699 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);
1700 m->insert (arrow, sx, sy, op); 1686 m->insert (arrow, sx, sy, op);
1755 } 1741 }
1756 1742
1757 return ret; 1743 return ret;
1758} 1744}
1759 1745
1760
1761/* Fires a misc (wand/rod/horn) object in 'dir'. 1746/* Fires a misc (wand/rod/horn) object in 'dir'.
1762 * Broken apart from 'fire' to keep it more readable. 1747 * Broken apart from 'fire' to keep it more readable.
1763 */ 1748 */
1764void 1749void
1765fire_misc_object (object *op, int dir) 1750fire_misc_object (object *op, int dir)
1776 { 1761 {
1777 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1762 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1778 return; 1763 return;
1779 } 1764 }
1780 1765
1781 op->set_weapon (item); 1766 if (!op->change_weapon (item))
1767 return;
1782 1768
1783 if (item->type == WAND) 1769 if (item->type == WAND)
1784 { 1770 {
1785 if (item->stats.food <= 0) 1771 if (item->stats.food <= 0)
1786 { 1772 {
1815 object *tmp; 1801 object *tmp;
1816 1802
1817 if (item->arch) 1803 if (item->arch)
1818 { 1804 {
1819 CLEAR_FLAG (item, FLAG_ANIMATE); 1805 CLEAR_FLAG (item, FLAG_ANIMATE);
1820 item->face = item->arch->clone.face; 1806 item->face = item->arch->face;
1821 item->set_speed (0); 1807 item->set_speed (0);
1822 } 1808 }
1823 1809
1824 if ((tmp = item->in_player ())) 1810 if ((tmp = item->in_player ()))
1825 esrv_update_item (UPD_ANIM, tmp, item); 1811 esrv_update_item (UPD_ANIM, tmp, item);
1830 } 1816 }
1831} 1817}
1832 1818
1833/* Received a fire command for the player - go and do it. 1819/* Received a fire command for the player - go and do it.
1834 */ 1820 */
1835void 1821bool
1836fire (object *op, int dir) 1822fire (object *op, int dir)
1837{ 1823{
1838 int spellcost = 0; 1824 int spellcost = 0;
1839 1825
1840 /* check for loss of invisiblity/hide */ 1826 /* check for loss of invisiblity/hide */
1844 player *pl = op->contr; 1830 player *pl = op->contr;
1845 1831
1846 if (pl->golem) 1832 if (pl->golem)
1847 { 1833 {
1848 control_golem (op->contr->golem, dir); 1834 control_golem (op->contr->golem, dir);
1849 return; 1835 return false;
1850 } 1836 }
1851 1837
1852 object *ob = pl->ranged_ob; 1838 object *ob = pl->ranged_ob;
1853 1839
1854 if (!ob) 1840 if (!ob)
1855 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;
1856 1850
1857 switch (ob->type) 1851 switch (ob->type)
1858 { 1852 {
1859 case BOW: 1853 case BOW:
1860 player_fire_bow (op, dir); 1854 player_fire_bow (op, dir);
1867 case BUILDER: 1861 case BUILDER:
1868 apply_map_builder (op, dir); 1862 apply_map_builder (op, dir);
1869 break; 1863 break;
1870 1864
1871 case SKILL: 1865 case SKILL:
1872 case SKILL_TOOL:
1873 do_skill (op, op, ob, dir, 0); 1866 do_skill (op, op, ob, dir, 0);
1874 break; 1867 break;
1875 1868
1876 default: 1869 default:
1877 fire_misc_object (op, dir); 1870 fire_misc_object (op, dir);
1878 break; 1871 break;
1879 } 1872 }
1873
1874 return true;
1880} 1875}
1881 1876
1882/* find_key 1877/* find_key
1883 * 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
1884 * and successfully use it, we return the key, otherwise NULL 1879 * and successfully use it, we return the key, otherwise NULL
1971 * 0 otherwise 1966 * 0 otherwise
1972 */ 1967 */
1973static int 1968static int
1974player_attack_door (object *op, object *door) 1969player_attack_door (object *op, object *door)
1975{ 1970{
1976 /* 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,
1977 * 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 -
1978 * otherwise, we fall through to the rest of the code. 1973 * otherwise, we fall through to the rest of the code.
1979 */ 1974 */
1980 object *key = find_key (op, op, door); 1975 object *key = find_key (op, op, door);
1981 1976
1982 /* IF we found a key, do some extra work */ 1977 /* If we found a key, do some extra work */
1983 if (key) 1978 if (key)
1984 { 1979 {
1985 object *container = key->env; 1980 object *container = key->env;
1986 1981
1987 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);
2022 * It should keep the code cleaner. 2017 * It should keep the code cleaner.
2023 * When this is called, the players direction has been updated 2018 * When this is called, the players direction has been updated
2024 * (taking into account confusion.) The player is also actually 2019 * (taking into account confusion.) The player is also actually
2025 * going to try and move (not fire weapons). 2020 * going to try and move (not fire weapons).
2026 */ 2021 */
2027void 2022bool
2028move_player_attack (object *op, int dir) 2023move_player_attack (object *op, int dir)
2029{ 2024{
2030 object *tmp, *mon;
2031 int on_battleground; 2025 int on_battleground;
2032 maptile *m;
2033 2026
2034 sint16 nx = freearr_x[dir] + op->x; 2027 sint16 nx = freearr_x[dir] + op->x;
2035 sint16 ny = freearr_y[dir] + op->y; 2028 sint16 ny = freearr_y[dir] + op->y;
2036 2029
2037 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 }
2038 2040
2039 /* 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
2040 * 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
2041 * 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
2042 * player. This is a pretty nasty hack, because if we could 2044 * player. This is a pretty nasty hack, because if we could
2043 * 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
2044 * 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
2045 * 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
2046 * move_ob uses. 2048 * move_ob uses.
2047 */ 2049 */
2048 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2049 {
2050 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2051 {
2052 m = op->map->xy_find (nx, ny); 2050 maptile *m = op->map->xy_find (nx, ny);
2053 if (!m)
2054 return; /* Don't think this should happen */
2055 }
2056 else
2057 m = op->map;
2058 2051
2059 if (!(tmp = m->at (nx, ny).bot))
2060 return;
2061
2062 mon = 0;
2063 /* 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
2064 * 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.
2065 * 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
2066 * on the space 2055 * on the space
2067 */ 2056 */
2068 while (tmp) 2057 object *mon;
2069 { 2058 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2070 if (tmp == op) 2059 {
2071 { 2060 if ((mon->flag [FLAG_ALIVE]
2072 tmp = tmp->above; 2061 || mon->type == LOCKED_DOOR
2073 continue; 2062 || mon->flag [FLAG_CAN_ROLL])
2074 }
2075
2076 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2077 {
2078 mon = tmp; 2063 && mon != op)
2079 break; 2064 break;
2080 } 2065 }
2081 2066
2082 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2083 mon = tmp;
2084
2085 tmp = tmp->above;
2086 }
2087
2088 if (!mon) /* This happens anytime the player tries to move */ 2067 if (!mon) /* This happens anytime the player tries to move */
2089 return; /* into a wall */ 2068 return false; /* into a wall */
2090 2069
2091 if (mon->head)
2092 mon = mon->head; 2070 mon = mon->head_ ();
2093 2071
2094 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)
2095 if (player_attack_door (op, mon)) 2074 if (player_attack_door (op, mon))
2075 {
2076 --op->contr->weapon_sp_left;
2096 return; 2077 return true;
2078 }
2097 2079
2098 /* The following deals with possibly attacking peaceful 2080 /* The following deals with possibly attacking peaceful
2099 * or frienddly creatures. Basically, all players are considered 2081 * or friendly creatures. Basically, all players are considered
2100 * unaggressive. If the moving player has peaceful set, then the 2082 * unaggressive. If the moving player has peaceful set, then the
2101 * object should be pushed instead of attacked. It is assumed that 2083 * object should be pushed instead of attacked. It is assumed that
2102 * if you are braced, you will not attack friends accidently, 2084 * if you are braced, you will not attack friends accidently,
2103 * and thus will not push them. 2085 * and thus will not push them.
2104 */ 2086 */
2105 2087
2106 /* 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
2107 * peaceful. Our assumption is the creature is a pet if the 2089 * peaceful. Our assumption is the creature is a pet if the
2108 * player owns it and it is either friendly or unagressive. 2090 * player owns it and it is either friendly or unagressive.
2109 */ 2091 */
2110 if ((op->type == PLAYER) 2092 if (op->type == PLAYER
2111#if COZY_SERVER
2112 &&
2113 ((mon->owner && mon->owner->contr 2093 && ((mon->owner && mon->owner->contr
2114 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2094 && same_party (mon->owner->contr->party, op->contr->party))
2115#else
2116 && mon->owner == op 2095 || mon->owner == op)
2117#endif
2118 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2096 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2119 { 2097 {
2120 /* 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 */
2121 if (op->contr->braced) 2099 if (op->contr->braced)
2122 return; 2100 return false;
2101
2102 if (op->speed_left > 0.f)
2103 {
2104 --op->speed_left;
2123 2105
2124 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);
2125 push_ob (mon, dir, op); 2107 push_ob (mon, dir, op);
2108
2126 if (op->contr->tmp_invis || op->hide) 2109 if (op->contr->tmp_invis || op->hide)
2127 make_visible (op); 2110 make_visible (op);
2128 2111
2129 return; 2112 return true;
2130 } 2113 }
2114 else
2115 return false;
2116 }
2131 2117
2132 /* in certain circumstances, you shouldn't attack friendly 2118 /* in certain circumstances, you shouldn't attack friendly
2133 * creatures. Note that if you are braced, you can't push 2119 * creatures. Note that if you are braced, you can't push
2134 * 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
2135 * attack them either. 2121 * attack them either.
2136 */ 2122 */
2137 if ((mon->type == PLAYER || mon->enemy != op) && 2123 if ((mon->type == PLAYER || mon->enemy != op)
2138 (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))
2139#ifdef PROHIBIT_PLAYERKILL
2140 (op->contr->peaceful 2125 && ((op->contr->peaceful
2141 || (mon->type == PLAYER 2126 || (mon->type == PLAYER && mon->contr->peaceful))
2142 && mon->contr->
2143 peaceful)) &&
2144#else
2145 op->contr->peaceful &&
2146#endif
2147 !on_battleground)) 2127 && !on_battleground))
2128 {
2129 if (op->speed_left > 0.f)
2148 { 2130 {
2131 --op->speed_left;
2132
2149 if (!op->contr->braced) 2133 if (!op->contr->braced)
2150 { 2134 {
2151 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);
2152 push_ob (mon, dir, op); 2136 push_ob (mon, dir, op);
2153 } 2137 }
2154 else 2138 else
2155 new_draw_info (0, 0, op, "You withhold your attack"); 2139 new_draw_info (0, 0, op, "You withhold your attack");
2156 2140
2157 if (op->contr->tmp_invis || op->hide) 2141 if (op->contr->tmp_invis || op->hide)
2158 make_visible (op); 2142 make_visible (op);
2159 }
2160 2143
2144 return true;
2145 }
2146 }
2161 /* If the object is a boulder or other rollable object, then 2147 /* If the object is a boulder or other rollable object, then
2162 * 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.
2163 */ 2149 */
2164 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)
2165 { 2153 {
2154 --op->speed_left;
2155
2166 recursive_roll (mon, dir, op); 2156 recursive_roll (mon, dir, op);
2167 if (action_makes_visible (op)) 2157 if (action_makes_visible (op))
2168 make_visible (op); 2158 make_visible (op);
2169 }
2170 2159
2160 return true;
2161 }
2162 }
2171 /* Any generic living creature. Including things like doors. 2163 /* Any generic living creature. Including things like doors.
2172 * 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
2173 * and be living. Then, it must be one of the following: 2165 * and be living. Then, it must be one of the following:
2174 * 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
2175 * 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.
2176 */ 2168 */
2177 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2178 ((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)))
2179 { 2171 {
2180 2172 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2181 /* If the player hasn't hit something this tick, and does
2182 * so, give them speed boost based on weapon speed. Doing
2183 * it here is better than process_players2, which basically
2184 * incurred a 1 tick offset.
2185 */
2186 if (!op->contr->has_hit)
2187 { 2173 {
2188 op->speed_left += op->speed / op->contr->weapon_sp; 2174 --op->contr->weapon_sp_left;
2189
2190 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2191 }
2192 2175
2193 skill_attack (mon, op, 0, 0, 0); 2176 skill_attack (mon, op, 0, 0, 0);
2194
2195 /* If attacking another player, that player gets automatic
2196 * hitback, and doesn't loose luck either.
2197 * Disable hitback on the battleground or if the target is
2198 * the wiz.
2199 */
2200 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2201 {
2202 short luck = mon->stats.luck;
2203
2204 mon->contr->has_hit = 1;
2205 skill_attack (op, mon, 0, 0, 0);
2206 mon->stats.luck = luck;
2207 }
2208 2177
2209 if (action_makes_visible (op)) 2178 if (action_makes_visible (op))
2210 make_visible (op); 2179 make_visible (op);
2211 }
2212 } /* if player should attack something */
2213}
2214 2180
2215int 2181 return true;
2182 }
2183 }
2184
2185 return false;
2186}
2187
2188bool
2216move_player (object *op, int dir) 2189move_player (object *op, int dir)
2217{ 2190{
2218 int pick; 2191 int pick;
2219 2192
2220 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2193 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2234 op->facing = dir; 2207 op->facing = dir;
2235 2208
2236 if (op->hide) 2209 if (op->hide)
2237 do_hidden_move (op); 2210 do_hidden_move (op);
2238 2211
2212 bool retval;
2213
2239 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2214 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2240 /*nop */ ; 2215 retval = RESULT_INT (0);
2241 else if (op->contr->fire_on) 2216 else if (op->contr->fire_on)
2242 fire (op, dir); 2217 retval = fire (op, dir);
2243 else 2218 else
2244 { 2219 {
2245 move_player_attack (op, dir); 2220 retval = move_player_attack (op, dir);
2246 pick = check_pick (op); 2221 pick = check_pick (op);
2247 } 2222 }
2248 2223
2249 /* 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
2250 * server can handle repeat firing. 2225 * server can handle repeat firing.
2257 /* Update how the player looks. Use the facing, so direction may 2232 /* Update how the player looks. Use the facing, so direction may
2258 * get reset to zero. This allows for full animation capabilities 2233 * get reset to zero. This allows for full animation capabilities
2259 * for players. 2234 * for players.
2260 */ 2235 */
2261 animate_object (op, op->facing); 2236 animate_object (op, op->facing);
2262 return 0; 2237
2238 return retval;
2263} 2239}
2264 2240
2265/* 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
2266 * new client/server stuff. 2242 * new client/server stuff.
2267 * 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
2268 * the new speed values for commands. 2244 * the new speed values for commands.
2269 * 2245 *
2270 * 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.
2271 */ 2249 */
2272int 2250bool
2273handle_newcs_player (object *op) 2251handle_newcs_player (object *op)
2274{ 2252{
2275 if (QUERY_FLAG (op, FLAG_SCARED)) 2253 if (QUERY_FLAG (op, FLAG_SCARED))
2276 { 2254 {
2277 flee_player (op); 2255 if (op->speed_left > 0.f)
2278 /* If player is still scared, that is his action for this tick */
2279 if (QUERY_FLAG (op, FLAG_SCARED))
2280 { 2256 {
2281 op->speed_left--; 2257 --op->speed_left;
2258 flee_player (op);
2259
2282 return 0; 2260 return true;
2283 } 2261 }
2262 else
2263 return false;
2284 } 2264 }
2285 2265
2286 /* 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
2287 * the players time has been increased when doericserver has been 2267 * the players time has been increased when doericserver has been
2288 * called, so we recheck it here. 2268 * called, so we recheck it here.
2289 */ 2269 */
2290 if (op->contr->ns->handle_command ()) 2270 if (op->contr->ns->handle_command ())
2291 return 1; 2271 return true;
2292 2272
2293 if (op->speed_left > 0)
2294 {
2295 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2273 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2296 {
2297 /* All move commands take 1 tick, at least for now */
2298 op->speed_left--;
2299
2300 /* Instead of all the stuff below, let move_player take care
2301 * of it. Also, some of the skill stuff is only put in
2302 * there, as well as the confusion stuff.
2303 */
2304 move_player (op, op->direction); 2274 return move_player (op, op->direction);
2305 2275
2306 return op->speed_left > 0;
2307 }
2308 }
2309
2310 return 0; 2276 return false;
2311} 2277}
2312 2278
2313int 2279int
2314save_life (object *op) 2280save_life (object *op)
2315{ 2281{
2581 } 2547 }
2582 2548
2583 /* Digestion */ 2549 /* Digestion */
2584 if (--op->last_eat < 0) 2550 if (--op->last_eat < 0)
2585 { 2551 {
2586#ifdef COZY_SERVER
2587 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2588 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2589#else
2590 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;
2591#endif
2592 2553
2593 if (op->contr->gen_hp > 0) 2554 if (op->contr->gen_hp > 0)
2594 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);
2595 else 2556 else
2596 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2557 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2941 object *force; 2902 object *force;
2942 int at; 2903 int at;
2943 2904
2944 force = get_archetype (FORCE_NAME); 2905 force = get_archetype (FORCE_NAME);
2945 /* 50 ticks should be enough time for the spell to abate */ 2906 /* 50 ticks should be enough time for the spell to abate */
2946 force->speed = 0.1; 2907 force->speed = 0.1f;
2947 force->speed_left = -5.0; 2908 force->speed_left = -5.f;
2948 SET_FLAG (force, FLAG_APPLIED); 2909 SET_FLAG (force, FLAG_APPLIED);
2949 for (at = 0; at < NROFATTACKS; at++) 2910 for (at = 0; at < NROFATTACKS; at++)
2950 if (will_kill_again & (1 << at)) 2911 if (will_kill_again & (1 << at))
2951 force->resist[at] = 100; 2912 force->resist[at] = 100;
2952 2913
3073} 3034}
3074 3035
3075int 3036int
3076is_true_undead (object *op) 3037is_true_undead (object *op)
3077{ 3038{
3078 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3039 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3079 return 1; 3040 return 1;
3080 3041
3081 return 0; 3042 return 0;
3082} 3043}
3083 3044
3127/* For Hidden creatures - a chance of becoming 'unhidden' 3088/* For Hidden creatures - a chance of becoming 'unhidden'
3128 * every time they move - as we subtract off 'invisibility' 3089 * every time they move - as we subtract off 'invisibility'
3129 * AND, for players, if they move into a ridiculously unhideable 3090 * AND, for players, if they move into a ridiculously unhideable
3130 * spot (surrounded by clear terrain in broad daylight). -b.t. 3091 * spot (surrounded by clear terrain in broad daylight). -b.t.
3131 */ 3092 */
3132
3133void 3093void
3134do_hidden_move (object *op) 3094do_hidden_move (object *op)
3135{ 3095{
3136 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3096 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3137 object *skop; 3097 object *skop;
3254 * a blocked los square. 3214 * a blocked los square.
3255 * we use the archetype to figure out offsets. 3215 * we use the archetype to figure out offsets.
3256 */ 3216 */
3257 while (op) 3217 while (op)
3258 { 3218 {
3259 dx = rv.distance_x + op->arch->clone.x; 3219 dx = rv.distance_x + op->arch->x;
3260 dy = rv.distance_y + op->arch->clone.y; 3220 dy = rv.distance_y + op->arch->y;
3261 3221
3262 /* only the viewable area the player sees is updated by LOS 3222 /* only the viewable area the player sees is updated by LOS
3263 * 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
3264 * for any meaningful values. 3224 * for any meaningful values.
3265 */ 3225 */
3390 /* 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]); */
3391 return; 3351 return;
3392 } 3352 }
3393 3353
3394 /* everything seems okay - now bring on the gift: */ 3354 /* everything seems okay - now bring on the gift: */
3395 item = &(tr->item->clone); 3355 item = tr->item;
3396 3356
3397 if (item->type == SPELL) 3357 if (item->type == SPELL)
3398 { 3358 {
3399 if (check_spell_known (who, item->name)) 3359 if (check_spell_known (who, item->name))
3400 return; 3360 return;
3459 { 3419 {
3460 /* forces in the treasurelist can alter the player's stats */ 3420 /* forces in the treasurelist can alter the player's stats */
3461 object *skin; 3421 object *skin;
3462 3422
3463 /* first get the dragon skin force */ 3423 /* first get the dragon skin force */
3464 shstr_cmp dragon_skin_force ("dragon_skin_force");
3465 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)
3466 ; 3425 ;
3467 3426
3468 if (!skin) 3427 if (!skin)
3469 return; 3428 return;
3470 3429

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines