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Comparing deliantra/server/server/player.C (file contents):
Revision 1.127 by root, Sat May 12 18:14:48 2007 UTC vs.
Revision 1.158 by root, Mon Aug 13 15:46:45 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 apply_special (ob, op, AP_UNAPPLY); 265 combat_ob = op;
275 apply_special (ob, op, AP_APPLY);
276 break; 266 break;
277 } 267 }
278 268
269 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
279 ob->update_stats (); 270 ob->update_stats ();
271
280 ns->floorbox_update (); 272 ns->floorbox_update ();
281
282 esrv_send_inventory (ob, ob); 273 esrv_send_inventory (ob, ob);
283 esrv_add_spells (this, 0); 274 esrv_add_spells (this, 0);
284 275
285 activate (); 276 activate ();
286 277
306 ns->pl = 0; 297 ns->pl = 0;
307 ns = 0; 298 ns = 0;
308 } 299 }
309 300
310 if (ob) 301 if (ob)
302 {
311 ob->close_container (); //TODO: client-specific 303 ob->close_container (); //TODO: client-specific
304 ob->drop_unpaid_items ();
305 }
306
307 observe = ob;
312 308
313 deactivate (); 309 deactivate ();
314} 310}
315 311
316// the need for this function can be explained 312// the need for this function can be explained
317// by load_object not returning the object 313// by load_object not returning the object
318void 314void
319player::set_object (object *op) 315player::set_object (object *op)
320{ 316{
321 ob = op; 317 ob = observe = op;
322 ob->contr = this; /* this aren't yet in archetype */ 318 ob->contr = this; /* this aren't yet in archetype */
323 319
324 ob->speed_left = 0.5;
325 ob->speed = 1.0; 320 ob->speed = 1.0f;
321 ob->speed_left = 0.5f;
322
326 ob->direction = 5; /* So player faces south */ 323 ob->direction = 5; /* So player faces south */
324}
325
326void
327player::set_observe (object *op)
328{
329 observe = op ? op : ob;
330 do_los = 1;
327} 331}
328 332
329player::player () 333player::player ()
330{ 334{
331 /* There are some elements we want initialised to non zero value - 335 /* There are some elements we want initialised to non zero value -
342 petmode = pet_normal; 346 petmode = pet_normal;
343 listening = 10; 347 listening = 10;
344 usekeys = containers; 348 usekeys = containers;
345 peaceful = 1; /* default peaceful */ 349 peaceful = 1; /* default peaceful */
346 do_los = 1; 350 do_los = 1;
351
352 weapon_sp = 1.0f;
353 weapon_sp_left = 0.5f;
347} 354}
348 355
349void 356void
350player::do_destroy () 357player::do_destroy ()
351{ 358{
356 if (ob) 363 if (ob)
357 { 364 {
358 ob->destroy_inv (false); 365 ob->destroy_inv (false);
359 ob->destroy (); 366 ob->destroy ();
360 } 367 }
368
369 ob = observe = 0;
361} 370}
362 371
363player::~player () 372player::~player ()
364{ 373{
365 /* Clear item stack */ 374 /* Clear item stack */
392 * Note: there MUST be at least one player archetype! 401 * Note: there MUST be at least one player archetype!
393 */ 402 */
394archetype * 403archetype *
395get_player_archetype (archetype *at) 404get_player_archetype (archetype *at)
396{ 405{
397 archetype *start = at; 406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
398 407
399 for (;;) 408 for (;;)
400 { 409 {
401 if (at == NULL || at->next == NULL) 410 if (++i == archetypes.end ())
402 at = first_archetype; 411 i = archetypes.begin ();
403 else 412 else if (*i == at)
404 at = at->next; 413 cleanup ("not a single player archetype found");
405 414
406 if (at->clone.type == PLAYER) 415 if ((*i)->type == PLAYER)
407 return at; 416 return *i;
408
409 if (at == start)
410 {
411 LOG (llevError, "No Player archetypes\n");
412 exit (-1);
413 }
414 } 417 }
415} 418}
416 419
417object * 420object *
418get_nearest_player (object *mon) 421get_nearest_player (object *mon)
784} 787}
785 788
786void 789void
787object::roll_stats () 790object::roll_stats ()
788{ 791{
789 int statsort [7]; 792 int statsort [NUM_STATS];
790 793
791 for (;;) 794 for (;;)
792 { 795 {
793 int sum = 0; 796 int sum = 0;
794 for (int i = 7; i--; ) 797 for (int i = NUM_STATS; i--; )
795 sum += statsort [i] = roll_stat (); 798 sum += statsort [i] = roll_stat ();
796 799
797 if (sum >= 82 && sum <= 116) 800 if (sum >= 82 && sum <= 116)
798 break; 801 break;
799 } 802 }
800 803
801 // Sort the stats so that rerolling is easier... 804 // Sort the stats so that rerolling is easier...
802 std::sort (statsort, statsort + 7, std::greater<int>()); 805 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
803 806
807 for (int i = 0; i < NUM_STATS; ++i)
804 stats.Str = statsort[0]; 808 stats.stat (i) = statsort [i];
805 stats.Dex = statsort[1];
806 stats.Con = statsort[2];
807 stats.Int = statsort[3];
808 stats.Wis = statsort[4];
809 stats.Pow = statsort[5];
810 stats.Cha = statsort[6];
811 809
812 stats.exp = 0; 810 stats.exp = 0;
813 stats.ac = 0; 811 stats.ac = 0;
814 812
815 stats.hp = stats.maxhp; 813 stats.hp = stats.maxhp;
913 if (*first_map_ext_path) 911 if (*first_map_ext_path)
914 { 912 {
915 object *tmp; 913 object *tmp;
916 char mapname[MAX_BUF]; 914 char mapname[MAX_BUF];
917 915
918 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name); 916 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
919 tmp = object::create (); 917 tmp = object::create ();
920 EXIT_PATH (tmp) = mapname; 918 EXIT_PATH (tmp) = mapname;
921 EXIT_X (tmp) = ob->x; 919 EXIT_X (tmp) = ob->x;
922 EXIT_Y (tmp) = ob->y; 920 EXIT_Y (tmp) = ob->y;
923 ob->enter_exit (tmp); /* we don't really care if it succeeded; 921 ob->enter_exit (tmp); /* we don't really care if it succeeded;
942 int x = ob->x, y = ob->y; 940 int x = ob->x, y = ob->y;
943 941
944 ob->remove_statbonus (); 942 ob->remove_statbonus ();
945 ob->remove (); 943 ob->remove ();
946 ob->arch = get_player_archetype (ob->arch); 944 ob->arch = get_player_archetype (ob->arch);
947 ob->arch->clone.copy_to (ob); 945 ob->arch->copy_to (ob);
948 ob->instantiate (); 946 ob->instantiate ();
949 ob->stats = ob->contr->orig_stats; 947 ob->stats = ob->contr->orig_stats;
950 ob->name = ob->name_pl = name; 948 ob->name = ob->name_pl = name;
951 ob->x = x; 949 ob->x = x;
952 ob->y = y; 950 ob->y = y;
953 SET_ANIMATION (ob, 2); /* So player faces south */ 951 SET_ANIMATION (ob, 2); /* So player faces south */
954 insert_ob_in_map (ob, ob->map, ob, 0); 952 insert_ob_in_map (ob, ob->map, ob, 0);
955 assign (ob->contr->title, ob->arch->clone.name); 953 assign (ob->contr->title, ob->arch->object::name);
956 ob->add_statbonus (); 954 ob->add_statbonus ();
957 } 955 }
958 while (!allowed_class (ob)); 956 while (!allowed_class (ob));
959 957
960 update_object (ob, UP_OBJ_FACE); 958 update_object (ob, UP_OBJ_FACE);
1105 if (tmp->name != NULL) 1103 if (tmp->name != NULL)
1106 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1107 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1105 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1108 else 1106 else
1109 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1110 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1108 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1111 1109
1112 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1113 } 1111 }
1114 1112
1115 /* philosophy: 1113 /* philosophy:
1190 pick_up (op, tmp); 1188 pick_up (op, tmp);
1191 continue; 1189 continue;
1192 } 1190 }
1193 1191
1194 if (op->contr->mode & PU_READABLES) 1192 if (op->contr->mode & PU_READABLES)
1195 if (tmp->type == BOOK || tmp->type == SCROLL) 1193 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1196 { 1194 {
1197 pick_up (op, tmp); 1195 pick_up (op, tmp);
1198 continue; 1196 continue;
1199 } 1197 }
1200 1198
1308 /* careful: chairs and tables are weapons! */ 1306 /* careful: chairs and tables are weapons! */
1309 if (op->contr->mode & PU_ALLWEAPON) 1307 if (op->contr->mode & PU_ALLWEAPON)
1310 { 1308 {
1311 if (tmp->type == WEAPON && tmp->name != NULL) 1309 if (tmp->type == WEAPON && tmp->name != NULL)
1312 { 1310 {
1313 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1311 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1314 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1312 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1315 { 1313 {
1316 pick_up (op, tmp); 1314 pick_up (op, tmp);
1317 continue; 1315 continue;
1318 } 1316 }
1319 } 1317 }
1320 1318
1321 if (tmp->type == WEAPON && tmp->name == NULL) 1319 if (tmp->type == WEAPON && tmp->name == NULL)
1322 { 1320 {
1323 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1321 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1324 { 1322 {
1325 pick_up (op, tmp); 1323 pick_up (op, tmp);
1326 continue; 1324 continue;
1327 } 1325 }
1328 } 1326 }
1353 if (tmp->name != NULL) 1351 if (tmp->name != NULL)
1354 { 1352 {
1355 fprintf (stderr, "%s", tmp->name); 1353 fprintf (stderr, "%s", tmp->name);
1356 } 1354 }
1357 else 1355 else
1358 fprintf (stderr, "%s", tmp->arch->name); 1356 fprintf (stderr, "%s", tmp->arch->archname);
1359 fprintf (stderr, ",%d] = ", tmp->type); 1357 fprintf (stderr, ",%d] = ", tmp->type);
1360 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1358 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1361#endif 1359#endif
1362 continue; 1360 continue;
1363 } 1361 }
1433 else 1431 else
1434 { 1432 {
1435 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1433 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1436 { 1434 {
1437 attacktype = 1 << attacknum; 1435 attacktype = 1 << attacknum;
1438 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1436 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1439 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1437 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1440 { 1438 {
1441 tmp = arrow; 1439 tmp = arrow;
1442 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1440 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1443 } 1441 }
1444 } 1442 }
1445 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1446 { 1444 {
1447 tmp = arrow; 1445 tmp = arrow;
1540 */ 1538 */
1541int 1539int
1542fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1540fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1543{ 1541{
1544 object *left, *bow; 1542 object *left, *bow;
1545 int bowspeed, mflags; 1543 int mflags;
1546 maptile *m; 1544 maptile *m;
1547 1545
1548 if (!dir) 1546 if (!dir)
1549 { 1547 {
1550 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1548 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1551 return 0; 1549 return 0;
1552 } 1550 }
1553 1551
1554 if (player *pl = op->contr) 1552 if (op->contr)
1555 { 1553 bow = op->current_weapon;
1556 bow = pl->ranged_ob;
1557 if (!op->change_weapon (bow))
1558 return 0;
1559 }
1560 else 1554 else
1561 { 1555 {
1562 for (bow = op->inv; bow; bow = bow->below) 1556 for (bow = op->inv; bow; bow = bow->below)
1563 /* Don't check for applied - monsters don't apply bows - in that way, they 1557 /* Don't check for applied - monsters don't apply bows - in that way, they
1564 * don't need to switch back and forth between bows and weapons. 1558 * don't need to switch back and forth between bows and weapons.
1585 { 1579 {
1586 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1580 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1587 return 0; 1581 return 0;
1588 } 1582 }
1589 1583
1590 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1591
1592 /* penalize ROF for bestarrow */
1593 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1594 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1595
1596 if (bowspeed < 1)
1597 bowspeed = 1;
1598
1599 if (arrow == NULL) 1584 if (arrow == NULL)
1600 { 1585 {
1601 if ((arrow = find_arrow (op, bow->race)) == NULL) 1586 if ((arrow = find_arrow (op, bow->race)) == NULL)
1602 { 1587 {
1603 if (op->type == PLAYER) 1588 if (op->type == PLAYER)
1644 arrow->stats.grace = arrow->attacktype; 1629 arrow->stats.grace = arrow->attacktype;
1645 1630
1646 if (arrow->slaying) 1631 if (arrow->slaying)
1647 arrow->spellarg = strdup (arrow->slaying); 1632 arrow->spellarg = strdup (arrow->slaying);
1648 1633
1634#if 0
1635 if (player *pl = op->contr)
1636 {
1637 float speed = pl->weapon_sp;
1638
1639 /* penalize ROF for bestarrow */
1640 if (pl->bowtype == bow_bestarrow)
1641 speed *= .9f;
1642 else
1643 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1644
1645 op->speed_left += speed - op->speed;
1646 }
1647#endif
1648
1649 SET_ANIMATION (arrow, arrow->direction);
1650
1651 /* update the speed */
1652 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1653 + bow->stats.dam / 7.f;
1654
1655 arrow->set_speed (max (arrow->speed, 2.f));
1656 arrow->speed_left = 0;
1657
1658 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1659
1649 if (op->type == PLAYER) 1660 if (op->type == PLAYER)
1650 { 1661 {
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.dam += op->stats.dam + arrow->magic;
1658
1659 /* update the speed */
1660 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1661 + bow->stats.dam / 7.0;
1662
1663 arrow->set_speed (max (arrow->speed, 2.0));
1664 arrow->speed_left = 0;
1665
1666 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1667
1668 if (op->type == PLAYER)
1669 {
1670 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1662 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1671 arrow->stats.wc -= dex_bonus[op->stats.Dex]; 1663 wc -= dex_bonus[op->stats.Dex];
1672 1664
1673 if (!arrow->slaying) 1665 if (!arrow->slaying)
1674 arrow->slaying = op->slaying; 1666 arrow->slaying = op->slaying;
1675 1667
1676 arrow->attacktype |= op->attacktype; 1668 arrow->attacktype |= op->attacktype;
1684 arrow->slaying = bow->slaying; 1676 arrow->slaying = bow->slaying;
1685 1677
1686 arrow->attacktype |= bow->attacktype; 1678 arrow->attacktype |= bow->attacktype;
1687 } 1679 }
1688 1680
1689 arrow->stats.wc -= arrow->level; 1681 wc -= arrow->level;
1682 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1690 1683
1684 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1691 arrow->move_type = MOVE_FLY_LOW; 1685 arrow->move_type = MOVE_FLY_LOW;
1692 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1686 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1693 1687
1694 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1688 op->play_sound (sound_find ("fire_arrow"));
1695 m->insert (arrow, sx, sy, op); 1689 m->insert (arrow, sx, sy, op);
1696 1690
1697 if (!arrow->destroyed ()) 1691 if (!arrow->destroyed ())
1698 move_arrow (arrow); 1692 move_arrow (arrow);
1699 1693
1750 } 1744 }
1751 1745
1752 return ret; 1746 return ret;
1753} 1747}
1754 1748
1755
1756/* Fires a misc (wand/rod/horn) object in 'dir'. 1749/* Fires a misc (wand/rod/horn) object in 'dir'.
1757 * Broken apart from 'fire' to keep it more readable. 1750 * Broken apart from 'fire' to keep it more readable.
1758 */ 1751 */
1759void 1752void
1760fire_misc_object (object *op, int dir) 1753fire_misc_object (object *op, int dir)
1778 1771
1779 if (item->type == WAND) 1772 if (item->type == WAND)
1780 { 1773 {
1781 if (item->stats.food <= 0) 1774 if (item->stats.food <= 0)
1782 { 1775 {
1783 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1776 op->contr->play_sound (sound_find ("wand_poof"));
1784 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1785 1778
1786 return; 1779 return;
1787 } 1780 }
1788 } 1781 }
1789 else if (item->type == ROD || item->type == HORN) 1782 else if (item->type == ROD || item->type == HORN)
1790 { 1783 {
1791 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1784 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1792 { 1785 {
1793 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1786 op->contr->play_sound (sound_find ("wand_poof"));
1794 1787
1795 if (item->type == ROD) 1788 if (item->type == ROD)
1796 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1789 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1797 else 1790 else
1798 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1791 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1811 object *tmp; 1804 object *tmp;
1812 1805
1813 if (item->arch) 1806 if (item->arch)
1814 { 1807 {
1815 CLEAR_FLAG (item, FLAG_ANIMATE); 1808 CLEAR_FLAG (item, FLAG_ANIMATE);
1816 item->face = item->arch->clone.face; 1809 item->face = item->arch->face;
1817 item->set_speed (0); 1810 item->set_speed (0);
1818 } 1811 }
1819 1812
1820 if ((tmp = item->in_player ())) 1813 if ((tmp = item->in_player ()))
1821 esrv_update_item (UPD_ANIM, tmp, item); 1814 esrv_update_item (UPD_ANIM, tmp, item);
1826 } 1819 }
1827} 1820}
1828 1821
1829/* Received a fire command for the player - go and do it. 1822/* Received a fire command for the player - go and do it.
1830 */ 1823 */
1831void 1824bool
1832fire (object *op, int dir) 1825fire (object *op, int dir)
1833{ 1826{
1834 int spellcost = 0; 1827 int spellcost = 0;
1835 1828
1836 /* check for loss of invisiblity/hide */ 1829 /* check for loss of invisiblity/hide */
1840 player *pl = op->contr; 1833 player *pl = op->contr;
1841 1834
1842 if (pl->golem) 1835 if (pl->golem)
1843 { 1836 {
1844 control_golem (op->contr->golem, dir); 1837 control_golem (op->contr->golem, dir);
1845 return; 1838 return false;
1846 } 1839 }
1847 1840
1848 object *ob = pl->ranged_ob; 1841 object *ob = pl->ranged_ob;
1849 1842
1850 if (!ob) 1843 if (!ob)
1851 return; 1844 return false;
1845
1846 if (!op->change_weapon (ob))
1847 return false;
1848
1849 if (op->speed_left > 0.f)
1850 --op->speed_left;
1851 else
1852 return false;
1852 1853
1853 switch (ob->type) 1854 switch (ob->type)
1854 { 1855 {
1855 case BOW: 1856 case BOW:
1856 player_fire_bow (op, dir); 1857 player_fire_bow (op, dir);
1863 case BUILDER: 1864 case BUILDER:
1864 apply_map_builder (op, dir); 1865 apply_map_builder (op, dir);
1865 break; 1866 break;
1866 1867
1867 case SKILL: 1868 case SKILL:
1868 case SKILL_TOOL:
1869 do_skill (op, op, ob, dir, 0); 1869 do_skill (op, op, ob, dir, 0);
1870 break; 1870 break;
1871 1871
1872 default: 1872 default:
1873 fire_misc_object (op, dir); 1873 fire_misc_object (op, dir);
1874 break; 1874 break;
1875 } 1875 }
1876
1877 return true;
1876} 1878}
1877 1879
1878/* find_key 1880/* find_key
1879 * We try to find a key for the door as passed. If we find a key 1881 * We try to find a key for the door as passed. If we find a key
1880 * and successfully use it, we return the key, otherwise NULL 1882 * and successfully use it, we return the key, otherwise NULL
1967 * 0 otherwise 1969 * 0 otherwise
1968 */ 1970 */
1969static int 1971static int
1970player_attack_door (object *op, object *door) 1972player_attack_door (object *op, object *door)
1971{ 1973{
1972 /* If its a door, try to find a use a key. If we do destroy the door, 1974 /* If its a door, try to find a key. If we do destroy the door,
1973 * might as well return immediately as there is nothing more to do - 1975 * might as well return immediately as there is nothing more to do -
1974 * otherwise, we fall through to the rest of the code. 1976 * otherwise, we fall through to the rest of the code.
1975 */ 1977 */
1976 object *key = find_key (op, op, door); 1978 object *key = find_key (op, op, door);
1977 1979
1978 /* IF we found a key, do some extra work */ 1980 /* If we found a key, do some extra work */
1979 if (key) 1981 if (key)
1980 { 1982 {
1981 object *container = key->env; 1983 object *container = key->env;
1982
1983 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1984 1984
1985 if (action_makes_visible (op)) 1985 if (action_makes_visible (op))
1986 make_visible (op); 1986 make_visible (op);
1987 1987
1988 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1988 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2018 * It should keep the code cleaner. 2018 * It should keep the code cleaner.
2019 * When this is called, the players direction has been updated 2019 * When this is called, the players direction has been updated
2020 * (taking into account confusion.) The player is also actually 2020 * (taking into account confusion.) The player is also actually
2021 * going to try and move (not fire weapons). 2021 * going to try and move (not fire weapons).
2022 */ 2022 */
2023void 2023bool
2024move_player_attack (object *op, int dir) 2024move_player_attack (object *op, int dir)
2025{ 2025{
2026 object *tmp, *mon;
2027 int on_battleground; 2026 int on_battleground;
2028 maptile *m;
2029 2027
2030 sint16 nx = freearr_x[dir] + op->x; 2028 sint16 nx = freearr_x[dir] + op->x;
2031 sint16 ny = freearr_y[dir] + op->y; 2029 sint16 ny = freearr_y[dir] + op->y;
2032 2030
2033 on_battleground = op_on_battleground (op, 0, 0); 2031 on_battleground = op_on_battleground (op, 0, 0);
2032
2033 if (out_of_map (op->map, nx, ny))
2034 return false;
2035
2036 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2037 {
2038 --op->speed_left;
2039 return true;
2040 }
2034 2041
2035 /* If braced, or can't move to the square, and it is not out of the 2042 /* If braced, or can't move to the square, and it is not out of the
2036 * map, attack it. Note order of if statement is important - don't 2043 * map, attack it. Note order of if statement is important - don't
2037 * want to be calling move_ob if braced, because move_ob will move the 2044 * want to be calling move_ob if braced, because move_ob will move the
2038 * player. This is a pretty nasty hack, because if we could 2045 * player. This is a pretty nasty hack, because if we could
2039 * move to some space, it then means that if we are braced, we should 2046 * move to some space, it then means that if we are braced, we should
2040 * do nothing at all. As it is, if we are braced, we go through 2047 * do nothing at all. As it is, if we are braced, we go through
2041 * quite a bit of processing. However, it probably is less than what 2048 * quite a bit of processing. However, it probably is less than what
2042 * move_ob uses. 2049 * move_ob uses.
2043 */ 2050 */
2044 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2045 {
2046 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2047 {
2048 m = op->map->xy_find (nx, ny); 2051 maptile *m = op->map->xy_find (nx, ny);
2049 if (!m)
2050 return; /* Don't think this should happen */
2051 }
2052 else
2053 m = op->map;
2054 2052
2055 if (!(tmp = m->at (nx, ny).bot))
2056 return;
2057
2058 mon = 0;
2059 /* Go through all the objects, and find ones of interest. Only stop if 2053 /* Go through all the objects, and find ones of interest. Only stop if
2060 * we find a monster - that is something we know we want to attack. 2054 * we find a monster - that is something we know we want to attack.
2061 * if its a door or barrel (can roll) see if there may be monsters 2055 * if its a door or barrel (can roll) see if there may be monsters
2062 * on the space 2056 * on the space
2063 */ 2057 */
2064 while (tmp) 2058 object *mon;
2065 { 2059 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2066 if (tmp == op) 2060 {
2067 { 2061 if ((mon->flag [FLAG_ALIVE]
2068 tmp = tmp->above; 2062 || mon->type == LOCKED_DOOR
2069 continue; 2063 || mon->flag [FLAG_CAN_ROLL])
2070 }
2071
2072 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2073 {
2074 mon = tmp; 2064 && mon != op)
2075 break; 2065 break;
2076 } 2066 }
2077 2067
2078 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2079 mon = tmp;
2080
2081 tmp = tmp->above;
2082 }
2083
2084 if (!mon) /* This happens anytime the player tries to move */ 2068 if (!mon) /* This happens anytime the player tries to move */
2085 return; /* into a wall */ 2069 return false; /* into a wall */
2086 2070
2087 if (mon->head)
2088 mon = mon->head; 2071 mon = mon->head_ ();
2089 2072
2090 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2073 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2074 if (op->contr->weapon_sp_left > 0.f)
2091 if (player_attack_door (op, mon)) 2075 if (player_attack_door (op, mon))
2076 {
2077 --op->contr->weapon_sp_left;
2092 return; 2078 return true;
2079 }
2093 2080
2094 /* The following deals with possibly attacking peaceful 2081 /* The following deals with possibly attacking peaceful
2095 * or frienddly creatures. Basically, all players are considered 2082 * or friendly creatures. Basically, all players are considered
2096 * unaggressive. If the moving player has peaceful set, then the 2083 * unaggressive. If the moving player has peaceful set, then the
2097 * object should be pushed instead of attacked. It is assumed that 2084 * object should be pushed instead of attacked. It is assumed that
2098 * if you are braced, you will not attack friends accidently, 2085 * if you are braced, you will not attack friends accidently,
2099 * and thus will not push them. 2086 * and thus will not push them.
2100 */ 2087 */
2101 2088
2102 /* If the creature is a pet, push it even if the player is not 2089 /* If the creature is a pet, push it even if the player is not
2103 * peaceful. Our assumption is the creature is a pet if the 2090 * peaceful. Our assumption is the creature is a pet if the
2104 * player owns it and it is either friendly or unagressive. 2091 * player owns it and it is either friendly or unagressive.
2105 */ 2092 */
2106 if ((op->type == PLAYER) 2093 if (op->type == PLAYER
2107#if COZY_SERVER
2108 &&
2109 ((mon->owner && mon->owner->contr 2094 && ((mon->owner && mon->owner->contr
2110 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2095 && same_party (mon->owner->contr->party, op->contr->party))
2111#else
2112 && mon->owner == op 2096 || mon->owner == op)
2113#endif
2114 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2097 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2115 { 2098 {
2116 /* If we're braced, we don't want to switch places with it */ 2099 /* If we're braced, we don't want to switch places with it */
2117 if (op->contr->braced) 2100 if (op->contr->braced)
2118 return; 2101 return false;
2119 2102
2120 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2103 if (op->speed_left > 0.f)
2104 {
2105 --op->speed_left;
2106
2107 op->play_sound (sound_find ("push_player"));
2121 push_ob (mon, dir, op); 2108 push_ob (mon, dir, op);
2109
2122 if (op->contr->tmp_invis || op->hide) 2110 if (op->contr->tmp_invis || op->hide)
2123 make_visible (op); 2111 make_visible (op);
2124 2112
2125 return; 2113 return true;
2126 } 2114 }
2115 else
2116 return false;
2117 }
2127 2118
2128 /* in certain circumstances, you shouldn't attack friendly 2119 /* in certain circumstances, you shouldn't attack friendly
2129 * creatures. Note that if you are braced, you can't push 2120 * creatures. Note that if you are braced, you can't push
2130 * someone, but put it inside this loop so that you won't 2121 * someone, but put it inside this loop so that you won't
2131 * attack them either. 2122 * attack them either.
2132 */ 2123 */
2133 if ((mon->type == PLAYER || mon->enemy != op) && 2124 if ((mon->type == PLAYER || mon->enemy != op)
2134 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2125 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2135#ifdef PROHIBIT_PLAYERKILL
2136 (op->contr->peaceful 2126 && ((op->contr->peaceful
2137 || (mon->type == PLAYER 2127 || (mon->type == PLAYER && mon->contr->peaceful))
2138 && mon->contr->
2139 peaceful)) &&
2140#else
2141 op->contr->peaceful &&
2142#endif
2143 !on_battleground)) 2128 && !on_battleground))
2129 {
2130 if (op->speed_left > 0.f)
2144 { 2131 {
2132 --op->speed_left;
2133
2145 if (!op->contr->braced) 2134 if (!op->contr->braced)
2146 { 2135 {
2147 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2136 op->play_sound (sound_find ("push_player"));
2148 push_ob (mon, dir, op); 2137 push_ob (mon, dir, op);
2149 } 2138 }
2150 else 2139 else
2151 new_draw_info (0, 0, op, "You withhold your attack"); 2140 new_draw_info (0, 0, op, "You withhold your attack");
2152 2141
2153 if (op->contr->tmp_invis || op->hide) 2142 if (op->contr->tmp_invis || op->hide)
2154 make_visible (op); 2143 make_visible (op);
2155 }
2156 2144
2145 return true;
2146 }
2147 }
2157 /* If the object is a boulder or other rollable object, then 2148 /* If the object is a boulder or other rollable object, then
2158 * roll it if not braced. You can't roll it if you are braced. 2149 * roll it if not braced. You can't roll it if you are braced.
2159 */ 2150 */
2160 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2151 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2152 {
2153 if (op->speed_left > 0.f)
2161 { 2154 {
2155 --op->speed_left;
2156
2162 recursive_roll (mon, dir, op); 2157 recursive_roll (mon, dir, op);
2163 if (action_makes_visible (op)) 2158 if (action_makes_visible (op))
2164 make_visible (op); 2159 make_visible (op);
2165 }
2166 2160
2161 return true;
2162 }
2163 }
2167 /* Any generic living creature. Including things like doors. 2164 /* Any generic living creature. Including things like doors.
2168 * Way it works is like this: First, it must have some hit points 2165 * Way it works is like this: First, it must have some hit points
2169 * and be living. Then, it must be one of the following: 2166 * and be living. Then, it must be one of the following:
2170 * 1) Not a player, 2) A player, but of a different party. Note 2167 * 1) Not a player, 2) A player, but of a different party. Note
2171 * that party_number -1 is no party, so attacks can still happen. 2168 * that party_number -1 is no party, so attacks can still happen.
2172 */ 2169 */
2173 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2170 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2174 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2171 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2175 { 2172 {
2176 2173 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2177 /* If the player hasn't hit something this tick, and does
2178 * so, give them speed boost based on weapon speed. Doing
2179 * it here is better than process_players2, which basically
2180 * incurred a 1 tick offset.
2181 */
2182 if (!op->contr->has_hit)
2183 { 2174 {
2184 op->speed_left += op->speed / op->contr->weapon_sp; 2175 --op->contr->weapon_sp_left;
2185
2186 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2187 }
2188 2176
2189 skill_attack (mon, op, 0, 0, 0); 2177 skill_attack (mon, op, 0, 0, 0);
2190
2191 /* If attacking another player, that player gets automatic
2192 * hitback, and doesn't loose luck either.
2193 * Disable hitback on the battleground or if the target is
2194 * the wiz.
2195 */
2196 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2197 {
2198 short luck = mon->stats.luck;
2199
2200 mon->contr->has_hit = 1;
2201 skill_attack (op, mon, 0, 0, 0);
2202 mon->stats.luck = luck;
2203 }
2204 2178
2205 if (action_makes_visible (op)) 2179 if (action_makes_visible (op))
2206 make_visible (op); 2180 make_visible (op);
2207 }
2208 } /* if player should attack something */
2209}
2210 2181
2211int 2182 return true;
2183 }
2184 }
2185
2186 return false;
2187}
2188
2189bool
2212move_player (object *op, int dir) 2190move_player (object *op, int dir)
2213{ 2191{
2214 int pick; 2192 int pick;
2215 2193
2216 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2194 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2230 op->facing = dir; 2208 op->facing = dir;
2231 2209
2232 if (op->hide) 2210 if (op->hide)
2233 do_hidden_move (op); 2211 do_hidden_move (op);
2234 2212
2213 bool retval;
2214
2235 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2215 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2236 /*nop */ ; 2216 retval = RESULT_INT (0);
2237 else if (op->contr->fire_on) 2217 else if (op->contr->fire_on)
2238 fire (op, dir); 2218 retval = fire (op, dir);
2239 else 2219 else
2240 { 2220 {
2241 move_player_attack (op, dir); 2221 retval = move_player_attack (op, dir);
2242 pick = check_pick (op); 2222 pick = check_pick (op);
2243 } 2223 }
2244 2224
2245 /* Add special check for newcs players and fire on - this way, the 2225 /* Add special check for newcs players and fire on - this way, the
2246 * server can handle repeat firing. 2226 * server can handle repeat firing.
2253 /* Update how the player looks. Use the facing, so direction may 2233 /* Update how the player looks. Use the facing, so direction may
2254 * get reset to zero. This allows for full animation capabilities 2234 * get reset to zero. This allows for full animation capabilities
2255 * for players. 2235 * for players.
2256 */ 2236 */
2257 animate_object (op, op->facing); 2237 animate_object (op, op->facing);
2258 return 0; 2238
2239 return retval;
2259} 2240}
2260 2241
2261/* This is similar to handle_player, below, but is only used by the 2242/* This is similar to handle_player, below, but is only used by the
2262 * new client/server stuff. 2243 * new client/server stuff.
2263 * This is sort of special, in that the new client/server actually uses 2244 * This is sort of special, in that the new client/server actually uses
2264 * the new speed values for commands. 2245 * the new speed values for commands.
2265 * 2246 *
2266 * Returns true if there are more actions we can do. 2247 * Returns true if there are more actions we can do. Should not do
2248 * many actions in a row, as that would be too unfair to other
2249 * players.
2267 */ 2250 */
2268int 2251bool
2269handle_newcs_player (object *op) 2252handle_newcs_player (object *op)
2270{ 2253{
2271 if (QUERY_FLAG (op, FLAG_SCARED)) 2254 if (QUERY_FLAG (op, FLAG_SCARED))
2272 { 2255 {
2273 flee_player (op); 2256 if (op->speed_left > 0.f)
2274 /* If player is still scared, that is his action for this tick */
2275 if (QUERY_FLAG (op, FLAG_SCARED))
2276 { 2257 {
2277 op->speed_left--; 2258 --op->speed_left;
2259 flee_player (op);
2260
2278 return 0; 2261 return true;
2279 } 2262 }
2263 else
2264 return false;
2280 } 2265 }
2281 2266
2282 /* call this here - we also will call this in do_ericserver, but 2267 /* call this here - we also will call this in do_ericserver, but
2283 * the players time has been increased when doericserver has been 2268 * the players time has been increased when doericserver has been
2284 * called, so we recheck it here. 2269 * called, so we recheck it here.
2285 */ 2270 */
2286 if (op->contr->ns->handle_command ()) 2271 if (op->contr->ns->handle_command ())
2287 return 1; 2272 return true;
2288 2273
2289 if (op->speed_left > 0)
2290 {
2291 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2274 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2292 {
2293 /* All move commands take 1 tick, at least for now */
2294 op->speed_left--;
2295
2296 /* Instead of all the stuff below, let move_player take care
2297 * of it. Also, some of the skill stuff is only put in
2298 * there, as well as the confusion stuff.
2299 */
2300 move_player (op, op->direction); 2275 return move_player (op, op->direction);
2301 2276
2302 return op->speed_left > 0;
2303 }
2304 }
2305
2306 return 0; 2277 return false;
2307} 2278}
2308 2279
2309int 2280int
2310save_life (object *op) 2281save_life (object *op)
2311{ 2282{
2313 return 0; 2284 return 0;
2314 2285
2315 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2286 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2316 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2287 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2317 { 2288 {
2318 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2289 op->play_sound (sound_find ("ob_evaporate"));
2319 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2290 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2320 2291
2321 if (op->contr) 2292 if (op->contr)
2322 esrv_del_item (op->contr, tmp->count); 2293 esrv_del_item (op->contr, tmp->count);
2323 2294
2343/* This goes throws the inventory and removes unpaid objects, and puts them 2314/* This goes throws the inventory and removes unpaid objects, and puts them
2344 * back in the map (location and map determined by values of env). This 2315 * back in the map (location and map determined by values of env). This
2345 * function will descend into containers. op is the object to start the search 2316 * function will descend into containers. op is the object to start the search
2346 * from. 2317 * from.
2347 */ 2318 */
2348void 2319static void
2349remove_unpaid_objects (object *op, object *env) 2320drop_unpaid_items (object *op, object *env)
2350{ 2321{
2351 while (op) 2322 while (op)
2352 { 2323 {
2353 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2324 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2354 2325
2358 esrv_del_item (env->contr, op->count); 2329 esrv_del_item (env->contr, op->count);
2359 2330
2360 op->insert_at (env); 2331 op->insert_at (env);
2361 } 2332 }
2362 else if (op->inv) 2333 else if (op->inv)
2363 remove_unpaid_objects (op->inv, env); 2334 drop_unpaid_items (op->inv, env);
2364 2335
2365 op = next; 2336 op = next;
2366 } 2337 }
2338}
2339
2340void
2341object::drop_unpaid_items ()
2342{
2343 if (!flag [FLAG_REMOVED])
2344 ::drop_unpaid_items (inv, this);
2367} 2345}
2368 2346
2369/* 2347/*
2370 * Returns pointer a static string containing gravestone text 2348 * Returns pointer a static string containing gravestone text
2371 * Moved from apply.c to player.c - player.c is what 2349 * Moved from apply.c to player.c - player.c is what
2577 } 2555 }
2578 2556
2579 /* Digestion */ 2557 /* Digestion */
2580 if (--op->last_eat < 0) 2558 if (--op->last_eat < 0)
2581 { 2559 {
2582#ifdef COZY_SERVER 2560 int bonus = max (0, op->contr->digestion),
2583 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2561 penalty = max (0, -op->contr->digestion);
2584 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2585#else
2586 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2587#endif
2588 2562
2589 if (op->contr->gen_hp > 0)
2590 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2563 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2591 else
2592 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2593 2564
2594 /* dms do not consume food */ 2565 /* dms do not consume food */
2595 if (!QUERY_FLAG (op, FLAG_WIZ)) 2566 if (!QUERY_FLAG (op, FLAG_WIZ))
2596 op->stats.food--; 2567 op->stats.food--;
2597 } 2568 }
2658 object *tmp; 2629 object *tmp;
2659 2630
2660 if (save_life (op)) 2631 if (save_life (op))
2661 return; 2632 return;
2662 2633
2663
2664 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2634 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2665 * in cities ONLY!!! It is very important that this doesn't get abused. 2635 * in cities ONLY!!! It is very important that this doesn't get abused.
2666 * Look at op_on_battleground() for more info --AndreasV 2636 * Look at op_on_battleground() for more info --AndreasV
2667 */ 2637 */
2668 if (op_on_battleground (op, &x, &y)) 2638 if (op_on_battleground (op, &x, &y))
2720 strcpy (op->contr->killer, "starvation"); 2690 strcpy (op->contr->killer, "starvation");
2721 } 2691 }
2722 else 2692 else
2723 sprintf (buf, "%s died.", &op->name); 2693 sprintf (buf, "%s died.", &op->name);
2724 2694
2725 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2695 op->contr->play_sound (sound_find ("player_dies"));
2726 2696
2727 /* save the map location for corpse, gravestone */ 2697 /* save the map location for corpse, gravestone */
2728 x = op->x; 2698 x = op->x;
2729 y = op->y; 2699 y = op->y;
2730 map = op->map; 2700 map = op->map;
2907 2877
2908 /* 2878 /*
2909 * Check to see if the player has any unpaid items. If so, remove them 2879 * Check to see if the player has any unpaid items. If so, remove them
2910 * and put them back in the map. 2880 * and put them back in the map.
2911 */ 2881 */
2912 remove_unpaid_objects (op->inv, op); 2882 op->drop_unpaid_items ();
2913 2883
2914 /****************************************/ 2884 /****************************************/
2915 /* */ 2885 /* */
2916 /* Move player to his current respawn- */ 2886 /* Move player to his current respawn- */
2917 /* position (usually last savebed) */ 2887 /* position (usually last savebed) */
2937 object *force; 2907 object *force;
2938 int at; 2908 int at;
2939 2909
2940 force = get_archetype (FORCE_NAME); 2910 force = get_archetype (FORCE_NAME);
2941 /* 50 ticks should be enough time for the spell to abate */ 2911 /* 50 ticks should be enough time for the spell to abate */
2942 force->speed = 0.1; 2912 force->speed = 0.1f;
2943 force->speed_left = -5.0; 2913 force->speed_left = -5.f;
2944 SET_FLAG (force, FLAG_APPLIED); 2914 SET_FLAG (force, FLAG_APPLIED);
2945 for (at = 0; at < NROFATTACKS; at++) 2915 for (at = 0; at < NROFATTACKS; at++)
2946 if (will_kill_again & (1 << at)) 2916 if (will_kill_again & (1 << at))
2947 force->resist[at] = 100; 2917 force->resist[at] = 100;
2948 2918
3069} 3039}
3070 3040
3071int 3041int
3072is_true_undead (object *op) 3042is_true_undead (object *op)
3073{ 3043{
3074 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3044 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3075 return 1; 3045 return 1;
3076 3046
3077 return 0; 3047 return 0;
3078} 3048}
3079 3049
3123/* For Hidden creatures - a chance of becoming 'unhidden' 3093/* For Hidden creatures - a chance of becoming 'unhidden'
3124 * every time they move - as we subtract off 'invisibility' 3094 * every time they move - as we subtract off 'invisibility'
3125 * AND, for players, if they move into a ridiculously unhideable 3095 * AND, for players, if they move into a ridiculously unhideable
3126 * spot (surrounded by clear terrain in broad daylight). -b.t. 3096 * spot (surrounded by clear terrain in broad daylight). -b.t.
3127 */ 3097 */
3128
3129void 3098void
3130do_hidden_move (object *op) 3099do_hidden_move (object *op)
3131{ 3100{
3132 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3101 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3133 object *skop; 3102 object *skop;
3250 * a blocked los square. 3219 * a blocked los square.
3251 * we use the archetype to figure out offsets. 3220 * we use the archetype to figure out offsets.
3252 */ 3221 */
3253 while (op) 3222 while (op)
3254 { 3223 {
3255 dx = rv.distance_x + op->arch->clone.x; 3224 dx = rv.distance_x + op->arch->x;
3256 dy = rv.distance_y + op->arch->clone.y; 3225 dy = rv.distance_y + op->arch->y;
3257 3226
3258 /* only the viewable area the player sees is updated by LOS 3227 /* only the viewable area the player sees is updated by LOS
3259 * code, so we need to restrict ourselves to that range of values 3228 * code, so we need to restrict ourselves to that range of values
3260 * for any meaningful values. 3229 * for any meaningful values.
3261 */ 3230 */
3386 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3355 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3387 return; 3356 return;
3388 } 3357 }
3389 3358
3390 /* everything seems okay - now bring on the gift: */ 3359 /* everything seems okay - now bring on the gift: */
3391 item = &(tr->item->clone); 3360 item = tr->item;
3392 3361
3393 if (item->type == SPELL) 3362 if (item->type == SPELL)
3394 { 3363 {
3395 if (check_spell_known (who, item->name)) 3364 if (check_spell_known (who, item->name))
3396 return; 3365 return;
3455 { 3424 {
3456 /* forces in the treasurelist can alter the player's stats */ 3425 /* forces in the treasurelist can alter the player's stats */
3457 object *skin; 3426 object *skin;
3458 3427
3459 /* first get the dragon skin force */ 3428 /* first get the dragon skin force */
3460 shstr_cmp dragon_skin_force ("dragon_skin_force");
3461 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3429 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3462 ; 3430 ;
3463 3431
3464 if (!skin) 3432 if (!skin)
3465 return; 3433 return;
3466 3434

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