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Comparing deliantra/server/server/player.C (file contents):
Revision 1.93 by root, Mon Jan 8 14:11:05 2007 UTC vs.
Revision 1.167 by root, Thu Aug 30 05:24:14 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 25#include <sproto.h>
28#include <sounds.h> 26#include <sounds.h>
29#include <living.h> 27#include <living.h>
30#include <object.h> 28#include <object.h>
31#include <spells.h> 29#include <spells.h>
116 114
117 news[0] = '\0'; 115 news[0] = '\0';
118 subject[0] = '\0'; 116 subject[0] = '\0';
119 size = 0; 117 size = 0;
120 118
121 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
122 { 120 {
123 if (*buf == '#') 121 if (*buf == '#')
124 continue; 122 continue;
125 123
126 if (*buf == '%') 124 if (*buf == '%')
127 { /* send one news */ 125 { /* send one news */
128 if (size > 0) 126 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
130 128
131 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
132 strip_endline (subject); 130 strip_endline (subject);
133 size = 0; 131 size = 0;
134 news[0] = '\0'; 132 news[0] = '\0';
144 size += strlen (buf); 142 size += strlen (buf);
145 } 143 }
146 } 144 }
147 145
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
150 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
151} 149}
152 150
153/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
154static void 152static void
155set_first_map (object *op) 153set_first_map (object *op)
156{ 154{
157 op->contr->maplevel = first_map_path; 155 op->contr->maplevel = first_map_path;
158 op->x = -1; 156 op->x = -1;
159 op->y = -1; 157 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173} 158}
174 159
175void 160void
176player::activate () 161player::activate ()
177{ 162{
182 ob->remove (); 167 ob->remove ();
183 ob->map = 0; 168 ob->map = 0;
184 ob->activate_recursive (); 169 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY); 170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob); 171 add_friendly_object (ob);
187 enter_map ();
188} 172}
189 173
190void 174void
191player::deactivate () 175player::deactivate ()
192{ 176{
194 return; 178 return;
195 179
196 terminate_all_pets (ob); 180 terminate_all_pets (ob);
197 remove_friendly_object (ob); 181 remove_friendly_object (ob);
198 ob->deactivate_recursive (); 182 ob->deactivate_recursive ();
183
184 if (ob->map)
185 maplevel = ob->map->path;
186
199 ob->remove (); 187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
200 ob->map = 0; 189 ob->map = 0;
190 party = 0;
201 191
202 // for weird reasons, this is often "ob", keeping a circular reference 192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
203 ranges [range_skill] = 0;
204 193
205 players.erase (this); 194 players.erase (this);
206} 195}
207 196
208// connect the player with a specific client 197// connect the player with a specific client
209// also changed, rationalises, and fixes some incorrect settings 198// also changes, rationalises, and fixes some incorrect settings
210void 199void
211player::connect (client *ns) 200player::connect (client *ns)
212{ 201{
213 this->ns = ns; 202 this->ns = ns;
214 ns->pl = this; 203 ns->pl = this;
215 204
205 run_on = 0;
206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
208
216 ns->update_look = 0; 209 ns->update_look = 0;
217 ns->look_position = 0; 210 ns->look_position = 0;
218 211
219 clear_los (ob); 212 clear_los (this);
220 213
221//TODO: must move into client 214 ns->reset_stats ();
222/* we need to clear these to -1 and not zero - otherwise,
223 * if a player quits and starts a new character, we wont
224 * send new values to the client, as things like exp start
225 * at zero.
226 */
227for (int i = 0; i < NUM_SKILLS; i++)
228 last_skill_exp[i] = -1;
229
230for (int i = 0; i < NROFATTACKS; i++)
231 last_resist[i] = -1;
232
233last_weapon_sp = -1;
234last_level = -1;
235last_stats.exp = -1;
236last_weight = (uint32) - 1;
237last_flags = 0;
238last_weight = 0;
239last_weight_limit = 0;
240last_path_attuned = 0;
241last_path_repelled = 0;
242last_path_denied = 0;
243last_speed = 0;
244run_on = 0;
245fire_on = 0;
246memset (&last_stats, 0, sizeof (living)); //TODO dirty
247 215
248 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
249 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
250 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->race;
251
252 if (!legal_range (ob, shoottype))
253 shoottype = range_none;
254 219
255 ob->carrying = sum_weight (ob); 220 ob->carrying = sum_weight (ob);
256 link_player_skills (ob); 221 link_player_skills (ob);
257 222
258 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
259 224
260 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->object::name);
261
262 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
263 * from the class, and not race. I don't see any way to get the class information
264 * to then update this. I don't think this will actually break anything - anyone
265 * that can use armour should be able to use a shield. What this may 'break'
266 * are features new characters get, eg, if someone starts up with a Q, they
267 * should be able to use a shield. However, old Q's won't get that advantage.
268 */
269 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
270 SET_FLAG (ob, FLAG_USE_SHIELD);
271 226
272 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
273 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
274 { 229 {
275 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
276 231
277 shstr_cmp dragon_ability_force ("dragon_ability_force");
278 shstr_cmp dragon_skin_force ("dragon_skin_force");
279
280 for (tmp = ob->inv; tmp; tmp = tmp->below) 232 for (tmp = ob->inv; tmp; tmp = tmp->below)
281 if (tmp->type == FORCE) 233 if (tmp->type == FORCE)
282 if (tmp->arch->name == dragon_ability_force) 234 if (tmp->arch->archname == shstr_dragon_ability_force)
283 abil = tmp; 235 abil = tmp;
284 else if (tmp->arch->name == dragon_skin_force) 236 else if (tmp->arch->archname == shstr_dragon_skin_force)
285 skin = tmp; 237 skin = tmp;
286 238
287 set_dragon_name (ob, abil, skin); 239 set_dragon_name (ob, abil, skin);
288 } 240 }
289 241
290 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
291 243
292 esrv_new_player (this, ob->weight + ob->carrying); 244 esrv_new_player (this, ob->weight + ob->carrying);
293 245
246 ob->flag [FLAG_READY_WEAPON] = false;
247 ob->flag [FLAG_READY_SKILL] = false;
248 ob->flag [FLAG_READY_BOW] = false;
249
250 for (object *op = ob->inv; op; op = op->below)
251 if (op->flag [FLAG_APPLIED])
252 switch (op->type)
253 {
254 case SKILL:
255 ob->flag [FLAG_APPLIED] = false;
256 break;
257
258 case WAND:
259 case ROD:
260 case HORN:
261 case BOW:
262 ranged_ob = op;
263 break;
264
265 case WEAPON:
266 combat_ob = op;
267 break;
268 }
269
270 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
294 ob->update_stats (); 271 ob->update_stats ();
272
295 ns->floorbox_update (); 273 ns->floorbox_update ();
296
297 esrv_send_inventory (ob, ob); 274 esrv_send_inventory (ob, ob);
298 esrv_add_spells (this, 0); 275 esrv_add_spells (this, 0);
299 276
300 activate (); 277 activate ();
301 278
308} 285}
309 286
310void 287void
311player::disconnect () 288player::disconnect ()
312{ 289{
290 if (ob)
291 {
292 ob->close_container (); //TODO: client-specific
293 ob->drop_unpaid_items ();
294 }
295
313 if (ns) 296 if (ns)
314 { 297 {
315 if (active) 298 if (active)
316 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 299 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
317 300
318 INVOKE_PLAYER (DISCONNECT, this); 301 INVOKE_PLAYER (DISCONNECT, this);
319 302
303 ns->reset_stats ();
320 ns->pl = 0; 304 ns->pl = 0;
321 this->ns = 0; 305 ns = 0;
322 } 306 }
307
308 observe = ob;
323 309
324 deactivate (); 310 deactivate ();
325} 311}
326 312
327// the need for this function can be explained 313// the need for this function can be explained
328// by load_object not returning the object 314// by load_object not returning the object
329void 315void
330player::set_object (object *op) 316player::set_object (object *op)
331{ 317{
332 ob = op; 318 ob = observe = op;
333 ob->contr = this; /* this aren't yet in archetype */ 319 ob->contr = this; /* this aren't yet in archetype */
334 320
321 ob->speed = 1.0f;
335 ob->speed_left = 0.5; 322 ob->speed_left = 0.5f;
336 ob->speed = 1.0; 323
337 ob->direction = 5; /* So player faces south */ 324 ob->direction = 5; /* So player faces south */
338 ob->stats.wc = 2; 325}
339 ob->run_away = 25; /* Then we panick... */
340 326
341 ob->roll_stats (); 327void
328player::set_observe (object *op)
329{
330 observe = op ? op : ob;
331 do_los = 1;
342} 332}
343 333
344player::player () 334player::player ()
345{ 335{
346 /* There are some elements we want initialised to non zero value - 336 /* There are some elements we want initialised to non zero value -
347 * we deal with that below this point. 337 * we deal with that below this point.
348 */ 338 */
349 outputs_sync = 16; /* Every 2 seconds */ 339 outputs_sync = 4;
350 outputs_count = 8; /* Keeps present behaviour */ 340 outputs_count = 4;
351 unapply = unapply_nochoice; 341 unapply = unapply_nochoice;
352 342
353 savebed_map = first_map_path; /* Init. respawn position */ 343 savebed_map = first_map_path; /* Init. respawn position */
354 344
355 gen_sp_armour = 10; 345 gen_sp_armour = 10;
356 last_speed = -1;
357 shoottype = range_none;
358 bowtype = bow_normal; 346 bowtype = bow_normal;
359 petmode = pet_normal; 347 petmode = pet_normal;
360 listening = 10; 348 listening = 10;
361 usekeys = containers; 349 usekeys = containers;
362 last_weapon_sp = -1;
363 peaceful = 1; /* default peaceful */ 350 peaceful = 1; /* default peaceful */
364 do_los = 1; 351 do_los = 1;
352
353 weapon_sp = 1.0f;
354 weapon_sp_left = 0.5f;
365} 355}
366 356
367void 357void
368player::do_destroy () 358player::do_destroy ()
369{ 359{
374 if (ob) 364 if (ob)
375 { 365 {
376 ob->destroy_inv (false); 366 ob->destroy_inv (false);
377 ob->destroy (); 367 ob->destroy ();
378 } 368 }
369
370 ob = observe = 0;
379} 371}
380 372
381player::~player () 373player::~player ()
382{ 374{
383 /* Clear item stack */ 375 /* Clear item stack */
392player::create () 384player::create ()
393{ 385{
394 player *pl = new player; 386 player *pl = new player;
395 387
396 pl->set_object (arch_to_object (get_player_archetype (0))); 388 pl->set_object (arch_to_object (get_player_archetype (0)));
389
390 pl->ob->roll_stats ();
391 pl->ob->stats.wc = 2;
392 pl->ob->run_away = 25; /* Then we panick... */
393
397 set_first_map (pl->ob); 394 set_first_map (pl->ob);
398 395
399 return pl; 396 return pl;
400} 397}
401 398
405 * Note: there MUST be at least one player archetype! 402 * Note: there MUST be at least one player archetype!
406 */ 403 */
407archetype * 404archetype *
408get_player_archetype (archetype *at) 405get_player_archetype (archetype *at)
409{ 406{
410 archetype *start = at; 407 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
411 408
412 for (;;) 409 for (;;)
413 { 410 {
414 if (at == NULL || at->next == NULL) 411 if (++i == archetypes.end ())
415 at = first_archetype; 412 i = archetypes.begin ();
416 else 413 else if (*i == at)
417 at = at->next; 414 cleanup ("not a single player archetype found");
418 415
419 if (at->clone.type == PLAYER) 416 if ((*i)->type == PLAYER)
420 return at; 417 return *i;
421
422 if (at == start)
423 {
424 LOG (llevError, "No Player archetypes\n");
425 exit (-1);
426 }
427 } 418 }
428} 419}
429 420
430object * 421object *
431get_nearest_player (object *mon) 422get_nearest_player (object *mon)
435 unsigned lastdist; 426 unsigned lastdist;
436 rv_vector rv; 427 rv_vector rv;
437 428
438 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 429 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
439 { 430 {
440 /* We should not find free objects on this friendly list, but it
441 * does periodically happen. Given that, lets deal with it.
442 * While unlikely, it is possible the next object on the friendly
443 * list is also free, so encapsulate this in a while loop.
444 */
445 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
446 {
447 object *tmp = ol->ob;
448
449 /* Can't do much more other than log the fact, because the object
450 * itself will have been cleared.
451 */
452 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
453 tmp->debug_desc ());
454 ol = ol->next;
455 remove_friendly_object (tmp);
456 if (!ol)
457 return op;
458 }
459
460 /* Remove special check for player from this. First, it looks to cause
461 * some crashes (ol->ob->contr not set properly?), but secondly, a more
462 * complicated method of state checking would be needed in any case -
463 * as it was, a clever player could type quit, and the function would
464 * skip them over while waiting for confirmation. Remove
465 * on_same_map check, as can_detect_enemy also does this
466 */
467 if (!can_detect_enemy (mon, ol->ob, &rv)) 431 if (!can_detect_enemy (mon, ol->ob, &rv))
468 continue; 432 continue;
469 433
470 if (lastdist > rv.distance) 434 if (lastdist > rv.distance)
471 { 435 {
547 x = mon->x; 511 x = mon->x;
548 y = mon->y; 512 y = mon->y;
549 m = mon->map; 513 m = mon->map;
550 dir = rv.direction; 514 dir = rv.direction;
551 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 515 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
552 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 516 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
517
553 /* If we can't solve it within the search distance, return now. */ 518 /* If we can't solve it within the search distance, return now. */
554 if (diff > max) 519 if (diff > max)
555 return 0; 520 return 0;
521
556 while (diff > 1 && max > 0) 522 while (diff > 1 && max > 0)
557 { 523 {
558 lastx = x; 524 lastx = x;
559 lasty = y; 525 lasty = y;
560 lastmap = m; 526 lastmap = m;
642 max--; 608 max--;
643 lastdir = dir; 609 lastdir = dir;
644 if (!firstdir) 610 if (!firstdir)
645 firstdir = dir; 611 firstdir = dir;
646 } 612 }
613
647 if (diff <= 1) 614 if (diff <= 1)
648 { 615 {
649 /* Recalculate diff (distance) because we may not have actually 616 /* Recalculate diff (distance) because we may not have actually
650 * headed toward player for entire distance. 617 * headed toward player for entire distance.
651 */ 618 */
652 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 619 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
653 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 620 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
654 } 621 }
622
655 if (diff > max) 623 if (diff > max)
656 return 0; 624 return 0;
657 } 625 }
626
658 /* If we reached the max, didn't find a direction in time */ 627 /* If we reached the max, didn't find a direction in time */
659 if (!max) 628 if (!max)
660 return 0; 629 return 0;
661 630
662 return firstdir; 631 return firstdir;
776roll_stat (void) 745roll_stat (void)
777{ 746{
778 int a[4], i, j, k; 747 int a[4], i, j, k;
779 748
780 for (i = 0; i < 4; i++) 749 for (i = 0; i < 4; i++)
781 a[i] = (int) RANDOM () % 6 + 1; 750 a[i] = (int) rndm (6) + 1;
782 751
783 for (i = 0, j = 0, k = 7; i < 4; i++) 752 for (i = 0, j = 0, k = 7; i < 4; i++)
784 if (a[i] < k) 753 if (a[i] < k)
785 k = a[i], j = i; 754 k = a[i], j = i;
786 755
792} 761}
793 762
794void 763void
795object::roll_stats () 764object::roll_stats ()
796{ 765{
797 int statsort [7]; 766 int statsort [NUM_STATS];
798 767
799 for (;;) 768 for (;;)
800 { 769 {
801 int sum = 0; 770 int sum = 0;
802 for (int i = 7; i--; ) 771 for (int i = NUM_STATS; i--; )
803 sum += statsort [i] = roll_stat (); 772 sum += statsort [i] = roll_stat ();
804 773
805 if (sum >= 82 && sum <= 116) 774 if (sum >= 82 && sum <= 116)
806 break; 775 break;
807 } 776 }
808 777
809 // Sort the stats so that rerolling is easier... 778 // Sort the stats so that rerolling is easier...
810 std::sort (statsort, statsort + 7, std::greater<int>()); 779 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
811 780
781 for (int i = 0; i < NUM_STATS; ++i)
812 stats.Str = statsort[0]; 782 stats.stat (i) = statsort [i];
813 stats.Dex = statsort[1];
814 stats.Con = statsort[2];
815 stats.Int = statsort[3];
816 stats.Wis = statsort[4];
817 stats.Pow = statsort[5];
818 stats.Cha = statsort[6];
819 783
820 stats.exp = 0; 784 stats.exp = 0;
821 stats.ac = 0; 785 stats.ac = 0;
822 786
823 stats.hp = stats.maxhp; 787 stats.hp = stats.maxhp;
835} 799}
836 800
837void 801void
838object::swap_stats (int a, int b) 802object::swap_stats (int a, int b)
839{ 803{
840 int tmp = get_attr_value (&contr->orig_stats, a); 804 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
841 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
842 set_attr_value (&contr->orig_stats, b, tmp);
843 805
806 for (int i = 0; i < NUM_STATS; ++i)
844 stats.Str = contr->orig_stats.Str; 807 stats.stat (i) = contr->orig_stats.stat (i);
845 stats.Dex = contr->orig_stats.Dex;
846 stats.Con = contr->orig_stats.Con;
847 stats.Int = contr->orig_stats.Int;
848 stats.Wis = contr->orig_stats.Wis;
849 stats.Pow = contr->orig_stats.Pow;
850 stats.Cha = contr->orig_stats.Cha;
851 808
852 //TODO: the following code looks so borked and should, at the very least, 809 //TODO: the following code looks so borked and should, at the very least,
853 // be merged with the similar code in roll_stats 810 // be merged with the similar code in roll_stats
854 stats.ac = 0; 811 stats.ac = 0;
855 812
886 * appropriate action with it (change race, or other things). 843 * appropriate action with it (change race, or other things).
887 * The function name is for historical reasons - now we have 844 * The function name is for historical reasons - now we have
888 * separate race and class; this actually changes the RACE, 845 * separate race and class; this actually changes the RACE,
889 * not the class. 846 * not the class.
890 */ 847 */
891int 848void
892key_change_class (object *op, char key) 849player::chargen_race_done ()
893{ 850{
894 int tmp_loop;
895
896 if (key == 'd' || key == 'D')
897 {
898 char buf[MAX_BUF];
899
900 /* this must before then initial items are given */ 851 /* this must before then initial items are given */
901 esrv_new_player (op->contr, op->weight + op->carrying); 852 esrv_new_player (ob->contr, ob->weight + ob->carrying);
902 853
903 treasurelist *tl = find_treasurelist ("starting_wealth"); 854 treasurelist *tl = treasurelist::find ("starting_wealth");
904 if (tl) 855 if (tl)
905 create_treasure (tl, op, 0, 0, 0); 856 create_treasure (tl, ob, 0, 0, 0);
906 857
907 INVOKE_PLAYER (BIRTH, op->contr); 858 INVOKE_PLAYER (BIRTH, ob->contr);
908 INVOKE_PLAYER (LOGIN, op->contr); 859 INVOKE_PLAYER (LOGIN, ob->contr);
909 860
910 op->contr->ns->state = ST_PLAYING; 861 ob->contr->ns->state = ST_PLAYING;
911 862
912 if (op->msg) 863 if (ob->msg)
913 op->msg = NULL; 864 ob->msg = 0;
914 865
915 /* We create this now because some of the unique maps will need it 866 /* We create this now because some of the unique maps will need it
916 * to save here. 867 * to save here.
917 */ 868 */
869 {
870 char buf[MAX_BUF];
918 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 871 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
919 make_path_to_file (buf); 872 make_path_to_file (buf);
873 }
920 874
921#ifdef AUTOSAVE
922 op->contr->last_save_tick = pticks;
923#endif
924 start_info (op); 875 start_info (ob);
925 CLEAR_FLAG (op, FLAG_WIZ); 876 CLEAR_FLAG (ob, FLAG_WIZ);
926 give_initial_items (op, op->randomitems); 877 give_initial_items (ob, ob->randomitems);
927 link_player_skills (op); 878 link_player_skills (ob);
928 esrv_send_inventory (op, op); 879 esrv_send_inventory (ob, ob);
929 op->update_stats (); 880 ob->update_stats ();
930 881
931 /* This moves the player to a different start map, if there 882 /* This moves the player to a different start map, if there
932 * is one for this race 883 * is one for this race
933 */ 884 */
934 if (*first_map_ext_path) 885 if (*first_map_ext_path)
935 { 886 {
936 object *tmp; 887 object *tmp;
937 char mapname[MAX_BUF]; 888 char mapname[MAX_BUF];
938 889
939 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); 890 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
940 tmp = object::create (); 891 tmp = object::create ();
941 EXIT_PATH (tmp) = mapname; 892 EXIT_PATH (tmp) = mapname;
942 EXIT_X (tmp) = op->x; 893 EXIT_X (tmp) = ob->x;
943 EXIT_Y (tmp) = op->y; 894 EXIT_Y (tmp) = ob->y;
944 op->enter_exit (tmp); /* we don't really care if it succeeded; 895 ob->enter_exit (tmp); /* we don't really care if it succeeded;
945 * if the map isn't there, then stay on the 896 * if the map isn't there, then stay on the
946 * default initial map */ 897 * default initial map */
947 tmp->destroy (); 898 tmp->destroy ();
948 } 899 }
949 else 900 else
950 LOG (llevDebug, "first_map_ext_path not set\n"); 901 LOG (llevDebug, "first_map_ext_path not set\n");
902}
951 903
952 return 0; 904void
953 } 905player::chargen_race_next ()
954 906{
955 /* Following actually changes the race - this is the default command 907 /* Following actually changes the race - this is the default command
956 * if we don't match with one of the options above. 908 * if we don't match with one of the options above.
957 */ 909 */
958 910
959 tmp_loop = 0; 911 do
960 while (!tmp_loop)
961 { 912 {
962 shstr name = op->name; 913 shstr name = ob->name;
963 int x = op->x, y = op->y; 914 int x = ob->x, y = ob->y;
964 915
965 op->remove_statbonus (); 916 ob->remove_statbonus ();
966 op->remove (); 917 ob->remove ();
967 op->arch = get_player_archetype (op->arch); 918 ob->arch = get_player_archetype (ob->arch);
968 op->arch->clone.copy_to (op); 919 ob->arch->copy_to (ob);
969 op->instantiate (); 920 ob->instantiate ();
970 op->stats = op->contr->orig_stats; 921 ob->stats = ob->contr->orig_stats;
971 op->name = op->name_pl = name; 922 ob->name = ob->name_pl = name;
972 op->x = x; 923 ob->x = x;
973 op->y = y; 924 ob->y = y;
974 SET_ANIMATION (op, 2); /* So player faces south */ 925 SET_ANIMATION (ob, 2); /* So player faces south */
975 insert_ob_in_map (op, op->map, op, 0); 926 insert_ob_in_map (ob, ob->map, ob, 0);
976 assign (op->contr->title, op->arch->clone.name); 927 assign (ob->contr->title, ob->arch->object::name);
977 op->add_statbonus (); 928 ob->add_statbonus ();
978 tmp_loop = allowed_class (op);
979 } 929 }
930 while (!allowed_class (ob));
980 931
981 update_object (op, UP_OBJ_FACE); 932 update_object (ob, UP_OBJ_FACE);
982 esrv_update_item (UPD_FACE, op, op); 933 esrv_update_item (UPD_FACE, ob, ob);
983 op->update_stats (); 934 ob->update_stats ();
984 op->stats.hp = op->stats.maxhp; 935 ob->stats.hp = ob->stats.maxhp;
985 op->stats.sp = op->stats.maxsp; 936 ob->stats.sp = ob->stats.maxsp;
986 op->stats.grace = 0; 937 ob->stats.grace = 0;
987
988 if (op->msg)
989 new_draw_info (NDI_BLUE, 0, op, op->msg);
990
991 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
992 return 0;
993} 938}
994 939
995void 940void
996flee_player (object *op) 941flee_player (object *op)
997{ 942{
1044 /* Cornered, get rid of scared */ 989 /* Cornered, get rid of scared */
1045 CLEAR_FLAG (op, FLAG_SCARED); 990 CLEAR_FLAG (op, FLAG_SCARED);
1046 op->enemy = NULL; 991 op->enemy = NULL;
1047} 992}
1048 993
1049
1050/* check_pick sees if there is stuff to be picked up/picks up stuff. 994/* check_pick sees if there is stuff to be picked up/picks up stuff.
1051 * IT returns 1 if the player should keep on moving, 0 if he should 995 * It returns 1 if the player should keep on moving, 0 if he should
1052 * stop. 996 * stop.
1053 */ 997 */
1054int 998int
1055check_pick (object *op) 999check_pick (object *op)
1056{ 1000{
1057 object *tmp, *next; 1001 object *tmp, *next;
1058 int stop = 0; 1002 int stop = 0;
1059 int j, k, wvratio; 1003 int wvratio;
1060 char putstring[128], tmpstr[16]; 1004 char putstring[128];
1061 1005
1062 /* if you're flying, you cna't pick up anything */ 1006 /* if you're flying, you cna't pick up anything */
1063 if (op->move_type & MOVE_FLYING) 1007 if (op->move_type & MOVE_FLYING)
1064 return 1; 1008 return 1;
1065 1009
1133 if (tmp->name != NULL) 1077 if (tmp->name != NULL)
1134 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1078 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1135 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1079 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1136 else 1080 else
1137 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1081 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1138 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1082 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1139 1083
1140 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1084 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1141 } 1085 }
1142 1086
1143 /* philosophy: 1087 /* philosophy:
1218 pick_up (op, tmp); 1162 pick_up (op, tmp);
1219 continue; 1163 continue;
1220 } 1164 }
1221 1165
1222 if (op->contr->mode & PU_READABLES) 1166 if (op->contr->mode & PU_READABLES)
1223 if (tmp->type == BOOK || tmp->type == SCROLL) 1167 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1224 { 1168 {
1225 pick_up (op, tmp); 1169 pick_up (op, tmp);
1226 continue; 1170 continue;
1227 } 1171 }
1228 1172
1336 /* careful: chairs and tables are weapons! */ 1280 /* careful: chairs and tables are weapons! */
1337 if (op->contr->mode & PU_ALLWEAPON) 1281 if (op->contr->mode & PU_ALLWEAPON)
1338 { 1282 {
1339 if (tmp->type == WEAPON && tmp->name != NULL) 1283 if (tmp->type == WEAPON && tmp->name != NULL)
1340 { 1284 {
1341 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1285 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1342 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1286 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1343 { 1287 {
1344 pick_up (op, tmp); 1288 pick_up (op, tmp);
1345 continue; 1289 continue;
1346 } 1290 }
1347 } 1291 }
1348 1292
1349 if (tmp->type == WEAPON && tmp->name == NULL) 1293 if (tmp->type == WEAPON && tmp->name == NULL)
1350 { 1294 {
1351 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1295 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1352 { 1296 {
1353 pick_up (op, tmp); 1297 pick_up (op, tmp);
1354 continue; 1298 continue;
1355 } 1299 }
1356 } 1300 }
1381 if (tmp->name != NULL) 1325 if (tmp->name != NULL)
1382 { 1326 {
1383 fprintf (stderr, "%s", tmp->name); 1327 fprintf (stderr, "%s", tmp->name);
1384 } 1328 }
1385 else 1329 else
1386 fprintf (stderr, "%s", tmp->arch->name); 1330 fprintf (stderr, "%s", tmp->arch->archname);
1387 fprintf (stderr, ",%d] = ", tmp->type); 1331 fprintf (stderr, ",%d] = ", tmp->type);
1388 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1332 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1389#endif 1333#endif
1390 continue; 1334 continue;
1391 } 1335 }
1402 * found object is returned. 1346 * found object is returned.
1403 */ 1347 */
1404object * 1348object *
1405find_arrow (object *op, const char *type) 1349find_arrow (object *op, const char *type)
1406{ 1350{
1407 object *tmp = NULL; 1351 object *tmp = 0;
1408 1352
1409 for (op = op->inv; op; op = op->below) 1353 for (op = op->inv; op; op = op->below)
1410 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1354 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1411 tmp = find_arrow (op, type); 1355 tmp = find_arrow (op, type);
1412 else if (op->type == ARROW && op->race == type) 1356 else if (op->type == ARROW && op->race == type)
1413 return op; 1357 return op;
1358
1414 return tmp; 1359 return tmp;
1415} 1360}
1416 1361
1417/* 1362/*
1418 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1363 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1419 * against the target. A full test is not performed, simply a basic test 1364 * against the target. A full test is not performed, simply a basic test
1420 * of resistances. The archer is making a quick guess at what he sees down 1365 * of resistances. The archer is making a quick guess at what he sees down
1421 * the hall. Failing that it does it's best to pick the highest plus arrow. 1366 * the hall. Failing that it does it's best to pick the highest plus arrow.
1422 */ 1367 */
1423
1424object * 1368object *
1425find_better_arrow (object *op, object *target, const char *type, int *better) 1369find_better_arrow (object *op, object *target, const char *type, int *better)
1426{ 1370{
1427 object *tmp = NULL, *arrow, *ntmp; 1371 object *tmp = NULL, *arrow, *ntmp;
1428 int attacknum, attacktype, betterby = 0, i; 1372 int attacknum, attacktype, betterby = 0, i;
1461 else 1405 else
1462 { 1406 {
1463 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1407 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1464 { 1408 {
1465 attacktype = 1 << attacknum; 1409 attacktype = 1 << attacknum;
1466 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1410 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1467 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1411 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1468 { 1412 {
1469 tmp = arrow; 1413 tmp = arrow;
1470 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1414 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1471 } 1415 }
1472 } 1416 }
1473 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1417 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1474 { 1418 {
1475 tmp = arrow; 1419 tmp = arrow;
1494 * find_better_arrow to find a decent arrow to use. 1438 * find_better_arrow to find a decent arrow to use.
1495 * op = the shooter 1439 * op = the shooter
1496 * type = bow->race 1440 * type = bow->race
1497 * dir = fire direction 1441 * dir = fire direction
1498 */ 1442 */
1499
1500object * 1443object *
1501pick_arrow_target (object *op, const char *type, int dir) 1444pick_arrow_target (object *op, const char *type, int dir)
1502{ 1445{
1503 object *tmp = NULL; 1446 object *tmp = NULL;
1504 maptile *m; 1447 maptile *m;
1569 */ 1512 */
1570int 1513int
1571fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1514fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1572{ 1515{
1573 object *left, *bow; 1516 object *left, *bow;
1574 int bowspeed, mflags; 1517 int mflags;
1575 maptile *m; 1518 maptile *m;
1576 1519
1577 if (!dir) 1520 if (!dir)
1578 { 1521 {
1579 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1522 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1580 return 0; 1523 return 0;
1581 } 1524 }
1582 1525
1583 if (op->type == PLAYER) 1526 if (op->contr)
1584 bow = op->contr->ranges[range_bow]; 1527 bow = op->current_weapon;
1585 else 1528 else
1586 { 1529 {
1587 for (bow = op->inv; bow; bow = bow->below) 1530 for (bow = op->inv; bow; bow = bow->below)
1588 /* Don't check for applied - monsters don't apply bows - in that way, they 1531 /* Don't check for applied - monsters don't apply bows - in that way, they
1589 * don't need to switch back and forth between bows and weapons. 1532 * don't need to switch back and forth between bows and weapons.
1594 if (!bow) 1537 if (!bow)
1595 { 1538 {
1596 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1539 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1597 return 0; 1540 return 0;
1598 } 1541 }
1542
1543 // optimisation: move object to top so we will find it quickly again
1544 if (bow->below)
1545 {
1546 bow->remove ();
1547 op->insert (bow);
1548 }
1549
1599 } 1550 }
1600 1551
1601 if (!bow->race || !bow->skill) 1552 if (!bow->race || !bow->skill)
1602 { 1553 {
1603 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1554 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1604 return 0; 1555 return 0;
1605 } 1556 }
1606
1607 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1608
1609 /* penalize ROF for bestarrow */
1610 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1611 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1612
1613 if (bowspeed < 1)
1614 bowspeed = 1;
1615 1557
1616 if (arrow == NULL) 1558 if (arrow == NULL)
1617 { 1559 {
1618 if ((arrow = find_arrow (op, bow->race)) == NULL) 1560 if ((arrow = find_arrow (op, bow->race)) == NULL)
1619 { 1561 {
1620 if (op->type == PLAYER) 1562 if (op->type == PLAYER)
1621 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1563 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1622 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1564 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1623 else 1565 else
1624 CLEAR_FLAG (op, FLAG_READY_BOW); 1566 CLEAR_FLAG (op, FLAG_READY_BOW);
1567
1625 return 0; 1568 return 0;
1626 } 1569 }
1627 } 1570 }
1628 1571
1629 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1572 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1653 1596
1654 arrow->set_owner (op); 1597 arrow->set_owner (op);
1655 arrow->skill = bow->skill; 1598 arrow->skill = bow->skill;
1656 arrow->direction = dir; 1599 arrow->direction = dir;
1657 1600
1601 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1602 arrow->stats.hp = arrow->stats.dam;
1603 arrow->stats.grace = arrow->attacktype;
1604
1605 if (arrow->slaying)
1606 arrow->spellarg = strdup (arrow->slaying);
1607
1608#if 0
1609 if (player *pl = op->contr)
1610 {
1611 float speed = pl->weapon_sp;
1612
1613 /* penalize ROF for bestarrow */
1614 if (pl->bowtype == bow_bestarrow)
1615 speed *= .9f;
1616 else
1617 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1618
1619 op->speed_left += speed - op->speed;
1620 }
1621#endif
1622
1623 SET_ANIMATION (arrow, arrow->direction);
1624
1625 /* update the speed */
1626 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1627 + bow->stats.dam / 7.f;
1628
1629 arrow->set_speed (max (arrow->speed, 2.f));
1630 arrow->speed_left = 0;
1631
1632 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1633
1658 if (op->type == PLAYER) 1634 if (op->type == PLAYER)
1659 { 1635 {
1660 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1661 op->update_stats ();
1662 }
1663
1664 SET_ANIMATION (arrow, arrow->direction);
1665 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1666 arrow->stats.hp = arrow->stats.dam;
1667 arrow->stats.grace = arrow->attacktype;
1668 if (arrow->slaying != NULL)
1669 arrow->spellarg = strdup (arrow->slaying);
1670
1671 /* Note that this was different for monsters - they got their level
1672 * added to the damage. I think the strength bonus is more proper.
1673 */
1674
1675 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1676
1677 /* update the speed */
1678 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1679 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1680
1681 arrow->set_speed (max (arrow->speed, 1.0));
1682 arrow->speed_left = 0;
1683
1684 if (op->type == PLAYER)
1685 {
1686 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1687 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1688 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1689
1690 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1636 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1637 wc -= dex_bonus[op->stats.Dex];
1638
1639 if (!arrow->slaying)
1640 arrow->slaying = op->slaying;
1641
1642 arrow->attacktype |= op->attacktype;
1691 } 1643 }
1692 else 1644 else
1693 { 1645 {
1694 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1695 arrow->level = op->level; 1646 arrow->level = op->level;
1696 } 1647 arrow->stats.wc -= bow->magic;
1697 1648
1698 if (arrow->attacktype == AT_PHYSICAL) 1649 if (!arrow->slaying)
1650 arrow->slaying = bow->slaying;
1651
1699 arrow->attacktype |= bow->attacktype; 1652 arrow->attacktype |= bow->attacktype;
1653 }
1700 1654
1701 if (bow->slaying) 1655 wc -= arrow->level;
1702 arrow->slaying = bow->slaying; 1656 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1703 1657
1658 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1704 arrow->move_type = MOVE_FLY_LOW; 1659 arrow->move_type = MOVE_FLY_LOW;
1705 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1660 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1706 1661
1707 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1662 op->play_sound (sound_find ("fire_arrow"));
1708 m->insert (arrow, sx, sy, op); 1663 m->insert (arrow, sx, sy, op);
1709 1664
1710 if (!arrow->destroyed ()) 1665 if (!arrow->destroyed ())
1711 move_arrow (arrow); 1666 move_arrow (arrow);
1712 1667
1733{ 1688{
1734 int ret = 0, wcmod = 0; 1689 int ret = 0, wcmod = 0;
1735 1690
1736 if (op->contr->bowtype == bow_bestarrow) 1691 if (op->contr->bowtype == bow_bestarrow)
1737 { 1692 {
1738 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1693 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1739 } 1694 }
1740 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1695 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1741 { 1696 {
1742 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1697 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1743 wcmod = -1; 1698 wcmod = -1;
1753 else if (op->contr->bowtype == bow_spreadshot) 1708 else if (op->contr->bowtype == bow_spreadshot)
1754 { 1709 {
1755 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1710 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1756 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1711 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1757 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1712 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1758
1759 } 1713 }
1760 else 1714 else
1761 { 1715 {
1762 /* Simple case */ 1716 /* Simple case */
1763 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1717 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1764 } 1718 }
1719
1765 return ret; 1720 return ret;
1766} 1721}
1767
1768 1722
1769/* Fires a misc (wand/rod/horn) object in 'dir'. 1723/* Fires a misc (wand/rod/horn) object in 'dir'.
1770 * Broken apart from 'fire' to keep it more readable. 1724 * Broken apart from 'fire' to keep it more readable.
1771 */ 1725 */
1772void 1726void
1773fire_misc_object (object *op, int dir) 1727fire_misc_object (object *op, int dir)
1774{ 1728{
1775 object *item; 1729 object *item = op->contr->ranged_ob;
1776 1730
1777 if (!op->contr->ranges[range_misc]) 1731 if (!item)
1778 { 1732 {
1779 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1733 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1780 return; 1734 return;
1781 } 1735 }
1782 1736
1783 item = op->contr->ranges[range_misc];
1784 if (!item->inv) 1737 if (!item->inv)
1785 { 1738 {
1786 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1739 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1787 return; 1740 return;
1788 } 1741 }
1742
1743 if (!op->change_weapon (item))
1744 return;
1745
1789 if (item->type == WAND) 1746 if (item->type == WAND)
1790 { 1747 {
1791 if (item->stats.food <= 0) 1748 if (item->stats.food <= 0)
1792 { 1749 {
1793 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1750 op->contr->play_sound (sound_find ("wand_poof"));
1794 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1751 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1752
1795 return; 1753 return;
1796 } 1754 }
1797 } 1755 }
1798 else if (item->type == ROD || item->type == HORN) 1756 else if (item->type == ROD || item->type == HORN)
1799 { 1757 {
1800 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1758 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1801 { 1759 {
1802 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1760 op->contr->play_sound (sound_find ("wand_poof"));
1761
1803 if (item->type == ROD) 1762 if (item->type == ROD)
1804 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1763 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1805 else 1764 else
1806 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1765 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1766
1807 return; 1767 return;
1808 } 1768 }
1809 } 1769 }
1810 1770
1811 if (cast_spell (op, item, dir, item->inv, NULL)) 1771 if (cast_spell (op, item, dir, item->inv, NULL))
1818 object *tmp; 1778 object *tmp;
1819 1779
1820 if (item->arch) 1780 if (item->arch)
1821 { 1781 {
1822 CLEAR_FLAG (item, FLAG_ANIMATE); 1782 CLEAR_FLAG (item, FLAG_ANIMATE);
1823 item->face = item->arch->clone.face; 1783 item->face = item->arch->face;
1824 item->set_speed (0); 1784 item->set_speed (0);
1825 } 1785 }
1826 1786
1827 if ((tmp = item->in_player ())) 1787 if ((tmp = item->in_player ()))
1828 esrv_update_item (UPD_ANIM, tmp, item); 1788 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 1793 }
1834} 1794}
1835 1795
1836/* Received a fire command for the player - go and do it. 1796/* Received a fire command for the player - go and do it.
1837 */ 1797 */
1838void 1798bool
1839fire (object *op, int dir) 1799fire (object *op, int dir)
1840{ 1800{
1841 int spellcost = 0; 1801 int spellcost = 0;
1842 1802
1843 /* check for loss of invisiblity/hide */ 1803 /* check for loss of invisiblity/hide */
1844 if (action_makes_visible (op)) 1804 if (action_makes_visible (op))
1845 make_visible (op); 1805 make_visible (op);
1846 1806
1847 switch (op->contr->shoottype) 1807 player *pl = op->contr;
1808
1809 if (pl->golem)
1810 {
1811 control_golem (op->contr->golem, dir);
1812 return false;
1848 { 1813 }
1849 case range_none:
1850 return;
1851 1814
1852 case range_bow: 1815 object *ob = pl->ranged_ob;
1816
1817 if (!ob)
1818 return false;
1819
1820 if (!op->change_weapon (ob))
1821 return false;
1822
1823 if (op->speed_left > 0.f)
1824 --op->speed_left;
1825 else
1826 return false;
1827
1828 switch (ob->type)
1829 {
1830 case BOW:
1853 player_fire_bow (op, dir); 1831 player_fire_bow (op, dir);
1854 return; 1832 break;
1855 1833
1856 case range_magic: /* Casting spells */ 1834 case SPELL:
1857 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1835 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1858 return; 1836 break;
1859 1837
1860 case range_misc: 1838 case BUILDER:
1839 apply_map_builder (op, dir);
1840 break;
1841
1842 case SKILL:
1843 do_skill (op, op, ob, dir, 0);
1844 break;
1845
1846 default:
1861 fire_misc_object (op, dir); 1847 fire_misc_object (op, dir);
1862 return; 1848 break;
1863
1864 case range_golem: /* Control summoned monsters from scrolls */
1865 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1866 {
1867 op->contr->ranges[range_golem] = 0;
1868 op->contr->shoottype = range_none;
1869 }
1870 else
1871 control_golem (op->contr->ranges[range_golem], dir);
1872 return;
1873
1874 case range_skill:
1875 if (!op->chosen_skill)
1876 {
1877 if (op->type == PLAYER)
1878 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1879 return;
1880 }
1881
1882 do_skill (op, op, op->chosen_skill, dir, NULL);
1883 return;
1884 case range_builder:
1885 apply_map_builder (op, dir);
1886 return;
1887 default:
1888 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1889 return;
1890 } 1849 }
1891}
1892 1850
1893 1851 return true;
1852}
1894 1853
1895/* find_key 1854/* find_key
1896 * We try to find a key for the door as passed. If we find a key 1855 * We try to find a key for the door as passed. If we find a key
1897 * and successfully use it, we return the key, otherwise NULL 1856 * and successfully use it, we return the key, otherwise NULL
1898 * This function merges both normal and locked door, since the logic 1857 * This function merges both normal and locked door, since the logic
1900 * pl is the player, 1859 * pl is the player,
1901 * inv is the objects inventory to searched 1860 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1861 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1862 * This function can be called recursively to search containers.
1904 */ 1863 */
1905
1906object * 1864object *
1907find_key (object *pl, object *container, object *door) 1865find_key (object *pl, object *container, object *door)
1908{ 1866{
1909 object *tmp, *key; 1867 object *tmp, *key;
1910 1868
1911 /* Should not happen, but sanity checking is never bad */ 1869 /* Should not happen, but sanity checking is never bad */
1912 if (container->inv == NULL) 1870 if (!container->inv)
1913 return NULL; 1871 return 0;
1914 1872
1915 /* First, lets try to find a key in the top level inventory */ 1873 /* First, lets try to find a key in the top level inventory */
1916 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1874 for (tmp = container->inv; tmp; tmp = tmp->below)
1917 { 1875 {
1918 if (door->type == DOOR && tmp->type == KEY) 1876 if (door->type == DOOR && tmp->type == KEY)
1919 break; 1877 break;
1920 /* For sanity, we should really check door type, but other stuff 1878 /* For sanity, we should really check door type, but other stuff
1921 * (like containers) can be locked with special keys 1879 * (like containers) can be locked with special keys
1922 */ 1880 */
1923 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1881 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1924 break; 1882 break;
1925 } 1883 }
1884
1926 /* No key found - lets search inventories now */ 1885 /* No key found - lets search inventories now */
1927 /* If we find and use a key in an inventory, return at that time. 1886 /* If we find and use a key in an inventory, return at that time.
1928 * otherwise, if we search all the inventories and still don't find 1887 * otherwise, if we search all the inventories and still don't find
1929 * a key, return 1888 * a key, return
1930 */ 1889 */
1931 if (!tmp) 1890 if (!tmp)
1932 { 1891 {
1933 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1892 for (tmp = container->inv; tmp; tmp = tmp->below)
1934 { 1893 {
1935 /* No reason to search empty containers */ 1894 /* No reason to search empty containers */
1936 if (tmp->type == CONTAINER && tmp->inv) 1895 if (tmp->type == CONTAINER && tmp->inv)
1937 { 1896 {
1938 if ((key = find_key (pl, tmp, door)) != NULL) 1897 if ((key = find_key (pl, tmp, door)))
1939 return key; 1898 return key;
1940 } 1899 }
1941 } 1900 }
1901
1942 if (!tmp) 1902 if (!tmp)
1943 return NULL; 1903 return NULL;
1944 } 1904 }
1905
1945 /* We get down here if we have found a key. Now if its in a container, 1906 /* We get down here if we have found a key. Now if its in a container,
1946 * see if we actually want to use it 1907 * see if we actually want to use it
1947 */ 1908 */
1948 if (pl != container) 1909 if (pl != container)
1949 { 1910 {
1970 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1931 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1971 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1932 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1972 return NULL; 1933 return NULL;
1973 } 1934 }
1974 } 1935 }
1936
1975 return tmp; 1937 return tmp;
1976} 1938}
1977 1939
1978/* moved door processing out of move_player_attack. 1940/* moved door processing out of move_player_attack.
1979 * returns 1 if player has opened the door with a key 1941 * returns 1 if player has opened the door with a key
1981 * 0 otherwise 1943 * 0 otherwise
1982 */ 1944 */
1983static int 1945static int
1984player_attack_door (object *op, object *door) 1946player_attack_door (object *op, object *door)
1985{ 1947{
1986 /* If its a door, try to find a use a key. If we do destroy the door, 1948 /* If its a door, try to find a key. If we do destroy the door,
1987 * might as well return immediately as there is nothing more to do - 1949 * might as well return immediately as there is nothing more to do -
1988 * otherwise, we fall through to the rest of the code. 1950 * otherwise, we fall through to the rest of the code.
1989 */ 1951 */
1990 object *key = find_key (op, op, door); 1952 object *key = find_key (op, op, door);
1991 1953
1992 /* IF we found a key, do some extra work */ 1954 /* If we found a key, do some extra work */
1993 if (key) 1955 if (key)
1994 { 1956 {
1995 object *container = key->env; 1957 object *container = key->env;
1996 1958
1997 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1998 if (action_makes_visible (op)) 1959 if (action_makes_visible (op))
1999 make_visible (op); 1960 make_visible (op);
1961
2000 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1962 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2001 spring_trap (door->inv, op); 1963 spring_trap (door->inv, op);
1964
2002 if (door->type == DOOR) 1965 if (door->type == DOOR)
2003 {
2004 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1966 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2005 }
2006 else if (door->type == LOCKED_DOOR) 1967 else if (door->type == LOCKED_DOOR)
2007 { 1968 {
2008 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1969 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2009 remove_door2 (door); /* remove door without violence ;-) */ 1970 remove_door2 (door); /* remove door without violence ;-) */
2010 } 1971 }
1972
2011 /* Do this after we print the message */ 1973 /* Do this after we print the message */
2012 decrease_ob (key); /* Use up one of the keys */ 1974 decrease_ob (key); /* Use up one of the keys */
2013 /* Need to update the weight the container the key was in */ 1975 /* Need to update the weight the container the key was in */
2014 if (container != op) 1976 if (container != op)
2015 esrv_update_item (UPD_WEIGHT, op, container); 1977 esrv_update_item (UPD_WEIGHT, op, container);
1978
2016 return 1; /* Nothing more to do below */ 1979 return 1; /* Nothing more to do below */
2017 } 1980 }
2018 else if (door->type == LOCKED_DOOR) 1981 else if (door->type == LOCKED_DOOR)
2019 { 1982 {
2020 /* Might as well return now - no other way to open this */ 1983 /* Might as well return now - no other way to open this */
2021 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1984 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2022 return 1; 1985 return 1;
2023 } 1986 }
1987
2024 return 0; 1988 return 0;
2025} 1989}
2026 1990
2027/* This function is just part of a breakup from move_player. 1991/* This function is just part of a breakup from move_player.
2028 * It should keep the code cleaner. 1992 * It should keep the code cleaner.
2029 * When this is called, the players direction has been updated 1993 * When this is called, the players direction has been updated
2030 * (taking into account confusion.) The player is also actually 1994 * (taking into account confusion.) The player is also actually
2031 * going to try and move (not fire weapons). 1995 * going to try and move (not fire weapons).
2032 */ 1996 */
2033void 1997bool
2034move_player_attack (object *op, int dir) 1998move_player_attack (object *op, int dir)
2035{ 1999{
2036 object *tmp, *mon;
2037 sint16 nx, ny;
2038 int on_battleground; 2000 int on_battleground;
2039 maptile *m;
2040 2001
2041 nx = freearr_x[dir] + op->x; 2002 sint16 nx = freearr_x[dir] + op->x;
2042 ny = freearr_y[dir] + op->y; 2003 sint16 ny = freearr_y[dir] + op->y;
2043 2004
2044 on_battleground = op_on_battleground (op, 0, 0); 2005 on_battleground = op_on_battleground (op, 0, 0);
2006
2007 if (out_of_map (op->map, nx, ny))
2008 return false;
2009
2010 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2011 {
2012 --op->speed_left;
2013 return true;
2014 }
2045 2015
2046 /* If braced, or can't move to the square, and it is not out of the 2016 /* If braced, or can't move to the square, and it is not out of the
2047 * map, attack it. Note order of if statement is important - don't 2017 * map, attack it. Note order of if statement is important - don't
2048 * want to be calling move_ob if braced, because move_ob will move the 2018 * want to be calling move_ob if braced, because move_ob will move the
2049 * player. This is a pretty nasty hack, because if we could 2019 * player. This is a pretty nasty hack, because if we could
2050 * move to some space, it then means that if we are braced, we should 2020 * move to some space, it then means that if we are braced, we should
2051 * do nothing at all. As it is, if we are braced, we go through 2021 * do nothing at all. As it is, if we are braced, we go through
2052 * quite a bit of processing. However, it probably is less than what 2022 * quite a bit of processing. However, it probably is less than what
2053 * move_ob uses. 2023 * move_ob uses.
2054 */ 2024 */
2055 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2056 {
2057 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2058 {
2059 m = op->map->xy_find (nx, ny); 2025 maptile *m = op->map->xy_find (nx, ny);
2060 if (!m)
2061 return; /* Don't think this should happen */
2062 }
2063 else
2064 m = op->map;
2065 2026
2066 if (!(tmp = m->at (nx, ny).bot))
2067 return;
2068
2069 mon = 0;
2070 /* Go through all the objects, and find ones of interest. Only stop if 2027 /* Go through all the objects, and find ones of interest. Only stop if
2071 * we find a monster - that is something we know we want to attack. 2028 * we find a monster - that is something we know we want to attack.
2072 * if its a door or barrel (can roll) see if there may be monsters 2029 * if its a door or barrel (can roll) see if there may be monsters
2073 * on the space 2030 * on the space
2074 */ 2031 */
2075 while (tmp) 2032 object *mon;
2076 { 2033 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2077 if (tmp == op) 2034 {
2078 { 2035 if ((mon->flag [FLAG_ALIVE]
2079 tmp = tmp->above; 2036 || mon->type == LOCKED_DOOR
2080 continue; 2037 || mon->flag [FLAG_CAN_ROLL])
2081 }
2082
2083 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2084 {
2085 mon = tmp; 2038 && mon != op)
2086 break; 2039 break;
2087 } 2040 }
2088 2041
2089 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2090 mon = tmp;
2091
2092 tmp = tmp->above;
2093 }
2094
2095 if (!mon) /* This happens anytime the player tries to move */ 2042 if (!mon) /* This happens anytime the player tries to move */
2096 return; /* into a wall */ 2043 return false; /* into a wall */
2097 2044
2098 if (mon->head)
2099 mon = mon->head; 2045 mon = mon->head_ ();
2100 2046
2101 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2047 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2048 if (op->contr->weapon_sp_left > 0.f)
2102 if (player_attack_door (op, mon)) 2049 if (player_attack_door (op, mon))
2050 {
2051 --op->contr->weapon_sp_left;
2103 return; 2052 return true;
2053 }
2104 2054
2105 /* The following deals with possibly attacking peaceful 2055 /* The following deals with possibly attacking peaceful
2106 * or frienddly creatures. Basically, all players are considered 2056 * or friendly creatures. Basically, all players are considered
2107 * unaggressive. If the moving player has peaceful set, then the 2057 * unaggressive. If the moving player has peaceful set, then the
2108 * object should be pushed instead of attacked. It is assumed that 2058 * object should be pushed instead of attacked. It is assumed that
2109 * if you are braced, you will not attack friends accidently, 2059 * if you are braced, you will not attack friends accidently,
2110 * and thus will not push them. 2060 * and thus will not push them.
2111 */ 2061 */
2112 2062
2113 /* If the creature is a pet, push it even if the player is not 2063 /* If the creature is a pet, push it even if the player is not
2114 * peaceful. Our assumption is the creature is a pet if the 2064 * peaceful. Our assumption is the creature is a pet if the
2115 * player owns it and it is either friendly or unagressive. 2065 * player owns it and it is either friendly or unagressive.
2116 */ 2066 */
2117 if ((op->type == PLAYER) 2067 if (op->type == PLAYER
2118#if COZY_SERVER
2119 &&
2120 ((mon->owner && mon->owner->contr 2068 && ((mon->owner && mon->owner->contr
2121 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2069 && same_party (mon->owner->contr->party, op->contr->party))
2122#else
2123 && mon->owner == op 2070 || mon->owner == op)
2124#endif
2125 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2071 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2126 { 2072 {
2127 /* If we're braced, we don't want to switch places with it */ 2073 /* If we're braced, we don't want to switch places with it */
2128 if (op->contr->braced) 2074 if (op->contr->braced)
2129 return; 2075 return false;
2130 2076
2131 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2077 if (op->speed_left > 0.f)
2078 {
2079 --op->speed_left;
2080
2081 op->play_sound (sound_find ("push_player"));
2132 (void) push_ob (mon, dir, op); 2082 push_ob (mon, dir, op);
2083
2133 if (op->contr->tmp_invis || op->hide) 2084 if (op->contr->tmp_invis || op->hide)
2134 make_visible (op); 2085 make_visible (op);
2135 2086
2136 return; 2087 return true;
2137 } 2088 }
2089 else
2090 return false;
2091 }
2138 2092
2139 /* in certain circumstances, you shouldn't attack friendly 2093 /* in certain circumstances, you shouldn't attack friendly
2140 * creatures. Note that if you are braced, you can't push 2094 * creatures. Note that if you are braced, you can't push
2141 * someone, but put it inside this loop so that you won't 2095 * someone, but put it inside this loop so that you won't
2142 * attack them either. 2096 * attack them either.
2143 */ 2097 */
2144 if ((mon->type == PLAYER || mon->enemy != op) && 2098 if ((mon->type == PLAYER || mon->enemy != op)
2145 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2099 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2146#ifdef PROHIBIT_PLAYERKILL
2147 (op->contr->peaceful 2100 && ((op->contr->peaceful
2148 || (mon->type == PLAYER 2101 || (mon->type == PLAYER && mon->contr->peaceful))
2149 && mon->contr->
2150 peaceful)) &&
2151#else
2152 op->contr->peaceful &&
2153#endif
2154 !on_battleground)) 2102 && !on_battleground))
2103 {
2104 if (op->speed_left > 0.f)
2155 { 2105 {
2106 --op->speed_left;
2107
2156 if (!op->contr->braced) 2108 if (!op->contr->braced)
2157 { 2109 {
2158 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2110 op->play_sound (sound_find ("push_player"));
2159 push_ob (mon, dir, op); 2111 push_ob (mon, dir, op);
2160 } 2112 }
2161 else 2113 else
2162 new_draw_info (0, 0, op, "You withhold your attack"); 2114 new_draw_info (0, 0, op, "You withhold your attack");
2163 2115
2164 if (op->contr->tmp_invis || op->hide) 2116 if (op->contr->tmp_invis || op->hide)
2165 make_visible (op); 2117 make_visible (op);
2166 }
2167 2118
2119 return true;
2120 }
2121 }
2168 /* If the object is a boulder or other rollable object, then 2122 /* If the object is a boulder or other rollable object, then
2169 * roll it if not braced. You can't roll it if you are braced. 2123 * roll it if not braced. You can't roll it if you are braced.
2170 */ 2124 */
2171 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2125 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2126 {
2127 if (op->speed_left > 0.f)
2172 { 2128 {
2129 --op->speed_left;
2130
2173 recursive_roll (mon, dir, op); 2131 recursive_roll (mon, dir, op);
2174 if (action_makes_visible (op)) 2132 if (action_makes_visible (op))
2175 make_visible (op); 2133 make_visible (op);
2176 }
2177 2134
2135 return true;
2136 }
2137 }
2178 /* Any generic living creature. Including things like doors. 2138 /* Any generic living creature. Including things like doors.
2179 * Way it works is like this: First, it must have some hit points 2139 * Way it works is like this: First, it must have some hit points
2180 * and be living. Then, it must be one of the following: 2140 * and be living. Then, it must be one of the following:
2181 * 1) Not a player, 2) A player, but of a different party. Note 2141 * 1) Not a player, 2) A player, but of a different party. Note
2182 * that party_number -1 is no party, so attacks can still happen. 2142 * that party_number -1 is no party, so attacks can still happen.
2183 */ 2143 */
2184 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2144 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2185 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2145 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2186 { 2146 {
2187 2147 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2188 /* If the player hasn't hit something this tick, and does
2189 * so, give them speed boost based on weapon speed. Doing
2190 * it here is better than process_players2, which basically
2191 * incurred a 1 tick offset.
2192 */
2193 if (!op->contr->has_hit)
2194 { 2148 {
2195 op->speed_left += op->speed / op->contr->weapon_sp; 2149 --op->contr->weapon_sp_left;
2196
2197 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2198 }
2199 2150
2200 skill_attack (mon, op, 0, 0, 0); 2151 skill_attack (mon, op, 0, 0, 0);
2201
2202 /* If attacking another player, that player gets automatic
2203 * hitback, and doesn't loose luck either.
2204 * Disable hitback on the battleground or if the target is
2205 * the wiz.
2206 */
2207 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2208 {
2209 short luck = mon->stats.luck;
2210
2211 mon->contr->has_hit = 1;
2212 skill_attack (op, mon, 0, 0, 0);
2213 mon->stats.luck = luck;
2214 }
2215 2152
2216 if (action_makes_visible (op)) 2153 if (action_makes_visible (op))
2217 make_visible (op); 2154 make_visible (op);
2218 }
2219 } /* if player should attack something */
2220}
2221 2155
2222int 2156 return true;
2157 }
2158 }
2159
2160 return false;
2161}
2162
2163bool
2223move_player (object *op, int dir) 2164move_player (object *op, int dir)
2224{ 2165{
2225 int pick; 2166 int pick;
2226 2167
2227 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2168 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2234 return 0; 2175 return 0;
2235 } 2176 }
2236 2177
2237 /* peterm: added following line */ 2178 /* peterm: added following line */
2238 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2179 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2239 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2180 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2240 2181
2241 op->facing = dir; 2182 op->facing = dir;
2242 2183
2243 if (op->hide) 2184 if (op->hide)
2244 do_hidden_move (op); 2185 do_hidden_move (op);
2245 2186
2187 bool retval;
2188
2246 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2189 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2247 /*nop */ ; 2190 retval = RESULT_INT (0);
2248 else if (op->contr->fire_on) 2191 else if (op->contr->fire_on)
2249 fire (op, dir); 2192 retval = fire (op, dir);
2250 else 2193 else
2251 { 2194 {
2252 move_player_attack (op, dir); 2195 retval = move_player_attack (op, dir);
2253 pick = check_pick (op); 2196 pick = check_pick (op);
2254 } 2197 }
2255 2198
2256 /* Add special check for newcs players and fire on - this way, the 2199 /* Add special check for newcs players and fire on - this way, the
2257 * server can handle repeat firing. 2200 * server can handle repeat firing.
2264 /* Update how the player looks. Use the facing, so direction may 2207 /* Update how the player looks. Use the facing, so direction may
2265 * get reset to zero. This allows for full animation capabilities 2208 * get reset to zero. This allows for full animation capabilities
2266 * for players. 2209 * for players.
2267 */ 2210 */
2268 animate_object (op, op->facing); 2211 animate_object (op, op->facing);
2269 return 0; 2212
2213 return retval;
2270} 2214}
2271 2215
2272/* This is similar to handle_player, below, but is only used by the 2216/* This is similar to handle_player, below, but is only used by the
2273 * new client/server stuff. 2217 * new client/server stuff.
2274 * This is sort of special, in that the new client/server actually uses 2218 * This is sort of special, in that the new client/server actually uses
2275 * the new speed values for commands. 2219 * the new speed values for commands.
2276 * 2220 *
2277 * Returns true if there are more actions we can do. 2221 * Returns true if there are more actions we can do. Should not do
2222 * many actions in a row, as that would be too unfair to other
2223 * players.
2278 */ 2224 */
2279int 2225bool
2280handle_newcs_player (object *op) 2226handle_newcs_player (object *op)
2281{ 2227{
2282 if (op->contr->hidden)
2283 {
2284 op->invisible = 1000;
2285 /* the socket code flashes the player visible/invisible
2286 * depending on the value of invisible, so we need to
2287 * alternate it here for it to work correctly.
2288 */
2289 if (pticks & 2)
2290 op->invisible--;
2291 }
2292 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2293 {
2294 op->invisible--;
2295 if (!op->invisible)
2296 {
2297 make_visible (op);
2298 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2299 }
2300 }
2301
2302 if (QUERY_FLAG (op, FLAG_SCARED)) 2228 if (QUERY_FLAG (op, FLAG_SCARED))
2303 { 2229 {
2304 flee_player (op); 2230 if (op->speed_left > 0.f)
2305 /* If player is still scared, that is his action for this tick */
2306 if (QUERY_FLAG (op, FLAG_SCARED))
2307 { 2231 {
2308 op->speed_left--; 2232 --op->speed_left;
2233 flee_player (op);
2234
2309 return 0; 2235 return true;
2310 } 2236 }
2237 else
2238 return false;
2311 } 2239 }
2312
2313 /* I've been seeing crashes where the golem has been destroyed, but
2314 * the player object still points to the defunct golem. The code that
2315 * destroys the golem looks correct, and it doesn't always happen, so
2316 * put this in a a workaround to clean up the golem pointer.
2317 */
2318 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2319 op->contr->ranges[range_golem] = 0;
2320 2240
2321 /* call this here - we also will call this in do_ericserver, but 2241 /* call this here - we also will call this in do_ericserver, but
2322 * the players time has been increased when doericserver has been 2242 * the players time has been increased when doericserver has been
2323 * called, so we recheck it here. 2243 * called, so we recheck it here.
2324 */ 2244 */
2325 if (op->contr->ns->handle_command ()) 2245 if (op->contr->ns->handle_command ())
2326 return 1; 2246 return true;
2327 2247
2328 if (op->speed_left > 0)
2329 {
2330 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2248 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2331 {
2332 /* All move commands take 1 tick, at least for now */
2333 op->speed_left--;
2334
2335 /* Instead of all the stuff below, let move_player take care
2336 * of it. Also, some of the skill stuff is only put in
2337 * there, as well as the confusion stuff.
2338 */
2339 move_player (op, op->direction); 2249 return move_player (op, op->direction);
2340 2250
2341 return op->speed_left > 0;
2342 }
2343 }
2344
2345 return 0; 2251 return false;
2346} 2252}
2347 2253
2348int 2254int
2349save_life (object *op) 2255save_life (object *op)
2350{ 2256{
2352 return 0; 2258 return 0;
2353 2259
2354 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2260 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2355 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2261 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2356 { 2262 {
2357 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2263 op->play_sound (sound_find ("ob_evaporate"));
2358 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2264 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2359 2265
2360 if (op->contr) 2266 if (op->contr)
2361 esrv_del_item (op->contr, tmp->count); 2267 esrv_del_item (op->contr, tmp->count);
2362 2268
2382/* This goes throws the inventory and removes unpaid objects, and puts them 2288/* This goes throws the inventory and removes unpaid objects, and puts them
2383 * back in the map (location and map determined by values of env). This 2289 * back in the map (location and map determined by values of env). This
2384 * function will descend into containers. op is the object to start the search 2290 * function will descend into containers. op is the object to start the search
2385 * from. 2291 * from.
2386 */ 2292 */
2387void 2293static void
2388remove_unpaid_objects (object *op, object *env) 2294drop_unpaid_items (object *op, object *env)
2389{ 2295{
2390 object *next;
2391
2392 while (op) 2296 while (op)
2393 { 2297 {
2394 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2298 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2395 2299
2396 if (QUERY_FLAG (op, FLAG_UNPAID)) 2300 if (QUERY_FLAG (op, FLAG_UNPAID))
2399 esrv_del_item (env->contr, op->count); 2303 esrv_del_item (env->contr, op->count);
2400 2304
2401 op->insert_at (env); 2305 op->insert_at (env);
2402 } 2306 }
2403 else if (op->inv) 2307 else if (op->inv)
2404 remove_unpaid_objects (op->inv, env); 2308 drop_unpaid_items (op->inv, env);
2405 2309
2406 op = next; 2310 op = next;
2407 } 2311 }
2312}
2313
2314void
2315object::drop_unpaid_items ()
2316{
2317 if (!flag [FLAG_REMOVED])
2318 ::drop_unpaid_items (inv, this);
2408} 2319}
2409 2320
2410/* 2321/*
2411 * Returns pointer a static string containing gravestone text 2322 * Returns pointer a static string containing gravestone text
2412 * Moved from apply.c to player.c - player.c is what 2323 * Moved from apply.c to player.c - player.c is what
2462 int rate_grace = 2000; 2373 int rate_grace = 2000;
2463 const int max_hp = 1; 2374 const int max_hp = 1;
2464 const int max_sp = 1; 2375 const int max_sp = 1;
2465 const int max_grace = 1; 2376 const int max_grace = 1;
2466 2377
2467 if (op->contr->outputs_sync) 2378 if (op->contr->hidden)
2379 {
2380 op->invisible = 1000;
2381 /* the socket code flashes the player visible/invisible
2382 * depending on the value of invisible, so we need to
2383 * alternate it here for it to work correctly.
2384 */
2385 if (pticks & 2)
2386 op->invisible--;
2468 { 2387 }
2469 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2388 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2470 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2389 {
2471 flush_output_element (op, &op->contr->outputs[i]); 2390 if (!op->invisible--)
2391 {
2392 make_visible (op);
2393 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2394 }
2472 } 2395 }
2473 2396
2474 if (op->contr->ns->state == ST_PLAYING) 2397 if (op->contr->ns->state == ST_PLAYING)
2475 { 2398 {
2476 /* these next three if clauses make it possible to SLOW DOWN 2399 /* these next three if clauses make it possible to SLOW DOWN
2495 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2418 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2496 else 2419 else
2497 { 2420 {
2498 gen_grace = op->stats.maxgrace; 2421 gen_grace = op->stats.maxgrace;
2499 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2422 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2500 }
2501
2502 /* Regenerate Spell Points */
2503 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2504 {
2505 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2506 if (op->stats.sp < op->stats.maxsp)
2507 {
2508 op->stats.sp++;
2509 /* dms do not consume food */
2510 if (!QUERY_FLAG (op, FLAG_WIZ))
2511 {
2512 op->stats.food--;
2513 if (op->contr->digestion < 0)
2514 op->stats.food += op->contr->digestion;
2515 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2516 op->stats.food = last_food;
2517 }
2518 }
2519
2520 if (max_sp > 1)
2521 {
2522 over_sp = (gen_sp + 10) / rate_sp;
2523 if (over_sp > 0)
2524 {
2525 if (op->stats.sp < op->stats.maxsp)
2526 {
2527 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2528
2529 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2530 op->stats.sp--;
2531
2532 if (op->stats.sp > op->stats.maxsp)
2533 op->stats.sp = op->stats.maxsp;
2534 }
2535 op->last_sp = 0;
2536 }
2537 else
2538 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2539 }
2540 else
2541 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2542 } 2423 }
2543 2424
2544 /* Regenerate Grace */ 2425 /* Regenerate Grace */
2545 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2426 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2546 if (--op->last_grace < 0) 2427 if (--op->last_grace < 0)
2567 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2448 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2568 } 2449 }
2569 /* wearing stuff doesn't detract from grace generation. */ 2450 /* wearing stuff doesn't detract from grace generation. */
2570 } 2451 }
2571 2452
2453 if (op->stats.food > 0)
2454 {
2572 /* Regenerate Hit Points */ 2455 /* Regenerate Spell Points */
2573 if (--op->last_heal < 0) 2456 if (!op->contr->golem && --op->last_sp < 0)
2574 {
2575 if (op->stats.hp < op->stats.maxhp)
2576 { 2457 {
2577 op->stats.hp++; 2458 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2578 /* dms do not consume food */ 2459
2579 if (!QUERY_FLAG (op, FLAG_WIZ)) 2460 if (op->stats.sp < op->stats.maxsp)
2580 { 2461 {
2462 op->stats.sp++;
2463
2464 /* dms do not consume food */
2465 if (!QUERY_FLAG (op, FLAG_WIZ))
2466 {
2581 op->stats.food--; 2467 op->stats.food--;
2468
2582 if (op->contr->digestion < 0) 2469 if (op->contr->digestion < 0)
2583 op->stats.food += op->contr->digestion; 2470 op->stats.food += op->contr->digestion;
2584 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2471 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2585 op->stats.food = last_food; 2472 op->stats.food = last_food;
2473 }
2586 } 2474 }
2587 }
2588 2475
2589 if (max_hp > 1) 2476 if (max_sp > 1)
2590 {
2591 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2592 if (over_hp > 0)
2593 { 2477 {
2594 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2478 over_sp = (gen_sp + 10) / rate_sp;
2479 if (over_sp > 0)
2480 {
2481 if (op->stats.sp < op->stats.maxsp)
2482 {
2483 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2484
2485 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2486 op->stats.sp--;
2487
2488 if (op->stats.sp > op->stats.maxsp)
2489 op->stats.sp = op->stats.maxsp;
2490 }
2491
2595 op->last_heal = 0; 2492 op->last_sp = 0;
2493 }
2494 else
2495 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2596 } 2496 }
2597 else 2497 else
2498 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2499 }
2500
2501 /* Regenerate Hit Points */
2502 if (--op->last_heal < 0)
2503 {
2504 if (op->stats.hp < op->stats.maxhp)
2598 { 2505 {
2599 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2506 op->stats.hp++;
2507
2508 /* dms do not consume food */
2509 if (!QUERY_FLAG (op, FLAG_WIZ))
2510 {
2511 op->stats.food--;
2512
2513 if (op->contr->digestion < 0)
2514 op->stats.food += op->contr->digestion;
2515 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2516 op->stats.food = last_food;
2517 }
2600 } 2518 }
2519
2520 if (max_hp > 1)
2521 {
2522 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2523
2524 if (over_hp > 0)
2525 {
2526 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2527 op->last_heal = 0;
2528 }
2529 else
2530 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2601 } 2531 }
2602 else 2532 else
2603 {
2604 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2533 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2605 } 2534 }
2606 } 2535 }
2607 2536
2608 /* Digestion */ 2537 /* Digestion */
2609 if (--op->last_eat < 0) 2538 if (--op->last_eat < 0)
2610 { 2539 {
2611#ifdef COZY_SERVER 2540 int bonus = max (0, op->contr->digestion),
2612 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2541 penalty = max (0, -op->contr->digestion);
2613 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2614#else
2615 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2616#endif
2617 2542
2618 if (op->contr->gen_hp > 0)
2619 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2543 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2620 else
2621 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2622 2544
2623 /* dms do not consume food */ 2545 /* dms do not consume food */
2624 if (!QUERY_FLAG (op, FLAG_WIZ)) 2546 if (!QUERY_FLAG (op, FLAG_WIZ))
2625 op->stats.food--; 2547 op->stats.food--;
2626 } 2548 }
2653 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2575 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2654 manual_apply (op, flesh, 0); 2576 manual_apply (op, flesh, 0);
2655 } 2577 }
2656 } 2578 }
2657 2579
2658 while (op->stats.food < 0 && op->stats.hp >= 0) 2580 if (op->stats.food < 0)
2659 op->stats.food++, op->stats.hp--; 2581 {
2582 op->stats.hp += op->stats.food;
2583 op->stats.food = 0;
2584 }
2660 2585
2661 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2586 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2662 kill_player (op); 2587 kill_player (op);
2663 } 2588 }
2664} 2589}
2687 object *tmp; 2612 object *tmp;
2688 2613
2689 if (save_life (op)) 2614 if (save_life (op))
2690 return; 2615 return;
2691 2616
2692
2693 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2617 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2694 * in cities ONLY!!! It is very important that this doesn't get abused. 2618 * in cities ONLY!!! It is very important that this doesn't get abused.
2695 * Look at op_on_battleground() for more info --AndreasV 2619 * Look at op_on_battleground() for more info --AndreasV
2696 */ 2620 */
2697 if (op_on_battleground (op, &x, &y)) 2621 if (op_on_battleground (op, &x, &y))
2712 { 2636 {
2713 tmp->destroy (); 2637 tmp->destroy ();
2714 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2638 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2715 } 2639 }
2716 2640
2717 cure_disease (op, 0); /* remove any disease */ 2641 cure_disease (op, 0, 0); /* remove any disease */
2718 op->stats.hp = op->stats.maxhp; 2642 op->stats.hp = op->stats.maxhp;
2719 if (op->stats.food <= 0) 2643 if (op->stats.food <= 0)
2720 op->stats.food = 999; 2644 op->stats.food = 999;
2721 2645
2722 /* create a bodypart-trophy to make the winner happy */ 2646 /* create a bodypart-trophy to make the winner happy */
2726 tmp->name = buf; 2650 tmp->name = buf;
2727 sprintf (buf, " This finger has been cut off %s\n" 2651 sprintf (buf, " This finger has been cut off %s\n"
2728 " the %s, when he was defeated at\n level %d by %s.\n", 2652 " the %s, when he was defeated at\n level %d by %s.\n",
2729 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2653 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2730 tmp->msg = buf; 2654 tmp->msg = buf;
2731 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2655 tmp->value = 0, tmp->type = 0;
2732 tmp->materialname = NULL; 2656 tmp->materialname = "organics";
2733 tmp->insert_at (op, tmp); 2657 tmp->insert_at (op, tmp);
2734 } 2658 }
2735 2659
2736 /* teleport defeated player to new destination */ 2660 /* teleport defeated player to new destination */
2737 transfer_ob (op, x, y, 0, NULL); 2661 transfer_ob (op, x, y, 0, NULL);
2749 strcpy (op->contr->killer, "starvation"); 2673 strcpy (op->contr->killer, "starvation");
2750 } 2674 }
2751 else 2675 else
2752 sprintf (buf, "%s died.", &op->name); 2676 sprintf (buf, "%s died.", &op->name);
2753 2677
2754 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2678 op->contr->play_sound (sound_find ("player_dies"));
2755 2679
2756 /* save the map location for corpse, gravestone */ 2680 /* save the map location for corpse, gravestone */
2757 x = op->x; 2681 x = op->x;
2758 y = op->y; 2682 y = op->y;
2759 map = op->map; 2683 map = op->map;
2922 { 2846 {
2923 tmp->destroy (); 2847 tmp->destroy ();
2924 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2848 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2925 } 2849 }
2926 2850
2927 cure_disease (op, 0); /* remove any disease */ 2851 cure_disease (op, 0, 0); /* remove any disease */
2928 2852
2929 /*add_exp(op, (op->stats.exp * -0.20)); */ 2853 /*add_exp(op, (op->stats.exp * -0.20)); */
2930 apply_death_exp_penalty (op); 2854 apply_death_exp_penalty (op);
2931 if (op->stats.food < 100) 2855 if (op->stats.food < 100)
2932 op->stats.food = 900; 2856 op->stats.food = 900;
2933 op->stats.hp = op->stats.maxhp; 2857 op->stats.hp = op->stats.maxhp;
2934 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2858 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2935 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2859 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2936 2860
2937 /* 2861 /*
2938 * Check to see if the player is in a shop. IF so, then check to see if
2939 * the player has any unpaid items. If so, remove them and put them back 2862 * Check to see if the player has any unpaid items. If so, remove them
2940 * in the map. 2863 * and put them back in the map.
2941 */ 2864 */
2942 2865 op->drop_unpaid_items ();
2943 if (is_in_shop (op))
2944 remove_unpaid_objects (op->inv, op);
2945 2866
2946 /****************************************/ 2867 /****************************************/
2947 /* */ 2868 /* */
2948 /* Move player to his current respawn- */ 2869 /* Move player to his current respawn- */
2949 /* position (usually last savebed) */ 2870 /* position (usually last savebed) */
2969 object *force; 2890 object *force;
2970 int at; 2891 int at;
2971 2892
2972 force = get_archetype (FORCE_NAME); 2893 force = get_archetype (FORCE_NAME);
2973 /* 50 ticks should be enough time for the spell to abate */ 2894 /* 50 ticks should be enough time for the spell to abate */
2974 force->speed = 0.1; 2895 force->speed = 0.1f;
2975 force->speed_left = -5.0; 2896 force->speed_left = -5.f;
2976 SET_FLAG (force, FLAG_APPLIED); 2897 SET_FLAG (force, FLAG_APPLIED);
2977 for (at = 0; at < NROFATTACKS; at++) 2898 for (at = 0; at < NROFATTACKS; at++)
2978 if (will_kill_again & (1 << at)) 2899 if (will_kill_again & (1 << at))
2979 force->resist[at] = 100; 2900 force->resist[at] = 100;
2980 2901
2989void 2910void
2990loot_object (object *op) 2911loot_object (object *op)
2991{ /* Grab and destroy some treasure */ 2912{ /* Grab and destroy some treasure */
2992 object *tmp, *tmp2, *next; 2913 object *tmp, *tmp2, *next;
2993 2914
2994 if (op->container) 2915 op->close_container (); /* close open sack first */
2995 esrv_apply_container (op, op->container); /* close open sack first */
2996 2916
2997 for (tmp = op->inv; tmp; tmp = next) 2917 for (tmp = op->inv; tmp; tmp = next)
2998 { 2918 {
2999 next = tmp->below; 2919 next = tmp->below;
3000 2920
3001 if (tmp->invisible) 2921 if (tmp->invisible)
3002 continue; 2922 continue;
3003 2923
3004 tmp->remove (); 2924 tmp->remove ();
3005 tmp->x = op->x, tmp->y = op->y; 2925 tmp->x = op->x, tmp->y = op->y;
2926
3006 if (tmp->type == CONTAINER) 2927 if (tmp->type == CONTAINER)
3007 { /* empty container to ground */ 2928 loot_object (tmp); /* empty container to ground */
3008 loot_object (tmp); 2929
3009 }
3010 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2930 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3011 { 2931 {
3012 if (tmp->nrof > 1) 2932 if (tmp->nrof > 1)
3013 { 2933 {
3014 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2934 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3015 tmp2->destroy (); 2935 tmp2->destroy ();
3026/* 2946/*
3027 * fix_weight(): Check recursively the weight of all players, and fix 2947 * fix_weight(): Check recursively the weight of all players, and fix
3028 * what needs to be fixed. Refresh windows and fix speed if anything 2948 * what needs to be fixed. Refresh windows and fix speed if anything
3029 * was changed. 2949 * was changed.
3030 */ 2950 */
3031
3032void 2951void
3033fix_weight (void) 2952fix_weight (void)
3034{ 2953{
3035 for_all_players (pl) 2954 for_all_players (pl)
3036 { 2955 {
3091void 3010void
3092make_visible (object *op) 3011make_visible (object *op)
3093{ 3012{
3094 op->hide = 0; 3013 op->hide = 0;
3095 op->invisible = 0; 3014 op->invisible = 0;
3015
3096 if (op->type == PLAYER) 3016 if (op->type == PLAYER)
3097 { 3017 {
3098 op->contr->tmp_invis = 0; 3018 op->contr->tmp_invis = 0;
3099 op->contr->invis_race = 0; 3019 op->contr->invis_race = 0;
3100 } 3020 }
3021
3101 update_object (op, UP_OBJ_FACE); 3022 update_object (op, UP_OBJ_CHANGE);
3102} 3023}
3103 3024
3104int 3025int
3105is_true_undead (object *op) 3026is_true_undead (object *op)
3106{ 3027{
3107 object *tmp = NULL;
3108
3109 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3028 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3110 return 1; 3029 return 1;
3111 3030
3112 return 0; 3031 return 0;
3113} 3032}
3114 3033
3115/* look at the surrounding terrain to determine 3034/* look at the surrounding terrain to determine
3116 * the hideability of this object. Positive levels 3035 * the hideability of this object. Positive levels
3117 * indicate greater hideability. 3036 * indicate greater hideability.
3118 */ 3037 */
3119
3120int 3038int
3121hideability (object *ob) 3039hideability (object *ob)
3122{ 3040{
3123 int i, level = 0, mflag; 3041 int i, level = 0, mflag;
3124 sint16 x, y; 3042 sint16 x, y;
3158/* For Hidden creatures - a chance of becoming 'unhidden' 3076/* For Hidden creatures - a chance of becoming 'unhidden'
3159 * every time they move - as we subtract off 'invisibility' 3077 * every time they move - as we subtract off 'invisibility'
3160 * AND, for players, if they move into a ridiculously unhideable 3078 * AND, for players, if they move into a ridiculously unhideable
3161 * spot (surrounded by clear terrain in broad daylight). -b.t. 3079 * spot (surrounded by clear terrain in broad daylight). -b.t.
3162 */ 3080 */
3163
3164void 3081void
3165do_hidden_move (object *op) 3082do_hidden_move (object *op)
3166{ 3083{
3167 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3084 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3168 object *skop; 3085 object *skop;
3250 * object op. This function works fine for monsters, 3167 * object op. This function works fine for monsters,
3251 * but we dont worry if the object isnt the top one in 3168 * but we dont worry if the object isnt the top one in
3252 * a pile (say a coin under a table would return "viewable" 3169 * a pile (say a coin under a table would return "viewable"
3253 * by this routine). Another question, should we be 3170 * by this routine). Another question, should we be
3254 * concerned with the direction the player is looking 3171 * concerned with the direction the player is looking
3255 * in? Realistically, most of use cant see stuff behind 3172 * in? Realistically, most of us can't see stuff behind
3256 * our backs...on the other hand, does the "facing" direction 3173 * our backs...on the other hand, does the "facing" direction
3257 * imply the way your head, or body is facing? Its possible 3174 * imply the way your head, or body is facing? It's possible
3258 * for them to differ. Sigh, this fctn could get a bit more complex. 3175 * for them to differ. Sigh, this fctn could get a bit more complex.
3259 * -b.t. 3176 * -b.t.
3260 * This function is now map tiling safe. 3177 * This function is now map tiling safe.
3261 */ 3178 */
3262
3263int 3179int
3264player_can_view (object *pl, object *op) 3180player_can_view (object *pl, object *op)
3265{ 3181{
3266 rv_vector rv; 3182 rv_vector rv;
3267 int dx, dy; 3183 int dx, dy;
3279 3195
3280 get_rangevector (pl, op, &rv, 0x1); 3196 get_rangevector (pl, op, &rv, 0x1);
3281 3197
3282 /* starting with the 'head' part, lets loop 3198 /* starting with the 'head' part, lets loop
3283 * through the object and find if it has any 3199 * through the object and find if it has any
3284 * part that is in the los array but isnt on 3200 * part that is in the los array but isn't on
3285 * a blocked los square. 3201 * a blocked los square.
3286 * we use the archetype to figure out offsets. 3202 * we use the archetype to figure out offsets.
3287 */ 3203 */
3288 while (op) 3204 while (op)
3289 { 3205 {
3290 dx = rv.distance_x + op->arch->clone.x; 3206 dx = rv.distance_x + op->arch->x;
3291 dy = rv.distance_y + op->arch->clone.y; 3207 dy = rv.distance_y + op->arch->y;
3292 3208
3293 /* only the viewable area the player sees is updated by LOS 3209 /* only the viewable area the player sees is updated by LOS
3294 * code, so we need to restrict ourselves to that range of values 3210 * code, so we need to restrict ourselves to that range of values
3295 * for any meaningful values. 3211 * for any meaningful values.
3296 */ 3212 */
3297 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3213 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3298 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3214 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3299 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3215 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3300 return 1; 3216 return 1;
3217
3301 op = op->more; 3218 op = op->more;
3302 } 3219 }
3220
3303 return 0; 3221 return 0;
3304} 3222}
3305 3223
3306/* routine for both players and monsters. We call this when 3224/* routine for both players and monsters. We call this when
3307 * there is a possibility for our action distrubing our hiding 3225 * there is a possibility for our action distrubing our hiding
3310 * return 0. 3228 * return 0.
3311 */ 3229 */
3312int 3230int
3313action_makes_visible (object *op) 3231action_makes_visible (object *op)
3314{ 3232{
3315
3316 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3233 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3317 { 3234 {
3318 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3235 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3319 return 0; 3236 return 0;
3320 3237
3326 { 3243 {
3327 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3244 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3328 return 1; 3245 return 1;
3329 } 3246 }
3330 } 3247 }
3248
3331 return 0; 3249 return 0;
3332} 3250}
3333 3251
3334/* op_on_battleground - checks if the given object op (usually 3252/* op_on_battleground - checks if the given object op (usually
3335 * a player) is standing on a valid battleground-tile, 3253 * a player) is standing on a valid battleground-tile,
3340 * Default is to do the same as before, so only people wanting to have different points need worry about this 3258 * Default is to do the same as before, so only people wanting to have different points need worry about this
3341 */ 3259 */
3342int 3260int
3343op_on_battleground (object *op, int *x, int *y) 3261op_on_battleground (object *op, int *x, int *y)
3344{ 3262{
3345 object *tmp;
3346
3347 /* A battleground-tile needs the following attributes to be valid: 3263 /* A battleground-tile needs the following attributes to be valid:
3348 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3264 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3349 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3265 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3350 * and the exit-coordinates sp/hp must both be > 0. 3266 * and the exit-coordinates sp/hp must both be > 0.
3351 * => The intention here is to prevent abuse of the battleground- 3267 * => The intention here is to prevent abuse of the battleground-
3352 * feature (like pickable or hidden battleground tiles). */ 3268 * feature (like pickable or hidden battleground tiles). */
3353 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3269 for (object *tmp = op->below; tmp; tmp = tmp->below)
3354 { 3270 {
3355 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3271 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3356 { 3272 {
3357 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3273 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3358 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3274 && tmp->type == BATTLEGROUND
3275 && tmp->name == shstr_battleground
3276 && EXIT_X (tmp) && EXIT_Y (tmp))
3359 { 3277 {
3360 /*before we assign the exit, check if this is a teambattle */ 3278 /* before we assign the exit, check if this is a teambattle */
3361 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3279 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3362 { 3280 {
3363 object *invtmp;
3364
3365 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3281 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3366 { 3282 {
3367 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3283 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3368 { 3284 {
3369 if (x != NULL && y != NULL) 3285 if (x && y)
3370 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3286 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3287
3371 return 1; 3288 return 1;
3372 } 3289 }
3373 } 3290 }
3374 } 3291 }
3292
3375 if (x != NULL && y != NULL) 3293 if (x && y)
3376 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3294 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3295
3377 return 1; 3296 return 1;
3378 } 3297 }
3379 } 3298 }
3380 } 3299 }
3300
3381 /* If we got here, did not find a battleground */ 3301 /* If we got here, did not find a battleground */
3382 return 0; 3302 return 0;
3383} 3303}
3384 3304
3385/* 3305/*
3401 char buf[MAX_BUF]; /* tmp. string buffer */ 3321 char buf[MAX_BUF]; /* tmp. string buffer */
3402 int i = 0, j = 0; 3322 int i = 0, j = 0;
3403 3323
3404 /* get the appropriate treasurelist */ 3324 /* get the appropriate treasurelist */
3405 if (atnr == ATNR_FIRE) 3325 if (atnr == ATNR_FIRE)
3406 trlist = find_treasurelist ("dragon_ability_fire"); 3326 trlist = treasurelist::find (shstr_dragon_ability_fire);
3407 else if (atnr == ATNR_COLD) 3327 else if (atnr == ATNR_COLD)
3408 trlist = find_treasurelist ("dragon_ability_cold"); 3328 trlist = treasurelist::find (shstr_dragon_ability_cold);
3409 else if (atnr == ATNR_ELECTRICITY) 3329 else if (atnr == ATNR_ELECTRICITY)
3410 trlist = find_treasurelist ("dragon_ability_elec"); 3330 trlist = treasurelist::find (shstr_dragon_ability_elec);
3411 else if (atnr == ATNR_POISON) 3331 else if (atnr == ATNR_POISON)
3412 trlist = find_treasurelist ("dragon_ability_poison"); 3332 trlist = treasurelist::find (shstr_dragon_ability_poison);
3413 3333
3414 if (trlist == NULL || who->type != PLAYER) 3334 if (trlist == NULL || who->type != PLAYER)
3415 return; 3335 return;
3416 3336
3417 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3337 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3421 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3341 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3422 return; 3342 return;
3423 } 3343 }
3424 3344
3425 /* everything seems okay - now bring on the gift: */ 3345 /* everything seems okay - now bring on the gift: */
3426 item = &(tr->item->clone); 3346 item = tr->item;
3427 3347
3428 if (item->type == SPELL) 3348 if (item->type == SPELL)
3429 { 3349 {
3430 if (check_spell_known (who, item->name)) 3350 if (check_spell_known (who, item->name))
3431 return; 3351 return;
3490 { 3410 {
3491 /* forces in the treasurelist can alter the player's stats */ 3411 /* forces in the treasurelist can alter the player's stats */
3492 object *skin; 3412 object *skin;
3493 3413
3494 /* first get the dragon skin force */ 3414 /* first get the dragon skin force */
3495 shstr_cmp dragon_skin_force ("dragon_skin_force");
3496 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3415 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3497 ; 3416 ;
3498 3417
3499 if (!skin) 3418 if (!skin)
3500 return; 3419 return;
3501 3420
3549 * not readied. 3468 * not readied.
3550 */ 3469 */
3551void 3470void
3552player_unready_range_ob (player *pl, object *ob) 3471player_unready_range_ob (player *pl, object *ob)
3553{ 3472{
3554 rangetype i; 3473 if (pl->ob->current_weapon == ob)
3474 pl->ob->current_weapon = 0;
3555 3475
3556 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3476 if (pl->combat_ob == ob)
3557 { 3477 pl->combat_ob = 0;
3478
3558 if (pl->ranges[i] == ob) 3479 if (pl->ranged_ob == ob)
3559 { 3480 pl->ranged_ob = 0;
3560 pl->ranges[i] = NULL;
3561 if (pl->shoottype == i)
3562 {
3563 pl->shoottype = range_none;
3564 }
3565 }
3566 }
3567} 3481}
3482
3483sint8
3484player::visibility_at (maptile *map, int x, int y) const
3485{
3486 if (!ns)
3487 return 0;
3488
3489 int dx, dy;
3490 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3491 return 0;
3492
3493 x += dx - ns->current_x + ns->mapx / 2;
3494 y += dy - ns->current_y + ns->mapy / 2;
3495
3496 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3497 return 0;
3498
3499 return 100 - blocked_los [x][y];
3500}

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