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/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.102 by root, Wed Feb 7 02:04:47 2007 UTC vs.
Revision 1.143 by root, Fri May 18 21:12:40 2007 UTC

21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 26#include <sproto.h>
28#include <sounds.h> 27#include <sounds.h>
29#include <living.h> 28#include <living.h>
30#include <object.h> 29#include <object.h>
31#include <spells.h> 30#include <spells.h>
116 115
117 news[0] = '\0'; 116 news[0] = '\0';
118 subject[0] = '\0'; 117 subject[0] = '\0';
119 size = 0; 118 size = 0;
120 119
121 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
122 { 121 {
123 if (*buf == '#') 122 if (*buf == '#')
124 continue; 123 continue;
125 124
126 if (*buf == '%') 125 if (*buf == '%')
127 { /* send one news */ 126 { /* send one news */
128 if (size > 0) 127 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 */ 128 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 */
130 129
131 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
132 strip_endline (subject); 131 strip_endline (subject);
133 size = 0; 132 size = 0;
134 news[0] = '\0'; 133 news[0] = '\0';
144 size += strlen (buf); 143 size += strlen (buf);
145 } 144 }
146 } 145 }
147 146
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 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); 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
150 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
151} 150}
152 151
153/* This loads the first map an puts the player on it. */ 152/* This loads the first map an puts the player on it. */
154static void 153static void
194 return; 193 return;
195 194
196 terminate_all_pets (ob); 195 terminate_all_pets (ob);
197 remove_friendly_object (ob); 196 remove_friendly_object (ob);
198 ob->deactivate_recursive (); 197 ob->deactivate_recursive ();
198
199 if (ob->map)
199 maplevel = ob->map->path; 200 maplevel = ob->map->path;
201
200 ob->remove (); 202 ob->remove ();
201 ob->map = 0; 203 ob->map = 0;
204 party = 0;
202 205
203 // for weird reasons, this is often "ob", keeping a circular reference 206 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
204 ranges [range_skill] = 0;
205 207
206 players.erase (this); 208 players.erase (this);
207} 209}
208 210
209// connect the player with a specific client 211// connect the player with a specific client
210// also changed, rationalises, and fixes some incorrect settings 212// also changes, rationalises, and fixes some incorrect settings
211void 213void
212player::connect (client *ns) 214player::connect (client *ns)
213{ 215{
214 this->ns = ns; 216 this->ns = ns;
215 ns->pl = this; 217 ns->pl = this;
216 218
217 run_on = 0; 219 run_on = 0;
218 fire_on = 0; 220 fire_on = 0;
219 ob->container = 0; //TODO: client-specific 221 ob->close_container (); //TODO: client-specific
220 222
221 ns->update_look = 0; 223 ns->update_look = 0;
222 ns->look_position = 0; 224 ns->look_position = 0;
223 225
224 clear_los (ob); 226 clear_los (ob);
227 229
228 /* make sure he's a player -- needed because of class change. */ 230 /* make sure he's a player -- needed because of class change. */
229 ob->type = PLAYER; // we are paranoid 231 ob->type = PLAYER; // we are paranoid
230 ob->race = ob->arch->clone.race; 232 ob->race = ob->arch->clone.race;
231 233
232 if (!legal_range (ob, shoottype))
233 shoottype = range_none;
234
235 ob->carrying = sum_weight (ob); 234 ob->carrying = sum_weight (ob);
236 link_player_skills (ob); 235 link_player_skills (ob);
237 236
238 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
239 238
240 assign (title, ob->arch->clone.name); 239 assign (title, ob->arch->clone.name);
241
242 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
243 * from the class, and not race. I don't see any way to get the class information
244 * to then update this. I don't think this will actually break anything - anyone
245 * that can use armour should be able to use a shield. What this may 'break'
246 * are features new characters get, eg, if someone starts up with a Q, they
247 * should be able to use a shield. However, old Q's won't get that advantage.
248 */
249 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
250 SET_FLAG (ob, FLAG_USE_SHIELD);
251 240
252 /* if it's a dragon player, set the correct title here */ 241 /* if it's a dragon player, set the correct title here */
253 if (is_dragon_pl (ob)) 242 if (is_dragon_pl (ob))
254 { 243 {
255 object *tmp, *abil = 0, *skin = 0; 244 object *tmp, *abil = 0, *skin = 0;
269 258
270 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
271 260
272 esrv_new_player (this, ob->weight + ob->carrying); 261 esrv_new_player (this, ob->weight + ob->carrying);
273 262
263 ob->flag [FLAG_READY_WEAPON] = false;
264 ob->flag [FLAG_READY_SKILL] = false;
265 ob->flag [FLAG_READY_BOW] = false;
266
267 for (object *op = ob->inv; op; op = op->below)
268 if (op->flag [FLAG_APPLIED])
269 switch (op->type)
270 {
271 case SKILL:
272 ob->flag [FLAG_APPLIED] = false;
273 break;
274
275 case WAND:
276 case ROD:
277 case HORN:
278 case BOW:
279 ranged_ob = op;
280 break;
281
282 case WEAPON:
283 combat_ob = op;
284 break;
285 }
286
287 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
274 ob->update_stats (); 288 ob->update_stats ();
289
275 ns->floorbox_update (); 290 ns->floorbox_update ();
276
277 esrv_send_inventory (ob, ob); 291 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0); 292 esrv_add_spells (this, 0);
279 293
280 activate (); 294 activate ();
281 295
297 311
298 INVOKE_PLAYER (DISCONNECT, this); 312 INVOKE_PLAYER (DISCONNECT, this);
299 313
300 ns->reset_stats (); 314 ns->reset_stats ();
301 ns->pl = 0; 315 ns->pl = 0;
302 this->ns = 0; 316 ns = 0;
303 } 317 }
304 318
319 if (ob)
305 ob->container = 0; //TODO: client-specific 320 ob->close_container (); //TODO: client-specific
321
306 deactivate (); 322 deactivate ();
307} 323}
308 324
309// the need for this function can be explained 325// the need for this function can be explained
310// by load_object not returning the object 326// by load_object not returning the object
311void 327void
312player::set_object (object *op) 328player::set_object (object *op)
313{ 329{
314 ob = op; 330 ob = op;
315 ob->contr = this; /* this aren't yet in archetype */ 331 ob->contr = this; /* this aren't yet in archetype */
316 332
333 ob->speed = 1.0f;
317 ob->speed_left = 0.5; 334 ob->speed_left = 0.5f;
318 ob->speed = 1.0; 335
319 ob->direction = 5; /* So player faces south */ 336 ob->direction = 5; /* So player faces south */
320 ob->stats.wc = 2;
321 ob->run_away = 25; /* Then we panick... */
322
323 ob->roll_stats ();
324} 337}
325 338
326player::player () 339player::player ()
327{ 340{
328 /* There are some elements we want initialised to non zero value - 341 /* There are some elements we want initialised to non zero value -
329 * we deal with that below this point. 342 * we deal with that below this point.
330 */ 343 */
331 outputs_sync = 16; /* Every 2 seconds */ 344 outputs_sync = 4;
332 outputs_count = 8; /* Keeps present behaviour */ 345 outputs_count = 4;
333 unapply = unapply_nochoice; 346 unapply = unapply_nochoice;
334 347
335 savebed_map = first_map_path; /* Init. respawn position */ 348 savebed_map = first_map_path; /* Init. respawn position */
336 349
337 gen_sp_armour = 10; 350 gen_sp_armour = 10;
338 shoottype = range_none;
339 bowtype = bow_normal; 351 bowtype = bow_normal;
340 petmode = pet_normal; 352 petmode = pet_normal;
341 listening = 10; 353 listening = 10;
342 usekeys = containers; 354 usekeys = containers;
343 peaceful = 1; /* default peaceful */ 355 peaceful = 1; /* default peaceful */
344 do_los = 1; 356 do_los = 1;
357
358 weapon_sp = 1.0f;
359 weapon_sp_left = 0.5f;
345} 360}
346 361
347void 362void
348player::do_destroy () 363player::do_destroy ()
349{ 364{
372player::create () 387player::create ()
373{ 388{
374 player *pl = new player; 389 player *pl = new player;
375 390
376 pl->set_object (arch_to_object (get_player_archetype (0))); 391 pl->set_object (arch_to_object (get_player_archetype (0)));
392
393 pl->ob->roll_stats ();
394 pl->ob->stats.wc = 2;
395 pl->ob->run_away = 25; /* Then we panick... */
396
377 set_first_map (pl->ob); 397 set_first_map (pl->ob);
378 398
379 return pl; 399 return pl;
380} 400}
381 401
777} 797}
778 798
779void 799void
780object::roll_stats () 800object::roll_stats ()
781{ 801{
782 int statsort [7]; 802 int statsort [NUM_STATS];
783 803
784 for (;;) 804 for (;;)
785 { 805 {
786 int sum = 0; 806 int sum = 0;
787 for (int i = 7; i--; ) 807 for (int i = NUM_STATS; i--; )
788 sum += statsort [i] = roll_stat (); 808 sum += statsort [i] = roll_stat ();
789 809
790 if (sum >= 82 && sum <= 116) 810 if (sum >= 82 && sum <= 116)
791 break; 811 break;
792 } 812 }
793 813
794 // Sort the stats so that rerolling is easier... 814 // Sort the stats so that rerolling is easier...
795 std::sort (statsort, statsort + 7, std::greater<int>()); 815 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
796 816
817 for (int i = 0; i < NUM_STATS; ++i)
797 stats.Str = statsort[0]; 818 stats.stat (i) = statsort [i];
798 stats.Dex = statsort[1];
799 stats.Con = statsort[2];
800 stats.Int = statsort[3];
801 stats.Wis = statsort[4];
802 stats.Pow = statsort[5];
803 stats.Cha = statsort[6];
804 819
805 stats.exp = 0; 820 stats.exp = 0;
806 stats.ac = 0; 821 stats.ac = 0;
807 822
808 stats.hp = stats.maxhp; 823 stats.hp = stats.maxhp;
820} 835}
821 836
822void 837void
823object::swap_stats (int a, int b) 838object::swap_stats (int a, int b)
824{ 839{
825 int tmp = get_attr_value (&contr->orig_stats, a); 840 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
826 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
827 set_attr_value (&contr->orig_stats, b, tmp);
828 841
842 for (int i = 0; i < NUM_STATS; ++i)
829 stats.Str = contr->orig_stats.Str; 843 stats.stat (i) = contr->orig_stats.stat (i);
830 stats.Dex = contr->orig_stats.Dex;
831 stats.Con = contr->orig_stats.Con;
832 stats.Int = contr->orig_stats.Int;
833 stats.Wis = contr->orig_stats.Wis;
834 stats.Pow = contr->orig_stats.Pow;
835 stats.Cha = contr->orig_stats.Cha;
836 844
837 //TODO: the following code looks so borked and should, at the very least, 845 //TODO: the following code looks so borked and should, at the very least,
838 // be merged with the similar code in roll_stats 846 // be merged with the similar code in roll_stats
839 stats.ac = 0; 847 stats.ac = 0;
840 848
871 * appropriate action with it (change race, or other things). 879 * appropriate action with it (change race, or other things).
872 * The function name is for historical reasons - now we have 880 * The function name is for historical reasons - now we have
873 * separate race and class; this actually changes the RACE, 881 * separate race and class; this actually changes the RACE,
874 * not the class. 882 * not the class.
875 */ 883 */
876int 884void
877key_change_class (object *op, char key) 885player::chargen_race_done ()
878{ 886{
879 int tmp_loop;
880
881 if (key == 'd' || key == 'D')
882 {
883 char buf[MAX_BUF];
884
885 /* this must before then initial items are given */ 887 /* this must before then initial items are given */
886 esrv_new_player (op->contr, op->weight + op->carrying); 888 esrv_new_player (ob->contr, ob->weight + ob->carrying);
887 889
888 treasurelist *tl = find_treasurelist ("starting_wealth"); 890 treasurelist *tl = treasurelist::find ("starting_wealth");
889 if (tl) 891 if (tl)
890 create_treasure (tl, op, 0, 0, 0); 892 create_treasure (tl, ob, 0, 0, 0);
891 893
892 INVOKE_PLAYER (BIRTH, op->contr); 894 INVOKE_PLAYER (BIRTH, ob->contr);
893 INVOKE_PLAYER (LOGIN, op->contr); 895 INVOKE_PLAYER (LOGIN, ob->contr);
894 896
895 op->contr->ns->state = ST_PLAYING; 897 ob->contr->ns->state = ST_PLAYING;
896 898
897 if (op->msg) 899 if (ob->msg)
898 op->msg = NULL; 900 ob->msg = 0;
899 901
900 /* We create this now because some of the unique maps will need it 902 /* We create this now because some of the unique maps will need it
901 * to save here. 903 * to save here.
902 */ 904 */
905 {
906 char buf[MAX_BUF];
903 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 907 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
904 make_path_to_file (buf); 908 make_path_to_file (buf);
909 }
905 910
906 start_info (op); 911 start_info (ob);
907 CLEAR_FLAG (op, FLAG_WIZ); 912 CLEAR_FLAG (ob, FLAG_WIZ);
908 give_initial_items (op, op->randomitems); 913 give_initial_items (ob, ob->randomitems);
909 link_player_skills (op); 914 link_player_skills (ob);
910 esrv_send_inventory (op, op); 915 esrv_send_inventory (ob, ob);
911 op->update_stats (); 916 ob->update_stats ();
912 917
913 /* This moves the player to a different start map, if there 918 /* This moves the player to a different start map, if there
914 * is one for this race 919 * is one for this race
915 */ 920 */
916 if (*first_map_ext_path) 921 if (*first_map_ext_path)
917 { 922 {
918 object *tmp; 923 object *tmp;
919 char mapname[MAX_BUF]; 924 char mapname[MAX_BUF];
920 925
921 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); 926 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
922 tmp = object::create (); 927 tmp = object::create ();
923 EXIT_PATH (tmp) = mapname; 928 EXIT_PATH (tmp) = mapname;
924 EXIT_X (tmp) = op->x; 929 EXIT_X (tmp) = ob->x;
925 EXIT_Y (tmp) = op->y; 930 EXIT_Y (tmp) = ob->y;
926 op->enter_exit (tmp); /* we don't really care if it succeeded; 931 ob->enter_exit (tmp); /* we don't really care if it succeeded;
927 * if the map isn't there, then stay on the 932 * if the map isn't there, then stay on the
928 * default initial map */ 933 * default initial map */
929 tmp->destroy (); 934 tmp->destroy ();
930 } 935 }
931 else 936 else
932 LOG (llevDebug, "first_map_ext_path not set\n"); 937 LOG (llevDebug, "first_map_ext_path not set\n");
938}
933 939
934 return 0; 940void
935 } 941player::chargen_race_next ()
936 942{
937 /* Following actually changes the race - this is the default command 943 /* Following actually changes the race - this is the default command
938 * if we don't match with one of the options above. 944 * if we don't match with one of the options above.
939 */ 945 */
940 946
941 tmp_loop = 0; 947 do
942 while (!tmp_loop)
943 { 948 {
944 shstr name = op->name; 949 shstr name = ob->name;
945 int x = op->x, y = op->y; 950 int x = ob->x, y = ob->y;
946 951
947 op->remove_statbonus (); 952 ob->remove_statbonus ();
948 op->remove (); 953 ob->remove ();
949 op->arch = get_player_archetype (op->arch); 954 ob->arch = get_player_archetype (ob->arch);
950 op->arch->clone.copy_to (op); 955 ob->arch->clone.copy_to (ob);
951 op->instantiate (); 956 ob->instantiate ();
952 op->stats = op->contr->orig_stats; 957 ob->stats = ob->contr->orig_stats;
953 op->name = op->name_pl = name; 958 ob->name = ob->name_pl = name;
954 op->x = x; 959 ob->x = x;
955 op->y = y; 960 ob->y = y;
956 SET_ANIMATION (op, 2); /* So player faces south */ 961 SET_ANIMATION (ob, 2); /* So player faces south */
957 insert_ob_in_map (op, op->map, op, 0); 962 insert_ob_in_map (ob, ob->map, ob, 0);
958 assign (op->contr->title, op->arch->clone.name); 963 assign (ob->contr->title, ob->arch->clone.name);
959 op->add_statbonus (); 964 ob->add_statbonus ();
960 tmp_loop = allowed_class (op);
961 } 965 }
966 while (!allowed_class (ob));
962 967
963 update_object (op, UP_OBJ_FACE); 968 update_object (ob, UP_OBJ_FACE);
964 esrv_update_item (UPD_FACE, op, op); 969 esrv_update_item (UPD_FACE, ob, ob);
965 op->update_stats (); 970 ob->update_stats ();
966 op->stats.hp = op->stats.maxhp; 971 ob->stats.hp = ob->stats.maxhp;
967 op->stats.sp = op->stats.maxsp; 972 ob->stats.sp = ob->stats.maxsp;
968 op->stats.grace = 0; 973 ob->stats.grace = 0;
969
970 if (op->msg)
971 new_draw_info (NDI_BLUE, 0, op, op->msg);
972
973 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
974 return 0;
975} 974}
976 975
977void 976void
978flee_player (object *op) 977flee_player (object *op)
979{ 978{
1026 /* Cornered, get rid of scared */ 1025 /* Cornered, get rid of scared */
1027 CLEAR_FLAG (op, FLAG_SCARED); 1026 CLEAR_FLAG (op, FLAG_SCARED);
1028 op->enemy = NULL; 1027 op->enemy = NULL;
1029} 1028}
1030 1029
1031
1032/* check_pick sees if there is stuff to be picked up/picks up stuff. 1030/* check_pick sees if there is stuff to be picked up/picks up stuff.
1033 * IT returns 1 if the player should keep on moving, 0 if he should 1031 * It returns 1 if the player should keep on moving, 0 if he should
1034 * stop. 1032 * stop.
1035 */ 1033 */
1036int 1034int
1037check_pick (object *op) 1035check_pick (object *op)
1038{ 1036{
1039 object *tmp, *next; 1037 object *tmp, *next;
1040 int stop = 0; 1038 int stop = 0;
1041 int j, k, wvratio; 1039 int wvratio;
1042 char putstring[128], tmpstr[16]; 1040 char putstring[128];
1043 1041
1044 /* if you're flying, you cna't pick up anything */ 1042 /* if you're flying, you cna't pick up anything */
1045 if (op->move_type & MOVE_FLYING) 1043 if (op->move_type & MOVE_FLYING)
1046 return 1; 1044 return 1;
1047 1045
1384 * found object is returned. 1382 * found object is returned.
1385 */ 1383 */
1386object * 1384object *
1387find_arrow (object *op, const char *type) 1385find_arrow (object *op, const char *type)
1388{ 1386{
1389 object *tmp = NULL; 1387 object *tmp = 0;
1390 1388
1391 for (op = op->inv; op; op = op->below) 1389 for (op = op->inv; op; op = op->below)
1392 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1390 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1393 tmp = find_arrow (op, type); 1391 tmp = find_arrow (op, type);
1394 else if (op->type == ARROW && op->race == type) 1392 else if (op->type == ARROW && op->race == type)
1395 return op; 1393 return op;
1394
1396 return tmp; 1395 return tmp;
1397} 1396}
1398 1397
1399/* 1398/*
1400 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1399 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1401 * against the target. A full test is not performed, simply a basic test 1400 * against the target. A full test is not performed, simply a basic test
1402 * of resistances. The archer is making a quick guess at what he sees down 1401 * of resistances. The archer is making a quick guess at what he sees down
1403 * the hall. Failing that it does it's best to pick the highest plus arrow. 1402 * the hall. Failing that it does it's best to pick the highest plus arrow.
1404 */ 1403 */
1405
1406object * 1404object *
1407find_better_arrow (object *op, object *target, const char *type, int *better) 1405find_better_arrow (object *op, object *target, const char *type, int *better)
1408{ 1406{
1409 object *tmp = NULL, *arrow, *ntmp; 1407 object *tmp = NULL, *arrow, *ntmp;
1410 int attacknum, attacktype, betterby = 0, i; 1408 int attacknum, attacktype, betterby = 0, i;
1476 * find_better_arrow to find a decent arrow to use. 1474 * find_better_arrow to find a decent arrow to use.
1477 * op = the shooter 1475 * op = the shooter
1478 * type = bow->race 1476 * type = bow->race
1479 * dir = fire direction 1477 * dir = fire direction
1480 */ 1478 */
1481
1482object * 1479object *
1483pick_arrow_target (object *op, const char *type, int dir) 1480pick_arrow_target (object *op, const char *type, int dir)
1484{ 1481{
1485 object *tmp = NULL; 1482 object *tmp = NULL;
1486 maptile *m; 1483 maptile *m;
1551 */ 1548 */
1552int 1549int
1553fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1550fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1554{ 1551{
1555 object *left, *bow; 1552 object *left, *bow;
1556 int bowspeed, mflags; 1553 int mflags;
1557 maptile *m; 1554 maptile *m;
1558 1555
1559 if (!dir) 1556 if (!dir)
1560 { 1557 {
1561 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1558 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1562 return 0; 1559 return 0;
1563 } 1560 }
1564 1561
1565 if (op->type == PLAYER) 1562 if (op->contr)
1566 bow = op->contr->ranges[range_bow]; 1563 bow = op->current_weapon;
1567 else 1564 else
1568 { 1565 {
1569 for (bow = op->inv; bow; bow = bow->below) 1566 for (bow = op->inv; bow; bow = bow->below)
1570 /* Don't check for applied - monsters don't apply bows - in that way, they 1567 /* Don't check for applied - monsters don't apply bows - in that way, they
1571 * don't need to switch back and forth between bows and weapons. 1568 * don't need to switch back and forth between bows and weapons.
1576 if (!bow) 1573 if (!bow)
1577 { 1574 {
1578 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1575 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1579 return 0; 1576 return 0;
1580 } 1577 }
1578
1579 // optimisation: move object to top so we will find it quickly again
1580 if (bow->below)
1581 {
1582 bow->remove ();
1583 op->insert (bow);
1584 }
1585
1581 } 1586 }
1582 1587
1583 if (!bow->race || !bow->skill) 1588 if (!bow->race || !bow->skill)
1584 { 1589 {
1585 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1590 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1586 return 0; 1591 return 0;
1587 } 1592 }
1588
1589 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1590
1591 /* penalize ROF for bestarrow */
1592 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1593 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1594
1595 if (bowspeed < 1)
1596 bowspeed = 1;
1597 1593
1598 if (arrow == NULL) 1594 if (arrow == NULL)
1599 { 1595 {
1600 if ((arrow = find_arrow (op, bow->race)) == NULL) 1596 if ((arrow = find_arrow (op, bow->race)) == NULL)
1601 { 1597 {
1602 if (op->type == PLAYER) 1598 if (op->type == PLAYER)
1603 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1599 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1604 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1600 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1605 else 1601 else
1606 CLEAR_FLAG (op, FLAG_READY_BOW); 1602 CLEAR_FLAG (op, FLAG_READY_BOW);
1603
1607 return 0; 1604 return 0;
1608 } 1605 }
1609 } 1606 }
1610 1607
1611 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1608 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1635 1632
1636 arrow->set_owner (op); 1633 arrow->set_owner (op);
1637 arrow->skill = bow->skill; 1634 arrow->skill = bow->skill;
1638 arrow->direction = dir; 1635 arrow->direction = dir;
1639 1636
1637 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1638 arrow->stats.hp = arrow->stats.dam;
1639 arrow->stats.grace = arrow->attacktype;
1640
1641 if (arrow->slaying)
1642 arrow->spellarg = strdup (arrow->slaying);
1643
1644#if 0
1645 if (player *pl = op->contr)
1646 {
1647 float speed = pl->weapon_sp;
1648
1649 /* penalize ROF for bestarrow */
1650 if (pl->bowtype == bow_bestarrow)
1651 speed *= .9f;
1652 else
1653 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1654
1655 op->speed_left += speed - op->speed;
1656 }
1657#endif
1658
1659 SET_ANIMATION (arrow, arrow->direction);
1660
1661 /* update the speed */
1662 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1663 + bow->stats.dam / 7.f;
1664
1665 arrow->set_speed (max (arrow->speed, 2.f));
1666 arrow->speed_left = 0;
1667
1668 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1669
1640 if (op->type == PLAYER) 1670 if (op->type == PLAYER)
1641 { 1671 {
1642 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1643 op->update_stats ();
1644 }
1645
1646 SET_ANIMATION (arrow, arrow->direction);
1647 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1648 arrow->stats.hp = arrow->stats.dam;
1649 arrow->stats.grace = arrow->attacktype;
1650 if (arrow->slaying != NULL)
1651 arrow->spellarg = strdup (arrow->slaying);
1652
1653 /* Note that this was different for monsters - they got their level
1654 * added to the damage. I think the strength bonus is more proper.
1655 */
1656
1657 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1658
1659 /* update the speed */
1660 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1661 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1662
1663 arrow->set_speed (max (arrow->speed, 1.0));
1664 arrow->speed_left = 0;
1665
1666 if (op->type == PLAYER)
1667 {
1668 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1669 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1670 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1671
1672 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1672 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1673 wc -= dex_bonus[op->stats.Dex];
1674
1675 if (!arrow->slaying)
1676 arrow->slaying = op->slaying;
1677
1678 arrow->attacktype |= op->attacktype;
1673 } 1679 }
1674 else 1680 else
1675 { 1681 {
1676 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1677 arrow->level = op->level; 1682 arrow->level = op->level;
1678 } 1683 arrow->stats.wc -= bow->magic;
1679 1684
1680 if (arrow->attacktype == AT_PHYSICAL) 1685 if (!arrow->slaying)
1686 arrow->slaying = bow->slaying;
1687
1681 arrow->attacktype |= bow->attacktype; 1688 arrow->attacktype |= bow->attacktype;
1689 }
1682 1690
1683 if (bow->slaying) 1691 wc -= arrow->level;
1684 arrow->slaying = bow->slaying; 1692 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1685 1693
1694 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1686 arrow->move_type = MOVE_FLY_LOW; 1695 arrow->move_type = MOVE_FLY_LOW;
1687 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1696 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1688 1697
1689 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1698 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1690 m->insert (arrow, sx, sy, op); 1699 m->insert (arrow, sx, sy, op);
1715{ 1724{
1716 int ret = 0, wcmod = 0; 1725 int ret = 0, wcmod = 0;
1717 1726
1718 if (op->contr->bowtype == bow_bestarrow) 1727 if (op->contr->bowtype == bow_bestarrow)
1719 { 1728 {
1720 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1729 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1721 } 1730 }
1722 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1731 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1723 { 1732 {
1724 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1733 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1725 wcmod = -1; 1734 wcmod = -1;
1735 else if (op->contr->bowtype == bow_spreadshot) 1744 else if (op->contr->bowtype == bow_spreadshot)
1736 { 1745 {
1737 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1746 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1738 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1747 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1739 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1748 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1740
1741 } 1749 }
1742 else 1750 else
1743 { 1751 {
1744 /* Simple case */ 1752 /* Simple case */
1745 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1753 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1746 } 1754 }
1755
1747 return ret; 1756 return ret;
1748} 1757}
1749
1750 1758
1751/* Fires a misc (wand/rod/horn) object in 'dir'. 1759/* Fires a misc (wand/rod/horn) object in 'dir'.
1752 * Broken apart from 'fire' to keep it more readable. 1760 * Broken apart from 'fire' to keep it more readable.
1753 */ 1761 */
1754void 1762void
1755fire_misc_object (object *op, int dir) 1763fire_misc_object (object *op, int dir)
1756{ 1764{
1757 object *item; 1765 object *item = op->contr->ranged_ob;
1758 1766
1759 if (!op->contr->ranges[range_misc]) 1767 if (!item)
1760 { 1768 {
1761 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1769 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1762 return; 1770 return;
1763 } 1771 }
1764 1772
1765 item = op->contr->ranges[range_misc];
1766 if (!item->inv) 1773 if (!item->inv)
1767 { 1774 {
1768 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1775 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1769 return; 1776 return;
1770 } 1777 }
1778
1779 if (!op->change_weapon (item))
1780 return;
1781
1771 if (item->type == WAND) 1782 if (item->type == WAND)
1772 { 1783 {
1773 if (item->stats.food <= 0) 1784 if (item->stats.food <= 0)
1774 { 1785 {
1775 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1786 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1787 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1788
1777 return; 1789 return;
1778 } 1790 }
1779 } 1791 }
1780 else if (item->type == ROD || item->type == HORN) 1792 else if (item->type == ROD || item->type == HORN)
1781 { 1793 {
1782 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1794 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1783 { 1795 {
1784 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1796 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1797
1785 if (item->type == ROD) 1798 if (item->type == ROD)
1786 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1799 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1787 else 1800 else
1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1801 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1802
1789 return; 1803 return;
1790 } 1804 }
1791 } 1805 }
1792 1806
1793 if (cast_spell (op, item, dir, item->inv, NULL)) 1807 if (cast_spell (op, item, dir, item->inv, NULL))
1815 } 1829 }
1816} 1830}
1817 1831
1818/* Received a fire command for the player - go and do it. 1832/* Received a fire command for the player - go and do it.
1819 */ 1833 */
1820void 1834bool
1821fire (object *op, int dir) 1835fire (object *op, int dir)
1822{ 1836{
1823 int spellcost = 0; 1837 int spellcost = 0;
1824 1838
1825 /* check for loss of invisiblity/hide */ 1839 /* check for loss of invisiblity/hide */
1826 if (action_makes_visible (op)) 1840 if (action_makes_visible (op))
1827 make_visible (op); 1841 make_visible (op);
1828 1842
1829 switch (op->contr->shoottype) 1843 player *pl = op->contr;
1844
1845 if (pl->golem)
1846 {
1847 control_golem (op->contr->golem, dir);
1848 return false;
1830 { 1849 }
1831 case range_none:
1832 return;
1833 1850
1834 case range_bow: 1851 object *ob = pl->ranged_ob;
1852
1853 if (!ob)
1854 return false;
1855
1856 if (!op->change_weapon (ob))
1857 return false;
1858
1859 if (op->speed_left > 0.f)
1860 --op->speed_left;
1861 else
1862 return false;
1863
1864 switch (ob->type)
1865 {
1866 case BOW:
1835 player_fire_bow (op, dir); 1867 player_fire_bow (op, dir);
1836 return; 1868 break;
1837 1869
1838 case range_magic: /* Casting spells */ 1870 case SPELL:
1839 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1871 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1840 return; 1872 break;
1841 1873
1842 case range_misc: 1874 case BUILDER:
1875 apply_map_builder (op, dir);
1876 break;
1877
1878 case SKILL:
1879 do_skill (op, op, ob, dir, 0);
1880 break;
1881
1882 default:
1843 fire_misc_object (op, dir); 1883 fire_misc_object (op, dir);
1844 return; 1884 break;
1845
1846 case range_golem: /* Control summoned monsters from scrolls */
1847 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1848 {
1849 op->contr->ranges[range_golem] = 0;
1850 op->contr->shoottype = range_none;
1851 }
1852 else
1853 control_golem (op->contr->ranges[range_golem], dir);
1854 return;
1855
1856 case range_skill:
1857 if (!op->chosen_skill)
1858 {
1859 if (op->type == PLAYER)
1860 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1861 return;
1862 }
1863
1864 do_skill (op, op, op->chosen_skill, dir, NULL);
1865 return;
1866 case range_builder:
1867 apply_map_builder (op, dir);
1868 return;
1869 default:
1870 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1871 return;
1872 } 1885 }
1873}
1874 1886
1875 1887 return true;
1888}
1876 1889
1877/* find_key 1890/* find_key
1878 * We try to find a key for the door as passed. If we find a key 1891 * We try to find a key for the door as passed. If we find a key
1879 * and successfully use it, we return the key, otherwise NULL 1892 * and successfully use it, we return the key, otherwise NULL
1880 * This function merges both normal and locked door, since the logic 1893 * This function merges both normal and locked door, since the logic
1882 * pl is the player, 1895 * pl is the player,
1883 * inv is the objects inventory to searched 1896 * inv is the objects inventory to searched
1884 * door is the door we are trying to match against. 1897 * door is the door we are trying to match against.
1885 * This function can be called recursively to search containers. 1898 * This function can be called recursively to search containers.
1886 */ 1899 */
1887
1888object * 1900object *
1889find_key (object *pl, object *container, object *door) 1901find_key (object *pl, object *container, object *door)
1890{ 1902{
1891 object *tmp, *key; 1903 object *tmp, *key;
1892 1904
1893 /* Should not happen, but sanity checking is never bad */ 1905 /* Should not happen, but sanity checking is never bad */
1894 if (container->inv == NULL) 1906 if (!container->inv)
1895 return NULL; 1907 return 0;
1896 1908
1897 /* First, lets try to find a key in the top level inventory */ 1909 /* First, lets try to find a key in the top level inventory */
1898 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1910 for (tmp = container->inv; tmp; tmp = tmp->below)
1899 { 1911 {
1900 if (door->type == DOOR && tmp->type == KEY) 1912 if (door->type == DOOR && tmp->type == KEY)
1901 break; 1913 break;
1902 /* For sanity, we should really check door type, but other stuff 1914 /* For sanity, we should really check door type, but other stuff
1903 * (like containers) can be locked with special keys 1915 * (like containers) can be locked with special keys
1904 */ 1916 */
1905 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1917 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1906 break; 1918 break;
1907 } 1919 }
1920
1908 /* No key found - lets search inventories now */ 1921 /* No key found - lets search inventories now */
1909 /* If we find and use a key in an inventory, return at that time. 1922 /* If we find and use a key in an inventory, return at that time.
1910 * otherwise, if we search all the inventories and still don't find 1923 * otherwise, if we search all the inventories and still don't find
1911 * a key, return 1924 * a key, return
1912 */ 1925 */
1913 if (!tmp) 1926 if (!tmp)
1914 { 1927 {
1915 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1928 for (tmp = container->inv; tmp; tmp = tmp->below)
1916 { 1929 {
1917 /* No reason to search empty containers */ 1930 /* No reason to search empty containers */
1918 if (tmp->type == CONTAINER && tmp->inv) 1931 if (tmp->type == CONTAINER && tmp->inv)
1919 { 1932 {
1920 if ((key = find_key (pl, tmp, door)) != NULL) 1933 if ((key = find_key (pl, tmp, door)))
1921 return key; 1934 return key;
1922 } 1935 }
1923 } 1936 }
1937
1924 if (!tmp) 1938 if (!tmp)
1925 return NULL; 1939 return NULL;
1926 } 1940 }
1941
1927 /* We get down here if we have found a key. Now if its in a container, 1942 /* We get down here if we have found a key. Now if its in a container,
1928 * see if we actually want to use it 1943 * see if we actually want to use it
1929 */ 1944 */
1930 if (pl != container) 1945 if (pl != container)
1931 { 1946 {
1952 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1967 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1953 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1968 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1954 return NULL; 1969 return NULL;
1955 } 1970 }
1956 } 1971 }
1972
1957 return tmp; 1973 return tmp;
1958} 1974}
1959 1975
1960/* moved door processing out of move_player_attack. 1976/* moved door processing out of move_player_attack.
1961 * returns 1 if player has opened the door with a key 1977 * returns 1 if player has opened the door with a key
1963 * 0 otherwise 1979 * 0 otherwise
1964 */ 1980 */
1965static int 1981static int
1966player_attack_door (object *op, object *door) 1982player_attack_door (object *op, object *door)
1967{ 1983{
1968 /* If its a door, try to find a use a key. If we do destroy the door, 1984 /* If its a door, try to find a key. If we do destroy the door,
1969 * might as well return immediately as there is nothing more to do - 1985 * might as well return immediately as there is nothing more to do -
1970 * otherwise, we fall through to the rest of the code. 1986 * otherwise, we fall through to the rest of the code.
1971 */ 1987 */
1972 object *key = find_key (op, op, door); 1988 object *key = find_key (op, op, door);
1973 1989
1974 /* IF we found a key, do some extra work */ 1990 /* If we found a key, do some extra work */
1975 if (key) 1991 if (key)
1976 { 1992 {
1977 object *container = key->env; 1993 object *container = key->env;
1978 1994
1979 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1995 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1996
1980 if (action_makes_visible (op)) 1997 if (action_makes_visible (op))
1981 make_visible (op); 1998 make_visible (op);
1999
1982 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 2000 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1983 spring_trap (door->inv, op); 2001 spring_trap (door->inv, op);
2002
1984 if (door->type == DOOR) 2003 if (door->type == DOOR)
1985 {
1986 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 2004 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1987 }
1988 else if (door->type == LOCKED_DOOR) 2005 else if (door->type == LOCKED_DOOR)
1989 { 2006 {
1990 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 2007 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1991 remove_door2 (door); /* remove door without violence ;-) */ 2008 remove_door2 (door); /* remove door without violence ;-) */
1992 } 2009 }
2010
1993 /* Do this after we print the message */ 2011 /* Do this after we print the message */
1994 decrease_ob (key); /* Use up one of the keys */ 2012 decrease_ob (key); /* Use up one of the keys */
1995 /* Need to update the weight the container the key was in */ 2013 /* Need to update the weight the container the key was in */
1996 if (container != op) 2014 if (container != op)
1997 esrv_update_item (UPD_WEIGHT, op, container); 2015 esrv_update_item (UPD_WEIGHT, op, container);
2016
1998 return 1; /* Nothing more to do below */ 2017 return 1; /* Nothing more to do below */
1999 } 2018 }
2000 else if (door->type == LOCKED_DOOR) 2019 else if (door->type == LOCKED_DOOR)
2001 { 2020 {
2002 /* Might as well return now - no other way to open this */ 2021 /* Might as well return now - no other way to open this */
2003 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2022 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2004 return 1; 2023 return 1;
2005 } 2024 }
2025
2006 return 0; 2026 return 0;
2007} 2027}
2008 2028
2009/* This function is just part of a breakup from move_player. 2029/* This function is just part of a breakup from move_player.
2010 * It should keep the code cleaner. 2030 * It should keep the code cleaner.
2011 * When this is called, the players direction has been updated 2031 * When this is called, the players direction has been updated
2012 * (taking into account confusion.) The player is also actually 2032 * (taking into account confusion.) The player is also actually
2013 * going to try and move (not fire weapons). 2033 * going to try and move (not fire weapons).
2014 */ 2034 */
2015void 2035bool
2016move_player_attack (object *op, int dir) 2036move_player_attack (object *op, int dir)
2017{ 2037{
2018 object *tmp, *mon;
2019 sint16 nx, ny;
2020 int on_battleground; 2038 int on_battleground;
2021 maptile *m;
2022 2039
2023 nx = freearr_x[dir] + op->x; 2040 sint16 nx = freearr_x[dir] + op->x;
2024 ny = freearr_y[dir] + op->y; 2041 sint16 ny = freearr_y[dir] + op->y;
2025 2042
2026 on_battleground = op_on_battleground (op, 0, 0); 2043 on_battleground = op_on_battleground (op, 0, 0);
2044
2045 if (out_of_map (op->map, nx, ny))
2046 return false;
2047
2048 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2049 {
2050 --op->speed_left;
2051 return true;
2052 }
2027 2053
2028 /* If braced, or can't move to the square, and it is not out of the 2054 /* If braced, or can't move to the square, and it is not out of the
2029 * map, attack it. Note order of if statement is important - don't 2055 * map, attack it. Note order of if statement is important - don't
2030 * want to be calling move_ob if braced, because move_ob will move the 2056 * want to be calling move_ob if braced, because move_ob will move the
2031 * player. This is a pretty nasty hack, because if we could 2057 * player. This is a pretty nasty hack, because if we could
2032 * move to some space, it then means that if we are braced, we should 2058 * move to some space, it then means that if we are braced, we should
2033 * do nothing at all. As it is, if we are braced, we go through 2059 * do nothing at all. As it is, if we are braced, we go through
2034 * quite a bit of processing. However, it probably is less than what 2060 * quite a bit of processing. However, it probably is less than what
2035 * move_ob uses. 2061 * move_ob uses.
2036 */ 2062 */
2037 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2038 {
2039 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2040 {
2041 m = op->map->xy_find (nx, ny); 2063 maptile *m = op->map->xy_find (nx, ny);
2042 if (!m)
2043 return; /* Don't think this should happen */
2044 }
2045 else
2046 m = op->map;
2047 2064
2048 if (!(tmp = m->at (nx, ny).bot))
2049 return;
2050
2051 mon = 0;
2052 /* Go through all the objects, and find ones of interest. Only stop if 2065 /* Go through all the objects, and find ones of interest. Only stop if
2053 * we find a monster - that is something we know we want to attack. 2066 * we find a monster - that is something we know we want to attack.
2054 * if its a door or barrel (can roll) see if there may be monsters 2067 * if its a door or barrel (can roll) see if there may be monsters
2055 * on the space 2068 * on the space
2056 */ 2069 */
2057 while (tmp) 2070 object *mon;
2058 { 2071 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2059 if (tmp == op) 2072 {
2060 { 2073 if ((mon->flag [FLAG_ALIVE]
2061 tmp = tmp->above; 2074 || mon->type == LOCKED_DOOR
2062 continue; 2075 || mon->flag [FLAG_CAN_ROLL])
2063 }
2064
2065 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2066 {
2067 mon = tmp; 2076 && mon != op)
2068 break; 2077 break;
2069 } 2078 }
2070 2079
2071 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2072 mon = tmp;
2073
2074 tmp = tmp->above;
2075 }
2076
2077 if (!mon) /* This happens anytime the player tries to move */ 2080 if (!mon) /* This happens anytime the player tries to move */
2078 return; /* into a wall */ 2081 return false; /* into a wall */
2079 2082
2080 if (mon->head)
2081 mon = mon->head; 2083 mon = mon->head_ ();
2082 2084
2083 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2085 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2086 if (op->contr->weapon_sp_left > 0.f)
2084 if (player_attack_door (op, mon)) 2087 if (player_attack_door (op, mon))
2088 {
2089 --op->contr->weapon_sp_left;
2085 return; 2090 return true;
2091 }
2086 2092
2087 /* The following deals with possibly attacking peaceful 2093 /* The following deals with possibly attacking peaceful
2088 * or frienddly creatures. Basically, all players are considered 2094 * or friendly creatures. Basically, all players are considered
2089 * unaggressive. If the moving player has peaceful set, then the 2095 * unaggressive. If the moving player has peaceful set, then the
2090 * object should be pushed instead of attacked. It is assumed that 2096 * object should be pushed instead of attacked. It is assumed that
2091 * if you are braced, you will not attack friends accidently, 2097 * if you are braced, you will not attack friends accidently,
2092 * and thus will not push them. 2098 * and thus will not push them.
2093 */ 2099 */
2094 2100
2095 /* If the creature is a pet, push it even if the player is not 2101 /* If the creature is a pet, push it even if the player is not
2096 * peaceful. Our assumption is the creature is a pet if the 2102 * peaceful. Our assumption is the creature is a pet if the
2097 * player owns it and it is either friendly or unagressive. 2103 * player owns it and it is either friendly or unagressive.
2098 */ 2104 */
2099 if ((op->type == PLAYER) 2105 if (op->type == PLAYER
2100#if COZY_SERVER
2101 &&
2102 ((mon->owner && mon->owner->contr 2106 && ((mon->owner && mon->owner->contr
2103 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2107 && same_party (mon->owner->contr->party, op->contr->party))
2104#else
2105 && mon->owner == op 2108 || mon->owner == op)
2106#endif
2107 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2109 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2108 { 2110 {
2109 /* If we're braced, we don't want to switch places with it */ 2111 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced) 2112 if (op->contr->braced)
2111 return; 2113 return false;
2114
2115 if (op->speed_left > 0.f)
2116 {
2117 --op->speed_left;
2112 2118
2113 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2119 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2114 (void) push_ob (mon, dir, op); 2120 push_ob (mon, dir, op);
2121
2115 if (op->contr->tmp_invis || op->hide) 2122 if (op->contr->tmp_invis || op->hide)
2116 make_visible (op); 2123 make_visible (op);
2117 2124
2118 return; 2125 return true;
2119 } 2126 }
2127 else
2128 return false;
2129 }
2120 2130
2121 /* in certain circumstances, you shouldn't attack friendly 2131 /* in certain circumstances, you shouldn't attack friendly
2122 * creatures. Note that if you are braced, you can't push 2132 * creatures. Note that if you are braced, you can't push
2123 * someone, but put it inside this loop so that you won't 2133 * someone, but put it inside this loop so that you won't
2124 * attack them either. 2134 * attack them either.
2125 */ 2135 */
2126 if ((mon->type == PLAYER || mon->enemy != op) && 2136 if ((mon->type == PLAYER || mon->enemy != op)
2127 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2137 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2128#ifdef PROHIBIT_PLAYERKILL
2129 (op->contr->peaceful 2138 && ((op->contr->peaceful
2130 || (mon->type == PLAYER 2139 || (mon->type == PLAYER && mon->contr->peaceful))
2131 && mon->contr->
2132 peaceful)) &&
2133#else
2134 op->contr->peaceful &&
2135#endif
2136 !on_battleground)) 2140 && !on_battleground))
2141 {
2142 if (op->speed_left > 0.f)
2137 { 2143 {
2144 --op->speed_left;
2145
2138 if (!op->contr->braced) 2146 if (!op->contr->braced)
2139 { 2147 {
2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2148 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2141 push_ob (mon, dir, op); 2149 push_ob (mon, dir, op);
2142 } 2150 }
2143 else 2151 else
2144 new_draw_info (0, 0, op, "You withhold your attack"); 2152 new_draw_info (0, 0, op, "You withhold your attack");
2145 2153
2146 if (op->contr->tmp_invis || op->hide) 2154 if (op->contr->tmp_invis || op->hide)
2147 make_visible (op); 2155 make_visible (op);
2148 }
2149 2156
2157 return true;
2158 }
2159 }
2150 /* If the object is a boulder or other rollable object, then 2160 /* If the object is a boulder or other rollable object, then
2151 * roll it if not braced. You can't roll it if you are braced. 2161 * roll it if not braced. You can't roll it if you are braced.
2152 */ 2162 */
2153 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2163 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2164 {
2165 if (op->speed_left > 0.f)
2154 { 2166 {
2167 --op->speed_left;
2168
2155 recursive_roll (mon, dir, op); 2169 recursive_roll (mon, dir, op);
2156 if (action_makes_visible (op)) 2170 if (action_makes_visible (op))
2157 make_visible (op); 2171 make_visible (op);
2158 }
2159 2172
2173 return true;
2174 }
2175 }
2160 /* Any generic living creature. Including things like doors. 2176 /* Any generic living creature. Including things like doors.
2161 * Way it works is like this: First, it must have some hit points 2177 * Way it works is like this: First, it must have some hit points
2162 * and be living. Then, it must be one of the following: 2178 * and be living. Then, it must be one of the following:
2163 * 1) Not a player, 2) A player, but of a different party. Note 2179 * 1) Not a player, 2) A player, but of a different party. Note
2164 * that party_number -1 is no party, so attacks can still happen. 2180 * that party_number -1 is no party, so attacks can still happen.
2165 */ 2181 */
2166 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2182 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2167 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2183 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2168 { 2184 {
2169 2185 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2170 /* If the player hasn't hit something this tick, and does
2171 * so, give them speed boost based on weapon speed. Doing
2172 * it here is better than process_players2, which basically
2173 * incurred a 1 tick offset.
2174 */
2175 if (!op->contr->has_hit)
2176 { 2186 {
2177 op->speed_left += op->speed / op->contr->weapon_sp; 2187 --op->contr->weapon_sp_left;
2178
2179 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2180 }
2181 2188
2182 skill_attack (mon, op, 0, 0, 0); 2189 skill_attack (mon, op, 0, 0, 0);
2183
2184 /* If attacking another player, that player gets automatic
2185 * hitback, and doesn't loose luck either.
2186 * Disable hitback on the battleground or if the target is
2187 * the wiz.
2188 */
2189 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2190 {
2191 short luck = mon->stats.luck;
2192
2193 mon->contr->has_hit = 1;
2194 skill_attack (op, mon, 0, 0, 0);
2195 mon->stats.luck = luck;
2196 }
2197 2190
2198 if (action_makes_visible (op)) 2191 if (action_makes_visible (op))
2199 make_visible (op); 2192 make_visible (op);
2200 }
2201 } /* if player should attack something */
2202}
2203 2193
2204int 2194 return true;
2195 }
2196 }
2197
2198 return false;
2199}
2200
2201bool
2205move_player (object *op, int dir) 2202move_player (object *op, int dir)
2206{ 2203{
2207 int pick; 2204 int pick;
2208 2205
2209 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2206 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2223 op->facing = dir; 2220 op->facing = dir;
2224 2221
2225 if (op->hide) 2222 if (op->hide)
2226 do_hidden_move (op); 2223 do_hidden_move (op);
2227 2224
2225 bool retval;
2226
2228 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2227 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2229 /*nop */ ; 2228 retval = RESULT_INT (0);
2230 else if (op->contr->fire_on) 2229 else if (op->contr->fire_on)
2231 fire (op, dir); 2230 retval = fire (op, dir);
2232 else 2231 else
2233 { 2232 {
2234 move_player_attack (op, dir); 2233 retval = move_player_attack (op, dir);
2235 pick = check_pick (op); 2234 pick = check_pick (op);
2236 } 2235 }
2237 2236
2238 /* Add special check for newcs players and fire on - this way, the 2237 /* Add special check for newcs players and fire on - this way, the
2239 * server can handle repeat firing. 2238 * server can handle repeat firing.
2246 /* Update how the player looks. Use the facing, so direction may 2245 /* Update how the player looks. Use the facing, so direction may
2247 * get reset to zero. This allows for full animation capabilities 2246 * get reset to zero. This allows for full animation capabilities
2248 * for players. 2247 * for players.
2249 */ 2248 */
2250 animate_object (op, op->facing); 2249 animate_object (op, op->facing);
2251 return 0; 2250
2251 return retval;
2252} 2252}
2253 2253
2254/* This is similar to handle_player, below, but is only used by the 2254/* This is similar to handle_player, below, but is only used by the
2255 * new client/server stuff. 2255 * new client/server stuff.
2256 * This is sort of special, in that the new client/server actually uses 2256 * This is sort of special, in that the new client/server actually uses
2257 * the new speed values for commands. 2257 * the new speed values for commands.
2258 * 2258 *
2259 * Returns true if there are more actions we can do. 2259 * Returns true if there are more actions we can do. Should not do
2260 * many actions in a row, as that would be too unfair to other
2261 * players.
2260 */ 2262 */
2261int 2263bool
2262handle_newcs_player (object *op) 2264handle_newcs_player (object *op)
2263{ 2265{
2264 if (op->contr->hidden)
2265 {
2266 op->invisible = 1000;
2267 /* the socket code flashes the player visible/invisible
2268 * depending on the value of invisible, so we need to
2269 * alternate it here for it to work correctly.
2270 */
2271 if (pticks & 2)
2272 op->invisible--;
2273 }
2274 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2275 {
2276 op->invisible--;
2277 if (!op->invisible)
2278 {
2279 make_visible (op);
2280 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2281 }
2282 }
2283
2284 if (QUERY_FLAG (op, FLAG_SCARED)) 2266 if (QUERY_FLAG (op, FLAG_SCARED))
2285 { 2267 {
2286 flee_player (op); 2268 if (op->speed_left > 0.f)
2287 /* If player is still scared, that is his action for this tick */
2288 if (QUERY_FLAG (op, FLAG_SCARED))
2289 { 2269 {
2290 op->speed_left--; 2270 --op->speed_left;
2271 flee_player (op);
2272
2291 return 0; 2273 return true;
2292 } 2274 }
2275 else
2276 return false;
2293 } 2277 }
2294
2295 /* I've been seeing crashes where the golem has been destroyed, but
2296 * the player object still points to the defunct golem. The code that
2297 * destroys the golem looks correct, and it doesn't always happen, so
2298 * put this in a a workaround to clean up the golem pointer.
2299 */
2300 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2301 op->contr->ranges[range_golem] = 0;
2302 2278
2303 /* call this here - we also will call this in do_ericserver, but 2279 /* call this here - we also will call this in do_ericserver, but
2304 * the players time has been increased when doericserver has been 2280 * the players time has been increased when doericserver has been
2305 * called, so we recheck it here. 2281 * called, so we recheck it here.
2306 */ 2282 */
2307 if (op->contr->ns->handle_command ()) 2283 if (op->contr->ns->handle_command ())
2308 return 1; 2284 return true;
2309 2285
2310 if (op->speed_left > 0)
2311 {
2312 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2286 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2313 {
2314 /* All move commands take 1 tick, at least for now */
2315 op->speed_left--;
2316
2317 /* Instead of all the stuff below, let move_player take care
2318 * of it. Also, some of the skill stuff is only put in
2319 * there, as well as the confusion stuff.
2320 */
2321 move_player (op, op->direction); 2287 return move_player (op, op->direction);
2322 2288
2323 return op->speed_left > 0;
2324 }
2325 }
2326
2327 return 0; 2289 return false;
2328} 2290}
2329 2291
2330int 2292int
2331save_life (object *op) 2293save_life (object *op)
2332{ 2294{
2367 * from. 2329 * from.
2368 */ 2330 */
2369void 2331void
2370remove_unpaid_objects (object *op, object *env) 2332remove_unpaid_objects (object *op, object *env)
2371{ 2333{
2372 object *next;
2373
2374 while (op) 2334 while (op)
2375 { 2335 {
2376 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2336 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2377 2337
2378 if (QUERY_FLAG (op, FLAG_UNPAID)) 2338 if (QUERY_FLAG (op, FLAG_UNPAID))
2444 int rate_grace = 2000; 2404 int rate_grace = 2000;
2445 const int max_hp = 1; 2405 const int max_hp = 1;
2446 const int max_sp = 1; 2406 const int max_sp = 1;
2447 const int max_grace = 1; 2407 const int max_grace = 1;
2448 2408
2449 if (op->contr->outputs_sync) 2409 if (op->contr->hidden)
2410 {
2411 op->invisible = 1000;
2412 /* the socket code flashes the player visible/invisible
2413 * depending on the value of invisible, so we need to
2414 * alternate it here for it to work correctly.
2415 */
2416 if (pticks & 2)
2417 op->invisible--;
2450 { 2418 }
2451 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2419 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2452 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2420 {
2453 flush_output_element (op, &op->contr->outputs[i]); 2421 if (!op->invisible--)
2422 {
2423 make_visible (op);
2424 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2425 }
2454 } 2426 }
2455 2427
2456 if (op->contr->ns->state == ST_PLAYING) 2428 if (op->contr->ns->state == ST_PLAYING)
2457 { 2429 {
2458 /* these next three if clauses make it possible to SLOW DOWN 2430 /* these next three if clauses make it possible to SLOW DOWN
2480 gen_grace = op->stats.maxgrace; 2452 gen_grace = op->stats.maxgrace;
2481 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2453 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2482 } 2454 }
2483 2455
2484 /* Regenerate Spell Points */ 2456 /* Regenerate Spell Points */
2485 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2457 if (!op->contr->golem && --op->last_sp < 0)
2486 { 2458 {
2487 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2459 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2488 if (op->stats.sp < op->stats.maxsp) 2460 if (op->stats.sp < op->stats.maxsp)
2489 { 2461 {
2490 op->stats.sp++; 2462 op->stats.sp++;
2588 } 2560 }
2589 2561
2590 /* Digestion */ 2562 /* Digestion */
2591 if (--op->last_eat < 0) 2563 if (--op->last_eat < 0)
2592 { 2564 {
2593#ifdef COZY_SERVER
2594 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2595 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2596#else
2597 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2565 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2598#endif
2599 2566
2600 if (op->contr->gen_hp > 0) 2567 if (op->contr->gen_hp > 0)
2601 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2568 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2602 else 2569 else
2603 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2570 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2915 op->stats.hp = op->stats.maxhp; 2882 op->stats.hp = op->stats.maxhp;
2916 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2883 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2917 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2884 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2918 2885
2919 /* 2886 /*
2920 * Check to see if the player is in a shop. IF so, then check to see if
2921 * the player has any unpaid items. If so, remove them and put them back 2887 * Check to see if the player has any unpaid items. If so, remove them
2922 * in the map. 2888 * and put them back in the map.
2923 */ 2889 */
2924
2925 if (is_in_shop (op))
2926 remove_unpaid_objects (op->inv, op); 2890 remove_unpaid_objects (op->inv, op);
2927 2891
2928 /****************************************/ 2892 /****************************************/
2929 /* */ 2893 /* */
2930 /* Move player to his current respawn- */ 2894 /* Move player to his current respawn- */
2931 /* position (usually last savebed) */ 2895 /* position (usually last savebed) */
2951 object *force; 2915 object *force;
2952 int at; 2916 int at;
2953 2917
2954 force = get_archetype (FORCE_NAME); 2918 force = get_archetype (FORCE_NAME);
2955 /* 50 ticks should be enough time for the spell to abate */ 2919 /* 50 ticks should be enough time for the spell to abate */
2956 force->speed = 0.1; 2920 force->speed = 0.1f;
2957 force->speed_left = -5.0; 2921 force->speed_left = -5.f;
2958 SET_FLAG (force, FLAG_APPLIED); 2922 SET_FLAG (force, FLAG_APPLIED);
2959 for (at = 0; at < NROFATTACKS; at++) 2923 for (at = 0; at < NROFATTACKS; at++)
2960 if (will_kill_again & (1 << at)) 2924 if (will_kill_again & (1 << at))
2961 force->resist[at] = 100; 2925 force->resist[at] = 100;
2962 2926
2971void 2935void
2972loot_object (object *op) 2936loot_object (object *op)
2973{ /* Grab and destroy some treasure */ 2937{ /* Grab and destroy some treasure */
2974 object *tmp, *tmp2, *next; 2938 object *tmp, *tmp2, *next;
2975 2939
2976 if (op->container) 2940 op->close_container (); /* close open sack first */
2977 esrv_apply_container (op, op->container); /* close open sack first */
2978 2941
2979 for (tmp = op->inv; tmp; tmp = next) 2942 for (tmp = op->inv; tmp; tmp = next)
2980 { 2943 {
2981 next = tmp->below; 2944 next = tmp->below;
2982 2945
2983 if (tmp->invisible) 2946 if (tmp->invisible)
2984 continue; 2947 continue;
2985 2948
2986 tmp->remove (); 2949 tmp->remove ();
2987 tmp->x = op->x, tmp->y = op->y; 2950 tmp->x = op->x, tmp->y = op->y;
2951
2988 if (tmp->type == CONTAINER) 2952 if (tmp->type == CONTAINER)
2989 { /* empty container to ground */ 2953 loot_object (tmp); /* empty container to ground */
2990 loot_object (tmp); 2954
2991 }
2992 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2955 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2993 { 2956 {
2994 if (tmp->nrof > 1) 2957 if (tmp->nrof > 1)
2995 { 2958 {
2996 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2959 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3008/* 2971/*
3009 * fix_weight(): Check recursively the weight of all players, and fix 2972 * fix_weight(): Check recursively the weight of all players, and fix
3010 * what needs to be fixed. Refresh windows and fix speed if anything 2973 * what needs to be fixed. Refresh windows and fix speed if anything
3011 * was changed. 2974 * was changed.
3012 */ 2975 */
3013
3014void 2976void
3015fix_weight (void) 2977fix_weight (void)
3016{ 2978{
3017 for_all_players (pl) 2979 for_all_players (pl)
3018 { 2980 {
3078 if (op->type == PLAYER) 3040 if (op->type == PLAYER)
3079 { 3041 {
3080 op->contr->tmp_invis = 0; 3042 op->contr->tmp_invis = 0;
3081 op->contr->invis_race = 0; 3043 op->contr->invis_race = 0;
3082 } 3044 }
3045
3083 update_object (op, UP_OBJ_FACE); 3046 update_object (op, UP_OBJ_CHANGE);
3084} 3047}
3085 3048
3086int 3049int
3087is_true_undead (object *op) 3050is_true_undead (object *op)
3088{ 3051{
3089 object *tmp = NULL;
3090
3091 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3052 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3092 return 1; 3053 return 1;
3093 3054
3094 return 0; 3055 return 0;
3095} 3056}
3140/* For Hidden creatures - a chance of becoming 'unhidden' 3101/* For Hidden creatures - a chance of becoming 'unhidden'
3141 * every time they move - as we subtract off 'invisibility' 3102 * every time they move - as we subtract off 'invisibility'
3142 * AND, for players, if they move into a ridiculously unhideable 3103 * AND, for players, if they move into a ridiculously unhideable
3143 * spot (surrounded by clear terrain in broad daylight). -b.t. 3104 * spot (surrounded by clear terrain in broad daylight). -b.t.
3144 */ 3105 */
3145
3146void 3106void
3147do_hidden_move (object *op) 3107do_hidden_move (object *op)
3148{ 3108{
3149 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3109 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3150 object *skop; 3110 object *skop;
3383 char buf[MAX_BUF]; /* tmp. string buffer */ 3343 char buf[MAX_BUF]; /* tmp. string buffer */
3384 int i = 0, j = 0; 3344 int i = 0, j = 0;
3385 3345
3386 /* get the appropriate treasurelist */ 3346 /* get the appropriate treasurelist */
3387 if (atnr == ATNR_FIRE) 3347 if (atnr == ATNR_FIRE)
3388 trlist = find_treasurelist ("dragon_ability_fire"); 3348 trlist = treasurelist::find ("dragon_ability_fire");
3389 else if (atnr == ATNR_COLD) 3349 else if (atnr == ATNR_COLD)
3390 trlist = find_treasurelist ("dragon_ability_cold"); 3350 trlist = treasurelist::find ("dragon_ability_cold");
3391 else if (atnr == ATNR_ELECTRICITY) 3351 else if (atnr == ATNR_ELECTRICITY)
3392 trlist = find_treasurelist ("dragon_ability_elec"); 3352 trlist = treasurelist::find ("dragon_ability_elec");
3393 else if (atnr == ATNR_POISON) 3353 else if (atnr == ATNR_POISON)
3394 trlist = find_treasurelist ("dragon_ability_poison"); 3354 trlist = treasurelist::find ("dragon_ability_poison");
3395 3355
3396 if (trlist == NULL || who->type != PLAYER) 3356 if (trlist == NULL || who->type != PLAYER)
3397 return; 3357 return;
3398 3358
3399 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3359 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3531 * not readied. 3491 * not readied.
3532 */ 3492 */
3533void 3493void
3534player_unready_range_ob (player *pl, object *ob) 3494player_unready_range_ob (player *pl, object *ob)
3535{ 3495{
3536 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3496 if (pl->ob->current_weapon == ob)
3497 pl->ob->current_weapon = 0;
3498
3499 if (pl->combat_ob == ob)
3500 pl->combat_ob = 0;
3501
3537 if (pl->ranges[i] == ob) 3502 if (pl->ranged_ob == ob)
3538 {
3539 pl->ranges[i] = 0; 3503 pl->ranged_ob = 0;
3540 if (pl->shoottype == i)
3541 pl->shoottype = range_none;
3542 }
3543} 3504}
3544 3505
3545sint8 3506sint8
3546player::visibility_at (maptile *map, int x, int y) const 3507player::visibility_at (maptile *map, int x, int y) const
3547{ 3508{

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