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Comparing deliantra/server/server/player.C (file contents):
Revision 1.110 by root, Mon Apr 16 06:23:43 2007 UTC vs.
Revision 1.165 by root, Mon Aug 27 05:10:51 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 25#include <sproto.h>
28#include <sounds.h> 26#include <sounds.h>
29#include <living.h> 27#include <living.h>
30#include <object.h> 28#include <object.h>
31#include <spells.h> 29#include <spells.h>
158 op->x = -1; 156 op->x = -1;
159 op->y = -1; 157 op->y = -1;
160} 158}
161 159
162void 160void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate () 161player::activate ()
177{ 162{
178 if (active) 163 if (active)
179 return; 164 return;
180 165
182 ob->remove (); 167 ob->remove ();
183 ob->map = 0; 168 ob->map = 0;
184 ob->activate_recursive (); 169 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY); 170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob); 171 add_friendly_object (ob);
187 enter_map ();
188} 172}
189 173
190void 174void
191player::deactivate () 175player::deactivate ()
192{ 176{
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)
199 maplevel = ob->map->path; 185 maplevel = ob->map->path;
186
200 ob->remove (); 187 ob->remove ();
201 ob->map = 0; 188 ob->map = 0;
202 party = 0; 189 party = 0;
203 190
204 // for weird reasons, this is often "ob", keeping a circular reference 191 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
205 ranges [range_skill] = 0;
206 192
207 players.erase (this); 193 players.erase (this);
208} 194}
209 195
210// connect the player with a specific client 196// connect the player with a specific client
211// also changed, rationalises, and fixes some incorrect settings 197// also changes, rationalises, and fixes some incorrect settings
212void 198void
213player::connect (client *ns) 199player::connect (client *ns)
214{ 200{
215 this->ns = ns; 201 this->ns = ns;
216 ns->pl = this; 202 ns->pl = this;
220 ob->close_container (); //TODO: client-specific 206 ob->close_container (); //TODO: client-specific
221 207
222 ns->update_look = 0; 208 ns->update_look = 0;
223 ns->look_position = 0; 209 ns->look_position = 0;
224 210
225 clear_los (ob); 211 clear_los (this);
226 212
227 ns->reset_stats (); 213 ns->reset_stats ();
228 214
229 /* make sure he's a player -- needed because of class change. */ 215 /* make sure he's a player -- needed because of class change. */
230 ob->type = PLAYER; // we are paranoid 216 ob->type = PLAYER; // we are paranoid
231 ob->race = ob->arch->clone.race; 217 ob->race = ob->arch->race;
232
233 if (!legal_range (ob, shoottype))
234 shoottype = range_none;
235 218
236 ob->carrying = sum_weight (ob); 219 ob->carrying = sum_weight (ob);
237 link_player_skills (ob); 220 link_player_skills (ob);
238 221
239 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
240 223
241 assign (title, ob->arch->clone.name); 224 assign (title, ob->arch->object::name);
242 225
243 /* if it's a dragon player, set the correct title here */ 226 /* if it's a dragon player, set the correct title here */
244 if (is_dragon_pl (ob)) 227 if (is_dragon_pl (ob))
245 { 228 {
246 object *tmp, *abil = 0, *skin = 0; 229 object *tmp, *abil = 0, *skin = 0;
247 230
248 shstr_cmp dragon_ability_force ("dragon_ability_force");
249 shstr_cmp dragon_skin_force ("dragon_skin_force");
250
251 for (tmp = ob->inv; tmp; tmp = tmp->below) 231 for (tmp = ob->inv; tmp; tmp = tmp->below)
252 if (tmp->type == FORCE) 232 if (tmp->type == FORCE)
253 if (tmp->arch->name == dragon_ability_force) 233 if (tmp->arch->archname == shstr_dragon_ability_force)
254 abil = tmp; 234 abil = tmp;
255 else if (tmp->arch->name == dragon_skin_force) 235 else if (tmp->arch->archname == shstr_dragon_skin_force)
256 skin = tmp; 236 skin = tmp;
257 237
258 set_dragon_name (ob, abil, skin); 238 set_dragon_name (ob, abil, skin);
259 } 239 }
260 240
261 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 241 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
262 242
263 esrv_new_player (this, ob->weight + ob->carrying); 243 esrv_new_player (this, ob->weight + ob->carrying);
264 244
245 ob->flag [FLAG_READY_WEAPON] = false;
246 ob->flag [FLAG_READY_SKILL] = false;
247 ob->flag [FLAG_READY_BOW] = false;
248
249 for (object *op = ob->inv; op; op = op->below)
250 if (op->flag [FLAG_APPLIED])
251 switch (op->type)
252 {
253 case SKILL:
254 ob->flag [FLAG_APPLIED] = false;
255 break;
256
257 case WAND:
258 case ROD:
259 case HORN:
260 case BOW:
261 ranged_ob = op;
262 break;
263
264 case WEAPON:
265 combat_ob = op;
266 break;
267 }
268
269 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
265 ob->update_stats (); 270 ob->update_stats ();
271
266 ns->floorbox_update (); 272 ns->floorbox_update ();
267
268 esrv_send_inventory (ob, ob); 273 esrv_send_inventory (ob, ob);
269 esrv_add_spells (this, 0); 274 esrv_add_spells (this, 0);
270 275
271 activate (); 276 activate ();
272 277
279} 284}
280 285
281void 286void
282player::disconnect () 287player::disconnect ()
283{ 288{
289 if (ob)
290 {
291 ob->close_container (); //TODO: client-specific
292 ob->drop_unpaid_items ();
293 }
294
284 if (ns) 295 if (ns)
285 { 296 {
286 if (active) 297 if (active)
287 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 298 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
288 299
289 INVOKE_PLAYER (DISCONNECT, this); 300 INVOKE_PLAYER (DISCONNECT, this);
290 301
291 ns->reset_stats (); 302 ns->reset_stats ();
292 ns->pl = 0; 303 ns->pl = 0;
293 this->ns = 0; 304 ns = 0;
294 } 305 }
295 306
296 if (ob) 307 observe = ob;
297 ob->close_container (); //TODO: client-specific
298 308
299 deactivate (); 309 deactivate ();
300} 310}
301 311
302// the need for this function can be explained 312// the need for this function can be explained
303// by load_object not returning the object 313// by load_object not returning the object
304void 314void
305player::set_object (object *op) 315player::set_object (object *op)
306{ 316{
307 ob = op; 317 ob = observe = op;
308 ob->contr = this; /* this aren't yet in archetype */ 318 ob->contr = this; /* this aren't yet in archetype */
309 319
310 ob->speed_left = 0.5;
311 ob->speed = 1.0; 320 ob->speed = 1.0f;
321 ob->speed_left = 0.5f;
322
312 ob->direction = 5; /* So player faces south */ 323 ob->direction = 5; /* So player faces south */
324}
325
326void
327player::set_observe (object *op)
328{
329 observe = op ? op : ob;
330 do_los = 1;
313} 331}
314 332
315player::player () 333player::player ()
316{ 334{
317 /* There are some elements we want initialised to non zero value - 335 /* There are some elements we want initialised to non zero value -
318 * we deal with that below this point. 336 * we deal with that below this point.
319 */ 337 */
320 outputs_sync = 6; /* Every 2 seconds */ 338 outputs_sync = 4;
321 outputs_count = 10; /* Keeps present behaviour */ 339 outputs_count = 4;
322 unapply = unapply_nochoice; 340 unapply = unapply_nochoice;
323 341
324 savebed_map = first_map_path; /* Init. respawn position */ 342 savebed_map = first_map_path; /* Init. respawn position */
325 343
326 gen_sp_armour = 10; 344 gen_sp_armour = 10;
327 shoottype = range_none;
328 bowtype = bow_normal; 345 bowtype = bow_normal;
329 petmode = pet_normal; 346 petmode = pet_normal;
330 listening = 10; 347 listening = 10;
331 usekeys = containers; 348 usekeys = containers;
332 peaceful = 1; /* default peaceful */ 349 peaceful = 1; /* default peaceful */
333 do_los = 1; 350 do_los = 1;
351
352 weapon_sp = 1.0f;
353 weapon_sp_left = 0.5f;
334} 354}
335 355
336void 356void
337player::do_destroy () 357player::do_destroy ()
338{ 358{
343 if (ob) 363 if (ob)
344 { 364 {
345 ob->destroy_inv (false); 365 ob->destroy_inv (false);
346 ob->destroy (); 366 ob->destroy ();
347 } 367 }
368
369 ob = observe = 0;
348} 370}
349 371
350player::~player () 372player::~player ()
351{ 373{
352 /* Clear item stack */ 374 /* Clear item stack */
379 * Note: there MUST be at least one player archetype! 401 * Note: there MUST be at least one player archetype!
380 */ 402 */
381archetype * 403archetype *
382get_player_archetype (archetype *at) 404get_player_archetype (archetype *at)
383{ 405{
384 archetype *start = at; 406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
385 407
386 for (;;) 408 for (;;)
387 { 409 {
388 if (at == NULL || at->next == NULL) 410 if (++i == archetypes.end ())
389 at = first_archetype; 411 i = archetypes.begin ();
390 else 412 else if (*i == at)
391 at = at->next; 413 cleanup ("not a single player archetype found");
392 414
393 if (at->clone.type == PLAYER) 415 if ((*i)->type == PLAYER)
394 return at; 416 return *i;
395
396 if (at == start)
397 {
398 LOG (llevError, "No Player archetypes\n");
399 exit (-1);
400 }
401 } 417 }
402} 418}
403 419
404object * 420object *
405get_nearest_player (object *mon) 421get_nearest_player (object *mon)
409 unsigned lastdist; 425 unsigned lastdist;
410 rv_vector rv; 426 rv_vector rv;
411 427
412 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 428 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
413 { 429 {
414 /* We should not find free objects on this friendly list, but it
415 * does periodically happen. Given that, lets deal with it.
416 * While unlikely, it is possible the next object on the friendly
417 * list is also free, so encapsulate this in a while loop.
418 */
419 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
420 {
421 object *tmp = ol->ob;
422
423 /* Can't do much more other than log the fact, because the object
424 * itself will have been cleared.
425 */
426 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
427 tmp->debug_desc ());
428 ol = ol->next;
429 remove_friendly_object (tmp);
430 if (!ol)
431 return op;
432 }
433
434 /* Remove special check for player from this. First, it looks to cause
435 * some crashes (ol->ob->contr not set properly?), but secondly, a more
436 * complicated method of state checking would be needed in any case -
437 * as it was, a clever player could type quit, and the function would
438 * skip them over while waiting for confirmation. Remove
439 * on_same_map check, as can_detect_enemy also does this
440 */
441 if (!can_detect_enemy (mon, ol->ob, &rv)) 430 if (!can_detect_enemy (mon, ol->ob, &rv))
442 continue; 431 continue;
443 432
444 if (lastdist > rv.distance) 433 if (lastdist > rv.distance)
445 { 434 {
771} 760}
772 761
773void 762void
774object::roll_stats () 763object::roll_stats ()
775{ 764{
776 int statsort [7]; 765 int statsort [NUM_STATS];
777 766
778 for (;;) 767 for (;;)
779 { 768 {
780 int sum = 0; 769 int sum = 0;
781 for (int i = 7; i--; ) 770 for (int i = NUM_STATS; i--; )
782 sum += statsort [i] = roll_stat (); 771 sum += statsort [i] = roll_stat ();
783 772
784 if (sum >= 82 && sum <= 116) 773 if (sum >= 82 && sum <= 116)
785 break; 774 break;
786 } 775 }
787 776
788 // Sort the stats so that rerolling is easier... 777 // Sort the stats so that rerolling is easier...
789 std::sort (statsort, statsort + 7, std::greater<int>()); 778 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
790 779
780 for (int i = 0; i < NUM_STATS; ++i)
791 stats.Str = statsort[0]; 781 stats.stat (i) = statsort [i];
792 stats.Dex = statsort[1];
793 stats.Con = statsort[2];
794 stats.Int = statsort[3];
795 stats.Wis = statsort[4];
796 stats.Pow = statsort[5];
797 stats.Cha = statsort[6];
798 782
799 stats.exp = 0; 783 stats.exp = 0;
800 stats.ac = 0; 784 stats.ac = 0;
801 785
802 stats.hp = stats.maxhp; 786 stats.hp = stats.maxhp;
814} 798}
815 799
816void 800void
817object::swap_stats (int a, int b) 801object::swap_stats (int a, int b)
818{ 802{
819 int tmp = get_attr_value (&contr->orig_stats, a); 803 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
820 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
821 set_attr_value (&contr->orig_stats, b, tmp);
822 804
805 for (int i = 0; i < NUM_STATS; ++i)
823 stats.Str = contr->orig_stats.Str; 806 stats.stat (i) = contr->orig_stats.stat (i);
824 stats.Dex = contr->orig_stats.Dex;
825 stats.Con = contr->orig_stats.Con;
826 stats.Int = contr->orig_stats.Int;
827 stats.Wis = contr->orig_stats.Wis;
828 stats.Pow = contr->orig_stats.Pow;
829 stats.Cha = contr->orig_stats.Cha;
830 807
831 //TODO: the following code looks so borked and should, at the very least, 808 //TODO: the following code looks so borked and should, at the very least,
832 // be merged with the similar code in roll_stats 809 // be merged with the similar code in roll_stats
833 stats.ac = 0; 810 stats.ac = 0;
834 811
865 * appropriate action with it (change race, or other things). 842 * appropriate action with it (change race, or other things).
866 * The function name is for historical reasons - now we have 843 * The function name is for historical reasons - now we have
867 * separate race and class; this actually changes the RACE, 844 * separate race and class; this actually changes the RACE,
868 * not the class. 845 * not the class.
869 */ 846 */
870int 847void
871key_change_class (object *op, char key) 848player::chargen_race_done ()
872{ 849{
873 int tmp_loop;
874
875 if (key == 'd' || key == 'D')
876 {
877 char buf[MAX_BUF];
878
879 /* this must before then initial items are given */ 850 /* this must before then initial items are given */
880 esrv_new_player (op->contr, op->weight + op->carrying); 851 esrv_new_player (ob->contr, ob->weight + ob->carrying);
881 852
882 treasurelist *tl = treasurelist::find ("starting_wealth"); 853 treasurelist *tl = treasurelist::find ("starting_wealth");
883 if (tl) 854 if (tl)
884 create_treasure (tl, op, 0, 0, 0); 855 create_treasure (tl, ob, 0, 0, 0);
885 856
886 INVOKE_PLAYER (BIRTH, op->contr); 857 INVOKE_PLAYER (BIRTH, ob->contr);
887 INVOKE_PLAYER (LOGIN, op->contr); 858 INVOKE_PLAYER (LOGIN, ob->contr);
888 859
889 op->contr->ns->state = ST_PLAYING; 860 ob->contr->ns->state = ST_PLAYING;
890 861
891 if (op->msg) 862 if (ob->msg)
892 op->msg = NULL; 863 ob->msg = 0;
893 864
894 /* We create this now because some of the unique maps will need it 865 /* We create this now because some of the unique maps will need it
895 * to save here. 866 * to save here.
896 */ 867 */
868 {
869 char buf[MAX_BUF];
897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 870 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
898 make_path_to_file (buf); 871 make_path_to_file (buf);
872 }
899 873
900 start_info (op); 874 start_info (ob);
901 CLEAR_FLAG (op, FLAG_WIZ); 875 CLEAR_FLAG (ob, FLAG_WIZ);
902 give_initial_items (op, op->randomitems); 876 give_initial_items (ob, ob->randomitems);
903 link_player_skills (op); 877 link_player_skills (ob);
904 esrv_send_inventory (op, op); 878 esrv_send_inventory (ob, ob);
905 op->update_stats (); 879 ob->update_stats ();
906 880
907 /* This moves the player to a different start map, if there 881 /* This moves the player to a different start map, if there
908 * is one for this race 882 * is one for this race
909 */ 883 */
910 if (*first_map_ext_path) 884 if (*first_map_ext_path)
911 { 885 {
912 object *tmp; 886 object *tmp;
913 char mapname[MAX_BUF]; 887 char mapname[MAX_BUF];
914 888
915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); 889 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
916 tmp = object::create (); 890 tmp = object::create ();
917 EXIT_PATH (tmp) = mapname; 891 EXIT_PATH (tmp) = mapname;
918 EXIT_X (tmp) = op->x; 892 EXIT_X (tmp) = ob->x;
919 EXIT_Y (tmp) = op->y; 893 EXIT_Y (tmp) = ob->y;
920 op->enter_exit (tmp); /* we don't really care if it succeeded; 894 ob->enter_exit (tmp); /* we don't really care if it succeeded;
921 * if the map isn't there, then stay on the 895 * if the map isn't there, then stay on the
922 * default initial map */ 896 * default initial map */
923 tmp->destroy (); 897 tmp->destroy ();
924 } 898 }
925 else 899 else
926 LOG (llevDebug, "first_map_ext_path not set\n"); 900 LOG (llevDebug, "first_map_ext_path not set\n");
901}
927 902
928 return 0; 903void
929 } 904player::chargen_race_next ()
930 905{
931 /* Following actually changes the race - this is the default command 906 /* Following actually changes the race - this is the default command
932 * if we don't match with one of the options above. 907 * if we don't match with one of the options above.
933 */ 908 */
934 909
935 tmp_loop = 0; 910 do
936 while (!tmp_loop)
937 { 911 {
938 shstr name = op->name; 912 shstr name = ob->name;
939 int x = op->x, y = op->y; 913 int x = ob->x, y = ob->y;
940 914
941 op->remove_statbonus (); 915 ob->remove_statbonus ();
942 op->remove (); 916 ob->remove ();
943 op->arch = get_player_archetype (op->arch); 917 ob->arch = get_player_archetype (ob->arch);
944 op->arch->clone.copy_to (op); 918 ob->arch->copy_to (ob);
945 op->instantiate (); 919 ob->instantiate ();
946 op->stats = op->contr->orig_stats; 920 ob->stats = ob->contr->orig_stats;
947 op->name = op->name_pl = name; 921 ob->name = ob->name_pl = name;
948 op->x = x; 922 ob->x = x;
949 op->y = y; 923 ob->y = y;
950 SET_ANIMATION (op, 2); /* So player faces south */ 924 SET_ANIMATION (ob, 2); /* So player faces south */
951 insert_ob_in_map (op, op->map, op, 0); 925 insert_ob_in_map (ob, ob->map, ob, 0);
952 assign (op->contr->title, op->arch->clone.name); 926 assign (ob->contr->title, ob->arch->object::name);
953 op->add_statbonus (); 927 ob->add_statbonus ();
954 tmp_loop = allowed_class (op);
955 } 928 }
929 while (!allowed_class (ob));
956 930
957 update_object (op, UP_OBJ_FACE); 931 update_object (ob, UP_OBJ_FACE);
958 esrv_update_item (UPD_FACE, op, op); 932 esrv_update_item (UPD_FACE, ob, ob);
959 op->update_stats (); 933 ob->update_stats ();
960 op->stats.hp = op->stats.maxhp; 934 ob->stats.hp = ob->stats.maxhp;
961 op->stats.sp = op->stats.maxsp; 935 ob->stats.sp = ob->stats.maxsp;
962 op->stats.grace = 0; 936 ob->stats.grace = 0;
963
964 if (op->msg)
965 new_draw_info (NDI_BLUE, 0, op, op->msg);
966
967 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
968 return 0;
969} 937}
970 938
971void 939void
972flee_player (object *op) 940flee_player (object *op)
973{ 941{
1020 /* Cornered, get rid of scared */ 988 /* Cornered, get rid of scared */
1021 CLEAR_FLAG (op, FLAG_SCARED); 989 CLEAR_FLAG (op, FLAG_SCARED);
1022 op->enemy = NULL; 990 op->enemy = NULL;
1023} 991}
1024 992
1025
1026/* check_pick sees if there is stuff to be picked up/picks up stuff. 993/* check_pick sees if there is stuff to be picked up/picks up stuff.
1027 * IT returns 1 if the player should keep on moving, 0 if he should 994 * It returns 1 if the player should keep on moving, 0 if he should
1028 * stop. 995 * stop.
1029 */ 996 */
1030int 997int
1031check_pick (object *op) 998check_pick (object *op)
1032{ 999{
1109 if (tmp->name != NULL) 1076 if (tmp->name != NULL)
1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1077 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1111 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1078 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112 else 1079 else
1113 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1080 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1114 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1081 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1115 1082
1116 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1083 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1117 } 1084 }
1118 1085
1119 /* philosophy: 1086 /* philosophy:
1194 pick_up (op, tmp); 1161 pick_up (op, tmp);
1195 continue; 1162 continue;
1196 } 1163 }
1197 1164
1198 if (op->contr->mode & PU_READABLES) 1165 if (op->contr->mode & PU_READABLES)
1199 if (tmp->type == BOOK || tmp->type == SCROLL) 1166 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1200 { 1167 {
1201 pick_up (op, tmp); 1168 pick_up (op, tmp);
1202 continue; 1169 continue;
1203 } 1170 }
1204 1171
1312 /* careful: chairs and tables are weapons! */ 1279 /* careful: chairs and tables are weapons! */
1313 if (op->contr->mode & PU_ALLWEAPON) 1280 if (op->contr->mode & PU_ALLWEAPON)
1314 { 1281 {
1315 if (tmp->type == WEAPON && tmp->name != NULL) 1282 if (tmp->type == WEAPON && tmp->name != NULL)
1316 { 1283 {
1317 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1284 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1318 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1285 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1319 { 1286 {
1320 pick_up (op, tmp); 1287 pick_up (op, tmp);
1321 continue; 1288 continue;
1322 } 1289 }
1323 } 1290 }
1324 1291
1325 if (tmp->type == WEAPON && tmp->name == NULL) 1292 if (tmp->type == WEAPON && tmp->name == NULL)
1326 { 1293 {
1327 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1294 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1328 { 1295 {
1329 pick_up (op, tmp); 1296 pick_up (op, tmp);
1330 continue; 1297 continue;
1331 } 1298 }
1332 } 1299 }
1357 if (tmp->name != NULL) 1324 if (tmp->name != NULL)
1358 { 1325 {
1359 fprintf (stderr, "%s", tmp->name); 1326 fprintf (stderr, "%s", tmp->name);
1360 } 1327 }
1361 else 1328 else
1362 fprintf (stderr, "%s", tmp->arch->name); 1329 fprintf (stderr, "%s", tmp->arch->archname);
1363 fprintf (stderr, ",%d] = ", tmp->type); 1330 fprintf (stderr, ",%d] = ", tmp->type);
1364 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1331 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1365#endif 1332#endif
1366 continue; 1333 continue;
1367 } 1334 }
1437 else 1404 else
1438 { 1405 {
1439 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1406 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1440 { 1407 {
1441 attacktype = 1 << attacknum; 1408 attacktype = 1 << attacknum;
1442 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1409 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1443 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1410 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1444 { 1411 {
1445 tmp = arrow; 1412 tmp = arrow;
1446 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1413 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1447 } 1414 }
1448 } 1415 }
1449 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1416 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1450 { 1417 {
1451 tmp = arrow; 1418 tmp = arrow;
1470 * find_better_arrow to find a decent arrow to use. 1437 * find_better_arrow to find a decent arrow to use.
1471 * op = the shooter 1438 * op = the shooter
1472 * type = bow->race 1439 * type = bow->race
1473 * dir = fire direction 1440 * dir = fire direction
1474 */ 1441 */
1475
1476object * 1442object *
1477pick_arrow_target (object *op, const char *type, int dir) 1443pick_arrow_target (object *op, const char *type, int dir)
1478{ 1444{
1479 object *tmp = NULL; 1445 object *tmp = NULL;
1480 maptile *m; 1446 maptile *m;
1545 */ 1511 */
1546int 1512int
1547fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1513fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1548{ 1514{
1549 object *left, *bow; 1515 object *left, *bow;
1550 int bowspeed, mflags; 1516 int mflags;
1551 maptile *m; 1517 maptile *m;
1552 1518
1553 if (!dir) 1519 if (!dir)
1554 { 1520 {
1555 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1521 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1556 return 0; 1522 return 0;
1557 } 1523 }
1558 1524
1559 if (op->type == PLAYER) 1525 if (op->contr)
1560 bow = op->contr->ranges[range_bow]; 1526 bow = op->current_weapon;
1561 else 1527 else
1562 { 1528 {
1563 for (bow = op->inv; bow; bow = bow->below) 1529 for (bow = op->inv; bow; bow = bow->below)
1564 /* Don't check for applied - monsters don't apply bows - in that way, they 1530 /* Don't check for applied - monsters don't apply bows - in that way, they
1565 * don't need to switch back and forth between bows and weapons. 1531 * don't need to switch back and forth between bows and weapons.
1570 if (!bow) 1536 if (!bow)
1571 { 1537 {
1572 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1538 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1573 return 0; 1539 return 0;
1574 } 1540 }
1541
1542 // optimisation: move object to top so we will find it quickly again
1543 if (bow->below)
1544 {
1545 bow->remove ();
1546 op->insert (bow);
1547 }
1548
1575 } 1549 }
1576 1550
1577 if (!bow->race || !bow->skill) 1551 if (!bow->race || !bow->skill)
1578 { 1552 {
1579 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1553 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1580 return 0; 1554 return 0;
1581 } 1555 }
1582
1583 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1584
1585 /* penalize ROF for bestarrow */
1586 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1587 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1588
1589 if (bowspeed < 1)
1590 bowspeed = 1;
1591 1556
1592 if (arrow == NULL) 1557 if (arrow == NULL)
1593 { 1558 {
1594 if ((arrow = find_arrow (op, bow->race)) == NULL) 1559 if ((arrow = find_arrow (op, bow->race)) == NULL)
1595 { 1560 {
1596 if (op->type == PLAYER) 1561 if (op->type == PLAYER)
1597 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1562 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1598 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1563 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1599 else 1564 else
1600 CLEAR_FLAG (op, FLAG_READY_BOW); 1565 CLEAR_FLAG (op, FLAG_READY_BOW);
1566
1601 return 0; 1567 return 0;
1602 } 1568 }
1603 } 1569 }
1604 1570
1605 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1571 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1629 1595
1630 arrow->set_owner (op); 1596 arrow->set_owner (op);
1631 arrow->skill = bow->skill; 1597 arrow->skill = bow->skill;
1632 arrow->direction = dir; 1598 arrow->direction = dir;
1633 1599
1600 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1601 arrow->stats.hp = arrow->stats.dam;
1602 arrow->stats.grace = arrow->attacktype;
1603
1604 if (arrow->slaying)
1605 arrow->spellarg = strdup (arrow->slaying);
1606
1607#if 0
1608 if (player *pl = op->contr)
1609 {
1610 float speed = pl->weapon_sp;
1611
1612 /* penalize ROF for bestarrow */
1613 if (pl->bowtype == bow_bestarrow)
1614 speed *= .9f;
1615 else
1616 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1617
1618 op->speed_left += speed - op->speed;
1619 }
1620#endif
1621
1622 SET_ANIMATION (arrow, arrow->direction);
1623
1624 /* update the speed */
1625 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1626 + bow->stats.dam / 7.f;
1627
1628 arrow->set_speed (max (arrow->speed, 2.f));
1629 arrow->speed_left = 0;
1630
1631 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1632
1634 if (op->type == PLAYER) 1633 if (op->type == PLAYER)
1635 { 1634 {
1636 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1637 op->update_stats ();
1638 }
1639
1640 SET_ANIMATION (arrow, arrow->direction);
1641 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1642 arrow->stats.hp = arrow->stats.dam;
1643 arrow->stats.grace = arrow->attacktype;
1644 if (arrow->slaying != NULL)
1645 arrow->spellarg = strdup (arrow->slaying);
1646
1647 /* Note that this was different for monsters - they got their level
1648 * added to the damage. I think the strength bonus is more proper.
1649 */
1650
1651 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1652
1653 /* update the speed */
1654 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1655 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1656
1657 arrow->set_speed (max (arrow->speed, 1.0));
1658 arrow->speed_left = 0;
1659
1660 if (op->type == PLAYER)
1661 {
1662 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1663 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1664 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1665
1666 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1635 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1636 wc -= dex_bonus[op->stats.Dex];
1637
1638 if (!arrow->slaying)
1639 arrow->slaying = op->slaying;
1640
1641 arrow->attacktype |= op->attacktype;
1667 } 1642 }
1668 else 1643 else
1669 { 1644 {
1670 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1671 arrow->level = op->level; 1645 arrow->level = op->level;
1672 } 1646 arrow->stats.wc -= bow->magic;
1673 1647
1674 if (arrow->attacktype == AT_PHYSICAL) 1648 if (!arrow->slaying)
1649 arrow->slaying = bow->slaying;
1650
1675 arrow->attacktype |= bow->attacktype; 1651 arrow->attacktype |= bow->attacktype;
1652 }
1676 1653
1677 if (bow->slaying) 1654 wc -= arrow->level;
1678 arrow->slaying = bow->slaying; 1655 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1679 1656
1657 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1680 arrow->move_type = MOVE_FLY_LOW; 1658 arrow->move_type = MOVE_FLY_LOW;
1681 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1659 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1682 1660
1683 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1661 op->play_sound (sound_find ("fire_arrow"));
1684 m->insert (arrow, sx, sy, op); 1662 m->insert (arrow, sx, sy, op);
1685 1663
1686 if (!arrow->destroyed ()) 1664 if (!arrow->destroyed ())
1687 move_arrow (arrow); 1665 move_arrow (arrow);
1688 1666
1709{ 1687{
1710 int ret = 0, wcmod = 0; 1688 int ret = 0, wcmod = 0;
1711 1689
1712 if (op->contr->bowtype == bow_bestarrow) 1690 if (op->contr->bowtype == bow_bestarrow)
1713 { 1691 {
1714 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1692 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1715 } 1693 }
1716 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1694 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1717 { 1695 {
1718 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1696 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1719 wcmod = -1; 1697 wcmod = -1;
1729 else if (op->contr->bowtype == bow_spreadshot) 1707 else if (op->contr->bowtype == bow_spreadshot)
1730 { 1708 {
1731 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1709 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1732 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1710 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1733 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);
1734
1735 } 1712 }
1736 else 1713 else
1737 { 1714 {
1738 /* Simple case */ 1715 /* Simple case */
1739 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1716 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1740 } 1717 }
1718
1741 return ret; 1719 return ret;
1742} 1720}
1743
1744 1721
1745/* Fires a misc (wand/rod/horn) object in 'dir'. 1722/* Fires a misc (wand/rod/horn) object in 'dir'.
1746 * Broken apart from 'fire' to keep it more readable. 1723 * Broken apart from 'fire' to keep it more readable.
1747 */ 1724 */
1748void 1725void
1749fire_misc_object (object *op, int dir) 1726fire_misc_object (object *op, int dir)
1750{ 1727{
1751 object *item; 1728 object *item = op->contr->ranged_ob;
1752 1729
1753 if (!op->contr->ranges[range_misc]) 1730 if (!item)
1754 { 1731 {
1755 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1732 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1756 return; 1733 return;
1757 } 1734 }
1758 1735
1759 item = op->contr->ranges[range_misc];
1760 if (!item->inv) 1736 if (!item->inv)
1761 { 1737 {
1762 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1738 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1763 return; 1739 return;
1764 } 1740 }
1741
1742 if (!op->change_weapon (item))
1743 return;
1744
1765 if (item->type == WAND) 1745 if (item->type == WAND)
1766 { 1746 {
1767 if (item->stats.food <= 0) 1747 if (item->stats.food <= 0)
1768 { 1748 {
1769 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1749 op->contr->play_sound (sound_find ("wand_poof"));
1770 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1750 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1751
1771 return; 1752 return;
1772 } 1753 }
1773 } 1754 }
1774 else if (item->type == ROD || item->type == HORN) 1755 else if (item->type == ROD || item->type == HORN)
1775 { 1756 {
1776 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1757 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1777 { 1758 {
1778 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1759 op->contr->play_sound (sound_find ("wand_poof"));
1760
1779 if (item->type == ROD) 1761 if (item->type == ROD)
1780 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1762 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1781 else 1763 else
1782 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1764 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1765
1783 return; 1766 return;
1784 } 1767 }
1785 } 1768 }
1786 1769
1787 if (cast_spell (op, item, dir, item->inv, NULL)) 1770 if (cast_spell (op, item, dir, item->inv, NULL))
1794 object *tmp; 1777 object *tmp;
1795 1778
1796 if (item->arch) 1779 if (item->arch)
1797 { 1780 {
1798 CLEAR_FLAG (item, FLAG_ANIMATE); 1781 CLEAR_FLAG (item, FLAG_ANIMATE);
1799 item->face = item->arch->clone.face; 1782 item->face = item->arch->face;
1800 item->set_speed (0); 1783 item->set_speed (0);
1801 } 1784 }
1802 1785
1803 if ((tmp = item->in_player ())) 1786 if ((tmp = item->in_player ()))
1804 esrv_update_item (UPD_ANIM, tmp, item); 1787 esrv_update_item (UPD_ANIM, tmp, item);
1809 } 1792 }
1810} 1793}
1811 1794
1812/* Received a fire command for the player - go and do it. 1795/* Received a fire command for the player - go and do it.
1813 */ 1796 */
1814void 1797bool
1815fire (object *op, int dir) 1798fire (object *op, int dir)
1816{ 1799{
1817 int spellcost = 0; 1800 int spellcost = 0;
1818 1801
1819 /* check for loss of invisiblity/hide */ 1802 /* check for loss of invisiblity/hide */
1820 if (action_makes_visible (op)) 1803 if (action_makes_visible (op))
1821 make_visible (op); 1804 make_visible (op);
1822 1805
1823 switch (op->contr->shoottype) 1806 player *pl = op->contr;
1807
1808 if (pl->golem)
1809 {
1810 control_golem (op->contr->golem, dir);
1811 return false;
1824 { 1812 }
1825 case range_none:
1826 return;
1827 1813
1828 case range_bow: 1814 object *ob = pl->ranged_ob;
1815
1816 if (!ob)
1817 return false;
1818
1819 if (!op->change_weapon (ob))
1820 return false;
1821
1822 if (op->speed_left > 0.f)
1823 --op->speed_left;
1824 else
1825 return false;
1826
1827 switch (ob->type)
1828 {
1829 case BOW:
1829 player_fire_bow (op, dir); 1830 player_fire_bow (op, dir);
1830 return; 1831 break;
1831 1832
1832 case range_magic: /* Casting spells */ 1833 case SPELL:
1833 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1834 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1834 return; 1835 break;
1835 1836
1836 case range_misc: 1837 case BUILDER:
1838 apply_map_builder (op, dir);
1839 break;
1840
1841 case SKILL:
1842 do_skill (op, op, ob, dir, 0);
1843 break;
1844
1845 default:
1837 fire_misc_object (op, dir); 1846 fire_misc_object (op, dir);
1838 return; 1847 break;
1839
1840 case range_golem: /* Control summoned monsters from scrolls */
1841 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1842 {
1843 op->contr->ranges[range_golem] = 0;
1844 op->contr->shoottype = range_none;
1845 }
1846 else
1847 control_golem (op->contr->ranges[range_golem], dir);
1848 return;
1849
1850 case range_skill:
1851 if (!op->chosen_skill)
1852 {
1853 if (op->type == PLAYER)
1854 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1855 return;
1856 }
1857
1858 do_skill (op, op, op->chosen_skill, dir, NULL);
1859 return;
1860 case range_builder:
1861 apply_map_builder (op, dir);
1862 return;
1863 default:
1864 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1865 return;
1866 } 1848 }
1849
1850 return true;
1867} 1851}
1868 1852
1869/* find_key 1853/* find_key
1870 * We try to find a key for the door as passed. If we find a key 1854 * We try to find a key for the door as passed. If we find a key
1871 * and successfully use it, we return the key, otherwise NULL 1855 * and successfully use it, we return the key, otherwise NULL
1958 * 0 otherwise 1942 * 0 otherwise
1959 */ 1943 */
1960static int 1944static int
1961player_attack_door (object *op, object *door) 1945player_attack_door (object *op, object *door)
1962{ 1946{
1963 /* If its a door, try to find a use a key. If we do destroy the door, 1947 /* If its a door, try to find a key. If we do destroy the door,
1964 * might as well return immediately as there is nothing more to do - 1948 * might as well return immediately as there is nothing more to do -
1965 * otherwise, we fall through to the rest of the code. 1949 * otherwise, we fall through to the rest of the code.
1966 */ 1950 */
1967 object *key = find_key (op, op, door); 1951 object *key = find_key (op, op, door);
1968 1952
1969 /* IF we found a key, do some extra work */ 1953 /* If we found a key, do some extra work */
1970 if (key) 1954 if (key)
1971 { 1955 {
1972 object *container = key->env; 1956 object *container = key->env;
1973 1957
1974 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1975 if (action_makes_visible (op)) 1958 if (action_makes_visible (op))
1976 make_visible (op); 1959 make_visible (op);
1960
1977 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1961 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1978 spring_trap (door->inv, op); 1962 spring_trap (door->inv, op);
1979 1963
1980 if (door->type == DOOR) 1964 if (door->type == DOOR)
1981 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1965 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2007 * It should keep the code cleaner. 1991 * It should keep the code cleaner.
2008 * When this is called, the players direction has been updated 1992 * When this is called, the players direction has been updated
2009 * (taking into account confusion.) The player is also actually 1993 * (taking into account confusion.) The player is also actually
2010 * going to try and move (not fire weapons). 1994 * going to try and move (not fire weapons).
2011 */ 1995 */
2012void 1996bool
2013move_player_attack (object *op, int dir) 1997move_player_attack (object *op, int dir)
2014{ 1998{
2015 object *tmp, *mon;
2016 sint16 nx, ny;
2017 int on_battleground; 1999 int on_battleground;
2018 maptile *m;
2019 2000
2020 nx = freearr_x[dir] + op->x; 2001 sint16 nx = freearr_x[dir] + op->x;
2021 ny = freearr_y[dir] + op->y; 2002 sint16 ny = freearr_y[dir] + op->y;
2022 2003
2023 on_battleground = op_on_battleground (op, 0, 0); 2004 on_battleground = op_on_battleground (op, 0, 0);
2005
2006 if (out_of_map (op->map, nx, ny))
2007 return false;
2008
2009 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2010 {
2011 --op->speed_left;
2012 return true;
2013 }
2024 2014
2025 /* If braced, or can't move to the square, and it is not out of the 2015 /* If braced, or can't move to the square, and it is not out of the
2026 * map, attack it. Note order of if statement is important - don't 2016 * map, attack it. Note order of if statement is important - don't
2027 * want to be calling move_ob if braced, because move_ob will move the 2017 * want to be calling move_ob if braced, because move_ob will move the
2028 * player. This is a pretty nasty hack, because if we could 2018 * player. This is a pretty nasty hack, because if we could
2029 * move to some space, it then means that if we are braced, we should 2019 * move to some space, it then means that if we are braced, we should
2030 * do nothing at all. As it is, if we are braced, we go through 2020 * do nothing at all. As it is, if we are braced, we go through
2031 * quite a bit of processing. However, it probably is less than what 2021 * quite a bit of processing. However, it probably is less than what
2032 * move_ob uses. 2022 * move_ob uses.
2033 */ 2023 */
2034 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2035 {
2036 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2037 {
2038 m = op->map->xy_find (nx, ny); 2024 maptile *m = op->map->xy_find (nx, ny);
2039 if (!m)
2040 return; /* Don't think this should happen */
2041 }
2042 else
2043 m = op->map;
2044 2025
2045 if (!(tmp = m->at (nx, ny).bot))
2046 return;
2047
2048 mon = 0;
2049 /* Go through all the objects, and find ones of interest. Only stop if 2026 /* Go through all the objects, and find ones of interest. Only stop if
2050 * we find a monster - that is something we know we want to attack. 2027 * we find a monster - that is something we know we want to attack.
2051 * if its a door or barrel (can roll) see if there may be monsters 2028 * if its a door or barrel (can roll) see if there may be monsters
2052 * on the space 2029 * on the space
2053 */ 2030 */
2054 while (tmp) 2031 object *mon;
2055 { 2032 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2056 if (tmp == op) 2033 {
2057 { 2034 if ((mon->flag [FLAG_ALIVE]
2058 tmp = tmp->above; 2035 || mon->type == LOCKED_DOOR
2059 continue; 2036 || mon->flag [FLAG_CAN_ROLL])
2060 }
2061
2062 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2063 {
2064 mon = tmp; 2037 && mon != op)
2065 break; 2038 break;
2066 } 2039 }
2067 2040
2068 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2069 mon = tmp;
2070
2071 tmp = tmp->above;
2072 }
2073
2074 if (!mon) /* This happens anytime the player tries to move */ 2041 if (!mon) /* This happens anytime the player tries to move */
2075 return; /* into a wall */ 2042 return false; /* into a wall */
2076 2043
2077 if (mon->head)
2078 mon = mon->head; 2044 mon = mon->head_ ();
2079 2045
2080 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2046 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2047 if (op->contr->weapon_sp_left > 0.f)
2081 if (player_attack_door (op, mon)) 2048 if (player_attack_door (op, mon))
2049 {
2050 --op->contr->weapon_sp_left;
2082 return; 2051 return true;
2052 }
2083 2053
2084 /* The following deals with possibly attacking peaceful 2054 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered 2055 * or friendly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the 2056 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that 2057 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently, 2058 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them. 2059 * and thus will not push them.
2090 */ 2060 */
2091 2061
2092 /* If the creature is a pet, push it even if the player is not 2062 /* If the creature is a pet, push it even if the player is not
2093 * peaceful. Our assumption is the creature is a pet if the 2063 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive. 2064 * player owns it and it is either friendly or unagressive.
2095 */ 2065 */
2096 if ((op->type == PLAYER) 2066 if (op->type == PLAYER
2097#if COZY_SERVER
2098 &&
2099 ((mon->owner && mon->owner->contr 2067 && ((mon->owner && mon->owner->contr
2100 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2068 && same_party (mon->owner->contr->party, op->contr->party))
2101#else
2102 && mon->owner == op 2069 || mon->owner == op)
2103#endif
2104 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2070 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2105 { 2071 {
2106 /* If we're braced, we don't want to switch places with it */ 2072 /* If we're braced, we don't want to switch places with it */
2107 if (op->contr->braced) 2073 if (op->contr->braced)
2108 return; 2074 return false;
2109 2075
2110 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2076 if (op->speed_left > 0.f)
2077 {
2078 --op->speed_left;
2079
2080 op->play_sound (sound_find ("push_player"));
2111 (void) push_ob (mon, dir, op); 2081 push_ob (mon, dir, op);
2082
2112 if (op->contr->tmp_invis || op->hide) 2083 if (op->contr->tmp_invis || op->hide)
2113 make_visible (op); 2084 make_visible (op);
2114 2085
2115 return; 2086 return true;
2116 } 2087 }
2088 else
2089 return false;
2090 }
2117 2091
2118 /* in certain circumstances, you shouldn't attack friendly 2092 /* in certain circumstances, you shouldn't attack friendly
2119 * creatures. Note that if you are braced, you can't push 2093 * creatures. Note that if you are braced, you can't push
2120 * someone, but put it inside this loop so that you won't 2094 * someone, but put it inside this loop so that you won't
2121 * attack them either. 2095 * attack them either.
2122 */ 2096 */
2123 if ((mon->type == PLAYER || mon->enemy != op) && 2097 if ((mon->type == PLAYER || mon->enemy != op)
2124 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2098 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2125#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful 2099 && ((op->contr->peaceful
2127 || (mon->type == PLAYER 2100 || (mon->type == PLAYER && mon->contr->peaceful))
2128 && mon->contr->
2129 peaceful)) &&
2130#else
2131 op->contr->peaceful &&
2132#endif
2133 !on_battleground)) 2101 && !on_battleground))
2102 {
2103 if (op->speed_left > 0.f)
2134 { 2104 {
2105 --op->speed_left;
2106
2135 if (!op->contr->braced) 2107 if (!op->contr->braced)
2136 { 2108 {
2137 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2109 op->play_sound (sound_find ("push_player"));
2138 push_ob (mon, dir, op); 2110 push_ob (mon, dir, op);
2139 } 2111 }
2140 else 2112 else
2141 new_draw_info (0, 0, op, "You withhold your attack"); 2113 new_draw_info (0, 0, op, "You withhold your attack");
2142 2114
2143 if (op->contr->tmp_invis || op->hide) 2115 if (op->contr->tmp_invis || op->hide)
2144 make_visible (op); 2116 make_visible (op);
2145 }
2146 2117
2118 return true;
2119 }
2120 }
2147 /* If the object is a boulder or other rollable object, then 2121 /* If the object is a boulder or other rollable object, then
2148 * roll it if not braced. You can't roll it if you are braced. 2122 * roll it if not braced. You can't roll it if you are braced.
2149 */ 2123 */
2150 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2124 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2125 {
2126 if (op->speed_left > 0.f)
2151 { 2127 {
2128 --op->speed_left;
2129
2152 recursive_roll (mon, dir, op); 2130 recursive_roll (mon, dir, op);
2153 if (action_makes_visible (op)) 2131 if (action_makes_visible (op))
2154 make_visible (op); 2132 make_visible (op);
2155 }
2156 2133
2134 return true;
2135 }
2136 }
2157 /* Any generic living creature. Including things like doors. 2137 /* Any generic living creature. Including things like doors.
2158 * Way it works is like this: First, it must have some hit points 2138 * Way it works is like this: First, it must have some hit points
2159 * and be living. Then, it must be one of the following: 2139 * and be living. Then, it must be one of the following:
2160 * 1) Not a player, 2) A player, but of a different party. Note 2140 * 1) Not a player, 2) A player, but of a different party. Note
2161 * that party_number -1 is no party, so attacks can still happen. 2141 * that party_number -1 is no party, so attacks can still happen.
2162 */ 2142 */
2163 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2143 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2164 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2144 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2165 { 2145 {
2166 2146 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2167 /* If the player hasn't hit something this tick, and does
2168 * so, give them speed boost based on weapon speed. Doing
2169 * it here is better than process_players2, which basically
2170 * incurred a 1 tick offset.
2171 */
2172 if (!op->contr->has_hit)
2173 { 2147 {
2174 op->speed_left += op->speed / op->contr->weapon_sp; 2148 --op->contr->weapon_sp_left;
2175
2176 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2177 }
2178 2149
2179 skill_attack (mon, op, 0, 0, 0); 2150 skill_attack (mon, op, 0, 0, 0);
2180
2181 /* If attacking another player, that player gets automatic
2182 * hitback, and doesn't loose luck either.
2183 * Disable hitback on the battleground or if the target is
2184 * the wiz.
2185 */
2186 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2187 {
2188 short luck = mon->stats.luck;
2189
2190 mon->contr->has_hit = 1;
2191 skill_attack (op, mon, 0, 0, 0);
2192 mon->stats.luck = luck;
2193 }
2194 2151
2195 if (action_makes_visible (op)) 2152 if (action_makes_visible (op))
2196 make_visible (op); 2153 make_visible (op);
2197 }
2198 } /* if player should attack something */
2199}
2200 2154
2201int 2155 return true;
2156 }
2157 }
2158
2159 return false;
2160}
2161
2162bool
2202move_player (object *op, int dir) 2163move_player (object *op, int dir)
2203{ 2164{
2204 int pick; 2165 int pick;
2205 2166
2206 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2167 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2220 op->facing = dir; 2181 op->facing = dir;
2221 2182
2222 if (op->hide) 2183 if (op->hide)
2223 do_hidden_move (op); 2184 do_hidden_move (op);
2224 2185
2186 bool retval;
2187
2225 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2188 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2226 /*nop */ ; 2189 retval = RESULT_INT (0);
2227 else if (op->contr->fire_on) 2190 else if (op->contr->fire_on)
2228 fire (op, dir); 2191 retval = fire (op, dir);
2229 else 2192 else
2230 { 2193 {
2231 move_player_attack (op, dir); 2194 retval = move_player_attack (op, dir);
2232 pick = check_pick (op); 2195 pick = check_pick (op);
2233 } 2196 }
2234 2197
2235 /* Add special check for newcs players and fire on - this way, the 2198 /* Add special check for newcs players and fire on - this way, the
2236 * server can handle repeat firing. 2199 * server can handle repeat firing.
2243 /* Update how the player looks. Use the facing, so direction may 2206 /* Update how the player looks. Use the facing, so direction may
2244 * get reset to zero. This allows for full animation capabilities 2207 * get reset to zero. This allows for full animation capabilities
2245 * for players. 2208 * for players.
2246 */ 2209 */
2247 animate_object (op, op->facing); 2210 animate_object (op, op->facing);
2248 return 0; 2211
2212 return retval;
2249} 2213}
2250 2214
2251/* This is similar to handle_player, below, but is only used by the 2215/* This is similar to handle_player, below, but is only used by the
2252 * new client/server stuff. 2216 * new client/server stuff.
2253 * This is sort of special, in that the new client/server actually uses 2217 * This is sort of special, in that the new client/server actually uses
2254 * the new speed values for commands. 2218 * the new speed values for commands.
2255 * 2219 *
2256 * Returns true if there are more actions we can do. 2220 * Returns true if there are more actions we can do. Should not do
2221 * many actions in a row, as that would be too unfair to other
2222 * players.
2257 */ 2223 */
2258int 2224bool
2259handle_newcs_player (object *op) 2225handle_newcs_player (object *op)
2260{ 2226{
2261 if (QUERY_FLAG (op, FLAG_SCARED)) 2227 if (QUERY_FLAG (op, FLAG_SCARED))
2262 { 2228 {
2263 flee_player (op); 2229 if (op->speed_left > 0.f)
2264 /* If player is still scared, that is his action for this tick */
2265 if (QUERY_FLAG (op, FLAG_SCARED))
2266 { 2230 {
2267 op->speed_left--; 2231 --op->speed_left;
2232 flee_player (op);
2233
2268 return 0; 2234 return true;
2269 } 2235 }
2236 else
2237 return false;
2270 } 2238 }
2271
2272 /* I've been seeing crashes where the golem has been destroyed, but
2273 * the player object still points to the defunct golem. The code that
2274 * destroys the golem looks correct, and it doesn't always happen, so
2275 * put this in a a workaround to clean up the golem pointer.
2276 */
2277 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2278 op->contr->ranges[range_golem] = 0;
2279 2239
2280 /* call this here - we also will call this in do_ericserver, but 2240 /* call this here - we also will call this in do_ericserver, but
2281 * the players time has been increased when doericserver has been 2241 * the players time has been increased when doericserver has been
2282 * called, so we recheck it here. 2242 * called, so we recheck it here.
2283 */ 2243 */
2284 if (op->contr->ns->handle_command ()) 2244 if (op->contr->ns->handle_command ())
2285 return 1; 2245 return true;
2286 2246
2287 if (op->speed_left > 0)
2288 {
2289 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2247 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2290 {
2291 /* All move commands take 1 tick, at least for now */
2292 op->speed_left--;
2293
2294 /* Instead of all the stuff below, let move_player take care
2295 * of it. Also, some of the skill stuff is only put in
2296 * there, as well as the confusion stuff.
2297 */
2298 move_player (op, op->direction); 2248 return move_player (op, op->direction);
2299 2249
2300 return op->speed_left > 0;
2301 }
2302 }
2303
2304 return 0; 2250 return false;
2305} 2251}
2306 2252
2307int 2253int
2308save_life (object *op) 2254save_life (object *op)
2309{ 2255{
2311 return 0; 2257 return 0;
2312 2258
2313 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2259 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2314 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2260 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2315 { 2261 {
2316 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2262 op->play_sound (sound_find ("ob_evaporate"));
2317 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2263 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2318 2264
2319 if (op->contr) 2265 if (op->contr)
2320 esrv_del_item (op->contr, tmp->count); 2266 esrv_del_item (op->contr, tmp->count);
2321 2267
2341/* This goes throws the inventory and removes unpaid objects, and puts them 2287/* This goes throws the inventory and removes unpaid objects, and puts them
2342 * back in the map (location and map determined by values of env). This 2288 * back in the map (location and map determined by values of env). This
2343 * function will descend into containers. op is the object to start the search 2289 * function will descend into containers. op is the object to start the search
2344 * from. 2290 * from.
2345 */ 2291 */
2346void 2292static void
2347remove_unpaid_objects (object *op, object *env) 2293drop_unpaid_items (object *op, object *env)
2348{ 2294{
2349 while (op) 2295 while (op)
2350 { 2296 {
2351 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2297 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2352 2298
2356 esrv_del_item (env->contr, op->count); 2302 esrv_del_item (env->contr, op->count);
2357 2303
2358 op->insert_at (env); 2304 op->insert_at (env);
2359 } 2305 }
2360 else if (op->inv) 2306 else if (op->inv)
2361 remove_unpaid_objects (op->inv, env); 2307 drop_unpaid_items (op->inv, env);
2362 2308
2363 op = next; 2309 op = next;
2364 } 2310 }
2311}
2312
2313void
2314object::drop_unpaid_items ()
2315{
2316 if (!flag [FLAG_REMOVED])
2317 ::drop_unpaid_items (inv, this);
2365} 2318}
2366 2319
2367/* 2320/*
2368 * Returns pointer a static string containing gravestone text 2321 * Returns pointer a static string containing gravestone text
2369 * Moved from apply.c to player.c - player.c is what 2322 * Moved from apply.c to player.c - player.c is what
2438 make_visible (op); 2391 make_visible (op);
2439 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2392 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2440 } 2393 }
2441 } 2394 }
2442 2395
2443 if (op->contr->outputs_sync)
2444 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2445 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2446 flush_output_element (op, &op->contr->outputs[i]);
2447
2448 if (op->contr->ns->state == ST_PLAYING) 2396 if (op->contr->ns->state == ST_PLAYING)
2449 { 2397 {
2450 /* these next three if clauses make it possible to SLOW DOWN 2398 /* these next three if clauses make it possible to SLOW DOWN
2451 hp/grace/spellpoint regeneration. */ 2399 hp/grace/spellpoint regeneration. */
2452 if (op->contr->gen_hp >= 0) 2400 if (op->contr->gen_hp >= 0)
2469 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2417 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2470 else 2418 else
2471 { 2419 {
2472 gen_grace = op->stats.maxgrace; 2420 gen_grace = op->stats.maxgrace;
2473 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2421 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2474 }
2475
2476 /* Regenerate Spell Points */
2477 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2478 {
2479 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2480 if (op->stats.sp < op->stats.maxsp)
2481 {
2482 op->stats.sp++;
2483 /* dms do not consume food */
2484 if (!QUERY_FLAG (op, FLAG_WIZ))
2485 {
2486 op->stats.food--;
2487 if (op->contr->digestion < 0)
2488 op->stats.food += op->contr->digestion;
2489 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2490 op->stats.food = last_food;
2491 }
2492 }
2493
2494 if (max_sp > 1)
2495 {
2496 over_sp = (gen_sp + 10) / rate_sp;
2497 if (over_sp > 0)
2498 {
2499 if (op->stats.sp < op->stats.maxsp)
2500 {
2501 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2502
2503 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2504 op->stats.sp--;
2505
2506 if (op->stats.sp > op->stats.maxsp)
2507 op->stats.sp = op->stats.maxsp;
2508 }
2509 op->last_sp = 0;
2510 }
2511 else
2512 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2513 }
2514 else
2515 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2516 } 2422 }
2517 2423
2518 /* Regenerate Grace */ 2424 /* Regenerate Grace */
2519 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2425 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2520 if (--op->last_grace < 0) 2426 if (--op->last_grace < 0)
2541 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2447 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2542 } 2448 }
2543 /* wearing stuff doesn't detract from grace generation. */ 2449 /* wearing stuff doesn't detract from grace generation. */
2544 } 2450 }
2545 2451
2452 if (op->stats.food > 0)
2453 {
2546 /* Regenerate Hit Points */ 2454 /* Regenerate Spell Points */
2547 if (--op->last_heal < 0) 2455 if (!op->contr->golem && --op->last_sp < 0)
2548 {
2549 if (op->stats.hp < op->stats.maxhp)
2550 { 2456 {
2551 op->stats.hp++; 2457 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2552 /* dms do not consume food */ 2458
2553 if (!QUERY_FLAG (op, FLAG_WIZ)) 2459 if (op->stats.sp < op->stats.maxsp)
2554 { 2460 {
2461 op->stats.sp++;
2462
2463 /* dms do not consume food */
2464 if (!QUERY_FLAG (op, FLAG_WIZ))
2465 {
2555 op->stats.food--; 2466 op->stats.food--;
2467
2556 if (op->contr->digestion < 0) 2468 if (op->contr->digestion < 0)
2557 op->stats.food += op->contr->digestion; 2469 op->stats.food += op->contr->digestion;
2558 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2470 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2559 op->stats.food = last_food; 2471 op->stats.food = last_food;
2472 }
2560 } 2473 }
2561 }
2562 2474
2563 if (max_hp > 1) 2475 if (max_sp > 1)
2564 {
2565 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2566 if (over_hp > 0)
2567 { 2476 {
2568 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2477 over_sp = (gen_sp + 10) / rate_sp;
2478 if (over_sp > 0)
2479 {
2480 if (op->stats.sp < op->stats.maxsp)
2481 {
2482 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2483
2484 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2485 op->stats.sp--;
2486
2487 if (op->stats.sp > op->stats.maxsp)
2488 op->stats.sp = op->stats.maxsp;
2489 }
2490
2569 op->last_heal = 0; 2491 op->last_sp = 0;
2492 }
2493 else
2494 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2570 } 2495 }
2571 else 2496 else
2497 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2498 }
2499
2500 /* Regenerate Hit Points */
2501 if (--op->last_heal < 0)
2502 {
2503 if (op->stats.hp < op->stats.maxhp)
2572 { 2504 {
2573 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2505 op->stats.hp++;
2506
2507 /* dms do not consume food */
2508 if (!QUERY_FLAG (op, FLAG_WIZ))
2509 {
2510 op->stats.food--;
2511
2512 if (op->contr->digestion < 0)
2513 op->stats.food += op->contr->digestion;
2514 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2515 op->stats.food = last_food;
2516 }
2574 } 2517 }
2518
2519 if (max_hp > 1)
2520 {
2521 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2522
2523 if (over_hp > 0)
2524 {
2525 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2526 op->last_heal = 0;
2527 }
2528 else
2529 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2575 } 2530 }
2576 else 2531 else
2577 {
2578 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2532 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2579 } 2533 }
2580 } 2534 }
2581 2535
2582 /* Digestion */ 2536 /* Digestion */
2583 if (--op->last_eat < 0) 2537 if (--op->last_eat < 0)
2584 { 2538 {
2585#ifdef COZY_SERVER 2539 int bonus = max (0, op->contr->digestion),
2586 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2540 penalty = max (0, -op->contr->digestion);
2587 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2588#else
2589 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2590#endif
2591 2541
2592 if (op->contr->gen_hp > 0)
2593 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2542 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2594 else
2595 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2596 2543
2597 /* dms do not consume food */ 2544 /* dms do not consume food */
2598 if (!QUERY_FLAG (op, FLAG_WIZ)) 2545 if (!QUERY_FLAG (op, FLAG_WIZ))
2599 op->stats.food--; 2546 op->stats.food--;
2600 } 2547 }
2627 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2574 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2628 manual_apply (op, flesh, 0); 2575 manual_apply (op, flesh, 0);
2629 } 2576 }
2630 } 2577 }
2631 2578
2632 while (op->stats.food < 0 && op->stats.hp >= 0) 2579 if (op->stats.food < 0)
2633 op->stats.food++, op->stats.hp--; 2580 {
2581 op->stats.hp += op->stats.food;
2582 op->stats.food = 0;
2583 }
2634 2584
2635 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2585 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2636 kill_player (op); 2586 kill_player (op);
2637 } 2587 }
2638} 2588}
2661 object *tmp; 2611 object *tmp;
2662 2612
2663 if (save_life (op)) 2613 if (save_life (op))
2664 return; 2614 return;
2665 2615
2666
2667 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2616 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2668 * in cities ONLY!!! It is very important that this doesn't get abused. 2617 * in cities ONLY!!! It is very important that this doesn't get abused.
2669 * Look at op_on_battleground() for more info --AndreasV 2618 * Look at op_on_battleground() for more info --AndreasV
2670 */ 2619 */
2671 if (op_on_battleground (op, &x, &y)) 2620 if (op_on_battleground (op, &x, &y))
2686 { 2635 {
2687 tmp->destroy (); 2636 tmp->destroy ();
2688 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2637 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2689 } 2638 }
2690 2639
2691 cure_disease (op, 0); /* remove any disease */ 2640 cure_disease (op, 0, 0); /* remove any disease */
2692 op->stats.hp = op->stats.maxhp; 2641 op->stats.hp = op->stats.maxhp;
2693 if (op->stats.food <= 0) 2642 if (op->stats.food <= 0)
2694 op->stats.food = 999; 2643 op->stats.food = 999;
2695 2644
2696 /* create a bodypart-trophy to make the winner happy */ 2645 /* create a bodypart-trophy to make the winner happy */
2723 strcpy (op->contr->killer, "starvation"); 2672 strcpy (op->contr->killer, "starvation");
2724 } 2673 }
2725 else 2674 else
2726 sprintf (buf, "%s died.", &op->name); 2675 sprintf (buf, "%s died.", &op->name);
2727 2676
2728 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2677 op->contr->play_sound (sound_find ("player_dies"));
2729 2678
2730 /* save the map location for corpse, gravestone */ 2679 /* save the map location for corpse, gravestone */
2731 x = op->x; 2680 x = op->x;
2732 y = op->y; 2681 y = op->y;
2733 map = op->map; 2682 map = op->map;
2896 { 2845 {
2897 tmp->destroy (); 2846 tmp->destroy ();
2898 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2847 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2899 } 2848 }
2900 2849
2901 cure_disease (op, 0); /* remove any disease */ 2850 cure_disease (op, 0, 0); /* remove any disease */
2902 2851
2903 /*add_exp(op, (op->stats.exp * -0.20)); */ 2852 /*add_exp(op, (op->stats.exp * -0.20)); */
2904 apply_death_exp_penalty (op); 2853 apply_death_exp_penalty (op);
2905 if (op->stats.food < 100) 2854 if (op->stats.food < 100)
2906 op->stats.food = 900; 2855 op->stats.food = 900;
2910 2859
2911 /* 2860 /*
2912 * Check to see if the player has any unpaid items. If so, remove them 2861 * Check to see if the player has any unpaid items. If so, remove them
2913 * and put them back in the map. 2862 * and put them back in the map.
2914 */ 2863 */
2915 remove_unpaid_objects (op->inv, op); 2864 op->drop_unpaid_items ();
2916 2865
2917 /****************************************/ 2866 /****************************************/
2918 /* */ 2867 /* */
2919 /* Move player to his current respawn- */ 2868 /* Move player to his current respawn- */
2920 /* position (usually last savebed) */ 2869 /* position (usually last savebed) */
2940 object *force; 2889 object *force;
2941 int at; 2890 int at;
2942 2891
2943 force = get_archetype (FORCE_NAME); 2892 force = get_archetype (FORCE_NAME);
2944 /* 50 ticks should be enough time for the spell to abate */ 2893 /* 50 ticks should be enough time for the spell to abate */
2945 force->speed = 0.1; 2894 force->speed = 0.1f;
2946 force->speed_left = -5.0; 2895 force->speed_left = -5.f;
2947 SET_FLAG (force, FLAG_APPLIED); 2896 SET_FLAG (force, FLAG_APPLIED);
2948 for (at = 0; at < NROFATTACKS; at++) 2897 for (at = 0; at < NROFATTACKS; at++)
2949 if (will_kill_again & (1 << at)) 2898 if (will_kill_again & (1 << at))
2950 force->resist[at] = 100; 2899 force->resist[at] = 100;
2951 2900
3060void 3009void
3061make_visible (object *op) 3010make_visible (object *op)
3062{ 3011{
3063 op->hide = 0; 3012 op->hide = 0;
3064 op->invisible = 0; 3013 op->invisible = 0;
3014
3065 if (op->type == PLAYER) 3015 if (op->type == PLAYER)
3066 { 3016 {
3067 op->contr->tmp_invis = 0; 3017 op->contr->tmp_invis = 0;
3068 op->contr->invis_race = 0; 3018 op->contr->invis_race = 0;
3069 } 3019 }
3072} 3022}
3073 3023
3074int 3024int
3075is_true_undead (object *op) 3025is_true_undead (object *op)
3076{ 3026{
3077 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3027 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3078 return 1; 3028 return 1;
3079 3029
3080 return 0; 3030 return 0;
3081} 3031}
3082 3032
3083/* look at the surrounding terrain to determine 3033/* look at the surrounding terrain to determine
3084 * the hideability of this object. Positive levels 3034 * the hideability of this object. Positive levels
3085 * indicate greater hideability. 3035 * indicate greater hideability.
3086 */ 3036 */
3087
3088int 3037int
3089hideability (object *ob) 3038hideability (object *ob)
3090{ 3039{
3091 int i, level = 0, mflag; 3040 int i, level = 0, mflag;
3092 sint16 x, y; 3041 sint16 x, y;
3126/* For Hidden creatures - a chance of becoming 'unhidden' 3075/* For Hidden creatures - a chance of becoming 'unhidden'
3127 * every time they move - as we subtract off 'invisibility' 3076 * every time they move - as we subtract off 'invisibility'
3128 * AND, for players, if they move into a ridiculously unhideable 3077 * AND, for players, if they move into a ridiculously unhideable
3129 * spot (surrounded by clear terrain in broad daylight). -b.t. 3078 * spot (surrounded by clear terrain in broad daylight). -b.t.
3130 */ 3079 */
3131
3132void 3080void
3133do_hidden_move (object *op) 3081do_hidden_move (object *op)
3134{ 3082{
3135 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3083 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3136 object *skop; 3084 object *skop;
3218 * object op. This function works fine for monsters, 3166 * object op. This function works fine for monsters,
3219 * but we dont worry if the object isnt the top one in 3167 * but we dont worry if the object isnt the top one in
3220 * a pile (say a coin under a table would return "viewable" 3168 * a pile (say a coin under a table would return "viewable"
3221 * by this routine). Another question, should we be 3169 * by this routine). Another question, should we be
3222 * concerned with the direction the player is looking 3170 * concerned with the direction the player is looking
3223 * in? Realistically, most of use cant see stuff behind 3171 * in? Realistically, most of us can't see stuff behind
3224 * our backs...on the other hand, does the "facing" direction 3172 * our backs...on the other hand, does the "facing" direction
3225 * imply the way your head, or body is facing? Its possible 3173 * imply the way your head, or body is facing? It's possible
3226 * for them to differ. Sigh, this fctn could get a bit more complex. 3174 * for them to differ. Sigh, this fctn could get a bit more complex.
3227 * -b.t. 3175 * -b.t.
3228 * This function is now map tiling safe. 3176 * This function is now map tiling safe.
3229 */ 3177 */
3230
3231int 3178int
3232player_can_view (object *pl, object *op) 3179player_can_view (object *pl, object *op)
3233{ 3180{
3234 rv_vector rv; 3181 rv_vector rv;
3235 int dx, dy; 3182 int dx, dy;
3247 3194
3248 get_rangevector (pl, op, &rv, 0x1); 3195 get_rangevector (pl, op, &rv, 0x1);
3249 3196
3250 /* starting with the 'head' part, lets loop 3197 /* starting with the 'head' part, lets loop
3251 * through the object and find if it has any 3198 * through the object and find if it has any
3252 * part that is in the los array but isnt on 3199 * part that is in the los array but isn't on
3253 * a blocked los square. 3200 * a blocked los square.
3254 * we use the archetype to figure out offsets. 3201 * we use the archetype to figure out offsets.
3255 */ 3202 */
3256 while (op) 3203 while (op)
3257 { 3204 {
3258 dx = rv.distance_x + op->arch->clone.x; 3205 dx = rv.distance_x + op->arch->x;
3259 dy = rv.distance_y + op->arch->clone.y; 3206 dy = rv.distance_y + op->arch->y;
3260 3207
3261 /* only the viewable area the player sees is updated by LOS 3208 /* only the viewable area the player sees is updated by LOS
3262 * code, so we need to restrict ourselves to that range of values 3209 * code, so we need to restrict ourselves to that range of values
3263 * for any meaningful values. 3210 * for any meaningful values.
3264 */ 3211 */
3265 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3212 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3266 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3213 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3267 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3214 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3268 return 1; 3215 return 1;
3216
3269 op = op->more; 3217 op = op->more;
3270 } 3218 }
3219
3271 return 0; 3220 return 0;
3272} 3221}
3273 3222
3274/* routine for both players and monsters. We call this when 3223/* routine for both players and monsters. We call this when
3275 * there is a possibility for our action distrubing our hiding 3224 * there is a possibility for our action distrubing our hiding
3278 * return 0. 3227 * return 0.
3279 */ 3228 */
3280int 3229int
3281action_makes_visible (object *op) 3230action_makes_visible (object *op)
3282{ 3231{
3283
3284 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3232 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3285 { 3233 {
3286 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3234 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3287 return 0; 3235 return 0;
3288 3236
3294 { 3242 {
3295 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3243 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3296 return 1; 3244 return 1;
3297 } 3245 }
3298 } 3246 }
3247
3299 return 0; 3248 return 0;
3300} 3249}
3301 3250
3302/* op_on_battleground - checks if the given object op (usually 3251/* op_on_battleground - checks if the given object op (usually
3303 * a player) is standing on a valid battleground-tile, 3252 * a player) is standing on a valid battleground-tile,
3308 * Default is to do the same as before, so only people wanting to have different points need worry about this 3257 * Default is to do the same as before, so only people wanting to have different points need worry about this
3309 */ 3258 */
3310int 3259int
3311op_on_battleground (object *op, int *x, int *y) 3260op_on_battleground (object *op, int *x, int *y)
3312{ 3261{
3313 object *tmp;
3314
3315 /* A battleground-tile needs the following attributes to be valid: 3262 /* A battleground-tile needs the following attributes to be valid:
3316 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3263 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3317 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3264 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3318 * and the exit-coordinates sp/hp must both be > 0. 3265 * and the exit-coordinates sp/hp must both be > 0.
3319 * => The intention here is to prevent abuse of the battleground- 3266 * => The intention here is to prevent abuse of the battleground-
3320 * feature (like pickable or hidden battleground tiles). */ 3267 * feature (like pickable or hidden battleground tiles). */
3321 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3268 for (object *tmp = op->below; tmp; tmp = tmp->below)
3322 { 3269 {
3323 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3270 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3324 { 3271 {
3325 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3272 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3326 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3273 && tmp->type == BATTLEGROUND
3274 && tmp->name == shstr_battleground
3275 && EXIT_X (tmp) && EXIT_Y (tmp))
3327 { 3276 {
3328 /*before we assign the exit, check if this is a teambattle */ 3277 /* before we assign the exit, check if this is a teambattle */
3329 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3278 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3330 { 3279 {
3331 object *invtmp;
3332
3333 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3280 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3334 { 3281 {
3335 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3282 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3336 { 3283 {
3337 if (x != NULL && y != NULL) 3284 if (x && y)
3338 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3285 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3286
3339 return 1; 3287 return 1;
3340 } 3288 }
3341 } 3289 }
3342 } 3290 }
3291
3343 if (x != NULL && y != NULL) 3292 if (x && y)
3344 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3293 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3294
3345 return 1; 3295 return 1;
3346 } 3296 }
3347 } 3297 }
3348 } 3298 }
3299
3349 /* If we got here, did not find a battleground */ 3300 /* If we got here, did not find a battleground */
3350 return 0; 3301 return 0;
3351} 3302}
3352 3303
3353/* 3304/*
3369 char buf[MAX_BUF]; /* tmp. string buffer */ 3320 char buf[MAX_BUF]; /* tmp. string buffer */
3370 int i = 0, j = 0; 3321 int i = 0, j = 0;
3371 3322
3372 /* get the appropriate treasurelist */ 3323 /* get the appropriate treasurelist */
3373 if (atnr == ATNR_FIRE) 3324 if (atnr == ATNR_FIRE)
3374 trlist = treasurelist::find ("dragon_ability_fire"); 3325 trlist = treasurelist::find (shstr_dragon_ability_fire);
3375 else if (atnr == ATNR_COLD) 3326 else if (atnr == ATNR_COLD)
3376 trlist = treasurelist::find ("dragon_ability_cold"); 3327 trlist = treasurelist::find (shstr_dragon_ability_cold);
3377 else if (atnr == ATNR_ELECTRICITY) 3328 else if (atnr == ATNR_ELECTRICITY)
3378 trlist = treasurelist::find ("dragon_ability_elec"); 3329 trlist = treasurelist::find (shstr_dragon_ability_elec);
3379 else if (atnr == ATNR_POISON) 3330 else if (atnr == ATNR_POISON)
3380 trlist = treasurelist::find ("dragon_ability_poison"); 3331 trlist = treasurelist::find (shstr_dragon_ability_poison);
3381 3332
3382 if (trlist == NULL || who->type != PLAYER) 3333 if (trlist == NULL || who->type != PLAYER)
3383 return; 3334 return;
3384 3335
3385 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3336 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3389 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3340 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3390 return; 3341 return;
3391 } 3342 }
3392 3343
3393 /* everything seems okay - now bring on the gift: */ 3344 /* everything seems okay - now bring on the gift: */
3394 item = &(tr->item->clone); 3345 item = tr->item;
3395 3346
3396 if (item->type == SPELL) 3347 if (item->type == SPELL)
3397 { 3348 {
3398 if (check_spell_known (who, item->name)) 3349 if (check_spell_known (who, item->name))
3399 return; 3350 return;
3458 { 3409 {
3459 /* forces in the treasurelist can alter the player's stats */ 3410 /* forces in the treasurelist can alter the player's stats */
3460 object *skin; 3411 object *skin;
3461 3412
3462 /* first get the dragon skin force */ 3413 /* first get the dragon skin force */
3463 shstr_cmp dragon_skin_force ("dragon_skin_force");
3464 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3414 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3465 ; 3415 ;
3466 3416
3467 if (!skin) 3417 if (!skin)
3468 return; 3418 return;
3469 3419
3517 * not readied. 3467 * not readied.
3518 */ 3468 */
3519void 3469void
3520player_unready_range_ob (player *pl, object *ob) 3470player_unready_range_ob (player *pl, object *ob)
3521{ 3471{
3522 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3472 if (pl->ob->current_weapon == ob)
3473 pl->ob->current_weapon = 0;
3474
3475 if (pl->combat_ob == ob)
3476 pl->combat_ob = 0;
3477
3523 if (pl->ranges[i] == ob) 3478 if (pl->ranged_ob == ob)
3524 {
3525 pl->ranges[i] = 0; 3479 pl->ranged_ob = 0;
3526 if (pl->shoottype == i)
3527 pl->shoottype = range_none;
3528 }
3529} 3480}
3530 3481
3531sint8 3482sint8
3532player::visibility_at (maptile *map, int x, int y) const 3483player::visibility_at (maptile *map, int x, int y) const
3533{ 3484{

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