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Comparing deliantra/server/server/player.C (file contents):
Revision 1.104 by root, Fri Feb 16 19:43:41 2007 UTC vs.
Revision 1.133 by root, Sat May 12 22:04:20 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>
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;
202 party = 0; 204 party = 0;
203 205
204 // 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
205 ranges [range_skill] = 0;
206 207
207 players.erase (this); 208 players.erase (this);
208} 209}
209 210
210// connect the player with a specific client 211// connect the player with a specific client
211// also changed, rationalises, and fixes some incorrect settings 212// also changes, rationalises, and fixes some incorrect settings
212void 213void
213player::connect (client *ns) 214player::connect (client *ns)
214{ 215{
215 this->ns = ns; 216 this->ns = ns;
216 ns->pl = this; 217 ns->pl = this;
227 ns->reset_stats (); 228 ns->reset_stats ();
228 229
229 /* make sure he's a player -- needed because of class change. */ 230 /* make sure he's a player -- needed because of class change. */
230 ob->type = PLAYER; // we are paranoid 231 ob->type = PLAYER; // we are paranoid
231 ob->race = ob->arch->clone.race; 232 ob->race = ob->arch->clone.race;
232
233 if (!legal_range (ob, shoottype))
234 shoottype = range_none;
235 233
236 ob->carrying = sum_weight (ob); 234 ob->carrying = sum_weight (ob);
237 link_player_skills (ob); 235 link_player_skills (ob);
238 236
239 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
260 258
261 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
262 260
263 esrv_new_player (this, ob->weight + ob->carrying); 261 esrv_new_player (this, ob->weight + ob->carrying);
264 262
263 for (object *op = ob->inv; op; op = op->below)
264 if (op->flag [FLAG_APPLIED])
265 switch (op->type)
266 {
267 case WAND:
268 case ROD:
269 case HORN:
270 case BOW:
271 case SKILL:
272 case SKILL_TOOL:
273 case WEAPON:
274 apply_special (ob, op, AP_UNAPPLY);
275 apply_special (ob, op, AP_APPLY);
276 break;
277 }
278
265 ob->update_stats (); 279 ob->update_stats ();
266 ns->floorbox_update (); 280 ns->floorbox_update ();
267 281
268 esrv_send_inventory (ob, ob); 282 esrv_send_inventory (ob, ob);
269 esrv_add_spells (this, 0); 283 esrv_add_spells (this, 0);
288 302
289 INVOKE_PLAYER (DISCONNECT, this); 303 INVOKE_PLAYER (DISCONNECT, this);
290 304
291 ns->reset_stats (); 305 ns->reset_stats ();
292 ns->pl = 0; 306 ns->pl = 0;
293 this->ns = 0; 307 ns = 0;
294 } 308 }
295 309
310 if (ob)
296 ob->close_container (); //TODO: client-specific 311 ob->close_container (); //TODO: client-specific
312
297 deactivate (); 313 deactivate ();
298} 314}
299 315
300// the need for this function can be explained 316// the need for this function can be explained
301// by load_object not returning the object 317// by load_object not returning the object
303player::set_object (object *op) 319player::set_object (object *op)
304{ 320{
305 ob = op; 321 ob = op;
306 ob->contr = this; /* this aren't yet in archetype */ 322 ob->contr = this; /* this aren't yet in archetype */
307 323
308 ob->speed_left = 0.5; 324 ob->speed_left = 0.5f;
309 ob->speed = 1.0; 325 ob->speed = 1.0f;
310 ob->direction = 5; /* So player faces south */ 326 ob->direction = 5; /* So player faces south */
311} 327}
312 328
313player::player () 329player::player ()
314{ 330{
315 /* There are some elements we want initialised to non zero value - 331 /* There are some elements we want initialised to non zero value -
316 * we deal with that below this point. 332 * we deal with that below this point.
317 */ 333 */
318 outputs_sync = 16; /* Every 2 seconds */ 334 outputs_sync = 4;
319 outputs_count = 8; /* Keeps present behaviour */ 335 outputs_count = 4;
320 unapply = unapply_nochoice; 336 unapply = unapply_nochoice;
321 337
322 savebed_map = first_map_path; /* Init. respawn position */ 338 savebed_map = first_map_path; /* Init. respawn position */
323 339
324 gen_sp_armour = 10; 340 gen_sp_armour = 10;
325 shoottype = range_none;
326 bowtype = bow_normal; 341 bowtype = bow_normal;
327 petmode = pet_normal; 342 petmode = pet_normal;
328 listening = 10; 343 listening = 10;
329 usekeys = containers; 344 usekeys = containers;
330 peaceful = 1; /* default peaceful */ 345 peaceful = 1; /* default peaceful */
769} 784}
770 785
771void 786void
772object::roll_stats () 787object::roll_stats ()
773{ 788{
774 int statsort [7]; 789 int statsort [NUM_STATS];
775 790
776 for (;;) 791 for (;;)
777 { 792 {
778 int sum = 0; 793 int sum = 0;
779 for (int i = 7; i--; ) 794 for (int i = NUM_STATS; i--; )
780 sum += statsort [i] = roll_stat (); 795 sum += statsort [i] = roll_stat ();
781 796
782 if (sum >= 82 && sum <= 116) 797 if (sum >= 82 && sum <= 116)
783 break; 798 break;
784 } 799 }
785 800
786 // Sort the stats so that rerolling is easier... 801 // Sort the stats so that rerolling is easier...
787 std::sort (statsort, statsort + 7, std::greater<int>()); 802 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
788 803
804 for (int i = 0; i < NUM_STATS; ++i)
789 stats.Str = statsort[0]; 805 stats.stat (i) = statsort [i];
790 stats.Dex = statsort[1];
791 stats.Con = statsort[2];
792 stats.Int = statsort[3];
793 stats.Wis = statsort[4];
794 stats.Pow = statsort[5];
795 stats.Cha = statsort[6];
796 806
797 stats.exp = 0; 807 stats.exp = 0;
798 stats.ac = 0; 808 stats.ac = 0;
799 809
800 stats.hp = stats.maxhp; 810 stats.hp = stats.maxhp;
812} 822}
813 823
814void 824void
815object::swap_stats (int a, int b) 825object::swap_stats (int a, int b)
816{ 826{
817 int tmp = get_attr_value (&contr->orig_stats, a); 827 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
818 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
819 set_attr_value (&contr->orig_stats, b, tmp);
820 828
829 for (int i = 0; i < NUM_STATS; ++i)
821 stats.Str = contr->orig_stats.Str; 830 stats.stat (i) = contr->orig_stats.stat (i);
822 stats.Dex = contr->orig_stats.Dex;
823 stats.Con = contr->orig_stats.Con;
824 stats.Int = contr->orig_stats.Int;
825 stats.Wis = contr->orig_stats.Wis;
826 stats.Pow = contr->orig_stats.Pow;
827 stats.Cha = contr->orig_stats.Cha;
828 831
829 //TODO: the following code looks so borked and should, at the very least, 832 //TODO: the following code looks so borked and should, at the very least,
830 // be merged with the similar code in roll_stats 833 // be merged with the similar code in roll_stats
831 stats.ac = 0; 834 stats.ac = 0;
832 835
863 * appropriate action with it (change race, or other things). 866 * appropriate action with it (change race, or other things).
864 * The function name is for historical reasons - now we have 867 * The function name is for historical reasons - now we have
865 * separate race and class; this actually changes the RACE, 868 * separate race and class; this actually changes the RACE,
866 * not the class. 869 * not the class.
867 */ 870 */
868int 871void
869key_change_class (object *op, char key) 872player::chargen_race_done ()
870{ 873{
871 int tmp_loop;
872
873 if (key == 'd' || key == 'D')
874 {
875 char buf[MAX_BUF];
876
877 /* this must before then initial items are given */ 874 /* this must before then initial items are given */
878 esrv_new_player (op->contr, op->weight + op->carrying); 875 esrv_new_player (ob->contr, ob->weight + ob->carrying);
879 876
880 treasurelist *tl = find_treasurelist ("starting_wealth"); 877 treasurelist *tl = treasurelist::find ("starting_wealth");
881 if (tl) 878 if (tl)
882 create_treasure (tl, op, 0, 0, 0); 879 create_treasure (tl, ob, 0, 0, 0);
883 880
884 INVOKE_PLAYER (BIRTH, op->contr); 881 INVOKE_PLAYER (BIRTH, ob->contr);
885 INVOKE_PLAYER (LOGIN, op->contr); 882 INVOKE_PLAYER (LOGIN, ob->contr);
886 883
887 op->contr->ns->state = ST_PLAYING; 884 ob->contr->ns->state = ST_PLAYING;
888 885
889 if (op->msg) 886 if (ob->msg)
890 op->msg = NULL; 887 ob->msg = 0;
891 888
892 /* We create this now because some of the unique maps will need it 889 /* We create this now because some of the unique maps will need it
893 * to save here. 890 * to save here.
894 */ 891 */
892 {
893 char buf[MAX_BUF];
895 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
896 make_path_to_file (buf); 895 make_path_to_file (buf);
896 }
897 897
898 start_info (op); 898 start_info (ob);
899 CLEAR_FLAG (op, FLAG_WIZ); 899 CLEAR_FLAG (ob, FLAG_WIZ);
900 give_initial_items (op, op->randomitems); 900 give_initial_items (ob, ob->randomitems);
901 link_player_skills (op); 901 link_player_skills (ob);
902 esrv_send_inventory (op, op); 902 esrv_send_inventory (ob, ob);
903 op->update_stats (); 903 ob->update_stats ();
904 904
905 /* This moves the player to a different start map, if there 905 /* This moves the player to a different start map, if there
906 * is one for this race 906 * is one for this race
907 */ 907 */
908 if (*first_map_ext_path) 908 if (*first_map_ext_path)
909 { 909 {
910 object *tmp; 910 object *tmp;
911 char mapname[MAX_BUF]; 911 char mapname[MAX_BUF];
912 912
913 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); 913 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
914 tmp = object::create (); 914 tmp = object::create ();
915 EXIT_PATH (tmp) = mapname; 915 EXIT_PATH (tmp) = mapname;
916 EXIT_X (tmp) = op->x; 916 EXIT_X (tmp) = ob->x;
917 EXIT_Y (tmp) = op->y; 917 EXIT_Y (tmp) = ob->y;
918 op->enter_exit (tmp); /* we don't really care if it succeeded; 918 ob->enter_exit (tmp); /* we don't really care if it succeeded;
919 * if the map isn't there, then stay on the 919 * if the map isn't there, then stay on the
920 * default initial map */ 920 * default initial map */
921 tmp->destroy (); 921 tmp->destroy ();
922 } 922 }
923 else 923 else
924 LOG (llevDebug, "first_map_ext_path not set\n"); 924 LOG (llevDebug, "first_map_ext_path not set\n");
925}
925 926
926 return 0; 927void
927 } 928player::chargen_race_next ()
928 929{
929 /* Following actually changes the race - this is the default command 930 /* Following actually changes the race - this is the default command
930 * if we don't match with one of the options above. 931 * if we don't match with one of the options above.
931 */ 932 */
932 933
933 tmp_loop = 0; 934 do
934 while (!tmp_loop)
935 { 935 {
936 shstr name = op->name; 936 shstr name = ob->name;
937 int x = op->x, y = op->y; 937 int x = ob->x, y = ob->y;
938 938
939 op->remove_statbonus (); 939 ob->remove_statbonus ();
940 op->remove (); 940 ob->remove ();
941 op->arch = get_player_archetype (op->arch); 941 ob->arch = get_player_archetype (ob->arch);
942 op->arch->clone.copy_to (op); 942 ob->arch->clone.copy_to (ob);
943 op->instantiate (); 943 ob->instantiate ();
944 op->stats = op->contr->orig_stats; 944 ob->stats = ob->contr->orig_stats;
945 op->name = op->name_pl = name; 945 ob->name = ob->name_pl = name;
946 op->x = x; 946 ob->x = x;
947 op->y = y; 947 ob->y = y;
948 SET_ANIMATION (op, 2); /* So player faces south */ 948 SET_ANIMATION (ob, 2); /* So player faces south */
949 insert_ob_in_map (op, op->map, op, 0); 949 insert_ob_in_map (ob, ob->map, ob, 0);
950 assign (op->contr->title, op->arch->clone.name); 950 assign (ob->contr->title, ob->arch->clone.name);
951 op->add_statbonus (); 951 ob->add_statbonus ();
952 tmp_loop = allowed_class (op);
953 } 952 }
953 while (!allowed_class (ob));
954 954
955 update_object (op, UP_OBJ_FACE); 955 update_object (ob, UP_OBJ_FACE);
956 esrv_update_item (UPD_FACE, op, op); 956 esrv_update_item (UPD_FACE, ob, ob);
957 op->update_stats (); 957 ob->update_stats ();
958 op->stats.hp = op->stats.maxhp; 958 ob->stats.hp = ob->stats.maxhp;
959 op->stats.sp = op->stats.maxsp; 959 ob->stats.sp = ob->stats.maxsp;
960 op->stats.grace = 0; 960 ob->stats.grace = 0;
961
962 if (op->msg)
963 new_draw_info (NDI_BLUE, 0, op, op->msg);
964
965 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
966 return 0;
967} 961}
968 962
969void 963void
970flee_player (object *op) 964flee_player (object *op)
971{ 965{
1018 /* Cornered, get rid of scared */ 1012 /* Cornered, get rid of scared */
1019 CLEAR_FLAG (op, FLAG_SCARED); 1013 CLEAR_FLAG (op, FLAG_SCARED);
1020 op->enemy = NULL; 1014 op->enemy = NULL;
1021} 1015}
1022 1016
1023
1024/* check_pick sees if there is stuff to be picked up/picks up stuff. 1017/* check_pick sees if there is stuff to be picked up/picks up stuff.
1025 * IT returns 1 if the player should keep on moving, 0 if he should 1018 * It returns 1 if the player should keep on moving, 0 if he should
1026 * stop. 1019 * stop.
1027 */ 1020 */
1028int 1021int
1029check_pick (object *op) 1022check_pick (object *op)
1030{ 1023{
1031 object *tmp, *next; 1024 object *tmp, *next;
1032 int stop = 0; 1025 int stop = 0;
1033 int j, k, wvratio; 1026 int wvratio;
1034 char putstring[128], tmpstr[16]; 1027 char putstring[128];
1035 1028
1036 /* if you're flying, you cna't pick up anything */ 1029 /* if you're flying, you cna't pick up anything */
1037 if (op->move_type & MOVE_FLYING) 1030 if (op->move_type & MOVE_FLYING)
1038 return 1; 1031 return 1;
1039 1032
1468 * find_better_arrow to find a decent arrow to use. 1461 * find_better_arrow to find a decent arrow to use.
1469 * op = the shooter 1462 * op = the shooter
1470 * type = bow->race 1463 * type = bow->race
1471 * dir = fire direction 1464 * dir = fire direction
1472 */ 1465 */
1473
1474object * 1466object *
1475pick_arrow_target (object *op, const char *type, int dir) 1467pick_arrow_target (object *op, const char *type, int dir)
1476{ 1468{
1477 object *tmp = NULL; 1469 object *tmp = NULL;
1478 maptile *m; 1470 maptile *m;
1543 */ 1535 */
1544int 1536int
1545fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1537fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1546{ 1538{
1547 object *left, *bow; 1539 object *left, *bow;
1548 int bowspeed, mflags; 1540 int mflags;
1549 maptile *m; 1541 maptile *m;
1550 1542
1551 if (!dir) 1543 if (!dir)
1552 { 1544 {
1553 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1545 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1554 return 0; 1546 return 0;
1555 } 1547 }
1556 1548
1557 if (op->type == PLAYER) 1549 if (player *pl = op->contr)
1558 bow = op->contr->ranges[range_bow]; 1550 {
1551 bow = pl->ranged_ob;
1552 if (!op->change_weapon (bow))
1553 return 0;
1554 }
1559 else 1555 else
1560 { 1556 {
1561 for (bow = op->inv; bow; bow = bow->below) 1557 for (bow = op->inv; bow; bow = bow->below)
1562 /* Don't check for applied - monsters don't apply bows - in that way, they 1558 /* Don't check for applied - monsters don't apply bows - in that way, they
1563 * don't need to switch back and forth between bows and weapons. 1559 * don't need to switch back and forth between bows and weapons.
1568 if (!bow) 1564 if (!bow)
1569 { 1565 {
1570 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1571 return 0; 1567 return 0;
1572 } 1568 }
1569
1570 // optimisation: move object to top so we will find it quickly again
1571 if (bow->below)
1572 {
1573 bow->remove ();
1574 op->insert (bow);
1575 }
1576
1573 } 1577 }
1574 1578
1575 if (!bow->race || !bow->skill) 1579 if (!bow->race || !bow->skill)
1576 { 1580 {
1577 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1581 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1578 return 0; 1582 return 0;
1579 } 1583 }
1580
1581 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1582
1583 /* penalize ROF for bestarrow */
1584 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1585 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1586
1587 if (bowspeed < 1)
1588 bowspeed = 1;
1589 1584
1590 if (arrow == NULL) 1585 if (arrow == NULL)
1591 { 1586 {
1592 if ((arrow = find_arrow (op, bow->race)) == NULL) 1587 if ((arrow = find_arrow (op, bow->race)) == NULL)
1593 { 1588 {
1594 if (op->type == PLAYER) 1589 if (op->type == PLAYER)
1595 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1590 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1596 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1591 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1597 else 1592 else
1598 CLEAR_FLAG (op, FLAG_READY_BOW); 1593 CLEAR_FLAG (op, FLAG_READY_BOW);
1594
1599 return 0; 1595 return 0;
1600 } 1596 }
1601 } 1597 }
1602 1598
1603 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1599 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1627 1623
1628 arrow->set_owner (op); 1624 arrow->set_owner (op);
1629 arrow->skill = bow->skill; 1625 arrow->skill = bow->skill;
1630 arrow->direction = dir; 1626 arrow->direction = dir;
1631 1627
1628 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1629 arrow->stats.hp = arrow->stats.dam;
1630 arrow->stats.grace = arrow->attacktype;
1631
1632 if (arrow->slaying)
1633 arrow->spellarg = strdup (arrow->slaying);
1634
1635 if (player *pl = op->contr)
1636 {
1637 pl->has_hit = 1;
1638#if 0
1639 float speed = pl->weapon_sp;
1640
1641 /* penalize ROF for bestarrow */
1642 if (pl->bowtype == bow_bestarrow)
1643 speed *= .9f;
1644 else
1645 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1646
1647 op->speed_left += speed - op->speed;
1648#endif
1649 }
1650
1651 SET_ANIMATION (arrow, arrow->direction);
1652
1653 /* update the speed */
1654 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1655 + bow->stats.dam / 7.0;
1656
1657 arrow->set_speed (max (arrow->speed, 2.0));
1658 arrow->speed_left = 0;
1659
1660 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1661
1632 if (op->type == PLAYER) 1662 if (op->type == PLAYER)
1633 { 1663 {
1634 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1635 op->update_stats ();
1636 }
1637
1638 SET_ANIMATION (arrow, arrow->direction);
1639 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1640 arrow->stats.hp = arrow->stats.dam;
1641 arrow->stats.grace = arrow->attacktype;
1642 if (arrow->slaying != NULL)
1643 arrow->spellarg = strdup (arrow->slaying);
1644
1645 /* Note that this was different for monsters - they got their level
1646 * added to the damage. I think the strength bonus is more proper.
1647 */
1648
1649 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1650
1651 /* update the speed */
1652 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1653 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1654
1655 arrow->set_speed (max (arrow->speed, 1.0));
1656 arrow->speed_left = 0;
1657
1658 if (op->type == PLAYER)
1659 {
1660 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1661 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1662 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1663
1664 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1664 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1665 wc -= dex_bonus[op->stats.Dex];
1666
1667 if (!arrow->slaying)
1668 arrow->slaying = op->slaying;
1669
1670 arrow->attacktype |= op->attacktype;
1665 } 1671 }
1666 else 1672 else
1667 { 1673 {
1668 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1669 arrow->level = op->level; 1674 arrow->level = op->level;
1670 } 1675 arrow->stats.wc -= bow->magic;
1671 1676
1672 if (arrow->attacktype == AT_PHYSICAL) 1677 if (!arrow->slaying)
1678 arrow->slaying = bow->slaying;
1679
1673 arrow->attacktype |= bow->attacktype; 1680 arrow->attacktype |= bow->attacktype;
1681 }
1674 1682
1675 if (bow->slaying) 1683 wc -= arrow->level;
1676 arrow->slaying = bow->slaying; 1684 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1677 1685
1686 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1678 arrow->move_type = MOVE_FLY_LOW; 1687 arrow->move_type = MOVE_FLY_LOW;
1679 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1680 1689
1681 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1690 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1682 m->insert (arrow, sx, sy, op); 1691 m->insert (arrow, sx, sy, op);
1707{ 1716{
1708 int ret = 0, wcmod = 0; 1717 int ret = 0, wcmod = 0;
1709 1718
1710 if (op->contr->bowtype == bow_bestarrow) 1719 if (op->contr->bowtype == bow_bestarrow)
1711 { 1720 {
1712 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1721 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1713 } 1722 }
1714 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1723 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1715 { 1724 {
1716 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1725 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1717 wcmod = -1; 1726 wcmod = -1;
1727 else if (op->contr->bowtype == bow_spreadshot) 1736 else if (op->contr->bowtype == bow_spreadshot)
1728 { 1737 {
1729 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1738 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1730 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);
1731 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1740 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1732
1733 } 1741 }
1734 else 1742 else
1735 { 1743 {
1736 /* Simple case */ 1744 /* Simple case */
1737 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1745 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1738 } 1746 }
1747
1739 return ret; 1748 return ret;
1740} 1749}
1741 1750
1742 1751
1743/* Fires a misc (wand/rod/horn) object in 'dir'. 1752/* Fires a misc (wand/rod/horn) object in 'dir'.
1744 * Broken apart from 'fire' to keep it more readable. 1753 * Broken apart from 'fire' to keep it more readable.
1745 */ 1754 */
1746void 1755void
1747fire_misc_object (object *op, int dir) 1756fire_misc_object (object *op, int dir)
1748{ 1757{
1749 object *item; 1758 object *item = op->contr->ranged_ob;
1750 1759
1751 if (!op->contr->ranges[range_misc]) 1760 if (!item)
1752 { 1761 {
1753 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1762 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1754 return; 1763 return;
1755 } 1764 }
1756 1765
1757 item = op->contr->ranges[range_misc];
1758 if (!item->inv) 1766 if (!item->inv)
1759 { 1767 {
1760 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1768 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1761 return; 1769 return;
1762 } 1770 }
1771
1772 if (!op->change_weapon (item))
1773 return;
1774
1763 if (item->type == WAND) 1775 if (item->type == WAND)
1764 { 1776 {
1765 if (item->stats.food <= 0) 1777 if (item->stats.food <= 0)
1766 { 1778 {
1767 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1779 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1768 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1780 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1781
1769 return; 1782 return;
1770 } 1783 }
1771 } 1784 }
1772 else if (item->type == ROD || item->type == HORN) 1785 else if (item->type == ROD || item->type == HORN)
1773 { 1786 {
1774 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1787 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1775 { 1788 {
1776 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1789 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1790
1777 if (item->type == ROD) 1791 if (item->type == ROD)
1778 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1792 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1779 else 1793 else
1780 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1794 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1795
1781 return; 1796 return;
1782 } 1797 }
1783 } 1798 }
1784 1799
1785 if (cast_spell (op, item, dir, item->inv, NULL)) 1800 if (cast_spell (op, item, dir, item->inv, NULL))
1816 1831
1817 /* check for loss of invisiblity/hide */ 1832 /* check for loss of invisiblity/hide */
1818 if (action_makes_visible (op)) 1833 if (action_makes_visible (op))
1819 make_visible (op); 1834 make_visible (op);
1820 1835
1821 switch (op->contr->shoottype) 1836 player *pl = op->contr;
1837
1838 if (pl->golem)
1822 { 1839 {
1823 case range_none: 1840 control_golem (op->contr->golem, dir);
1824 return; 1841 return;
1842 }
1825 1843
1826 case range_bow: 1844 object *ob = pl->ranged_ob;
1845
1846 if (!ob)
1847 return;
1848
1849 switch (ob->type)
1850 {
1851 case BOW:
1827 player_fire_bow (op, dir); 1852 player_fire_bow (op, dir);
1828 return; 1853 break;
1829 1854
1830 case range_magic: /* Casting spells */ 1855 case SPELL:
1831 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1856 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1832 return; 1857 break;
1833 1858
1834 case range_misc: 1859 case BUILDER:
1860 apply_map_builder (op, dir);
1861 break;
1862
1863 case SKILL:
1864 case SKILL_TOOL:
1865 do_skill (op, op, ob, dir, 0);
1866 break;
1867
1868 default:
1835 fire_misc_object (op, dir); 1869 fire_misc_object (op, dir);
1836 return; 1870 break;
1837
1838 case range_golem: /* Control summoned monsters from scrolls */
1839 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1840 {
1841 op->contr->ranges[range_golem] = 0;
1842 op->contr->shoottype = range_none;
1843 }
1844 else
1845 control_golem (op->contr->ranges[range_golem], dir);
1846 return;
1847
1848 case range_skill:
1849 if (!op->chosen_skill)
1850 {
1851 if (op->type == PLAYER)
1852 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1853 return;
1854 }
1855
1856 do_skill (op, op, op->chosen_skill, dir, NULL);
1857 return;
1858 case range_builder:
1859 apply_map_builder (op, dir);
1860 return;
1861 default:
1862 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1863 return;
1864 } 1871 }
1865} 1872}
1866 1873
1867/* find_key 1874/* find_key
1868 * We try to find a key for the door as passed. If we find a key 1875 * We try to find a key for the door as passed. If we find a key
1968 if (key) 1975 if (key)
1969 { 1976 {
1970 object *container = key->env; 1977 object *container = key->env;
1971 1978
1972 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1979 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1980
1973 if (action_makes_visible (op)) 1981 if (action_makes_visible (op))
1974 make_visible (op); 1982 make_visible (op);
1983
1975 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1984 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1976 spring_trap (door->inv, op); 1985 spring_trap (door->inv, op);
1977 1986
1978 if (door->type == DOOR) 1987 if (door->type == DOOR)
1979 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1988 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2009 */ 2018 */
2010void 2019void
2011move_player_attack (object *op, int dir) 2020move_player_attack (object *op, int dir)
2012{ 2021{
2013 object *tmp, *mon; 2022 object *tmp, *mon;
2014 sint16 nx, ny;
2015 int on_battleground; 2023 int on_battleground;
2016 maptile *m; 2024 maptile *m;
2017 2025
2018 nx = freearr_x[dir] + op->x; 2026 sint16 nx = freearr_x[dir] + op->x;
2019 ny = freearr_y[dir] + op->y; 2027 sint16 ny = freearr_y[dir] + op->y;
2020 2028
2021 on_battleground = op_on_battleground (op, 0, 0); 2029 on_battleground = op_on_battleground (op, 0, 0);
2022 2030
2023 /* If braced, or can't move to the square, and it is not out of the 2031 /* If braced, or can't move to the square, and it is not out of the
2024 * map, attack it. Note order of if statement is important - don't 2032 * map, attack it. Note order of if statement is important - don't
2104 /* If we're braced, we don't want to switch places with it */ 2112 /* If we're braced, we don't want to switch places with it */
2105 if (op->contr->braced) 2113 if (op->contr->braced)
2106 return; 2114 return;
2107 2115
2108 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2116 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2109 (void) push_ob (mon, dir, op); 2117 push_ob (mon, dir, op);
2110 if (op->contr->tmp_invis || op->hide) 2118 if (op->contr->tmp_invis || op->hide)
2111 make_visible (op); 2119 make_visible (op);
2112 2120
2113 return; 2121 return;
2114 } 2122 }
2159 * that party_number -1 is no party, so attacks can still happen. 2167 * that party_number -1 is no party, so attacks can still happen.
2160 */ 2168 */
2161 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2162 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2170 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2163 { 2171 {
2164
2165 /* If the player hasn't hit something this tick, and does
2166 * so, give them speed boost based on weapon speed. Doing
2167 * it here is better than process_players2, which basically
2168 * incurred a 1 tick offset.
2169 */
2170 if (!op->contr->has_hit) 2172 op->contr->has_hit = 1;
2171 {
2172 op->speed_left += op->speed / op->contr->weapon_sp;
2173
2174 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2175 }
2176 2173
2177 skill_attack (mon, op, 0, 0, 0); 2174 skill_attack (mon, op, 0, 0, 0);
2178 2175
2179 /* If attacking another player, that player gets automatic 2176 /* If attacking another player, that player gets automatic
2180 * hitback, and doesn't loose luck either. 2177 * hitback, and doesn't loose luck either.
2254 * Returns true if there are more actions we can do. 2251 * Returns true if there are more actions we can do.
2255 */ 2252 */
2256int 2253int
2257handle_newcs_player (object *op) 2254handle_newcs_player (object *op)
2258{ 2255{
2259 if (op->contr->hidden)
2260 {
2261 op->invisible = 1000;
2262 /* the socket code flashes the player visible/invisible
2263 * depending on the value of invisible, so we need to
2264 * alternate it here for it to work correctly.
2265 */
2266 if (pticks & 2)
2267 op->invisible--;
2268 }
2269 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2270 {
2271 op->invisible--;
2272 if (!op->invisible)
2273 {
2274 make_visible (op);
2275 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2276 }
2277 }
2278
2279 if (QUERY_FLAG (op, FLAG_SCARED)) 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2280 { 2257 {
2281 flee_player (op); 2258 flee_player (op);
2259
2282 /* If player is still scared, that is his action for this tick */ 2260 /* If player is still scared, that is his action for this tick */
2283 if (QUERY_FLAG (op, FLAG_SCARED)) 2261 if (op->flag [FLAG_SCARED])
2284 { 2262 {
2285 op->speed_left--; 2263 --op->speed_left;
2286 return 0; 2264 return 0;
2287 } 2265 }
2288 } 2266 }
2289
2290 /* I've been seeing crashes where the golem has been destroyed, but
2291 * the player object still points to the defunct golem. The code that
2292 * destroys the golem looks correct, and it doesn't always happen, so
2293 * put this in a a workaround to clean up the golem pointer.
2294 */
2295 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2296 op->contr->ranges[range_golem] = 0;
2297 2267
2298 /* call this here - we also will call this in do_ericserver, but 2268 /* call this here - we also will call this in do_ericserver, but
2299 * the players time has been increased when doericserver has been 2269 * the players time has been increased when doericserver has been
2300 * called, so we recheck it here. 2270 * called, so we recheck it here.
2301 */ 2271 */
2302 if (op->contr->ns->handle_command ()) 2272 if (op->contr->ns->handle_command ())
2303 return 1; 2273 return 1;
2304 2274
2305 if (op->speed_left > 0) 2275 if (op->speed_left > 0.f)
2306 { 2276 {
2307 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2277 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2308 { 2278 {
2309 /* All move commands take 1 tick, at least for now */ 2279 /* All move commands take 1 tick, at least for now */
2310 op->speed_left--; 2280 --op->speed_left;
2311 2281
2312 /* Instead of all the stuff below, let move_player take care 2282 /* Instead of all the stuff below, let move_player take care
2313 * of it. Also, some of the skill stuff is only put in 2283 * of it. Also, some of the skill stuff is only put in
2314 * there, as well as the confusion stuff. 2284 * there, as well as the confusion stuff.
2315 */ 2285 */
2316 move_player (op, op->direction); 2286 move_player (op, op->direction);
2317 2287
2318 return op->speed_left > 0; 2288 return op->speed_left > 0.f;
2319 } 2289 }
2320 } 2290 }
2321 2291
2322 return 0; 2292 return 0;
2323} 2293}
2437 int rate_grace = 2000; 2407 int rate_grace = 2000;
2438 const int max_hp = 1; 2408 const int max_hp = 1;
2439 const int max_sp = 1; 2409 const int max_sp = 1;
2440 const int max_grace = 1; 2410 const int max_grace = 1;
2441 2411
2442 if (op->contr->outputs_sync) 2412 if (op->contr->hidden)
2413 {
2414 op->invisible = 1000;
2415 /* the socket code flashes the player visible/invisible
2416 * depending on the value of invisible, so we need to
2417 * alternate it here for it to work correctly.
2418 */
2419 if (pticks & 2)
2420 op->invisible--;
2443 { 2421 }
2444 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2422 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2445 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2423 {
2446 flush_output_element (op, &op->contr->outputs[i]); 2424 if (!op->invisible--)
2425 {
2426 make_visible (op);
2427 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2428 }
2447 } 2429 }
2448 2430
2449 if (op->contr->ns->state == ST_PLAYING) 2431 if (op->contr->ns->state == ST_PLAYING)
2450 { 2432 {
2451 /* these next three if clauses make it possible to SLOW DOWN 2433 /* these next three if clauses make it possible to SLOW DOWN
2473 gen_grace = op->stats.maxgrace; 2455 gen_grace = op->stats.maxgrace;
2474 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2456 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2475 } 2457 }
2476 2458
2477 /* Regenerate Spell Points */ 2459 /* Regenerate Spell Points */
2478 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2460 if (!op->contr->golem && --op->last_sp < 0)
2479 { 2461 {
2480 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2462 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2481 if (op->stats.sp < op->stats.maxsp) 2463 if (op->stats.sp < op->stats.maxsp)
2482 { 2464 {
2483 op->stats.sp++; 2465 op->stats.sp++;
2908 op->stats.hp = op->stats.maxhp; 2890 op->stats.hp = op->stats.maxhp;
2909 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2891 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2910 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2892 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2911 2893
2912 /* 2894 /*
2913 * Check to see if the player is in a shop. IF so, then check to see if
2914 * the player has any unpaid items. If so, remove them and put them back 2895 * Check to see if the player has any unpaid items. If so, remove them
2915 * in the map. 2896 * and put them back in the map.
2916 */ 2897 */
2917
2918 if (is_in_shop (op))
2919 remove_unpaid_objects (op->inv, op); 2898 remove_unpaid_objects (op->inv, op);
2920 2899
2921 /****************************************/ 2900 /****************************************/
2922 /* */ 2901 /* */
2923 /* Move player to his current respawn- */ 2902 /* Move player to his current respawn- */
2924 /* position (usually last savebed) */ 2903 /* position (usually last savebed) */
2944 object *force; 2923 object *force;
2945 int at; 2924 int at;
2946 2925
2947 force = get_archetype (FORCE_NAME); 2926 force = get_archetype (FORCE_NAME);
2948 /* 50 ticks should be enough time for the spell to abate */ 2927 /* 50 ticks should be enough time for the spell to abate */
2949 force->speed = 0.1; 2928 force->speed = 0.1f;
2950 force->speed_left = -5.0; 2929 force->speed_left = -5.f;
2951 SET_FLAG (force, FLAG_APPLIED); 2930 SET_FLAG (force, FLAG_APPLIED);
2952 for (at = 0; at < NROFATTACKS; at++) 2931 for (at = 0; at < NROFATTACKS; at++)
2953 if (will_kill_again & (1 << at)) 2932 if (will_kill_again & (1 << at))
2954 force->resist[at] = 100; 2933 force->resist[at] = 100;
2955 2934
3069 if (op->type == PLAYER) 3048 if (op->type == PLAYER)
3070 { 3049 {
3071 op->contr->tmp_invis = 0; 3050 op->contr->tmp_invis = 0;
3072 op->contr->invis_race = 0; 3051 op->contr->invis_race = 0;
3073 } 3052 }
3053
3074 update_object (op, UP_OBJ_FACE); 3054 update_object (op, UP_OBJ_CHANGE);
3075} 3055}
3076 3056
3077int 3057int
3078is_true_undead (object *op) 3058is_true_undead (object *op)
3079{ 3059{
3080 object *tmp = NULL;
3081
3082 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3060 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3083 return 1; 3061 return 1;
3084 3062
3085 return 0; 3063 return 0;
3086} 3064}
3374 char buf[MAX_BUF]; /* tmp. string buffer */ 3352 char buf[MAX_BUF]; /* tmp. string buffer */
3375 int i = 0, j = 0; 3353 int i = 0, j = 0;
3376 3354
3377 /* get the appropriate treasurelist */ 3355 /* get the appropriate treasurelist */
3378 if (atnr == ATNR_FIRE) 3356 if (atnr == ATNR_FIRE)
3379 trlist = find_treasurelist ("dragon_ability_fire"); 3357 trlist = treasurelist::find ("dragon_ability_fire");
3380 else if (atnr == ATNR_COLD) 3358 else if (atnr == ATNR_COLD)
3381 trlist = find_treasurelist ("dragon_ability_cold"); 3359 trlist = treasurelist::find ("dragon_ability_cold");
3382 else if (atnr == ATNR_ELECTRICITY) 3360 else if (atnr == ATNR_ELECTRICITY)
3383 trlist = find_treasurelist ("dragon_ability_elec"); 3361 trlist = treasurelist::find ("dragon_ability_elec");
3384 else if (atnr == ATNR_POISON) 3362 else if (atnr == ATNR_POISON)
3385 trlist = find_treasurelist ("dragon_ability_poison"); 3363 trlist = treasurelist::find ("dragon_ability_poison");
3386 3364
3387 if (trlist == NULL || who->type != PLAYER) 3365 if (trlist == NULL || who->type != PLAYER)
3388 return; 3366 return;
3389 3367
3390 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3368 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3522 * not readied. 3500 * not readied.
3523 */ 3501 */
3524void 3502void
3525player_unready_range_ob (player *pl, object *ob) 3503player_unready_range_ob (player *pl, object *ob)
3526{ 3504{
3527 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3505 if (pl->ob->current_weapon == ob)
3506 pl->ob->current_weapon = 0;
3507
3508 if (pl->combat_ob == ob)
3509 pl->combat_ob = 0;
3510
3528 if (pl->ranges[i] == ob) 3511 if (pl->ranged_ob == ob)
3529 {
3530 pl->ranges[i] = 0; 3512 pl->ranged_ob = 0;
3531 if (pl->shoottype == i)
3532 pl->shoottype = range_none;
3533 }
3534} 3513}
3535 3514
3536sint8 3515sint8
3537player::visibility_at (maptile *map, int x, int y) const 3516player::visibility_at (maptile *map, int x, int y) const
3538{ 3517{

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