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Comparing deliantra/server/server/player.C (file contents):
Revision 1.92 by root, Mon Jan 8 01:19:04 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>
116 115
117 news[0] = '\0'; 116 news[0] = '\0';
118 subject[0] = '\0'; 117 subject[0] = '\0';
119 size = 0; 118 size = 0;
120 119
121 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
122 { 121 {
123 if (*buf == '#') 122 if (*buf == '#')
124 continue; 123 continue;
125 124
126 if (*buf == '%') 125 if (*buf == '%')
127 { /* send one news */ 126 { /* send one news */
128 if (size > 0) 127 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
130 129
131 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
132 strip_endline (subject); 131 strip_endline (subject);
133 size = 0; 132 size = 0;
134 news[0] = '\0'; 133 news[0] = '\0';
144 size += strlen (buf); 143 size += strlen (buf);
145 } 144 }
146 } 145 }
147 146
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
150 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
151} 150}
152 151
153/* This loads the first map an puts the player on it. */ 152/* This loads the first map an puts the player on it. */
154static void 153static void
194 return; 193 return;
195 194
196 terminate_all_pets (ob); 195 terminate_all_pets (ob);
197 remove_friendly_object (ob); 196 remove_friendly_object (ob);
198 ob->deactivate_recursive (); 197 ob->deactivate_recursive ();
198
199 if (ob->map)
200 maplevel = ob->map->path;
201
199 ob->remove (); 202 ob->remove ();
200 ob->map = 0; 203 ob->map = 0;
204 party = 0;
201 205
202 // 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
203 ranges [range_skill] = 0;
204 207
205 players.erase (this); 208 players.erase (this);
206} 209}
207 210
208// connect the player with a specific client 211// connect the player with a specific client
209// also changed, rationalises, and fixes some incorrect settings 212// also changes, rationalises, and fixes some incorrect settings
210void 213void
211player::connect (client *ns) 214player::connect (client *ns)
212{ 215{
213 this->ns = ns; 216 this->ns = ns;
214 ns->pl = this; 217 ns->pl = this;
215 218
219 run_on = 0;
220 fire_on = 0;
221 ob->close_container (); //TODO: client-specific
222
216 ns->update_look = 0; 223 ns->update_look = 0;
217 ns->look_position = 0; 224 ns->look_position = 0;
218 225
219 clear_los (ob); 226 clear_los (ob);
227
228 ns->reset_stats ();
220 229
221 /* make sure he's a player -- needed because of class change. */ 230 /* make sure he's a player -- needed because of class change. */
222 ob->type = PLAYER; // we are paranoid 231 ob->type = PLAYER; // we are paranoid
223 ob->race = ob->arch->clone.race; 232 ob->race = ob->arch->clone.race;
224 233
225 if (!legal_range (ob, shoottype))
226 shoottype = range_none;
227
228 ob->carrying = sum_weight (ob); 234 ob->carrying = sum_weight (ob);
229 link_player_skills (ob); 235 link_player_skills (ob);
230 236
231 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
232 238
233 assign (title, ob->arch->clone.name); 239 assign (title, ob->arch->clone.name);
234
235 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
236 * from the class, and not race. I don't see any way to get the class information
237 * to then update this. I don't think this will actually break anything - anyone
238 * that can use armour should be able to use a shield. What this may 'break'
239 * are features new characters get, eg, if someone starts up with a Q, they
240 * should be able to use a shield. However, old Q's won't get that advantage.
241 */
242 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
243 SET_FLAG (ob, FLAG_USE_SHIELD);
244 240
245 /* if it's a dragon player, set the correct title here */ 241 /* if it's a dragon player, set the correct title here */
246 if (is_dragon_pl (ob)) 242 if (is_dragon_pl (ob))
247 { 243 {
248 object *tmp, *abil = 0, *skin = 0; 244 object *tmp, *abil = 0, *skin = 0;
262 258
263 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
264 260
265 esrv_new_player (this, ob->weight + ob->carrying); 261 esrv_new_player (this, ob->weight + ob->carrying);
266 262
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
267 ob->update_stats (); 279 ob->update_stats ();
268 ns->floorbox_update (); 280 ns->floorbox_update ();
269 281
270 esrv_send_inventory (ob, ob); 282 esrv_send_inventory (ob, ob);
271 esrv_add_spells (this, 0); 283 esrv_add_spells (this, 0);
288 if (active) 300 if (active)
289 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 301 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
290 302
291 INVOKE_PLAYER (DISCONNECT, this); 303 INVOKE_PLAYER (DISCONNECT, this);
292 304
305 ns->reset_stats ();
293 ns->pl = 0; 306 ns->pl = 0;
294 this->ns = 0; 307 ns = 0;
295 } 308 }
309
310 if (ob)
311 ob->close_container (); //TODO: client-specific
296 312
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
302void 318void
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 ob->stats.wc = 2;
312 ob->run_away = 25; /* Then we panick... */
313
314 ob->roll_stats ();
315} 327}
316 328
317player::player () 329player::player ()
318{ 330{
319 /* There are some elements we want initialised to non zero value - 331 /* There are some elements we want initialised to non zero value -
320 * we deal with that below this point. 332 * we deal with that below this point.
321 */ 333 */
322 outputs_sync = 16; /* Every 2 seconds */ 334 outputs_sync = 4;
323 outputs_count = 8; /* Keeps present behaviour */ 335 outputs_count = 4;
324 unapply = unapply_nochoice; 336 unapply = unapply_nochoice;
325 337
326 savebed_map = first_map_path; /* Init. respawn position */ 338 savebed_map = first_map_path; /* Init. respawn position */
327 339
328 gen_sp_armour = 10; 340 gen_sp_armour = 10;
329 last_speed = -1;
330 shoottype = range_none;
331 bowtype = bow_normal; 341 bowtype = bow_normal;
332 petmode = pet_normal; 342 petmode = pet_normal;
333 listening = 10; 343 listening = 10;
334 usekeys = containers; 344 usekeys = containers;
335 last_weapon_sp = -1;
336 peaceful = 1; /* default peaceful */ 345 peaceful = 1; /* default peaceful */
337 do_los = 1; 346 do_los = 1;
338
339 /* we need to clear these to -1 and not zero - otherwise,
340 * if a player quits and starts a new character, we wont
341 * send new values to the client, as things like exp start
342 * at zero.
343 */
344 for (int i = 0; i < NUM_SKILLS; i++)
345 last_skill_exp[i] = -1;
346
347 for (int i = 0; i < NROFATTACKS; i++)
348 last_resist[i] = -1;
349
350 last_stats.exp = -1;
351 last_weight = (uint32) - 1;
352} 347}
353 348
354void 349void
355player::do_destroy () 350player::do_destroy ()
356{ 351{
379player::create () 374player::create ()
380{ 375{
381 player *pl = new player; 376 player *pl = new player;
382 377
383 pl->set_object (arch_to_object (get_player_archetype (0))); 378 pl->set_object (arch_to_object (get_player_archetype (0)));
379
380 pl->ob->roll_stats ();
381 pl->ob->stats.wc = 2;
382 pl->ob->run_away = 25; /* Then we panick... */
383
384 set_first_map (pl->ob); 384 set_first_map (pl->ob);
385 385
386 return pl; 386 return pl;
387} 387}
388 388
534 x = mon->x; 534 x = mon->x;
535 y = mon->y; 535 y = mon->y;
536 m = mon->map; 536 m = mon->map;
537 dir = rv.direction; 537 dir = rv.direction;
538 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 538 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
539 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 539 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
540
540 /* If we can't solve it within the search distance, return now. */ 541 /* If we can't solve it within the search distance, return now. */
541 if (diff > max) 542 if (diff > max)
542 return 0; 543 return 0;
544
543 while (diff > 1 && max > 0) 545 while (diff > 1 && max > 0)
544 { 546 {
545 lastx = x; 547 lastx = x;
546 lasty = y; 548 lasty = y;
547 lastmap = m; 549 lastmap = m;
629 max--; 631 max--;
630 lastdir = dir; 632 lastdir = dir;
631 if (!firstdir) 633 if (!firstdir)
632 firstdir = dir; 634 firstdir = dir;
633 } 635 }
636
634 if (diff <= 1) 637 if (diff <= 1)
635 { 638 {
636 /* Recalculate diff (distance) because we may not have actually 639 /* Recalculate diff (distance) because we may not have actually
637 * headed toward player for entire distance. 640 * headed toward player for entire distance.
638 */ 641 */
639 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 642 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
640 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 643 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
641 } 644 }
645
642 if (diff > max) 646 if (diff > max)
643 return 0; 647 return 0;
644 } 648 }
649
645 /* If we reached the max, didn't find a direction in time */ 650 /* If we reached the max, didn't find a direction in time */
646 if (!max) 651 if (!max)
647 return 0; 652 return 0;
648 653
649 return firstdir; 654 return firstdir;
763roll_stat (void) 768roll_stat (void)
764{ 769{
765 int a[4], i, j, k; 770 int a[4], i, j, k;
766 771
767 for (i = 0; i < 4; i++) 772 for (i = 0; i < 4; i++)
768 a[i] = (int) RANDOM () % 6 + 1; 773 a[i] = (int) rndm (6) + 1;
769 774
770 for (i = 0, j = 0, k = 7; i < 4; i++) 775 for (i = 0, j = 0, k = 7; i < 4; i++)
771 if (a[i] < k) 776 if (a[i] < k)
772 k = a[i], j = i; 777 k = a[i], j = i;
773 778
779} 784}
780 785
781void 786void
782object::roll_stats () 787object::roll_stats ()
783{ 788{
784 int statsort [7]; 789 int statsort [NUM_STATS];
785 790
786 for (;;) 791 for (;;)
787 { 792 {
788 int sum = 0; 793 int sum = 0;
789 for (int i = 7; i--; ) 794 for (int i = NUM_STATS; i--; )
790 sum += statsort [i] = roll_stat (); 795 sum += statsort [i] = roll_stat ();
791 796
792 if (sum >= 82 && sum <= 116) 797 if (sum >= 82 && sum <= 116)
793 break; 798 break;
794 } 799 }
795 800
796 // Sort the stats so that rerolling is easier... 801 // Sort the stats so that rerolling is easier...
797 std::sort (statsort, statsort + 7, std::greater<int>()); 802 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
798 803
804 for (int i = 0; i < NUM_STATS; ++i)
799 stats.Str = statsort[0]; 805 stats.stat (i) = statsort [i];
800 stats.Dex = statsort[1];
801 stats.Con = statsort[2];
802 stats.Int = statsort[3];
803 stats.Wis = statsort[4];
804 stats.Pow = statsort[5];
805 stats.Cha = statsort[6];
806 806
807 stats.exp = 0; 807 stats.exp = 0;
808 stats.ac = 0; 808 stats.ac = 0;
809 809
810 stats.hp = stats.maxhp; 810 stats.hp = stats.maxhp;
822} 822}
823 823
824void 824void
825object::swap_stats (int a, int b) 825object::swap_stats (int a, int b)
826{ 826{
827 int tmp = get_attr_value (&contr->orig_stats, a); 827 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
828 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
829 set_attr_value (&contr->orig_stats, b, tmp);
830 828
829 for (int i = 0; i < NUM_STATS; ++i)
831 stats.Str = contr->orig_stats.Str; 830 stats.stat (i) = contr->orig_stats.stat (i);
832 stats.Dex = contr->orig_stats.Dex;
833 stats.Con = contr->orig_stats.Con;
834 stats.Int = contr->orig_stats.Int;
835 stats.Wis = contr->orig_stats.Wis;
836 stats.Pow = contr->orig_stats.Pow;
837 stats.Cha = contr->orig_stats.Cha;
838 831
839 //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,
840 // be merged with the similar code in roll_stats 833 // be merged with the similar code in roll_stats
841 stats.ac = 0; 834 stats.ac = 0;
842 835
873 * appropriate action with it (change race, or other things). 866 * appropriate action with it (change race, or other things).
874 * The function name is for historical reasons - now we have 867 * The function name is for historical reasons - now we have
875 * separate race and class; this actually changes the RACE, 868 * separate race and class; this actually changes the RACE,
876 * not the class. 869 * not the class.
877 */ 870 */
878int 871void
879key_change_class (object *op, char key) 872player::chargen_race_done ()
880{ 873{
881 int tmp_loop;
882
883 if (key == 'd' || key == 'D')
884 {
885 char buf[MAX_BUF];
886
887 /* this must before then initial items are given */ 874 /* this must before then initial items are given */
888 esrv_new_player (op->contr, op->weight + op->carrying); 875 esrv_new_player (ob->contr, ob->weight + ob->carrying);
889 876
890 treasurelist *tl = find_treasurelist ("starting_wealth"); 877 treasurelist *tl = treasurelist::find ("starting_wealth");
891 if (tl) 878 if (tl)
892 create_treasure (tl, op, 0, 0, 0); 879 create_treasure (tl, ob, 0, 0, 0);
893 880
894 INVOKE_PLAYER (BIRTH, op->contr); 881 INVOKE_PLAYER (BIRTH, ob->contr);
895 INVOKE_PLAYER (LOGIN, op->contr); 882 INVOKE_PLAYER (LOGIN, ob->contr);
896 883
897 op->contr->ns->state = ST_PLAYING; 884 ob->contr->ns->state = ST_PLAYING;
898 885
899 if (op->msg) 886 if (ob->msg)
900 op->msg = NULL; 887 ob->msg = 0;
901 888
902 /* 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
903 * to save here. 890 * to save here.
904 */ 891 */
892 {
893 char buf[MAX_BUF];
905 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
906 make_path_to_file (buf); 895 make_path_to_file (buf);
896 }
907 897
908#ifdef AUTOSAVE
909 op->contr->last_save_tick = pticks;
910#endif
911 start_info (op); 898 start_info (ob);
912 CLEAR_FLAG (op, FLAG_WIZ); 899 CLEAR_FLAG (ob, FLAG_WIZ);
913 give_initial_items (op, op->randomitems); 900 give_initial_items (ob, ob->randomitems);
914 link_player_skills (op); 901 link_player_skills (ob);
915 esrv_send_inventory (op, op); 902 esrv_send_inventory (ob, ob);
916 op->update_stats (); 903 ob->update_stats ();
917 904
918 /* This moves the player to a different start map, if there 905 /* This moves the player to a different start map, if there
919 * is one for this race 906 * is one for this race
920 */ 907 */
921 if (*first_map_ext_path) 908 if (*first_map_ext_path)
922 { 909 {
923 object *tmp; 910 object *tmp;
924 char mapname[MAX_BUF]; 911 char mapname[MAX_BUF];
925 912
926 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);
927 tmp = object::create (); 914 tmp = object::create ();
928 EXIT_PATH (tmp) = mapname; 915 EXIT_PATH (tmp) = mapname;
929 EXIT_X (tmp) = op->x; 916 EXIT_X (tmp) = ob->x;
930 EXIT_Y (tmp) = op->y; 917 EXIT_Y (tmp) = ob->y;
931 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;
932 * if the map isn't there, then stay on the 919 * if the map isn't there, then stay on the
933 * default initial map */ 920 * default initial map */
934 tmp->destroy (); 921 tmp->destroy ();
935 } 922 }
936 else 923 else
937 LOG (llevDebug, "first_map_ext_path not set\n"); 924 LOG (llevDebug, "first_map_ext_path not set\n");
925}
938 926
939 return 0; 927void
940 } 928player::chargen_race_next ()
941 929{
942 /* Following actually changes the race - this is the default command 930 /* Following actually changes the race - this is the default command
943 * if we don't match with one of the options above. 931 * if we don't match with one of the options above.
944 */ 932 */
945 933
946 tmp_loop = 0; 934 do
947 while (!tmp_loop)
948 { 935 {
949 shstr name = op->name; 936 shstr name = ob->name;
950 int x = op->x, y = op->y; 937 int x = ob->x, y = ob->y;
951 938
952 op->remove_statbonus (); 939 ob->remove_statbonus ();
953 op->remove (); 940 ob->remove ();
954 op->arch = get_player_archetype (op->arch); 941 ob->arch = get_player_archetype (ob->arch);
955 op->arch->clone.copy_to (op); 942 ob->arch->clone.copy_to (ob);
956 op->instantiate (); 943 ob->instantiate ();
957 op->stats = op->contr->orig_stats; 944 ob->stats = ob->contr->orig_stats;
958 op->name = op->name_pl = name; 945 ob->name = ob->name_pl = name;
959 op->x = x; 946 ob->x = x;
960 op->y = y; 947 ob->y = y;
961 SET_ANIMATION (op, 2); /* So player faces south */ 948 SET_ANIMATION (ob, 2); /* So player faces south */
962 insert_ob_in_map (op, op->map, op, 0); 949 insert_ob_in_map (ob, ob->map, ob, 0);
963 assign (op->contr->title, op->arch->clone.name); 950 assign (ob->contr->title, ob->arch->clone.name);
964 op->add_statbonus (); 951 ob->add_statbonus ();
965 tmp_loop = allowed_class (op);
966 } 952 }
953 while (!allowed_class (ob));
967 954
968 update_object (op, UP_OBJ_FACE); 955 update_object (ob, UP_OBJ_FACE);
969 esrv_update_item (UPD_FACE, op, op); 956 esrv_update_item (UPD_FACE, ob, ob);
970 op->update_stats (); 957 ob->update_stats ();
971 op->stats.hp = op->stats.maxhp; 958 ob->stats.hp = ob->stats.maxhp;
972 op->stats.sp = op->stats.maxsp; 959 ob->stats.sp = ob->stats.maxsp;
973 op->stats.grace = 0; 960 ob->stats.grace = 0;
974
975 if (op->msg)
976 new_draw_info (NDI_BLUE, 0, op, op->msg);
977
978 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
979 return 0;
980} 961}
981 962
982void 963void
983flee_player (object *op) 964flee_player (object *op)
984{ 965{
1031 /* Cornered, get rid of scared */ 1012 /* Cornered, get rid of scared */
1032 CLEAR_FLAG (op, FLAG_SCARED); 1013 CLEAR_FLAG (op, FLAG_SCARED);
1033 op->enemy = NULL; 1014 op->enemy = NULL;
1034} 1015}
1035 1016
1036
1037/* 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.
1038 * 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
1039 * stop. 1019 * stop.
1040 */ 1020 */
1041int 1021int
1042check_pick (object *op) 1022check_pick (object *op)
1043{ 1023{
1044 object *tmp, *next; 1024 object *tmp, *next;
1045 int stop = 0; 1025 int stop = 0;
1046 int j, k, wvratio; 1026 int wvratio;
1047 char putstring[128], tmpstr[16]; 1027 char putstring[128];
1048 1028
1049 /* if you're flying, you cna't pick up anything */ 1029 /* if you're flying, you cna't pick up anything */
1050 if (op->move_type & MOVE_FLYING) 1030 if (op->move_type & MOVE_FLYING)
1051 return 1; 1031 return 1;
1052 1032
1389 * found object is returned. 1369 * found object is returned.
1390 */ 1370 */
1391object * 1371object *
1392find_arrow (object *op, const char *type) 1372find_arrow (object *op, const char *type)
1393{ 1373{
1394 object *tmp = NULL; 1374 object *tmp = 0;
1395 1375
1396 for (op = op->inv; op; op = op->below) 1376 for (op = op->inv; op; op = op->below)
1397 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1377 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1398 tmp = find_arrow (op, type); 1378 tmp = find_arrow (op, type);
1399 else if (op->type == ARROW && op->race == type) 1379 else if (op->type == ARROW && op->race == type)
1400 return op; 1380 return op;
1381
1401 return tmp; 1382 return tmp;
1402} 1383}
1403 1384
1404/* 1385/*
1405 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1386 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1406 * against the target. A full test is not performed, simply a basic test 1387 * against the target. A full test is not performed, simply a basic test
1407 * of resistances. The archer is making a quick guess at what he sees down 1388 * of resistances. The archer is making a quick guess at what he sees down
1408 * the hall. Failing that it does it's best to pick the highest plus arrow. 1389 * the hall. Failing that it does it's best to pick the highest plus arrow.
1409 */ 1390 */
1410
1411object * 1391object *
1412find_better_arrow (object *op, object *target, const char *type, int *better) 1392find_better_arrow (object *op, object *target, const char *type, int *better)
1413{ 1393{
1414 object *tmp = NULL, *arrow, *ntmp; 1394 object *tmp = NULL, *arrow, *ntmp;
1415 int attacknum, attacktype, betterby = 0, i; 1395 int attacknum, attacktype, betterby = 0, i;
1481 * find_better_arrow to find a decent arrow to use. 1461 * find_better_arrow to find a decent arrow to use.
1482 * op = the shooter 1462 * op = the shooter
1483 * type = bow->race 1463 * type = bow->race
1484 * dir = fire direction 1464 * dir = fire direction
1485 */ 1465 */
1486
1487object * 1466object *
1488pick_arrow_target (object *op, const char *type, int dir) 1467pick_arrow_target (object *op, const char *type, int dir)
1489{ 1468{
1490 object *tmp = NULL; 1469 object *tmp = NULL;
1491 maptile *m; 1470 maptile *m;
1556 */ 1535 */
1557int 1536int
1558fire_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)
1559{ 1538{
1560 object *left, *bow; 1539 object *left, *bow;
1561 int bowspeed, mflags; 1540 int mflags;
1562 maptile *m; 1541 maptile *m;
1563 1542
1564 if (!dir) 1543 if (!dir)
1565 { 1544 {
1566 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!");
1567 return 0; 1546 return 0;
1568 } 1547 }
1569 1548
1570 if (op->type == PLAYER) 1549 if (player *pl = op->contr)
1571 bow = op->contr->ranges[range_bow]; 1550 {
1551 bow = pl->ranged_ob;
1552 if (!op->change_weapon (bow))
1553 return 0;
1554 }
1572 else 1555 else
1573 { 1556 {
1574 for (bow = op->inv; bow; bow = bow->below) 1557 for (bow = op->inv; bow; bow = bow->below)
1575 /* 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
1576 * 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.
1581 if (!bow) 1564 if (!bow)
1582 { 1565 {
1583 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1584 return 0; 1567 return 0;
1585 } 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
1586 } 1577 }
1587 1578
1588 if (!bow->race || !bow->skill) 1579 if (!bow->race || !bow->skill)
1589 { 1580 {
1590 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);
1591 return 0; 1582 return 0;
1592 } 1583 }
1593
1594 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1595
1596 /* penalize ROF for bestarrow */
1597 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1598 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1599
1600 if (bowspeed < 1)
1601 bowspeed = 1;
1602 1584
1603 if (arrow == NULL) 1585 if (arrow == NULL)
1604 { 1586 {
1605 if ((arrow = find_arrow (op, bow->race)) == NULL) 1587 if ((arrow = find_arrow (op, bow->race)) == NULL)
1606 { 1588 {
1607 if (op->type == PLAYER) 1589 if (op->type == PLAYER)
1608 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);
1609 /* 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 */
1610 else 1592 else
1611 CLEAR_FLAG (op, FLAG_READY_BOW); 1593 CLEAR_FLAG (op, FLAG_READY_BOW);
1594
1612 return 0; 1595 return 0;
1613 } 1596 }
1614 } 1597 }
1615 1598
1616 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1599 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1640 1623
1641 arrow->set_owner (op); 1624 arrow->set_owner (op);
1642 arrow->skill = bow->skill; 1625 arrow->skill = bow->skill;
1643 arrow->direction = dir; 1626 arrow->direction = dir;
1644 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
1645 if (op->type == PLAYER) 1662 if (op->type == PLAYER)
1646 { 1663 {
1647 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1648 op->update_stats ();
1649 }
1650
1651 SET_ANIMATION (arrow, arrow->direction);
1652 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1653 arrow->stats.hp = arrow->stats.dam;
1654 arrow->stats.grace = arrow->attacktype;
1655 if (arrow->slaying != NULL)
1656 arrow->spellarg = strdup (arrow->slaying);
1657
1658 /* Note that this was different for monsters - they got their level
1659 * added to the damage. I think the strength bonus is more proper.
1660 */
1661
1662 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1663
1664 /* update the speed */
1665 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1666 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1667
1668 arrow->set_speed (max (arrow->speed, 1.0));
1669 arrow->speed_left = 0;
1670
1671 if (op->type == PLAYER)
1672 {
1673 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1674 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1675 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1676
1677 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;
1678 } 1671 }
1679 else 1672 else
1680 { 1673 {
1681 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1682 arrow->level = op->level; 1674 arrow->level = op->level;
1683 } 1675 arrow->stats.wc -= bow->magic;
1684 1676
1685 if (arrow->attacktype == AT_PHYSICAL) 1677 if (!arrow->slaying)
1678 arrow->slaying = bow->slaying;
1679
1686 arrow->attacktype |= bow->attacktype; 1680 arrow->attacktype |= bow->attacktype;
1681 }
1687 1682
1688 if (bow->slaying) 1683 wc -= arrow->level;
1689 arrow->slaying = bow->slaying; 1684 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1690 1685
1686 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1691 arrow->move_type = MOVE_FLY_LOW; 1687 arrow->move_type = MOVE_FLY_LOW;
1692 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1693 1689
1694 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);
1695 m->insert (arrow, sx, sy, op); 1691 m->insert (arrow, sx, sy, op);
1720{ 1716{
1721 int ret = 0, wcmod = 0; 1717 int ret = 0, wcmod = 0;
1722 1718
1723 if (op->contr->bowtype == bow_bestarrow) 1719 if (op->contr->bowtype == bow_bestarrow)
1724 { 1720 {
1725 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);
1726 } 1722 }
1727 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)
1728 { 1724 {
1729 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1725 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1730 wcmod = -1; 1726 wcmod = -1;
1740 else if (op->contr->bowtype == bow_spreadshot) 1736 else if (op->contr->bowtype == bow_spreadshot)
1741 { 1737 {
1742 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);
1743 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);
1744 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);
1745
1746 } 1741 }
1747 else 1742 else
1748 { 1743 {
1749 /* Simple case */ 1744 /* Simple case */
1750 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);
1751 } 1746 }
1747
1752 return ret; 1748 return ret;
1753} 1749}
1754 1750
1755 1751
1756/* Fires a misc (wand/rod/horn) object in 'dir'. 1752/* Fires a misc (wand/rod/horn) object in 'dir'.
1757 * Broken apart from 'fire' to keep it more readable. 1753 * Broken apart from 'fire' to keep it more readable.
1758 */ 1754 */
1759void 1755void
1760fire_misc_object (object *op, int dir) 1756fire_misc_object (object *op, int dir)
1761{ 1757{
1762 object *item; 1758 object *item = op->contr->ranged_ob;
1763 1759
1764 if (!op->contr->ranges[range_misc]) 1760 if (!item)
1765 { 1761 {
1766 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.");
1767 return; 1763 return;
1768 } 1764 }
1769 1765
1770 item = op->contr->ranges[range_misc];
1771 if (!item->inv) 1766 if (!item->inv)
1772 { 1767 {
1773 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1768 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1774 return; 1769 return;
1775 } 1770 }
1771
1772 if (!op->change_weapon (item))
1773 return;
1774
1776 if (item->type == WAND) 1775 if (item->type == WAND)
1777 { 1776 {
1778 if (item->stats.food <= 0) 1777 if (item->stats.food <= 0)
1779 { 1778 {
1780 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1779 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1781 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
1782 return; 1782 return;
1783 } 1783 }
1784 } 1784 }
1785 else if (item->type == ROD || item->type == HORN) 1785 else if (item->type == ROD || item->type == HORN)
1786 { 1786 {
1787 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))
1788 { 1788 {
1789 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1789 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1790
1790 if (item->type == ROD) 1791 if (item->type == ROD)
1791 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));
1792 else 1793 else
1793 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
1794 return; 1796 return;
1795 } 1797 }
1796 } 1798 }
1797 1799
1798 if (cast_spell (op, item, dir, item->inv, NULL)) 1800 if (cast_spell (op, item, dir, item->inv, NULL))
1829 1831
1830 /* check for loss of invisiblity/hide */ 1832 /* check for loss of invisiblity/hide */
1831 if (action_makes_visible (op)) 1833 if (action_makes_visible (op))
1832 make_visible (op); 1834 make_visible (op);
1833 1835
1834 switch (op->contr->shoottype) 1836 player *pl = op->contr;
1837
1838 if (pl->golem)
1835 { 1839 {
1836 case range_none: 1840 control_golem (op->contr->golem, dir);
1837 return; 1841 return;
1842 }
1838 1843
1839 case range_bow: 1844 object *ob = pl->ranged_ob;
1845
1846 if (!ob)
1847 return;
1848
1849 switch (ob->type)
1850 {
1851 case BOW:
1840 player_fire_bow (op, dir); 1852 player_fire_bow (op, dir);
1841 return; 1853 break;
1842 1854
1843 case range_magic: /* Casting spells */ 1855 case SPELL:
1844 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);
1845 return; 1857 break;
1846 1858
1847 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:
1848 fire_misc_object (op, dir); 1869 fire_misc_object (op, dir);
1849 return; 1870 break;
1850
1851 case range_golem: /* Control summoned monsters from scrolls */
1852 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1853 {
1854 op->contr->ranges[range_golem] = 0;
1855 op->contr->shoottype = range_none;
1856 }
1857 else
1858 control_golem (op->contr->ranges[range_golem], dir);
1859 return;
1860
1861 case range_skill:
1862 if (!op->chosen_skill)
1863 {
1864 if (op->type == PLAYER)
1865 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1866 return;
1867 }
1868
1869 do_skill (op, op, op->chosen_skill, dir, NULL);
1870 return;
1871 case range_builder:
1872 apply_map_builder (op, dir);
1873 return;
1874 default:
1875 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1876 return;
1877 } 1871 }
1878} 1872}
1879
1880
1881 1873
1882/* find_key 1874/* find_key
1883 * 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
1884 * and successfully use it, we return the key, otherwise NULL 1876 * and successfully use it, we return the key, otherwise NULL
1885 * This function merges both normal and locked door, since the logic 1877 * This function merges both normal and locked door, since the logic
1887 * pl is the player, 1879 * pl is the player,
1888 * inv is the objects inventory to searched 1880 * inv is the objects inventory to searched
1889 * door is the door we are trying to match against. 1881 * door is the door we are trying to match against.
1890 * This function can be called recursively to search containers. 1882 * This function can be called recursively to search containers.
1891 */ 1883 */
1892
1893object * 1884object *
1894find_key (object *pl, object *container, object *door) 1885find_key (object *pl, object *container, object *door)
1895{ 1886{
1896 object *tmp, *key; 1887 object *tmp, *key;
1897 1888
1898 /* Should not happen, but sanity checking is never bad */ 1889 /* Should not happen, but sanity checking is never bad */
1899 if (container->inv == NULL) 1890 if (!container->inv)
1900 return NULL; 1891 return 0;
1901 1892
1902 /* First, lets try to find a key in the top level inventory */ 1893 /* First, lets try to find a key in the top level inventory */
1903 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1894 for (tmp = container->inv; tmp; tmp = tmp->below)
1904 { 1895 {
1905 if (door->type == DOOR && tmp->type == KEY) 1896 if (door->type == DOOR && tmp->type == KEY)
1906 break; 1897 break;
1907 /* For sanity, we should really check door type, but other stuff 1898 /* For sanity, we should really check door type, but other stuff
1908 * (like containers) can be locked with special keys 1899 * (like containers) can be locked with special keys
1909 */ 1900 */
1910 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1901 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1911 break; 1902 break;
1912 } 1903 }
1904
1913 /* No key found - lets search inventories now */ 1905 /* No key found - lets search inventories now */
1914 /* If we find and use a key in an inventory, return at that time. 1906 /* If we find and use a key in an inventory, return at that time.
1915 * otherwise, if we search all the inventories and still don't find 1907 * otherwise, if we search all the inventories and still don't find
1916 * a key, return 1908 * a key, return
1917 */ 1909 */
1918 if (!tmp) 1910 if (!tmp)
1919 { 1911 {
1920 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1912 for (tmp = container->inv; tmp; tmp = tmp->below)
1921 { 1913 {
1922 /* No reason to search empty containers */ 1914 /* No reason to search empty containers */
1923 if (tmp->type == CONTAINER && tmp->inv) 1915 if (tmp->type == CONTAINER && tmp->inv)
1924 { 1916 {
1925 if ((key = find_key (pl, tmp, door)) != NULL) 1917 if ((key = find_key (pl, tmp, door)))
1926 return key; 1918 return key;
1927 } 1919 }
1928 } 1920 }
1921
1929 if (!tmp) 1922 if (!tmp)
1930 return NULL; 1923 return NULL;
1931 } 1924 }
1925
1932 /* We get down here if we have found a key. Now if its in a container, 1926 /* We get down here if we have found a key. Now if its in a container,
1933 * see if we actually want to use it 1927 * see if we actually want to use it
1934 */ 1928 */
1935 if (pl != container) 1929 if (pl != container)
1936 { 1930 {
1957 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1951 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1958 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1952 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1959 return NULL; 1953 return NULL;
1960 } 1954 }
1961 } 1955 }
1956
1962 return tmp; 1957 return tmp;
1963} 1958}
1964 1959
1965/* moved door processing out of move_player_attack. 1960/* moved door processing out of move_player_attack.
1966 * returns 1 if player has opened the door with a key 1961 * returns 1 if player has opened the door with a key
1980 if (key) 1975 if (key)
1981 { 1976 {
1982 object *container = key->env; 1977 object *container = key->env;
1983 1978
1984 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
1985 if (action_makes_visible (op)) 1981 if (action_makes_visible (op))
1986 make_visible (op); 1982 make_visible (op);
1983
1987 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1984 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1988 spring_trap (door->inv, op); 1985 spring_trap (door->inv, op);
1986
1989 if (door->type == DOOR) 1987 if (door->type == DOOR)
1990 {
1991 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 */
1992 }
1993 else if (door->type == LOCKED_DOOR) 1989 else if (door->type == LOCKED_DOOR)
1994 { 1990 {
1995 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1991 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1996 remove_door2 (door); /* remove door without violence ;-) */ 1992 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1993 }
1994
1998 /* Do this after we print the message */ 1995 /* Do this after we print the message */
1999 decrease_ob (key); /* Use up one of the keys */ 1996 decrease_ob (key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 1997 /* Need to update the weight the container the key was in */
2001 if (container != op) 1998 if (container != op)
2002 esrv_update_item (UPD_WEIGHT, op, container); 1999 esrv_update_item (UPD_WEIGHT, op, container);
2000
2003 return 1; /* Nothing more to do below */ 2001 return 1; /* Nothing more to do below */
2004 } 2002 }
2005 else if (door->type == LOCKED_DOOR) 2003 else if (door->type == LOCKED_DOOR)
2006 { 2004 {
2007 /* Might as well return now - no other way to open this */ 2005 /* Might as well return now - no other way to open this */
2008 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2006 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2009 return 1; 2007 return 1;
2010 } 2008 }
2009
2011 return 0; 2010 return 0;
2012} 2011}
2013 2012
2014/* This function is just part of a breakup from move_player. 2013/* This function is just part of a breakup from move_player.
2015 * It should keep the code cleaner. 2014 * It should keep the code cleaner.
2019 */ 2018 */
2020void 2019void
2021move_player_attack (object *op, int dir) 2020move_player_attack (object *op, int dir)
2022{ 2021{
2023 object *tmp, *mon; 2022 object *tmp, *mon;
2024 sint16 nx, ny;
2025 int on_battleground; 2023 int on_battleground;
2026 maptile *m; 2024 maptile *m;
2027 2025
2028 nx = freearr_x[dir] + op->x; 2026 sint16 nx = freearr_x[dir] + op->x;
2029 ny = freearr_y[dir] + op->y; 2027 sint16 ny = freearr_y[dir] + op->y;
2030 2028
2031 on_battleground = op_on_battleground (op, 0, 0); 2029 on_battleground = op_on_battleground (op, 0, 0);
2032 2030
2033 /* 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
2034 * 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
2114 /* 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 */
2115 if (op->contr->braced) 2113 if (op->contr->braced)
2116 return; 2114 return;
2117 2115
2118 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);
2119 (void) push_ob (mon, dir, op); 2117 push_ob (mon, dir, op);
2120 if (op->contr->tmp_invis || op->hide) 2118 if (op->contr->tmp_invis || op->hide)
2121 make_visible (op); 2119 make_visible (op);
2122 2120
2123 return; 2121 return;
2124 } 2122 }
2169 * 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.
2170 */ 2168 */
2171 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2172 ((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)))
2173 { 2171 {
2174
2175 /* If the player hasn't hit something this tick, and does
2176 * so, give them speed boost based on weapon speed. Doing
2177 * it here is better than process_players2, which basically
2178 * incurred a 1 tick offset.
2179 */
2180 if (!op->contr->has_hit) 2172 op->contr->has_hit = 1;
2181 {
2182 op->speed_left += op->speed / op->contr->weapon_sp;
2183
2184 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2185 }
2186 2173
2187 skill_attack (mon, op, 0, 0, 0); 2174 skill_attack (mon, op, 0, 0, 0);
2188 2175
2189 /* If attacking another player, that player gets automatic 2176 /* If attacking another player, that player gets automatic
2190 * hitback, and doesn't loose luck either. 2177 * hitback, and doesn't loose luck either.
2221 return 0; 2208 return 0;
2222 } 2209 }
2223 2210
2224 /* peterm: added following line */ 2211 /* peterm: added following line */
2225 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2212 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2226 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2213 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2227 2214
2228 op->facing = dir; 2215 op->facing = dir;
2229 2216
2230 if (op->hide) 2217 if (op->hide)
2231 do_hidden_move (op); 2218 do_hidden_move (op);
2264 * Returns true if there are more actions we can do. 2251 * Returns true if there are more actions we can do.
2265 */ 2252 */
2266int 2253int
2267handle_newcs_player (object *op) 2254handle_newcs_player (object *op)
2268{ 2255{
2269 if (op->contr->hidden)
2270 {
2271 op->invisible = 1000;
2272 /* the socket code flashes the player visible/invisible
2273 * depending on the value of invisible, so we need to
2274 * alternate it here for it to work correctly.
2275 */
2276 if (pticks & 2)
2277 op->invisible--;
2278 }
2279 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2280 {
2281 op->invisible--;
2282 if (!op->invisible)
2283 {
2284 make_visible (op);
2285 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2286 }
2287 }
2288
2289 if (QUERY_FLAG (op, FLAG_SCARED)) 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2290 { 2257 {
2291 flee_player (op); 2258 flee_player (op);
2259
2292 /* 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 */
2293 if (QUERY_FLAG (op, FLAG_SCARED)) 2261 if (op->flag [FLAG_SCARED])
2294 { 2262 {
2295 op->speed_left--; 2263 --op->speed_left;
2296 return 0; 2264 return 0;
2297 } 2265 }
2298 } 2266 }
2299
2300 /* I've been seeing crashes where the golem has been destroyed, but
2301 * the player object still points to the defunct golem. The code that
2302 * destroys the golem looks correct, and it doesn't always happen, so
2303 * put this in a a workaround to clean up the golem pointer.
2304 */
2305 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2306 op->contr->ranges[range_golem] = 0;
2307 2267
2308 /* 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
2309 * the players time has been increased when doericserver has been 2269 * the players time has been increased when doericserver has been
2310 * called, so we recheck it here. 2270 * called, so we recheck it here.
2311 */ 2271 */
2312 if (op->contr->ns->handle_command ()) 2272 if (op->contr->ns->handle_command ())
2313 return 1; 2273 return 1;
2314 2274
2315 if (op->speed_left > 0) 2275 if (op->speed_left > 0.f)
2316 { 2276 {
2317 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2277 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2318 { 2278 {
2319 /* All move commands take 1 tick, at least for now */ 2279 /* All move commands take 1 tick, at least for now */
2320 op->speed_left--; 2280 --op->speed_left;
2321 2281
2322 /* Instead of all the stuff below, let move_player take care 2282 /* Instead of all the stuff below, let move_player take care
2323 * 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
2324 * there, as well as the confusion stuff. 2284 * there, as well as the confusion stuff.
2325 */ 2285 */
2326 move_player (op, op->direction); 2286 move_player (op, op->direction);
2327 2287
2328 return op->speed_left > 0; 2288 return op->speed_left > 0.f;
2329 } 2289 }
2330 } 2290 }
2331 2291
2332 return 0; 2292 return 0;
2333} 2293}
2372 * from. 2332 * from.
2373 */ 2333 */
2374void 2334void
2375remove_unpaid_objects (object *op, object *env) 2335remove_unpaid_objects (object *op, object *env)
2376{ 2336{
2377 object *next;
2378
2379 while (op) 2337 while (op)
2380 { 2338 {
2381 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2339 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2382 2340
2383 if (QUERY_FLAG (op, FLAG_UNPAID)) 2341 if (QUERY_FLAG (op, FLAG_UNPAID))
2449 int rate_grace = 2000; 2407 int rate_grace = 2000;
2450 const int max_hp = 1; 2408 const int max_hp = 1;
2451 const int max_sp = 1; 2409 const int max_sp = 1;
2452 const int max_grace = 1; 2410 const int max_grace = 1;
2453 2411
2454 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--;
2455 { 2421 }
2456 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2422 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2457 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2423 {
2458 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 }
2459 } 2429 }
2460 2430
2461 if (op->contr->ns->state == ST_PLAYING) 2431 if (op->contr->ns->state == ST_PLAYING)
2462 { 2432 {
2463 /* these next three if clauses make it possible to SLOW DOWN 2433 /* these next three if clauses make it possible to SLOW DOWN
2485 gen_grace = op->stats.maxgrace; 2455 gen_grace = op->stats.maxgrace;
2486 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2456 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2487 } 2457 }
2488 2458
2489 /* Regenerate Spell Points */ 2459 /* Regenerate Spell Points */
2490 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2460 if (!op->contr->golem && --op->last_sp < 0)
2491 { 2461 {
2492 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);
2493 if (op->stats.sp < op->stats.maxsp) 2463 if (op->stats.sp < op->stats.maxsp)
2494 { 2464 {
2495 op->stats.sp++; 2465 op->stats.sp++;
2713 tmp->name = buf; 2683 tmp->name = buf;
2714 sprintf (buf, " This finger has been cut off %s\n" 2684 sprintf (buf, " This finger has been cut off %s\n"
2715 " the %s, when he was defeated at\n level %d by %s.\n", 2685 " the %s, when he was defeated at\n level %d by %s.\n",
2716 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2686 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2717 tmp->msg = buf; 2687 tmp->msg = buf;
2718 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2688 tmp->value = 0, tmp->type = 0;
2719 tmp->materialname = NULL; 2689 tmp->materialname = "organics";
2720 tmp->insert_at (op, tmp); 2690 tmp->insert_at (op, tmp);
2721 } 2691 }
2722 2692
2723 /* teleport defeated player to new destination */ 2693 /* teleport defeated player to new destination */
2724 transfer_ob (op, x, y, 0, NULL); 2694 transfer_ob (op, x, y, 0, NULL);
2920 op->stats.hp = op->stats.maxhp; 2890 op->stats.hp = op->stats.maxhp;
2921 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2891 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2922 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2892 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2923 2893
2924 /* 2894 /*
2925 * Check to see if the player is in a shop. IF so, then check to see if
2926 * 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
2927 * in the map. 2896 * and put them back in the map.
2928 */ 2897 */
2929
2930 if (is_in_shop (op))
2931 remove_unpaid_objects (op->inv, op); 2898 remove_unpaid_objects (op->inv, op);
2932 2899
2933 /****************************************/ 2900 /****************************************/
2934 /* */ 2901 /* */
2935 /* Move player to his current respawn- */ 2902 /* Move player to his current respawn- */
2936 /* position (usually last savebed) */ 2903 /* position (usually last savebed) */
2956 object *force; 2923 object *force;
2957 int at; 2924 int at;
2958 2925
2959 force = get_archetype (FORCE_NAME); 2926 force = get_archetype (FORCE_NAME);
2960 /* 50 ticks should be enough time for the spell to abate */ 2927 /* 50 ticks should be enough time for the spell to abate */
2961 force->speed = 0.1; 2928 force->speed = 0.1f;
2962 force->speed_left = -5.0; 2929 force->speed_left = -5.f;
2963 SET_FLAG (force, FLAG_APPLIED); 2930 SET_FLAG (force, FLAG_APPLIED);
2964 for (at = 0; at < NROFATTACKS; at++) 2931 for (at = 0; at < NROFATTACKS; at++)
2965 if (will_kill_again & (1 << at)) 2932 if (will_kill_again & (1 << at))
2966 force->resist[at] = 100; 2933 force->resist[at] = 100;
2967 2934
2976void 2943void
2977loot_object (object *op) 2944loot_object (object *op)
2978{ /* Grab and destroy some treasure */ 2945{ /* Grab and destroy some treasure */
2979 object *tmp, *tmp2, *next; 2946 object *tmp, *tmp2, *next;
2980 2947
2981 if (op->container) 2948 op->close_container (); /* close open sack first */
2982 esrv_apply_container (op, op->container); /* close open sack first */
2983 2949
2984 for (tmp = op->inv; tmp; tmp = next) 2950 for (tmp = op->inv; tmp; tmp = next)
2985 { 2951 {
2986 next = tmp->below; 2952 next = tmp->below;
2987 2953
2988 if (tmp->invisible) 2954 if (tmp->invisible)
2989 continue; 2955 continue;
2990 2956
2991 tmp->remove (); 2957 tmp->remove ();
2992 tmp->x = op->x, tmp->y = op->y; 2958 tmp->x = op->x, tmp->y = op->y;
2959
2993 if (tmp->type == CONTAINER) 2960 if (tmp->type == CONTAINER)
2994 { /* empty container to ground */ 2961 loot_object (tmp); /* empty container to ground */
2995 loot_object (tmp); 2962
2996 }
2997 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2963 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2998 { 2964 {
2999 if (tmp->nrof > 1) 2965 if (tmp->nrof > 1)
3000 { 2966 {
3001 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2967 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3002 tmp2->destroy (); 2968 tmp2->destroy ();
3013/* 2979/*
3014 * fix_weight(): Check recursively the weight of all players, and fix 2980 * fix_weight(): Check recursively the weight of all players, and fix
3015 * what needs to be fixed. Refresh windows and fix speed if anything 2981 * what needs to be fixed. Refresh windows and fix speed if anything
3016 * was changed. 2982 * was changed.
3017 */ 2983 */
3018
3019void 2984void
3020fix_weight (void) 2985fix_weight (void)
3021{ 2986{
3022 for_all_players (pl) 2987 for_all_players (pl)
3023 { 2988 {
3083 if (op->type == PLAYER) 3048 if (op->type == PLAYER)
3084 { 3049 {
3085 op->contr->tmp_invis = 0; 3050 op->contr->tmp_invis = 0;
3086 op->contr->invis_race = 0; 3051 op->contr->invis_race = 0;
3087 } 3052 }
3053
3088 update_object (op, UP_OBJ_FACE); 3054 update_object (op, UP_OBJ_CHANGE);
3089} 3055}
3090 3056
3091int 3057int
3092is_true_undead (object *op) 3058is_true_undead (object *op)
3093{ 3059{
3094 object *tmp = NULL;
3095
3096 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3060 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3097 return 1; 3061 return 1;
3098 3062
3099 return 0; 3063 return 0;
3100} 3064}
3388 char buf[MAX_BUF]; /* tmp. string buffer */ 3352 char buf[MAX_BUF]; /* tmp. string buffer */
3389 int i = 0, j = 0; 3353 int i = 0, j = 0;
3390 3354
3391 /* get the appropriate treasurelist */ 3355 /* get the appropriate treasurelist */
3392 if (atnr == ATNR_FIRE) 3356 if (atnr == ATNR_FIRE)
3393 trlist = find_treasurelist ("dragon_ability_fire"); 3357 trlist = treasurelist::find ("dragon_ability_fire");
3394 else if (atnr == ATNR_COLD) 3358 else if (atnr == ATNR_COLD)
3395 trlist = find_treasurelist ("dragon_ability_cold"); 3359 trlist = treasurelist::find ("dragon_ability_cold");
3396 else if (atnr == ATNR_ELECTRICITY) 3360 else if (atnr == ATNR_ELECTRICITY)
3397 trlist = find_treasurelist ("dragon_ability_elec"); 3361 trlist = treasurelist::find ("dragon_ability_elec");
3398 else if (atnr == ATNR_POISON) 3362 else if (atnr == ATNR_POISON)
3399 trlist = find_treasurelist ("dragon_ability_poison"); 3363 trlist = treasurelist::find ("dragon_ability_poison");
3400 3364
3401 if (trlist == NULL || who->type != PLAYER) 3365 if (trlist == NULL || who->type != PLAYER)
3402 return; 3366 return;
3403 3367
3404 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++);
3536 * not readied. 3500 * not readied.
3537 */ 3501 */
3538void 3502void
3539player_unready_range_ob (player *pl, object *ob) 3503player_unready_range_ob (player *pl, object *ob)
3540{ 3504{
3541 rangetype i; 3505 if (pl->ob->current_weapon == ob)
3506 pl->ob->current_weapon = 0;
3542 3507
3543 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3508 if (pl->combat_ob == ob)
3544 { 3509 pl->combat_ob = 0;
3510
3545 if (pl->ranges[i] == ob) 3511 if (pl->ranged_ob == ob)
3546 { 3512 pl->ranged_ob = 0;
3547 pl->ranges[i] = NULL;
3548 if (pl->shoottype == i)
3549 {
3550 pl->shoottype = range_none;
3551 }
3552 }
3553 }
3554} 3513}
3514
3515sint8
3516player::visibility_at (maptile *map, int x, int y) const
3517{
3518 if (!ns)
3519 return 0;
3520
3521 int dx, dy;
3522 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3523 return 0;
3524
3525 x += dx - ns->current_x + ns->mapx / 2;
3526 y += dy - ns->current_y + ns->mapy / 2;
3527
3528 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3529 return 0;
3530
3531 return 100 - blocked_los [x][y];
3532}

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