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Comparing deliantra/server/server/player.C (file contents):
Revision 1.89 by root, Sun Jan 7 02:39:14 2007 UTC vs.
Revision 1.139 by root, Fri May 18 01:01:02 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);
150}
151
152float
153player::weapon_speed () const
154{
155 return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
151} 156}
152 157
153/* This loads the first map an puts the player on it. */ 158/* This loads the first map an puts the player on it. */
154static void 159static void
155set_first_map (object *op) 160set_first_map (object *op)
180 185
181 players.insert (this); 186 players.insert (this);
182 ob->remove (); 187 ob->remove ();
183 ob->map = 0; 188 ob->map = 0;
184 ob->activate_recursive (); 189 ob->activate_recursive ();
190 CLEAR_FLAG (ob, FLAG_FRIENDLY);
191 add_friendly_object (ob);
185 enter_map (); 192 enter_map ();
186} 193}
187 194
188void 195void
189player::deactivate () 196player::deactivate ()
190{ 197{
191 if (!active) 198 if (!active)
192 return; 199 return;
193 200
194 terminate_all_pets (ob); 201 terminate_all_pets (ob);
202 remove_friendly_object (ob);
195 ob->deactivate_recursive (); 203 ob->deactivate_recursive ();
204
205 if (ob->map)
206 maplevel = ob->map->path;
207
196 ob->remove (); 208 ob->remove ();
197 ob->map = 0; 209 ob->map = 0;
210 party = 0;
211
212 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
198 213
199 players.erase (this); 214 players.erase (this);
200} 215}
201 216
202// connect the player with a specific client 217// connect the player with a specific client
203// also changed, rationalises, and fixes some incorrect settings 218// also changes, rationalises, and fixes some incorrect settings
204void 219void
205player::connect (client *ns) 220player::connect (client *ns)
206{ 221{
207 this->ns = ns; 222 this->ns = ns;
208 ns->pl = this; 223 ns->pl = this;
209 224
225 run_on = 0;
226 fire_on = 0;
227 ob->close_container (); //TODO: client-specific
228
210 ns->update_look = 0; 229 ns->update_look = 0;
211 ns->look_position = 0; 230 ns->look_position = 0;
212 231
213 clear_los (ob); 232 clear_los (ob);
233
234 ns->reset_stats ();
214 235
215 /* make sure he's a player -- needed because of class change. */ 236 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid 237 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->clone.race; 238 ob->race = ob->arch->clone.race;
218 239
219 if (!legal_range (ob, shoottype))
220 shoottype = range_none;
221
222 ob->carrying = sum_weight (ob); 240 ob->carrying = sum_weight (ob);
223 link_player_skills (ob); 241 link_player_skills (ob);
224 242
225 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
226 244
227 assign (title, ob->arch->clone.name); 245 assign (title, ob->arch->clone.name);
228
229 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
230 * from the class, and not race. I don't see any way to get the class information
231 * to then update this. I don't think this will actually break anything - anyone
232 * that can use armour should be able to use a shield. What this may 'break'
233 * are features new characters get, eg, if someone starts up with a Q, they
234 * should be able to use a shield. However, old Q's won't get that advantage.
235 */
236 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
237 SET_FLAG (ob, FLAG_USE_SHIELD);
238 246
239 /* if it's a dragon player, set the correct title here */ 247 /* if it's a dragon player, set the correct title here */
240 if (is_dragon_pl (ob)) 248 if (is_dragon_pl (ob))
241 { 249 {
242 object *tmp, *abil = 0, *skin = 0; 250 object *tmp, *abil = 0, *skin = 0;
252 skin = tmp; 260 skin = tmp;
253 261
254 set_dragon_name (ob, abil, skin); 262 set_dragon_name (ob, abil, skin);
255 } 263 }
256 264
257 CLEAR_FLAG (ob, FLAG_FRIENDLY);
258 add_friendly_object (ob);
259
260 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
261
262 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
263 266
264 esrv_new_player (this, ob->weight + ob->carrying); 267 esrv_new_player (this, ob->weight + ob->carrying);
265 268
269 ob->flag [FLAG_READY_WEAPON] = false;
270 ob->flag [FLAG_READY_SKILL] = false;
271 ob->flag [FLAG_READY_BOW] = false;
272
273 for (object *op = ob->inv; op; op = op->below)
274 if (op->flag [FLAG_APPLIED])
275 switch (op->type)
276 {
277 case WAND:
278 case ROD:
279 case HORN:
280 case BOW:
281 case SKILL_TOOL:
282 case WEAPON:
283 op->flag [FLAG_APPLIED] = false;
284 apply_special (ob, op, AP_APPLY);
285 break;
286
287 case SKILL:
288 op->flag [FLAG_APPLIED] = false;
289 break;
290 }
291
292 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
266 ob->update_stats (); 293 ob->update_stats ();
294
267 ns->floorbox_update (); 295 ns->floorbox_update ();
268
269 esrv_send_inventory (ob, ob); 296 esrv_send_inventory (ob, ob);
270 esrv_add_spells (this, 0); 297 esrv_add_spells (this, 0);
271 298
272 activate (); 299 activate ();
273 300
280} 307}
281 308
282void 309void
283player::disconnect () 310player::disconnect ()
284{ 311{
285 //TODO: don't be so harsh and destroy :)
286 if (ns) 312 if (ns)
287 { 313 {
288 if (active) 314 if (active)
289 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 315 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
290 316
291 INVOKE_PLAYER (DISCONNECT, this); 317 INVOKE_PLAYER (DISCONNECT, this);
292 318
319 ns->reset_stats ();
293 ns->pl = 0; 320 ns->pl = 0;
294 this->ns = 0; 321 ns = 0;
295 } 322 }
323
324 if (ob)
325 ob->close_container (); //TODO: client-specific
296 326
297 deactivate (); 327 deactivate ();
298} 328}
299 329
300// the need for this function can be explained 330// the need for this function can be explained
301// by load_object not returning the object 331// by load_object not returning the object
302void 332void
303player::set_object (object *op) 333player::set_object (object *op)
304{ 334{
305 ob = op; 335 ob = op;
306 ob->contr = this; /* this aren't yet in archetype */ 336 ob->contr = this; /* this aren't yet in archetype */
307 337
308 ob->speed_left = 0.5; 338 ob->speed_left = 0.5f;
309 ob->speed = 1.0; 339 ob->speed = 1.0f;
310 ob->direction = 5; /* So player faces south */ 340 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} 341}
316 342
317player::player () 343player::player ()
318{ 344{
319 /* There are some elements we want initialised to non zero value - 345 /* There are some elements we want initialised to non zero value -
320 * we deal with that below this point. 346 * we deal with that below this point.
321 */ 347 */
322 outputs_sync = 16; /* Every 2 seconds */ 348 outputs_sync = 4;
323 outputs_count = 8; /* Keeps present behaviour */ 349 outputs_count = 4;
324 unapply = unapply_nochoice; 350 unapply = unapply_nochoice;
325 351
326 savebed_map = first_map_path; /* Init. respawn position */ 352 savebed_map = first_map_path; /* Init. respawn position */
327 353
328 gen_sp_armour = 10; 354 gen_sp_armour = 10;
329 last_speed = -1;
330 shoottype = range_none;
331 bowtype = bow_normal; 355 bowtype = bow_normal;
332 petmode = pet_normal; 356 petmode = pet_normal;
333 listening = 10; 357 listening = 10;
334 usekeys = containers; 358 usekeys = containers;
335 last_weapon_sp = -1;
336 peaceful = 1; /* default peaceful */ 359 peaceful = 1; /* default peaceful */
337 do_los = 1; 360 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} 361}
353 362
354void 363void
355player::do_destroy () 364player::do_destroy ()
356{ 365{
379player::create () 388player::create ()
380{ 389{
381 player *pl = new player; 390 player *pl = new player;
382 391
383 pl->set_object (arch_to_object (get_player_archetype (0))); 392 pl->set_object (arch_to_object (get_player_archetype (0)));
393
394 pl->ob->roll_stats ();
395 pl->ob->stats.wc = 2;
396 pl->ob->run_away = 25; /* Then we panick... */
397
384 set_first_map (pl->ob); 398 set_first_map (pl->ob);
385 399
386 return pl; 400 return pl;
387} 401}
388 402
420 object *op = NULL; 434 object *op = NULL;
421 objectlink *ol; 435 objectlink *ol;
422 unsigned lastdist; 436 unsigned lastdist;
423 rv_vector rv; 437 rv_vector rv;
424 438
425 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
426 { 440 {
427 /* We should not find free objects on this friendly list, but it 441 /* We should not find free objects on this friendly list, but it
428 * does periodically happen. Given that, lets deal with it. 442 * does periodically happen. Given that, lets deal with it.
429 * While unlikely, it is possible the next object on the friendly 443 * While unlikely, it is possible the next object on the friendly
430 * list is also free, so encapsulate this in a while loop. 444 * list is also free, so encapsulate this in a while loop.
434 object *tmp = ol->ob; 448 object *tmp = ol->ob;
435 449
436 /* Can't do much more other than log the fact, because the object 450 /* Can't do much more other than log the fact, because the object
437 * itself will have been cleared. 451 * itself will have been cleared.
438 */ 452 */
439 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 453 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
454 tmp->debug_desc ());
440 ol = ol->next; 455 ol = ol->next;
441 remove_friendly_object (tmp); 456 remove_friendly_object (tmp);
442 if (!ol) 457 if (!ol)
443 return op; 458 return op;
444 } 459 }
533 x = mon->x; 548 x = mon->x;
534 y = mon->y; 549 y = mon->y;
535 m = mon->map; 550 m = mon->map;
536 dir = rv.direction; 551 dir = rv.direction;
537 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 552 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
538 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 553 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
554
539 /* If we can't solve it within the search distance, return now. */ 555 /* If we can't solve it within the search distance, return now. */
540 if (diff > max) 556 if (diff > max)
541 return 0; 557 return 0;
558
542 while (diff > 1 && max > 0) 559 while (diff > 1 && max > 0)
543 { 560 {
544 lastx = x; 561 lastx = x;
545 lasty = y; 562 lasty = y;
546 lastmap = m; 563 lastmap = m;
628 max--; 645 max--;
629 lastdir = dir; 646 lastdir = dir;
630 if (!firstdir) 647 if (!firstdir)
631 firstdir = dir; 648 firstdir = dir;
632 } 649 }
650
633 if (diff <= 1) 651 if (diff <= 1)
634 { 652 {
635 /* Recalculate diff (distance) because we may not have actually 653 /* Recalculate diff (distance) because we may not have actually
636 * headed toward player for entire distance. 654 * headed toward player for entire distance.
637 */ 655 */
638 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 656 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
639 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 657 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
640 } 658 }
659
641 if (diff > max) 660 if (diff > max)
642 return 0; 661 return 0;
643 } 662 }
663
644 /* If we reached the max, didn't find a direction in time */ 664 /* If we reached the max, didn't find a direction in time */
645 if (!max) 665 if (!max)
646 return 0; 666 return 0;
647 667
648 return firstdir; 668 return firstdir;
762roll_stat (void) 782roll_stat (void)
763{ 783{
764 int a[4], i, j, k; 784 int a[4], i, j, k;
765 785
766 for (i = 0; i < 4; i++) 786 for (i = 0; i < 4; i++)
767 a[i] = (int) RANDOM () % 6 + 1; 787 a[i] = (int) rndm (6) + 1;
768 788
769 for (i = 0, j = 0, k = 7; i < 4; i++) 789 for (i = 0, j = 0, k = 7; i < 4; i++)
770 if (a[i] < k) 790 if (a[i] < k)
771 k = a[i], j = i; 791 k = a[i], j = i;
772 792
778} 798}
779 799
780void 800void
781object::roll_stats () 801object::roll_stats ()
782{ 802{
783 int statsort [7]; 803 int statsort [NUM_STATS];
784 804
785 for (;;) 805 for (;;)
786 { 806 {
787 int sum = 0; 807 int sum = 0;
788 for (int i = 7; i--; ) 808 for (int i = NUM_STATS; i--; )
789 sum += statsort [i] = roll_stat (); 809 sum += statsort [i] = roll_stat ();
790 810
791 if (sum >= 82 && sum <= 116) 811 if (sum >= 82 && sum <= 116)
792 break; 812 break;
793 } 813 }
794 814
795 // Sort the stats so that rerolling is easier... 815 // Sort the stats so that rerolling is easier...
796 std::sort (statsort, statsort + 7, std::greater<int>()); 816 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
797 817
818 for (int i = 0; i < NUM_STATS; ++i)
798 stats.Str = statsort[0]; 819 stats.stat (i) = statsort [i];
799 stats.Dex = statsort[1];
800 stats.Con = statsort[2];
801 stats.Int = statsort[3];
802 stats.Wis = statsort[4];
803 stats.Pow = statsort[5];
804 stats.Cha = statsort[6];
805 820
806 stats.exp = 0; 821 stats.exp = 0;
807 stats.ac = 0; 822 stats.ac = 0;
808 823
809 stats.hp = stats.maxhp; 824 stats.hp = stats.maxhp;
821} 836}
822 837
823void 838void
824object::swap_stats (int a, int b) 839object::swap_stats (int a, int b)
825{ 840{
826 int tmp = get_attr_value (&contr->orig_stats, a); 841 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
827 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
828 set_attr_value (&contr->orig_stats, b, tmp);
829 842
843 for (int i = 0; i < NUM_STATS; ++i)
830 stats.Str = contr->orig_stats.Str; 844 stats.stat (i) = contr->orig_stats.stat (i);
831 stats.Dex = contr->orig_stats.Dex;
832 stats.Con = contr->orig_stats.Con;
833 stats.Int = contr->orig_stats.Int;
834 stats.Wis = contr->orig_stats.Wis;
835 stats.Pow = contr->orig_stats.Pow;
836 stats.Cha = contr->orig_stats.Cha;
837 845
838 //TODO: the following code looks so borked and should, at the very least, 846 //TODO: the following code looks so borked and should, at the very least,
839 // be merged with the similar code in roll_stats 847 // be merged with the similar code in roll_stats
840 stats.ac = 0; 848 stats.ac = 0;
841 849
872 * appropriate action with it (change race, or other things). 880 * appropriate action with it (change race, or other things).
873 * The function name is for historical reasons - now we have 881 * The function name is for historical reasons - now we have
874 * separate race and class; this actually changes the RACE, 882 * separate race and class; this actually changes the RACE,
875 * not the class. 883 * not the class.
876 */ 884 */
877int 885void
878key_change_class (object *op, char key) 886player::chargen_race_done ()
879{ 887{
880 int tmp_loop;
881
882 if (key == 'd' || key == 'D')
883 {
884 char buf[MAX_BUF];
885
886 /* this must before then initial items are given */ 888 /* this must before then initial items are given */
887 esrv_new_player (op->contr, op->weight + op->carrying); 889 esrv_new_player (ob->contr, ob->weight + ob->carrying);
888 890
889 treasurelist *tl = find_treasurelist ("starting_wealth"); 891 treasurelist *tl = treasurelist::find ("starting_wealth");
890 if (tl) 892 if (tl)
891 create_treasure (tl, op, 0, 0, 0); 893 create_treasure (tl, ob, 0, 0, 0);
892 894
893 INVOKE_PLAYER (BIRTH, op->contr); 895 INVOKE_PLAYER (BIRTH, ob->contr);
894 INVOKE_PLAYER (LOGIN, op->contr); 896 INVOKE_PLAYER (LOGIN, ob->contr);
895 897
896 op->contr->ns->state = ST_PLAYING; 898 ob->contr->ns->state = ST_PLAYING;
897 899
898 if (op->msg) 900 if (ob->msg)
899 op->msg = NULL; 901 ob->msg = 0;
900 902
901 /* We create this now because some of the unique maps will need it 903 /* We create this now because some of the unique maps will need it
902 * to save here. 904 * to save here.
903 */ 905 */
906 {
907 char buf[MAX_BUF];
904 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 908 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
905 make_path_to_file (buf); 909 make_path_to_file (buf);
910 }
906 911
907#ifdef AUTOSAVE
908 op->contr->last_save_tick = pticks;
909#endif
910 start_info (op); 912 start_info (ob);
911 CLEAR_FLAG (op, FLAG_WIZ); 913 CLEAR_FLAG (ob, FLAG_WIZ);
912 give_initial_items (op, op->randomitems); 914 give_initial_items (ob, ob->randomitems);
913 link_player_skills (op); 915 link_player_skills (ob);
914 esrv_send_inventory (op, op); 916 esrv_send_inventory (ob, ob);
915 op->update_stats (); 917 ob->update_stats ();
916 918
917 /* This moves the player to a different start map, if there 919 /* This moves the player to a different start map, if there
918 * is one for this race 920 * is one for this race
919 */ 921 */
920 if (*first_map_ext_path) 922 if (*first_map_ext_path)
921 { 923 {
922 object *tmp; 924 object *tmp;
923 char mapname[MAX_BUF]; 925 char mapname[MAX_BUF];
924 926
925 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); 927 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
926 tmp = object::create (); 928 tmp = object::create ();
927 EXIT_PATH (tmp) = mapname; 929 EXIT_PATH (tmp) = mapname;
928 EXIT_X (tmp) = op->x; 930 EXIT_X (tmp) = ob->x;
929 EXIT_Y (tmp) = op->y; 931 EXIT_Y (tmp) = ob->y;
930 op->enter_exit (tmp); /* we don't really care if it succeeded; 932 ob->enter_exit (tmp); /* we don't really care if it succeeded;
931 * if the map isn't there, then stay on the 933 * if the map isn't there, then stay on the
932 * default initial map */ 934 * default initial map */
933 tmp->destroy (); 935 tmp->destroy ();
934 } 936 }
935 else 937 else
936 LOG (llevDebug, "first_map_ext_path not set\n"); 938 LOG (llevDebug, "first_map_ext_path not set\n");
939}
937 940
938 return 0; 941void
939 } 942player::chargen_race_next ()
940 943{
941 /* Following actually changes the race - this is the default command 944 /* Following actually changes the race - this is the default command
942 * if we don't match with one of the options above. 945 * if we don't match with one of the options above.
943 */ 946 */
944 947
945 tmp_loop = 0; 948 do
946 while (!tmp_loop)
947 { 949 {
948 shstr name = op->name; 950 shstr name = ob->name;
949 int x = op->x, y = op->y; 951 int x = ob->x, y = ob->y;
950 952
951 op->remove_statbonus (); 953 ob->remove_statbonus ();
952 op->remove (); 954 ob->remove ();
953 op->arch = get_player_archetype (op->arch); 955 ob->arch = get_player_archetype (ob->arch);
954 op->arch->clone.copy_to (op); 956 ob->arch->clone.copy_to (ob);
955 op->instantiate (); 957 ob->instantiate ();
956 op->stats = op->contr->orig_stats; 958 ob->stats = ob->contr->orig_stats;
957 op->name = op->name_pl = name; 959 ob->name = ob->name_pl = name;
958 op->x = x; 960 ob->x = x;
959 op->y = y; 961 ob->y = y;
960 SET_ANIMATION (op, 2); /* So player faces south */ 962 SET_ANIMATION (ob, 2); /* So player faces south */
961 insert_ob_in_map (op, op->map, op, 0); 963 insert_ob_in_map (ob, ob->map, ob, 0);
962 assign (op->contr->title, op->arch->clone.name); 964 assign (ob->contr->title, ob->arch->clone.name);
963 op->add_statbonus (); 965 ob->add_statbonus ();
964 tmp_loop = allowed_class (op);
965 } 966 }
967 while (!allowed_class (ob));
966 968
967 update_object (op, UP_OBJ_FACE); 969 update_object (ob, UP_OBJ_FACE);
968 esrv_update_item (UPD_FACE, op, op); 970 esrv_update_item (UPD_FACE, ob, ob);
969 op->update_stats (); 971 ob->update_stats ();
970 op->stats.hp = op->stats.maxhp; 972 ob->stats.hp = ob->stats.maxhp;
971 op->stats.sp = op->stats.maxsp; 973 ob->stats.sp = ob->stats.maxsp;
972 op->stats.grace = 0; 974 ob->stats.grace = 0;
973
974 if (op->msg)
975 new_draw_info (NDI_BLUE, 0, op, op->msg);
976
977 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
978 return 0;
979} 975}
980 976
981void 977void
982flee_player (object *op) 978flee_player (object *op)
983{ 979{
1030 /* Cornered, get rid of scared */ 1026 /* Cornered, get rid of scared */
1031 CLEAR_FLAG (op, FLAG_SCARED); 1027 CLEAR_FLAG (op, FLAG_SCARED);
1032 op->enemy = NULL; 1028 op->enemy = NULL;
1033} 1029}
1034 1030
1035
1036/* check_pick sees if there is stuff to be picked up/picks up stuff. 1031/* check_pick sees if there is stuff to be picked up/picks up stuff.
1037 * IT returns 1 if the player should keep on moving, 0 if he should 1032 * It returns 1 if the player should keep on moving, 0 if he should
1038 * stop. 1033 * stop.
1039 */ 1034 */
1040int 1035int
1041check_pick (object *op) 1036check_pick (object *op)
1042{ 1037{
1043 object *tmp, *next; 1038 object *tmp, *next;
1044 int stop = 0; 1039 int stop = 0;
1045 int j, k, wvratio; 1040 int wvratio;
1046 char putstring[128], tmpstr[16]; 1041 char putstring[128];
1047 1042
1048 /* if you're flying, you cna't pick up anything */ 1043 /* if you're flying, you cna't pick up anything */
1049 if (op->move_type & MOVE_FLYING) 1044 if (op->move_type & MOVE_FLYING)
1050 return 1; 1045 return 1;
1051 1046
1388 * found object is returned. 1383 * found object is returned.
1389 */ 1384 */
1390object * 1385object *
1391find_arrow (object *op, const char *type) 1386find_arrow (object *op, const char *type)
1392{ 1387{
1393 object *tmp = NULL; 1388 object *tmp = 0;
1394 1389
1395 for (op = op->inv; op; op = op->below) 1390 for (op = op->inv; op; op = op->below)
1396 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1391 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1397 tmp = find_arrow (op, type); 1392 tmp = find_arrow (op, type);
1398 else if (op->type == ARROW && op->race == type) 1393 else if (op->type == ARROW && op->race == type)
1399 return op; 1394 return op;
1395
1400 return tmp; 1396 return tmp;
1401} 1397}
1402 1398
1403/* 1399/*
1404 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1400 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1405 * against the target. A full test is not performed, simply a basic test 1401 * against the target. A full test is not performed, simply a basic test
1406 * of resistances. The archer is making a quick guess at what he sees down 1402 * of resistances. The archer is making a quick guess at what he sees down
1407 * the hall. Failing that it does it's best to pick the highest plus arrow. 1403 * the hall. Failing that it does it's best to pick the highest plus arrow.
1408 */ 1404 */
1409
1410object * 1405object *
1411find_better_arrow (object *op, object *target, const char *type, int *better) 1406find_better_arrow (object *op, object *target, const char *type, int *better)
1412{ 1407{
1413 object *tmp = NULL, *arrow, *ntmp; 1408 object *tmp = NULL, *arrow, *ntmp;
1414 int attacknum, attacktype, betterby = 0, i; 1409 int attacknum, attacktype, betterby = 0, i;
1480 * find_better_arrow to find a decent arrow to use. 1475 * find_better_arrow to find a decent arrow to use.
1481 * op = the shooter 1476 * op = the shooter
1482 * type = bow->race 1477 * type = bow->race
1483 * dir = fire direction 1478 * dir = fire direction
1484 */ 1479 */
1485
1486object * 1480object *
1487pick_arrow_target (object *op, const char *type, int dir) 1481pick_arrow_target (object *op, const char *type, int dir)
1488{ 1482{
1489 object *tmp = NULL; 1483 object *tmp = NULL;
1490 maptile *m; 1484 maptile *m;
1555 */ 1549 */
1556int 1550int
1557fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1551fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1558{ 1552{
1559 object *left, *bow; 1553 object *left, *bow;
1560 int bowspeed, mflags; 1554 int mflags;
1561 maptile *m; 1555 maptile *m;
1562 1556
1563 if (!dir) 1557 if (!dir)
1564 { 1558 {
1565 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1559 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1566 return 0; 1560 return 0;
1567 } 1561 }
1568 1562
1569 if (op->type == PLAYER) 1563 if (op->contr)
1570 bow = op->contr->ranges[range_bow]; 1564 bow = op->current_weapon;
1571 else 1565 else
1572 { 1566 {
1573 for (bow = op->inv; bow; bow = bow->below) 1567 for (bow = op->inv; bow; bow = bow->below)
1574 /* Don't check for applied - monsters don't apply bows - in that way, they 1568 /* Don't check for applied - monsters don't apply bows - in that way, they
1575 * don't need to switch back and forth between bows and weapons. 1569 * don't need to switch back and forth between bows and weapons.
1580 if (!bow) 1574 if (!bow)
1581 { 1575 {
1582 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1576 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1583 return 0; 1577 return 0;
1584 } 1578 }
1579
1580 // optimisation: move object to top so we will find it quickly again
1581 if (bow->below)
1582 {
1583 bow->remove ();
1584 op->insert (bow);
1585 }
1586
1585 } 1587 }
1586 1588
1587 if (!bow->race || !bow->skill) 1589 if (!bow->race || !bow->skill)
1588 { 1590 {
1589 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1591 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1590 return 0; 1592 return 0;
1591 } 1593 }
1592
1593 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1594
1595 /* penalize ROF for bestarrow */
1596 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1597 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1598
1599 if (bowspeed < 1)
1600 bowspeed = 1;
1601 1594
1602 if (arrow == NULL) 1595 if (arrow == NULL)
1603 { 1596 {
1604 if ((arrow = find_arrow (op, bow->race)) == NULL) 1597 if ((arrow = find_arrow (op, bow->race)) == NULL)
1605 { 1598 {
1606 if (op->type == PLAYER) 1599 if (op->type == PLAYER)
1607 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1600 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1608 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1601 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1609 else 1602 else
1610 CLEAR_FLAG (op, FLAG_READY_BOW); 1603 CLEAR_FLAG (op, FLAG_READY_BOW);
1604
1611 return 0; 1605 return 0;
1612 } 1606 }
1613 } 1607 }
1614 1608
1615 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1609 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1639 1633
1640 arrow->set_owner (op); 1634 arrow->set_owner (op);
1641 arrow->skill = bow->skill; 1635 arrow->skill = bow->skill;
1642 arrow->direction = dir; 1636 arrow->direction = dir;
1643 1637
1638 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1639 arrow->stats.hp = arrow->stats.dam;
1640 arrow->stats.grace = arrow->attacktype;
1641
1642 if (arrow->slaying)
1643 arrow->spellarg = strdup (arrow->slaying);
1644
1645 if (player *pl = op->contr)
1646 {
1647 if (!pl->has_hit)
1648 {
1649 pl->has_hit = 1;
1650 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1651 }
1652#if 0
1653 float speed = pl->weapon_sp;
1654
1655 /* penalize ROF for bestarrow */
1656 if (pl->bowtype == bow_bestarrow)
1657 speed *= .9f;
1658 else
1659 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1660
1661 op->speed_left += speed - op->speed;
1662#endif
1663 }
1664
1665 SET_ANIMATION (arrow, arrow->direction);
1666
1667 /* update the speed */
1668 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1669 + bow->stats.dam / 7.0;
1670
1671 arrow->set_speed (max (arrow->speed, 2.0));
1672 arrow->speed_left = 0;
1673
1674 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1675
1644 if (op->type == PLAYER) 1676 if (op->type == PLAYER)
1645 { 1677 {
1646 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1647 op->update_stats ();
1648 }
1649
1650 SET_ANIMATION (arrow, arrow->direction);
1651 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1652 arrow->stats.hp = arrow->stats.dam;
1653 arrow->stats.grace = arrow->attacktype;
1654 if (arrow->slaying != NULL)
1655 arrow->spellarg = strdup (arrow->slaying);
1656
1657 /* Note that this was different for monsters - they got their level
1658 * added to the damage. I think the strength bonus is more proper.
1659 */
1660
1661 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1662
1663 /* update the speed */
1664 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1665 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1666
1667 arrow->set_speed (max (arrow->speed, 1.0));
1668 arrow->speed_left = 0;
1669
1670 if (op->type == PLAYER)
1671 {
1672 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1673 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1674 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1675
1676 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1678 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1679 wc -= dex_bonus[op->stats.Dex];
1680
1681 if (!arrow->slaying)
1682 arrow->slaying = op->slaying;
1683
1684 arrow->attacktype |= op->attacktype;
1677 } 1685 }
1678 else 1686 else
1679 { 1687 {
1680 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1681 arrow->level = op->level; 1688 arrow->level = op->level;
1682 } 1689 arrow->stats.wc -= bow->magic;
1683 1690
1684 if (arrow->attacktype == AT_PHYSICAL) 1691 if (!arrow->slaying)
1692 arrow->slaying = bow->slaying;
1693
1685 arrow->attacktype |= bow->attacktype; 1694 arrow->attacktype |= bow->attacktype;
1695 }
1686 1696
1687 if (bow->slaying) 1697 wc -= arrow->level;
1688 arrow->slaying = bow->slaying; 1698 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1689 1699
1700 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1690 arrow->move_type = MOVE_FLY_LOW; 1701 arrow->move_type = MOVE_FLY_LOW;
1691 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1702 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1692 1703
1693 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1704 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1694 m->insert (arrow, sx, sy, op); 1705 m->insert (arrow, sx, sy, op);
1719{ 1730{
1720 int ret = 0, wcmod = 0; 1731 int ret = 0, wcmod = 0;
1721 1732
1722 if (op->contr->bowtype == bow_bestarrow) 1733 if (op->contr->bowtype == bow_bestarrow)
1723 { 1734 {
1724 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1735 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1725 } 1736 }
1726 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1737 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1727 { 1738 {
1728 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1739 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1729 wcmod = -1; 1740 wcmod = -1;
1739 else if (op->contr->bowtype == bow_spreadshot) 1750 else if (op->contr->bowtype == bow_spreadshot)
1740 { 1751 {
1741 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1752 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1742 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1753 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1743 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1754 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1744
1745 } 1755 }
1746 else 1756 else
1747 { 1757 {
1748 /* Simple case */ 1758 /* Simple case */
1749 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1759 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1750 } 1760 }
1761
1751 return ret; 1762 return ret;
1752} 1763}
1753
1754 1764
1755/* Fires a misc (wand/rod/horn) object in 'dir'. 1765/* Fires a misc (wand/rod/horn) object in 'dir'.
1756 * Broken apart from 'fire' to keep it more readable. 1766 * Broken apart from 'fire' to keep it more readable.
1757 */ 1767 */
1758void 1768void
1759fire_misc_object (object *op, int dir) 1769fire_misc_object (object *op, int dir)
1760{ 1770{
1761 object *item; 1771 object *item = op->contr->ranged_ob;
1762 1772
1763 if (!op->contr->ranges[range_misc]) 1773 if (!item)
1764 { 1774 {
1765 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1775 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1766 return; 1776 return;
1767 } 1777 }
1768 1778
1769 item = op->contr->ranges[range_misc];
1770 if (!item->inv) 1779 if (!item->inv)
1771 { 1780 {
1772 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1781 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1773 return; 1782 return;
1774 } 1783 }
1784
1785 if (!op->change_weapon (item))
1786 return;
1787
1775 if (item->type == WAND) 1788 if (item->type == WAND)
1776 { 1789 {
1777 if (item->stats.food <= 0) 1790 if (item->stats.food <= 0)
1778 { 1791 {
1779 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1792 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1780 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1793 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1794
1781 return; 1795 return;
1782 } 1796 }
1783 } 1797 }
1784 else if (item->type == ROD || item->type == HORN) 1798 else if (item->type == ROD || item->type == HORN)
1785 { 1799 {
1786 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1800 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1787 { 1801 {
1788 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1802 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1803
1789 if (item->type == ROD) 1804 if (item->type == ROD)
1790 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1805 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1791 else 1806 else
1792 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1807 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1808
1793 return; 1809 return;
1794 } 1810 }
1795 } 1811 }
1796 1812
1797 if (cast_spell (op, item, dir, item->inv, NULL)) 1813 if (cast_spell (op, item, dir, item->inv, NULL))
1828 1844
1829 /* check for loss of invisiblity/hide */ 1845 /* check for loss of invisiblity/hide */
1830 if (action_makes_visible (op)) 1846 if (action_makes_visible (op))
1831 make_visible (op); 1847 make_visible (op);
1832 1848
1833 switch (op->contr->shoottype) 1849 player *pl = op->contr;
1850
1851 if (pl->golem)
1834 { 1852 {
1835 case range_none: 1853 control_golem (op->contr->golem, dir);
1836 return; 1854 return;
1855 }
1837 1856
1838 case range_bow: 1857 object *ob = pl->ranged_ob;
1858
1859 if (!ob)
1860 return;
1861
1862 if (!op->change_weapon (ob))
1863 return;
1864
1865 switch (ob->type)
1866 {
1867 case BOW:
1839 player_fire_bow (op, dir); 1868 player_fire_bow (op, dir);
1840 return; 1869 break;
1841 1870
1842 case range_magic: /* Casting spells */ 1871 case SPELL:
1843 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1872 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1844 return; 1873 break;
1845 1874
1846 case range_misc: 1875 case BUILDER:
1876 apply_map_builder (op, dir);
1877 break;
1878
1879 case SKILL:
1880 do_skill (op, op, ob, dir, 0);
1881 break;
1882
1883 default:
1847 fire_misc_object (op, dir); 1884 fire_misc_object (op, dir);
1848 return; 1885 break;
1849
1850 case range_golem: /* Control summoned monsters from scrolls */
1851 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1852 {
1853 op->contr->ranges[range_golem] = 0;
1854 op->contr->shoottype = range_none;
1855 }
1856 else
1857 control_golem (op->contr->ranges[range_golem], dir);
1858 return;
1859
1860 case range_skill:
1861 if (!op->chosen_skill)
1862 {
1863 if (op->type == PLAYER)
1864 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1865 return;
1866 }
1867 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1868 return;
1869 case range_builder:
1870 apply_map_builder (op, dir);
1871 return;
1872 default:
1873 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1874 return;
1875 } 1886 }
1876} 1887}
1877
1878
1879 1888
1880/* find_key 1889/* find_key
1881 * We try to find a key for the door as passed. If we find a key 1890 * We try to find a key for the door as passed. If we find a key
1882 * and successfully use it, we return the key, otherwise NULL 1891 * and successfully use it, we return the key, otherwise NULL
1883 * This function merges both normal and locked door, since the logic 1892 * This function merges both normal and locked door, since the logic
1885 * pl is the player, 1894 * pl is the player,
1886 * inv is the objects inventory to searched 1895 * inv is the objects inventory to searched
1887 * door is the door we are trying to match against. 1896 * door is the door we are trying to match against.
1888 * This function can be called recursively to search containers. 1897 * This function can be called recursively to search containers.
1889 */ 1898 */
1890
1891object * 1899object *
1892find_key (object *pl, object *container, object *door) 1900find_key (object *pl, object *container, object *door)
1893{ 1901{
1894 object *tmp, *key; 1902 object *tmp, *key;
1895 1903
1896 /* Should not happen, but sanity checking is never bad */ 1904 /* Should not happen, but sanity checking is never bad */
1897 if (container->inv == NULL) 1905 if (!container->inv)
1898 return NULL; 1906 return 0;
1899 1907
1900 /* First, lets try to find a key in the top level inventory */ 1908 /* First, lets try to find a key in the top level inventory */
1901 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1909 for (tmp = container->inv; tmp; tmp = tmp->below)
1902 { 1910 {
1903 if (door->type == DOOR && tmp->type == KEY) 1911 if (door->type == DOOR && tmp->type == KEY)
1904 break; 1912 break;
1905 /* For sanity, we should really check door type, but other stuff 1913 /* For sanity, we should really check door type, but other stuff
1906 * (like containers) can be locked with special keys 1914 * (like containers) can be locked with special keys
1907 */ 1915 */
1908 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1916 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1909 break; 1917 break;
1910 } 1918 }
1919
1911 /* No key found - lets search inventories now */ 1920 /* No key found - lets search inventories now */
1912 /* If we find and use a key in an inventory, return at that time. 1921 /* If we find and use a key in an inventory, return at that time.
1913 * otherwise, if we search all the inventories and still don't find 1922 * otherwise, if we search all the inventories and still don't find
1914 * a key, return 1923 * a key, return
1915 */ 1924 */
1916 if (!tmp) 1925 if (!tmp)
1917 { 1926 {
1918 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1927 for (tmp = container->inv; tmp; tmp = tmp->below)
1919 { 1928 {
1920 /* No reason to search empty containers */ 1929 /* No reason to search empty containers */
1921 if (tmp->type == CONTAINER && tmp->inv) 1930 if (tmp->type == CONTAINER && tmp->inv)
1922 { 1931 {
1923 if ((key = find_key (pl, tmp, door)) != NULL) 1932 if ((key = find_key (pl, tmp, door)))
1924 return key; 1933 return key;
1925 } 1934 }
1926 } 1935 }
1936
1927 if (!tmp) 1937 if (!tmp)
1928 return NULL; 1938 return NULL;
1929 } 1939 }
1940
1930 /* We get down here if we have found a key. Now if its in a container, 1941 /* We get down here if we have found a key. Now if its in a container,
1931 * see if we actually want to use it 1942 * see if we actually want to use it
1932 */ 1943 */
1933 if (pl != container) 1944 if (pl != container)
1934 { 1945 {
1955 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1966 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1956 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1967 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1957 return NULL; 1968 return NULL;
1958 } 1969 }
1959 } 1970 }
1971
1960 return tmp; 1972 return tmp;
1961} 1973}
1962 1974
1963/* moved door processing out of move_player_attack. 1975/* moved door processing out of move_player_attack.
1964 * returns 1 if player has opened the door with a key 1976 * returns 1 if player has opened the door with a key
1978 if (key) 1990 if (key)
1979 { 1991 {
1980 object *container = key->env; 1992 object *container = key->env;
1981 1993
1982 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1994 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1995
1983 if (action_makes_visible (op)) 1996 if (action_makes_visible (op))
1984 make_visible (op); 1997 make_visible (op);
1998
1985 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1999 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1986 spring_trap (door->inv, op); 2000 spring_trap (door->inv, op);
2001
1987 if (door->type == DOOR) 2002 if (door->type == DOOR)
1988 {
1989 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 2003 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1990 }
1991 else if (door->type == LOCKED_DOOR) 2004 else if (door->type == LOCKED_DOOR)
1992 { 2005 {
1993 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 2006 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1994 remove_door2 (door); /* remove door without violence ;-) */ 2007 remove_door2 (door); /* remove door without violence ;-) */
1995 } 2008 }
2009
1996 /* Do this after we print the message */ 2010 /* Do this after we print the message */
1997 decrease_ob (key); /* Use up one of the keys */ 2011 decrease_ob (key); /* Use up one of the keys */
1998 /* Need to update the weight the container the key was in */ 2012 /* Need to update the weight the container the key was in */
1999 if (container != op) 2013 if (container != op)
2000 esrv_update_item (UPD_WEIGHT, op, container); 2014 esrv_update_item (UPD_WEIGHT, op, container);
2015
2001 return 1; /* Nothing more to do below */ 2016 return 1; /* Nothing more to do below */
2002 } 2017 }
2003 else if (door->type == LOCKED_DOOR) 2018 else if (door->type == LOCKED_DOOR)
2004 { 2019 {
2005 /* Might as well return now - no other way to open this */ 2020 /* Might as well return now - no other way to open this */
2006 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2021 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2007 return 1; 2022 return 1;
2008 } 2023 }
2024
2009 return 0; 2025 return 0;
2010} 2026}
2011 2027
2012/* This function is just part of a breakup from move_player. 2028/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 2029 * It should keep the code cleaner.
2017 */ 2033 */
2018void 2034void
2019move_player_attack (object *op, int dir) 2035move_player_attack (object *op, int dir)
2020{ 2036{
2021 object *tmp, *mon; 2037 object *tmp, *mon;
2022 sint16 nx, ny;
2023 int on_battleground; 2038 int on_battleground;
2024 maptile *m; 2039 maptile *m;
2025 2040
2026 nx = freearr_x[dir] + op->x; 2041 sint16 nx = freearr_x[dir] + op->x;
2027 ny = freearr_y[dir] + op->y; 2042 sint16 ny = freearr_y[dir] + op->y;
2028 2043
2029 on_battleground = op_on_battleground (op, 0, 0); 2044 on_battleground = op_on_battleground (op, 0, 0);
2030 2045
2031 /* If braced, or can't move to the square, and it is not out of the 2046 /* If braced, or can't move to the square, and it is not out of the
2032 * map, attack it. Note order of if statement is important - don't 2047 * map, attack it. Note order of if statement is important - don't
2097 2112
2098 /* If the creature is a pet, push it even if the player is not 2113 /* If the creature is a pet, push it even if the player is not
2099 * peaceful. Our assumption is the creature is a pet if the 2114 * peaceful. Our assumption is the creature is a pet if the
2100 * player owns it and it is either friendly or unagressive. 2115 * player owns it and it is either friendly or unagressive.
2101 */ 2116 */
2102 if ((op->type == PLAYER) 2117 if (op->type == PLAYER
2103#if COZY_SERVER
2104 &&
2105 ((mon->owner && mon->owner->contr 2118 && ((mon->owner && mon->owner->contr
2106 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2119 && same_party (mon->owner->contr->party, op->contr->party))
2107#else
2108 && mon->owner == op 2120 || mon->owner == op)
2109#endif
2110 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2121 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2111 { 2122 {
2112 /* If we're braced, we don't want to switch places with it */ 2123 /* If we're braced, we don't want to switch places with it */
2113 if (op->contr->braced) 2124 if (op->contr->braced)
2114 return; 2125 return;
2115 2126
2116 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2127 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2117 (void) push_ob (mon, dir, op); 2128 push_ob (mon, dir, op);
2118 if (op->contr->tmp_invis || op->hide) 2129 if (op->contr->tmp_invis || op->hide)
2119 make_visible (op); 2130 make_visible (op);
2120 2131
2121 return; 2132 return;
2122 } 2133 }
2124 /* in certain circumstances, you shouldn't attack friendly 2135 /* in certain circumstances, you shouldn't attack friendly
2125 * creatures. Note that if you are braced, you can't push 2136 * creatures. Note that if you are braced, you can't push
2126 * someone, but put it inside this loop so that you won't 2137 * someone, but put it inside this loop so that you won't
2127 * attack them either. 2138 * attack them either.
2128 */ 2139 */
2129 if ((mon->type == PLAYER || mon->enemy != op) && 2140 if ((mon->type == PLAYER || mon->enemy != op)
2130 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2141 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2131#ifdef PROHIBIT_PLAYERKILL
2132 (op->contr->peaceful 2142 && ((op->contr->peaceful
2133 || (mon->type == PLAYER 2143 || (mon->type == PLAYER && mon->contr->peaceful))
2134 && mon->contr->
2135 peaceful)) &&
2136#else
2137 op->contr->peaceful &&
2138#endif
2139 !on_battleground)) 2144 && !on_battleground))
2140 { 2145 {
2141 if (!op->contr->braced) 2146 if (!op->contr->braced)
2142 { 2147 {
2143 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2148 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2144 push_ob (mon, dir, op); 2149 push_ob (mon, dir, op);
2167 * that party_number -1 is no party, so attacks can still happen. 2172 * that party_number -1 is no party, so attacks can still happen.
2168 */ 2173 */
2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2174 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2170 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2175 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2171 { 2176 {
2172
2173 /* If the player hasn't hit something this tick, and does
2174 * so, give them speed boost based on weapon speed. Doing
2175 * it here is better than process_players2, which basically
2176 * incurred a 1 tick offset.
2177 */
2178 if (!op->contr->has_hit) 2177 if (!op->contr->has_hit)
2179 { 2178 {
2179 op->contr->has_hit = 1;
2180 op->speed_left += op->speed / op->contr->weapon_sp; 2180 op->speed_left += op->contr->weapon_speed () - op->speed;
2181
2182 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2183 } 2181 }
2184 2182
2185 skill_attack (mon, op, 0, 0, 0); 2183 skill_attack (mon, op, 0, 0, 0);
2186 2184
2187 /* If attacking another player, that player gets automatic 2185 /* If attacking another player, that player gets automatic
2219 return 0; 2217 return 0;
2220 } 2218 }
2221 2219
2222 /* peterm: added following line */ 2220 /* peterm: added following line */
2223 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2221 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2224 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2222 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2225 2223
2226 op->facing = dir; 2224 op->facing = dir;
2227 2225
2228 if (op->hide) 2226 if (op->hide)
2229 do_hidden_move (op); 2227 do_hidden_move (op);
2262 * Returns true if there are more actions we can do. 2260 * Returns true if there are more actions we can do.
2263 */ 2261 */
2264int 2262int
2265handle_newcs_player (object *op) 2263handle_newcs_player (object *op)
2266{ 2264{
2267 if (op->contr->hidden)
2268 {
2269 op->invisible = 1000;
2270 /* the socket code flashes the player visible/invisible
2271 * depending on the value of invisible, so we need to
2272 * alternate it here for it to work correctly.
2273 */
2274 if (pticks & 2)
2275 op->invisible--;
2276 }
2277 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2278 {
2279 op->invisible--;
2280 if (!op->invisible)
2281 {
2282 make_visible (op);
2283 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2284 }
2285 }
2286
2287 if (QUERY_FLAG (op, FLAG_SCARED)) 2265 if (QUERY_FLAG (op, FLAG_SCARED))
2288 { 2266 {
2289 flee_player (op); 2267 flee_player (op);
2268
2290 /* If player is still scared, that is his action for this tick */ 2269 /* If player is still scared, that is his action for this tick */
2291 if (QUERY_FLAG (op, FLAG_SCARED)) 2270 if (op->flag [FLAG_SCARED])
2292 { 2271 {
2293 op->speed_left--; 2272 --op->speed_left;
2294 return 0; 2273 return 0;
2295 } 2274 }
2296 } 2275 }
2297
2298 /* I've been seeing crashes where the golem has been destroyed, but
2299 * the player object still points to the defunct golem. The code that
2300 * destroys the golem looks correct, and it doesn't always happen, so
2301 * put this in a a workaround to clean up the golem pointer.
2302 */
2303 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2304 op->contr->ranges[range_golem] = 0;
2305 2276
2306 /* call this here - we also will call this in do_ericserver, but 2277 /* call this here - we also will call this in do_ericserver, but
2307 * the players time has been increased when doericserver has been 2278 * the players time has been increased when doericserver has been
2308 * called, so we recheck it here. 2279 * called, so we recheck it here.
2309 */ 2280 */
2310 if (op->contr->ns->handle_command ()) 2281 if (op->contr->ns->handle_command ())
2311 return 1; 2282 return 1;
2312 2283
2313 if (op->speed_left > 0) 2284 if (op->speed_left > 0.f)
2314 { 2285 {
2315 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2286 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2316 { 2287 {
2317 /* All move commands take 1 tick, at least for now */ 2288 /* All move commands take 1 tick, at least for now */
2318 op->speed_left--; 2289 --op->speed_left;
2319 2290
2320 /* Instead of all the stuff below, let move_player take care 2291 /* Instead of all the stuff below, let move_player take care
2321 * of it. Also, some of the skill stuff is only put in 2292 * of it. Also, some of the skill stuff is only put in
2322 * there, as well as the confusion stuff. 2293 * there, as well as the confusion stuff.
2323 */ 2294 */
2324 move_player (op, op->direction); 2295 move_player (op, op->direction);
2325 2296
2326 return op->speed_left > 0; 2297 return op->speed_left > 0.f;
2327 } 2298 }
2328 } 2299 }
2329 2300
2330 return 0; 2301 return 0;
2331} 2302}
2370 * from. 2341 * from.
2371 */ 2342 */
2372void 2343void
2373remove_unpaid_objects (object *op, object *env) 2344remove_unpaid_objects (object *op, object *env)
2374{ 2345{
2375 object *next;
2376
2377 while (op) 2346 while (op)
2378 { 2347 {
2379 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2348 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2380 2349
2381 if (QUERY_FLAG (op, FLAG_UNPAID)) 2350 if (QUERY_FLAG (op, FLAG_UNPAID))
2447 int rate_grace = 2000; 2416 int rate_grace = 2000;
2448 const int max_hp = 1; 2417 const int max_hp = 1;
2449 const int max_sp = 1; 2418 const int max_sp = 1;
2450 const int max_grace = 1; 2419 const int max_grace = 1;
2451 2420
2452 if (op->contr->outputs_sync) 2421 if (op->contr->hidden)
2422 {
2423 op->invisible = 1000;
2424 /* the socket code flashes the player visible/invisible
2425 * depending on the value of invisible, so we need to
2426 * alternate it here for it to work correctly.
2427 */
2428 if (pticks & 2)
2429 op->invisible--;
2453 { 2430 }
2454 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2431 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2455 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2432 {
2456 flush_output_element (op, &op->contr->outputs[i]); 2433 if (!op->invisible--)
2434 {
2435 make_visible (op);
2436 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2437 }
2457 } 2438 }
2458 2439
2459 if (op->contr->ns->state == ST_PLAYING) 2440 if (op->contr->ns->state == ST_PLAYING)
2460 { 2441 {
2461 /* these next three if clauses make it possible to SLOW DOWN 2442 /* these next three if clauses make it possible to SLOW DOWN
2483 gen_grace = op->stats.maxgrace; 2464 gen_grace = op->stats.maxgrace;
2484 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2465 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2485 } 2466 }
2486 2467
2487 /* Regenerate Spell Points */ 2468 /* Regenerate Spell Points */
2488 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2469 if (!op->contr->golem && --op->last_sp < 0)
2489 { 2470 {
2490 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2471 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2491 if (op->stats.sp < op->stats.maxsp) 2472 if (op->stats.sp < op->stats.maxsp)
2492 { 2473 {
2493 op->stats.sp++; 2474 op->stats.sp++;
2591 } 2572 }
2592 2573
2593 /* Digestion */ 2574 /* Digestion */
2594 if (--op->last_eat < 0) 2575 if (--op->last_eat < 0)
2595 { 2576 {
2596#ifdef COZY_SERVER
2597 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2598 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2599#else
2600 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2577 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2601#endif
2602 2578
2603 if (op->contr->gen_hp > 0) 2579 if (op->contr->gen_hp > 0)
2604 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2580 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2605 else 2581 else
2606 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2582 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2711 tmp->name = buf; 2687 tmp->name = buf;
2712 sprintf (buf, " This finger has been cut off %s\n" 2688 sprintf (buf, " This finger has been cut off %s\n"
2713 " the %s, when he was defeated at\n level %d by %s.\n", 2689 " the %s, when he was defeated at\n level %d by %s.\n",
2714 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2690 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2715 tmp->msg = buf; 2691 tmp->msg = buf;
2716 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2692 tmp->value = 0, tmp->type = 0;
2717 tmp->materialname = NULL; 2693 tmp->materialname = "organics";
2718 tmp->insert_at (op, tmp); 2694 tmp->insert_at (op, tmp);
2719 } 2695 }
2720 2696
2721 /* teleport defeated player to new destination */ 2697 /* teleport defeated player to new destination */
2722 transfer_ob (op, x, y, 0, NULL); 2698 transfer_ob (op, x, y, 0, NULL);
2918 op->stats.hp = op->stats.maxhp; 2894 op->stats.hp = op->stats.maxhp;
2919 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2895 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2920 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2896 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2921 2897
2922 /* 2898 /*
2923 * Check to see if the player is in a shop. IF so, then check to see if
2924 * the player has any unpaid items. If so, remove them and put them back 2899 * Check to see if the player has any unpaid items. If so, remove them
2925 * in the map. 2900 * and put them back in the map.
2926 */ 2901 */
2927
2928 if (is_in_shop (op))
2929 remove_unpaid_objects (op->inv, op); 2902 remove_unpaid_objects (op->inv, op);
2930 2903
2931 /****************************************/ 2904 /****************************************/
2932 /* */ 2905 /* */
2933 /* Move player to his current respawn- */ 2906 /* Move player to his current respawn- */
2934 /* position (usually last savebed) */ 2907 /* position (usually last savebed) */
2954 object *force; 2927 object *force;
2955 int at; 2928 int at;
2956 2929
2957 force = get_archetype (FORCE_NAME); 2930 force = get_archetype (FORCE_NAME);
2958 /* 50 ticks should be enough time for the spell to abate */ 2931 /* 50 ticks should be enough time for the spell to abate */
2959 force->speed = 0.1; 2932 force->speed = 0.1f;
2960 force->speed_left = -5.0; 2933 force->speed_left = -5.f;
2961 SET_FLAG (force, FLAG_APPLIED); 2934 SET_FLAG (force, FLAG_APPLIED);
2962 for (at = 0; at < NROFATTACKS; at++) 2935 for (at = 0; at < NROFATTACKS; at++)
2963 if (will_kill_again & (1 << at)) 2936 if (will_kill_again & (1 << at))
2964 force->resist[at] = 100; 2937 force->resist[at] = 100;
2965 2938
2974void 2947void
2975loot_object (object *op) 2948loot_object (object *op)
2976{ /* Grab and destroy some treasure */ 2949{ /* Grab and destroy some treasure */
2977 object *tmp, *tmp2, *next; 2950 object *tmp, *tmp2, *next;
2978 2951
2979 if (op->container) 2952 op->close_container (); /* close open sack first */
2980 esrv_apply_container (op, op->container); /* close open sack first */
2981 2953
2982 for (tmp = op->inv; tmp; tmp = next) 2954 for (tmp = op->inv; tmp; tmp = next)
2983 { 2955 {
2984 next = tmp->below; 2956 next = tmp->below;
2985 2957
2986 if (tmp->invisible) 2958 if (tmp->invisible)
2987 continue; 2959 continue;
2988 2960
2989 tmp->remove (); 2961 tmp->remove ();
2990 tmp->x = op->x, tmp->y = op->y; 2962 tmp->x = op->x, tmp->y = op->y;
2963
2991 if (tmp->type == CONTAINER) 2964 if (tmp->type == CONTAINER)
2992 { /* empty container to ground */ 2965 loot_object (tmp); /* empty container to ground */
2993 loot_object (tmp); 2966
2994 }
2995 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2967 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2996 { 2968 {
2997 if (tmp->nrof > 1) 2969 if (tmp->nrof > 1)
2998 { 2970 {
2999 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2971 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3000 tmp2->destroy (); 2972 tmp2->destroy ();
3011/* 2983/*
3012 * fix_weight(): Check recursively the weight of all players, and fix 2984 * fix_weight(): Check recursively the weight of all players, and fix
3013 * what needs to be fixed. Refresh windows and fix speed if anything 2985 * what needs to be fixed. Refresh windows and fix speed if anything
3014 * was changed. 2986 * was changed.
3015 */ 2987 */
3016
3017void 2988void
3018fix_weight (void) 2989fix_weight (void)
3019{ 2990{
3020 for_all_players (pl) 2991 for_all_players (pl)
3021 { 2992 {
3081 if (op->type == PLAYER) 3052 if (op->type == PLAYER)
3082 { 3053 {
3083 op->contr->tmp_invis = 0; 3054 op->contr->tmp_invis = 0;
3084 op->contr->invis_race = 0; 3055 op->contr->invis_race = 0;
3085 } 3056 }
3057
3086 update_object (op, UP_OBJ_FACE); 3058 update_object (op, UP_OBJ_CHANGE);
3087} 3059}
3088 3060
3089int 3061int
3090is_true_undead (object *op) 3062is_true_undead (object *op)
3091{ 3063{
3092 object *tmp = NULL;
3093
3094 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3064 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3095 return 1; 3065 return 1;
3096 3066
3097 return 0; 3067 return 0;
3098} 3068}
3386 char buf[MAX_BUF]; /* tmp. string buffer */ 3356 char buf[MAX_BUF]; /* tmp. string buffer */
3387 int i = 0, j = 0; 3357 int i = 0, j = 0;
3388 3358
3389 /* get the appropriate treasurelist */ 3359 /* get the appropriate treasurelist */
3390 if (atnr == ATNR_FIRE) 3360 if (atnr == ATNR_FIRE)
3391 trlist = find_treasurelist ("dragon_ability_fire"); 3361 trlist = treasurelist::find ("dragon_ability_fire");
3392 else if (atnr == ATNR_COLD) 3362 else if (atnr == ATNR_COLD)
3393 trlist = find_treasurelist ("dragon_ability_cold"); 3363 trlist = treasurelist::find ("dragon_ability_cold");
3394 else if (atnr == ATNR_ELECTRICITY) 3364 else if (atnr == ATNR_ELECTRICITY)
3395 trlist = find_treasurelist ("dragon_ability_elec"); 3365 trlist = treasurelist::find ("dragon_ability_elec");
3396 else if (atnr == ATNR_POISON) 3366 else if (atnr == ATNR_POISON)
3397 trlist = find_treasurelist ("dragon_ability_poison"); 3367 trlist = treasurelist::find ("dragon_ability_poison");
3398 3368
3399 if (trlist == NULL || who->type != PLAYER) 3369 if (trlist == NULL || who->type != PLAYER)
3400 return; 3370 return;
3401 3371
3402 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3372 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3534 * not readied. 3504 * not readied.
3535 */ 3505 */
3536void 3506void
3537player_unready_range_ob (player *pl, object *ob) 3507player_unready_range_ob (player *pl, object *ob)
3538{ 3508{
3539 rangetype i; 3509 if (pl->ob->current_weapon == ob)
3510 pl->ob->current_weapon = 0;
3540 3511
3541 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3512 if (pl->combat_ob == ob)
3542 { 3513 pl->combat_ob = 0;
3514
3543 if (pl->ranges[i] == ob) 3515 if (pl->ranged_ob == ob)
3544 { 3516 pl->ranged_ob = 0;
3545 pl->ranges[i] = NULL;
3546 if (pl->shoottype == i)
3547 {
3548 pl->shoottype = range_none;
3549 }
3550 }
3551 }
3552} 3517}
3518
3519sint8
3520player::visibility_at (maptile *map, int x, int y) const
3521{
3522 if (!ns)
3523 return 0;
3524
3525 int dx, dy;
3526 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3527 return 0;
3528
3529 x += dx - ns->current_x + ns->mapx / 2;
3530 y += dy - ns->current_y + ns->mapy / 2;
3531
3532 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3533 return 0;
3534
3535 return 100 - blocked_los [x][y];
3536}

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