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Comparing deliantra/server/server/player.C (file contents):
Revision 1.90 by root, Sun Jan 7 21:54:59 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
287 if (active) 314 if (active)
288 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 315 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
289 316
290 INVOKE_PLAYER (DISCONNECT, this); 317 INVOKE_PLAYER (DISCONNECT, this);
291 318
319 ns->reset_stats ();
292 ns->pl = 0; 320 ns->pl = 0;
293 this->ns = 0; 321 ns = 0;
294 } 322 }
323
324 if (ob)
325 ob->close_container (); //TODO: client-specific
295 326
296 deactivate (); 327 deactivate ();
297} 328}
298 329
299// the need for this function can be explained 330// the need for this function can be explained
300// by load_object not returning the object 331// by load_object not returning the object
301void 332void
302player::set_object (object *op) 333player::set_object (object *op)
303{ 334{
304 ob = op; 335 ob = op;
305 ob->contr = this; /* this aren't yet in archetype */ 336 ob->contr = this; /* this aren't yet in archetype */
306 337
307 ob->speed_left = 0.5; 338 ob->speed_left = 0.5f;
308 ob->speed = 1.0; 339 ob->speed = 1.0f;
309 ob->direction = 5; /* So player faces south */ 340 ob->direction = 5; /* So player faces south */
310 ob->stats.wc = 2;
311 ob->run_away = 25; /* Then we panick... */
312
313 ob->roll_stats ();
314} 341}
315 342
316player::player () 343player::player ()
317{ 344{
318 /* There are some elements we want initialised to non zero value - 345 /* There are some elements we want initialised to non zero value -
319 * we deal with that below this point. 346 * we deal with that below this point.
320 */ 347 */
321 outputs_sync = 16; /* Every 2 seconds */ 348 outputs_sync = 4;
322 outputs_count = 8; /* Keeps present behaviour */ 349 outputs_count = 4;
323 unapply = unapply_nochoice; 350 unapply = unapply_nochoice;
324 351
325 savebed_map = first_map_path; /* Init. respawn position */ 352 savebed_map = first_map_path; /* Init. respawn position */
326 353
327 gen_sp_armour = 10; 354 gen_sp_armour = 10;
328 last_speed = -1;
329 shoottype = range_none;
330 bowtype = bow_normal; 355 bowtype = bow_normal;
331 petmode = pet_normal; 356 petmode = pet_normal;
332 listening = 10; 357 listening = 10;
333 usekeys = containers; 358 usekeys = containers;
334 last_weapon_sp = -1;
335 peaceful = 1; /* default peaceful */ 359 peaceful = 1; /* default peaceful */
336 do_los = 1; 360 do_los = 1;
337
338 /* we need to clear these to -1 and not zero - otherwise,
339 * if a player quits and starts a new character, we wont
340 * send new values to the client, as things like exp start
341 * at zero.
342 */
343 for (int i = 0; i < NUM_SKILLS; i++)
344 last_skill_exp[i] = -1;
345
346 for (int i = 0; i < NROFATTACKS; i++)
347 last_resist[i] = -1;
348
349 last_stats.exp = -1;
350 last_weight = (uint32) - 1;
351} 361}
352 362
353void 363void
354player::do_destroy () 364player::do_destroy ()
355{ 365{
378player::create () 388player::create ()
379{ 389{
380 player *pl = new player; 390 player *pl = new player;
381 391
382 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
383 set_first_map (pl->ob); 398 set_first_map (pl->ob);
384 399
385 return pl; 400 return pl;
386} 401}
387 402
419 object *op = NULL; 434 object *op = NULL;
420 objectlink *ol; 435 objectlink *ol;
421 unsigned lastdist; 436 unsigned lastdist;
422 rv_vector rv; 437 rv_vector rv;
423 438
424 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
425 { 440 {
426 /* 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
427 * does periodically happen. Given that, lets deal with it. 442 * does periodically happen. Given that, lets deal with it.
428 * While unlikely, it is possible the next object on the friendly 443 * While unlikely, it is possible the next object on the friendly
429 * list is also free, so encapsulate this in a while loop. 444 * list is also free, so encapsulate this in a while loop.
433 object *tmp = ol->ob; 448 object *tmp = ol->ob;
434 449
435 /* 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
436 * itself will have been cleared. 451 * itself will have been cleared.
437 */ 452 */
438 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 ());
439 ol = ol->next; 455 ol = ol->next;
440 remove_friendly_object (tmp); 456 remove_friendly_object (tmp);
441 if (!ol) 457 if (!ol)
442 return op; 458 return op;
443 } 459 }
532 x = mon->x; 548 x = mon->x;
533 y = mon->y; 549 y = mon->y;
534 m = mon->map; 550 m = mon->map;
535 dir = rv.direction; 551 dir = rv.direction;
536 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 */
537 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
538 /* 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. */
539 if (diff > max) 556 if (diff > max)
540 return 0; 557 return 0;
558
541 while (diff > 1 && max > 0) 559 while (diff > 1 && max > 0)
542 { 560 {
543 lastx = x; 561 lastx = x;
544 lasty = y; 562 lasty = y;
545 lastmap = m; 563 lastmap = m;
627 max--; 645 max--;
628 lastdir = dir; 646 lastdir = dir;
629 if (!firstdir) 647 if (!firstdir)
630 firstdir = dir; 648 firstdir = dir;
631 } 649 }
650
632 if (diff <= 1) 651 if (diff <= 1)
633 { 652 {
634 /* Recalculate diff (distance) because we may not have actually 653 /* Recalculate diff (distance) because we may not have actually
635 * headed toward player for entire distance. 654 * headed toward player for entire distance.
636 */ 655 */
637 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 656 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
638 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));
639 } 658 }
659
640 if (diff > max) 660 if (diff > max)
641 return 0; 661 return 0;
642 } 662 }
663
643 /* 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 */
644 if (!max) 665 if (!max)
645 return 0; 666 return 0;
646 667
647 return firstdir; 668 return firstdir;
761roll_stat (void) 782roll_stat (void)
762{ 783{
763 int a[4], i, j, k; 784 int a[4], i, j, k;
764 785
765 for (i = 0; i < 4; i++) 786 for (i = 0; i < 4; i++)
766 a[i] = (int) RANDOM () % 6 + 1; 787 a[i] = (int) rndm (6) + 1;
767 788
768 for (i = 0, j = 0, k = 7; i < 4; i++) 789 for (i = 0, j = 0, k = 7; i < 4; i++)
769 if (a[i] < k) 790 if (a[i] < k)
770 k = a[i], j = i; 791 k = a[i], j = i;
771 792
777} 798}
778 799
779void 800void
780object::roll_stats () 801object::roll_stats ()
781{ 802{
782 int statsort [7]; 803 int statsort [NUM_STATS];
783 804
784 for (;;) 805 for (;;)
785 { 806 {
786 int sum = 0; 807 int sum = 0;
787 for (int i = 7; i--; ) 808 for (int i = NUM_STATS; i--; )
788 sum += statsort [i] = roll_stat (); 809 sum += statsort [i] = roll_stat ();
789 810
790 if (sum >= 82 && sum <= 116) 811 if (sum >= 82 && sum <= 116)
791 break; 812 break;
792 } 813 }
793 814
794 // Sort the stats so that rerolling is easier... 815 // Sort the stats so that rerolling is easier...
795 std::sort (statsort, statsort + 7, std::greater<int>()); 816 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
796 817
818 for (int i = 0; i < NUM_STATS; ++i)
797 stats.Str = statsort[0]; 819 stats.stat (i) = statsort [i];
798 stats.Dex = statsort[1];
799 stats.Con = statsort[2];
800 stats.Int = statsort[3];
801 stats.Wis = statsort[4];
802 stats.Pow = statsort[5];
803 stats.Cha = statsort[6];
804 820
805 stats.exp = 0; 821 stats.exp = 0;
806 stats.ac = 0; 822 stats.ac = 0;
807 823
808 stats.hp = stats.maxhp; 824 stats.hp = stats.maxhp;
820} 836}
821 837
822void 838void
823object::swap_stats (int a, int b) 839object::swap_stats (int a, int b)
824{ 840{
825 int tmp = get_attr_value (&contr->orig_stats, a); 841 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
826 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
827 set_attr_value (&contr->orig_stats, b, tmp);
828 842
843 for (int i = 0; i < NUM_STATS; ++i)
829 stats.Str = contr->orig_stats.Str; 844 stats.stat (i) = contr->orig_stats.stat (i);
830 stats.Dex = contr->orig_stats.Dex;
831 stats.Con = contr->orig_stats.Con;
832 stats.Int = contr->orig_stats.Int;
833 stats.Wis = contr->orig_stats.Wis;
834 stats.Pow = contr->orig_stats.Pow;
835 stats.Cha = contr->orig_stats.Cha;
836 845
837 //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,
838 // be merged with the similar code in roll_stats 847 // be merged with the similar code in roll_stats
839 stats.ac = 0; 848 stats.ac = 0;
840 849
871 * appropriate action with it (change race, or other things). 880 * appropriate action with it (change race, or other things).
872 * The function name is for historical reasons - now we have 881 * The function name is for historical reasons - now we have
873 * separate race and class; this actually changes the RACE, 882 * separate race and class; this actually changes the RACE,
874 * not the class. 883 * not the class.
875 */ 884 */
876int 885void
877key_change_class (object *op, char key) 886player::chargen_race_done ()
878{ 887{
879 int tmp_loop;
880
881 if (key == 'd' || key == 'D')
882 {
883 char buf[MAX_BUF];
884
885 /* this must before then initial items are given */ 888 /* this must before then initial items are given */
886 esrv_new_player (op->contr, op->weight + op->carrying); 889 esrv_new_player (ob->contr, ob->weight + ob->carrying);
887 890
888 treasurelist *tl = find_treasurelist ("starting_wealth"); 891 treasurelist *tl = treasurelist::find ("starting_wealth");
889 if (tl) 892 if (tl)
890 create_treasure (tl, op, 0, 0, 0); 893 create_treasure (tl, ob, 0, 0, 0);
891 894
892 INVOKE_PLAYER (BIRTH, op->contr); 895 INVOKE_PLAYER (BIRTH, ob->contr);
893 INVOKE_PLAYER (LOGIN, op->contr); 896 INVOKE_PLAYER (LOGIN, ob->contr);
894 897
895 op->contr->ns->state = ST_PLAYING; 898 ob->contr->ns->state = ST_PLAYING;
896 899
897 if (op->msg) 900 if (ob->msg)
898 op->msg = NULL; 901 ob->msg = 0;
899 902
900 /* 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
901 * to save here. 904 * to save here.
902 */ 905 */
906 {
907 char buf[MAX_BUF];
903 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 908 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
904 make_path_to_file (buf); 909 make_path_to_file (buf);
910 }
905 911
906#ifdef AUTOSAVE
907 op->contr->last_save_tick = pticks;
908#endif
909 start_info (op); 912 start_info (ob);
910 CLEAR_FLAG (op, FLAG_WIZ); 913 CLEAR_FLAG (ob, FLAG_WIZ);
911 give_initial_items (op, op->randomitems); 914 give_initial_items (ob, ob->randomitems);
912 link_player_skills (op); 915 link_player_skills (ob);
913 esrv_send_inventory (op, op); 916 esrv_send_inventory (ob, ob);
914 op->update_stats (); 917 ob->update_stats ();
915 918
916 /* This moves the player to a different start map, if there 919 /* This moves the player to a different start map, if there
917 * is one for this race 920 * is one for this race
918 */ 921 */
919 if (*first_map_ext_path) 922 if (*first_map_ext_path)
920 { 923 {
921 object *tmp; 924 object *tmp;
922 char mapname[MAX_BUF]; 925 char mapname[MAX_BUF];
923 926
924 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);
925 tmp = object::create (); 928 tmp = object::create ();
926 EXIT_PATH (tmp) = mapname; 929 EXIT_PATH (tmp) = mapname;
927 EXIT_X (tmp) = op->x; 930 EXIT_X (tmp) = ob->x;
928 EXIT_Y (tmp) = op->y; 931 EXIT_Y (tmp) = ob->y;
929 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;
930 * if the map isn't there, then stay on the 933 * if the map isn't there, then stay on the
931 * default initial map */ 934 * default initial map */
932 tmp->destroy (); 935 tmp->destroy ();
933 } 936 }
934 else 937 else
935 LOG (llevDebug, "first_map_ext_path not set\n"); 938 LOG (llevDebug, "first_map_ext_path not set\n");
939}
936 940
937 return 0; 941void
938 } 942player::chargen_race_next ()
939 943{
940 /* Following actually changes the race - this is the default command 944 /* Following actually changes the race - this is the default command
941 * if we don't match with one of the options above. 945 * if we don't match with one of the options above.
942 */ 946 */
943 947
944 tmp_loop = 0; 948 do
945 while (!tmp_loop)
946 { 949 {
947 shstr name = op->name; 950 shstr name = ob->name;
948 int x = op->x, y = op->y; 951 int x = ob->x, y = ob->y;
949 952
950 op->remove_statbonus (); 953 ob->remove_statbonus ();
951 op->remove (); 954 ob->remove ();
952 op->arch = get_player_archetype (op->arch); 955 ob->arch = get_player_archetype (ob->arch);
953 op->arch->clone.copy_to (op); 956 ob->arch->clone.copy_to (ob);
954 op->instantiate (); 957 ob->instantiate ();
955 op->stats = op->contr->orig_stats; 958 ob->stats = ob->contr->orig_stats;
956 op->name = op->name_pl = name; 959 ob->name = ob->name_pl = name;
957 op->x = x; 960 ob->x = x;
958 op->y = y; 961 ob->y = y;
959 SET_ANIMATION (op, 2); /* So player faces south */ 962 SET_ANIMATION (ob, 2); /* So player faces south */
960 insert_ob_in_map (op, op->map, op, 0); 963 insert_ob_in_map (ob, ob->map, ob, 0);
961 assign (op->contr->title, op->arch->clone.name); 964 assign (ob->contr->title, ob->arch->clone.name);
962 op->add_statbonus (); 965 ob->add_statbonus ();
963 tmp_loop = allowed_class (op);
964 } 966 }
967 while (!allowed_class (ob));
965 968
966 update_object (op, UP_OBJ_FACE); 969 update_object (ob, UP_OBJ_FACE);
967 esrv_update_item (UPD_FACE, op, op); 970 esrv_update_item (UPD_FACE, ob, ob);
968 op->update_stats (); 971 ob->update_stats ();
969 op->stats.hp = op->stats.maxhp; 972 ob->stats.hp = ob->stats.maxhp;
970 op->stats.sp = op->stats.maxsp; 973 ob->stats.sp = ob->stats.maxsp;
971 op->stats.grace = 0; 974 ob->stats.grace = 0;
972
973 if (op->msg)
974 new_draw_info (NDI_BLUE, 0, op, op->msg);
975
976 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
977 return 0;
978} 975}
979 976
980void 977void
981flee_player (object *op) 978flee_player (object *op)
982{ 979{
1029 /* Cornered, get rid of scared */ 1026 /* Cornered, get rid of scared */
1030 CLEAR_FLAG (op, FLAG_SCARED); 1027 CLEAR_FLAG (op, FLAG_SCARED);
1031 op->enemy = NULL; 1028 op->enemy = NULL;
1032} 1029}
1033 1030
1034
1035/* 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.
1036 * 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
1037 * stop. 1033 * stop.
1038 */ 1034 */
1039int 1035int
1040check_pick (object *op) 1036check_pick (object *op)
1041{ 1037{
1042 object *tmp, *next; 1038 object *tmp, *next;
1043 int stop = 0; 1039 int stop = 0;
1044 int j, k, wvratio; 1040 int wvratio;
1045 char putstring[128], tmpstr[16]; 1041 char putstring[128];
1046 1042
1047 /* if you're flying, you cna't pick up anything */ 1043 /* if you're flying, you cna't pick up anything */
1048 if (op->move_type & MOVE_FLYING) 1044 if (op->move_type & MOVE_FLYING)
1049 return 1; 1045 return 1;
1050 1046
1387 * found object is returned. 1383 * found object is returned.
1388 */ 1384 */
1389object * 1385object *
1390find_arrow (object *op, const char *type) 1386find_arrow (object *op, const char *type)
1391{ 1387{
1392 object *tmp = NULL; 1388 object *tmp = 0;
1393 1389
1394 for (op = op->inv; op; op = op->below) 1390 for (op = op->inv; op; op = op->below)
1395 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))
1396 tmp = find_arrow (op, type); 1392 tmp = find_arrow (op, type);
1397 else if (op->type == ARROW && op->race == type) 1393 else if (op->type == ARROW && op->race == type)
1398 return op; 1394 return op;
1395
1399 return tmp; 1396 return tmp;
1400} 1397}
1401 1398
1402/* 1399/*
1403 * 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
1404 * 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
1405 * 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
1406 * 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.
1407 */ 1404 */
1408
1409object * 1405object *
1410find_better_arrow (object *op, object *target, const char *type, int *better) 1406find_better_arrow (object *op, object *target, const char *type, int *better)
1411{ 1407{
1412 object *tmp = NULL, *arrow, *ntmp; 1408 object *tmp = NULL, *arrow, *ntmp;
1413 int attacknum, attacktype, betterby = 0, i; 1409 int attacknum, attacktype, betterby = 0, i;
1479 * find_better_arrow to find a decent arrow to use. 1475 * find_better_arrow to find a decent arrow to use.
1480 * op = the shooter 1476 * op = the shooter
1481 * type = bow->race 1477 * type = bow->race
1482 * dir = fire direction 1478 * dir = fire direction
1483 */ 1479 */
1484
1485object * 1480object *
1486pick_arrow_target (object *op, const char *type, int dir) 1481pick_arrow_target (object *op, const char *type, int dir)
1487{ 1482{
1488 object *tmp = NULL; 1483 object *tmp = NULL;
1489 maptile *m; 1484 maptile *m;
1554 */ 1549 */
1555int 1550int
1556fire_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)
1557{ 1552{
1558 object *left, *bow; 1553 object *left, *bow;
1559 int bowspeed, mflags; 1554 int mflags;
1560 maptile *m; 1555 maptile *m;
1561 1556
1562 if (!dir) 1557 if (!dir)
1563 { 1558 {
1564 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!");
1565 return 0; 1560 return 0;
1566 } 1561 }
1567 1562
1568 if (op->type == PLAYER) 1563 if (op->contr)
1569 bow = op->contr->ranges[range_bow]; 1564 bow = op->current_weapon;
1570 else 1565 else
1571 { 1566 {
1572 for (bow = op->inv; bow; bow = bow->below) 1567 for (bow = op->inv; bow; bow = bow->below)
1573 /* 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
1574 * 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.
1579 if (!bow) 1574 if (!bow)
1580 { 1575 {
1581 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1576 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1582 return 0; 1577 return 0;
1583 } 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
1584 } 1587 }
1585 1588
1586 if (!bow->race || !bow->skill) 1589 if (!bow->race || !bow->skill)
1587 { 1590 {
1588 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);
1589 return 0; 1592 return 0;
1590 } 1593 }
1591
1592 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1593
1594 /* penalize ROF for bestarrow */
1595 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1596 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1597
1598 if (bowspeed < 1)
1599 bowspeed = 1;
1600 1594
1601 if (arrow == NULL) 1595 if (arrow == NULL)
1602 { 1596 {
1603 if ((arrow = find_arrow (op, bow->race)) == NULL) 1597 if ((arrow = find_arrow (op, bow->race)) == NULL)
1604 { 1598 {
1605 if (op->type == PLAYER) 1599 if (op->type == PLAYER)
1606 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);
1607 /* 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 */
1608 else 1602 else
1609 CLEAR_FLAG (op, FLAG_READY_BOW); 1603 CLEAR_FLAG (op, FLAG_READY_BOW);
1604
1610 return 0; 1605 return 0;
1611 } 1606 }
1612 } 1607 }
1613 1608
1614 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1609 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1638 1633
1639 arrow->set_owner (op); 1634 arrow->set_owner (op);
1640 arrow->skill = bow->skill; 1635 arrow->skill = bow->skill;
1641 arrow->direction = dir; 1636 arrow->direction = dir;
1642 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
1643 if (op->type == PLAYER) 1676 if (op->type == PLAYER)
1644 { 1677 {
1645 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1646 op->update_stats ();
1647 }
1648
1649 SET_ANIMATION (arrow, arrow->direction);
1650 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1651 arrow->stats.hp = arrow->stats.dam;
1652 arrow->stats.grace = arrow->attacktype;
1653 if (arrow->slaying != NULL)
1654 arrow->spellarg = strdup (arrow->slaying);
1655
1656 /* Note that this was different for monsters - they got their level
1657 * added to the damage. I think the strength bonus is more proper.
1658 */
1659
1660 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1661
1662 /* update the speed */
1663 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1664 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1665
1666 arrow->set_speed (max (arrow->speed, 1.0));
1667 arrow->speed_left = 0;
1668
1669 if (op->type == PLAYER)
1670 {
1671 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1672 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1673 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1674
1675 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;
1676 } 1685 }
1677 else 1686 else
1678 { 1687 {
1679 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1680 arrow->level = op->level; 1688 arrow->level = op->level;
1681 } 1689 arrow->stats.wc -= bow->magic;
1682 1690
1683 if (arrow->attacktype == AT_PHYSICAL) 1691 if (!arrow->slaying)
1692 arrow->slaying = bow->slaying;
1693
1684 arrow->attacktype |= bow->attacktype; 1694 arrow->attacktype |= bow->attacktype;
1695 }
1685 1696
1686 if (bow->slaying) 1697 wc -= arrow->level;
1687 arrow->slaying = bow->slaying; 1698 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1688 1699
1700 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1689 arrow->move_type = MOVE_FLY_LOW; 1701 arrow->move_type = MOVE_FLY_LOW;
1690 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1702 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1691 1703
1692 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);
1693 m->insert (arrow, sx, sy, op); 1705 m->insert (arrow, sx, sy, op);
1718{ 1730{
1719 int ret = 0, wcmod = 0; 1731 int ret = 0, wcmod = 0;
1720 1732
1721 if (op->contr->bowtype == bow_bestarrow) 1733 if (op->contr->bowtype == bow_bestarrow)
1722 { 1734 {
1723 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);
1724 } 1736 }
1725 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)
1726 { 1738 {
1727 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1739 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1728 wcmod = -1; 1740 wcmod = -1;
1738 else if (op->contr->bowtype == bow_spreadshot) 1750 else if (op->contr->bowtype == bow_spreadshot)
1739 { 1751 {
1740 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);
1741 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);
1742 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);
1743
1744 } 1755 }
1745 else 1756 else
1746 { 1757 {
1747 /* Simple case */ 1758 /* Simple case */
1748 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);
1749 } 1760 }
1761
1750 return ret; 1762 return ret;
1751} 1763}
1752
1753 1764
1754/* Fires a misc (wand/rod/horn) object in 'dir'. 1765/* Fires a misc (wand/rod/horn) object in 'dir'.
1755 * Broken apart from 'fire' to keep it more readable. 1766 * Broken apart from 'fire' to keep it more readable.
1756 */ 1767 */
1757void 1768void
1758fire_misc_object (object *op, int dir) 1769fire_misc_object (object *op, int dir)
1759{ 1770{
1760 object *item; 1771 object *item = op->contr->ranged_ob;
1761 1772
1762 if (!op->contr->ranges[range_misc]) 1773 if (!item)
1763 { 1774 {
1764 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.");
1765 return; 1776 return;
1766 } 1777 }
1767 1778
1768 item = op->contr->ranges[range_misc];
1769 if (!item->inv) 1779 if (!item->inv)
1770 { 1780 {
1771 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1781 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1772 return; 1782 return;
1773 } 1783 }
1784
1785 if (!op->change_weapon (item))
1786 return;
1787
1774 if (item->type == WAND) 1788 if (item->type == WAND)
1775 { 1789 {
1776 if (item->stats.food <= 0) 1790 if (item->stats.food <= 0)
1777 { 1791 {
1778 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1792 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1779 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
1780 return; 1795 return;
1781 } 1796 }
1782 } 1797 }
1783 else if (item->type == ROD || item->type == HORN) 1798 else if (item->type == ROD || item->type == HORN)
1784 { 1799 {
1785 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))
1786 { 1801 {
1787 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1802 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1803
1788 if (item->type == ROD) 1804 if (item->type == ROD)
1789 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));
1790 else 1806 else
1791 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
1792 return; 1809 return;
1793 } 1810 }
1794 } 1811 }
1795 1812
1796 if (cast_spell (op, item, dir, item->inv, NULL)) 1813 if (cast_spell (op, item, dir, item->inv, NULL))
1827 1844
1828 /* check for loss of invisiblity/hide */ 1845 /* check for loss of invisiblity/hide */
1829 if (action_makes_visible (op)) 1846 if (action_makes_visible (op))
1830 make_visible (op); 1847 make_visible (op);
1831 1848
1832 switch (op->contr->shoottype) 1849 player *pl = op->contr;
1850
1851 if (pl->golem)
1833 { 1852 {
1834 case range_none: 1853 control_golem (op->contr->golem, dir);
1835 return; 1854 return;
1855 }
1836 1856
1837 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:
1838 player_fire_bow (op, dir); 1868 player_fire_bow (op, dir);
1839 return; 1869 break;
1840 1870
1841 case range_magic: /* Casting spells */ 1871 case SPELL:
1842 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);
1843 return; 1873 break;
1844 1874
1845 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:
1846 fire_misc_object (op, dir); 1884 fire_misc_object (op, dir);
1847 return; 1885 break;
1848
1849 case range_golem: /* Control summoned monsters from scrolls */
1850 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1851 {
1852 op->contr->ranges[range_golem] = 0;
1853 op->contr->shoottype = range_none;
1854 }
1855 else
1856 control_golem (op->contr->ranges[range_golem], dir);
1857 return;
1858
1859 case range_skill:
1860 if (!op->chosen_skill)
1861 {
1862 if (op->type == PLAYER)
1863 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1864 return;
1865 }
1866 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1867 return;
1868 case range_builder:
1869 apply_map_builder (op, dir);
1870 return;
1871 default:
1872 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1873 return;
1874 } 1886 }
1875} 1887}
1876
1877
1878 1888
1879/* find_key 1889/* find_key
1880 * 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
1881 * and successfully use it, we return the key, otherwise NULL 1891 * and successfully use it, we return the key, otherwise NULL
1882 * This function merges both normal and locked door, since the logic 1892 * This function merges both normal and locked door, since the logic
1884 * pl is the player, 1894 * pl is the player,
1885 * inv is the objects inventory to searched 1895 * inv is the objects inventory to searched
1886 * door is the door we are trying to match against. 1896 * door is the door we are trying to match against.
1887 * This function can be called recursively to search containers. 1897 * This function can be called recursively to search containers.
1888 */ 1898 */
1889
1890object * 1899object *
1891find_key (object *pl, object *container, object *door) 1900find_key (object *pl, object *container, object *door)
1892{ 1901{
1893 object *tmp, *key; 1902 object *tmp, *key;
1894 1903
1895 /* Should not happen, but sanity checking is never bad */ 1904 /* Should not happen, but sanity checking is never bad */
1896 if (container->inv == NULL) 1905 if (!container->inv)
1897 return NULL; 1906 return 0;
1898 1907
1899 /* 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 */
1900 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1909 for (tmp = container->inv; tmp; tmp = tmp->below)
1901 { 1910 {
1902 if (door->type == DOOR && tmp->type == KEY) 1911 if (door->type == DOOR && tmp->type == KEY)
1903 break; 1912 break;
1904 /* For sanity, we should really check door type, but other stuff 1913 /* For sanity, we should really check door type, but other stuff
1905 * (like containers) can be locked with special keys 1914 * (like containers) can be locked with special keys
1906 */ 1915 */
1907 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1916 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1908 break; 1917 break;
1909 } 1918 }
1919
1910 /* No key found - lets search inventories now */ 1920 /* No key found - lets search inventories now */
1911 /* 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.
1912 * 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
1913 * a key, return 1923 * a key, return
1914 */ 1924 */
1915 if (!tmp) 1925 if (!tmp)
1916 { 1926 {
1917 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1927 for (tmp = container->inv; tmp; tmp = tmp->below)
1918 { 1928 {
1919 /* No reason to search empty containers */ 1929 /* No reason to search empty containers */
1920 if (tmp->type == CONTAINER && tmp->inv) 1930 if (tmp->type == CONTAINER && tmp->inv)
1921 { 1931 {
1922 if ((key = find_key (pl, tmp, door)) != NULL) 1932 if ((key = find_key (pl, tmp, door)))
1923 return key; 1933 return key;
1924 } 1934 }
1925 } 1935 }
1936
1926 if (!tmp) 1937 if (!tmp)
1927 return NULL; 1938 return NULL;
1928 } 1939 }
1940
1929 /* 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,
1930 * see if we actually want to use it 1942 * see if we actually want to use it
1931 */ 1943 */
1932 if (pl != container) 1944 if (pl != container)
1933 { 1945 {
1954 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1966 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1955 "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));
1956 return NULL; 1968 return NULL;
1957 } 1969 }
1958 } 1970 }
1971
1959 return tmp; 1972 return tmp;
1960} 1973}
1961 1974
1962/* moved door processing out of move_player_attack. 1975/* moved door processing out of move_player_attack.
1963 * returns 1 if player has opened the door with a key 1976 * returns 1 if player has opened the door with a key
1977 if (key) 1990 if (key)
1978 { 1991 {
1979 object *container = key->env; 1992 object *container = key->env;
1980 1993
1981 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
1982 if (action_makes_visible (op)) 1996 if (action_makes_visible (op))
1983 make_visible (op); 1997 make_visible (op);
1998
1984 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1999 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1985 spring_trap (door->inv, op); 2000 spring_trap (door->inv, op);
2001
1986 if (door->type == DOOR) 2002 if (door->type == DOOR)
1987 {
1988 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 */
1989 }
1990 else if (door->type == LOCKED_DOOR) 2004 else if (door->type == LOCKED_DOOR)
1991 { 2005 {
1992 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));
1993 remove_door2 (door); /* remove door without violence ;-) */ 2007 remove_door2 (door); /* remove door without violence ;-) */
1994 } 2008 }
2009
1995 /* Do this after we print the message */ 2010 /* Do this after we print the message */
1996 decrease_ob (key); /* Use up one of the keys */ 2011 decrease_ob (key); /* Use up one of the keys */
1997 /* Need to update the weight the container the key was in */ 2012 /* Need to update the weight the container the key was in */
1998 if (container != op) 2013 if (container != op)
1999 esrv_update_item (UPD_WEIGHT, op, container); 2014 esrv_update_item (UPD_WEIGHT, op, container);
2015
2000 return 1; /* Nothing more to do below */ 2016 return 1; /* Nothing more to do below */
2001 } 2017 }
2002 else if (door->type == LOCKED_DOOR) 2018 else if (door->type == LOCKED_DOOR)
2003 { 2019 {
2004 /* Might as well return now - no other way to open this */ 2020 /* Might as well return now - no other way to open this */
2005 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2021 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2006 return 1; 2022 return 1;
2007 } 2023 }
2024
2008 return 0; 2025 return 0;
2009} 2026}
2010 2027
2011/* This function is just part of a breakup from move_player. 2028/* This function is just part of a breakup from move_player.
2012 * It should keep the code cleaner. 2029 * It should keep the code cleaner.
2016 */ 2033 */
2017void 2034void
2018move_player_attack (object *op, int dir) 2035move_player_attack (object *op, int dir)
2019{ 2036{
2020 object *tmp, *mon; 2037 object *tmp, *mon;
2021 sint16 nx, ny;
2022 int on_battleground; 2038 int on_battleground;
2023 maptile *m; 2039 maptile *m;
2024 2040
2025 nx = freearr_x[dir] + op->x; 2041 sint16 nx = freearr_x[dir] + op->x;
2026 ny = freearr_y[dir] + op->y; 2042 sint16 ny = freearr_y[dir] + op->y;
2027 2043
2028 on_battleground = op_on_battleground (op, 0, 0); 2044 on_battleground = op_on_battleground (op, 0, 0);
2029 2045
2030 /* 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
2031 * 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
2096 2112
2097 /* 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
2098 * peaceful. Our assumption is the creature is a pet if the 2114 * peaceful. Our assumption is the creature is a pet if the
2099 * player owns it and it is either friendly or unagressive. 2115 * player owns it and it is either friendly or unagressive.
2100 */ 2116 */
2101 if ((op->type == PLAYER) 2117 if (op->type == PLAYER
2102#if COZY_SERVER
2103 &&
2104 ((mon->owner && mon->owner->contr 2118 && ((mon->owner && mon->owner->contr
2105 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2119 && same_party (mon->owner->contr->party, op->contr->party))
2106#else
2107 && mon->owner == op 2120 || mon->owner == op)
2108#endif
2109 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2121 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2110 { 2122 {
2111 /* 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 */
2112 if (op->contr->braced) 2124 if (op->contr->braced)
2113 return; 2125 return;
2114 2126
2115 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);
2116 (void) push_ob (mon, dir, op); 2128 push_ob (mon, dir, op);
2117 if (op->contr->tmp_invis || op->hide) 2129 if (op->contr->tmp_invis || op->hide)
2118 make_visible (op); 2130 make_visible (op);
2119 2131
2120 return; 2132 return;
2121 } 2133 }
2123 /* in certain circumstances, you shouldn't attack friendly 2135 /* in certain circumstances, you shouldn't attack friendly
2124 * creatures. Note that if you are braced, you can't push 2136 * creatures. Note that if you are braced, you can't push
2125 * 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
2126 * attack them either. 2138 * attack them either.
2127 */ 2139 */
2128 if ((mon->type == PLAYER || mon->enemy != op) && 2140 if ((mon->type == PLAYER || mon->enemy != op)
2129 (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))
2130#ifdef PROHIBIT_PLAYERKILL
2131 (op->contr->peaceful 2142 && ((op->contr->peaceful
2132 || (mon->type == PLAYER 2143 || (mon->type == PLAYER && mon->contr->peaceful))
2133 && mon->contr->
2134 peaceful)) &&
2135#else
2136 op->contr->peaceful &&
2137#endif
2138 !on_battleground)) 2144 && !on_battleground))
2139 { 2145 {
2140 if (!op->contr->braced) 2146 if (!op->contr->braced)
2141 { 2147 {
2142 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);
2143 push_ob (mon, dir, op); 2149 push_ob (mon, dir, op);
2166 * 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.
2167 */ 2173 */
2168 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2174 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2169 ((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)))
2170 { 2176 {
2171
2172 /* If the player hasn't hit something this tick, and does
2173 * so, give them speed boost based on weapon speed. Doing
2174 * it here is better than process_players2, which basically
2175 * incurred a 1 tick offset.
2176 */
2177 if (!op->contr->has_hit) 2177 if (!op->contr->has_hit)
2178 { 2178 {
2179 op->contr->has_hit = 1;
2179 op->speed_left += op->speed / op->contr->weapon_sp; 2180 op->speed_left += op->contr->weapon_speed () - op->speed;
2180
2181 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2182 } 2181 }
2183 2182
2184 skill_attack (mon, op, 0, 0, 0); 2183 skill_attack (mon, op, 0, 0, 0);
2185 2184
2186 /* If attacking another player, that player gets automatic 2185 /* If attacking another player, that player gets automatic
2218 return 0; 2217 return 0;
2219 } 2218 }
2220 2219
2221 /* peterm: added following line */ 2220 /* peterm: added following line */
2222 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2221 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2223 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2222 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2224 2223
2225 op->facing = dir; 2224 op->facing = dir;
2226 2225
2227 if (op->hide) 2226 if (op->hide)
2228 do_hidden_move (op); 2227 do_hidden_move (op);
2261 * Returns true if there are more actions we can do. 2260 * Returns true if there are more actions we can do.
2262 */ 2261 */
2263int 2262int
2264handle_newcs_player (object *op) 2263handle_newcs_player (object *op)
2265{ 2264{
2266 if (op->contr->hidden)
2267 {
2268 op->invisible = 1000;
2269 /* the socket code flashes the player visible/invisible
2270 * depending on the value of invisible, so we need to
2271 * alternate it here for it to work correctly.
2272 */
2273 if (pticks & 2)
2274 op->invisible--;
2275 }
2276 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2277 {
2278 op->invisible--;
2279 if (!op->invisible)
2280 {
2281 make_visible (op);
2282 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2283 }
2284 }
2285
2286 if (QUERY_FLAG (op, FLAG_SCARED)) 2265 if (QUERY_FLAG (op, FLAG_SCARED))
2287 { 2266 {
2288 flee_player (op); 2267 flee_player (op);
2268
2289 /* 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 */
2290 if (QUERY_FLAG (op, FLAG_SCARED)) 2270 if (op->flag [FLAG_SCARED])
2291 { 2271 {
2292 op->speed_left--; 2272 --op->speed_left;
2293 return 0; 2273 return 0;
2294 } 2274 }
2295 } 2275 }
2296
2297 /* I've been seeing crashes where the golem has been destroyed, but
2298 * the player object still points to the defunct golem. The code that
2299 * destroys the golem looks correct, and it doesn't always happen, so
2300 * put this in a a workaround to clean up the golem pointer.
2301 */
2302 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2303 op->contr->ranges[range_golem] = 0;
2304 2276
2305 /* 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
2306 * the players time has been increased when doericserver has been 2278 * the players time has been increased when doericserver has been
2307 * called, so we recheck it here. 2279 * called, so we recheck it here.
2308 */ 2280 */
2309 if (op->contr->ns->handle_command ()) 2281 if (op->contr->ns->handle_command ())
2310 return 1; 2282 return 1;
2311 2283
2312 if (op->speed_left > 0) 2284 if (op->speed_left > 0.f)
2313 { 2285 {
2314 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2286 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2315 { 2287 {
2316 /* All move commands take 1 tick, at least for now */ 2288 /* All move commands take 1 tick, at least for now */
2317 op->speed_left--; 2289 --op->speed_left;
2318 2290
2319 /* Instead of all the stuff below, let move_player take care 2291 /* Instead of all the stuff below, let move_player take care
2320 * 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
2321 * there, as well as the confusion stuff. 2293 * there, as well as the confusion stuff.
2322 */ 2294 */
2323 move_player (op, op->direction); 2295 move_player (op, op->direction);
2324 2296
2325 return op->speed_left > 0; 2297 return op->speed_left > 0.f;
2326 } 2298 }
2327 } 2299 }
2328 2300
2329 return 0; 2301 return 0;
2330} 2302}
2369 * from. 2341 * from.
2370 */ 2342 */
2371void 2343void
2372remove_unpaid_objects (object *op, object *env) 2344remove_unpaid_objects (object *op, object *env)
2373{ 2345{
2374 object *next;
2375
2376 while (op) 2346 while (op)
2377 { 2347 {
2378 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' */
2379 2349
2380 if (QUERY_FLAG (op, FLAG_UNPAID)) 2350 if (QUERY_FLAG (op, FLAG_UNPAID))
2446 int rate_grace = 2000; 2416 int rate_grace = 2000;
2447 const int max_hp = 1; 2417 const int max_hp = 1;
2448 const int max_sp = 1; 2418 const int max_sp = 1;
2449 const int max_grace = 1; 2419 const int max_grace = 1;
2450 2420
2451 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--;
2452 { 2430 }
2453 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2431 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2454 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2432 {
2455 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 }
2456 } 2438 }
2457 2439
2458 if (op->contr->ns->state == ST_PLAYING) 2440 if (op->contr->ns->state == ST_PLAYING)
2459 { 2441 {
2460 /* these next three if clauses make it possible to SLOW DOWN 2442 /* these next three if clauses make it possible to SLOW DOWN
2482 gen_grace = op->stats.maxgrace; 2464 gen_grace = op->stats.maxgrace;
2483 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2465 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2484 } 2466 }
2485 2467
2486 /* Regenerate Spell Points */ 2468 /* Regenerate Spell Points */
2487 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2469 if (!op->contr->golem && --op->last_sp < 0)
2488 { 2470 {
2489 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);
2490 if (op->stats.sp < op->stats.maxsp) 2472 if (op->stats.sp < op->stats.maxsp)
2491 { 2473 {
2492 op->stats.sp++; 2474 op->stats.sp++;
2590 } 2572 }
2591 2573
2592 /* Digestion */ 2574 /* Digestion */
2593 if (--op->last_eat < 0) 2575 if (--op->last_eat < 0)
2594 { 2576 {
2595#ifdef COZY_SERVER
2596 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2597 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2598#else
2599 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;
2600#endif
2601 2578
2602 if (op->contr->gen_hp > 0) 2579 if (op->contr->gen_hp > 0)
2603 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);
2604 else 2581 else
2605 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2582 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2710 tmp->name = buf; 2687 tmp->name = buf;
2711 sprintf (buf, " This finger has been cut off %s\n" 2688 sprintf (buf, " This finger has been cut off %s\n"
2712 " 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",
2713 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2690 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2714 tmp->msg = buf; 2691 tmp->msg = buf;
2715 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2692 tmp->value = 0, tmp->type = 0;
2716 tmp->materialname = NULL; 2693 tmp->materialname = "organics";
2717 tmp->insert_at (op, tmp); 2694 tmp->insert_at (op, tmp);
2718 } 2695 }
2719 2696
2720 /* teleport defeated player to new destination */ 2697 /* teleport defeated player to new destination */
2721 transfer_ob (op, x, y, 0, NULL); 2698 transfer_ob (op, x, y, 0, NULL);
2917 op->stats.hp = op->stats.maxhp; 2894 op->stats.hp = op->stats.maxhp;
2918 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2895 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2919 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2896 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2920 2897
2921 /* 2898 /*
2922 * Check to see if the player is in a shop. IF so, then check to see if
2923 * 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
2924 * in the map. 2900 * and put them back in the map.
2925 */ 2901 */
2926
2927 if (is_in_shop (op))
2928 remove_unpaid_objects (op->inv, op); 2902 remove_unpaid_objects (op->inv, op);
2929 2903
2930 /****************************************/ 2904 /****************************************/
2931 /* */ 2905 /* */
2932 /* Move player to his current respawn- */ 2906 /* Move player to his current respawn- */
2933 /* position (usually last savebed) */ 2907 /* position (usually last savebed) */
2953 object *force; 2927 object *force;
2954 int at; 2928 int at;
2955 2929
2956 force = get_archetype (FORCE_NAME); 2930 force = get_archetype (FORCE_NAME);
2957 /* 50 ticks should be enough time for the spell to abate */ 2931 /* 50 ticks should be enough time for the spell to abate */
2958 force->speed = 0.1; 2932 force->speed = 0.1f;
2959 force->speed_left = -5.0; 2933 force->speed_left = -5.f;
2960 SET_FLAG (force, FLAG_APPLIED); 2934 SET_FLAG (force, FLAG_APPLIED);
2961 for (at = 0; at < NROFATTACKS; at++) 2935 for (at = 0; at < NROFATTACKS; at++)
2962 if (will_kill_again & (1 << at)) 2936 if (will_kill_again & (1 << at))
2963 force->resist[at] = 100; 2937 force->resist[at] = 100;
2964 2938
2973void 2947void
2974loot_object (object *op) 2948loot_object (object *op)
2975{ /* Grab and destroy some treasure */ 2949{ /* Grab and destroy some treasure */
2976 object *tmp, *tmp2, *next; 2950 object *tmp, *tmp2, *next;
2977 2951
2978 if (op->container) 2952 op->close_container (); /* close open sack first */
2979 esrv_apply_container (op, op->container); /* close open sack first */
2980 2953
2981 for (tmp = op->inv; tmp; tmp = next) 2954 for (tmp = op->inv; tmp; tmp = next)
2982 { 2955 {
2983 next = tmp->below; 2956 next = tmp->below;
2984 2957
2985 if (tmp->invisible) 2958 if (tmp->invisible)
2986 continue; 2959 continue;
2987 2960
2988 tmp->remove (); 2961 tmp->remove ();
2989 tmp->x = op->x, tmp->y = op->y; 2962 tmp->x = op->x, tmp->y = op->y;
2963
2990 if (tmp->type == CONTAINER) 2964 if (tmp->type == CONTAINER)
2991 { /* empty container to ground */ 2965 loot_object (tmp); /* empty container to ground */
2992 loot_object (tmp); 2966
2993 }
2994 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))))
2995 { 2968 {
2996 if (tmp->nrof > 1) 2969 if (tmp->nrof > 1)
2997 { 2970 {
2998 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2971 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2999 tmp2->destroy (); 2972 tmp2->destroy ();
3010/* 2983/*
3011 * fix_weight(): Check recursively the weight of all players, and fix 2984 * fix_weight(): Check recursively the weight of all players, and fix
3012 * 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
3013 * was changed. 2986 * was changed.
3014 */ 2987 */
3015
3016void 2988void
3017fix_weight (void) 2989fix_weight (void)
3018{ 2990{
3019 for_all_players (pl) 2991 for_all_players (pl)
3020 { 2992 {
3080 if (op->type == PLAYER) 3052 if (op->type == PLAYER)
3081 { 3053 {
3082 op->contr->tmp_invis = 0; 3054 op->contr->tmp_invis = 0;
3083 op->contr->invis_race = 0; 3055 op->contr->invis_race = 0;
3084 } 3056 }
3057
3085 update_object (op, UP_OBJ_FACE); 3058 update_object (op, UP_OBJ_CHANGE);
3086} 3059}
3087 3060
3088int 3061int
3089is_true_undead (object *op) 3062is_true_undead (object *op)
3090{ 3063{
3091 object *tmp = NULL;
3092
3093 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3064 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3094 return 1; 3065 return 1;
3095 3066
3096 return 0; 3067 return 0;
3097} 3068}
3385 char buf[MAX_BUF]; /* tmp. string buffer */ 3356 char buf[MAX_BUF]; /* tmp. string buffer */
3386 int i = 0, j = 0; 3357 int i = 0, j = 0;
3387 3358
3388 /* get the appropriate treasurelist */ 3359 /* get the appropriate treasurelist */
3389 if (atnr == ATNR_FIRE) 3360 if (atnr == ATNR_FIRE)
3390 trlist = find_treasurelist ("dragon_ability_fire"); 3361 trlist = treasurelist::find ("dragon_ability_fire");
3391 else if (atnr == ATNR_COLD) 3362 else if (atnr == ATNR_COLD)
3392 trlist = find_treasurelist ("dragon_ability_cold"); 3363 trlist = treasurelist::find ("dragon_ability_cold");
3393 else if (atnr == ATNR_ELECTRICITY) 3364 else if (atnr == ATNR_ELECTRICITY)
3394 trlist = find_treasurelist ("dragon_ability_elec"); 3365 trlist = treasurelist::find ("dragon_ability_elec");
3395 else if (atnr == ATNR_POISON) 3366 else if (atnr == ATNR_POISON)
3396 trlist = find_treasurelist ("dragon_ability_poison"); 3367 trlist = treasurelist::find ("dragon_ability_poison");
3397 3368
3398 if (trlist == NULL || who->type != PLAYER) 3369 if (trlist == NULL || who->type != PLAYER)
3399 return; 3370 return;
3400 3371
3401 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++);
3533 * not readied. 3504 * not readied.
3534 */ 3505 */
3535void 3506void
3536player_unready_range_ob (player *pl, object *ob) 3507player_unready_range_ob (player *pl, object *ob)
3537{ 3508{
3538 rangetype i; 3509 if (pl->ob->current_weapon == ob)
3510 pl->ob->current_weapon = 0;
3539 3511
3540 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3512 if (pl->combat_ob == ob)
3541 { 3513 pl->combat_ob = 0;
3514
3542 if (pl->ranges[i] == ob) 3515 if (pl->ranged_ob == ob)
3543 { 3516 pl->ranged_ob = 0;
3544 pl->ranges[i] = NULL;
3545 if (pl->shoottype == i)
3546 {
3547 pl->shoottype = range_none;
3548 }
3549 }
3550 }
3551} 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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