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Comparing deliantra/server/server/player.C (file contents):
Revision 1.94 by root, Mon Jan 8 14:29:05 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)
194 return; 199 return;
195 200
196 terminate_all_pets (ob); 201 terminate_all_pets (ob);
197 remove_friendly_object (ob); 202 remove_friendly_object (ob);
198 ob->deactivate_recursive (); 203 ob->deactivate_recursive ();
204
205 if (ob->map)
206 maplevel = ob->map->path;
207
199 ob->remove (); 208 ob->remove ();
200 ob->map = 0; 209 ob->map = 0;
210 party = 0;
201 211
202 // for weird reasons, this is often "ob", keeping a circular reference 212 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
203 ranges [range_skill] = 0;
204 213
205 players.erase (this); 214 players.erase (this);
206} 215}
207 216
208// connect the player with a specific client 217// connect the player with a specific client
209// also changed, rationalises, and fixes some incorrect settings 218// also changes, rationalises, and fixes some incorrect settings
210void 219void
211player::connect (client *ns) 220player::connect (client *ns)
212{ 221{
213 this->ns = ns; 222 this->ns = ns;
214 ns->pl = this; 223 ns->pl = this;
215 224
225 run_on = 0;
226 fire_on = 0;
227 ob->close_container (); //TODO: client-specific
228
216 ns->update_look = 0; 229 ns->update_look = 0;
217 ns->look_position = 0; 230 ns->look_position = 0;
218 231
219 clear_los (ob); 232 clear_los (ob);
220 233
221//TODO: must move into client 234 ns->reset_stats ();
222/* we need to clear these to -1 and not zero - otherwise,
223 * if a player quits and starts a new character, we wont
224 * send new values to the client, as things like exp start
225 * at zero.
226 */
227for (int i = 0; i < NUM_SKILLS; i++)
228 last_skill_exp[i] = -1;
229
230for (int i = 0; i < NROFATTACKS; i++)
231 last_resist[i] = -1;
232
233last_weapon_sp = -1;
234last_level = -1;
235last_stats.exp = -1;
236last_weight = (uint32) - 1;
237last_flags = 0;
238last_weight = 0;
239last_weight_limit = 0;
240last_path_attuned = 0;
241last_path_repelled = 0;
242last_path_denied = 0;
243last_speed = 0;
244run_on = 0;
245fire_on = 0;
246memset (&last_stats, 0, sizeof (living)); //TODO dirty
247 235
248 /* make sure he's a player -- needed because of class change. */ 236 /* make sure he's a player -- needed because of class change. */
249 ob->type = PLAYER; // we are paranoid 237 ob->type = PLAYER; // we are paranoid
250 ob->race = ob->arch->clone.race; 238 ob->race = ob->arch->clone.race;
251 239
252 if (!legal_range (ob, shoottype))
253 shoottype = range_none;
254
255 ob->carrying = sum_weight (ob); 240 ob->carrying = sum_weight (ob);
256 link_player_skills (ob); 241 link_player_skills (ob);
257 242
258 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
259 244
260 assign (title, ob->arch->clone.name); 245 assign (title, ob->arch->clone.name);
261
262 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
263 * from the class, and not race. I don't see any way to get the class information
264 * to then update this. I don't think this will actually break anything - anyone
265 * that can use armour should be able to use a shield. What this may 'break'
266 * are features new characters get, eg, if someone starts up with a Q, they
267 * should be able to use a shield. However, old Q's won't get that advantage.
268 */
269 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
270 SET_FLAG (ob, FLAG_USE_SHIELD);
271 246
272 /* if it's a dragon player, set the correct title here */ 247 /* if it's a dragon player, set the correct title here */
273 if (is_dragon_pl (ob)) 248 if (is_dragon_pl (ob))
274 { 249 {
275 object *tmp, *abil = 0, *skin = 0; 250 object *tmp, *abil = 0, *skin = 0;
289 264
290 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
291 266
292 esrv_new_player (this, ob->weight + ob->carrying); 267 esrv_new_player (this, ob->weight + ob->carrying);
293 268
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);
294 ob->update_stats (); 293 ob->update_stats ();
294
295 ns->floorbox_update (); 295 ns->floorbox_update ();
296
297 esrv_send_inventory (ob, ob); 296 esrv_send_inventory (ob, ob);
298 esrv_add_spells (this, 0); 297 esrv_add_spells (this, 0);
299 298
300 activate (); 299 activate ();
301 300
315 if (active) 314 if (active)
316 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 315 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
317 316
318 INVOKE_PLAYER (DISCONNECT, this); 317 INVOKE_PLAYER (DISCONNECT, this);
319 318
319 ns->reset_stats ();
320 ns->pl = 0; 320 ns->pl = 0;
321 this->ns = 0; 321 ns = 0;
322 } 322 }
323
324 if (ob)
325 ob->close_container (); //TODO: client-specific
323 326
324 deactivate (); 327 deactivate ();
325} 328}
326 329
327// the need for this function can be explained 330// the need for this function can be explained
328// by load_object not returning the object 331// by load_object not returning the object
329void 332void
330player::set_object (object *op) 333player::set_object (object *op)
331{ 334{
332 ob = op; 335 ob = op;
333 ob->contr = this; /* this aren't yet in archetype */ 336 ob->contr = this; /* this aren't yet in archetype */
334 337
335 ob->speed_left = 0.5; 338 ob->speed_left = 0.5f;
336 ob->speed = 1.0; 339 ob->speed = 1.0f;
337 ob->direction = 5; /* So player faces south */ 340 ob->direction = 5; /* So player faces south */
338 ob->stats.wc = 2;
339 ob->run_away = 25; /* Then we panick... */
340
341 ob->roll_stats ();
342} 341}
343 342
344player::player () 343player::player ()
345{ 344{
346 /* There are some elements we want initialised to non zero value - 345 /* There are some elements we want initialised to non zero value -
347 * we deal with that below this point. 346 * we deal with that below this point.
348 */ 347 */
349 outputs_sync = 16; /* Every 2 seconds */ 348 outputs_sync = 4;
350 outputs_count = 8; /* Keeps present behaviour */ 349 outputs_count = 4;
351 unapply = unapply_nochoice; 350 unapply = unapply_nochoice;
352 351
353 savebed_map = first_map_path; /* Init. respawn position */ 352 savebed_map = first_map_path; /* Init. respawn position */
354 353
355 gen_sp_armour = 10; 354 gen_sp_armour = 10;
356 shoottype = range_none;
357 bowtype = bow_normal; 355 bowtype = bow_normal;
358 petmode = pet_normal; 356 petmode = pet_normal;
359 listening = 10; 357 listening = 10;
360 usekeys = containers; 358 usekeys = containers;
361 peaceful = 1; /* default peaceful */ 359 peaceful = 1; /* default peaceful */
390player::create () 388player::create ()
391{ 389{
392 player *pl = new player; 390 player *pl = new player;
393 391
394 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
395 set_first_map (pl->ob); 398 set_first_map (pl->ob);
396 399
397 return pl; 400 return pl;
398} 401}
399 402
545 x = mon->x; 548 x = mon->x;
546 y = mon->y; 549 y = mon->y;
547 m = mon->map; 550 m = mon->map;
548 dir = rv.direction; 551 dir = rv.direction;
549 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 */
550 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
551 /* 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. */
552 if (diff > max) 556 if (diff > max)
553 return 0; 557 return 0;
558
554 while (diff > 1 && max > 0) 559 while (diff > 1 && max > 0)
555 { 560 {
556 lastx = x; 561 lastx = x;
557 lasty = y; 562 lasty = y;
558 lastmap = m; 563 lastmap = m;
640 max--; 645 max--;
641 lastdir = dir; 646 lastdir = dir;
642 if (!firstdir) 647 if (!firstdir)
643 firstdir = dir; 648 firstdir = dir;
644 } 649 }
650
645 if (diff <= 1) 651 if (diff <= 1)
646 { 652 {
647 /* Recalculate diff (distance) because we may not have actually 653 /* Recalculate diff (distance) because we may not have actually
648 * headed toward player for entire distance. 654 * headed toward player for entire distance.
649 */ 655 */
650 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 656 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
651 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));
652 } 658 }
659
653 if (diff > max) 660 if (diff > max)
654 return 0; 661 return 0;
655 } 662 }
663
656 /* 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 */
657 if (!max) 665 if (!max)
658 return 0; 666 return 0;
659 667
660 return firstdir; 668 return firstdir;
774roll_stat (void) 782roll_stat (void)
775{ 783{
776 int a[4], i, j, k; 784 int a[4], i, j, k;
777 785
778 for (i = 0; i < 4; i++) 786 for (i = 0; i < 4; i++)
779 a[i] = (int) RANDOM () % 6 + 1; 787 a[i] = (int) rndm (6) + 1;
780 788
781 for (i = 0, j = 0, k = 7; i < 4; i++) 789 for (i = 0, j = 0, k = 7; i < 4; i++)
782 if (a[i] < k) 790 if (a[i] < k)
783 k = a[i], j = i; 791 k = a[i], j = i;
784 792
790} 798}
791 799
792void 800void
793object::roll_stats () 801object::roll_stats ()
794{ 802{
795 int statsort [7]; 803 int statsort [NUM_STATS];
796 804
797 for (;;) 805 for (;;)
798 { 806 {
799 int sum = 0; 807 int sum = 0;
800 for (int i = 7; i--; ) 808 for (int i = NUM_STATS; i--; )
801 sum += statsort [i] = roll_stat (); 809 sum += statsort [i] = roll_stat ();
802 810
803 if (sum >= 82 && sum <= 116) 811 if (sum >= 82 && sum <= 116)
804 break; 812 break;
805 } 813 }
806 814
807 // Sort the stats so that rerolling is easier... 815 // Sort the stats so that rerolling is easier...
808 std::sort (statsort, statsort + 7, std::greater<int>()); 816 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
809 817
818 for (int i = 0; i < NUM_STATS; ++i)
810 stats.Str = statsort[0]; 819 stats.stat (i) = statsort [i];
811 stats.Dex = statsort[1];
812 stats.Con = statsort[2];
813 stats.Int = statsort[3];
814 stats.Wis = statsort[4];
815 stats.Pow = statsort[5];
816 stats.Cha = statsort[6];
817 820
818 stats.exp = 0; 821 stats.exp = 0;
819 stats.ac = 0; 822 stats.ac = 0;
820 823
821 stats.hp = stats.maxhp; 824 stats.hp = stats.maxhp;
833} 836}
834 837
835void 838void
836object::swap_stats (int a, int b) 839object::swap_stats (int a, int b)
837{ 840{
838 int tmp = get_attr_value (&contr->orig_stats, a); 841 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
839 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
840 set_attr_value (&contr->orig_stats, b, tmp);
841 842
843 for (int i = 0; i < NUM_STATS; ++i)
842 stats.Str = contr->orig_stats.Str; 844 stats.stat (i) = contr->orig_stats.stat (i);
843 stats.Dex = contr->orig_stats.Dex;
844 stats.Con = contr->orig_stats.Con;
845 stats.Int = contr->orig_stats.Int;
846 stats.Wis = contr->orig_stats.Wis;
847 stats.Pow = contr->orig_stats.Pow;
848 stats.Cha = contr->orig_stats.Cha;
849 845
850 //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,
851 // be merged with the similar code in roll_stats 847 // be merged with the similar code in roll_stats
852 stats.ac = 0; 848 stats.ac = 0;
853 849
884 * appropriate action with it (change race, or other things). 880 * appropriate action with it (change race, or other things).
885 * The function name is for historical reasons - now we have 881 * The function name is for historical reasons - now we have
886 * separate race and class; this actually changes the RACE, 882 * separate race and class; this actually changes the RACE,
887 * not the class. 883 * not the class.
888 */ 884 */
889int 885void
890key_change_class (object *op, char key) 886player::chargen_race_done ()
891{ 887{
892 int tmp_loop;
893
894 if (key == 'd' || key == 'D')
895 {
896 char buf[MAX_BUF];
897
898 /* this must before then initial items are given */ 888 /* this must before then initial items are given */
899 esrv_new_player (op->contr, op->weight + op->carrying); 889 esrv_new_player (ob->contr, ob->weight + ob->carrying);
900 890
901 treasurelist *tl = find_treasurelist ("starting_wealth"); 891 treasurelist *tl = treasurelist::find ("starting_wealth");
902 if (tl) 892 if (tl)
903 create_treasure (tl, op, 0, 0, 0); 893 create_treasure (tl, ob, 0, 0, 0);
904 894
905 INVOKE_PLAYER (BIRTH, op->contr); 895 INVOKE_PLAYER (BIRTH, ob->contr);
906 INVOKE_PLAYER (LOGIN, op->contr); 896 INVOKE_PLAYER (LOGIN, ob->contr);
907 897
908 op->contr->ns->state = ST_PLAYING; 898 ob->contr->ns->state = ST_PLAYING;
909 899
910 if (op->msg) 900 if (ob->msg)
911 op->msg = NULL; 901 ob->msg = 0;
912 902
913 /* 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
914 * to save here. 904 * to save here.
915 */ 905 */
906 {
907 char buf[MAX_BUF];
916 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 908 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
917 make_path_to_file (buf); 909 make_path_to_file (buf);
910 }
918 911
919#ifdef AUTOSAVE
920 op->contr->last_save_tick = pticks;
921#endif
922 start_info (op); 912 start_info (ob);
923 CLEAR_FLAG (op, FLAG_WIZ); 913 CLEAR_FLAG (ob, FLAG_WIZ);
924 give_initial_items (op, op->randomitems); 914 give_initial_items (ob, ob->randomitems);
925 link_player_skills (op); 915 link_player_skills (ob);
926 esrv_send_inventory (op, op); 916 esrv_send_inventory (ob, ob);
927 op->update_stats (); 917 ob->update_stats ();
928 918
929 /* This moves the player to a different start map, if there 919 /* This moves the player to a different start map, if there
930 * is one for this race 920 * is one for this race
931 */ 921 */
932 if (*first_map_ext_path) 922 if (*first_map_ext_path)
933 { 923 {
934 object *tmp; 924 object *tmp;
935 char mapname[MAX_BUF]; 925 char mapname[MAX_BUF];
936 926
937 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);
938 tmp = object::create (); 928 tmp = object::create ();
939 EXIT_PATH (tmp) = mapname; 929 EXIT_PATH (tmp) = mapname;
940 EXIT_X (tmp) = op->x; 930 EXIT_X (tmp) = ob->x;
941 EXIT_Y (tmp) = op->y; 931 EXIT_Y (tmp) = ob->y;
942 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;
943 * if the map isn't there, then stay on the 933 * if the map isn't there, then stay on the
944 * default initial map */ 934 * default initial map */
945 tmp->destroy (); 935 tmp->destroy ();
946 } 936 }
947 else 937 else
948 LOG (llevDebug, "first_map_ext_path not set\n"); 938 LOG (llevDebug, "first_map_ext_path not set\n");
939}
949 940
950 return 0; 941void
951 } 942player::chargen_race_next ()
952 943{
953 /* Following actually changes the race - this is the default command 944 /* Following actually changes the race - this is the default command
954 * if we don't match with one of the options above. 945 * if we don't match with one of the options above.
955 */ 946 */
956 947
957 tmp_loop = 0; 948 do
958 while (!tmp_loop)
959 { 949 {
960 shstr name = op->name; 950 shstr name = ob->name;
961 int x = op->x, y = op->y; 951 int x = ob->x, y = ob->y;
962 952
963 op->remove_statbonus (); 953 ob->remove_statbonus ();
964 op->remove (); 954 ob->remove ();
965 op->arch = get_player_archetype (op->arch); 955 ob->arch = get_player_archetype (ob->arch);
966 op->arch->clone.copy_to (op); 956 ob->arch->clone.copy_to (ob);
967 op->instantiate (); 957 ob->instantiate ();
968 op->stats = op->contr->orig_stats; 958 ob->stats = ob->contr->orig_stats;
969 op->name = op->name_pl = name; 959 ob->name = ob->name_pl = name;
970 op->x = x; 960 ob->x = x;
971 op->y = y; 961 ob->y = y;
972 SET_ANIMATION (op, 2); /* So player faces south */ 962 SET_ANIMATION (ob, 2); /* So player faces south */
973 insert_ob_in_map (op, op->map, op, 0); 963 insert_ob_in_map (ob, ob->map, ob, 0);
974 assign (op->contr->title, op->arch->clone.name); 964 assign (ob->contr->title, ob->arch->clone.name);
975 op->add_statbonus (); 965 ob->add_statbonus ();
976 tmp_loop = allowed_class (op);
977 } 966 }
967 while (!allowed_class (ob));
978 968
979 update_object (op, UP_OBJ_FACE); 969 update_object (ob, UP_OBJ_FACE);
980 esrv_update_item (UPD_FACE, op, op); 970 esrv_update_item (UPD_FACE, ob, ob);
981 op->update_stats (); 971 ob->update_stats ();
982 op->stats.hp = op->stats.maxhp; 972 ob->stats.hp = ob->stats.maxhp;
983 op->stats.sp = op->stats.maxsp; 973 ob->stats.sp = ob->stats.maxsp;
984 op->stats.grace = 0; 974 ob->stats.grace = 0;
985
986 if (op->msg)
987 new_draw_info (NDI_BLUE, 0, op, op->msg);
988
989 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
990 return 0;
991} 975}
992 976
993void 977void
994flee_player (object *op) 978flee_player (object *op)
995{ 979{
1042 /* Cornered, get rid of scared */ 1026 /* Cornered, get rid of scared */
1043 CLEAR_FLAG (op, FLAG_SCARED); 1027 CLEAR_FLAG (op, FLAG_SCARED);
1044 op->enemy = NULL; 1028 op->enemy = NULL;
1045} 1029}
1046 1030
1047
1048/* 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.
1049 * 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
1050 * stop. 1033 * stop.
1051 */ 1034 */
1052int 1035int
1053check_pick (object *op) 1036check_pick (object *op)
1054{ 1037{
1055 object *tmp, *next; 1038 object *tmp, *next;
1056 int stop = 0; 1039 int stop = 0;
1057 int j, k, wvratio; 1040 int wvratio;
1058 char putstring[128], tmpstr[16]; 1041 char putstring[128];
1059 1042
1060 /* if you're flying, you cna't pick up anything */ 1043 /* if you're flying, you cna't pick up anything */
1061 if (op->move_type & MOVE_FLYING) 1044 if (op->move_type & MOVE_FLYING)
1062 return 1; 1045 return 1;
1063 1046
1400 * found object is returned. 1383 * found object is returned.
1401 */ 1384 */
1402object * 1385object *
1403find_arrow (object *op, const char *type) 1386find_arrow (object *op, const char *type)
1404{ 1387{
1405 object *tmp = NULL; 1388 object *tmp = 0;
1406 1389
1407 for (op = op->inv; op; op = op->below) 1390 for (op = op->inv; op; op = op->below)
1408 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))
1409 tmp = find_arrow (op, type); 1392 tmp = find_arrow (op, type);
1410 else if (op->type == ARROW && op->race == type) 1393 else if (op->type == ARROW && op->race == type)
1411 return op; 1394 return op;
1395
1412 return tmp; 1396 return tmp;
1413} 1397}
1414 1398
1415/* 1399/*
1416 * 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
1417 * 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
1418 * 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
1419 * 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.
1420 */ 1404 */
1421
1422object * 1405object *
1423find_better_arrow (object *op, object *target, const char *type, int *better) 1406find_better_arrow (object *op, object *target, const char *type, int *better)
1424{ 1407{
1425 object *tmp = NULL, *arrow, *ntmp; 1408 object *tmp = NULL, *arrow, *ntmp;
1426 int attacknum, attacktype, betterby = 0, i; 1409 int attacknum, attacktype, betterby = 0, i;
1492 * find_better_arrow to find a decent arrow to use. 1475 * find_better_arrow to find a decent arrow to use.
1493 * op = the shooter 1476 * op = the shooter
1494 * type = bow->race 1477 * type = bow->race
1495 * dir = fire direction 1478 * dir = fire direction
1496 */ 1479 */
1497
1498object * 1480object *
1499pick_arrow_target (object *op, const char *type, int dir) 1481pick_arrow_target (object *op, const char *type, int dir)
1500{ 1482{
1501 object *tmp = NULL; 1483 object *tmp = NULL;
1502 maptile *m; 1484 maptile *m;
1567 */ 1549 */
1568int 1550int
1569fire_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)
1570{ 1552{
1571 object *left, *bow; 1553 object *left, *bow;
1572 int bowspeed, mflags; 1554 int mflags;
1573 maptile *m; 1555 maptile *m;
1574 1556
1575 if (!dir) 1557 if (!dir)
1576 { 1558 {
1577 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!");
1578 return 0; 1560 return 0;
1579 } 1561 }
1580 1562
1581 if (op->type == PLAYER) 1563 if (op->contr)
1582 bow = op->contr->ranges[range_bow]; 1564 bow = op->current_weapon;
1583 else 1565 else
1584 { 1566 {
1585 for (bow = op->inv; bow; bow = bow->below) 1567 for (bow = op->inv; bow; bow = bow->below)
1586 /* 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
1587 * 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.
1592 if (!bow) 1574 if (!bow)
1593 { 1575 {
1594 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1576 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1595 return 0; 1577 return 0;
1596 } 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
1597 } 1587 }
1598 1588
1599 if (!bow->race || !bow->skill) 1589 if (!bow->race || !bow->skill)
1600 { 1590 {
1601 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);
1602 return 0; 1592 return 0;
1603 } 1593 }
1604
1605 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1606
1607 /* penalize ROF for bestarrow */
1608 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1609 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1610
1611 if (bowspeed < 1)
1612 bowspeed = 1;
1613 1594
1614 if (arrow == NULL) 1595 if (arrow == NULL)
1615 { 1596 {
1616 if ((arrow = find_arrow (op, bow->race)) == NULL) 1597 if ((arrow = find_arrow (op, bow->race)) == NULL)
1617 { 1598 {
1618 if (op->type == PLAYER) 1599 if (op->type == PLAYER)
1619 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);
1620 /* 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 */
1621 else 1602 else
1622 CLEAR_FLAG (op, FLAG_READY_BOW); 1603 CLEAR_FLAG (op, FLAG_READY_BOW);
1604
1623 return 0; 1605 return 0;
1624 } 1606 }
1625 } 1607 }
1626 1608
1627 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1609 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1651 1633
1652 arrow->set_owner (op); 1634 arrow->set_owner (op);
1653 arrow->skill = bow->skill; 1635 arrow->skill = bow->skill;
1654 arrow->direction = dir; 1636 arrow->direction = dir;
1655 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
1656 if (op->type == PLAYER) 1676 if (op->type == PLAYER)
1657 { 1677 {
1658 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1659 op->update_stats ();
1660 }
1661
1662 SET_ANIMATION (arrow, arrow->direction);
1663 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1664 arrow->stats.hp = arrow->stats.dam;
1665 arrow->stats.grace = arrow->attacktype;
1666 if (arrow->slaying != NULL)
1667 arrow->spellarg = strdup (arrow->slaying);
1668
1669 /* Note that this was different for monsters - they got their level
1670 * added to the damage. I think the strength bonus is more proper.
1671 */
1672
1673 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1674
1675 /* update the speed */
1676 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1677 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1678
1679 arrow->set_speed (max (arrow->speed, 1.0));
1680 arrow->speed_left = 0;
1681
1682 if (op->type == PLAYER)
1683 {
1684 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1685 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1686 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1687
1688 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;
1689 } 1685 }
1690 else 1686 else
1691 { 1687 {
1692 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1693 arrow->level = op->level; 1688 arrow->level = op->level;
1694 } 1689 arrow->stats.wc -= bow->magic;
1695 1690
1696 if (arrow->attacktype == AT_PHYSICAL) 1691 if (!arrow->slaying)
1692 arrow->slaying = bow->slaying;
1693
1697 arrow->attacktype |= bow->attacktype; 1694 arrow->attacktype |= bow->attacktype;
1695 }
1698 1696
1699 if (bow->slaying) 1697 wc -= arrow->level;
1700 arrow->slaying = bow->slaying; 1698 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1701 1699
1700 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1702 arrow->move_type = MOVE_FLY_LOW; 1701 arrow->move_type = MOVE_FLY_LOW;
1703 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1702 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1704 1703
1705 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);
1706 m->insert (arrow, sx, sy, op); 1705 m->insert (arrow, sx, sy, op);
1731{ 1730{
1732 int ret = 0, wcmod = 0; 1731 int ret = 0, wcmod = 0;
1733 1732
1734 if (op->contr->bowtype == bow_bestarrow) 1733 if (op->contr->bowtype == bow_bestarrow)
1735 { 1734 {
1736 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);
1737 } 1736 }
1738 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)
1739 { 1738 {
1740 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1739 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1741 wcmod = -1; 1740 wcmod = -1;
1751 else if (op->contr->bowtype == bow_spreadshot) 1750 else if (op->contr->bowtype == bow_spreadshot)
1752 { 1751 {
1753 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);
1754 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);
1755 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);
1756
1757 } 1755 }
1758 else 1756 else
1759 { 1757 {
1760 /* Simple case */ 1758 /* Simple case */
1761 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);
1762 } 1760 }
1761
1763 return ret; 1762 return ret;
1764} 1763}
1765
1766 1764
1767/* Fires a misc (wand/rod/horn) object in 'dir'. 1765/* Fires a misc (wand/rod/horn) object in 'dir'.
1768 * Broken apart from 'fire' to keep it more readable. 1766 * Broken apart from 'fire' to keep it more readable.
1769 */ 1767 */
1770void 1768void
1771fire_misc_object (object *op, int dir) 1769fire_misc_object (object *op, int dir)
1772{ 1770{
1773 object *item; 1771 object *item = op->contr->ranged_ob;
1774 1772
1775 if (!op->contr->ranges[range_misc]) 1773 if (!item)
1776 { 1774 {
1777 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.");
1778 return; 1776 return;
1779 } 1777 }
1780 1778
1781 item = op->contr->ranges[range_misc];
1782 if (!item->inv) 1779 if (!item->inv)
1783 { 1780 {
1784 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1781 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1785 return; 1782 return;
1786 } 1783 }
1784
1785 if (!op->change_weapon (item))
1786 return;
1787
1787 if (item->type == WAND) 1788 if (item->type == WAND)
1788 { 1789 {
1789 if (item->stats.food <= 0) 1790 if (item->stats.food <= 0)
1790 { 1791 {
1791 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1792 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1792 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
1793 return; 1795 return;
1794 } 1796 }
1795 } 1797 }
1796 else if (item->type == ROD || item->type == HORN) 1798 else if (item->type == ROD || item->type == HORN)
1797 { 1799 {
1798 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))
1799 { 1801 {
1800 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1802 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1803
1801 if (item->type == ROD) 1804 if (item->type == ROD)
1802 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));
1803 else 1806 else
1804 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
1805 return; 1809 return;
1806 } 1810 }
1807 } 1811 }
1808 1812
1809 if (cast_spell (op, item, dir, item->inv, NULL)) 1813 if (cast_spell (op, item, dir, item->inv, NULL))
1840 1844
1841 /* check for loss of invisiblity/hide */ 1845 /* check for loss of invisiblity/hide */
1842 if (action_makes_visible (op)) 1846 if (action_makes_visible (op))
1843 make_visible (op); 1847 make_visible (op);
1844 1848
1845 switch (op->contr->shoottype) 1849 player *pl = op->contr;
1850
1851 if (pl->golem)
1846 { 1852 {
1847 case range_none: 1853 control_golem (op->contr->golem, dir);
1848 return; 1854 return;
1855 }
1849 1856
1850 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:
1851 player_fire_bow (op, dir); 1868 player_fire_bow (op, dir);
1852 return; 1869 break;
1853 1870
1854 case range_magic: /* Casting spells */ 1871 case SPELL:
1855 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);
1856 return; 1873 break;
1857 1874
1858 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:
1859 fire_misc_object (op, dir); 1884 fire_misc_object (op, dir);
1860 return; 1885 break;
1861
1862 case range_golem: /* Control summoned monsters from scrolls */
1863 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1864 {
1865 op->contr->ranges[range_golem] = 0;
1866 op->contr->shoottype = range_none;
1867 }
1868 else
1869 control_golem (op->contr->ranges[range_golem], dir);
1870 return;
1871
1872 case range_skill:
1873 if (!op->chosen_skill)
1874 {
1875 if (op->type == PLAYER)
1876 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1877 return;
1878 }
1879
1880 do_skill (op, op, op->chosen_skill, dir, NULL);
1881 return;
1882 case range_builder:
1883 apply_map_builder (op, dir);
1884 return;
1885 default:
1886 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1887 return;
1888 } 1886 }
1889} 1887}
1890
1891
1892 1888
1893/* find_key 1889/* find_key
1894 * 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
1895 * and successfully use it, we return the key, otherwise NULL 1891 * and successfully use it, we return the key, otherwise NULL
1896 * This function merges both normal and locked door, since the logic 1892 * This function merges both normal and locked door, since the logic
1898 * pl is the player, 1894 * pl is the player,
1899 * inv is the objects inventory to searched 1895 * inv is the objects inventory to searched
1900 * door is the door we are trying to match against. 1896 * door is the door we are trying to match against.
1901 * This function can be called recursively to search containers. 1897 * This function can be called recursively to search containers.
1902 */ 1898 */
1903
1904object * 1899object *
1905find_key (object *pl, object *container, object *door) 1900find_key (object *pl, object *container, object *door)
1906{ 1901{
1907 object *tmp, *key; 1902 object *tmp, *key;
1908 1903
1909 /* Should not happen, but sanity checking is never bad */ 1904 /* Should not happen, but sanity checking is never bad */
1910 if (container->inv == NULL) 1905 if (!container->inv)
1911 return NULL; 1906 return 0;
1912 1907
1913 /* 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 */
1914 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1909 for (tmp = container->inv; tmp; tmp = tmp->below)
1915 { 1910 {
1916 if (door->type == DOOR && tmp->type == KEY) 1911 if (door->type == DOOR && tmp->type == KEY)
1917 break; 1912 break;
1918 /* For sanity, we should really check door type, but other stuff 1913 /* For sanity, we should really check door type, but other stuff
1919 * (like containers) can be locked with special keys 1914 * (like containers) can be locked with special keys
1920 */ 1915 */
1921 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1916 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1922 break; 1917 break;
1923 } 1918 }
1919
1924 /* No key found - lets search inventories now */ 1920 /* No key found - lets search inventories now */
1925 /* 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.
1926 * 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
1927 * a key, return 1923 * a key, return
1928 */ 1924 */
1929 if (!tmp) 1925 if (!tmp)
1930 { 1926 {
1931 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1927 for (tmp = container->inv; tmp; tmp = tmp->below)
1932 { 1928 {
1933 /* No reason to search empty containers */ 1929 /* No reason to search empty containers */
1934 if (tmp->type == CONTAINER && tmp->inv) 1930 if (tmp->type == CONTAINER && tmp->inv)
1935 { 1931 {
1936 if ((key = find_key (pl, tmp, door)) != NULL) 1932 if ((key = find_key (pl, tmp, door)))
1937 return key; 1933 return key;
1938 } 1934 }
1939 } 1935 }
1936
1940 if (!tmp) 1937 if (!tmp)
1941 return NULL; 1938 return NULL;
1942 } 1939 }
1940
1943 /* 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,
1944 * see if we actually want to use it 1942 * see if we actually want to use it
1945 */ 1943 */
1946 if (pl != container) 1944 if (pl != container)
1947 { 1945 {
1968 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1966 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1969 "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));
1970 return NULL; 1968 return NULL;
1971 } 1969 }
1972 } 1970 }
1971
1973 return tmp; 1972 return tmp;
1974} 1973}
1975 1974
1976/* moved door processing out of move_player_attack. 1975/* moved door processing out of move_player_attack.
1977 * returns 1 if player has opened the door with a key 1976 * returns 1 if player has opened the door with a key
1991 if (key) 1990 if (key)
1992 { 1991 {
1993 object *container = key->env; 1992 object *container = key->env;
1994 1993
1995 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
1996 if (action_makes_visible (op)) 1996 if (action_makes_visible (op))
1997 make_visible (op); 1997 make_visible (op);
1998
1998 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1999 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1999 spring_trap (door->inv, op); 2000 spring_trap (door->inv, op);
2001
2000 if (door->type == DOOR) 2002 if (door->type == DOOR)
2001 {
2002 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 */
2003 }
2004 else if (door->type == LOCKED_DOOR) 2004 else if (door->type == LOCKED_DOOR)
2005 { 2005 {
2006 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));
2007 remove_door2 (door); /* remove door without violence ;-) */ 2007 remove_door2 (door); /* remove door without violence ;-) */
2008 } 2008 }
2009
2009 /* Do this after we print the message */ 2010 /* Do this after we print the message */
2010 decrease_ob (key); /* Use up one of the keys */ 2011 decrease_ob (key); /* Use up one of the keys */
2011 /* Need to update the weight the container the key was in */ 2012 /* Need to update the weight the container the key was in */
2012 if (container != op) 2013 if (container != op)
2013 esrv_update_item (UPD_WEIGHT, op, container); 2014 esrv_update_item (UPD_WEIGHT, op, container);
2015
2014 return 1; /* Nothing more to do below */ 2016 return 1; /* Nothing more to do below */
2015 } 2017 }
2016 else if (door->type == LOCKED_DOOR) 2018 else if (door->type == LOCKED_DOOR)
2017 { 2019 {
2018 /* Might as well return now - no other way to open this */ 2020 /* Might as well return now - no other way to open this */
2019 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2021 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2020 return 1; 2022 return 1;
2021 } 2023 }
2024
2022 return 0; 2025 return 0;
2023} 2026}
2024 2027
2025/* This function is just part of a breakup from move_player. 2028/* This function is just part of a breakup from move_player.
2026 * It should keep the code cleaner. 2029 * It should keep the code cleaner.
2030 */ 2033 */
2031void 2034void
2032move_player_attack (object *op, int dir) 2035move_player_attack (object *op, int dir)
2033{ 2036{
2034 object *tmp, *mon; 2037 object *tmp, *mon;
2035 sint16 nx, ny;
2036 int on_battleground; 2038 int on_battleground;
2037 maptile *m; 2039 maptile *m;
2038 2040
2039 nx = freearr_x[dir] + op->x; 2041 sint16 nx = freearr_x[dir] + op->x;
2040 ny = freearr_y[dir] + op->y; 2042 sint16 ny = freearr_y[dir] + op->y;
2041 2043
2042 on_battleground = op_on_battleground (op, 0, 0); 2044 on_battleground = op_on_battleground (op, 0, 0);
2043 2045
2044 /* 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
2045 * 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
2110 2112
2111 /* 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
2112 * peaceful. Our assumption is the creature is a pet if the 2114 * peaceful. Our assumption is the creature is a pet if the
2113 * player owns it and it is either friendly or unagressive. 2115 * player owns it and it is either friendly or unagressive.
2114 */ 2116 */
2115 if ((op->type == PLAYER) 2117 if (op->type == PLAYER
2116#if COZY_SERVER
2117 &&
2118 ((mon->owner && mon->owner->contr 2118 && ((mon->owner && mon->owner->contr
2119 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2119 && same_party (mon->owner->contr->party, op->contr->party))
2120#else
2121 && mon->owner == op 2120 || mon->owner == op)
2122#endif
2123 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2121 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2124 { 2122 {
2125 /* 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 */
2126 if (op->contr->braced) 2124 if (op->contr->braced)
2127 return; 2125 return;
2128 2126
2129 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);
2130 (void) push_ob (mon, dir, op); 2128 push_ob (mon, dir, op);
2131 if (op->contr->tmp_invis || op->hide) 2129 if (op->contr->tmp_invis || op->hide)
2132 make_visible (op); 2130 make_visible (op);
2133 2131
2134 return; 2132 return;
2135 } 2133 }
2137 /* in certain circumstances, you shouldn't attack friendly 2135 /* in certain circumstances, you shouldn't attack friendly
2138 * creatures. Note that if you are braced, you can't push 2136 * creatures. Note that if you are braced, you can't push
2139 * 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
2140 * attack them either. 2138 * attack them either.
2141 */ 2139 */
2142 if ((mon->type == PLAYER || mon->enemy != op) && 2140 if ((mon->type == PLAYER || mon->enemy != op)
2143 (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))
2144#ifdef PROHIBIT_PLAYERKILL
2145 (op->contr->peaceful 2142 && ((op->contr->peaceful
2146 || (mon->type == PLAYER 2143 || (mon->type == PLAYER && mon->contr->peaceful))
2147 && mon->contr->
2148 peaceful)) &&
2149#else
2150 op->contr->peaceful &&
2151#endif
2152 !on_battleground)) 2144 && !on_battleground))
2153 { 2145 {
2154 if (!op->contr->braced) 2146 if (!op->contr->braced)
2155 { 2147 {
2156 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);
2157 push_ob (mon, dir, op); 2149 push_ob (mon, dir, op);
2180 * 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.
2181 */ 2173 */
2182 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2174 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2183 ((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)))
2184 { 2176 {
2185
2186 /* If the player hasn't hit something this tick, and does
2187 * so, give them speed boost based on weapon speed. Doing
2188 * it here is better than process_players2, which basically
2189 * incurred a 1 tick offset.
2190 */
2191 if (!op->contr->has_hit) 2177 if (!op->contr->has_hit)
2192 { 2178 {
2179 op->contr->has_hit = 1;
2193 op->speed_left += op->speed / op->contr->weapon_sp; 2180 op->speed_left += op->contr->weapon_speed () - op->speed;
2194
2195 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2196 } 2181 }
2197 2182
2198 skill_attack (mon, op, 0, 0, 0); 2183 skill_attack (mon, op, 0, 0, 0);
2199 2184
2200 /* If attacking another player, that player gets automatic 2185 /* If attacking another player, that player gets automatic
2232 return 0; 2217 return 0;
2233 } 2218 }
2234 2219
2235 /* peterm: added following line */ 2220 /* peterm: added following line */
2236 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2221 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2237 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2222 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2238 2223
2239 op->facing = dir; 2224 op->facing = dir;
2240 2225
2241 if (op->hide) 2226 if (op->hide)
2242 do_hidden_move (op); 2227 do_hidden_move (op);
2275 * Returns true if there are more actions we can do. 2260 * Returns true if there are more actions we can do.
2276 */ 2261 */
2277int 2262int
2278handle_newcs_player (object *op) 2263handle_newcs_player (object *op)
2279{ 2264{
2280 if (op->contr->hidden)
2281 {
2282 op->invisible = 1000;
2283 /* the socket code flashes the player visible/invisible
2284 * depending on the value of invisible, so we need to
2285 * alternate it here for it to work correctly.
2286 */
2287 if (pticks & 2)
2288 op->invisible--;
2289 }
2290 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2291 {
2292 op->invisible--;
2293 if (!op->invisible)
2294 {
2295 make_visible (op);
2296 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2297 }
2298 }
2299
2300 if (QUERY_FLAG (op, FLAG_SCARED)) 2265 if (QUERY_FLAG (op, FLAG_SCARED))
2301 { 2266 {
2302 flee_player (op); 2267 flee_player (op);
2268
2303 /* 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 */
2304 if (QUERY_FLAG (op, FLAG_SCARED)) 2270 if (op->flag [FLAG_SCARED])
2305 { 2271 {
2306 op->speed_left--; 2272 --op->speed_left;
2307 return 0; 2273 return 0;
2308 } 2274 }
2309 } 2275 }
2310
2311 /* I've been seeing crashes where the golem has been destroyed, but
2312 * the player object still points to the defunct golem. The code that
2313 * destroys the golem looks correct, and it doesn't always happen, so
2314 * put this in a a workaround to clean up the golem pointer.
2315 */
2316 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2317 op->contr->ranges[range_golem] = 0;
2318 2276
2319 /* 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
2320 * the players time has been increased when doericserver has been 2278 * the players time has been increased when doericserver has been
2321 * called, so we recheck it here. 2279 * called, so we recheck it here.
2322 */ 2280 */
2323 if (op->contr->ns->handle_command ()) 2281 if (op->contr->ns->handle_command ())
2324 return 1; 2282 return 1;
2325 2283
2326 if (op->speed_left > 0) 2284 if (op->speed_left > 0.f)
2327 { 2285 {
2328 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2286 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2329 { 2287 {
2330 /* All move commands take 1 tick, at least for now */ 2288 /* All move commands take 1 tick, at least for now */
2331 op->speed_left--; 2289 --op->speed_left;
2332 2290
2333 /* Instead of all the stuff below, let move_player take care 2291 /* Instead of all the stuff below, let move_player take care
2334 * 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
2335 * there, as well as the confusion stuff. 2293 * there, as well as the confusion stuff.
2336 */ 2294 */
2337 move_player (op, op->direction); 2295 move_player (op, op->direction);
2338 2296
2339 return op->speed_left > 0; 2297 return op->speed_left > 0.f;
2340 } 2298 }
2341 } 2299 }
2342 2300
2343 return 0; 2301 return 0;
2344} 2302}
2383 * from. 2341 * from.
2384 */ 2342 */
2385void 2343void
2386remove_unpaid_objects (object *op, object *env) 2344remove_unpaid_objects (object *op, object *env)
2387{ 2345{
2388 object *next;
2389
2390 while (op) 2346 while (op)
2391 { 2347 {
2392 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' */
2393 2349
2394 if (QUERY_FLAG (op, FLAG_UNPAID)) 2350 if (QUERY_FLAG (op, FLAG_UNPAID))
2460 int rate_grace = 2000; 2416 int rate_grace = 2000;
2461 const int max_hp = 1; 2417 const int max_hp = 1;
2462 const int max_sp = 1; 2418 const int max_sp = 1;
2463 const int max_grace = 1; 2419 const int max_grace = 1;
2464 2420
2465 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--;
2466 { 2430 }
2467 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2431 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2468 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2432 {
2469 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 }
2470 } 2438 }
2471 2439
2472 if (op->contr->ns->state == ST_PLAYING) 2440 if (op->contr->ns->state == ST_PLAYING)
2473 { 2441 {
2474 /* these next three if clauses make it possible to SLOW DOWN 2442 /* these next three if clauses make it possible to SLOW DOWN
2496 gen_grace = op->stats.maxgrace; 2464 gen_grace = op->stats.maxgrace;
2497 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2465 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2498 } 2466 }
2499 2467
2500 /* Regenerate Spell Points */ 2468 /* Regenerate Spell Points */
2501 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2469 if (!op->contr->golem && --op->last_sp < 0)
2502 { 2470 {
2503 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);
2504 if (op->stats.sp < op->stats.maxsp) 2472 if (op->stats.sp < op->stats.maxsp)
2505 { 2473 {
2506 op->stats.sp++; 2474 op->stats.sp++;
2604 } 2572 }
2605 2573
2606 /* Digestion */ 2574 /* Digestion */
2607 if (--op->last_eat < 0) 2575 if (--op->last_eat < 0)
2608 { 2576 {
2609#ifdef COZY_SERVER
2610 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2611 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2612#else
2613 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;
2614#endif
2615 2578
2616 if (op->contr->gen_hp > 0) 2579 if (op->contr->gen_hp > 0)
2617 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);
2618 else 2581 else
2619 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2582 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2724 tmp->name = buf; 2687 tmp->name = buf;
2725 sprintf (buf, " This finger has been cut off %s\n" 2688 sprintf (buf, " This finger has been cut off %s\n"
2726 " 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",
2727 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2690 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2728 tmp->msg = buf; 2691 tmp->msg = buf;
2729 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2692 tmp->value = 0, tmp->type = 0;
2730 tmp->materialname = NULL; 2693 tmp->materialname = "organics";
2731 tmp->insert_at (op, tmp); 2694 tmp->insert_at (op, tmp);
2732 } 2695 }
2733 2696
2734 /* teleport defeated player to new destination */ 2697 /* teleport defeated player to new destination */
2735 transfer_ob (op, x, y, 0, NULL); 2698 transfer_ob (op, x, y, 0, NULL);
2931 op->stats.hp = op->stats.maxhp; 2894 op->stats.hp = op->stats.maxhp;
2932 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2895 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2933 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2896 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2934 2897
2935 /* 2898 /*
2936 * Check to see if the player is in a shop. IF so, then check to see if
2937 * 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
2938 * in the map. 2900 * and put them back in the map.
2939 */ 2901 */
2940
2941 if (is_in_shop (op))
2942 remove_unpaid_objects (op->inv, op); 2902 remove_unpaid_objects (op->inv, op);
2943 2903
2944 /****************************************/ 2904 /****************************************/
2945 /* */ 2905 /* */
2946 /* Move player to his current respawn- */ 2906 /* Move player to his current respawn- */
2947 /* position (usually last savebed) */ 2907 /* position (usually last savebed) */
2967 object *force; 2927 object *force;
2968 int at; 2928 int at;
2969 2929
2970 force = get_archetype (FORCE_NAME); 2930 force = get_archetype (FORCE_NAME);
2971 /* 50 ticks should be enough time for the spell to abate */ 2931 /* 50 ticks should be enough time for the spell to abate */
2972 force->speed = 0.1; 2932 force->speed = 0.1f;
2973 force->speed_left = -5.0; 2933 force->speed_left = -5.f;
2974 SET_FLAG (force, FLAG_APPLIED); 2934 SET_FLAG (force, FLAG_APPLIED);
2975 for (at = 0; at < NROFATTACKS; at++) 2935 for (at = 0; at < NROFATTACKS; at++)
2976 if (will_kill_again & (1 << at)) 2936 if (will_kill_again & (1 << at))
2977 force->resist[at] = 100; 2937 force->resist[at] = 100;
2978 2938
2987void 2947void
2988loot_object (object *op) 2948loot_object (object *op)
2989{ /* Grab and destroy some treasure */ 2949{ /* Grab and destroy some treasure */
2990 object *tmp, *tmp2, *next; 2950 object *tmp, *tmp2, *next;
2991 2951
2992 if (op->container) 2952 op->close_container (); /* close open sack first */
2993 esrv_apply_container (op, op->container); /* close open sack first */
2994 2953
2995 for (tmp = op->inv; tmp; tmp = next) 2954 for (tmp = op->inv; tmp; tmp = next)
2996 { 2955 {
2997 next = tmp->below; 2956 next = tmp->below;
2998 2957
2999 if (tmp->invisible) 2958 if (tmp->invisible)
3000 continue; 2959 continue;
3001 2960
3002 tmp->remove (); 2961 tmp->remove ();
3003 tmp->x = op->x, tmp->y = op->y; 2962 tmp->x = op->x, tmp->y = op->y;
2963
3004 if (tmp->type == CONTAINER) 2964 if (tmp->type == CONTAINER)
3005 { /* empty container to ground */ 2965 loot_object (tmp); /* empty container to ground */
3006 loot_object (tmp); 2966
3007 }
3008 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))))
3009 { 2968 {
3010 if (tmp->nrof > 1) 2969 if (tmp->nrof > 1)
3011 { 2970 {
3012 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2971 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3013 tmp2->destroy (); 2972 tmp2->destroy ();
3024/* 2983/*
3025 * fix_weight(): Check recursively the weight of all players, and fix 2984 * fix_weight(): Check recursively the weight of all players, and fix
3026 * 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
3027 * was changed. 2986 * was changed.
3028 */ 2987 */
3029
3030void 2988void
3031fix_weight (void) 2989fix_weight (void)
3032{ 2990{
3033 for_all_players (pl) 2991 for_all_players (pl)
3034 { 2992 {
3094 if (op->type == PLAYER) 3052 if (op->type == PLAYER)
3095 { 3053 {
3096 op->contr->tmp_invis = 0; 3054 op->contr->tmp_invis = 0;
3097 op->contr->invis_race = 0; 3055 op->contr->invis_race = 0;
3098 } 3056 }
3057
3099 update_object (op, UP_OBJ_FACE); 3058 update_object (op, UP_OBJ_CHANGE);
3100} 3059}
3101 3060
3102int 3061int
3103is_true_undead (object *op) 3062is_true_undead (object *op)
3104{ 3063{
3105 object *tmp = NULL;
3106
3107 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3064 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3108 return 1; 3065 return 1;
3109 3066
3110 return 0; 3067 return 0;
3111} 3068}
3399 char buf[MAX_BUF]; /* tmp. string buffer */ 3356 char buf[MAX_BUF]; /* tmp. string buffer */
3400 int i = 0, j = 0; 3357 int i = 0, j = 0;
3401 3358
3402 /* get the appropriate treasurelist */ 3359 /* get the appropriate treasurelist */
3403 if (atnr == ATNR_FIRE) 3360 if (atnr == ATNR_FIRE)
3404 trlist = find_treasurelist ("dragon_ability_fire"); 3361 trlist = treasurelist::find ("dragon_ability_fire");
3405 else if (atnr == ATNR_COLD) 3362 else if (atnr == ATNR_COLD)
3406 trlist = find_treasurelist ("dragon_ability_cold"); 3363 trlist = treasurelist::find ("dragon_ability_cold");
3407 else if (atnr == ATNR_ELECTRICITY) 3364 else if (atnr == ATNR_ELECTRICITY)
3408 trlist = find_treasurelist ("dragon_ability_elec"); 3365 trlist = treasurelist::find ("dragon_ability_elec");
3409 else if (atnr == ATNR_POISON) 3366 else if (atnr == ATNR_POISON)
3410 trlist = find_treasurelist ("dragon_ability_poison"); 3367 trlist = treasurelist::find ("dragon_ability_poison");
3411 3368
3412 if (trlist == NULL || who->type != PLAYER) 3369 if (trlist == NULL || who->type != PLAYER)
3413 return; 3370 return;
3414 3371
3415 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++);
3547 * not readied. 3504 * not readied.
3548 */ 3505 */
3549void 3506void
3550player_unready_range_ob (player *pl, object *ob) 3507player_unready_range_ob (player *pl, object *ob)
3551{ 3508{
3552 rangetype i; 3509 if (pl->ob->current_weapon == ob)
3510 pl->ob->current_weapon = 0;
3553 3511
3554 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3512 if (pl->combat_ob == ob)
3555 { 3513 pl->combat_ob = 0;
3514
3556 if (pl->ranges[i] == ob) 3515 if (pl->ranged_ob == ob)
3557 { 3516 pl->ranged_ob = 0;
3558 pl->ranges[i] = NULL;
3559 if (pl->shoottype == i)
3560 {
3561 pl->shoottype = range_none;
3562 }
3563 }
3564 }
3565} 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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