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Comparing deliantra/server/server/player.C (file contents):
Revision 1.98 by root, Wed Jan 10 01:32:50 2007 UTC vs.
Revision 1.144 by root, Sat May 26 15:44:08 2007 UTC

21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 26#include <sproto.h>
28#include <sounds.h> 27#include <sounds.h>
29#include <living.h> 28#include <living.h>
30#include <object.h> 29#include <object.h>
31#include <spells.h> 30#include <spells.h>
116 115
117 news[0] = '\0'; 116 news[0] = '\0';
118 subject[0] = '\0'; 117 subject[0] = '\0';
119 size = 0; 118 size = 0;
120 119
121 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
122 { 121 {
123 if (*buf == '#') 122 if (*buf == '#')
124 continue; 123 continue;
125 124
126 if (*buf == '%') 125 if (*buf == '%')
127 { /* send one news */ 126 { /* send one news */
128 if (size > 0) 127 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
130 129
131 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
132 strip_endline (subject); 131 strip_endline (subject);
133 size = 0; 132 size = 0;
134 news[0] = '\0'; 133 news[0] = '\0';
144 size += strlen (buf); 143 size += strlen (buf);
145 } 144 }
146 } 145 }
147 146
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
150 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
151} 150}
152 151
153/* This loads the first map an puts the player on it. */ 152/* This loads the first map an puts the player on it. */
154static void 153static void
155set_first_map (object *op) 154set_first_map (object *op)
156{ 155{
157 op->contr->maplevel = first_map_path; 156 op->contr->maplevel = first_map_path;
158 op->x = -1; 157 op->x = -1;
159 op->y = -1; 158 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173} 159}
174 160
175void 161void
176player::activate () 162player::activate ()
177{ 163{
182 ob->remove (); 168 ob->remove ();
183 ob->map = 0; 169 ob->map = 0;
184 ob->activate_recursive (); 170 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY); 171 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob); 172 add_friendly_object (ob);
187 enter_map ();
188} 173}
189 174
190void 175void
191player::deactivate () 176player::deactivate ()
192{ 177{
194 return; 179 return;
195 180
196 terminate_all_pets (ob); 181 terminate_all_pets (ob);
197 remove_friendly_object (ob); 182 remove_friendly_object (ob);
198 ob->deactivate_recursive (); 183 ob->deactivate_recursive ();
184
185 if (ob->map)
199 maplevel = ob->map->path; 186 maplevel = ob->map->path;
187
200 ob->remove (); 188 ob->remove ();
201 ob->map = 0; 189 ob->map = 0;
190 party = 0;
202 191
203 // for weird reasons, this is often "ob", keeping a circular reference 192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
204 ranges [range_skill] = 0;
205 193
206 players.erase (this); 194 players.erase (this);
207} 195}
208 196
209// connect the player with a specific client 197// connect the player with a specific client
210// also changed, rationalises, and fixes some incorrect settings 198// also changes, rationalises, and fixes some incorrect settings
211void 199void
212player::connect (client *ns) 200player::connect (client *ns)
213{ 201{
214 this->ns = ns; 202 this->ns = ns;
215 ns->pl = this; 203 ns->pl = this;
216 204
217 run_on = 0; 205 run_on = 0;
218 fire_on = 0; 206 fire_on = 0;
219 ob->container = 0; //TODO: client-specific 207 ob->close_container (); //TODO: client-specific
220 208
221 ns->update_look = 0; 209 ns->update_look = 0;
222 ns->look_position = 0; 210 ns->look_position = 0;
223 211
224 clear_los (ob); 212 clear_los (ob);
227 215
228 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
229 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
230 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->clone.race;
231 219
232 if (!legal_range (ob, shoottype))
233 shoottype = range_none;
234
235 ob->carrying = sum_weight (ob); 220 ob->carrying = sum_weight (ob);
236 link_player_skills (ob); 221 link_player_skills (ob);
237 222
238 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
239 224
240 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->clone.name);
241
242 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
243 * from the class, and not race. I don't see any way to get the class information
244 * to then update this. I don't think this will actually break anything - anyone
245 * that can use armour should be able to use a shield. What this may 'break'
246 * are features new characters get, eg, if someone starts up with a Q, they
247 * should be able to use a shield. However, old Q's won't get that advantage.
248 */
249 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
250 SET_FLAG (ob, FLAG_USE_SHIELD);
251 226
252 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
253 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
254 { 229 {
255 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
269 244
270 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
271 246
272 esrv_new_player (this, ob->weight + ob->carrying); 247 esrv_new_player (this, ob->weight + ob->carrying);
273 248
249 ob->flag [FLAG_READY_WEAPON] = false;
250 ob->flag [FLAG_READY_SKILL] = false;
251 ob->flag [FLAG_READY_BOW] = false;
252
253 for (object *op = ob->inv; op; op = op->below)
254 if (op->flag [FLAG_APPLIED])
255 switch (op->type)
256 {
257 case SKILL:
258 ob->flag [FLAG_APPLIED] = false;
259 break;
260
261 case WAND:
262 case ROD:
263 case HORN:
264 case BOW:
265 ranged_ob = op;
266 break;
267
268 case WEAPON:
269 combat_ob = op;
270 break;
271 }
272
273 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
274 ob->update_stats (); 274 ob->update_stats ();
275
275 ns->floorbox_update (); 276 ns->floorbox_update ();
276
277 esrv_send_inventory (ob, ob); 277 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0); 278 esrv_add_spells (this, 0);
279 279
280 activate (); 280 activate ();
281 281
297 297
298 INVOKE_PLAYER (DISCONNECT, this); 298 INVOKE_PLAYER (DISCONNECT, this);
299 299
300 ns->reset_stats (); 300 ns->reset_stats ();
301 ns->pl = 0; 301 ns->pl = 0;
302 this->ns = 0; 302 ns = 0;
303 } 303 }
304 304
305 if (ob)
305 ob->container = 0; //TODO: client-specific 306 ob->close_container (); //TODO: client-specific
307
306 deactivate (); 308 deactivate ();
307} 309}
308 310
309// the need for this function can be explained 311// the need for this function can be explained
310// by load_object not returning the object 312// by load_object not returning the object
311void 313void
312player::set_object (object *op) 314player::set_object (object *op)
313{ 315{
314 ob = op; 316 ob = op;
315 ob->contr = this; /* this aren't yet in archetype */ 317 ob->contr = this; /* this aren't yet in archetype */
316 318
319 ob->speed = 1.0f;
317 ob->speed_left = 0.5; 320 ob->speed_left = 0.5f;
318 ob->speed = 1.0; 321
319 ob->direction = 5; /* So player faces south */ 322 ob->direction = 5; /* So player faces south */
320 ob->stats.wc = 2;
321 ob->run_away = 25; /* Then we panick... */
322
323 ob->roll_stats ();
324} 323}
325 324
326player::player () 325player::player ()
327{ 326{
328 /* There are some elements we want initialised to non zero value - 327 /* There are some elements we want initialised to non zero value -
329 * we deal with that below this point. 328 * we deal with that below this point.
330 */ 329 */
331 outputs_sync = 16; /* Every 2 seconds */ 330 outputs_sync = 4;
332 outputs_count = 8; /* Keeps present behaviour */ 331 outputs_count = 4;
333 unapply = unapply_nochoice; 332 unapply = unapply_nochoice;
334 333
335 savebed_map = first_map_path; /* Init. respawn position */ 334 savebed_map = first_map_path; /* Init. respawn position */
336 335
337 gen_sp_armour = 10; 336 gen_sp_armour = 10;
338 shoottype = range_none;
339 bowtype = bow_normal; 337 bowtype = bow_normal;
340 petmode = pet_normal; 338 petmode = pet_normal;
341 listening = 10; 339 listening = 10;
342 usekeys = containers; 340 usekeys = containers;
343 peaceful = 1; /* default peaceful */ 341 peaceful = 1; /* default peaceful */
344 do_los = 1; 342 do_los = 1;
343
344 weapon_sp = 1.0f;
345 weapon_sp_left = 0.5f;
345} 346}
346 347
347void 348void
348player::do_destroy () 349player::do_destroy ()
349{ 350{
372player::create () 373player::create ()
373{ 374{
374 player *pl = new player; 375 player *pl = new player;
375 376
376 pl->set_object (arch_to_object (get_player_archetype (0))); 377 pl->set_object (arch_to_object (get_player_archetype (0)));
378
379 pl->ob->roll_stats ();
380 pl->ob->stats.wc = 2;
381 pl->ob->run_away = 25; /* Then we panick... */
382
377 set_first_map (pl->ob); 383 set_first_map (pl->ob);
378 384
379 return pl; 385 return pl;
380} 386}
381 387
527 x = mon->x; 533 x = mon->x;
528 y = mon->y; 534 y = mon->y;
529 m = mon->map; 535 m = mon->map;
530 dir = rv.direction; 536 dir = rv.direction;
531 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 537 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
532 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 538 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
539
533 /* If we can't solve it within the search distance, return now. */ 540 /* If we can't solve it within the search distance, return now. */
534 if (diff > max) 541 if (diff > max)
535 return 0; 542 return 0;
543
536 while (diff > 1 && max > 0) 544 while (diff > 1 && max > 0)
537 { 545 {
538 lastx = x; 546 lastx = x;
539 lasty = y; 547 lasty = y;
540 lastmap = m; 548 lastmap = m;
622 max--; 630 max--;
623 lastdir = dir; 631 lastdir = dir;
624 if (!firstdir) 632 if (!firstdir)
625 firstdir = dir; 633 firstdir = dir;
626 } 634 }
635
627 if (diff <= 1) 636 if (diff <= 1)
628 { 637 {
629 /* Recalculate diff (distance) because we may not have actually 638 /* Recalculate diff (distance) because we may not have actually
630 * headed toward player for entire distance. 639 * headed toward player for entire distance.
631 */ 640 */
632 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 641 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
633 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 642 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
634 } 643 }
644
635 if (diff > max) 645 if (diff > max)
636 return 0; 646 return 0;
637 } 647 }
648
638 /* If we reached the max, didn't find a direction in time */ 649 /* If we reached the max, didn't find a direction in time */
639 if (!max) 650 if (!max)
640 return 0; 651 return 0;
641 652
642 return firstdir; 653 return firstdir;
756roll_stat (void) 767roll_stat (void)
757{ 768{
758 int a[4], i, j, k; 769 int a[4], i, j, k;
759 770
760 for (i = 0; i < 4; i++) 771 for (i = 0; i < 4; i++)
761 a[i] = (int) RANDOM () % 6 + 1; 772 a[i] = (int) rndm (6) + 1;
762 773
763 for (i = 0, j = 0, k = 7; i < 4; i++) 774 for (i = 0, j = 0, k = 7; i < 4; i++)
764 if (a[i] < k) 775 if (a[i] < k)
765 k = a[i], j = i; 776 k = a[i], j = i;
766 777
772} 783}
773 784
774void 785void
775object::roll_stats () 786object::roll_stats ()
776{ 787{
777 int statsort [7]; 788 int statsort [NUM_STATS];
778 789
779 for (;;) 790 for (;;)
780 { 791 {
781 int sum = 0; 792 int sum = 0;
782 for (int i = 7; i--; ) 793 for (int i = NUM_STATS; i--; )
783 sum += statsort [i] = roll_stat (); 794 sum += statsort [i] = roll_stat ();
784 795
785 if (sum >= 82 && sum <= 116) 796 if (sum >= 82 && sum <= 116)
786 break; 797 break;
787 } 798 }
788 799
789 // Sort the stats so that rerolling is easier... 800 // Sort the stats so that rerolling is easier...
790 std::sort (statsort, statsort + 7, std::greater<int>()); 801 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
791 802
803 for (int i = 0; i < NUM_STATS; ++i)
792 stats.Str = statsort[0]; 804 stats.stat (i) = statsort [i];
793 stats.Dex = statsort[1];
794 stats.Con = statsort[2];
795 stats.Int = statsort[3];
796 stats.Wis = statsort[4];
797 stats.Pow = statsort[5];
798 stats.Cha = statsort[6];
799 805
800 stats.exp = 0; 806 stats.exp = 0;
801 stats.ac = 0; 807 stats.ac = 0;
802 808
803 stats.hp = stats.maxhp; 809 stats.hp = stats.maxhp;
815} 821}
816 822
817void 823void
818object::swap_stats (int a, int b) 824object::swap_stats (int a, int b)
819{ 825{
820 int tmp = get_attr_value (&contr->orig_stats, a); 826 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
821 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
822 set_attr_value (&contr->orig_stats, b, tmp);
823 827
828 for (int i = 0; i < NUM_STATS; ++i)
824 stats.Str = contr->orig_stats.Str; 829 stats.stat (i) = contr->orig_stats.stat (i);
825 stats.Dex = contr->orig_stats.Dex;
826 stats.Con = contr->orig_stats.Con;
827 stats.Int = contr->orig_stats.Int;
828 stats.Wis = contr->orig_stats.Wis;
829 stats.Pow = contr->orig_stats.Pow;
830 stats.Cha = contr->orig_stats.Cha;
831 830
832 //TODO: the following code looks so borked and should, at the very least, 831 //TODO: the following code looks so borked and should, at the very least,
833 // be merged with the similar code in roll_stats 832 // be merged with the similar code in roll_stats
834 stats.ac = 0; 833 stats.ac = 0;
835 834
866 * appropriate action with it (change race, or other things). 865 * appropriate action with it (change race, or other things).
867 * The function name is for historical reasons - now we have 866 * The function name is for historical reasons - now we have
868 * separate race and class; this actually changes the RACE, 867 * separate race and class; this actually changes the RACE,
869 * not the class. 868 * not the class.
870 */ 869 */
871int 870void
872key_change_class (object *op, char key) 871player::chargen_race_done ()
873{ 872{
874 int tmp_loop;
875
876 if (key == 'd' || key == 'D')
877 {
878 char buf[MAX_BUF];
879
880 /* this must before then initial items are given */ 873 /* this must before then initial items are given */
881 esrv_new_player (op->contr, op->weight + op->carrying); 874 esrv_new_player (ob->contr, ob->weight + ob->carrying);
882 875
883 treasurelist *tl = find_treasurelist ("starting_wealth"); 876 treasurelist *tl = treasurelist::find ("starting_wealth");
884 if (tl) 877 if (tl)
885 create_treasure (tl, op, 0, 0, 0); 878 create_treasure (tl, ob, 0, 0, 0);
886 879
887 INVOKE_PLAYER (BIRTH, op->contr); 880 INVOKE_PLAYER (BIRTH, ob->contr);
888 INVOKE_PLAYER (LOGIN, op->contr); 881 INVOKE_PLAYER (LOGIN, ob->contr);
889 882
890 op->contr->ns->state = ST_PLAYING; 883 ob->contr->ns->state = ST_PLAYING;
891 884
892 if (op->msg) 885 if (ob->msg)
893 op->msg = NULL; 886 ob->msg = 0;
894 887
895 /* We create this now because some of the unique maps will need it 888 /* We create this now because some of the unique maps will need it
896 * to save here. 889 * to save here.
897 */ 890 */
891 {
892 char buf[MAX_BUF];
898 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 893 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
899 make_path_to_file (buf); 894 make_path_to_file (buf);
895 }
900 896
901 start_info (op); 897 start_info (ob);
902 CLEAR_FLAG (op, FLAG_WIZ); 898 CLEAR_FLAG (ob, FLAG_WIZ);
903 give_initial_items (op, op->randomitems); 899 give_initial_items (ob, ob->randomitems);
904 link_player_skills (op); 900 link_player_skills (ob);
905 esrv_send_inventory (op, op); 901 esrv_send_inventory (ob, ob);
906 op->update_stats (); 902 ob->update_stats ();
907 903
908 /* This moves the player to a different start map, if there 904 /* This moves the player to a different start map, if there
909 * is one for this race 905 * is one for this race
910 */ 906 */
911 if (*first_map_ext_path) 907 if (*first_map_ext_path)
912 { 908 {
913 object *tmp; 909 object *tmp;
914 char mapname[MAX_BUF]; 910 char mapname[MAX_BUF];
915 911
916 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); 912 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
917 tmp = object::create (); 913 tmp = object::create ();
918 EXIT_PATH (tmp) = mapname; 914 EXIT_PATH (tmp) = mapname;
919 EXIT_X (tmp) = op->x; 915 EXIT_X (tmp) = ob->x;
920 EXIT_Y (tmp) = op->y; 916 EXIT_Y (tmp) = ob->y;
921 op->enter_exit (tmp); /* we don't really care if it succeeded; 917 ob->enter_exit (tmp); /* we don't really care if it succeeded;
922 * if the map isn't there, then stay on the 918 * if the map isn't there, then stay on the
923 * default initial map */ 919 * default initial map */
924 tmp->destroy (); 920 tmp->destroy ();
925 } 921 }
926 else 922 else
927 LOG (llevDebug, "first_map_ext_path not set\n"); 923 LOG (llevDebug, "first_map_ext_path not set\n");
924}
928 925
929 return 0; 926void
930 } 927player::chargen_race_next ()
931 928{
932 /* Following actually changes the race - this is the default command 929 /* Following actually changes the race - this is the default command
933 * if we don't match with one of the options above. 930 * if we don't match with one of the options above.
934 */ 931 */
935 932
936 tmp_loop = 0; 933 do
937 while (!tmp_loop)
938 { 934 {
939 shstr name = op->name; 935 shstr name = ob->name;
940 int x = op->x, y = op->y; 936 int x = ob->x, y = ob->y;
941 937
942 op->remove_statbonus (); 938 ob->remove_statbonus ();
943 op->remove (); 939 ob->remove ();
944 op->arch = get_player_archetype (op->arch); 940 ob->arch = get_player_archetype (ob->arch);
945 op->arch->clone.copy_to (op); 941 ob->arch->clone.copy_to (ob);
946 op->instantiate (); 942 ob->instantiate ();
947 op->stats = op->contr->orig_stats; 943 ob->stats = ob->contr->orig_stats;
948 op->name = op->name_pl = name; 944 ob->name = ob->name_pl = name;
949 op->x = x; 945 ob->x = x;
950 op->y = y; 946 ob->y = y;
951 SET_ANIMATION (op, 2); /* So player faces south */ 947 SET_ANIMATION (ob, 2); /* So player faces south */
952 insert_ob_in_map (op, op->map, op, 0); 948 insert_ob_in_map (ob, ob->map, ob, 0);
953 assign (op->contr->title, op->arch->clone.name); 949 assign (ob->contr->title, ob->arch->clone.name);
954 op->add_statbonus (); 950 ob->add_statbonus ();
955 tmp_loop = allowed_class (op);
956 } 951 }
952 while (!allowed_class (ob));
957 953
958 update_object (op, UP_OBJ_FACE); 954 update_object (ob, UP_OBJ_FACE);
959 esrv_update_item (UPD_FACE, op, op); 955 esrv_update_item (UPD_FACE, ob, ob);
960 op->update_stats (); 956 ob->update_stats ();
961 op->stats.hp = op->stats.maxhp; 957 ob->stats.hp = ob->stats.maxhp;
962 op->stats.sp = op->stats.maxsp; 958 ob->stats.sp = ob->stats.maxsp;
963 op->stats.grace = 0; 959 ob->stats.grace = 0;
964
965 if (op->msg)
966 new_draw_info (NDI_BLUE, 0, op, op->msg);
967
968 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
969 return 0;
970} 960}
971 961
972void 962void
973flee_player (object *op) 963flee_player (object *op)
974{ 964{
1021 /* Cornered, get rid of scared */ 1011 /* Cornered, get rid of scared */
1022 CLEAR_FLAG (op, FLAG_SCARED); 1012 CLEAR_FLAG (op, FLAG_SCARED);
1023 op->enemy = NULL; 1013 op->enemy = NULL;
1024} 1014}
1025 1015
1026
1027/* check_pick sees if there is stuff to be picked up/picks up stuff. 1016/* check_pick sees if there is stuff to be picked up/picks up stuff.
1028 * IT returns 1 if the player should keep on moving, 0 if he should 1017 * It returns 1 if the player should keep on moving, 0 if he should
1029 * stop. 1018 * stop.
1030 */ 1019 */
1031int 1020int
1032check_pick (object *op) 1021check_pick (object *op)
1033{ 1022{
1034 object *tmp, *next; 1023 object *tmp, *next;
1035 int stop = 0; 1024 int stop = 0;
1036 int j, k, wvratio; 1025 int wvratio;
1037 char putstring[128], tmpstr[16]; 1026 char putstring[128];
1038 1027
1039 /* if you're flying, you cna't pick up anything */ 1028 /* if you're flying, you cna't pick up anything */
1040 if (op->move_type & MOVE_FLYING) 1029 if (op->move_type & MOVE_FLYING)
1041 return 1; 1030 return 1;
1042 1031
1379 * found object is returned. 1368 * found object is returned.
1380 */ 1369 */
1381object * 1370object *
1382find_arrow (object *op, const char *type) 1371find_arrow (object *op, const char *type)
1383{ 1372{
1384 object *tmp = NULL; 1373 object *tmp = 0;
1385 1374
1386 for (op = op->inv; op; op = op->below) 1375 for (op = op->inv; op; op = op->below)
1387 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1376 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1388 tmp = find_arrow (op, type); 1377 tmp = find_arrow (op, type);
1389 else if (op->type == ARROW && op->race == type) 1378 else if (op->type == ARROW && op->race == type)
1390 return op; 1379 return op;
1380
1391 return tmp; 1381 return tmp;
1392} 1382}
1393 1383
1394/* 1384/*
1395 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1385 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1396 * against the target. A full test is not performed, simply a basic test 1386 * against the target. A full test is not performed, simply a basic test
1397 * of resistances. The archer is making a quick guess at what he sees down 1387 * of resistances. The archer is making a quick guess at what he sees down
1398 * the hall. Failing that it does it's best to pick the highest plus arrow. 1388 * the hall. Failing that it does it's best to pick the highest plus arrow.
1399 */ 1389 */
1400
1401object * 1390object *
1402find_better_arrow (object *op, object *target, const char *type, int *better) 1391find_better_arrow (object *op, object *target, const char *type, int *better)
1403{ 1392{
1404 object *tmp = NULL, *arrow, *ntmp; 1393 object *tmp = NULL, *arrow, *ntmp;
1405 int attacknum, attacktype, betterby = 0, i; 1394 int attacknum, attacktype, betterby = 0, i;
1471 * find_better_arrow to find a decent arrow to use. 1460 * find_better_arrow to find a decent arrow to use.
1472 * op = the shooter 1461 * op = the shooter
1473 * type = bow->race 1462 * type = bow->race
1474 * dir = fire direction 1463 * dir = fire direction
1475 */ 1464 */
1476
1477object * 1465object *
1478pick_arrow_target (object *op, const char *type, int dir) 1466pick_arrow_target (object *op, const char *type, int dir)
1479{ 1467{
1480 object *tmp = NULL; 1468 object *tmp = NULL;
1481 maptile *m; 1469 maptile *m;
1546 */ 1534 */
1547int 1535int
1548fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1536fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1549{ 1537{
1550 object *left, *bow; 1538 object *left, *bow;
1551 int bowspeed, mflags; 1539 int mflags;
1552 maptile *m; 1540 maptile *m;
1553 1541
1554 if (!dir) 1542 if (!dir)
1555 { 1543 {
1556 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1544 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1557 return 0; 1545 return 0;
1558 } 1546 }
1559 1547
1560 if (op->type == PLAYER) 1548 if (op->contr)
1561 bow = op->contr->ranges[range_bow]; 1549 bow = op->current_weapon;
1562 else 1550 else
1563 { 1551 {
1564 for (bow = op->inv; bow; bow = bow->below) 1552 for (bow = op->inv; bow; bow = bow->below)
1565 /* Don't check for applied - monsters don't apply bows - in that way, they 1553 /* Don't check for applied - monsters don't apply bows - in that way, they
1566 * don't need to switch back and forth between bows and weapons. 1554 * don't need to switch back and forth between bows and weapons.
1571 if (!bow) 1559 if (!bow)
1572 { 1560 {
1573 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1561 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1574 return 0; 1562 return 0;
1575 } 1563 }
1564
1565 // optimisation: move object to top so we will find it quickly again
1566 if (bow->below)
1567 {
1568 bow->remove ();
1569 op->insert (bow);
1570 }
1571
1576 } 1572 }
1577 1573
1578 if (!bow->race || !bow->skill) 1574 if (!bow->race || !bow->skill)
1579 { 1575 {
1580 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1576 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1581 return 0; 1577 return 0;
1582 } 1578 }
1583
1584 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1585
1586 /* penalize ROF for bestarrow */
1587 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1588 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1589
1590 if (bowspeed < 1)
1591 bowspeed = 1;
1592 1579
1593 if (arrow == NULL) 1580 if (arrow == NULL)
1594 { 1581 {
1595 if ((arrow = find_arrow (op, bow->race)) == NULL) 1582 if ((arrow = find_arrow (op, bow->race)) == NULL)
1596 { 1583 {
1597 if (op->type == PLAYER) 1584 if (op->type == PLAYER)
1598 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1585 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1599 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1586 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1600 else 1587 else
1601 CLEAR_FLAG (op, FLAG_READY_BOW); 1588 CLEAR_FLAG (op, FLAG_READY_BOW);
1589
1602 return 0; 1590 return 0;
1603 } 1591 }
1604 } 1592 }
1605 1593
1606 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1594 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1630 1618
1631 arrow->set_owner (op); 1619 arrow->set_owner (op);
1632 arrow->skill = bow->skill; 1620 arrow->skill = bow->skill;
1633 arrow->direction = dir; 1621 arrow->direction = dir;
1634 1622
1623 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1624 arrow->stats.hp = arrow->stats.dam;
1625 arrow->stats.grace = arrow->attacktype;
1626
1627 if (arrow->slaying)
1628 arrow->spellarg = strdup (arrow->slaying);
1629
1630#if 0
1631 if (player *pl = op->contr)
1632 {
1633 float speed = pl->weapon_sp;
1634
1635 /* penalize ROF for bestarrow */
1636 if (pl->bowtype == bow_bestarrow)
1637 speed *= .9f;
1638 else
1639 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1640
1641 op->speed_left += speed - op->speed;
1642 }
1643#endif
1644
1645 SET_ANIMATION (arrow, arrow->direction);
1646
1647 /* update the speed */
1648 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1649 + bow->stats.dam / 7.f;
1650
1651 arrow->set_speed (max (arrow->speed, 2.f));
1652 arrow->speed_left = 0;
1653
1654 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1655
1635 if (op->type == PLAYER) 1656 if (op->type == PLAYER)
1636 { 1657 {
1637 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1638 op->update_stats ();
1639 }
1640
1641 SET_ANIMATION (arrow, arrow->direction);
1642 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1643 arrow->stats.hp = arrow->stats.dam;
1644 arrow->stats.grace = arrow->attacktype;
1645 if (arrow->slaying != NULL)
1646 arrow->spellarg = strdup (arrow->slaying);
1647
1648 /* Note that this was different for monsters - they got their level
1649 * added to the damage. I think the strength bonus is more proper.
1650 */
1651
1652 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1653
1654 /* update the speed */
1655 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1656 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1657
1658 arrow->set_speed (max (arrow->speed, 1.0));
1659 arrow->speed_left = 0;
1660
1661 if (op->type == PLAYER)
1662 {
1663 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1664 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1665 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1666
1667 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1658 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1659 wc -= dex_bonus[op->stats.Dex];
1660
1661 if (!arrow->slaying)
1662 arrow->slaying = op->slaying;
1663
1664 arrow->attacktype |= op->attacktype;
1668 } 1665 }
1669 else 1666 else
1670 { 1667 {
1671 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1672 arrow->level = op->level; 1668 arrow->level = op->level;
1673 } 1669 arrow->stats.wc -= bow->magic;
1674 1670
1675 if (arrow->attacktype == AT_PHYSICAL) 1671 if (!arrow->slaying)
1672 arrow->slaying = bow->slaying;
1673
1676 arrow->attacktype |= bow->attacktype; 1674 arrow->attacktype |= bow->attacktype;
1675 }
1677 1676
1678 if (bow->slaying) 1677 wc -= arrow->level;
1679 arrow->slaying = bow->slaying; 1678 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1680 1679
1680 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1681 arrow->move_type = MOVE_FLY_LOW; 1681 arrow->move_type = MOVE_FLY_LOW;
1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1683 1683
1684 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1684 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1685 m->insert (arrow, sx, sy, op); 1685 m->insert (arrow, sx, sy, op);
1710{ 1710{
1711 int ret = 0, wcmod = 0; 1711 int ret = 0, wcmod = 0;
1712 1712
1713 if (op->contr->bowtype == bow_bestarrow) 1713 if (op->contr->bowtype == bow_bestarrow)
1714 { 1714 {
1715 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1715 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1716 } 1716 }
1717 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1717 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1718 { 1718 {
1719 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1719 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1720 wcmod = -1; 1720 wcmod = -1;
1730 else if (op->contr->bowtype == bow_spreadshot) 1730 else if (op->contr->bowtype == bow_spreadshot)
1731 { 1731 {
1732 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1732 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1733 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1733 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1734 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1734 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1735
1736 } 1735 }
1737 else 1736 else
1738 { 1737 {
1739 /* Simple case */ 1738 /* Simple case */
1740 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1739 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1741 } 1740 }
1741
1742 return ret; 1742 return ret;
1743} 1743}
1744
1745 1744
1746/* Fires a misc (wand/rod/horn) object in 'dir'. 1745/* Fires a misc (wand/rod/horn) object in 'dir'.
1747 * Broken apart from 'fire' to keep it more readable. 1746 * Broken apart from 'fire' to keep it more readable.
1748 */ 1747 */
1749void 1748void
1750fire_misc_object (object *op, int dir) 1749fire_misc_object (object *op, int dir)
1751{ 1750{
1752 object *item; 1751 object *item = op->contr->ranged_ob;
1753 1752
1754 if (!op->contr->ranges[range_misc]) 1753 if (!item)
1755 { 1754 {
1756 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1755 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1757 return; 1756 return;
1758 } 1757 }
1759 1758
1760 item = op->contr->ranges[range_misc];
1761 if (!item->inv) 1759 if (!item->inv)
1762 { 1760 {
1763 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1761 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1764 return; 1762 return;
1765 } 1763 }
1764
1765 if (!op->change_weapon (item))
1766 return;
1767
1766 if (item->type == WAND) 1768 if (item->type == WAND)
1767 { 1769 {
1768 if (item->stats.food <= 0) 1770 if (item->stats.food <= 0)
1769 { 1771 {
1770 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1772 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1771 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1773 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1774
1772 return; 1775 return;
1773 } 1776 }
1774 } 1777 }
1775 else if (item->type == ROD || item->type == HORN) 1778 else if (item->type == ROD || item->type == HORN)
1776 { 1779 {
1777 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1780 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1778 { 1781 {
1779 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1782 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1783
1780 if (item->type == ROD) 1784 if (item->type == ROD)
1781 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1785 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1782 else 1786 else
1783 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1787 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1788
1784 return; 1789 return;
1785 } 1790 }
1786 } 1791 }
1787 1792
1788 if (cast_spell (op, item, dir, item->inv, NULL)) 1793 if (cast_spell (op, item, dir, item->inv, NULL))
1810 } 1815 }
1811} 1816}
1812 1817
1813/* Received a fire command for the player - go and do it. 1818/* Received a fire command for the player - go and do it.
1814 */ 1819 */
1815void 1820bool
1816fire (object *op, int dir) 1821fire (object *op, int dir)
1817{ 1822{
1818 int spellcost = 0; 1823 int spellcost = 0;
1819 1824
1820 /* check for loss of invisiblity/hide */ 1825 /* check for loss of invisiblity/hide */
1821 if (action_makes_visible (op)) 1826 if (action_makes_visible (op))
1822 make_visible (op); 1827 make_visible (op);
1823 1828
1824 switch (op->contr->shoottype) 1829 player *pl = op->contr;
1830
1831 if (pl->golem)
1832 {
1833 control_golem (op->contr->golem, dir);
1834 return false;
1825 { 1835 }
1826 case range_none:
1827 return;
1828 1836
1829 case range_bow: 1837 object *ob = pl->ranged_ob;
1838
1839 if (!ob)
1840 return false;
1841
1842 if (!op->change_weapon (ob))
1843 return false;
1844
1845 if (op->speed_left > 0.f)
1846 --op->speed_left;
1847 else
1848 return false;
1849
1850 switch (ob->type)
1851 {
1852 case BOW:
1830 player_fire_bow (op, dir); 1853 player_fire_bow (op, dir);
1831 return; 1854 break;
1832 1855
1833 case range_magic: /* Casting spells */ 1856 case SPELL:
1834 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1857 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1835 return; 1858 break;
1836 1859
1837 case range_misc: 1860 case BUILDER:
1861 apply_map_builder (op, dir);
1862 break;
1863
1864 case SKILL:
1865 do_skill (op, op, ob, dir, 0);
1866 break;
1867
1868 default:
1838 fire_misc_object (op, dir); 1869 fire_misc_object (op, dir);
1839 return; 1870 break;
1840
1841 case range_golem: /* Control summoned monsters from scrolls */
1842 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1843 {
1844 op->contr->ranges[range_golem] = 0;
1845 op->contr->shoottype = range_none;
1846 }
1847 else
1848 control_golem (op->contr->ranges[range_golem], dir);
1849 return;
1850
1851 case range_skill:
1852 if (!op->chosen_skill)
1853 {
1854 if (op->type == PLAYER)
1855 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1856 return;
1857 }
1858
1859 do_skill (op, op, op->chosen_skill, dir, NULL);
1860 return;
1861 case range_builder:
1862 apply_map_builder (op, dir);
1863 return;
1864 default:
1865 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1866 return;
1867 } 1871 }
1868}
1869 1872
1870 1873 return true;
1874}
1871 1875
1872/* find_key 1876/* find_key
1873 * We try to find a key for the door as passed. If we find a key 1877 * We try to find a key for the door as passed. If we find a key
1874 * and successfully use it, we return the key, otherwise NULL 1878 * and successfully use it, we return the key, otherwise NULL
1875 * This function merges both normal and locked door, since the logic 1879 * This function merges both normal and locked door, since the logic
1877 * pl is the player, 1881 * pl is the player,
1878 * inv is the objects inventory to searched 1882 * inv is the objects inventory to searched
1879 * door is the door we are trying to match against. 1883 * door is the door we are trying to match against.
1880 * This function can be called recursively to search containers. 1884 * This function can be called recursively to search containers.
1881 */ 1885 */
1882
1883object * 1886object *
1884find_key (object *pl, object *container, object *door) 1887find_key (object *pl, object *container, object *door)
1885{ 1888{
1886 object *tmp, *key; 1889 object *tmp, *key;
1887 1890
1888 /* Should not happen, but sanity checking is never bad */ 1891 /* Should not happen, but sanity checking is never bad */
1889 if (container->inv == NULL) 1892 if (!container->inv)
1890 return NULL; 1893 return 0;
1891 1894
1892 /* First, lets try to find a key in the top level inventory */ 1895 /* First, lets try to find a key in the top level inventory */
1893 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1896 for (tmp = container->inv; tmp; tmp = tmp->below)
1894 { 1897 {
1895 if (door->type == DOOR && tmp->type == KEY) 1898 if (door->type == DOOR && tmp->type == KEY)
1896 break; 1899 break;
1897 /* For sanity, we should really check door type, but other stuff 1900 /* For sanity, we should really check door type, but other stuff
1898 * (like containers) can be locked with special keys 1901 * (like containers) can be locked with special keys
1899 */ 1902 */
1900 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1903 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1901 break; 1904 break;
1902 } 1905 }
1906
1903 /* No key found - lets search inventories now */ 1907 /* No key found - lets search inventories now */
1904 /* If we find and use a key in an inventory, return at that time. 1908 /* If we find and use a key in an inventory, return at that time.
1905 * otherwise, if we search all the inventories and still don't find 1909 * otherwise, if we search all the inventories and still don't find
1906 * a key, return 1910 * a key, return
1907 */ 1911 */
1908 if (!tmp) 1912 if (!tmp)
1909 { 1913 {
1910 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1914 for (tmp = container->inv; tmp; tmp = tmp->below)
1911 { 1915 {
1912 /* No reason to search empty containers */ 1916 /* No reason to search empty containers */
1913 if (tmp->type == CONTAINER && tmp->inv) 1917 if (tmp->type == CONTAINER && tmp->inv)
1914 { 1918 {
1915 if ((key = find_key (pl, tmp, door)) != NULL) 1919 if ((key = find_key (pl, tmp, door)))
1916 return key; 1920 return key;
1917 } 1921 }
1918 } 1922 }
1923
1919 if (!tmp) 1924 if (!tmp)
1920 return NULL; 1925 return NULL;
1921 } 1926 }
1927
1922 /* We get down here if we have found a key. Now if its in a container, 1928 /* We get down here if we have found a key. Now if its in a container,
1923 * see if we actually want to use it 1929 * see if we actually want to use it
1924 */ 1930 */
1925 if (pl != container) 1931 if (pl != container)
1926 { 1932 {
1947 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1953 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1948 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1954 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1949 return NULL; 1955 return NULL;
1950 } 1956 }
1951 } 1957 }
1958
1952 return tmp; 1959 return tmp;
1953} 1960}
1954 1961
1955/* moved door processing out of move_player_attack. 1962/* moved door processing out of move_player_attack.
1956 * returns 1 if player has opened the door with a key 1963 * returns 1 if player has opened the door with a key
1958 * 0 otherwise 1965 * 0 otherwise
1959 */ 1966 */
1960static int 1967static int
1961player_attack_door (object *op, object *door) 1968player_attack_door (object *op, object *door)
1962{ 1969{
1963 /* If its a door, try to find a use a key. If we do destroy the door, 1970 /* If its a door, try to find a key. If we do destroy the door,
1964 * might as well return immediately as there is nothing more to do - 1971 * might as well return immediately as there is nothing more to do -
1965 * otherwise, we fall through to the rest of the code. 1972 * otherwise, we fall through to the rest of the code.
1966 */ 1973 */
1967 object *key = find_key (op, op, door); 1974 object *key = find_key (op, op, door);
1968 1975
1969 /* IF we found a key, do some extra work */ 1976 /* If we found a key, do some extra work */
1970 if (key) 1977 if (key)
1971 { 1978 {
1972 object *container = key->env; 1979 object *container = key->env;
1973 1980
1974 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1981 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1982
1975 if (action_makes_visible (op)) 1983 if (action_makes_visible (op))
1976 make_visible (op); 1984 make_visible (op);
1985
1977 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1986 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1978 spring_trap (door->inv, op); 1987 spring_trap (door->inv, op);
1988
1979 if (door->type == DOOR) 1989 if (door->type == DOOR)
1980 {
1981 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1990 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1982 }
1983 else if (door->type == LOCKED_DOOR) 1991 else if (door->type == LOCKED_DOOR)
1984 { 1992 {
1985 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1993 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1986 remove_door2 (door); /* remove door without violence ;-) */ 1994 remove_door2 (door); /* remove door without violence ;-) */
1987 } 1995 }
1996
1988 /* Do this after we print the message */ 1997 /* Do this after we print the message */
1989 decrease_ob (key); /* Use up one of the keys */ 1998 decrease_ob (key); /* Use up one of the keys */
1990 /* Need to update the weight the container the key was in */ 1999 /* Need to update the weight the container the key was in */
1991 if (container != op) 2000 if (container != op)
1992 esrv_update_item (UPD_WEIGHT, op, container); 2001 esrv_update_item (UPD_WEIGHT, op, container);
2002
1993 return 1; /* Nothing more to do below */ 2003 return 1; /* Nothing more to do below */
1994 } 2004 }
1995 else if (door->type == LOCKED_DOOR) 2005 else if (door->type == LOCKED_DOOR)
1996 { 2006 {
1997 /* Might as well return now - no other way to open this */ 2007 /* Might as well return now - no other way to open this */
1998 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2008 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1999 return 1; 2009 return 1;
2000 } 2010 }
2011
2001 return 0; 2012 return 0;
2002} 2013}
2003 2014
2004/* This function is just part of a breakup from move_player. 2015/* This function is just part of a breakup from move_player.
2005 * It should keep the code cleaner. 2016 * It should keep the code cleaner.
2006 * When this is called, the players direction has been updated 2017 * When this is called, the players direction has been updated
2007 * (taking into account confusion.) The player is also actually 2018 * (taking into account confusion.) The player is also actually
2008 * going to try and move (not fire weapons). 2019 * going to try and move (not fire weapons).
2009 */ 2020 */
2010void 2021bool
2011move_player_attack (object *op, int dir) 2022move_player_attack (object *op, int dir)
2012{ 2023{
2013 object *tmp, *mon;
2014 sint16 nx, ny;
2015 int on_battleground; 2024 int on_battleground;
2016 maptile *m;
2017 2025
2018 nx = freearr_x[dir] + op->x; 2026 sint16 nx = freearr_x[dir] + op->x;
2019 ny = freearr_y[dir] + op->y; 2027 sint16 ny = freearr_y[dir] + op->y;
2020 2028
2021 on_battleground = op_on_battleground (op, 0, 0); 2029 on_battleground = op_on_battleground (op, 0, 0);
2030
2031 if (out_of_map (op->map, nx, ny))
2032 return false;
2033
2034 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2035 {
2036 --op->speed_left;
2037 return true;
2038 }
2022 2039
2023 /* If braced, or can't move to the square, and it is not out of the 2040 /* If braced, or can't move to the square, and it is not out of the
2024 * map, attack it. Note order of if statement is important - don't 2041 * map, attack it. Note order of if statement is important - don't
2025 * want to be calling move_ob if braced, because move_ob will move the 2042 * want to be calling move_ob if braced, because move_ob will move the
2026 * player. This is a pretty nasty hack, because if we could 2043 * player. This is a pretty nasty hack, because if we could
2027 * move to some space, it then means that if we are braced, we should 2044 * move to some space, it then means that if we are braced, we should
2028 * do nothing at all. As it is, if we are braced, we go through 2045 * do nothing at all. As it is, if we are braced, we go through
2029 * quite a bit of processing. However, it probably is less than what 2046 * quite a bit of processing. However, it probably is less than what
2030 * move_ob uses. 2047 * move_ob uses.
2031 */ 2048 */
2032 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2033 {
2034 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2035 {
2036 m = op->map->xy_find (nx, ny); 2049 maptile *m = op->map->xy_find (nx, ny);
2037 if (!m)
2038 return; /* Don't think this should happen */
2039 }
2040 else
2041 m = op->map;
2042 2050
2043 if (!(tmp = m->at (nx, ny).bot))
2044 return;
2045
2046 mon = 0;
2047 /* Go through all the objects, and find ones of interest. Only stop if 2051 /* Go through all the objects, and find ones of interest. Only stop if
2048 * we find a monster - that is something we know we want to attack. 2052 * we find a monster - that is something we know we want to attack.
2049 * if its a door or barrel (can roll) see if there may be monsters 2053 * if its a door or barrel (can roll) see if there may be monsters
2050 * on the space 2054 * on the space
2051 */ 2055 */
2052 while (tmp) 2056 object *mon;
2053 { 2057 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2054 if (tmp == op) 2058 {
2055 { 2059 if ((mon->flag [FLAG_ALIVE]
2056 tmp = tmp->above; 2060 || mon->type == LOCKED_DOOR
2057 continue; 2061 || mon->flag [FLAG_CAN_ROLL])
2058 }
2059
2060 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2061 {
2062 mon = tmp; 2062 && mon != op)
2063 break; 2063 break;
2064 } 2064 }
2065 2065
2066 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2067 mon = tmp;
2068
2069 tmp = tmp->above;
2070 }
2071
2072 if (!mon) /* This happens anytime the player tries to move */ 2066 if (!mon) /* This happens anytime the player tries to move */
2073 return; /* into a wall */ 2067 return false; /* into a wall */
2074 2068
2075 if (mon->head)
2076 mon = mon->head; 2069 mon = mon->head_ ();
2077 2070
2078 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2071 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2072 if (op->contr->weapon_sp_left > 0.f)
2079 if (player_attack_door (op, mon)) 2073 if (player_attack_door (op, mon))
2074 {
2075 --op->contr->weapon_sp_left;
2080 return; 2076 return true;
2077 }
2081 2078
2082 /* The following deals with possibly attacking peaceful 2079 /* The following deals with possibly attacking peaceful
2083 * or frienddly creatures. Basically, all players are considered 2080 * or friendly creatures. Basically, all players are considered
2084 * unaggressive. If the moving player has peaceful set, then the 2081 * unaggressive. If the moving player has peaceful set, then the
2085 * object should be pushed instead of attacked. It is assumed that 2082 * object should be pushed instead of attacked. It is assumed that
2086 * if you are braced, you will not attack friends accidently, 2083 * if you are braced, you will not attack friends accidently,
2087 * and thus will not push them. 2084 * and thus will not push them.
2088 */ 2085 */
2089 2086
2090 /* If the creature is a pet, push it even if the player is not 2087 /* If the creature is a pet, push it even if the player is not
2091 * peaceful. Our assumption is the creature is a pet if the 2088 * peaceful. Our assumption is the creature is a pet if the
2092 * player owns it and it is either friendly or unagressive. 2089 * player owns it and it is either friendly or unagressive.
2093 */ 2090 */
2094 if ((op->type == PLAYER) 2091 if (op->type == PLAYER
2095#if COZY_SERVER
2096 &&
2097 ((mon->owner && mon->owner->contr 2092 && ((mon->owner && mon->owner->contr
2098 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2093 && same_party (mon->owner->contr->party, op->contr->party))
2099#else
2100 && mon->owner == op 2094 || mon->owner == op)
2101#endif
2102 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2095 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2103 { 2096 {
2104 /* If we're braced, we don't want to switch places with it */ 2097 /* If we're braced, we don't want to switch places with it */
2105 if (op->contr->braced) 2098 if (op->contr->braced)
2106 return; 2099 return false;
2100
2101 if (op->speed_left > 0.f)
2102 {
2103 --op->speed_left;
2107 2104
2108 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2105 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2109 (void) push_ob (mon, dir, op); 2106 push_ob (mon, dir, op);
2107
2110 if (op->contr->tmp_invis || op->hide) 2108 if (op->contr->tmp_invis || op->hide)
2111 make_visible (op); 2109 make_visible (op);
2112 2110
2113 return; 2111 return true;
2114 } 2112 }
2113 else
2114 return false;
2115 }
2115 2116
2116 /* in certain circumstances, you shouldn't attack friendly 2117 /* in certain circumstances, you shouldn't attack friendly
2117 * creatures. Note that if you are braced, you can't push 2118 * creatures. Note that if you are braced, you can't push
2118 * someone, but put it inside this loop so that you won't 2119 * someone, but put it inside this loop so that you won't
2119 * attack them either. 2120 * attack them either.
2120 */ 2121 */
2121 if ((mon->type == PLAYER || mon->enemy != op) && 2122 if ((mon->type == PLAYER || mon->enemy != op)
2122 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2123 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2123#ifdef PROHIBIT_PLAYERKILL
2124 (op->contr->peaceful 2124 && ((op->contr->peaceful
2125 || (mon->type == PLAYER 2125 || (mon->type == PLAYER && mon->contr->peaceful))
2126 && mon->contr->
2127 peaceful)) &&
2128#else
2129 op->contr->peaceful &&
2130#endif
2131 !on_battleground)) 2126 && !on_battleground))
2127 {
2128 if (op->speed_left > 0.f)
2132 { 2129 {
2130 --op->speed_left;
2131
2133 if (!op->contr->braced) 2132 if (!op->contr->braced)
2134 { 2133 {
2135 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2134 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2136 push_ob (mon, dir, op); 2135 push_ob (mon, dir, op);
2137 } 2136 }
2138 else 2137 else
2139 new_draw_info (0, 0, op, "You withhold your attack"); 2138 new_draw_info (0, 0, op, "You withhold your attack");
2140 2139
2141 if (op->contr->tmp_invis || op->hide) 2140 if (op->contr->tmp_invis || op->hide)
2142 make_visible (op); 2141 make_visible (op);
2143 }
2144 2142
2143 return true;
2144 }
2145 }
2145 /* If the object is a boulder or other rollable object, then 2146 /* If the object is a boulder or other rollable object, then
2146 * roll it if not braced. You can't roll it if you are braced. 2147 * roll it if not braced. You can't roll it if you are braced.
2147 */ 2148 */
2148 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2149 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2150 {
2151 if (op->speed_left > 0.f)
2149 { 2152 {
2153 --op->speed_left;
2154
2150 recursive_roll (mon, dir, op); 2155 recursive_roll (mon, dir, op);
2151 if (action_makes_visible (op)) 2156 if (action_makes_visible (op))
2152 make_visible (op); 2157 make_visible (op);
2153 }
2154 2158
2159 return true;
2160 }
2161 }
2155 /* Any generic living creature. Including things like doors. 2162 /* Any generic living creature. Including things like doors.
2156 * Way it works is like this: First, it must have some hit points 2163 * Way it works is like this: First, it must have some hit points
2157 * and be living. Then, it must be one of the following: 2164 * and be living. Then, it must be one of the following:
2158 * 1) Not a player, 2) A player, but of a different party. Note 2165 * 1) Not a player, 2) A player, but of a different party. Note
2159 * that party_number -1 is no party, so attacks can still happen. 2166 * that party_number -1 is no party, so attacks can still happen.
2160 */ 2167 */
2161 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2168 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2162 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2169 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2163 { 2170 {
2164 2171 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2165 /* If the player hasn't hit something this tick, and does
2166 * so, give them speed boost based on weapon speed. Doing
2167 * it here is better than process_players2, which basically
2168 * incurred a 1 tick offset.
2169 */
2170 if (!op->contr->has_hit)
2171 { 2172 {
2172 op->speed_left += op->speed / op->contr->weapon_sp; 2173 --op->contr->weapon_sp_left;
2173
2174 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2175 }
2176 2174
2177 skill_attack (mon, op, 0, 0, 0); 2175 skill_attack (mon, op, 0, 0, 0);
2178
2179 /* If attacking another player, that player gets automatic
2180 * hitback, and doesn't loose luck either.
2181 * Disable hitback on the battleground or if the target is
2182 * the wiz.
2183 */
2184 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2185 {
2186 short luck = mon->stats.luck;
2187
2188 mon->contr->has_hit = 1;
2189 skill_attack (op, mon, 0, 0, 0);
2190 mon->stats.luck = luck;
2191 }
2192 2176
2193 if (action_makes_visible (op)) 2177 if (action_makes_visible (op))
2194 make_visible (op); 2178 make_visible (op);
2195 }
2196 } /* if player should attack something */
2197}
2198 2179
2199int 2180 return true;
2181 }
2182 }
2183
2184 return false;
2185}
2186
2187bool
2200move_player (object *op, int dir) 2188move_player (object *op, int dir)
2201{ 2189{
2202 int pick; 2190 int pick;
2203 2191
2204 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2192 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2211 return 0; 2199 return 0;
2212 } 2200 }
2213 2201
2214 /* peterm: added following line */ 2202 /* peterm: added following line */
2215 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2203 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2216 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2204 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2217 2205
2218 op->facing = dir; 2206 op->facing = dir;
2219 2207
2220 if (op->hide) 2208 if (op->hide)
2221 do_hidden_move (op); 2209 do_hidden_move (op);
2222 2210
2211 bool retval;
2212
2223 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2213 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2224 /*nop */ ; 2214 retval = RESULT_INT (0);
2225 else if (op->contr->fire_on) 2215 else if (op->contr->fire_on)
2226 fire (op, dir); 2216 retval = fire (op, dir);
2227 else 2217 else
2228 { 2218 {
2229 move_player_attack (op, dir); 2219 retval = move_player_attack (op, dir);
2230 pick = check_pick (op); 2220 pick = check_pick (op);
2231 } 2221 }
2232 2222
2233 /* Add special check for newcs players and fire on - this way, the 2223 /* Add special check for newcs players and fire on - this way, the
2234 * server can handle repeat firing. 2224 * server can handle repeat firing.
2241 /* Update how the player looks. Use the facing, so direction may 2231 /* Update how the player looks. Use the facing, so direction may
2242 * get reset to zero. This allows for full animation capabilities 2232 * get reset to zero. This allows for full animation capabilities
2243 * for players. 2233 * for players.
2244 */ 2234 */
2245 animate_object (op, op->facing); 2235 animate_object (op, op->facing);
2246 return 0; 2236
2237 return retval;
2247} 2238}
2248 2239
2249/* This is similar to handle_player, below, but is only used by the 2240/* This is similar to handle_player, below, but is only used by the
2250 * new client/server stuff. 2241 * new client/server stuff.
2251 * This is sort of special, in that the new client/server actually uses 2242 * This is sort of special, in that the new client/server actually uses
2252 * the new speed values for commands. 2243 * the new speed values for commands.
2253 * 2244 *
2254 * Returns true if there are more actions we can do. 2245 * Returns true if there are more actions we can do. Should not do
2246 * many actions in a row, as that would be too unfair to other
2247 * players.
2255 */ 2248 */
2256int 2249bool
2257handle_newcs_player (object *op) 2250handle_newcs_player (object *op)
2258{ 2251{
2259 if (op->contr->hidden)
2260 {
2261 op->invisible = 1000;
2262 /* the socket code flashes the player visible/invisible
2263 * depending on the value of invisible, so we need to
2264 * alternate it here for it to work correctly.
2265 */
2266 if (pticks & 2)
2267 op->invisible--;
2268 }
2269 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2270 {
2271 op->invisible--;
2272 if (!op->invisible)
2273 {
2274 make_visible (op);
2275 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2276 }
2277 }
2278
2279 if (QUERY_FLAG (op, FLAG_SCARED)) 2252 if (QUERY_FLAG (op, FLAG_SCARED))
2280 { 2253 {
2281 flee_player (op); 2254 if (op->speed_left > 0.f)
2282 /* If player is still scared, that is his action for this tick */
2283 if (QUERY_FLAG (op, FLAG_SCARED))
2284 { 2255 {
2285 op->speed_left--; 2256 --op->speed_left;
2257 flee_player (op);
2258
2286 return 0; 2259 return true;
2287 } 2260 }
2261 else
2262 return false;
2288 } 2263 }
2289
2290 /* I've been seeing crashes where the golem has been destroyed, but
2291 * the player object still points to the defunct golem. The code that
2292 * destroys the golem looks correct, and it doesn't always happen, so
2293 * put this in a a workaround to clean up the golem pointer.
2294 */
2295 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2296 op->contr->ranges[range_golem] = 0;
2297 2264
2298 /* call this here - we also will call this in do_ericserver, but 2265 /* call this here - we also will call this in do_ericserver, but
2299 * the players time has been increased when doericserver has been 2266 * the players time has been increased when doericserver has been
2300 * called, so we recheck it here. 2267 * called, so we recheck it here.
2301 */ 2268 */
2302 if (op->contr->ns->handle_command ()) 2269 if (op->contr->ns->handle_command ())
2303 return 1; 2270 return true;
2304 2271
2305 if (op->speed_left > 0)
2306 {
2307 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2272 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2308 {
2309 /* All move commands take 1 tick, at least for now */
2310 op->speed_left--;
2311
2312 /* Instead of all the stuff below, let move_player take care
2313 * of it. Also, some of the skill stuff is only put in
2314 * there, as well as the confusion stuff.
2315 */
2316 move_player (op, op->direction); 2273 return move_player (op, op->direction);
2317 2274
2318 return op->speed_left > 0;
2319 }
2320 }
2321
2322 return 0; 2275 return false;
2323} 2276}
2324 2277
2325int 2278int
2326save_life (object *op) 2279save_life (object *op)
2327{ 2280{
2362 * from. 2315 * from.
2363 */ 2316 */
2364void 2317void
2365remove_unpaid_objects (object *op, object *env) 2318remove_unpaid_objects (object *op, object *env)
2366{ 2319{
2367 object *next;
2368
2369 while (op) 2320 while (op)
2370 { 2321 {
2371 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2322 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2372 2323
2373 if (QUERY_FLAG (op, FLAG_UNPAID)) 2324 if (QUERY_FLAG (op, FLAG_UNPAID))
2439 int rate_grace = 2000; 2390 int rate_grace = 2000;
2440 const int max_hp = 1; 2391 const int max_hp = 1;
2441 const int max_sp = 1; 2392 const int max_sp = 1;
2442 const int max_grace = 1; 2393 const int max_grace = 1;
2443 2394
2444 if (op->contr->outputs_sync) 2395 if (op->contr->hidden)
2396 {
2397 op->invisible = 1000;
2398 /* the socket code flashes the player visible/invisible
2399 * depending on the value of invisible, so we need to
2400 * alternate it here for it to work correctly.
2401 */
2402 if (pticks & 2)
2403 op->invisible--;
2445 { 2404 }
2446 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2405 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2447 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2406 {
2448 flush_output_element (op, &op->contr->outputs[i]); 2407 if (!op->invisible--)
2408 {
2409 make_visible (op);
2410 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2411 }
2449 } 2412 }
2450 2413
2451 if (op->contr->ns->state == ST_PLAYING) 2414 if (op->contr->ns->state == ST_PLAYING)
2452 { 2415 {
2453 /* these next three if clauses make it possible to SLOW DOWN 2416 /* these next three if clauses make it possible to SLOW DOWN
2475 gen_grace = op->stats.maxgrace; 2438 gen_grace = op->stats.maxgrace;
2476 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2439 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2477 } 2440 }
2478 2441
2479 /* Regenerate Spell Points */ 2442 /* Regenerate Spell Points */
2480 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2443 if (!op->contr->golem && --op->last_sp < 0)
2481 { 2444 {
2482 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2445 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2483 if (op->stats.sp < op->stats.maxsp) 2446 if (op->stats.sp < op->stats.maxsp)
2484 { 2447 {
2485 op->stats.sp++; 2448 op->stats.sp++;
2583 } 2546 }
2584 2547
2585 /* Digestion */ 2548 /* Digestion */
2586 if (--op->last_eat < 0) 2549 if (--op->last_eat < 0)
2587 { 2550 {
2588#ifdef COZY_SERVER
2589 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2590 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2591#else
2592 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2551 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2593#endif
2594 2552
2595 if (op->contr->gen_hp > 0) 2553 if (op->contr->gen_hp > 0)
2596 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2554 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2597 else 2555 else
2598 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2556 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2703 tmp->name = buf; 2661 tmp->name = buf;
2704 sprintf (buf, " This finger has been cut off %s\n" 2662 sprintf (buf, " This finger has been cut off %s\n"
2705 " the %s, when he was defeated at\n level %d by %s.\n", 2663 " the %s, when he was defeated at\n level %d by %s.\n",
2706 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2664 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2707 tmp->msg = buf; 2665 tmp->msg = buf;
2708 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2666 tmp->value = 0, tmp->type = 0;
2709 tmp->materialname = NULL; 2667 tmp->materialname = "organics";
2710 tmp->insert_at (op, tmp); 2668 tmp->insert_at (op, tmp);
2711 } 2669 }
2712 2670
2713 /* teleport defeated player to new destination */ 2671 /* teleport defeated player to new destination */
2714 transfer_ob (op, x, y, 0, NULL); 2672 transfer_ob (op, x, y, 0, NULL);
2910 op->stats.hp = op->stats.maxhp; 2868 op->stats.hp = op->stats.maxhp;
2911 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2869 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2912 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2870 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2913 2871
2914 /* 2872 /*
2915 * Check to see if the player is in a shop. IF so, then check to see if
2916 * the player has any unpaid items. If so, remove them and put them back 2873 * Check to see if the player has any unpaid items. If so, remove them
2917 * in the map. 2874 * and put them back in the map.
2918 */ 2875 */
2919
2920 if (is_in_shop (op))
2921 remove_unpaid_objects (op->inv, op); 2876 remove_unpaid_objects (op->inv, op);
2922 2877
2923 /****************************************/ 2878 /****************************************/
2924 /* */ 2879 /* */
2925 /* Move player to his current respawn- */ 2880 /* Move player to his current respawn- */
2926 /* position (usually last savebed) */ 2881 /* position (usually last savebed) */
2946 object *force; 2901 object *force;
2947 int at; 2902 int at;
2948 2903
2949 force = get_archetype (FORCE_NAME); 2904 force = get_archetype (FORCE_NAME);
2950 /* 50 ticks should be enough time for the spell to abate */ 2905 /* 50 ticks should be enough time for the spell to abate */
2951 force->speed = 0.1; 2906 force->speed = 0.1f;
2952 force->speed_left = -5.0; 2907 force->speed_left = -5.f;
2953 SET_FLAG (force, FLAG_APPLIED); 2908 SET_FLAG (force, FLAG_APPLIED);
2954 for (at = 0; at < NROFATTACKS; at++) 2909 for (at = 0; at < NROFATTACKS; at++)
2955 if (will_kill_again & (1 << at)) 2910 if (will_kill_again & (1 << at))
2956 force->resist[at] = 100; 2911 force->resist[at] = 100;
2957 2912
2966void 2921void
2967loot_object (object *op) 2922loot_object (object *op)
2968{ /* Grab and destroy some treasure */ 2923{ /* Grab and destroy some treasure */
2969 object *tmp, *tmp2, *next; 2924 object *tmp, *tmp2, *next;
2970 2925
2971 if (op->container) 2926 op->close_container (); /* close open sack first */
2972 esrv_apply_container (op, op->container); /* close open sack first */
2973 2927
2974 for (tmp = op->inv; tmp; tmp = next) 2928 for (tmp = op->inv; tmp; tmp = next)
2975 { 2929 {
2976 next = tmp->below; 2930 next = tmp->below;
2977 2931
2978 if (tmp->invisible) 2932 if (tmp->invisible)
2979 continue; 2933 continue;
2980 2934
2981 tmp->remove (); 2935 tmp->remove ();
2982 tmp->x = op->x, tmp->y = op->y; 2936 tmp->x = op->x, tmp->y = op->y;
2937
2983 if (tmp->type == CONTAINER) 2938 if (tmp->type == CONTAINER)
2984 { /* empty container to ground */ 2939 loot_object (tmp); /* empty container to ground */
2985 loot_object (tmp); 2940
2986 }
2987 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2941 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2988 { 2942 {
2989 if (tmp->nrof > 1) 2943 if (tmp->nrof > 1)
2990 { 2944 {
2991 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2945 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2992 tmp2->destroy (); 2946 tmp2->destroy ();
3003/* 2957/*
3004 * fix_weight(): Check recursively the weight of all players, and fix 2958 * fix_weight(): Check recursively the weight of all players, and fix
3005 * what needs to be fixed. Refresh windows and fix speed if anything 2959 * what needs to be fixed. Refresh windows and fix speed if anything
3006 * was changed. 2960 * was changed.
3007 */ 2961 */
3008
3009void 2962void
3010fix_weight (void) 2963fix_weight (void)
3011{ 2964{
3012 for_all_players (pl) 2965 for_all_players (pl)
3013 { 2966 {
3073 if (op->type == PLAYER) 3026 if (op->type == PLAYER)
3074 { 3027 {
3075 op->contr->tmp_invis = 0; 3028 op->contr->tmp_invis = 0;
3076 op->contr->invis_race = 0; 3029 op->contr->invis_race = 0;
3077 } 3030 }
3031
3078 update_object (op, UP_OBJ_FACE); 3032 update_object (op, UP_OBJ_CHANGE);
3079} 3033}
3080 3034
3081int 3035int
3082is_true_undead (object *op) 3036is_true_undead (object *op)
3083{ 3037{
3084 object *tmp = NULL;
3085
3086 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3038 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3087 return 1; 3039 return 1;
3088 3040
3089 return 0; 3041 return 0;
3090} 3042}
3135/* For Hidden creatures - a chance of becoming 'unhidden' 3087/* For Hidden creatures - a chance of becoming 'unhidden'
3136 * every time they move - as we subtract off 'invisibility' 3088 * every time they move - as we subtract off 'invisibility'
3137 * AND, for players, if they move into a ridiculously unhideable 3089 * AND, for players, if they move into a ridiculously unhideable
3138 * spot (surrounded by clear terrain in broad daylight). -b.t. 3090 * spot (surrounded by clear terrain in broad daylight). -b.t.
3139 */ 3091 */
3140
3141void 3092void
3142do_hidden_move (object *op) 3093do_hidden_move (object *op)
3143{ 3094{
3144 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3095 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3145 object *skop; 3096 object *skop;
3378 char buf[MAX_BUF]; /* tmp. string buffer */ 3329 char buf[MAX_BUF]; /* tmp. string buffer */
3379 int i = 0, j = 0; 3330 int i = 0, j = 0;
3380 3331
3381 /* get the appropriate treasurelist */ 3332 /* get the appropriate treasurelist */
3382 if (atnr == ATNR_FIRE) 3333 if (atnr == ATNR_FIRE)
3383 trlist = find_treasurelist ("dragon_ability_fire"); 3334 trlist = treasurelist::find ("dragon_ability_fire");
3384 else if (atnr == ATNR_COLD) 3335 else if (atnr == ATNR_COLD)
3385 trlist = find_treasurelist ("dragon_ability_cold"); 3336 trlist = treasurelist::find ("dragon_ability_cold");
3386 else if (atnr == ATNR_ELECTRICITY) 3337 else if (atnr == ATNR_ELECTRICITY)
3387 trlist = find_treasurelist ("dragon_ability_elec"); 3338 trlist = treasurelist::find ("dragon_ability_elec");
3388 else if (atnr == ATNR_POISON) 3339 else if (atnr == ATNR_POISON)
3389 trlist = find_treasurelist ("dragon_ability_poison"); 3340 trlist = treasurelist::find ("dragon_ability_poison");
3390 3341
3391 if (trlist == NULL || who->type != PLAYER) 3342 if (trlist == NULL || who->type != PLAYER)
3392 return; 3343 return;
3393 3344
3394 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3345 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3526 * not readied. 3477 * not readied.
3527 */ 3478 */
3528void 3479void
3529player_unready_range_ob (player *pl, object *ob) 3480player_unready_range_ob (player *pl, object *ob)
3530{ 3481{
3531 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3482 if (pl->ob->current_weapon == ob)
3483 pl->ob->current_weapon = 0;
3484
3485 if (pl->combat_ob == ob)
3486 pl->combat_ob = 0;
3487
3532 if (pl->ranges[i] == ob) 3488 if (pl->ranged_ob == ob)
3533 {
3534 pl->ranges[i] = 0; 3489 pl->ranged_ob = 0;
3535 if (pl->shoottype == i)
3536 pl->shoottype = range_none;
3537 }
3538} 3490}
3491
3492sint8
3493player::visibility_at (maptile *map, int x, int y) const
3494{
3495 if (!ns)
3496 return 0;
3497
3498 int dx, dy;
3499 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3500 return 0;
3501
3502 x += dx - ns->current_x + ns->mapx / 2;
3503 y += dy - ns->current_y + ns->mapy / 2;
3504
3505 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3506 return 0;
3507
3508 return 100 - blocked_los [x][y];
3509}

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