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Comparing deliantra/server/server/player.C (file contents):
Revision 1.104 by root, Fri Feb 16 19:43:41 2007 UTC vs.
Revision 1.148 by root, Mon Jun 4 12:19:09 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
9 * it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
10 * the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
11 * (at your option) any later version. 11 * any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful, but
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * GNU General Public License for more details. 16 * for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License along
19 * along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors 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>
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;
202 party = 0; 190 party = 0;
203 191
204 // 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
205 ranges [range_skill] = 0;
206 193
207 players.erase (this); 194 players.erase (this);
208} 195}
209 196
210// connect the player with a specific client 197// connect the player with a specific client
211// also changed, rationalises, and fixes some incorrect settings 198// also changes, rationalises, and fixes some incorrect settings
212void 199void
213player::connect (client *ns) 200player::connect (client *ns)
214{ 201{
215 this->ns = ns; 202 this->ns = ns;
216 ns->pl = this; 203 ns->pl = this;
220 ob->close_container (); //TODO: client-specific 207 ob->close_container (); //TODO: client-specific
221 208
222 ns->update_look = 0; 209 ns->update_look = 0;
223 ns->look_position = 0; 210 ns->look_position = 0;
224 211
225 clear_los (ob); 212 clear_los (this);
226 213
227 ns->reset_stats (); 214 ns->reset_stats ();
228 215
229 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
230 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
231 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->clone.race;
232 219
233 if (!legal_range (ob, shoottype))
234 shoottype = range_none;
235
236 ob->carrying = sum_weight (ob); 220 ob->carrying = sum_weight (ob);
237 link_player_skills (ob); 221 link_player_skills (ob);
238 222
239 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
240 224
248 shstr_cmp dragon_ability_force ("dragon_ability_force"); 232 shstr_cmp dragon_ability_force ("dragon_ability_force");
249 shstr_cmp dragon_skin_force ("dragon_skin_force"); 233 shstr_cmp dragon_skin_force ("dragon_skin_force");
250 234
251 for (tmp = ob->inv; tmp; tmp = tmp->below) 235 for (tmp = ob->inv; tmp; tmp = tmp->below)
252 if (tmp->type == FORCE) 236 if (tmp->type == FORCE)
253 if (tmp->arch->name == dragon_ability_force) 237 if (tmp->arch->archname == dragon_ability_force)
254 abil = tmp; 238 abil = tmp;
255 else if (tmp->arch->name == dragon_skin_force) 239 else if (tmp->arch->archname == dragon_skin_force)
256 skin = tmp; 240 skin = tmp;
257 241
258 set_dragon_name (ob, abil, skin); 242 set_dragon_name (ob, abil, skin);
259 } 243 }
260 244
261 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
262 246
263 esrv_new_player (this, ob->weight + ob->carrying); 247 esrv_new_player (this, ob->weight + ob->carrying);
264 248
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);
265 ob->update_stats (); 274 ob->update_stats ();
275
266 ns->floorbox_update (); 276 ns->floorbox_update ();
267
268 esrv_send_inventory (ob, ob); 277 esrv_send_inventory (ob, ob);
269 esrv_add_spells (this, 0); 278 esrv_add_spells (this, 0);
270 279
271 activate (); 280 activate ();
272 281
288 297
289 INVOKE_PLAYER (DISCONNECT, this); 298 INVOKE_PLAYER (DISCONNECT, this);
290 299
291 ns->reset_stats (); 300 ns->reset_stats ();
292 ns->pl = 0; 301 ns->pl = 0;
293 this->ns = 0; 302 ns = 0;
294 } 303 }
295 304
305 if (ob)
296 ob->close_container (); //TODO: client-specific 306 ob->close_container (); //TODO: client-specific
307
297 deactivate (); 308 deactivate ();
298} 309}
299 310
300// the need for this function can be explained 311// the need for this function can be explained
301// by load_object not returning the object 312// by load_object not returning the object
302void 313void
303player::set_object (object *op) 314player::set_object (object *op)
304{ 315{
305 ob = op; 316 ob = observe = op;
306 ob->contr = this; /* this aren't yet in archetype */ 317 ob->contr = this; /* this aren't yet in archetype */
307 318
308 ob->speed_left = 0.5;
309 ob->speed = 1.0; 319 ob->speed = 1.0f;
320 ob->speed_left = 0.5f;
321
310 ob->direction = 5; /* So player faces south */ 322 ob->direction = 5; /* So player faces south */
323}
324
325void
326player::set_observe (object *op)
327{
328 observe = op ? op : ob;
329 do_los = 1;
311} 330}
312 331
313player::player () 332player::player ()
314{ 333{
315 /* There are some elements we want initialised to non zero value - 334 /* There are some elements we want initialised to non zero value -
316 * we deal with that below this point. 335 * we deal with that below this point.
317 */ 336 */
318 outputs_sync = 16; /* Every 2 seconds */ 337 outputs_sync = 4;
319 outputs_count = 8; /* Keeps present behaviour */ 338 outputs_count = 4;
320 unapply = unapply_nochoice; 339 unapply = unapply_nochoice;
321 340
322 savebed_map = first_map_path; /* Init. respawn position */ 341 savebed_map = first_map_path; /* Init. respawn position */
323 342
324 gen_sp_armour = 10; 343 gen_sp_armour = 10;
325 shoottype = range_none;
326 bowtype = bow_normal; 344 bowtype = bow_normal;
327 petmode = pet_normal; 345 petmode = pet_normal;
328 listening = 10; 346 listening = 10;
329 usekeys = containers; 347 usekeys = containers;
330 peaceful = 1; /* default peaceful */ 348 peaceful = 1; /* default peaceful */
331 do_los = 1; 349 do_los = 1;
350
351 weapon_sp = 1.0f;
352 weapon_sp_left = 0.5f;
332} 353}
333 354
334void 355void
335player::do_destroy () 356player::do_destroy ()
336{ 357{
769} 790}
770 791
771void 792void
772object::roll_stats () 793object::roll_stats ()
773{ 794{
774 int statsort [7]; 795 int statsort [NUM_STATS];
775 796
776 for (;;) 797 for (;;)
777 { 798 {
778 int sum = 0; 799 int sum = 0;
779 for (int i = 7; i--; ) 800 for (int i = NUM_STATS; i--; )
780 sum += statsort [i] = roll_stat (); 801 sum += statsort [i] = roll_stat ();
781 802
782 if (sum >= 82 && sum <= 116) 803 if (sum >= 82 && sum <= 116)
783 break; 804 break;
784 } 805 }
785 806
786 // Sort the stats so that rerolling is easier... 807 // Sort the stats so that rerolling is easier...
787 std::sort (statsort, statsort + 7, std::greater<int>()); 808 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
788 809
810 for (int i = 0; i < NUM_STATS; ++i)
789 stats.Str = statsort[0]; 811 stats.stat (i) = statsort [i];
790 stats.Dex = statsort[1];
791 stats.Con = statsort[2];
792 stats.Int = statsort[3];
793 stats.Wis = statsort[4];
794 stats.Pow = statsort[5];
795 stats.Cha = statsort[6];
796 812
797 stats.exp = 0; 813 stats.exp = 0;
798 stats.ac = 0; 814 stats.ac = 0;
799 815
800 stats.hp = stats.maxhp; 816 stats.hp = stats.maxhp;
812} 828}
813 829
814void 830void
815object::swap_stats (int a, int b) 831object::swap_stats (int a, int b)
816{ 832{
817 int tmp = get_attr_value (&contr->orig_stats, a); 833 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
818 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
819 set_attr_value (&contr->orig_stats, b, tmp);
820 834
835 for (int i = 0; i < NUM_STATS; ++i)
821 stats.Str = contr->orig_stats.Str; 836 stats.stat (i) = contr->orig_stats.stat (i);
822 stats.Dex = contr->orig_stats.Dex;
823 stats.Con = contr->orig_stats.Con;
824 stats.Int = contr->orig_stats.Int;
825 stats.Wis = contr->orig_stats.Wis;
826 stats.Pow = contr->orig_stats.Pow;
827 stats.Cha = contr->orig_stats.Cha;
828 837
829 //TODO: the following code looks so borked and should, at the very least, 838 //TODO: the following code looks so borked and should, at the very least,
830 // be merged with the similar code in roll_stats 839 // be merged with the similar code in roll_stats
831 stats.ac = 0; 840 stats.ac = 0;
832 841
863 * appropriate action with it (change race, or other things). 872 * appropriate action with it (change race, or other things).
864 * The function name is for historical reasons - now we have 873 * The function name is for historical reasons - now we have
865 * separate race and class; this actually changes the RACE, 874 * separate race and class; this actually changes the RACE,
866 * not the class. 875 * not the class.
867 */ 876 */
868int 877void
869key_change_class (object *op, char key) 878player::chargen_race_done ()
870{ 879{
871 int tmp_loop;
872
873 if (key == 'd' || key == 'D')
874 {
875 char buf[MAX_BUF];
876
877 /* this must before then initial items are given */ 880 /* this must before then initial items are given */
878 esrv_new_player (op->contr, op->weight + op->carrying); 881 esrv_new_player (ob->contr, ob->weight + ob->carrying);
879 882
880 treasurelist *tl = find_treasurelist ("starting_wealth"); 883 treasurelist *tl = treasurelist::find ("starting_wealth");
881 if (tl) 884 if (tl)
882 create_treasure (tl, op, 0, 0, 0); 885 create_treasure (tl, ob, 0, 0, 0);
883 886
884 INVOKE_PLAYER (BIRTH, op->contr); 887 INVOKE_PLAYER (BIRTH, ob->contr);
885 INVOKE_PLAYER (LOGIN, op->contr); 888 INVOKE_PLAYER (LOGIN, ob->contr);
886 889
887 op->contr->ns->state = ST_PLAYING; 890 ob->contr->ns->state = ST_PLAYING;
888 891
889 if (op->msg) 892 if (ob->msg)
890 op->msg = NULL; 893 ob->msg = 0;
891 894
892 /* We create this now because some of the unique maps will need it 895 /* We create this now because some of the unique maps will need it
893 * to save here. 896 * to save here.
894 */ 897 */
898 {
899 char buf[MAX_BUF];
895 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 900 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
896 make_path_to_file (buf); 901 make_path_to_file (buf);
902 }
897 903
898 start_info (op); 904 start_info (ob);
899 CLEAR_FLAG (op, FLAG_WIZ); 905 CLEAR_FLAG (ob, FLAG_WIZ);
900 give_initial_items (op, op->randomitems); 906 give_initial_items (ob, ob->randomitems);
901 link_player_skills (op); 907 link_player_skills (ob);
902 esrv_send_inventory (op, op); 908 esrv_send_inventory (ob, ob);
903 op->update_stats (); 909 ob->update_stats ();
904 910
905 /* This moves the player to a different start map, if there 911 /* This moves the player to a different start map, if there
906 * is one for this race 912 * is one for this race
907 */ 913 */
908 if (*first_map_ext_path) 914 if (*first_map_ext_path)
909 { 915 {
910 object *tmp; 916 object *tmp;
911 char mapname[MAX_BUF]; 917 char mapname[MAX_BUF];
912 918
913 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); 919 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
914 tmp = object::create (); 920 tmp = object::create ();
915 EXIT_PATH (tmp) = mapname; 921 EXIT_PATH (tmp) = mapname;
916 EXIT_X (tmp) = op->x; 922 EXIT_X (tmp) = ob->x;
917 EXIT_Y (tmp) = op->y; 923 EXIT_Y (tmp) = ob->y;
918 op->enter_exit (tmp); /* we don't really care if it succeeded; 924 ob->enter_exit (tmp); /* we don't really care if it succeeded;
919 * if the map isn't there, then stay on the 925 * if the map isn't there, then stay on the
920 * default initial map */ 926 * default initial map */
921 tmp->destroy (); 927 tmp->destroy ();
922 } 928 }
923 else 929 else
924 LOG (llevDebug, "first_map_ext_path not set\n"); 930 LOG (llevDebug, "first_map_ext_path not set\n");
931}
925 932
926 return 0; 933void
927 } 934player::chargen_race_next ()
928 935{
929 /* Following actually changes the race - this is the default command 936 /* Following actually changes the race - this is the default command
930 * if we don't match with one of the options above. 937 * if we don't match with one of the options above.
931 */ 938 */
932 939
933 tmp_loop = 0; 940 do
934 while (!tmp_loop)
935 { 941 {
936 shstr name = op->name; 942 shstr name = ob->name;
937 int x = op->x, y = op->y; 943 int x = ob->x, y = ob->y;
938 944
939 op->remove_statbonus (); 945 ob->remove_statbonus ();
940 op->remove (); 946 ob->remove ();
941 op->arch = get_player_archetype (op->arch); 947 ob->arch = get_player_archetype (ob->arch);
942 op->arch->clone.copy_to (op); 948 ob->arch->clone.copy_to (ob);
943 op->instantiate (); 949 ob->instantiate ();
944 op->stats = op->contr->orig_stats; 950 ob->stats = ob->contr->orig_stats;
945 op->name = op->name_pl = name; 951 ob->name = ob->name_pl = name;
946 op->x = x; 952 ob->x = x;
947 op->y = y; 953 ob->y = y;
948 SET_ANIMATION (op, 2); /* So player faces south */ 954 SET_ANIMATION (ob, 2); /* So player faces south */
949 insert_ob_in_map (op, op->map, op, 0); 955 insert_ob_in_map (ob, ob->map, ob, 0);
950 assign (op->contr->title, op->arch->clone.name); 956 assign (ob->contr->title, ob->arch->clone.name);
951 op->add_statbonus (); 957 ob->add_statbonus ();
952 tmp_loop = allowed_class (op);
953 } 958 }
959 while (!allowed_class (ob));
954 960
955 update_object (op, UP_OBJ_FACE); 961 update_object (ob, UP_OBJ_FACE);
956 esrv_update_item (UPD_FACE, op, op); 962 esrv_update_item (UPD_FACE, ob, ob);
957 op->update_stats (); 963 ob->update_stats ();
958 op->stats.hp = op->stats.maxhp; 964 ob->stats.hp = ob->stats.maxhp;
959 op->stats.sp = op->stats.maxsp; 965 ob->stats.sp = ob->stats.maxsp;
960 op->stats.grace = 0; 966 ob->stats.grace = 0;
961
962 if (op->msg)
963 new_draw_info (NDI_BLUE, 0, op, op->msg);
964
965 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
966 return 0;
967} 967}
968 968
969void 969void
970flee_player (object *op) 970flee_player (object *op)
971{ 971{
1018 /* Cornered, get rid of scared */ 1018 /* Cornered, get rid of scared */
1019 CLEAR_FLAG (op, FLAG_SCARED); 1019 CLEAR_FLAG (op, FLAG_SCARED);
1020 op->enemy = NULL; 1020 op->enemy = NULL;
1021} 1021}
1022 1022
1023
1024/* check_pick sees if there is stuff to be picked up/picks up stuff. 1023/* check_pick sees if there is stuff to be picked up/picks up stuff.
1025 * IT returns 1 if the player should keep on moving, 0 if he should 1024 * It returns 1 if the player should keep on moving, 0 if he should
1026 * stop. 1025 * stop.
1027 */ 1026 */
1028int 1027int
1029check_pick (object *op) 1028check_pick (object *op)
1030{ 1029{
1031 object *tmp, *next; 1030 object *tmp, *next;
1032 int stop = 0; 1031 int stop = 0;
1033 int j, k, wvratio; 1032 int wvratio;
1034 char putstring[128], tmpstr[16]; 1033 char putstring[128];
1035 1034
1036 /* if you're flying, you cna't pick up anything */ 1035 /* if you're flying, you cna't pick up anything */
1037 if (op->move_type & MOVE_FLYING) 1036 if (op->move_type & MOVE_FLYING)
1038 return 1; 1037 return 1;
1039 1038
1107 if (tmp->name != NULL) 1106 if (tmp->name != NULL)
1108 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1109 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1108 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1110 else 1109 else
1111 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1112 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1111 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1113 1112
1114 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1113 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1115 } 1114 }
1116 1115
1117 /* philosophy: 1116 /* philosophy:
1310 /* careful: chairs and tables are weapons! */ 1309 /* careful: chairs and tables are weapons! */
1311 if (op->contr->mode & PU_ALLWEAPON) 1310 if (op->contr->mode & PU_ALLWEAPON)
1312 { 1311 {
1313 if (tmp->type == WEAPON && tmp->name != NULL) 1312 if (tmp->type == WEAPON && tmp->name != NULL)
1314 { 1313 {
1315 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1314 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1316 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1315 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1317 { 1316 {
1318 pick_up (op, tmp); 1317 pick_up (op, tmp);
1319 continue; 1318 continue;
1320 } 1319 }
1321 } 1320 }
1322 1321
1323 if (tmp->type == WEAPON && tmp->name == NULL) 1322 if (tmp->type == WEAPON && tmp->name == NULL)
1324 { 1323 {
1325 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1324 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1326 { 1325 {
1327 pick_up (op, tmp); 1326 pick_up (op, tmp);
1328 continue; 1327 continue;
1329 } 1328 }
1330 } 1329 }
1355 if (tmp->name != NULL) 1354 if (tmp->name != NULL)
1356 { 1355 {
1357 fprintf (stderr, "%s", tmp->name); 1356 fprintf (stderr, "%s", tmp->name);
1358 } 1357 }
1359 else 1358 else
1360 fprintf (stderr, "%s", tmp->arch->name); 1359 fprintf (stderr, "%s", tmp->arch->archname);
1361 fprintf (stderr, ",%d] = ", tmp->type); 1360 fprintf (stderr, ",%d] = ", tmp->type);
1362 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1361 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1363#endif 1362#endif
1364 continue; 1363 continue;
1365 } 1364 }
1468 * find_better_arrow to find a decent arrow to use. 1467 * find_better_arrow to find a decent arrow to use.
1469 * op = the shooter 1468 * op = the shooter
1470 * type = bow->race 1469 * type = bow->race
1471 * dir = fire direction 1470 * dir = fire direction
1472 */ 1471 */
1473
1474object * 1472object *
1475pick_arrow_target (object *op, const char *type, int dir) 1473pick_arrow_target (object *op, const char *type, int dir)
1476{ 1474{
1477 object *tmp = NULL; 1475 object *tmp = NULL;
1478 maptile *m; 1476 maptile *m;
1543 */ 1541 */
1544int 1542int
1545fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1543fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1546{ 1544{
1547 object *left, *bow; 1545 object *left, *bow;
1548 int bowspeed, mflags; 1546 int mflags;
1549 maptile *m; 1547 maptile *m;
1550 1548
1551 if (!dir) 1549 if (!dir)
1552 { 1550 {
1553 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1551 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1554 return 0; 1552 return 0;
1555 } 1553 }
1556 1554
1557 if (op->type == PLAYER) 1555 if (op->contr)
1558 bow = op->contr->ranges[range_bow]; 1556 bow = op->current_weapon;
1559 else 1557 else
1560 { 1558 {
1561 for (bow = op->inv; bow; bow = bow->below) 1559 for (bow = op->inv; bow; bow = bow->below)
1562 /* Don't check for applied - monsters don't apply bows - in that way, they 1560 /* Don't check for applied - monsters don't apply bows - in that way, they
1563 * don't need to switch back and forth between bows and weapons. 1561 * don't need to switch back and forth between bows and weapons.
1568 if (!bow) 1566 if (!bow)
1569 { 1567 {
1570 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1568 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1571 return 0; 1569 return 0;
1572 } 1570 }
1571
1572 // optimisation: move object to top so we will find it quickly again
1573 if (bow->below)
1574 {
1575 bow->remove ();
1576 op->insert (bow);
1577 }
1578
1573 } 1579 }
1574 1580
1575 if (!bow->race || !bow->skill) 1581 if (!bow->race || !bow->skill)
1576 { 1582 {
1577 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1583 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1578 return 0; 1584 return 0;
1579 } 1585 }
1580
1581 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1582
1583 /* penalize ROF for bestarrow */
1584 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1585 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1586
1587 if (bowspeed < 1)
1588 bowspeed = 1;
1589 1586
1590 if (arrow == NULL) 1587 if (arrow == NULL)
1591 { 1588 {
1592 if ((arrow = find_arrow (op, bow->race)) == NULL) 1589 if ((arrow = find_arrow (op, bow->race)) == NULL)
1593 { 1590 {
1594 if (op->type == PLAYER) 1591 if (op->type == PLAYER)
1595 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1592 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1596 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1593 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1597 else 1594 else
1598 CLEAR_FLAG (op, FLAG_READY_BOW); 1595 CLEAR_FLAG (op, FLAG_READY_BOW);
1596
1599 return 0; 1597 return 0;
1600 } 1598 }
1601 } 1599 }
1602 1600
1603 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1601 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1627 1625
1628 arrow->set_owner (op); 1626 arrow->set_owner (op);
1629 arrow->skill = bow->skill; 1627 arrow->skill = bow->skill;
1630 arrow->direction = dir; 1628 arrow->direction = dir;
1631 1629
1630 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1631 arrow->stats.hp = arrow->stats.dam;
1632 arrow->stats.grace = arrow->attacktype;
1633
1634 if (arrow->slaying)
1635 arrow->spellarg = strdup (arrow->slaying);
1636
1637#if 0
1638 if (player *pl = op->contr)
1639 {
1640 float speed = pl->weapon_sp;
1641
1642 /* penalize ROF for bestarrow */
1643 if (pl->bowtype == bow_bestarrow)
1644 speed *= .9f;
1645 else
1646 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1647
1648 op->speed_left += speed - op->speed;
1649 }
1650#endif
1651
1652 SET_ANIMATION (arrow, arrow->direction);
1653
1654 /* update the speed */
1655 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1656 + bow->stats.dam / 7.f;
1657
1658 arrow->set_speed (max (arrow->speed, 2.f));
1659 arrow->speed_left = 0;
1660
1661 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1662
1632 if (op->type == PLAYER) 1663 if (op->type == PLAYER)
1633 { 1664 {
1634 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1635 op->update_stats ();
1636 }
1637
1638 SET_ANIMATION (arrow, arrow->direction);
1639 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1640 arrow->stats.hp = arrow->stats.dam;
1641 arrow->stats.grace = arrow->attacktype;
1642 if (arrow->slaying != NULL)
1643 arrow->spellarg = strdup (arrow->slaying);
1644
1645 /* Note that this was different for monsters - they got their level
1646 * added to the damage. I think the strength bonus is more proper.
1647 */
1648
1649 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1650
1651 /* update the speed */
1652 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1653 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1654
1655 arrow->set_speed (max (arrow->speed, 1.0));
1656 arrow->speed_left = 0;
1657
1658 if (op->type == PLAYER)
1659 {
1660 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1661 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1662 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1663
1664 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1665 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1666 wc -= dex_bonus[op->stats.Dex];
1667
1668 if (!arrow->slaying)
1669 arrow->slaying = op->slaying;
1670
1671 arrow->attacktype |= op->attacktype;
1665 } 1672 }
1666 else 1673 else
1667 { 1674 {
1668 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1669 arrow->level = op->level; 1675 arrow->level = op->level;
1670 } 1676 arrow->stats.wc -= bow->magic;
1671 1677
1672 if (arrow->attacktype == AT_PHYSICAL) 1678 if (!arrow->slaying)
1679 arrow->slaying = bow->slaying;
1680
1673 arrow->attacktype |= bow->attacktype; 1681 arrow->attacktype |= bow->attacktype;
1682 }
1674 1683
1675 if (bow->slaying) 1684 wc -= arrow->level;
1676 arrow->slaying = bow->slaying; 1685 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1677 1686
1687 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1678 arrow->move_type = MOVE_FLY_LOW; 1688 arrow->move_type = MOVE_FLY_LOW;
1679 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1689 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1680 1690
1681 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1691 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1682 m->insert (arrow, sx, sy, op); 1692 m->insert (arrow, sx, sy, op);
1707{ 1717{
1708 int ret = 0, wcmod = 0; 1718 int ret = 0, wcmod = 0;
1709 1719
1710 if (op->contr->bowtype == bow_bestarrow) 1720 if (op->contr->bowtype == bow_bestarrow)
1711 { 1721 {
1712 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1722 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1713 } 1723 }
1714 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1724 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1715 { 1725 {
1716 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1726 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1717 wcmod = -1; 1727 wcmod = -1;
1727 else if (op->contr->bowtype == bow_spreadshot) 1737 else if (op->contr->bowtype == bow_spreadshot)
1728 { 1738 {
1729 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);
1730 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1740 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1731 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1741 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1732
1733 } 1742 }
1734 else 1743 else
1735 { 1744 {
1736 /* Simple case */ 1745 /* Simple case */
1737 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1746 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1738 } 1747 }
1748
1739 return ret; 1749 return ret;
1740} 1750}
1741
1742 1751
1743/* Fires a misc (wand/rod/horn) object in 'dir'. 1752/* Fires a misc (wand/rod/horn) object in 'dir'.
1744 * Broken apart from 'fire' to keep it more readable. 1753 * Broken apart from 'fire' to keep it more readable.
1745 */ 1754 */
1746void 1755void
1747fire_misc_object (object *op, int dir) 1756fire_misc_object (object *op, int dir)
1748{ 1757{
1749 object *item; 1758 object *item = op->contr->ranged_ob;
1750 1759
1751 if (!op->contr->ranges[range_misc]) 1760 if (!item)
1752 { 1761 {
1753 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1762 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1754 return; 1763 return;
1755 } 1764 }
1756 1765
1757 item = op->contr->ranges[range_misc];
1758 if (!item->inv) 1766 if (!item->inv)
1759 { 1767 {
1760 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1768 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1761 return; 1769 return;
1762 } 1770 }
1771
1772 if (!op->change_weapon (item))
1773 return;
1774
1763 if (item->type == WAND) 1775 if (item->type == WAND)
1764 { 1776 {
1765 if (item->stats.food <= 0) 1777 if (item->stats.food <= 0)
1766 { 1778 {
1767 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1779 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1768 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1780 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1781
1769 return; 1782 return;
1770 } 1783 }
1771 } 1784 }
1772 else if (item->type == ROD || item->type == HORN) 1785 else if (item->type == ROD || item->type == HORN)
1773 { 1786 {
1774 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1787 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1775 { 1788 {
1776 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1789 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1790
1777 if (item->type == ROD) 1791 if (item->type == ROD)
1778 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1792 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1779 else 1793 else
1780 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1794 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1795
1781 return; 1796 return;
1782 } 1797 }
1783 } 1798 }
1784 1799
1785 if (cast_spell (op, item, dir, item->inv, NULL)) 1800 if (cast_spell (op, item, dir, item->inv, NULL))
1807 } 1822 }
1808} 1823}
1809 1824
1810/* Received a fire command for the player - go and do it. 1825/* Received a fire command for the player - go and do it.
1811 */ 1826 */
1812void 1827bool
1813fire (object *op, int dir) 1828fire (object *op, int dir)
1814{ 1829{
1815 int spellcost = 0; 1830 int spellcost = 0;
1816 1831
1817 /* check for loss of invisiblity/hide */ 1832 /* check for loss of invisiblity/hide */
1818 if (action_makes_visible (op)) 1833 if (action_makes_visible (op))
1819 make_visible (op); 1834 make_visible (op);
1820 1835
1821 switch (op->contr->shoottype) 1836 player *pl = op->contr;
1837
1838 if (pl->golem)
1839 {
1840 control_golem (op->contr->golem, dir);
1841 return false;
1822 { 1842 }
1823 case range_none:
1824 return;
1825 1843
1826 case range_bow: 1844 object *ob = pl->ranged_ob;
1845
1846 if (!ob)
1847 return false;
1848
1849 if (!op->change_weapon (ob))
1850 return false;
1851
1852 if (op->speed_left > 0.f)
1853 --op->speed_left;
1854 else
1855 return false;
1856
1857 switch (ob->type)
1858 {
1859 case BOW:
1827 player_fire_bow (op, dir); 1860 player_fire_bow (op, dir);
1828 return; 1861 break;
1829 1862
1830 case range_magic: /* Casting spells */ 1863 case SPELL:
1831 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1864 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1832 return; 1865 break;
1833 1866
1834 case range_misc: 1867 case BUILDER:
1868 apply_map_builder (op, dir);
1869 break;
1870
1871 case SKILL:
1872 do_skill (op, op, ob, dir, 0);
1873 break;
1874
1875 default:
1835 fire_misc_object (op, dir); 1876 fire_misc_object (op, dir);
1836 return; 1877 break;
1837
1838 case range_golem: /* Control summoned monsters from scrolls */
1839 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1840 {
1841 op->contr->ranges[range_golem] = 0;
1842 op->contr->shoottype = range_none;
1843 }
1844 else
1845 control_golem (op->contr->ranges[range_golem], dir);
1846 return;
1847
1848 case range_skill:
1849 if (!op->chosen_skill)
1850 {
1851 if (op->type == PLAYER)
1852 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1853 return;
1854 }
1855
1856 do_skill (op, op, op->chosen_skill, dir, NULL);
1857 return;
1858 case range_builder:
1859 apply_map_builder (op, dir);
1860 return;
1861 default:
1862 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1863 return;
1864 } 1878 }
1879
1880 return true;
1865} 1881}
1866 1882
1867/* find_key 1883/* find_key
1868 * We try to find a key for the door as passed. If we find a key 1884 * We try to find a key for the door as passed. If we find a key
1869 * and successfully use it, we return the key, otherwise NULL 1885 * and successfully use it, we return the key, otherwise NULL
1956 * 0 otherwise 1972 * 0 otherwise
1957 */ 1973 */
1958static int 1974static int
1959player_attack_door (object *op, object *door) 1975player_attack_door (object *op, object *door)
1960{ 1976{
1961 /* If its a door, try to find a use a key. If we do destroy the door, 1977 /* If its a door, try to find a key. If we do destroy the door,
1962 * might as well return immediately as there is nothing more to do - 1978 * might as well return immediately as there is nothing more to do -
1963 * otherwise, we fall through to the rest of the code. 1979 * otherwise, we fall through to the rest of the code.
1964 */ 1980 */
1965 object *key = find_key (op, op, door); 1981 object *key = find_key (op, op, door);
1966 1982
1967 /* IF we found a key, do some extra work */ 1983 /* If we found a key, do some extra work */
1968 if (key) 1984 if (key)
1969 { 1985 {
1970 object *container = key->env; 1986 object *container = key->env;
1971 1987
1972 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1988 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1989
1973 if (action_makes_visible (op)) 1990 if (action_makes_visible (op))
1974 make_visible (op); 1991 make_visible (op);
1992
1975 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1993 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1976 spring_trap (door->inv, op); 1994 spring_trap (door->inv, op);
1977 1995
1978 if (door->type == DOOR) 1996 if (door->type == DOOR)
1979 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1997 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2005 * It should keep the code cleaner. 2023 * It should keep the code cleaner.
2006 * When this is called, the players direction has been updated 2024 * When this is called, the players direction has been updated
2007 * (taking into account confusion.) The player is also actually 2025 * (taking into account confusion.) The player is also actually
2008 * going to try and move (not fire weapons). 2026 * going to try and move (not fire weapons).
2009 */ 2027 */
2010void 2028bool
2011move_player_attack (object *op, int dir) 2029move_player_attack (object *op, int dir)
2012{ 2030{
2013 object *tmp, *mon;
2014 sint16 nx, ny;
2015 int on_battleground; 2031 int on_battleground;
2016 maptile *m;
2017 2032
2018 nx = freearr_x[dir] + op->x; 2033 sint16 nx = freearr_x[dir] + op->x;
2019 ny = freearr_y[dir] + op->y; 2034 sint16 ny = freearr_y[dir] + op->y;
2020 2035
2021 on_battleground = op_on_battleground (op, 0, 0); 2036 on_battleground = op_on_battleground (op, 0, 0);
2037
2038 if (out_of_map (op->map, nx, ny))
2039 return false;
2040
2041 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2042 {
2043 --op->speed_left;
2044 return true;
2045 }
2022 2046
2023 /* If braced, or can't move to the square, and it is not out of the 2047 /* 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 2048 * 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 2049 * 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 2050 * 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 2051 * 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 2052 * 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 2053 * quite a bit of processing. However, it probably is less than what
2030 * move_ob uses. 2054 * move_ob uses.
2031 */ 2055 */
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); 2056 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 2057
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 2058 /* 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. 2059 * 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 2060 * if its a door or barrel (can roll) see if there may be monsters
2050 * on the space 2061 * on the space
2051 */ 2062 */
2052 while (tmp) 2063 object *mon;
2053 { 2064 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2054 if (tmp == op) 2065 {
2055 { 2066 if ((mon->flag [FLAG_ALIVE]
2056 tmp = tmp->above; 2067 || mon->type == LOCKED_DOOR
2057 continue; 2068 || mon->flag [FLAG_CAN_ROLL])
2058 }
2059
2060 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2061 {
2062 mon = tmp; 2069 && mon != op)
2063 break; 2070 break;
2064 } 2071 }
2065 2072
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 */ 2073 if (!mon) /* This happens anytime the player tries to move */
2073 return; /* into a wall */ 2074 return false; /* into a wall */
2074 2075
2075 if (mon->head)
2076 mon = mon->head; 2076 mon = mon->head_ ();
2077 2077
2078 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2078 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2079 if (op->contr->weapon_sp_left > 0.f)
2079 if (player_attack_door (op, mon)) 2080 if (player_attack_door (op, mon))
2081 {
2082 --op->contr->weapon_sp_left;
2080 return; 2083 return true;
2084 }
2081 2085
2082 /* The following deals with possibly attacking peaceful 2086 /* The following deals with possibly attacking peaceful
2083 * or frienddly creatures. Basically, all players are considered 2087 * or friendly creatures. Basically, all players are considered
2084 * unaggressive. If the moving player has peaceful set, then the 2088 * unaggressive. If the moving player has peaceful set, then the
2085 * object should be pushed instead of attacked. It is assumed that 2089 * object should be pushed instead of attacked. It is assumed that
2086 * if you are braced, you will not attack friends accidently, 2090 * if you are braced, you will not attack friends accidently,
2087 * and thus will not push them. 2091 * and thus will not push them.
2088 */ 2092 */
2089 2093
2090 /* If the creature is a pet, push it even if the player is not 2094 /* 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 2095 * peaceful. Our assumption is the creature is a pet if the
2092 * player owns it and it is either friendly or unagressive. 2096 * player owns it and it is either friendly or unagressive.
2093 */ 2097 */
2094 if ((op->type == PLAYER) 2098 if (op->type == PLAYER
2095#if COZY_SERVER
2096 &&
2097 ((mon->owner && mon->owner->contr 2099 && ((mon->owner && mon->owner->contr
2098 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2100 && same_party (mon->owner->contr->party, op->contr->party))
2099#else
2100 && mon->owner == op 2101 || mon->owner == op)
2101#endif
2102 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2102 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2103 { 2103 {
2104 /* If we're braced, we don't want to switch places with it */ 2104 /* If we're braced, we don't want to switch places with it */
2105 if (op->contr->braced) 2105 if (op->contr->braced)
2106 return; 2106 return false;
2107
2108 if (op->speed_left > 0.f)
2109 {
2110 --op->speed_left;
2107 2111
2108 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2112 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2109 (void) push_ob (mon, dir, op); 2113 push_ob (mon, dir, op);
2114
2110 if (op->contr->tmp_invis || op->hide) 2115 if (op->contr->tmp_invis || op->hide)
2111 make_visible (op); 2116 make_visible (op);
2112 2117
2113 return; 2118 return true;
2114 } 2119 }
2120 else
2121 return false;
2122 }
2115 2123
2116 /* in certain circumstances, you shouldn't attack friendly 2124 /* in certain circumstances, you shouldn't attack friendly
2117 * creatures. Note that if you are braced, you can't push 2125 * creatures. Note that if you are braced, you can't push
2118 * someone, but put it inside this loop so that you won't 2126 * someone, but put it inside this loop so that you won't
2119 * attack them either. 2127 * attack them either.
2120 */ 2128 */
2121 if ((mon->type == PLAYER || mon->enemy != op) && 2129 if ((mon->type == PLAYER || mon->enemy != op)
2122 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2130 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2123#ifdef PROHIBIT_PLAYERKILL
2124 (op->contr->peaceful 2131 && ((op->contr->peaceful
2125 || (mon->type == PLAYER 2132 || (mon->type == PLAYER && mon->contr->peaceful))
2126 && mon->contr->
2127 peaceful)) &&
2128#else
2129 op->contr->peaceful &&
2130#endif
2131 !on_battleground)) 2133 && !on_battleground))
2134 {
2135 if (op->speed_left > 0.f)
2132 { 2136 {
2137 --op->speed_left;
2138
2133 if (!op->contr->braced) 2139 if (!op->contr->braced)
2134 { 2140 {
2135 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2141 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2136 push_ob (mon, dir, op); 2142 push_ob (mon, dir, op);
2137 } 2143 }
2138 else 2144 else
2139 new_draw_info (0, 0, op, "You withhold your attack"); 2145 new_draw_info (0, 0, op, "You withhold your attack");
2140 2146
2141 if (op->contr->tmp_invis || op->hide) 2147 if (op->contr->tmp_invis || op->hide)
2142 make_visible (op); 2148 make_visible (op);
2143 }
2144 2149
2150 return true;
2151 }
2152 }
2145 /* If the object is a boulder or other rollable object, then 2153 /* 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. 2154 * roll it if not braced. You can't roll it if you are braced.
2147 */ 2155 */
2148 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2156 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2157 {
2158 if (op->speed_left > 0.f)
2149 { 2159 {
2160 --op->speed_left;
2161
2150 recursive_roll (mon, dir, op); 2162 recursive_roll (mon, dir, op);
2151 if (action_makes_visible (op)) 2163 if (action_makes_visible (op))
2152 make_visible (op); 2164 make_visible (op);
2153 }
2154 2165
2166 return true;
2167 }
2168 }
2155 /* Any generic living creature. Including things like doors. 2169 /* Any generic living creature. Including things like doors.
2156 * Way it works is like this: First, it must have some hit points 2170 * 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: 2171 * 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 2172 * 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. 2173 * that party_number -1 is no party, so attacks can still happen.
2160 */ 2174 */
2161 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2175 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))) 2176 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2163 { 2177 {
2164 2178 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 { 2179 {
2172 op->speed_left += op->speed / op->contr->weapon_sp; 2180 --op->contr->weapon_sp_left;
2173
2174 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2175 }
2176 2181
2177 skill_attack (mon, op, 0, 0, 0); 2182 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 2183
2193 if (action_makes_visible (op)) 2184 if (action_makes_visible (op))
2194 make_visible (op); 2185 make_visible (op);
2195 }
2196 } /* if player should attack something */
2197}
2198 2186
2199int 2187 return true;
2188 }
2189 }
2190
2191 return false;
2192}
2193
2194bool
2200move_player (object *op, int dir) 2195move_player (object *op, int dir)
2201{ 2196{
2202 int pick; 2197 int pick;
2203 2198
2204 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2199 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2218 op->facing = dir; 2213 op->facing = dir;
2219 2214
2220 if (op->hide) 2215 if (op->hide)
2221 do_hidden_move (op); 2216 do_hidden_move (op);
2222 2217
2218 bool retval;
2219
2223 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2220 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2224 /*nop */ ; 2221 retval = RESULT_INT (0);
2225 else if (op->contr->fire_on) 2222 else if (op->contr->fire_on)
2226 fire (op, dir); 2223 retval = fire (op, dir);
2227 else 2224 else
2228 { 2225 {
2229 move_player_attack (op, dir); 2226 retval = move_player_attack (op, dir);
2230 pick = check_pick (op); 2227 pick = check_pick (op);
2231 } 2228 }
2232 2229
2233 /* Add special check for newcs players and fire on - this way, the 2230 /* Add special check for newcs players and fire on - this way, the
2234 * server can handle repeat firing. 2231 * server can handle repeat firing.
2241 /* Update how the player looks. Use the facing, so direction may 2238 /* Update how the player looks. Use the facing, so direction may
2242 * get reset to zero. This allows for full animation capabilities 2239 * get reset to zero. This allows for full animation capabilities
2243 * for players. 2240 * for players.
2244 */ 2241 */
2245 animate_object (op, op->facing); 2242 animate_object (op, op->facing);
2246 return 0; 2243
2244 return retval;
2247} 2245}
2248 2246
2249/* This is similar to handle_player, below, but is only used by the 2247/* This is similar to handle_player, below, but is only used by the
2250 * new client/server stuff. 2248 * new client/server stuff.
2251 * This is sort of special, in that the new client/server actually uses 2249 * This is sort of special, in that the new client/server actually uses
2252 * the new speed values for commands. 2250 * the new speed values for commands.
2253 * 2251 *
2254 * Returns true if there are more actions we can do. 2252 * Returns true if there are more actions we can do. Should not do
2253 * many actions in a row, as that would be too unfair to other
2254 * players.
2255 */ 2255 */
2256int 2256bool
2257handle_newcs_player (object *op) 2257handle_newcs_player (object *op)
2258{ 2258{
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)) 2259 if (QUERY_FLAG (op, FLAG_SCARED))
2280 { 2260 {
2281 flee_player (op); 2261 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 { 2262 {
2285 op->speed_left--; 2263 --op->speed_left;
2264 flee_player (op);
2265
2286 return 0; 2266 return true;
2287 } 2267 }
2268 else
2269 return false;
2288 } 2270 }
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 2271
2298 /* call this here - we also will call this in do_ericserver, but 2272 /* call this here - we also will call this in do_ericserver, but
2299 * the players time has been increased when doericserver has been 2273 * the players time has been increased when doericserver has been
2300 * called, so we recheck it here. 2274 * called, so we recheck it here.
2301 */ 2275 */
2302 if (op->contr->ns->handle_command ()) 2276 if (op->contr->ns->handle_command ())
2303 return 1; 2277 return true;
2304 2278
2305 if (op->speed_left > 0)
2306 {
2307 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2279 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); 2280 return move_player (op, op->direction);
2317 2281
2318 return op->speed_left > 0;
2319 }
2320 }
2321
2322 return 0; 2282 return false;
2323} 2283}
2324 2284
2325int 2285int
2326save_life (object *op) 2286save_life (object *op)
2327{ 2287{
2437 int rate_grace = 2000; 2397 int rate_grace = 2000;
2438 const int max_hp = 1; 2398 const int max_hp = 1;
2439 const int max_sp = 1; 2399 const int max_sp = 1;
2440 const int max_grace = 1; 2400 const int max_grace = 1;
2441 2401
2442 if (op->contr->outputs_sync) 2402 if (op->contr->hidden)
2403 {
2404 op->invisible = 1000;
2405 /* the socket code flashes the player visible/invisible
2406 * depending on the value of invisible, so we need to
2407 * alternate it here for it to work correctly.
2408 */
2409 if (pticks & 2)
2410 op->invisible--;
2443 { 2411 }
2444 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2412 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2445 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2413 {
2446 flush_output_element (op, &op->contr->outputs[i]); 2414 if (!op->invisible--)
2415 {
2416 make_visible (op);
2417 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2418 }
2447 } 2419 }
2448 2420
2449 if (op->contr->ns->state == ST_PLAYING) 2421 if (op->contr->ns->state == ST_PLAYING)
2450 { 2422 {
2451 /* these next three if clauses make it possible to SLOW DOWN 2423 /* these next three if clauses make it possible to SLOW DOWN
2473 gen_grace = op->stats.maxgrace; 2445 gen_grace = op->stats.maxgrace;
2474 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2446 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2475 } 2447 }
2476 2448
2477 /* Regenerate Spell Points */ 2449 /* Regenerate Spell Points */
2478 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2450 if (!op->contr->golem && --op->last_sp < 0)
2479 { 2451 {
2480 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2452 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2481 if (op->stats.sp < op->stats.maxsp) 2453 if (op->stats.sp < op->stats.maxsp)
2482 { 2454 {
2483 op->stats.sp++; 2455 op->stats.sp++;
2581 } 2553 }
2582 2554
2583 /* Digestion */ 2555 /* Digestion */
2584 if (--op->last_eat < 0) 2556 if (--op->last_eat < 0)
2585 { 2557 {
2586#ifdef COZY_SERVER
2587 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2588 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2589#else
2590 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2558 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2591#endif
2592 2559
2593 if (op->contr->gen_hp > 0) 2560 if (op->contr->gen_hp > 0)
2594 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2561 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2595 else 2562 else
2596 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2563 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2908 op->stats.hp = op->stats.maxhp; 2875 op->stats.hp = op->stats.maxhp;
2909 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2876 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2910 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2877 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2911 2878
2912 /* 2879 /*
2913 * Check to see if the player is in a shop. IF so, then check to see if
2914 * the player has any unpaid items. If so, remove them and put them back 2880 * Check to see if the player has any unpaid items. If so, remove them
2915 * in the map. 2881 * and put them back in the map.
2916 */ 2882 */
2917
2918 if (is_in_shop (op))
2919 remove_unpaid_objects (op->inv, op); 2883 remove_unpaid_objects (op->inv, op);
2920 2884
2921 /****************************************/ 2885 /****************************************/
2922 /* */ 2886 /* */
2923 /* Move player to his current respawn- */ 2887 /* Move player to his current respawn- */
2924 /* position (usually last savebed) */ 2888 /* position (usually last savebed) */
2944 object *force; 2908 object *force;
2945 int at; 2909 int at;
2946 2910
2947 force = get_archetype (FORCE_NAME); 2911 force = get_archetype (FORCE_NAME);
2948 /* 50 ticks should be enough time for the spell to abate */ 2912 /* 50 ticks should be enough time for the spell to abate */
2949 force->speed = 0.1; 2913 force->speed = 0.1f;
2950 force->speed_left = -5.0; 2914 force->speed_left = -5.f;
2951 SET_FLAG (force, FLAG_APPLIED); 2915 SET_FLAG (force, FLAG_APPLIED);
2952 for (at = 0; at < NROFATTACKS; at++) 2916 for (at = 0; at < NROFATTACKS; at++)
2953 if (will_kill_again & (1 << at)) 2917 if (will_kill_again & (1 << at))
2954 force->resist[at] = 100; 2918 force->resist[at] = 100;
2955 2919
3069 if (op->type == PLAYER) 3033 if (op->type == PLAYER)
3070 { 3034 {
3071 op->contr->tmp_invis = 0; 3035 op->contr->tmp_invis = 0;
3072 op->contr->invis_race = 0; 3036 op->contr->invis_race = 0;
3073 } 3037 }
3038
3074 update_object (op, UP_OBJ_FACE); 3039 update_object (op, UP_OBJ_CHANGE);
3075} 3040}
3076 3041
3077int 3042int
3078is_true_undead (object *op) 3043is_true_undead (object *op)
3079{ 3044{
3080 object *tmp = NULL;
3081
3082 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3045 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3083 return 1; 3046 return 1;
3084 3047
3085 return 0; 3048 return 0;
3086} 3049}
3131/* For Hidden creatures - a chance of becoming 'unhidden' 3094/* For Hidden creatures - a chance of becoming 'unhidden'
3132 * every time they move - as we subtract off 'invisibility' 3095 * every time they move - as we subtract off 'invisibility'
3133 * AND, for players, if they move into a ridiculously unhideable 3096 * AND, for players, if they move into a ridiculously unhideable
3134 * spot (surrounded by clear terrain in broad daylight). -b.t. 3097 * spot (surrounded by clear terrain in broad daylight). -b.t.
3135 */ 3098 */
3136
3137void 3099void
3138do_hidden_move (object *op) 3100do_hidden_move (object *op)
3139{ 3101{
3140 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3102 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3141 object *skop; 3103 object *skop;
3374 char buf[MAX_BUF]; /* tmp. string buffer */ 3336 char buf[MAX_BUF]; /* tmp. string buffer */
3375 int i = 0, j = 0; 3337 int i = 0, j = 0;
3376 3338
3377 /* get the appropriate treasurelist */ 3339 /* get the appropriate treasurelist */
3378 if (atnr == ATNR_FIRE) 3340 if (atnr == ATNR_FIRE)
3379 trlist = find_treasurelist ("dragon_ability_fire"); 3341 trlist = treasurelist::find ("dragon_ability_fire");
3380 else if (atnr == ATNR_COLD) 3342 else if (atnr == ATNR_COLD)
3381 trlist = find_treasurelist ("dragon_ability_cold"); 3343 trlist = treasurelist::find ("dragon_ability_cold");
3382 else if (atnr == ATNR_ELECTRICITY) 3344 else if (atnr == ATNR_ELECTRICITY)
3383 trlist = find_treasurelist ("dragon_ability_elec"); 3345 trlist = treasurelist::find ("dragon_ability_elec");
3384 else if (atnr == ATNR_POISON) 3346 else if (atnr == ATNR_POISON)
3385 trlist = find_treasurelist ("dragon_ability_poison"); 3347 trlist = treasurelist::find ("dragon_ability_poison");
3386 3348
3387 if (trlist == NULL || who->type != PLAYER) 3349 if (trlist == NULL || who->type != PLAYER)
3388 return; 3350 return;
3389 3351
3390 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3352 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3464 /* forces in the treasurelist can alter the player's stats */ 3426 /* forces in the treasurelist can alter the player's stats */
3465 object *skin; 3427 object *skin;
3466 3428
3467 /* first get the dragon skin force */ 3429 /* first get the dragon skin force */
3468 shstr_cmp dragon_skin_force ("dragon_skin_force"); 3430 shstr_cmp dragon_skin_force ("dragon_skin_force");
3469 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3431 for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below)
3470 ; 3432 ;
3471 3433
3472 if (!skin) 3434 if (!skin)
3473 return; 3435 return;
3474 3436
3522 * not readied. 3484 * not readied.
3523 */ 3485 */
3524void 3486void
3525player_unready_range_ob (player *pl, object *ob) 3487player_unready_range_ob (player *pl, object *ob)
3526{ 3488{
3527 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3489 if (pl->ob->current_weapon == ob)
3490 pl->ob->current_weapon = 0;
3491
3492 if (pl->combat_ob == ob)
3493 pl->combat_ob = 0;
3494
3528 if (pl->ranges[i] == ob) 3495 if (pl->ranged_ob == ob)
3529 {
3530 pl->ranges[i] = 0; 3496 pl->ranged_ob = 0;
3531 if (pl->shoottype == i)
3532 pl->shoottype = range_none;
3533 }
3534} 3497}
3535 3498
3536sint8 3499sint8
3537player::visibility_at (maptile *map, int x, int y) const 3500player::visibility_at (maptile *map, int x, int y) const
3538{ 3501{

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