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Comparing deliantra/server/server/player.C (file contents):
Revision 1.103 by root, Sat Feb 10 01:52:29 2007 UTC vs.
Revision 1.150 by root, Sun Jun 10 03:11:17 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>
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;
219 ob->close_container (); //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 (this);
225 213
226 ns->reset_stats (); 214 ns->reset_stats ();
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->race;
231
232 if (!legal_range (ob, shoottype))
233 shoottype = range_none;
234 219
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->object::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;
257 shstr_cmp dragon_ability_force ("dragon_ability_force"); 232 shstr_cmp dragon_ability_force ("dragon_ability_force");
258 shstr_cmp dragon_skin_force ("dragon_skin_force"); 233 shstr_cmp dragon_skin_force ("dragon_skin_force");
259 234
260 for (tmp = ob->inv; tmp; tmp = tmp->below) 235 for (tmp = ob->inv; tmp; tmp = tmp->below)
261 if (tmp->type == FORCE) 236 if (tmp->type == FORCE)
262 if (tmp->arch->name == dragon_ability_force) 237 if (tmp->arch->archname == dragon_ability_force)
263 abil = tmp; 238 abil = tmp;
264 else if (tmp->arch->name == dragon_skin_force) 239 else if (tmp->arch->archname == dragon_skin_force)
265 skin = tmp; 240 skin = tmp;
266 241
267 set_dragon_name (ob, abil, skin); 242 set_dragon_name (ob, abil, skin);
268 } 243 }
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->close_container (); //TODO: client-specific 306 ob->close_container (); //TODO: client-specific
307
308 observe = ob;
309
306 deactivate (); 310 deactivate ();
307} 311}
308 312
309// the need for this function can be explained 313// the need for this function can be explained
310// by load_object not returning the object 314// by load_object not returning the object
311void 315void
312player::set_object (object *op) 316player::set_object (object *op)
313{ 317{
314 ob = op; 318 ob = observe = op;
315 ob->contr = this; /* this aren't yet in archetype */ 319 ob->contr = this; /* this aren't yet in archetype */
316 320
321 ob->speed = 1.0f;
317 ob->speed_left = 0.5; 322 ob->speed_left = 0.5f;
318 ob->speed = 1.0; 323
319 ob->direction = 5; /* So player faces south */ 324 ob->direction = 5; /* So player faces south */
320 ob->stats.wc = 2; 325}
321 ob->run_away = 25; /* Then we panick... */
322 326
323 ob->roll_stats (); 327void
328player::set_observe (object *op)
329{
330 observe = op ? op : ob;
331 do_los = 1;
324} 332}
325 333
326player::player () 334player::player ()
327{ 335{
328 /* There are some elements we want initialised to non zero value - 336 /* There are some elements we want initialised to non zero value -
329 * we deal with that below this point. 337 * we deal with that below this point.
330 */ 338 */
331 outputs_sync = 16; /* Every 2 seconds */ 339 outputs_sync = 4;
332 outputs_count = 8; /* Keeps present behaviour */ 340 outputs_count = 4;
333 unapply = unapply_nochoice; 341 unapply = unapply_nochoice;
334 342
335 savebed_map = first_map_path; /* Init. respawn position */ 343 savebed_map = first_map_path; /* Init. respawn position */
336 344
337 gen_sp_armour = 10; 345 gen_sp_armour = 10;
338 shoottype = range_none;
339 bowtype = bow_normal; 346 bowtype = bow_normal;
340 petmode = pet_normal; 347 petmode = pet_normal;
341 listening = 10; 348 listening = 10;
342 usekeys = containers; 349 usekeys = containers;
343 peaceful = 1; /* default peaceful */ 350 peaceful = 1; /* default peaceful */
344 do_los = 1; 351 do_los = 1;
352
353 weapon_sp = 1.0f;
354 weapon_sp_left = 0.5f;
345} 355}
346 356
347void 357void
348player::do_destroy () 358player::do_destroy ()
349{ 359{
372player::create () 382player::create ()
373{ 383{
374 player *pl = new player; 384 player *pl = new player;
375 385
376 pl->set_object (arch_to_object (get_player_archetype (0))); 386 pl->set_object (arch_to_object (get_player_archetype (0)));
387
388 pl->ob->roll_stats ();
389 pl->ob->stats.wc = 2;
390 pl->ob->run_away = 25; /* Then we panick... */
391
377 set_first_map (pl->ob); 392 set_first_map (pl->ob);
378 393
379 return pl; 394 return pl;
380} 395}
381 396
385 * Note: there MUST be at least one player archetype! 400 * Note: there MUST be at least one player archetype!
386 */ 401 */
387archetype * 402archetype *
388get_player_archetype (archetype *at) 403get_player_archetype (archetype *at)
389{ 404{
390 archetype *start = at; 405 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
391 406
392 for (;;) 407 for (;;)
393 { 408 {
394 if (at == NULL || at->next == NULL) 409 if (++i == archetypes.end ())
395 at = first_archetype; 410 i = archetypes.begin ();
396 else 411 else if (*i == at)
397 at = at->next; 412 cleanup ("not a single player archetype found");
398 413
399 if (at->clone.type == PLAYER) 414 if ((*i)->type == PLAYER)
400 return at; 415 return *i;
401
402 if (at == start)
403 {
404 LOG (llevError, "No Player archetypes\n");
405 exit (-1);
406 }
407 } 416 }
408} 417}
409 418
410object * 419object *
411get_nearest_player (object *mon) 420get_nearest_player (object *mon)
777} 786}
778 787
779void 788void
780object::roll_stats () 789object::roll_stats ()
781{ 790{
782 int statsort [7]; 791 int statsort [NUM_STATS];
783 792
784 for (;;) 793 for (;;)
785 { 794 {
786 int sum = 0; 795 int sum = 0;
787 for (int i = 7; i--; ) 796 for (int i = NUM_STATS; i--; )
788 sum += statsort [i] = roll_stat (); 797 sum += statsort [i] = roll_stat ();
789 798
790 if (sum >= 82 && sum <= 116) 799 if (sum >= 82 && sum <= 116)
791 break; 800 break;
792 } 801 }
793 802
794 // Sort the stats so that rerolling is easier... 803 // Sort the stats so that rerolling is easier...
795 std::sort (statsort, statsort + 7, std::greater<int>()); 804 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
796 805
806 for (int i = 0; i < NUM_STATS; ++i)
797 stats.Str = statsort[0]; 807 stats.stat (i) = statsort [i];
798 stats.Dex = statsort[1];
799 stats.Con = statsort[2];
800 stats.Int = statsort[3];
801 stats.Wis = statsort[4];
802 stats.Pow = statsort[5];
803 stats.Cha = statsort[6];
804 808
805 stats.exp = 0; 809 stats.exp = 0;
806 stats.ac = 0; 810 stats.ac = 0;
807 811
808 stats.hp = stats.maxhp; 812 stats.hp = stats.maxhp;
820} 824}
821 825
822void 826void
823object::swap_stats (int a, int b) 827object::swap_stats (int a, int b)
824{ 828{
825 int tmp = get_attr_value (&contr->orig_stats, a); 829 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
826 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
827 set_attr_value (&contr->orig_stats, b, tmp);
828 830
831 for (int i = 0; i < NUM_STATS; ++i)
829 stats.Str = contr->orig_stats.Str; 832 stats.stat (i) = contr->orig_stats.stat (i);
830 stats.Dex = contr->orig_stats.Dex;
831 stats.Con = contr->orig_stats.Con;
832 stats.Int = contr->orig_stats.Int;
833 stats.Wis = contr->orig_stats.Wis;
834 stats.Pow = contr->orig_stats.Pow;
835 stats.Cha = contr->orig_stats.Cha;
836 833
837 //TODO: the following code looks so borked and should, at the very least, 834 //TODO: the following code looks so borked and should, at the very least,
838 // be merged with the similar code in roll_stats 835 // be merged with the similar code in roll_stats
839 stats.ac = 0; 836 stats.ac = 0;
840 837
871 * appropriate action with it (change race, or other things). 868 * appropriate action with it (change race, or other things).
872 * The function name is for historical reasons - now we have 869 * The function name is for historical reasons - now we have
873 * separate race and class; this actually changes the RACE, 870 * separate race and class; this actually changes the RACE,
874 * not the class. 871 * not the class.
875 */ 872 */
876int 873void
877key_change_class (object *op, char key) 874player::chargen_race_done ()
878{ 875{
879 int tmp_loop;
880
881 if (key == 'd' || key == 'D')
882 {
883 char buf[MAX_BUF];
884
885 /* this must before then initial items are given */ 876 /* this must before then initial items are given */
886 esrv_new_player (op->contr, op->weight + op->carrying); 877 esrv_new_player (ob->contr, ob->weight + ob->carrying);
887 878
888 treasurelist *tl = find_treasurelist ("starting_wealth"); 879 treasurelist *tl = treasurelist::find ("starting_wealth");
889 if (tl) 880 if (tl)
890 create_treasure (tl, op, 0, 0, 0); 881 create_treasure (tl, ob, 0, 0, 0);
891 882
892 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, ob->contr);
893 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, ob->contr);
894 885
895 op->contr->ns->state = ST_PLAYING; 886 ob->contr->ns->state = ST_PLAYING;
896 887
897 if (op->msg) 888 if (ob->msg)
898 op->msg = NULL; 889 ob->msg = 0;
899 890
900 /* We create this now because some of the unique maps will need it 891 /* We create this now because some of the unique maps will need it
901 * to save here. 892 * to save here.
902 */ 893 */
894 {
895 char buf[MAX_BUF];
903 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
904 make_path_to_file (buf); 897 make_path_to_file (buf);
898 }
905 899
906 start_info (op); 900 start_info (ob);
907 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (ob, FLAG_WIZ);
908 give_initial_items (op, op->randomitems); 902 give_initial_items (ob, ob->randomitems);
909 link_player_skills (op); 903 link_player_skills (ob);
910 esrv_send_inventory (op, op); 904 esrv_send_inventory (ob, ob);
911 op->update_stats (); 905 ob->update_stats ();
912 906
913 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
914 * is one for this race 908 * is one for this race
915 */ 909 */
916 if (*first_map_ext_path) 910 if (*first_map_ext_path)
917 { 911 {
918 object *tmp; 912 object *tmp;
919 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
920 914
921 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); 915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
922 tmp = object::create (); 916 tmp = object::create ();
923 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
924 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = ob->x;
925 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = ob->y;
926 op->enter_exit (tmp); /* we don't really care if it succeeded; 920 ob->enter_exit (tmp); /* we don't really care if it succeeded;
927 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
928 * default initial map */ 922 * default initial map */
929 tmp->destroy (); 923 tmp->destroy ();
930 } 924 }
931 else 925 else
932 LOG (llevDebug, "first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
927}
933 928
934 return 0; 929void
935 } 930player::chargen_race_next ()
936 931{
937 /* Following actually changes the race - this is the default command 932 /* Following actually changes the race - this is the default command
938 * if we don't match with one of the options above. 933 * if we don't match with one of the options above.
939 */ 934 */
940 935
941 tmp_loop = 0; 936 do
942 while (!tmp_loop)
943 { 937 {
944 shstr name = op->name; 938 shstr name = ob->name;
945 int x = op->x, y = op->y; 939 int x = ob->x, y = ob->y;
946 940
947 op->remove_statbonus (); 941 ob->remove_statbonus ();
948 op->remove (); 942 ob->remove ();
949 op->arch = get_player_archetype (op->arch); 943 ob->arch = get_player_archetype (ob->arch);
950 op->arch->clone.copy_to (op); 944 ob->arch->copy_to (ob);
951 op->instantiate (); 945 ob->instantiate ();
952 op->stats = op->contr->orig_stats; 946 ob->stats = ob->contr->orig_stats;
953 op->name = op->name_pl = name; 947 ob->name = ob->name_pl = name;
954 op->x = x; 948 ob->x = x;
955 op->y = y; 949 ob->y = y;
956 SET_ANIMATION (op, 2); /* So player faces south */ 950 SET_ANIMATION (ob, 2); /* So player faces south */
957 insert_ob_in_map (op, op->map, op, 0); 951 insert_ob_in_map (ob, ob->map, ob, 0);
958 assign (op->contr->title, op->arch->clone.name); 952 assign (ob->contr->title, ob->arch->object::name);
959 op->add_statbonus (); 953 ob->add_statbonus ();
960 tmp_loop = allowed_class (op);
961 } 954 }
955 while (!allowed_class (ob));
962 956
963 update_object (op, UP_OBJ_FACE); 957 update_object (ob, UP_OBJ_FACE);
964 esrv_update_item (UPD_FACE, op, op); 958 esrv_update_item (UPD_FACE, ob, ob);
965 op->update_stats (); 959 ob->update_stats ();
966 op->stats.hp = op->stats.maxhp; 960 ob->stats.hp = ob->stats.maxhp;
967 op->stats.sp = op->stats.maxsp; 961 ob->stats.sp = ob->stats.maxsp;
968 op->stats.grace = 0; 962 ob->stats.grace = 0;
969
970 if (op->msg)
971 new_draw_info (NDI_BLUE, 0, op, op->msg);
972
973 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
974 return 0;
975} 963}
976 964
977void 965void
978flee_player (object *op) 966flee_player (object *op)
979{ 967{
1026 /* Cornered, get rid of scared */ 1014 /* Cornered, get rid of scared */
1027 CLEAR_FLAG (op, FLAG_SCARED); 1015 CLEAR_FLAG (op, FLAG_SCARED);
1028 op->enemy = NULL; 1016 op->enemy = NULL;
1029} 1017}
1030 1018
1031
1032/* check_pick sees if there is stuff to be picked up/picks up stuff. 1019/* check_pick sees if there is stuff to be picked up/picks up stuff.
1033 * IT returns 1 if the player should keep on moving, 0 if he should 1020 * It returns 1 if the player should keep on moving, 0 if he should
1034 * stop. 1021 * stop.
1035 */ 1022 */
1036int 1023int
1037check_pick (object *op) 1024check_pick (object *op)
1038{ 1025{
1039 object *tmp, *next; 1026 object *tmp, *next;
1040 int stop = 0; 1027 int stop = 0;
1041 int j, k, wvratio; 1028 int wvratio;
1042 char putstring[128], tmpstr[16]; 1029 char putstring[128];
1043 1030
1044 /* if you're flying, you cna't pick up anything */ 1031 /* if you're flying, you cna't pick up anything */
1045 if (op->move_type & MOVE_FLYING) 1032 if (op->move_type & MOVE_FLYING)
1046 return 1; 1033 return 1;
1047 1034
1115 if (tmp->name != NULL) 1102 if (tmp->name != NULL)
1116 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1103 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1117 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1104 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1118 else 1105 else
1119 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1106 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1120 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1107 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1121 1108
1122 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1109 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1123 } 1110 }
1124 1111
1125 /* philosophy: 1112 /* philosophy:
1318 /* careful: chairs and tables are weapons! */ 1305 /* careful: chairs and tables are weapons! */
1319 if (op->contr->mode & PU_ALLWEAPON) 1306 if (op->contr->mode & PU_ALLWEAPON)
1320 { 1307 {
1321 if (tmp->type == WEAPON && tmp->name != NULL) 1308 if (tmp->type == WEAPON && tmp->name != NULL)
1322 { 1309 {
1323 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1310 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1324 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1311 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1325 { 1312 {
1326 pick_up (op, tmp); 1313 pick_up (op, tmp);
1327 continue; 1314 continue;
1328 } 1315 }
1329 } 1316 }
1330 1317
1331 if (tmp->type == WEAPON && tmp->name == NULL) 1318 if (tmp->type == WEAPON && tmp->name == NULL)
1332 { 1319 {
1333 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1320 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1334 { 1321 {
1335 pick_up (op, tmp); 1322 pick_up (op, tmp);
1336 continue; 1323 continue;
1337 } 1324 }
1338 } 1325 }
1363 if (tmp->name != NULL) 1350 if (tmp->name != NULL)
1364 { 1351 {
1365 fprintf (stderr, "%s", tmp->name); 1352 fprintf (stderr, "%s", tmp->name);
1366 } 1353 }
1367 else 1354 else
1368 fprintf (stderr, "%s", tmp->arch->name); 1355 fprintf (stderr, "%s", tmp->arch->archname);
1369 fprintf (stderr, ",%d] = ", tmp->type); 1356 fprintf (stderr, ",%d] = ", tmp->type);
1370 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1357 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1371#endif 1358#endif
1372 continue; 1359 continue;
1373 } 1360 }
1443 else 1430 else
1444 { 1431 {
1445 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1432 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1446 { 1433 {
1447 attacktype = 1 << attacknum; 1434 attacktype = 1 << attacknum;
1448 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1435 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1449 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1436 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1450 { 1437 {
1451 tmp = arrow; 1438 tmp = arrow;
1452 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1439 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1453 } 1440 }
1454 } 1441 }
1455 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1442 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1456 { 1443 {
1457 tmp = arrow; 1444 tmp = arrow;
1476 * find_better_arrow to find a decent arrow to use. 1463 * find_better_arrow to find a decent arrow to use.
1477 * op = the shooter 1464 * op = the shooter
1478 * type = bow->race 1465 * type = bow->race
1479 * dir = fire direction 1466 * dir = fire direction
1480 */ 1467 */
1481
1482object * 1468object *
1483pick_arrow_target (object *op, const char *type, int dir) 1469pick_arrow_target (object *op, const char *type, int dir)
1484{ 1470{
1485 object *tmp = NULL; 1471 object *tmp = NULL;
1486 maptile *m; 1472 maptile *m;
1551 */ 1537 */
1552int 1538int
1553fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1539fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1554{ 1540{
1555 object *left, *bow; 1541 object *left, *bow;
1556 int bowspeed, mflags; 1542 int mflags;
1557 maptile *m; 1543 maptile *m;
1558 1544
1559 if (!dir) 1545 if (!dir)
1560 { 1546 {
1561 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1547 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1562 return 0; 1548 return 0;
1563 } 1549 }
1564 1550
1565 if (op->type == PLAYER) 1551 if (op->contr)
1566 bow = op->contr->ranges[range_bow]; 1552 bow = op->current_weapon;
1567 else 1553 else
1568 { 1554 {
1569 for (bow = op->inv; bow; bow = bow->below) 1555 for (bow = op->inv; bow; bow = bow->below)
1570 /* Don't check for applied - monsters don't apply bows - in that way, they 1556 /* Don't check for applied - monsters don't apply bows - in that way, they
1571 * don't need to switch back and forth between bows and weapons. 1557 * don't need to switch back and forth between bows and weapons.
1576 if (!bow) 1562 if (!bow)
1577 { 1563 {
1578 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1564 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1579 return 0; 1565 return 0;
1580 } 1566 }
1567
1568 // optimisation: move object to top so we will find it quickly again
1569 if (bow->below)
1570 {
1571 bow->remove ();
1572 op->insert (bow);
1573 }
1574
1581 } 1575 }
1582 1576
1583 if (!bow->race || !bow->skill) 1577 if (!bow->race || !bow->skill)
1584 { 1578 {
1585 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1579 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1586 return 0; 1580 return 0;
1587 } 1581 }
1588
1589 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1590
1591 /* penalize ROF for bestarrow */
1592 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1593 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1594
1595 if (bowspeed < 1)
1596 bowspeed = 1;
1597 1582
1598 if (arrow == NULL) 1583 if (arrow == NULL)
1599 { 1584 {
1600 if ((arrow = find_arrow (op, bow->race)) == NULL) 1585 if ((arrow = find_arrow (op, bow->race)) == NULL)
1601 { 1586 {
1602 if (op->type == PLAYER) 1587 if (op->type == PLAYER)
1603 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1588 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1604 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1589 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1605 else 1590 else
1606 CLEAR_FLAG (op, FLAG_READY_BOW); 1591 CLEAR_FLAG (op, FLAG_READY_BOW);
1592
1607 return 0; 1593 return 0;
1608 } 1594 }
1609 } 1595 }
1610 1596
1611 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1597 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1635 1621
1636 arrow->set_owner (op); 1622 arrow->set_owner (op);
1637 arrow->skill = bow->skill; 1623 arrow->skill = bow->skill;
1638 arrow->direction = dir; 1624 arrow->direction = dir;
1639 1625
1626 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1627 arrow->stats.hp = arrow->stats.dam;
1628 arrow->stats.grace = arrow->attacktype;
1629
1630 if (arrow->slaying)
1631 arrow->spellarg = strdup (arrow->slaying);
1632
1633#if 0
1634 if (player *pl = op->contr)
1635 {
1636 float speed = pl->weapon_sp;
1637
1638 /* penalize ROF for bestarrow */
1639 if (pl->bowtype == bow_bestarrow)
1640 speed *= .9f;
1641 else
1642 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1643
1644 op->speed_left += speed - op->speed;
1645 }
1646#endif
1647
1648 SET_ANIMATION (arrow, arrow->direction);
1649
1650 /* update the speed */
1651 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1652 + bow->stats.dam / 7.f;
1653
1654 arrow->set_speed (max (arrow->speed, 2.f));
1655 arrow->speed_left = 0;
1656
1657 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1658
1640 if (op->type == PLAYER) 1659 if (op->type == PLAYER)
1641 { 1660 {
1642 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1643 op->update_stats ();
1644 }
1645
1646 SET_ANIMATION (arrow, arrow->direction);
1647 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1648 arrow->stats.hp = arrow->stats.dam;
1649 arrow->stats.grace = arrow->attacktype;
1650 if (arrow->slaying != NULL)
1651 arrow->spellarg = strdup (arrow->slaying);
1652
1653 /* Note that this was different for monsters - they got their level
1654 * added to the damage. I think the strength bonus is more proper.
1655 */
1656
1657 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1658
1659 /* update the speed */
1660 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1661 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1662
1663 arrow->set_speed (max (arrow->speed, 1.0));
1664 arrow->speed_left = 0;
1665
1666 if (op->type == PLAYER)
1667 {
1668 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1669 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1670 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1671
1672 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1661 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1662 wc -= dex_bonus[op->stats.Dex];
1663
1664 if (!arrow->slaying)
1665 arrow->slaying = op->slaying;
1666
1667 arrow->attacktype |= op->attacktype;
1673 } 1668 }
1674 else 1669 else
1675 { 1670 {
1676 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1677 arrow->level = op->level; 1671 arrow->level = op->level;
1678 } 1672 arrow->stats.wc -= bow->magic;
1679 1673
1680 if (arrow->attacktype == AT_PHYSICAL) 1674 if (!arrow->slaying)
1675 arrow->slaying = bow->slaying;
1676
1681 arrow->attacktype |= bow->attacktype; 1677 arrow->attacktype |= bow->attacktype;
1678 }
1682 1679
1683 if (bow->slaying) 1680 wc -= arrow->level;
1684 arrow->slaying = bow->slaying; 1681 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1685 1682
1683 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1686 arrow->move_type = MOVE_FLY_LOW; 1684 arrow->move_type = MOVE_FLY_LOW;
1687 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1685 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1688 1686
1689 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1687 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1690 m->insert (arrow, sx, sy, op); 1688 m->insert (arrow, sx, sy, op);
1715{ 1713{
1716 int ret = 0, wcmod = 0; 1714 int ret = 0, wcmod = 0;
1717 1715
1718 if (op->contr->bowtype == bow_bestarrow) 1716 if (op->contr->bowtype == bow_bestarrow)
1719 { 1717 {
1720 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1718 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1721 } 1719 }
1722 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1720 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1723 { 1721 {
1724 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1722 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1725 wcmod = -1; 1723 wcmod = -1;
1735 else if (op->contr->bowtype == bow_spreadshot) 1733 else if (op->contr->bowtype == bow_spreadshot)
1736 { 1734 {
1737 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1735 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1738 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1736 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1739 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1737 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1740
1741 } 1738 }
1742 else 1739 else
1743 { 1740 {
1744 /* Simple case */ 1741 /* Simple case */
1745 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1742 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1746 } 1743 }
1744
1747 return ret; 1745 return ret;
1748} 1746}
1749
1750 1747
1751/* Fires a misc (wand/rod/horn) object in 'dir'. 1748/* Fires a misc (wand/rod/horn) object in 'dir'.
1752 * Broken apart from 'fire' to keep it more readable. 1749 * Broken apart from 'fire' to keep it more readable.
1753 */ 1750 */
1754void 1751void
1755fire_misc_object (object *op, int dir) 1752fire_misc_object (object *op, int dir)
1756{ 1753{
1757 object *item; 1754 object *item = op->contr->ranged_ob;
1758 1755
1759 if (!op->contr->ranges[range_misc]) 1756 if (!item)
1760 { 1757 {
1761 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1758 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1762 return; 1759 return;
1763 } 1760 }
1764 1761
1765 item = op->contr->ranges[range_misc];
1766 if (!item->inv) 1762 if (!item->inv)
1767 { 1763 {
1768 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1764 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1769 return; 1765 return;
1770 } 1766 }
1767
1768 if (!op->change_weapon (item))
1769 return;
1770
1771 if (item->type == WAND) 1771 if (item->type == WAND)
1772 { 1772 {
1773 if (item->stats.food <= 0) 1773 if (item->stats.food <= 0)
1774 { 1774 {
1775 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1775 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1777
1777 return; 1778 return;
1778 } 1779 }
1779 } 1780 }
1780 else if (item->type == ROD || item->type == HORN) 1781 else if (item->type == ROD || item->type == HORN)
1781 { 1782 {
1782 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1783 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1783 { 1784 {
1784 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1785 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1786
1785 if (item->type == ROD) 1787 if (item->type == ROD)
1786 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1787 else 1789 else
1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1790 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1791
1789 return; 1792 return;
1790 } 1793 }
1791 } 1794 }
1792 1795
1793 if (cast_spell (op, item, dir, item->inv, NULL)) 1796 if (cast_spell (op, item, dir, item->inv, NULL))
1800 object *tmp; 1803 object *tmp;
1801 1804
1802 if (item->arch) 1805 if (item->arch)
1803 { 1806 {
1804 CLEAR_FLAG (item, FLAG_ANIMATE); 1807 CLEAR_FLAG (item, FLAG_ANIMATE);
1805 item->face = item->arch->clone.face; 1808 item->face = item->arch->face;
1806 item->set_speed (0); 1809 item->set_speed (0);
1807 } 1810 }
1808 1811
1809 if ((tmp = item->in_player ())) 1812 if ((tmp = item->in_player ()))
1810 esrv_update_item (UPD_ANIM, tmp, item); 1813 esrv_update_item (UPD_ANIM, tmp, item);
1815 } 1818 }
1816} 1819}
1817 1820
1818/* Received a fire command for the player - go and do it. 1821/* Received a fire command for the player - go and do it.
1819 */ 1822 */
1820void 1823bool
1821fire (object *op, int dir) 1824fire (object *op, int dir)
1822{ 1825{
1823 int spellcost = 0; 1826 int spellcost = 0;
1824 1827
1825 /* check for loss of invisiblity/hide */ 1828 /* check for loss of invisiblity/hide */
1826 if (action_makes_visible (op)) 1829 if (action_makes_visible (op))
1827 make_visible (op); 1830 make_visible (op);
1828 1831
1829 switch (op->contr->shoottype) 1832 player *pl = op->contr;
1833
1834 if (pl->golem)
1835 {
1836 control_golem (op->contr->golem, dir);
1837 return false;
1830 { 1838 }
1831 case range_none:
1832 return;
1833 1839
1834 case range_bow: 1840 object *ob = pl->ranged_ob;
1841
1842 if (!ob)
1843 return false;
1844
1845 if (!op->change_weapon (ob))
1846 return false;
1847
1848 if (op->speed_left > 0.f)
1849 --op->speed_left;
1850 else
1851 return false;
1852
1853 switch (ob->type)
1854 {
1855 case BOW:
1835 player_fire_bow (op, dir); 1856 player_fire_bow (op, dir);
1836 return; 1857 break;
1837 1858
1838 case range_magic: /* Casting spells */ 1859 case SPELL:
1839 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1860 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1840 return; 1861 break;
1841 1862
1842 case range_misc: 1863 case BUILDER:
1864 apply_map_builder (op, dir);
1865 break;
1866
1867 case SKILL:
1868 do_skill (op, op, ob, dir, 0);
1869 break;
1870
1871 default:
1843 fire_misc_object (op, dir); 1872 fire_misc_object (op, dir);
1844 return; 1873 break;
1845
1846 case range_golem: /* Control summoned monsters from scrolls */
1847 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1848 {
1849 op->contr->ranges[range_golem] = 0;
1850 op->contr->shoottype = range_none;
1851 }
1852 else
1853 control_golem (op->contr->ranges[range_golem], dir);
1854 return;
1855
1856 case range_skill:
1857 if (!op->chosen_skill)
1858 {
1859 if (op->type == PLAYER)
1860 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1861 return;
1862 }
1863
1864 do_skill (op, op, op->chosen_skill, dir, NULL);
1865 return;
1866 case range_builder:
1867 apply_map_builder (op, dir);
1868 return;
1869 default:
1870 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1871 return;
1872 } 1874 }
1875
1876 return true;
1873} 1877}
1874 1878
1875/* find_key 1879/* find_key
1876 * We try to find a key for the door as passed. If we find a key 1880 * We try to find a key for the door as passed. If we find a key
1877 * and successfully use it, we return the key, otherwise NULL 1881 * and successfully use it, we return the key, otherwise NULL
1964 * 0 otherwise 1968 * 0 otherwise
1965 */ 1969 */
1966static int 1970static int
1967player_attack_door (object *op, object *door) 1971player_attack_door (object *op, object *door)
1968{ 1972{
1969 /* If its a door, try to find a use a key. If we do destroy the door, 1973 /* If its a door, try to find a key. If we do destroy the door,
1970 * might as well return immediately as there is nothing more to do - 1974 * might as well return immediately as there is nothing more to do -
1971 * otherwise, we fall through to the rest of the code. 1975 * otherwise, we fall through to the rest of the code.
1972 */ 1976 */
1973 object *key = find_key (op, op, door); 1977 object *key = find_key (op, op, door);
1974 1978
1975 /* IF we found a key, do some extra work */ 1979 /* If we found a key, do some extra work */
1976 if (key) 1980 if (key)
1977 { 1981 {
1978 object *container = key->env; 1982 object *container = key->env;
1979 1983
1980 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1984 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1985
1981 if (action_makes_visible (op)) 1986 if (action_makes_visible (op))
1982 make_visible (op); 1987 make_visible (op);
1988
1983 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1989 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1984 spring_trap (door->inv, op); 1990 spring_trap (door->inv, op);
1985 1991
1986 if (door->type == DOOR) 1992 if (door->type == DOOR)
1987 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1993 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2013 * It should keep the code cleaner. 2019 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 2020 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 2021 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2022 * going to try and move (not fire weapons).
2017 */ 2023 */
2018void 2024bool
2019move_player_attack (object *op, int dir) 2025move_player_attack (object *op, int dir)
2020{ 2026{
2021 object *tmp, *mon;
2022 sint16 nx, ny;
2023 int on_battleground; 2027 int on_battleground;
2024 maptile *m;
2025 2028
2026 nx = freearr_x[dir] + op->x; 2029 sint16 nx = freearr_x[dir] + op->x;
2027 ny = freearr_y[dir] + op->y; 2030 sint16 ny = freearr_y[dir] + op->y;
2028 2031
2029 on_battleground = op_on_battleground (op, 0, 0); 2032 on_battleground = op_on_battleground (op, 0, 0);
2033
2034 if (out_of_map (op->map, nx, ny))
2035 return false;
2036
2037 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2038 {
2039 --op->speed_left;
2040 return true;
2041 }
2030 2042
2031 /* If braced, or can't move to the square, and it is not out of the 2043 /* If braced, or can't move to the square, and it is not out of the
2032 * map, attack it. Note order of if statement is important - don't 2044 * map, attack it. Note order of if statement is important - don't
2033 * want to be calling move_ob if braced, because move_ob will move the 2045 * want to be calling move_ob if braced, because move_ob will move the
2034 * player. This is a pretty nasty hack, because if we could 2046 * player. This is a pretty nasty hack, because if we could
2035 * move to some space, it then means that if we are braced, we should 2047 * move to some space, it then means that if we are braced, we should
2036 * do nothing at all. As it is, if we are braced, we go through 2048 * do nothing at all. As it is, if we are braced, we go through
2037 * quite a bit of processing. However, it probably is less than what 2049 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 2050 * move_ob uses.
2039 */ 2051 */
2040 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2041 {
2042 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2043 {
2044 m = op->map->xy_find (nx, ny); 2052 maptile *m = op->map->xy_find (nx, ny);
2045 if (!m)
2046 return; /* Don't think this should happen */
2047 }
2048 else
2049 m = op->map;
2050 2053
2051 if (!(tmp = m->at (nx, ny).bot))
2052 return;
2053
2054 mon = 0;
2055 /* Go through all the objects, and find ones of interest. Only stop if 2054 /* Go through all the objects, and find ones of interest. Only stop if
2056 * we find a monster - that is something we know we want to attack. 2055 * we find a monster - that is something we know we want to attack.
2057 * if its a door or barrel (can roll) see if there may be monsters 2056 * if its a door or barrel (can roll) see if there may be monsters
2058 * on the space 2057 * on the space
2059 */ 2058 */
2060 while (tmp) 2059 object *mon;
2061 { 2060 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2062 if (tmp == op) 2061 {
2063 { 2062 if ((mon->flag [FLAG_ALIVE]
2064 tmp = tmp->above; 2063 || mon->type == LOCKED_DOOR
2065 continue; 2064 || mon->flag [FLAG_CAN_ROLL])
2066 }
2067
2068 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2069 {
2070 mon = tmp; 2065 && mon != op)
2071 break; 2066 break;
2072 } 2067 }
2073 2068
2074 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2075 mon = tmp;
2076
2077 tmp = tmp->above;
2078 }
2079
2080 if (!mon) /* This happens anytime the player tries to move */ 2069 if (!mon) /* This happens anytime the player tries to move */
2081 return; /* into a wall */ 2070 return false; /* into a wall */
2082 2071
2083 if (mon->head)
2084 mon = mon->head; 2072 mon = mon->head_ ();
2085 2073
2086 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2074 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2075 if (op->contr->weapon_sp_left > 0.f)
2087 if (player_attack_door (op, mon)) 2076 if (player_attack_door (op, mon))
2077 {
2078 --op->contr->weapon_sp_left;
2088 return; 2079 return true;
2080 }
2089 2081
2090 /* The following deals with possibly attacking peaceful 2082 /* The following deals with possibly attacking peaceful
2091 * or frienddly creatures. Basically, all players are considered 2083 * or friendly creatures. Basically, all players are considered
2092 * unaggressive. If the moving player has peaceful set, then the 2084 * unaggressive. If the moving player has peaceful set, then the
2093 * object should be pushed instead of attacked. It is assumed that 2085 * object should be pushed instead of attacked. It is assumed that
2094 * if you are braced, you will not attack friends accidently, 2086 * if you are braced, you will not attack friends accidently,
2095 * and thus will not push them. 2087 * and thus will not push them.
2096 */ 2088 */
2097 2089
2098 /* If the creature is a pet, push it even if the player is not 2090 /* If the creature is a pet, push it even if the player is not
2099 * peaceful. Our assumption is the creature is a pet if the 2091 * peaceful. Our assumption is the creature is a pet if the
2100 * player owns it and it is either friendly or unagressive. 2092 * player owns it and it is either friendly or unagressive.
2101 */ 2093 */
2102 if ((op->type == PLAYER) 2094 if (op->type == PLAYER
2103#if COZY_SERVER
2104 &&
2105 ((mon->owner && mon->owner->contr 2095 && ((mon->owner && mon->owner->contr
2106 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2096 && same_party (mon->owner->contr->party, op->contr->party))
2107#else
2108 && mon->owner == op 2097 || mon->owner == op)
2109#endif
2110 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2098 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2111 { 2099 {
2112 /* If we're braced, we don't want to switch places with it */ 2100 /* If we're braced, we don't want to switch places with it */
2113 if (op->contr->braced) 2101 if (op->contr->braced)
2114 return; 2102 return false;
2103
2104 if (op->speed_left > 0.f)
2105 {
2106 --op->speed_left;
2115 2107
2116 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2108 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2117 (void) push_ob (mon, dir, op); 2109 push_ob (mon, dir, op);
2110
2118 if (op->contr->tmp_invis || op->hide) 2111 if (op->contr->tmp_invis || op->hide)
2119 make_visible (op); 2112 make_visible (op);
2120 2113
2121 return; 2114 return true;
2122 } 2115 }
2116 else
2117 return false;
2118 }
2123 2119
2124 /* in certain circumstances, you shouldn't attack friendly 2120 /* in certain circumstances, you shouldn't attack friendly
2125 * creatures. Note that if you are braced, you can't push 2121 * creatures. Note that if you are braced, you can't push
2126 * someone, but put it inside this loop so that you won't 2122 * someone, but put it inside this loop so that you won't
2127 * attack them either. 2123 * attack them either.
2128 */ 2124 */
2129 if ((mon->type == PLAYER || mon->enemy != op) && 2125 if ((mon->type == PLAYER || mon->enemy != op)
2130 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2126 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2131#ifdef PROHIBIT_PLAYERKILL
2132 (op->contr->peaceful 2127 && ((op->contr->peaceful
2133 || (mon->type == PLAYER 2128 || (mon->type == PLAYER && mon->contr->peaceful))
2134 && mon->contr->
2135 peaceful)) &&
2136#else
2137 op->contr->peaceful &&
2138#endif
2139 !on_battleground)) 2129 && !on_battleground))
2130 {
2131 if (op->speed_left > 0.f)
2140 { 2132 {
2133 --op->speed_left;
2134
2141 if (!op->contr->braced) 2135 if (!op->contr->braced)
2142 { 2136 {
2143 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2137 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2144 push_ob (mon, dir, op); 2138 push_ob (mon, dir, op);
2145 } 2139 }
2146 else 2140 else
2147 new_draw_info (0, 0, op, "You withhold your attack"); 2141 new_draw_info (0, 0, op, "You withhold your attack");
2148 2142
2149 if (op->contr->tmp_invis || op->hide) 2143 if (op->contr->tmp_invis || op->hide)
2150 make_visible (op); 2144 make_visible (op);
2151 }
2152 2145
2146 return true;
2147 }
2148 }
2153 /* If the object is a boulder or other rollable object, then 2149 /* If the object is a boulder or other rollable object, then
2154 * roll it if not braced. You can't roll it if you are braced. 2150 * roll it if not braced. You can't roll it if you are braced.
2155 */ 2151 */
2156 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2152 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2153 {
2154 if (op->speed_left > 0.f)
2157 { 2155 {
2156 --op->speed_left;
2157
2158 recursive_roll (mon, dir, op); 2158 recursive_roll (mon, dir, op);
2159 if (action_makes_visible (op)) 2159 if (action_makes_visible (op))
2160 make_visible (op); 2160 make_visible (op);
2161 }
2162 2161
2162 return true;
2163 }
2164 }
2163 /* Any generic living creature. Including things like doors. 2165 /* Any generic living creature. Including things like doors.
2164 * Way it works is like this: First, it must have some hit points 2166 * Way it works is like this: First, it must have some hit points
2165 * and be living. Then, it must be one of the following: 2167 * and be living. Then, it must be one of the following:
2166 * 1) Not a player, 2) A player, but of a different party. Note 2168 * 1) Not a player, 2) A player, but of a different party. Note
2167 * that party_number -1 is no party, so attacks can still happen. 2169 * that party_number -1 is no party, so attacks can still happen.
2168 */ 2170 */
2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2171 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2170 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2172 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2171 { 2173 {
2172 2174 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2173 /* If the player hasn't hit something this tick, and does
2174 * so, give them speed boost based on weapon speed. Doing
2175 * it here is better than process_players2, which basically
2176 * incurred a 1 tick offset.
2177 */
2178 if (!op->contr->has_hit)
2179 { 2175 {
2180 op->speed_left += op->speed / op->contr->weapon_sp; 2176 --op->contr->weapon_sp_left;
2181
2182 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2183 }
2184 2177
2185 skill_attack (mon, op, 0, 0, 0); 2178 skill_attack (mon, op, 0, 0, 0);
2186
2187 /* If attacking another player, that player gets automatic
2188 * hitback, and doesn't loose luck either.
2189 * Disable hitback on the battleground or if the target is
2190 * the wiz.
2191 */
2192 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2193 {
2194 short luck = mon->stats.luck;
2195
2196 mon->contr->has_hit = 1;
2197 skill_attack (op, mon, 0, 0, 0);
2198 mon->stats.luck = luck;
2199 }
2200 2179
2201 if (action_makes_visible (op)) 2180 if (action_makes_visible (op))
2202 make_visible (op); 2181 make_visible (op);
2203 }
2204 } /* if player should attack something */
2205}
2206 2182
2207int 2183 return true;
2184 }
2185 }
2186
2187 return false;
2188}
2189
2190bool
2208move_player (object *op, int dir) 2191move_player (object *op, int dir)
2209{ 2192{
2210 int pick; 2193 int pick;
2211 2194
2212 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2195 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2226 op->facing = dir; 2209 op->facing = dir;
2227 2210
2228 if (op->hide) 2211 if (op->hide)
2229 do_hidden_move (op); 2212 do_hidden_move (op);
2230 2213
2214 bool retval;
2215
2231 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2216 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2232 /*nop */ ; 2217 retval = RESULT_INT (0);
2233 else if (op->contr->fire_on) 2218 else if (op->contr->fire_on)
2234 fire (op, dir); 2219 retval = fire (op, dir);
2235 else 2220 else
2236 { 2221 {
2237 move_player_attack (op, dir); 2222 retval = move_player_attack (op, dir);
2238 pick = check_pick (op); 2223 pick = check_pick (op);
2239 } 2224 }
2240 2225
2241 /* Add special check for newcs players and fire on - this way, the 2226 /* Add special check for newcs players and fire on - this way, the
2242 * server can handle repeat firing. 2227 * server can handle repeat firing.
2249 /* Update how the player looks. Use the facing, so direction may 2234 /* Update how the player looks. Use the facing, so direction may
2250 * get reset to zero. This allows for full animation capabilities 2235 * get reset to zero. This allows for full animation capabilities
2251 * for players. 2236 * for players.
2252 */ 2237 */
2253 animate_object (op, op->facing); 2238 animate_object (op, op->facing);
2254 return 0; 2239
2240 return retval;
2255} 2241}
2256 2242
2257/* This is similar to handle_player, below, but is only used by the 2243/* This is similar to handle_player, below, but is only used by the
2258 * new client/server stuff. 2244 * new client/server stuff.
2259 * This is sort of special, in that the new client/server actually uses 2245 * This is sort of special, in that the new client/server actually uses
2260 * the new speed values for commands. 2246 * the new speed values for commands.
2261 * 2247 *
2262 * Returns true if there are more actions we can do. 2248 * Returns true if there are more actions we can do. Should not do
2249 * many actions in a row, as that would be too unfair to other
2250 * players.
2263 */ 2251 */
2264int 2252bool
2265handle_newcs_player (object *op) 2253handle_newcs_player (object *op)
2266{ 2254{
2267 if (op->contr->hidden)
2268 {
2269 op->invisible = 1000;
2270 /* the socket code flashes the player visible/invisible
2271 * depending on the value of invisible, so we need to
2272 * alternate it here for it to work correctly.
2273 */
2274 if (pticks & 2)
2275 op->invisible--;
2276 }
2277 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2278 {
2279 op->invisible--;
2280 if (!op->invisible)
2281 {
2282 make_visible (op);
2283 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2284 }
2285 }
2286
2287 if (QUERY_FLAG (op, FLAG_SCARED)) 2255 if (QUERY_FLAG (op, FLAG_SCARED))
2288 { 2256 {
2289 flee_player (op); 2257 if (op->speed_left > 0.f)
2290 /* If player is still scared, that is his action for this tick */
2291 if (QUERY_FLAG (op, FLAG_SCARED))
2292 { 2258 {
2293 op->speed_left--; 2259 --op->speed_left;
2260 flee_player (op);
2261
2294 return 0; 2262 return true;
2295 } 2263 }
2264 else
2265 return false;
2296 } 2266 }
2297
2298 /* I've been seeing crashes where the golem has been destroyed, but
2299 * the player object still points to the defunct golem. The code that
2300 * destroys the golem looks correct, and it doesn't always happen, so
2301 * put this in a a workaround to clean up the golem pointer.
2302 */
2303 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2304 op->contr->ranges[range_golem] = 0;
2305 2267
2306 /* call this here - we also will call this in do_ericserver, but 2268 /* call this here - we also will call this in do_ericserver, but
2307 * the players time has been increased when doericserver has been 2269 * the players time has been increased when doericserver has been
2308 * called, so we recheck it here. 2270 * called, so we recheck it here.
2309 */ 2271 */
2310 if (op->contr->ns->handle_command ()) 2272 if (op->contr->ns->handle_command ())
2311 return 1; 2273 return true;
2312 2274
2313 if (op->speed_left > 0)
2314 {
2315 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2275 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2316 {
2317 /* All move commands take 1 tick, at least for now */
2318 op->speed_left--;
2319
2320 /* Instead of all the stuff below, let move_player take care
2321 * of it. Also, some of the skill stuff is only put in
2322 * there, as well as the confusion stuff.
2323 */
2324 move_player (op, op->direction); 2276 return move_player (op, op->direction);
2325 2277
2326 return op->speed_left > 0;
2327 }
2328 }
2329
2330 return 0; 2278 return false;
2331} 2279}
2332 2280
2333int 2281int
2334save_life (object *op) 2282save_life (object *op)
2335{ 2283{
2445 int rate_grace = 2000; 2393 int rate_grace = 2000;
2446 const int max_hp = 1; 2394 const int max_hp = 1;
2447 const int max_sp = 1; 2395 const int max_sp = 1;
2448 const int max_grace = 1; 2396 const int max_grace = 1;
2449 2397
2450 if (op->contr->outputs_sync) 2398 if (op->contr->hidden)
2399 {
2400 op->invisible = 1000;
2401 /* the socket code flashes the player visible/invisible
2402 * depending on the value of invisible, so we need to
2403 * alternate it here for it to work correctly.
2404 */
2405 if (pticks & 2)
2406 op->invisible--;
2451 { 2407 }
2452 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2408 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2453 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2409 {
2454 flush_output_element (op, &op->contr->outputs[i]); 2410 if (!op->invisible--)
2411 {
2412 make_visible (op);
2413 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2414 }
2455 } 2415 }
2456 2416
2457 if (op->contr->ns->state == ST_PLAYING) 2417 if (op->contr->ns->state == ST_PLAYING)
2458 { 2418 {
2459 /* these next three if clauses make it possible to SLOW DOWN 2419 /* these next three if clauses make it possible to SLOW DOWN
2481 gen_grace = op->stats.maxgrace; 2441 gen_grace = op->stats.maxgrace;
2482 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2442 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2483 } 2443 }
2484 2444
2485 /* Regenerate Spell Points */ 2445 /* Regenerate Spell Points */
2486 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2446 if (!op->contr->golem && --op->last_sp < 0)
2487 { 2447 {
2488 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2448 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2489 if (op->stats.sp < op->stats.maxsp) 2449 if (op->stats.sp < op->stats.maxsp)
2490 { 2450 {
2491 op->stats.sp++; 2451 op->stats.sp++;
2589 } 2549 }
2590 2550
2591 /* Digestion */ 2551 /* Digestion */
2592 if (--op->last_eat < 0) 2552 if (--op->last_eat < 0)
2593 { 2553 {
2594#ifdef COZY_SERVER
2595 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2596 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2597#else
2598 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2554 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2599#endif
2600 2555
2601 if (op->contr->gen_hp > 0) 2556 if (op->contr->gen_hp > 0)
2602 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2557 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2603 else 2558 else
2604 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2559 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2916 op->stats.hp = op->stats.maxhp; 2871 op->stats.hp = op->stats.maxhp;
2917 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2872 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2918 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2873 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2919 2874
2920 /* 2875 /*
2921 * Check to see if the player is in a shop. IF so, then check to see if
2922 * the player has any unpaid items. If so, remove them and put them back 2876 * Check to see if the player has any unpaid items. If so, remove them
2923 * in the map. 2877 * and put them back in the map.
2924 */ 2878 */
2925
2926 if (is_in_shop (op))
2927 remove_unpaid_objects (op->inv, op); 2879 remove_unpaid_objects (op->inv, op);
2928 2880
2929 /****************************************/ 2881 /****************************************/
2930 /* */ 2882 /* */
2931 /* Move player to his current respawn- */ 2883 /* Move player to his current respawn- */
2932 /* position (usually last savebed) */ 2884 /* position (usually last savebed) */
2952 object *force; 2904 object *force;
2953 int at; 2905 int at;
2954 2906
2955 force = get_archetype (FORCE_NAME); 2907 force = get_archetype (FORCE_NAME);
2956 /* 50 ticks should be enough time for the spell to abate */ 2908 /* 50 ticks should be enough time for the spell to abate */
2957 force->speed = 0.1; 2909 force->speed = 0.1f;
2958 force->speed_left = -5.0; 2910 force->speed_left = -5.f;
2959 SET_FLAG (force, FLAG_APPLIED); 2911 SET_FLAG (force, FLAG_APPLIED);
2960 for (at = 0; at < NROFATTACKS; at++) 2912 for (at = 0; at < NROFATTACKS; at++)
2961 if (will_kill_again & (1 << at)) 2913 if (will_kill_again & (1 << at))
2962 force->resist[at] = 100; 2914 force->resist[at] = 100;
2963 2915
3077 if (op->type == PLAYER) 3029 if (op->type == PLAYER)
3078 { 3030 {
3079 op->contr->tmp_invis = 0; 3031 op->contr->tmp_invis = 0;
3080 op->contr->invis_race = 0; 3032 op->contr->invis_race = 0;
3081 } 3033 }
3034
3082 update_object (op, UP_OBJ_FACE); 3035 update_object (op, UP_OBJ_CHANGE);
3083} 3036}
3084 3037
3085int 3038int
3086is_true_undead (object *op) 3039is_true_undead (object *op)
3087{ 3040{
3088 object *tmp = NULL;
3089
3090 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3041 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3091 return 1; 3042 return 1;
3092 3043
3093 return 0; 3044 return 0;
3094} 3045}
3095 3046
3139/* For Hidden creatures - a chance of becoming 'unhidden' 3090/* For Hidden creatures - a chance of becoming 'unhidden'
3140 * every time they move - as we subtract off 'invisibility' 3091 * every time they move - as we subtract off 'invisibility'
3141 * AND, for players, if they move into a ridiculously unhideable 3092 * AND, for players, if they move into a ridiculously unhideable
3142 * spot (surrounded by clear terrain in broad daylight). -b.t. 3093 * spot (surrounded by clear terrain in broad daylight). -b.t.
3143 */ 3094 */
3144
3145void 3095void
3146do_hidden_move (object *op) 3096do_hidden_move (object *op)
3147{ 3097{
3148 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3098 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3149 object *skop; 3099 object *skop;
3266 * a blocked los square. 3216 * a blocked los square.
3267 * we use the archetype to figure out offsets. 3217 * we use the archetype to figure out offsets.
3268 */ 3218 */
3269 while (op) 3219 while (op)
3270 { 3220 {
3271 dx = rv.distance_x + op->arch->clone.x; 3221 dx = rv.distance_x + op->arch->x;
3272 dy = rv.distance_y + op->arch->clone.y; 3222 dy = rv.distance_y + op->arch->y;
3273 3223
3274 /* only the viewable area the player sees is updated by LOS 3224 /* only the viewable area the player sees is updated by LOS
3275 * code, so we need to restrict ourselves to that range of values 3225 * code, so we need to restrict ourselves to that range of values
3276 * for any meaningful values. 3226 * for any meaningful values.
3277 */ 3227 */
3382 char buf[MAX_BUF]; /* tmp. string buffer */ 3332 char buf[MAX_BUF]; /* tmp. string buffer */
3383 int i = 0, j = 0; 3333 int i = 0, j = 0;
3384 3334
3385 /* get the appropriate treasurelist */ 3335 /* get the appropriate treasurelist */
3386 if (atnr == ATNR_FIRE) 3336 if (atnr == ATNR_FIRE)
3387 trlist = find_treasurelist ("dragon_ability_fire"); 3337 trlist = treasurelist::find ("dragon_ability_fire");
3388 else if (atnr == ATNR_COLD) 3338 else if (atnr == ATNR_COLD)
3389 trlist = find_treasurelist ("dragon_ability_cold"); 3339 trlist = treasurelist::find ("dragon_ability_cold");
3390 else if (atnr == ATNR_ELECTRICITY) 3340 else if (atnr == ATNR_ELECTRICITY)
3391 trlist = find_treasurelist ("dragon_ability_elec"); 3341 trlist = treasurelist::find ("dragon_ability_elec");
3392 else if (atnr == ATNR_POISON) 3342 else if (atnr == ATNR_POISON)
3393 trlist = find_treasurelist ("dragon_ability_poison"); 3343 trlist = treasurelist::find ("dragon_ability_poison");
3394 3344
3395 if (trlist == NULL || who->type != PLAYER) 3345 if (trlist == NULL || who->type != PLAYER)
3396 return; 3346 return;
3397 3347
3398 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3348 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3402 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3352 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3403 return; 3353 return;
3404 } 3354 }
3405 3355
3406 /* everything seems okay - now bring on the gift: */ 3356 /* everything seems okay - now bring on the gift: */
3407 item = &(tr->item->clone); 3357 item = tr->item;
3408 3358
3409 if (item->type == SPELL) 3359 if (item->type == SPELL)
3410 { 3360 {
3411 if (check_spell_known (who, item->name)) 3361 if (check_spell_known (who, item->name))
3412 return; 3362 return;
3472 /* forces in the treasurelist can alter the player's stats */ 3422 /* forces in the treasurelist can alter the player's stats */
3473 object *skin; 3423 object *skin;
3474 3424
3475 /* first get the dragon skin force */ 3425 /* first get the dragon skin force */
3476 shstr_cmp dragon_skin_force ("dragon_skin_force"); 3426 shstr_cmp dragon_skin_force ("dragon_skin_force");
3477 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3427 for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below)
3478 ; 3428 ;
3479 3429
3480 if (!skin) 3430 if (!skin)
3481 return; 3431 return;
3482 3432
3530 * not readied. 3480 * not readied.
3531 */ 3481 */
3532void 3482void
3533player_unready_range_ob (player *pl, object *ob) 3483player_unready_range_ob (player *pl, object *ob)
3534{ 3484{
3535 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3485 if (pl->ob->current_weapon == ob)
3486 pl->ob->current_weapon = 0;
3487
3488 if (pl->combat_ob == ob)
3489 pl->combat_ob = 0;
3490
3536 if (pl->ranges[i] == ob) 3491 if (pl->ranged_ob == ob)
3537 {
3538 pl->ranges[i] = 0; 3492 pl->ranged_ob = 0;
3539 if (pl->shoottype == i)
3540 pl->shoottype = range_none;
3541 }
3542} 3493}
3543 3494
3544sint8 3495sint8
3545player::visibility_at (maptile *map, int x, int y) const 3496player::visibility_at (maptile *map, int x, int y) const
3546{ 3497{

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