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Comparing deliantra/server/server/player.C (file contents):
Revision 1.87 by elmex, Fri Jan 5 16:17:29 2007 UTC vs.
Revision 1.150 by root, Sun Jun 10 03:11:17 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 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
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
10 (at your option) any later version. 11 * any later version.
11 12 *
12 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
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
15 GNU General Public License for more details. 16 * for more details.
16 17 *
17 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
18 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
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
20 21 *
21 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>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <pwd.h>
26#include <sproto.h> 26#include <sproto.h>
27#include <sounds.h> 27#include <sounds.h>
28#include <living.h> 28#include <living.h>
29#include <object.h> 29#include <object.h>
30#include <spells.h> 30#include <spells.h>
31#include <skills.h> 31#include <skills.h>
32 32
33#include <algorithm> 33#include <algorithm>
34#include <functional> 34#include <functional>
35 35
36player * 36playervec players;
37find_player (const char *plname)
38{
39 for_all_players (pl)
40 if (pl->ob && !strcmp (query_name (pl->ob), plname))
41 return pl;
42
43 return 0;
44}
45 37
46void 38void
47display_motd (const object *op) 39display_motd (const object *op)
48{ 40{
49 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
123 115
124 news[0] = '\0'; 116 news[0] = '\0';
125 subject[0] = '\0'; 117 subject[0] = '\0';
126 size = 0; 118 size = 0;
127 119
128 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
129 { 121 {
130 if (*buf == '#') 122 if (*buf == '#')
131 continue; 123 continue;
132 124
133 if (*buf == '%') 125 if (*buf == '%')
134 { /* send one news */ 126 { /* send one news */
135 if (size > 0) 127 if (size > 0)
136 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 */
129
137 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
138 strip_endline (subject); 131 strip_endline (subject);
139 size = 0; 132 size = 0;
140 news[0] = '\0'; 133 news[0] = '\0';
141 } 134 }
150 size += strlen (buf); 143 size += strlen (buf);
151 } 144 }
152 } 145 }
153 146
154 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
155 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);
156 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
157} 150}
158 151
159/* This loads the first map an puts the player on it. */ 152/* This loads the first map an puts the player on it. */
160static void 153static void
164 op->x = -1; 157 op->x = -1;
165 op->y = -1; 158 op->y = -1;
166} 159}
167 160
168void 161void
169player::enter_map () 162player::activate ()
170{ 163{
171 object *tmp = object::create (); 164 if (active)
165 return;
172 166
173 EXIT_PATH (tmp) = maplevel; 167 players.insert (this);
174 EXIT_X (tmp) = ob->x; 168 ob->remove ();
175 EXIT_Y (tmp) = ob->y; 169 ob->map = 0;
176 ob->enter_exit (tmp); 170 ob->activate_recursive ();
171 CLEAR_FLAG (ob, FLAG_FRIENDLY);
172 add_friendly_object (ob);
173}
177 174
178 tmp->destroy (); 175void
176player::deactivate ()
177{
178 if (!active)
179 return;
180
181 terminate_all_pets (ob);
182 remove_friendly_object (ob);
183 ob->deactivate_recursive ();
184
185 if (ob->map)
186 maplevel = ob->map->path;
187
188 ob->remove ();
189 ob->map = 0;
190 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this);
179} 195}
180 196
181// connect the player with a specific client 197// connect the player with a specific client
182// also changed, rationalises, and fixes some incorrect settings 198// also changes, rationalises, and fixes some incorrect settings
183void 199void
184player::connect (client *ns) 200player::connect (client *ns)
185{ 201{
186 this->ns = ns; 202 this->ns = ns;
187 ns->pl = this; 203 ns->pl = this;
188 204
189 next = first_player; 205 run_on = 0;
190 first_player = this; 206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
191 208
192 ns->update_look = 0; 209 ns->update_look = 0;
193 ns->look_position = 0; 210 ns->look_position = 0;
194 211
195 clear_los (ob); 212 clear_los (this);
213
214 ns->reset_stats ();
196 215
197 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
198 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
199 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->race;
200
201 if (!legal_range (ob, shoottype))
202 shoottype = range_none;
203 219
204 ob->carrying = sum_weight (ob); 220 ob->carrying = sum_weight (ob);
205 link_player_skills (ob); 221 link_player_skills (ob);
206 222
207 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
208 224
209 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->object::name);
210
211 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
212 * from the class, and not race. I don't see any way to get the class information
213 * to then update this. I don't think this will actually break anything - anyone
214 * that can use armour should be able to use a shield. What this may 'break'
215 * are features new characters get, eg, if someone starts up with a Q, they
216 * should be able to use a shield. However, old Q's won't get that advantage.
217 */
218 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
219 SET_FLAG (ob, FLAG_USE_SHIELD);
220 226
221 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
222 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
223 { 229 {
224 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
226 shstr_cmp dragon_ability_force ("dragon_ability_force"); 232 shstr_cmp dragon_ability_force ("dragon_ability_force");
227 shstr_cmp dragon_skin_force ("dragon_skin_force"); 233 shstr_cmp dragon_skin_force ("dragon_skin_force");
228 234
229 for (tmp = ob->inv; tmp; tmp = tmp->below) 235 for (tmp = ob->inv; tmp; tmp = tmp->below)
230 if (tmp->type == FORCE) 236 if (tmp->type == FORCE)
231 if (tmp->arch->name == dragon_ability_force) 237 if (tmp->arch->archname == dragon_ability_force)
232 abil = tmp; 238 abil = tmp;
233 else if (tmp->arch->name == dragon_skin_force) 239 else if (tmp->arch->archname == dragon_skin_force)
234 skin = tmp; 240 skin = tmp;
235 241
236 set_dragon_name (ob, abil, skin); 242 set_dragon_name (ob, abil, skin);
237 } 243 }
238 244
239 CLEAR_FLAG (ob, FLAG_FRIENDLY);
240 add_friendly_object (ob);
241
242 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
243
244 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
245 246
246 esrv_new_player (this, ob->weight + ob->carrying); 247 esrv_new_player (this, ob->weight + ob->carrying);
247 248
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);
248 ob->update_stats (); 274 ob->update_stats ();
275
249 ns->floorbox_update (); 276 ns->floorbox_update ();
250
251 esrv_send_inventory (ob, ob); 277 esrv_send_inventory (ob, ob);
252 esrv_add_spells (this, 0); 278 esrv_add_spells (this, 0);
253 279
254 ob->activate_recursive (); 280 activate ();
255 enter_map ();
256 281
257 send_rules (ob); 282 send_rules (ob);
258 send_news (ob); 283 send_news (ob);
259 display_motd (ob); 284 display_motd (ob);
260 285
263} 288}
264 289
265void 290void
266player::disconnect () 291player::disconnect ()
267{ 292{
293 if (ns)
294 {
295 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297
298 INVOKE_PLAYER (DISCONNECT, this);
299
300 ns->reset_stats ();
301 ns->pl = 0;
302 ns = 0;
303 }
304
268 if (ob) 305 if (ob)
269 ob->deactivate_recursive (); 306 ob->close_container (); //TODO: client-specific
270 307
271 //TODO: don't be so harsh and destroy :) 308 observe = ob;
272 if (ns)
273 {
274 if (enable_save)
275 {
276 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
277 save (true);
278 }
279 309
280 INVOKE_PLAYER (DISCONNECT, this); 310 deactivate ();
281
282 client *ns = this->ns;
283 ns->send_packet ("goodbye");
284 ns->flush ();
285 ns->pl = 0;
286 this->ns = 0;
287
288 ns->destroy ();
289 destroy ();
290 }
291} 311}
292 312
293// the need for this function can be explained 313// the need for this function can be explained
294// by load_object not returning the object 314// by load_object not returning the object
295void 315void
296player::set_object (object *op) 316player::set_object (object *op)
297{ 317{
298 ob = op; 318 ob = observe = op;
299 ob->contr = this; /* this aren't yet in archetype */ 319 ob->contr = this; /* this aren't yet in archetype */
300 320
321 ob->speed = 1.0f;
301 ob->speed_left = 0.5; 322 ob->speed_left = 0.5f;
302 ob->speed = 1.0; 323
303 ob->direction = 5; /* So player faces south */ 324 ob->direction = 5; /* So player faces south */
304 ob->stats.wc = 2; 325}
305 ob->run_away = 25; /* Then we panick... */
306 326
307 ob->roll_stats (); 327void
328player::set_observe (object *op)
329{
330 observe = op ? op : ob;
331 do_los = 1;
308} 332}
309 333
310player::player () 334player::player ()
311{ 335{
312 /* There are some elements we want initialised to non zero value - 336 /* There are some elements we want initialised to non zero value -
313 * we deal with that below this point. 337 * we deal with that below this point.
314 */ 338 */
315 outputs_sync = 16; /* Every 2 seconds */ 339 outputs_sync = 4;
316 outputs_count = 8; /* Keeps present behaviour */ 340 outputs_count = 4;
317 unapply = unapply_nochoice; 341 unapply = unapply_nochoice;
318 342
319 savebed_map = first_map_path; /* Init. respawn position */ 343 savebed_map = first_map_path; /* Init. respawn position */
320 344
321 gen_sp_armour = 10; 345 gen_sp_armour = 10;
322 last_speed = -1;
323 shoottype = range_none;
324 bowtype = bow_normal; 346 bowtype = bow_normal;
325 petmode = pet_normal; 347 petmode = pet_normal;
326 listening = 10; 348 listening = 10;
327 usekeys = containers; 349 usekeys = containers;
328 last_weapon_sp = -1;
329 peaceful = 1; /* default peaceful */ 350 peaceful = 1; /* default peaceful */
330 do_los = 1; 351 do_los = 1;
331 352
332 /* we need to clear these to -1 and not zero - otherwise, 353 weapon_sp = 1.0f;
333 * if a player quits and starts a new character, we wont 354 weapon_sp_left = 0.5f;
334 * send new values to the client, as things like exp start
335 * at zero.
336 */
337 for (int i = 0; i < NUM_SKILLS; i++)
338 last_skill_exp[i] = -1;
339
340 for (int i = 0; i < NROFATTACKS; i++)
341 last_resist[i] = -1;
342
343 last_stats.exp = -1;
344 last_weight = (uint32) - 1;
345} 355}
346 356
347void 357void
348player::do_destroy () 358player::do_destroy ()
349{ 359{
350 disconnect (); 360 disconnect ();
351 361
352 save (false);
353 enable_save = false;
354
355 attachable::do_destroy (); 362 attachable::do_destroy ();
356
357 terminate_all_pets (ob);
358
359 if (first_player != this)
360 {
361 player *prev = first_player;
362
363 while (prev && prev->next && prev->next != this)
364 prev = prev->next;
365
366 if (prev->next != this)
367 {
368 LOG (llevError, "Free_player: Can't find previous player.\n");
369 abort ();
370 }
371
372 prev->next = next;
373 }
374 else
375 first_player = next;
376 363
377 if (ob) 364 if (ob)
378 { 365 {
379 ob->destroy_inv (false); 366 ob->destroy_inv (false);
380 ob->destroy (); 367 ob->destroy ();
395player::create () 382player::create ()
396{ 383{
397 player *pl = new player; 384 player *pl = new player;
398 385
399 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
400 set_first_map (pl->ob); 392 set_first_map (pl->ob);
401 393
402 return pl; 394 return pl;
403} 395}
404 396
408 * Note: there MUST be at least one player archetype! 400 * Note: there MUST be at least one player archetype!
409 */ 401 */
410archetype * 402archetype *
411get_player_archetype (archetype *at) 403get_player_archetype (archetype *at)
412{ 404{
413 archetype *start = at; 405 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
414 406
415 for (;;) 407 for (;;)
416 { 408 {
417 if (at == NULL || at->next == NULL) 409 if (++i == archetypes.end ())
418 at = first_archetype; 410 i = archetypes.begin ();
419 else 411 else if (*i == at)
420 at = at->next; 412 cleanup ("not a single player archetype found");
421 413
422 if (at->clone.type == PLAYER) 414 if ((*i)->type == PLAYER)
423 return at; 415 return *i;
424
425 if (at == start)
426 {
427 LOG (llevError, "No Player archetypes\n");
428 exit (-1);
429 }
430 } 416 }
431} 417}
432 418
433object * 419object *
434get_nearest_player (object *mon) 420get_nearest_player (object *mon)
436 object *op = NULL; 422 object *op = NULL;
437 objectlink *ol; 423 objectlink *ol;
438 unsigned lastdist; 424 unsigned lastdist;
439 rv_vector rv; 425 rv_vector rv;
440 426
441 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 427 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
442 { 428 {
443 /* We should not find free objects on this friendly list, but it 429 /* We should not find free objects on this friendly list, but it
444 * does periodically happen. Given that, lets deal with it. 430 * does periodically happen. Given that, lets deal with it.
445 * While unlikely, it is possible the next object on the friendly 431 * While unlikely, it is possible the next object on the friendly
446 * list is also free, so encapsulate this in a while loop. 432 * list is also free, so encapsulate this in a while loop.
450 object *tmp = ol->ob; 436 object *tmp = ol->ob;
451 437
452 /* Can't do much more other than log the fact, because the object 438 /* Can't do much more other than log the fact, because the object
453 * itself will have been cleared. 439 * itself will have been cleared.
454 */ 440 */
455 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 441 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
442 tmp->debug_desc ());
456 ol = ol->next; 443 ol = ol->next;
457 remove_friendly_object (tmp); 444 remove_friendly_object (tmp);
458 if (!ol) 445 if (!ol)
459 return op; 446 return op;
460 } 447 }
549 x = mon->x; 536 x = mon->x;
550 y = mon->y; 537 y = mon->y;
551 m = mon->map; 538 m = mon->map;
552 dir = rv.direction; 539 dir = rv.direction;
553 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 540 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
554 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 541 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
542
555 /* If we can't solve it within the search distance, return now. */ 543 /* If we can't solve it within the search distance, return now. */
556 if (diff > max) 544 if (diff > max)
557 return 0; 545 return 0;
546
558 while (diff > 1 && max > 0) 547 while (diff > 1 && max > 0)
559 { 548 {
560 lastx = x; 549 lastx = x;
561 lasty = y; 550 lasty = y;
562 lastmap = m; 551 lastmap = m;
644 max--; 633 max--;
645 lastdir = dir; 634 lastdir = dir;
646 if (!firstdir) 635 if (!firstdir)
647 firstdir = dir; 636 firstdir = dir;
648 } 637 }
638
649 if (diff <= 1) 639 if (diff <= 1)
650 { 640 {
651 /* Recalculate diff (distance) because we may not have actually 641 /* Recalculate diff (distance) because we may not have actually
652 * headed toward player for entire distance. 642 * headed toward player for entire distance.
653 */ 643 */
654 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 644 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
655 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 645 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
656 } 646 }
647
657 if (diff > max) 648 if (diff > max)
658 return 0; 649 return 0;
659 } 650 }
651
660 /* If we reached the max, didn't find a direction in time */ 652 /* If we reached the max, didn't find a direction in time */
661 if (!max) 653 if (!max)
662 return 0; 654 return 0;
663 655
664 return firstdir; 656 return firstdir;
778roll_stat (void) 770roll_stat (void)
779{ 771{
780 int a[4], i, j, k; 772 int a[4], i, j, k;
781 773
782 for (i = 0; i < 4; i++) 774 for (i = 0; i < 4; i++)
783 a[i] = (int) RANDOM () % 6 + 1; 775 a[i] = (int) rndm (6) + 1;
784 776
785 for (i = 0, j = 0, k = 7; i < 4; i++) 777 for (i = 0, j = 0, k = 7; i < 4; i++)
786 if (a[i] < k) 778 if (a[i] < k)
787 k = a[i], j = i; 779 k = a[i], j = i;
788 780
794} 786}
795 787
796void 788void
797object::roll_stats () 789object::roll_stats ()
798{ 790{
799 int statsort [7]; 791 int statsort [NUM_STATS];
800 792
801 for (;;) 793 for (;;)
802 { 794 {
803 int sum = 0; 795 int sum = 0;
804 for (int i = 7; i--; ) 796 for (int i = NUM_STATS; i--; )
805 sum += statsort [i] = roll_stat (); 797 sum += statsort [i] = roll_stat ();
806 798
807 if (sum >= 82 && sum <= 116) 799 if (sum >= 82 && sum <= 116)
808 break; 800 break;
809 } 801 }
810 802
811 // Sort the stats so that rerolling is easier... 803 // Sort the stats so that rerolling is easier...
812 std::sort (statsort, statsort + 7, std::greater<int>()); 804 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
813 805
806 for (int i = 0; i < NUM_STATS; ++i)
814 stats.Str = statsort[0]; 807 stats.stat (i) = statsort [i];
815 stats.Dex = statsort[1];
816 stats.Con = statsort[2];
817 stats.Int = statsort[3];
818 stats.Wis = statsort[4];
819 stats.Pow = statsort[5];
820 stats.Cha = statsort[6];
821 808
822 stats.exp = 0; 809 stats.exp = 0;
823 stats.ac = 0; 810 stats.ac = 0;
824 811
825 stats.hp = stats.maxhp; 812 stats.hp = stats.maxhp;
837} 824}
838 825
839void 826void
840object::swap_stats (int a, int b) 827object::swap_stats (int a, int b)
841{ 828{
842 int tmp = get_attr_value (&contr->orig_stats, a); 829 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
843 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
844 set_attr_value (&contr->orig_stats, b, tmp);
845 830
831 for (int i = 0; i < NUM_STATS; ++i)
846 stats.Str = contr->orig_stats.Str; 832 stats.stat (i) = contr->orig_stats.stat (i);
847 stats.Dex = contr->orig_stats.Dex;
848 stats.Con = contr->orig_stats.Con;
849 stats.Int = contr->orig_stats.Int;
850 stats.Wis = contr->orig_stats.Wis;
851 stats.Pow = contr->orig_stats.Pow;
852 stats.Cha = contr->orig_stats.Cha;
853 833
854 //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,
855 // be merged with the similar code in roll_stats 835 // be merged with the similar code in roll_stats
856 stats.ac = 0; 836 stats.ac = 0;
857 837
888 * appropriate action with it (change race, or other things). 868 * appropriate action with it (change race, or other things).
889 * The function name is for historical reasons - now we have 869 * The function name is for historical reasons - now we have
890 * separate race and class; this actually changes the RACE, 870 * separate race and class; this actually changes the RACE,
891 * not the class. 871 * not the class.
892 */ 872 */
893int 873void
894key_change_class (object *op, char key) 874player::chargen_race_done ()
895{ 875{
896 int tmp_loop;
897
898 if (key == 'd' || key == 'D')
899 {
900 char buf[MAX_BUF];
901
902 /* this must before then initial items are given */ 876 /* this must before then initial items are given */
903 esrv_new_player (op->contr, op->weight + op->carrying); 877 esrv_new_player (ob->contr, ob->weight + ob->carrying);
904 878
905 treasurelist *tl = find_treasurelist ("starting_wealth"); 879 treasurelist *tl = treasurelist::find ("starting_wealth");
906 if (tl) 880 if (tl)
907 create_treasure (tl, op, 0, 0, 0); 881 create_treasure (tl, ob, 0, 0, 0);
908 882
909 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, ob->contr);
910 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, ob->contr);
911 885
912 op->contr->ns->state = ST_PLAYING; 886 ob->contr->ns->state = ST_PLAYING;
913 887
914 if (op->msg) 888 if (ob->msg)
915 op->msg = NULL; 889 ob->msg = 0;
916 890
917 /* 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
918 * to save here. 892 * to save here.
919 */ 893 */
894 {
895 char buf[MAX_BUF];
920 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
921 make_path_to_file (buf); 897 make_path_to_file (buf);
898 }
922 899
923#ifdef AUTOSAVE
924 op->contr->last_save_tick = pticks;
925#endif
926 start_info (op); 900 start_info (ob);
927 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (ob, FLAG_WIZ);
928 give_initial_items (op, op->randomitems); 902 give_initial_items (ob, ob->randomitems);
929 link_player_skills (op); 903 link_player_skills (ob);
930 esrv_send_inventory (op, op); 904 esrv_send_inventory (ob, ob);
931 op->update_stats (); 905 ob->update_stats ();
932 906
933 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
934 * is one for this race 908 * is one for this race
935 */ 909 */
936 if (*first_map_ext_path) 910 if (*first_map_ext_path)
937 { 911 {
938 object *tmp; 912 object *tmp;
939 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
940 914
941 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);
942 tmp = object::create (); 916 tmp = object::create ();
943 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
944 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = ob->x;
945 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = ob->y;
946 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;
947 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
948 * default initial map */ 922 * default initial map */
949 tmp->destroy (); 923 tmp->destroy ();
950 } 924 }
951 else 925 else
952 LOG (llevDebug, "first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
927}
953 928
954 return 0; 929void
955 } 930player::chargen_race_next ()
956 931{
957 /* Following actually changes the race - this is the default command 932 /* Following actually changes the race - this is the default command
958 * if we don't match with one of the options above. 933 * if we don't match with one of the options above.
959 */ 934 */
960 935
961 tmp_loop = 0; 936 do
962 while (!tmp_loop)
963 { 937 {
964 shstr name = op->name; 938 shstr name = ob->name;
965 int x = op->x, y = op->y; 939 int x = ob->x, y = ob->y;
966 940
967 op->remove_statbonus (); 941 ob->remove_statbonus ();
968 op->remove (); 942 ob->remove ();
969 op->arch = get_player_archetype (op->arch); 943 ob->arch = get_player_archetype (ob->arch);
970 op->arch->clone.copy_to (op); 944 ob->arch->copy_to (ob);
971 op->instantiate (); 945 ob->instantiate ();
972 op->stats = op->contr->orig_stats; 946 ob->stats = ob->contr->orig_stats;
973 op->name = op->name_pl = name; 947 ob->name = ob->name_pl = name;
974 op->x = x; 948 ob->x = x;
975 op->y = y; 949 ob->y = y;
976 SET_ANIMATION (op, 2); /* So player faces south */ 950 SET_ANIMATION (ob, 2); /* So player faces south */
977 insert_ob_in_map (op, op->map, op, 0); 951 insert_ob_in_map (ob, ob->map, ob, 0);
978 assign (op->contr->title, op->arch->clone.name); 952 assign (ob->contr->title, ob->arch->object::name);
979 op->add_statbonus (); 953 ob->add_statbonus ();
980 tmp_loop = allowed_class (op);
981 } 954 }
955 while (!allowed_class (ob));
982 956
983 update_object (op, UP_OBJ_FACE); 957 update_object (ob, UP_OBJ_FACE);
984 esrv_update_item (UPD_FACE, op, op); 958 esrv_update_item (UPD_FACE, ob, ob);
985 op->update_stats (); 959 ob->update_stats ();
986 op->stats.hp = op->stats.maxhp; 960 ob->stats.hp = ob->stats.maxhp;
987 op->stats.sp = op->stats.maxsp; 961 ob->stats.sp = ob->stats.maxsp;
988 op->stats.grace = 0; 962 ob->stats.grace = 0;
989
990 if (op->msg)
991 new_draw_info (NDI_BLUE, 0, op, op->msg);
992
993 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
994 return 0;
995}
996
997int
998key_confirm_quit (object *op, char key)
999{
1000 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1001 {
1002 op->contr->ns->state = ST_PLAYING;
1003 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1004 return 1;
1005 }
1006
1007 INVOKE_PLAYER (LOGOUT, op->contr);
1008 INVOKE_PLAYER (QUIT, op->contr);
1009
1010 op->contr->enable_save = false;
1011 delete_character (op->name);
1012
1013 terminate_all_pets (op);
1014 op->remove ();
1015 op->direction = 0;
1016 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1017
1018 strcpy (op->contr->killer, "quit");
1019 check_score (op);
1020 op->contr->party = 0;
1021 op->contr->own_title[0] = '\0';
1022 op->contr->destroy ();
1023
1024 return 1;
1025} 963}
1026 964
1027void 965void
1028flee_player (object *op) 966flee_player (object *op)
1029{ 967{
1076 /* Cornered, get rid of scared */ 1014 /* Cornered, get rid of scared */
1077 CLEAR_FLAG (op, FLAG_SCARED); 1015 CLEAR_FLAG (op, FLAG_SCARED);
1078 op->enemy = NULL; 1016 op->enemy = NULL;
1079} 1017}
1080 1018
1081
1082/* 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.
1083 * 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
1084 * stop. 1021 * stop.
1085 */ 1022 */
1086int 1023int
1087check_pick (object *op) 1024check_pick (object *op)
1088{ 1025{
1089 object *tmp, *next; 1026 object *tmp, *next;
1090 int stop = 0; 1027 int stop = 0;
1091 int j, k, wvratio; 1028 int wvratio;
1092 char putstring[128], tmpstr[16]; 1029 char putstring[128];
1093 1030
1094 /* if you're flying, you cna't pick up anything */ 1031 /* if you're flying, you cna't pick up anything */
1095 if (op->move_type & MOVE_FLYING) 1032 if (op->move_type & MOVE_FLYING)
1096 return 1; 1033 return 1;
1097 1034
1165 if (tmp->name != NULL) 1102 if (tmp->name != NULL)
1166 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1103 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1167 &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))));
1168 else 1105 else
1169 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1106 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1170 &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))));
1171 1108
1172 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1109 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1173 } 1110 }
1174 1111
1175 /* philosophy: 1112 /* philosophy:
1368 /* careful: chairs and tables are weapons! */ 1305 /* careful: chairs and tables are weapons! */
1369 if (op->contr->mode & PU_ALLWEAPON) 1306 if (op->contr->mode & PU_ALLWEAPON)
1370 { 1307 {
1371 if (tmp->type == WEAPON && tmp->name != NULL) 1308 if (tmp->type == WEAPON && tmp->name != NULL)
1372 { 1309 {
1373 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 &&
1374 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1311 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1375 { 1312 {
1376 pick_up (op, tmp); 1313 pick_up (op, tmp);
1377 continue; 1314 continue;
1378 } 1315 }
1379 } 1316 }
1380 1317
1381 if (tmp->type == WEAPON && tmp->name == NULL) 1318 if (tmp->type == WEAPON && tmp->name == NULL)
1382 { 1319 {
1383 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)
1384 { 1321 {
1385 pick_up (op, tmp); 1322 pick_up (op, tmp);
1386 continue; 1323 continue;
1387 } 1324 }
1388 } 1325 }
1413 if (tmp->name != NULL) 1350 if (tmp->name != NULL)
1414 { 1351 {
1415 fprintf (stderr, "%s", tmp->name); 1352 fprintf (stderr, "%s", tmp->name);
1416 } 1353 }
1417 else 1354 else
1418 fprintf (stderr, "%s", tmp->arch->name); 1355 fprintf (stderr, "%s", tmp->arch->archname);
1419 fprintf (stderr, ",%d] = ", tmp->type); 1356 fprintf (stderr, ",%d] = ", tmp->type);
1420 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))));
1421#endif 1358#endif
1422 continue; 1359 continue;
1423 } 1360 }
1434 * found object is returned. 1371 * found object is returned.
1435 */ 1372 */
1436object * 1373object *
1437find_arrow (object *op, const char *type) 1374find_arrow (object *op, const char *type)
1438{ 1375{
1439 object *tmp = NULL; 1376 object *tmp = 0;
1440 1377
1441 for (op = op->inv; op; op = op->below) 1378 for (op = op->inv; op; op = op->below)
1442 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1379 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1443 tmp = find_arrow (op, type); 1380 tmp = find_arrow (op, type);
1444 else if (op->type == ARROW && op->race == type) 1381 else if (op->type == ARROW && op->race == type)
1445 return op; 1382 return op;
1383
1446 return tmp; 1384 return tmp;
1447} 1385}
1448 1386
1449/* 1387/*
1450 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1388 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1451 * against the target. A full test is not performed, simply a basic test 1389 * against the target. A full test is not performed, simply a basic test
1452 * of resistances. The archer is making a quick guess at what he sees down 1390 * of resistances. The archer is making a quick guess at what he sees down
1453 * the hall. Failing that it does it's best to pick the highest plus arrow. 1391 * the hall. Failing that it does it's best to pick the highest plus arrow.
1454 */ 1392 */
1455
1456object * 1393object *
1457find_better_arrow (object *op, object *target, const char *type, int *better) 1394find_better_arrow (object *op, object *target, const char *type, int *better)
1458{ 1395{
1459 object *tmp = NULL, *arrow, *ntmp; 1396 object *tmp = NULL, *arrow, *ntmp;
1460 int attacknum, attacktype, betterby = 0, i; 1397 int attacknum, attacktype, betterby = 0, i;
1493 else 1430 else
1494 { 1431 {
1495 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1432 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1496 { 1433 {
1497 attacktype = 1 << attacknum; 1434 attacktype = 1 << attacknum;
1498 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1435 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1499 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)
1500 { 1437 {
1501 tmp = arrow; 1438 tmp = arrow;
1502 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;
1503 } 1440 }
1504 } 1441 }
1505 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1442 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1506 { 1443 {
1507 tmp = arrow; 1444 tmp = arrow;
1526 * find_better_arrow to find a decent arrow to use. 1463 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1464 * op = the shooter
1528 * type = bow->race 1465 * type = bow->race
1529 * dir = fire direction 1466 * dir = fire direction
1530 */ 1467 */
1531
1532object * 1468object *
1533pick_arrow_target (object *op, const char *type, int dir) 1469pick_arrow_target (object *op, const char *type, int dir)
1534{ 1470{
1535 object *tmp = NULL; 1471 object *tmp = NULL;
1536 maptile *m; 1472 maptile *m;
1601 */ 1537 */
1602int 1538int
1603fire_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)
1604{ 1540{
1605 object *left, *bow; 1541 object *left, *bow;
1606 int bowspeed, mflags; 1542 int mflags;
1607 maptile *m; 1543 maptile *m;
1608 1544
1609 if (!dir) 1545 if (!dir)
1610 { 1546 {
1611 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!");
1612 return 0; 1548 return 0;
1613 } 1549 }
1614 1550
1615 if (op->type == PLAYER) 1551 if (op->contr)
1616 bow = op->contr->ranges[range_bow]; 1552 bow = op->current_weapon;
1617 else 1553 else
1618 { 1554 {
1619 for (bow = op->inv; bow; bow = bow->below) 1555 for (bow = op->inv; bow; bow = bow->below)
1620 /* 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
1621 * 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.
1626 if (!bow) 1562 if (!bow)
1627 { 1563 {
1628 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1564 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1629 return 0; 1565 return 0;
1630 } 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
1631 } 1575 }
1632 1576
1633 if (!bow->race || !bow->skill) 1577 if (!bow->race || !bow->skill)
1634 { 1578 {
1635 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);
1636 return 0; 1580 return 0;
1637 } 1581 }
1638
1639 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1640
1641 /* penalize ROF for bestarrow */
1642 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1643 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1644
1645 if (bowspeed < 1)
1646 bowspeed = 1;
1647 1582
1648 if (arrow == NULL) 1583 if (arrow == NULL)
1649 { 1584 {
1650 if ((arrow = find_arrow (op, bow->race)) == NULL) 1585 if ((arrow = find_arrow (op, bow->race)) == NULL)
1651 { 1586 {
1652 if (op->type == PLAYER) 1587 if (op->type == PLAYER)
1653 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);
1654 /* 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 */
1655 else 1590 else
1656 CLEAR_FLAG (op, FLAG_READY_BOW); 1591 CLEAR_FLAG (op, FLAG_READY_BOW);
1592
1657 return 0; 1593 return 0;
1658 } 1594 }
1659 } 1595 }
1660 1596
1661 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1597 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1685 1621
1686 arrow->set_owner (op); 1622 arrow->set_owner (op);
1687 arrow->skill = bow->skill; 1623 arrow->skill = bow->skill;
1688 arrow->direction = dir; 1624 arrow->direction = dir;
1689 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
1690 if (op->type == PLAYER) 1659 if (op->type == PLAYER)
1691 { 1660 {
1692 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1693 op->update_stats ();
1694 }
1695
1696 SET_ANIMATION (arrow, arrow->direction);
1697 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1698 arrow->stats.hp = arrow->stats.dam;
1699 arrow->stats.grace = arrow->attacktype;
1700 if (arrow->slaying != NULL)
1701 arrow->spellarg = strdup (arrow->slaying);
1702
1703 /* Note that this was different for monsters - they got their level
1704 * added to the damage. I think the strength bonus is more proper.
1705 */
1706
1707 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1708
1709 /* update the speed */
1710 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1711 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1712
1713 arrow->set_speed (max (arrow->speed, 1.0));
1714 arrow->speed_left = 0;
1715
1716 if (op->type == PLAYER)
1717 {
1718 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1719 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1720 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1721
1722 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;
1723 } 1668 }
1724 else 1669 else
1725 { 1670 {
1726 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1727 arrow->level = op->level; 1671 arrow->level = op->level;
1728 } 1672 arrow->stats.wc -= bow->magic;
1729 1673
1730 if (arrow->attacktype == AT_PHYSICAL) 1674 if (!arrow->slaying)
1675 arrow->slaying = bow->slaying;
1676
1731 arrow->attacktype |= bow->attacktype; 1677 arrow->attacktype |= bow->attacktype;
1678 }
1732 1679
1733 if (bow->slaying) 1680 wc -= arrow->level;
1734 arrow->slaying = bow->slaying; 1681 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1735 1682
1683 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1736 arrow->move_type = MOVE_FLY_LOW; 1684 arrow->move_type = MOVE_FLY_LOW;
1737 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1685 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1738 1686
1739 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);
1740 m->insert (arrow, sx, sy, op); 1688 m->insert (arrow, sx, sy, op);
1765{ 1713{
1766 int ret = 0, wcmod = 0; 1714 int ret = 0, wcmod = 0;
1767 1715
1768 if (op->contr->bowtype == bow_bestarrow) 1716 if (op->contr->bowtype == bow_bestarrow)
1769 { 1717 {
1770 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);
1771 } 1719 }
1772 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)
1773 { 1721 {
1774 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1722 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1775 wcmod = -1; 1723 wcmod = -1;
1785 else if (op->contr->bowtype == bow_spreadshot) 1733 else if (op->contr->bowtype == bow_spreadshot)
1786 { 1734 {
1787 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);
1788 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);
1789 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);
1790
1791 } 1738 }
1792 else 1739 else
1793 { 1740 {
1794 /* Simple case */ 1741 /* Simple case */
1795 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);
1796 } 1743 }
1744
1797 return ret; 1745 return ret;
1798} 1746}
1799
1800 1747
1801/* Fires a misc (wand/rod/horn) object in 'dir'. 1748/* Fires a misc (wand/rod/horn) object in 'dir'.
1802 * Broken apart from 'fire' to keep it more readable. 1749 * Broken apart from 'fire' to keep it more readable.
1803 */ 1750 */
1804void 1751void
1805fire_misc_object (object *op, int dir) 1752fire_misc_object (object *op, int dir)
1806{ 1753{
1807 object *item; 1754 object *item = op->contr->ranged_ob;
1808 1755
1809 if (!op->contr->ranges[range_misc]) 1756 if (!item)
1810 { 1757 {
1811 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.");
1812 return; 1759 return;
1813 } 1760 }
1814 1761
1815 item = op->contr->ranges[range_misc];
1816 if (!item->inv) 1762 if (!item->inv)
1817 { 1763 {
1818 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1764 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1819 return; 1765 return;
1820 } 1766 }
1767
1768 if (!op->change_weapon (item))
1769 return;
1770
1821 if (item->type == WAND) 1771 if (item->type == WAND)
1822 { 1772 {
1823 if (item->stats.food <= 0) 1773 if (item->stats.food <= 0)
1824 { 1774 {
1825 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1775 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1826 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
1827 return; 1778 return;
1828 } 1779 }
1829 } 1780 }
1830 else if (item->type == ROD || item->type == HORN) 1781 else if (item->type == ROD || item->type == HORN)
1831 { 1782 {
1832 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))
1833 { 1784 {
1834 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1785 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1786
1835 if (item->type == ROD) 1787 if (item->type == ROD)
1836 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));
1837 else 1789 else
1838 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
1839 return; 1792 return;
1840 } 1793 }
1841 } 1794 }
1842 1795
1843 if (cast_spell (op, item, dir, item->inv, NULL)) 1796 if (cast_spell (op, item, dir, item->inv, NULL))
1850 object *tmp; 1803 object *tmp;
1851 1804
1852 if (item->arch) 1805 if (item->arch)
1853 { 1806 {
1854 CLEAR_FLAG (item, FLAG_ANIMATE); 1807 CLEAR_FLAG (item, FLAG_ANIMATE);
1855 item->face = item->arch->clone.face; 1808 item->face = item->arch->face;
1856 item->set_speed (0); 1809 item->set_speed (0);
1857 } 1810 }
1858 1811
1859 if ((tmp = item->in_player ())) 1812 if ((tmp = item->in_player ()))
1860 esrv_update_item (UPD_ANIM, tmp, item); 1813 esrv_update_item (UPD_ANIM, tmp, item);
1865 } 1818 }
1866} 1819}
1867 1820
1868/* Received a fire command for the player - go and do it. 1821/* Received a fire command for the player - go and do it.
1869 */ 1822 */
1870void 1823bool
1871fire (object *op, int dir) 1824fire (object *op, int dir)
1872{ 1825{
1873 int spellcost = 0; 1826 int spellcost = 0;
1874 1827
1875 /* check for loss of invisiblity/hide */ 1828 /* check for loss of invisiblity/hide */
1876 if (action_makes_visible (op)) 1829 if (action_makes_visible (op))
1877 make_visible (op); 1830 make_visible (op);
1878 1831
1879 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;
1880 { 1838 }
1881 case range_none:
1882 return;
1883 1839
1884 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:
1885 player_fire_bow (op, dir); 1856 player_fire_bow (op, dir);
1886 return; 1857 break;
1887 1858
1888 case range_magic: /* Casting spells */ 1859 case SPELL:
1889 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);
1890 return; 1861 break;
1891 1862
1892 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:
1893 fire_misc_object (op, dir); 1872 fire_misc_object (op, dir);
1894 return; 1873 break;
1895
1896 case range_golem: /* Control summoned monsters from scrolls */
1897 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1898 {
1899 op->contr->ranges[range_golem] = 0;
1900 op->contr->shoottype = range_none;
1901 }
1902 else
1903 control_golem (op->contr->ranges[range_golem], dir);
1904 return;
1905
1906 case range_skill:
1907 if (!op->chosen_skill)
1908 {
1909 if (op->type == PLAYER)
1910 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1911 return;
1912 }
1913 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1914 return;
1915 case range_builder:
1916 apply_map_builder (op, dir);
1917 return;
1918 default:
1919 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1920 return;
1921 } 1874 }
1922}
1923 1875
1924 1876 return true;
1877}
1925 1878
1926/* find_key 1879/* find_key
1927 * 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
1928 * and successfully use it, we return the key, otherwise NULL 1881 * and successfully use it, we return the key, otherwise NULL
1929 * This function merges both normal and locked door, since the logic 1882 * This function merges both normal and locked door, since the logic
1931 * pl is the player, 1884 * pl is the player,
1932 * inv is the objects inventory to searched 1885 * inv is the objects inventory to searched
1933 * door is the door we are trying to match against. 1886 * door is the door we are trying to match against.
1934 * This function can be called recursively to search containers. 1887 * This function can be called recursively to search containers.
1935 */ 1888 */
1936
1937object * 1889object *
1938find_key (object *pl, object *container, object *door) 1890find_key (object *pl, object *container, object *door)
1939{ 1891{
1940 object *tmp, *key; 1892 object *tmp, *key;
1941 1893
1942 /* Should not happen, but sanity checking is never bad */ 1894 /* Should not happen, but sanity checking is never bad */
1943 if (container->inv == NULL) 1895 if (!container->inv)
1944 return NULL; 1896 return 0;
1945 1897
1946 /* First, lets try to find a key in the top level inventory */ 1898 /* First, lets try to find a key in the top level inventory */
1947 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1899 for (tmp = container->inv; tmp; tmp = tmp->below)
1948 { 1900 {
1949 if (door->type == DOOR && tmp->type == KEY) 1901 if (door->type == DOOR && tmp->type == KEY)
1950 break; 1902 break;
1951 /* For sanity, we should really check door type, but other stuff 1903 /* For sanity, we should really check door type, but other stuff
1952 * (like containers) can be locked with special keys 1904 * (like containers) can be locked with special keys
1953 */ 1905 */
1954 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1906 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1955 break; 1907 break;
1956 } 1908 }
1909
1957 /* No key found - lets search inventories now */ 1910 /* No key found - lets search inventories now */
1958 /* If we find and use a key in an inventory, return at that time. 1911 /* If we find and use a key in an inventory, return at that time.
1959 * otherwise, if we search all the inventories and still don't find 1912 * otherwise, if we search all the inventories and still don't find
1960 * a key, return 1913 * a key, return
1961 */ 1914 */
1962 if (!tmp) 1915 if (!tmp)
1963 { 1916 {
1964 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1917 for (tmp = container->inv; tmp; tmp = tmp->below)
1965 { 1918 {
1966 /* No reason to search empty containers */ 1919 /* No reason to search empty containers */
1967 if (tmp->type == CONTAINER && tmp->inv) 1920 if (tmp->type == CONTAINER && tmp->inv)
1968 { 1921 {
1969 if ((key = find_key (pl, tmp, door)) != NULL) 1922 if ((key = find_key (pl, tmp, door)))
1970 return key; 1923 return key;
1971 } 1924 }
1972 } 1925 }
1926
1973 if (!tmp) 1927 if (!tmp)
1974 return NULL; 1928 return NULL;
1975 } 1929 }
1930
1976 /* We get down here if we have found a key. Now if its in a container, 1931 /* We get down here if we have found a key. Now if its in a container,
1977 * see if we actually want to use it 1932 * see if we actually want to use it
1978 */ 1933 */
1979 if (pl != container) 1934 if (pl != container)
1980 { 1935 {
2001 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1956 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2002 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1957 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2003 return NULL; 1958 return NULL;
2004 } 1959 }
2005 } 1960 }
1961
2006 return tmp; 1962 return tmp;
2007} 1963}
2008 1964
2009/* moved door processing out of move_player_attack. 1965/* moved door processing out of move_player_attack.
2010 * returns 1 if player has opened the door with a key 1966 * returns 1 if player has opened the door with a key
2012 * 0 otherwise 1968 * 0 otherwise
2013 */ 1969 */
2014static int 1970static int
2015player_attack_door (object *op, object *door) 1971player_attack_door (object *op, object *door)
2016{ 1972{
2017 /* 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,
2018 * 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 -
2019 * otherwise, we fall through to the rest of the code. 1975 * otherwise, we fall through to the rest of the code.
2020 */ 1976 */
2021 object *key = find_key (op, op, door); 1977 object *key = find_key (op, op, door);
2022 1978
2023 /* IF we found a key, do some extra work */ 1979 /* If we found a key, do some extra work */
2024 if (key) 1980 if (key)
2025 { 1981 {
2026 object *container = key->env; 1982 object *container = key->env;
2027 1983
2028 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
2029 if (action_makes_visible (op)) 1986 if (action_makes_visible (op))
2030 make_visible (op); 1987 make_visible (op);
1988
2031 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1989 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2032 spring_trap (door->inv, op); 1990 spring_trap (door->inv, op);
1991
2033 if (door->type == DOOR) 1992 if (door->type == DOOR)
2034 {
2035 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 */
2036 }
2037 else if (door->type == LOCKED_DOOR) 1994 else if (door->type == LOCKED_DOOR)
2038 { 1995 {
2039 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1996 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2040 remove_door2 (door); /* remove door without violence ;-) */ 1997 remove_door2 (door); /* remove door without violence ;-) */
2041 } 1998 }
1999
2042 /* Do this after we print the message */ 2000 /* Do this after we print the message */
2043 decrease_ob (key); /* Use up one of the keys */ 2001 decrease_ob (key); /* Use up one of the keys */
2044 /* Need to update the weight the container the key was in */ 2002 /* Need to update the weight the container the key was in */
2045 if (container != op) 2003 if (container != op)
2046 esrv_update_item (UPD_WEIGHT, op, container); 2004 esrv_update_item (UPD_WEIGHT, op, container);
2005
2047 return 1; /* Nothing more to do below */ 2006 return 1; /* Nothing more to do below */
2048 } 2007 }
2049 else if (door->type == LOCKED_DOOR) 2008 else if (door->type == LOCKED_DOOR)
2050 { 2009 {
2051 /* Might as well return now - no other way to open this */ 2010 /* Might as well return now - no other way to open this */
2052 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2011 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2053 return 1; 2012 return 1;
2054 } 2013 }
2014
2055 return 0; 2015 return 0;
2056} 2016}
2057 2017
2058/* This function is just part of a breakup from move_player. 2018/* This function is just part of a breakup from move_player.
2059 * It should keep the code cleaner. 2019 * It should keep the code cleaner.
2060 * When this is called, the players direction has been updated 2020 * When this is called, the players direction has been updated
2061 * (taking into account confusion.) The player is also actually 2021 * (taking into account confusion.) The player is also actually
2062 * going to try and move (not fire weapons). 2022 * going to try and move (not fire weapons).
2063 */ 2023 */
2064void 2024bool
2065move_player_attack (object *op, int dir) 2025move_player_attack (object *op, int dir)
2066{ 2026{
2067 object *tmp, *mon;
2068 sint16 nx, ny;
2069 int on_battleground; 2027 int on_battleground;
2070 maptile *m;
2071 2028
2072 nx = freearr_x[dir] + op->x; 2029 sint16 nx = freearr_x[dir] + op->x;
2073 ny = freearr_y[dir] + op->y; 2030 sint16 ny = freearr_y[dir] + op->y;
2074 2031
2075 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 }
2076 2042
2077 /* 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
2078 * 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
2079 * 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
2080 * player. This is a pretty nasty hack, because if we could 2046 * player. This is a pretty nasty hack, because if we could
2081 * 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
2082 * 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
2083 * 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
2084 * move_ob uses. 2050 * move_ob uses.
2085 */ 2051 */
2086 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2087 {
2088 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2089 {
2090 m = op->map->xy_find (nx, ny); 2052 maptile *m = op->map->xy_find (nx, ny);
2091 if (!m)
2092 return; /* Don't think this should happen */
2093 }
2094 else
2095 m = op->map;
2096 2053
2097 if (!(tmp = m->at (nx, ny).bot))
2098 return;
2099
2100 mon = 0;
2101 /* 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
2102 * 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.
2103 * 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
2104 * on the space 2057 * on the space
2105 */ 2058 */
2106 while (tmp) 2059 object *mon;
2107 { 2060 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2108 if (tmp == op) 2061 {
2109 { 2062 if ((mon->flag [FLAG_ALIVE]
2110 tmp = tmp->above; 2063 || mon->type == LOCKED_DOOR
2111 continue; 2064 || mon->flag [FLAG_CAN_ROLL])
2112 }
2113
2114 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2115 {
2116 mon = tmp; 2065 && mon != op)
2117 break; 2066 break;
2118 } 2067 }
2119 2068
2120 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2121 mon = tmp;
2122
2123 tmp = tmp->above;
2124 }
2125
2126 if (!mon) /* This happens anytime the player tries to move */ 2069 if (!mon) /* This happens anytime the player tries to move */
2127 return; /* into a wall */ 2070 return false; /* into a wall */
2128 2071
2129 if (mon->head)
2130 mon = mon->head; 2072 mon = mon->head_ ();
2131 2073
2132 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)
2133 if (player_attack_door (op, mon)) 2076 if (player_attack_door (op, mon))
2077 {
2078 --op->contr->weapon_sp_left;
2134 return; 2079 return true;
2080 }
2135 2081
2136 /* The following deals with possibly attacking peaceful 2082 /* The following deals with possibly attacking peaceful
2137 * or frienddly creatures. Basically, all players are considered 2083 * or friendly creatures. Basically, all players are considered
2138 * unaggressive. If the moving player has peaceful set, then the 2084 * unaggressive. If the moving player has peaceful set, then the
2139 * object should be pushed instead of attacked. It is assumed that 2085 * object should be pushed instead of attacked. It is assumed that
2140 * if you are braced, you will not attack friends accidently, 2086 * if you are braced, you will not attack friends accidently,
2141 * and thus will not push them. 2087 * and thus will not push them.
2142 */ 2088 */
2143 2089
2144 /* 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
2145 * peaceful. Our assumption is the creature is a pet if the 2091 * peaceful. Our assumption is the creature is a pet if the
2146 * player owns it and it is either friendly or unagressive. 2092 * player owns it and it is either friendly or unagressive.
2147 */ 2093 */
2148 if ((op->type == PLAYER) 2094 if (op->type == PLAYER
2149#if COZY_SERVER
2150 &&
2151 ((mon->owner && mon->owner->contr 2095 && ((mon->owner && mon->owner->contr
2152 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2096 && same_party (mon->owner->contr->party, op->contr->party))
2153#else
2154 && mon->owner == op 2097 || mon->owner == op)
2155#endif
2156 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2098 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2157 { 2099 {
2158 /* 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 */
2159 if (op->contr->braced) 2101 if (op->contr->braced)
2160 return; 2102 return false;
2103
2104 if (op->speed_left > 0.f)
2105 {
2106 --op->speed_left;
2161 2107
2162 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);
2163 (void) push_ob (mon, dir, op); 2109 push_ob (mon, dir, op);
2110
2164 if (op->contr->tmp_invis || op->hide) 2111 if (op->contr->tmp_invis || op->hide)
2165 make_visible (op); 2112 make_visible (op);
2166 2113
2167 return; 2114 return true;
2168 } 2115 }
2116 else
2117 return false;
2118 }
2169 2119
2170 /* in certain circumstances, you shouldn't attack friendly 2120 /* in certain circumstances, you shouldn't attack friendly
2171 * creatures. Note that if you are braced, you can't push 2121 * creatures. Note that if you are braced, you can't push
2172 * 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
2173 * attack them either. 2123 * attack them either.
2174 */ 2124 */
2175 if ((mon->type == PLAYER || mon->enemy != op) && 2125 if ((mon->type == PLAYER || mon->enemy != op)
2176 (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))
2177#ifdef PROHIBIT_PLAYERKILL
2178 (op->contr->peaceful 2127 && ((op->contr->peaceful
2179 || (mon->type == PLAYER 2128 || (mon->type == PLAYER && mon->contr->peaceful))
2180 && mon->contr->
2181 peaceful)) &&
2182#else
2183 op->contr->peaceful &&
2184#endif
2185 !on_battleground)) 2129 && !on_battleground))
2130 {
2131 if (op->speed_left > 0.f)
2186 { 2132 {
2133 --op->speed_left;
2134
2187 if (!op->contr->braced) 2135 if (!op->contr->braced)
2188 { 2136 {
2189 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);
2190 push_ob (mon, dir, op); 2138 push_ob (mon, dir, op);
2191 } 2139 }
2192 else 2140 else
2193 new_draw_info (0, 0, op, "You withhold your attack"); 2141 new_draw_info (0, 0, op, "You withhold your attack");
2194 2142
2195 if (op->contr->tmp_invis || op->hide) 2143 if (op->contr->tmp_invis || op->hide)
2196 make_visible (op); 2144 make_visible (op);
2197 }
2198 2145
2146 return true;
2147 }
2148 }
2199 /* If the object is a boulder or other rollable object, then 2149 /* If the object is a boulder or other rollable object, then
2200 * 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.
2201 */ 2151 */
2202 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)
2203 { 2155 {
2156 --op->speed_left;
2157
2204 recursive_roll (mon, dir, op); 2158 recursive_roll (mon, dir, op);
2205 if (action_makes_visible (op)) 2159 if (action_makes_visible (op))
2206 make_visible (op); 2160 make_visible (op);
2207 }
2208 2161
2162 return true;
2163 }
2164 }
2209 /* Any generic living creature. Including things like doors. 2165 /* Any generic living creature. Including things like doors.
2210 * 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
2211 * and be living. Then, it must be one of the following: 2167 * and be living. Then, it must be one of the following:
2212 * 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
2213 * 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.
2214 */ 2170 */
2215 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2171 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2216 ((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)))
2217 { 2173 {
2218 2174 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2219 /* If the player hasn't hit something this tick, and does
2220 * so, give them speed boost based on weapon speed. Doing
2221 * it here is better than process_players2, which basically
2222 * incurred a 1 tick offset.
2223 */
2224 if (!op->contr->has_hit)
2225 { 2175 {
2226 op->speed_left += op->speed / op->contr->weapon_sp; 2176 --op->contr->weapon_sp_left;
2227
2228 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2229 }
2230 2177
2231 skill_attack (mon, op, 0, 0, 0); 2178 skill_attack (mon, op, 0, 0, 0);
2232
2233 /* If attacking another player, that player gets automatic
2234 * hitback, and doesn't loose luck either.
2235 * Disable hitback on the battleground or if the target is
2236 * the wiz.
2237 */
2238 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2239 {
2240 short luck = mon->stats.luck;
2241
2242 mon->contr->has_hit = 1;
2243 skill_attack (op, mon, 0, 0, 0);
2244 mon->stats.luck = luck;
2245 }
2246 2179
2247 if (action_makes_visible (op)) 2180 if (action_makes_visible (op))
2248 make_visible (op); 2181 make_visible (op);
2249 }
2250 } /* if player should attack something */
2251}
2252 2182
2253int 2183 return true;
2184 }
2185 }
2186
2187 return false;
2188}
2189
2190bool
2254move_player (object *op, int dir) 2191move_player (object *op, int dir)
2255{ 2192{
2256 int pick; 2193 int pick;
2257 2194
2258 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2195 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2265 return 0; 2202 return 0;
2266 } 2203 }
2267 2204
2268 /* peterm: added following line */ 2205 /* peterm: added following line */
2269 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2206 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2270 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2207 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2271 2208
2272 op->facing = dir; 2209 op->facing = dir;
2273 2210
2274 if (op->hide) 2211 if (op->hide)
2275 do_hidden_move (op); 2212 do_hidden_move (op);
2276 2213
2214 bool retval;
2215
2277 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2216 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2278 /*nop */ ; 2217 retval = RESULT_INT (0);
2279 else if (op->contr->fire_on) 2218 else if (op->contr->fire_on)
2280 fire (op, dir); 2219 retval = fire (op, dir);
2281 else 2220 else
2282 { 2221 {
2283 move_player_attack (op, dir); 2222 retval = move_player_attack (op, dir);
2284 pick = check_pick (op); 2223 pick = check_pick (op);
2285 } 2224 }
2286 2225
2287 /* 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
2288 * server can handle repeat firing. 2227 * server can handle repeat firing.
2295 /* Update how the player looks. Use the facing, so direction may 2234 /* Update how the player looks. Use the facing, so direction may
2296 * get reset to zero. This allows for full animation capabilities 2235 * get reset to zero. This allows for full animation capabilities
2297 * for players. 2236 * for players.
2298 */ 2237 */
2299 animate_object (op, op->facing); 2238 animate_object (op, op->facing);
2300 return 0; 2239
2240 return retval;
2301} 2241}
2302 2242
2303/* 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
2304 * new client/server stuff. 2244 * new client/server stuff.
2305 * 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
2306 * the new speed values for commands. 2246 * the new speed values for commands.
2307 * 2247 *
2308 * 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.
2309 */ 2251 */
2310int 2252bool
2311handle_newcs_player (object *op) 2253handle_newcs_player (object *op)
2312{ 2254{
2313 if (op->contr->hidden)
2314 {
2315 op->invisible = 1000;
2316 /* the socket code flashes the player visible/invisible
2317 * depending on the value of invisible, so we need to
2318 * alternate it here for it to work correctly.
2319 */
2320 if (pticks & 2)
2321 op->invisible--;
2322 }
2323 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2324 {
2325 op->invisible--;
2326 if (!op->invisible)
2327 {
2328 make_visible (op);
2329 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2330 }
2331 }
2332
2333 if (QUERY_FLAG (op, FLAG_SCARED)) 2255 if (QUERY_FLAG (op, FLAG_SCARED))
2334 { 2256 {
2335 flee_player (op); 2257 if (op->speed_left > 0.f)
2336 /* If player is still scared, that is his action for this tick */
2337 if (QUERY_FLAG (op, FLAG_SCARED))
2338 { 2258 {
2339 op->speed_left--; 2259 --op->speed_left;
2260 flee_player (op);
2261
2340 return 0; 2262 return true;
2341 } 2263 }
2264 else
2265 return false;
2342 } 2266 }
2343
2344 /* I've been seeing crashes where the golem has been destroyed, but
2345 * the player object still points to the defunct golem. The code that
2346 * destroys the golem looks correct, and it doesn't always happen, so
2347 * put this in a a workaround to clean up the golem pointer.
2348 */
2349 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2350 op->contr->ranges[range_golem] = 0;
2351 2267
2352 /* 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
2353 * the players time has been increased when doericserver has been 2269 * the players time has been increased when doericserver has been
2354 * called, so we recheck it here. 2270 * called, so we recheck it here.
2355 */ 2271 */
2356 if (op->contr->ns->handle_command ()) 2272 if (op->contr->ns->handle_command ())
2357 return 1; 2273 return true;
2358 2274
2359 if (op->speed_left > 0)
2360 {
2361 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2275 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2362 {
2363 /* All move commands take 1 tick, at least for now */
2364 op->speed_left--;
2365
2366 /* Instead of all the stuff below, let move_player take care
2367 * of it. Also, some of the skill stuff is only put in
2368 * there, as well as the confusion stuff.
2369 */
2370 move_player (op, op->direction); 2276 return move_player (op, op->direction);
2371 2277
2372 return op->speed_left > 0;
2373 }
2374 }
2375
2376 return 0; 2278 return false;
2377} 2279}
2378 2280
2379int 2281int
2380save_life (object *op) 2282save_life (object *op)
2381{ 2283{
2416 * from. 2318 * from.
2417 */ 2319 */
2418void 2320void
2419remove_unpaid_objects (object *op, object *env) 2321remove_unpaid_objects (object *op, object *env)
2420{ 2322{
2421 object *next;
2422
2423 while (op) 2323 while (op)
2424 { 2324 {
2425 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2325 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2426 2326
2427 if (QUERY_FLAG (op, FLAG_UNPAID)) 2327 if (QUERY_FLAG (op, FLAG_UNPAID))
2493 int rate_grace = 2000; 2393 int rate_grace = 2000;
2494 const int max_hp = 1; 2394 const int max_hp = 1;
2495 const int max_sp = 1; 2395 const int max_sp = 1;
2496 const int max_grace = 1; 2396 const int max_grace = 1;
2497 2397
2498 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--;
2499 { 2407 }
2500 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2408 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2501 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2409 {
2502 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 }
2503 } 2415 }
2504 2416
2505 if (op->contr->ns->state == ST_PLAYING) 2417 if (op->contr->ns->state == ST_PLAYING)
2506 { 2418 {
2507 /* these next three if clauses make it possible to SLOW DOWN 2419 /* these next three if clauses make it possible to SLOW DOWN
2529 gen_grace = op->stats.maxgrace; 2441 gen_grace = op->stats.maxgrace;
2530 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2442 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2531 } 2443 }
2532 2444
2533 /* Regenerate Spell Points */ 2445 /* Regenerate Spell Points */
2534 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2446 if (!op->contr->golem && --op->last_sp < 0)
2535 { 2447 {
2536 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);
2537 if (op->stats.sp < op->stats.maxsp) 2449 if (op->stats.sp < op->stats.maxsp)
2538 { 2450 {
2539 op->stats.sp++; 2451 op->stats.sp++;
2637 } 2549 }
2638 2550
2639 /* Digestion */ 2551 /* Digestion */
2640 if (--op->last_eat < 0) 2552 if (--op->last_eat < 0)
2641 { 2553 {
2642#ifdef COZY_SERVER
2643 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2644 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2645#else
2646 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;
2647#endif
2648 2555
2649 if (op->contr->gen_hp > 0) 2556 if (op->contr->gen_hp > 0)
2650 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);
2651 else 2558 else
2652 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2559 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2757 tmp->name = buf; 2664 tmp->name = buf;
2758 sprintf (buf, " This finger has been cut off %s\n" 2665 sprintf (buf, " This finger has been cut off %s\n"
2759 " the %s, when he was defeated at\n level %d by %s.\n", 2666 " the %s, when he was defeated at\n level %d by %s.\n",
2760 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2667 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2761 tmp->msg = buf; 2668 tmp->msg = buf;
2762 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2669 tmp->value = 0, tmp->type = 0;
2763 tmp->materialname = NULL; 2670 tmp->materialname = "organics";
2764 tmp->insert_at (op, tmp); 2671 tmp->insert_at (op, tmp);
2765 } 2672 }
2766 2673
2767 /* teleport defeated player to new destination */ 2674 /* teleport defeated player to new destination */
2768 transfer_ob (op, x, y, 0, NULL); 2675 transfer_ob (op, x, y, 0, NULL);
2774 2681
2775 command_kill_pets (op, 0); 2682 command_kill_pets (op, 0);
2776 2683
2777 if (op->stats.food < 0) 2684 if (op->stats.food < 0)
2778 { 2685 {
2779 if (op->contr->explore)
2780 {
2781 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2782 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2783 op->stats.food = 999;
2784 return;
2785 }
2786 sprintf (buf, "%s starved to death.", &op->name); 2686 sprintf (buf, "%s starved to death.", &op->name);
2787 strcpy (op->contr->killer, "starvation"); 2687 strcpy (op->contr->killer, "starvation");
2788 } 2688 }
2789 else 2689 else
2790 {
2791 if (op->contr->explore)
2792 {
2793 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2794 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2795 op->stats.hp = op->stats.maxhp;
2796 return;
2797 }
2798 sprintf (buf, "%s died.", &op->name); 2690 sprintf (buf, "%s died.", &op->name);
2799 }
2800 2691
2801 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2692 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2802 2693
2803 /* save the map location for corpse, gravestone */ 2694 /* save the map location for corpse, gravestone */
2804 x = op->x; 2695 x = op->x;
2980 op->stats.hp = op->stats.maxhp; 2871 op->stats.hp = op->stats.maxhp;
2981 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2872 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2982 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2873 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2983 2874
2984 /* 2875 /*
2985 * Check to see if the player is in a shop. IF so, then check to see if
2986 * 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
2987 * in the map. 2877 * and put them back in the map.
2988 */ 2878 */
2989
2990 if (is_in_shop (op))
2991 remove_unpaid_objects (op->inv, op); 2879 remove_unpaid_objects (op->inv, op);
2992 2880
2993 /****************************************/ 2881 /****************************************/
2994 /* */ 2882 /* */
2995 /* Move player to his current respawn- */ 2883 /* Move player to his current respawn- */
2996 /* position (usually last savebed) */ 2884 /* position (usually last savebed) */
2997 /* */ 2885 /* */
2998 /****************************************/ 2886 /****************************************/
2999 2887
3000 enter_player_savebed (op); 2888 enter_player_savebed (op);
3001 2889
3002 /* Save the player before inserting the force to reduce
3003 * chance of abuse.
3004 */
3005 op->contr->braced = 0; 2890 op->contr->braced = 0;
3006 op->contr->save ();
3007 2891
3008 /* it is possible that the player has blown something up 2892 /* it is possible that the player has blown something up
3009 * at his savebed location, and that can have long lasting 2893 * at his savebed location, and that can have long lasting
3010 * spell effects. So first see if there is a spell effect 2894 * spell effects. So first see if there is a spell effect
3011 * on the space that might harm the player. 2895 * on the space that might harm the player.
3020 object *force; 2904 object *force;
3021 int at; 2905 int at;
3022 2906
3023 force = get_archetype (FORCE_NAME); 2907 force = get_archetype (FORCE_NAME);
3024 /* 50 ticks should be enough time for the spell to abate */ 2908 /* 50 ticks should be enough time for the spell to abate */
3025 force->speed = 0.1; 2909 force->speed = 0.1f;
3026 force->speed_left = -5.0; 2910 force->speed_left = -5.f;
3027 SET_FLAG (force, FLAG_APPLIED); 2911 SET_FLAG (force, FLAG_APPLIED);
3028 for (at = 0; at < NROFATTACKS; at++) 2912 for (at = 0; at < NROFATTACKS; at++)
3029 if (will_kill_again & (1 << at)) 2913 if (will_kill_again & (1 << at))
3030 force->resist[at] = 100; 2914 force->resist[at] = 100;
3031 2915
3040void 2924void
3041loot_object (object *op) 2925loot_object (object *op)
3042{ /* Grab and destroy some treasure */ 2926{ /* Grab and destroy some treasure */
3043 object *tmp, *tmp2, *next; 2927 object *tmp, *tmp2, *next;
3044 2928
3045 if (op->container) 2929 op->close_container (); /* close open sack first */
3046 esrv_apply_container (op, op->container); /* close open sack first */
3047 2930
3048 for (tmp = op->inv; tmp; tmp = next) 2931 for (tmp = op->inv; tmp; tmp = next)
3049 { 2932 {
3050 next = tmp->below; 2933 next = tmp->below;
3051 2934
3052 if (tmp->invisible) 2935 if (tmp->invisible)
3053 continue; 2936 continue;
3054 2937
3055 tmp->remove (); 2938 tmp->remove ();
3056 tmp->x = op->x, tmp->y = op->y; 2939 tmp->x = op->x, tmp->y = op->y;
2940
3057 if (tmp->type == CONTAINER) 2941 if (tmp->type == CONTAINER)
3058 { /* empty container to ground */ 2942 loot_object (tmp); /* empty container to ground */
3059 loot_object (tmp); 2943
3060 }
3061 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2944 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3062 { 2945 {
3063 if (tmp->nrof > 1) 2946 if (tmp->nrof > 1)
3064 { 2947 {
3065 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2948 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3066 tmp2->destroy (); 2949 tmp2->destroy ();
3077/* 2960/*
3078 * fix_weight(): Check recursively the weight of all players, and fix 2961 * fix_weight(): Check recursively the weight of all players, and fix
3079 * what needs to be fixed. Refresh windows and fix speed if anything 2962 * what needs to be fixed. Refresh windows and fix speed if anything
3080 * was changed. 2963 * was changed.
3081 */ 2964 */
3082
3083void 2965void
3084fix_weight (void) 2966fix_weight (void)
3085{ 2967{
3086 for_all_players (pl) 2968 for_all_players (pl)
3087 { 2969 {
3147 if (op->type == PLAYER) 3029 if (op->type == PLAYER)
3148 { 3030 {
3149 op->contr->tmp_invis = 0; 3031 op->contr->tmp_invis = 0;
3150 op->contr->invis_race = 0; 3032 op->contr->invis_race = 0;
3151 } 3033 }
3034
3152 update_object (op, UP_OBJ_FACE); 3035 update_object (op, UP_OBJ_CHANGE);
3153} 3036}
3154 3037
3155int 3038int
3156is_true_undead (object *op) 3039is_true_undead (object *op)
3157{ 3040{
3158 object *tmp = NULL;
3159
3160 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3041 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3161 return 1; 3042 return 1;
3162 3043
3163 return 0; 3044 return 0;
3164} 3045}
3165 3046
3209/* For Hidden creatures - a chance of becoming 'unhidden' 3090/* For Hidden creatures - a chance of becoming 'unhidden'
3210 * every time they move - as we subtract off 'invisibility' 3091 * every time they move - as we subtract off 'invisibility'
3211 * AND, for players, if they move into a ridiculously unhideable 3092 * AND, for players, if they move into a ridiculously unhideable
3212 * spot (surrounded by clear terrain in broad daylight). -b.t. 3093 * spot (surrounded by clear terrain in broad daylight). -b.t.
3213 */ 3094 */
3214
3215void 3095void
3216do_hidden_move (object *op) 3096do_hidden_move (object *op)
3217{ 3097{
3218 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3098 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3219 object *skop; 3099 object *skop;
3336 * a blocked los square. 3216 * a blocked los square.
3337 * we use the archetype to figure out offsets. 3217 * we use the archetype to figure out offsets.
3338 */ 3218 */
3339 while (op) 3219 while (op)
3340 { 3220 {
3341 dx = rv.distance_x + op->arch->clone.x; 3221 dx = rv.distance_x + op->arch->x;
3342 dy = rv.distance_y + op->arch->clone.y; 3222 dy = rv.distance_y + op->arch->y;
3343 3223
3344 /* only the viewable area the player sees is updated by LOS 3224 /* only the viewable area the player sees is updated by LOS
3345 * 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
3346 * for any meaningful values. 3226 * for any meaningful values.
3347 */ 3227 */
3452 char buf[MAX_BUF]; /* tmp. string buffer */ 3332 char buf[MAX_BUF]; /* tmp. string buffer */
3453 int i = 0, j = 0; 3333 int i = 0, j = 0;
3454 3334
3455 /* get the appropriate treasurelist */ 3335 /* get the appropriate treasurelist */
3456 if (atnr == ATNR_FIRE) 3336 if (atnr == ATNR_FIRE)
3457 trlist = find_treasurelist ("dragon_ability_fire"); 3337 trlist = treasurelist::find ("dragon_ability_fire");
3458 else if (atnr == ATNR_COLD) 3338 else if (atnr == ATNR_COLD)
3459 trlist = find_treasurelist ("dragon_ability_cold"); 3339 trlist = treasurelist::find ("dragon_ability_cold");
3460 else if (atnr == ATNR_ELECTRICITY) 3340 else if (atnr == ATNR_ELECTRICITY)
3461 trlist = find_treasurelist ("dragon_ability_elec"); 3341 trlist = treasurelist::find ("dragon_ability_elec");
3462 else if (atnr == ATNR_POISON) 3342 else if (atnr == ATNR_POISON)
3463 trlist = find_treasurelist ("dragon_ability_poison"); 3343 trlist = treasurelist::find ("dragon_ability_poison");
3464 3344
3465 if (trlist == NULL || who->type != PLAYER) 3345 if (trlist == NULL || who->type != PLAYER)
3466 return; 3346 return;
3467 3347
3468 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++);
3472 /* 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]); */
3473 return; 3353 return;
3474 } 3354 }
3475 3355
3476 /* everything seems okay - now bring on the gift: */ 3356 /* everything seems okay - now bring on the gift: */
3477 item = &(tr->item->clone); 3357 item = tr->item;
3478 3358
3479 if (item->type == SPELL) 3359 if (item->type == SPELL)
3480 { 3360 {
3481 if (check_spell_known (who, item->name)) 3361 if (check_spell_known (who, item->name))
3482 return; 3362 return;
3542 /* forces in the treasurelist can alter the player's stats */ 3422 /* forces in the treasurelist can alter the player's stats */
3543 object *skin; 3423 object *skin;
3544 3424
3545 /* first get the dragon skin force */ 3425 /* first get the dragon skin force */
3546 shstr_cmp dragon_skin_force ("dragon_skin_force"); 3426 shstr_cmp dragon_skin_force ("dragon_skin_force");
3547 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)
3548 ; 3428 ;
3549 3429
3550 if (!skin) 3430 if (!skin)
3551 return; 3431 return;
3552 3432
3600 * not readied. 3480 * not readied.
3601 */ 3481 */
3602void 3482void
3603player_unready_range_ob (player *pl, object *ob) 3483player_unready_range_ob (player *pl, object *ob)
3604{ 3484{
3605 rangetype i; 3485 if (pl->ob->current_weapon == ob)
3486 pl->ob->current_weapon = 0;
3606 3487
3607 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3488 if (pl->combat_ob == ob)
3608 { 3489 pl->combat_ob = 0;
3490
3609 if (pl->ranges[i] == ob) 3491 if (pl->ranged_ob == ob)
3610 { 3492 pl->ranged_ob = 0;
3611 pl->ranges[i] = NULL;
3612 if (pl->shoottype == i)
3613 {
3614 pl->shoottype = range_none;
3615 }
3616 }
3617 }
3618} 3493}
3494
3495sint8
3496player::visibility_at (maptile *map, int x, int y) const
3497{
3498 if (!ns)
3499 return 0;
3500
3501 int dx, dy;
3502 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3503 return 0;
3504
3505 x += dx - ns->current_x + ns->mapx / 2;
3506 y += dy - ns->current_y + ns->mapy / 2;
3507
3508 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3509 return 0;
3510
3511 return 100 - blocked_los [x][y];
3512}

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