ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.93 by root, Mon Jan 8 14:11:05 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)
186 maplevel = ob->map->path;
187
199 ob->remove (); 188 ob->remove ();
200 ob->map = 0; 189 ob->map = 0;
190 party = 0;
201 191
202 // 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
203 ranges [range_skill] = 0;
204 193
205 players.erase (this); 194 players.erase (this);
206} 195}
207 196
208// connect the player with a specific client 197// connect the player with a specific client
209// also changed, rationalises, and fixes some incorrect settings 198// also changes, rationalises, and fixes some incorrect settings
210void 199void
211player::connect (client *ns) 200player::connect (client *ns)
212{ 201{
213 this->ns = ns; 202 this->ns = ns;
214 ns->pl = this; 203 ns->pl = this;
215 204
205 run_on = 0;
206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
208
216 ns->update_look = 0; 209 ns->update_look = 0;
217 ns->look_position = 0; 210 ns->look_position = 0;
218 211
219 clear_los (ob); 212 clear_los (this);
220 213
221//TODO: must move into client 214 ns->reset_stats ();
222/* we need to clear these to -1 and not zero - otherwise,
223 * if a player quits and starts a new character, we wont
224 * send new values to the client, as things like exp start
225 * at zero.
226 */
227for (int i = 0; i < NUM_SKILLS; i++)
228 last_skill_exp[i] = -1;
229
230for (int i = 0; i < NROFATTACKS; i++)
231 last_resist[i] = -1;
232
233last_weapon_sp = -1;
234last_level = -1;
235last_stats.exp = -1;
236last_weight = (uint32) - 1;
237last_flags = 0;
238last_weight = 0;
239last_weight_limit = 0;
240last_path_attuned = 0;
241last_path_repelled = 0;
242last_path_denied = 0;
243last_speed = 0;
244run_on = 0;
245fire_on = 0;
246memset (&last_stats, 0, sizeof (living)); //TODO dirty
247 215
248 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
249 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
250 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->race;
251
252 if (!legal_range (ob, shoottype))
253 shoottype = range_none;
254 219
255 ob->carrying = sum_weight (ob); 220 ob->carrying = sum_weight (ob);
256 link_player_skills (ob); 221 link_player_skills (ob);
257 222
258 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
259 224
260 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->object::name);
261
262 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
263 * from the class, and not race. I don't see any way to get the class information
264 * to then update this. I don't think this will actually break anything - anyone
265 * that can use armour should be able to use a shield. What this may 'break'
266 * are features new characters get, eg, if someone starts up with a Q, they
267 * should be able to use a shield. However, old Q's won't get that advantage.
268 */
269 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
270 SET_FLAG (ob, FLAG_USE_SHIELD);
271 226
272 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
273 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
274 { 229 {
275 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
277 shstr_cmp dragon_ability_force ("dragon_ability_force"); 232 shstr_cmp dragon_ability_force ("dragon_ability_force");
278 shstr_cmp dragon_skin_force ("dragon_skin_force"); 233 shstr_cmp dragon_skin_force ("dragon_skin_force");
279 234
280 for (tmp = ob->inv; tmp; tmp = tmp->below) 235 for (tmp = ob->inv; tmp; tmp = tmp->below)
281 if (tmp->type == FORCE) 236 if (tmp->type == FORCE)
282 if (tmp->arch->name == dragon_ability_force) 237 if (tmp->arch->archname == dragon_ability_force)
283 abil = tmp; 238 abil = tmp;
284 else if (tmp->arch->name == dragon_skin_force) 239 else if (tmp->arch->archname == dragon_skin_force)
285 skin = tmp; 240 skin = tmp;
286 241
287 set_dragon_name (ob, abil, skin); 242 set_dragon_name (ob, abil, skin);
288 } 243 }
289 244
290 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
291 246
292 esrv_new_player (this, ob->weight + ob->carrying); 247 esrv_new_player (this, ob->weight + ob->carrying);
293 248
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);
294 ob->update_stats (); 274 ob->update_stats ();
275
295 ns->floorbox_update (); 276 ns->floorbox_update ();
296
297 esrv_send_inventory (ob, ob); 277 esrv_send_inventory (ob, ob);
298 esrv_add_spells (this, 0); 278 esrv_add_spells (this, 0);
299 279
300 activate (); 280 activate ();
301 281
315 if (active) 295 if (active)
316 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
317 297
318 INVOKE_PLAYER (DISCONNECT, this); 298 INVOKE_PLAYER (DISCONNECT, this);
319 299
300 ns->reset_stats ();
320 ns->pl = 0; 301 ns->pl = 0;
321 this->ns = 0; 302 ns = 0;
322 } 303 }
304
305 if (ob)
306 ob->close_container (); //TODO: client-specific
307
308 observe = ob;
323 309
324 deactivate (); 310 deactivate ();
325} 311}
326 312
327// the need for this function can be explained 313// the need for this function can be explained
328// by load_object not returning the object 314// by load_object not returning the object
329void 315void
330player::set_object (object *op) 316player::set_object (object *op)
331{ 317{
332 ob = op; 318 ob = observe = op;
333 ob->contr = this; /* this aren't yet in archetype */ 319 ob->contr = this; /* this aren't yet in archetype */
334 320
321 ob->speed = 1.0f;
335 ob->speed_left = 0.5; 322 ob->speed_left = 0.5f;
336 ob->speed = 1.0; 323
337 ob->direction = 5; /* So player faces south */ 324 ob->direction = 5; /* So player faces south */
338 ob->stats.wc = 2; 325}
339 ob->run_away = 25; /* Then we panick... */
340 326
341 ob->roll_stats (); 327void
328player::set_observe (object *op)
329{
330 observe = op ? op : ob;
331 do_los = 1;
342} 332}
343 333
344player::player () 334player::player ()
345{ 335{
346 /* There are some elements we want initialised to non zero value - 336 /* There are some elements we want initialised to non zero value -
347 * we deal with that below this point. 337 * we deal with that below this point.
348 */ 338 */
349 outputs_sync = 16; /* Every 2 seconds */ 339 outputs_sync = 4;
350 outputs_count = 8; /* Keeps present behaviour */ 340 outputs_count = 4;
351 unapply = unapply_nochoice; 341 unapply = unapply_nochoice;
352 342
353 savebed_map = first_map_path; /* Init. respawn position */ 343 savebed_map = first_map_path; /* Init. respawn position */
354 344
355 gen_sp_armour = 10; 345 gen_sp_armour = 10;
356 last_speed = -1;
357 shoottype = range_none;
358 bowtype = bow_normal; 346 bowtype = bow_normal;
359 petmode = pet_normal; 347 petmode = pet_normal;
360 listening = 10; 348 listening = 10;
361 usekeys = containers; 349 usekeys = containers;
362 last_weapon_sp = -1;
363 peaceful = 1; /* default peaceful */ 350 peaceful = 1; /* default peaceful */
364 do_los = 1; 351 do_los = 1;
352
353 weapon_sp = 1.0f;
354 weapon_sp_left = 0.5f;
365} 355}
366 356
367void 357void
368player::do_destroy () 358player::do_destroy ()
369{ 359{
392player::create () 382player::create ()
393{ 383{
394 player *pl = new player; 384 player *pl = new player;
395 385
396 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
397 set_first_map (pl->ob); 392 set_first_map (pl->ob);
398 393
399 return pl; 394 return pl;
400} 395}
401 396
405 * Note: there MUST be at least one player archetype! 400 * Note: there MUST be at least one player archetype!
406 */ 401 */
407archetype * 402archetype *
408get_player_archetype (archetype *at) 403get_player_archetype (archetype *at)
409{ 404{
410 archetype *start = at; 405 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
411 406
412 for (;;) 407 for (;;)
413 { 408 {
414 if (at == NULL || at->next == NULL) 409 if (++i == archetypes.end ())
415 at = first_archetype; 410 i = archetypes.begin ();
416 else 411 else if (*i == at)
417 at = at->next; 412 cleanup ("not a single player archetype found");
418 413
419 if (at->clone.type == PLAYER) 414 if ((*i)->type == PLAYER)
420 return at; 415 return *i;
421
422 if (at == start)
423 {
424 LOG (llevError, "No Player archetypes\n");
425 exit (-1);
426 }
427 } 416 }
428} 417}
429 418
430object * 419object *
431get_nearest_player (object *mon) 420get_nearest_player (object *mon)
547 x = mon->x; 536 x = mon->x;
548 y = mon->y; 537 y = mon->y;
549 m = mon->map; 538 m = mon->map;
550 dir = rv.direction; 539 dir = rv.direction;
551 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 */
552 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
553 /* 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. */
554 if (diff > max) 544 if (diff > max)
555 return 0; 545 return 0;
546
556 while (diff > 1 && max > 0) 547 while (diff > 1 && max > 0)
557 { 548 {
558 lastx = x; 549 lastx = x;
559 lasty = y; 550 lasty = y;
560 lastmap = m; 551 lastmap = m;
642 max--; 633 max--;
643 lastdir = dir; 634 lastdir = dir;
644 if (!firstdir) 635 if (!firstdir)
645 firstdir = dir; 636 firstdir = dir;
646 } 637 }
638
647 if (diff <= 1) 639 if (diff <= 1)
648 { 640 {
649 /* Recalculate diff (distance) because we may not have actually 641 /* Recalculate diff (distance) because we may not have actually
650 * headed toward player for entire distance. 642 * headed toward player for entire distance.
651 */ 643 */
652 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 644 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
653 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));
654 } 646 }
647
655 if (diff > max) 648 if (diff > max)
656 return 0; 649 return 0;
657 } 650 }
651
658 /* 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 */
659 if (!max) 653 if (!max)
660 return 0; 654 return 0;
661 655
662 return firstdir; 656 return firstdir;
776roll_stat (void) 770roll_stat (void)
777{ 771{
778 int a[4], i, j, k; 772 int a[4], i, j, k;
779 773
780 for (i = 0; i < 4; i++) 774 for (i = 0; i < 4; i++)
781 a[i] = (int) RANDOM () % 6 + 1; 775 a[i] = (int) rndm (6) + 1;
782 776
783 for (i = 0, j = 0, k = 7; i < 4; i++) 777 for (i = 0, j = 0, k = 7; i < 4; i++)
784 if (a[i] < k) 778 if (a[i] < k)
785 k = a[i], j = i; 779 k = a[i], j = i;
786 780
792} 786}
793 787
794void 788void
795object::roll_stats () 789object::roll_stats ()
796{ 790{
797 int statsort [7]; 791 int statsort [NUM_STATS];
798 792
799 for (;;) 793 for (;;)
800 { 794 {
801 int sum = 0; 795 int sum = 0;
802 for (int i = 7; i--; ) 796 for (int i = NUM_STATS; i--; )
803 sum += statsort [i] = roll_stat (); 797 sum += statsort [i] = roll_stat ();
804 798
805 if (sum >= 82 && sum <= 116) 799 if (sum >= 82 && sum <= 116)
806 break; 800 break;
807 } 801 }
808 802
809 // Sort the stats so that rerolling is easier... 803 // Sort the stats so that rerolling is easier...
810 std::sort (statsort, statsort + 7, std::greater<int>()); 804 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
811 805
806 for (int i = 0; i < NUM_STATS; ++i)
812 stats.Str = statsort[0]; 807 stats.stat (i) = statsort [i];
813 stats.Dex = statsort[1];
814 stats.Con = statsort[2];
815 stats.Int = statsort[3];
816 stats.Wis = statsort[4];
817 stats.Pow = statsort[5];
818 stats.Cha = statsort[6];
819 808
820 stats.exp = 0; 809 stats.exp = 0;
821 stats.ac = 0; 810 stats.ac = 0;
822 811
823 stats.hp = stats.maxhp; 812 stats.hp = stats.maxhp;
835} 824}
836 825
837void 826void
838object::swap_stats (int a, int b) 827object::swap_stats (int a, int b)
839{ 828{
840 int tmp = get_attr_value (&contr->orig_stats, a); 829 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
841 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
842 set_attr_value (&contr->orig_stats, b, tmp);
843 830
831 for (int i = 0; i < NUM_STATS; ++i)
844 stats.Str = contr->orig_stats.Str; 832 stats.stat (i) = contr->orig_stats.stat (i);
845 stats.Dex = contr->orig_stats.Dex;
846 stats.Con = contr->orig_stats.Con;
847 stats.Int = contr->orig_stats.Int;
848 stats.Wis = contr->orig_stats.Wis;
849 stats.Pow = contr->orig_stats.Pow;
850 stats.Cha = contr->orig_stats.Cha;
851 833
852 //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,
853 // be merged with the similar code in roll_stats 835 // be merged with the similar code in roll_stats
854 stats.ac = 0; 836 stats.ac = 0;
855 837
886 * appropriate action with it (change race, or other things). 868 * appropriate action with it (change race, or other things).
887 * The function name is for historical reasons - now we have 869 * The function name is for historical reasons - now we have
888 * separate race and class; this actually changes the RACE, 870 * separate race and class; this actually changes the RACE,
889 * not the class. 871 * not the class.
890 */ 872 */
891int 873void
892key_change_class (object *op, char key) 874player::chargen_race_done ()
893{ 875{
894 int tmp_loop;
895
896 if (key == 'd' || key == 'D')
897 {
898 char buf[MAX_BUF];
899
900 /* this must before then initial items are given */ 876 /* this must before then initial items are given */
901 esrv_new_player (op->contr, op->weight + op->carrying); 877 esrv_new_player (ob->contr, ob->weight + ob->carrying);
902 878
903 treasurelist *tl = find_treasurelist ("starting_wealth"); 879 treasurelist *tl = treasurelist::find ("starting_wealth");
904 if (tl) 880 if (tl)
905 create_treasure (tl, op, 0, 0, 0); 881 create_treasure (tl, ob, 0, 0, 0);
906 882
907 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, ob->contr);
908 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, ob->contr);
909 885
910 op->contr->ns->state = ST_PLAYING; 886 ob->contr->ns->state = ST_PLAYING;
911 887
912 if (op->msg) 888 if (ob->msg)
913 op->msg = NULL; 889 ob->msg = 0;
914 890
915 /* 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
916 * to save here. 892 * to save here.
917 */ 893 */
894 {
895 char buf[MAX_BUF];
918 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
919 make_path_to_file (buf); 897 make_path_to_file (buf);
898 }
920 899
921#ifdef AUTOSAVE
922 op->contr->last_save_tick = pticks;
923#endif
924 start_info (op); 900 start_info (ob);
925 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (ob, FLAG_WIZ);
926 give_initial_items (op, op->randomitems); 902 give_initial_items (ob, ob->randomitems);
927 link_player_skills (op); 903 link_player_skills (ob);
928 esrv_send_inventory (op, op); 904 esrv_send_inventory (ob, ob);
929 op->update_stats (); 905 ob->update_stats ();
930 906
931 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
932 * is one for this race 908 * is one for this race
933 */ 909 */
934 if (*first_map_ext_path) 910 if (*first_map_ext_path)
935 { 911 {
936 object *tmp; 912 object *tmp;
937 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
938 914
939 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);
940 tmp = object::create (); 916 tmp = object::create ();
941 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
942 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = ob->x;
943 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = ob->y;
944 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;
945 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
946 * default initial map */ 922 * default initial map */
947 tmp->destroy (); 923 tmp->destroy ();
948 } 924 }
949 else 925 else
950 LOG (llevDebug, "first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
927}
951 928
952 return 0; 929void
953 } 930player::chargen_race_next ()
954 931{
955 /* Following actually changes the race - this is the default command 932 /* Following actually changes the race - this is the default command
956 * if we don't match with one of the options above. 933 * if we don't match with one of the options above.
957 */ 934 */
958 935
959 tmp_loop = 0; 936 do
960 while (!tmp_loop)
961 { 937 {
962 shstr name = op->name; 938 shstr name = ob->name;
963 int x = op->x, y = op->y; 939 int x = ob->x, y = ob->y;
964 940
965 op->remove_statbonus (); 941 ob->remove_statbonus ();
966 op->remove (); 942 ob->remove ();
967 op->arch = get_player_archetype (op->arch); 943 ob->arch = get_player_archetype (ob->arch);
968 op->arch->clone.copy_to (op); 944 ob->arch->copy_to (ob);
969 op->instantiate (); 945 ob->instantiate ();
970 op->stats = op->contr->orig_stats; 946 ob->stats = ob->contr->orig_stats;
971 op->name = op->name_pl = name; 947 ob->name = ob->name_pl = name;
972 op->x = x; 948 ob->x = x;
973 op->y = y; 949 ob->y = y;
974 SET_ANIMATION (op, 2); /* So player faces south */ 950 SET_ANIMATION (ob, 2); /* So player faces south */
975 insert_ob_in_map (op, op->map, op, 0); 951 insert_ob_in_map (ob, ob->map, ob, 0);
976 assign (op->contr->title, op->arch->clone.name); 952 assign (ob->contr->title, ob->arch->object::name);
977 op->add_statbonus (); 953 ob->add_statbonus ();
978 tmp_loop = allowed_class (op);
979 } 954 }
955 while (!allowed_class (ob));
980 956
981 update_object (op, UP_OBJ_FACE); 957 update_object (ob, UP_OBJ_FACE);
982 esrv_update_item (UPD_FACE, op, op); 958 esrv_update_item (UPD_FACE, ob, ob);
983 op->update_stats (); 959 ob->update_stats ();
984 op->stats.hp = op->stats.maxhp; 960 ob->stats.hp = ob->stats.maxhp;
985 op->stats.sp = op->stats.maxsp; 961 ob->stats.sp = ob->stats.maxsp;
986 op->stats.grace = 0; 962 ob->stats.grace = 0;
987
988 if (op->msg)
989 new_draw_info (NDI_BLUE, 0, op, op->msg);
990
991 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
992 return 0;
993} 963}
994 964
995void 965void
996flee_player (object *op) 966flee_player (object *op)
997{ 967{
1044 /* Cornered, get rid of scared */ 1014 /* Cornered, get rid of scared */
1045 CLEAR_FLAG (op, FLAG_SCARED); 1015 CLEAR_FLAG (op, FLAG_SCARED);
1046 op->enemy = NULL; 1016 op->enemy = NULL;
1047} 1017}
1048 1018
1049
1050/* 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.
1051 * 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
1052 * stop. 1021 * stop.
1053 */ 1022 */
1054int 1023int
1055check_pick (object *op) 1024check_pick (object *op)
1056{ 1025{
1057 object *tmp, *next; 1026 object *tmp, *next;
1058 int stop = 0; 1027 int stop = 0;
1059 int j, k, wvratio; 1028 int wvratio;
1060 char putstring[128], tmpstr[16]; 1029 char putstring[128];
1061 1030
1062 /* if you're flying, you cna't pick up anything */ 1031 /* if you're flying, you cna't pick up anything */
1063 if (op->move_type & MOVE_FLYING) 1032 if (op->move_type & MOVE_FLYING)
1064 return 1; 1033 return 1;
1065 1034
1133 if (tmp->name != NULL) 1102 if (tmp->name != NULL)
1134 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1103 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1135 &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))));
1136 else 1105 else
1137 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1106 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1138 &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))));
1139 1108
1140 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1109 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1141 } 1110 }
1142 1111
1143 /* philosophy: 1112 /* philosophy:
1336 /* careful: chairs and tables are weapons! */ 1305 /* careful: chairs and tables are weapons! */
1337 if (op->contr->mode & PU_ALLWEAPON) 1306 if (op->contr->mode & PU_ALLWEAPON)
1338 { 1307 {
1339 if (tmp->type == WEAPON && tmp->name != NULL) 1308 if (tmp->type == WEAPON && tmp->name != NULL)
1340 { 1309 {
1341 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 &&
1342 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1311 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1343 { 1312 {
1344 pick_up (op, tmp); 1313 pick_up (op, tmp);
1345 continue; 1314 continue;
1346 } 1315 }
1347 } 1316 }
1348 1317
1349 if (tmp->type == WEAPON && tmp->name == NULL) 1318 if (tmp->type == WEAPON && tmp->name == NULL)
1350 { 1319 {
1351 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)
1352 { 1321 {
1353 pick_up (op, tmp); 1322 pick_up (op, tmp);
1354 continue; 1323 continue;
1355 } 1324 }
1356 } 1325 }
1381 if (tmp->name != NULL) 1350 if (tmp->name != NULL)
1382 { 1351 {
1383 fprintf (stderr, "%s", tmp->name); 1352 fprintf (stderr, "%s", tmp->name);
1384 } 1353 }
1385 else 1354 else
1386 fprintf (stderr, "%s", tmp->arch->name); 1355 fprintf (stderr, "%s", tmp->arch->archname);
1387 fprintf (stderr, ",%d] = ", tmp->type); 1356 fprintf (stderr, ",%d] = ", tmp->type);
1388 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))));
1389#endif 1358#endif
1390 continue; 1359 continue;
1391 } 1360 }
1402 * found object is returned. 1371 * found object is returned.
1403 */ 1372 */
1404object * 1373object *
1405find_arrow (object *op, const char *type) 1374find_arrow (object *op, const char *type)
1406{ 1375{
1407 object *tmp = NULL; 1376 object *tmp = 0;
1408 1377
1409 for (op = op->inv; op; op = op->below) 1378 for (op = op->inv; op; op = op->below)
1410 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))
1411 tmp = find_arrow (op, type); 1380 tmp = find_arrow (op, type);
1412 else if (op->type == ARROW && op->race == type) 1381 else if (op->type == ARROW && op->race == type)
1413 return op; 1382 return op;
1383
1414 return tmp; 1384 return tmp;
1415} 1385}
1416 1386
1417/* 1387/*
1418 * 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
1419 * 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
1420 * 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
1421 * 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.
1422 */ 1392 */
1423
1424object * 1393object *
1425find_better_arrow (object *op, object *target, const char *type, int *better) 1394find_better_arrow (object *op, object *target, const char *type, int *better)
1426{ 1395{
1427 object *tmp = NULL, *arrow, *ntmp; 1396 object *tmp = NULL, *arrow, *ntmp;
1428 int attacknum, attacktype, betterby = 0, i; 1397 int attacknum, attacktype, betterby = 0, i;
1461 else 1430 else
1462 { 1431 {
1463 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1432 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1464 { 1433 {
1465 attacktype = 1 << attacknum; 1434 attacktype = 1 << attacknum;
1466 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1435 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1467 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)
1468 { 1437 {
1469 tmp = arrow; 1438 tmp = arrow;
1470 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;
1471 } 1440 }
1472 } 1441 }
1473 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1442 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1474 { 1443 {
1475 tmp = arrow; 1444 tmp = arrow;
1494 * find_better_arrow to find a decent arrow to use. 1463 * find_better_arrow to find a decent arrow to use.
1495 * op = the shooter 1464 * op = the shooter
1496 * type = bow->race 1465 * type = bow->race
1497 * dir = fire direction 1466 * dir = fire direction
1498 */ 1467 */
1499
1500object * 1468object *
1501pick_arrow_target (object *op, const char *type, int dir) 1469pick_arrow_target (object *op, const char *type, int dir)
1502{ 1470{
1503 object *tmp = NULL; 1471 object *tmp = NULL;
1504 maptile *m; 1472 maptile *m;
1569 */ 1537 */
1570int 1538int
1571fire_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)
1572{ 1540{
1573 object *left, *bow; 1541 object *left, *bow;
1574 int bowspeed, mflags; 1542 int mflags;
1575 maptile *m; 1543 maptile *m;
1576 1544
1577 if (!dir) 1545 if (!dir)
1578 { 1546 {
1579 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!");
1580 return 0; 1548 return 0;
1581 } 1549 }
1582 1550
1583 if (op->type == PLAYER) 1551 if (op->contr)
1584 bow = op->contr->ranges[range_bow]; 1552 bow = op->current_weapon;
1585 else 1553 else
1586 { 1554 {
1587 for (bow = op->inv; bow; bow = bow->below) 1555 for (bow = op->inv; bow; bow = bow->below)
1588 /* 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
1589 * 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.
1594 if (!bow) 1562 if (!bow)
1595 { 1563 {
1596 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1564 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1597 return 0; 1565 return 0;
1598 } 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
1599 } 1575 }
1600 1576
1601 if (!bow->race || !bow->skill) 1577 if (!bow->race || !bow->skill)
1602 { 1578 {
1603 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);
1604 return 0; 1580 return 0;
1605 } 1581 }
1606
1607 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1608
1609 /* penalize ROF for bestarrow */
1610 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1611 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1612
1613 if (bowspeed < 1)
1614 bowspeed = 1;
1615 1582
1616 if (arrow == NULL) 1583 if (arrow == NULL)
1617 { 1584 {
1618 if ((arrow = find_arrow (op, bow->race)) == NULL) 1585 if ((arrow = find_arrow (op, bow->race)) == NULL)
1619 { 1586 {
1620 if (op->type == PLAYER) 1587 if (op->type == PLAYER)
1621 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);
1622 /* 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 */
1623 else 1590 else
1624 CLEAR_FLAG (op, FLAG_READY_BOW); 1591 CLEAR_FLAG (op, FLAG_READY_BOW);
1592
1625 return 0; 1593 return 0;
1626 } 1594 }
1627 } 1595 }
1628 1596
1629 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1597 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1653 1621
1654 arrow->set_owner (op); 1622 arrow->set_owner (op);
1655 arrow->skill = bow->skill; 1623 arrow->skill = bow->skill;
1656 arrow->direction = dir; 1624 arrow->direction = dir;
1657 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
1658 if (op->type == PLAYER) 1659 if (op->type == PLAYER)
1659 { 1660 {
1660 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1661 op->update_stats ();
1662 }
1663
1664 SET_ANIMATION (arrow, arrow->direction);
1665 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1666 arrow->stats.hp = arrow->stats.dam;
1667 arrow->stats.grace = arrow->attacktype;
1668 if (arrow->slaying != NULL)
1669 arrow->spellarg = strdup (arrow->slaying);
1670
1671 /* Note that this was different for monsters - they got their level
1672 * added to the damage. I think the strength bonus is more proper.
1673 */
1674
1675 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1676
1677 /* update the speed */
1678 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1679 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1680
1681 arrow->set_speed (max (arrow->speed, 1.0));
1682 arrow->speed_left = 0;
1683
1684 if (op->type == PLAYER)
1685 {
1686 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1687 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1688 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1689
1690 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;
1691 } 1668 }
1692 else 1669 else
1693 { 1670 {
1694 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1695 arrow->level = op->level; 1671 arrow->level = op->level;
1696 } 1672 arrow->stats.wc -= bow->magic;
1697 1673
1698 if (arrow->attacktype == AT_PHYSICAL) 1674 if (!arrow->slaying)
1675 arrow->slaying = bow->slaying;
1676
1699 arrow->attacktype |= bow->attacktype; 1677 arrow->attacktype |= bow->attacktype;
1678 }
1700 1679
1701 if (bow->slaying) 1680 wc -= arrow->level;
1702 arrow->slaying = bow->slaying; 1681 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1703 1682
1683 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1704 arrow->move_type = MOVE_FLY_LOW; 1684 arrow->move_type = MOVE_FLY_LOW;
1705 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1685 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1706 1686
1707 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);
1708 m->insert (arrow, sx, sy, op); 1688 m->insert (arrow, sx, sy, op);
1733{ 1713{
1734 int ret = 0, wcmod = 0; 1714 int ret = 0, wcmod = 0;
1735 1715
1736 if (op->contr->bowtype == bow_bestarrow) 1716 if (op->contr->bowtype == bow_bestarrow)
1737 { 1717 {
1738 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);
1739 } 1719 }
1740 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)
1741 { 1721 {
1742 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1722 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1743 wcmod = -1; 1723 wcmod = -1;
1753 else if (op->contr->bowtype == bow_spreadshot) 1733 else if (op->contr->bowtype == bow_spreadshot)
1754 { 1734 {
1755 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);
1756 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);
1757 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);
1758
1759 } 1738 }
1760 else 1739 else
1761 { 1740 {
1762 /* Simple case */ 1741 /* Simple case */
1763 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);
1764 } 1743 }
1744
1765 return ret; 1745 return ret;
1766} 1746}
1767
1768 1747
1769/* Fires a misc (wand/rod/horn) object in 'dir'. 1748/* Fires a misc (wand/rod/horn) object in 'dir'.
1770 * Broken apart from 'fire' to keep it more readable. 1749 * Broken apart from 'fire' to keep it more readable.
1771 */ 1750 */
1772void 1751void
1773fire_misc_object (object *op, int dir) 1752fire_misc_object (object *op, int dir)
1774{ 1753{
1775 object *item; 1754 object *item = op->contr->ranged_ob;
1776 1755
1777 if (!op->contr->ranges[range_misc]) 1756 if (!item)
1778 { 1757 {
1779 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.");
1780 return; 1759 return;
1781 } 1760 }
1782 1761
1783 item = op->contr->ranges[range_misc];
1784 if (!item->inv) 1762 if (!item->inv)
1785 { 1763 {
1786 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1764 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1787 return; 1765 return;
1788 } 1766 }
1767
1768 if (!op->change_weapon (item))
1769 return;
1770
1789 if (item->type == WAND) 1771 if (item->type == WAND)
1790 { 1772 {
1791 if (item->stats.food <= 0) 1773 if (item->stats.food <= 0)
1792 { 1774 {
1793 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1775 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1794 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
1795 return; 1778 return;
1796 } 1779 }
1797 } 1780 }
1798 else if (item->type == ROD || item->type == HORN) 1781 else if (item->type == ROD || item->type == HORN)
1799 { 1782 {
1800 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))
1801 { 1784 {
1802 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1785 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1786
1803 if (item->type == ROD) 1787 if (item->type == ROD)
1804 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));
1805 else 1789 else
1806 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
1807 return; 1792 return;
1808 } 1793 }
1809 } 1794 }
1810 1795
1811 if (cast_spell (op, item, dir, item->inv, NULL)) 1796 if (cast_spell (op, item, dir, item->inv, NULL))
1818 object *tmp; 1803 object *tmp;
1819 1804
1820 if (item->arch) 1805 if (item->arch)
1821 { 1806 {
1822 CLEAR_FLAG (item, FLAG_ANIMATE); 1807 CLEAR_FLAG (item, FLAG_ANIMATE);
1823 item->face = item->arch->clone.face; 1808 item->face = item->arch->face;
1824 item->set_speed (0); 1809 item->set_speed (0);
1825 } 1810 }
1826 1811
1827 if ((tmp = item->in_player ())) 1812 if ((tmp = item->in_player ()))
1828 esrv_update_item (UPD_ANIM, tmp, item); 1813 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 1818 }
1834} 1819}
1835 1820
1836/* Received a fire command for the player - go and do it. 1821/* Received a fire command for the player - go and do it.
1837 */ 1822 */
1838void 1823bool
1839fire (object *op, int dir) 1824fire (object *op, int dir)
1840{ 1825{
1841 int spellcost = 0; 1826 int spellcost = 0;
1842 1827
1843 /* check for loss of invisiblity/hide */ 1828 /* check for loss of invisiblity/hide */
1844 if (action_makes_visible (op)) 1829 if (action_makes_visible (op))
1845 make_visible (op); 1830 make_visible (op);
1846 1831
1847 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;
1848 { 1838 }
1849 case range_none:
1850 return;
1851 1839
1852 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:
1853 player_fire_bow (op, dir); 1856 player_fire_bow (op, dir);
1854 return; 1857 break;
1855 1858
1856 case range_magic: /* Casting spells */ 1859 case SPELL:
1857 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);
1858 return; 1861 break;
1859 1862
1860 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:
1861 fire_misc_object (op, dir); 1872 fire_misc_object (op, dir);
1862 return; 1873 break;
1863
1864 case range_golem: /* Control summoned monsters from scrolls */
1865 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1866 {
1867 op->contr->ranges[range_golem] = 0;
1868 op->contr->shoottype = range_none;
1869 }
1870 else
1871 control_golem (op->contr->ranges[range_golem], dir);
1872 return;
1873
1874 case range_skill:
1875 if (!op->chosen_skill)
1876 {
1877 if (op->type == PLAYER)
1878 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1879 return;
1880 }
1881
1882 do_skill (op, op, op->chosen_skill, dir, NULL);
1883 return;
1884 case range_builder:
1885 apply_map_builder (op, dir);
1886 return;
1887 default:
1888 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1889 return;
1890 } 1874 }
1891}
1892 1875
1893 1876 return true;
1877}
1894 1878
1895/* find_key 1879/* find_key
1896 * 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
1897 * and successfully use it, we return the key, otherwise NULL 1881 * and successfully use it, we return the key, otherwise NULL
1898 * This function merges both normal and locked door, since the logic 1882 * This function merges both normal and locked door, since the logic
1900 * pl is the player, 1884 * pl is the player,
1901 * inv is the objects inventory to searched 1885 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1886 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1887 * This function can be called recursively to search containers.
1904 */ 1888 */
1905
1906object * 1889object *
1907find_key (object *pl, object *container, object *door) 1890find_key (object *pl, object *container, object *door)
1908{ 1891{
1909 object *tmp, *key; 1892 object *tmp, *key;
1910 1893
1911 /* Should not happen, but sanity checking is never bad */ 1894 /* Should not happen, but sanity checking is never bad */
1912 if (container->inv == NULL) 1895 if (!container->inv)
1913 return NULL; 1896 return 0;
1914 1897
1915 /* 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 */
1916 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1899 for (tmp = container->inv; tmp; tmp = tmp->below)
1917 { 1900 {
1918 if (door->type == DOOR && tmp->type == KEY) 1901 if (door->type == DOOR && tmp->type == KEY)
1919 break; 1902 break;
1920 /* For sanity, we should really check door type, but other stuff 1903 /* For sanity, we should really check door type, but other stuff
1921 * (like containers) can be locked with special keys 1904 * (like containers) can be locked with special keys
1922 */ 1905 */
1923 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1906 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1924 break; 1907 break;
1925 } 1908 }
1909
1926 /* No key found - lets search inventories now */ 1910 /* No key found - lets search inventories now */
1927 /* 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.
1928 * 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
1929 * a key, return 1913 * a key, return
1930 */ 1914 */
1931 if (!tmp) 1915 if (!tmp)
1932 { 1916 {
1933 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1917 for (tmp = container->inv; tmp; tmp = tmp->below)
1934 { 1918 {
1935 /* No reason to search empty containers */ 1919 /* No reason to search empty containers */
1936 if (tmp->type == CONTAINER && tmp->inv) 1920 if (tmp->type == CONTAINER && tmp->inv)
1937 { 1921 {
1938 if ((key = find_key (pl, tmp, door)) != NULL) 1922 if ((key = find_key (pl, tmp, door)))
1939 return key; 1923 return key;
1940 } 1924 }
1941 } 1925 }
1926
1942 if (!tmp) 1927 if (!tmp)
1943 return NULL; 1928 return NULL;
1944 } 1929 }
1930
1945 /* 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,
1946 * see if we actually want to use it 1932 * see if we actually want to use it
1947 */ 1933 */
1948 if (pl != container) 1934 if (pl != container)
1949 { 1935 {
1970 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1956 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1971 "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));
1972 return NULL; 1958 return NULL;
1973 } 1959 }
1974 } 1960 }
1961
1975 return tmp; 1962 return tmp;
1976} 1963}
1977 1964
1978/* moved door processing out of move_player_attack. 1965/* moved door processing out of move_player_attack.
1979 * returns 1 if player has opened the door with a key 1966 * returns 1 if player has opened the door with a key
1981 * 0 otherwise 1968 * 0 otherwise
1982 */ 1969 */
1983static int 1970static int
1984player_attack_door (object *op, object *door) 1971player_attack_door (object *op, object *door)
1985{ 1972{
1986 /* 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,
1987 * 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 -
1988 * otherwise, we fall through to the rest of the code. 1975 * otherwise, we fall through to the rest of the code.
1989 */ 1976 */
1990 object *key = find_key (op, op, door); 1977 object *key = find_key (op, op, door);
1991 1978
1992 /* IF we found a key, do some extra work */ 1979 /* If we found a key, do some extra work */
1993 if (key) 1980 if (key)
1994 { 1981 {
1995 object *container = key->env; 1982 object *container = key->env;
1996 1983
1997 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
1998 if (action_makes_visible (op)) 1986 if (action_makes_visible (op))
1999 make_visible (op); 1987 make_visible (op);
1988
2000 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1989 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2001 spring_trap (door->inv, op); 1990 spring_trap (door->inv, op);
1991
2002 if (door->type == DOOR) 1992 if (door->type == DOOR)
2003 {
2004 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 */
2005 }
2006 else if (door->type == LOCKED_DOOR) 1994 else if (door->type == LOCKED_DOOR)
2007 { 1995 {
2008 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));
2009 remove_door2 (door); /* remove door without violence ;-) */ 1997 remove_door2 (door); /* remove door without violence ;-) */
2010 } 1998 }
1999
2011 /* Do this after we print the message */ 2000 /* Do this after we print the message */
2012 decrease_ob (key); /* Use up one of the keys */ 2001 decrease_ob (key); /* Use up one of the keys */
2013 /* Need to update the weight the container the key was in */ 2002 /* Need to update the weight the container the key was in */
2014 if (container != op) 2003 if (container != op)
2015 esrv_update_item (UPD_WEIGHT, op, container); 2004 esrv_update_item (UPD_WEIGHT, op, container);
2005
2016 return 1; /* Nothing more to do below */ 2006 return 1; /* Nothing more to do below */
2017 } 2007 }
2018 else if (door->type == LOCKED_DOOR) 2008 else if (door->type == LOCKED_DOOR)
2019 { 2009 {
2020 /* Might as well return now - no other way to open this */ 2010 /* Might as well return now - no other way to open this */
2021 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2011 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2022 return 1; 2012 return 1;
2023 } 2013 }
2014
2024 return 0; 2015 return 0;
2025} 2016}
2026 2017
2027/* This function is just part of a breakup from move_player. 2018/* This function is just part of a breakup from move_player.
2028 * It should keep the code cleaner. 2019 * It should keep the code cleaner.
2029 * When this is called, the players direction has been updated 2020 * When this is called, the players direction has been updated
2030 * (taking into account confusion.) The player is also actually 2021 * (taking into account confusion.) The player is also actually
2031 * going to try and move (not fire weapons). 2022 * going to try and move (not fire weapons).
2032 */ 2023 */
2033void 2024bool
2034move_player_attack (object *op, int dir) 2025move_player_attack (object *op, int dir)
2035{ 2026{
2036 object *tmp, *mon;
2037 sint16 nx, ny;
2038 int on_battleground; 2027 int on_battleground;
2039 maptile *m;
2040 2028
2041 nx = freearr_x[dir] + op->x; 2029 sint16 nx = freearr_x[dir] + op->x;
2042 ny = freearr_y[dir] + op->y; 2030 sint16 ny = freearr_y[dir] + op->y;
2043 2031
2044 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 }
2045 2042
2046 /* 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
2047 * 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
2048 * 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
2049 * player. This is a pretty nasty hack, because if we could 2046 * player. This is a pretty nasty hack, because if we could
2050 * 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
2051 * 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
2052 * 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
2053 * move_ob uses. 2050 * move_ob uses.
2054 */ 2051 */
2055 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2056 {
2057 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2058 {
2059 m = op->map->xy_find (nx, ny); 2052 maptile *m = op->map->xy_find (nx, ny);
2060 if (!m)
2061 return; /* Don't think this should happen */
2062 }
2063 else
2064 m = op->map;
2065 2053
2066 if (!(tmp = m->at (nx, ny).bot))
2067 return;
2068
2069 mon = 0;
2070 /* 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
2071 * 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.
2072 * 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
2073 * on the space 2057 * on the space
2074 */ 2058 */
2075 while (tmp) 2059 object *mon;
2076 { 2060 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2077 if (tmp == op) 2061 {
2078 { 2062 if ((mon->flag [FLAG_ALIVE]
2079 tmp = tmp->above; 2063 || mon->type == LOCKED_DOOR
2080 continue; 2064 || mon->flag [FLAG_CAN_ROLL])
2081 }
2082
2083 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2084 {
2085 mon = tmp; 2065 && mon != op)
2086 break; 2066 break;
2087 } 2067 }
2088 2068
2089 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2090 mon = tmp;
2091
2092 tmp = tmp->above;
2093 }
2094
2095 if (!mon) /* This happens anytime the player tries to move */ 2069 if (!mon) /* This happens anytime the player tries to move */
2096 return; /* into a wall */ 2070 return false; /* into a wall */
2097 2071
2098 if (mon->head)
2099 mon = mon->head; 2072 mon = mon->head_ ();
2100 2073
2101 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)
2102 if (player_attack_door (op, mon)) 2076 if (player_attack_door (op, mon))
2077 {
2078 --op->contr->weapon_sp_left;
2103 return; 2079 return true;
2080 }
2104 2081
2105 /* The following deals with possibly attacking peaceful 2082 /* The following deals with possibly attacking peaceful
2106 * or frienddly creatures. Basically, all players are considered 2083 * or friendly creatures. Basically, all players are considered
2107 * unaggressive. If the moving player has peaceful set, then the 2084 * unaggressive. If the moving player has peaceful set, then the
2108 * object should be pushed instead of attacked. It is assumed that 2085 * object should be pushed instead of attacked. It is assumed that
2109 * if you are braced, you will not attack friends accidently, 2086 * if you are braced, you will not attack friends accidently,
2110 * and thus will not push them. 2087 * and thus will not push them.
2111 */ 2088 */
2112 2089
2113 /* 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
2114 * peaceful. Our assumption is the creature is a pet if the 2091 * peaceful. Our assumption is the creature is a pet if the
2115 * player owns it and it is either friendly or unagressive. 2092 * player owns it and it is either friendly or unagressive.
2116 */ 2093 */
2117 if ((op->type == PLAYER) 2094 if (op->type == PLAYER
2118#if COZY_SERVER
2119 &&
2120 ((mon->owner && mon->owner->contr 2095 && ((mon->owner && mon->owner->contr
2121 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2096 && same_party (mon->owner->contr->party, op->contr->party))
2122#else
2123 && mon->owner == op 2097 || mon->owner == op)
2124#endif
2125 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2098 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2126 { 2099 {
2127 /* 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 */
2128 if (op->contr->braced) 2101 if (op->contr->braced)
2129 return; 2102 return false;
2103
2104 if (op->speed_left > 0.f)
2105 {
2106 --op->speed_left;
2130 2107
2131 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);
2132 (void) push_ob (mon, dir, op); 2109 push_ob (mon, dir, op);
2110
2133 if (op->contr->tmp_invis || op->hide) 2111 if (op->contr->tmp_invis || op->hide)
2134 make_visible (op); 2112 make_visible (op);
2135 2113
2136 return; 2114 return true;
2137 } 2115 }
2116 else
2117 return false;
2118 }
2138 2119
2139 /* in certain circumstances, you shouldn't attack friendly 2120 /* in certain circumstances, you shouldn't attack friendly
2140 * creatures. Note that if you are braced, you can't push 2121 * creatures. Note that if you are braced, you can't push
2141 * 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
2142 * attack them either. 2123 * attack them either.
2143 */ 2124 */
2144 if ((mon->type == PLAYER || mon->enemy != op) && 2125 if ((mon->type == PLAYER || mon->enemy != op)
2145 (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))
2146#ifdef PROHIBIT_PLAYERKILL
2147 (op->contr->peaceful 2127 && ((op->contr->peaceful
2148 || (mon->type == PLAYER 2128 || (mon->type == PLAYER && mon->contr->peaceful))
2149 && mon->contr->
2150 peaceful)) &&
2151#else
2152 op->contr->peaceful &&
2153#endif
2154 !on_battleground)) 2129 && !on_battleground))
2130 {
2131 if (op->speed_left > 0.f)
2155 { 2132 {
2133 --op->speed_left;
2134
2156 if (!op->contr->braced) 2135 if (!op->contr->braced)
2157 { 2136 {
2158 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);
2159 push_ob (mon, dir, op); 2138 push_ob (mon, dir, op);
2160 } 2139 }
2161 else 2140 else
2162 new_draw_info (0, 0, op, "You withhold your attack"); 2141 new_draw_info (0, 0, op, "You withhold your attack");
2163 2142
2164 if (op->contr->tmp_invis || op->hide) 2143 if (op->contr->tmp_invis || op->hide)
2165 make_visible (op); 2144 make_visible (op);
2166 }
2167 2145
2146 return true;
2147 }
2148 }
2168 /* If the object is a boulder or other rollable object, then 2149 /* If the object is a boulder or other rollable object, then
2169 * 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.
2170 */ 2151 */
2171 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)
2172 { 2155 {
2156 --op->speed_left;
2157
2173 recursive_roll (mon, dir, op); 2158 recursive_roll (mon, dir, op);
2174 if (action_makes_visible (op)) 2159 if (action_makes_visible (op))
2175 make_visible (op); 2160 make_visible (op);
2176 }
2177 2161
2162 return true;
2163 }
2164 }
2178 /* Any generic living creature. Including things like doors. 2165 /* Any generic living creature. Including things like doors.
2179 * 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
2180 * and be living. Then, it must be one of the following: 2167 * and be living. Then, it must be one of the following:
2181 * 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
2182 * 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.
2183 */ 2170 */
2184 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2171 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2185 ((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)))
2186 { 2173 {
2187 2174 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2188 /* If the player hasn't hit something this tick, and does
2189 * so, give them speed boost based on weapon speed. Doing
2190 * it here is better than process_players2, which basically
2191 * incurred a 1 tick offset.
2192 */
2193 if (!op->contr->has_hit)
2194 { 2175 {
2195 op->speed_left += op->speed / op->contr->weapon_sp; 2176 --op->contr->weapon_sp_left;
2196
2197 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2198 }
2199 2177
2200 skill_attack (mon, op, 0, 0, 0); 2178 skill_attack (mon, op, 0, 0, 0);
2201
2202 /* If attacking another player, that player gets automatic
2203 * hitback, and doesn't loose luck either.
2204 * Disable hitback on the battleground or if the target is
2205 * the wiz.
2206 */
2207 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2208 {
2209 short luck = mon->stats.luck;
2210
2211 mon->contr->has_hit = 1;
2212 skill_attack (op, mon, 0, 0, 0);
2213 mon->stats.luck = luck;
2214 }
2215 2179
2216 if (action_makes_visible (op)) 2180 if (action_makes_visible (op))
2217 make_visible (op); 2181 make_visible (op);
2218 }
2219 } /* if player should attack something */
2220}
2221 2182
2222int 2183 return true;
2184 }
2185 }
2186
2187 return false;
2188}
2189
2190bool
2223move_player (object *op, int dir) 2191move_player (object *op, int dir)
2224{ 2192{
2225 int pick; 2193 int pick;
2226 2194
2227 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2195 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2234 return 0; 2202 return 0;
2235 } 2203 }
2236 2204
2237 /* peterm: added following line */ 2205 /* peterm: added following line */
2238 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2206 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2239 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2207 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2240 2208
2241 op->facing = dir; 2209 op->facing = dir;
2242 2210
2243 if (op->hide) 2211 if (op->hide)
2244 do_hidden_move (op); 2212 do_hidden_move (op);
2245 2213
2214 bool retval;
2215
2246 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2216 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2247 /*nop */ ; 2217 retval = RESULT_INT (0);
2248 else if (op->contr->fire_on) 2218 else if (op->contr->fire_on)
2249 fire (op, dir); 2219 retval = fire (op, dir);
2250 else 2220 else
2251 { 2221 {
2252 move_player_attack (op, dir); 2222 retval = move_player_attack (op, dir);
2253 pick = check_pick (op); 2223 pick = check_pick (op);
2254 } 2224 }
2255 2225
2256 /* 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
2257 * server can handle repeat firing. 2227 * server can handle repeat firing.
2264 /* Update how the player looks. Use the facing, so direction may 2234 /* Update how the player looks. Use the facing, so direction may
2265 * get reset to zero. This allows for full animation capabilities 2235 * get reset to zero. This allows for full animation capabilities
2266 * for players. 2236 * for players.
2267 */ 2237 */
2268 animate_object (op, op->facing); 2238 animate_object (op, op->facing);
2269 return 0; 2239
2240 return retval;
2270} 2241}
2271 2242
2272/* 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
2273 * new client/server stuff. 2244 * new client/server stuff.
2274 * 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
2275 * the new speed values for commands. 2246 * the new speed values for commands.
2276 * 2247 *
2277 * 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.
2278 */ 2251 */
2279int 2252bool
2280handle_newcs_player (object *op) 2253handle_newcs_player (object *op)
2281{ 2254{
2282 if (op->contr->hidden)
2283 {
2284 op->invisible = 1000;
2285 /* the socket code flashes the player visible/invisible
2286 * depending on the value of invisible, so we need to
2287 * alternate it here for it to work correctly.
2288 */
2289 if (pticks & 2)
2290 op->invisible--;
2291 }
2292 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2293 {
2294 op->invisible--;
2295 if (!op->invisible)
2296 {
2297 make_visible (op);
2298 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2299 }
2300 }
2301
2302 if (QUERY_FLAG (op, FLAG_SCARED)) 2255 if (QUERY_FLAG (op, FLAG_SCARED))
2303 { 2256 {
2304 flee_player (op); 2257 if (op->speed_left > 0.f)
2305 /* If player is still scared, that is his action for this tick */
2306 if (QUERY_FLAG (op, FLAG_SCARED))
2307 { 2258 {
2308 op->speed_left--; 2259 --op->speed_left;
2260 flee_player (op);
2261
2309 return 0; 2262 return true;
2310 } 2263 }
2264 else
2265 return false;
2311 } 2266 }
2312
2313 /* I've been seeing crashes where the golem has been destroyed, but
2314 * the player object still points to the defunct golem. The code that
2315 * destroys the golem looks correct, and it doesn't always happen, so
2316 * put this in a a workaround to clean up the golem pointer.
2317 */
2318 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2319 op->contr->ranges[range_golem] = 0;
2320 2267
2321 /* 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
2322 * the players time has been increased when doericserver has been 2269 * the players time has been increased when doericserver has been
2323 * called, so we recheck it here. 2270 * called, so we recheck it here.
2324 */ 2271 */
2325 if (op->contr->ns->handle_command ()) 2272 if (op->contr->ns->handle_command ())
2326 return 1; 2273 return true;
2327 2274
2328 if (op->speed_left > 0)
2329 {
2330 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2275 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2331 {
2332 /* All move commands take 1 tick, at least for now */
2333 op->speed_left--;
2334
2335 /* Instead of all the stuff below, let move_player take care
2336 * of it. Also, some of the skill stuff is only put in
2337 * there, as well as the confusion stuff.
2338 */
2339 move_player (op, op->direction); 2276 return move_player (op, op->direction);
2340 2277
2341 return op->speed_left > 0;
2342 }
2343 }
2344
2345 return 0; 2278 return false;
2346} 2279}
2347 2280
2348int 2281int
2349save_life (object *op) 2282save_life (object *op)
2350{ 2283{
2385 * from. 2318 * from.
2386 */ 2319 */
2387void 2320void
2388remove_unpaid_objects (object *op, object *env) 2321remove_unpaid_objects (object *op, object *env)
2389{ 2322{
2390 object *next;
2391
2392 while (op) 2323 while (op)
2393 { 2324 {
2394 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' */
2395 2326
2396 if (QUERY_FLAG (op, FLAG_UNPAID)) 2327 if (QUERY_FLAG (op, FLAG_UNPAID))
2462 int rate_grace = 2000; 2393 int rate_grace = 2000;
2463 const int max_hp = 1; 2394 const int max_hp = 1;
2464 const int max_sp = 1; 2395 const int max_sp = 1;
2465 const int max_grace = 1; 2396 const int max_grace = 1;
2466 2397
2467 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--;
2468 { 2407 }
2469 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2408 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2470 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2409 {
2471 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 }
2472 } 2415 }
2473 2416
2474 if (op->contr->ns->state == ST_PLAYING) 2417 if (op->contr->ns->state == ST_PLAYING)
2475 { 2418 {
2476 /* these next three if clauses make it possible to SLOW DOWN 2419 /* these next three if clauses make it possible to SLOW DOWN
2498 gen_grace = op->stats.maxgrace; 2441 gen_grace = op->stats.maxgrace;
2499 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2442 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2500 } 2443 }
2501 2444
2502 /* Regenerate Spell Points */ 2445 /* Regenerate Spell Points */
2503 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2446 if (!op->contr->golem && --op->last_sp < 0)
2504 { 2447 {
2505 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);
2506 if (op->stats.sp < op->stats.maxsp) 2449 if (op->stats.sp < op->stats.maxsp)
2507 { 2450 {
2508 op->stats.sp++; 2451 op->stats.sp++;
2606 } 2549 }
2607 2550
2608 /* Digestion */ 2551 /* Digestion */
2609 if (--op->last_eat < 0) 2552 if (--op->last_eat < 0)
2610 { 2553 {
2611#ifdef COZY_SERVER
2612 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2613 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2614#else
2615 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;
2616#endif
2617 2555
2618 if (op->contr->gen_hp > 0) 2556 if (op->contr->gen_hp > 0)
2619 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);
2620 else 2558 else
2621 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2559 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2726 tmp->name = buf; 2664 tmp->name = buf;
2727 sprintf (buf, " This finger has been cut off %s\n" 2665 sprintf (buf, " This finger has been cut off %s\n"
2728 " 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",
2729 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2667 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2730 tmp->msg = buf; 2668 tmp->msg = buf;
2731 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2669 tmp->value = 0, tmp->type = 0;
2732 tmp->materialname = NULL; 2670 tmp->materialname = "organics";
2733 tmp->insert_at (op, tmp); 2671 tmp->insert_at (op, tmp);
2734 } 2672 }
2735 2673
2736 /* teleport defeated player to new destination */ 2674 /* teleport defeated player to new destination */
2737 transfer_ob (op, x, y, 0, NULL); 2675 transfer_ob (op, x, y, 0, NULL);
2933 op->stats.hp = op->stats.maxhp; 2871 op->stats.hp = op->stats.maxhp;
2934 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2872 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2935 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2873 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2936 2874
2937 /* 2875 /*
2938 * Check to see if the player is in a shop. IF so, then check to see if
2939 * 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
2940 * in the map. 2877 * and put them back in the map.
2941 */ 2878 */
2942
2943 if (is_in_shop (op))
2944 remove_unpaid_objects (op->inv, op); 2879 remove_unpaid_objects (op->inv, op);
2945 2880
2946 /****************************************/ 2881 /****************************************/
2947 /* */ 2882 /* */
2948 /* Move player to his current respawn- */ 2883 /* Move player to his current respawn- */
2949 /* position (usually last savebed) */ 2884 /* position (usually last savebed) */
2969 object *force; 2904 object *force;
2970 int at; 2905 int at;
2971 2906
2972 force = get_archetype (FORCE_NAME); 2907 force = get_archetype (FORCE_NAME);
2973 /* 50 ticks should be enough time for the spell to abate */ 2908 /* 50 ticks should be enough time for the spell to abate */
2974 force->speed = 0.1; 2909 force->speed = 0.1f;
2975 force->speed_left = -5.0; 2910 force->speed_left = -5.f;
2976 SET_FLAG (force, FLAG_APPLIED); 2911 SET_FLAG (force, FLAG_APPLIED);
2977 for (at = 0; at < NROFATTACKS; at++) 2912 for (at = 0; at < NROFATTACKS; at++)
2978 if (will_kill_again & (1 << at)) 2913 if (will_kill_again & (1 << at))
2979 force->resist[at] = 100; 2914 force->resist[at] = 100;
2980 2915
2989void 2924void
2990loot_object (object *op) 2925loot_object (object *op)
2991{ /* Grab and destroy some treasure */ 2926{ /* Grab and destroy some treasure */
2992 object *tmp, *tmp2, *next; 2927 object *tmp, *tmp2, *next;
2993 2928
2994 if (op->container) 2929 op->close_container (); /* close open sack first */
2995 esrv_apply_container (op, op->container); /* close open sack first */
2996 2930
2997 for (tmp = op->inv; tmp; tmp = next) 2931 for (tmp = op->inv; tmp; tmp = next)
2998 { 2932 {
2999 next = tmp->below; 2933 next = tmp->below;
3000 2934
3001 if (tmp->invisible) 2935 if (tmp->invisible)
3002 continue; 2936 continue;
3003 2937
3004 tmp->remove (); 2938 tmp->remove ();
3005 tmp->x = op->x, tmp->y = op->y; 2939 tmp->x = op->x, tmp->y = op->y;
2940
3006 if (tmp->type == CONTAINER) 2941 if (tmp->type == CONTAINER)
3007 { /* empty container to ground */ 2942 loot_object (tmp); /* empty container to ground */
3008 loot_object (tmp); 2943
3009 }
3010 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))))
3011 { 2945 {
3012 if (tmp->nrof > 1) 2946 if (tmp->nrof > 1)
3013 { 2947 {
3014 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2948 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3015 tmp2->destroy (); 2949 tmp2->destroy ();
3026/* 2960/*
3027 * fix_weight(): Check recursively the weight of all players, and fix 2961 * fix_weight(): Check recursively the weight of all players, and fix
3028 * 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
3029 * was changed. 2963 * was changed.
3030 */ 2964 */
3031
3032void 2965void
3033fix_weight (void) 2966fix_weight (void)
3034{ 2967{
3035 for_all_players (pl) 2968 for_all_players (pl)
3036 { 2969 {
3096 if (op->type == PLAYER) 3029 if (op->type == PLAYER)
3097 { 3030 {
3098 op->contr->tmp_invis = 0; 3031 op->contr->tmp_invis = 0;
3099 op->contr->invis_race = 0; 3032 op->contr->invis_race = 0;
3100 } 3033 }
3034
3101 update_object (op, UP_OBJ_FACE); 3035 update_object (op, UP_OBJ_CHANGE);
3102} 3036}
3103 3037
3104int 3038int
3105is_true_undead (object *op) 3039is_true_undead (object *op)
3106{ 3040{
3107 object *tmp = NULL;
3108
3109 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3041 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3110 return 1; 3042 return 1;
3111 3043
3112 return 0; 3044 return 0;
3113} 3045}
3114 3046
3158/* For Hidden creatures - a chance of becoming 'unhidden' 3090/* For Hidden creatures - a chance of becoming 'unhidden'
3159 * every time they move - as we subtract off 'invisibility' 3091 * every time they move - as we subtract off 'invisibility'
3160 * AND, for players, if they move into a ridiculously unhideable 3092 * AND, for players, if they move into a ridiculously unhideable
3161 * spot (surrounded by clear terrain in broad daylight). -b.t. 3093 * spot (surrounded by clear terrain in broad daylight). -b.t.
3162 */ 3094 */
3163
3164void 3095void
3165do_hidden_move (object *op) 3096do_hidden_move (object *op)
3166{ 3097{
3167 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3098 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3168 object *skop; 3099 object *skop;
3285 * a blocked los square. 3216 * a blocked los square.
3286 * we use the archetype to figure out offsets. 3217 * we use the archetype to figure out offsets.
3287 */ 3218 */
3288 while (op) 3219 while (op)
3289 { 3220 {
3290 dx = rv.distance_x + op->arch->clone.x; 3221 dx = rv.distance_x + op->arch->x;
3291 dy = rv.distance_y + op->arch->clone.y; 3222 dy = rv.distance_y + op->arch->y;
3292 3223
3293 /* only the viewable area the player sees is updated by LOS 3224 /* only the viewable area the player sees is updated by LOS
3294 * 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
3295 * for any meaningful values. 3226 * for any meaningful values.
3296 */ 3227 */
3401 char buf[MAX_BUF]; /* tmp. string buffer */ 3332 char buf[MAX_BUF]; /* tmp. string buffer */
3402 int i = 0, j = 0; 3333 int i = 0, j = 0;
3403 3334
3404 /* get the appropriate treasurelist */ 3335 /* get the appropriate treasurelist */
3405 if (atnr == ATNR_FIRE) 3336 if (atnr == ATNR_FIRE)
3406 trlist = find_treasurelist ("dragon_ability_fire"); 3337 trlist = treasurelist::find ("dragon_ability_fire");
3407 else if (atnr == ATNR_COLD) 3338 else if (atnr == ATNR_COLD)
3408 trlist = find_treasurelist ("dragon_ability_cold"); 3339 trlist = treasurelist::find ("dragon_ability_cold");
3409 else if (atnr == ATNR_ELECTRICITY) 3340 else if (atnr == ATNR_ELECTRICITY)
3410 trlist = find_treasurelist ("dragon_ability_elec"); 3341 trlist = treasurelist::find ("dragon_ability_elec");
3411 else if (atnr == ATNR_POISON) 3342 else if (atnr == ATNR_POISON)
3412 trlist = find_treasurelist ("dragon_ability_poison"); 3343 trlist = treasurelist::find ("dragon_ability_poison");
3413 3344
3414 if (trlist == NULL || who->type != PLAYER) 3345 if (trlist == NULL || who->type != PLAYER)
3415 return; 3346 return;
3416 3347
3417 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++);
3421 /* 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]); */
3422 return; 3353 return;
3423 } 3354 }
3424 3355
3425 /* everything seems okay - now bring on the gift: */ 3356 /* everything seems okay - now bring on the gift: */
3426 item = &(tr->item->clone); 3357 item = tr->item;
3427 3358
3428 if (item->type == SPELL) 3359 if (item->type == SPELL)
3429 { 3360 {
3430 if (check_spell_known (who, item->name)) 3361 if (check_spell_known (who, item->name))
3431 return; 3362 return;
3491 /* forces in the treasurelist can alter the player's stats */ 3422 /* forces in the treasurelist can alter the player's stats */
3492 object *skin; 3423 object *skin;
3493 3424
3494 /* first get the dragon skin force */ 3425 /* first get the dragon skin force */
3495 shstr_cmp dragon_skin_force ("dragon_skin_force"); 3426 shstr_cmp dragon_skin_force ("dragon_skin_force");
3496 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)
3497 ; 3428 ;
3498 3429
3499 if (!skin) 3430 if (!skin)
3500 return; 3431 return;
3501 3432
3549 * not readied. 3480 * not readied.
3550 */ 3481 */
3551void 3482void
3552player_unready_range_ob (player *pl, object *ob) 3483player_unready_range_ob (player *pl, object *ob)
3553{ 3484{
3554 rangetype i; 3485 if (pl->ob->current_weapon == ob)
3486 pl->ob->current_weapon = 0;
3555 3487
3556 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3488 if (pl->combat_ob == ob)
3557 { 3489 pl->combat_ob = 0;
3490
3558 if (pl->ranges[i] == ob) 3491 if (pl->ranged_ob == ob)
3559 { 3492 pl->ranged_ob = 0;
3560 pl->ranges[i] = NULL;
3561 if (pl->shoottype == i)
3562 {
3563 pl->shoottype = range_none;
3564 }
3565 }
3566 }
3567} 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}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines