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Comparing deliantra/server/server/player.C (file contents):
Revision 1.95 by root, Mon Jan 8 18:18:35 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
216 run_on = 0; 205 run_on = 0;
217 fire_on = 0; 206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
218 208
219 ns->update_look = 0; 209 ns->update_look = 0;
220 ns->look_position = 0; 210 ns->look_position = 0;
221 211
222 clear_los (ob); 212 clear_los (this);
223 213
224 ns->reset_stats (); 214 ns->reset_stats ();
225 215
226 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
227 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
228 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->race;
229
230 if (!legal_range (ob, shoottype))
231 shoottype = range_none;
232 219
233 ob->carrying = sum_weight (ob); 220 ob->carrying = sum_weight (ob);
234 link_player_skills (ob); 221 link_player_skills (ob);
235 222
236 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
237 224
238 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->object::name);
239
240 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
241 * from the class, and not race. I don't see any way to get the class information
242 * to then update this. I don't think this will actually break anything - anyone
243 * that can use armour should be able to use a shield. What this may 'break'
244 * are features new characters get, eg, if someone starts up with a Q, they
245 * should be able to use a shield. However, old Q's won't get that advantage.
246 */
247 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
248 SET_FLAG (ob, FLAG_USE_SHIELD);
249 226
250 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
251 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
252 { 229 {
253 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
255 shstr_cmp dragon_ability_force ("dragon_ability_force"); 232 shstr_cmp dragon_ability_force ("dragon_ability_force");
256 shstr_cmp dragon_skin_force ("dragon_skin_force"); 233 shstr_cmp dragon_skin_force ("dragon_skin_force");
257 234
258 for (tmp = ob->inv; tmp; tmp = tmp->below) 235 for (tmp = ob->inv; tmp; tmp = tmp->below)
259 if (tmp->type == FORCE) 236 if (tmp->type == FORCE)
260 if (tmp->arch->name == dragon_ability_force) 237 if (tmp->arch->archname == dragon_ability_force)
261 abil = tmp; 238 abil = tmp;
262 else if (tmp->arch->name == dragon_skin_force) 239 else if (tmp->arch->archname == dragon_skin_force)
263 skin = tmp; 240 skin = tmp;
264 241
265 set_dragon_name (ob, abil, skin); 242 set_dragon_name (ob, abil, skin);
266 } 243 }
267 244
268 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
269 246
270 esrv_new_player (this, ob->weight + ob->carrying); 247 esrv_new_player (this, ob->weight + ob->carrying);
271 248
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);
272 ob->update_stats (); 274 ob->update_stats ();
275
273 ns->floorbox_update (); 276 ns->floorbox_update ();
274
275 esrv_send_inventory (ob, ob); 277 esrv_send_inventory (ob, ob);
276 esrv_add_spells (this, 0); 278 esrv_add_spells (this, 0);
277 279
278 activate (); 280 activate ();
279 281
293 if (active) 295 if (active)
294 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
295 297
296 INVOKE_PLAYER (DISCONNECT, this); 298 INVOKE_PLAYER (DISCONNECT, this);
297 299
300 ns->reset_stats ();
298 ns->pl = 0; 301 ns->pl = 0;
299 this->ns = 0; 302 ns = 0;
300 } 303 }
304
305 if (ob)
306 ob->close_container (); //TODO: client-specific
307
308 observe = ob;
301 309
302 deactivate (); 310 deactivate ();
303} 311}
304 312
305// the need for this function can be explained 313// the need for this function can be explained
306// by load_object not returning the object 314// by load_object not returning the object
307void 315void
308player::set_object (object *op) 316player::set_object (object *op)
309{ 317{
310 ob = op; 318 ob = observe = op;
311 ob->contr = this; /* this aren't yet in archetype */ 319 ob->contr = this; /* this aren't yet in archetype */
312 320
321 ob->speed = 1.0f;
313 ob->speed_left = 0.5; 322 ob->speed_left = 0.5f;
314 ob->speed = 1.0; 323
315 ob->direction = 5; /* So player faces south */ 324 ob->direction = 5; /* So player faces south */
316 ob->stats.wc = 2; 325}
317 ob->run_away = 25; /* Then we panick... */
318 326
319 ob->roll_stats (); 327void
328player::set_observe (object *op)
329{
330 observe = op ? op : ob;
331 do_los = 1;
320} 332}
321 333
322player::player () 334player::player ()
323{ 335{
324 /* There are some elements we want initialised to non zero value - 336 /* There are some elements we want initialised to non zero value -
325 * we deal with that below this point. 337 * we deal with that below this point.
326 */ 338 */
327 outputs_sync = 16; /* Every 2 seconds */ 339 outputs_sync = 4;
328 outputs_count = 8; /* Keeps present behaviour */ 340 outputs_count = 4;
329 unapply = unapply_nochoice; 341 unapply = unapply_nochoice;
330 342
331 savebed_map = first_map_path; /* Init. respawn position */ 343 savebed_map = first_map_path; /* Init. respawn position */
332 344
333 gen_sp_armour = 10; 345 gen_sp_armour = 10;
334 shoottype = range_none;
335 bowtype = bow_normal; 346 bowtype = bow_normal;
336 petmode = pet_normal; 347 petmode = pet_normal;
337 listening = 10; 348 listening = 10;
338 usekeys = containers; 349 usekeys = containers;
339 peaceful = 1; /* default peaceful */ 350 peaceful = 1; /* default peaceful */
340 do_los = 1; 351 do_los = 1;
352
353 weapon_sp = 1.0f;
354 weapon_sp_left = 0.5f;
341} 355}
342 356
343void 357void
344player::do_destroy () 358player::do_destroy ()
345{ 359{
368player::create () 382player::create ()
369{ 383{
370 player *pl = new player; 384 player *pl = new player;
371 385
372 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
373 set_first_map (pl->ob); 392 set_first_map (pl->ob);
374 393
375 return pl; 394 return pl;
376} 395}
377 396
381 * Note: there MUST be at least one player archetype! 400 * Note: there MUST be at least one player archetype!
382 */ 401 */
383archetype * 402archetype *
384get_player_archetype (archetype *at) 403get_player_archetype (archetype *at)
385{ 404{
386 archetype *start = at; 405 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
387 406
388 for (;;) 407 for (;;)
389 { 408 {
390 if (at == NULL || at->next == NULL) 409 if (++i == archetypes.end ())
391 at = first_archetype; 410 i = archetypes.begin ();
392 else 411 else if (*i == at)
393 at = at->next; 412 cleanup ("not a single player archetype found");
394 413
395 if (at->clone.type == PLAYER) 414 if ((*i)->type == PLAYER)
396 return at; 415 return *i;
397
398 if (at == start)
399 {
400 LOG (llevError, "No Player archetypes\n");
401 exit (-1);
402 }
403 } 416 }
404} 417}
405 418
406object * 419object *
407get_nearest_player (object *mon) 420get_nearest_player (object *mon)
523 x = mon->x; 536 x = mon->x;
524 y = mon->y; 537 y = mon->y;
525 m = mon->map; 538 m = mon->map;
526 dir = rv.direction; 539 dir = rv.direction;
527 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 */
528 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
529 /* 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. */
530 if (diff > max) 544 if (diff > max)
531 return 0; 545 return 0;
546
532 while (diff > 1 && max > 0) 547 while (diff > 1 && max > 0)
533 { 548 {
534 lastx = x; 549 lastx = x;
535 lasty = y; 550 lasty = y;
536 lastmap = m; 551 lastmap = m;
618 max--; 633 max--;
619 lastdir = dir; 634 lastdir = dir;
620 if (!firstdir) 635 if (!firstdir)
621 firstdir = dir; 636 firstdir = dir;
622 } 637 }
638
623 if (diff <= 1) 639 if (diff <= 1)
624 { 640 {
625 /* Recalculate diff (distance) because we may not have actually 641 /* Recalculate diff (distance) because we may not have actually
626 * headed toward player for entire distance. 642 * headed toward player for entire distance.
627 */ 643 */
628 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 644 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
629 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));
630 } 646 }
647
631 if (diff > max) 648 if (diff > max)
632 return 0; 649 return 0;
633 } 650 }
651
634 /* 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 */
635 if (!max) 653 if (!max)
636 return 0; 654 return 0;
637 655
638 return firstdir; 656 return firstdir;
752roll_stat (void) 770roll_stat (void)
753{ 771{
754 int a[4], i, j, k; 772 int a[4], i, j, k;
755 773
756 for (i = 0; i < 4; i++) 774 for (i = 0; i < 4; i++)
757 a[i] = (int) RANDOM () % 6 + 1; 775 a[i] = (int) rndm (6) + 1;
758 776
759 for (i = 0, j = 0, k = 7; i < 4; i++) 777 for (i = 0, j = 0, k = 7; i < 4; i++)
760 if (a[i] < k) 778 if (a[i] < k)
761 k = a[i], j = i; 779 k = a[i], j = i;
762 780
768} 786}
769 787
770void 788void
771object::roll_stats () 789object::roll_stats ()
772{ 790{
773 int statsort [7]; 791 int statsort [NUM_STATS];
774 792
775 for (;;) 793 for (;;)
776 { 794 {
777 int sum = 0; 795 int sum = 0;
778 for (int i = 7; i--; ) 796 for (int i = NUM_STATS; i--; )
779 sum += statsort [i] = roll_stat (); 797 sum += statsort [i] = roll_stat ();
780 798
781 if (sum >= 82 && sum <= 116) 799 if (sum >= 82 && sum <= 116)
782 break; 800 break;
783 } 801 }
784 802
785 // Sort the stats so that rerolling is easier... 803 // Sort the stats so that rerolling is easier...
786 std::sort (statsort, statsort + 7, std::greater<int>()); 804 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
787 805
806 for (int i = 0; i < NUM_STATS; ++i)
788 stats.Str = statsort[0]; 807 stats.stat (i) = statsort [i];
789 stats.Dex = statsort[1];
790 stats.Con = statsort[2];
791 stats.Int = statsort[3];
792 stats.Wis = statsort[4];
793 stats.Pow = statsort[5];
794 stats.Cha = statsort[6];
795 808
796 stats.exp = 0; 809 stats.exp = 0;
797 stats.ac = 0; 810 stats.ac = 0;
798 811
799 stats.hp = stats.maxhp; 812 stats.hp = stats.maxhp;
811} 824}
812 825
813void 826void
814object::swap_stats (int a, int b) 827object::swap_stats (int a, int b)
815{ 828{
816 int tmp = get_attr_value (&contr->orig_stats, a); 829 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
817 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
818 set_attr_value (&contr->orig_stats, b, tmp);
819 830
831 for (int i = 0; i < NUM_STATS; ++i)
820 stats.Str = contr->orig_stats.Str; 832 stats.stat (i) = contr->orig_stats.stat (i);
821 stats.Dex = contr->orig_stats.Dex;
822 stats.Con = contr->orig_stats.Con;
823 stats.Int = contr->orig_stats.Int;
824 stats.Wis = contr->orig_stats.Wis;
825 stats.Pow = contr->orig_stats.Pow;
826 stats.Cha = contr->orig_stats.Cha;
827 833
828 //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,
829 // be merged with the similar code in roll_stats 835 // be merged with the similar code in roll_stats
830 stats.ac = 0; 836 stats.ac = 0;
831 837
862 * appropriate action with it (change race, or other things). 868 * appropriate action with it (change race, or other things).
863 * The function name is for historical reasons - now we have 869 * The function name is for historical reasons - now we have
864 * separate race and class; this actually changes the RACE, 870 * separate race and class; this actually changes the RACE,
865 * not the class. 871 * not the class.
866 */ 872 */
867int 873void
868key_change_class (object *op, char key) 874player::chargen_race_done ()
869{ 875{
870 int tmp_loop;
871
872 if (key == 'd' || key == 'D')
873 {
874 char buf[MAX_BUF];
875
876 /* this must before then initial items are given */ 876 /* this must before then initial items are given */
877 esrv_new_player (op->contr, op->weight + op->carrying); 877 esrv_new_player (ob->contr, ob->weight + ob->carrying);
878 878
879 treasurelist *tl = find_treasurelist ("starting_wealth"); 879 treasurelist *tl = treasurelist::find ("starting_wealth");
880 if (tl) 880 if (tl)
881 create_treasure (tl, op, 0, 0, 0); 881 create_treasure (tl, ob, 0, 0, 0);
882 882
883 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, ob->contr);
884 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, ob->contr);
885 885
886 op->contr->ns->state = ST_PLAYING; 886 ob->contr->ns->state = ST_PLAYING;
887 887
888 if (op->msg) 888 if (ob->msg)
889 op->msg = NULL; 889 ob->msg = 0;
890 890
891 /* 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
892 * to save here. 892 * to save here.
893 */ 893 */
894 {
895 char buf[MAX_BUF];
894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
895 make_path_to_file (buf); 897 make_path_to_file (buf);
898 }
896 899
897 start_info (op); 900 start_info (ob);
898 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (ob, FLAG_WIZ);
899 give_initial_items (op, op->randomitems); 902 give_initial_items (ob, ob->randomitems);
900 link_player_skills (op); 903 link_player_skills (ob);
901 esrv_send_inventory (op, op); 904 esrv_send_inventory (ob, ob);
902 op->update_stats (); 905 ob->update_stats ();
903 906
904 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
905 * is one for this race 908 * is one for this race
906 */ 909 */
907 if (*first_map_ext_path) 910 if (*first_map_ext_path)
908 { 911 {
909 object *tmp; 912 object *tmp;
910 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
911 914
912 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);
913 tmp = object::create (); 916 tmp = object::create ();
914 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
915 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = ob->x;
916 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = ob->y;
917 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;
918 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
919 * default initial map */ 922 * default initial map */
920 tmp->destroy (); 923 tmp->destroy ();
921 } 924 }
922 else 925 else
923 LOG (llevDebug, "first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
927}
924 928
925 return 0; 929void
926 } 930player::chargen_race_next ()
927 931{
928 /* Following actually changes the race - this is the default command 932 /* Following actually changes the race - this is the default command
929 * if we don't match with one of the options above. 933 * if we don't match with one of the options above.
930 */ 934 */
931 935
932 tmp_loop = 0; 936 do
933 while (!tmp_loop)
934 { 937 {
935 shstr name = op->name; 938 shstr name = ob->name;
936 int x = op->x, y = op->y; 939 int x = ob->x, y = ob->y;
937 940
938 op->remove_statbonus (); 941 ob->remove_statbonus ();
939 op->remove (); 942 ob->remove ();
940 op->arch = get_player_archetype (op->arch); 943 ob->arch = get_player_archetype (ob->arch);
941 op->arch->clone.copy_to (op); 944 ob->arch->copy_to (ob);
942 op->instantiate (); 945 ob->instantiate ();
943 op->stats = op->contr->orig_stats; 946 ob->stats = ob->contr->orig_stats;
944 op->name = op->name_pl = name; 947 ob->name = ob->name_pl = name;
945 op->x = x; 948 ob->x = x;
946 op->y = y; 949 ob->y = y;
947 SET_ANIMATION (op, 2); /* So player faces south */ 950 SET_ANIMATION (ob, 2); /* So player faces south */
948 insert_ob_in_map (op, op->map, op, 0); 951 insert_ob_in_map (ob, ob->map, ob, 0);
949 assign (op->contr->title, op->arch->clone.name); 952 assign (ob->contr->title, ob->arch->object::name);
950 op->add_statbonus (); 953 ob->add_statbonus ();
951 tmp_loop = allowed_class (op);
952 } 954 }
955 while (!allowed_class (ob));
953 956
954 update_object (op, UP_OBJ_FACE); 957 update_object (ob, UP_OBJ_FACE);
955 esrv_update_item (UPD_FACE, op, op); 958 esrv_update_item (UPD_FACE, ob, ob);
956 op->update_stats (); 959 ob->update_stats ();
957 op->stats.hp = op->stats.maxhp; 960 ob->stats.hp = ob->stats.maxhp;
958 op->stats.sp = op->stats.maxsp; 961 ob->stats.sp = ob->stats.maxsp;
959 op->stats.grace = 0; 962 ob->stats.grace = 0;
960
961 if (op->msg)
962 new_draw_info (NDI_BLUE, 0, op, op->msg);
963
964 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
965 return 0;
966} 963}
967 964
968void 965void
969flee_player (object *op) 966flee_player (object *op)
970{ 967{
1017 /* Cornered, get rid of scared */ 1014 /* Cornered, get rid of scared */
1018 CLEAR_FLAG (op, FLAG_SCARED); 1015 CLEAR_FLAG (op, FLAG_SCARED);
1019 op->enemy = NULL; 1016 op->enemy = NULL;
1020} 1017}
1021 1018
1022
1023/* 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.
1024 * 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
1025 * stop. 1021 * stop.
1026 */ 1022 */
1027int 1023int
1028check_pick (object *op) 1024check_pick (object *op)
1029{ 1025{
1030 object *tmp, *next; 1026 object *tmp, *next;
1031 int stop = 0; 1027 int stop = 0;
1032 int j, k, wvratio; 1028 int wvratio;
1033 char putstring[128], tmpstr[16]; 1029 char putstring[128];
1034 1030
1035 /* if you're flying, you cna't pick up anything */ 1031 /* if you're flying, you cna't pick up anything */
1036 if (op->move_type & MOVE_FLYING) 1032 if (op->move_type & MOVE_FLYING)
1037 return 1; 1033 return 1;
1038 1034
1106 if (tmp->name != NULL) 1102 if (tmp->name != NULL)
1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1103 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1108 &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))));
1109 else 1105 else
1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1106 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1111 &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))));
1112 1108
1113 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1109 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1114 } 1110 }
1115 1111
1116 /* philosophy: 1112 /* philosophy:
1309 /* careful: chairs and tables are weapons! */ 1305 /* careful: chairs and tables are weapons! */
1310 if (op->contr->mode & PU_ALLWEAPON) 1306 if (op->contr->mode & PU_ALLWEAPON)
1311 { 1307 {
1312 if (tmp->type == WEAPON && tmp->name != NULL) 1308 if (tmp->type == WEAPON && tmp->name != NULL)
1313 { 1309 {
1314 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 &&
1315 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1311 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1316 { 1312 {
1317 pick_up (op, tmp); 1313 pick_up (op, tmp);
1318 continue; 1314 continue;
1319 } 1315 }
1320 } 1316 }
1321 1317
1322 if (tmp->type == WEAPON && tmp->name == NULL) 1318 if (tmp->type == WEAPON && tmp->name == NULL)
1323 { 1319 {
1324 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)
1325 { 1321 {
1326 pick_up (op, tmp); 1322 pick_up (op, tmp);
1327 continue; 1323 continue;
1328 } 1324 }
1329 } 1325 }
1354 if (tmp->name != NULL) 1350 if (tmp->name != NULL)
1355 { 1351 {
1356 fprintf (stderr, "%s", tmp->name); 1352 fprintf (stderr, "%s", tmp->name);
1357 } 1353 }
1358 else 1354 else
1359 fprintf (stderr, "%s", tmp->arch->name); 1355 fprintf (stderr, "%s", tmp->arch->archname);
1360 fprintf (stderr, ",%d] = ", tmp->type); 1356 fprintf (stderr, ",%d] = ", tmp->type);
1361 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))));
1362#endif 1358#endif
1363 continue; 1359 continue;
1364 } 1360 }
1375 * found object is returned. 1371 * found object is returned.
1376 */ 1372 */
1377object * 1373object *
1378find_arrow (object *op, const char *type) 1374find_arrow (object *op, const char *type)
1379{ 1375{
1380 object *tmp = NULL; 1376 object *tmp = 0;
1381 1377
1382 for (op = op->inv; op; op = op->below) 1378 for (op = op->inv; op; op = op->below)
1383 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))
1384 tmp = find_arrow (op, type); 1380 tmp = find_arrow (op, type);
1385 else if (op->type == ARROW && op->race == type) 1381 else if (op->type == ARROW && op->race == type)
1386 return op; 1382 return op;
1383
1387 return tmp; 1384 return tmp;
1388} 1385}
1389 1386
1390/* 1387/*
1391 * 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
1392 * 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
1393 * 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
1394 * 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.
1395 */ 1392 */
1396
1397object * 1393object *
1398find_better_arrow (object *op, object *target, const char *type, int *better) 1394find_better_arrow (object *op, object *target, const char *type, int *better)
1399{ 1395{
1400 object *tmp = NULL, *arrow, *ntmp; 1396 object *tmp = NULL, *arrow, *ntmp;
1401 int attacknum, attacktype, betterby = 0, i; 1397 int attacknum, attacktype, betterby = 0, i;
1434 else 1430 else
1435 { 1431 {
1436 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1432 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1437 { 1433 {
1438 attacktype = 1 << attacknum; 1434 attacktype = 1 << attacknum;
1439 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1435 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1440 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)
1441 { 1437 {
1442 tmp = arrow; 1438 tmp = arrow;
1443 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;
1444 } 1440 }
1445 } 1441 }
1446 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1442 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1447 { 1443 {
1448 tmp = arrow; 1444 tmp = arrow;
1467 * find_better_arrow to find a decent arrow to use. 1463 * find_better_arrow to find a decent arrow to use.
1468 * op = the shooter 1464 * op = the shooter
1469 * type = bow->race 1465 * type = bow->race
1470 * dir = fire direction 1466 * dir = fire direction
1471 */ 1467 */
1472
1473object * 1468object *
1474pick_arrow_target (object *op, const char *type, int dir) 1469pick_arrow_target (object *op, const char *type, int dir)
1475{ 1470{
1476 object *tmp = NULL; 1471 object *tmp = NULL;
1477 maptile *m; 1472 maptile *m;
1542 */ 1537 */
1543int 1538int
1544fire_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)
1545{ 1540{
1546 object *left, *bow; 1541 object *left, *bow;
1547 int bowspeed, mflags; 1542 int mflags;
1548 maptile *m; 1543 maptile *m;
1549 1544
1550 if (!dir) 1545 if (!dir)
1551 { 1546 {
1552 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!");
1553 return 0; 1548 return 0;
1554 } 1549 }
1555 1550
1556 if (op->type == PLAYER) 1551 if (op->contr)
1557 bow = op->contr->ranges[range_bow]; 1552 bow = op->current_weapon;
1558 else 1553 else
1559 { 1554 {
1560 for (bow = op->inv; bow; bow = bow->below) 1555 for (bow = op->inv; bow; bow = bow->below)
1561 /* 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
1562 * 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.
1567 if (!bow) 1562 if (!bow)
1568 { 1563 {
1569 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1564 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1570 return 0; 1565 return 0;
1571 } 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
1572 } 1575 }
1573 1576
1574 if (!bow->race || !bow->skill) 1577 if (!bow->race || !bow->skill)
1575 { 1578 {
1576 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);
1577 return 0; 1580 return 0;
1578 } 1581 }
1579
1580 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1581
1582 /* penalize ROF for bestarrow */
1583 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1584 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1585
1586 if (bowspeed < 1)
1587 bowspeed = 1;
1588 1582
1589 if (arrow == NULL) 1583 if (arrow == NULL)
1590 { 1584 {
1591 if ((arrow = find_arrow (op, bow->race)) == NULL) 1585 if ((arrow = find_arrow (op, bow->race)) == NULL)
1592 { 1586 {
1593 if (op->type == PLAYER) 1587 if (op->type == PLAYER)
1594 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);
1595 /* 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 */
1596 else 1590 else
1597 CLEAR_FLAG (op, FLAG_READY_BOW); 1591 CLEAR_FLAG (op, FLAG_READY_BOW);
1592
1598 return 0; 1593 return 0;
1599 } 1594 }
1600 } 1595 }
1601 1596
1602 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1597 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1626 1621
1627 arrow->set_owner (op); 1622 arrow->set_owner (op);
1628 arrow->skill = bow->skill; 1623 arrow->skill = bow->skill;
1629 arrow->direction = dir; 1624 arrow->direction = dir;
1630 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
1631 if (op->type == PLAYER) 1659 if (op->type == PLAYER)
1632 { 1660 {
1633 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1634 op->update_stats ();
1635 }
1636
1637 SET_ANIMATION (arrow, arrow->direction);
1638 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1639 arrow->stats.hp = arrow->stats.dam;
1640 arrow->stats.grace = arrow->attacktype;
1641 if (arrow->slaying != NULL)
1642 arrow->spellarg = strdup (arrow->slaying);
1643
1644 /* Note that this was different for monsters - they got their level
1645 * added to the damage. I think the strength bonus is more proper.
1646 */
1647
1648 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1649
1650 /* update the speed */
1651 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1652 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1653
1654 arrow->set_speed (max (arrow->speed, 1.0));
1655 arrow->speed_left = 0;
1656
1657 if (op->type == PLAYER)
1658 {
1659 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1660 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1661 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1662
1663 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;
1664 } 1668 }
1665 else 1669 else
1666 { 1670 {
1667 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1668 arrow->level = op->level; 1671 arrow->level = op->level;
1669 } 1672 arrow->stats.wc -= bow->magic;
1670 1673
1671 if (arrow->attacktype == AT_PHYSICAL) 1674 if (!arrow->slaying)
1675 arrow->slaying = bow->slaying;
1676
1672 arrow->attacktype |= bow->attacktype; 1677 arrow->attacktype |= bow->attacktype;
1678 }
1673 1679
1674 if (bow->slaying) 1680 wc -= arrow->level;
1675 arrow->slaying = bow->slaying; 1681 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1676 1682
1683 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1677 arrow->move_type = MOVE_FLY_LOW; 1684 arrow->move_type = MOVE_FLY_LOW;
1678 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1685 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1679 1686
1680 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);
1681 m->insert (arrow, sx, sy, op); 1688 m->insert (arrow, sx, sy, op);
1706{ 1713{
1707 int ret = 0, wcmod = 0; 1714 int ret = 0, wcmod = 0;
1708 1715
1709 if (op->contr->bowtype == bow_bestarrow) 1716 if (op->contr->bowtype == bow_bestarrow)
1710 { 1717 {
1711 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);
1712 } 1719 }
1713 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)
1714 { 1721 {
1715 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1722 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1716 wcmod = -1; 1723 wcmod = -1;
1726 else if (op->contr->bowtype == bow_spreadshot) 1733 else if (op->contr->bowtype == bow_spreadshot)
1727 { 1734 {
1728 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);
1729 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);
1730 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);
1731
1732 } 1738 }
1733 else 1739 else
1734 { 1740 {
1735 /* Simple case */ 1741 /* Simple case */
1736 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);
1737 } 1743 }
1744
1738 return ret; 1745 return ret;
1739} 1746}
1740
1741 1747
1742/* Fires a misc (wand/rod/horn) object in 'dir'. 1748/* Fires a misc (wand/rod/horn) object in 'dir'.
1743 * Broken apart from 'fire' to keep it more readable. 1749 * Broken apart from 'fire' to keep it more readable.
1744 */ 1750 */
1745void 1751void
1746fire_misc_object (object *op, int dir) 1752fire_misc_object (object *op, int dir)
1747{ 1753{
1748 object *item; 1754 object *item = op->contr->ranged_ob;
1749 1755
1750 if (!op->contr->ranges[range_misc]) 1756 if (!item)
1751 { 1757 {
1752 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.");
1753 return; 1759 return;
1754 } 1760 }
1755 1761
1756 item = op->contr->ranges[range_misc];
1757 if (!item->inv) 1762 if (!item->inv)
1758 { 1763 {
1759 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1764 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1760 return; 1765 return;
1761 } 1766 }
1767
1768 if (!op->change_weapon (item))
1769 return;
1770
1762 if (item->type == WAND) 1771 if (item->type == WAND)
1763 { 1772 {
1764 if (item->stats.food <= 0) 1773 if (item->stats.food <= 0)
1765 { 1774 {
1766 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1775 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1767 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
1768 return; 1778 return;
1769 } 1779 }
1770 } 1780 }
1771 else if (item->type == ROD || item->type == HORN) 1781 else if (item->type == ROD || item->type == HORN)
1772 { 1782 {
1773 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))
1774 { 1784 {
1775 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1785 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1786
1776 if (item->type == ROD) 1787 if (item->type == ROD)
1777 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));
1778 else 1789 else
1779 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
1780 return; 1792 return;
1781 } 1793 }
1782 } 1794 }
1783 1795
1784 if (cast_spell (op, item, dir, item->inv, NULL)) 1796 if (cast_spell (op, item, dir, item->inv, NULL))
1791 object *tmp; 1803 object *tmp;
1792 1804
1793 if (item->arch) 1805 if (item->arch)
1794 { 1806 {
1795 CLEAR_FLAG (item, FLAG_ANIMATE); 1807 CLEAR_FLAG (item, FLAG_ANIMATE);
1796 item->face = item->arch->clone.face; 1808 item->face = item->arch->face;
1797 item->set_speed (0); 1809 item->set_speed (0);
1798 } 1810 }
1799 1811
1800 if ((tmp = item->in_player ())) 1812 if ((tmp = item->in_player ()))
1801 esrv_update_item (UPD_ANIM, tmp, item); 1813 esrv_update_item (UPD_ANIM, tmp, item);
1806 } 1818 }
1807} 1819}
1808 1820
1809/* Received a fire command for the player - go and do it. 1821/* Received a fire command for the player - go and do it.
1810 */ 1822 */
1811void 1823bool
1812fire (object *op, int dir) 1824fire (object *op, int dir)
1813{ 1825{
1814 int spellcost = 0; 1826 int spellcost = 0;
1815 1827
1816 /* check for loss of invisiblity/hide */ 1828 /* check for loss of invisiblity/hide */
1817 if (action_makes_visible (op)) 1829 if (action_makes_visible (op))
1818 make_visible (op); 1830 make_visible (op);
1819 1831
1820 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;
1821 { 1838 }
1822 case range_none:
1823 return;
1824 1839
1825 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:
1826 player_fire_bow (op, dir); 1856 player_fire_bow (op, dir);
1827 return; 1857 break;
1828 1858
1829 case range_magic: /* Casting spells */ 1859 case SPELL:
1830 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);
1831 return; 1861 break;
1832 1862
1833 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:
1834 fire_misc_object (op, dir); 1872 fire_misc_object (op, dir);
1835 return; 1873 break;
1836
1837 case range_golem: /* Control summoned monsters from scrolls */
1838 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1839 {
1840 op->contr->ranges[range_golem] = 0;
1841 op->contr->shoottype = range_none;
1842 }
1843 else
1844 control_golem (op->contr->ranges[range_golem], dir);
1845 return;
1846
1847 case range_skill:
1848 if (!op->chosen_skill)
1849 {
1850 if (op->type == PLAYER)
1851 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1852 return;
1853 }
1854
1855 do_skill (op, op, op->chosen_skill, dir, NULL);
1856 return;
1857 case range_builder:
1858 apply_map_builder (op, dir);
1859 return;
1860 default:
1861 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1862 return;
1863 } 1874 }
1864}
1865 1875
1866 1876 return true;
1877}
1867 1878
1868/* find_key 1879/* find_key
1869 * 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
1870 * and successfully use it, we return the key, otherwise NULL 1881 * and successfully use it, we return the key, otherwise NULL
1871 * This function merges both normal and locked door, since the logic 1882 * This function merges both normal and locked door, since the logic
1873 * pl is the player, 1884 * pl is the player,
1874 * inv is the objects inventory to searched 1885 * inv is the objects inventory to searched
1875 * door is the door we are trying to match against. 1886 * door is the door we are trying to match against.
1876 * This function can be called recursively to search containers. 1887 * This function can be called recursively to search containers.
1877 */ 1888 */
1878
1879object * 1889object *
1880find_key (object *pl, object *container, object *door) 1890find_key (object *pl, object *container, object *door)
1881{ 1891{
1882 object *tmp, *key; 1892 object *tmp, *key;
1883 1893
1884 /* Should not happen, but sanity checking is never bad */ 1894 /* Should not happen, but sanity checking is never bad */
1885 if (container->inv == NULL) 1895 if (!container->inv)
1886 return NULL; 1896 return 0;
1887 1897
1888 /* 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 */
1889 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1899 for (tmp = container->inv; tmp; tmp = tmp->below)
1890 { 1900 {
1891 if (door->type == DOOR && tmp->type == KEY) 1901 if (door->type == DOOR && tmp->type == KEY)
1892 break; 1902 break;
1893 /* For sanity, we should really check door type, but other stuff 1903 /* For sanity, we should really check door type, but other stuff
1894 * (like containers) can be locked with special keys 1904 * (like containers) can be locked with special keys
1895 */ 1905 */
1896 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1906 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1897 break; 1907 break;
1898 } 1908 }
1909
1899 /* No key found - lets search inventories now */ 1910 /* No key found - lets search inventories now */
1900 /* 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.
1901 * 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
1902 * a key, return 1913 * a key, return
1903 */ 1914 */
1904 if (!tmp) 1915 if (!tmp)
1905 { 1916 {
1906 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1917 for (tmp = container->inv; tmp; tmp = tmp->below)
1907 { 1918 {
1908 /* No reason to search empty containers */ 1919 /* No reason to search empty containers */
1909 if (tmp->type == CONTAINER && tmp->inv) 1920 if (tmp->type == CONTAINER && tmp->inv)
1910 { 1921 {
1911 if ((key = find_key (pl, tmp, door)) != NULL) 1922 if ((key = find_key (pl, tmp, door)))
1912 return key; 1923 return key;
1913 } 1924 }
1914 } 1925 }
1926
1915 if (!tmp) 1927 if (!tmp)
1916 return NULL; 1928 return NULL;
1917 } 1929 }
1930
1918 /* 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,
1919 * see if we actually want to use it 1932 * see if we actually want to use it
1920 */ 1933 */
1921 if (pl != container) 1934 if (pl != container)
1922 { 1935 {
1943 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1956 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1944 "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));
1945 return NULL; 1958 return NULL;
1946 } 1959 }
1947 } 1960 }
1961
1948 return tmp; 1962 return tmp;
1949} 1963}
1950 1964
1951/* moved door processing out of move_player_attack. 1965/* moved door processing out of move_player_attack.
1952 * returns 1 if player has opened the door with a key 1966 * returns 1 if player has opened the door with a key
1954 * 0 otherwise 1968 * 0 otherwise
1955 */ 1969 */
1956static int 1970static int
1957player_attack_door (object *op, object *door) 1971player_attack_door (object *op, object *door)
1958{ 1972{
1959 /* 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,
1960 * 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 -
1961 * otherwise, we fall through to the rest of the code. 1975 * otherwise, we fall through to the rest of the code.
1962 */ 1976 */
1963 object *key = find_key (op, op, door); 1977 object *key = find_key (op, op, door);
1964 1978
1965 /* IF we found a key, do some extra work */ 1979 /* If we found a key, do some extra work */
1966 if (key) 1980 if (key)
1967 { 1981 {
1968 object *container = key->env; 1982 object *container = key->env;
1969 1983
1970 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
1971 if (action_makes_visible (op)) 1986 if (action_makes_visible (op))
1972 make_visible (op); 1987 make_visible (op);
1988
1973 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1989 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1974 spring_trap (door->inv, op); 1990 spring_trap (door->inv, op);
1991
1975 if (door->type == DOOR) 1992 if (door->type == DOOR)
1976 {
1977 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 */
1978 }
1979 else if (door->type == LOCKED_DOOR) 1994 else if (door->type == LOCKED_DOOR)
1980 { 1995 {
1981 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));
1982 remove_door2 (door); /* remove door without violence ;-) */ 1997 remove_door2 (door); /* remove door without violence ;-) */
1983 } 1998 }
1999
1984 /* Do this after we print the message */ 2000 /* Do this after we print the message */
1985 decrease_ob (key); /* Use up one of the keys */ 2001 decrease_ob (key); /* Use up one of the keys */
1986 /* Need to update the weight the container the key was in */ 2002 /* Need to update the weight the container the key was in */
1987 if (container != op) 2003 if (container != op)
1988 esrv_update_item (UPD_WEIGHT, op, container); 2004 esrv_update_item (UPD_WEIGHT, op, container);
2005
1989 return 1; /* Nothing more to do below */ 2006 return 1; /* Nothing more to do below */
1990 } 2007 }
1991 else if (door->type == LOCKED_DOOR) 2008 else if (door->type == LOCKED_DOOR)
1992 { 2009 {
1993 /* Might as well return now - no other way to open this */ 2010 /* Might as well return now - no other way to open this */
1994 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2011 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1995 return 1; 2012 return 1;
1996 } 2013 }
2014
1997 return 0; 2015 return 0;
1998} 2016}
1999 2017
2000/* This function is just part of a breakup from move_player. 2018/* This function is just part of a breakup from move_player.
2001 * It should keep the code cleaner. 2019 * It should keep the code cleaner.
2002 * When this is called, the players direction has been updated 2020 * When this is called, the players direction has been updated
2003 * (taking into account confusion.) The player is also actually 2021 * (taking into account confusion.) The player is also actually
2004 * going to try and move (not fire weapons). 2022 * going to try and move (not fire weapons).
2005 */ 2023 */
2006void 2024bool
2007move_player_attack (object *op, int dir) 2025move_player_attack (object *op, int dir)
2008{ 2026{
2009 object *tmp, *mon;
2010 sint16 nx, ny;
2011 int on_battleground; 2027 int on_battleground;
2012 maptile *m;
2013 2028
2014 nx = freearr_x[dir] + op->x; 2029 sint16 nx = freearr_x[dir] + op->x;
2015 ny = freearr_y[dir] + op->y; 2030 sint16 ny = freearr_y[dir] + op->y;
2016 2031
2017 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 }
2018 2042
2019 /* 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
2020 * 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
2021 * 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
2022 * player. This is a pretty nasty hack, because if we could 2046 * player. This is a pretty nasty hack, because if we could
2023 * 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
2024 * 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
2025 * 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
2026 * move_ob uses. 2050 * move_ob uses.
2027 */ 2051 */
2028 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2029 {
2030 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2031 {
2032 m = op->map->xy_find (nx, ny); 2052 maptile *m = op->map->xy_find (nx, ny);
2033 if (!m)
2034 return; /* Don't think this should happen */
2035 }
2036 else
2037 m = op->map;
2038 2053
2039 if (!(tmp = m->at (nx, ny).bot))
2040 return;
2041
2042 mon = 0;
2043 /* 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
2044 * 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.
2045 * 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
2046 * on the space 2057 * on the space
2047 */ 2058 */
2048 while (tmp) 2059 object *mon;
2049 { 2060 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2050 if (tmp == op) 2061 {
2051 { 2062 if ((mon->flag [FLAG_ALIVE]
2052 tmp = tmp->above; 2063 || mon->type == LOCKED_DOOR
2053 continue; 2064 || mon->flag [FLAG_CAN_ROLL])
2054 }
2055
2056 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2057 {
2058 mon = tmp; 2065 && mon != op)
2059 break; 2066 break;
2060 } 2067 }
2061 2068
2062 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2063 mon = tmp;
2064
2065 tmp = tmp->above;
2066 }
2067
2068 if (!mon) /* This happens anytime the player tries to move */ 2069 if (!mon) /* This happens anytime the player tries to move */
2069 return; /* into a wall */ 2070 return false; /* into a wall */
2070 2071
2071 if (mon->head)
2072 mon = mon->head; 2072 mon = mon->head_ ();
2073 2073
2074 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)
2075 if (player_attack_door (op, mon)) 2076 if (player_attack_door (op, mon))
2077 {
2078 --op->contr->weapon_sp_left;
2076 return; 2079 return true;
2080 }
2077 2081
2078 /* The following deals with possibly attacking peaceful 2082 /* The following deals with possibly attacking peaceful
2079 * or frienddly creatures. Basically, all players are considered 2083 * or friendly creatures. Basically, all players are considered
2080 * unaggressive. If the moving player has peaceful set, then the 2084 * unaggressive. If the moving player has peaceful set, then the
2081 * object should be pushed instead of attacked. It is assumed that 2085 * object should be pushed instead of attacked. It is assumed that
2082 * if you are braced, you will not attack friends accidently, 2086 * if you are braced, you will not attack friends accidently,
2083 * and thus will not push them. 2087 * and thus will not push them.
2084 */ 2088 */
2085 2089
2086 /* 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
2087 * peaceful. Our assumption is the creature is a pet if the 2091 * peaceful. Our assumption is the creature is a pet if the
2088 * player owns it and it is either friendly or unagressive. 2092 * player owns it and it is either friendly or unagressive.
2089 */ 2093 */
2090 if ((op->type == PLAYER) 2094 if (op->type == PLAYER
2091#if COZY_SERVER
2092 &&
2093 ((mon->owner && mon->owner->contr 2095 && ((mon->owner && mon->owner->contr
2094 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2096 && same_party (mon->owner->contr->party, op->contr->party))
2095#else
2096 && mon->owner == op 2097 || mon->owner == op)
2097#endif
2098 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2098 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2099 { 2099 {
2100 /* 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 */
2101 if (op->contr->braced) 2101 if (op->contr->braced)
2102 return; 2102 return false;
2103
2104 if (op->speed_left > 0.f)
2105 {
2106 --op->speed_left;
2103 2107
2104 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);
2105 (void) push_ob (mon, dir, op); 2109 push_ob (mon, dir, op);
2110
2106 if (op->contr->tmp_invis || op->hide) 2111 if (op->contr->tmp_invis || op->hide)
2107 make_visible (op); 2112 make_visible (op);
2108 2113
2109 return; 2114 return true;
2110 } 2115 }
2116 else
2117 return false;
2118 }
2111 2119
2112 /* in certain circumstances, you shouldn't attack friendly 2120 /* in certain circumstances, you shouldn't attack friendly
2113 * creatures. Note that if you are braced, you can't push 2121 * creatures. Note that if you are braced, you can't push
2114 * 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
2115 * attack them either. 2123 * attack them either.
2116 */ 2124 */
2117 if ((mon->type == PLAYER || mon->enemy != op) && 2125 if ((mon->type == PLAYER || mon->enemy != op)
2118 (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))
2119#ifdef PROHIBIT_PLAYERKILL
2120 (op->contr->peaceful 2127 && ((op->contr->peaceful
2121 || (mon->type == PLAYER 2128 || (mon->type == PLAYER && mon->contr->peaceful))
2122 && mon->contr->
2123 peaceful)) &&
2124#else
2125 op->contr->peaceful &&
2126#endif
2127 !on_battleground)) 2129 && !on_battleground))
2130 {
2131 if (op->speed_left > 0.f)
2128 { 2132 {
2133 --op->speed_left;
2134
2129 if (!op->contr->braced) 2135 if (!op->contr->braced)
2130 { 2136 {
2131 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);
2132 push_ob (mon, dir, op); 2138 push_ob (mon, dir, op);
2133 } 2139 }
2134 else 2140 else
2135 new_draw_info (0, 0, op, "You withhold your attack"); 2141 new_draw_info (0, 0, op, "You withhold your attack");
2136 2142
2137 if (op->contr->tmp_invis || op->hide) 2143 if (op->contr->tmp_invis || op->hide)
2138 make_visible (op); 2144 make_visible (op);
2139 }
2140 2145
2146 return true;
2147 }
2148 }
2141 /* If the object is a boulder or other rollable object, then 2149 /* If the object is a boulder or other rollable object, then
2142 * 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.
2143 */ 2151 */
2144 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)
2145 { 2155 {
2156 --op->speed_left;
2157
2146 recursive_roll (mon, dir, op); 2158 recursive_roll (mon, dir, op);
2147 if (action_makes_visible (op)) 2159 if (action_makes_visible (op))
2148 make_visible (op); 2160 make_visible (op);
2149 }
2150 2161
2162 return true;
2163 }
2164 }
2151 /* Any generic living creature. Including things like doors. 2165 /* Any generic living creature. Including things like doors.
2152 * 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
2153 * and be living. Then, it must be one of the following: 2167 * and be living. Then, it must be one of the following:
2154 * 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
2155 * 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.
2156 */ 2170 */
2157 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2171 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2158 ((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)))
2159 { 2173 {
2160 2174 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2161 /* If the player hasn't hit something this tick, and does
2162 * so, give them speed boost based on weapon speed. Doing
2163 * it here is better than process_players2, which basically
2164 * incurred a 1 tick offset.
2165 */
2166 if (!op->contr->has_hit)
2167 { 2175 {
2168 op->speed_left += op->speed / op->contr->weapon_sp; 2176 --op->contr->weapon_sp_left;
2169
2170 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2171 }
2172 2177
2173 skill_attack (mon, op, 0, 0, 0); 2178 skill_attack (mon, op, 0, 0, 0);
2174
2175 /* If attacking another player, that player gets automatic
2176 * hitback, and doesn't loose luck either.
2177 * Disable hitback on the battleground or if the target is
2178 * the wiz.
2179 */
2180 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2181 {
2182 short luck = mon->stats.luck;
2183
2184 mon->contr->has_hit = 1;
2185 skill_attack (op, mon, 0, 0, 0);
2186 mon->stats.luck = luck;
2187 }
2188 2179
2189 if (action_makes_visible (op)) 2180 if (action_makes_visible (op))
2190 make_visible (op); 2181 make_visible (op);
2191 }
2192 } /* if player should attack something */
2193}
2194 2182
2195int 2183 return true;
2184 }
2185 }
2186
2187 return false;
2188}
2189
2190bool
2196move_player (object *op, int dir) 2191move_player (object *op, int dir)
2197{ 2192{
2198 int pick; 2193 int pick;
2199 2194
2200 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2195 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2207 return 0; 2202 return 0;
2208 } 2203 }
2209 2204
2210 /* peterm: added following line */ 2205 /* peterm: added following line */
2211 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2206 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2212 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2207 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2213 2208
2214 op->facing = dir; 2209 op->facing = dir;
2215 2210
2216 if (op->hide) 2211 if (op->hide)
2217 do_hidden_move (op); 2212 do_hidden_move (op);
2218 2213
2214 bool retval;
2215
2219 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2216 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2220 /*nop */ ; 2217 retval = RESULT_INT (0);
2221 else if (op->contr->fire_on) 2218 else if (op->contr->fire_on)
2222 fire (op, dir); 2219 retval = fire (op, dir);
2223 else 2220 else
2224 { 2221 {
2225 move_player_attack (op, dir); 2222 retval = move_player_attack (op, dir);
2226 pick = check_pick (op); 2223 pick = check_pick (op);
2227 } 2224 }
2228 2225
2229 /* 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
2230 * server can handle repeat firing. 2227 * server can handle repeat firing.
2237 /* Update how the player looks. Use the facing, so direction may 2234 /* Update how the player looks. Use the facing, so direction may
2238 * get reset to zero. This allows for full animation capabilities 2235 * get reset to zero. This allows for full animation capabilities
2239 * for players. 2236 * for players.
2240 */ 2237 */
2241 animate_object (op, op->facing); 2238 animate_object (op, op->facing);
2242 return 0; 2239
2240 return retval;
2243} 2241}
2244 2242
2245/* 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
2246 * new client/server stuff. 2244 * new client/server stuff.
2247 * 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
2248 * the new speed values for commands. 2246 * the new speed values for commands.
2249 * 2247 *
2250 * 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.
2251 */ 2251 */
2252int 2252bool
2253handle_newcs_player (object *op) 2253handle_newcs_player (object *op)
2254{ 2254{
2255 if (op->contr->hidden)
2256 {
2257 op->invisible = 1000;
2258 /* the socket code flashes the player visible/invisible
2259 * depending on the value of invisible, so we need to
2260 * alternate it here for it to work correctly.
2261 */
2262 if (pticks & 2)
2263 op->invisible--;
2264 }
2265 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2266 {
2267 op->invisible--;
2268 if (!op->invisible)
2269 {
2270 make_visible (op);
2271 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2272 }
2273 }
2274
2275 if (QUERY_FLAG (op, FLAG_SCARED)) 2255 if (QUERY_FLAG (op, FLAG_SCARED))
2276 { 2256 {
2277 flee_player (op); 2257 if (op->speed_left > 0.f)
2278 /* If player is still scared, that is his action for this tick */
2279 if (QUERY_FLAG (op, FLAG_SCARED))
2280 { 2258 {
2281 op->speed_left--; 2259 --op->speed_left;
2260 flee_player (op);
2261
2282 return 0; 2262 return true;
2283 } 2263 }
2264 else
2265 return false;
2284 } 2266 }
2285
2286 /* I've been seeing crashes where the golem has been destroyed, but
2287 * the player object still points to the defunct golem. The code that
2288 * destroys the golem looks correct, and it doesn't always happen, so
2289 * put this in a a workaround to clean up the golem pointer.
2290 */
2291 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2292 op->contr->ranges[range_golem] = 0;
2293 2267
2294 /* 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
2295 * the players time has been increased when doericserver has been 2269 * the players time has been increased when doericserver has been
2296 * called, so we recheck it here. 2270 * called, so we recheck it here.
2297 */ 2271 */
2298 if (op->contr->ns->handle_command ()) 2272 if (op->contr->ns->handle_command ())
2299 return 1; 2273 return true;
2300 2274
2301 if (op->speed_left > 0)
2302 {
2303 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2275 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2304 {
2305 /* All move commands take 1 tick, at least for now */
2306 op->speed_left--;
2307
2308 /* Instead of all the stuff below, let move_player take care
2309 * of it. Also, some of the skill stuff is only put in
2310 * there, as well as the confusion stuff.
2311 */
2312 move_player (op, op->direction); 2276 return move_player (op, op->direction);
2313 2277
2314 return op->speed_left > 0;
2315 }
2316 }
2317
2318 return 0; 2278 return false;
2319} 2279}
2320 2280
2321int 2281int
2322save_life (object *op) 2282save_life (object *op)
2323{ 2283{
2358 * from. 2318 * from.
2359 */ 2319 */
2360void 2320void
2361remove_unpaid_objects (object *op, object *env) 2321remove_unpaid_objects (object *op, object *env)
2362{ 2322{
2363 object *next;
2364
2365 while (op) 2323 while (op)
2366 { 2324 {
2367 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' */
2368 2326
2369 if (QUERY_FLAG (op, FLAG_UNPAID)) 2327 if (QUERY_FLAG (op, FLAG_UNPAID))
2435 int rate_grace = 2000; 2393 int rate_grace = 2000;
2436 const int max_hp = 1; 2394 const int max_hp = 1;
2437 const int max_sp = 1; 2395 const int max_sp = 1;
2438 const int max_grace = 1; 2396 const int max_grace = 1;
2439 2397
2440 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--;
2441 { 2407 }
2442 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2408 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2443 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2409 {
2444 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 }
2445 } 2415 }
2446 2416
2447 if (op->contr->ns->state == ST_PLAYING) 2417 if (op->contr->ns->state == ST_PLAYING)
2448 { 2418 {
2449 /* these next three if clauses make it possible to SLOW DOWN 2419 /* these next three if clauses make it possible to SLOW DOWN
2471 gen_grace = op->stats.maxgrace; 2441 gen_grace = op->stats.maxgrace;
2472 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2442 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2473 } 2443 }
2474 2444
2475 /* Regenerate Spell Points */ 2445 /* Regenerate Spell Points */
2476 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2446 if (!op->contr->golem && --op->last_sp < 0)
2477 { 2447 {
2478 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);
2479 if (op->stats.sp < op->stats.maxsp) 2449 if (op->stats.sp < op->stats.maxsp)
2480 { 2450 {
2481 op->stats.sp++; 2451 op->stats.sp++;
2579 } 2549 }
2580 2550
2581 /* Digestion */ 2551 /* Digestion */
2582 if (--op->last_eat < 0) 2552 if (--op->last_eat < 0)
2583 { 2553 {
2584#ifdef COZY_SERVER
2585 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2586 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2587#else
2588 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;
2589#endif
2590 2555
2591 if (op->contr->gen_hp > 0) 2556 if (op->contr->gen_hp > 0)
2592 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);
2593 else 2558 else
2594 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2559 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2699 tmp->name = buf; 2664 tmp->name = buf;
2700 sprintf (buf, " This finger has been cut off %s\n" 2665 sprintf (buf, " This finger has been cut off %s\n"
2701 " 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",
2702 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2667 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2703 tmp->msg = buf; 2668 tmp->msg = buf;
2704 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2669 tmp->value = 0, tmp->type = 0;
2705 tmp->materialname = NULL; 2670 tmp->materialname = "organics";
2706 tmp->insert_at (op, tmp); 2671 tmp->insert_at (op, tmp);
2707 } 2672 }
2708 2673
2709 /* teleport defeated player to new destination */ 2674 /* teleport defeated player to new destination */
2710 transfer_ob (op, x, y, 0, NULL); 2675 transfer_ob (op, x, y, 0, NULL);
2906 op->stats.hp = op->stats.maxhp; 2871 op->stats.hp = op->stats.maxhp;
2907 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2872 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2908 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2873 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2909 2874
2910 /* 2875 /*
2911 * Check to see if the player is in a shop. IF so, then check to see if
2912 * 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
2913 * in the map. 2877 * and put them back in the map.
2914 */ 2878 */
2915
2916 if (is_in_shop (op))
2917 remove_unpaid_objects (op->inv, op); 2879 remove_unpaid_objects (op->inv, op);
2918 2880
2919 /****************************************/ 2881 /****************************************/
2920 /* */ 2882 /* */
2921 /* Move player to his current respawn- */ 2883 /* Move player to his current respawn- */
2922 /* position (usually last savebed) */ 2884 /* position (usually last savebed) */
2942 object *force; 2904 object *force;
2943 int at; 2905 int at;
2944 2906
2945 force = get_archetype (FORCE_NAME); 2907 force = get_archetype (FORCE_NAME);
2946 /* 50 ticks should be enough time for the spell to abate */ 2908 /* 50 ticks should be enough time for the spell to abate */
2947 force->speed = 0.1; 2909 force->speed = 0.1f;
2948 force->speed_left = -5.0; 2910 force->speed_left = -5.f;
2949 SET_FLAG (force, FLAG_APPLIED); 2911 SET_FLAG (force, FLAG_APPLIED);
2950 for (at = 0; at < NROFATTACKS; at++) 2912 for (at = 0; at < NROFATTACKS; at++)
2951 if (will_kill_again & (1 << at)) 2913 if (will_kill_again & (1 << at))
2952 force->resist[at] = 100; 2914 force->resist[at] = 100;
2953 2915
2962void 2924void
2963loot_object (object *op) 2925loot_object (object *op)
2964{ /* Grab and destroy some treasure */ 2926{ /* Grab and destroy some treasure */
2965 object *tmp, *tmp2, *next; 2927 object *tmp, *tmp2, *next;
2966 2928
2967 if (op->container) 2929 op->close_container (); /* close open sack first */
2968 esrv_apply_container (op, op->container); /* close open sack first */
2969 2930
2970 for (tmp = op->inv; tmp; tmp = next) 2931 for (tmp = op->inv; tmp; tmp = next)
2971 { 2932 {
2972 next = tmp->below; 2933 next = tmp->below;
2973 2934
2974 if (tmp->invisible) 2935 if (tmp->invisible)
2975 continue; 2936 continue;
2976 2937
2977 tmp->remove (); 2938 tmp->remove ();
2978 tmp->x = op->x, tmp->y = op->y; 2939 tmp->x = op->x, tmp->y = op->y;
2940
2979 if (tmp->type == CONTAINER) 2941 if (tmp->type == CONTAINER)
2980 { /* empty container to ground */ 2942 loot_object (tmp); /* empty container to ground */
2981 loot_object (tmp); 2943
2982 }
2983 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))))
2984 { 2945 {
2985 if (tmp->nrof > 1) 2946 if (tmp->nrof > 1)
2986 { 2947 {
2987 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2948 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2988 tmp2->destroy (); 2949 tmp2->destroy ();
2999/* 2960/*
3000 * fix_weight(): Check recursively the weight of all players, and fix 2961 * fix_weight(): Check recursively the weight of all players, and fix
3001 * 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
3002 * was changed. 2963 * was changed.
3003 */ 2964 */
3004
3005void 2965void
3006fix_weight (void) 2966fix_weight (void)
3007{ 2967{
3008 for_all_players (pl) 2968 for_all_players (pl)
3009 { 2969 {
3069 if (op->type == PLAYER) 3029 if (op->type == PLAYER)
3070 { 3030 {
3071 op->contr->tmp_invis = 0; 3031 op->contr->tmp_invis = 0;
3072 op->contr->invis_race = 0; 3032 op->contr->invis_race = 0;
3073 } 3033 }
3034
3074 update_object (op, UP_OBJ_FACE); 3035 update_object (op, UP_OBJ_CHANGE);
3075} 3036}
3076 3037
3077int 3038int
3078is_true_undead (object *op) 3039is_true_undead (object *op)
3079{ 3040{
3080 object *tmp = NULL;
3081
3082 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3041 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3083 return 1; 3042 return 1;
3084 3043
3085 return 0; 3044 return 0;
3086} 3045}
3087 3046
3131/* For Hidden creatures - a chance of becoming 'unhidden' 3090/* For Hidden creatures - a chance of becoming 'unhidden'
3132 * every time they move - as we subtract off 'invisibility' 3091 * every time they move - as we subtract off 'invisibility'
3133 * AND, for players, if they move into a ridiculously unhideable 3092 * AND, for players, if they move into a ridiculously unhideable
3134 * spot (surrounded by clear terrain in broad daylight). -b.t. 3093 * spot (surrounded by clear terrain in broad daylight). -b.t.
3135 */ 3094 */
3136
3137void 3095void
3138do_hidden_move (object *op) 3096do_hidden_move (object *op)
3139{ 3097{
3140 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3098 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3141 object *skop; 3099 object *skop;
3258 * a blocked los square. 3216 * a blocked los square.
3259 * we use the archetype to figure out offsets. 3217 * we use the archetype to figure out offsets.
3260 */ 3218 */
3261 while (op) 3219 while (op)
3262 { 3220 {
3263 dx = rv.distance_x + op->arch->clone.x; 3221 dx = rv.distance_x + op->arch->x;
3264 dy = rv.distance_y + op->arch->clone.y; 3222 dy = rv.distance_y + op->arch->y;
3265 3223
3266 /* only the viewable area the player sees is updated by LOS 3224 /* only the viewable area the player sees is updated by LOS
3267 * 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
3268 * for any meaningful values. 3226 * for any meaningful values.
3269 */ 3227 */
3374 char buf[MAX_BUF]; /* tmp. string buffer */ 3332 char buf[MAX_BUF]; /* tmp. string buffer */
3375 int i = 0, j = 0; 3333 int i = 0, j = 0;
3376 3334
3377 /* get the appropriate treasurelist */ 3335 /* get the appropriate treasurelist */
3378 if (atnr == ATNR_FIRE) 3336 if (atnr == ATNR_FIRE)
3379 trlist = find_treasurelist ("dragon_ability_fire"); 3337 trlist = treasurelist::find ("dragon_ability_fire");
3380 else if (atnr == ATNR_COLD) 3338 else if (atnr == ATNR_COLD)
3381 trlist = find_treasurelist ("dragon_ability_cold"); 3339 trlist = treasurelist::find ("dragon_ability_cold");
3382 else if (atnr == ATNR_ELECTRICITY) 3340 else if (atnr == ATNR_ELECTRICITY)
3383 trlist = find_treasurelist ("dragon_ability_elec"); 3341 trlist = treasurelist::find ("dragon_ability_elec");
3384 else if (atnr == ATNR_POISON) 3342 else if (atnr == ATNR_POISON)
3385 trlist = find_treasurelist ("dragon_ability_poison"); 3343 trlist = treasurelist::find ("dragon_ability_poison");
3386 3344
3387 if (trlist == NULL || who->type != PLAYER) 3345 if (trlist == NULL || who->type != PLAYER)
3388 return; 3346 return;
3389 3347
3390 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++);
3394 /* 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]); */
3395 return; 3353 return;
3396 } 3354 }
3397 3355
3398 /* everything seems okay - now bring on the gift: */ 3356 /* everything seems okay - now bring on the gift: */
3399 item = &(tr->item->clone); 3357 item = tr->item;
3400 3358
3401 if (item->type == SPELL) 3359 if (item->type == SPELL)
3402 { 3360 {
3403 if (check_spell_known (who, item->name)) 3361 if (check_spell_known (who, item->name))
3404 return; 3362 return;
3464 /* forces in the treasurelist can alter the player's stats */ 3422 /* forces in the treasurelist can alter the player's stats */
3465 object *skin; 3423 object *skin;
3466 3424
3467 /* first get the dragon skin force */ 3425 /* first get the dragon skin force */
3468 shstr_cmp dragon_skin_force ("dragon_skin_force"); 3426 shstr_cmp dragon_skin_force ("dragon_skin_force");
3469 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)
3470 ; 3428 ;
3471 3429
3472 if (!skin) 3430 if (!skin)
3473 return; 3431 return;
3474 3432
3522 * not readied. 3480 * not readied.
3523 */ 3481 */
3524void 3482void
3525player_unready_range_ob (player *pl, object *ob) 3483player_unready_range_ob (player *pl, object *ob)
3526{ 3484{
3527 rangetype i; 3485 if (pl->ob->current_weapon == ob)
3486 pl->ob->current_weapon = 0;
3528 3487
3529 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3488 if (pl->combat_ob == ob)
3530 { 3489 pl->combat_ob = 0;
3490
3531 if (pl->ranges[i] == ob) 3491 if (pl->ranged_ob == ob)
3532 { 3492 pl->ranged_ob = 0;
3533 pl->ranges[i] = NULL;
3534 if (pl->shoottype == i)
3535 {
3536 pl->shoottype = range_none;
3537 }
3538 }
3539 }
3540} 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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