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Comparing deliantra/server/server/player.C (file contents):
Revision 1.91 by root, Sun Jan 7 23:10:43 2007 UTC vs.
Revision 1.152 by root, Sun Jul 1 05:00:20 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
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License 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
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 25#include <sproto.h>
28#include <sounds.h> 26#include <sounds.h>
29#include <living.h> 27#include <living.h>
30#include <object.h> 28#include <object.h>
31#include <spells.h> 29#include <spells.h>
116 114
117 news[0] = '\0'; 115 news[0] = '\0';
118 subject[0] = '\0'; 116 subject[0] = '\0';
119 size = 0; 117 size = 0;
120 118
121 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
122 { 120 {
123 if (*buf == '#') 121 if (*buf == '#')
124 continue; 122 continue;
125 123
126 if (*buf == '%') 124 if (*buf == '%')
127 { /* send one news */ 125 { /* send one news */
128 if (size > 0) 126 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 */ 127 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 */
130 128
131 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
132 strip_endline (subject); 130 strip_endline (subject);
133 size = 0; 131 size = 0;
134 news[0] = '\0'; 132 news[0] = '\0';
144 size += strlen (buf); 142 size += strlen (buf);
145 } 143 }
146 } 144 }
147 145
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 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); 147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
150 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
151} 149}
152 150
153/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
154static void 152static void
155set_first_map (object *op) 153set_first_map (object *op)
156{ 154{
157 op->contr->maplevel = first_map_path; 155 op->contr->maplevel = first_map_path;
158 op->x = -1; 156 op->x = -1;
159 op->y = -1; 157 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} 158}
174 159
175void 160void
176player::activate () 161player::activate ()
177{ 162{
180 165
181 players.insert (this); 166 players.insert (this);
182 ob->remove (); 167 ob->remove ();
183 ob->map = 0; 168 ob->map = 0;
184 ob->activate_recursive (); 169 ob->activate_recursive ();
185 enter_map (); 170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
171 add_friendly_object (ob);
186} 172}
187 173
188void 174void
189player::deactivate () 175player::deactivate ()
190{ 176{
191 if (!active) 177 if (!active)
192 return; 178 return;
193 179
194 terminate_all_pets (ob); 180 terminate_all_pets (ob);
181 remove_friendly_object (ob);
195 ob->deactivate_recursive (); 182 ob->deactivate_recursive ();
183
184 if (ob->map)
185 maplevel = ob->map->path;
186
196 ob->remove (); 187 ob->remove ();
197 ob->map = 0; 188 ob->map = 0;
189 party = 0;
190
191 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
198 192
199 players.erase (this); 193 players.erase (this);
200} 194}
201 195
202// connect the player with a specific client 196// connect the player with a specific client
203// also changed, rationalises, and fixes some incorrect settings 197// also changes, rationalises, and fixes some incorrect settings
204void 198void
205player::connect (client *ns) 199player::connect (client *ns)
206{ 200{
207 this->ns = ns; 201 this->ns = ns;
208 ns->pl = this; 202 ns->pl = this;
209 203
204 run_on = 0;
205 fire_on = 0;
206 ob->close_container (); //TODO: client-specific
207
210 ns->update_look = 0; 208 ns->update_look = 0;
211 ns->look_position = 0; 209 ns->look_position = 0;
212 210
213 clear_los (ob); 211 clear_los (this);
212
213 ns->reset_stats ();
214 214
215 /* make sure he's a player -- needed because of class change. */ 215 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid 216 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->clone.race; 217 ob->race = ob->arch->race;
218
219 if (!legal_range (ob, shoottype))
220 shoottype = range_none;
221 218
222 ob->carrying = sum_weight (ob); 219 ob->carrying = sum_weight (ob);
223 link_player_skills (ob); 220 link_player_skills (ob);
224 221
225 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
226 223
227 assign (title, ob->arch->clone.name); 224 assign (title, ob->arch->object::name);
228
229 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
230 * from the class, and not race. I don't see any way to get the class information
231 * to then update this. I don't think this will actually break anything - anyone
232 * that can use armour should be able to use a shield. What this may 'break'
233 * are features new characters get, eg, if someone starts up with a Q, they
234 * should be able to use a shield. However, old Q's won't get that advantage.
235 */
236 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
237 SET_FLAG (ob, FLAG_USE_SHIELD);
238 225
239 /* if it's a dragon player, set the correct title here */ 226 /* if it's a dragon player, set the correct title here */
240 if (is_dragon_pl (ob)) 227 if (is_dragon_pl (ob))
241 { 228 {
242 object *tmp, *abil = 0, *skin = 0; 229 object *tmp, *abil = 0, *skin = 0;
244 shstr_cmp dragon_ability_force ("dragon_ability_force"); 231 shstr_cmp dragon_ability_force ("dragon_ability_force");
245 shstr_cmp dragon_skin_force ("dragon_skin_force"); 232 shstr_cmp dragon_skin_force ("dragon_skin_force");
246 233
247 for (tmp = ob->inv; tmp; tmp = tmp->below) 234 for (tmp = ob->inv; tmp; tmp = tmp->below)
248 if (tmp->type == FORCE) 235 if (tmp->type == FORCE)
249 if (tmp->arch->name == dragon_ability_force) 236 if (tmp->arch->archname == dragon_ability_force)
250 abil = tmp; 237 abil = tmp;
251 else if (tmp->arch->name == dragon_skin_force) 238 else if (tmp->arch->archname == dragon_skin_force)
252 skin = tmp; 239 skin = tmp;
253 240
254 set_dragon_name (ob, abil, skin); 241 set_dragon_name (ob, abil, skin);
255 } 242 }
256 243
257 CLEAR_FLAG (ob, FLAG_FRIENDLY);
258 add_friendly_object (ob);
259
260 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 244 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
261 245
262 esrv_new_player (this, ob->weight + ob->carrying); 246 esrv_new_player (this, ob->weight + ob->carrying);
263 247
248 ob->flag [FLAG_READY_WEAPON] = false;
249 ob->flag [FLAG_READY_SKILL] = false;
250 ob->flag [FLAG_READY_BOW] = false;
251
252 for (object *op = ob->inv; op; op = op->below)
253 if (op->flag [FLAG_APPLIED])
254 switch (op->type)
255 {
256 case SKILL:
257 ob->flag [FLAG_APPLIED] = false;
258 break;
259
260 case WAND:
261 case ROD:
262 case HORN:
263 case BOW:
264 ranged_ob = op;
265 break;
266
267 case WEAPON:
268 combat_ob = op;
269 break;
270 }
271
272 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
264 ob->update_stats (); 273 ob->update_stats ();
274
265 ns->floorbox_update (); 275 ns->floorbox_update ();
266
267 esrv_send_inventory (ob, ob); 276 esrv_send_inventory (ob, ob);
268 esrv_add_spells (this, 0); 277 esrv_add_spells (this, 0);
269 278
270 activate (); 279 activate ();
271 280
285 if (active) 294 if (active)
286 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 295 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
287 296
288 INVOKE_PLAYER (DISCONNECT, this); 297 INVOKE_PLAYER (DISCONNECT, this);
289 298
299 ns->reset_stats ();
290 ns->pl = 0; 300 ns->pl = 0;
291 this->ns = 0; 301 ns = 0;
292 } 302 }
303
304 if (ob)
305 ob->close_container (); //TODO: client-specific
306
307 observe = ob;
293 308
294 deactivate (); 309 deactivate ();
295} 310}
296 311
297// the need for this function can be explained 312// the need for this function can be explained
298// by load_object not returning the object 313// by load_object not returning the object
299void 314void
300player::set_object (object *op) 315player::set_object (object *op)
301{ 316{
302 ob = op; 317 ob = observe = op;
303 ob->contr = this; /* this aren't yet in archetype */ 318 ob->contr = this; /* this aren't yet in archetype */
304 319
320 ob->speed = 1.0f;
305 ob->speed_left = 0.5; 321 ob->speed_left = 0.5f;
306 ob->speed = 1.0; 322
307 ob->direction = 5; /* So player faces south */ 323 ob->direction = 5; /* So player faces south */
308 ob->stats.wc = 2; 324}
309 ob->run_away = 25; /* Then we panick... */
310 325
311 ob->roll_stats (); 326void
327player::set_observe (object *op)
328{
329 observe = op ? op : ob;
330 do_los = 1;
312} 331}
313 332
314player::player () 333player::player ()
315{ 334{
316 /* There are some elements we want initialised to non zero value - 335 /* There are some elements we want initialised to non zero value -
317 * we deal with that below this point. 336 * we deal with that below this point.
318 */ 337 */
319 outputs_sync = 16; /* Every 2 seconds */ 338 outputs_sync = 4;
320 outputs_count = 8; /* Keeps present behaviour */ 339 outputs_count = 4;
321 unapply = unapply_nochoice; 340 unapply = unapply_nochoice;
322 341
323 savebed_map = first_map_path; /* Init. respawn position */ 342 savebed_map = first_map_path; /* Init. respawn position */
324 343
325 gen_sp_armour = 10; 344 gen_sp_armour = 10;
326 last_speed = -1;
327 shoottype = range_none;
328 bowtype = bow_normal; 345 bowtype = bow_normal;
329 petmode = pet_normal; 346 petmode = pet_normal;
330 listening = 10; 347 listening = 10;
331 usekeys = containers; 348 usekeys = containers;
332 last_weapon_sp = -1;
333 peaceful = 1; /* default peaceful */ 349 peaceful = 1; /* default peaceful */
334 do_los = 1; 350 do_los = 1;
335 351
336 /* we need to clear these to -1 and not zero - otherwise, 352 weapon_sp = 1.0f;
337 * if a player quits and starts a new character, we wont 353 weapon_sp_left = 0.5f;
338 * send new values to the client, as things like exp start
339 * at zero.
340 */
341 for (int i = 0; i < NUM_SKILLS; i++)
342 last_skill_exp[i] = -1;
343
344 for (int i = 0; i < NROFATTACKS; i++)
345 last_resist[i] = -1;
346
347 last_stats.exp = -1;
348 last_weight = (uint32) - 1;
349} 354}
350 355
351void 356void
352player::do_destroy () 357player::do_destroy ()
353{ 358{
358 if (ob) 363 if (ob)
359 { 364 {
360 ob->destroy_inv (false); 365 ob->destroy_inv (false);
361 ob->destroy (); 366 ob->destroy ();
362 } 367 }
368
369 ob = observe = 0;
363} 370}
364 371
365player::~player () 372player::~player ()
366{ 373{
367 /* Clear item stack */ 374 /* Clear item stack */
376player::create () 383player::create ()
377{ 384{
378 player *pl = new player; 385 player *pl = new player;
379 386
380 pl->set_object (arch_to_object (get_player_archetype (0))); 387 pl->set_object (arch_to_object (get_player_archetype (0)));
388
389 pl->ob->roll_stats ();
390 pl->ob->stats.wc = 2;
391 pl->ob->run_away = 25; /* Then we panick... */
392
381 set_first_map (pl->ob); 393 set_first_map (pl->ob);
382 394
383 return pl; 395 return pl;
384} 396}
385 397
389 * Note: there MUST be at least one player archetype! 401 * Note: there MUST be at least one player archetype!
390 */ 402 */
391archetype * 403archetype *
392get_player_archetype (archetype *at) 404get_player_archetype (archetype *at)
393{ 405{
394 archetype *start = at; 406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
395 407
396 for (;;) 408 for (;;)
397 { 409 {
398 if (at == NULL || at->next == NULL) 410 if (++i == archetypes.end ())
399 at = first_archetype; 411 i = archetypes.begin ();
400 else 412 else if (*i == at)
401 at = at->next; 413 cleanup ("not a single player archetype found");
402 414
403 if (at->clone.type == PLAYER) 415 if ((*i)->type == PLAYER)
404 return at; 416 return *i;
405
406 if (at == start)
407 {
408 LOG (llevError, "No Player archetypes\n");
409 exit (-1);
410 }
411 } 417 }
412} 418}
413 419
414object * 420object *
415get_nearest_player (object *mon) 421get_nearest_player (object *mon)
417 object *op = NULL; 423 object *op = NULL;
418 objectlink *ol; 424 objectlink *ol;
419 unsigned lastdist; 425 unsigned lastdist;
420 rv_vector rv; 426 rv_vector rv;
421 427
422 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 428 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
423 { 429 {
424 /* We should not find free objects on this friendly list, but it 430 /* We should not find free objects on this friendly list, but it
425 * does periodically happen. Given that, lets deal with it. 431 * does periodically happen. Given that, lets deal with it.
426 * While unlikely, it is possible the next object on the friendly 432 * While unlikely, it is possible the next object on the friendly
427 * list is also free, so encapsulate this in a while loop. 433 * list is also free, so encapsulate this in a while loop.
431 object *tmp = ol->ob; 437 object *tmp = ol->ob;
432 438
433 /* Can't do much more other than log the fact, because the object 439 /* Can't do much more other than log the fact, because the object
434 * itself will have been cleared. 440 * itself will have been cleared.
435 */ 441 */
436 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 442 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
443 tmp->debug_desc ());
437 ol = ol->next; 444 ol = ol->next;
438 remove_friendly_object (tmp); 445 remove_friendly_object (tmp);
439 if (!ol) 446 if (!ol)
440 return op; 447 return op;
441 } 448 }
530 x = mon->x; 537 x = mon->x;
531 y = mon->y; 538 y = mon->y;
532 m = mon->map; 539 m = mon->map;
533 dir = rv.direction; 540 dir = rv.direction;
534 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 541 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
535 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 542 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
543
536 /* If we can't solve it within the search distance, return now. */ 544 /* If we can't solve it within the search distance, return now. */
537 if (diff > max) 545 if (diff > max)
538 return 0; 546 return 0;
547
539 while (diff > 1 && max > 0) 548 while (diff > 1 && max > 0)
540 { 549 {
541 lastx = x; 550 lastx = x;
542 lasty = y; 551 lasty = y;
543 lastmap = m; 552 lastmap = m;
625 max--; 634 max--;
626 lastdir = dir; 635 lastdir = dir;
627 if (!firstdir) 636 if (!firstdir)
628 firstdir = dir; 637 firstdir = dir;
629 } 638 }
639
630 if (diff <= 1) 640 if (diff <= 1)
631 { 641 {
632 /* Recalculate diff (distance) because we may not have actually 642 /* Recalculate diff (distance) because we may not have actually
633 * headed toward player for entire distance. 643 * headed toward player for entire distance.
634 */ 644 */
635 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 645 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
636 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 646 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
637 } 647 }
648
638 if (diff > max) 649 if (diff > max)
639 return 0; 650 return 0;
640 } 651 }
652
641 /* If we reached the max, didn't find a direction in time */ 653 /* If we reached the max, didn't find a direction in time */
642 if (!max) 654 if (!max)
643 return 0; 655 return 0;
644 656
645 return firstdir; 657 return firstdir;
759roll_stat (void) 771roll_stat (void)
760{ 772{
761 int a[4], i, j, k; 773 int a[4], i, j, k;
762 774
763 for (i = 0; i < 4; i++) 775 for (i = 0; i < 4; i++)
764 a[i] = (int) RANDOM () % 6 + 1; 776 a[i] = (int) rndm (6) + 1;
765 777
766 for (i = 0, j = 0, k = 7; i < 4; i++) 778 for (i = 0, j = 0, k = 7; i < 4; i++)
767 if (a[i] < k) 779 if (a[i] < k)
768 k = a[i], j = i; 780 k = a[i], j = i;
769 781
775} 787}
776 788
777void 789void
778object::roll_stats () 790object::roll_stats ()
779{ 791{
780 int statsort [7]; 792 int statsort [NUM_STATS];
781 793
782 for (;;) 794 for (;;)
783 { 795 {
784 int sum = 0; 796 int sum = 0;
785 for (int i = 7; i--; ) 797 for (int i = NUM_STATS; i--; )
786 sum += statsort [i] = roll_stat (); 798 sum += statsort [i] = roll_stat ();
787 799
788 if (sum >= 82 && sum <= 116) 800 if (sum >= 82 && sum <= 116)
789 break; 801 break;
790 } 802 }
791 803
792 // Sort the stats so that rerolling is easier... 804 // Sort the stats so that rerolling is easier...
793 std::sort (statsort, statsort + 7, std::greater<int>()); 805 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
794 806
807 for (int i = 0; i < NUM_STATS; ++i)
795 stats.Str = statsort[0]; 808 stats.stat (i) = statsort [i];
796 stats.Dex = statsort[1];
797 stats.Con = statsort[2];
798 stats.Int = statsort[3];
799 stats.Wis = statsort[4];
800 stats.Pow = statsort[5];
801 stats.Cha = statsort[6];
802 809
803 stats.exp = 0; 810 stats.exp = 0;
804 stats.ac = 0; 811 stats.ac = 0;
805 812
806 stats.hp = stats.maxhp; 813 stats.hp = stats.maxhp;
818} 825}
819 826
820void 827void
821object::swap_stats (int a, int b) 828object::swap_stats (int a, int b)
822{ 829{
823 int tmp = get_attr_value (&contr->orig_stats, a); 830 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
824 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
825 set_attr_value (&contr->orig_stats, b, tmp);
826 831
832 for (int i = 0; i < NUM_STATS; ++i)
827 stats.Str = contr->orig_stats.Str; 833 stats.stat (i) = contr->orig_stats.stat (i);
828 stats.Dex = contr->orig_stats.Dex;
829 stats.Con = contr->orig_stats.Con;
830 stats.Int = contr->orig_stats.Int;
831 stats.Wis = contr->orig_stats.Wis;
832 stats.Pow = contr->orig_stats.Pow;
833 stats.Cha = contr->orig_stats.Cha;
834 834
835 //TODO: the following code looks so borked and should, at the very least, 835 //TODO: the following code looks so borked and should, at the very least,
836 // be merged with the similar code in roll_stats 836 // be merged with the similar code in roll_stats
837 stats.ac = 0; 837 stats.ac = 0;
838 838
869 * appropriate action with it (change race, or other things). 869 * appropriate action with it (change race, or other things).
870 * The function name is for historical reasons - now we have 870 * The function name is for historical reasons - now we have
871 * separate race and class; this actually changes the RACE, 871 * separate race and class; this actually changes the RACE,
872 * not the class. 872 * not the class.
873 */ 873 */
874int 874void
875key_change_class (object *op, char key) 875player::chargen_race_done ()
876{ 876{
877 int tmp_loop;
878
879 if (key == 'd' || key == 'D')
880 {
881 char buf[MAX_BUF];
882
883 /* this must before then initial items are given */ 877 /* this must before then initial items are given */
884 esrv_new_player (op->contr, op->weight + op->carrying); 878 esrv_new_player (ob->contr, ob->weight + ob->carrying);
885 879
886 treasurelist *tl = find_treasurelist ("starting_wealth"); 880 treasurelist *tl = treasurelist::find ("starting_wealth");
887 if (tl) 881 if (tl)
888 create_treasure (tl, op, 0, 0, 0); 882 create_treasure (tl, ob, 0, 0, 0);
889 883
890 INVOKE_PLAYER (BIRTH, op->contr); 884 INVOKE_PLAYER (BIRTH, ob->contr);
891 INVOKE_PLAYER (LOGIN, op->contr); 885 INVOKE_PLAYER (LOGIN, ob->contr);
892 886
893 op->contr->ns->state = ST_PLAYING; 887 ob->contr->ns->state = ST_PLAYING;
894 888
895 if (op->msg) 889 if (ob->msg)
896 op->msg = NULL; 890 ob->msg = 0;
897 891
898 /* We create this now because some of the unique maps will need it 892 /* We create this now because some of the unique maps will need it
899 * to save here. 893 * to save here.
900 */ 894 */
895 {
896 char buf[MAX_BUF];
901 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
902 make_path_to_file (buf); 898 make_path_to_file (buf);
899 }
903 900
904#ifdef AUTOSAVE
905 op->contr->last_save_tick = pticks;
906#endif
907 start_info (op); 901 start_info (ob);
908 CLEAR_FLAG (op, FLAG_WIZ); 902 CLEAR_FLAG (ob, FLAG_WIZ);
909 give_initial_items (op, op->randomitems); 903 give_initial_items (ob, ob->randomitems);
910 link_player_skills (op); 904 link_player_skills (ob);
911 esrv_send_inventory (op, op); 905 esrv_send_inventory (ob, ob);
912 op->update_stats (); 906 ob->update_stats ();
913 907
914 /* This moves the player to a different start map, if there 908 /* This moves the player to a different start map, if there
915 * is one for this race 909 * is one for this race
916 */ 910 */
917 if (*first_map_ext_path) 911 if (*first_map_ext_path)
918 { 912 {
919 object *tmp; 913 object *tmp;
920 char mapname[MAX_BUF]; 914 char mapname[MAX_BUF];
921 915
922 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); 916 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
923 tmp = object::create (); 917 tmp = object::create ();
924 EXIT_PATH (tmp) = mapname; 918 EXIT_PATH (tmp) = mapname;
925 EXIT_X (tmp) = op->x; 919 EXIT_X (tmp) = ob->x;
926 EXIT_Y (tmp) = op->y; 920 EXIT_Y (tmp) = ob->y;
927 op->enter_exit (tmp); /* we don't really care if it succeeded; 921 ob->enter_exit (tmp); /* we don't really care if it succeeded;
928 * if the map isn't there, then stay on the 922 * if the map isn't there, then stay on the
929 * default initial map */ 923 * default initial map */
930 tmp->destroy (); 924 tmp->destroy ();
931 } 925 }
932 else 926 else
933 LOG (llevDebug, "first_map_ext_path not set\n"); 927 LOG (llevDebug, "first_map_ext_path not set\n");
928}
934 929
935 return 0; 930void
936 } 931player::chargen_race_next ()
937 932{
938 /* Following actually changes the race - this is the default command 933 /* Following actually changes the race - this is the default command
939 * if we don't match with one of the options above. 934 * if we don't match with one of the options above.
940 */ 935 */
941 936
942 tmp_loop = 0; 937 do
943 while (!tmp_loop)
944 { 938 {
945 shstr name = op->name; 939 shstr name = ob->name;
946 int x = op->x, y = op->y; 940 int x = ob->x, y = ob->y;
947 941
948 op->remove_statbonus (); 942 ob->remove_statbonus ();
949 op->remove (); 943 ob->remove ();
950 op->arch = get_player_archetype (op->arch); 944 ob->arch = get_player_archetype (ob->arch);
951 op->arch->clone.copy_to (op); 945 ob->arch->copy_to (ob);
952 op->instantiate (); 946 ob->instantiate ();
953 op->stats = op->contr->orig_stats; 947 ob->stats = ob->contr->orig_stats;
954 op->name = op->name_pl = name; 948 ob->name = ob->name_pl = name;
955 op->x = x; 949 ob->x = x;
956 op->y = y; 950 ob->y = y;
957 SET_ANIMATION (op, 2); /* So player faces south */ 951 SET_ANIMATION (ob, 2); /* So player faces south */
958 insert_ob_in_map (op, op->map, op, 0); 952 insert_ob_in_map (ob, ob->map, ob, 0);
959 assign (op->contr->title, op->arch->clone.name); 953 assign (ob->contr->title, ob->arch->object::name);
960 op->add_statbonus (); 954 ob->add_statbonus ();
961 tmp_loop = allowed_class (op);
962 } 955 }
956 while (!allowed_class (ob));
963 957
964 update_object (op, UP_OBJ_FACE); 958 update_object (ob, UP_OBJ_FACE);
965 esrv_update_item (UPD_FACE, op, op); 959 esrv_update_item (UPD_FACE, ob, ob);
966 op->update_stats (); 960 ob->update_stats ();
967 op->stats.hp = op->stats.maxhp; 961 ob->stats.hp = ob->stats.maxhp;
968 op->stats.sp = op->stats.maxsp; 962 ob->stats.sp = ob->stats.maxsp;
969 op->stats.grace = 0; 963 ob->stats.grace = 0;
970
971 if (op->msg)
972 new_draw_info (NDI_BLUE, 0, op, op->msg);
973
974 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
975 return 0;
976} 964}
977 965
978void 966void
979flee_player (object *op) 967flee_player (object *op)
980{ 968{
1027 /* Cornered, get rid of scared */ 1015 /* Cornered, get rid of scared */
1028 CLEAR_FLAG (op, FLAG_SCARED); 1016 CLEAR_FLAG (op, FLAG_SCARED);
1029 op->enemy = NULL; 1017 op->enemy = NULL;
1030} 1018}
1031 1019
1032
1033/* check_pick sees if there is stuff to be picked up/picks up stuff. 1020/* check_pick sees if there is stuff to be picked up/picks up stuff.
1034 * IT returns 1 if the player should keep on moving, 0 if he should 1021 * It returns 1 if the player should keep on moving, 0 if he should
1035 * stop. 1022 * stop.
1036 */ 1023 */
1037int 1024int
1038check_pick (object *op) 1025check_pick (object *op)
1039{ 1026{
1040 object *tmp, *next; 1027 object *tmp, *next;
1041 int stop = 0; 1028 int stop = 0;
1042 int j, k, wvratio; 1029 int wvratio;
1043 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1044 1031
1045 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1046 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1047 return 1; 1034 return 1;
1048 1035
1116 if (tmp->name != NULL) 1103 if (tmp->name != NULL)
1117 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1118 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1105 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1119 else 1106 else
1120 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1121 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1108 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1122 1109
1123 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1124 } 1111 }
1125 1112
1126 /* philosophy: 1113 /* philosophy:
1319 /* careful: chairs and tables are weapons! */ 1306 /* careful: chairs and tables are weapons! */
1320 if (op->contr->mode & PU_ALLWEAPON) 1307 if (op->contr->mode & PU_ALLWEAPON)
1321 { 1308 {
1322 if (tmp->type == WEAPON && tmp->name != NULL) 1309 if (tmp->type == WEAPON && tmp->name != NULL)
1323 { 1310 {
1324 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1311 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1325 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1312 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1326 { 1313 {
1327 pick_up (op, tmp); 1314 pick_up (op, tmp);
1328 continue; 1315 continue;
1329 } 1316 }
1330 } 1317 }
1331 1318
1332 if (tmp->type == WEAPON && tmp->name == NULL) 1319 if (tmp->type == WEAPON && tmp->name == NULL)
1333 { 1320 {
1334 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1321 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1335 { 1322 {
1336 pick_up (op, tmp); 1323 pick_up (op, tmp);
1337 continue; 1324 continue;
1338 } 1325 }
1339 } 1326 }
1364 if (tmp->name != NULL) 1351 if (tmp->name != NULL)
1365 { 1352 {
1366 fprintf (stderr, "%s", tmp->name); 1353 fprintf (stderr, "%s", tmp->name);
1367 } 1354 }
1368 else 1355 else
1369 fprintf (stderr, "%s", tmp->arch->name); 1356 fprintf (stderr, "%s", tmp->arch->archname);
1370 fprintf (stderr, ",%d] = ", tmp->type); 1357 fprintf (stderr, ",%d] = ", tmp->type);
1371 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1358 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1372#endif 1359#endif
1373 continue; 1360 continue;
1374 } 1361 }
1385 * found object is returned. 1372 * found object is returned.
1386 */ 1373 */
1387object * 1374object *
1388find_arrow (object *op, const char *type) 1375find_arrow (object *op, const char *type)
1389{ 1376{
1390 object *tmp = NULL; 1377 object *tmp = 0;
1391 1378
1392 for (op = op->inv; op; op = op->below) 1379 for (op = op->inv; op; op = op->below)
1393 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1380 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1394 tmp = find_arrow (op, type); 1381 tmp = find_arrow (op, type);
1395 else if (op->type == ARROW && op->race == type) 1382 else if (op->type == ARROW && op->race == type)
1396 return op; 1383 return op;
1384
1397 return tmp; 1385 return tmp;
1398} 1386}
1399 1387
1400/* 1388/*
1401 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1389 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1402 * against the target. A full test is not performed, simply a basic test 1390 * against the target. A full test is not performed, simply a basic test
1403 * of resistances. The archer is making a quick guess at what he sees down 1391 * of resistances. The archer is making a quick guess at what he sees down
1404 * the hall. Failing that it does it's best to pick the highest plus arrow. 1392 * the hall. Failing that it does it's best to pick the highest plus arrow.
1405 */ 1393 */
1406
1407object * 1394object *
1408find_better_arrow (object *op, object *target, const char *type, int *better) 1395find_better_arrow (object *op, object *target, const char *type, int *better)
1409{ 1396{
1410 object *tmp = NULL, *arrow, *ntmp; 1397 object *tmp = NULL, *arrow, *ntmp;
1411 int attacknum, attacktype, betterby = 0, i; 1398 int attacknum, attacktype, betterby = 0, i;
1444 else 1431 else
1445 { 1432 {
1446 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1433 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1447 { 1434 {
1448 attacktype = 1 << attacknum; 1435 attacktype = 1 << attacknum;
1449 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1436 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1450 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1437 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1451 { 1438 {
1452 tmp = arrow; 1439 tmp = arrow;
1453 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1440 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1454 } 1441 }
1455 } 1442 }
1456 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1457 { 1444 {
1458 tmp = arrow; 1445 tmp = arrow;
1477 * find_better_arrow to find a decent arrow to use. 1464 * find_better_arrow to find a decent arrow to use.
1478 * op = the shooter 1465 * op = the shooter
1479 * type = bow->race 1466 * type = bow->race
1480 * dir = fire direction 1467 * dir = fire direction
1481 */ 1468 */
1482
1483object * 1469object *
1484pick_arrow_target (object *op, const char *type, int dir) 1470pick_arrow_target (object *op, const char *type, int dir)
1485{ 1471{
1486 object *tmp = NULL; 1472 object *tmp = NULL;
1487 maptile *m; 1473 maptile *m;
1552 */ 1538 */
1553int 1539int
1554fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1540fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1555{ 1541{
1556 object *left, *bow; 1542 object *left, *bow;
1557 int bowspeed, mflags; 1543 int mflags;
1558 maptile *m; 1544 maptile *m;
1559 1545
1560 if (!dir) 1546 if (!dir)
1561 { 1547 {
1562 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1548 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1563 return 0; 1549 return 0;
1564 } 1550 }
1565 1551
1566 if (op->type == PLAYER) 1552 if (op->contr)
1567 bow = op->contr->ranges[range_bow]; 1553 bow = op->current_weapon;
1568 else 1554 else
1569 { 1555 {
1570 for (bow = op->inv; bow; bow = bow->below) 1556 for (bow = op->inv; bow; bow = bow->below)
1571 /* Don't check for applied - monsters don't apply bows - in that way, they 1557 /* Don't check for applied - monsters don't apply bows - in that way, they
1572 * don't need to switch back and forth between bows and weapons. 1558 * don't need to switch back and forth between bows and weapons.
1577 if (!bow) 1563 if (!bow)
1578 { 1564 {
1579 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1565 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1580 return 0; 1566 return 0;
1581 } 1567 }
1568
1569 // optimisation: move object to top so we will find it quickly again
1570 if (bow->below)
1571 {
1572 bow->remove ();
1573 op->insert (bow);
1574 }
1575
1582 } 1576 }
1583 1577
1584 if (!bow->race || !bow->skill) 1578 if (!bow->race || !bow->skill)
1585 { 1579 {
1586 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1580 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1587 return 0; 1581 return 0;
1588 } 1582 }
1589
1590 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1591
1592 /* penalize ROF for bestarrow */
1593 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1594 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1595
1596 if (bowspeed < 1)
1597 bowspeed = 1;
1598 1583
1599 if (arrow == NULL) 1584 if (arrow == NULL)
1600 { 1585 {
1601 if ((arrow = find_arrow (op, bow->race)) == NULL) 1586 if ((arrow = find_arrow (op, bow->race)) == NULL)
1602 { 1587 {
1603 if (op->type == PLAYER) 1588 if (op->type == PLAYER)
1604 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1589 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1605 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1590 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1606 else 1591 else
1607 CLEAR_FLAG (op, FLAG_READY_BOW); 1592 CLEAR_FLAG (op, FLAG_READY_BOW);
1593
1608 return 0; 1594 return 0;
1609 } 1595 }
1610 } 1596 }
1611 1597
1612 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1598 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1636 1622
1637 arrow->set_owner (op); 1623 arrow->set_owner (op);
1638 arrow->skill = bow->skill; 1624 arrow->skill = bow->skill;
1639 arrow->direction = dir; 1625 arrow->direction = dir;
1640 1626
1627 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1628 arrow->stats.hp = arrow->stats.dam;
1629 arrow->stats.grace = arrow->attacktype;
1630
1631 if (arrow->slaying)
1632 arrow->spellarg = strdup (arrow->slaying);
1633
1634#if 0
1635 if (player *pl = op->contr)
1636 {
1637 float speed = pl->weapon_sp;
1638
1639 /* penalize ROF for bestarrow */
1640 if (pl->bowtype == bow_bestarrow)
1641 speed *= .9f;
1642 else
1643 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1644
1645 op->speed_left += speed - op->speed;
1646 }
1647#endif
1648
1649 SET_ANIMATION (arrow, arrow->direction);
1650
1651 /* update the speed */
1652 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1653 + bow->stats.dam / 7.f;
1654
1655 arrow->set_speed (max (arrow->speed, 2.f));
1656 arrow->speed_left = 0;
1657
1658 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1659
1641 if (op->type == PLAYER) 1660 if (op->type == PLAYER)
1642 { 1661 {
1643 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1644 op->update_stats ();
1645 }
1646
1647 SET_ANIMATION (arrow, arrow->direction);
1648 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1649 arrow->stats.hp = arrow->stats.dam;
1650 arrow->stats.grace = arrow->attacktype;
1651 if (arrow->slaying != NULL)
1652 arrow->spellarg = strdup (arrow->slaying);
1653
1654 /* Note that this was different for monsters - they got their level
1655 * added to the damage. I think the strength bonus is more proper.
1656 */
1657
1658 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1659
1660 /* update the speed */
1661 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1662 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1663
1664 arrow->set_speed (max (arrow->speed, 1.0));
1665 arrow->speed_left = 0;
1666
1667 if (op->type == PLAYER)
1668 {
1669 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1670 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1671 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1672
1673 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1662 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1663 wc -= dex_bonus[op->stats.Dex];
1664
1665 if (!arrow->slaying)
1666 arrow->slaying = op->slaying;
1667
1668 arrow->attacktype |= op->attacktype;
1674 } 1669 }
1675 else 1670 else
1676 { 1671 {
1677 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1678 arrow->level = op->level; 1672 arrow->level = op->level;
1679 } 1673 arrow->stats.wc -= bow->magic;
1680 1674
1681 if (arrow->attacktype == AT_PHYSICAL) 1675 if (!arrow->slaying)
1676 arrow->slaying = bow->slaying;
1677
1682 arrow->attacktype |= bow->attacktype; 1678 arrow->attacktype |= bow->attacktype;
1679 }
1683 1680
1684 if (bow->slaying) 1681 wc -= arrow->level;
1685 arrow->slaying = bow->slaying; 1682 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1686 1683
1684 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1687 arrow->move_type = MOVE_FLY_LOW; 1685 arrow->move_type = MOVE_FLY_LOW;
1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1686 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1689 1687
1690 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1688 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1691 m->insert (arrow, sx, sy, op); 1689 m->insert (arrow, sx, sy, op);
1716{ 1714{
1717 int ret = 0, wcmod = 0; 1715 int ret = 0, wcmod = 0;
1718 1716
1719 if (op->contr->bowtype == bow_bestarrow) 1717 if (op->contr->bowtype == bow_bestarrow)
1720 { 1718 {
1721 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1719 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1722 } 1720 }
1723 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1721 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1724 { 1722 {
1725 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1723 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1726 wcmod = -1; 1724 wcmod = -1;
1736 else if (op->contr->bowtype == bow_spreadshot) 1734 else if (op->contr->bowtype == bow_spreadshot)
1737 { 1735 {
1738 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1736 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1739 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1737 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1740 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1738 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1741
1742 } 1739 }
1743 else 1740 else
1744 { 1741 {
1745 /* Simple case */ 1742 /* Simple case */
1746 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1743 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1747 } 1744 }
1745
1748 return ret; 1746 return ret;
1749} 1747}
1750
1751 1748
1752/* Fires a misc (wand/rod/horn) object in 'dir'. 1749/* Fires a misc (wand/rod/horn) object in 'dir'.
1753 * Broken apart from 'fire' to keep it more readable. 1750 * Broken apart from 'fire' to keep it more readable.
1754 */ 1751 */
1755void 1752void
1756fire_misc_object (object *op, int dir) 1753fire_misc_object (object *op, int dir)
1757{ 1754{
1758 object *item; 1755 object *item = op->contr->ranged_ob;
1759 1756
1760 if (!op->contr->ranges[range_misc]) 1757 if (!item)
1761 { 1758 {
1762 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1759 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1763 return; 1760 return;
1764 } 1761 }
1765 1762
1766 item = op->contr->ranges[range_misc];
1767 if (!item->inv) 1763 if (!item->inv)
1768 { 1764 {
1769 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1765 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1770 return; 1766 return;
1771 } 1767 }
1768
1769 if (!op->change_weapon (item))
1770 return;
1771
1772 if (item->type == WAND) 1772 if (item->type == WAND)
1773 { 1773 {
1774 if (item->stats.food <= 0) 1774 if (item->stats.food <= 0)
1775 { 1775 {
1776 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1776 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1778
1778 return; 1779 return;
1779 } 1780 }
1780 } 1781 }
1781 else if (item->type == ROD || item->type == HORN) 1782 else if (item->type == ROD || item->type == HORN)
1782 { 1783 {
1783 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1784 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1784 { 1785 {
1785 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1786 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1787
1786 if (item->type == ROD) 1788 if (item->type == ROD)
1787 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1789 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1788 else 1790 else
1789 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1791 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1792
1790 return; 1793 return;
1791 } 1794 }
1792 } 1795 }
1793 1796
1794 if (cast_spell (op, item, dir, item->inv, NULL)) 1797 if (cast_spell (op, item, dir, item->inv, NULL))
1801 object *tmp; 1804 object *tmp;
1802 1805
1803 if (item->arch) 1806 if (item->arch)
1804 { 1807 {
1805 CLEAR_FLAG (item, FLAG_ANIMATE); 1808 CLEAR_FLAG (item, FLAG_ANIMATE);
1806 item->face = item->arch->clone.face; 1809 item->face = item->arch->face;
1807 item->set_speed (0); 1810 item->set_speed (0);
1808 } 1811 }
1809 1812
1810 if ((tmp = item->in_player ())) 1813 if ((tmp = item->in_player ()))
1811 esrv_update_item (UPD_ANIM, tmp, item); 1814 esrv_update_item (UPD_ANIM, tmp, item);
1816 } 1819 }
1817} 1820}
1818 1821
1819/* Received a fire command for the player - go and do it. 1822/* Received a fire command for the player - go and do it.
1820 */ 1823 */
1821void 1824bool
1822fire (object *op, int dir) 1825fire (object *op, int dir)
1823{ 1826{
1824 int spellcost = 0; 1827 int spellcost = 0;
1825 1828
1826 /* check for loss of invisiblity/hide */ 1829 /* check for loss of invisiblity/hide */
1827 if (action_makes_visible (op)) 1830 if (action_makes_visible (op))
1828 make_visible (op); 1831 make_visible (op);
1829 1832
1830 switch (op->contr->shoottype) 1833 player *pl = op->contr;
1834
1835 if (pl->golem)
1836 {
1837 control_golem (op->contr->golem, dir);
1838 return false;
1831 { 1839 }
1832 case range_none:
1833 return;
1834 1840
1835 case range_bow: 1841 object *ob = pl->ranged_ob;
1842
1843 if (!ob)
1844 return false;
1845
1846 if (!op->change_weapon (ob))
1847 return false;
1848
1849 if (op->speed_left > 0.f)
1850 --op->speed_left;
1851 else
1852 return false;
1853
1854 switch (ob->type)
1855 {
1856 case BOW:
1836 player_fire_bow (op, dir); 1857 player_fire_bow (op, dir);
1837 return; 1858 break;
1838 1859
1839 case range_magic: /* Casting spells */ 1860 case SPELL:
1840 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1861 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1841 return; 1862 break;
1842 1863
1843 case range_misc: 1864 case BUILDER:
1865 apply_map_builder (op, dir);
1866 break;
1867
1868 case SKILL:
1869 do_skill (op, op, ob, dir, 0);
1870 break;
1871
1872 default:
1844 fire_misc_object (op, dir); 1873 fire_misc_object (op, dir);
1845 return; 1874 break;
1846
1847 case range_golem: /* Control summoned monsters from scrolls */
1848 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1849 {
1850 op->contr->ranges[range_golem] = 0;
1851 op->contr->shoottype = range_none;
1852 }
1853 else
1854 control_golem (op->contr->ranges[range_golem], dir);
1855 return;
1856
1857 case range_skill:
1858 if (!op->chosen_skill)
1859 {
1860 if (op->type == PLAYER)
1861 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1862 return;
1863 }
1864 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1865 return;
1866 case range_builder:
1867 apply_map_builder (op, dir);
1868 return;
1869 default:
1870 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1871 return;
1872 } 1875 }
1873}
1874 1876
1875 1877 return true;
1878}
1876 1879
1877/* find_key 1880/* find_key
1878 * We try to find a key for the door as passed. If we find a key 1881 * We try to find a key for the door as passed. If we find a key
1879 * and successfully use it, we return the key, otherwise NULL 1882 * and successfully use it, we return the key, otherwise NULL
1880 * This function merges both normal and locked door, since the logic 1883 * This function merges both normal and locked door, since the logic
1882 * pl is the player, 1885 * pl is the player,
1883 * inv is the objects inventory to searched 1886 * inv is the objects inventory to searched
1884 * door is the door we are trying to match against. 1887 * door is the door we are trying to match against.
1885 * This function can be called recursively to search containers. 1888 * This function can be called recursively to search containers.
1886 */ 1889 */
1887
1888object * 1890object *
1889find_key (object *pl, object *container, object *door) 1891find_key (object *pl, object *container, object *door)
1890{ 1892{
1891 object *tmp, *key; 1893 object *tmp, *key;
1892 1894
1893 /* Should not happen, but sanity checking is never bad */ 1895 /* Should not happen, but sanity checking is never bad */
1894 if (container->inv == NULL) 1896 if (!container->inv)
1895 return NULL; 1897 return 0;
1896 1898
1897 /* First, lets try to find a key in the top level inventory */ 1899 /* First, lets try to find a key in the top level inventory */
1898 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1900 for (tmp = container->inv; tmp; tmp = tmp->below)
1899 { 1901 {
1900 if (door->type == DOOR && tmp->type == KEY) 1902 if (door->type == DOOR && tmp->type == KEY)
1901 break; 1903 break;
1902 /* For sanity, we should really check door type, but other stuff 1904 /* For sanity, we should really check door type, but other stuff
1903 * (like containers) can be locked with special keys 1905 * (like containers) can be locked with special keys
1904 */ 1906 */
1905 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1907 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1906 break; 1908 break;
1907 } 1909 }
1910
1908 /* No key found - lets search inventories now */ 1911 /* No key found - lets search inventories now */
1909 /* If we find and use a key in an inventory, return at that time. 1912 /* If we find and use a key in an inventory, return at that time.
1910 * otherwise, if we search all the inventories and still don't find 1913 * otherwise, if we search all the inventories and still don't find
1911 * a key, return 1914 * a key, return
1912 */ 1915 */
1913 if (!tmp) 1916 if (!tmp)
1914 { 1917 {
1915 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1918 for (tmp = container->inv; tmp; tmp = tmp->below)
1916 { 1919 {
1917 /* No reason to search empty containers */ 1920 /* No reason to search empty containers */
1918 if (tmp->type == CONTAINER && tmp->inv) 1921 if (tmp->type == CONTAINER && tmp->inv)
1919 { 1922 {
1920 if ((key = find_key (pl, tmp, door)) != NULL) 1923 if ((key = find_key (pl, tmp, door)))
1921 return key; 1924 return key;
1922 } 1925 }
1923 } 1926 }
1927
1924 if (!tmp) 1928 if (!tmp)
1925 return NULL; 1929 return NULL;
1926 } 1930 }
1931
1927 /* We get down here if we have found a key. Now if its in a container, 1932 /* We get down here if we have found a key. Now if its in a container,
1928 * see if we actually want to use it 1933 * see if we actually want to use it
1929 */ 1934 */
1930 if (pl != container) 1935 if (pl != container)
1931 { 1936 {
1952 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1957 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1953 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1958 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1954 return NULL; 1959 return NULL;
1955 } 1960 }
1956 } 1961 }
1962
1957 return tmp; 1963 return tmp;
1958} 1964}
1959 1965
1960/* moved door processing out of move_player_attack. 1966/* moved door processing out of move_player_attack.
1961 * returns 1 if player has opened the door with a key 1967 * returns 1 if player has opened the door with a key
1963 * 0 otherwise 1969 * 0 otherwise
1964 */ 1970 */
1965static int 1971static int
1966player_attack_door (object *op, object *door) 1972player_attack_door (object *op, object *door)
1967{ 1973{
1968 /* If its a door, try to find a use a key. If we do destroy the door, 1974 /* If its a door, try to find a key. If we do destroy the door,
1969 * might as well return immediately as there is nothing more to do - 1975 * might as well return immediately as there is nothing more to do -
1970 * otherwise, we fall through to the rest of the code. 1976 * otherwise, we fall through to the rest of the code.
1971 */ 1977 */
1972 object *key = find_key (op, op, door); 1978 object *key = find_key (op, op, door);
1973 1979
1974 /* IF we found a key, do some extra work */ 1980 /* If we found a key, do some extra work */
1975 if (key) 1981 if (key)
1976 { 1982 {
1977 object *container = key->env; 1983 object *container = key->env;
1978 1984
1979 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1985 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1986
1980 if (action_makes_visible (op)) 1987 if (action_makes_visible (op))
1981 make_visible (op); 1988 make_visible (op);
1989
1982 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1990 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1983 spring_trap (door->inv, op); 1991 spring_trap (door->inv, op);
1992
1984 if (door->type == DOOR) 1993 if (door->type == DOOR)
1985 {
1986 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1994 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1987 }
1988 else if (door->type == LOCKED_DOOR) 1995 else if (door->type == LOCKED_DOOR)
1989 { 1996 {
1990 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1997 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1991 remove_door2 (door); /* remove door without violence ;-) */ 1998 remove_door2 (door); /* remove door without violence ;-) */
1992 } 1999 }
2000
1993 /* Do this after we print the message */ 2001 /* Do this after we print the message */
1994 decrease_ob (key); /* Use up one of the keys */ 2002 decrease_ob (key); /* Use up one of the keys */
1995 /* Need to update the weight the container the key was in */ 2003 /* Need to update the weight the container the key was in */
1996 if (container != op) 2004 if (container != op)
1997 esrv_update_item (UPD_WEIGHT, op, container); 2005 esrv_update_item (UPD_WEIGHT, op, container);
2006
1998 return 1; /* Nothing more to do below */ 2007 return 1; /* Nothing more to do below */
1999 } 2008 }
2000 else if (door->type == LOCKED_DOOR) 2009 else if (door->type == LOCKED_DOOR)
2001 { 2010 {
2002 /* Might as well return now - no other way to open this */ 2011 /* Might as well return now - no other way to open this */
2003 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2012 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2004 return 1; 2013 return 1;
2005 } 2014 }
2015
2006 return 0; 2016 return 0;
2007} 2017}
2008 2018
2009/* This function is just part of a breakup from move_player. 2019/* This function is just part of a breakup from move_player.
2010 * It should keep the code cleaner. 2020 * It should keep the code cleaner.
2011 * When this is called, the players direction has been updated 2021 * When this is called, the players direction has been updated
2012 * (taking into account confusion.) The player is also actually 2022 * (taking into account confusion.) The player is also actually
2013 * going to try and move (not fire weapons). 2023 * going to try and move (not fire weapons).
2014 */ 2024 */
2015void 2025bool
2016move_player_attack (object *op, int dir) 2026move_player_attack (object *op, int dir)
2017{ 2027{
2018 object *tmp, *mon;
2019 sint16 nx, ny;
2020 int on_battleground; 2028 int on_battleground;
2021 maptile *m;
2022 2029
2023 nx = freearr_x[dir] + op->x; 2030 sint16 nx = freearr_x[dir] + op->x;
2024 ny = freearr_y[dir] + op->y; 2031 sint16 ny = freearr_y[dir] + op->y;
2025 2032
2026 on_battleground = op_on_battleground (op, 0, 0); 2033 on_battleground = op_on_battleground (op, 0, 0);
2034
2035 if (out_of_map (op->map, nx, ny))
2036 return false;
2037
2038 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2039 {
2040 --op->speed_left;
2041 return true;
2042 }
2027 2043
2028 /* If braced, or can't move to the square, and it is not out of the 2044 /* If braced, or can't move to the square, and it is not out of the
2029 * map, attack it. Note order of if statement is important - don't 2045 * map, attack it. Note order of if statement is important - don't
2030 * want to be calling move_ob if braced, because move_ob will move the 2046 * want to be calling move_ob if braced, because move_ob will move the
2031 * player. This is a pretty nasty hack, because if we could 2047 * player. This is a pretty nasty hack, because if we could
2032 * move to some space, it then means that if we are braced, we should 2048 * move to some space, it then means that if we are braced, we should
2033 * do nothing at all. As it is, if we are braced, we go through 2049 * do nothing at all. As it is, if we are braced, we go through
2034 * quite a bit of processing. However, it probably is less than what 2050 * quite a bit of processing. However, it probably is less than what
2035 * move_ob uses. 2051 * move_ob uses.
2036 */ 2052 */
2037 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2038 {
2039 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2040 {
2041 m = op->map->xy_find (nx, ny); 2053 maptile *m = op->map->xy_find (nx, ny);
2042 if (!m)
2043 return; /* Don't think this should happen */
2044 }
2045 else
2046 m = op->map;
2047 2054
2048 if (!(tmp = m->at (nx, ny).bot))
2049 return;
2050
2051 mon = 0;
2052 /* Go through all the objects, and find ones of interest. Only stop if 2055 /* Go through all the objects, and find ones of interest. Only stop if
2053 * we find a monster - that is something we know we want to attack. 2056 * we find a monster - that is something we know we want to attack.
2054 * if its a door or barrel (can roll) see if there may be monsters 2057 * if its a door or barrel (can roll) see if there may be monsters
2055 * on the space 2058 * on the space
2056 */ 2059 */
2057 while (tmp) 2060 object *mon;
2058 { 2061 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2059 if (tmp == op) 2062 {
2060 { 2063 if ((mon->flag [FLAG_ALIVE]
2061 tmp = tmp->above; 2064 || mon->type == LOCKED_DOOR
2062 continue; 2065 || mon->flag [FLAG_CAN_ROLL])
2063 }
2064
2065 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2066 {
2067 mon = tmp; 2066 && mon != op)
2068 break; 2067 break;
2069 } 2068 }
2070 2069
2071 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2072 mon = tmp;
2073
2074 tmp = tmp->above;
2075 }
2076
2077 if (!mon) /* This happens anytime the player tries to move */ 2070 if (!mon) /* This happens anytime the player tries to move */
2078 return; /* into a wall */ 2071 return false; /* into a wall */
2079 2072
2080 if (mon->head)
2081 mon = mon->head; 2073 mon = mon->head_ ();
2082 2074
2083 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2075 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2076 if (op->contr->weapon_sp_left > 0.f)
2084 if (player_attack_door (op, mon)) 2077 if (player_attack_door (op, mon))
2078 {
2079 --op->contr->weapon_sp_left;
2085 return; 2080 return true;
2081 }
2086 2082
2087 /* The following deals with possibly attacking peaceful 2083 /* The following deals with possibly attacking peaceful
2088 * or frienddly creatures. Basically, all players are considered 2084 * or friendly creatures. Basically, all players are considered
2089 * unaggressive. If the moving player has peaceful set, then the 2085 * unaggressive. If the moving player has peaceful set, then the
2090 * object should be pushed instead of attacked. It is assumed that 2086 * object should be pushed instead of attacked. It is assumed that
2091 * if you are braced, you will not attack friends accidently, 2087 * if you are braced, you will not attack friends accidently,
2092 * and thus will not push them. 2088 * and thus will not push them.
2093 */ 2089 */
2094 2090
2095 /* If the creature is a pet, push it even if the player is not 2091 /* If the creature is a pet, push it even if the player is not
2096 * peaceful. Our assumption is the creature is a pet if the 2092 * peaceful. Our assumption is the creature is a pet if the
2097 * player owns it and it is either friendly or unagressive. 2093 * player owns it and it is either friendly or unagressive.
2098 */ 2094 */
2099 if ((op->type == PLAYER) 2095 if (op->type == PLAYER
2100#if COZY_SERVER
2101 &&
2102 ((mon->owner && mon->owner->contr 2096 && ((mon->owner && mon->owner->contr
2103 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2097 && same_party (mon->owner->contr->party, op->contr->party))
2104#else
2105 && mon->owner == op 2098 || mon->owner == op)
2106#endif
2107 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2099 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2108 { 2100 {
2109 /* If we're braced, we don't want to switch places with it */ 2101 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced) 2102 if (op->contr->braced)
2111 return; 2103 return false;
2104
2105 if (op->speed_left > 0.f)
2106 {
2107 --op->speed_left;
2112 2108
2113 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2109 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2114 (void) push_ob (mon, dir, op); 2110 push_ob (mon, dir, op);
2111
2115 if (op->contr->tmp_invis || op->hide) 2112 if (op->contr->tmp_invis || op->hide)
2116 make_visible (op); 2113 make_visible (op);
2117 2114
2118 return; 2115 return true;
2119 } 2116 }
2117 else
2118 return false;
2119 }
2120 2120
2121 /* in certain circumstances, you shouldn't attack friendly 2121 /* in certain circumstances, you shouldn't attack friendly
2122 * creatures. Note that if you are braced, you can't push 2122 * creatures. Note that if you are braced, you can't push
2123 * someone, but put it inside this loop so that you won't 2123 * someone, but put it inside this loop so that you won't
2124 * attack them either. 2124 * attack them either.
2125 */ 2125 */
2126 if ((mon->type == PLAYER || mon->enemy != op) && 2126 if ((mon->type == PLAYER || mon->enemy != op)
2127 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2127 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2128#ifdef PROHIBIT_PLAYERKILL
2129 (op->contr->peaceful 2128 && ((op->contr->peaceful
2130 || (mon->type == PLAYER 2129 || (mon->type == PLAYER && mon->contr->peaceful))
2131 && mon->contr->
2132 peaceful)) &&
2133#else
2134 op->contr->peaceful &&
2135#endif
2136 !on_battleground)) 2130 && !on_battleground))
2131 {
2132 if (op->speed_left > 0.f)
2137 { 2133 {
2134 --op->speed_left;
2135
2138 if (!op->contr->braced) 2136 if (!op->contr->braced)
2139 { 2137 {
2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2138 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2141 push_ob (mon, dir, op); 2139 push_ob (mon, dir, op);
2142 } 2140 }
2143 else 2141 else
2144 new_draw_info (0, 0, op, "You withhold your attack"); 2142 new_draw_info (0, 0, op, "You withhold your attack");
2145 2143
2146 if (op->contr->tmp_invis || op->hide) 2144 if (op->contr->tmp_invis || op->hide)
2147 make_visible (op); 2145 make_visible (op);
2148 }
2149 2146
2147 return true;
2148 }
2149 }
2150 /* If the object is a boulder or other rollable object, then 2150 /* If the object is a boulder or other rollable object, then
2151 * roll it if not braced. You can't roll it if you are braced. 2151 * roll it if not braced. You can't roll it if you are braced.
2152 */ 2152 */
2153 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2153 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2154 {
2155 if (op->speed_left > 0.f)
2154 { 2156 {
2157 --op->speed_left;
2158
2155 recursive_roll (mon, dir, op); 2159 recursive_roll (mon, dir, op);
2156 if (action_makes_visible (op)) 2160 if (action_makes_visible (op))
2157 make_visible (op); 2161 make_visible (op);
2158 }
2159 2162
2163 return true;
2164 }
2165 }
2160 /* Any generic living creature. Including things like doors. 2166 /* Any generic living creature. Including things like doors.
2161 * Way it works is like this: First, it must have some hit points 2167 * Way it works is like this: First, it must have some hit points
2162 * and be living. Then, it must be one of the following: 2168 * and be living. Then, it must be one of the following:
2163 * 1) Not a player, 2) A player, but of a different party. Note 2169 * 1) Not a player, 2) A player, but of a different party. Note
2164 * that party_number -1 is no party, so attacks can still happen. 2170 * that party_number -1 is no party, so attacks can still happen.
2165 */ 2171 */
2166 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2172 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2167 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2173 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2168 { 2174 {
2169 2175 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2170 /* If the player hasn't hit something this tick, and does
2171 * so, give them speed boost based on weapon speed. Doing
2172 * it here is better than process_players2, which basically
2173 * incurred a 1 tick offset.
2174 */
2175 if (!op->contr->has_hit)
2176 { 2176 {
2177 op->speed_left += op->speed / op->contr->weapon_sp; 2177 --op->contr->weapon_sp_left;
2178
2179 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2180 }
2181 2178
2182 skill_attack (mon, op, 0, 0, 0); 2179 skill_attack (mon, op, 0, 0, 0);
2183
2184 /* If attacking another player, that player gets automatic
2185 * hitback, and doesn't loose luck either.
2186 * Disable hitback on the battleground or if the target is
2187 * the wiz.
2188 */
2189 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2190 {
2191 short luck = mon->stats.luck;
2192
2193 mon->contr->has_hit = 1;
2194 skill_attack (op, mon, 0, 0, 0);
2195 mon->stats.luck = luck;
2196 }
2197 2180
2198 if (action_makes_visible (op)) 2181 if (action_makes_visible (op))
2199 make_visible (op); 2182 make_visible (op);
2200 }
2201 } /* if player should attack something */
2202}
2203 2183
2204int 2184 return true;
2185 }
2186 }
2187
2188 return false;
2189}
2190
2191bool
2205move_player (object *op, int dir) 2192move_player (object *op, int dir)
2206{ 2193{
2207 int pick; 2194 int pick;
2208 2195
2209 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2196 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2216 return 0; 2203 return 0;
2217 } 2204 }
2218 2205
2219 /* peterm: added following line */ 2206 /* peterm: added following line */
2220 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2207 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2221 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2208 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2222 2209
2223 op->facing = dir; 2210 op->facing = dir;
2224 2211
2225 if (op->hide) 2212 if (op->hide)
2226 do_hidden_move (op); 2213 do_hidden_move (op);
2227 2214
2215 bool retval;
2216
2228 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2217 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2229 /*nop */ ; 2218 retval = RESULT_INT (0);
2230 else if (op->contr->fire_on) 2219 else if (op->contr->fire_on)
2231 fire (op, dir); 2220 retval = fire (op, dir);
2232 else 2221 else
2233 { 2222 {
2234 move_player_attack (op, dir); 2223 retval = move_player_attack (op, dir);
2235 pick = check_pick (op); 2224 pick = check_pick (op);
2236 } 2225 }
2237 2226
2238 /* Add special check for newcs players and fire on - this way, the 2227 /* Add special check for newcs players and fire on - this way, the
2239 * server can handle repeat firing. 2228 * server can handle repeat firing.
2246 /* Update how the player looks. Use the facing, so direction may 2235 /* Update how the player looks. Use the facing, so direction may
2247 * get reset to zero. This allows for full animation capabilities 2236 * get reset to zero. This allows for full animation capabilities
2248 * for players. 2237 * for players.
2249 */ 2238 */
2250 animate_object (op, op->facing); 2239 animate_object (op, op->facing);
2251 return 0; 2240
2241 return retval;
2252} 2242}
2253 2243
2254/* This is similar to handle_player, below, but is only used by the 2244/* This is similar to handle_player, below, but is only used by the
2255 * new client/server stuff. 2245 * new client/server stuff.
2256 * This is sort of special, in that the new client/server actually uses 2246 * This is sort of special, in that the new client/server actually uses
2257 * the new speed values for commands. 2247 * the new speed values for commands.
2258 * 2248 *
2259 * Returns true if there are more actions we can do. 2249 * Returns true if there are more actions we can do. Should not do
2250 * many actions in a row, as that would be too unfair to other
2251 * players.
2260 */ 2252 */
2261int 2253bool
2262handle_newcs_player (object *op) 2254handle_newcs_player (object *op)
2263{ 2255{
2264 if (op->contr->hidden)
2265 {
2266 op->invisible = 1000;
2267 /* the socket code flashes the player visible/invisible
2268 * depending on the value of invisible, so we need to
2269 * alternate it here for it to work correctly.
2270 */
2271 if (pticks & 2)
2272 op->invisible--;
2273 }
2274 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2275 {
2276 op->invisible--;
2277 if (!op->invisible)
2278 {
2279 make_visible (op);
2280 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2281 }
2282 }
2283
2284 if (QUERY_FLAG (op, FLAG_SCARED)) 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2285 { 2257 {
2286 flee_player (op); 2258 if (op->speed_left > 0.f)
2287 /* If player is still scared, that is his action for this tick */
2288 if (QUERY_FLAG (op, FLAG_SCARED))
2289 { 2259 {
2290 op->speed_left--; 2260 --op->speed_left;
2261 flee_player (op);
2262
2291 return 0; 2263 return true;
2292 } 2264 }
2265 else
2266 return false;
2293 } 2267 }
2294
2295 /* I've been seeing crashes where the golem has been destroyed, but
2296 * the player object still points to the defunct golem. The code that
2297 * destroys the golem looks correct, and it doesn't always happen, so
2298 * put this in a a workaround to clean up the golem pointer.
2299 */
2300 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2301 op->contr->ranges[range_golem] = 0;
2302 2268
2303 /* call this here - we also will call this in do_ericserver, but 2269 /* call this here - we also will call this in do_ericserver, but
2304 * the players time has been increased when doericserver has been 2270 * the players time has been increased when doericserver has been
2305 * called, so we recheck it here. 2271 * called, so we recheck it here.
2306 */ 2272 */
2307 if (op->contr->ns->handle_command ()) 2273 if (op->contr->ns->handle_command ())
2308 return 1; 2274 return true;
2309 2275
2310 if (op->speed_left > 0)
2311 {
2312 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2276 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2313 {
2314 /* All move commands take 1 tick, at least for now */
2315 op->speed_left--;
2316
2317 /* Instead of all the stuff below, let move_player take care
2318 * of it. Also, some of the skill stuff is only put in
2319 * there, as well as the confusion stuff.
2320 */
2321 move_player (op, op->direction); 2277 return move_player (op, op->direction);
2322 2278
2323 return op->speed_left > 0;
2324 }
2325 }
2326
2327 return 0; 2279 return false;
2328} 2280}
2329 2281
2330int 2282int
2331save_life (object *op) 2283save_life (object *op)
2332{ 2284{
2367 * from. 2319 * from.
2368 */ 2320 */
2369void 2321void
2370remove_unpaid_objects (object *op, object *env) 2322remove_unpaid_objects (object *op, object *env)
2371{ 2323{
2372 object *next;
2373
2374 while (op) 2324 while (op)
2375 { 2325 {
2376 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2326 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2377 2327
2378 if (QUERY_FLAG (op, FLAG_UNPAID)) 2328 if (QUERY_FLAG (op, FLAG_UNPAID))
2444 int rate_grace = 2000; 2394 int rate_grace = 2000;
2445 const int max_hp = 1; 2395 const int max_hp = 1;
2446 const int max_sp = 1; 2396 const int max_sp = 1;
2447 const int max_grace = 1; 2397 const int max_grace = 1;
2448 2398
2449 if (op->contr->outputs_sync) 2399 if (op->contr->hidden)
2400 {
2401 op->invisible = 1000;
2402 /* the socket code flashes the player visible/invisible
2403 * depending on the value of invisible, so we need to
2404 * alternate it here for it to work correctly.
2405 */
2406 if (pticks & 2)
2407 op->invisible--;
2450 { 2408 }
2451 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2409 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2452 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2410 {
2453 flush_output_element (op, &op->contr->outputs[i]); 2411 if (!op->invisible--)
2412 {
2413 make_visible (op);
2414 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2415 }
2454 } 2416 }
2455 2417
2456 if (op->contr->ns->state == ST_PLAYING) 2418 if (op->contr->ns->state == ST_PLAYING)
2457 { 2419 {
2458 /* these next three if clauses make it possible to SLOW DOWN 2420 /* these next three if clauses make it possible to SLOW DOWN
2480 gen_grace = op->stats.maxgrace; 2442 gen_grace = op->stats.maxgrace;
2481 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2443 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2482 } 2444 }
2483 2445
2484 /* Regenerate Spell Points */ 2446 /* Regenerate Spell Points */
2485 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2447 if (!op->contr->golem && --op->last_sp < 0)
2486 { 2448 {
2487 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2449 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2488 if (op->stats.sp < op->stats.maxsp) 2450 if (op->stats.sp < op->stats.maxsp)
2489 { 2451 {
2490 op->stats.sp++; 2452 op->stats.sp++;
2588 } 2550 }
2589 2551
2590 /* Digestion */ 2552 /* Digestion */
2591 if (--op->last_eat < 0) 2553 if (--op->last_eat < 0)
2592 { 2554 {
2593#ifdef COZY_SERVER
2594 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2595 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2596#else
2597 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2555 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2598#endif
2599 2556
2600 if (op->contr->gen_hp > 0) 2557 if (op->contr->gen_hp > 0)
2601 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2558 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2602 else 2559 else
2603 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2560 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2708 tmp->name = buf; 2665 tmp->name = buf;
2709 sprintf (buf, " This finger has been cut off %s\n" 2666 sprintf (buf, " This finger has been cut off %s\n"
2710 " the %s, when he was defeated at\n level %d by %s.\n", 2667 " the %s, when he was defeated at\n level %d by %s.\n",
2711 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2668 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2712 tmp->msg = buf; 2669 tmp->msg = buf;
2713 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2670 tmp->value = 0, tmp->type = 0;
2714 tmp->materialname = NULL; 2671 tmp->materialname = "organics";
2715 tmp->insert_at (op, tmp); 2672 tmp->insert_at (op, tmp);
2716 } 2673 }
2717 2674
2718 /* teleport defeated player to new destination */ 2675 /* teleport defeated player to new destination */
2719 transfer_ob (op, x, y, 0, NULL); 2676 transfer_ob (op, x, y, 0, NULL);
2915 op->stats.hp = op->stats.maxhp; 2872 op->stats.hp = op->stats.maxhp;
2916 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2873 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2917 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2874 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2918 2875
2919 /* 2876 /*
2920 * Check to see if the player is in a shop. IF so, then check to see if
2921 * the player has any unpaid items. If so, remove them and put them back 2877 * Check to see if the player has any unpaid items. If so, remove them
2922 * in the map. 2878 * and put them back in the map.
2923 */ 2879 */
2924
2925 if (is_in_shop (op))
2926 remove_unpaid_objects (op->inv, op); 2880 remove_unpaid_objects (op->inv, op);
2927 2881
2928 /****************************************/ 2882 /****************************************/
2929 /* */ 2883 /* */
2930 /* Move player to his current respawn- */ 2884 /* Move player to his current respawn- */
2931 /* position (usually last savebed) */ 2885 /* position (usually last savebed) */
2951 object *force; 2905 object *force;
2952 int at; 2906 int at;
2953 2907
2954 force = get_archetype (FORCE_NAME); 2908 force = get_archetype (FORCE_NAME);
2955 /* 50 ticks should be enough time for the spell to abate */ 2909 /* 50 ticks should be enough time for the spell to abate */
2956 force->speed = 0.1; 2910 force->speed = 0.1f;
2957 force->speed_left = -5.0; 2911 force->speed_left = -5.f;
2958 SET_FLAG (force, FLAG_APPLIED); 2912 SET_FLAG (force, FLAG_APPLIED);
2959 for (at = 0; at < NROFATTACKS; at++) 2913 for (at = 0; at < NROFATTACKS; at++)
2960 if (will_kill_again & (1 << at)) 2914 if (will_kill_again & (1 << at))
2961 force->resist[at] = 100; 2915 force->resist[at] = 100;
2962 2916
2971void 2925void
2972loot_object (object *op) 2926loot_object (object *op)
2973{ /* Grab and destroy some treasure */ 2927{ /* Grab and destroy some treasure */
2974 object *tmp, *tmp2, *next; 2928 object *tmp, *tmp2, *next;
2975 2929
2976 if (op->container) 2930 op->close_container (); /* close open sack first */
2977 esrv_apply_container (op, op->container); /* close open sack first */
2978 2931
2979 for (tmp = op->inv; tmp; tmp = next) 2932 for (tmp = op->inv; tmp; tmp = next)
2980 { 2933 {
2981 next = tmp->below; 2934 next = tmp->below;
2982 2935
2983 if (tmp->invisible) 2936 if (tmp->invisible)
2984 continue; 2937 continue;
2985 2938
2986 tmp->remove (); 2939 tmp->remove ();
2987 tmp->x = op->x, tmp->y = op->y; 2940 tmp->x = op->x, tmp->y = op->y;
2941
2988 if (tmp->type == CONTAINER) 2942 if (tmp->type == CONTAINER)
2989 { /* empty container to ground */ 2943 loot_object (tmp); /* empty container to ground */
2990 loot_object (tmp); 2944
2991 }
2992 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2945 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2993 { 2946 {
2994 if (tmp->nrof > 1) 2947 if (tmp->nrof > 1)
2995 { 2948 {
2996 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2949 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2997 tmp2->destroy (); 2950 tmp2->destroy ();
3008/* 2961/*
3009 * fix_weight(): Check recursively the weight of all players, and fix 2962 * fix_weight(): Check recursively the weight of all players, and fix
3010 * what needs to be fixed. Refresh windows and fix speed if anything 2963 * what needs to be fixed. Refresh windows and fix speed if anything
3011 * was changed. 2964 * was changed.
3012 */ 2965 */
3013
3014void 2966void
3015fix_weight (void) 2967fix_weight (void)
3016{ 2968{
3017 for_all_players (pl) 2969 for_all_players (pl)
3018 { 2970 {
3078 if (op->type == PLAYER) 3030 if (op->type == PLAYER)
3079 { 3031 {
3080 op->contr->tmp_invis = 0; 3032 op->contr->tmp_invis = 0;
3081 op->contr->invis_race = 0; 3033 op->contr->invis_race = 0;
3082 } 3034 }
3035
3083 update_object (op, UP_OBJ_FACE); 3036 update_object (op, UP_OBJ_CHANGE);
3084} 3037}
3085 3038
3086int 3039int
3087is_true_undead (object *op) 3040is_true_undead (object *op)
3088{ 3041{
3089 object *tmp = NULL;
3090
3091 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3042 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3092 return 1; 3043 return 1;
3093 3044
3094 return 0; 3045 return 0;
3095} 3046}
3096 3047
3140/* For Hidden creatures - a chance of becoming 'unhidden' 3091/* For Hidden creatures - a chance of becoming 'unhidden'
3141 * every time they move - as we subtract off 'invisibility' 3092 * every time they move - as we subtract off 'invisibility'
3142 * AND, for players, if they move into a ridiculously unhideable 3093 * AND, for players, if they move into a ridiculously unhideable
3143 * spot (surrounded by clear terrain in broad daylight). -b.t. 3094 * spot (surrounded by clear terrain in broad daylight). -b.t.
3144 */ 3095 */
3145
3146void 3096void
3147do_hidden_move (object *op) 3097do_hidden_move (object *op)
3148{ 3098{
3149 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3099 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3150 object *skop; 3100 object *skop;
3267 * a blocked los square. 3217 * a blocked los square.
3268 * we use the archetype to figure out offsets. 3218 * we use the archetype to figure out offsets.
3269 */ 3219 */
3270 while (op) 3220 while (op)
3271 { 3221 {
3272 dx = rv.distance_x + op->arch->clone.x; 3222 dx = rv.distance_x + op->arch->x;
3273 dy = rv.distance_y + op->arch->clone.y; 3223 dy = rv.distance_y + op->arch->y;
3274 3224
3275 /* only the viewable area the player sees is updated by LOS 3225 /* only the viewable area the player sees is updated by LOS
3276 * code, so we need to restrict ourselves to that range of values 3226 * code, so we need to restrict ourselves to that range of values
3277 * for any meaningful values. 3227 * for any meaningful values.
3278 */ 3228 */
3383 char buf[MAX_BUF]; /* tmp. string buffer */ 3333 char buf[MAX_BUF]; /* tmp. string buffer */
3384 int i = 0, j = 0; 3334 int i = 0, j = 0;
3385 3335
3386 /* get the appropriate treasurelist */ 3336 /* get the appropriate treasurelist */
3387 if (atnr == ATNR_FIRE) 3337 if (atnr == ATNR_FIRE)
3388 trlist = find_treasurelist ("dragon_ability_fire"); 3338 trlist = treasurelist::find ("dragon_ability_fire");
3389 else if (atnr == ATNR_COLD) 3339 else if (atnr == ATNR_COLD)
3390 trlist = find_treasurelist ("dragon_ability_cold"); 3340 trlist = treasurelist::find ("dragon_ability_cold");
3391 else if (atnr == ATNR_ELECTRICITY) 3341 else if (atnr == ATNR_ELECTRICITY)
3392 trlist = find_treasurelist ("dragon_ability_elec"); 3342 trlist = treasurelist::find ("dragon_ability_elec");
3393 else if (atnr == ATNR_POISON) 3343 else if (atnr == ATNR_POISON)
3394 trlist = find_treasurelist ("dragon_ability_poison"); 3344 trlist = treasurelist::find ("dragon_ability_poison");
3395 3345
3396 if (trlist == NULL || who->type != PLAYER) 3346 if (trlist == NULL || who->type != PLAYER)
3397 return; 3347 return;
3398 3348
3399 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3349 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3403 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3353 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3404 return; 3354 return;
3405 } 3355 }
3406 3356
3407 /* everything seems okay - now bring on the gift: */ 3357 /* everything seems okay - now bring on the gift: */
3408 item = &(tr->item->clone); 3358 item = tr->item;
3409 3359
3410 if (item->type == SPELL) 3360 if (item->type == SPELL)
3411 { 3361 {
3412 if (check_spell_known (who, item->name)) 3362 if (check_spell_known (who, item->name))
3413 return; 3363 return;
3473 /* forces in the treasurelist can alter the player's stats */ 3423 /* forces in the treasurelist can alter the player's stats */
3474 object *skin; 3424 object *skin;
3475 3425
3476 /* first get the dragon skin force */ 3426 /* first get the dragon skin force */
3477 shstr_cmp dragon_skin_force ("dragon_skin_force"); 3427 shstr_cmp dragon_skin_force ("dragon_skin_force");
3478 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3428 for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below)
3479 ; 3429 ;
3480 3430
3481 if (!skin) 3431 if (!skin)
3482 return; 3432 return;
3483 3433
3531 * not readied. 3481 * not readied.
3532 */ 3482 */
3533void 3483void
3534player_unready_range_ob (player *pl, object *ob) 3484player_unready_range_ob (player *pl, object *ob)
3535{ 3485{
3536 rangetype i; 3486 if (pl->ob->current_weapon == ob)
3487 pl->ob->current_weapon = 0;
3537 3488
3538 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3489 if (pl->combat_ob == ob)
3539 { 3490 pl->combat_ob = 0;
3491
3540 if (pl->ranges[i] == ob) 3492 if (pl->ranged_ob == ob)
3541 { 3493 pl->ranged_ob = 0;
3542 pl->ranges[i] = NULL;
3543 if (pl->shoottype == i)
3544 {
3545 pl->shoottype = range_none;
3546 }
3547 }
3548 }
3549} 3494}
3495
3496sint8
3497player::visibility_at (maptile *map, int x, int y) const
3498{
3499 if (!ns)
3500 return 0;
3501
3502 int dx, dy;
3503 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3504 return 0;
3505
3506 x += dx - ns->current_x + ns->mapx / 2;
3507 y += dy - ns->current_y + ns->mapy / 2;
3508
3509 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3510 return 0;
3511
3512 return 100 - blocked_los [x][y];
3513}

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