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Comparing deliantra/server/server/player.C (file contents):
Revision 1.103 by root, Sat Feb 10 01:52:29 2007 UTC vs.
Revision 1.153 by root, Tue Jul 10 05:51:38 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{
182 ob->remove (); 167 ob->remove ();
183 ob->map = 0; 168 ob->map = 0;
184 ob->activate_recursive (); 169 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY); 170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob); 171 add_friendly_object (ob);
187 enter_map ();
188} 172}
189 173
190void 174void
191player::deactivate () 175player::deactivate ()
192{ 176{
194 return; 178 return;
195 179
196 terminate_all_pets (ob); 180 terminate_all_pets (ob);
197 remove_friendly_object (ob); 181 remove_friendly_object (ob);
198 ob->deactivate_recursive (); 182 ob->deactivate_recursive ();
183
184 if (ob->map)
199 maplevel = ob->map->path; 185 maplevel = ob->map->path;
186
200 ob->remove (); 187 ob->remove ();
201 ob->map = 0; 188 ob->map = 0;
189 party = 0;
202 190
203 // for weird reasons, this is often "ob", keeping a circular reference 191 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
204 ranges [range_skill] = 0;
205 192
206 players.erase (this); 193 players.erase (this);
207} 194}
208 195
209// connect the player with a specific client 196// connect the player with a specific client
210// also changed, rationalises, and fixes some incorrect settings 197// also changes, rationalises, and fixes some incorrect settings
211void 198void
212player::connect (client *ns) 199player::connect (client *ns)
213{ 200{
214 this->ns = ns; 201 this->ns = ns;
215 ns->pl = this; 202 ns->pl = this;
219 ob->close_container (); //TODO: client-specific 206 ob->close_container (); //TODO: client-specific
220 207
221 ns->update_look = 0; 208 ns->update_look = 0;
222 ns->look_position = 0; 209 ns->look_position = 0;
223 210
224 clear_los (ob); 211 clear_los (this);
225 212
226 ns->reset_stats (); 213 ns->reset_stats ();
227 214
228 /* make sure he's a player -- needed because of class change. */ 215 /* make sure he's a player -- needed because of class change. */
229 ob->type = PLAYER; // we are paranoid 216 ob->type = PLAYER; // we are paranoid
230 ob->race = ob->arch->clone.race; 217 ob->race = ob->arch->race;
231
232 if (!legal_range (ob, shoottype))
233 shoottype = range_none;
234 218
235 ob->carrying = sum_weight (ob); 219 ob->carrying = sum_weight (ob);
236 link_player_skills (ob); 220 link_player_skills (ob);
237 221
238 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
239 223
240 assign (title, ob->arch->clone.name); 224 assign (title, ob->arch->object::name);
241
242 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
243 * from the class, and not race. I don't see any way to get the class information
244 * to then update this. I don't think this will actually break anything - anyone
245 * that can use armour should be able to use a shield. What this may 'break'
246 * are features new characters get, eg, if someone starts up with a Q, they
247 * should be able to use a shield. However, old Q's won't get that advantage.
248 */
249 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
250 SET_FLAG (ob, FLAG_USE_SHIELD);
251 225
252 /* if it's a dragon player, set the correct title here */ 226 /* if it's a dragon player, set the correct title here */
253 if (is_dragon_pl (ob)) 227 if (is_dragon_pl (ob))
254 { 228 {
255 object *tmp, *abil = 0, *skin = 0; 229 object *tmp, *abil = 0, *skin = 0;
256 230
257 shstr_cmp dragon_ability_force ("dragon_ability_force");
258 shstr_cmp dragon_skin_force ("dragon_skin_force");
259
260 for (tmp = ob->inv; tmp; tmp = tmp->below) 231 for (tmp = ob->inv; tmp; tmp = tmp->below)
261 if (tmp->type == FORCE) 232 if (tmp->type == FORCE)
262 if (tmp->arch->name == dragon_ability_force) 233 if (tmp->arch->archname == shstr_dragon_ability_force)
263 abil = tmp; 234 abil = tmp;
264 else if (tmp->arch->name == dragon_skin_force) 235 else if (tmp->arch->archname == shstr_dragon_skin_force)
265 skin = tmp; 236 skin = tmp;
266 237
267 set_dragon_name (ob, abil, skin); 238 set_dragon_name (ob, abil, skin);
268 } 239 }
269 240
270 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 241 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
271 242
272 esrv_new_player (this, ob->weight + ob->carrying); 243 esrv_new_player (this, ob->weight + ob->carrying);
273 244
245 ob->flag [FLAG_READY_WEAPON] = false;
246 ob->flag [FLAG_READY_SKILL] = false;
247 ob->flag [FLAG_READY_BOW] = false;
248
249 for (object *op = ob->inv; op; op = op->below)
250 if (op->flag [FLAG_APPLIED])
251 switch (op->type)
252 {
253 case SKILL:
254 ob->flag [FLAG_APPLIED] = false;
255 break;
256
257 case WAND:
258 case ROD:
259 case HORN:
260 case BOW:
261 ranged_ob = op;
262 break;
263
264 case WEAPON:
265 combat_ob = op;
266 break;
267 }
268
269 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
274 ob->update_stats (); 270 ob->update_stats ();
271
275 ns->floorbox_update (); 272 ns->floorbox_update ();
276
277 esrv_send_inventory (ob, ob); 273 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0); 274 esrv_add_spells (this, 0);
279 275
280 activate (); 276 activate ();
281 277
297 293
298 INVOKE_PLAYER (DISCONNECT, this); 294 INVOKE_PLAYER (DISCONNECT, this);
299 295
300 ns->reset_stats (); 296 ns->reset_stats ();
301 ns->pl = 0; 297 ns->pl = 0;
302 this->ns = 0; 298 ns = 0;
303 } 299 }
304 300
301 if (ob)
305 ob->close_container (); //TODO: client-specific 302 ob->close_container (); //TODO: client-specific
303
304 observe = ob;
305
306 deactivate (); 306 deactivate ();
307} 307}
308 308
309// the need for this function can be explained 309// the need for this function can be explained
310// by load_object not returning the object 310// by load_object not returning the object
311void 311void
312player::set_object (object *op) 312player::set_object (object *op)
313{ 313{
314 ob = op; 314 ob = observe = op;
315 ob->contr = this; /* this aren't yet in archetype */ 315 ob->contr = this; /* this aren't yet in archetype */
316 316
317 ob->speed = 1.0f;
317 ob->speed_left = 0.5; 318 ob->speed_left = 0.5f;
318 ob->speed = 1.0; 319
319 ob->direction = 5; /* So player faces south */ 320 ob->direction = 5; /* So player faces south */
320 ob->stats.wc = 2; 321}
321 ob->run_away = 25; /* Then we panick... */
322 322
323 ob->roll_stats (); 323void
324player::set_observe (object *op)
325{
326 observe = op ? op : ob;
327 do_los = 1;
324} 328}
325 329
326player::player () 330player::player ()
327{ 331{
328 /* There are some elements we want initialised to non zero value - 332 /* There are some elements we want initialised to non zero value -
329 * we deal with that below this point. 333 * we deal with that below this point.
330 */ 334 */
331 outputs_sync = 16; /* Every 2 seconds */ 335 outputs_sync = 4;
332 outputs_count = 8; /* Keeps present behaviour */ 336 outputs_count = 4;
333 unapply = unapply_nochoice; 337 unapply = unapply_nochoice;
334 338
335 savebed_map = first_map_path; /* Init. respawn position */ 339 savebed_map = first_map_path; /* Init. respawn position */
336 340
337 gen_sp_armour = 10; 341 gen_sp_armour = 10;
338 shoottype = range_none;
339 bowtype = bow_normal; 342 bowtype = bow_normal;
340 petmode = pet_normal; 343 petmode = pet_normal;
341 listening = 10; 344 listening = 10;
342 usekeys = containers; 345 usekeys = containers;
343 peaceful = 1; /* default peaceful */ 346 peaceful = 1; /* default peaceful */
344 do_los = 1; 347 do_los = 1;
348
349 weapon_sp = 1.0f;
350 weapon_sp_left = 0.5f;
345} 351}
346 352
347void 353void
348player::do_destroy () 354player::do_destroy ()
349{ 355{
354 if (ob) 360 if (ob)
355 { 361 {
356 ob->destroy_inv (false); 362 ob->destroy_inv (false);
357 ob->destroy (); 363 ob->destroy ();
358 } 364 }
365
366 ob = observe = 0;
359} 367}
360 368
361player::~player () 369player::~player ()
362{ 370{
363 /* Clear item stack */ 371 /* Clear item stack */
372player::create () 380player::create ()
373{ 381{
374 player *pl = new player; 382 player *pl = new player;
375 383
376 pl->set_object (arch_to_object (get_player_archetype (0))); 384 pl->set_object (arch_to_object (get_player_archetype (0)));
385
386 pl->ob->roll_stats ();
387 pl->ob->stats.wc = 2;
388 pl->ob->run_away = 25; /* Then we panick... */
389
377 set_first_map (pl->ob); 390 set_first_map (pl->ob);
378 391
379 return pl; 392 return pl;
380} 393}
381 394
385 * Note: there MUST be at least one player archetype! 398 * Note: there MUST be at least one player archetype!
386 */ 399 */
387archetype * 400archetype *
388get_player_archetype (archetype *at) 401get_player_archetype (archetype *at)
389{ 402{
390 archetype *start = at; 403 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
391 404
392 for (;;) 405 for (;;)
393 { 406 {
394 if (at == NULL || at->next == NULL) 407 if (++i == archetypes.end ())
395 at = first_archetype; 408 i = archetypes.begin ();
396 else 409 else if (*i == at)
397 at = at->next; 410 cleanup ("not a single player archetype found");
398 411
399 if (at->clone.type == PLAYER) 412 if ((*i)->type == PLAYER)
400 return at; 413 return *i;
401
402 if (at == start)
403 {
404 LOG (llevError, "No Player archetypes\n");
405 exit (-1);
406 }
407 } 414 }
408} 415}
409 416
410object * 417object *
411get_nearest_player (object *mon) 418get_nearest_player (object *mon)
777} 784}
778 785
779void 786void
780object::roll_stats () 787object::roll_stats ()
781{ 788{
782 int statsort [7]; 789 int statsort [NUM_STATS];
783 790
784 for (;;) 791 for (;;)
785 { 792 {
786 int sum = 0; 793 int sum = 0;
787 for (int i = 7; i--; ) 794 for (int i = NUM_STATS; i--; )
788 sum += statsort [i] = roll_stat (); 795 sum += statsort [i] = roll_stat ();
789 796
790 if (sum >= 82 && sum <= 116) 797 if (sum >= 82 && sum <= 116)
791 break; 798 break;
792 } 799 }
793 800
794 // Sort the stats so that rerolling is easier... 801 // Sort the stats so that rerolling is easier...
795 std::sort (statsort, statsort + 7, std::greater<int>()); 802 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
796 803
804 for (int i = 0; i < NUM_STATS; ++i)
797 stats.Str = statsort[0]; 805 stats.stat (i) = statsort [i];
798 stats.Dex = statsort[1];
799 stats.Con = statsort[2];
800 stats.Int = statsort[3];
801 stats.Wis = statsort[4];
802 stats.Pow = statsort[5];
803 stats.Cha = statsort[6];
804 806
805 stats.exp = 0; 807 stats.exp = 0;
806 stats.ac = 0; 808 stats.ac = 0;
807 809
808 stats.hp = stats.maxhp; 810 stats.hp = stats.maxhp;
820} 822}
821 823
822void 824void
823object::swap_stats (int a, int b) 825object::swap_stats (int a, int b)
824{ 826{
825 int tmp = get_attr_value (&contr->orig_stats, a); 827 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
826 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
827 set_attr_value (&contr->orig_stats, b, tmp);
828 828
829 for (int i = 0; i < NUM_STATS; ++i)
829 stats.Str = contr->orig_stats.Str; 830 stats.stat (i) = contr->orig_stats.stat (i);
830 stats.Dex = contr->orig_stats.Dex;
831 stats.Con = contr->orig_stats.Con;
832 stats.Int = contr->orig_stats.Int;
833 stats.Wis = contr->orig_stats.Wis;
834 stats.Pow = contr->orig_stats.Pow;
835 stats.Cha = contr->orig_stats.Cha;
836 831
837 //TODO: the following code looks so borked and should, at the very least, 832 //TODO: the following code looks so borked and should, at the very least,
838 // be merged with the similar code in roll_stats 833 // be merged with the similar code in roll_stats
839 stats.ac = 0; 834 stats.ac = 0;
840 835
871 * appropriate action with it (change race, or other things). 866 * appropriate action with it (change race, or other things).
872 * The function name is for historical reasons - now we have 867 * The function name is for historical reasons - now we have
873 * separate race and class; this actually changes the RACE, 868 * separate race and class; this actually changes the RACE,
874 * not the class. 869 * not the class.
875 */ 870 */
876int 871void
877key_change_class (object *op, char key) 872player::chargen_race_done ()
878{ 873{
879 int tmp_loop;
880
881 if (key == 'd' || key == 'D')
882 {
883 char buf[MAX_BUF];
884
885 /* this must before then initial items are given */ 874 /* this must before then initial items are given */
886 esrv_new_player (op->contr, op->weight + op->carrying); 875 esrv_new_player (ob->contr, ob->weight + ob->carrying);
887 876
888 treasurelist *tl = find_treasurelist ("starting_wealth"); 877 treasurelist *tl = treasurelist::find ("starting_wealth");
889 if (tl) 878 if (tl)
890 create_treasure (tl, op, 0, 0, 0); 879 create_treasure (tl, ob, 0, 0, 0);
891 880
892 INVOKE_PLAYER (BIRTH, op->contr); 881 INVOKE_PLAYER (BIRTH, ob->contr);
893 INVOKE_PLAYER (LOGIN, op->contr); 882 INVOKE_PLAYER (LOGIN, ob->contr);
894 883
895 op->contr->ns->state = ST_PLAYING; 884 ob->contr->ns->state = ST_PLAYING;
896 885
897 if (op->msg) 886 if (ob->msg)
898 op->msg = NULL; 887 ob->msg = 0;
899 888
900 /* We create this now because some of the unique maps will need it 889 /* We create this now because some of the unique maps will need it
901 * to save here. 890 * to save here.
902 */ 891 */
892 {
893 char buf[MAX_BUF];
903 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
904 make_path_to_file (buf); 895 make_path_to_file (buf);
896 }
905 897
906 start_info (op); 898 start_info (ob);
907 CLEAR_FLAG (op, FLAG_WIZ); 899 CLEAR_FLAG (ob, FLAG_WIZ);
908 give_initial_items (op, op->randomitems); 900 give_initial_items (ob, ob->randomitems);
909 link_player_skills (op); 901 link_player_skills (ob);
910 esrv_send_inventory (op, op); 902 esrv_send_inventory (ob, ob);
911 op->update_stats (); 903 ob->update_stats ();
912 904
913 /* This moves the player to a different start map, if there 905 /* This moves the player to a different start map, if there
914 * is one for this race 906 * is one for this race
915 */ 907 */
916 if (*first_map_ext_path) 908 if (*first_map_ext_path)
917 { 909 {
918 object *tmp; 910 object *tmp;
919 char mapname[MAX_BUF]; 911 char mapname[MAX_BUF];
920 912
921 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); 913 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
922 tmp = object::create (); 914 tmp = object::create ();
923 EXIT_PATH (tmp) = mapname; 915 EXIT_PATH (tmp) = mapname;
924 EXIT_X (tmp) = op->x; 916 EXIT_X (tmp) = ob->x;
925 EXIT_Y (tmp) = op->y; 917 EXIT_Y (tmp) = ob->y;
926 op->enter_exit (tmp); /* we don't really care if it succeeded; 918 ob->enter_exit (tmp); /* we don't really care if it succeeded;
927 * if the map isn't there, then stay on the 919 * if the map isn't there, then stay on the
928 * default initial map */ 920 * default initial map */
929 tmp->destroy (); 921 tmp->destroy ();
930 } 922 }
931 else 923 else
932 LOG (llevDebug, "first_map_ext_path not set\n"); 924 LOG (llevDebug, "first_map_ext_path not set\n");
925}
933 926
934 return 0; 927void
935 } 928player::chargen_race_next ()
936 929{
937 /* Following actually changes the race - this is the default command 930 /* Following actually changes the race - this is the default command
938 * if we don't match with one of the options above. 931 * if we don't match with one of the options above.
939 */ 932 */
940 933
941 tmp_loop = 0; 934 do
942 while (!tmp_loop)
943 { 935 {
944 shstr name = op->name; 936 shstr name = ob->name;
945 int x = op->x, y = op->y; 937 int x = ob->x, y = ob->y;
946 938
947 op->remove_statbonus (); 939 ob->remove_statbonus ();
948 op->remove (); 940 ob->remove ();
949 op->arch = get_player_archetype (op->arch); 941 ob->arch = get_player_archetype (ob->arch);
950 op->arch->clone.copy_to (op); 942 ob->arch->copy_to (ob);
951 op->instantiate (); 943 ob->instantiate ();
952 op->stats = op->contr->orig_stats; 944 ob->stats = ob->contr->orig_stats;
953 op->name = op->name_pl = name; 945 ob->name = ob->name_pl = name;
954 op->x = x; 946 ob->x = x;
955 op->y = y; 947 ob->y = y;
956 SET_ANIMATION (op, 2); /* So player faces south */ 948 SET_ANIMATION (ob, 2); /* So player faces south */
957 insert_ob_in_map (op, op->map, op, 0); 949 insert_ob_in_map (ob, ob->map, ob, 0);
958 assign (op->contr->title, op->arch->clone.name); 950 assign (ob->contr->title, ob->arch->object::name);
959 op->add_statbonus (); 951 ob->add_statbonus ();
960 tmp_loop = allowed_class (op);
961 } 952 }
953 while (!allowed_class (ob));
962 954
963 update_object (op, UP_OBJ_FACE); 955 update_object (ob, UP_OBJ_FACE);
964 esrv_update_item (UPD_FACE, op, op); 956 esrv_update_item (UPD_FACE, ob, ob);
965 op->update_stats (); 957 ob->update_stats ();
966 op->stats.hp = op->stats.maxhp; 958 ob->stats.hp = ob->stats.maxhp;
967 op->stats.sp = op->stats.maxsp; 959 ob->stats.sp = ob->stats.maxsp;
968 op->stats.grace = 0; 960 ob->stats.grace = 0;
969
970 if (op->msg)
971 new_draw_info (NDI_BLUE, 0, op, op->msg);
972
973 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
974 return 0;
975} 961}
976 962
977void 963void
978flee_player (object *op) 964flee_player (object *op)
979{ 965{
1026 /* Cornered, get rid of scared */ 1012 /* Cornered, get rid of scared */
1027 CLEAR_FLAG (op, FLAG_SCARED); 1013 CLEAR_FLAG (op, FLAG_SCARED);
1028 op->enemy = NULL; 1014 op->enemy = NULL;
1029} 1015}
1030 1016
1031
1032/* check_pick sees if there is stuff to be picked up/picks up stuff. 1017/* check_pick sees if there is stuff to be picked up/picks up stuff.
1033 * IT returns 1 if the player should keep on moving, 0 if he should 1018 * It returns 1 if the player should keep on moving, 0 if he should
1034 * stop. 1019 * stop.
1035 */ 1020 */
1036int 1021int
1037check_pick (object *op) 1022check_pick (object *op)
1038{ 1023{
1039 object *tmp, *next; 1024 object *tmp, *next;
1040 int stop = 0; 1025 int stop = 0;
1041 int j, k, wvratio; 1026 int wvratio;
1042 char putstring[128], tmpstr[16]; 1027 char putstring[128];
1043 1028
1044 /* if you're flying, you cna't pick up anything */ 1029 /* if you're flying, you cna't pick up anything */
1045 if (op->move_type & MOVE_FLYING) 1030 if (op->move_type & MOVE_FLYING)
1046 return 1; 1031 return 1;
1047 1032
1115 if (tmp->name != NULL) 1100 if (tmp->name != NULL)
1116 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1101 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1117 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1102 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1118 else 1103 else
1119 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1120 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1105 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1121 1106
1122 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1107 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1123 } 1108 }
1124 1109
1125 /* philosophy: 1110 /* philosophy:
1318 /* careful: chairs and tables are weapons! */ 1303 /* careful: chairs and tables are weapons! */
1319 if (op->contr->mode & PU_ALLWEAPON) 1304 if (op->contr->mode & PU_ALLWEAPON)
1320 { 1305 {
1321 if (tmp->type == WEAPON && tmp->name != NULL) 1306 if (tmp->type == WEAPON && tmp->name != NULL)
1322 { 1307 {
1323 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1308 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1324 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1309 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1325 { 1310 {
1326 pick_up (op, tmp); 1311 pick_up (op, tmp);
1327 continue; 1312 continue;
1328 } 1313 }
1329 } 1314 }
1330 1315
1331 if (tmp->type == WEAPON && tmp->name == NULL) 1316 if (tmp->type == WEAPON && tmp->name == NULL)
1332 { 1317 {
1333 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1318 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1334 { 1319 {
1335 pick_up (op, tmp); 1320 pick_up (op, tmp);
1336 continue; 1321 continue;
1337 } 1322 }
1338 } 1323 }
1363 if (tmp->name != NULL) 1348 if (tmp->name != NULL)
1364 { 1349 {
1365 fprintf (stderr, "%s", tmp->name); 1350 fprintf (stderr, "%s", tmp->name);
1366 } 1351 }
1367 else 1352 else
1368 fprintf (stderr, "%s", tmp->arch->name); 1353 fprintf (stderr, "%s", tmp->arch->archname);
1369 fprintf (stderr, ",%d] = ", tmp->type); 1354 fprintf (stderr, ",%d] = ", tmp->type);
1370 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1355 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1371#endif 1356#endif
1372 continue; 1357 continue;
1373 } 1358 }
1443 else 1428 else
1444 { 1429 {
1445 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1430 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1446 { 1431 {
1447 attacktype = 1 << attacknum; 1432 attacktype = 1 << attacknum;
1448 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1433 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1449 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1434 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1450 { 1435 {
1451 tmp = arrow; 1436 tmp = arrow;
1452 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1437 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1453 } 1438 }
1454 } 1439 }
1455 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1440 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1456 { 1441 {
1457 tmp = arrow; 1442 tmp = arrow;
1476 * find_better_arrow to find a decent arrow to use. 1461 * find_better_arrow to find a decent arrow to use.
1477 * op = the shooter 1462 * op = the shooter
1478 * type = bow->race 1463 * type = bow->race
1479 * dir = fire direction 1464 * dir = fire direction
1480 */ 1465 */
1481
1482object * 1466object *
1483pick_arrow_target (object *op, const char *type, int dir) 1467pick_arrow_target (object *op, const char *type, int dir)
1484{ 1468{
1485 object *tmp = NULL; 1469 object *tmp = NULL;
1486 maptile *m; 1470 maptile *m;
1551 */ 1535 */
1552int 1536int
1553fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1537fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1554{ 1538{
1555 object *left, *bow; 1539 object *left, *bow;
1556 int bowspeed, mflags; 1540 int mflags;
1557 maptile *m; 1541 maptile *m;
1558 1542
1559 if (!dir) 1543 if (!dir)
1560 { 1544 {
1561 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1545 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1562 return 0; 1546 return 0;
1563 } 1547 }
1564 1548
1565 if (op->type == PLAYER) 1549 if (op->contr)
1566 bow = op->contr->ranges[range_bow]; 1550 bow = op->current_weapon;
1567 else 1551 else
1568 { 1552 {
1569 for (bow = op->inv; bow; bow = bow->below) 1553 for (bow = op->inv; bow; bow = bow->below)
1570 /* Don't check for applied - monsters don't apply bows - in that way, they 1554 /* Don't check for applied - monsters don't apply bows - in that way, they
1571 * don't need to switch back and forth between bows and weapons. 1555 * don't need to switch back and forth between bows and weapons.
1576 if (!bow) 1560 if (!bow)
1577 { 1561 {
1578 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1562 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1579 return 0; 1563 return 0;
1580 } 1564 }
1565
1566 // optimisation: move object to top so we will find it quickly again
1567 if (bow->below)
1568 {
1569 bow->remove ();
1570 op->insert (bow);
1571 }
1572
1581 } 1573 }
1582 1574
1583 if (!bow->race || !bow->skill) 1575 if (!bow->race || !bow->skill)
1584 { 1576 {
1585 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1577 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1586 return 0; 1578 return 0;
1587 } 1579 }
1588
1589 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1590
1591 /* penalize ROF for bestarrow */
1592 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1593 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1594
1595 if (bowspeed < 1)
1596 bowspeed = 1;
1597 1580
1598 if (arrow == NULL) 1581 if (arrow == NULL)
1599 { 1582 {
1600 if ((arrow = find_arrow (op, bow->race)) == NULL) 1583 if ((arrow = find_arrow (op, bow->race)) == NULL)
1601 { 1584 {
1602 if (op->type == PLAYER) 1585 if (op->type == PLAYER)
1603 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1586 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1604 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1587 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1605 else 1588 else
1606 CLEAR_FLAG (op, FLAG_READY_BOW); 1589 CLEAR_FLAG (op, FLAG_READY_BOW);
1590
1607 return 0; 1591 return 0;
1608 } 1592 }
1609 } 1593 }
1610 1594
1611 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1595 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1635 1619
1636 arrow->set_owner (op); 1620 arrow->set_owner (op);
1637 arrow->skill = bow->skill; 1621 arrow->skill = bow->skill;
1638 arrow->direction = dir; 1622 arrow->direction = dir;
1639 1623
1624 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1625 arrow->stats.hp = arrow->stats.dam;
1626 arrow->stats.grace = arrow->attacktype;
1627
1628 if (arrow->slaying)
1629 arrow->spellarg = strdup (arrow->slaying);
1630
1631#if 0
1632 if (player *pl = op->contr)
1633 {
1634 float speed = pl->weapon_sp;
1635
1636 /* penalize ROF for bestarrow */
1637 if (pl->bowtype == bow_bestarrow)
1638 speed *= .9f;
1639 else
1640 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1641
1642 op->speed_left += speed - op->speed;
1643 }
1644#endif
1645
1646 SET_ANIMATION (arrow, arrow->direction);
1647
1648 /* update the speed */
1649 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1650 + bow->stats.dam / 7.f;
1651
1652 arrow->set_speed (max (arrow->speed, 2.f));
1653 arrow->speed_left = 0;
1654
1655 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1656
1640 if (op->type == PLAYER) 1657 if (op->type == PLAYER)
1641 { 1658 {
1642 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1643 op->update_stats ();
1644 }
1645
1646 SET_ANIMATION (arrow, arrow->direction);
1647 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1648 arrow->stats.hp = arrow->stats.dam;
1649 arrow->stats.grace = arrow->attacktype;
1650 if (arrow->slaying != NULL)
1651 arrow->spellarg = strdup (arrow->slaying);
1652
1653 /* Note that this was different for monsters - they got their level
1654 * added to the damage. I think the strength bonus is more proper.
1655 */
1656
1657 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1658
1659 /* update the speed */
1660 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1661 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1662
1663 arrow->set_speed (max (arrow->speed, 1.0));
1664 arrow->speed_left = 0;
1665
1666 if (op->type == PLAYER)
1667 {
1668 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1669 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1670 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1671
1672 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1659 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1660 wc -= dex_bonus[op->stats.Dex];
1661
1662 if (!arrow->slaying)
1663 arrow->slaying = op->slaying;
1664
1665 arrow->attacktype |= op->attacktype;
1673 } 1666 }
1674 else 1667 else
1675 { 1668 {
1676 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1677 arrow->level = op->level; 1669 arrow->level = op->level;
1678 } 1670 arrow->stats.wc -= bow->magic;
1679 1671
1680 if (arrow->attacktype == AT_PHYSICAL) 1672 if (!arrow->slaying)
1673 arrow->slaying = bow->slaying;
1674
1681 arrow->attacktype |= bow->attacktype; 1675 arrow->attacktype |= bow->attacktype;
1676 }
1682 1677
1683 if (bow->slaying) 1678 wc -= arrow->level;
1684 arrow->slaying = bow->slaying; 1679 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1685 1680
1681 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1686 arrow->move_type = MOVE_FLY_LOW; 1682 arrow->move_type = MOVE_FLY_LOW;
1687 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1683 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1688 1684
1689 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1685 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1690 m->insert (arrow, sx, sy, op); 1686 m->insert (arrow, sx, sy, op);
1715{ 1711{
1716 int ret = 0, wcmod = 0; 1712 int ret = 0, wcmod = 0;
1717 1713
1718 if (op->contr->bowtype == bow_bestarrow) 1714 if (op->contr->bowtype == bow_bestarrow)
1719 { 1715 {
1720 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1716 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1721 } 1717 }
1722 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1718 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1723 { 1719 {
1724 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1720 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1725 wcmod = -1; 1721 wcmod = -1;
1735 else if (op->contr->bowtype == bow_spreadshot) 1731 else if (op->contr->bowtype == bow_spreadshot)
1736 { 1732 {
1737 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1733 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1738 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1734 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1739 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1735 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1740
1741 } 1736 }
1742 else 1737 else
1743 { 1738 {
1744 /* Simple case */ 1739 /* Simple case */
1745 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1740 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1746 } 1741 }
1742
1747 return ret; 1743 return ret;
1748} 1744}
1749
1750 1745
1751/* Fires a misc (wand/rod/horn) object in 'dir'. 1746/* Fires a misc (wand/rod/horn) object in 'dir'.
1752 * Broken apart from 'fire' to keep it more readable. 1747 * Broken apart from 'fire' to keep it more readable.
1753 */ 1748 */
1754void 1749void
1755fire_misc_object (object *op, int dir) 1750fire_misc_object (object *op, int dir)
1756{ 1751{
1757 object *item; 1752 object *item = op->contr->ranged_ob;
1758 1753
1759 if (!op->contr->ranges[range_misc]) 1754 if (!item)
1760 { 1755 {
1761 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1756 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1762 return; 1757 return;
1763 } 1758 }
1764 1759
1765 item = op->contr->ranges[range_misc];
1766 if (!item->inv) 1760 if (!item->inv)
1767 { 1761 {
1768 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1762 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1769 return; 1763 return;
1770 } 1764 }
1765
1766 if (!op->change_weapon (item))
1767 return;
1768
1771 if (item->type == WAND) 1769 if (item->type == WAND)
1772 { 1770 {
1773 if (item->stats.food <= 0) 1771 if (item->stats.food <= 0)
1774 { 1772 {
1775 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1773 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1774 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1775
1777 return; 1776 return;
1778 } 1777 }
1779 } 1778 }
1780 else if (item->type == ROD || item->type == HORN) 1779 else if (item->type == ROD || item->type == HORN)
1781 { 1780 {
1782 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1781 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1783 { 1782 {
1784 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1783 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1784
1785 if (item->type == ROD) 1785 if (item->type == ROD)
1786 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1786 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1787 else 1787 else
1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1789
1789 return; 1790 return;
1790 } 1791 }
1791 } 1792 }
1792 1793
1793 if (cast_spell (op, item, dir, item->inv, NULL)) 1794 if (cast_spell (op, item, dir, item->inv, NULL))
1800 object *tmp; 1801 object *tmp;
1801 1802
1802 if (item->arch) 1803 if (item->arch)
1803 { 1804 {
1804 CLEAR_FLAG (item, FLAG_ANIMATE); 1805 CLEAR_FLAG (item, FLAG_ANIMATE);
1805 item->face = item->arch->clone.face; 1806 item->face = item->arch->face;
1806 item->set_speed (0); 1807 item->set_speed (0);
1807 } 1808 }
1808 1809
1809 if ((tmp = item->in_player ())) 1810 if ((tmp = item->in_player ()))
1810 esrv_update_item (UPD_ANIM, tmp, item); 1811 esrv_update_item (UPD_ANIM, tmp, item);
1815 } 1816 }
1816} 1817}
1817 1818
1818/* Received a fire command for the player - go and do it. 1819/* Received a fire command for the player - go and do it.
1819 */ 1820 */
1820void 1821bool
1821fire (object *op, int dir) 1822fire (object *op, int dir)
1822{ 1823{
1823 int spellcost = 0; 1824 int spellcost = 0;
1824 1825
1825 /* check for loss of invisiblity/hide */ 1826 /* check for loss of invisiblity/hide */
1826 if (action_makes_visible (op)) 1827 if (action_makes_visible (op))
1827 make_visible (op); 1828 make_visible (op);
1828 1829
1829 switch (op->contr->shoottype) 1830 player *pl = op->contr;
1831
1832 if (pl->golem)
1833 {
1834 control_golem (op->contr->golem, dir);
1835 return false;
1830 { 1836 }
1831 case range_none:
1832 return;
1833 1837
1834 case range_bow: 1838 object *ob = pl->ranged_ob;
1839
1840 if (!ob)
1841 return false;
1842
1843 if (!op->change_weapon (ob))
1844 return false;
1845
1846 if (op->speed_left > 0.f)
1847 --op->speed_left;
1848 else
1849 return false;
1850
1851 switch (ob->type)
1852 {
1853 case BOW:
1835 player_fire_bow (op, dir); 1854 player_fire_bow (op, dir);
1836 return; 1855 break;
1837 1856
1838 case range_magic: /* Casting spells */ 1857 case SPELL:
1839 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1858 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1840 return; 1859 break;
1841 1860
1842 case range_misc: 1861 case BUILDER:
1862 apply_map_builder (op, dir);
1863 break;
1864
1865 case SKILL:
1866 do_skill (op, op, ob, dir, 0);
1867 break;
1868
1869 default:
1843 fire_misc_object (op, dir); 1870 fire_misc_object (op, dir);
1844 return; 1871 break;
1845
1846 case range_golem: /* Control summoned monsters from scrolls */
1847 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1848 {
1849 op->contr->ranges[range_golem] = 0;
1850 op->contr->shoottype = range_none;
1851 }
1852 else
1853 control_golem (op->contr->ranges[range_golem], dir);
1854 return;
1855
1856 case range_skill:
1857 if (!op->chosen_skill)
1858 {
1859 if (op->type == PLAYER)
1860 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1861 return;
1862 }
1863
1864 do_skill (op, op, op->chosen_skill, dir, NULL);
1865 return;
1866 case range_builder:
1867 apply_map_builder (op, dir);
1868 return;
1869 default:
1870 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1871 return;
1872 } 1872 }
1873
1874 return true;
1873} 1875}
1874 1876
1875/* find_key 1877/* find_key
1876 * We try to find a key for the door as passed. If we find a key 1878 * We try to find a key for the door as passed. If we find a key
1877 * and successfully use it, we return the key, otherwise NULL 1879 * and successfully use it, we return the key, otherwise NULL
1964 * 0 otherwise 1966 * 0 otherwise
1965 */ 1967 */
1966static int 1968static int
1967player_attack_door (object *op, object *door) 1969player_attack_door (object *op, object *door)
1968{ 1970{
1969 /* If its a door, try to find a use a key. If we do destroy the door, 1971 /* If its a door, try to find a key. If we do destroy the door,
1970 * might as well return immediately as there is nothing more to do - 1972 * might as well return immediately as there is nothing more to do -
1971 * otherwise, we fall through to the rest of the code. 1973 * otherwise, we fall through to the rest of the code.
1972 */ 1974 */
1973 object *key = find_key (op, op, door); 1975 object *key = find_key (op, op, door);
1974 1976
1975 /* IF we found a key, do some extra work */ 1977 /* If we found a key, do some extra work */
1976 if (key) 1978 if (key)
1977 { 1979 {
1978 object *container = key->env; 1980 object *container = key->env;
1979 1981
1980 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1982 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1983
1981 if (action_makes_visible (op)) 1984 if (action_makes_visible (op))
1982 make_visible (op); 1985 make_visible (op);
1986
1983 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1987 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1984 spring_trap (door->inv, op); 1988 spring_trap (door->inv, op);
1985 1989
1986 if (door->type == DOOR) 1990 if (door->type == DOOR)
1987 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1991 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2013 * It should keep the code cleaner. 2017 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 2018 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 2019 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2020 * going to try and move (not fire weapons).
2017 */ 2021 */
2018void 2022bool
2019move_player_attack (object *op, int dir) 2023move_player_attack (object *op, int dir)
2020{ 2024{
2021 object *tmp, *mon;
2022 sint16 nx, ny;
2023 int on_battleground; 2025 int on_battleground;
2024 maptile *m;
2025 2026
2026 nx = freearr_x[dir] + op->x; 2027 sint16 nx = freearr_x[dir] + op->x;
2027 ny = freearr_y[dir] + op->y; 2028 sint16 ny = freearr_y[dir] + op->y;
2028 2029
2029 on_battleground = op_on_battleground (op, 0, 0); 2030 on_battleground = op_on_battleground (op, 0, 0);
2031
2032 if (out_of_map (op->map, nx, ny))
2033 return false;
2034
2035 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2036 {
2037 --op->speed_left;
2038 return true;
2039 }
2030 2040
2031 /* If braced, or can't move to the square, and it is not out of the 2041 /* If braced, or can't move to the square, and it is not out of the
2032 * map, attack it. Note order of if statement is important - don't 2042 * map, attack it. Note order of if statement is important - don't
2033 * want to be calling move_ob if braced, because move_ob will move the 2043 * want to be calling move_ob if braced, because move_ob will move the
2034 * player. This is a pretty nasty hack, because if we could 2044 * player. This is a pretty nasty hack, because if we could
2035 * move to some space, it then means that if we are braced, we should 2045 * move to some space, it then means that if we are braced, we should
2036 * do nothing at all. As it is, if we are braced, we go through 2046 * do nothing at all. As it is, if we are braced, we go through
2037 * quite a bit of processing. However, it probably is less than what 2047 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 2048 * move_ob uses.
2039 */ 2049 */
2040 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2041 {
2042 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2043 {
2044 m = op->map->xy_find (nx, ny); 2050 maptile *m = op->map->xy_find (nx, ny);
2045 if (!m)
2046 return; /* Don't think this should happen */
2047 }
2048 else
2049 m = op->map;
2050 2051
2051 if (!(tmp = m->at (nx, ny).bot))
2052 return;
2053
2054 mon = 0;
2055 /* Go through all the objects, and find ones of interest. Only stop if 2052 /* Go through all the objects, and find ones of interest. Only stop if
2056 * we find a monster - that is something we know we want to attack. 2053 * we find a monster - that is something we know we want to attack.
2057 * if its a door or barrel (can roll) see if there may be monsters 2054 * if its a door or barrel (can roll) see if there may be monsters
2058 * on the space 2055 * on the space
2059 */ 2056 */
2060 while (tmp) 2057 object *mon;
2061 { 2058 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2062 if (tmp == op) 2059 {
2063 { 2060 if ((mon->flag [FLAG_ALIVE]
2064 tmp = tmp->above; 2061 || mon->type == LOCKED_DOOR
2065 continue; 2062 || mon->flag [FLAG_CAN_ROLL])
2066 }
2067
2068 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2069 {
2070 mon = tmp; 2063 && mon != op)
2071 break; 2064 break;
2072 } 2065 }
2073 2066
2074 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2075 mon = tmp;
2076
2077 tmp = tmp->above;
2078 }
2079
2080 if (!mon) /* This happens anytime the player tries to move */ 2067 if (!mon) /* This happens anytime the player tries to move */
2081 return; /* into a wall */ 2068 return false; /* into a wall */
2082 2069
2083 if (mon->head)
2084 mon = mon->head; 2070 mon = mon->head_ ();
2085 2071
2086 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2072 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2073 if (op->contr->weapon_sp_left > 0.f)
2087 if (player_attack_door (op, mon)) 2074 if (player_attack_door (op, mon))
2075 {
2076 --op->contr->weapon_sp_left;
2088 return; 2077 return true;
2078 }
2089 2079
2090 /* The following deals with possibly attacking peaceful 2080 /* The following deals with possibly attacking peaceful
2091 * or frienddly creatures. Basically, all players are considered 2081 * or friendly creatures. Basically, all players are considered
2092 * unaggressive. If the moving player has peaceful set, then the 2082 * unaggressive. If the moving player has peaceful set, then the
2093 * object should be pushed instead of attacked. It is assumed that 2083 * object should be pushed instead of attacked. It is assumed that
2094 * if you are braced, you will not attack friends accidently, 2084 * if you are braced, you will not attack friends accidently,
2095 * and thus will not push them. 2085 * and thus will not push them.
2096 */ 2086 */
2097 2087
2098 /* If the creature is a pet, push it even if the player is not 2088 /* If the creature is a pet, push it even if the player is not
2099 * peaceful. Our assumption is the creature is a pet if the 2089 * peaceful. Our assumption is the creature is a pet if the
2100 * player owns it and it is either friendly or unagressive. 2090 * player owns it and it is either friendly or unagressive.
2101 */ 2091 */
2102 if ((op->type == PLAYER) 2092 if (op->type == PLAYER
2103#if COZY_SERVER
2104 &&
2105 ((mon->owner && mon->owner->contr 2093 && ((mon->owner && mon->owner->contr
2106 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2094 && same_party (mon->owner->contr->party, op->contr->party))
2107#else
2108 && mon->owner == op 2095 || mon->owner == op)
2109#endif
2110 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2096 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2111 { 2097 {
2112 /* If we're braced, we don't want to switch places with it */ 2098 /* If we're braced, we don't want to switch places with it */
2113 if (op->contr->braced) 2099 if (op->contr->braced)
2114 return; 2100 return false;
2101
2102 if (op->speed_left > 0.f)
2103 {
2104 --op->speed_left;
2115 2105
2116 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2106 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2117 (void) push_ob (mon, dir, op); 2107 push_ob (mon, dir, op);
2108
2118 if (op->contr->tmp_invis || op->hide) 2109 if (op->contr->tmp_invis || op->hide)
2119 make_visible (op); 2110 make_visible (op);
2120 2111
2121 return; 2112 return true;
2122 } 2113 }
2114 else
2115 return false;
2116 }
2123 2117
2124 /* in certain circumstances, you shouldn't attack friendly 2118 /* in certain circumstances, you shouldn't attack friendly
2125 * creatures. Note that if you are braced, you can't push 2119 * creatures. Note that if you are braced, you can't push
2126 * someone, but put it inside this loop so that you won't 2120 * someone, but put it inside this loop so that you won't
2127 * attack them either. 2121 * attack them either.
2128 */ 2122 */
2129 if ((mon->type == PLAYER || mon->enemy != op) && 2123 if ((mon->type == PLAYER || mon->enemy != op)
2130 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2124 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2131#ifdef PROHIBIT_PLAYERKILL
2132 (op->contr->peaceful 2125 && ((op->contr->peaceful
2133 || (mon->type == PLAYER 2126 || (mon->type == PLAYER && mon->contr->peaceful))
2134 && mon->contr->
2135 peaceful)) &&
2136#else
2137 op->contr->peaceful &&
2138#endif
2139 !on_battleground)) 2127 && !on_battleground))
2128 {
2129 if (op->speed_left > 0.f)
2140 { 2130 {
2131 --op->speed_left;
2132
2141 if (!op->contr->braced) 2133 if (!op->contr->braced)
2142 { 2134 {
2143 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2135 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2144 push_ob (mon, dir, op); 2136 push_ob (mon, dir, op);
2145 } 2137 }
2146 else 2138 else
2147 new_draw_info (0, 0, op, "You withhold your attack"); 2139 new_draw_info (0, 0, op, "You withhold your attack");
2148 2140
2149 if (op->contr->tmp_invis || op->hide) 2141 if (op->contr->tmp_invis || op->hide)
2150 make_visible (op); 2142 make_visible (op);
2151 }
2152 2143
2144 return true;
2145 }
2146 }
2153 /* If the object is a boulder or other rollable object, then 2147 /* If the object is a boulder or other rollable object, then
2154 * roll it if not braced. You can't roll it if you are braced. 2148 * roll it if not braced. You can't roll it if you are braced.
2155 */ 2149 */
2156 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2150 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2151 {
2152 if (op->speed_left > 0.f)
2157 { 2153 {
2154 --op->speed_left;
2155
2158 recursive_roll (mon, dir, op); 2156 recursive_roll (mon, dir, op);
2159 if (action_makes_visible (op)) 2157 if (action_makes_visible (op))
2160 make_visible (op); 2158 make_visible (op);
2161 }
2162 2159
2160 return true;
2161 }
2162 }
2163 /* Any generic living creature. Including things like doors. 2163 /* Any generic living creature. Including things like doors.
2164 * Way it works is like this: First, it must have some hit points 2164 * Way it works is like this: First, it must have some hit points
2165 * and be living. Then, it must be one of the following: 2165 * and be living. Then, it must be one of the following:
2166 * 1) Not a player, 2) A player, but of a different party. Note 2166 * 1) Not a player, 2) A player, but of a different party. Note
2167 * that party_number -1 is no party, so attacks can still happen. 2167 * that party_number -1 is no party, so attacks can still happen.
2168 */ 2168 */
2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2170 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2170 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2171 { 2171 {
2172 2172 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2173 /* If the player hasn't hit something this tick, and does
2174 * so, give them speed boost based on weapon speed. Doing
2175 * it here is better than process_players2, which basically
2176 * incurred a 1 tick offset.
2177 */
2178 if (!op->contr->has_hit)
2179 { 2173 {
2180 op->speed_left += op->speed / op->contr->weapon_sp; 2174 --op->contr->weapon_sp_left;
2181
2182 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2183 }
2184 2175
2185 skill_attack (mon, op, 0, 0, 0); 2176 skill_attack (mon, op, 0, 0, 0);
2186
2187 /* If attacking another player, that player gets automatic
2188 * hitback, and doesn't loose luck either.
2189 * Disable hitback on the battleground or if the target is
2190 * the wiz.
2191 */
2192 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2193 {
2194 short luck = mon->stats.luck;
2195
2196 mon->contr->has_hit = 1;
2197 skill_attack (op, mon, 0, 0, 0);
2198 mon->stats.luck = luck;
2199 }
2200 2177
2201 if (action_makes_visible (op)) 2178 if (action_makes_visible (op))
2202 make_visible (op); 2179 make_visible (op);
2203 }
2204 } /* if player should attack something */
2205}
2206 2180
2207int 2181 return true;
2182 }
2183 }
2184
2185 return false;
2186}
2187
2188bool
2208move_player (object *op, int dir) 2189move_player (object *op, int dir)
2209{ 2190{
2210 int pick; 2191 int pick;
2211 2192
2212 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2193 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2226 op->facing = dir; 2207 op->facing = dir;
2227 2208
2228 if (op->hide) 2209 if (op->hide)
2229 do_hidden_move (op); 2210 do_hidden_move (op);
2230 2211
2212 bool retval;
2213
2231 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2214 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2232 /*nop */ ; 2215 retval = RESULT_INT (0);
2233 else if (op->contr->fire_on) 2216 else if (op->contr->fire_on)
2234 fire (op, dir); 2217 retval = fire (op, dir);
2235 else 2218 else
2236 { 2219 {
2237 move_player_attack (op, dir); 2220 retval = move_player_attack (op, dir);
2238 pick = check_pick (op); 2221 pick = check_pick (op);
2239 } 2222 }
2240 2223
2241 /* Add special check for newcs players and fire on - this way, the 2224 /* Add special check for newcs players and fire on - this way, the
2242 * server can handle repeat firing. 2225 * server can handle repeat firing.
2249 /* Update how the player looks. Use the facing, so direction may 2232 /* Update how the player looks. Use the facing, so direction may
2250 * get reset to zero. This allows for full animation capabilities 2233 * get reset to zero. This allows for full animation capabilities
2251 * for players. 2234 * for players.
2252 */ 2235 */
2253 animate_object (op, op->facing); 2236 animate_object (op, op->facing);
2254 return 0; 2237
2238 return retval;
2255} 2239}
2256 2240
2257/* This is similar to handle_player, below, but is only used by the 2241/* This is similar to handle_player, below, but is only used by the
2258 * new client/server stuff. 2242 * new client/server stuff.
2259 * This is sort of special, in that the new client/server actually uses 2243 * This is sort of special, in that the new client/server actually uses
2260 * the new speed values for commands. 2244 * the new speed values for commands.
2261 * 2245 *
2262 * Returns true if there are more actions we can do. 2246 * Returns true if there are more actions we can do. Should not do
2247 * many actions in a row, as that would be too unfair to other
2248 * players.
2263 */ 2249 */
2264int 2250bool
2265handle_newcs_player (object *op) 2251handle_newcs_player (object *op)
2266{ 2252{
2267 if (op->contr->hidden)
2268 {
2269 op->invisible = 1000;
2270 /* the socket code flashes the player visible/invisible
2271 * depending on the value of invisible, so we need to
2272 * alternate it here for it to work correctly.
2273 */
2274 if (pticks & 2)
2275 op->invisible--;
2276 }
2277 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2278 {
2279 op->invisible--;
2280 if (!op->invisible)
2281 {
2282 make_visible (op);
2283 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2284 }
2285 }
2286
2287 if (QUERY_FLAG (op, FLAG_SCARED)) 2253 if (QUERY_FLAG (op, FLAG_SCARED))
2288 { 2254 {
2289 flee_player (op); 2255 if (op->speed_left > 0.f)
2290 /* If player is still scared, that is his action for this tick */
2291 if (QUERY_FLAG (op, FLAG_SCARED))
2292 { 2256 {
2293 op->speed_left--; 2257 --op->speed_left;
2258 flee_player (op);
2259
2294 return 0; 2260 return true;
2295 } 2261 }
2262 else
2263 return false;
2296 } 2264 }
2297
2298 /* I've been seeing crashes where the golem has been destroyed, but
2299 * the player object still points to the defunct golem. The code that
2300 * destroys the golem looks correct, and it doesn't always happen, so
2301 * put this in a a workaround to clean up the golem pointer.
2302 */
2303 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2304 op->contr->ranges[range_golem] = 0;
2305 2265
2306 /* call this here - we also will call this in do_ericserver, but 2266 /* call this here - we also will call this in do_ericserver, but
2307 * the players time has been increased when doericserver has been 2267 * the players time has been increased when doericserver has been
2308 * called, so we recheck it here. 2268 * called, so we recheck it here.
2309 */ 2269 */
2310 if (op->contr->ns->handle_command ()) 2270 if (op->contr->ns->handle_command ())
2311 return 1; 2271 return true;
2312 2272
2313 if (op->speed_left > 0)
2314 {
2315 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2273 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2316 {
2317 /* All move commands take 1 tick, at least for now */
2318 op->speed_left--;
2319
2320 /* Instead of all the stuff below, let move_player take care
2321 * of it. Also, some of the skill stuff is only put in
2322 * there, as well as the confusion stuff.
2323 */
2324 move_player (op, op->direction); 2274 return move_player (op, op->direction);
2325 2275
2326 return op->speed_left > 0;
2327 }
2328 }
2329
2330 return 0; 2276 return false;
2331} 2277}
2332 2278
2333int 2279int
2334save_life (object *op) 2280save_life (object *op)
2335{ 2281{
2445 int rate_grace = 2000; 2391 int rate_grace = 2000;
2446 const int max_hp = 1; 2392 const int max_hp = 1;
2447 const int max_sp = 1; 2393 const int max_sp = 1;
2448 const int max_grace = 1; 2394 const int max_grace = 1;
2449 2395
2450 if (op->contr->outputs_sync) 2396 if (op->contr->hidden)
2397 {
2398 op->invisible = 1000;
2399 /* the socket code flashes the player visible/invisible
2400 * depending on the value of invisible, so we need to
2401 * alternate it here for it to work correctly.
2402 */
2403 if (pticks & 2)
2404 op->invisible--;
2451 { 2405 }
2452 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2406 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2453 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2407 {
2454 flush_output_element (op, &op->contr->outputs[i]); 2408 if (!op->invisible--)
2409 {
2410 make_visible (op);
2411 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2412 }
2455 } 2413 }
2456 2414
2457 if (op->contr->ns->state == ST_PLAYING) 2415 if (op->contr->ns->state == ST_PLAYING)
2458 { 2416 {
2459 /* these next three if clauses make it possible to SLOW DOWN 2417 /* these next three if clauses make it possible to SLOW DOWN
2481 gen_grace = op->stats.maxgrace; 2439 gen_grace = op->stats.maxgrace;
2482 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2440 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2483 } 2441 }
2484 2442
2485 /* Regenerate Spell Points */ 2443 /* Regenerate Spell Points */
2486 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2444 if (!op->contr->golem && --op->last_sp < 0)
2487 { 2445 {
2488 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2446 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2489 if (op->stats.sp < op->stats.maxsp) 2447 if (op->stats.sp < op->stats.maxsp)
2490 { 2448 {
2491 op->stats.sp++; 2449 op->stats.sp++;
2589 } 2547 }
2590 2548
2591 /* Digestion */ 2549 /* Digestion */
2592 if (--op->last_eat < 0) 2550 if (--op->last_eat < 0)
2593 { 2551 {
2594#ifdef COZY_SERVER
2595 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2596 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2597#else
2598 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2552 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2599#endif
2600 2553
2601 if (op->contr->gen_hp > 0) 2554 if (op->contr->gen_hp > 0)
2602 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2555 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2603 else 2556 else
2604 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2557 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2916 op->stats.hp = op->stats.maxhp; 2869 op->stats.hp = op->stats.maxhp;
2917 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2870 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2918 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2871 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2919 2872
2920 /* 2873 /*
2921 * Check to see if the player is in a shop. IF so, then check to see if
2922 * the player has any unpaid items. If so, remove them and put them back 2874 * Check to see if the player has any unpaid items. If so, remove them
2923 * in the map. 2875 * and put them back in the map.
2924 */ 2876 */
2925
2926 if (is_in_shop (op))
2927 remove_unpaid_objects (op->inv, op); 2877 remove_unpaid_objects (op->inv, op);
2928 2878
2929 /****************************************/ 2879 /****************************************/
2930 /* */ 2880 /* */
2931 /* Move player to his current respawn- */ 2881 /* Move player to his current respawn- */
2932 /* position (usually last savebed) */ 2882 /* position (usually last savebed) */
2952 object *force; 2902 object *force;
2953 int at; 2903 int at;
2954 2904
2955 force = get_archetype (FORCE_NAME); 2905 force = get_archetype (FORCE_NAME);
2956 /* 50 ticks should be enough time for the spell to abate */ 2906 /* 50 ticks should be enough time for the spell to abate */
2957 force->speed = 0.1; 2907 force->speed = 0.1f;
2958 force->speed_left = -5.0; 2908 force->speed_left = -5.f;
2959 SET_FLAG (force, FLAG_APPLIED); 2909 SET_FLAG (force, FLAG_APPLIED);
2960 for (at = 0; at < NROFATTACKS; at++) 2910 for (at = 0; at < NROFATTACKS; at++)
2961 if (will_kill_again & (1 << at)) 2911 if (will_kill_again & (1 << at))
2962 force->resist[at] = 100; 2912 force->resist[at] = 100;
2963 2913
3077 if (op->type == PLAYER) 3027 if (op->type == PLAYER)
3078 { 3028 {
3079 op->contr->tmp_invis = 0; 3029 op->contr->tmp_invis = 0;
3080 op->contr->invis_race = 0; 3030 op->contr->invis_race = 0;
3081 } 3031 }
3032
3082 update_object (op, UP_OBJ_FACE); 3033 update_object (op, UP_OBJ_CHANGE);
3083} 3034}
3084 3035
3085int 3036int
3086is_true_undead (object *op) 3037is_true_undead (object *op)
3087{ 3038{
3088 object *tmp = NULL;
3089
3090 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3039 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3091 return 1; 3040 return 1;
3092 3041
3093 return 0; 3042 return 0;
3094} 3043}
3095 3044
3139/* For Hidden creatures - a chance of becoming 'unhidden' 3088/* For Hidden creatures - a chance of becoming 'unhidden'
3140 * every time they move - as we subtract off 'invisibility' 3089 * every time they move - as we subtract off 'invisibility'
3141 * AND, for players, if they move into a ridiculously unhideable 3090 * AND, for players, if they move into a ridiculously unhideable
3142 * spot (surrounded by clear terrain in broad daylight). -b.t. 3091 * spot (surrounded by clear terrain in broad daylight). -b.t.
3143 */ 3092 */
3144
3145void 3093void
3146do_hidden_move (object *op) 3094do_hidden_move (object *op)
3147{ 3095{
3148 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3096 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3149 object *skop; 3097 object *skop;
3266 * a blocked los square. 3214 * a blocked los square.
3267 * we use the archetype to figure out offsets. 3215 * we use the archetype to figure out offsets.
3268 */ 3216 */
3269 while (op) 3217 while (op)
3270 { 3218 {
3271 dx = rv.distance_x + op->arch->clone.x; 3219 dx = rv.distance_x + op->arch->x;
3272 dy = rv.distance_y + op->arch->clone.y; 3220 dy = rv.distance_y + op->arch->y;
3273 3221
3274 /* only the viewable area the player sees is updated by LOS 3222 /* only the viewable area the player sees is updated by LOS
3275 * code, so we need to restrict ourselves to that range of values 3223 * code, so we need to restrict ourselves to that range of values
3276 * for any meaningful values. 3224 * for any meaningful values.
3277 */ 3225 */
3382 char buf[MAX_BUF]; /* tmp. string buffer */ 3330 char buf[MAX_BUF]; /* tmp. string buffer */
3383 int i = 0, j = 0; 3331 int i = 0, j = 0;
3384 3332
3385 /* get the appropriate treasurelist */ 3333 /* get the appropriate treasurelist */
3386 if (atnr == ATNR_FIRE) 3334 if (atnr == ATNR_FIRE)
3387 trlist = find_treasurelist ("dragon_ability_fire"); 3335 trlist = treasurelist::find ("dragon_ability_fire");
3388 else if (atnr == ATNR_COLD) 3336 else if (atnr == ATNR_COLD)
3389 trlist = find_treasurelist ("dragon_ability_cold"); 3337 trlist = treasurelist::find ("dragon_ability_cold");
3390 else if (atnr == ATNR_ELECTRICITY) 3338 else if (atnr == ATNR_ELECTRICITY)
3391 trlist = find_treasurelist ("dragon_ability_elec"); 3339 trlist = treasurelist::find ("dragon_ability_elec");
3392 else if (atnr == ATNR_POISON) 3340 else if (atnr == ATNR_POISON)
3393 trlist = find_treasurelist ("dragon_ability_poison"); 3341 trlist = treasurelist::find ("dragon_ability_poison");
3394 3342
3395 if (trlist == NULL || who->type != PLAYER) 3343 if (trlist == NULL || who->type != PLAYER)
3396 return; 3344 return;
3397 3345
3398 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3346 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3402 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3350 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3403 return; 3351 return;
3404 } 3352 }
3405 3353
3406 /* everything seems okay - now bring on the gift: */ 3354 /* everything seems okay - now bring on the gift: */
3407 item = &(tr->item->clone); 3355 item = tr->item;
3408 3356
3409 if (item->type == SPELL) 3357 if (item->type == SPELL)
3410 { 3358 {
3411 if (check_spell_known (who, item->name)) 3359 if (check_spell_known (who, item->name))
3412 return; 3360 return;
3471 { 3419 {
3472 /* forces in the treasurelist can alter the player's stats */ 3420 /* forces in the treasurelist can alter the player's stats */
3473 object *skin; 3421 object *skin;
3474 3422
3475 /* first get the dragon skin force */ 3423 /* first get the dragon skin force */
3476 shstr_cmp dragon_skin_force ("dragon_skin_force");
3477 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3424 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3478 ; 3425 ;
3479 3426
3480 if (!skin) 3427 if (!skin)
3481 return; 3428 return;
3482 3429
3530 * not readied. 3477 * not readied.
3531 */ 3478 */
3532void 3479void
3533player_unready_range_ob (player *pl, object *ob) 3480player_unready_range_ob (player *pl, object *ob)
3534{ 3481{
3535 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3482 if (pl->ob->current_weapon == ob)
3483 pl->ob->current_weapon = 0;
3484
3485 if (pl->combat_ob == ob)
3486 pl->combat_ob = 0;
3487
3536 if (pl->ranges[i] == ob) 3488 if (pl->ranged_ob == ob)
3537 {
3538 pl->ranges[i] = 0; 3489 pl->ranged_ob = 0;
3539 if (pl->shoottype == i)
3540 pl->shoottype = range_none;
3541 }
3542} 3490}
3543 3491
3544sint8 3492sint8
3545player::visibility_at (maptile *map, int x, int y) const 3493player::visibility_at (maptile *map, int x, int y) const
3546{ 3494{

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