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Comparing deliantra/server/server/player.C (file contents):
Revision 1.88 by pippijn, Sat Jan 6 14:42:31 2007 UTC vs.
Revision 1.153 by root, Tue Jul 10 05:51:38 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 Copyright (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. 20 *
21
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>
32#include <skills.h> 30#include <skills.h>
33 31
34#include <algorithm> 32#include <algorithm>
35#include <functional> 33#include <functional>
36 34
37player * 35playervec players;
38find_player (const char *plname)
39{
40 for_all_players (pl)
41 if (pl->ob && !strcmp (query_name (pl->ob), plname))
42 return pl;
43
44 return 0;
45}
46 36
47void 37void
48display_motd (const object *op) 38display_motd (const object *op)
49{ 39{
50 char buf[MAX_BUF]; 40 char buf[MAX_BUF];
124 114
125 news[0] = '\0'; 115 news[0] = '\0';
126 subject[0] = '\0'; 116 subject[0] = '\0';
127 size = 0; 117 size = 0;
128 118
129 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
130 { 120 {
131 if (*buf == '#') 121 if (*buf == '#')
132 continue; 122 continue;
133 123
134 if (*buf == '%') 124 if (*buf == '%')
135 { /* send one news */ 125 { /* send one news */
136 if (size > 0) 126 if (size > 0)
137 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 */
128
138 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
139 strip_endline (subject); 130 strip_endline (subject);
140 size = 0; 131 size = 0;
141 news[0] = '\0'; 132 news[0] = '\0';
142 } 133 }
151 size += strlen (buf); 142 size += strlen (buf);
152 } 143 }
153 } 144 }
154 145
155 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
156 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);
157 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
158} 149}
159 150
160/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
161static void 152static void
165 op->x = -1; 156 op->x = -1;
166 op->y = -1; 157 op->y = -1;
167} 158}
168 159
169void 160void
170player::enter_map () 161player::activate ()
171{ 162{
172 object *tmp = object::create (); 163 if (active)
164 return;
173 165
174 EXIT_PATH (tmp) = maplevel; 166 players.insert (this);
175 EXIT_X (tmp) = ob->x; 167 ob->remove ();
176 EXIT_Y (tmp) = ob->y; 168 ob->map = 0;
177 ob->enter_exit (tmp); 169 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
171 add_friendly_object (ob);
172}
178 173
179 tmp->destroy (); 174void
175player::deactivate ()
176{
177 if (!active)
178 return;
179
180 terminate_all_pets (ob);
181 remove_friendly_object (ob);
182 ob->deactivate_recursive ();
183
184 if (ob->map)
185 maplevel = ob->map->path;
186
187 ob->remove ();
188 ob->map = 0;
189 party = 0;
190
191 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
192
193 players.erase (this);
180} 194}
181 195
182// connect the player with a specific client 196// connect the player with a specific client
183// also changed, rationalises, and fixes some incorrect settings 197// also changes, rationalises, and fixes some incorrect settings
184void 198void
185player::connect (client *ns) 199player::connect (client *ns)
186{ 200{
187 this->ns = ns; 201 this->ns = ns;
188 ns->pl = this; 202 ns->pl = this;
189 203
190 next = first_player; 204 run_on = 0;
191 first_player = this; 205 fire_on = 0;
206 ob->close_container (); //TODO: client-specific
192 207
193 ns->update_look = 0; 208 ns->update_look = 0;
194 ns->look_position = 0; 209 ns->look_position = 0;
195 210
196 clear_los (ob); 211 clear_los (this);
212
213 ns->reset_stats ();
197 214
198 /* make sure he's a player -- needed because of class change. */ 215 /* make sure he's a player -- needed because of class change. */
199 ob->type = PLAYER; // we are paranoid 216 ob->type = PLAYER; // we are paranoid
200 ob->race = ob->arch->clone.race; 217 ob->race = ob->arch->race;
201
202 if (!legal_range (ob, shoottype))
203 shoottype = range_none;
204 218
205 ob->carrying = sum_weight (ob); 219 ob->carrying = sum_weight (ob);
206 link_player_skills (ob); 220 link_player_skills (ob);
207 221
208 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
209 223
210 assign (title, ob->arch->clone.name); 224 assign (title, ob->arch->object::name);
211
212 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
213 * from the class, and not race. I don't see any way to get the class information
214 * to then update this. I don't think this will actually break anything - anyone
215 * that can use armour should be able to use a shield. What this may 'break'
216 * are features new characters get, eg, if someone starts up with a Q, they
217 * should be able to use a shield. However, old Q's won't get that advantage.
218 */
219 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
220 SET_FLAG (ob, FLAG_USE_SHIELD);
221 225
222 /* if it's a dragon player, set the correct title here */ 226 /* if it's a dragon player, set the correct title here */
223 if (is_dragon_pl (ob)) 227 if (is_dragon_pl (ob))
224 { 228 {
225 object *tmp, *abil = 0, *skin = 0; 229 object *tmp, *abil = 0, *skin = 0;
226 230
227 shstr_cmp dragon_ability_force ("dragon_ability_force");
228 shstr_cmp dragon_skin_force ("dragon_skin_force");
229
230 for (tmp = ob->inv; tmp; tmp = tmp->below) 231 for (tmp = ob->inv; tmp; tmp = tmp->below)
231 if (tmp->type == FORCE) 232 if (tmp->type == FORCE)
232 if (tmp->arch->name == dragon_ability_force) 233 if (tmp->arch->archname == shstr_dragon_ability_force)
233 abil = tmp; 234 abil = tmp;
234 else if (tmp->arch->name == dragon_skin_force) 235 else if (tmp->arch->archname == shstr_dragon_skin_force)
235 skin = tmp; 236 skin = tmp;
236 237
237 set_dragon_name (ob, abil, skin); 238 set_dragon_name (ob, abil, skin);
238 } 239 }
239 240
240 CLEAR_FLAG (ob, FLAG_FRIENDLY);
241 add_friendly_object (ob);
242
243 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
244
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 241 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246 242
247 esrv_new_player (this, ob->weight + ob->carrying); 243 esrv_new_player (this, ob->weight + ob->carrying);
248 244
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);
249 ob->update_stats (); 270 ob->update_stats ();
271
250 ns->floorbox_update (); 272 ns->floorbox_update ();
251
252 esrv_send_inventory (ob, ob); 273 esrv_send_inventory (ob, ob);
253 esrv_add_spells (this, 0); 274 esrv_add_spells (this, 0);
254 275
255 ob->activate_recursive (); 276 activate ();
256 enter_map ();
257 277
258 send_rules (ob); 278 send_rules (ob);
259 send_news (ob); 279 send_news (ob);
260 display_motd (ob); 280 display_motd (ob);
261 281
264} 284}
265 285
266void 286void
267player::disconnect () 287player::disconnect ()
268{ 288{
289 if (ns)
290 {
291 if (active)
292 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
293
294 INVOKE_PLAYER (DISCONNECT, this);
295
296 ns->reset_stats ();
297 ns->pl = 0;
298 ns = 0;
299 }
300
269 if (ob) 301 if (ob)
270 ob->deactivate_recursive (); 302 ob->close_container (); //TODO: client-specific
271 303
272 //TODO: don't be so harsh and destroy :) 304 observe = ob;
273 if (ns)
274 {
275 if (enable_save)
276 {
277 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
278 save (true);
279 }
280 305
281 INVOKE_PLAYER (DISCONNECT, this); 306 deactivate ();
282
283 client *ns = this->ns;
284 ns->send_packet ("goodbye");
285 ns->flush ();
286 ns->pl = 0;
287 this->ns = 0;
288
289 ns->destroy ();
290 destroy ();
291 }
292} 307}
293 308
294// the need for this function can be explained 309// the need for this function can be explained
295// by load_object not returning the object 310// by load_object not returning the object
296void 311void
297player::set_object (object *op) 312player::set_object (object *op)
298{ 313{
299 ob = op; 314 ob = observe = op;
300 ob->contr = this; /* this aren't yet in archetype */ 315 ob->contr = this; /* this aren't yet in archetype */
301 316
317 ob->speed = 1.0f;
302 ob->speed_left = 0.5; 318 ob->speed_left = 0.5f;
303 ob->speed = 1.0; 319
304 ob->direction = 5; /* So player faces south */ 320 ob->direction = 5; /* So player faces south */
305 ob->stats.wc = 2; 321}
306 ob->run_away = 25; /* Then we panick... */
307 322
308 ob->roll_stats (); 323void
324player::set_observe (object *op)
325{
326 observe = op ? op : ob;
327 do_los = 1;
309} 328}
310 329
311player::player () 330player::player ()
312{ 331{
313 /* There are some elements we want initialised to non zero value - 332 /* There are some elements we want initialised to non zero value -
314 * we deal with that below this point. 333 * we deal with that below this point.
315 */ 334 */
316 outputs_sync = 16; /* Every 2 seconds */ 335 outputs_sync = 4;
317 outputs_count = 8; /* Keeps present behaviour */ 336 outputs_count = 4;
318 unapply = unapply_nochoice; 337 unapply = unapply_nochoice;
319 338
320 savebed_map = first_map_path; /* Init. respawn position */ 339 savebed_map = first_map_path; /* Init. respawn position */
321 340
322 gen_sp_armour = 10; 341 gen_sp_armour = 10;
323 last_speed = -1;
324 shoottype = range_none;
325 bowtype = bow_normal; 342 bowtype = bow_normal;
326 petmode = pet_normal; 343 petmode = pet_normal;
327 listening = 10; 344 listening = 10;
328 usekeys = containers; 345 usekeys = containers;
329 last_weapon_sp = -1;
330 peaceful = 1; /* default peaceful */ 346 peaceful = 1; /* default peaceful */
331 do_los = 1; 347 do_los = 1;
332 348
333 /* we need to clear these to -1 and not zero - otherwise, 349 weapon_sp = 1.0f;
334 * if a player quits and starts a new character, we wont 350 weapon_sp_left = 0.5f;
335 * send new values to the client, as things like exp start
336 * at zero.
337 */
338 for (int i = 0; i < NUM_SKILLS; i++)
339 last_skill_exp[i] = -1;
340
341 for (int i = 0; i < NROFATTACKS; i++)
342 last_resist[i] = -1;
343
344 last_stats.exp = -1;
345 last_weight = (uint32) - 1;
346} 351}
347 352
348void 353void
349player::do_destroy () 354player::do_destroy ()
350{ 355{
351 disconnect (); 356 disconnect ();
352 357
353 save (false);
354 enable_save = false;
355
356 attachable::do_destroy (); 358 attachable::do_destroy ();
357
358 terminate_all_pets (ob);
359
360 if (first_player != this)
361 {
362 player *prev = first_player;
363
364 while (prev && prev->next && prev->next != this)
365 prev = prev->next;
366
367 if (prev->next != this)
368 {
369 LOG (llevError, "Free_player: Can't find previous player.\n");
370 abort ();
371 }
372
373 prev->next = next;
374 }
375 else
376 first_player = next;
377 359
378 if (ob) 360 if (ob)
379 { 361 {
380 ob->destroy_inv (false); 362 ob->destroy_inv (false);
381 ob->destroy (); 363 ob->destroy ();
382 } 364 }
365
366 ob = observe = 0;
383} 367}
384 368
385player::~player () 369player::~player ()
386{ 370{
387 /* Clear item stack */ 371 /* Clear item stack */
396player::create () 380player::create ()
397{ 381{
398 player *pl = new player; 382 player *pl = new player;
399 383
400 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
401 set_first_map (pl->ob); 390 set_first_map (pl->ob);
402 391
403 return pl; 392 return pl;
404} 393}
405 394
409 * Note: there MUST be at least one player archetype! 398 * Note: there MUST be at least one player archetype!
410 */ 399 */
411archetype * 400archetype *
412get_player_archetype (archetype *at) 401get_player_archetype (archetype *at)
413{ 402{
414 archetype *start = at; 403 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
415 404
416 for (;;) 405 for (;;)
417 { 406 {
418 if (at == NULL || at->next == NULL) 407 if (++i == archetypes.end ())
419 at = first_archetype; 408 i = archetypes.begin ();
420 else 409 else if (*i == at)
421 at = at->next; 410 cleanup ("not a single player archetype found");
422 411
423 if (at->clone.type == PLAYER) 412 if ((*i)->type == PLAYER)
424 return at; 413 return *i;
425
426 if (at == start)
427 {
428 LOG (llevError, "No Player archetypes\n");
429 exit (-1);
430 }
431 } 414 }
432} 415}
433 416
434object * 417object *
435get_nearest_player (object *mon) 418get_nearest_player (object *mon)
437 object *op = NULL; 420 object *op = NULL;
438 objectlink *ol; 421 objectlink *ol;
439 unsigned lastdist; 422 unsigned lastdist;
440 rv_vector rv; 423 rv_vector rv;
441 424
442 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
443 { 426 {
444 /* We should not find free objects on this friendly list, but it 427 /* We should not find free objects on this friendly list, but it
445 * does periodically happen. Given that, lets deal with it. 428 * does periodically happen. Given that, lets deal with it.
446 * While unlikely, it is possible the next object on the friendly 429 * While unlikely, it is possible the next object on the friendly
447 * list is also free, so encapsulate this in a while loop. 430 * list is also free, so encapsulate this in a while loop.
451 object *tmp = ol->ob; 434 object *tmp = ol->ob;
452 435
453 /* Can't do much more other than log the fact, because the object 436 /* Can't do much more other than log the fact, because the object
454 * itself will have been cleared. 437 * itself will have been cleared.
455 */ 438 */
456 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 439 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
440 tmp->debug_desc ());
457 ol = ol->next; 441 ol = ol->next;
458 remove_friendly_object (tmp); 442 remove_friendly_object (tmp);
459 if (!ol) 443 if (!ol)
460 return op; 444 return op;
461 } 445 }
550 x = mon->x; 534 x = mon->x;
551 y = mon->y; 535 y = mon->y;
552 m = mon->map; 536 m = mon->map;
553 dir = rv.direction; 537 dir = rv.direction;
554 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 538 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
555 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 539 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
540
556 /* If we can't solve it within the search distance, return now. */ 541 /* If we can't solve it within the search distance, return now. */
557 if (diff > max) 542 if (diff > max)
558 return 0; 543 return 0;
544
559 while (diff > 1 && max > 0) 545 while (diff > 1 && max > 0)
560 { 546 {
561 lastx = x; 547 lastx = x;
562 lasty = y; 548 lasty = y;
563 lastmap = m; 549 lastmap = m;
645 max--; 631 max--;
646 lastdir = dir; 632 lastdir = dir;
647 if (!firstdir) 633 if (!firstdir)
648 firstdir = dir; 634 firstdir = dir;
649 } 635 }
636
650 if (diff <= 1) 637 if (diff <= 1)
651 { 638 {
652 /* Recalculate diff (distance) because we may not have actually 639 /* Recalculate diff (distance) because we may not have actually
653 * headed toward player for entire distance. 640 * headed toward player for entire distance.
654 */ 641 */
655 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 642 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
656 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 643 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
657 } 644 }
645
658 if (diff > max) 646 if (diff > max)
659 return 0; 647 return 0;
660 } 648 }
649
661 /* If we reached the max, didn't find a direction in time */ 650 /* If we reached the max, didn't find a direction in time */
662 if (!max) 651 if (!max)
663 return 0; 652 return 0;
664 653
665 return firstdir; 654 return firstdir;
779roll_stat (void) 768roll_stat (void)
780{ 769{
781 int a[4], i, j, k; 770 int a[4], i, j, k;
782 771
783 for (i = 0; i < 4; i++) 772 for (i = 0; i < 4; i++)
784 a[i] = (int) RANDOM () % 6 + 1; 773 a[i] = (int) rndm (6) + 1;
785 774
786 for (i = 0, j = 0, k = 7; i < 4; i++) 775 for (i = 0, j = 0, k = 7; i < 4; i++)
787 if (a[i] < k) 776 if (a[i] < k)
788 k = a[i], j = i; 777 k = a[i], j = i;
789 778
795} 784}
796 785
797void 786void
798object::roll_stats () 787object::roll_stats ()
799{ 788{
800 int statsort [7]; 789 int statsort [NUM_STATS];
801 790
802 for (;;) 791 for (;;)
803 { 792 {
804 int sum = 0; 793 int sum = 0;
805 for (int i = 7; i--; ) 794 for (int i = NUM_STATS; i--; )
806 sum += statsort [i] = roll_stat (); 795 sum += statsort [i] = roll_stat ();
807 796
808 if (sum >= 82 && sum <= 116) 797 if (sum >= 82 && sum <= 116)
809 break; 798 break;
810 } 799 }
811 800
812 // Sort the stats so that rerolling is easier... 801 // Sort the stats so that rerolling is easier...
813 std::sort (statsort, statsort + 7, std::greater<int>()); 802 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
814 803
804 for (int i = 0; i < NUM_STATS; ++i)
815 stats.Str = statsort[0]; 805 stats.stat (i) = statsort [i];
816 stats.Dex = statsort[1];
817 stats.Con = statsort[2];
818 stats.Int = statsort[3];
819 stats.Wis = statsort[4];
820 stats.Pow = statsort[5];
821 stats.Cha = statsort[6];
822 806
823 stats.exp = 0; 807 stats.exp = 0;
824 stats.ac = 0; 808 stats.ac = 0;
825 809
826 stats.hp = stats.maxhp; 810 stats.hp = stats.maxhp;
838} 822}
839 823
840void 824void
841object::swap_stats (int a, int b) 825object::swap_stats (int a, int b)
842{ 826{
843 int tmp = get_attr_value (&contr->orig_stats, a); 827 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
844 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
845 set_attr_value (&contr->orig_stats, b, tmp);
846 828
829 for (int i = 0; i < NUM_STATS; ++i)
847 stats.Str = contr->orig_stats.Str; 830 stats.stat (i) = contr->orig_stats.stat (i);
848 stats.Dex = contr->orig_stats.Dex;
849 stats.Con = contr->orig_stats.Con;
850 stats.Int = contr->orig_stats.Int;
851 stats.Wis = contr->orig_stats.Wis;
852 stats.Pow = contr->orig_stats.Pow;
853 stats.Cha = contr->orig_stats.Cha;
854 831
855 //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,
856 // be merged with the similar code in roll_stats 833 // be merged with the similar code in roll_stats
857 stats.ac = 0; 834 stats.ac = 0;
858 835
889 * appropriate action with it (change race, or other things). 866 * appropriate action with it (change race, or other things).
890 * The function name is for historical reasons - now we have 867 * The function name is for historical reasons - now we have
891 * separate race and class; this actually changes the RACE, 868 * separate race and class; this actually changes the RACE,
892 * not the class. 869 * not the class.
893 */ 870 */
894int 871void
895key_change_class (object *op, char key) 872player::chargen_race_done ()
896{ 873{
897 int tmp_loop;
898
899 if (key == 'd' || key == 'D')
900 {
901 char buf[MAX_BUF];
902
903 /* this must before then initial items are given */ 874 /* this must before then initial items are given */
904 esrv_new_player (op->contr, op->weight + op->carrying); 875 esrv_new_player (ob->contr, ob->weight + ob->carrying);
905 876
906 treasurelist *tl = find_treasurelist ("starting_wealth"); 877 treasurelist *tl = treasurelist::find ("starting_wealth");
907 if (tl) 878 if (tl)
908 create_treasure (tl, op, 0, 0, 0); 879 create_treasure (tl, ob, 0, 0, 0);
909 880
910 INVOKE_PLAYER (BIRTH, op->contr); 881 INVOKE_PLAYER (BIRTH, ob->contr);
911 INVOKE_PLAYER (LOGIN, op->contr); 882 INVOKE_PLAYER (LOGIN, ob->contr);
912 883
913 op->contr->ns->state = ST_PLAYING; 884 ob->contr->ns->state = ST_PLAYING;
914 885
915 if (op->msg) 886 if (ob->msg)
916 op->msg = NULL; 887 ob->msg = 0;
917 888
918 /* 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
919 * to save here. 890 * to save here.
920 */ 891 */
892 {
893 char buf[MAX_BUF];
921 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
922 make_path_to_file (buf); 895 make_path_to_file (buf);
896 }
923 897
924#ifdef AUTOSAVE
925 op->contr->last_save_tick = pticks;
926#endif
927 start_info (op); 898 start_info (ob);
928 CLEAR_FLAG (op, FLAG_WIZ); 899 CLEAR_FLAG (ob, FLAG_WIZ);
929 give_initial_items (op, op->randomitems); 900 give_initial_items (ob, ob->randomitems);
930 link_player_skills (op); 901 link_player_skills (ob);
931 esrv_send_inventory (op, op); 902 esrv_send_inventory (ob, ob);
932 op->update_stats (); 903 ob->update_stats ();
933 904
934 /* This moves the player to a different start map, if there 905 /* This moves the player to a different start map, if there
935 * is one for this race 906 * is one for this race
936 */ 907 */
937 if (*first_map_ext_path) 908 if (*first_map_ext_path)
938 { 909 {
939 object *tmp; 910 object *tmp;
940 char mapname[MAX_BUF]; 911 char mapname[MAX_BUF];
941 912
942 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);
943 tmp = object::create (); 914 tmp = object::create ();
944 EXIT_PATH (tmp) = mapname; 915 EXIT_PATH (tmp) = mapname;
945 EXIT_X (tmp) = op->x; 916 EXIT_X (tmp) = ob->x;
946 EXIT_Y (tmp) = op->y; 917 EXIT_Y (tmp) = ob->y;
947 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;
948 * if the map isn't there, then stay on the 919 * if the map isn't there, then stay on the
949 * default initial map */ 920 * default initial map */
950 tmp->destroy (); 921 tmp->destroy ();
951 } 922 }
952 else 923 else
953 LOG (llevDebug, "first_map_ext_path not set\n"); 924 LOG (llevDebug, "first_map_ext_path not set\n");
925}
954 926
955 return 0; 927void
956 } 928player::chargen_race_next ()
957 929{
958 /* Following actually changes the race - this is the default command 930 /* Following actually changes the race - this is the default command
959 * if we don't match with one of the options above. 931 * if we don't match with one of the options above.
960 */ 932 */
961 933
962 tmp_loop = 0; 934 do
963 while (!tmp_loop)
964 { 935 {
965 shstr name = op->name; 936 shstr name = ob->name;
966 int x = op->x, y = op->y; 937 int x = ob->x, y = ob->y;
967 938
968 op->remove_statbonus (); 939 ob->remove_statbonus ();
969 op->remove (); 940 ob->remove ();
970 op->arch = get_player_archetype (op->arch); 941 ob->arch = get_player_archetype (ob->arch);
971 op->arch->clone.copy_to (op); 942 ob->arch->copy_to (ob);
972 op->instantiate (); 943 ob->instantiate ();
973 op->stats = op->contr->orig_stats; 944 ob->stats = ob->contr->orig_stats;
974 op->name = op->name_pl = name; 945 ob->name = ob->name_pl = name;
975 op->x = x; 946 ob->x = x;
976 op->y = y; 947 ob->y = y;
977 SET_ANIMATION (op, 2); /* So player faces south */ 948 SET_ANIMATION (ob, 2); /* So player faces south */
978 insert_ob_in_map (op, op->map, op, 0); 949 insert_ob_in_map (ob, ob->map, ob, 0);
979 assign (op->contr->title, op->arch->clone.name); 950 assign (ob->contr->title, ob->arch->object::name);
980 op->add_statbonus (); 951 ob->add_statbonus ();
981 tmp_loop = allowed_class (op);
982 } 952 }
953 while (!allowed_class (ob));
983 954
984 update_object (op, UP_OBJ_FACE); 955 update_object (ob, UP_OBJ_FACE);
985 esrv_update_item (UPD_FACE, op, op); 956 esrv_update_item (UPD_FACE, ob, ob);
986 op->update_stats (); 957 ob->update_stats ();
987 op->stats.hp = op->stats.maxhp; 958 ob->stats.hp = ob->stats.maxhp;
988 op->stats.sp = op->stats.maxsp; 959 ob->stats.sp = ob->stats.maxsp;
989 op->stats.grace = 0; 960 ob->stats.grace = 0;
990
991 if (op->msg)
992 new_draw_info (NDI_BLUE, 0, op, op->msg);
993
994 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
995 return 0;
996}
997
998int
999key_confirm_quit (object *op, char key)
1000{
1001 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1002 {
1003 op->contr->ns->state = ST_PLAYING;
1004 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1005 return 1;
1006 }
1007
1008 INVOKE_PLAYER (LOGOUT, op->contr);
1009 INVOKE_PLAYER (QUIT, op->contr);
1010
1011 op->contr->enable_save = false;
1012 delete_character (op->name);
1013
1014 terminate_all_pets (op);
1015 op->remove ();
1016 op->direction = 0;
1017 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1018
1019 strcpy (op->contr->killer, "quit");
1020 check_score (op);
1021 op->contr->party = 0;
1022 op->contr->own_title[0] = '\0';
1023 op->contr->destroy ();
1024
1025 return 1;
1026} 961}
1027 962
1028void 963void
1029flee_player (object *op) 964flee_player (object *op)
1030{ 965{
1077 /* Cornered, get rid of scared */ 1012 /* Cornered, get rid of scared */
1078 CLEAR_FLAG (op, FLAG_SCARED); 1013 CLEAR_FLAG (op, FLAG_SCARED);
1079 op->enemy = NULL; 1014 op->enemy = NULL;
1080} 1015}
1081 1016
1082
1083/* 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.
1084 * 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
1085 * stop. 1019 * stop.
1086 */ 1020 */
1087int 1021int
1088check_pick (object *op) 1022check_pick (object *op)
1089{ 1023{
1090 object *tmp, *next; 1024 object *tmp, *next;
1091 int stop = 0; 1025 int stop = 0;
1092 int j, k, wvratio; 1026 int wvratio;
1093 char putstring[128], tmpstr[16]; 1027 char putstring[128];
1094 1028
1095 /* if you're flying, you cna't pick up anything */ 1029 /* if you're flying, you cna't pick up anything */
1096 if (op->move_type & MOVE_FLYING) 1030 if (op->move_type & MOVE_FLYING)
1097 return 1; 1031 return 1;
1098 1032
1166 if (tmp->name != NULL) 1100 if (tmp->name != NULL)
1167 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1101 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1168 &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))));
1169 else 1103 else
1170 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1171 &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))));
1172 1106
1173 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1107 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1174 } 1108 }
1175 1109
1176 /* philosophy: 1110 /* philosophy:
1369 /* careful: chairs and tables are weapons! */ 1303 /* careful: chairs and tables are weapons! */
1370 if (op->contr->mode & PU_ALLWEAPON) 1304 if (op->contr->mode & PU_ALLWEAPON)
1371 { 1305 {
1372 if (tmp->type == WEAPON && tmp->name != NULL) 1306 if (tmp->type == WEAPON && tmp->name != NULL)
1373 { 1307 {
1374 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 &&
1375 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1309 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1376 { 1310 {
1377 pick_up (op, tmp); 1311 pick_up (op, tmp);
1378 continue; 1312 continue;
1379 } 1313 }
1380 } 1314 }
1381 1315
1382 if (tmp->type == WEAPON && tmp->name == NULL) 1316 if (tmp->type == WEAPON && tmp->name == NULL)
1383 { 1317 {
1384 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)
1385 { 1319 {
1386 pick_up (op, tmp); 1320 pick_up (op, tmp);
1387 continue; 1321 continue;
1388 } 1322 }
1389 } 1323 }
1414 if (tmp->name != NULL) 1348 if (tmp->name != NULL)
1415 { 1349 {
1416 fprintf (stderr, "%s", tmp->name); 1350 fprintf (stderr, "%s", tmp->name);
1417 } 1351 }
1418 else 1352 else
1419 fprintf (stderr, "%s", tmp->arch->name); 1353 fprintf (stderr, "%s", tmp->arch->archname);
1420 fprintf (stderr, ",%d] = ", tmp->type); 1354 fprintf (stderr, ",%d] = ", tmp->type);
1421 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))));
1422#endif 1356#endif
1423 continue; 1357 continue;
1424 } 1358 }
1435 * found object is returned. 1369 * found object is returned.
1436 */ 1370 */
1437object * 1371object *
1438find_arrow (object *op, const char *type) 1372find_arrow (object *op, const char *type)
1439{ 1373{
1440 object *tmp = NULL; 1374 object *tmp = 0;
1441 1375
1442 for (op = op->inv; op; op = op->below) 1376 for (op = op->inv; op; op = op->below)
1443 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1377 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1444 tmp = find_arrow (op, type); 1378 tmp = find_arrow (op, type);
1445 else if (op->type == ARROW && op->race == type) 1379 else if (op->type == ARROW && op->race == type)
1446 return op; 1380 return op;
1381
1447 return tmp; 1382 return tmp;
1448} 1383}
1449 1384
1450/* 1385/*
1451 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1386 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1452 * against the target. A full test is not performed, simply a basic test 1387 * against the target. A full test is not performed, simply a basic test
1453 * of resistances. The archer is making a quick guess at what he sees down 1388 * of resistances. The archer is making a quick guess at what he sees down
1454 * the hall. Failing that it does it's best to pick the highest plus arrow. 1389 * the hall. Failing that it does it's best to pick the highest plus arrow.
1455 */ 1390 */
1456
1457object * 1391object *
1458find_better_arrow (object *op, object *target, const char *type, int *better) 1392find_better_arrow (object *op, object *target, const char *type, int *better)
1459{ 1393{
1460 object *tmp = NULL, *arrow, *ntmp; 1394 object *tmp = NULL, *arrow, *ntmp;
1461 int attacknum, attacktype, betterby = 0, i; 1395 int attacknum, attacktype, betterby = 0, i;
1494 else 1428 else
1495 { 1429 {
1496 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1430 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1497 { 1431 {
1498 attacktype = 1 << attacknum; 1432 attacktype = 1 << attacknum;
1499 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1433 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1500 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)
1501 { 1435 {
1502 tmp = arrow; 1436 tmp = arrow;
1503 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;
1504 } 1438 }
1505 } 1439 }
1506 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1440 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1507 { 1441 {
1508 tmp = arrow; 1442 tmp = arrow;
1527 * find_better_arrow to find a decent arrow to use. 1461 * find_better_arrow to find a decent arrow to use.
1528 * op = the shooter 1462 * op = the shooter
1529 * type = bow->race 1463 * type = bow->race
1530 * dir = fire direction 1464 * dir = fire direction
1531 */ 1465 */
1532
1533object * 1466object *
1534pick_arrow_target (object *op, const char *type, int dir) 1467pick_arrow_target (object *op, const char *type, int dir)
1535{ 1468{
1536 object *tmp = NULL; 1469 object *tmp = NULL;
1537 maptile *m; 1470 maptile *m;
1602 */ 1535 */
1603int 1536int
1604fire_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)
1605{ 1538{
1606 object *left, *bow; 1539 object *left, *bow;
1607 int bowspeed, mflags; 1540 int mflags;
1608 maptile *m; 1541 maptile *m;
1609 1542
1610 if (!dir) 1543 if (!dir)
1611 { 1544 {
1612 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!");
1613 return 0; 1546 return 0;
1614 } 1547 }
1615 1548
1616 if (op->type == PLAYER) 1549 if (op->contr)
1617 bow = op->contr->ranges[range_bow]; 1550 bow = op->current_weapon;
1618 else 1551 else
1619 { 1552 {
1620 for (bow = op->inv; bow; bow = bow->below) 1553 for (bow = op->inv; bow; bow = bow->below)
1621 /* 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
1622 * 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.
1627 if (!bow) 1560 if (!bow)
1628 { 1561 {
1629 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1562 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1630 return 0; 1563 return 0;
1631 } 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
1632 } 1573 }
1633 1574
1634 if (!bow->race || !bow->skill) 1575 if (!bow->race || !bow->skill)
1635 { 1576 {
1636 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);
1637 return 0; 1578 return 0;
1638 } 1579 }
1639
1640 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1641
1642 /* penalize ROF for bestarrow */
1643 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1644 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1645
1646 if (bowspeed < 1)
1647 bowspeed = 1;
1648 1580
1649 if (arrow == NULL) 1581 if (arrow == NULL)
1650 { 1582 {
1651 if ((arrow = find_arrow (op, bow->race)) == NULL) 1583 if ((arrow = find_arrow (op, bow->race)) == NULL)
1652 { 1584 {
1653 if (op->type == PLAYER) 1585 if (op->type == PLAYER)
1654 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);
1655 /* 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 */
1656 else 1588 else
1657 CLEAR_FLAG (op, FLAG_READY_BOW); 1589 CLEAR_FLAG (op, FLAG_READY_BOW);
1590
1658 return 0; 1591 return 0;
1659 } 1592 }
1660 } 1593 }
1661 1594
1662 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1595 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1686 1619
1687 arrow->set_owner (op); 1620 arrow->set_owner (op);
1688 arrow->skill = bow->skill; 1621 arrow->skill = bow->skill;
1689 arrow->direction = dir; 1622 arrow->direction = dir;
1690 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
1691 if (op->type == PLAYER) 1657 if (op->type == PLAYER)
1692 { 1658 {
1693 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1694 op->update_stats ();
1695 }
1696
1697 SET_ANIMATION (arrow, arrow->direction);
1698 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1699 arrow->stats.hp = arrow->stats.dam;
1700 arrow->stats.grace = arrow->attacktype;
1701 if (arrow->slaying != NULL)
1702 arrow->spellarg = strdup (arrow->slaying);
1703
1704 /* Note that this was different for monsters - they got their level
1705 * added to the damage. I think the strength bonus is more proper.
1706 */
1707
1708 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1709
1710 /* update the speed */
1711 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1712 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1713
1714 arrow->set_speed (max (arrow->speed, 1.0));
1715 arrow->speed_left = 0;
1716
1717 if (op->type == PLAYER)
1718 {
1719 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1720 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1721 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1722
1723 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;
1724 } 1666 }
1725 else 1667 else
1726 { 1668 {
1727 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1728 arrow->level = op->level; 1669 arrow->level = op->level;
1729 } 1670 arrow->stats.wc -= bow->magic;
1730 1671
1731 if (arrow->attacktype == AT_PHYSICAL) 1672 if (!arrow->slaying)
1673 arrow->slaying = bow->slaying;
1674
1732 arrow->attacktype |= bow->attacktype; 1675 arrow->attacktype |= bow->attacktype;
1676 }
1733 1677
1734 if (bow->slaying) 1678 wc -= arrow->level;
1735 arrow->slaying = bow->slaying; 1679 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1736 1680
1681 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1737 arrow->move_type = MOVE_FLY_LOW; 1682 arrow->move_type = MOVE_FLY_LOW;
1738 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1683 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1739 1684
1740 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);
1741 m->insert (arrow, sx, sy, op); 1686 m->insert (arrow, sx, sy, op);
1766{ 1711{
1767 int ret = 0, wcmod = 0; 1712 int ret = 0, wcmod = 0;
1768 1713
1769 if (op->contr->bowtype == bow_bestarrow) 1714 if (op->contr->bowtype == bow_bestarrow)
1770 { 1715 {
1771 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);
1772 } 1717 }
1773 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)
1774 { 1719 {
1775 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1720 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1776 wcmod = -1; 1721 wcmod = -1;
1786 else if (op->contr->bowtype == bow_spreadshot) 1731 else if (op->contr->bowtype == bow_spreadshot)
1787 { 1732 {
1788 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);
1789 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);
1790 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);
1791
1792 } 1736 }
1793 else 1737 else
1794 { 1738 {
1795 /* Simple case */ 1739 /* Simple case */
1796 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);
1797 } 1741 }
1742
1798 return ret; 1743 return ret;
1799} 1744}
1800
1801 1745
1802/* Fires a misc (wand/rod/horn) object in 'dir'. 1746/* Fires a misc (wand/rod/horn) object in 'dir'.
1803 * Broken apart from 'fire' to keep it more readable. 1747 * Broken apart from 'fire' to keep it more readable.
1804 */ 1748 */
1805void 1749void
1806fire_misc_object (object *op, int dir) 1750fire_misc_object (object *op, int dir)
1807{ 1751{
1808 object *item; 1752 object *item = op->contr->ranged_ob;
1809 1753
1810 if (!op->contr->ranges[range_misc]) 1754 if (!item)
1811 { 1755 {
1812 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.");
1813 return; 1757 return;
1814 } 1758 }
1815 1759
1816 item = op->contr->ranges[range_misc];
1817 if (!item->inv) 1760 if (!item->inv)
1818 { 1761 {
1819 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1762 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1820 return; 1763 return;
1821 } 1764 }
1765
1766 if (!op->change_weapon (item))
1767 return;
1768
1822 if (item->type == WAND) 1769 if (item->type == WAND)
1823 { 1770 {
1824 if (item->stats.food <= 0) 1771 if (item->stats.food <= 0)
1825 { 1772 {
1826 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1773 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1827 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
1828 return; 1776 return;
1829 } 1777 }
1830 } 1778 }
1831 else if (item->type == ROD || item->type == HORN) 1779 else if (item->type == ROD || item->type == HORN)
1832 { 1780 {
1833 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))
1834 { 1782 {
1835 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1783 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1784
1836 if (item->type == ROD) 1785 if (item->type == ROD)
1837 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));
1838 else 1787 else
1839 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
1840 return; 1790 return;
1841 } 1791 }
1842 } 1792 }
1843 1793
1844 if (cast_spell (op, item, dir, item->inv, NULL)) 1794 if (cast_spell (op, item, dir, item->inv, NULL))
1851 object *tmp; 1801 object *tmp;
1852 1802
1853 if (item->arch) 1803 if (item->arch)
1854 { 1804 {
1855 CLEAR_FLAG (item, FLAG_ANIMATE); 1805 CLEAR_FLAG (item, FLAG_ANIMATE);
1856 item->face = item->arch->clone.face; 1806 item->face = item->arch->face;
1857 item->set_speed (0); 1807 item->set_speed (0);
1858 } 1808 }
1859 1809
1860 if ((tmp = item->in_player ())) 1810 if ((tmp = item->in_player ()))
1861 esrv_update_item (UPD_ANIM, tmp, item); 1811 esrv_update_item (UPD_ANIM, tmp, item);
1866 } 1816 }
1867} 1817}
1868 1818
1869/* Received a fire command for the player - go and do it. 1819/* Received a fire command for the player - go and do it.
1870 */ 1820 */
1871void 1821bool
1872fire (object *op, int dir) 1822fire (object *op, int dir)
1873{ 1823{
1874 int spellcost = 0; 1824 int spellcost = 0;
1875 1825
1876 /* check for loss of invisiblity/hide */ 1826 /* check for loss of invisiblity/hide */
1877 if (action_makes_visible (op)) 1827 if (action_makes_visible (op))
1878 make_visible (op); 1828 make_visible (op);
1879 1829
1880 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;
1881 { 1836 }
1882 case range_none:
1883 return;
1884 1837
1885 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:
1886 player_fire_bow (op, dir); 1854 player_fire_bow (op, dir);
1887 return; 1855 break;
1888 1856
1889 case range_magic: /* Casting spells */ 1857 case SPELL:
1890 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);
1891 return; 1859 break;
1892 1860
1893 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:
1894 fire_misc_object (op, dir); 1870 fire_misc_object (op, dir);
1895 return; 1871 break;
1896
1897 case range_golem: /* Control summoned monsters from scrolls */
1898 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1899 {
1900 op->contr->ranges[range_golem] = 0;
1901 op->contr->shoottype = range_none;
1902 }
1903 else
1904 control_golem (op->contr->ranges[range_golem], dir);
1905 return;
1906
1907 case range_skill:
1908 if (!op->chosen_skill)
1909 {
1910 if (op->type == PLAYER)
1911 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1912 return;
1913 }
1914 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1915 return;
1916 case range_builder:
1917 apply_map_builder (op, dir);
1918 return;
1919 default:
1920 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1921 return;
1922 } 1872 }
1923}
1924 1873
1925 1874 return true;
1875}
1926 1876
1927/* find_key 1877/* find_key
1928 * 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
1929 * and successfully use it, we return the key, otherwise NULL 1879 * and successfully use it, we return the key, otherwise NULL
1930 * This function merges both normal and locked door, since the logic 1880 * This function merges both normal and locked door, since the logic
1932 * pl is the player, 1882 * pl is the player,
1933 * inv is the objects inventory to searched 1883 * inv is the objects inventory to searched
1934 * door is the door we are trying to match against. 1884 * door is the door we are trying to match against.
1935 * This function can be called recursively to search containers. 1885 * This function can be called recursively to search containers.
1936 */ 1886 */
1937
1938object * 1887object *
1939find_key (object *pl, object *container, object *door) 1888find_key (object *pl, object *container, object *door)
1940{ 1889{
1941 object *tmp, *key; 1890 object *tmp, *key;
1942 1891
1943 /* Should not happen, but sanity checking is never bad */ 1892 /* Should not happen, but sanity checking is never bad */
1944 if (container->inv == NULL) 1893 if (!container->inv)
1945 return NULL; 1894 return 0;
1946 1895
1947 /* First, lets try to find a key in the top level inventory */ 1896 /* First, lets try to find a key in the top level inventory */
1948 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1897 for (tmp = container->inv; tmp; tmp = tmp->below)
1949 { 1898 {
1950 if (door->type == DOOR && tmp->type == KEY) 1899 if (door->type == DOOR && tmp->type == KEY)
1951 break; 1900 break;
1952 /* For sanity, we should really check door type, but other stuff 1901 /* For sanity, we should really check door type, but other stuff
1953 * (like containers) can be locked with special keys 1902 * (like containers) can be locked with special keys
1954 */ 1903 */
1955 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1904 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1956 break; 1905 break;
1957 } 1906 }
1907
1958 /* No key found - lets search inventories now */ 1908 /* No key found - lets search inventories now */
1959 /* If we find and use a key in an inventory, return at that time. 1909 /* If we find and use a key in an inventory, return at that time.
1960 * otherwise, if we search all the inventories and still don't find 1910 * otherwise, if we search all the inventories and still don't find
1961 * a key, return 1911 * a key, return
1962 */ 1912 */
1963 if (!tmp) 1913 if (!tmp)
1964 { 1914 {
1965 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1915 for (tmp = container->inv; tmp; tmp = tmp->below)
1966 { 1916 {
1967 /* No reason to search empty containers */ 1917 /* No reason to search empty containers */
1968 if (tmp->type == CONTAINER && tmp->inv) 1918 if (tmp->type == CONTAINER && tmp->inv)
1969 { 1919 {
1970 if ((key = find_key (pl, tmp, door)) != NULL) 1920 if ((key = find_key (pl, tmp, door)))
1971 return key; 1921 return key;
1972 } 1922 }
1973 } 1923 }
1924
1974 if (!tmp) 1925 if (!tmp)
1975 return NULL; 1926 return NULL;
1976 } 1927 }
1928
1977 /* We get down here if we have found a key. Now if its in a container, 1929 /* We get down here if we have found a key. Now if its in a container,
1978 * see if we actually want to use it 1930 * see if we actually want to use it
1979 */ 1931 */
1980 if (pl != container) 1932 if (pl != container)
1981 { 1933 {
2002 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1954 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2003 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1955 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2004 return NULL; 1956 return NULL;
2005 } 1957 }
2006 } 1958 }
1959
2007 return tmp; 1960 return tmp;
2008} 1961}
2009 1962
2010/* moved door processing out of move_player_attack. 1963/* moved door processing out of move_player_attack.
2011 * returns 1 if player has opened the door with a key 1964 * returns 1 if player has opened the door with a key
2013 * 0 otherwise 1966 * 0 otherwise
2014 */ 1967 */
2015static int 1968static int
2016player_attack_door (object *op, object *door) 1969player_attack_door (object *op, object *door)
2017{ 1970{
2018 /* 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,
2019 * 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 -
2020 * otherwise, we fall through to the rest of the code. 1973 * otherwise, we fall through to the rest of the code.
2021 */ 1974 */
2022 object *key = find_key (op, op, door); 1975 object *key = find_key (op, op, door);
2023 1976
2024 /* IF we found a key, do some extra work */ 1977 /* If we found a key, do some extra work */
2025 if (key) 1978 if (key)
2026 { 1979 {
2027 object *container = key->env; 1980 object *container = key->env;
2028 1981
2029 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
2030 if (action_makes_visible (op)) 1984 if (action_makes_visible (op))
2031 make_visible (op); 1985 make_visible (op);
1986
2032 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1987 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2033 spring_trap (door->inv, op); 1988 spring_trap (door->inv, op);
1989
2034 if (door->type == DOOR) 1990 if (door->type == DOOR)
2035 {
2036 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 */
2037 }
2038 else if (door->type == LOCKED_DOOR) 1992 else if (door->type == LOCKED_DOOR)
2039 { 1993 {
2040 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1994 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2041 remove_door2 (door); /* remove door without violence ;-) */ 1995 remove_door2 (door); /* remove door without violence ;-) */
2042 } 1996 }
1997
2043 /* Do this after we print the message */ 1998 /* Do this after we print the message */
2044 decrease_ob (key); /* Use up one of the keys */ 1999 decrease_ob (key); /* Use up one of the keys */
2045 /* Need to update the weight the container the key was in */ 2000 /* Need to update the weight the container the key was in */
2046 if (container != op) 2001 if (container != op)
2047 esrv_update_item (UPD_WEIGHT, op, container); 2002 esrv_update_item (UPD_WEIGHT, op, container);
2003
2048 return 1; /* Nothing more to do below */ 2004 return 1; /* Nothing more to do below */
2049 } 2005 }
2050 else if (door->type == LOCKED_DOOR) 2006 else if (door->type == LOCKED_DOOR)
2051 { 2007 {
2052 /* Might as well return now - no other way to open this */ 2008 /* Might as well return now - no other way to open this */
2053 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2009 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2054 return 1; 2010 return 1;
2055 } 2011 }
2012
2056 return 0; 2013 return 0;
2057} 2014}
2058 2015
2059/* This function is just part of a breakup from move_player. 2016/* This function is just part of a breakup from move_player.
2060 * It should keep the code cleaner. 2017 * It should keep the code cleaner.
2061 * When this is called, the players direction has been updated 2018 * When this is called, the players direction has been updated
2062 * (taking into account confusion.) The player is also actually 2019 * (taking into account confusion.) The player is also actually
2063 * going to try and move (not fire weapons). 2020 * going to try and move (not fire weapons).
2064 */ 2021 */
2065void 2022bool
2066move_player_attack (object *op, int dir) 2023move_player_attack (object *op, int dir)
2067{ 2024{
2068 object *tmp, *mon;
2069 sint16 nx, ny;
2070 int on_battleground; 2025 int on_battleground;
2071 maptile *m;
2072 2026
2073 nx = freearr_x[dir] + op->x; 2027 sint16 nx = freearr_x[dir] + op->x;
2074 ny = freearr_y[dir] + op->y; 2028 sint16 ny = freearr_y[dir] + op->y;
2075 2029
2076 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 }
2077 2040
2078 /* 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
2079 * 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
2080 * 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
2081 * player. This is a pretty nasty hack, because if we could 2044 * player. This is a pretty nasty hack, because if we could
2082 * 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
2083 * 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
2084 * 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
2085 * move_ob uses. 2048 * move_ob uses.
2086 */ 2049 */
2087 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2088 {
2089 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2090 {
2091 m = op->map->xy_find (nx, ny); 2050 maptile *m = op->map->xy_find (nx, ny);
2092 if (!m)
2093 return; /* Don't think this should happen */
2094 }
2095 else
2096 m = op->map;
2097 2051
2098 if (!(tmp = m->at (nx, ny).bot))
2099 return;
2100
2101 mon = 0;
2102 /* 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
2103 * 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.
2104 * 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
2105 * on the space 2055 * on the space
2106 */ 2056 */
2107 while (tmp) 2057 object *mon;
2108 { 2058 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2109 if (tmp == op) 2059 {
2110 { 2060 if ((mon->flag [FLAG_ALIVE]
2111 tmp = tmp->above; 2061 || mon->type == LOCKED_DOOR
2112 continue; 2062 || mon->flag [FLAG_CAN_ROLL])
2113 }
2114
2115 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2116 {
2117 mon = tmp; 2063 && mon != op)
2118 break; 2064 break;
2119 } 2065 }
2120 2066
2121 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2122 mon = tmp;
2123
2124 tmp = tmp->above;
2125 }
2126
2127 if (!mon) /* This happens anytime the player tries to move */ 2067 if (!mon) /* This happens anytime the player tries to move */
2128 return; /* into a wall */ 2068 return false; /* into a wall */
2129 2069
2130 if (mon->head)
2131 mon = mon->head; 2070 mon = mon->head_ ();
2132 2071
2133 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)
2134 if (player_attack_door (op, mon)) 2074 if (player_attack_door (op, mon))
2075 {
2076 --op->contr->weapon_sp_left;
2135 return; 2077 return true;
2078 }
2136 2079
2137 /* The following deals with possibly attacking peaceful 2080 /* The following deals with possibly attacking peaceful
2138 * or frienddly creatures. Basically, all players are considered 2081 * or friendly creatures. Basically, all players are considered
2139 * unaggressive. If the moving player has peaceful set, then the 2082 * unaggressive. If the moving player has peaceful set, then the
2140 * object should be pushed instead of attacked. It is assumed that 2083 * object should be pushed instead of attacked. It is assumed that
2141 * if you are braced, you will not attack friends accidently, 2084 * if you are braced, you will not attack friends accidently,
2142 * and thus will not push them. 2085 * and thus will not push them.
2143 */ 2086 */
2144 2087
2145 /* 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
2146 * peaceful. Our assumption is the creature is a pet if the 2089 * peaceful. Our assumption is the creature is a pet if the
2147 * player owns it and it is either friendly or unagressive. 2090 * player owns it and it is either friendly or unagressive.
2148 */ 2091 */
2149 if ((op->type == PLAYER) 2092 if (op->type == PLAYER
2150#if COZY_SERVER
2151 &&
2152 ((mon->owner && mon->owner->contr 2093 && ((mon->owner && mon->owner->contr
2153 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2094 && same_party (mon->owner->contr->party, op->contr->party))
2154#else
2155 && mon->owner == op 2095 || mon->owner == op)
2156#endif
2157 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2096 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2158 { 2097 {
2159 /* 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 */
2160 if (op->contr->braced) 2099 if (op->contr->braced)
2161 return; 2100 return false;
2101
2102 if (op->speed_left > 0.f)
2103 {
2104 --op->speed_left;
2162 2105
2163 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);
2164 (void) push_ob (mon, dir, op); 2107 push_ob (mon, dir, op);
2108
2165 if (op->contr->tmp_invis || op->hide) 2109 if (op->contr->tmp_invis || op->hide)
2166 make_visible (op); 2110 make_visible (op);
2167 2111
2168 return; 2112 return true;
2169 } 2113 }
2114 else
2115 return false;
2116 }
2170 2117
2171 /* in certain circumstances, you shouldn't attack friendly 2118 /* in certain circumstances, you shouldn't attack friendly
2172 * creatures. Note that if you are braced, you can't push 2119 * creatures. Note that if you are braced, you can't push
2173 * 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
2174 * attack them either. 2121 * attack them either.
2175 */ 2122 */
2176 if ((mon->type == PLAYER || mon->enemy != op) && 2123 if ((mon->type == PLAYER || mon->enemy != op)
2177 (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))
2178#ifdef PROHIBIT_PLAYERKILL
2179 (op->contr->peaceful 2125 && ((op->contr->peaceful
2180 || (mon->type == PLAYER 2126 || (mon->type == PLAYER && mon->contr->peaceful))
2181 && mon->contr->
2182 peaceful)) &&
2183#else
2184 op->contr->peaceful &&
2185#endif
2186 !on_battleground)) 2127 && !on_battleground))
2128 {
2129 if (op->speed_left > 0.f)
2187 { 2130 {
2131 --op->speed_left;
2132
2188 if (!op->contr->braced) 2133 if (!op->contr->braced)
2189 { 2134 {
2190 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);
2191 push_ob (mon, dir, op); 2136 push_ob (mon, dir, op);
2192 } 2137 }
2193 else 2138 else
2194 new_draw_info (0, 0, op, "You withhold your attack"); 2139 new_draw_info (0, 0, op, "You withhold your attack");
2195 2140
2196 if (op->contr->tmp_invis || op->hide) 2141 if (op->contr->tmp_invis || op->hide)
2197 make_visible (op); 2142 make_visible (op);
2198 }
2199 2143
2144 return true;
2145 }
2146 }
2200 /* If the object is a boulder or other rollable object, then 2147 /* If the object is a boulder or other rollable object, then
2201 * 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.
2202 */ 2149 */
2203 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)
2204 { 2153 {
2154 --op->speed_left;
2155
2205 recursive_roll (mon, dir, op); 2156 recursive_roll (mon, dir, op);
2206 if (action_makes_visible (op)) 2157 if (action_makes_visible (op))
2207 make_visible (op); 2158 make_visible (op);
2208 }
2209 2159
2160 return true;
2161 }
2162 }
2210 /* Any generic living creature. Including things like doors. 2163 /* Any generic living creature. Including things like doors.
2211 * 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
2212 * and be living. Then, it must be one of the following: 2165 * and be living. Then, it must be one of the following:
2213 * 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
2214 * 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.
2215 */ 2168 */
2216 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2217 ((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)))
2218 { 2171 {
2219 2172 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2220 /* If the player hasn't hit something this tick, and does
2221 * so, give them speed boost based on weapon speed. Doing
2222 * it here is better than process_players2, which basically
2223 * incurred a 1 tick offset.
2224 */
2225 if (!op->contr->has_hit)
2226 { 2173 {
2227 op->speed_left += op->speed / op->contr->weapon_sp; 2174 --op->contr->weapon_sp_left;
2228
2229 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2230 }
2231 2175
2232 skill_attack (mon, op, 0, 0, 0); 2176 skill_attack (mon, op, 0, 0, 0);
2233
2234 /* If attacking another player, that player gets automatic
2235 * hitback, and doesn't loose luck either.
2236 * Disable hitback on the battleground or if the target is
2237 * the wiz.
2238 */
2239 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2240 {
2241 short luck = mon->stats.luck;
2242
2243 mon->contr->has_hit = 1;
2244 skill_attack (op, mon, 0, 0, 0);
2245 mon->stats.luck = luck;
2246 }
2247 2177
2248 if (action_makes_visible (op)) 2178 if (action_makes_visible (op))
2249 make_visible (op); 2179 make_visible (op);
2250 }
2251 } /* if player should attack something */
2252}
2253 2180
2254int 2181 return true;
2182 }
2183 }
2184
2185 return false;
2186}
2187
2188bool
2255move_player (object *op, int dir) 2189move_player (object *op, int dir)
2256{ 2190{
2257 int pick; 2191 int pick;
2258 2192
2259 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2193 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2266 return 0; 2200 return 0;
2267 } 2201 }
2268 2202
2269 /* peterm: added following line */ 2203 /* peterm: added following line */
2270 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2204 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2271 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2205 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2272 2206
2273 op->facing = dir; 2207 op->facing = dir;
2274 2208
2275 if (op->hide) 2209 if (op->hide)
2276 do_hidden_move (op); 2210 do_hidden_move (op);
2277 2211
2212 bool retval;
2213
2278 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2214 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2279 /*nop */ ; 2215 retval = RESULT_INT (0);
2280 else if (op->contr->fire_on) 2216 else if (op->contr->fire_on)
2281 fire (op, dir); 2217 retval = fire (op, dir);
2282 else 2218 else
2283 { 2219 {
2284 move_player_attack (op, dir); 2220 retval = move_player_attack (op, dir);
2285 pick = check_pick (op); 2221 pick = check_pick (op);
2286 } 2222 }
2287 2223
2288 /* 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
2289 * server can handle repeat firing. 2225 * server can handle repeat firing.
2296 /* Update how the player looks. Use the facing, so direction may 2232 /* Update how the player looks. Use the facing, so direction may
2297 * get reset to zero. This allows for full animation capabilities 2233 * get reset to zero. This allows for full animation capabilities
2298 * for players. 2234 * for players.
2299 */ 2235 */
2300 animate_object (op, op->facing); 2236 animate_object (op, op->facing);
2301 return 0; 2237
2238 return retval;
2302} 2239}
2303 2240
2304/* 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
2305 * new client/server stuff. 2242 * new client/server stuff.
2306 * 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
2307 * the new speed values for commands. 2244 * the new speed values for commands.
2308 * 2245 *
2309 * 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.
2310 */ 2249 */
2311int 2250bool
2312handle_newcs_player (object *op) 2251handle_newcs_player (object *op)
2313{ 2252{
2314 if (op->contr->hidden)
2315 {
2316 op->invisible = 1000;
2317 /* the socket code flashes the player visible/invisible
2318 * depending on the value of invisible, so we need to
2319 * alternate it here for it to work correctly.
2320 */
2321 if (pticks & 2)
2322 op->invisible--;
2323 }
2324 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2325 {
2326 op->invisible--;
2327 if (!op->invisible)
2328 {
2329 make_visible (op);
2330 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2331 }
2332 }
2333
2334 if (QUERY_FLAG (op, FLAG_SCARED)) 2253 if (QUERY_FLAG (op, FLAG_SCARED))
2335 { 2254 {
2336 flee_player (op); 2255 if (op->speed_left > 0.f)
2337 /* If player is still scared, that is his action for this tick */
2338 if (QUERY_FLAG (op, FLAG_SCARED))
2339 { 2256 {
2340 op->speed_left--; 2257 --op->speed_left;
2258 flee_player (op);
2259
2341 return 0; 2260 return true;
2342 } 2261 }
2262 else
2263 return false;
2343 } 2264 }
2344
2345 /* I've been seeing crashes where the golem has been destroyed, but
2346 * the player object still points to the defunct golem. The code that
2347 * destroys the golem looks correct, and it doesn't always happen, so
2348 * put this in a a workaround to clean up the golem pointer.
2349 */
2350 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2351 op->contr->ranges[range_golem] = 0;
2352 2265
2353 /* 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
2354 * the players time has been increased when doericserver has been 2267 * the players time has been increased when doericserver has been
2355 * called, so we recheck it here. 2268 * called, so we recheck it here.
2356 */ 2269 */
2357 if (op->contr->ns->handle_command ()) 2270 if (op->contr->ns->handle_command ())
2358 return 1; 2271 return true;
2359 2272
2360 if (op->speed_left > 0)
2361 {
2362 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2273 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2363 {
2364 /* All move commands take 1 tick, at least for now */
2365 op->speed_left--;
2366
2367 /* Instead of all the stuff below, let move_player take care
2368 * of it. Also, some of the skill stuff is only put in
2369 * there, as well as the confusion stuff.
2370 */
2371 move_player (op, op->direction); 2274 return move_player (op, op->direction);
2372 2275
2373 return op->speed_left > 0;
2374 }
2375 }
2376
2377 return 0; 2276 return false;
2378} 2277}
2379 2278
2380int 2279int
2381save_life (object *op) 2280save_life (object *op)
2382{ 2281{
2417 * from. 2316 * from.
2418 */ 2317 */
2419void 2318void
2420remove_unpaid_objects (object *op, object *env) 2319remove_unpaid_objects (object *op, object *env)
2421{ 2320{
2422 object *next;
2423
2424 while (op) 2321 while (op)
2425 { 2322 {
2426 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2323 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2427 2324
2428 if (QUERY_FLAG (op, FLAG_UNPAID)) 2325 if (QUERY_FLAG (op, FLAG_UNPAID))
2494 int rate_grace = 2000; 2391 int rate_grace = 2000;
2495 const int max_hp = 1; 2392 const int max_hp = 1;
2496 const int max_sp = 1; 2393 const int max_sp = 1;
2497 const int max_grace = 1; 2394 const int max_grace = 1;
2498 2395
2499 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--;
2500 { 2405 }
2501 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2406 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2502 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2407 {
2503 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 }
2504 } 2413 }
2505 2414
2506 if (op->contr->ns->state == ST_PLAYING) 2415 if (op->contr->ns->state == ST_PLAYING)
2507 { 2416 {
2508 /* these next three if clauses make it possible to SLOW DOWN 2417 /* these next three if clauses make it possible to SLOW DOWN
2530 gen_grace = op->stats.maxgrace; 2439 gen_grace = op->stats.maxgrace;
2531 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2440 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2532 } 2441 }
2533 2442
2534 /* Regenerate Spell Points */ 2443 /* Regenerate Spell Points */
2535 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2444 if (!op->contr->golem && --op->last_sp < 0)
2536 { 2445 {
2537 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);
2538 if (op->stats.sp < op->stats.maxsp) 2447 if (op->stats.sp < op->stats.maxsp)
2539 { 2448 {
2540 op->stats.sp++; 2449 op->stats.sp++;
2638 } 2547 }
2639 2548
2640 /* Digestion */ 2549 /* Digestion */
2641 if (--op->last_eat < 0) 2550 if (--op->last_eat < 0)
2642 { 2551 {
2643#ifdef COZY_SERVER
2644 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2645 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2646#else
2647 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;
2648#endif
2649 2553
2650 if (op->contr->gen_hp > 0) 2554 if (op->contr->gen_hp > 0)
2651 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);
2652 else 2556 else
2653 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2557 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2758 tmp->name = buf; 2662 tmp->name = buf;
2759 sprintf (buf, " This finger has been cut off %s\n" 2663 sprintf (buf, " This finger has been cut off %s\n"
2760 " the %s, when he was defeated at\n level %d by %s.\n", 2664 " the %s, when he was defeated at\n level %d by %s.\n",
2761 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2665 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2762 tmp->msg = buf; 2666 tmp->msg = buf;
2763 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2667 tmp->value = 0, tmp->type = 0;
2764 tmp->materialname = NULL; 2668 tmp->materialname = "organics";
2765 tmp->insert_at (op, tmp); 2669 tmp->insert_at (op, tmp);
2766 } 2670 }
2767 2671
2768 /* teleport defeated player to new destination */ 2672 /* teleport defeated player to new destination */
2769 transfer_ob (op, x, y, 0, NULL); 2673 transfer_ob (op, x, y, 0, NULL);
2775 2679
2776 command_kill_pets (op, 0); 2680 command_kill_pets (op, 0);
2777 2681
2778 if (op->stats.food < 0) 2682 if (op->stats.food < 0)
2779 { 2683 {
2780 if (op->contr->explore)
2781 {
2782 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2783 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2784 op->stats.food = 999;
2785 return;
2786 }
2787 sprintf (buf, "%s starved to death.", &op->name); 2684 sprintf (buf, "%s starved to death.", &op->name);
2788 strcpy (op->contr->killer, "starvation"); 2685 strcpy (op->contr->killer, "starvation");
2789 } 2686 }
2790 else 2687 else
2791 {
2792 if (op->contr->explore)
2793 {
2794 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2795 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2796 op->stats.hp = op->stats.maxhp;
2797 return;
2798 }
2799 sprintf (buf, "%s died.", &op->name); 2688 sprintf (buf, "%s died.", &op->name);
2800 }
2801 2689
2802 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2690 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2803 2691
2804 /* save the map location for corpse, gravestone */ 2692 /* save the map location for corpse, gravestone */
2805 x = op->x; 2693 x = op->x;
2981 op->stats.hp = op->stats.maxhp; 2869 op->stats.hp = op->stats.maxhp;
2982 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2870 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2983 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2871 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2984 2872
2985 /* 2873 /*
2986 * Check to see if the player is in a shop. IF so, then check to see if
2987 * 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
2988 * in the map. 2875 * and put them back in the map.
2989 */ 2876 */
2990
2991 if (is_in_shop (op))
2992 remove_unpaid_objects (op->inv, op); 2877 remove_unpaid_objects (op->inv, op);
2993 2878
2994 /****************************************/ 2879 /****************************************/
2995 /* */ 2880 /* */
2996 /* Move player to his current respawn- */ 2881 /* Move player to his current respawn- */
2997 /* position (usually last savebed) */ 2882 /* position (usually last savebed) */
2998 /* */ 2883 /* */
2999 /****************************************/ 2884 /****************************************/
3000 2885
3001 enter_player_savebed (op); 2886 enter_player_savebed (op);
3002 2887
3003 /* Save the player before inserting the force to reduce
3004 * chance of abuse.
3005 */
3006 op->contr->braced = 0; 2888 op->contr->braced = 0;
3007 op->contr->save ();
3008 2889
3009 /* it is possible that the player has blown something up 2890 /* it is possible that the player has blown something up
3010 * at his savebed location, and that can have long lasting 2891 * at his savebed location, and that can have long lasting
3011 * spell effects. So first see if there is a spell effect 2892 * spell effects. So first see if there is a spell effect
3012 * on the space that might harm the player. 2893 * on the space that might harm the player.
3021 object *force; 2902 object *force;
3022 int at; 2903 int at;
3023 2904
3024 force = get_archetype (FORCE_NAME); 2905 force = get_archetype (FORCE_NAME);
3025 /* 50 ticks should be enough time for the spell to abate */ 2906 /* 50 ticks should be enough time for the spell to abate */
3026 force->speed = 0.1; 2907 force->speed = 0.1f;
3027 force->speed_left = -5.0; 2908 force->speed_left = -5.f;
3028 SET_FLAG (force, FLAG_APPLIED); 2909 SET_FLAG (force, FLAG_APPLIED);
3029 for (at = 0; at < NROFATTACKS; at++) 2910 for (at = 0; at < NROFATTACKS; at++)
3030 if (will_kill_again & (1 << at)) 2911 if (will_kill_again & (1 << at))
3031 force->resist[at] = 100; 2912 force->resist[at] = 100;
3032 2913
3041void 2922void
3042loot_object (object *op) 2923loot_object (object *op)
3043{ /* Grab and destroy some treasure */ 2924{ /* Grab and destroy some treasure */
3044 object *tmp, *tmp2, *next; 2925 object *tmp, *tmp2, *next;
3045 2926
3046 if (op->container) 2927 op->close_container (); /* close open sack first */
3047 esrv_apply_container (op, op->container); /* close open sack first */
3048 2928
3049 for (tmp = op->inv; tmp; tmp = next) 2929 for (tmp = op->inv; tmp; tmp = next)
3050 { 2930 {
3051 next = tmp->below; 2931 next = tmp->below;
3052 2932
3053 if (tmp->invisible) 2933 if (tmp->invisible)
3054 continue; 2934 continue;
3055 2935
3056 tmp->remove (); 2936 tmp->remove ();
3057 tmp->x = op->x, tmp->y = op->y; 2937 tmp->x = op->x, tmp->y = op->y;
2938
3058 if (tmp->type == CONTAINER) 2939 if (tmp->type == CONTAINER)
3059 { /* empty container to ground */ 2940 loot_object (tmp); /* empty container to ground */
3060 loot_object (tmp); 2941
3061 }
3062 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2942 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3063 { 2943 {
3064 if (tmp->nrof > 1) 2944 if (tmp->nrof > 1)
3065 { 2945 {
3066 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2946 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3067 tmp2->destroy (); 2947 tmp2->destroy ();
3078/* 2958/*
3079 * fix_weight(): Check recursively the weight of all players, and fix 2959 * fix_weight(): Check recursively the weight of all players, and fix
3080 * what needs to be fixed. Refresh windows and fix speed if anything 2960 * what needs to be fixed. Refresh windows and fix speed if anything
3081 * was changed. 2961 * was changed.
3082 */ 2962 */
3083
3084void 2963void
3085fix_weight (void) 2964fix_weight (void)
3086{ 2965{
3087 for_all_players (pl) 2966 for_all_players (pl)
3088 { 2967 {
3148 if (op->type == PLAYER) 3027 if (op->type == PLAYER)
3149 { 3028 {
3150 op->contr->tmp_invis = 0; 3029 op->contr->tmp_invis = 0;
3151 op->contr->invis_race = 0; 3030 op->contr->invis_race = 0;
3152 } 3031 }
3032
3153 update_object (op, UP_OBJ_FACE); 3033 update_object (op, UP_OBJ_CHANGE);
3154} 3034}
3155 3035
3156int 3036int
3157is_true_undead (object *op) 3037is_true_undead (object *op)
3158{ 3038{
3159 object *tmp = NULL;
3160
3161 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3039 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3162 return 1; 3040 return 1;
3163 3041
3164 return 0; 3042 return 0;
3165} 3043}
3166 3044
3210/* For Hidden creatures - a chance of becoming 'unhidden' 3088/* For Hidden creatures - a chance of becoming 'unhidden'
3211 * every time they move - as we subtract off 'invisibility' 3089 * every time they move - as we subtract off 'invisibility'
3212 * AND, for players, if they move into a ridiculously unhideable 3090 * AND, for players, if they move into a ridiculously unhideable
3213 * spot (surrounded by clear terrain in broad daylight). -b.t. 3091 * spot (surrounded by clear terrain in broad daylight). -b.t.
3214 */ 3092 */
3215
3216void 3093void
3217do_hidden_move (object *op) 3094do_hidden_move (object *op)
3218{ 3095{
3219 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3096 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3220 object *skop; 3097 object *skop;
3337 * a blocked los square. 3214 * a blocked los square.
3338 * we use the archetype to figure out offsets. 3215 * we use the archetype to figure out offsets.
3339 */ 3216 */
3340 while (op) 3217 while (op)
3341 { 3218 {
3342 dx = rv.distance_x + op->arch->clone.x; 3219 dx = rv.distance_x + op->arch->x;
3343 dy = rv.distance_y + op->arch->clone.y; 3220 dy = rv.distance_y + op->arch->y;
3344 3221
3345 /* only the viewable area the player sees is updated by LOS 3222 /* only the viewable area the player sees is updated by LOS
3346 * 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
3347 * for any meaningful values. 3224 * for any meaningful values.
3348 */ 3225 */
3453 char buf[MAX_BUF]; /* tmp. string buffer */ 3330 char buf[MAX_BUF]; /* tmp. string buffer */
3454 int i = 0, j = 0; 3331 int i = 0, j = 0;
3455 3332
3456 /* get the appropriate treasurelist */ 3333 /* get the appropriate treasurelist */
3457 if (atnr == ATNR_FIRE) 3334 if (atnr == ATNR_FIRE)
3458 trlist = find_treasurelist ("dragon_ability_fire"); 3335 trlist = treasurelist::find ("dragon_ability_fire");
3459 else if (atnr == ATNR_COLD) 3336 else if (atnr == ATNR_COLD)
3460 trlist = find_treasurelist ("dragon_ability_cold"); 3337 trlist = treasurelist::find ("dragon_ability_cold");
3461 else if (atnr == ATNR_ELECTRICITY) 3338 else if (atnr == ATNR_ELECTRICITY)
3462 trlist = find_treasurelist ("dragon_ability_elec"); 3339 trlist = treasurelist::find ("dragon_ability_elec");
3463 else if (atnr == ATNR_POISON) 3340 else if (atnr == ATNR_POISON)
3464 trlist = find_treasurelist ("dragon_ability_poison"); 3341 trlist = treasurelist::find ("dragon_ability_poison");
3465 3342
3466 if (trlist == NULL || who->type != PLAYER) 3343 if (trlist == NULL || who->type != PLAYER)
3467 return; 3344 return;
3468 3345
3469 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++);
3473 /* 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]); */
3474 return; 3351 return;
3475 } 3352 }
3476 3353
3477 /* everything seems okay - now bring on the gift: */ 3354 /* everything seems okay - now bring on the gift: */
3478 item = &(tr->item->clone); 3355 item = tr->item;
3479 3356
3480 if (item->type == SPELL) 3357 if (item->type == SPELL)
3481 { 3358 {
3482 if (check_spell_known (who, item->name)) 3359 if (check_spell_known (who, item->name))
3483 return; 3360 return;
3542 { 3419 {
3543 /* forces in the treasurelist can alter the player's stats */ 3420 /* forces in the treasurelist can alter the player's stats */
3544 object *skin; 3421 object *skin;
3545 3422
3546 /* first get the dragon skin force */ 3423 /* first get the dragon skin force */
3547 shstr_cmp dragon_skin_force ("dragon_skin_force");
3548 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)
3549 ; 3425 ;
3550 3426
3551 if (!skin) 3427 if (!skin)
3552 return; 3428 return;
3553 3429
3601 * not readied. 3477 * not readied.
3602 */ 3478 */
3603void 3479void
3604player_unready_range_ob (player *pl, object *ob) 3480player_unready_range_ob (player *pl, object *ob)
3605{ 3481{
3606 rangetype i; 3482 if (pl->ob->current_weapon == ob)
3483 pl->ob->current_weapon = 0;
3607 3484
3608 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3485 if (pl->combat_ob == ob)
3609 { 3486 pl->combat_ob = 0;
3487
3610 if (pl->ranges[i] == ob) 3488 if (pl->ranged_ob == ob)
3611 { 3489 pl->ranged_ob = 0;
3612 pl->ranges[i] = NULL;
3613 if (pl->shoottype == i)
3614 {
3615 pl->shoottype = range_none;
3616 }
3617 }
3618 }
3619} 3490}
3491
3492sint8
3493player::visibility_at (maptile *map, int x, int y) const
3494{
3495 if (!ns)
3496 return 0;
3497
3498 int dx, dy;
3499 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3500 return 0;
3501
3502 x += dx - ns->current_x + ns->mapx / 2;
3503 y += dy - ns->current_y + ns->mapy / 2;
3504
3505 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3506 return 0;
3507
3508 return 100 - blocked_los [x][y];
3509}

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