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Comparing deliantra/server/server/player.C (file contents):
Revision 1.90 by root, Sun Jan 7 21:54:59 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{
180 165
181 players.insert (this); 166 players.insert (this);
182 ob->remove (); 167 ob->remove ();
183 ob->map = 0; 168 ob->map = 0;
184 ob->activate_recursive (); 169 ob->activate_recursive ();
185 enter_map (); 170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
171 add_friendly_object (ob);
186} 172}
187 173
188void 174void
189player::deactivate () 175player::deactivate ()
190{ 176{
191 if (!active) 177 if (!active)
192 return; 178 return;
193 179
194 terminate_all_pets (ob); 180 terminate_all_pets (ob);
181 remove_friendly_object (ob);
195 ob->deactivate_recursive (); 182 ob->deactivate_recursive ();
183
184 if (ob->map)
185 maplevel = ob->map->path;
186
196 ob->remove (); 187 ob->remove ();
197 ob->map = 0; 188 ob->map = 0;
189 party = 0;
190
191 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
198 192
199 players.erase (this); 193 players.erase (this);
200} 194}
201 195
202// connect the player with a specific client 196// connect the player with a specific client
203// also changed, rationalises, and fixes some incorrect settings 197// also changes, rationalises, and fixes some incorrect settings
204void 198void
205player::connect (client *ns) 199player::connect (client *ns)
206{ 200{
207 this->ns = ns; 201 this->ns = ns;
208 ns->pl = this; 202 ns->pl = this;
209 203
204 run_on = 0;
205 fire_on = 0;
206 ob->close_container (); //TODO: client-specific
207
210 ns->update_look = 0; 208 ns->update_look = 0;
211 ns->look_position = 0; 209 ns->look_position = 0;
212 210
213 clear_los (ob); 211 clear_los (this);
212
213 ns->reset_stats ();
214 214
215 /* make sure he's a player -- needed because of class change. */ 215 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid 216 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->clone.race; 217 ob->race = ob->arch->race;
218
219 if (!legal_range (ob, shoottype))
220 shoottype = range_none;
221 218
222 ob->carrying = sum_weight (ob); 219 ob->carrying = sum_weight (ob);
223 link_player_skills (ob); 220 link_player_skills (ob);
224 221
225 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
226 223
227 assign (title, ob->arch->clone.name); 224 assign (title, ob->arch->object::name);
228
229 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
230 * from the class, and not race. I don't see any way to get the class information
231 * to then update this. I don't think this will actually break anything - anyone
232 * that can use armour should be able to use a shield. What this may 'break'
233 * are features new characters get, eg, if someone starts up with a Q, they
234 * should be able to use a shield. However, old Q's won't get that advantage.
235 */
236 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
237 SET_FLAG (ob, FLAG_USE_SHIELD);
238 225
239 /* if it's a dragon player, set the correct title here */ 226 /* if it's a dragon player, set the correct title here */
240 if (is_dragon_pl (ob)) 227 if (is_dragon_pl (ob))
241 { 228 {
242 object *tmp, *abil = 0, *skin = 0; 229 object *tmp, *abil = 0, *skin = 0;
243 230
244 shstr_cmp dragon_ability_force ("dragon_ability_force");
245 shstr_cmp dragon_skin_force ("dragon_skin_force");
246
247 for (tmp = ob->inv; tmp; tmp = tmp->below) 231 for (tmp = ob->inv; tmp; tmp = tmp->below)
248 if (tmp->type == FORCE) 232 if (tmp->type == FORCE)
249 if (tmp->arch->name == dragon_ability_force) 233 if (tmp->arch->archname == shstr_dragon_ability_force)
250 abil = tmp; 234 abil = tmp;
251 else if (tmp->arch->name == dragon_skin_force) 235 else if (tmp->arch->archname == shstr_dragon_skin_force)
252 skin = tmp; 236 skin = tmp;
253 237
254 set_dragon_name (ob, abil, skin); 238 set_dragon_name (ob, abil, skin);
255 } 239 }
256 240
257 CLEAR_FLAG (ob, FLAG_FRIENDLY);
258 add_friendly_object (ob);
259
260 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
261
262 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 241 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
263 242
264 esrv_new_player (this, ob->weight + ob->carrying); 243 esrv_new_player (this, ob->weight + ob->carrying);
265 244
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);
266 ob->update_stats (); 270 ob->update_stats ();
271
267 ns->floorbox_update (); 272 ns->floorbox_update ();
268
269 esrv_send_inventory (ob, ob); 273 esrv_send_inventory (ob, ob);
270 esrv_add_spells (this, 0); 274 esrv_add_spells (this, 0);
271 275
272 activate (); 276 activate ();
273 277
287 if (active) 291 if (active)
288 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 292 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
289 293
290 INVOKE_PLAYER (DISCONNECT, this); 294 INVOKE_PLAYER (DISCONNECT, this);
291 295
296 ns->reset_stats ();
292 ns->pl = 0; 297 ns->pl = 0;
293 this->ns = 0; 298 ns = 0;
294 } 299 }
300
301 if (ob)
302 ob->close_container (); //TODO: client-specific
303
304 observe = ob;
295 305
296 deactivate (); 306 deactivate ();
297} 307}
298 308
299// the need for this function can be explained 309// the need for this function can be explained
300// by load_object not returning the object 310// by load_object not returning the object
301void 311void
302player::set_object (object *op) 312player::set_object (object *op)
303{ 313{
304 ob = op; 314 ob = observe = op;
305 ob->contr = this; /* this aren't yet in archetype */ 315 ob->contr = this; /* this aren't yet in archetype */
306 316
317 ob->speed = 1.0f;
307 ob->speed_left = 0.5; 318 ob->speed_left = 0.5f;
308 ob->speed = 1.0; 319
309 ob->direction = 5; /* So player faces south */ 320 ob->direction = 5; /* So player faces south */
310 ob->stats.wc = 2; 321}
311 ob->run_away = 25; /* Then we panick... */
312 322
313 ob->roll_stats (); 323void
324player::set_observe (object *op)
325{
326 observe = op ? op : ob;
327 do_los = 1;
314} 328}
315 329
316player::player () 330player::player ()
317{ 331{
318 /* There are some elements we want initialised to non zero value - 332 /* There are some elements we want initialised to non zero value -
319 * we deal with that below this point. 333 * we deal with that below this point.
320 */ 334 */
321 outputs_sync = 16; /* Every 2 seconds */ 335 outputs_sync = 4;
322 outputs_count = 8; /* Keeps present behaviour */ 336 outputs_count = 4;
323 unapply = unapply_nochoice; 337 unapply = unapply_nochoice;
324 338
325 savebed_map = first_map_path; /* Init. respawn position */ 339 savebed_map = first_map_path; /* Init. respawn position */
326 340
327 gen_sp_armour = 10; 341 gen_sp_armour = 10;
328 last_speed = -1;
329 shoottype = range_none;
330 bowtype = bow_normal; 342 bowtype = bow_normal;
331 petmode = pet_normal; 343 petmode = pet_normal;
332 listening = 10; 344 listening = 10;
333 usekeys = containers; 345 usekeys = containers;
334 last_weapon_sp = -1;
335 peaceful = 1; /* default peaceful */ 346 peaceful = 1; /* default peaceful */
336 do_los = 1; 347 do_los = 1;
337 348
338 /* we need to clear these to -1 and not zero - otherwise, 349 weapon_sp = 1.0f;
339 * if a player quits and starts a new character, we wont 350 weapon_sp_left = 0.5f;
340 * send new values to the client, as things like exp start
341 * at zero.
342 */
343 for (int i = 0; i < NUM_SKILLS; i++)
344 last_skill_exp[i] = -1;
345
346 for (int i = 0; i < NROFATTACKS; i++)
347 last_resist[i] = -1;
348
349 last_stats.exp = -1;
350 last_weight = (uint32) - 1;
351} 351}
352 352
353void 353void
354player::do_destroy () 354player::do_destroy ()
355{ 355{
360 if (ob) 360 if (ob)
361 { 361 {
362 ob->destroy_inv (false); 362 ob->destroy_inv (false);
363 ob->destroy (); 363 ob->destroy ();
364 } 364 }
365
366 ob = observe = 0;
365} 367}
366 368
367player::~player () 369player::~player ()
368{ 370{
369 /* Clear item stack */ 371 /* Clear item stack */
378player::create () 380player::create ()
379{ 381{
380 player *pl = new player; 382 player *pl = new player;
381 383
382 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
383 set_first_map (pl->ob); 390 set_first_map (pl->ob);
384 391
385 return pl; 392 return pl;
386} 393}
387 394
391 * Note: there MUST be at least one player archetype! 398 * Note: there MUST be at least one player archetype!
392 */ 399 */
393archetype * 400archetype *
394get_player_archetype (archetype *at) 401get_player_archetype (archetype *at)
395{ 402{
396 archetype *start = at; 403 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
397 404
398 for (;;) 405 for (;;)
399 { 406 {
400 if (at == NULL || at->next == NULL) 407 if (++i == archetypes.end ())
401 at = first_archetype; 408 i = archetypes.begin ();
402 else 409 else if (*i == at)
403 at = at->next; 410 cleanup ("not a single player archetype found");
404 411
405 if (at->clone.type == PLAYER) 412 if ((*i)->type == PLAYER)
406 return at; 413 return *i;
407
408 if (at == start)
409 {
410 LOG (llevError, "No Player archetypes\n");
411 exit (-1);
412 }
413 } 414 }
414} 415}
415 416
416object * 417object *
417get_nearest_player (object *mon) 418get_nearest_player (object *mon)
419 object *op = NULL; 420 object *op = NULL;
420 objectlink *ol; 421 objectlink *ol;
421 unsigned lastdist; 422 unsigned lastdist;
422 rv_vector rv; 423 rv_vector rv;
423 424
424 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
425 { 426 {
426 /* 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
427 * does periodically happen. Given that, lets deal with it. 428 * does periodically happen. Given that, lets deal with it.
428 * While unlikely, it is possible the next object on the friendly 429 * While unlikely, it is possible the next object on the friendly
429 * list is also free, so encapsulate this in a while loop. 430 * list is also free, so encapsulate this in a while loop.
433 object *tmp = ol->ob; 434 object *tmp = ol->ob;
434 435
435 /* 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
436 * itself will have been cleared. 437 * itself will have been cleared.
437 */ 438 */
438 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 ());
439 ol = ol->next; 441 ol = ol->next;
440 remove_friendly_object (tmp); 442 remove_friendly_object (tmp);
441 if (!ol) 443 if (!ol)
442 return op; 444 return op;
443 } 445 }
532 x = mon->x; 534 x = mon->x;
533 y = mon->y; 535 y = mon->y;
534 m = mon->map; 536 m = mon->map;
535 dir = rv.direction; 537 dir = rv.direction;
536 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 */
537 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
538 /* 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. */
539 if (diff > max) 542 if (diff > max)
540 return 0; 543 return 0;
544
541 while (diff > 1 && max > 0) 545 while (diff > 1 && max > 0)
542 { 546 {
543 lastx = x; 547 lastx = x;
544 lasty = y; 548 lasty = y;
545 lastmap = m; 549 lastmap = m;
627 max--; 631 max--;
628 lastdir = dir; 632 lastdir = dir;
629 if (!firstdir) 633 if (!firstdir)
630 firstdir = dir; 634 firstdir = dir;
631 } 635 }
636
632 if (diff <= 1) 637 if (diff <= 1)
633 { 638 {
634 /* Recalculate diff (distance) because we may not have actually 639 /* Recalculate diff (distance) because we may not have actually
635 * headed toward player for entire distance. 640 * headed toward player for entire distance.
636 */ 641 */
637 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 642 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
638 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));
639 } 644 }
645
640 if (diff > max) 646 if (diff > max)
641 return 0; 647 return 0;
642 } 648 }
649
643 /* 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 */
644 if (!max) 651 if (!max)
645 return 0; 652 return 0;
646 653
647 return firstdir; 654 return firstdir;
761roll_stat (void) 768roll_stat (void)
762{ 769{
763 int a[4], i, j, k; 770 int a[4], i, j, k;
764 771
765 for (i = 0; i < 4; i++) 772 for (i = 0; i < 4; i++)
766 a[i] = (int) RANDOM () % 6 + 1; 773 a[i] = (int) rndm (6) + 1;
767 774
768 for (i = 0, j = 0, k = 7; i < 4; i++) 775 for (i = 0, j = 0, k = 7; i < 4; i++)
769 if (a[i] < k) 776 if (a[i] < k)
770 k = a[i], j = i; 777 k = a[i], j = i;
771 778
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#ifdef AUTOSAVE
907 op->contr->last_save_tick = pticks;
908#endif
909 start_info (op); 898 start_info (ob);
910 CLEAR_FLAG (op, FLAG_WIZ); 899 CLEAR_FLAG (ob, FLAG_WIZ);
911 give_initial_items (op, op->randomitems); 900 give_initial_items (ob, ob->randomitems);
912 link_player_skills (op); 901 link_player_skills (ob);
913 esrv_send_inventory (op, op); 902 esrv_send_inventory (ob, ob);
914 op->update_stats (); 903 ob->update_stats ();
915 904
916 /* This moves the player to a different start map, if there 905 /* This moves the player to a different start map, if there
917 * is one for this race 906 * is one for this race
918 */ 907 */
919 if (*first_map_ext_path) 908 if (*first_map_ext_path)
920 { 909 {
921 object *tmp; 910 object *tmp;
922 char mapname[MAX_BUF]; 911 char mapname[MAX_BUF];
923 912
924 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);
925 tmp = object::create (); 914 tmp = object::create ();
926 EXIT_PATH (tmp) = mapname; 915 EXIT_PATH (tmp) = mapname;
927 EXIT_X (tmp) = op->x; 916 EXIT_X (tmp) = ob->x;
928 EXIT_Y (tmp) = op->y; 917 EXIT_Y (tmp) = ob->y;
929 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;
930 * if the map isn't there, then stay on the 919 * if the map isn't there, then stay on the
931 * default initial map */ 920 * default initial map */
932 tmp->destroy (); 921 tmp->destroy ();
933 } 922 }
934 else 923 else
935 LOG (llevDebug, "first_map_ext_path not set\n"); 924 LOG (llevDebug, "first_map_ext_path not set\n");
925}
936 926
937 return 0; 927void
938 } 928player::chargen_race_next ()
939 929{
940 /* Following actually changes the race - this is the default command 930 /* Following actually changes the race - this is the default command
941 * if we don't match with one of the options above. 931 * if we don't match with one of the options above.
942 */ 932 */
943 933
944 tmp_loop = 0; 934 do
945 while (!tmp_loop)
946 { 935 {
947 shstr name = op->name; 936 shstr name = ob->name;
948 int x = op->x, y = op->y; 937 int x = ob->x, y = ob->y;
949 938
950 op->remove_statbonus (); 939 ob->remove_statbonus ();
951 op->remove (); 940 ob->remove ();
952 op->arch = get_player_archetype (op->arch); 941 ob->arch = get_player_archetype (ob->arch);
953 op->arch->clone.copy_to (op); 942 ob->arch->copy_to (ob);
954 op->instantiate (); 943 ob->instantiate ();
955 op->stats = op->contr->orig_stats; 944 ob->stats = ob->contr->orig_stats;
956 op->name = op->name_pl = name; 945 ob->name = ob->name_pl = name;
957 op->x = x; 946 ob->x = x;
958 op->y = y; 947 ob->y = y;
959 SET_ANIMATION (op, 2); /* So player faces south */ 948 SET_ANIMATION (ob, 2); /* So player faces south */
960 insert_ob_in_map (op, op->map, op, 0); 949 insert_ob_in_map (ob, ob->map, ob, 0);
961 assign (op->contr->title, op->arch->clone.name); 950 assign (ob->contr->title, ob->arch->object::name);
962 op->add_statbonus (); 951 ob->add_statbonus ();
963 tmp_loop = allowed_class (op);
964 } 952 }
953 while (!allowed_class (ob));
965 954
966 update_object (op, UP_OBJ_FACE); 955 update_object (ob, UP_OBJ_FACE);
967 esrv_update_item (UPD_FACE, op, op); 956 esrv_update_item (UPD_FACE, ob, ob);
968 op->update_stats (); 957 ob->update_stats ();
969 op->stats.hp = op->stats.maxhp; 958 ob->stats.hp = ob->stats.maxhp;
970 op->stats.sp = op->stats.maxsp; 959 ob->stats.sp = ob->stats.maxsp;
971 op->stats.grace = 0; 960 ob->stats.grace = 0;
972
973 if (op->msg)
974 new_draw_info (NDI_BLUE, 0, op, op->msg);
975
976 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
977 return 0;
978} 961}
979 962
980void 963void
981flee_player (object *op) 964flee_player (object *op)
982{ 965{
1029 /* Cornered, get rid of scared */ 1012 /* Cornered, get rid of scared */
1030 CLEAR_FLAG (op, FLAG_SCARED); 1013 CLEAR_FLAG (op, FLAG_SCARED);
1031 op->enemy = NULL; 1014 op->enemy = NULL;
1032} 1015}
1033 1016
1034
1035/* 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.
1036 * 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
1037 * stop. 1019 * stop.
1038 */ 1020 */
1039int 1021int
1040check_pick (object *op) 1022check_pick (object *op)
1041{ 1023{
1042 object *tmp, *next; 1024 object *tmp, *next;
1043 int stop = 0; 1025 int stop = 0;
1044 int j, k, wvratio; 1026 int wvratio;
1045 char putstring[128], tmpstr[16]; 1027 char putstring[128];
1046 1028
1047 /* if you're flying, you cna't pick up anything */ 1029 /* if you're flying, you cna't pick up anything */
1048 if (op->move_type & MOVE_FLYING) 1030 if (op->move_type & MOVE_FLYING)
1049 return 1; 1031 return 1;
1050 1032
1118 if (tmp->name != NULL) 1100 if (tmp->name != NULL)
1119 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1101 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1120 &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))));
1121 else 1103 else
1122 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1123 &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))));
1124 1106
1125 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1107 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1126 } 1108 }
1127 1109
1128 /* philosophy: 1110 /* philosophy:
1321 /* careful: chairs and tables are weapons! */ 1303 /* careful: chairs and tables are weapons! */
1322 if (op->contr->mode & PU_ALLWEAPON) 1304 if (op->contr->mode & PU_ALLWEAPON)
1323 { 1305 {
1324 if (tmp->type == WEAPON && tmp->name != NULL) 1306 if (tmp->type == WEAPON && tmp->name != NULL)
1325 { 1307 {
1326 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 &&
1327 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1309 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1328 { 1310 {
1329 pick_up (op, tmp); 1311 pick_up (op, tmp);
1330 continue; 1312 continue;
1331 } 1313 }
1332 } 1314 }
1333 1315
1334 if (tmp->type == WEAPON && tmp->name == NULL) 1316 if (tmp->type == WEAPON && tmp->name == NULL)
1335 { 1317 {
1336 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)
1337 { 1319 {
1338 pick_up (op, tmp); 1320 pick_up (op, tmp);
1339 continue; 1321 continue;
1340 } 1322 }
1341 } 1323 }
1366 if (tmp->name != NULL) 1348 if (tmp->name != NULL)
1367 { 1349 {
1368 fprintf (stderr, "%s", tmp->name); 1350 fprintf (stderr, "%s", tmp->name);
1369 } 1351 }
1370 else 1352 else
1371 fprintf (stderr, "%s", tmp->arch->name); 1353 fprintf (stderr, "%s", tmp->arch->archname);
1372 fprintf (stderr, ",%d] = ", tmp->type); 1354 fprintf (stderr, ",%d] = ", tmp->type);
1373 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))));
1374#endif 1356#endif
1375 continue; 1357 continue;
1376 } 1358 }
1387 * found object is returned. 1369 * found object is returned.
1388 */ 1370 */
1389object * 1371object *
1390find_arrow (object *op, const char *type) 1372find_arrow (object *op, const char *type)
1391{ 1373{
1392 object *tmp = NULL; 1374 object *tmp = 0;
1393 1375
1394 for (op = op->inv; op; op = op->below) 1376 for (op = op->inv; op; op = op->below)
1395 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))
1396 tmp = find_arrow (op, type); 1378 tmp = find_arrow (op, type);
1397 else if (op->type == ARROW && op->race == type) 1379 else if (op->type == ARROW && op->race == type)
1398 return op; 1380 return op;
1381
1399 return tmp; 1382 return tmp;
1400} 1383}
1401 1384
1402/* 1385/*
1403 * 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
1404 * 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
1405 * 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
1406 * 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.
1407 */ 1390 */
1408
1409object * 1391object *
1410find_better_arrow (object *op, object *target, const char *type, int *better) 1392find_better_arrow (object *op, object *target, const char *type, int *better)
1411{ 1393{
1412 object *tmp = NULL, *arrow, *ntmp; 1394 object *tmp = NULL, *arrow, *ntmp;
1413 int attacknum, attacktype, betterby = 0, i; 1395 int attacknum, attacktype, betterby = 0, i;
1446 else 1428 else
1447 { 1429 {
1448 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1430 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1449 { 1431 {
1450 attacktype = 1 << attacknum; 1432 attacktype = 1 << attacknum;
1451 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1433 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1452 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)
1453 { 1435 {
1454 tmp = arrow; 1436 tmp = arrow;
1455 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;
1456 } 1438 }
1457 } 1439 }
1458 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1440 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1459 { 1441 {
1460 tmp = arrow; 1442 tmp = arrow;
1479 * find_better_arrow to find a decent arrow to use. 1461 * find_better_arrow to find a decent arrow to use.
1480 * op = the shooter 1462 * op = the shooter
1481 * type = bow->race 1463 * type = bow->race
1482 * dir = fire direction 1464 * dir = fire direction
1483 */ 1465 */
1484
1485object * 1466object *
1486pick_arrow_target (object *op, const char *type, int dir) 1467pick_arrow_target (object *op, const char *type, int dir)
1487{ 1468{
1488 object *tmp = NULL; 1469 object *tmp = NULL;
1489 maptile *m; 1470 maptile *m;
1554 */ 1535 */
1555int 1536int
1556fire_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)
1557{ 1538{
1558 object *left, *bow; 1539 object *left, *bow;
1559 int bowspeed, mflags; 1540 int mflags;
1560 maptile *m; 1541 maptile *m;
1561 1542
1562 if (!dir) 1543 if (!dir)
1563 { 1544 {
1564 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!");
1565 return 0; 1546 return 0;
1566 } 1547 }
1567 1548
1568 if (op->type == PLAYER) 1549 if (op->contr)
1569 bow = op->contr->ranges[range_bow]; 1550 bow = op->current_weapon;
1570 else 1551 else
1571 { 1552 {
1572 for (bow = op->inv; bow; bow = bow->below) 1553 for (bow = op->inv; bow; bow = bow->below)
1573 /* 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
1574 * 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.
1579 if (!bow) 1560 if (!bow)
1580 { 1561 {
1581 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1562 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1582 return 0; 1563 return 0;
1583 } 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
1584 } 1573 }
1585 1574
1586 if (!bow->race || !bow->skill) 1575 if (!bow->race || !bow->skill)
1587 { 1576 {
1588 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);
1589 return 0; 1578 return 0;
1590 } 1579 }
1591
1592 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1593
1594 /* penalize ROF for bestarrow */
1595 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1596 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1597
1598 if (bowspeed < 1)
1599 bowspeed = 1;
1600 1580
1601 if (arrow == NULL) 1581 if (arrow == NULL)
1602 { 1582 {
1603 if ((arrow = find_arrow (op, bow->race)) == NULL) 1583 if ((arrow = find_arrow (op, bow->race)) == NULL)
1604 { 1584 {
1605 if (op->type == PLAYER) 1585 if (op->type == PLAYER)
1606 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);
1607 /* 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 */
1608 else 1588 else
1609 CLEAR_FLAG (op, FLAG_READY_BOW); 1589 CLEAR_FLAG (op, FLAG_READY_BOW);
1590
1610 return 0; 1591 return 0;
1611 } 1592 }
1612 } 1593 }
1613 1594
1614 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1595 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1638 1619
1639 arrow->set_owner (op); 1620 arrow->set_owner (op);
1640 arrow->skill = bow->skill; 1621 arrow->skill = bow->skill;
1641 arrow->direction = dir; 1622 arrow->direction = dir;
1642 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
1643 if (op->type == PLAYER) 1657 if (op->type == PLAYER)
1644 { 1658 {
1645 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1646 op->update_stats ();
1647 }
1648
1649 SET_ANIMATION (arrow, arrow->direction);
1650 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1651 arrow->stats.hp = arrow->stats.dam;
1652 arrow->stats.grace = arrow->attacktype;
1653 if (arrow->slaying != NULL)
1654 arrow->spellarg = strdup (arrow->slaying);
1655
1656 /* Note that this was different for monsters - they got their level
1657 * added to the damage. I think the strength bonus is more proper.
1658 */
1659
1660 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1661
1662 /* update the speed */
1663 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1664 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1665
1666 arrow->set_speed (max (arrow->speed, 1.0));
1667 arrow->speed_left = 0;
1668
1669 if (op->type == PLAYER)
1670 {
1671 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1672 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1673 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1674
1675 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;
1676 } 1666 }
1677 else 1667 else
1678 { 1668 {
1679 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1680 arrow->level = op->level; 1669 arrow->level = op->level;
1681 } 1670 arrow->stats.wc -= bow->magic;
1682 1671
1683 if (arrow->attacktype == AT_PHYSICAL) 1672 if (!arrow->slaying)
1673 arrow->slaying = bow->slaying;
1674
1684 arrow->attacktype |= bow->attacktype; 1675 arrow->attacktype |= bow->attacktype;
1676 }
1685 1677
1686 if (bow->slaying) 1678 wc -= arrow->level;
1687 arrow->slaying = bow->slaying; 1679 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1688 1680
1681 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1689 arrow->move_type = MOVE_FLY_LOW; 1682 arrow->move_type = MOVE_FLY_LOW;
1690 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1683 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1691 1684
1692 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);
1693 m->insert (arrow, sx, sy, op); 1686 m->insert (arrow, sx, sy, op);
1718{ 1711{
1719 int ret = 0, wcmod = 0; 1712 int ret = 0, wcmod = 0;
1720 1713
1721 if (op->contr->bowtype == bow_bestarrow) 1714 if (op->contr->bowtype == bow_bestarrow)
1722 { 1715 {
1723 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);
1724 } 1717 }
1725 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)
1726 { 1719 {
1727 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1720 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1728 wcmod = -1; 1721 wcmod = -1;
1738 else if (op->contr->bowtype == bow_spreadshot) 1731 else if (op->contr->bowtype == bow_spreadshot)
1739 { 1732 {
1740 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);
1741 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);
1742 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);
1743
1744 } 1736 }
1745 else 1737 else
1746 { 1738 {
1747 /* Simple case */ 1739 /* Simple case */
1748 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);
1749 } 1741 }
1742
1750 return ret; 1743 return ret;
1751} 1744}
1752
1753 1745
1754/* Fires a misc (wand/rod/horn) object in 'dir'. 1746/* Fires a misc (wand/rod/horn) object in 'dir'.
1755 * Broken apart from 'fire' to keep it more readable. 1747 * Broken apart from 'fire' to keep it more readable.
1756 */ 1748 */
1757void 1749void
1758fire_misc_object (object *op, int dir) 1750fire_misc_object (object *op, int dir)
1759{ 1751{
1760 object *item; 1752 object *item = op->contr->ranged_ob;
1761 1753
1762 if (!op->contr->ranges[range_misc]) 1754 if (!item)
1763 { 1755 {
1764 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.");
1765 return; 1757 return;
1766 } 1758 }
1767 1759
1768 item = op->contr->ranges[range_misc];
1769 if (!item->inv) 1760 if (!item->inv)
1770 { 1761 {
1771 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1762 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1772 return; 1763 return;
1773 } 1764 }
1765
1766 if (!op->change_weapon (item))
1767 return;
1768
1774 if (item->type == WAND) 1769 if (item->type == WAND)
1775 { 1770 {
1776 if (item->stats.food <= 0) 1771 if (item->stats.food <= 0)
1777 { 1772 {
1778 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1773 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1779 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
1780 return; 1776 return;
1781 } 1777 }
1782 } 1778 }
1783 else if (item->type == ROD || item->type == HORN) 1779 else if (item->type == ROD || item->type == HORN)
1784 { 1780 {
1785 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))
1786 { 1782 {
1787 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1783 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1784
1788 if (item->type == ROD) 1785 if (item->type == ROD)
1789 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));
1790 else 1787 else
1791 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
1792 return; 1790 return;
1793 } 1791 }
1794 } 1792 }
1795 1793
1796 if (cast_spell (op, item, dir, item->inv, NULL)) 1794 if (cast_spell (op, item, dir, item->inv, NULL))
1803 object *tmp; 1801 object *tmp;
1804 1802
1805 if (item->arch) 1803 if (item->arch)
1806 { 1804 {
1807 CLEAR_FLAG (item, FLAG_ANIMATE); 1805 CLEAR_FLAG (item, FLAG_ANIMATE);
1808 item->face = item->arch->clone.face; 1806 item->face = item->arch->face;
1809 item->set_speed (0); 1807 item->set_speed (0);
1810 } 1808 }
1811 1809
1812 if ((tmp = item->in_player ())) 1810 if ((tmp = item->in_player ()))
1813 esrv_update_item (UPD_ANIM, tmp, item); 1811 esrv_update_item (UPD_ANIM, tmp, item);
1818 } 1816 }
1819} 1817}
1820 1818
1821/* Received a fire command for the player - go and do it. 1819/* Received a fire command for the player - go and do it.
1822 */ 1820 */
1823void 1821bool
1824fire (object *op, int dir) 1822fire (object *op, int dir)
1825{ 1823{
1826 int spellcost = 0; 1824 int spellcost = 0;
1827 1825
1828 /* check for loss of invisiblity/hide */ 1826 /* check for loss of invisiblity/hide */
1829 if (action_makes_visible (op)) 1827 if (action_makes_visible (op))
1830 make_visible (op); 1828 make_visible (op);
1831 1829
1832 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;
1833 { 1836 }
1834 case range_none:
1835 return;
1836 1837
1837 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:
1838 player_fire_bow (op, dir); 1854 player_fire_bow (op, dir);
1839 return; 1855 break;
1840 1856
1841 case range_magic: /* Casting spells */ 1857 case SPELL:
1842 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);
1843 return; 1859 break;
1844 1860
1845 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:
1846 fire_misc_object (op, dir); 1870 fire_misc_object (op, dir);
1847 return; 1871 break;
1848
1849 case range_golem: /* Control summoned monsters from scrolls */
1850 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1851 {
1852 op->contr->ranges[range_golem] = 0;
1853 op->contr->shoottype = range_none;
1854 }
1855 else
1856 control_golem (op->contr->ranges[range_golem], dir);
1857 return;
1858
1859 case range_skill:
1860 if (!op->chosen_skill)
1861 {
1862 if (op->type == PLAYER)
1863 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1864 return;
1865 }
1866 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1867 return;
1868 case range_builder:
1869 apply_map_builder (op, dir);
1870 return;
1871 default:
1872 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1873 return;
1874 } 1872 }
1875}
1876 1873
1877 1874 return true;
1875}
1878 1876
1879/* find_key 1877/* find_key
1880 * 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
1881 * and successfully use it, we return the key, otherwise NULL 1879 * and successfully use it, we return the key, otherwise NULL
1882 * This function merges both normal and locked door, since the logic 1880 * This function merges both normal and locked door, since the logic
1884 * pl is the player, 1882 * pl is the player,
1885 * inv is the objects inventory to searched 1883 * inv is the objects inventory to searched
1886 * door is the door we are trying to match against. 1884 * door is the door we are trying to match against.
1887 * This function can be called recursively to search containers. 1885 * This function can be called recursively to search containers.
1888 */ 1886 */
1889
1890object * 1887object *
1891find_key (object *pl, object *container, object *door) 1888find_key (object *pl, object *container, object *door)
1892{ 1889{
1893 object *tmp, *key; 1890 object *tmp, *key;
1894 1891
1895 /* Should not happen, but sanity checking is never bad */ 1892 /* Should not happen, but sanity checking is never bad */
1896 if (container->inv == NULL) 1893 if (!container->inv)
1897 return NULL; 1894 return 0;
1898 1895
1899 /* 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 */
1900 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1897 for (tmp = container->inv; tmp; tmp = tmp->below)
1901 { 1898 {
1902 if (door->type == DOOR && tmp->type == KEY) 1899 if (door->type == DOOR && tmp->type == KEY)
1903 break; 1900 break;
1904 /* For sanity, we should really check door type, but other stuff 1901 /* For sanity, we should really check door type, but other stuff
1905 * (like containers) can be locked with special keys 1902 * (like containers) can be locked with special keys
1906 */ 1903 */
1907 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1904 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1908 break; 1905 break;
1909 } 1906 }
1907
1910 /* No key found - lets search inventories now */ 1908 /* No key found - lets search inventories now */
1911 /* 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.
1912 * 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
1913 * a key, return 1911 * a key, return
1914 */ 1912 */
1915 if (!tmp) 1913 if (!tmp)
1916 { 1914 {
1917 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1915 for (tmp = container->inv; tmp; tmp = tmp->below)
1918 { 1916 {
1919 /* No reason to search empty containers */ 1917 /* No reason to search empty containers */
1920 if (tmp->type == CONTAINER && tmp->inv) 1918 if (tmp->type == CONTAINER && tmp->inv)
1921 { 1919 {
1922 if ((key = find_key (pl, tmp, door)) != NULL) 1920 if ((key = find_key (pl, tmp, door)))
1923 return key; 1921 return key;
1924 } 1922 }
1925 } 1923 }
1924
1926 if (!tmp) 1925 if (!tmp)
1927 return NULL; 1926 return NULL;
1928 } 1927 }
1928
1929 /* 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,
1930 * see if we actually want to use it 1930 * see if we actually want to use it
1931 */ 1931 */
1932 if (pl != container) 1932 if (pl != container)
1933 { 1933 {
1954 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1954 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1955 "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));
1956 return NULL; 1956 return NULL;
1957 } 1957 }
1958 } 1958 }
1959
1959 return tmp; 1960 return tmp;
1960} 1961}
1961 1962
1962/* moved door processing out of move_player_attack. 1963/* moved door processing out of move_player_attack.
1963 * returns 1 if player has opened the door with a key 1964 * returns 1 if player has opened the door with a key
1965 * 0 otherwise 1966 * 0 otherwise
1966 */ 1967 */
1967static int 1968static int
1968player_attack_door (object *op, object *door) 1969player_attack_door (object *op, object *door)
1969{ 1970{
1970 /* 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,
1971 * 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 -
1972 * otherwise, we fall through to the rest of the code. 1973 * otherwise, we fall through to the rest of the code.
1973 */ 1974 */
1974 object *key = find_key (op, op, door); 1975 object *key = find_key (op, op, door);
1975 1976
1976 /* IF we found a key, do some extra work */ 1977 /* If we found a key, do some extra work */
1977 if (key) 1978 if (key)
1978 { 1979 {
1979 object *container = key->env; 1980 object *container = key->env;
1980 1981
1981 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
1982 if (action_makes_visible (op)) 1984 if (action_makes_visible (op))
1983 make_visible (op); 1985 make_visible (op);
1986
1984 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1987 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1985 spring_trap (door->inv, op); 1988 spring_trap (door->inv, op);
1989
1986 if (door->type == DOOR) 1990 if (door->type == DOOR)
1987 {
1988 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 */
1989 }
1990 else if (door->type == LOCKED_DOOR) 1992 else if (door->type == LOCKED_DOOR)
1991 { 1993 {
1992 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));
1993 remove_door2 (door); /* remove door without violence ;-) */ 1995 remove_door2 (door); /* remove door without violence ;-) */
1994 } 1996 }
1997
1995 /* Do this after we print the message */ 1998 /* Do this after we print the message */
1996 decrease_ob (key); /* Use up one of the keys */ 1999 decrease_ob (key); /* Use up one of the keys */
1997 /* Need to update the weight the container the key was in */ 2000 /* Need to update the weight the container the key was in */
1998 if (container != op) 2001 if (container != op)
1999 esrv_update_item (UPD_WEIGHT, op, container); 2002 esrv_update_item (UPD_WEIGHT, op, container);
2003
2000 return 1; /* Nothing more to do below */ 2004 return 1; /* Nothing more to do below */
2001 } 2005 }
2002 else if (door->type == LOCKED_DOOR) 2006 else if (door->type == LOCKED_DOOR)
2003 { 2007 {
2004 /* Might as well return now - no other way to open this */ 2008 /* Might as well return now - no other way to open this */
2005 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2009 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2006 return 1; 2010 return 1;
2007 } 2011 }
2012
2008 return 0; 2013 return 0;
2009} 2014}
2010 2015
2011/* This function is just part of a breakup from move_player. 2016/* This function is just part of a breakup from move_player.
2012 * It should keep the code cleaner. 2017 * It should keep the code cleaner.
2013 * When this is called, the players direction has been updated 2018 * When this is called, the players direction has been updated
2014 * (taking into account confusion.) The player is also actually 2019 * (taking into account confusion.) The player is also actually
2015 * going to try and move (not fire weapons). 2020 * going to try and move (not fire weapons).
2016 */ 2021 */
2017void 2022bool
2018move_player_attack (object *op, int dir) 2023move_player_attack (object *op, int dir)
2019{ 2024{
2020 object *tmp, *mon;
2021 sint16 nx, ny;
2022 int on_battleground; 2025 int on_battleground;
2023 maptile *m;
2024 2026
2025 nx = freearr_x[dir] + op->x; 2027 sint16 nx = freearr_x[dir] + op->x;
2026 ny = freearr_y[dir] + op->y; 2028 sint16 ny = freearr_y[dir] + op->y;
2027 2029
2028 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 }
2029 2040
2030 /* 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
2031 * 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
2032 * 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
2033 * player. This is a pretty nasty hack, because if we could 2044 * player. This is a pretty nasty hack, because if we could
2034 * 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
2035 * 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
2036 * 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
2037 * move_ob uses. 2048 * move_ob uses.
2038 */ 2049 */
2039 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2040 {
2041 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2042 {
2043 m = op->map->xy_find (nx, ny); 2050 maptile *m = op->map->xy_find (nx, ny);
2044 if (!m)
2045 return; /* Don't think this should happen */
2046 }
2047 else
2048 m = op->map;
2049 2051
2050 if (!(tmp = m->at (nx, ny).bot))
2051 return;
2052
2053 mon = 0;
2054 /* 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
2055 * 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.
2056 * 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
2057 * on the space 2055 * on the space
2058 */ 2056 */
2059 while (tmp) 2057 object *mon;
2060 { 2058 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2061 if (tmp == op) 2059 {
2062 { 2060 if ((mon->flag [FLAG_ALIVE]
2063 tmp = tmp->above; 2061 || mon->type == LOCKED_DOOR
2064 continue; 2062 || mon->flag [FLAG_CAN_ROLL])
2065 }
2066
2067 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2068 {
2069 mon = tmp; 2063 && mon != op)
2070 break; 2064 break;
2071 } 2065 }
2072 2066
2073 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2074 mon = tmp;
2075
2076 tmp = tmp->above;
2077 }
2078
2079 if (!mon) /* This happens anytime the player tries to move */ 2067 if (!mon) /* This happens anytime the player tries to move */
2080 return; /* into a wall */ 2068 return false; /* into a wall */
2081 2069
2082 if (mon->head)
2083 mon = mon->head; 2070 mon = mon->head_ ();
2084 2071
2085 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)
2086 if (player_attack_door (op, mon)) 2074 if (player_attack_door (op, mon))
2075 {
2076 --op->contr->weapon_sp_left;
2087 return; 2077 return true;
2078 }
2088 2079
2089 /* The following deals with possibly attacking peaceful 2080 /* The following deals with possibly attacking peaceful
2090 * or frienddly creatures. Basically, all players are considered 2081 * or friendly creatures. Basically, all players are considered
2091 * unaggressive. If the moving player has peaceful set, then the 2082 * unaggressive. If the moving player has peaceful set, then the
2092 * object should be pushed instead of attacked. It is assumed that 2083 * object should be pushed instead of attacked. It is assumed that
2093 * if you are braced, you will not attack friends accidently, 2084 * if you are braced, you will not attack friends accidently,
2094 * and thus will not push them. 2085 * and thus will not push them.
2095 */ 2086 */
2096 2087
2097 /* 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
2098 * peaceful. Our assumption is the creature is a pet if the 2089 * peaceful. Our assumption is the creature is a pet if the
2099 * player owns it and it is either friendly or unagressive. 2090 * player owns it and it is either friendly or unagressive.
2100 */ 2091 */
2101 if ((op->type == PLAYER) 2092 if (op->type == PLAYER
2102#if COZY_SERVER
2103 &&
2104 ((mon->owner && mon->owner->contr 2093 && ((mon->owner && mon->owner->contr
2105 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2094 && same_party (mon->owner->contr->party, op->contr->party))
2106#else
2107 && mon->owner == op 2095 || mon->owner == op)
2108#endif
2109 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2096 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2110 { 2097 {
2111 /* 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 */
2112 if (op->contr->braced) 2099 if (op->contr->braced)
2113 return; 2100 return false;
2101
2102 if (op->speed_left > 0.f)
2103 {
2104 --op->speed_left;
2114 2105
2115 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);
2116 (void) push_ob (mon, dir, op); 2107 push_ob (mon, dir, op);
2108
2117 if (op->contr->tmp_invis || op->hide) 2109 if (op->contr->tmp_invis || op->hide)
2118 make_visible (op); 2110 make_visible (op);
2119 2111
2120 return; 2112 return true;
2121 } 2113 }
2114 else
2115 return false;
2116 }
2122 2117
2123 /* in certain circumstances, you shouldn't attack friendly 2118 /* in certain circumstances, you shouldn't attack friendly
2124 * creatures. Note that if you are braced, you can't push 2119 * creatures. Note that if you are braced, you can't push
2125 * 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
2126 * attack them either. 2121 * attack them either.
2127 */ 2122 */
2128 if ((mon->type == PLAYER || mon->enemy != op) && 2123 if ((mon->type == PLAYER || mon->enemy != op)
2129 (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))
2130#ifdef PROHIBIT_PLAYERKILL
2131 (op->contr->peaceful 2125 && ((op->contr->peaceful
2132 || (mon->type == PLAYER 2126 || (mon->type == PLAYER && mon->contr->peaceful))
2133 && mon->contr->
2134 peaceful)) &&
2135#else
2136 op->contr->peaceful &&
2137#endif
2138 !on_battleground)) 2127 && !on_battleground))
2128 {
2129 if (op->speed_left > 0.f)
2139 { 2130 {
2131 --op->speed_left;
2132
2140 if (!op->contr->braced) 2133 if (!op->contr->braced)
2141 { 2134 {
2142 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);
2143 push_ob (mon, dir, op); 2136 push_ob (mon, dir, op);
2144 } 2137 }
2145 else 2138 else
2146 new_draw_info (0, 0, op, "You withhold your attack"); 2139 new_draw_info (0, 0, op, "You withhold your attack");
2147 2140
2148 if (op->contr->tmp_invis || op->hide) 2141 if (op->contr->tmp_invis || op->hide)
2149 make_visible (op); 2142 make_visible (op);
2150 }
2151 2143
2144 return true;
2145 }
2146 }
2152 /* If the object is a boulder or other rollable object, then 2147 /* If the object is a boulder or other rollable object, then
2153 * 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.
2154 */ 2149 */
2155 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)
2156 { 2153 {
2154 --op->speed_left;
2155
2157 recursive_roll (mon, dir, op); 2156 recursive_roll (mon, dir, op);
2158 if (action_makes_visible (op)) 2157 if (action_makes_visible (op))
2159 make_visible (op); 2158 make_visible (op);
2160 }
2161 2159
2160 return true;
2161 }
2162 }
2162 /* Any generic living creature. Including things like doors. 2163 /* Any generic living creature. Including things like doors.
2163 * 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
2164 * and be living. Then, it must be one of the following: 2165 * and be living. Then, it must be one of the following:
2165 * 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
2166 * 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.
2167 */ 2168 */
2168 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2169 ((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)))
2170 { 2171 {
2171 2172 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2172 /* If the player hasn't hit something this tick, and does
2173 * so, give them speed boost based on weapon speed. Doing
2174 * it here is better than process_players2, which basically
2175 * incurred a 1 tick offset.
2176 */
2177 if (!op->contr->has_hit)
2178 { 2173 {
2179 op->speed_left += op->speed / op->contr->weapon_sp; 2174 --op->contr->weapon_sp_left;
2180
2181 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2182 }
2183 2175
2184 skill_attack (mon, op, 0, 0, 0); 2176 skill_attack (mon, op, 0, 0, 0);
2185
2186 /* If attacking another player, that player gets automatic
2187 * hitback, and doesn't loose luck either.
2188 * Disable hitback on the battleground or if the target is
2189 * the wiz.
2190 */
2191 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2192 {
2193 short luck = mon->stats.luck;
2194
2195 mon->contr->has_hit = 1;
2196 skill_attack (op, mon, 0, 0, 0);
2197 mon->stats.luck = luck;
2198 }
2199 2177
2200 if (action_makes_visible (op)) 2178 if (action_makes_visible (op))
2201 make_visible (op); 2179 make_visible (op);
2202 }
2203 } /* if player should attack something */
2204}
2205 2180
2206int 2181 return true;
2182 }
2183 }
2184
2185 return false;
2186}
2187
2188bool
2207move_player (object *op, int dir) 2189move_player (object *op, int dir)
2208{ 2190{
2209 int pick; 2191 int pick;
2210 2192
2211 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2193 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2218 return 0; 2200 return 0;
2219 } 2201 }
2220 2202
2221 /* peterm: added following line */ 2203 /* peterm: added following line */
2222 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2204 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2223 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2205 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2224 2206
2225 op->facing = dir; 2207 op->facing = dir;
2226 2208
2227 if (op->hide) 2209 if (op->hide)
2228 do_hidden_move (op); 2210 do_hidden_move (op);
2229 2211
2212 bool retval;
2213
2230 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2214 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2231 /*nop */ ; 2215 retval = RESULT_INT (0);
2232 else if (op->contr->fire_on) 2216 else if (op->contr->fire_on)
2233 fire (op, dir); 2217 retval = fire (op, dir);
2234 else 2218 else
2235 { 2219 {
2236 move_player_attack (op, dir); 2220 retval = move_player_attack (op, dir);
2237 pick = check_pick (op); 2221 pick = check_pick (op);
2238 } 2222 }
2239 2223
2240 /* 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
2241 * server can handle repeat firing. 2225 * server can handle repeat firing.
2248 /* Update how the player looks. Use the facing, so direction may 2232 /* Update how the player looks. Use the facing, so direction may
2249 * get reset to zero. This allows for full animation capabilities 2233 * get reset to zero. This allows for full animation capabilities
2250 * for players. 2234 * for players.
2251 */ 2235 */
2252 animate_object (op, op->facing); 2236 animate_object (op, op->facing);
2253 return 0; 2237
2238 return retval;
2254} 2239}
2255 2240
2256/* 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
2257 * new client/server stuff. 2242 * new client/server stuff.
2258 * 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
2259 * the new speed values for commands. 2244 * the new speed values for commands.
2260 * 2245 *
2261 * 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.
2262 */ 2249 */
2263int 2250bool
2264handle_newcs_player (object *op) 2251handle_newcs_player (object *op)
2265{ 2252{
2266 if (op->contr->hidden)
2267 {
2268 op->invisible = 1000;
2269 /* the socket code flashes the player visible/invisible
2270 * depending on the value of invisible, so we need to
2271 * alternate it here for it to work correctly.
2272 */
2273 if (pticks & 2)
2274 op->invisible--;
2275 }
2276 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2277 {
2278 op->invisible--;
2279 if (!op->invisible)
2280 {
2281 make_visible (op);
2282 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2283 }
2284 }
2285
2286 if (QUERY_FLAG (op, FLAG_SCARED)) 2253 if (QUERY_FLAG (op, FLAG_SCARED))
2287 { 2254 {
2288 flee_player (op); 2255 if (op->speed_left > 0.f)
2289 /* If player is still scared, that is his action for this tick */
2290 if (QUERY_FLAG (op, FLAG_SCARED))
2291 { 2256 {
2292 op->speed_left--; 2257 --op->speed_left;
2258 flee_player (op);
2259
2293 return 0; 2260 return true;
2294 } 2261 }
2262 else
2263 return false;
2295 } 2264 }
2296
2297 /* I've been seeing crashes where the golem has been destroyed, but
2298 * the player object still points to the defunct golem. The code that
2299 * destroys the golem looks correct, and it doesn't always happen, so
2300 * put this in a a workaround to clean up the golem pointer.
2301 */
2302 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2303 op->contr->ranges[range_golem] = 0;
2304 2265
2305 /* 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
2306 * the players time has been increased when doericserver has been 2267 * the players time has been increased when doericserver has been
2307 * called, so we recheck it here. 2268 * called, so we recheck it here.
2308 */ 2269 */
2309 if (op->contr->ns->handle_command ()) 2270 if (op->contr->ns->handle_command ())
2310 return 1; 2271 return true;
2311 2272
2312 if (op->speed_left > 0)
2313 {
2314 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2273 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2315 {
2316 /* All move commands take 1 tick, at least for now */
2317 op->speed_left--;
2318
2319 /* Instead of all the stuff below, let move_player take care
2320 * of it. Also, some of the skill stuff is only put in
2321 * there, as well as the confusion stuff.
2322 */
2323 move_player (op, op->direction); 2274 return move_player (op, op->direction);
2324 2275
2325 return op->speed_left > 0;
2326 }
2327 }
2328
2329 return 0; 2276 return false;
2330} 2277}
2331 2278
2332int 2279int
2333save_life (object *op) 2280save_life (object *op)
2334{ 2281{
2369 * from. 2316 * from.
2370 */ 2317 */
2371void 2318void
2372remove_unpaid_objects (object *op, object *env) 2319remove_unpaid_objects (object *op, object *env)
2373{ 2320{
2374 object *next;
2375
2376 while (op) 2321 while (op)
2377 { 2322 {
2378 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' */
2379 2324
2380 if (QUERY_FLAG (op, FLAG_UNPAID)) 2325 if (QUERY_FLAG (op, FLAG_UNPAID))
2446 int rate_grace = 2000; 2391 int rate_grace = 2000;
2447 const int max_hp = 1; 2392 const int max_hp = 1;
2448 const int max_sp = 1; 2393 const int max_sp = 1;
2449 const int max_grace = 1; 2394 const int max_grace = 1;
2450 2395
2451 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--;
2452 { 2405 }
2453 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2406 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2454 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2407 {
2455 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 }
2456 } 2413 }
2457 2414
2458 if (op->contr->ns->state == ST_PLAYING) 2415 if (op->contr->ns->state == ST_PLAYING)
2459 { 2416 {
2460 /* these next three if clauses make it possible to SLOW DOWN 2417 /* these next three if clauses make it possible to SLOW DOWN
2482 gen_grace = op->stats.maxgrace; 2439 gen_grace = op->stats.maxgrace;
2483 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2440 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2484 } 2441 }
2485 2442
2486 /* Regenerate Spell Points */ 2443 /* Regenerate Spell Points */
2487 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2444 if (!op->contr->golem && --op->last_sp < 0)
2488 { 2445 {
2489 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);
2490 if (op->stats.sp < op->stats.maxsp) 2447 if (op->stats.sp < op->stats.maxsp)
2491 { 2448 {
2492 op->stats.sp++; 2449 op->stats.sp++;
2590 } 2547 }
2591 2548
2592 /* Digestion */ 2549 /* Digestion */
2593 if (--op->last_eat < 0) 2550 if (--op->last_eat < 0)
2594 { 2551 {
2595#ifdef COZY_SERVER
2596 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2597 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2598#else
2599 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;
2600#endif
2601 2553
2602 if (op->contr->gen_hp > 0) 2554 if (op->contr->gen_hp > 0)
2603 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);
2604 else 2556 else
2605 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2557 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2710 tmp->name = buf; 2662 tmp->name = buf;
2711 sprintf (buf, " This finger has been cut off %s\n" 2663 sprintf (buf, " This finger has been cut off %s\n"
2712 " 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",
2713 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2665 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2714 tmp->msg = buf; 2666 tmp->msg = buf;
2715 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2667 tmp->value = 0, tmp->type = 0;
2716 tmp->materialname = NULL; 2668 tmp->materialname = "organics";
2717 tmp->insert_at (op, tmp); 2669 tmp->insert_at (op, tmp);
2718 } 2670 }
2719 2671
2720 /* teleport defeated player to new destination */ 2672 /* teleport defeated player to new destination */
2721 transfer_ob (op, x, y, 0, NULL); 2673 transfer_ob (op, x, y, 0, NULL);
2917 op->stats.hp = op->stats.maxhp; 2869 op->stats.hp = op->stats.maxhp;
2918 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2870 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2919 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2871 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2920 2872
2921 /* 2873 /*
2922 * Check to see if the player is in a shop. IF so, then check to see if
2923 * 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
2924 * in the map. 2875 * and put them back in the map.
2925 */ 2876 */
2926
2927 if (is_in_shop (op))
2928 remove_unpaid_objects (op->inv, op); 2877 remove_unpaid_objects (op->inv, op);
2929 2878
2930 /****************************************/ 2879 /****************************************/
2931 /* */ 2880 /* */
2932 /* Move player to his current respawn- */ 2881 /* Move player to his current respawn- */
2933 /* position (usually last savebed) */ 2882 /* position (usually last savebed) */
2953 object *force; 2902 object *force;
2954 int at; 2903 int at;
2955 2904
2956 force = get_archetype (FORCE_NAME); 2905 force = get_archetype (FORCE_NAME);
2957 /* 50 ticks should be enough time for the spell to abate */ 2906 /* 50 ticks should be enough time for the spell to abate */
2958 force->speed = 0.1; 2907 force->speed = 0.1f;
2959 force->speed_left = -5.0; 2908 force->speed_left = -5.f;
2960 SET_FLAG (force, FLAG_APPLIED); 2909 SET_FLAG (force, FLAG_APPLIED);
2961 for (at = 0; at < NROFATTACKS; at++) 2910 for (at = 0; at < NROFATTACKS; at++)
2962 if (will_kill_again & (1 << at)) 2911 if (will_kill_again & (1 << at))
2963 force->resist[at] = 100; 2912 force->resist[at] = 100;
2964 2913
2973void 2922void
2974loot_object (object *op) 2923loot_object (object *op)
2975{ /* Grab and destroy some treasure */ 2924{ /* Grab and destroy some treasure */
2976 object *tmp, *tmp2, *next; 2925 object *tmp, *tmp2, *next;
2977 2926
2978 if (op->container) 2927 op->close_container (); /* close open sack first */
2979 esrv_apply_container (op, op->container); /* close open sack first */
2980 2928
2981 for (tmp = op->inv; tmp; tmp = next) 2929 for (tmp = op->inv; tmp; tmp = next)
2982 { 2930 {
2983 next = tmp->below; 2931 next = tmp->below;
2984 2932
2985 if (tmp->invisible) 2933 if (tmp->invisible)
2986 continue; 2934 continue;
2987 2935
2988 tmp->remove (); 2936 tmp->remove ();
2989 tmp->x = op->x, tmp->y = op->y; 2937 tmp->x = op->x, tmp->y = op->y;
2938
2990 if (tmp->type == CONTAINER) 2939 if (tmp->type == CONTAINER)
2991 { /* empty container to ground */ 2940 loot_object (tmp); /* empty container to ground */
2992 loot_object (tmp); 2941
2993 }
2994 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))))
2995 { 2943 {
2996 if (tmp->nrof > 1) 2944 if (tmp->nrof > 1)
2997 { 2945 {
2998 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2946 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2999 tmp2->destroy (); 2947 tmp2->destroy ();
3010/* 2958/*
3011 * fix_weight(): Check recursively the weight of all players, and fix 2959 * fix_weight(): Check recursively the weight of all players, and fix
3012 * 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
3013 * was changed. 2961 * was changed.
3014 */ 2962 */
3015
3016void 2963void
3017fix_weight (void) 2964fix_weight (void)
3018{ 2965{
3019 for_all_players (pl) 2966 for_all_players (pl)
3020 { 2967 {
3080 if (op->type == PLAYER) 3027 if (op->type == PLAYER)
3081 { 3028 {
3082 op->contr->tmp_invis = 0; 3029 op->contr->tmp_invis = 0;
3083 op->contr->invis_race = 0; 3030 op->contr->invis_race = 0;
3084 } 3031 }
3032
3085 update_object (op, UP_OBJ_FACE); 3033 update_object (op, UP_OBJ_CHANGE);
3086} 3034}
3087 3035
3088int 3036int
3089is_true_undead (object *op) 3037is_true_undead (object *op)
3090{ 3038{
3091 object *tmp = NULL;
3092
3093 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3039 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3094 return 1; 3040 return 1;
3095 3041
3096 return 0; 3042 return 0;
3097} 3043}
3098 3044
3142/* For Hidden creatures - a chance of becoming 'unhidden' 3088/* For Hidden creatures - a chance of becoming 'unhidden'
3143 * every time they move - as we subtract off 'invisibility' 3089 * every time they move - as we subtract off 'invisibility'
3144 * AND, for players, if they move into a ridiculously unhideable 3090 * AND, for players, if they move into a ridiculously unhideable
3145 * spot (surrounded by clear terrain in broad daylight). -b.t. 3091 * spot (surrounded by clear terrain in broad daylight). -b.t.
3146 */ 3092 */
3147
3148void 3093void
3149do_hidden_move (object *op) 3094do_hidden_move (object *op)
3150{ 3095{
3151 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3096 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3152 object *skop; 3097 object *skop;
3269 * a blocked los square. 3214 * a blocked los square.
3270 * we use the archetype to figure out offsets. 3215 * we use the archetype to figure out offsets.
3271 */ 3216 */
3272 while (op) 3217 while (op)
3273 { 3218 {
3274 dx = rv.distance_x + op->arch->clone.x; 3219 dx = rv.distance_x + op->arch->x;
3275 dy = rv.distance_y + op->arch->clone.y; 3220 dy = rv.distance_y + op->arch->y;
3276 3221
3277 /* only the viewable area the player sees is updated by LOS 3222 /* only the viewable area the player sees is updated by LOS
3278 * 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
3279 * for any meaningful values. 3224 * for any meaningful values.
3280 */ 3225 */
3385 char buf[MAX_BUF]; /* tmp. string buffer */ 3330 char buf[MAX_BUF]; /* tmp. string buffer */
3386 int i = 0, j = 0; 3331 int i = 0, j = 0;
3387 3332
3388 /* get the appropriate treasurelist */ 3333 /* get the appropriate treasurelist */
3389 if (atnr == ATNR_FIRE) 3334 if (atnr == ATNR_FIRE)
3390 trlist = find_treasurelist ("dragon_ability_fire"); 3335 trlist = treasurelist::find ("dragon_ability_fire");
3391 else if (atnr == ATNR_COLD) 3336 else if (atnr == ATNR_COLD)
3392 trlist = find_treasurelist ("dragon_ability_cold"); 3337 trlist = treasurelist::find ("dragon_ability_cold");
3393 else if (atnr == ATNR_ELECTRICITY) 3338 else if (atnr == ATNR_ELECTRICITY)
3394 trlist = find_treasurelist ("dragon_ability_elec"); 3339 trlist = treasurelist::find ("dragon_ability_elec");
3395 else if (atnr == ATNR_POISON) 3340 else if (atnr == ATNR_POISON)
3396 trlist = find_treasurelist ("dragon_ability_poison"); 3341 trlist = treasurelist::find ("dragon_ability_poison");
3397 3342
3398 if (trlist == NULL || who->type != PLAYER) 3343 if (trlist == NULL || who->type != PLAYER)
3399 return; 3344 return;
3400 3345
3401 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++);
3405 /* 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]); */
3406 return; 3351 return;
3407 } 3352 }
3408 3353
3409 /* everything seems okay - now bring on the gift: */ 3354 /* everything seems okay - now bring on the gift: */
3410 item = &(tr->item->clone); 3355 item = tr->item;
3411 3356
3412 if (item->type == SPELL) 3357 if (item->type == SPELL)
3413 { 3358 {
3414 if (check_spell_known (who, item->name)) 3359 if (check_spell_known (who, item->name))
3415 return; 3360 return;
3474 { 3419 {
3475 /* forces in the treasurelist can alter the player's stats */ 3420 /* forces in the treasurelist can alter the player's stats */
3476 object *skin; 3421 object *skin;
3477 3422
3478 /* first get the dragon skin force */ 3423 /* first get the dragon skin force */
3479 shstr_cmp dragon_skin_force ("dragon_skin_force");
3480 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)
3481 ; 3425 ;
3482 3426
3483 if (!skin) 3427 if (!skin)
3484 return; 3428 return;
3485 3429
3533 * not readied. 3477 * not readied.
3534 */ 3478 */
3535void 3479void
3536player_unready_range_ob (player *pl, object *ob) 3480player_unready_range_ob (player *pl, object *ob)
3537{ 3481{
3538 rangetype i; 3482 if (pl->ob->current_weapon == ob)
3483 pl->ob->current_weapon = 0;
3539 3484
3540 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3485 if (pl->combat_ob == ob)
3541 { 3486 pl->combat_ob = 0;
3487
3542 if (pl->ranges[i] == ob) 3488 if (pl->ranged_ob == ob)
3543 { 3489 pl->ranged_ob = 0;
3544 pl->ranges[i] = NULL;
3545 if (pl->shoottype == i)
3546 {
3547 pl->shoottype = range_none;
3548 }
3549 }
3550 }
3551} 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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