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Comparing deliantra/server/server/player.C (file contents):
Revision 1.111 by root, Mon Apr 23 11:43:22 2007 UTC vs.
Revision 1.158 by root, Mon Aug 13 15:46:45 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>
158 op->x = -1; 156 op->x = -1;
159 op->y = -1; 157 op->y = -1;
160} 158}
161 159
162void 160void
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}
174
175void
176player::activate () 161player::activate ()
177{ 162{
178 if (active) 163 if (active)
179 return; 164 return;
180 165
182 ob->remove (); 167 ob->remove ();
183 ob->map = 0; 168 ob->map = 0;
184 ob->activate_recursive (); 169 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY); 170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob); 171 add_friendly_object (ob);
187 enter_map ();
188} 172}
189 173
190void 174void
191player::deactivate () 175player::deactivate ()
192{ 176{
202 186
203 ob->remove (); 187 ob->remove ();
204 ob->map = 0; 188 ob->map = 0;
205 party = 0; 189 party = 0;
206 190
207 // for weird reasons, this is often "ob", keeping a circular reference 191 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
208 ranges [range_skill] = 0;
209 192
210 players.erase (this); 193 players.erase (this);
211} 194}
212 195
213// connect the player with a specific client 196// connect the player with a specific client
214// also changed, rationalises, and fixes some incorrect settings 197// also changes, rationalises, and fixes some incorrect settings
215void 198void
216player::connect (client *ns) 199player::connect (client *ns)
217{ 200{
218 this->ns = ns; 201 this->ns = ns;
219 ns->pl = this; 202 ns->pl = this;
223 ob->close_container (); //TODO: client-specific 206 ob->close_container (); //TODO: client-specific
224 207
225 ns->update_look = 0; 208 ns->update_look = 0;
226 ns->look_position = 0; 209 ns->look_position = 0;
227 210
228 clear_los (ob); 211 clear_los (this);
229 212
230 ns->reset_stats (); 213 ns->reset_stats ();
231 214
232 /* make sure he's a player -- needed because of class change. */ 215 /* make sure he's a player -- needed because of class change. */
233 ob->type = PLAYER; // we are paranoid 216 ob->type = PLAYER; // we are paranoid
234 ob->race = ob->arch->clone.race; 217 ob->race = ob->arch->race;
235
236 if (!legal_range (ob, shoottype))
237 shoottype = range_none;
238 218
239 ob->carrying = sum_weight (ob); 219 ob->carrying = sum_weight (ob);
240 link_player_skills (ob); 220 link_player_skills (ob);
241 221
242 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
243 223
244 assign (title, ob->arch->clone.name); 224 assign (title, ob->arch->object::name);
245 225
246 /* if it's a dragon player, set the correct title here */ 226 /* if it's a dragon player, set the correct title here */
247 if (is_dragon_pl (ob)) 227 if (is_dragon_pl (ob))
248 { 228 {
249 object *tmp, *abil = 0, *skin = 0; 229 object *tmp, *abil = 0, *skin = 0;
250 230
251 shstr_cmp dragon_ability_force ("dragon_ability_force");
252 shstr_cmp dragon_skin_force ("dragon_skin_force");
253
254 for (tmp = ob->inv; tmp; tmp = tmp->below) 231 for (tmp = ob->inv; tmp; tmp = tmp->below)
255 if (tmp->type == FORCE) 232 if (tmp->type == FORCE)
256 if (tmp->arch->name == dragon_ability_force) 233 if (tmp->arch->archname == shstr_dragon_ability_force)
257 abil = tmp; 234 abil = tmp;
258 else if (tmp->arch->name == dragon_skin_force) 235 else if (tmp->arch->archname == shstr_dragon_skin_force)
259 skin = tmp; 236 skin = tmp;
260 237
261 set_dragon_name (ob, abil, skin); 238 set_dragon_name (ob, abil, skin);
262 } 239 }
263 240
264 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 241 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
265 242
266 esrv_new_player (this, ob->weight + ob->carrying); 243 esrv_new_player (this, ob->weight + ob->carrying);
267 244
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);
268 ob->update_stats (); 270 ob->update_stats ();
271
269 ns->floorbox_update (); 272 ns->floorbox_update ();
270
271 esrv_send_inventory (ob, ob); 273 esrv_send_inventory (ob, ob);
272 esrv_add_spells (this, 0); 274 esrv_add_spells (this, 0);
273 275
274 activate (); 276 activate ();
275 277
291 293
292 INVOKE_PLAYER (DISCONNECT, this); 294 INVOKE_PLAYER (DISCONNECT, this);
293 295
294 ns->reset_stats (); 296 ns->reset_stats ();
295 ns->pl = 0; 297 ns->pl = 0;
296 this->ns = 0; 298 ns = 0;
297 } 299 }
298 300
299 if (ob) 301 if (ob)
302 {
300 ob->close_container (); //TODO: client-specific 303 ob->close_container (); //TODO: client-specific
304 ob->drop_unpaid_items ();
305 }
306
307 observe = ob;
301 308
302 deactivate (); 309 deactivate ();
303} 310}
304 311
305// the need for this function can be explained 312// the need for this function can be explained
306// by load_object not returning the object 313// by load_object not returning the object
307void 314void
308player::set_object (object *op) 315player::set_object (object *op)
309{ 316{
310 ob = op; 317 ob = observe = op;
311 ob->contr = this; /* this aren't yet in archetype */ 318 ob->contr = this; /* this aren't yet in archetype */
312 319
313 ob->speed_left = 0.5;
314 ob->speed = 1.0; 320 ob->speed = 1.0f;
321 ob->speed_left = 0.5f;
322
315 ob->direction = 5; /* So player faces south */ 323 ob->direction = 5; /* So player faces south */
324}
325
326void
327player::set_observe (object *op)
328{
329 observe = op ? op : ob;
330 do_los = 1;
316} 331}
317 332
318player::player () 333player::player ()
319{ 334{
320 /* There are some elements we want initialised to non zero value - 335 /* There are some elements we want initialised to non zero value -
321 * we deal with that below this point. 336 * we deal with that below this point.
322 */ 337 */
323 outputs_sync = 6; /* Every 2 seconds */ 338 outputs_sync = 4;
324 outputs_count = 10; /* Keeps present behaviour */ 339 outputs_count = 4;
325 unapply = unapply_nochoice; 340 unapply = unapply_nochoice;
326 341
327 savebed_map = first_map_path; /* Init. respawn position */ 342 savebed_map = first_map_path; /* Init. respawn position */
328 343
329 gen_sp_armour = 10; 344 gen_sp_armour = 10;
330 shoottype = range_none;
331 bowtype = bow_normal; 345 bowtype = bow_normal;
332 petmode = pet_normal; 346 petmode = pet_normal;
333 listening = 10; 347 listening = 10;
334 usekeys = containers; 348 usekeys = containers;
335 peaceful = 1; /* default peaceful */ 349 peaceful = 1; /* default peaceful */
336 do_los = 1; 350 do_los = 1;
351
352 weapon_sp = 1.0f;
353 weapon_sp_left = 0.5f;
337} 354}
338 355
339void 356void
340player::do_destroy () 357player::do_destroy ()
341{ 358{
346 if (ob) 363 if (ob)
347 { 364 {
348 ob->destroy_inv (false); 365 ob->destroy_inv (false);
349 ob->destroy (); 366 ob->destroy ();
350 } 367 }
368
369 ob = observe = 0;
351} 370}
352 371
353player::~player () 372player::~player ()
354{ 373{
355 /* Clear item stack */ 374 /* Clear item stack */
382 * Note: there MUST be at least one player archetype! 401 * Note: there MUST be at least one player archetype!
383 */ 402 */
384archetype * 403archetype *
385get_player_archetype (archetype *at) 404get_player_archetype (archetype *at)
386{ 405{
387 archetype *start = at; 406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
388 407
389 for (;;) 408 for (;;)
390 { 409 {
391 if (at == NULL || at->next == NULL) 410 if (++i == archetypes.end ())
392 at = first_archetype; 411 i = archetypes.begin ();
393 else 412 else if (*i == at)
394 at = at->next; 413 cleanup ("not a single player archetype found");
395 414
396 if (at->clone.type == PLAYER) 415 if ((*i)->type == PLAYER)
397 return at; 416 return *i;
398
399 if (at == start)
400 {
401 LOG (llevError, "No Player archetypes\n");
402 exit (-1);
403 }
404 } 417 }
405} 418}
406 419
407object * 420object *
408get_nearest_player (object *mon) 421get_nearest_player (object *mon)
774} 787}
775 788
776void 789void
777object::roll_stats () 790object::roll_stats ()
778{ 791{
779 int statsort [7]; 792 int statsort [NUM_STATS];
780 793
781 for (;;) 794 for (;;)
782 { 795 {
783 int sum = 0; 796 int sum = 0;
784 for (int i = 7; i--; ) 797 for (int i = NUM_STATS; i--; )
785 sum += statsort [i] = roll_stat (); 798 sum += statsort [i] = roll_stat ();
786 799
787 if (sum >= 82 && sum <= 116) 800 if (sum >= 82 && sum <= 116)
788 break; 801 break;
789 } 802 }
790 803
791 // Sort the stats so that rerolling is easier... 804 // Sort the stats so that rerolling is easier...
792 std::sort (statsort, statsort + 7, std::greater<int>()); 805 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
793 806
807 for (int i = 0; i < NUM_STATS; ++i)
794 stats.Str = statsort[0]; 808 stats.stat (i) = statsort [i];
795 stats.Dex = statsort[1];
796 stats.Con = statsort[2];
797 stats.Int = statsort[3];
798 stats.Wis = statsort[4];
799 stats.Pow = statsort[5];
800 stats.Cha = statsort[6];
801 809
802 stats.exp = 0; 810 stats.exp = 0;
803 stats.ac = 0; 811 stats.ac = 0;
804 812
805 stats.hp = stats.maxhp; 813 stats.hp = stats.maxhp;
817} 825}
818 826
819void 827void
820object::swap_stats (int a, int b) 828object::swap_stats (int a, int b)
821{ 829{
822 int tmp = get_attr_value (&contr->orig_stats, a); 830 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
823 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
824 set_attr_value (&contr->orig_stats, b, tmp);
825 831
832 for (int i = 0; i < NUM_STATS; ++i)
826 stats.Str = contr->orig_stats.Str; 833 stats.stat (i) = contr->orig_stats.stat (i);
827 stats.Dex = contr->orig_stats.Dex;
828 stats.Con = contr->orig_stats.Con;
829 stats.Int = contr->orig_stats.Int;
830 stats.Wis = contr->orig_stats.Wis;
831 stats.Pow = contr->orig_stats.Pow;
832 stats.Cha = contr->orig_stats.Cha;
833 834
834 //TODO: the following code looks so borked and should, at the very least, 835 //TODO: the following code looks so borked and should, at the very least,
835 // be merged with the similar code in roll_stats 836 // be merged with the similar code in roll_stats
836 stats.ac = 0; 837 stats.ac = 0;
837 838
868 * appropriate action with it (change race, or other things). 869 * appropriate action with it (change race, or other things).
869 * The function name is for historical reasons - now we have 870 * The function name is for historical reasons - now we have
870 * separate race and class; this actually changes the RACE, 871 * separate race and class; this actually changes the RACE,
871 * not the class. 872 * not the class.
872 */ 873 */
873int 874void
874key_change_class (object *op, char key) 875player::chargen_race_done ()
875{ 876{
876 int tmp_loop;
877
878 if (key == 'd' || key == 'D')
879 {
880 char buf[MAX_BUF];
881
882 /* this must before then initial items are given */ 877 /* this must before then initial items are given */
883 esrv_new_player (op->contr, op->weight + op->carrying); 878 esrv_new_player (ob->contr, ob->weight + ob->carrying);
884 879
885 treasurelist *tl = treasurelist::find ("starting_wealth"); 880 treasurelist *tl = treasurelist::find ("starting_wealth");
886 if (tl) 881 if (tl)
887 create_treasure (tl, op, 0, 0, 0); 882 create_treasure (tl, ob, 0, 0, 0);
888 883
889 INVOKE_PLAYER (BIRTH, op->contr); 884 INVOKE_PLAYER (BIRTH, ob->contr);
890 INVOKE_PLAYER (LOGIN, op->contr); 885 INVOKE_PLAYER (LOGIN, ob->contr);
891 886
892 op->contr->ns->state = ST_PLAYING; 887 ob->contr->ns->state = ST_PLAYING;
893 888
894 if (op->msg) 889 if (ob->msg)
895 op->msg = NULL; 890 ob->msg = 0;
896 891
897 /* We create this now because some of the unique maps will need it 892 /* We create this now because some of the unique maps will need it
898 * to save here. 893 * to save here.
899 */ 894 */
895 {
896 char buf[MAX_BUF];
900 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
901 make_path_to_file (buf); 898 make_path_to_file (buf);
899 }
902 900
903 start_info (op); 901 start_info (ob);
904 CLEAR_FLAG (op, FLAG_WIZ); 902 CLEAR_FLAG (ob, FLAG_WIZ);
905 give_initial_items (op, op->randomitems); 903 give_initial_items (ob, ob->randomitems);
906 link_player_skills (op); 904 link_player_skills (ob);
907 esrv_send_inventory (op, op); 905 esrv_send_inventory (ob, ob);
908 op->update_stats (); 906 ob->update_stats ();
909 907
910 /* This moves the player to a different start map, if there 908 /* This moves the player to a different start map, if there
911 * is one for this race 909 * is one for this race
912 */ 910 */
913 if (*first_map_ext_path) 911 if (*first_map_ext_path)
914 { 912 {
915 object *tmp; 913 object *tmp;
916 char mapname[MAX_BUF]; 914 char mapname[MAX_BUF];
917 915
918 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); 916 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
919 tmp = object::create (); 917 tmp = object::create ();
920 EXIT_PATH (tmp) = mapname; 918 EXIT_PATH (tmp) = mapname;
921 EXIT_X (tmp) = op->x; 919 EXIT_X (tmp) = ob->x;
922 EXIT_Y (tmp) = op->y; 920 EXIT_Y (tmp) = ob->y;
923 op->enter_exit (tmp); /* we don't really care if it succeeded; 921 ob->enter_exit (tmp); /* we don't really care if it succeeded;
924 * if the map isn't there, then stay on the 922 * if the map isn't there, then stay on the
925 * default initial map */ 923 * default initial map */
926 tmp->destroy (); 924 tmp->destroy ();
927 } 925 }
928 else 926 else
929 LOG (llevDebug, "first_map_ext_path not set\n"); 927 LOG (llevDebug, "first_map_ext_path not set\n");
928}
930 929
931 return 0; 930void
932 } 931player::chargen_race_next ()
933 932{
934 /* Following actually changes the race - this is the default command 933 /* Following actually changes the race - this is the default command
935 * if we don't match with one of the options above. 934 * if we don't match with one of the options above.
936 */ 935 */
937 936
938 tmp_loop = 0; 937 do
939 while (!tmp_loop)
940 { 938 {
941 shstr name = op->name; 939 shstr name = ob->name;
942 int x = op->x, y = op->y; 940 int x = ob->x, y = ob->y;
943 941
944 op->remove_statbonus (); 942 ob->remove_statbonus ();
945 op->remove (); 943 ob->remove ();
946 op->arch = get_player_archetype (op->arch); 944 ob->arch = get_player_archetype (ob->arch);
947 op->arch->clone.copy_to (op); 945 ob->arch->copy_to (ob);
948 op->instantiate (); 946 ob->instantiate ();
949 op->stats = op->contr->orig_stats; 947 ob->stats = ob->contr->orig_stats;
950 op->name = op->name_pl = name; 948 ob->name = ob->name_pl = name;
951 op->x = x; 949 ob->x = x;
952 op->y = y; 950 ob->y = y;
953 SET_ANIMATION (op, 2); /* So player faces south */ 951 SET_ANIMATION (ob, 2); /* So player faces south */
954 insert_ob_in_map (op, op->map, op, 0); 952 insert_ob_in_map (ob, ob->map, ob, 0);
955 assign (op->contr->title, op->arch->clone.name); 953 assign (ob->contr->title, ob->arch->object::name);
956 op->add_statbonus (); 954 ob->add_statbonus ();
957 tmp_loop = allowed_class (op);
958 } 955 }
956 while (!allowed_class (ob));
959 957
960 update_object (op, UP_OBJ_FACE); 958 update_object (ob, UP_OBJ_FACE);
961 esrv_update_item (UPD_FACE, op, op); 959 esrv_update_item (UPD_FACE, ob, ob);
962 op->update_stats (); 960 ob->update_stats ();
963 op->stats.hp = op->stats.maxhp; 961 ob->stats.hp = ob->stats.maxhp;
964 op->stats.sp = op->stats.maxsp; 962 ob->stats.sp = ob->stats.maxsp;
965 op->stats.grace = 0; 963 ob->stats.grace = 0;
966
967 if (op->msg)
968 new_draw_info (NDI_BLUE, 0, op, op->msg);
969
970 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
971 return 0;
972} 964}
973 965
974void 966void
975flee_player (object *op) 967flee_player (object *op)
976{ 968{
1023 /* Cornered, get rid of scared */ 1015 /* Cornered, get rid of scared */
1024 CLEAR_FLAG (op, FLAG_SCARED); 1016 CLEAR_FLAG (op, FLAG_SCARED);
1025 op->enemy = NULL; 1017 op->enemy = NULL;
1026} 1018}
1027 1019
1028
1029/* check_pick sees if there is stuff to be picked up/picks up stuff. 1020/* check_pick sees if there is stuff to be picked up/picks up stuff.
1030 * IT returns 1 if the player should keep on moving, 0 if he should 1021 * It returns 1 if the player should keep on moving, 0 if he should
1031 * stop. 1022 * stop.
1032 */ 1023 */
1033int 1024int
1034check_pick (object *op) 1025check_pick (object *op)
1035{ 1026{
1112 if (tmp->name != NULL) 1103 if (tmp->name != NULL)
1113 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1114 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1105 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1115 else 1106 else
1116 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1117 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1108 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1118 1109
1119 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1120 } 1111 }
1121 1112
1122 /* philosophy: 1113 /* philosophy:
1197 pick_up (op, tmp); 1188 pick_up (op, tmp);
1198 continue; 1189 continue;
1199 } 1190 }
1200 1191
1201 if (op->contr->mode & PU_READABLES) 1192 if (op->contr->mode & PU_READABLES)
1202 if (tmp->type == BOOK || tmp->type == SCROLL) 1193 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1203 { 1194 {
1204 pick_up (op, tmp); 1195 pick_up (op, tmp);
1205 continue; 1196 continue;
1206 } 1197 }
1207 1198
1315 /* careful: chairs and tables are weapons! */ 1306 /* careful: chairs and tables are weapons! */
1316 if (op->contr->mode & PU_ALLWEAPON) 1307 if (op->contr->mode & PU_ALLWEAPON)
1317 { 1308 {
1318 if (tmp->type == WEAPON && tmp->name != NULL) 1309 if (tmp->type == WEAPON && tmp->name != NULL)
1319 { 1310 {
1320 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1311 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1321 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1312 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1322 { 1313 {
1323 pick_up (op, tmp); 1314 pick_up (op, tmp);
1324 continue; 1315 continue;
1325 } 1316 }
1326 } 1317 }
1327 1318
1328 if (tmp->type == WEAPON && tmp->name == NULL) 1319 if (tmp->type == WEAPON && tmp->name == NULL)
1329 { 1320 {
1330 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1321 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1331 { 1322 {
1332 pick_up (op, tmp); 1323 pick_up (op, tmp);
1333 continue; 1324 continue;
1334 } 1325 }
1335 } 1326 }
1360 if (tmp->name != NULL) 1351 if (tmp->name != NULL)
1361 { 1352 {
1362 fprintf (stderr, "%s", tmp->name); 1353 fprintf (stderr, "%s", tmp->name);
1363 } 1354 }
1364 else 1355 else
1365 fprintf (stderr, "%s", tmp->arch->name); 1356 fprintf (stderr, "%s", tmp->arch->archname);
1366 fprintf (stderr, ",%d] = ", tmp->type); 1357 fprintf (stderr, ",%d] = ", tmp->type);
1367 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1358 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1368#endif 1359#endif
1369 continue; 1360 continue;
1370 } 1361 }
1440 else 1431 else
1441 { 1432 {
1442 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1433 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1443 { 1434 {
1444 attacktype = 1 << attacknum; 1435 attacktype = 1 << attacknum;
1445 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1436 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1446 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1437 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1447 { 1438 {
1448 tmp = arrow; 1439 tmp = arrow;
1449 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1440 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1450 } 1441 }
1451 } 1442 }
1452 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1453 { 1444 {
1454 tmp = arrow; 1445 tmp = arrow;
1473 * find_better_arrow to find a decent arrow to use. 1464 * find_better_arrow to find a decent arrow to use.
1474 * op = the shooter 1465 * op = the shooter
1475 * type = bow->race 1466 * type = bow->race
1476 * dir = fire direction 1467 * dir = fire direction
1477 */ 1468 */
1478
1479object * 1469object *
1480pick_arrow_target (object *op, const char *type, int dir) 1470pick_arrow_target (object *op, const char *type, int dir)
1481{ 1471{
1482 object *tmp = NULL; 1472 object *tmp = NULL;
1483 maptile *m; 1473 maptile *m;
1548 */ 1538 */
1549int 1539int
1550fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1540fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1551{ 1541{
1552 object *left, *bow; 1542 object *left, *bow;
1553 int bowspeed, mflags; 1543 int mflags;
1554 maptile *m; 1544 maptile *m;
1555 1545
1556 if (!dir) 1546 if (!dir)
1557 { 1547 {
1558 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1548 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1559 return 0; 1549 return 0;
1560 } 1550 }
1561 1551
1562 if (op->type == PLAYER) 1552 if (op->contr)
1563 bow = op->contr->ranges[range_bow]; 1553 bow = op->current_weapon;
1564 else 1554 else
1565 { 1555 {
1566 for (bow = op->inv; bow; bow = bow->below) 1556 for (bow = op->inv; bow; bow = bow->below)
1567 /* Don't check for applied - monsters don't apply bows - in that way, they 1557 /* Don't check for applied - monsters don't apply bows - in that way, they
1568 * don't need to switch back and forth between bows and weapons. 1558 * don't need to switch back and forth between bows and weapons.
1573 if (!bow) 1563 if (!bow)
1574 { 1564 {
1575 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1565 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1576 return 0; 1566 return 0;
1577 } 1567 }
1568
1569 // optimisation: move object to top so we will find it quickly again
1570 if (bow->below)
1571 {
1572 bow->remove ();
1573 op->insert (bow);
1574 }
1575
1578 } 1576 }
1579 1577
1580 if (!bow->race || !bow->skill) 1578 if (!bow->race || !bow->skill)
1581 { 1579 {
1582 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1580 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1583 return 0; 1581 return 0;
1584 } 1582 }
1585
1586 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1587
1588 /* penalize ROF for bestarrow */
1589 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1590 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1591
1592 if (bowspeed < 1)
1593 bowspeed = 1;
1594 1583
1595 if (arrow == NULL) 1584 if (arrow == NULL)
1596 { 1585 {
1597 if ((arrow = find_arrow (op, bow->race)) == NULL) 1586 if ((arrow = find_arrow (op, bow->race)) == NULL)
1598 { 1587 {
1599 if (op->type == PLAYER) 1588 if (op->type == PLAYER)
1600 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1589 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1601 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1590 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1602 else 1591 else
1603 CLEAR_FLAG (op, FLAG_READY_BOW); 1592 CLEAR_FLAG (op, FLAG_READY_BOW);
1593
1604 return 0; 1594 return 0;
1605 } 1595 }
1606 } 1596 }
1607 1597
1608 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1598 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1632 1622
1633 arrow->set_owner (op); 1623 arrow->set_owner (op);
1634 arrow->skill = bow->skill; 1624 arrow->skill = bow->skill;
1635 arrow->direction = dir; 1625 arrow->direction = dir;
1636 1626
1627 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1628 arrow->stats.hp = arrow->stats.dam;
1629 arrow->stats.grace = arrow->attacktype;
1630
1631 if (arrow->slaying)
1632 arrow->spellarg = strdup (arrow->slaying);
1633
1634#if 0
1635 if (player *pl = op->contr)
1636 {
1637 float speed = pl->weapon_sp;
1638
1639 /* penalize ROF for bestarrow */
1640 if (pl->bowtype == bow_bestarrow)
1641 speed *= .9f;
1642 else
1643 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1644
1645 op->speed_left += speed - op->speed;
1646 }
1647#endif
1648
1649 SET_ANIMATION (arrow, arrow->direction);
1650
1651 /* update the speed */
1652 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1653 + bow->stats.dam / 7.f;
1654
1655 arrow->set_speed (max (arrow->speed, 2.f));
1656 arrow->speed_left = 0;
1657
1658 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1659
1637 if (op->type == PLAYER) 1660 if (op->type == PLAYER)
1638 { 1661 {
1639 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1640 op->update_stats ();
1641 }
1642
1643 SET_ANIMATION (arrow, arrow->direction);
1644 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1645 arrow->stats.hp = arrow->stats.dam;
1646 arrow->stats.grace = arrow->attacktype;
1647 if (arrow->slaying != NULL)
1648 arrow->spellarg = strdup (arrow->slaying);
1649
1650 /* Note that this was different for monsters - they got their level
1651 * added to the damage. I think the strength bonus is more proper.
1652 */
1653
1654 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1655
1656 /* update the speed */
1657 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1658 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1659
1660 arrow->set_speed (max (arrow->speed, 1.0));
1661 arrow->speed_left = 0;
1662
1663 if (op->type == PLAYER)
1664 {
1665 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1666 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1667 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1668
1669 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1662 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1663 wc -= dex_bonus[op->stats.Dex];
1664
1665 if (!arrow->slaying)
1666 arrow->slaying = op->slaying;
1667
1668 arrow->attacktype |= op->attacktype;
1670 } 1669 }
1671 else 1670 else
1672 { 1671 {
1673 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1674 arrow->level = op->level; 1672 arrow->level = op->level;
1675 } 1673 arrow->stats.wc -= bow->magic;
1676 1674
1677 if (arrow->attacktype == AT_PHYSICAL) 1675 if (!arrow->slaying)
1676 arrow->slaying = bow->slaying;
1677
1678 arrow->attacktype |= bow->attacktype; 1678 arrow->attacktype |= bow->attacktype;
1679 }
1679 1680
1680 if (bow->slaying) 1681 wc -= arrow->level;
1681 arrow->slaying = bow->slaying; 1682 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1682 1683
1684 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1683 arrow->move_type = MOVE_FLY_LOW; 1685 arrow->move_type = MOVE_FLY_LOW;
1684 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1686 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1685 1687
1686 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1688 op->play_sound (sound_find ("fire_arrow"));
1687 m->insert (arrow, sx, sy, op); 1689 m->insert (arrow, sx, sy, op);
1688 1690
1689 if (!arrow->destroyed ()) 1691 if (!arrow->destroyed ())
1690 move_arrow (arrow); 1692 move_arrow (arrow);
1691 1693
1712{ 1714{
1713 int ret = 0, wcmod = 0; 1715 int ret = 0, wcmod = 0;
1714 1716
1715 if (op->contr->bowtype == bow_bestarrow) 1717 if (op->contr->bowtype == bow_bestarrow)
1716 { 1718 {
1717 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1719 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1718 } 1720 }
1719 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1721 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1720 { 1722 {
1721 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1723 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1722 wcmod = -1; 1724 wcmod = -1;
1732 else if (op->contr->bowtype == bow_spreadshot) 1734 else if (op->contr->bowtype == bow_spreadshot)
1733 { 1735 {
1734 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1736 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1735 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1737 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1736 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1738 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1737
1738 } 1739 }
1739 else 1740 else
1740 { 1741 {
1741 /* Simple case */ 1742 /* Simple case */
1742 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1743 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1743 } 1744 }
1745
1744 return ret; 1746 return ret;
1745} 1747}
1746
1747 1748
1748/* Fires a misc (wand/rod/horn) object in 'dir'. 1749/* Fires a misc (wand/rod/horn) object in 'dir'.
1749 * Broken apart from 'fire' to keep it more readable. 1750 * Broken apart from 'fire' to keep it more readable.
1750 */ 1751 */
1751void 1752void
1752fire_misc_object (object *op, int dir) 1753fire_misc_object (object *op, int dir)
1753{ 1754{
1754 object *item; 1755 object *item = op->contr->ranged_ob;
1755 1756
1756 if (!op->contr->ranges[range_misc]) 1757 if (!item)
1757 { 1758 {
1758 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1759 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1759 return; 1760 return;
1760 } 1761 }
1761 1762
1762 item = op->contr->ranges[range_misc];
1763 if (!item->inv) 1763 if (!item->inv)
1764 { 1764 {
1765 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1765 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1766 return; 1766 return;
1767 } 1767 }
1768
1769 if (!op->change_weapon (item))
1770 return;
1771
1768 if (item->type == WAND) 1772 if (item->type == WAND)
1769 { 1773 {
1770 if (item->stats.food <= 0) 1774 if (item->stats.food <= 0)
1771 { 1775 {
1772 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1776 op->contr->play_sound (sound_find ("wand_poof"));
1773 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1778
1774 return; 1779 return;
1775 } 1780 }
1776 } 1781 }
1777 else if (item->type == ROD || item->type == HORN) 1782 else if (item->type == ROD || item->type == HORN)
1778 { 1783 {
1779 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1784 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1780 { 1785 {
1781 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1786 op->contr->play_sound (sound_find ("wand_poof"));
1787
1782 if (item->type == ROD) 1788 if (item->type == ROD)
1783 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1789 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1784 else 1790 else
1785 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1791 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1792
1786 return; 1793 return;
1787 } 1794 }
1788 } 1795 }
1789 1796
1790 if (cast_spell (op, item, dir, item->inv, NULL)) 1797 if (cast_spell (op, item, dir, item->inv, NULL))
1797 object *tmp; 1804 object *tmp;
1798 1805
1799 if (item->arch) 1806 if (item->arch)
1800 { 1807 {
1801 CLEAR_FLAG (item, FLAG_ANIMATE); 1808 CLEAR_FLAG (item, FLAG_ANIMATE);
1802 item->face = item->arch->clone.face; 1809 item->face = item->arch->face;
1803 item->set_speed (0); 1810 item->set_speed (0);
1804 } 1811 }
1805 1812
1806 if ((tmp = item->in_player ())) 1813 if ((tmp = item->in_player ()))
1807 esrv_update_item (UPD_ANIM, tmp, item); 1814 esrv_update_item (UPD_ANIM, tmp, item);
1812 } 1819 }
1813} 1820}
1814 1821
1815/* Received a fire command for the player - go and do it. 1822/* Received a fire command for the player - go and do it.
1816 */ 1823 */
1817void 1824bool
1818fire (object *op, int dir) 1825fire (object *op, int dir)
1819{ 1826{
1820 int spellcost = 0; 1827 int spellcost = 0;
1821 1828
1822 /* check for loss of invisiblity/hide */ 1829 /* check for loss of invisiblity/hide */
1823 if (action_makes_visible (op)) 1830 if (action_makes_visible (op))
1824 make_visible (op); 1831 make_visible (op);
1825 1832
1826 switch (op->contr->shoottype) 1833 player *pl = op->contr;
1834
1835 if (pl->golem)
1836 {
1837 control_golem (op->contr->golem, dir);
1838 return false;
1827 { 1839 }
1828 case range_none:
1829 return;
1830 1840
1831 case range_bow: 1841 object *ob = pl->ranged_ob;
1842
1843 if (!ob)
1844 return false;
1845
1846 if (!op->change_weapon (ob))
1847 return false;
1848
1849 if (op->speed_left > 0.f)
1850 --op->speed_left;
1851 else
1852 return false;
1853
1854 switch (ob->type)
1855 {
1856 case BOW:
1832 player_fire_bow (op, dir); 1857 player_fire_bow (op, dir);
1833 return; 1858 break;
1834 1859
1835 case range_magic: /* Casting spells */ 1860 case SPELL:
1836 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1861 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1837 return; 1862 break;
1838 1863
1839 case range_misc: 1864 case BUILDER:
1865 apply_map_builder (op, dir);
1866 break;
1867
1868 case SKILL:
1869 do_skill (op, op, ob, dir, 0);
1870 break;
1871
1872 default:
1840 fire_misc_object (op, dir); 1873 fire_misc_object (op, dir);
1841 return; 1874 break;
1842
1843 case range_golem: /* Control summoned monsters from scrolls */
1844 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1845 {
1846 op->contr->ranges[range_golem] = 0;
1847 op->contr->shoottype = range_none;
1848 }
1849 else
1850 control_golem (op->contr->ranges[range_golem], dir);
1851 return;
1852
1853 case range_skill:
1854 if (!op->chosen_skill)
1855 {
1856 if (op->type == PLAYER)
1857 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1858 return;
1859 }
1860
1861 do_skill (op, op, op->chosen_skill, dir, NULL);
1862 return;
1863 case range_builder:
1864 apply_map_builder (op, dir);
1865 return;
1866 default:
1867 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1868 return;
1869 } 1875 }
1876
1877 return true;
1870} 1878}
1871 1879
1872/* find_key 1880/* find_key
1873 * We try to find a key for the door as passed. If we find a key 1881 * We try to find a key for the door as passed. If we find a key
1874 * and successfully use it, we return the key, otherwise NULL 1882 * and successfully use it, we return the key, otherwise NULL
1961 * 0 otherwise 1969 * 0 otherwise
1962 */ 1970 */
1963static int 1971static int
1964player_attack_door (object *op, object *door) 1972player_attack_door (object *op, object *door)
1965{ 1973{
1966 /* If its a door, try to find a use a key. If we do destroy the door, 1974 /* If its a door, try to find a key. If we do destroy the door,
1967 * might as well return immediately as there is nothing more to do - 1975 * might as well return immediately as there is nothing more to do -
1968 * otherwise, we fall through to the rest of the code. 1976 * otherwise, we fall through to the rest of the code.
1969 */ 1977 */
1970 object *key = find_key (op, op, door); 1978 object *key = find_key (op, op, door);
1971 1979
1972 /* IF we found a key, do some extra work */ 1980 /* If we found a key, do some extra work */
1973 if (key) 1981 if (key)
1974 { 1982 {
1975 object *container = key->env; 1983 object *container = key->env;
1976 1984
1977 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1978 if (action_makes_visible (op)) 1985 if (action_makes_visible (op))
1979 make_visible (op); 1986 make_visible (op);
1987
1980 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1988 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1981 spring_trap (door->inv, op); 1989 spring_trap (door->inv, op);
1982 1990
1983 if (door->type == DOOR) 1991 if (door->type == DOOR)
1984 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1992 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2010 * It should keep the code cleaner. 2018 * It should keep the code cleaner.
2011 * When this is called, the players direction has been updated 2019 * When this is called, the players direction has been updated
2012 * (taking into account confusion.) The player is also actually 2020 * (taking into account confusion.) The player is also actually
2013 * going to try and move (not fire weapons). 2021 * going to try and move (not fire weapons).
2014 */ 2022 */
2015void 2023bool
2016move_player_attack (object *op, int dir) 2024move_player_attack (object *op, int dir)
2017{ 2025{
2018 object *tmp, *mon;
2019 sint16 nx, ny;
2020 int on_battleground; 2026 int on_battleground;
2021 maptile *m;
2022 2027
2023 nx = freearr_x[dir] + op->x; 2028 sint16 nx = freearr_x[dir] + op->x;
2024 ny = freearr_y[dir] + op->y; 2029 sint16 ny = freearr_y[dir] + op->y;
2025 2030
2026 on_battleground = op_on_battleground (op, 0, 0); 2031 on_battleground = op_on_battleground (op, 0, 0);
2032
2033 if (out_of_map (op->map, nx, ny))
2034 return false;
2035
2036 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2037 {
2038 --op->speed_left;
2039 return true;
2040 }
2027 2041
2028 /* If braced, or can't move to the square, and it is not out of the 2042 /* If braced, or can't move to the square, and it is not out of the
2029 * map, attack it. Note order of if statement is important - don't 2043 * map, attack it. Note order of if statement is important - don't
2030 * want to be calling move_ob if braced, because move_ob will move the 2044 * want to be calling move_ob if braced, because move_ob will move the
2031 * player. This is a pretty nasty hack, because if we could 2045 * player. This is a pretty nasty hack, because if we could
2032 * move to some space, it then means that if we are braced, we should 2046 * move to some space, it then means that if we are braced, we should
2033 * do nothing at all. As it is, if we are braced, we go through 2047 * do nothing at all. As it is, if we are braced, we go through
2034 * quite a bit of processing. However, it probably is less than what 2048 * quite a bit of processing. However, it probably is less than what
2035 * move_ob uses. 2049 * move_ob uses.
2036 */ 2050 */
2037 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2038 {
2039 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2040 {
2041 m = op->map->xy_find (nx, ny); 2051 maptile *m = op->map->xy_find (nx, ny);
2042 if (!m)
2043 return; /* Don't think this should happen */
2044 }
2045 else
2046 m = op->map;
2047 2052
2048 if (!(tmp = m->at (nx, ny).bot))
2049 return;
2050
2051 mon = 0;
2052 /* Go through all the objects, and find ones of interest. Only stop if 2053 /* Go through all the objects, and find ones of interest. Only stop if
2053 * we find a monster - that is something we know we want to attack. 2054 * we find a monster - that is something we know we want to attack.
2054 * if its a door or barrel (can roll) see if there may be monsters 2055 * if its a door or barrel (can roll) see if there may be monsters
2055 * on the space 2056 * on the space
2056 */ 2057 */
2057 while (tmp) 2058 object *mon;
2058 { 2059 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2059 if (tmp == op) 2060 {
2060 { 2061 if ((mon->flag [FLAG_ALIVE]
2061 tmp = tmp->above; 2062 || mon->type == LOCKED_DOOR
2062 continue; 2063 || mon->flag [FLAG_CAN_ROLL])
2063 }
2064
2065 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2066 {
2067 mon = tmp; 2064 && mon != op)
2068 break; 2065 break;
2069 } 2066 }
2070 2067
2071 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2072 mon = tmp;
2073
2074 tmp = tmp->above;
2075 }
2076
2077 if (!mon) /* This happens anytime the player tries to move */ 2068 if (!mon) /* This happens anytime the player tries to move */
2078 return; /* into a wall */ 2069 return false; /* into a wall */
2079 2070
2080 if (mon->head)
2081 mon = mon->head; 2071 mon = mon->head_ ();
2082 2072
2083 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2073 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2074 if (op->contr->weapon_sp_left > 0.f)
2084 if (player_attack_door (op, mon)) 2075 if (player_attack_door (op, mon))
2076 {
2077 --op->contr->weapon_sp_left;
2085 return; 2078 return true;
2079 }
2086 2080
2087 /* The following deals with possibly attacking peaceful 2081 /* The following deals with possibly attacking peaceful
2088 * or frienddly creatures. Basically, all players are considered 2082 * or friendly creatures. Basically, all players are considered
2089 * unaggressive. If the moving player has peaceful set, then the 2083 * unaggressive. If the moving player has peaceful set, then the
2090 * object should be pushed instead of attacked. It is assumed that 2084 * object should be pushed instead of attacked. It is assumed that
2091 * if you are braced, you will not attack friends accidently, 2085 * if you are braced, you will not attack friends accidently,
2092 * and thus will not push them. 2086 * and thus will not push them.
2093 */ 2087 */
2094 2088
2095 /* If the creature is a pet, push it even if the player is not 2089 /* If the creature is a pet, push it even if the player is not
2096 * peaceful. Our assumption is the creature is a pet if the 2090 * peaceful. Our assumption is the creature is a pet if the
2097 * player owns it and it is either friendly or unagressive. 2091 * player owns it and it is either friendly or unagressive.
2098 */ 2092 */
2099 if ((op->type == PLAYER) 2093 if (op->type == PLAYER
2100#if COZY_SERVER
2101 &&
2102 ((mon->owner && mon->owner->contr 2094 && ((mon->owner && mon->owner->contr
2103 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2095 && same_party (mon->owner->contr->party, op->contr->party))
2104#else
2105 && mon->owner == op 2096 || mon->owner == op)
2106#endif
2107 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2097 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2108 { 2098 {
2109 /* If we're braced, we don't want to switch places with it */ 2099 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced) 2100 if (op->contr->braced)
2111 return; 2101 return false;
2112 2102
2113 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2103 if (op->speed_left > 0.f)
2104 {
2105 --op->speed_left;
2106
2107 op->play_sound (sound_find ("push_player"));
2114 (void) push_ob (mon, dir, op); 2108 push_ob (mon, dir, op);
2109
2115 if (op->contr->tmp_invis || op->hide) 2110 if (op->contr->tmp_invis || op->hide)
2116 make_visible (op); 2111 make_visible (op);
2117 2112
2118 return; 2113 return true;
2119 } 2114 }
2115 else
2116 return false;
2117 }
2120 2118
2121 /* in certain circumstances, you shouldn't attack friendly 2119 /* in certain circumstances, you shouldn't attack friendly
2122 * creatures. Note that if you are braced, you can't push 2120 * creatures. Note that if you are braced, you can't push
2123 * someone, but put it inside this loop so that you won't 2121 * someone, but put it inside this loop so that you won't
2124 * attack them either. 2122 * attack them either.
2125 */ 2123 */
2126 if ((mon->type == PLAYER || mon->enemy != op) && 2124 if ((mon->type == PLAYER || mon->enemy != op)
2127 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2125 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2128#ifdef PROHIBIT_PLAYERKILL
2129 (op->contr->peaceful 2126 && ((op->contr->peaceful
2130 || (mon->type == PLAYER 2127 || (mon->type == PLAYER && mon->contr->peaceful))
2131 && mon->contr->
2132 peaceful)) &&
2133#else
2134 op->contr->peaceful &&
2135#endif
2136 !on_battleground)) 2128 && !on_battleground))
2129 {
2130 if (op->speed_left > 0.f)
2137 { 2131 {
2132 --op->speed_left;
2133
2138 if (!op->contr->braced) 2134 if (!op->contr->braced)
2139 { 2135 {
2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2136 op->play_sound (sound_find ("push_player"));
2141 push_ob (mon, dir, op); 2137 push_ob (mon, dir, op);
2142 } 2138 }
2143 else 2139 else
2144 new_draw_info (0, 0, op, "You withhold your attack"); 2140 new_draw_info (0, 0, op, "You withhold your attack");
2145 2141
2146 if (op->contr->tmp_invis || op->hide) 2142 if (op->contr->tmp_invis || op->hide)
2147 make_visible (op); 2143 make_visible (op);
2148 }
2149 2144
2145 return true;
2146 }
2147 }
2150 /* If the object is a boulder or other rollable object, then 2148 /* If the object is a boulder or other rollable object, then
2151 * roll it if not braced. You can't roll it if you are braced. 2149 * roll it if not braced. You can't roll it if you are braced.
2152 */ 2150 */
2153 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2151 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2152 {
2153 if (op->speed_left > 0.f)
2154 { 2154 {
2155 --op->speed_left;
2156
2155 recursive_roll (mon, dir, op); 2157 recursive_roll (mon, dir, op);
2156 if (action_makes_visible (op)) 2158 if (action_makes_visible (op))
2157 make_visible (op); 2159 make_visible (op);
2158 }
2159 2160
2161 return true;
2162 }
2163 }
2160 /* Any generic living creature. Including things like doors. 2164 /* Any generic living creature. Including things like doors.
2161 * Way it works is like this: First, it must have some hit points 2165 * Way it works is like this: First, it must have some hit points
2162 * and be living. Then, it must be one of the following: 2166 * and be living. Then, it must be one of the following:
2163 * 1) Not a player, 2) A player, but of a different party. Note 2167 * 1) Not a player, 2) A player, but of a different party. Note
2164 * that party_number -1 is no party, so attacks can still happen. 2168 * that party_number -1 is no party, so attacks can still happen.
2165 */ 2169 */
2166 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2170 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2167 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2171 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2168 { 2172 {
2169 2173 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2170 /* If the player hasn't hit something this tick, and does
2171 * so, give them speed boost based on weapon speed. Doing
2172 * it here is better than process_players2, which basically
2173 * incurred a 1 tick offset.
2174 */
2175 if (!op->contr->has_hit)
2176 { 2174 {
2177 op->speed_left += op->speed / op->contr->weapon_sp; 2175 --op->contr->weapon_sp_left;
2178
2179 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2180 }
2181 2176
2182 skill_attack (mon, op, 0, 0, 0); 2177 skill_attack (mon, op, 0, 0, 0);
2183
2184 /* If attacking another player, that player gets automatic
2185 * hitback, and doesn't loose luck either.
2186 * Disable hitback on the battleground or if the target is
2187 * the wiz.
2188 */
2189 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2190 {
2191 short luck = mon->stats.luck;
2192
2193 mon->contr->has_hit = 1;
2194 skill_attack (op, mon, 0, 0, 0);
2195 mon->stats.luck = luck;
2196 }
2197 2178
2198 if (action_makes_visible (op)) 2179 if (action_makes_visible (op))
2199 make_visible (op); 2180 make_visible (op);
2200 }
2201 } /* if player should attack something */
2202}
2203 2181
2204int 2182 return true;
2183 }
2184 }
2185
2186 return false;
2187}
2188
2189bool
2205move_player (object *op, int dir) 2190move_player (object *op, int dir)
2206{ 2191{
2207 int pick; 2192 int pick;
2208 2193
2209 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2194 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2223 op->facing = dir; 2208 op->facing = dir;
2224 2209
2225 if (op->hide) 2210 if (op->hide)
2226 do_hidden_move (op); 2211 do_hidden_move (op);
2227 2212
2213 bool retval;
2214
2228 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2215 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2229 /*nop */ ; 2216 retval = RESULT_INT (0);
2230 else if (op->contr->fire_on) 2217 else if (op->contr->fire_on)
2231 fire (op, dir); 2218 retval = fire (op, dir);
2232 else 2219 else
2233 { 2220 {
2234 move_player_attack (op, dir); 2221 retval = move_player_attack (op, dir);
2235 pick = check_pick (op); 2222 pick = check_pick (op);
2236 } 2223 }
2237 2224
2238 /* Add special check for newcs players and fire on - this way, the 2225 /* Add special check for newcs players and fire on - this way, the
2239 * server can handle repeat firing. 2226 * server can handle repeat firing.
2246 /* Update how the player looks. Use the facing, so direction may 2233 /* Update how the player looks. Use the facing, so direction may
2247 * get reset to zero. This allows for full animation capabilities 2234 * get reset to zero. This allows for full animation capabilities
2248 * for players. 2235 * for players.
2249 */ 2236 */
2250 animate_object (op, op->facing); 2237 animate_object (op, op->facing);
2251 return 0; 2238
2239 return retval;
2252} 2240}
2253 2241
2254/* This is similar to handle_player, below, but is only used by the 2242/* This is similar to handle_player, below, but is only used by the
2255 * new client/server stuff. 2243 * new client/server stuff.
2256 * This is sort of special, in that the new client/server actually uses 2244 * This is sort of special, in that the new client/server actually uses
2257 * the new speed values for commands. 2245 * the new speed values for commands.
2258 * 2246 *
2259 * Returns true if there are more actions we can do. 2247 * Returns true if there are more actions we can do. Should not do
2248 * many actions in a row, as that would be too unfair to other
2249 * players.
2260 */ 2250 */
2261int 2251bool
2262handle_newcs_player (object *op) 2252handle_newcs_player (object *op)
2263{ 2253{
2264 if (QUERY_FLAG (op, FLAG_SCARED)) 2254 if (QUERY_FLAG (op, FLAG_SCARED))
2265 { 2255 {
2266 flee_player (op); 2256 if (op->speed_left > 0.f)
2267 /* If player is still scared, that is his action for this tick */
2268 if (QUERY_FLAG (op, FLAG_SCARED))
2269 { 2257 {
2270 op->speed_left--; 2258 --op->speed_left;
2259 flee_player (op);
2260
2271 return 0; 2261 return true;
2272 } 2262 }
2263 else
2264 return false;
2273 } 2265 }
2274
2275 /* I've been seeing crashes where the golem has been destroyed, but
2276 * the player object still points to the defunct golem. The code that
2277 * destroys the golem looks correct, and it doesn't always happen, so
2278 * put this in a a workaround to clean up the golem pointer.
2279 */
2280 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2281 op->contr->ranges[range_golem] = 0;
2282 2266
2283 /* call this here - we also will call this in do_ericserver, but 2267 /* call this here - we also will call this in do_ericserver, but
2284 * the players time has been increased when doericserver has been 2268 * the players time has been increased when doericserver has been
2285 * called, so we recheck it here. 2269 * called, so we recheck it here.
2286 */ 2270 */
2287 if (op->contr->ns->handle_command ()) 2271 if (op->contr->ns->handle_command ())
2288 return 1; 2272 return true;
2289 2273
2290 if (op->speed_left > 0)
2291 {
2292 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2274 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2293 {
2294 /* All move commands take 1 tick, at least for now */
2295 op->speed_left--;
2296
2297 /* Instead of all the stuff below, let move_player take care
2298 * of it. Also, some of the skill stuff is only put in
2299 * there, as well as the confusion stuff.
2300 */
2301 move_player (op, op->direction); 2275 return move_player (op, op->direction);
2302 2276
2303 return op->speed_left > 0;
2304 }
2305 }
2306
2307 return 0; 2277 return false;
2308} 2278}
2309 2279
2310int 2280int
2311save_life (object *op) 2281save_life (object *op)
2312{ 2282{
2314 return 0; 2284 return 0;
2315 2285
2316 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2286 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2317 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2287 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2318 { 2288 {
2319 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2289 op->play_sound (sound_find ("ob_evaporate"));
2320 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2290 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2321 2291
2322 if (op->contr) 2292 if (op->contr)
2323 esrv_del_item (op->contr, tmp->count); 2293 esrv_del_item (op->contr, tmp->count);
2324 2294
2344/* This goes throws the inventory and removes unpaid objects, and puts them 2314/* This goes throws the inventory and removes unpaid objects, and puts them
2345 * back in the map (location and map determined by values of env). This 2315 * back in the map (location and map determined by values of env). This
2346 * function will descend into containers. op is the object to start the search 2316 * function will descend into containers. op is the object to start the search
2347 * from. 2317 * from.
2348 */ 2318 */
2349void 2319static void
2350remove_unpaid_objects (object *op, object *env) 2320drop_unpaid_items (object *op, object *env)
2351{ 2321{
2352 while (op) 2322 while (op)
2353 { 2323 {
2354 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2324 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2355 2325
2359 esrv_del_item (env->contr, op->count); 2329 esrv_del_item (env->contr, op->count);
2360 2330
2361 op->insert_at (env); 2331 op->insert_at (env);
2362 } 2332 }
2363 else if (op->inv) 2333 else if (op->inv)
2364 remove_unpaid_objects (op->inv, env); 2334 drop_unpaid_items (op->inv, env);
2365 2335
2366 op = next; 2336 op = next;
2367 } 2337 }
2338}
2339
2340void
2341object::drop_unpaid_items ()
2342{
2343 if (!flag [FLAG_REMOVED])
2344 ::drop_unpaid_items (inv, this);
2368} 2345}
2369 2346
2370/* 2347/*
2371 * Returns pointer a static string containing gravestone text 2348 * Returns pointer a static string containing gravestone text
2372 * Moved from apply.c to player.c - player.c is what 2349 * Moved from apply.c to player.c - player.c is what
2441 make_visible (op); 2418 make_visible (op);
2442 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2419 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2443 } 2420 }
2444 } 2421 }
2445 2422
2446 if (op->contr->outputs_sync)
2447 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2448 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2449 flush_output_element (op, &op->contr->outputs[i]);
2450
2451 if (op->contr->ns->state == ST_PLAYING) 2423 if (op->contr->ns->state == ST_PLAYING)
2452 { 2424 {
2453 /* these next three if clauses make it possible to SLOW DOWN 2425 /* these next three if clauses make it possible to SLOW DOWN
2454 hp/grace/spellpoint regeneration. */ 2426 hp/grace/spellpoint regeneration. */
2455 if (op->contr->gen_hp >= 0) 2427 if (op->contr->gen_hp >= 0)
2475 gen_grace = op->stats.maxgrace; 2447 gen_grace = op->stats.maxgrace;
2476 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2448 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2477 } 2449 }
2478 2450
2479 /* Regenerate Spell Points */ 2451 /* Regenerate Spell Points */
2480 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2452 if (!op->contr->golem && --op->last_sp < 0)
2481 { 2453 {
2482 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2454 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2483 if (op->stats.sp < op->stats.maxsp) 2455 if (op->stats.sp < op->stats.maxsp)
2484 { 2456 {
2485 op->stats.sp++; 2457 op->stats.sp++;
2583 } 2555 }
2584 2556
2585 /* Digestion */ 2557 /* Digestion */
2586 if (--op->last_eat < 0) 2558 if (--op->last_eat < 0)
2587 { 2559 {
2588#ifdef COZY_SERVER 2560 int bonus = max (0, op->contr->digestion),
2589 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2561 penalty = max (0, -op->contr->digestion);
2590 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2591#else
2592 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2593#endif
2594 2562
2595 if (op->contr->gen_hp > 0)
2596 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2563 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2597 else
2598 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2599 2564
2600 /* dms do not consume food */ 2565 /* dms do not consume food */
2601 if (!QUERY_FLAG (op, FLAG_WIZ)) 2566 if (!QUERY_FLAG (op, FLAG_WIZ))
2602 op->stats.food--; 2567 op->stats.food--;
2603 } 2568 }
2664 object *tmp; 2629 object *tmp;
2665 2630
2666 if (save_life (op)) 2631 if (save_life (op))
2667 return; 2632 return;
2668 2633
2669
2670 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2634 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2671 * in cities ONLY!!! It is very important that this doesn't get abused. 2635 * in cities ONLY!!! It is very important that this doesn't get abused.
2672 * Look at op_on_battleground() for more info --AndreasV 2636 * Look at op_on_battleground() for more info --AndreasV
2673 */ 2637 */
2674 if (op_on_battleground (op, &x, &y)) 2638 if (op_on_battleground (op, &x, &y))
2726 strcpy (op->contr->killer, "starvation"); 2690 strcpy (op->contr->killer, "starvation");
2727 } 2691 }
2728 else 2692 else
2729 sprintf (buf, "%s died.", &op->name); 2693 sprintf (buf, "%s died.", &op->name);
2730 2694
2731 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2695 op->contr->play_sound (sound_find ("player_dies"));
2732 2696
2733 /* save the map location for corpse, gravestone */ 2697 /* save the map location for corpse, gravestone */
2734 x = op->x; 2698 x = op->x;
2735 y = op->y; 2699 y = op->y;
2736 map = op->map; 2700 map = op->map;
2913 2877
2914 /* 2878 /*
2915 * Check to see if the player has any unpaid items. If so, remove them 2879 * Check to see if the player has any unpaid items. If so, remove them
2916 * and put them back in the map. 2880 * and put them back in the map.
2917 */ 2881 */
2918 remove_unpaid_objects (op->inv, op); 2882 op->drop_unpaid_items ();
2919 2883
2920 /****************************************/ 2884 /****************************************/
2921 /* */ 2885 /* */
2922 /* Move player to his current respawn- */ 2886 /* Move player to his current respawn- */
2923 /* position (usually last savebed) */ 2887 /* position (usually last savebed) */
2943 object *force; 2907 object *force;
2944 int at; 2908 int at;
2945 2909
2946 force = get_archetype (FORCE_NAME); 2910 force = get_archetype (FORCE_NAME);
2947 /* 50 ticks should be enough time for the spell to abate */ 2911 /* 50 ticks should be enough time for the spell to abate */
2948 force->speed = 0.1; 2912 force->speed = 0.1f;
2949 force->speed_left = -5.0; 2913 force->speed_left = -5.f;
2950 SET_FLAG (force, FLAG_APPLIED); 2914 SET_FLAG (force, FLAG_APPLIED);
2951 for (at = 0; at < NROFATTACKS; at++) 2915 for (at = 0; at < NROFATTACKS; at++)
2952 if (will_kill_again & (1 << at)) 2916 if (will_kill_again & (1 << at))
2953 force->resist[at] = 100; 2917 force->resist[at] = 100;
2954 2918
3075} 3039}
3076 3040
3077int 3041int
3078is_true_undead (object *op) 3042is_true_undead (object *op)
3079{ 3043{
3080 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3044 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3081 return 1; 3045 return 1;
3082 3046
3083 return 0; 3047 return 0;
3084} 3048}
3085 3049
3129/* For Hidden creatures - a chance of becoming 'unhidden' 3093/* For Hidden creatures - a chance of becoming 'unhidden'
3130 * every time they move - as we subtract off 'invisibility' 3094 * every time they move - as we subtract off 'invisibility'
3131 * AND, for players, if they move into a ridiculously unhideable 3095 * AND, for players, if they move into a ridiculously unhideable
3132 * spot (surrounded by clear terrain in broad daylight). -b.t. 3096 * spot (surrounded by clear terrain in broad daylight). -b.t.
3133 */ 3097 */
3134
3135void 3098void
3136do_hidden_move (object *op) 3099do_hidden_move (object *op)
3137{ 3100{
3138 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3101 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3139 object *skop; 3102 object *skop;
3256 * a blocked los square. 3219 * a blocked los square.
3257 * we use the archetype to figure out offsets. 3220 * we use the archetype to figure out offsets.
3258 */ 3221 */
3259 while (op) 3222 while (op)
3260 { 3223 {
3261 dx = rv.distance_x + op->arch->clone.x; 3224 dx = rv.distance_x + op->arch->x;
3262 dy = rv.distance_y + op->arch->clone.y; 3225 dy = rv.distance_y + op->arch->y;
3263 3226
3264 /* only the viewable area the player sees is updated by LOS 3227 /* only the viewable area the player sees is updated by LOS
3265 * code, so we need to restrict ourselves to that range of values 3228 * code, so we need to restrict ourselves to that range of values
3266 * for any meaningful values. 3229 * for any meaningful values.
3267 */ 3230 */
3392 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3355 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3393 return; 3356 return;
3394 } 3357 }
3395 3358
3396 /* everything seems okay - now bring on the gift: */ 3359 /* everything seems okay - now bring on the gift: */
3397 item = &(tr->item->clone); 3360 item = tr->item;
3398 3361
3399 if (item->type == SPELL) 3362 if (item->type == SPELL)
3400 { 3363 {
3401 if (check_spell_known (who, item->name)) 3364 if (check_spell_known (who, item->name))
3402 return; 3365 return;
3461 { 3424 {
3462 /* forces in the treasurelist can alter the player's stats */ 3425 /* forces in the treasurelist can alter the player's stats */
3463 object *skin; 3426 object *skin;
3464 3427
3465 /* first get the dragon skin force */ 3428 /* first get the dragon skin force */
3466 shstr_cmp dragon_skin_force ("dragon_skin_force");
3467 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3429 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3468 ; 3430 ;
3469 3431
3470 if (!skin) 3432 if (!skin)
3471 return; 3433 return;
3472 3434
3520 * not readied. 3482 * not readied.
3521 */ 3483 */
3522void 3484void
3523player_unready_range_ob (player *pl, object *ob) 3485player_unready_range_ob (player *pl, object *ob)
3524{ 3486{
3525 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3487 if (pl->ob->current_weapon == ob)
3488 pl->ob->current_weapon = 0;
3489
3490 if (pl->combat_ob == ob)
3491 pl->combat_ob = 0;
3492
3526 if (pl->ranges[i] == ob) 3493 if (pl->ranged_ob == ob)
3527 {
3528 pl->ranges[i] = 0; 3494 pl->ranged_ob = 0;
3529 if (pl->shoottype == i)
3530 pl->shoottype = range_none;
3531 }
3532} 3495}
3533 3496
3534sint8 3497sint8
3535player::visibility_at (maptile *map, int x, int y) const 3498player::visibility_at (maptile *map, int x, int y) const
3536{ 3499{

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