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Comparing deliantra/server/server/player.C (file contents):
Revision 1.57 by root, Sat Dec 23 06:21:02 2006 UTC vs.
Revision 1.158 by root, Mon Aug 13 15:46:45 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 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
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 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>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <pwd.h>
26#include <sproto.h> 25#include <sproto.h>
27#include <sounds.h> 26#include <sounds.h>
28#include <living.h> 27#include <living.h>
29#include <object.h> 28#include <object.h>
30#include <spells.h> 29#include <spells.h>
31#include <skills.h> 30#include <skills.h>
32 31
33#include <algorithm> 32#include <algorithm>
34#include <functional> 33#include <functional>
35 34
36player * 35playervec players;
37find_player (const char *plname)
38{
39 player *pl;
40
41 for (pl = first_player; pl; pl = pl->next)
42 if (pl->ob && !strcmp (query_name (pl->ob), plname))
43 return pl;
44
45 return 0;
46}
47 36
48void 37void
49display_motd (const object *op) 38display_motd (const object *op)
50{ 39{
51 char buf[MAX_BUF]; 40 char buf[MAX_BUF];
125 114
126 news[0] = '\0'; 115 news[0] = '\0';
127 subject[0] = '\0'; 116 subject[0] = '\0';
128 size = 0; 117 size = 0;
129 118
130 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
131 { 120 {
132 if (*buf == '#') 121 if (*buf == '#')
133 continue; 122 continue;
134 123
135 if (*buf == '%') 124 if (*buf == '%')
136 { /* send one news */ 125 { /* send one news */
137 if (size > 0) 126 if (size > 0)
138 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
139 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
140 strip_endline (subject); 130 strip_endline (subject);
141 size = 0; 131 size = 0;
142 news[0] = '\0'; 132 news[0] = '\0';
143 } 133 }
152 size += strlen (buf); 142 size += strlen (buf);
153 } 143 }
154 } 144 }
155 145
156 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
157 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);
158 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
159} 149}
160 150
161/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
162static void 152static void
163set_first_map (object *op) 153set_first_map (object *op)
164{ 154{
165 strcpy (op->contr->maplevel, first_map_path); 155 op->contr->maplevel = first_map_path;
166 op->x = -1; 156 op->x = -1;
167 op->y = -1; 157 op->y = -1;
168 enter_exit (op, 0); 158}
159
160void
161player::activate ()
162{
163 if (active)
164 return;
165
166 players.insert (this);
167 ob->remove ();
168 ob->map = 0;
169 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
171 add_friendly_object (ob);
172}
173
174void
175player::deactivate ()
176{
177 if (!active)
178 return;
179
180 terminate_all_pets (ob);
181 remove_friendly_object (ob);
182 ob->deactivate_recursive ();
183
184 if (ob->map)
185 maplevel = ob->map->path;
186
187 ob->remove ();
188 ob->map = 0;
189 party = 0;
190
191 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
192
193 players.erase (this);
169} 194}
170 195
171// connect the player with a specific client 196// connect the player with a specific client
172// also changed, rationalises, and fixes some incorrect settings 197// also changes, rationalises, and fixes some incorrect settings
173void 198void
174player::connect (client *ns) 199player::connect (client *ns)
175{ 200{
176 this->ns = ns; 201 this->ns = ns;
177 ns->pl = this; 202 ns->pl = this;
178 203
179 next = first_player; 204 run_on = 0;
180 first_player = this; 205 fire_on = 0;
206 ob->close_container (); //TODO: client-specific
181 207
182 ns->update_look = 0; 208 ns->update_look = 0;
183 ns->look_position = 0; 209 ns->look_position = 0;
184 210
185 clear_los (ob); 211 clear_los (this);
212
213 ns->reset_stats ();
186 214
187 /* make sure he's a player -- needed because of class change. */ 215 /* make sure he's a player -- needed because of class change. */
188 ob->type = PLAYER; // we are paranoid 216 ob->type = PLAYER; // we are paranoid
189 ob->race = ob->arch->clone.race; 217 ob->race = ob->arch->race;
190
191 if (!legal_range (ob, shoottype))
192 shoottype = range_none;
193 218
194 ob->carrying = sum_weight (ob); 219 ob->carrying = sum_weight (ob);
195 link_player_skills (ob); 220 link_player_skills (ob);
196 221
197 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
198 ob->update_stats ();
199 update_ob_speed (ob);
200 223
201 assign (title, ob->arch->clone.name); 224 assign (title, ob->arch->object::name);
202
203 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
204 * from the class, and not race. I don't see any way to get the class information
205 * to then update this. I don't think this will actually break anything - anyone
206 * that can use armour should be able to use a shield. What this may 'break'
207 * are features new characters get, eg, if someone starts up with a Q, they
208 * should be able to use a shield. However, old Q's won't get that advantage.
209 */
210 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
211 SET_FLAG (ob, FLAG_USE_SHIELD);
212 225
213 /* if it's a dragon player, set the correct title here */ 226 /* if it's a dragon player, set the correct title here */
214 if (is_dragon_pl (ob)) 227 if (is_dragon_pl (ob))
215 { 228 {
216 object *tmp, *abil = 0, *skin = 0; 229 object *tmp, *abil = 0, *skin = 0;
217 230
218 shstr_cmp dragon_ability_force ("dragon_ability_force");
219 shstr_cmp dragon_skin_force ("dragon_skin_force");
220
221 for (tmp = ob->inv; tmp; tmp = tmp->below) 231 for (tmp = ob->inv; tmp; tmp = tmp->below)
222 if (tmp->type == FORCE) 232 if (tmp->type == FORCE)
223 if (tmp->arch->name == dragon_ability_force) 233 if (tmp->arch->archname == shstr_dragon_ability_force)
224 abil = tmp; 234 abil = tmp;
225 else if (tmp->arch->name == dragon_skin_force) 235 else if (tmp->arch->archname == shstr_dragon_skin_force)
226 skin = tmp; 236 skin = tmp;
227 237
228 set_dragon_name (ob, abil, skin); 238 set_dragon_name (ob, abil, skin);
229 } 239 }
230 240
231 CLEAR_FLAG (ob, FLAG_FRIENDLY);
232 add_friendly_object (ob);
233
234 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
235
236 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 241 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
237 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name); 242
243 esrv_new_player (this, ob->weight + ob->carrying);
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);
270 ob->update_stats ();
238 271
239 ns->floorbox_update (); 272 ns->floorbox_update ();
240
241 esrv_new_player (this, ob->weight + ob->carrying);
242 esrv_send_inventory (ob, ob); 273 esrv_send_inventory (ob, ob);
243 esrv_add_spells (this, 0); 274 esrv_add_spells (this, 0);
244 275
245 enter_exit (ob, 0); 276 activate ();
246 277
247// send_rules (ob);//TODO 278 send_rules (ob);
248// send_news (ob);//TODO 279 send_news (ob);
249// display_motd (ob);//TODO 280 display_motd (ob);
281
282 INVOKE_PLAYER (CONNECT, this);
250 INVOKE_PLAYER (LOGIN, this); 283 INVOKE_PLAYER (LOGIN, this);
284}
285
286void
287player::disconnect ()
288{
289 if (ns)
290 {
291 if (active)
292 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
293
294 INVOKE_PLAYER (DISCONNECT, this);
295
296 ns->reset_stats ();
297 ns->pl = 0;
298 ns = 0;
299 }
300
301 if (ob)
302 {
303 ob->close_container (); //TODO: client-specific
304 ob->drop_unpaid_items ();
305 }
306
307 observe = ob;
308
309 deactivate ();
251} 310}
252 311
253// the need for this function can be explained 312// the need for this function can be explained
254// by load_object not returning the object 313// by load_object not returning the object
255void 314void
256player::set_object (object *op) 315player::set_object (object *op)
257{ 316{
258 ob = op; 317 ob = observe = op;
259 ob->contr = this; /* this aren't yet in archetype */ 318 ob->contr = this; /* this aren't yet in archetype */
260 319
320 ob->speed = 1.0f;
261 ob->speed_left = 0.5; 321 ob->speed_left = 0.5f;
262 ob->speed = 1.0; 322
263 ob->direction = 5; /* So player faces south */ 323 ob->direction = 5; /* So player faces south */
264 ob->stats.wc = 2; 324}
265 ob->run_away = 25; /* Then we panick... */
266 325
267 set_first_map (ob); 326void
268 327player::set_observe (object *op)
269 ob->roll_stats (); 328{
329 observe = op ? op : ob;
330 do_los = 1;
270} 331}
271 332
272player::player () 333player::player ()
273{ 334{
274 /* There are some elements we want initialized to non zero value - 335 /* There are some elements we want initialised to non zero value -
275 * we deal with that below this point. 336 * we deal with that below this point.
276 */ 337 */
277 outputs_sync = 16; /* Every 2 seconds */ 338 outputs_sync = 4;
278 outputs_count = 8; /* Keeps present behaviour */ 339 outputs_count = 4;
279 unapply = unapply_nochoice; 340 unapply = unapply_nochoice;
280 341
281 assign (savebed_map, first_map_path); /* Init. respawn position */ 342 savebed_map = first_map_path; /* Init. respawn position */
282 343
283 gen_sp_armour = 10; 344 gen_sp_armour = 10;
284 last_speed = -1;
285 shoottype = range_none;
286 bowtype = bow_normal; 345 bowtype = bow_normal;
287 petmode = pet_normal; 346 petmode = pet_normal;
288 listening = 10; 347 listening = 10;
289 usekeys = containers; 348 usekeys = containers;
290 last_weapon_sp = -1;
291 peaceful = 1; /* default peaceful */ 349 peaceful = 1; /* default peaceful */
292 do_los = 1; 350 do_los = 1;
293 351
294 /* we need to clear these to -1 and not zero - otherwise, 352 weapon_sp = 1.0f;
295 * if a player quits and starts a new character, we wont 353 weapon_sp_left = 0.5f;
296 * send new values to the client, as things like exp start 354}
297 * at zero.
298 */
299 for (int i = 0; i < NUM_SKILLS; i++)
300 last_skill_exp[i] = -1;
301 355
302 for (int i = 0; i < NROFATTACKS; i++) 356void
303 last_resist[i] = -1; 357player::do_destroy ()
358{
359 disconnect ();
304 360
305 last_stats.exp = -1; 361 attachable::do_destroy ();
306 last_weight = (uint32) - 1; 362
363 if (ob)
364 {
365 ob->destroy_inv (false);
366 ob->destroy ();
367 }
368
369 ob = observe = 0;
307} 370}
308 371
309player::~player () 372player::~player ()
310{ 373{
311 terminate_all_pets (ob);
312
313 if (first_player != this)
314 {
315 player *prev = first_player;
316
317 while (prev && prev->next && prev->next != this)
318 prev = prev->next;
319
320 if (prev->next != this)
321 {
322 LOG (llevError, "Free_player: Can't find previous player.\n");
323 abort ();
324 }
325
326 prev->next = next;
327 }
328 else
329 first_player = next;
330
331 if (ob)
332 {
333 ob->contr = 0;
334 ob->destroy (1);
335 }
336
337 if (ns)
338 {
339 ns->send_packet ("goodbye");
340 ns->flush ();
341 ns->pl = 0;
342 ns->destroy ();
343 }
344
345 /* Clear item stack */ 374 /* Clear item stack */
346 free (stack_items); 375 free (stack_items);
347} 376}
348 377
349/* Tries to add player on the connection passed in ns. 378/* Tries to add player on the connection passed in ns.
354player::create () 383player::create ()
355{ 384{
356 player *pl = new player; 385 player *pl = new player;
357 386
358 pl->set_object (arch_to_object (get_player_archetype (0))); 387 pl->set_object (arch_to_object (get_player_archetype (0)));
388
389 pl->ob->roll_stats ();
390 pl->ob->stats.wc = 2;
391 pl->ob->run_away = 25; /* Then we panick... */
392
393 set_first_map (pl->ob);
359 394
360 return pl; 395 return pl;
361} 396}
362 397
363/* 398/*
366 * Note: there MUST be at least one player archetype! 401 * Note: there MUST be at least one player archetype!
367 */ 402 */
368archetype * 403archetype *
369get_player_archetype (archetype *at) 404get_player_archetype (archetype *at)
370{ 405{
371 archetype *start = at; 406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
372 407
373 for (;;) 408 for (;;)
374 { 409 {
375 if (at == NULL || at->next == NULL) 410 if (++i == archetypes.end ())
376 at = first_archetype; 411 i = archetypes.begin ();
377 else 412 else if (*i == at)
378 at = at->next; 413 cleanup ("not a single player archetype found");
379 414
380 if (at->clone.type == PLAYER) 415 if ((*i)->type == PLAYER)
381 return at; 416 return *i;
382
383 if (at == start)
384 {
385 LOG (llevError, "No Player archetypes\n");
386 exit (-1);
387 }
388 } 417 }
389} 418}
390 419
391object * 420object *
392get_nearest_player (object *mon) 421get_nearest_player (object *mon)
393{ 422{
394 object *op = NULL; 423 object *op = NULL;
395 player *pl = NULL;
396 objectlink *ol; 424 objectlink *ol;
397 unsigned lastdist; 425 unsigned lastdist;
398 rv_vector rv; 426 rv_vector rv;
399 427
400 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 428 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
401 { 429 {
402 /* We should not find free objects on this friendly list, but it 430 /* We should not find free objects on this friendly list, but it
403 * does periodically happen. Given that, lets deal with it. 431 * does periodically happen. Given that, lets deal with it.
404 * While unlikely, it is possible the next object on the friendly 432 * While unlikely, it is possible the next object on the friendly
405 * list is also free, so encapsulate this in a while loop. 433 * list is also free, so encapsulate this in a while loop.
409 object *tmp = ol->ob; 437 object *tmp = ol->ob;
410 438
411 /* Can't do much more other than log the fact, because the object 439 /* Can't do much more other than log the fact, because the object
412 * itself will have been cleared. 440 * itself will have been cleared.
413 */ 441 */
414 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 442 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
443 tmp->debug_desc ());
415 ol = ol->next; 444 ol = ol->next;
416 remove_friendly_object (tmp); 445 remove_friendly_object (tmp);
417 if (!ol) 446 if (!ol)
418 return op; 447 return op;
419 } 448 }
432 { 461 {
433 op = ol->ob; 462 op = ol->ob;
434 lastdist = rv.distance; 463 lastdist = rv.distance;
435 } 464 }
436 } 465 }
437 for (pl = first_player; pl != NULL; pl = pl->next) 466
438 { 467 for_all_players (pl)
439 if (can_detect_enemy (mon, pl->ob, &rv)) 468 if (can_detect_enemy (mon, pl->ob, &rv))
440 {
441
442 if (lastdist > rv.distance) 469 if (lastdist > rv.distance)
443 { 470 {
444 op = pl->ob; 471 op = pl->ob;
445 lastdist = rv.distance; 472 lastdist = rv.distance;
446 } 473 }
447 } 474
448 }
449#if 0 475#if 0
450 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 476 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
451#endif 477#endif
452 return op; 478 return op;
453} 479}
511 x = mon->x; 537 x = mon->x;
512 y = mon->y; 538 y = mon->y;
513 m = mon->map; 539 m = mon->map;
514 dir = rv.direction; 540 dir = rv.direction;
515 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 541 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
516 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 542 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
543
517 /* If we can't solve it within the search distance, return now. */ 544 /* If we can't solve it within the search distance, return now. */
518 if (diff > max) 545 if (diff > max)
519 return 0; 546 return 0;
547
520 while (diff > 1 && max > 0) 548 while (diff > 1 && max > 0)
521 { 549 {
522 lastx = x; 550 lastx = x;
523 lasty = y; 551 lasty = y;
524 lastmap = m; 552 lastmap = m;
606 max--; 634 max--;
607 lastdir = dir; 635 lastdir = dir;
608 if (!firstdir) 636 if (!firstdir)
609 firstdir = dir; 637 firstdir = dir;
610 } 638 }
639
611 if (diff <= 1) 640 if (diff <= 1)
612 { 641 {
613 /* Recalculate diff (distance) because we may not have actually 642 /* Recalculate diff (distance) because we may not have actually
614 * headed toward player for entire distance. 643 * headed toward player for entire distance.
615 */ 644 */
616 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 645 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
617 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 646 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
618 } 647 }
648
619 if (diff > max) 649 if (diff > max)
620 return 0; 650 return 0;
621 } 651 }
652
622 /* If we reached the max, didn't find a direction in time */ 653 /* If we reached the max, didn't find a direction in time */
623 if (!max) 654 if (!max)
624 return 0; 655 return 0;
625 656
626 return firstdir; 657 return firstdir;
740roll_stat (void) 771roll_stat (void)
741{ 772{
742 int a[4], i, j, k; 773 int a[4], i, j, k;
743 774
744 for (i = 0; i < 4; i++) 775 for (i = 0; i < 4; i++)
745 a[i] = (int) RANDOM () % 6 + 1; 776 a[i] = (int) rndm (6) + 1;
746 777
747 for (i = 0, j = 0, k = 7; i < 4; i++) 778 for (i = 0, j = 0, k = 7; i < 4; i++)
748 if (a[i] < k) 779 if (a[i] < k)
749 k = a[i], j = i; 780 k = a[i], j = i;
750 781
756} 787}
757 788
758void 789void
759object::roll_stats () 790object::roll_stats ()
760{ 791{
761 int statsort [7]; 792 int statsort [NUM_STATS];
762 793
763 for (;;) 794 for (;;)
764 { 795 {
765 int sum = 0; 796 int sum = 0;
766 for (int i = 7; i--; ) 797 for (int i = NUM_STATS; i--; )
767 sum += statsort [i] = roll_stat (); 798 sum += statsort [i] = roll_stat ();
768 799
769 if (sum >= 82 && sum <= 116) 800 if (sum >= 82 && sum <= 116)
770 break; 801 break;
771 } 802 }
772 803
773 // Sort the stats so that rerolling is easier... 804 // Sort the stats so that rerolling is easier...
774 std::sort (statsort, statsort + 7, std::greater<int>()); 805 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
775 806
807 for (int i = 0; i < NUM_STATS; ++i)
776 stats.Str = statsort[0]; 808 stats.stat (i) = statsort [i];
777 stats.Dex = statsort[1];
778 stats.Con = statsort[2];
779 stats.Int = statsort[3];
780 stats.Wis = statsort[4];
781 stats.Pow = statsort[5];
782 stats.Cha = statsort[6];
783 809
784 stats.exp = 0; 810 stats.exp = 0;
785 stats.ac = 0; 811 stats.ac = 0;
786 812
787 stats.hp = stats.maxhp; 813 stats.hp = stats.maxhp;
799} 825}
800 826
801void 827void
802object::swap_stats (int a, int b) 828object::swap_stats (int a, int b)
803{ 829{
804 int tmp = get_attr_value (&contr->orig_stats, a); 830 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
805 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
806 set_attr_value (&contr->orig_stats, b, tmp);
807 831
832 for (int i = 0; i < NUM_STATS; ++i)
808 stats.Str = contr->orig_stats.Str; 833 stats.stat (i) = contr->orig_stats.stat (i);
809 stats.Dex = contr->orig_stats.Dex;
810 stats.Con = contr->orig_stats.Con;
811 stats.Int = contr->orig_stats.Int;
812 stats.Wis = contr->orig_stats.Wis;
813 stats.Pow = contr->orig_stats.Pow;
814 stats.Cha = contr->orig_stats.Cha;
815 834
816 //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,
817 // be merged with the similar code in roll_stats 836 // be merged with the similar code in roll_stats
818 stats.ac = 0; 837 stats.ac = 0;
819 838
831 contr->levsp[1] = 6; 850 contr->levsp[1] = 6;
832 contr->levgrace[1] = 3; 851 contr->levgrace[1] = 3;
833 852
834 contr->orig_stats = stats; 853 contr->orig_stats = stats;
835 } 854 }
855}
856
857static void
858start_info (object *op)
859{
860 char buf[MAX_BUF];
861
862 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
863 new_draw_info (NDI_UNIQUE, 0, op, buf);
864 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
865 //new_draw_info (NDI_UNIQUE, 0, op, " ");
836} 866}
837 867
838/* This function takes the key that is passed, and does the 868/* This function takes the key that is passed, and does the
839 * appropriate action with it (change race, or other things). 869 * appropriate action with it (change race, or other things).
840 * The function name is for historical reasons - now we have 870 * The function name is for historical reasons - now we have
841 * separate race and class; this actually changes the RACE, 871 * separate race and class; this actually changes the RACE,
842 * not the class. 872 * not the class.
843 */ 873 */
844int 874void
845key_change_class (object *op, char key) 875player::chargen_race_done ()
846{ 876{
847 int tmp_loop;
848
849 if (key == 'd' || key == 'D')
850 {
851 char buf[MAX_BUF];
852
853 /* this must before then initial items are given */ 877 /* this must before then initial items are given */
854 esrv_new_player (op->contr, op->weight + op->carrying); 878 esrv_new_player (ob->contr, ob->weight + ob->carrying);
855 879
856 treasurelist *tl = find_treasurelist ("starting_wealth"); 880 treasurelist *tl = treasurelist::find ("starting_wealth");
857 if (tl) 881 if (tl)
858 create_treasure (tl, op, 0, 0, 0); 882 create_treasure (tl, ob, 0, 0, 0);
859 883
860 INVOKE_PLAYER (BIRTH, op->contr); 884 INVOKE_PLAYER (BIRTH, ob->contr);
861 INVOKE_PLAYER (LOGIN, op->contr); 885 INVOKE_PLAYER (LOGIN, ob->contr);
862 886
863 op->contr->ns->state = ST_PLAYING; 887 ob->contr->ns->state = ST_PLAYING;
864 888
865 if (op->msg) 889 if (ob->msg)
866 op->msg = NULL; 890 ob->msg = 0;
867 891
868 /* 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
869 * to save here. 893 * to save here.
870 */ 894 */
895 {
896 char buf[MAX_BUF];
871 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
872 make_path_to_file (buf); 898 make_path_to_file (buf);
899 }
873 900
874#ifdef AUTOSAVE
875 op->contr->last_save_tick = pticks;
876#endif
877 start_info (op); 901 start_info (ob);
878 CLEAR_FLAG (op, FLAG_WIZ); 902 CLEAR_FLAG (ob, FLAG_WIZ);
879 give_initial_items (op, op->randomitems); 903 give_initial_items (ob, ob->randomitems);
880 link_player_skills (op); 904 link_player_skills (ob);
881 esrv_send_inventory (op, op); 905 esrv_send_inventory (ob, ob);
882 op->update_stats (); 906 ob->update_stats ();
883 907
884 /* This moves the player to a different start map, if there 908 /* This moves the player to a different start map, if there
885 * is one for this race 909 * is one for this race
886 */ 910 */
887 if (*first_map_ext_path) 911 if (*first_map_ext_path)
888 { 912 {
889 object *tmp; 913 object *tmp;
890 char mapname[MAX_BUF]; 914 char mapname[MAX_BUF];
891 915
892 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);
893 tmp = object::create (); 917 tmp = object::create ();
894 EXIT_PATH (tmp) = mapname; 918 EXIT_PATH (tmp) = mapname;
895 EXIT_X (tmp) = op->x; 919 EXIT_X (tmp) = ob->x;
896 EXIT_Y (tmp) = op->y; 920 EXIT_Y (tmp) = ob->y;
897 enter_exit (op, tmp); /* we don't really care if it succeeded; 921 ob->enter_exit (tmp); /* we don't really care if it succeeded;
898 * if the map isn't there, then stay on the 922 * if the map isn't there, then stay on the
899 * default initial map */ 923 * default initial map */
900 tmp->destroy (); 924 tmp->destroy ();
901 } 925 }
902 else 926 else
903 LOG (llevDebug, "first_map_ext_path not set\n"); 927 LOG (llevDebug, "first_map_ext_path not set\n");
928}
904 929
905 return 0; 930void
906 } 931player::chargen_race_next ()
907 932{
908 /* Following actually changes the race - this is the default command 933 /* Following actually changes the race - this is the default command
909 * if we don't match with one of the options above. 934 * if we don't match with one of the options above.
910 */ 935 */
911 936
912 tmp_loop = 0; 937 do
913 while (!tmp_loop)
914 { 938 {
915 shstr name = op->name; 939 shstr name = ob->name;
916 int x = op->x, y = op->y; 940 int x = ob->x, y = ob->y;
917 941
918 op->remove_statbonus (); 942 ob->remove_statbonus ();
919 op->remove (); 943 ob->remove ();
920 op->arch = get_player_archetype (op->arch); 944 ob->arch = get_player_archetype (ob->arch);
921 op->arch->clone.copy_to (op); 945 ob->arch->copy_to (ob);
922 op->instantiate (); 946 ob->instantiate ();
923 op->stats = op->contr->orig_stats; 947 ob->stats = ob->contr->orig_stats;
924 op->name = op->name_pl = name; 948 ob->name = ob->name_pl = name;
925 op->x = x; 949 ob->x = x;
926 op->y = y; 950 ob->y = y;
927 SET_ANIMATION (op, 2); /* So player faces south */ 951 SET_ANIMATION (ob, 2); /* So player faces south */
928 insert_ob_in_map (op, op->map, op, 0); 952 insert_ob_in_map (ob, ob->map, ob, 0);
929 assign (op->contr->title, op->arch->clone.name); 953 assign (ob->contr->title, ob->arch->object::name);
930 op->add_statbonus (); 954 ob->add_statbonus ();
931 tmp_loop = allowed_class (op);
932 } 955 }
956 while (!allowed_class (ob));
933 957
934 update_object (op, UP_OBJ_FACE); 958 update_object (ob, UP_OBJ_FACE);
935 esrv_update_item (UPD_FACE, op, op); 959 esrv_update_item (UPD_FACE, ob, ob);
936 op->update_stats (); 960 ob->update_stats ();
937 op->stats.hp = op->stats.maxhp; 961 ob->stats.hp = ob->stats.maxhp;
938 op->stats.sp = op->stats.maxsp; 962 ob->stats.sp = ob->stats.maxsp;
939 op->stats.grace = 0; 963 ob->stats.grace = 0;
940
941 if (op->msg)
942 new_draw_info (NDI_BLUE, 0, op, op->msg);
943
944 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
945 return 0;
946}
947
948int
949key_confirm_quit (object *op, char key)
950{
951 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
952 {
953 op->contr->ns->state = ST_PLAYING;
954 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
955 return 1;
956 }
957
958 INVOKE_PLAYER (LOGOUT, op->contr);
959 INVOKE_PLAYER (QUIT, op->contr);
960
961 terminate_all_pets (op);
962 leave_map (op);
963 op->direction = 0;
964 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
965
966 strcpy (op->contr->killer, "quit");
967 check_score (op);
968 op->contr->party = 0;
969 op->contr->own_title[0] = '\0';
970
971 object_ptr ob = op;
972
973 delete ob->contr;
974
975 /* We need to hunt for any per player unique maps in memory and
976 * get rid of them. The trailing slash in the path is intentional,
977 * so that players named 'Ab' won't match against players 'Abe' pathname
978 */
979 char buf[MAX_BUF];
980 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
981
982 for (maptile *next, *mp = first_map; mp; mp = next)
983 {
984 next = mp->next;
985
986 if (!strncmp (mp->path, buf, strlen (buf)))
987 delete_map (mp);
988 }
989
990 delete_character (ob->name, 1);
991
992 return 1;
993} 964}
994 965
995void 966void
996flee_player (object *op) 967flee_player (object *op)
997{ 968{
1044 /* Cornered, get rid of scared */ 1015 /* Cornered, get rid of scared */
1045 CLEAR_FLAG (op, FLAG_SCARED); 1016 CLEAR_FLAG (op, FLAG_SCARED);
1046 op->enemy = NULL; 1017 op->enemy = NULL;
1047} 1018}
1048 1019
1049
1050/* 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.
1051 * 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
1052 * stop. 1022 * stop.
1053 */ 1023 */
1054int 1024int
1055check_pick (object *op) 1025check_pick (object *op)
1056{ 1026{
1057 object *tmp, *next; 1027 object *tmp, *next;
1058 int stop = 0; 1028 int stop = 0;
1059 int j, k, wvratio; 1029 int wvratio;
1060 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1061 1031
1062 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1063 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1064 return 1; 1034 return 1;
1065 1035
1133 if (tmp->name != NULL) 1103 if (tmp->name != NULL)
1134 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1135 &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))));
1136 else 1106 else
1137 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1138 &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))));
1109
1139 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1140
1141 sprintf (putstring, "...flags: ");
1142 for (k = 0; k < 4; k++)
1143 {
1144 for (j = 0; j < 32; j++)
1145 {
1146 if ((tmp->flags[k] >> j) & 0x01)
1147 {
1148 sprintf (tmpstr, "%d ", k * 32 + j);
1149 strcat (putstring, tmpstr);
1150 }
1151 }
1152 }
1153 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1154
1155#if 0
1156 /* print the flags too */
1157 for (k = 0; k < 4; k++)
1158 {
1159 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1160 for (j = 0; j < 32; j++)
1161 {
1162 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1163 if (!((j + 1) % 4))
1164 fprintf (stderr, " ");
1165 }
1166 fprintf (stderr, " [%d]\n", k * 32);
1167 }
1168#endif
1169 } 1111 }
1112
1170 /* philosophy: 1113 /* philosophy:
1171 * It's easy to grab an item type from a pile, as long as it's 1114 * It's easy to grab an item type from a pile, as long as it's
1172 * generic. This takes no game-time. For more detailed pickups 1115 * generic. This takes no game-time. For more detailed pickups
1173 * and selections, select-items shoul dbe used. This is a 1116 * and selections, select-items should be used. This is a
1174 * grab-as-you-run type mode that's really useful for arrows for 1117 * grab-as-you-run type mode that's really useful for arrows for
1175 * example. 1118 * example.
1176 * The drawback: right now it has no frontend, so you need to 1119 * The drawback: right now it has no frontend, so you need to
1177 * stick the bits you want into a calculator in hex mode and then 1120 * stick the bits you want into a calculator in hex mode and then
1178 * convert to decimal and then 'pickup <#> 1121 * convert to decimal and then 'pickup <#>
1245 pick_up (op, tmp); 1188 pick_up (op, tmp);
1246 continue; 1189 continue;
1247 } 1190 }
1248 1191
1249 if (op->contr->mode & PU_READABLES) 1192 if (op->contr->mode & PU_READABLES)
1250 if (tmp->type == BOOK || tmp->type == SCROLL) 1193 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1251 { 1194 {
1252 pick_up (op, tmp); 1195 pick_up (op, tmp);
1253 continue; 1196 continue;
1254 } 1197 }
1255 1198
1363 /* careful: chairs and tables are weapons! */ 1306 /* careful: chairs and tables are weapons! */
1364 if (op->contr->mode & PU_ALLWEAPON) 1307 if (op->contr->mode & PU_ALLWEAPON)
1365 { 1308 {
1366 if (tmp->type == WEAPON && tmp->name != NULL) 1309 if (tmp->type == WEAPON && tmp->name != NULL)
1367 { 1310 {
1368 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 &&
1369 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1312 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1370 { 1313 {
1371 pick_up (op, tmp); 1314 pick_up (op, tmp);
1372 continue; 1315 continue;
1373 } 1316 }
1374 } 1317 }
1375 1318
1376 if (tmp->type == WEAPON && tmp->name == NULL) 1319 if (tmp->type == WEAPON && tmp->name == NULL)
1377 { 1320 {
1378 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)
1379 { 1322 {
1380 pick_up (op, tmp); 1323 pick_up (op, tmp);
1381 continue; 1324 continue;
1382 } 1325 }
1383 } 1326 }
1408 if (tmp->name != NULL) 1351 if (tmp->name != NULL)
1409 { 1352 {
1410 fprintf (stderr, "%s", tmp->name); 1353 fprintf (stderr, "%s", tmp->name);
1411 } 1354 }
1412 else 1355 else
1413 fprintf (stderr, "%s", tmp->arch->name); 1356 fprintf (stderr, "%s", tmp->arch->archname);
1414 fprintf (stderr, ",%d] = ", tmp->type); 1357 fprintf (stderr, ",%d] = ", tmp->type);
1415 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))));
1416#endif 1359#endif
1417 continue; 1360 continue;
1418 } 1361 }
1429 * found object is returned. 1372 * found object is returned.
1430 */ 1373 */
1431object * 1374object *
1432find_arrow (object *op, const char *type) 1375find_arrow (object *op, const char *type)
1433{ 1376{
1434 object *tmp = NULL; 1377 object *tmp = 0;
1435 1378
1436 for (op = op->inv; op; op = op->below) 1379 for (op = op->inv; op; op = op->below)
1437 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1380 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1438 tmp = find_arrow (op, type); 1381 tmp = find_arrow (op, type);
1439 else if (op->type == ARROW && op->race == type) 1382 else if (op->type == ARROW && op->race == type)
1440 return op; 1383 return op;
1384
1441 return tmp; 1385 return tmp;
1442} 1386}
1443 1387
1444/* 1388/*
1445 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1389 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1446 * against the target. A full test is not performed, simply a basic test 1390 * against the target. A full test is not performed, simply a basic test
1447 * of resistances. The archer is making a quick guess at what he sees down 1391 * of resistances. The archer is making a quick guess at what he sees down
1448 * the hall. Failing that it does it's best to pick the highest plus arrow. 1392 * the hall. Failing that it does it's best to pick the highest plus arrow.
1449 */ 1393 */
1450
1451object * 1394object *
1452find_better_arrow (object *op, object *target, const char *type, int *better) 1395find_better_arrow (object *op, object *target, const char *type, int *better)
1453{ 1396{
1454 object *tmp = NULL, *arrow, *ntmp; 1397 object *tmp = NULL, *arrow, *ntmp;
1455 int attacknum, attacktype, betterby = 0, i; 1398 int attacknum, attacktype, betterby = 0, i;
1488 else 1431 else
1489 { 1432 {
1490 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1433 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1491 { 1434 {
1492 attacktype = 1 << attacknum; 1435 attacktype = 1 << attacknum;
1493 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1436 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1494 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)
1495 { 1438 {
1496 tmp = arrow; 1439 tmp = arrow;
1497 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;
1498 } 1441 }
1499 } 1442 }
1500 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1501 { 1444 {
1502 tmp = arrow; 1445 tmp = arrow;
1521 * find_better_arrow to find a decent arrow to use. 1464 * find_better_arrow to find a decent arrow to use.
1522 * op = the shooter 1465 * op = the shooter
1523 * type = bow->race 1466 * type = bow->race
1524 * dir = fire direction 1467 * dir = fire direction
1525 */ 1468 */
1526
1527object * 1469object *
1528pick_arrow_target (object *op, const char *type, int dir) 1470pick_arrow_target (object *op, const char *type, int dir)
1529{ 1471{
1530 object *tmp = NULL; 1472 object *tmp = NULL;
1531 maptile *m; 1473 maptile *m;
1596 */ 1538 */
1597int 1539int
1598fire_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)
1599{ 1541{
1600 object *left, *bow; 1542 object *left, *bow;
1601 int bowspeed, mflags; 1543 int mflags;
1602 maptile *m; 1544 maptile *m;
1603 1545
1604 if (!dir) 1546 if (!dir)
1605 { 1547 {
1606 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!");
1607 return 0; 1549 return 0;
1608 } 1550 }
1609 1551
1610 if (op->type == PLAYER) 1552 if (op->contr)
1611 bow = op->contr->ranges[range_bow]; 1553 bow = op->current_weapon;
1612 else 1554 else
1613 { 1555 {
1614 for (bow = op->inv; bow; bow = bow->below) 1556 for (bow = op->inv; bow; bow = bow->below)
1615 /* 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
1616 * 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.
1621 if (!bow) 1563 if (!bow)
1622 { 1564 {
1623 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1565 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1624 return 0; 1566 return 0;
1625 } 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
1626 } 1576 }
1627 1577
1628 if (!bow->race || !bow->skill) 1578 if (!bow->race || !bow->skill)
1629 { 1579 {
1630 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);
1631 return 0; 1581 return 0;
1632 } 1582 }
1633
1634 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1635
1636 /* penalize ROF for bestarrow */
1637 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1638 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1639
1640 if (bowspeed < 1)
1641 bowspeed = 1;
1642 1583
1643 if (arrow == NULL) 1584 if (arrow == NULL)
1644 { 1585 {
1645 if ((arrow = find_arrow (op, bow->race)) == NULL) 1586 if ((arrow = find_arrow (op, bow->race)) == NULL)
1646 { 1587 {
1647 if (op->type == PLAYER) 1588 if (op->type == PLAYER)
1648 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);
1649 /* 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 */
1650 else 1591 else
1651 CLEAR_FLAG (op, FLAG_READY_BOW); 1592 CLEAR_FLAG (op, FLAG_READY_BOW);
1593
1652 return 0; 1594 return 0;
1653 } 1595 }
1654 } 1596 }
1655 1597
1656 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1598 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1678 return 0; 1620 return 0;
1679 } 1621 }
1680 1622
1681 arrow->set_owner (op); 1623 arrow->set_owner (op);
1682 arrow->skill = bow->skill; 1624 arrow->skill = bow->skill;
1683
1684 arrow->direction = dir; 1625 arrow->direction = dir;
1685 arrow->x = sx; 1626
1686 arrow->y = sy; 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;
1687 1659
1688 if (op->type == PLAYER) 1660 if (op->type == PLAYER)
1689 { 1661 {
1690 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1691 op->update_stats ();
1692 }
1693
1694 SET_ANIMATION (arrow, arrow->direction);
1695 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1696 arrow->stats.hp = arrow->stats.dam;
1697 arrow->stats.grace = arrow->attacktype;
1698 if (arrow->slaying != NULL)
1699 arrow->spellarg = strdup (arrow->slaying);
1700
1701 /* Note that this was different for monsters - they got their level
1702 * added to the damage. I think the strength bonus is more proper.
1703 */
1704
1705 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1706
1707 /* update the speed */
1708 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1709 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1710
1711 if (arrow->speed < 1.0)
1712 arrow->speed = 1.0;
1713 update_ob_speed (arrow);
1714 arrow->speed_left = 0;
1715
1716 if (op->type == PLAYER)
1717 {
1718 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1719 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1720 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1721
1722 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;
1723 } 1669 }
1724 else 1670 else
1725 { 1671 {
1726 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1727 arrow->level = op->level; 1672 arrow->level = op->level;
1728 } 1673 arrow->stats.wc -= bow->magic;
1729 1674
1730 if (arrow->attacktype == AT_PHYSICAL) 1675 if (!arrow->slaying)
1676 arrow->slaying = bow->slaying;
1677
1731 arrow->attacktype |= bow->attacktype; 1678 arrow->attacktype |= bow->attacktype;
1679 }
1732 1680
1733 if (bow->slaying) 1681 wc -= arrow->level;
1734 arrow->slaying = bow->slaying; 1682 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1735 1683
1736 arrow->map = m; 1684 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1737 arrow->move_type = MOVE_FLY_LOW; 1685 arrow->move_type = MOVE_FLY_LOW;
1738 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1686 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1739 1687
1740 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1688 op->play_sound (sound_find ("fire_arrow"));
1741 insert_ob_in_map (arrow, m, op, 0); 1689 m->insert (arrow, sx, sy, op);
1742 1690
1743 if (!arrow->destroyed ()) 1691 if (!arrow->destroyed ())
1744 move_arrow (arrow); 1692 move_arrow (arrow);
1745 1693
1746 if (op->type == PLAYER) 1694 if (op->type == PLAYER)
1766{ 1714{
1767 int ret = 0, wcmod = 0; 1715 int ret = 0, wcmod = 0;
1768 1716
1769 if (op->contr->bowtype == bow_bestarrow) 1717 if (op->contr->bowtype == bow_bestarrow)
1770 { 1718 {
1771 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);
1772 } 1720 }
1773 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)
1774 { 1722 {
1775 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1723 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1776 wcmod = -1; 1724 wcmod = -1;
1725
1777 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1726 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1778 } 1727 }
1779 else if (op->contr->bowtype == bow_threewide) 1728 else if (op->contr->bowtype == bow_threewide)
1780 { 1729 {
1781 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1730 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1785 else if (op->contr->bowtype == bow_spreadshot) 1734 else if (op->contr->bowtype == bow_spreadshot)
1786 { 1735 {
1787 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);
1788 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);
1789 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);
1790
1791 } 1739 }
1792 else 1740 else
1793 { 1741 {
1794 /* Simple case */ 1742 /* Simple case */
1795 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);
1796 } 1744 }
1745
1797 return ret; 1746 return ret;
1798} 1747}
1799
1800 1748
1801/* Fires a misc (wand/rod/horn) object in 'dir'. 1749/* Fires a misc (wand/rod/horn) object in 'dir'.
1802 * Broken apart from 'fire' to keep it more readable. 1750 * Broken apart from 'fire' to keep it more readable.
1803 */ 1751 */
1804void 1752void
1805fire_misc_object (object *op, int dir) 1753fire_misc_object (object *op, int dir)
1806{ 1754{
1807 object *item; 1755 object *item = op->contr->ranged_ob;
1808 1756
1809 if (!op->contr->ranges[range_misc]) 1757 if (!item)
1810 { 1758 {
1811 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.");
1812 return; 1760 return;
1813 } 1761 }
1814 1762
1815 item = op->contr->ranges[range_misc];
1816 if (!item->inv) 1763 if (!item->inv)
1817 { 1764 {
1818 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1765 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1819 return; 1766 return;
1820 } 1767 }
1768
1769 if (!op->change_weapon (item))
1770 return;
1771
1821 if (item->type == WAND) 1772 if (item->type == WAND)
1822 { 1773 {
1823 if (item->stats.food <= 0) 1774 if (item->stats.food <= 0)
1824 { 1775 {
1825 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1776 op->contr->play_sound (sound_find ("wand_poof"));
1826 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
1827 return; 1779 return;
1828 } 1780 }
1829 } 1781 }
1830 else if (item->type == ROD || item->type == HORN) 1782 else if (item->type == ROD || item->type == HORN)
1831 { 1783 {
1832 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))
1833 { 1785 {
1834 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1786 op->contr->play_sound (sound_find ("wand_poof"));
1787
1835 if (item->type == ROD) 1788 if (item->type == ROD)
1836 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));
1837 else 1790 else
1838 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
1839 return; 1793 return;
1840 } 1794 }
1841 } 1795 }
1842 1796
1843 if (cast_spell (op, item, dir, item->inv, NULL)) 1797 if (cast_spell (op, item, dir, item->inv, NULL))
1850 object *tmp; 1804 object *tmp;
1851 1805
1852 if (item->arch) 1806 if (item->arch)
1853 { 1807 {
1854 CLEAR_FLAG (item, FLAG_ANIMATE); 1808 CLEAR_FLAG (item, FLAG_ANIMATE);
1855 item->face = item->arch->clone.face; 1809 item->face = item->arch->face;
1856 item->speed = 0; 1810 item->set_speed (0);
1857 update_ob_speed (item);
1858 } 1811 }
1812
1859 if ((tmp = item->in_player ())) 1813 if ((tmp = item->in_player ()))
1860 esrv_update_item (UPD_ANIM, tmp, item); 1814 esrv_update_item (UPD_ANIM, tmp, item);
1861 } 1815 }
1862 } 1816 }
1863 else if (item->type == ROD || item->type == HORN) 1817 else if (item->type == ROD || item->type == HORN)
1864 {
1865 drain_rod_charge (item); 1818 drain_rod_charge (item);
1866 }
1867 } 1819 }
1868} 1820}
1869 1821
1870/* Received a fire command for the player - go and do it. 1822/* Received a fire command for the player - go and do it.
1871 */ 1823 */
1872void 1824bool
1873fire (object *op, int dir) 1825fire (object *op, int dir)
1874{ 1826{
1875 int spellcost = 0; 1827 int spellcost = 0;
1876 1828
1877 /* check for loss of invisiblity/hide */ 1829 /* check for loss of invisiblity/hide */
1878 if (action_makes_visible (op)) 1830 if (action_makes_visible (op))
1879 make_visible (op); 1831 make_visible (op);
1880 1832
1881 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;
1882 { 1839 }
1883 case range_none:
1884 return;
1885 1840
1886 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:
1887 player_fire_bow (op, dir); 1857 player_fire_bow (op, dir);
1888 return; 1858 break;
1889 1859
1890 case range_magic: /* Casting spells */ 1860 case SPELL:
1891 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);
1892 return; 1862 break;
1893 1863
1894 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:
1895 fire_misc_object (op, dir); 1873 fire_misc_object (op, dir);
1896 return; 1874 break;
1897
1898 case range_golem: /* Control summoned monsters from scrolls */
1899 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1900 {
1901 op->contr->ranges[range_golem] = 0;
1902 op->contr->shoottype = range_none;
1903 }
1904 else
1905 control_golem (op->contr->ranges[range_golem], dir);
1906 return;
1907
1908 case range_skill:
1909 if (!op->chosen_skill)
1910 {
1911 if (op->type == PLAYER)
1912 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1913 return;
1914 }
1915 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1916 return;
1917 case range_builder:
1918 apply_map_builder (op, dir);
1919 return;
1920 default:
1921 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1922 return;
1923 } 1875 }
1924}
1925 1876
1926 1877 return true;
1878}
1927 1879
1928/* find_key 1880/* find_key
1929 * 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
1930 * and successfully use it, we return the key, otherwise NULL 1882 * and successfully use it, we return the key, otherwise NULL
1931 * This function merges both normal and locked door, since the logic 1883 * This function merges both normal and locked door, since the logic
1933 * pl is the player, 1885 * pl is the player,
1934 * inv is the objects inventory to searched 1886 * inv is the objects inventory to searched
1935 * door is the door we are trying to match against. 1887 * door is the door we are trying to match against.
1936 * This function can be called recursively to search containers. 1888 * This function can be called recursively to search containers.
1937 */ 1889 */
1938
1939object * 1890object *
1940find_key (object *pl, object *container, object *door) 1891find_key (object *pl, object *container, object *door)
1941{ 1892{
1942 object *tmp, *key; 1893 object *tmp, *key;
1943 1894
1944 /* Should not happen, but sanity checking is never bad */ 1895 /* Should not happen, but sanity checking is never bad */
1945 if (container->inv == NULL) 1896 if (!container->inv)
1946 return NULL; 1897 return 0;
1947 1898
1948 /* First, lets try to find a key in the top level inventory */ 1899 /* First, lets try to find a key in the top level inventory */
1949 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1900 for (tmp = container->inv; tmp; tmp = tmp->below)
1950 { 1901 {
1951 if (door->type == DOOR && tmp->type == KEY) 1902 if (door->type == DOOR && tmp->type == KEY)
1952 break; 1903 break;
1953 /* For sanity, we should really check door type, but other stuff 1904 /* For sanity, we should really check door type, but other stuff
1954 * (like containers) can be locked with special keys 1905 * (like containers) can be locked with special keys
1955 */ 1906 */
1956 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1907 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1957 break; 1908 break;
1958 } 1909 }
1910
1959 /* No key found - lets search inventories now */ 1911 /* No key found - lets search inventories now */
1960 /* If we find and use a key in an inventory, return at that time. 1912 /* If we find and use a key in an inventory, return at that time.
1961 * otherwise, if we search all the inventories and still don't find 1913 * otherwise, if we search all the inventories and still don't find
1962 * a key, return 1914 * a key, return
1963 */ 1915 */
1964 if (!tmp) 1916 if (!tmp)
1965 { 1917 {
1966 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1918 for (tmp = container->inv; tmp; tmp = tmp->below)
1967 { 1919 {
1968 /* No reason to search empty containers */ 1920 /* No reason to search empty containers */
1969 if (tmp->type == CONTAINER && tmp->inv) 1921 if (tmp->type == CONTAINER && tmp->inv)
1970 { 1922 {
1971 if ((key = find_key (pl, tmp, door)) != NULL) 1923 if ((key = find_key (pl, tmp, door)))
1972 return key; 1924 return key;
1973 } 1925 }
1974 } 1926 }
1927
1975 if (!tmp) 1928 if (!tmp)
1976 return NULL; 1929 return NULL;
1977 } 1930 }
1931
1978 /* We get down here if we have found a key. Now if its in a container, 1932 /* We get down here if we have found a key. Now if its in a container,
1979 * see if we actually want to use it 1933 * see if we actually want to use it
1980 */ 1934 */
1981 if (pl != container) 1935 if (pl != container)
1982 { 1936 {
2003 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1957 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2004 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1958 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2005 return NULL; 1959 return NULL;
2006 } 1960 }
2007 } 1961 }
1962
2008 return tmp; 1963 return tmp;
2009} 1964}
2010 1965
2011/* moved door processing out of move_player_attack. 1966/* moved door processing out of move_player_attack.
2012 * returns 1 if player has opened the door with a key 1967 * returns 1 if player has opened the door with a key
2014 * 0 otherwise 1969 * 0 otherwise
2015 */ 1970 */
2016static int 1971static int
2017player_attack_door (object *op, object *door) 1972player_attack_door (object *op, object *door)
2018{ 1973{
2019 /* 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,
2020 * 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 -
2021 * otherwise, we fall through to the rest of the code. 1976 * otherwise, we fall through to the rest of the code.
2022 */ 1977 */
2023 object *key = find_key (op, op, door); 1978 object *key = find_key (op, op, door);
2024 1979
2025 /* IF we found a key, do some extra work */ 1980 /* If we found a key, do some extra work */
2026 if (key) 1981 if (key)
2027 { 1982 {
2028 object *container = key->env; 1983 object *container = key->env;
2029 1984
2030 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2031 if (action_makes_visible (op)) 1985 if (action_makes_visible (op))
2032 make_visible (op); 1986 make_visible (op);
1987
2033 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1988 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2034 spring_trap (door->inv, op); 1989 spring_trap (door->inv, op);
1990
2035 if (door->type == DOOR) 1991 if (door->type == DOOR)
2036 {
2037 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 */
2038 }
2039 else if (door->type == LOCKED_DOOR) 1993 else if (door->type == LOCKED_DOOR)
2040 { 1994 {
2041 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1995 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2042 remove_door2 (door); /* remove door without violence ;-) */ 1996 remove_door2 (door); /* remove door without violence ;-) */
2043 } 1997 }
1998
2044 /* Do this after we print the message */ 1999 /* Do this after we print the message */
2045 decrease_ob (key); /* Use up one of the keys */ 2000 decrease_ob (key); /* Use up one of the keys */
2046 /* Need to update the weight the container the key was in */ 2001 /* Need to update the weight the container the key was in */
2047 if (container != op) 2002 if (container != op)
2048 esrv_update_item (UPD_WEIGHT, op, container); 2003 esrv_update_item (UPD_WEIGHT, op, container);
2004
2049 return 1; /* Nothing more to do below */ 2005 return 1; /* Nothing more to do below */
2050 } 2006 }
2051 else if (door->type == LOCKED_DOOR) 2007 else if (door->type == LOCKED_DOOR)
2052 { 2008 {
2053 /* Might as well return now - no other way to open this */ 2009 /* Might as well return now - no other way to open this */
2054 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2010 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2055 return 1; 2011 return 1;
2056 } 2012 }
2013
2057 return 0; 2014 return 0;
2058} 2015}
2059 2016
2060/* This function is just part of a breakup from move_player. 2017/* This function is just part of a breakup from move_player.
2061 * It should keep the code cleaner. 2018 * It should keep the code cleaner.
2062 * When this is called, the players direction has been updated 2019 * When this is called, the players direction has been updated
2063 * (taking into account confusion.) The player is also actually 2020 * (taking into account confusion.) The player is also actually
2064 * going to try and move (not fire weapons). 2021 * going to try and move (not fire weapons).
2065 */ 2022 */
2066void 2023bool
2067move_player_attack (object *op, int dir) 2024move_player_attack (object *op, int dir)
2068{ 2025{
2069 object *tmp, *mon;
2070 sint16 nx, ny;
2071 int on_battleground; 2026 int on_battleground;
2072 maptile *m;
2073 2027
2074 nx = freearr_x[dir] + op->x; 2028 sint16 nx = freearr_x[dir] + op->x;
2075 ny = freearr_y[dir] + op->y; 2029 sint16 ny = freearr_y[dir] + op->y;
2076 2030
2077 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 }
2078 2041
2079 /* 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
2080 * 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
2081 * 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
2082 * player. This is a pretty nasty hack, because if we could 2045 * player. This is a pretty nasty hack, because if we could
2083 * 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
2084 * 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
2085 * 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
2086 * move_ob uses. 2049 * move_ob uses.
2087 */ 2050 */
2088 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2051 maptile *m = op->map->xy_find (nx, ny);
2089 {
2090 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2091 {
2092 m = get_map_from_coord (op->map, &nx, &ny);
2093 if (!m)
2094 return; /* Don't think this should happen */
2095 }
2096 else
2097 m = op->map;
2098 2052
2099 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2100 {
2101 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2102 return;
2103 }
2104
2105 mon = 0;
2106 /* 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
2107 * 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.
2108 * 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
2109 * on the space 2056 * on the space
2110 */ 2057 */
2111 while (tmp) 2058 object *mon;
2112 { 2059 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2113 if (tmp == op) 2060 {
2114 { 2061 if ((mon->flag [FLAG_ALIVE]
2115 tmp = tmp->above; 2062 || mon->type == LOCKED_DOOR
2116 continue; 2063 || mon->flag [FLAG_CAN_ROLL])
2117 }
2118
2119 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2120 {
2121 mon = tmp; 2064 && mon != op)
2122 break; 2065 break;
2123 } 2066 }
2124 2067
2125 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2126 mon = tmp;
2127
2128 tmp = tmp->above;
2129 }
2130
2131 if (!mon) /* This happens anytime the player tries to move */ 2068 if (!mon) /* This happens anytime the player tries to move */
2132 return; /* into a wall */ 2069 return false; /* into a wall */
2133 2070
2134 if (mon->head)
2135 mon = mon->head; 2071 mon = mon->head_ ();
2136 2072
2137 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)
2138 if (player_attack_door (op, mon)) 2075 if (player_attack_door (op, mon))
2076 {
2077 --op->contr->weapon_sp_left;
2139 return; 2078 return true;
2079 }
2140 2080
2141 /* The following deals with possibly attacking peaceful 2081 /* The following deals with possibly attacking peaceful
2142 * or frienddly creatures. Basically, all players are considered 2082 * or friendly creatures. Basically, all players are considered
2143 * unaggressive. If the moving player has peaceful set, then the 2083 * unaggressive. If the moving player has peaceful set, then the
2144 * object should be pushed instead of attacked. It is assumed that 2084 * object should be pushed instead of attacked. It is assumed that
2145 * if you are braced, you will not attack friends accidently, 2085 * if you are braced, you will not attack friends accidently,
2146 * and thus will not push them. 2086 * and thus will not push them.
2147 */ 2087 */
2148 2088
2149 /* 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
2150 * peaceful. Our assumption is the creature is a pet if the 2090 * peaceful. Our assumption is the creature is a pet if the
2151 * player owns it and it is either friendly or unagressive. 2091 * player owns it and it is either friendly or unagressive.
2152 */ 2092 */
2153 if ((op->type == PLAYER) 2093 if (op->type == PLAYER
2154#if COZY_SERVER
2155 &&
2156 ((mon->owner && mon->owner->contr 2094 && ((mon->owner && mon->owner->contr
2157 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2095 && same_party (mon->owner->contr->party, op->contr->party))
2158#else
2159 && mon->owner == op 2096 || mon->owner == op)
2160#endif
2161 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2097 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2162 { 2098 {
2163 /* 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 */
2164 if (op->contr->braced) 2100 if (op->contr->braced)
2165 return; 2101 return false;
2166 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2102
2103 if (op->speed_left > 0.f)
2104 {
2105 --op->speed_left;
2106
2107 op->play_sound (sound_find ("push_player"));
2167 (void) push_ob (mon, dir, op); 2108 push_ob (mon, dir, op);
2109
2168 if (op->contr->tmp_invis || op->hide) 2110 if (op->contr->tmp_invis || op->hide)
2169 make_visible (op); 2111 make_visible (op);
2112
2170 return; 2113 return true;
2171 } 2114 }
2115 else
2116 return false;
2117 }
2172 2118
2173 /* in certain circumstances, you shouldn't attack friendly 2119 /* in certain circumstances, you shouldn't attack friendly
2174 * creatures. Note that if you are braced, you can't push 2120 * creatures. Note that if you are braced, you can't push
2175 * 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
2176 * attack them either. 2122 * attack them either.
2177 */ 2123 */
2178 if ((mon->type == PLAYER || mon->enemy != op) && 2124 if ((mon->type == PLAYER || mon->enemy != op)
2179 (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))
2180#ifdef PROHIBIT_PLAYERKILL
2181 (op->contr->peaceful 2126 && ((op->contr->peaceful
2182 || (mon->type == PLAYER 2127 || (mon->type == PLAYER && mon->contr->peaceful))
2183 && mon->contr->
2184 peaceful)) &&
2185#else
2186 op->contr->peaceful &&
2187#endif
2188 !on_battleground)) 2128 && !on_battleground))
2129 {
2130 if (op->speed_left > 0.f)
2189 { 2131 {
2132 --op->speed_left;
2133
2190 if (!op->contr->braced) 2134 if (!op->contr->braced)
2191 { 2135 {
2192 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2136 op->play_sound (sound_find ("push_player"));
2193 (void) push_ob (mon, dir, op); 2137 push_ob (mon, dir, op);
2194 } 2138 }
2195 else 2139 else
2196 new_draw_info (0, 0, op, "You withhold your attack"); 2140 new_draw_info (0, 0, op, "You withhold your attack");
2197 2141
2198 if (op->contr->tmp_invis || op->hide) 2142 if (op->contr->tmp_invis || op->hide)
2199 make_visible (op); 2143 make_visible (op);
2200 }
2201 2144
2145 return true;
2146 }
2147 }
2202 /* If the object is a boulder or other rollable object, then 2148 /* If the object is a boulder or other rollable object, then
2203 * 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.
2204 */ 2150 */
2205 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)
2206 { 2154 {
2155 --op->speed_left;
2156
2207 recursive_roll (mon, dir, op); 2157 recursive_roll (mon, dir, op);
2208 if (action_makes_visible (op)) 2158 if (action_makes_visible (op))
2209 make_visible (op); 2159 make_visible (op);
2210 }
2211 2160
2161 return true;
2162 }
2163 }
2212 /* Any generic living creature. Including things like doors. 2164 /* Any generic living creature. Including things like doors.
2213 * 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
2214 * and be living. Then, it must be one of the following: 2166 * and be living. Then, it must be one of the following:
2215 * 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
2216 * 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.
2217 */ 2169 */
2218
2219 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2170 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2220 ((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)))
2221 { 2172 {
2222 2173 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2223 /* If the player hasn't hit something this tick, and does
2224 * so, give them speed boost based on weapon speed. Doing
2225 * it here is better than process_players2, which basically
2226 * incurred a 1 tick offset.
2227 */
2228 if (!op->contr->has_hit)
2229 { 2174 {
2230 op->speed_left += op->speed / op->contr->weapon_sp; 2175 --op->contr->weapon_sp_left;
2231
2232 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2233 }
2234 2176
2235 skill_attack (mon, op, 0, 0, 0); 2177 skill_attack (mon, op, 0, 0, 0);
2236
2237 /* If attacking another player, that player gets automatic
2238 * hitback, and doesn't loose luck either.
2239 * Disable hitback on the battleground or if the target is
2240 * the wiz.
2241 */
2242 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2243 {
2244 short luck = mon->stats.luck;
2245
2246 mon->contr->has_hit = 1;
2247 skill_attack (op, mon, 0, 0, 0);
2248 mon->stats.luck = luck;
2249 }
2250 2178
2251 if (action_makes_visible (op)) 2179 if (action_makes_visible (op))
2252 make_visible (op); 2180 make_visible (op);
2253 }
2254 } /* if player should attack something */
2255}
2256 2181
2257int 2182 return true;
2183 }
2184 }
2185
2186 return false;
2187}
2188
2189bool
2258move_player (object *op, int dir) 2190move_player (object *op, int dir)
2259{ 2191{
2260 int pick; 2192 int pick;
2261 2193
2262 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2194 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2263 return 0; 2195 return 0;
2264 2196
2265 /* Sanity check: make sure dir is valid */ 2197 /* Sanity check: make sure dir is valid */
2266 if ((dir < 0) || (dir >= 9)) 2198 if ((dir < 0) || (dir >= 9))
2267 { 2199 {
2268 LOG (llevError, "move_player: invalid direction %d\n", dir); 2200 LOG (llevError, "move_player: invalid direction %d\n", dir);
2269 return 0; 2201 return 0;
2270 } 2202 }
2271 2203
2272 /* peterm: added following line */ 2204 /* peterm: added following line */
2273 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2205 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2274 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2206 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2275 2207
2276 op->facing = dir; 2208 op->facing = dir;
2277 2209
2278 if (op->hide) 2210 if (op->hide)
2279 do_hidden_move (op); 2211 do_hidden_move (op);
2280 2212
2213 bool retval;
2214
2281 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2215 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2282 /*nop */ ; 2216 retval = RESULT_INT (0);
2283 else if (op->contr->fire_on) 2217 else if (op->contr->fire_on)
2284 fire (op, dir); 2218 retval = fire (op, dir);
2285 else 2219 else
2286 { 2220 {
2287 move_player_attack (op, dir); 2221 retval = move_player_attack (op, dir);
2288 pick = check_pick (op); 2222 pick = check_pick (op);
2289 } 2223 }
2290 2224
2291 /* 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
2292 * server can handle repeat firing. 2226 * server can handle repeat firing.
2299 /* Update how the player looks. Use the facing, so direction may 2233 /* Update how the player looks. Use the facing, so direction may
2300 * get reset to zero. This allows for full animation capabilities 2234 * get reset to zero. This allows for full animation capabilities
2301 * for players. 2235 * for players.
2302 */ 2236 */
2303 animate_object (op, op->facing); 2237 animate_object (op, op->facing);
2304 return 0; 2238
2239 return retval;
2305} 2240}
2306 2241
2307/* 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
2308 * new client/server stuff. 2243 * new client/server stuff.
2309 * 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
2310 * the new speed values for commands. 2245 * the new speed values for commands.
2311 * 2246 *
2312 * 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.
2313 */ 2250 */
2314int 2251bool
2315handle_newcs_player (object *op) 2252handle_newcs_player (object *op)
2316{ 2253{
2317 if (op->contr->hidden)
2318 {
2319 op->invisible = 1000;
2320 /* the socket code flashes the player visible/invisible
2321 * depending on the value of invisible, so we need to
2322 * alternate it here for it to work correctly.
2323 */
2324 if (pticks & 2)
2325 op->invisible--;
2326 }
2327 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2328 {
2329 op->invisible--;
2330 if (!op->invisible)
2331 {
2332 make_visible (op);
2333 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2334 }
2335 }
2336
2337 if (QUERY_FLAG (op, FLAG_SCARED)) 2254 if (QUERY_FLAG (op, FLAG_SCARED))
2338 { 2255 {
2339 flee_player (op); 2256 if (op->speed_left > 0.f)
2340 /* If player is still scared, that is his action for this tick */
2341 if (QUERY_FLAG (op, FLAG_SCARED))
2342 { 2257 {
2343 op->speed_left--; 2258 --op->speed_left;
2259 flee_player (op);
2260
2344 return 0; 2261 return true;
2345 } 2262 }
2263 else
2264 return false;
2346 } 2265 }
2347
2348 /* I've been seeing crashes where the golem has been destroyed, but
2349 * the player object still points to the defunct golem. The code that
2350 * destroys the golem looks correct, and it doesn't always happen, so
2351 * put this in a a workaround to clean up the golem pointer.
2352 */
2353 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2354 op->contr->ranges[range_golem] = 0;
2355 2266
2356 /* 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
2357 * the players time has been increased when doericserver has been 2268 * the players time has been increased when doericserver has been
2358 * called, so we recheck it here. 2269 * called, so we recheck it here.
2359 */ 2270 */
2360 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2271 if (op->contr->ns->handle_command ())
2361 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2362 ;
2363
2364 if (op->speed_left < 0)
2365 return 0; 2272 return true;
2366 2273
2367 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2274 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2368 {
2369 /* All move commands take 1 tick, at least for now */
2370 op->speed_left--;
2371
2372 /* Instead of all the stuff below, let move_player take care
2373 * of it. Also, some of the skill stuff is only put in
2374 * there, as well as the confusion stuff.
2375 */
2376 move_player (op, op->direction); 2275 return move_player (op, op->direction);
2377 if (op->speed_left > 0)
2378 return 1;
2379 else
2380 return 0;
2381 }
2382 2276
2383 return 0; 2277 return false;
2384} 2278}
2385 2279
2386int 2280int
2387save_life (object *op) 2281save_life (object *op)
2388{ 2282{
2390 return 0; 2284 return 0;
2391 2285
2392 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2286 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2393 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2287 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2394 { 2288 {
2395 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2289 op->play_sound (sound_find ("ob_evaporate"));
2396 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));
2397 2291
2398 if (op->contr) 2292 if (op->contr)
2399 esrv_del_item (op->contr, tmp->count); 2293 esrv_del_item (op->contr, tmp->count);
2400 2294
2420/* 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
2421 * 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
2422 * 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
2423 * from. 2317 * from.
2424 */ 2318 */
2425void 2319static void
2426remove_unpaid_objects (object *op, object *env) 2320drop_unpaid_items (object *op, object *env)
2427{ 2321{
2428 object *next;
2429
2430 while (op) 2322 while (op)
2431 { 2323 {
2432 next = op->below; /* Make sure we have a good value, in case 2324 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2433 * we remove object 'op' 2325
2434 */
2435 if (QUERY_FLAG (op, FLAG_UNPAID)) 2326 if (QUERY_FLAG (op, FLAG_UNPAID))
2436 { 2327 {
2437 op->remove ();
2438 op->x = env->x;
2439 op->y = env->y;
2440 if (env->type == PLAYER) 2328 if (env->type == PLAYER)
2441 esrv_del_item (env->contr, op->count); 2329 esrv_del_item (env->contr, op->count);
2442 insert_ob_in_map (op, env->map, NULL, 0); 2330
2331 op->insert_at (env);
2443 } 2332 }
2444 else if (op->inv) 2333 else if (op->inv)
2445 remove_unpaid_objects (op->inv, env); 2334 drop_unpaid_items (op->inv, env);
2446 2335
2447 op = next; 2336 op = next;
2448 } 2337 }
2338}
2339
2340void
2341object::drop_unpaid_items ()
2342{
2343 if (!flag [FLAG_REMOVED])
2344 ::drop_unpaid_items (inv, this);
2449} 2345}
2450 2346
2451/* 2347/*
2452 * Returns pointer a static string containing gravestone text 2348 * Returns pointer a static string containing gravestone text
2453 * Moved from apply.c to player.c - player.c is what 2349 * Moved from apply.c to player.c - player.c is what
2503 int rate_grace = 2000; 2399 int rate_grace = 2000;
2504 const int max_hp = 1; 2400 const int max_hp = 1;
2505 const int max_sp = 1; 2401 const int max_sp = 1;
2506 const int max_grace = 1; 2402 const int max_grace = 1;
2507 2403
2508 if (op->contr->outputs_sync) 2404 if (op->contr->hidden)
2405 {
2406 op->invisible = 1000;
2407 /* the socket code flashes the player visible/invisible
2408 * depending on the value of invisible, so we need to
2409 * alternate it here for it to work correctly.
2410 */
2411 if (pticks & 2)
2412 op->invisible--;
2509 { 2413 }
2510 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2414 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2511 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2415 {
2512 flush_output_element (op, &op->contr->outputs[i]); 2416 if (!op->invisible--)
2417 {
2418 make_visible (op);
2419 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2420 }
2513 } 2421 }
2514 2422
2515 if (op->contr->ns->state == ST_PLAYING) 2423 if (op->contr->ns->state == ST_PLAYING)
2516 { 2424 {
2517 /* these next three if clauses make it possible to SLOW DOWN 2425 /* these next three if clauses make it possible to SLOW DOWN
2539 gen_grace = op->stats.maxgrace; 2447 gen_grace = op->stats.maxgrace;
2540 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2448 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2541 } 2449 }
2542 2450
2543 /* Regenerate Spell Points */ 2451 /* Regenerate Spell Points */
2544 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2452 if (!op->contr->golem && --op->last_sp < 0)
2545 { 2453 {
2546 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);
2547 if (op->stats.sp < op->stats.maxsp) 2455 if (op->stats.sp < op->stats.maxsp)
2548 { 2456 {
2549 op->stats.sp++; 2457 op->stats.sp++;
2647 } 2555 }
2648 2556
2649 /* Digestion */ 2557 /* Digestion */
2650 if (--op->last_eat < 0) 2558 if (--op->last_eat < 0)
2651 { 2559 {
2652#ifdef COZY_SERVER 2560 int bonus = max (0, op->contr->digestion),
2653 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2561 penalty = max (0, -op->contr->digestion);
2654 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2655#else
2656 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2657#endif
2658 2562
2659 if (op->contr->gen_hp > 0)
2660 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);
2661 else
2662 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2663 2564
2664 /* dms do not consume food */ 2565 /* dms do not consume food */
2665 if (!QUERY_FLAG (op, FLAG_WIZ)) 2566 if (!QUERY_FLAG (op, FLAG_WIZ))
2666 op->stats.food--; 2567 op->stats.food--;
2667 } 2568 }
2728 object *tmp; 2629 object *tmp;
2729 2630
2730 if (save_life (op)) 2631 if (save_life (op))
2731 return; 2632 return;
2732 2633
2733
2734 /* 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
2735 * 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.
2736 * Look at op_on_battleground() for more info --AndreasV 2636 * Look at op_on_battleground() for more info --AndreasV
2737 */ 2637 */
2738 if (op_on_battleground (op, &x, &y)) 2638 if (op_on_battleground (op, &x, &y))
2740 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2640 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2741 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2641 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2742 2642
2743 /* restore player */ 2643 /* restore player */
2744 at = archetype::find ("poisoning"); 2644 at = archetype::find ("poisoning");
2745 tmp = present_arch_in_ob (at, op); 2645 if (object *tmp = present_arch_in_ob (at, op))
2746 if (tmp)
2747 { 2646 {
2748 tmp->destroy (); 2647 tmp->destroy ();
2749 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2648 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2750 } 2649 }
2751 2650
2752 at = archetype::find ("confusion"); 2651 at = archetype::find ("confusion");
2753 tmp = present_arch_in_ob (at, op); 2652 if (object *tmp = present_arch_in_ob (at, op))
2754 if (tmp)
2755 { 2653 {
2756 tmp->destroy (); 2654 tmp->destroy ();
2757 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2655 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2758 } 2656 }
2759 2657
2761 op->stats.hp = op->stats.maxhp; 2659 op->stats.hp = op->stats.maxhp;
2762 if (op->stats.food <= 0) 2660 if (op->stats.food <= 0)
2763 op->stats.food = 999; 2661 op->stats.food = 999;
2764 2662
2765 /* create a bodypart-trophy to make the winner happy */ 2663 /* create a bodypart-trophy to make the winner happy */
2766 tmp = arch_to_object (archetype::find ("finger")); 2664 if (object *tmp = arch_to_object (archetype::find ("finger")))
2767 if (tmp != NULL)
2768 { 2665 {
2769 sprintf (buf, "%s's finger", &op->name); 2666 sprintf (buf, "%s's finger", &op->name);
2770 tmp->name = buf; 2667 tmp->name = buf;
2771 sprintf (buf, " This finger has been cut off %s\n" 2668 sprintf (buf, " This finger has been cut off %s\n"
2772 " the %s, when he was defeated at\n level %d by %s.\n", 2669 " the %s, when he was defeated at\n level %d by %s.\n",
2773 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2670 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2774 tmp->msg = buf; 2671 tmp->msg = buf;
2775 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2672 tmp->value = 0, tmp->type = 0;
2776 tmp->materialname = NULL; 2673 tmp->materialname = "organics";
2777 tmp->x = op->x, tmp->y = op->y; 2674 tmp->insert_at (op, tmp);
2778 insert_ob_in_map (tmp, op->map, op, 0);
2779 } 2675 }
2780 2676
2781 /* teleport defeated player to new destination */ 2677 /* teleport defeated player to new destination */
2782 transfer_ob (op, x, y, 0, NULL); 2678 transfer_ob (op, x, y, 0, NULL);
2783 op->contr->braced = 0; 2679 op->contr->braced = 0;
2788 2684
2789 command_kill_pets (op, 0); 2685 command_kill_pets (op, 0);
2790 2686
2791 if (op->stats.food < 0) 2687 if (op->stats.food < 0)
2792 { 2688 {
2793 if (op->contr->explore)
2794 {
2795 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2796 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2797 op->stats.food = 999;
2798 return;
2799 }
2800 sprintf (buf, "%s starved to death.", &op->name); 2689 sprintf (buf, "%s starved to death.", &op->name);
2801 strcpy (op->contr->killer, "starvation"); 2690 strcpy (op->contr->killer, "starvation");
2802 } 2691 }
2803 else 2692 else
2804 {
2805 if (op->contr->explore)
2806 {
2807 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2808 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2809 op->stats.hp = op->stats.maxhp;
2810 return;
2811 }
2812 sprintf (buf, "%s died.", &op->name); 2693 sprintf (buf, "%s died.", &op->name);
2813 } 2694
2814 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2695 op->contr->play_sound (sound_find ("player_dies"));
2815 2696
2816 /* save the map location for corpse, gravestone */ 2697 /* save the map location for corpse, gravestone */
2817 x = op->x; 2698 x = op->x;
2818 y = op->y; 2699 y = op->y;
2819 map = op->map; 2700 map = op->map;
2820
2821 2701
2822 /* NOT_PERMADEATH code. This basically brings the character back to 2702 /* NOT_PERMADEATH code. This basically brings the character back to
2823 * life if they are dead - it takes some exp and a random stat. 2703 * life if they are dead - it takes some exp and a random stat.
2824 * See the config.h file for a little more in depth detail about this. 2704 * See the config.h file for a little more in depth detail about this.
2825 */ 2705 */
2842 num_stats_lose = 1; 2722 num_stats_lose = 1;
2843 else 2723 else
2844 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2724 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2845 } 2725 }
2846 else 2726 else
2847 {
2848 num_stats_lose = 1; 2727 num_stats_lose = 1;
2849 } 2728
2850 lost_a_stat = 0; 2729 lost_a_stat = 0;
2851 2730
2852 for (z = 0; z < num_stats_lose; z++) 2731 for (z = 0; z < num_stats_lose; z++)
2853 { 2732 {
2854 i = RANDOM () % NUM_STATS; 2733 i = RANDOM () % NUM_STATS;
2995 op->stats.hp = op->stats.maxhp; 2874 op->stats.hp = op->stats.maxhp;
2996 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2875 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2997 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2876 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2998 2877
2999 /* 2878 /*
3000 * Check to see if the player is in a shop. IF so, then check to see if
3001 * the player has any unpaid items. If so, remove them and put them back 2879 * Check to see if the player has any unpaid items. If so, remove them
3002 * in the map. 2880 * and put them back in the map.
3003 */ 2881 */
3004 2882 op->drop_unpaid_items ();
3005 if (is_in_shop (op))
3006 remove_unpaid_objects (op->inv, op);
3007 2883
3008 /****************************************/ 2884 /****************************************/
3009 /* */ 2885 /* */
3010 /* Move player to his current respawn- */ 2886 /* Move player to his current respawn- */
3011 /* position (usually last savebed) */ 2887 /* position (usually last savebed) */
3012 /* */ 2888 /* */
3013 /****************************************/ 2889 /****************************************/
3014 2890
3015 enter_player_savebed (op); 2891 enter_player_savebed (op);
3016 2892
3017 /* Save the player before inserting the force to reduce
3018 * chance of abuse.
3019 */
3020 op->contr->braced = 0; 2893 op->contr->braced = 0;
3021 op->contr->save ();
3022 2894
3023 /* it is possible that the player has blown something up 2895 /* it is possible that the player has blown something up
3024 * at his savebed location, and that can have long lasting 2896 * at his savebed location, and that can have long lasting
3025 * spell effects. So first see if there is a spell effect 2897 * spell effects. So first see if there is a spell effect
3026 * on the space that might harm the player. 2898 * on the space that might harm the player.
3035 object *force; 2907 object *force;
3036 int at; 2908 int at;
3037 2909
3038 force = get_archetype (FORCE_NAME); 2910 force = get_archetype (FORCE_NAME);
3039 /* 50 ticks should be enough time for the spell to abate */ 2911 /* 50 ticks should be enough time for the spell to abate */
3040 force->speed = 0.1; 2912 force->speed = 0.1f;
3041 force->speed_left = -5.0; 2913 force->speed_left = -5.f;
3042 SET_FLAG (force, FLAG_APPLIED); 2914 SET_FLAG (force, FLAG_APPLIED);
3043 for (at = 0; at < NROFATTACKS; at++) 2915 for (at = 0; at < NROFATTACKS; at++)
3044 if (will_kill_again & (1 << at)) 2916 if (will_kill_again & (1 << at))
3045 force->resist[at] = 100; 2917 force->resist[at] = 100;
3046 2918
3055void 2927void
3056loot_object (object *op) 2928loot_object (object *op)
3057{ /* Grab and destroy some treasure */ 2929{ /* Grab and destroy some treasure */
3058 object *tmp, *tmp2, *next; 2930 object *tmp, *tmp2, *next;
3059 2931
3060 if (op->container) 2932 op->close_container (); /* close open sack first */
3061 esrv_apply_container (op, op->container); /* close open sack first */
3062 2933
3063 for (tmp = op->inv; tmp; tmp = next) 2934 for (tmp = op->inv; tmp; tmp = next)
3064 { 2935 {
3065 next = tmp->below; 2936 next = tmp->below;
3066 2937
3067 if (tmp->invisible) 2938 if (tmp->invisible)
3068 continue; 2939 continue;
3069 2940
3070 tmp->remove (); 2941 tmp->remove ();
3071 tmp->x = op->x, tmp->y = op->y; 2942 tmp->x = op->x, tmp->y = op->y;
2943
3072 if (tmp->type == CONTAINER) 2944 if (tmp->type == CONTAINER)
3073 { /* empty container to ground */ 2945 loot_object (tmp); /* empty container to ground */
3074 loot_object (tmp); 2946
3075 }
3076 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2947 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3077 { 2948 {
3078 if (tmp->nrof > 1) 2949 if (tmp->nrof > 1)
3079 { 2950 {
3080 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2951 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3081 tmp2->destroy (); 2952 tmp2->destroy ();
3092/* 2963/*
3093 * fix_weight(): Check recursively the weight of all players, and fix 2964 * fix_weight(): Check recursively the weight of all players, and fix
3094 * what needs to be fixed. Refresh windows and fix speed if anything 2965 * what needs to be fixed. Refresh windows and fix speed if anything
3095 * was changed. 2966 * was changed.
3096 */ 2967 */
3097
3098void 2968void
3099fix_weight (void) 2969fix_weight (void)
3100{ 2970{
3101 for (player *pl = first_player; pl; pl = pl->next) 2971 for_all_players (pl)
3102 { 2972 {
3103 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2973 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3104 2974
3105 if (old == sum) 2975 if (old == sum)
3106 continue; 2976 continue;
3110} 2980}
3111 2981
3112void 2982void
3113fix_luck (void) 2983fix_luck (void)
3114{ 2984{
3115 for (player *pl = first_player; pl; pl = pl->next) 2985 for_all_players (pl)
3116 if (!pl->ob->contr->ns->state) 2986 if (!pl->ob->contr->ns->state)
3117 pl->ob->change_luck (0); 2987 pl->ob->change_luck (0);
3118} 2988}
3119 2989
3120/* cast_dust() - handles op throwing objects of type 'DUST'. 2990/* cast_dust() - handles op throwing objects of type 'DUST'.
3162 if (op->type == PLAYER) 3032 if (op->type == PLAYER)
3163 { 3033 {
3164 op->contr->tmp_invis = 0; 3034 op->contr->tmp_invis = 0;
3165 op->contr->invis_race = 0; 3035 op->contr->invis_race = 0;
3166 } 3036 }
3037
3167 update_object (op, UP_OBJ_FACE); 3038 update_object (op, UP_OBJ_CHANGE);
3168} 3039}
3169 3040
3170int 3041int
3171is_true_undead (object *op) 3042is_true_undead (object *op)
3172{ 3043{
3173 object *tmp = NULL;
3174
3175 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3044 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3176 return 1; 3045 return 1;
3177 3046
3178 return 0; 3047 return 0;
3179} 3048}
3180 3049
3224/* For Hidden creatures - a chance of becoming 'unhidden' 3093/* For Hidden creatures - a chance of becoming 'unhidden'
3225 * every time they move - as we subtract off 'invisibility' 3094 * every time they move - as we subtract off 'invisibility'
3226 * AND, for players, if they move into a ridiculously unhideable 3095 * AND, for players, if they move into a ridiculously unhideable
3227 * spot (surrounded by clear terrain in broad daylight). -b.t. 3096 * spot (surrounded by clear terrain in broad daylight). -b.t.
3228 */ 3097 */
3229
3230void 3098void
3231do_hidden_move (object *op) 3099do_hidden_move (object *op)
3232{ 3100{
3233 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3101 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3234 object *skop; 3102 object *skop;
3238 3106
3239 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3107 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3240 3108
3241 /* its *extremely* hard to run and sneak/hide at the same time! */ 3109 /* its *extremely* hard to run and sneak/hide at the same time! */
3242 if (op->type == PLAYER && op->contr->run_on) 3110 if (op->type == PLAYER && op->contr->run_on)
3243 {
3244 if (!skop || num >= skop->level) 3111 if (!skop || num >= skop->level)
3245 { 3112 {
3246 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3113 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3247 make_visible (op); 3114 make_visible (op);
3248 return; 3115 return;
3249 } 3116 }
3250 else 3117 else
3251 num += 20; 3118 num += 20;
3252 } 3119
3253 num += op->map->difficulty; 3120 num += op->map->difficulty;
3254 hide = hideability (op); /* modify by terrain hidden level */ 3121 hide = hideability (op); /* modify by terrain hidden level */
3255 num -= hide; 3122 num -= hide;
3123
3256 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3124 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3257 { 3125 {
3258 make_visible (op); 3126 make_visible (op);
3259 if (op->type == PLAYER) 3127 if (op->type == PLAYER)
3260 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3128 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3261 } 3129 }
3262 else if (op->type == PLAYER && skop) 3130 else if (op->type == PLAYER && skop)
3263 {
3264 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3131 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3265 }
3266} 3132}
3267 3133
3268/* determine if who is standing near a hostile creature. */ 3134/* determine if who is standing near a hostile creature. */
3269 3135
3270int 3136int
3337 if (pl->type != PLAYER) 3203 if (pl->type != PLAYER)
3338 { 3204 {
3339 LOG (llevError, "player_can_view() called for non-player object\n"); 3205 LOG (llevError, "player_can_view() called for non-player object\n");
3340 return -1; 3206 return -1;
3341 } 3207 }
3208
3342 if (!pl || !op) 3209 if (!pl || !op)
3343 return 0; 3210 return 0;
3344 3211
3345 if (op->head)
3346 {
3347 op = op->head; 3212 op = op->head_ ();
3348 } 3213
3349 get_rangevector (pl, op, &rv, 0x1); 3214 get_rangevector (pl, op, &rv, 0x1);
3350 3215
3351 /* starting with the 'head' part, lets loop 3216 /* starting with the 'head' part, lets loop
3352 * through the object and find if it has any 3217 * through the object and find if it has any
3353 * part that is in the los array but isnt on 3218 * part that is in the los array but isnt on
3354 * a blocked los square. 3219 * a blocked los square.
3355 * we use the archetype to figure out offsets. 3220 * we use the archetype to figure out offsets.
3356 */ 3221 */
3357 while (op) 3222 while (op)
3358 { 3223 {
3359 dx = rv.distance_x + op->arch->clone.x; 3224 dx = rv.distance_x + op->arch->x;
3360 dy = rv.distance_y + op->arch->clone.y; 3225 dy = rv.distance_y + op->arch->y;
3361 3226
3362 /* only the viewable area the player sees is updated by LOS 3227 /* only the viewable area the player sees is updated by LOS
3363 * 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
3364 * for any meaningful values. 3229 * for any meaningful values.
3365 */ 3230 */
3470 char buf[MAX_BUF]; /* tmp. string buffer */ 3335 char buf[MAX_BUF]; /* tmp. string buffer */
3471 int i = 0, j = 0; 3336 int i = 0, j = 0;
3472 3337
3473 /* get the appropriate treasurelist */ 3338 /* get the appropriate treasurelist */
3474 if (atnr == ATNR_FIRE) 3339 if (atnr == ATNR_FIRE)
3475 trlist = find_treasurelist ("dragon_ability_fire"); 3340 trlist = treasurelist::find ("dragon_ability_fire");
3476 else if (atnr == ATNR_COLD) 3341 else if (atnr == ATNR_COLD)
3477 trlist = find_treasurelist ("dragon_ability_cold"); 3342 trlist = treasurelist::find ("dragon_ability_cold");
3478 else if (atnr == ATNR_ELECTRICITY) 3343 else if (atnr == ATNR_ELECTRICITY)
3479 trlist = find_treasurelist ("dragon_ability_elec"); 3344 trlist = treasurelist::find ("dragon_ability_elec");
3480 else if (atnr == ATNR_POISON) 3345 else if (atnr == ATNR_POISON)
3481 trlist = find_treasurelist ("dragon_ability_poison"); 3346 trlist = treasurelist::find ("dragon_ability_poison");
3482 3347
3483 if (trlist == NULL || who->type != PLAYER) 3348 if (trlist == NULL || who->type != PLAYER)
3484 return; 3349 return;
3485 3350
3486 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3351 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3487 3352
3488 if (tr == NULL || tr->item == NULL) 3353 if (!tr || !tr->item)
3489 { 3354 {
3490 /* 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]); */
3491 return; 3356 return;
3492 } 3357 }
3493 3358
3494 /* everything seems okay - now bring on the gift: */ 3359 /* everything seems okay - now bring on the gift: */
3495 item = &(tr->item->clone); 3360 item = tr->item;
3496 3361
3497 if (item->type == SPELL) 3362 if (item->type == SPELL)
3498 { 3363 {
3499 if (check_spell_known (who, item->name)) 3364 if (check_spell_known (who, item->name))
3500 return; 3365 return;
3559 { 3424 {
3560 /* forces in the treasurelist can alter the player's stats */ 3425 /* forces in the treasurelist can alter the player's stats */
3561 object *skin; 3426 object *skin;
3562 3427
3563 /* first get the dragon skin force */ 3428 /* first get the dragon skin force */
3564 shstr_cmp dragon_skin_force ("dragon_skin_force");
3565 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)
3566 ; 3430 ;
3567 3431
3568 if (!skin) 3432 if (!skin)
3569 return; 3433 return;
3570 3434
3618 * not readied. 3482 * not readied.
3619 */ 3483 */
3620void 3484void
3621player_unready_range_ob (player *pl, object *ob) 3485player_unready_range_ob (player *pl, object *ob)
3622{ 3486{
3623 rangetype i; 3487 if (pl->ob->current_weapon == ob)
3488 pl->ob->current_weapon = 0;
3624 3489
3625 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3490 if (pl->combat_ob == ob)
3626 { 3491 pl->combat_ob = 0;
3492
3627 if (pl->ranges[i] == ob) 3493 if (pl->ranged_ob == ob)
3628 { 3494 pl->ranged_ob = 0;
3629 pl->ranges[i] = NULL;
3630 if (pl->shoottype == i)
3631 {
3632 pl->shoottype = range_none;
3633 }
3634 }
3635 }
3636} 3495}
3496
3497sint8
3498player::visibility_at (maptile *map, int x, int y) const
3499{
3500 if (!ns)
3501 return 0;
3502
3503 int dx, dy;
3504 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3505 return 0;
3506
3507 x += dx - ns->current_x + ns->mapx / 2;
3508 y += dy - ns->current_y + ns->mapy / 2;
3509
3510 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3511 return 0;
3512
3513 return 100 - blocked_los [x][y];
3514}

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