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Comparing deliantra/server/server/player.C (file contents):
Revision 1.89 by root, Sun Jan 7 02:39:14 2007 UTC vs.
Revision 1.158 by root, Mon Aug 13 15:46:45 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 25#include <sproto.h>
28#include <sounds.h> 26#include <sounds.h>
29#include <living.h> 27#include <living.h>
30#include <object.h> 28#include <object.h>
31#include <spells.h> 29#include <spells.h>
116 114
117 news[0] = '\0'; 115 news[0] = '\0';
118 subject[0] = '\0'; 116 subject[0] = '\0';
119 size = 0; 117 size = 0;
120 118
121 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
122 { 120 {
123 if (*buf == '#') 121 if (*buf == '#')
124 continue; 122 continue;
125 123
126 if (*buf == '%') 124 if (*buf == '%')
127 { /* send one news */ 125 { /* send one news */
128 if (size > 0) 126 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
130 128
131 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
132 strip_endline (subject); 130 strip_endline (subject);
133 size = 0; 131 size = 0;
134 news[0] = '\0'; 132 news[0] = '\0';
144 size += strlen (buf); 142 size += strlen (buf);
145 } 143 }
146 } 144 }
147 145
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
150 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
151} 149}
152 150
153/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
154static void 152static void
155set_first_map (object *op) 153set_first_map (object *op)
156{ 154{
157 op->contr->maplevel = first_map_path; 155 op->contr->maplevel = first_map_path;
158 op->x = -1; 156 op->x = -1;
159 op->y = -1; 157 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173} 158}
174 159
175void 160void
176player::activate () 161player::activate ()
177{ 162{
180 165
181 players.insert (this); 166 players.insert (this);
182 ob->remove (); 167 ob->remove ();
183 ob->map = 0; 168 ob->map = 0;
184 ob->activate_recursive (); 169 ob->activate_recursive ();
185 enter_map (); 170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
171 add_friendly_object (ob);
186} 172}
187 173
188void 174void
189player::deactivate () 175player::deactivate ()
190{ 176{
191 if (!active) 177 if (!active)
192 return; 178 return;
193 179
194 terminate_all_pets (ob); 180 terminate_all_pets (ob);
181 remove_friendly_object (ob);
195 ob->deactivate_recursive (); 182 ob->deactivate_recursive ();
183
184 if (ob->map)
185 maplevel = ob->map->path;
186
196 ob->remove (); 187 ob->remove ();
197 ob->map = 0; 188 ob->map = 0;
189 party = 0;
190
191 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
198 192
199 players.erase (this); 193 players.erase (this);
200} 194}
201 195
202// connect the player with a specific client 196// connect the player with a specific client
203// also changed, rationalises, and fixes some incorrect settings 197// also changes, rationalises, and fixes some incorrect settings
204void 198void
205player::connect (client *ns) 199player::connect (client *ns)
206{ 200{
207 this->ns = ns; 201 this->ns = ns;
208 ns->pl = this; 202 ns->pl = this;
209 203
204 run_on = 0;
205 fire_on = 0;
206 ob->close_container (); //TODO: client-specific
207
210 ns->update_look = 0; 208 ns->update_look = 0;
211 ns->look_position = 0; 209 ns->look_position = 0;
212 210
213 clear_los (ob); 211 clear_los (this);
212
213 ns->reset_stats ();
214 214
215 /* make sure he's a player -- needed because of class change. */ 215 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid 216 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->clone.race; 217 ob->race = ob->arch->race;
218
219 if (!legal_range (ob, shoottype))
220 shoottype = range_none;
221 218
222 ob->carrying = sum_weight (ob); 219 ob->carrying = sum_weight (ob);
223 link_player_skills (ob); 220 link_player_skills (ob);
224 221
225 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
226 223
227 assign (title, ob->arch->clone.name); 224 assign (title, ob->arch->object::name);
228
229 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
230 * from the class, and not race. I don't see any way to get the class information
231 * to then update this. I don't think this will actually break anything - anyone
232 * that can use armour should be able to use a shield. What this may 'break'
233 * are features new characters get, eg, if someone starts up with a Q, they
234 * should be able to use a shield. However, old Q's won't get that advantage.
235 */
236 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
237 SET_FLAG (ob, FLAG_USE_SHIELD);
238 225
239 /* if it's a dragon player, set the correct title here */ 226 /* if it's a dragon player, set the correct title here */
240 if (is_dragon_pl (ob)) 227 if (is_dragon_pl (ob))
241 { 228 {
242 object *tmp, *abil = 0, *skin = 0; 229 object *tmp, *abil = 0, *skin = 0;
243 230
244 shstr_cmp dragon_ability_force ("dragon_ability_force");
245 shstr_cmp dragon_skin_force ("dragon_skin_force");
246
247 for (tmp = ob->inv; tmp; tmp = tmp->below) 231 for (tmp = ob->inv; tmp; tmp = tmp->below)
248 if (tmp->type == FORCE) 232 if (tmp->type == FORCE)
249 if (tmp->arch->name == dragon_ability_force) 233 if (tmp->arch->archname == shstr_dragon_ability_force)
250 abil = tmp; 234 abil = tmp;
251 else if (tmp->arch->name == dragon_skin_force) 235 else if (tmp->arch->archname == shstr_dragon_skin_force)
252 skin = tmp; 236 skin = tmp;
253 237
254 set_dragon_name (ob, abil, skin); 238 set_dragon_name (ob, abil, skin);
255 } 239 }
256 240
257 CLEAR_FLAG (ob, FLAG_FRIENDLY);
258 add_friendly_object (ob);
259
260 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
261
262 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 241 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
263 242
264 esrv_new_player (this, ob->weight + ob->carrying); 243 esrv_new_player (this, ob->weight + ob->carrying);
265 244
245 ob->flag [FLAG_READY_WEAPON] = false;
246 ob->flag [FLAG_READY_SKILL] = false;
247 ob->flag [FLAG_READY_BOW] = false;
248
249 for (object *op = ob->inv; op; op = op->below)
250 if (op->flag [FLAG_APPLIED])
251 switch (op->type)
252 {
253 case SKILL:
254 ob->flag [FLAG_APPLIED] = false;
255 break;
256
257 case WAND:
258 case ROD:
259 case HORN:
260 case BOW:
261 ranged_ob = op;
262 break;
263
264 case WEAPON:
265 combat_ob = op;
266 break;
267 }
268
269 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
266 ob->update_stats (); 270 ob->update_stats ();
271
267 ns->floorbox_update (); 272 ns->floorbox_update ();
268
269 esrv_send_inventory (ob, ob); 273 esrv_send_inventory (ob, ob);
270 esrv_add_spells (this, 0); 274 esrv_add_spells (this, 0);
271 275
272 activate (); 276 activate ();
273 277
280} 284}
281 285
282void 286void
283player::disconnect () 287player::disconnect ()
284{ 288{
285 //TODO: don't be so harsh and destroy :)
286 if (ns) 289 if (ns)
287 { 290 {
288 if (active) 291 if (active)
289 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 292 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
290 293
291 INVOKE_PLAYER (DISCONNECT, this); 294 INVOKE_PLAYER (DISCONNECT, this);
292 295
296 ns->reset_stats ();
293 ns->pl = 0; 297 ns->pl = 0;
294 this->ns = 0; 298 ns = 0;
299 }
300
301 if (ob)
295 } 302 {
303 ob->close_container (); //TODO: client-specific
304 ob->drop_unpaid_items ();
305 }
306
307 observe = ob;
296 308
297 deactivate (); 309 deactivate ();
298} 310}
299 311
300// the need for this function can be explained 312// the need for this function can be explained
301// by load_object not returning the object 313// by load_object not returning the object
302void 314void
303player::set_object (object *op) 315player::set_object (object *op)
304{ 316{
305 ob = op; 317 ob = observe = op;
306 ob->contr = this; /* this aren't yet in archetype */ 318 ob->contr = this; /* this aren't yet in archetype */
307 319
320 ob->speed = 1.0f;
308 ob->speed_left = 0.5; 321 ob->speed_left = 0.5f;
309 ob->speed = 1.0; 322
310 ob->direction = 5; /* So player faces south */ 323 ob->direction = 5; /* So player faces south */
311 ob->stats.wc = 2; 324}
312 ob->run_away = 25; /* Then we panick... */
313 325
314 ob->roll_stats (); 326void
327player::set_observe (object *op)
328{
329 observe = op ? op : ob;
330 do_los = 1;
315} 331}
316 332
317player::player () 333player::player ()
318{ 334{
319 /* There are some elements we want initialised to non zero value - 335 /* There are some elements we want initialised to non zero value -
320 * we deal with that below this point. 336 * we deal with that below this point.
321 */ 337 */
322 outputs_sync = 16; /* Every 2 seconds */ 338 outputs_sync = 4;
323 outputs_count = 8; /* Keeps present behaviour */ 339 outputs_count = 4;
324 unapply = unapply_nochoice; 340 unapply = unapply_nochoice;
325 341
326 savebed_map = first_map_path; /* Init. respawn position */ 342 savebed_map = first_map_path; /* Init. respawn position */
327 343
328 gen_sp_armour = 10; 344 gen_sp_armour = 10;
329 last_speed = -1;
330 shoottype = range_none;
331 bowtype = bow_normal; 345 bowtype = bow_normal;
332 petmode = pet_normal; 346 petmode = pet_normal;
333 listening = 10; 347 listening = 10;
334 usekeys = containers; 348 usekeys = containers;
335 last_weapon_sp = -1;
336 peaceful = 1; /* default peaceful */ 349 peaceful = 1; /* default peaceful */
337 do_los = 1; 350 do_los = 1;
338 351
339 /* we need to clear these to -1 and not zero - otherwise, 352 weapon_sp = 1.0f;
340 * if a player quits and starts a new character, we wont 353 weapon_sp_left = 0.5f;
341 * send new values to the client, as things like exp start
342 * at zero.
343 */
344 for (int i = 0; i < NUM_SKILLS; i++)
345 last_skill_exp[i] = -1;
346
347 for (int i = 0; i < NROFATTACKS; i++)
348 last_resist[i] = -1;
349
350 last_stats.exp = -1;
351 last_weight = (uint32) - 1;
352} 354}
353 355
354void 356void
355player::do_destroy () 357player::do_destroy ()
356{ 358{
361 if (ob) 363 if (ob)
362 { 364 {
363 ob->destroy_inv (false); 365 ob->destroy_inv (false);
364 ob->destroy (); 366 ob->destroy ();
365 } 367 }
368
369 ob = observe = 0;
366} 370}
367 371
368player::~player () 372player::~player ()
369{ 373{
370 /* Clear item stack */ 374 /* Clear item stack */
379player::create () 383player::create ()
380{ 384{
381 player *pl = new player; 385 player *pl = new player;
382 386
383 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
384 set_first_map (pl->ob); 393 set_first_map (pl->ob);
385 394
386 return pl; 395 return pl;
387} 396}
388 397
392 * Note: there MUST be at least one player archetype! 401 * Note: there MUST be at least one player archetype!
393 */ 402 */
394archetype * 403archetype *
395get_player_archetype (archetype *at) 404get_player_archetype (archetype *at)
396{ 405{
397 archetype *start = at; 406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
398 407
399 for (;;) 408 for (;;)
400 { 409 {
401 if (at == NULL || at->next == NULL) 410 if (++i == archetypes.end ())
402 at = first_archetype; 411 i = archetypes.begin ();
403 else 412 else if (*i == at)
404 at = at->next; 413 cleanup ("not a single player archetype found");
405 414
406 if (at->clone.type == PLAYER) 415 if ((*i)->type == PLAYER)
407 return at; 416 return *i;
408
409 if (at == start)
410 {
411 LOG (llevError, "No Player archetypes\n");
412 exit (-1);
413 }
414 } 417 }
415} 418}
416 419
417object * 420object *
418get_nearest_player (object *mon) 421get_nearest_player (object *mon)
420 object *op = NULL; 423 object *op = NULL;
421 objectlink *ol; 424 objectlink *ol;
422 unsigned lastdist; 425 unsigned lastdist;
423 rv_vector rv; 426 rv_vector rv;
424 427
425 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 428 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
426 { 429 {
427 /* 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
428 * does periodically happen. Given that, lets deal with it. 431 * does periodically happen. Given that, lets deal with it.
429 * While unlikely, it is possible the next object on the friendly 432 * While unlikely, it is possible the next object on the friendly
430 * list is also free, so encapsulate this in a while loop. 433 * list is also free, so encapsulate this in a while loop.
434 object *tmp = ol->ob; 437 object *tmp = ol->ob;
435 438
436 /* 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
437 * itself will have been cleared. 440 * itself will have been cleared.
438 */ 441 */
439 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 ());
440 ol = ol->next; 444 ol = ol->next;
441 remove_friendly_object (tmp); 445 remove_friendly_object (tmp);
442 if (!ol) 446 if (!ol)
443 return op; 447 return op;
444 } 448 }
533 x = mon->x; 537 x = mon->x;
534 y = mon->y; 538 y = mon->y;
535 m = mon->map; 539 m = mon->map;
536 dir = rv.direction; 540 dir = rv.direction;
537 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 */
538 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
539 /* 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. */
540 if (diff > max) 545 if (diff > max)
541 return 0; 546 return 0;
547
542 while (diff > 1 && max > 0) 548 while (diff > 1 && max > 0)
543 { 549 {
544 lastx = x; 550 lastx = x;
545 lasty = y; 551 lasty = y;
546 lastmap = m; 552 lastmap = m;
628 max--; 634 max--;
629 lastdir = dir; 635 lastdir = dir;
630 if (!firstdir) 636 if (!firstdir)
631 firstdir = dir; 637 firstdir = dir;
632 } 638 }
639
633 if (diff <= 1) 640 if (diff <= 1)
634 { 641 {
635 /* Recalculate diff (distance) because we may not have actually 642 /* Recalculate diff (distance) because we may not have actually
636 * headed toward player for entire distance. 643 * headed toward player for entire distance.
637 */ 644 */
638 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 645 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
639 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));
640 } 647 }
648
641 if (diff > max) 649 if (diff > max)
642 return 0; 650 return 0;
643 } 651 }
652
644 /* 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 */
645 if (!max) 654 if (!max)
646 return 0; 655 return 0;
647 656
648 return firstdir; 657 return firstdir;
762roll_stat (void) 771roll_stat (void)
763{ 772{
764 int a[4], i, j, k; 773 int a[4], i, j, k;
765 774
766 for (i = 0; i < 4; i++) 775 for (i = 0; i < 4; i++)
767 a[i] = (int) RANDOM () % 6 + 1; 776 a[i] = (int) rndm (6) + 1;
768 777
769 for (i = 0, j = 0, k = 7; i < 4; i++) 778 for (i = 0, j = 0, k = 7; i < 4; i++)
770 if (a[i] < k) 779 if (a[i] < k)
771 k = a[i], j = i; 780 k = a[i], j = i;
772 781
778} 787}
779 788
780void 789void
781object::roll_stats () 790object::roll_stats ()
782{ 791{
783 int statsort [7]; 792 int statsort [NUM_STATS];
784 793
785 for (;;) 794 for (;;)
786 { 795 {
787 int sum = 0; 796 int sum = 0;
788 for (int i = 7; i--; ) 797 for (int i = NUM_STATS; i--; )
789 sum += statsort [i] = roll_stat (); 798 sum += statsort [i] = roll_stat ();
790 799
791 if (sum >= 82 && sum <= 116) 800 if (sum >= 82 && sum <= 116)
792 break; 801 break;
793 } 802 }
794 803
795 // Sort the stats so that rerolling is easier... 804 // Sort the stats so that rerolling is easier...
796 std::sort (statsort, statsort + 7, std::greater<int>()); 805 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
797 806
807 for (int i = 0; i < NUM_STATS; ++i)
798 stats.Str = statsort[0]; 808 stats.stat (i) = statsort [i];
799 stats.Dex = statsort[1];
800 stats.Con = statsort[2];
801 stats.Int = statsort[3];
802 stats.Wis = statsort[4];
803 stats.Pow = statsort[5];
804 stats.Cha = statsort[6];
805 809
806 stats.exp = 0; 810 stats.exp = 0;
807 stats.ac = 0; 811 stats.ac = 0;
808 812
809 stats.hp = stats.maxhp; 813 stats.hp = stats.maxhp;
821} 825}
822 826
823void 827void
824object::swap_stats (int a, int b) 828object::swap_stats (int a, int b)
825{ 829{
826 int tmp = get_attr_value (&contr->orig_stats, a); 830 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
827 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
828 set_attr_value (&contr->orig_stats, b, tmp);
829 831
832 for (int i = 0; i < NUM_STATS; ++i)
830 stats.Str = contr->orig_stats.Str; 833 stats.stat (i) = contr->orig_stats.stat (i);
831 stats.Dex = contr->orig_stats.Dex;
832 stats.Con = contr->orig_stats.Con;
833 stats.Int = contr->orig_stats.Int;
834 stats.Wis = contr->orig_stats.Wis;
835 stats.Pow = contr->orig_stats.Pow;
836 stats.Cha = contr->orig_stats.Cha;
837 834
838 //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,
839 // be merged with the similar code in roll_stats 836 // be merged with the similar code in roll_stats
840 stats.ac = 0; 837 stats.ac = 0;
841 838
872 * appropriate action with it (change race, or other things). 869 * appropriate action with it (change race, or other things).
873 * The function name is for historical reasons - now we have 870 * The function name is for historical reasons - now we have
874 * separate race and class; this actually changes the RACE, 871 * separate race and class; this actually changes the RACE,
875 * not the class. 872 * not the class.
876 */ 873 */
877int 874void
878key_change_class (object *op, char key) 875player::chargen_race_done ()
879{ 876{
880 int tmp_loop;
881
882 if (key == 'd' || key == 'D')
883 {
884 char buf[MAX_BUF];
885
886 /* this must before then initial items are given */ 877 /* this must before then initial items are given */
887 esrv_new_player (op->contr, op->weight + op->carrying); 878 esrv_new_player (ob->contr, ob->weight + ob->carrying);
888 879
889 treasurelist *tl = find_treasurelist ("starting_wealth"); 880 treasurelist *tl = treasurelist::find ("starting_wealth");
890 if (tl) 881 if (tl)
891 create_treasure (tl, op, 0, 0, 0); 882 create_treasure (tl, ob, 0, 0, 0);
892 883
893 INVOKE_PLAYER (BIRTH, op->contr); 884 INVOKE_PLAYER (BIRTH, ob->contr);
894 INVOKE_PLAYER (LOGIN, op->contr); 885 INVOKE_PLAYER (LOGIN, ob->contr);
895 886
896 op->contr->ns->state = ST_PLAYING; 887 ob->contr->ns->state = ST_PLAYING;
897 888
898 if (op->msg) 889 if (ob->msg)
899 op->msg = NULL; 890 ob->msg = 0;
900 891
901 /* 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
902 * to save here. 893 * to save here.
903 */ 894 */
895 {
896 char buf[MAX_BUF];
904 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
905 make_path_to_file (buf); 898 make_path_to_file (buf);
899 }
906 900
907#ifdef AUTOSAVE
908 op->contr->last_save_tick = pticks;
909#endif
910 start_info (op); 901 start_info (ob);
911 CLEAR_FLAG (op, FLAG_WIZ); 902 CLEAR_FLAG (ob, FLAG_WIZ);
912 give_initial_items (op, op->randomitems); 903 give_initial_items (ob, ob->randomitems);
913 link_player_skills (op); 904 link_player_skills (ob);
914 esrv_send_inventory (op, op); 905 esrv_send_inventory (ob, ob);
915 op->update_stats (); 906 ob->update_stats ();
916 907
917 /* This moves the player to a different start map, if there 908 /* This moves the player to a different start map, if there
918 * is one for this race 909 * is one for this race
919 */ 910 */
920 if (*first_map_ext_path) 911 if (*first_map_ext_path)
921 { 912 {
922 object *tmp; 913 object *tmp;
923 char mapname[MAX_BUF]; 914 char mapname[MAX_BUF];
924 915
925 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);
926 tmp = object::create (); 917 tmp = object::create ();
927 EXIT_PATH (tmp) = mapname; 918 EXIT_PATH (tmp) = mapname;
928 EXIT_X (tmp) = op->x; 919 EXIT_X (tmp) = ob->x;
929 EXIT_Y (tmp) = op->y; 920 EXIT_Y (tmp) = ob->y;
930 op->enter_exit (tmp); /* we don't really care if it succeeded; 921 ob->enter_exit (tmp); /* we don't really care if it succeeded;
931 * if the map isn't there, then stay on the 922 * if the map isn't there, then stay on the
932 * default initial map */ 923 * default initial map */
933 tmp->destroy (); 924 tmp->destroy ();
934 } 925 }
935 else 926 else
936 LOG (llevDebug, "first_map_ext_path not set\n"); 927 LOG (llevDebug, "first_map_ext_path not set\n");
928}
937 929
938 return 0; 930void
939 } 931player::chargen_race_next ()
940 932{
941 /* Following actually changes the race - this is the default command 933 /* Following actually changes the race - this is the default command
942 * if we don't match with one of the options above. 934 * if we don't match with one of the options above.
943 */ 935 */
944 936
945 tmp_loop = 0; 937 do
946 while (!tmp_loop)
947 { 938 {
948 shstr name = op->name; 939 shstr name = ob->name;
949 int x = op->x, y = op->y; 940 int x = ob->x, y = ob->y;
950 941
951 op->remove_statbonus (); 942 ob->remove_statbonus ();
952 op->remove (); 943 ob->remove ();
953 op->arch = get_player_archetype (op->arch); 944 ob->arch = get_player_archetype (ob->arch);
954 op->arch->clone.copy_to (op); 945 ob->arch->copy_to (ob);
955 op->instantiate (); 946 ob->instantiate ();
956 op->stats = op->contr->orig_stats; 947 ob->stats = ob->contr->orig_stats;
957 op->name = op->name_pl = name; 948 ob->name = ob->name_pl = name;
958 op->x = x; 949 ob->x = x;
959 op->y = y; 950 ob->y = y;
960 SET_ANIMATION (op, 2); /* So player faces south */ 951 SET_ANIMATION (ob, 2); /* So player faces south */
961 insert_ob_in_map (op, op->map, op, 0); 952 insert_ob_in_map (ob, ob->map, ob, 0);
962 assign (op->contr->title, op->arch->clone.name); 953 assign (ob->contr->title, ob->arch->object::name);
963 op->add_statbonus (); 954 ob->add_statbonus ();
964 tmp_loop = allowed_class (op);
965 } 955 }
956 while (!allowed_class (ob));
966 957
967 update_object (op, UP_OBJ_FACE); 958 update_object (ob, UP_OBJ_FACE);
968 esrv_update_item (UPD_FACE, op, op); 959 esrv_update_item (UPD_FACE, ob, ob);
969 op->update_stats (); 960 ob->update_stats ();
970 op->stats.hp = op->stats.maxhp; 961 ob->stats.hp = ob->stats.maxhp;
971 op->stats.sp = op->stats.maxsp; 962 ob->stats.sp = ob->stats.maxsp;
972 op->stats.grace = 0; 963 ob->stats.grace = 0;
973
974 if (op->msg)
975 new_draw_info (NDI_BLUE, 0, op, op->msg);
976
977 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
978 return 0;
979} 964}
980 965
981void 966void
982flee_player (object *op) 967flee_player (object *op)
983{ 968{
1030 /* Cornered, get rid of scared */ 1015 /* Cornered, get rid of scared */
1031 CLEAR_FLAG (op, FLAG_SCARED); 1016 CLEAR_FLAG (op, FLAG_SCARED);
1032 op->enemy = NULL; 1017 op->enemy = NULL;
1033} 1018}
1034 1019
1035
1036/* 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.
1037 * 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
1038 * stop. 1022 * stop.
1039 */ 1023 */
1040int 1024int
1041check_pick (object *op) 1025check_pick (object *op)
1042{ 1026{
1043 object *tmp, *next; 1027 object *tmp, *next;
1044 int stop = 0; 1028 int stop = 0;
1045 int j, k, wvratio; 1029 int wvratio;
1046 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1047 1031
1048 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1049 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1050 return 1; 1034 return 1;
1051 1035
1119 if (tmp->name != NULL) 1103 if (tmp->name != NULL)
1120 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1121 &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))));
1122 else 1106 else
1123 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1124 &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))));
1125 1109
1126 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1127 } 1111 }
1128 1112
1129 /* philosophy: 1113 /* philosophy:
1204 pick_up (op, tmp); 1188 pick_up (op, tmp);
1205 continue; 1189 continue;
1206 } 1190 }
1207 1191
1208 if (op->contr->mode & PU_READABLES) 1192 if (op->contr->mode & PU_READABLES)
1209 if (tmp->type == BOOK || tmp->type == SCROLL) 1193 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1210 { 1194 {
1211 pick_up (op, tmp); 1195 pick_up (op, tmp);
1212 continue; 1196 continue;
1213 } 1197 }
1214 1198
1322 /* careful: chairs and tables are weapons! */ 1306 /* careful: chairs and tables are weapons! */
1323 if (op->contr->mode & PU_ALLWEAPON) 1307 if (op->contr->mode & PU_ALLWEAPON)
1324 { 1308 {
1325 if (tmp->type == WEAPON && tmp->name != NULL) 1309 if (tmp->type == WEAPON && tmp->name != NULL)
1326 { 1310 {
1327 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 &&
1328 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1312 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1329 { 1313 {
1330 pick_up (op, tmp); 1314 pick_up (op, tmp);
1331 continue; 1315 continue;
1332 } 1316 }
1333 } 1317 }
1334 1318
1335 if (tmp->type == WEAPON && tmp->name == NULL) 1319 if (tmp->type == WEAPON && tmp->name == NULL)
1336 { 1320 {
1337 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)
1338 { 1322 {
1339 pick_up (op, tmp); 1323 pick_up (op, tmp);
1340 continue; 1324 continue;
1341 } 1325 }
1342 } 1326 }
1367 if (tmp->name != NULL) 1351 if (tmp->name != NULL)
1368 { 1352 {
1369 fprintf (stderr, "%s", tmp->name); 1353 fprintf (stderr, "%s", tmp->name);
1370 } 1354 }
1371 else 1355 else
1372 fprintf (stderr, "%s", tmp->arch->name); 1356 fprintf (stderr, "%s", tmp->arch->archname);
1373 fprintf (stderr, ",%d] = ", tmp->type); 1357 fprintf (stderr, ",%d] = ", tmp->type);
1374 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))));
1375#endif 1359#endif
1376 continue; 1360 continue;
1377 } 1361 }
1388 * found object is returned. 1372 * found object is returned.
1389 */ 1373 */
1390object * 1374object *
1391find_arrow (object *op, const char *type) 1375find_arrow (object *op, const char *type)
1392{ 1376{
1393 object *tmp = NULL; 1377 object *tmp = 0;
1394 1378
1395 for (op = op->inv; op; op = op->below) 1379 for (op = op->inv; op; op = op->below)
1396 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))
1397 tmp = find_arrow (op, type); 1381 tmp = find_arrow (op, type);
1398 else if (op->type == ARROW && op->race == type) 1382 else if (op->type == ARROW && op->race == type)
1399 return op; 1383 return op;
1384
1400 return tmp; 1385 return tmp;
1401} 1386}
1402 1387
1403/* 1388/*
1404 * 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
1405 * 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
1406 * 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
1407 * 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.
1408 */ 1393 */
1409
1410object * 1394object *
1411find_better_arrow (object *op, object *target, const char *type, int *better) 1395find_better_arrow (object *op, object *target, const char *type, int *better)
1412{ 1396{
1413 object *tmp = NULL, *arrow, *ntmp; 1397 object *tmp = NULL, *arrow, *ntmp;
1414 int attacknum, attacktype, betterby = 0, i; 1398 int attacknum, attacktype, betterby = 0, i;
1447 else 1431 else
1448 { 1432 {
1449 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1433 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1450 { 1434 {
1451 attacktype = 1 << attacknum; 1435 attacktype = 1 << attacknum;
1452 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1436 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1453 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)
1454 { 1438 {
1455 tmp = arrow; 1439 tmp = arrow;
1456 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;
1457 } 1441 }
1458 } 1442 }
1459 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1460 { 1444 {
1461 tmp = arrow; 1445 tmp = arrow;
1480 * find_better_arrow to find a decent arrow to use. 1464 * find_better_arrow to find a decent arrow to use.
1481 * op = the shooter 1465 * op = the shooter
1482 * type = bow->race 1466 * type = bow->race
1483 * dir = fire direction 1467 * dir = fire direction
1484 */ 1468 */
1485
1486object * 1469object *
1487pick_arrow_target (object *op, const char *type, int dir) 1470pick_arrow_target (object *op, const char *type, int dir)
1488{ 1471{
1489 object *tmp = NULL; 1472 object *tmp = NULL;
1490 maptile *m; 1473 maptile *m;
1555 */ 1538 */
1556int 1539int
1557fire_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)
1558{ 1541{
1559 object *left, *bow; 1542 object *left, *bow;
1560 int bowspeed, mflags; 1543 int mflags;
1561 maptile *m; 1544 maptile *m;
1562 1545
1563 if (!dir) 1546 if (!dir)
1564 { 1547 {
1565 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!");
1566 return 0; 1549 return 0;
1567 } 1550 }
1568 1551
1569 if (op->type == PLAYER) 1552 if (op->contr)
1570 bow = op->contr->ranges[range_bow]; 1553 bow = op->current_weapon;
1571 else 1554 else
1572 { 1555 {
1573 for (bow = op->inv; bow; bow = bow->below) 1556 for (bow = op->inv; bow; bow = bow->below)
1574 /* 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
1575 * 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.
1580 if (!bow) 1563 if (!bow)
1581 { 1564 {
1582 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1565 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1583 return 0; 1566 return 0;
1584 } 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
1585 } 1576 }
1586 1577
1587 if (!bow->race || !bow->skill) 1578 if (!bow->race || !bow->skill)
1588 { 1579 {
1589 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);
1590 return 0; 1581 return 0;
1591 } 1582 }
1592
1593 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1594
1595 /* penalize ROF for bestarrow */
1596 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1597 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1598
1599 if (bowspeed < 1)
1600 bowspeed = 1;
1601 1583
1602 if (arrow == NULL) 1584 if (arrow == NULL)
1603 { 1585 {
1604 if ((arrow = find_arrow (op, bow->race)) == NULL) 1586 if ((arrow = find_arrow (op, bow->race)) == NULL)
1605 { 1587 {
1606 if (op->type == PLAYER) 1588 if (op->type == PLAYER)
1607 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);
1608 /* 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 */
1609 else 1591 else
1610 CLEAR_FLAG (op, FLAG_READY_BOW); 1592 CLEAR_FLAG (op, FLAG_READY_BOW);
1593
1611 return 0; 1594 return 0;
1612 } 1595 }
1613 } 1596 }
1614 1597
1615 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1598 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1639 1622
1640 arrow->set_owner (op); 1623 arrow->set_owner (op);
1641 arrow->skill = bow->skill; 1624 arrow->skill = bow->skill;
1642 arrow->direction = dir; 1625 arrow->direction = dir;
1643 1626
1627 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1628 arrow->stats.hp = arrow->stats.dam;
1629 arrow->stats.grace = arrow->attacktype;
1630
1631 if (arrow->slaying)
1632 arrow->spellarg = strdup (arrow->slaying);
1633
1634#if 0
1635 if (player *pl = op->contr)
1636 {
1637 float speed = pl->weapon_sp;
1638
1639 /* penalize ROF for bestarrow */
1640 if (pl->bowtype == bow_bestarrow)
1641 speed *= .9f;
1642 else
1643 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1644
1645 op->speed_left += speed - op->speed;
1646 }
1647#endif
1648
1649 SET_ANIMATION (arrow, arrow->direction);
1650
1651 /* update the speed */
1652 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1653 + bow->stats.dam / 7.f;
1654
1655 arrow->set_speed (max (arrow->speed, 2.f));
1656 arrow->speed_left = 0;
1657
1658 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1659
1644 if (op->type == PLAYER) 1660 if (op->type == PLAYER)
1645 { 1661 {
1646 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1647 op->update_stats ();
1648 }
1649
1650 SET_ANIMATION (arrow, arrow->direction);
1651 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1652 arrow->stats.hp = arrow->stats.dam;
1653 arrow->stats.grace = arrow->attacktype;
1654 if (arrow->slaying != NULL)
1655 arrow->spellarg = strdup (arrow->slaying);
1656
1657 /* Note that this was different for monsters - they got their level
1658 * added to the damage. I think the strength bonus is more proper.
1659 */
1660
1661 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1662
1663 /* update the speed */
1664 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1665 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1666
1667 arrow->set_speed (max (arrow->speed, 1.0));
1668 arrow->speed_left = 0;
1669
1670 if (op->type == PLAYER)
1671 {
1672 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1673 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1674 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1675
1676 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;
1677 } 1669 }
1678 else 1670 else
1679 { 1671 {
1680 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1681 arrow->level = op->level; 1672 arrow->level = op->level;
1682 } 1673 arrow->stats.wc -= bow->magic;
1683 1674
1684 if (arrow->attacktype == AT_PHYSICAL) 1675 if (!arrow->slaying)
1676 arrow->slaying = bow->slaying;
1677
1685 arrow->attacktype |= bow->attacktype; 1678 arrow->attacktype |= bow->attacktype;
1679 }
1686 1680
1687 if (bow->slaying) 1681 wc -= arrow->level;
1688 arrow->slaying = bow->slaying; 1682 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1689 1683
1684 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1690 arrow->move_type = MOVE_FLY_LOW; 1685 arrow->move_type = MOVE_FLY_LOW;
1691 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1686 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1692 1687
1693 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1688 op->play_sound (sound_find ("fire_arrow"));
1694 m->insert (arrow, sx, sy, op); 1689 m->insert (arrow, sx, sy, op);
1695 1690
1696 if (!arrow->destroyed ()) 1691 if (!arrow->destroyed ())
1697 move_arrow (arrow); 1692 move_arrow (arrow);
1698 1693
1719{ 1714{
1720 int ret = 0, wcmod = 0; 1715 int ret = 0, wcmod = 0;
1721 1716
1722 if (op->contr->bowtype == bow_bestarrow) 1717 if (op->contr->bowtype == bow_bestarrow)
1723 { 1718 {
1724 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);
1725 } 1720 }
1726 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)
1727 { 1722 {
1728 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1723 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1729 wcmod = -1; 1724 wcmod = -1;
1739 else if (op->contr->bowtype == bow_spreadshot) 1734 else if (op->contr->bowtype == bow_spreadshot)
1740 { 1735 {
1741 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);
1742 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);
1743 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);
1744
1745 } 1739 }
1746 else 1740 else
1747 { 1741 {
1748 /* Simple case */ 1742 /* Simple case */
1749 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);
1750 } 1744 }
1745
1751 return ret; 1746 return ret;
1752} 1747}
1753
1754 1748
1755/* Fires a misc (wand/rod/horn) object in 'dir'. 1749/* Fires a misc (wand/rod/horn) object in 'dir'.
1756 * Broken apart from 'fire' to keep it more readable. 1750 * Broken apart from 'fire' to keep it more readable.
1757 */ 1751 */
1758void 1752void
1759fire_misc_object (object *op, int dir) 1753fire_misc_object (object *op, int dir)
1760{ 1754{
1761 object *item; 1755 object *item = op->contr->ranged_ob;
1762 1756
1763 if (!op->contr->ranges[range_misc]) 1757 if (!item)
1764 { 1758 {
1765 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.");
1766 return; 1760 return;
1767 } 1761 }
1768 1762
1769 item = op->contr->ranges[range_misc];
1770 if (!item->inv) 1763 if (!item->inv)
1771 { 1764 {
1772 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1765 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1773 return; 1766 return;
1774 } 1767 }
1768
1769 if (!op->change_weapon (item))
1770 return;
1771
1775 if (item->type == WAND) 1772 if (item->type == WAND)
1776 { 1773 {
1777 if (item->stats.food <= 0) 1774 if (item->stats.food <= 0)
1778 { 1775 {
1779 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1776 op->contr->play_sound (sound_find ("wand_poof"));
1780 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
1781 return; 1779 return;
1782 } 1780 }
1783 } 1781 }
1784 else if (item->type == ROD || item->type == HORN) 1782 else if (item->type == ROD || item->type == HORN)
1785 { 1783 {
1786 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))
1787 { 1785 {
1788 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1786 op->contr->play_sound (sound_find ("wand_poof"));
1787
1789 if (item->type == ROD) 1788 if (item->type == ROD)
1790 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));
1791 else 1790 else
1792 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
1793 return; 1793 return;
1794 } 1794 }
1795 } 1795 }
1796 1796
1797 if (cast_spell (op, item, dir, item->inv, NULL)) 1797 if (cast_spell (op, item, dir, item->inv, NULL))
1804 object *tmp; 1804 object *tmp;
1805 1805
1806 if (item->arch) 1806 if (item->arch)
1807 { 1807 {
1808 CLEAR_FLAG (item, FLAG_ANIMATE); 1808 CLEAR_FLAG (item, FLAG_ANIMATE);
1809 item->face = item->arch->clone.face; 1809 item->face = item->arch->face;
1810 item->set_speed (0); 1810 item->set_speed (0);
1811 } 1811 }
1812 1812
1813 if ((tmp = item->in_player ())) 1813 if ((tmp = item->in_player ()))
1814 esrv_update_item (UPD_ANIM, tmp, item); 1814 esrv_update_item (UPD_ANIM, tmp, item);
1819 } 1819 }
1820} 1820}
1821 1821
1822/* Received a fire command for the player - go and do it. 1822/* Received a fire command for the player - go and do it.
1823 */ 1823 */
1824void 1824bool
1825fire (object *op, int dir) 1825fire (object *op, int dir)
1826{ 1826{
1827 int spellcost = 0; 1827 int spellcost = 0;
1828 1828
1829 /* check for loss of invisiblity/hide */ 1829 /* check for loss of invisiblity/hide */
1830 if (action_makes_visible (op)) 1830 if (action_makes_visible (op))
1831 make_visible (op); 1831 make_visible (op);
1832 1832
1833 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;
1834 { 1839 }
1835 case range_none:
1836 return;
1837 1840
1838 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:
1839 player_fire_bow (op, dir); 1857 player_fire_bow (op, dir);
1840 return; 1858 break;
1841 1859
1842 case range_magic: /* Casting spells */ 1860 case SPELL:
1843 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);
1844 return; 1862 break;
1845 1863
1846 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:
1847 fire_misc_object (op, dir); 1873 fire_misc_object (op, dir);
1848 return; 1874 break;
1849
1850 case range_golem: /* Control summoned monsters from scrolls */
1851 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1852 {
1853 op->contr->ranges[range_golem] = 0;
1854 op->contr->shoottype = range_none;
1855 }
1856 else
1857 control_golem (op->contr->ranges[range_golem], dir);
1858 return;
1859
1860 case range_skill:
1861 if (!op->chosen_skill)
1862 {
1863 if (op->type == PLAYER)
1864 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1865 return;
1866 }
1867 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1868 return;
1869 case range_builder:
1870 apply_map_builder (op, dir);
1871 return;
1872 default:
1873 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1874 return;
1875 } 1875 }
1876}
1877 1876
1878 1877 return true;
1878}
1879 1879
1880/* find_key 1880/* find_key
1881 * 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
1882 * and successfully use it, we return the key, otherwise NULL 1882 * and successfully use it, we return the key, otherwise NULL
1883 * This function merges both normal and locked door, since the logic 1883 * This function merges both normal and locked door, since the logic
1885 * pl is the player, 1885 * pl is the player,
1886 * inv is the objects inventory to searched 1886 * inv is the objects inventory to searched
1887 * door is the door we are trying to match against. 1887 * door is the door we are trying to match against.
1888 * This function can be called recursively to search containers. 1888 * This function can be called recursively to search containers.
1889 */ 1889 */
1890
1891object * 1890object *
1892find_key (object *pl, object *container, object *door) 1891find_key (object *pl, object *container, object *door)
1893{ 1892{
1894 object *tmp, *key; 1893 object *tmp, *key;
1895 1894
1896 /* Should not happen, but sanity checking is never bad */ 1895 /* Should not happen, but sanity checking is never bad */
1897 if (container->inv == NULL) 1896 if (!container->inv)
1898 return NULL; 1897 return 0;
1899 1898
1900 /* 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 */
1901 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1900 for (tmp = container->inv; tmp; tmp = tmp->below)
1902 { 1901 {
1903 if (door->type == DOOR && tmp->type == KEY) 1902 if (door->type == DOOR && tmp->type == KEY)
1904 break; 1903 break;
1905 /* For sanity, we should really check door type, but other stuff 1904 /* For sanity, we should really check door type, but other stuff
1906 * (like containers) can be locked with special keys 1905 * (like containers) can be locked with special keys
1907 */ 1906 */
1908 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1907 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1909 break; 1908 break;
1910 } 1909 }
1910
1911 /* No key found - lets search inventories now */ 1911 /* No key found - lets search inventories now */
1912 /* 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.
1913 * 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
1914 * a key, return 1914 * a key, return
1915 */ 1915 */
1916 if (!tmp) 1916 if (!tmp)
1917 { 1917 {
1918 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1918 for (tmp = container->inv; tmp; tmp = tmp->below)
1919 { 1919 {
1920 /* No reason to search empty containers */ 1920 /* No reason to search empty containers */
1921 if (tmp->type == CONTAINER && tmp->inv) 1921 if (tmp->type == CONTAINER && tmp->inv)
1922 { 1922 {
1923 if ((key = find_key (pl, tmp, door)) != NULL) 1923 if ((key = find_key (pl, tmp, door)))
1924 return key; 1924 return key;
1925 } 1925 }
1926 } 1926 }
1927
1927 if (!tmp) 1928 if (!tmp)
1928 return NULL; 1929 return NULL;
1929 } 1930 }
1931
1930 /* 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,
1931 * see if we actually want to use it 1933 * see if we actually want to use it
1932 */ 1934 */
1933 if (pl != container) 1935 if (pl != container)
1934 { 1936 {
1955 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1957 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1956 "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));
1957 return NULL; 1959 return NULL;
1958 } 1960 }
1959 } 1961 }
1962
1960 return tmp; 1963 return tmp;
1961} 1964}
1962 1965
1963/* moved door processing out of move_player_attack. 1966/* moved door processing out of move_player_attack.
1964 * returns 1 if player has opened the door with a key 1967 * returns 1 if player has opened the door with a key
1966 * 0 otherwise 1969 * 0 otherwise
1967 */ 1970 */
1968static int 1971static int
1969player_attack_door (object *op, object *door) 1972player_attack_door (object *op, object *door)
1970{ 1973{
1971 /* 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,
1972 * 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 -
1973 * otherwise, we fall through to the rest of the code. 1976 * otherwise, we fall through to the rest of the code.
1974 */ 1977 */
1975 object *key = find_key (op, op, door); 1978 object *key = find_key (op, op, door);
1976 1979
1977 /* IF we found a key, do some extra work */ 1980 /* If we found a key, do some extra work */
1978 if (key) 1981 if (key)
1979 { 1982 {
1980 object *container = key->env; 1983 object *container = key->env;
1981 1984
1982 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1983 if (action_makes_visible (op)) 1985 if (action_makes_visible (op))
1984 make_visible (op); 1986 make_visible (op);
1987
1985 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1988 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1986 spring_trap (door->inv, op); 1989 spring_trap (door->inv, op);
1990
1987 if (door->type == DOOR) 1991 if (door->type == DOOR)
1988 {
1989 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 */
1990 }
1991 else if (door->type == LOCKED_DOOR) 1993 else if (door->type == LOCKED_DOOR)
1992 { 1994 {
1993 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));
1994 remove_door2 (door); /* remove door without violence ;-) */ 1996 remove_door2 (door); /* remove door without violence ;-) */
1995 } 1997 }
1998
1996 /* Do this after we print the message */ 1999 /* Do this after we print the message */
1997 decrease_ob (key); /* Use up one of the keys */ 2000 decrease_ob (key); /* Use up one of the keys */
1998 /* Need to update the weight the container the key was in */ 2001 /* Need to update the weight the container the key was in */
1999 if (container != op) 2002 if (container != op)
2000 esrv_update_item (UPD_WEIGHT, op, container); 2003 esrv_update_item (UPD_WEIGHT, op, container);
2004
2001 return 1; /* Nothing more to do below */ 2005 return 1; /* Nothing more to do below */
2002 } 2006 }
2003 else if (door->type == LOCKED_DOOR) 2007 else if (door->type == LOCKED_DOOR)
2004 { 2008 {
2005 /* Might as well return now - no other way to open this */ 2009 /* Might as well return now - no other way to open this */
2006 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2010 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2007 return 1; 2011 return 1;
2008 } 2012 }
2013
2009 return 0; 2014 return 0;
2010} 2015}
2011 2016
2012/* This function is just part of a breakup from move_player. 2017/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 2018 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 2019 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 2020 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2021 * going to try and move (not fire weapons).
2017 */ 2022 */
2018void 2023bool
2019move_player_attack (object *op, int dir) 2024move_player_attack (object *op, int dir)
2020{ 2025{
2021 object *tmp, *mon;
2022 sint16 nx, ny;
2023 int on_battleground; 2026 int on_battleground;
2024 maptile *m;
2025 2027
2026 nx = freearr_x[dir] + op->x; 2028 sint16 nx = freearr_x[dir] + op->x;
2027 ny = freearr_y[dir] + op->y; 2029 sint16 ny = freearr_y[dir] + op->y;
2028 2030
2029 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 }
2030 2041
2031 /* 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
2032 * 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
2033 * 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
2034 * player. This is a pretty nasty hack, because if we could 2045 * player. This is a pretty nasty hack, because if we could
2035 * move to some space, it then means that if we are braced, we should 2046 * move to some space, it then means that if we are braced, we should
2036 * do nothing at all. As it is, if we are braced, we go through 2047 * do nothing at all. As it is, if we are braced, we go through
2037 * quite a bit of processing. However, it probably is less than what 2048 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 2049 * move_ob uses.
2039 */ 2050 */
2040 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2041 {
2042 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2043 {
2044 m = op->map->xy_find (nx, ny); 2051 maptile *m = op->map->xy_find (nx, ny);
2045 if (!m)
2046 return; /* Don't think this should happen */
2047 }
2048 else
2049 m = op->map;
2050 2052
2051 if (!(tmp = m->at (nx, ny).bot))
2052 return;
2053
2054 mon = 0;
2055 /* Go through all the objects, and find ones of interest. Only stop if 2053 /* Go through all the objects, and find ones of interest. Only stop if
2056 * we find a monster - that is something we know we want to attack. 2054 * we find a monster - that is something we know we want to attack.
2057 * if its a door or barrel (can roll) see if there may be monsters 2055 * if its a door or barrel (can roll) see if there may be monsters
2058 * on the space 2056 * on the space
2059 */ 2057 */
2060 while (tmp) 2058 object *mon;
2061 { 2059 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2062 if (tmp == op) 2060 {
2063 { 2061 if ((mon->flag [FLAG_ALIVE]
2064 tmp = tmp->above; 2062 || mon->type == LOCKED_DOOR
2065 continue; 2063 || mon->flag [FLAG_CAN_ROLL])
2066 }
2067
2068 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2069 {
2070 mon = tmp; 2064 && mon != op)
2071 break; 2065 break;
2072 } 2066 }
2073 2067
2074 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2075 mon = tmp;
2076
2077 tmp = tmp->above;
2078 }
2079
2080 if (!mon) /* This happens anytime the player tries to move */ 2068 if (!mon) /* This happens anytime the player tries to move */
2081 return; /* into a wall */ 2069 return false; /* into a wall */
2082 2070
2083 if (mon->head)
2084 mon = mon->head; 2071 mon = mon->head_ ();
2085 2072
2086 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)
2087 if (player_attack_door (op, mon)) 2075 if (player_attack_door (op, mon))
2076 {
2077 --op->contr->weapon_sp_left;
2088 return; 2078 return true;
2079 }
2089 2080
2090 /* The following deals with possibly attacking peaceful 2081 /* The following deals with possibly attacking peaceful
2091 * or frienddly creatures. Basically, all players are considered 2082 * or friendly creatures. Basically, all players are considered
2092 * unaggressive. If the moving player has peaceful set, then the 2083 * unaggressive. If the moving player has peaceful set, then the
2093 * object should be pushed instead of attacked. It is assumed that 2084 * object should be pushed instead of attacked. It is assumed that
2094 * if you are braced, you will not attack friends accidently, 2085 * if you are braced, you will not attack friends accidently,
2095 * and thus will not push them. 2086 * and thus will not push them.
2096 */ 2087 */
2097 2088
2098 /* 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
2099 * peaceful. Our assumption is the creature is a pet if the 2090 * peaceful. Our assumption is the creature is a pet if the
2100 * player owns it and it is either friendly or unagressive. 2091 * player owns it and it is either friendly or unagressive.
2101 */ 2092 */
2102 if ((op->type == PLAYER) 2093 if (op->type == PLAYER
2103#if COZY_SERVER
2104 &&
2105 ((mon->owner && mon->owner->contr 2094 && ((mon->owner && mon->owner->contr
2106 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2095 && same_party (mon->owner->contr->party, op->contr->party))
2107#else
2108 && mon->owner == op 2096 || mon->owner == op)
2109#endif
2110 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2097 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2111 { 2098 {
2112 /* 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 */
2113 if (op->contr->braced) 2100 if (op->contr->braced)
2114 return; 2101 return false;
2115 2102
2116 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2103 if (op->speed_left > 0.f)
2104 {
2105 --op->speed_left;
2106
2107 op->play_sound (sound_find ("push_player"));
2117 (void) push_ob (mon, dir, op); 2108 push_ob (mon, dir, op);
2109
2118 if (op->contr->tmp_invis || op->hide) 2110 if (op->contr->tmp_invis || op->hide)
2119 make_visible (op); 2111 make_visible (op);
2120 2112
2121 return; 2113 return true;
2122 } 2114 }
2115 else
2116 return false;
2117 }
2123 2118
2124 /* in certain circumstances, you shouldn't attack friendly 2119 /* in certain circumstances, you shouldn't attack friendly
2125 * creatures. Note that if you are braced, you can't push 2120 * creatures. Note that if you are braced, you can't push
2126 * 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
2127 * attack them either. 2122 * attack them either.
2128 */ 2123 */
2129 if ((mon->type == PLAYER || mon->enemy != op) && 2124 if ((mon->type == PLAYER || mon->enemy != op)
2130 (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))
2131#ifdef PROHIBIT_PLAYERKILL
2132 (op->contr->peaceful 2126 && ((op->contr->peaceful
2133 || (mon->type == PLAYER 2127 || (mon->type == PLAYER && mon->contr->peaceful))
2134 && mon->contr->
2135 peaceful)) &&
2136#else
2137 op->contr->peaceful &&
2138#endif
2139 !on_battleground)) 2128 && !on_battleground))
2129 {
2130 if (op->speed_left > 0.f)
2140 { 2131 {
2132 --op->speed_left;
2133
2141 if (!op->contr->braced) 2134 if (!op->contr->braced)
2142 { 2135 {
2143 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2136 op->play_sound (sound_find ("push_player"));
2144 push_ob (mon, dir, op); 2137 push_ob (mon, dir, op);
2145 } 2138 }
2146 else 2139 else
2147 new_draw_info (0, 0, op, "You withhold your attack"); 2140 new_draw_info (0, 0, op, "You withhold your attack");
2148 2141
2149 if (op->contr->tmp_invis || op->hide) 2142 if (op->contr->tmp_invis || op->hide)
2150 make_visible (op); 2143 make_visible (op);
2151 }
2152 2144
2145 return true;
2146 }
2147 }
2153 /* If the object is a boulder or other rollable object, then 2148 /* If the object is a boulder or other rollable object, then
2154 * roll it if not braced. You can't roll it if you are braced. 2149 * roll it if not braced. You can't roll it if you are braced.
2155 */ 2150 */
2156 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)
2157 { 2154 {
2155 --op->speed_left;
2156
2158 recursive_roll (mon, dir, op); 2157 recursive_roll (mon, dir, op);
2159 if (action_makes_visible (op)) 2158 if (action_makes_visible (op))
2160 make_visible (op); 2159 make_visible (op);
2161 }
2162 2160
2161 return true;
2162 }
2163 }
2163 /* Any generic living creature. Including things like doors. 2164 /* Any generic living creature. Including things like doors.
2164 * 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
2165 * and be living. Then, it must be one of the following: 2166 * and be living. Then, it must be one of the following:
2166 * 1) Not a player, 2) A player, but of a different party. Note 2167 * 1) Not a player, 2) A player, but of a different party. Note
2167 * that party_number -1 is no party, so attacks can still happen. 2168 * that party_number -1 is no party, so attacks can still happen.
2168 */ 2169 */
2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2170 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2170 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2171 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2171 { 2172 {
2172 2173 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2173 /* If the player hasn't hit something this tick, and does
2174 * so, give them speed boost based on weapon speed. Doing
2175 * it here is better than process_players2, which basically
2176 * incurred a 1 tick offset.
2177 */
2178 if (!op->contr->has_hit)
2179 { 2174 {
2180 op->speed_left += op->speed / op->contr->weapon_sp; 2175 --op->contr->weapon_sp_left;
2181
2182 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2183 }
2184 2176
2185 skill_attack (mon, op, 0, 0, 0); 2177 skill_attack (mon, op, 0, 0, 0);
2186
2187 /* If attacking another player, that player gets automatic
2188 * hitback, and doesn't loose luck either.
2189 * Disable hitback on the battleground or if the target is
2190 * the wiz.
2191 */
2192 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2193 {
2194 short luck = mon->stats.luck;
2195
2196 mon->contr->has_hit = 1;
2197 skill_attack (op, mon, 0, 0, 0);
2198 mon->stats.luck = luck;
2199 }
2200 2178
2201 if (action_makes_visible (op)) 2179 if (action_makes_visible (op))
2202 make_visible (op); 2180 make_visible (op);
2203 }
2204 } /* if player should attack something */
2205}
2206 2181
2207int 2182 return true;
2183 }
2184 }
2185
2186 return false;
2187}
2188
2189bool
2208move_player (object *op, int dir) 2190move_player (object *op, int dir)
2209{ 2191{
2210 int pick; 2192 int pick;
2211 2193
2212 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2194 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2219 return 0; 2201 return 0;
2220 } 2202 }
2221 2203
2222 /* peterm: added following line */ 2204 /* peterm: added following line */
2223 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2205 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2224 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2206 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2225 2207
2226 op->facing = dir; 2208 op->facing = dir;
2227 2209
2228 if (op->hide) 2210 if (op->hide)
2229 do_hidden_move (op); 2211 do_hidden_move (op);
2230 2212
2213 bool retval;
2214
2231 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2215 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2232 /*nop */ ; 2216 retval = RESULT_INT (0);
2233 else if (op->contr->fire_on) 2217 else if (op->contr->fire_on)
2234 fire (op, dir); 2218 retval = fire (op, dir);
2235 else 2219 else
2236 { 2220 {
2237 move_player_attack (op, dir); 2221 retval = move_player_attack (op, dir);
2238 pick = check_pick (op); 2222 pick = check_pick (op);
2239 } 2223 }
2240 2224
2241 /* 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
2242 * server can handle repeat firing. 2226 * server can handle repeat firing.
2249 /* Update how the player looks. Use the facing, so direction may 2233 /* Update how the player looks. Use the facing, so direction may
2250 * get reset to zero. This allows for full animation capabilities 2234 * get reset to zero. This allows for full animation capabilities
2251 * for players. 2235 * for players.
2252 */ 2236 */
2253 animate_object (op, op->facing); 2237 animate_object (op, op->facing);
2254 return 0; 2238
2239 return retval;
2255} 2240}
2256 2241
2257/* 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
2258 * new client/server stuff. 2243 * new client/server stuff.
2259 * 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
2260 * the new speed values for commands. 2245 * the new speed values for commands.
2261 * 2246 *
2262 * 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.
2263 */ 2250 */
2264int 2251bool
2265handle_newcs_player (object *op) 2252handle_newcs_player (object *op)
2266{ 2253{
2267 if (op->contr->hidden)
2268 {
2269 op->invisible = 1000;
2270 /* the socket code flashes the player visible/invisible
2271 * depending on the value of invisible, so we need to
2272 * alternate it here for it to work correctly.
2273 */
2274 if (pticks & 2)
2275 op->invisible--;
2276 }
2277 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2278 {
2279 op->invisible--;
2280 if (!op->invisible)
2281 {
2282 make_visible (op);
2283 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2284 }
2285 }
2286
2287 if (QUERY_FLAG (op, FLAG_SCARED)) 2254 if (QUERY_FLAG (op, FLAG_SCARED))
2288 { 2255 {
2289 flee_player (op); 2256 if (op->speed_left > 0.f)
2290 /* If player is still scared, that is his action for this tick */
2291 if (QUERY_FLAG (op, FLAG_SCARED))
2292 { 2257 {
2293 op->speed_left--; 2258 --op->speed_left;
2259 flee_player (op);
2260
2294 return 0; 2261 return true;
2295 } 2262 }
2263 else
2264 return false;
2296 } 2265 }
2297
2298 /* I've been seeing crashes where the golem has been destroyed, but
2299 * the player object still points to the defunct golem. The code that
2300 * destroys the golem looks correct, and it doesn't always happen, so
2301 * put this in a a workaround to clean up the golem pointer.
2302 */
2303 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2304 op->contr->ranges[range_golem] = 0;
2305 2266
2306 /* 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
2307 * the players time has been increased when doericserver has been 2268 * the players time has been increased when doericserver has been
2308 * called, so we recheck it here. 2269 * called, so we recheck it here.
2309 */ 2270 */
2310 if (op->contr->ns->handle_command ()) 2271 if (op->contr->ns->handle_command ())
2311 return 1; 2272 return true;
2312 2273
2313 if (op->speed_left > 0)
2314 {
2315 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2274 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2316 {
2317 /* All move commands take 1 tick, at least for now */
2318 op->speed_left--;
2319
2320 /* Instead of all the stuff below, let move_player take care
2321 * of it. Also, some of the skill stuff is only put in
2322 * there, as well as the confusion stuff.
2323 */
2324 move_player (op, op->direction); 2275 return move_player (op, op->direction);
2325 2276
2326 return op->speed_left > 0;
2327 }
2328 }
2329
2330 return 0; 2277 return false;
2331} 2278}
2332 2279
2333int 2280int
2334save_life (object *op) 2281save_life (object *op)
2335{ 2282{
2337 return 0; 2284 return 0;
2338 2285
2339 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2286 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2340 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2287 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2341 { 2288 {
2342 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2289 op->play_sound (sound_find ("ob_evaporate"));
2343 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));
2344 2291
2345 if (op->contr) 2292 if (op->contr)
2346 esrv_del_item (op->contr, tmp->count); 2293 esrv_del_item (op->contr, tmp->count);
2347 2294
2367/* 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
2368 * 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
2369 * 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
2370 * from. 2317 * from.
2371 */ 2318 */
2372void 2319static void
2373remove_unpaid_objects (object *op, object *env) 2320drop_unpaid_items (object *op, object *env)
2374{ 2321{
2375 object *next;
2376
2377 while (op) 2322 while (op)
2378 { 2323 {
2379 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2324 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2380 2325
2381 if (QUERY_FLAG (op, FLAG_UNPAID)) 2326 if (QUERY_FLAG (op, FLAG_UNPAID))
2384 esrv_del_item (env->contr, op->count); 2329 esrv_del_item (env->contr, op->count);
2385 2330
2386 op->insert_at (env); 2331 op->insert_at (env);
2387 } 2332 }
2388 else if (op->inv) 2333 else if (op->inv)
2389 remove_unpaid_objects (op->inv, env); 2334 drop_unpaid_items (op->inv, env);
2390 2335
2391 op = next; 2336 op = next;
2392 } 2337 }
2338}
2339
2340void
2341object::drop_unpaid_items ()
2342{
2343 if (!flag [FLAG_REMOVED])
2344 ::drop_unpaid_items (inv, this);
2393} 2345}
2394 2346
2395/* 2347/*
2396 * Returns pointer a static string containing gravestone text 2348 * Returns pointer a static string containing gravestone text
2397 * Moved from apply.c to player.c - player.c is what 2349 * Moved from apply.c to player.c - player.c is what
2447 int rate_grace = 2000; 2399 int rate_grace = 2000;
2448 const int max_hp = 1; 2400 const int max_hp = 1;
2449 const int max_sp = 1; 2401 const int max_sp = 1;
2450 const int max_grace = 1; 2402 const int max_grace = 1;
2451 2403
2452 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--;
2453 { 2413 }
2454 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2414 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2455 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2415 {
2456 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 }
2457 } 2421 }
2458 2422
2459 if (op->contr->ns->state == ST_PLAYING) 2423 if (op->contr->ns->state == ST_PLAYING)
2460 { 2424 {
2461 /* these next three if clauses make it possible to SLOW DOWN 2425 /* these next three if clauses make it possible to SLOW DOWN
2483 gen_grace = op->stats.maxgrace; 2447 gen_grace = op->stats.maxgrace;
2484 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2448 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2485 } 2449 }
2486 2450
2487 /* Regenerate Spell Points */ 2451 /* Regenerate Spell Points */
2488 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2452 if (!op->contr->golem && --op->last_sp < 0)
2489 { 2453 {
2490 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);
2491 if (op->stats.sp < op->stats.maxsp) 2455 if (op->stats.sp < op->stats.maxsp)
2492 { 2456 {
2493 op->stats.sp++; 2457 op->stats.sp++;
2591 } 2555 }
2592 2556
2593 /* Digestion */ 2557 /* Digestion */
2594 if (--op->last_eat < 0) 2558 if (--op->last_eat < 0)
2595 { 2559 {
2596#ifdef COZY_SERVER 2560 int bonus = max (0, op->contr->digestion),
2597 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2561 penalty = max (0, -op->contr->digestion);
2598 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2599#else
2600 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2601#endif
2602 2562
2603 if (op->contr->gen_hp > 0)
2604 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);
2605 else
2606 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2607 2564
2608 /* dms do not consume food */ 2565 /* dms do not consume food */
2609 if (!QUERY_FLAG (op, FLAG_WIZ)) 2566 if (!QUERY_FLAG (op, FLAG_WIZ))
2610 op->stats.food--; 2567 op->stats.food--;
2611 } 2568 }
2672 object *tmp; 2629 object *tmp;
2673 2630
2674 if (save_life (op)) 2631 if (save_life (op))
2675 return; 2632 return;
2676 2633
2677
2678 /* 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
2679 * 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.
2680 * Look at op_on_battleground() for more info --AndreasV 2636 * Look at op_on_battleground() for more info --AndreasV
2681 */ 2637 */
2682 if (op_on_battleground (op, &x, &y)) 2638 if (op_on_battleground (op, &x, &y))
2711 tmp->name = buf; 2667 tmp->name = buf;
2712 sprintf (buf, " This finger has been cut off %s\n" 2668 sprintf (buf, " This finger has been cut off %s\n"
2713 " 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",
2714 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2670 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2715 tmp->msg = buf; 2671 tmp->msg = buf;
2716 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2672 tmp->value = 0, tmp->type = 0;
2717 tmp->materialname = NULL; 2673 tmp->materialname = "organics";
2718 tmp->insert_at (op, tmp); 2674 tmp->insert_at (op, tmp);
2719 } 2675 }
2720 2676
2721 /* teleport defeated player to new destination */ 2677 /* teleport defeated player to new destination */
2722 transfer_ob (op, x, y, 0, NULL); 2678 transfer_ob (op, x, y, 0, NULL);
2734 strcpy (op->contr->killer, "starvation"); 2690 strcpy (op->contr->killer, "starvation");
2735 } 2691 }
2736 else 2692 else
2737 sprintf (buf, "%s died.", &op->name); 2693 sprintf (buf, "%s died.", &op->name);
2738 2694
2739 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2695 op->contr->play_sound (sound_find ("player_dies"));
2740 2696
2741 /* save the map location for corpse, gravestone */ 2697 /* save the map location for corpse, gravestone */
2742 x = op->x; 2698 x = op->x;
2743 y = op->y; 2699 y = op->y;
2744 map = op->map; 2700 map = op->map;
2918 op->stats.hp = op->stats.maxhp; 2874 op->stats.hp = op->stats.maxhp;
2919 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2875 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2920 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2876 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2921 2877
2922 /* 2878 /*
2923 * Check to see if the player is in a shop. IF so, then check to see if
2924 * 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
2925 * in the map. 2880 * and put them back in the map.
2926 */ 2881 */
2927 2882 op->drop_unpaid_items ();
2928 if (is_in_shop (op))
2929 remove_unpaid_objects (op->inv, op);
2930 2883
2931 /****************************************/ 2884 /****************************************/
2932 /* */ 2885 /* */
2933 /* Move player to his current respawn- */ 2886 /* Move player to his current respawn- */
2934 /* position (usually last savebed) */ 2887 /* position (usually last savebed) */
2954 object *force; 2907 object *force;
2955 int at; 2908 int at;
2956 2909
2957 force = get_archetype (FORCE_NAME); 2910 force = get_archetype (FORCE_NAME);
2958 /* 50 ticks should be enough time for the spell to abate */ 2911 /* 50 ticks should be enough time for the spell to abate */
2959 force->speed = 0.1; 2912 force->speed = 0.1f;
2960 force->speed_left = -5.0; 2913 force->speed_left = -5.f;
2961 SET_FLAG (force, FLAG_APPLIED); 2914 SET_FLAG (force, FLAG_APPLIED);
2962 for (at = 0; at < NROFATTACKS; at++) 2915 for (at = 0; at < NROFATTACKS; at++)
2963 if (will_kill_again & (1 << at)) 2916 if (will_kill_again & (1 << at))
2964 force->resist[at] = 100; 2917 force->resist[at] = 100;
2965 2918
2974void 2927void
2975loot_object (object *op) 2928loot_object (object *op)
2976{ /* Grab and destroy some treasure */ 2929{ /* Grab and destroy some treasure */
2977 object *tmp, *tmp2, *next; 2930 object *tmp, *tmp2, *next;
2978 2931
2979 if (op->container) 2932 op->close_container (); /* close open sack first */
2980 esrv_apply_container (op, op->container); /* close open sack first */
2981 2933
2982 for (tmp = op->inv; tmp; tmp = next) 2934 for (tmp = op->inv; tmp; tmp = next)
2983 { 2935 {
2984 next = tmp->below; 2936 next = tmp->below;
2985 2937
2986 if (tmp->invisible) 2938 if (tmp->invisible)
2987 continue; 2939 continue;
2988 2940
2989 tmp->remove (); 2941 tmp->remove ();
2990 tmp->x = op->x, tmp->y = op->y; 2942 tmp->x = op->x, tmp->y = op->y;
2943
2991 if (tmp->type == CONTAINER) 2944 if (tmp->type == CONTAINER)
2992 { /* empty container to ground */ 2945 loot_object (tmp); /* empty container to ground */
2993 loot_object (tmp); 2946
2994 }
2995 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))))
2996 { 2948 {
2997 if (tmp->nrof > 1) 2949 if (tmp->nrof > 1)
2998 { 2950 {
2999 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2951 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3000 tmp2->destroy (); 2952 tmp2->destroy ();
3011/* 2963/*
3012 * fix_weight(): Check recursively the weight of all players, and fix 2964 * fix_weight(): Check recursively the weight of all players, and fix
3013 * 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
3014 * was changed. 2966 * was changed.
3015 */ 2967 */
3016
3017void 2968void
3018fix_weight (void) 2969fix_weight (void)
3019{ 2970{
3020 for_all_players (pl) 2971 for_all_players (pl)
3021 { 2972 {
3081 if (op->type == PLAYER) 3032 if (op->type == PLAYER)
3082 { 3033 {
3083 op->contr->tmp_invis = 0; 3034 op->contr->tmp_invis = 0;
3084 op->contr->invis_race = 0; 3035 op->contr->invis_race = 0;
3085 } 3036 }
3037
3086 update_object (op, UP_OBJ_FACE); 3038 update_object (op, UP_OBJ_CHANGE);
3087} 3039}
3088 3040
3089int 3041int
3090is_true_undead (object *op) 3042is_true_undead (object *op)
3091{ 3043{
3092 object *tmp = NULL;
3093
3094 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3044 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3095 return 1; 3045 return 1;
3096 3046
3097 return 0; 3047 return 0;
3098} 3048}
3099 3049
3143/* For Hidden creatures - a chance of becoming 'unhidden' 3093/* For Hidden creatures - a chance of becoming 'unhidden'
3144 * every time they move - as we subtract off 'invisibility' 3094 * every time they move - as we subtract off 'invisibility'
3145 * AND, for players, if they move into a ridiculously unhideable 3095 * AND, for players, if they move into a ridiculously unhideable
3146 * spot (surrounded by clear terrain in broad daylight). -b.t. 3096 * spot (surrounded by clear terrain in broad daylight). -b.t.
3147 */ 3097 */
3148
3149void 3098void
3150do_hidden_move (object *op) 3099do_hidden_move (object *op)
3151{ 3100{
3152 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3101 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3153 object *skop; 3102 object *skop;
3270 * a blocked los square. 3219 * a blocked los square.
3271 * we use the archetype to figure out offsets. 3220 * we use the archetype to figure out offsets.
3272 */ 3221 */
3273 while (op) 3222 while (op)
3274 { 3223 {
3275 dx = rv.distance_x + op->arch->clone.x; 3224 dx = rv.distance_x + op->arch->x;
3276 dy = rv.distance_y + op->arch->clone.y; 3225 dy = rv.distance_y + op->arch->y;
3277 3226
3278 /* only the viewable area the player sees is updated by LOS 3227 /* only the viewable area the player sees is updated by LOS
3279 * 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
3280 * for any meaningful values. 3229 * for any meaningful values.
3281 */ 3230 */
3386 char buf[MAX_BUF]; /* tmp. string buffer */ 3335 char buf[MAX_BUF]; /* tmp. string buffer */
3387 int i = 0, j = 0; 3336 int i = 0, j = 0;
3388 3337
3389 /* get the appropriate treasurelist */ 3338 /* get the appropriate treasurelist */
3390 if (atnr == ATNR_FIRE) 3339 if (atnr == ATNR_FIRE)
3391 trlist = find_treasurelist ("dragon_ability_fire"); 3340 trlist = treasurelist::find ("dragon_ability_fire");
3392 else if (atnr == ATNR_COLD) 3341 else if (atnr == ATNR_COLD)
3393 trlist = find_treasurelist ("dragon_ability_cold"); 3342 trlist = treasurelist::find ("dragon_ability_cold");
3394 else if (atnr == ATNR_ELECTRICITY) 3343 else if (atnr == ATNR_ELECTRICITY)
3395 trlist = find_treasurelist ("dragon_ability_elec"); 3344 trlist = treasurelist::find ("dragon_ability_elec");
3396 else if (atnr == ATNR_POISON) 3345 else if (atnr == ATNR_POISON)
3397 trlist = find_treasurelist ("dragon_ability_poison"); 3346 trlist = treasurelist::find ("dragon_ability_poison");
3398 3347
3399 if (trlist == NULL || who->type != PLAYER) 3348 if (trlist == NULL || who->type != PLAYER)
3400 return; 3349 return;
3401 3350
3402 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++);
3406 /* 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]); */
3407 return; 3356 return;
3408 } 3357 }
3409 3358
3410 /* everything seems okay - now bring on the gift: */ 3359 /* everything seems okay - now bring on the gift: */
3411 item = &(tr->item->clone); 3360 item = tr->item;
3412 3361
3413 if (item->type == SPELL) 3362 if (item->type == SPELL)
3414 { 3363 {
3415 if (check_spell_known (who, item->name)) 3364 if (check_spell_known (who, item->name))
3416 return; 3365 return;
3475 { 3424 {
3476 /* forces in the treasurelist can alter the player's stats */ 3425 /* forces in the treasurelist can alter the player's stats */
3477 object *skin; 3426 object *skin;
3478 3427
3479 /* first get the dragon skin force */ 3428 /* first get the dragon skin force */
3480 shstr_cmp dragon_skin_force ("dragon_skin_force");
3481 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)
3482 ; 3430 ;
3483 3431
3484 if (!skin) 3432 if (!skin)
3485 return; 3433 return;
3486 3434
3534 * not readied. 3482 * not readied.
3535 */ 3483 */
3536void 3484void
3537player_unready_range_ob (player *pl, object *ob) 3485player_unready_range_ob (player *pl, object *ob)
3538{ 3486{
3539 rangetype i; 3487 if (pl->ob->current_weapon == ob)
3488 pl->ob->current_weapon = 0;
3540 3489
3541 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3490 if (pl->combat_ob == ob)
3542 { 3491 pl->combat_ob = 0;
3492
3543 if (pl->ranges[i] == ob) 3493 if (pl->ranged_ob == ob)
3544 { 3494 pl->ranged_ob = 0;
3545 pl->ranges[i] = NULL;
3546 if (pl->shoottype == i)
3547 {
3548 pl->shoottype = range_none;
3549 }
3550 }
3551 }
3552} 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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