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Comparing deliantra/server/server/player.C (file contents):
Revision 1.94 by root, Mon Jan 8 14:29:05 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{
182 ob->remove (); 167 ob->remove ();
183 ob->map = 0; 168 ob->map = 0;
184 ob->activate_recursive (); 169 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY); 170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob); 171 add_friendly_object (ob);
187 enter_map ();
188} 172}
189 173
190void 174void
191player::deactivate () 175player::deactivate ()
192{ 176{
194 return; 178 return;
195 179
196 terminate_all_pets (ob); 180 terminate_all_pets (ob);
197 remove_friendly_object (ob); 181 remove_friendly_object (ob);
198 ob->deactivate_recursive (); 182 ob->deactivate_recursive ();
183
184 if (ob->map)
185 maplevel = ob->map->path;
186
199 ob->remove (); 187 ob->remove ();
200 ob->map = 0; 188 ob->map = 0;
189 party = 0;
201 190
202 // for weird reasons, this is often "ob", keeping a circular reference 191 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
203 ranges [range_skill] = 0;
204 192
205 players.erase (this); 193 players.erase (this);
206} 194}
207 195
208// connect the player with a specific client 196// connect the player with a specific client
209// also changed, rationalises, and fixes some incorrect settings 197// also changes, rationalises, and fixes some incorrect settings
210void 198void
211player::connect (client *ns) 199player::connect (client *ns)
212{ 200{
213 this->ns = ns; 201 this->ns = ns;
214 ns->pl = this; 202 ns->pl = this;
215 203
204 run_on = 0;
205 fire_on = 0;
206 ob->close_container (); //TODO: client-specific
207
216 ns->update_look = 0; 208 ns->update_look = 0;
217 ns->look_position = 0; 209 ns->look_position = 0;
218 210
219 clear_los (ob); 211 clear_los (this);
220 212
221//TODO: must move into client 213 ns->reset_stats ();
222/* we need to clear these to -1 and not zero - otherwise,
223 * if a player quits and starts a new character, we wont
224 * send new values to the client, as things like exp start
225 * at zero.
226 */
227for (int i = 0; i < NUM_SKILLS; i++)
228 last_skill_exp[i] = -1;
229
230for (int i = 0; i < NROFATTACKS; i++)
231 last_resist[i] = -1;
232
233last_weapon_sp = -1;
234last_level = -1;
235last_stats.exp = -1;
236last_weight = (uint32) - 1;
237last_flags = 0;
238last_weight = 0;
239last_weight_limit = 0;
240last_path_attuned = 0;
241last_path_repelled = 0;
242last_path_denied = 0;
243last_speed = 0;
244run_on = 0;
245fire_on = 0;
246memset (&last_stats, 0, sizeof (living)); //TODO dirty
247 214
248 /* make sure he's a player -- needed because of class change. */ 215 /* make sure he's a player -- needed because of class change. */
249 ob->type = PLAYER; // we are paranoid 216 ob->type = PLAYER; // we are paranoid
250 ob->race = ob->arch->clone.race; 217 ob->race = ob->arch->race;
251
252 if (!legal_range (ob, shoottype))
253 shoottype = range_none;
254 218
255 ob->carrying = sum_weight (ob); 219 ob->carrying = sum_weight (ob);
256 link_player_skills (ob); 220 link_player_skills (ob);
257 221
258 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
259 223
260 assign (title, ob->arch->clone.name); 224 assign (title, ob->arch->object::name);
261
262 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
263 * from the class, and not race. I don't see any way to get the class information
264 * to then update this. I don't think this will actually break anything - anyone
265 * that can use armour should be able to use a shield. What this may 'break'
266 * are features new characters get, eg, if someone starts up with a Q, they
267 * should be able to use a shield. However, old Q's won't get that advantage.
268 */
269 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
270 SET_FLAG (ob, FLAG_USE_SHIELD);
271 225
272 /* if it's a dragon player, set the correct title here */ 226 /* if it's a dragon player, set the correct title here */
273 if (is_dragon_pl (ob)) 227 if (is_dragon_pl (ob))
274 { 228 {
275 object *tmp, *abil = 0, *skin = 0; 229 object *tmp, *abil = 0, *skin = 0;
276 230
277 shstr_cmp dragon_ability_force ("dragon_ability_force");
278 shstr_cmp dragon_skin_force ("dragon_skin_force");
279
280 for (tmp = ob->inv; tmp; tmp = tmp->below) 231 for (tmp = ob->inv; tmp; tmp = tmp->below)
281 if (tmp->type == FORCE) 232 if (tmp->type == FORCE)
282 if (tmp->arch->name == dragon_ability_force) 233 if (tmp->arch->archname == shstr_dragon_ability_force)
283 abil = tmp; 234 abil = tmp;
284 else if (tmp->arch->name == dragon_skin_force) 235 else if (tmp->arch->archname == shstr_dragon_skin_force)
285 skin = tmp; 236 skin = tmp;
286 237
287 set_dragon_name (ob, abil, skin); 238 set_dragon_name (ob, abil, skin);
288 } 239 }
289 240
290 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 241 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
291 242
292 esrv_new_player (this, ob->weight + ob->carrying); 243 esrv_new_player (this, ob->weight + ob->carrying);
293 244
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);
294 ob->update_stats (); 270 ob->update_stats ();
271
295 ns->floorbox_update (); 272 ns->floorbox_update ();
296
297 esrv_send_inventory (ob, ob); 273 esrv_send_inventory (ob, ob);
298 esrv_add_spells (this, 0); 274 esrv_add_spells (this, 0);
299 275
300 activate (); 276 activate ();
301 277
315 if (active) 291 if (active)
316 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 292 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
317 293
318 INVOKE_PLAYER (DISCONNECT, this); 294 INVOKE_PLAYER (DISCONNECT, this);
319 295
296 ns->reset_stats ();
320 ns->pl = 0; 297 ns->pl = 0;
321 this->ns = 0; 298 ns = 0;
299 }
300
301 if (ob)
322 } 302 {
303 ob->close_container (); //TODO: client-specific
304 ob->drop_unpaid_items ();
305 }
306
307 observe = ob;
323 308
324 deactivate (); 309 deactivate ();
325} 310}
326 311
327// the need for this function can be explained 312// the need for this function can be explained
328// by load_object not returning the object 313// by load_object not returning the object
329void 314void
330player::set_object (object *op) 315player::set_object (object *op)
331{ 316{
332 ob = op; 317 ob = observe = op;
333 ob->contr = this; /* this aren't yet in archetype */ 318 ob->contr = this; /* this aren't yet in archetype */
334 319
320 ob->speed = 1.0f;
335 ob->speed_left = 0.5; 321 ob->speed_left = 0.5f;
336 ob->speed = 1.0; 322
337 ob->direction = 5; /* So player faces south */ 323 ob->direction = 5; /* So player faces south */
338 ob->stats.wc = 2; 324}
339 ob->run_away = 25; /* Then we panick... */
340 325
341 ob->roll_stats (); 326void
327player::set_observe (object *op)
328{
329 observe = op ? op : ob;
330 do_los = 1;
342} 331}
343 332
344player::player () 333player::player ()
345{ 334{
346 /* There are some elements we want initialised to non zero value - 335 /* There are some elements we want initialised to non zero value -
347 * we deal with that below this point. 336 * we deal with that below this point.
348 */ 337 */
349 outputs_sync = 16; /* Every 2 seconds */ 338 outputs_sync = 4;
350 outputs_count = 8; /* Keeps present behaviour */ 339 outputs_count = 4;
351 unapply = unapply_nochoice; 340 unapply = unapply_nochoice;
352 341
353 savebed_map = first_map_path; /* Init. respawn position */ 342 savebed_map = first_map_path; /* Init. respawn position */
354 343
355 gen_sp_armour = 10; 344 gen_sp_armour = 10;
356 shoottype = range_none;
357 bowtype = bow_normal; 345 bowtype = bow_normal;
358 petmode = pet_normal; 346 petmode = pet_normal;
359 listening = 10; 347 listening = 10;
360 usekeys = containers; 348 usekeys = containers;
361 peaceful = 1; /* default peaceful */ 349 peaceful = 1; /* default peaceful */
362 do_los = 1; 350 do_los = 1;
351
352 weapon_sp = 1.0f;
353 weapon_sp_left = 0.5f;
363} 354}
364 355
365void 356void
366player::do_destroy () 357player::do_destroy ()
367{ 358{
372 if (ob) 363 if (ob)
373 { 364 {
374 ob->destroy_inv (false); 365 ob->destroy_inv (false);
375 ob->destroy (); 366 ob->destroy ();
376 } 367 }
368
369 ob = observe = 0;
377} 370}
378 371
379player::~player () 372player::~player ()
380{ 373{
381 /* Clear item stack */ 374 /* Clear item stack */
390player::create () 383player::create ()
391{ 384{
392 player *pl = new player; 385 player *pl = new player;
393 386
394 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
395 set_first_map (pl->ob); 393 set_first_map (pl->ob);
396 394
397 return pl; 395 return pl;
398} 396}
399 397
403 * Note: there MUST be at least one player archetype! 401 * Note: there MUST be at least one player archetype!
404 */ 402 */
405archetype * 403archetype *
406get_player_archetype (archetype *at) 404get_player_archetype (archetype *at)
407{ 405{
408 archetype *start = at; 406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
409 407
410 for (;;) 408 for (;;)
411 { 409 {
412 if (at == NULL || at->next == NULL) 410 if (++i == archetypes.end ())
413 at = first_archetype; 411 i = archetypes.begin ();
414 else 412 else if (*i == at)
415 at = at->next; 413 cleanup ("not a single player archetype found");
416 414
417 if (at->clone.type == PLAYER) 415 if ((*i)->type == PLAYER)
418 return at; 416 return *i;
419
420 if (at == start)
421 {
422 LOG (llevError, "No Player archetypes\n");
423 exit (-1);
424 }
425 } 417 }
426} 418}
427 419
428object * 420object *
429get_nearest_player (object *mon) 421get_nearest_player (object *mon)
545 x = mon->x; 537 x = mon->x;
546 y = mon->y; 538 y = mon->y;
547 m = mon->map; 539 m = mon->map;
548 dir = rv.direction; 540 dir = rv.direction;
549 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 */
550 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
551 /* 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. */
552 if (diff > max) 545 if (diff > max)
553 return 0; 546 return 0;
547
554 while (diff > 1 && max > 0) 548 while (diff > 1 && max > 0)
555 { 549 {
556 lastx = x; 550 lastx = x;
557 lasty = y; 551 lasty = y;
558 lastmap = m; 552 lastmap = m;
640 max--; 634 max--;
641 lastdir = dir; 635 lastdir = dir;
642 if (!firstdir) 636 if (!firstdir)
643 firstdir = dir; 637 firstdir = dir;
644 } 638 }
639
645 if (diff <= 1) 640 if (diff <= 1)
646 { 641 {
647 /* Recalculate diff (distance) because we may not have actually 642 /* Recalculate diff (distance) because we may not have actually
648 * headed toward player for entire distance. 643 * headed toward player for entire distance.
649 */ 644 */
650 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 645 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
651 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));
652 } 647 }
648
653 if (diff > max) 649 if (diff > max)
654 return 0; 650 return 0;
655 } 651 }
652
656 /* 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 */
657 if (!max) 654 if (!max)
658 return 0; 655 return 0;
659 656
660 return firstdir; 657 return firstdir;
774roll_stat (void) 771roll_stat (void)
775{ 772{
776 int a[4], i, j, k; 773 int a[4], i, j, k;
777 774
778 for (i = 0; i < 4; i++) 775 for (i = 0; i < 4; i++)
779 a[i] = (int) RANDOM () % 6 + 1; 776 a[i] = (int) rndm (6) + 1;
780 777
781 for (i = 0, j = 0, k = 7; i < 4; i++) 778 for (i = 0, j = 0, k = 7; i < 4; i++)
782 if (a[i] < k) 779 if (a[i] < k)
783 k = a[i], j = i; 780 k = a[i], j = i;
784 781
790} 787}
791 788
792void 789void
793object::roll_stats () 790object::roll_stats ()
794{ 791{
795 int statsort [7]; 792 int statsort [NUM_STATS];
796 793
797 for (;;) 794 for (;;)
798 { 795 {
799 int sum = 0; 796 int sum = 0;
800 for (int i = 7; i--; ) 797 for (int i = NUM_STATS; i--; )
801 sum += statsort [i] = roll_stat (); 798 sum += statsort [i] = roll_stat ();
802 799
803 if (sum >= 82 && sum <= 116) 800 if (sum >= 82 && sum <= 116)
804 break; 801 break;
805 } 802 }
806 803
807 // Sort the stats so that rerolling is easier... 804 // Sort the stats so that rerolling is easier...
808 std::sort (statsort, statsort + 7, std::greater<int>()); 805 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
809 806
807 for (int i = 0; i < NUM_STATS; ++i)
810 stats.Str = statsort[0]; 808 stats.stat (i) = statsort [i];
811 stats.Dex = statsort[1];
812 stats.Con = statsort[2];
813 stats.Int = statsort[3];
814 stats.Wis = statsort[4];
815 stats.Pow = statsort[5];
816 stats.Cha = statsort[6];
817 809
818 stats.exp = 0; 810 stats.exp = 0;
819 stats.ac = 0; 811 stats.ac = 0;
820 812
821 stats.hp = stats.maxhp; 813 stats.hp = stats.maxhp;
833} 825}
834 826
835void 827void
836object::swap_stats (int a, int b) 828object::swap_stats (int a, int b)
837{ 829{
838 int tmp = get_attr_value (&contr->orig_stats, a); 830 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
839 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
840 set_attr_value (&contr->orig_stats, b, tmp);
841 831
832 for (int i = 0; i < NUM_STATS; ++i)
842 stats.Str = contr->orig_stats.Str; 833 stats.stat (i) = contr->orig_stats.stat (i);
843 stats.Dex = contr->orig_stats.Dex;
844 stats.Con = contr->orig_stats.Con;
845 stats.Int = contr->orig_stats.Int;
846 stats.Wis = contr->orig_stats.Wis;
847 stats.Pow = contr->orig_stats.Pow;
848 stats.Cha = contr->orig_stats.Cha;
849 834
850 //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,
851 // be merged with the similar code in roll_stats 836 // be merged with the similar code in roll_stats
852 stats.ac = 0; 837 stats.ac = 0;
853 838
884 * appropriate action with it (change race, or other things). 869 * appropriate action with it (change race, or other things).
885 * The function name is for historical reasons - now we have 870 * The function name is for historical reasons - now we have
886 * separate race and class; this actually changes the RACE, 871 * separate race and class; this actually changes the RACE,
887 * not the class. 872 * not the class.
888 */ 873 */
889int 874void
890key_change_class (object *op, char key) 875player::chargen_race_done ()
891{ 876{
892 int tmp_loop;
893
894 if (key == 'd' || key == 'D')
895 {
896 char buf[MAX_BUF];
897
898 /* this must before then initial items are given */ 877 /* this must before then initial items are given */
899 esrv_new_player (op->contr, op->weight + op->carrying); 878 esrv_new_player (ob->contr, ob->weight + ob->carrying);
900 879
901 treasurelist *tl = find_treasurelist ("starting_wealth"); 880 treasurelist *tl = treasurelist::find ("starting_wealth");
902 if (tl) 881 if (tl)
903 create_treasure (tl, op, 0, 0, 0); 882 create_treasure (tl, ob, 0, 0, 0);
904 883
905 INVOKE_PLAYER (BIRTH, op->contr); 884 INVOKE_PLAYER (BIRTH, ob->contr);
906 INVOKE_PLAYER (LOGIN, op->contr); 885 INVOKE_PLAYER (LOGIN, ob->contr);
907 886
908 op->contr->ns->state = ST_PLAYING; 887 ob->contr->ns->state = ST_PLAYING;
909 888
910 if (op->msg) 889 if (ob->msg)
911 op->msg = NULL; 890 ob->msg = 0;
912 891
913 /* 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
914 * to save here. 893 * to save here.
915 */ 894 */
895 {
896 char buf[MAX_BUF];
916 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
917 make_path_to_file (buf); 898 make_path_to_file (buf);
899 }
918 900
919#ifdef AUTOSAVE
920 op->contr->last_save_tick = pticks;
921#endif
922 start_info (op); 901 start_info (ob);
923 CLEAR_FLAG (op, FLAG_WIZ); 902 CLEAR_FLAG (ob, FLAG_WIZ);
924 give_initial_items (op, op->randomitems); 903 give_initial_items (ob, ob->randomitems);
925 link_player_skills (op); 904 link_player_skills (ob);
926 esrv_send_inventory (op, op); 905 esrv_send_inventory (ob, ob);
927 op->update_stats (); 906 ob->update_stats ();
928 907
929 /* This moves the player to a different start map, if there 908 /* This moves the player to a different start map, if there
930 * is one for this race 909 * is one for this race
931 */ 910 */
932 if (*first_map_ext_path) 911 if (*first_map_ext_path)
933 { 912 {
934 object *tmp; 913 object *tmp;
935 char mapname[MAX_BUF]; 914 char mapname[MAX_BUF];
936 915
937 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);
938 tmp = object::create (); 917 tmp = object::create ();
939 EXIT_PATH (tmp) = mapname; 918 EXIT_PATH (tmp) = mapname;
940 EXIT_X (tmp) = op->x; 919 EXIT_X (tmp) = ob->x;
941 EXIT_Y (tmp) = op->y; 920 EXIT_Y (tmp) = ob->y;
942 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;
943 * if the map isn't there, then stay on the 922 * if the map isn't there, then stay on the
944 * default initial map */ 923 * default initial map */
945 tmp->destroy (); 924 tmp->destroy ();
946 } 925 }
947 else 926 else
948 LOG (llevDebug, "first_map_ext_path not set\n"); 927 LOG (llevDebug, "first_map_ext_path not set\n");
928}
949 929
950 return 0; 930void
951 } 931player::chargen_race_next ()
952 932{
953 /* Following actually changes the race - this is the default command 933 /* Following actually changes the race - this is the default command
954 * if we don't match with one of the options above. 934 * if we don't match with one of the options above.
955 */ 935 */
956 936
957 tmp_loop = 0; 937 do
958 while (!tmp_loop)
959 { 938 {
960 shstr name = op->name; 939 shstr name = ob->name;
961 int x = op->x, y = op->y; 940 int x = ob->x, y = ob->y;
962 941
963 op->remove_statbonus (); 942 ob->remove_statbonus ();
964 op->remove (); 943 ob->remove ();
965 op->arch = get_player_archetype (op->arch); 944 ob->arch = get_player_archetype (ob->arch);
966 op->arch->clone.copy_to (op); 945 ob->arch->copy_to (ob);
967 op->instantiate (); 946 ob->instantiate ();
968 op->stats = op->contr->orig_stats; 947 ob->stats = ob->contr->orig_stats;
969 op->name = op->name_pl = name; 948 ob->name = ob->name_pl = name;
970 op->x = x; 949 ob->x = x;
971 op->y = y; 950 ob->y = y;
972 SET_ANIMATION (op, 2); /* So player faces south */ 951 SET_ANIMATION (ob, 2); /* So player faces south */
973 insert_ob_in_map (op, op->map, op, 0); 952 insert_ob_in_map (ob, ob->map, ob, 0);
974 assign (op->contr->title, op->arch->clone.name); 953 assign (ob->contr->title, ob->arch->object::name);
975 op->add_statbonus (); 954 ob->add_statbonus ();
976 tmp_loop = allowed_class (op);
977 } 955 }
956 while (!allowed_class (ob));
978 957
979 update_object (op, UP_OBJ_FACE); 958 update_object (ob, UP_OBJ_FACE);
980 esrv_update_item (UPD_FACE, op, op); 959 esrv_update_item (UPD_FACE, ob, ob);
981 op->update_stats (); 960 ob->update_stats ();
982 op->stats.hp = op->stats.maxhp; 961 ob->stats.hp = ob->stats.maxhp;
983 op->stats.sp = op->stats.maxsp; 962 ob->stats.sp = ob->stats.maxsp;
984 op->stats.grace = 0; 963 ob->stats.grace = 0;
985
986 if (op->msg)
987 new_draw_info (NDI_BLUE, 0, op, op->msg);
988
989 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
990 return 0;
991} 964}
992 965
993void 966void
994flee_player (object *op) 967flee_player (object *op)
995{ 968{
1042 /* Cornered, get rid of scared */ 1015 /* Cornered, get rid of scared */
1043 CLEAR_FLAG (op, FLAG_SCARED); 1016 CLEAR_FLAG (op, FLAG_SCARED);
1044 op->enemy = NULL; 1017 op->enemy = NULL;
1045} 1018}
1046 1019
1047
1048/* 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.
1049 * 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
1050 * stop. 1022 * stop.
1051 */ 1023 */
1052int 1024int
1053check_pick (object *op) 1025check_pick (object *op)
1054{ 1026{
1055 object *tmp, *next; 1027 object *tmp, *next;
1056 int stop = 0; 1028 int stop = 0;
1057 int j, k, wvratio; 1029 int wvratio;
1058 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1059 1031
1060 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1061 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1062 return 1; 1034 return 1;
1063 1035
1131 if (tmp->name != NULL) 1103 if (tmp->name != NULL)
1132 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1133 &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))));
1134 else 1106 else
1135 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1136 &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))));
1137 1109
1138 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1139 } 1111 }
1140 1112
1141 /* philosophy: 1113 /* philosophy:
1216 pick_up (op, tmp); 1188 pick_up (op, tmp);
1217 continue; 1189 continue;
1218 } 1190 }
1219 1191
1220 if (op->contr->mode & PU_READABLES) 1192 if (op->contr->mode & PU_READABLES)
1221 if (tmp->type == BOOK || tmp->type == SCROLL) 1193 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1222 { 1194 {
1223 pick_up (op, tmp); 1195 pick_up (op, tmp);
1224 continue; 1196 continue;
1225 } 1197 }
1226 1198
1334 /* careful: chairs and tables are weapons! */ 1306 /* careful: chairs and tables are weapons! */
1335 if (op->contr->mode & PU_ALLWEAPON) 1307 if (op->contr->mode & PU_ALLWEAPON)
1336 { 1308 {
1337 if (tmp->type == WEAPON && tmp->name != NULL) 1309 if (tmp->type == WEAPON && tmp->name != NULL)
1338 { 1310 {
1339 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 &&
1340 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1312 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1341 { 1313 {
1342 pick_up (op, tmp); 1314 pick_up (op, tmp);
1343 continue; 1315 continue;
1344 } 1316 }
1345 } 1317 }
1346 1318
1347 if (tmp->type == WEAPON && tmp->name == NULL) 1319 if (tmp->type == WEAPON && tmp->name == NULL)
1348 { 1320 {
1349 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)
1350 { 1322 {
1351 pick_up (op, tmp); 1323 pick_up (op, tmp);
1352 continue; 1324 continue;
1353 } 1325 }
1354 } 1326 }
1379 if (tmp->name != NULL) 1351 if (tmp->name != NULL)
1380 { 1352 {
1381 fprintf (stderr, "%s", tmp->name); 1353 fprintf (stderr, "%s", tmp->name);
1382 } 1354 }
1383 else 1355 else
1384 fprintf (stderr, "%s", tmp->arch->name); 1356 fprintf (stderr, "%s", tmp->arch->archname);
1385 fprintf (stderr, ",%d] = ", tmp->type); 1357 fprintf (stderr, ",%d] = ", tmp->type);
1386 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))));
1387#endif 1359#endif
1388 continue; 1360 continue;
1389 } 1361 }
1400 * found object is returned. 1372 * found object is returned.
1401 */ 1373 */
1402object * 1374object *
1403find_arrow (object *op, const char *type) 1375find_arrow (object *op, const char *type)
1404{ 1376{
1405 object *tmp = NULL; 1377 object *tmp = 0;
1406 1378
1407 for (op = op->inv; op; op = op->below) 1379 for (op = op->inv; op; op = op->below)
1408 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))
1409 tmp = find_arrow (op, type); 1381 tmp = find_arrow (op, type);
1410 else if (op->type == ARROW && op->race == type) 1382 else if (op->type == ARROW && op->race == type)
1411 return op; 1383 return op;
1384
1412 return tmp; 1385 return tmp;
1413} 1386}
1414 1387
1415/* 1388/*
1416 * 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
1417 * 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
1418 * 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
1419 * 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.
1420 */ 1393 */
1421
1422object * 1394object *
1423find_better_arrow (object *op, object *target, const char *type, int *better) 1395find_better_arrow (object *op, object *target, const char *type, int *better)
1424{ 1396{
1425 object *tmp = NULL, *arrow, *ntmp; 1397 object *tmp = NULL, *arrow, *ntmp;
1426 int attacknum, attacktype, betterby = 0, i; 1398 int attacknum, attacktype, betterby = 0, i;
1459 else 1431 else
1460 { 1432 {
1461 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1433 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1462 { 1434 {
1463 attacktype = 1 << attacknum; 1435 attacktype = 1 << attacknum;
1464 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1436 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1465 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)
1466 { 1438 {
1467 tmp = arrow; 1439 tmp = arrow;
1468 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;
1469 } 1441 }
1470 } 1442 }
1471 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1472 { 1444 {
1473 tmp = arrow; 1445 tmp = arrow;
1492 * find_better_arrow to find a decent arrow to use. 1464 * find_better_arrow to find a decent arrow to use.
1493 * op = the shooter 1465 * op = the shooter
1494 * type = bow->race 1466 * type = bow->race
1495 * dir = fire direction 1467 * dir = fire direction
1496 */ 1468 */
1497
1498object * 1469object *
1499pick_arrow_target (object *op, const char *type, int dir) 1470pick_arrow_target (object *op, const char *type, int dir)
1500{ 1471{
1501 object *tmp = NULL; 1472 object *tmp = NULL;
1502 maptile *m; 1473 maptile *m;
1567 */ 1538 */
1568int 1539int
1569fire_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)
1570{ 1541{
1571 object *left, *bow; 1542 object *left, *bow;
1572 int bowspeed, mflags; 1543 int mflags;
1573 maptile *m; 1544 maptile *m;
1574 1545
1575 if (!dir) 1546 if (!dir)
1576 { 1547 {
1577 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!");
1578 return 0; 1549 return 0;
1579 } 1550 }
1580 1551
1581 if (op->type == PLAYER) 1552 if (op->contr)
1582 bow = op->contr->ranges[range_bow]; 1553 bow = op->current_weapon;
1583 else 1554 else
1584 { 1555 {
1585 for (bow = op->inv; bow; bow = bow->below) 1556 for (bow = op->inv; bow; bow = bow->below)
1586 /* 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
1587 * 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.
1592 if (!bow) 1563 if (!bow)
1593 { 1564 {
1594 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1565 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1595 return 0; 1566 return 0;
1596 } 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
1597 } 1576 }
1598 1577
1599 if (!bow->race || !bow->skill) 1578 if (!bow->race || !bow->skill)
1600 { 1579 {
1601 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);
1602 return 0; 1581 return 0;
1603 } 1582 }
1604
1605 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1606
1607 /* penalize ROF for bestarrow */
1608 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1609 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1610
1611 if (bowspeed < 1)
1612 bowspeed = 1;
1613 1583
1614 if (arrow == NULL) 1584 if (arrow == NULL)
1615 { 1585 {
1616 if ((arrow = find_arrow (op, bow->race)) == NULL) 1586 if ((arrow = find_arrow (op, bow->race)) == NULL)
1617 { 1587 {
1618 if (op->type == PLAYER) 1588 if (op->type == PLAYER)
1619 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);
1620 /* 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 */
1621 else 1591 else
1622 CLEAR_FLAG (op, FLAG_READY_BOW); 1592 CLEAR_FLAG (op, FLAG_READY_BOW);
1593
1623 return 0; 1594 return 0;
1624 } 1595 }
1625 } 1596 }
1626 1597
1627 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1598 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1651 1622
1652 arrow->set_owner (op); 1623 arrow->set_owner (op);
1653 arrow->skill = bow->skill; 1624 arrow->skill = bow->skill;
1654 arrow->direction = dir; 1625 arrow->direction = dir;
1655 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
1656 if (op->type == PLAYER) 1660 if (op->type == PLAYER)
1657 { 1661 {
1658 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1659 op->update_stats ();
1660 }
1661
1662 SET_ANIMATION (arrow, arrow->direction);
1663 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1664 arrow->stats.hp = arrow->stats.dam;
1665 arrow->stats.grace = arrow->attacktype;
1666 if (arrow->slaying != NULL)
1667 arrow->spellarg = strdup (arrow->slaying);
1668
1669 /* Note that this was different for monsters - they got their level
1670 * added to the damage. I think the strength bonus is more proper.
1671 */
1672
1673 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1674
1675 /* update the speed */
1676 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1677 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1678
1679 arrow->set_speed (max (arrow->speed, 1.0));
1680 arrow->speed_left = 0;
1681
1682 if (op->type == PLAYER)
1683 {
1684 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1685 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1686 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1687
1688 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;
1689 } 1669 }
1690 else 1670 else
1691 { 1671 {
1692 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1693 arrow->level = op->level; 1672 arrow->level = op->level;
1694 } 1673 arrow->stats.wc -= bow->magic;
1695 1674
1696 if (arrow->attacktype == AT_PHYSICAL) 1675 if (!arrow->slaying)
1676 arrow->slaying = bow->slaying;
1677
1697 arrow->attacktype |= bow->attacktype; 1678 arrow->attacktype |= bow->attacktype;
1679 }
1698 1680
1699 if (bow->slaying) 1681 wc -= arrow->level;
1700 arrow->slaying = bow->slaying; 1682 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1701 1683
1684 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1702 arrow->move_type = MOVE_FLY_LOW; 1685 arrow->move_type = MOVE_FLY_LOW;
1703 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1686 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1704 1687
1705 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1688 op->play_sound (sound_find ("fire_arrow"));
1706 m->insert (arrow, sx, sy, op); 1689 m->insert (arrow, sx, sy, op);
1707 1690
1708 if (!arrow->destroyed ()) 1691 if (!arrow->destroyed ())
1709 move_arrow (arrow); 1692 move_arrow (arrow);
1710 1693
1731{ 1714{
1732 int ret = 0, wcmod = 0; 1715 int ret = 0, wcmod = 0;
1733 1716
1734 if (op->contr->bowtype == bow_bestarrow) 1717 if (op->contr->bowtype == bow_bestarrow)
1735 { 1718 {
1736 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);
1737 } 1720 }
1738 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)
1739 { 1722 {
1740 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1723 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1741 wcmod = -1; 1724 wcmod = -1;
1751 else if (op->contr->bowtype == bow_spreadshot) 1734 else if (op->contr->bowtype == bow_spreadshot)
1752 { 1735 {
1753 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);
1754 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);
1755 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);
1756
1757 } 1739 }
1758 else 1740 else
1759 { 1741 {
1760 /* Simple case */ 1742 /* Simple case */
1761 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);
1762 } 1744 }
1745
1763 return ret; 1746 return ret;
1764} 1747}
1765
1766 1748
1767/* Fires a misc (wand/rod/horn) object in 'dir'. 1749/* Fires a misc (wand/rod/horn) object in 'dir'.
1768 * Broken apart from 'fire' to keep it more readable. 1750 * Broken apart from 'fire' to keep it more readable.
1769 */ 1751 */
1770void 1752void
1771fire_misc_object (object *op, int dir) 1753fire_misc_object (object *op, int dir)
1772{ 1754{
1773 object *item; 1755 object *item = op->contr->ranged_ob;
1774 1756
1775 if (!op->contr->ranges[range_misc]) 1757 if (!item)
1776 { 1758 {
1777 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.");
1778 return; 1760 return;
1779 } 1761 }
1780 1762
1781 item = op->contr->ranges[range_misc];
1782 if (!item->inv) 1763 if (!item->inv)
1783 { 1764 {
1784 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1765 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1785 return; 1766 return;
1786 } 1767 }
1768
1769 if (!op->change_weapon (item))
1770 return;
1771
1787 if (item->type == WAND) 1772 if (item->type == WAND)
1788 { 1773 {
1789 if (item->stats.food <= 0) 1774 if (item->stats.food <= 0)
1790 { 1775 {
1791 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1776 op->contr->play_sound (sound_find ("wand_poof"));
1792 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
1793 return; 1779 return;
1794 } 1780 }
1795 } 1781 }
1796 else if (item->type == ROD || item->type == HORN) 1782 else if (item->type == ROD || item->type == HORN)
1797 { 1783 {
1798 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))
1799 { 1785 {
1800 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1786 op->contr->play_sound (sound_find ("wand_poof"));
1787
1801 if (item->type == ROD) 1788 if (item->type == ROD)
1802 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));
1803 else 1790 else
1804 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
1805 return; 1793 return;
1806 } 1794 }
1807 } 1795 }
1808 1796
1809 if (cast_spell (op, item, dir, item->inv, NULL)) 1797 if (cast_spell (op, item, dir, item->inv, NULL))
1816 object *tmp; 1804 object *tmp;
1817 1805
1818 if (item->arch) 1806 if (item->arch)
1819 { 1807 {
1820 CLEAR_FLAG (item, FLAG_ANIMATE); 1808 CLEAR_FLAG (item, FLAG_ANIMATE);
1821 item->face = item->arch->clone.face; 1809 item->face = item->arch->face;
1822 item->set_speed (0); 1810 item->set_speed (0);
1823 } 1811 }
1824 1812
1825 if ((tmp = item->in_player ())) 1813 if ((tmp = item->in_player ()))
1826 esrv_update_item (UPD_ANIM, tmp, item); 1814 esrv_update_item (UPD_ANIM, tmp, item);
1831 } 1819 }
1832} 1820}
1833 1821
1834/* Received a fire command for the player - go and do it. 1822/* Received a fire command for the player - go and do it.
1835 */ 1823 */
1836void 1824bool
1837fire (object *op, int dir) 1825fire (object *op, int dir)
1838{ 1826{
1839 int spellcost = 0; 1827 int spellcost = 0;
1840 1828
1841 /* check for loss of invisiblity/hide */ 1829 /* check for loss of invisiblity/hide */
1842 if (action_makes_visible (op)) 1830 if (action_makes_visible (op))
1843 make_visible (op); 1831 make_visible (op);
1844 1832
1845 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;
1846 { 1839 }
1847 case range_none:
1848 return;
1849 1840
1850 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:
1851 player_fire_bow (op, dir); 1857 player_fire_bow (op, dir);
1852 return; 1858 break;
1853 1859
1854 case range_magic: /* Casting spells */ 1860 case SPELL:
1855 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);
1856 return; 1862 break;
1857 1863
1858 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:
1859 fire_misc_object (op, dir); 1873 fire_misc_object (op, dir);
1860 return; 1874 break;
1861
1862 case range_golem: /* Control summoned monsters from scrolls */
1863 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1864 {
1865 op->contr->ranges[range_golem] = 0;
1866 op->contr->shoottype = range_none;
1867 }
1868 else
1869 control_golem (op->contr->ranges[range_golem], dir);
1870 return;
1871
1872 case range_skill:
1873 if (!op->chosen_skill)
1874 {
1875 if (op->type == PLAYER)
1876 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1877 return;
1878 }
1879
1880 do_skill (op, op, op->chosen_skill, dir, NULL);
1881 return;
1882 case range_builder:
1883 apply_map_builder (op, dir);
1884 return;
1885 default:
1886 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1887 return;
1888 } 1875 }
1889}
1890 1876
1891 1877 return true;
1878}
1892 1879
1893/* find_key 1880/* find_key
1894 * 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
1895 * and successfully use it, we return the key, otherwise NULL 1882 * and successfully use it, we return the key, otherwise NULL
1896 * This function merges both normal and locked door, since the logic 1883 * This function merges both normal and locked door, since the logic
1898 * pl is the player, 1885 * pl is the player,
1899 * inv is the objects inventory to searched 1886 * inv is the objects inventory to searched
1900 * door is the door we are trying to match against. 1887 * door is the door we are trying to match against.
1901 * This function can be called recursively to search containers. 1888 * This function can be called recursively to search containers.
1902 */ 1889 */
1903
1904object * 1890object *
1905find_key (object *pl, object *container, object *door) 1891find_key (object *pl, object *container, object *door)
1906{ 1892{
1907 object *tmp, *key; 1893 object *tmp, *key;
1908 1894
1909 /* Should not happen, but sanity checking is never bad */ 1895 /* Should not happen, but sanity checking is never bad */
1910 if (container->inv == NULL) 1896 if (!container->inv)
1911 return NULL; 1897 return 0;
1912 1898
1913 /* 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 */
1914 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1900 for (tmp = container->inv; tmp; tmp = tmp->below)
1915 { 1901 {
1916 if (door->type == DOOR && tmp->type == KEY) 1902 if (door->type == DOOR && tmp->type == KEY)
1917 break; 1903 break;
1918 /* For sanity, we should really check door type, but other stuff 1904 /* For sanity, we should really check door type, but other stuff
1919 * (like containers) can be locked with special keys 1905 * (like containers) can be locked with special keys
1920 */ 1906 */
1921 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1907 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1922 break; 1908 break;
1923 } 1909 }
1910
1924 /* No key found - lets search inventories now */ 1911 /* No key found - lets search inventories now */
1925 /* 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.
1926 * 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
1927 * a key, return 1914 * a key, return
1928 */ 1915 */
1929 if (!tmp) 1916 if (!tmp)
1930 { 1917 {
1931 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1918 for (tmp = container->inv; tmp; tmp = tmp->below)
1932 { 1919 {
1933 /* No reason to search empty containers */ 1920 /* No reason to search empty containers */
1934 if (tmp->type == CONTAINER && tmp->inv) 1921 if (tmp->type == CONTAINER && tmp->inv)
1935 { 1922 {
1936 if ((key = find_key (pl, tmp, door)) != NULL) 1923 if ((key = find_key (pl, tmp, door)))
1937 return key; 1924 return key;
1938 } 1925 }
1939 } 1926 }
1927
1940 if (!tmp) 1928 if (!tmp)
1941 return NULL; 1929 return NULL;
1942 } 1930 }
1931
1943 /* 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,
1944 * see if we actually want to use it 1933 * see if we actually want to use it
1945 */ 1934 */
1946 if (pl != container) 1935 if (pl != container)
1947 { 1936 {
1968 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1957 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1969 "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));
1970 return NULL; 1959 return NULL;
1971 } 1960 }
1972 } 1961 }
1962
1973 return tmp; 1963 return tmp;
1974} 1964}
1975 1965
1976/* moved door processing out of move_player_attack. 1966/* moved door processing out of move_player_attack.
1977 * returns 1 if player has opened the door with a key 1967 * returns 1 if player has opened the door with a key
1979 * 0 otherwise 1969 * 0 otherwise
1980 */ 1970 */
1981static int 1971static int
1982player_attack_door (object *op, object *door) 1972player_attack_door (object *op, object *door)
1983{ 1973{
1984 /* 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,
1985 * 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 -
1986 * otherwise, we fall through to the rest of the code. 1976 * otherwise, we fall through to the rest of the code.
1987 */ 1977 */
1988 object *key = find_key (op, op, door); 1978 object *key = find_key (op, op, door);
1989 1979
1990 /* IF we found a key, do some extra work */ 1980 /* If we found a key, do some extra work */
1991 if (key) 1981 if (key)
1992 { 1982 {
1993 object *container = key->env; 1983 object *container = key->env;
1994 1984
1995 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1996 if (action_makes_visible (op)) 1985 if (action_makes_visible (op))
1997 make_visible (op); 1986 make_visible (op);
1987
1998 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1988 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1999 spring_trap (door->inv, op); 1989 spring_trap (door->inv, op);
1990
2000 if (door->type == DOOR) 1991 if (door->type == DOOR)
2001 {
2002 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 */
2003 }
2004 else if (door->type == LOCKED_DOOR) 1993 else if (door->type == LOCKED_DOOR)
2005 { 1994 {
2006 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));
2007 remove_door2 (door); /* remove door without violence ;-) */ 1996 remove_door2 (door); /* remove door without violence ;-) */
2008 } 1997 }
1998
2009 /* Do this after we print the message */ 1999 /* Do this after we print the message */
2010 decrease_ob (key); /* Use up one of the keys */ 2000 decrease_ob (key); /* Use up one of the keys */
2011 /* Need to update the weight the container the key was in */ 2001 /* Need to update the weight the container the key was in */
2012 if (container != op) 2002 if (container != op)
2013 esrv_update_item (UPD_WEIGHT, op, container); 2003 esrv_update_item (UPD_WEIGHT, op, container);
2004
2014 return 1; /* Nothing more to do below */ 2005 return 1; /* Nothing more to do below */
2015 } 2006 }
2016 else if (door->type == LOCKED_DOOR) 2007 else if (door->type == LOCKED_DOOR)
2017 { 2008 {
2018 /* Might as well return now - no other way to open this */ 2009 /* Might as well return now - no other way to open this */
2019 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2010 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2020 return 1; 2011 return 1;
2021 } 2012 }
2013
2022 return 0; 2014 return 0;
2023} 2015}
2024 2016
2025/* This function is just part of a breakup from move_player. 2017/* This function is just part of a breakup from move_player.
2026 * It should keep the code cleaner. 2018 * It should keep the code cleaner.
2027 * When this is called, the players direction has been updated 2019 * When this is called, the players direction has been updated
2028 * (taking into account confusion.) The player is also actually 2020 * (taking into account confusion.) The player is also actually
2029 * going to try and move (not fire weapons). 2021 * going to try and move (not fire weapons).
2030 */ 2022 */
2031void 2023bool
2032move_player_attack (object *op, int dir) 2024move_player_attack (object *op, int dir)
2033{ 2025{
2034 object *tmp, *mon;
2035 sint16 nx, ny;
2036 int on_battleground; 2026 int on_battleground;
2037 maptile *m;
2038 2027
2039 nx = freearr_x[dir] + op->x; 2028 sint16 nx = freearr_x[dir] + op->x;
2040 ny = freearr_y[dir] + op->y; 2029 sint16 ny = freearr_y[dir] + op->y;
2041 2030
2042 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 }
2043 2041
2044 /* 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
2045 * 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
2046 * 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
2047 * player. This is a pretty nasty hack, because if we could 2045 * player. This is a pretty nasty hack, because if we could
2048 * 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
2049 * 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
2050 * 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
2051 * move_ob uses. 2049 * move_ob uses.
2052 */ 2050 */
2053 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2054 {
2055 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2056 {
2057 m = op->map->xy_find (nx, ny); 2051 maptile *m = op->map->xy_find (nx, ny);
2058 if (!m)
2059 return; /* Don't think this should happen */
2060 }
2061 else
2062 m = op->map;
2063 2052
2064 if (!(tmp = m->at (nx, ny).bot))
2065 return;
2066
2067 mon = 0;
2068 /* 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
2069 * 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.
2070 * 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
2071 * on the space 2056 * on the space
2072 */ 2057 */
2073 while (tmp) 2058 object *mon;
2074 { 2059 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2075 if (tmp == op) 2060 {
2076 { 2061 if ((mon->flag [FLAG_ALIVE]
2077 tmp = tmp->above; 2062 || mon->type == LOCKED_DOOR
2078 continue; 2063 || mon->flag [FLAG_CAN_ROLL])
2079 }
2080
2081 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2082 {
2083 mon = tmp; 2064 && mon != op)
2084 break; 2065 break;
2085 } 2066 }
2086 2067
2087 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2088 mon = tmp;
2089
2090 tmp = tmp->above;
2091 }
2092
2093 if (!mon) /* This happens anytime the player tries to move */ 2068 if (!mon) /* This happens anytime the player tries to move */
2094 return; /* into a wall */ 2069 return false; /* into a wall */
2095 2070
2096 if (mon->head)
2097 mon = mon->head; 2071 mon = mon->head_ ();
2098 2072
2099 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)
2100 if (player_attack_door (op, mon)) 2075 if (player_attack_door (op, mon))
2076 {
2077 --op->contr->weapon_sp_left;
2101 return; 2078 return true;
2079 }
2102 2080
2103 /* The following deals with possibly attacking peaceful 2081 /* The following deals with possibly attacking peaceful
2104 * or frienddly creatures. Basically, all players are considered 2082 * or friendly creatures. Basically, all players are considered
2105 * unaggressive. If the moving player has peaceful set, then the 2083 * unaggressive. If the moving player has peaceful set, then the
2106 * object should be pushed instead of attacked. It is assumed that 2084 * object should be pushed instead of attacked. It is assumed that
2107 * if you are braced, you will not attack friends accidently, 2085 * if you are braced, you will not attack friends accidently,
2108 * and thus will not push them. 2086 * and thus will not push them.
2109 */ 2087 */
2110 2088
2111 /* 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
2112 * peaceful. Our assumption is the creature is a pet if the 2090 * peaceful. Our assumption is the creature is a pet if the
2113 * player owns it and it is either friendly or unagressive. 2091 * player owns it and it is either friendly or unagressive.
2114 */ 2092 */
2115 if ((op->type == PLAYER) 2093 if (op->type == PLAYER
2116#if COZY_SERVER
2117 &&
2118 ((mon->owner && mon->owner->contr 2094 && ((mon->owner && mon->owner->contr
2119 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2095 && same_party (mon->owner->contr->party, op->contr->party))
2120#else
2121 && mon->owner == op 2096 || mon->owner == op)
2122#endif
2123 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2097 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2124 { 2098 {
2125 /* 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 */
2126 if (op->contr->braced) 2100 if (op->contr->braced)
2127 return; 2101 return false;
2128 2102
2129 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"));
2130 (void) push_ob (mon, dir, op); 2108 push_ob (mon, dir, op);
2109
2131 if (op->contr->tmp_invis || op->hide) 2110 if (op->contr->tmp_invis || op->hide)
2132 make_visible (op); 2111 make_visible (op);
2133 2112
2134 return; 2113 return true;
2135 } 2114 }
2115 else
2116 return false;
2117 }
2136 2118
2137 /* in certain circumstances, you shouldn't attack friendly 2119 /* in certain circumstances, you shouldn't attack friendly
2138 * creatures. Note that if you are braced, you can't push 2120 * creatures. Note that if you are braced, you can't push
2139 * 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
2140 * attack them either. 2122 * attack them either.
2141 */ 2123 */
2142 if ((mon->type == PLAYER || mon->enemy != op) && 2124 if ((mon->type == PLAYER || mon->enemy != op)
2143 (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))
2144#ifdef PROHIBIT_PLAYERKILL
2145 (op->contr->peaceful 2126 && ((op->contr->peaceful
2146 || (mon->type == PLAYER 2127 || (mon->type == PLAYER && mon->contr->peaceful))
2147 && mon->contr->
2148 peaceful)) &&
2149#else
2150 op->contr->peaceful &&
2151#endif
2152 !on_battleground)) 2128 && !on_battleground))
2129 {
2130 if (op->speed_left > 0.f)
2153 { 2131 {
2132 --op->speed_left;
2133
2154 if (!op->contr->braced) 2134 if (!op->contr->braced)
2155 { 2135 {
2156 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2136 op->play_sound (sound_find ("push_player"));
2157 push_ob (mon, dir, op); 2137 push_ob (mon, dir, op);
2158 } 2138 }
2159 else 2139 else
2160 new_draw_info (0, 0, op, "You withhold your attack"); 2140 new_draw_info (0, 0, op, "You withhold your attack");
2161 2141
2162 if (op->contr->tmp_invis || op->hide) 2142 if (op->contr->tmp_invis || op->hide)
2163 make_visible (op); 2143 make_visible (op);
2164 }
2165 2144
2145 return true;
2146 }
2147 }
2166 /* If the object is a boulder or other rollable object, then 2148 /* If the object is a boulder or other rollable object, then
2167 * 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.
2168 */ 2150 */
2169 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)
2170 { 2154 {
2155 --op->speed_left;
2156
2171 recursive_roll (mon, dir, op); 2157 recursive_roll (mon, dir, op);
2172 if (action_makes_visible (op)) 2158 if (action_makes_visible (op))
2173 make_visible (op); 2159 make_visible (op);
2174 }
2175 2160
2161 return true;
2162 }
2163 }
2176 /* Any generic living creature. Including things like doors. 2164 /* Any generic living creature. Including things like doors.
2177 * 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
2178 * and be living. Then, it must be one of the following: 2166 * and be living. Then, it must be one of the following:
2179 * 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
2180 * 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.
2181 */ 2169 */
2182 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2170 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2183 ((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)))
2184 { 2172 {
2185 2173 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2186 /* If the player hasn't hit something this tick, and does
2187 * so, give them speed boost based on weapon speed. Doing
2188 * it here is better than process_players2, which basically
2189 * incurred a 1 tick offset.
2190 */
2191 if (!op->contr->has_hit)
2192 { 2174 {
2193 op->speed_left += op->speed / op->contr->weapon_sp; 2175 --op->contr->weapon_sp_left;
2194
2195 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2196 }
2197 2176
2198 skill_attack (mon, op, 0, 0, 0); 2177 skill_attack (mon, op, 0, 0, 0);
2199
2200 /* If attacking another player, that player gets automatic
2201 * hitback, and doesn't loose luck either.
2202 * Disable hitback on the battleground or if the target is
2203 * the wiz.
2204 */
2205 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2206 {
2207 short luck = mon->stats.luck;
2208
2209 mon->contr->has_hit = 1;
2210 skill_attack (op, mon, 0, 0, 0);
2211 mon->stats.luck = luck;
2212 }
2213 2178
2214 if (action_makes_visible (op)) 2179 if (action_makes_visible (op))
2215 make_visible (op); 2180 make_visible (op);
2216 }
2217 } /* if player should attack something */
2218}
2219 2181
2220int 2182 return true;
2183 }
2184 }
2185
2186 return false;
2187}
2188
2189bool
2221move_player (object *op, int dir) 2190move_player (object *op, int dir)
2222{ 2191{
2223 int pick; 2192 int pick;
2224 2193
2225 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2194 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2232 return 0; 2201 return 0;
2233 } 2202 }
2234 2203
2235 /* peterm: added following line */ 2204 /* peterm: added following line */
2236 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2205 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2237 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2206 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2238 2207
2239 op->facing = dir; 2208 op->facing = dir;
2240 2209
2241 if (op->hide) 2210 if (op->hide)
2242 do_hidden_move (op); 2211 do_hidden_move (op);
2243 2212
2213 bool retval;
2214
2244 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2215 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2245 /*nop */ ; 2216 retval = RESULT_INT (0);
2246 else if (op->contr->fire_on) 2217 else if (op->contr->fire_on)
2247 fire (op, dir); 2218 retval = fire (op, dir);
2248 else 2219 else
2249 { 2220 {
2250 move_player_attack (op, dir); 2221 retval = move_player_attack (op, dir);
2251 pick = check_pick (op); 2222 pick = check_pick (op);
2252 } 2223 }
2253 2224
2254 /* 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
2255 * server can handle repeat firing. 2226 * server can handle repeat firing.
2262 /* Update how the player looks. Use the facing, so direction may 2233 /* Update how the player looks. Use the facing, so direction may
2263 * get reset to zero. This allows for full animation capabilities 2234 * get reset to zero. This allows for full animation capabilities
2264 * for players. 2235 * for players.
2265 */ 2236 */
2266 animate_object (op, op->facing); 2237 animate_object (op, op->facing);
2267 return 0; 2238
2239 return retval;
2268} 2240}
2269 2241
2270/* 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
2271 * new client/server stuff. 2243 * new client/server stuff.
2272 * 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
2273 * the new speed values for commands. 2245 * the new speed values for commands.
2274 * 2246 *
2275 * 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.
2276 */ 2250 */
2277int 2251bool
2278handle_newcs_player (object *op) 2252handle_newcs_player (object *op)
2279{ 2253{
2280 if (op->contr->hidden)
2281 {
2282 op->invisible = 1000;
2283 /* the socket code flashes the player visible/invisible
2284 * depending on the value of invisible, so we need to
2285 * alternate it here for it to work correctly.
2286 */
2287 if (pticks & 2)
2288 op->invisible--;
2289 }
2290 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2291 {
2292 op->invisible--;
2293 if (!op->invisible)
2294 {
2295 make_visible (op);
2296 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2297 }
2298 }
2299
2300 if (QUERY_FLAG (op, FLAG_SCARED)) 2254 if (QUERY_FLAG (op, FLAG_SCARED))
2301 { 2255 {
2302 flee_player (op); 2256 if (op->speed_left > 0.f)
2303 /* If player is still scared, that is his action for this tick */
2304 if (QUERY_FLAG (op, FLAG_SCARED))
2305 { 2257 {
2306 op->speed_left--; 2258 --op->speed_left;
2259 flee_player (op);
2260
2307 return 0; 2261 return true;
2308 } 2262 }
2263 else
2264 return false;
2309 } 2265 }
2310
2311 /* I've been seeing crashes where the golem has been destroyed, but
2312 * the player object still points to the defunct golem. The code that
2313 * destroys the golem looks correct, and it doesn't always happen, so
2314 * put this in a a workaround to clean up the golem pointer.
2315 */
2316 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2317 op->contr->ranges[range_golem] = 0;
2318 2266
2319 /* 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
2320 * the players time has been increased when doericserver has been 2268 * the players time has been increased when doericserver has been
2321 * called, so we recheck it here. 2269 * called, so we recheck it here.
2322 */ 2270 */
2323 if (op->contr->ns->handle_command ()) 2271 if (op->contr->ns->handle_command ())
2324 return 1; 2272 return true;
2325 2273
2326 if (op->speed_left > 0)
2327 {
2328 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2274 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2329 {
2330 /* All move commands take 1 tick, at least for now */
2331 op->speed_left--;
2332
2333 /* Instead of all the stuff below, let move_player take care
2334 * of it. Also, some of the skill stuff is only put in
2335 * there, as well as the confusion stuff.
2336 */
2337 move_player (op, op->direction); 2275 return move_player (op, op->direction);
2338 2276
2339 return op->speed_left > 0;
2340 }
2341 }
2342
2343 return 0; 2277 return false;
2344} 2278}
2345 2279
2346int 2280int
2347save_life (object *op) 2281save_life (object *op)
2348{ 2282{
2350 return 0; 2284 return 0;
2351 2285
2352 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2286 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2353 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2287 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2354 { 2288 {
2355 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2289 op->play_sound (sound_find ("ob_evaporate"));
2356 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));
2357 2291
2358 if (op->contr) 2292 if (op->contr)
2359 esrv_del_item (op->contr, tmp->count); 2293 esrv_del_item (op->contr, tmp->count);
2360 2294
2380/* 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
2381 * 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
2382 * 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
2383 * from. 2317 * from.
2384 */ 2318 */
2385void 2319static void
2386remove_unpaid_objects (object *op, object *env) 2320drop_unpaid_items (object *op, object *env)
2387{ 2321{
2388 object *next;
2389
2390 while (op) 2322 while (op)
2391 { 2323 {
2392 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' */
2393 2325
2394 if (QUERY_FLAG (op, FLAG_UNPAID)) 2326 if (QUERY_FLAG (op, FLAG_UNPAID))
2397 esrv_del_item (env->contr, op->count); 2329 esrv_del_item (env->contr, op->count);
2398 2330
2399 op->insert_at (env); 2331 op->insert_at (env);
2400 } 2332 }
2401 else if (op->inv) 2333 else if (op->inv)
2402 remove_unpaid_objects (op->inv, env); 2334 drop_unpaid_items (op->inv, env);
2403 2335
2404 op = next; 2336 op = next;
2405 } 2337 }
2338}
2339
2340void
2341object::drop_unpaid_items ()
2342{
2343 if (!flag [FLAG_REMOVED])
2344 ::drop_unpaid_items (inv, this);
2406} 2345}
2407 2346
2408/* 2347/*
2409 * Returns pointer a static string containing gravestone text 2348 * Returns pointer a static string containing gravestone text
2410 * Moved from apply.c to player.c - player.c is what 2349 * Moved from apply.c to player.c - player.c is what
2460 int rate_grace = 2000; 2399 int rate_grace = 2000;
2461 const int max_hp = 1; 2400 const int max_hp = 1;
2462 const int max_sp = 1; 2401 const int max_sp = 1;
2463 const int max_grace = 1; 2402 const int max_grace = 1;
2464 2403
2465 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--;
2466 { 2413 }
2467 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2414 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2468 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2415 {
2469 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 }
2470 } 2421 }
2471 2422
2472 if (op->contr->ns->state == ST_PLAYING) 2423 if (op->contr->ns->state == ST_PLAYING)
2473 { 2424 {
2474 /* these next three if clauses make it possible to SLOW DOWN 2425 /* these next three if clauses make it possible to SLOW DOWN
2496 gen_grace = op->stats.maxgrace; 2447 gen_grace = op->stats.maxgrace;
2497 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2448 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2498 } 2449 }
2499 2450
2500 /* Regenerate Spell Points */ 2451 /* Regenerate Spell Points */
2501 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2452 if (!op->contr->golem && --op->last_sp < 0)
2502 { 2453 {
2503 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);
2504 if (op->stats.sp < op->stats.maxsp) 2455 if (op->stats.sp < op->stats.maxsp)
2505 { 2456 {
2506 op->stats.sp++; 2457 op->stats.sp++;
2604 } 2555 }
2605 2556
2606 /* Digestion */ 2557 /* Digestion */
2607 if (--op->last_eat < 0) 2558 if (--op->last_eat < 0)
2608 { 2559 {
2609#ifdef COZY_SERVER 2560 int bonus = max (0, op->contr->digestion),
2610 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2561 penalty = max (0, -op->contr->digestion);
2611 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2612#else
2613 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2614#endif
2615 2562
2616 if (op->contr->gen_hp > 0)
2617 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);
2618 else
2619 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2620 2564
2621 /* dms do not consume food */ 2565 /* dms do not consume food */
2622 if (!QUERY_FLAG (op, FLAG_WIZ)) 2566 if (!QUERY_FLAG (op, FLAG_WIZ))
2623 op->stats.food--; 2567 op->stats.food--;
2624 } 2568 }
2685 object *tmp; 2629 object *tmp;
2686 2630
2687 if (save_life (op)) 2631 if (save_life (op))
2688 return; 2632 return;
2689 2633
2690
2691 /* 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
2692 * 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.
2693 * Look at op_on_battleground() for more info --AndreasV 2636 * Look at op_on_battleground() for more info --AndreasV
2694 */ 2637 */
2695 if (op_on_battleground (op, &x, &y)) 2638 if (op_on_battleground (op, &x, &y))
2724 tmp->name = buf; 2667 tmp->name = buf;
2725 sprintf (buf, " This finger has been cut off %s\n" 2668 sprintf (buf, " This finger has been cut off %s\n"
2726 " 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",
2727 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2670 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2728 tmp->msg = buf; 2671 tmp->msg = buf;
2729 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2672 tmp->value = 0, tmp->type = 0;
2730 tmp->materialname = NULL; 2673 tmp->materialname = "organics";
2731 tmp->insert_at (op, tmp); 2674 tmp->insert_at (op, tmp);
2732 } 2675 }
2733 2676
2734 /* teleport defeated player to new destination */ 2677 /* teleport defeated player to new destination */
2735 transfer_ob (op, x, y, 0, NULL); 2678 transfer_ob (op, x, y, 0, NULL);
2747 strcpy (op->contr->killer, "starvation"); 2690 strcpy (op->contr->killer, "starvation");
2748 } 2691 }
2749 else 2692 else
2750 sprintf (buf, "%s died.", &op->name); 2693 sprintf (buf, "%s died.", &op->name);
2751 2694
2752 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2695 op->contr->play_sound (sound_find ("player_dies"));
2753 2696
2754 /* save the map location for corpse, gravestone */ 2697 /* save the map location for corpse, gravestone */
2755 x = op->x; 2698 x = op->x;
2756 y = op->y; 2699 y = op->y;
2757 map = op->map; 2700 map = op->map;
2931 op->stats.hp = op->stats.maxhp; 2874 op->stats.hp = op->stats.maxhp;
2932 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2875 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2933 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2876 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2934 2877
2935 /* 2878 /*
2936 * Check to see if the player is in a shop. IF so, then check to see if
2937 * 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
2938 * in the map. 2880 * and put them back in the map.
2939 */ 2881 */
2940 2882 op->drop_unpaid_items ();
2941 if (is_in_shop (op))
2942 remove_unpaid_objects (op->inv, op);
2943 2883
2944 /****************************************/ 2884 /****************************************/
2945 /* */ 2885 /* */
2946 /* Move player to his current respawn- */ 2886 /* Move player to his current respawn- */
2947 /* position (usually last savebed) */ 2887 /* position (usually last savebed) */
2967 object *force; 2907 object *force;
2968 int at; 2908 int at;
2969 2909
2970 force = get_archetype (FORCE_NAME); 2910 force = get_archetype (FORCE_NAME);
2971 /* 50 ticks should be enough time for the spell to abate */ 2911 /* 50 ticks should be enough time for the spell to abate */
2972 force->speed = 0.1; 2912 force->speed = 0.1f;
2973 force->speed_left = -5.0; 2913 force->speed_left = -5.f;
2974 SET_FLAG (force, FLAG_APPLIED); 2914 SET_FLAG (force, FLAG_APPLIED);
2975 for (at = 0; at < NROFATTACKS; at++) 2915 for (at = 0; at < NROFATTACKS; at++)
2976 if (will_kill_again & (1 << at)) 2916 if (will_kill_again & (1 << at))
2977 force->resist[at] = 100; 2917 force->resist[at] = 100;
2978 2918
2987void 2927void
2988loot_object (object *op) 2928loot_object (object *op)
2989{ /* Grab and destroy some treasure */ 2929{ /* Grab and destroy some treasure */
2990 object *tmp, *tmp2, *next; 2930 object *tmp, *tmp2, *next;
2991 2931
2992 if (op->container) 2932 op->close_container (); /* close open sack first */
2993 esrv_apply_container (op, op->container); /* close open sack first */
2994 2933
2995 for (tmp = op->inv; tmp; tmp = next) 2934 for (tmp = op->inv; tmp; tmp = next)
2996 { 2935 {
2997 next = tmp->below; 2936 next = tmp->below;
2998 2937
2999 if (tmp->invisible) 2938 if (tmp->invisible)
3000 continue; 2939 continue;
3001 2940
3002 tmp->remove (); 2941 tmp->remove ();
3003 tmp->x = op->x, tmp->y = op->y; 2942 tmp->x = op->x, tmp->y = op->y;
2943
3004 if (tmp->type == CONTAINER) 2944 if (tmp->type == CONTAINER)
3005 { /* empty container to ground */ 2945 loot_object (tmp); /* empty container to ground */
3006 loot_object (tmp); 2946
3007 }
3008 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))))
3009 { 2948 {
3010 if (tmp->nrof > 1) 2949 if (tmp->nrof > 1)
3011 { 2950 {
3012 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2951 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3013 tmp2->destroy (); 2952 tmp2->destroy ();
3024/* 2963/*
3025 * fix_weight(): Check recursively the weight of all players, and fix 2964 * fix_weight(): Check recursively the weight of all players, and fix
3026 * 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
3027 * was changed. 2966 * was changed.
3028 */ 2967 */
3029
3030void 2968void
3031fix_weight (void) 2969fix_weight (void)
3032{ 2970{
3033 for_all_players (pl) 2971 for_all_players (pl)
3034 { 2972 {
3094 if (op->type == PLAYER) 3032 if (op->type == PLAYER)
3095 { 3033 {
3096 op->contr->tmp_invis = 0; 3034 op->contr->tmp_invis = 0;
3097 op->contr->invis_race = 0; 3035 op->contr->invis_race = 0;
3098 } 3036 }
3037
3099 update_object (op, UP_OBJ_FACE); 3038 update_object (op, UP_OBJ_CHANGE);
3100} 3039}
3101 3040
3102int 3041int
3103is_true_undead (object *op) 3042is_true_undead (object *op)
3104{ 3043{
3105 object *tmp = NULL;
3106
3107 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3044 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3108 return 1; 3045 return 1;
3109 3046
3110 return 0; 3047 return 0;
3111} 3048}
3112 3049
3156/* For Hidden creatures - a chance of becoming 'unhidden' 3093/* For Hidden creatures - a chance of becoming 'unhidden'
3157 * every time they move - as we subtract off 'invisibility' 3094 * every time they move - as we subtract off 'invisibility'
3158 * AND, for players, if they move into a ridiculously unhideable 3095 * AND, for players, if they move into a ridiculously unhideable
3159 * spot (surrounded by clear terrain in broad daylight). -b.t. 3096 * spot (surrounded by clear terrain in broad daylight). -b.t.
3160 */ 3097 */
3161
3162void 3098void
3163do_hidden_move (object *op) 3099do_hidden_move (object *op)
3164{ 3100{
3165 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3101 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3166 object *skop; 3102 object *skop;
3283 * a blocked los square. 3219 * a blocked los square.
3284 * we use the archetype to figure out offsets. 3220 * we use the archetype to figure out offsets.
3285 */ 3221 */
3286 while (op) 3222 while (op)
3287 { 3223 {
3288 dx = rv.distance_x + op->arch->clone.x; 3224 dx = rv.distance_x + op->arch->x;
3289 dy = rv.distance_y + op->arch->clone.y; 3225 dy = rv.distance_y + op->arch->y;
3290 3226
3291 /* only the viewable area the player sees is updated by LOS 3227 /* only the viewable area the player sees is updated by LOS
3292 * 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
3293 * for any meaningful values. 3229 * for any meaningful values.
3294 */ 3230 */
3399 char buf[MAX_BUF]; /* tmp. string buffer */ 3335 char buf[MAX_BUF]; /* tmp. string buffer */
3400 int i = 0, j = 0; 3336 int i = 0, j = 0;
3401 3337
3402 /* get the appropriate treasurelist */ 3338 /* get the appropriate treasurelist */
3403 if (atnr == ATNR_FIRE) 3339 if (atnr == ATNR_FIRE)
3404 trlist = find_treasurelist ("dragon_ability_fire"); 3340 trlist = treasurelist::find ("dragon_ability_fire");
3405 else if (atnr == ATNR_COLD) 3341 else if (atnr == ATNR_COLD)
3406 trlist = find_treasurelist ("dragon_ability_cold"); 3342 trlist = treasurelist::find ("dragon_ability_cold");
3407 else if (atnr == ATNR_ELECTRICITY) 3343 else if (atnr == ATNR_ELECTRICITY)
3408 trlist = find_treasurelist ("dragon_ability_elec"); 3344 trlist = treasurelist::find ("dragon_ability_elec");
3409 else if (atnr == ATNR_POISON) 3345 else if (atnr == ATNR_POISON)
3410 trlist = find_treasurelist ("dragon_ability_poison"); 3346 trlist = treasurelist::find ("dragon_ability_poison");
3411 3347
3412 if (trlist == NULL || who->type != PLAYER) 3348 if (trlist == NULL || who->type != PLAYER)
3413 return; 3349 return;
3414 3350
3415 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++);
3419 /* 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]); */
3420 return; 3356 return;
3421 } 3357 }
3422 3358
3423 /* everything seems okay - now bring on the gift: */ 3359 /* everything seems okay - now bring on the gift: */
3424 item = &(tr->item->clone); 3360 item = tr->item;
3425 3361
3426 if (item->type == SPELL) 3362 if (item->type == SPELL)
3427 { 3363 {
3428 if (check_spell_known (who, item->name)) 3364 if (check_spell_known (who, item->name))
3429 return; 3365 return;
3488 { 3424 {
3489 /* forces in the treasurelist can alter the player's stats */ 3425 /* forces in the treasurelist can alter the player's stats */
3490 object *skin; 3426 object *skin;
3491 3427
3492 /* first get the dragon skin force */ 3428 /* first get the dragon skin force */
3493 shstr_cmp dragon_skin_force ("dragon_skin_force");
3494 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)
3495 ; 3430 ;
3496 3431
3497 if (!skin) 3432 if (!skin)
3498 return; 3433 return;
3499 3434
3547 * not readied. 3482 * not readied.
3548 */ 3483 */
3549void 3484void
3550player_unready_range_ob (player *pl, object *ob) 3485player_unready_range_ob (player *pl, object *ob)
3551{ 3486{
3552 rangetype i; 3487 if (pl->ob->current_weapon == ob)
3488 pl->ob->current_weapon = 0;
3553 3489
3554 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3490 if (pl->combat_ob == ob)
3555 { 3491 pl->combat_ob = 0;
3492
3556 if (pl->ranges[i] == ob) 3493 if (pl->ranged_ob == ob)
3557 { 3494 pl->ranged_ob = 0;
3558 pl->ranges[i] = NULL;
3559 if (pl->shoottype == i)
3560 {
3561 pl->shoottype = range_none;
3562 }
3563 }
3564 }
3565} 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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