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Comparing deliantra/server/server/player.C (file contents):
Revision 1.91 by root, Sun Jan 7 23:10:43 2007 UTC vs.
Revision 1.120 by root, Thu May 3 09:39:56 2007 UTC

116 116
117 news[0] = '\0'; 117 news[0] = '\0';
118 subject[0] = '\0'; 118 subject[0] = '\0';
119 size = 0; 119 size = 0;
120 120
121 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp))
122 { 122 {
123 if (*buf == '#') 123 if (*buf == '#')
124 continue; 124 continue;
125 125
126 if (*buf == '%') 126 if (*buf == '%')
127 { /* send one news */ 127 { /* send one news */
128 if (size > 0) 128 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 */ 129 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 */
130 130
131 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
132 strip_endline (subject); 132 strip_endline (subject);
133 size = 0; 133 size = 0;
134 news[0] = '\0'; 134 news[0] = '\0';
144 size += strlen (buf); 144 size += strlen (buf);
145 } 145 }
146 } 146 }
147 147
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 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); 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
150 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
151} 151}
152 152
153/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
154static void 154static void
180 180
181 players.insert (this); 181 players.insert (this);
182 ob->remove (); 182 ob->remove ();
183 ob->map = 0; 183 ob->map = 0;
184 ob->activate_recursive (); 184 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob);
185 enter_map (); 187 enter_map ();
186} 188}
187 189
188void 190void
189player::deactivate () 191player::deactivate ()
190{ 192{
191 if (!active) 193 if (!active)
192 return; 194 return;
193 195
194 terminate_all_pets (ob); 196 terminate_all_pets (ob);
197 remove_friendly_object (ob);
195 ob->deactivate_recursive (); 198 ob->deactivate_recursive ();
199
200 if (ob->map)
201 maplevel = ob->map->path;
202
196 ob->remove (); 203 ob->remove ();
197 ob->map = 0; 204 ob->map = 0;
205 party = 0;
206
207 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
198 208
199 players.erase (this); 209 players.erase (this);
200} 210}
201 211
202// connect the player with a specific client 212// connect the player with a specific client
205player::connect (client *ns) 215player::connect (client *ns)
206{ 216{
207 this->ns = ns; 217 this->ns = ns;
208 ns->pl = this; 218 ns->pl = this;
209 219
220 run_on = 0;
221 fire_on = 0;
222 ob->close_container (); //TODO: client-specific
223
210 ns->update_look = 0; 224 ns->update_look = 0;
211 ns->look_position = 0; 225 ns->look_position = 0;
212 226
213 clear_los (ob); 227 clear_los (ob);
228
229 ns->reset_stats ();
214 230
215 /* make sure he's a player -- needed because of class change. */ 231 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid 232 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->clone.race; 233 ob->race = ob->arch->clone.race;
218 234
219 if (!legal_range (ob, shoottype))
220 shoottype = range_none;
221
222 ob->carrying = sum_weight (ob); 235 ob->carrying = sum_weight (ob);
223 link_player_skills (ob); 236 link_player_skills (ob);
224 237
225 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 238 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
226 239
227 assign (title, ob->arch->clone.name); 240 assign (title, ob->arch->clone.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);
238 241
239 /* if it's a dragon player, set the correct title here */ 242 /* if it's a dragon player, set the correct title here */
240 if (is_dragon_pl (ob)) 243 if (is_dragon_pl (ob))
241 { 244 {
242 object *tmp, *abil = 0, *skin = 0; 245 object *tmp, *abil = 0, *skin = 0;
252 skin = tmp; 255 skin = tmp;
253 256
254 set_dragon_name (ob, abil, skin); 257 set_dragon_name (ob, abil, skin);
255 } 258 }
256 259
257 CLEAR_FLAG (ob, FLAG_FRIENDLY);
258 add_friendly_object (ob);
259
260 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 260 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
261 261
262 esrv_new_player (this, ob->weight + ob->carrying); 262 esrv_new_player (this, ob->weight + ob->carrying);
263 263
264 ob->update_stats (); 264 ob->update_stats ();
285 if (active) 285 if (active)
286 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 286 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
287 287
288 INVOKE_PLAYER (DISCONNECT, this); 288 INVOKE_PLAYER (DISCONNECT, this);
289 289
290 ns->reset_stats ();
290 ns->pl = 0; 291 ns->pl = 0;
291 this->ns = 0; 292 ns = 0;
292 } 293 }
294
295 if (ob)
296 ob->close_container (); //TODO: client-specific
293 297
294 deactivate (); 298 deactivate ();
295} 299}
296 300
297// the need for this function can be explained 301// the need for this function can be explained
298// by load_object not returning the object 302// by load_object not returning the object
299void 303void
300player::set_object (object *op) 304player::set_object (object *op)
301{ 305{
302 ob = op; 306 ob = op;
303 ob->contr = this; /* this aren't yet in archetype */ 307 ob->contr = this; /* this aren't yet in archetype */
304 308
305 ob->speed_left = 0.5; 309 ob->speed_left = 0.5;
306 ob->speed = 1.0; 310 ob->speed = 1.0;
307 ob->direction = 5; /* So player faces south */ 311 ob->direction = 5; /* So player faces south */
308 ob->stats.wc = 2;
309 ob->run_away = 25; /* Then we panick... */
310
311 ob->roll_stats ();
312} 312}
313 313
314player::player () 314player::player ()
315{ 315{
316 /* There are some elements we want initialised to non zero value - 316 /* There are some elements we want initialised to non zero value -
317 * we deal with that below this point. 317 * we deal with that below this point.
318 */ 318 */
319 outputs_sync = 16; /* Every 2 seconds */ 319 outputs_sync = 4;
320 outputs_count = 8; /* Keeps present behaviour */ 320 outputs_count = 4;
321 unapply = unapply_nochoice; 321 unapply = unapply_nochoice;
322 322
323 savebed_map = first_map_path; /* Init. respawn position */ 323 savebed_map = first_map_path; /* Init. respawn position */
324 324
325 gen_sp_armour = 10; 325 gen_sp_armour = 10;
326 last_speed = -1;
327 shoottype = range_none;
328 bowtype = bow_normal; 326 bowtype = bow_normal;
329 petmode = pet_normal; 327 petmode = pet_normal;
330 listening = 10; 328 listening = 10;
331 usekeys = containers; 329 usekeys = containers;
332 last_weapon_sp = -1;
333 peaceful = 1; /* default peaceful */ 330 peaceful = 1; /* default peaceful */
334 do_los = 1; 331 do_los = 1;
335
336 /* we need to clear these to -1 and not zero - otherwise,
337 * if a player quits and starts a new character, we wont
338 * send new values to the client, as things like exp start
339 * at zero.
340 */
341 for (int i = 0; i < NUM_SKILLS; i++)
342 last_skill_exp[i] = -1;
343
344 for (int i = 0; i < NROFATTACKS; i++)
345 last_resist[i] = -1;
346
347 last_stats.exp = -1;
348 last_weight = (uint32) - 1;
349} 332}
350 333
351void 334void
352player::do_destroy () 335player::do_destroy ()
353{ 336{
376player::create () 359player::create ()
377{ 360{
378 player *pl = new player; 361 player *pl = new player;
379 362
380 pl->set_object (arch_to_object (get_player_archetype (0))); 363 pl->set_object (arch_to_object (get_player_archetype (0)));
364
365 pl->ob->roll_stats ();
366 pl->ob->stats.wc = 2;
367 pl->ob->run_away = 25; /* Then we panick... */
368
381 set_first_map (pl->ob); 369 set_first_map (pl->ob);
382 370
383 return pl; 371 return pl;
384} 372}
385 373
417 object *op = NULL; 405 object *op = NULL;
418 objectlink *ol; 406 objectlink *ol;
419 unsigned lastdist; 407 unsigned lastdist;
420 rv_vector rv; 408 rv_vector rv;
421 409
422 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 410 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
423 { 411 {
424 /* We should not find free objects on this friendly list, but it 412 /* We should not find free objects on this friendly list, but it
425 * does periodically happen. Given that, lets deal with it. 413 * does periodically happen. Given that, lets deal with it.
426 * While unlikely, it is possible the next object on the friendly 414 * While unlikely, it is possible the next object on the friendly
427 * list is also free, so encapsulate this in a while loop. 415 * list is also free, so encapsulate this in a while loop.
431 object *tmp = ol->ob; 419 object *tmp = ol->ob;
432 420
433 /* Can't do much more other than log the fact, because the object 421 /* Can't do much more other than log the fact, because the object
434 * itself will have been cleared. 422 * itself will have been cleared.
435 */ 423 */
436 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 424 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
425 tmp->debug_desc ());
437 ol = ol->next; 426 ol = ol->next;
438 remove_friendly_object (tmp); 427 remove_friendly_object (tmp);
439 if (!ol) 428 if (!ol)
440 return op; 429 return op;
441 } 430 }
530 x = mon->x; 519 x = mon->x;
531 y = mon->y; 520 y = mon->y;
532 m = mon->map; 521 m = mon->map;
533 dir = rv.direction; 522 dir = rv.direction;
534 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 523 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
535 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 524 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
525
536 /* If we can't solve it within the search distance, return now. */ 526 /* If we can't solve it within the search distance, return now. */
537 if (diff > max) 527 if (diff > max)
538 return 0; 528 return 0;
529
539 while (diff > 1 && max > 0) 530 while (diff > 1 && max > 0)
540 { 531 {
541 lastx = x; 532 lastx = x;
542 lasty = y; 533 lasty = y;
543 lastmap = m; 534 lastmap = m;
625 max--; 616 max--;
626 lastdir = dir; 617 lastdir = dir;
627 if (!firstdir) 618 if (!firstdir)
628 firstdir = dir; 619 firstdir = dir;
629 } 620 }
621
630 if (diff <= 1) 622 if (diff <= 1)
631 { 623 {
632 /* Recalculate diff (distance) because we may not have actually 624 /* Recalculate diff (distance) because we may not have actually
633 * headed toward player for entire distance. 625 * headed toward player for entire distance.
634 */ 626 */
635 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 627 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
636 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 628 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
637 } 629 }
630
638 if (diff > max) 631 if (diff > max)
639 return 0; 632 return 0;
640 } 633 }
634
641 /* If we reached the max, didn't find a direction in time */ 635 /* If we reached the max, didn't find a direction in time */
642 if (!max) 636 if (!max)
643 return 0; 637 return 0;
644 638
645 return firstdir; 639 return firstdir;
759roll_stat (void) 753roll_stat (void)
760{ 754{
761 int a[4], i, j, k; 755 int a[4], i, j, k;
762 756
763 for (i = 0; i < 4; i++) 757 for (i = 0; i < 4; i++)
764 a[i] = (int) RANDOM () % 6 + 1; 758 a[i] = (int) rndm (6) + 1;
765 759
766 for (i = 0, j = 0, k = 7; i < 4; i++) 760 for (i = 0, j = 0, k = 7; i < 4; i++)
767 if (a[i] < k) 761 if (a[i] < k)
768 k = a[i], j = i; 762 k = a[i], j = i;
769 763
869 * appropriate action with it (change race, or other things). 863 * appropriate action with it (change race, or other things).
870 * The function name is for historical reasons - now we have 864 * The function name is for historical reasons - now we have
871 * separate race and class; this actually changes the RACE, 865 * separate race and class; this actually changes the RACE,
872 * not the class. 866 * not the class.
873 */ 867 */
874int 868void
875key_change_class (object *op, char key) 869player::chargen_race_done ()
876{ 870{
877 int tmp_loop;
878
879 if (key == 'd' || key == 'D')
880 {
881 char buf[MAX_BUF];
882
883 /* this must before then initial items are given */ 871 /* this must before then initial items are given */
884 esrv_new_player (op->contr, op->weight + op->carrying); 872 esrv_new_player (ob->contr, ob->weight + ob->carrying);
885 873
886 treasurelist *tl = find_treasurelist ("starting_wealth"); 874 treasurelist *tl = treasurelist::find ("starting_wealth");
887 if (tl) 875 if (tl)
888 create_treasure (tl, op, 0, 0, 0); 876 create_treasure (tl, ob, 0, 0, 0);
889 877
890 INVOKE_PLAYER (BIRTH, op->contr); 878 INVOKE_PLAYER (BIRTH, ob->contr);
891 INVOKE_PLAYER (LOGIN, op->contr); 879 INVOKE_PLAYER (LOGIN, ob->contr);
892 880
893 op->contr->ns->state = ST_PLAYING; 881 ob->contr->ns->state = ST_PLAYING;
894 882
895 if (op->msg) 883 if (ob->msg)
896 op->msg = NULL; 884 ob->msg = 0;
897 885
898 /* We create this now because some of the unique maps will need it 886 /* We create this now because some of the unique maps will need it
899 * to save here. 887 * to save here.
900 */ 888 */
889 {
890 char buf[MAX_BUF];
901 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 891 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
902 make_path_to_file (buf); 892 make_path_to_file (buf);
893 }
903 894
904#ifdef AUTOSAVE
905 op->contr->last_save_tick = pticks;
906#endif
907 start_info (op); 895 start_info (ob);
908 CLEAR_FLAG (op, FLAG_WIZ); 896 CLEAR_FLAG (ob, FLAG_WIZ);
909 give_initial_items (op, op->randomitems); 897 give_initial_items (ob, ob->randomitems);
910 link_player_skills (op); 898 link_player_skills (ob);
911 esrv_send_inventory (op, op); 899 esrv_send_inventory (ob, ob);
912 op->update_stats (); 900 ob->update_stats ();
913 901
914 /* This moves the player to a different start map, if there 902 /* This moves the player to a different start map, if there
915 * is one for this race 903 * is one for this race
916 */ 904 */
917 if (*first_map_ext_path) 905 if (*first_map_ext_path)
918 { 906 {
919 object *tmp; 907 object *tmp;
920 char mapname[MAX_BUF]; 908 char mapname[MAX_BUF];
921 909
922 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); 910 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
923 tmp = object::create (); 911 tmp = object::create ();
924 EXIT_PATH (tmp) = mapname; 912 EXIT_PATH (tmp) = mapname;
925 EXIT_X (tmp) = op->x; 913 EXIT_X (tmp) = ob->x;
926 EXIT_Y (tmp) = op->y; 914 EXIT_Y (tmp) = ob->y;
927 op->enter_exit (tmp); /* we don't really care if it succeeded; 915 ob->enter_exit (tmp); /* we don't really care if it succeeded;
928 * if the map isn't there, then stay on the 916 * if the map isn't there, then stay on the
929 * default initial map */ 917 * default initial map */
930 tmp->destroy (); 918 tmp->destroy ();
931 } 919 }
932 else 920 else
933 LOG (llevDebug, "first_map_ext_path not set\n"); 921 LOG (llevDebug, "first_map_ext_path not set\n");
922}
934 923
935 return 0; 924void
936 } 925player::chargen_race_next ()
937 926{
938 /* Following actually changes the race - this is the default command 927 /* Following actually changes the race - this is the default command
939 * if we don't match with one of the options above. 928 * if we don't match with one of the options above.
940 */ 929 */
941 930
942 tmp_loop = 0; 931 do
943 while (!tmp_loop)
944 { 932 {
945 shstr name = op->name; 933 shstr name = ob->name;
946 int x = op->x, y = op->y; 934 int x = ob->x, y = ob->y;
947 935
948 op->remove_statbonus (); 936 ob->remove_statbonus ();
949 op->remove (); 937 ob->remove ();
950 op->arch = get_player_archetype (op->arch); 938 ob->arch = get_player_archetype (ob->arch);
951 op->arch->clone.copy_to (op); 939 ob->arch->clone.copy_to (ob);
952 op->instantiate (); 940 ob->instantiate ();
953 op->stats = op->contr->orig_stats; 941 ob->stats = ob->contr->orig_stats;
954 op->name = op->name_pl = name; 942 ob->name = ob->name_pl = name;
955 op->x = x; 943 ob->x = x;
956 op->y = y; 944 ob->y = y;
957 SET_ANIMATION (op, 2); /* So player faces south */ 945 SET_ANIMATION (ob, 2); /* So player faces south */
958 insert_ob_in_map (op, op->map, op, 0); 946 insert_ob_in_map (ob, ob->map, ob, 0);
959 assign (op->contr->title, op->arch->clone.name); 947 assign (ob->contr->title, ob->arch->clone.name);
960 op->add_statbonus (); 948 ob->add_statbonus ();
961 tmp_loop = allowed_class (op);
962 } 949 }
950 while (!allowed_class (ob));
963 951
964 update_object (op, UP_OBJ_FACE); 952 update_object (ob, UP_OBJ_FACE);
965 esrv_update_item (UPD_FACE, op, op); 953 esrv_update_item (UPD_FACE, ob, ob);
966 op->update_stats (); 954 ob->update_stats ();
967 op->stats.hp = op->stats.maxhp; 955 ob->stats.hp = ob->stats.maxhp;
968 op->stats.sp = op->stats.maxsp; 956 ob->stats.sp = ob->stats.maxsp;
969 op->stats.grace = 0; 957 ob->stats.grace = 0;
970
971 if (op->msg)
972 new_draw_info (NDI_BLUE, 0, op, op->msg);
973
974 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
975 return 0;
976} 958}
977 959
978void 960void
979flee_player (object *op) 961flee_player (object *op)
980{ 962{
1037int 1019int
1038check_pick (object *op) 1020check_pick (object *op)
1039{ 1021{
1040 object *tmp, *next; 1022 object *tmp, *next;
1041 int stop = 0; 1023 int stop = 0;
1042 int j, k, wvratio; 1024 int wvratio;
1043 char putstring[128], tmpstr[16]; 1025 char putstring[128];
1044 1026
1045 /* if you're flying, you cna't pick up anything */ 1027 /* if you're flying, you cna't pick up anything */
1046 if (op->move_type & MOVE_FLYING) 1028 if (op->move_type & MOVE_FLYING)
1047 return 1; 1029 return 1;
1048 1030
1385 * found object is returned. 1367 * found object is returned.
1386 */ 1368 */
1387object * 1369object *
1388find_arrow (object *op, const char *type) 1370find_arrow (object *op, const char *type)
1389{ 1371{
1390 object *tmp = NULL; 1372 object *tmp = 0;
1391 1373
1392 for (op = op->inv; op; op = op->below) 1374 for (op = op->inv; op; op = op->below)
1393 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1375 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1394 tmp = find_arrow (op, type); 1376 tmp = find_arrow (op, type);
1395 else if (op->type == ARROW && op->race == type) 1377 else if (op->type == ARROW && op->race == type)
1396 return op; 1378 return op;
1379
1397 return tmp; 1380 return tmp;
1398} 1381}
1399 1382
1400/* 1383/*
1401 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1384 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1402 * against the target. A full test is not performed, simply a basic test 1385 * against the target. A full test is not performed, simply a basic test
1403 * of resistances. The archer is making a quick guess at what he sees down 1386 * of resistances. The archer is making a quick guess at what he sees down
1404 * the hall. Failing that it does it's best to pick the highest plus arrow. 1387 * the hall. Failing that it does it's best to pick the highest plus arrow.
1405 */ 1388 */
1406
1407object * 1389object *
1408find_better_arrow (object *op, object *target, const char *type, int *better) 1390find_better_arrow (object *op, object *target, const char *type, int *better)
1409{ 1391{
1410 object *tmp = NULL, *arrow, *ntmp; 1392 object *tmp = NULL, *arrow, *ntmp;
1411 int attacknum, attacktype, betterby = 0, i; 1393 int attacknum, attacktype, betterby = 0, i;
1477 * find_better_arrow to find a decent arrow to use. 1459 * find_better_arrow to find a decent arrow to use.
1478 * op = the shooter 1460 * op = the shooter
1479 * type = bow->race 1461 * type = bow->race
1480 * dir = fire direction 1462 * dir = fire direction
1481 */ 1463 */
1482
1483object * 1464object *
1484pick_arrow_target (object *op, const char *type, int dir) 1465pick_arrow_target (object *op, const char *type, int dir)
1485{ 1466{
1486 object *tmp = NULL; 1467 object *tmp = NULL;
1487 maptile *m; 1468 maptile *m;
1561 { 1542 {
1562 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1543 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1563 return 0; 1544 return 0;
1564 } 1545 }
1565 1546
1566 if (op->type == PLAYER) 1547 if (player *pl = op->contr)
1567 bow = op->contr->ranges[range_bow]; 1548 {
1549 bow = pl->ranged_ob;
1550
1551 if (op->current_weapon != pl->ranged_ob)
1552 {
1553 op->current_weapon = pl->ranged_ob;
1554 new_draw_info_format (NDI_UNIQUE, 0, op, "You switch to your %s.", &op->current_weapon->name);
1555 op->update_stats ();
1556 }
1557 }
1568 else 1558 else
1569 { 1559 {
1570 for (bow = op->inv; bow; bow = bow->below) 1560 for (bow = op->inv; bow; bow = bow->below)
1571 /* Don't check for applied - monsters don't apply bows - in that way, they 1561 /* Don't check for applied - monsters don't apply bows - in that way, they
1572 * don't need to switch back and forth between bows and weapons. 1562 * don't need to switch back and forth between bows and weapons.
1577 if (!bow) 1567 if (!bow)
1578 { 1568 {
1579 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1569 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1580 return 0; 1570 return 0;
1581 } 1571 }
1572
1573 // optimisation: move object to top so we will find it quickly again
1574 if (bow->below)
1575 {
1576 bow->remove ();
1577 op->insert (bow);
1578 }
1579
1582 } 1580 }
1583 1581
1584 if (!bow->race || !bow->skill) 1582 if (!bow->race || !bow->skill)
1585 { 1583 {
1586 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1584 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1603 if (op->type == PLAYER) 1601 if (op->type == PLAYER)
1604 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1602 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1605 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1603 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1606 else 1604 else
1607 CLEAR_FLAG (op, FLAG_READY_BOW); 1605 CLEAR_FLAG (op, FLAG_READY_BOW);
1606
1608 return 0; 1607 return 0;
1609 } 1608 }
1610 } 1609 }
1611 1610
1612 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1611 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1643 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1642 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1644 op->update_stats (); 1643 op->update_stats ();
1645 } 1644 }
1646 1645
1647 SET_ANIMATION (arrow, arrow->direction); 1646 SET_ANIMATION (arrow, arrow->direction);
1647
1648 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1648 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1649 arrow->stats.hp = arrow->stats.dam; 1649 arrow->stats.hp = arrow->stats.dam;
1650 arrow->stats.grace = arrow->attacktype; 1650 arrow->stats.grace = arrow->attacktype;
1651
1651 if (arrow->slaying != NULL) 1652 if (arrow->slaying)
1652 arrow->spellarg = strdup (arrow->slaying); 1653 arrow->spellarg = strdup (arrow->slaying);
1653 1654
1654 /* Note that this was different for monsters - they got their level 1655 arrow->stats.dam += op->stats.dam + arrow->magic;
1655 * added to the damage. I think the strength bonus is more proper.
1656 */
1657
1658 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1659 1656
1660 /* update the speed */ 1657 /* update the speed */
1661 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1658 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1662 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1659 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1663 1660
1664 arrow->set_speed (max (arrow->speed, 1.0)); 1661 arrow->set_speed (max (arrow->speed, 1.0));
1665 arrow->speed_left = 0; 1662 arrow->speed_left = 0;
1666 1663
1664 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1665
1667 if (op->type == PLAYER) 1666 if (op->type == PLAYER)
1668 { 1667 {
1669 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1670 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1671 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1672
1673 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1668 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1669 arrow->stats.wc -= dex_bonus[op->stats.Dex];
1670
1671 if (!arrow->slaying)
1672 arrow->slaying = op->slaying;
1674 } 1673 }
1675 else 1674 else
1676 { 1675 {
1677 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1678 arrow->level = op->level; 1676 arrow->level = op->level;
1679 } 1677 arrow->stats.wc -= bow->magic;
1680 1678
1681 if (arrow->attacktype == AT_PHYSICAL) 1679 if (!arrow->slaying)
1680 arrow->slaying = bow->slaying;
1681 }
1682
1683 arrow->stats.wc -= arrow->level;
1684
1682 arrow->attacktype |= bow->attacktype; 1685 arrow->attacktype |= bow->attacktype;
1683
1684 if (bow->slaying)
1685 arrow->slaying = bow->slaying;
1686 1686
1687 arrow->move_type = MOVE_FLY_LOW; 1687 arrow->move_type = MOVE_FLY_LOW;
1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1689 1689
1690 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1690 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1716{ 1716{
1717 int ret = 0, wcmod = 0; 1717 int ret = 0, wcmod = 0;
1718 1718
1719 if (op->contr->bowtype == bow_bestarrow) 1719 if (op->contr->bowtype == bow_bestarrow)
1720 { 1720 {
1721 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1721 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1722 } 1722 }
1723 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1723 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1724 { 1724 {
1725 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1725 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1726 wcmod = -1; 1726 wcmod = -1;
1753 * Broken apart from 'fire' to keep it more readable. 1753 * Broken apart from 'fire' to keep it more readable.
1754 */ 1754 */
1755void 1755void
1756fire_misc_object (object *op, int dir) 1756fire_misc_object (object *op, int dir)
1757{ 1757{
1758 object *item; 1758 object *item = op->contr->ranged_ob;
1759 1759
1760 if (!op->contr->ranges[range_misc]) 1760 if (!item)
1761 { 1761 {
1762 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1762 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1763 return; 1763 return;
1764 } 1764 }
1765 1765
1766 item = op->contr->ranges[range_misc];
1767 if (!item->inv) 1766 if (!item->inv)
1768 { 1767 {
1769 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1768 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1770 return; 1769 return;
1771 } 1770 }
1771
1772 if (item->type == WAND) 1772 if (item->type == WAND)
1773 { 1773 {
1774 if (item->stats.food <= 0) 1774 if (item->stats.food <= 0)
1775 { 1775 {
1776 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1776 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1825 1825
1826 /* check for loss of invisiblity/hide */ 1826 /* check for loss of invisiblity/hide */
1827 if (action_makes_visible (op)) 1827 if (action_makes_visible (op))
1828 make_visible (op); 1828 make_visible (op);
1829 1829
1830 switch (op->contr->shoottype) 1830 player *pl = op->contr;
1831
1832 if (pl->golem)
1831 { 1833 {
1832 case range_none: 1834 control_golem (op->contr->golem, dir);
1833 return; 1835 return;
1836 }
1834 1837
1835 case range_bow: 1838 object *ob = pl->ranged_ob;
1839
1840 if (!ob)
1841 return;
1842
1843 switch (ob->type)
1844 {
1845 case BOW:
1836 player_fire_bow (op, dir); 1846 player_fire_bow (op, dir);
1837 return; 1847 break;
1838 1848
1839 case range_magic: /* Casting spells */ 1849 case SPELL:
1840 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1850 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1841 return; 1851 break;
1842 1852
1843 case range_misc: 1853 case BUILDER:
1854 apply_map_builder (op, dir);
1855 break;
1856
1857 case SKILL:
1858 case SKILL_TOOL:
1859 do_skill (op, op, ob, dir, 0);
1860 break;
1861
1862 default:
1844 fire_misc_object (op, dir); 1863 fire_misc_object (op, dir);
1845 return; 1864 break;
1846
1847 case range_golem: /* Control summoned monsters from scrolls */
1848 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1849 {
1850 op->contr->ranges[range_golem] = 0;
1851 op->contr->shoottype = range_none;
1852 }
1853 else
1854 control_golem (op->contr->ranges[range_golem], dir);
1855 return;
1856
1857 case range_skill:
1858 if (!op->chosen_skill)
1859 {
1860 if (op->type == PLAYER)
1861 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1862 return;
1863 }
1864 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1865 return;
1866 case range_builder:
1867 apply_map_builder (op, dir);
1868 return;
1869 default:
1870 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1871 return;
1872 } 1865 }
1873} 1866}
1874
1875
1876 1867
1877/* find_key 1868/* find_key
1878 * We try to find a key for the door as passed. If we find a key 1869 * We try to find a key for the door as passed. If we find a key
1879 * and successfully use it, we return the key, otherwise NULL 1870 * and successfully use it, we return the key, otherwise NULL
1880 * This function merges both normal and locked door, since the logic 1871 * This function merges both normal and locked door, since the logic
1882 * pl is the player, 1873 * pl is the player,
1883 * inv is the objects inventory to searched 1874 * inv is the objects inventory to searched
1884 * door is the door we are trying to match against. 1875 * door is the door we are trying to match against.
1885 * This function can be called recursively to search containers. 1876 * This function can be called recursively to search containers.
1886 */ 1877 */
1887
1888object * 1878object *
1889find_key (object *pl, object *container, object *door) 1879find_key (object *pl, object *container, object *door)
1890{ 1880{
1891 object *tmp, *key; 1881 object *tmp, *key;
1892 1882
1893 /* Should not happen, but sanity checking is never bad */ 1883 /* Should not happen, but sanity checking is never bad */
1894 if (container->inv == NULL) 1884 if (!container->inv)
1895 return NULL; 1885 return 0;
1896 1886
1897 /* First, lets try to find a key in the top level inventory */ 1887 /* First, lets try to find a key in the top level inventory */
1898 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1888 for (tmp = container->inv; tmp; tmp = tmp->below)
1899 { 1889 {
1900 if (door->type == DOOR && tmp->type == KEY) 1890 if (door->type == DOOR && tmp->type == KEY)
1901 break; 1891 break;
1902 /* For sanity, we should really check door type, but other stuff 1892 /* For sanity, we should really check door type, but other stuff
1903 * (like containers) can be locked with special keys 1893 * (like containers) can be locked with special keys
1904 */ 1894 */
1905 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1895 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1906 break; 1896 break;
1907 } 1897 }
1898
1908 /* No key found - lets search inventories now */ 1899 /* No key found - lets search inventories now */
1909 /* If we find and use a key in an inventory, return at that time. 1900 /* If we find and use a key in an inventory, return at that time.
1910 * otherwise, if we search all the inventories and still don't find 1901 * otherwise, if we search all the inventories and still don't find
1911 * a key, return 1902 * a key, return
1912 */ 1903 */
1913 if (!tmp) 1904 if (!tmp)
1914 { 1905 {
1915 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1906 for (tmp = container->inv; tmp; tmp = tmp->below)
1916 { 1907 {
1917 /* No reason to search empty containers */ 1908 /* No reason to search empty containers */
1918 if (tmp->type == CONTAINER && tmp->inv) 1909 if (tmp->type == CONTAINER && tmp->inv)
1919 { 1910 {
1920 if ((key = find_key (pl, tmp, door)) != NULL) 1911 if ((key = find_key (pl, tmp, door)))
1921 return key; 1912 return key;
1922 } 1913 }
1923 } 1914 }
1915
1924 if (!tmp) 1916 if (!tmp)
1925 return NULL; 1917 return NULL;
1926 } 1918 }
1919
1927 /* We get down here if we have found a key. Now if its in a container, 1920 /* We get down here if we have found a key. Now if its in a container,
1928 * see if we actually want to use it 1921 * see if we actually want to use it
1929 */ 1922 */
1930 if (pl != container) 1923 if (pl != container)
1931 { 1924 {
1952 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1945 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1953 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1946 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1954 return NULL; 1947 return NULL;
1955 } 1948 }
1956 } 1949 }
1950
1957 return tmp; 1951 return tmp;
1958} 1952}
1959 1953
1960/* moved door processing out of move_player_attack. 1954/* moved door processing out of move_player_attack.
1961 * returns 1 if player has opened the door with a key 1955 * returns 1 if player has opened the door with a key
1975 if (key) 1969 if (key)
1976 { 1970 {
1977 object *container = key->env; 1971 object *container = key->env;
1978 1972
1979 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1973 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1974
1980 if (action_makes_visible (op)) 1975 if (action_makes_visible (op))
1981 make_visible (op); 1976 make_visible (op);
1977
1982 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1978 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1983 spring_trap (door->inv, op); 1979 spring_trap (door->inv, op);
1980
1984 if (door->type == DOOR) 1981 if (door->type == DOOR)
1985 {
1986 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1982 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1987 }
1988 else if (door->type == LOCKED_DOOR) 1983 else if (door->type == LOCKED_DOOR)
1989 { 1984 {
1990 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1985 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1991 remove_door2 (door); /* remove door without violence ;-) */ 1986 remove_door2 (door); /* remove door without violence ;-) */
1992 } 1987 }
1988
1993 /* Do this after we print the message */ 1989 /* Do this after we print the message */
1994 decrease_ob (key); /* Use up one of the keys */ 1990 decrease_ob (key); /* Use up one of the keys */
1995 /* Need to update the weight the container the key was in */ 1991 /* Need to update the weight the container the key was in */
1996 if (container != op) 1992 if (container != op)
1997 esrv_update_item (UPD_WEIGHT, op, container); 1993 esrv_update_item (UPD_WEIGHT, op, container);
1994
1998 return 1; /* Nothing more to do below */ 1995 return 1; /* Nothing more to do below */
1999 } 1996 }
2000 else if (door->type == LOCKED_DOOR) 1997 else if (door->type == LOCKED_DOOR)
2001 { 1998 {
2002 /* Might as well return now - no other way to open this */ 1999 /* Might as well return now - no other way to open this */
2003 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2000 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2004 return 1; 2001 return 1;
2005 } 2002 }
2003
2006 return 0; 2004 return 0;
2007} 2005}
2008 2006
2009/* This function is just part of a breakup from move_player. 2007/* This function is just part of a breakup from move_player.
2010 * It should keep the code cleaner. 2008 * It should keep the code cleaner.
2014 */ 2012 */
2015void 2013void
2016move_player_attack (object *op, int dir) 2014move_player_attack (object *op, int dir)
2017{ 2015{
2018 object *tmp, *mon; 2016 object *tmp, *mon;
2019 sint16 nx, ny;
2020 int on_battleground; 2017 int on_battleground;
2021 maptile *m; 2018 maptile *m;
2022 2019
2023 nx = freearr_x[dir] + op->x; 2020 sint16 nx = freearr_x[dir] + op->x;
2024 ny = freearr_y[dir] + op->y; 2021 sint16 ny = freearr_y[dir] + op->y;
2025 2022
2026 on_battleground = op_on_battleground (op, 0, 0); 2023 on_battleground = op_on_battleground (op, 0, 0);
2027 2024
2028 /* If braced, or can't move to the square, and it is not out of the 2025 /* If braced, or can't move to the square, and it is not out of the
2029 * map, attack it. Note order of if statement is important - don't 2026 * map, attack it. Note order of if statement is important - don't
2109 /* If we're braced, we don't want to switch places with it */ 2106 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced) 2107 if (op->contr->braced)
2111 return; 2108 return;
2112 2109
2113 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2110 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2114 (void) push_ob (mon, dir, op); 2111 push_ob (mon, dir, op);
2115 if (op->contr->tmp_invis || op->hide) 2112 if (op->contr->tmp_invis || op->hide)
2116 make_visible (op); 2113 make_visible (op);
2117 2114
2118 return; 2115 return;
2119 } 2116 }
2216 return 0; 2213 return 0;
2217 } 2214 }
2218 2215
2219 /* peterm: added following line */ 2216 /* peterm: added following line */
2220 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2217 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2221 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2218 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2222 2219
2223 op->facing = dir; 2220 op->facing = dir;
2224 2221
2225 if (op->hide) 2222 if (op->hide)
2226 do_hidden_move (op); 2223 do_hidden_move (op);
2259 * Returns true if there are more actions we can do. 2256 * Returns true if there are more actions we can do.
2260 */ 2257 */
2261int 2258int
2262handle_newcs_player (object *op) 2259handle_newcs_player (object *op)
2263{ 2260{
2264 if (op->contr->hidden)
2265 {
2266 op->invisible = 1000;
2267 /* the socket code flashes the player visible/invisible
2268 * depending on the value of invisible, so we need to
2269 * alternate it here for it to work correctly.
2270 */
2271 if (pticks & 2)
2272 op->invisible--;
2273 }
2274 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2275 {
2276 op->invisible--;
2277 if (!op->invisible)
2278 {
2279 make_visible (op);
2280 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2281 }
2282 }
2283
2284 if (QUERY_FLAG (op, FLAG_SCARED)) 2261 if (QUERY_FLAG (op, FLAG_SCARED))
2285 { 2262 {
2286 flee_player (op); 2263 flee_player (op);
2287 /* If player is still scared, that is his action for this tick */ 2264 /* If player is still scared, that is his action for this tick */
2288 if (QUERY_FLAG (op, FLAG_SCARED)) 2265 if (QUERY_FLAG (op, FLAG_SCARED))
2289 { 2266 {
2290 op->speed_left--; 2267 op->speed_left--;
2291 return 0; 2268 return 0;
2292 } 2269 }
2293 } 2270 }
2294
2295 /* I've been seeing crashes where the golem has been destroyed, but
2296 * the player object still points to the defunct golem. The code that
2297 * destroys the golem looks correct, and it doesn't always happen, so
2298 * put this in a a workaround to clean up the golem pointer.
2299 */
2300 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2301 op->contr->ranges[range_golem] = 0;
2302 2271
2303 /* call this here - we also will call this in do_ericserver, but 2272 /* call this here - we also will call this in do_ericserver, but
2304 * the players time has been increased when doericserver has been 2273 * the players time has been increased when doericserver has been
2305 * called, so we recheck it here. 2274 * called, so we recheck it here.
2306 */ 2275 */
2367 * from. 2336 * from.
2368 */ 2337 */
2369void 2338void
2370remove_unpaid_objects (object *op, object *env) 2339remove_unpaid_objects (object *op, object *env)
2371{ 2340{
2372 object *next;
2373
2374 while (op) 2341 while (op)
2375 { 2342 {
2376 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2343 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2377 2344
2378 if (QUERY_FLAG (op, FLAG_UNPAID)) 2345 if (QUERY_FLAG (op, FLAG_UNPAID))
2444 int rate_grace = 2000; 2411 int rate_grace = 2000;
2445 const int max_hp = 1; 2412 const int max_hp = 1;
2446 const int max_sp = 1; 2413 const int max_sp = 1;
2447 const int max_grace = 1; 2414 const int max_grace = 1;
2448 2415
2449 if (op->contr->outputs_sync) 2416 if (op->contr->hidden)
2417 {
2418 op->invisible = 1000;
2419 /* the socket code flashes the player visible/invisible
2420 * depending on the value of invisible, so we need to
2421 * alternate it here for it to work correctly.
2422 */
2423 if (pticks & 2)
2424 op->invisible--;
2450 { 2425 }
2451 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2426 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2452 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2427 {
2453 flush_output_element (op, &op->contr->outputs[i]); 2428 if (!op->invisible--)
2429 {
2430 make_visible (op);
2431 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2432 }
2454 } 2433 }
2455 2434
2456 if (op->contr->ns->state == ST_PLAYING) 2435 if (op->contr->ns->state == ST_PLAYING)
2457 { 2436 {
2458 /* these next three if clauses make it possible to SLOW DOWN 2437 /* these next three if clauses make it possible to SLOW DOWN
2480 gen_grace = op->stats.maxgrace; 2459 gen_grace = op->stats.maxgrace;
2481 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2460 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2482 } 2461 }
2483 2462
2484 /* Regenerate Spell Points */ 2463 /* Regenerate Spell Points */
2485 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2464 if (!op->contr->golem && --op->last_sp < 0)
2486 { 2465 {
2487 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2466 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2488 if (op->stats.sp < op->stats.maxsp) 2467 if (op->stats.sp < op->stats.maxsp)
2489 { 2468 {
2490 op->stats.sp++; 2469 op->stats.sp++;
2708 tmp->name = buf; 2687 tmp->name = buf;
2709 sprintf (buf, " This finger has been cut off %s\n" 2688 sprintf (buf, " This finger has been cut off %s\n"
2710 " the %s, when he was defeated at\n level %d by %s.\n", 2689 " the %s, when he was defeated at\n level %d by %s.\n",
2711 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2690 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2712 tmp->msg = buf; 2691 tmp->msg = buf;
2713 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2692 tmp->value = 0, tmp->type = 0;
2714 tmp->materialname = NULL; 2693 tmp->materialname = "organics";
2715 tmp->insert_at (op, tmp); 2694 tmp->insert_at (op, tmp);
2716 } 2695 }
2717 2696
2718 /* teleport defeated player to new destination */ 2697 /* teleport defeated player to new destination */
2719 transfer_ob (op, x, y, 0, NULL); 2698 transfer_ob (op, x, y, 0, NULL);
2915 op->stats.hp = op->stats.maxhp; 2894 op->stats.hp = op->stats.maxhp;
2916 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2895 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2917 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2896 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2918 2897
2919 /* 2898 /*
2920 * Check to see if the player is in a shop. IF so, then check to see if
2921 * the player has any unpaid items. If so, remove them and put them back 2899 * Check to see if the player has any unpaid items. If so, remove them
2922 * in the map. 2900 * and put them back in the map.
2923 */ 2901 */
2924
2925 if (is_in_shop (op))
2926 remove_unpaid_objects (op->inv, op); 2902 remove_unpaid_objects (op->inv, op);
2927 2903
2928 /****************************************/ 2904 /****************************************/
2929 /* */ 2905 /* */
2930 /* Move player to his current respawn- */ 2906 /* Move player to his current respawn- */
2931 /* position (usually last savebed) */ 2907 /* position (usually last savebed) */
2971void 2947void
2972loot_object (object *op) 2948loot_object (object *op)
2973{ /* Grab and destroy some treasure */ 2949{ /* Grab and destroy some treasure */
2974 object *tmp, *tmp2, *next; 2950 object *tmp, *tmp2, *next;
2975 2951
2976 if (op->container) 2952 op->close_container (); /* close open sack first */
2977 esrv_apply_container (op, op->container); /* close open sack first */
2978 2953
2979 for (tmp = op->inv; tmp; tmp = next) 2954 for (tmp = op->inv; tmp; tmp = next)
2980 { 2955 {
2981 next = tmp->below; 2956 next = tmp->below;
2982 2957
2983 if (tmp->invisible) 2958 if (tmp->invisible)
2984 continue; 2959 continue;
2985 2960
2986 tmp->remove (); 2961 tmp->remove ();
2987 tmp->x = op->x, tmp->y = op->y; 2962 tmp->x = op->x, tmp->y = op->y;
2963
2988 if (tmp->type == CONTAINER) 2964 if (tmp->type == CONTAINER)
2989 { /* empty container to ground */ 2965 loot_object (tmp); /* empty container to ground */
2990 loot_object (tmp); 2966
2991 }
2992 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2967 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2993 { 2968 {
2994 if (tmp->nrof > 1) 2969 if (tmp->nrof > 1)
2995 { 2970 {
2996 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2971 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2997 tmp2->destroy (); 2972 tmp2->destroy ();
3008/* 2983/*
3009 * fix_weight(): Check recursively the weight of all players, and fix 2984 * fix_weight(): Check recursively the weight of all players, and fix
3010 * what needs to be fixed. Refresh windows and fix speed if anything 2985 * what needs to be fixed. Refresh windows and fix speed if anything
3011 * was changed. 2986 * was changed.
3012 */ 2987 */
3013
3014void 2988void
3015fix_weight (void) 2989fix_weight (void)
3016{ 2990{
3017 for_all_players (pl) 2991 for_all_players (pl)
3018 { 2992 {
3078 if (op->type == PLAYER) 3052 if (op->type == PLAYER)
3079 { 3053 {
3080 op->contr->tmp_invis = 0; 3054 op->contr->tmp_invis = 0;
3081 op->contr->invis_race = 0; 3055 op->contr->invis_race = 0;
3082 } 3056 }
3057
3083 update_object (op, UP_OBJ_FACE); 3058 update_object (op, UP_OBJ_CHANGE);
3084} 3059}
3085 3060
3086int 3061int
3087is_true_undead (object *op) 3062is_true_undead (object *op)
3088{ 3063{
3089 object *tmp = NULL;
3090
3091 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3064 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3092 return 1; 3065 return 1;
3093 3066
3094 return 0; 3067 return 0;
3095} 3068}
3383 char buf[MAX_BUF]; /* tmp. string buffer */ 3356 char buf[MAX_BUF]; /* tmp. string buffer */
3384 int i = 0, j = 0; 3357 int i = 0, j = 0;
3385 3358
3386 /* get the appropriate treasurelist */ 3359 /* get the appropriate treasurelist */
3387 if (atnr == ATNR_FIRE) 3360 if (atnr == ATNR_FIRE)
3388 trlist = find_treasurelist ("dragon_ability_fire"); 3361 trlist = treasurelist::find ("dragon_ability_fire");
3389 else if (atnr == ATNR_COLD) 3362 else if (atnr == ATNR_COLD)
3390 trlist = find_treasurelist ("dragon_ability_cold"); 3363 trlist = treasurelist::find ("dragon_ability_cold");
3391 else if (atnr == ATNR_ELECTRICITY) 3364 else if (atnr == ATNR_ELECTRICITY)
3392 trlist = find_treasurelist ("dragon_ability_elec"); 3365 trlist = treasurelist::find ("dragon_ability_elec");
3393 else if (atnr == ATNR_POISON) 3366 else if (atnr == ATNR_POISON)
3394 trlist = find_treasurelist ("dragon_ability_poison"); 3367 trlist = treasurelist::find ("dragon_ability_poison");
3395 3368
3396 if (trlist == NULL || who->type != PLAYER) 3369 if (trlist == NULL || who->type != PLAYER)
3397 return; 3370 return;
3398 3371
3399 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3372 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3531 * not readied. 3504 * not readied.
3532 */ 3505 */
3533void 3506void
3534player_unready_range_ob (player *pl, object *ob) 3507player_unready_range_ob (player *pl, object *ob)
3535{ 3508{
3536 rangetype i; 3509 if (pl->ob->current_weapon == ob)
3510 pl->ob->current_weapon = 0;
3537 3511
3538 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3512 if (pl->combat_ob == ob)
3539 { 3513 pl->combat_ob = 0;
3514
3540 if (pl->ranges[i] == ob) 3515 if (pl->ranged_ob == ob)
3541 { 3516 pl->ranged_ob = 0;
3542 pl->ranges[i] = NULL;
3543 if (pl->shoottype == i)
3544 {
3545 pl->shoottype = range_none;
3546 }
3547 }
3548 }
3549} 3517}
3518
3519sint8
3520player::visibility_at (maptile *map, int x, int y) const
3521{
3522 if (!ns)
3523 return 0;
3524
3525 int dx, dy;
3526 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3527 return 0;
3528
3529 x += dx - ns->current_x + ns->mapx / 2;
3530 y += dy - ns->current_y + ns->mapy / 2;
3531
3532 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3533 return 0;
3534
3535 return 100 - blocked_los [x][y];
3536}

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