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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 1.130 by root, Sat May 12 20:21:54 2007 UTC

21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 26#include <sproto.h>
28#include <sounds.h> 27#include <sounds.h>
29#include <living.h> 28#include <living.h>
30#include <object.h> 29#include <object.h>
31#include <spells.h> 30#include <spells.h>
116 115
117 news[0] = '\0'; 116 news[0] = '\0';
118 subject[0] = '\0'; 117 subject[0] = '\0';
119 size = 0; 118 size = 0;
120 119
121 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
122 { 121 {
123 if (*buf == '#') 122 if (*buf == '#')
124 continue; 123 continue;
125 124
126 if (*buf == '%') 125 if (*buf == '%')
127 { /* send one news */ 126 { /* send one news */
128 if (size > 0) 127 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 */ 128 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 */
130 129
131 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
132 strip_endline (subject); 131 strip_endline (subject);
133 size = 0; 132 size = 0;
134 news[0] = '\0'; 133 news[0] = '\0';
144 size += strlen (buf); 143 size += strlen (buf);
145 } 144 }
146 } 145 }
147 146
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 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); 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
150 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
151} 150}
152 151
153/* This loads the first map an puts the player on it. */ 152/* This loads the first map an puts the player on it. */
154static void 153static void
180 179
181 players.insert (this); 180 players.insert (this);
182 ob->remove (); 181 ob->remove ();
183 ob->map = 0; 182 ob->map = 0;
184 ob->activate_recursive (); 183 ob->activate_recursive ();
184 CLEAR_FLAG (ob, FLAG_FRIENDLY);
185 add_friendly_object (ob);
185 enter_map (); 186 enter_map ();
186} 187}
187 188
188void 189void
189player::deactivate () 190player::deactivate ()
190{ 191{
191 if (!active) 192 if (!active)
192 return; 193 return;
193 194
194 terminate_all_pets (ob); 195 terminate_all_pets (ob);
196 remove_friendly_object (ob);
195 ob->deactivate_recursive (); 197 ob->deactivate_recursive ();
198
199 if (ob->map)
200 maplevel = ob->map->path;
201
196 ob->remove (); 202 ob->remove ();
197 ob->map = 0; 203 ob->map = 0;
204 party = 0;
205
206 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
198 207
199 players.erase (this); 208 players.erase (this);
200} 209}
201 210
202// connect the player with a specific client 211// connect the player with a specific client
203// also changed, rationalises, and fixes some incorrect settings 212// also changes, rationalises, and fixes some incorrect settings
204void 213void
205player::connect (client *ns) 214player::connect (client *ns)
206{ 215{
207 this->ns = ns; 216 this->ns = ns;
208 ns->pl = this; 217 ns->pl = this;
209 218
219 run_on = 0;
220 fire_on = 0;
221 ob->close_container (); //TODO: client-specific
222
210 ns->update_look = 0; 223 ns->update_look = 0;
211 ns->look_position = 0; 224 ns->look_position = 0;
212 225
213 clear_los (ob); 226 clear_los (ob);
227
228 ns->reset_stats ();
214 229
215 /* make sure he's a player -- needed because of class change. */ 230 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid 231 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->clone.race; 232 ob->race = ob->arch->clone.race;
218 233
219 if (!legal_range (ob, shoottype))
220 shoottype = range_none;
221
222 ob->carrying = sum_weight (ob); 234 ob->carrying = sum_weight (ob);
223 link_player_skills (ob); 235 link_player_skills (ob);
224 236
225 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
226 238
227 assign (title, ob->arch->clone.name); 239 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);
238 240
239 /* if it's a dragon player, set the correct title here */ 241 /* if it's a dragon player, set the correct title here */
240 if (is_dragon_pl (ob)) 242 if (is_dragon_pl (ob))
241 { 243 {
242 object *tmp, *abil = 0, *skin = 0; 244 object *tmp, *abil = 0, *skin = 0;
252 skin = tmp; 254 skin = tmp;
253 255
254 set_dragon_name (ob, abil, skin); 256 set_dragon_name (ob, abil, skin);
255 } 257 }
256 258
257 CLEAR_FLAG (ob, FLAG_FRIENDLY);
258 add_friendly_object (ob);
259
260 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
261 260
262 esrv_new_player (this, ob->weight + ob->carrying); 261 esrv_new_player (this, ob->weight + ob->carrying);
262
263 for (object *op = ob->inv; op; op = op->below)
264 if (op->flag [FLAG_APPLIED])
265 switch (op->type)
266 {
267 case WAND:
268 case ROD:
269 case HORN:
270 case BOW:
271 case SKILL:
272 case SKILL_TOOL:
273 case WEAPON:
274 apply_special (ob, op, AP_UNAPPLY);
275 apply_special (ob, op, AP_APPLY);
276 break;
277 }
263 278
264 ob->update_stats (); 279 ob->update_stats ();
265 ns->floorbox_update (); 280 ns->floorbox_update ();
266 281
267 esrv_send_inventory (ob, ob); 282 esrv_send_inventory (ob, ob);
285 if (active) 300 if (active)
286 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 301 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
287 302
288 INVOKE_PLAYER (DISCONNECT, this); 303 INVOKE_PLAYER (DISCONNECT, this);
289 304
305 ns->reset_stats ();
290 ns->pl = 0; 306 ns->pl = 0;
291 this->ns = 0; 307 ns = 0;
292 } 308 }
309
310 if (ob)
311 ob->close_container (); //TODO: client-specific
293 312
294 deactivate (); 313 deactivate ();
295} 314}
296 315
297// the need for this function can be explained 316// the need for this function can be explained
298// by load_object not returning the object 317// by load_object not returning the object
299void 318void
300player::set_object (object *op) 319player::set_object (object *op)
301{ 320{
302 ob = op; 321 ob = op;
303 ob->contr = this; /* this aren't yet in archetype */ 322 ob->contr = this; /* this aren't yet in archetype */
304 323
305 ob->speed_left = 0.5; 324 ob->speed_left = 0.5;
306 ob->speed = 1.0; 325 ob->speed = 1.0;
307 ob->direction = 5; /* So player faces south */ 326 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} 327}
313 328
314player::player () 329player::player ()
315{ 330{
316 /* There are some elements we want initialised to non zero value - 331 /* There are some elements we want initialised to non zero value -
317 * we deal with that below this point. 332 * we deal with that below this point.
318 */ 333 */
319 outputs_sync = 16; /* Every 2 seconds */ 334 outputs_sync = 4;
320 outputs_count = 8; /* Keeps present behaviour */ 335 outputs_count = 4;
321 unapply = unapply_nochoice; 336 unapply = unapply_nochoice;
322 337
323 savebed_map = first_map_path; /* Init. respawn position */ 338 savebed_map = first_map_path; /* Init. respawn position */
324 339
325 gen_sp_armour = 10; 340 gen_sp_armour = 10;
326 last_speed = -1;
327 shoottype = range_none;
328 bowtype = bow_normal; 341 bowtype = bow_normal;
329 petmode = pet_normal; 342 petmode = pet_normal;
330 listening = 10; 343 listening = 10;
331 usekeys = containers; 344 usekeys = containers;
332 last_weapon_sp = -1;
333 peaceful = 1; /* default peaceful */ 345 peaceful = 1; /* default peaceful */
334 do_los = 1; 346 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} 347}
350 348
351void 349void
352player::do_destroy () 350player::do_destroy ()
353{ 351{
376player::create () 374player::create ()
377{ 375{
378 player *pl = new player; 376 player *pl = new player;
379 377
380 pl->set_object (arch_to_object (get_player_archetype (0))); 378 pl->set_object (arch_to_object (get_player_archetype (0)));
379
380 pl->ob->roll_stats ();
381 pl->ob->stats.wc = 2;
382 pl->ob->run_away = 25; /* Then we panick... */
383
381 set_first_map (pl->ob); 384 set_first_map (pl->ob);
382 385
383 return pl; 386 return pl;
384} 387}
385 388
417 object *op = NULL; 420 object *op = NULL;
418 objectlink *ol; 421 objectlink *ol;
419 unsigned lastdist; 422 unsigned lastdist;
420 rv_vector rv; 423 rv_vector rv;
421 424
422 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
423 { 426 {
424 /* We should not find free objects on this friendly list, but it 427 /* We should not find free objects on this friendly list, but it
425 * does periodically happen. Given that, lets deal with it. 428 * does periodically happen. Given that, lets deal with it.
426 * While unlikely, it is possible the next object on the friendly 429 * While unlikely, it is possible the next object on the friendly
427 * list is also free, so encapsulate this in a while loop. 430 * list is also free, so encapsulate this in a while loop.
431 object *tmp = ol->ob; 434 object *tmp = ol->ob;
432 435
433 /* Can't do much more other than log the fact, because the object 436 /* Can't do much more other than log the fact, because the object
434 * itself will have been cleared. 437 * itself will have been cleared.
435 */ 438 */
436 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 439 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
440 tmp->debug_desc ());
437 ol = ol->next; 441 ol = ol->next;
438 remove_friendly_object (tmp); 442 remove_friendly_object (tmp);
439 if (!ol) 443 if (!ol)
440 return op; 444 return op;
441 } 445 }
530 x = mon->x; 534 x = mon->x;
531 y = mon->y; 535 y = mon->y;
532 m = mon->map; 536 m = mon->map;
533 dir = rv.direction; 537 dir = rv.direction;
534 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 538 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); 539 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
540
536 /* If we can't solve it within the search distance, return now. */ 541 /* If we can't solve it within the search distance, return now. */
537 if (diff > max) 542 if (diff > max)
538 return 0; 543 return 0;
544
539 while (diff > 1 && max > 0) 545 while (diff > 1 && max > 0)
540 { 546 {
541 lastx = x; 547 lastx = x;
542 lasty = y; 548 lasty = y;
543 lastmap = m; 549 lastmap = m;
625 max--; 631 max--;
626 lastdir = dir; 632 lastdir = dir;
627 if (!firstdir) 633 if (!firstdir)
628 firstdir = dir; 634 firstdir = dir;
629 } 635 }
636
630 if (diff <= 1) 637 if (diff <= 1)
631 { 638 {
632 /* Recalculate diff (distance) because we may not have actually 639 /* Recalculate diff (distance) because we may not have actually
633 * headed toward player for entire distance. 640 * headed toward player for entire distance.
634 */ 641 */
635 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 642 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); 643 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
637 } 644 }
645
638 if (diff > max) 646 if (diff > max)
639 return 0; 647 return 0;
640 } 648 }
649
641 /* If we reached the max, didn't find a direction in time */ 650 /* If we reached the max, didn't find a direction in time */
642 if (!max) 651 if (!max)
643 return 0; 652 return 0;
644 653
645 return firstdir; 654 return firstdir;
759roll_stat (void) 768roll_stat (void)
760{ 769{
761 int a[4], i, j, k; 770 int a[4], i, j, k;
762 771
763 for (i = 0; i < 4; i++) 772 for (i = 0; i < 4; i++)
764 a[i] = (int) RANDOM () % 6 + 1; 773 a[i] = (int) rndm (6) + 1;
765 774
766 for (i = 0, j = 0, k = 7; i < 4; i++) 775 for (i = 0, j = 0, k = 7; i < 4; i++)
767 if (a[i] < k) 776 if (a[i] < k)
768 k = a[i], j = i; 777 k = a[i], j = i;
769 778
775} 784}
776 785
777void 786void
778object::roll_stats () 787object::roll_stats ()
779{ 788{
780 int statsort [7]; 789 int statsort [NUM_STATS];
781 790
782 for (;;) 791 for (;;)
783 { 792 {
784 int sum = 0; 793 int sum = 0;
785 for (int i = 7; i--; ) 794 for (int i = NUM_STATS; i--; )
786 sum += statsort [i] = roll_stat (); 795 sum += statsort [i] = roll_stat ();
787 796
788 if (sum >= 82 && sum <= 116) 797 if (sum >= 82 && sum <= 116)
789 break; 798 break;
790 } 799 }
791 800
792 // Sort the stats so that rerolling is easier... 801 // Sort the stats so that rerolling is easier...
793 std::sort (statsort, statsort + 7, std::greater<int>()); 802 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
794 803
804 for (int i = 0; i < NUM_STATS; ++i)
795 stats.Str = statsort[0]; 805 stats.stat (i) = statsort [i];
796 stats.Dex = statsort[1];
797 stats.Con = statsort[2];
798 stats.Int = statsort[3];
799 stats.Wis = statsort[4];
800 stats.Pow = statsort[5];
801 stats.Cha = statsort[6];
802 806
803 stats.exp = 0; 807 stats.exp = 0;
804 stats.ac = 0; 808 stats.ac = 0;
805 809
806 stats.hp = stats.maxhp; 810 stats.hp = stats.maxhp;
818} 822}
819 823
820void 824void
821object::swap_stats (int a, int b) 825object::swap_stats (int a, int b)
822{ 826{
823 int tmp = get_attr_value (&contr->orig_stats, a); 827 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
824 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
825 set_attr_value (&contr->orig_stats, b, tmp);
826 828
829 for (int i = 0; i < NUM_STATS; ++i)
827 stats.Str = contr->orig_stats.Str; 830 stats.stat (i) = contr->orig_stats.stat (i);
828 stats.Dex = contr->orig_stats.Dex;
829 stats.Con = contr->orig_stats.Con;
830 stats.Int = contr->orig_stats.Int;
831 stats.Wis = contr->orig_stats.Wis;
832 stats.Pow = contr->orig_stats.Pow;
833 stats.Cha = contr->orig_stats.Cha;
834 831
835 //TODO: the following code looks so borked and should, at the very least, 832 //TODO: the following code looks so borked and should, at the very least,
836 // be merged with the similar code in roll_stats 833 // be merged with the similar code in roll_stats
837 stats.ac = 0; 834 stats.ac = 0;
838 835
869 * appropriate action with it (change race, or other things). 866 * appropriate action with it (change race, or other things).
870 * The function name is for historical reasons - now we have 867 * The function name is for historical reasons - now we have
871 * separate race and class; this actually changes the RACE, 868 * separate race and class; this actually changes the RACE,
872 * not the class. 869 * not the class.
873 */ 870 */
874int 871void
875key_change_class (object *op, char key) 872player::chargen_race_done ()
876{ 873{
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 */ 874 /* this must before then initial items are given */
884 esrv_new_player (op->contr, op->weight + op->carrying); 875 esrv_new_player (ob->contr, ob->weight + ob->carrying);
885 876
886 treasurelist *tl = find_treasurelist ("starting_wealth"); 877 treasurelist *tl = treasurelist::find ("starting_wealth");
887 if (tl) 878 if (tl)
888 create_treasure (tl, op, 0, 0, 0); 879 create_treasure (tl, ob, 0, 0, 0);
889 880
890 INVOKE_PLAYER (BIRTH, op->contr); 881 INVOKE_PLAYER (BIRTH, ob->contr);
891 INVOKE_PLAYER (LOGIN, op->contr); 882 INVOKE_PLAYER (LOGIN, ob->contr);
892 883
893 op->contr->ns->state = ST_PLAYING; 884 ob->contr->ns->state = ST_PLAYING;
894 885
895 if (op->msg) 886 if (ob->msg)
896 op->msg = NULL; 887 ob->msg = 0;
897 888
898 /* We create this now because some of the unique maps will need it 889 /* We create this now because some of the unique maps will need it
899 * to save here. 890 * to save here.
900 */ 891 */
892 {
893 char buf[MAX_BUF];
901 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
902 make_path_to_file (buf); 895 make_path_to_file (buf);
896 }
903 897
904#ifdef AUTOSAVE
905 op->contr->last_save_tick = pticks;
906#endif
907 start_info (op); 898 start_info (ob);
908 CLEAR_FLAG (op, FLAG_WIZ); 899 CLEAR_FLAG (ob, FLAG_WIZ);
909 give_initial_items (op, op->randomitems); 900 give_initial_items (ob, ob->randomitems);
910 link_player_skills (op); 901 link_player_skills (ob);
911 esrv_send_inventory (op, op); 902 esrv_send_inventory (ob, ob);
912 op->update_stats (); 903 ob->update_stats ();
913 904
914 /* This moves the player to a different start map, if there 905 /* This moves the player to a different start map, if there
915 * is one for this race 906 * is one for this race
916 */ 907 */
917 if (*first_map_ext_path) 908 if (*first_map_ext_path)
918 { 909 {
919 object *tmp; 910 object *tmp;
920 char mapname[MAX_BUF]; 911 char mapname[MAX_BUF];
921 912
922 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); 913 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
923 tmp = object::create (); 914 tmp = object::create ();
924 EXIT_PATH (tmp) = mapname; 915 EXIT_PATH (tmp) = mapname;
925 EXIT_X (tmp) = op->x; 916 EXIT_X (tmp) = ob->x;
926 EXIT_Y (tmp) = op->y; 917 EXIT_Y (tmp) = ob->y;
927 op->enter_exit (tmp); /* we don't really care if it succeeded; 918 ob->enter_exit (tmp); /* we don't really care if it succeeded;
928 * if the map isn't there, then stay on the 919 * if the map isn't there, then stay on the
929 * default initial map */ 920 * default initial map */
930 tmp->destroy (); 921 tmp->destroy ();
931 } 922 }
932 else 923 else
933 LOG (llevDebug, "first_map_ext_path not set\n"); 924 LOG (llevDebug, "first_map_ext_path not set\n");
925}
934 926
935 return 0; 927void
936 } 928player::chargen_race_next ()
937 929{
938 /* Following actually changes the race - this is the default command 930 /* Following actually changes the race - this is the default command
939 * if we don't match with one of the options above. 931 * if we don't match with one of the options above.
940 */ 932 */
941 933
942 tmp_loop = 0; 934 do
943 while (!tmp_loop)
944 { 935 {
945 shstr name = op->name; 936 shstr name = ob->name;
946 int x = op->x, y = op->y; 937 int x = ob->x, y = ob->y;
947 938
948 op->remove_statbonus (); 939 ob->remove_statbonus ();
949 op->remove (); 940 ob->remove ();
950 op->arch = get_player_archetype (op->arch); 941 ob->arch = get_player_archetype (ob->arch);
951 op->arch->clone.copy_to (op); 942 ob->arch->clone.copy_to (ob);
952 op->instantiate (); 943 ob->instantiate ();
953 op->stats = op->contr->orig_stats; 944 ob->stats = ob->contr->orig_stats;
954 op->name = op->name_pl = name; 945 ob->name = ob->name_pl = name;
955 op->x = x; 946 ob->x = x;
956 op->y = y; 947 ob->y = y;
957 SET_ANIMATION (op, 2); /* So player faces south */ 948 SET_ANIMATION (ob, 2); /* So player faces south */
958 insert_ob_in_map (op, op->map, op, 0); 949 insert_ob_in_map (ob, ob->map, ob, 0);
959 assign (op->contr->title, op->arch->clone.name); 950 assign (ob->contr->title, ob->arch->clone.name);
960 op->add_statbonus (); 951 ob->add_statbonus ();
961 tmp_loop = allowed_class (op);
962 } 952 }
953 while (!allowed_class (ob));
963 954
964 update_object (op, UP_OBJ_FACE); 955 update_object (ob, UP_OBJ_FACE);
965 esrv_update_item (UPD_FACE, op, op); 956 esrv_update_item (UPD_FACE, ob, ob);
966 op->update_stats (); 957 ob->update_stats ();
967 op->stats.hp = op->stats.maxhp; 958 ob->stats.hp = ob->stats.maxhp;
968 op->stats.sp = op->stats.maxsp; 959 ob->stats.sp = ob->stats.maxsp;
969 op->stats.grace = 0; 960 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} 961}
977 962
978void 963void
979flee_player (object *op) 964flee_player (object *op)
980{ 965{
1027 /* Cornered, get rid of scared */ 1012 /* Cornered, get rid of scared */
1028 CLEAR_FLAG (op, FLAG_SCARED); 1013 CLEAR_FLAG (op, FLAG_SCARED);
1029 op->enemy = NULL; 1014 op->enemy = NULL;
1030} 1015}
1031 1016
1032
1033/* check_pick sees if there is stuff to be picked up/picks up stuff. 1017/* check_pick sees if there is stuff to be picked up/picks up stuff.
1034 * IT returns 1 if the player should keep on moving, 0 if he should 1018 * It returns 1 if the player should keep on moving, 0 if he should
1035 * stop. 1019 * stop.
1036 */ 1020 */
1037int 1021int
1038check_pick (object *op) 1022check_pick (object *op)
1039{ 1023{
1040 object *tmp, *next; 1024 object *tmp, *next;
1041 int stop = 0; 1025 int stop = 0;
1042 int j, k, wvratio; 1026 int wvratio;
1043 char putstring[128], tmpstr[16]; 1027 char putstring[128];
1044 1028
1045 /* if you're flying, you cna't pick up anything */ 1029 /* if you're flying, you cna't pick up anything */
1046 if (op->move_type & MOVE_FLYING) 1030 if (op->move_type & MOVE_FLYING)
1047 return 1; 1031 return 1;
1048 1032
1385 * found object is returned. 1369 * found object is returned.
1386 */ 1370 */
1387object * 1371object *
1388find_arrow (object *op, const char *type) 1372find_arrow (object *op, const char *type)
1389{ 1373{
1390 object *tmp = NULL; 1374 object *tmp = 0;
1391 1375
1392 for (op = op->inv; op; op = op->below) 1376 for (op = op->inv; op; op = op->below)
1393 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1377 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1394 tmp = find_arrow (op, type); 1378 tmp = find_arrow (op, type);
1395 else if (op->type == ARROW && op->race == type) 1379 else if (op->type == ARROW && op->race == type)
1396 return op; 1380 return op;
1381
1397 return tmp; 1382 return tmp;
1398} 1383}
1399 1384
1400/* 1385/*
1401 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1386 * 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 1387 * 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 1388 * 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. 1389 * the hall. Failing that it does it's best to pick the highest plus arrow.
1405 */ 1390 */
1406
1407object * 1391object *
1408find_better_arrow (object *op, object *target, const char *type, int *better) 1392find_better_arrow (object *op, object *target, const char *type, int *better)
1409{ 1393{
1410 object *tmp = NULL, *arrow, *ntmp; 1394 object *tmp = NULL, *arrow, *ntmp;
1411 int attacknum, attacktype, betterby = 0, i; 1395 int attacknum, attacktype, betterby = 0, i;
1477 * find_better_arrow to find a decent arrow to use. 1461 * find_better_arrow to find a decent arrow to use.
1478 * op = the shooter 1462 * op = the shooter
1479 * type = bow->race 1463 * type = bow->race
1480 * dir = fire direction 1464 * dir = fire direction
1481 */ 1465 */
1482
1483object * 1466object *
1484pick_arrow_target (object *op, const char *type, int dir) 1467pick_arrow_target (object *op, const char *type, int dir)
1485{ 1468{
1486 object *tmp = NULL; 1469 object *tmp = NULL;
1487 maptile *m; 1470 maptile *m;
1561 { 1544 {
1562 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1545 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1563 return 0; 1546 return 0;
1564 } 1547 }
1565 1548
1566 if (op->type == PLAYER) 1549 if (player *pl = op->contr)
1567 bow = op->contr->ranges[range_bow]; 1550 {
1551 bow = pl->ranged_ob;
1552 if (!op->change_weapon (bow))
1553 return 0;
1554 }
1568 else 1555 else
1569 { 1556 {
1570 for (bow = op->inv; bow; bow = bow->below) 1557 for (bow = op->inv; bow; bow = bow->below)
1571 /* Don't check for applied - monsters don't apply bows - in that way, they 1558 /* 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. 1559 * don't need to switch back and forth between bows and weapons.
1577 if (!bow) 1564 if (!bow)
1578 { 1565 {
1579 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1580 return 0; 1567 return 0;
1581 } 1568 }
1569
1570 // optimisation: move object to top so we will find it quickly again
1571 if (bow->below)
1572 {
1573 bow->remove ();
1574 op->insert (bow);
1575 }
1576
1582 } 1577 }
1583 1578
1584 if (!bow->race || !bow->skill) 1579 if (!bow->race || !bow->skill)
1585 { 1580 {
1586 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1581 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1603 if (op->type == PLAYER) 1598 if (op->type == PLAYER)
1604 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1599 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 */ 1600 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1606 else 1601 else
1607 CLEAR_FLAG (op, FLAG_READY_BOW); 1602 CLEAR_FLAG (op, FLAG_READY_BOW);
1603
1608 return 0; 1604 return 0;
1609 } 1605 }
1610 } 1606 }
1611 1607
1612 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1608 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1636 1632
1637 arrow->set_owner (op); 1633 arrow->set_owner (op);
1638 arrow->skill = bow->skill; 1634 arrow->skill = bow->skill;
1639 arrow->direction = dir; 1635 arrow->direction = dir;
1640 1636
1637 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1638 arrow->stats.hp = arrow->stats.dam;
1639 arrow->stats.grace = arrow->attacktype;
1640
1641 if (arrow->slaying)
1642 arrow->spellarg = strdup (arrow->slaying);
1643
1641 if (op->type == PLAYER) 1644 if (op->type == PLAYER)
1642 { 1645 {
1643 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1646 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1644 op->update_stats (); 1647 op->update_stats ();
1645 } 1648 }
1646 1649
1647 SET_ANIMATION (arrow, arrow->direction); 1650 SET_ANIMATION (arrow, arrow->direction);
1648 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1649 arrow->stats.hp = arrow->stats.dam;
1650 arrow->stats.grace = arrow->attacktype;
1651 if (arrow->slaying != NULL)
1652 arrow->spellarg = strdup (arrow->slaying);
1653
1654 /* Note that this was different for monsters - they got their level
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 1651
1660 /* update the speed */ 1652 /* update the speed */
1661 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1653 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1662 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1654 + bow->stats.dam / 7.0;
1663 1655
1664 arrow->set_speed (max (arrow->speed, 1.0)); 1656 arrow->set_speed (max (arrow->speed, 2.0));
1665 arrow->speed_left = 0; 1657 arrow->speed_left = 0;
1666 1658
1659 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1660
1667 if (op->type == PLAYER) 1661 if (op->type == PLAYER)
1668 { 1662 {
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; 1663 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1664 wc -= dex_bonus[op->stats.Dex];
1665
1666 if (!arrow->slaying)
1667 arrow->slaying = op->slaying;
1668
1669 arrow->attacktype |= op->attacktype;
1674 } 1670 }
1675 else 1671 else
1676 { 1672 {
1677 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1678 arrow->level = op->level; 1673 arrow->level = op->level;
1679 } 1674 arrow->stats.wc -= bow->magic;
1680 1675
1681 if (arrow->attacktype == AT_PHYSICAL) 1676 if (!arrow->slaying)
1677 arrow->slaying = bow->slaying;
1678
1682 arrow->attacktype |= bow->attacktype; 1679 arrow->attacktype |= bow->attacktype;
1680 }
1683 1681
1684 if (bow->slaying) 1682 wc -= arrow->level;
1685 arrow->slaying = bow->slaying; 1683 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1686 1684
1685 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1687 arrow->move_type = MOVE_FLY_LOW; 1686 arrow->move_type = MOVE_FLY_LOW;
1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1687 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1689 1688
1690 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1689 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1691 m->insert (arrow, sx, sy, op); 1690 m->insert (arrow, sx, sy, op);
1716{ 1715{
1717 int ret = 0, wcmod = 0; 1716 int ret = 0, wcmod = 0;
1718 1717
1719 if (op->contr->bowtype == bow_bestarrow) 1718 if (op->contr->bowtype == bow_bestarrow)
1720 { 1719 {
1721 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1720 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1722 } 1721 }
1723 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1722 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1724 { 1723 {
1725 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1724 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1726 wcmod = -1; 1725 wcmod = -1;
1736 else if (op->contr->bowtype == bow_spreadshot) 1735 else if (op->contr->bowtype == bow_spreadshot)
1737 { 1736 {
1738 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1737 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1739 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);
1740 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1739 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1741
1742 } 1740 }
1743 else 1741 else
1744 { 1742 {
1745 /* Simple case */ 1743 /* Simple case */
1746 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1744 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1747 } 1745 }
1746
1748 return ret; 1747 return ret;
1749} 1748}
1750 1749
1751 1750
1752/* Fires a misc (wand/rod/horn) object in 'dir'. 1751/* Fires a misc (wand/rod/horn) object in 'dir'.
1753 * Broken apart from 'fire' to keep it more readable. 1752 * Broken apart from 'fire' to keep it more readable.
1754 */ 1753 */
1755void 1754void
1756fire_misc_object (object *op, int dir) 1755fire_misc_object (object *op, int dir)
1757{ 1756{
1758 object *item; 1757 object *item = op->contr->ranged_ob;
1759 1758
1760 if (!op->contr->ranges[range_misc]) 1759 if (!item)
1761 { 1760 {
1762 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1761 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1763 return; 1762 return;
1764 } 1763 }
1765 1764
1766 item = op->contr->ranges[range_misc];
1767 if (!item->inv) 1765 if (!item->inv)
1768 { 1766 {
1769 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1767 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1770 return; 1768 return;
1771 } 1769 }
1770
1771 if (!op->change_weapon (item))
1772 return;
1773
1772 if (item->type == WAND) 1774 if (item->type == WAND)
1773 { 1775 {
1774 if (item->stats.food <= 0) 1776 if (item->stats.food <= 0)
1775 { 1777 {
1776 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1778 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1779 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1780
1778 return; 1781 return;
1779 } 1782 }
1780 } 1783 }
1781 else if (item->type == ROD || item->type == HORN) 1784 else if (item->type == ROD || item->type == HORN)
1782 { 1785 {
1783 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1786 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1784 { 1787 {
1785 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1788 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1789
1786 if (item->type == ROD) 1790 if (item->type == ROD)
1787 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1791 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1788 else 1792 else
1789 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1793 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1794
1790 return; 1795 return;
1791 } 1796 }
1792 } 1797 }
1793 1798
1794 if (cast_spell (op, item, dir, item->inv, NULL)) 1799 if (cast_spell (op, item, dir, item->inv, NULL))
1825 1830
1826 /* check for loss of invisiblity/hide */ 1831 /* check for loss of invisiblity/hide */
1827 if (action_makes_visible (op)) 1832 if (action_makes_visible (op))
1828 make_visible (op); 1833 make_visible (op);
1829 1834
1830 switch (op->contr->shoottype) 1835 player *pl = op->contr;
1836
1837 if (pl->golem)
1831 { 1838 {
1832 case range_none: 1839 control_golem (op->contr->golem, dir);
1833 return; 1840 return;
1841 }
1834 1842
1835 case range_bow: 1843 object *ob = pl->ranged_ob;
1844
1845 if (!ob)
1846 return;
1847
1848 switch (ob->type)
1849 {
1850 case BOW:
1836 player_fire_bow (op, dir); 1851 player_fire_bow (op, dir);
1837 return; 1852 break;
1838 1853
1839 case range_magic: /* Casting spells */ 1854 case SPELL:
1840 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1855 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1841 return; 1856 break;
1842 1857
1843 case range_misc: 1858 case BUILDER:
1859 apply_map_builder (op, dir);
1860 break;
1861
1862 case SKILL:
1863 case SKILL_TOOL:
1864 do_skill (op, op, ob, dir, 0);
1865 break;
1866
1867 default:
1844 fire_misc_object (op, dir); 1868 fire_misc_object (op, dir);
1845 return; 1869 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 } 1870 }
1873} 1871}
1874
1875
1876 1872
1877/* find_key 1873/* find_key
1878 * We try to find a key for the door as passed. If we find a key 1874 * 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 1875 * and successfully use it, we return the key, otherwise NULL
1880 * This function merges both normal and locked door, since the logic 1876 * This function merges both normal and locked door, since the logic
1882 * pl is the player, 1878 * pl is the player,
1883 * inv is the objects inventory to searched 1879 * inv is the objects inventory to searched
1884 * door is the door we are trying to match against. 1880 * door is the door we are trying to match against.
1885 * This function can be called recursively to search containers. 1881 * This function can be called recursively to search containers.
1886 */ 1882 */
1887
1888object * 1883object *
1889find_key (object *pl, object *container, object *door) 1884find_key (object *pl, object *container, object *door)
1890{ 1885{
1891 object *tmp, *key; 1886 object *tmp, *key;
1892 1887
1893 /* Should not happen, but sanity checking is never bad */ 1888 /* Should not happen, but sanity checking is never bad */
1894 if (container->inv == NULL) 1889 if (!container->inv)
1895 return NULL; 1890 return 0;
1896 1891
1897 /* First, lets try to find a key in the top level inventory */ 1892 /* First, lets try to find a key in the top level inventory */
1898 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1893 for (tmp = container->inv; tmp; tmp = tmp->below)
1899 { 1894 {
1900 if (door->type == DOOR && tmp->type == KEY) 1895 if (door->type == DOOR && tmp->type == KEY)
1901 break; 1896 break;
1902 /* For sanity, we should really check door type, but other stuff 1897 /* For sanity, we should really check door type, but other stuff
1903 * (like containers) can be locked with special keys 1898 * (like containers) can be locked with special keys
1904 */ 1899 */
1905 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1900 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1906 break; 1901 break;
1907 } 1902 }
1903
1908 /* No key found - lets search inventories now */ 1904 /* No key found - lets search inventories now */
1909 /* If we find and use a key in an inventory, return at that time. 1905 /* 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 1906 * otherwise, if we search all the inventories and still don't find
1911 * a key, return 1907 * a key, return
1912 */ 1908 */
1913 if (!tmp) 1909 if (!tmp)
1914 { 1910 {
1915 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1911 for (tmp = container->inv; tmp; tmp = tmp->below)
1916 { 1912 {
1917 /* No reason to search empty containers */ 1913 /* No reason to search empty containers */
1918 if (tmp->type == CONTAINER && tmp->inv) 1914 if (tmp->type == CONTAINER && tmp->inv)
1919 { 1915 {
1920 if ((key = find_key (pl, tmp, door)) != NULL) 1916 if ((key = find_key (pl, tmp, door)))
1921 return key; 1917 return key;
1922 } 1918 }
1923 } 1919 }
1920
1924 if (!tmp) 1921 if (!tmp)
1925 return NULL; 1922 return NULL;
1926 } 1923 }
1924
1927 /* We get down here if we have found a key. Now if its in a container, 1925 /* 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 1926 * see if we actually want to use it
1929 */ 1927 */
1930 if (pl != container) 1928 if (pl != container)
1931 { 1929 {
1952 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1950 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)); 1951 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1954 return NULL; 1952 return NULL;
1955 } 1953 }
1956 } 1954 }
1955
1957 return tmp; 1956 return tmp;
1958} 1957}
1959 1958
1960/* moved door processing out of move_player_attack. 1959/* moved door processing out of move_player_attack.
1961 * returns 1 if player has opened the door with a key 1960 * returns 1 if player has opened the door with a key
1975 if (key) 1974 if (key)
1976 { 1975 {
1977 object *container = key->env; 1976 object *container = key->env;
1978 1977
1979 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1978 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1979
1980 if (action_makes_visible (op)) 1980 if (action_makes_visible (op))
1981 make_visible (op); 1981 make_visible (op);
1982
1982 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1983 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1983 spring_trap (door->inv, op); 1984 spring_trap (door->inv, op);
1985
1984 if (door->type == DOOR) 1986 if (door->type == DOOR)
1985 {
1986 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1987 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1987 }
1988 else if (door->type == LOCKED_DOOR) 1988 else if (door->type == LOCKED_DOOR)
1989 { 1989 {
1990 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1990 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 ;-) */ 1991 remove_door2 (door); /* remove door without violence ;-) */
1992 } 1992 }
1993
1993 /* Do this after we print the message */ 1994 /* Do this after we print the message */
1994 decrease_ob (key); /* Use up one of the keys */ 1995 decrease_ob (key); /* Use up one of the keys */
1995 /* Need to update the weight the container the key was in */ 1996 /* Need to update the weight the container the key was in */
1996 if (container != op) 1997 if (container != op)
1997 esrv_update_item (UPD_WEIGHT, op, container); 1998 esrv_update_item (UPD_WEIGHT, op, container);
1999
1998 return 1; /* Nothing more to do below */ 2000 return 1; /* Nothing more to do below */
1999 } 2001 }
2000 else if (door->type == LOCKED_DOOR) 2002 else if (door->type == LOCKED_DOOR)
2001 { 2003 {
2002 /* Might as well return now - no other way to open this */ 2004 /* Might as well return now - no other way to open this */
2003 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2005 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2004 return 1; 2006 return 1;
2005 } 2007 }
2008
2006 return 0; 2009 return 0;
2007} 2010}
2008 2011
2009/* This function is just part of a breakup from move_player. 2012/* This function is just part of a breakup from move_player.
2010 * It should keep the code cleaner. 2013 * It should keep the code cleaner.
2014 */ 2017 */
2015void 2018void
2016move_player_attack (object *op, int dir) 2019move_player_attack (object *op, int dir)
2017{ 2020{
2018 object *tmp, *mon; 2021 object *tmp, *mon;
2019 sint16 nx, ny;
2020 int on_battleground; 2022 int on_battleground;
2021 maptile *m; 2023 maptile *m;
2022 2024
2023 nx = freearr_x[dir] + op->x; 2025 sint16 nx = freearr_x[dir] + op->x;
2024 ny = freearr_y[dir] + op->y; 2026 sint16 ny = freearr_y[dir] + op->y;
2025 2027
2026 on_battleground = op_on_battleground (op, 0, 0); 2028 on_battleground = op_on_battleground (op, 0, 0);
2027 2029
2028 /* If braced, or can't move to the square, and it is not out of the 2030 /* 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 2031 * 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 */ 2111 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced) 2112 if (op->contr->braced)
2111 return; 2113 return;
2112 2114
2113 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2115 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2114 (void) push_ob (mon, dir, op); 2116 push_ob (mon, dir, op);
2115 if (op->contr->tmp_invis || op->hide) 2117 if (op->contr->tmp_invis || op->hide)
2116 make_visible (op); 2118 make_visible (op);
2117 2119
2118 return; 2120 return;
2119 } 2121 }
2164 * that party_number -1 is no party, so attacks can still happen. 2166 * that party_number -1 is no party, so attacks can still happen.
2165 */ 2167 */
2166 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2168 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2167 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2169 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2168 { 2170 {
2169
2170 /* If the player hasn't hit something this tick, and does 2171 /* If the player hasn't hit something this tick, and does
2171 * so, give them speed boost based on weapon speed. Doing 2172 * so, give them speed boost based on weapon speed. Doing
2172 * it here is better than process_players2, which basically 2173 * it here is better than process_players2, which basically
2173 * incurred a 1 tick offset. 2174 * incurred a 1 tick offset.
2174 */ 2175 */
2175 if (!op->contr->has_hit) 2176 if (!op->contr->has_hit)
2176 { 2177 {
2177 op->speed_left += op->speed / op->contr->weapon_sp; 2178 op->speed_left += op->contr->weapon_sp - op->speed;
2178 2179
2179 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2180 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2180 } 2181 }
2181 2182
2182 skill_attack (mon, op, 0, 0, 0); 2183 skill_attack (mon, op, 0, 0, 0);
2216 return 0; 2217 return 0;
2217 } 2218 }
2218 2219
2219 /* peterm: added following line */ 2220 /* peterm: added following line */
2220 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2221 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2221 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2222 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2222 2223
2223 op->facing = dir; 2224 op->facing = dir;
2224 2225
2225 if (op->hide) 2226 if (op->hide)
2226 do_hidden_move (op); 2227 do_hidden_move (op);
2259 * Returns true if there are more actions we can do. 2260 * Returns true if there are more actions we can do.
2260 */ 2261 */
2261int 2262int
2262handle_newcs_player (object *op) 2263handle_newcs_player (object *op)
2263{ 2264{
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)) 2265 if (QUERY_FLAG (op, FLAG_SCARED))
2285 { 2266 {
2286 flee_player (op); 2267 flee_player (op);
2287 /* If player is still scared, that is his action for this tick */ 2268 /* If player is still scared, that is his action for this tick */
2288 if (QUERY_FLAG (op, FLAG_SCARED)) 2269 if (QUERY_FLAG (op, FLAG_SCARED))
2289 { 2270 {
2290 op->speed_left--; 2271 op->speed_left--;
2291 return 0; 2272 return 0;
2292 } 2273 }
2293 } 2274 }
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 2275
2303 /* call this here - we also will call this in do_ericserver, but 2276 /* call this here - we also will call this in do_ericserver, but
2304 * the players time has been increased when doericserver has been 2277 * the players time has been increased when doericserver has been
2305 * called, so we recheck it here. 2278 * called, so we recheck it here.
2306 */ 2279 */
2367 * from. 2340 * from.
2368 */ 2341 */
2369void 2342void
2370remove_unpaid_objects (object *op, object *env) 2343remove_unpaid_objects (object *op, object *env)
2371{ 2344{
2372 object *next;
2373
2374 while (op) 2345 while (op)
2375 { 2346 {
2376 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2347 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2377 2348
2378 if (QUERY_FLAG (op, FLAG_UNPAID)) 2349 if (QUERY_FLAG (op, FLAG_UNPAID))
2444 int rate_grace = 2000; 2415 int rate_grace = 2000;
2445 const int max_hp = 1; 2416 const int max_hp = 1;
2446 const int max_sp = 1; 2417 const int max_sp = 1;
2447 const int max_grace = 1; 2418 const int max_grace = 1;
2448 2419
2449 if (op->contr->outputs_sync) 2420 if (op->contr->hidden)
2421 {
2422 op->invisible = 1000;
2423 /* the socket code flashes the player visible/invisible
2424 * depending on the value of invisible, so we need to
2425 * alternate it here for it to work correctly.
2426 */
2427 if (pticks & 2)
2428 op->invisible--;
2450 { 2429 }
2451 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2430 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) 2431 {
2453 flush_output_element (op, &op->contr->outputs[i]); 2432 if (!op->invisible--)
2433 {
2434 make_visible (op);
2435 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2436 }
2454 } 2437 }
2455 2438
2456 if (op->contr->ns->state == ST_PLAYING) 2439 if (op->contr->ns->state == ST_PLAYING)
2457 { 2440 {
2458 /* these next three if clauses make it possible to SLOW DOWN 2441 /* these next three if clauses make it possible to SLOW DOWN
2480 gen_grace = op->stats.maxgrace; 2463 gen_grace = op->stats.maxgrace;
2481 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2464 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2482 } 2465 }
2483 2466
2484 /* Regenerate Spell Points */ 2467 /* Regenerate Spell Points */
2485 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2468 if (!op->contr->golem && --op->last_sp < 0)
2486 { 2469 {
2487 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2470 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) 2471 if (op->stats.sp < op->stats.maxsp)
2489 { 2472 {
2490 op->stats.sp++; 2473 op->stats.sp++;
2708 tmp->name = buf; 2691 tmp->name = buf;
2709 sprintf (buf, " This finger has been cut off %s\n" 2692 sprintf (buf, " This finger has been cut off %s\n"
2710 " the %s, when he was defeated at\n level %d by %s.\n", 2693 " 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); 2694 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2712 tmp->msg = buf; 2695 tmp->msg = buf;
2713 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2696 tmp->value = 0, tmp->type = 0;
2714 tmp->materialname = NULL; 2697 tmp->materialname = "organics";
2715 tmp->insert_at (op, tmp); 2698 tmp->insert_at (op, tmp);
2716 } 2699 }
2717 2700
2718 /* teleport defeated player to new destination */ 2701 /* teleport defeated player to new destination */
2719 transfer_ob (op, x, y, 0, NULL); 2702 transfer_ob (op, x, y, 0, NULL);
2915 op->stats.hp = op->stats.maxhp; 2898 op->stats.hp = op->stats.maxhp;
2916 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2899 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2917 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2900 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2918 2901
2919 /* 2902 /*
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 2903 * Check to see if the player has any unpaid items. If so, remove them
2922 * in the map. 2904 * and put them back in the map.
2923 */ 2905 */
2924
2925 if (is_in_shop (op))
2926 remove_unpaid_objects (op->inv, op); 2906 remove_unpaid_objects (op->inv, op);
2927 2907
2928 /****************************************/ 2908 /****************************************/
2929 /* */ 2909 /* */
2930 /* Move player to his current respawn- */ 2910 /* Move player to his current respawn- */
2931 /* position (usually last savebed) */ 2911 /* position (usually last savebed) */
2971void 2951void
2972loot_object (object *op) 2952loot_object (object *op)
2973{ /* Grab and destroy some treasure */ 2953{ /* Grab and destroy some treasure */
2974 object *tmp, *tmp2, *next; 2954 object *tmp, *tmp2, *next;
2975 2955
2976 if (op->container) 2956 op->close_container (); /* close open sack first */
2977 esrv_apply_container (op, op->container); /* close open sack first */
2978 2957
2979 for (tmp = op->inv; tmp; tmp = next) 2958 for (tmp = op->inv; tmp; tmp = next)
2980 { 2959 {
2981 next = tmp->below; 2960 next = tmp->below;
2982 2961
2983 if (tmp->invisible) 2962 if (tmp->invisible)
2984 continue; 2963 continue;
2985 2964
2986 tmp->remove (); 2965 tmp->remove ();
2987 tmp->x = op->x, tmp->y = op->y; 2966 tmp->x = op->x, tmp->y = op->y;
2967
2988 if (tmp->type == CONTAINER) 2968 if (tmp->type == CONTAINER)
2989 { /* empty container to ground */ 2969 loot_object (tmp); /* empty container to ground */
2990 loot_object (tmp); 2970
2991 }
2992 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2971 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2993 { 2972 {
2994 if (tmp->nrof > 1) 2973 if (tmp->nrof > 1)
2995 { 2974 {
2996 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2975 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2997 tmp2->destroy (); 2976 tmp2->destroy ();
3008/* 2987/*
3009 * fix_weight(): Check recursively the weight of all players, and fix 2988 * fix_weight(): Check recursively the weight of all players, and fix
3010 * what needs to be fixed. Refresh windows and fix speed if anything 2989 * what needs to be fixed. Refresh windows and fix speed if anything
3011 * was changed. 2990 * was changed.
3012 */ 2991 */
3013
3014void 2992void
3015fix_weight (void) 2993fix_weight (void)
3016{ 2994{
3017 for_all_players (pl) 2995 for_all_players (pl)
3018 { 2996 {
3078 if (op->type == PLAYER) 3056 if (op->type == PLAYER)
3079 { 3057 {
3080 op->contr->tmp_invis = 0; 3058 op->contr->tmp_invis = 0;
3081 op->contr->invis_race = 0; 3059 op->contr->invis_race = 0;
3082 } 3060 }
3061
3083 update_object (op, UP_OBJ_FACE); 3062 update_object (op, UP_OBJ_CHANGE);
3084} 3063}
3085 3064
3086int 3065int
3087is_true_undead (object *op) 3066is_true_undead (object *op)
3088{ 3067{
3089 object *tmp = NULL;
3090
3091 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3068 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3092 return 1; 3069 return 1;
3093 3070
3094 return 0; 3071 return 0;
3095} 3072}
3383 char buf[MAX_BUF]; /* tmp. string buffer */ 3360 char buf[MAX_BUF]; /* tmp. string buffer */
3384 int i = 0, j = 0; 3361 int i = 0, j = 0;
3385 3362
3386 /* get the appropriate treasurelist */ 3363 /* get the appropriate treasurelist */
3387 if (atnr == ATNR_FIRE) 3364 if (atnr == ATNR_FIRE)
3388 trlist = find_treasurelist ("dragon_ability_fire"); 3365 trlist = treasurelist::find ("dragon_ability_fire");
3389 else if (atnr == ATNR_COLD) 3366 else if (atnr == ATNR_COLD)
3390 trlist = find_treasurelist ("dragon_ability_cold"); 3367 trlist = treasurelist::find ("dragon_ability_cold");
3391 else if (atnr == ATNR_ELECTRICITY) 3368 else if (atnr == ATNR_ELECTRICITY)
3392 trlist = find_treasurelist ("dragon_ability_elec"); 3369 trlist = treasurelist::find ("dragon_ability_elec");
3393 else if (atnr == ATNR_POISON) 3370 else if (atnr == ATNR_POISON)
3394 trlist = find_treasurelist ("dragon_ability_poison"); 3371 trlist = treasurelist::find ("dragon_ability_poison");
3395 3372
3396 if (trlist == NULL || who->type != PLAYER) 3373 if (trlist == NULL || who->type != PLAYER)
3397 return; 3374 return;
3398 3375
3399 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3376 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3531 * not readied. 3508 * not readied.
3532 */ 3509 */
3533void 3510void
3534player_unready_range_ob (player *pl, object *ob) 3511player_unready_range_ob (player *pl, object *ob)
3535{ 3512{
3536 rangetype i; 3513 if (pl->ob->current_weapon == ob)
3514 pl->ob->current_weapon = 0;
3537 3515
3538 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3516 if (pl->combat_ob == ob)
3539 { 3517 pl->combat_ob = 0;
3518
3540 if (pl->ranges[i] == ob) 3519 if (pl->ranged_ob == ob)
3541 { 3520 pl->ranged_ob = 0;
3542 pl->ranges[i] = NULL;
3543 if (pl->shoottype == i)
3544 {
3545 pl->shoottype = range_none;
3546 }
3547 }
3548 }
3549} 3521}
3522
3523sint8
3524player::visibility_at (maptile *map, int x, int y) const
3525{
3526 if (!ns)
3527 return 0;
3528
3529 int dx, dy;
3530 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3531 return 0;
3532
3533 x += dx - ns->current_x + ns->mapx / 2;
3534 y += dy - ns->current_y + ns->mapy / 2;
3535
3536 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3537 return 0;
3538
3539 return 100 - blocked_los [x][y];
3540}

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