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Comparing deliantra/server/server/player.C (file contents):
Revision 1.94 by root, Mon Jan 8 14:29:05 2007 UTC vs.
Revision 1.119 by root, Tue May 1 05:48:20 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
194 return; 194 return;
195 195
196 terminate_all_pets (ob); 196 terminate_all_pets (ob);
197 remove_friendly_object (ob); 197 remove_friendly_object (ob);
198 ob->deactivate_recursive (); 198 ob->deactivate_recursive ();
199
200 if (ob->map)
201 maplevel = ob->map->path;
202
199 ob->remove (); 203 ob->remove ();
200 ob->map = 0; 204 ob->map = 0;
205 party = 0;
201 206
202 // for weird reasons, this is often "ob", keeping a circular reference 207 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
203 ranges [range_skill] = 0;
204 208
205 players.erase (this); 209 players.erase (this);
206} 210}
207 211
208// connect the player with a specific client 212// connect the player with a specific client
211player::connect (client *ns) 215player::connect (client *ns)
212{ 216{
213 this->ns = ns; 217 this->ns = ns;
214 ns->pl = this; 218 ns->pl = this;
215 219
220 run_on = 0;
221 fire_on = 0;
222 ob->close_container (); //TODO: client-specific
223
216 ns->update_look = 0; 224 ns->update_look = 0;
217 ns->look_position = 0; 225 ns->look_position = 0;
218 226
219 clear_los (ob); 227 clear_los (ob);
220 228
221//TODO: must move into client 229 ns->reset_stats ();
222/* we need to clear these to -1 and not zero - otherwise,
223 * if a player quits and starts a new character, we wont
224 * send new values to the client, as things like exp start
225 * at zero.
226 */
227for (int i = 0; i < NUM_SKILLS; i++)
228 last_skill_exp[i] = -1;
229
230for (int i = 0; i < NROFATTACKS; i++)
231 last_resist[i] = -1;
232
233last_weapon_sp = -1;
234last_level = -1;
235last_stats.exp = -1;
236last_weight = (uint32) - 1;
237last_flags = 0;
238last_weight = 0;
239last_weight_limit = 0;
240last_path_attuned = 0;
241last_path_repelled = 0;
242last_path_denied = 0;
243last_speed = 0;
244run_on = 0;
245fire_on = 0;
246memset (&last_stats, 0, sizeof (living)); //TODO dirty
247 230
248 /* make sure he's a player -- needed because of class change. */ 231 /* make sure he's a player -- needed because of class change. */
249 ob->type = PLAYER; // we are paranoid 232 ob->type = PLAYER; // we are paranoid
250 ob->race = ob->arch->clone.race; 233 ob->race = ob->arch->clone.race;
251 234
252 if (!legal_range (ob, shoottype))
253 shoottype = range_none;
254
255 ob->carrying = sum_weight (ob); 235 ob->carrying = sum_weight (ob);
256 link_player_skills (ob); 236 link_player_skills (ob);
257 237
258 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 238 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
259 239
260 assign (title, ob->arch->clone.name); 240 assign (title, ob->arch->clone.name);
261
262 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
263 * from the class, and not race. I don't see any way to get the class information
264 * to then update this. I don't think this will actually break anything - anyone
265 * that can use armour should be able to use a shield. What this may 'break'
266 * are features new characters get, eg, if someone starts up with a Q, they
267 * should be able to use a shield. However, old Q's won't get that advantage.
268 */
269 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
270 SET_FLAG (ob, FLAG_USE_SHIELD);
271 241
272 /* if it's a dragon player, set the correct title here */ 242 /* if it's a dragon player, set the correct title here */
273 if (is_dragon_pl (ob)) 243 if (is_dragon_pl (ob))
274 { 244 {
275 object *tmp, *abil = 0, *skin = 0; 245 object *tmp, *abil = 0, *skin = 0;
315 if (active) 285 if (active)
316 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 286 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
317 287
318 INVOKE_PLAYER (DISCONNECT, this); 288 INVOKE_PLAYER (DISCONNECT, this);
319 289
290 ns->reset_stats ();
320 ns->pl = 0; 291 ns->pl = 0;
321 this->ns = 0; 292 ns = 0;
322 } 293 }
294
295 if (ob)
296 ob->close_container (); //TODO: client-specific
323 297
324 deactivate (); 298 deactivate ();
325} 299}
326 300
327// the need for this function can be explained 301// the need for this function can be explained
328// by load_object not returning the object 302// by load_object not returning the object
329void 303void
330player::set_object (object *op) 304player::set_object (object *op)
331{ 305{
332 ob = op; 306 ob = op;
333 ob->contr = this; /* this aren't yet in archetype */ 307 ob->contr = this; /* this aren't yet in archetype */
334 308
335 ob->speed_left = 0.5; 309 ob->speed_left = 0.5;
336 ob->speed = 1.0; 310 ob->speed = 1.0;
337 ob->direction = 5; /* So player faces south */ 311 ob->direction = 5; /* So player faces south */
338 ob->stats.wc = 2;
339 ob->run_away = 25; /* Then we panick... */
340
341 ob->roll_stats ();
342} 312}
343 313
344player::player () 314player::player ()
345{ 315{
346 /* There are some elements we want initialised to non zero value - 316 /* There are some elements we want initialised to non zero value -
347 * we deal with that below this point. 317 * we deal with that below this point.
348 */ 318 */
349 outputs_sync = 16; /* Every 2 seconds */ 319 outputs_sync = 4;
350 outputs_count = 8; /* Keeps present behaviour */ 320 outputs_count = 4;
351 unapply = unapply_nochoice; 321 unapply = unapply_nochoice;
352 322
353 savebed_map = first_map_path; /* Init. respawn position */ 323 savebed_map = first_map_path; /* Init. respawn position */
354 324
355 gen_sp_armour = 10; 325 gen_sp_armour = 10;
356 shoottype = range_none;
357 bowtype = bow_normal; 326 bowtype = bow_normal;
358 petmode = pet_normal; 327 petmode = pet_normal;
359 listening = 10; 328 listening = 10;
360 usekeys = containers; 329 usekeys = containers;
361 peaceful = 1; /* default peaceful */ 330 peaceful = 1; /* default peaceful */
390player::create () 359player::create ()
391{ 360{
392 player *pl = new player; 361 player *pl = new player;
393 362
394 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
395 set_first_map (pl->ob); 369 set_first_map (pl->ob);
396 370
397 return pl; 371 return pl;
398} 372}
399 373
545 x = mon->x; 519 x = mon->x;
546 y = mon->y; 520 y = mon->y;
547 m = mon->map; 521 m = mon->map;
548 dir = rv.direction; 522 dir = rv.direction;
549 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 */
550 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
551 /* 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. */
552 if (diff > max) 527 if (diff > max)
553 return 0; 528 return 0;
529
554 while (diff > 1 && max > 0) 530 while (diff > 1 && max > 0)
555 { 531 {
556 lastx = x; 532 lastx = x;
557 lasty = y; 533 lasty = y;
558 lastmap = m; 534 lastmap = m;
640 max--; 616 max--;
641 lastdir = dir; 617 lastdir = dir;
642 if (!firstdir) 618 if (!firstdir)
643 firstdir = dir; 619 firstdir = dir;
644 } 620 }
621
645 if (diff <= 1) 622 if (diff <= 1)
646 { 623 {
647 /* Recalculate diff (distance) because we may not have actually 624 /* Recalculate diff (distance) because we may not have actually
648 * headed toward player for entire distance. 625 * headed toward player for entire distance.
649 */ 626 */
650 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 627 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
651 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 628 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
652 } 629 }
630
653 if (diff > max) 631 if (diff > max)
654 return 0; 632 return 0;
655 } 633 }
634
656 /* 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 */
657 if (!max) 636 if (!max)
658 return 0; 637 return 0;
659 638
660 return firstdir; 639 return firstdir;
774roll_stat (void) 753roll_stat (void)
775{ 754{
776 int a[4], i, j, k; 755 int a[4], i, j, k;
777 756
778 for (i = 0; i < 4; i++) 757 for (i = 0; i < 4; i++)
779 a[i] = (int) RANDOM () % 6 + 1; 758 a[i] = (int) rndm (6) + 1;
780 759
781 for (i = 0, j = 0, k = 7; i < 4; i++) 760 for (i = 0, j = 0, k = 7; i < 4; i++)
782 if (a[i] < k) 761 if (a[i] < k)
783 k = a[i], j = i; 762 k = a[i], j = i;
784 763
884 * appropriate action with it (change race, or other things). 863 * appropriate action with it (change race, or other things).
885 * The function name is for historical reasons - now we have 864 * The function name is for historical reasons - now we have
886 * separate race and class; this actually changes the RACE, 865 * separate race and class; this actually changes the RACE,
887 * not the class. 866 * not the class.
888 */ 867 */
889int 868void
890key_change_class (object *op, char key) 869player::chargen_race_done ()
891{ 870{
892 int tmp_loop;
893
894 if (key == 'd' || key == 'D')
895 {
896 char buf[MAX_BUF];
897
898 /* this must before then initial items are given */ 871 /* this must before then initial items are given */
899 esrv_new_player (op->contr, op->weight + op->carrying); 872 esrv_new_player (ob->contr, ob->weight + ob->carrying);
900 873
901 treasurelist *tl = find_treasurelist ("starting_wealth"); 874 treasurelist *tl = treasurelist::find ("starting_wealth");
902 if (tl) 875 if (tl)
903 create_treasure (tl, op, 0, 0, 0); 876 create_treasure (tl, ob, 0, 0, 0);
904 877
905 INVOKE_PLAYER (BIRTH, op->contr); 878 INVOKE_PLAYER (BIRTH, ob->contr);
906 INVOKE_PLAYER (LOGIN, op->contr); 879 INVOKE_PLAYER (LOGIN, ob->contr);
907 880
908 op->contr->ns->state = ST_PLAYING; 881 ob->contr->ns->state = ST_PLAYING;
909 882
910 if (op->msg) 883 if (ob->msg)
911 op->msg = NULL; 884 ob->msg = 0;
912 885
913 /* 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
914 * to save here. 887 * to save here.
915 */ 888 */
889 {
890 char buf[MAX_BUF];
916 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 891 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
917 make_path_to_file (buf); 892 make_path_to_file (buf);
893 }
918 894
919#ifdef AUTOSAVE
920 op->contr->last_save_tick = pticks;
921#endif
922 start_info (op); 895 start_info (ob);
923 CLEAR_FLAG (op, FLAG_WIZ); 896 CLEAR_FLAG (ob, FLAG_WIZ);
924 give_initial_items (op, op->randomitems); 897 give_initial_items (ob, ob->randomitems);
925 link_player_skills (op); 898 link_player_skills (ob);
926 esrv_send_inventory (op, op); 899 esrv_send_inventory (ob, ob);
927 op->update_stats (); 900 ob->update_stats ();
928 901
929 /* This moves the player to a different start map, if there 902 /* This moves the player to a different start map, if there
930 * is one for this race 903 * is one for this race
931 */ 904 */
932 if (*first_map_ext_path) 905 if (*first_map_ext_path)
933 { 906 {
934 object *tmp; 907 object *tmp;
935 char mapname[MAX_BUF]; 908 char mapname[MAX_BUF];
936 909
937 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);
938 tmp = object::create (); 911 tmp = object::create ();
939 EXIT_PATH (tmp) = mapname; 912 EXIT_PATH (tmp) = mapname;
940 EXIT_X (tmp) = op->x; 913 EXIT_X (tmp) = ob->x;
941 EXIT_Y (tmp) = op->y; 914 EXIT_Y (tmp) = ob->y;
942 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;
943 * if the map isn't there, then stay on the 916 * if the map isn't there, then stay on the
944 * default initial map */ 917 * default initial map */
945 tmp->destroy (); 918 tmp->destroy ();
946 } 919 }
947 else 920 else
948 LOG (llevDebug, "first_map_ext_path not set\n"); 921 LOG (llevDebug, "first_map_ext_path not set\n");
922}
949 923
950 return 0; 924void
951 } 925player::chargen_race_next ()
952 926{
953 /* Following actually changes the race - this is the default command 927 /* Following actually changes the race - this is the default command
954 * if we don't match with one of the options above. 928 * if we don't match with one of the options above.
955 */ 929 */
956 930
957 tmp_loop = 0; 931 do
958 while (!tmp_loop)
959 { 932 {
960 shstr name = op->name; 933 shstr name = ob->name;
961 int x = op->x, y = op->y; 934 int x = ob->x, y = ob->y;
962 935
963 op->remove_statbonus (); 936 ob->remove_statbonus ();
964 op->remove (); 937 ob->remove ();
965 op->arch = get_player_archetype (op->arch); 938 ob->arch = get_player_archetype (ob->arch);
966 op->arch->clone.copy_to (op); 939 ob->arch->clone.copy_to (ob);
967 op->instantiate (); 940 ob->instantiate ();
968 op->stats = op->contr->orig_stats; 941 ob->stats = ob->contr->orig_stats;
969 op->name = op->name_pl = name; 942 ob->name = ob->name_pl = name;
970 op->x = x; 943 ob->x = x;
971 op->y = y; 944 ob->y = y;
972 SET_ANIMATION (op, 2); /* So player faces south */ 945 SET_ANIMATION (ob, 2); /* So player faces south */
973 insert_ob_in_map (op, op->map, op, 0); 946 insert_ob_in_map (ob, ob->map, ob, 0);
974 assign (op->contr->title, op->arch->clone.name); 947 assign (ob->contr->title, ob->arch->clone.name);
975 op->add_statbonus (); 948 ob->add_statbonus ();
976 tmp_loop = allowed_class (op);
977 } 949 }
950 while (!allowed_class (ob));
978 951
979 update_object (op, UP_OBJ_FACE); 952 update_object (ob, UP_OBJ_FACE);
980 esrv_update_item (UPD_FACE, op, op); 953 esrv_update_item (UPD_FACE, ob, ob);
981 op->update_stats (); 954 ob->update_stats ();
982 op->stats.hp = op->stats.maxhp; 955 ob->stats.hp = ob->stats.maxhp;
983 op->stats.sp = op->stats.maxsp; 956 ob->stats.sp = ob->stats.maxsp;
984 op->stats.grace = 0; 957 ob->stats.grace = 0;
985
986 if (op->msg)
987 new_draw_info (NDI_BLUE, 0, op, op->msg);
988
989 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
990 return 0;
991} 958}
992 959
993void 960void
994flee_player (object *op) 961flee_player (object *op)
995{ 962{
1052int 1019int
1053check_pick (object *op) 1020check_pick (object *op)
1054{ 1021{
1055 object *tmp, *next; 1022 object *tmp, *next;
1056 int stop = 0; 1023 int stop = 0;
1057 int j, k, wvratio; 1024 int wvratio;
1058 char putstring[128], tmpstr[16]; 1025 char putstring[128];
1059 1026
1060 /* if you're flying, you cna't pick up anything */ 1027 /* if you're flying, you cna't pick up anything */
1061 if (op->move_type & MOVE_FLYING) 1028 if (op->move_type & MOVE_FLYING)
1062 return 1; 1029 return 1;
1063 1030
1400 * found object is returned. 1367 * found object is returned.
1401 */ 1368 */
1402object * 1369object *
1403find_arrow (object *op, const char *type) 1370find_arrow (object *op, const char *type)
1404{ 1371{
1405 object *tmp = NULL; 1372 object *tmp = 0;
1406 1373
1407 for (op = op->inv; op; op = op->below) 1374 for (op = op->inv; op; op = op->below)
1408 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))
1409 tmp = find_arrow (op, type); 1376 tmp = find_arrow (op, type);
1410 else if (op->type == ARROW && op->race == type) 1377 else if (op->type == ARROW && op->race == type)
1411 return op; 1378 return op;
1379
1412 return tmp; 1380 return tmp;
1413} 1381}
1414 1382
1415/* 1383/*
1416 * 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
1417 * 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
1418 * 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
1419 * 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.
1420 */ 1388 */
1421
1422object * 1389object *
1423find_better_arrow (object *op, object *target, const char *type, int *better) 1390find_better_arrow (object *op, object *target, const char *type, int *better)
1424{ 1391{
1425 object *tmp = NULL, *arrow, *ntmp; 1392 object *tmp = NULL, *arrow, *ntmp;
1426 int attacknum, attacktype, betterby = 0, i; 1393 int attacknum, attacktype, betterby = 0, i;
1492 * find_better_arrow to find a decent arrow to use. 1459 * find_better_arrow to find a decent arrow to use.
1493 * op = the shooter 1460 * op = the shooter
1494 * type = bow->race 1461 * type = bow->race
1495 * dir = fire direction 1462 * dir = fire direction
1496 */ 1463 */
1497
1498object * 1464object *
1499pick_arrow_target (object *op, const char *type, int dir) 1465pick_arrow_target (object *op, const char *type, int dir)
1500{ 1466{
1501 object *tmp = NULL; 1467 object *tmp = NULL;
1502 maptile *m; 1468 maptile *m;
1577 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!");
1578 return 0; 1544 return 0;
1579 } 1545 }
1580 1546
1581 if (op->type == PLAYER) 1547 if (op->type == PLAYER)
1582 bow = op->contr->ranges[range_bow]; 1548 bow = op->contr->ranged_ob;
1583 else 1549 else
1584 { 1550 {
1585 for (bow = op->inv; bow; bow = bow->below) 1551 for (bow = op->inv; bow; bow = bow->below)
1586 /* Don't check for applied - monsters don't apply bows - in that way, they 1552 /* Don't check for applied - monsters don't apply bows - in that way, they
1587 * don't need to switch back and forth between bows and weapons. 1553 * don't need to switch back and forth between bows and weapons.
1592 if (!bow) 1558 if (!bow)
1593 { 1559 {
1594 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1560 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1595 return 0; 1561 return 0;
1596 } 1562 }
1563
1564 // optimisation: move object to top so we will find it quickly again
1565 if (bow->below)
1566 {
1567 bow->remove ();
1568 op->insert (bow);
1569 }
1570
1597 } 1571 }
1598 1572
1599 if (!bow->race || !bow->skill) 1573 if (!bow->race || !bow->skill)
1600 { 1574 {
1601 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1575 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1618 if (op->type == PLAYER) 1592 if (op->type == PLAYER)
1619 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1593 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1620 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1594 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1621 else 1595 else
1622 CLEAR_FLAG (op, FLAG_READY_BOW); 1596 CLEAR_FLAG (op, FLAG_READY_BOW);
1597
1623 return 0; 1598 return 0;
1624 } 1599 }
1625 } 1600 }
1626 1601
1627 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1602 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1658 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1633 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1659 op->update_stats (); 1634 op->update_stats ();
1660 } 1635 }
1661 1636
1662 SET_ANIMATION (arrow, arrow->direction); 1637 SET_ANIMATION (arrow, arrow->direction);
1638
1663 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1639 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1664 arrow->stats.hp = arrow->stats.dam; 1640 arrow->stats.hp = arrow->stats.dam;
1665 arrow->stats.grace = arrow->attacktype; 1641 arrow->stats.grace = arrow->attacktype;
1642
1666 if (arrow->slaying != NULL) 1643 if (arrow->slaying)
1667 arrow->spellarg = strdup (arrow->slaying); 1644 arrow->spellarg = strdup (arrow->slaying);
1668 1645
1669 /* Note that this was different for monsters - they got their level 1646 arrow->stats.dam += op->stats.dam + arrow->magic;
1670 * added to the damage. I think the strength bonus is more proper.
1671 */
1672
1673 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1674 1647
1675 /* update the speed */ 1648 /* update the speed */
1676 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1649 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1677 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1650 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1678 1651
1679 arrow->set_speed (max (arrow->speed, 1.0)); 1652 arrow->set_speed (max (arrow->speed, 1.0));
1680 arrow->speed_left = 0; 1653 arrow->speed_left = 0;
1681 1654
1655 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1656
1682 if (op->type == PLAYER) 1657 if (op->type == PLAYER)
1683 { 1658 {
1684 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1685 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1686 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1687
1688 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1659 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1660 arrow->stats.wc -= dex_bonus[op->stats.Dex];
1661
1662 if (!arrow->slaying)
1663 arrow->slaying = op->slaying;
1689 } 1664 }
1690 else 1665 else
1691 { 1666 {
1692 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1693 arrow->level = op->level; 1667 arrow->level = op->level;
1694 } 1668 arrow->stats.wc -= bow->magic;
1695 1669
1696 if (arrow->attacktype == AT_PHYSICAL) 1670 if (!arrow->slaying)
1671 arrow->slaying = bow->slaying;
1672 }
1673
1674 arrow->stats.wc -= arrow->level;
1675
1697 arrow->attacktype |= bow->attacktype; 1676 arrow->attacktype |= bow->attacktype;
1698
1699 if (bow->slaying)
1700 arrow->slaying = bow->slaying;
1701 1677
1702 arrow->move_type = MOVE_FLY_LOW; 1678 arrow->move_type = MOVE_FLY_LOW;
1703 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1679 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1704 1680
1705 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1681 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1731{ 1707{
1732 int ret = 0, wcmod = 0; 1708 int ret = 0, wcmod = 0;
1733 1709
1734 if (op->contr->bowtype == bow_bestarrow) 1710 if (op->contr->bowtype == bow_bestarrow)
1735 { 1711 {
1736 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1712 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1737 } 1713 }
1738 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1714 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1739 { 1715 {
1740 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1716 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1741 wcmod = -1; 1717 wcmod = -1;
1768 * Broken apart from 'fire' to keep it more readable. 1744 * Broken apart from 'fire' to keep it more readable.
1769 */ 1745 */
1770void 1746void
1771fire_misc_object (object *op, int dir) 1747fire_misc_object (object *op, int dir)
1772{ 1748{
1773 object *item; 1749 object *item = op->contr->ranged_ob;
1774 1750
1775 if (!op->contr->ranges[range_misc]) 1751 if (!item)
1776 { 1752 {
1777 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1753 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1778 return; 1754 return;
1779 } 1755 }
1780 1756
1781 item = op->contr->ranges[range_misc];
1782 if (!item->inv) 1757 if (!item->inv)
1783 { 1758 {
1784 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1759 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1785 return; 1760 return;
1786 } 1761 }
1762
1787 if (item->type == WAND) 1763 if (item->type == WAND)
1788 { 1764 {
1789 if (item->stats.food <= 0) 1765 if (item->stats.food <= 0)
1790 { 1766 {
1791 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1767 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1840 1816
1841 /* check for loss of invisiblity/hide */ 1817 /* check for loss of invisiblity/hide */
1842 if (action_makes_visible (op)) 1818 if (action_makes_visible (op))
1843 make_visible (op); 1819 make_visible (op);
1844 1820
1845 switch (op->contr->shoottype) 1821 player *pl = op->contr;
1822
1823 if (pl->golem)
1846 { 1824 {
1847 case range_none: 1825 control_golem (op->contr->golem, dir);
1848 return; 1826 return;
1827 }
1849 1828
1850 case range_bow: 1829 object *ob = pl->ranged_ob;
1830
1831 if (!ob)
1832 return;
1833
1834 switch (ob->type)
1835 {
1836 case BOW:
1851 player_fire_bow (op, dir); 1837 player_fire_bow (op, dir);
1852 return; 1838 break;
1853 1839
1854 case range_magic: /* Casting spells */ 1840 case SPELL:
1855 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1841 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1856 return; 1842 break;
1857 1843
1858 case range_misc: 1844 case BUILDER:
1845 apply_map_builder (op, dir);
1846 break;
1847
1848 case SKILL:
1849 case SKILL_TOOL:
1850 do_skill (op, op, ob, dir, 0);
1851 break;
1852
1853 default:
1859 fire_misc_object (op, dir); 1854 fire_misc_object (op, dir);
1860 return; 1855 break;
1861
1862 case range_golem: /* Control summoned monsters from scrolls */
1863 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1864 {
1865 op->contr->ranges[range_golem] = 0;
1866 op->contr->shoottype = range_none;
1867 }
1868 else
1869 control_golem (op->contr->ranges[range_golem], dir);
1870 return;
1871
1872 case range_skill:
1873 if (!op->chosen_skill)
1874 {
1875 if (op->type == PLAYER)
1876 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1877 return;
1878 }
1879
1880 do_skill (op, op, op->chosen_skill, dir, NULL);
1881 return;
1882 case range_builder:
1883 apply_map_builder (op, dir);
1884 return;
1885 default:
1886 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1887 return;
1888 } 1856 }
1889} 1857}
1890
1891
1892 1858
1893/* find_key 1859/* find_key
1894 * We try to find a key for the door as passed. If we find a key 1860 * We try to find a key for the door as passed. If we find a key
1895 * and successfully use it, we return the key, otherwise NULL 1861 * and successfully use it, we return the key, otherwise NULL
1896 * This function merges both normal and locked door, since the logic 1862 * This function merges both normal and locked door, since the logic
1898 * pl is the player, 1864 * pl is the player,
1899 * inv is the objects inventory to searched 1865 * inv is the objects inventory to searched
1900 * door is the door we are trying to match against. 1866 * door is the door we are trying to match against.
1901 * This function can be called recursively to search containers. 1867 * This function can be called recursively to search containers.
1902 */ 1868 */
1903
1904object * 1869object *
1905find_key (object *pl, object *container, object *door) 1870find_key (object *pl, object *container, object *door)
1906{ 1871{
1907 object *tmp, *key; 1872 object *tmp, *key;
1908 1873
1909 /* Should not happen, but sanity checking is never bad */ 1874 /* Should not happen, but sanity checking is never bad */
1910 if (container->inv == NULL) 1875 if (!container->inv)
1911 return NULL; 1876 return 0;
1912 1877
1913 /* First, lets try to find a key in the top level inventory */ 1878 /* First, lets try to find a key in the top level inventory */
1914 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1879 for (tmp = container->inv; tmp; tmp = tmp->below)
1915 { 1880 {
1916 if (door->type == DOOR && tmp->type == KEY) 1881 if (door->type == DOOR && tmp->type == KEY)
1917 break; 1882 break;
1918 /* For sanity, we should really check door type, but other stuff 1883 /* For sanity, we should really check door type, but other stuff
1919 * (like containers) can be locked with special keys 1884 * (like containers) can be locked with special keys
1920 */ 1885 */
1921 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1886 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1922 break; 1887 break;
1923 } 1888 }
1889
1924 /* No key found - lets search inventories now */ 1890 /* No key found - lets search inventories now */
1925 /* If we find and use a key in an inventory, return at that time. 1891 /* If we find and use a key in an inventory, return at that time.
1926 * otherwise, if we search all the inventories and still don't find 1892 * otherwise, if we search all the inventories and still don't find
1927 * a key, return 1893 * a key, return
1928 */ 1894 */
1929 if (!tmp) 1895 if (!tmp)
1930 { 1896 {
1931 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1897 for (tmp = container->inv; tmp; tmp = tmp->below)
1932 { 1898 {
1933 /* No reason to search empty containers */ 1899 /* No reason to search empty containers */
1934 if (tmp->type == CONTAINER && tmp->inv) 1900 if (tmp->type == CONTAINER && tmp->inv)
1935 { 1901 {
1936 if ((key = find_key (pl, tmp, door)) != NULL) 1902 if ((key = find_key (pl, tmp, door)))
1937 return key; 1903 return key;
1938 } 1904 }
1939 } 1905 }
1906
1940 if (!tmp) 1907 if (!tmp)
1941 return NULL; 1908 return NULL;
1942 } 1909 }
1910
1943 /* We get down here if we have found a key. Now if its in a container, 1911 /* We get down here if we have found a key. Now if its in a container,
1944 * see if we actually want to use it 1912 * see if we actually want to use it
1945 */ 1913 */
1946 if (pl != container) 1914 if (pl != container)
1947 { 1915 {
1968 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1936 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1969 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1937 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1970 return NULL; 1938 return NULL;
1971 } 1939 }
1972 } 1940 }
1941
1973 return tmp; 1942 return tmp;
1974} 1943}
1975 1944
1976/* moved door processing out of move_player_attack. 1945/* moved door processing out of move_player_attack.
1977 * returns 1 if player has opened the door with a key 1946 * returns 1 if player has opened the door with a key
1991 if (key) 1960 if (key)
1992 { 1961 {
1993 object *container = key->env; 1962 object *container = key->env;
1994 1963
1995 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1964 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1965
1996 if (action_makes_visible (op)) 1966 if (action_makes_visible (op))
1997 make_visible (op); 1967 make_visible (op);
1968
1998 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1969 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1999 spring_trap (door->inv, op); 1970 spring_trap (door->inv, op);
1971
2000 if (door->type == DOOR) 1972 if (door->type == DOOR)
2001 {
2002 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1973 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2003 }
2004 else if (door->type == LOCKED_DOOR) 1974 else if (door->type == LOCKED_DOOR)
2005 { 1975 {
2006 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1976 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2007 remove_door2 (door); /* remove door without violence ;-) */ 1977 remove_door2 (door); /* remove door without violence ;-) */
2008 } 1978 }
1979
2009 /* Do this after we print the message */ 1980 /* Do this after we print the message */
2010 decrease_ob (key); /* Use up one of the keys */ 1981 decrease_ob (key); /* Use up one of the keys */
2011 /* Need to update the weight the container the key was in */ 1982 /* Need to update the weight the container the key was in */
2012 if (container != op) 1983 if (container != op)
2013 esrv_update_item (UPD_WEIGHT, op, container); 1984 esrv_update_item (UPD_WEIGHT, op, container);
1985
2014 return 1; /* Nothing more to do below */ 1986 return 1; /* Nothing more to do below */
2015 } 1987 }
2016 else if (door->type == LOCKED_DOOR) 1988 else if (door->type == LOCKED_DOOR)
2017 { 1989 {
2018 /* Might as well return now - no other way to open this */ 1990 /* Might as well return now - no other way to open this */
2019 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1991 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2020 return 1; 1992 return 1;
2021 } 1993 }
1994
2022 return 0; 1995 return 0;
2023} 1996}
2024 1997
2025/* This function is just part of a breakup from move_player. 1998/* This function is just part of a breakup from move_player.
2026 * It should keep the code cleaner. 1999 * It should keep the code cleaner.
2030 */ 2003 */
2031void 2004void
2032move_player_attack (object *op, int dir) 2005move_player_attack (object *op, int dir)
2033{ 2006{
2034 object *tmp, *mon; 2007 object *tmp, *mon;
2035 sint16 nx, ny;
2036 int on_battleground; 2008 int on_battleground;
2037 maptile *m; 2009 maptile *m;
2038 2010
2039 nx = freearr_x[dir] + op->x; 2011 sint16 nx = freearr_x[dir] + op->x;
2040 ny = freearr_y[dir] + op->y; 2012 sint16 ny = freearr_y[dir] + op->y;
2041 2013
2042 on_battleground = op_on_battleground (op, 0, 0); 2014 on_battleground = op_on_battleground (op, 0, 0);
2043 2015
2044 /* If braced, or can't move to the square, and it is not out of the 2016 /* If braced, or can't move to the square, and it is not out of the
2045 * map, attack it. Note order of if statement is important - don't 2017 * map, attack it. Note order of if statement is important - don't
2125 /* If we're braced, we don't want to switch places with it */ 2097 /* If we're braced, we don't want to switch places with it */
2126 if (op->contr->braced) 2098 if (op->contr->braced)
2127 return; 2099 return;
2128 2100
2129 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2101 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2130 (void) push_ob (mon, dir, op); 2102 push_ob (mon, dir, op);
2131 if (op->contr->tmp_invis || op->hide) 2103 if (op->contr->tmp_invis || op->hide)
2132 make_visible (op); 2104 make_visible (op);
2133 2105
2134 return; 2106 return;
2135 } 2107 }
2232 return 0; 2204 return 0;
2233 } 2205 }
2234 2206
2235 /* peterm: added following line */ 2207 /* peterm: added following line */
2236 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2208 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2237 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2209 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2238 2210
2239 op->facing = dir; 2211 op->facing = dir;
2240 2212
2241 if (op->hide) 2213 if (op->hide)
2242 do_hidden_move (op); 2214 do_hidden_move (op);
2275 * Returns true if there are more actions we can do. 2247 * Returns true if there are more actions we can do.
2276 */ 2248 */
2277int 2249int
2278handle_newcs_player (object *op) 2250handle_newcs_player (object *op)
2279{ 2251{
2280 if (op->contr->hidden)
2281 {
2282 op->invisible = 1000;
2283 /* the socket code flashes the player visible/invisible
2284 * depending on the value of invisible, so we need to
2285 * alternate it here for it to work correctly.
2286 */
2287 if (pticks & 2)
2288 op->invisible--;
2289 }
2290 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2291 {
2292 op->invisible--;
2293 if (!op->invisible)
2294 {
2295 make_visible (op);
2296 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2297 }
2298 }
2299
2300 if (QUERY_FLAG (op, FLAG_SCARED)) 2252 if (QUERY_FLAG (op, FLAG_SCARED))
2301 { 2253 {
2302 flee_player (op); 2254 flee_player (op);
2303 /* If player is still scared, that is his action for this tick */ 2255 /* If player is still scared, that is his action for this tick */
2304 if (QUERY_FLAG (op, FLAG_SCARED)) 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2305 { 2257 {
2306 op->speed_left--; 2258 op->speed_left--;
2307 return 0; 2259 return 0;
2308 } 2260 }
2309 } 2261 }
2310
2311 /* I've been seeing crashes where the golem has been destroyed, but
2312 * the player object still points to the defunct golem. The code that
2313 * destroys the golem looks correct, and it doesn't always happen, so
2314 * put this in a a workaround to clean up the golem pointer.
2315 */
2316 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2317 op->contr->ranges[range_golem] = 0;
2318 2262
2319 /* call this here - we also will call this in do_ericserver, but 2263 /* call this here - we also will call this in do_ericserver, but
2320 * the players time has been increased when doericserver has been 2264 * the players time has been increased when doericserver has been
2321 * called, so we recheck it here. 2265 * called, so we recheck it here.
2322 */ 2266 */
2383 * from. 2327 * from.
2384 */ 2328 */
2385void 2329void
2386remove_unpaid_objects (object *op, object *env) 2330remove_unpaid_objects (object *op, object *env)
2387{ 2331{
2388 object *next;
2389
2390 while (op) 2332 while (op)
2391 { 2333 {
2392 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2334 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2393 2335
2394 if (QUERY_FLAG (op, FLAG_UNPAID)) 2336 if (QUERY_FLAG (op, FLAG_UNPAID))
2460 int rate_grace = 2000; 2402 int rate_grace = 2000;
2461 const int max_hp = 1; 2403 const int max_hp = 1;
2462 const int max_sp = 1; 2404 const int max_sp = 1;
2463 const int max_grace = 1; 2405 const int max_grace = 1;
2464 2406
2465 if (op->contr->outputs_sync) 2407 if (op->contr->hidden)
2408 {
2409 op->invisible = 1000;
2410 /* the socket code flashes the player visible/invisible
2411 * depending on the value of invisible, so we need to
2412 * alternate it here for it to work correctly.
2413 */
2414 if (pticks & 2)
2415 op->invisible--;
2466 { 2416 }
2467 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2417 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2468 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2418 {
2469 flush_output_element (op, &op->contr->outputs[i]); 2419 if (!op->invisible--)
2420 {
2421 make_visible (op);
2422 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2423 }
2470 } 2424 }
2471 2425
2472 if (op->contr->ns->state == ST_PLAYING) 2426 if (op->contr->ns->state == ST_PLAYING)
2473 { 2427 {
2474 /* these next three if clauses make it possible to SLOW DOWN 2428 /* these next three if clauses make it possible to SLOW DOWN
2496 gen_grace = op->stats.maxgrace; 2450 gen_grace = op->stats.maxgrace;
2497 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2451 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2498 } 2452 }
2499 2453
2500 /* Regenerate Spell Points */ 2454 /* Regenerate Spell Points */
2501 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2455 if (!op->contr->golem && --op->last_sp < 0)
2502 { 2456 {
2503 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2457 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2504 if (op->stats.sp < op->stats.maxsp) 2458 if (op->stats.sp < op->stats.maxsp)
2505 { 2459 {
2506 op->stats.sp++; 2460 op->stats.sp++;
2724 tmp->name = buf; 2678 tmp->name = buf;
2725 sprintf (buf, " This finger has been cut off %s\n" 2679 sprintf (buf, " This finger has been cut off %s\n"
2726 " the %s, when he was defeated at\n level %d by %s.\n", 2680 " the %s, when he was defeated at\n level %d by %s.\n",
2727 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2681 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2728 tmp->msg = buf; 2682 tmp->msg = buf;
2729 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2683 tmp->value = 0, tmp->type = 0;
2730 tmp->materialname = NULL; 2684 tmp->materialname = "organics";
2731 tmp->insert_at (op, tmp); 2685 tmp->insert_at (op, tmp);
2732 } 2686 }
2733 2687
2734 /* teleport defeated player to new destination */ 2688 /* teleport defeated player to new destination */
2735 transfer_ob (op, x, y, 0, NULL); 2689 transfer_ob (op, x, y, 0, NULL);
2931 op->stats.hp = op->stats.maxhp; 2885 op->stats.hp = op->stats.maxhp;
2932 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2886 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2933 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2887 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2934 2888
2935 /* 2889 /*
2936 * Check to see if the player is in a shop. IF so, then check to see if
2937 * the player has any unpaid items. If so, remove them and put them back 2890 * Check to see if the player has any unpaid items. If so, remove them
2938 * in the map. 2891 * and put them back in the map.
2939 */ 2892 */
2940
2941 if (is_in_shop (op))
2942 remove_unpaid_objects (op->inv, op); 2893 remove_unpaid_objects (op->inv, op);
2943 2894
2944 /****************************************/ 2895 /****************************************/
2945 /* */ 2896 /* */
2946 /* Move player to his current respawn- */ 2897 /* Move player to his current respawn- */
2947 /* position (usually last savebed) */ 2898 /* position (usually last savebed) */
2987void 2938void
2988loot_object (object *op) 2939loot_object (object *op)
2989{ /* Grab and destroy some treasure */ 2940{ /* Grab and destroy some treasure */
2990 object *tmp, *tmp2, *next; 2941 object *tmp, *tmp2, *next;
2991 2942
2992 if (op->container) 2943 op->close_container (); /* close open sack first */
2993 esrv_apply_container (op, op->container); /* close open sack first */
2994 2944
2995 for (tmp = op->inv; tmp; tmp = next) 2945 for (tmp = op->inv; tmp; tmp = next)
2996 { 2946 {
2997 next = tmp->below; 2947 next = tmp->below;
2998 2948
2999 if (tmp->invisible) 2949 if (tmp->invisible)
3000 continue; 2950 continue;
3001 2951
3002 tmp->remove (); 2952 tmp->remove ();
3003 tmp->x = op->x, tmp->y = op->y; 2953 tmp->x = op->x, tmp->y = op->y;
2954
3004 if (tmp->type == CONTAINER) 2955 if (tmp->type == CONTAINER)
3005 { /* empty container to ground */ 2956 loot_object (tmp); /* empty container to ground */
3006 loot_object (tmp); 2957
3007 }
3008 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2958 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3009 { 2959 {
3010 if (tmp->nrof > 1) 2960 if (tmp->nrof > 1)
3011 { 2961 {
3012 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2962 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3013 tmp2->destroy (); 2963 tmp2->destroy ();
3024/* 2974/*
3025 * fix_weight(): Check recursively the weight of all players, and fix 2975 * fix_weight(): Check recursively the weight of all players, and fix
3026 * what needs to be fixed. Refresh windows and fix speed if anything 2976 * what needs to be fixed. Refresh windows and fix speed if anything
3027 * was changed. 2977 * was changed.
3028 */ 2978 */
3029
3030void 2979void
3031fix_weight (void) 2980fix_weight (void)
3032{ 2981{
3033 for_all_players (pl) 2982 for_all_players (pl)
3034 { 2983 {
3094 if (op->type == PLAYER) 3043 if (op->type == PLAYER)
3095 { 3044 {
3096 op->contr->tmp_invis = 0; 3045 op->contr->tmp_invis = 0;
3097 op->contr->invis_race = 0; 3046 op->contr->invis_race = 0;
3098 } 3047 }
3048
3099 update_object (op, UP_OBJ_FACE); 3049 update_object (op, UP_OBJ_CHANGE);
3100} 3050}
3101 3051
3102int 3052int
3103is_true_undead (object *op) 3053is_true_undead (object *op)
3104{ 3054{
3105 object *tmp = NULL;
3106
3107 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3055 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3108 return 1; 3056 return 1;
3109 3057
3110 return 0; 3058 return 0;
3111} 3059}
3399 char buf[MAX_BUF]; /* tmp. string buffer */ 3347 char buf[MAX_BUF]; /* tmp. string buffer */
3400 int i = 0, j = 0; 3348 int i = 0, j = 0;
3401 3349
3402 /* get the appropriate treasurelist */ 3350 /* get the appropriate treasurelist */
3403 if (atnr == ATNR_FIRE) 3351 if (atnr == ATNR_FIRE)
3404 trlist = find_treasurelist ("dragon_ability_fire"); 3352 trlist = treasurelist::find ("dragon_ability_fire");
3405 else if (atnr == ATNR_COLD) 3353 else if (atnr == ATNR_COLD)
3406 trlist = find_treasurelist ("dragon_ability_cold"); 3354 trlist = treasurelist::find ("dragon_ability_cold");
3407 else if (atnr == ATNR_ELECTRICITY) 3355 else if (atnr == ATNR_ELECTRICITY)
3408 trlist = find_treasurelist ("dragon_ability_elec"); 3356 trlist = treasurelist::find ("dragon_ability_elec");
3409 else if (atnr == ATNR_POISON) 3357 else if (atnr == ATNR_POISON)
3410 trlist = find_treasurelist ("dragon_ability_poison"); 3358 trlist = treasurelist::find ("dragon_ability_poison");
3411 3359
3412 if (trlist == NULL || who->type != PLAYER) 3360 if (trlist == NULL || who->type != PLAYER)
3413 return; 3361 return;
3414 3362
3415 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3363 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3547 * not readied. 3495 * not readied.
3548 */ 3496 */
3549void 3497void
3550player_unready_range_ob (player *pl, object *ob) 3498player_unready_range_ob (player *pl, object *ob)
3551{ 3499{
3552 rangetype i; 3500 if (pl->ob->current_weapon == ob)
3501 pl->ob->current_weapon = 0;
3553 3502
3554 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3503 if (pl->combat_ob == ob)
3555 { 3504 pl->combat_ob = 0;
3505
3556 if (pl->ranges[i] == ob) 3506 if (pl->ranged_ob == ob)
3557 { 3507 pl->ranged_ob = 0;
3558 pl->ranges[i] = NULL;
3559 if (pl->shoottype == i)
3560 {
3561 pl->shoottype = range_none;
3562 }
3563 }
3564 }
3565} 3508}
3509
3510sint8
3511player::visibility_at (maptile *map, int x, int y) const
3512{
3513 if (!ns)
3514 return 0;
3515
3516 int dx, dy;
3517 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3518 return 0;
3519
3520 x += dx - ns->current_x + ns->mapx / 2;
3521 y += dy - ns->current_y + ns->mapy / 2;
3522
3523 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3524 return 0;
3525
3526 return 100 - blocked_los [x][y];
3527}

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