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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 1.136 by root, Wed May 16 11:10:01 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);
150}
151
152float
153player::weapon_speed () const
154{
155 return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
151} 156}
152 157
153/* This loads the first map an puts the player on it. */ 158/* This loads the first map an puts the player on it. */
154static void 159static void
155set_first_map (object *op) 160set_first_map (object *op)
194 return; 199 return;
195 200
196 terminate_all_pets (ob); 201 terminate_all_pets (ob);
197 remove_friendly_object (ob); 202 remove_friendly_object (ob);
198 ob->deactivate_recursive (); 203 ob->deactivate_recursive ();
204
205 if (ob->map)
206 maplevel = ob->map->path;
207
199 ob->remove (); 208 ob->remove ();
200 ob->map = 0; 209 ob->map = 0;
210 party = 0;
201 211
202 // for weird reasons, this is often "ob", keeping a circular reference 212 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
203 ranges [range_skill] = 0;
204 213
205 players.erase (this); 214 players.erase (this);
206} 215}
207 216
208// connect the player with a specific client 217// connect the player with a specific client
209// also changed, rationalises, and fixes some incorrect settings 218// also changes, rationalises, and fixes some incorrect settings
210void 219void
211player::connect (client *ns) 220player::connect (client *ns)
212{ 221{
213 this->ns = ns; 222 this->ns = ns;
214 ns->pl = this; 223 ns->pl = this;
215 224
225 run_on = 0;
226 fire_on = 0;
227 ob->close_container (); //TODO: client-specific
228
216 ns->update_look = 0; 229 ns->update_look = 0;
217 ns->look_position = 0; 230 ns->look_position = 0;
218 231
219 clear_los (ob); 232 clear_los (ob);
220 233
221//TODO: must move into client 234 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
247 235
248 /* make sure he's a player -- needed because of class change. */ 236 /* make sure he's a player -- needed because of class change. */
249 ob->type = PLAYER; // we are paranoid 237 ob->type = PLAYER; // we are paranoid
250 ob->race = ob->arch->clone.race; 238 ob->race = ob->arch->clone.race;
251 239
252 if (!legal_range (ob, shoottype))
253 shoottype = range_none;
254
255 ob->carrying = sum_weight (ob); 240 ob->carrying = sum_weight (ob);
256 link_player_skills (ob); 241 link_player_skills (ob);
257 242
258 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
259 244
260 assign (title, ob->arch->clone.name); 245 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);
271 246
272 /* if it's a dragon player, set the correct title here */ 247 /* if it's a dragon player, set the correct title here */
273 if (is_dragon_pl (ob)) 248 if (is_dragon_pl (ob))
274 { 249 {
275 object *tmp, *abil = 0, *skin = 0; 250 object *tmp, *abil = 0, *skin = 0;
289 264
290 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
291 266
292 esrv_new_player (this, ob->weight + ob->carrying); 267 esrv_new_player (this, ob->weight + ob->carrying);
293 268
269 for (object *op = ob->inv; op; op = op->below)
270 if (op->flag [FLAG_APPLIED])
271 switch (op->type)
272 {
273 case WAND:
274 case ROD:
275 case HORN:
276 case BOW:
277 case SKILL:
278 case SKILL_TOOL:
279 case WEAPON:
280 apply_special (ob, op, AP_UNAPPLY);
281 apply_special (ob, op, AP_APPLY);
282 break;
283 }
284
294 ob->update_stats (); 285 ob->update_stats ();
295 ns->floorbox_update (); 286 ns->floorbox_update ();
296 287
297 esrv_send_inventory (ob, ob); 288 esrv_send_inventory (ob, ob);
298 esrv_add_spells (this, 0); 289 esrv_add_spells (this, 0);
315 if (active) 306 if (active)
316 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 307 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
317 308
318 INVOKE_PLAYER (DISCONNECT, this); 309 INVOKE_PLAYER (DISCONNECT, this);
319 310
311 ns->reset_stats ();
320 ns->pl = 0; 312 ns->pl = 0;
321 this->ns = 0; 313 ns = 0;
322 } 314 }
315
316 if (ob)
317 ob->close_container (); //TODO: client-specific
323 318
324 deactivate (); 319 deactivate ();
325} 320}
326 321
327// the need for this function can be explained 322// the need for this function can be explained
328// by load_object not returning the object 323// by load_object not returning the object
329void 324void
330player::set_object (object *op) 325player::set_object (object *op)
331{ 326{
332 ob = op; 327 ob = op;
333 ob->contr = this; /* this aren't yet in archetype */ 328 ob->contr = this; /* this aren't yet in archetype */
334 329
335 ob->speed_left = 0.5; 330 ob->speed_left = 0.5f;
336 ob->speed = 1.0; 331 ob->speed = 1.0f;
337 ob->direction = 5; /* So player faces south */ 332 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} 333}
343 334
344player::player () 335player::player ()
345{ 336{
346 /* There are some elements we want initialised to non zero value - 337 /* There are some elements we want initialised to non zero value -
347 * we deal with that below this point. 338 * we deal with that below this point.
348 */ 339 */
349 outputs_sync = 16; /* Every 2 seconds */ 340 outputs_sync = 4;
350 outputs_count = 8; /* Keeps present behaviour */ 341 outputs_count = 4;
351 unapply = unapply_nochoice; 342 unapply = unapply_nochoice;
352 343
353 savebed_map = first_map_path; /* Init. respawn position */ 344 savebed_map = first_map_path; /* Init. respawn position */
354 345
355 gen_sp_armour = 10; 346 gen_sp_armour = 10;
356 shoottype = range_none;
357 bowtype = bow_normal; 347 bowtype = bow_normal;
358 petmode = pet_normal; 348 petmode = pet_normal;
359 listening = 10; 349 listening = 10;
360 usekeys = containers; 350 usekeys = containers;
361 peaceful = 1; /* default peaceful */ 351 peaceful = 1; /* default peaceful */
390player::create () 380player::create ()
391{ 381{
392 player *pl = new player; 382 player *pl = new player;
393 383
394 pl->set_object (arch_to_object (get_player_archetype (0))); 384 pl->set_object (arch_to_object (get_player_archetype (0)));
385
386 pl->ob->roll_stats ();
387 pl->ob->stats.wc = 2;
388 pl->ob->run_away = 25; /* Then we panick... */
389
395 set_first_map (pl->ob); 390 set_first_map (pl->ob);
396 391
397 return pl; 392 return pl;
398} 393}
399 394
545 x = mon->x; 540 x = mon->x;
546 y = mon->y; 541 y = mon->y;
547 m = mon->map; 542 m = mon->map;
548 dir = rv.direction; 543 dir = rv.direction;
549 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 544 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); 545 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
546
551 /* If we can't solve it within the search distance, return now. */ 547 /* If we can't solve it within the search distance, return now. */
552 if (diff > max) 548 if (diff > max)
553 return 0; 549 return 0;
550
554 while (diff > 1 && max > 0) 551 while (diff > 1 && max > 0)
555 { 552 {
556 lastx = x; 553 lastx = x;
557 lasty = y; 554 lasty = y;
558 lastmap = m; 555 lastmap = m;
640 max--; 637 max--;
641 lastdir = dir; 638 lastdir = dir;
642 if (!firstdir) 639 if (!firstdir)
643 firstdir = dir; 640 firstdir = dir;
644 } 641 }
642
645 if (diff <= 1) 643 if (diff <= 1)
646 { 644 {
647 /* Recalculate diff (distance) because we may not have actually 645 /* Recalculate diff (distance) because we may not have actually
648 * headed toward player for entire distance. 646 * headed toward player for entire distance.
649 */ 647 */
650 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 648 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); 649 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
652 } 650 }
651
653 if (diff > max) 652 if (diff > max)
654 return 0; 653 return 0;
655 } 654 }
655
656 /* If we reached the max, didn't find a direction in time */ 656 /* If we reached the max, didn't find a direction in time */
657 if (!max) 657 if (!max)
658 return 0; 658 return 0;
659 659
660 return firstdir; 660 return firstdir;
774roll_stat (void) 774roll_stat (void)
775{ 775{
776 int a[4], i, j, k; 776 int a[4], i, j, k;
777 777
778 for (i = 0; i < 4; i++) 778 for (i = 0; i < 4; i++)
779 a[i] = (int) RANDOM () % 6 + 1; 779 a[i] = (int) rndm (6) + 1;
780 780
781 for (i = 0, j = 0, k = 7; i < 4; i++) 781 for (i = 0, j = 0, k = 7; i < 4; i++)
782 if (a[i] < k) 782 if (a[i] < k)
783 k = a[i], j = i; 783 k = a[i], j = i;
784 784
790} 790}
791 791
792void 792void
793object::roll_stats () 793object::roll_stats ()
794{ 794{
795 int statsort [7]; 795 int statsort [NUM_STATS];
796 796
797 for (;;) 797 for (;;)
798 { 798 {
799 int sum = 0; 799 int sum = 0;
800 for (int i = 7; i--; ) 800 for (int i = NUM_STATS; i--; )
801 sum += statsort [i] = roll_stat (); 801 sum += statsort [i] = roll_stat ();
802 802
803 if (sum >= 82 && sum <= 116) 803 if (sum >= 82 && sum <= 116)
804 break; 804 break;
805 } 805 }
806 806
807 // Sort the stats so that rerolling is easier... 807 // Sort the stats so that rerolling is easier...
808 std::sort (statsort, statsort + 7, std::greater<int>()); 808 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
809 809
810 for (int i = 0; i < NUM_STATS; ++i)
810 stats.Str = statsort[0]; 811 stats.stat (i) = statsort [i];
811 stats.Dex = statsort[1];
812 stats.Con = statsort[2];
813 stats.Int = statsort[3];
814 stats.Wis = statsort[4];
815 stats.Pow = statsort[5];
816 stats.Cha = statsort[6];
817 812
818 stats.exp = 0; 813 stats.exp = 0;
819 stats.ac = 0; 814 stats.ac = 0;
820 815
821 stats.hp = stats.maxhp; 816 stats.hp = stats.maxhp;
833} 828}
834 829
835void 830void
836object::swap_stats (int a, int b) 831object::swap_stats (int a, int b)
837{ 832{
838 int tmp = get_attr_value (&contr->orig_stats, a); 833 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
839 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
840 set_attr_value (&contr->orig_stats, b, tmp);
841 834
835 for (int i = 0; i < NUM_STATS; ++i)
842 stats.Str = contr->orig_stats.Str; 836 stats.stat (i) = contr->orig_stats.stat (i);
843 stats.Dex = contr->orig_stats.Dex;
844 stats.Con = contr->orig_stats.Con;
845 stats.Int = contr->orig_stats.Int;
846 stats.Wis = contr->orig_stats.Wis;
847 stats.Pow = contr->orig_stats.Pow;
848 stats.Cha = contr->orig_stats.Cha;
849 837
850 //TODO: the following code looks so borked and should, at the very least, 838 //TODO: the following code looks so borked and should, at the very least,
851 // be merged with the similar code in roll_stats 839 // be merged with the similar code in roll_stats
852 stats.ac = 0; 840 stats.ac = 0;
853 841
884 * appropriate action with it (change race, or other things). 872 * appropriate action with it (change race, or other things).
885 * The function name is for historical reasons - now we have 873 * The function name is for historical reasons - now we have
886 * separate race and class; this actually changes the RACE, 874 * separate race and class; this actually changes the RACE,
887 * not the class. 875 * not the class.
888 */ 876 */
889int 877void
890key_change_class (object *op, char key) 878player::chargen_race_done ()
891{ 879{
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 */ 880 /* this must before then initial items are given */
899 esrv_new_player (op->contr, op->weight + op->carrying); 881 esrv_new_player (ob->contr, ob->weight + ob->carrying);
900 882
901 treasurelist *tl = find_treasurelist ("starting_wealth"); 883 treasurelist *tl = treasurelist::find ("starting_wealth");
902 if (tl) 884 if (tl)
903 create_treasure (tl, op, 0, 0, 0); 885 create_treasure (tl, ob, 0, 0, 0);
904 886
905 INVOKE_PLAYER (BIRTH, op->contr); 887 INVOKE_PLAYER (BIRTH, ob->contr);
906 INVOKE_PLAYER (LOGIN, op->contr); 888 INVOKE_PLAYER (LOGIN, ob->contr);
907 889
908 op->contr->ns->state = ST_PLAYING; 890 ob->contr->ns->state = ST_PLAYING;
909 891
910 if (op->msg) 892 if (ob->msg)
911 op->msg = NULL; 893 ob->msg = 0;
912 894
913 /* We create this now because some of the unique maps will need it 895 /* We create this now because some of the unique maps will need it
914 * to save here. 896 * to save here.
915 */ 897 */
898 {
899 char buf[MAX_BUF];
916 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 900 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
917 make_path_to_file (buf); 901 make_path_to_file (buf);
902 }
918 903
919#ifdef AUTOSAVE
920 op->contr->last_save_tick = pticks;
921#endif
922 start_info (op); 904 start_info (ob);
923 CLEAR_FLAG (op, FLAG_WIZ); 905 CLEAR_FLAG (ob, FLAG_WIZ);
924 give_initial_items (op, op->randomitems); 906 give_initial_items (ob, ob->randomitems);
925 link_player_skills (op); 907 link_player_skills (ob);
926 esrv_send_inventory (op, op); 908 esrv_send_inventory (ob, ob);
927 op->update_stats (); 909 ob->update_stats ();
928 910
929 /* This moves the player to a different start map, if there 911 /* This moves the player to a different start map, if there
930 * is one for this race 912 * is one for this race
931 */ 913 */
932 if (*first_map_ext_path) 914 if (*first_map_ext_path)
933 { 915 {
934 object *tmp; 916 object *tmp;
935 char mapname[MAX_BUF]; 917 char mapname[MAX_BUF];
936 918
937 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); 919 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
938 tmp = object::create (); 920 tmp = object::create ();
939 EXIT_PATH (tmp) = mapname; 921 EXIT_PATH (tmp) = mapname;
940 EXIT_X (tmp) = op->x; 922 EXIT_X (tmp) = ob->x;
941 EXIT_Y (tmp) = op->y; 923 EXIT_Y (tmp) = ob->y;
942 op->enter_exit (tmp); /* we don't really care if it succeeded; 924 ob->enter_exit (tmp); /* we don't really care if it succeeded;
943 * if the map isn't there, then stay on the 925 * if the map isn't there, then stay on the
944 * default initial map */ 926 * default initial map */
945 tmp->destroy (); 927 tmp->destroy ();
946 } 928 }
947 else 929 else
948 LOG (llevDebug, "first_map_ext_path not set\n"); 930 LOG (llevDebug, "first_map_ext_path not set\n");
931}
949 932
950 return 0; 933void
951 } 934player::chargen_race_next ()
952 935{
953 /* Following actually changes the race - this is the default command 936 /* Following actually changes the race - this is the default command
954 * if we don't match with one of the options above. 937 * if we don't match with one of the options above.
955 */ 938 */
956 939
957 tmp_loop = 0; 940 do
958 while (!tmp_loop)
959 { 941 {
960 shstr name = op->name; 942 shstr name = ob->name;
961 int x = op->x, y = op->y; 943 int x = ob->x, y = ob->y;
962 944
963 op->remove_statbonus (); 945 ob->remove_statbonus ();
964 op->remove (); 946 ob->remove ();
965 op->arch = get_player_archetype (op->arch); 947 ob->arch = get_player_archetype (ob->arch);
966 op->arch->clone.copy_to (op); 948 ob->arch->clone.copy_to (ob);
967 op->instantiate (); 949 ob->instantiate ();
968 op->stats = op->contr->orig_stats; 950 ob->stats = ob->contr->orig_stats;
969 op->name = op->name_pl = name; 951 ob->name = ob->name_pl = name;
970 op->x = x; 952 ob->x = x;
971 op->y = y; 953 ob->y = y;
972 SET_ANIMATION (op, 2); /* So player faces south */ 954 SET_ANIMATION (ob, 2); /* So player faces south */
973 insert_ob_in_map (op, op->map, op, 0); 955 insert_ob_in_map (ob, ob->map, ob, 0);
974 assign (op->contr->title, op->arch->clone.name); 956 assign (ob->contr->title, ob->arch->clone.name);
975 op->add_statbonus (); 957 ob->add_statbonus ();
976 tmp_loop = allowed_class (op);
977 } 958 }
959 while (!allowed_class (ob));
978 960
979 update_object (op, UP_OBJ_FACE); 961 update_object (ob, UP_OBJ_FACE);
980 esrv_update_item (UPD_FACE, op, op); 962 esrv_update_item (UPD_FACE, ob, ob);
981 op->update_stats (); 963 ob->update_stats ();
982 op->stats.hp = op->stats.maxhp; 964 ob->stats.hp = ob->stats.maxhp;
983 op->stats.sp = op->stats.maxsp; 965 ob->stats.sp = ob->stats.maxsp;
984 op->stats.grace = 0; 966 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} 967}
992 968
993void 969void
994flee_player (object *op) 970flee_player (object *op)
995{ 971{
1042 /* Cornered, get rid of scared */ 1018 /* Cornered, get rid of scared */
1043 CLEAR_FLAG (op, FLAG_SCARED); 1019 CLEAR_FLAG (op, FLAG_SCARED);
1044 op->enemy = NULL; 1020 op->enemy = NULL;
1045} 1021}
1046 1022
1047
1048/* check_pick sees if there is stuff to be picked up/picks up stuff. 1023/* check_pick sees if there is stuff to be picked up/picks up stuff.
1049 * IT returns 1 if the player should keep on moving, 0 if he should 1024 * It returns 1 if the player should keep on moving, 0 if he should
1050 * stop. 1025 * stop.
1051 */ 1026 */
1052int 1027int
1053check_pick (object *op) 1028check_pick (object *op)
1054{ 1029{
1055 object *tmp, *next; 1030 object *tmp, *next;
1056 int stop = 0; 1031 int stop = 0;
1057 int j, k, wvratio; 1032 int wvratio;
1058 char putstring[128], tmpstr[16]; 1033 char putstring[128];
1059 1034
1060 /* if you're flying, you cna't pick up anything */ 1035 /* if you're flying, you cna't pick up anything */
1061 if (op->move_type & MOVE_FLYING) 1036 if (op->move_type & MOVE_FLYING)
1062 return 1; 1037 return 1;
1063 1038
1400 * found object is returned. 1375 * found object is returned.
1401 */ 1376 */
1402object * 1377object *
1403find_arrow (object *op, const char *type) 1378find_arrow (object *op, const char *type)
1404{ 1379{
1405 object *tmp = NULL; 1380 object *tmp = 0;
1406 1381
1407 for (op = op->inv; op; op = op->below) 1382 for (op = op->inv; op; op = op->below)
1408 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1383 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1409 tmp = find_arrow (op, type); 1384 tmp = find_arrow (op, type);
1410 else if (op->type == ARROW && op->race == type) 1385 else if (op->type == ARROW && op->race == type)
1411 return op; 1386 return op;
1387
1412 return tmp; 1388 return tmp;
1413} 1389}
1414 1390
1415/* 1391/*
1416 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1392 * 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 1393 * 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 1394 * 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. 1395 * the hall. Failing that it does it's best to pick the highest plus arrow.
1420 */ 1396 */
1421
1422object * 1397object *
1423find_better_arrow (object *op, object *target, const char *type, int *better) 1398find_better_arrow (object *op, object *target, const char *type, int *better)
1424{ 1399{
1425 object *tmp = NULL, *arrow, *ntmp; 1400 object *tmp = NULL, *arrow, *ntmp;
1426 int attacknum, attacktype, betterby = 0, i; 1401 int attacknum, attacktype, betterby = 0, i;
1492 * find_better_arrow to find a decent arrow to use. 1467 * find_better_arrow to find a decent arrow to use.
1493 * op = the shooter 1468 * op = the shooter
1494 * type = bow->race 1469 * type = bow->race
1495 * dir = fire direction 1470 * dir = fire direction
1496 */ 1471 */
1497
1498object * 1472object *
1499pick_arrow_target (object *op, const char *type, int dir) 1473pick_arrow_target (object *op, const char *type, int dir)
1500{ 1474{
1501 object *tmp = NULL; 1475 object *tmp = NULL;
1502 maptile *m; 1476 maptile *m;
1567 */ 1541 */
1568int 1542int
1569fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1543fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1570{ 1544{
1571 object *left, *bow; 1545 object *left, *bow;
1572 int bowspeed, mflags; 1546 int mflags;
1573 maptile *m; 1547 maptile *m;
1574 1548
1575 if (!dir) 1549 if (!dir)
1576 { 1550 {
1577 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1551 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1578 return 0; 1552 return 0;
1579 } 1553 }
1580 1554
1581 if (op->type == PLAYER) 1555 if (op->contr)
1582 bow = op->contr->ranges[range_bow]; 1556 bow = op->current_weapon;
1583 else 1557 else
1584 { 1558 {
1585 for (bow = op->inv; bow; bow = bow->below) 1559 for (bow = op->inv; bow; bow = bow->below)
1586 /* Don't check for applied - monsters don't apply bows - in that way, they 1560 /* 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. 1561 * don't need to switch back and forth between bows and weapons.
1592 if (!bow) 1566 if (!bow)
1593 { 1567 {
1594 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1568 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1595 return 0; 1569 return 0;
1596 } 1570 }
1571
1572 // optimisation: move object to top so we will find it quickly again
1573 if (bow->below)
1574 {
1575 bow->remove ();
1576 op->insert (bow);
1577 }
1578
1597 } 1579 }
1598 1580
1599 if (!bow->race || !bow->skill) 1581 if (!bow->race || !bow->skill)
1600 { 1582 {
1601 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1583 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1602 return 0; 1584 return 0;
1603 } 1585 }
1604
1605 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1606
1607 /* penalize ROF for bestarrow */
1608 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1609 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1610
1611 if (bowspeed < 1)
1612 bowspeed = 1;
1613 1586
1614 if (arrow == NULL) 1587 if (arrow == NULL)
1615 { 1588 {
1616 if ((arrow = find_arrow (op, bow->race)) == NULL) 1589 if ((arrow = find_arrow (op, bow->race)) == NULL)
1617 { 1590 {
1618 if (op->type == PLAYER) 1591 if (op->type == PLAYER)
1619 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1592 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 */ 1593 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1621 else 1594 else
1622 CLEAR_FLAG (op, FLAG_READY_BOW); 1595 CLEAR_FLAG (op, FLAG_READY_BOW);
1596
1623 return 0; 1597 return 0;
1624 } 1598 }
1625 } 1599 }
1626 1600
1627 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1601 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1651 1625
1652 arrow->set_owner (op); 1626 arrow->set_owner (op);
1653 arrow->skill = bow->skill; 1627 arrow->skill = bow->skill;
1654 arrow->direction = dir; 1628 arrow->direction = dir;
1655 1629
1630 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1631 arrow->stats.hp = arrow->stats.dam;
1632 arrow->stats.grace = arrow->attacktype;
1633
1634 if (arrow->slaying)
1635 arrow->spellarg = strdup (arrow->slaying);
1636
1637 if (player *pl = op->contr)
1638 {
1639 if (!pl->has_hit)
1640 {
1641 pl->has_hit = 1;
1642 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1643 }
1644#if 0
1645 float speed = pl->weapon_sp;
1646
1647 /* penalize ROF for bestarrow */
1648 if (pl->bowtype == bow_bestarrow)
1649 speed *= .9f;
1650 else
1651 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1652
1653 op->speed_left += speed - op->speed;
1654#endif
1655 }
1656
1657 SET_ANIMATION (arrow, arrow->direction);
1658
1659 /* update the speed */
1660 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1661 + bow->stats.dam / 7.0;
1662
1663 arrow->set_speed (max (arrow->speed, 2.0));
1664 arrow->speed_left = 0;
1665
1666 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1667
1656 if (op->type == PLAYER) 1668 if (op->type == PLAYER)
1657 { 1669 {
1658 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1659 op->update_stats ();
1660 }
1661
1662 SET_ANIMATION (arrow, arrow->direction);
1663 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1664 arrow->stats.hp = arrow->stats.dam;
1665 arrow->stats.grace = arrow->attacktype;
1666 if (arrow->slaying != NULL)
1667 arrow->spellarg = strdup (arrow->slaying);
1668
1669 /* Note that this was different for monsters - they got their level
1670 * added to the damage. I think the strength bonus is more proper.
1671 */
1672
1673 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1674
1675 /* update the speed */
1676 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1677 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1678
1679 arrow->set_speed (max (arrow->speed, 1.0));
1680 arrow->speed_left = 0;
1681
1682 if (op->type == PLAYER)
1683 {
1684 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1685 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1686 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1687
1688 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1670 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1671 wc -= dex_bonus[op->stats.Dex];
1672
1673 if (!arrow->slaying)
1674 arrow->slaying = op->slaying;
1675
1676 arrow->attacktype |= op->attacktype;
1689 } 1677 }
1690 else 1678 else
1691 { 1679 {
1692 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1693 arrow->level = op->level; 1680 arrow->level = op->level;
1694 } 1681 arrow->stats.wc -= bow->magic;
1695 1682
1696 if (arrow->attacktype == AT_PHYSICAL) 1683 if (!arrow->slaying)
1684 arrow->slaying = bow->slaying;
1685
1697 arrow->attacktype |= bow->attacktype; 1686 arrow->attacktype |= bow->attacktype;
1687 }
1698 1688
1699 if (bow->slaying) 1689 wc -= arrow->level;
1700 arrow->slaying = bow->slaying; 1690 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1701 1691
1692 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1702 arrow->move_type = MOVE_FLY_LOW; 1693 arrow->move_type = MOVE_FLY_LOW;
1703 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1694 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1704 1695
1705 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1696 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1706 m->insert (arrow, sx, sy, op); 1697 m->insert (arrow, sx, sy, op);
1731{ 1722{
1732 int ret = 0, wcmod = 0; 1723 int ret = 0, wcmod = 0;
1733 1724
1734 if (op->contr->bowtype == bow_bestarrow) 1725 if (op->contr->bowtype == bow_bestarrow)
1735 { 1726 {
1736 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1727 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1737 } 1728 }
1738 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1729 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1739 { 1730 {
1740 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1731 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1741 wcmod = -1; 1732 wcmod = -1;
1751 else if (op->contr->bowtype == bow_spreadshot) 1742 else if (op->contr->bowtype == bow_spreadshot)
1752 { 1743 {
1753 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);
1754 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1745 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1755 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1746 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1756
1757 } 1747 }
1758 else 1748 else
1759 { 1749 {
1760 /* Simple case */ 1750 /* Simple case */
1761 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1751 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1762 } 1752 }
1753
1763 return ret; 1754 return ret;
1764} 1755}
1765
1766 1756
1767/* Fires a misc (wand/rod/horn) object in 'dir'. 1757/* Fires a misc (wand/rod/horn) object in 'dir'.
1768 * Broken apart from 'fire' to keep it more readable. 1758 * Broken apart from 'fire' to keep it more readable.
1769 */ 1759 */
1770void 1760void
1771fire_misc_object (object *op, int dir) 1761fire_misc_object (object *op, int dir)
1772{ 1762{
1773 object *item; 1763 object *item = op->contr->ranged_ob;
1774 1764
1775 if (!op->contr->ranges[range_misc]) 1765 if (!item)
1776 { 1766 {
1777 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1767 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1778 return; 1768 return;
1779 } 1769 }
1780 1770
1781 item = op->contr->ranges[range_misc];
1782 if (!item->inv) 1771 if (!item->inv)
1783 { 1772 {
1784 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1773 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1785 return; 1774 return;
1786 } 1775 }
1776
1777 if (!op->change_weapon (item))
1778 return;
1779
1787 if (item->type == WAND) 1780 if (item->type == WAND)
1788 { 1781 {
1789 if (item->stats.food <= 0) 1782 if (item->stats.food <= 0)
1790 { 1783 {
1791 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1784 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1792 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1785 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1786
1793 return; 1787 return;
1794 } 1788 }
1795 } 1789 }
1796 else if (item->type == ROD || item->type == HORN) 1790 else if (item->type == ROD || item->type == HORN)
1797 { 1791 {
1798 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1792 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1799 { 1793 {
1800 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1794 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1795
1801 if (item->type == ROD) 1796 if (item->type == ROD)
1802 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1797 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1803 else 1798 else
1804 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1799 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1800
1805 return; 1801 return;
1806 } 1802 }
1807 } 1803 }
1808 1804
1809 if (cast_spell (op, item, dir, item->inv, NULL)) 1805 if (cast_spell (op, item, dir, item->inv, NULL))
1840 1836
1841 /* check for loss of invisiblity/hide */ 1837 /* check for loss of invisiblity/hide */
1842 if (action_makes_visible (op)) 1838 if (action_makes_visible (op))
1843 make_visible (op); 1839 make_visible (op);
1844 1840
1845 switch (op->contr->shoottype) 1841 player *pl = op->contr;
1842
1843 if (pl->golem)
1846 { 1844 {
1847 case range_none: 1845 control_golem (op->contr->golem, dir);
1848 return; 1846 return;
1847 }
1849 1848
1850 case range_bow: 1849 object *ob = pl->ranged_ob;
1850
1851 if (!ob)
1852 return;
1853
1854 if (!op->change_weapon (ob))
1855 return;
1856
1857 switch (ob->type)
1858 {
1859 case BOW:
1851 player_fire_bow (op, dir); 1860 player_fire_bow (op, dir);
1852 return; 1861 break;
1853 1862
1854 case range_magic: /* Casting spells */ 1863 case SPELL:
1855 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1864 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1856 return; 1865 break;
1857 1866
1858 case range_misc: 1867 case BUILDER:
1868 apply_map_builder (op, dir);
1869 break;
1870
1871 case SKILL:
1872 do_skill (op, op, ob, dir, 0);
1873 break;
1874
1875 default:
1859 fire_misc_object (op, dir); 1876 fire_misc_object (op, dir);
1860 return; 1877 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 } 1878 }
1889} 1879}
1890
1891
1892 1880
1893/* find_key 1881/* find_key
1894 * We try to find a key for the door as passed. If we find a key 1882 * 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 1883 * and successfully use it, we return the key, otherwise NULL
1896 * This function merges both normal and locked door, since the logic 1884 * This function merges both normal and locked door, since the logic
1898 * pl is the player, 1886 * pl is the player,
1899 * inv is the objects inventory to searched 1887 * inv is the objects inventory to searched
1900 * door is the door we are trying to match against. 1888 * door is the door we are trying to match against.
1901 * This function can be called recursively to search containers. 1889 * This function can be called recursively to search containers.
1902 */ 1890 */
1903
1904object * 1891object *
1905find_key (object *pl, object *container, object *door) 1892find_key (object *pl, object *container, object *door)
1906{ 1893{
1907 object *tmp, *key; 1894 object *tmp, *key;
1908 1895
1909 /* Should not happen, but sanity checking is never bad */ 1896 /* Should not happen, but sanity checking is never bad */
1910 if (container->inv == NULL) 1897 if (!container->inv)
1911 return NULL; 1898 return 0;
1912 1899
1913 /* First, lets try to find a key in the top level inventory */ 1900 /* First, lets try to find a key in the top level inventory */
1914 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1901 for (tmp = container->inv; tmp; tmp = tmp->below)
1915 { 1902 {
1916 if (door->type == DOOR && tmp->type == KEY) 1903 if (door->type == DOOR && tmp->type == KEY)
1917 break; 1904 break;
1918 /* For sanity, we should really check door type, but other stuff 1905 /* For sanity, we should really check door type, but other stuff
1919 * (like containers) can be locked with special keys 1906 * (like containers) can be locked with special keys
1920 */ 1907 */
1921 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1908 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1922 break; 1909 break;
1923 } 1910 }
1911
1924 /* No key found - lets search inventories now */ 1912 /* No key found - lets search inventories now */
1925 /* If we find and use a key in an inventory, return at that time. 1913 /* 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 1914 * otherwise, if we search all the inventories and still don't find
1927 * a key, return 1915 * a key, return
1928 */ 1916 */
1929 if (!tmp) 1917 if (!tmp)
1930 { 1918 {
1931 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1919 for (tmp = container->inv; tmp; tmp = tmp->below)
1932 { 1920 {
1933 /* No reason to search empty containers */ 1921 /* No reason to search empty containers */
1934 if (tmp->type == CONTAINER && tmp->inv) 1922 if (tmp->type == CONTAINER && tmp->inv)
1935 { 1923 {
1936 if ((key = find_key (pl, tmp, door)) != NULL) 1924 if ((key = find_key (pl, tmp, door)))
1937 return key; 1925 return key;
1938 } 1926 }
1939 } 1927 }
1928
1940 if (!tmp) 1929 if (!tmp)
1941 return NULL; 1930 return NULL;
1942 } 1931 }
1932
1943 /* We get down here if we have found a key. Now if its in a container, 1933 /* 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 1934 * see if we actually want to use it
1945 */ 1935 */
1946 if (pl != container) 1936 if (pl != container)
1947 { 1937 {
1968 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1958 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)); 1959 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1970 return NULL; 1960 return NULL;
1971 } 1961 }
1972 } 1962 }
1963
1973 return tmp; 1964 return tmp;
1974} 1965}
1975 1966
1976/* moved door processing out of move_player_attack. 1967/* moved door processing out of move_player_attack.
1977 * returns 1 if player has opened the door with a key 1968 * returns 1 if player has opened the door with a key
1991 if (key) 1982 if (key)
1992 { 1983 {
1993 object *container = key->env; 1984 object *container = key->env;
1994 1985
1995 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1986 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1987
1996 if (action_makes_visible (op)) 1988 if (action_makes_visible (op))
1997 make_visible (op); 1989 make_visible (op);
1990
1998 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1991 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1999 spring_trap (door->inv, op); 1992 spring_trap (door->inv, op);
1993
2000 if (door->type == DOOR) 1994 if (door->type == DOOR)
2001 {
2002 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1995 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2003 }
2004 else if (door->type == LOCKED_DOOR) 1996 else if (door->type == LOCKED_DOOR)
2005 { 1997 {
2006 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1998 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 ;-) */ 1999 remove_door2 (door); /* remove door without violence ;-) */
2008 } 2000 }
2001
2009 /* Do this after we print the message */ 2002 /* Do this after we print the message */
2010 decrease_ob (key); /* Use up one of the keys */ 2003 decrease_ob (key); /* Use up one of the keys */
2011 /* Need to update the weight the container the key was in */ 2004 /* Need to update the weight the container the key was in */
2012 if (container != op) 2005 if (container != op)
2013 esrv_update_item (UPD_WEIGHT, op, container); 2006 esrv_update_item (UPD_WEIGHT, op, container);
2007
2014 return 1; /* Nothing more to do below */ 2008 return 1; /* Nothing more to do below */
2015 } 2009 }
2016 else if (door->type == LOCKED_DOOR) 2010 else if (door->type == LOCKED_DOOR)
2017 { 2011 {
2018 /* Might as well return now - no other way to open this */ 2012 /* Might as well return now - no other way to open this */
2019 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2013 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2020 return 1; 2014 return 1;
2021 } 2015 }
2016
2022 return 0; 2017 return 0;
2023} 2018}
2024 2019
2025/* This function is just part of a breakup from move_player. 2020/* This function is just part of a breakup from move_player.
2026 * It should keep the code cleaner. 2021 * It should keep the code cleaner.
2030 */ 2025 */
2031void 2026void
2032move_player_attack (object *op, int dir) 2027move_player_attack (object *op, int dir)
2033{ 2028{
2034 object *tmp, *mon; 2029 object *tmp, *mon;
2035 sint16 nx, ny;
2036 int on_battleground; 2030 int on_battleground;
2037 maptile *m; 2031 maptile *m;
2038 2032
2039 nx = freearr_x[dir] + op->x; 2033 sint16 nx = freearr_x[dir] + op->x;
2040 ny = freearr_y[dir] + op->y; 2034 sint16 ny = freearr_y[dir] + op->y;
2041 2035
2042 on_battleground = op_on_battleground (op, 0, 0); 2036 on_battleground = op_on_battleground (op, 0, 0);
2043 2037
2044 /* If braced, or can't move to the square, and it is not out of the 2038 /* 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 2039 * 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 */ 2119 /* If we're braced, we don't want to switch places with it */
2126 if (op->contr->braced) 2120 if (op->contr->braced)
2127 return; 2121 return;
2128 2122
2129 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2123 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2130 (void) push_ob (mon, dir, op); 2124 push_ob (mon, dir, op);
2131 if (op->contr->tmp_invis || op->hide) 2125 if (op->contr->tmp_invis || op->hide)
2132 make_visible (op); 2126 make_visible (op);
2133 2127
2134 return; 2128 return;
2135 } 2129 }
2180 * that party_number -1 is no party, so attacks can still happen. 2174 * that party_number -1 is no party, so attacks can still happen.
2181 */ 2175 */
2182 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2176 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2183 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2177 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2184 { 2178 {
2185
2186 /* If the player hasn't hit something this tick, and does
2187 * so, give them speed boost based on weapon speed. Doing
2188 * it here is better than process_players2, which basically
2189 * incurred a 1 tick offset.
2190 */
2191 if (!op->contr->has_hit) 2179 if (!op->contr->has_hit)
2192 { 2180 {
2181 op->contr->has_hit = 1;
2193 op->speed_left += op->speed / op->contr->weapon_sp; 2182 op->speed_left += op->contr->weapon_speed () - op->speed;
2194
2195 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2196 } 2183 }
2197 2184
2198 skill_attack (mon, op, 0, 0, 0); 2185 skill_attack (mon, op, 0, 0, 0);
2199 2186
2200 /* If attacking another player, that player gets automatic 2187 /* If attacking another player, that player gets automatic
2232 return 0; 2219 return 0;
2233 } 2220 }
2234 2221
2235 /* peterm: added following line */ 2222 /* peterm: added following line */
2236 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2223 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2237 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2224 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2238 2225
2239 op->facing = dir; 2226 op->facing = dir;
2240 2227
2241 if (op->hide) 2228 if (op->hide)
2242 do_hidden_move (op); 2229 do_hidden_move (op);
2275 * Returns true if there are more actions we can do. 2262 * Returns true if there are more actions we can do.
2276 */ 2263 */
2277int 2264int
2278handle_newcs_player (object *op) 2265handle_newcs_player (object *op)
2279{ 2266{
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)) 2267 if (QUERY_FLAG (op, FLAG_SCARED))
2301 { 2268 {
2302 flee_player (op); 2269 flee_player (op);
2270
2303 /* If player is still scared, that is his action for this tick */ 2271 /* If player is still scared, that is his action for this tick */
2304 if (QUERY_FLAG (op, FLAG_SCARED)) 2272 if (op->flag [FLAG_SCARED])
2305 { 2273 {
2306 op->speed_left--; 2274 --op->speed_left;
2307 return 0; 2275 return 0;
2308 } 2276 }
2309 } 2277 }
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 2278
2319 /* call this here - we also will call this in do_ericserver, but 2279 /* call this here - we also will call this in do_ericserver, but
2320 * the players time has been increased when doericserver has been 2280 * the players time has been increased when doericserver has been
2321 * called, so we recheck it here. 2281 * called, so we recheck it here.
2322 */ 2282 */
2323 if (op->contr->ns->handle_command ()) 2283 if (op->contr->ns->handle_command ())
2324 return 1; 2284 return 1;
2325 2285
2326 if (op->speed_left > 0) 2286 if (op->speed_left > 0.f)
2327 { 2287 {
2328 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2288 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2329 { 2289 {
2330 /* All move commands take 1 tick, at least for now */ 2290 /* All move commands take 1 tick, at least for now */
2331 op->speed_left--; 2291 --op->speed_left;
2332 2292
2333 /* Instead of all the stuff below, let move_player take care 2293 /* Instead of all the stuff below, let move_player take care
2334 * of it. Also, some of the skill stuff is only put in 2294 * of it. Also, some of the skill stuff is only put in
2335 * there, as well as the confusion stuff. 2295 * there, as well as the confusion stuff.
2336 */ 2296 */
2337 move_player (op, op->direction); 2297 move_player (op, op->direction);
2338 2298
2339 return op->speed_left > 0; 2299 return op->speed_left > 0.f;
2340 } 2300 }
2341 } 2301 }
2342 2302
2343 return 0; 2303 return 0;
2344} 2304}
2383 * from. 2343 * from.
2384 */ 2344 */
2385void 2345void
2386remove_unpaid_objects (object *op, object *env) 2346remove_unpaid_objects (object *op, object *env)
2387{ 2347{
2388 object *next;
2389
2390 while (op) 2348 while (op)
2391 { 2349 {
2392 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2350 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2393 2351
2394 if (QUERY_FLAG (op, FLAG_UNPAID)) 2352 if (QUERY_FLAG (op, FLAG_UNPAID))
2460 int rate_grace = 2000; 2418 int rate_grace = 2000;
2461 const int max_hp = 1; 2419 const int max_hp = 1;
2462 const int max_sp = 1; 2420 const int max_sp = 1;
2463 const int max_grace = 1; 2421 const int max_grace = 1;
2464 2422
2465 if (op->contr->outputs_sync) 2423 if (op->contr->hidden)
2424 {
2425 op->invisible = 1000;
2426 /* the socket code flashes the player visible/invisible
2427 * depending on the value of invisible, so we need to
2428 * alternate it here for it to work correctly.
2429 */
2430 if (pticks & 2)
2431 op->invisible--;
2466 { 2432 }
2467 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2433 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) 2434 {
2469 flush_output_element (op, &op->contr->outputs[i]); 2435 if (!op->invisible--)
2436 {
2437 make_visible (op);
2438 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2439 }
2470 } 2440 }
2471 2441
2472 if (op->contr->ns->state == ST_PLAYING) 2442 if (op->contr->ns->state == ST_PLAYING)
2473 { 2443 {
2474 /* these next three if clauses make it possible to SLOW DOWN 2444 /* these next three if clauses make it possible to SLOW DOWN
2496 gen_grace = op->stats.maxgrace; 2466 gen_grace = op->stats.maxgrace;
2497 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2467 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2498 } 2468 }
2499 2469
2500 /* Regenerate Spell Points */ 2470 /* Regenerate Spell Points */
2501 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2471 if (!op->contr->golem && --op->last_sp < 0)
2502 { 2472 {
2503 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2473 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) 2474 if (op->stats.sp < op->stats.maxsp)
2505 { 2475 {
2506 op->stats.sp++; 2476 op->stats.sp++;
2724 tmp->name = buf; 2694 tmp->name = buf;
2725 sprintf (buf, " This finger has been cut off %s\n" 2695 sprintf (buf, " This finger has been cut off %s\n"
2726 " the %s, when he was defeated at\n level %d by %s.\n", 2696 " 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); 2697 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2728 tmp->msg = buf; 2698 tmp->msg = buf;
2729 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2699 tmp->value = 0, tmp->type = 0;
2730 tmp->materialname = NULL; 2700 tmp->materialname = "organics";
2731 tmp->insert_at (op, tmp); 2701 tmp->insert_at (op, tmp);
2732 } 2702 }
2733 2703
2734 /* teleport defeated player to new destination */ 2704 /* teleport defeated player to new destination */
2735 transfer_ob (op, x, y, 0, NULL); 2705 transfer_ob (op, x, y, 0, NULL);
2931 op->stats.hp = op->stats.maxhp; 2901 op->stats.hp = op->stats.maxhp;
2932 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2902 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2933 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2903 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2934 2904
2935 /* 2905 /*
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 2906 * Check to see if the player has any unpaid items. If so, remove them
2938 * in the map. 2907 * and put them back in the map.
2939 */ 2908 */
2940
2941 if (is_in_shop (op))
2942 remove_unpaid_objects (op->inv, op); 2909 remove_unpaid_objects (op->inv, op);
2943 2910
2944 /****************************************/ 2911 /****************************************/
2945 /* */ 2912 /* */
2946 /* Move player to his current respawn- */ 2913 /* Move player to his current respawn- */
2947 /* position (usually last savebed) */ 2914 /* position (usually last savebed) */
2967 object *force; 2934 object *force;
2968 int at; 2935 int at;
2969 2936
2970 force = get_archetype (FORCE_NAME); 2937 force = get_archetype (FORCE_NAME);
2971 /* 50 ticks should be enough time for the spell to abate */ 2938 /* 50 ticks should be enough time for the spell to abate */
2972 force->speed = 0.1; 2939 force->speed = 0.1f;
2973 force->speed_left = -5.0; 2940 force->speed_left = -5.f;
2974 SET_FLAG (force, FLAG_APPLIED); 2941 SET_FLAG (force, FLAG_APPLIED);
2975 for (at = 0; at < NROFATTACKS; at++) 2942 for (at = 0; at < NROFATTACKS; at++)
2976 if (will_kill_again & (1 << at)) 2943 if (will_kill_again & (1 << at))
2977 force->resist[at] = 100; 2944 force->resist[at] = 100;
2978 2945
2987void 2954void
2988loot_object (object *op) 2955loot_object (object *op)
2989{ /* Grab and destroy some treasure */ 2956{ /* Grab and destroy some treasure */
2990 object *tmp, *tmp2, *next; 2957 object *tmp, *tmp2, *next;
2991 2958
2992 if (op->container) 2959 op->close_container (); /* close open sack first */
2993 esrv_apply_container (op, op->container); /* close open sack first */
2994 2960
2995 for (tmp = op->inv; tmp; tmp = next) 2961 for (tmp = op->inv; tmp; tmp = next)
2996 { 2962 {
2997 next = tmp->below; 2963 next = tmp->below;
2998 2964
2999 if (tmp->invisible) 2965 if (tmp->invisible)
3000 continue; 2966 continue;
3001 2967
3002 tmp->remove (); 2968 tmp->remove ();
3003 tmp->x = op->x, tmp->y = op->y; 2969 tmp->x = op->x, tmp->y = op->y;
2970
3004 if (tmp->type == CONTAINER) 2971 if (tmp->type == CONTAINER)
3005 { /* empty container to ground */ 2972 loot_object (tmp); /* empty container to ground */
3006 loot_object (tmp); 2973
3007 }
3008 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2974 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3009 { 2975 {
3010 if (tmp->nrof > 1) 2976 if (tmp->nrof > 1)
3011 { 2977 {
3012 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2978 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3013 tmp2->destroy (); 2979 tmp2->destroy ();
3024/* 2990/*
3025 * fix_weight(): Check recursively the weight of all players, and fix 2991 * fix_weight(): Check recursively the weight of all players, and fix
3026 * what needs to be fixed. Refresh windows and fix speed if anything 2992 * what needs to be fixed. Refresh windows and fix speed if anything
3027 * was changed. 2993 * was changed.
3028 */ 2994 */
3029
3030void 2995void
3031fix_weight (void) 2996fix_weight (void)
3032{ 2997{
3033 for_all_players (pl) 2998 for_all_players (pl)
3034 { 2999 {
3094 if (op->type == PLAYER) 3059 if (op->type == PLAYER)
3095 { 3060 {
3096 op->contr->tmp_invis = 0; 3061 op->contr->tmp_invis = 0;
3097 op->contr->invis_race = 0; 3062 op->contr->invis_race = 0;
3098 } 3063 }
3064
3099 update_object (op, UP_OBJ_FACE); 3065 update_object (op, UP_OBJ_CHANGE);
3100} 3066}
3101 3067
3102int 3068int
3103is_true_undead (object *op) 3069is_true_undead (object *op)
3104{ 3070{
3105 object *tmp = NULL;
3106
3107 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3071 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3108 return 1; 3072 return 1;
3109 3073
3110 return 0; 3074 return 0;
3111} 3075}
3399 char buf[MAX_BUF]; /* tmp. string buffer */ 3363 char buf[MAX_BUF]; /* tmp. string buffer */
3400 int i = 0, j = 0; 3364 int i = 0, j = 0;
3401 3365
3402 /* get the appropriate treasurelist */ 3366 /* get the appropriate treasurelist */
3403 if (atnr == ATNR_FIRE) 3367 if (atnr == ATNR_FIRE)
3404 trlist = find_treasurelist ("dragon_ability_fire"); 3368 trlist = treasurelist::find ("dragon_ability_fire");
3405 else if (atnr == ATNR_COLD) 3369 else if (atnr == ATNR_COLD)
3406 trlist = find_treasurelist ("dragon_ability_cold"); 3370 trlist = treasurelist::find ("dragon_ability_cold");
3407 else if (atnr == ATNR_ELECTRICITY) 3371 else if (atnr == ATNR_ELECTRICITY)
3408 trlist = find_treasurelist ("dragon_ability_elec"); 3372 trlist = treasurelist::find ("dragon_ability_elec");
3409 else if (atnr == ATNR_POISON) 3373 else if (atnr == ATNR_POISON)
3410 trlist = find_treasurelist ("dragon_ability_poison"); 3374 trlist = treasurelist::find ("dragon_ability_poison");
3411 3375
3412 if (trlist == NULL || who->type != PLAYER) 3376 if (trlist == NULL || who->type != PLAYER)
3413 return; 3377 return;
3414 3378
3415 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3379 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3547 * not readied. 3511 * not readied.
3548 */ 3512 */
3549void 3513void
3550player_unready_range_ob (player *pl, object *ob) 3514player_unready_range_ob (player *pl, object *ob)
3551{ 3515{
3552 rangetype i; 3516 if (pl->ob->current_weapon == ob)
3517 pl->ob->current_weapon = 0;
3553 3518
3554 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3519 if (pl->combat_ob == ob)
3555 { 3520 pl->combat_ob = 0;
3521
3556 if (pl->ranges[i] == ob) 3522 if (pl->ranged_ob == ob)
3557 { 3523 pl->ranged_ob = 0;
3558 pl->ranges[i] = NULL;
3559 if (pl->shoottype == i)
3560 {
3561 pl->shoottype = range_none;
3562 }
3563 }
3564 }
3565} 3524}
3525
3526sint8
3527player::visibility_at (maptile *map, int x, int y) const
3528{
3529 if (!ns)
3530 return 0;
3531
3532 int dx, dy;
3533 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3534 return 0;
3535
3536 x += dx - ns->current_x + ns->mapx / 2;
3537 y += dy - ns->current_y + ns->mapy / 2;
3538
3539 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3540 return 0;
3541
3542 return 100 - blocked_los [x][y];
3543}

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