ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.96 by root, Mon Jan 8 19:25:53 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
213 this->ns = ns; 217 this->ns = ns;
214 ns->pl = this; 218 ns->pl = this;
215 219
216 run_on = 0; 220 run_on = 0;
217 fire_on = 0; 221 fire_on = 0;
222 ob->close_container (); //TODO: client-specific
218 223
219 ns->update_look = 0; 224 ns->update_look = 0;
220 ns->look_position = 0; 225 ns->look_position = 0;
221 226
222 clear_los (ob); 227 clear_los (ob);
225 230
226 /* make sure he's a player -- needed because of class change. */ 231 /* make sure he's a player -- needed because of class change. */
227 ob->type = PLAYER; // we are paranoid 232 ob->type = PLAYER; // we are paranoid
228 ob->race = ob->arch->clone.race; 233 ob->race = ob->arch->clone.race;
229 234
230 if (!legal_range (ob, shoottype))
231 shoottype = range_none;
232
233 ob->carrying = sum_weight (ob); 235 ob->carrying = sum_weight (ob);
234 link_player_skills (ob); 236 link_player_skills (ob);
235 237
236 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 238 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
237 239
238 assign (title, ob->arch->clone.name); 240 assign (title, ob->arch->clone.name);
239
240 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
241 * from the class, and not race. I don't see any way to get the class information
242 * to then update this. I don't think this will actually break anything - anyone
243 * that can use armour should be able to use a shield. What this may 'break'
244 * are features new characters get, eg, if someone starts up with a Q, they
245 * should be able to use a shield. However, old Q's won't get that advantage.
246 */
247 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
248 SET_FLAG (ob, FLAG_USE_SHIELD);
249 241
250 /* if it's a dragon player, set the correct title here */ 242 /* if it's a dragon player, set the correct title here */
251 if (is_dragon_pl (ob)) 243 if (is_dragon_pl (ob))
252 { 244 {
253 object *tmp, *abil = 0, *skin = 0; 245 object *tmp, *abil = 0, *skin = 0;
293 if (active) 285 if (active)
294 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 286 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
295 287
296 INVOKE_PLAYER (DISCONNECT, this); 288 INVOKE_PLAYER (DISCONNECT, this);
297 289
290 ns->reset_stats ();
298 ns->pl = 0; 291 ns->pl = 0;
299 this->ns = 0; 292 ns = 0;
300 } 293 }
294
295 if (ob)
296 ob->close_container (); //TODO: client-specific
301 297
302 deactivate (); 298 deactivate ();
303} 299}
304 300
305// the need for this function can be explained 301// the need for this function can be explained
306// by load_object not returning the object 302// by load_object not returning the object
307void 303void
308player::set_object (object *op) 304player::set_object (object *op)
309{ 305{
310 ob = op; 306 ob = op;
311 ob->contr = this; /* this aren't yet in archetype */ 307 ob->contr = this; /* this aren't yet in archetype */
312 308
313 ob->speed_left = 0.5; 309 ob->speed_left = 0.5;
314 ob->speed = 1.0; 310 ob->speed = 1.0;
315 ob->direction = 5; /* So player faces south */ 311 ob->direction = 5; /* So player faces south */
316 ob->stats.wc = 2;
317 ob->run_away = 25; /* Then we panick... */
318
319 ob->roll_stats ();
320} 312}
321 313
322player::player () 314player::player ()
323{ 315{
324 /* There are some elements we want initialised to non zero value - 316 /* There are some elements we want initialised to non zero value -
325 * we deal with that below this point. 317 * we deal with that below this point.
326 */ 318 */
327 outputs_sync = 16; /* Every 2 seconds */ 319 outputs_sync = 4;
328 outputs_count = 8; /* Keeps present behaviour */ 320 outputs_count = 4;
329 unapply = unapply_nochoice; 321 unapply = unapply_nochoice;
330 322
331 savebed_map = first_map_path; /* Init. respawn position */ 323 savebed_map = first_map_path; /* Init. respawn position */
332 324
333 gen_sp_armour = 10; 325 gen_sp_armour = 10;
334 shoottype = range_none;
335 bowtype = bow_normal; 326 bowtype = bow_normal;
336 petmode = pet_normal; 327 petmode = pet_normal;
337 listening = 10; 328 listening = 10;
338 usekeys = containers; 329 usekeys = containers;
339 peaceful = 1; /* default peaceful */ 330 peaceful = 1; /* default peaceful */
368player::create () 359player::create ()
369{ 360{
370 player *pl = new player; 361 player *pl = new player;
371 362
372 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
373 set_first_map (pl->ob); 369 set_first_map (pl->ob);
374 370
375 return pl; 371 return pl;
376} 372}
377 373
523 x = mon->x; 519 x = mon->x;
524 y = mon->y; 520 y = mon->y;
525 m = mon->map; 521 m = mon->map;
526 dir = rv.direction; 522 dir = rv.direction;
527 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 */
528 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
529 /* 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. */
530 if (diff > max) 527 if (diff > max)
531 return 0; 528 return 0;
529
532 while (diff > 1 && max > 0) 530 while (diff > 1 && max > 0)
533 { 531 {
534 lastx = x; 532 lastx = x;
535 lasty = y; 533 lasty = y;
536 lastmap = m; 534 lastmap = m;
618 max--; 616 max--;
619 lastdir = dir; 617 lastdir = dir;
620 if (!firstdir) 618 if (!firstdir)
621 firstdir = dir; 619 firstdir = dir;
622 } 620 }
621
623 if (diff <= 1) 622 if (diff <= 1)
624 { 623 {
625 /* Recalculate diff (distance) because we may not have actually 624 /* Recalculate diff (distance) because we may not have actually
626 * headed toward player for entire distance. 625 * headed toward player for entire distance.
627 */ 626 */
628 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 627 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
629 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));
630 } 629 }
630
631 if (diff > max) 631 if (diff > max)
632 return 0; 632 return 0;
633 } 633 }
634
634 /* 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 */
635 if (!max) 636 if (!max)
636 return 0; 637 return 0;
637 638
638 return firstdir; 639 return firstdir;
752roll_stat (void) 753roll_stat (void)
753{ 754{
754 int a[4], i, j, k; 755 int a[4], i, j, k;
755 756
756 for (i = 0; i < 4; i++) 757 for (i = 0; i < 4; i++)
757 a[i] = (int) RANDOM () % 6 + 1; 758 a[i] = (int) rndm (6) + 1;
758 759
759 for (i = 0, j = 0, k = 7; i < 4; i++) 760 for (i = 0, j = 0, k = 7; i < 4; i++)
760 if (a[i] < k) 761 if (a[i] < k)
761 k = a[i], j = i; 762 k = a[i], j = i;
762 763
862 * appropriate action with it (change race, or other things). 863 * appropriate action with it (change race, or other things).
863 * The function name is for historical reasons - now we have 864 * The function name is for historical reasons - now we have
864 * separate race and class; this actually changes the RACE, 865 * separate race and class; this actually changes the RACE,
865 * not the class. 866 * not the class.
866 */ 867 */
867int 868void
868key_change_class (object *op, char key) 869player::chargen_race_done ()
869{ 870{
870 int tmp_loop;
871
872 if (key == 'd' || key == 'D')
873 {
874 char buf[MAX_BUF];
875
876 /* this must before then initial items are given */ 871 /* this must before then initial items are given */
877 esrv_new_player (op->contr, op->weight + op->carrying); 872 esrv_new_player (ob->contr, ob->weight + ob->carrying);
878 873
879 treasurelist *tl = find_treasurelist ("starting_wealth"); 874 treasurelist *tl = treasurelist::find ("starting_wealth");
880 if (tl) 875 if (tl)
881 create_treasure (tl, op, 0, 0, 0); 876 create_treasure (tl, ob, 0, 0, 0);
882 877
883 INVOKE_PLAYER (BIRTH, op->contr); 878 INVOKE_PLAYER (BIRTH, ob->contr);
884 INVOKE_PLAYER (LOGIN, op->contr); 879 INVOKE_PLAYER (LOGIN, ob->contr);
885 880
886 op->contr->ns->state = ST_PLAYING; 881 ob->contr->ns->state = ST_PLAYING;
887 882
888 if (op->msg) 883 if (ob->msg)
889 op->msg = NULL; 884 ob->msg = 0;
890 885
891 /* 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
892 * to save here. 887 * to save here.
893 */ 888 */
889 {
890 char buf[MAX_BUF];
894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 891 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
895 make_path_to_file (buf); 892 make_path_to_file (buf);
893 }
896 894
897 start_info (op); 895 start_info (ob);
898 CLEAR_FLAG (op, FLAG_WIZ); 896 CLEAR_FLAG (ob, FLAG_WIZ);
899 give_initial_items (op, op->randomitems); 897 give_initial_items (ob, ob->randomitems);
900 link_player_skills (op); 898 link_player_skills (ob);
901 esrv_send_inventory (op, op); 899 esrv_send_inventory (ob, ob);
902 op->update_stats (); 900 ob->update_stats ();
903 901
904 /* This moves the player to a different start map, if there 902 /* This moves the player to a different start map, if there
905 * is one for this race 903 * is one for this race
906 */ 904 */
907 if (*first_map_ext_path) 905 if (*first_map_ext_path)
908 { 906 {
909 object *tmp; 907 object *tmp;
910 char mapname[MAX_BUF]; 908 char mapname[MAX_BUF];
911 909
912 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);
913 tmp = object::create (); 911 tmp = object::create ();
914 EXIT_PATH (tmp) = mapname; 912 EXIT_PATH (tmp) = mapname;
915 EXIT_X (tmp) = op->x; 913 EXIT_X (tmp) = ob->x;
916 EXIT_Y (tmp) = op->y; 914 EXIT_Y (tmp) = ob->y;
917 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;
918 * if the map isn't there, then stay on the 916 * if the map isn't there, then stay on the
919 * default initial map */ 917 * default initial map */
920 tmp->destroy (); 918 tmp->destroy ();
921 } 919 }
922 else 920 else
923 LOG (llevDebug, "first_map_ext_path not set\n"); 921 LOG (llevDebug, "first_map_ext_path not set\n");
922}
924 923
925 return 0; 924void
926 } 925player::chargen_race_next ()
927 926{
928 /* Following actually changes the race - this is the default command 927 /* Following actually changes the race - this is the default command
929 * if we don't match with one of the options above. 928 * if we don't match with one of the options above.
930 */ 929 */
931 930
932 tmp_loop = 0; 931 do
933 while (!tmp_loop)
934 { 932 {
935 shstr name = op->name; 933 shstr name = ob->name;
936 int x = op->x, y = op->y; 934 int x = ob->x, y = ob->y;
937 935
938 op->remove_statbonus (); 936 ob->remove_statbonus ();
939 op->remove (); 937 ob->remove ();
940 op->arch = get_player_archetype (op->arch); 938 ob->arch = get_player_archetype (ob->arch);
941 op->arch->clone.copy_to (op); 939 ob->arch->clone.copy_to (ob);
942 op->instantiate (); 940 ob->instantiate ();
943 op->stats = op->contr->orig_stats; 941 ob->stats = ob->contr->orig_stats;
944 op->name = op->name_pl = name; 942 ob->name = ob->name_pl = name;
945 op->x = x; 943 ob->x = x;
946 op->y = y; 944 ob->y = y;
947 SET_ANIMATION (op, 2); /* So player faces south */ 945 SET_ANIMATION (ob, 2); /* So player faces south */
948 insert_ob_in_map (op, op->map, op, 0); 946 insert_ob_in_map (ob, ob->map, ob, 0);
949 assign (op->contr->title, op->arch->clone.name); 947 assign (ob->contr->title, ob->arch->clone.name);
950 op->add_statbonus (); 948 ob->add_statbonus ();
951 tmp_loop = allowed_class (op);
952 } 949 }
950 while (!allowed_class (ob));
953 951
954 update_object (op, UP_OBJ_FACE); 952 update_object (ob, UP_OBJ_FACE);
955 esrv_update_item (UPD_FACE, op, op); 953 esrv_update_item (UPD_FACE, ob, ob);
956 op->update_stats (); 954 ob->update_stats ();
957 op->stats.hp = op->stats.maxhp; 955 ob->stats.hp = ob->stats.maxhp;
958 op->stats.sp = op->stats.maxsp; 956 ob->stats.sp = ob->stats.maxsp;
959 op->stats.grace = 0; 957 ob->stats.grace = 0;
960
961 if (op->msg)
962 new_draw_info (NDI_BLUE, 0, op, op->msg);
963
964 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
965 return 0;
966} 958}
967 959
968void 960void
969flee_player (object *op) 961flee_player (object *op)
970{ 962{
1027int 1019int
1028check_pick (object *op) 1020check_pick (object *op)
1029{ 1021{
1030 object *tmp, *next; 1022 object *tmp, *next;
1031 int stop = 0; 1023 int stop = 0;
1032 int j, k, wvratio; 1024 int wvratio;
1033 char putstring[128], tmpstr[16]; 1025 char putstring[128];
1034 1026
1035 /* if you're flying, you cna't pick up anything */ 1027 /* if you're flying, you cna't pick up anything */
1036 if (op->move_type & MOVE_FLYING) 1028 if (op->move_type & MOVE_FLYING)
1037 return 1; 1029 return 1;
1038 1030
1375 * found object is returned. 1367 * found object is returned.
1376 */ 1368 */
1377object * 1369object *
1378find_arrow (object *op, const char *type) 1370find_arrow (object *op, const char *type)
1379{ 1371{
1380 object *tmp = NULL; 1372 object *tmp = 0;
1381 1373
1382 for (op = op->inv; op; op = op->below) 1374 for (op = op->inv; op; op = op->below)
1383 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))
1384 tmp = find_arrow (op, type); 1376 tmp = find_arrow (op, type);
1385 else if (op->type == ARROW && op->race == type) 1377 else if (op->type == ARROW && op->race == type)
1386 return op; 1378 return op;
1379
1387 return tmp; 1380 return tmp;
1388} 1381}
1389 1382
1390/* 1383/*
1391 * 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
1392 * 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
1393 * 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
1394 * 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.
1395 */ 1388 */
1396
1397object * 1389object *
1398find_better_arrow (object *op, object *target, const char *type, int *better) 1390find_better_arrow (object *op, object *target, const char *type, int *better)
1399{ 1391{
1400 object *tmp = NULL, *arrow, *ntmp; 1392 object *tmp = NULL, *arrow, *ntmp;
1401 int attacknum, attacktype, betterby = 0, i; 1393 int attacknum, attacktype, betterby = 0, i;
1467 * find_better_arrow to find a decent arrow to use. 1459 * find_better_arrow to find a decent arrow to use.
1468 * op = the shooter 1460 * op = the shooter
1469 * type = bow->race 1461 * type = bow->race
1470 * dir = fire direction 1462 * dir = fire direction
1471 */ 1463 */
1472
1473object * 1464object *
1474pick_arrow_target (object *op, const char *type, int dir) 1465pick_arrow_target (object *op, const char *type, int dir)
1475{ 1466{
1476 object *tmp = NULL; 1467 object *tmp = NULL;
1477 maptile *m; 1468 maptile *m;
1552 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!");
1553 return 0; 1544 return 0;
1554 } 1545 }
1555 1546
1556 if (op->type == PLAYER) 1547 if (op->type == PLAYER)
1557 bow = op->contr->ranges[range_bow]; 1548 bow = op->contr->ranged_ob;
1558 else 1549 else
1559 { 1550 {
1560 for (bow = op->inv; bow; bow = bow->below) 1551 for (bow = op->inv; bow; bow = bow->below)
1561 /* 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
1562 * 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.
1567 if (!bow) 1558 if (!bow)
1568 { 1559 {
1569 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1560 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1570 return 0; 1561 return 0;
1571 } 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
1572 } 1571 }
1573 1572
1574 if (!bow->race || !bow->skill) 1573 if (!bow->race || !bow->skill)
1575 { 1574 {
1576 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);
1593 if (op->type == PLAYER) 1592 if (op->type == PLAYER)
1594 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);
1595 /* 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 */
1596 else 1595 else
1597 CLEAR_FLAG (op, FLAG_READY_BOW); 1596 CLEAR_FLAG (op, FLAG_READY_BOW);
1597
1598 return 0; 1598 return 0;
1599 } 1599 }
1600 } 1600 }
1601 1601
1602 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1602 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1633 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1633 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1634 op->update_stats (); 1634 op->update_stats ();
1635 } 1635 }
1636 1636
1637 SET_ANIMATION (arrow, arrow->direction); 1637 SET_ANIMATION (arrow, arrow->direction);
1638
1638 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1639 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1639 arrow->stats.hp = arrow->stats.dam; 1640 arrow->stats.hp = arrow->stats.dam;
1640 arrow->stats.grace = arrow->attacktype; 1641 arrow->stats.grace = arrow->attacktype;
1642
1641 if (arrow->slaying != NULL) 1643 if (arrow->slaying)
1642 arrow->spellarg = strdup (arrow->slaying); 1644 arrow->spellarg = strdup (arrow->slaying);
1643 1645
1644 /* Note that this was different for monsters - they got their level 1646 arrow->stats.dam += op->stats.dam + arrow->magic;
1645 * added to the damage. I think the strength bonus is more proper.
1646 */
1647
1648 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1649 1647
1650 /* update the speed */ 1648 /* update the speed */
1651 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1649 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1652 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;
1653 1651
1654 arrow->set_speed (max (arrow->speed, 1.0)); 1652 arrow->set_speed (max (arrow->speed, 1.0));
1655 arrow->speed_left = 0; 1653 arrow->speed_left = 0;
1656 1654
1655 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1656
1657 if (op->type == PLAYER) 1657 if (op->type == PLAYER)
1658 { 1658 {
1659 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1660 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1661 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1662
1663 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;
1664 } 1664 }
1665 else 1665 else
1666 { 1666 {
1667 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1668 arrow->level = op->level; 1667 arrow->level = op->level;
1669 } 1668 arrow->stats.wc -= bow->magic;
1670 1669
1671 if (arrow->attacktype == AT_PHYSICAL) 1670 if (!arrow->slaying)
1671 arrow->slaying = bow->slaying;
1672 }
1673
1674 arrow->stats.wc -= arrow->level;
1675
1672 arrow->attacktype |= bow->attacktype; 1676 arrow->attacktype |= bow->attacktype;
1673
1674 if (bow->slaying)
1675 arrow->slaying = bow->slaying;
1676 1677
1677 arrow->move_type = MOVE_FLY_LOW; 1678 arrow->move_type = MOVE_FLY_LOW;
1678 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1679 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1679 1680
1680 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);
1706{ 1707{
1707 int ret = 0, wcmod = 0; 1708 int ret = 0, wcmod = 0;
1708 1709
1709 if (op->contr->bowtype == bow_bestarrow) 1710 if (op->contr->bowtype == bow_bestarrow)
1710 { 1711 {
1711 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);
1712 } 1713 }
1713 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)
1714 { 1715 {
1715 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1716 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1716 wcmod = -1; 1717 wcmod = -1;
1743 * Broken apart from 'fire' to keep it more readable. 1744 * Broken apart from 'fire' to keep it more readable.
1744 */ 1745 */
1745void 1746void
1746fire_misc_object (object *op, int dir) 1747fire_misc_object (object *op, int dir)
1747{ 1748{
1748 object *item; 1749 object *item = op->contr->ranged_ob;
1749 1750
1750 if (!op->contr->ranges[range_misc]) 1751 if (!item)
1751 { 1752 {
1752 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.");
1753 return; 1754 return;
1754 } 1755 }
1755 1756
1756 item = op->contr->ranges[range_misc];
1757 if (!item->inv) 1757 if (!item->inv)
1758 { 1758 {
1759 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1759 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1760 return; 1760 return;
1761 } 1761 }
1762
1762 if (item->type == WAND) 1763 if (item->type == WAND)
1763 { 1764 {
1764 if (item->stats.food <= 0) 1765 if (item->stats.food <= 0)
1765 { 1766 {
1766 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1767 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1815 1816
1816 /* check for loss of invisiblity/hide */ 1817 /* check for loss of invisiblity/hide */
1817 if (action_makes_visible (op)) 1818 if (action_makes_visible (op))
1818 make_visible (op); 1819 make_visible (op);
1819 1820
1820 switch (op->contr->shoottype) 1821 player *pl = op->contr;
1822
1823 if (pl->golem)
1821 { 1824 {
1822 case range_none: 1825 control_golem (op->contr->golem, dir);
1823 return; 1826 return;
1827 }
1824 1828
1825 case range_bow: 1829 object *ob = pl->ranged_ob;
1830
1831 if (!ob)
1832 return;
1833
1834 switch (ob->type)
1835 {
1836 case BOW:
1826 player_fire_bow (op, dir); 1837 player_fire_bow (op, dir);
1827 return; 1838 break;
1828 1839
1829 case range_magic: /* Casting spells */ 1840 case SPELL:
1830 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);
1831 return; 1842 break;
1832 1843
1833 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:
1834 fire_misc_object (op, dir); 1854 fire_misc_object (op, dir);
1835 return; 1855 break;
1836
1837 case range_golem: /* Control summoned monsters from scrolls */
1838 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1839 {
1840 op->contr->ranges[range_golem] = 0;
1841 op->contr->shoottype = range_none;
1842 }
1843 else
1844 control_golem (op->contr->ranges[range_golem], dir);
1845 return;
1846
1847 case range_skill:
1848 if (!op->chosen_skill)
1849 {
1850 if (op->type == PLAYER)
1851 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1852 return;
1853 }
1854
1855 do_skill (op, op, op->chosen_skill, dir, NULL);
1856 return;
1857 case range_builder:
1858 apply_map_builder (op, dir);
1859 return;
1860 default:
1861 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1862 return;
1863 } 1856 }
1864} 1857}
1865
1866
1867 1858
1868/* find_key 1859/* find_key
1869 * 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
1870 * and successfully use it, we return the key, otherwise NULL 1861 * and successfully use it, we return the key, otherwise NULL
1871 * This function merges both normal and locked door, since the logic 1862 * This function merges both normal and locked door, since the logic
1873 * pl is the player, 1864 * pl is the player,
1874 * inv is the objects inventory to searched 1865 * inv is the objects inventory to searched
1875 * door is the door we are trying to match against. 1866 * door is the door we are trying to match against.
1876 * This function can be called recursively to search containers. 1867 * This function can be called recursively to search containers.
1877 */ 1868 */
1878
1879object * 1869object *
1880find_key (object *pl, object *container, object *door) 1870find_key (object *pl, object *container, object *door)
1881{ 1871{
1882 object *tmp, *key; 1872 object *tmp, *key;
1883 1873
1884 /* Should not happen, but sanity checking is never bad */ 1874 /* Should not happen, but sanity checking is never bad */
1885 if (container->inv == NULL) 1875 if (!container->inv)
1886 return NULL; 1876 return 0;
1887 1877
1888 /* 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 */
1889 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1879 for (tmp = container->inv; tmp; tmp = tmp->below)
1890 { 1880 {
1891 if (door->type == DOOR && tmp->type == KEY) 1881 if (door->type == DOOR && tmp->type == KEY)
1892 break; 1882 break;
1893 /* For sanity, we should really check door type, but other stuff 1883 /* For sanity, we should really check door type, but other stuff
1894 * (like containers) can be locked with special keys 1884 * (like containers) can be locked with special keys
1895 */ 1885 */
1896 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1886 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1897 break; 1887 break;
1898 } 1888 }
1889
1899 /* No key found - lets search inventories now */ 1890 /* No key found - lets search inventories now */
1900 /* 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.
1901 * 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
1902 * a key, return 1893 * a key, return
1903 */ 1894 */
1904 if (!tmp) 1895 if (!tmp)
1905 { 1896 {
1906 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1897 for (tmp = container->inv; tmp; tmp = tmp->below)
1907 { 1898 {
1908 /* No reason to search empty containers */ 1899 /* No reason to search empty containers */
1909 if (tmp->type == CONTAINER && tmp->inv) 1900 if (tmp->type == CONTAINER && tmp->inv)
1910 { 1901 {
1911 if ((key = find_key (pl, tmp, door)) != NULL) 1902 if ((key = find_key (pl, tmp, door)))
1912 return key; 1903 return key;
1913 } 1904 }
1914 } 1905 }
1906
1915 if (!tmp) 1907 if (!tmp)
1916 return NULL; 1908 return NULL;
1917 } 1909 }
1910
1918 /* 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,
1919 * see if we actually want to use it 1912 * see if we actually want to use it
1920 */ 1913 */
1921 if (pl != container) 1914 if (pl != container)
1922 { 1915 {
1943 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1936 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1944 "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));
1945 return NULL; 1938 return NULL;
1946 } 1939 }
1947 } 1940 }
1941
1948 return tmp; 1942 return tmp;
1949} 1943}
1950 1944
1951/* moved door processing out of move_player_attack. 1945/* moved door processing out of move_player_attack.
1952 * returns 1 if player has opened the door with a key 1946 * returns 1 if player has opened the door with a key
1966 if (key) 1960 if (key)
1967 { 1961 {
1968 object *container = key->env; 1962 object *container = key->env;
1969 1963
1970 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
1971 if (action_makes_visible (op)) 1966 if (action_makes_visible (op))
1972 make_visible (op); 1967 make_visible (op);
1968
1973 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1969 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1974 spring_trap (door->inv, op); 1970 spring_trap (door->inv, op);
1971
1975 if (door->type == DOOR) 1972 if (door->type == DOOR)
1976 {
1977 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 */
1978 }
1979 else if (door->type == LOCKED_DOOR) 1974 else if (door->type == LOCKED_DOOR)
1980 { 1975 {
1981 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));
1982 remove_door2 (door); /* remove door without violence ;-) */ 1977 remove_door2 (door); /* remove door without violence ;-) */
1983 } 1978 }
1979
1984 /* Do this after we print the message */ 1980 /* Do this after we print the message */
1985 decrease_ob (key); /* Use up one of the keys */ 1981 decrease_ob (key); /* Use up one of the keys */
1986 /* Need to update the weight the container the key was in */ 1982 /* Need to update the weight the container the key was in */
1987 if (container != op) 1983 if (container != op)
1988 esrv_update_item (UPD_WEIGHT, op, container); 1984 esrv_update_item (UPD_WEIGHT, op, container);
1985
1989 return 1; /* Nothing more to do below */ 1986 return 1; /* Nothing more to do below */
1990 } 1987 }
1991 else if (door->type == LOCKED_DOOR) 1988 else if (door->type == LOCKED_DOOR)
1992 { 1989 {
1993 /* Might as well return now - no other way to open this */ 1990 /* Might as well return now - no other way to open this */
1994 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1991 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1995 return 1; 1992 return 1;
1996 } 1993 }
1994
1997 return 0; 1995 return 0;
1998} 1996}
1999 1997
2000/* This function is just part of a breakup from move_player. 1998/* This function is just part of a breakup from move_player.
2001 * It should keep the code cleaner. 1999 * It should keep the code cleaner.
2005 */ 2003 */
2006void 2004void
2007move_player_attack (object *op, int dir) 2005move_player_attack (object *op, int dir)
2008{ 2006{
2009 object *tmp, *mon; 2007 object *tmp, *mon;
2010 sint16 nx, ny;
2011 int on_battleground; 2008 int on_battleground;
2012 maptile *m; 2009 maptile *m;
2013 2010
2014 nx = freearr_x[dir] + op->x; 2011 sint16 nx = freearr_x[dir] + op->x;
2015 ny = freearr_y[dir] + op->y; 2012 sint16 ny = freearr_y[dir] + op->y;
2016 2013
2017 on_battleground = op_on_battleground (op, 0, 0); 2014 on_battleground = op_on_battleground (op, 0, 0);
2018 2015
2019 /* 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
2020 * 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
2100 /* 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 */
2101 if (op->contr->braced) 2098 if (op->contr->braced)
2102 return; 2099 return;
2103 2100
2104 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);
2105 (void) push_ob (mon, dir, op); 2102 push_ob (mon, dir, op);
2106 if (op->contr->tmp_invis || op->hide) 2103 if (op->contr->tmp_invis || op->hide)
2107 make_visible (op); 2104 make_visible (op);
2108 2105
2109 return; 2106 return;
2110 } 2107 }
2207 return 0; 2204 return 0;
2208 } 2205 }
2209 2206
2210 /* peterm: added following line */ 2207 /* peterm: added following line */
2211 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2208 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2212 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2209 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2213 2210
2214 op->facing = dir; 2211 op->facing = dir;
2215 2212
2216 if (op->hide) 2213 if (op->hide)
2217 do_hidden_move (op); 2214 do_hidden_move (op);
2250 * Returns true if there are more actions we can do. 2247 * Returns true if there are more actions we can do.
2251 */ 2248 */
2252int 2249int
2253handle_newcs_player (object *op) 2250handle_newcs_player (object *op)
2254{ 2251{
2255 if (op->contr->hidden)
2256 {
2257 op->invisible = 1000;
2258 /* the socket code flashes the player visible/invisible
2259 * depending on the value of invisible, so we need to
2260 * alternate it here for it to work correctly.
2261 */
2262 if (pticks & 2)
2263 op->invisible--;
2264 }
2265 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2266 {
2267 op->invisible--;
2268 if (!op->invisible)
2269 {
2270 make_visible (op);
2271 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2272 }
2273 }
2274
2275 if (QUERY_FLAG (op, FLAG_SCARED)) 2252 if (QUERY_FLAG (op, FLAG_SCARED))
2276 { 2253 {
2277 flee_player (op); 2254 flee_player (op);
2278 /* 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 */
2279 if (QUERY_FLAG (op, FLAG_SCARED)) 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2280 { 2257 {
2281 op->speed_left--; 2258 op->speed_left--;
2282 return 0; 2259 return 0;
2283 } 2260 }
2284 } 2261 }
2285
2286 /* I've been seeing crashes where the golem has been destroyed, but
2287 * the player object still points to the defunct golem. The code that
2288 * destroys the golem looks correct, and it doesn't always happen, so
2289 * put this in a a workaround to clean up the golem pointer.
2290 */
2291 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2292 op->contr->ranges[range_golem] = 0;
2293 2262
2294 /* 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
2295 * the players time has been increased when doericserver has been 2264 * the players time has been increased when doericserver has been
2296 * called, so we recheck it here. 2265 * called, so we recheck it here.
2297 */ 2266 */
2358 * from. 2327 * from.
2359 */ 2328 */
2360void 2329void
2361remove_unpaid_objects (object *op, object *env) 2330remove_unpaid_objects (object *op, object *env)
2362{ 2331{
2363 object *next;
2364
2365 while (op) 2332 while (op)
2366 { 2333 {
2367 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' */
2368 2335
2369 if (QUERY_FLAG (op, FLAG_UNPAID)) 2336 if (QUERY_FLAG (op, FLAG_UNPAID))
2435 int rate_grace = 2000; 2402 int rate_grace = 2000;
2436 const int max_hp = 1; 2403 const int max_hp = 1;
2437 const int max_sp = 1; 2404 const int max_sp = 1;
2438 const int max_grace = 1; 2405 const int max_grace = 1;
2439 2406
2440 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--;
2441 { 2416 }
2442 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2417 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2443 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2418 {
2444 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 }
2445 } 2424 }
2446 2425
2447 if (op->contr->ns->state == ST_PLAYING) 2426 if (op->contr->ns->state == ST_PLAYING)
2448 { 2427 {
2449 /* these next three if clauses make it possible to SLOW DOWN 2428 /* these next three if clauses make it possible to SLOW DOWN
2471 gen_grace = op->stats.maxgrace; 2450 gen_grace = op->stats.maxgrace;
2472 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2451 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2473 } 2452 }
2474 2453
2475 /* Regenerate Spell Points */ 2454 /* Regenerate Spell Points */
2476 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2455 if (!op->contr->golem && --op->last_sp < 0)
2477 { 2456 {
2478 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);
2479 if (op->stats.sp < op->stats.maxsp) 2458 if (op->stats.sp < op->stats.maxsp)
2480 { 2459 {
2481 op->stats.sp++; 2460 op->stats.sp++;
2699 tmp->name = buf; 2678 tmp->name = buf;
2700 sprintf (buf, " This finger has been cut off %s\n" 2679 sprintf (buf, " This finger has been cut off %s\n"
2701 " 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",
2702 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2681 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2703 tmp->msg = buf; 2682 tmp->msg = buf;
2704 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2683 tmp->value = 0, tmp->type = 0;
2705 tmp->materialname = NULL; 2684 tmp->materialname = "organics";
2706 tmp->insert_at (op, tmp); 2685 tmp->insert_at (op, tmp);
2707 } 2686 }
2708 2687
2709 /* teleport defeated player to new destination */ 2688 /* teleport defeated player to new destination */
2710 transfer_ob (op, x, y, 0, NULL); 2689 transfer_ob (op, x, y, 0, NULL);
2906 op->stats.hp = op->stats.maxhp; 2885 op->stats.hp = op->stats.maxhp;
2907 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2886 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2908 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2887 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2909 2888
2910 /* 2889 /*
2911 * Check to see if the player is in a shop. IF so, then check to see if
2912 * 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
2913 * in the map. 2891 * and put them back in the map.
2914 */ 2892 */
2915
2916 if (is_in_shop (op))
2917 remove_unpaid_objects (op->inv, op); 2893 remove_unpaid_objects (op->inv, op);
2918 2894
2919 /****************************************/ 2895 /****************************************/
2920 /* */ 2896 /* */
2921 /* Move player to his current respawn- */ 2897 /* Move player to his current respawn- */
2922 /* position (usually last savebed) */ 2898 /* position (usually last savebed) */
2962void 2938void
2963loot_object (object *op) 2939loot_object (object *op)
2964{ /* Grab and destroy some treasure */ 2940{ /* Grab and destroy some treasure */
2965 object *tmp, *tmp2, *next; 2941 object *tmp, *tmp2, *next;
2966 2942
2967 if (op->container) 2943 op->close_container (); /* close open sack first */
2968 esrv_apply_container (op, op->container); /* close open sack first */
2969 2944
2970 for (tmp = op->inv; tmp; tmp = next) 2945 for (tmp = op->inv; tmp; tmp = next)
2971 { 2946 {
2972 next = tmp->below; 2947 next = tmp->below;
2973 2948
2974 if (tmp->invisible) 2949 if (tmp->invisible)
2975 continue; 2950 continue;
2976 2951
2977 tmp->remove (); 2952 tmp->remove ();
2978 tmp->x = op->x, tmp->y = op->y; 2953 tmp->x = op->x, tmp->y = op->y;
2954
2979 if (tmp->type == CONTAINER) 2955 if (tmp->type == CONTAINER)
2980 { /* empty container to ground */ 2956 loot_object (tmp); /* empty container to ground */
2981 loot_object (tmp); 2957
2982 }
2983 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))))
2984 { 2959 {
2985 if (tmp->nrof > 1) 2960 if (tmp->nrof > 1)
2986 { 2961 {
2987 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2962 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2988 tmp2->destroy (); 2963 tmp2->destroy ();
2999/* 2974/*
3000 * fix_weight(): Check recursively the weight of all players, and fix 2975 * fix_weight(): Check recursively the weight of all players, and fix
3001 * 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
3002 * was changed. 2977 * was changed.
3003 */ 2978 */
3004
3005void 2979void
3006fix_weight (void) 2980fix_weight (void)
3007{ 2981{
3008 for_all_players (pl) 2982 for_all_players (pl)
3009 { 2983 {
3069 if (op->type == PLAYER) 3043 if (op->type == PLAYER)
3070 { 3044 {
3071 op->contr->tmp_invis = 0; 3045 op->contr->tmp_invis = 0;
3072 op->contr->invis_race = 0; 3046 op->contr->invis_race = 0;
3073 } 3047 }
3048
3074 update_object (op, UP_OBJ_FACE); 3049 update_object (op, UP_OBJ_CHANGE);
3075} 3050}
3076 3051
3077int 3052int
3078is_true_undead (object *op) 3053is_true_undead (object *op)
3079{ 3054{
3080 object *tmp = NULL;
3081
3082 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3055 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3083 return 1; 3056 return 1;
3084 3057
3085 return 0; 3058 return 0;
3086} 3059}
3374 char buf[MAX_BUF]; /* tmp. string buffer */ 3347 char buf[MAX_BUF]; /* tmp. string buffer */
3375 int i = 0, j = 0; 3348 int i = 0, j = 0;
3376 3349
3377 /* get the appropriate treasurelist */ 3350 /* get the appropriate treasurelist */
3378 if (atnr == ATNR_FIRE) 3351 if (atnr == ATNR_FIRE)
3379 trlist = find_treasurelist ("dragon_ability_fire"); 3352 trlist = treasurelist::find ("dragon_ability_fire");
3380 else if (atnr == ATNR_COLD) 3353 else if (atnr == ATNR_COLD)
3381 trlist = find_treasurelist ("dragon_ability_cold"); 3354 trlist = treasurelist::find ("dragon_ability_cold");
3382 else if (atnr == ATNR_ELECTRICITY) 3355 else if (atnr == ATNR_ELECTRICITY)
3383 trlist = find_treasurelist ("dragon_ability_elec"); 3356 trlist = treasurelist::find ("dragon_ability_elec");
3384 else if (atnr == ATNR_POISON) 3357 else if (atnr == ATNR_POISON)
3385 trlist = find_treasurelist ("dragon_ability_poison"); 3358 trlist = treasurelist::find ("dragon_ability_poison");
3386 3359
3387 if (trlist == NULL || who->type != PLAYER) 3360 if (trlist == NULL || who->type != PLAYER)
3388 return; 3361 return;
3389 3362
3390 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++);
3522 * not readied. 3495 * not readied.
3523 */ 3496 */
3524void 3497void
3525player_unready_range_ob (player *pl, object *ob) 3498player_unready_range_ob (player *pl, object *ob)
3526{ 3499{
3527 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3500 if (pl->ob->current_weapon == ob)
3501 pl->ob->current_weapon = 0;
3502
3503 if (pl->combat_ob == ob)
3504 pl->combat_ob = 0;
3505
3528 if (pl->ranges[i] == ob) 3506 if (pl->ranged_ob == ob)
3529 {
3530 pl->ranges[i] = 0; 3507 pl->ranged_ob = 0;
3531 if (pl->shoottype == i)
3532 pl->shoottype = range_none;
3533 }
3534} 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}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines