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Comparing deliantra/server/server/player.C (file contents):
Revision 1.96 by root, Mon Jan 8 19:25:53 2007 UTC vs.
Revision 1.154 by root, Sat Jul 14 14:57:16 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 25#include <sproto.h>
28#include <sounds.h> 26#include <sounds.h>
29#include <living.h> 27#include <living.h>
30#include <object.h> 28#include <object.h>
31#include <spells.h> 29#include <spells.h>
116 114
117 news[0] = '\0'; 115 news[0] = '\0';
118 subject[0] = '\0'; 116 subject[0] = '\0';
119 size = 0; 117 size = 0;
120 118
121 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
122 { 120 {
123 if (*buf == '#') 121 if (*buf == '#')
124 continue; 122 continue;
125 123
126 if (*buf == '%') 124 if (*buf == '%')
127 { /* send one news */ 125 { /* send one news */
128 if (size > 0) 126 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 */ 127 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 */
130 128
131 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
132 strip_endline (subject); 130 strip_endline (subject);
133 size = 0; 131 size = 0;
134 news[0] = '\0'; 132 news[0] = '\0';
144 size += strlen (buf); 142 size += strlen (buf);
145 } 143 }
146 } 144 }
147 145
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 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); 147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
150 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
151} 149}
152 150
153/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
154static void 152static void
155set_first_map (object *op) 153set_first_map (object *op)
156{ 154{
157 op->contr->maplevel = first_map_path; 155 op->contr->maplevel = first_map_path;
158 op->x = -1; 156 op->x = -1;
159 op->y = -1; 157 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173} 158}
174 159
175void 160void
176player::activate () 161player::activate ()
177{ 162{
182 ob->remove (); 167 ob->remove ();
183 ob->map = 0; 168 ob->map = 0;
184 ob->activate_recursive (); 169 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY); 170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob); 171 add_friendly_object (ob);
187 enter_map ();
188} 172}
189 173
190void 174void
191player::deactivate () 175player::deactivate ()
192{ 176{
194 return; 178 return;
195 179
196 terminate_all_pets (ob); 180 terminate_all_pets (ob);
197 remove_friendly_object (ob); 181 remove_friendly_object (ob);
198 ob->deactivate_recursive (); 182 ob->deactivate_recursive ();
183
184 if (ob->map)
185 maplevel = ob->map->path;
186
199 ob->remove (); 187 ob->remove ();
200 ob->map = 0; 188 ob->map = 0;
189 party = 0;
201 190
202 // for weird reasons, this is often "ob", keeping a circular reference 191 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
203 ranges [range_skill] = 0;
204 192
205 players.erase (this); 193 players.erase (this);
206} 194}
207 195
208// connect the player with a specific client 196// connect the player with a specific client
209// also changed, rationalises, and fixes some incorrect settings 197// also changes, rationalises, and fixes some incorrect settings
210void 198void
211player::connect (client *ns) 199player::connect (client *ns)
212{ 200{
213 this->ns = ns; 201 this->ns = ns;
214 ns->pl = this; 202 ns->pl = this;
215 203
216 run_on = 0; 204 run_on = 0;
217 fire_on = 0; 205 fire_on = 0;
206 ob->close_container (); //TODO: client-specific
218 207
219 ns->update_look = 0; 208 ns->update_look = 0;
220 ns->look_position = 0; 209 ns->look_position = 0;
221 210
222 clear_los (ob); 211 clear_los (this);
223 212
224 ns->reset_stats (); 213 ns->reset_stats ();
225 214
226 /* make sure he's a player -- needed because of class change. */ 215 /* make sure he's a player -- needed because of class change. */
227 ob->type = PLAYER; // we are paranoid 216 ob->type = PLAYER; // we are paranoid
228 ob->race = ob->arch->clone.race; 217 ob->race = ob->arch->race;
229
230 if (!legal_range (ob, shoottype))
231 shoottype = range_none;
232 218
233 ob->carrying = sum_weight (ob); 219 ob->carrying = sum_weight (ob);
234 link_player_skills (ob); 220 link_player_skills (ob);
235 221
236 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
237 223
238 assign (title, ob->arch->clone.name); 224 assign (title, ob->arch->object::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);
249 225
250 /* if it's a dragon player, set the correct title here */ 226 /* if it's a dragon player, set the correct title here */
251 if (is_dragon_pl (ob)) 227 if (is_dragon_pl (ob))
252 { 228 {
253 object *tmp, *abil = 0, *skin = 0; 229 object *tmp, *abil = 0, *skin = 0;
254 230
255 shstr_cmp dragon_ability_force ("dragon_ability_force");
256 shstr_cmp dragon_skin_force ("dragon_skin_force");
257
258 for (tmp = ob->inv; tmp; tmp = tmp->below) 231 for (tmp = ob->inv; tmp; tmp = tmp->below)
259 if (tmp->type == FORCE) 232 if (tmp->type == FORCE)
260 if (tmp->arch->name == dragon_ability_force) 233 if (tmp->arch->archname == shstr_dragon_ability_force)
261 abil = tmp; 234 abil = tmp;
262 else if (tmp->arch->name == dragon_skin_force) 235 else if (tmp->arch->archname == shstr_dragon_skin_force)
263 skin = tmp; 236 skin = tmp;
264 237
265 set_dragon_name (ob, abil, skin); 238 set_dragon_name (ob, abil, skin);
266 } 239 }
267 240
268 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 241 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
269 242
270 esrv_new_player (this, ob->weight + ob->carrying); 243 esrv_new_player (this, ob->weight + ob->carrying);
271 244
245 ob->flag [FLAG_READY_WEAPON] = false;
246 ob->flag [FLAG_READY_SKILL] = false;
247 ob->flag [FLAG_READY_BOW] = false;
248
249 for (object *op = ob->inv; op; op = op->below)
250 if (op->flag [FLAG_APPLIED])
251 switch (op->type)
252 {
253 case SKILL:
254 ob->flag [FLAG_APPLIED] = false;
255 break;
256
257 case WAND:
258 case ROD:
259 case HORN:
260 case BOW:
261 ranged_ob = op;
262 break;
263
264 case WEAPON:
265 combat_ob = op;
266 break;
267 }
268
269 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
272 ob->update_stats (); 270 ob->update_stats ();
271
273 ns->floorbox_update (); 272 ns->floorbox_update ();
274
275 esrv_send_inventory (ob, ob); 273 esrv_send_inventory (ob, ob);
276 esrv_add_spells (this, 0); 274 esrv_add_spells (this, 0);
277 275
278 activate (); 276 activate ();
279 277
293 if (active) 291 if (active)
294 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 292 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
295 293
296 INVOKE_PLAYER (DISCONNECT, this); 294 INVOKE_PLAYER (DISCONNECT, this);
297 295
296 ns->reset_stats ();
298 ns->pl = 0; 297 ns->pl = 0;
299 this->ns = 0; 298 ns = 0;
299 }
300
301 if (ob)
300 } 302 {
303 ob->close_container (); //TODO: client-specific
304 ob->drop_unpaid_items ();
305 }
306
307 observe = ob;
301 308
302 deactivate (); 309 deactivate ();
303} 310}
304 311
305// the need for this function can be explained 312// the need for this function can be explained
306// by load_object not returning the object 313// by load_object not returning the object
307void 314void
308player::set_object (object *op) 315player::set_object (object *op)
309{ 316{
310 ob = op; 317 ob = observe = op;
311 ob->contr = this; /* this aren't yet in archetype */ 318 ob->contr = this; /* this aren't yet in archetype */
312 319
320 ob->speed = 1.0f;
313 ob->speed_left = 0.5; 321 ob->speed_left = 0.5f;
314 ob->speed = 1.0; 322
315 ob->direction = 5; /* So player faces south */ 323 ob->direction = 5; /* So player faces south */
316 ob->stats.wc = 2; 324}
317 ob->run_away = 25; /* Then we panick... */
318 325
319 ob->roll_stats (); 326void
327player::set_observe (object *op)
328{
329 observe = op ? op : ob;
330 do_los = 1;
320} 331}
321 332
322player::player () 333player::player ()
323{ 334{
324 /* There are some elements we want initialised to non zero value - 335 /* There are some elements we want initialised to non zero value -
325 * we deal with that below this point. 336 * we deal with that below this point.
326 */ 337 */
327 outputs_sync = 16; /* Every 2 seconds */ 338 outputs_sync = 4;
328 outputs_count = 8; /* Keeps present behaviour */ 339 outputs_count = 4;
329 unapply = unapply_nochoice; 340 unapply = unapply_nochoice;
330 341
331 savebed_map = first_map_path; /* Init. respawn position */ 342 savebed_map = first_map_path; /* Init. respawn position */
332 343
333 gen_sp_armour = 10; 344 gen_sp_armour = 10;
334 shoottype = range_none;
335 bowtype = bow_normal; 345 bowtype = bow_normal;
336 petmode = pet_normal; 346 petmode = pet_normal;
337 listening = 10; 347 listening = 10;
338 usekeys = containers; 348 usekeys = containers;
339 peaceful = 1; /* default peaceful */ 349 peaceful = 1; /* default peaceful */
340 do_los = 1; 350 do_los = 1;
351
352 weapon_sp = 1.0f;
353 weapon_sp_left = 0.5f;
341} 354}
342 355
343void 356void
344player::do_destroy () 357player::do_destroy ()
345{ 358{
350 if (ob) 363 if (ob)
351 { 364 {
352 ob->destroy_inv (false); 365 ob->destroy_inv (false);
353 ob->destroy (); 366 ob->destroy ();
354 } 367 }
368
369 ob = observe = 0;
355} 370}
356 371
357player::~player () 372player::~player ()
358{ 373{
359 /* Clear item stack */ 374 /* Clear item stack */
368player::create () 383player::create ()
369{ 384{
370 player *pl = new player; 385 player *pl = new player;
371 386
372 pl->set_object (arch_to_object (get_player_archetype (0))); 387 pl->set_object (arch_to_object (get_player_archetype (0)));
388
389 pl->ob->roll_stats ();
390 pl->ob->stats.wc = 2;
391 pl->ob->run_away = 25; /* Then we panick... */
392
373 set_first_map (pl->ob); 393 set_first_map (pl->ob);
374 394
375 return pl; 395 return pl;
376} 396}
377 397
381 * Note: there MUST be at least one player archetype! 401 * Note: there MUST be at least one player archetype!
382 */ 402 */
383archetype * 403archetype *
384get_player_archetype (archetype *at) 404get_player_archetype (archetype *at)
385{ 405{
386 archetype *start = at; 406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
387 407
388 for (;;) 408 for (;;)
389 { 409 {
390 if (at == NULL || at->next == NULL) 410 if (++i == archetypes.end ())
391 at = first_archetype; 411 i = archetypes.begin ();
392 else 412 else if (*i == at)
393 at = at->next; 413 cleanup ("not a single player archetype found");
394 414
395 if (at->clone.type == PLAYER) 415 if ((*i)->type == PLAYER)
396 return at; 416 return *i;
397
398 if (at == start)
399 {
400 LOG (llevError, "No Player archetypes\n");
401 exit (-1);
402 }
403 } 417 }
404} 418}
405 419
406object * 420object *
407get_nearest_player (object *mon) 421get_nearest_player (object *mon)
523 x = mon->x; 537 x = mon->x;
524 y = mon->y; 538 y = mon->y;
525 m = mon->map; 539 m = mon->map;
526 dir = rv.direction; 540 dir = rv.direction;
527 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 541 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); 542 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
543
529 /* If we can't solve it within the search distance, return now. */ 544 /* If we can't solve it within the search distance, return now. */
530 if (diff > max) 545 if (diff > max)
531 return 0; 546 return 0;
547
532 while (diff > 1 && max > 0) 548 while (diff > 1 && max > 0)
533 { 549 {
534 lastx = x; 550 lastx = x;
535 lasty = y; 551 lasty = y;
536 lastmap = m; 552 lastmap = m;
618 max--; 634 max--;
619 lastdir = dir; 635 lastdir = dir;
620 if (!firstdir) 636 if (!firstdir)
621 firstdir = dir; 637 firstdir = dir;
622 } 638 }
639
623 if (diff <= 1) 640 if (diff <= 1)
624 { 641 {
625 /* Recalculate diff (distance) because we may not have actually 642 /* Recalculate diff (distance) because we may not have actually
626 * headed toward player for entire distance. 643 * headed toward player for entire distance.
627 */ 644 */
628 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 645 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); 646 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
630 } 647 }
648
631 if (diff > max) 649 if (diff > max)
632 return 0; 650 return 0;
633 } 651 }
652
634 /* If we reached the max, didn't find a direction in time */ 653 /* If we reached the max, didn't find a direction in time */
635 if (!max) 654 if (!max)
636 return 0; 655 return 0;
637 656
638 return firstdir; 657 return firstdir;
752roll_stat (void) 771roll_stat (void)
753{ 772{
754 int a[4], i, j, k; 773 int a[4], i, j, k;
755 774
756 for (i = 0; i < 4; i++) 775 for (i = 0; i < 4; i++)
757 a[i] = (int) RANDOM () % 6 + 1; 776 a[i] = (int) rndm (6) + 1;
758 777
759 for (i = 0, j = 0, k = 7; i < 4; i++) 778 for (i = 0, j = 0, k = 7; i < 4; i++)
760 if (a[i] < k) 779 if (a[i] < k)
761 k = a[i], j = i; 780 k = a[i], j = i;
762 781
768} 787}
769 788
770void 789void
771object::roll_stats () 790object::roll_stats ()
772{ 791{
773 int statsort [7]; 792 int statsort [NUM_STATS];
774 793
775 for (;;) 794 for (;;)
776 { 795 {
777 int sum = 0; 796 int sum = 0;
778 for (int i = 7; i--; ) 797 for (int i = NUM_STATS; i--; )
779 sum += statsort [i] = roll_stat (); 798 sum += statsort [i] = roll_stat ();
780 799
781 if (sum >= 82 && sum <= 116) 800 if (sum >= 82 && sum <= 116)
782 break; 801 break;
783 } 802 }
784 803
785 // Sort the stats so that rerolling is easier... 804 // Sort the stats so that rerolling is easier...
786 std::sort (statsort, statsort + 7, std::greater<int>()); 805 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
787 806
807 for (int i = 0; i < NUM_STATS; ++i)
788 stats.Str = statsort[0]; 808 stats.stat (i) = statsort [i];
789 stats.Dex = statsort[1];
790 stats.Con = statsort[2];
791 stats.Int = statsort[3];
792 stats.Wis = statsort[4];
793 stats.Pow = statsort[5];
794 stats.Cha = statsort[6];
795 809
796 stats.exp = 0; 810 stats.exp = 0;
797 stats.ac = 0; 811 stats.ac = 0;
798 812
799 stats.hp = stats.maxhp; 813 stats.hp = stats.maxhp;
811} 825}
812 826
813void 827void
814object::swap_stats (int a, int b) 828object::swap_stats (int a, int b)
815{ 829{
816 int tmp = get_attr_value (&contr->orig_stats, a); 830 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
817 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
818 set_attr_value (&contr->orig_stats, b, tmp);
819 831
832 for (int i = 0; i < NUM_STATS; ++i)
820 stats.Str = contr->orig_stats.Str; 833 stats.stat (i) = contr->orig_stats.stat (i);
821 stats.Dex = contr->orig_stats.Dex;
822 stats.Con = contr->orig_stats.Con;
823 stats.Int = contr->orig_stats.Int;
824 stats.Wis = contr->orig_stats.Wis;
825 stats.Pow = contr->orig_stats.Pow;
826 stats.Cha = contr->orig_stats.Cha;
827 834
828 //TODO: the following code looks so borked and should, at the very least, 835 //TODO: the following code looks so borked and should, at the very least,
829 // be merged with the similar code in roll_stats 836 // be merged with the similar code in roll_stats
830 stats.ac = 0; 837 stats.ac = 0;
831 838
862 * appropriate action with it (change race, or other things). 869 * appropriate action with it (change race, or other things).
863 * The function name is for historical reasons - now we have 870 * The function name is for historical reasons - now we have
864 * separate race and class; this actually changes the RACE, 871 * separate race and class; this actually changes the RACE,
865 * not the class. 872 * not the class.
866 */ 873 */
867int 874void
868key_change_class (object *op, char key) 875player::chargen_race_done ()
869{ 876{
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 */ 877 /* this must before then initial items are given */
877 esrv_new_player (op->contr, op->weight + op->carrying); 878 esrv_new_player (ob->contr, ob->weight + ob->carrying);
878 879
879 treasurelist *tl = find_treasurelist ("starting_wealth"); 880 treasurelist *tl = treasurelist::find ("starting_wealth");
880 if (tl) 881 if (tl)
881 create_treasure (tl, op, 0, 0, 0); 882 create_treasure (tl, ob, 0, 0, 0);
882 883
883 INVOKE_PLAYER (BIRTH, op->contr); 884 INVOKE_PLAYER (BIRTH, ob->contr);
884 INVOKE_PLAYER (LOGIN, op->contr); 885 INVOKE_PLAYER (LOGIN, ob->contr);
885 886
886 op->contr->ns->state = ST_PLAYING; 887 ob->contr->ns->state = ST_PLAYING;
887 888
888 if (op->msg) 889 if (ob->msg)
889 op->msg = NULL; 890 ob->msg = 0;
890 891
891 /* We create this now because some of the unique maps will need it 892 /* We create this now because some of the unique maps will need it
892 * to save here. 893 * to save here.
893 */ 894 */
895 {
896 char buf[MAX_BUF];
894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
895 make_path_to_file (buf); 898 make_path_to_file (buf);
899 }
896 900
897 start_info (op); 901 start_info (ob);
898 CLEAR_FLAG (op, FLAG_WIZ); 902 CLEAR_FLAG (ob, FLAG_WIZ);
899 give_initial_items (op, op->randomitems); 903 give_initial_items (ob, ob->randomitems);
900 link_player_skills (op); 904 link_player_skills (ob);
901 esrv_send_inventory (op, op); 905 esrv_send_inventory (ob, ob);
902 op->update_stats (); 906 ob->update_stats ();
903 907
904 /* This moves the player to a different start map, if there 908 /* This moves the player to a different start map, if there
905 * is one for this race 909 * is one for this race
906 */ 910 */
907 if (*first_map_ext_path) 911 if (*first_map_ext_path)
908 { 912 {
909 object *tmp; 913 object *tmp;
910 char mapname[MAX_BUF]; 914 char mapname[MAX_BUF];
911 915
912 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); 916 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
913 tmp = object::create (); 917 tmp = object::create ();
914 EXIT_PATH (tmp) = mapname; 918 EXIT_PATH (tmp) = mapname;
915 EXIT_X (tmp) = op->x; 919 EXIT_X (tmp) = ob->x;
916 EXIT_Y (tmp) = op->y; 920 EXIT_Y (tmp) = ob->y;
917 op->enter_exit (tmp); /* we don't really care if it succeeded; 921 ob->enter_exit (tmp); /* we don't really care if it succeeded;
918 * if the map isn't there, then stay on the 922 * if the map isn't there, then stay on the
919 * default initial map */ 923 * default initial map */
920 tmp->destroy (); 924 tmp->destroy ();
921 } 925 }
922 else 926 else
923 LOG (llevDebug, "first_map_ext_path not set\n"); 927 LOG (llevDebug, "first_map_ext_path not set\n");
928}
924 929
925 return 0; 930void
926 } 931player::chargen_race_next ()
927 932{
928 /* Following actually changes the race - this is the default command 933 /* Following actually changes the race - this is the default command
929 * if we don't match with one of the options above. 934 * if we don't match with one of the options above.
930 */ 935 */
931 936
932 tmp_loop = 0; 937 do
933 while (!tmp_loop)
934 { 938 {
935 shstr name = op->name; 939 shstr name = ob->name;
936 int x = op->x, y = op->y; 940 int x = ob->x, y = ob->y;
937 941
938 op->remove_statbonus (); 942 ob->remove_statbonus ();
939 op->remove (); 943 ob->remove ();
940 op->arch = get_player_archetype (op->arch); 944 ob->arch = get_player_archetype (ob->arch);
941 op->arch->clone.copy_to (op); 945 ob->arch->copy_to (ob);
942 op->instantiate (); 946 ob->instantiate ();
943 op->stats = op->contr->orig_stats; 947 ob->stats = ob->contr->orig_stats;
944 op->name = op->name_pl = name; 948 ob->name = ob->name_pl = name;
945 op->x = x; 949 ob->x = x;
946 op->y = y; 950 ob->y = y;
947 SET_ANIMATION (op, 2); /* So player faces south */ 951 SET_ANIMATION (ob, 2); /* So player faces south */
948 insert_ob_in_map (op, op->map, op, 0); 952 insert_ob_in_map (ob, ob->map, ob, 0);
949 assign (op->contr->title, op->arch->clone.name); 953 assign (ob->contr->title, ob->arch->object::name);
950 op->add_statbonus (); 954 ob->add_statbonus ();
951 tmp_loop = allowed_class (op);
952 } 955 }
956 while (!allowed_class (ob));
953 957
954 update_object (op, UP_OBJ_FACE); 958 update_object (ob, UP_OBJ_FACE);
955 esrv_update_item (UPD_FACE, op, op); 959 esrv_update_item (UPD_FACE, ob, ob);
956 op->update_stats (); 960 ob->update_stats ();
957 op->stats.hp = op->stats.maxhp; 961 ob->stats.hp = ob->stats.maxhp;
958 op->stats.sp = op->stats.maxsp; 962 ob->stats.sp = ob->stats.maxsp;
959 op->stats.grace = 0; 963 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} 964}
967 965
968void 966void
969flee_player (object *op) 967flee_player (object *op)
970{ 968{
1017 /* Cornered, get rid of scared */ 1015 /* Cornered, get rid of scared */
1018 CLEAR_FLAG (op, FLAG_SCARED); 1016 CLEAR_FLAG (op, FLAG_SCARED);
1019 op->enemy = NULL; 1017 op->enemy = NULL;
1020} 1018}
1021 1019
1022
1023/* check_pick sees if there is stuff to be picked up/picks up stuff. 1020/* check_pick sees if there is stuff to be picked up/picks up stuff.
1024 * IT returns 1 if the player should keep on moving, 0 if he should 1021 * It returns 1 if the player should keep on moving, 0 if he should
1025 * stop. 1022 * stop.
1026 */ 1023 */
1027int 1024int
1028check_pick (object *op) 1025check_pick (object *op)
1029{ 1026{
1030 object *tmp, *next; 1027 object *tmp, *next;
1031 int stop = 0; 1028 int stop = 0;
1032 int j, k, wvratio; 1029 int wvratio;
1033 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1034 1031
1035 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1036 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1037 return 1; 1034 return 1;
1038 1035
1106 if (tmp->name != NULL) 1103 if (tmp->name != NULL)
1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1108 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1105 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109 else 1106 else
1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1111 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1108 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112 1109
1113 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1114 } 1111 }
1115 1112
1116 /* philosophy: 1113 /* philosophy:
1309 /* careful: chairs and tables are weapons! */ 1306 /* careful: chairs and tables are weapons! */
1310 if (op->contr->mode & PU_ALLWEAPON) 1307 if (op->contr->mode & PU_ALLWEAPON)
1311 { 1308 {
1312 if (tmp->type == WEAPON && tmp->name != NULL) 1309 if (tmp->type == WEAPON && tmp->name != NULL)
1313 { 1310 {
1314 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1311 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1315 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1312 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1316 { 1313 {
1317 pick_up (op, tmp); 1314 pick_up (op, tmp);
1318 continue; 1315 continue;
1319 } 1316 }
1320 } 1317 }
1321 1318
1322 if (tmp->type == WEAPON && tmp->name == NULL) 1319 if (tmp->type == WEAPON && tmp->name == NULL)
1323 { 1320 {
1324 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1321 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1325 { 1322 {
1326 pick_up (op, tmp); 1323 pick_up (op, tmp);
1327 continue; 1324 continue;
1328 } 1325 }
1329 } 1326 }
1354 if (tmp->name != NULL) 1351 if (tmp->name != NULL)
1355 { 1352 {
1356 fprintf (stderr, "%s", tmp->name); 1353 fprintf (stderr, "%s", tmp->name);
1357 } 1354 }
1358 else 1355 else
1359 fprintf (stderr, "%s", tmp->arch->name); 1356 fprintf (stderr, "%s", tmp->arch->archname);
1360 fprintf (stderr, ",%d] = ", tmp->type); 1357 fprintf (stderr, ",%d] = ", tmp->type);
1361 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1358 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1362#endif 1359#endif
1363 continue; 1360 continue;
1364 } 1361 }
1375 * found object is returned. 1372 * found object is returned.
1376 */ 1373 */
1377object * 1374object *
1378find_arrow (object *op, const char *type) 1375find_arrow (object *op, const char *type)
1379{ 1376{
1380 object *tmp = NULL; 1377 object *tmp = 0;
1381 1378
1382 for (op = op->inv; op; op = op->below) 1379 for (op = op->inv; op; op = op->below)
1383 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1380 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1384 tmp = find_arrow (op, type); 1381 tmp = find_arrow (op, type);
1385 else if (op->type == ARROW && op->race == type) 1382 else if (op->type == ARROW && op->race == type)
1386 return op; 1383 return op;
1384
1387 return tmp; 1385 return tmp;
1388} 1386}
1389 1387
1390/* 1388/*
1391 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1389 * 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 1390 * 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 1391 * 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. 1392 * the hall. Failing that it does it's best to pick the highest plus arrow.
1395 */ 1393 */
1396
1397object * 1394object *
1398find_better_arrow (object *op, object *target, const char *type, int *better) 1395find_better_arrow (object *op, object *target, const char *type, int *better)
1399{ 1396{
1400 object *tmp = NULL, *arrow, *ntmp; 1397 object *tmp = NULL, *arrow, *ntmp;
1401 int attacknum, attacktype, betterby = 0, i; 1398 int attacknum, attacktype, betterby = 0, i;
1434 else 1431 else
1435 { 1432 {
1436 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1433 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1437 { 1434 {
1438 attacktype = 1 << attacknum; 1435 attacktype = 1 << attacknum;
1439 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1436 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1440 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1437 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1441 { 1438 {
1442 tmp = arrow; 1439 tmp = arrow;
1443 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1440 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1444 } 1441 }
1445 } 1442 }
1446 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1447 { 1444 {
1448 tmp = arrow; 1445 tmp = arrow;
1467 * find_better_arrow to find a decent arrow to use. 1464 * find_better_arrow to find a decent arrow to use.
1468 * op = the shooter 1465 * op = the shooter
1469 * type = bow->race 1466 * type = bow->race
1470 * dir = fire direction 1467 * dir = fire direction
1471 */ 1468 */
1472
1473object * 1469object *
1474pick_arrow_target (object *op, const char *type, int dir) 1470pick_arrow_target (object *op, const char *type, int dir)
1475{ 1471{
1476 object *tmp = NULL; 1472 object *tmp = NULL;
1477 maptile *m; 1473 maptile *m;
1542 */ 1538 */
1543int 1539int
1544fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1540fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1545{ 1541{
1546 object *left, *bow; 1542 object *left, *bow;
1547 int bowspeed, mflags; 1543 int mflags;
1548 maptile *m; 1544 maptile *m;
1549 1545
1550 if (!dir) 1546 if (!dir)
1551 { 1547 {
1552 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1548 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1553 return 0; 1549 return 0;
1554 } 1550 }
1555 1551
1556 if (op->type == PLAYER) 1552 if (op->contr)
1557 bow = op->contr->ranges[range_bow]; 1553 bow = op->current_weapon;
1558 else 1554 else
1559 { 1555 {
1560 for (bow = op->inv; bow; bow = bow->below) 1556 for (bow = op->inv; bow; bow = bow->below)
1561 /* Don't check for applied - monsters don't apply bows - in that way, they 1557 /* 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. 1558 * don't need to switch back and forth between bows and weapons.
1567 if (!bow) 1563 if (!bow)
1568 { 1564 {
1569 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1565 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1570 return 0; 1566 return 0;
1571 } 1567 }
1568
1569 // optimisation: move object to top so we will find it quickly again
1570 if (bow->below)
1571 {
1572 bow->remove ();
1573 op->insert (bow);
1574 }
1575
1572 } 1576 }
1573 1577
1574 if (!bow->race || !bow->skill) 1578 if (!bow->race || !bow->skill)
1575 { 1579 {
1576 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1580 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1577 return 0; 1581 return 0;
1578 } 1582 }
1579
1580 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1581
1582 /* penalize ROF for bestarrow */
1583 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1584 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1585
1586 if (bowspeed < 1)
1587 bowspeed = 1;
1588 1583
1589 if (arrow == NULL) 1584 if (arrow == NULL)
1590 { 1585 {
1591 if ((arrow = find_arrow (op, bow->race)) == NULL) 1586 if ((arrow = find_arrow (op, bow->race)) == NULL)
1592 { 1587 {
1593 if (op->type == PLAYER) 1588 if (op->type == PLAYER)
1594 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1589 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 */ 1590 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1596 else 1591 else
1597 CLEAR_FLAG (op, FLAG_READY_BOW); 1592 CLEAR_FLAG (op, FLAG_READY_BOW);
1593
1598 return 0; 1594 return 0;
1599 } 1595 }
1600 } 1596 }
1601 1597
1602 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1598 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1626 1622
1627 arrow->set_owner (op); 1623 arrow->set_owner (op);
1628 arrow->skill = bow->skill; 1624 arrow->skill = bow->skill;
1629 arrow->direction = dir; 1625 arrow->direction = dir;
1630 1626
1627 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1628 arrow->stats.hp = arrow->stats.dam;
1629 arrow->stats.grace = arrow->attacktype;
1630
1631 if (arrow->slaying)
1632 arrow->spellarg = strdup (arrow->slaying);
1633
1634#if 0
1635 if (player *pl = op->contr)
1636 {
1637 float speed = pl->weapon_sp;
1638
1639 /* penalize ROF for bestarrow */
1640 if (pl->bowtype == bow_bestarrow)
1641 speed *= .9f;
1642 else
1643 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1644
1645 op->speed_left += speed - op->speed;
1646 }
1647#endif
1648
1649 SET_ANIMATION (arrow, arrow->direction);
1650
1651 /* update the speed */
1652 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1653 + bow->stats.dam / 7.f;
1654
1655 arrow->set_speed (max (arrow->speed, 2.f));
1656 arrow->speed_left = 0;
1657
1658 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1659
1631 if (op->type == PLAYER) 1660 if (op->type == PLAYER)
1632 { 1661 {
1633 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1634 op->update_stats ();
1635 }
1636
1637 SET_ANIMATION (arrow, arrow->direction);
1638 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1639 arrow->stats.hp = arrow->stats.dam;
1640 arrow->stats.grace = arrow->attacktype;
1641 if (arrow->slaying != NULL)
1642 arrow->spellarg = strdup (arrow->slaying);
1643
1644 /* Note that this was different for monsters - they got their level
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
1650 /* update the speed */
1651 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;
1653
1654 arrow->set_speed (max (arrow->speed, 1.0));
1655 arrow->speed_left = 0;
1656
1657 if (op->type == PLAYER)
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; 1662 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1663 wc -= dex_bonus[op->stats.Dex];
1664
1665 if (!arrow->slaying)
1666 arrow->slaying = op->slaying;
1667
1668 arrow->attacktype |= op->attacktype;
1664 } 1669 }
1665 else 1670 else
1666 { 1671 {
1667 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1668 arrow->level = op->level; 1672 arrow->level = op->level;
1669 } 1673 arrow->stats.wc -= bow->magic;
1670 1674
1671 if (arrow->attacktype == AT_PHYSICAL) 1675 if (!arrow->slaying)
1676 arrow->slaying = bow->slaying;
1677
1672 arrow->attacktype |= bow->attacktype; 1678 arrow->attacktype |= bow->attacktype;
1679 }
1673 1680
1674 if (bow->slaying) 1681 wc -= arrow->level;
1675 arrow->slaying = bow->slaying; 1682 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1676 1683
1684 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1677 arrow->move_type = MOVE_FLY_LOW; 1685 arrow->move_type = MOVE_FLY_LOW;
1678 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1686 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1679 1687
1680 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1688 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1681 m->insert (arrow, sx, sy, op); 1689 m->insert (arrow, sx, sy, op);
1706{ 1714{
1707 int ret = 0, wcmod = 0; 1715 int ret = 0, wcmod = 0;
1708 1716
1709 if (op->contr->bowtype == bow_bestarrow) 1717 if (op->contr->bowtype == bow_bestarrow)
1710 { 1718 {
1711 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1719 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1712 } 1720 }
1713 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1721 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1714 { 1722 {
1715 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1723 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1716 wcmod = -1; 1724 wcmod = -1;
1726 else if (op->contr->bowtype == bow_spreadshot) 1734 else if (op->contr->bowtype == bow_spreadshot)
1727 { 1735 {
1728 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1736 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1729 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1737 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1730 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1738 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1731
1732 } 1739 }
1733 else 1740 else
1734 { 1741 {
1735 /* Simple case */ 1742 /* Simple case */
1736 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1743 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1737 } 1744 }
1745
1738 return ret; 1746 return ret;
1739} 1747}
1740
1741 1748
1742/* Fires a misc (wand/rod/horn) object in 'dir'. 1749/* Fires a misc (wand/rod/horn) object in 'dir'.
1743 * Broken apart from 'fire' to keep it more readable. 1750 * Broken apart from 'fire' to keep it more readable.
1744 */ 1751 */
1745void 1752void
1746fire_misc_object (object *op, int dir) 1753fire_misc_object (object *op, int dir)
1747{ 1754{
1748 object *item; 1755 object *item = op->contr->ranged_ob;
1749 1756
1750 if (!op->contr->ranges[range_misc]) 1757 if (!item)
1751 { 1758 {
1752 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1759 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1753 return; 1760 return;
1754 } 1761 }
1755 1762
1756 item = op->contr->ranges[range_misc];
1757 if (!item->inv) 1763 if (!item->inv)
1758 { 1764 {
1759 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1765 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1760 return; 1766 return;
1761 } 1767 }
1768
1769 if (!op->change_weapon (item))
1770 return;
1771
1762 if (item->type == WAND) 1772 if (item->type == WAND)
1763 { 1773 {
1764 if (item->stats.food <= 0) 1774 if (item->stats.food <= 0)
1765 { 1775 {
1766 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1776 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1767 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1778
1768 return; 1779 return;
1769 } 1780 }
1770 } 1781 }
1771 else if (item->type == ROD || item->type == HORN) 1782 else if (item->type == ROD || item->type == HORN)
1772 { 1783 {
1773 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1784 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1774 { 1785 {
1775 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1786 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1787
1776 if (item->type == ROD) 1788 if (item->type == ROD)
1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1789 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1778 else 1790 else
1779 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1791 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1792
1780 return; 1793 return;
1781 } 1794 }
1782 } 1795 }
1783 1796
1784 if (cast_spell (op, item, dir, item->inv, NULL)) 1797 if (cast_spell (op, item, dir, item->inv, NULL))
1791 object *tmp; 1804 object *tmp;
1792 1805
1793 if (item->arch) 1806 if (item->arch)
1794 { 1807 {
1795 CLEAR_FLAG (item, FLAG_ANIMATE); 1808 CLEAR_FLAG (item, FLAG_ANIMATE);
1796 item->face = item->arch->clone.face; 1809 item->face = item->arch->face;
1797 item->set_speed (0); 1810 item->set_speed (0);
1798 } 1811 }
1799 1812
1800 if ((tmp = item->in_player ())) 1813 if ((tmp = item->in_player ()))
1801 esrv_update_item (UPD_ANIM, tmp, item); 1814 esrv_update_item (UPD_ANIM, tmp, item);
1806 } 1819 }
1807} 1820}
1808 1821
1809/* Received a fire command for the player - go and do it. 1822/* Received a fire command for the player - go and do it.
1810 */ 1823 */
1811void 1824bool
1812fire (object *op, int dir) 1825fire (object *op, int dir)
1813{ 1826{
1814 int spellcost = 0; 1827 int spellcost = 0;
1815 1828
1816 /* check for loss of invisiblity/hide */ 1829 /* check for loss of invisiblity/hide */
1817 if (action_makes_visible (op)) 1830 if (action_makes_visible (op))
1818 make_visible (op); 1831 make_visible (op);
1819 1832
1820 switch (op->contr->shoottype) 1833 player *pl = op->contr;
1834
1835 if (pl->golem)
1836 {
1837 control_golem (op->contr->golem, dir);
1838 return false;
1821 { 1839 }
1822 case range_none:
1823 return;
1824 1840
1825 case range_bow: 1841 object *ob = pl->ranged_ob;
1842
1843 if (!ob)
1844 return false;
1845
1846 if (!op->change_weapon (ob))
1847 return false;
1848
1849 if (op->speed_left > 0.f)
1850 --op->speed_left;
1851 else
1852 return false;
1853
1854 switch (ob->type)
1855 {
1856 case BOW:
1826 player_fire_bow (op, dir); 1857 player_fire_bow (op, dir);
1827 return; 1858 break;
1828 1859
1829 case range_magic: /* Casting spells */ 1860 case SPELL:
1830 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1861 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1831 return; 1862 break;
1832 1863
1833 case range_misc: 1864 case BUILDER:
1865 apply_map_builder (op, dir);
1866 break;
1867
1868 case SKILL:
1869 do_skill (op, op, ob, dir, 0);
1870 break;
1871
1872 default:
1834 fire_misc_object (op, dir); 1873 fire_misc_object (op, dir);
1835 return; 1874 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 } 1875 }
1864}
1865 1876
1866 1877 return true;
1878}
1867 1879
1868/* find_key 1880/* find_key
1869 * We try to find a key for the door as passed. If we find a key 1881 * 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 1882 * and successfully use it, we return the key, otherwise NULL
1871 * This function merges both normal and locked door, since the logic 1883 * This function merges both normal and locked door, since the logic
1873 * pl is the player, 1885 * pl is the player,
1874 * inv is the objects inventory to searched 1886 * inv is the objects inventory to searched
1875 * door is the door we are trying to match against. 1887 * door is the door we are trying to match against.
1876 * This function can be called recursively to search containers. 1888 * This function can be called recursively to search containers.
1877 */ 1889 */
1878
1879object * 1890object *
1880find_key (object *pl, object *container, object *door) 1891find_key (object *pl, object *container, object *door)
1881{ 1892{
1882 object *tmp, *key; 1893 object *tmp, *key;
1883 1894
1884 /* Should not happen, but sanity checking is never bad */ 1895 /* Should not happen, but sanity checking is never bad */
1885 if (container->inv == NULL) 1896 if (!container->inv)
1886 return NULL; 1897 return 0;
1887 1898
1888 /* First, lets try to find a key in the top level inventory */ 1899 /* First, lets try to find a key in the top level inventory */
1889 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1900 for (tmp = container->inv; tmp; tmp = tmp->below)
1890 { 1901 {
1891 if (door->type == DOOR && tmp->type == KEY) 1902 if (door->type == DOOR && tmp->type == KEY)
1892 break; 1903 break;
1893 /* For sanity, we should really check door type, but other stuff 1904 /* For sanity, we should really check door type, but other stuff
1894 * (like containers) can be locked with special keys 1905 * (like containers) can be locked with special keys
1895 */ 1906 */
1896 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1907 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1897 break; 1908 break;
1898 } 1909 }
1910
1899 /* No key found - lets search inventories now */ 1911 /* No key found - lets search inventories now */
1900 /* If we find and use a key in an inventory, return at that time. 1912 /* 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 1913 * otherwise, if we search all the inventories and still don't find
1902 * a key, return 1914 * a key, return
1903 */ 1915 */
1904 if (!tmp) 1916 if (!tmp)
1905 { 1917 {
1906 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1918 for (tmp = container->inv; tmp; tmp = tmp->below)
1907 { 1919 {
1908 /* No reason to search empty containers */ 1920 /* No reason to search empty containers */
1909 if (tmp->type == CONTAINER && tmp->inv) 1921 if (tmp->type == CONTAINER && tmp->inv)
1910 { 1922 {
1911 if ((key = find_key (pl, tmp, door)) != NULL) 1923 if ((key = find_key (pl, tmp, door)))
1912 return key; 1924 return key;
1913 } 1925 }
1914 } 1926 }
1927
1915 if (!tmp) 1928 if (!tmp)
1916 return NULL; 1929 return NULL;
1917 } 1930 }
1931
1918 /* We get down here if we have found a key. Now if its in a container, 1932 /* 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 1933 * see if we actually want to use it
1920 */ 1934 */
1921 if (pl != container) 1935 if (pl != container)
1922 { 1936 {
1943 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1957 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)); 1958 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1945 return NULL; 1959 return NULL;
1946 } 1960 }
1947 } 1961 }
1962
1948 return tmp; 1963 return tmp;
1949} 1964}
1950 1965
1951/* moved door processing out of move_player_attack. 1966/* moved door processing out of move_player_attack.
1952 * returns 1 if player has opened the door with a key 1967 * returns 1 if player has opened the door with a key
1954 * 0 otherwise 1969 * 0 otherwise
1955 */ 1970 */
1956static int 1971static int
1957player_attack_door (object *op, object *door) 1972player_attack_door (object *op, object *door)
1958{ 1973{
1959 /* If its a door, try to find a use a key. If we do destroy the door, 1974 /* If its a door, try to find a key. If we do destroy the door,
1960 * might as well return immediately as there is nothing more to do - 1975 * might as well return immediately as there is nothing more to do -
1961 * otherwise, we fall through to the rest of the code. 1976 * otherwise, we fall through to the rest of the code.
1962 */ 1977 */
1963 object *key = find_key (op, op, door); 1978 object *key = find_key (op, op, door);
1964 1979
1965 /* IF we found a key, do some extra work */ 1980 /* If we found a key, do some extra work */
1966 if (key) 1981 if (key)
1967 { 1982 {
1968 object *container = key->env; 1983 object *container = key->env;
1969 1984
1970 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1985 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1986
1971 if (action_makes_visible (op)) 1987 if (action_makes_visible (op))
1972 make_visible (op); 1988 make_visible (op);
1989
1973 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1990 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1974 spring_trap (door->inv, op); 1991 spring_trap (door->inv, op);
1992
1975 if (door->type == DOOR) 1993 if (door->type == DOOR)
1976 {
1977 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1994 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1978 }
1979 else if (door->type == LOCKED_DOOR) 1995 else if (door->type == LOCKED_DOOR)
1980 { 1996 {
1981 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1997 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 ;-) */ 1998 remove_door2 (door); /* remove door without violence ;-) */
1983 } 1999 }
2000
1984 /* Do this after we print the message */ 2001 /* Do this after we print the message */
1985 decrease_ob (key); /* Use up one of the keys */ 2002 decrease_ob (key); /* Use up one of the keys */
1986 /* Need to update the weight the container the key was in */ 2003 /* Need to update the weight the container the key was in */
1987 if (container != op) 2004 if (container != op)
1988 esrv_update_item (UPD_WEIGHT, op, container); 2005 esrv_update_item (UPD_WEIGHT, op, container);
2006
1989 return 1; /* Nothing more to do below */ 2007 return 1; /* Nothing more to do below */
1990 } 2008 }
1991 else if (door->type == LOCKED_DOOR) 2009 else if (door->type == LOCKED_DOOR)
1992 { 2010 {
1993 /* Might as well return now - no other way to open this */ 2011 /* Might as well return now - no other way to open this */
1994 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2012 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1995 return 1; 2013 return 1;
1996 } 2014 }
2015
1997 return 0; 2016 return 0;
1998} 2017}
1999 2018
2000/* This function is just part of a breakup from move_player. 2019/* This function is just part of a breakup from move_player.
2001 * It should keep the code cleaner. 2020 * It should keep the code cleaner.
2002 * When this is called, the players direction has been updated 2021 * When this is called, the players direction has been updated
2003 * (taking into account confusion.) The player is also actually 2022 * (taking into account confusion.) The player is also actually
2004 * going to try and move (not fire weapons). 2023 * going to try and move (not fire weapons).
2005 */ 2024 */
2006void 2025bool
2007move_player_attack (object *op, int dir) 2026move_player_attack (object *op, int dir)
2008{ 2027{
2009 object *tmp, *mon;
2010 sint16 nx, ny;
2011 int on_battleground; 2028 int on_battleground;
2012 maptile *m;
2013 2029
2014 nx = freearr_x[dir] + op->x; 2030 sint16 nx = freearr_x[dir] + op->x;
2015 ny = freearr_y[dir] + op->y; 2031 sint16 ny = freearr_y[dir] + op->y;
2016 2032
2017 on_battleground = op_on_battleground (op, 0, 0); 2033 on_battleground = op_on_battleground (op, 0, 0);
2034
2035 if (out_of_map (op->map, nx, ny))
2036 return false;
2037
2038 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2039 {
2040 --op->speed_left;
2041 return true;
2042 }
2018 2043
2019 /* If braced, or can't move to the square, and it is not out of the 2044 /* 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 2045 * map, attack it. Note order of if statement is important - don't
2021 * want to be calling move_ob if braced, because move_ob will move the 2046 * want to be calling move_ob if braced, because move_ob will move the
2022 * player. This is a pretty nasty hack, because if we could 2047 * player. This is a pretty nasty hack, because if we could
2023 * move to some space, it then means that if we are braced, we should 2048 * move to some space, it then means that if we are braced, we should
2024 * do nothing at all. As it is, if we are braced, we go through 2049 * do nothing at all. As it is, if we are braced, we go through
2025 * quite a bit of processing. However, it probably is less than what 2050 * quite a bit of processing. However, it probably is less than what
2026 * move_ob uses. 2051 * move_ob uses.
2027 */ 2052 */
2028 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2029 {
2030 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2031 {
2032 m = op->map->xy_find (nx, ny); 2053 maptile *m = op->map->xy_find (nx, ny);
2033 if (!m)
2034 return; /* Don't think this should happen */
2035 }
2036 else
2037 m = op->map;
2038 2054
2039 if (!(tmp = m->at (nx, ny).bot))
2040 return;
2041
2042 mon = 0;
2043 /* Go through all the objects, and find ones of interest. Only stop if 2055 /* Go through all the objects, and find ones of interest. Only stop if
2044 * we find a monster - that is something we know we want to attack. 2056 * we find a monster - that is something we know we want to attack.
2045 * if its a door or barrel (can roll) see if there may be monsters 2057 * if its a door or barrel (can roll) see if there may be monsters
2046 * on the space 2058 * on the space
2047 */ 2059 */
2048 while (tmp) 2060 object *mon;
2049 { 2061 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2050 if (tmp == op) 2062 {
2051 { 2063 if ((mon->flag [FLAG_ALIVE]
2052 tmp = tmp->above; 2064 || mon->type == LOCKED_DOOR
2053 continue; 2065 || mon->flag [FLAG_CAN_ROLL])
2054 }
2055
2056 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2057 {
2058 mon = tmp; 2066 && mon != op)
2059 break; 2067 break;
2060 } 2068 }
2061 2069
2062 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2063 mon = tmp;
2064
2065 tmp = tmp->above;
2066 }
2067
2068 if (!mon) /* This happens anytime the player tries to move */ 2070 if (!mon) /* This happens anytime the player tries to move */
2069 return; /* into a wall */ 2071 return false; /* into a wall */
2070 2072
2071 if (mon->head)
2072 mon = mon->head; 2073 mon = mon->head_ ();
2073 2074
2074 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2075 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2076 if (op->contr->weapon_sp_left > 0.f)
2075 if (player_attack_door (op, mon)) 2077 if (player_attack_door (op, mon))
2078 {
2079 --op->contr->weapon_sp_left;
2076 return; 2080 return true;
2081 }
2077 2082
2078 /* The following deals with possibly attacking peaceful 2083 /* The following deals with possibly attacking peaceful
2079 * or frienddly creatures. Basically, all players are considered 2084 * or friendly creatures. Basically, all players are considered
2080 * unaggressive. If the moving player has peaceful set, then the 2085 * unaggressive. If the moving player has peaceful set, then the
2081 * object should be pushed instead of attacked. It is assumed that 2086 * object should be pushed instead of attacked. It is assumed that
2082 * if you are braced, you will not attack friends accidently, 2087 * if you are braced, you will not attack friends accidently,
2083 * and thus will not push them. 2088 * and thus will not push them.
2084 */ 2089 */
2085 2090
2086 /* If the creature is a pet, push it even if the player is not 2091 /* If the creature is a pet, push it even if the player is not
2087 * peaceful. Our assumption is the creature is a pet if the 2092 * peaceful. Our assumption is the creature is a pet if the
2088 * player owns it and it is either friendly or unagressive. 2093 * player owns it and it is either friendly or unagressive.
2089 */ 2094 */
2090 if ((op->type == PLAYER) 2095 if (op->type == PLAYER
2091#if COZY_SERVER
2092 &&
2093 ((mon->owner && mon->owner->contr 2096 && ((mon->owner && mon->owner->contr
2094 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2097 && same_party (mon->owner->contr->party, op->contr->party))
2095#else
2096 && mon->owner == op 2098 || mon->owner == op)
2097#endif
2098 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2099 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2099 { 2100 {
2100 /* If we're braced, we don't want to switch places with it */ 2101 /* If we're braced, we don't want to switch places with it */
2101 if (op->contr->braced) 2102 if (op->contr->braced)
2102 return; 2103 return false;
2104
2105 if (op->speed_left > 0.f)
2106 {
2107 --op->speed_left;
2103 2108
2104 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2109 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2105 (void) push_ob (mon, dir, op); 2110 push_ob (mon, dir, op);
2111
2106 if (op->contr->tmp_invis || op->hide) 2112 if (op->contr->tmp_invis || op->hide)
2107 make_visible (op); 2113 make_visible (op);
2108 2114
2109 return; 2115 return true;
2110 } 2116 }
2117 else
2118 return false;
2119 }
2111 2120
2112 /* in certain circumstances, you shouldn't attack friendly 2121 /* in certain circumstances, you shouldn't attack friendly
2113 * creatures. Note that if you are braced, you can't push 2122 * creatures. Note that if you are braced, you can't push
2114 * someone, but put it inside this loop so that you won't 2123 * someone, but put it inside this loop so that you won't
2115 * attack them either. 2124 * attack them either.
2116 */ 2125 */
2117 if ((mon->type == PLAYER || mon->enemy != op) && 2126 if ((mon->type == PLAYER || mon->enemy != op)
2118 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2127 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2119#ifdef PROHIBIT_PLAYERKILL
2120 (op->contr->peaceful 2128 && ((op->contr->peaceful
2121 || (mon->type == PLAYER 2129 || (mon->type == PLAYER && mon->contr->peaceful))
2122 && mon->contr->
2123 peaceful)) &&
2124#else
2125 op->contr->peaceful &&
2126#endif
2127 !on_battleground)) 2130 && !on_battleground))
2131 {
2132 if (op->speed_left > 0.f)
2128 { 2133 {
2134 --op->speed_left;
2135
2129 if (!op->contr->braced) 2136 if (!op->contr->braced)
2130 { 2137 {
2131 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2138 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2132 push_ob (mon, dir, op); 2139 push_ob (mon, dir, op);
2133 } 2140 }
2134 else 2141 else
2135 new_draw_info (0, 0, op, "You withhold your attack"); 2142 new_draw_info (0, 0, op, "You withhold your attack");
2136 2143
2137 if (op->contr->tmp_invis || op->hide) 2144 if (op->contr->tmp_invis || op->hide)
2138 make_visible (op); 2145 make_visible (op);
2139 }
2140 2146
2147 return true;
2148 }
2149 }
2141 /* If the object is a boulder or other rollable object, then 2150 /* If the object is a boulder or other rollable object, then
2142 * roll it if not braced. You can't roll it if you are braced. 2151 * roll it if not braced. You can't roll it if you are braced.
2143 */ 2152 */
2144 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2153 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2154 {
2155 if (op->speed_left > 0.f)
2145 { 2156 {
2157 --op->speed_left;
2158
2146 recursive_roll (mon, dir, op); 2159 recursive_roll (mon, dir, op);
2147 if (action_makes_visible (op)) 2160 if (action_makes_visible (op))
2148 make_visible (op); 2161 make_visible (op);
2149 }
2150 2162
2163 return true;
2164 }
2165 }
2151 /* Any generic living creature. Including things like doors. 2166 /* Any generic living creature. Including things like doors.
2152 * Way it works is like this: First, it must have some hit points 2167 * Way it works is like this: First, it must have some hit points
2153 * and be living. Then, it must be one of the following: 2168 * and be living. Then, it must be one of the following:
2154 * 1) Not a player, 2) A player, but of a different party. Note 2169 * 1) Not a player, 2) A player, but of a different party. Note
2155 * that party_number -1 is no party, so attacks can still happen. 2170 * that party_number -1 is no party, so attacks can still happen.
2156 */ 2171 */
2157 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2172 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2158 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2173 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2159 { 2174 {
2160 2175 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2161 /* If the player hasn't hit something this tick, and does
2162 * so, give them speed boost based on weapon speed. Doing
2163 * it here is better than process_players2, which basically
2164 * incurred a 1 tick offset.
2165 */
2166 if (!op->contr->has_hit)
2167 { 2176 {
2168 op->speed_left += op->speed / op->contr->weapon_sp; 2177 --op->contr->weapon_sp_left;
2169
2170 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2171 }
2172 2178
2173 skill_attack (mon, op, 0, 0, 0); 2179 skill_attack (mon, op, 0, 0, 0);
2174
2175 /* If attacking another player, that player gets automatic
2176 * hitback, and doesn't loose luck either.
2177 * Disable hitback on the battleground or if the target is
2178 * the wiz.
2179 */
2180 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2181 {
2182 short luck = mon->stats.luck;
2183
2184 mon->contr->has_hit = 1;
2185 skill_attack (op, mon, 0, 0, 0);
2186 mon->stats.luck = luck;
2187 }
2188 2180
2189 if (action_makes_visible (op)) 2181 if (action_makes_visible (op))
2190 make_visible (op); 2182 make_visible (op);
2191 }
2192 } /* if player should attack something */
2193}
2194 2183
2195int 2184 return true;
2185 }
2186 }
2187
2188 return false;
2189}
2190
2191bool
2196move_player (object *op, int dir) 2192move_player (object *op, int dir)
2197{ 2193{
2198 int pick; 2194 int pick;
2199 2195
2200 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2196 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2207 return 0; 2203 return 0;
2208 } 2204 }
2209 2205
2210 /* peterm: added following line */ 2206 /* peterm: added following line */
2211 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2207 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2212 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2208 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2213 2209
2214 op->facing = dir; 2210 op->facing = dir;
2215 2211
2216 if (op->hide) 2212 if (op->hide)
2217 do_hidden_move (op); 2213 do_hidden_move (op);
2218 2214
2215 bool retval;
2216
2219 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2217 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2220 /*nop */ ; 2218 retval = RESULT_INT (0);
2221 else if (op->contr->fire_on) 2219 else if (op->contr->fire_on)
2222 fire (op, dir); 2220 retval = fire (op, dir);
2223 else 2221 else
2224 { 2222 {
2225 move_player_attack (op, dir); 2223 retval = move_player_attack (op, dir);
2226 pick = check_pick (op); 2224 pick = check_pick (op);
2227 } 2225 }
2228 2226
2229 /* Add special check for newcs players and fire on - this way, the 2227 /* Add special check for newcs players and fire on - this way, the
2230 * server can handle repeat firing. 2228 * server can handle repeat firing.
2237 /* Update how the player looks. Use the facing, so direction may 2235 /* Update how the player looks. Use the facing, so direction may
2238 * get reset to zero. This allows for full animation capabilities 2236 * get reset to zero. This allows for full animation capabilities
2239 * for players. 2237 * for players.
2240 */ 2238 */
2241 animate_object (op, op->facing); 2239 animate_object (op, op->facing);
2242 return 0; 2240
2241 return retval;
2243} 2242}
2244 2243
2245/* This is similar to handle_player, below, but is only used by the 2244/* This is similar to handle_player, below, but is only used by the
2246 * new client/server stuff. 2245 * new client/server stuff.
2247 * This is sort of special, in that the new client/server actually uses 2246 * This is sort of special, in that the new client/server actually uses
2248 * the new speed values for commands. 2247 * the new speed values for commands.
2249 * 2248 *
2250 * Returns true if there are more actions we can do. 2249 * Returns true if there are more actions we can do. Should not do
2250 * many actions in a row, as that would be too unfair to other
2251 * players.
2251 */ 2252 */
2252int 2253bool
2253handle_newcs_player (object *op) 2254handle_newcs_player (object *op)
2254{ 2255{
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)) 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2276 { 2257 {
2277 flee_player (op); 2258 if (op->speed_left > 0.f)
2278 /* If player is still scared, that is his action for this tick */
2279 if (QUERY_FLAG (op, FLAG_SCARED))
2280 { 2259 {
2281 op->speed_left--; 2260 --op->speed_left;
2261 flee_player (op);
2262
2282 return 0; 2263 return true;
2283 } 2264 }
2265 else
2266 return false;
2284 } 2267 }
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 2268
2294 /* call this here - we also will call this in do_ericserver, but 2269 /* call this here - we also will call this in do_ericserver, but
2295 * the players time has been increased when doericserver has been 2270 * the players time has been increased when doericserver has been
2296 * called, so we recheck it here. 2271 * called, so we recheck it here.
2297 */ 2272 */
2298 if (op->contr->ns->handle_command ()) 2273 if (op->contr->ns->handle_command ())
2299 return 1; 2274 return true;
2300 2275
2301 if (op->speed_left > 0)
2302 {
2303 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2276 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2304 {
2305 /* All move commands take 1 tick, at least for now */
2306 op->speed_left--;
2307
2308 /* Instead of all the stuff below, let move_player take care
2309 * of it. Also, some of the skill stuff is only put in
2310 * there, as well as the confusion stuff.
2311 */
2312 move_player (op, op->direction); 2277 return move_player (op, op->direction);
2313 2278
2314 return op->speed_left > 0;
2315 }
2316 }
2317
2318 return 0; 2279 return false;
2319} 2280}
2320 2281
2321int 2282int
2322save_life (object *op) 2283save_life (object *op)
2323{ 2284{
2355/* This goes throws the inventory and removes unpaid objects, and puts them 2316/* This goes throws the inventory and removes unpaid objects, and puts them
2356 * back in the map (location and map determined by values of env). This 2317 * back in the map (location and map determined by values of env). This
2357 * function will descend into containers. op is the object to start the search 2318 * function will descend into containers. op is the object to start the search
2358 * from. 2319 * from.
2359 */ 2320 */
2360void 2321static void
2361remove_unpaid_objects (object *op, object *env) 2322drop_unpaid_items (object *op, object *env)
2362{ 2323{
2363 object *next;
2364
2365 while (op) 2324 while (op)
2366 { 2325 {
2367 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2326 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2368 2327
2369 if (QUERY_FLAG (op, FLAG_UNPAID)) 2328 if (QUERY_FLAG (op, FLAG_UNPAID))
2372 esrv_del_item (env->contr, op->count); 2331 esrv_del_item (env->contr, op->count);
2373 2332
2374 op->insert_at (env); 2333 op->insert_at (env);
2375 } 2334 }
2376 else if (op->inv) 2335 else if (op->inv)
2377 remove_unpaid_objects (op->inv, env); 2336 drop_unpaid_items (op->inv, env);
2378 2337
2379 op = next; 2338 op = next;
2380 } 2339 }
2340}
2341
2342void
2343object::drop_unpaid_items ()
2344{
2345 if (!flag [FLAG_REMOVED])
2346 ::drop_unpaid_items (inv, this);
2381} 2347}
2382 2348
2383/* 2349/*
2384 * Returns pointer a static string containing gravestone text 2350 * Returns pointer a static string containing gravestone text
2385 * Moved from apply.c to player.c - player.c is what 2351 * Moved from apply.c to player.c - player.c is what
2435 int rate_grace = 2000; 2401 int rate_grace = 2000;
2436 const int max_hp = 1; 2402 const int max_hp = 1;
2437 const int max_sp = 1; 2403 const int max_sp = 1;
2438 const int max_grace = 1; 2404 const int max_grace = 1;
2439 2405
2440 if (op->contr->outputs_sync) 2406 if (op->contr->hidden)
2407 {
2408 op->invisible = 1000;
2409 /* the socket code flashes the player visible/invisible
2410 * depending on the value of invisible, so we need to
2411 * alternate it here for it to work correctly.
2412 */
2413 if (pticks & 2)
2414 op->invisible--;
2441 { 2415 }
2442 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2416 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) 2417 {
2444 flush_output_element (op, &op->contr->outputs[i]); 2418 if (!op->invisible--)
2419 {
2420 make_visible (op);
2421 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2422 }
2445 } 2423 }
2446 2424
2447 if (op->contr->ns->state == ST_PLAYING) 2425 if (op->contr->ns->state == ST_PLAYING)
2448 { 2426 {
2449 /* these next three if clauses make it possible to SLOW DOWN 2427 /* these next three if clauses make it possible to SLOW DOWN
2471 gen_grace = op->stats.maxgrace; 2449 gen_grace = op->stats.maxgrace;
2472 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2450 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2473 } 2451 }
2474 2452
2475 /* Regenerate Spell Points */ 2453 /* Regenerate Spell Points */
2476 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2454 if (!op->contr->golem && --op->last_sp < 0)
2477 { 2455 {
2478 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2456 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) 2457 if (op->stats.sp < op->stats.maxsp)
2480 { 2458 {
2481 op->stats.sp++; 2459 op->stats.sp++;
2579 } 2557 }
2580 2558
2581 /* Digestion */ 2559 /* Digestion */
2582 if (--op->last_eat < 0) 2560 if (--op->last_eat < 0)
2583 { 2561 {
2584#ifdef COZY_SERVER
2585 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2586 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2587#else
2588 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2562 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2589#endif
2590 2563
2591 if (op->contr->gen_hp > 0) 2564 if (op->contr->gen_hp > 0)
2592 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2565 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2593 else 2566 else
2594 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2567 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2660 object *tmp; 2633 object *tmp;
2661 2634
2662 if (save_life (op)) 2635 if (save_life (op))
2663 return; 2636 return;
2664 2637
2665
2666 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2638 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2667 * in cities ONLY!!! It is very important that this doesn't get abused. 2639 * in cities ONLY!!! It is very important that this doesn't get abused.
2668 * Look at op_on_battleground() for more info --AndreasV 2640 * Look at op_on_battleground() for more info --AndreasV
2669 */ 2641 */
2670 if (op_on_battleground (op, &x, &y)) 2642 if (op_on_battleground (op, &x, &y))
2699 tmp->name = buf; 2671 tmp->name = buf;
2700 sprintf (buf, " This finger has been cut off %s\n" 2672 sprintf (buf, " This finger has been cut off %s\n"
2701 " the %s, when he was defeated at\n level %d by %s.\n", 2673 " 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); 2674 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2703 tmp->msg = buf; 2675 tmp->msg = buf;
2704 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2676 tmp->value = 0, tmp->type = 0;
2705 tmp->materialname = NULL; 2677 tmp->materialname = "organics";
2706 tmp->insert_at (op, tmp); 2678 tmp->insert_at (op, tmp);
2707 } 2679 }
2708 2680
2709 /* teleport defeated player to new destination */ 2681 /* teleport defeated player to new destination */
2710 transfer_ob (op, x, y, 0, NULL); 2682 transfer_ob (op, x, y, 0, NULL);
2906 op->stats.hp = op->stats.maxhp; 2878 op->stats.hp = op->stats.maxhp;
2907 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2879 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2908 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2880 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2909 2881
2910 /* 2882 /*
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 2883 * Check to see if the player has any unpaid items. If so, remove them
2913 * in the map. 2884 * and put them back in the map.
2914 */ 2885 */
2915 2886 op->drop_unpaid_items ();
2916 if (is_in_shop (op))
2917 remove_unpaid_objects (op->inv, op);
2918 2887
2919 /****************************************/ 2888 /****************************************/
2920 /* */ 2889 /* */
2921 /* Move player to his current respawn- */ 2890 /* Move player to his current respawn- */
2922 /* position (usually last savebed) */ 2891 /* position (usually last savebed) */
2942 object *force; 2911 object *force;
2943 int at; 2912 int at;
2944 2913
2945 force = get_archetype (FORCE_NAME); 2914 force = get_archetype (FORCE_NAME);
2946 /* 50 ticks should be enough time for the spell to abate */ 2915 /* 50 ticks should be enough time for the spell to abate */
2947 force->speed = 0.1; 2916 force->speed = 0.1f;
2948 force->speed_left = -5.0; 2917 force->speed_left = -5.f;
2949 SET_FLAG (force, FLAG_APPLIED); 2918 SET_FLAG (force, FLAG_APPLIED);
2950 for (at = 0; at < NROFATTACKS; at++) 2919 for (at = 0; at < NROFATTACKS; at++)
2951 if (will_kill_again & (1 << at)) 2920 if (will_kill_again & (1 << at))
2952 force->resist[at] = 100; 2921 force->resist[at] = 100;
2953 2922
2962void 2931void
2963loot_object (object *op) 2932loot_object (object *op)
2964{ /* Grab and destroy some treasure */ 2933{ /* Grab and destroy some treasure */
2965 object *tmp, *tmp2, *next; 2934 object *tmp, *tmp2, *next;
2966 2935
2967 if (op->container) 2936 op->close_container (); /* close open sack first */
2968 esrv_apply_container (op, op->container); /* close open sack first */
2969 2937
2970 for (tmp = op->inv; tmp; tmp = next) 2938 for (tmp = op->inv; tmp; tmp = next)
2971 { 2939 {
2972 next = tmp->below; 2940 next = tmp->below;
2973 2941
2974 if (tmp->invisible) 2942 if (tmp->invisible)
2975 continue; 2943 continue;
2976 2944
2977 tmp->remove (); 2945 tmp->remove ();
2978 tmp->x = op->x, tmp->y = op->y; 2946 tmp->x = op->x, tmp->y = op->y;
2947
2979 if (tmp->type == CONTAINER) 2948 if (tmp->type == CONTAINER)
2980 { /* empty container to ground */ 2949 loot_object (tmp); /* empty container to ground */
2981 loot_object (tmp); 2950
2982 }
2983 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2951 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2984 { 2952 {
2985 if (tmp->nrof > 1) 2953 if (tmp->nrof > 1)
2986 { 2954 {
2987 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2955 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2988 tmp2->destroy (); 2956 tmp2->destroy ();
2999/* 2967/*
3000 * fix_weight(): Check recursively the weight of all players, and fix 2968 * fix_weight(): Check recursively the weight of all players, and fix
3001 * what needs to be fixed. Refresh windows and fix speed if anything 2969 * what needs to be fixed. Refresh windows and fix speed if anything
3002 * was changed. 2970 * was changed.
3003 */ 2971 */
3004
3005void 2972void
3006fix_weight (void) 2973fix_weight (void)
3007{ 2974{
3008 for_all_players (pl) 2975 for_all_players (pl)
3009 { 2976 {
3069 if (op->type == PLAYER) 3036 if (op->type == PLAYER)
3070 { 3037 {
3071 op->contr->tmp_invis = 0; 3038 op->contr->tmp_invis = 0;
3072 op->contr->invis_race = 0; 3039 op->contr->invis_race = 0;
3073 } 3040 }
3041
3074 update_object (op, UP_OBJ_FACE); 3042 update_object (op, UP_OBJ_CHANGE);
3075} 3043}
3076 3044
3077int 3045int
3078is_true_undead (object *op) 3046is_true_undead (object *op)
3079{ 3047{
3080 object *tmp = NULL;
3081
3082 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3048 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3083 return 1; 3049 return 1;
3084 3050
3085 return 0; 3051 return 0;
3086} 3052}
3087 3053
3131/* For Hidden creatures - a chance of becoming 'unhidden' 3097/* For Hidden creatures - a chance of becoming 'unhidden'
3132 * every time they move - as we subtract off 'invisibility' 3098 * every time they move - as we subtract off 'invisibility'
3133 * AND, for players, if they move into a ridiculously unhideable 3099 * AND, for players, if they move into a ridiculously unhideable
3134 * spot (surrounded by clear terrain in broad daylight). -b.t. 3100 * spot (surrounded by clear terrain in broad daylight). -b.t.
3135 */ 3101 */
3136
3137void 3102void
3138do_hidden_move (object *op) 3103do_hidden_move (object *op)
3139{ 3104{
3140 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3105 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3141 object *skop; 3106 object *skop;
3258 * a blocked los square. 3223 * a blocked los square.
3259 * we use the archetype to figure out offsets. 3224 * we use the archetype to figure out offsets.
3260 */ 3225 */
3261 while (op) 3226 while (op)
3262 { 3227 {
3263 dx = rv.distance_x + op->arch->clone.x; 3228 dx = rv.distance_x + op->arch->x;
3264 dy = rv.distance_y + op->arch->clone.y; 3229 dy = rv.distance_y + op->arch->y;
3265 3230
3266 /* only the viewable area the player sees is updated by LOS 3231 /* only the viewable area the player sees is updated by LOS
3267 * code, so we need to restrict ourselves to that range of values 3232 * code, so we need to restrict ourselves to that range of values
3268 * for any meaningful values. 3233 * for any meaningful values.
3269 */ 3234 */
3374 char buf[MAX_BUF]; /* tmp. string buffer */ 3339 char buf[MAX_BUF]; /* tmp. string buffer */
3375 int i = 0, j = 0; 3340 int i = 0, j = 0;
3376 3341
3377 /* get the appropriate treasurelist */ 3342 /* get the appropriate treasurelist */
3378 if (atnr == ATNR_FIRE) 3343 if (atnr == ATNR_FIRE)
3379 trlist = find_treasurelist ("dragon_ability_fire"); 3344 trlist = treasurelist::find ("dragon_ability_fire");
3380 else if (atnr == ATNR_COLD) 3345 else if (atnr == ATNR_COLD)
3381 trlist = find_treasurelist ("dragon_ability_cold"); 3346 trlist = treasurelist::find ("dragon_ability_cold");
3382 else if (atnr == ATNR_ELECTRICITY) 3347 else if (atnr == ATNR_ELECTRICITY)
3383 trlist = find_treasurelist ("dragon_ability_elec"); 3348 trlist = treasurelist::find ("dragon_ability_elec");
3384 else if (atnr == ATNR_POISON) 3349 else if (atnr == ATNR_POISON)
3385 trlist = find_treasurelist ("dragon_ability_poison"); 3350 trlist = treasurelist::find ("dragon_ability_poison");
3386 3351
3387 if (trlist == NULL || who->type != PLAYER) 3352 if (trlist == NULL || who->type != PLAYER)
3388 return; 3353 return;
3389 3354
3390 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3355 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3394 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3359 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3395 return; 3360 return;
3396 } 3361 }
3397 3362
3398 /* everything seems okay - now bring on the gift: */ 3363 /* everything seems okay - now bring on the gift: */
3399 item = &(tr->item->clone); 3364 item = tr->item;
3400 3365
3401 if (item->type == SPELL) 3366 if (item->type == SPELL)
3402 { 3367 {
3403 if (check_spell_known (who, item->name)) 3368 if (check_spell_known (who, item->name))
3404 return; 3369 return;
3463 { 3428 {
3464 /* forces in the treasurelist can alter the player's stats */ 3429 /* forces in the treasurelist can alter the player's stats */
3465 object *skin; 3430 object *skin;
3466 3431
3467 /* first get the dragon skin force */ 3432 /* first get the dragon skin force */
3468 shstr_cmp dragon_skin_force ("dragon_skin_force");
3469 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3433 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3470 ; 3434 ;
3471 3435
3472 if (!skin) 3436 if (!skin)
3473 return; 3437 return;
3474 3438
3522 * not readied. 3486 * not readied.
3523 */ 3487 */
3524void 3488void
3525player_unready_range_ob (player *pl, object *ob) 3489player_unready_range_ob (player *pl, object *ob)
3526{ 3490{
3527 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3491 if (pl->ob->current_weapon == ob)
3492 pl->ob->current_weapon = 0;
3493
3494 if (pl->combat_ob == ob)
3495 pl->combat_ob = 0;
3496
3528 if (pl->ranges[i] == ob) 3497 if (pl->ranged_ob == ob)
3529 {
3530 pl->ranges[i] = 0; 3498 pl->ranged_ob = 0;
3531 if (pl->shoottype == i)
3532 pl->shoottype = range_none;
3533 }
3534} 3499}
3500
3501sint8
3502player::visibility_at (maptile *map, int x, int y) const
3503{
3504 if (!ns)
3505 return 0;
3506
3507 int dx, dy;
3508 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3509 return 0;
3510
3511 x += dx - ns->current_x + ns->mapx / 2;
3512 y += dy - ns->current_y + ns->mapy / 2;
3513
3514 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3515 return 0;
3516
3517 return 100 - blocked_los [x][y];
3518}

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