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Comparing deliantra/server/server/player.C (file contents):
Revision 1.97 by root, Mon Jan 8 22:32:11 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;
218 ob->container = 0; //TODO: client-specific 222 ob->close_container (); //TODO: client-specific
219 223
220 ns->update_look = 0; 224 ns->update_look = 0;
221 ns->look_position = 0; 225 ns->look_position = 0;
222 226
223 clear_los (ob); 227 clear_los (ob);
226 230
227 /* make sure he's a player -- needed because of class change. */ 231 /* make sure he's a player -- needed because of class change. */
228 ob->type = PLAYER; // we are paranoid 232 ob->type = PLAYER; // we are paranoid
229 ob->race = ob->arch->clone.race; 233 ob->race = ob->arch->clone.race;
230 234
231 if (!legal_range (ob, shoottype))
232 shoottype = range_none;
233
234 ob->carrying = sum_weight (ob); 235 ob->carrying = sum_weight (ob);
235 link_player_skills (ob); 236 link_player_skills (ob);
236 237
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 238 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238 239
239 assign (title, ob->arch->clone.name); 240 assign (title, ob->arch->clone.name);
240
241 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
242 * from the class, and not race. I don't see any way to get the class information
243 * to then update this. I don't think this will actually break anything - anyone
244 * that can use armour should be able to use a shield. What this may 'break'
245 * are features new characters get, eg, if someone starts up with a Q, they
246 * should be able to use a shield. However, old Q's won't get that advantage.
247 */
248 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
249 SET_FLAG (ob, FLAG_USE_SHIELD);
250 241
251 /* if it's a dragon player, set the correct title here */ 242 /* if it's a dragon player, set the correct title here */
252 if (is_dragon_pl (ob)) 243 if (is_dragon_pl (ob))
253 { 244 {
254 object *tmp, *abil = 0, *skin = 0; 245 object *tmp, *abil = 0, *skin = 0;
296 287
297 INVOKE_PLAYER (DISCONNECT, this); 288 INVOKE_PLAYER (DISCONNECT, this);
298 289
299 ns->reset_stats (); 290 ns->reset_stats ();
300 ns->pl = 0; 291 ns->pl = 0;
301 this->ns = 0; 292 ns = 0;
302 } 293 }
303 294
295 if (ob)
304 ob->container = 0; //TODO: client-specific 296 ob->close_container (); //TODO: client-specific
297
305 deactivate (); 298 deactivate ();
306} 299}
307 300
308// the need for this function can be explained 301// the need for this function can be explained
309// by load_object not returning the object 302// by load_object not returning the object
310void 303void
311player::set_object (object *op) 304player::set_object (object *op)
312{ 305{
313 ob = op; 306 ob = op;
314 ob->contr = this; /* this aren't yet in archetype */ 307 ob->contr = this; /* this aren't yet in archetype */
315 308
316 ob->speed_left = 0.5; 309 ob->speed_left = 0.5;
317 ob->speed = 1.0; 310 ob->speed = 1.0;
318 ob->direction = 5; /* So player faces south */ 311 ob->direction = 5; /* So player faces south */
319 ob->stats.wc = 2;
320 ob->run_away = 25; /* Then we panick... */
321
322 ob->roll_stats ();
323} 312}
324 313
325player::player () 314player::player ()
326{ 315{
327 /* There are some elements we want initialised to non zero value - 316 /* There are some elements we want initialised to non zero value -
328 * we deal with that below this point. 317 * we deal with that below this point.
329 */ 318 */
330 outputs_sync = 16; /* Every 2 seconds */ 319 outputs_sync = 4;
331 outputs_count = 8; /* Keeps present behaviour */ 320 outputs_count = 4;
332 unapply = unapply_nochoice; 321 unapply = unapply_nochoice;
333 322
334 savebed_map = first_map_path; /* Init. respawn position */ 323 savebed_map = first_map_path; /* Init. respawn position */
335 324
336 gen_sp_armour = 10; 325 gen_sp_armour = 10;
337 shoottype = range_none;
338 bowtype = bow_normal; 326 bowtype = bow_normal;
339 petmode = pet_normal; 327 petmode = pet_normal;
340 listening = 10; 328 listening = 10;
341 usekeys = containers; 329 usekeys = containers;
342 peaceful = 1; /* default peaceful */ 330 peaceful = 1; /* default peaceful */
371player::create () 359player::create ()
372{ 360{
373 player *pl = new player; 361 player *pl = new player;
374 362
375 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
376 set_first_map (pl->ob); 369 set_first_map (pl->ob);
377 370
378 return pl; 371 return pl;
379} 372}
380 373
526 x = mon->x; 519 x = mon->x;
527 y = mon->y; 520 y = mon->y;
528 m = mon->map; 521 m = mon->map;
529 dir = rv.direction; 522 dir = rv.direction;
530 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 */
531 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
532 /* 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. */
533 if (diff > max) 527 if (diff > max)
534 return 0; 528 return 0;
529
535 while (diff > 1 && max > 0) 530 while (diff > 1 && max > 0)
536 { 531 {
537 lastx = x; 532 lastx = x;
538 lasty = y; 533 lasty = y;
539 lastmap = m; 534 lastmap = m;
621 max--; 616 max--;
622 lastdir = dir; 617 lastdir = dir;
623 if (!firstdir) 618 if (!firstdir)
624 firstdir = dir; 619 firstdir = dir;
625 } 620 }
621
626 if (diff <= 1) 622 if (diff <= 1)
627 { 623 {
628 /* Recalculate diff (distance) because we may not have actually 624 /* Recalculate diff (distance) because we may not have actually
629 * headed toward player for entire distance. 625 * headed toward player for entire distance.
630 */ 626 */
631 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 627 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
632 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));
633 } 629 }
630
634 if (diff > max) 631 if (diff > max)
635 return 0; 632 return 0;
636 } 633 }
634
637 /* 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 */
638 if (!max) 636 if (!max)
639 return 0; 637 return 0;
640 638
641 return firstdir; 639 return firstdir;
755roll_stat (void) 753roll_stat (void)
756{ 754{
757 int a[4], i, j, k; 755 int a[4], i, j, k;
758 756
759 for (i = 0; i < 4; i++) 757 for (i = 0; i < 4; i++)
760 a[i] = (int) RANDOM () % 6 + 1; 758 a[i] = (int) rndm (6) + 1;
761 759
762 for (i = 0, j = 0, k = 7; i < 4; i++) 760 for (i = 0, j = 0, k = 7; i < 4; i++)
763 if (a[i] < k) 761 if (a[i] < k)
764 k = a[i], j = i; 762 k = a[i], j = i;
765 763
865 * appropriate action with it (change race, or other things). 863 * appropriate action with it (change race, or other things).
866 * The function name is for historical reasons - now we have 864 * The function name is for historical reasons - now we have
867 * separate race and class; this actually changes the RACE, 865 * separate race and class; this actually changes the RACE,
868 * not the class. 866 * not the class.
869 */ 867 */
870int 868void
871key_change_class (object *op, char key) 869player::chargen_race_done ()
872{ 870{
873 int tmp_loop;
874
875 if (key == 'd' || key == 'D')
876 {
877 char buf[MAX_BUF];
878
879 /* this must before then initial items are given */ 871 /* this must before then initial items are given */
880 esrv_new_player (op->contr, op->weight + op->carrying); 872 esrv_new_player (ob->contr, ob->weight + ob->carrying);
881 873
882 treasurelist *tl = find_treasurelist ("starting_wealth"); 874 treasurelist *tl = treasurelist::find ("starting_wealth");
883 if (tl) 875 if (tl)
884 create_treasure (tl, op, 0, 0, 0); 876 create_treasure (tl, ob, 0, 0, 0);
885 877
886 INVOKE_PLAYER (BIRTH, op->contr); 878 INVOKE_PLAYER (BIRTH, ob->contr);
887 INVOKE_PLAYER (LOGIN, op->contr); 879 INVOKE_PLAYER (LOGIN, ob->contr);
888 880
889 op->contr->ns->state = ST_PLAYING; 881 ob->contr->ns->state = ST_PLAYING;
890 882
891 if (op->msg) 883 if (ob->msg)
892 op->msg = NULL; 884 ob->msg = 0;
893 885
894 /* 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
895 * to save here. 887 * to save here.
896 */ 888 */
889 {
890 char buf[MAX_BUF];
897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 891 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
898 make_path_to_file (buf); 892 make_path_to_file (buf);
893 }
899 894
900 start_info (op); 895 start_info (ob);
901 CLEAR_FLAG (op, FLAG_WIZ); 896 CLEAR_FLAG (ob, FLAG_WIZ);
902 give_initial_items (op, op->randomitems); 897 give_initial_items (ob, ob->randomitems);
903 link_player_skills (op); 898 link_player_skills (ob);
904 esrv_send_inventory (op, op); 899 esrv_send_inventory (ob, ob);
905 op->update_stats (); 900 ob->update_stats ();
906 901
907 /* This moves the player to a different start map, if there 902 /* This moves the player to a different start map, if there
908 * is one for this race 903 * is one for this race
909 */ 904 */
910 if (*first_map_ext_path) 905 if (*first_map_ext_path)
911 { 906 {
912 object *tmp; 907 object *tmp;
913 char mapname[MAX_BUF]; 908 char mapname[MAX_BUF];
914 909
915 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);
916 tmp = object::create (); 911 tmp = object::create ();
917 EXIT_PATH (tmp) = mapname; 912 EXIT_PATH (tmp) = mapname;
918 EXIT_X (tmp) = op->x; 913 EXIT_X (tmp) = ob->x;
919 EXIT_Y (tmp) = op->y; 914 EXIT_Y (tmp) = ob->y;
920 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;
921 * if the map isn't there, then stay on the 916 * if the map isn't there, then stay on the
922 * default initial map */ 917 * default initial map */
923 tmp->destroy (); 918 tmp->destroy ();
924 } 919 }
925 else 920 else
926 LOG (llevDebug, "first_map_ext_path not set\n"); 921 LOG (llevDebug, "first_map_ext_path not set\n");
922}
927 923
928 return 0; 924void
929 } 925player::chargen_race_next ()
930 926{
931 /* Following actually changes the race - this is the default command 927 /* Following actually changes the race - this is the default command
932 * if we don't match with one of the options above. 928 * if we don't match with one of the options above.
933 */ 929 */
934 930
935 tmp_loop = 0; 931 do
936 while (!tmp_loop)
937 { 932 {
938 shstr name = op->name; 933 shstr name = ob->name;
939 int x = op->x, y = op->y; 934 int x = ob->x, y = ob->y;
940 935
941 op->remove_statbonus (); 936 ob->remove_statbonus ();
942 op->remove (); 937 ob->remove ();
943 op->arch = get_player_archetype (op->arch); 938 ob->arch = get_player_archetype (ob->arch);
944 op->arch->clone.copy_to (op); 939 ob->arch->clone.copy_to (ob);
945 op->instantiate (); 940 ob->instantiate ();
946 op->stats = op->contr->orig_stats; 941 ob->stats = ob->contr->orig_stats;
947 op->name = op->name_pl = name; 942 ob->name = ob->name_pl = name;
948 op->x = x; 943 ob->x = x;
949 op->y = y; 944 ob->y = y;
950 SET_ANIMATION (op, 2); /* So player faces south */ 945 SET_ANIMATION (ob, 2); /* So player faces south */
951 insert_ob_in_map (op, op->map, op, 0); 946 insert_ob_in_map (ob, ob->map, ob, 0);
952 assign (op->contr->title, op->arch->clone.name); 947 assign (ob->contr->title, ob->arch->clone.name);
953 op->add_statbonus (); 948 ob->add_statbonus ();
954 tmp_loop = allowed_class (op);
955 } 949 }
950 while (!allowed_class (ob));
956 951
957 update_object (op, UP_OBJ_FACE); 952 update_object (ob, UP_OBJ_FACE);
958 esrv_update_item (UPD_FACE, op, op); 953 esrv_update_item (UPD_FACE, ob, ob);
959 op->update_stats (); 954 ob->update_stats ();
960 op->stats.hp = op->stats.maxhp; 955 ob->stats.hp = ob->stats.maxhp;
961 op->stats.sp = op->stats.maxsp; 956 ob->stats.sp = ob->stats.maxsp;
962 op->stats.grace = 0; 957 ob->stats.grace = 0;
963
964 if (op->msg)
965 new_draw_info (NDI_BLUE, 0, op, op->msg);
966
967 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
968 return 0;
969} 958}
970 959
971void 960void
972flee_player (object *op) 961flee_player (object *op)
973{ 962{
1030int 1019int
1031check_pick (object *op) 1020check_pick (object *op)
1032{ 1021{
1033 object *tmp, *next; 1022 object *tmp, *next;
1034 int stop = 0; 1023 int stop = 0;
1035 int j, k, wvratio; 1024 int wvratio;
1036 char putstring[128], tmpstr[16]; 1025 char putstring[128];
1037 1026
1038 /* if you're flying, you cna't pick up anything */ 1027 /* if you're flying, you cna't pick up anything */
1039 if (op->move_type & MOVE_FLYING) 1028 if (op->move_type & MOVE_FLYING)
1040 return 1; 1029 return 1;
1041 1030
1378 * found object is returned. 1367 * found object is returned.
1379 */ 1368 */
1380object * 1369object *
1381find_arrow (object *op, const char *type) 1370find_arrow (object *op, const char *type)
1382{ 1371{
1383 object *tmp = NULL; 1372 object *tmp = 0;
1384 1373
1385 for (op = op->inv; op; op = op->below) 1374 for (op = op->inv; op; op = op->below)
1386 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))
1387 tmp = find_arrow (op, type); 1376 tmp = find_arrow (op, type);
1388 else if (op->type == ARROW && op->race == type) 1377 else if (op->type == ARROW && op->race == type)
1389 return op; 1378 return op;
1379
1390 return tmp; 1380 return tmp;
1391} 1381}
1392 1382
1393/* 1383/*
1394 * 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
1395 * 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
1396 * 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
1397 * 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.
1398 */ 1388 */
1399
1400object * 1389object *
1401find_better_arrow (object *op, object *target, const char *type, int *better) 1390find_better_arrow (object *op, object *target, const char *type, int *better)
1402{ 1391{
1403 object *tmp = NULL, *arrow, *ntmp; 1392 object *tmp = NULL, *arrow, *ntmp;
1404 int attacknum, attacktype, betterby = 0, i; 1393 int attacknum, attacktype, betterby = 0, i;
1470 * find_better_arrow to find a decent arrow to use. 1459 * find_better_arrow to find a decent arrow to use.
1471 * op = the shooter 1460 * op = the shooter
1472 * type = bow->race 1461 * type = bow->race
1473 * dir = fire direction 1462 * dir = fire direction
1474 */ 1463 */
1475
1476object * 1464object *
1477pick_arrow_target (object *op, const char *type, int dir) 1465pick_arrow_target (object *op, const char *type, int dir)
1478{ 1466{
1479 object *tmp = NULL; 1467 object *tmp = NULL;
1480 maptile *m; 1468 maptile *m;
1555 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!");
1556 return 0; 1544 return 0;
1557 } 1545 }
1558 1546
1559 if (op->type == PLAYER) 1547 if (op->type == PLAYER)
1560 bow = op->contr->ranges[range_bow]; 1548 bow = op->contr->ranged_ob;
1561 else 1549 else
1562 { 1550 {
1563 for (bow = op->inv; bow; bow = bow->below) 1551 for (bow = op->inv; bow; bow = bow->below)
1564 /* 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
1565 * 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.
1570 if (!bow) 1558 if (!bow)
1571 { 1559 {
1572 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1560 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1573 return 0; 1561 return 0;
1574 } 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
1575 } 1571 }
1576 1572
1577 if (!bow->race || !bow->skill) 1573 if (!bow->race || !bow->skill)
1578 { 1574 {
1579 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);
1596 if (op->type == PLAYER) 1592 if (op->type == PLAYER)
1597 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);
1598 /* 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 */
1599 else 1595 else
1600 CLEAR_FLAG (op, FLAG_READY_BOW); 1596 CLEAR_FLAG (op, FLAG_READY_BOW);
1597
1601 return 0; 1598 return 0;
1602 } 1599 }
1603 } 1600 }
1604 1601
1605 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1602 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1636 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1633 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1637 op->update_stats (); 1634 op->update_stats ();
1638 } 1635 }
1639 1636
1640 SET_ANIMATION (arrow, arrow->direction); 1637 SET_ANIMATION (arrow, arrow->direction);
1638
1641 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1639 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1642 arrow->stats.hp = arrow->stats.dam; 1640 arrow->stats.hp = arrow->stats.dam;
1643 arrow->stats.grace = arrow->attacktype; 1641 arrow->stats.grace = arrow->attacktype;
1642
1644 if (arrow->slaying != NULL) 1643 if (arrow->slaying)
1645 arrow->spellarg = strdup (arrow->slaying); 1644 arrow->spellarg = strdup (arrow->slaying);
1646 1645
1647 /* Note that this was different for monsters - they got their level 1646 arrow->stats.dam += op->stats.dam + arrow->magic;
1648 * added to the damage. I think the strength bonus is more proper.
1649 */
1650
1651 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1652 1647
1653 /* update the speed */ 1648 /* update the speed */
1654 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1649 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1655 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;
1656 1651
1657 arrow->set_speed (max (arrow->speed, 1.0)); 1652 arrow->set_speed (max (arrow->speed, 1.0));
1658 arrow->speed_left = 0; 1653 arrow->speed_left = 0;
1659 1654
1655 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1656
1660 if (op->type == PLAYER) 1657 if (op->type == PLAYER)
1661 { 1658 {
1662 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1663 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1664 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1665
1666 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;
1667 } 1664 }
1668 else 1665 else
1669 { 1666 {
1670 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1671 arrow->level = op->level; 1667 arrow->level = op->level;
1672 } 1668 arrow->stats.wc -= bow->magic;
1673 1669
1674 if (arrow->attacktype == AT_PHYSICAL) 1670 if (!arrow->slaying)
1671 arrow->slaying = bow->slaying;
1672 }
1673
1674 arrow->stats.wc -= arrow->level;
1675
1675 arrow->attacktype |= bow->attacktype; 1676 arrow->attacktype |= bow->attacktype;
1676
1677 if (bow->slaying)
1678 arrow->slaying = bow->slaying;
1679 1677
1680 arrow->move_type = MOVE_FLY_LOW; 1678 arrow->move_type = MOVE_FLY_LOW;
1681 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1679 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1682 1680
1683 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);
1709{ 1707{
1710 int ret = 0, wcmod = 0; 1708 int ret = 0, wcmod = 0;
1711 1709
1712 if (op->contr->bowtype == bow_bestarrow) 1710 if (op->contr->bowtype == bow_bestarrow)
1713 { 1711 {
1714 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);
1715 } 1713 }
1716 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)
1717 { 1715 {
1718 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1716 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1719 wcmod = -1; 1717 wcmod = -1;
1746 * Broken apart from 'fire' to keep it more readable. 1744 * Broken apart from 'fire' to keep it more readable.
1747 */ 1745 */
1748void 1746void
1749fire_misc_object (object *op, int dir) 1747fire_misc_object (object *op, int dir)
1750{ 1748{
1751 object *item; 1749 object *item = op->contr->ranged_ob;
1752 1750
1753 if (!op->contr->ranges[range_misc]) 1751 if (!item)
1754 { 1752 {
1755 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.");
1756 return; 1754 return;
1757 } 1755 }
1758 1756
1759 item = op->contr->ranges[range_misc];
1760 if (!item->inv) 1757 if (!item->inv)
1761 { 1758 {
1762 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1759 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1763 return; 1760 return;
1764 } 1761 }
1762
1765 if (item->type == WAND) 1763 if (item->type == WAND)
1766 { 1764 {
1767 if (item->stats.food <= 0) 1765 if (item->stats.food <= 0)
1768 { 1766 {
1769 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1767 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1818 1816
1819 /* check for loss of invisiblity/hide */ 1817 /* check for loss of invisiblity/hide */
1820 if (action_makes_visible (op)) 1818 if (action_makes_visible (op))
1821 make_visible (op); 1819 make_visible (op);
1822 1820
1823 switch (op->contr->shoottype) 1821 player *pl = op->contr;
1822
1823 if (pl->golem)
1824 { 1824 {
1825 case range_none: 1825 control_golem (op->contr->golem, dir);
1826 return; 1826 return;
1827 }
1827 1828
1828 case range_bow: 1829 object *ob = pl->ranged_ob;
1830
1831 if (!ob)
1832 return;
1833
1834 switch (ob->type)
1835 {
1836 case BOW:
1829 player_fire_bow (op, dir); 1837 player_fire_bow (op, dir);
1830 return; 1838 break;
1831 1839
1832 case range_magic: /* Casting spells */ 1840 case SPELL:
1833 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);
1834 return; 1842 break;
1835 1843
1836 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:
1837 fire_misc_object (op, dir); 1854 fire_misc_object (op, dir);
1838 return; 1855 break;
1839
1840 case range_golem: /* Control summoned monsters from scrolls */
1841 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1842 {
1843 op->contr->ranges[range_golem] = 0;
1844 op->contr->shoottype = range_none;
1845 }
1846 else
1847 control_golem (op->contr->ranges[range_golem], dir);
1848 return;
1849
1850 case range_skill:
1851 if (!op->chosen_skill)
1852 {
1853 if (op->type == PLAYER)
1854 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1855 return;
1856 }
1857
1858 do_skill (op, op, op->chosen_skill, dir, NULL);
1859 return;
1860 case range_builder:
1861 apply_map_builder (op, dir);
1862 return;
1863 default:
1864 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1865 return;
1866 } 1856 }
1867} 1857}
1868
1869
1870 1858
1871/* find_key 1859/* find_key
1872 * 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
1873 * and successfully use it, we return the key, otherwise NULL 1861 * and successfully use it, we return the key, otherwise NULL
1874 * This function merges both normal and locked door, since the logic 1862 * This function merges both normal and locked door, since the logic
1876 * pl is the player, 1864 * pl is the player,
1877 * inv is the objects inventory to searched 1865 * inv is the objects inventory to searched
1878 * door is the door we are trying to match against. 1866 * door is the door we are trying to match against.
1879 * This function can be called recursively to search containers. 1867 * This function can be called recursively to search containers.
1880 */ 1868 */
1881
1882object * 1869object *
1883find_key (object *pl, object *container, object *door) 1870find_key (object *pl, object *container, object *door)
1884{ 1871{
1885 object *tmp, *key; 1872 object *tmp, *key;
1886 1873
1887 /* Should not happen, but sanity checking is never bad */ 1874 /* Should not happen, but sanity checking is never bad */
1888 if (container->inv == NULL) 1875 if (!container->inv)
1889 return NULL; 1876 return 0;
1890 1877
1891 /* 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 */
1892 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1879 for (tmp = container->inv; tmp; tmp = tmp->below)
1893 { 1880 {
1894 if (door->type == DOOR && tmp->type == KEY) 1881 if (door->type == DOOR && tmp->type == KEY)
1895 break; 1882 break;
1896 /* For sanity, we should really check door type, but other stuff 1883 /* For sanity, we should really check door type, but other stuff
1897 * (like containers) can be locked with special keys 1884 * (like containers) can be locked with special keys
1898 */ 1885 */
1899 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1886 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1900 break; 1887 break;
1901 } 1888 }
1889
1902 /* No key found - lets search inventories now */ 1890 /* No key found - lets search inventories now */
1903 /* 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.
1904 * 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
1905 * a key, return 1893 * a key, return
1906 */ 1894 */
1907 if (!tmp) 1895 if (!tmp)
1908 { 1896 {
1909 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1897 for (tmp = container->inv; tmp; tmp = tmp->below)
1910 { 1898 {
1911 /* No reason to search empty containers */ 1899 /* No reason to search empty containers */
1912 if (tmp->type == CONTAINER && tmp->inv) 1900 if (tmp->type == CONTAINER && tmp->inv)
1913 { 1901 {
1914 if ((key = find_key (pl, tmp, door)) != NULL) 1902 if ((key = find_key (pl, tmp, door)))
1915 return key; 1903 return key;
1916 } 1904 }
1917 } 1905 }
1906
1918 if (!tmp) 1907 if (!tmp)
1919 return NULL; 1908 return NULL;
1920 } 1909 }
1910
1921 /* 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,
1922 * see if we actually want to use it 1912 * see if we actually want to use it
1923 */ 1913 */
1924 if (pl != container) 1914 if (pl != container)
1925 { 1915 {
1946 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1936 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1947 "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));
1948 return NULL; 1938 return NULL;
1949 } 1939 }
1950 } 1940 }
1941
1951 return tmp; 1942 return tmp;
1952} 1943}
1953 1944
1954/* moved door processing out of move_player_attack. 1945/* moved door processing out of move_player_attack.
1955 * returns 1 if player has opened the door with a key 1946 * returns 1 if player has opened the door with a key
1969 if (key) 1960 if (key)
1970 { 1961 {
1971 object *container = key->env; 1962 object *container = key->env;
1972 1963
1973 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
1974 if (action_makes_visible (op)) 1966 if (action_makes_visible (op))
1975 make_visible (op); 1967 make_visible (op);
1968
1976 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1969 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1977 spring_trap (door->inv, op); 1970 spring_trap (door->inv, op);
1971
1978 if (door->type == DOOR) 1972 if (door->type == DOOR)
1979 {
1980 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 */
1981 }
1982 else if (door->type == LOCKED_DOOR) 1974 else if (door->type == LOCKED_DOOR)
1983 { 1975 {
1984 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));
1985 remove_door2 (door); /* remove door without violence ;-) */ 1977 remove_door2 (door); /* remove door without violence ;-) */
1986 } 1978 }
1979
1987 /* Do this after we print the message */ 1980 /* Do this after we print the message */
1988 decrease_ob (key); /* Use up one of the keys */ 1981 decrease_ob (key); /* Use up one of the keys */
1989 /* Need to update the weight the container the key was in */ 1982 /* Need to update the weight the container the key was in */
1990 if (container != op) 1983 if (container != op)
1991 esrv_update_item (UPD_WEIGHT, op, container); 1984 esrv_update_item (UPD_WEIGHT, op, container);
1985
1992 return 1; /* Nothing more to do below */ 1986 return 1; /* Nothing more to do below */
1993 } 1987 }
1994 else if (door->type == LOCKED_DOOR) 1988 else if (door->type == LOCKED_DOOR)
1995 { 1989 {
1996 /* Might as well return now - no other way to open this */ 1990 /* Might as well return now - no other way to open this */
1997 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1991 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1998 return 1; 1992 return 1;
1999 } 1993 }
1994
2000 return 0; 1995 return 0;
2001} 1996}
2002 1997
2003/* This function is just part of a breakup from move_player. 1998/* This function is just part of a breakup from move_player.
2004 * It should keep the code cleaner. 1999 * It should keep the code cleaner.
2008 */ 2003 */
2009void 2004void
2010move_player_attack (object *op, int dir) 2005move_player_attack (object *op, int dir)
2011{ 2006{
2012 object *tmp, *mon; 2007 object *tmp, *mon;
2013 sint16 nx, ny;
2014 int on_battleground; 2008 int on_battleground;
2015 maptile *m; 2009 maptile *m;
2016 2010
2017 nx = freearr_x[dir] + op->x; 2011 sint16 nx = freearr_x[dir] + op->x;
2018 ny = freearr_y[dir] + op->y; 2012 sint16 ny = freearr_y[dir] + op->y;
2019 2013
2020 on_battleground = op_on_battleground (op, 0, 0); 2014 on_battleground = op_on_battleground (op, 0, 0);
2021 2015
2022 /* 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
2023 * 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
2103 /* 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 */
2104 if (op->contr->braced) 2098 if (op->contr->braced)
2105 return; 2099 return;
2106 2100
2107 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);
2108 (void) push_ob (mon, dir, op); 2102 push_ob (mon, dir, op);
2109 if (op->contr->tmp_invis || op->hide) 2103 if (op->contr->tmp_invis || op->hide)
2110 make_visible (op); 2104 make_visible (op);
2111 2105
2112 return; 2106 return;
2113 } 2107 }
2210 return 0; 2204 return 0;
2211 } 2205 }
2212 2206
2213 /* peterm: added following line */ 2207 /* peterm: added following line */
2214 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2208 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2215 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2209 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2216 2210
2217 op->facing = dir; 2211 op->facing = dir;
2218 2212
2219 if (op->hide) 2213 if (op->hide)
2220 do_hidden_move (op); 2214 do_hidden_move (op);
2253 * Returns true if there are more actions we can do. 2247 * Returns true if there are more actions we can do.
2254 */ 2248 */
2255int 2249int
2256handle_newcs_player (object *op) 2250handle_newcs_player (object *op)
2257{ 2251{
2258 if (op->contr->hidden)
2259 {
2260 op->invisible = 1000;
2261 /* the socket code flashes the player visible/invisible
2262 * depending on the value of invisible, so we need to
2263 * alternate it here for it to work correctly.
2264 */
2265 if (pticks & 2)
2266 op->invisible--;
2267 }
2268 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2269 {
2270 op->invisible--;
2271 if (!op->invisible)
2272 {
2273 make_visible (op);
2274 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2275 }
2276 }
2277
2278 if (QUERY_FLAG (op, FLAG_SCARED)) 2252 if (QUERY_FLAG (op, FLAG_SCARED))
2279 { 2253 {
2280 flee_player (op); 2254 flee_player (op);
2281 /* 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 */
2282 if (QUERY_FLAG (op, FLAG_SCARED)) 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2283 { 2257 {
2284 op->speed_left--; 2258 op->speed_left--;
2285 return 0; 2259 return 0;
2286 } 2260 }
2287 } 2261 }
2288
2289 /* I've been seeing crashes where the golem has been destroyed, but
2290 * the player object still points to the defunct golem. The code that
2291 * destroys the golem looks correct, and it doesn't always happen, so
2292 * put this in a a workaround to clean up the golem pointer.
2293 */
2294 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2295 op->contr->ranges[range_golem] = 0;
2296 2262
2297 /* 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
2298 * the players time has been increased when doericserver has been 2264 * the players time has been increased when doericserver has been
2299 * called, so we recheck it here. 2265 * called, so we recheck it here.
2300 */ 2266 */
2361 * from. 2327 * from.
2362 */ 2328 */
2363void 2329void
2364remove_unpaid_objects (object *op, object *env) 2330remove_unpaid_objects (object *op, object *env)
2365{ 2331{
2366 object *next;
2367
2368 while (op) 2332 while (op)
2369 { 2333 {
2370 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' */
2371 2335
2372 if (QUERY_FLAG (op, FLAG_UNPAID)) 2336 if (QUERY_FLAG (op, FLAG_UNPAID))
2438 int rate_grace = 2000; 2402 int rate_grace = 2000;
2439 const int max_hp = 1; 2403 const int max_hp = 1;
2440 const int max_sp = 1; 2404 const int max_sp = 1;
2441 const int max_grace = 1; 2405 const int max_grace = 1;
2442 2406
2443 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--;
2444 { 2416 }
2445 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2417 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2446 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2418 {
2447 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 }
2448 } 2424 }
2449 2425
2450 if (op->contr->ns->state == ST_PLAYING) 2426 if (op->contr->ns->state == ST_PLAYING)
2451 { 2427 {
2452 /* these next three if clauses make it possible to SLOW DOWN 2428 /* these next three if clauses make it possible to SLOW DOWN
2474 gen_grace = op->stats.maxgrace; 2450 gen_grace = op->stats.maxgrace;
2475 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2451 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2476 } 2452 }
2477 2453
2478 /* Regenerate Spell Points */ 2454 /* Regenerate Spell Points */
2479 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2455 if (!op->contr->golem && --op->last_sp < 0)
2480 { 2456 {
2481 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);
2482 if (op->stats.sp < op->stats.maxsp) 2458 if (op->stats.sp < op->stats.maxsp)
2483 { 2459 {
2484 op->stats.sp++; 2460 op->stats.sp++;
2702 tmp->name = buf; 2678 tmp->name = buf;
2703 sprintf (buf, " This finger has been cut off %s\n" 2679 sprintf (buf, " This finger has been cut off %s\n"
2704 " 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",
2705 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2681 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2706 tmp->msg = buf; 2682 tmp->msg = buf;
2707 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2683 tmp->value = 0, tmp->type = 0;
2708 tmp->materialname = NULL; 2684 tmp->materialname = "organics";
2709 tmp->insert_at (op, tmp); 2685 tmp->insert_at (op, tmp);
2710 } 2686 }
2711 2687
2712 /* teleport defeated player to new destination */ 2688 /* teleport defeated player to new destination */
2713 transfer_ob (op, x, y, 0, NULL); 2689 transfer_ob (op, x, y, 0, NULL);
2909 op->stats.hp = op->stats.maxhp; 2885 op->stats.hp = op->stats.maxhp;
2910 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2886 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2911 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2887 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2912 2888
2913 /* 2889 /*
2914 * Check to see if the player is in a shop. IF so, then check to see if
2915 * 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
2916 * in the map. 2891 * and put them back in the map.
2917 */ 2892 */
2918
2919 if (is_in_shop (op))
2920 remove_unpaid_objects (op->inv, op); 2893 remove_unpaid_objects (op->inv, op);
2921 2894
2922 /****************************************/ 2895 /****************************************/
2923 /* */ 2896 /* */
2924 /* Move player to his current respawn- */ 2897 /* Move player to his current respawn- */
2925 /* position (usually last savebed) */ 2898 /* position (usually last savebed) */
2965void 2938void
2966loot_object (object *op) 2939loot_object (object *op)
2967{ /* Grab and destroy some treasure */ 2940{ /* Grab and destroy some treasure */
2968 object *tmp, *tmp2, *next; 2941 object *tmp, *tmp2, *next;
2969 2942
2970 if (op->container) 2943 op->close_container (); /* close open sack first */
2971 esrv_apply_container (op, op->container); /* close open sack first */
2972 2944
2973 for (tmp = op->inv; tmp; tmp = next) 2945 for (tmp = op->inv; tmp; tmp = next)
2974 { 2946 {
2975 next = tmp->below; 2947 next = tmp->below;
2976 2948
2977 if (tmp->invisible) 2949 if (tmp->invisible)
2978 continue; 2950 continue;
2979 2951
2980 tmp->remove (); 2952 tmp->remove ();
2981 tmp->x = op->x, tmp->y = op->y; 2953 tmp->x = op->x, tmp->y = op->y;
2954
2982 if (tmp->type == CONTAINER) 2955 if (tmp->type == CONTAINER)
2983 { /* empty container to ground */ 2956 loot_object (tmp); /* empty container to ground */
2984 loot_object (tmp); 2957
2985 }
2986 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))))
2987 { 2959 {
2988 if (tmp->nrof > 1) 2960 if (tmp->nrof > 1)
2989 { 2961 {
2990 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2962 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2991 tmp2->destroy (); 2963 tmp2->destroy ();
3002/* 2974/*
3003 * fix_weight(): Check recursively the weight of all players, and fix 2975 * fix_weight(): Check recursively the weight of all players, and fix
3004 * 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
3005 * was changed. 2977 * was changed.
3006 */ 2978 */
3007
3008void 2979void
3009fix_weight (void) 2980fix_weight (void)
3010{ 2981{
3011 for_all_players (pl) 2982 for_all_players (pl)
3012 { 2983 {
3072 if (op->type == PLAYER) 3043 if (op->type == PLAYER)
3073 { 3044 {
3074 op->contr->tmp_invis = 0; 3045 op->contr->tmp_invis = 0;
3075 op->contr->invis_race = 0; 3046 op->contr->invis_race = 0;
3076 } 3047 }
3048
3077 update_object (op, UP_OBJ_FACE); 3049 update_object (op, UP_OBJ_CHANGE);
3078} 3050}
3079 3051
3080int 3052int
3081is_true_undead (object *op) 3053is_true_undead (object *op)
3082{ 3054{
3083 object *tmp = NULL;
3084
3085 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3055 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3086 return 1; 3056 return 1;
3087 3057
3088 return 0; 3058 return 0;
3089} 3059}
3377 char buf[MAX_BUF]; /* tmp. string buffer */ 3347 char buf[MAX_BUF]; /* tmp. string buffer */
3378 int i = 0, j = 0; 3348 int i = 0, j = 0;
3379 3349
3380 /* get the appropriate treasurelist */ 3350 /* get the appropriate treasurelist */
3381 if (atnr == ATNR_FIRE) 3351 if (atnr == ATNR_FIRE)
3382 trlist = find_treasurelist ("dragon_ability_fire"); 3352 trlist = treasurelist::find ("dragon_ability_fire");
3383 else if (atnr == ATNR_COLD) 3353 else if (atnr == ATNR_COLD)
3384 trlist = find_treasurelist ("dragon_ability_cold"); 3354 trlist = treasurelist::find ("dragon_ability_cold");
3385 else if (atnr == ATNR_ELECTRICITY) 3355 else if (atnr == ATNR_ELECTRICITY)
3386 trlist = find_treasurelist ("dragon_ability_elec"); 3356 trlist = treasurelist::find ("dragon_ability_elec");
3387 else if (atnr == ATNR_POISON) 3357 else if (atnr == ATNR_POISON)
3388 trlist = find_treasurelist ("dragon_ability_poison"); 3358 trlist = treasurelist::find ("dragon_ability_poison");
3389 3359
3390 if (trlist == NULL || who->type != PLAYER) 3360 if (trlist == NULL || who->type != PLAYER)
3391 return; 3361 return;
3392 3362
3393 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++);
3525 * not readied. 3495 * not readied.
3526 */ 3496 */
3527void 3497void
3528player_unready_range_ob (player *pl, object *ob) 3498player_unready_range_ob (player *pl, object *ob)
3529{ 3499{
3530 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
3531 if (pl->ranges[i] == ob) 3506 if (pl->ranged_ob == ob)
3532 {
3533 pl->ranges[i] = 0; 3507 pl->ranged_ob = 0;
3534 if (pl->shoottype == i)
3535 pl->shoottype = range_none;
3536 }
3537} 3508}
3509
3510sint8
3511player::visibility_at (maptile *map, int x, int y) const
3512{
3513 if (!ns)
3514 return 0;
3515
3516 int dx, dy;
3517 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3518 return 0;
3519
3520 x += dx - ns->current_x + ns->mapx / 2;
3521 y += dy - ns->current_y + ns->mapy / 2;
3522
3523 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3524 return 0;
3525
3526 return 100 - blocked_los [x][y];
3527}

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