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/cvs/deliantra/server/server/player.C
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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 1.122 by root, Wed May 9 11:32:31 2007 UTC

21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 26#include <sproto.h>
28#include <sounds.h> 27#include <sounds.h>
29#include <living.h> 28#include <living.h>
30#include <object.h> 29#include <object.h>
31#include <spells.h> 30#include <spells.h>
116 115
117 news[0] = '\0'; 116 news[0] = '\0';
118 subject[0] = '\0'; 117 subject[0] = '\0';
119 size = 0; 118 size = 0;
120 119
121 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
122 { 121 {
123 if (*buf == '#') 122 if (*buf == '#')
124 continue; 123 continue;
125 124
126 if (*buf == '%') 125 if (*buf == '%')
127 { /* send one news */ 126 { /* send one news */
128 if (size > 0) 127 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
130 129
131 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
132 strip_endline (subject); 131 strip_endline (subject);
133 size = 0; 132 size = 0;
134 news[0] = '\0'; 133 news[0] = '\0';
144 size += strlen (buf); 143 size += strlen (buf);
145 } 144 }
146 } 145 }
147 146
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
150 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
151} 150}
152 151
153/* This loads the first map an puts the player on it. */ 152/* This loads the first map an puts the player on it. */
154static void 153static void
194 return; 193 return;
195 194
196 terminate_all_pets (ob); 195 terminate_all_pets (ob);
197 remove_friendly_object (ob); 196 remove_friendly_object (ob);
198 ob->deactivate_recursive (); 197 ob->deactivate_recursive ();
198
199 if (ob->map)
200 maplevel = ob->map->path;
201
199 ob->remove (); 202 ob->remove ();
200 ob->map = 0; 203 ob->map = 0;
204 party = 0;
201 205
202 // for weird reasons, this is often "ob", keeping a circular reference 206 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
203 ranges [range_skill] = 0;
204 207
205 players.erase (this); 208 players.erase (this);
206} 209}
207 210
208// connect the player with a specific client 211// connect the player with a specific client
209// also changed, rationalises, and fixes some incorrect settings 212// also changes, rationalises, and fixes some incorrect settings
210void 213void
211player::connect (client *ns) 214player::connect (client *ns)
212{ 215{
213 this->ns = ns; 216 this->ns = ns;
214 ns->pl = this; 217 ns->pl = this;
215 218
216 run_on = 0; 219 run_on = 0;
217 fire_on = 0; 220 fire_on = 0;
218 ob->container = 0; //TODO: client-specific 221 ob->close_container (); //TODO: client-specific
219 222
220 ns->update_look = 0; 223 ns->update_look = 0;
221 ns->look_position = 0; 224 ns->look_position = 0;
222 225
223 clear_los (ob); 226 clear_los (ob);
226 229
227 /* make sure he's a player -- needed because of class change. */ 230 /* make sure he's a player -- needed because of class change. */
228 ob->type = PLAYER; // we are paranoid 231 ob->type = PLAYER; // we are paranoid
229 ob->race = ob->arch->clone.race; 232 ob->race = ob->arch->clone.race;
230 233
231 if (!legal_range (ob, shoottype))
232 shoottype = range_none;
233
234 ob->carrying = sum_weight (ob); 234 ob->carrying = sum_weight (ob);
235 link_player_skills (ob); 235 link_player_skills (ob);
236 236
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238 238
239 assign (title, ob->arch->clone.name); 239 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);
250 240
251 /* if it's a dragon player, set the correct title here */ 241 /* if it's a dragon player, set the correct title here */
252 if (is_dragon_pl (ob)) 242 if (is_dragon_pl (ob))
253 { 243 {
254 object *tmp, *abil = 0, *skin = 0; 244 object *tmp, *abil = 0, *skin = 0;
268 258
269 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
270 260
271 esrv_new_player (this, ob->weight + ob->carrying); 261 esrv_new_player (this, ob->weight + ob->carrying);
272 262
263 for (object *op = ob->inv; op; op = op->below)
264 if (op->flag [FLAG_APPLIED])
265 switch (op->type)
266 {
267 case WAND:
268 case ROD:
269 case HORN:
270 case BOW:
271 case SKILL:
272 case SKILL_TOOL:
273 case WEAPON:
274 fprintf (stderr, "applied<%s>\n", &op->name);//D
275 apply_special (ob, op, AP_UNAPPLY);
276 apply_special (ob, op, AP_APPLY);
277 break;
278 }
279
273 ob->update_stats (); 280 ob->update_stats ();
274 ns->floorbox_update (); 281 ns->floorbox_update ();
275 282
276 esrv_send_inventory (ob, ob); 283 esrv_send_inventory (ob, ob);
277 esrv_add_spells (this, 0); 284 esrv_add_spells (this, 0);
296 303
297 INVOKE_PLAYER (DISCONNECT, this); 304 INVOKE_PLAYER (DISCONNECT, this);
298 305
299 ns->reset_stats (); 306 ns->reset_stats ();
300 ns->pl = 0; 307 ns->pl = 0;
301 this->ns = 0; 308 ns = 0;
302 } 309 }
303 310
311 if (ob)
304 ob->container = 0; //TODO: client-specific 312 ob->close_container (); //TODO: client-specific
313
305 deactivate (); 314 deactivate ();
306} 315}
307 316
308// the need for this function can be explained 317// the need for this function can be explained
309// by load_object not returning the object 318// by load_object not returning the object
310void 319void
311player::set_object (object *op) 320player::set_object (object *op)
312{ 321{
313 ob = op; 322 ob = op;
314 ob->contr = this; /* this aren't yet in archetype */ 323 ob->contr = this; /* this aren't yet in archetype */
315 324
316 ob->speed_left = 0.5; 325 ob->speed_left = 0.5;
317 ob->speed = 1.0; 326 ob->speed = 1.0;
318 ob->direction = 5; /* So player faces south */ 327 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} 328}
324 329
325player::player () 330player::player ()
326{ 331{
327 /* There are some elements we want initialised to non zero value - 332 /* There are some elements we want initialised to non zero value -
328 * we deal with that below this point. 333 * we deal with that below this point.
329 */ 334 */
330 outputs_sync = 16; /* Every 2 seconds */ 335 outputs_sync = 4;
331 outputs_count = 8; /* Keeps present behaviour */ 336 outputs_count = 4;
332 unapply = unapply_nochoice; 337 unapply = unapply_nochoice;
333 338
334 savebed_map = first_map_path; /* Init. respawn position */ 339 savebed_map = first_map_path; /* Init. respawn position */
335 340
336 gen_sp_armour = 10; 341 gen_sp_armour = 10;
337 shoottype = range_none;
338 bowtype = bow_normal; 342 bowtype = bow_normal;
339 petmode = pet_normal; 343 petmode = pet_normal;
340 listening = 10; 344 listening = 10;
341 usekeys = containers; 345 usekeys = containers;
342 peaceful = 1; /* default peaceful */ 346 peaceful = 1; /* default peaceful */
371player::create () 375player::create ()
372{ 376{
373 player *pl = new player; 377 player *pl = new player;
374 378
375 pl->set_object (arch_to_object (get_player_archetype (0))); 379 pl->set_object (arch_to_object (get_player_archetype (0)));
380
381 pl->ob->roll_stats ();
382 pl->ob->stats.wc = 2;
383 pl->ob->run_away = 25; /* Then we panick... */
384
376 set_first_map (pl->ob); 385 set_first_map (pl->ob);
377 386
378 return pl; 387 return pl;
379} 388}
380 389
526 x = mon->x; 535 x = mon->x;
527 y = mon->y; 536 y = mon->y;
528 m = mon->map; 537 m = mon->map;
529 dir = rv.direction; 538 dir = rv.direction;
530 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 539 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); 540 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
541
532 /* If we can't solve it within the search distance, return now. */ 542 /* If we can't solve it within the search distance, return now. */
533 if (diff > max) 543 if (diff > max)
534 return 0; 544 return 0;
545
535 while (diff > 1 && max > 0) 546 while (diff > 1 && max > 0)
536 { 547 {
537 lastx = x; 548 lastx = x;
538 lasty = y; 549 lasty = y;
539 lastmap = m; 550 lastmap = m;
621 max--; 632 max--;
622 lastdir = dir; 633 lastdir = dir;
623 if (!firstdir) 634 if (!firstdir)
624 firstdir = dir; 635 firstdir = dir;
625 } 636 }
637
626 if (diff <= 1) 638 if (diff <= 1)
627 { 639 {
628 /* Recalculate diff (distance) because we may not have actually 640 /* Recalculate diff (distance) because we may not have actually
629 * headed toward player for entire distance. 641 * headed toward player for entire distance.
630 */ 642 */
631 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 643 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); 644 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
633 } 645 }
646
634 if (diff > max) 647 if (diff > max)
635 return 0; 648 return 0;
636 } 649 }
650
637 /* If we reached the max, didn't find a direction in time */ 651 /* If we reached the max, didn't find a direction in time */
638 if (!max) 652 if (!max)
639 return 0; 653 return 0;
640 654
641 return firstdir; 655 return firstdir;
755roll_stat (void) 769roll_stat (void)
756{ 770{
757 int a[4], i, j, k; 771 int a[4], i, j, k;
758 772
759 for (i = 0; i < 4; i++) 773 for (i = 0; i < 4; i++)
760 a[i] = (int) RANDOM () % 6 + 1; 774 a[i] = (int) rndm (6) + 1;
761 775
762 for (i = 0, j = 0, k = 7; i < 4; i++) 776 for (i = 0, j = 0, k = 7; i < 4; i++)
763 if (a[i] < k) 777 if (a[i] < k)
764 k = a[i], j = i; 778 k = a[i], j = i;
765 779
865 * appropriate action with it (change race, or other things). 879 * appropriate action with it (change race, or other things).
866 * The function name is for historical reasons - now we have 880 * The function name is for historical reasons - now we have
867 * separate race and class; this actually changes the RACE, 881 * separate race and class; this actually changes the RACE,
868 * not the class. 882 * not the class.
869 */ 883 */
870int 884void
871key_change_class (object *op, char key) 885player::chargen_race_done ()
872{ 886{
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 */ 887 /* this must before then initial items are given */
880 esrv_new_player (op->contr, op->weight + op->carrying); 888 esrv_new_player (ob->contr, ob->weight + ob->carrying);
881 889
882 treasurelist *tl = find_treasurelist ("starting_wealth"); 890 treasurelist *tl = treasurelist::find ("starting_wealth");
883 if (tl) 891 if (tl)
884 create_treasure (tl, op, 0, 0, 0); 892 create_treasure (tl, ob, 0, 0, 0);
885 893
886 INVOKE_PLAYER (BIRTH, op->contr); 894 INVOKE_PLAYER (BIRTH, ob->contr);
887 INVOKE_PLAYER (LOGIN, op->contr); 895 INVOKE_PLAYER (LOGIN, ob->contr);
888 896
889 op->contr->ns->state = ST_PLAYING; 897 ob->contr->ns->state = ST_PLAYING;
890 898
891 if (op->msg) 899 if (ob->msg)
892 op->msg = NULL; 900 ob->msg = 0;
893 901
894 /* We create this now because some of the unique maps will need it 902 /* We create this now because some of the unique maps will need it
895 * to save here. 903 * to save here.
896 */ 904 */
905 {
906 char buf[MAX_BUF];
897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 907 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
898 make_path_to_file (buf); 908 make_path_to_file (buf);
909 }
899 910
900 start_info (op); 911 start_info (ob);
901 CLEAR_FLAG (op, FLAG_WIZ); 912 CLEAR_FLAG (ob, FLAG_WIZ);
902 give_initial_items (op, op->randomitems); 913 give_initial_items (ob, ob->randomitems);
903 link_player_skills (op); 914 link_player_skills (ob);
904 esrv_send_inventory (op, op); 915 esrv_send_inventory (ob, ob);
905 op->update_stats (); 916 ob->update_stats ();
906 917
907 /* This moves the player to a different start map, if there 918 /* This moves the player to a different start map, if there
908 * is one for this race 919 * is one for this race
909 */ 920 */
910 if (*first_map_ext_path) 921 if (*first_map_ext_path)
911 { 922 {
912 object *tmp; 923 object *tmp;
913 char mapname[MAX_BUF]; 924 char mapname[MAX_BUF];
914 925
915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); 926 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
916 tmp = object::create (); 927 tmp = object::create ();
917 EXIT_PATH (tmp) = mapname; 928 EXIT_PATH (tmp) = mapname;
918 EXIT_X (tmp) = op->x; 929 EXIT_X (tmp) = ob->x;
919 EXIT_Y (tmp) = op->y; 930 EXIT_Y (tmp) = ob->y;
920 op->enter_exit (tmp); /* we don't really care if it succeeded; 931 ob->enter_exit (tmp); /* we don't really care if it succeeded;
921 * if the map isn't there, then stay on the 932 * if the map isn't there, then stay on the
922 * default initial map */ 933 * default initial map */
923 tmp->destroy (); 934 tmp->destroy ();
924 } 935 }
925 else 936 else
926 LOG (llevDebug, "first_map_ext_path not set\n"); 937 LOG (llevDebug, "first_map_ext_path not set\n");
938}
927 939
928 return 0; 940void
929 } 941player::chargen_race_next ()
930 942{
931 /* Following actually changes the race - this is the default command 943 /* Following actually changes the race - this is the default command
932 * if we don't match with one of the options above. 944 * if we don't match with one of the options above.
933 */ 945 */
934 946
935 tmp_loop = 0; 947 do
936 while (!tmp_loop)
937 { 948 {
938 shstr name = op->name; 949 shstr name = ob->name;
939 int x = op->x, y = op->y; 950 int x = ob->x, y = ob->y;
940 951
941 op->remove_statbonus (); 952 ob->remove_statbonus ();
942 op->remove (); 953 ob->remove ();
943 op->arch = get_player_archetype (op->arch); 954 ob->arch = get_player_archetype (ob->arch);
944 op->arch->clone.copy_to (op); 955 ob->arch->clone.copy_to (ob);
945 op->instantiate (); 956 ob->instantiate ();
946 op->stats = op->contr->orig_stats; 957 ob->stats = ob->contr->orig_stats;
947 op->name = op->name_pl = name; 958 ob->name = ob->name_pl = name;
948 op->x = x; 959 ob->x = x;
949 op->y = y; 960 ob->y = y;
950 SET_ANIMATION (op, 2); /* So player faces south */ 961 SET_ANIMATION (ob, 2); /* So player faces south */
951 insert_ob_in_map (op, op->map, op, 0); 962 insert_ob_in_map (ob, ob->map, ob, 0);
952 assign (op->contr->title, op->arch->clone.name); 963 assign (ob->contr->title, ob->arch->clone.name);
953 op->add_statbonus (); 964 ob->add_statbonus ();
954 tmp_loop = allowed_class (op);
955 } 965 }
966 while (!allowed_class (ob));
956 967
957 update_object (op, UP_OBJ_FACE); 968 update_object (ob, UP_OBJ_FACE);
958 esrv_update_item (UPD_FACE, op, op); 969 esrv_update_item (UPD_FACE, ob, ob);
959 op->update_stats (); 970 ob->update_stats ();
960 op->stats.hp = op->stats.maxhp; 971 ob->stats.hp = ob->stats.maxhp;
961 op->stats.sp = op->stats.maxsp; 972 ob->stats.sp = ob->stats.maxsp;
962 op->stats.grace = 0; 973 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} 974}
970 975
971void 976void
972flee_player (object *op) 977flee_player (object *op)
973{ 978{
1020 /* Cornered, get rid of scared */ 1025 /* Cornered, get rid of scared */
1021 CLEAR_FLAG (op, FLAG_SCARED); 1026 CLEAR_FLAG (op, FLAG_SCARED);
1022 op->enemy = NULL; 1027 op->enemy = NULL;
1023} 1028}
1024 1029
1025
1026/* check_pick sees if there is stuff to be picked up/picks up stuff. 1030/* check_pick sees if there is stuff to be picked up/picks up stuff.
1027 * IT returns 1 if the player should keep on moving, 0 if he should 1031 * It returns 1 if the player should keep on moving, 0 if he should
1028 * stop. 1032 * stop.
1029 */ 1033 */
1030int 1034int
1031check_pick (object *op) 1035check_pick (object *op)
1032{ 1036{
1033 object *tmp, *next; 1037 object *tmp, *next;
1034 int stop = 0; 1038 int stop = 0;
1035 int j, k, wvratio; 1039 int wvratio;
1036 char putstring[128], tmpstr[16]; 1040 char putstring[128];
1037 1041
1038 /* if you're flying, you cna't pick up anything */ 1042 /* if you're flying, you cna't pick up anything */
1039 if (op->move_type & MOVE_FLYING) 1043 if (op->move_type & MOVE_FLYING)
1040 return 1; 1044 return 1;
1041 1045
1378 * found object is returned. 1382 * found object is returned.
1379 */ 1383 */
1380object * 1384object *
1381find_arrow (object *op, const char *type) 1385find_arrow (object *op, const char *type)
1382{ 1386{
1383 object *tmp = NULL; 1387 object *tmp = 0;
1384 1388
1385 for (op = op->inv; op; op = op->below) 1389 for (op = op->inv; op; op = op->below)
1386 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1390 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1387 tmp = find_arrow (op, type); 1391 tmp = find_arrow (op, type);
1388 else if (op->type == ARROW && op->race == type) 1392 else if (op->type == ARROW && op->race == type)
1389 return op; 1393 return op;
1394
1390 return tmp; 1395 return tmp;
1391} 1396}
1392 1397
1393/* 1398/*
1394 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1399 * 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 1400 * 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 1401 * 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. 1402 * the hall. Failing that it does it's best to pick the highest plus arrow.
1398 */ 1403 */
1399
1400object * 1404object *
1401find_better_arrow (object *op, object *target, const char *type, int *better) 1405find_better_arrow (object *op, object *target, const char *type, int *better)
1402{ 1406{
1403 object *tmp = NULL, *arrow, *ntmp; 1407 object *tmp = NULL, *arrow, *ntmp;
1404 int attacknum, attacktype, betterby = 0, i; 1408 int attacknum, attacktype, betterby = 0, i;
1470 * find_better_arrow to find a decent arrow to use. 1474 * find_better_arrow to find a decent arrow to use.
1471 * op = the shooter 1475 * op = the shooter
1472 * type = bow->race 1476 * type = bow->race
1473 * dir = fire direction 1477 * dir = fire direction
1474 */ 1478 */
1475
1476object * 1479object *
1477pick_arrow_target (object *op, const char *type, int dir) 1480pick_arrow_target (object *op, const char *type, int dir)
1478{ 1481{
1479 object *tmp = NULL; 1482 object *tmp = NULL;
1480 maptile *m; 1483 maptile *m;
1554 { 1557 {
1555 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1558 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1556 return 0; 1559 return 0;
1557 } 1560 }
1558 1561
1559 if (op->type == PLAYER) 1562 if (player *pl = op->contr)
1560 bow = op->contr->ranges[range_bow]; 1563 {
1564 bow = pl->ranged_ob;
1565 op->set_weapon (bow);
1566 }
1561 else 1567 else
1562 { 1568 {
1563 for (bow = op->inv; bow; bow = bow->below) 1569 for (bow = op->inv; bow; bow = bow->below)
1564 /* Don't check for applied - monsters don't apply bows - in that way, they 1570 /* 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. 1571 * don't need to switch back and forth between bows and weapons.
1570 if (!bow) 1576 if (!bow)
1571 { 1577 {
1572 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1578 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1573 return 0; 1579 return 0;
1574 } 1580 }
1581
1582 // optimisation: move object to top so we will find it quickly again
1583 if (bow->below)
1584 {
1585 bow->remove ();
1586 op->insert (bow);
1587 }
1588
1575 } 1589 }
1576 1590
1577 if (!bow->race || !bow->skill) 1591 if (!bow->race || !bow->skill)
1578 { 1592 {
1579 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1593 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1596 if (op->type == PLAYER) 1610 if (op->type == PLAYER)
1597 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1611 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 */ 1612 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1599 else 1613 else
1600 CLEAR_FLAG (op, FLAG_READY_BOW); 1614 CLEAR_FLAG (op, FLAG_READY_BOW);
1615
1601 return 0; 1616 return 0;
1602 } 1617 }
1603 } 1618 }
1604 1619
1605 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1620 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1636 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1651 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1637 op->update_stats (); 1652 op->update_stats ();
1638 } 1653 }
1639 1654
1640 SET_ANIMATION (arrow, arrow->direction); 1655 SET_ANIMATION (arrow, arrow->direction);
1656
1641 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1657 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1642 arrow->stats.hp = arrow->stats.dam; 1658 arrow->stats.hp = arrow->stats.dam;
1643 arrow->stats.grace = arrow->attacktype; 1659 arrow->stats.grace = arrow->attacktype;
1660
1644 if (arrow->slaying != NULL) 1661 if (arrow->slaying)
1645 arrow->spellarg = strdup (arrow->slaying); 1662 arrow->spellarg = strdup (arrow->slaying);
1646 1663
1647 /* Note that this was different for monsters - they got their level 1664 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 1665
1653 /* update the speed */ 1666 /* update the speed */
1654 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1667 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; 1668 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1656 1669
1657 arrow->set_speed (max (arrow->speed, 1.0)); 1670 arrow->set_speed (max (arrow->speed, 1.0));
1658 arrow->speed_left = 0; 1671 arrow->speed_left = 0;
1659 1672
1673 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1674
1660 if (op->type == PLAYER) 1675 if (op->type == PLAYER)
1661 { 1676 {
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; 1677 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1678 arrow->stats.wc -= dex_bonus[op->stats.Dex];
1679
1680 if (!arrow->slaying)
1681 arrow->slaying = op->slaying;
1667 } 1682 }
1668 else 1683 else
1669 { 1684 {
1670 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1671 arrow->level = op->level; 1685 arrow->level = op->level;
1672 } 1686 arrow->stats.wc -= bow->magic;
1673 1687
1674 if (arrow->attacktype == AT_PHYSICAL) 1688 if (!arrow->slaying)
1689 arrow->slaying = bow->slaying;
1690 }
1691
1692 arrow->stats.wc -= arrow->level;
1693
1675 arrow->attacktype |= bow->attacktype; 1694 arrow->attacktype |= bow->attacktype;
1676
1677 if (bow->slaying)
1678 arrow->slaying = bow->slaying;
1679 1695
1680 arrow->move_type = MOVE_FLY_LOW; 1696 arrow->move_type = MOVE_FLY_LOW;
1681 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1697 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1682 1698
1683 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1699 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1709{ 1725{
1710 int ret = 0, wcmod = 0; 1726 int ret = 0, wcmod = 0;
1711 1727
1712 if (op->contr->bowtype == bow_bestarrow) 1728 if (op->contr->bowtype == bow_bestarrow)
1713 { 1729 {
1714 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1730 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1715 } 1731 }
1716 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1732 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1717 { 1733 {
1718 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1734 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1719 wcmod = -1; 1735 wcmod = -1;
1729 else if (op->contr->bowtype == bow_spreadshot) 1745 else if (op->contr->bowtype == bow_spreadshot)
1730 { 1746 {
1731 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1747 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1732 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1748 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1733 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1749 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1734
1735 } 1750 }
1736 else 1751 else
1737 { 1752 {
1738 /* Simple case */ 1753 /* Simple case */
1739 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1754 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1740 } 1755 }
1756
1741 return ret; 1757 return ret;
1742} 1758}
1743 1759
1744 1760
1745/* Fires a misc (wand/rod/horn) object in 'dir'. 1761/* Fires a misc (wand/rod/horn) object in 'dir'.
1746 * Broken apart from 'fire' to keep it more readable. 1762 * Broken apart from 'fire' to keep it more readable.
1747 */ 1763 */
1748void 1764void
1749fire_misc_object (object *op, int dir) 1765fire_misc_object (object *op, int dir)
1750{ 1766{
1751 object *item; 1767 object *item = op->contr->ranged_ob;
1752 1768
1753 if (!op->contr->ranges[range_misc]) 1769 if (!item)
1754 { 1770 {
1755 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1771 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1756 return; 1772 return;
1757 } 1773 }
1758 1774
1759 item = op->contr->ranges[range_misc];
1760 if (!item->inv) 1775 if (!item->inv)
1761 { 1776 {
1762 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1777 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1763 return; 1778 return;
1764 } 1779 }
1780
1781 op->set_weapon (item);
1782
1765 if (item->type == WAND) 1783 if (item->type == WAND)
1766 { 1784 {
1767 if (item->stats.food <= 0) 1785 if (item->stats.food <= 0)
1768 { 1786 {
1769 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1787 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1770 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1789
1771 return; 1790 return;
1772 } 1791 }
1773 } 1792 }
1774 else if (item->type == ROD || item->type == HORN) 1793 else if (item->type == ROD || item->type == HORN)
1775 { 1794 {
1776 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1795 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1777 { 1796 {
1778 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1797 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1798
1779 if (item->type == ROD) 1799 if (item->type == ROD)
1780 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1800 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1781 else 1801 else
1782 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1802 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1803
1783 return; 1804 return;
1784 } 1805 }
1785 } 1806 }
1786 1807
1787 if (cast_spell (op, item, dir, item->inv, NULL)) 1808 if (cast_spell (op, item, dir, item->inv, NULL))
1818 1839
1819 /* check for loss of invisiblity/hide */ 1840 /* check for loss of invisiblity/hide */
1820 if (action_makes_visible (op)) 1841 if (action_makes_visible (op))
1821 make_visible (op); 1842 make_visible (op);
1822 1843
1823 switch (op->contr->shoottype) 1844 player *pl = op->contr;
1845
1846 if (pl->golem)
1824 { 1847 {
1825 case range_none: 1848 control_golem (op->contr->golem, dir);
1826 return; 1849 return;
1850 }
1827 1851
1828 case range_bow: 1852 object *ob = pl->ranged_ob;
1853
1854 if (!ob)
1855 return;
1856
1857 switch (ob->type)
1858 {
1859 case BOW:
1829 player_fire_bow (op, dir); 1860 player_fire_bow (op, dir);
1830 return; 1861 break;
1831 1862
1832 case range_magic: /* Casting spells */ 1863 case SPELL:
1833 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1864 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1834 return; 1865 break;
1835 1866
1836 case range_misc: 1867 case BUILDER:
1868 apply_map_builder (op, dir);
1869 break;
1870
1871 case SKILL:
1872 case SKILL_TOOL:
1873 do_skill (op, op, ob, dir, 0);
1874 break;
1875
1876 default:
1837 fire_misc_object (op, dir); 1877 fire_misc_object (op, dir);
1838 return; 1878 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 } 1879 }
1867} 1880}
1868
1869
1870 1881
1871/* find_key 1882/* find_key
1872 * We try to find a key for the door as passed. If we find a key 1883 * 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 1884 * and successfully use it, we return the key, otherwise NULL
1874 * This function merges both normal and locked door, since the logic 1885 * This function merges both normal and locked door, since the logic
1876 * pl is the player, 1887 * pl is the player,
1877 * inv is the objects inventory to searched 1888 * inv is the objects inventory to searched
1878 * door is the door we are trying to match against. 1889 * door is the door we are trying to match against.
1879 * This function can be called recursively to search containers. 1890 * This function can be called recursively to search containers.
1880 */ 1891 */
1881
1882object * 1892object *
1883find_key (object *pl, object *container, object *door) 1893find_key (object *pl, object *container, object *door)
1884{ 1894{
1885 object *tmp, *key; 1895 object *tmp, *key;
1886 1896
1887 /* Should not happen, but sanity checking is never bad */ 1897 /* Should not happen, but sanity checking is never bad */
1888 if (container->inv == NULL) 1898 if (!container->inv)
1889 return NULL; 1899 return 0;
1890 1900
1891 /* First, lets try to find a key in the top level inventory */ 1901 /* First, lets try to find a key in the top level inventory */
1892 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1902 for (tmp = container->inv; tmp; tmp = tmp->below)
1893 { 1903 {
1894 if (door->type == DOOR && tmp->type == KEY) 1904 if (door->type == DOOR && tmp->type == KEY)
1895 break; 1905 break;
1896 /* For sanity, we should really check door type, but other stuff 1906 /* For sanity, we should really check door type, but other stuff
1897 * (like containers) can be locked with special keys 1907 * (like containers) can be locked with special keys
1898 */ 1908 */
1899 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1909 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1900 break; 1910 break;
1901 } 1911 }
1912
1902 /* No key found - lets search inventories now */ 1913 /* No key found - lets search inventories now */
1903 /* If we find and use a key in an inventory, return at that time. 1914 /* 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 1915 * otherwise, if we search all the inventories and still don't find
1905 * a key, return 1916 * a key, return
1906 */ 1917 */
1907 if (!tmp) 1918 if (!tmp)
1908 { 1919 {
1909 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1920 for (tmp = container->inv; tmp; tmp = tmp->below)
1910 { 1921 {
1911 /* No reason to search empty containers */ 1922 /* No reason to search empty containers */
1912 if (tmp->type == CONTAINER && tmp->inv) 1923 if (tmp->type == CONTAINER && tmp->inv)
1913 { 1924 {
1914 if ((key = find_key (pl, tmp, door)) != NULL) 1925 if ((key = find_key (pl, tmp, door)))
1915 return key; 1926 return key;
1916 } 1927 }
1917 } 1928 }
1929
1918 if (!tmp) 1930 if (!tmp)
1919 return NULL; 1931 return NULL;
1920 } 1932 }
1933
1921 /* We get down here if we have found a key. Now if its in a container, 1934 /* 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 1935 * see if we actually want to use it
1923 */ 1936 */
1924 if (pl != container) 1937 if (pl != container)
1925 { 1938 {
1946 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1959 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)); 1960 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1948 return NULL; 1961 return NULL;
1949 } 1962 }
1950 } 1963 }
1964
1951 return tmp; 1965 return tmp;
1952} 1966}
1953 1967
1954/* moved door processing out of move_player_attack. 1968/* moved door processing out of move_player_attack.
1955 * returns 1 if player has opened the door with a key 1969 * returns 1 if player has opened the door with a key
1969 if (key) 1983 if (key)
1970 { 1984 {
1971 object *container = key->env; 1985 object *container = key->env;
1972 1986
1973 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1987 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988
1974 if (action_makes_visible (op)) 1989 if (action_makes_visible (op))
1975 make_visible (op); 1990 make_visible (op);
1991
1976 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1992 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1977 spring_trap (door->inv, op); 1993 spring_trap (door->inv, op);
1994
1978 if (door->type == DOOR) 1995 if (door->type == DOOR)
1979 {
1980 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1996 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1981 }
1982 else if (door->type == LOCKED_DOOR) 1997 else if (door->type == LOCKED_DOOR)
1983 { 1998 {
1984 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1999 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 ;-) */ 2000 remove_door2 (door); /* remove door without violence ;-) */
1986 } 2001 }
2002
1987 /* Do this after we print the message */ 2003 /* Do this after we print the message */
1988 decrease_ob (key); /* Use up one of the keys */ 2004 decrease_ob (key); /* Use up one of the keys */
1989 /* Need to update the weight the container the key was in */ 2005 /* Need to update the weight the container the key was in */
1990 if (container != op) 2006 if (container != op)
1991 esrv_update_item (UPD_WEIGHT, op, container); 2007 esrv_update_item (UPD_WEIGHT, op, container);
2008
1992 return 1; /* Nothing more to do below */ 2009 return 1; /* Nothing more to do below */
1993 } 2010 }
1994 else if (door->type == LOCKED_DOOR) 2011 else if (door->type == LOCKED_DOOR)
1995 { 2012 {
1996 /* Might as well return now - no other way to open this */ 2013 /* Might as well return now - no other way to open this */
1997 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2014 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1998 return 1; 2015 return 1;
1999 } 2016 }
2017
2000 return 0; 2018 return 0;
2001} 2019}
2002 2020
2003/* This function is just part of a breakup from move_player. 2021/* This function is just part of a breakup from move_player.
2004 * It should keep the code cleaner. 2022 * It should keep the code cleaner.
2008 */ 2026 */
2009void 2027void
2010move_player_attack (object *op, int dir) 2028move_player_attack (object *op, int dir)
2011{ 2029{
2012 object *tmp, *mon; 2030 object *tmp, *mon;
2013 sint16 nx, ny;
2014 int on_battleground; 2031 int on_battleground;
2015 maptile *m; 2032 maptile *m;
2016 2033
2017 nx = freearr_x[dir] + op->x; 2034 sint16 nx = freearr_x[dir] + op->x;
2018 ny = freearr_y[dir] + op->y; 2035 sint16 ny = freearr_y[dir] + op->y;
2019 2036
2020 on_battleground = op_on_battleground (op, 0, 0); 2037 on_battleground = op_on_battleground (op, 0, 0);
2021 2038
2022 /* If braced, or can't move to the square, and it is not out of the 2039 /* 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 2040 * 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 */ 2120 /* If we're braced, we don't want to switch places with it */
2104 if (op->contr->braced) 2121 if (op->contr->braced)
2105 return; 2122 return;
2106 2123
2107 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2124 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2108 (void) push_ob (mon, dir, op); 2125 push_ob (mon, dir, op);
2109 if (op->contr->tmp_invis || op->hide) 2126 if (op->contr->tmp_invis || op->hide)
2110 make_visible (op); 2127 make_visible (op);
2111 2128
2112 return; 2129 return;
2113 } 2130 }
2210 return 0; 2227 return 0;
2211 } 2228 }
2212 2229
2213 /* peterm: added following line */ 2230 /* peterm: added following line */
2214 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2231 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2215 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2232 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2216 2233
2217 op->facing = dir; 2234 op->facing = dir;
2218 2235
2219 if (op->hide) 2236 if (op->hide)
2220 do_hidden_move (op); 2237 do_hidden_move (op);
2253 * Returns true if there are more actions we can do. 2270 * Returns true if there are more actions we can do.
2254 */ 2271 */
2255int 2272int
2256handle_newcs_player (object *op) 2273handle_newcs_player (object *op)
2257{ 2274{
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)) 2275 if (QUERY_FLAG (op, FLAG_SCARED))
2279 { 2276 {
2280 flee_player (op); 2277 flee_player (op);
2281 /* If player is still scared, that is his action for this tick */ 2278 /* If player is still scared, that is his action for this tick */
2282 if (QUERY_FLAG (op, FLAG_SCARED)) 2279 if (QUERY_FLAG (op, FLAG_SCARED))
2283 { 2280 {
2284 op->speed_left--; 2281 op->speed_left--;
2285 return 0; 2282 return 0;
2286 } 2283 }
2287 } 2284 }
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 2285
2297 /* call this here - we also will call this in do_ericserver, but 2286 /* call this here - we also will call this in do_ericserver, but
2298 * the players time has been increased when doericserver has been 2287 * the players time has been increased when doericserver has been
2299 * called, so we recheck it here. 2288 * called, so we recheck it here.
2300 */ 2289 */
2361 * from. 2350 * from.
2362 */ 2351 */
2363void 2352void
2364remove_unpaid_objects (object *op, object *env) 2353remove_unpaid_objects (object *op, object *env)
2365{ 2354{
2366 object *next;
2367
2368 while (op) 2355 while (op)
2369 { 2356 {
2370 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2357 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2371 2358
2372 if (QUERY_FLAG (op, FLAG_UNPAID)) 2359 if (QUERY_FLAG (op, FLAG_UNPAID))
2438 int rate_grace = 2000; 2425 int rate_grace = 2000;
2439 const int max_hp = 1; 2426 const int max_hp = 1;
2440 const int max_sp = 1; 2427 const int max_sp = 1;
2441 const int max_grace = 1; 2428 const int max_grace = 1;
2442 2429
2443 if (op->contr->outputs_sync) 2430 if (op->contr->hidden)
2431 {
2432 op->invisible = 1000;
2433 /* the socket code flashes the player visible/invisible
2434 * depending on the value of invisible, so we need to
2435 * alternate it here for it to work correctly.
2436 */
2437 if (pticks & 2)
2438 op->invisible--;
2444 { 2439 }
2445 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2440 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) 2441 {
2447 flush_output_element (op, &op->contr->outputs[i]); 2442 if (!op->invisible--)
2443 {
2444 make_visible (op);
2445 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2446 }
2448 } 2447 }
2449 2448
2450 if (op->contr->ns->state == ST_PLAYING) 2449 if (op->contr->ns->state == ST_PLAYING)
2451 { 2450 {
2452 /* these next three if clauses make it possible to SLOW DOWN 2451 /* these next three if clauses make it possible to SLOW DOWN
2474 gen_grace = op->stats.maxgrace; 2473 gen_grace = op->stats.maxgrace;
2475 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2474 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2476 } 2475 }
2477 2476
2478 /* Regenerate Spell Points */ 2477 /* Regenerate Spell Points */
2479 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2478 if (!op->contr->golem && --op->last_sp < 0)
2480 { 2479 {
2481 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2480 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) 2481 if (op->stats.sp < op->stats.maxsp)
2483 { 2482 {
2484 op->stats.sp++; 2483 op->stats.sp++;
2702 tmp->name = buf; 2701 tmp->name = buf;
2703 sprintf (buf, " This finger has been cut off %s\n" 2702 sprintf (buf, " This finger has been cut off %s\n"
2704 " the %s, when he was defeated at\n level %d by %s.\n", 2703 " 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); 2704 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2706 tmp->msg = buf; 2705 tmp->msg = buf;
2707 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2706 tmp->value = 0, tmp->type = 0;
2708 tmp->materialname = NULL; 2707 tmp->materialname = "organics";
2709 tmp->insert_at (op, tmp); 2708 tmp->insert_at (op, tmp);
2710 } 2709 }
2711 2710
2712 /* teleport defeated player to new destination */ 2711 /* teleport defeated player to new destination */
2713 transfer_ob (op, x, y, 0, NULL); 2712 transfer_ob (op, x, y, 0, NULL);
2909 op->stats.hp = op->stats.maxhp; 2908 op->stats.hp = op->stats.maxhp;
2910 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2909 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2911 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2910 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2912 2911
2913 /* 2912 /*
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 2913 * Check to see if the player has any unpaid items. If so, remove them
2916 * in the map. 2914 * and put them back in the map.
2917 */ 2915 */
2918
2919 if (is_in_shop (op))
2920 remove_unpaid_objects (op->inv, op); 2916 remove_unpaid_objects (op->inv, op);
2921 2917
2922 /****************************************/ 2918 /****************************************/
2923 /* */ 2919 /* */
2924 /* Move player to his current respawn- */ 2920 /* Move player to his current respawn- */
2925 /* position (usually last savebed) */ 2921 /* position (usually last savebed) */
2965void 2961void
2966loot_object (object *op) 2962loot_object (object *op)
2967{ /* Grab and destroy some treasure */ 2963{ /* Grab and destroy some treasure */
2968 object *tmp, *tmp2, *next; 2964 object *tmp, *tmp2, *next;
2969 2965
2970 if (op->container) 2966 op->close_container (); /* close open sack first */
2971 esrv_apply_container (op, op->container); /* close open sack first */
2972 2967
2973 for (tmp = op->inv; tmp; tmp = next) 2968 for (tmp = op->inv; tmp; tmp = next)
2974 { 2969 {
2975 next = tmp->below; 2970 next = tmp->below;
2976 2971
2977 if (tmp->invisible) 2972 if (tmp->invisible)
2978 continue; 2973 continue;
2979 2974
2980 tmp->remove (); 2975 tmp->remove ();
2981 tmp->x = op->x, tmp->y = op->y; 2976 tmp->x = op->x, tmp->y = op->y;
2977
2982 if (tmp->type == CONTAINER) 2978 if (tmp->type == CONTAINER)
2983 { /* empty container to ground */ 2979 loot_object (tmp); /* empty container to ground */
2984 loot_object (tmp); 2980
2985 }
2986 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2981 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2987 { 2982 {
2988 if (tmp->nrof > 1) 2983 if (tmp->nrof > 1)
2989 { 2984 {
2990 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2985 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2991 tmp2->destroy (); 2986 tmp2->destroy ();
3002/* 2997/*
3003 * fix_weight(): Check recursively the weight of all players, and fix 2998 * fix_weight(): Check recursively the weight of all players, and fix
3004 * what needs to be fixed. Refresh windows and fix speed if anything 2999 * what needs to be fixed. Refresh windows and fix speed if anything
3005 * was changed. 3000 * was changed.
3006 */ 3001 */
3007
3008void 3002void
3009fix_weight (void) 3003fix_weight (void)
3010{ 3004{
3011 for_all_players (pl) 3005 for_all_players (pl)
3012 { 3006 {
3072 if (op->type == PLAYER) 3066 if (op->type == PLAYER)
3073 { 3067 {
3074 op->contr->tmp_invis = 0; 3068 op->contr->tmp_invis = 0;
3075 op->contr->invis_race = 0; 3069 op->contr->invis_race = 0;
3076 } 3070 }
3071
3077 update_object (op, UP_OBJ_FACE); 3072 update_object (op, UP_OBJ_CHANGE);
3078} 3073}
3079 3074
3080int 3075int
3081is_true_undead (object *op) 3076is_true_undead (object *op)
3082{ 3077{
3083 object *tmp = NULL;
3084
3085 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3078 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3086 return 1; 3079 return 1;
3087 3080
3088 return 0; 3081 return 0;
3089} 3082}
3377 char buf[MAX_BUF]; /* tmp. string buffer */ 3370 char buf[MAX_BUF]; /* tmp. string buffer */
3378 int i = 0, j = 0; 3371 int i = 0, j = 0;
3379 3372
3380 /* get the appropriate treasurelist */ 3373 /* get the appropriate treasurelist */
3381 if (atnr == ATNR_FIRE) 3374 if (atnr == ATNR_FIRE)
3382 trlist = find_treasurelist ("dragon_ability_fire"); 3375 trlist = treasurelist::find ("dragon_ability_fire");
3383 else if (atnr == ATNR_COLD) 3376 else if (atnr == ATNR_COLD)
3384 trlist = find_treasurelist ("dragon_ability_cold"); 3377 trlist = treasurelist::find ("dragon_ability_cold");
3385 else if (atnr == ATNR_ELECTRICITY) 3378 else if (atnr == ATNR_ELECTRICITY)
3386 trlist = find_treasurelist ("dragon_ability_elec"); 3379 trlist = treasurelist::find ("dragon_ability_elec");
3387 else if (atnr == ATNR_POISON) 3380 else if (atnr == ATNR_POISON)
3388 trlist = find_treasurelist ("dragon_ability_poison"); 3381 trlist = treasurelist::find ("dragon_ability_poison");
3389 3382
3390 if (trlist == NULL || who->type != PLAYER) 3383 if (trlist == NULL || who->type != PLAYER)
3391 return; 3384 return;
3392 3385
3393 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3386 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3525 * not readied. 3518 * not readied.
3526 */ 3519 */
3527void 3520void
3528player_unready_range_ob (player *pl, object *ob) 3521player_unready_range_ob (player *pl, object *ob)
3529{ 3522{
3530 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3523 if (pl->ob->current_weapon == ob)
3524 pl->ob->current_weapon = 0;
3525
3526 if (pl->combat_ob == ob)
3527 pl->combat_ob = 0;
3528
3531 if (pl->ranges[i] == ob) 3529 if (pl->ranged_ob == ob)
3532 {
3533 pl->ranges[i] = 0; 3530 pl->ranged_ob = 0;
3534 if (pl->shoottype == i)
3535 pl->shoottype = range_none;
3536 }
3537} 3531}
3532
3533sint8
3534player::visibility_at (maptile *map, int x, int y) const
3535{
3536 if (!ns)
3537 return 0;
3538
3539 int dx, dy;
3540 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3541 return 0;
3542
3543 x += dx - ns->current_x + ns->mapx / 2;
3544 y += dy - ns->current_y + ns->mapy / 2;
3545
3546 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3547 return 0;
3548
3549 return 100 - blocked_los [x][y];
3550}

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