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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 1.124 by root, Fri May 11 21:24:29 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 apply_special (ob, op, AP_UNAPPLY);
275 apply_special (ob, op, AP_APPLY);
276 break;
277 }
278
273 ob->update_stats (); 279 ob->update_stats ();
274 ns->floorbox_update (); 280 ns->floorbox_update ();
275 281
276 esrv_send_inventory (ob, ob); 282 esrv_send_inventory (ob, ob);
277 esrv_add_spells (this, 0); 283 esrv_add_spells (this, 0);
296 302
297 INVOKE_PLAYER (DISCONNECT, this); 303 INVOKE_PLAYER (DISCONNECT, this);
298 304
299 ns->reset_stats (); 305 ns->reset_stats ();
300 ns->pl = 0; 306 ns->pl = 0;
301 this->ns = 0; 307 ns = 0;
302 } 308 }
303 309
310 if (ob)
304 ob->container = 0; //TODO: client-specific 311 ob->close_container (); //TODO: client-specific
312
305 deactivate (); 313 deactivate ();
306} 314}
307 315
308// the need for this function can be explained 316// the need for this function can be explained
309// by load_object not returning the object 317// by load_object not returning the object
310void 318void
311player::set_object (object *op) 319player::set_object (object *op)
312{ 320{
313 ob = op; 321 ob = op;
314 ob->contr = this; /* this aren't yet in archetype */ 322 ob->contr = this; /* this aren't yet in archetype */
315 323
316 ob->speed_left = 0.5; 324 ob->speed_left = 0.5;
317 ob->speed = 1.0; 325 ob->speed = 1.0;
318 ob->direction = 5; /* So player faces south */ 326 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} 327}
324 328
325player::player () 329player::player ()
326{ 330{
327 /* There are some elements we want initialised to non zero value - 331 /* There are some elements we want initialised to non zero value -
328 * we deal with that below this point. 332 * we deal with that below this point.
329 */ 333 */
330 outputs_sync = 16; /* Every 2 seconds */ 334 outputs_sync = 4;
331 outputs_count = 8; /* Keeps present behaviour */ 335 outputs_count = 4;
332 unapply = unapply_nochoice; 336 unapply = unapply_nochoice;
333 337
334 savebed_map = first_map_path; /* Init. respawn position */ 338 savebed_map = first_map_path; /* Init. respawn position */
335 339
336 gen_sp_armour = 10; 340 gen_sp_armour = 10;
337 shoottype = range_none;
338 bowtype = bow_normal; 341 bowtype = bow_normal;
339 petmode = pet_normal; 342 petmode = pet_normal;
340 listening = 10; 343 listening = 10;
341 usekeys = containers; 344 usekeys = containers;
342 peaceful = 1; /* default peaceful */ 345 peaceful = 1; /* default peaceful */
371player::create () 374player::create ()
372{ 375{
373 player *pl = new player; 376 player *pl = new player;
374 377
375 pl->set_object (arch_to_object (get_player_archetype (0))); 378 pl->set_object (arch_to_object (get_player_archetype (0)));
379
380 pl->ob->roll_stats ();
381 pl->ob->stats.wc = 2;
382 pl->ob->run_away = 25; /* Then we panick... */
383
376 set_first_map (pl->ob); 384 set_first_map (pl->ob);
377 385
378 return pl; 386 return pl;
379} 387}
380 388
526 x = mon->x; 534 x = mon->x;
527 y = mon->y; 535 y = mon->y;
528 m = mon->map; 536 m = mon->map;
529 dir = rv.direction; 537 dir = rv.direction;
530 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 538 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); 539 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
540
532 /* If we can't solve it within the search distance, return now. */ 541 /* If we can't solve it within the search distance, return now. */
533 if (diff > max) 542 if (diff > max)
534 return 0; 543 return 0;
544
535 while (diff > 1 && max > 0) 545 while (diff > 1 && max > 0)
536 { 546 {
537 lastx = x; 547 lastx = x;
538 lasty = y; 548 lasty = y;
539 lastmap = m; 549 lastmap = m;
621 max--; 631 max--;
622 lastdir = dir; 632 lastdir = dir;
623 if (!firstdir) 633 if (!firstdir)
624 firstdir = dir; 634 firstdir = dir;
625 } 635 }
636
626 if (diff <= 1) 637 if (diff <= 1)
627 { 638 {
628 /* Recalculate diff (distance) because we may not have actually 639 /* Recalculate diff (distance) because we may not have actually
629 * headed toward player for entire distance. 640 * headed toward player for entire distance.
630 */ 641 */
631 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 642 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); 643 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
633 } 644 }
645
634 if (diff > max) 646 if (diff > max)
635 return 0; 647 return 0;
636 } 648 }
649
637 /* If we reached the max, didn't find a direction in time */ 650 /* If we reached the max, didn't find a direction in time */
638 if (!max) 651 if (!max)
639 return 0; 652 return 0;
640 653
641 return firstdir; 654 return firstdir;
755roll_stat (void) 768roll_stat (void)
756{ 769{
757 int a[4], i, j, k; 770 int a[4], i, j, k;
758 771
759 for (i = 0; i < 4; i++) 772 for (i = 0; i < 4; i++)
760 a[i] = (int) RANDOM () % 6 + 1; 773 a[i] = (int) rndm (6) + 1;
761 774
762 for (i = 0, j = 0, k = 7; i < 4; i++) 775 for (i = 0, j = 0, k = 7; i < 4; i++)
763 if (a[i] < k) 776 if (a[i] < k)
764 k = a[i], j = i; 777 k = a[i], j = i;
765 778
865 * appropriate action with it (change race, or other things). 878 * appropriate action with it (change race, or other things).
866 * The function name is for historical reasons - now we have 879 * The function name is for historical reasons - now we have
867 * separate race and class; this actually changes the RACE, 880 * separate race and class; this actually changes the RACE,
868 * not the class. 881 * not the class.
869 */ 882 */
870int 883void
871key_change_class (object *op, char key) 884player::chargen_race_done ()
872{ 885{
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 */ 886 /* this must before then initial items are given */
880 esrv_new_player (op->contr, op->weight + op->carrying); 887 esrv_new_player (ob->contr, ob->weight + ob->carrying);
881 888
882 treasurelist *tl = find_treasurelist ("starting_wealth"); 889 treasurelist *tl = treasurelist::find ("starting_wealth");
883 if (tl) 890 if (tl)
884 create_treasure (tl, op, 0, 0, 0); 891 create_treasure (tl, ob, 0, 0, 0);
885 892
886 INVOKE_PLAYER (BIRTH, op->contr); 893 INVOKE_PLAYER (BIRTH, ob->contr);
887 INVOKE_PLAYER (LOGIN, op->contr); 894 INVOKE_PLAYER (LOGIN, ob->contr);
888 895
889 op->contr->ns->state = ST_PLAYING; 896 ob->contr->ns->state = ST_PLAYING;
890 897
891 if (op->msg) 898 if (ob->msg)
892 op->msg = NULL; 899 ob->msg = 0;
893 900
894 /* We create this now because some of the unique maps will need it 901 /* We create this now because some of the unique maps will need it
895 * to save here. 902 * to save here.
896 */ 903 */
904 {
905 char buf[MAX_BUF];
897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 906 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
898 make_path_to_file (buf); 907 make_path_to_file (buf);
908 }
899 909
900 start_info (op); 910 start_info (ob);
901 CLEAR_FLAG (op, FLAG_WIZ); 911 CLEAR_FLAG (ob, FLAG_WIZ);
902 give_initial_items (op, op->randomitems); 912 give_initial_items (ob, ob->randomitems);
903 link_player_skills (op); 913 link_player_skills (ob);
904 esrv_send_inventory (op, op); 914 esrv_send_inventory (ob, ob);
905 op->update_stats (); 915 ob->update_stats ();
906 916
907 /* This moves the player to a different start map, if there 917 /* This moves the player to a different start map, if there
908 * is one for this race 918 * is one for this race
909 */ 919 */
910 if (*first_map_ext_path) 920 if (*first_map_ext_path)
911 { 921 {
912 object *tmp; 922 object *tmp;
913 char mapname[MAX_BUF]; 923 char mapname[MAX_BUF];
914 924
915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); 925 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
916 tmp = object::create (); 926 tmp = object::create ();
917 EXIT_PATH (tmp) = mapname; 927 EXIT_PATH (tmp) = mapname;
918 EXIT_X (tmp) = op->x; 928 EXIT_X (tmp) = ob->x;
919 EXIT_Y (tmp) = op->y; 929 EXIT_Y (tmp) = ob->y;
920 op->enter_exit (tmp); /* we don't really care if it succeeded; 930 ob->enter_exit (tmp); /* we don't really care if it succeeded;
921 * if the map isn't there, then stay on the 931 * if the map isn't there, then stay on the
922 * default initial map */ 932 * default initial map */
923 tmp->destroy (); 933 tmp->destroy ();
924 } 934 }
925 else 935 else
926 LOG (llevDebug, "first_map_ext_path not set\n"); 936 LOG (llevDebug, "first_map_ext_path not set\n");
937}
927 938
928 return 0; 939void
929 } 940player::chargen_race_next ()
930 941{
931 /* Following actually changes the race - this is the default command 942 /* Following actually changes the race - this is the default command
932 * if we don't match with one of the options above. 943 * if we don't match with one of the options above.
933 */ 944 */
934 945
935 tmp_loop = 0; 946 do
936 while (!tmp_loop)
937 { 947 {
938 shstr name = op->name; 948 shstr name = ob->name;
939 int x = op->x, y = op->y; 949 int x = ob->x, y = ob->y;
940 950
941 op->remove_statbonus (); 951 ob->remove_statbonus ();
942 op->remove (); 952 ob->remove ();
943 op->arch = get_player_archetype (op->arch); 953 ob->arch = get_player_archetype (ob->arch);
944 op->arch->clone.copy_to (op); 954 ob->arch->clone.copy_to (ob);
945 op->instantiate (); 955 ob->instantiate ();
946 op->stats = op->contr->orig_stats; 956 ob->stats = ob->contr->orig_stats;
947 op->name = op->name_pl = name; 957 ob->name = ob->name_pl = name;
948 op->x = x; 958 ob->x = x;
949 op->y = y; 959 ob->y = y;
950 SET_ANIMATION (op, 2); /* So player faces south */ 960 SET_ANIMATION (ob, 2); /* So player faces south */
951 insert_ob_in_map (op, op->map, op, 0); 961 insert_ob_in_map (ob, ob->map, ob, 0);
952 assign (op->contr->title, op->arch->clone.name); 962 assign (ob->contr->title, ob->arch->clone.name);
953 op->add_statbonus (); 963 ob->add_statbonus ();
954 tmp_loop = allowed_class (op);
955 } 964 }
965 while (!allowed_class (ob));
956 966
957 update_object (op, UP_OBJ_FACE); 967 update_object (ob, UP_OBJ_FACE);
958 esrv_update_item (UPD_FACE, op, op); 968 esrv_update_item (UPD_FACE, ob, ob);
959 op->update_stats (); 969 ob->update_stats ();
960 op->stats.hp = op->stats.maxhp; 970 ob->stats.hp = ob->stats.maxhp;
961 op->stats.sp = op->stats.maxsp; 971 ob->stats.sp = ob->stats.maxsp;
962 op->stats.grace = 0; 972 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} 973}
970 974
971void 975void
972flee_player (object *op) 976flee_player (object *op)
973{ 977{
1020 /* Cornered, get rid of scared */ 1024 /* Cornered, get rid of scared */
1021 CLEAR_FLAG (op, FLAG_SCARED); 1025 CLEAR_FLAG (op, FLAG_SCARED);
1022 op->enemy = NULL; 1026 op->enemy = NULL;
1023} 1027}
1024 1028
1025
1026/* check_pick sees if there is stuff to be picked up/picks up stuff. 1029/* 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 1030 * It returns 1 if the player should keep on moving, 0 if he should
1028 * stop. 1031 * stop.
1029 */ 1032 */
1030int 1033int
1031check_pick (object *op) 1034check_pick (object *op)
1032{ 1035{
1033 object *tmp, *next; 1036 object *tmp, *next;
1034 int stop = 0; 1037 int stop = 0;
1035 int j, k, wvratio; 1038 int wvratio;
1036 char putstring[128], tmpstr[16]; 1039 char putstring[128];
1037 1040
1038 /* if you're flying, you cna't pick up anything */ 1041 /* if you're flying, you cna't pick up anything */
1039 if (op->move_type & MOVE_FLYING) 1042 if (op->move_type & MOVE_FLYING)
1040 return 1; 1043 return 1;
1041 1044
1378 * found object is returned. 1381 * found object is returned.
1379 */ 1382 */
1380object * 1383object *
1381find_arrow (object *op, const char *type) 1384find_arrow (object *op, const char *type)
1382{ 1385{
1383 object *tmp = NULL; 1386 object *tmp = 0;
1384 1387
1385 for (op = op->inv; op; op = op->below) 1388 for (op = op->inv; op; op = op->below)
1386 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1389 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1387 tmp = find_arrow (op, type); 1390 tmp = find_arrow (op, type);
1388 else if (op->type == ARROW && op->race == type) 1391 else if (op->type == ARROW && op->race == type)
1389 return op; 1392 return op;
1393
1390 return tmp; 1394 return tmp;
1391} 1395}
1392 1396
1393/* 1397/*
1394 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1398 * 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 1399 * 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 1400 * 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. 1401 * the hall. Failing that it does it's best to pick the highest plus arrow.
1398 */ 1402 */
1399
1400object * 1403object *
1401find_better_arrow (object *op, object *target, const char *type, int *better) 1404find_better_arrow (object *op, object *target, const char *type, int *better)
1402{ 1405{
1403 object *tmp = NULL, *arrow, *ntmp; 1406 object *tmp = NULL, *arrow, *ntmp;
1404 int attacknum, attacktype, betterby = 0, i; 1407 int attacknum, attacktype, betterby = 0, i;
1470 * find_better_arrow to find a decent arrow to use. 1473 * find_better_arrow to find a decent arrow to use.
1471 * op = the shooter 1474 * op = the shooter
1472 * type = bow->race 1475 * type = bow->race
1473 * dir = fire direction 1476 * dir = fire direction
1474 */ 1477 */
1475
1476object * 1478object *
1477pick_arrow_target (object *op, const char *type, int dir) 1479pick_arrow_target (object *op, const char *type, int dir)
1478{ 1480{
1479 object *tmp = NULL; 1481 object *tmp = NULL;
1480 maptile *m; 1482 maptile *m;
1554 { 1556 {
1555 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1557 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1556 return 0; 1558 return 0;
1557 } 1559 }
1558 1560
1559 if (op->type == PLAYER) 1561 if (player *pl = op->contr)
1560 bow = op->contr->ranges[range_bow]; 1562 {
1563 bow = pl->ranged_ob;
1564 op->set_weapon (bow);
1565 }
1561 else 1566 else
1562 { 1567 {
1563 for (bow = op->inv; bow; bow = bow->below) 1568 for (bow = op->inv; bow; bow = bow->below)
1564 /* Don't check for applied - monsters don't apply bows - in that way, they 1569 /* 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. 1570 * don't need to switch back and forth between bows and weapons.
1570 if (!bow) 1575 if (!bow)
1571 { 1576 {
1572 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1577 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1573 return 0; 1578 return 0;
1574 } 1579 }
1580
1581 // optimisation: move object to top so we will find it quickly again
1582 if (bow->below)
1583 {
1584 bow->remove ();
1585 op->insert (bow);
1586 }
1587
1575 } 1588 }
1576 1589
1577 if (!bow->race || !bow->skill) 1590 if (!bow->race || !bow->skill)
1578 { 1591 {
1579 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1592 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1596 if (op->type == PLAYER) 1609 if (op->type == PLAYER)
1597 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1610 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 */ 1611 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1599 else 1612 else
1600 CLEAR_FLAG (op, FLAG_READY_BOW); 1613 CLEAR_FLAG (op, FLAG_READY_BOW);
1614
1601 return 0; 1615 return 0;
1602 } 1616 }
1603 } 1617 }
1604 1618
1605 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1619 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1629 1643
1630 arrow->set_owner (op); 1644 arrow->set_owner (op);
1631 arrow->skill = bow->skill; 1645 arrow->skill = bow->skill;
1632 arrow->direction = dir; 1646 arrow->direction = dir;
1633 1647
1648 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1649 arrow->stats.hp = arrow->stats.dam;
1650 arrow->stats.grace = arrow->attacktype;
1651
1652 if (arrow->slaying)
1653 arrow->spellarg = strdup (arrow->slaying);
1654
1634 if (op->type == PLAYER) 1655 if (op->type == PLAYER)
1635 { 1656 {
1636 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1657 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1637 op->update_stats (); 1658 op->update_stats ();
1638 } 1659 }
1639 1660
1640 SET_ANIMATION (arrow, arrow->direction); 1661 SET_ANIMATION (arrow, arrow->direction);
1641 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1642 arrow->stats.hp = arrow->stats.dam;
1643 arrow->stats.grace = arrow->attacktype;
1644 if (arrow->slaying != NULL)
1645 arrow->spellarg = strdup (arrow->slaying);
1646 1662
1647 /* Note that this was different for monsters - they got their level 1663 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 1664
1653 /* update the speed */ 1665 /* update the speed */
1654 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1666 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; 1667 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1656 1668
1657 arrow->set_speed (max (arrow->speed, 1.0)); 1669 arrow->set_speed (max (arrow->speed, 1.0));
1658 arrow->speed_left = 0; 1670 arrow->speed_left = 0;
1659 1671
1672 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1673
1660 if (op->type == PLAYER) 1674 if (op->type == PLAYER)
1661 { 1675 {
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; 1676 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1677 arrow->stats.wc -= dex_bonus[op->stats.Dex];
1678
1679 if (!arrow->slaying)
1680 arrow->slaying = op->slaying;
1681
1682 arrow->attacktype |= op->attacktype;
1667 } 1683 }
1668 else 1684 else
1669 { 1685 {
1670 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1671 arrow->level = op->level; 1686 arrow->level = op->level;
1672 } 1687 arrow->stats.wc -= bow->magic;
1673 1688
1674 if (arrow->attacktype == AT_PHYSICAL) 1689 if (!arrow->slaying)
1690 arrow->slaying = bow->slaying;
1691
1675 arrow->attacktype |= bow->attacktype; 1692 arrow->attacktype |= bow->attacktype;
1693 }
1676 1694
1677 if (bow->slaying) 1695 arrow->stats.wc -= arrow->level;
1678 arrow->slaying = bow->slaying;
1679 1696
1680 arrow->move_type = MOVE_FLY_LOW; 1697 arrow->move_type = MOVE_FLY_LOW;
1681 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1698 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1682 1699
1683 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1700 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1709{ 1726{
1710 int ret = 0, wcmod = 0; 1727 int ret = 0, wcmod = 0;
1711 1728
1712 if (op->contr->bowtype == bow_bestarrow) 1729 if (op->contr->bowtype == bow_bestarrow)
1713 { 1730 {
1714 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1731 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1715 } 1732 }
1716 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1733 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1717 { 1734 {
1718 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1735 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1719 wcmod = -1; 1736 wcmod = -1;
1729 else if (op->contr->bowtype == bow_spreadshot) 1746 else if (op->contr->bowtype == bow_spreadshot)
1730 { 1747 {
1731 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1748 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); 1749 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); 1750 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1734
1735 } 1751 }
1736 else 1752 else
1737 { 1753 {
1738 /* Simple case */ 1754 /* Simple case */
1739 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1755 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1740 } 1756 }
1757
1741 return ret; 1758 return ret;
1742} 1759}
1743 1760
1744 1761
1745/* Fires a misc (wand/rod/horn) object in 'dir'. 1762/* Fires a misc (wand/rod/horn) object in 'dir'.
1746 * Broken apart from 'fire' to keep it more readable. 1763 * Broken apart from 'fire' to keep it more readable.
1747 */ 1764 */
1748void 1765void
1749fire_misc_object (object *op, int dir) 1766fire_misc_object (object *op, int dir)
1750{ 1767{
1751 object *item; 1768 object *item = op->contr->ranged_ob;
1752 1769
1753 if (!op->contr->ranges[range_misc]) 1770 if (!item)
1754 { 1771 {
1755 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1772 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1756 return; 1773 return;
1757 } 1774 }
1758 1775
1759 item = op->contr->ranges[range_misc];
1760 if (!item->inv) 1776 if (!item->inv)
1761 { 1777 {
1762 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1778 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1763 return; 1779 return;
1764 } 1780 }
1781
1782 op->set_weapon (item);
1783
1765 if (item->type == WAND) 1784 if (item->type == WAND)
1766 { 1785 {
1767 if (item->stats.food <= 0) 1786 if (item->stats.food <= 0)
1768 { 1787 {
1769 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1788 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)); 1789 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1790
1771 return; 1791 return;
1772 } 1792 }
1773 } 1793 }
1774 else if (item->type == ROD || item->type == HORN) 1794 else if (item->type == ROD || item->type == HORN)
1775 { 1795 {
1776 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1796 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1777 { 1797 {
1778 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1798 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1799
1779 if (item->type == ROD) 1800 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)); 1801 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1781 else 1802 else
1782 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1803 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1804
1783 return; 1805 return;
1784 } 1806 }
1785 } 1807 }
1786 1808
1787 if (cast_spell (op, item, dir, item->inv, NULL)) 1809 if (cast_spell (op, item, dir, item->inv, NULL))
1818 1840
1819 /* check for loss of invisiblity/hide */ 1841 /* check for loss of invisiblity/hide */
1820 if (action_makes_visible (op)) 1842 if (action_makes_visible (op))
1821 make_visible (op); 1843 make_visible (op);
1822 1844
1823 switch (op->contr->shoottype) 1845 player *pl = op->contr;
1846
1847 if (pl->golem)
1824 { 1848 {
1825 case range_none: 1849 control_golem (op->contr->golem, dir);
1826 return; 1850 return;
1851 }
1827 1852
1828 case range_bow: 1853 object *ob = pl->ranged_ob;
1854
1855 if (!ob)
1856 return;
1857
1858 switch (ob->type)
1859 {
1860 case BOW:
1829 player_fire_bow (op, dir); 1861 player_fire_bow (op, dir);
1830 return; 1862 break;
1831 1863
1832 case range_magic: /* Casting spells */ 1864 case SPELL:
1833 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1865 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1834 return; 1866 break;
1835 1867
1836 case range_misc: 1868 case BUILDER:
1869 apply_map_builder (op, dir);
1870 break;
1871
1872 case SKILL:
1873 case SKILL_TOOL:
1874 do_skill (op, op, ob, dir, 0);
1875 break;
1876
1877 default:
1837 fire_misc_object (op, dir); 1878 fire_misc_object (op, dir);
1838 return; 1879 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 } 1880 }
1867} 1881}
1868
1869
1870 1882
1871/* find_key 1883/* find_key
1872 * We try to find a key for the door as passed. If we find a key 1884 * 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 1885 * and successfully use it, we return the key, otherwise NULL
1874 * This function merges both normal and locked door, since the logic 1886 * This function merges both normal and locked door, since the logic
1876 * pl is the player, 1888 * pl is the player,
1877 * inv is the objects inventory to searched 1889 * inv is the objects inventory to searched
1878 * door is the door we are trying to match against. 1890 * door is the door we are trying to match against.
1879 * This function can be called recursively to search containers. 1891 * This function can be called recursively to search containers.
1880 */ 1892 */
1881
1882object * 1893object *
1883find_key (object *pl, object *container, object *door) 1894find_key (object *pl, object *container, object *door)
1884{ 1895{
1885 object *tmp, *key; 1896 object *tmp, *key;
1886 1897
1887 /* Should not happen, but sanity checking is never bad */ 1898 /* Should not happen, but sanity checking is never bad */
1888 if (container->inv == NULL) 1899 if (!container->inv)
1889 return NULL; 1900 return 0;
1890 1901
1891 /* First, lets try to find a key in the top level inventory */ 1902 /* First, lets try to find a key in the top level inventory */
1892 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1903 for (tmp = container->inv; tmp; tmp = tmp->below)
1893 { 1904 {
1894 if (door->type == DOOR && tmp->type == KEY) 1905 if (door->type == DOOR && tmp->type == KEY)
1895 break; 1906 break;
1896 /* For sanity, we should really check door type, but other stuff 1907 /* For sanity, we should really check door type, but other stuff
1897 * (like containers) can be locked with special keys 1908 * (like containers) can be locked with special keys
1898 */ 1909 */
1899 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1910 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1900 break; 1911 break;
1901 } 1912 }
1913
1902 /* No key found - lets search inventories now */ 1914 /* No key found - lets search inventories now */
1903 /* If we find and use a key in an inventory, return at that time. 1915 /* 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 1916 * otherwise, if we search all the inventories and still don't find
1905 * a key, return 1917 * a key, return
1906 */ 1918 */
1907 if (!tmp) 1919 if (!tmp)
1908 { 1920 {
1909 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1921 for (tmp = container->inv; tmp; tmp = tmp->below)
1910 { 1922 {
1911 /* No reason to search empty containers */ 1923 /* No reason to search empty containers */
1912 if (tmp->type == CONTAINER && tmp->inv) 1924 if (tmp->type == CONTAINER && tmp->inv)
1913 { 1925 {
1914 if ((key = find_key (pl, tmp, door)) != NULL) 1926 if ((key = find_key (pl, tmp, door)))
1915 return key; 1927 return key;
1916 } 1928 }
1917 } 1929 }
1930
1918 if (!tmp) 1931 if (!tmp)
1919 return NULL; 1932 return NULL;
1920 } 1933 }
1934
1921 /* We get down here if we have found a key. Now if its in a container, 1935 /* 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 1936 * see if we actually want to use it
1923 */ 1937 */
1924 if (pl != container) 1938 if (pl != container)
1925 { 1939 {
1946 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1960 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)); 1961 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1948 return NULL; 1962 return NULL;
1949 } 1963 }
1950 } 1964 }
1965
1951 return tmp; 1966 return tmp;
1952} 1967}
1953 1968
1954/* moved door processing out of move_player_attack. 1969/* moved door processing out of move_player_attack.
1955 * returns 1 if player has opened the door with a key 1970 * returns 1 if player has opened the door with a key
1969 if (key) 1984 if (key)
1970 { 1985 {
1971 object *container = key->env; 1986 object *container = key->env;
1972 1987
1973 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1988 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1989
1974 if (action_makes_visible (op)) 1990 if (action_makes_visible (op))
1975 make_visible (op); 1991 make_visible (op);
1992
1976 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1993 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1977 spring_trap (door->inv, op); 1994 spring_trap (door->inv, op);
1995
1978 if (door->type == DOOR) 1996 if (door->type == DOOR)
1979 {
1980 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1997 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1981 }
1982 else if (door->type == LOCKED_DOOR) 1998 else if (door->type == LOCKED_DOOR)
1983 { 1999 {
1984 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 2000 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 ;-) */ 2001 remove_door2 (door); /* remove door without violence ;-) */
1986 } 2002 }
2003
1987 /* Do this after we print the message */ 2004 /* Do this after we print the message */
1988 decrease_ob (key); /* Use up one of the keys */ 2005 decrease_ob (key); /* Use up one of the keys */
1989 /* Need to update the weight the container the key was in */ 2006 /* Need to update the weight the container the key was in */
1990 if (container != op) 2007 if (container != op)
1991 esrv_update_item (UPD_WEIGHT, op, container); 2008 esrv_update_item (UPD_WEIGHT, op, container);
2009
1992 return 1; /* Nothing more to do below */ 2010 return 1; /* Nothing more to do below */
1993 } 2011 }
1994 else if (door->type == LOCKED_DOOR) 2012 else if (door->type == LOCKED_DOOR)
1995 { 2013 {
1996 /* Might as well return now - no other way to open this */ 2014 /* Might as well return now - no other way to open this */
1997 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2015 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1998 return 1; 2016 return 1;
1999 } 2017 }
2018
2000 return 0; 2019 return 0;
2001} 2020}
2002 2021
2003/* This function is just part of a breakup from move_player. 2022/* This function is just part of a breakup from move_player.
2004 * It should keep the code cleaner. 2023 * It should keep the code cleaner.
2008 */ 2027 */
2009void 2028void
2010move_player_attack (object *op, int dir) 2029move_player_attack (object *op, int dir)
2011{ 2030{
2012 object *tmp, *mon; 2031 object *tmp, *mon;
2013 sint16 nx, ny;
2014 int on_battleground; 2032 int on_battleground;
2015 maptile *m; 2033 maptile *m;
2016 2034
2017 nx = freearr_x[dir] + op->x; 2035 sint16 nx = freearr_x[dir] + op->x;
2018 ny = freearr_y[dir] + op->y; 2036 sint16 ny = freearr_y[dir] + op->y;
2019 2037
2020 on_battleground = op_on_battleground (op, 0, 0); 2038 on_battleground = op_on_battleground (op, 0, 0);
2021 2039
2022 /* If braced, or can't move to the square, and it is not out of the 2040 /* 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 2041 * 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 */ 2121 /* If we're braced, we don't want to switch places with it */
2104 if (op->contr->braced) 2122 if (op->contr->braced)
2105 return; 2123 return;
2106 2124
2107 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2125 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2108 (void) push_ob (mon, dir, op); 2126 push_ob (mon, dir, op);
2109 if (op->contr->tmp_invis || op->hide) 2127 if (op->contr->tmp_invis || op->hide)
2110 make_visible (op); 2128 make_visible (op);
2111 2129
2112 return; 2130 return;
2113 } 2131 }
2210 return 0; 2228 return 0;
2211 } 2229 }
2212 2230
2213 /* peterm: added following line */ 2231 /* peterm: added following line */
2214 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2232 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2215 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2233 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2216 2234
2217 op->facing = dir; 2235 op->facing = dir;
2218 2236
2219 if (op->hide) 2237 if (op->hide)
2220 do_hidden_move (op); 2238 do_hidden_move (op);
2253 * Returns true if there are more actions we can do. 2271 * Returns true if there are more actions we can do.
2254 */ 2272 */
2255int 2273int
2256handle_newcs_player (object *op) 2274handle_newcs_player (object *op)
2257{ 2275{
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)) 2276 if (QUERY_FLAG (op, FLAG_SCARED))
2279 { 2277 {
2280 flee_player (op); 2278 flee_player (op);
2281 /* If player is still scared, that is his action for this tick */ 2279 /* If player is still scared, that is his action for this tick */
2282 if (QUERY_FLAG (op, FLAG_SCARED)) 2280 if (QUERY_FLAG (op, FLAG_SCARED))
2283 { 2281 {
2284 op->speed_left--; 2282 op->speed_left--;
2285 return 0; 2283 return 0;
2286 } 2284 }
2287 } 2285 }
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 2286
2297 /* call this here - we also will call this in do_ericserver, but 2287 /* call this here - we also will call this in do_ericserver, but
2298 * the players time has been increased when doericserver has been 2288 * the players time has been increased when doericserver has been
2299 * called, so we recheck it here. 2289 * called, so we recheck it here.
2300 */ 2290 */
2361 * from. 2351 * from.
2362 */ 2352 */
2363void 2353void
2364remove_unpaid_objects (object *op, object *env) 2354remove_unpaid_objects (object *op, object *env)
2365{ 2355{
2366 object *next;
2367
2368 while (op) 2356 while (op)
2369 { 2357 {
2370 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2358 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2371 2359
2372 if (QUERY_FLAG (op, FLAG_UNPAID)) 2360 if (QUERY_FLAG (op, FLAG_UNPAID))
2438 int rate_grace = 2000; 2426 int rate_grace = 2000;
2439 const int max_hp = 1; 2427 const int max_hp = 1;
2440 const int max_sp = 1; 2428 const int max_sp = 1;
2441 const int max_grace = 1; 2429 const int max_grace = 1;
2442 2430
2443 if (op->contr->outputs_sync) 2431 if (op->contr->hidden)
2432 {
2433 op->invisible = 1000;
2434 /* the socket code flashes the player visible/invisible
2435 * depending on the value of invisible, so we need to
2436 * alternate it here for it to work correctly.
2437 */
2438 if (pticks & 2)
2439 op->invisible--;
2444 { 2440 }
2445 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2441 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) 2442 {
2447 flush_output_element (op, &op->contr->outputs[i]); 2443 if (!op->invisible--)
2444 {
2445 make_visible (op);
2446 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2447 }
2448 } 2448 }
2449 2449
2450 if (op->contr->ns->state == ST_PLAYING) 2450 if (op->contr->ns->state == ST_PLAYING)
2451 { 2451 {
2452 /* these next three if clauses make it possible to SLOW DOWN 2452 /* these next three if clauses make it possible to SLOW DOWN
2474 gen_grace = op->stats.maxgrace; 2474 gen_grace = op->stats.maxgrace;
2475 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2475 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2476 } 2476 }
2477 2477
2478 /* Regenerate Spell Points */ 2478 /* Regenerate Spell Points */
2479 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2479 if (!op->contr->golem && --op->last_sp < 0)
2480 { 2480 {
2481 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2481 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) 2482 if (op->stats.sp < op->stats.maxsp)
2483 { 2483 {
2484 op->stats.sp++; 2484 op->stats.sp++;
2702 tmp->name = buf; 2702 tmp->name = buf;
2703 sprintf (buf, " This finger has been cut off %s\n" 2703 sprintf (buf, " This finger has been cut off %s\n"
2704 " the %s, when he was defeated at\n level %d by %s.\n", 2704 " 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); 2705 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2706 tmp->msg = buf; 2706 tmp->msg = buf;
2707 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2707 tmp->value = 0, tmp->type = 0;
2708 tmp->materialname = NULL; 2708 tmp->materialname = "organics";
2709 tmp->insert_at (op, tmp); 2709 tmp->insert_at (op, tmp);
2710 } 2710 }
2711 2711
2712 /* teleport defeated player to new destination */ 2712 /* teleport defeated player to new destination */
2713 transfer_ob (op, x, y, 0, NULL); 2713 transfer_ob (op, x, y, 0, NULL);
2909 op->stats.hp = op->stats.maxhp; 2909 op->stats.hp = op->stats.maxhp;
2910 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2910 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2911 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2911 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2912 2912
2913 /* 2913 /*
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 2914 * Check to see if the player has any unpaid items. If so, remove them
2916 * in the map. 2915 * and put them back in the map.
2917 */ 2916 */
2918
2919 if (is_in_shop (op))
2920 remove_unpaid_objects (op->inv, op); 2917 remove_unpaid_objects (op->inv, op);
2921 2918
2922 /****************************************/ 2919 /****************************************/
2923 /* */ 2920 /* */
2924 /* Move player to his current respawn- */ 2921 /* Move player to his current respawn- */
2925 /* position (usually last savebed) */ 2922 /* position (usually last savebed) */
2965void 2962void
2966loot_object (object *op) 2963loot_object (object *op)
2967{ /* Grab and destroy some treasure */ 2964{ /* Grab and destroy some treasure */
2968 object *tmp, *tmp2, *next; 2965 object *tmp, *tmp2, *next;
2969 2966
2970 if (op->container) 2967 op->close_container (); /* close open sack first */
2971 esrv_apply_container (op, op->container); /* close open sack first */
2972 2968
2973 for (tmp = op->inv; tmp; tmp = next) 2969 for (tmp = op->inv; tmp; tmp = next)
2974 { 2970 {
2975 next = tmp->below; 2971 next = tmp->below;
2976 2972
2977 if (tmp->invisible) 2973 if (tmp->invisible)
2978 continue; 2974 continue;
2979 2975
2980 tmp->remove (); 2976 tmp->remove ();
2981 tmp->x = op->x, tmp->y = op->y; 2977 tmp->x = op->x, tmp->y = op->y;
2978
2982 if (tmp->type == CONTAINER) 2979 if (tmp->type == CONTAINER)
2983 { /* empty container to ground */ 2980 loot_object (tmp); /* empty container to ground */
2984 loot_object (tmp); 2981
2985 }
2986 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2982 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2987 { 2983 {
2988 if (tmp->nrof > 1) 2984 if (tmp->nrof > 1)
2989 { 2985 {
2990 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2986 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2991 tmp2->destroy (); 2987 tmp2->destroy ();
3002/* 2998/*
3003 * fix_weight(): Check recursively the weight of all players, and fix 2999 * fix_weight(): Check recursively the weight of all players, and fix
3004 * what needs to be fixed. Refresh windows and fix speed if anything 3000 * what needs to be fixed. Refresh windows and fix speed if anything
3005 * was changed. 3001 * was changed.
3006 */ 3002 */
3007
3008void 3003void
3009fix_weight (void) 3004fix_weight (void)
3010{ 3005{
3011 for_all_players (pl) 3006 for_all_players (pl)
3012 { 3007 {
3072 if (op->type == PLAYER) 3067 if (op->type == PLAYER)
3073 { 3068 {
3074 op->contr->tmp_invis = 0; 3069 op->contr->tmp_invis = 0;
3075 op->contr->invis_race = 0; 3070 op->contr->invis_race = 0;
3076 } 3071 }
3072
3077 update_object (op, UP_OBJ_FACE); 3073 update_object (op, UP_OBJ_CHANGE);
3078} 3074}
3079 3075
3080int 3076int
3081is_true_undead (object *op) 3077is_true_undead (object *op)
3082{ 3078{
3083 object *tmp = NULL;
3084
3085 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3079 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3086 return 1; 3080 return 1;
3087 3081
3088 return 0; 3082 return 0;
3089} 3083}
3377 char buf[MAX_BUF]; /* tmp. string buffer */ 3371 char buf[MAX_BUF]; /* tmp. string buffer */
3378 int i = 0, j = 0; 3372 int i = 0, j = 0;
3379 3373
3380 /* get the appropriate treasurelist */ 3374 /* get the appropriate treasurelist */
3381 if (atnr == ATNR_FIRE) 3375 if (atnr == ATNR_FIRE)
3382 trlist = find_treasurelist ("dragon_ability_fire"); 3376 trlist = treasurelist::find ("dragon_ability_fire");
3383 else if (atnr == ATNR_COLD) 3377 else if (atnr == ATNR_COLD)
3384 trlist = find_treasurelist ("dragon_ability_cold"); 3378 trlist = treasurelist::find ("dragon_ability_cold");
3385 else if (atnr == ATNR_ELECTRICITY) 3379 else if (atnr == ATNR_ELECTRICITY)
3386 trlist = find_treasurelist ("dragon_ability_elec"); 3380 trlist = treasurelist::find ("dragon_ability_elec");
3387 else if (atnr == ATNR_POISON) 3381 else if (atnr == ATNR_POISON)
3388 trlist = find_treasurelist ("dragon_ability_poison"); 3382 trlist = treasurelist::find ("dragon_ability_poison");
3389 3383
3390 if (trlist == NULL || who->type != PLAYER) 3384 if (trlist == NULL || who->type != PLAYER)
3391 return; 3385 return;
3392 3386
3393 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3387 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3525 * not readied. 3519 * not readied.
3526 */ 3520 */
3527void 3521void
3528player_unready_range_ob (player *pl, object *ob) 3522player_unready_range_ob (player *pl, object *ob)
3529{ 3523{
3530 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3524 if (pl->ob->current_weapon == ob)
3525 pl->ob->current_weapon = 0;
3526
3527 if (pl->combat_ob == ob)
3528 pl->combat_ob = 0;
3529
3531 if (pl->ranges[i] == ob) 3530 if (pl->ranged_ob == ob)
3532 {
3533 pl->ranges[i] = 0; 3531 pl->ranged_ob = 0;
3534 if (pl->shoottype == i)
3535 pl->shoottype = range_none;
3536 }
3537} 3532}
3533
3534sint8
3535player::visibility_at (maptile *map, int x, int y) const
3536{
3537 if (!ns)
3538 return 0;
3539
3540 int dx, dy;
3541 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3542 return 0;
3543
3544 x += dx - ns->current_x + ns->mapx / 2;
3545 y += dy - ns->current_y + ns->mapy / 2;
3546
3547 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3548 return 0;
3549
3550 return 100 - blocked_los [x][y];
3551}

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