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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 1.130 by root, Sat May 12 20:21:54 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
771} 784}
772 785
773void 786void
774object::roll_stats () 787object::roll_stats ()
775{ 788{
776 int statsort [7]; 789 int statsort [NUM_STATS];
777 790
778 for (;;) 791 for (;;)
779 { 792 {
780 int sum = 0; 793 int sum = 0;
781 for (int i = 7; i--; ) 794 for (int i = NUM_STATS; i--; )
782 sum += statsort [i] = roll_stat (); 795 sum += statsort [i] = roll_stat ();
783 796
784 if (sum >= 82 && sum <= 116) 797 if (sum >= 82 && sum <= 116)
785 break; 798 break;
786 } 799 }
787 800
788 // Sort the stats so that rerolling is easier... 801 // Sort the stats so that rerolling is easier...
789 std::sort (statsort, statsort + 7, std::greater<int>()); 802 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
790 803
804 for (int i = 0; i < NUM_STATS; ++i)
791 stats.Str = statsort[0]; 805 stats.stat (i) = statsort [i];
792 stats.Dex = statsort[1];
793 stats.Con = statsort[2];
794 stats.Int = statsort[3];
795 stats.Wis = statsort[4];
796 stats.Pow = statsort[5];
797 stats.Cha = statsort[6];
798 806
799 stats.exp = 0; 807 stats.exp = 0;
800 stats.ac = 0; 808 stats.ac = 0;
801 809
802 stats.hp = stats.maxhp; 810 stats.hp = stats.maxhp;
814} 822}
815 823
816void 824void
817object::swap_stats (int a, int b) 825object::swap_stats (int a, int b)
818{ 826{
819 int tmp = get_attr_value (&contr->orig_stats, a); 827 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
820 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
821 set_attr_value (&contr->orig_stats, b, tmp);
822 828
829 for (int i = 0; i < NUM_STATS; ++i)
823 stats.Str = contr->orig_stats.Str; 830 stats.stat (i) = contr->orig_stats.stat (i);
824 stats.Dex = contr->orig_stats.Dex;
825 stats.Con = contr->orig_stats.Con;
826 stats.Int = contr->orig_stats.Int;
827 stats.Wis = contr->orig_stats.Wis;
828 stats.Pow = contr->orig_stats.Pow;
829 stats.Cha = contr->orig_stats.Cha;
830 831
831 //TODO: the following code looks so borked and should, at the very least, 832 //TODO: the following code looks so borked and should, at the very least,
832 // be merged with the similar code in roll_stats 833 // be merged with the similar code in roll_stats
833 stats.ac = 0; 834 stats.ac = 0;
834 835
865 * appropriate action with it (change race, or other things). 866 * appropriate action with it (change race, or other things).
866 * The function name is for historical reasons - now we have 867 * The function name is for historical reasons - now we have
867 * separate race and class; this actually changes the RACE, 868 * separate race and class; this actually changes the RACE,
868 * not the class. 869 * not the class.
869 */ 870 */
870int 871void
871key_change_class (object *op, char key) 872player::chargen_race_done ()
872{ 873{
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 */ 874 /* this must before then initial items are given */
880 esrv_new_player (op->contr, op->weight + op->carrying); 875 esrv_new_player (ob->contr, ob->weight + ob->carrying);
881 876
882 treasurelist *tl = find_treasurelist ("starting_wealth"); 877 treasurelist *tl = treasurelist::find ("starting_wealth");
883 if (tl) 878 if (tl)
884 create_treasure (tl, op, 0, 0, 0); 879 create_treasure (tl, ob, 0, 0, 0);
885 880
886 INVOKE_PLAYER (BIRTH, op->contr); 881 INVOKE_PLAYER (BIRTH, ob->contr);
887 INVOKE_PLAYER (LOGIN, op->contr); 882 INVOKE_PLAYER (LOGIN, ob->contr);
888 883
889 op->contr->ns->state = ST_PLAYING; 884 ob->contr->ns->state = ST_PLAYING;
890 885
891 if (op->msg) 886 if (ob->msg)
892 op->msg = NULL; 887 ob->msg = 0;
893 888
894 /* We create this now because some of the unique maps will need it 889 /* We create this now because some of the unique maps will need it
895 * to save here. 890 * to save here.
896 */ 891 */
892 {
893 char buf[MAX_BUF];
897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
898 make_path_to_file (buf); 895 make_path_to_file (buf);
896 }
899 897
900 start_info (op); 898 start_info (ob);
901 CLEAR_FLAG (op, FLAG_WIZ); 899 CLEAR_FLAG (ob, FLAG_WIZ);
902 give_initial_items (op, op->randomitems); 900 give_initial_items (ob, ob->randomitems);
903 link_player_skills (op); 901 link_player_skills (ob);
904 esrv_send_inventory (op, op); 902 esrv_send_inventory (ob, ob);
905 op->update_stats (); 903 ob->update_stats ();
906 904
907 /* This moves the player to a different start map, if there 905 /* This moves the player to a different start map, if there
908 * is one for this race 906 * is one for this race
909 */ 907 */
910 if (*first_map_ext_path) 908 if (*first_map_ext_path)
911 { 909 {
912 object *tmp; 910 object *tmp;
913 char mapname[MAX_BUF]; 911 char mapname[MAX_BUF];
914 912
915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); 913 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
916 tmp = object::create (); 914 tmp = object::create ();
917 EXIT_PATH (tmp) = mapname; 915 EXIT_PATH (tmp) = mapname;
918 EXIT_X (tmp) = op->x; 916 EXIT_X (tmp) = ob->x;
919 EXIT_Y (tmp) = op->y; 917 EXIT_Y (tmp) = ob->y;
920 op->enter_exit (tmp); /* we don't really care if it succeeded; 918 ob->enter_exit (tmp); /* we don't really care if it succeeded;
921 * if the map isn't there, then stay on the 919 * if the map isn't there, then stay on the
922 * default initial map */ 920 * default initial map */
923 tmp->destroy (); 921 tmp->destroy ();
924 } 922 }
925 else 923 else
926 LOG (llevDebug, "first_map_ext_path not set\n"); 924 LOG (llevDebug, "first_map_ext_path not set\n");
925}
927 926
928 return 0; 927void
929 } 928player::chargen_race_next ()
930 929{
931 /* Following actually changes the race - this is the default command 930 /* Following actually changes the race - this is the default command
932 * if we don't match with one of the options above. 931 * if we don't match with one of the options above.
933 */ 932 */
934 933
935 tmp_loop = 0; 934 do
936 while (!tmp_loop)
937 { 935 {
938 shstr name = op->name; 936 shstr name = ob->name;
939 int x = op->x, y = op->y; 937 int x = ob->x, y = ob->y;
940 938
941 op->remove_statbonus (); 939 ob->remove_statbonus ();
942 op->remove (); 940 ob->remove ();
943 op->arch = get_player_archetype (op->arch); 941 ob->arch = get_player_archetype (ob->arch);
944 op->arch->clone.copy_to (op); 942 ob->arch->clone.copy_to (ob);
945 op->instantiate (); 943 ob->instantiate ();
946 op->stats = op->contr->orig_stats; 944 ob->stats = ob->contr->orig_stats;
947 op->name = op->name_pl = name; 945 ob->name = ob->name_pl = name;
948 op->x = x; 946 ob->x = x;
949 op->y = y; 947 ob->y = y;
950 SET_ANIMATION (op, 2); /* So player faces south */ 948 SET_ANIMATION (ob, 2); /* So player faces south */
951 insert_ob_in_map (op, op->map, op, 0); 949 insert_ob_in_map (ob, ob->map, ob, 0);
952 assign (op->contr->title, op->arch->clone.name); 950 assign (ob->contr->title, ob->arch->clone.name);
953 op->add_statbonus (); 951 ob->add_statbonus ();
954 tmp_loop = allowed_class (op);
955 } 952 }
953 while (!allowed_class (ob));
956 954
957 update_object (op, UP_OBJ_FACE); 955 update_object (ob, UP_OBJ_FACE);
958 esrv_update_item (UPD_FACE, op, op); 956 esrv_update_item (UPD_FACE, ob, ob);
959 op->update_stats (); 957 ob->update_stats ();
960 op->stats.hp = op->stats.maxhp; 958 ob->stats.hp = ob->stats.maxhp;
961 op->stats.sp = op->stats.maxsp; 959 ob->stats.sp = ob->stats.maxsp;
962 op->stats.grace = 0; 960 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} 961}
970 962
971void 963void
972flee_player (object *op) 964flee_player (object *op)
973{ 965{
1020 /* Cornered, get rid of scared */ 1012 /* Cornered, get rid of scared */
1021 CLEAR_FLAG (op, FLAG_SCARED); 1013 CLEAR_FLAG (op, FLAG_SCARED);
1022 op->enemy = NULL; 1014 op->enemy = NULL;
1023} 1015}
1024 1016
1025
1026/* check_pick sees if there is stuff to be picked up/picks up stuff. 1017/* 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 1018 * It returns 1 if the player should keep on moving, 0 if he should
1028 * stop. 1019 * stop.
1029 */ 1020 */
1030int 1021int
1031check_pick (object *op) 1022check_pick (object *op)
1032{ 1023{
1033 object *tmp, *next; 1024 object *tmp, *next;
1034 int stop = 0; 1025 int stop = 0;
1035 int j, k, wvratio; 1026 int wvratio;
1036 char putstring[128], tmpstr[16]; 1027 char putstring[128];
1037 1028
1038 /* if you're flying, you cna't pick up anything */ 1029 /* if you're flying, you cna't pick up anything */
1039 if (op->move_type & MOVE_FLYING) 1030 if (op->move_type & MOVE_FLYING)
1040 return 1; 1031 return 1;
1041 1032
1378 * found object is returned. 1369 * found object is returned.
1379 */ 1370 */
1380object * 1371object *
1381find_arrow (object *op, const char *type) 1372find_arrow (object *op, const char *type)
1382{ 1373{
1383 object *tmp = NULL; 1374 object *tmp = 0;
1384 1375
1385 for (op = op->inv; op; op = op->below) 1376 for (op = op->inv; op; op = op->below)
1386 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1377 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1387 tmp = find_arrow (op, type); 1378 tmp = find_arrow (op, type);
1388 else if (op->type == ARROW && op->race == type) 1379 else if (op->type == ARROW && op->race == type)
1389 return op; 1380 return op;
1381
1390 return tmp; 1382 return tmp;
1391} 1383}
1392 1384
1393/* 1385/*
1394 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1386 * 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 1387 * 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 1388 * 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. 1389 * the hall. Failing that it does it's best to pick the highest plus arrow.
1398 */ 1390 */
1399
1400object * 1391object *
1401find_better_arrow (object *op, object *target, const char *type, int *better) 1392find_better_arrow (object *op, object *target, const char *type, int *better)
1402{ 1393{
1403 object *tmp = NULL, *arrow, *ntmp; 1394 object *tmp = NULL, *arrow, *ntmp;
1404 int attacknum, attacktype, betterby = 0, i; 1395 int attacknum, attacktype, betterby = 0, i;
1470 * find_better_arrow to find a decent arrow to use. 1461 * find_better_arrow to find a decent arrow to use.
1471 * op = the shooter 1462 * op = the shooter
1472 * type = bow->race 1463 * type = bow->race
1473 * dir = fire direction 1464 * dir = fire direction
1474 */ 1465 */
1475
1476object * 1466object *
1477pick_arrow_target (object *op, const char *type, int dir) 1467pick_arrow_target (object *op, const char *type, int dir)
1478{ 1468{
1479 object *tmp = NULL; 1469 object *tmp = NULL;
1480 maptile *m; 1470 maptile *m;
1554 { 1544 {
1555 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1545 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1556 return 0; 1546 return 0;
1557 } 1547 }
1558 1548
1559 if (op->type == PLAYER) 1549 if (player *pl = op->contr)
1560 bow = op->contr->ranges[range_bow]; 1550 {
1551 bow = pl->ranged_ob;
1552 if (!op->change_weapon (bow))
1553 return 0;
1554 }
1561 else 1555 else
1562 { 1556 {
1563 for (bow = op->inv; bow; bow = bow->below) 1557 for (bow = op->inv; bow; bow = bow->below)
1564 /* Don't check for applied - monsters don't apply bows - in that way, they 1558 /* 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. 1559 * don't need to switch back and forth between bows and weapons.
1570 if (!bow) 1564 if (!bow)
1571 { 1565 {
1572 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1573 return 0; 1567 return 0;
1574 } 1568 }
1569
1570 // optimisation: move object to top so we will find it quickly again
1571 if (bow->below)
1572 {
1573 bow->remove ();
1574 op->insert (bow);
1575 }
1576
1575 } 1577 }
1576 1578
1577 if (!bow->race || !bow->skill) 1579 if (!bow->race || !bow->skill)
1578 { 1580 {
1579 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1581 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1596 if (op->type == PLAYER) 1598 if (op->type == PLAYER)
1597 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1599 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 */ 1600 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1599 else 1601 else
1600 CLEAR_FLAG (op, FLAG_READY_BOW); 1602 CLEAR_FLAG (op, FLAG_READY_BOW);
1603
1601 return 0; 1604 return 0;
1602 } 1605 }
1603 } 1606 }
1604 1607
1605 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1608 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1629 1632
1630 arrow->set_owner (op); 1633 arrow->set_owner (op);
1631 arrow->skill = bow->skill; 1634 arrow->skill = bow->skill;
1632 arrow->direction = dir; 1635 arrow->direction = dir;
1633 1636
1637 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1638 arrow->stats.hp = arrow->stats.dam;
1639 arrow->stats.grace = arrow->attacktype;
1640
1641 if (arrow->slaying)
1642 arrow->spellarg = strdup (arrow->slaying);
1643
1634 if (op->type == PLAYER) 1644 if (op->type == PLAYER)
1635 { 1645 {
1636 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1646 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1637 op->update_stats (); 1647 op->update_stats ();
1638 } 1648 }
1639 1649
1640 SET_ANIMATION (arrow, arrow->direction); 1650 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
1647 /* Note that this was different for monsters - they got their level
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 1651
1653 /* update the speed */ 1652 /* update the speed */
1654 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1653 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1655 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1654 + bow->stats.dam / 7.0;
1656 1655
1657 arrow->set_speed (max (arrow->speed, 1.0)); 1656 arrow->set_speed (max (arrow->speed, 2.0));
1658 arrow->speed_left = 0; 1657 arrow->speed_left = 0;
1659 1658
1659 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1660
1660 if (op->type == PLAYER) 1661 if (op->type == PLAYER)
1661 { 1662 {
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; 1663 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1664 wc -= dex_bonus[op->stats.Dex];
1665
1666 if (!arrow->slaying)
1667 arrow->slaying = op->slaying;
1668
1669 arrow->attacktype |= op->attacktype;
1667 } 1670 }
1668 else 1671 else
1669 { 1672 {
1670 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1671 arrow->level = op->level; 1673 arrow->level = op->level;
1672 } 1674 arrow->stats.wc -= bow->magic;
1673 1675
1674 if (arrow->attacktype == AT_PHYSICAL) 1676 if (!arrow->slaying)
1677 arrow->slaying = bow->slaying;
1678
1675 arrow->attacktype |= bow->attacktype; 1679 arrow->attacktype |= bow->attacktype;
1680 }
1676 1681
1677 if (bow->slaying) 1682 wc -= arrow->level;
1678 arrow->slaying = bow->slaying; 1683 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1679 1684
1685 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1680 arrow->move_type = MOVE_FLY_LOW; 1686 arrow->move_type = MOVE_FLY_LOW;
1681 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1687 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1682 1688
1683 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1689 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1684 m->insert (arrow, sx, sy, op); 1690 m->insert (arrow, sx, sy, op);
1709{ 1715{
1710 int ret = 0, wcmod = 0; 1716 int ret = 0, wcmod = 0;
1711 1717
1712 if (op->contr->bowtype == bow_bestarrow) 1718 if (op->contr->bowtype == bow_bestarrow)
1713 { 1719 {
1714 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1720 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1715 } 1721 }
1716 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1722 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1717 { 1723 {
1718 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1724 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1719 wcmod = -1; 1725 wcmod = -1;
1729 else if (op->contr->bowtype == bow_spreadshot) 1735 else if (op->contr->bowtype == bow_spreadshot)
1730 { 1736 {
1731 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1737 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); 1738 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); 1739 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1734
1735 } 1740 }
1736 else 1741 else
1737 { 1742 {
1738 /* Simple case */ 1743 /* Simple case */
1739 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1744 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1740 } 1745 }
1746
1741 return ret; 1747 return ret;
1742} 1748}
1743 1749
1744 1750
1745/* Fires a misc (wand/rod/horn) object in 'dir'. 1751/* Fires a misc (wand/rod/horn) object in 'dir'.
1746 * Broken apart from 'fire' to keep it more readable. 1752 * Broken apart from 'fire' to keep it more readable.
1747 */ 1753 */
1748void 1754void
1749fire_misc_object (object *op, int dir) 1755fire_misc_object (object *op, int dir)
1750{ 1756{
1751 object *item; 1757 object *item = op->contr->ranged_ob;
1752 1758
1753 if (!op->contr->ranges[range_misc]) 1759 if (!item)
1754 { 1760 {
1755 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1761 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1756 return; 1762 return;
1757 } 1763 }
1758 1764
1759 item = op->contr->ranges[range_misc];
1760 if (!item->inv) 1765 if (!item->inv)
1761 { 1766 {
1762 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1767 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1763 return; 1768 return;
1764 } 1769 }
1770
1771 if (!op->change_weapon (item))
1772 return;
1773
1765 if (item->type == WAND) 1774 if (item->type == WAND)
1766 { 1775 {
1767 if (item->stats.food <= 0) 1776 if (item->stats.food <= 0)
1768 { 1777 {
1769 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1778 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)); 1779 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1780
1771 return; 1781 return;
1772 } 1782 }
1773 } 1783 }
1774 else if (item->type == ROD || item->type == HORN) 1784 else if (item->type == ROD || item->type == HORN)
1775 { 1785 {
1776 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1786 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1777 { 1787 {
1778 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1788 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1789
1779 if (item->type == ROD) 1790 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)); 1791 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1781 else 1792 else
1782 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1793 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1794
1783 return; 1795 return;
1784 } 1796 }
1785 } 1797 }
1786 1798
1787 if (cast_spell (op, item, dir, item->inv, NULL)) 1799 if (cast_spell (op, item, dir, item->inv, NULL))
1818 1830
1819 /* check for loss of invisiblity/hide */ 1831 /* check for loss of invisiblity/hide */
1820 if (action_makes_visible (op)) 1832 if (action_makes_visible (op))
1821 make_visible (op); 1833 make_visible (op);
1822 1834
1823 switch (op->contr->shoottype) 1835 player *pl = op->contr;
1836
1837 if (pl->golem)
1824 { 1838 {
1825 case range_none: 1839 control_golem (op->contr->golem, dir);
1826 return; 1840 return;
1841 }
1827 1842
1828 case range_bow: 1843 object *ob = pl->ranged_ob;
1844
1845 if (!ob)
1846 return;
1847
1848 switch (ob->type)
1849 {
1850 case BOW:
1829 player_fire_bow (op, dir); 1851 player_fire_bow (op, dir);
1830 return; 1852 break;
1831 1853
1832 case range_magic: /* Casting spells */ 1854 case SPELL:
1833 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1855 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1834 return; 1856 break;
1835 1857
1836 case range_misc: 1858 case BUILDER:
1859 apply_map_builder (op, dir);
1860 break;
1861
1862 case SKILL:
1863 case SKILL_TOOL:
1864 do_skill (op, op, ob, dir, 0);
1865 break;
1866
1867 default:
1837 fire_misc_object (op, dir); 1868 fire_misc_object (op, dir);
1838 return; 1869 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 } 1870 }
1867} 1871}
1868
1869
1870 1872
1871/* find_key 1873/* find_key
1872 * We try to find a key for the door as passed. If we find a key 1874 * 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 1875 * and successfully use it, we return the key, otherwise NULL
1874 * This function merges both normal and locked door, since the logic 1876 * This function merges both normal and locked door, since the logic
1876 * pl is the player, 1878 * pl is the player,
1877 * inv is the objects inventory to searched 1879 * inv is the objects inventory to searched
1878 * door is the door we are trying to match against. 1880 * door is the door we are trying to match against.
1879 * This function can be called recursively to search containers. 1881 * This function can be called recursively to search containers.
1880 */ 1882 */
1881
1882object * 1883object *
1883find_key (object *pl, object *container, object *door) 1884find_key (object *pl, object *container, object *door)
1884{ 1885{
1885 object *tmp, *key; 1886 object *tmp, *key;
1886 1887
1887 /* Should not happen, but sanity checking is never bad */ 1888 /* Should not happen, but sanity checking is never bad */
1888 if (container->inv == NULL) 1889 if (!container->inv)
1889 return NULL; 1890 return 0;
1890 1891
1891 /* First, lets try to find a key in the top level inventory */ 1892 /* First, lets try to find a key in the top level inventory */
1892 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1893 for (tmp = container->inv; tmp; tmp = tmp->below)
1893 { 1894 {
1894 if (door->type == DOOR && tmp->type == KEY) 1895 if (door->type == DOOR && tmp->type == KEY)
1895 break; 1896 break;
1896 /* For sanity, we should really check door type, but other stuff 1897 /* For sanity, we should really check door type, but other stuff
1897 * (like containers) can be locked with special keys 1898 * (like containers) can be locked with special keys
1898 */ 1899 */
1899 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1900 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1900 break; 1901 break;
1901 } 1902 }
1903
1902 /* No key found - lets search inventories now */ 1904 /* No key found - lets search inventories now */
1903 /* If we find and use a key in an inventory, return at that time. 1905 /* 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 1906 * otherwise, if we search all the inventories and still don't find
1905 * a key, return 1907 * a key, return
1906 */ 1908 */
1907 if (!tmp) 1909 if (!tmp)
1908 { 1910 {
1909 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1911 for (tmp = container->inv; tmp; tmp = tmp->below)
1910 { 1912 {
1911 /* No reason to search empty containers */ 1913 /* No reason to search empty containers */
1912 if (tmp->type == CONTAINER && tmp->inv) 1914 if (tmp->type == CONTAINER && tmp->inv)
1913 { 1915 {
1914 if ((key = find_key (pl, tmp, door)) != NULL) 1916 if ((key = find_key (pl, tmp, door)))
1915 return key; 1917 return key;
1916 } 1918 }
1917 } 1919 }
1920
1918 if (!tmp) 1921 if (!tmp)
1919 return NULL; 1922 return NULL;
1920 } 1923 }
1924
1921 /* We get down here if we have found a key. Now if its in a container, 1925 /* 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 1926 * see if we actually want to use it
1923 */ 1927 */
1924 if (pl != container) 1928 if (pl != container)
1925 { 1929 {
1946 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1950 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)); 1951 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1948 return NULL; 1952 return NULL;
1949 } 1953 }
1950 } 1954 }
1955
1951 return tmp; 1956 return tmp;
1952} 1957}
1953 1958
1954/* moved door processing out of move_player_attack. 1959/* moved door processing out of move_player_attack.
1955 * returns 1 if player has opened the door with a key 1960 * returns 1 if player has opened the door with a key
1969 if (key) 1974 if (key)
1970 { 1975 {
1971 object *container = key->env; 1976 object *container = key->env;
1972 1977
1973 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1978 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1979
1974 if (action_makes_visible (op)) 1980 if (action_makes_visible (op))
1975 make_visible (op); 1981 make_visible (op);
1982
1976 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1983 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1977 spring_trap (door->inv, op); 1984 spring_trap (door->inv, op);
1985
1978 if (door->type == DOOR) 1986 if (door->type == DOOR)
1979 {
1980 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1987 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1981 }
1982 else if (door->type == LOCKED_DOOR) 1988 else if (door->type == LOCKED_DOOR)
1983 { 1989 {
1984 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1990 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 ;-) */ 1991 remove_door2 (door); /* remove door without violence ;-) */
1986 } 1992 }
1993
1987 /* Do this after we print the message */ 1994 /* Do this after we print the message */
1988 decrease_ob (key); /* Use up one of the keys */ 1995 decrease_ob (key); /* Use up one of the keys */
1989 /* Need to update the weight the container the key was in */ 1996 /* Need to update the weight the container the key was in */
1990 if (container != op) 1997 if (container != op)
1991 esrv_update_item (UPD_WEIGHT, op, container); 1998 esrv_update_item (UPD_WEIGHT, op, container);
1999
1992 return 1; /* Nothing more to do below */ 2000 return 1; /* Nothing more to do below */
1993 } 2001 }
1994 else if (door->type == LOCKED_DOOR) 2002 else if (door->type == LOCKED_DOOR)
1995 { 2003 {
1996 /* Might as well return now - no other way to open this */ 2004 /* Might as well return now - no other way to open this */
1997 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2005 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1998 return 1; 2006 return 1;
1999 } 2007 }
2008
2000 return 0; 2009 return 0;
2001} 2010}
2002 2011
2003/* This function is just part of a breakup from move_player. 2012/* This function is just part of a breakup from move_player.
2004 * It should keep the code cleaner. 2013 * It should keep the code cleaner.
2008 */ 2017 */
2009void 2018void
2010move_player_attack (object *op, int dir) 2019move_player_attack (object *op, int dir)
2011{ 2020{
2012 object *tmp, *mon; 2021 object *tmp, *mon;
2013 sint16 nx, ny;
2014 int on_battleground; 2022 int on_battleground;
2015 maptile *m; 2023 maptile *m;
2016 2024
2017 nx = freearr_x[dir] + op->x; 2025 sint16 nx = freearr_x[dir] + op->x;
2018 ny = freearr_y[dir] + op->y; 2026 sint16 ny = freearr_y[dir] + op->y;
2019 2027
2020 on_battleground = op_on_battleground (op, 0, 0); 2028 on_battleground = op_on_battleground (op, 0, 0);
2021 2029
2022 /* If braced, or can't move to the square, and it is not out of the 2030 /* 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 2031 * 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 */ 2111 /* If we're braced, we don't want to switch places with it */
2104 if (op->contr->braced) 2112 if (op->contr->braced)
2105 return; 2113 return;
2106 2114
2107 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2115 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2108 (void) push_ob (mon, dir, op); 2116 push_ob (mon, dir, op);
2109 if (op->contr->tmp_invis || op->hide) 2117 if (op->contr->tmp_invis || op->hide)
2110 make_visible (op); 2118 make_visible (op);
2111 2119
2112 return; 2120 return;
2113 } 2121 }
2158 * that party_number -1 is no party, so attacks can still happen. 2166 * that party_number -1 is no party, so attacks can still happen.
2159 */ 2167 */
2160 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2168 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2161 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2169 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2162 { 2170 {
2163
2164 /* If the player hasn't hit something this tick, and does 2171 /* If the player hasn't hit something this tick, and does
2165 * so, give them speed boost based on weapon speed. Doing 2172 * so, give them speed boost based on weapon speed. Doing
2166 * it here is better than process_players2, which basically 2173 * it here is better than process_players2, which basically
2167 * incurred a 1 tick offset. 2174 * incurred a 1 tick offset.
2168 */ 2175 */
2169 if (!op->contr->has_hit) 2176 if (!op->contr->has_hit)
2170 { 2177 {
2171 op->speed_left += op->speed / op->contr->weapon_sp; 2178 op->speed_left += op->contr->weapon_sp - op->speed;
2172 2179
2173 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2180 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2174 } 2181 }
2175 2182
2176 skill_attack (mon, op, 0, 0, 0); 2183 skill_attack (mon, op, 0, 0, 0);
2210 return 0; 2217 return 0;
2211 } 2218 }
2212 2219
2213 /* peterm: added following line */ 2220 /* peterm: added following line */
2214 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2221 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2215 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2222 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2216 2223
2217 op->facing = dir; 2224 op->facing = dir;
2218 2225
2219 if (op->hide) 2226 if (op->hide)
2220 do_hidden_move (op); 2227 do_hidden_move (op);
2253 * Returns true if there are more actions we can do. 2260 * Returns true if there are more actions we can do.
2254 */ 2261 */
2255int 2262int
2256handle_newcs_player (object *op) 2263handle_newcs_player (object *op)
2257{ 2264{
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)) 2265 if (QUERY_FLAG (op, FLAG_SCARED))
2279 { 2266 {
2280 flee_player (op); 2267 flee_player (op);
2281 /* If player is still scared, that is his action for this tick */ 2268 /* If player is still scared, that is his action for this tick */
2282 if (QUERY_FLAG (op, FLAG_SCARED)) 2269 if (QUERY_FLAG (op, FLAG_SCARED))
2283 { 2270 {
2284 op->speed_left--; 2271 op->speed_left--;
2285 return 0; 2272 return 0;
2286 } 2273 }
2287 } 2274 }
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 2275
2297 /* call this here - we also will call this in do_ericserver, but 2276 /* call this here - we also will call this in do_ericserver, but
2298 * the players time has been increased when doericserver has been 2277 * the players time has been increased when doericserver has been
2299 * called, so we recheck it here. 2278 * called, so we recheck it here.
2300 */ 2279 */
2361 * from. 2340 * from.
2362 */ 2341 */
2363void 2342void
2364remove_unpaid_objects (object *op, object *env) 2343remove_unpaid_objects (object *op, object *env)
2365{ 2344{
2366 object *next;
2367
2368 while (op) 2345 while (op)
2369 { 2346 {
2370 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2347 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2371 2348
2372 if (QUERY_FLAG (op, FLAG_UNPAID)) 2349 if (QUERY_FLAG (op, FLAG_UNPAID))
2438 int rate_grace = 2000; 2415 int rate_grace = 2000;
2439 const int max_hp = 1; 2416 const int max_hp = 1;
2440 const int max_sp = 1; 2417 const int max_sp = 1;
2441 const int max_grace = 1; 2418 const int max_grace = 1;
2442 2419
2443 if (op->contr->outputs_sync) 2420 if (op->contr->hidden)
2421 {
2422 op->invisible = 1000;
2423 /* the socket code flashes the player visible/invisible
2424 * depending on the value of invisible, so we need to
2425 * alternate it here for it to work correctly.
2426 */
2427 if (pticks & 2)
2428 op->invisible--;
2444 { 2429 }
2445 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2430 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) 2431 {
2447 flush_output_element (op, &op->contr->outputs[i]); 2432 if (!op->invisible--)
2433 {
2434 make_visible (op);
2435 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2436 }
2448 } 2437 }
2449 2438
2450 if (op->contr->ns->state == ST_PLAYING) 2439 if (op->contr->ns->state == ST_PLAYING)
2451 { 2440 {
2452 /* these next three if clauses make it possible to SLOW DOWN 2441 /* these next three if clauses make it possible to SLOW DOWN
2474 gen_grace = op->stats.maxgrace; 2463 gen_grace = op->stats.maxgrace;
2475 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2464 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2476 } 2465 }
2477 2466
2478 /* Regenerate Spell Points */ 2467 /* Regenerate Spell Points */
2479 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2468 if (!op->contr->golem && --op->last_sp < 0)
2480 { 2469 {
2481 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2470 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) 2471 if (op->stats.sp < op->stats.maxsp)
2483 { 2472 {
2484 op->stats.sp++; 2473 op->stats.sp++;
2702 tmp->name = buf; 2691 tmp->name = buf;
2703 sprintf (buf, " This finger has been cut off %s\n" 2692 sprintf (buf, " This finger has been cut off %s\n"
2704 " the %s, when he was defeated at\n level %d by %s.\n", 2693 " 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); 2694 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2706 tmp->msg = buf; 2695 tmp->msg = buf;
2707 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2696 tmp->value = 0, tmp->type = 0;
2708 tmp->materialname = NULL; 2697 tmp->materialname = "organics";
2709 tmp->insert_at (op, tmp); 2698 tmp->insert_at (op, tmp);
2710 } 2699 }
2711 2700
2712 /* teleport defeated player to new destination */ 2701 /* teleport defeated player to new destination */
2713 transfer_ob (op, x, y, 0, NULL); 2702 transfer_ob (op, x, y, 0, NULL);
2909 op->stats.hp = op->stats.maxhp; 2898 op->stats.hp = op->stats.maxhp;
2910 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2899 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2911 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2900 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2912 2901
2913 /* 2902 /*
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 2903 * Check to see if the player has any unpaid items. If so, remove them
2916 * in the map. 2904 * and put them back in the map.
2917 */ 2905 */
2918
2919 if (is_in_shop (op))
2920 remove_unpaid_objects (op->inv, op); 2906 remove_unpaid_objects (op->inv, op);
2921 2907
2922 /****************************************/ 2908 /****************************************/
2923 /* */ 2909 /* */
2924 /* Move player to his current respawn- */ 2910 /* Move player to his current respawn- */
2925 /* position (usually last savebed) */ 2911 /* position (usually last savebed) */
2965void 2951void
2966loot_object (object *op) 2952loot_object (object *op)
2967{ /* Grab and destroy some treasure */ 2953{ /* Grab and destroy some treasure */
2968 object *tmp, *tmp2, *next; 2954 object *tmp, *tmp2, *next;
2969 2955
2970 if (op->container) 2956 op->close_container (); /* close open sack first */
2971 esrv_apply_container (op, op->container); /* close open sack first */
2972 2957
2973 for (tmp = op->inv; tmp; tmp = next) 2958 for (tmp = op->inv; tmp; tmp = next)
2974 { 2959 {
2975 next = tmp->below; 2960 next = tmp->below;
2976 2961
2977 if (tmp->invisible) 2962 if (tmp->invisible)
2978 continue; 2963 continue;
2979 2964
2980 tmp->remove (); 2965 tmp->remove ();
2981 tmp->x = op->x, tmp->y = op->y; 2966 tmp->x = op->x, tmp->y = op->y;
2967
2982 if (tmp->type == CONTAINER) 2968 if (tmp->type == CONTAINER)
2983 { /* empty container to ground */ 2969 loot_object (tmp); /* empty container to ground */
2984 loot_object (tmp); 2970
2985 }
2986 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2971 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2987 { 2972 {
2988 if (tmp->nrof > 1) 2973 if (tmp->nrof > 1)
2989 { 2974 {
2990 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2975 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2991 tmp2->destroy (); 2976 tmp2->destroy ();
3002/* 2987/*
3003 * fix_weight(): Check recursively the weight of all players, and fix 2988 * fix_weight(): Check recursively the weight of all players, and fix
3004 * what needs to be fixed. Refresh windows and fix speed if anything 2989 * what needs to be fixed. Refresh windows and fix speed if anything
3005 * was changed. 2990 * was changed.
3006 */ 2991 */
3007
3008void 2992void
3009fix_weight (void) 2993fix_weight (void)
3010{ 2994{
3011 for_all_players (pl) 2995 for_all_players (pl)
3012 { 2996 {
3072 if (op->type == PLAYER) 3056 if (op->type == PLAYER)
3073 { 3057 {
3074 op->contr->tmp_invis = 0; 3058 op->contr->tmp_invis = 0;
3075 op->contr->invis_race = 0; 3059 op->contr->invis_race = 0;
3076 } 3060 }
3061
3077 update_object (op, UP_OBJ_FACE); 3062 update_object (op, UP_OBJ_CHANGE);
3078} 3063}
3079 3064
3080int 3065int
3081is_true_undead (object *op) 3066is_true_undead (object *op)
3082{ 3067{
3083 object *tmp = NULL;
3084
3085 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3068 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3086 return 1; 3069 return 1;
3087 3070
3088 return 0; 3071 return 0;
3089} 3072}
3377 char buf[MAX_BUF]; /* tmp. string buffer */ 3360 char buf[MAX_BUF]; /* tmp. string buffer */
3378 int i = 0, j = 0; 3361 int i = 0, j = 0;
3379 3362
3380 /* get the appropriate treasurelist */ 3363 /* get the appropriate treasurelist */
3381 if (atnr == ATNR_FIRE) 3364 if (atnr == ATNR_FIRE)
3382 trlist = find_treasurelist ("dragon_ability_fire"); 3365 trlist = treasurelist::find ("dragon_ability_fire");
3383 else if (atnr == ATNR_COLD) 3366 else if (atnr == ATNR_COLD)
3384 trlist = find_treasurelist ("dragon_ability_cold"); 3367 trlist = treasurelist::find ("dragon_ability_cold");
3385 else if (atnr == ATNR_ELECTRICITY) 3368 else if (atnr == ATNR_ELECTRICITY)
3386 trlist = find_treasurelist ("dragon_ability_elec"); 3369 trlist = treasurelist::find ("dragon_ability_elec");
3387 else if (atnr == ATNR_POISON) 3370 else if (atnr == ATNR_POISON)
3388 trlist = find_treasurelist ("dragon_ability_poison"); 3371 trlist = treasurelist::find ("dragon_ability_poison");
3389 3372
3390 if (trlist == NULL || who->type != PLAYER) 3373 if (trlist == NULL || who->type != PLAYER)
3391 return; 3374 return;
3392 3375
3393 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3376 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3525 * not readied. 3508 * not readied.
3526 */ 3509 */
3527void 3510void
3528player_unready_range_ob (player *pl, object *ob) 3511player_unready_range_ob (player *pl, object *ob)
3529{ 3512{
3530 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3513 if (pl->ob->current_weapon == ob)
3514 pl->ob->current_weapon = 0;
3515
3516 if (pl->combat_ob == ob)
3517 pl->combat_ob = 0;
3518
3531 if (pl->ranges[i] == ob) 3519 if (pl->ranged_ob == ob)
3532 {
3533 pl->ranges[i] = 0; 3520 pl->ranged_ob = 0;
3534 if (pl->shoottype == i)
3535 pl->shoottype = range_none;
3536 }
3537} 3521}
3522
3523sint8
3524player::visibility_at (maptile *map, int x, int y) const
3525{
3526 if (!ns)
3527 return 0;
3528
3529 int dx, dy;
3530 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3531 return 0;
3532
3533 x += dx - ns->current_x + ns->mapx / 2;
3534 y += dy - ns->current_y + ns->mapy / 2;
3535
3536 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3537 return 0;
3538
3539 return 100 - blocked_los [x][y];
3540}

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