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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 1.151 by root, Sat Jun 16 00:12:20 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
9 * it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
10 * the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
11 * (at your option) any later version. 11 * any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful, but
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * GNU General Public License for more details. 16 * for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License along
19 * along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors 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
155set_first_map (object *op) 154set_first_map (object *op)
156{ 155{
157 op->contr->maplevel = first_map_path; 156 op->contr->maplevel = first_map_path;
158 op->x = -1; 157 op->x = -1;
159 op->y = -1; 158 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173} 159}
174 160
175void 161void
176player::activate () 162player::activate ()
177{ 163{
182 ob->remove (); 168 ob->remove ();
183 ob->map = 0; 169 ob->map = 0;
184 ob->activate_recursive (); 170 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY); 171 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob); 172 add_friendly_object (ob);
187 enter_map ();
188} 173}
189 174
190void 175void
191player::deactivate () 176player::deactivate ()
192{ 177{
194 return; 179 return;
195 180
196 terminate_all_pets (ob); 181 terminate_all_pets (ob);
197 remove_friendly_object (ob); 182 remove_friendly_object (ob);
198 ob->deactivate_recursive (); 183 ob->deactivate_recursive ();
184
185 if (ob->map)
186 maplevel = ob->map->path;
187
199 ob->remove (); 188 ob->remove ();
200 ob->map = 0; 189 ob->map = 0;
190 party = 0;
201 191
202 // for weird reasons, this is often "ob", keeping a circular reference 192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
203 ranges [range_skill] = 0;
204 193
205 players.erase (this); 194 players.erase (this);
206} 195}
207 196
208// connect the player with a specific client 197// connect the player with a specific client
209// also changed, rationalises, and fixes some incorrect settings 198// also changes, rationalises, and fixes some incorrect settings
210void 199void
211player::connect (client *ns) 200player::connect (client *ns)
212{ 201{
213 this->ns = ns; 202 this->ns = ns;
214 ns->pl = this; 203 ns->pl = this;
215 204
216 run_on = 0; 205 run_on = 0;
217 fire_on = 0; 206 fire_on = 0;
218 ob->container = 0; //TODO: client-specific 207 ob->close_container (); //TODO: client-specific
219 208
220 ns->update_look = 0; 209 ns->update_look = 0;
221 ns->look_position = 0; 210 ns->look_position = 0;
222 211
223 clear_los (ob); 212 clear_los (this);
224 213
225 ns->reset_stats (); 214 ns->reset_stats ();
226 215
227 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
228 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
229 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->race;
230
231 if (!legal_range (ob, shoottype))
232 shoottype = range_none;
233 219
234 ob->carrying = sum_weight (ob); 220 ob->carrying = sum_weight (ob);
235 link_player_skills (ob); 221 link_player_skills (ob);
236 222
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238 224
239 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->object::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);
250 226
251 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
252 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
253 { 229 {
254 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
256 shstr_cmp dragon_ability_force ("dragon_ability_force"); 232 shstr_cmp dragon_ability_force ("dragon_ability_force");
257 shstr_cmp dragon_skin_force ("dragon_skin_force"); 233 shstr_cmp dragon_skin_force ("dragon_skin_force");
258 234
259 for (tmp = ob->inv; tmp; tmp = tmp->below) 235 for (tmp = ob->inv; tmp; tmp = tmp->below)
260 if (tmp->type == FORCE) 236 if (tmp->type == FORCE)
261 if (tmp->arch->name == dragon_ability_force) 237 if (tmp->arch->archname == dragon_ability_force)
262 abil = tmp; 238 abil = tmp;
263 else if (tmp->arch->name == dragon_skin_force) 239 else if (tmp->arch->archname == dragon_skin_force)
264 skin = tmp; 240 skin = tmp;
265 241
266 set_dragon_name (ob, abil, skin); 242 set_dragon_name (ob, abil, skin);
267 } 243 }
268 244
269 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
270 246
271 esrv_new_player (this, ob->weight + ob->carrying); 247 esrv_new_player (this, ob->weight + ob->carrying);
272 248
249 ob->flag [FLAG_READY_WEAPON] = false;
250 ob->flag [FLAG_READY_SKILL] = false;
251 ob->flag [FLAG_READY_BOW] = false;
252
253 for (object *op = ob->inv; op; op = op->below)
254 if (op->flag [FLAG_APPLIED])
255 switch (op->type)
256 {
257 case SKILL:
258 ob->flag [FLAG_APPLIED] = false;
259 break;
260
261 case WAND:
262 case ROD:
263 case HORN:
264 case BOW:
265 ranged_ob = op;
266 break;
267
268 case WEAPON:
269 combat_ob = op;
270 break;
271 }
272
273 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
273 ob->update_stats (); 274 ob->update_stats ();
275
274 ns->floorbox_update (); 276 ns->floorbox_update ();
275
276 esrv_send_inventory (ob, ob); 277 esrv_send_inventory (ob, ob);
277 esrv_add_spells (this, 0); 278 esrv_add_spells (this, 0);
278 279
279 activate (); 280 activate ();
280 281
296 297
297 INVOKE_PLAYER (DISCONNECT, this); 298 INVOKE_PLAYER (DISCONNECT, this);
298 299
299 ns->reset_stats (); 300 ns->reset_stats ();
300 ns->pl = 0; 301 ns->pl = 0;
301 this->ns = 0; 302 ns = 0;
302 } 303 }
303 304
305 if (ob)
304 ob->container = 0; //TODO: client-specific 306 ob->close_container (); //TODO: client-specific
307
308 observe = ob;
309
305 deactivate (); 310 deactivate ();
306} 311}
307 312
308// the need for this function can be explained 313// the need for this function can be explained
309// by load_object not returning the object 314// by load_object not returning the object
310void 315void
311player::set_object (object *op) 316player::set_object (object *op)
312{ 317{
313 ob = op; 318 ob = observe = op;
314 ob->contr = this; /* this aren't yet in archetype */ 319 ob->contr = this; /* this aren't yet in archetype */
315 320
321 ob->speed = 1.0f;
316 ob->speed_left = 0.5; 322 ob->speed_left = 0.5f;
317 ob->speed = 1.0; 323
318 ob->direction = 5; /* So player faces south */ 324 ob->direction = 5; /* So player faces south */
319 ob->stats.wc = 2; 325}
320 ob->run_away = 25; /* Then we panick... */
321 326
322 ob->roll_stats (); 327void
328player::set_observe (object *op)
329{
330 observe = op ? op : ob;
331 do_los = 1;
323} 332}
324 333
325player::player () 334player::player ()
326{ 335{
327 /* There are some elements we want initialised to non zero value - 336 /* There are some elements we want initialised to non zero value -
328 * we deal with that below this point. 337 * we deal with that below this point.
329 */ 338 */
330 outputs_sync = 16; /* Every 2 seconds */ 339 outputs_sync = 4;
331 outputs_count = 8; /* Keeps present behaviour */ 340 outputs_count = 4;
332 unapply = unapply_nochoice; 341 unapply = unapply_nochoice;
333 342
334 savebed_map = first_map_path; /* Init. respawn position */ 343 savebed_map = first_map_path; /* Init. respawn position */
335 344
336 gen_sp_armour = 10; 345 gen_sp_armour = 10;
337 shoottype = range_none;
338 bowtype = bow_normal; 346 bowtype = bow_normal;
339 petmode = pet_normal; 347 petmode = pet_normal;
340 listening = 10; 348 listening = 10;
341 usekeys = containers; 349 usekeys = containers;
342 peaceful = 1; /* default peaceful */ 350 peaceful = 1; /* default peaceful */
343 do_los = 1; 351 do_los = 1;
352
353 weapon_sp = 1.0f;
354 weapon_sp_left = 0.5f;
344} 355}
345 356
346void 357void
347player::do_destroy () 358player::do_destroy ()
348{ 359{
353 if (ob) 364 if (ob)
354 { 365 {
355 ob->destroy_inv (false); 366 ob->destroy_inv (false);
356 ob->destroy (); 367 ob->destroy ();
357 } 368 }
369
370 ob = observe = 0;
358} 371}
359 372
360player::~player () 373player::~player ()
361{ 374{
362 /* Clear item stack */ 375 /* Clear item stack */
371player::create () 384player::create ()
372{ 385{
373 player *pl = new player; 386 player *pl = new player;
374 387
375 pl->set_object (arch_to_object (get_player_archetype (0))); 388 pl->set_object (arch_to_object (get_player_archetype (0)));
389
390 pl->ob->roll_stats ();
391 pl->ob->stats.wc = 2;
392 pl->ob->run_away = 25; /* Then we panick... */
393
376 set_first_map (pl->ob); 394 set_first_map (pl->ob);
377 395
378 return pl; 396 return pl;
379} 397}
380 398
384 * Note: there MUST be at least one player archetype! 402 * Note: there MUST be at least one player archetype!
385 */ 403 */
386archetype * 404archetype *
387get_player_archetype (archetype *at) 405get_player_archetype (archetype *at)
388{ 406{
389 archetype *start = at; 407 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
390 408
391 for (;;) 409 for (;;)
392 { 410 {
393 if (at == NULL || at->next == NULL) 411 if (++i == archetypes.end ())
394 at = first_archetype; 412 i = archetypes.begin ();
395 else 413 else if (*i == at)
396 at = at->next; 414 cleanup ("not a single player archetype found");
397 415
398 if (at->clone.type == PLAYER) 416 if ((*i)->type == PLAYER)
399 return at; 417 return *i;
400
401 if (at == start)
402 {
403 LOG (llevError, "No Player archetypes\n");
404 exit (-1);
405 }
406 } 418 }
407} 419}
408 420
409object * 421object *
410get_nearest_player (object *mon) 422get_nearest_player (object *mon)
526 x = mon->x; 538 x = mon->x;
527 y = mon->y; 539 y = mon->y;
528 m = mon->map; 540 m = mon->map;
529 dir = rv.direction; 541 dir = rv.direction;
530 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 542 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); 543 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
544
532 /* If we can't solve it within the search distance, return now. */ 545 /* If we can't solve it within the search distance, return now. */
533 if (diff > max) 546 if (diff > max)
534 return 0; 547 return 0;
548
535 while (diff > 1 && max > 0) 549 while (diff > 1 && max > 0)
536 { 550 {
537 lastx = x; 551 lastx = x;
538 lasty = y; 552 lasty = y;
539 lastmap = m; 553 lastmap = m;
621 max--; 635 max--;
622 lastdir = dir; 636 lastdir = dir;
623 if (!firstdir) 637 if (!firstdir)
624 firstdir = dir; 638 firstdir = dir;
625 } 639 }
640
626 if (diff <= 1) 641 if (diff <= 1)
627 { 642 {
628 /* Recalculate diff (distance) because we may not have actually 643 /* Recalculate diff (distance) because we may not have actually
629 * headed toward player for entire distance. 644 * headed toward player for entire distance.
630 */ 645 */
631 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 646 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); 647 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
633 } 648 }
649
634 if (diff > max) 650 if (diff > max)
635 return 0; 651 return 0;
636 } 652 }
653
637 /* If we reached the max, didn't find a direction in time */ 654 /* If we reached the max, didn't find a direction in time */
638 if (!max) 655 if (!max)
639 return 0; 656 return 0;
640 657
641 return firstdir; 658 return firstdir;
755roll_stat (void) 772roll_stat (void)
756{ 773{
757 int a[4], i, j, k; 774 int a[4], i, j, k;
758 775
759 for (i = 0; i < 4; i++) 776 for (i = 0; i < 4; i++)
760 a[i] = (int) RANDOM () % 6 + 1; 777 a[i] = (int) rndm (6) + 1;
761 778
762 for (i = 0, j = 0, k = 7; i < 4; i++) 779 for (i = 0, j = 0, k = 7; i < 4; i++)
763 if (a[i] < k) 780 if (a[i] < k)
764 k = a[i], j = i; 781 k = a[i], j = i;
765 782
771} 788}
772 789
773void 790void
774object::roll_stats () 791object::roll_stats ()
775{ 792{
776 int statsort [7]; 793 int statsort [NUM_STATS];
777 794
778 for (;;) 795 for (;;)
779 { 796 {
780 int sum = 0; 797 int sum = 0;
781 for (int i = 7; i--; ) 798 for (int i = NUM_STATS; i--; )
782 sum += statsort [i] = roll_stat (); 799 sum += statsort [i] = roll_stat ();
783 800
784 if (sum >= 82 && sum <= 116) 801 if (sum >= 82 && sum <= 116)
785 break; 802 break;
786 } 803 }
787 804
788 // Sort the stats so that rerolling is easier... 805 // Sort the stats so that rerolling is easier...
789 std::sort (statsort, statsort + 7, std::greater<int>()); 806 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
790 807
808 for (int i = 0; i < NUM_STATS; ++i)
791 stats.Str = statsort[0]; 809 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];
798 810
799 stats.exp = 0; 811 stats.exp = 0;
800 stats.ac = 0; 812 stats.ac = 0;
801 813
802 stats.hp = stats.maxhp; 814 stats.hp = stats.maxhp;
814} 826}
815 827
816void 828void
817object::swap_stats (int a, int b) 829object::swap_stats (int a, int b)
818{ 830{
819 int tmp = get_attr_value (&contr->orig_stats, a); 831 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);
822 832
833 for (int i = 0; i < NUM_STATS; ++i)
823 stats.Str = contr->orig_stats.Str; 834 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;
830 835
831 //TODO: the following code looks so borked and should, at the very least, 836 //TODO: the following code looks so borked and should, at the very least,
832 // be merged with the similar code in roll_stats 837 // be merged with the similar code in roll_stats
833 stats.ac = 0; 838 stats.ac = 0;
834 839
865 * appropriate action with it (change race, or other things). 870 * appropriate action with it (change race, or other things).
866 * The function name is for historical reasons - now we have 871 * The function name is for historical reasons - now we have
867 * separate race and class; this actually changes the RACE, 872 * separate race and class; this actually changes the RACE,
868 * not the class. 873 * not the class.
869 */ 874 */
870int 875void
871key_change_class (object *op, char key) 876player::chargen_race_done ()
872{ 877{
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 */ 878 /* this must before then initial items are given */
880 esrv_new_player (op->contr, op->weight + op->carrying); 879 esrv_new_player (ob->contr, ob->weight + ob->carrying);
881 880
882 treasurelist *tl = find_treasurelist ("starting_wealth"); 881 treasurelist *tl = treasurelist::find ("starting_wealth");
883 if (tl) 882 if (tl)
884 create_treasure (tl, op, 0, 0, 0); 883 create_treasure (tl, ob, 0, 0, 0);
885 884
886 INVOKE_PLAYER (BIRTH, op->contr); 885 INVOKE_PLAYER (BIRTH, ob->contr);
887 INVOKE_PLAYER (LOGIN, op->contr); 886 INVOKE_PLAYER (LOGIN, ob->contr);
888 887
889 op->contr->ns->state = ST_PLAYING; 888 ob->contr->ns->state = ST_PLAYING;
890 889
891 if (op->msg) 890 if (ob->msg)
892 op->msg = NULL; 891 ob->msg = 0;
893 892
894 /* We create this now because some of the unique maps will need it 893 /* We create this now because some of the unique maps will need it
895 * to save here. 894 * to save here.
896 */ 895 */
896 {
897 char buf[MAX_BUF];
897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 898 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
898 make_path_to_file (buf); 899 make_path_to_file (buf);
900 }
899 901
900 start_info (op); 902 start_info (ob);
901 CLEAR_FLAG (op, FLAG_WIZ); 903 CLEAR_FLAG (ob, FLAG_WIZ);
902 give_initial_items (op, op->randomitems); 904 give_initial_items (ob, ob->randomitems);
903 link_player_skills (op); 905 link_player_skills (ob);
904 esrv_send_inventory (op, op); 906 esrv_send_inventory (ob, ob);
905 op->update_stats (); 907 ob->update_stats ();
906 908
907 /* This moves the player to a different start map, if there 909 /* This moves the player to a different start map, if there
908 * is one for this race 910 * is one for this race
909 */ 911 */
910 if (*first_map_ext_path) 912 if (*first_map_ext_path)
911 { 913 {
912 object *tmp; 914 object *tmp;
913 char mapname[MAX_BUF]; 915 char mapname[MAX_BUF];
914 916
915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); 917 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
916 tmp = object::create (); 918 tmp = object::create ();
917 EXIT_PATH (tmp) = mapname; 919 EXIT_PATH (tmp) = mapname;
918 EXIT_X (tmp) = op->x; 920 EXIT_X (tmp) = ob->x;
919 EXIT_Y (tmp) = op->y; 921 EXIT_Y (tmp) = ob->y;
920 op->enter_exit (tmp); /* we don't really care if it succeeded; 922 ob->enter_exit (tmp); /* we don't really care if it succeeded;
921 * if the map isn't there, then stay on the 923 * if the map isn't there, then stay on the
922 * default initial map */ 924 * default initial map */
923 tmp->destroy (); 925 tmp->destroy ();
924 } 926 }
925 else 927 else
926 LOG (llevDebug, "first_map_ext_path not set\n"); 928 LOG (llevDebug, "first_map_ext_path not set\n");
929}
927 930
928 return 0; 931void
929 } 932player::chargen_race_next ()
930 933{
931 /* Following actually changes the race - this is the default command 934 /* Following actually changes the race - this is the default command
932 * if we don't match with one of the options above. 935 * if we don't match with one of the options above.
933 */ 936 */
934 937
935 tmp_loop = 0; 938 do
936 while (!tmp_loop)
937 { 939 {
938 shstr name = op->name; 940 shstr name = ob->name;
939 int x = op->x, y = op->y; 941 int x = ob->x, y = ob->y;
940 942
941 op->remove_statbonus (); 943 ob->remove_statbonus ();
942 op->remove (); 944 ob->remove ();
943 op->arch = get_player_archetype (op->arch); 945 ob->arch = get_player_archetype (ob->arch);
944 op->arch->clone.copy_to (op); 946 ob->arch->copy_to (ob);
945 op->instantiate (); 947 ob->instantiate ();
946 op->stats = op->contr->orig_stats; 948 ob->stats = ob->contr->orig_stats;
947 op->name = op->name_pl = name; 949 ob->name = ob->name_pl = name;
948 op->x = x; 950 ob->x = x;
949 op->y = y; 951 ob->y = y;
950 SET_ANIMATION (op, 2); /* So player faces south */ 952 SET_ANIMATION (ob, 2); /* So player faces south */
951 insert_ob_in_map (op, op->map, op, 0); 953 insert_ob_in_map (ob, ob->map, ob, 0);
952 assign (op->contr->title, op->arch->clone.name); 954 assign (ob->contr->title, ob->arch->object::name);
953 op->add_statbonus (); 955 ob->add_statbonus ();
954 tmp_loop = allowed_class (op);
955 } 956 }
957 while (!allowed_class (ob));
956 958
957 update_object (op, UP_OBJ_FACE); 959 update_object (ob, UP_OBJ_FACE);
958 esrv_update_item (UPD_FACE, op, op); 960 esrv_update_item (UPD_FACE, ob, ob);
959 op->update_stats (); 961 ob->update_stats ();
960 op->stats.hp = op->stats.maxhp; 962 ob->stats.hp = ob->stats.maxhp;
961 op->stats.sp = op->stats.maxsp; 963 ob->stats.sp = ob->stats.maxsp;
962 op->stats.grace = 0; 964 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} 965}
970 966
971void 967void
972flee_player (object *op) 968flee_player (object *op)
973{ 969{
1020 /* Cornered, get rid of scared */ 1016 /* Cornered, get rid of scared */
1021 CLEAR_FLAG (op, FLAG_SCARED); 1017 CLEAR_FLAG (op, FLAG_SCARED);
1022 op->enemy = NULL; 1018 op->enemy = NULL;
1023} 1019}
1024 1020
1025
1026/* check_pick sees if there is stuff to be picked up/picks up stuff. 1021/* 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 1022 * It returns 1 if the player should keep on moving, 0 if he should
1028 * stop. 1023 * stop.
1029 */ 1024 */
1030int 1025int
1031check_pick (object *op) 1026check_pick (object *op)
1032{ 1027{
1033 object *tmp, *next; 1028 object *tmp, *next;
1034 int stop = 0; 1029 int stop = 0;
1035 int j, k, wvratio; 1030 int wvratio;
1036 char putstring[128], tmpstr[16]; 1031 char putstring[128];
1037 1032
1038 /* if you're flying, you cna't pick up anything */ 1033 /* if you're flying, you cna't pick up anything */
1039 if (op->move_type & MOVE_FLYING) 1034 if (op->move_type & MOVE_FLYING)
1040 return 1; 1035 return 1;
1041 1036
1109 if (tmp->name != NULL) 1104 if (tmp->name != NULL)
1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1105 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1111 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1106 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112 else 1107 else
1113 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1108 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1114 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1109 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1115 1110
1116 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1111 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1117 } 1112 }
1118 1113
1119 /* philosophy: 1114 /* philosophy:
1312 /* careful: chairs and tables are weapons! */ 1307 /* careful: chairs and tables are weapons! */
1313 if (op->contr->mode & PU_ALLWEAPON) 1308 if (op->contr->mode & PU_ALLWEAPON)
1314 { 1309 {
1315 if (tmp->type == WEAPON && tmp->name != NULL) 1310 if (tmp->type == WEAPON && tmp->name != NULL)
1316 { 1311 {
1317 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1312 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1318 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1313 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1319 { 1314 {
1320 pick_up (op, tmp); 1315 pick_up (op, tmp);
1321 continue; 1316 continue;
1322 } 1317 }
1323 } 1318 }
1324 1319
1325 if (tmp->type == WEAPON && tmp->name == NULL) 1320 if (tmp->type == WEAPON && tmp->name == NULL)
1326 { 1321 {
1327 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1322 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1328 { 1323 {
1329 pick_up (op, tmp); 1324 pick_up (op, tmp);
1330 continue; 1325 continue;
1331 } 1326 }
1332 } 1327 }
1357 if (tmp->name != NULL) 1352 if (tmp->name != NULL)
1358 { 1353 {
1359 fprintf (stderr, "%s", tmp->name); 1354 fprintf (stderr, "%s", tmp->name);
1360 } 1355 }
1361 else 1356 else
1362 fprintf (stderr, "%s", tmp->arch->name); 1357 fprintf (stderr, "%s", tmp->arch->archname);
1363 fprintf (stderr, ",%d] = ", tmp->type); 1358 fprintf (stderr, ",%d] = ", tmp->type);
1364 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1359 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1365#endif 1360#endif
1366 continue; 1361 continue;
1367 } 1362 }
1378 * found object is returned. 1373 * found object is returned.
1379 */ 1374 */
1380object * 1375object *
1381find_arrow (object *op, const char *type) 1376find_arrow (object *op, const char *type)
1382{ 1377{
1383 object *tmp = NULL; 1378 object *tmp = 0;
1384 1379
1385 for (op = op->inv; op; op = op->below) 1380 for (op = op->inv; op; op = op->below)
1386 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1381 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1387 tmp = find_arrow (op, type); 1382 tmp = find_arrow (op, type);
1388 else if (op->type == ARROW && op->race == type) 1383 else if (op->type == ARROW && op->race == type)
1389 return op; 1384 return op;
1385
1390 return tmp; 1386 return tmp;
1391} 1387}
1392 1388
1393/* 1389/*
1394 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1390 * 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 1391 * 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 1392 * 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. 1393 * the hall. Failing that it does it's best to pick the highest plus arrow.
1398 */ 1394 */
1399
1400object * 1395object *
1401find_better_arrow (object *op, object *target, const char *type, int *better) 1396find_better_arrow (object *op, object *target, const char *type, int *better)
1402{ 1397{
1403 object *tmp = NULL, *arrow, *ntmp; 1398 object *tmp = NULL, *arrow, *ntmp;
1404 int attacknum, attacktype, betterby = 0, i; 1399 int attacknum, attacktype, betterby = 0, i;
1437 else 1432 else
1438 { 1433 {
1439 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1434 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1440 { 1435 {
1441 attacktype = 1 << attacknum; 1436 attacktype = 1 << attacknum;
1442 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1437 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1443 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1438 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1444 { 1439 {
1445 tmp = arrow; 1440 tmp = arrow;
1446 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1441 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1447 } 1442 }
1448 } 1443 }
1449 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1444 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1450 { 1445 {
1451 tmp = arrow; 1446 tmp = arrow;
1470 * find_better_arrow to find a decent arrow to use. 1465 * find_better_arrow to find a decent arrow to use.
1471 * op = the shooter 1466 * op = the shooter
1472 * type = bow->race 1467 * type = bow->race
1473 * dir = fire direction 1468 * dir = fire direction
1474 */ 1469 */
1475
1476object * 1470object *
1477pick_arrow_target (object *op, const char *type, int dir) 1471pick_arrow_target (object *op, const char *type, int dir)
1478{ 1472{
1479 object *tmp = NULL; 1473 object *tmp = NULL;
1480 maptile *m; 1474 maptile *m;
1545 */ 1539 */
1546int 1540int
1547fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1541fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1548{ 1542{
1549 object *left, *bow; 1543 object *left, *bow;
1550 int bowspeed, mflags; 1544 int mflags;
1551 maptile *m; 1545 maptile *m;
1552 1546
1553 if (!dir) 1547 if (!dir)
1554 { 1548 {
1555 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1549 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1556 return 0; 1550 return 0;
1557 } 1551 }
1558 1552
1559 if (op->type == PLAYER) 1553 if (op->contr)
1560 bow = op->contr->ranges[range_bow]; 1554 bow = op->current_weapon;
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);
1580 return 0; 1582 return 0;
1581 } 1583 }
1582
1583 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1584
1585 /* penalize ROF for bestarrow */
1586 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1587 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1588
1589 if (bowspeed < 1)
1590 bowspeed = 1;
1591 1584
1592 if (arrow == NULL) 1585 if (arrow == NULL)
1593 { 1586 {
1594 if ((arrow = find_arrow (op, bow->race)) == NULL) 1587 if ((arrow = find_arrow (op, bow->race)) == NULL)
1595 { 1588 {
1596 if (op->type == PLAYER) 1589 if (op->type == PLAYER)
1597 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1590 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 */ 1591 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1599 else 1592 else
1600 CLEAR_FLAG (op, FLAG_READY_BOW); 1593 CLEAR_FLAG (op, FLAG_READY_BOW);
1594
1601 return 0; 1595 return 0;
1602 } 1596 }
1603 } 1597 }
1604 1598
1605 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1599 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1629 1623
1630 arrow->set_owner (op); 1624 arrow->set_owner (op);
1631 arrow->skill = bow->skill; 1625 arrow->skill = bow->skill;
1632 arrow->direction = dir; 1626 arrow->direction = dir;
1633 1627
1628 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1629 arrow->stats.hp = arrow->stats.dam;
1630 arrow->stats.grace = arrow->attacktype;
1631
1632 if (arrow->slaying)
1633 arrow->spellarg = strdup (arrow->slaying);
1634
1635#if 0
1636 if (player *pl = op->contr)
1637 {
1638 float speed = pl->weapon_sp;
1639
1640 /* penalize ROF for bestarrow */
1641 if (pl->bowtype == bow_bestarrow)
1642 speed *= .9f;
1643 else
1644 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1645
1646 op->speed_left += speed - op->speed;
1647 }
1648#endif
1649
1650 SET_ANIMATION (arrow, arrow->direction);
1651
1652 /* update the speed */
1653 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1654 + bow->stats.dam / 7.f;
1655
1656 arrow->set_speed (max (arrow->speed, 2.f));
1657 arrow->speed_left = 0;
1658
1659 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1660
1634 if (op->type == PLAYER) 1661 if (op->type == PLAYER)
1635 { 1662 {
1636 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1637 op->update_stats ();
1638 }
1639
1640 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
1653 /* update the speed */
1654 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;
1656
1657 arrow->set_speed (max (arrow->speed, 1.0));
1658 arrow->speed_left = 0;
1659
1660 if (op->type == PLAYER)
1661 {
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
1744 1749
1745/* Fires a misc (wand/rod/horn) object in 'dir'. 1750/* Fires a misc (wand/rod/horn) object in 'dir'.
1746 * Broken apart from 'fire' to keep it more readable. 1751 * Broken apart from 'fire' to keep it more readable.
1747 */ 1752 */
1748void 1753void
1749fire_misc_object (object *op, int dir) 1754fire_misc_object (object *op, int dir)
1750{ 1755{
1751 object *item; 1756 object *item = op->contr->ranged_ob;
1752 1757
1753 if (!op->contr->ranges[range_misc]) 1758 if (!item)
1754 { 1759 {
1755 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1760 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1756 return; 1761 return;
1757 } 1762 }
1758 1763
1759 item = op->contr->ranges[range_misc];
1760 if (!item->inv) 1764 if (!item->inv)
1761 { 1765 {
1762 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1766 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1763 return; 1767 return;
1764 } 1768 }
1769
1770 if (!op->change_weapon (item))
1771 return;
1772
1765 if (item->type == WAND) 1773 if (item->type == WAND)
1766 { 1774 {
1767 if (item->stats.food <= 0) 1775 if (item->stats.food <= 0)
1768 { 1776 {
1769 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1777 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)); 1778 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1779
1771 return; 1780 return;
1772 } 1781 }
1773 } 1782 }
1774 else if (item->type == ROD || item->type == HORN) 1783 else if (item->type == ROD || item->type == HORN)
1775 { 1784 {
1776 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1785 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1777 { 1786 {
1778 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1787 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1788
1779 if (item->type == ROD) 1789 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)); 1790 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1781 else 1791 else
1782 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1792 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1793
1783 return; 1794 return;
1784 } 1795 }
1785 } 1796 }
1786 1797
1787 if (cast_spell (op, item, dir, item->inv, NULL)) 1798 if (cast_spell (op, item, dir, item->inv, NULL))
1794 object *tmp; 1805 object *tmp;
1795 1806
1796 if (item->arch) 1807 if (item->arch)
1797 { 1808 {
1798 CLEAR_FLAG (item, FLAG_ANIMATE); 1809 CLEAR_FLAG (item, FLAG_ANIMATE);
1799 item->face = item->arch->clone.face; 1810 item->face = item->arch->face;
1800 item->set_speed (0); 1811 item->set_speed (0);
1801 } 1812 }
1802 1813
1803 if ((tmp = item->in_player ())) 1814 if ((tmp = item->in_player ()))
1804 esrv_update_item (UPD_ANIM, tmp, item); 1815 esrv_update_item (UPD_ANIM, tmp, item);
1809 } 1820 }
1810} 1821}
1811 1822
1812/* Received a fire command for the player - go and do it. 1823/* Received a fire command for the player - go and do it.
1813 */ 1824 */
1814void 1825bool
1815fire (object *op, int dir) 1826fire (object *op, int dir)
1816{ 1827{
1817 int spellcost = 0; 1828 int spellcost = 0;
1818 1829
1819 /* check for loss of invisiblity/hide */ 1830 /* check for loss of invisiblity/hide */
1820 if (action_makes_visible (op)) 1831 if (action_makes_visible (op))
1821 make_visible (op); 1832 make_visible (op);
1822 1833
1823 switch (op->contr->shoottype) 1834 player *pl = op->contr;
1835
1836 if (pl->golem)
1837 {
1838 control_golem (op->contr->golem, dir);
1839 return false;
1824 { 1840 }
1825 case range_none:
1826 return;
1827 1841
1828 case range_bow: 1842 object *ob = pl->ranged_ob;
1843
1844 if (!ob)
1845 return false;
1846
1847 if (!op->change_weapon (ob))
1848 return false;
1849
1850 if (op->speed_left > 0.f)
1851 --op->speed_left;
1852 else
1853 return false;
1854
1855 switch (ob->type)
1856 {
1857 case BOW:
1829 player_fire_bow (op, dir); 1858 player_fire_bow (op, dir);
1830 return; 1859 break;
1831 1860
1832 case range_magic: /* Casting spells */ 1861 case SPELL:
1833 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1862 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1834 return; 1863 break;
1835 1864
1836 case range_misc: 1865 case BUILDER:
1866 apply_map_builder (op, dir);
1867 break;
1868
1869 case SKILL:
1870 do_skill (op, op, ob, dir, 0);
1871 break;
1872
1873 default:
1837 fire_misc_object (op, dir); 1874 fire_misc_object (op, dir);
1838 return; 1875 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 } 1876 }
1867}
1868 1877
1869 1878 return true;
1879}
1870 1880
1871/* find_key 1881/* find_key
1872 * We try to find a key for the door as passed. If we find a key 1882 * 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 1883 * and successfully use it, we return the key, otherwise NULL
1874 * This function merges both normal and locked door, since the logic 1884 * This function merges both normal and locked door, since the logic
1876 * pl is the player, 1886 * pl is the player,
1877 * inv is the objects inventory to searched 1887 * inv is the objects inventory to searched
1878 * door is the door we are trying to match against. 1888 * door is the door we are trying to match against.
1879 * This function can be called recursively to search containers. 1889 * This function can be called recursively to search containers.
1880 */ 1890 */
1881
1882object * 1891object *
1883find_key (object *pl, object *container, object *door) 1892find_key (object *pl, object *container, object *door)
1884{ 1893{
1885 object *tmp, *key; 1894 object *tmp, *key;
1886 1895
1887 /* Should not happen, but sanity checking is never bad */ 1896 /* Should not happen, but sanity checking is never bad */
1888 if (container->inv == NULL) 1897 if (!container->inv)
1889 return NULL; 1898 return 0;
1890 1899
1891 /* First, lets try to find a key in the top level inventory */ 1900 /* First, lets try to find a key in the top level inventory */
1892 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1901 for (tmp = container->inv; tmp; tmp = tmp->below)
1893 { 1902 {
1894 if (door->type == DOOR && tmp->type == KEY) 1903 if (door->type == DOOR && tmp->type == KEY)
1895 break; 1904 break;
1896 /* For sanity, we should really check door type, but other stuff 1905 /* For sanity, we should really check door type, but other stuff
1897 * (like containers) can be locked with special keys 1906 * (like containers) can be locked with special keys
1898 */ 1907 */
1899 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1908 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1900 break; 1909 break;
1901 } 1910 }
1911
1902 /* No key found - lets search inventories now */ 1912 /* No key found - lets search inventories now */
1903 /* If we find and use a key in an inventory, return at that time. 1913 /* 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 1914 * otherwise, if we search all the inventories and still don't find
1905 * a key, return 1915 * a key, return
1906 */ 1916 */
1907 if (!tmp) 1917 if (!tmp)
1908 { 1918 {
1909 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1919 for (tmp = container->inv; tmp; tmp = tmp->below)
1910 { 1920 {
1911 /* No reason to search empty containers */ 1921 /* No reason to search empty containers */
1912 if (tmp->type == CONTAINER && tmp->inv) 1922 if (tmp->type == CONTAINER && tmp->inv)
1913 { 1923 {
1914 if ((key = find_key (pl, tmp, door)) != NULL) 1924 if ((key = find_key (pl, tmp, door)))
1915 return key; 1925 return key;
1916 } 1926 }
1917 } 1927 }
1928
1918 if (!tmp) 1929 if (!tmp)
1919 return NULL; 1930 return NULL;
1920 } 1931 }
1932
1921 /* We get down here if we have found a key. Now if its in a container, 1933 /* 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 1934 * see if we actually want to use it
1923 */ 1935 */
1924 if (pl != container) 1936 if (pl != container)
1925 { 1937 {
1946 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1958 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)); 1959 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1948 return NULL; 1960 return NULL;
1949 } 1961 }
1950 } 1962 }
1963
1951 return tmp; 1964 return tmp;
1952} 1965}
1953 1966
1954/* moved door processing out of move_player_attack. 1967/* moved door processing out of move_player_attack.
1955 * returns 1 if player has opened the door with a key 1968 * returns 1 if player has opened the door with a key
1957 * 0 otherwise 1970 * 0 otherwise
1958 */ 1971 */
1959static int 1972static int
1960player_attack_door (object *op, object *door) 1973player_attack_door (object *op, object *door)
1961{ 1974{
1962 /* If its a door, try to find a use a key. If we do destroy the door, 1975 /* If its a door, try to find a key. If we do destroy the door,
1963 * might as well return immediately as there is nothing more to do - 1976 * might as well return immediately as there is nothing more to do -
1964 * otherwise, we fall through to the rest of the code. 1977 * otherwise, we fall through to the rest of the code.
1965 */ 1978 */
1966 object *key = find_key (op, op, door); 1979 object *key = find_key (op, op, door);
1967 1980
1968 /* IF we found a key, do some extra work */ 1981 /* If we found a key, do some extra work */
1969 if (key) 1982 if (key)
1970 { 1983 {
1971 object *container = key->env; 1984 object *container = key->env;
1972 1985
1973 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1986 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1987
1974 if (action_makes_visible (op)) 1988 if (action_makes_visible (op))
1975 make_visible (op); 1989 make_visible (op);
1990
1976 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1991 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1977 spring_trap (door->inv, op); 1992 spring_trap (door->inv, op);
1993
1978 if (door->type == DOOR) 1994 if (door->type == DOOR)
1979 {
1980 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1995 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1981 }
1982 else if (door->type == LOCKED_DOOR) 1996 else if (door->type == LOCKED_DOOR)
1983 { 1997 {
1984 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1998 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 ;-) */ 1999 remove_door2 (door); /* remove door without violence ;-) */
1986 } 2000 }
2001
1987 /* Do this after we print the message */ 2002 /* Do this after we print the message */
1988 decrease_ob (key); /* Use up one of the keys */ 2003 decrease_ob (key); /* Use up one of the keys */
1989 /* Need to update the weight the container the key was in */ 2004 /* Need to update the weight the container the key was in */
1990 if (container != op) 2005 if (container != op)
1991 esrv_update_item (UPD_WEIGHT, op, container); 2006 esrv_update_item (UPD_WEIGHT, op, container);
2007
1992 return 1; /* Nothing more to do below */ 2008 return 1; /* Nothing more to do below */
1993 } 2009 }
1994 else if (door->type == LOCKED_DOOR) 2010 else if (door->type == LOCKED_DOOR)
1995 { 2011 {
1996 /* Might as well return now - no other way to open this */ 2012 /* Might as well return now - no other way to open this */
1997 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2013 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1998 return 1; 2014 return 1;
1999 } 2015 }
2016
2000 return 0; 2017 return 0;
2001} 2018}
2002 2019
2003/* This function is just part of a breakup from move_player. 2020/* This function is just part of a breakup from move_player.
2004 * It should keep the code cleaner. 2021 * It should keep the code cleaner.
2005 * When this is called, the players direction has been updated 2022 * When this is called, the players direction has been updated
2006 * (taking into account confusion.) The player is also actually 2023 * (taking into account confusion.) The player is also actually
2007 * going to try and move (not fire weapons). 2024 * going to try and move (not fire weapons).
2008 */ 2025 */
2009void 2026bool
2010move_player_attack (object *op, int dir) 2027move_player_attack (object *op, int dir)
2011{ 2028{
2012 object *tmp, *mon;
2013 sint16 nx, ny;
2014 int on_battleground; 2029 int on_battleground;
2015 maptile *m;
2016 2030
2017 nx = freearr_x[dir] + op->x; 2031 sint16 nx = freearr_x[dir] + op->x;
2018 ny = freearr_y[dir] + op->y; 2032 sint16 ny = freearr_y[dir] + op->y;
2019 2033
2020 on_battleground = op_on_battleground (op, 0, 0); 2034 on_battleground = op_on_battleground (op, 0, 0);
2035
2036 if (out_of_map (op->map, nx, ny))
2037 return false;
2038
2039 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2040 {
2041 --op->speed_left;
2042 return true;
2043 }
2021 2044
2022 /* If braced, or can't move to the square, and it is not out of the 2045 /* 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 2046 * map, attack it. Note order of if statement is important - don't
2024 * want to be calling move_ob if braced, because move_ob will move the 2047 * want to be calling move_ob if braced, because move_ob will move the
2025 * player. This is a pretty nasty hack, because if we could 2048 * player. This is a pretty nasty hack, because if we could
2026 * move to some space, it then means that if we are braced, we should 2049 * move to some space, it then means that if we are braced, we should
2027 * do nothing at all. As it is, if we are braced, we go through 2050 * do nothing at all. As it is, if we are braced, we go through
2028 * quite a bit of processing. However, it probably is less than what 2051 * quite a bit of processing. However, it probably is less than what
2029 * move_ob uses. 2052 * move_ob uses.
2030 */ 2053 */
2031 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2032 {
2033 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2034 {
2035 m = op->map->xy_find (nx, ny); 2054 maptile *m = op->map->xy_find (nx, ny);
2036 if (!m)
2037 return; /* Don't think this should happen */
2038 }
2039 else
2040 m = op->map;
2041 2055
2042 if (!(tmp = m->at (nx, ny).bot))
2043 return;
2044
2045 mon = 0;
2046 /* Go through all the objects, and find ones of interest. Only stop if 2056 /* Go through all the objects, and find ones of interest. Only stop if
2047 * we find a monster - that is something we know we want to attack. 2057 * we find a monster - that is something we know we want to attack.
2048 * if its a door or barrel (can roll) see if there may be monsters 2058 * if its a door or barrel (can roll) see if there may be monsters
2049 * on the space 2059 * on the space
2050 */ 2060 */
2051 while (tmp) 2061 object *mon;
2052 { 2062 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2053 if (tmp == op) 2063 {
2054 { 2064 if ((mon->flag [FLAG_ALIVE]
2055 tmp = tmp->above; 2065 || mon->type == LOCKED_DOOR
2056 continue; 2066 || mon->flag [FLAG_CAN_ROLL])
2057 }
2058
2059 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2060 {
2061 mon = tmp; 2067 && mon != op)
2062 break; 2068 break;
2063 } 2069 }
2064 2070
2065 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2066 mon = tmp;
2067
2068 tmp = tmp->above;
2069 }
2070
2071 if (!mon) /* This happens anytime the player tries to move */ 2071 if (!mon) /* This happens anytime the player tries to move */
2072 return; /* into a wall */ 2072 return false; /* into a wall */
2073 2073
2074 if (mon->head)
2075 mon = mon->head; 2074 mon = mon->head_ ();
2076 2075
2077 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2076 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2077 if (op->contr->weapon_sp_left > 0.f)
2078 if (player_attack_door (op, mon)) 2078 if (player_attack_door (op, mon))
2079 {
2080 --op->contr->weapon_sp_left;
2079 return; 2081 return true;
2082 }
2080 2083
2081 /* The following deals with possibly attacking peaceful 2084 /* The following deals with possibly attacking peaceful
2082 * or frienddly creatures. Basically, all players are considered 2085 * or friendly creatures. Basically, all players are considered
2083 * unaggressive. If the moving player has peaceful set, then the 2086 * unaggressive. If the moving player has peaceful set, then the
2084 * object should be pushed instead of attacked. It is assumed that 2087 * object should be pushed instead of attacked. It is assumed that
2085 * if you are braced, you will not attack friends accidently, 2088 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them. 2089 * and thus will not push them.
2087 */ 2090 */
2088 2091
2089 /* If the creature is a pet, push it even if the player is not 2092 /* If the creature is a pet, push it even if the player is not
2090 * peaceful. Our assumption is the creature is a pet if the 2093 * peaceful. Our assumption is the creature is a pet if the
2091 * player owns it and it is either friendly or unagressive. 2094 * player owns it and it is either friendly or unagressive.
2092 */ 2095 */
2093 if ((op->type == PLAYER) 2096 if (op->type == PLAYER
2094#if COZY_SERVER
2095 &&
2096 ((mon->owner && mon->owner->contr 2097 && ((mon->owner && mon->owner->contr
2097 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2098 && same_party (mon->owner->contr->party, op->contr->party))
2098#else
2099 && mon->owner == op 2099 || mon->owner == op)
2100#endif
2101 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2100 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2102 { 2101 {
2103 /* If we're braced, we don't want to switch places with it */ 2102 /* If we're braced, we don't want to switch places with it */
2104 if (op->contr->braced) 2103 if (op->contr->braced)
2105 return; 2104 return false;
2105
2106 if (op->speed_left > 0.f)
2107 {
2108 --op->speed_left;
2106 2109
2107 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2110 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2108 (void) push_ob (mon, dir, op); 2111 push_ob (mon, dir, op);
2112
2109 if (op->contr->tmp_invis || op->hide) 2113 if (op->contr->tmp_invis || op->hide)
2110 make_visible (op); 2114 make_visible (op);
2111 2115
2112 return; 2116 return true;
2113 } 2117 }
2118 else
2119 return false;
2120 }
2114 2121
2115 /* in certain circumstances, you shouldn't attack friendly 2122 /* in certain circumstances, you shouldn't attack friendly
2116 * creatures. Note that if you are braced, you can't push 2123 * creatures. Note that if you are braced, you can't push
2117 * someone, but put it inside this loop so that you won't 2124 * someone, but put it inside this loop so that you won't
2118 * attack them either. 2125 * attack them either.
2119 */ 2126 */
2120 if ((mon->type == PLAYER || mon->enemy != op) && 2127 if ((mon->type == PLAYER || mon->enemy != op)
2121 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2128 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2122#ifdef PROHIBIT_PLAYERKILL
2123 (op->contr->peaceful 2129 && ((op->contr->peaceful
2124 || (mon->type == PLAYER 2130 || (mon->type == PLAYER && mon->contr->peaceful))
2125 && mon->contr->
2126 peaceful)) &&
2127#else
2128 op->contr->peaceful &&
2129#endif
2130 !on_battleground)) 2131 && !on_battleground))
2132 {
2133 if (op->speed_left > 0.f)
2131 { 2134 {
2135 --op->speed_left;
2136
2132 if (!op->contr->braced) 2137 if (!op->contr->braced)
2133 { 2138 {
2134 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2139 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2135 push_ob (mon, dir, op); 2140 push_ob (mon, dir, op);
2136 } 2141 }
2137 else 2142 else
2138 new_draw_info (0, 0, op, "You withhold your attack"); 2143 new_draw_info (0, 0, op, "You withhold your attack");
2139 2144
2140 if (op->contr->tmp_invis || op->hide) 2145 if (op->contr->tmp_invis || op->hide)
2141 make_visible (op); 2146 make_visible (op);
2142 }
2143 2147
2148 return true;
2149 }
2150 }
2144 /* If the object is a boulder or other rollable object, then 2151 /* If the object is a boulder or other rollable object, then
2145 * roll it if not braced. You can't roll it if you are braced. 2152 * roll it if not braced. You can't roll it if you are braced.
2146 */ 2153 */
2147 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2154 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2155 {
2156 if (op->speed_left > 0.f)
2148 { 2157 {
2158 --op->speed_left;
2159
2149 recursive_roll (mon, dir, op); 2160 recursive_roll (mon, dir, op);
2150 if (action_makes_visible (op)) 2161 if (action_makes_visible (op))
2151 make_visible (op); 2162 make_visible (op);
2152 }
2153 2163
2164 return true;
2165 }
2166 }
2154 /* Any generic living creature. Including things like doors. 2167 /* Any generic living creature. Including things like doors.
2155 * Way it works is like this: First, it must have some hit points 2168 * Way it works is like this: First, it must have some hit points
2156 * and be living. Then, it must be one of the following: 2169 * and be living. Then, it must be one of the following:
2157 * 1) Not a player, 2) A player, but of a different party. Note 2170 * 1) Not a player, 2) A player, but of a different party. Note
2158 * that party_number -1 is no party, so attacks can still happen. 2171 * that party_number -1 is no party, so attacks can still happen.
2159 */ 2172 */
2160 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2173 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))) 2174 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2162 { 2175 {
2163 2176 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2164 /* If the player hasn't hit something this tick, and does
2165 * so, give them speed boost based on weapon speed. Doing
2166 * it here is better than process_players2, which basically
2167 * incurred a 1 tick offset.
2168 */
2169 if (!op->contr->has_hit)
2170 { 2177 {
2171 op->speed_left += op->speed / op->contr->weapon_sp; 2178 --op->contr->weapon_sp_left;
2172
2173 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2174 }
2175 2179
2176 skill_attack (mon, op, 0, 0, 0); 2180 skill_attack (mon, op, 0, 0, 0);
2177
2178 /* If attacking another player, that player gets automatic
2179 * hitback, and doesn't loose luck either.
2180 * Disable hitback on the battleground or if the target is
2181 * the wiz.
2182 */
2183 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2184 {
2185 short luck = mon->stats.luck;
2186
2187 mon->contr->has_hit = 1;
2188 skill_attack (op, mon, 0, 0, 0);
2189 mon->stats.luck = luck;
2190 }
2191 2181
2192 if (action_makes_visible (op)) 2182 if (action_makes_visible (op))
2193 make_visible (op); 2183 make_visible (op);
2194 }
2195 } /* if player should attack something */
2196}
2197 2184
2198int 2185 return true;
2186 }
2187 }
2188
2189 return false;
2190}
2191
2192bool
2199move_player (object *op, int dir) 2193move_player (object *op, int dir)
2200{ 2194{
2201 int pick; 2195 int pick;
2202 2196
2203 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2197 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2210 return 0; 2204 return 0;
2211 } 2205 }
2212 2206
2213 /* peterm: added following line */ 2207 /* peterm: added following line */
2214 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2208 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2215 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2209 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2216 2210
2217 op->facing = dir; 2211 op->facing = dir;
2218 2212
2219 if (op->hide) 2213 if (op->hide)
2220 do_hidden_move (op); 2214 do_hidden_move (op);
2221 2215
2216 bool retval;
2217
2222 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2218 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2223 /*nop */ ; 2219 retval = RESULT_INT (0);
2224 else if (op->contr->fire_on) 2220 else if (op->contr->fire_on)
2225 fire (op, dir); 2221 retval = fire (op, dir);
2226 else 2222 else
2227 { 2223 {
2228 move_player_attack (op, dir); 2224 retval = move_player_attack (op, dir);
2229 pick = check_pick (op); 2225 pick = check_pick (op);
2230 } 2226 }
2231 2227
2232 /* Add special check for newcs players and fire on - this way, the 2228 /* Add special check for newcs players and fire on - this way, the
2233 * server can handle repeat firing. 2229 * server can handle repeat firing.
2240 /* Update how the player looks. Use the facing, so direction may 2236 /* Update how the player looks. Use the facing, so direction may
2241 * get reset to zero. This allows for full animation capabilities 2237 * get reset to zero. This allows for full animation capabilities
2242 * for players. 2238 * for players.
2243 */ 2239 */
2244 animate_object (op, op->facing); 2240 animate_object (op, op->facing);
2245 return 0; 2241
2242 return retval;
2246} 2243}
2247 2244
2248/* This is similar to handle_player, below, but is only used by the 2245/* This is similar to handle_player, below, but is only used by the
2249 * new client/server stuff. 2246 * new client/server stuff.
2250 * This is sort of special, in that the new client/server actually uses 2247 * This is sort of special, in that the new client/server actually uses
2251 * the new speed values for commands. 2248 * the new speed values for commands.
2252 * 2249 *
2253 * Returns true if there are more actions we can do. 2250 * Returns true if there are more actions we can do. Should not do
2251 * many actions in a row, as that would be too unfair to other
2252 * players.
2254 */ 2253 */
2255int 2254bool
2256handle_newcs_player (object *op) 2255handle_newcs_player (object *op)
2257{ 2256{
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)) 2257 if (QUERY_FLAG (op, FLAG_SCARED))
2279 { 2258 {
2280 flee_player (op); 2259 if (op->speed_left > 0.f)
2281 /* If player is still scared, that is his action for this tick */
2282 if (QUERY_FLAG (op, FLAG_SCARED))
2283 { 2260 {
2284 op->speed_left--; 2261 --op->speed_left;
2262 flee_player (op);
2263
2285 return 0; 2264 return true;
2286 } 2265 }
2266 else
2267 return false;
2287 } 2268 }
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 2269
2297 /* call this here - we also will call this in do_ericserver, but 2270 /* call this here - we also will call this in do_ericserver, but
2298 * the players time has been increased when doericserver has been 2271 * the players time has been increased when doericserver has been
2299 * called, so we recheck it here. 2272 * called, so we recheck it here.
2300 */ 2273 */
2301 if (op->contr->ns->handle_command ()) 2274 if (op->contr->ns->handle_command ())
2302 return 1; 2275 return true;
2303 2276
2304 if (op->speed_left > 0)
2305 {
2306 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2277 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2307 {
2308 /* All move commands take 1 tick, at least for now */
2309 op->speed_left--;
2310
2311 /* Instead of all the stuff below, let move_player take care
2312 * of it. Also, some of the skill stuff is only put in
2313 * there, as well as the confusion stuff.
2314 */
2315 move_player (op, op->direction); 2278 return move_player (op, op->direction);
2316 2279
2317 return op->speed_left > 0;
2318 }
2319 }
2320
2321 return 0; 2280 return false;
2322} 2281}
2323 2282
2324int 2283int
2325save_life (object *op) 2284save_life (object *op)
2326{ 2285{
2361 * from. 2320 * from.
2362 */ 2321 */
2363void 2322void
2364remove_unpaid_objects (object *op, object *env) 2323remove_unpaid_objects (object *op, object *env)
2365{ 2324{
2366 object *next;
2367
2368 while (op) 2325 while (op)
2369 { 2326 {
2370 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2327 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2371 2328
2372 if (QUERY_FLAG (op, FLAG_UNPAID)) 2329 if (QUERY_FLAG (op, FLAG_UNPAID))
2438 int rate_grace = 2000; 2395 int rate_grace = 2000;
2439 const int max_hp = 1; 2396 const int max_hp = 1;
2440 const int max_sp = 1; 2397 const int max_sp = 1;
2441 const int max_grace = 1; 2398 const int max_grace = 1;
2442 2399
2443 if (op->contr->outputs_sync) 2400 if (op->contr->hidden)
2401 {
2402 op->invisible = 1000;
2403 /* the socket code flashes the player visible/invisible
2404 * depending on the value of invisible, so we need to
2405 * alternate it here for it to work correctly.
2406 */
2407 if (pticks & 2)
2408 op->invisible--;
2444 { 2409 }
2445 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2410 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) 2411 {
2447 flush_output_element (op, &op->contr->outputs[i]); 2412 if (!op->invisible--)
2413 {
2414 make_visible (op);
2415 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2416 }
2448 } 2417 }
2449 2418
2450 if (op->contr->ns->state == ST_PLAYING) 2419 if (op->contr->ns->state == ST_PLAYING)
2451 { 2420 {
2452 /* these next three if clauses make it possible to SLOW DOWN 2421 /* these next three if clauses make it possible to SLOW DOWN
2474 gen_grace = op->stats.maxgrace; 2443 gen_grace = op->stats.maxgrace;
2475 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2444 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2476 } 2445 }
2477 2446
2478 /* Regenerate Spell Points */ 2447 /* Regenerate Spell Points */
2479 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2448 if (!op->contr->golem && --op->last_sp < 0)
2480 { 2449 {
2481 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2450 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) 2451 if (op->stats.sp < op->stats.maxsp)
2483 { 2452 {
2484 op->stats.sp++; 2453 op->stats.sp++;
2582 } 2551 }
2583 2552
2584 /* Digestion */ 2553 /* Digestion */
2585 if (--op->last_eat < 0) 2554 if (--op->last_eat < 0)
2586 { 2555 {
2587#ifdef COZY_SERVER
2588 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2589 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2590#else
2591 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2556 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2592#endif
2593 2557
2594 if (op->contr->gen_hp > 0) 2558 if (op->contr->gen_hp > 0)
2595 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2559 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2596 else 2560 else
2597 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2561 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2702 tmp->name = buf; 2666 tmp->name = buf;
2703 sprintf (buf, " This finger has been cut off %s\n" 2667 sprintf (buf, " This finger has been cut off %s\n"
2704 " the %s, when he was defeated at\n level %d by %s.\n", 2668 " 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); 2669 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2706 tmp->msg = buf; 2670 tmp->msg = buf;
2707 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2671 tmp->value = 0, tmp->type = 0;
2708 tmp->materialname = NULL; 2672 tmp->materialname = "organics";
2709 tmp->insert_at (op, tmp); 2673 tmp->insert_at (op, tmp);
2710 } 2674 }
2711 2675
2712 /* teleport defeated player to new destination */ 2676 /* teleport defeated player to new destination */
2713 transfer_ob (op, x, y, 0, NULL); 2677 transfer_ob (op, x, y, 0, NULL);
2909 op->stats.hp = op->stats.maxhp; 2873 op->stats.hp = op->stats.maxhp;
2910 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2874 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2911 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2875 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2912 2876
2913 /* 2877 /*
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 2878 * Check to see if the player has any unpaid items. If so, remove them
2916 * in the map. 2879 * and put them back in the map.
2917 */ 2880 */
2918
2919 if (is_in_shop (op))
2920 remove_unpaid_objects (op->inv, op); 2881 remove_unpaid_objects (op->inv, op);
2921 2882
2922 /****************************************/ 2883 /****************************************/
2923 /* */ 2884 /* */
2924 /* Move player to his current respawn- */ 2885 /* Move player to his current respawn- */
2925 /* position (usually last savebed) */ 2886 /* position (usually last savebed) */
2945 object *force; 2906 object *force;
2946 int at; 2907 int at;
2947 2908
2948 force = get_archetype (FORCE_NAME); 2909 force = get_archetype (FORCE_NAME);
2949 /* 50 ticks should be enough time for the spell to abate */ 2910 /* 50 ticks should be enough time for the spell to abate */
2950 force->speed = 0.1; 2911 force->speed = 0.1f;
2951 force->speed_left = -5.0; 2912 force->speed_left = -5.f;
2952 SET_FLAG (force, FLAG_APPLIED); 2913 SET_FLAG (force, FLAG_APPLIED);
2953 for (at = 0; at < NROFATTACKS; at++) 2914 for (at = 0; at < NROFATTACKS; at++)
2954 if (will_kill_again & (1 << at)) 2915 if (will_kill_again & (1 << at))
2955 force->resist[at] = 100; 2916 force->resist[at] = 100;
2956 2917
2965void 2926void
2966loot_object (object *op) 2927loot_object (object *op)
2967{ /* Grab and destroy some treasure */ 2928{ /* Grab and destroy some treasure */
2968 object *tmp, *tmp2, *next; 2929 object *tmp, *tmp2, *next;
2969 2930
2970 if (op->container) 2931 op->close_container (); /* close open sack first */
2971 esrv_apply_container (op, op->container); /* close open sack first */
2972 2932
2973 for (tmp = op->inv; tmp; tmp = next) 2933 for (tmp = op->inv; tmp; tmp = next)
2974 { 2934 {
2975 next = tmp->below; 2935 next = tmp->below;
2976 2936
2977 if (tmp->invisible) 2937 if (tmp->invisible)
2978 continue; 2938 continue;
2979 2939
2980 tmp->remove (); 2940 tmp->remove ();
2981 tmp->x = op->x, tmp->y = op->y; 2941 tmp->x = op->x, tmp->y = op->y;
2942
2982 if (tmp->type == CONTAINER) 2943 if (tmp->type == CONTAINER)
2983 { /* empty container to ground */ 2944 loot_object (tmp); /* empty container to ground */
2984 loot_object (tmp); 2945
2985 }
2986 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2946 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2987 { 2947 {
2988 if (tmp->nrof > 1) 2948 if (tmp->nrof > 1)
2989 { 2949 {
2990 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2950 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2991 tmp2->destroy (); 2951 tmp2->destroy ();
3002/* 2962/*
3003 * fix_weight(): Check recursively the weight of all players, and fix 2963 * fix_weight(): Check recursively the weight of all players, and fix
3004 * what needs to be fixed. Refresh windows and fix speed if anything 2964 * what needs to be fixed. Refresh windows and fix speed if anything
3005 * was changed. 2965 * was changed.
3006 */ 2966 */
3007
3008void 2967void
3009fix_weight (void) 2968fix_weight (void)
3010{ 2969{
3011 for_all_players (pl) 2970 for_all_players (pl)
3012 { 2971 {
3072 if (op->type == PLAYER) 3031 if (op->type == PLAYER)
3073 { 3032 {
3074 op->contr->tmp_invis = 0; 3033 op->contr->tmp_invis = 0;
3075 op->contr->invis_race = 0; 3034 op->contr->invis_race = 0;
3076 } 3035 }
3036
3077 update_object (op, UP_OBJ_FACE); 3037 update_object (op, UP_OBJ_CHANGE);
3078} 3038}
3079 3039
3080int 3040int
3081is_true_undead (object *op) 3041is_true_undead (object *op)
3082{ 3042{
3083 object *tmp = NULL;
3084
3085 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3043 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3086 return 1; 3044 return 1;
3087 3045
3088 return 0; 3046 return 0;
3089} 3047}
3090 3048
3134/* For Hidden creatures - a chance of becoming 'unhidden' 3092/* For Hidden creatures - a chance of becoming 'unhidden'
3135 * every time they move - as we subtract off 'invisibility' 3093 * every time they move - as we subtract off 'invisibility'
3136 * AND, for players, if they move into a ridiculously unhideable 3094 * AND, for players, if they move into a ridiculously unhideable
3137 * spot (surrounded by clear terrain in broad daylight). -b.t. 3095 * spot (surrounded by clear terrain in broad daylight). -b.t.
3138 */ 3096 */
3139
3140void 3097void
3141do_hidden_move (object *op) 3098do_hidden_move (object *op)
3142{ 3099{
3143 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3100 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3144 object *skop; 3101 object *skop;
3261 * a blocked los square. 3218 * a blocked los square.
3262 * we use the archetype to figure out offsets. 3219 * we use the archetype to figure out offsets.
3263 */ 3220 */
3264 while (op) 3221 while (op)
3265 { 3222 {
3266 dx = rv.distance_x + op->arch->clone.x; 3223 dx = rv.distance_x + op->arch->x;
3267 dy = rv.distance_y + op->arch->clone.y; 3224 dy = rv.distance_y + op->arch->y;
3268 3225
3269 /* only the viewable area the player sees is updated by LOS 3226 /* only the viewable area the player sees is updated by LOS
3270 * code, so we need to restrict ourselves to that range of values 3227 * code, so we need to restrict ourselves to that range of values
3271 * for any meaningful values. 3228 * for any meaningful values.
3272 */ 3229 */
3377 char buf[MAX_BUF]; /* tmp. string buffer */ 3334 char buf[MAX_BUF]; /* tmp. string buffer */
3378 int i = 0, j = 0; 3335 int i = 0, j = 0;
3379 3336
3380 /* get the appropriate treasurelist */ 3337 /* get the appropriate treasurelist */
3381 if (atnr == ATNR_FIRE) 3338 if (atnr == ATNR_FIRE)
3382 trlist = find_treasurelist ("dragon_ability_fire"); 3339 trlist = treasurelist::find ("dragon_ability_fire");
3383 else if (atnr == ATNR_COLD) 3340 else if (atnr == ATNR_COLD)
3384 trlist = find_treasurelist ("dragon_ability_cold"); 3341 trlist = treasurelist::find ("dragon_ability_cold");
3385 else if (atnr == ATNR_ELECTRICITY) 3342 else if (atnr == ATNR_ELECTRICITY)
3386 trlist = find_treasurelist ("dragon_ability_elec"); 3343 trlist = treasurelist::find ("dragon_ability_elec");
3387 else if (atnr == ATNR_POISON) 3344 else if (atnr == ATNR_POISON)
3388 trlist = find_treasurelist ("dragon_ability_poison"); 3345 trlist = treasurelist::find ("dragon_ability_poison");
3389 3346
3390 if (trlist == NULL || who->type != PLAYER) 3347 if (trlist == NULL || who->type != PLAYER)
3391 return; 3348 return;
3392 3349
3393 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3350 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3397 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3354 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3398 return; 3355 return;
3399 } 3356 }
3400 3357
3401 /* everything seems okay - now bring on the gift: */ 3358 /* everything seems okay - now bring on the gift: */
3402 item = &(tr->item->clone); 3359 item = tr->item;
3403 3360
3404 if (item->type == SPELL) 3361 if (item->type == SPELL)
3405 { 3362 {
3406 if (check_spell_known (who, item->name)) 3363 if (check_spell_known (who, item->name))
3407 return; 3364 return;
3467 /* forces in the treasurelist can alter the player's stats */ 3424 /* forces in the treasurelist can alter the player's stats */
3468 object *skin; 3425 object *skin;
3469 3426
3470 /* first get the dragon skin force */ 3427 /* first get the dragon skin force */
3471 shstr_cmp dragon_skin_force ("dragon_skin_force"); 3428 shstr_cmp dragon_skin_force ("dragon_skin_force");
3472 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3429 for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below)
3473 ; 3430 ;
3474 3431
3475 if (!skin) 3432 if (!skin)
3476 return; 3433 return;
3477 3434
3525 * not readied. 3482 * not readied.
3526 */ 3483 */
3527void 3484void
3528player_unready_range_ob (player *pl, object *ob) 3485player_unready_range_ob (player *pl, object *ob)
3529{ 3486{
3530 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3487 if (pl->ob->current_weapon == ob)
3488 pl->ob->current_weapon = 0;
3489
3490 if (pl->combat_ob == ob)
3491 pl->combat_ob = 0;
3492
3531 if (pl->ranges[i] == ob) 3493 if (pl->ranged_ob == ob)
3532 {
3533 pl->ranges[i] = 0; 3494 pl->ranged_ob = 0;
3534 if (pl->shoottype == i)
3535 pl->shoottype = range_none;
3536 }
3537} 3495}
3496
3497sint8
3498player::visibility_at (maptile *map, int x, int y) const
3499{
3500 if (!ns)
3501 return 0;
3502
3503 int dx, dy;
3504 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3505 return 0;
3506
3507 x += dx - ns->current_x + ns->mapx / 2;
3508 y += dy - ns->current_y + ns->mapy / 2;
3509
3510 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3511 return 0;
3512
3513 return 100 - blocked_los [x][y];
3514}

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