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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 1.156 by root, Thu Jul 26 00:27:09 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
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License 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
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 25#include <sproto.h>
28#include <sounds.h> 26#include <sounds.h>
29#include <living.h> 27#include <living.h>
30#include <object.h> 28#include <object.h>
31#include <spells.h> 29#include <spells.h>
116 114
117 news[0] = '\0'; 115 news[0] = '\0';
118 subject[0] = '\0'; 116 subject[0] = '\0';
119 size = 0; 117 size = 0;
120 118
121 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
122 { 120 {
123 if (*buf == '#') 121 if (*buf == '#')
124 continue; 122 continue;
125 123
126 if (*buf == '%') 124 if (*buf == '%')
127 { /* send one news */ 125 { /* send one news */
128 if (size > 0) 126 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 */ 127 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 */
130 128
131 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
132 strip_endline (subject); 130 strip_endline (subject);
133 size = 0; 131 size = 0;
134 news[0] = '\0'; 132 news[0] = '\0';
144 size += strlen (buf); 142 size += strlen (buf);
145 } 143 }
146 } 144 }
147 145
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 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); 147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
150 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
151} 149}
152 150
153/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
154static void 152static void
155set_first_map (object *op) 153set_first_map (object *op)
156{ 154{
157 op->contr->maplevel = first_map_path; 155 op->contr->maplevel = first_map_path;
158 op->x = -1; 156 op->x = -1;
159 op->y = -1; 157 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} 158}
174 159
175void 160void
176player::activate () 161player::activate ()
177{ 162{
182 ob->remove (); 167 ob->remove ();
183 ob->map = 0; 168 ob->map = 0;
184 ob->activate_recursive (); 169 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY); 170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob); 171 add_friendly_object (ob);
187 enter_map ();
188} 172}
189 173
190void 174void
191player::deactivate () 175player::deactivate ()
192{ 176{
194 return; 178 return;
195 179
196 terminate_all_pets (ob); 180 terminate_all_pets (ob);
197 remove_friendly_object (ob); 181 remove_friendly_object (ob);
198 ob->deactivate_recursive (); 182 ob->deactivate_recursive ();
183
184 if (ob->map)
185 maplevel = ob->map->path;
186
199 ob->remove (); 187 ob->remove ();
200 ob->map = 0; 188 ob->map = 0;
189 party = 0;
201 190
202 // for weird reasons, this is often "ob", keeping a circular reference 191 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
203 ranges [range_skill] = 0;
204 192
205 players.erase (this); 193 players.erase (this);
206} 194}
207 195
208// connect the player with a specific client 196// connect the player with a specific client
209// also changed, rationalises, and fixes some incorrect settings 197// also changes, rationalises, and fixes some incorrect settings
210void 198void
211player::connect (client *ns) 199player::connect (client *ns)
212{ 200{
213 this->ns = ns; 201 this->ns = ns;
214 ns->pl = this; 202 ns->pl = this;
215 203
216 run_on = 0; 204 run_on = 0;
217 fire_on = 0; 205 fire_on = 0;
218 ob->container = 0; //TODO: client-specific 206 ob->close_container (); //TODO: client-specific
219 207
220 ns->update_look = 0; 208 ns->update_look = 0;
221 ns->look_position = 0; 209 ns->look_position = 0;
222 210
223 clear_los (ob); 211 clear_los (this);
224 212
225 ns->reset_stats (); 213 ns->reset_stats ();
226 214
227 /* make sure he's a player -- needed because of class change. */ 215 /* make sure he's a player -- needed because of class change. */
228 ob->type = PLAYER; // we are paranoid 216 ob->type = PLAYER; // we are paranoid
229 ob->race = ob->arch->clone.race; 217 ob->race = ob->arch->race;
230
231 if (!legal_range (ob, shoottype))
232 shoottype = range_none;
233 218
234 ob->carrying = sum_weight (ob); 219 ob->carrying = sum_weight (ob);
235 link_player_skills (ob); 220 link_player_skills (ob);
236 221
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238 223
239 assign (title, ob->arch->clone.name); 224 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);
250 225
251 /* if it's a dragon player, set the correct title here */ 226 /* if it's a dragon player, set the correct title here */
252 if (is_dragon_pl (ob)) 227 if (is_dragon_pl (ob))
253 { 228 {
254 object *tmp, *abil = 0, *skin = 0; 229 object *tmp, *abil = 0, *skin = 0;
255 230
256 shstr_cmp dragon_ability_force ("dragon_ability_force");
257 shstr_cmp dragon_skin_force ("dragon_skin_force");
258
259 for (tmp = ob->inv; tmp; tmp = tmp->below) 231 for (tmp = ob->inv; tmp; tmp = tmp->below)
260 if (tmp->type == FORCE) 232 if (tmp->type == FORCE)
261 if (tmp->arch->name == dragon_ability_force) 233 if (tmp->arch->archname == shstr_dragon_ability_force)
262 abil = tmp; 234 abil = tmp;
263 else if (tmp->arch->name == dragon_skin_force) 235 else if (tmp->arch->archname == shstr_dragon_skin_force)
264 skin = tmp; 236 skin = tmp;
265 237
266 set_dragon_name (ob, abil, skin); 238 set_dragon_name (ob, abil, skin);
267 } 239 }
268 240
269 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 241 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
270 242
271 esrv_new_player (this, ob->weight + ob->carrying); 243 esrv_new_player (this, ob->weight + ob->carrying);
272 244
245 ob->flag [FLAG_READY_WEAPON] = false;
246 ob->flag [FLAG_READY_SKILL] = false;
247 ob->flag [FLAG_READY_BOW] = false;
248
249 for (object *op = ob->inv; op; op = op->below)
250 if (op->flag [FLAG_APPLIED])
251 switch (op->type)
252 {
253 case SKILL:
254 ob->flag [FLAG_APPLIED] = false;
255 break;
256
257 case WAND:
258 case ROD:
259 case HORN:
260 case BOW:
261 ranged_ob = op;
262 break;
263
264 case WEAPON:
265 combat_ob = op;
266 break;
267 }
268
269 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
273 ob->update_stats (); 270 ob->update_stats ();
271
274 ns->floorbox_update (); 272 ns->floorbox_update ();
275
276 esrv_send_inventory (ob, ob); 273 esrv_send_inventory (ob, ob);
277 esrv_add_spells (this, 0); 274 esrv_add_spells (this, 0);
278 275
279 activate (); 276 activate ();
280 277
296 293
297 INVOKE_PLAYER (DISCONNECT, this); 294 INVOKE_PLAYER (DISCONNECT, this);
298 295
299 ns->reset_stats (); 296 ns->reset_stats ();
300 ns->pl = 0; 297 ns->pl = 0;
301 this->ns = 0; 298 ns = 0;
299 }
300
301 if (ob)
302 } 302 {
303
304 ob->container = 0; //TODO: client-specific 303 ob->close_container (); //TODO: client-specific
304 ob->drop_unpaid_items ();
305 }
306
307 observe = ob;
308
305 deactivate (); 309 deactivate ();
306} 310}
307 311
308// the need for this function can be explained 312// the need for this function can be explained
309// by load_object not returning the object 313// by load_object not returning the object
310void 314void
311player::set_object (object *op) 315player::set_object (object *op)
312{ 316{
313 ob = op; 317 ob = observe = op;
314 ob->contr = this; /* this aren't yet in archetype */ 318 ob->contr = this; /* this aren't yet in archetype */
315 319
320 ob->speed = 1.0f;
316 ob->speed_left = 0.5; 321 ob->speed_left = 0.5f;
317 ob->speed = 1.0; 322
318 ob->direction = 5; /* So player faces south */ 323 ob->direction = 5; /* So player faces south */
319 ob->stats.wc = 2; 324}
320 ob->run_away = 25; /* Then we panick... */
321 325
322 ob->roll_stats (); 326void
327player::set_observe (object *op)
328{
329 observe = op ? op : ob;
330 do_los = 1;
323} 331}
324 332
325player::player () 333player::player ()
326{ 334{
327 /* There are some elements we want initialised to non zero value - 335 /* There are some elements we want initialised to non zero value -
328 * we deal with that below this point. 336 * we deal with that below this point.
329 */ 337 */
330 outputs_sync = 16; /* Every 2 seconds */ 338 outputs_sync = 4;
331 outputs_count = 8; /* Keeps present behaviour */ 339 outputs_count = 4;
332 unapply = unapply_nochoice; 340 unapply = unapply_nochoice;
333 341
334 savebed_map = first_map_path; /* Init. respawn position */ 342 savebed_map = first_map_path; /* Init. respawn position */
335 343
336 gen_sp_armour = 10; 344 gen_sp_armour = 10;
337 shoottype = range_none;
338 bowtype = bow_normal; 345 bowtype = bow_normal;
339 petmode = pet_normal; 346 petmode = pet_normal;
340 listening = 10; 347 listening = 10;
341 usekeys = containers; 348 usekeys = containers;
342 peaceful = 1; /* default peaceful */ 349 peaceful = 1; /* default peaceful */
343 do_los = 1; 350 do_los = 1;
351
352 weapon_sp = 1.0f;
353 weapon_sp_left = 0.5f;
344} 354}
345 355
346void 356void
347player::do_destroy () 357player::do_destroy ()
348{ 358{
353 if (ob) 363 if (ob)
354 { 364 {
355 ob->destroy_inv (false); 365 ob->destroy_inv (false);
356 ob->destroy (); 366 ob->destroy ();
357 } 367 }
368
369 ob = observe = 0;
358} 370}
359 371
360player::~player () 372player::~player ()
361{ 373{
362 /* Clear item stack */ 374 /* Clear item stack */
371player::create () 383player::create ()
372{ 384{
373 player *pl = new player; 385 player *pl = new player;
374 386
375 pl->set_object (arch_to_object (get_player_archetype (0))); 387 pl->set_object (arch_to_object (get_player_archetype (0)));
388
389 pl->ob->roll_stats ();
390 pl->ob->stats.wc = 2;
391 pl->ob->run_away = 25; /* Then we panick... */
392
376 set_first_map (pl->ob); 393 set_first_map (pl->ob);
377 394
378 return pl; 395 return pl;
379} 396}
380 397
384 * Note: there MUST be at least one player archetype! 401 * Note: there MUST be at least one player archetype!
385 */ 402 */
386archetype * 403archetype *
387get_player_archetype (archetype *at) 404get_player_archetype (archetype *at)
388{ 405{
389 archetype *start = at; 406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
390 407
391 for (;;) 408 for (;;)
392 { 409 {
393 if (at == NULL || at->next == NULL) 410 if (++i == archetypes.end ())
394 at = first_archetype; 411 i = archetypes.begin ();
395 else 412 else if (*i == at)
396 at = at->next; 413 cleanup ("not a single player archetype found");
397 414
398 if (at->clone.type == PLAYER) 415 if ((*i)->type == PLAYER)
399 return at; 416 return *i;
400
401 if (at == start)
402 {
403 LOG (llevError, "No Player archetypes\n");
404 exit (-1);
405 }
406 } 417 }
407} 418}
408 419
409object * 420object *
410get_nearest_player (object *mon) 421get_nearest_player (object *mon)
526 x = mon->x; 537 x = mon->x;
527 y = mon->y; 538 y = mon->y;
528 m = mon->map; 539 m = mon->map;
529 dir = rv.direction; 540 dir = rv.direction;
530 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 541 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); 542 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
543
532 /* If we can't solve it within the search distance, return now. */ 544 /* If we can't solve it within the search distance, return now. */
533 if (diff > max) 545 if (diff > max)
534 return 0; 546 return 0;
547
535 while (diff > 1 && max > 0) 548 while (diff > 1 && max > 0)
536 { 549 {
537 lastx = x; 550 lastx = x;
538 lasty = y; 551 lasty = y;
539 lastmap = m; 552 lastmap = m;
621 max--; 634 max--;
622 lastdir = dir; 635 lastdir = dir;
623 if (!firstdir) 636 if (!firstdir)
624 firstdir = dir; 637 firstdir = dir;
625 } 638 }
639
626 if (diff <= 1) 640 if (diff <= 1)
627 { 641 {
628 /* Recalculate diff (distance) because we may not have actually 642 /* Recalculate diff (distance) because we may not have actually
629 * headed toward player for entire distance. 643 * headed toward player for entire distance.
630 */ 644 */
631 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 645 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); 646 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
633 } 647 }
648
634 if (diff > max) 649 if (diff > max)
635 return 0; 650 return 0;
636 } 651 }
652
637 /* If we reached the max, didn't find a direction in time */ 653 /* If we reached the max, didn't find a direction in time */
638 if (!max) 654 if (!max)
639 return 0; 655 return 0;
640 656
641 return firstdir; 657 return firstdir;
755roll_stat (void) 771roll_stat (void)
756{ 772{
757 int a[4], i, j, k; 773 int a[4], i, j, k;
758 774
759 for (i = 0; i < 4; i++) 775 for (i = 0; i < 4; i++)
760 a[i] = (int) RANDOM () % 6 + 1; 776 a[i] = (int) rndm (6) + 1;
761 777
762 for (i = 0, j = 0, k = 7; i < 4; i++) 778 for (i = 0, j = 0, k = 7; i < 4; i++)
763 if (a[i] < k) 779 if (a[i] < k)
764 k = a[i], j = i; 780 k = a[i], j = i;
765 781
771} 787}
772 788
773void 789void
774object::roll_stats () 790object::roll_stats ()
775{ 791{
776 int statsort [7]; 792 int statsort [NUM_STATS];
777 793
778 for (;;) 794 for (;;)
779 { 795 {
780 int sum = 0; 796 int sum = 0;
781 for (int i = 7; i--; ) 797 for (int i = NUM_STATS; i--; )
782 sum += statsort [i] = roll_stat (); 798 sum += statsort [i] = roll_stat ();
783 799
784 if (sum >= 82 && sum <= 116) 800 if (sum >= 82 && sum <= 116)
785 break; 801 break;
786 } 802 }
787 803
788 // Sort the stats so that rerolling is easier... 804 // Sort the stats so that rerolling is easier...
789 std::sort (statsort, statsort + 7, std::greater<int>()); 805 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
790 806
807 for (int i = 0; i < NUM_STATS; ++i)
791 stats.Str = statsort[0]; 808 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];
798 809
799 stats.exp = 0; 810 stats.exp = 0;
800 stats.ac = 0; 811 stats.ac = 0;
801 812
802 stats.hp = stats.maxhp; 813 stats.hp = stats.maxhp;
814} 825}
815 826
816void 827void
817object::swap_stats (int a, int b) 828object::swap_stats (int a, int b)
818{ 829{
819 int tmp = get_attr_value (&contr->orig_stats, a); 830 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);
822 831
832 for (int i = 0; i < NUM_STATS; ++i)
823 stats.Str = contr->orig_stats.Str; 833 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;
830 834
831 //TODO: the following code looks so borked and should, at the very least, 835 //TODO: the following code looks so borked and should, at the very least,
832 // be merged with the similar code in roll_stats 836 // be merged with the similar code in roll_stats
833 stats.ac = 0; 837 stats.ac = 0;
834 838
865 * appropriate action with it (change race, or other things). 869 * appropriate action with it (change race, or other things).
866 * The function name is for historical reasons - now we have 870 * The function name is for historical reasons - now we have
867 * separate race and class; this actually changes the RACE, 871 * separate race and class; this actually changes the RACE,
868 * not the class. 872 * not the class.
869 */ 873 */
870int 874void
871key_change_class (object *op, char key) 875player::chargen_race_done ()
872{ 876{
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 */ 877 /* this must before then initial items are given */
880 esrv_new_player (op->contr, op->weight + op->carrying); 878 esrv_new_player (ob->contr, ob->weight + ob->carrying);
881 879
882 treasurelist *tl = find_treasurelist ("starting_wealth"); 880 treasurelist *tl = treasurelist::find ("starting_wealth");
883 if (tl) 881 if (tl)
884 create_treasure (tl, op, 0, 0, 0); 882 create_treasure (tl, ob, 0, 0, 0);
885 883
886 INVOKE_PLAYER (BIRTH, op->contr); 884 INVOKE_PLAYER (BIRTH, ob->contr);
887 INVOKE_PLAYER (LOGIN, op->contr); 885 INVOKE_PLAYER (LOGIN, ob->contr);
888 886
889 op->contr->ns->state = ST_PLAYING; 887 ob->contr->ns->state = ST_PLAYING;
890 888
891 if (op->msg) 889 if (ob->msg)
892 op->msg = NULL; 890 ob->msg = 0;
893 891
894 /* We create this now because some of the unique maps will need it 892 /* We create this now because some of the unique maps will need it
895 * to save here. 893 * to save here.
896 */ 894 */
895 {
896 char buf[MAX_BUF];
897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
898 make_path_to_file (buf); 898 make_path_to_file (buf);
899 }
899 900
900 start_info (op); 901 start_info (ob);
901 CLEAR_FLAG (op, FLAG_WIZ); 902 CLEAR_FLAG (ob, FLAG_WIZ);
902 give_initial_items (op, op->randomitems); 903 give_initial_items (ob, ob->randomitems);
903 link_player_skills (op); 904 link_player_skills (ob);
904 esrv_send_inventory (op, op); 905 esrv_send_inventory (ob, ob);
905 op->update_stats (); 906 ob->update_stats ();
906 907
907 /* This moves the player to a different start map, if there 908 /* This moves the player to a different start map, if there
908 * is one for this race 909 * is one for this race
909 */ 910 */
910 if (*first_map_ext_path) 911 if (*first_map_ext_path)
911 { 912 {
912 object *tmp; 913 object *tmp;
913 char mapname[MAX_BUF]; 914 char mapname[MAX_BUF];
914 915
915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); 916 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
916 tmp = object::create (); 917 tmp = object::create ();
917 EXIT_PATH (tmp) = mapname; 918 EXIT_PATH (tmp) = mapname;
918 EXIT_X (tmp) = op->x; 919 EXIT_X (tmp) = ob->x;
919 EXIT_Y (tmp) = op->y; 920 EXIT_Y (tmp) = ob->y;
920 op->enter_exit (tmp); /* we don't really care if it succeeded; 921 ob->enter_exit (tmp); /* we don't really care if it succeeded;
921 * if the map isn't there, then stay on the 922 * if the map isn't there, then stay on the
922 * default initial map */ 923 * default initial map */
923 tmp->destroy (); 924 tmp->destroy ();
924 } 925 }
925 else 926 else
926 LOG (llevDebug, "first_map_ext_path not set\n"); 927 LOG (llevDebug, "first_map_ext_path not set\n");
928}
927 929
928 return 0; 930void
929 } 931player::chargen_race_next ()
930 932{
931 /* Following actually changes the race - this is the default command 933 /* Following actually changes the race - this is the default command
932 * if we don't match with one of the options above. 934 * if we don't match with one of the options above.
933 */ 935 */
934 936
935 tmp_loop = 0; 937 do
936 while (!tmp_loop)
937 { 938 {
938 shstr name = op->name; 939 shstr name = ob->name;
939 int x = op->x, y = op->y; 940 int x = ob->x, y = ob->y;
940 941
941 op->remove_statbonus (); 942 ob->remove_statbonus ();
942 op->remove (); 943 ob->remove ();
943 op->arch = get_player_archetype (op->arch); 944 ob->arch = get_player_archetype (ob->arch);
944 op->arch->clone.copy_to (op); 945 ob->arch->copy_to (ob);
945 op->instantiate (); 946 ob->instantiate ();
946 op->stats = op->contr->orig_stats; 947 ob->stats = ob->contr->orig_stats;
947 op->name = op->name_pl = name; 948 ob->name = ob->name_pl = name;
948 op->x = x; 949 ob->x = x;
949 op->y = y; 950 ob->y = y;
950 SET_ANIMATION (op, 2); /* So player faces south */ 951 SET_ANIMATION (ob, 2); /* So player faces south */
951 insert_ob_in_map (op, op->map, op, 0); 952 insert_ob_in_map (ob, ob->map, ob, 0);
952 assign (op->contr->title, op->arch->clone.name); 953 assign (ob->contr->title, ob->arch->object::name);
953 op->add_statbonus (); 954 ob->add_statbonus ();
954 tmp_loop = allowed_class (op);
955 } 955 }
956 while (!allowed_class (ob));
956 957
957 update_object (op, UP_OBJ_FACE); 958 update_object (ob, UP_OBJ_FACE);
958 esrv_update_item (UPD_FACE, op, op); 959 esrv_update_item (UPD_FACE, ob, ob);
959 op->update_stats (); 960 ob->update_stats ();
960 op->stats.hp = op->stats.maxhp; 961 ob->stats.hp = ob->stats.maxhp;
961 op->stats.sp = op->stats.maxsp; 962 ob->stats.sp = ob->stats.maxsp;
962 op->stats.grace = 0; 963 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} 964}
970 965
971void 966void
972flee_player (object *op) 967flee_player (object *op)
973{ 968{
1020 /* Cornered, get rid of scared */ 1015 /* Cornered, get rid of scared */
1021 CLEAR_FLAG (op, FLAG_SCARED); 1016 CLEAR_FLAG (op, FLAG_SCARED);
1022 op->enemy = NULL; 1017 op->enemy = NULL;
1023} 1018}
1024 1019
1025
1026/* check_pick sees if there is stuff to be picked up/picks up stuff. 1020/* 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 1021 * It returns 1 if the player should keep on moving, 0 if he should
1028 * stop. 1022 * stop.
1029 */ 1023 */
1030int 1024int
1031check_pick (object *op) 1025check_pick (object *op)
1032{ 1026{
1033 object *tmp, *next; 1027 object *tmp, *next;
1034 int stop = 0; 1028 int stop = 0;
1035 int j, k, wvratio; 1029 int wvratio;
1036 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1037 1031
1038 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1039 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1040 return 1; 1034 return 1;
1041 1035
1109 if (tmp->name != NULL) 1103 if (tmp->name != NULL)
1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 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)))); 1105 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112 else 1106 else
1113 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 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)))); 1108 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1115 1109
1116 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1117 } 1111 }
1118 1112
1119 /* philosophy: 1113 /* philosophy:
1312 /* careful: chairs and tables are weapons! */ 1306 /* careful: chairs and tables are weapons! */
1313 if (op->contr->mode & PU_ALLWEAPON) 1307 if (op->contr->mode & PU_ALLWEAPON)
1314 { 1308 {
1315 if (tmp->type == WEAPON && tmp->name != NULL) 1309 if (tmp->type == WEAPON && tmp->name != NULL)
1316 { 1310 {
1317 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1311 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1318 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1312 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1319 { 1313 {
1320 pick_up (op, tmp); 1314 pick_up (op, tmp);
1321 continue; 1315 continue;
1322 } 1316 }
1323 } 1317 }
1324 1318
1325 if (tmp->type == WEAPON && tmp->name == NULL) 1319 if (tmp->type == WEAPON && tmp->name == NULL)
1326 { 1320 {
1327 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1321 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1328 { 1322 {
1329 pick_up (op, tmp); 1323 pick_up (op, tmp);
1330 continue; 1324 continue;
1331 } 1325 }
1332 } 1326 }
1357 if (tmp->name != NULL) 1351 if (tmp->name != NULL)
1358 { 1352 {
1359 fprintf (stderr, "%s", tmp->name); 1353 fprintf (stderr, "%s", tmp->name);
1360 } 1354 }
1361 else 1355 else
1362 fprintf (stderr, "%s", tmp->arch->name); 1356 fprintf (stderr, "%s", tmp->arch->archname);
1363 fprintf (stderr, ",%d] = ", tmp->type); 1357 fprintf (stderr, ",%d] = ", tmp->type);
1364 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1358 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1365#endif 1359#endif
1366 continue; 1360 continue;
1367 } 1361 }
1378 * found object is returned. 1372 * found object is returned.
1379 */ 1373 */
1380object * 1374object *
1381find_arrow (object *op, const char *type) 1375find_arrow (object *op, const char *type)
1382{ 1376{
1383 object *tmp = NULL; 1377 object *tmp = 0;
1384 1378
1385 for (op = op->inv; op; op = op->below) 1379 for (op = op->inv; op; op = op->below)
1386 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1380 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1387 tmp = find_arrow (op, type); 1381 tmp = find_arrow (op, type);
1388 else if (op->type == ARROW && op->race == type) 1382 else if (op->type == ARROW && op->race == type)
1389 return op; 1383 return op;
1384
1390 return tmp; 1385 return tmp;
1391} 1386}
1392 1387
1393/* 1388/*
1394 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1389 * 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 1390 * 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 1391 * 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. 1392 * the hall. Failing that it does it's best to pick the highest plus arrow.
1398 */ 1393 */
1399
1400object * 1394object *
1401find_better_arrow (object *op, object *target, const char *type, int *better) 1395find_better_arrow (object *op, object *target, const char *type, int *better)
1402{ 1396{
1403 object *tmp = NULL, *arrow, *ntmp; 1397 object *tmp = NULL, *arrow, *ntmp;
1404 int attacknum, attacktype, betterby = 0, i; 1398 int attacknum, attacktype, betterby = 0, i;
1437 else 1431 else
1438 { 1432 {
1439 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1433 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1440 { 1434 {
1441 attacktype = 1 << attacknum; 1435 attacktype = 1 << attacknum;
1442 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1436 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1443 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1437 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1444 { 1438 {
1445 tmp = arrow; 1439 tmp = arrow;
1446 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1440 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1447 } 1441 }
1448 } 1442 }
1449 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1450 { 1444 {
1451 tmp = arrow; 1445 tmp = arrow;
1470 * find_better_arrow to find a decent arrow to use. 1464 * find_better_arrow to find a decent arrow to use.
1471 * op = the shooter 1465 * op = the shooter
1472 * type = bow->race 1466 * type = bow->race
1473 * dir = fire direction 1467 * dir = fire direction
1474 */ 1468 */
1475
1476object * 1469object *
1477pick_arrow_target (object *op, const char *type, int dir) 1470pick_arrow_target (object *op, const char *type, int dir)
1478{ 1471{
1479 object *tmp = NULL; 1472 object *tmp = NULL;
1480 maptile *m; 1473 maptile *m;
1545 */ 1538 */
1546int 1539int
1547fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1540fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1548{ 1541{
1549 object *left, *bow; 1542 object *left, *bow;
1550 int bowspeed, mflags; 1543 int mflags;
1551 maptile *m; 1544 maptile *m;
1552 1545
1553 if (!dir) 1546 if (!dir)
1554 { 1547 {
1555 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1548 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1556 return 0; 1549 return 0;
1557 } 1550 }
1558 1551
1559 if (op->type == PLAYER) 1552 if (op->contr)
1560 bow = op->contr->ranges[range_bow]; 1553 bow = op->current_weapon;
1561 else 1554 else
1562 { 1555 {
1563 for (bow = op->inv; bow; bow = bow->below) 1556 for (bow = op->inv; bow; bow = bow->below)
1564 /* Don't check for applied - monsters don't apply bows - in that way, they 1557 /* 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. 1558 * don't need to switch back and forth between bows and weapons.
1570 if (!bow) 1563 if (!bow)
1571 { 1564 {
1572 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1565 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1573 return 0; 1566 return 0;
1574 } 1567 }
1568
1569 // optimisation: move object to top so we will find it quickly again
1570 if (bow->below)
1571 {
1572 bow->remove ();
1573 op->insert (bow);
1574 }
1575
1575 } 1576 }
1576 1577
1577 if (!bow->race || !bow->skill) 1578 if (!bow->race || !bow->skill)
1578 { 1579 {
1579 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1580 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1580 return 0; 1581 return 0;
1581 } 1582 }
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 1583
1592 if (arrow == NULL) 1584 if (arrow == NULL)
1593 { 1585 {
1594 if ((arrow = find_arrow (op, bow->race)) == NULL) 1586 if ((arrow = find_arrow (op, bow->race)) == NULL)
1595 { 1587 {
1596 if (op->type == PLAYER) 1588 if (op->type == PLAYER)
1597 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1589 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 */ 1590 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1599 else 1591 else
1600 CLEAR_FLAG (op, FLAG_READY_BOW); 1592 CLEAR_FLAG (op, FLAG_READY_BOW);
1593
1601 return 0; 1594 return 0;
1602 } 1595 }
1603 } 1596 }
1604 1597
1605 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1598 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1629 1622
1630 arrow->set_owner (op); 1623 arrow->set_owner (op);
1631 arrow->skill = bow->skill; 1624 arrow->skill = bow->skill;
1632 arrow->direction = dir; 1625 arrow->direction = dir;
1633 1626
1627 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1628 arrow->stats.hp = arrow->stats.dam;
1629 arrow->stats.grace = arrow->attacktype;
1630
1631 if (arrow->slaying)
1632 arrow->spellarg = strdup (arrow->slaying);
1633
1634#if 0
1635 if (player *pl = op->contr)
1636 {
1637 float speed = pl->weapon_sp;
1638
1639 /* penalize ROF for bestarrow */
1640 if (pl->bowtype == bow_bestarrow)
1641 speed *= .9f;
1642 else
1643 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1644
1645 op->speed_left += speed - op->speed;
1646 }
1647#endif
1648
1649 SET_ANIMATION (arrow, arrow->direction);
1650
1651 /* update the speed */
1652 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1653 + bow->stats.dam / 7.f;
1654
1655 arrow->set_speed (max (arrow->speed, 2.f));
1656 arrow->speed_left = 0;
1657
1658 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1659
1634 if (op->type == PLAYER) 1660 if (op->type == PLAYER)
1635 { 1661 {
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; 1662 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1663 wc -= dex_bonus[op->stats.Dex];
1664
1665 if (!arrow->slaying)
1666 arrow->slaying = op->slaying;
1667
1668 arrow->attacktype |= op->attacktype;
1667 } 1669 }
1668 else 1670 else
1669 { 1671 {
1670 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1671 arrow->level = op->level; 1672 arrow->level = op->level;
1672 } 1673 arrow->stats.wc -= bow->magic;
1673 1674
1674 if (arrow->attacktype == AT_PHYSICAL) 1675 if (!arrow->slaying)
1676 arrow->slaying = bow->slaying;
1677
1675 arrow->attacktype |= bow->attacktype; 1678 arrow->attacktype |= bow->attacktype;
1679 }
1676 1680
1677 if (bow->slaying) 1681 wc -= arrow->level;
1678 arrow->slaying = bow->slaying; 1682 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1679 1683
1684 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1680 arrow->move_type = MOVE_FLY_LOW; 1685 arrow->move_type = MOVE_FLY_LOW;
1681 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1686 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1682 1687
1683 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1688 op->play_sound (sound_find ("fire_arrow"));
1684 m->insert (arrow, sx, sy, op); 1689 m->insert (arrow, sx, sy, op);
1685 1690
1686 if (!arrow->destroyed ()) 1691 if (!arrow->destroyed ())
1687 move_arrow (arrow); 1692 move_arrow (arrow);
1688 1693
1709{ 1714{
1710 int ret = 0, wcmod = 0; 1715 int ret = 0, wcmod = 0;
1711 1716
1712 if (op->contr->bowtype == bow_bestarrow) 1717 if (op->contr->bowtype == bow_bestarrow)
1713 { 1718 {
1714 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1719 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1715 } 1720 }
1716 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1721 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1717 { 1722 {
1718 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1723 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1719 wcmod = -1; 1724 wcmod = -1;
1729 else if (op->contr->bowtype == bow_spreadshot) 1734 else if (op->contr->bowtype == bow_spreadshot)
1730 { 1735 {
1731 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1736 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); 1737 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); 1738 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1734
1735 } 1739 }
1736 else 1740 else
1737 { 1741 {
1738 /* Simple case */ 1742 /* Simple case */
1739 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1743 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1740 } 1744 }
1745
1741 return ret; 1746 return ret;
1742} 1747}
1743
1744 1748
1745/* Fires a misc (wand/rod/horn) object in 'dir'. 1749/* Fires a misc (wand/rod/horn) object in 'dir'.
1746 * Broken apart from 'fire' to keep it more readable. 1750 * Broken apart from 'fire' to keep it more readable.
1747 */ 1751 */
1748void 1752void
1749fire_misc_object (object *op, int dir) 1753fire_misc_object (object *op, int dir)
1750{ 1754{
1751 object *item; 1755 object *item = op->contr->ranged_ob;
1752 1756
1753 if (!op->contr->ranges[range_misc]) 1757 if (!item)
1754 { 1758 {
1755 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1759 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1756 return; 1760 return;
1757 } 1761 }
1758 1762
1759 item = op->contr->ranges[range_misc];
1760 if (!item->inv) 1763 if (!item->inv)
1761 { 1764 {
1762 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1765 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1763 return; 1766 return;
1764 } 1767 }
1768
1769 if (!op->change_weapon (item))
1770 return;
1771
1765 if (item->type == WAND) 1772 if (item->type == WAND)
1766 { 1773 {
1767 if (item->stats.food <= 0) 1774 if (item->stats.food <= 0)
1768 { 1775 {
1769 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1776 op->contr->play_sound (sound_find ("wand_poof"));
1770 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1778
1771 return; 1779 return;
1772 } 1780 }
1773 } 1781 }
1774 else if (item->type == ROD || item->type == HORN) 1782 else if (item->type == ROD || item->type == HORN)
1775 { 1783 {
1776 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1784 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1777 { 1785 {
1778 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1786 op->contr->play_sound (sound_find ("wand_poof"));
1787
1779 if (item->type == ROD) 1788 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)); 1789 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1781 else 1790 else
1782 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1791 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1792
1783 return; 1793 return;
1784 } 1794 }
1785 } 1795 }
1786 1796
1787 if (cast_spell (op, item, dir, item->inv, NULL)) 1797 if (cast_spell (op, item, dir, item->inv, NULL))
1794 object *tmp; 1804 object *tmp;
1795 1805
1796 if (item->arch) 1806 if (item->arch)
1797 { 1807 {
1798 CLEAR_FLAG (item, FLAG_ANIMATE); 1808 CLEAR_FLAG (item, FLAG_ANIMATE);
1799 item->face = item->arch->clone.face; 1809 item->face = item->arch->face;
1800 item->set_speed (0); 1810 item->set_speed (0);
1801 } 1811 }
1802 1812
1803 if ((tmp = item->in_player ())) 1813 if ((tmp = item->in_player ()))
1804 esrv_update_item (UPD_ANIM, tmp, item); 1814 esrv_update_item (UPD_ANIM, tmp, item);
1809 } 1819 }
1810} 1820}
1811 1821
1812/* Received a fire command for the player - go and do it. 1822/* Received a fire command for the player - go and do it.
1813 */ 1823 */
1814void 1824bool
1815fire (object *op, int dir) 1825fire (object *op, int dir)
1816{ 1826{
1817 int spellcost = 0; 1827 int spellcost = 0;
1818 1828
1819 /* check for loss of invisiblity/hide */ 1829 /* check for loss of invisiblity/hide */
1820 if (action_makes_visible (op)) 1830 if (action_makes_visible (op))
1821 make_visible (op); 1831 make_visible (op);
1822 1832
1823 switch (op->contr->shoottype) 1833 player *pl = op->contr;
1834
1835 if (pl->golem)
1836 {
1837 control_golem (op->contr->golem, dir);
1838 return false;
1824 { 1839 }
1825 case range_none:
1826 return;
1827 1840
1828 case range_bow: 1841 object *ob = pl->ranged_ob;
1842
1843 if (!ob)
1844 return false;
1845
1846 if (!op->change_weapon (ob))
1847 return false;
1848
1849 if (op->speed_left > 0.f)
1850 --op->speed_left;
1851 else
1852 return false;
1853
1854 switch (ob->type)
1855 {
1856 case BOW:
1829 player_fire_bow (op, dir); 1857 player_fire_bow (op, dir);
1830 return; 1858 break;
1831 1859
1832 case range_magic: /* Casting spells */ 1860 case SPELL:
1833 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1861 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1834 return; 1862 break;
1835 1863
1836 case range_misc: 1864 case BUILDER:
1865 apply_map_builder (op, dir);
1866 break;
1867
1868 case SKILL:
1869 do_skill (op, op, ob, dir, 0);
1870 break;
1871
1872 default:
1837 fire_misc_object (op, dir); 1873 fire_misc_object (op, dir);
1838 return; 1874 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 } 1875 }
1867}
1868 1876
1869 1877 return true;
1878}
1870 1879
1871/* find_key 1880/* find_key
1872 * We try to find a key for the door as passed. If we find a key 1881 * 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 1882 * and successfully use it, we return the key, otherwise NULL
1874 * This function merges both normal and locked door, since the logic 1883 * This function merges both normal and locked door, since the logic
1876 * pl is the player, 1885 * pl is the player,
1877 * inv is the objects inventory to searched 1886 * inv is the objects inventory to searched
1878 * door is the door we are trying to match against. 1887 * door is the door we are trying to match against.
1879 * This function can be called recursively to search containers. 1888 * This function can be called recursively to search containers.
1880 */ 1889 */
1881
1882object * 1890object *
1883find_key (object *pl, object *container, object *door) 1891find_key (object *pl, object *container, object *door)
1884{ 1892{
1885 object *tmp, *key; 1893 object *tmp, *key;
1886 1894
1887 /* Should not happen, but sanity checking is never bad */ 1895 /* Should not happen, but sanity checking is never bad */
1888 if (container->inv == NULL) 1896 if (!container->inv)
1889 return NULL; 1897 return 0;
1890 1898
1891 /* First, lets try to find a key in the top level inventory */ 1899 /* First, lets try to find a key in the top level inventory */
1892 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1900 for (tmp = container->inv; tmp; tmp = tmp->below)
1893 { 1901 {
1894 if (door->type == DOOR && tmp->type == KEY) 1902 if (door->type == DOOR && tmp->type == KEY)
1895 break; 1903 break;
1896 /* For sanity, we should really check door type, but other stuff 1904 /* For sanity, we should really check door type, but other stuff
1897 * (like containers) can be locked with special keys 1905 * (like containers) can be locked with special keys
1898 */ 1906 */
1899 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1907 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1900 break; 1908 break;
1901 } 1909 }
1910
1902 /* No key found - lets search inventories now */ 1911 /* No key found - lets search inventories now */
1903 /* If we find and use a key in an inventory, return at that time. 1912 /* 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 1913 * otherwise, if we search all the inventories and still don't find
1905 * a key, return 1914 * a key, return
1906 */ 1915 */
1907 if (!tmp) 1916 if (!tmp)
1908 { 1917 {
1909 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1918 for (tmp = container->inv; tmp; tmp = tmp->below)
1910 { 1919 {
1911 /* No reason to search empty containers */ 1920 /* No reason to search empty containers */
1912 if (tmp->type == CONTAINER && tmp->inv) 1921 if (tmp->type == CONTAINER && tmp->inv)
1913 { 1922 {
1914 if ((key = find_key (pl, tmp, door)) != NULL) 1923 if ((key = find_key (pl, tmp, door)))
1915 return key; 1924 return key;
1916 } 1925 }
1917 } 1926 }
1927
1918 if (!tmp) 1928 if (!tmp)
1919 return NULL; 1929 return NULL;
1920 } 1930 }
1931
1921 /* We get down here if we have found a key. Now if its in a container, 1932 /* 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 1933 * see if we actually want to use it
1923 */ 1934 */
1924 if (pl != container) 1935 if (pl != container)
1925 { 1936 {
1946 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1957 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)); 1958 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1948 return NULL; 1959 return NULL;
1949 } 1960 }
1950 } 1961 }
1962
1951 return tmp; 1963 return tmp;
1952} 1964}
1953 1965
1954/* moved door processing out of move_player_attack. 1966/* moved door processing out of move_player_attack.
1955 * returns 1 if player has opened the door with a key 1967 * returns 1 if player has opened the door with a key
1957 * 0 otherwise 1969 * 0 otherwise
1958 */ 1970 */
1959static int 1971static int
1960player_attack_door (object *op, object *door) 1972player_attack_door (object *op, object *door)
1961{ 1973{
1962 /* If its a door, try to find a use a key. If we do destroy the door, 1974 /* 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 - 1975 * might as well return immediately as there is nothing more to do -
1964 * otherwise, we fall through to the rest of the code. 1976 * otherwise, we fall through to the rest of the code.
1965 */ 1977 */
1966 object *key = find_key (op, op, door); 1978 object *key = find_key (op, op, door);
1967 1979
1968 /* IF we found a key, do some extra work */ 1980 /* If we found a key, do some extra work */
1969 if (key) 1981 if (key)
1970 { 1982 {
1971 object *container = key->env; 1983 object *container = key->env;
1972 1984
1973 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1985 op->play_sound (sound_find ("open_door"));
1986
1974 if (action_makes_visible (op)) 1987 if (action_makes_visible (op))
1975 make_visible (op); 1988 make_visible (op);
1989
1976 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1990 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1977 spring_trap (door->inv, op); 1991 spring_trap (door->inv, op);
1992
1978 if (door->type == DOOR) 1993 if (door->type == DOOR)
1979 {
1980 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1994 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1981 }
1982 else if (door->type == LOCKED_DOOR) 1995 else if (door->type == LOCKED_DOOR)
1983 { 1996 {
1984 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1997 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 ;-) */ 1998 remove_door2 (door); /* remove door without violence ;-) */
1986 } 1999 }
2000
1987 /* Do this after we print the message */ 2001 /* Do this after we print the message */
1988 decrease_ob (key); /* Use up one of the keys */ 2002 decrease_ob (key); /* Use up one of the keys */
1989 /* Need to update the weight the container the key was in */ 2003 /* Need to update the weight the container the key was in */
1990 if (container != op) 2004 if (container != op)
1991 esrv_update_item (UPD_WEIGHT, op, container); 2005 esrv_update_item (UPD_WEIGHT, op, container);
2006
1992 return 1; /* Nothing more to do below */ 2007 return 1; /* Nothing more to do below */
1993 } 2008 }
1994 else if (door->type == LOCKED_DOOR) 2009 else if (door->type == LOCKED_DOOR)
1995 { 2010 {
1996 /* Might as well return now - no other way to open this */ 2011 /* Might as well return now - no other way to open this */
1997 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2012 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1998 return 1; 2013 return 1;
1999 } 2014 }
2015
2000 return 0; 2016 return 0;
2001} 2017}
2002 2018
2003/* This function is just part of a breakup from move_player. 2019/* This function is just part of a breakup from move_player.
2004 * It should keep the code cleaner. 2020 * It should keep the code cleaner.
2005 * When this is called, the players direction has been updated 2021 * When this is called, the players direction has been updated
2006 * (taking into account confusion.) The player is also actually 2022 * (taking into account confusion.) The player is also actually
2007 * going to try and move (not fire weapons). 2023 * going to try and move (not fire weapons).
2008 */ 2024 */
2009void 2025bool
2010move_player_attack (object *op, int dir) 2026move_player_attack (object *op, int dir)
2011{ 2027{
2012 object *tmp, *mon;
2013 sint16 nx, ny;
2014 int on_battleground; 2028 int on_battleground;
2015 maptile *m;
2016 2029
2017 nx = freearr_x[dir] + op->x; 2030 sint16 nx = freearr_x[dir] + op->x;
2018 ny = freearr_y[dir] + op->y; 2031 sint16 ny = freearr_y[dir] + op->y;
2019 2032
2020 on_battleground = op_on_battleground (op, 0, 0); 2033 on_battleground = op_on_battleground (op, 0, 0);
2034
2035 if (out_of_map (op->map, nx, ny))
2036 return false;
2037
2038 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2039 {
2040 --op->speed_left;
2041 return true;
2042 }
2021 2043
2022 /* If braced, or can't move to the square, and it is not out of the 2044 /* 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 2045 * 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 2046 * 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 2047 * 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 2048 * 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 2049 * 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 2050 * quite a bit of processing. However, it probably is less than what
2029 * move_ob uses. 2051 * move_ob uses.
2030 */ 2052 */
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); 2053 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 2054
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 2055 /* 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. 2056 * 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 2057 * if its a door or barrel (can roll) see if there may be monsters
2049 * on the space 2058 * on the space
2050 */ 2059 */
2051 while (tmp) 2060 object *mon;
2052 { 2061 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2053 if (tmp == op) 2062 {
2054 { 2063 if ((mon->flag [FLAG_ALIVE]
2055 tmp = tmp->above; 2064 || mon->type == LOCKED_DOOR
2056 continue; 2065 || mon->flag [FLAG_CAN_ROLL])
2057 }
2058
2059 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2060 {
2061 mon = tmp; 2066 && mon != op)
2062 break; 2067 break;
2063 } 2068 }
2064 2069
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 */ 2070 if (!mon) /* This happens anytime the player tries to move */
2072 return; /* into a wall */ 2071 return false; /* into a wall */
2073 2072
2074 if (mon->head)
2075 mon = mon->head; 2073 mon = mon->head_ ();
2076 2074
2077 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2075 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2076 if (op->contr->weapon_sp_left > 0.f)
2078 if (player_attack_door (op, mon)) 2077 if (player_attack_door (op, mon))
2078 {
2079 --op->contr->weapon_sp_left;
2079 return; 2080 return true;
2081 }
2080 2082
2081 /* The following deals with possibly attacking peaceful 2083 /* The following deals with possibly attacking peaceful
2082 * or frienddly creatures. Basically, all players are considered 2084 * or friendly creatures. Basically, all players are considered
2083 * unaggressive. If the moving player has peaceful set, then the 2085 * unaggressive. If the moving player has peaceful set, then the
2084 * object should be pushed instead of attacked. It is assumed that 2086 * object should be pushed instead of attacked. It is assumed that
2085 * if you are braced, you will not attack friends accidently, 2087 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them. 2088 * and thus will not push them.
2087 */ 2089 */
2088 2090
2089 /* If the creature is a pet, push it even if the player is not 2091 /* 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 2092 * peaceful. Our assumption is the creature is a pet if the
2091 * player owns it and it is either friendly or unagressive. 2093 * player owns it and it is either friendly or unagressive.
2092 */ 2094 */
2093 if ((op->type == PLAYER) 2095 if (op->type == PLAYER
2094#if COZY_SERVER
2095 &&
2096 ((mon->owner && mon->owner->contr 2096 && ((mon->owner && mon->owner->contr
2097 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2097 && same_party (mon->owner->contr->party, op->contr->party))
2098#else
2099 && mon->owner == op 2098 || mon->owner == op)
2100#endif
2101 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2099 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2102 { 2100 {
2103 /* If we're braced, we don't want to switch places with it */ 2101 /* If we're braced, we don't want to switch places with it */
2104 if (op->contr->braced) 2102 if (op->contr->braced)
2105 return; 2103 return false;
2106 2104
2107 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2105 if (op->speed_left > 0.f)
2106 {
2107 --op->speed_left;
2108
2109 op->play_sound (sound_find ("push_player"));
2108 (void) push_ob (mon, dir, op); 2110 push_ob (mon, dir, op);
2111
2109 if (op->contr->tmp_invis || op->hide) 2112 if (op->contr->tmp_invis || op->hide)
2110 make_visible (op); 2113 make_visible (op);
2111 2114
2112 return; 2115 return true;
2113 } 2116 }
2117 else
2118 return false;
2119 }
2114 2120
2115 /* in certain circumstances, you shouldn't attack friendly 2121 /* in certain circumstances, you shouldn't attack friendly
2116 * creatures. Note that if you are braced, you can't push 2122 * creatures. Note that if you are braced, you can't push
2117 * someone, but put it inside this loop so that you won't 2123 * someone, but put it inside this loop so that you won't
2118 * attack them either. 2124 * attack them either.
2119 */ 2125 */
2120 if ((mon->type == PLAYER || mon->enemy != op) && 2126 if ((mon->type == PLAYER || mon->enemy != op)
2121 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2127 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2122#ifdef PROHIBIT_PLAYERKILL
2123 (op->contr->peaceful 2128 && ((op->contr->peaceful
2124 || (mon->type == PLAYER 2129 || (mon->type == PLAYER && mon->contr->peaceful))
2125 && mon->contr->
2126 peaceful)) &&
2127#else
2128 op->contr->peaceful &&
2129#endif
2130 !on_battleground)) 2130 && !on_battleground))
2131 {
2132 if (op->speed_left > 0.f)
2131 { 2133 {
2134 --op->speed_left;
2135
2132 if (!op->contr->braced) 2136 if (!op->contr->braced)
2133 { 2137 {
2134 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2138 op->play_sound (sound_find ("push_player"));
2135 push_ob (mon, dir, op); 2139 push_ob (mon, dir, op);
2136 } 2140 }
2137 else 2141 else
2138 new_draw_info (0, 0, op, "You withhold your attack"); 2142 new_draw_info (0, 0, op, "You withhold your attack");
2139 2143
2140 if (op->contr->tmp_invis || op->hide) 2144 if (op->contr->tmp_invis || op->hide)
2141 make_visible (op); 2145 make_visible (op);
2142 }
2143 2146
2147 return true;
2148 }
2149 }
2144 /* If the object is a boulder or other rollable object, then 2150 /* 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. 2151 * roll it if not braced. You can't roll it if you are braced.
2146 */ 2152 */
2147 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2153 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2154 {
2155 if (op->speed_left > 0.f)
2148 { 2156 {
2157 --op->speed_left;
2158
2149 recursive_roll (mon, dir, op); 2159 recursive_roll (mon, dir, op);
2150 if (action_makes_visible (op)) 2160 if (action_makes_visible (op))
2151 make_visible (op); 2161 make_visible (op);
2152 }
2153 2162
2163 return true;
2164 }
2165 }
2154 /* Any generic living creature. Including things like doors. 2166 /* Any generic living creature. Including things like doors.
2155 * Way it works is like this: First, it must have some hit points 2167 * 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: 2168 * 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 2169 * 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. 2170 * that party_number -1 is no party, so attacks can still happen.
2159 */ 2171 */
2160 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2172 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))) 2173 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2162 { 2174 {
2163 2175 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 { 2176 {
2171 op->speed_left += op->speed / op->contr->weapon_sp; 2177 --op->contr->weapon_sp_left;
2172
2173 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2174 }
2175 2178
2176 skill_attack (mon, op, 0, 0, 0); 2179 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 2180
2192 if (action_makes_visible (op)) 2181 if (action_makes_visible (op))
2193 make_visible (op); 2182 make_visible (op);
2194 }
2195 } /* if player should attack something */
2196}
2197 2183
2198int 2184 return true;
2185 }
2186 }
2187
2188 return false;
2189}
2190
2191bool
2199move_player (object *op, int dir) 2192move_player (object *op, int dir)
2200{ 2193{
2201 int pick; 2194 int pick;
2202 2195
2203 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2196 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2210 return 0; 2203 return 0;
2211 } 2204 }
2212 2205
2213 /* peterm: added following line */ 2206 /* peterm: added following line */
2214 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2207 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2215 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2208 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2216 2209
2217 op->facing = dir; 2210 op->facing = dir;
2218 2211
2219 if (op->hide) 2212 if (op->hide)
2220 do_hidden_move (op); 2213 do_hidden_move (op);
2221 2214
2215 bool retval;
2216
2222 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2217 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2223 /*nop */ ; 2218 retval = RESULT_INT (0);
2224 else if (op->contr->fire_on) 2219 else if (op->contr->fire_on)
2225 fire (op, dir); 2220 retval = fire (op, dir);
2226 else 2221 else
2227 { 2222 {
2228 move_player_attack (op, dir); 2223 retval = move_player_attack (op, dir);
2229 pick = check_pick (op); 2224 pick = check_pick (op);
2230 } 2225 }
2231 2226
2232 /* Add special check for newcs players and fire on - this way, the 2227 /* Add special check for newcs players and fire on - this way, the
2233 * server can handle repeat firing. 2228 * server can handle repeat firing.
2240 /* Update how the player looks. Use the facing, so direction may 2235 /* Update how the player looks. Use the facing, so direction may
2241 * get reset to zero. This allows for full animation capabilities 2236 * get reset to zero. This allows for full animation capabilities
2242 * for players. 2237 * for players.
2243 */ 2238 */
2244 animate_object (op, op->facing); 2239 animate_object (op, op->facing);
2245 return 0; 2240
2241 return retval;
2246} 2242}
2247 2243
2248/* This is similar to handle_player, below, but is only used by the 2244/* This is similar to handle_player, below, but is only used by the
2249 * new client/server stuff. 2245 * new client/server stuff.
2250 * This is sort of special, in that the new client/server actually uses 2246 * This is sort of special, in that the new client/server actually uses
2251 * the new speed values for commands. 2247 * the new speed values for commands.
2252 * 2248 *
2253 * Returns true if there are more actions we can do. 2249 * Returns true if there are more actions we can do. Should not do
2250 * many actions in a row, as that would be too unfair to other
2251 * players.
2254 */ 2252 */
2255int 2253bool
2256handle_newcs_player (object *op) 2254handle_newcs_player (object *op)
2257{ 2255{
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)) 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2279 { 2257 {
2280 flee_player (op); 2258 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 { 2259 {
2284 op->speed_left--; 2260 --op->speed_left;
2261 flee_player (op);
2262
2285 return 0; 2263 return true;
2286 } 2264 }
2265 else
2266 return false;
2287 } 2267 }
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 2268
2297 /* call this here - we also will call this in do_ericserver, but 2269 /* call this here - we also will call this in do_ericserver, but
2298 * the players time has been increased when doericserver has been 2270 * the players time has been increased when doericserver has been
2299 * called, so we recheck it here. 2271 * called, so we recheck it here.
2300 */ 2272 */
2301 if (op->contr->ns->handle_command ()) 2273 if (op->contr->ns->handle_command ())
2302 return 1; 2274 return true;
2303 2275
2304 if (op->speed_left > 0)
2305 {
2306 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2276 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); 2277 return move_player (op, op->direction);
2316 2278
2317 return op->speed_left > 0;
2318 }
2319 }
2320
2321 return 0; 2279 return false;
2322} 2280}
2323 2281
2324int 2282int
2325save_life (object *op) 2283save_life (object *op)
2326{ 2284{
2328 return 0; 2286 return 0;
2329 2287
2330 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2288 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2331 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2289 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2332 { 2290 {
2333 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2291 op->play_sound (sound_find ("ob_evaporate"));
2334 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2292 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2335 2293
2336 if (op->contr) 2294 if (op->contr)
2337 esrv_del_item (op->contr, tmp->count); 2295 esrv_del_item (op->contr, tmp->count);
2338 2296
2358/* This goes throws the inventory and removes unpaid objects, and puts them 2316/* This goes throws the inventory and removes unpaid objects, and puts them
2359 * back in the map (location and map determined by values of env). This 2317 * back in the map (location and map determined by values of env). This
2360 * function will descend into containers. op is the object to start the search 2318 * function will descend into containers. op is the object to start the search
2361 * from. 2319 * from.
2362 */ 2320 */
2363void 2321static void
2364remove_unpaid_objects (object *op, object *env) 2322drop_unpaid_items (object *op, object *env)
2365{ 2323{
2366 object *next;
2367
2368 while (op) 2324 while (op)
2369 { 2325 {
2370 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2326 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2371 2327
2372 if (QUERY_FLAG (op, FLAG_UNPAID)) 2328 if (QUERY_FLAG (op, FLAG_UNPAID))
2375 esrv_del_item (env->contr, op->count); 2331 esrv_del_item (env->contr, op->count);
2376 2332
2377 op->insert_at (env); 2333 op->insert_at (env);
2378 } 2334 }
2379 else if (op->inv) 2335 else if (op->inv)
2380 remove_unpaid_objects (op->inv, env); 2336 drop_unpaid_items (op->inv, env);
2381 2337
2382 op = next; 2338 op = next;
2383 } 2339 }
2340}
2341
2342void
2343object::drop_unpaid_items ()
2344{
2345 if (!flag [FLAG_REMOVED])
2346 ::drop_unpaid_items (inv, this);
2384} 2347}
2385 2348
2386/* 2349/*
2387 * Returns pointer a static string containing gravestone text 2350 * Returns pointer a static string containing gravestone text
2388 * Moved from apply.c to player.c - player.c is what 2351 * Moved from apply.c to player.c - player.c is what
2438 int rate_grace = 2000; 2401 int rate_grace = 2000;
2439 const int max_hp = 1; 2402 const int max_hp = 1;
2440 const int max_sp = 1; 2403 const int max_sp = 1;
2441 const int max_grace = 1; 2404 const int max_grace = 1;
2442 2405
2443 if (op->contr->outputs_sync) 2406 if (op->contr->hidden)
2407 {
2408 op->invisible = 1000;
2409 /* the socket code flashes the player visible/invisible
2410 * depending on the value of invisible, so we need to
2411 * alternate it here for it to work correctly.
2412 */
2413 if (pticks & 2)
2414 op->invisible--;
2444 { 2415 }
2445 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2416 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) 2417 {
2447 flush_output_element (op, &op->contr->outputs[i]); 2418 if (!op->invisible--)
2419 {
2420 make_visible (op);
2421 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2422 }
2448 } 2423 }
2449 2424
2450 if (op->contr->ns->state == ST_PLAYING) 2425 if (op->contr->ns->state == ST_PLAYING)
2451 { 2426 {
2452 /* these next three if clauses make it possible to SLOW DOWN 2427 /* these next three if clauses make it possible to SLOW DOWN
2474 gen_grace = op->stats.maxgrace; 2449 gen_grace = op->stats.maxgrace;
2475 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2450 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2476 } 2451 }
2477 2452
2478 /* Regenerate Spell Points */ 2453 /* Regenerate Spell Points */
2479 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2454 if (!op->contr->golem && --op->last_sp < 0)
2480 { 2455 {
2481 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2456 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) 2457 if (op->stats.sp < op->stats.maxsp)
2483 { 2458 {
2484 op->stats.sp++; 2459 op->stats.sp++;
2582 } 2557 }
2583 2558
2584 /* Digestion */ 2559 /* Digestion */
2585 if (--op->last_eat < 0) 2560 if (--op->last_eat < 0)
2586 { 2561 {
2587#ifdef COZY_SERVER 2562 int bonus = max (0, op->contr->digestion),
2588 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2563 penalty = max (0, -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;
2592#endif
2593 2564
2594 if (op->contr->gen_hp > 0)
2595 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2565 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2596 else
2597 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2598 2566
2599 /* dms do not consume food */ 2567 /* dms do not consume food */
2600 if (!QUERY_FLAG (op, FLAG_WIZ)) 2568 if (!QUERY_FLAG (op, FLAG_WIZ))
2601 op->stats.food--; 2569 op->stats.food--;
2602 } 2570 }
2663 object *tmp; 2631 object *tmp;
2664 2632
2665 if (save_life (op)) 2633 if (save_life (op))
2666 return; 2634 return;
2667 2635
2668
2669 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2636 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2670 * in cities ONLY!!! It is very important that this doesn't get abused. 2637 * in cities ONLY!!! It is very important that this doesn't get abused.
2671 * Look at op_on_battleground() for more info --AndreasV 2638 * Look at op_on_battleground() for more info --AndreasV
2672 */ 2639 */
2673 if (op_on_battleground (op, &x, &y)) 2640 if (op_on_battleground (op, &x, &y))
2702 tmp->name = buf; 2669 tmp->name = buf;
2703 sprintf (buf, " This finger has been cut off %s\n" 2670 sprintf (buf, " This finger has been cut off %s\n"
2704 " the %s, when he was defeated at\n level %d by %s.\n", 2671 " 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); 2672 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2706 tmp->msg = buf; 2673 tmp->msg = buf;
2707 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2674 tmp->value = 0, tmp->type = 0;
2708 tmp->materialname = NULL; 2675 tmp->materialname = "organics";
2709 tmp->insert_at (op, tmp); 2676 tmp->insert_at (op, tmp);
2710 } 2677 }
2711 2678
2712 /* teleport defeated player to new destination */ 2679 /* teleport defeated player to new destination */
2713 transfer_ob (op, x, y, 0, NULL); 2680 transfer_ob (op, x, y, 0, NULL);
2725 strcpy (op->contr->killer, "starvation"); 2692 strcpy (op->contr->killer, "starvation");
2726 } 2693 }
2727 else 2694 else
2728 sprintf (buf, "%s died.", &op->name); 2695 sprintf (buf, "%s died.", &op->name);
2729 2696
2730 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2697 op->contr->play_sound (sound_find ("player_dies"));
2731 2698
2732 /* save the map location for corpse, gravestone */ 2699 /* save the map location for corpse, gravestone */
2733 x = op->x; 2700 x = op->x;
2734 y = op->y; 2701 y = op->y;
2735 map = op->map; 2702 map = op->map;
2909 op->stats.hp = op->stats.maxhp; 2876 op->stats.hp = op->stats.maxhp;
2910 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2877 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2911 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2878 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2912 2879
2913 /* 2880 /*
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 2881 * Check to see if the player has any unpaid items. If so, remove them
2916 * in the map. 2882 * and put them back in the map.
2917 */ 2883 */
2918 2884 op->drop_unpaid_items ();
2919 if (is_in_shop (op))
2920 remove_unpaid_objects (op->inv, op);
2921 2885
2922 /****************************************/ 2886 /****************************************/
2923 /* */ 2887 /* */
2924 /* Move player to his current respawn- */ 2888 /* Move player to his current respawn- */
2925 /* position (usually last savebed) */ 2889 /* position (usually last savebed) */
2945 object *force; 2909 object *force;
2946 int at; 2910 int at;
2947 2911
2948 force = get_archetype (FORCE_NAME); 2912 force = get_archetype (FORCE_NAME);
2949 /* 50 ticks should be enough time for the spell to abate */ 2913 /* 50 ticks should be enough time for the spell to abate */
2950 force->speed = 0.1; 2914 force->speed = 0.1f;
2951 force->speed_left = -5.0; 2915 force->speed_left = -5.f;
2952 SET_FLAG (force, FLAG_APPLIED); 2916 SET_FLAG (force, FLAG_APPLIED);
2953 for (at = 0; at < NROFATTACKS; at++) 2917 for (at = 0; at < NROFATTACKS; at++)
2954 if (will_kill_again & (1 << at)) 2918 if (will_kill_again & (1 << at))
2955 force->resist[at] = 100; 2919 force->resist[at] = 100;
2956 2920
2965void 2929void
2966loot_object (object *op) 2930loot_object (object *op)
2967{ /* Grab and destroy some treasure */ 2931{ /* Grab and destroy some treasure */
2968 object *tmp, *tmp2, *next; 2932 object *tmp, *tmp2, *next;
2969 2933
2970 if (op->container) 2934 op->close_container (); /* close open sack first */
2971 esrv_apply_container (op, op->container); /* close open sack first */
2972 2935
2973 for (tmp = op->inv; tmp; tmp = next) 2936 for (tmp = op->inv; tmp; tmp = next)
2974 { 2937 {
2975 next = tmp->below; 2938 next = tmp->below;
2976 2939
2977 if (tmp->invisible) 2940 if (tmp->invisible)
2978 continue; 2941 continue;
2979 2942
2980 tmp->remove (); 2943 tmp->remove ();
2981 tmp->x = op->x, tmp->y = op->y; 2944 tmp->x = op->x, tmp->y = op->y;
2945
2982 if (tmp->type == CONTAINER) 2946 if (tmp->type == CONTAINER)
2983 { /* empty container to ground */ 2947 loot_object (tmp); /* empty container to ground */
2984 loot_object (tmp); 2948
2985 }
2986 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2949 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2987 { 2950 {
2988 if (tmp->nrof > 1) 2951 if (tmp->nrof > 1)
2989 { 2952 {
2990 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2953 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2991 tmp2->destroy (); 2954 tmp2->destroy ();
3002/* 2965/*
3003 * fix_weight(): Check recursively the weight of all players, and fix 2966 * fix_weight(): Check recursively the weight of all players, and fix
3004 * what needs to be fixed. Refresh windows and fix speed if anything 2967 * what needs to be fixed. Refresh windows and fix speed if anything
3005 * was changed. 2968 * was changed.
3006 */ 2969 */
3007
3008void 2970void
3009fix_weight (void) 2971fix_weight (void)
3010{ 2972{
3011 for_all_players (pl) 2973 for_all_players (pl)
3012 { 2974 {
3072 if (op->type == PLAYER) 3034 if (op->type == PLAYER)
3073 { 3035 {
3074 op->contr->tmp_invis = 0; 3036 op->contr->tmp_invis = 0;
3075 op->contr->invis_race = 0; 3037 op->contr->invis_race = 0;
3076 } 3038 }
3039
3077 update_object (op, UP_OBJ_FACE); 3040 update_object (op, UP_OBJ_CHANGE);
3078} 3041}
3079 3042
3080int 3043int
3081is_true_undead (object *op) 3044is_true_undead (object *op)
3082{ 3045{
3083 object *tmp = NULL;
3084
3085 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3046 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3086 return 1; 3047 return 1;
3087 3048
3088 return 0; 3049 return 0;
3089} 3050}
3090 3051
3134/* For Hidden creatures - a chance of becoming 'unhidden' 3095/* For Hidden creatures - a chance of becoming 'unhidden'
3135 * every time they move - as we subtract off 'invisibility' 3096 * every time they move - as we subtract off 'invisibility'
3136 * AND, for players, if they move into a ridiculously unhideable 3097 * AND, for players, if they move into a ridiculously unhideable
3137 * spot (surrounded by clear terrain in broad daylight). -b.t. 3098 * spot (surrounded by clear terrain in broad daylight). -b.t.
3138 */ 3099 */
3139
3140void 3100void
3141do_hidden_move (object *op) 3101do_hidden_move (object *op)
3142{ 3102{
3143 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3103 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3144 object *skop; 3104 object *skop;
3261 * a blocked los square. 3221 * a blocked los square.
3262 * we use the archetype to figure out offsets. 3222 * we use the archetype to figure out offsets.
3263 */ 3223 */
3264 while (op) 3224 while (op)
3265 { 3225 {
3266 dx = rv.distance_x + op->arch->clone.x; 3226 dx = rv.distance_x + op->arch->x;
3267 dy = rv.distance_y + op->arch->clone.y; 3227 dy = rv.distance_y + op->arch->y;
3268 3228
3269 /* only the viewable area the player sees is updated by LOS 3229 /* only the viewable area the player sees is updated by LOS
3270 * code, so we need to restrict ourselves to that range of values 3230 * code, so we need to restrict ourselves to that range of values
3271 * for any meaningful values. 3231 * for any meaningful values.
3272 */ 3232 */
3377 char buf[MAX_BUF]; /* tmp. string buffer */ 3337 char buf[MAX_BUF]; /* tmp. string buffer */
3378 int i = 0, j = 0; 3338 int i = 0, j = 0;
3379 3339
3380 /* get the appropriate treasurelist */ 3340 /* get the appropriate treasurelist */
3381 if (atnr == ATNR_FIRE) 3341 if (atnr == ATNR_FIRE)
3382 trlist = find_treasurelist ("dragon_ability_fire"); 3342 trlist = treasurelist::find ("dragon_ability_fire");
3383 else if (atnr == ATNR_COLD) 3343 else if (atnr == ATNR_COLD)
3384 trlist = find_treasurelist ("dragon_ability_cold"); 3344 trlist = treasurelist::find ("dragon_ability_cold");
3385 else if (atnr == ATNR_ELECTRICITY) 3345 else if (atnr == ATNR_ELECTRICITY)
3386 trlist = find_treasurelist ("dragon_ability_elec"); 3346 trlist = treasurelist::find ("dragon_ability_elec");
3387 else if (atnr == ATNR_POISON) 3347 else if (atnr == ATNR_POISON)
3388 trlist = find_treasurelist ("dragon_ability_poison"); 3348 trlist = treasurelist::find ("dragon_ability_poison");
3389 3349
3390 if (trlist == NULL || who->type != PLAYER) 3350 if (trlist == NULL || who->type != PLAYER)
3391 return; 3351 return;
3392 3352
3393 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3353 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]); */ 3357 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3398 return; 3358 return;
3399 } 3359 }
3400 3360
3401 /* everything seems okay - now bring on the gift: */ 3361 /* everything seems okay - now bring on the gift: */
3402 item = &(tr->item->clone); 3362 item = tr->item;
3403 3363
3404 if (item->type == SPELL) 3364 if (item->type == SPELL)
3405 { 3365 {
3406 if (check_spell_known (who, item->name)) 3366 if (check_spell_known (who, item->name))
3407 return; 3367 return;
3466 { 3426 {
3467 /* forces in the treasurelist can alter the player's stats */ 3427 /* forces in the treasurelist can alter the player's stats */
3468 object *skin; 3428 object *skin;
3469 3429
3470 /* first get the dragon skin force */ 3430 /* first get the dragon skin force */
3471 shstr_cmp dragon_skin_force ("dragon_skin_force");
3472 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3431 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3473 ; 3432 ;
3474 3433
3475 if (!skin) 3434 if (!skin)
3476 return; 3435 return;
3477 3436
3525 * not readied. 3484 * not readied.
3526 */ 3485 */
3527void 3486void
3528player_unready_range_ob (player *pl, object *ob) 3487player_unready_range_ob (player *pl, object *ob)
3529{ 3488{
3530 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3489 if (pl->ob->current_weapon == ob)
3490 pl->ob->current_weapon = 0;
3491
3492 if (pl->combat_ob == ob)
3493 pl->combat_ob = 0;
3494
3531 if (pl->ranges[i] == ob) 3495 if (pl->ranged_ob == ob)
3532 {
3533 pl->ranges[i] = 0; 3496 pl->ranged_ob = 0;
3534 if (pl->shoottype == i)
3535 pl->shoottype = range_none;
3536 }
3537} 3497}
3498
3499sint8
3500player::visibility_at (maptile *map, int x, int y) const
3501{
3502 if (!ns)
3503 return 0;
3504
3505 int dx, dy;
3506 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3507 return 0;
3508
3509 x += dx - ns->current_x + ns->mapx / 2;
3510 y += dy - ns->current_y + ns->mapy / 2;
3511
3512 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3513 return 0;
3514
3515 return 100 - blocked_los [x][y];
3516}

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