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Comparing deliantra/server/server/player.C (file contents):
Revision 1.99 by root, Thu Jan 18 19:42:10 2007 UTC vs.
Revision 1.128 by root, Sat May 12 18:40:40 2007 UTC

21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 26#include <sproto.h>
28#include <sounds.h> 27#include <sounds.h>
29#include <living.h> 28#include <living.h>
30#include <object.h> 29#include <object.h>
31#include <spells.h> 30#include <spells.h>
116 115
117 news[0] = '\0'; 116 news[0] = '\0';
118 subject[0] = '\0'; 117 subject[0] = '\0';
119 size = 0; 118 size = 0;
120 119
121 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
122 { 121 {
123 if (*buf == '#') 122 if (*buf == '#')
124 continue; 123 continue;
125 124
126 if (*buf == '%') 125 if (*buf == '%')
127 { /* send one news */ 126 { /* send one news */
128 if (size > 0) 127 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
130 129
131 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
132 strip_endline (subject); 131 strip_endline (subject);
133 size = 0; 132 size = 0;
134 news[0] = '\0'; 133 news[0] = '\0';
144 size += strlen (buf); 143 size += strlen (buf);
145 } 144 }
146 } 145 }
147 146
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
150 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
151} 150}
152 151
153/* This loads the first map an puts the player on it. */ 152/* This loads the first map an puts the player on it. */
154static void 153static void
194 return; 193 return;
195 194
196 terminate_all_pets (ob); 195 terminate_all_pets (ob);
197 remove_friendly_object (ob); 196 remove_friendly_object (ob);
198 ob->deactivate_recursive (); 197 ob->deactivate_recursive ();
198
199 if (ob->map)
199 maplevel = ob->map->path; 200 maplevel = ob->map->path;
201
200 ob->remove (); 202 ob->remove ();
201 ob->map = 0; 203 ob->map = 0;
204 party = 0;
202 205
203 // for weird reasons, this is often "ob", keeping a circular reference 206 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
204 ranges [range_skill] = 0;
205 207
206 players.erase (this); 208 players.erase (this);
207} 209}
208 210
209// connect the player with a specific client 211// connect the player with a specific client
210// also changed, rationalises, and fixes some incorrect settings 212// also changes, rationalises, and fixes some incorrect settings
211void 213void
212player::connect (client *ns) 214player::connect (client *ns)
213{ 215{
214 this->ns = ns; 216 this->ns = ns;
215 ns->pl = this; 217 ns->pl = this;
216 218
217 run_on = 0; 219 run_on = 0;
218 fire_on = 0; 220 fire_on = 0;
219 ob->container = 0; //TODO: client-specific 221 ob->close_container (); //TODO: client-specific
220 222
221 ns->update_look = 0; 223 ns->update_look = 0;
222 ns->look_position = 0; 224 ns->look_position = 0;
223 225
224 clear_los (ob); 226 clear_los (ob);
227 229
228 /* make sure he's a player -- needed because of class change. */ 230 /* make sure he's a player -- needed because of class change. */
229 ob->type = PLAYER; // we are paranoid 231 ob->type = PLAYER; // we are paranoid
230 ob->race = ob->arch->clone.race; 232 ob->race = ob->arch->clone.race;
231 233
232 if (!legal_range (ob, shoottype))
233 shoottype = range_none;
234
235 ob->carrying = sum_weight (ob); 234 ob->carrying = sum_weight (ob);
236 link_player_skills (ob); 235 link_player_skills (ob);
237 236
238 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
239 238
240 assign (title, ob->arch->clone.name); 239 assign (title, ob->arch->clone.name);
241
242 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
243 * from the class, and not race. I don't see any way to get the class information
244 * to then update this. I don't think this will actually break anything - anyone
245 * that can use armour should be able to use a shield. What this may 'break'
246 * are features new characters get, eg, if someone starts up with a Q, they
247 * should be able to use a shield. However, old Q's won't get that advantage.
248 */
249 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
250 SET_FLAG (ob, FLAG_USE_SHIELD);
251 240
252 /* if it's a dragon player, set the correct title here */ 241 /* if it's a dragon player, set the correct title here */
253 if (is_dragon_pl (ob)) 242 if (is_dragon_pl (ob))
254 { 243 {
255 object *tmp, *abil = 0, *skin = 0; 244 object *tmp, *abil = 0, *skin = 0;
269 258
270 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
271 260
272 esrv_new_player (this, ob->weight + ob->carrying); 261 esrv_new_player (this, ob->weight + ob->carrying);
273 262
263 for (object *op = ob->inv; op; op = op->below)
264 if (op->flag [FLAG_APPLIED])
265 switch (op->type)
266 {
267 case WAND:
268 case ROD:
269 case HORN:
270 case BOW:
271 case SKILL:
272 case SKILL_TOOL:
273 case WEAPON:
274 apply_special (ob, op, AP_UNAPPLY);
275 apply_special (ob, op, AP_APPLY);
276 break;
277 }
278
274 ob->update_stats (); 279 ob->update_stats ();
275 ns->floorbox_update (); 280 ns->floorbox_update ();
276 281
277 esrv_send_inventory (ob, ob); 282 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0); 283 esrv_add_spells (this, 0);
297 302
298 INVOKE_PLAYER (DISCONNECT, this); 303 INVOKE_PLAYER (DISCONNECT, this);
299 304
300 ns->reset_stats (); 305 ns->reset_stats ();
301 ns->pl = 0; 306 ns->pl = 0;
302 this->ns = 0; 307 ns = 0;
303 } 308 }
304 309
310 if (ob)
305 ob->container = 0; //TODO: client-specific 311 ob->close_container (); //TODO: client-specific
312
306 deactivate (); 313 deactivate ();
307} 314}
308 315
309// the need for this function can be explained 316// the need for this function can be explained
310// by load_object not returning the object 317// by load_object not returning the object
311void 318void
312player::set_object (object *op) 319player::set_object (object *op)
313{ 320{
314 ob = op; 321 ob = op;
315 ob->contr = this; /* this aren't yet in archetype */ 322 ob->contr = this; /* this aren't yet in archetype */
316 323
317 ob->speed_left = 0.5; 324 ob->speed_left = 0.5;
318 ob->speed = 1.0; 325 ob->speed = 1.0;
319 ob->direction = 5; /* So player faces south */ 326 ob->direction = 5; /* So player faces south */
320 ob->stats.wc = 2;
321 ob->run_away = 25; /* Then we panick... */
322
323 ob->roll_stats ();
324} 327}
325 328
326player::player () 329player::player ()
327{ 330{
328 /* There are some elements we want initialised to non zero value - 331 /* There are some elements we want initialised to non zero value -
329 * we deal with that below this point. 332 * we deal with that below this point.
330 */ 333 */
331 outputs_sync = 16; /* Every 2 seconds */ 334 outputs_sync = 4;
332 outputs_count = 8; /* Keeps present behaviour */ 335 outputs_count = 4;
333 unapply = unapply_nochoice; 336 unapply = unapply_nochoice;
334 337
335 savebed_map = first_map_path; /* Init. respawn position */ 338 savebed_map = first_map_path; /* Init. respawn position */
336 339
337 gen_sp_armour = 10; 340 gen_sp_armour = 10;
338 shoottype = range_none;
339 bowtype = bow_normal; 341 bowtype = bow_normal;
340 petmode = pet_normal; 342 petmode = pet_normal;
341 listening = 10; 343 listening = 10;
342 usekeys = containers; 344 usekeys = containers;
343 peaceful = 1; /* default peaceful */ 345 peaceful = 1; /* default peaceful */
372player::create () 374player::create ()
373{ 375{
374 player *pl = new player; 376 player *pl = new player;
375 377
376 pl->set_object (arch_to_object (get_player_archetype (0))); 378 pl->set_object (arch_to_object (get_player_archetype (0)));
379
380 pl->ob->roll_stats ();
381 pl->ob->stats.wc = 2;
382 pl->ob->run_away = 25; /* Then we panick... */
383
377 set_first_map (pl->ob); 384 set_first_map (pl->ob);
378 385
379 return pl; 386 return pl;
380} 387}
381 388
527 x = mon->x; 534 x = mon->x;
528 y = mon->y; 535 y = mon->y;
529 m = mon->map; 536 m = mon->map;
530 dir = rv.direction; 537 dir = rv.direction;
531 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 538 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
532 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 539 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
540
533 /* If we can't solve it within the search distance, return now. */ 541 /* If we can't solve it within the search distance, return now. */
534 if (diff > max) 542 if (diff > max)
535 return 0; 543 return 0;
544
536 while (diff > 1 && max > 0) 545 while (diff > 1 && max > 0)
537 { 546 {
538 lastx = x; 547 lastx = x;
539 lasty = y; 548 lasty = y;
540 lastmap = m; 549 lastmap = m;
622 max--; 631 max--;
623 lastdir = dir; 632 lastdir = dir;
624 if (!firstdir) 633 if (!firstdir)
625 firstdir = dir; 634 firstdir = dir;
626 } 635 }
636
627 if (diff <= 1) 637 if (diff <= 1)
628 { 638 {
629 /* Recalculate diff (distance) because we may not have actually 639 /* Recalculate diff (distance) because we may not have actually
630 * headed toward player for entire distance. 640 * headed toward player for entire distance.
631 */ 641 */
632 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 642 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
633 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 643 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
634 } 644 }
645
635 if (diff > max) 646 if (diff > max)
636 return 0; 647 return 0;
637 } 648 }
649
638 /* If we reached the max, didn't find a direction in time */ 650 /* If we reached the max, didn't find a direction in time */
639 if (!max) 651 if (!max)
640 return 0; 652 return 0;
641 653
642 return firstdir; 654 return firstdir;
772} 784}
773 785
774void 786void
775object::roll_stats () 787object::roll_stats ()
776{ 788{
777 int statsort [7]; 789 int statsort [NUM_STATS];
778 790
779 for (;;) 791 for (;;)
780 { 792 {
781 int sum = 0; 793 int sum = 0;
782 for (int i = 7; i--; ) 794 for (int i = NUM_STATS; i--; )
783 sum += statsort [i] = roll_stat (); 795 sum += statsort [i] = roll_stat ();
784 796
785 if (sum >= 82 && sum <= 116) 797 if (sum >= 82 && sum <= 116)
786 break; 798 break;
787 } 799 }
788 800
789 // Sort the stats so that rerolling is easier... 801 // Sort the stats so that rerolling is easier...
790 std::sort (statsort, statsort + 7, std::greater<int>()); 802 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
791 803
804 for (int i = 0; i < NUM_STATS; ++i)
792 stats.Str = statsort[0]; 805 stats.stat (i) = statsort [i];
793 stats.Dex = statsort[1];
794 stats.Con = statsort[2];
795 stats.Int = statsort[3];
796 stats.Wis = statsort[4];
797 stats.Pow = statsort[5];
798 stats.Cha = statsort[6];
799 806
800 stats.exp = 0; 807 stats.exp = 0;
801 stats.ac = 0; 808 stats.ac = 0;
802 809
803 stats.hp = stats.maxhp; 810 stats.hp = stats.maxhp;
815} 822}
816 823
817void 824void
818object::swap_stats (int a, int b) 825object::swap_stats (int a, int b)
819{ 826{
820 int tmp = get_attr_value (&contr->orig_stats, a); 827 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
821 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
822 set_attr_value (&contr->orig_stats, b, tmp);
823 828
829 for (int i = 0; i < NUM_STATS; ++i)
824 stats.Str = contr->orig_stats.Str; 830 stats.stat (i) = contr->orig_stats.stat (i);
825 stats.Dex = contr->orig_stats.Dex;
826 stats.Con = contr->orig_stats.Con;
827 stats.Int = contr->orig_stats.Int;
828 stats.Wis = contr->orig_stats.Wis;
829 stats.Pow = contr->orig_stats.Pow;
830 stats.Cha = contr->orig_stats.Cha;
831 831
832 //TODO: the following code looks so borked and should, at the very least, 832 //TODO: the following code looks so borked and should, at the very least,
833 // be merged with the similar code in roll_stats 833 // be merged with the similar code in roll_stats
834 stats.ac = 0; 834 stats.ac = 0;
835 835
866 * appropriate action with it (change race, or other things). 866 * appropriate action with it (change race, or other things).
867 * The function name is for historical reasons - now we have 867 * The function name is for historical reasons - now we have
868 * separate race and class; this actually changes the RACE, 868 * separate race and class; this actually changes the RACE,
869 * not the class. 869 * not the class.
870 */ 870 */
871int 871void
872key_change_class (object *op, char key) 872player::chargen_race_done ()
873{ 873{
874 int tmp_loop;
875
876 if (key == 'd' || key == 'D')
877 {
878 char buf[MAX_BUF];
879
880 /* this must before then initial items are given */ 874 /* this must before then initial items are given */
881 esrv_new_player (op->contr, op->weight + op->carrying); 875 esrv_new_player (ob->contr, ob->weight + ob->carrying);
882 876
883 treasurelist *tl = find_treasurelist ("starting_wealth"); 877 treasurelist *tl = treasurelist::find ("starting_wealth");
884 if (tl) 878 if (tl)
885 create_treasure (tl, op, 0, 0, 0); 879 create_treasure (tl, ob, 0, 0, 0);
886 880
887 INVOKE_PLAYER (BIRTH, op->contr); 881 INVOKE_PLAYER (BIRTH, ob->contr);
888 INVOKE_PLAYER (LOGIN, op->contr); 882 INVOKE_PLAYER (LOGIN, ob->contr);
889 883
890 op->contr->ns->state = ST_PLAYING; 884 ob->contr->ns->state = ST_PLAYING;
891 885
892 if (op->msg) 886 if (ob->msg)
893 op->msg = NULL; 887 ob->msg = 0;
894 888
895 /* We create this now because some of the unique maps will need it 889 /* We create this now because some of the unique maps will need it
896 * to save here. 890 * to save here.
897 */ 891 */
892 {
893 char buf[MAX_BUF];
898 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
899 make_path_to_file (buf); 895 make_path_to_file (buf);
896 }
900 897
901 start_info (op); 898 start_info (ob);
902 CLEAR_FLAG (op, FLAG_WIZ); 899 CLEAR_FLAG (ob, FLAG_WIZ);
903 give_initial_items (op, op->randomitems); 900 give_initial_items (ob, ob->randomitems);
904 link_player_skills (op); 901 link_player_skills (ob);
905 esrv_send_inventory (op, op); 902 esrv_send_inventory (ob, ob);
906 op->update_stats (); 903 ob->update_stats ();
907 904
908 /* This moves the player to a different start map, if there 905 /* This moves the player to a different start map, if there
909 * is one for this race 906 * is one for this race
910 */ 907 */
911 if (*first_map_ext_path) 908 if (*first_map_ext_path)
912 { 909 {
913 object *tmp; 910 object *tmp;
914 char mapname[MAX_BUF]; 911 char mapname[MAX_BUF];
915 912
916 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); 913 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
917 tmp = object::create (); 914 tmp = object::create ();
918 EXIT_PATH (tmp) = mapname; 915 EXIT_PATH (tmp) = mapname;
919 EXIT_X (tmp) = op->x; 916 EXIT_X (tmp) = ob->x;
920 EXIT_Y (tmp) = op->y; 917 EXIT_Y (tmp) = ob->y;
921 op->enter_exit (tmp); /* we don't really care if it succeeded; 918 ob->enter_exit (tmp); /* we don't really care if it succeeded;
922 * if the map isn't there, then stay on the 919 * if the map isn't there, then stay on the
923 * default initial map */ 920 * default initial map */
924 tmp->destroy (); 921 tmp->destroy ();
925 } 922 }
926 else 923 else
927 LOG (llevDebug, "first_map_ext_path not set\n"); 924 LOG (llevDebug, "first_map_ext_path not set\n");
925}
928 926
929 return 0; 927void
930 } 928player::chargen_race_next ()
931 929{
932 /* Following actually changes the race - this is the default command 930 /* Following actually changes the race - this is the default command
933 * if we don't match with one of the options above. 931 * if we don't match with one of the options above.
934 */ 932 */
935 933
936 tmp_loop = 0; 934 do
937 while (!tmp_loop)
938 { 935 {
939 shstr name = op->name; 936 shstr name = ob->name;
940 int x = op->x, y = op->y; 937 int x = ob->x, y = ob->y;
941 938
942 op->remove_statbonus (); 939 ob->remove_statbonus ();
943 op->remove (); 940 ob->remove ();
944 op->arch = get_player_archetype (op->arch); 941 ob->arch = get_player_archetype (ob->arch);
945 op->arch->clone.copy_to (op); 942 ob->arch->clone.copy_to (ob);
946 op->instantiate (); 943 ob->instantiate ();
947 op->stats = op->contr->orig_stats; 944 ob->stats = ob->contr->orig_stats;
948 op->name = op->name_pl = name; 945 ob->name = ob->name_pl = name;
949 op->x = x; 946 ob->x = x;
950 op->y = y; 947 ob->y = y;
951 SET_ANIMATION (op, 2); /* So player faces south */ 948 SET_ANIMATION (ob, 2); /* So player faces south */
952 insert_ob_in_map (op, op->map, op, 0); 949 insert_ob_in_map (ob, ob->map, ob, 0);
953 assign (op->contr->title, op->arch->clone.name); 950 assign (ob->contr->title, ob->arch->clone.name);
954 op->add_statbonus (); 951 ob->add_statbonus ();
955 tmp_loop = allowed_class (op);
956 } 952 }
953 while (!allowed_class (ob));
957 954
958 update_object (op, UP_OBJ_FACE); 955 update_object (ob, UP_OBJ_FACE);
959 esrv_update_item (UPD_FACE, op, op); 956 esrv_update_item (UPD_FACE, ob, ob);
960 op->update_stats (); 957 ob->update_stats ();
961 op->stats.hp = op->stats.maxhp; 958 ob->stats.hp = ob->stats.maxhp;
962 op->stats.sp = op->stats.maxsp; 959 ob->stats.sp = ob->stats.maxsp;
963 op->stats.grace = 0; 960 ob->stats.grace = 0;
964
965 if (op->msg)
966 new_draw_info (NDI_BLUE, 0, op, op->msg);
967
968 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
969 return 0;
970} 961}
971 962
972void 963void
973flee_player (object *op) 964flee_player (object *op)
974{ 965{
1021 /* Cornered, get rid of scared */ 1012 /* Cornered, get rid of scared */
1022 CLEAR_FLAG (op, FLAG_SCARED); 1013 CLEAR_FLAG (op, FLAG_SCARED);
1023 op->enemy = NULL; 1014 op->enemy = NULL;
1024} 1015}
1025 1016
1026
1027/* check_pick sees if there is stuff to be picked up/picks up stuff. 1017/* check_pick sees if there is stuff to be picked up/picks up stuff.
1028 * IT returns 1 if the player should keep on moving, 0 if he should 1018 * It returns 1 if the player should keep on moving, 0 if he should
1029 * stop. 1019 * stop.
1030 */ 1020 */
1031int 1021int
1032check_pick (object *op) 1022check_pick (object *op)
1033{ 1023{
1034 object *tmp, *next; 1024 object *tmp, *next;
1035 int stop = 0; 1025 int stop = 0;
1036 int j, k, wvratio; 1026 int wvratio;
1037 char putstring[128], tmpstr[16]; 1027 char putstring[128];
1038 1028
1039 /* if you're flying, you cna't pick up anything */ 1029 /* if you're flying, you cna't pick up anything */
1040 if (op->move_type & MOVE_FLYING) 1030 if (op->move_type & MOVE_FLYING)
1041 return 1; 1031 return 1;
1042 1032
1379 * found object is returned. 1369 * found object is returned.
1380 */ 1370 */
1381object * 1371object *
1382find_arrow (object *op, const char *type) 1372find_arrow (object *op, const char *type)
1383{ 1373{
1384 object *tmp = NULL; 1374 object *tmp = 0;
1385 1375
1386 for (op = op->inv; op; op = op->below) 1376 for (op = op->inv; op; op = op->below)
1387 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1377 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1388 tmp = find_arrow (op, type); 1378 tmp = find_arrow (op, type);
1389 else if (op->type == ARROW && op->race == type) 1379 else if (op->type == ARROW && op->race == type)
1390 return op; 1380 return op;
1381
1391 return tmp; 1382 return tmp;
1392} 1383}
1393 1384
1394/* 1385/*
1395 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1386 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1396 * against the target. A full test is not performed, simply a basic test 1387 * against the target. A full test is not performed, simply a basic test
1397 * of resistances. The archer is making a quick guess at what he sees down 1388 * of resistances. The archer is making a quick guess at what he sees down
1398 * the hall. Failing that it does it's best to pick the highest plus arrow. 1389 * the hall. Failing that it does it's best to pick the highest plus arrow.
1399 */ 1390 */
1400
1401object * 1391object *
1402find_better_arrow (object *op, object *target, const char *type, int *better) 1392find_better_arrow (object *op, object *target, const char *type, int *better)
1403{ 1393{
1404 object *tmp = NULL, *arrow, *ntmp; 1394 object *tmp = NULL, *arrow, *ntmp;
1405 int attacknum, attacktype, betterby = 0, i; 1395 int attacknum, attacktype, betterby = 0, i;
1471 * find_better_arrow to find a decent arrow to use. 1461 * find_better_arrow to find a decent arrow to use.
1472 * op = the shooter 1462 * op = the shooter
1473 * type = bow->race 1463 * type = bow->race
1474 * dir = fire direction 1464 * dir = fire direction
1475 */ 1465 */
1476
1477object * 1466object *
1478pick_arrow_target (object *op, const char *type, int dir) 1467pick_arrow_target (object *op, const char *type, int dir)
1479{ 1468{
1480 object *tmp = NULL; 1469 object *tmp = NULL;
1481 maptile *m; 1470 maptile *m;
1555 { 1544 {
1556 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1545 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1557 return 0; 1546 return 0;
1558 } 1547 }
1559 1548
1560 if (op->type == PLAYER) 1549 if (player *pl = op->contr)
1561 bow = op->contr->ranges[range_bow]; 1550 {
1551 bow = pl->ranged_ob;
1552 if (!op->change_weapon (bow))
1553 return 0;
1554 }
1562 else 1555 else
1563 { 1556 {
1564 for (bow = op->inv; bow; bow = bow->below) 1557 for (bow = op->inv; bow; bow = bow->below)
1565 /* 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
1566 * 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.
1571 if (!bow) 1564 if (!bow)
1572 { 1565 {
1573 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1574 return 0; 1567 return 0;
1575 } 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
1576 } 1577 }
1577 1578
1578 if (!bow->race || !bow->skill) 1579 if (!bow->race || !bow->skill)
1579 { 1580 {
1580 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);
1597 if (op->type == PLAYER) 1598 if (op->type == PLAYER)
1598 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1599 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1599 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1600 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1600 else 1601 else
1601 CLEAR_FLAG (op, FLAG_READY_BOW); 1602 CLEAR_FLAG (op, FLAG_READY_BOW);
1603
1602 return 0; 1604 return 0;
1603 } 1605 }
1604 } 1606 }
1605 1607
1606 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1608 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1630 1632
1631 arrow->set_owner (op); 1633 arrow->set_owner (op);
1632 arrow->skill = bow->skill; 1634 arrow->skill = bow->skill;
1633 arrow->direction = dir; 1635 arrow->direction = dir;
1634 1636
1637 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1638 arrow->stats.hp = arrow->stats.dam;
1639 arrow->stats.grace = arrow->attacktype;
1640
1641 if (arrow->slaying)
1642 arrow->spellarg = strdup (arrow->slaying);
1643
1635 if (op->type == PLAYER) 1644 if (op->type == PLAYER)
1636 { 1645 {
1637 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1646 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1638 op->update_stats (); 1647 op->update_stats ();
1639 } 1648 }
1640 1649
1641 SET_ANIMATION (arrow, arrow->direction); 1650 SET_ANIMATION (arrow, arrow->direction);
1642 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1643 arrow->stats.hp = arrow->stats.dam;
1644 arrow->stats.grace = arrow->attacktype;
1645 if (arrow->slaying != NULL)
1646 arrow->spellarg = strdup (arrow->slaying);
1647 1651
1648 /* Note that this was different for monsters - they got their level 1652 arrow->stats.dam += op->stats.dam + arrow->magic;
1649 * added to the damage. I think the strength bonus is more proper.
1650 */
1651
1652 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1653 1653
1654 /* update the speed */ 1654 /* update the speed */
1655 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1655 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1656 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1656 + bow->stats.dam / 7.0;
1657 1657
1658 arrow->set_speed (max (arrow->speed, 1.0)); 1658 arrow->set_speed (max (arrow->speed, 2.0));
1659 arrow->speed_left = 0; 1659 arrow->speed_left = 0;
1660 1660
1661 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1662
1661 if (op->type == PLAYER) 1663 if (op->type == PLAYER)
1662 { 1664 {
1663 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1664 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1665 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1666
1667 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1665 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1666 arrow->stats.wc -= dex_bonus[op->stats.Dex];
1667
1668 if (!arrow->slaying)
1669 arrow->slaying = op->slaying;
1670
1671 arrow->attacktype |= op->attacktype;
1668 } 1672 }
1669 else 1673 else
1670 { 1674 {
1671 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1672 arrow->level = op->level; 1675 arrow->level = op->level;
1673 } 1676 arrow->stats.wc -= bow->magic;
1674 1677
1675 if (arrow->attacktype == AT_PHYSICAL) 1678 if (!arrow->slaying)
1679 arrow->slaying = bow->slaying;
1680
1676 arrow->attacktype |= bow->attacktype; 1681 arrow->attacktype |= bow->attacktype;
1682 }
1677 1683
1678 if (bow->slaying) 1684 arrow->stats.wc -= arrow->level;
1679 arrow->slaying = bow->slaying;
1680 1685
1681 arrow->move_type = MOVE_FLY_LOW; 1686 arrow->move_type = MOVE_FLY_LOW;
1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1687 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1683 1688
1684 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);
1710{ 1715{
1711 int ret = 0, wcmod = 0; 1716 int ret = 0, wcmod = 0;
1712 1717
1713 if (op->contr->bowtype == bow_bestarrow) 1718 if (op->contr->bowtype == bow_bestarrow)
1714 { 1719 {
1715 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);
1716 } 1721 }
1717 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)
1718 { 1723 {
1719 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1724 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1720 wcmod = -1; 1725 wcmod = -1;
1730 else if (op->contr->bowtype == bow_spreadshot) 1735 else if (op->contr->bowtype == bow_spreadshot)
1731 { 1736 {
1732 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);
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 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);
1735
1736 } 1740 }
1737 else 1741 else
1738 { 1742 {
1739 /* Simple case */ 1743 /* Simple case */
1740 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);
1741 } 1745 }
1746
1742 return ret; 1747 return ret;
1743} 1748}
1744 1749
1745 1750
1746/* Fires a misc (wand/rod/horn) object in 'dir'. 1751/* Fires a misc (wand/rod/horn) object in 'dir'.
1747 * Broken apart from 'fire' to keep it more readable. 1752 * Broken apart from 'fire' to keep it more readable.
1748 */ 1753 */
1749void 1754void
1750fire_misc_object (object *op, int dir) 1755fire_misc_object (object *op, int dir)
1751{ 1756{
1752 object *item; 1757 object *item = op->contr->ranged_ob;
1753 1758
1754 if (!op->contr->ranges[range_misc]) 1759 if (!item)
1755 { 1760 {
1756 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1761 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1757 return; 1762 return;
1758 } 1763 }
1759 1764
1760 item = op->contr->ranges[range_misc];
1761 if (!item->inv) 1765 if (!item->inv)
1762 { 1766 {
1763 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1767 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1764 return; 1768 return;
1765 } 1769 }
1770
1771 if (!op->change_weapon (item))
1772 return;
1773
1766 if (item->type == WAND) 1774 if (item->type == WAND)
1767 { 1775 {
1768 if (item->stats.food <= 0) 1776 if (item->stats.food <= 0)
1769 { 1777 {
1770 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1778 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1771 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1779 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1780
1772 return; 1781 return;
1773 } 1782 }
1774 } 1783 }
1775 else if (item->type == ROD || item->type == HORN) 1784 else if (item->type == ROD || item->type == HORN)
1776 { 1785 {
1777 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1786 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1778 { 1787 {
1779 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1788 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1789
1780 if (item->type == ROD) 1790 if (item->type == ROD)
1781 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1791 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1782 else 1792 else
1783 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1793 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1794
1784 return; 1795 return;
1785 } 1796 }
1786 } 1797 }
1787 1798
1788 if (cast_spell (op, item, dir, item->inv, NULL)) 1799 if (cast_spell (op, item, dir, item->inv, NULL))
1819 1830
1820 /* check for loss of invisiblity/hide */ 1831 /* check for loss of invisiblity/hide */
1821 if (action_makes_visible (op)) 1832 if (action_makes_visible (op))
1822 make_visible (op); 1833 make_visible (op);
1823 1834
1824 switch (op->contr->shoottype) 1835 player *pl = op->contr;
1836
1837 if (pl->golem)
1825 { 1838 {
1826 case range_none: 1839 control_golem (op->contr->golem, dir);
1827 return; 1840 return;
1841 }
1828 1842
1829 case range_bow: 1843 object *ob = pl->ranged_ob;
1844
1845 if (!ob)
1846 return;
1847
1848 switch (ob->type)
1849 {
1850 case BOW:
1830 player_fire_bow (op, dir); 1851 player_fire_bow (op, dir);
1831 return; 1852 break;
1832 1853
1833 case range_magic: /* Casting spells */ 1854 case SPELL:
1834 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1855 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1835 return; 1856 break;
1836 1857
1837 case range_misc: 1858 case BUILDER:
1859 apply_map_builder (op, dir);
1860 break;
1861
1862 case SKILL:
1863 case SKILL_TOOL:
1864 do_skill (op, op, ob, dir, 0);
1865 break;
1866
1867 default:
1838 fire_misc_object (op, dir); 1868 fire_misc_object (op, dir);
1839 return; 1869 break;
1840
1841 case range_golem: /* Control summoned monsters from scrolls */
1842 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1843 {
1844 op->contr->ranges[range_golem] = 0;
1845 op->contr->shoottype = range_none;
1846 }
1847 else
1848 control_golem (op->contr->ranges[range_golem], dir);
1849 return;
1850
1851 case range_skill:
1852 if (!op->chosen_skill)
1853 {
1854 if (op->type == PLAYER)
1855 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1856 return;
1857 }
1858
1859 do_skill (op, op, op->chosen_skill, dir, NULL);
1860 return;
1861 case range_builder:
1862 apply_map_builder (op, dir);
1863 return;
1864 default:
1865 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1866 return;
1867 } 1870 }
1868} 1871}
1869
1870
1871 1872
1872/* find_key 1873/* find_key
1873 * We try to find a key for the door as passed. If we find a key 1874 * We try to find a key for the door as passed. If we find a key
1874 * and successfully use it, we return the key, otherwise NULL 1875 * and successfully use it, we return the key, otherwise NULL
1875 * This function merges both normal and locked door, since the logic 1876 * This function merges both normal and locked door, since the logic
1877 * pl is the player, 1878 * pl is the player,
1878 * inv is the objects inventory to searched 1879 * inv is the objects inventory to searched
1879 * door is the door we are trying to match against. 1880 * door is the door we are trying to match against.
1880 * This function can be called recursively to search containers. 1881 * This function can be called recursively to search containers.
1881 */ 1882 */
1882
1883object * 1883object *
1884find_key (object *pl, object *container, object *door) 1884find_key (object *pl, object *container, object *door)
1885{ 1885{
1886 object *tmp, *key; 1886 object *tmp, *key;
1887 1887
1888 /* Should not happen, but sanity checking is never bad */ 1888 /* Should not happen, but sanity checking is never bad */
1889 if (container->inv == NULL) 1889 if (!container->inv)
1890 return NULL; 1890 return 0;
1891 1891
1892 /* First, lets try to find a key in the top level inventory */ 1892 /* First, lets try to find a key in the top level inventory */
1893 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1893 for (tmp = container->inv; tmp; tmp = tmp->below)
1894 { 1894 {
1895 if (door->type == DOOR && tmp->type == KEY) 1895 if (door->type == DOOR && tmp->type == KEY)
1896 break; 1896 break;
1897 /* For sanity, we should really check door type, but other stuff 1897 /* For sanity, we should really check door type, but other stuff
1898 * (like containers) can be locked with special keys 1898 * (like containers) can be locked with special keys
1899 */ 1899 */
1900 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1900 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1901 break; 1901 break;
1902 } 1902 }
1903
1903 /* No key found - lets search inventories now */ 1904 /* No key found - lets search inventories now */
1904 /* If we find and use a key in an inventory, return at that time. 1905 /* If we find and use a key in an inventory, return at that time.
1905 * otherwise, if we search all the inventories and still don't find 1906 * otherwise, if we search all the inventories and still don't find
1906 * a key, return 1907 * a key, return
1907 */ 1908 */
1908 if (!tmp) 1909 if (!tmp)
1909 { 1910 {
1910 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1911 for (tmp = container->inv; tmp; tmp = tmp->below)
1911 { 1912 {
1912 /* No reason to search empty containers */ 1913 /* No reason to search empty containers */
1913 if (tmp->type == CONTAINER && tmp->inv) 1914 if (tmp->type == CONTAINER && tmp->inv)
1914 { 1915 {
1915 if ((key = find_key (pl, tmp, door)) != NULL) 1916 if ((key = find_key (pl, tmp, door)))
1916 return key; 1917 return key;
1917 } 1918 }
1918 } 1919 }
1920
1919 if (!tmp) 1921 if (!tmp)
1920 return NULL; 1922 return NULL;
1921 } 1923 }
1924
1922 /* We get down here if we have found a key. Now if its in a container, 1925 /* We get down here if we have found a key. Now if its in a container,
1923 * see if we actually want to use it 1926 * see if we actually want to use it
1924 */ 1927 */
1925 if (pl != container) 1928 if (pl != container)
1926 { 1929 {
1947 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1950 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1948 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1951 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1949 return NULL; 1952 return NULL;
1950 } 1953 }
1951 } 1954 }
1955
1952 return tmp; 1956 return tmp;
1953} 1957}
1954 1958
1955/* moved door processing out of move_player_attack. 1959/* moved door processing out of move_player_attack.
1956 * returns 1 if player has opened the door with a key 1960 * returns 1 if player has opened the door with a key
1970 if (key) 1974 if (key)
1971 { 1975 {
1972 object *container = key->env; 1976 object *container = key->env;
1973 1977
1974 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1978 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1979
1975 if (action_makes_visible (op)) 1980 if (action_makes_visible (op))
1976 make_visible (op); 1981 make_visible (op);
1982
1977 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1983 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1978 spring_trap (door->inv, op); 1984 spring_trap (door->inv, op);
1985
1979 if (door->type == DOOR) 1986 if (door->type == DOOR)
1980 {
1981 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1987 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1982 }
1983 else if (door->type == LOCKED_DOOR) 1988 else if (door->type == LOCKED_DOOR)
1984 { 1989 {
1985 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1990 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1986 remove_door2 (door); /* remove door without violence ;-) */ 1991 remove_door2 (door); /* remove door without violence ;-) */
1987 } 1992 }
1993
1988 /* Do this after we print the message */ 1994 /* Do this after we print the message */
1989 decrease_ob (key); /* Use up one of the keys */ 1995 decrease_ob (key); /* Use up one of the keys */
1990 /* Need to update the weight the container the key was in */ 1996 /* Need to update the weight the container the key was in */
1991 if (container != op) 1997 if (container != op)
1992 esrv_update_item (UPD_WEIGHT, op, container); 1998 esrv_update_item (UPD_WEIGHT, op, container);
1999
1993 return 1; /* Nothing more to do below */ 2000 return 1; /* Nothing more to do below */
1994 } 2001 }
1995 else if (door->type == LOCKED_DOOR) 2002 else if (door->type == LOCKED_DOOR)
1996 { 2003 {
1997 /* Might as well return now - no other way to open this */ 2004 /* Might as well return now - no other way to open this */
1998 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2005 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1999 return 1; 2006 return 1;
2000 } 2007 }
2008
2001 return 0; 2009 return 0;
2002} 2010}
2003 2011
2004/* This function is just part of a breakup from move_player. 2012/* This function is just part of a breakup from move_player.
2005 * It should keep the code cleaner. 2013 * It should keep the code cleaner.
2009 */ 2017 */
2010void 2018void
2011move_player_attack (object *op, int dir) 2019move_player_attack (object *op, int dir)
2012{ 2020{
2013 object *tmp, *mon; 2021 object *tmp, *mon;
2014 sint16 nx, ny;
2015 int on_battleground; 2022 int on_battleground;
2016 maptile *m; 2023 maptile *m;
2017 2024
2018 nx = freearr_x[dir] + op->x; 2025 sint16 nx = freearr_x[dir] + op->x;
2019 ny = freearr_y[dir] + op->y; 2026 sint16 ny = freearr_y[dir] + op->y;
2020 2027
2021 on_battleground = op_on_battleground (op, 0, 0); 2028 on_battleground = op_on_battleground (op, 0, 0);
2022 2029
2023 /* If braced, or can't move to the square, and it is not out of the 2030 /* If braced, or can't move to the square, and it is not out of the
2024 * map, attack it. Note order of if statement is important - don't 2031 * map, attack it. Note order of if statement is important - don't
2104 /* If we're braced, we don't want to switch places with it */ 2111 /* If we're braced, we don't want to switch places with it */
2105 if (op->contr->braced) 2112 if (op->contr->braced)
2106 return; 2113 return;
2107 2114
2108 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2115 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2109 (void) push_ob (mon, dir, op); 2116 push_ob (mon, dir, op);
2110 if (op->contr->tmp_invis || op->hide) 2117 if (op->contr->tmp_invis || op->hide)
2111 make_visible (op); 2118 make_visible (op);
2112 2119
2113 return; 2120 return;
2114 } 2121 }
2254 * Returns true if there are more actions we can do. 2261 * Returns true if there are more actions we can do.
2255 */ 2262 */
2256int 2263int
2257handle_newcs_player (object *op) 2264handle_newcs_player (object *op)
2258{ 2265{
2259 if (op->contr->hidden)
2260 {
2261 op->invisible = 1000;
2262 /* the socket code flashes the player visible/invisible
2263 * depending on the value of invisible, so we need to
2264 * alternate it here for it to work correctly.
2265 */
2266 if (pticks & 2)
2267 op->invisible--;
2268 }
2269 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2270 {
2271 op->invisible--;
2272 if (!op->invisible)
2273 {
2274 make_visible (op);
2275 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2276 }
2277 }
2278
2279 if (QUERY_FLAG (op, FLAG_SCARED)) 2266 if (QUERY_FLAG (op, FLAG_SCARED))
2280 { 2267 {
2281 flee_player (op); 2268 flee_player (op);
2282 /* If player is still scared, that is his action for this tick */ 2269 /* If player is still scared, that is his action for this tick */
2283 if (QUERY_FLAG (op, FLAG_SCARED)) 2270 if (QUERY_FLAG (op, FLAG_SCARED))
2284 { 2271 {
2285 op->speed_left--; 2272 op->speed_left--;
2286 return 0; 2273 return 0;
2287 } 2274 }
2288 } 2275 }
2289
2290 /* I've been seeing crashes where the golem has been destroyed, but
2291 * the player object still points to the defunct golem. The code that
2292 * destroys the golem looks correct, and it doesn't always happen, so
2293 * put this in a a workaround to clean up the golem pointer.
2294 */
2295 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2296 op->contr->ranges[range_golem] = 0;
2297 2276
2298 /* call this here - we also will call this in do_ericserver, but 2277 /* call this here - we also will call this in do_ericserver, but
2299 * the players time has been increased when doericserver has been 2278 * the players time has been increased when doericserver has been
2300 * called, so we recheck it here. 2279 * called, so we recheck it here.
2301 */ 2280 */
2362 * from. 2341 * from.
2363 */ 2342 */
2364void 2343void
2365remove_unpaid_objects (object *op, object *env) 2344remove_unpaid_objects (object *op, object *env)
2366{ 2345{
2367 object *next;
2368
2369 while (op) 2346 while (op)
2370 { 2347 {
2371 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2348 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2372 2349
2373 if (QUERY_FLAG (op, FLAG_UNPAID)) 2350 if (QUERY_FLAG (op, FLAG_UNPAID))
2439 int rate_grace = 2000; 2416 int rate_grace = 2000;
2440 const int max_hp = 1; 2417 const int max_hp = 1;
2441 const int max_sp = 1; 2418 const int max_sp = 1;
2442 const int max_grace = 1; 2419 const int max_grace = 1;
2443 2420
2444 if (op->contr->outputs_sync) 2421 if (op->contr->hidden)
2422 {
2423 op->invisible = 1000;
2424 /* the socket code flashes the player visible/invisible
2425 * depending on the value of invisible, so we need to
2426 * alternate it here for it to work correctly.
2427 */
2428 if (pticks & 2)
2429 op->invisible--;
2445 { 2430 }
2446 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2431 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2447 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2432 {
2448 flush_output_element (op, &op->contr->outputs[i]); 2433 if (!op->invisible--)
2434 {
2435 make_visible (op);
2436 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2437 }
2449 } 2438 }
2450 2439
2451 if (op->contr->ns->state == ST_PLAYING) 2440 if (op->contr->ns->state == ST_PLAYING)
2452 { 2441 {
2453 /* these next three if clauses make it possible to SLOW DOWN 2442 /* these next three if clauses make it possible to SLOW DOWN
2475 gen_grace = op->stats.maxgrace; 2464 gen_grace = op->stats.maxgrace;
2476 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2465 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2477 } 2466 }
2478 2467
2479 /* Regenerate Spell Points */ 2468 /* Regenerate Spell Points */
2480 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2469 if (!op->contr->golem && --op->last_sp < 0)
2481 { 2470 {
2482 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2471 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2483 if (op->stats.sp < op->stats.maxsp) 2472 if (op->stats.sp < op->stats.maxsp)
2484 { 2473 {
2485 op->stats.sp++; 2474 op->stats.sp++;
2703 tmp->name = buf; 2692 tmp->name = buf;
2704 sprintf (buf, " This finger has been cut off %s\n" 2693 sprintf (buf, " This finger has been cut off %s\n"
2705 " the %s, when he was defeated at\n level %d by %s.\n", 2694 " the %s, when he was defeated at\n level %d by %s.\n",
2706 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2695 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2707 tmp->msg = buf; 2696 tmp->msg = buf;
2708 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2697 tmp->value = 0, tmp->type = 0;
2709 tmp->materialname = NULL; 2698 tmp->materialname = "organics";
2710 tmp->insert_at (op, tmp); 2699 tmp->insert_at (op, tmp);
2711 } 2700 }
2712 2701
2713 /* teleport defeated player to new destination */ 2702 /* teleport defeated player to new destination */
2714 transfer_ob (op, x, y, 0, NULL); 2703 transfer_ob (op, x, y, 0, NULL);
2910 op->stats.hp = op->stats.maxhp; 2899 op->stats.hp = op->stats.maxhp;
2911 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2900 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2912 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2901 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2913 2902
2914 /* 2903 /*
2915 * Check to see if the player is in a shop. IF so, then check to see if
2916 * the player has any unpaid items. If so, remove them and put them back 2904 * Check to see if the player has any unpaid items. If so, remove them
2917 * in the map. 2905 * and put them back in the map.
2918 */ 2906 */
2919
2920 if (is_in_shop (op))
2921 remove_unpaid_objects (op->inv, op); 2907 remove_unpaid_objects (op->inv, op);
2922 2908
2923 /****************************************/ 2909 /****************************************/
2924 /* */ 2910 /* */
2925 /* Move player to his current respawn- */ 2911 /* Move player to his current respawn- */
2926 /* position (usually last savebed) */ 2912 /* position (usually last savebed) */
2966void 2952void
2967loot_object (object *op) 2953loot_object (object *op)
2968{ /* Grab and destroy some treasure */ 2954{ /* Grab and destroy some treasure */
2969 object *tmp, *tmp2, *next; 2955 object *tmp, *tmp2, *next;
2970 2956
2971 if (op->container) 2957 op->close_container (); /* close open sack first */
2972 esrv_apply_container (op, op->container); /* close open sack first */
2973 2958
2974 for (tmp = op->inv; tmp; tmp = next) 2959 for (tmp = op->inv; tmp; tmp = next)
2975 { 2960 {
2976 next = tmp->below; 2961 next = tmp->below;
2977 2962
2978 if (tmp->invisible) 2963 if (tmp->invisible)
2979 continue; 2964 continue;
2980 2965
2981 tmp->remove (); 2966 tmp->remove ();
2982 tmp->x = op->x, tmp->y = op->y; 2967 tmp->x = op->x, tmp->y = op->y;
2968
2983 if (tmp->type == CONTAINER) 2969 if (tmp->type == CONTAINER)
2984 { /* empty container to ground */ 2970 loot_object (tmp); /* empty container to ground */
2985 loot_object (tmp); 2971
2986 }
2987 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2972 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2988 { 2973 {
2989 if (tmp->nrof > 1) 2974 if (tmp->nrof > 1)
2990 { 2975 {
2991 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2976 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3003/* 2988/*
3004 * fix_weight(): Check recursively the weight of all players, and fix 2989 * fix_weight(): Check recursively the weight of all players, and fix
3005 * what needs to be fixed. Refresh windows and fix speed if anything 2990 * what needs to be fixed. Refresh windows and fix speed if anything
3006 * was changed. 2991 * was changed.
3007 */ 2992 */
3008
3009void 2993void
3010fix_weight (void) 2994fix_weight (void)
3011{ 2995{
3012 for_all_players (pl) 2996 for_all_players (pl)
3013 { 2997 {
3073 if (op->type == PLAYER) 3057 if (op->type == PLAYER)
3074 { 3058 {
3075 op->contr->tmp_invis = 0; 3059 op->contr->tmp_invis = 0;
3076 op->contr->invis_race = 0; 3060 op->contr->invis_race = 0;
3077 } 3061 }
3062
3078 update_object (op, UP_OBJ_FACE); 3063 update_object (op, UP_OBJ_CHANGE);
3079} 3064}
3080 3065
3081int 3066int
3082is_true_undead (object *op) 3067is_true_undead (object *op)
3083{ 3068{
3084 object *tmp = NULL;
3085
3086 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3069 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3087 return 1; 3070 return 1;
3088 3071
3089 return 0; 3072 return 0;
3090} 3073}
3378 char buf[MAX_BUF]; /* tmp. string buffer */ 3361 char buf[MAX_BUF]; /* tmp. string buffer */
3379 int i = 0, j = 0; 3362 int i = 0, j = 0;
3380 3363
3381 /* get the appropriate treasurelist */ 3364 /* get the appropriate treasurelist */
3382 if (atnr == ATNR_FIRE) 3365 if (atnr == ATNR_FIRE)
3383 trlist = find_treasurelist ("dragon_ability_fire"); 3366 trlist = treasurelist::find ("dragon_ability_fire");
3384 else if (atnr == ATNR_COLD) 3367 else if (atnr == ATNR_COLD)
3385 trlist = find_treasurelist ("dragon_ability_cold"); 3368 trlist = treasurelist::find ("dragon_ability_cold");
3386 else if (atnr == ATNR_ELECTRICITY) 3369 else if (atnr == ATNR_ELECTRICITY)
3387 trlist = find_treasurelist ("dragon_ability_elec"); 3370 trlist = treasurelist::find ("dragon_ability_elec");
3388 else if (atnr == ATNR_POISON) 3371 else if (atnr == ATNR_POISON)
3389 trlist = find_treasurelist ("dragon_ability_poison"); 3372 trlist = treasurelist::find ("dragon_ability_poison");
3390 3373
3391 if (trlist == NULL || who->type != PLAYER) 3374 if (trlist == NULL || who->type != PLAYER)
3392 return; 3375 return;
3393 3376
3394 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3377 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3526 * not readied. 3509 * not readied.
3527 */ 3510 */
3528void 3511void
3529player_unready_range_ob (player *pl, object *ob) 3512player_unready_range_ob (player *pl, object *ob)
3530{ 3513{
3531 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3514 if (pl->ob->current_weapon == ob)
3515 pl->ob->current_weapon = 0;
3516
3517 if (pl->combat_ob == ob)
3518 pl->combat_ob = 0;
3519
3532 if (pl->ranges[i] == ob) 3520 if (pl->ranged_ob == ob)
3533 {
3534 pl->ranges[i] = 0; 3521 pl->ranged_ob = 0;
3535 if (pl->shoottype == i)
3536 pl->shoottype = range_none;
3537 }
3538} 3522}
3523
3524sint8
3525player::visibility_at (maptile *map, int x, int y) const
3526{
3527 if (!ns)
3528 return 0;
3529
3530 int dx, dy;
3531 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3532 return 0;
3533
3534 x += dx - ns->current_x + ns->mapx / 2;
3535 y += dy - ns->current_y + ns->mapy / 2;
3536
3537 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3538 return 0;
3539
3540 return 100 - blocked_los [x][y];
3541}

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