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Comparing deliantra/server/server/player.C (file contents):
Revision 1.73 by root, Wed Dec 27 18:09:49 2006 UTC vs.
Revision 1.143 by root, Fri May 18 21:12:40 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 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>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <pwd.h>
26#include <sproto.h> 26#include <sproto.h>
27#include <sounds.h> 27#include <sounds.h>
28#include <living.h> 28#include <living.h>
29#include <object.h> 29#include <object.h>
30#include <spells.h> 30#include <spells.h>
31#include <skills.h> 31#include <skills.h>
32 32
33#include <algorithm> 33#include <algorithm>
34#include <functional> 34#include <functional>
35 35
36player * 36playervec players;
37find_player (const char *plname)
38{
39 for_all_players (pl)
40 if (pl->ob && !strcmp (query_name (pl->ob), plname))
41 return pl;
42
43 return 0;
44}
45 37
46void 38void
47display_motd (const object *op) 39display_motd (const object *op)
48{ 40{
49 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
123 115
124 news[0] = '\0'; 116 news[0] = '\0';
125 subject[0] = '\0'; 117 subject[0] = '\0';
126 size = 0; 118 size = 0;
127 119
128 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
129 { 121 {
130 if (*buf == '#') 122 if (*buf == '#')
131 continue; 123 continue;
132 124
133 if (*buf == '%') 125 if (*buf == '%')
134 { /* send one news */ 126 { /* send one news */
135 if (size > 0) 127 if (size > 0)
136 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 */
129
137 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
138 strip_endline (subject); 131 strip_endline (subject);
139 size = 0; 132 size = 0;
140 news[0] = '\0'; 133 news[0] = '\0';
141 } 134 }
150 size += strlen (buf); 143 size += strlen (buf);
151 } 144 }
152 } 145 }
153 146
154 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
155 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);
156 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
157} 150}
158 151
159/* This loads the first map an puts the player on it. */ 152/* This loads the first map an puts the player on it. */
160static void 153static void
161set_first_map (object *op) 154set_first_map (object *op)
162{ 155{
163 strcpy (op->contr->maplevel, first_map_path); 156 op->contr->maplevel = first_map_path;
164 op->x = -1; 157 op->x = -1;
165 op->y = -1; 158 op->y = -1;
159}
160
161void
162player::enter_map ()
163{
164 object *tmp = object::create ();
165
166 EXIT_PATH (tmp) = maplevel;
167 EXIT_X (tmp) = ob->x;
168 EXIT_Y (tmp) = ob->y;
166 enter_exit (op, 0); 169 ob->enter_exit (tmp);
170
171 tmp->destroy ();
172}
173
174void
175player::activate ()
176{
177 if (active)
178 return;
179
180 players.insert (this);
181 ob->remove ();
182 ob->map = 0;
183 ob->activate_recursive ();
184 CLEAR_FLAG (ob, FLAG_FRIENDLY);
185 add_friendly_object (ob);
186 enter_map ();
187}
188
189void
190player::deactivate ()
191{
192 if (!active)
193 return;
194
195 terminate_all_pets (ob);
196 remove_friendly_object (ob);
197 ob->deactivate_recursive ();
198
199 if (ob->map)
200 maplevel = ob->map->path;
201
202 ob->remove ();
203 ob->map = 0;
204 party = 0;
205
206 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
207
208 players.erase (this);
167} 209}
168 210
169// connect the player with a specific client 211// connect the player with a specific client
170// also changed, rationalises, and fixes some incorrect settings 212// also changes, rationalises, and fixes some incorrect settings
171void 213void
172player::connect (client *ns) 214player::connect (client *ns)
173{ 215{
174 this->ns = ns; 216 this->ns = ns;
175 ns->pl = this; 217 ns->pl = this;
176 218
177 next = first_player; 219 run_on = 0;
178 first_player = this; 220 fire_on = 0;
221 ob->close_container (); //TODO: client-specific
179 222
180 ns->update_look = 0; 223 ns->update_look = 0;
181 ns->look_position = 0; 224 ns->look_position = 0;
182 225
183 clear_los (ob); 226 clear_los (ob);
227
228 ns->reset_stats ();
184 229
185 /* make sure he's a player -- needed because of class change. */ 230 /* make sure he's a player -- needed because of class change. */
186 ob->type = PLAYER; // we are paranoid 231 ob->type = PLAYER; // we are paranoid
187 ob->race = ob->arch->clone.race; 232 ob->race = ob->arch->clone.race;
188 233
189 if (!legal_range (ob, shoottype))
190 shoottype = range_none;
191
192 ob->carrying = sum_weight (ob); 234 ob->carrying = sum_weight (ob);
193 link_player_skills (ob); 235 link_player_skills (ob);
194 236
195 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
196 ob->set_speed (ob->speed);
197 238
198 assign (title, ob->arch->clone.name); 239 assign (title, ob->arch->clone.name);
199
200 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
201 * from the class, and not race. I don't see any way to get the class information
202 * to then update this. I don't think this will actually break anything - anyone
203 * that can use armour should be able to use a shield. What this may 'break'
204 * are features new characters get, eg, if someone starts up with a Q, they
205 * should be able to use a shield. However, old Q's won't get that advantage.
206 */
207 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
208 SET_FLAG (ob, FLAG_USE_SHIELD);
209 240
210 /* if it's a dragon player, set the correct title here */ 241 /* if it's a dragon player, set the correct title here */
211 if (is_dragon_pl (ob)) 242 if (is_dragon_pl (ob))
212 { 243 {
213 object *tmp, *abil = 0, *skin = 0; 244 object *tmp, *abil = 0, *skin = 0;
223 skin = tmp; 254 skin = tmp;
224 255
225 set_dragon_name (ob, abil, skin); 256 set_dragon_name (ob, abil, skin);
226 } 257 }
227 258
228 CLEAR_FLAG (ob, FLAG_FRIENDLY);
229 add_friendly_object (ob);
230
231 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
232
233 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
234 260
235 esrv_new_player (this, ob->weight + ob->carrying); 261 esrv_new_player (this, ob->weight + ob->carrying);
236 262
263 ob->flag [FLAG_READY_WEAPON] = false;
264 ob->flag [FLAG_READY_SKILL] = false;
265 ob->flag [FLAG_READY_BOW] = false;
266
267 for (object *op = ob->inv; op; op = op->below)
268 if (op->flag [FLAG_APPLIED])
269 switch (op->type)
270 {
271 case SKILL:
272 ob->flag [FLAG_APPLIED] = false;
273 break;
274
275 case WAND:
276 case ROD:
277 case HORN:
278 case BOW:
279 ranged_ob = op;
280 break;
281
282 case WEAPON:
283 combat_ob = op;
284 break;
285 }
286
287 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
237 ob->update_stats (); 288 ob->update_stats ();
289
238 ns->floorbox_update (); 290 ns->floorbox_update ();
239
240 esrv_send_inventory (ob, ob); 291 esrv_send_inventory (ob, ob);
241 esrv_add_spells (this, 0); 292 esrv_add_spells (this, 0);
242 293
243 enter_exit (ob, 0); 294 activate ();
244 295
245 send_rules (ob); 296 send_rules (ob);
246 send_news (ob); 297 send_news (ob);
247 display_motd (ob); 298 display_motd (ob);
299
300 INVOKE_PLAYER (CONNECT, this);
248 INVOKE_PLAYER (LOGIN, this); 301 INVOKE_PLAYER (LOGIN, this);
249} 302}
250 303
251void 304void
252player::disconnect () 305player::disconnect ()
253{ 306{
254 //TODO: don't be so harsh and destroy :)
255 if (ns) 307 if (ns)
256 { 308 {
257 if (enable_save) 309 if (active)
258 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 310 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
259 311
260 client *ns = this->ns; 312 INVOKE_PLAYER (DISCONNECT, this);
261 ns->send_packet ("goodbye"); 313
262 ns->flush (); 314 ns->reset_stats ();
263 ns->pl = 0; 315 ns->pl = 0;
264 this->ns = 0; 316 ns = 0;
265
266 ns->destroy ();
267 destroy ();
268 } 317 }
318
319 if (ob)
320 ob->close_container (); //TODO: client-specific
321
322 deactivate ();
269} 323}
270 324
271// the need for this function can be explained 325// the need for this function can be explained
272// by load_object not returning the object 326// by load_object not returning the object
273void 327void
274player::set_object (object *op) 328player::set_object (object *op)
275{ 329{
276 ob = op; 330 ob = op;
277 ob->contr = this; /* this aren't yet in archetype */ 331 ob->contr = this; /* this aren't yet in archetype */
278 332
333 ob->speed = 1.0f;
279 ob->speed_left = 0.5; 334 ob->speed_left = 0.5f;
280 ob->speed = 1.0; 335
281 ob->direction = 5; /* So player faces south */ 336 ob->direction = 5; /* So player faces south */
282 ob->stats.wc = 2;
283 ob->run_away = 25; /* Then we panick... */
284
285 set_first_map (ob);
286
287 ob->roll_stats ();
288} 337}
289 338
290player::player () 339player::player ()
291{ 340{
292 /* There are some elements we want initialized to non zero value - 341 /* There are some elements we want initialised to non zero value -
293 * we deal with that below this point. 342 * we deal with that below this point.
294 */ 343 */
295 outputs_sync = 16; /* Every 2 seconds */ 344 outputs_sync = 4;
296 outputs_count = 8; /* Keeps present behaviour */ 345 outputs_count = 4;
297 unapply = unapply_nochoice; 346 unapply = unapply_nochoice;
298 347
299 assign (savebed_map, first_map_path); /* Init. respawn position */ 348 savebed_map = first_map_path; /* Init. respawn position */
300 349
301 gen_sp_armour = 10; 350 gen_sp_armour = 10;
302 last_speed = -1;
303 shoottype = range_none;
304 bowtype = bow_normal; 351 bowtype = bow_normal;
305 petmode = pet_normal; 352 petmode = pet_normal;
306 listening = 10; 353 listening = 10;
307 usekeys = containers; 354 usekeys = containers;
308 last_weapon_sp = -1;
309 peaceful = 1; /* default peaceful */ 355 peaceful = 1; /* default peaceful */
310 do_los = 1; 356 do_los = 1;
311 357
312 /* we need to clear these to -1 and not zero - otherwise, 358 weapon_sp = 1.0f;
313 * if a player quits and starts a new character, we wont 359 weapon_sp_left = 0.5f;
314 * send new values to the client, as things like exp start
315 * at zero.
316 */
317 for (int i = 0; i < NUM_SKILLS; i++)
318 last_skill_exp[i] = -1;
319
320 for (int i = 0; i < NROFATTACKS; i++)
321 last_resist[i] = -1;
322
323 last_stats.exp = -1;
324 last_weight = (uint32) - 1;
325} 360}
326 361
327void 362void
328player::do_destroy () 363player::do_destroy ()
329{ 364{
330 disconnect (); 365 disconnect ();
331 366
332 save (false);
333 enable_save = false;
334
335 attachable::do_destroy (); 367 attachable::do_destroy ();
336
337 terminate_all_pets (ob);
338
339 if (first_player != this)
340 {
341 player *prev = first_player;
342
343 while (prev && prev->next && prev->next != this)
344 prev = prev->next;
345
346 if (prev->next != this)
347 {
348 LOG (llevError, "Free_player: Can't find previous player.\n");
349 abort ();
350 }
351
352 prev->next = next;
353 }
354 else
355 first_player = next;
356 368
357 if (ob) 369 if (ob)
358 { 370 {
359 ob->destroy_inv (false); 371 ob->destroy_inv (false);
360 ob->destroy (); 372 ob->destroy ();
375player::create () 387player::create ()
376{ 388{
377 player *pl = new player; 389 player *pl = new player;
378 390
379 pl->set_object (arch_to_object (get_player_archetype (0))); 391 pl->set_object (arch_to_object (get_player_archetype (0)));
392
393 pl->ob->roll_stats ();
394 pl->ob->stats.wc = 2;
395 pl->ob->run_away = 25; /* Then we panick... */
396
397 set_first_map (pl->ob);
380 398
381 return pl; 399 return pl;
382} 400}
383 401
384/* 402/*
415 object *op = NULL; 433 object *op = NULL;
416 objectlink *ol; 434 objectlink *ol;
417 unsigned lastdist; 435 unsigned lastdist;
418 rv_vector rv; 436 rv_vector rv;
419 437
420 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 438 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
421 { 439 {
422 /* We should not find free objects on this friendly list, but it 440 /* We should not find free objects on this friendly list, but it
423 * does periodically happen. Given that, lets deal with it. 441 * does periodically happen. Given that, lets deal with it.
424 * While unlikely, it is possible the next object on the friendly 442 * While unlikely, it is possible the next object on the friendly
425 * list is also free, so encapsulate this in a while loop. 443 * list is also free, so encapsulate this in a while loop.
429 object *tmp = ol->ob; 447 object *tmp = ol->ob;
430 448
431 /* Can't do much more other than log the fact, because the object 449 /* Can't do much more other than log the fact, because the object
432 * itself will have been cleared. 450 * itself will have been cleared.
433 */ 451 */
434 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 452 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
453 tmp->debug_desc ());
435 ol = ol->next; 454 ol = ol->next;
436 remove_friendly_object (tmp); 455 remove_friendly_object (tmp);
437 if (!ol) 456 if (!ol)
438 return op; 457 return op;
439 } 458 }
528 x = mon->x; 547 x = mon->x;
529 y = mon->y; 548 y = mon->y;
530 m = mon->map; 549 m = mon->map;
531 dir = rv.direction; 550 dir = rv.direction;
532 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 551 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
533 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 552 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
553
534 /* If we can't solve it within the search distance, return now. */ 554 /* If we can't solve it within the search distance, return now. */
535 if (diff > max) 555 if (diff > max)
536 return 0; 556 return 0;
557
537 while (diff > 1 && max > 0) 558 while (diff > 1 && max > 0)
538 { 559 {
539 lastx = x; 560 lastx = x;
540 lasty = y; 561 lasty = y;
541 lastmap = m; 562 lastmap = m;
623 max--; 644 max--;
624 lastdir = dir; 645 lastdir = dir;
625 if (!firstdir) 646 if (!firstdir)
626 firstdir = dir; 647 firstdir = dir;
627 } 648 }
649
628 if (diff <= 1) 650 if (diff <= 1)
629 { 651 {
630 /* Recalculate diff (distance) because we may not have actually 652 /* Recalculate diff (distance) because we may not have actually
631 * headed toward player for entire distance. 653 * headed toward player for entire distance.
632 */ 654 */
633 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 655 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
634 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 656 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
635 } 657 }
658
636 if (diff > max) 659 if (diff > max)
637 return 0; 660 return 0;
638 } 661 }
662
639 /* If we reached the max, didn't find a direction in time */ 663 /* If we reached the max, didn't find a direction in time */
640 if (!max) 664 if (!max)
641 return 0; 665 return 0;
642 666
643 return firstdir; 667 return firstdir;
757roll_stat (void) 781roll_stat (void)
758{ 782{
759 int a[4], i, j, k; 783 int a[4], i, j, k;
760 784
761 for (i = 0; i < 4; i++) 785 for (i = 0; i < 4; i++)
762 a[i] = (int) RANDOM () % 6 + 1; 786 a[i] = (int) rndm (6) + 1;
763 787
764 for (i = 0, j = 0, k = 7; i < 4; i++) 788 for (i = 0, j = 0, k = 7; i < 4; i++)
765 if (a[i] < k) 789 if (a[i] < k)
766 k = a[i], j = i; 790 k = a[i], j = i;
767 791
773} 797}
774 798
775void 799void
776object::roll_stats () 800object::roll_stats ()
777{ 801{
778 int statsort [7]; 802 int statsort [NUM_STATS];
779 803
780 for (;;) 804 for (;;)
781 { 805 {
782 int sum = 0; 806 int sum = 0;
783 for (int i = 7; i--; ) 807 for (int i = NUM_STATS; i--; )
784 sum += statsort [i] = roll_stat (); 808 sum += statsort [i] = roll_stat ();
785 809
786 if (sum >= 82 && sum <= 116) 810 if (sum >= 82 && sum <= 116)
787 break; 811 break;
788 } 812 }
789 813
790 // Sort the stats so that rerolling is easier... 814 // Sort the stats so that rerolling is easier...
791 std::sort (statsort, statsort + 7, std::greater<int>()); 815 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
792 816
817 for (int i = 0; i < NUM_STATS; ++i)
793 stats.Str = statsort[0]; 818 stats.stat (i) = statsort [i];
794 stats.Dex = statsort[1];
795 stats.Con = statsort[2];
796 stats.Int = statsort[3];
797 stats.Wis = statsort[4];
798 stats.Pow = statsort[5];
799 stats.Cha = statsort[6];
800 819
801 stats.exp = 0; 820 stats.exp = 0;
802 stats.ac = 0; 821 stats.ac = 0;
803 822
804 stats.hp = stats.maxhp; 823 stats.hp = stats.maxhp;
816} 835}
817 836
818void 837void
819object::swap_stats (int a, int b) 838object::swap_stats (int a, int b)
820{ 839{
821 int tmp = get_attr_value (&contr->orig_stats, a); 840 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
822 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
823 set_attr_value (&contr->orig_stats, b, tmp);
824 841
842 for (int i = 0; i < NUM_STATS; ++i)
825 stats.Str = contr->orig_stats.Str; 843 stats.stat (i) = contr->orig_stats.stat (i);
826 stats.Dex = contr->orig_stats.Dex;
827 stats.Con = contr->orig_stats.Con;
828 stats.Int = contr->orig_stats.Int;
829 stats.Wis = contr->orig_stats.Wis;
830 stats.Pow = contr->orig_stats.Pow;
831 stats.Cha = contr->orig_stats.Cha;
832 844
833 //TODO: the following code looks so borked and should, at the very least, 845 //TODO: the following code looks so borked and should, at the very least,
834 // be merged with the similar code in roll_stats 846 // be merged with the similar code in roll_stats
835 stats.ac = 0; 847 stats.ac = 0;
836 848
867 * appropriate action with it (change race, or other things). 879 * appropriate action with it (change race, or other things).
868 * The function name is for historical reasons - now we have 880 * The function name is for historical reasons - now we have
869 * separate race and class; this actually changes the RACE, 881 * separate race and class; this actually changes the RACE,
870 * not the class. 882 * not the class.
871 */ 883 */
872int 884void
873key_change_class (object *op, char key) 885player::chargen_race_done ()
874{ 886{
875 int tmp_loop;
876
877 if (key == 'd' || key == 'D')
878 {
879 char buf[MAX_BUF];
880
881 /* this must before then initial items are given */ 887 /* this must before then initial items are given */
882 esrv_new_player (op->contr, op->weight + op->carrying); 888 esrv_new_player (ob->contr, ob->weight + ob->carrying);
883 889
884 treasurelist *tl = find_treasurelist ("starting_wealth"); 890 treasurelist *tl = treasurelist::find ("starting_wealth");
885 if (tl) 891 if (tl)
886 create_treasure (tl, op, 0, 0, 0); 892 create_treasure (tl, ob, 0, 0, 0);
887 893
888 INVOKE_PLAYER (BIRTH, op->contr); 894 INVOKE_PLAYER (BIRTH, ob->contr);
889 INVOKE_PLAYER (LOGIN, op->contr); 895 INVOKE_PLAYER (LOGIN, ob->contr);
890 896
891 op->contr->ns->state = ST_PLAYING; 897 ob->contr->ns->state = ST_PLAYING;
892 898
893 if (op->msg) 899 if (ob->msg)
894 op->msg = NULL; 900 ob->msg = 0;
895 901
896 /* We create this now because some of the unique maps will need it 902 /* We create this now because some of the unique maps will need it
897 * to save here. 903 * to save here.
898 */ 904 */
905 {
906 char buf[MAX_BUF];
899 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 907 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
900 make_path_to_file (buf); 908 make_path_to_file (buf);
909 }
901 910
902#ifdef AUTOSAVE
903 op->contr->last_save_tick = pticks;
904#endif
905 start_info (op); 911 start_info (ob);
906 CLEAR_FLAG (op, FLAG_WIZ); 912 CLEAR_FLAG (ob, FLAG_WIZ);
907 give_initial_items (op, op->randomitems); 913 give_initial_items (ob, ob->randomitems);
908 link_player_skills (op); 914 link_player_skills (ob);
909 esrv_send_inventory (op, op); 915 esrv_send_inventory (ob, ob);
910 op->update_stats (); 916 ob->update_stats ();
911 917
912 /* This moves the player to a different start map, if there 918 /* This moves the player to a different start map, if there
913 * is one for this race 919 * is one for this race
914 */ 920 */
915 if (*first_map_ext_path) 921 if (*first_map_ext_path)
916 { 922 {
917 object *tmp; 923 object *tmp;
918 char mapname[MAX_BUF]; 924 char mapname[MAX_BUF];
919 925
920 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 926 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
921 tmp = object::create (); 927 tmp = object::create ();
922 EXIT_PATH (tmp) = mapname; 928 EXIT_PATH (tmp) = mapname;
923 EXIT_X (tmp) = op->x; 929 EXIT_X (tmp) = ob->x;
924 EXIT_Y (tmp) = op->y; 930 EXIT_Y (tmp) = ob->y;
925 enter_exit (op, tmp); /* we don't really care if it succeeded; 931 ob->enter_exit (tmp); /* we don't really care if it succeeded;
926 * if the map isn't there, then stay on the 932 * if the map isn't there, then stay on the
927 * default initial map */ 933 * default initial map */
928 tmp->destroy (); 934 tmp->destroy ();
929 } 935 }
930 else 936 else
931 LOG (llevDebug, "first_map_ext_path not set\n"); 937 LOG (llevDebug, "first_map_ext_path not set\n");
938}
932 939
933 return 0; 940void
934 } 941player::chargen_race_next ()
935 942{
936 /* Following actually changes the race - this is the default command 943 /* Following actually changes the race - this is the default command
937 * if we don't match with one of the options above. 944 * if we don't match with one of the options above.
938 */ 945 */
939 946
940 tmp_loop = 0; 947 do
941 while (!tmp_loop)
942 { 948 {
943 shstr name = op->name; 949 shstr name = ob->name;
944 int x = op->x, y = op->y; 950 int x = ob->x, y = ob->y;
945 951
946 op->remove_statbonus (); 952 ob->remove_statbonus ();
947 op->remove (); 953 ob->remove ();
948 op->arch = get_player_archetype (op->arch); 954 ob->arch = get_player_archetype (ob->arch);
949 op->arch->clone.copy_to (op); 955 ob->arch->clone.copy_to (ob);
950 op->instantiate (); 956 ob->instantiate ();
951 op->stats = op->contr->orig_stats; 957 ob->stats = ob->contr->orig_stats;
952 op->name = op->name_pl = name; 958 ob->name = ob->name_pl = name;
953 op->x = x; 959 ob->x = x;
954 op->y = y; 960 ob->y = y;
955 SET_ANIMATION (op, 2); /* So player faces south */ 961 SET_ANIMATION (ob, 2); /* So player faces south */
956 insert_ob_in_map (op, op->map, op, 0); 962 insert_ob_in_map (ob, ob->map, ob, 0);
957 assign (op->contr->title, op->arch->clone.name); 963 assign (ob->contr->title, ob->arch->clone.name);
958 op->add_statbonus (); 964 ob->add_statbonus ();
959 tmp_loop = allowed_class (op);
960 } 965 }
966 while (!allowed_class (ob));
961 967
962 update_object (op, UP_OBJ_FACE); 968 update_object (ob, UP_OBJ_FACE);
963 esrv_update_item (UPD_FACE, op, op); 969 esrv_update_item (UPD_FACE, ob, ob);
964 op->update_stats (); 970 ob->update_stats ();
965 op->stats.hp = op->stats.maxhp; 971 ob->stats.hp = ob->stats.maxhp;
966 op->stats.sp = op->stats.maxsp; 972 ob->stats.sp = ob->stats.maxsp;
967 op->stats.grace = 0; 973 ob->stats.grace = 0;
968
969 if (op->msg)
970 new_draw_info (NDI_BLUE, 0, op, op->msg);
971
972 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
973 return 0;
974}
975
976int
977key_confirm_quit (object *op, char key)
978{
979 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
980 {
981 op->contr->ns->state = ST_PLAYING;
982 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
983 return 1;
984 }
985
986 INVOKE_PLAYER (LOGOUT, op->contr);
987 INVOKE_PLAYER (QUIT, op->contr);
988
989 op->contr->enable_save = false;
990
991 terminate_all_pets (op);
992 leave_map (op);
993 op->direction = 0;
994 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
995
996 strcpy (op->contr->killer, "quit");
997 check_score (op);
998 op->contr->party = 0;
999 op->contr->own_title[0] = '\0';
1000
1001 object_ptr ob = op;
1002
1003 /* We need to hunt for any per player unique maps in memory and
1004 * get rid of them. The trailing slash in the path is intentional,
1005 * so that players named 'Ab' won't match against players 'Abe' pathname
1006 */
1007 char buf[MAX_BUF];
1008 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1009
1010 for_all_maps (mp)
1011 if (!strncmp (mp->path, buf, strlen (buf)))
1012 delete_map (mp);
1013
1014 delete_character (ob->name, 1);
1015 ob->contr->destroy ();
1016
1017 return 1;
1018} 974}
1019 975
1020void 976void
1021flee_player (object *op) 977flee_player (object *op)
1022{ 978{
1069 /* Cornered, get rid of scared */ 1025 /* Cornered, get rid of scared */
1070 CLEAR_FLAG (op, FLAG_SCARED); 1026 CLEAR_FLAG (op, FLAG_SCARED);
1071 op->enemy = NULL; 1027 op->enemy = NULL;
1072} 1028}
1073 1029
1074
1075/* check_pick sees if there is stuff to be picked up/picks up stuff. 1030/* check_pick sees if there is stuff to be picked up/picks up stuff.
1076 * IT returns 1 if the player should keep on moving, 0 if he should 1031 * It returns 1 if the player should keep on moving, 0 if he should
1077 * stop. 1032 * stop.
1078 */ 1033 */
1079int 1034int
1080check_pick (object *op) 1035check_pick (object *op)
1081{ 1036{
1082 object *tmp, *next; 1037 object *tmp, *next;
1083 int stop = 0; 1038 int stop = 0;
1084 int j, k, wvratio; 1039 int wvratio;
1085 char putstring[128], tmpstr[16]; 1040 char putstring[128];
1086 1041
1087 /* if you're flying, you cna't pick up anything */ 1042 /* if you're flying, you cna't pick up anything */
1088 if (op->move_type & MOVE_FLYING) 1043 if (op->move_type & MOVE_FLYING)
1089 return 1; 1044 return 1;
1090 1045
1427 * found object is returned. 1382 * found object is returned.
1428 */ 1383 */
1429object * 1384object *
1430find_arrow (object *op, const char *type) 1385find_arrow (object *op, const char *type)
1431{ 1386{
1432 object *tmp = NULL; 1387 object *tmp = 0;
1433 1388
1434 for (op = op->inv; op; op = op->below) 1389 for (op = op->inv; op; op = op->below)
1435 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1390 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1436 tmp = find_arrow (op, type); 1391 tmp = find_arrow (op, type);
1437 else if (op->type == ARROW && op->race == type) 1392 else if (op->type == ARROW && op->race == type)
1438 return op; 1393 return op;
1394
1439 return tmp; 1395 return tmp;
1440} 1396}
1441 1397
1442/* 1398/*
1443 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1399 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1444 * against the target. A full test is not performed, simply a basic test 1400 * against the target. A full test is not performed, simply a basic test
1445 * of resistances. The archer is making a quick guess at what he sees down 1401 * of resistances. The archer is making a quick guess at what he sees down
1446 * the hall. Failing that it does it's best to pick the highest plus arrow. 1402 * the hall. Failing that it does it's best to pick the highest plus arrow.
1447 */ 1403 */
1448
1449object * 1404object *
1450find_better_arrow (object *op, object *target, const char *type, int *better) 1405find_better_arrow (object *op, object *target, const char *type, int *better)
1451{ 1406{
1452 object *tmp = NULL, *arrow, *ntmp; 1407 object *tmp = NULL, *arrow, *ntmp;
1453 int attacknum, attacktype, betterby = 0, i; 1408 int attacknum, attacktype, betterby = 0, i;
1519 * find_better_arrow to find a decent arrow to use. 1474 * find_better_arrow to find a decent arrow to use.
1520 * op = the shooter 1475 * op = the shooter
1521 * type = bow->race 1476 * type = bow->race
1522 * dir = fire direction 1477 * dir = fire direction
1523 */ 1478 */
1524
1525object * 1479object *
1526pick_arrow_target (object *op, const char *type, int dir) 1480pick_arrow_target (object *op, const char *type, int dir)
1527{ 1481{
1528 object *tmp = NULL; 1482 object *tmp = NULL;
1529 maptile *m; 1483 maptile *m;
1594 */ 1548 */
1595int 1549int
1596fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1550fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1597{ 1551{
1598 object *left, *bow; 1552 object *left, *bow;
1599 int bowspeed, mflags; 1553 int mflags;
1600 maptile *m; 1554 maptile *m;
1601 1555
1602 if (!dir) 1556 if (!dir)
1603 { 1557 {
1604 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1558 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1559 return 0;
1606 } 1560 }
1607 1561
1608 if (op->type == PLAYER) 1562 if (op->contr)
1609 bow = op->contr->ranges[range_bow]; 1563 bow = op->current_weapon;
1610 else 1564 else
1611 { 1565 {
1612 for (bow = op->inv; bow; bow = bow->below) 1566 for (bow = op->inv; bow; bow = bow->below)
1613 /* Don't check for applied - monsters don't apply bows - in that way, they 1567 /* Don't check for applied - monsters don't apply bows - in that way, they
1614 * don't need to switch back and forth between bows and weapons. 1568 * don't need to switch back and forth between bows and weapons.
1619 if (!bow) 1573 if (!bow)
1620 { 1574 {
1621 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1575 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1622 return 0; 1576 return 0;
1623 } 1577 }
1578
1579 // optimisation: move object to top so we will find it quickly again
1580 if (bow->below)
1581 {
1582 bow->remove ();
1583 op->insert (bow);
1584 }
1585
1624 } 1586 }
1625 1587
1626 if (!bow->race || !bow->skill) 1588 if (!bow->race || !bow->skill)
1627 { 1589 {
1628 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1590 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1629 return 0; 1591 return 0;
1630 } 1592 }
1631
1632 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1633
1634 /* penalize ROF for bestarrow */
1635 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1636 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1637
1638 if (bowspeed < 1)
1639 bowspeed = 1;
1640 1593
1641 if (arrow == NULL) 1594 if (arrow == NULL)
1642 { 1595 {
1643 if ((arrow = find_arrow (op, bow->race)) == NULL) 1596 if ((arrow = find_arrow (op, bow->race)) == NULL)
1644 { 1597 {
1645 if (op->type == PLAYER) 1598 if (op->type == PLAYER)
1646 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);
1647 /* 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 */
1648 else 1601 else
1649 CLEAR_FLAG (op, FLAG_READY_BOW); 1602 CLEAR_FLAG (op, FLAG_READY_BOW);
1603
1650 return 0; 1604 return 0;
1651 } 1605 }
1652 } 1606 }
1653 1607
1654 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1608 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1678 1632
1679 arrow->set_owner (op); 1633 arrow->set_owner (op);
1680 arrow->skill = bow->skill; 1634 arrow->skill = bow->skill;
1681 arrow->direction = dir; 1635 arrow->direction = dir;
1682 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
1644#if 0
1645 if (player *pl = op->contr)
1646 {
1647 float speed = pl->weapon_sp;
1648
1649 /* penalize ROF for bestarrow */
1650 if (pl->bowtype == bow_bestarrow)
1651 speed *= .9f;
1652 else
1653 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1654
1655 op->speed_left += speed - op->speed;
1656 }
1657#endif
1658
1659 SET_ANIMATION (arrow, arrow->direction);
1660
1661 /* update the speed */
1662 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1663 + bow->stats.dam / 7.f;
1664
1665 arrow->set_speed (max (arrow->speed, 2.f));
1666 arrow->speed_left = 0;
1667
1668 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1669
1683 if (op->type == PLAYER) 1670 if (op->type == PLAYER)
1684 { 1671 {
1685 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1686 op->update_stats ();
1687 }
1688
1689 SET_ANIMATION (arrow, arrow->direction);
1690 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1691 arrow->stats.hp = arrow->stats.dam;
1692 arrow->stats.grace = arrow->attacktype;
1693 if (arrow->slaying != NULL)
1694 arrow->spellarg = strdup (arrow->slaying);
1695
1696 /* Note that this was different for monsters - they got their level
1697 * added to the damage. I think the strength bonus is more proper.
1698 */
1699
1700 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1701
1702 /* update the speed */
1703 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1704 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1705
1706 arrow->set_speed (max (arrow->speed, 1.0));
1707 arrow->speed_left = 0;
1708
1709 if (op->type == PLAYER)
1710 {
1711 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1712 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1713 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1714
1715 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1672 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1673 wc -= dex_bonus[op->stats.Dex];
1674
1675 if (!arrow->slaying)
1676 arrow->slaying = op->slaying;
1677
1678 arrow->attacktype |= op->attacktype;
1716 } 1679 }
1717 else 1680 else
1718 { 1681 {
1719 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1720 arrow->level = op->level; 1682 arrow->level = op->level;
1721 } 1683 arrow->stats.wc -= bow->magic;
1722 1684
1723 if (arrow->attacktype == AT_PHYSICAL) 1685 if (!arrow->slaying)
1686 arrow->slaying = bow->slaying;
1687
1724 arrow->attacktype |= bow->attacktype; 1688 arrow->attacktype |= bow->attacktype;
1689 }
1725 1690
1726 if (bow->slaying) 1691 wc -= arrow->level;
1727 arrow->slaying = bow->slaying; 1692 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1728 1693
1694 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1729 arrow->move_type = MOVE_FLY_LOW; 1695 arrow->move_type = MOVE_FLY_LOW;
1730 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1696 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1731 1697
1732 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1698 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1733 m->insert (arrow, sx, sy, op); 1699 m->insert (arrow, sx, sy, op);
1758{ 1724{
1759 int ret = 0, wcmod = 0; 1725 int ret = 0, wcmod = 0;
1760 1726
1761 if (op->contr->bowtype == bow_bestarrow) 1727 if (op->contr->bowtype == bow_bestarrow)
1762 { 1728 {
1763 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1729 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1764 } 1730 }
1765 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1731 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1766 { 1732 {
1767 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1733 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1768 wcmod = -1; 1734 wcmod = -1;
1735
1769 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1736 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1770 } 1737 }
1771 else if (op->contr->bowtype == bow_threewide) 1738 else if (op->contr->bowtype == bow_threewide)
1772 { 1739 {
1773 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1740 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1777 else if (op->contr->bowtype == bow_spreadshot) 1744 else if (op->contr->bowtype == bow_spreadshot)
1778 { 1745 {
1779 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1746 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1780 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1747 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1781 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1748 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1782
1783 } 1749 }
1784 else 1750 else
1785 { 1751 {
1786 /* Simple case */ 1752 /* Simple case */
1787 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1753 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1788 } 1754 }
1755
1789 return ret; 1756 return ret;
1790} 1757}
1791
1792 1758
1793/* Fires a misc (wand/rod/horn) object in 'dir'. 1759/* Fires a misc (wand/rod/horn) object in 'dir'.
1794 * Broken apart from 'fire' to keep it more readable. 1760 * Broken apart from 'fire' to keep it more readable.
1795 */ 1761 */
1796void 1762void
1797fire_misc_object (object *op, int dir) 1763fire_misc_object (object *op, int dir)
1798{ 1764{
1799 object *item; 1765 object *item = op->contr->ranged_ob;
1800 1766
1801 if (!op->contr->ranges[range_misc]) 1767 if (!item)
1802 { 1768 {
1803 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1769 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1804 return; 1770 return;
1805 } 1771 }
1806 1772
1807 item = op->contr->ranges[range_misc];
1808 if (!item->inv) 1773 if (!item->inv)
1809 { 1774 {
1810 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1775 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1811 return; 1776 return;
1812 } 1777 }
1778
1779 if (!op->change_weapon (item))
1780 return;
1781
1813 if (item->type == WAND) 1782 if (item->type == WAND)
1814 { 1783 {
1815 if (item->stats.food <= 0) 1784 if (item->stats.food <= 0)
1816 { 1785 {
1817 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1786 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1818 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1787 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1788
1819 return; 1789 return;
1820 } 1790 }
1821 } 1791 }
1822 else if (item->type == ROD || item->type == HORN) 1792 else if (item->type == ROD || item->type == HORN)
1823 { 1793 {
1824 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1794 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1825 { 1795 {
1826 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1796 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1797
1827 if (item->type == ROD) 1798 if (item->type == ROD)
1828 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1799 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1829 else 1800 else
1830 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1801 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1802
1831 return; 1803 return;
1832 } 1804 }
1833 } 1805 }
1834 1806
1835 if (cast_spell (op, item, dir, item->inv, NULL)) 1807 if (cast_spell (op, item, dir, item->inv, NULL))
1857 } 1829 }
1858} 1830}
1859 1831
1860/* Received a fire command for the player - go and do it. 1832/* Received a fire command for the player - go and do it.
1861 */ 1833 */
1862void 1834bool
1863fire (object *op, int dir) 1835fire (object *op, int dir)
1864{ 1836{
1865 int spellcost = 0; 1837 int spellcost = 0;
1866 1838
1867 /* check for loss of invisiblity/hide */ 1839 /* check for loss of invisiblity/hide */
1868 if (action_makes_visible (op)) 1840 if (action_makes_visible (op))
1869 make_visible (op); 1841 make_visible (op);
1870 1842
1871 switch (op->contr->shoottype) 1843 player *pl = op->contr;
1844
1845 if (pl->golem)
1846 {
1847 control_golem (op->contr->golem, dir);
1848 return false;
1872 { 1849 }
1873 case range_none:
1874 return;
1875 1850
1876 case range_bow: 1851 object *ob = pl->ranged_ob;
1852
1853 if (!ob)
1854 return false;
1855
1856 if (!op->change_weapon (ob))
1857 return false;
1858
1859 if (op->speed_left > 0.f)
1860 --op->speed_left;
1861 else
1862 return false;
1863
1864 switch (ob->type)
1865 {
1866 case BOW:
1877 player_fire_bow (op, dir); 1867 player_fire_bow (op, dir);
1878 return; 1868 break;
1879 1869
1880 case range_magic: /* Casting spells */ 1870 case SPELL:
1881 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1871 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1882 return; 1872 break;
1883 1873
1884 case range_misc: 1874 case BUILDER:
1875 apply_map_builder (op, dir);
1876 break;
1877
1878 case SKILL:
1879 do_skill (op, op, ob, dir, 0);
1880 break;
1881
1882 default:
1885 fire_misc_object (op, dir); 1883 fire_misc_object (op, dir);
1886 return; 1884 break;
1887
1888 case range_golem: /* Control summoned monsters from scrolls */
1889 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1890 {
1891 op->contr->ranges[range_golem] = 0;
1892 op->contr->shoottype = range_none;
1893 }
1894 else
1895 control_golem (op->contr->ranges[range_golem], dir);
1896 return;
1897
1898 case range_skill:
1899 if (!op->chosen_skill)
1900 {
1901 if (op->type == PLAYER)
1902 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1903 return;
1904 }
1905 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1906 return;
1907 case range_builder:
1908 apply_map_builder (op, dir);
1909 return;
1910 default:
1911 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1912 return;
1913 } 1885 }
1914}
1915 1886
1916 1887 return true;
1888}
1917 1889
1918/* find_key 1890/* find_key
1919 * We try to find a key for the door as passed. If we find a key 1891 * We try to find a key for the door as passed. If we find a key
1920 * and successfully use it, we return the key, otherwise NULL 1892 * and successfully use it, we return the key, otherwise NULL
1921 * This function merges both normal and locked door, since the logic 1893 * This function merges both normal and locked door, since the logic
1923 * pl is the player, 1895 * pl is the player,
1924 * inv is the objects inventory to searched 1896 * inv is the objects inventory to searched
1925 * door is the door we are trying to match against. 1897 * door is the door we are trying to match against.
1926 * This function can be called recursively to search containers. 1898 * This function can be called recursively to search containers.
1927 */ 1899 */
1928
1929object * 1900object *
1930find_key (object *pl, object *container, object *door) 1901find_key (object *pl, object *container, object *door)
1931{ 1902{
1932 object *tmp, *key; 1903 object *tmp, *key;
1933 1904
1934 /* Should not happen, but sanity checking is never bad */ 1905 /* Should not happen, but sanity checking is never bad */
1935 if (container->inv == NULL) 1906 if (!container->inv)
1936 return NULL; 1907 return 0;
1937 1908
1938 /* First, lets try to find a key in the top level inventory */ 1909 /* First, lets try to find a key in the top level inventory */
1939 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1910 for (tmp = container->inv; tmp; tmp = tmp->below)
1940 { 1911 {
1941 if (door->type == DOOR && tmp->type == KEY) 1912 if (door->type == DOOR && tmp->type == KEY)
1942 break; 1913 break;
1943 /* For sanity, we should really check door type, but other stuff 1914 /* For sanity, we should really check door type, but other stuff
1944 * (like containers) can be locked with special keys 1915 * (like containers) can be locked with special keys
1945 */ 1916 */
1946 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1917 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1947 break; 1918 break;
1948 } 1919 }
1920
1949 /* No key found - lets search inventories now */ 1921 /* No key found - lets search inventories now */
1950 /* If we find and use a key in an inventory, return at that time. 1922 /* If we find and use a key in an inventory, return at that time.
1951 * otherwise, if we search all the inventories and still don't find 1923 * otherwise, if we search all the inventories and still don't find
1952 * a key, return 1924 * a key, return
1953 */ 1925 */
1954 if (!tmp) 1926 if (!tmp)
1955 { 1927 {
1956 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1928 for (tmp = container->inv; tmp; tmp = tmp->below)
1957 { 1929 {
1958 /* No reason to search empty containers */ 1930 /* No reason to search empty containers */
1959 if (tmp->type == CONTAINER && tmp->inv) 1931 if (tmp->type == CONTAINER && tmp->inv)
1960 { 1932 {
1961 if ((key = find_key (pl, tmp, door)) != NULL) 1933 if ((key = find_key (pl, tmp, door)))
1962 return key; 1934 return key;
1963 } 1935 }
1964 } 1936 }
1937
1965 if (!tmp) 1938 if (!tmp)
1966 return NULL; 1939 return NULL;
1967 } 1940 }
1941
1968 /* We get down here if we have found a key. Now if its in a container, 1942 /* We get down here if we have found a key. Now if its in a container,
1969 * see if we actually want to use it 1943 * see if we actually want to use it
1970 */ 1944 */
1971 if (pl != container) 1945 if (pl != container)
1972 { 1946 {
1993 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1967 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1994 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1968 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1995 return NULL; 1969 return NULL;
1996 } 1970 }
1997 } 1971 }
1972
1998 return tmp; 1973 return tmp;
1999} 1974}
2000 1975
2001/* moved door processing out of move_player_attack. 1976/* moved door processing out of move_player_attack.
2002 * returns 1 if player has opened the door with a key 1977 * returns 1 if player has opened the door with a key
2004 * 0 otherwise 1979 * 0 otherwise
2005 */ 1980 */
2006static int 1981static int
2007player_attack_door (object *op, object *door) 1982player_attack_door (object *op, object *door)
2008{ 1983{
2009 /* If its a door, try to find a use a key. If we do destroy the door, 1984 /* If its a door, try to find a key. If we do destroy the door,
2010 * might as well return immediately as there is nothing more to do - 1985 * might as well return immediately as there is nothing more to do -
2011 * otherwise, we fall through to the rest of the code. 1986 * otherwise, we fall through to the rest of the code.
2012 */ 1987 */
2013 object *key = find_key (op, op, door); 1988 object *key = find_key (op, op, door);
2014 1989
2015 /* IF we found a key, do some extra work */ 1990 /* If we found a key, do some extra work */
2016 if (key) 1991 if (key)
2017 { 1992 {
2018 object *container = key->env; 1993 object *container = key->env;
2019 1994
2020 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1995 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1996
2021 if (action_makes_visible (op)) 1997 if (action_makes_visible (op))
2022 make_visible (op); 1998 make_visible (op);
1999
2023 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 2000 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2024 spring_trap (door->inv, op); 2001 spring_trap (door->inv, op);
2002
2025 if (door->type == DOOR) 2003 if (door->type == DOOR)
2026 {
2027 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 2004 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2028 }
2029 else if (door->type == LOCKED_DOOR) 2005 else if (door->type == LOCKED_DOOR)
2030 { 2006 {
2031 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 2007 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2032 remove_door2 (door); /* remove door without violence ;-) */ 2008 remove_door2 (door); /* remove door without violence ;-) */
2033 } 2009 }
2010
2034 /* Do this after we print the message */ 2011 /* Do this after we print the message */
2035 decrease_ob (key); /* Use up one of the keys */ 2012 decrease_ob (key); /* Use up one of the keys */
2036 /* Need to update the weight the container the key was in */ 2013 /* Need to update the weight the container the key was in */
2037 if (container != op) 2014 if (container != op)
2038 esrv_update_item (UPD_WEIGHT, op, container); 2015 esrv_update_item (UPD_WEIGHT, op, container);
2016
2039 return 1; /* Nothing more to do below */ 2017 return 1; /* Nothing more to do below */
2040 } 2018 }
2041 else if (door->type == LOCKED_DOOR) 2019 else if (door->type == LOCKED_DOOR)
2042 { 2020 {
2043 /* Might as well return now - no other way to open this */ 2021 /* Might as well return now - no other way to open this */
2044 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2022 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2045 return 1; 2023 return 1;
2046 } 2024 }
2025
2047 return 0; 2026 return 0;
2048} 2027}
2049 2028
2050/* This function is just part of a breakup from move_player. 2029/* This function is just part of a breakup from move_player.
2051 * It should keep the code cleaner. 2030 * It should keep the code cleaner.
2052 * When this is called, the players direction has been updated 2031 * When this is called, the players direction has been updated
2053 * (taking into account confusion.) The player is also actually 2032 * (taking into account confusion.) The player is also actually
2054 * going to try and move (not fire weapons). 2033 * going to try and move (not fire weapons).
2055 */ 2034 */
2056void 2035bool
2057move_player_attack (object *op, int dir) 2036move_player_attack (object *op, int dir)
2058{ 2037{
2059 object *tmp, *mon;
2060 sint16 nx, ny;
2061 int on_battleground; 2038 int on_battleground;
2062 maptile *m;
2063 2039
2064 nx = freearr_x[dir] + op->x; 2040 sint16 nx = freearr_x[dir] + op->x;
2065 ny = freearr_y[dir] + op->y; 2041 sint16 ny = freearr_y[dir] + op->y;
2066 2042
2067 on_battleground = op_on_battleground (op, 0, 0); 2043 on_battleground = op_on_battleground (op, 0, 0);
2044
2045 if (out_of_map (op->map, nx, ny))
2046 return false;
2047
2048 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2049 {
2050 --op->speed_left;
2051 return true;
2052 }
2068 2053
2069 /* If braced, or can't move to the square, and it is not out of the 2054 /* If braced, or can't move to the square, and it is not out of the
2070 * map, attack it. Note order of if statement is important - don't 2055 * map, attack it. Note order of if statement is important - don't
2071 * want to be calling move_ob if braced, because move_ob will move the 2056 * want to be calling move_ob if braced, because move_ob will move the
2072 * player. This is a pretty nasty hack, because if we could 2057 * player. This is a pretty nasty hack, because if we could
2073 * move to some space, it then means that if we are braced, we should 2058 * move to some space, it then means that if we are braced, we should
2074 * do nothing at all. As it is, if we are braced, we go through 2059 * do nothing at all. As it is, if we are braced, we go through
2075 * quite a bit of processing. However, it probably is less than what 2060 * quite a bit of processing. However, it probably is less than what
2076 * move_ob uses. 2061 * move_ob uses.
2077 */ 2062 */
2078 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2063 maptile *m = op->map->xy_find (nx, ny);
2079 {
2080 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2081 {
2082 m = get_map_from_coord (op->map, &nx, &ny);
2083 if (!m)
2084 return; /* Don't think this should happen */
2085 }
2086 else
2087 m = op->map;
2088 2064
2089 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2090 {
2091 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2092 return;
2093 }
2094
2095 mon = 0;
2096 /* Go through all the objects, and find ones of interest. Only stop if 2065 /* Go through all the objects, and find ones of interest. Only stop if
2097 * we find a monster - that is something we know we want to attack. 2066 * we find a monster - that is something we know we want to attack.
2098 * if its a door or barrel (can roll) see if there may be monsters 2067 * if its a door or barrel (can roll) see if there may be monsters
2099 * on the space 2068 * on the space
2100 */ 2069 */
2101 while (tmp) 2070 object *mon;
2102 { 2071 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2103 if (tmp == op) 2072 {
2104 { 2073 if ((mon->flag [FLAG_ALIVE]
2105 tmp = tmp->above; 2074 || mon->type == LOCKED_DOOR
2106 continue; 2075 || mon->flag [FLAG_CAN_ROLL])
2107 }
2108
2109 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2110 {
2111 mon = tmp; 2076 && mon != op)
2112 break; 2077 break;
2113 } 2078 }
2114 2079
2115 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2116 mon = tmp;
2117
2118 tmp = tmp->above;
2119 }
2120
2121 if (!mon) /* This happens anytime the player tries to move */ 2080 if (!mon) /* This happens anytime the player tries to move */
2122 return; /* into a wall */ 2081 return false; /* into a wall */
2123 2082
2124 if (mon->head)
2125 mon = mon->head; 2083 mon = mon->head_ ();
2126 2084
2127 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2085 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2086 if (op->contr->weapon_sp_left > 0.f)
2128 if (player_attack_door (op, mon)) 2087 if (player_attack_door (op, mon))
2088 {
2089 --op->contr->weapon_sp_left;
2129 return; 2090 return true;
2091 }
2130 2092
2131 /* The following deals with possibly attacking peaceful 2093 /* The following deals with possibly attacking peaceful
2132 * or frienddly creatures. Basically, all players are considered 2094 * or friendly creatures. Basically, all players are considered
2133 * unaggressive. If the moving player has peaceful set, then the 2095 * unaggressive. If the moving player has peaceful set, then the
2134 * object should be pushed instead of attacked. It is assumed that 2096 * object should be pushed instead of attacked. It is assumed that
2135 * if you are braced, you will not attack friends accidently, 2097 * if you are braced, you will not attack friends accidently,
2136 * and thus will not push them. 2098 * and thus will not push them.
2137 */ 2099 */
2138 2100
2139 /* If the creature is a pet, push it even if the player is not 2101 /* If the creature is a pet, push it even if the player is not
2140 * peaceful. Our assumption is the creature is a pet if the 2102 * peaceful. Our assumption is the creature is a pet if the
2141 * player owns it and it is either friendly or unagressive. 2103 * player owns it and it is either friendly or unagressive.
2142 */ 2104 */
2143 if ((op->type == PLAYER) 2105 if (op->type == PLAYER
2144#if COZY_SERVER
2145 &&
2146 ((mon->owner && mon->owner->contr 2106 && ((mon->owner && mon->owner->contr
2147 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2107 && same_party (mon->owner->contr->party, op->contr->party))
2148#else
2149 && mon->owner == op 2108 || mon->owner == op)
2150#endif
2151 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2109 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2152 { 2110 {
2153 /* 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 */
2154 if (op->contr->braced) 2112 if (op->contr->braced)
2155 return; 2113 return false;
2114
2115 if (op->speed_left > 0.f)
2116 {
2117 --op->speed_left;
2118
2156 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2119 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2157 (void) push_ob (mon, dir, op); 2120 push_ob (mon, dir, op);
2121
2158 if (op->contr->tmp_invis || op->hide) 2122 if (op->contr->tmp_invis || op->hide)
2159 make_visible (op); 2123 make_visible (op);
2124
2160 return; 2125 return true;
2161 } 2126 }
2127 else
2128 return false;
2129 }
2162 2130
2163 /* in certain circumstances, you shouldn't attack friendly 2131 /* in certain circumstances, you shouldn't attack friendly
2164 * creatures. Note that if you are braced, you can't push 2132 * creatures. Note that if you are braced, you can't push
2165 * someone, but put it inside this loop so that you won't 2133 * someone, but put it inside this loop so that you won't
2166 * attack them either. 2134 * attack them either.
2167 */ 2135 */
2168 if ((mon->type == PLAYER || mon->enemy != op) && 2136 if ((mon->type == PLAYER || mon->enemy != op)
2169 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2137 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2170#ifdef PROHIBIT_PLAYERKILL
2171 (op->contr->peaceful 2138 && ((op->contr->peaceful
2172 || (mon->type == PLAYER 2139 || (mon->type == PLAYER && mon->contr->peaceful))
2173 && mon->contr->
2174 peaceful)) &&
2175#else
2176 op->contr->peaceful &&
2177#endif
2178 !on_battleground)) 2140 && !on_battleground))
2141 {
2142 if (op->speed_left > 0.f)
2179 { 2143 {
2144 --op->speed_left;
2145
2180 if (!op->contr->braced) 2146 if (!op->contr->braced)
2181 { 2147 {
2182 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2148 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2183 (void) push_ob (mon, dir, op); 2149 push_ob (mon, dir, op);
2184 } 2150 }
2185 else 2151 else
2186 new_draw_info (0, 0, op, "You withhold your attack"); 2152 new_draw_info (0, 0, op, "You withhold your attack");
2187 2153
2188 if (op->contr->tmp_invis || op->hide) 2154 if (op->contr->tmp_invis || op->hide)
2189 make_visible (op); 2155 make_visible (op);
2190 }
2191 2156
2157 return true;
2158 }
2159 }
2192 /* If the object is a boulder or other rollable object, then 2160 /* If the object is a boulder or other rollable object, then
2193 * roll it if not braced. You can't roll it if you are braced. 2161 * roll it if not braced. You can't roll it if you are braced.
2194 */ 2162 */
2195 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2163 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2164 {
2165 if (op->speed_left > 0.f)
2196 { 2166 {
2167 --op->speed_left;
2168
2197 recursive_roll (mon, dir, op); 2169 recursive_roll (mon, dir, op);
2198 if (action_makes_visible (op)) 2170 if (action_makes_visible (op))
2199 make_visible (op); 2171 make_visible (op);
2200 }
2201 2172
2173 return true;
2174 }
2175 }
2202 /* Any generic living creature. Including things like doors. 2176 /* Any generic living creature. Including things like doors.
2203 * Way it works is like this: First, it must have some hit points 2177 * Way it works is like this: First, it must have some hit points
2204 * and be living. Then, it must be one of the following: 2178 * and be living. Then, it must be one of the following:
2205 * 1) Not a player, 2) A player, but of a different party. Note 2179 * 1) Not a player, 2) A player, but of a different party. Note
2206 * that party_number -1 is no party, so attacks can still happen. 2180 * that party_number -1 is no party, so attacks can still happen.
2207 */ 2181 */
2208
2209 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2182 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2210 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2183 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2211 { 2184 {
2212 2185 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2213 /* If the player hasn't hit something this tick, and does
2214 * so, give them speed boost based on weapon speed. Doing
2215 * it here is better than process_players2, which basically
2216 * incurred a 1 tick offset.
2217 */
2218 if (!op->contr->has_hit)
2219 { 2186 {
2220 op->speed_left += op->speed / op->contr->weapon_sp; 2187 --op->contr->weapon_sp_left;
2221
2222 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2223 }
2224 2188
2225 skill_attack (mon, op, 0, 0, 0); 2189 skill_attack (mon, op, 0, 0, 0);
2226
2227 /* If attacking another player, that player gets automatic
2228 * hitback, and doesn't loose luck either.
2229 * Disable hitback on the battleground or if the target is
2230 * the wiz.
2231 */
2232 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2233 {
2234 short luck = mon->stats.luck;
2235
2236 mon->contr->has_hit = 1;
2237 skill_attack (op, mon, 0, 0, 0);
2238 mon->stats.luck = luck;
2239 }
2240 2190
2241 if (action_makes_visible (op)) 2191 if (action_makes_visible (op))
2242 make_visible (op); 2192 make_visible (op);
2243 }
2244 } /* if player should attack something */
2245}
2246 2193
2247int 2194 return true;
2195 }
2196 }
2197
2198 return false;
2199}
2200
2201bool
2248move_player (object *op, int dir) 2202move_player (object *op, int dir)
2249{ 2203{
2250 int pick; 2204 int pick;
2251 2205
2252 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2206 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2253 return 0; 2207 return 0;
2254 2208
2255 /* Sanity check: make sure dir is valid */ 2209 /* Sanity check: make sure dir is valid */
2256 if ((dir < 0) || (dir >= 9)) 2210 if ((dir < 0) || (dir >= 9))
2257 { 2211 {
2258 LOG (llevError, "move_player: invalid direction %d\n", dir); 2212 LOG (llevError, "move_player: invalid direction %d\n", dir);
2259 return 0; 2213 return 0;
2260 } 2214 }
2261 2215
2262 /* peterm: added following line */ 2216 /* peterm: added following line */
2263 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2217 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2264 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2218 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2265 2219
2266 op->facing = dir; 2220 op->facing = dir;
2267 2221
2268 if (op->hide) 2222 if (op->hide)
2269 do_hidden_move (op); 2223 do_hidden_move (op);
2270 2224
2225 bool retval;
2226
2271 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2227 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2272 /*nop */ ; 2228 retval = RESULT_INT (0);
2273 else if (op->contr->fire_on) 2229 else if (op->contr->fire_on)
2274 fire (op, dir); 2230 retval = fire (op, dir);
2275 else 2231 else
2276 { 2232 {
2277 move_player_attack (op, dir); 2233 retval = move_player_attack (op, dir);
2278 pick = check_pick (op); 2234 pick = check_pick (op);
2279 } 2235 }
2280 2236
2281 /* Add special check for newcs players and fire on - this way, the 2237 /* Add special check for newcs players and fire on - this way, the
2282 * server can handle repeat firing. 2238 * server can handle repeat firing.
2289 /* Update how the player looks. Use the facing, so direction may 2245 /* Update how the player looks. Use the facing, so direction may
2290 * get reset to zero. This allows for full animation capabilities 2246 * get reset to zero. This allows for full animation capabilities
2291 * for players. 2247 * for players.
2292 */ 2248 */
2293 animate_object (op, op->facing); 2249 animate_object (op, op->facing);
2294 return 0; 2250
2251 return retval;
2295} 2252}
2296 2253
2297/* This is similar to handle_player, below, but is only used by the 2254/* This is similar to handle_player, below, but is only used by the
2298 * new client/server stuff. 2255 * new client/server stuff.
2299 * This is sort of special, in that the new client/server actually uses 2256 * This is sort of special, in that the new client/server actually uses
2300 * the new speed values for commands. 2257 * the new speed values for commands.
2301 * 2258 *
2302 * Returns true if there are more actions we can do. 2259 * Returns true if there are more actions we can do. Should not do
2260 * many actions in a row, as that would be too unfair to other
2261 * players.
2303 */ 2262 */
2304int 2263bool
2305handle_newcs_player (object *op) 2264handle_newcs_player (object *op)
2306{ 2265{
2307 if (op->contr->hidden)
2308 {
2309 op->invisible = 1000;
2310 /* the socket code flashes the player visible/invisible
2311 * depending on the value of invisible, so we need to
2312 * alternate it here for it to work correctly.
2313 */
2314 if (pticks & 2)
2315 op->invisible--;
2316 }
2317 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2318 {
2319 op->invisible--;
2320 if (!op->invisible)
2321 {
2322 make_visible (op);
2323 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2324 }
2325 }
2326
2327 if (QUERY_FLAG (op, FLAG_SCARED)) 2266 if (QUERY_FLAG (op, FLAG_SCARED))
2328 { 2267 {
2329 flee_player (op); 2268 if (op->speed_left > 0.f)
2330 /* If player is still scared, that is his action for this tick */
2331 if (QUERY_FLAG (op, FLAG_SCARED))
2332 { 2269 {
2333 op->speed_left--; 2270 --op->speed_left;
2271 flee_player (op);
2272
2334 return 0; 2273 return true;
2335 } 2274 }
2275 else
2276 return false;
2336 } 2277 }
2337
2338 /* I've been seeing crashes where the golem has been destroyed, but
2339 * the player object still points to the defunct golem. The code that
2340 * destroys the golem looks correct, and it doesn't always happen, so
2341 * put this in a a workaround to clean up the golem pointer.
2342 */
2343 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2344 op->contr->ranges[range_golem] = 0;
2345 2278
2346 /* call this here - we also will call this in do_ericserver, but 2279 /* call this here - we also will call this in do_ericserver, but
2347 * the players time has been increased when doericserver has been 2280 * the players time has been increased when doericserver has been
2348 * called, so we recheck it here. 2281 * called, so we recheck it here.
2349 */ 2282 */
2350 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2283 if (op->contr->ns->handle_command ())
2351 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2352 ;
2353
2354 if (op->speed_left < 0)
2355 return 0; 2284 return true;
2356 2285
2357 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2286 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2358 {
2359 /* All move commands take 1 tick, at least for now */
2360 op->speed_left--;
2361
2362 /* Instead of all the stuff below, let move_player take care
2363 * of it. Also, some of the skill stuff is only put in
2364 * there, as well as the confusion stuff.
2365 */
2366 move_player (op, op->direction); 2287 return move_player (op, op->direction);
2367 if (op->speed_left > 0)
2368 return 1;
2369 else
2370 return 0;
2371 }
2372 2288
2373 return 0; 2289 return false;
2374} 2290}
2375 2291
2376int 2292int
2377save_life (object *op) 2293save_life (object *op)
2378{ 2294{
2413 * from. 2329 * from.
2414 */ 2330 */
2415void 2331void
2416remove_unpaid_objects (object *op, object *env) 2332remove_unpaid_objects (object *op, object *env)
2417{ 2333{
2418 object *next;
2419
2420 while (op) 2334 while (op)
2421 { 2335 {
2422 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2336 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2423 2337
2424 if (QUERY_FLAG (op, FLAG_UNPAID)) 2338 if (QUERY_FLAG (op, FLAG_UNPAID))
2490 int rate_grace = 2000; 2404 int rate_grace = 2000;
2491 const int max_hp = 1; 2405 const int max_hp = 1;
2492 const int max_sp = 1; 2406 const int max_sp = 1;
2493 const int max_grace = 1; 2407 const int max_grace = 1;
2494 2408
2495 if (op->contr->outputs_sync) 2409 if (op->contr->hidden)
2410 {
2411 op->invisible = 1000;
2412 /* the socket code flashes the player visible/invisible
2413 * depending on the value of invisible, so we need to
2414 * alternate it here for it to work correctly.
2415 */
2416 if (pticks & 2)
2417 op->invisible--;
2496 { 2418 }
2497 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2419 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2498 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2420 {
2499 flush_output_element (op, &op->contr->outputs[i]); 2421 if (!op->invisible--)
2422 {
2423 make_visible (op);
2424 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2425 }
2500 } 2426 }
2501 2427
2502 if (op->contr->ns->state == ST_PLAYING) 2428 if (op->contr->ns->state == ST_PLAYING)
2503 { 2429 {
2504 /* these next three if clauses make it possible to SLOW DOWN 2430 /* these next three if clauses make it possible to SLOW DOWN
2526 gen_grace = op->stats.maxgrace; 2452 gen_grace = op->stats.maxgrace;
2527 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2453 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2528 } 2454 }
2529 2455
2530 /* Regenerate Spell Points */ 2456 /* Regenerate Spell Points */
2531 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2457 if (!op->contr->golem && --op->last_sp < 0)
2532 { 2458 {
2533 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2459 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2534 if (op->stats.sp < op->stats.maxsp) 2460 if (op->stats.sp < op->stats.maxsp)
2535 { 2461 {
2536 op->stats.sp++; 2462 op->stats.sp++;
2634 } 2560 }
2635 2561
2636 /* Digestion */ 2562 /* Digestion */
2637 if (--op->last_eat < 0) 2563 if (--op->last_eat < 0)
2638 { 2564 {
2639#ifdef COZY_SERVER
2640 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2641 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2642#else
2643 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2565 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2644#endif
2645 2566
2646 if (op->contr->gen_hp > 0) 2567 if (op->contr->gen_hp > 0)
2647 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2568 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2648 else 2569 else
2649 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2570 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2754 tmp->name = buf; 2675 tmp->name = buf;
2755 sprintf (buf, " This finger has been cut off %s\n" 2676 sprintf (buf, " This finger has been cut off %s\n"
2756 " the %s, when he was defeated at\n level %d by %s.\n", 2677 " the %s, when he was defeated at\n level %d by %s.\n",
2757 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2678 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2758 tmp->msg = buf; 2679 tmp->msg = buf;
2759 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2680 tmp->value = 0, tmp->type = 0;
2760 tmp->materialname = NULL; 2681 tmp->materialname = "organics";
2761 op->insert_at (tmp, op); 2682 tmp->insert_at (op, tmp);
2762 } 2683 }
2763 2684
2764 /* teleport defeated player to new destination */ 2685 /* teleport defeated player to new destination */
2765 transfer_ob (op, x, y, 0, NULL); 2686 transfer_ob (op, x, y, 0, NULL);
2766 op->contr->braced = 0; 2687 op->contr->braced = 0;
2771 2692
2772 command_kill_pets (op, 0); 2693 command_kill_pets (op, 0);
2773 2694
2774 if (op->stats.food < 0) 2695 if (op->stats.food < 0)
2775 { 2696 {
2776 if (op->contr->explore)
2777 {
2778 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2779 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2780 op->stats.food = 999;
2781 return;
2782 }
2783 sprintf (buf, "%s starved to death.", &op->name); 2697 sprintf (buf, "%s starved to death.", &op->name);
2784 strcpy (op->contr->killer, "starvation"); 2698 strcpy (op->contr->killer, "starvation");
2785 } 2699 }
2786 else 2700 else
2787 {
2788 if (op->contr->explore)
2789 {
2790 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2791 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2792 op->stats.hp = op->stats.maxhp;
2793 return;
2794 }
2795 sprintf (buf, "%s died.", &op->name); 2701 sprintf (buf, "%s died.", &op->name);
2796 }
2797 2702
2798 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2703 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2799 2704
2800 /* save the map location for corpse, gravestone */ 2705 /* save the map location for corpse, gravestone */
2801 x = op->x; 2706 x = op->x;
2977 op->stats.hp = op->stats.maxhp; 2882 op->stats.hp = op->stats.maxhp;
2978 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2883 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2979 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2884 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2980 2885
2981 /* 2886 /*
2982 * Check to see if the player is in a shop. IF so, then check to see if
2983 * the player has any unpaid items. If so, remove them and put them back 2887 * Check to see if the player has any unpaid items. If so, remove them
2984 * in the map. 2888 * and put them back in the map.
2985 */ 2889 */
2986
2987 if (is_in_shop (op))
2988 remove_unpaid_objects (op->inv, op); 2890 remove_unpaid_objects (op->inv, op);
2989 2891
2990 /****************************************/ 2892 /****************************************/
2991 /* */ 2893 /* */
2992 /* Move player to his current respawn- */ 2894 /* Move player to his current respawn- */
2993 /* position (usually last savebed) */ 2895 /* position (usually last savebed) */
2994 /* */ 2896 /* */
2995 /****************************************/ 2897 /****************************************/
2996 2898
2997 enter_player_savebed (op); 2899 enter_player_savebed (op);
2998 2900
2999 /* Save the player before inserting the force to reduce
3000 * chance of abuse.
3001 */
3002 op->contr->braced = 0; 2901 op->contr->braced = 0;
3003 op->contr->save ();
3004 2902
3005 /* it is possible that the player has blown something up 2903 /* it is possible that the player has blown something up
3006 * at his savebed location, and that can have long lasting 2904 * at his savebed location, and that can have long lasting
3007 * spell effects. So first see if there is a spell effect 2905 * spell effects. So first see if there is a spell effect
3008 * on the space that might harm the player. 2906 * on the space that might harm the player.
3017 object *force; 2915 object *force;
3018 int at; 2916 int at;
3019 2917
3020 force = get_archetype (FORCE_NAME); 2918 force = get_archetype (FORCE_NAME);
3021 /* 50 ticks should be enough time for the spell to abate */ 2919 /* 50 ticks should be enough time for the spell to abate */
3022 force->speed = 0.1; 2920 force->speed = 0.1f;
3023 force->speed_left = -5.0; 2921 force->speed_left = -5.f;
3024 SET_FLAG (force, FLAG_APPLIED); 2922 SET_FLAG (force, FLAG_APPLIED);
3025 for (at = 0; at < NROFATTACKS; at++) 2923 for (at = 0; at < NROFATTACKS; at++)
3026 if (will_kill_again & (1 << at)) 2924 if (will_kill_again & (1 << at))
3027 force->resist[at] = 100; 2925 force->resist[at] = 100;
3028 2926
3037void 2935void
3038loot_object (object *op) 2936loot_object (object *op)
3039{ /* Grab and destroy some treasure */ 2937{ /* Grab and destroy some treasure */
3040 object *tmp, *tmp2, *next; 2938 object *tmp, *tmp2, *next;
3041 2939
3042 if (op->container) 2940 op->close_container (); /* close open sack first */
3043 esrv_apply_container (op, op->container); /* close open sack first */
3044 2941
3045 for (tmp = op->inv; tmp; tmp = next) 2942 for (tmp = op->inv; tmp; tmp = next)
3046 { 2943 {
3047 next = tmp->below; 2944 next = tmp->below;
3048 2945
3049 if (tmp->invisible) 2946 if (tmp->invisible)
3050 continue; 2947 continue;
3051 2948
3052 tmp->remove (); 2949 tmp->remove ();
3053 tmp->x = op->x, tmp->y = op->y; 2950 tmp->x = op->x, tmp->y = op->y;
2951
3054 if (tmp->type == CONTAINER) 2952 if (tmp->type == CONTAINER)
3055 { /* empty container to ground */ 2953 loot_object (tmp); /* empty container to ground */
3056 loot_object (tmp); 2954
3057 }
3058 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2955 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3059 { 2956 {
3060 if (tmp->nrof > 1) 2957 if (tmp->nrof > 1)
3061 { 2958 {
3062 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2959 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3063 tmp2->destroy (); 2960 tmp2->destroy ();
3074/* 2971/*
3075 * fix_weight(): Check recursively the weight of all players, and fix 2972 * fix_weight(): Check recursively the weight of all players, and fix
3076 * what needs to be fixed. Refresh windows and fix speed if anything 2973 * what needs to be fixed. Refresh windows and fix speed if anything
3077 * was changed. 2974 * was changed.
3078 */ 2975 */
3079
3080void 2976void
3081fix_weight (void) 2977fix_weight (void)
3082{ 2978{
3083 for_all_players (pl) 2979 for_all_players (pl)
3084 { 2980 {
3144 if (op->type == PLAYER) 3040 if (op->type == PLAYER)
3145 { 3041 {
3146 op->contr->tmp_invis = 0; 3042 op->contr->tmp_invis = 0;
3147 op->contr->invis_race = 0; 3043 op->contr->invis_race = 0;
3148 } 3044 }
3045
3149 update_object (op, UP_OBJ_FACE); 3046 update_object (op, UP_OBJ_CHANGE);
3150} 3047}
3151 3048
3152int 3049int
3153is_true_undead (object *op) 3050is_true_undead (object *op)
3154{ 3051{
3155 object *tmp = NULL;
3156
3157 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3052 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3158 return 1; 3053 return 1;
3159 3054
3160 return 0; 3055 return 0;
3161} 3056}
3206/* For Hidden creatures - a chance of becoming 'unhidden' 3101/* For Hidden creatures - a chance of becoming 'unhidden'
3207 * every time they move - as we subtract off 'invisibility' 3102 * every time they move - as we subtract off 'invisibility'
3208 * AND, for players, if they move into a ridiculously unhideable 3103 * AND, for players, if they move into a ridiculously unhideable
3209 * spot (surrounded by clear terrain in broad daylight). -b.t. 3104 * spot (surrounded by clear terrain in broad daylight). -b.t.
3210 */ 3105 */
3211
3212void 3106void
3213do_hidden_move (object *op) 3107do_hidden_move (object *op)
3214{ 3108{
3215 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3109 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3216 object *skop; 3110 object *skop;
3220 3114
3221 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3115 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3222 3116
3223 /* its *extremely* hard to run and sneak/hide at the same time! */ 3117 /* its *extremely* hard to run and sneak/hide at the same time! */
3224 if (op->type == PLAYER && op->contr->run_on) 3118 if (op->type == PLAYER && op->contr->run_on)
3225 {
3226 if (!skop || num >= skop->level) 3119 if (!skop || num >= skop->level)
3227 { 3120 {
3228 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3121 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3229 make_visible (op); 3122 make_visible (op);
3230 return; 3123 return;
3231 } 3124 }
3232 else 3125 else
3233 num += 20; 3126 num += 20;
3234 } 3127
3235 num += op->map->difficulty; 3128 num += op->map->difficulty;
3236 hide = hideability (op); /* modify by terrain hidden level */ 3129 hide = hideability (op); /* modify by terrain hidden level */
3237 num -= hide; 3130 num -= hide;
3131
3238 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3132 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3239 { 3133 {
3240 make_visible (op); 3134 make_visible (op);
3241 if (op->type == PLAYER) 3135 if (op->type == PLAYER)
3242 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3136 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3243 } 3137 }
3244 else if (op->type == PLAYER && skop) 3138 else if (op->type == PLAYER && skop)
3245 {
3246 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3139 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3247 }
3248} 3140}
3249 3141
3250/* determine if who is standing near a hostile creature. */ 3142/* determine if who is standing near a hostile creature. */
3251 3143
3252int 3144int
3319 if (pl->type != PLAYER) 3211 if (pl->type != PLAYER)
3320 { 3212 {
3321 LOG (llevError, "player_can_view() called for non-player object\n"); 3213 LOG (llevError, "player_can_view() called for non-player object\n");
3322 return -1; 3214 return -1;
3323 } 3215 }
3216
3324 if (!pl || !op) 3217 if (!pl || !op)
3325 return 0; 3218 return 0;
3326 3219
3327 if (op->head)
3328 {
3329 op = op->head; 3220 op = op->head_ ();
3330 } 3221
3331 get_rangevector (pl, op, &rv, 0x1); 3222 get_rangevector (pl, op, &rv, 0x1);
3332 3223
3333 /* starting with the 'head' part, lets loop 3224 /* starting with the 'head' part, lets loop
3334 * through the object and find if it has any 3225 * through the object and find if it has any
3335 * part that is in the los array but isnt on 3226 * part that is in the los array but isnt on
3452 char buf[MAX_BUF]; /* tmp. string buffer */ 3343 char buf[MAX_BUF]; /* tmp. string buffer */
3453 int i = 0, j = 0; 3344 int i = 0, j = 0;
3454 3345
3455 /* get the appropriate treasurelist */ 3346 /* get the appropriate treasurelist */
3456 if (atnr == ATNR_FIRE) 3347 if (atnr == ATNR_FIRE)
3457 trlist = find_treasurelist ("dragon_ability_fire"); 3348 trlist = treasurelist::find ("dragon_ability_fire");
3458 else if (atnr == ATNR_COLD) 3349 else if (atnr == ATNR_COLD)
3459 trlist = find_treasurelist ("dragon_ability_cold"); 3350 trlist = treasurelist::find ("dragon_ability_cold");
3460 else if (atnr == ATNR_ELECTRICITY) 3351 else if (atnr == ATNR_ELECTRICITY)
3461 trlist = find_treasurelist ("dragon_ability_elec"); 3352 trlist = treasurelist::find ("dragon_ability_elec");
3462 else if (atnr == ATNR_POISON) 3353 else if (atnr == ATNR_POISON)
3463 trlist = find_treasurelist ("dragon_ability_poison"); 3354 trlist = treasurelist::find ("dragon_ability_poison");
3464 3355
3465 if (trlist == NULL || who->type != PLAYER) 3356 if (trlist == NULL || who->type != PLAYER)
3466 return; 3357 return;
3467 3358
3468 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3359 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3469 3360
3470 if (tr == NULL || tr->item == NULL) 3361 if (!tr || !tr->item)
3471 { 3362 {
3472 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3363 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3473 return; 3364 return;
3474 } 3365 }
3475 3366
3600 * not readied. 3491 * not readied.
3601 */ 3492 */
3602void 3493void
3603player_unready_range_ob (player *pl, object *ob) 3494player_unready_range_ob (player *pl, object *ob)
3604{ 3495{
3605 rangetype i; 3496 if (pl->ob->current_weapon == ob)
3497 pl->ob->current_weapon = 0;
3606 3498
3607 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3499 if (pl->combat_ob == ob)
3608 { 3500 pl->combat_ob = 0;
3501
3609 if (pl->ranges[i] == ob) 3502 if (pl->ranged_ob == ob)
3610 { 3503 pl->ranged_ob = 0;
3611 pl->ranges[i] = NULL;
3612 if (pl->shoottype == i)
3613 {
3614 pl->shoottype = range_none;
3615 }
3616 }
3617 }
3618} 3504}
3505
3506sint8
3507player::visibility_at (maptile *map, int x, int y) const
3508{
3509 if (!ns)
3510 return 0;
3511
3512 int dx, dy;
3513 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3514 return 0;
3515
3516 x += dx - ns->current_x + ns->mapx / 2;
3517 y += dy - ns->current_y + ns->mapy / 2;
3518
3519 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3520 return 0;
3521
3522 return 100 - blocked_los [x][y];
3523}

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