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Comparing deliantra/server/server/player.C (file contents):
Revision 1.56 by root, Sat Dec 23 05:25:18 2006 UTC vs.
Revision 1.136 by root, Wed May 16 11:10:01 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 player *pl;
40
41 for (pl = first_player; pl; pl = pl->next)
42 if (pl->ob && !strcmp (query_name (pl->ob), plname))
43 return pl;
44
45 return 0;
46}
47 37
48void 38void
49display_motd (const object *op) 39display_motd (const object *op)
50{ 40{
51 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
125 115
126 news[0] = '\0'; 116 news[0] = '\0';
127 subject[0] = '\0'; 117 subject[0] = '\0';
128 size = 0; 118 size = 0;
129 119
130 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
131 { 121 {
132 if (*buf == '#') 122 if (*buf == '#')
133 continue; 123 continue;
134 124
135 if (*buf == '%') 125 if (*buf == '%')
136 { /* send one news */ 126 { /* send one news */
137 if (size > 0) 127 if (size > 0)
138 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
139 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
140 strip_endline (subject); 131 strip_endline (subject);
141 size = 0; 132 size = 0;
142 news[0] = '\0'; 133 news[0] = '\0';
143 } 134 }
152 size += strlen (buf); 143 size += strlen (buf);
153 } 144 }
154 } 145 }
155 146
156 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
157 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);
158 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
150}
151
152float
153player::weapon_speed () const
154{
155 return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
159} 156}
160 157
161/* This loads the first map an puts the player on it. */ 158/* This loads the first map an puts the player on it. */
162static void 159static void
163set_first_map (object *op) 160set_first_map (object *op)
164{ 161{
165 strcpy (op->contr->maplevel, first_map_path); 162 op->contr->maplevel = first_map_path;
166 op->x = -1; 163 op->x = -1;
167 op->y = -1; 164 op->y = -1;
165}
166
167void
168player::enter_map ()
169{
170 object *tmp = object::create ();
171
172 EXIT_PATH (tmp) = maplevel;
173 EXIT_X (tmp) = ob->x;
174 EXIT_Y (tmp) = ob->y;
168 enter_exit (op, 0); 175 ob->enter_exit (tmp);
176
177 tmp->destroy ();
178}
179
180void
181player::activate ()
182{
183 if (active)
184 return;
185
186 players.insert (this);
187 ob->remove ();
188 ob->map = 0;
189 ob->activate_recursive ();
190 CLEAR_FLAG (ob, FLAG_FRIENDLY);
191 add_friendly_object (ob);
192 enter_map ();
193}
194
195void
196player::deactivate ()
197{
198 if (!active)
199 return;
200
201 terminate_all_pets (ob);
202 remove_friendly_object (ob);
203 ob->deactivate_recursive ();
204
205 if (ob->map)
206 maplevel = ob->map->path;
207
208 ob->remove ();
209 ob->map = 0;
210 party = 0;
211
212 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
213
214 players.erase (this);
169} 215}
170 216
171// connect the player with a specific client 217// connect the player with a specific client
172// also changed, rationalises, and fixes some incorrect settings 218// also changes, rationalises, and fixes some incorrect settings
173void 219void
174player::connect (client *ns) 220player::connect (client *ns)
175{ 221{
176 this->ns = ns; 222 this->ns = ns;
177 ns->pl = this; 223 ns->pl = this;
178 224
179 next = first_player; 225 run_on = 0;
180 first_player = this; 226 fire_on = 0;
227 ob->close_container (); //TODO: client-specific
181 228
182 ns->update_look = 0; 229 ns->update_look = 0;
183 ns->look_position = 0; 230 ns->look_position = 0;
184 231
185 clear_los (ob); 232 clear_los (ob);
186 233
234 ns->reset_stats ();
235
236 /* make sure he's a player -- needed because of class change. */
187 ob->type = PLAYER; // we are paranoid 237 ob->type = PLAYER; // we are paranoid
188 ob->race = ob->arch->clone.race; 238 ob->race = ob->arch->clone.race;
189 239
190 if (!legal_range (ob, shoottype))
191 shoottype = range_none;
192
193 ob->carrying = sum_weight (ob); 240 ob->carrying = sum_weight (ob);
194 link_player_skills (ob); 241 link_player_skills (ob);
195 242
196 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
197 ob->update_stats ();
198 update_ob_speed (ob);
199 244
200 assign (title, ob->arch->clone.name); 245 assign (title, ob->arch->clone.name);
201
202 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
203 * from the class, and not race. I don't see any way to get the class information
204 * to then update this. I don't think this will actually break anything - anyone
205 * that can use armour should be able to use a shield. What this may 'break'
206 * are features new characters get, eg, if someone starts up with a Q, they
207 * should be able to use a shield. However, old Q's won't get that advantage.
208 */
209 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
210 SET_FLAG (ob, FLAG_USE_SHIELD);
211 246
212 /* if it's a dragon player, set the correct title here */ 247 /* if it's a dragon player, set the correct title here */
213 if (is_dragon_pl (ob)) 248 if (is_dragon_pl (ob))
214 { 249 {
215 object *tmp, *abil = 0, *skin = 0; 250 object *tmp, *abil = 0, *skin = 0;
225 skin = tmp; 260 skin = tmp;
226 261
227 set_dragon_name (ob, abil, skin); 262 set_dragon_name (ob, abil, skin);
228 } 263 }
229 264
230 CLEAR_FLAG (ob, FLAG_FRIENDLY);
231 add_friendly_object (ob);
232
233 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
234
235 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
236 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
237 266
267 esrv_new_player (this, ob->weight + ob->carrying);
268
269 for (object *op = ob->inv; op; op = op->below)
270 if (op->flag [FLAG_APPLIED])
271 switch (op->type)
272 {
273 case WAND:
274 case ROD:
275 case HORN:
276 case BOW:
277 case SKILL:
278 case SKILL_TOOL:
279 case WEAPON:
280 apply_special (ob, op, AP_UNAPPLY);
281 apply_special (ob, op, AP_APPLY);
282 break;
283 }
284
285 ob->update_stats ();
238 ns->floorbox_update (); 286 ns->floorbox_update ();
239 287
240 esrv_new_player (this, ob->weight + ob->carrying);
241 esrv_send_inventory (ob, ob); 288 esrv_send_inventory (ob, ob);
242 esrv_add_spells (this, 0); 289 esrv_add_spells (this, 0);
243 290
244 enter_exit (ob, 0); 291 activate ();
245 292
246// send_rules (ob);//TODO 293 send_rules (ob);
247// send_news (ob);//TODO 294 send_news (ob);
248// display_motd (ob);//TODO 295 display_motd (ob);
296
297 INVOKE_PLAYER (CONNECT, this);
249 INVOKE_PLAYER (LOGIN, this); 298 INVOKE_PLAYER (LOGIN, this);
299}
300
301void
302player::disconnect ()
303{
304 if (ns)
305 {
306 if (active)
307 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
308
309 INVOKE_PLAYER (DISCONNECT, this);
310
311 ns->reset_stats ();
312 ns->pl = 0;
313 ns = 0;
314 }
315
316 if (ob)
317 ob->close_container (); //TODO: client-specific
318
319 deactivate ();
250} 320}
251 321
252// the need for this function can be explained 322// the need for this function can be explained
253// by load_object not returning the object 323// by load_object not returning the object
254void 324void
255player::set_object (object *op) 325player::set_object (object *op)
256{ 326{
257 ob = op; 327 ob = op;
258 ob->contr = this; /* this aren't yet in archetype */ 328 ob->contr = this; /* this aren't yet in archetype */
259 329
260 ob->speed_left = 0.5; 330 ob->speed_left = 0.5f;
261 ob->speed = 1.0; 331 ob->speed = 1.0f;
262 ob->direction = 5; /* So player faces south */ 332 ob->direction = 5; /* So player faces south */
263 ob->stats.wc = 2;
264 ob->run_away = 25; /* Then we panick... */
265
266 set_first_map (ob);
267
268 ob->roll_stats ();
269} 333}
270 334
271player::player () 335player::player ()
272{ 336{
273 /* There are some elements we want initialized to non zero value - 337 /* There are some elements we want initialised to non zero value -
274 * we deal with that below this point. 338 * we deal with that below this point.
275 */ 339 */
276 outputs_sync = 16; /* Every 2 seconds */ 340 outputs_sync = 4;
277 outputs_count = 8; /* Keeps present behaviour */ 341 outputs_count = 4;
278 unapply = unapply_nochoice; 342 unapply = unapply_nochoice;
279 343
280 assign (savebed_map, first_map_path); /* Init. respawn position */ 344 savebed_map = first_map_path; /* Init. respawn position */
281 345
282 gen_sp_armour = 10; 346 gen_sp_armour = 10;
283 last_speed = -1;
284 shoottype = range_none;
285 bowtype = bow_normal; 347 bowtype = bow_normal;
286 petmode = pet_normal; 348 petmode = pet_normal;
287 listening = 10; 349 listening = 10;
288 usekeys = containers; 350 usekeys = containers;
289 last_weapon_sp = -1;
290 peaceful = 1; /* default peaceful */ 351 peaceful = 1; /* default peaceful */
291 do_los = 1; 352 do_los = 1;
353}
292 354
293 /* we need to clear these to -1 and not zero - otherwise, 355void
294 * if a player quits and starts a new character, we wont 356player::do_destroy ()
295 * send new values to the client, as things like exp start 357{
296 * at zero. 358 disconnect ();
297 */
298 for (int i = 0; i < NUM_SKILLS; i++)
299 last_skill_exp[i] = -1;
300 359
301 for (int i = 0; i < NROFATTACKS; i++) 360 attachable::do_destroy ();
302 last_resist[i] = -1;
303 361
304 last_stats.exp = -1; 362 if (ob)
305 last_weight = (uint32) - 1; 363 {
364 ob->destroy_inv (false);
365 ob->destroy ();
366 }
306} 367}
307 368
308player::~player () 369player::~player ()
309{ 370{
310 terminate_all_pets (ob);
311
312 if (first_player != this)
313 {
314 player *prev = first_player;
315
316 while (prev && prev->next && prev->next != this)
317 prev = prev->next;
318
319 if (prev->next != this)
320 {
321 LOG (llevError, "Free_player: Can't find previous player.\n");
322 abort ();
323 }
324
325 prev->next = next;
326 }
327 else
328 first_player = next;
329
330 if (ob)
331 {
332 ob->contr = 0;
333 ob->destroy (1);
334 }
335
336 if (ns)
337 {
338 ns->send_packet ("goodbye");
339 ns->flush ();
340 ns->pl = 0;
341 ns->destroy ();
342 }
343
344 /* Clear item stack */ 371 /* Clear item stack */
345 free (stack_items); 372 free (stack_items);
346} 373}
347 374
348/* Tries to add player on the connection passed in ns. 375/* Tries to add player on the connection passed in ns.
353player::create () 380player::create ()
354{ 381{
355 player *pl = new player; 382 player *pl = new player;
356 383
357 pl->set_object (arch_to_object (get_player_archetype (0))); 384 pl->set_object (arch_to_object (get_player_archetype (0)));
385
386 pl->ob->roll_stats ();
387 pl->ob->stats.wc = 2;
388 pl->ob->run_away = 25; /* Then we panick... */
389
390 set_first_map (pl->ob);
358 391
359 return pl; 392 return pl;
360} 393}
361 394
362/* 395/*
389 422
390object * 423object *
391get_nearest_player (object *mon) 424get_nearest_player (object *mon)
392{ 425{
393 object *op = NULL; 426 object *op = NULL;
394 player *pl = NULL;
395 objectlink *ol; 427 objectlink *ol;
396 unsigned lastdist; 428 unsigned lastdist;
397 rv_vector rv; 429 rv_vector rv;
398 430
399 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 431 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
400 { 432 {
401 /* We should not find free objects on this friendly list, but it 433 /* We should not find free objects on this friendly list, but it
402 * does periodically happen. Given that, lets deal with it. 434 * does periodically happen. Given that, lets deal with it.
403 * While unlikely, it is possible the next object on the friendly 435 * While unlikely, it is possible the next object on the friendly
404 * list is also free, so encapsulate this in a while loop. 436 * list is also free, so encapsulate this in a while loop.
408 object *tmp = ol->ob; 440 object *tmp = ol->ob;
409 441
410 /* Can't do much more other than log the fact, because the object 442 /* Can't do much more other than log the fact, because the object
411 * itself will have been cleared. 443 * itself will have been cleared.
412 */ 444 */
413 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 445 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
446 tmp->debug_desc ());
414 ol = ol->next; 447 ol = ol->next;
415 remove_friendly_object (tmp); 448 remove_friendly_object (tmp);
416 if (!ol) 449 if (!ol)
417 return op; 450 return op;
418 } 451 }
431 { 464 {
432 op = ol->ob; 465 op = ol->ob;
433 lastdist = rv.distance; 466 lastdist = rv.distance;
434 } 467 }
435 } 468 }
436 for (pl = first_player; pl != NULL; pl = pl->next) 469
437 { 470 for_all_players (pl)
438 if (can_detect_enemy (mon, pl->ob, &rv)) 471 if (can_detect_enemy (mon, pl->ob, &rv))
439 {
440
441 if (lastdist > rv.distance) 472 if (lastdist > rv.distance)
442 { 473 {
443 op = pl->ob; 474 op = pl->ob;
444 lastdist = rv.distance; 475 lastdist = rv.distance;
445 } 476 }
446 } 477
447 }
448#if 0 478#if 0
449 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 479 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
450#endif 480#endif
451 return op; 481 return op;
452} 482}
510 x = mon->x; 540 x = mon->x;
511 y = mon->y; 541 y = mon->y;
512 m = mon->map; 542 m = mon->map;
513 dir = rv.direction; 543 dir = rv.direction;
514 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 544 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
515 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 545 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
546
516 /* If we can't solve it within the search distance, return now. */ 547 /* If we can't solve it within the search distance, return now. */
517 if (diff > max) 548 if (diff > max)
518 return 0; 549 return 0;
550
519 while (diff > 1 && max > 0) 551 while (diff > 1 && max > 0)
520 { 552 {
521 lastx = x; 553 lastx = x;
522 lasty = y; 554 lasty = y;
523 lastmap = m; 555 lastmap = m;
605 max--; 637 max--;
606 lastdir = dir; 638 lastdir = dir;
607 if (!firstdir) 639 if (!firstdir)
608 firstdir = dir; 640 firstdir = dir;
609 } 641 }
642
610 if (diff <= 1) 643 if (diff <= 1)
611 { 644 {
612 /* Recalculate diff (distance) because we may not have actually 645 /* Recalculate diff (distance) because we may not have actually
613 * headed toward player for entire distance. 646 * headed toward player for entire distance.
614 */ 647 */
615 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 648 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
616 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 649 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
617 } 650 }
651
618 if (diff > max) 652 if (diff > max)
619 return 0; 653 return 0;
620 } 654 }
655
621 /* If we reached the max, didn't find a direction in time */ 656 /* If we reached the max, didn't find a direction in time */
622 if (!max) 657 if (!max)
623 return 0; 658 return 0;
624 659
625 return firstdir; 660 return firstdir;
739roll_stat (void) 774roll_stat (void)
740{ 775{
741 int a[4], i, j, k; 776 int a[4], i, j, k;
742 777
743 for (i = 0; i < 4; i++) 778 for (i = 0; i < 4; i++)
744 a[i] = (int) RANDOM () % 6 + 1; 779 a[i] = (int) rndm (6) + 1;
745 780
746 for (i = 0, j = 0, k = 7; i < 4; i++) 781 for (i = 0, j = 0, k = 7; i < 4; i++)
747 if (a[i] < k) 782 if (a[i] < k)
748 k = a[i], j = i; 783 k = a[i], j = i;
749 784
755} 790}
756 791
757void 792void
758object::roll_stats () 793object::roll_stats ()
759{ 794{
760 int statsort [7]; 795 int statsort [NUM_STATS];
761 796
762 for (;;) 797 for (;;)
763 { 798 {
764 int sum = 0; 799 int sum = 0;
765 for (int i = 7; i--; ) 800 for (int i = NUM_STATS; i--; )
766 sum += statsort [i] = roll_stat (); 801 sum += statsort [i] = roll_stat ();
767 802
768 if (sum >= 82 && sum <= 116) 803 if (sum >= 82 && sum <= 116)
769 break; 804 break;
770 } 805 }
771 806
772 // Sort the stats so that rerolling is easier... 807 // Sort the stats so that rerolling is easier...
773 std::sort (statsort, statsort + 7, std::greater<int>()); 808 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
774 809
810 for (int i = 0; i < NUM_STATS; ++i)
775 stats.Str = statsort[0]; 811 stats.stat (i) = statsort [i];
776 stats.Dex = statsort[1];
777 stats.Con = statsort[2];
778 stats.Int = statsort[3];
779 stats.Wis = statsort[4];
780 stats.Pow = statsort[5];
781 stats.Cha = statsort[6];
782 812
783 stats.exp = 0; 813 stats.exp = 0;
784 stats.ac = 0; 814 stats.ac = 0;
785 815
786 stats.hp = stats.maxhp; 816 stats.hp = stats.maxhp;
798} 828}
799 829
800void 830void
801object::swap_stats (int a, int b) 831object::swap_stats (int a, int b)
802{ 832{
803 int tmp = get_attr_value (&contr->orig_stats, a); 833 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
804 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
805 set_attr_value (&contr->orig_stats, b, tmp);
806 834
835 for (int i = 0; i < NUM_STATS; ++i)
807 stats.Str = contr->orig_stats.Str; 836 stats.stat (i) = contr->orig_stats.stat (i);
808 stats.Dex = contr->orig_stats.Dex;
809 stats.Con = contr->orig_stats.Con;
810 stats.Int = contr->orig_stats.Int;
811 stats.Wis = contr->orig_stats.Wis;
812 stats.Pow = contr->orig_stats.Pow;
813 stats.Cha = contr->orig_stats.Cha;
814 837
815 //TODO: the following code looks so borked and should, at the very least, 838 //TODO: the following code looks so borked and should, at the very least,
816 // be merged with the similar code in roll_stats 839 // be merged with the similar code in roll_stats
817 stats.ac = 0; 840 stats.ac = 0;
818 841
830 contr->levsp[1] = 6; 853 contr->levsp[1] = 6;
831 contr->levgrace[1] = 3; 854 contr->levgrace[1] = 3;
832 855
833 contr->orig_stats = stats; 856 contr->orig_stats = stats;
834 } 857 }
858}
859
860static void
861start_info (object *op)
862{
863 char buf[MAX_BUF];
864
865 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
866 new_draw_info (NDI_UNIQUE, 0, op, buf);
867 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
868 //new_draw_info (NDI_UNIQUE, 0, op, " ");
835} 869}
836 870
837/* This function takes the key that is passed, and does the 871/* This function takes the key that is passed, and does the
838 * appropriate action with it (change race, or other things). 872 * appropriate action with it (change race, or other things).
839 * The function name is for historical reasons - now we have 873 * The function name is for historical reasons - now we have
840 * separate race and class; this actually changes the RACE, 874 * separate race and class; this actually changes the RACE,
841 * not the class. 875 * not the class.
842 */ 876 */
843int 877void
844key_change_class (object *op, char key) 878player::chargen_race_done ()
845{ 879{
846 int tmp_loop;
847
848 if (key == 'd' || key == 'D')
849 {
850 char buf[MAX_BUF];
851
852 /* this must before then initial items are given */ 880 /* this must before then initial items are given */
853 esrv_new_player (op->contr, op->weight + op->carrying); 881 esrv_new_player (ob->contr, ob->weight + ob->carrying);
854 882
855 treasurelist *tl = find_treasurelist ("starting_wealth"); 883 treasurelist *tl = treasurelist::find ("starting_wealth");
856 if (tl) 884 if (tl)
857 create_treasure (tl, op, 0, 0, 0); 885 create_treasure (tl, ob, 0, 0, 0);
858 886
859 INVOKE_PLAYER (BIRTH, op->contr); 887 INVOKE_PLAYER (BIRTH, ob->contr);
860 INVOKE_PLAYER (LOGIN, op->contr); 888 INVOKE_PLAYER (LOGIN, ob->contr);
861 889
862 op->contr->ns->state = ST_PLAYING; 890 ob->contr->ns->state = ST_PLAYING;
863 891
864 if (op->msg) 892 if (ob->msg)
865 op->msg = NULL; 893 ob->msg = 0;
866 894
867 /* We create this now because some of the unique maps will need it 895 /* We create this now because some of the unique maps will need it
868 * to save here. 896 * to save here.
869 */ 897 */
898 {
899 char buf[MAX_BUF];
870 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 900 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
871 make_path_to_file (buf); 901 make_path_to_file (buf);
902 }
872 903
873#ifdef AUTOSAVE
874 op->contr->last_save_tick = pticks;
875#endif
876 start_info (op); 904 start_info (ob);
877 CLEAR_FLAG (op, FLAG_WIZ); 905 CLEAR_FLAG (ob, FLAG_WIZ);
878 give_initial_items (op, op->randomitems); 906 give_initial_items (ob, ob->randomitems);
879 link_player_skills (op); 907 link_player_skills (ob);
880 esrv_send_inventory (op, op); 908 esrv_send_inventory (ob, ob);
881 op->update_stats (); 909 ob->update_stats ();
882 910
883 /* This moves the player to a different start map, if there 911 /* This moves the player to a different start map, if there
884 * is one for this race 912 * is one for this race
885 */ 913 */
886 if (*first_map_ext_path) 914 if (*first_map_ext_path)
887 { 915 {
888 object *tmp; 916 object *tmp;
889 char mapname[MAX_BUF]; 917 char mapname[MAX_BUF];
890 918
891 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 919 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
892 tmp = object::create (); 920 tmp = object::create ();
893 EXIT_PATH (tmp) = mapname; 921 EXIT_PATH (tmp) = mapname;
894 EXIT_X (tmp) = op->x; 922 EXIT_X (tmp) = ob->x;
895 EXIT_Y (tmp) = op->y; 923 EXIT_Y (tmp) = ob->y;
896 enter_exit (op, tmp); /* we don't really care if it succeeded; 924 ob->enter_exit (tmp); /* we don't really care if it succeeded;
897 * if the map isn't there, then stay on the 925 * if the map isn't there, then stay on the
898 * default initial map */ 926 * default initial map */
899 tmp->destroy (); 927 tmp->destroy ();
900 } 928 }
901 else 929 else
902 LOG (llevDebug, "first_map_ext_path not set\n"); 930 LOG (llevDebug, "first_map_ext_path not set\n");
931}
903 932
904 return 0; 933void
905 } 934player::chargen_race_next ()
906 935{
907 /* Following actually changes the race - this is the default command 936 /* Following actually changes the race - this is the default command
908 * if we don't match with one of the options above. 937 * if we don't match with one of the options above.
909 */ 938 */
910 939
911 tmp_loop = 0; 940 do
912 while (!tmp_loop)
913 { 941 {
914 shstr name = op->name; 942 shstr name = ob->name;
915 int x = op->x, y = op->y; 943 int x = ob->x, y = ob->y;
916 944
917 op->remove_statbonus (); 945 ob->remove_statbonus ();
918 op->remove (); 946 ob->remove ();
919 op->arch = get_player_archetype (op->arch); 947 ob->arch = get_player_archetype (ob->arch);
920 op->arch->clone.copy_to (op); 948 ob->arch->clone.copy_to (ob);
921 op->instantiate (); 949 ob->instantiate ();
922 op->stats = op->contr->orig_stats; 950 ob->stats = ob->contr->orig_stats;
923 op->name = op->name_pl = name; 951 ob->name = ob->name_pl = name;
924 op->x = x; 952 ob->x = x;
925 op->y = y; 953 ob->y = y;
926 SET_ANIMATION (op, 2); /* So player faces south */ 954 SET_ANIMATION (ob, 2); /* So player faces south */
927 insert_ob_in_map (op, op->map, op, 0); 955 insert_ob_in_map (ob, ob->map, ob, 0);
928 assign (op->contr->title, op->arch->clone.name); 956 assign (ob->contr->title, ob->arch->clone.name);
929 op->add_statbonus (); 957 ob->add_statbonus ();
930 tmp_loop = allowed_class (op);
931 } 958 }
959 while (!allowed_class (ob));
932 960
933 update_object (op, UP_OBJ_FACE); 961 update_object (ob, UP_OBJ_FACE);
934 esrv_update_item (UPD_FACE, op, op); 962 esrv_update_item (UPD_FACE, ob, ob);
935 op->update_stats (); 963 ob->update_stats ();
936 op->stats.hp = op->stats.maxhp; 964 ob->stats.hp = ob->stats.maxhp;
937 op->stats.sp = op->stats.maxsp; 965 ob->stats.sp = ob->stats.maxsp;
938 op->stats.grace = 0; 966 ob->stats.grace = 0;
939
940 if (op->msg)
941 new_draw_info (NDI_BLUE, 0, op, op->msg);
942
943 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
944 return 0;
945}
946
947int
948key_confirm_quit (object *op, char key)
949{
950 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
951 {
952 op->contr->ns->state = ST_PLAYING;
953 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
954 return 1;
955 }
956
957 INVOKE_PLAYER (LOGOUT, op->contr);
958 INVOKE_PLAYER (QUIT, op->contr);
959
960 terminate_all_pets (op);
961 leave_map (op);
962 op->direction = 0;
963 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
964
965 strcpy (op->contr->killer, "quit");
966 check_score (op);
967 op->contr->party = 0;
968 op->contr->own_title[0] = '\0';
969
970 object_ptr ob = op;
971
972 delete ob->contr;
973
974 /* We need to hunt for any per player unique maps in memory and
975 * get rid of them. The trailing slash in the path is intentional,
976 * so that players named 'Ab' won't match against players 'Abe' pathname
977 */
978 char buf[MAX_BUF];
979 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
980
981 for (maptile *next, *mp = first_map; mp; mp = next)
982 {
983 next = mp->next;
984
985 if (!strncmp (mp->path, buf, strlen (buf)))
986 delete_map (mp);
987 }
988
989 delete_character (ob->name, 1);
990
991 return 1;
992} 967}
993 968
994void 969void
995flee_player (object *op) 970flee_player (object *op)
996{ 971{
1043 /* Cornered, get rid of scared */ 1018 /* Cornered, get rid of scared */
1044 CLEAR_FLAG (op, FLAG_SCARED); 1019 CLEAR_FLAG (op, FLAG_SCARED);
1045 op->enemy = NULL; 1020 op->enemy = NULL;
1046} 1021}
1047 1022
1048
1049/* check_pick sees if there is stuff to be picked up/picks up stuff. 1023/* check_pick sees if there is stuff to be picked up/picks up stuff.
1050 * IT returns 1 if the player should keep on moving, 0 if he should 1024 * It returns 1 if the player should keep on moving, 0 if he should
1051 * stop. 1025 * stop.
1052 */ 1026 */
1053int 1027int
1054check_pick (object *op) 1028check_pick (object *op)
1055{ 1029{
1056 object *tmp, *next; 1030 object *tmp, *next;
1057 int stop = 0; 1031 int stop = 0;
1058 int j, k, wvratio; 1032 int wvratio;
1059 char putstring[128], tmpstr[16]; 1033 char putstring[128];
1060 1034
1061 /* if you're flying, you cna't pick up anything */ 1035 /* if you're flying, you cna't pick up anything */
1062 if (op->move_type & MOVE_FLYING) 1036 if (op->move_type & MOVE_FLYING)
1063 return 1; 1037 return 1;
1064 1038
1133 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1134 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1108 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1135 else 1109 else
1136 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1137 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1111 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112
1138 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1113 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1139
1140 sprintf (putstring, "...flags: ");
1141 for (k = 0; k < 4; k++)
1142 {
1143 for (j = 0; j < 32; j++)
1144 {
1145 if ((tmp->flags[k] >> j) & 0x01)
1146 {
1147 sprintf (tmpstr, "%d ", k * 32 + j);
1148 strcat (putstring, tmpstr);
1149 }
1150 }
1151 }
1152 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1153
1154#if 0
1155 /* print the flags too */
1156 for (k = 0; k < 4; k++)
1157 {
1158 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1159 for (j = 0; j < 32; j++)
1160 {
1161 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1162 if (!((j + 1) % 4))
1163 fprintf (stderr, " ");
1164 }
1165 fprintf (stderr, " [%d]\n", k * 32);
1166 }
1167#endif
1168 } 1114 }
1115
1169 /* philosophy: 1116 /* philosophy:
1170 * It's easy to grab an item type from a pile, as long as it's 1117 * It's easy to grab an item type from a pile, as long as it's
1171 * generic. This takes no game-time. For more detailed pickups 1118 * generic. This takes no game-time. For more detailed pickups
1172 * and selections, select-items shoul dbe used. This is a 1119 * and selections, select-items should be used. This is a
1173 * grab-as-you-run type mode that's really useful for arrows for 1120 * grab-as-you-run type mode that's really useful for arrows for
1174 * example. 1121 * example.
1175 * The drawback: right now it has no frontend, so you need to 1122 * The drawback: right now it has no frontend, so you need to
1176 * stick the bits you want into a calculator in hex mode and then 1123 * stick the bits you want into a calculator in hex mode and then
1177 * convert to decimal and then 'pickup <#> 1124 * convert to decimal and then 'pickup <#>
1428 * found object is returned. 1375 * found object is returned.
1429 */ 1376 */
1430object * 1377object *
1431find_arrow (object *op, const char *type) 1378find_arrow (object *op, const char *type)
1432{ 1379{
1433 object *tmp = NULL; 1380 object *tmp = 0;
1434 1381
1435 for (op = op->inv; op; op = op->below) 1382 for (op = op->inv; op; op = op->below)
1436 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1383 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1437 tmp = find_arrow (op, type); 1384 tmp = find_arrow (op, type);
1438 else if (op->type == ARROW && op->race == type) 1385 else if (op->type == ARROW && op->race == type)
1439 return op; 1386 return op;
1387
1440 return tmp; 1388 return tmp;
1441} 1389}
1442 1390
1443/* 1391/*
1444 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1392 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1445 * against the target. A full test is not performed, simply a basic test 1393 * against the target. A full test is not performed, simply a basic test
1446 * of resistances. The archer is making a quick guess at what he sees down 1394 * of resistances. The archer is making a quick guess at what he sees down
1447 * the hall. Failing that it does it's best to pick the highest plus arrow. 1395 * the hall. Failing that it does it's best to pick the highest plus arrow.
1448 */ 1396 */
1449
1450object * 1397object *
1451find_better_arrow (object *op, object *target, const char *type, int *better) 1398find_better_arrow (object *op, object *target, const char *type, int *better)
1452{ 1399{
1453 object *tmp = NULL, *arrow, *ntmp; 1400 object *tmp = NULL, *arrow, *ntmp;
1454 int attacknum, attacktype, betterby = 0, i; 1401 int attacknum, attacktype, betterby = 0, i;
1520 * find_better_arrow to find a decent arrow to use. 1467 * find_better_arrow to find a decent arrow to use.
1521 * op = the shooter 1468 * op = the shooter
1522 * type = bow->race 1469 * type = bow->race
1523 * dir = fire direction 1470 * dir = fire direction
1524 */ 1471 */
1525
1526object * 1472object *
1527pick_arrow_target (object *op, const char *type, int dir) 1473pick_arrow_target (object *op, const char *type, int dir)
1528{ 1474{
1529 object *tmp = NULL; 1475 object *tmp = NULL;
1530 maptile *m; 1476 maptile *m;
1595 */ 1541 */
1596int 1542int
1597fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1543fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1598{ 1544{
1599 object *left, *bow; 1545 object *left, *bow;
1600 int bowspeed, mflags; 1546 int mflags;
1601 maptile *m; 1547 maptile *m;
1602 1548
1603 if (!dir) 1549 if (!dir)
1604 { 1550 {
1605 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1551 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1606 return 0; 1552 return 0;
1607 } 1553 }
1608 1554
1609 if (op->type == PLAYER) 1555 if (op->contr)
1610 bow = op->contr->ranges[range_bow]; 1556 bow = op->current_weapon;
1611 else 1557 else
1612 { 1558 {
1613 for (bow = op->inv; bow; bow = bow->below) 1559 for (bow = op->inv; bow; bow = bow->below)
1614 /* Don't check for applied - monsters don't apply bows - in that way, they 1560 /* Don't check for applied - monsters don't apply bows - in that way, they
1615 * don't need to switch back and forth between bows and weapons. 1561 * don't need to switch back and forth between bows and weapons.
1620 if (!bow) 1566 if (!bow)
1621 { 1567 {
1622 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1568 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1623 return 0; 1569 return 0;
1624 } 1570 }
1571
1572 // optimisation: move object to top so we will find it quickly again
1573 if (bow->below)
1574 {
1575 bow->remove ();
1576 op->insert (bow);
1577 }
1578
1625 } 1579 }
1626 1580
1627 if (!bow->race || !bow->skill) 1581 if (!bow->race || !bow->skill)
1628 { 1582 {
1629 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1583 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1630 return 0; 1584 return 0;
1631 } 1585 }
1632
1633 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1634
1635 /* penalize ROF for bestarrow */
1636 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1637 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1638
1639 if (bowspeed < 1)
1640 bowspeed = 1;
1641 1586
1642 if (arrow == NULL) 1587 if (arrow == NULL)
1643 { 1588 {
1644 if ((arrow = find_arrow (op, bow->race)) == NULL) 1589 if ((arrow = find_arrow (op, bow->race)) == NULL)
1645 { 1590 {
1646 if (op->type == PLAYER) 1591 if (op->type == PLAYER)
1647 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1592 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1648 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1593 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1649 else 1594 else
1650 CLEAR_FLAG (op, FLAG_READY_BOW); 1595 CLEAR_FLAG (op, FLAG_READY_BOW);
1596
1651 return 0; 1597 return 0;
1652 } 1598 }
1653 } 1599 }
1654 1600
1655 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1601 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1677 return 0; 1623 return 0;
1678 } 1624 }
1679 1625
1680 arrow->set_owner (op); 1626 arrow->set_owner (op);
1681 arrow->skill = bow->skill; 1627 arrow->skill = bow->skill;
1682
1683 arrow->direction = dir; 1628 arrow->direction = dir;
1684 arrow->x = sx; 1629
1685 arrow->y = sy; 1630 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1631 arrow->stats.hp = arrow->stats.dam;
1632 arrow->stats.grace = arrow->attacktype;
1633
1634 if (arrow->slaying)
1635 arrow->spellarg = strdup (arrow->slaying);
1636
1637 if (player *pl = op->contr)
1638 {
1639 if (!pl->has_hit)
1640 {
1641 pl->has_hit = 1;
1642 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1643 }
1644#if 0
1645 float speed = pl->weapon_sp;
1646
1647 /* penalize ROF for bestarrow */
1648 if (pl->bowtype == bow_bestarrow)
1649 speed *= .9f;
1650 else
1651 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1652
1653 op->speed_left += speed - op->speed;
1654#endif
1655 }
1656
1657 SET_ANIMATION (arrow, arrow->direction);
1658
1659 /* update the speed */
1660 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1661 + bow->stats.dam / 7.0;
1662
1663 arrow->set_speed (max (arrow->speed, 2.0));
1664 arrow->speed_left = 0;
1665
1666 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1686 1667
1687 if (op->type == PLAYER) 1668 if (op->type == PLAYER)
1688 { 1669 {
1689 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1690 op->update_stats ();
1691 }
1692
1693 SET_ANIMATION (arrow, arrow->direction);
1694 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1695 arrow->stats.hp = arrow->stats.dam;
1696 arrow->stats.grace = arrow->attacktype;
1697 if (arrow->slaying != NULL)
1698 arrow->spellarg = strdup (arrow->slaying);
1699
1700 /* Note that this was different for monsters - they got their level
1701 * added to the damage. I think the strength bonus is more proper.
1702 */
1703
1704 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1705
1706 /* update the speed */
1707 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1708 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1709
1710 if (arrow->speed < 1.0)
1711 arrow->speed = 1.0;
1712 update_ob_speed (arrow);
1713 arrow->speed_left = 0;
1714
1715 if (op->type == PLAYER)
1716 {
1717 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1718 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1719 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1720
1721 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1670 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1671 wc -= dex_bonus[op->stats.Dex];
1672
1673 if (!arrow->slaying)
1674 arrow->slaying = op->slaying;
1675
1676 arrow->attacktype |= op->attacktype;
1722 } 1677 }
1723 else 1678 else
1724 { 1679 {
1725 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1726 arrow->level = op->level; 1680 arrow->level = op->level;
1727 } 1681 arrow->stats.wc -= bow->magic;
1728 1682
1729 if (arrow->attacktype == AT_PHYSICAL) 1683 if (!arrow->slaying)
1684 arrow->slaying = bow->slaying;
1685
1730 arrow->attacktype |= bow->attacktype; 1686 arrow->attacktype |= bow->attacktype;
1687 }
1731 1688
1732 if (bow->slaying) 1689 wc -= arrow->level;
1733 arrow->slaying = bow->slaying; 1690 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1734 1691
1735 arrow->map = m; 1692 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1736 arrow->move_type = MOVE_FLY_LOW; 1693 arrow->move_type = MOVE_FLY_LOW;
1737 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1694 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1738 1695
1739 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1696 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1740 insert_ob_in_map (arrow, m, op, 0); 1697 m->insert (arrow, sx, sy, op);
1741 1698
1742 if (!arrow->destroyed ()) 1699 if (!arrow->destroyed ())
1743 move_arrow (arrow); 1700 move_arrow (arrow);
1744 1701
1745 if (op->type == PLAYER) 1702 if (op->type == PLAYER)
1765{ 1722{
1766 int ret = 0, wcmod = 0; 1723 int ret = 0, wcmod = 0;
1767 1724
1768 if (op->contr->bowtype == bow_bestarrow) 1725 if (op->contr->bowtype == bow_bestarrow)
1769 { 1726 {
1770 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1727 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1771 } 1728 }
1772 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1729 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1773 { 1730 {
1774 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1731 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1775 wcmod = -1; 1732 wcmod = -1;
1733
1776 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1734 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1777 } 1735 }
1778 else if (op->contr->bowtype == bow_threewide) 1736 else if (op->contr->bowtype == bow_threewide)
1779 { 1737 {
1780 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1738 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1784 else if (op->contr->bowtype == bow_spreadshot) 1742 else if (op->contr->bowtype == bow_spreadshot)
1785 { 1743 {
1786 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);
1787 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1745 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1788 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1746 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1789
1790 } 1747 }
1791 else 1748 else
1792 { 1749 {
1793 /* Simple case */ 1750 /* Simple case */
1794 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1751 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1795 } 1752 }
1753
1796 return ret; 1754 return ret;
1797} 1755}
1798
1799 1756
1800/* Fires a misc (wand/rod/horn) object in 'dir'. 1757/* Fires a misc (wand/rod/horn) object in 'dir'.
1801 * Broken apart from 'fire' to keep it more readable. 1758 * Broken apart from 'fire' to keep it more readable.
1802 */ 1759 */
1803void 1760void
1804fire_misc_object (object *op, int dir) 1761fire_misc_object (object *op, int dir)
1805{ 1762{
1806 object *item; 1763 object *item = op->contr->ranged_ob;
1807 1764
1808 if (!op->contr->ranges[range_misc]) 1765 if (!item)
1809 { 1766 {
1810 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1767 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1811 return; 1768 return;
1812 } 1769 }
1813 1770
1814 item = op->contr->ranges[range_misc];
1815 if (!item->inv) 1771 if (!item->inv)
1816 { 1772 {
1817 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1773 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1818 return; 1774 return;
1819 } 1775 }
1776
1777 if (!op->change_weapon (item))
1778 return;
1779
1820 if (item->type == WAND) 1780 if (item->type == WAND)
1821 { 1781 {
1822 if (item->stats.food <= 0) 1782 if (item->stats.food <= 0)
1823 { 1783 {
1824 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1784 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1825 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1785 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1786
1826 return; 1787 return;
1827 } 1788 }
1828 } 1789 }
1829 else if (item->type == ROD || item->type == HORN) 1790 else if (item->type == ROD || item->type == HORN)
1830 { 1791 {
1831 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1792 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1832 { 1793 {
1833 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1794 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1795
1834 if (item->type == ROD) 1796 if (item->type == ROD)
1835 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1797 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1836 else 1798 else
1837 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1799 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1800
1838 return; 1801 return;
1839 } 1802 }
1840 } 1803 }
1841 1804
1842 if (cast_spell (op, item, dir, item->inv, NULL)) 1805 if (cast_spell (op, item, dir, item->inv, NULL))
1850 1813
1851 if (item->arch) 1814 if (item->arch)
1852 { 1815 {
1853 CLEAR_FLAG (item, FLAG_ANIMATE); 1816 CLEAR_FLAG (item, FLAG_ANIMATE);
1854 item->face = item->arch->clone.face; 1817 item->face = item->arch->clone.face;
1855 item->speed = 0; 1818 item->set_speed (0);
1856 update_ob_speed (item);
1857 } 1819 }
1820
1858 if ((tmp = item->in_player ())) 1821 if ((tmp = item->in_player ()))
1859 esrv_update_item (UPD_ANIM, tmp, item); 1822 esrv_update_item (UPD_ANIM, tmp, item);
1860 } 1823 }
1861 } 1824 }
1862 else if (item->type == ROD || item->type == HORN) 1825 else if (item->type == ROD || item->type == HORN)
1863 {
1864 drain_rod_charge (item); 1826 drain_rod_charge (item);
1865 }
1866 } 1827 }
1867} 1828}
1868 1829
1869/* Received a fire command for the player - go and do it. 1830/* Received a fire command for the player - go and do it.
1870 */ 1831 */
1875 1836
1876 /* check for loss of invisiblity/hide */ 1837 /* check for loss of invisiblity/hide */
1877 if (action_makes_visible (op)) 1838 if (action_makes_visible (op))
1878 make_visible (op); 1839 make_visible (op);
1879 1840
1880 switch (op->contr->shoottype) 1841 player *pl = op->contr;
1842
1843 if (pl->golem)
1881 { 1844 {
1882 case range_none: 1845 control_golem (op->contr->golem, dir);
1883 return; 1846 return;
1847 }
1884 1848
1885 case range_bow: 1849 object *ob = pl->ranged_ob;
1850
1851 if (!ob)
1852 return;
1853
1854 if (!op->change_weapon (ob))
1855 return;
1856
1857 switch (ob->type)
1858 {
1859 case BOW:
1886 player_fire_bow (op, dir); 1860 player_fire_bow (op, dir);
1887 return; 1861 break;
1888 1862
1889 case range_magic: /* Casting spells */ 1863 case SPELL:
1890 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1864 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1891 return; 1865 break;
1892 1866
1893 case range_misc: 1867 case BUILDER:
1868 apply_map_builder (op, dir);
1869 break;
1870
1871 case SKILL:
1872 do_skill (op, op, ob, dir, 0);
1873 break;
1874
1875 default:
1894 fire_misc_object (op, dir); 1876 fire_misc_object (op, dir);
1895 return; 1877 break;
1896
1897 case range_golem: /* Control summoned monsters from scrolls */
1898 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1899 {
1900 op->contr->ranges[range_golem] = 0;
1901 op->contr->shoottype = range_none;
1902 }
1903 else
1904 control_golem (op->contr->ranges[range_golem], dir);
1905 return;
1906
1907 case range_skill:
1908 if (!op->chosen_skill)
1909 {
1910 if (op->type == PLAYER)
1911 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1912 return;
1913 }
1914 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1915 return;
1916 case range_builder:
1917 apply_map_builder (op, dir);
1918 return;
1919 default:
1920 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1921 return;
1922 } 1878 }
1923} 1879}
1924
1925
1926 1880
1927/* find_key 1881/* find_key
1928 * We try to find a key for the door as passed. If we find a key 1882 * We try to find a key for the door as passed. If we find a key
1929 * and successfully use it, we return the key, otherwise NULL 1883 * and successfully use it, we return the key, otherwise NULL
1930 * This function merges both normal and locked door, since the logic 1884 * This function merges both normal and locked door, since the logic
1932 * pl is the player, 1886 * pl is the player,
1933 * inv is the objects inventory to searched 1887 * inv is the objects inventory to searched
1934 * door is the door we are trying to match against. 1888 * door is the door we are trying to match against.
1935 * This function can be called recursively to search containers. 1889 * This function can be called recursively to search containers.
1936 */ 1890 */
1937
1938object * 1891object *
1939find_key (object *pl, object *container, object *door) 1892find_key (object *pl, object *container, object *door)
1940{ 1893{
1941 object *tmp, *key; 1894 object *tmp, *key;
1942 1895
1943 /* Should not happen, but sanity checking is never bad */ 1896 /* Should not happen, but sanity checking is never bad */
1944 if (container->inv == NULL) 1897 if (!container->inv)
1945 return NULL; 1898 return 0;
1946 1899
1947 /* First, lets try to find a key in the top level inventory */ 1900 /* First, lets try to find a key in the top level inventory */
1948 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1901 for (tmp = container->inv; tmp; tmp = tmp->below)
1949 { 1902 {
1950 if (door->type == DOOR && tmp->type == KEY) 1903 if (door->type == DOOR && tmp->type == KEY)
1951 break; 1904 break;
1952 /* For sanity, we should really check door type, but other stuff 1905 /* For sanity, we should really check door type, but other stuff
1953 * (like containers) can be locked with special keys 1906 * (like containers) can be locked with special keys
1954 */ 1907 */
1955 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1908 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1956 break; 1909 break;
1957 } 1910 }
1911
1958 /* No key found - lets search inventories now */ 1912 /* No key found - lets search inventories now */
1959 /* If we find and use a key in an inventory, return at that time. 1913 /* If we find and use a key in an inventory, return at that time.
1960 * otherwise, if we search all the inventories and still don't find 1914 * otherwise, if we search all the inventories and still don't find
1961 * a key, return 1915 * a key, return
1962 */ 1916 */
1963 if (!tmp) 1917 if (!tmp)
1964 { 1918 {
1965 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1919 for (tmp = container->inv; tmp; tmp = tmp->below)
1966 { 1920 {
1967 /* No reason to search empty containers */ 1921 /* No reason to search empty containers */
1968 if (tmp->type == CONTAINER && tmp->inv) 1922 if (tmp->type == CONTAINER && tmp->inv)
1969 { 1923 {
1970 if ((key = find_key (pl, tmp, door)) != NULL) 1924 if ((key = find_key (pl, tmp, door)))
1971 return key; 1925 return key;
1972 } 1926 }
1973 } 1927 }
1928
1974 if (!tmp) 1929 if (!tmp)
1975 return NULL; 1930 return NULL;
1976 } 1931 }
1932
1977 /* We get down here if we have found a key. Now if its in a container, 1933 /* We get down here if we have found a key. Now if its in a container,
1978 * see if we actually want to use it 1934 * see if we actually want to use it
1979 */ 1935 */
1980 if (pl != container) 1936 if (pl != container)
1981 { 1937 {
2002 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1958 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2003 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1959 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2004 return NULL; 1960 return NULL;
2005 } 1961 }
2006 } 1962 }
1963
2007 return tmp; 1964 return tmp;
2008} 1965}
2009 1966
2010/* moved door processing out of move_player_attack. 1967/* moved door processing out of move_player_attack.
2011 * returns 1 if player has opened the door with a key 1968 * returns 1 if player has opened the door with a key
2025 if (key) 1982 if (key)
2026 { 1983 {
2027 object *container = key->env; 1984 object *container = key->env;
2028 1985
2029 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1986 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1987
2030 if (action_makes_visible (op)) 1988 if (action_makes_visible (op))
2031 make_visible (op); 1989 make_visible (op);
1990
2032 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1991 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2033 spring_trap (door->inv, op); 1992 spring_trap (door->inv, op);
1993
2034 if (door->type == DOOR) 1994 if (door->type == DOOR)
2035 {
2036 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1995 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2037 }
2038 else if (door->type == LOCKED_DOOR) 1996 else if (door->type == LOCKED_DOOR)
2039 { 1997 {
2040 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1998 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2041 remove_door2 (door); /* remove door without violence ;-) */ 1999 remove_door2 (door); /* remove door without violence ;-) */
2042 } 2000 }
2001
2043 /* Do this after we print the message */ 2002 /* Do this after we print the message */
2044 decrease_ob (key); /* Use up one of the keys */ 2003 decrease_ob (key); /* Use up one of the keys */
2045 /* Need to update the weight the container the key was in */ 2004 /* Need to update the weight the container the key was in */
2046 if (container != op) 2005 if (container != op)
2047 esrv_update_item (UPD_WEIGHT, op, container); 2006 esrv_update_item (UPD_WEIGHT, op, container);
2007
2048 return 1; /* Nothing more to do below */ 2008 return 1; /* Nothing more to do below */
2049 } 2009 }
2050 else if (door->type == LOCKED_DOOR) 2010 else if (door->type == LOCKED_DOOR)
2051 { 2011 {
2052 /* Might as well return now - no other way to open this */ 2012 /* Might as well return now - no other way to open this */
2053 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2013 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2054 return 1; 2014 return 1;
2055 } 2015 }
2016
2056 return 0; 2017 return 0;
2057} 2018}
2058 2019
2059/* This function is just part of a breakup from move_player. 2020/* This function is just part of a breakup from move_player.
2060 * It should keep the code cleaner. 2021 * It should keep the code cleaner.
2064 */ 2025 */
2065void 2026void
2066move_player_attack (object *op, int dir) 2027move_player_attack (object *op, int dir)
2067{ 2028{
2068 object *tmp, *mon; 2029 object *tmp, *mon;
2069 sint16 nx, ny;
2070 int on_battleground; 2030 int on_battleground;
2071 maptile *m; 2031 maptile *m;
2072 2032
2073 nx = freearr_x[dir] + op->x; 2033 sint16 nx = freearr_x[dir] + op->x;
2074 ny = freearr_y[dir] + op->y; 2034 sint16 ny = freearr_y[dir] + op->y;
2075 2035
2076 on_battleground = op_on_battleground (op, 0, 0); 2036 on_battleground = op_on_battleground (op, 0, 0);
2077 2037
2078 /* If braced, or can't move to the square, and it is not out of the 2038 /* If braced, or can't move to the square, and it is not out of the
2079 * map, attack it. Note order of if statement is important - don't 2039 * map, attack it. Note order of if statement is important - don't
2086 */ 2046 */
2087 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2047 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2088 { 2048 {
2089 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2049 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2090 { 2050 {
2091 m = get_map_from_coord (op->map, &nx, &ny); 2051 m = op->map->xy_find (nx, ny);
2092 if (!m) 2052 if (!m)
2093 return; /* Don't think this should happen */ 2053 return; /* Don't think this should happen */
2094 } 2054 }
2095 else 2055 else
2096 m = op->map; 2056 m = op->map;
2097 2057
2098 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) 2058 if (!(tmp = m->at (nx, ny).bot))
2099 {
2100 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2101 return; 2059 return;
2102 }
2103 2060
2104 mon = 0; 2061 mon = 0;
2105 /* Go through all the objects, and find ones of interest. Only stop if 2062 /* Go through all the objects, and find ones of interest. Only stop if
2106 * we find a monster - that is something we know we want to attack. 2063 * we find a monster - that is something we know we want to attack.
2107 * if its a door or barrel (can roll) see if there may be monsters 2064 * if its a door or barrel (can roll) see if there may be monsters
2160 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2117 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2161 { 2118 {
2162 /* If we're braced, we don't want to switch places with it */ 2119 /* If we're braced, we don't want to switch places with it */
2163 if (op->contr->braced) 2120 if (op->contr->braced)
2164 return; 2121 return;
2122
2165 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2123 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2166 (void) push_ob (mon, dir, op); 2124 push_ob (mon, dir, op);
2167 if (op->contr->tmp_invis || op->hide) 2125 if (op->contr->tmp_invis || op->hide)
2168 make_visible (op); 2126 make_visible (op);
2127
2169 return; 2128 return;
2170 } 2129 }
2171 2130
2172 /* in certain circumstances, you shouldn't attack friendly 2131 /* in certain circumstances, you shouldn't attack friendly
2173 * creatures. Note that if you are braced, you can't push 2132 * creatures. Note that if you are braced, you can't push
2187 !on_battleground)) 2146 !on_battleground))
2188 { 2147 {
2189 if (!op->contr->braced) 2148 if (!op->contr->braced)
2190 { 2149 {
2191 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2150 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2192 (void) push_ob (mon, dir, op); 2151 push_ob (mon, dir, op);
2193 } 2152 }
2194 else 2153 else
2195 new_draw_info (0, 0, op, "You withhold your attack"); 2154 new_draw_info (0, 0, op, "You withhold your attack");
2196 2155
2197 if (op->contr->tmp_invis || op->hide) 2156 if (op->contr->tmp_invis || op->hide)
2212 * Way it works is like this: First, it must have some hit points 2171 * Way it works is like this: First, it must have some hit points
2213 * and be living. Then, it must be one of the following: 2172 * and be living. Then, it must be one of the following:
2214 * 1) Not a player, 2) A player, but of a different party. Note 2173 * 1) Not a player, 2) A player, but of a different party. Note
2215 * that party_number -1 is no party, so attacks can still happen. 2174 * that party_number -1 is no party, so attacks can still happen.
2216 */ 2175 */
2217
2218 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2176 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2219 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2177 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2220 { 2178 {
2221
2222 /* If the player hasn't hit something this tick, and does
2223 * so, give them speed boost based on weapon speed. Doing
2224 * it here is better than process_players2, which basically
2225 * incurred a 1 tick offset.
2226 */
2227 if (!op->contr->has_hit) 2179 if (!op->contr->has_hit)
2228 { 2180 {
2181 op->contr->has_hit = 1;
2229 op->speed_left += op->speed / op->contr->weapon_sp; 2182 op->speed_left += op->contr->weapon_speed () - op->speed;
2230
2231 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2232 } 2183 }
2233 2184
2234 skill_attack (mon, op, 0, 0, 0); 2185 skill_attack (mon, op, 0, 0, 0);
2235 2186
2236 /* If attacking another player, that player gets automatic 2187 /* If attacking another player, that player gets automatic
2256int 2207int
2257move_player (object *op, int dir) 2208move_player (object *op, int dir)
2258{ 2209{
2259 int pick; 2210 int pick;
2260 2211
2261 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2212 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2262 return 0; 2213 return 0;
2263 2214
2264 /* Sanity check: make sure dir is valid */ 2215 /* Sanity check: make sure dir is valid */
2265 if ((dir < 0) || (dir >= 9)) 2216 if ((dir < 0) || (dir >= 9))
2266 { 2217 {
2267 LOG (llevError, "move_player: invalid direction %d\n", dir); 2218 LOG (llevError, "move_player: invalid direction %d\n", dir);
2268 return 0; 2219 return 0;
2269 } 2220 }
2270 2221
2271 /* peterm: added following line */ 2222 /* peterm: added following line */
2272 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2223 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2273 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2224 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2274 2225
2275 op->facing = dir; 2226 op->facing = dir;
2276 2227
2277 if (op->hide) 2228 if (op->hide)
2278 do_hidden_move (op); 2229 do_hidden_move (op);
2311 * Returns true if there are more actions we can do. 2262 * Returns true if there are more actions we can do.
2312 */ 2263 */
2313int 2264int
2314handle_newcs_player (object *op) 2265handle_newcs_player (object *op)
2315{ 2266{
2316 if (op->contr->hidden)
2317 {
2318 op->invisible = 1000;
2319 /* the socket code flashes the player visible/invisible
2320 * depending on the value of invisible, so we need to
2321 * alternate it here for it to work correctly.
2322 */
2323 if (pticks & 2)
2324 op->invisible--;
2325 }
2326 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2327 {
2328 op->invisible--;
2329 if (!op->invisible)
2330 {
2331 make_visible (op);
2332 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2333 }
2334 }
2335
2336 if (QUERY_FLAG (op, FLAG_SCARED)) 2267 if (QUERY_FLAG (op, FLAG_SCARED))
2337 { 2268 {
2338 flee_player (op); 2269 flee_player (op);
2270
2339 /* If player is still scared, that is his action for this tick */ 2271 /* If player is still scared, that is his action for this tick */
2340 if (QUERY_FLAG (op, FLAG_SCARED)) 2272 if (op->flag [FLAG_SCARED])
2341 { 2273 {
2342 op->speed_left--; 2274 --op->speed_left;
2343 return 0; 2275 return 0;
2344 } 2276 }
2345 } 2277 }
2346
2347 /* I've been seeing crashes where the golem has been destroyed, but
2348 * the player object still points to the defunct golem. The code that
2349 * destroys the golem looks correct, and it doesn't always happen, so
2350 * put this in a a workaround to clean up the golem pointer.
2351 */
2352 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2353 op->contr->ranges[range_golem] = 0;
2354 2278
2355 /* 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
2356 * the players time has been increased when doericserver has been 2280 * the players time has been increased when doericserver has been
2357 * called, so we recheck it here. 2281 * called, so we recheck it here.
2358 */ 2282 */
2359 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2283 if (op->contr->ns->handle_command ())
2360 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2361 ;
2362
2363 if (op->speed_left < 0)
2364 return 0; 2284 return 1;
2365 2285
2286 if (op->speed_left > 0.f)
2287 {
2366 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2288 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2367 { 2289 {
2368 /* All move commands take 1 tick, at least for now */ 2290 /* All move commands take 1 tick, at least for now */
2369 op->speed_left--; 2291 --op->speed_left;
2370 2292
2371 /* Instead of all the stuff below, let move_player take care 2293 /* Instead of all the stuff below, let move_player take care
2372 * of it. Also, some of the skill stuff is only put in 2294 * of it. Also, some of the skill stuff is only put in
2373 * there, as well as the confusion stuff. 2295 * there, as well as the confusion stuff.
2374 */ 2296 */
2375 move_player (op, op->direction); 2297 move_player (op, op->direction);
2376 if (op->speed_left > 0) 2298
2377 return 1; 2299 return op->speed_left > 0.f;
2378 else 2300 }
2379 return 0;
2380 } 2301 }
2381 2302
2382 return 0; 2303 return 0;
2383} 2304}
2384 2305
2422 * from. 2343 * from.
2423 */ 2344 */
2424void 2345void
2425remove_unpaid_objects (object *op, object *env) 2346remove_unpaid_objects (object *op, object *env)
2426{ 2347{
2427 object *next;
2428
2429 while (op) 2348 while (op)
2430 { 2349 {
2431 next = op->below; /* Make sure we have a good value, in case 2350 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2432 * we remove object 'op' 2351
2433 */
2434 if (QUERY_FLAG (op, FLAG_UNPAID)) 2352 if (QUERY_FLAG (op, FLAG_UNPAID))
2435 { 2353 {
2436 op->remove ();
2437 op->x = env->x;
2438 op->y = env->y;
2439 if (env->type == PLAYER) 2354 if (env->type == PLAYER)
2440 esrv_del_item (env->contr, op->count); 2355 esrv_del_item (env->contr, op->count);
2441 insert_ob_in_map (op, env->map, NULL, 0); 2356
2357 op->insert_at (env);
2442 } 2358 }
2443 else if (op->inv) 2359 else if (op->inv)
2444 remove_unpaid_objects (op->inv, env); 2360 remove_unpaid_objects (op->inv, env);
2445 2361
2446 op = next; 2362 op = next;
2502 int rate_grace = 2000; 2418 int rate_grace = 2000;
2503 const int max_hp = 1; 2419 const int max_hp = 1;
2504 const int max_sp = 1; 2420 const int max_sp = 1;
2505 const int max_grace = 1; 2421 const int max_grace = 1;
2506 2422
2507 if (op->contr->outputs_sync) 2423 if (op->contr->hidden)
2424 {
2425 op->invisible = 1000;
2426 /* the socket code flashes the player visible/invisible
2427 * depending on the value of invisible, so we need to
2428 * alternate it here for it to work correctly.
2429 */
2430 if (pticks & 2)
2431 op->invisible--;
2508 { 2432 }
2509 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2433 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2510 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2434 {
2511 flush_output_element (op, &op->contr->outputs[i]); 2435 if (!op->invisible--)
2436 {
2437 make_visible (op);
2438 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2439 }
2512 } 2440 }
2513 2441
2514 if (op->contr->ns->state == ST_PLAYING) 2442 if (op->contr->ns->state == ST_PLAYING)
2515 { 2443 {
2516 /* these next three if clauses make it possible to SLOW DOWN 2444 /* these next three if clauses make it possible to SLOW DOWN
2538 gen_grace = op->stats.maxgrace; 2466 gen_grace = op->stats.maxgrace;
2539 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2467 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2540 } 2468 }
2541 2469
2542 /* Regenerate Spell Points */ 2470 /* Regenerate Spell Points */
2543 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2471 if (!op->contr->golem && --op->last_sp < 0)
2544 { 2472 {
2545 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2473 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2546 if (op->stats.sp < op->stats.maxsp) 2474 if (op->stats.sp < op->stats.maxsp)
2547 { 2475 {
2548 op->stats.sp++; 2476 op->stats.sp++;
2739 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2667 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2740 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2668 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2741 2669
2742 /* restore player */ 2670 /* restore player */
2743 at = archetype::find ("poisoning"); 2671 at = archetype::find ("poisoning");
2744 tmp = present_arch_in_ob (at, op); 2672 if (object *tmp = present_arch_in_ob (at, op))
2745 if (tmp)
2746 { 2673 {
2747 tmp->destroy (); 2674 tmp->destroy ();
2748 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2675 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2749 } 2676 }
2750 2677
2751 at = archetype::find ("confusion"); 2678 at = archetype::find ("confusion");
2752 tmp = present_arch_in_ob (at, op); 2679 if (object *tmp = present_arch_in_ob (at, op))
2753 if (tmp)
2754 { 2680 {
2755 tmp->destroy (); 2681 tmp->destroy ();
2756 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2682 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2757 } 2683 }
2758 2684
2760 op->stats.hp = op->stats.maxhp; 2686 op->stats.hp = op->stats.maxhp;
2761 if (op->stats.food <= 0) 2687 if (op->stats.food <= 0)
2762 op->stats.food = 999; 2688 op->stats.food = 999;
2763 2689
2764 /* create a bodypart-trophy to make the winner happy */ 2690 /* create a bodypart-trophy to make the winner happy */
2765 tmp = arch_to_object (archetype::find ("finger")); 2691 if (object *tmp = arch_to_object (archetype::find ("finger")))
2766 if (tmp != NULL)
2767 { 2692 {
2768 sprintf (buf, "%s's finger", &op->name); 2693 sprintf (buf, "%s's finger", &op->name);
2769 tmp->name = buf; 2694 tmp->name = buf;
2770 sprintf (buf, " This finger has been cut off %s\n" 2695 sprintf (buf, " This finger has been cut off %s\n"
2771 " the %s, when he was defeated at\n level %d by %s.\n", 2696 " the %s, when he was defeated at\n level %d by %s.\n",
2772 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2697 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2773 tmp->msg = buf; 2698 tmp->msg = buf;
2774 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2699 tmp->value = 0, tmp->type = 0;
2775 tmp->materialname = NULL; 2700 tmp->materialname = "organics";
2776 tmp->x = op->x, tmp->y = op->y; 2701 tmp->insert_at (op, tmp);
2777 insert_ob_in_map (tmp, op->map, op, 0);
2778 } 2702 }
2779 2703
2780 /* teleport defeated player to new destination */ 2704 /* teleport defeated player to new destination */
2781 transfer_ob (op, x, y, 0, NULL); 2705 transfer_ob (op, x, y, 0, NULL);
2782 op->contr->braced = 0; 2706 op->contr->braced = 0;
2787 2711
2788 command_kill_pets (op, 0); 2712 command_kill_pets (op, 0);
2789 2713
2790 if (op->stats.food < 0) 2714 if (op->stats.food < 0)
2791 { 2715 {
2792 if (op->contr->explore)
2793 {
2794 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2795 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2796 op->stats.food = 999;
2797 return;
2798 }
2799 sprintf (buf, "%s starved to death.", &op->name); 2716 sprintf (buf, "%s starved to death.", &op->name);
2800 strcpy (op->contr->killer, "starvation"); 2717 strcpy (op->contr->killer, "starvation");
2801 } 2718 }
2802 else 2719 else
2803 {
2804 if (op->contr->explore)
2805 {
2806 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2807 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2808 op->stats.hp = op->stats.maxhp;
2809 return;
2810 }
2811 sprintf (buf, "%s died.", &op->name); 2720 sprintf (buf, "%s died.", &op->name);
2812 } 2721
2813 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2722 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2814 2723
2815 /* save the map location for corpse, gravestone */ 2724 /* save the map location for corpse, gravestone */
2816 x = op->x; 2725 x = op->x;
2817 y = op->y; 2726 y = op->y;
2818 map = op->map; 2727 map = op->map;
2819
2820 2728
2821 /* NOT_PERMADEATH code. This basically brings the character back to 2729 /* NOT_PERMADEATH code. This basically brings the character back to
2822 * life if they are dead - it takes some exp and a random stat. 2730 * life if they are dead - it takes some exp and a random stat.
2823 * See the config.h file for a little more in depth detail about this. 2731 * See the config.h file for a little more in depth detail about this.
2824 */ 2732 */
2841 num_stats_lose = 1; 2749 num_stats_lose = 1;
2842 else 2750 else
2843 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2751 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2844 } 2752 }
2845 else 2753 else
2846 {
2847 num_stats_lose = 1; 2754 num_stats_lose = 1;
2848 } 2755
2849 lost_a_stat = 0; 2756 lost_a_stat = 0;
2850 2757
2851 for (z = 0; z < num_stats_lose; z++) 2758 for (z = 0; z < num_stats_lose; z++)
2852 { 2759 {
2853 i = RANDOM () % NUM_STATS; 2760 i = RANDOM () % NUM_STATS;
2994 op->stats.hp = op->stats.maxhp; 2901 op->stats.hp = op->stats.maxhp;
2995 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2902 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2996 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2903 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2997 2904
2998 /* 2905 /*
2999 * Check to see if the player is in a shop. IF so, then check to see if
3000 * the player has any unpaid items. If so, remove them and put them back 2906 * Check to see if the player has any unpaid items. If so, remove them
3001 * in the map. 2907 * and put them back in the map.
3002 */ 2908 */
3003
3004 if (is_in_shop (op))
3005 remove_unpaid_objects (op->inv, op); 2909 remove_unpaid_objects (op->inv, op);
3006 2910
3007 /****************************************/ 2911 /****************************************/
3008 /* */ 2912 /* */
3009 /* Move player to his current respawn- */ 2913 /* Move player to his current respawn- */
3010 /* position (usually last savebed) */ 2914 /* position (usually last savebed) */
3011 /* */ 2915 /* */
3012 /****************************************/ 2916 /****************************************/
3013 2917
3014 enter_player_savebed (op); 2918 enter_player_savebed (op);
3015 2919
3016 /* Save the player before inserting the force to reduce
3017 * chance of abuse.
3018 */
3019 op->contr->braced = 0; 2920 op->contr->braced = 0;
3020 op->contr->save ();
3021 2921
3022 /* it is possible that the player has blown something up 2922 /* it is possible that the player has blown something up
3023 * at his savebed location, and that can have long lasting 2923 * at his savebed location, and that can have long lasting
3024 * spell effects. So first see if there is a spell effect 2924 * spell effects. So first see if there is a spell effect
3025 * on the space that might harm the player. 2925 * on the space that might harm the player.
3034 object *force; 2934 object *force;
3035 int at; 2935 int at;
3036 2936
3037 force = get_archetype (FORCE_NAME); 2937 force = get_archetype (FORCE_NAME);
3038 /* 50 ticks should be enough time for the spell to abate */ 2938 /* 50 ticks should be enough time for the spell to abate */
3039 force->speed = 0.1; 2939 force->speed = 0.1f;
3040 force->speed_left = -5.0; 2940 force->speed_left = -5.f;
3041 SET_FLAG (force, FLAG_APPLIED); 2941 SET_FLAG (force, FLAG_APPLIED);
3042 for (at = 0; at < NROFATTACKS; at++) 2942 for (at = 0; at < NROFATTACKS; at++)
3043 if (will_kill_again & (1 << at)) 2943 if (will_kill_again & (1 << at))
3044 force->resist[at] = 100; 2944 force->resist[at] = 100;
3045 2945
3054void 2954void
3055loot_object (object *op) 2955loot_object (object *op)
3056{ /* Grab and destroy some treasure */ 2956{ /* Grab and destroy some treasure */
3057 object *tmp, *tmp2, *next; 2957 object *tmp, *tmp2, *next;
3058 2958
3059 if (op->container) 2959 op->close_container (); /* close open sack first */
3060 esrv_apply_container (op, op->container); /* close open sack first */
3061 2960
3062 for (tmp = op->inv; tmp; tmp = next) 2961 for (tmp = op->inv; tmp; tmp = next)
3063 { 2962 {
3064 next = tmp->below; 2963 next = tmp->below;
3065 2964
3066 if (tmp->invisible) 2965 if (tmp->invisible)
3067 continue; 2966 continue;
3068 2967
3069 tmp->remove (); 2968 tmp->remove ();
3070 tmp->x = op->x, tmp->y = op->y; 2969 tmp->x = op->x, tmp->y = op->y;
2970
3071 if (tmp->type == CONTAINER) 2971 if (tmp->type == CONTAINER)
3072 { /* empty container to ground */ 2972 loot_object (tmp); /* empty container to ground */
3073 loot_object (tmp); 2973
3074 }
3075 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2974 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3076 { 2975 {
3077 if (tmp->nrof > 1) 2976 if (tmp->nrof > 1)
3078 { 2977 {
3079 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2978 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3080 tmp2->destroy (); 2979 tmp2->destroy ();
3091/* 2990/*
3092 * fix_weight(): Check recursively the weight of all players, and fix 2991 * fix_weight(): Check recursively the weight of all players, and fix
3093 * what needs to be fixed. Refresh windows and fix speed if anything 2992 * what needs to be fixed. Refresh windows and fix speed if anything
3094 * was changed. 2993 * was changed.
3095 */ 2994 */
3096
3097void 2995void
3098fix_weight (void) 2996fix_weight (void)
3099{ 2997{
3100 for (player *pl = first_player; pl; pl = pl->next) 2998 for_all_players (pl)
3101 { 2999 {
3102 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3000 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3103 3001
3104 if (old == sum) 3002 if (old == sum)
3105 continue; 3003 continue;
3109} 3007}
3110 3008
3111void 3009void
3112fix_luck (void) 3010fix_luck (void)
3113{ 3011{
3114 for (player *pl = first_player; pl; pl = pl->next) 3012 for_all_players (pl)
3115 if (!pl->ob->contr->ns->state) 3013 if (!pl->ob->contr->ns->state)
3116 pl->ob->change_luck (0); 3014 pl->ob->change_luck (0);
3117} 3015}
3118 3016
3119/* cast_dust() - handles op throwing objects of type 'DUST'. 3017/* cast_dust() - handles op throwing objects of type 'DUST'.
3161 if (op->type == PLAYER) 3059 if (op->type == PLAYER)
3162 { 3060 {
3163 op->contr->tmp_invis = 0; 3061 op->contr->tmp_invis = 0;
3164 op->contr->invis_race = 0; 3062 op->contr->invis_race = 0;
3165 } 3063 }
3064
3166 update_object (op, UP_OBJ_FACE); 3065 update_object (op, UP_OBJ_CHANGE);
3167} 3066}
3168 3067
3169int 3068int
3170is_true_undead (object *op) 3069is_true_undead (object *op)
3171{ 3070{
3172 object *tmp = NULL;
3173
3174 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3071 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3175 return 1; 3072 return 1;
3176 3073
3177 return 0; 3074 return 0;
3178} 3075}
3237 3134
3238 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3135 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3239 3136
3240 /* its *extremely* hard to run and sneak/hide at the same time! */ 3137 /* its *extremely* hard to run and sneak/hide at the same time! */
3241 if (op->type == PLAYER && op->contr->run_on) 3138 if (op->type == PLAYER && op->contr->run_on)
3242 {
3243 if (!skop || num >= skop->level) 3139 if (!skop || num >= skop->level)
3244 { 3140 {
3245 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3141 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3246 make_visible (op); 3142 make_visible (op);
3247 return; 3143 return;
3248 } 3144 }
3249 else 3145 else
3250 num += 20; 3146 num += 20;
3251 } 3147
3252 num += op->map->difficulty; 3148 num += op->map->difficulty;
3253 hide = hideability (op); /* modify by terrain hidden level */ 3149 hide = hideability (op); /* modify by terrain hidden level */
3254 num -= hide; 3150 num -= hide;
3151
3255 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3152 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3256 { 3153 {
3257 make_visible (op); 3154 make_visible (op);
3258 if (op->type == PLAYER) 3155 if (op->type == PLAYER)
3259 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3156 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3260 } 3157 }
3261 else if (op->type == PLAYER && skop) 3158 else if (op->type == PLAYER && skop)
3262 {
3263 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3159 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3264 }
3265} 3160}
3266 3161
3267/* determine if who is standing near a hostile creature. */ 3162/* determine if who is standing near a hostile creature. */
3268 3163
3269int 3164int
3336 if (pl->type != PLAYER) 3231 if (pl->type != PLAYER)
3337 { 3232 {
3338 LOG (llevError, "player_can_view() called for non-player object\n"); 3233 LOG (llevError, "player_can_view() called for non-player object\n");
3339 return -1; 3234 return -1;
3340 } 3235 }
3236
3341 if (!pl || !op) 3237 if (!pl || !op)
3342 return 0; 3238 return 0;
3343 3239
3344 if (op->head)
3345 {
3346 op = op->head; 3240 op = op->head_ ();
3347 } 3241
3348 get_rangevector (pl, op, &rv, 0x1); 3242 get_rangevector (pl, op, &rv, 0x1);
3349 3243
3350 /* starting with the 'head' part, lets loop 3244 /* starting with the 'head' part, lets loop
3351 * through the object and find if it has any 3245 * through the object and find if it has any
3352 * part that is in the los array but isnt on 3246 * part that is in the los array but isnt on
3469 char buf[MAX_BUF]; /* tmp. string buffer */ 3363 char buf[MAX_BUF]; /* tmp. string buffer */
3470 int i = 0, j = 0; 3364 int i = 0, j = 0;
3471 3365
3472 /* get the appropriate treasurelist */ 3366 /* get the appropriate treasurelist */
3473 if (atnr == ATNR_FIRE) 3367 if (atnr == ATNR_FIRE)
3474 trlist = find_treasurelist ("dragon_ability_fire"); 3368 trlist = treasurelist::find ("dragon_ability_fire");
3475 else if (atnr == ATNR_COLD) 3369 else if (atnr == ATNR_COLD)
3476 trlist = find_treasurelist ("dragon_ability_cold"); 3370 trlist = treasurelist::find ("dragon_ability_cold");
3477 else if (atnr == ATNR_ELECTRICITY) 3371 else if (atnr == ATNR_ELECTRICITY)
3478 trlist = find_treasurelist ("dragon_ability_elec"); 3372 trlist = treasurelist::find ("dragon_ability_elec");
3479 else if (atnr == ATNR_POISON) 3373 else if (atnr == ATNR_POISON)
3480 trlist = find_treasurelist ("dragon_ability_poison"); 3374 trlist = treasurelist::find ("dragon_ability_poison");
3481 3375
3482 if (trlist == NULL || who->type != PLAYER) 3376 if (trlist == NULL || who->type != PLAYER)
3483 return; 3377 return;
3484 3378
3485 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3379 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3486 3380
3487 if (tr == NULL || tr->item == NULL) 3381 if (!tr || !tr->item)
3488 { 3382 {
3489 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3383 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3490 return; 3384 return;
3491 } 3385 }
3492 3386
3617 * not readied. 3511 * not readied.
3618 */ 3512 */
3619void 3513void
3620player_unready_range_ob (player *pl, object *ob) 3514player_unready_range_ob (player *pl, object *ob)
3621{ 3515{
3622 rangetype i; 3516 if (pl->ob->current_weapon == ob)
3517 pl->ob->current_weapon = 0;
3623 3518
3624 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3519 if (pl->combat_ob == ob)
3625 { 3520 pl->combat_ob = 0;
3521
3626 if (pl->ranges[i] == ob) 3522 if (pl->ranged_ob == ob)
3627 { 3523 pl->ranged_ob = 0;
3628 pl->ranges[i] = NULL;
3629 if (pl->shoottype == i)
3630 {
3631 pl->shoottype = range_none;
3632 }
3633 }
3634 }
3635} 3524}
3525
3526sint8
3527player::visibility_at (maptile *map, int x, int y) const
3528{
3529 if (!ns)
3530 return 0;
3531
3532 int dx, dy;
3533 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3534 return 0;
3535
3536 x += dx - ns->current_x + ns->mapx / 2;
3537 y += dy - ns->current_y + ns->mapy / 2;
3538
3539 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3540 return 0;
3541
3542 return 100 - blocked_los [x][y];
3543}

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