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Comparing deliantra/server/server/player.C (file contents):
Revision 1.88 by pippijn, Sat Jan 6 14:42:31 2007 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) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 7 *
8 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
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21 *
22 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
23*/ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 26#include <sproto.h>
28#include <sounds.h> 27#include <sounds.h>
29#include <living.h> 28#include <living.h>
30#include <object.h> 29#include <object.h>
31#include <spells.h> 30#include <spells.h>
32#include <skills.h> 31#include <skills.h>
33 32
34#include <algorithm> 33#include <algorithm>
35#include <functional> 34#include <functional>
36 35
37player * 36playervec players;
38find_player (const char *plname)
39{
40 for_all_players (pl)
41 if (pl->ob && !strcmp (query_name (pl->ob), plname))
42 return pl;
43
44 return 0;
45}
46 37
47void 38void
48display_motd (const object *op) 39display_motd (const object *op)
49{ 40{
50 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
124 115
125 news[0] = '\0'; 116 news[0] = '\0';
126 subject[0] = '\0'; 117 subject[0] = '\0';
127 size = 0; 118 size = 0;
128 119
129 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
130 { 121 {
131 if (*buf == '#') 122 if (*buf == '#')
132 continue; 123 continue;
133 124
134 if (*buf == '%') 125 if (*buf == '%')
135 { /* send one news */ 126 { /* send one news */
136 if (size > 0) 127 if (size > 0)
137 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
138 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
139 strip_endline (subject); 131 strip_endline (subject);
140 size = 0; 132 size = 0;
141 news[0] = '\0'; 133 news[0] = '\0';
142 } 134 }
151 size += strlen (buf); 143 size += strlen (buf);
152 } 144 }
153 } 145 }
154 146
155 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
156 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);
157 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
158} 156}
159 157
160/* This loads the first map an puts the player on it. */ 158/* This loads the first map an puts the player on it. */
161static void 159static void
162set_first_map (object *op) 160set_first_map (object *op)
177 ob->enter_exit (tmp); 175 ob->enter_exit (tmp);
178 176
179 tmp->destroy (); 177 tmp->destroy ();
180} 178}
181 179
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);
215}
216
182// connect the player with a specific client 217// connect the player with a specific client
183// also changed, rationalises, and fixes some incorrect settings 218// also changes, rationalises, and fixes some incorrect settings
184void 219void
185player::connect (client *ns) 220player::connect (client *ns)
186{ 221{
187 this->ns = ns; 222 this->ns = ns;
188 ns->pl = this; 223 ns->pl = this;
189 224
190 next = first_player; 225 run_on = 0;
191 first_player = this; 226 fire_on = 0;
227 ob->close_container (); //TODO: client-specific
192 228
193 ns->update_look = 0; 229 ns->update_look = 0;
194 ns->look_position = 0; 230 ns->look_position = 0;
195 231
196 clear_los (ob); 232 clear_los (ob);
233
234 ns->reset_stats ();
197 235
198 /* make sure he's a player -- needed because of class change. */ 236 /* make sure he's a player -- needed because of class change. */
199 ob->type = PLAYER; // we are paranoid 237 ob->type = PLAYER; // we are paranoid
200 ob->race = ob->arch->clone.race; 238 ob->race = ob->arch->clone.race;
201 239
202 if (!legal_range (ob, shoottype))
203 shoottype = range_none;
204
205 ob->carrying = sum_weight (ob); 240 ob->carrying = sum_weight (ob);
206 link_player_skills (ob); 241 link_player_skills (ob);
207 242
208 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
209 244
210 assign (title, ob->arch->clone.name); 245 assign (title, ob->arch->clone.name);
211
212 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
213 * from the class, and not race. I don't see any way to get the class information
214 * to then update this. I don't think this will actually break anything - anyone
215 * that can use armour should be able to use a shield. What this may 'break'
216 * are features new characters get, eg, if someone starts up with a Q, they
217 * should be able to use a shield. However, old Q's won't get that advantage.
218 */
219 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
220 SET_FLAG (ob, FLAG_USE_SHIELD);
221 246
222 /* if it's a dragon player, set the correct title here */ 247 /* if it's a dragon player, set the correct title here */
223 if (is_dragon_pl (ob)) 248 if (is_dragon_pl (ob))
224 { 249 {
225 object *tmp, *abil = 0, *skin = 0; 250 object *tmp, *abil = 0, *skin = 0;
235 skin = tmp; 260 skin = tmp;
236 261
237 set_dragon_name (ob, abil, skin); 262 set_dragon_name (ob, abil, skin);
238 } 263 }
239 264
240 CLEAR_FLAG (ob, FLAG_FRIENDLY);
241 add_friendly_object (ob);
242
243 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
244
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246 266
247 esrv_new_player (this, ob->weight + ob->carrying); 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 }
248 284
249 ob->update_stats (); 285 ob->update_stats ();
250 ns->floorbox_update (); 286 ns->floorbox_update ();
251 287
252 esrv_send_inventory (ob, ob); 288 esrv_send_inventory (ob, ob);
253 esrv_add_spells (this, 0); 289 esrv_add_spells (this, 0);
254 290
255 ob->activate_recursive (); 291 activate ();
256 enter_map ();
257 292
258 send_rules (ob); 293 send_rules (ob);
259 send_news (ob); 294 send_news (ob);
260 display_motd (ob); 295 display_motd (ob);
261 296
264} 299}
265 300
266void 301void
267player::disconnect () 302player::disconnect ()
268{ 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
269 if (ob) 316 if (ob)
270 ob->deactivate_recursive (); 317 ob->close_container (); //TODO: client-specific
271 318
272 //TODO: don't be so harsh and destroy :) 319 deactivate ();
273 if (ns)
274 {
275 if (enable_save)
276 {
277 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
278 save (true);
279 }
280
281 INVOKE_PLAYER (DISCONNECT, this);
282
283 client *ns = this->ns;
284 ns->send_packet ("goodbye");
285 ns->flush ();
286 ns->pl = 0;
287 this->ns = 0;
288
289 ns->destroy ();
290 destroy ();
291 }
292} 320}
293 321
294// the need for this function can be explained 322// the need for this function can be explained
295// by load_object not returning the object 323// by load_object not returning the object
296void 324void
297player::set_object (object *op) 325player::set_object (object *op)
298{ 326{
299 ob = op; 327 ob = op;
300 ob->contr = this; /* this aren't yet in archetype */ 328 ob->contr = this; /* this aren't yet in archetype */
301 329
302 ob->speed_left = 0.5; 330 ob->speed_left = 0.5f;
303 ob->speed = 1.0; 331 ob->speed = 1.0f;
304 ob->direction = 5; /* So player faces south */ 332 ob->direction = 5; /* So player faces south */
305 ob->stats.wc = 2;
306 ob->run_away = 25; /* Then we panick... */
307
308 ob->roll_stats ();
309} 333}
310 334
311player::player () 335player::player ()
312{ 336{
313 /* There are some elements we want initialised to non zero value - 337 /* There are some elements we want initialised to non zero value -
314 * we deal with that below this point. 338 * we deal with that below this point.
315 */ 339 */
316 outputs_sync = 16; /* Every 2 seconds */ 340 outputs_sync = 4;
317 outputs_count = 8; /* Keeps present behaviour */ 341 outputs_count = 4;
318 unapply = unapply_nochoice; 342 unapply = unapply_nochoice;
319 343
320 savebed_map = first_map_path; /* Init. respawn position */ 344 savebed_map = first_map_path; /* Init. respawn position */
321 345
322 gen_sp_armour = 10; 346 gen_sp_armour = 10;
323 last_speed = -1;
324 shoottype = range_none;
325 bowtype = bow_normal; 347 bowtype = bow_normal;
326 petmode = pet_normal; 348 petmode = pet_normal;
327 listening = 10; 349 listening = 10;
328 usekeys = containers; 350 usekeys = containers;
329 last_weapon_sp = -1;
330 peaceful = 1; /* default peaceful */ 351 peaceful = 1; /* default peaceful */
331 do_los = 1; 352 do_los = 1;
332
333 /* we need to clear these to -1 and not zero - otherwise,
334 * if a player quits and starts a new character, we wont
335 * send new values to the client, as things like exp start
336 * at zero.
337 */
338 for (int i = 0; i < NUM_SKILLS; i++)
339 last_skill_exp[i] = -1;
340
341 for (int i = 0; i < NROFATTACKS; i++)
342 last_resist[i] = -1;
343
344 last_stats.exp = -1;
345 last_weight = (uint32) - 1;
346} 353}
347 354
348void 355void
349player::do_destroy () 356player::do_destroy ()
350{ 357{
351 disconnect (); 358 disconnect ();
352 359
353 save (false);
354 enable_save = false;
355
356 attachable::do_destroy (); 360 attachable::do_destroy ();
357
358 terminate_all_pets (ob);
359
360 if (first_player != this)
361 {
362 player *prev = first_player;
363
364 while (prev && prev->next && prev->next != this)
365 prev = prev->next;
366
367 if (prev->next != this)
368 {
369 LOG (llevError, "Free_player: Can't find previous player.\n");
370 abort ();
371 }
372
373 prev->next = next;
374 }
375 else
376 first_player = next;
377 361
378 if (ob) 362 if (ob)
379 { 363 {
380 ob->destroy_inv (false); 364 ob->destroy_inv (false);
381 ob->destroy (); 365 ob->destroy ();
396player::create () 380player::create ()
397{ 381{
398 player *pl = new player; 382 player *pl = new player;
399 383
400 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
401 set_first_map (pl->ob); 390 set_first_map (pl->ob);
402 391
403 return pl; 392 return pl;
404} 393}
405 394
437 object *op = NULL; 426 object *op = NULL;
438 objectlink *ol; 427 objectlink *ol;
439 unsigned lastdist; 428 unsigned lastdist;
440 rv_vector rv; 429 rv_vector rv;
441 430
442 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 431 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
443 { 432 {
444 /* 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
445 * does periodically happen. Given that, lets deal with it. 434 * does periodically happen. Given that, lets deal with it.
446 * While unlikely, it is possible the next object on the friendly 435 * While unlikely, it is possible the next object on the friendly
447 * list is also free, so encapsulate this in a while loop. 436 * list is also free, so encapsulate this in a while loop.
451 object *tmp = ol->ob; 440 object *tmp = ol->ob;
452 441
453 /* 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
454 * itself will have been cleared. 443 * itself will have been cleared.
455 */ 444 */
456 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 ());
457 ol = ol->next; 447 ol = ol->next;
458 remove_friendly_object (tmp); 448 remove_friendly_object (tmp);
459 if (!ol) 449 if (!ol)
460 return op; 450 return op;
461 } 451 }
550 x = mon->x; 540 x = mon->x;
551 y = mon->y; 541 y = mon->y;
552 m = mon->map; 542 m = mon->map;
553 dir = rv.direction; 543 dir = rv.direction;
554 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 */
555 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
556 /* 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. */
557 if (diff > max) 548 if (diff > max)
558 return 0; 549 return 0;
550
559 while (diff > 1 && max > 0) 551 while (diff > 1 && max > 0)
560 { 552 {
561 lastx = x; 553 lastx = x;
562 lasty = y; 554 lasty = y;
563 lastmap = m; 555 lastmap = m;
645 max--; 637 max--;
646 lastdir = dir; 638 lastdir = dir;
647 if (!firstdir) 639 if (!firstdir)
648 firstdir = dir; 640 firstdir = dir;
649 } 641 }
642
650 if (diff <= 1) 643 if (diff <= 1)
651 { 644 {
652 /* Recalculate diff (distance) because we may not have actually 645 /* Recalculate diff (distance) because we may not have actually
653 * headed toward player for entire distance. 646 * headed toward player for entire distance.
654 */ 647 */
655 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 648 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
656 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));
657 } 650 }
651
658 if (diff > max) 652 if (diff > max)
659 return 0; 653 return 0;
660 } 654 }
655
661 /* 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 */
662 if (!max) 657 if (!max)
663 return 0; 658 return 0;
664 659
665 return firstdir; 660 return firstdir;
779roll_stat (void) 774roll_stat (void)
780{ 775{
781 int a[4], i, j, k; 776 int a[4], i, j, k;
782 777
783 for (i = 0; i < 4; i++) 778 for (i = 0; i < 4; i++)
784 a[i] = (int) RANDOM () % 6 + 1; 779 a[i] = (int) rndm (6) + 1;
785 780
786 for (i = 0, j = 0, k = 7; i < 4; i++) 781 for (i = 0, j = 0, k = 7; i < 4; i++)
787 if (a[i] < k) 782 if (a[i] < k)
788 k = a[i], j = i; 783 k = a[i], j = i;
789 784
795} 790}
796 791
797void 792void
798object::roll_stats () 793object::roll_stats ()
799{ 794{
800 int statsort [7]; 795 int statsort [NUM_STATS];
801 796
802 for (;;) 797 for (;;)
803 { 798 {
804 int sum = 0; 799 int sum = 0;
805 for (int i = 7; i--; ) 800 for (int i = NUM_STATS; i--; )
806 sum += statsort [i] = roll_stat (); 801 sum += statsort [i] = roll_stat ();
807 802
808 if (sum >= 82 && sum <= 116) 803 if (sum >= 82 && sum <= 116)
809 break; 804 break;
810 } 805 }
811 806
812 // Sort the stats so that rerolling is easier... 807 // Sort the stats so that rerolling is easier...
813 std::sort (statsort, statsort + 7, std::greater<int>()); 808 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
814 809
810 for (int i = 0; i < NUM_STATS; ++i)
815 stats.Str = statsort[0]; 811 stats.stat (i) = statsort [i];
816 stats.Dex = statsort[1];
817 stats.Con = statsort[2];
818 stats.Int = statsort[3];
819 stats.Wis = statsort[4];
820 stats.Pow = statsort[5];
821 stats.Cha = statsort[6];
822 812
823 stats.exp = 0; 813 stats.exp = 0;
824 stats.ac = 0; 814 stats.ac = 0;
825 815
826 stats.hp = stats.maxhp; 816 stats.hp = stats.maxhp;
838} 828}
839 829
840void 830void
841object::swap_stats (int a, int b) 831object::swap_stats (int a, int b)
842{ 832{
843 int tmp = get_attr_value (&contr->orig_stats, a); 833 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
844 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
845 set_attr_value (&contr->orig_stats, b, tmp);
846 834
835 for (int i = 0; i < NUM_STATS; ++i)
847 stats.Str = contr->orig_stats.Str; 836 stats.stat (i) = contr->orig_stats.stat (i);
848 stats.Dex = contr->orig_stats.Dex;
849 stats.Con = contr->orig_stats.Con;
850 stats.Int = contr->orig_stats.Int;
851 stats.Wis = contr->orig_stats.Wis;
852 stats.Pow = contr->orig_stats.Pow;
853 stats.Cha = contr->orig_stats.Cha;
854 837
855 //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,
856 // be merged with the similar code in roll_stats 839 // be merged with the similar code in roll_stats
857 stats.ac = 0; 840 stats.ac = 0;
858 841
889 * appropriate action with it (change race, or other things). 872 * appropriate action with it (change race, or other things).
890 * The function name is for historical reasons - now we have 873 * The function name is for historical reasons - now we have
891 * separate race and class; this actually changes the RACE, 874 * separate race and class; this actually changes the RACE,
892 * not the class. 875 * not the class.
893 */ 876 */
894int 877void
895key_change_class (object *op, char key) 878player::chargen_race_done ()
896{ 879{
897 int tmp_loop;
898
899 if (key == 'd' || key == 'D')
900 {
901 char buf[MAX_BUF];
902
903 /* this must before then initial items are given */ 880 /* this must before then initial items are given */
904 esrv_new_player (op->contr, op->weight + op->carrying); 881 esrv_new_player (ob->contr, ob->weight + ob->carrying);
905 882
906 treasurelist *tl = find_treasurelist ("starting_wealth"); 883 treasurelist *tl = treasurelist::find ("starting_wealth");
907 if (tl) 884 if (tl)
908 create_treasure (tl, op, 0, 0, 0); 885 create_treasure (tl, ob, 0, 0, 0);
909 886
910 INVOKE_PLAYER (BIRTH, op->contr); 887 INVOKE_PLAYER (BIRTH, ob->contr);
911 INVOKE_PLAYER (LOGIN, op->contr); 888 INVOKE_PLAYER (LOGIN, ob->contr);
912 889
913 op->contr->ns->state = ST_PLAYING; 890 ob->contr->ns->state = ST_PLAYING;
914 891
915 if (op->msg) 892 if (ob->msg)
916 op->msg = NULL; 893 ob->msg = 0;
917 894
918 /* 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
919 * to save here. 896 * to save here.
920 */ 897 */
898 {
899 char buf[MAX_BUF];
921 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 900 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
922 make_path_to_file (buf); 901 make_path_to_file (buf);
902 }
923 903
924#ifdef AUTOSAVE
925 op->contr->last_save_tick = pticks;
926#endif
927 start_info (op); 904 start_info (ob);
928 CLEAR_FLAG (op, FLAG_WIZ); 905 CLEAR_FLAG (ob, FLAG_WIZ);
929 give_initial_items (op, op->randomitems); 906 give_initial_items (ob, ob->randomitems);
930 link_player_skills (op); 907 link_player_skills (ob);
931 esrv_send_inventory (op, op); 908 esrv_send_inventory (ob, ob);
932 op->update_stats (); 909 ob->update_stats ();
933 910
934 /* This moves the player to a different start map, if there 911 /* This moves the player to a different start map, if there
935 * is one for this race 912 * is one for this race
936 */ 913 */
937 if (*first_map_ext_path) 914 if (*first_map_ext_path)
938 { 915 {
939 object *tmp; 916 object *tmp;
940 char mapname[MAX_BUF]; 917 char mapname[MAX_BUF];
941 918
942 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);
943 tmp = object::create (); 920 tmp = object::create ();
944 EXIT_PATH (tmp) = mapname; 921 EXIT_PATH (tmp) = mapname;
945 EXIT_X (tmp) = op->x; 922 EXIT_X (tmp) = ob->x;
946 EXIT_Y (tmp) = op->y; 923 EXIT_Y (tmp) = ob->y;
947 op->enter_exit (tmp); /* we don't really care if it succeeded; 924 ob->enter_exit (tmp); /* we don't really care if it succeeded;
948 * if the map isn't there, then stay on the 925 * if the map isn't there, then stay on the
949 * default initial map */ 926 * default initial map */
950 tmp->destroy (); 927 tmp->destroy ();
951 } 928 }
952 else 929 else
953 LOG (llevDebug, "first_map_ext_path not set\n"); 930 LOG (llevDebug, "first_map_ext_path not set\n");
931}
954 932
955 return 0; 933void
956 } 934player::chargen_race_next ()
957 935{
958 /* Following actually changes the race - this is the default command 936 /* Following actually changes the race - this is the default command
959 * if we don't match with one of the options above. 937 * if we don't match with one of the options above.
960 */ 938 */
961 939
962 tmp_loop = 0; 940 do
963 while (!tmp_loop)
964 { 941 {
965 shstr name = op->name; 942 shstr name = ob->name;
966 int x = op->x, y = op->y; 943 int x = ob->x, y = ob->y;
967 944
968 op->remove_statbonus (); 945 ob->remove_statbonus ();
969 op->remove (); 946 ob->remove ();
970 op->arch = get_player_archetype (op->arch); 947 ob->arch = get_player_archetype (ob->arch);
971 op->arch->clone.copy_to (op); 948 ob->arch->clone.copy_to (ob);
972 op->instantiate (); 949 ob->instantiate ();
973 op->stats = op->contr->orig_stats; 950 ob->stats = ob->contr->orig_stats;
974 op->name = op->name_pl = name; 951 ob->name = ob->name_pl = name;
975 op->x = x; 952 ob->x = x;
976 op->y = y; 953 ob->y = y;
977 SET_ANIMATION (op, 2); /* So player faces south */ 954 SET_ANIMATION (ob, 2); /* So player faces south */
978 insert_ob_in_map (op, op->map, op, 0); 955 insert_ob_in_map (ob, ob->map, ob, 0);
979 assign (op->contr->title, op->arch->clone.name); 956 assign (ob->contr->title, ob->arch->clone.name);
980 op->add_statbonus (); 957 ob->add_statbonus ();
981 tmp_loop = allowed_class (op);
982 } 958 }
959 while (!allowed_class (ob));
983 960
984 update_object (op, UP_OBJ_FACE); 961 update_object (ob, UP_OBJ_FACE);
985 esrv_update_item (UPD_FACE, op, op); 962 esrv_update_item (UPD_FACE, ob, ob);
986 op->update_stats (); 963 ob->update_stats ();
987 op->stats.hp = op->stats.maxhp; 964 ob->stats.hp = ob->stats.maxhp;
988 op->stats.sp = op->stats.maxsp; 965 ob->stats.sp = ob->stats.maxsp;
989 op->stats.grace = 0; 966 ob->stats.grace = 0;
990
991 if (op->msg)
992 new_draw_info (NDI_BLUE, 0, op, op->msg);
993
994 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
995 return 0;
996}
997
998int
999key_confirm_quit (object *op, char key)
1000{
1001 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1002 {
1003 op->contr->ns->state = ST_PLAYING;
1004 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1005 return 1;
1006 }
1007
1008 INVOKE_PLAYER (LOGOUT, op->contr);
1009 INVOKE_PLAYER (QUIT, op->contr);
1010
1011 op->contr->enable_save = false;
1012 delete_character (op->name);
1013
1014 terminate_all_pets (op);
1015 op->remove ();
1016 op->direction = 0;
1017 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1018
1019 strcpy (op->contr->killer, "quit");
1020 check_score (op);
1021 op->contr->party = 0;
1022 op->contr->own_title[0] = '\0';
1023 op->contr->destroy ();
1024
1025 return 1;
1026} 967}
1027 968
1028void 969void
1029flee_player (object *op) 970flee_player (object *op)
1030{ 971{
1077 /* Cornered, get rid of scared */ 1018 /* Cornered, get rid of scared */
1078 CLEAR_FLAG (op, FLAG_SCARED); 1019 CLEAR_FLAG (op, FLAG_SCARED);
1079 op->enemy = NULL; 1020 op->enemy = NULL;
1080} 1021}
1081 1022
1082
1083/* 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.
1084 * 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
1085 * stop. 1025 * stop.
1086 */ 1026 */
1087int 1027int
1088check_pick (object *op) 1028check_pick (object *op)
1089{ 1029{
1090 object *tmp, *next; 1030 object *tmp, *next;
1091 int stop = 0; 1031 int stop = 0;
1092 int j, k, wvratio; 1032 int wvratio;
1093 char putstring[128], tmpstr[16]; 1033 char putstring[128];
1094 1034
1095 /* if you're flying, you cna't pick up anything */ 1035 /* if you're flying, you cna't pick up anything */
1096 if (op->move_type & MOVE_FLYING) 1036 if (op->move_type & MOVE_FLYING)
1097 return 1; 1037 return 1;
1098 1038
1435 * found object is returned. 1375 * found object is returned.
1436 */ 1376 */
1437object * 1377object *
1438find_arrow (object *op, const char *type) 1378find_arrow (object *op, const char *type)
1439{ 1379{
1440 object *tmp = NULL; 1380 object *tmp = 0;
1441 1381
1442 for (op = op->inv; op; op = op->below) 1382 for (op = op->inv; op; op = op->below)
1443 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))
1444 tmp = find_arrow (op, type); 1384 tmp = find_arrow (op, type);
1445 else if (op->type == ARROW && op->race == type) 1385 else if (op->type == ARROW && op->race == type)
1446 return op; 1386 return op;
1387
1447 return tmp; 1388 return tmp;
1448} 1389}
1449 1390
1450/* 1391/*
1451 * 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
1452 * 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
1453 * 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
1454 * 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.
1455 */ 1396 */
1456
1457object * 1397object *
1458find_better_arrow (object *op, object *target, const char *type, int *better) 1398find_better_arrow (object *op, object *target, const char *type, int *better)
1459{ 1399{
1460 object *tmp = NULL, *arrow, *ntmp; 1400 object *tmp = NULL, *arrow, *ntmp;
1461 int attacknum, attacktype, betterby = 0, i; 1401 int attacknum, attacktype, betterby = 0, i;
1527 * find_better_arrow to find a decent arrow to use. 1467 * find_better_arrow to find a decent arrow to use.
1528 * op = the shooter 1468 * op = the shooter
1529 * type = bow->race 1469 * type = bow->race
1530 * dir = fire direction 1470 * dir = fire direction
1531 */ 1471 */
1532
1533object * 1472object *
1534pick_arrow_target (object *op, const char *type, int dir) 1473pick_arrow_target (object *op, const char *type, int dir)
1535{ 1474{
1536 object *tmp = NULL; 1475 object *tmp = NULL;
1537 maptile *m; 1476 maptile *m;
1602 */ 1541 */
1603int 1542int
1604fire_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)
1605{ 1544{
1606 object *left, *bow; 1545 object *left, *bow;
1607 int bowspeed, mflags; 1546 int mflags;
1608 maptile *m; 1547 maptile *m;
1609 1548
1610 if (!dir) 1549 if (!dir)
1611 { 1550 {
1612 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!");
1613 return 0; 1552 return 0;
1614 } 1553 }
1615 1554
1616 if (op->type == PLAYER) 1555 if (op->contr)
1617 bow = op->contr->ranges[range_bow]; 1556 bow = op->current_weapon;
1618 else 1557 else
1619 { 1558 {
1620 for (bow = op->inv; bow; bow = bow->below) 1559 for (bow = op->inv; bow; bow = bow->below)
1621 /* 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
1622 * 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.
1627 if (!bow) 1566 if (!bow)
1628 { 1567 {
1629 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1568 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1630 return 0; 1569 return 0;
1631 } 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
1632 } 1579 }
1633 1580
1634 if (!bow->race || !bow->skill) 1581 if (!bow->race || !bow->skill)
1635 { 1582 {
1636 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);
1637 return 0; 1584 return 0;
1638 } 1585 }
1639
1640 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1641
1642 /* penalize ROF for bestarrow */
1643 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1644 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1645
1646 if (bowspeed < 1)
1647 bowspeed = 1;
1648 1586
1649 if (arrow == NULL) 1587 if (arrow == NULL)
1650 { 1588 {
1651 if ((arrow = find_arrow (op, bow->race)) == NULL) 1589 if ((arrow = find_arrow (op, bow->race)) == NULL)
1652 { 1590 {
1653 if (op->type == PLAYER) 1591 if (op->type == PLAYER)
1654 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);
1655 /* 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 */
1656 else 1594 else
1657 CLEAR_FLAG (op, FLAG_READY_BOW); 1595 CLEAR_FLAG (op, FLAG_READY_BOW);
1596
1658 return 0; 1597 return 0;
1659 } 1598 }
1660 } 1599 }
1661 1600
1662 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1601 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1686 1625
1687 arrow->set_owner (op); 1626 arrow->set_owner (op);
1688 arrow->skill = bow->skill; 1627 arrow->skill = bow->skill;
1689 arrow->direction = dir; 1628 arrow->direction = dir;
1690 1629
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;
1667
1691 if (op->type == PLAYER) 1668 if (op->type == PLAYER)
1692 { 1669 {
1693 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1694 op->update_stats ();
1695 }
1696
1697 SET_ANIMATION (arrow, arrow->direction);
1698 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1699 arrow->stats.hp = arrow->stats.dam;
1700 arrow->stats.grace = arrow->attacktype;
1701 if (arrow->slaying != NULL)
1702 arrow->spellarg = strdup (arrow->slaying);
1703
1704 /* Note that this was different for monsters - they got their level
1705 * added to the damage. I think the strength bonus is more proper.
1706 */
1707
1708 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1709
1710 /* update the speed */
1711 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1712 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1713
1714 arrow->set_speed (max (arrow->speed, 1.0));
1715 arrow->speed_left = 0;
1716
1717 if (op->type == PLAYER)
1718 {
1719 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1720 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1721 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1722
1723 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;
1724 } 1677 }
1725 else 1678 else
1726 { 1679 {
1727 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1728 arrow->level = op->level; 1680 arrow->level = op->level;
1729 } 1681 arrow->stats.wc -= bow->magic;
1730 1682
1731 if (arrow->attacktype == AT_PHYSICAL) 1683 if (!arrow->slaying)
1684 arrow->slaying = bow->slaying;
1685
1732 arrow->attacktype |= bow->attacktype; 1686 arrow->attacktype |= bow->attacktype;
1687 }
1733 1688
1734 if (bow->slaying) 1689 wc -= arrow->level;
1735 arrow->slaying = bow->slaying; 1690 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1736 1691
1692 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1737 arrow->move_type = MOVE_FLY_LOW; 1693 arrow->move_type = MOVE_FLY_LOW;
1738 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1694 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1739 1695
1740 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);
1741 m->insert (arrow, sx, sy, op); 1697 m->insert (arrow, sx, sy, op);
1766{ 1722{
1767 int ret = 0, wcmod = 0; 1723 int ret = 0, wcmod = 0;
1768 1724
1769 if (op->contr->bowtype == bow_bestarrow) 1725 if (op->contr->bowtype == bow_bestarrow)
1770 { 1726 {
1771 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);
1772 } 1728 }
1773 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)
1774 { 1730 {
1775 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1731 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1776 wcmod = -1; 1732 wcmod = -1;
1786 else if (op->contr->bowtype == bow_spreadshot) 1742 else if (op->contr->bowtype == bow_spreadshot)
1787 { 1743 {
1788 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);
1789 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);
1790 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);
1791
1792 } 1747 }
1793 else 1748 else
1794 { 1749 {
1795 /* Simple case */ 1750 /* Simple case */
1796 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);
1797 } 1752 }
1753
1798 return ret; 1754 return ret;
1799} 1755}
1800
1801 1756
1802/* Fires a misc (wand/rod/horn) object in 'dir'. 1757/* Fires a misc (wand/rod/horn) object in 'dir'.
1803 * Broken apart from 'fire' to keep it more readable. 1758 * Broken apart from 'fire' to keep it more readable.
1804 */ 1759 */
1805void 1760void
1806fire_misc_object (object *op, int dir) 1761fire_misc_object (object *op, int dir)
1807{ 1762{
1808 object *item; 1763 object *item = op->contr->ranged_ob;
1809 1764
1810 if (!op->contr->ranges[range_misc]) 1765 if (!item)
1811 { 1766 {
1812 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.");
1813 return; 1768 return;
1814 } 1769 }
1815 1770
1816 item = op->contr->ranges[range_misc];
1817 if (!item->inv) 1771 if (!item->inv)
1818 { 1772 {
1819 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1773 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1820 return; 1774 return;
1821 } 1775 }
1776
1777 if (!op->change_weapon (item))
1778 return;
1779
1822 if (item->type == WAND) 1780 if (item->type == WAND)
1823 { 1781 {
1824 if (item->stats.food <= 0) 1782 if (item->stats.food <= 0)
1825 { 1783 {
1826 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1784 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1827 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
1828 return; 1787 return;
1829 } 1788 }
1830 } 1789 }
1831 else if (item->type == ROD || item->type == HORN) 1790 else if (item->type == ROD || item->type == HORN)
1832 { 1791 {
1833 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))
1834 { 1793 {
1835 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1794 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1795
1836 if (item->type == ROD) 1796 if (item->type == ROD)
1837 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));
1838 else 1798 else
1839 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
1840 return; 1801 return;
1841 } 1802 }
1842 } 1803 }
1843 1804
1844 if (cast_spell (op, item, dir, item->inv, NULL)) 1805 if (cast_spell (op, item, dir, item->inv, NULL))
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
2159 /* 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 */
2160 if (op->contr->braced) 2120 if (op->contr->braced)
2161 return; 2121 return;
2162 2122
2163 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);
2164 (void) push_ob (mon, dir, op); 2124 push_ob (mon, dir, op);
2165 if (op->contr->tmp_invis || op->hide) 2125 if (op->contr->tmp_invis || op->hide)
2166 make_visible (op); 2126 make_visible (op);
2167 2127
2168 return; 2128 return;
2169 } 2129 }
2214 * 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.
2215 */ 2175 */
2216 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2176 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2217 ((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)))
2218 { 2178 {
2219
2220 /* If the player hasn't hit something this tick, and does
2221 * so, give them speed boost based on weapon speed. Doing
2222 * it here is better than process_players2, which basically
2223 * incurred a 1 tick offset.
2224 */
2225 if (!op->contr->has_hit) 2179 if (!op->contr->has_hit)
2226 { 2180 {
2181 op->contr->has_hit = 1;
2227 op->speed_left += op->speed / op->contr->weapon_sp; 2182 op->speed_left += op->contr->weapon_speed () - op->speed;
2228
2229 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2230 } 2183 }
2231 2184
2232 skill_attack (mon, op, 0, 0, 0); 2185 skill_attack (mon, op, 0, 0, 0);
2233 2186
2234 /* If attacking another player, that player gets automatic 2187 /* If attacking another player, that player gets automatic
2266 return 0; 2219 return 0;
2267 } 2220 }
2268 2221
2269 /* peterm: added following line */ 2222 /* peterm: added following line */
2270 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2223 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2271 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2224 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2272 2225
2273 op->facing = dir; 2226 op->facing = dir;
2274 2227
2275 if (op->hide) 2228 if (op->hide)
2276 do_hidden_move (op); 2229 do_hidden_move (op);
2309 * Returns true if there are more actions we can do. 2262 * Returns true if there are more actions we can do.
2310 */ 2263 */
2311int 2264int
2312handle_newcs_player (object *op) 2265handle_newcs_player (object *op)
2313{ 2266{
2314 if (op->contr->hidden)
2315 {
2316 op->invisible = 1000;
2317 /* the socket code flashes the player visible/invisible
2318 * depending on the value of invisible, so we need to
2319 * alternate it here for it to work correctly.
2320 */
2321 if (pticks & 2)
2322 op->invisible--;
2323 }
2324 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2325 {
2326 op->invisible--;
2327 if (!op->invisible)
2328 {
2329 make_visible (op);
2330 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2331 }
2332 }
2333
2334 if (QUERY_FLAG (op, FLAG_SCARED)) 2267 if (QUERY_FLAG (op, FLAG_SCARED))
2335 { 2268 {
2336 flee_player (op); 2269 flee_player (op);
2270
2337 /* 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 */
2338 if (QUERY_FLAG (op, FLAG_SCARED)) 2272 if (op->flag [FLAG_SCARED])
2339 { 2273 {
2340 op->speed_left--; 2274 --op->speed_left;
2341 return 0; 2275 return 0;
2342 } 2276 }
2343 } 2277 }
2344
2345 /* I've been seeing crashes where the golem has been destroyed, but
2346 * the player object still points to the defunct golem. The code that
2347 * destroys the golem looks correct, and it doesn't always happen, so
2348 * put this in a a workaround to clean up the golem pointer.
2349 */
2350 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2351 op->contr->ranges[range_golem] = 0;
2352 2278
2353 /* 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
2354 * the players time has been increased when doericserver has been 2280 * the players time has been increased when doericserver has been
2355 * called, so we recheck it here. 2281 * called, so we recheck it here.
2356 */ 2282 */
2357 if (op->contr->ns->handle_command ()) 2283 if (op->contr->ns->handle_command ())
2358 return 1; 2284 return 1;
2359 2285
2360 if (op->speed_left > 0) 2286 if (op->speed_left > 0.f)
2361 { 2287 {
2362 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2288 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2363 { 2289 {
2364 /* All move commands take 1 tick, at least for now */ 2290 /* All move commands take 1 tick, at least for now */
2365 op->speed_left--; 2291 --op->speed_left;
2366 2292
2367 /* Instead of all the stuff below, let move_player take care 2293 /* Instead of all the stuff below, let move_player take care
2368 * 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
2369 * there, as well as the confusion stuff. 2295 * there, as well as the confusion stuff.
2370 */ 2296 */
2371 move_player (op, op->direction); 2297 move_player (op, op->direction);
2372 2298
2373 return op->speed_left > 0; 2299 return op->speed_left > 0.f;
2374 } 2300 }
2375 } 2301 }
2376 2302
2377 return 0; 2303 return 0;
2378} 2304}
2417 * from. 2343 * from.
2418 */ 2344 */
2419void 2345void
2420remove_unpaid_objects (object *op, object *env) 2346remove_unpaid_objects (object *op, object *env)
2421{ 2347{
2422 object *next;
2423
2424 while (op) 2348 while (op)
2425 { 2349 {
2426 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2350 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2427 2351
2428 if (QUERY_FLAG (op, FLAG_UNPAID)) 2352 if (QUERY_FLAG (op, FLAG_UNPAID))
2494 int rate_grace = 2000; 2418 int rate_grace = 2000;
2495 const int max_hp = 1; 2419 const int max_hp = 1;
2496 const int max_sp = 1; 2420 const int max_sp = 1;
2497 const int max_grace = 1; 2421 const int max_grace = 1;
2498 2422
2499 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--;
2500 { 2432 }
2501 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2433 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2502 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2434 {
2503 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 }
2504 } 2440 }
2505 2441
2506 if (op->contr->ns->state == ST_PLAYING) 2442 if (op->contr->ns->state == ST_PLAYING)
2507 { 2443 {
2508 /* these next three if clauses make it possible to SLOW DOWN 2444 /* these next three if clauses make it possible to SLOW DOWN
2530 gen_grace = op->stats.maxgrace; 2466 gen_grace = op->stats.maxgrace;
2531 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2467 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2532 } 2468 }
2533 2469
2534 /* Regenerate Spell Points */ 2470 /* Regenerate Spell Points */
2535 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2471 if (!op->contr->golem && --op->last_sp < 0)
2536 { 2472 {
2537 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);
2538 if (op->stats.sp < op->stats.maxsp) 2474 if (op->stats.sp < op->stats.maxsp)
2539 { 2475 {
2540 op->stats.sp++; 2476 op->stats.sp++;
2758 tmp->name = buf; 2694 tmp->name = buf;
2759 sprintf (buf, " This finger has been cut off %s\n" 2695 sprintf (buf, " This finger has been cut off %s\n"
2760 " 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",
2761 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2697 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2762 tmp->msg = buf; 2698 tmp->msg = buf;
2763 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2699 tmp->value = 0, tmp->type = 0;
2764 tmp->materialname = NULL; 2700 tmp->materialname = "organics";
2765 tmp->insert_at (op, tmp); 2701 tmp->insert_at (op, tmp);
2766 } 2702 }
2767 2703
2768 /* teleport defeated player to new destination */ 2704 /* teleport defeated player to new destination */
2769 transfer_ob (op, x, y, 0, NULL); 2705 transfer_ob (op, x, y, 0, NULL);
2775 2711
2776 command_kill_pets (op, 0); 2712 command_kill_pets (op, 0);
2777 2713
2778 if (op->stats.food < 0) 2714 if (op->stats.food < 0)
2779 { 2715 {
2780 if (op->contr->explore)
2781 {
2782 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2783 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2784 op->stats.food = 999;
2785 return;
2786 }
2787 sprintf (buf, "%s starved to death.", &op->name); 2716 sprintf (buf, "%s starved to death.", &op->name);
2788 strcpy (op->contr->killer, "starvation"); 2717 strcpy (op->contr->killer, "starvation");
2789 } 2718 }
2790 else 2719 else
2791 {
2792 if (op->contr->explore)
2793 {
2794 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2795 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2796 op->stats.hp = op->stats.maxhp;
2797 return;
2798 }
2799 sprintf (buf, "%s died.", &op->name); 2720 sprintf (buf, "%s died.", &op->name);
2800 }
2801 2721
2802 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2722 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2803 2723
2804 /* save the map location for corpse, gravestone */ 2724 /* save the map location for corpse, gravestone */
2805 x = op->x; 2725 x = op->x;
2981 op->stats.hp = op->stats.maxhp; 2901 op->stats.hp = op->stats.maxhp;
2982 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2902 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2983 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2903 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2984 2904
2985 /* 2905 /*
2986 * Check to see if the player is in a shop. IF so, then check to see if
2987 * 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
2988 * in the map. 2907 * and put them back in the map.
2989 */ 2908 */
2990
2991 if (is_in_shop (op))
2992 remove_unpaid_objects (op->inv, op); 2909 remove_unpaid_objects (op->inv, op);
2993 2910
2994 /****************************************/ 2911 /****************************************/
2995 /* */ 2912 /* */
2996 /* Move player to his current respawn- */ 2913 /* Move player to his current respawn- */
2997 /* position (usually last savebed) */ 2914 /* position (usually last savebed) */
2998 /* */ 2915 /* */
2999 /****************************************/ 2916 /****************************************/
3000 2917
3001 enter_player_savebed (op); 2918 enter_player_savebed (op);
3002 2919
3003 /* Save the player before inserting the force to reduce
3004 * chance of abuse.
3005 */
3006 op->contr->braced = 0; 2920 op->contr->braced = 0;
3007 op->contr->save ();
3008 2921
3009 /* it is possible that the player has blown something up 2922 /* it is possible that the player has blown something up
3010 * at his savebed location, and that can have long lasting 2923 * at his savebed location, and that can have long lasting
3011 * spell effects. So first see if there is a spell effect 2924 * spell effects. So first see if there is a spell effect
3012 * on the space that might harm the player. 2925 * on the space that might harm the player.
3021 object *force; 2934 object *force;
3022 int at; 2935 int at;
3023 2936
3024 force = get_archetype (FORCE_NAME); 2937 force = get_archetype (FORCE_NAME);
3025 /* 50 ticks should be enough time for the spell to abate */ 2938 /* 50 ticks should be enough time for the spell to abate */
3026 force->speed = 0.1; 2939 force->speed = 0.1f;
3027 force->speed_left = -5.0; 2940 force->speed_left = -5.f;
3028 SET_FLAG (force, FLAG_APPLIED); 2941 SET_FLAG (force, FLAG_APPLIED);
3029 for (at = 0; at < NROFATTACKS; at++) 2942 for (at = 0; at < NROFATTACKS; at++)
3030 if (will_kill_again & (1 << at)) 2943 if (will_kill_again & (1 << at))
3031 force->resist[at] = 100; 2944 force->resist[at] = 100;
3032 2945
3041void 2954void
3042loot_object (object *op) 2955loot_object (object *op)
3043{ /* Grab and destroy some treasure */ 2956{ /* Grab and destroy some treasure */
3044 object *tmp, *tmp2, *next; 2957 object *tmp, *tmp2, *next;
3045 2958
3046 if (op->container) 2959 op->close_container (); /* close open sack first */
3047 esrv_apply_container (op, op->container); /* close open sack first */
3048 2960
3049 for (tmp = op->inv; tmp; tmp = next) 2961 for (tmp = op->inv; tmp; tmp = next)
3050 { 2962 {
3051 next = tmp->below; 2963 next = tmp->below;
3052 2964
3053 if (tmp->invisible) 2965 if (tmp->invisible)
3054 continue; 2966 continue;
3055 2967
3056 tmp->remove (); 2968 tmp->remove ();
3057 tmp->x = op->x, tmp->y = op->y; 2969 tmp->x = op->x, tmp->y = op->y;
2970
3058 if (tmp->type == CONTAINER) 2971 if (tmp->type == CONTAINER)
3059 { /* empty container to ground */ 2972 loot_object (tmp); /* empty container to ground */
3060 loot_object (tmp); 2973
3061 }
3062 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))))
3063 { 2975 {
3064 if (tmp->nrof > 1) 2976 if (tmp->nrof > 1)
3065 { 2977 {
3066 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2978 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3067 tmp2->destroy (); 2979 tmp2->destroy ();
3078/* 2990/*
3079 * fix_weight(): Check recursively the weight of all players, and fix 2991 * fix_weight(): Check recursively the weight of all players, and fix
3080 * 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
3081 * was changed. 2993 * was changed.
3082 */ 2994 */
3083
3084void 2995void
3085fix_weight (void) 2996fix_weight (void)
3086{ 2997{
3087 for_all_players (pl) 2998 for_all_players (pl)
3088 { 2999 {
3148 if (op->type == PLAYER) 3059 if (op->type == PLAYER)
3149 { 3060 {
3150 op->contr->tmp_invis = 0; 3061 op->contr->tmp_invis = 0;
3151 op->contr->invis_race = 0; 3062 op->contr->invis_race = 0;
3152 } 3063 }
3064
3153 update_object (op, UP_OBJ_FACE); 3065 update_object (op, UP_OBJ_CHANGE);
3154} 3066}
3155 3067
3156int 3068int
3157is_true_undead (object *op) 3069is_true_undead (object *op)
3158{ 3070{
3159 object *tmp = NULL;
3160
3161 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3071 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3162 return 1; 3072 return 1;
3163 3073
3164 return 0; 3074 return 0;
3165} 3075}
3453 char buf[MAX_BUF]; /* tmp. string buffer */ 3363 char buf[MAX_BUF]; /* tmp. string buffer */
3454 int i = 0, j = 0; 3364 int i = 0, j = 0;
3455 3365
3456 /* get the appropriate treasurelist */ 3366 /* get the appropriate treasurelist */
3457 if (atnr == ATNR_FIRE) 3367 if (atnr == ATNR_FIRE)
3458 trlist = find_treasurelist ("dragon_ability_fire"); 3368 trlist = treasurelist::find ("dragon_ability_fire");
3459 else if (atnr == ATNR_COLD) 3369 else if (atnr == ATNR_COLD)
3460 trlist = find_treasurelist ("dragon_ability_cold"); 3370 trlist = treasurelist::find ("dragon_ability_cold");
3461 else if (atnr == ATNR_ELECTRICITY) 3371 else if (atnr == ATNR_ELECTRICITY)
3462 trlist = find_treasurelist ("dragon_ability_elec"); 3372 trlist = treasurelist::find ("dragon_ability_elec");
3463 else if (atnr == ATNR_POISON) 3373 else if (atnr == ATNR_POISON)
3464 trlist = find_treasurelist ("dragon_ability_poison"); 3374 trlist = treasurelist::find ("dragon_ability_poison");
3465 3375
3466 if (trlist == NULL || who->type != PLAYER) 3376 if (trlist == NULL || who->type != PLAYER)
3467 return; 3377 return;
3468 3378
3469 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++);
3601 * not readied. 3511 * not readied.
3602 */ 3512 */
3603void 3513void
3604player_unready_range_ob (player *pl, object *ob) 3514player_unready_range_ob (player *pl, object *ob)
3605{ 3515{
3606 rangetype i; 3516 if (pl->ob->current_weapon == ob)
3517 pl->ob->current_weapon = 0;
3607 3518
3608 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3519 if (pl->combat_ob == ob)
3609 { 3520 pl->combat_ob = 0;
3521
3610 if (pl->ranges[i] == ob) 3522 if (pl->ranged_ob == ob)
3611 { 3523 pl->ranged_ob = 0;
3612 pl->ranges[i] = NULL;
3613 if (pl->shoottype == i)
3614 {
3615 pl->shoottype = range_none;
3616 }
3617 }
3618 }
3619} 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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