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Comparing deliantra/server/server/player.C (file contents):
Revision 1.60 by root, Sat Dec 23 09:41:55 2006 UTC vs.
Revision 1.137 by root, Thu May 17 14:14:55 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);
233
234 ns->reset_stats ();
186 235
187 /* make sure he's a player -- needed because of class change. */ 236 /* make sure he's a player -- needed because of class change. */
188 ob->type = PLAYER; // we are paranoid 237 ob->type = PLAYER; // we are paranoid
189 ob->race = ob->arch->clone.race; 238 ob->race = ob->arch->clone.race;
190 239
191 if (!legal_range (ob, shoottype))
192 shoottype = range_none;
193
194 ob->carrying = sum_weight (ob); 240 ob->carrying = sum_weight (ob);
195 link_player_skills (ob); 241 link_player_skills (ob);
196 242
197 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
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
238 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 }
239 284
240 ob->update_stats (); 285 ob->update_stats ();
241 ns->floorbox_update (); 286 ns->floorbox_update ();
242 287
243 esrv_send_inventory (ob, ob); 288 esrv_send_inventory (ob, ob);
244 esrv_add_spells (this, 0); 289 esrv_add_spells (this, 0);
245 290
246 enter_exit (ob, 0); 291 activate ();
247 292
248 send_rules (ob); 293 send_rules (ob);
249 send_news (ob); 294 send_news (ob);
250 display_motd (ob); 295 display_motd (ob);
296
297 INVOKE_PLAYER (CONNECT, this);
251 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 ();
252} 320}
253 321
254// the need for this function can be explained 322// the need for this function can be explained
255// by load_object not returning the object 323// by load_object not returning the object
256void 324void
257player::set_object (object *op) 325player::set_object (object *op)
258{ 326{
259 ob = op; 327 ob = op;
260 ob->contr = this; /* this aren't yet in archetype */ 328 ob->contr = this; /* this aren't yet in archetype */
261 329
262 ob->speed_left = 0.5; 330 ob->speed_left = 0.5f;
263 ob->speed = 1.0; 331 ob->speed = 1.0f;
264 ob->direction = 5; /* So player faces south */ 332 ob->direction = 5; /* So player faces south */
265 ob->stats.wc = 2;
266 ob->run_away = 25; /* Then we panick... */
267
268 set_first_map (ob);
269
270 ob->roll_stats ();
271} 333}
272 334
273player::player () 335player::player ()
274{ 336{
275 /* There are some elements we want initialized to non zero value - 337 /* There are some elements we want initialised to non zero value -
276 * we deal with that below this point. 338 * we deal with that below this point.
277 */ 339 */
278 outputs_sync = 16; /* Every 2 seconds */ 340 outputs_sync = 4;
279 outputs_count = 8; /* Keeps present behaviour */ 341 outputs_count = 4;
280 unapply = unapply_nochoice; 342 unapply = unapply_nochoice;
281 343
282 assign (savebed_map, first_map_path); /* Init. respawn position */ 344 savebed_map = first_map_path; /* Init. respawn position */
283 345
284 gen_sp_armour = 10; 346 gen_sp_armour = 10;
285 last_speed = -1;
286 shoottype = range_none;
287 bowtype = bow_normal; 347 bowtype = bow_normal;
288 petmode = pet_normal; 348 petmode = pet_normal;
289 listening = 10; 349 listening = 10;
290 usekeys = containers; 350 usekeys = containers;
291 last_weapon_sp = -1;
292 peaceful = 1; /* default peaceful */ 351 peaceful = 1; /* default peaceful */
293 do_los = 1; 352 do_los = 1;
353}
294 354
295 /* we need to clear these to -1 and not zero - otherwise, 355void
296 * if a player quits and starts a new character, we wont 356player::do_destroy ()
297 * send new values to the client, as things like exp start 357{
298 * at zero. 358 disconnect ();
299 */
300 for (int i = 0; i < NUM_SKILLS; i++)
301 last_skill_exp[i] = -1;
302 359
303 for (int i = 0; i < NROFATTACKS; i++) 360 attachable::do_destroy ();
304 last_resist[i] = -1;
305 361
306 last_stats.exp = -1; 362 if (ob)
307 last_weight = (uint32) - 1; 363 {
364 ob->destroy_inv (false);
365 ob->destroy ();
366 }
308} 367}
309 368
310player::~player () 369player::~player ()
311{ 370{
312 terminate_all_pets (ob);
313
314 if (first_player != this)
315 {
316 player *prev = first_player;
317
318 while (prev && prev->next && prev->next != this)
319 prev = prev->next;
320
321 if (prev->next != this)
322 {
323 LOG (llevError, "Free_player: Can't find previous player.\n");
324 abort ();
325 }
326
327 prev->next = next;
328 }
329 else
330 first_player = next;
331
332 if (ob)
333 {
334 ob->contr = 0;
335 ob->destroy (1);
336 }
337
338 if (ns)
339 {
340 ns->send_packet ("goodbye");
341 ns->flush ();
342 ns->pl = 0;
343 ns->destroy ();
344 }
345
346 /* Clear item stack */ 371 /* Clear item stack */
347 free (stack_items); 372 free (stack_items);
348} 373}
349 374
350/* Tries to add player on the connection passed in ns. 375/* Tries to add player on the connection passed in ns.
355player::create () 380player::create ()
356{ 381{
357 player *pl = new player; 382 player *pl = new player;
358 383
359 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);
360 391
361 return pl; 392 return pl;
362} 393}
363 394
364/* 395/*
391 422
392object * 423object *
393get_nearest_player (object *mon) 424get_nearest_player (object *mon)
394{ 425{
395 object *op = NULL; 426 object *op = NULL;
396 player *pl = NULL;
397 objectlink *ol; 427 objectlink *ol;
398 unsigned lastdist; 428 unsigned lastdist;
399 rv_vector rv; 429 rv_vector rv;
400 430
401 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 431 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
402 { 432 {
403 /* 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
404 * does periodically happen. Given that, lets deal with it. 434 * does periodically happen. Given that, lets deal with it.
405 * While unlikely, it is possible the next object on the friendly 435 * While unlikely, it is possible the next object on the friendly
406 * list is also free, so encapsulate this in a while loop. 436 * list is also free, so encapsulate this in a while loop.
410 object *tmp = ol->ob; 440 object *tmp = ol->ob;
411 441
412 /* 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
413 * itself will have been cleared. 443 * itself will have been cleared.
414 */ 444 */
415 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 ());
416 ol = ol->next; 447 ol = ol->next;
417 remove_friendly_object (tmp); 448 remove_friendly_object (tmp);
418 if (!ol) 449 if (!ol)
419 return op; 450 return op;
420 } 451 }
433 { 464 {
434 op = ol->ob; 465 op = ol->ob;
435 lastdist = rv.distance; 466 lastdist = rv.distance;
436 } 467 }
437 } 468 }
438 for (pl = first_player; pl != NULL; pl = pl->next) 469
439 { 470 for_all_players (pl)
440 if (can_detect_enemy (mon, pl->ob, &rv)) 471 if (can_detect_enemy (mon, pl->ob, &rv))
441 {
442
443 if (lastdist > rv.distance) 472 if (lastdist > rv.distance)
444 { 473 {
445 op = pl->ob; 474 op = pl->ob;
446 lastdist = rv.distance; 475 lastdist = rv.distance;
447 } 476 }
448 } 477
449 }
450#if 0 478#if 0
451 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)");
452#endif 480#endif
453 return op; 481 return op;
454} 482}
512 x = mon->x; 540 x = mon->x;
513 y = mon->y; 541 y = mon->y;
514 m = mon->map; 542 m = mon->map;
515 dir = rv.direction; 543 dir = rv.direction;
516 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 */
517 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
518 /* 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. */
519 if (diff > max) 548 if (diff > max)
520 return 0; 549 return 0;
550
521 while (diff > 1 && max > 0) 551 while (diff > 1 && max > 0)
522 { 552 {
523 lastx = x; 553 lastx = x;
524 lasty = y; 554 lasty = y;
525 lastmap = m; 555 lastmap = m;
607 max--; 637 max--;
608 lastdir = dir; 638 lastdir = dir;
609 if (!firstdir) 639 if (!firstdir)
610 firstdir = dir; 640 firstdir = dir;
611 } 641 }
642
612 if (diff <= 1) 643 if (diff <= 1)
613 { 644 {
614 /* Recalculate diff (distance) because we may not have actually 645 /* Recalculate diff (distance) because we may not have actually
615 * headed toward player for entire distance. 646 * headed toward player for entire distance.
616 */ 647 */
617 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 648 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
618 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));
619 } 650 }
651
620 if (diff > max) 652 if (diff > max)
621 return 0; 653 return 0;
622 } 654 }
655
623 /* 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 */
624 if (!max) 657 if (!max)
625 return 0; 658 return 0;
626 659
627 return firstdir; 660 return firstdir;
741roll_stat (void) 774roll_stat (void)
742{ 775{
743 int a[4], i, j, k; 776 int a[4], i, j, k;
744 777
745 for (i = 0; i < 4; i++) 778 for (i = 0; i < 4; i++)
746 a[i] = (int) RANDOM () % 6 + 1; 779 a[i] = (int) rndm (6) + 1;
747 780
748 for (i = 0, j = 0, k = 7; i < 4; i++) 781 for (i = 0, j = 0, k = 7; i < 4; i++)
749 if (a[i] < k) 782 if (a[i] < k)
750 k = a[i], j = i; 783 k = a[i], j = i;
751 784
757} 790}
758 791
759void 792void
760object::roll_stats () 793object::roll_stats ()
761{ 794{
762 int statsort [7]; 795 int statsort [NUM_STATS];
763 796
764 for (;;) 797 for (;;)
765 { 798 {
766 int sum = 0; 799 int sum = 0;
767 for (int i = 7; i--; ) 800 for (int i = NUM_STATS; i--; )
768 sum += statsort [i] = roll_stat (); 801 sum += statsort [i] = roll_stat ();
769 802
770 if (sum >= 82 && sum <= 116) 803 if (sum >= 82 && sum <= 116)
771 break; 804 break;
772 } 805 }
773 806
774 // Sort the stats so that rerolling is easier... 807 // Sort the stats so that rerolling is easier...
775 std::sort (statsort, statsort + 7, std::greater<int>()); 808 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
776 809
810 for (int i = 0; i < NUM_STATS; ++i)
777 stats.Str = statsort[0]; 811 stats.stat (i) = statsort [i];
778 stats.Dex = statsort[1];
779 stats.Con = statsort[2];
780 stats.Int = statsort[3];
781 stats.Wis = statsort[4];
782 stats.Pow = statsort[5];
783 stats.Cha = statsort[6];
784 812
785 stats.exp = 0; 813 stats.exp = 0;
786 stats.ac = 0; 814 stats.ac = 0;
787 815
788 stats.hp = stats.maxhp; 816 stats.hp = stats.maxhp;
800} 828}
801 829
802void 830void
803object::swap_stats (int a, int b) 831object::swap_stats (int a, int b)
804{ 832{
805 int tmp = get_attr_value (&contr->orig_stats, a); 833 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
806 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
807 set_attr_value (&contr->orig_stats, b, tmp);
808 834
835 for (int i = 0; i < NUM_STATS; ++i)
809 stats.Str = contr->orig_stats.Str; 836 stats.stat (i) = contr->orig_stats.stat (i);
810 stats.Dex = contr->orig_stats.Dex;
811 stats.Con = contr->orig_stats.Con;
812 stats.Int = contr->orig_stats.Int;
813 stats.Wis = contr->orig_stats.Wis;
814 stats.Pow = contr->orig_stats.Pow;
815 stats.Cha = contr->orig_stats.Cha;
816 837
817 //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,
818 // be merged with the similar code in roll_stats 839 // be merged with the similar code in roll_stats
819 stats.ac = 0; 840 stats.ac = 0;
820 841
832 contr->levsp[1] = 6; 853 contr->levsp[1] = 6;
833 contr->levgrace[1] = 3; 854 contr->levgrace[1] = 3;
834 855
835 contr->orig_stats = stats; 856 contr->orig_stats = stats;
836 } 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, " ");
837} 869}
838 870
839/* This function takes the key that is passed, and does the 871/* This function takes the key that is passed, and does the
840 * appropriate action with it (change race, or other things). 872 * appropriate action with it (change race, or other things).
841 * The function name is for historical reasons - now we have 873 * The function name is for historical reasons - now we have
842 * separate race and class; this actually changes the RACE, 874 * separate race and class; this actually changes the RACE,
843 * not the class. 875 * not the class.
844 */ 876 */
845int 877void
846key_change_class (object *op, char key) 878player::chargen_race_done ()
847{ 879{
848 int tmp_loop;
849
850 if (key == 'd' || key == 'D')
851 {
852 char buf[MAX_BUF];
853
854 /* this must before then initial items are given */ 880 /* this must before then initial items are given */
855 esrv_new_player (op->contr, op->weight + op->carrying); 881 esrv_new_player (ob->contr, ob->weight + ob->carrying);
856 882
857 treasurelist *tl = find_treasurelist ("starting_wealth"); 883 treasurelist *tl = treasurelist::find ("starting_wealth");
858 if (tl) 884 if (tl)
859 create_treasure (tl, op, 0, 0, 0); 885 create_treasure (tl, ob, 0, 0, 0);
860 886
861 INVOKE_PLAYER (BIRTH, op->contr); 887 INVOKE_PLAYER (BIRTH, ob->contr);
862 INVOKE_PLAYER (LOGIN, op->contr); 888 INVOKE_PLAYER (LOGIN, ob->contr);
863 889
864 op->contr->ns->state = ST_PLAYING; 890 ob->contr->ns->state = ST_PLAYING;
865 891
866 if (op->msg) 892 if (ob->msg)
867 op->msg = NULL; 893 ob->msg = 0;
868 894
869 /* 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
870 * to save here. 896 * to save here.
871 */ 897 */
898 {
899 char buf[MAX_BUF];
872 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 900 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
873 make_path_to_file (buf); 901 make_path_to_file (buf);
902 }
874 903
875#ifdef AUTOSAVE
876 op->contr->last_save_tick = pticks;
877#endif
878 start_info (op); 904 start_info (ob);
879 CLEAR_FLAG (op, FLAG_WIZ); 905 CLEAR_FLAG (ob, FLAG_WIZ);
880 give_initial_items (op, op->randomitems); 906 give_initial_items (ob, ob->randomitems);
881 link_player_skills (op); 907 link_player_skills (ob);
882 esrv_send_inventory (op, op); 908 esrv_send_inventory (ob, ob);
883 op->update_stats (); 909 ob->update_stats ();
884 910
885 /* This moves the player to a different start map, if there 911 /* This moves the player to a different start map, if there
886 * is one for this race 912 * is one for this race
887 */ 913 */
888 if (*first_map_ext_path) 914 if (*first_map_ext_path)
889 { 915 {
890 object *tmp; 916 object *tmp;
891 char mapname[MAX_BUF]; 917 char mapname[MAX_BUF];
892 918
893 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);
894 tmp = object::create (); 920 tmp = object::create ();
895 EXIT_PATH (tmp) = mapname; 921 EXIT_PATH (tmp) = mapname;
896 EXIT_X (tmp) = op->x; 922 EXIT_X (tmp) = ob->x;
897 EXIT_Y (tmp) = op->y; 923 EXIT_Y (tmp) = ob->y;
898 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;
899 * if the map isn't there, then stay on the 925 * if the map isn't there, then stay on the
900 * default initial map */ 926 * default initial map */
901 tmp->destroy (); 927 tmp->destroy ();
902 } 928 }
903 else 929 else
904 LOG (llevDebug, "first_map_ext_path not set\n"); 930 LOG (llevDebug, "first_map_ext_path not set\n");
931}
905 932
906 return 0; 933void
907 } 934player::chargen_race_next ()
908 935{
909 /* Following actually changes the race - this is the default command 936 /* Following actually changes the race - this is the default command
910 * if we don't match with one of the options above. 937 * if we don't match with one of the options above.
911 */ 938 */
912 939
913 tmp_loop = 0; 940 do
914 while (!tmp_loop)
915 { 941 {
916 shstr name = op->name; 942 shstr name = ob->name;
917 int x = op->x, y = op->y; 943 int x = ob->x, y = ob->y;
918 944
919 op->remove_statbonus (); 945 ob->remove_statbonus ();
920 op->remove (); 946 ob->remove ();
921 op->arch = get_player_archetype (op->arch); 947 ob->arch = get_player_archetype (ob->arch);
922 op->arch->clone.copy_to (op); 948 ob->arch->clone.copy_to (ob);
923 op->instantiate (); 949 ob->instantiate ();
924 op->stats = op->contr->orig_stats; 950 ob->stats = ob->contr->orig_stats;
925 op->name = op->name_pl = name; 951 ob->name = ob->name_pl = name;
926 op->x = x; 952 ob->x = x;
927 op->y = y; 953 ob->y = y;
928 SET_ANIMATION (op, 2); /* So player faces south */ 954 SET_ANIMATION (ob, 2); /* So player faces south */
929 insert_ob_in_map (op, op->map, op, 0); 955 insert_ob_in_map (ob, ob->map, ob, 0);
930 assign (op->contr->title, op->arch->clone.name); 956 assign (ob->contr->title, ob->arch->clone.name);
931 op->add_statbonus (); 957 ob->add_statbonus ();
932 tmp_loop = allowed_class (op);
933 } 958 }
959 while (!allowed_class (ob));
934 960
935 update_object (op, UP_OBJ_FACE); 961 update_object (ob, UP_OBJ_FACE);
936 esrv_update_item (UPD_FACE, op, op); 962 esrv_update_item (UPD_FACE, ob, ob);
937 op->update_stats (); 963 ob->update_stats ();
938 op->stats.hp = op->stats.maxhp; 964 ob->stats.hp = ob->stats.maxhp;
939 op->stats.sp = op->stats.maxsp; 965 ob->stats.sp = ob->stats.maxsp;
940 op->stats.grace = 0; 966 ob->stats.grace = 0;
941
942 if (op->msg)
943 new_draw_info (NDI_BLUE, 0, op, op->msg);
944
945 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
946 return 0;
947}
948
949int
950key_confirm_quit (object *op, char key)
951{
952 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
953 {
954 op->contr->ns->state = ST_PLAYING;
955 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
956 return 1;
957 }
958
959 INVOKE_PLAYER (LOGOUT, op->contr);
960 INVOKE_PLAYER (QUIT, op->contr);
961
962 terminate_all_pets (op);
963 leave_map (op);
964 op->direction = 0;
965 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
966
967 strcpy (op->contr->killer, "quit");
968 check_score (op);
969 op->contr->party = 0;
970 op->contr->own_title[0] = '\0';
971
972 object_ptr ob = op;
973
974 delete ob->contr;
975
976 /* We need to hunt for any per player unique maps in memory and
977 * get rid of them. The trailing slash in the path is intentional,
978 * so that players named 'Ab' won't match against players 'Abe' pathname
979 */
980 char buf[MAX_BUF];
981 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
982
983 for (maptile *next, *mp = first_map; mp; mp = next)
984 {
985 next = mp->next;
986
987 if (!strncmp (mp->path, buf, strlen (buf)))
988 delete_map (mp);
989 }
990
991 delete_character (ob->name, 1);
992
993 return 1;
994} 967}
995 968
996void 969void
997flee_player (object *op) 970flee_player (object *op)
998{ 971{
1045 /* Cornered, get rid of scared */ 1018 /* Cornered, get rid of scared */
1046 CLEAR_FLAG (op, FLAG_SCARED); 1019 CLEAR_FLAG (op, FLAG_SCARED);
1047 op->enemy = NULL; 1020 op->enemy = NULL;
1048} 1021}
1049 1022
1050
1051/* 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.
1052 * 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
1053 * stop. 1025 * stop.
1054 */ 1026 */
1055int 1027int
1056check_pick (object *op) 1028check_pick (object *op)
1057{ 1029{
1058 object *tmp, *next; 1030 object *tmp, *next;
1059 int stop = 0; 1031 int stop = 0;
1060 int j, k, wvratio; 1032 int wvratio;
1061 char putstring[128], tmpstr[16]; 1033 char putstring[128];
1062 1034
1063 /* if you're flying, you cna't pick up anything */ 1035 /* if you're flying, you cna't pick up anything */
1064 if (op->move_type & MOVE_FLYING) 1036 if (op->move_type & MOVE_FLYING)
1065 return 1; 1037 return 1;
1066 1038
1403 * found object is returned. 1375 * found object is returned.
1404 */ 1376 */
1405object * 1377object *
1406find_arrow (object *op, const char *type) 1378find_arrow (object *op, const char *type)
1407{ 1379{
1408 object *tmp = NULL; 1380 object *tmp = 0;
1409 1381
1410 for (op = op->inv; op; op = op->below) 1382 for (op = op->inv; op; op = op->below)
1411 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))
1412 tmp = find_arrow (op, type); 1384 tmp = find_arrow (op, type);
1413 else if (op->type == ARROW && op->race == type) 1385 else if (op->type == ARROW && op->race == type)
1414 return op; 1386 return op;
1387
1415 return tmp; 1388 return tmp;
1416} 1389}
1417 1390
1418/* 1391/*
1419 * 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
1420 * 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
1421 * 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
1422 * 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.
1423 */ 1396 */
1424
1425object * 1397object *
1426find_better_arrow (object *op, object *target, const char *type, int *better) 1398find_better_arrow (object *op, object *target, const char *type, int *better)
1427{ 1399{
1428 object *tmp = NULL, *arrow, *ntmp; 1400 object *tmp = NULL, *arrow, *ntmp;
1429 int attacknum, attacktype, betterby = 0, i; 1401 int attacknum, attacktype, betterby = 0, i;
1495 * find_better_arrow to find a decent arrow to use. 1467 * find_better_arrow to find a decent arrow to use.
1496 * op = the shooter 1468 * op = the shooter
1497 * type = bow->race 1469 * type = bow->race
1498 * dir = fire direction 1470 * dir = fire direction
1499 */ 1471 */
1500
1501object * 1472object *
1502pick_arrow_target (object *op, const char *type, int dir) 1473pick_arrow_target (object *op, const char *type, int dir)
1503{ 1474{
1504 object *tmp = NULL; 1475 object *tmp = NULL;
1505 maptile *m; 1476 maptile *m;
1570 */ 1541 */
1571int 1542int
1572fire_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)
1573{ 1544{
1574 object *left, *bow; 1545 object *left, *bow;
1575 int bowspeed, mflags; 1546 int mflags;
1576 maptile *m; 1547 maptile *m;
1577 1548
1578 if (!dir) 1549 if (!dir)
1579 { 1550 {
1580 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!");
1581 return 0; 1552 return 0;
1582 } 1553 }
1583 1554
1584 if (op->type == PLAYER) 1555 if (op->contr)
1585 bow = op->contr->ranges[range_bow]; 1556 bow = op->current_weapon;
1586 else 1557 else
1587 { 1558 {
1588 for (bow = op->inv; bow; bow = bow->below) 1559 for (bow = op->inv; bow; bow = bow->below)
1589 /* 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
1590 * 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.
1595 if (!bow) 1566 if (!bow)
1596 { 1567 {
1597 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1568 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1598 return 0; 1569 return 0;
1599 } 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
1600 } 1579 }
1601 1580
1602 if (!bow->race || !bow->skill) 1581 if (!bow->race || !bow->skill)
1603 { 1582 {
1604 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);
1605 return 0; 1584 return 0;
1606 } 1585 }
1607
1608 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1609
1610 /* penalize ROF for bestarrow */
1611 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1612 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1613
1614 if (bowspeed < 1)
1615 bowspeed = 1;
1616 1586
1617 if (arrow == NULL) 1587 if (arrow == NULL)
1618 { 1588 {
1619 if ((arrow = find_arrow (op, bow->race)) == NULL) 1589 if ((arrow = find_arrow (op, bow->race)) == NULL)
1620 { 1590 {
1621 if (op->type == PLAYER) 1591 if (op->type == PLAYER)
1622 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);
1623 /* 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 */
1624 else 1594 else
1625 CLEAR_FLAG (op, FLAG_READY_BOW); 1595 CLEAR_FLAG (op, FLAG_READY_BOW);
1596
1626 return 0; 1597 return 0;
1627 } 1598 }
1628 } 1599 }
1629 1600
1630 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1601 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1652 return 0; 1623 return 0;
1653 } 1624 }
1654 1625
1655 arrow->set_owner (op); 1626 arrow->set_owner (op);
1656 arrow->skill = bow->skill; 1627 arrow->skill = bow->skill;
1657
1658 arrow->direction = dir; 1628 arrow->direction = dir;
1659 arrow->x = sx; 1629
1660 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;
1661 1667
1662 if (op->type == PLAYER) 1668 if (op->type == PLAYER)
1663 { 1669 {
1664 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1665 op->update_stats ();
1666 }
1667
1668 SET_ANIMATION (arrow, arrow->direction);
1669 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1670 arrow->stats.hp = arrow->stats.dam;
1671 arrow->stats.grace = arrow->attacktype;
1672 if (arrow->slaying != NULL)
1673 arrow->spellarg = strdup (arrow->slaying);
1674
1675 /* Note that this was different for monsters - they got their level
1676 * added to the damage. I think the strength bonus is more proper.
1677 */
1678
1679 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1680
1681 /* update the speed */
1682 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1683 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1684
1685 if (arrow->speed < 1.0)
1686 arrow->speed = 1.0;
1687 update_ob_speed (arrow);
1688 arrow->speed_left = 0;
1689
1690 if (op->type == PLAYER)
1691 {
1692 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1693 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1694 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1695
1696 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;
1697 } 1677 }
1698 else 1678 else
1699 { 1679 {
1700 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1701 arrow->level = op->level; 1680 arrow->level = op->level;
1702 } 1681 arrow->stats.wc -= bow->magic;
1703 1682
1704 if (arrow->attacktype == AT_PHYSICAL) 1683 if (!arrow->slaying)
1684 arrow->slaying = bow->slaying;
1685
1705 arrow->attacktype |= bow->attacktype; 1686 arrow->attacktype |= bow->attacktype;
1687 }
1706 1688
1707 if (bow->slaying) 1689 wc -= arrow->level;
1708 arrow->slaying = bow->slaying; 1690 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1709 1691
1710 arrow->map = m; 1692 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1711 arrow->move_type = MOVE_FLY_LOW; 1693 arrow->move_type = MOVE_FLY_LOW;
1712 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1694 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1713 1695
1714 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);
1715 insert_ob_in_map (arrow, m, op, 0); 1697 m->insert (arrow, sx, sy, op);
1716 1698
1717 if (!arrow->destroyed ()) 1699 if (!arrow->destroyed ())
1718 move_arrow (arrow); 1700 move_arrow (arrow);
1719 1701
1720 if (op->type == PLAYER) 1702 if (op->type == PLAYER)
1740{ 1722{
1741 int ret = 0, wcmod = 0; 1723 int ret = 0, wcmod = 0;
1742 1724
1743 if (op->contr->bowtype == bow_bestarrow) 1725 if (op->contr->bowtype == bow_bestarrow)
1744 { 1726 {
1745 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);
1746 } 1728 }
1747 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)
1748 { 1730 {
1749 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1731 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1750 wcmod = -1; 1732 wcmod = -1;
1733
1751 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);
1752 } 1735 }
1753 else if (op->contr->bowtype == bow_threewide) 1736 else if (op->contr->bowtype == bow_threewide)
1754 { 1737 {
1755 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);
1759 else if (op->contr->bowtype == bow_spreadshot) 1742 else if (op->contr->bowtype == bow_spreadshot)
1760 { 1743 {
1761 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);
1762 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);
1763 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);
1764
1765 } 1747 }
1766 else 1748 else
1767 { 1749 {
1768 /* Simple case */ 1750 /* Simple case */
1769 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);
1770 } 1752 }
1753
1771 return ret; 1754 return ret;
1772} 1755}
1773
1774 1756
1775/* Fires a misc (wand/rod/horn) object in 'dir'. 1757/* Fires a misc (wand/rod/horn) object in 'dir'.
1776 * Broken apart from 'fire' to keep it more readable. 1758 * Broken apart from 'fire' to keep it more readable.
1777 */ 1759 */
1778void 1760void
1779fire_misc_object (object *op, int dir) 1761fire_misc_object (object *op, int dir)
1780{ 1762{
1781 object *item; 1763 object *item = op->contr->ranged_ob;
1782 1764
1783 if (!op->contr->ranges[range_misc]) 1765 if (!item)
1784 { 1766 {
1785 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.");
1786 return; 1768 return;
1787 } 1769 }
1788 1770
1789 item = op->contr->ranges[range_misc];
1790 if (!item->inv) 1771 if (!item->inv)
1791 { 1772 {
1792 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1773 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1793 return; 1774 return;
1794 } 1775 }
1776
1777 if (!op->change_weapon (item))
1778 return;
1779
1795 if (item->type == WAND) 1780 if (item->type == WAND)
1796 { 1781 {
1797 if (item->stats.food <= 0) 1782 if (item->stats.food <= 0)
1798 { 1783 {
1799 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1784 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1800 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
1801 return; 1787 return;
1802 } 1788 }
1803 } 1789 }
1804 else if (item->type == ROD || item->type == HORN) 1790 else if (item->type == ROD || item->type == HORN)
1805 { 1791 {
1806 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))
1807 { 1793 {
1808 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1794 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1795
1809 if (item->type == ROD) 1796 if (item->type == ROD)
1810 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));
1811 else 1798 else
1812 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
1813 return; 1801 return;
1814 } 1802 }
1815 } 1803 }
1816 1804
1817 if (cast_spell (op, item, dir, item->inv, NULL)) 1805 if (cast_spell (op, item, dir, item->inv, NULL))
1825 1813
1826 if (item->arch) 1814 if (item->arch)
1827 { 1815 {
1828 CLEAR_FLAG (item, FLAG_ANIMATE); 1816 CLEAR_FLAG (item, FLAG_ANIMATE);
1829 item->face = item->arch->clone.face; 1817 item->face = item->arch->clone.face;
1830 item->speed = 0; 1818 item->set_speed (0);
1831 update_ob_speed (item);
1832 } 1819 }
1820
1833 if ((tmp = item->in_player ())) 1821 if ((tmp = item->in_player ()))
1834 esrv_update_item (UPD_ANIM, tmp, item); 1822 esrv_update_item (UPD_ANIM, tmp, item);
1835 } 1823 }
1836 } 1824 }
1837 else if (item->type == ROD || item->type == HORN) 1825 else if (item->type == ROD || item->type == HORN)
1838 {
1839 drain_rod_charge (item); 1826 drain_rod_charge (item);
1840 }
1841 } 1827 }
1842} 1828}
1843 1829
1844/* Received a fire command for the player - go and do it. 1830/* Received a fire command for the player - go and do it.
1845 */ 1831 */
1850 1836
1851 /* check for loss of invisiblity/hide */ 1837 /* check for loss of invisiblity/hide */
1852 if (action_makes_visible (op)) 1838 if (action_makes_visible (op))
1853 make_visible (op); 1839 make_visible (op);
1854 1840
1855 switch (op->contr->shoottype) 1841 player *pl = op->contr;
1842
1843 if (pl->golem)
1856 { 1844 {
1857 case range_none: 1845 control_golem (op->contr->golem, dir);
1858 return; 1846 return;
1847 }
1859 1848
1860 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:
1861 player_fire_bow (op, dir); 1860 player_fire_bow (op, dir);
1862 return; 1861 break;
1863 1862
1864 case range_magic: /* Casting spells */ 1863 case SPELL:
1865 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);
1866 return; 1865 break;
1867 1866
1868 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:
1869 fire_misc_object (op, dir); 1876 fire_misc_object (op, dir);
1870 return; 1877 break;
1871
1872 case range_golem: /* Control summoned monsters from scrolls */
1873 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1874 {
1875 op->contr->ranges[range_golem] = 0;
1876 op->contr->shoottype = range_none;
1877 }
1878 else
1879 control_golem (op->contr->ranges[range_golem], dir);
1880 return;
1881
1882 case range_skill:
1883 if (!op->chosen_skill)
1884 {
1885 if (op->type == PLAYER)
1886 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1887 return;
1888 }
1889 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1890 return;
1891 case range_builder:
1892 apply_map_builder (op, dir);
1893 return;
1894 default:
1895 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1896 return;
1897 } 1878 }
1898} 1879}
1899
1900
1901 1880
1902/* find_key 1881/* find_key
1903 * 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
1904 * and successfully use it, we return the key, otherwise NULL 1883 * and successfully use it, we return the key, otherwise NULL
1905 * This function merges both normal and locked door, since the logic 1884 * This function merges both normal and locked door, since the logic
1907 * pl is the player, 1886 * pl is the player,
1908 * inv is the objects inventory to searched 1887 * inv is the objects inventory to searched
1909 * door is the door we are trying to match against. 1888 * door is the door we are trying to match against.
1910 * This function can be called recursively to search containers. 1889 * This function can be called recursively to search containers.
1911 */ 1890 */
1912
1913object * 1891object *
1914find_key (object *pl, object *container, object *door) 1892find_key (object *pl, object *container, object *door)
1915{ 1893{
1916 object *tmp, *key; 1894 object *tmp, *key;
1917 1895
1918 /* Should not happen, but sanity checking is never bad */ 1896 /* Should not happen, but sanity checking is never bad */
1919 if (container->inv == NULL) 1897 if (!container->inv)
1920 return NULL; 1898 return 0;
1921 1899
1922 /* 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 */
1923 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1901 for (tmp = container->inv; tmp; tmp = tmp->below)
1924 { 1902 {
1925 if (door->type == DOOR && tmp->type == KEY) 1903 if (door->type == DOOR && tmp->type == KEY)
1926 break; 1904 break;
1927 /* For sanity, we should really check door type, but other stuff 1905 /* For sanity, we should really check door type, but other stuff
1928 * (like containers) can be locked with special keys 1906 * (like containers) can be locked with special keys
1929 */ 1907 */
1930 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1908 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1931 break; 1909 break;
1932 } 1910 }
1911
1933 /* No key found - lets search inventories now */ 1912 /* No key found - lets search inventories now */
1934 /* 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.
1935 * 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
1936 * a key, return 1915 * a key, return
1937 */ 1916 */
1938 if (!tmp) 1917 if (!tmp)
1939 { 1918 {
1940 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1919 for (tmp = container->inv; tmp; tmp = tmp->below)
1941 { 1920 {
1942 /* No reason to search empty containers */ 1921 /* No reason to search empty containers */
1943 if (tmp->type == CONTAINER && tmp->inv) 1922 if (tmp->type == CONTAINER && tmp->inv)
1944 { 1923 {
1945 if ((key = find_key (pl, tmp, door)) != NULL) 1924 if ((key = find_key (pl, tmp, door)))
1946 return key; 1925 return key;
1947 } 1926 }
1948 } 1927 }
1928
1949 if (!tmp) 1929 if (!tmp)
1950 return NULL; 1930 return NULL;
1951 } 1931 }
1932
1952 /* 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,
1953 * see if we actually want to use it 1934 * see if we actually want to use it
1954 */ 1935 */
1955 if (pl != container) 1936 if (pl != container)
1956 { 1937 {
1977 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1958 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1978 "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));
1979 return NULL; 1960 return NULL;
1980 } 1961 }
1981 } 1962 }
1963
1982 return tmp; 1964 return tmp;
1983} 1965}
1984 1966
1985/* moved door processing out of move_player_attack. 1967/* moved door processing out of move_player_attack.
1986 * returns 1 if player has opened the door with a key 1968 * returns 1 if player has opened the door with a key
2000 if (key) 1982 if (key)
2001 { 1983 {
2002 object *container = key->env; 1984 object *container = key->env;
2003 1985
2004 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
2005 if (action_makes_visible (op)) 1988 if (action_makes_visible (op))
2006 make_visible (op); 1989 make_visible (op);
1990
2007 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1991 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2008 spring_trap (door->inv, op); 1992 spring_trap (door->inv, op);
1993
2009 if (door->type == DOOR) 1994 if (door->type == DOOR)
2010 {
2011 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 */
2012 }
2013 else if (door->type == LOCKED_DOOR) 1996 else if (door->type == LOCKED_DOOR)
2014 { 1997 {
2015 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));
2016 remove_door2 (door); /* remove door without violence ;-) */ 1999 remove_door2 (door); /* remove door without violence ;-) */
2017 } 2000 }
2001
2018 /* Do this after we print the message */ 2002 /* Do this after we print the message */
2019 decrease_ob (key); /* Use up one of the keys */ 2003 decrease_ob (key); /* Use up one of the keys */
2020 /* Need to update the weight the container the key was in */ 2004 /* Need to update the weight the container the key was in */
2021 if (container != op) 2005 if (container != op)
2022 esrv_update_item (UPD_WEIGHT, op, container); 2006 esrv_update_item (UPD_WEIGHT, op, container);
2007
2023 return 1; /* Nothing more to do below */ 2008 return 1; /* Nothing more to do below */
2024 } 2009 }
2025 else if (door->type == LOCKED_DOOR) 2010 else if (door->type == LOCKED_DOOR)
2026 { 2011 {
2027 /* Might as well return now - no other way to open this */ 2012 /* Might as well return now - no other way to open this */
2028 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2013 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2029 return 1; 2014 return 1;
2030 } 2015 }
2016
2031 return 0; 2017 return 0;
2032} 2018}
2033 2019
2034/* This function is just part of a breakup from move_player. 2020/* This function is just part of a breakup from move_player.
2035 * It should keep the code cleaner. 2021 * It should keep the code cleaner.
2039 */ 2025 */
2040void 2026void
2041move_player_attack (object *op, int dir) 2027move_player_attack (object *op, int dir)
2042{ 2028{
2043 object *tmp, *mon; 2029 object *tmp, *mon;
2044 sint16 nx, ny;
2045 int on_battleground; 2030 int on_battleground;
2046 maptile *m; 2031 maptile *m;
2047 2032
2048 nx = freearr_x[dir] + op->x; 2033 sint16 nx = freearr_x[dir] + op->x;
2049 ny = freearr_y[dir] + op->y; 2034 sint16 ny = freearr_y[dir] + op->y;
2050 2035
2051 on_battleground = op_on_battleground (op, 0, 0); 2036 on_battleground = op_on_battleground (op, 0, 0);
2052 2037
2053 /* 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
2054 * 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
2061 */ 2046 */
2062 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))
2063 { 2048 {
2064 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2049 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2065 { 2050 {
2066 m = get_map_from_coord (op->map, &nx, &ny); 2051 m = op->map->xy_find (nx, ny);
2067 if (!m) 2052 if (!m)
2068 return; /* Don't think this should happen */ 2053 return; /* Don't think this should happen */
2069 } 2054 }
2070 else 2055 else
2071 m = op->map; 2056 m = op->map;
2072 2057
2073 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) 2058 if (!(tmp = m->at (nx, ny).bot))
2074 {
2075 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2076 return; 2059 return;
2077 }
2078 2060
2079 mon = 0; 2061 mon = 0;
2080 /* 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
2081 * 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.
2082 * 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
2122 2104
2123 /* If the creature is a pet, push it even if the player is not 2105 /* If the creature is a pet, push it even if the player is not
2124 * peaceful. Our assumption is the creature is a pet if the 2106 * peaceful. Our assumption is the creature is a pet if the
2125 * player owns it and it is either friendly or unagressive. 2107 * player owns it and it is either friendly or unagressive.
2126 */ 2108 */
2127 if ((op->type == PLAYER) 2109 if (op->type == PLAYER
2128#if COZY_SERVER
2129 &&
2130 ((mon->owner && mon->owner->contr 2110 && ((mon->owner && mon->owner->contr
2131 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2111 && same_party (mon->owner->contr->party, op->contr->party))
2132#else
2133 && mon->owner == op 2112 || mon->owner == op)
2134#endif
2135 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2113 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2136 { 2114 {
2137 /* If we're braced, we don't want to switch places with it */ 2115 /* If we're braced, we don't want to switch places with it */
2138 if (op->contr->braced) 2116 if (op->contr->braced)
2139 return; 2117 return;
2118
2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2119 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2141 (void) push_ob (mon, dir, op); 2120 push_ob (mon, dir, op);
2142 if (op->contr->tmp_invis || op->hide) 2121 if (op->contr->tmp_invis || op->hide)
2143 make_visible (op); 2122 make_visible (op);
2123
2144 return; 2124 return;
2145 } 2125 }
2146 2126
2147 /* in certain circumstances, you shouldn't attack friendly 2127 /* in certain circumstances, you shouldn't attack friendly
2148 * creatures. Note that if you are braced, you can't push 2128 * creatures. Note that if you are braced, you can't push
2149 * someone, but put it inside this loop so that you won't 2129 * someone, but put it inside this loop so that you won't
2150 * attack them either. 2130 * attack them either.
2151 */ 2131 */
2152 if ((mon->type == PLAYER || mon->enemy != op) && 2132 if ((mon->type == PLAYER || mon->enemy != op)
2153 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2133 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2154#ifdef PROHIBIT_PLAYERKILL
2155 (op->contr->peaceful 2134 && ((op->contr->peaceful
2156 || (mon->type == PLAYER 2135 || (mon->type == PLAYER && mon->contr->peaceful))
2157 && mon->contr->
2158 peaceful)) &&
2159#else
2160 op->contr->peaceful &&
2161#endif
2162 !on_battleground)) 2136 && !on_battleground))
2163 { 2137 {
2164 if (!op->contr->braced) 2138 if (!op->contr->braced)
2165 { 2139 {
2166 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2167 (void) push_ob (mon, dir, op); 2141 push_ob (mon, dir, op);
2168 } 2142 }
2169 else 2143 else
2170 new_draw_info (0, 0, op, "You withhold your attack"); 2144 new_draw_info (0, 0, op, "You withhold your attack");
2171 2145
2172 if (op->contr->tmp_invis || op->hide) 2146 if (op->contr->tmp_invis || op->hide)
2187 * Way it works is like this: First, it must have some hit points 2161 * Way it works is like this: First, it must have some hit points
2188 * and be living. Then, it must be one of the following: 2162 * and be living. Then, it must be one of the following:
2189 * 1) Not a player, 2) A player, but of a different party. Note 2163 * 1) Not a player, 2) A player, but of a different party. Note
2190 * that party_number -1 is no party, so attacks can still happen. 2164 * that party_number -1 is no party, so attacks can still happen.
2191 */ 2165 */
2192
2193 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2166 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2194 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2167 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2195 { 2168 {
2196
2197 /* If the player hasn't hit something this tick, and does
2198 * so, give them speed boost based on weapon speed. Doing
2199 * it here is better than process_players2, which basically
2200 * incurred a 1 tick offset.
2201 */
2202 if (!op->contr->has_hit) 2169 if (!op->contr->has_hit)
2203 { 2170 {
2171 op->contr->has_hit = 1;
2204 op->speed_left += op->speed / op->contr->weapon_sp; 2172 op->speed_left += op->contr->weapon_speed () - op->speed;
2205
2206 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2207 } 2173 }
2208 2174
2209 skill_attack (mon, op, 0, 0, 0); 2175 skill_attack (mon, op, 0, 0, 0);
2210 2176
2211 /* If attacking another player, that player gets automatic 2177 /* If attacking another player, that player gets automatic
2231int 2197int
2232move_player (object *op, int dir) 2198move_player (object *op, int dir)
2233{ 2199{
2234 int pick; 2200 int pick;
2235 2201
2236 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2202 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2237 return 0; 2203 return 0;
2238 2204
2239 /* Sanity check: make sure dir is valid */ 2205 /* Sanity check: make sure dir is valid */
2240 if ((dir < 0) || (dir >= 9)) 2206 if ((dir < 0) || (dir >= 9))
2241 { 2207 {
2242 LOG (llevError, "move_player: invalid direction %d\n", dir); 2208 LOG (llevError, "move_player: invalid direction %d\n", dir);
2243 return 0; 2209 return 0;
2244 } 2210 }
2245 2211
2246 /* peterm: added following line */ 2212 /* peterm: added following line */
2247 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2213 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2248 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2214 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2249 2215
2250 op->facing = dir; 2216 op->facing = dir;
2251 2217
2252 if (op->hide) 2218 if (op->hide)
2253 do_hidden_move (op); 2219 do_hidden_move (op);
2286 * Returns true if there are more actions we can do. 2252 * Returns true if there are more actions we can do.
2287 */ 2253 */
2288int 2254int
2289handle_newcs_player (object *op) 2255handle_newcs_player (object *op)
2290{ 2256{
2291 if (op->contr->hidden)
2292 {
2293 op->invisible = 1000;
2294 /* the socket code flashes the player visible/invisible
2295 * depending on the value of invisible, so we need to
2296 * alternate it here for it to work correctly.
2297 */
2298 if (pticks & 2)
2299 op->invisible--;
2300 }
2301 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2302 {
2303 op->invisible--;
2304 if (!op->invisible)
2305 {
2306 make_visible (op);
2307 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2308 }
2309 }
2310
2311 if (QUERY_FLAG (op, FLAG_SCARED)) 2257 if (QUERY_FLAG (op, FLAG_SCARED))
2312 { 2258 {
2313 flee_player (op); 2259 flee_player (op);
2260
2314 /* If player is still scared, that is his action for this tick */ 2261 /* If player is still scared, that is his action for this tick */
2315 if (QUERY_FLAG (op, FLAG_SCARED)) 2262 if (op->flag [FLAG_SCARED])
2316 { 2263 {
2317 op->speed_left--; 2264 --op->speed_left;
2318 return 0; 2265 return 0;
2319 } 2266 }
2320 } 2267 }
2321
2322 /* I've been seeing crashes where the golem has been destroyed, but
2323 * the player object still points to the defunct golem. The code that
2324 * destroys the golem looks correct, and it doesn't always happen, so
2325 * put this in a a workaround to clean up the golem pointer.
2326 */
2327 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2328 op->contr->ranges[range_golem] = 0;
2329 2268
2330 /* call this here - we also will call this in do_ericserver, but 2269 /* call this here - we also will call this in do_ericserver, but
2331 * the players time has been increased when doericserver has been 2270 * the players time has been increased when doericserver has been
2332 * called, so we recheck it here. 2271 * called, so we recheck it here.
2333 */ 2272 */
2334 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2273 if (op->contr->ns->handle_command ())
2335 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2336 ;
2337
2338 if (op->speed_left < 0)
2339 return 0; 2274 return 1;
2340 2275
2276 if (op->speed_left > 0.f)
2277 {
2341 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2278 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2342 { 2279 {
2343 /* All move commands take 1 tick, at least for now */ 2280 /* All move commands take 1 tick, at least for now */
2344 op->speed_left--; 2281 --op->speed_left;
2345 2282
2346 /* Instead of all the stuff below, let move_player take care 2283 /* Instead of all the stuff below, let move_player take care
2347 * of it. Also, some of the skill stuff is only put in 2284 * of it. Also, some of the skill stuff is only put in
2348 * there, as well as the confusion stuff. 2285 * there, as well as the confusion stuff.
2349 */ 2286 */
2350 move_player (op, op->direction); 2287 move_player (op, op->direction);
2351 if (op->speed_left > 0) 2288
2352 return 1; 2289 return op->speed_left > 0.f;
2353 else 2290 }
2354 return 0;
2355 } 2291 }
2356 2292
2357 return 0; 2293 return 0;
2358} 2294}
2359 2295
2397 * from. 2333 * from.
2398 */ 2334 */
2399void 2335void
2400remove_unpaid_objects (object *op, object *env) 2336remove_unpaid_objects (object *op, object *env)
2401{ 2337{
2402 object *next;
2403
2404 while (op) 2338 while (op)
2405 { 2339 {
2406 next = op->below; /* Make sure we have a good value, in case 2340 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2407 * we remove object 'op' 2341
2408 */
2409 if (QUERY_FLAG (op, FLAG_UNPAID)) 2342 if (QUERY_FLAG (op, FLAG_UNPAID))
2410 { 2343 {
2411 op->remove ();
2412 op->x = env->x;
2413 op->y = env->y;
2414 if (env->type == PLAYER) 2344 if (env->type == PLAYER)
2415 esrv_del_item (env->contr, op->count); 2345 esrv_del_item (env->contr, op->count);
2416 insert_ob_in_map (op, env->map, NULL, 0); 2346
2347 op->insert_at (env);
2417 } 2348 }
2418 else if (op->inv) 2349 else if (op->inv)
2419 remove_unpaid_objects (op->inv, env); 2350 remove_unpaid_objects (op->inv, env);
2420 2351
2421 op = next; 2352 op = next;
2477 int rate_grace = 2000; 2408 int rate_grace = 2000;
2478 const int max_hp = 1; 2409 const int max_hp = 1;
2479 const int max_sp = 1; 2410 const int max_sp = 1;
2480 const int max_grace = 1; 2411 const int max_grace = 1;
2481 2412
2482 if (op->contr->outputs_sync) 2413 if (op->contr->hidden)
2414 {
2415 op->invisible = 1000;
2416 /* the socket code flashes the player visible/invisible
2417 * depending on the value of invisible, so we need to
2418 * alternate it here for it to work correctly.
2419 */
2420 if (pticks & 2)
2421 op->invisible--;
2483 { 2422 }
2484 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2423 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2485 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2424 {
2486 flush_output_element (op, &op->contr->outputs[i]); 2425 if (!op->invisible--)
2426 {
2427 make_visible (op);
2428 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2429 }
2487 } 2430 }
2488 2431
2489 if (op->contr->ns->state == ST_PLAYING) 2432 if (op->contr->ns->state == ST_PLAYING)
2490 { 2433 {
2491 /* these next three if clauses make it possible to SLOW DOWN 2434 /* these next three if clauses make it possible to SLOW DOWN
2513 gen_grace = op->stats.maxgrace; 2456 gen_grace = op->stats.maxgrace;
2514 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2457 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2515 } 2458 }
2516 2459
2517 /* Regenerate Spell Points */ 2460 /* Regenerate Spell Points */
2518 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2461 if (!op->contr->golem && --op->last_sp < 0)
2519 { 2462 {
2520 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2463 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2521 if (op->stats.sp < op->stats.maxsp) 2464 if (op->stats.sp < op->stats.maxsp)
2522 { 2465 {
2523 op->stats.sp++; 2466 op->stats.sp++;
2621 } 2564 }
2622 2565
2623 /* Digestion */ 2566 /* Digestion */
2624 if (--op->last_eat < 0) 2567 if (--op->last_eat < 0)
2625 { 2568 {
2626#ifdef COZY_SERVER
2627 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2628 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2629#else
2630 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2569 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2631#endif
2632 2570
2633 if (op->contr->gen_hp > 0) 2571 if (op->contr->gen_hp > 0)
2634 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2572 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2635 else 2573 else
2636 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2574 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2714 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2652 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2715 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2653 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2716 2654
2717 /* restore player */ 2655 /* restore player */
2718 at = archetype::find ("poisoning"); 2656 at = archetype::find ("poisoning");
2719 tmp = present_arch_in_ob (at, op); 2657 if (object *tmp = present_arch_in_ob (at, op))
2720 if (tmp)
2721 { 2658 {
2722 tmp->destroy (); 2659 tmp->destroy ();
2723 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2660 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2724 } 2661 }
2725 2662
2726 at = archetype::find ("confusion"); 2663 at = archetype::find ("confusion");
2727 tmp = present_arch_in_ob (at, op); 2664 if (object *tmp = present_arch_in_ob (at, op))
2728 if (tmp)
2729 { 2665 {
2730 tmp->destroy (); 2666 tmp->destroy ();
2731 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2667 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2732 } 2668 }
2733 2669
2735 op->stats.hp = op->stats.maxhp; 2671 op->stats.hp = op->stats.maxhp;
2736 if (op->stats.food <= 0) 2672 if (op->stats.food <= 0)
2737 op->stats.food = 999; 2673 op->stats.food = 999;
2738 2674
2739 /* create a bodypart-trophy to make the winner happy */ 2675 /* create a bodypart-trophy to make the winner happy */
2740 tmp = arch_to_object (archetype::find ("finger")); 2676 if (object *tmp = arch_to_object (archetype::find ("finger")))
2741 if (tmp != NULL)
2742 { 2677 {
2743 sprintf (buf, "%s's finger", &op->name); 2678 sprintf (buf, "%s's finger", &op->name);
2744 tmp->name = buf; 2679 tmp->name = buf;
2745 sprintf (buf, " This finger has been cut off %s\n" 2680 sprintf (buf, " This finger has been cut off %s\n"
2746 " the %s, when he was defeated at\n level %d by %s.\n", 2681 " the %s, when he was defeated at\n level %d by %s.\n",
2747 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2682 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2748 tmp->msg = buf; 2683 tmp->msg = buf;
2749 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2684 tmp->value = 0, tmp->type = 0;
2750 tmp->materialname = NULL; 2685 tmp->materialname = "organics";
2751 tmp->x = op->x, tmp->y = op->y; 2686 tmp->insert_at (op, tmp);
2752 insert_ob_in_map (tmp, op->map, op, 0);
2753 } 2687 }
2754 2688
2755 /* teleport defeated player to new destination */ 2689 /* teleport defeated player to new destination */
2756 transfer_ob (op, x, y, 0, NULL); 2690 transfer_ob (op, x, y, 0, NULL);
2757 op->contr->braced = 0; 2691 op->contr->braced = 0;
2762 2696
2763 command_kill_pets (op, 0); 2697 command_kill_pets (op, 0);
2764 2698
2765 if (op->stats.food < 0) 2699 if (op->stats.food < 0)
2766 { 2700 {
2767 if (op->contr->explore)
2768 {
2769 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2770 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2771 op->stats.food = 999;
2772 return;
2773 }
2774 sprintf (buf, "%s starved to death.", &op->name); 2701 sprintf (buf, "%s starved to death.", &op->name);
2775 strcpy (op->contr->killer, "starvation"); 2702 strcpy (op->contr->killer, "starvation");
2776 } 2703 }
2777 else 2704 else
2778 {
2779 if (op->contr->explore)
2780 {
2781 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2782 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2783 op->stats.hp = op->stats.maxhp;
2784 return;
2785 }
2786 sprintf (buf, "%s died.", &op->name); 2705 sprintf (buf, "%s died.", &op->name);
2787 } 2706
2788 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2707 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2789 2708
2790 /* save the map location for corpse, gravestone */ 2709 /* save the map location for corpse, gravestone */
2791 x = op->x; 2710 x = op->x;
2792 y = op->y; 2711 y = op->y;
2793 map = op->map; 2712 map = op->map;
2794
2795 2713
2796 /* NOT_PERMADEATH code. This basically brings the character back to 2714 /* NOT_PERMADEATH code. This basically brings the character back to
2797 * life if they are dead - it takes some exp and a random stat. 2715 * life if they are dead - it takes some exp and a random stat.
2798 * See the config.h file for a little more in depth detail about this. 2716 * See the config.h file for a little more in depth detail about this.
2799 */ 2717 */
2816 num_stats_lose = 1; 2734 num_stats_lose = 1;
2817 else 2735 else
2818 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2736 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2819 } 2737 }
2820 else 2738 else
2821 {
2822 num_stats_lose = 1; 2739 num_stats_lose = 1;
2823 } 2740
2824 lost_a_stat = 0; 2741 lost_a_stat = 0;
2825 2742
2826 for (z = 0; z < num_stats_lose; z++) 2743 for (z = 0; z < num_stats_lose; z++)
2827 { 2744 {
2828 i = RANDOM () % NUM_STATS; 2745 i = RANDOM () % NUM_STATS;
2969 op->stats.hp = op->stats.maxhp; 2886 op->stats.hp = op->stats.maxhp;
2970 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2887 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2971 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2888 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2972 2889
2973 /* 2890 /*
2974 * Check to see if the player is in a shop. IF so, then check to see if
2975 * the player has any unpaid items. If so, remove them and put them back 2891 * Check to see if the player has any unpaid items. If so, remove them
2976 * in the map. 2892 * and put them back in the map.
2977 */ 2893 */
2978
2979 if (is_in_shop (op))
2980 remove_unpaid_objects (op->inv, op); 2894 remove_unpaid_objects (op->inv, op);
2981 2895
2982 /****************************************/ 2896 /****************************************/
2983 /* */ 2897 /* */
2984 /* Move player to his current respawn- */ 2898 /* Move player to his current respawn- */
2985 /* position (usually last savebed) */ 2899 /* position (usually last savebed) */
2986 /* */ 2900 /* */
2987 /****************************************/ 2901 /****************************************/
2988 2902
2989 enter_player_savebed (op); 2903 enter_player_savebed (op);
2990 2904
2991 /* Save the player before inserting the force to reduce
2992 * chance of abuse.
2993 */
2994 op->contr->braced = 0; 2905 op->contr->braced = 0;
2995 op->contr->save ();
2996 2906
2997 /* it is possible that the player has blown something up 2907 /* it is possible that the player has blown something up
2998 * at his savebed location, and that can have long lasting 2908 * at his savebed location, and that can have long lasting
2999 * spell effects. So first see if there is a spell effect 2909 * spell effects. So first see if there is a spell effect
3000 * on the space that might harm the player. 2910 * on the space that might harm the player.
3009 object *force; 2919 object *force;
3010 int at; 2920 int at;
3011 2921
3012 force = get_archetype (FORCE_NAME); 2922 force = get_archetype (FORCE_NAME);
3013 /* 50 ticks should be enough time for the spell to abate */ 2923 /* 50 ticks should be enough time for the spell to abate */
3014 force->speed = 0.1; 2924 force->speed = 0.1f;
3015 force->speed_left = -5.0; 2925 force->speed_left = -5.f;
3016 SET_FLAG (force, FLAG_APPLIED); 2926 SET_FLAG (force, FLAG_APPLIED);
3017 for (at = 0; at < NROFATTACKS; at++) 2927 for (at = 0; at < NROFATTACKS; at++)
3018 if (will_kill_again & (1 << at)) 2928 if (will_kill_again & (1 << at))
3019 force->resist[at] = 100; 2929 force->resist[at] = 100;
3020 2930
3029void 2939void
3030loot_object (object *op) 2940loot_object (object *op)
3031{ /* Grab and destroy some treasure */ 2941{ /* Grab and destroy some treasure */
3032 object *tmp, *tmp2, *next; 2942 object *tmp, *tmp2, *next;
3033 2943
3034 if (op->container) 2944 op->close_container (); /* close open sack first */
3035 esrv_apply_container (op, op->container); /* close open sack first */
3036 2945
3037 for (tmp = op->inv; tmp; tmp = next) 2946 for (tmp = op->inv; tmp; tmp = next)
3038 { 2947 {
3039 next = tmp->below; 2948 next = tmp->below;
3040 2949
3041 if (tmp->invisible) 2950 if (tmp->invisible)
3042 continue; 2951 continue;
3043 2952
3044 tmp->remove (); 2953 tmp->remove ();
3045 tmp->x = op->x, tmp->y = op->y; 2954 tmp->x = op->x, tmp->y = op->y;
2955
3046 if (tmp->type == CONTAINER) 2956 if (tmp->type == CONTAINER)
3047 { /* empty container to ground */ 2957 loot_object (tmp); /* empty container to ground */
3048 loot_object (tmp); 2958
3049 }
3050 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2959 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3051 { 2960 {
3052 if (tmp->nrof > 1) 2961 if (tmp->nrof > 1)
3053 { 2962 {
3054 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2963 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3055 tmp2->destroy (); 2964 tmp2->destroy ();
3066/* 2975/*
3067 * fix_weight(): Check recursively the weight of all players, and fix 2976 * fix_weight(): Check recursively the weight of all players, and fix
3068 * what needs to be fixed. Refresh windows and fix speed if anything 2977 * what needs to be fixed. Refresh windows and fix speed if anything
3069 * was changed. 2978 * was changed.
3070 */ 2979 */
3071
3072void 2980void
3073fix_weight (void) 2981fix_weight (void)
3074{ 2982{
3075 for (player *pl = first_player; pl; pl = pl->next) 2983 for_all_players (pl)
3076 { 2984 {
3077 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2985 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3078 2986
3079 if (old == sum) 2987 if (old == sum)
3080 continue; 2988 continue;
3084} 2992}
3085 2993
3086void 2994void
3087fix_luck (void) 2995fix_luck (void)
3088{ 2996{
3089 for (player *pl = first_player; pl; pl = pl->next) 2997 for_all_players (pl)
3090 if (!pl->ob->contr->ns->state) 2998 if (!pl->ob->contr->ns->state)
3091 pl->ob->change_luck (0); 2999 pl->ob->change_luck (0);
3092} 3000}
3093 3001
3094/* cast_dust() - handles op throwing objects of type 'DUST'. 3002/* cast_dust() - handles op throwing objects of type 'DUST'.
3136 if (op->type == PLAYER) 3044 if (op->type == PLAYER)
3137 { 3045 {
3138 op->contr->tmp_invis = 0; 3046 op->contr->tmp_invis = 0;
3139 op->contr->invis_race = 0; 3047 op->contr->invis_race = 0;
3140 } 3048 }
3049
3141 update_object (op, UP_OBJ_FACE); 3050 update_object (op, UP_OBJ_CHANGE);
3142} 3051}
3143 3052
3144int 3053int
3145is_true_undead (object *op) 3054is_true_undead (object *op)
3146{ 3055{
3147 object *tmp = NULL;
3148
3149 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3056 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3150 return 1; 3057 return 1;
3151 3058
3152 return 0; 3059 return 0;
3153} 3060}
3212 3119
3213 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3120 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3214 3121
3215 /* its *extremely* hard to run and sneak/hide at the same time! */ 3122 /* its *extremely* hard to run and sneak/hide at the same time! */
3216 if (op->type == PLAYER && op->contr->run_on) 3123 if (op->type == PLAYER && op->contr->run_on)
3217 {
3218 if (!skop || num >= skop->level) 3124 if (!skop || num >= skop->level)
3219 { 3125 {
3220 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3126 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3221 make_visible (op); 3127 make_visible (op);
3222 return; 3128 return;
3223 } 3129 }
3224 else 3130 else
3225 num += 20; 3131 num += 20;
3226 } 3132
3227 num += op->map->difficulty; 3133 num += op->map->difficulty;
3228 hide = hideability (op); /* modify by terrain hidden level */ 3134 hide = hideability (op); /* modify by terrain hidden level */
3229 num -= hide; 3135 num -= hide;
3136
3230 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3137 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3231 { 3138 {
3232 make_visible (op); 3139 make_visible (op);
3233 if (op->type == PLAYER) 3140 if (op->type == PLAYER)
3234 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3141 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3235 } 3142 }
3236 else if (op->type == PLAYER && skop) 3143 else if (op->type == PLAYER && skop)
3237 {
3238 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3144 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3239 }
3240} 3145}
3241 3146
3242/* determine if who is standing near a hostile creature. */ 3147/* determine if who is standing near a hostile creature. */
3243 3148
3244int 3149int
3311 if (pl->type != PLAYER) 3216 if (pl->type != PLAYER)
3312 { 3217 {
3313 LOG (llevError, "player_can_view() called for non-player object\n"); 3218 LOG (llevError, "player_can_view() called for non-player object\n");
3314 return -1; 3219 return -1;
3315 } 3220 }
3221
3316 if (!pl || !op) 3222 if (!pl || !op)
3317 return 0; 3223 return 0;
3318 3224
3319 if (op->head)
3320 {
3321 op = op->head; 3225 op = op->head_ ();
3322 } 3226
3323 get_rangevector (pl, op, &rv, 0x1); 3227 get_rangevector (pl, op, &rv, 0x1);
3324 3228
3325 /* starting with the 'head' part, lets loop 3229 /* starting with the 'head' part, lets loop
3326 * through the object and find if it has any 3230 * through the object and find if it has any
3327 * part that is in the los array but isnt on 3231 * part that is in the los array but isnt on
3444 char buf[MAX_BUF]; /* tmp. string buffer */ 3348 char buf[MAX_BUF]; /* tmp. string buffer */
3445 int i = 0, j = 0; 3349 int i = 0, j = 0;
3446 3350
3447 /* get the appropriate treasurelist */ 3351 /* get the appropriate treasurelist */
3448 if (atnr == ATNR_FIRE) 3352 if (atnr == ATNR_FIRE)
3449 trlist = find_treasurelist ("dragon_ability_fire"); 3353 trlist = treasurelist::find ("dragon_ability_fire");
3450 else if (atnr == ATNR_COLD) 3354 else if (atnr == ATNR_COLD)
3451 trlist = find_treasurelist ("dragon_ability_cold"); 3355 trlist = treasurelist::find ("dragon_ability_cold");
3452 else if (atnr == ATNR_ELECTRICITY) 3356 else if (atnr == ATNR_ELECTRICITY)
3453 trlist = find_treasurelist ("dragon_ability_elec"); 3357 trlist = treasurelist::find ("dragon_ability_elec");
3454 else if (atnr == ATNR_POISON) 3358 else if (atnr == ATNR_POISON)
3455 trlist = find_treasurelist ("dragon_ability_poison"); 3359 trlist = treasurelist::find ("dragon_ability_poison");
3456 3360
3457 if (trlist == NULL || who->type != PLAYER) 3361 if (trlist == NULL || who->type != PLAYER)
3458 return; 3362 return;
3459 3363
3460 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3364 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3461 3365
3462 if (tr == NULL || tr->item == NULL) 3366 if (!tr || !tr->item)
3463 { 3367 {
3464 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3368 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3465 return; 3369 return;
3466 } 3370 }
3467 3371
3592 * not readied. 3496 * not readied.
3593 */ 3497 */
3594void 3498void
3595player_unready_range_ob (player *pl, object *ob) 3499player_unready_range_ob (player *pl, object *ob)
3596{ 3500{
3597 rangetype i; 3501 if (pl->ob->current_weapon == ob)
3502 pl->ob->current_weapon = 0;
3598 3503
3599 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3504 if (pl->combat_ob == ob)
3600 { 3505 pl->combat_ob = 0;
3506
3601 if (pl->ranges[i] == ob) 3507 if (pl->ranged_ob == ob)
3602 { 3508 pl->ranged_ob = 0;
3603 pl->ranges[i] = NULL;
3604 if (pl->shoottype == i)
3605 {
3606 pl->shoottype = range_none;
3607 }
3608 }
3609 }
3610} 3509}
3510
3511sint8
3512player::visibility_at (maptile *map, int x, int y) const
3513{
3514 if (!ns)
3515 return 0;
3516
3517 int dx, dy;
3518 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3519 return 0;
3520
3521 x += dx - ns->current_x + ns->mapx / 2;
3522 y += dy - ns->current_y + ns->mapy / 2;
3523
3524 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3525 return 0;
3526
3527 return 100 - blocked_los [x][y];
3528}

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