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Comparing deliantra/server/server/player.C (file contents):
Revision 1.63 by root, Mon Dec 25 17:11:17 2006 UTC vs.
Revision 1.139 by root, Fri May 18 01:01:02 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <pwd.h>
26#include <sproto.h> 26#include <sproto.h>
27#include <sounds.h> 27#include <sounds.h>
28#include <living.h> 28#include <living.h>
29#include <object.h> 29#include <object.h>
30#include <spells.h> 30#include <spells.h>
31#include <skills.h> 31#include <skills.h>
32 32
33#include <algorithm> 33#include <algorithm>
34#include <functional> 34#include <functional>
35 35
36player * 36playervec players;
37find_player (const char *plname)
38{
39 for_all_players (pl)
40 if (pl->ob && !strcmp (query_name (pl->ob), plname))
41 return pl;
42
43 return 0;
44}
45 37
46void 38void
47display_motd (const object *op) 39display_motd (const object *op)
48{ 40{
49 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
123 115
124 news[0] = '\0'; 116 news[0] = '\0';
125 subject[0] = '\0'; 117 subject[0] = '\0';
126 size = 0; 118 size = 0;
127 119
128 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
129 { 121 {
130 if (*buf == '#') 122 if (*buf == '#')
131 continue; 123 continue;
132 124
133 if (*buf == '%') 125 if (*buf == '%')
134 { /* send one news */ 126 { /* send one news */
135 if (size > 0) 127 if (size > 0)
136 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
137 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
138 strip_endline (subject); 131 strip_endline (subject);
139 size = 0; 132 size = 0;
140 news[0] = '\0'; 133 news[0] = '\0';
141 } 134 }
150 size += strlen (buf); 143 size += strlen (buf);
151 } 144 }
152 } 145 }
153 146
154 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
155 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
156 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
150}
151
152float
153player::weapon_speed () const
154{
155 return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
157} 156}
158 157
159/* This loads the first map an puts the player on it. */ 158/* This loads the first map an puts the player on it. */
160static void 159static void
161set_first_map (object *op) 160set_first_map (object *op)
162{ 161{
163 strcpy (op->contr->maplevel, first_map_path); 162 op->contr->maplevel = first_map_path;
164 op->x = -1; 163 op->x = -1;
165 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;
166 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);
167} 215}
168 216
169// connect the player with a specific client 217// connect the player with a specific client
170// also changed, rationalises, and fixes some incorrect settings 218// also changes, rationalises, and fixes some incorrect settings
171void 219void
172player::connect (client *ns) 220player::connect (client *ns)
173{ 221{
174 this->ns = ns; 222 this->ns = ns;
175 ns->pl = this; 223 ns->pl = this;
176 224
177 next = first_player; 225 run_on = 0;
178 first_player = this; 226 fire_on = 0;
227 ob->close_container (); //TODO: client-specific
179 228
180 ns->update_look = 0; 229 ns->update_look = 0;
181 ns->look_position = 0; 230 ns->look_position = 0;
182 231
183 clear_los (ob); 232 clear_los (ob);
233
234 ns->reset_stats ();
184 235
185 /* make sure he's a player -- needed because of class change. */ 236 /* make sure he's a player -- needed because of class change. */
186 ob->type = PLAYER; // we are paranoid 237 ob->type = PLAYER; // we are paranoid
187 ob->race = ob->arch->clone.race; 238 ob->race = ob->arch->clone.race;
188 239
189 if (!legal_range (ob, shoottype))
190 shoottype = range_none;
191
192 ob->carrying = sum_weight (ob); 240 ob->carrying = sum_weight (ob);
193 link_player_skills (ob); 241 link_player_skills (ob);
194 242
195 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
196 update_ob_speed (ob);
197 244
198 assign (title, ob->arch->clone.name); 245 assign (title, ob->arch->clone.name);
199
200 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
201 * from the class, and not race. I don't see any way to get the class information
202 * to then update this. I don't think this will actually break anything - anyone
203 * that can use armour should be able to use a shield. What this may 'break'
204 * are features new characters get, eg, if someone starts up with a Q, they
205 * should be able to use a shield. However, old Q's won't get that advantage.
206 */
207 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
208 SET_FLAG (ob, FLAG_USE_SHIELD);
209 246
210 /* if it's a dragon player, set the correct title here */ 247 /* if it's a dragon player, set the correct title here */
211 if (is_dragon_pl (ob)) 248 if (is_dragon_pl (ob))
212 { 249 {
213 object *tmp, *abil = 0, *skin = 0; 250 object *tmp, *abil = 0, *skin = 0;
223 skin = tmp; 260 skin = tmp;
224 261
225 set_dragon_name (ob, abil, skin); 262 set_dragon_name (ob, abil, skin);
226 } 263 }
227 264
228 CLEAR_FLAG (ob, FLAG_FRIENDLY);
229 add_friendly_object (ob);
230
231 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
232
233 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
234 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
235 266
236 esrv_new_player (this, ob->weight + ob->carrying); 267 esrv_new_player (this, ob->weight + ob->carrying);
237 268
269 ob->flag [FLAG_READY_WEAPON] = false;
270 ob->flag [FLAG_READY_SKILL] = false;
271 ob->flag [FLAG_READY_BOW] = false;
272
273 for (object *op = ob->inv; op; op = op->below)
274 if (op->flag [FLAG_APPLIED])
275 switch (op->type)
276 {
277 case WAND:
278 case ROD:
279 case HORN:
280 case BOW:
281 case SKILL_TOOL:
282 case WEAPON:
283 op->flag [FLAG_APPLIED] = false;
284 apply_special (ob, op, AP_APPLY);
285 break;
286
287 case SKILL:
288 op->flag [FLAG_APPLIED] = false;
289 break;
290 }
291
292 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
238 ob->update_stats (); 293 ob->update_stats ();
294
239 ns->floorbox_update (); 295 ns->floorbox_update ();
240
241 esrv_send_inventory (ob, ob); 296 esrv_send_inventory (ob, ob);
242 esrv_add_spells (this, 0); 297 esrv_add_spells (this, 0);
243 298
244 enter_exit (ob, 0); 299 activate ();
245 300
246 send_rules (ob); 301 send_rules (ob);
247 send_news (ob); 302 send_news (ob);
248 display_motd (ob); 303 display_motd (ob);
304
305 INVOKE_PLAYER (CONNECT, this);
249 INVOKE_PLAYER (LOGIN, this); 306 INVOKE_PLAYER (LOGIN, this);
250} 307}
251 308
252void 309void
253player::disconnect () 310player::disconnect ()
254{ 311{
255 //TODO: don't be so harsh and destroy :)
256 if (ns) 312 if (ns)
257 destroy (); 313 {
314 if (active)
315 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
316
317 INVOKE_PLAYER (DISCONNECT, this);
318
319 ns->reset_stats ();
320 ns->pl = 0;
321 ns = 0;
322 }
323
324 if (ob)
325 ob->close_container (); //TODO: client-specific
326
327 deactivate ();
258} 328}
259 329
260// the need for this function can be explained 330// the need for this function can be explained
261// by load_object not returning the object 331// by load_object not returning the object
262void 332void
263player::set_object (object *op) 333player::set_object (object *op)
264{ 334{
265 ob = op; 335 ob = op;
266 ob->contr = this; /* this aren't yet in archetype */ 336 ob->contr = this; /* this aren't yet in archetype */
267 337
268 ob->speed_left = 0.5; 338 ob->speed_left = 0.5f;
269 ob->speed = 1.0; 339 ob->speed = 1.0f;
270 ob->direction = 5; /* So player faces south */ 340 ob->direction = 5; /* So player faces south */
271 ob->stats.wc = 2;
272 ob->run_away = 25; /* Then we panick... */
273
274 set_first_map (ob);
275
276 ob->roll_stats ();
277} 341}
278 342
279player::player () 343player::player ()
280{ 344{
281 /* There are some elements we want initialized to non zero value - 345 /* There are some elements we want initialised to non zero value -
282 * we deal with that below this point. 346 * we deal with that below this point.
283 */ 347 */
284 outputs_sync = 16; /* Every 2 seconds */ 348 outputs_sync = 4;
285 outputs_count = 8; /* Keeps present behaviour */ 349 outputs_count = 4;
286 unapply = unapply_nochoice; 350 unapply = unapply_nochoice;
287 351
288 assign (savebed_map, first_map_path); /* Init. respawn position */ 352 savebed_map = first_map_path; /* Init. respawn position */
289 353
290 gen_sp_armour = 10; 354 gen_sp_armour = 10;
291 last_speed = -1;
292 shoottype = range_none;
293 bowtype = bow_normal; 355 bowtype = bow_normal;
294 petmode = pet_normal; 356 petmode = pet_normal;
295 listening = 10; 357 listening = 10;
296 usekeys = containers; 358 usekeys = containers;
297 last_weapon_sp = -1;
298 peaceful = 1; /* default peaceful */ 359 peaceful = 1; /* default peaceful */
299 do_los = 1; 360 do_los = 1;
300
301 /* we need to clear these to -1 and not zero - otherwise,
302 * if a player quits and starts a new character, we wont
303 * send new values to the client, as things like exp start
304 * at zero.
305 */
306 for (int i = 0; i < NUM_SKILLS; i++)
307 last_skill_exp[i] = -1;
308
309 for (int i = 0; i < NROFATTACKS; i++)
310 last_resist[i] = -1;
311
312 last_stats.exp = -1;
313 last_weight = (uint32) - 1;
314} 361}
315 362
316void 363void
317player::do_destroy () 364player::do_destroy ()
318{ 365{
366 disconnect ();
367
319 attachable::do_destroy (); 368 attachable::do_destroy ();
320 369
321 disconnect ();
322
323 terminate_all_pets (ob);
324
325 if (first_player != this)
326 {
327 player *prev = first_player;
328
329 while (prev && prev->next && prev->next != this)
330 prev = prev->next;
331
332 if (prev->next != this)
333 {
334 LOG (llevError, "Free_player: Can't find previous player.\n");
335 abort ();
336 }
337
338 prev->next = next;
339 }
340 else
341 first_player = next;
342
343 if (ob) 370 if (ob)
371 {
344 ob->destroy (true); 372 ob->destroy_inv (false);
345
346 if (ns)
347 {
348 client *ns = this->ns;
349 ns->send_packet ("goodbye");
350 ns->flush ();
351 ns->pl = 0;
352 this->ns = 0;
353 ns->destroy (); 373 ob->destroy ();
354 } 374 }
355
356 attachable::do_destroy ();
357} 375}
358 376
359player::~player () 377player::~player ()
360{ 378{
361 /* Clear item stack */ 379 /* Clear item stack */
370player::create () 388player::create ()
371{ 389{
372 player *pl = new player; 390 player *pl = new player;
373 391
374 pl->set_object (arch_to_object (get_player_archetype (0))); 392 pl->set_object (arch_to_object (get_player_archetype (0)));
393
394 pl->ob->roll_stats ();
395 pl->ob->stats.wc = 2;
396 pl->ob->run_away = 25; /* Then we panick... */
397
398 set_first_map (pl->ob);
375 399
376 return pl; 400 return pl;
377} 401}
378 402
379/* 403/*
410 object *op = NULL; 434 object *op = NULL;
411 objectlink *ol; 435 objectlink *ol;
412 unsigned lastdist; 436 unsigned lastdist;
413 rv_vector rv; 437 rv_vector rv;
414 438
415 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
416 { 440 {
417 /* We should not find free objects on this friendly list, but it 441 /* We should not find free objects on this friendly list, but it
418 * does periodically happen. Given that, lets deal with it. 442 * does periodically happen. Given that, lets deal with it.
419 * While unlikely, it is possible the next object on the friendly 443 * While unlikely, it is possible the next object on the friendly
420 * list is also free, so encapsulate this in a while loop. 444 * list is also free, so encapsulate this in a while loop.
424 object *tmp = ol->ob; 448 object *tmp = ol->ob;
425 449
426 /* Can't do much more other than log the fact, because the object 450 /* Can't do much more other than log the fact, because the object
427 * itself will have been cleared. 451 * itself will have been cleared.
428 */ 452 */
429 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 453 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
454 tmp->debug_desc ());
430 ol = ol->next; 455 ol = ol->next;
431 remove_friendly_object (tmp); 456 remove_friendly_object (tmp);
432 if (!ol) 457 if (!ol)
433 return op; 458 return op;
434 } 459 }
523 x = mon->x; 548 x = mon->x;
524 y = mon->y; 549 y = mon->y;
525 m = mon->map; 550 m = mon->map;
526 dir = rv.direction; 551 dir = rv.direction;
527 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 552 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
528 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 553 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
554
529 /* If we can't solve it within the search distance, return now. */ 555 /* If we can't solve it within the search distance, return now. */
530 if (diff > max) 556 if (diff > max)
531 return 0; 557 return 0;
558
532 while (diff > 1 && max > 0) 559 while (diff > 1 && max > 0)
533 { 560 {
534 lastx = x; 561 lastx = x;
535 lasty = y; 562 lasty = y;
536 lastmap = m; 563 lastmap = m;
618 max--; 645 max--;
619 lastdir = dir; 646 lastdir = dir;
620 if (!firstdir) 647 if (!firstdir)
621 firstdir = dir; 648 firstdir = dir;
622 } 649 }
650
623 if (diff <= 1) 651 if (diff <= 1)
624 { 652 {
625 /* Recalculate diff (distance) because we may not have actually 653 /* Recalculate diff (distance) because we may not have actually
626 * headed toward player for entire distance. 654 * headed toward player for entire distance.
627 */ 655 */
628 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 656 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
629 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 657 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
630 } 658 }
659
631 if (diff > max) 660 if (diff > max)
632 return 0; 661 return 0;
633 } 662 }
663
634 /* If we reached the max, didn't find a direction in time */ 664 /* If we reached the max, didn't find a direction in time */
635 if (!max) 665 if (!max)
636 return 0; 666 return 0;
637 667
638 return firstdir; 668 return firstdir;
752roll_stat (void) 782roll_stat (void)
753{ 783{
754 int a[4], i, j, k; 784 int a[4], i, j, k;
755 785
756 for (i = 0; i < 4; i++) 786 for (i = 0; i < 4; i++)
757 a[i] = (int) RANDOM () % 6 + 1; 787 a[i] = (int) rndm (6) + 1;
758 788
759 for (i = 0, j = 0, k = 7; i < 4; i++) 789 for (i = 0, j = 0, k = 7; i < 4; i++)
760 if (a[i] < k) 790 if (a[i] < k)
761 k = a[i], j = i; 791 k = a[i], j = i;
762 792
768} 798}
769 799
770void 800void
771object::roll_stats () 801object::roll_stats ()
772{ 802{
773 int statsort [7]; 803 int statsort [NUM_STATS];
774 804
775 for (;;) 805 for (;;)
776 { 806 {
777 int sum = 0; 807 int sum = 0;
778 for (int i = 7; i--; ) 808 for (int i = NUM_STATS; i--; )
779 sum += statsort [i] = roll_stat (); 809 sum += statsort [i] = roll_stat ();
780 810
781 if (sum >= 82 && sum <= 116) 811 if (sum >= 82 && sum <= 116)
782 break; 812 break;
783 } 813 }
784 814
785 // Sort the stats so that rerolling is easier... 815 // Sort the stats so that rerolling is easier...
786 std::sort (statsort, statsort + 7, std::greater<int>()); 816 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
787 817
818 for (int i = 0; i < NUM_STATS; ++i)
788 stats.Str = statsort[0]; 819 stats.stat (i) = statsort [i];
789 stats.Dex = statsort[1];
790 stats.Con = statsort[2];
791 stats.Int = statsort[3];
792 stats.Wis = statsort[4];
793 stats.Pow = statsort[5];
794 stats.Cha = statsort[6];
795 820
796 stats.exp = 0; 821 stats.exp = 0;
797 stats.ac = 0; 822 stats.ac = 0;
798 823
799 stats.hp = stats.maxhp; 824 stats.hp = stats.maxhp;
811} 836}
812 837
813void 838void
814object::swap_stats (int a, int b) 839object::swap_stats (int a, int b)
815{ 840{
816 int tmp = get_attr_value (&contr->orig_stats, a); 841 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
817 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
818 set_attr_value (&contr->orig_stats, b, tmp);
819 842
843 for (int i = 0; i < NUM_STATS; ++i)
820 stats.Str = contr->orig_stats.Str; 844 stats.stat (i) = contr->orig_stats.stat (i);
821 stats.Dex = contr->orig_stats.Dex;
822 stats.Con = contr->orig_stats.Con;
823 stats.Int = contr->orig_stats.Int;
824 stats.Wis = contr->orig_stats.Wis;
825 stats.Pow = contr->orig_stats.Pow;
826 stats.Cha = contr->orig_stats.Cha;
827 845
828 //TODO: the following code looks so borked and should, at the very least, 846 //TODO: the following code looks so borked and should, at the very least,
829 // be merged with the similar code in roll_stats 847 // be merged with the similar code in roll_stats
830 stats.ac = 0; 848 stats.ac = 0;
831 849
843 contr->levsp[1] = 6; 861 contr->levsp[1] = 6;
844 contr->levgrace[1] = 3; 862 contr->levgrace[1] = 3;
845 863
846 contr->orig_stats = stats; 864 contr->orig_stats = stats;
847 } 865 }
866}
867
868static void
869start_info (object *op)
870{
871 char buf[MAX_BUF];
872
873 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
874 new_draw_info (NDI_UNIQUE, 0, op, buf);
875 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
876 //new_draw_info (NDI_UNIQUE, 0, op, " ");
848} 877}
849 878
850/* This function takes the key that is passed, and does the 879/* This function takes the key that is passed, and does the
851 * appropriate action with it (change race, or other things). 880 * appropriate action with it (change race, or other things).
852 * The function name is for historical reasons - now we have 881 * The function name is for historical reasons - now we have
853 * separate race and class; this actually changes the RACE, 882 * separate race and class; this actually changes the RACE,
854 * not the class. 883 * not the class.
855 */ 884 */
856int 885void
857key_change_class (object *op, char key) 886player::chargen_race_done ()
858{ 887{
859 int tmp_loop;
860
861 if (key == 'd' || key == 'D')
862 {
863 char buf[MAX_BUF];
864
865 /* this must before then initial items are given */ 888 /* this must before then initial items are given */
866 esrv_new_player (op->contr, op->weight + op->carrying); 889 esrv_new_player (ob->contr, ob->weight + ob->carrying);
867 890
868 treasurelist *tl = find_treasurelist ("starting_wealth"); 891 treasurelist *tl = treasurelist::find ("starting_wealth");
869 if (tl) 892 if (tl)
870 create_treasure (tl, op, 0, 0, 0); 893 create_treasure (tl, ob, 0, 0, 0);
871 894
872 INVOKE_PLAYER (BIRTH, op->contr); 895 INVOKE_PLAYER (BIRTH, ob->contr);
873 INVOKE_PLAYER (LOGIN, op->contr); 896 INVOKE_PLAYER (LOGIN, ob->contr);
874 897
875 op->contr->ns->state = ST_PLAYING; 898 ob->contr->ns->state = ST_PLAYING;
876 899
877 if (op->msg) 900 if (ob->msg)
878 op->msg = NULL; 901 ob->msg = 0;
879 902
880 /* We create this now because some of the unique maps will need it 903 /* We create this now because some of the unique maps will need it
881 * to save here. 904 * to save here.
882 */ 905 */
906 {
907 char buf[MAX_BUF];
883 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 908 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
884 make_path_to_file (buf); 909 make_path_to_file (buf);
910 }
885 911
886#ifdef AUTOSAVE
887 op->contr->last_save_tick = pticks;
888#endif
889 start_info (op); 912 start_info (ob);
890 CLEAR_FLAG (op, FLAG_WIZ); 913 CLEAR_FLAG (ob, FLAG_WIZ);
891 give_initial_items (op, op->randomitems); 914 give_initial_items (ob, ob->randomitems);
892 link_player_skills (op); 915 link_player_skills (ob);
893 esrv_send_inventory (op, op); 916 esrv_send_inventory (ob, ob);
894 op->update_stats (); 917 ob->update_stats ();
895 918
896 /* This moves the player to a different start map, if there 919 /* This moves the player to a different start map, if there
897 * is one for this race 920 * is one for this race
898 */ 921 */
899 if (*first_map_ext_path) 922 if (*first_map_ext_path)
900 { 923 {
901 object *tmp; 924 object *tmp;
902 char mapname[MAX_BUF]; 925 char mapname[MAX_BUF];
903 926
904 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 927 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
905 tmp = object::create (); 928 tmp = object::create ();
906 EXIT_PATH (tmp) = mapname; 929 EXIT_PATH (tmp) = mapname;
907 EXIT_X (tmp) = op->x; 930 EXIT_X (tmp) = ob->x;
908 EXIT_Y (tmp) = op->y; 931 EXIT_Y (tmp) = ob->y;
909 enter_exit (op, tmp); /* we don't really care if it succeeded; 932 ob->enter_exit (tmp); /* we don't really care if it succeeded;
910 * if the map isn't there, then stay on the 933 * if the map isn't there, then stay on the
911 * default initial map */ 934 * default initial map */
912 tmp->destroy (); 935 tmp->destroy ();
913 } 936 }
914 else 937 else
915 LOG (llevDebug, "first_map_ext_path not set\n"); 938 LOG (llevDebug, "first_map_ext_path not set\n");
939}
916 940
917 return 0; 941void
918 } 942player::chargen_race_next ()
919 943{
920 /* Following actually changes the race - this is the default command 944 /* Following actually changes the race - this is the default command
921 * if we don't match with one of the options above. 945 * if we don't match with one of the options above.
922 */ 946 */
923 947
924 tmp_loop = 0; 948 do
925 while (!tmp_loop)
926 { 949 {
927 shstr name = op->name; 950 shstr name = ob->name;
928 int x = op->x, y = op->y; 951 int x = ob->x, y = ob->y;
929 952
930 op->remove_statbonus (); 953 ob->remove_statbonus ();
931 op->remove (); 954 ob->remove ();
932 op->arch = get_player_archetype (op->arch); 955 ob->arch = get_player_archetype (ob->arch);
933 op->arch->clone.copy_to (op); 956 ob->arch->clone.copy_to (ob);
934 op->instantiate (); 957 ob->instantiate ();
935 op->stats = op->contr->orig_stats; 958 ob->stats = ob->contr->orig_stats;
936 op->name = op->name_pl = name; 959 ob->name = ob->name_pl = name;
937 op->x = x; 960 ob->x = x;
938 op->y = y; 961 ob->y = y;
939 SET_ANIMATION (op, 2); /* So player faces south */ 962 SET_ANIMATION (ob, 2); /* So player faces south */
940 insert_ob_in_map (op, op->map, op, 0); 963 insert_ob_in_map (ob, ob->map, ob, 0);
941 assign (op->contr->title, op->arch->clone.name); 964 assign (ob->contr->title, ob->arch->clone.name);
942 op->add_statbonus (); 965 ob->add_statbonus ();
943 tmp_loop = allowed_class (op);
944 } 966 }
967 while (!allowed_class (ob));
945 968
946 update_object (op, UP_OBJ_FACE); 969 update_object (ob, UP_OBJ_FACE);
947 esrv_update_item (UPD_FACE, op, op); 970 esrv_update_item (UPD_FACE, ob, ob);
948 op->update_stats (); 971 ob->update_stats ();
949 op->stats.hp = op->stats.maxhp; 972 ob->stats.hp = ob->stats.maxhp;
950 op->stats.sp = op->stats.maxsp; 973 ob->stats.sp = ob->stats.maxsp;
951 op->stats.grace = 0; 974 ob->stats.grace = 0;
952
953 if (op->msg)
954 new_draw_info (NDI_BLUE, 0, op, op->msg);
955
956 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
957 return 0;
958}
959
960int
961key_confirm_quit (object *op, char key)
962{
963 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
964 {
965 op->contr->ns->state = ST_PLAYING;
966 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
967 return 1;
968 }
969
970 INVOKE_PLAYER (LOGOUT, op->contr);
971 INVOKE_PLAYER (QUIT, op->contr);
972
973 terminate_all_pets (op);
974 leave_map (op);
975 op->direction = 0;
976 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
977
978 strcpy (op->contr->killer, "quit");
979 check_score (op);
980 op->contr->party = 0;
981 op->contr->own_title[0] = '\0';
982
983 object_ptr ob = op;
984
985 delete ob->contr;
986
987 /* We need to hunt for any per player unique maps in memory and
988 * get rid of them. The trailing slash in the path is intentional,
989 * so that players named 'Ab' won't match against players 'Abe' pathname
990 */
991 char buf[MAX_BUF];
992 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
993
994 for (maptile *next, *mp = first_map; mp; mp = next)
995 {
996 next = mp->next;
997
998 if (!strncmp (mp->path, buf, strlen (buf)))
999 delete_map (mp);
1000 }
1001
1002 delete_character (ob->name, 1);
1003
1004 return 1;
1005} 975}
1006 976
1007void 977void
1008flee_player (object *op) 978flee_player (object *op)
1009{ 979{
1056 /* Cornered, get rid of scared */ 1026 /* Cornered, get rid of scared */
1057 CLEAR_FLAG (op, FLAG_SCARED); 1027 CLEAR_FLAG (op, FLAG_SCARED);
1058 op->enemy = NULL; 1028 op->enemy = NULL;
1059} 1029}
1060 1030
1061
1062/* check_pick sees if there is stuff to be picked up/picks up stuff. 1031/* check_pick sees if there is stuff to be picked up/picks up stuff.
1063 * IT returns 1 if the player should keep on moving, 0 if he should 1032 * It returns 1 if the player should keep on moving, 0 if he should
1064 * stop. 1033 * stop.
1065 */ 1034 */
1066int 1035int
1067check_pick (object *op) 1036check_pick (object *op)
1068{ 1037{
1069 object *tmp, *next; 1038 object *tmp, *next;
1070 int stop = 0; 1039 int stop = 0;
1071 int j, k, wvratio; 1040 int wvratio;
1072 char putstring[128], tmpstr[16]; 1041 char putstring[128];
1073 1042
1074 /* if you're flying, you cna't pick up anything */ 1043 /* if you're flying, you cna't pick up anything */
1075 if (op->move_type & MOVE_FLYING) 1044 if (op->move_type & MOVE_FLYING)
1076 return 1; 1045 return 1;
1077 1046
1414 * found object is returned. 1383 * found object is returned.
1415 */ 1384 */
1416object * 1385object *
1417find_arrow (object *op, const char *type) 1386find_arrow (object *op, const char *type)
1418{ 1387{
1419 object *tmp = NULL; 1388 object *tmp = 0;
1420 1389
1421 for (op = op->inv; op; op = op->below) 1390 for (op = op->inv; op; op = op->below)
1422 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1391 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1423 tmp = find_arrow (op, type); 1392 tmp = find_arrow (op, type);
1424 else if (op->type == ARROW && op->race == type) 1393 else if (op->type == ARROW && op->race == type)
1425 return op; 1394 return op;
1395
1426 return tmp; 1396 return tmp;
1427} 1397}
1428 1398
1429/* 1399/*
1430 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1400 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1431 * against the target. A full test is not performed, simply a basic test 1401 * against the target. A full test is not performed, simply a basic test
1432 * of resistances. The archer is making a quick guess at what he sees down 1402 * of resistances. The archer is making a quick guess at what he sees down
1433 * the hall. Failing that it does it's best to pick the highest plus arrow. 1403 * the hall. Failing that it does it's best to pick the highest plus arrow.
1434 */ 1404 */
1435
1436object * 1405object *
1437find_better_arrow (object *op, object *target, const char *type, int *better) 1406find_better_arrow (object *op, object *target, const char *type, int *better)
1438{ 1407{
1439 object *tmp = NULL, *arrow, *ntmp; 1408 object *tmp = NULL, *arrow, *ntmp;
1440 int attacknum, attacktype, betterby = 0, i; 1409 int attacknum, attacktype, betterby = 0, i;
1506 * find_better_arrow to find a decent arrow to use. 1475 * find_better_arrow to find a decent arrow to use.
1507 * op = the shooter 1476 * op = the shooter
1508 * type = bow->race 1477 * type = bow->race
1509 * dir = fire direction 1478 * dir = fire direction
1510 */ 1479 */
1511
1512object * 1480object *
1513pick_arrow_target (object *op, const char *type, int dir) 1481pick_arrow_target (object *op, const char *type, int dir)
1514{ 1482{
1515 object *tmp = NULL; 1483 object *tmp = NULL;
1516 maptile *m; 1484 maptile *m;
1581 */ 1549 */
1582int 1550int
1583fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1551fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1584{ 1552{
1585 object *left, *bow; 1553 object *left, *bow;
1586 int bowspeed, mflags; 1554 int mflags;
1587 maptile *m; 1555 maptile *m;
1588 1556
1589 if (!dir) 1557 if (!dir)
1590 { 1558 {
1591 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1559 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1592 return 0; 1560 return 0;
1593 } 1561 }
1594 1562
1595 if (op->type == PLAYER) 1563 if (op->contr)
1596 bow = op->contr->ranges[range_bow]; 1564 bow = op->current_weapon;
1597 else 1565 else
1598 { 1566 {
1599 for (bow = op->inv; bow; bow = bow->below) 1567 for (bow = op->inv; bow; bow = bow->below)
1600 /* Don't check for applied - monsters don't apply bows - in that way, they 1568 /* Don't check for applied - monsters don't apply bows - in that way, they
1601 * don't need to switch back and forth between bows and weapons. 1569 * don't need to switch back and forth between bows and weapons.
1606 if (!bow) 1574 if (!bow)
1607 { 1575 {
1608 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1576 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1609 return 0; 1577 return 0;
1610 } 1578 }
1579
1580 // optimisation: move object to top so we will find it quickly again
1581 if (bow->below)
1582 {
1583 bow->remove ();
1584 op->insert (bow);
1585 }
1586
1611 } 1587 }
1612 1588
1613 if (!bow->race || !bow->skill) 1589 if (!bow->race || !bow->skill)
1614 { 1590 {
1615 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1591 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1616 return 0; 1592 return 0;
1617 } 1593 }
1618
1619 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1620
1621 /* penalize ROF for bestarrow */
1622 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1623 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1624
1625 if (bowspeed < 1)
1626 bowspeed = 1;
1627 1594
1628 if (arrow == NULL) 1595 if (arrow == NULL)
1629 { 1596 {
1630 if ((arrow = find_arrow (op, bow->race)) == NULL) 1597 if ((arrow = find_arrow (op, bow->race)) == NULL)
1631 { 1598 {
1632 if (op->type == PLAYER) 1599 if (op->type == PLAYER)
1633 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1600 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1634 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1601 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1635 else 1602 else
1636 CLEAR_FLAG (op, FLAG_READY_BOW); 1603 CLEAR_FLAG (op, FLAG_READY_BOW);
1604
1637 return 0; 1605 return 0;
1638 } 1606 }
1639 } 1607 }
1640 1608
1641 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1609 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1663 return 0; 1631 return 0;
1664 } 1632 }
1665 1633
1666 arrow->set_owner (op); 1634 arrow->set_owner (op);
1667 arrow->skill = bow->skill; 1635 arrow->skill = bow->skill;
1668
1669 arrow->direction = dir; 1636 arrow->direction = dir;
1670 arrow->x = sx; 1637
1671 arrow->y = sy; 1638 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1639 arrow->stats.hp = arrow->stats.dam;
1640 arrow->stats.grace = arrow->attacktype;
1641
1642 if (arrow->slaying)
1643 arrow->spellarg = strdup (arrow->slaying);
1644
1645 if (player *pl = op->contr)
1646 {
1647 if (!pl->has_hit)
1648 {
1649 pl->has_hit = 1;
1650 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1651 }
1652#if 0
1653 float speed = pl->weapon_sp;
1654
1655 /* penalize ROF for bestarrow */
1656 if (pl->bowtype == bow_bestarrow)
1657 speed *= .9f;
1658 else
1659 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1660
1661 op->speed_left += speed - op->speed;
1662#endif
1663 }
1664
1665 SET_ANIMATION (arrow, arrow->direction);
1666
1667 /* update the speed */
1668 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1669 + bow->stats.dam / 7.0;
1670
1671 arrow->set_speed (max (arrow->speed, 2.0));
1672 arrow->speed_left = 0;
1673
1674 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1672 1675
1673 if (op->type == PLAYER) 1676 if (op->type == PLAYER)
1674 { 1677 {
1675 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1676 op->update_stats ();
1677 }
1678
1679 SET_ANIMATION (arrow, arrow->direction);
1680 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1681 arrow->stats.hp = arrow->stats.dam;
1682 arrow->stats.grace = arrow->attacktype;
1683 if (arrow->slaying != NULL)
1684 arrow->spellarg = strdup (arrow->slaying);
1685
1686 /* Note that this was different for monsters - they got their level
1687 * added to the damage. I think the strength bonus is more proper.
1688 */
1689
1690 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1691
1692 /* update the speed */
1693 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1694 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1695
1696 if (arrow->speed < 1.0)
1697 arrow->speed = 1.0;
1698 update_ob_speed (arrow);
1699 arrow->speed_left = 0;
1700
1701 if (op->type == PLAYER)
1702 {
1703 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1704 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1705 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1706
1707 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1678 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1679 wc -= dex_bonus[op->stats.Dex];
1680
1681 if (!arrow->slaying)
1682 arrow->slaying = op->slaying;
1683
1684 arrow->attacktype |= op->attacktype;
1708 } 1685 }
1709 else 1686 else
1710 { 1687 {
1711 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1712 arrow->level = op->level; 1688 arrow->level = op->level;
1713 } 1689 arrow->stats.wc -= bow->magic;
1714 1690
1715 if (arrow->attacktype == AT_PHYSICAL) 1691 if (!arrow->slaying)
1692 arrow->slaying = bow->slaying;
1693
1716 arrow->attacktype |= bow->attacktype; 1694 arrow->attacktype |= bow->attacktype;
1695 }
1717 1696
1718 if (bow->slaying) 1697 wc -= arrow->level;
1719 arrow->slaying = bow->slaying; 1698 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1720 1699
1721 arrow->map = m; 1700 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1722 arrow->move_type = MOVE_FLY_LOW; 1701 arrow->move_type = MOVE_FLY_LOW;
1723 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1702 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1724 1703
1725 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1704 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1726 insert_ob_in_map (arrow, m, op, 0); 1705 m->insert (arrow, sx, sy, op);
1727 1706
1728 if (!arrow->destroyed ()) 1707 if (!arrow->destroyed ())
1729 move_arrow (arrow); 1708 move_arrow (arrow);
1730 1709
1731 if (op->type == PLAYER) 1710 if (op->type == PLAYER)
1751{ 1730{
1752 int ret = 0, wcmod = 0; 1731 int ret = 0, wcmod = 0;
1753 1732
1754 if (op->contr->bowtype == bow_bestarrow) 1733 if (op->contr->bowtype == bow_bestarrow)
1755 { 1734 {
1756 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1735 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1757 } 1736 }
1758 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1737 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1759 { 1738 {
1760 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1739 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1761 wcmod = -1; 1740 wcmod = -1;
1741
1762 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1742 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1763 } 1743 }
1764 else if (op->contr->bowtype == bow_threewide) 1744 else if (op->contr->bowtype == bow_threewide)
1765 { 1745 {
1766 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1746 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1770 else if (op->contr->bowtype == bow_spreadshot) 1750 else if (op->contr->bowtype == bow_spreadshot)
1771 { 1751 {
1772 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1752 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1773 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1753 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1774 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1754 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775
1776 } 1755 }
1777 else 1756 else
1778 { 1757 {
1779 /* Simple case */ 1758 /* Simple case */
1780 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1759 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1781 } 1760 }
1761
1782 return ret; 1762 return ret;
1783} 1763}
1784
1785 1764
1786/* Fires a misc (wand/rod/horn) object in 'dir'. 1765/* Fires a misc (wand/rod/horn) object in 'dir'.
1787 * Broken apart from 'fire' to keep it more readable. 1766 * Broken apart from 'fire' to keep it more readable.
1788 */ 1767 */
1789void 1768void
1790fire_misc_object (object *op, int dir) 1769fire_misc_object (object *op, int dir)
1791{ 1770{
1792 object *item; 1771 object *item = op->contr->ranged_ob;
1793 1772
1794 if (!op->contr->ranges[range_misc]) 1773 if (!item)
1795 { 1774 {
1796 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1775 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1797 return; 1776 return;
1798 } 1777 }
1799 1778
1800 item = op->contr->ranges[range_misc];
1801 if (!item->inv) 1779 if (!item->inv)
1802 { 1780 {
1803 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1781 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1804 return; 1782 return;
1805 } 1783 }
1784
1785 if (!op->change_weapon (item))
1786 return;
1787
1806 if (item->type == WAND) 1788 if (item->type == WAND)
1807 { 1789 {
1808 if (item->stats.food <= 0) 1790 if (item->stats.food <= 0)
1809 { 1791 {
1810 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1792 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1811 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1793 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1794
1812 return; 1795 return;
1813 } 1796 }
1814 } 1797 }
1815 else if (item->type == ROD || item->type == HORN) 1798 else if (item->type == ROD || item->type == HORN)
1816 { 1799 {
1817 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1800 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1818 { 1801 {
1819 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1802 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1803
1820 if (item->type == ROD) 1804 if (item->type == ROD)
1821 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1805 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1822 else 1806 else
1823 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1807 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1808
1824 return; 1809 return;
1825 } 1810 }
1826 } 1811 }
1827 1812
1828 if (cast_spell (op, item, dir, item->inv, NULL)) 1813 if (cast_spell (op, item, dir, item->inv, NULL))
1836 1821
1837 if (item->arch) 1822 if (item->arch)
1838 { 1823 {
1839 CLEAR_FLAG (item, FLAG_ANIMATE); 1824 CLEAR_FLAG (item, FLAG_ANIMATE);
1840 item->face = item->arch->clone.face; 1825 item->face = item->arch->clone.face;
1841 item->speed = 0; 1826 item->set_speed (0);
1842 update_ob_speed (item);
1843 } 1827 }
1828
1844 if ((tmp = item->in_player ())) 1829 if ((tmp = item->in_player ()))
1845 esrv_update_item (UPD_ANIM, tmp, item); 1830 esrv_update_item (UPD_ANIM, tmp, item);
1846 } 1831 }
1847 } 1832 }
1848 else if (item->type == ROD || item->type == HORN) 1833 else if (item->type == ROD || item->type == HORN)
1849 {
1850 drain_rod_charge (item); 1834 drain_rod_charge (item);
1851 }
1852 } 1835 }
1853} 1836}
1854 1837
1855/* Received a fire command for the player - go and do it. 1838/* Received a fire command for the player - go and do it.
1856 */ 1839 */
1861 1844
1862 /* check for loss of invisiblity/hide */ 1845 /* check for loss of invisiblity/hide */
1863 if (action_makes_visible (op)) 1846 if (action_makes_visible (op))
1864 make_visible (op); 1847 make_visible (op);
1865 1848
1866 switch (op->contr->shoottype) 1849 player *pl = op->contr;
1850
1851 if (pl->golem)
1867 { 1852 {
1868 case range_none: 1853 control_golem (op->contr->golem, dir);
1869 return; 1854 return;
1855 }
1870 1856
1871 case range_bow: 1857 object *ob = pl->ranged_ob;
1858
1859 if (!ob)
1860 return;
1861
1862 if (!op->change_weapon (ob))
1863 return;
1864
1865 switch (ob->type)
1866 {
1867 case BOW:
1872 player_fire_bow (op, dir); 1868 player_fire_bow (op, dir);
1873 return; 1869 break;
1874 1870
1875 case range_magic: /* Casting spells */ 1871 case SPELL:
1876 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1872 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1877 return; 1873 break;
1878 1874
1879 case range_misc: 1875 case BUILDER:
1876 apply_map_builder (op, dir);
1877 break;
1878
1879 case SKILL:
1880 do_skill (op, op, ob, dir, 0);
1881 break;
1882
1883 default:
1880 fire_misc_object (op, dir); 1884 fire_misc_object (op, dir);
1881 return; 1885 break;
1882
1883 case range_golem: /* Control summoned monsters from scrolls */
1884 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1885 {
1886 op->contr->ranges[range_golem] = 0;
1887 op->contr->shoottype = range_none;
1888 }
1889 else
1890 control_golem (op->contr->ranges[range_golem], dir);
1891 return;
1892
1893 case range_skill:
1894 if (!op->chosen_skill)
1895 {
1896 if (op->type == PLAYER)
1897 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1898 return;
1899 }
1900 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1901 return;
1902 case range_builder:
1903 apply_map_builder (op, dir);
1904 return;
1905 default:
1906 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1907 return;
1908 } 1886 }
1909} 1887}
1910
1911
1912 1888
1913/* find_key 1889/* find_key
1914 * We try to find a key for the door as passed. If we find a key 1890 * We try to find a key for the door as passed. If we find a key
1915 * and successfully use it, we return the key, otherwise NULL 1891 * and successfully use it, we return the key, otherwise NULL
1916 * This function merges both normal and locked door, since the logic 1892 * This function merges both normal and locked door, since the logic
1918 * pl is the player, 1894 * pl is the player,
1919 * inv is the objects inventory to searched 1895 * inv is the objects inventory to searched
1920 * door is the door we are trying to match against. 1896 * door is the door we are trying to match against.
1921 * This function can be called recursively to search containers. 1897 * This function can be called recursively to search containers.
1922 */ 1898 */
1923
1924object * 1899object *
1925find_key (object *pl, object *container, object *door) 1900find_key (object *pl, object *container, object *door)
1926{ 1901{
1927 object *tmp, *key; 1902 object *tmp, *key;
1928 1903
1929 /* Should not happen, but sanity checking is never bad */ 1904 /* Should not happen, but sanity checking is never bad */
1930 if (container->inv == NULL) 1905 if (!container->inv)
1931 return NULL; 1906 return 0;
1932 1907
1933 /* First, lets try to find a key in the top level inventory */ 1908 /* First, lets try to find a key in the top level inventory */
1934 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1909 for (tmp = container->inv; tmp; tmp = tmp->below)
1935 { 1910 {
1936 if (door->type == DOOR && tmp->type == KEY) 1911 if (door->type == DOOR && tmp->type == KEY)
1937 break; 1912 break;
1938 /* For sanity, we should really check door type, but other stuff 1913 /* For sanity, we should really check door type, but other stuff
1939 * (like containers) can be locked with special keys 1914 * (like containers) can be locked with special keys
1940 */ 1915 */
1941 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1916 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1942 break; 1917 break;
1943 } 1918 }
1919
1944 /* No key found - lets search inventories now */ 1920 /* No key found - lets search inventories now */
1945 /* If we find and use a key in an inventory, return at that time. 1921 /* If we find and use a key in an inventory, return at that time.
1946 * otherwise, if we search all the inventories and still don't find 1922 * otherwise, if we search all the inventories and still don't find
1947 * a key, return 1923 * a key, return
1948 */ 1924 */
1949 if (!tmp) 1925 if (!tmp)
1950 { 1926 {
1951 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1927 for (tmp = container->inv; tmp; tmp = tmp->below)
1952 { 1928 {
1953 /* No reason to search empty containers */ 1929 /* No reason to search empty containers */
1954 if (tmp->type == CONTAINER && tmp->inv) 1930 if (tmp->type == CONTAINER && tmp->inv)
1955 { 1931 {
1956 if ((key = find_key (pl, tmp, door)) != NULL) 1932 if ((key = find_key (pl, tmp, door)))
1957 return key; 1933 return key;
1958 } 1934 }
1959 } 1935 }
1936
1960 if (!tmp) 1937 if (!tmp)
1961 return NULL; 1938 return NULL;
1962 } 1939 }
1940
1963 /* We get down here if we have found a key. Now if its in a container, 1941 /* We get down here if we have found a key. Now if its in a container,
1964 * see if we actually want to use it 1942 * see if we actually want to use it
1965 */ 1943 */
1966 if (pl != container) 1944 if (pl != container)
1967 { 1945 {
1988 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1966 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1989 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1967 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1990 return NULL; 1968 return NULL;
1991 } 1969 }
1992 } 1970 }
1971
1993 return tmp; 1972 return tmp;
1994} 1973}
1995 1974
1996/* moved door processing out of move_player_attack. 1975/* moved door processing out of move_player_attack.
1997 * returns 1 if player has opened the door with a key 1976 * returns 1 if player has opened the door with a key
2011 if (key) 1990 if (key)
2012 { 1991 {
2013 object *container = key->env; 1992 object *container = key->env;
2014 1993
2015 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1994 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1995
2016 if (action_makes_visible (op)) 1996 if (action_makes_visible (op))
2017 make_visible (op); 1997 make_visible (op);
1998
2018 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1999 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2019 spring_trap (door->inv, op); 2000 spring_trap (door->inv, op);
2001
2020 if (door->type == DOOR) 2002 if (door->type == DOOR)
2021 {
2022 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 2003 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2023 }
2024 else if (door->type == LOCKED_DOOR) 2004 else if (door->type == LOCKED_DOOR)
2025 { 2005 {
2026 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 2006 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2027 remove_door2 (door); /* remove door without violence ;-) */ 2007 remove_door2 (door); /* remove door without violence ;-) */
2028 } 2008 }
2009
2029 /* Do this after we print the message */ 2010 /* Do this after we print the message */
2030 decrease_ob (key); /* Use up one of the keys */ 2011 decrease_ob (key); /* Use up one of the keys */
2031 /* Need to update the weight the container the key was in */ 2012 /* Need to update the weight the container the key was in */
2032 if (container != op) 2013 if (container != op)
2033 esrv_update_item (UPD_WEIGHT, op, container); 2014 esrv_update_item (UPD_WEIGHT, op, container);
2015
2034 return 1; /* Nothing more to do below */ 2016 return 1; /* Nothing more to do below */
2035 } 2017 }
2036 else if (door->type == LOCKED_DOOR) 2018 else if (door->type == LOCKED_DOOR)
2037 { 2019 {
2038 /* Might as well return now - no other way to open this */ 2020 /* Might as well return now - no other way to open this */
2039 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2021 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2040 return 1; 2022 return 1;
2041 } 2023 }
2024
2042 return 0; 2025 return 0;
2043} 2026}
2044 2027
2045/* This function is just part of a breakup from move_player. 2028/* This function is just part of a breakup from move_player.
2046 * It should keep the code cleaner. 2029 * It should keep the code cleaner.
2050 */ 2033 */
2051void 2034void
2052move_player_attack (object *op, int dir) 2035move_player_attack (object *op, int dir)
2053{ 2036{
2054 object *tmp, *mon; 2037 object *tmp, *mon;
2055 sint16 nx, ny;
2056 int on_battleground; 2038 int on_battleground;
2057 maptile *m; 2039 maptile *m;
2058 2040
2059 nx = freearr_x[dir] + op->x; 2041 sint16 nx = freearr_x[dir] + op->x;
2060 ny = freearr_y[dir] + op->y; 2042 sint16 ny = freearr_y[dir] + op->y;
2061 2043
2062 on_battleground = op_on_battleground (op, 0, 0); 2044 on_battleground = op_on_battleground (op, 0, 0);
2063 2045
2064 /* If braced, or can't move to the square, and it is not out of the 2046 /* If braced, or can't move to the square, and it is not out of the
2065 * map, attack it. Note order of if statement is important - don't 2047 * map, attack it. Note order of if statement is important - don't
2072 */ 2054 */
2073 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2055 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2074 { 2056 {
2075 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2057 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2076 { 2058 {
2077 m = get_map_from_coord (op->map, &nx, &ny); 2059 m = op->map->xy_find (nx, ny);
2078 if (!m) 2060 if (!m)
2079 return; /* Don't think this should happen */ 2061 return; /* Don't think this should happen */
2080 } 2062 }
2081 else 2063 else
2082 m = op->map; 2064 m = op->map;
2083 2065
2084 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) 2066 if (!(tmp = m->at (nx, ny).bot))
2085 {
2086 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2087 return; 2067 return;
2088 }
2089 2068
2090 mon = 0; 2069 mon = 0;
2091 /* Go through all the objects, and find ones of interest. Only stop if 2070 /* Go through all the objects, and find ones of interest. Only stop if
2092 * we find a monster - that is something we know we want to attack. 2071 * we find a monster - that is something we know we want to attack.
2093 * if its a door or barrel (can roll) see if there may be monsters 2072 * if its a door or barrel (can roll) see if there may be monsters
2133 2112
2134 /* If the creature is a pet, push it even if the player is not 2113 /* If the creature is a pet, push it even if the player is not
2135 * peaceful. Our assumption is the creature is a pet if the 2114 * peaceful. Our assumption is the creature is a pet if the
2136 * player owns it and it is either friendly or unagressive. 2115 * player owns it and it is either friendly or unagressive.
2137 */ 2116 */
2138 if ((op->type == PLAYER) 2117 if (op->type == PLAYER
2139#if COZY_SERVER
2140 &&
2141 ((mon->owner && mon->owner->contr 2118 && ((mon->owner && mon->owner->contr
2142 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2119 && same_party (mon->owner->contr->party, op->contr->party))
2143#else
2144 && mon->owner == op 2120 || mon->owner == op)
2145#endif
2146 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2121 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2147 { 2122 {
2148 /* If we're braced, we don't want to switch places with it */ 2123 /* If we're braced, we don't want to switch places with it */
2149 if (op->contr->braced) 2124 if (op->contr->braced)
2150 return; 2125 return;
2126
2151 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2127 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2152 (void) push_ob (mon, dir, op); 2128 push_ob (mon, dir, op);
2153 if (op->contr->tmp_invis || op->hide) 2129 if (op->contr->tmp_invis || op->hide)
2154 make_visible (op); 2130 make_visible (op);
2131
2155 return; 2132 return;
2156 } 2133 }
2157 2134
2158 /* in certain circumstances, you shouldn't attack friendly 2135 /* in certain circumstances, you shouldn't attack friendly
2159 * creatures. Note that if you are braced, you can't push 2136 * creatures. Note that if you are braced, you can't push
2160 * someone, but put it inside this loop so that you won't 2137 * someone, but put it inside this loop so that you won't
2161 * attack them either. 2138 * attack them either.
2162 */ 2139 */
2163 if ((mon->type == PLAYER || mon->enemy != op) && 2140 if ((mon->type == PLAYER || mon->enemy != op)
2164 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2141 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2165#ifdef PROHIBIT_PLAYERKILL
2166 (op->contr->peaceful 2142 && ((op->contr->peaceful
2167 || (mon->type == PLAYER 2143 || (mon->type == PLAYER && mon->contr->peaceful))
2168 && mon->contr->
2169 peaceful)) &&
2170#else
2171 op->contr->peaceful &&
2172#endif
2173 !on_battleground)) 2144 && !on_battleground))
2174 { 2145 {
2175 if (!op->contr->braced) 2146 if (!op->contr->braced)
2176 { 2147 {
2177 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2148 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2178 (void) push_ob (mon, dir, op); 2149 push_ob (mon, dir, op);
2179 } 2150 }
2180 else 2151 else
2181 new_draw_info (0, 0, op, "You withhold your attack"); 2152 new_draw_info (0, 0, op, "You withhold your attack");
2182 2153
2183 if (op->contr->tmp_invis || op->hide) 2154 if (op->contr->tmp_invis || op->hide)
2198 * Way it works is like this: First, it must have some hit points 2169 * Way it works is like this: First, it must have some hit points
2199 * and be living. Then, it must be one of the following: 2170 * and be living. Then, it must be one of the following:
2200 * 1) Not a player, 2) A player, but of a different party. Note 2171 * 1) Not a player, 2) A player, but of a different party. Note
2201 * that party_number -1 is no party, so attacks can still happen. 2172 * that party_number -1 is no party, so attacks can still happen.
2202 */ 2173 */
2203
2204 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2174 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2205 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2175 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2206 { 2176 {
2207
2208 /* If the player hasn't hit something this tick, and does
2209 * so, give them speed boost based on weapon speed. Doing
2210 * it here is better than process_players2, which basically
2211 * incurred a 1 tick offset.
2212 */
2213 if (!op->contr->has_hit) 2177 if (!op->contr->has_hit)
2214 { 2178 {
2179 op->contr->has_hit = 1;
2215 op->speed_left += op->speed / op->contr->weapon_sp; 2180 op->speed_left += op->contr->weapon_speed () - op->speed;
2216
2217 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2218 } 2181 }
2219 2182
2220 skill_attack (mon, op, 0, 0, 0); 2183 skill_attack (mon, op, 0, 0, 0);
2221 2184
2222 /* If attacking another player, that player gets automatic 2185 /* If attacking another player, that player gets automatic
2242int 2205int
2243move_player (object *op, int dir) 2206move_player (object *op, int dir)
2244{ 2207{
2245 int pick; 2208 int pick;
2246 2209
2247 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2210 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2248 return 0; 2211 return 0;
2249 2212
2250 /* Sanity check: make sure dir is valid */ 2213 /* Sanity check: make sure dir is valid */
2251 if ((dir < 0) || (dir >= 9)) 2214 if ((dir < 0) || (dir >= 9))
2252 { 2215 {
2253 LOG (llevError, "move_player: invalid direction %d\n", dir); 2216 LOG (llevError, "move_player: invalid direction %d\n", dir);
2254 return 0; 2217 return 0;
2255 } 2218 }
2256 2219
2257 /* peterm: added following line */ 2220 /* peterm: added following line */
2258 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2221 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2259 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2222 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2260 2223
2261 op->facing = dir; 2224 op->facing = dir;
2262 2225
2263 if (op->hide) 2226 if (op->hide)
2264 do_hidden_move (op); 2227 do_hidden_move (op);
2297 * Returns true if there are more actions we can do. 2260 * Returns true if there are more actions we can do.
2298 */ 2261 */
2299int 2262int
2300handle_newcs_player (object *op) 2263handle_newcs_player (object *op)
2301{ 2264{
2302 if (op->contr->hidden)
2303 {
2304 op->invisible = 1000;
2305 /* the socket code flashes the player visible/invisible
2306 * depending on the value of invisible, so we need to
2307 * alternate it here for it to work correctly.
2308 */
2309 if (pticks & 2)
2310 op->invisible--;
2311 }
2312 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2313 {
2314 op->invisible--;
2315 if (!op->invisible)
2316 {
2317 make_visible (op);
2318 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2319 }
2320 }
2321
2322 if (QUERY_FLAG (op, FLAG_SCARED)) 2265 if (QUERY_FLAG (op, FLAG_SCARED))
2323 { 2266 {
2324 flee_player (op); 2267 flee_player (op);
2268
2325 /* If player is still scared, that is his action for this tick */ 2269 /* If player is still scared, that is his action for this tick */
2326 if (QUERY_FLAG (op, FLAG_SCARED)) 2270 if (op->flag [FLAG_SCARED])
2327 { 2271 {
2328 op->speed_left--; 2272 --op->speed_left;
2329 return 0; 2273 return 0;
2330 } 2274 }
2331 } 2275 }
2332
2333 /* I've been seeing crashes where the golem has been destroyed, but
2334 * the player object still points to the defunct golem. The code that
2335 * destroys the golem looks correct, and it doesn't always happen, so
2336 * put this in a a workaround to clean up the golem pointer.
2337 */
2338 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2339 op->contr->ranges[range_golem] = 0;
2340 2276
2341 /* call this here - we also will call this in do_ericserver, but 2277 /* call this here - we also will call this in do_ericserver, but
2342 * the players time has been increased when doericserver has been 2278 * the players time has been increased when doericserver has been
2343 * called, so we recheck it here. 2279 * called, so we recheck it here.
2344 */ 2280 */
2345 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2281 if (op->contr->ns->handle_command ())
2346 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2347 ;
2348
2349 if (op->speed_left < 0)
2350 return 0; 2282 return 1;
2351 2283
2284 if (op->speed_left > 0.f)
2285 {
2352 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2286 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2353 { 2287 {
2354 /* All move commands take 1 tick, at least for now */ 2288 /* All move commands take 1 tick, at least for now */
2355 op->speed_left--; 2289 --op->speed_left;
2356 2290
2357 /* Instead of all the stuff below, let move_player take care 2291 /* Instead of all the stuff below, let move_player take care
2358 * of it. Also, some of the skill stuff is only put in 2292 * of it. Also, some of the skill stuff is only put in
2359 * there, as well as the confusion stuff. 2293 * there, as well as the confusion stuff.
2360 */ 2294 */
2361 move_player (op, op->direction); 2295 move_player (op, op->direction);
2362 if (op->speed_left > 0) 2296
2363 return 1; 2297 return op->speed_left > 0.f;
2364 else 2298 }
2365 return 0;
2366 } 2299 }
2367 2300
2368 return 0; 2301 return 0;
2369} 2302}
2370 2303
2408 * from. 2341 * from.
2409 */ 2342 */
2410void 2343void
2411remove_unpaid_objects (object *op, object *env) 2344remove_unpaid_objects (object *op, object *env)
2412{ 2345{
2413 object *next;
2414
2415 while (op) 2346 while (op)
2416 { 2347 {
2417 next = op->below; /* Make sure we have a good value, in case 2348 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2418 * we remove object 'op' 2349
2419 */
2420 if (QUERY_FLAG (op, FLAG_UNPAID)) 2350 if (QUERY_FLAG (op, FLAG_UNPAID))
2421 { 2351 {
2422 op->remove ();
2423 op->x = env->x;
2424 op->y = env->y;
2425 if (env->type == PLAYER) 2352 if (env->type == PLAYER)
2426 esrv_del_item (env->contr, op->count); 2353 esrv_del_item (env->contr, op->count);
2427 insert_ob_in_map (op, env->map, NULL, 0); 2354
2355 op->insert_at (env);
2428 } 2356 }
2429 else if (op->inv) 2357 else if (op->inv)
2430 remove_unpaid_objects (op->inv, env); 2358 remove_unpaid_objects (op->inv, env);
2431 2359
2432 op = next; 2360 op = next;
2488 int rate_grace = 2000; 2416 int rate_grace = 2000;
2489 const int max_hp = 1; 2417 const int max_hp = 1;
2490 const int max_sp = 1; 2418 const int max_sp = 1;
2491 const int max_grace = 1; 2419 const int max_grace = 1;
2492 2420
2493 if (op->contr->outputs_sync) 2421 if (op->contr->hidden)
2422 {
2423 op->invisible = 1000;
2424 /* the socket code flashes the player visible/invisible
2425 * depending on the value of invisible, so we need to
2426 * alternate it here for it to work correctly.
2427 */
2428 if (pticks & 2)
2429 op->invisible--;
2494 { 2430 }
2495 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2431 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2496 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2432 {
2497 flush_output_element (op, &op->contr->outputs[i]); 2433 if (!op->invisible--)
2434 {
2435 make_visible (op);
2436 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2437 }
2498 } 2438 }
2499 2439
2500 if (op->contr->ns->state == ST_PLAYING) 2440 if (op->contr->ns->state == ST_PLAYING)
2501 { 2441 {
2502 /* these next three if clauses make it possible to SLOW DOWN 2442 /* these next three if clauses make it possible to SLOW DOWN
2524 gen_grace = op->stats.maxgrace; 2464 gen_grace = op->stats.maxgrace;
2525 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2465 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2526 } 2466 }
2527 2467
2528 /* Regenerate Spell Points */ 2468 /* Regenerate Spell Points */
2529 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2469 if (!op->contr->golem && --op->last_sp < 0)
2530 { 2470 {
2531 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2471 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2532 if (op->stats.sp < op->stats.maxsp) 2472 if (op->stats.sp < op->stats.maxsp)
2533 { 2473 {
2534 op->stats.sp++; 2474 op->stats.sp++;
2632 } 2572 }
2633 2573
2634 /* Digestion */ 2574 /* Digestion */
2635 if (--op->last_eat < 0) 2575 if (--op->last_eat < 0)
2636 { 2576 {
2637#ifdef COZY_SERVER
2638 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2639 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2640#else
2641 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2577 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2642#endif
2643 2578
2644 if (op->contr->gen_hp > 0) 2579 if (op->contr->gen_hp > 0)
2645 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2580 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2646 else 2581 else
2647 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2582 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2725 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2660 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2726 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2661 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2727 2662
2728 /* restore player */ 2663 /* restore player */
2729 at = archetype::find ("poisoning"); 2664 at = archetype::find ("poisoning");
2730 tmp = present_arch_in_ob (at, op); 2665 if (object *tmp = present_arch_in_ob (at, op))
2731 if (tmp)
2732 { 2666 {
2733 tmp->destroy (); 2667 tmp->destroy ();
2734 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2668 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2735 } 2669 }
2736 2670
2737 at = archetype::find ("confusion"); 2671 at = archetype::find ("confusion");
2738 tmp = present_arch_in_ob (at, op); 2672 if (object *tmp = present_arch_in_ob (at, op))
2739 if (tmp)
2740 { 2673 {
2741 tmp->destroy (); 2674 tmp->destroy ();
2742 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2675 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2743 } 2676 }
2744 2677
2746 op->stats.hp = op->stats.maxhp; 2679 op->stats.hp = op->stats.maxhp;
2747 if (op->stats.food <= 0) 2680 if (op->stats.food <= 0)
2748 op->stats.food = 999; 2681 op->stats.food = 999;
2749 2682
2750 /* create a bodypart-trophy to make the winner happy */ 2683 /* create a bodypart-trophy to make the winner happy */
2751 tmp = arch_to_object (archetype::find ("finger")); 2684 if (object *tmp = arch_to_object (archetype::find ("finger")))
2752 if (tmp != NULL)
2753 { 2685 {
2754 sprintf (buf, "%s's finger", &op->name); 2686 sprintf (buf, "%s's finger", &op->name);
2755 tmp->name = buf; 2687 tmp->name = buf;
2756 sprintf (buf, " This finger has been cut off %s\n" 2688 sprintf (buf, " This finger has been cut off %s\n"
2757 " the %s, when he was defeated at\n level %d by %s.\n", 2689 " the %s, when he was defeated at\n level %d by %s.\n",
2758 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2690 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2759 tmp->msg = buf; 2691 tmp->msg = buf;
2760 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2692 tmp->value = 0, tmp->type = 0;
2761 tmp->materialname = NULL; 2693 tmp->materialname = "organics";
2762 tmp->x = op->x, tmp->y = op->y; 2694 tmp->insert_at (op, tmp);
2763 insert_ob_in_map (tmp, op->map, op, 0);
2764 } 2695 }
2765 2696
2766 /* teleport defeated player to new destination */ 2697 /* teleport defeated player to new destination */
2767 transfer_ob (op, x, y, 0, NULL); 2698 transfer_ob (op, x, y, 0, NULL);
2768 op->contr->braced = 0; 2699 op->contr->braced = 0;
2773 2704
2774 command_kill_pets (op, 0); 2705 command_kill_pets (op, 0);
2775 2706
2776 if (op->stats.food < 0) 2707 if (op->stats.food < 0)
2777 { 2708 {
2778 if (op->contr->explore)
2779 {
2780 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2781 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2782 op->stats.food = 999;
2783 return;
2784 }
2785 sprintf (buf, "%s starved to death.", &op->name); 2709 sprintf (buf, "%s starved to death.", &op->name);
2786 strcpy (op->contr->killer, "starvation"); 2710 strcpy (op->contr->killer, "starvation");
2787 } 2711 }
2788 else 2712 else
2789 {
2790 if (op->contr->explore)
2791 {
2792 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2793 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2794 op->stats.hp = op->stats.maxhp;
2795 return;
2796 }
2797 sprintf (buf, "%s died.", &op->name); 2713 sprintf (buf, "%s died.", &op->name);
2798 } 2714
2799 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2715 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2800 2716
2801 /* save the map location for corpse, gravestone */ 2717 /* save the map location for corpse, gravestone */
2802 x = op->x; 2718 x = op->x;
2803 y = op->y; 2719 y = op->y;
2804 map = op->map; 2720 map = op->map;
2805
2806 2721
2807 /* NOT_PERMADEATH code. This basically brings the character back to 2722 /* NOT_PERMADEATH code. This basically brings the character back to
2808 * life if they are dead - it takes some exp and a random stat. 2723 * life if they are dead - it takes some exp and a random stat.
2809 * See the config.h file for a little more in depth detail about this. 2724 * See the config.h file for a little more in depth detail about this.
2810 */ 2725 */
2827 num_stats_lose = 1; 2742 num_stats_lose = 1;
2828 else 2743 else
2829 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2744 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2830 } 2745 }
2831 else 2746 else
2832 {
2833 num_stats_lose = 1; 2747 num_stats_lose = 1;
2834 } 2748
2835 lost_a_stat = 0; 2749 lost_a_stat = 0;
2836 2750
2837 for (z = 0; z < num_stats_lose; z++) 2751 for (z = 0; z < num_stats_lose; z++)
2838 { 2752 {
2839 i = RANDOM () % NUM_STATS; 2753 i = RANDOM () % NUM_STATS;
2980 op->stats.hp = op->stats.maxhp; 2894 op->stats.hp = op->stats.maxhp;
2981 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2895 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2982 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2896 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2983 2897
2984 /* 2898 /*
2985 * Check to see if the player is in a shop. IF so, then check to see if
2986 * the player has any unpaid items. If so, remove them and put them back 2899 * Check to see if the player has any unpaid items. If so, remove them
2987 * in the map. 2900 * and put them back in the map.
2988 */ 2901 */
2989
2990 if (is_in_shop (op))
2991 remove_unpaid_objects (op->inv, op); 2902 remove_unpaid_objects (op->inv, op);
2992 2903
2993 /****************************************/ 2904 /****************************************/
2994 /* */ 2905 /* */
2995 /* Move player to his current respawn- */ 2906 /* Move player to his current respawn- */
2996 /* position (usually last savebed) */ 2907 /* position (usually last savebed) */
2997 /* */ 2908 /* */
2998 /****************************************/ 2909 /****************************************/
2999 2910
3000 enter_player_savebed (op); 2911 enter_player_savebed (op);
3001 2912
3002 /* Save the player before inserting the force to reduce
3003 * chance of abuse.
3004 */
3005 op->contr->braced = 0; 2913 op->contr->braced = 0;
3006 op->contr->save ();
3007 2914
3008 /* it is possible that the player has blown something up 2915 /* it is possible that the player has blown something up
3009 * at his savebed location, and that can have long lasting 2916 * at his savebed location, and that can have long lasting
3010 * spell effects. So first see if there is a spell effect 2917 * spell effects. So first see if there is a spell effect
3011 * on the space that might harm the player. 2918 * on the space that might harm the player.
3020 object *force; 2927 object *force;
3021 int at; 2928 int at;
3022 2929
3023 force = get_archetype (FORCE_NAME); 2930 force = get_archetype (FORCE_NAME);
3024 /* 50 ticks should be enough time for the spell to abate */ 2931 /* 50 ticks should be enough time for the spell to abate */
3025 force->speed = 0.1; 2932 force->speed = 0.1f;
3026 force->speed_left = -5.0; 2933 force->speed_left = -5.f;
3027 SET_FLAG (force, FLAG_APPLIED); 2934 SET_FLAG (force, FLAG_APPLIED);
3028 for (at = 0; at < NROFATTACKS; at++) 2935 for (at = 0; at < NROFATTACKS; at++)
3029 if (will_kill_again & (1 << at)) 2936 if (will_kill_again & (1 << at))
3030 force->resist[at] = 100; 2937 force->resist[at] = 100;
3031 2938
3040void 2947void
3041loot_object (object *op) 2948loot_object (object *op)
3042{ /* Grab and destroy some treasure */ 2949{ /* Grab and destroy some treasure */
3043 object *tmp, *tmp2, *next; 2950 object *tmp, *tmp2, *next;
3044 2951
3045 if (op->container) 2952 op->close_container (); /* close open sack first */
3046 esrv_apply_container (op, op->container); /* close open sack first */
3047 2953
3048 for (tmp = op->inv; tmp; tmp = next) 2954 for (tmp = op->inv; tmp; tmp = next)
3049 { 2955 {
3050 next = tmp->below; 2956 next = tmp->below;
3051 2957
3052 if (tmp->invisible) 2958 if (tmp->invisible)
3053 continue; 2959 continue;
3054 2960
3055 tmp->remove (); 2961 tmp->remove ();
3056 tmp->x = op->x, tmp->y = op->y; 2962 tmp->x = op->x, tmp->y = op->y;
2963
3057 if (tmp->type == CONTAINER) 2964 if (tmp->type == CONTAINER)
3058 { /* empty container to ground */ 2965 loot_object (tmp); /* empty container to ground */
3059 loot_object (tmp); 2966
3060 }
3061 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2967 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3062 { 2968 {
3063 if (tmp->nrof > 1) 2969 if (tmp->nrof > 1)
3064 { 2970 {
3065 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2971 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3066 tmp2->destroy (); 2972 tmp2->destroy ();
3077/* 2983/*
3078 * fix_weight(): Check recursively the weight of all players, and fix 2984 * fix_weight(): Check recursively the weight of all players, and fix
3079 * what needs to be fixed. Refresh windows and fix speed if anything 2985 * what needs to be fixed. Refresh windows and fix speed if anything
3080 * was changed. 2986 * was changed.
3081 */ 2987 */
3082
3083void 2988void
3084fix_weight (void) 2989fix_weight (void)
3085{ 2990{
3086 for_all_players (pl) 2991 for_all_players (pl)
3087 { 2992 {
3147 if (op->type == PLAYER) 3052 if (op->type == PLAYER)
3148 { 3053 {
3149 op->contr->tmp_invis = 0; 3054 op->contr->tmp_invis = 0;
3150 op->contr->invis_race = 0; 3055 op->contr->invis_race = 0;
3151 } 3056 }
3057
3152 update_object (op, UP_OBJ_FACE); 3058 update_object (op, UP_OBJ_CHANGE);
3153} 3059}
3154 3060
3155int 3061int
3156is_true_undead (object *op) 3062is_true_undead (object *op)
3157{ 3063{
3158 object *tmp = NULL;
3159
3160 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3064 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3161 return 1; 3065 return 1;
3162 3066
3163 return 0; 3067 return 0;
3164} 3068}
3223 3127
3224 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3128 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3225 3129
3226 /* its *extremely* hard to run and sneak/hide at the same time! */ 3130 /* its *extremely* hard to run and sneak/hide at the same time! */
3227 if (op->type == PLAYER && op->contr->run_on) 3131 if (op->type == PLAYER && op->contr->run_on)
3228 {
3229 if (!skop || num >= skop->level) 3132 if (!skop || num >= skop->level)
3230 { 3133 {
3231 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3134 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3232 make_visible (op); 3135 make_visible (op);
3233 return; 3136 return;
3234 } 3137 }
3235 else 3138 else
3236 num += 20; 3139 num += 20;
3237 } 3140
3238 num += op->map->difficulty; 3141 num += op->map->difficulty;
3239 hide = hideability (op); /* modify by terrain hidden level */ 3142 hide = hideability (op); /* modify by terrain hidden level */
3240 num -= hide; 3143 num -= hide;
3144
3241 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3145 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3242 { 3146 {
3243 make_visible (op); 3147 make_visible (op);
3244 if (op->type == PLAYER) 3148 if (op->type == PLAYER)
3245 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3149 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3246 } 3150 }
3247 else if (op->type == PLAYER && skop) 3151 else if (op->type == PLAYER && skop)
3248 {
3249 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3152 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3250 }
3251} 3153}
3252 3154
3253/* determine if who is standing near a hostile creature. */ 3155/* determine if who is standing near a hostile creature. */
3254 3156
3255int 3157int
3322 if (pl->type != PLAYER) 3224 if (pl->type != PLAYER)
3323 { 3225 {
3324 LOG (llevError, "player_can_view() called for non-player object\n"); 3226 LOG (llevError, "player_can_view() called for non-player object\n");
3325 return -1; 3227 return -1;
3326 } 3228 }
3229
3327 if (!pl || !op) 3230 if (!pl || !op)
3328 return 0; 3231 return 0;
3329 3232
3330 if (op->head)
3331 {
3332 op = op->head; 3233 op = op->head_ ();
3333 } 3234
3334 get_rangevector (pl, op, &rv, 0x1); 3235 get_rangevector (pl, op, &rv, 0x1);
3335 3236
3336 /* starting with the 'head' part, lets loop 3237 /* starting with the 'head' part, lets loop
3337 * through the object and find if it has any 3238 * through the object and find if it has any
3338 * part that is in the los array but isnt on 3239 * part that is in the los array but isnt on
3455 char buf[MAX_BUF]; /* tmp. string buffer */ 3356 char buf[MAX_BUF]; /* tmp. string buffer */
3456 int i = 0, j = 0; 3357 int i = 0, j = 0;
3457 3358
3458 /* get the appropriate treasurelist */ 3359 /* get the appropriate treasurelist */
3459 if (atnr == ATNR_FIRE) 3360 if (atnr == ATNR_FIRE)
3460 trlist = find_treasurelist ("dragon_ability_fire"); 3361 trlist = treasurelist::find ("dragon_ability_fire");
3461 else if (atnr == ATNR_COLD) 3362 else if (atnr == ATNR_COLD)
3462 trlist = find_treasurelist ("dragon_ability_cold"); 3363 trlist = treasurelist::find ("dragon_ability_cold");
3463 else if (atnr == ATNR_ELECTRICITY) 3364 else if (atnr == ATNR_ELECTRICITY)
3464 trlist = find_treasurelist ("dragon_ability_elec"); 3365 trlist = treasurelist::find ("dragon_ability_elec");
3465 else if (atnr == ATNR_POISON) 3366 else if (atnr == ATNR_POISON)
3466 trlist = find_treasurelist ("dragon_ability_poison"); 3367 trlist = treasurelist::find ("dragon_ability_poison");
3467 3368
3468 if (trlist == NULL || who->type != PLAYER) 3369 if (trlist == NULL || who->type != PLAYER)
3469 return; 3370 return;
3470 3371
3471 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3372 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3472 3373
3473 if (tr == NULL || tr->item == NULL) 3374 if (!tr || !tr->item)
3474 { 3375 {
3475 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3376 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3476 return; 3377 return;
3477 } 3378 }
3478 3379
3603 * not readied. 3504 * not readied.
3604 */ 3505 */
3605void 3506void
3606player_unready_range_ob (player *pl, object *ob) 3507player_unready_range_ob (player *pl, object *ob)
3607{ 3508{
3608 rangetype i; 3509 if (pl->ob->current_weapon == ob)
3510 pl->ob->current_weapon = 0;
3609 3511
3610 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3512 if (pl->combat_ob == ob)
3611 { 3513 pl->combat_ob = 0;
3514
3612 if (pl->ranges[i] == ob) 3515 if (pl->ranged_ob == ob)
3613 { 3516 pl->ranged_ob = 0;
3614 pl->ranges[i] = NULL;
3615 if (pl->shoottype == i)
3616 {
3617 pl->shoottype = range_none;
3618 }
3619 }
3620 }
3621} 3517}
3518
3519sint8
3520player::visibility_at (maptile *map, int x, int y) const
3521{
3522 if (!ns)
3523 return 0;
3524
3525 int dx, dy;
3526 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3527 return 0;
3528
3529 x += dx - ns->current_x + ns->mapx / 2;
3530 y += dy - ns->current_y + ns->mapy / 2;
3531
3532 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3533 return 0;
3534
3535 return 100 - blocked_los [x][y];
3536}

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