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Comparing deliantra/server/server/player.C (file contents):
Revision 1.73 by root, Wed Dec 27 18:09:49 2006 UTC vs.
Revision 1.144 by root, Sat May 26 15:44:08 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <pwd.h>
26#include <sproto.h> 26#include <sproto.h>
27#include <sounds.h> 27#include <sounds.h>
28#include <living.h> 28#include <living.h>
29#include <object.h> 29#include <object.h>
30#include <spells.h> 30#include <spells.h>
31#include <skills.h> 31#include <skills.h>
32 32
33#include <algorithm> 33#include <algorithm>
34#include <functional> 34#include <functional>
35 35
36player * 36playervec players;
37find_player (const char *plname)
38{
39 for_all_players (pl)
40 if (pl->ob && !strcmp (query_name (pl->ob), plname))
41 return pl;
42
43 return 0;
44}
45 37
46void 38void
47display_motd (const object *op) 39display_motd (const object *op)
48{ 40{
49 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
123 115
124 news[0] = '\0'; 116 news[0] = '\0';
125 subject[0] = '\0'; 117 subject[0] = '\0';
126 size = 0; 118 size = 0;
127 119
128 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
129 { 121 {
130 if (*buf == '#') 122 if (*buf == '#')
131 continue; 123 continue;
132 124
133 if (*buf == '%') 125 if (*buf == '%')
134 { /* send one news */ 126 { /* send one news */
135 if (size > 0) 127 if (size > 0)
136 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
137 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
138 strip_endline (subject); 131 strip_endline (subject);
139 size = 0; 132 size = 0;
140 news[0] = '\0'; 133 news[0] = '\0';
141 } 134 }
150 size += strlen (buf); 143 size += strlen (buf);
151 } 144 }
152 } 145 }
153 146
154 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
155 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
156 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
157} 150}
158 151
159/* This loads the first map an puts the player on it. */ 152/* This loads the first map an puts the player on it. */
160static void 153static void
161set_first_map (object *op) 154set_first_map (object *op)
162{ 155{
163 strcpy (op->contr->maplevel, first_map_path); 156 op->contr->maplevel = first_map_path;
164 op->x = -1; 157 op->x = -1;
165 op->y = -1; 158 op->y = -1;
166 enter_exit (op, 0); 159}
160
161void
162player::activate ()
163{
164 if (active)
165 return;
166
167 players.insert (this);
168 ob->remove ();
169 ob->map = 0;
170 ob->activate_recursive ();
171 CLEAR_FLAG (ob, FLAG_FRIENDLY);
172 add_friendly_object (ob);
173}
174
175void
176player::deactivate ()
177{
178 if (!active)
179 return;
180
181 terminate_all_pets (ob);
182 remove_friendly_object (ob);
183 ob->deactivate_recursive ();
184
185 if (ob->map)
186 maplevel = ob->map->path;
187
188 ob->remove ();
189 ob->map = 0;
190 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this);
167} 195}
168 196
169// connect the player with a specific client 197// connect the player with a specific client
170// also changed, rationalises, and fixes some incorrect settings 198// also changes, rationalises, and fixes some incorrect settings
171void 199void
172player::connect (client *ns) 200player::connect (client *ns)
173{ 201{
174 this->ns = ns; 202 this->ns = ns;
175 ns->pl = this; 203 ns->pl = this;
176 204
177 next = first_player; 205 run_on = 0;
178 first_player = this; 206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
179 208
180 ns->update_look = 0; 209 ns->update_look = 0;
181 ns->look_position = 0; 210 ns->look_position = 0;
182 211
183 clear_los (ob); 212 clear_los (ob);
213
214 ns->reset_stats ();
184 215
185 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
186 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
187 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->clone.race;
188 219
189 if (!legal_range (ob, shoottype))
190 shoottype = range_none;
191
192 ob->carrying = sum_weight (ob); 220 ob->carrying = sum_weight (ob);
193 link_player_skills (ob); 221 link_player_skills (ob);
194 222
195 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
196 ob->set_speed (ob->speed);
197 224
198 assign (title, ob->arch->clone.name); 225 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);
209 226
210 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
211 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
212 { 229 {
213 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
223 skin = tmp; 240 skin = tmp;
224 241
225 set_dragon_name (ob, abil, skin); 242 set_dragon_name (ob, abil, skin);
226 } 243 }
227 244
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!"); 245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
234 246
235 esrv_new_player (this, ob->weight + ob->carrying); 247 esrv_new_player (this, ob->weight + ob->carrying);
236 248
249 ob->flag [FLAG_READY_WEAPON] = false;
250 ob->flag [FLAG_READY_SKILL] = false;
251 ob->flag [FLAG_READY_BOW] = false;
252
253 for (object *op = ob->inv; op; op = op->below)
254 if (op->flag [FLAG_APPLIED])
255 switch (op->type)
256 {
257 case SKILL:
258 ob->flag [FLAG_APPLIED] = false;
259 break;
260
261 case WAND:
262 case ROD:
263 case HORN:
264 case BOW:
265 ranged_ob = op;
266 break;
267
268 case WEAPON:
269 combat_ob = op;
270 break;
271 }
272
273 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
237 ob->update_stats (); 274 ob->update_stats ();
275
238 ns->floorbox_update (); 276 ns->floorbox_update ();
239
240 esrv_send_inventory (ob, ob); 277 esrv_send_inventory (ob, ob);
241 esrv_add_spells (this, 0); 278 esrv_add_spells (this, 0);
242 279
243 enter_exit (ob, 0); 280 activate ();
244 281
245 send_rules (ob); 282 send_rules (ob);
246 send_news (ob); 283 send_news (ob);
247 display_motd (ob); 284 display_motd (ob);
285
286 INVOKE_PLAYER (CONNECT, this);
248 INVOKE_PLAYER (LOGIN, this); 287 INVOKE_PLAYER (LOGIN, this);
249} 288}
250 289
251void 290void
252player::disconnect () 291player::disconnect ()
253{ 292{
254 //TODO: don't be so harsh and destroy :)
255 if (ns) 293 if (ns)
256 { 294 {
257 if (enable_save) 295 if (active)
258 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
259 297
260 client *ns = this->ns; 298 INVOKE_PLAYER (DISCONNECT, this);
261 ns->send_packet ("goodbye"); 299
262 ns->flush (); 300 ns->reset_stats ();
263 ns->pl = 0; 301 ns->pl = 0;
264 this->ns = 0; 302 ns = 0;
265
266 ns->destroy ();
267 destroy ();
268 } 303 }
304
305 if (ob)
306 ob->close_container (); //TODO: client-specific
307
308 deactivate ();
269} 309}
270 310
271// the need for this function can be explained 311// the need for this function can be explained
272// by load_object not returning the object 312// by load_object not returning the object
273void 313void
274player::set_object (object *op) 314player::set_object (object *op)
275{ 315{
276 ob = op; 316 ob = op;
277 ob->contr = this; /* this aren't yet in archetype */ 317 ob->contr = this; /* this aren't yet in archetype */
278 318
319 ob->speed = 1.0f;
279 ob->speed_left = 0.5; 320 ob->speed_left = 0.5f;
280 ob->speed = 1.0; 321
281 ob->direction = 5; /* So player faces south */ 322 ob->direction = 5; /* So player faces south */
282 ob->stats.wc = 2;
283 ob->run_away = 25; /* Then we panick... */
284
285 set_first_map (ob);
286
287 ob->roll_stats ();
288} 323}
289 324
290player::player () 325player::player ()
291{ 326{
292 /* There are some elements we want initialized to non zero value - 327 /* There are some elements we want initialised to non zero value -
293 * we deal with that below this point. 328 * we deal with that below this point.
294 */ 329 */
295 outputs_sync = 16; /* Every 2 seconds */ 330 outputs_sync = 4;
296 outputs_count = 8; /* Keeps present behaviour */ 331 outputs_count = 4;
297 unapply = unapply_nochoice; 332 unapply = unapply_nochoice;
298 333
299 assign (savebed_map, first_map_path); /* Init. respawn position */ 334 savebed_map = first_map_path; /* Init. respawn position */
300 335
301 gen_sp_armour = 10; 336 gen_sp_armour = 10;
302 last_speed = -1;
303 shoottype = range_none;
304 bowtype = bow_normal; 337 bowtype = bow_normal;
305 petmode = pet_normal; 338 petmode = pet_normal;
306 listening = 10; 339 listening = 10;
307 usekeys = containers; 340 usekeys = containers;
308 last_weapon_sp = -1;
309 peaceful = 1; /* default peaceful */ 341 peaceful = 1; /* default peaceful */
310 do_los = 1; 342 do_los = 1;
311 343
312 /* we need to clear these to -1 and not zero - otherwise, 344 weapon_sp = 1.0f;
313 * if a player quits and starts a new character, we wont 345 weapon_sp_left = 0.5f;
314 * send new values to the client, as things like exp start
315 * at zero.
316 */
317 for (int i = 0; i < NUM_SKILLS; i++)
318 last_skill_exp[i] = -1;
319
320 for (int i = 0; i < NROFATTACKS; i++)
321 last_resist[i] = -1;
322
323 last_stats.exp = -1;
324 last_weight = (uint32) - 1;
325} 346}
326 347
327void 348void
328player::do_destroy () 349player::do_destroy ()
329{ 350{
330 disconnect (); 351 disconnect ();
331 352
332 save (false);
333 enable_save = false;
334
335 attachable::do_destroy (); 353 attachable::do_destroy ();
336
337 terminate_all_pets (ob);
338
339 if (first_player != this)
340 {
341 player *prev = first_player;
342
343 while (prev && prev->next && prev->next != this)
344 prev = prev->next;
345
346 if (prev->next != this)
347 {
348 LOG (llevError, "Free_player: Can't find previous player.\n");
349 abort ();
350 }
351
352 prev->next = next;
353 }
354 else
355 first_player = next;
356 354
357 if (ob) 355 if (ob)
358 { 356 {
359 ob->destroy_inv (false); 357 ob->destroy_inv (false);
360 ob->destroy (); 358 ob->destroy ();
375player::create () 373player::create ()
376{ 374{
377 player *pl = new player; 375 player *pl = new player;
378 376
379 pl->set_object (arch_to_object (get_player_archetype (0))); 377 pl->set_object (arch_to_object (get_player_archetype (0)));
378
379 pl->ob->roll_stats ();
380 pl->ob->stats.wc = 2;
381 pl->ob->run_away = 25; /* Then we panick... */
382
383 set_first_map (pl->ob);
380 384
381 return pl; 385 return pl;
382} 386}
383 387
384/* 388/*
415 object *op = NULL; 419 object *op = NULL;
416 objectlink *ol; 420 objectlink *ol;
417 unsigned lastdist; 421 unsigned lastdist;
418 rv_vector rv; 422 rv_vector rv;
419 423
420 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 424 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
421 { 425 {
422 /* We should not find free objects on this friendly list, but it 426 /* We should not find free objects on this friendly list, but it
423 * does periodically happen. Given that, lets deal with it. 427 * does periodically happen. Given that, lets deal with it.
424 * While unlikely, it is possible the next object on the friendly 428 * While unlikely, it is possible the next object on the friendly
425 * list is also free, so encapsulate this in a while loop. 429 * list is also free, so encapsulate this in a while loop.
429 object *tmp = ol->ob; 433 object *tmp = ol->ob;
430 434
431 /* Can't do much more other than log the fact, because the object 435 /* Can't do much more other than log the fact, because the object
432 * itself will have been cleared. 436 * itself will have been cleared.
433 */ 437 */
434 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 438 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
439 tmp->debug_desc ());
435 ol = ol->next; 440 ol = ol->next;
436 remove_friendly_object (tmp); 441 remove_friendly_object (tmp);
437 if (!ol) 442 if (!ol)
438 return op; 443 return op;
439 } 444 }
528 x = mon->x; 533 x = mon->x;
529 y = mon->y; 534 y = mon->y;
530 m = mon->map; 535 m = mon->map;
531 dir = rv.direction; 536 dir = rv.direction;
532 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 537 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
533 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 538 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
539
534 /* If we can't solve it within the search distance, return now. */ 540 /* If we can't solve it within the search distance, return now. */
535 if (diff > max) 541 if (diff > max)
536 return 0; 542 return 0;
543
537 while (diff > 1 && max > 0) 544 while (diff > 1 && max > 0)
538 { 545 {
539 lastx = x; 546 lastx = x;
540 lasty = y; 547 lasty = y;
541 lastmap = m; 548 lastmap = m;
623 max--; 630 max--;
624 lastdir = dir; 631 lastdir = dir;
625 if (!firstdir) 632 if (!firstdir)
626 firstdir = dir; 633 firstdir = dir;
627 } 634 }
635
628 if (diff <= 1) 636 if (diff <= 1)
629 { 637 {
630 /* Recalculate diff (distance) because we may not have actually 638 /* Recalculate diff (distance) because we may not have actually
631 * headed toward player for entire distance. 639 * headed toward player for entire distance.
632 */ 640 */
633 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 641 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
634 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 642 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
635 } 643 }
644
636 if (diff > max) 645 if (diff > max)
637 return 0; 646 return 0;
638 } 647 }
648
639 /* If we reached the max, didn't find a direction in time */ 649 /* If we reached the max, didn't find a direction in time */
640 if (!max) 650 if (!max)
641 return 0; 651 return 0;
642 652
643 return firstdir; 653 return firstdir;
757roll_stat (void) 767roll_stat (void)
758{ 768{
759 int a[4], i, j, k; 769 int a[4], i, j, k;
760 770
761 for (i = 0; i < 4; i++) 771 for (i = 0; i < 4; i++)
762 a[i] = (int) RANDOM () % 6 + 1; 772 a[i] = (int) rndm (6) + 1;
763 773
764 for (i = 0, j = 0, k = 7; i < 4; i++) 774 for (i = 0, j = 0, k = 7; i < 4; i++)
765 if (a[i] < k) 775 if (a[i] < k)
766 k = a[i], j = i; 776 k = a[i], j = i;
767 777
773} 783}
774 784
775void 785void
776object::roll_stats () 786object::roll_stats ()
777{ 787{
778 int statsort [7]; 788 int statsort [NUM_STATS];
779 789
780 for (;;) 790 for (;;)
781 { 791 {
782 int sum = 0; 792 int sum = 0;
783 for (int i = 7; i--; ) 793 for (int i = NUM_STATS; i--; )
784 sum += statsort [i] = roll_stat (); 794 sum += statsort [i] = roll_stat ();
785 795
786 if (sum >= 82 && sum <= 116) 796 if (sum >= 82 && sum <= 116)
787 break; 797 break;
788 } 798 }
789 799
790 // Sort the stats so that rerolling is easier... 800 // Sort the stats so that rerolling is easier...
791 std::sort (statsort, statsort + 7, std::greater<int>()); 801 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
792 802
803 for (int i = 0; i < NUM_STATS; ++i)
793 stats.Str = statsort[0]; 804 stats.stat (i) = statsort [i];
794 stats.Dex = statsort[1];
795 stats.Con = statsort[2];
796 stats.Int = statsort[3];
797 stats.Wis = statsort[4];
798 stats.Pow = statsort[5];
799 stats.Cha = statsort[6];
800 805
801 stats.exp = 0; 806 stats.exp = 0;
802 stats.ac = 0; 807 stats.ac = 0;
803 808
804 stats.hp = stats.maxhp; 809 stats.hp = stats.maxhp;
816} 821}
817 822
818void 823void
819object::swap_stats (int a, int b) 824object::swap_stats (int a, int b)
820{ 825{
821 int tmp = get_attr_value (&contr->orig_stats, a); 826 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
822 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
823 set_attr_value (&contr->orig_stats, b, tmp);
824 827
828 for (int i = 0; i < NUM_STATS; ++i)
825 stats.Str = contr->orig_stats.Str; 829 stats.stat (i) = contr->orig_stats.stat (i);
826 stats.Dex = contr->orig_stats.Dex;
827 stats.Con = contr->orig_stats.Con;
828 stats.Int = contr->orig_stats.Int;
829 stats.Wis = contr->orig_stats.Wis;
830 stats.Pow = contr->orig_stats.Pow;
831 stats.Cha = contr->orig_stats.Cha;
832 830
833 //TODO: the following code looks so borked and should, at the very least, 831 //TODO: the following code looks so borked and should, at the very least,
834 // be merged with the similar code in roll_stats 832 // be merged with the similar code in roll_stats
835 stats.ac = 0; 833 stats.ac = 0;
836 834
867 * appropriate action with it (change race, or other things). 865 * appropriate action with it (change race, or other things).
868 * The function name is for historical reasons - now we have 866 * The function name is for historical reasons - now we have
869 * separate race and class; this actually changes the RACE, 867 * separate race and class; this actually changes the RACE,
870 * not the class. 868 * not the class.
871 */ 869 */
872int 870void
873key_change_class (object *op, char key) 871player::chargen_race_done ()
874{ 872{
875 int tmp_loop;
876
877 if (key == 'd' || key == 'D')
878 {
879 char buf[MAX_BUF];
880
881 /* this must before then initial items are given */ 873 /* this must before then initial items are given */
882 esrv_new_player (op->contr, op->weight + op->carrying); 874 esrv_new_player (ob->contr, ob->weight + ob->carrying);
883 875
884 treasurelist *tl = find_treasurelist ("starting_wealth"); 876 treasurelist *tl = treasurelist::find ("starting_wealth");
885 if (tl) 877 if (tl)
886 create_treasure (tl, op, 0, 0, 0); 878 create_treasure (tl, ob, 0, 0, 0);
887 879
888 INVOKE_PLAYER (BIRTH, op->contr); 880 INVOKE_PLAYER (BIRTH, ob->contr);
889 INVOKE_PLAYER (LOGIN, op->contr); 881 INVOKE_PLAYER (LOGIN, ob->contr);
890 882
891 op->contr->ns->state = ST_PLAYING; 883 ob->contr->ns->state = ST_PLAYING;
892 884
893 if (op->msg) 885 if (ob->msg)
894 op->msg = NULL; 886 ob->msg = 0;
895 887
896 /* We create this now because some of the unique maps will need it 888 /* We create this now because some of the unique maps will need it
897 * to save here. 889 * to save here.
898 */ 890 */
891 {
892 char buf[MAX_BUF];
899 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 893 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
900 make_path_to_file (buf); 894 make_path_to_file (buf);
895 }
901 896
902#ifdef AUTOSAVE
903 op->contr->last_save_tick = pticks;
904#endif
905 start_info (op); 897 start_info (ob);
906 CLEAR_FLAG (op, FLAG_WIZ); 898 CLEAR_FLAG (ob, FLAG_WIZ);
907 give_initial_items (op, op->randomitems); 899 give_initial_items (ob, ob->randomitems);
908 link_player_skills (op); 900 link_player_skills (ob);
909 esrv_send_inventory (op, op); 901 esrv_send_inventory (ob, ob);
910 op->update_stats (); 902 ob->update_stats ();
911 903
912 /* This moves the player to a different start map, if there 904 /* This moves the player to a different start map, if there
913 * is one for this race 905 * is one for this race
914 */ 906 */
915 if (*first_map_ext_path) 907 if (*first_map_ext_path)
916 { 908 {
917 object *tmp; 909 object *tmp;
918 char mapname[MAX_BUF]; 910 char mapname[MAX_BUF];
919 911
920 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 912 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
921 tmp = object::create (); 913 tmp = object::create ();
922 EXIT_PATH (tmp) = mapname; 914 EXIT_PATH (tmp) = mapname;
923 EXIT_X (tmp) = op->x; 915 EXIT_X (tmp) = ob->x;
924 EXIT_Y (tmp) = op->y; 916 EXIT_Y (tmp) = ob->y;
925 enter_exit (op, tmp); /* we don't really care if it succeeded; 917 ob->enter_exit (tmp); /* we don't really care if it succeeded;
926 * if the map isn't there, then stay on the 918 * if the map isn't there, then stay on the
927 * default initial map */ 919 * default initial map */
928 tmp->destroy (); 920 tmp->destroy ();
929 } 921 }
930 else 922 else
931 LOG (llevDebug, "first_map_ext_path not set\n"); 923 LOG (llevDebug, "first_map_ext_path not set\n");
924}
932 925
933 return 0; 926void
934 } 927player::chargen_race_next ()
935 928{
936 /* Following actually changes the race - this is the default command 929 /* Following actually changes the race - this is the default command
937 * if we don't match with one of the options above. 930 * if we don't match with one of the options above.
938 */ 931 */
939 932
940 tmp_loop = 0; 933 do
941 while (!tmp_loop)
942 { 934 {
943 shstr name = op->name; 935 shstr name = ob->name;
944 int x = op->x, y = op->y; 936 int x = ob->x, y = ob->y;
945 937
946 op->remove_statbonus (); 938 ob->remove_statbonus ();
947 op->remove (); 939 ob->remove ();
948 op->arch = get_player_archetype (op->arch); 940 ob->arch = get_player_archetype (ob->arch);
949 op->arch->clone.copy_to (op); 941 ob->arch->clone.copy_to (ob);
950 op->instantiate (); 942 ob->instantiate ();
951 op->stats = op->contr->orig_stats; 943 ob->stats = ob->contr->orig_stats;
952 op->name = op->name_pl = name; 944 ob->name = ob->name_pl = name;
953 op->x = x; 945 ob->x = x;
954 op->y = y; 946 ob->y = y;
955 SET_ANIMATION (op, 2); /* So player faces south */ 947 SET_ANIMATION (ob, 2); /* So player faces south */
956 insert_ob_in_map (op, op->map, op, 0); 948 insert_ob_in_map (ob, ob->map, ob, 0);
957 assign (op->contr->title, op->arch->clone.name); 949 assign (ob->contr->title, ob->arch->clone.name);
958 op->add_statbonus (); 950 ob->add_statbonus ();
959 tmp_loop = allowed_class (op);
960 } 951 }
952 while (!allowed_class (ob));
961 953
962 update_object (op, UP_OBJ_FACE); 954 update_object (ob, UP_OBJ_FACE);
963 esrv_update_item (UPD_FACE, op, op); 955 esrv_update_item (UPD_FACE, ob, ob);
964 op->update_stats (); 956 ob->update_stats ();
965 op->stats.hp = op->stats.maxhp; 957 ob->stats.hp = ob->stats.maxhp;
966 op->stats.sp = op->stats.maxsp; 958 ob->stats.sp = ob->stats.maxsp;
967 op->stats.grace = 0; 959 ob->stats.grace = 0;
968
969 if (op->msg)
970 new_draw_info (NDI_BLUE, 0, op, op->msg);
971
972 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
973 return 0;
974}
975
976int
977key_confirm_quit (object *op, char key)
978{
979 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
980 {
981 op->contr->ns->state = ST_PLAYING;
982 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
983 return 1;
984 }
985
986 INVOKE_PLAYER (LOGOUT, op->contr);
987 INVOKE_PLAYER (QUIT, op->contr);
988
989 op->contr->enable_save = false;
990
991 terminate_all_pets (op);
992 leave_map (op);
993 op->direction = 0;
994 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
995
996 strcpy (op->contr->killer, "quit");
997 check_score (op);
998 op->contr->party = 0;
999 op->contr->own_title[0] = '\0';
1000
1001 object_ptr ob = op;
1002
1003 /* We need to hunt for any per player unique maps in memory and
1004 * get rid of them. The trailing slash in the path is intentional,
1005 * so that players named 'Ab' won't match against players 'Abe' pathname
1006 */
1007 char buf[MAX_BUF];
1008 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1009
1010 for_all_maps (mp)
1011 if (!strncmp (mp->path, buf, strlen (buf)))
1012 delete_map (mp);
1013
1014 delete_character (ob->name, 1);
1015 ob->contr->destroy ();
1016
1017 return 1;
1018} 960}
1019 961
1020void 962void
1021flee_player (object *op) 963flee_player (object *op)
1022{ 964{
1069 /* Cornered, get rid of scared */ 1011 /* Cornered, get rid of scared */
1070 CLEAR_FLAG (op, FLAG_SCARED); 1012 CLEAR_FLAG (op, FLAG_SCARED);
1071 op->enemy = NULL; 1013 op->enemy = NULL;
1072} 1014}
1073 1015
1074
1075/* check_pick sees if there is stuff to be picked up/picks up stuff. 1016/* check_pick sees if there is stuff to be picked up/picks up stuff.
1076 * IT returns 1 if the player should keep on moving, 0 if he should 1017 * It returns 1 if the player should keep on moving, 0 if he should
1077 * stop. 1018 * stop.
1078 */ 1019 */
1079int 1020int
1080check_pick (object *op) 1021check_pick (object *op)
1081{ 1022{
1082 object *tmp, *next; 1023 object *tmp, *next;
1083 int stop = 0; 1024 int stop = 0;
1084 int j, k, wvratio; 1025 int wvratio;
1085 char putstring[128], tmpstr[16]; 1026 char putstring[128];
1086 1027
1087 /* if you're flying, you cna't pick up anything */ 1028 /* if you're flying, you cna't pick up anything */
1088 if (op->move_type & MOVE_FLYING) 1029 if (op->move_type & MOVE_FLYING)
1089 return 1; 1030 return 1;
1090 1031
1427 * found object is returned. 1368 * found object is returned.
1428 */ 1369 */
1429object * 1370object *
1430find_arrow (object *op, const char *type) 1371find_arrow (object *op, const char *type)
1431{ 1372{
1432 object *tmp = NULL; 1373 object *tmp = 0;
1433 1374
1434 for (op = op->inv; op; op = op->below) 1375 for (op = op->inv; op; op = op->below)
1435 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1376 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1436 tmp = find_arrow (op, type); 1377 tmp = find_arrow (op, type);
1437 else if (op->type == ARROW && op->race == type) 1378 else if (op->type == ARROW && op->race == type)
1438 return op; 1379 return op;
1380
1439 return tmp; 1381 return tmp;
1440} 1382}
1441 1383
1442/* 1384/*
1443 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1385 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1444 * against the target. A full test is not performed, simply a basic test 1386 * against the target. A full test is not performed, simply a basic test
1445 * of resistances. The archer is making a quick guess at what he sees down 1387 * of resistances. The archer is making a quick guess at what he sees down
1446 * the hall. Failing that it does it's best to pick the highest plus arrow. 1388 * the hall. Failing that it does it's best to pick the highest plus arrow.
1447 */ 1389 */
1448
1449object * 1390object *
1450find_better_arrow (object *op, object *target, const char *type, int *better) 1391find_better_arrow (object *op, object *target, const char *type, int *better)
1451{ 1392{
1452 object *tmp = NULL, *arrow, *ntmp; 1393 object *tmp = NULL, *arrow, *ntmp;
1453 int attacknum, attacktype, betterby = 0, i; 1394 int attacknum, attacktype, betterby = 0, i;
1519 * find_better_arrow to find a decent arrow to use. 1460 * find_better_arrow to find a decent arrow to use.
1520 * op = the shooter 1461 * op = the shooter
1521 * type = bow->race 1462 * type = bow->race
1522 * dir = fire direction 1463 * dir = fire direction
1523 */ 1464 */
1524
1525object * 1465object *
1526pick_arrow_target (object *op, const char *type, int dir) 1466pick_arrow_target (object *op, const char *type, int dir)
1527{ 1467{
1528 object *tmp = NULL; 1468 object *tmp = NULL;
1529 maptile *m; 1469 maptile *m;
1594 */ 1534 */
1595int 1535int
1596fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1536fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1597{ 1537{
1598 object *left, *bow; 1538 object *left, *bow;
1599 int bowspeed, mflags; 1539 int mflags;
1600 maptile *m; 1540 maptile *m;
1601 1541
1602 if (!dir) 1542 if (!dir)
1603 { 1543 {
1604 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1544 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1545 return 0;
1606 } 1546 }
1607 1547
1608 if (op->type == PLAYER) 1548 if (op->contr)
1609 bow = op->contr->ranges[range_bow]; 1549 bow = op->current_weapon;
1610 else 1550 else
1611 { 1551 {
1612 for (bow = op->inv; bow; bow = bow->below) 1552 for (bow = op->inv; bow; bow = bow->below)
1613 /* Don't check for applied - monsters don't apply bows - in that way, they 1553 /* Don't check for applied - monsters don't apply bows - in that way, they
1614 * don't need to switch back and forth between bows and weapons. 1554 * don't need to switch back and forth between bows and weapons.
1619 if (!bow) 1559 if (!bow)
1620 { 1560 {
1621 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1561 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1622 return 0; 1562 return 0;
1623 } 1563 }
1564
1565 // optimisation: move object to top so we will find it quickly again
1566 if (bow->below)
1567 {
1568 bow->remove ();
1569 op->insert (bow);
1570 }
1571
1624 } 1572 }
1625 1573
1626 if (!bow->race || !bow->skill) 1574 if (!bow->race || !bow->skill)
1627 { 1575 {
1628 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1576 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1629 return 0; 1577 return 0;
1630 } 1578 }
1631
1632 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1633
1634 /* penalize ROF for bestarrow */
1635 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1636 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1637
1638 if (bowspeed < 1)
1639 bowspeed = 1;
1640 1579
1641 if (arrow == NULL) 1580 if (arrow == NULL)
1642 { 1581 {
1643 if ((arrow = find_arrow (op, bow->race)) == NULL) 1582 if ((arrow = find_arrow (op, bow->race)) == NULL)
1644 { 1583 {
1645 if (op->type == PLAYER) 1584 if (op->type == PLAYER)
1646 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1585 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1647 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1586 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1648 else 1587 else
1649 CLEAR_FLAG (op, FLAG_READY_BOW); 1588 CLEAR_FLAG (op, FLAG_READY_BOW);
1589
1650 return 0; 1590 return 0;
1651 } 1591 }
1652 } 1592 }
1653 1593
1654 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1594 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1678 1618
1679 arrow->set_owner (op); 1619 arrow->set_owner (op);
1680 arrow->skill = bow->skill; 1620 arrow->skill = bow->skill;
1681 arrow->direction = dir; 1621 arrow->direction = dir;
1682 1622
1623 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1624 arrow->stats.hp = arrow->stats.dam;
1625 arrow->stats.grace = arrow->attacktype;
1626
1627 if (arrow->slaying)
1628 arrow->spellarg = strdup (arrow->slaying);
1629
1630#if 0
1631 if (player *pl = op->contr)
1632 {
1633 float speed = pl->weapon_sp;
1634
1635 /* penalize ROF for bestarrow */
1636 if (pl->bowtype == bow_bestarrow)
1637 speed *= .9f;
1638 else
1639 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1640
1641 op->speed_left += speed - op->speed;
1642 }
1643#endif
1644
1645 SET_ANIMATION (arrow, arrow->direction);
1646
1647 /* update the speed */
1648 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1649 + bow->stats.dam / 7.f;
1650
1651 arrow->set_speed (max (arrow->speed, 2.f));
1652 arrow->speed_left = 0;
1653
1654 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1655
1683 if (op->type == PLAYER) 1656 if (op->type == PLAYER)
1684 { 1657 {
1685 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1686 op->update_stats ();
1687 }
1688
1689 SET_ANIMATION (arrow, arrow->direction);
1690 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1691 arrow->stats.hp = arrow->stats.dam;
1692 arrow->stats.grace = arrow->attacktype;
1693 if (arrow->slaying != NULL)
1694 arrow->spellarg = strdup (arrow->slaying);
1695
1696 /* Note that this was different for monsters - they got their level
1697 * added to the damage. I think the strength bonus is more proper.
1698 */
1699
1700 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1701
1702 /* update the speed */
1703 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1704 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1705
1706 arrow->set_speed (max (arrow->speed, 1.0));
1707 arrow->speed_left = 0;
1708
1709 if (op->type == PLAYER)
1710 {
1711 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1712 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1713 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1714
1715 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1658 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1659 wc -= dex_bonus[op->stats.Dex];
1660
1661 if (!arrow->slaying)
1662 arrow->slaying = op->slaying;
1663
1664 arrow->attacktype |= op->attacktype;
1716 } 1665 }
1717 else 1666 else
1718 { 1667 {
1719 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1720 arrow->level = op->level; 1668 arrow->level = op->level;
1721 } 1669 arrow->stats.wc -= bow->magic;
1722 1670
1723 if (arrow->attacktype == AT_PHYSICAL) 1671 if (!arrow->slaying)
1672 arrow->slaying = bow->slaying;
1673
1724 arrow->attacktype |= bow->attacktype; 1674 arrow->attacktype |= bow->attacktype;
1675 }
1725 1676
1726 if (bow->slaying) 1677 wc -= arrow->level;
1727 arrow->slaying = bow->slaying; 1678 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1728 1679
1680 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1729 arrow->move_type = MOVE_FLY_LOW; 1681 arrow->move_type = MOVE_FLY_LOW;
1730 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1731 1683
1732 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1684 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1733 m->insert (arrow, sx, sy, op); 1685 m->insert (arrow, sx, sy, op);
1758{ 1710{
1759 int ret = 0, wcmod = 0; 1711 int ret = 0, wcmod = 0;
1760 1712
1761 if (op->contr->bowtype == bow_bestarrow) 1713 if (op->contr->bowtype == bow_bestarrow)
1762 { 1714 {
1763 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1715 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1764 } 1716 }
1765 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1717 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1766 { 1718 {
1767 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1719 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1768 wcmod = -1; 1720 wcmod = -1;
1721
1769 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1722 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1770 } 1723 }
1771 else if (op->contr->bowtype == bow_threewide) 1724 else if (op->contr->bowtype == bow_threewide)
1772 { 1725 {
1773 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1726 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1777 else if (op->contr->bowtype == bow_spreadshot) 1730 else if (op->contr->bowtype == bow_spreadshot)
1778 { 1731 {
1779 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1732 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1780 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1733 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1781 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1734 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1782
1783 } 1735 }
1784 else 1736 else
1785 { 1737 {
1786 /* Simple case */ 1738 /* Simple case */
1787 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1739 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1788 } 1740 }
1741
1789 return ret; 1742 return ret;
1790} 1743}
1791
1792 1744
1793/* Fires a misc (wand/rod/horn) object in 'dir'. 1745/* Fires a misc (wand/rod/horn) object in 'dir'.
1794 * Broken apart from 'fire' to keep it more readable. 1746 * Broken apart from 'fire' to keep it more readable.
1795 */ 1747 */
1796void 1748void
1797fire_misc_object (object *op, int dir) 1749fire_misc_object (object *op, int dir)
1798{ 1750{
1799 object *item; 1751 object *item = op->contr->ranged_ob;
1800 1752
1801 if (!op->contr->ranges[range_misc]) 1753 if (!item)
1802 { 1754 {
1803 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1755 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1804 return; 1756 return;
1805 } 1757 }
1806 1758
1807 item = op->contr->ranges[range_misc];
1808 if (!item->inv) 1759 if (!item->inv)
1809 { 1760 {
1810 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1761 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1811 return; 1762 return;
1812 } 1763 }
1764
1765 if (!op->change_weapon (item))
1766 return;
1767
1813 if (item->type == WAND) 1768 if (item->type == WAND)
1814 { 1769 {
1815 if (item->stats.food <= 0) 1770 if (item->stats.food <= 0)
1816 { 1771 {
1817 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1772 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1818 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1773 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1774
1819 return; 1775 return;
1820 } 1776 }
1821 } 1777 }
1822 else if (item->type == ROD || item->type == HORN) 1778 else if (item->type == ROD || item->type == HORN)
1823 { 1779 {
1824 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1780 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1825 { 1781 {
1826 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1782 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1783
1827 if (item->type == ROD) 1784 if (item->type == ROD)
1828 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1785 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1829 else 1786 else
1830 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1787 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1788
1831 return; 1789 return;
1832 } 1790 }
1833 } 1791 }
1834 1792
1835 if (cast_spell (op, item, dir, item->inv, NULL)) 1793 if (cast_spell (op, item, dir, item->inv, NULL))
1857 } 1815 }
1858} 1816}
1859 1817
1860/* Received a fire command for the player - go and do it. 1818/* Received a fire command for the player - go and do it.
1861 */ 1819 */
1862void 1820bool
1863fire (object *op, int dir) 1821fire (object *op, int dir)
1864{ 1822{
1865 int spellcost = 0; 1823 int spellcost = 0;
1866 1824
1867 /* check for loss of invisiblity/hide */ 1825 /* check for loss of invisiblity/hide */
1868 if (action_makes_visible (op)) 1826 if (action_makes_visible (op))
1869 make_visible (op); 1827 make_visible (op);
1870 1828
1871 switch (op->contr->shoottype) 1829 player *pl = op->contr;
1830
1831 if (pl->golem)
1832 {
1833 control_golem (op->contr->golem, dir);
1834 return false;
1872 { 1835 }
1873 case range_none:
1874 return;
1875 1836
1876 case range_bow: 1837 object *ob = pl->ranged_ob;
1838
1839 if (!ob)
1840 return false;
1841
1842 if (!op->change_weapon (ob))
1843 return false;
1844
1845 if (op->speed_left > 0.f)
1846 --op->speed_left;
1847 else
1848 return false;
1849
1850 switch (ob->type)
1851 {
1852 case BOW:
1877 player_fire_bow (op, dir); 1853 player_fire_bow (op, dir);
1878 return; 1854 break;
1879 1855
1880 case range_magic: /* Casting spells */ 1856 case SPELL:
1881 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1857 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1882 return; 1858 break;
1883 1859
1884 case range_misc: 1860 case BUILDER:
1861 apply_map_builder (op, dir);
1862 break;
1863
1864 case SKILL:
1865 do_skill (op, op, ob, dir, 0);
1866 break;
1867
1868 default:
1885 fire_misc_object (op, dir); 1869 fire_misc_object (op, dir);
1886 return; 1870 break;
1887
1888 case range_golem: /* Control summoned monsters from scrolls */
1889 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1890 {
1891 op->contr->ranges[range_golem] = 0;
1892 op->contr->shoottype = range_none;
1893 }
1894 else
1895 control_golem (op->contr->ranges[range_golem], dir);
1896 return;
1897
1898 case range_skill:
1899 if (!op->chosen_skill)
1900 {
1901 if (op->type == PLAYER)
1902 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1903 return;
1904 }
1905 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1906 return;
1907 case range_builder:
1908 apply_map_builder (op, dir);
1909 return;
1910 default:
1911 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1912 return;
1913 } 1871 }
1914}
1915 1872
1916 1873 return true;
1874}
1917 1875
1918/* find_key 1876/* find_key
1919 * We try to find a key for the door as passed. If we find a key 1877 * We try to find a key for the door as passed. If we find a key
1920 * and successfully use it, we return the key, otherwise NULL 1878 * and successfully use it, we return the key, otherwise NULL
1921 * This function merges both normal and locked door, since the logic 1879 * This function merges both normal and locked door, since the logic
1923 * pl is the player, 1881 * pl is the player,
1924 * inv is the objects inventory to searched 1882 * inv is the objects inventory to searched
1925 * door is the door we are trying to match against. 1883 * door is the door we are trying to match against.
1926 * This function can be called recursively to search containers. 1884 * This function can be called recursively to search containers.
1927 */ 1885 */
1928
1929object * 1886object *
1930find_key (object *pl, object *container, object *door) 1887find_key (object *pl, object *container, object *door)
1931{ 1888{
1932 object *tmp, *key; 1889 object *tmp, *key;
1933 1890
1934 /* Should not happen, but sanity checking is never bad */ 1891 /* Should not happen, but sanity checking is never bad */
1935 if (container->inv == NULL) 1892 if (!container->inv)
1936 return NULL; 1893 return 0;
1937 1894
1938 /* First, lets try to find a key in the top level inventory */ 1895 /* First, lets try to find a key in the top level inventory */
1939 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1896 for (tmp = container->inv; tmp; tmp = tmp->below)
1940 { 1897 {
1941 if (door->type == DOOR && tmp->type == KEY) 1898 if (door->type == DOOR && tmp->type == KEY)
1942 break; 1899 break;
1943 /* For sanity, we should really check door type, but other stuff 1900 /* For sanity, we should really check door type, but other stuff
1944 * (like containers) can be locked with special keys 1901 * (like containers) can be locked with special keys
1945 */ 1902 */
1946 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1903 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1947 break; 1904 break;
1948 } 1905 }
1906
1949 /* No key found - lets search inventories now */ 1907 /* No key found - lets search inventories now */
1950 /* If we find and use a key in an inventory, return at that time. 1908 /* If we find and use a key in an inventory, return at that time.
1951 * otherwise, if we search all the inventories and still don't find 1909 * otherwise, if we search all the inventories and still don't find
1952 * a key, return 1910 * a key, return
1953 */ 1911 */
1954 if (!tmp) 1912 if (!tmp)
1955 { 1913 {
1956 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1914 for (tmp = container->inv; tmp; tmp = tmp->below)
1957 { 1915 {
1958 /* No reason to search empty containers */ 1916 /* No reason to search empty containers */
1959 if (tmp->type == CONTAINER && tmp->inv) 1917 if (tmp->type == CONTAINER && tmp->inv)
1960 { 1918 {
1961 if ((key = find_key (pl, tmp, door)) != NULL) 1919 if ((key = find_key (pl, tmp, door)))
1962 return key; 1920 return key;
1963 } 1921 }
1964 } 1922 }
1923
1965 if (!tmp) 1924 if (!tmp)
1966 return NULL; 1925 return NULL;
1967 } 1926 }
1927
1968 /* We get down here if we have found a key. Now if its in a container, 1928 /* We get down here if we have found a key. Now if its in a container,
1969 * see if we actually want to use it 1929 * see if we actually want to use it
1970 */ 1930 */
1971 if (pl != container) 1931 if (pl != container)
1972 { 1932 {
1993 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1953 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1994 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1954 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1995 return NULL; 1955 return NULL;
1996 } 1956 }
1997 } 1957 }
1958
1998 return tmp; 1959 return tmp;
1999} 1960}
2000 1961
2001/* moved door processing out of move_player_attack. 1962/* moved door processing out of move_player_attack.
2002 * returns 1 if player has opened the door with a key 1963 * returns 1 if player has opened the door with a key
2004 * 0 otherwise 1965 * 0 otherwise
2005 */ 1966 */
2006static int 1967static int
2007player_attack_door (object *op, object *door) 1968player_attack_door (object *op, object *door)
2008{ 1969{
2009 /* If its a door, try to find a use a key. If we do destroy the door, 1970 /* If its a door, try to find a key. If we do destroy the door,
2010 * might as well return immediately as there is nothing more to do - 1971 * might as well return immediately as there is nothing more to do -
2011 * otherwise, we fall through to the rest of the code. 1972 * otherwise, we fall through to the rest of the code.
2012 */ 1973 */
2013 object *key = find_key (op, op, door); 1974 object *key = find_key (op, op, door);
2014 1975
2015 /* IF we found a key, do some extra work */ 1976 /* If we found a key, do some extra work */
2016 if (key) 1977 if (key)
2017 { 1978 {
2018 object *container = key->env; 1979 object *container = key->env;
2019 1980
2020 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1981 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1982
2021 if (action_makes_visible (op)) 1983 if (action_makes_visible (op))
2022 make_visible (op); 1984 make_visible (op);
1985
2023 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1986 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2024 spring_trap (door->inv, op); 1987 spring_trap (door->inv, op);
1988
2025 if (door->type == DOOR) 1989 if (door->type == DOOR)
2026 {
2027 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1990 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2028 }
2029 else if (door->type == LOCKED_DOOR) 1991 else if (door->type == LOCKED_DOOR)
2030 { 1992 {
2031 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1993 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2032 remove_door2 (door); /* remove door without violence ;-) */ 1994 remove_door2 (door); /* remove door without violence ;-) */
2033 } 1995 }
1996
2034 /* Do this after we print the message */ 1997 /* Do this after we print the message */
2035 decrease_ob (key); /* Use up one of the keys */ 1998 decrease_ob (key); /* Use up one of the keys */
2036 /* Need to update the weight the container the key was in */ 1999 /* Need to update the weight the container the key was in */
2037 if (container != op) 2000 if (container != op)
2038 esrv_update_item (UPD_WEIGHT, op, container); 2001 esrv_update_item (UPD_WEIGHT, op, container);
2002
2039 return 1; /* Nothing more to do below */ 2003 return 1; /* Nothing more to do below */
2040 } 2004 }
2041 else if (door->type == LOCKED_DOOR) 2005 else if (door->type == LOCKED_DOOR)
2042 { 2006 {
2043 /* Might as well return now - no other way to open this */ 2007 /* Might as well return now - no other way to open this */
2044 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2008 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2045 return 1; 2009 return 1;
2046 } 2010 }
2011
2047 return 0; 2012 return 0;
2048} 2013}
2049 2014
2050/* This function is just part of a breakup from move_player. 2015/* This function is just part of a breakup from move_player.
2051 * It should keep the code cleaner. 2016 * It should keep the code cleaner.
2052 * When this is called, the players direction has been updated 2017 * When this is called, the players direction has been updated
2053 * (taking into account confusion.) The player is also actually 2018 * (taking into account confusion.) The player is also actually
2054 * going to try and move (not fire weapons). 2019 * going to try and move (not fire weapons).
2055 */ 2020 */
2056void 2021bool
2057move_player_attack (object *op, int dir) 2022move_player_attack (object *op, int dir)
2058{ 2023{
2059 object *tmp, *mon;
2060 sint16 nx, ny;
2061 int on_battleground; 2024 int on_battleground;
2062 maptile *m;
2063 2025
2064 nx = freearr_x[dir] + op->x; 2026 sint16 nx = freearr_x[dir] + op->x;
2065 ny = freearr_y[dir] + op->y; 2027 sint16 ny = freearr_y[dir] + op->y;
2066 2028
2067 on_battleground = op_on_battleground (op, 0, 0); 2029 on_battleground = op_on_battleground (op, 0, 0);
2030
2031 if (out_of_map (op->map, nx, ny))
2032 return false;
2033
2034 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2035 {
2036 --op->speed_left;
2037 return true;
2038 }
2068 2039
2069 /* If braced, or can't move to the square, and it is not out of the 2040 /* If braced, or can't move to the square, and it is not out of the
2070 * map, attack it. Note order of if statement is important - don't 2041 * map, attack it. Note order of if statement is important - don't
2071 * want to be calling move_ob if braced, because move_ob will move the 2042 * want to be calling move_ob if braced, because move_ob will move the
2072 * player. This is a pretty nasty hack, because if we could 2043 * player. This is a pretty nasty hack, because if we could
2073 * move to some space, it then means that if we are braced, we should 2044 * move to some space, it then means that if we are braced, we should
2074 * do nothing at all. As it is, if we are braced, we go through 2045 * do nothing at all. As it is, if we are braced, we go through
2075 * quite a bit of processing. However, it probably is less than what 2046 * quite a bit of processing. However, it probably is less than what
2076 * move_ob uses. 2047 * move_ob uses.
2077 */ 2048 */
2078 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2049 maptile *m = op->map->xy_find (nx, ny);
2079 {
2080 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2081 {
2082 m = get_map_from_coord (op->map, &nx, &ny);
2083 if (!m)
2084 return; /* Don't think this should happen */
2085 }
2086 else
2087 m = op->map;
2088 2050
2089 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2090 {
2091 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2092 return;
2093 }
2094
2095 mon = 0;
2096 /* Go through all the objects, and find ones of interest. Only stop if 2051 /* Go through all the objects, and find ones of interest. Only stop if
2097 * we find a monster - that is something we know we want to attack. 2052 * we find a monster - that is something we know we want to attack.
2098 * if its a door or barrel (can roll) see if there may be monsters 2053 * if its a door or barrel (can roll) see if there may be monsters
2099 * on the space 2054 * on the space
2100 */ 2055 */
2101 while (tmp) 2056 object *mon;
2102 { 2057 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2103 if (tmp == op) 2058 {
2104 { 2059 if ((mon->flag [FLAG_ALIVE]
2105 tmp = tmp->above; 2060 || mon->type == LOCKED_DOOR
2106 continue; 2061 || mon->flag [FLAG_CAN_ROLL])
2107 }
2108
2109 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2110 {
2111 mon = tmp; 2062 && mon != op)
2112 break; 2063 break;
2113 } 2064 }
2114 2065
2115 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2116 mon = tmp;
2117
2118 tmp = tmp->above;
2119 }
2120
2121 if (!mon) /* This happens anytime the player tries to move */ 2066 if (!mon) /* This happens anytime the player tries to move */
2122 return; /* into a wall */ 2067 return false; /* into a wall */
2123 2068
2124 if (mon->head)
2125 mon = mon->head; 2069 mon = mon->head_ ();
2126 2070
2127 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2071 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2072 if (op->contr->weapon_sp_left > 0.f)
2128 if (player_attack_door (op, mon)) 2073 if (player_attack_door (op, mon))
2074 {
2075 --op->contr->weapon_sp_left;
2129 return; 2076 return true;
2077 }
2130 2078
2131 /* The following deals with possibly attacking peaceful 2079 /* The following deals with possibly attacking peaceful
2132 * or frienddly creatures. Basically, all players are considered 2080 * or friendly creatures. Basically, all players are considered
2133 * unaggressive. If the moving player has peaceful set, then the 2081 * unaggressive. If the moving player has peaceful set, then the
2134 * object should be pushed instead of attacked. It is assumed that 2082 * object should be pushed instead of attacked. It is assumed that
2135 * if you are braced, you will not attack friends accidently, 2083 * if you are braced, you will not attack friends accidently,
2136 * and thus will not push them. 2084 * and thus will not push them.
2137 */ 2085 */
2138 2086
2139 /* If the creature is a pet, push it even if the player is not 2087 /* If the creature is a pet, push it even if the player is not
2140 * peaceful. Our assumption is the creature is a pet if the 2088 * peaceful. Our assumption is the creature is a pet if the
2141 * player owns it and it is either friendly or unagressive. 2089 * player owns it and it is either friendly or unagressive.
2142 */ 2090 */
2143 if ((op->type == PLAYER) 2091 if (op->type == PLAYER
2144#if COZY_SERVER
2145 &&
2146 ((mon->owner && mon->owner->contr 2092 && ((mon->owner && mon->owner->contr
2147 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2093 && same_party (mon->owner->contr->party, op->contr->party))
2148#else
2149 && mon->owner == op 2094 || mon->owner == op)
2150#endif
2151 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2095 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2152 { 2096 {
2153 /* If we're braced, we don't want to switch places with it */ 2097 /* If we're braced, we don't want to switch places with it */
2154 if (op->contr->braced) 2098 if (op->contr->braced)
2155 return; 2099 return false;
2100
2101 if (op->speed_left > 0.f)
2102 {
2103 --op->speed_left;
2104
2156 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2105 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2157 (void) push_ob (mon, dir, op); 2106 push_ob (mon, dir, op);
2107
2158 if (op->contr->tmp_invis || op->hide) 2108 if (op->contr->tmp_invis || op->hide)
2159 make_visible (op); 2109 make_visible (op);
2110
2160 return; 2111 return true;
2161 } 2112 }
2113 else
2114 return false;
2115 }
2162 2116
2163 /* in certain circumstances, you shouldn't attack friendly 2117 /* in certain circumstances, you shouldn't attack friendly
2164 * creatures. Note that if you are braced, you can't push 2118 * creatures. Note that if you are braced, you can't push
2165 * someone, but put it inside this loop so that you won't 2119 * someone, but put it inside this loop so that you won't
2166 * attack them either. 2120 * attack them either.
2167 */ 2121 */
2168 if ((mon->type == PLAYER || mon->enemy != op) && 2122 if ((mon->type == PLAYER || mon->enemy != op)
2169 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2123 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2170#ifdef PROHIBIT_PLAYERKILL
2171 (op->contr->peaceful 2124 && ((op->contr->peaceful
2172 || (mon->type == PLAYER 2125 || (mon->type == PLAYER && mon->contr->peaceful))
2173 && mon->contr->
2174 peaceful)) &&
2175#else
2176 op->contr->peaceful &&
2177#endif
2178 !on_battleground)) 2126 && !on_battleground))
2127 {
2128 if (op->speed_left > 0.f)
2179 { 2129 {
2130 --op->speed_left;
2131
2180 if (!op->contr->braced) 2132 if (!op->contr->braced)
2181 { 2133 {
2182 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2134 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2183 (void) push_ob (mon, dir, op); 2135 push_ob (mon, dir, op);
2184 } 2136 }
2185 else 2137 else
2186 new_draw_info (0, 0, op, "You withhold your attack"); 2138 new_draw_info (0, 0, op, "You withhold your attack");
2187 2139
2188 if (op->contr->tmp_invis || op->hide) 2140 if (op->contr->tmp_invis || op->hide)
2189 make_visible (op); 2141 make_visible (op);
2190 }
2191 2142
2143 return true;
2144 }
2145 }
2192 /* If the object is a boulder or other rollable object, then 2146 /* If the object is a boulder or other rollable object, then
2193 * roll it if not braced. You can't roll it if you are braced. 2147 * roll it if not braced. You can't roll it if you are braced.
2194 */ 2148 */
2195 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2149 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2150 {
2151 if (op->speed_left > 0.f)
2196 { 2152 {
2153 --op->speed_left;
2154
2197 recursive_roll (mon, dir, op); 2155 recursive_roll (mon, dir, op);
2198 if (action_makes_visible (op)) 2156 if (action_makes_visible (op))
2199 make_visible (op); 2157 make_visible (op);
2200 }
2201 2158
2159 return true;
2160 }
2161 }
2202 /* Any generic living creature. Including things like doors. 2162 /* Any generic living creature. Including things like doors.
2203 * Way it works is like this: First, it must have some hit points 2163 * Way it works is like this: First, it must have some hit points
2204 * and be living. Then, it must be one of the following: 2164 * and be living. Then, it must be one of the following:
2205 * 1) Not a player, 2) A player, but of a different party. Note 2165 * 1) Not a player, 2) A player, but of a different party. Note
2206 * that party_number -1 is no party, so attacks can still happen. 2166 * that party_number -1 is no party, so attacks can still happen.
2207 */ 2167 */
2208
2209 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2168 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2210 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2169 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2211 { 2170 {
2212 2171 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2213 /* If the player hasn't hit something this tick, and does
2214 * so, give them speed boost based on weapon speed. Doing
2215 * it here is better than process_players2, which basically
2216 * incurred a 1 tick offset.
2217 */
2218 if (!op->contr->has_hit)
2219 { 2172 {
2220 op->speed_left += op->speed / op->contr->weapon_sp; 2173 --op->contr->weapon_sp_left;
2221
2222 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2223 }
2224 2174
2225 skill_attack (mon, op, 0, 0, 0); 2175 skill_attack (mon, op, 0, 0, 0);
2226
2227 /* If attacking another player, that player gets automatic
2228 * hitback, and doesn't loose luck either.
2229 * Disable hitback on the battleground or if the target is
2230 * the wiz.
2231 */
2232 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2233 {
2234 short luck = mon->stats.luck;
2235
2236 mon->contr->has_hit = 1;
2237 skill_attack (op, mon, 0, 0, 0);
2238 mon->stats.luck = luck;
2239 }
2240 2176
2241 if (action_makes_visible (op)) 2177 if (action_makes_visible (op))
2242 make_visible (op); 2178 make_visible (op);
2243 }
2244 } /* if player should attack something */
2245}
2246 2179
2247int 2180 return true;
2181 }
2182 }
2183
2184 return false;
2185}
2186
2187bool
2248move_player (object *op, int dir) 2188move_player (object *op, int dir)
2249{ 2189{
2250 int pick; 2190 int pick;
2251 2191
2252 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2192 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2253 return 0; 2193 return 0;
2254 2194
2255 /* Sanity check: make sure dir is valid */ 2195 /* Sanity check: make sure dir is valid */
2256 if ((dir < 0) || (dir >= 9)) 2196 if ((dir < 0) || (dir >= 9))
2257 { 2197 {
2258 LOG (llevError, "move_player: invalid direction %d\n", dir); 2198 LOG (llevError, "move_player: invalid direction %d\n", dir);
2259 return 0; 2199 return 0;
2260 } 2200 }
2261 2201
2262 /* peterm: added following line */ 2202 /* peterm: added following line */
2263 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2203 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2264 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2204 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2265 2205
2266 op->facing = dir; 2206 op->facing = dir;
2267 2207
2268 if (op->hide) 2208 if (op->hide)
2269 do_hidden_move (op); 2209 do_hidden_move (op);
2270 2210
2211 bool retval;
2212
2271 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2213 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2272 /*nop */ ; 2214 retval = RESULT_INT (0);
2273 else if (op->contr->fire_on) 2215 else if (op->contr->fire_on)
2274 fire (op, dir); 2216 retval = fire (op, dir);
2275 else 2217 else
2276 { 2218 {
2277 move_player_attack (op, dir); 2219 retval = move_player_attack (op, dir);
2278 pick = check_pick (op); 2220 pick = check_pick (op);
2279 } 2221 }
2280 2222
2281 /* Add special check for newcs players and fire on - this way, the 2223 /* Add special check for newcs players and fire on - this way, the
2282 * server can handle repeat firing. 2224 * server can handle repeat firing.
2289 /* Update how the player looks. Use the facing, so direction may 2231 /* Update how the player looks. Use the facing, so direction may
2290 * get reset to zero. This allows for full animation capabilities 2232 * get reset to zero. This allows for full animation capabilities
2291 * for players. 2233 * for players.
2292 */ 2234 */
2293 animate_object (op, op->facing); 2235 animate_object (op, op->facing);
2294 return 0; 2236
2237 return retval;
2295} 2238}
2296 2239
2297/* This is similar to handle_player, below, but is only used by the 2240/* This is similar to handle_player, below, but is only used by the
2298 * new client/server stuff. 2241 * new client/server stuff.
2299 * This is sort of special, in that the new client/server actually uses 2242 * This is sort of special, in that the new client/server actually uses
2300 * the new speed values for commands. 2243 * the new speed values for commands.
2301 * 2244 *
2302 * Returns true if there are more actions we can do. 2245 * Returns true if there are more actions we can do. Should not do
2246 * many actions in a row, as that would be too unfair to other
2247 * players.
2303 */ 2248 */
2304int 2249bool
2305handle_newcs_player (object *op) 2250handle_newcs_player (object *op)
2306{ 2251{
2307 if (op->contr->hidden)
2308 {
2309 op->invisible = 1000;
2310 /* the socket code flashes the player visible/invisible
2311 * depending on the value of invisible, so we need to
2312 * alternate it here for it to work correctly.
2313 */
2314 if (pticks & 2)
2315 op->invisible--;
2316 }
2317 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2318 {
2319 op->invisible--;
2320 if (!op->invisible)
2321 {
2322 make_visible (op);
2323 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2324 }
2325 }
2326
2327 if (QUERY_FLAG (op, FLAG_SCARED)) 2252 if (QUERY_FLAG (op, FLAG_SCARED))
2328 { 2253 {
2329 flee_player (op); 2254 if (op->speed_left > 0.f)
2330 /* If player is still scared, that is his action for this tick */
2331 if (QUERY_FLAG (op, FLAG_SCARED))
2332 { 2255 {
2333 op->speed_left--; 2256 --op->speed_left;
2257 flee_player (op);
2258
2334 return 0; 2259 return true;
2335 } 2260 }
2261 else
2262 return false;
2336 } 2263 }
2337
2338 /* I've been seeing crashes where the golem has been destroyed, but
2339 * the player object still points to the defunct golem. The code that
2340 * destroys the golem looks correct, and it doesn't always happen, so
2341 * put this in a a workaround to clean up the golem pointer.
2342 */
2343 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2344 op->contr->ranges[range_golem] = 0;
2345 2264
2346 /* call this here - we also will call this in do_ericserver, but 2265 /* call this here - we also will call this in do_ericserver, but
2347 * the players time has been increased when doericserver has been 2266 * the players time has been increased when doericserver has been
2348 * called, so we recheck it here. 2267 * called, so we recheck it here.
2349 */ 2268 */
2350 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2269 if (op->contr->ns->handle_command ())
2351 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2352 ;
2353
2354 if (op->speed_left < 0)
2355 return 0; 2270 return true;
2356 2271
2357 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2272 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2358 {
2359 /* All move commands take 1 tick, at least for now */
2360 op->speed_left--;
2361
2362 /* Instead of all the stuff below, let move_player take care
2363 * of it. Also, some of the skill stuff is only put in
2364 * there, as well as the confusion stuff.
2365 */
2366 move_player (op, op->direction); 2273 return move_player (op, op->direction);
2367 if (op->speed_left > 0)
2368 return 1;
2369 else
2370 return 0;
2371 }
2372 2274
2373 return 0; 2275 return false;
2374} 2276}
2375 2277
2376int 2278int
2377save_life (object *op) 2279save_life (object *op)
2378{ 2280{
2413 * from. 2315 * from.
2414 */ 2316 */
2415void 2317void
2416remove_unpaid_objects (object *op, object *env) 2318remove_unpaid_objects (object *op, object *env)
2417{ 2319{
2418 object *next;
2419
2420 while (op) 2320 while (op)
2421 { 2321 {
2422 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2322 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2423 2323
2424 if (QUERY_FLAG (op, FLAG_UNPAID)) 2324 if (QUERY_FLAG (op, FLAG_UNPAID))
2490 int rate_grace = 2000; 2390 int rate_grace = 2000;
2491 const int max_hp = 1; 2391 const int max_hp = 1;
2492 const int max_sp = 1; 2392 const int max_sp = 1;
2493 const int max_grace = 1; 2393 const int max_grace = 1;
2494 2394
2495 if (op->contr->outputs_sync) 2395 if (op->contr->hidden)
2396 {
2397 op->invisible = 1000;
2398 /* the socket code flashes the player visible/invisible
2399 * depending on the value of invisible, so we need to
2400 * alternate it here for it to work correctly.
2401 */
2402 if (pticks & 2)
2403 op->invisible--;
2496 { 2404 }
2497 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2405 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2498 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2406 {
2499 flush_output_element (op, &op->contr->outputs[i]); 2407 if (!op->invisible--)
2408 {
2409 make_visible (op);
2410 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2411 }
2500 } 2412 }
2501 2413
2502 if (op->contr->ns->state == ST_PLAYING) 2414 if (op->contr->ns->state == ST_PLAYING)
2503 { 2415 {
2504 /* these next three if clauses make it possible to SLOW DOWN 2416 /* these next three if clauses make it possible to SLOW DOWN
2526 gen_grace = op->stats.maxgrace; 2438 gen_grace = op->stats.maxgrace;
2527 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2439 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2528 } 2440 }
2529 2441
2530 /* Regenerate Spell Points */ 2442 /* Regenerate Spell Points */
2531 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2443 if (!op->contr->golem && --op->last_sp < 0)
2532 { 2444 {
2533 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2445 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2534 if (op->stats.sp < op->stats.maxsp) 2446 if (op->stats.sp < op->stats.maxsp)
2535 { 2447 {
2536 op->stats.sp++; 2448 op->stats.sp++;
2634 } 2546 }
2635 2547
2636 /* Digestion */ 2548 /* Digestion */
2637 if (--op->last_eat < 0) 2549 if (--op->last_eat < 0)
2638 { 2550 {
2639#ifdef COZY_SERVER
2640 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2641 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2642#else
2643 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2551 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2644#endif
2645 2552
2646 if (op->contr->gen_hp > 0) 2553 if (op->contr->gen_hp > 0)
2647 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2554 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2648 else 2555 else
2649 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2556 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2754 tmp->name = buf; 2661 tmp->name = buf;
2755 sprintf (buf, " This finger has been cut off %s\n" 2662 sprintf (buf, " This finger has been cut off %s\n"
2756 " the %s, when he was defeated at\n level %d by %s.\n", 2663 " the %s, when he was defeated at\n level %d by %s.\n",
2757 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2664 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2758 tmp->msg = buf; 2665 tmp->msg = buf;
2759 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2666 tmp->value = 0, tmp->type = 0;
2760 tmp->materialname = NULL; 2667 tmp->materialname = "organics";
2761 op->insert_at (tmp, op); 2668 tmp->insert_at (op, tmp);
2762 } 2669 }
2763 2670
2764 /* teleport defeated player to new destination */ 2671 /* teleport defeated player to new destination */
2765 transfer_ob (op, x, y, 0, NULL); 2672 transfer_ob (op, x, y, 0, NULL);
2766 op->contr->braced = 0; 2673 op->contr->braced = 0;
2771 2678
2772 command_kill_pets (op, 0); 2679 command_kill_pets (op, 0);
2773 2680
2774 if (op->stats.food < 0) 2681 if (op->stats.food < 0)
2775 { 2682 {
2776 if (op->contr->explore)
2777 {
2778 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2779 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2780 op->stats.food = 999;
2781 return;
2782 }
2783 sprintf (buf, "%s starved to death.", &op->name); 2683 sprintf (buf, "%s starved to death.", &op->name);
2784 strcpy (op->contr->killer, "starvation"); 2684 strcpy (op->contr->killer, "starvation");
2785 } 2685 }
2786 else 2686 else
2787 {
2788 if (op->contr->explore)
2789 {
2790 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2791 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2792 op->stats.hp = op->stats.maxhp;
2793 return;
2794 }
2795 sprintf (buf, "%s died.", &op->name); 2687 sprintf (buf, "%s died.", &op->name);
2796 }
2797 2688
2798 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2689 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2799 2690
2800 /* save the map location for corpse, gravestone */ 2691 /* save the map location for corpse, gravestone */
2801 x = op->x; 2692 x = op->x;
2977 op->stats.hp = op->stats.maxhp; 2868 op->stats.hp = op->stats.maxhp;
2978 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2869 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2979 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2870 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2980 2871
2981 /* 2872 /*
2982 * Check to see if the player is in a shop. IF so, then check to see if
2983 * the player has any unpaid items. If so, remove them and put them back 2873 * Check to see if the player has any unpaid items. If so, remove them
2984 * in the map. 2874 * and put them back in the map.
2985 */ 2875 */
2986
2987 if (is_in_shop (op))
2988 remove_unpaid_objects (op->inv, op); 2876 remove_unpaid_objects (op->inv, op);
2989 2877
2990 /****************************************/ 2878 /****************************************/
2991 /* */ 2879 /* */
2992 /* Move player to his current respawn- */ 2880 /* Move player to his current respawn- */
2993 /* position (usually last savebed) */ 2881 /* position (usually last savebed) */
2994 /* */ 2882 /* */
2995 /****************************************/ 2883 /****************************************/
2996 2884
2997 enter_player_savebed (op); 2885 enter_player_savebed (op);
2998 2886
2999 /* Save the player before inserting the force to reduce
3000 * chance of abuse.
3001 */
3002 op->contr->braced = 0; 2887 op->contr->braced = 0;
3003 op->contr->save ();
3004 2888
3005 /* it is possible that the player has blown something up 2889 /* it is possible that the player has blown something up
3006 * at his savebed location, and that can have long lasting 2890 * at his savebed location, and that can have long lasting
3007 * spell effects. So first see if there is a spell effect 2891 * spell effects. So first see if there is a spell effect
3008 * on the space that might harm the player. 2892 * on the space that might harm the player.
3017 object *force; 2901 object *force;
3018 int at; 2902 int at;
3019 2903
3020 force = get_archetype (FORCE_NAME); 2904 force = get_archetype (FORCE_NAME);
3021 /* 50 ticks should be enough time for the spell to abate */ 2905 /* 50 ticks should be enough time for the spell to abate */
3022 force->speed = 0.1; 2906 force->speed = 0.1f;
3023 force->speed_left = -5.0; 2907 force->speed_left = -5.f;
3024 SET_FLAG (force, FLAG_APPLIED); 2908 SET_FLAG (force, FLAG_APPLIED);
3025 for (at = 0; at < NROFATTACKS; at++) 2909 for (at = 0; at < NROFATTACKS; at++)
3026 if (will_kill_again & (1 << at)) 2910 if (will_kill_again & (1 << at))
3027 force->resist[at] = 100; 2911 force->resist[at] = 100;
3028 2912
3037void 2921void
3038loot_object (object *op) 2922loot_object (object *op)
3039{ /* Grab and destroy some treasure */ 2923{ /* Grab and destroy some treasure */
3040 object *tmp, *tmp2, *next; 2924 object *tmp, *tmp2, *next;
3041 2925
3042 if (op->container) 2926 op->close_container (); /* close open sack first */
3043 esrv_apply_container (op, op->container); /* close open sack first */
3044 2927
3045 for (tmp = op->inv; tmp; tmp = next) 2928 for (tmp = op->inv; tmp; tmp = next)
3046 { 2929 {
3047 next = tmp->below; 2930 next = tmp->below;
3048 2931
3049 if (tmp->invisible) 2932 if (tmp->invisible)
3050 continue; 2933 continue;
3051 2934
3052 tmp->remove (); 2935 tmp->remove ();
3053 tmp->x = op->x, tmp->y = op->y; 2936 tmp->x = op->x, tmp->y = op->y;
2937
3054 if (tmp->type == CONTAINER) 2938 if (tmp->type == CONTAINER)
3055 { /* empty container to ground */ 2939 loot_object (tmp); /* empty container to ground */
3056 loot_object (tmp); 2940
3057 }
3058 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2941 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3059 { 2942 {
3060 if (tmp->nrof > 1) 2943 if (tmp->nrof > 1)
3061 { 2944 {
3062 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2945 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3063 tmp2->destroy (); 2946 tmp2->destroy ();
3074/* 2957/*
3075 * fix_weight(): Check recursively the weight of all players, and fix 2958 * fix_weight(): Check recursively the weight of all players, and fix
3076 * what needs to be fixed. Refresh windows and fix speed if anything 2959 * what needs to be fixed. Refresh windows and fix speed if anything
3077 * was changed. 2960 * was changed.
3078 */ 2961 */
3079
3080void 2962void
3081fix_weight (void) 2963fix_weight (void)
3082{ 2964{
3083 for_all_players (pl) 2965 for_all_players (pl)
3084 { 2966 {
3144 if (op->type == PLAYER) 3026 if (op->type == PLAYER)
3145 { 3027 {
3146 op->contr->tmp_invis = 0; 3028 op->contr->tmp_invis = 0;
3147 op->contr->invis_race = 0; 3029 op->contr->invis_race = 0;
3148 } 3030 }
3031
3149 update_object (op, UP_OBJ_FACE); 3032 update_object (op, UP_OBJ_CHANGE);
3150} 3033}
3151 3034
3152int 3035int
3153is_true_undead (object *op) 3036is_true_undead (object *op)
3154{ 3037{
3155 object *tmp = NULL;
3156
3157 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3038 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3158 return 1; 3039 return 1;
3159 3040
3160 return 0; 3041 return 0;
3161} 3042}
3206/* For Hidden creatures - a chance of becoming 'unhidden' 3087/* For Hidden creatures - a chance of becoming 'unhidden'
3207 * every time they move - as we subtract off 'invisibility' 3088 * every time they move - as we subtract off 'invisibility'
3208 * AND, for players, if they move into a ridiculously unhideable 3089 * AND, for players, if they move into a ridiculously unhideable
3209 * spot (surrounded by clear terrain in broad daylight). -b.t. 3090 * spot (surrounded by clear terrain in broad daylight). -b.t.
3210 */ 3091 */
3211
3212void 3092void
3213do_hidden_move (object *op) 3093do_hidden_move (object *op)
3214{ 3094{
3215 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3095 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3216 object *skop; 3096 object *skop;
3220 3100
3221 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3101 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3222 3102
3223 /* its *extremely* hard to run and sneak/hide at the same time! */ 3103 /* its *extremely* hard to run and sneak/hide at the same time! */
3224 if (op->type == PLAYER && op->contr->run_on) 3104 if (op->type == PLAYER && op->contr->run_on)
3225 {
3226 if (!skop || num >= skop->level) 3105 if (!skop || num >= skop->level)
3227 { 3106 {
3228 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3107 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3229 make_visible (op); 3108 make_visible (op);
3230 return; 3109 return;
3231 } 3110 }
3232 else 3111 else
3233 num += 20; 3112 num += 20;
3234 } 3113
3235 num += op->map->difficulty; 3114 num += op->map->difficulty;
3236 hide = hideability (op); /* modify by terrain hidden level */ 3115 hide = hideability (op); /* modify by terrain hidden level */
3237 num -= hide; 3116 num -= hide;
3117
3238 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3118 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3239 { 3119 {
3240 make_visible (op); 3120 make_visible (op);
3241 if (op->type == PLAYER) 3121 if (op->type == PLAYER)
3242 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3122 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3243 } 3123 }
3244 else if (op->type == PLAYER && skop) 3124 else if (op->type == PLAYER && skop)
3245 {
3246 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3125 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3247 }
3248} 3126}
3249 3127
3250/* determine if who is standing near a hostile creature. */ 3128/* determine if who is standing near a hostile creature. */
3251 3129
3252int 3130int
3319 if (pl->type != PLAYER) 3197 if (pl->type != PLAYER)
3320 { 3198 {
3321 LOG (llevError, "player_can_view() called for non-player object\n"); 3199 LOG (llevError, "player_can_view() called for non-player object\n");
3322 return -1; 3200 return -1;
3323 } 3201 }
3202
3324 if (!pl || !op) 3203 if (!pl || !op)
3325 return 0; 3204 return 0;
3326 3205
3327 if (op->head)
3328 {
3329 op = op->head; 3206 op = op->head_ ();
3330 } 3207
3331 get_rangevector (pl, op, &rv, 0x1); 3208 get_rangevector (pl, op, &rv, 0x1);
3332 3209
3333 /* starting with the 'head' part, lets loop 3210 /* starting with the 'head' part, lets loop
3334 * through the object and find if it has any 3211 * through the object and find if it has any
3335 * part that is in the los array but isnt on 3212 * part that is in the los array but isnt on
3452 char buf[MAX_BUF]; /* tmp. string buffer */ 3329 char buf[MAX_BUF]; /* tmp. string buffer */
3453 int i = 0, j = 0; 3330 int i = 0, j = 0;
3454 3331
3455 /* get the appropriate treasurelist */ 3332 /* get the appropriate treasurelist */
3456 if (atnr == ATNR_FIRE) 3333 if (atnr == ATNR_FIRE)
3457 trlist = find_treasurelist ("dragon_ability_fire"); 3334 trlist = treasurelist::find ("dragon_ability_fire");
3458 else if (atnr == ATNR_COLD) 3335 else if (atnr == ATNR_COLD)
3459 trlist = find_treasurelist ("dragon_ability_cold"); 3336 trlist = treasurelist::find ("dragon_ability_cold");
3460 else if (atnr == ATNR_ELECTRICITY) 3337 else if (atnr == ATNR_ELECTRICITY)
3461 trlist = find_treasurelist ("dragon_ability_elec"); 3338 trlist = treasurelist::find ("dragon_ability_elec");
3462 else if (atnr == ATNR_POISON) 3339 else if (atnr == ATNR_POISON)
3463 trlist = find_treasurelist ("dragon_ability_poison"); 3340 trlist = treasurelist::find ("dragon_ability_poison");
3464 3341
3465 if (trlist == NULL || who->type != PLAYER) 3342 if (trlist == NULL || who->type != PLAYER)
3466 return; 3343 return;
3467 3344
3468 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3345 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3469 3346
3470 if (tr == NULL || tr->item == NULL) 3347 if (!tr || !tr->item)
3471 { 3348 {
3472 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3349 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3473 return; 3350 return;
3474 } 3351 }
3475 3352
3600 * not readied. 3477 * not readied.
3601 */ 3478 */
3602void 3479void
3603player_unready_range_ob (player *pl, object *ob) 3480player_unready_range_ob (player *pl, object *ob)
3604{ 3481{
3605 rangetype i; 3482 if (pl->ob->current_weapon == ob)
3483 pl->ob->current_weapon = 0;
3606 3484
3607 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3485 if (pl->combat_ob == ob)
3608 { 3486 pl->combat_ob = 0;
3487
3609 if (pl->ranges[i] == ob) 3488 if (pl->ranged_ob == ob)
3610 { 3489 pl->ranged_ob = 0;
3611 pl->ranges[i] = NULL;
3612 if (pl->shoottype == i)
3613 {
3614 pl->shoottype = range_none;
3615 }
3616 }
3617 }
3618} 3490}
3491
3492sint8
3493player::visibility_at (maptile *map, int x, int y) const
3494{
3495 if (!ns)
3496 return 0;
3497
3498 int dx, dy;
3499 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3500 return 0;
3501
3502 x += dx - ns->current_x + ns->mapx / 2;
3503 y += dy - ns->current_y + ns->mapy / 2;
3504
3505 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3506 return 0;
3507
3508 return 100 - blocked_los [x][y];
3509}

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