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Comparing deliantra/server/server/player.C (file contents):
Revision 1.82 by elmex, Wed Jan 3 02:30:52 2007 UTC vs.
Revision 1.120 by root, Thu May 3 09:39:56 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 <pwd.h>
26#include <sproto.h> 27#include <sproto.h>
27#include <sounds.h> 28#include <sounds.h>
31#include <skills.h> 32#include <skills.h>
32 33
33#include <algorithm> 34#include <algorithm>
34#include <functional> 35#include <functional>
35 36
36player * 37playervec 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 38
46void 39void
47display_motd (const object *op) 40display_motd (const object *op)
48{ 41{
49 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
123 116
124 news[0] = '\0'; 117 news[0] = '\0';
125 subject[0] = '\0'; 118 subject[0] = '\0';
126 size = 0; 119 size = 0;
127 120
128 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp))
129 { 122 {
130 if (*buf == '#') 123 if (*buf == '#')
131 continue; 124 continue;
132 125
133 if (*buf == '%') 126 if (*buf == '%')
134 { /* send one news */ 127 { /* send one news */
135 if (size > 0) 128 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 */ 129 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 */
130
137 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
138 strip_endline (subject); 132 strip_endline (subject);
139 size = 0; 133 size = 0;
140 news[0] = '\0'; 134 news[0] = '\0';
141 } 135 }
150 size += strlen (buf); 144 size += strlen (buf);
151 } 145 }
152 } 146 }
153 147
154 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 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); 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
156 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
157} 151}
158 152
159/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
160static void 154static void
176 ob->enter_exit (tmp); 170 ob->enter_exit (tmp);
177 171
178 tmp->destroy (); 172 tmp->destroy ();
179} 173}
180 174
175void
176player::activate ()
177{
178 if (active)
179 return;
180
181 players.insert (this);
182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob);
187 enter_map ();
188}
189
190void
191player::deactivate ()
192{
193 if (!active)
194 return;
195
196 terminate_all_pets (ob);
197 remove_friendly_object (ob);
198 ob->deactivate_recursive ();
199
200 if (ob->map)
201 maplevel = ob->map->path;
202
203 ob->remove ();
204 ob->map = 0;
205 party = 0;
206
207 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
208
209 players.erase (this);
210}
211
181// connect the player with a specific client 212// connect the player with a specific client
182// also changed, rationalises, and fixes some incorrect settings 213// also changed, rationalises, and fixes some incorrect settings
183void 214void
184player::connect (client *ns) 215player::connect (client *ns)
185{ 216{
186 this->ns = ns; 217 this->ns = ns;
187 ns->pl = this; 218 ns->pl = this;
188 219
189 next = first_player; 220 run_on = 0;
190 first_player = this; 221 fire_on = 0;
222 ob->close_container (); //TODO: client-specific
191 223
192 ns->update_look = 0; 224 ns->update_look = 0;
193 ns->look_position = 0; 225 ns->look_position = 0;
194 226
195 clear_los (ob); 227 clear_los (ob);
228
229 ns->reset_stats ();
196 230
197 /* make sure he's a player -- needed because of class change. */ 231 /* make sure he's a player -- needed because of class change. */
198 ob->type = PLAYER; // we are paranoid 232 ob->type = PLAYER; // we are paranoid
199 ob->race = ob->arch->clone.race; 233 ob->race = ob->arch->clone.race;
200 234
201 if (!legal_range (ob, shoottype))
202 shoottype = range_none;
203
204 ob->carrying = sum_weight (ob); 235 ob->carrying = sum_weight (ob);
205 link_player_skills (ob); 236 link_player_skills (ob);
206 237
207 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 238 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
208 239
209 assign (title, ob->arch->clone.name); 240 assign (title, ob->arch->clone.name);
210
211 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
212 * from the class, and not race. I don't see any way to get the class information
213 * to then update this. I don't think this will actually break anything - anyone
214 * that can use armour should be able to use a shield. What this may 'break'
215 * are features new characters get, eg, if someone starts up with a Q, they
216 * should be able to use a shield. However, old Q's won't get that advantage.
217 */
218 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
219 SET_FLAG (ob, FLAG_USE_SHIELD);
220 241
221 /* if it's a dragon player, set the correct title here */ 242 /* if it's a dragon player, set the correct title here */
222 if (is_dragon_pl (ob)) 243 if (is_dragon_pl (ob))
223 { 244 {
224 object *tmp, *abil = 0, *skin = 0; 245 object *tmp, *abil = 0, *skin = 0;
234 skin = tmp; 255 skin = tmp;
235 256
236 set_dragon_name (ob, abil, skin); 257 set_dragon_name (ob, abil, skin);
237 } 258 }
238 259
239 CLEAR_FLAG (ob, FLAG_FRIENDLY);
240 add_friendly_object (ob);
241
242 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
243
244 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 260 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
245 261
246 esrv_new_player (this, ob->weight + ob->carrying); 262 esrv_new_player (this, ob->weight + ob->carrying);
247 263
248 ob->update_stats (); 264 ob->update_stats ();
249 ns->floorbox_update (); 265 ns->floorbox_update ();
250 266
251 esrv_send_inventory (ob, ob); 267 esrv_send_inventory (ob, ob);
252 esrv_add_spells (this, 0); 268 esrv_add_spells (this, 0);
253 269
254 ob->activate_recursive (); 270 activate ();
255 enter_map ();
256 271
257 send_rules (ob); 272 send_rules (ob);
258 send_news (ob); 273 send_news (ob);
259 display_motd (ob); 274 display_motd (ob);
260 275
263} 278}
264 279
265void 280void
266player::disconnect () 281player::disconnect ()
267{ 282{
283 if (ns)
284 {
285 if (active)
286 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
287
288 INVOKE_PLAYER (DISCONNECT, this);
289
290 ns->reset_stats ();
291 ns->pl = 0;
292 ns = 0;
293 }
294
268 if (ob) 295 if (ob)
269 ob->deactivate_recursive (); 296 ob->close_container (); //TODO: client-specific
270 297
271 //TODO: don't be so harsh and destroy :) 298 deactivate ();
272 if (ns)
273 {
274 if (enable_save)
275 {
276 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
277 save (true);
278 }
279
280 INVOKE_PLAYER (DISCONNECT, this);
281
282 client *ns = this->ns;
283 ns->send_packet ("goodbye");
284 ns->flush ();
285 ns->pl = 0;
286 this->ns = 0;
287
288 ns->destroy ();
289 destroy ();
290 }
291} 299}
292 300
293// the need for this function can be explained 301// the need for this function can be explained
294// by load_object not returning the object 302// by load_object not returning the object
295void 303void
296player::set_object (object *op) 304player::set_object (object *op)
297{ 305{
298 ob = op; 306 ob = op;
299 ob->contr = this; /* this aren't yet in archetype */ 307 ob->contr = this; /* this aren't yet in archetype */
300 308
301 ob->speed_left = 0.5; 309 ob->speed_left = 0.5;
302 ob->speed = 1.0; 310 ob->speed = 1.0;
303 ob->direction = 5; /* So player faces south */ 311 ob->direction = 5; /* So player faces south */
304 ob->stats.wc = 2;
305 ob->run_away = 25; /* Then we panick... */
306
307 ob->roll_stats ();
308} 312}
309 313
310player::player () 314player::player ()
311{ 315{
312 /* There are some elements we want initialised to non zero value - 316 /* There are some elements we want initialised to non zero value -
313 * we deal with that below this point. 317 * we deal with that below this point.
314 */ 318 */
315 outputs_sync = 16; /* Every 2 seconds */ 319 outputs_sync = 4;
316 outputs_count = 8; /* Keeps present behaviour */ 320 outputs_count = 4;
317 unapply = unapply_nochoice; 321 unapply = unapply_nochoice;
318 322
319 savebed_map = first_map_path; /* Init. respawn position */ 323 savebed_map = first_map_path; /* Init. respawn position */
320 324
321 gen_sp_armour = 10; 325 gen_sp_armour = 10;
322 last_speed = -1;
323 shoottype = range_none;
324 bowtype = bow_normal; 326 bowtype = bow_normal;
325 petmode = pet_normal; 327 petmode = pet_normal;
326 listening = 10; 328 listening = 10;
327 usekeys = containers; 329 usekeys = containers;
328 last_weapon_sp = -1;
329 peaceful = 1; /* default peaceful */ 330 peaceful = 1; /* default peaceful */
330 do_los = 1; 331 do_los = 1;
331
332 /* we need to clear these to -1 and not zero - otherwise,
333 * if a player quits and starts a new character, we wont
334 * send new values to the client, as things like exp start
335 * at zero.
336 */
337 for (int i = 0; i < NUM_SKILLS; i++)
338 last_skill_exp[i] = -1;
339
340 for (int i = 0; i < NROFATTACKS; i++)
341 last_resist[i] = -1;
342
343 last_stats.exp = -1;
344 last_weight = (uint32) - 1;
345} 332}
346 333
347void 334void
348player::do_destroy () 335player::do_destroy ()
349{ 336{
350 disconnect (); 337 disconnect ();
351 338
352 save (false);
353 enable_save = false;
354
355 attachable::do_destroy (); 339 attachable::do_destroy ();
356
357 terminate_all_pets (ob);
358
359 if (first_player != this)
360 {
361 player *prev = first_player;
362
363 while (prev && prev->next && prev->next != this)
364 prev = prev->next;
365
366 if (prev->next != this)
367 {
368 LOG (llevError, "Free_player: Can't find previous player.\n");
369 abort ();
370 }
371
372 prev->next = next;
373 }
374 else
375 first_player = next;
376 340
377 if (ob) 341 if (ob)
378 { 342 {
379 ob->destroy_inv (false); 343 ob->destroy_inv (false);
380 ob->destroy (); 344 ob->destroy ();
395player::create () 359player::create ()
396{ 360{
397 player *pl = new player; 361 player *pl = new player;
398 362
399 pl->set_object (arch_to_object (get_player_archetype (0))); 363 pl->set_object (arch_to_object (get_player_archetype (0)));
364
365 pl->ob->roll_stats ();
366 pl->ob->stats.wc = 2;
367 pl->ob->run_away = 25; /* Then we panick... */
368
400 set_first_map (pl->ob); 369 set_first_map (pl->ob);
401 370
402 return pl; 371 return pl;
403} 372}
404 373
436 object *op = NULL; 405 object *op = NULL;
437 objectlink *ol; 406 objectlink *ol;
438 unsigned lastdist; 407 unsigned lastdist;
439 rv_vector rv; 408 rv_vector rv;
440 409
441 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 410 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
442 { 411 {
443 /* We should not find free objects on this friendly list, but it 412 /* We should not find free objects on this friendly list, but it
444 * does periodically happen. Given that, lets deal with it. 413 * does periodically happen. Given that, lets deal with it.
445 * While unlikely, it is possible the next object on the friendly 414 * While unlikely, it is possible the next object on the friendly
446 * list is also free, so encapsulate this in a while loop. 415 * list is also free, so encapsulate this in a while loop.
450 object *tmp = ol->ob; 419 object *tmp = ol->ob;
451 420
452 /* Can't do much more other than log the fact, because the object 421 /* Can't do much more other than log the fact, because the object
453 * itself will have been cleared. 422 * itself will have been cleared.
454 */ 423 */
455 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 424 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
425 tmp->debug_desc ());
456 ol = ol->next; 426 ol = ol->next;
457 remove_friendly_object (tmp); 427 remove_friendly_object (tmp);
458 if (!ol) 428 if (!ol)
459 return op; 429 return op;
460 } 430 }
549 x = mon->x; 519 x = mon->x;
550 y = mon->y; 520 y = mon->y;
551 m = mon->map; 521 m = mon->map;
552 dir = rv.direction; 522 dir = rv.direction;
553 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 523 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
554 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 524 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
525
555 /* If we can't solve it within the search distance, return now. */ 526 /* If we can't solve it within the search distance, return now. */
556 if (diff > max) 527 if (diff > max)
557 return 0; 528 return 0;
529
558 while (diff > 1 && max > 0) 530 while (diff > 1 && max > 0)
559 { 531 {
560 lastx = x; 532 lastx = x;
561 lasty = y; 533 lasty = y;
562 lastmap = m; 534 lastmap = m;
644 max--; 616 max--;
645 lastdir = dir; 617 lastdir = dir;
646 if (!firstdir) 618 if (!firstdir)
647 firstdir = dir; 619 firstdir = dir;
648 } 620 }
621
649 if (diff <= 1) 622 if (diff <= 1)
650 { 623 {
651 /* Recalculate diff (distance) because we may not have actually 624 /* Recalculate diff (distance) because we may not have actually
652 * headed toward player for entire distance. 625 * headed toward player for entire distance.
653 */ 626 */
654 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 627 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
655 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 628 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
656 } 629 }
630
657 if (diff > max) 631 if (diff > max)
658 return 0; 632 return 0;
659 } 633 }
634
660 /* If we reached the max, didn't find a direction in time */ 635 /* If we reached the max, didn't find a direction in time */
661 if (!max) 636 if (!max)
662 return 0; 637 return 0;
663 638
664 return firstdir; 639 return firstdir;
778roll_stat (void) 753roll_stat (void)
779{ 754{
780 int a[4], i, j, k; 755 int a[4], i, j, k;
781 756
782 for (i = 0; i < 4; i++) 757 for (i = 0; i < 4; i++)
783 a[i] = (int) RANDOM () % 6 + 1; 758 a[i] = (int) rndm (6) + 1;
784 759
785 for (i = 0, j = 0, k = 7; i < 4; i++) 760 for (i = 0, j = 0, k = 7; i < 4; i++)
786 if (a[i] < k) 761 if (a[i] < k)
787 k = a[i], j = i; 762 k = a[i], j = i;
788 763
888 * appropriate action with it (change race, or other things). 863 * appropriate action with it (change race, or other things).
889 * The function name is for historical reasons - now we have 864 * The function name is for historical reasons - now we have
890 * separate race and class; this actually changes the RACE, 865 * separate race and class; this actually changes the RACE,
891 * not the class. 866 * not the class.
892 */ 867 */
893int 868void
894key_change_class (object *op, char key) 869player::chargen_race_done ()
895{ 870{
896 int tmp_loop;
897
898 if (key == 'd' || key == 'D')
899 {
900 char buf[MAX_BUF];
901
902 /* this must before then initial items are given */ 871 /* this must before then initial items are given */
903 esrv_new_player (op->contr, op->weight + op->carrying); 872 esrv_new_player (ob->contr, ob->weight + ob->carrying);
904 873
905 treasurelist *tl = find_treasurelist ("starting_wealth"); 874 treasurelist *tl = treasurelist::find ("starting_wealth");
906 if (tl) 875 if (tl)
907 create_treasure (tl, op, 0, 0, 0); 876 create_treasure (tl, ob, 0, 0, 0);
908 877
909 INVOKE_PLAYER (BIRTH, op->contr); 878 INVOKE_PLAYER (BIRTH, ob->contr);
910 INVOKE_PLAYER (LOGIN, op->contr); 879 INVOKE_PLAYER (LOGIN, ob->contr);
911 880
912 op->contr->ns->state = ST_PLAYING; 881 ob->contr->ns->state = ST_PLAYING;
913 882
914 if (op->msg) 883 if (ob->msg)
915 op->msg = NULL; 884 ob->msg = 0;
916 885
917 /* We create this now because some of the unique maps will need it 886 /* We create this now because some of the unique maps will need it
918 * to save here. 887 * to save here.
919 */ 888 */
889 {
890 char buf[MAX_BUF];
920 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 891 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
921 make_path_to_file (buf); 892 make_path_to_file (buf);
893 }
922 894
923#ifdef AUTOSAVE
924 op->contr->last_save_tick = pticks;
925#endif
926 start_info (op); 895 start_info (ob);
927 CLEAR_FLAG (op, FLAG_WIZ); 896 CLEAR_FLAG (ob, FLAG_WIZ);
928 give_initial_items (op, op->randomitems); 897 give_initial_items (ob, ob->randomitems);
929 link_player_skills (op); 898 link_player_skills (ob);
930 esrv_send_inventory (op, op); 899 esrv_send_inventory (ob, ob);
931 op->update_stats (); 900 ob->update_stats ();
932 901
933 /* This moves the player to a different start map, if there 902 /* This moves the player to a different start map, if there
934 * is one for this race 903 * is one for this race
935 */ 904 */
936 if (*first_map_ext_path) 905 if (*first_map_ext_path)
937 { 906 {
938 object *tmp; 907 object *tmp;
939 char mapname[MAX_BUF]; 908 char mapname[MAX_BUF];
940 909
941 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); 910 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
942 tmp = object::create (); 911 tmp = object::create ();
943 EXIT_PATH (tmp) = mapname; 912 EXIT_PATH (tmp) = mapname;
944 EXIT_X (tmp) = op->x; 913 EXIT_X (tmp) = ob->x;
945 EXIT_Y (tmp) = op->y; 914 EXIT_Y (tmp) = ob->y;
946 op->enter_exit (tmp); /* we don't really care if it succeeded; 915 ob->enter_exit (tmp); /* we don't really care if it succeeded;
947 * if the map isn't there, then stay on the 916 * if the map isn't there, then stay on the
948 * default initial map */ 917 * default initial map */
949 tmp->destroy (); 918 tmp->destroy ();
950 } 919 }
951 else 920 else
952 LOG (llevDebug, "first_map_ext_path not set\n"); 921 LOG (llevDebug, "first_map_ext_path not set\n");
922}
953 923
954 return 0; 924void
955 } 925player::chargen_race_next ()
956 926{
957 /* Following actually changes the race - this is the default command 927 /* Following actually changes the race - this is the default command
958 * if we don't match with one of the options above. 928 * if we don't match with one of the options above.
959 */ 929 */
960 930
961 tmp_loop = 0; 931 do
962 while (!tmp_loop)
963 { 932 {
964 shstr name = op->name; 933 shstr name = ob->name;
965 int x = op->x, y = op->y; 934 int x = ob->x, y = ob->y;
966 935
967 op->remove_statbonus (); 936 ob->remove_statbonus ();
968 op->remove (); 937 ob->remove ();
969 op->arch = get_player_archetype (op->arch); 938 ob->arch = get_player_archetype (ob->arch);
970 op->arch->clone.copy_to (op); 939 ob->arch->clone.copy_to (ob);
971 op->instantiate (); 940 ob->instantiate ();
972 op->stats = op->contr->orig_stats; 941 ob->stats = ob->contr->orig_stats;
973 op->name = op->name_pl = name; 942 ob->name = ob->name_pl = name;
974 op->x = x; 943 ob->x = x;
975 op->y = y; 944 ob->y = y;
976 SET_ANIMATION (op, 2); /* So player faces south */ 945 SET_ANIMATION (ob, 2); /* So player faces south */
977 insert_ob_in_map (op, op->map, op, 0); 946 insert_ob_in_map (ob, ob->map, ob, 0);
978 assign (op->contr->title, op->arch->clone.name); 947 assign (ob->contr->title, ob->arch->clone.name);
979 op->add_statbonus (); 948 ob->add_statbonus ();
980 tmp_loop = allowed_class (op);
981 } 949 }
950 while (!allowed_class (ob));
982 951
983 update_object (op, UP_OBJ_FACE); 952 update_object (ob, UP_OBJ_FACE);
984 esrv_update_item (UPD_FACE, op, op); 953 esrv_update_item (UPD_FACE, ob, ob);
985 op->update_stats (); 954 ob->update_stats ();
986 op->stats.hp = op->stats.maxhp; 955 ob->stats.hp = ob->stats.maxhp;
987 op->stats.sp = op->stats.maxsp; 956 ob->stats.sp = ob->stats.maxsp;
988 op->stats.grace = 0; 957 ob->stats.grace = 0;
989
990 if (op->msg)
991 new_draw_info (NDI_BLUE, 0, op, op->msg);
992
993 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
994 return 0;
995}
996
997int
998key_confirm_quit (object *op, char key)
999{
1000 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1001 {
1002 op->contr->ns->state = ST_PLAYING;
1003 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1004 return 1;
1005 }
1006
1007 INVOKE_PLAYER (LOGOUT, op->contr);
1008 INVOKE_PLAYER (QUIT, op->contr);
1009
1010 op->contr->enable_save = false;
1011
1012 terminate_all_pets (op);
1013 op->remove ();
1014 op->direction = 0;
1015 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1016
1017 strcpy (op->contr->killer, "quit");
1018 check_score (op);
1019 op->contr->party = 0;
1020 op->contr->own_title[0] = '\0';
1021 op->contr->destroy ();
1022
1023 return 1;
1024} 958}
1025 959
1026void 960void
1027flee_player (object *op) 961flee_player (object *op)
1028{ 962{
1085int 1019int
1086check_pick (object *op) 1020check_pick (object *op)
1087{ 1021{
1088 object *tmp, *next; 1022 object *tmp, *next;
1089 int stop = 0; 1023 int stop = 0;
1090 int j, k, wvratio; 1024 int wvratio;
1091 char putstring[128], tmpstr[16]; 1025 char putstring[128];
1092 1026
1093 /* if you're flying, you cna't pick up anything */ 1027 /* if you're flying, you cna't pick up anything */
1094 if (op->move_type & MOVE_FLYING) 1028 if (op->move_type & MOVE_FLYING)
1095 return 1; 1029 return 1;
1096 1030
1433 * found object is returned. 1367 * found object is returned.
1434 */ 1368 */
1435object * 1369object *
1436find_arrow (object *op, const char *type) 1370find_arrow (object *op, const char *type)
1437{ 1371{
1438 object *tmp = NULL; 1372 object *tmp = 0;
1439 1373
1440 for (op = op->inv; op; op = op->below) 1374 for (op = op->inv; op; op = op->below)
1441 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1375 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1442 tmp = find_arrow (op, type); 1376 tmp = find_arrow (op, type);
1443 else if (op->type == ARROW && op->race == type) 1377 else if (op->type == ARROW && op->race == type)
1444 return op; 1378 return op;
1379
1445 return tmp; 1380 return tmp;
1446} 1381}
1447 1382
1448/* 1383/*
1449 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1384 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1450 * against the target. A full test is not performed, simply a basic test 1385 * against the target. A full test is not performed, simply a basic test
1451 * of resistances. The archer is making a quick guess at what he sees down 1386 * of resistances. The archer is making a quick guess at what he sees down
1452 * the hall. Failing that it does it's best to pick the highest plus arrow. 1387 * the hall. Failing that it does it's best to pick the highest plus arrow.
1453 */ 1388 */
1454
1455object * 1389object *
1456find_better_arrow (object *op, object *target, const char *type, int *better) 1390find_better_arrow (object *op, object *target, const char *type, int *better)
1457{ 1391{
1458 object *tmp = NULL, *arrow, *ntmp; 1392 object *tmp = NULL, *arrow, *ntmp;
1459 int attacknum, attacktype, betterby = 0, i; 1393 int attacknum, attacktype, betterby = 0, i;
1525 * find_better_arrow to find a decent arrow to use. 1459 * find_better_arrow to find a decent arrow to use.
1526 * op = the shooter 1460 * op = the shooter
1527 * type = bow->race 1461 * type = bow->race
1528 * dir = fire direction 1462 * dir = fire direction
1529 */ 1463 */
1530
1531object * 1464object *
1532pick_arrow_target (object *op, const char *type, int dir) 1465pick_arrow_target (object *op, const char *type, int dir)
1533{ 1466{
1534 object *tmp = NULL; 1467 object *tmp = NULL;
1535 maptile *m; 1468 maptile *m;
1609 { 1542 {
1610 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1543 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1611 return 0; 1544 return 0;
1612 } 1545 }
1613 1546
1614 if (op->type == PLAYER) 1547 if (player *pl = op->contr)
1615 bow = op->contr->ranges[range_bow]; 1548 {
1549 bow = pl->ranged_ob;
1550
1551 if (op->current_weapon != pl->ranged_ob)
1552 {
1553 op->current_weapon = pl->ranged_ob;
1554 new_draw_info_format (NDI_UNIQUE, 0, op, "You switch to your %s.", &op->current_weapon->name);
1555 op->update_stats ();
1556 }
1557 }
1616 else 1558 else
1617 { 1559 {
1618 for (bow = op->inv; bow; bow = bow->below) 1560 for (bow = op->inv; bow; bow = bow->below)
1619 /* Don't check for applied - monsters don't apply bows - in that way, they 1561 /* Don't check for applied - monsters don't apply bows - in that way, they
1620 * don't need to switch back and forth between bows and weapons. 1562 * don't need to switch back and forth between bows and weapons.
1625 if (!bow) 1567 if (!bow)
1626 { 1568 {
1627 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1569 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1628 return 0; 1570 return 0;
1629 } 1571 }
1572
1573 // optimisation: move object to top so we will find it quickly again
1574 if (bow->below)
1575 {
1576 bow->remove ();
1577 op->insert (bow);
1578 }
1579
1630 } 1580 }
1631 1581
1632 if (!bow->race || !bow->skill) 1582 if (!bow->race || !bow->skill)
1633 { 1583 {
1634 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1584 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1651 if (op->type == PLAYER) 1601 if (op->type == PLAYER)
1652 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1602 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1653 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1603 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1654 else 1604 else
1655 CLEAR_FLAG (op, FLAG_READY_BOW); 1605 CLEAR_FLAG (op, FLAG_READY_BOW);
1606
1656 return 0; 1607 return 0;
1657 } 1608 }
1658 } 1609 }
1659 1610
1660 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1611 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1691 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1642 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1692 op->update_stats (); 1643 op->update_stats ();
1693 } 1644 }
1694 1645
1695 SET_ANIMATION (arrow, arrow->direction); 1646 SET_ANIMATION (arrow, arrow->direction);
1647
1696 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1648 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1697 arrow->stats.hp = arrow->stats.dam; 1649 arrow->stats.hp = arrow->stats.dam;
1698 arrow->stats.grace = arrow->attacktype; 1650 arrow->stats.grace = arrow->attacktype;
1651
1699 if (arrow->slaying != NULL) 1652 if (arrow->slaying)
1700 arrow->spellarg = strdup (arrow->slaying); 1653 arrow->spellarg = strdup (arrow->slaying);
1701 1654
1702 /* Note that this was different for monsters - they got their level 1655 arrow->stats.dam += op->stats.dam + arrow->magic;
1703 * added to the damage. I think the strength bonus is more proper.
1704 */
1705
1706 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1707 1656
1708 /* update the speed */ 1657 /* update the speed */
1709 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1658 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1710 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1659 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1711 1660
1712 arrow->set_speed (max (arrow->speed, 1.0)); 1661 arrow->set_speed (max (arrow->speed, 1.0));
1713 arrow->speed_left = 0; 1662 arrow->speed_left = 0;
1714 1663
1664 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1665
1715 if (op->type == PLAYER) 1666 if (op->type == PLAYER)
1716 { 1667 {
1717 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1718 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1719 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1720
1721 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1668 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1669 arrow->stats.wc -= dex_bonus[op->stats.Dex];
1670
1671 if (!arrow->slaying)
1672 arrow->slaying = op->slaying;
1722 } 1673 }
1723 else 1674 else
1724 { 1675 {
1725 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1726 arrow->level = op->level; 1676 arrow->level = op->level;
1727 } 1677 arrow->stats.wc -= bow->magic;
1728 1678
1729 if (arrow->attacktype == AT_PHYSICAL) 1679 if (!arrow->slaying)
1680 arrow->slaying = bow->slaying;
1681 }
1682
1683 arrow->stats.wc -= arrow->level;
1684
1730 arrow->attacktype |= bow->attacktype; 1685 arrow->attacktype |= bow->attacktype;
1731
1732 if (bow->slaying)
1733 arrow->slaying = bow->slaying;
1734 1686
1735 arrow->move_type = MOVE_FLY_LOW; 1687 arrow->move_type = MOVE_FLY_LOW;
1736 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1737 1689
1738 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1690 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1764{ 1716{
1765 int ret = 0, wcmod = 0; 1717 int ret = 0, wcmod = 0;
1766 1718
1767 if (op->contr->bowtype == bow_bestarrow) 1719 if (op->contr->bowtype == bow_bestarrow)
1768 { 1720 {
1769 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1721 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1770 } 1722 }
1771 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1723 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1772 { 1724 {
1773 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1725 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1774 wcmod = -1; 1726 wcmod = -1;
1801 * Broken apart from 'fire' to keep it more readable. 1753 * Broken apart from 'fire' to keep it more readable.
1802 */ 1754 */
1803void 1755void
1804fire_misc_object (object *op, int dir) 1756fire_misc_object (object *op, int dir)
1805{ 1757{
1806 object *item; 1758 object *item = op->contr->ranged_ob;
1807 1759
1808 if (!op->contr->ranges[range_misc]) 1760 if (!item)
1809 { 1761 {
1810 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1762 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1811 return; 1763 return;
1812 } 1764 }
1813 1765
1814 item = op->contr->ranges[range_misc];
1815 if (!item->inv) 1766 if (!item->inv)
1816 { 1767 {
1817 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1768 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1818 return; 1769 return;
1819 } 1770 }
1771
1820 if (item->type == WAND) 1772 if (item->type == WAND)
1821 { 1773 {
1822 if (item->stats.food <= 0) 1774 if (item->stats.food <= 0)
1823 { 1775 {
1824 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1776 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1873 1825
1874 /* check for loss of invisiblity/hide */ 1826 /* check for loss of invisiblity/hide */
1875 if (action_makes_visible (op)) 1827 if (action_makes_visible (op))
1876 make_visible (op); 1828 make_visible (op);
1877 1829
1878 switch (op->contr->shoottype) 1830 player *pl = op->contr;
1831
1832 if (pl->golem)
1879 { 1833 {
1880 case range_none: 1834 control_golem (op->contr->golem, dir);
1881 return; 1835 return;
1836 }
1882 1837
1883 case range_bow: 1838 object *ob = pl->ranged_ob;
1839
1840 if (!ob)
1841 return;
1842
1843 switch (ob->type)
1844 {
1845 case BOW:
1884 player_fire_bow (op, dir); 1846 player_fire_bow (op, dir);
1885 return; 1847 break;
1886 1848
1887 case range_magic: /* Casting spells */ 1849 case SPELL:
1888 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1850 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1889 return; 1851 break;
1890 1852
1891 case range_misc: 1853 case BUILDER:
1854 apply_map_builder (op, dir);
1855 break;
1856
1857 case SKILL:
1858 case SKILL_TOOL:
1859 do_skill (op, op, ob, dir, 0);
1860 break;
1861
1862 default:
1892 fire_misc_object (op, dir); 1863 fire_misc_object (op, dir);
1893 return; 1864 break;
1894
1895 case range_golem: /* Control summoned monsters from scrolls */
1896 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1897 {
1898 op->contr->ranges[range_golem] = 0;
1899 op->contr->shoottype = range_none;
1900 }
1901 else
1902 control_golem (op->contr->ranges[range_golem], dir);
1903 return;
1904
1905 case range_skill:
1906 if (!op->chosen_skill)
1907 {
1908 if (op->type == PLAYER)
1909 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1910 return;
1911 }
1912 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1913 return;
1914 case range_builder:
1915 apply_map_builder (op, dir);
1916 return;
1917 default:
1918 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1919 return;
1920 } 1865 }
1921} 1866}
1922
1923
1924 1867
1925/* find_key 1868/* find_key
1926 * We try to find a key for the door as passed. If we find a key 1869 * We try to find a key for the door as passed. If we find a key
1927 * and successfully use it, we return the key, otherwise NULL 1870 * and successfully use it, we return the key, otherwise NULL
1928 * This function merges both normal and locked door, since the logic 1871 * This function merges both normal and locked door, since the logic
1930 * pl is the player, 1873 * pl is the player,
1931 * inv is the objects inventory to searched 1874 * inv is the objects inventory to searched
1932 * door is the door we are trying to match against. 1875 * door is the door we are trying to match against.
1933 * This function can be called recursively to search containers. 1876 * This function can be called recursively to search containers.
1934 */ 1877 */
1935
1936object * 1878object *
1937find_key (object *pl, object *container, object *door) 1879find_key (object *pl, object *container, object *door)
1938{ 1880{
1939 object *tmp, *key; 1881 object *tmp, *key;
1940 1882
1941 /* Should not happen, but sanity checking is never bad */ 1883 /* Should not happen, but sanity checking is never bad */
1942 if (container->inv == NULL) 1884 if (!container->inv)
1943 return NULL; 1885 return 0;
1944 1886
1945 /* First, lets try to find a key in the top level inventory */ 1887 /* First, lets try to find a key in the top level inventory */
1946 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1888 for (tmp = container->inv; tmp; tmp = tmp->below)
1947 { 1889 {
1948 if (door->type == DOOR && tmp->type == KEY) 1890 if (door->type == DOOR && tmp->type == KEY)
1949 break; 1891 break;
1950 /* For sanity, we should really check door type, but other stuff 1892 /* For sanity, we should really check door type, but other stuff
1951 * (like containers) can be locked with special keys 1893 * (like containers) can be locked with special keys
1952 */ 1894 */
1953 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1895 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1954 break; 1896 break;
1955 } 1897 }
1898
1956 /* No key found - lets search inventories now */ 1899 /* No key found - lets search inventories now */
1957 /* If we find and use a key in an inventory, return at that time. 1900 /* If we find and use a key in an inventory, return at that time.
1958 * otherwise, if we search all the inventories and still don't find 1901 * otherwise, if we search all the inventories and still don't find
1959 * a key, return 1902 * a key, return
1960 */ 1903 */
1961 if (!tmp) 1904 if (!tmp)
1962 { 1905 {
1963 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1906 for (tmp = container->inv; tmp; tmp = tmp->below)
1964 { 1907 {
1965 /* No reason to search empty containers */ 1908 /* No reason to search empty containers */
1966 if (tmp->type == CONTAINER && tmp->inv) 1909 if (tmp->type == CONTAINER && tmp->inv)
1967 { 1910 {
1968 if ((key = find_key (pl, tmp, door)) != NULL) 1911 if ((key = find_key (pl, tmp, door)))
1969 return key; 1912 return key;
1970 } 1913 }
1971 } 1914 }
1915
1972 if (!tmp) 1916 if (!tmp)
1973 return NULL; 1917 return NULL;
1974 } 1918 }
1919
1975 /* We get down here if we have found a key. Now if its in a container, 1920 /* We get down here if we have found a key. Now if its in a container,
1976 * see if we actually want to use it 1921 * see if we actually want to use it
1977 */ 1922 */
1978 if (pl != container) 1923 if (pl != container)
1979 { 1924 {
2000 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1945 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2001 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1946 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2002 return NULL; 1947 return NULL;
2003 } 1948 }
2004 } 1949 }
1950
2005 return tmp; 1951 return tmp;
2006} 1952}
2007 1953
2008/* moved door processing out of move_player_attack. 1954/* moved door processing out of move_player_attack.
2009 * returns 1 if player has opened the door with a key 1955 * returns 1 if player has opened the door with a key
2023 if (key) 1969 if (key)
2024 { 1970 {
2025 object *container = key->env; 1971 object *container = key->env;
2026 1972
2027 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1973 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1974
2028 if (action_makes_visible (op)) 1975 if (action_makes_visible (op))
2029 make_visible (op); 1976 make_visible (op);
1977
2030 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1978 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2031 spring_trap (door->inv, op); 1979 spring_trap (door->inv, op);
1980
2032 if (door->type == DOOR) 1981 if (door->type == DOOR)
2033 {
2034 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1982 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2035 }
2036 else if (door->type == LOCKED_DOOR) 1983 else if (door->type == LOCKED_DOOR)
2037 { 1984 {
2038 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1985 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2039 remove_door2 (door); /* remove door without violence ;-) */ 1986 remove_door2 (door); /* remove door without violence ;-) */
2040 } 1987 }
1988
2041 /* Do this after we print the message */ 1989 /* Do this after we print the message */
2042 decrease_ob (key); /* Use up one of the keys */ 1990 decrease_ob (key); /* Use up one of the keys */
2043 /* Need to update the weight the container the key was in */ 1991 /* Need to update the weight the container the key was in */
2044 if (container != op) 1992 if (container != op)
2045 esrv_update_item (UPD_WEIGHT, op, container); 1993 esrv_update_item (UPD_WEIGHT, op, container);
1994
2046 return 1; /* Nothing more to do below */ 1995 return 1; /* Nothing more to do below */
2047 } 1996 }
2048 else if (door->type == LOCKED_DOOR) 1997 else if (door->type == LOCKED_DOOR)
2049 { 1998 {
2050 /* Might as well return now - no other way to open this */ 1999 /* Might as well return now - no other way to open this */
2051 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2000 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2052 return 1; 2001 return 1;
2053 } 2002 }
2003
2054 return 0; 2004 return 0;
2055} 2005}
2056 2006
2057/* This function is just part of a breakup from move_player. 2007/* This function is just part of a breakup from move_player.
2058 * It should keep the code cleaner. 2008 * It should keep the code cleaner.
2062 */ 2012 */
2063void 2013void
2064move_player_attack (object *op, int dir) 2014move_player_attack (object *op, int dir)
2065{ 2015{
2066 object *tmp, *mon; 2016 object *tmp, *mon;
2067 sint16 nx, ny;
2068 int on_battleground; 2017 int on_battleground;
2069 maptile *m; 2018 maptile *m;
2070 2019
2071 nx = freearr_x[dir] + op->x; 2020 sint16 nx = freearr_x[dir] + op->x;
2072 ny = freearr_y[dir] + op->y; 2021 sint16 ny = freearr_y[dir] + op->y;
2073 2022
2074 on_battleground = op_on_battleground (op, 0, 0); 2023 on_battleground = op_on_battleground (op, 0, 0);
2075 2024
2076 /* If braced, or can't move to the square, and it is not out of the 2025 /* If braced, or can't move to the square, and it is not out of the
2077 * map, attack it. Note order of if statement is important - don't 2026 * map, attack it. Note order of if statement is important - don't
2084 */ 2033 */
2085 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2034 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2086 { 2035 {
2087 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2036 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2088 { 2037 {
2089 m = get_map_from_coord (op->map, &nx, &ny); 2038 m = op->map->xy_find (nx, ny);
2090 if (!m) 2039 if (!m)
2091 return; /* Don't think this should happen */ 2040 return; /* Don't think this should happen */
2092 } 2041 }
2093 else 2042 else
2094 m = op->map; 2043 m = op->map;
2095 2044
2096 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) 2045 if (!(tmp = m->at (nx, ny).bot))
2097 {
2098 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2099 return; 2046 return;
2100 }
2101 2047
2102 mon = 0; 2048 mon = 0;
2103 /* Go through all the objects, and find ones of interest. Only stop if 2049 /* Go through all the objects, and find ones of interest. Only stop if
2104 * we find a monster - that is something we know we want to attack. 2050 * we find a monster - that is something we know we want to attack.
2105 * if its a door or barrel (can roll) see if there may be monsters 2051 * if its a door or barrel (can roll) see if there may be monsters
2158 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2104 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2159 { 2105 {
2160 /* If we're braced, we don't want to switch places with it */ 2106 /* If we're braced, we don't want to switch places with it */
2161 if (op->contr->braced) 2107 if (op->contr->braced)
2162 return; 2108 return;
2109
2163 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2110 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2164 (void) push_ob (mon, dir, op); 2111 push_ob (mon, dir, op);
2165 if (op->contr->tmp_invis || op->hide) 2112 if (op->contr->tmp_invis || op->hide)
2166 make_visible (op); 2113 make_visible (op);
2114
2167 return; 2115 return;
2168 } 2116 }
2169 2117
2170 /* in certain circumstances, you shouldn't attack friendly 2118 /* in certain circumstances, you shouldn't attack friendly
2171 * creatures. Note that if you are braced, you can't push 2119 * creatures. Note that if you are braced, you can't push
2185 !on_battleground)) 2133 !on_battleground))
2186 { 2134 {
2187 if (!op->contr->braced) 2135 if (!op->contr->braced)
2188 { 2136 {
2189 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2137 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2190 (void) push_ob (mon, dir, op); 2138 push_ob (mon, dir, op);
2191 } 2139 }
2192 else 2140 else
2193 new_draw_info (0, 0, op, "You withhold your attack"); 2141 new_draw_info (0, 0, op, "You withhold your attack");
2194 2142
2195 if (op->contr->tmp_invis || op->hide) 2143 if (op->contr->tmp_invis || op->hide)
2210 * Way it works is like this: First, it must have some hit points 2158 * Way it works is like this: First, it must have some hit points
2211 * and be living. Then, it must be one of the following: 2159 * and be living. Then, it must be one of the following:
2212 * 1) Not a player, 2) A player, but of a different party. Note 2160 * 1) Not a player, 2) A player, but of a different party. Note
2213 * that party_number -1 is no party, so attacks can still happen. 2161 * that party_number -1 is no party, so attacks can still happen.
2214 */ 2162 */
2215
2216 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2163 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2217 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2164 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2218 { 2165 {
2219 2166
2220 /* If the player hasn't hit something this tick, and does 2167 /* If the player hasn't hit something this tick, and does
2254int 2201int
2255move_player (object *op, int dir) 2202move_player (object *op, int dir)
2256{ 2203{
2257 int pick; 2204 int pick;
2258 2205
2259 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2206 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2260 return 0; 2207 return 0;
2261 2208
2262 /* Sanity check: make sure dir is valid */ 2209 /* Sanity check: make sure dir is valid */
2263 if ((dir < 0) || (dir >= 9)) 2210 if ((dir < 0) || (dir >= 9))
2264 { 2211 {
2265 LOG (llevError, "move_player: invalid direction %d\n", dir); 2212 LOG (llevError, "move_player: invalid direction %d\n", dir);
2266 return 0; 2213 return 0;
2267 } 2214 }
2268 2215
2269 /* peterm: added following line */ 2216 /* peterm: added following line */
2270 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2217 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2271 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2218 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2272 2219
2273 op->facing = dir; 2220 op->facing = dir;
2274 2221
2275 if (op->hide) 2222 if (op->hide)
2276 do_hidden_move (op); 2223 do_hidden_move (op);
2309 * Returns true if there are more actions we can do. 2256 * Returns true if there are more actions we can do.
2310 */ 2257 */
2311int 2258int
2312handle_newcs_player (object *op) 2259handle_newcs_player (object *op)
2313{ 2260{
2314 if (op->contr->hidden)
2315 {
2316 op->invisible = 1000;
2317 /* the socket code flashes the player visible/invisible
2318 * depending on the value of invisible, so we need to
2319 * alternate it here for it to work correctly.
2320 */
2321 if (pticks & 2)
2322 op->invisible--;
2323 }
2324 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2325 {
2326 op->invisible--;
2327 if (!op->invisible)
2328 {
2329 make_visible (op);
2330 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2331 }
2332 }
2333
2334 if (QUERY_FLAG (op, FLAG_SCARED)) 2261 if (QUERY_FLAG (op, FLAG_SCARED))
2335 { 2262 {
2336 flee_player (op); 2263 flee_player (op);
2337 /* If player is still scared, that is his action for this tick */ 2264 /* If player is still scared, that is his action for this tick */
2338 if (QUERY_FLAG (op, FLAG_SCARED)) 2265 if (QUERY_FLAG (op, FLAG_SCARED))
2339 { 2266 {
2340 op->speed_left--; 2267 op->speed_left--;
2341 return 0; 2268 return 0;
2342 } 2269 }
2343 } 2270 }
2344
2345 /* I've been seeing crashes where the golem has been destroyed, but
2346 * the player object still points to the defunct golem. The code that
2347 * destroys the golem looks correct, and it doesn't always happen, so
2348 * put this in a a workaround to clean up the golem pointer.
2349 */
2350 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2351 op->contr->ranges[range_golem] = 0;
2352 2271
2353 /* call this here - we also will call this in do_ericserver, but 2272 /* call this here - we also will call this in do_ericserver, but
2354 * the players time has been increased when doericserver has been 2273 * the players time has been increased when doericserver has been
2355 * called, so we recheck it here. 2274 * called, so we recheck it here.
2356 */ 2275 */
2357 op->contr->ns->handle_command (); 2276 if (op->contr->ns->handle_command ())
2277 return 1;
2358 2278
2359 if (op->speed_left < 0) 2279 if (op->speed_left > 0)
2360 return 0; 2280 {
2361
2362 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2281 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2363 { 2282 {
2364 /* All move commands take 1 tick, at least for now */ 2283 /* All move commands take 1 tick, at least for now */
2365 op->speed_left--; 2284 op->speed_left--;
2366 2285
2367 /* Instead of all the stuff below, let move_player take care 2286 /* Instead of all the stuff below, let move_player take care
2368 * of it. Also, some of the skill stuff is only put in 2287 * of it. Also, some of the skill stuff is only put in
2369 * there, as well as the confusion stuff. 2288 * there, as well as the confusion stuff.
2370 */ 2289 */
2371 move_player (op, op->direction); 2290 move_player (op, op->direction);
2372 if (op->speed_left > 0) 2291
2373 return 1; 2292 return op->speed_left > 0;
2374 else 2293 }
2375 return 0;
2376 } 2294 }
2377 2295
2378 return 0; 2296 return 0;
2379} 2297}
2380 2298
2418 * from. 2336 * from.
2419 */ 2337 */
2420void 2338void
2421remove_unpaid_objects (object *op, object *env) 2339remove_unpaid_objects (object *op, object *env)
2422{ 2340{
2423 object *next;
2424
2425 while (op) 2341 while (op)
2426 { 2342 {
2427 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2343 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2428 2344
2429 if (QUERY_FLAG (op, FLAG_UNPAID)) 2345 if (QUERY_FLAG (op, FLAG_UNPAID))
2495 int rate_grace = 2000; 2411 int rate_grace = 2000;
2496 const int max_hp = 1; 2412 const int max_hp = 1;
2497 const int max_sp = 1; 2413 const int max_sp = 1;
2498 const int max_grace = 1; 2414 const int max_grace = 1;
2499 2415
2500 if (op->contr->outputs_sync) 2416 if (op->contr->hidden)
2417 {
2418 op->invisible = 1000;
2419 /* the socket code flashes the player visible/invisible
2420 * depending on the value of invisible, so we need to
2421 * alternate it here for it to work correctly.
2422 */
2423 if (pticks & 2)
2424 op->invisible--;
2501 { 2425 }
2502 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2426 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2503 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2427 {
2504 flush_output_element (op, &op->contr->outputs[i]); 2428 if (!op->invisible--)
2429 {
2430 make_visible (op);
2431 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2432 }
2505 } 2433 }
2506 2434
2507 if (op->contr->ns->state == ST_PLAYING) 2435 if (op->contr->ns->state == ST_PLAYING)
2508 { 2436 {
2509 /* these next three if clauses make it possible to SLOW DOWN 2437 /* these next three if clauses make it possible to SLOW DOWN
2531 gen_grace = op->stats.maxgrace; 2459 gen_grace = op->stats.maxgrace;
2532 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2460 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2533 } 2461 }
2534 2462
2535 /* Regenerate Spell Points */ 2463 /* Regenerate Spell Points */
2536 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2464 if (!op->contr->golem && --op->last_sp < 0)
2537 { 2465 {
2538 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2466 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2539 if (op->stats.sp < op->stats.maxsp) 2467 if (op->stats.sp < op->stats.maxsp)
2540 { 2468 {
2541 op->stats.sp++; 2469 op->stats.sp++;
2759 tmp->name = buf; 2687 tmp->name = buf;
2760 sprintf (buf, " This finger has been cut off %s\n" 2688 sprintf (buf, " This finger has been cut off %s\n"
2761 " 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",
2762 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2690 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2763 tmp->msg = buf; 2691 tmp->msg = buf;
2764 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2692 tmp->value = 0, tmp->type = 0;
2765 tmp->materialname = NULL; 2693 tmp->materialname = "organics";
2766 op->insert_at (tmp, op); 2694 tmp->insert_at (op, tmp);
2767 } 2695 }
2768 2696
2769 /* teleport defeated player to new destination */ 2697 /* teleport defeated player to new destination */
2770 transfer_ob (op, x, y, 0, NULL); 2698 transfer_ob (op, x, y, 0, NULL);
2771 op->contr->braced = 0; 2699 op->contr->braced = 0;
2776 2704
2777 command_kill_pets (op, 0); 2705 command_kill_pets (op, 0);
2778 2706
2779 if (op->stats.food < 0) 2707 if (op->stats.food < 0)
2780 { 2708 {
2781 if (op->contr->explore)
2782 {
2783 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2784 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2785 op->stats.food = 999;
2786 return;
2787 }
2788 sprintf (buf, "%s starved to death.", &op->name); 2709 sprintf (buf, "%s starved to death.", &op->name);
2789 strcpy (op->contr->killer, "starvation"); 2710 strcpy (op->contr->killer, "starvation");
2790 } 2711 }
2791 else 2712 else
2792 {
2793 if (op->contr->explore)
2794 {
2795 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2796 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2797 op->stats.hp = op->stats.maxhp;
2798 return;
2799 }
2800 sprintf (buf, "%s died.", &op->name); 2713 sprintf (buf, "%s died.", &op->name);
2801 }
2802 2714
2803 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2715 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2804 2716
2805 /* save the map location for corpse, gravestone */ 2717 /* save the map location for corpse, gravestone */
2806 x = op->x; 2718 x = op->x;
2982 op->stats.hp = op->stats.maxhp; 2894 op->stats.hp = op->stats.maxhp;
2983 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2895 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2984 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2896 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2985 2897
2986 /* 2898 /*
2987 * Check to see if the player is in a shop. IF so, then check to see if
2988 * 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
2989 * in the map. 2900 * and put them back in the map.
2990 */ 2901 */
2991
2992 if (is_in_shop (op))
2993 remove_unpaid_objects (op->inv, op); 2902 remove_unpaid_objects (op->inv, op);
2994 2903
2995 /****************************************/ 2904 /****************************************/
2996 /* */ 2905 /* */
2997 /* Move player to his current respawn- */ 2906 /* Move player to his current respawn- */
2998 /* position (usually last savebed) */ 2907 /* position (usually last savebed) */
2999 /* */ 2908 /* */
3000 /****************************************/ 2909 /****************************************/
3001 2910
3002 enter_player_savebed (op); 2911 enter_player_savebed (op);
3003 2912
3004 /* Save the player before inserting the force to reduce
3005 * chance of abuse.
3006 */
3007 op->contr->braced = 0; 2913 op->contr->braced = 0;
3008 op->contr->save ();
3009 2914
3010 /* it is possible that the player has blown something up 2915 /* it is possible that the player has blown something up
3011 * at his savebed location, and that can have long lasting 2916 * at his savebed location, and that can have long lasting
3012 * spell effects. So first see if there is a spell effect 2917 * spell effects. So first see if there is a spell effect
3013 * on the space that might harm the player. 2918 * on the space that might harm the player.
3042void 2947void
3043loot_object (object *op) 2948loot_object (object *op)
3044{ /* Grab and destroy some treasure */ 2949{ /* Grab and destroy some treasure */
3045 object *tmp, *tmp2, *next; 2950 object *tmp, *tmp2, *next;
3046 2951
3047 if (op->container) 2952 op->close_container (); /* close open sack first */
3048 esrv_apply_container (op, op->container); /* close open sack first */
3049 2953
3050 for (tmp = op->inv; tmp; tmp = next) 2954 for (tmp = op->inv; tmp; tmp = next)
3051 { 2955 {
3052 next = tmp->below; 2956 next = tmp->below;
3053 2957
3054 if (tmp->invisible) 2958 if (tmp->invisible)
3055 continue; 2959 continue;
3056 2960
3057 tmp->remove (); 2961 tmp->remove ();
3058 tmp->x = op->x, tmp->y = op->y; 2962 tmp->x = op->x, tmp->y = op->y;
2963
3059 if (tmp->type == CONTAINER) 2964 if (tmp->type == CONTAINER)
3060 { /* empty container to ground */ 2965 loot_object (tmp); /* empty container to ground */
3061 loot_object (tmp); 2966
3062 }
3063 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))))
3064 { 2968 {
3065 if (tmp->nrof > 1) 2969 if (tmp->nrof > 1)
3066 { 2970 {
3067 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2971 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3068 tmp2->destroy (); 2972 tmp2->destroy ();
3079/* 2983/*
3080 * fix_weight(): Check recursively the weight of all players, and fix 2984 * fix_weight(): Check recursively the weight of all players, and fix
3081 * 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
3082 * was changed. 2986 * was changed.
3083 */ 2987 */
3084
3085void 2988void
3086fix_weight (void) 2989fix_weight (void)
3087{ 2990{
3088 for_all_players (pl) 2991 for_all_players (pl)
3089 { 2992 {
3149 if (op->type == PLAYER) 3052 if (op->type == PLAYER)
3150 { 3053 {
3151 op->contr->tmp_invis = 0; 3054 op->contr->tmp_invis = 0;
3152 op->contr->invis_race = 0; 3055 op->contr->invis_race = 0;
3153 } 3056 }
3057
3154 update_object (op, UP_OBJ_FACE); 3058 update_object (op, UP_OBJ_CHANGE);
3155} 3059}
3156 3060
3157int 3061int
3158is_true_undead (object *op) 3062is_true_undead (object *op)
3159{ 3063{
3160 object *tmp = NULL;
3161
3162 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3064 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3163 return 1; 3065 return 1;
3164 3066
3165 return 0; 3067 return 0;
3166} 3068}
3225 3127
3226 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3128 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3227 3129
3228 /* 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! */
3229 if (op->type == PLAYER && op->contr->run_on) 3131 if (op->type == PLAYER && op->contr->run_on)
3230 {
3231 if (!skop || num >= skop->level) 3132 if (!skop || num >= skop->level)
3232 { 3133 {
3233 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!");
3234 make_visible (op); 3135 make_visible (op);
3235 return; 3136 return;
3236 } 3137 }
3237 else 3138 else
3238 num += 20; 3139 num += 20;
3239 } 3140
3240 num += op->map->difficulty; 3141 num += op->map->difficulty;
3241 hide = hideability (op); /* modify by terrain hidden level */ 3142 hide = hideability (op); /* modify by terrain hidden level */
3242 num -= hide; 3143 num -= hide;
3144
3243 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3145 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3244 { 3146 {
3245 make_visible (op); 3147 make_visible (op);
3246 if (op->type == PLAYER) 3148 if (op->type == PLAYER)
3247 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!");
3248 } 3150 }
3249 else if (op->type == PLAYER && skop) 3151 else if (op->type == PLAYER && skop)
3250 {
3251 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);
3252 }
3253} 3153}
3254 3154
3255/* determine if who is standing near a hostile creature. */ 3155/* determine if who is standing near a hostile creature. */
3256 3156
3257int 3157int
3456 char buf[MAX_BUF]; /* tmp. string buffer */ 3356 char buf[MAX_BUF]; /* tmp. string buffer */
3457 int i = 0, j = 0; 3357 int i = 0, j = 0;
3458 3358
3459 /* get the appropriate treasurelist */ 3359 /* get the appropriate treasurelist */
3460 if (atnr == ATNR_FIRE) 3360 if (atnr == ATNR_FIRE)
3461 trlist = find_treasurelist ("dragon_ability_fire"); 3361 trlist = treasurelist::find ("dragon_ability_fire");
3462 else if (atnr == ATNR_COLD) 3362 else if (atnr == ATNR_COLD)
3463 trlist = find_treasurelist ("dragon_ability_cold"); 3363 trlist = treasurelist::find ("dragon_ability_cold");
3464 else if (atnr == ATNR_ELECTRICITY) 3364 else if (atnr == ATNR_ELECTRICITY)
3465 trlist = find_treasurelist ("dragon_ability_elec"); 3365 trlist = treasurelist::find ("dragon_ability_elec");
3466 else if (atnr == ATNR_POISON) 3366 else if (atnr == ATNR_POISON)
3467 trlist = find_treasurelist ("dragon_ability_poison"); 3367 trlist = treasurelist::find ("dragon_ability_poison");
3468 3368
3469 if (trlist == NULL || who->type != PLAYER) 3369 if (trlist == NULL || who->type != PLAYER)
3470 return; 3370 return;
3471 3371
3472 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++);
3604 * not readied. 3504 * not readied.
3605 */ 3505 */
3606void 3506void
3607player_unready_range_ob (player *pl, object *ob) 3507player_unready_range_ob (player *pl, object *ob)
3608{ 3508{
3609 rangetype i; 3509 if (pl->ob->current_weapon == ob)
3510 pl->ob->current_weapon = 0;
3610 3511
3611 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3512 if (pl->combat_ob == ob)
3612 { 3513 pl->combat_ob = 0;
3514
3613 if (pl->ranges[i] == ob) 3515 if (pl->ranged_ob == ob)
3614 { 3516 pl->ranged_ob = 0;
3615 pl->ranges[i] = NULL;
3616 if (pl->shoottype == i)
3617 {
3618 pl->shoottype = range_none;
3619 }
3620 }
3621 }
3622} 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}

Diff Legend

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