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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 1.122 by root, Wed May 9 11:32:31 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
176 ob->enter_exit (tmp); 169 ob->enter_exit (tmp);
177 170
178 tmp->destroy (); 171 tmp->destroy ();
179} 172}
180 173
174void
175player::activate ()
176{
177 if (active)
178 return;
179
180 players.insert (this);
181 ob->remove ();
182 ob->map = 0;
183 ob->activate_recursive ();
184 CLEAR_FLAG (ob, FLAG_FRIENDLY);
185 add_friendly_object (ob);
186 enter_map ();
187}
188
189void
190player::deactivate ()
191{
192 if (!active)
193 return;
194
195 terminate_all_pets (ob);
196 remove_friendly_object (ob);
197 ob->deactivate_recursive ();
198
199 if (ob->map)
200 maplevel = ob->map->path;
201
202 ob->remove ();
203 ob->map = 0;
204 party = 0;
205
206 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
207
208 players.erase (this);
209}
210
181// connect the player with a specific client 211// connect the player with a specific client
182// also changed, rationalises, and fixes some incorrect settings 212// also changes, rationalises, and fixes some incorrect settings
183void 213void
184player::connect (client *ns) 214player::connect (client *ns)
185{ 215{
186 this->ns = ns; 216 this->ns = ns;
187 ns->pl = this; 217 ns->pl = this;
188 218
189 next = first_player; 219 run_on = 0;
190 first_player = this; 220 fire_on = 0;
221 ob->close_container (); //TODO: client-specific
191 222
192 ns->update_look = 0; 223 ns->update_look = 0;
193 ns->look_position = 0; 224 ns->look_position = 0;
194 225
195 clear_los (ob); 226 clear_los (ob);
227
228 ns->reset_stats ();
196 229
197 /* make sure he's a player -- needed because of class change. */ 230 /* make sure he's a player -- needed because of class change. */
198 ob->type = PLAYER; // we are paranoid 231 ob->type = PLAYER; // we are paranoid
199 ob->race = ob->arch->clone.race; 232 ob->race = ob->arch->clone.race;
200 233
201 if (!legal_range (ob, shoottype))
202 shoottype = range_none;
203
204 ob->carrying = sum_weight (ob); 234 ob->carrying = sum_weight (ob);
205 link_player_skills (ob); 235 link_player_skills (ob);
206 236
207 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
208 238
209 assign (title, ob->arch->clone.name); 239 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);
220 240
221 /* if it's a dragon player, set the correct title here */ 241 /* if it's a dragon player, set the correct title here */
222 if (is_dragon_pl (ob)) 242 if (is_dragon_pl (ob))
223 { 243 {
224 object *tmp, *abil = 0, *skin = 0; 244 object *tmp, *abil = 0, *skin = 0;
234 skin = tmp; 254 skin = tmp;
235 255
236 set_dragon_name (ob, abil, skin); 256 set_dragon_name (ob, abil, skin);
237 } 257 }
238 258
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!"); 259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
245 260
246 esrv_new_player (this, ob->weight + ob->carrying); 261 esrv_new_player (this, ob->weight + ob->carrying);
262
263 for (object *op = ob->inv; op; op = op->below)
264 if (op->flag [FLAG_APPLIED])
265 switch (op->type)
266 {
267 case WAND:
268 case ROD:
269 case HORN:
270 case BOW:
271 case SKILL:
272 case SKILL_TOOL:
273 case WEAPON:
274 fprintf (stderr, "applied<%s>\n", &op->name);//D
275 apply_special (ob, op, AP_UNAPPLY);
276 apply_special (ob, op, AP_APPLY);
277 break;
278 }
247 279
248 ob->update_stats (); 280 ob->update_stats ();
249 ns->floorbox_update (); 281 ns->floorbox_update ();
250 282
251 esrv_send_inventory (ob, ob); 283 esrv_send_inventory (ob, ob);
252 esrv_add_spells (this, 0); 284 esrv_add_spells (this, 0);
253 285
254 ob->activate_recursive (); 286 activate ();
255 enter_map ();
256 287
257 send_rules (ob); 288 send_rules (ob);
258 send_news (ob); 289 send_news (ob);
259 display_motd (ob); 290 display_motd (ob);
260 291
263} 294}
264 295
265void 296void
266player::disconnect () 297player::disconnect ()
267{ 298{
299 if (ns)
300 {
301 if (active)
302 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
303
304 INVOKE_PLAYER (DISCONNECT, this);
305
306 ns->reset_stats ();
307 ns->pl = 0;
308 ns = 0;
309 }
310
268 if (ob) 311 if (ob)
269 ob->deactivate_recursive (); 312 ob->close_container (); //TODO: client-specific
270 313
271 //TODO: don't be so harsh and destroy :) 314 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} 315}
292 316
293// the need for this function can be explained 317// the need for this function can be explained
294// by load_object not returning the object 318// by load_object not returning the object
295void 319void
296player::set_object (object *op) 320player::set_object (object *op)
297{ 321{
298 ob = op; 322 ob = op;
299 ob->contr = this; /* this aren't yet in archetype */ 323 ob->contr = this; /* this aren't yet in archetype */
300 324
301 ob->speed_left = 0.5; 325 ob->speed_left = 0.5;
302 ob->speed = 1.0; 326 ob->speed = 1.0;
303 ob->direction = 5; /* So player faces south */ 327 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} 328}
309 329
310player::player () 330player::player ()
311{ 331{
312 /* There are some elements we want initialised to non zero value - 332 /* There are some elements we want initialised to non zero value -
313 * we deal with that below this point. 333 * we deal with that below this point.
314 */ 334 */
315 outputs_sync = 16; /* Every 2 seconds */ 335 outputs_sync = 4;
316 outputs_count = 8; /* Keeps present behaviour */ 336 outputs_count = 4;
317 unapply = unapply_nochoice; 337 unapply = unapply_nochoice;
318 338
319 savebed_map = first_map_path; /* Init. respawn position */ 339 savebed_map = first_map_path; /* Init. respawn position */
320 340
321 gen_sp_armour = 10; 341 gen_sp_armour = 10;
322 last_speed = -1;
323 shoottype = range_none;
324 bowtype = bow_normal; 342 bowtype = bow_normal;
325 petmode = pet_normal; 343 petmode = pet_normal;
326 listening = 10; 344 listening = 10;
327 usekeys = containers; 345 usekeys = containers;
328 last_weapon_sp = -1;
329 peaceful = 1; /* default peaceful */ 346 peaceful = 1; /* default peaceful */
330 do_los = 1; 347 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} 348}
346 349
347void 350void
348player::do_destroy () 351player::do_destroy ()
349{ 352{
350 disconnect (); 353 disconnect ();
351 354
352 save (false);
353 enable_save = false;
354
355 attachable::do_destroy (); 355 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;
376 356
377 if (ob) 357 if (ob)
378 { 358 {
379 ob->destroy_inv (false); 359 ob->destroy_inv (false);
380 ob->destroy (); 360 ob->destroy ();
395player::create () 375player::create ()
396{ 376{
397 player *pl = new player; 377 player *pl = new player;
398 378
399 pl->set_object (arch_to_object (get_player_archetype (0))); 379 pl->set_object (arch_to_object (get_player_archetype (0)));
380
381 pl->ob->roll_stats ();
382 pl->ob->stats.wc = 2;
383 pl->ob->run_away = 25; /* Then we panick... */
384
400 set_first_map (pl->ob); 385 set_first_map (pl->ob);
401 386
402 return pl; 387 return pl;
403} 388}
404 389
436 object *op = NULL; 421 object *op = NULL;
437 objectlink *ol; 422 objectlink *ol;
438 unsigned lastdist; 423 unsigned lastdist;
439 rv_vector rv; 424 rv_vector rv;
440 425
441 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 426 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
442 { 427 {
443 /* We should not find free objects on this friendly list, but it 428 /* We should not find free objects on this friendly list, but it
444 * does periodically happen. Given that, lets deal with it. 429 * does periodically happen. Given that, lets deal with it.
445 * While unlikely, it is possible the next object on the friendly 430 * While unlikely, it is possible the next object on the friendly
446 * list is also free, so encapsulate this in a while loop. 431 * list is also free, so encapsulate this in a while loop.
450 object *tmp = ol->ob; 435 object *tmp = ol->ob;
451 436
452 /* Can't do much more other than log the fact, because the object 437 /* Can't do much more other than log the fact, because the object
453 * itself will have been cleared. 438 * itself will have been cleared.
454 */ 439 */
455 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 440 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
441 tmp->debug_desc ());
456 ol = ol->next; 442 ol = ol->next;
457 remove_friendly_object (tmp); 443 remove_friendly_object (tmp);
458 if (!ol) 444 if (!ol)
459 return op; 445 return op;
460 } 446 }
549 x = mon->x; 535 x = mon->x;
550 y = mon->y; 536 y = mon->y;
551 m = mon->map; 537 m = mon->map;
552 dir = rv.direction; 538 dir = rv.direction;
553 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 539 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); 540 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
541
555 /* If we can't solve it within the search distance, return now. */ 542 /* If we can't solve it within the search distance, return now. */
556 if (diff > max) 543 if (diff > max)
557 return 0; 544 return 0;
545
558 while (diff > 1 && max > 0) 546 while (diff > 1 && max > 0)
559 { 547 {
560 lastx = x; 548 lastx = x;
561 lasty = y; 549 lasty = y;
562 lastmap = m; 550 lastmap = m;
644 max--; 632 max--;
645 lastdir = dir; 633 lastdir = dir;
646 if (!firstdir) 634 if (!firstdir)
647 firstdir = dir; 635 firstdir = dir;
648 } 636 }
637
649 if (diff <= 1) 638 if (diff <= 1)
650 { 639 {
651 /* Recalculate diff (distance) because we may not have actually 640 /* Recalculate diff (distance) because we may not have actually
652 * headed toward player for entire distance. 641 * headed toward player for entire distance.
653 */ 642 */
654 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 643 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); 644 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
656 } 645 }
646
657 if (diff > max) 647 if (diff > max)
658 return 0; 648 return 0;
659 } 649 }
650
660 /* If we reached the max, didn't find a direction in time */ 651 /* If we reached the max, didn't find a direction in time */
661 if (!max) 652 if (!max)
662 return 0; 653 return 0;
663 654
664 return firstdir; 655 return firstdir;
778roll_stat (void) 769roll_stat (void)
779{ 770{
780 int a[4], i, j, k; 771 int a[4], i, j, k;
781 772
782 for (i = 0; i < 4; i++) 773 for (i = 0; i < 4; i++)
783 a[i] = (int) RANDOM () % 6 + 1; 774 a[i] = (int) rndm (6) + 1;
784 775
785 for (i = 0, j = 0, k = 7; i < 4; i++) 776 for (i = 0, j = 0, k = 7; i < 4; i++)
786 if (a[i] < k) 777 if (a[i] < k)
787 k = a[i], j = i; 778 k = a[i], j = i;
788 779
888 * appropriate action with it (change race, or other things). 879 * appropriate action with it (change race, or other things).
889 * The function name is for historical reasons - now we have 880 * The function name is for historical reasons - now we have
890 * separate race and class; this actually changes the RACE, 881 * separate race and class; this actually changes the RACE,
891 * not the class. 882 * not the class.
892 */ 883 */
893int 884void
894key_change_class (object *op, char key) 885player::chargen_race_done ()
895{ 886{
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 */ 887 /* this must before then initial items are given */
903 esrv_new_player (op->contr, op->weight + op->carrying); 888 esrv_new_player (ob->contr, ob->weight + ob->carrying);
904 889
905 treasurelist *tl = find_treasurelist ("starting_wealth"); 890 treasurelist *tl = treasurelist::find ("starting_wealth");
906 if (tl) 891 if (tl)
907 create_treasure (tl, op, 0, 0, 0); 892 create_treasure (tl, ob, 0, 0, 0);
908 893
909 INVOKE_PLAYER (BIRTH, op->contr); 894 INVOKE_PLAYER (BIRTH, ob->contr);
910 INVOKE_PLAYER (LOGIN, op->contr); 895 INVOKE_PLAYER (LOGIN, ob->contr);
911 896
912 op->contr->ns->state = ST_PLAYING; 897 ob->contr->ns->state = ST_PLAYING;
913 898
914 if (op->msg) 899 if (ob->msg)
915 op->msg = NULL; 900 ob->msg = 0;
916 901
917 /* We create this now because some of the unique maps will need it 902 /* We create this now because some of the unique maps will need it
918 * to save here. 903 * to save here.
919 */ 904 */
905 {
906 char buf[MAX_BUF];
920 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 907 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
921 make_path_to_file (buf); 908 make_path_to_file (buf);
909 }
922 910
923#ifdef AUTOSAVE
924 op->contr->last_save_tick = pticks;
925#endif
926 start_info (op); 911 start_info (ob);
927 CLEAR_FLAG (op, FLAG_WIZ); 912 CLEAR_FLAG (ob, FLAG_WIZ);
928 give_initial_items (op, op->randomitems); 913 give_initial_items (ob, ob->randomitems);
929 link_player_skills (op); 914 link_player_skills (ob);
930 esrv_send_inventory (op, op); 915 esrv_send_inventory (ob, ob);
931 op->update_stats (); 916 ob->update_stats ();
932 917
933 /* This moves the player to a different start map, if there 918 /* This moves the player to a different start map, if there
934 * is one for this race 919 * is one for this race
935 */ 920 */
936 if (*first_map_ext_path) 921 if (*first_map_ext_path)
937 { 922 {
938 object *tmp; 923 object *tmp;
939 char mapname[MAX_BUF]; 924 char mapname[MAX_BUF];
940 925
941 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); 926 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
942 tmp = object::create (); 927 tmp = object::create ();
943 EXIT_PATH (tmp) = mapname; 928 EXIT_PATH (tmp) = mapname;
944 EXIT_X (tmp) = op->x; 929 EXIT_X (tmp) = ob->x;
945 EXIT_Y (tmp) = op->y; 930 EXIT_Y (tmp) = ob->y;
946 op->enter_exit (tmp); /* we don't really care if it succeeded; 931 ob->enter_exit (tmp); /* we don't really care if it succeeded;
947 * if the map isn't there, then stay on the 932 * if the map isn't there, then stay on the
948 * default initial map */ 933 * default initial map */
949 tmp->destroy (); 934 tmp->destroy ();
950 } 935 }
951 else 936 else
952 LOG (llevDebug, "first_map_ext_path not set\n"); 937 LOG (llevDebug, "first_map_ext_path not set\n");
938}
953 939
954 return 0; 940void
955 } 941player::chargen_race_next ()
956 942{
957 /* Following actually changes the race - this is the default command 943 /* Following actually changes the race - this is the default command
958 * if we don't match with one of the options above. 944 * if we don't match with one of the options above.
959 */ 945 */
960 946
961 tmp_loop = 0; 947 do
962 while (!tmp_loop)
963 { 948 {
964 shstr name = op->name; 949 shstr name = ob->name;
965 int x = op->x, y = op->y; 950 int x = ob->x, y = ob->y;
966 951
967 op->remove_statbonus (); 952 ob->remove_statbonus ();
968 op->remove (); 953 ob->remove ();
969 op->arch = get_player_archetype (op->arch); 954 ob->arch = get_player_archetype (ob->arch);
970 op->arch->clone.copy_to (op); 955 ob->arch->clone.copy_to (ob);
971 op->instantiate (); 956 ob->instantiate ();
972 op->stats = op->contr->orig_stats; 957 ob->stats = ob->contr->orig_stats;
973 op->name = op->name_pl = name; 958 ob->name = ob->name_pl = name;
974 op->x = x; 959 ob->x = x;
975 op->y = y; 960 ob->y = y;
976 SET_ANIMATION (op, 2); /* So player faces south */ 961 SET_ANIMATION (ob, 2); /* So player faces south */
977 insert_ob_in_map (op, op->map, op, 0); 962 insert_ob_in_map (ob, ob->map, ob, 0);
978 assign (op->contr->title, op->arch->clone.name); 963 assign (ob->contr->title, ob->arch->clone.name);
979 op->add_statbonus (); 964 ob->add_statbonus ();
980 tmp_loop = allowed_class (op);
981 } 965 }
966 while (!allowed_class (ob));
982 967
983 update_object (op, UP_OBJ_FACE); 968 update_object (ob, UP_OBJ_FACE);
984 esrv_update_item (UPD_FACE, op, op); 969 esrv_update_item (UPD_FACE, ob, ob);
985 op->update_stats (); 970 ob->update_stats ();
986 op->stats.hp = op->stats.maxhp; 971 ob->stats.hp = ob->stats.maxhp;
987 op->stats.sp = op->stats.maxsp; 972 ob->stats.sp = ob->stats.maxsp;
988 op->stats.grace = 0; 973 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} 974}
1025 975
1026void 976void
1027flee_player (object *op) 977flee_player (object *op)
1028{ 978{
1075 /* Cornered, get rid of scared */ 1025 /* Cornered, get rid of scared */
1076 CLEAR_FLAG (op, FLAG_SCARED); 1026 CLEAR_FLAG (op, FLAG_SCARED);
1077 op->enemy = NULL; 1027 op->enemy = NULL;
1078} 1028}
1079 1029
1080
1081/* check_pick sees if there is stuff to be picked up/picks up stuff. 1030/* check_pick sees if there is stuff to be picked up/picks up stuff.
1082 * IT returns 1 if the player should keep on moving, 0 if he should 1031 * It returns 1 if the player should keep on moving, 0 if he should
1083 * stop. 1032 * stop.
1084 */ 1033 */
1085int 1034int
1086check_pick (object *op) 1035check_pick (object *op)
1087{ 1036{
1088 object *tmp, *next; 1037 object *tmp, *next;
1089 int stop = 0; 1038 int stop = 0;
1090 int j, k, wvratio; 1039 int wvratio;
1091 char putstring[128], tmpstr[16]; 1040 char putstring[128];
1092 1041
1093 /* if you're flying, you cna't pick up anything */ 1042 /* if you're flying, you cna't pick up anything */
1094 if (op->move_type & MOVE_FLYING) 1043 if (op->move_type & MOVE_FLYING)
1095 return 1; 1044 return 1;
1096 1045
1433 * found object is returned. 1382 * found object is returned.
1434 */ 1383 */
1435object * 1384object *
1436find_arrow (object *op, const char *type) 1385find_arrow (object *op, const char *type)
1437{ 1386{
1438 object *tmp = NULL; 1387 object *tmp = 0;
1439 1388
1440 for (op = op->inv; op; op = op->below) 1389 for (op = op->inv; op; op = op->below)
1441 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1390 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1442 tmp = find_arrow (op, type); 1391 tmp = find_arrow (op, type);
1443 else if (op->type == ARROW && op->race == type) 1392 else if (op->type == ARROW && op->race == type)
1444 return op; 1393 return op;
1394
1445 return tmp; 1395 return tmp;
1446} 1396}
1447 1397
1448/* 1398/*
1449 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1399 * 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 1400 * 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 1401 * 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. 1402 * the hall. Failing that it does it's best to pick the highest plus arrow.
1453 */ 1403 */
1454
1455object * 1404object *
1456find_better_arrow (object *op, object *target, const char *type, int *better) 1405find_better_arrow (object *op, object *target, const char *type, int *better)
1457{ 1406{
1458 object *tmp = NULL, *arrow, *ntmp; 1407 object *tmp = NULL, *arrow, *ntmp;
1459 int attacknum, attacktype, betterby = 0, i; 1408 int attacknum, attacktype, betterby = 0, i;
1525 * find_better_arrow to find a decent arrow to use. 1474 * find_better_arrow to find a decent arrow to use.
1526 * op = the shooter 1475 * op = the shooter
1527 * type = bow->race 1476 * type = bow->race
1528 * dir = fire direction 1477 * dir = fire direction
1529 */ 1478 */
1530
1531object * 1479object *
1532pick_arrow_target (object *op, const char *type, int dir) 1480pick_arrow_target (object *op, const char *type, int dir)
1533{ 1481{
1534 object *tmp = NULL; 1482 object *tmp = NULL;
1535 maptile *m; 1483 maptile *m;
1609 { 1557 {
1610 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1558 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1611 return 0; 1559 return 0;
1612 } 1560 }
1613 1561
1614 if (op->type == PLAYER) 1562 if (player *pl = op->contr)
1615 bow = op->contr->ranges[range_bow]; 1563 {
1564 bow = pl->ranged_ob;
1565 op->set_weapon (bow);
1566 }
1616 else 1567 else
1617 { 1568 {
1618 for (bow = op->inv; bow; bow = bow->below) 1569 for (bow = op->inv; bow; bow = bow->below)
1619 /* Don't check for applied - monsters don't apply bows - in that way, they 1570 /* 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. 1571 * don't need to switch back and forth between bows and weapons.
1625 if (!bow) 1576 if (!bow)
1626 { 1577 {
1627 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1578 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1628 return 0; 1579 return 0;
1629 } 1580 }
1581
1582 // optimisation: move object to top so we will find it quickly again
1583 if (bow->below)
1584 {
1585 bow->remove ();
1586 op->insert (bow);
1587 }
1588
1630 } 1589 }
1631 1590
1632 if (!bow->race || !bow->skill) 1591 if (!bow->race || !bow->skill)
1633 { 1592 {
1634 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1593 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1651 if (op->type == PLAYER) 1610 if (op->type == PLAYER)
1652 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1611 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 */ 1612 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1654 else 1613 else
1655 CLEAR_FLAG (op, FLAG_READY_BOW); 1614 CLEAR_FLAG (op, FLAG_READY_BOW);
1615
1656 return 0; 1616 return 0;
1657 } 1617 }
1658 } 1618 }
1659 1619
1660 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1620 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1691 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1651 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1692 op->update_stats (); 1652 op->update_stats ();
1693 } 1653 }
1694 1654
1695 SET_ANIMATION (arrow, arrow->direction); 1655 SET_ANIMATION (arrow, arrow->direction);
1656
1696 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1657 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1697 arrow->stats.hp = arrow->stats.dam; 1658 arrow->stats.hp = arrow->stats.dam;
1698 arrow->stats.grace = arrow->attacktype; 1659 arrow->stats.grace = arrow->attacktype;
1660
1699 if (arrow->slaying != NULL) 1661 if (arrow->slaying)
1700 arrow->spellarg = strdup (arrow->slaying); 1662 arrow->spellarg = strdup (arrow->slaying);
1701 1663
1702 /* Note that this was different for monsters - they got their level 1664 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 1665
1708 /* update the speed */ 1666 /* update the speed */
1709 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1667 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; 1668 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1711 1669
1712 arrow->set_speed (max (arrow->speed, 1.0)); 1670 arrow->set_speed (max (arrow->speed, 1.0));
1713 arrow->speed_left = 0; 1671 arrow->speed_left = 0;
1714 1672
1673 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1674
1715 if (op->type == PLAYER) 1675 if (op->type == PLAYER)
1716 { 1676 {
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; 1677 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1678 arrow->stats.wc -= dex_bonus[op->stats.Dex];
1679
1680 if (!arrow->slaying)
1681 arrow->slaying = op->slaying;
1722 } 1682 }
1723 else 1683 else
1724 { 1684 {
1725 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1726 arrow->level = op->level; 1685 arrow->level = op->level;
1727 } 1686 arrow->stats.wc -= bow->magic;
1728 1687
1729 if (arrow->attacktype == AT_PHYSICAL) 1688 if (!arrow->slaying)
1689 arrow->slaying = bow->slaying;
1690 }
1691
1692 arrow->stats.wc -= arrow->level;
1693
1730 arrow->attacktype |= bow->attacktype; 1694 arrow->attacktype |= bow->attacktype;
1731
1732 if (bow->slaying)
1733 arrow->slaying = bow->slaying;
1734 1695
1735 arrow->move_type = MOVE_FLY_LOW; 1696 arrow->move_type = MOVE_FLY_LOW;
1736 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1697 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1737 1698
1738 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1699 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1764{ 1725{
1765 int ret = 0, wcmod = 0; 1726 int ret = 0, wcmod = 0;
1766 1727
1767 if (op->contr->bowtype == bow_bestarrow) 1728 if (op->contr->bowtype == bow_bestarrow)
1768 { 1729 {
1769 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1730 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1770 } 1731 }
1771 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1732 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1772 { 1733 {
1773 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1734 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1774 wcmod = -1; 1735 wcmod = -1;
1784 else if (op->contr->bowtype == bow_spreadshot) 1745 else if (op->contr->bowtype == bow_spreadshot)
1785 { 1746 {
1786 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1747 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1787 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1748 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1788 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1749 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1789
1790 } 1750 }
1791 else 1751 else
1792 { 1752 {
1793 /* Simple case */ 1753 /* Simple case */
1794 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1754 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1795 } 1755 }
1756
1796 return ret; 1757 return ret;
1797} 1758}
1798 1759
1799 1760
1800/* Fires a misc (wand/rod/horn) object in 'dir'. 1761/* Fires a misc (wand/rod/horn) object in 'dir'.
1801 * Broken apart from 'fire' to keep it more readable. 1762 * Broken apart from 'fire' to keep it more readable.
1802 */ 1763 */
1803void 1764void
1804fire_misc_object (object *op, int dir) 1765fire_misc_object (object *op, int dir)
1805{ 1766{
1806 object *item; 1767 object *item = op->contr->ranged_ob;
1807 1768
1808 if (!op->contr->ranges[range_misc]) 1769 if (!item)
1809 { 1770 {
1810 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1771 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1811 return; 1772 return;
1812 } 1773 }
1813 1774
1814 item = op->contr->ranges[range_misc];
1815 if (!item->inv) 1775 if (!item->inv)
1816 { 1776 {
1817 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1777 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1818 return; 1778 return;
1819 } 1779 }
1780
1781 op->set_weapon (item);
1782
1820 if (item->type == WAND) 1783 if (item->type == WAND)
1821 { 1784 {
1822 if (item->stats.food <= 0) 1785 if (item->stats.food <= 0)
1823 { 1786 {
1824 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1787 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1825 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1789
1826 return; 1790 return;
1827 } 1791 }
1828 } 1792 }
1829 else if (item->type == ROD || item->type == HORN) 1793 else if (item->type == ROD || item->type == HORN)
1830 { 1794 {
1831 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1795 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1832 { 1796 {
1833 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1797 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1798
1834 if (item->type == ROD) 1799 if (item->type == ROD)
1835 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1800 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1836 else 1801 else
1837 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1802 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1803
1838 return; 1804 return;
1839 } 1805 }
1840 } 1806 }
1841 1807
1842 if (cast_spell (op, item, dir, item->inv, NULL)) 1808 if (cast_spell (op, item, dir, item->inv, NULL))
1873 1839
1874 /* check for loss of invisiblity/hide */ 1840 /* check for loss of invisiblity/hide */
1875 if (action_makes_visible (op)) 1841 if (action_makes_visible (op))
1876 make_visible (op); 1842 make_visible (op);
1877 1843
1878 switch (op->contr->shoottype) 1844 player *pl = op->contr;
1845
1846 if (pl->golem)
1879 { 1847 {
1880 case range_none: 1848 control_golem (op->contr->golem, dir);
1881 return; 1849 return;
1850 }
1882 1851
1883 case range_bow: 1852 object *ob = pl->ranged_ob;
1853
1854 if (!ob)
1855 return;
1856
1857 switch (ob->type)
1858 {
1859 case BOW:
1884 player_fire_bow (op, dir); 1860 player_fire_bow (op, dir);
1885 return; 1861 break;
1886 1862
1887 case range_magic: /* Casting spells */ 1863 case SPELL:
1888 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1864 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1889 return; 1865 break;
1890 1866
1891 case range_misc: 1867 case BUILDER:
1868 apply_map_builder (op, dir);
1869 break;
1870
1871 case SKILL:
1872 case SKILL_TOOL:
1873 do_skill (op, op, ob, dir, 0);
1874 break;
1875
1876 default:
1892 fire_misc_object (op, dir); 1877 fire_misc_object (op, dir);
1893 return; 1878 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 } 1879 }
1921} 1880}
1922
1923
1924 1881
1925/* find_key 1882/* find_key
1926 * We try to find a key for the door as passed. If we find a key 1883 * 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 1884 * and successfully use it, we return the key, otherwise NULL
1928 * This function merges both normal and locked door, since the logic 1885 * This function merges both normal and locked door, since the logic
1930 * pl is the player, 1887 * pl is the player,
1931 * inv is the objects inventory to searched 1888 * inv is the objects inventory to searched
1932 * door is the door we are trying to match against. 1889 * door is the door we are trying to match against.
1933 * This function can be called recursively to search containers. 1890 * This function can be called recursively to search containers.
1934 */ 1891 */
1935
1936object * 1892object *
1937find_key (object *pl, object *container, object *door) 1893find_key (object *pl, object *container, object *door)
1938{ 1894{
1939 object *tmp, *key; 1895 object *tmp, *key;
1940 1896
1941 /* Should not happen, but sanity checking is never bad */ 1897 /* Should not happen, but sanity checking is never bad */
1942 if (container->inv == NULL) 1898 if (!container->inv)
1943 return NULL; 1899 return 0;
1944 1900
1945 /* First, lets try to find a key in the top level inventory */ 1901 /* First, lets try to find a key in the top level inventory */
1946 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1902 for (tmp = container->inv; tmp; tmp = tmp->below)
1947 { 1903 {
1948 if (door->type == DOOR && tmp->type == KEY) 1904 if (door->type == DOOR && tmp->type == KEY)
1949 break; 1905 break;
1950 /* For sanity, we should really check door type, but other stuff 1906 /* For sanity, we should really check door type, but other stuff
1951 * (like containers) can be locked with special keys 1907 * (like containers) can be locked with special keys
1952 */ 1908 */
1953 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1909 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1954 break; 1910 break;
1955 } 1911 }
1912
1956 /* No key found - lets search inventories now */ 1913 /* No key found - lets search inventories now */
1957 /* If we find and use a key in an inventory, return at that time. 1914 /* 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 1915 * otherwise, if we search all the inventories and still don't find
1959 * a key, return 1916 * a key, return
1960 */ 1917 */
1961 if (!tmp) 1918 if (!tmp)
1962 { 1919 {
1963 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1920 for (tmp = container->inv; tmp; tmp = tmp->below)
1964 { 1921 {
1965 /* No reason to search empty containers */ 1922 /* No reason to search empty containers */
1966 if (tmp->type == CONTAINER && tmp->inv) 1923 if (tmp->type == CONTAINER && tmp->inv)
1967 { 1924 {
1968 if ((key = find_key (pl, tmp, door)) != NULL) 1925 if ((key = find_key (pl, tmp, door)))
1969 return key; 1926 return key;
1970 } 1927 }
1971 } 1928 }
1929
1972 if (!tmp) 1930 if (!tmp)
1973 return NULL; 1931 return NULL;
1974 } 1932 }
1933
1975 /* We get down here if we have found a key. Now if its in a container, 1934 /* 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 1935 * see if we actually want to use it
1977 */ 1936 */
1978 if (pl != container) 1937 if (pl != container)
1979 { 1938 {
2000 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1959 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)); 1960 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2002 return NULL; 1961 return NULL;
2003 } 1962 }
2004 } 1963 }
1964
2005 return tmp; 1965 return tmp;
2006} 1966}
2007 1967
2008/* moved door processing out of move_player_attack. 1968/* moved door processing out of move_player_attack.
2009 * returns 1 if player has opened the door with a key 1969 * returns 1 if player has opened the door with a key
2023 if (key) 1983 if (key)
2024 { 1984 {
2025 object *container = key->env; 1985 object *container = key->env;
2026 1986
2027 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1987 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988
2028 if (action_makes_visible (op)) 1989 if (action_makes_visible (op))
2029 make_visible (op); 1990 make_visible (op);
1991
2030 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1992 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2031 spring_trap (door->inv, op); 1993 spring_trap (door->inv, op);
1994
2032 if (door->type == DOOR) 1995 if (door->type == DOOR)
2033 {
2034 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1996 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2035 }
2036 else if (door->type == LOCKED_DOOR) 1997 else if (door->type == LOCKED_DOOR)
2037 { 1998 {
2038 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1999 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 ;-) */ 2000 remove_door2 (door); /* remove door without violence ;-) */
2040 } 2001 }
2002
2041 /* Do this after we print the message */ 2003 /* Do this after we print the message */
2042 decrease_ob (key); /* Use up one of the keys */ 2004 decrease_ob (key); /* Use up one of the keys */
2043 /* Need to update the weight the container the key was in */ 2005 /* Need to update the weight the container the key was in */
2044 if (container != op) 2006 if (container != op)
2045 esrv_update_item (UPD_WEIGHT, op, container); 2007 esrv_update_item (UPD_WEIGHT, op, container);
2008
2046 return 1; /* Nothing more to do below */ 2009 return 1; /* Nothing more to do below */
2047 } 2010 }
2048 else if (door->type == LOCKED_DOOR) 2011 else if (door->type == LOCKED_DOOR)
2049 { 2012 {
2050 /* Might as well return now - no other way to open this */ 2013 /* Might as well return now - no other way to open this */
2051 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2014 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2052 return 1; 2015 return 1;
2053 } 2016 }
2017
2054 return 0; 2018 return 0;
2055} 2019}
2056 2020
2057/* This function is just part of a breakup from move_player. 2021/* This function is just part of a breakup from move_player.
2058 * It should keep the code cleaner. 2022 * It should keep the code cleaner.
2062 */ 2026 */
2063void 2027void
2064move_player_attack (object *op, int dir) 2028move_player_attack (object *op, int dir)
2065{ 2029{
2066 object *tmp, *mon; 2030 object *tmp, *mon;
2067 sint16 nx, ny;
2068 int on_battleground; 2031 int on_battleground;
2069 maptile *m; 2032 maptile *m;
2070 2033
2071 nx = freearr_x[dir] + op->x; 2034 sint16 nx = freearr_x[dir] + op->x;
2072 ny = freearr_y[dir] + op->y; 2035 sint16 ny = freearr_y[dir] + op->y;
2073 2036
2074 on_battleground = op_on_battleground (op, 0, 0); 2037 on_battleground = op_on_battleground (op, 0, 0);
2075 2038
2076 /* If braced, or can't move to the square, and it is not out of the 2039 /* 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 2040 * map, attack it. Note order of if statement is important - don't
2084 */ 2047 */
2085 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2048 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2086 { 2049 {
2087 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2050 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2088 { 2051 {
2089 m = get_map_from_coord (op->map, &nx, &ny); 2052 m = op->map->xy_find (nx, ny);
2090 if (!m) 2053 if (!m)
2091 return; /* Don't think this should happen */ 2054 return; /* Don't think this should happen */
2092 } 2055 }
2093 else 2056 else
2094 m = op->map; 2057 m = op->map;
2095 2058
2096 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) 2059 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; 2060 return;
2100 }
2101 2061
2102 mon = 0; 2062 mon = 0;
2103 /* Go through all the objects, and find ones of interest. Only stop if 2063 /* 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. 2064 * 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 2065 * 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))) 2118 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2159 { 2119 {
2160 /* If we're braced, we don't want to switch places with it */ 2120 /* If we're braced, we don't want to switch places with it */
2161 if (op->contr->braced) 2121 if (op->contr->braced)
2162 return; 2122 return;
2123
2163 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2124 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2164 (void) push_ob (mon, dir, op); 2125 push_ob (mon, dir, op);
2165 if (op->contr->tmp_invis || op->hide) 2126 if (op->contr->tmp_invis || op->hide)
2166 make_visible (op); 2127 make_visible (op);
2128
2167 return; 2129 return;
2168 } 2130 }
2169 2131
2170 /* in certain circumstances, you shouldn't attack friendly 2132 /* in certain circumstances, you shouldn't attack friendly
2171 * creatures. Note that if you are braced, you can't push 2133 * creatures. Note that if you are braced, you can't push
2185 !on_battleground)) 2147 !on_battleground))
2186 { 2148 {
2187 if (!op->contr->braced) 2149 if (!op->contr->braced)
2188 { 2150 {
2189 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2151 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2190 (void) push_ob (mon, dir, op); 2152 push_ob (mon, dir, op);
2191 } 2153 }
2192 else 2154 else
2193 new_draw_info (0, 0, op, "You withhold your attack"); 2155 new_draw_info (0, 0, op, "You withhold your attack");
2194 2156
2195 if (op->contr->tmp_invis || op->hide) 2157 if (op->contr->tmp_invis || op->hide)
2210 * Way it works is like this: First, it must have some hit points 2172 * 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: 2173 * 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 2174 * 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. 2175 * that party_number -1 is no party, so attacks can still happen.
2214 */ 2176 */
2215
2216 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2177 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))) 2178 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2218 { 2179 {
2219 2180
2220 /* If the player hasn't hit something this tick, and does 2181 /* If the player hasn't hit something this tick, and does
2254int 2215int
2255move_player (object *op, int dir) 2216move_player (object *op, int dir)
2256{ 2217{
2257 int pick; 2218 int pick;
2258 2219
2259 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2220 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2260 return 0; 2221 return 0;
2261 2222
2262 /* Sanity check: make sure dir is valid */ 2223 /* Sanity check: make sure dir is valid */
2263 if ((dir < 0) || (dir >= 9)) 2224 if ((dir < 0) || (dir >= 9))
2264 { 2225 {
2265 LOG (llevError, "move_player: invalid direction %d\n", dir); 2226 LOG (llevError, "move_player: invalid direction %d\n", dir);
2266 return 0; 2227 return 0;
2267 } 2228 }
2268 2229
2269 /* peterm: added following line */ 2230 /* peterm: added following line */
2270 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2231 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2271 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2232 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2272 2233
2273 op->facing = dir; 2234 op->facing = dir;
2274 2235
2275 if (op->hide) 2236 if (op->hide)
2276 do_hidden_move (op); 2237 do_hidden_move (op);
2309 * Returns true if there are more actions we can do. 2270 * Returns true if there are more actions we can do.
2310 */ 2271 */
2311int 2272int
2312handle_newcs_player (object *op) 2273handle_newcs_player (object *op)
2313{ 2274{
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)) 2275 if (QUERY_FLAG (op, FLAG_SCARED))
2335 { 2276 {
2336 flee_player (op); 2277 flee_player (op);
2337 /* If player is still scared, that is his action for this tick */ 2278 /* If player is still scared, that is his action for this tick */
2338 if (QUERY_FLAG (op, FLAG_SCARED)) 2279 if (QUERY_FLAG (op, FLAG_SCARED))
2339 { 2280 {
2340 op->speed_left--; 2281 op->speed_left--;
2341 return 0; 2282 return 0;
2342 } 2283 }
2343 } 2284 }
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 2285
2353 /* call this here - we also will call this in do_ericserver, but 2286 /* call this here - we also will call this in do_ericserver, but
2354 * the players time has been increased when doericserver has been 2287 * the players time has been increased when doericserver has been
2355 * called, so we recheck it here. 2288 * called, so we recheck it here.
2356 */ 2289 */
2357 op->contr->ns->handle_command (); 2290 if (op->contr->ns->handle_command ())
2291 return 1;
2358 2292
2359 if (op->speed_left < 0) 2293 if (op->speed_left > 0)
2360 return 0; 2294 {
2361
2362 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2295 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2363 { 2296 {
2364 /* All move commands take 1 tick, at least for now */ 2297 /* All move commands take 1 tick, at least for now */
2365 op->speed_left--; 2298 op->speed_left--;
2366 2299
2367 /* Instead of all the stuff below, let move_player take care 2300 /* Instead of all the stuff below, let move_player take care
2368 * of it. Also, some of the skill stuff is only put in 2301 * of it. Also, some of the skill stuff is only put in
2369 * there, as well as the confusion stuff. 2302 * there, as well as the confusion stuff.
2370 */ 2303 */
2371 move_player (op, op->direction); 2304 move_player (op, op->direction);
2372 if (op->speed_left > 0) 2305
2373 return 1; 2306 return op->speed_left > 0;
2374 else 2307 }
2375 return 0;
2376 } 2308 }
2377 2309
2378 return 0; 2310 return 0;
2379} 2311}
2380 2312
2418 * from. 2350 * from.
2419 */ 2351 */
2420void 2352void
2421remove_unpaid_objects (object *op, object *env) 2353remove_unpaid_objects (object *op, object *env)
2422{ 2354{
2423 object *next;
2424
2425 while (op) 2355 while (op)
2426 { 2356 {
2427 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2357 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2428 2358
2429 if (QUERY_FLAG (op, FLAG_UNPAID)) 2359 if (QUERY_FLAG (op, FLAG_UNPAID))
2495 int rate_grace = 2000; 2425 int rate_grace = 2000;
2496 const int max_hp = 1; 2426 const int max_hp = 1;
2497 const int max_sp = 1; 2427 const int max_sp = 1;
2498 const int max_grace = 1; 2428 const int max_grace = 1;
2499 2429
2500 if (op->contr->outputs_sync) 2430 if (op->contr->hidden)
2431 {
2432 op->invisible = 1000;
2433 /* the socket code flashes the player visible/invisible
2434 * depending on the value of invisible, so we need to
2435 * alternate it here for it to work correctly.
2436 */
2437 if (pticks & 2)
2438 op->invisible--;
2501 { 2439 }
2502 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2440 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) 2441 {
2504 flush_output_element (op, &op->contr->outputs[i]); 2442 if (!op->invisible--)
2443 {
2444 make_visible (op);
2445 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2446 }
2505 } 2447 }
2506 2448
2507 if (op->contr->ns->state == ST_PLAYING) 2449 if (op->contr->ns->state == ST_PLAYING)
2508 { 2450 {
2509 /* these next three if clauses make it possible to SLOW DOWN 2451 /* these next three if clauses make it possible to SLOW DOWN
2531 gen_grace = op->stats.maxgrace; 2473 gen_grace = op->stats.maxgrace;
2532 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2474 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2533 } 2475 }
2534 2476
2535 /* Regenerate Spell Points */ 2477 /* Regenerate Spell Points */
2536 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2478 if (!op->contr->golem && --op->last_sp < 0)
2537 { 2479 {
2538 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2480 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) 2481 if (op->stats.sp < op->stats.maxsp)
2540 { 2482 {
2541 op->stats.sp++; 2483 op->stats.sp++;
2759 tmp->name = buf; 2701 tmp->name = buf;
2760 sprintf (buf, " This finger has been cut off %s\n" 2702 sprintf (buf, " This finger has been cut off %s\n"
2761 " the %s, when he was defeated at\n level %d by %s.\n", 2703 " 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); 2704 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2763 tmp->msg = buf; 2705 tmp->msg = buf;
2764 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2706 tmp->value = 0, tmp->type = 0;
2765 tmp->materialname = NULL; 2707 tmp->materialname = "organics";
2766 op->insert_at (tmp, op); 2708 tmp->insert_at (op, tmp);
2767 } 2709 }
2768 2710
2769 /* teleport defeated player to new destination */ 2711 /* teleport defeated player to new destination */
2770 transfer_ob (op, x, y, 0, NULL); 2712 transfer_ob (op, x, y, 0, NULL);
2771 op->contr->braced = 0; 2713 op->contr->braced = 0;
2776 2718
2777 command_kill_pets (op, 0); 2719 command_kill_pets (op, 0);
2778 2720
2779 if (op->stats.food < 0) 2721 if (op->stats.food < 0)
2780 { 2722 {
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); 2723 sprintf (buf, "%s starved to death.", &op->name);
2789 strcpy (op->contr->killer, "starvation"); 2724 strcpy (op->contr->killer, "starvation");
2790 } 2725 }
2791 else 2726 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); 2727 sprintf (buf, "%s died.", &op->name);
2801 }
2802 2728
2803 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2729 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2804 2730
2805 /* save the map location for corpse, gravestone */ 2731 /* save the map location for corpse, gravestone */
2806 x = op->x; 2732 x = op->x;
2982 op->stats.hp = op->stats.maxhp; 2908 op->stats.hp = op->stats.maxhp;
2983 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2909 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2984 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2910 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2985 2911
2986 /* 2912 /*
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 2913 * Check to see if the player has any unpaid items. If so, remove them
2989 * in the map. 2914 * and put them back in the map.
2990 */ 2915 */
2991
2992 if (is_in_shop (op))
2993 remove_unpaid_objects (op->inv, op); 2916 remove_unpaid_objects (op->inv, op);
2994 2917
2995 /****************************************/ 2918 /****************************************/
2996 /* */ 2919 /* */
2997 /* Move player to his current respawn- */ 2920 /* Move player to his current respawn- */
2998 /* position (usually last savebed) */ 2921 /* position (usually last savebed) */
2999 /* */ 2922 /* */
3000 /****************************************/ 2923 /****************************************/
3001 2924
3002 enter_player_savebed (op); 2925 enter_player_savebed (op);
3003 2926
3004 /* Save the player before inserting the force to reduce
3005 * chance of abuse.
3006 */
3007 op->contr->braced = 0; 2927 op->contr->braced = 0;
3008 op->contr->save ();
3009 2928
3010 /* it is possible that the player has blown something up 2929 /* it is possible that the player has blown something up
3011 * at his savebed location, and that can have long lasting 2930 * at his savebed location, and that can have long lasting
3012 * spell effects. So first see if there is a spell effect 2931 * spell effects. So first see if there is a spell effect
3013 * on the space that might harm the player. 2932 * on the space that might harm the player.
3042void 2961void
3043loot_object (object *op) 2962loot_object (object *op)
3044{ /* Grab and destroy some treasure */ 2963{ /* Grab and destroy some treasure */
3045 object *tmp, *tmp2, *next; 2964 object *tmp, *tmp2, *next;
3046 2965
3047 if (op->container) 2966 op->close_container (); /* close open sack first */
3048 esrv_apply_container (op, op->container); /* close open sack first */
3049 2967
3050 for (tmp = op->inv; tmp; tmp = next) 2968 for (tmp = op->inv; tmp; tmp = next)
3051 { 2969 {
3052 next = tmp->below; 2970 next = tmp->below;
3053 2971
3054 if (tmp->invisible) 2972 if (tmp->invisible)
3055 continue; 2973 continue;
3056 2974
3057 tmp->remove (); 2975 tmp->remove ();
3058 tmp->x = op->x, tmp->y = op->y; 2976 tmp->x = op->x, tmp->y = op->y;
2977
3059 if (tmp->type == CONTAINER) 2978 if (tmp->type == CONTAINER)
3060 { /* empty container to ground */ 2979 loot_object (tmp); /* empty container to ground */
3061 loot_object (tmp); 2980
3062 }
3063 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2981 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3064 { 2982 {
3065 if (tmp->nrof > 1) 2983 if (tmp->nrof > 1)
3066 { 2984 {
3067 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2985 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3068 tmp2->destroy (); 2986 tmp2->destroy ();
3079/* 2997/*
3080 * fix_weight(): Check recursively the weight of all players, and fix 2998 * fix_weight(): Check recursively the weight of all players, and fix
3081 * what needs to be fixed. Refresh windows and fix speed if anything 2999 * what needs to be fixed. Refresh windows and fix speed if anything
3082 * was changed. 3000 * was changed.
3083 */ 3001 */
3084
3085void 3002void
3086fix_weight (void) 3003fix_weight (void)
3087{ 3004{
3088 for_all_players (pl) 3005 for_all_players (pl)
3089 { 3006 {
3149 if (op->type == PLAYER) 3066 if (op->type == PLAYER)
3150 { 3067 {
3151 op->contr->tmp_invis = 0; 3068 op->contr->tmp_invis = 0;
3152 op->contr->invis_race = 0; 3069 op->contr->invis_race = 0;
3153 } 3070 }
3071
3154 update_object (op, UP_OBJ_FACE); 3072 update_object (op, UP_OBJ_CHANGE);
3155} 3073}
3156 3074
3157int 3075int
3158is_true_undead (object *op) 3076is_true_undead (object *op)
3159{ 3077{
3160 object *tmp = NULL;
3161
3162 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3078 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3163 return 1; 3079 return 1;
3164 3080
3165 return 0; 3081 return 0;
3166} 3082}
3225 3141
3226 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3142 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3227 3143
3228 /* its *extremely* hard to run and sneak/hide at the same time! */ 3144 /* its *extremely* hard to run and sneak/hide at the same time! */
3229 if (op->type == PLAYER && op->contr->run_on) 3145 if (op->type == PLAYER && op->contr->run_on)
3230 {
3231 if (!skop || num >= skop->level) 3146 if (!skop || num >= skop->level)
3232 { 3147 {
3233 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3148 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3234 make_visible (op); 3149 make_visible (op);
3235 return; 3150 return;
3236 } 3151 }
3237 else 3152 else
3238 num += 20; 3153 num += 20;
3239 } 3154
3240 num += op->map->difficulty; 3155 num += op->map->difficulty;
3241 hide = hideability (op); /* modify by terrain hidden level */ 3156 hide = hideability (op); /* modify by terrain hidden level */
3242 num -= hide; 3157 num -= hide;
3158
3243 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3159 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3244 { 3160 {
3245 make_visible (op); 3161 make_visible (op);
3246 if (op->type == PLAYER) 3162 if (op->type == PLAYER)
3247 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3163 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3248 } 3164 }
3249 else if (op->type == PLAYER && skop) 3165 else if (op->type == PLAYER && skop)
3250 {
3251 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3166 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3252 }
3253} 3167}
3254 3168
3255/* determine if who is standing near a hostile creature. */ 3169/* determine if who is standing near a hostile creature. */
3256 3170
3257int 3171int
3456 char buf[MAX_BUF]; /* tmp. string buffer */ 3370 char buf[MAX_BUF]; /* tmp. string buffer */
3457 int i = 0, j = 0; 3371 int i = 0, j = 0;
3458 3372
3459 /* get the appropriate treasurelist */ 3373 /* get the appropriate treasurelist */
3460 if (atnr == ATNR_FIRE) 3374 if (atnr == ATNR_FIRE)
3461 trlist = find_treasurelist ("dragon_ability_fire"); 3375 trlist = treasurelist::find ("dragon_ability_fire");
3462 else if (atnr == ATNR_COLD) 3376 else if (atnr == ATNR_COLD)
3463 trlist = find_treasurelist ("dragon_ability_cold"); 3377 trlist = treasurelist::find ("dragon_ability_cold");
3464 else if (atnr == ATNR_ELECTRICITY) 3378 else if (atnr == ATNR_ELECTRICITY)
3465 trlist = find_treasurelist ("dragon_ability_elec"); 3379 trlist = treasurelist::find ("dragon_ability_elec");
3466 else if (atnr == ATNR_POISON) 3380 else if (atnr == ATNR_POISON)
3467 trlist = find_treasurelist ("dragon_ability_poison"); 3381 trlist = treasurelist::find ("dragon_ability_poison");
3468 3382
3469 if (trlist == NULL || who->type != PLAYER) 3383 if (trlist == NULL || who->type != PLAYER)
3470 return; 3384 return;
3471 3385
3472 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3386 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3604 * not readied. 3518 * not readied.
3605 */ 3519 */
3606void 3520void
3607player_unready_range_ob (player *pl, object *ob) 3521player_unready_range_ob (player *pl, object *ob)
3608{ 3522{
3609 rangetype i; 3523 if (pl->ob->current_weapon == ob)
3524 pl->ob->current_weapon = 0;
3610 3525
3611 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3526 if (pl->combat_ob == ob)
3612 { 3527 pl->combat_ob = 0;
3528
3613 if (pl->ranges[i] == ob) 3529 if (pl->ranged_ob == ob)
3614 { 3530 pl->ranged_ob = 0;
3615 pl->ranges[i] = NULL;
3616 if (pl->shoottype == i)
3617 {
3618 pl->shoottype = range_none;
3619 }
3620 }
3621 }
3622} 3531}
3532
3533sint8
3534player::visibility_at (maptile *map, int x, int y) const
3535{
3536 if (!ns)
3537 return 0;
3538
3539 int dx, dy;
3540 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3541 return 0;
3542
3543 x += dx - ns->current_x + ns->mapx / 2;
3544 y += dy - ns->current_y + ns->mapy / 2;
3545
3546 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3547 return 0;
3548
3549 return 100 - blocked_los [x][y];
3550}

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