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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 1.127 by root, Sat May 12 18:14:48 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 apply_special (ob, op, AP_UNAPPLY);
275 apply_special (ob, op, AP_APPLY);
276 break;
277 }
247 278
248 ob->update_stats (); 279 ob->update_stats ();
249 ns->floorbox_update (); 280 ns->floorbox_update ();
250 281
251 esrv_send_inventory (ob, ob); 282 esrv_send_inventory (ob, ob);
252 esrv_add_spells (this, 0); 283 esrv_add_spells (this, 0);
253 284
254 ob->activate_recursive (); 285 activate ();
255 enter_map ();
256 286
257 send_rules (ob); 287 send_rules (ob);
258 send_news (ob); 288 send_news (ob);
259 display_motd (ob); 289 display_motd (ob);
260 290
263} 293}
264 294
265void 295void
266player::disconnect () 296player::disconnect ()
267{ 297{
298 if (ns)
299 {
300 if (active)
301 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
302
303 INVOKE_PLAYER (DISCONNECT, this);
304
305 ns->reset_stats ();
306 ns->pl = 0;
307 ns = 0;
308 }
309
268 if (ob) 310 if (ob)
269 ob->deactivate_recursive (); 311 ob->close_container (); //TODO: client-specific
270 312
271 //TODO: don't be so harsh and destroy :) 313 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} 314}
292 315
293// the need for this function can be explained 316// the need for this function can be explained
294// by load_object not returning the object 317// by load_object not returning the object
295void 318void
296player::set_object (object *op) 319player::set_object (object *op)
297{ 320{
298 ob = op; 321 ob = op;
299 ob->contr = this; /* this aren't yet in archetype */ 322 ob->contr = this; /* this aren't yet in archetype */
300 323
301 ob->speed_left = 0.5; 324 ob->speed_left = 0.5;
302 ob->speed = 1.0; 325 ob->speed = 1.0;
303 ob->direction = 5; /* So player faces south */ 326 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} 327}
309 328
310player::player () 329player::player ()
311{ 330{
312 /* There are some elements we want initialised to non zero value - 331 /* There are some elements we want initialised to non zero value -
313 * we deal with that below this point. 332 * we deal with that below this point.
314 */ 333 */
315 outputs_sync = 16; /* Every 2 seconds */ 334 outputs_sync = 4;
316 outputs_count = 8; /* Keeps present behaviour */ 335 outputs_count = 4;
317 unapply = unapply_nochoice; 336 unapply = unapply_nochoice;
318 337
319 savebed_map = first_map_path; /* Init. respawn position */ 338 savebed_map = first_map_path; /* Init. respawn position */
320 339
321 gen_sp_armour = 10; 340 gen_sp_armour = 10;
322 last_speed = -1;
323 shoottype = range_none;
324 bowtype = bow_normal; 341 bowtype = bow_normal;
325 petmode = pet_normal; 342 petmode = pet_normal;
326 listening = 10; 343 listening = 10;
327 usekeys = containers; 344 usekeys = containers;
328 last_weapon_sp = -1;
329 peaceful = 1; /* default peaceful */ 345 peaceful = 1; /* default peaceful */
330 do_los = 1; 346 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} 347}
346 348
347void 349void
348player::do_destroy () 350player::do_destroy ()
349{ 351{
350 disconnect (); 352 disconnect ();
351 353
352 save (false);
353 enable_save = false;
354
355 attachable::do_destroy (); 354 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;
376 355
377 if (ob) 356 if (ob)
378 { 357 {
379 ob->destroy_inv (false); 358 ob->destroy_inv (false);
380 ob->destroy (); 359 ob->destroy ();
395player::create () 374player::create ()
396{ 375{
397 player *pl = new player; 376 player *pl = new player;
398 377
399 pl->set_object (arch_to_object (get_player_archetype (0))); 378 pl->set_object (arch_to_object (get_player_archetype (0)));
379
380 pl->ob->roll_stats ();
381 pl->ob->stats.wc = 2;
382 pl->ob->run_away = 25; /* Then we panick... */
383
400 set_first_map (pl->ob); 384 set_first_map (pl->ob);
401 385
402 return pl; 386 return pl;
403} 387}
404 388
436 object *op = NULL; 420 object *op = NULL;
437 objectlink *ol; 421 objectlink *ol;
438 unsigned lastdist; 422 unsigned lastdist;
439 rv_vector rv; 423 rv_vector rv;
440 424
441 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
442 { 426 {
443 /* We should not find free objects on this friendly list, but it 427 /* We should not find free objects on this friendly list, but it
444 * does periodically happen. Given that, lets deal with it. 428 * does periodically happen. Given that, lets deal with it.
445 * While unlikely, it is possible the next object on the friendly 429 * While unlikely, it is possible the next object on the friendly
446 * list is also free, so encapsulate this in a while loop. 430 * list is also free, so encapsulate this in a while loop.
450 object *tmp = ol->ob; 434 object *tmp = ol->ob;
451 435
452 /* Can't do much more other than log the fact, because the object 436 /* Can't do much more other than log the fact, because the object
453 * itself will have been cleared. 437 * itself will have been cleared.
454 */ 438 */
455 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 439 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
440 tmp->debug_desc ());
456 ol = ol->next; 441 ol = ol->next;
457 remove_friendly_object (tmp); 442 remove_friendly_object (tmp);
458 if (!ol) 443 if (!ol)
459 return op; 444 return op;
460 } 445 }
549 x = mon->x; 534 x = mon->x;
550 y = mon->y; 535 y = mon->y;
551 m = mon->map; 536 m = mon->map;
552 dir = rv.direction; 537 dir = rv.direction;
553 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 538 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); 539 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
540
555 /* If we can't solve it within the search distance, return now. */ 541 /* If we can't solve it within the search distance, return now. */
556 if (diff > max) 542 if (diff > max)
557 return 0; 543 return 0;
544
558 while (diff > 1 && max > 0) 545 while (diff > 1 && max > 0)
559 { 546 {
560 lastx = x; 547 lastx = x;
561 lasty = y; 548 lasty = y;
562 lastmap = m; 549 lastmap = m;
644 max--; 631 max--;
645 lastdir = dir; 632 lastdir = dir;
646 if (!firstdir) 633 if (!firstdir)
647 firstdir = dir; 634 firstdir = dir;
648 } 635 }
636
649 if (diff <= 1) 637 if (diff <= 1)
650 { 638 {
651 /* Recalculate diff (distance) because we may not have actually 639 /* Recalculate diff (distance) because we may not have actually
652 * headed toward player for entire distance. 640 * headed toward player for entire distance.
653 */ 641 */
654 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 642 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); 643 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
656 } 644 }
645
657 if (diff > max) 646 if (diff > max)
658 return 0; 647 return 0;
659 } 648 }
649
660 /* If we reached the max, didn't find a direction in time */ 650 /* If we reached the max, didn't find a direction in time */
661 if (!max) 651 if (!max)
662 return 0; 652 return 0;
663 653
664 return firstdir; 654 return firstdir;
778roll_stat (void) 768roll_stat (void)
779{ 769{
780 int a[4], i, j, k; 770 int a[4], i, j, k;
781 771
782 for (i = 0; i < 4; i++) 772 for (i = 0; i < 4; i++)
783 a[i] = (int) RANDOM () % 6 + 1; 773 a[i] = (int) rndm (6) + 1;
784 774
785 for (i = 0, j = 0, k = 7; i < 4; i++) 775 for (i = 0, j = 0, k = 7; i < 4; i++)
786 if (a[i] < k) 776 if (a[i] < k)
787 k = a[i], j = i; 777 k = a[i], j = i;
788 778
837} 827}
838 828
839void 829void
840object::swap_stats (int a, int b) 830object::swap_stats (int a, int b)
841{ 831{
842 int tmp = get_attr_value (&contr->orig_stats, a); 832 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
843 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
844 set_attr_value (&contr->orig_stats, b, tmp);
845 833
834 for (int i = 0; i < NUM_STATS; ++i)
846 stats.Str = contr->orig_stats.Str; 835 stats.stat (i) = contr->orig_stats.stat (i);
847 stats.Dex = contr->orig_stats.Dex;
848 stats.Con = contr->orig_stats.Con;
849 stats.Int = contr->orig_stats.Int;
850 stats.Wis = contr->orig_stats.Wis;
851 stats.Pow = contr->orig_stats.Pow;
852 stats.Cha = contr->orig_stats.Cha;
853 836
854 //TODO: the following code looks so borked and should, at the very least, 837 //TODO: the following code looks so borked and should, at the very least,
855 // be merged with the similar code in roll_stats 838 // be merged with the similar code in roll_stats
856 stats.ac = 0; 839 stats.ac = 0;
857 840
888 * appropriate action with it (change race, or other things). 871 * appropriate action with it (change race, or other things).
889 * The function name is for historical reasons - now we have 872 * The function name is for historical reasons - now we have
890 * separate race and class; this actually changes the RACE, 873 * separate race and class; this actually changes the RACE,
891 * not the class. 874 * not the class.
892 */ 875 */
893int 876void
894key_change_class (object *op, char key) 877player::chargen_race_done ()
895{ 878{
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 */ 879 /* this must before then initial items are given */
903 esrv_new_player (op->contr, op->weight + op->carrying); 880 esrv_new_player (ob->contr, ob->weight + ob->carrying);
904 881
905 treasurelist *tl = find_treasurelist ("starting_wealth"); 882 treasurelist *tl = treasurelist::find ("starting_wealth");
906 if (tl) 883 if (tl)
907 create_treasure (tl, op, 0, 0, 0); 884 create_treasure (tl, ob, 0, 0, 0);
908 885
909 INVOKE_PLAYER (BIRTH, op->contr); 886 INVOKE_PLAYER (BIRTH, ob->contr);
910 INVOKE_PLAYER (LOGIN, op->contr); 887 INVOKE_PLAYER (LOGIN, ob->contr);
911 888
912 op->contr->ns->state = ST_PLAYING; 889 ob->contr->ns->state = ST_PLAYING;
913 890
914 if (op->msg) 891 if (ob->msg)
915 op->msg = NULL; 892 ob->msg = 0;
916 893
917 /* We create this now because some of the unique maps will need it 894 /* We create this now because some of the unique maps will need it
918 * to save here. 895 * to save here.
919 */ 896 */
897 {
898 char buf[MAX_BUF];
920 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 899 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
921 make_path_to_file (buf); 900 make_path_to_file (buf);
901 }
922 902
923#ifdef AUTOSAVE
924 op->contr->last_save_tick = pticks;
925#endif
926 start_info (op); 903 start_info (ob);
927 CLEAR_FLAG (op, FLAG_WIZ); 904 CLEAR_FLAG (ob, FLAG_WIZ);
928 give_initial_items (op, op->randomitems); 905 give_initial_items (ob, ob->randomitems);
929 link_player_skills (op); 906 link_player_skills (ob);
930 esrv_send_inventory (op, op); 907 esrv_send_inventory (ob, ob);
931 op->update_stats (); 908 ob->update_stats ();
932 909
933 /* This moves the player to a different start map, if there 910 /* This moves the player to a different start map, if there
934 * is one for this race 911 * is one for this race
935 */ 912 */
936 if (*first_map_ext_path) 913 if (*first_map_ext_path)
937 { 914 {
938 object *tmp; 915 object *tmp;
939 char mapname[MAX_BUF]; 916 char mapname[MAX_BUF];
940 917
941 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); 918 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
942 tmp = object::create (); 919 tmp = object::create ();
943 EXIT_PATH (tmp) = mapname; 920 EXIT_PATH (tmp) = mapname;
944 EXIT_X (tmp) = op->x; 921 EXIT_X (tmp) = ob->x;
945 EXIT_Y (tmp) = op->y; 922 EXIT_Y (tmp) = ob->y;
946 op->enter_exit (tmp); /* we don't really care if it succeeded; 923 ob->enter_exit (tmp); /* we don't really care if it succeeded;
947 * if the map isn't there, then stay on the 924 * if the map isn't there, then stay on the
948 * default initial map */ 925 * default initial map */
949 tmp->destroy (); 926 tmp->destroy ();
950 } 927 }
951 else 928 else
952 LOG (llevDebug, "first_map_ext_path not set\n"); 929 LOG (llevDebug, "first_map_ext_path not set\n");
930}
953 931
954 return 0; 932void
955 } 933player::chargen_race_next ()
956 934{
957 /* Following actually changes the race - this is the default command 935 /* Following actually changes the race - this is the default command
958 * if we don't match with one of the options above. 936 * if we don't match with one of the options above.
959 */ 937 */
960 938
961 tmp_loop = 0; 939 do
962 while (!tmp_loop)
963 { 940 {
964 shstr name = op->name; 941 shstr name = ob->name;
965 int x = op->x, y = op->y; 942 int x = ob->x, y = ob->y;
966 943
967 op->remove_statbonus (); 944 ob->remove_statbonus ();
968 op->remove (); 945 ob->remove ();
969 op->arch = get_player_archetype (op->arch); 946 ob->arch = get_player_archetype (ob->arch);
970 op->arch->clone.copy_to (op); 947 ob->arch->clone.copy_to (ob);
971 op->instantiate (); 948 ob->instantiate ();
972 op->stats = op->contr->orig_stats; 949 ob->stats = ob->contr->orig_stats;
973 op->name = op->name_pl = name; 950 ob->name = ob->name_pl = name;
974 op->x = x; 951 ob->x = x;
975 op->y = y; 952 ob->y = y;
976 SET_ANIMATION (op, 2); /* So player faces south */ 953 SET_ANIMATION (ob, 2); /* So player faces south */
977 insert_ob_in_map (op, op->map, op, 0); 954 insert_ob_in_map (ob, ob->map, ob, 0);
978 assign (op->contr->title, op->arch->clone.name); 955 assign (ob->contr->title, ob->arch->clone.name);
979 op->add_statbonus (); 956 ob->add_statbonus ();
980 tmp_loop = allowed_class (op);
981 } 957 }
958 while (!allowed_class (ob));
982 959
983 update_object (op, UP_OBJ_FACE); 960 update_object (ob, UP_OBJ_FACE);
984 esrv_update_item (UPD_FACE, op, op); 961 esrv_update_item (UPD_FACE, ob, ob);
985 op->update_stats (); 962 ob->update_stats ();
986 op->stats.hp = op->stats.maxhp; 963 ob->stats.hp = ob->stats.maxhp;
987 op->stats.sp = op->stats.maxsp; 964 ob->stats.sp = ob->stats.maxsp;
988 op->stats.grace = 0; 965 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} 966}
1025 967
1026void 968void
1027flee_player (object *op) 969flee_player (object *op)
1028{ 970{
1075 /* Cornered, get rid of scared */ 1017 /* Cornered, get rid of scared */
1076 CLEAR_FLAG (op, FLAG_SCARED); 1018 CLEAR_FLAG (op, FLAG_SCARED);
1077 op->enemy = NULL; 1019 op->enemy = NULL;
1078} 1020}
1079 1021
1080
1081/* check_pick sees if there is stuff to be picked up/picks up stuff. 1022/* 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 1023 * It returns 1 if the player should keep on moving, 0 if he should
1083 * stop. 1024 * stop.
1084 */ 1025 */
1085int 1026int
1086check_pick (object *op) 1027check_pick (object *op)
1087{ 1028{
1088 object *tmp, *next; 1029 object *tmp, *next;
1089 int stop = 0; 1030 int stop = 0;
1090 int j, k, wvratio; 1031 int wvratio;
1091 char putstring[128], tmpstr[16]; 1032 char putstring[128];
1092 1033
1093 /* if you're flying, you cna't pick up anything */ 1034 /* if you're flying, you cna't pick up anything */
1094 if (op->move_type & MOVE_FLYING) 1035 if (op->move_type & MOVE_FLYING)
1095 return 1; 1036 return 1;
1096 1037
1433 * found object is returned. 1374 * found object is returned.
1434 */ 1375 */
1435object * 1376object *
1436find_arrow (object *op, const char *type) 1377find_arrow (object *op, const char *type)
1437{ 1378{
1438 object *tmp = NULL; 1379 object *tmp = 0;
1439 1380
1440 for (op = op->inv; op; op = op->below) 1381 for (op = op->inv; op; op = op->below)
1441 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1382 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1442 tmp = find_arrow (op, type); 1383 tmp = find_arrow (op, type);
1443 else if (op->type == ARROW && op->race == type) 1384 else if (op->type == ARROW && op->race == type)
1444 return op; 1385 return op;
1386
1445 return tmp; 1387 return tmp;
1446} 1388}
1447 1389
1448/* 1390/*
1449 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1391 * 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 1392 * 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 1393 * 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. 1394 * the hall. Failing that it does it's best to pick the highest plus arrow.
1453 */ 1395 */
1454
1455object * 1396object *
1456find_better_arrow (object *op, object *target, const char *type, int *better) 1397find_better_arrow (object *op, object *target, const char *type, int *better)
1457{ 1398{
1458 object *tmp = NULL, *arrow, *ntmp; 1399 object *tmp = NULL, *arrow, *ntmp;
1459 int attacknum, attacktype, betterby = 0, i; 1400 int attacknum, attacktype, betterby = 0, i;
1525 * find_better_arrow to find a decent arrow to use. 1466 * find_better_arrow to find a decent arrow to use.
1526 * op = the shooter 1467 * op = the shooter
1527 * type = bow->race 1468 * type = bow->race
1528 * dir = fire direction 1469 * dir = fire direction
1529 */ 1470 */
1530
1531object * 1471object *
1532pick_arrow_target (object *op, const char *type, int dir) 1472pick_arrow_target (object *op, const char *type, int dir)
1533{ 1473{
1534 object *tmp = NULL; 1474 object *tmp = NULL;
1535 maptile *m; 1475 maptile *m;
1609 { 1549 {
1610 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1550 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1611 return 0; 1551 return 0;
1612 } 1552 }
1613 1553
1614 if (op->type == PLAYER) 1554 if (player *pl = op->contr)
1615 bow = op->contr->ranges[range_bow]; 1555 {
1556 bow = pl->ranged_ob;
1557 if (!op->change_weapon (bow))
1558 return 0;
1559 }
1616 else 1560 else
1617 { 1561 {
1618 for (bow = op->inv; bow; bow = bow->below) 1562 for (bow = op->inv; bow; bow = bow->below)
1619 /* Don't check for applied - monsters don't apply bows - in that way, they 1563 /* 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. 1564 * don't need to switch back and forth between bows and weapons.
1625 if (!bow) 1569 if (!bow)
1626 { 1570 {
1627 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1571 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1628 return 0; 1572 return 0;
1629 } 1573 }
1574
1575 // optimisation: move object to top so we will find it quickly again
1576 if (bow->below)
1577 {
1578 bow->remove ();
1579 op->insert (bow);
1580 }
1581
1630 } 1582 }
1631 1583
1632 if (!bow->race || !bow->skill) 1584 if (!bow->race || !bow->skill)
1633 { 1585 {
1634 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1586 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1651 if (op->type == PLAYER) 1603 if (op->type == PLAYER)
1652 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1604 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 */ 1605 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1654 else 1606 else
1655 CLEAR_FLAG (op, FLAG_READY_BOW); 1607 CLEAR_FLAG (op, FLAG_READY_BOW);
1608
1656 return 0; 1609 return 0;
1657 } 1610 }
1658 } 1611 }
1659 1612
1660 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1613 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1684 1637
1685 arrow->set_owner (op); 1638 arrow->set_owner (op);
1686 arrow->skill = bow->skill; 1639 arrow->skill = bow->skill;
1687 arrow->direction = dir; 1640 arrow->direction = dir;
1688 1641
1642 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1643 arrow->stats.hp = arrow->stats.dam;
1644 arrow->stats.grace = arrow->attacktype;
1645
1646 if (arrow->slaying)
1647 arrow->spellarg = strdup (arrow->slaying);
1648
1689 if (op->type == PLAYER) 1649 if (op->type == PLAYER)
1690 { 1650 {
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);
1696 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1697 arrow->stats.hp = arrow->stats.dam;
1698 arrow->stats.grace = arrow->attacktype;
1699 if (arrow->slaying != NULL)
1700 arrow->spellarg = strdup (arrow->slaying);
1701 1656
1702 /* Note that this was different for monsters - they got their level 1657 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 1658
1708 /* update the speed */ 1659 /* update the speed */
1709 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1660 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1710 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1661 + bow->stats.dam / 7.0;
1711 1662
1712 arrow->set_speed (max (arrow->speed, 1.0)); 1663 arrow->set_speed (max (arrow->speed, 2.0));
1713 arrow->speed_left = 0; 1664 arrow->speed_left = 0;
1714 1665
1666 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1667
1715 if (op->type == PLAYER) 1668 if (op->type == PLAYER)
1716 { 1669 {
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; 1670 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1671 arrow->stats.wc -= dex_bonus[op->stats.Dex];
1672
1673 if (!arrow->slaying)
1674 arrow->slaying = op->slaying;
1675
1676 arrow->attacktype |= op->attacktype;
1722 } 1677 }
1723 else 1678 else
1724 { 1679 {
1725 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1726 arrow->level = op->level; 1680 arrow->level = op->level;
1727 } 1681 arrow->stats.wc -= bow->magic;
1728 1682
1729 if (arrow->attacktype == AT_PHYSICAL) 1683 if (!arrow->slaying)
1684 arrow->slaying = bow->slaying;
1685
1730 arrow->attacktype |= bow->attacktype; 1686 arrow->attacktype |= bow->attacktype;
1687 }
1731 1688
1732 if (bow->slaying) 1689 arrow->stats.wc -= arrow->level;
1733 arrow->slaying = bow->slaying;
1734 1690
1735 arrow->move_type = MOVE_FLY_LOW; 1691 arrow->move_type = MOVE_FLY_LOW;
1736 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1692 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1737 1693
1738 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1694 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1764{ 1720{
1765 int ret = 0, wcmod = 0; 1721 int ret = 0, wcmod = 0;
1766 1722
1767 if (op->contr->bowtype == bow_bestarrow) 1723 if (op->contr->bowtype == bow_bestarrow)
1768 { 1724 {
1769 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1725 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1770 } 1726 }
1771 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1727 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1772 { 1728 {
1773 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1729 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1774 wcmod = -1; 1730 wcmod = -1;
1784 else if (op->contr->bowtype == bow_spreadshot) 1740 else if (op->contr->bowtype == bow_spreadshot)
1785 { 1741 {
1786 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1742 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); 1743 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); 1744 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1789
1790 } 1745 }
1791 else 1746 else
1792 { 1747 {
1793 /* Simple case */ 1748 /* Simple case */
1794 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1749 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1795 } 1750 }
1751
1796 return ret; 1752 return ret;
1797} 1753}
1798 1754
1799 1755
1800/* Fires a misc (wand/rod/horn) object in 'dir'. 1756/* Fires a misc (wand/rod/horn) object in 'dir'.
1801 * Broken apart from 'fire' to keep it more readable. 1757 * Broken apart from 'fire' to keep it more readable.
1802 */ 1758 */
1803void 1759void
1804fire_misc_object (object *op, int dir) 1760fire_misc_object (object *op, int dir)
1805{ 1761{
1806 object *item; 1762 object *item = op->contr->ranged_ob;
1807 1763
1808 if (!op->contr->ranges[range_misc]) 1764 if (!item)
1809 { 1765 {
1810 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1766 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1811 return; 1767 return;
1812 } 1768 }
1813 1769
1814 item = op->contr->ranges[range_misc];
1815 if (!item->inv) 1770 if (!item->inv)
1816 { 1771 {
1817 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1772 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1818 return; 1773 return;
1819 } 1774 }
1775
1776 if (!op->change_weapon (item))
1777 return;
1778
1820 if (item->type == WAND) 1779 if (item->type == WAND)
1821 { 1780 {
1822 if (item->stats.food <= 0) 1781 if (item->stats.food <= 0)
1823 { 1782 {
1824 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1783 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)); 1784 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1785
1826 return; 1786 return;
1827 } 1787 }
1828 } 1788 }
1829 else if (item->type == ROD || item->type == HORN) 1789 else if (item->type == ROD || item->type == HORN)
1830 { 1790 {
1831 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1791 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1832 { 1792 {
1833 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1793 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1794
1834 if (item->type == ROD) 1795 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)); 1796 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1836 else 1797 else
1837 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1798 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1799
1838 return; 1800 return;
1839 } 1801 }
1840 } 1802 }
1841 1803
1842 if (cast_spell (op, item, dir, item->inv, NULL)) 1804 if (cast_spell (op, item, dir, item->inv, NULL))
1873 1835
1874 /* check for loss of invisiblity/hide */ 1836 /* check for loss of invisiblity/hide */
1875 if (action_makes_visible (op)) 1837 if (action_makes_visible (op))
1876 make_visible (op); 1838 make_visible (op);
1877 1839
1878 switch (op->contr->shoottype) 1840 player *pl = op->contr;
1841
1842 if (pl->golem)
1879 { 1843 {
1880 case range_none: 1844 control_golem (op->contr->golem, dir);
1881 return; 1845 return;
1846 }
1882 1847
1883 case range_bow: 1848 object *ob = pl->ranged_ob;
1849
1850 if (!ob)
1851 return;
1852
1853 switch (ob->type)
1854 {
1855 case BOW:
1884 player_fire_bow (op, dir); 1856 player_fire_bow (op, dir);
1885 return; 1857 break;
1886 1858
1887 case range_magic: /* Casting spells */ 1859 case SPELL:
1888 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1860 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1889 return; 1861 break;
1890 1862
1891 case range_misc: 1863 case BUILDER:
1864 apply_map_builder (op, dir);
1865 break;
1866
1867 case SKILL:
1868 case SKILL_TOOL:
1869 do_skill (op, op, ob, dir, 0);
1870 break;
1871
1872 default:
1892 fire_misc_object (op, dir); 1873 fire_misc_object (op, dir);
1893 return; 1874 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 } 1875 }
1921} 1876}
1922
1923
1924 1877
1925/* find_key 1878/* find_key
1926 * We try to find a key for the door as passed. If we find a key 1879 * 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 1880 * and successfully use it, we return the key, otherwise NULL
1928 * This function merges both normal and locked door, since the logic 1881 * This function merges both normal and locked door, since the logic
1930 * pl is the player, 1883 * pl is the player,
1931 * inv is the objects inventory to searched 1884 * inv is the objects inventory to searched
1932 * door is the door we are trying to match against. 1885 * door is the door we are trying to match against.
1933 * This function can be called recursively to search containers. 1886 * This function can be called recursively to search containers.
1934 */ 1887 */
1935
1936object * 1888object *
1937find_key (object *pl, object *container, object *door) 1889find_key (object *pl, object *container, object *door)
1938{ 1890{
1939 object *tmp, *key; 1891 object *tmp, *key;
1940 1892
1941 /* Should not happen, but sanity checking is never bad */ 1893 /* Should not happen, but sanity checking is never bad */
1942 if (container->inv == NULL) 1894 if (!container->inv)
1943 return NULL; 1895 return 0;
1944 1896
1945 /* First, lets try to find a key in the top level inventory */ 1897 /* First, lets try to find a key in the top level inventory */
1946 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1898 for (tmp = container->inv; tmp; tmp = tmp->below)
1947 { 1899 {
1948 if (door->type == DOOR && tmp->type == KEY) 1900 if (door->type == DOOR && tmp->type == KEY)
1949 break; 1901 break;
1950 /* For sanity, we should really check door type, but other stuff 1902 /* For sanity, we should really check door type, but other stuff
1951 * (like containers) can be locked with special keys 1903 * (like containers) can be locked with special keys
1952 */ 1904 */
1953 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1905 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1954 break; 1906 break;
1955 } 1907 }
1908
1956 /* No key found - lets search inventories now */ 1909 /* No key found - lets search inventories now */
1957 /* If we find and use a key in an inventory, return at that time. 1910 /* 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 1911 * otherwise, if we search all the inventories and still don't find
1959 * a key, return 1912 * a key, return
1960 */ 1913 */
1961 if (!tmp) 1914 if (!tmp)
1962 { 1915 {
1963 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1916 for (tmp = container->inv; tmp; tmp = tmp->below)
1964 { 1917 {
1965 /* No reason to search empty containers */ 1918 /* No reason to search empty containers */
1966 if (tmp->type == CONTAINER && tmp->inv) 1919 if (tmp->type == CONTAINER && tmp->inv)
1967 { 1920 {
1968 if ((key = find_key (pl, tmp, door)) != NULL) 1921 if ((key = find_key (pl, tmp, door)))
1969 return key; 1922 return key;
1970 } 1923 }
1971 } 1924 }
1925
1972 if (!tmp) 1926 if (!tmp)
1973 return NULL; 1927 return NULL;
1974 } 1928 }
1929
1975 /* We get down here if we have found a key. Now if its in a container, 1930 /* 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 1931 * see if we actually want to use it
1977 */ 1932 */
1978 if (pl != container) 1933 if (pl != container)
1979 { 1934 {
2000 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1955 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)); 1956 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2002 return NULL; 1957 return NULL;
2003 } 1958 }
2004 } 1959 }
1960
2005 return tmp; 1961 return tmp;
2006} 1962}
2007 1963
2008/* moved door processing out of move_player_attack. 1964/* moved door processing out of move_player_attack.
2009 * returns 1 if player has opened the door with a key 1965 * returns 1 if player has opened the door with a key
2023 if (key) 1979 if (key)
2024 { 1980 {
2025 object *container = key->env; 1981 object *container = key->env;
2026 1982
2027 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1983 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1984
2028 if (action_makes_visible (op)) 1985 if (action_makes_visible (op))
2029 make_visible (op); 1986 make_visible (op);
1987
2030 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1988 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2031 spring_trap (door->inv, op); 1989 spring_trap (door->inv, op);
1990
2032 if (door->type == DOOR) 1991 if (door->type == DOOR)
2033 {
2034 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1992 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2035 }
2036 else if (door->type == LOCKED_DOOR) 1993 else if (door->type == LOCKED_DOOR)
2037 { 1994 {
2038 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1995 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 ;-) */ 1996 remove_door2 (door); /* remove door without violence ;-) */
2040 } 1997 }
1998
2041 /* Do this after we print the message */ 1999 /* Do this after we print the message */
2042 decrease_ob (key); /* Use up one of the keys */ 2000 decrease_ob (key); /* Use up one of the keys */
2043 /* Need to update the weight the container the key was in */ 2001 /* Need to update the weight the container the key was in */
2044 if (container != op) 2002 if (container != op)
2045 esrv_update_item (UPD_WEIGHT, op, container); 2003 esrv_update_item (UPD_WEIGHT, op, container);
2004
2046 return 1; /* Nothing more to do below */ 2005 return 1; /* Nothing more to do below */
2047 } 2006 }
2048 else if (door->type == LOCKED_DOOR) 2007 else if (door->type == LOCKED_DOOR)
2049 { 2008 {
2050 /* Might as well return now - no other way to open this */ 2009 /* Might as well return now - no other way to open this */
2051 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2010 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2052 return 1; 2011 return 1;
2053 } 2012 }
2013
2054 return 0; 2014 return 0;
2055} 2015}
2056 2016
2057/* This function is just part of a breakup from move_player. 2017/* This function is just part of a breakup from move_player.
2058 * It should keep the code cleaner. 2018 * It should keep the code cleaner.
2062 */ 2022 */
2063void 2023void
2064move_player_attack (object *op, int dir) 2024move_player_attack (object *op, int dir)
2065{ 2025{
2066 object *tmp, *mon; 2026 object *tmp, *mon;
2067 sint16 nx, ny;
2068 int on_battleground; 2027 int on_battleground;
2069 maptile *m; 2028 maptile *m;
2070 2029
2071 nx = freearr_x[dir] + op->x; 2030 sint16 nx = freearr_x[dir] + op->x;
2072 ny = freearr_y[dir] + op->y; 2031 sint16 ny = freearr_y[dir] + op->y;
2073 2032
2074 on_battleground = op_on_battleground (op, 0, 0); 2033 on_battleground = op_on_battleground (op, 0, 0);
2075 2034
2076 /* If braced, or can't move to the square, and it is not out of the 2035 /* 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 2036 * map, attack it. Note order of if statement is important - don't
2084 */ 2043 */
2085 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2044 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2086 { 2045 {
2087 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2046 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2088 { 2047 {
2089 m = get_map_from_coord (op->map, &nx, &ny); 2048 m = op->map->xy_find (nx, ny);
2090 if (!m) 2049 if (!m)
2091 return; /* Don't think this should happen */ 2050 return; /* Don't think this should happen */
2092 } 2051 }
2093 else 2052 else
2094 m = op->map; 2053 m = op->map;
2095 2054
2096 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) 2055 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; 2056 return;
2100 }
2101 2057
2102 mon = 0; 2058 mon = 0;
2103 /* Go through all the objects, and find ones of interest. Only stop if 2059 /* 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. 2060 * 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 2061 * 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))) 2114 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2159 { 2115 {
2160 /* If we're braced, we don't want to switch places with it */ 2116 /* If we're braced, we don't want to switch places with it */
2161 if (op->contr->braced) 2117 if (op->contr->braced)
2162 return; 2118 return;
2119
2163 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2120 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2164 (void) push_ob (mon, dir, op); 2121 push_ob (mon, dir, op);
2165 if (op->contr->tmp_invis || op->hide) 2122 if (op->contr->tmp_invis || op->hide)
2166 make_visible (op); 2123 make_visible (op);
2124
2167 return; 2125 return;
2168 } 2126 }
2169 2127
2170 /* in certain circumstances, you shouldn't attack friendly 2128 /* in certain circumstances, you shouldn't attack friendly
2171 * creatures. Note that if you are braced, you can't push 2129 * creatures. Note that if you are braced, you can't push
2185 !on_battleground)) 2143 !on_battleground))
2186 { 2144 {
2187 if (!op->contr->braced) 2145 if (!op->contr->braced)
2188 { 2146 {
2189 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2147 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2190 (void) push_ob (mon, dir, op); 2148 push_ob (mon, dir, op);
2191 } 2149 }
2192 else 2150 else
2193 new_draw_info (0, 0, op, "You withhold your attack"); 2151 new_draw_info (0, 0, op, "You withhold your attack");
2194 2152
2195 if (op->contr->tmp_invis || op->hide) 2153 if (op->contr->tmp_invis || op->hide)
2210 * Way it works is like this: First, it must have some hit points 2168 * 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: 2169 * 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 2170 * 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. 2171 * that party_number -1 is no party, so attacks can still happen.
2214 */ 2172 */
2215
2216 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2173 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))) 2174 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2218 { 2175 {
2219 2176
2220 /* If the player hasn't hit something this tick, and does 2177 /* If the player hasn't hit something this tick, and does
2254int 2211int
2255move_player (object *op, int dir) 2212move_player (object *op, int dir)
2256{ 2213{
2257 int pick; 2214 int pick;
2258 2215
2259 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2216 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2260 return 0; 2217 return 0;
2261 2218
2262 /* Sanity check: make sure dir is valid */ 2219 /* Sanity check: make sure dir is valid */
2263 if ((dir < 0) || (dir >= 9)) 2220 if ((dir < 0) || (dir >= 9))
2264 { 2221 {
2265 LOG (llevError, "move_player: invalid direction %d\n", dir); 2222 LOG (llevError, "move_player: invalid direction %d\n", dir);
2266 return 0; 2223 return 0;
2267 } 2224 }
2268 2225
2269 /* peterm: added following line */ 2226 /* peterm: added following line */
2270 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2227 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2271 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2228 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2272 2229
2273 op->facing = dir; 2230 op->facing = dir;
2274 2231
2275 if (op->hide) 2232 if (op->hide)
2276 do_hidden_move (op); 2233 do_hidden_move (op);
2309 * Returns true if there are more actions we can do. 2266 * Returns true if there are more actions we can do.
2310 */ 2267 */
2311int 2268int
2312handle_newcs_player (object *op) 2269handle_newcs_player (object *op)
2313{ 2270{
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)) 2271 if (QUERY_FLAG (op, FLAG_SCARED))
2335 { 2272 {
2336 flee_player (op); 2273 flee_player (op);
2337 /* If player is still scared, that is his action for this tick */ 2274 /* If player is still scared, that is his action for this tick */
2338 if (QUERY_FLAG (op, FLAG_SCARED)) 2275 if (QUERY_FLAG (op, FLAG_SCARED))
2339 { 2276 {
2340 op->speed_left--; 2277 op->speed_left--;
2341 return 0; 2278 return 0;
2342 } 2279 }
2343 } 2280 }
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 2281
2353 /* call this here - we also will call this in do_ericserver, but 2282 /* call this here - we also will call this in do_ericserver, but
2354 * the players time has been increased when doericserver has been 2283 * the players time has been increased when doericserver has been
2355 * called, so we recheck it here. 2284 * called, so we recheck it here.
2356 */ 2285 */
2357 op->contr->ns->handle_command (); 2286 if (op->contr->ns->handle_command ())
2287 return 1;
2358 2288
2359 if (op->speed_left < 0) 2289 if (op->speed_left > 0)
2360 return 0; 2290 {
2361
2362 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2291 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2363 { 2292 {
2364 /* All move commands take 1 tick, at least for now */ 2293 /* All move commands take 1 tick, at least for now */
2365 op->speed_left--; 2294 op->speed_left--;
2366 2295
2367 /* Instead of all the stuff below, let move_player take care 2296 /* Instead of all the stuff below, let move_player take care
2368 * of it. Also, some of the skill stuff is only put in 2297 * of it. Also, some of the skill stuff is only put in
2369 * there, as well as the confusion stuff. 2298 * there, as well as the confusion stuff.
2370 */ 2299 */
2371 move_player (op, op->direction); 2300 move_player (op, op->direction);
2372 if (op->speed_left > 0) 2301
2373 return 1; 2302 return op->speed_left > 0;
2374 else 2303 }
2375 return 0;
2376 } 2304 }
2377 2305
2378 return 0; 2306 return 0;
2379} 2307}
2380 2308
2418 * from. 2346 * from.
2419 */ 2347 */
2420void 2348void
2421remove_unpaid_objects (object *op, object *env) 2349remove_unpaid_objects (object *op, object *env)
2422{ 2350{
2423 object *next;
2424
2425 while (op) 2351 while (op)
2426 { 2352 {
2427 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2353 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2428 2354
2429 if (QUERY_FLAG (op, FLAG_UNPAID)) 2355 if (QUERY_FLAG (op, FLAG_UNPAID))
2495 int rate_grace = 2000; 2421 int rate_grace = 2000;
2496 const int max_hp = 1; 2422 const int max_hp = 1;
2497 const int max_sp = 1; 2423 const int max_sp = 1;
2498 const int max_grace = 1; 2424 const int max_grace = 1;
2499 2425
2500 if (op->contr->outputs_sync) 2426 if (op->contr->hidden)
2427 {
2428 op->invisible = 1000;
2429 /* the socket code flashes the player visible/invisible
2430 * depending on the value of invisible, so we need to
2431 * alternate it here for it to work correctly.
2432 */
2433 if (pticks & 2)
2434 op->invisible--;
2501 { 2435 }
2502 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2436 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) 2437 {
2504 flush_output_element (op, &op->contr->outputs[i]); 2438 if (!op->invisible--)
2439 {
2440 make_visible (op);
2441 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2442 }
2505 } 2443 }
2506 2444
2507 if (op->contr->ns->state == ST_PLAYING) 2445 if (op->contr->ns->state == ST_PLAYING)
2508 { 2446 {
2509 /* these next three if clauses make it possible to SLOW DOWN 2447 /* these next three if clauses make it possible to SLOW DOWN
2531 gen_grace = op->stats.maxgrace; 2469 gen_grace = op->stats.maxgrace;
2532 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2470 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2533 } 2471 }
2534 2472
2535 /* Regenerate Spell Points */ 2473 /* Regenerate Spell Points */
2536 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2474 if (!op->contr->golem && --op->last_sp < 0)
2537 { 2475 {
2538 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2476 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) 2477 if (op->stats.sp < op->stats.maxsp)
2540 { 2478 {
2541 op->stats.sp++; 2479 op->stats.sp++;
2759 tmp->name = buf; 2697 tmp->name = buf;
2760 sprintf (buf, " This finger has been cut off %s\n" 2698 sprintf (buf, " This finger has been cut off %s\n"
2761 " the %s, when he was defeated at\n level %d by %s.\n", 2699 " 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); 2700 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2763 tmp->msg = buf; 2701 tmp->msg = buf;
2764 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2702 tmp->value = 0, tmp->type = 0;
2765 tmp->materialname = NULL; 2703 tmp->materialname = "organics";
2766 op->insert_at (tmp, op); 2704 tmp->insert_at (op, tmp);
2767 } 2705 }
2768 2706
2769 /* teleport defeated player to new destination */ 2707 /* teleport defeated player to new destination */
2770 transfer_ob (op, x, y, 0, NULL); 2708 transfer_ob (op, x, y, 0, NULL);
2771 op->contr->braced = 0; 2709 op->contr->braced = 0;
2776 2714
2777 command_kill_pets (op, 0); 2715 command_kill_pets (op, 0);
2778 2716
2779 if (op->stats.food < 0) 2717 if (op->stats.food < 0)
2780 { 2718 {
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); 2719 sprintf (buf, "%s starved to death.", &op->name);
2789 strcpy (op->contr->killer, "starvation"); 2720 strcpy (op->contr->killer, "starvation");
2790 } 2721 }
2791 else 2722 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); 2723 sprintf (buf, "%s died.", &op->name);
2801 }
2802 2724
2803 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2725 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2804 2726
2805 /* save the map location for corpse, gravestone */ 2727 /* save the map location for corpse, gravestone */
2806 x = op->x; 2728 x = op->x;
2982 op->stats.hp = op->stats.maxhp; 2904 op->stats.hp = op->stats.maxhp;
2983 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2905 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2984 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2906 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2985 2907
2986 /* 2908 /*
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 2909 * Check to see if the player has any unpaid items. If so, remove them
2989 * in the map. 2910 * and put them back in the map.
2990 */ 2911 */
2991
2992 if (is_in_shop (op))
2993 remove_unpaid_objects (op->inv, op); 2912 remove_unpaid_objects (op->inv, op);
2994 2913
2995 /****************************************/ 2914 /****************************************/
2996 /* */ 2915 /* */
2997 /* Move player to his current respawn- */ 2916 /* Move player to his current respawn- */
2998 /* position (usually last savebed) */ 2917 /* position (usually last savebed) */
2999 /* */ 2918 /* */
3000 /****************************************/ 2919 /****************************************/
3001 2920
3002 enter_player_savebed (op); 2921 enter_player_savebed (op);
3003 2922
3004 /* Save the player before inserting the force to reduce
3005 * chance of abuse.
3006 */
3007 op->contr->braced = 0; 2923 op->contr->braced = 0;
3008 op->contr->save ();
3009 2924
3010 /* it is possible that the player has blown something up 2925 /* it is possible that the player has blown something up
3011 * at his savebed location, and that can have long lasting 2926 * at his savebed location, and that can have long lasting
3012 * spell effects. So first see if there is a spell effect 2927 * spell effects. So first see if there is a spell effect
3013 * on the space that might harm the player. 2928 * on the space that might harm the player.
3042void 2957void
3043loot_object (object *op) 2958loot_object (object *op)
3044{ /* Grab and destroy some treasure */ 2959{ /* Grab and destroy some treasure */
3045 object *tmp, *tmp2, *next; 2960 object *tmp, *tmp2, *next;
3046 2961
3047 if (op->container) 2962 op->close_container (); /* close open sack first */
3048 esrv_apply_container (op, op->container); /* close open sack first */
3049 2963
3050 for (tmp = op->inv; tmp; tmp = next) 2964 for (tmp = op->inv; tmp; tmp = next)
3051 { 2965 {
3052 next = tmp->below; 2966 next = tmp->below;
3053 2967
3054 if (tmp->invisible) 2968 if (tmp->invisible)
3055 continue; 2969 continue;
3056 2970
3057 tmp->remove (); 2971 tmp->remove ();
3058 tmp->x = op->x, tmp->y = op->y; 2972 tmp->x = op->x, tmp->y = op->y;
2973
3059 if (tmp->type == CONTAINER) 2974 if (tmp->type == CONTAINER)
3060 { /* empty container to ground */ 2975 loot_object (tmp); /* empty container to ground */
3061 loot_object (tmp); 2976
3062 }
3063 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2977 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3064 { 2978 {
3065 if (tmp->nrof > 1) 2979 if (tmp->nrof > 1)
3066 { 2980 {
3067 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2981 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3068 tmp2->destroy (); 2982 tmp2->destroy ();
3079/* 2993/*
3080 * fix_weight(): Check recursively the weight of all players, and fix 2994 * fix_weight(): Check recursively the weight of all players, and fix
3081 * what needs to be fixed. Refresh windows and fix speed if anything 2995 * what needs to be fixed. Refresh windows and fix speed if anything
3082 * was changed. 2996 * was changed.
3083 */ 2997 */
3084
3085void 2998void
3086fix_weight (void) 2999fix_weight (void)
3087{ 3000{
3088 for_all_players (pl) 3001 for_all_players (pl)
3089 { 3002 {
3149 if (op->type == PLAYER) 3062 if (op->type == PLAYER)
3150 { 3063 {
3151 op->contr->tmp_invis = 0; 3064 op->contr->tmp_invis = 0;
3152 op->contr->invis_race = 0; 3065 op->contr->invis_race = 0;
3153 } 3066 }
3067
3154 update_object (op, UP_OBJ_FACE); 3068 update_object (op, UP_OBJ_CHANGE);
3155} 3069}
3156 3070
3157int 3071int
3158is_true_undead (object *op) 3072is_true_undead (object *op)
3159{ 3073{
3160 object *tmp = NULL;
3161
3162 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3074 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3163 return 1; 3075 return 1;
3164 3076
3165 return 0; 3077 return 0;
3166} 3078}
3225 3137
3226 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3138 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3227 3139
3228 /* its *extremely* hard to run and sneak/hide at the same time! */ 3140 /* its *extremely* hard to run and sneak/hide at the same time! */
3229 if (op->type == PLAYER && op->contr->run_on) 3141 if (op->type == PLAYER && op->contr->run_on)
3230 {
3231 if (!skop || num >= skop->level) 3142 if (!skop || num >= skop->level)
3232 { 3143 {
3233 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3144 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3234 make_visible (op); 3145 make_visible (op);
3235 return; 3146 return;
3236 } 3147 }
3237 else 3148 else
3238 num += 20; 3149 num += 20;
3239 } 3150
3240 num += op->map->difficulty; 3151 num += op->map->difficulty;
3241 hide = hideability (op); /* modify by terrain hidden level */ 3152 hide = hideability (op); /* modify by terrain hidden level */
3242 num -= hide; 3153 num -= hide;
3154
3243 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3155 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3244 { 3156 {
3245 make_visible (op); 3157 make_visible (op);
3246 if (op->type == PLAYER) 3158 if (op->type == PLAYER)
3247 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3159 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3248 } 3160 }
3249 else if (op->type == PLAYER && skop) 3161 else if (op->type == PLAYER && skop)
3250 {
3251 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3162 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3252 }
3253} 3163}
3254 3164
3255/* determine if who is standing near a hostile creature. */ 3165/* determine if who is standing near a hostile creature. */
3256 3166
3257int 3167int
3456 char buf[MAX_BUF]; /* tmp. string buffer */ 3366 char buf[MAX_BUF]; /* tmp. string buffer */
3457 int i = 0, j = 0; 3367 int i = 0, j = 0;
3458 3368
3459 /* get the appropriate treasurelist */ 3369 /* get the appropriate treasurelist */
3460 if (atnr == ATNR_FIRE) 3370 if (atnr == ATNR_FIRE)
3461 trlist = find_treasurelist ("dragon_ability_fire"); 3371 trlist = treasurelist::find ("dragon_ability_fire");
3462 else if (atnr == ATNR_COLD) 3372 else if (atnr == ATNR_COLD)
3463 trlist = find_treasurelist ("dragon_ability_cold"); 3373 trlist = treasurelist::find ("dragon_ability_cold");
3464 else if (atnr == ATNR_ELECTRICITY) 3374 else if (atnr == ATNR_ELECTRICITY)
3465 trlist = find_treasurelist ("dragon_ability_elec"); 3375 trlist = treasurelist::find ("dragon_ability_elec");
3466 else if (atnr == ATNR_POISON) 3376 else if (atnr == ATNR_POISON)
3467 trlist = find_treasurelist ("dragon_ability_poison"); 3377 trlist = treasurelist::find ("dragon_ability_poison");
3468 3378
3469 if (trlist == NULL || who->type != PLAYER) 3379 if (trlist == NULL || who->type != PLAYER)
3470 return; 3380 return;
3471 3381
3472 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3382 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3604 * not readied. 3514 * not readied.
3605 */ 3515 */
3606void 3516void
3607player_unready_range_ob (player *pl, object *ob) 3517player_unready_range_ob (player *pl, object *ob)
3608{ 3518{
3609 rangetype i; 3519 if (pl->ob->current_weapon == ob)
3520 pl->ob->current_weapon = 0;
3610 3521
3611 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3522 if (pl->combat_ob == ob)
3612 { 3523 pl->combat_ob = 0;
3524
3613 if (pl->ranges[i] == ob) 3525 if (pl->ranged_ob == ob)
3614 { 3526 pl->ranged_ob = 0;
3615 pl->ranges[i] = NULL;
3616 if (pl->shoottype == i)
3617 {
3618 pl->shoottype = range_none;
3619 }
3620 }
3621 }
3622} 3527}
3528
3529sint8
3530player::visibility_at (maptile *map, int x, int y) const
3531{
3532 if (!ns)
3533 return 0;
3534
3535 int dx, dy;
3536 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3537 return 0;
3538
3539 x += dx - ns->current_x + ns->mapx / 2;
3540 y += dy - ns->current_y + ns->mapy / 2;
3541
3542 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3543 return 0;
3544
3545 return 100 - blocked_los [x][y];
3546}

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