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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 1.146 by root, Sun Jun 3 17:05:36 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
8 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
9 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
10 (at your option) any later version. 11 * 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, but
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
15 GNU General Public License for more details. 16 * 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 along
18 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors 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
164 op->x = -1; 157 op->x = -1;
165 op->y = -1; 158 op->y = -1;
166} 159}
167 160
168void 161void
169player::enter_map () 162player::activate ()
170{ 163{
171 object *tmp = object::create (); 164 if (active)
165 return;
172 166
173 EXIT_PATH (tmp) = maplevel; 167 players.insert (this);
174 EXIT_X (tmp) = ob->x; 168 ob->remove ();
175 EXIT_Y (tmp) = ob->y; 169 ob->map = 0;
176 ob->enter_exit (tmp); 170 ob->activate_recursive ();
171 CLEAR_FLAG (ob, FLAG_FRIENDLY);
172 add_friendly_object (ob);
173}
177 174
178 tmp->destroy (); 175void
176player::deactivate ()
177{
178 if (!active)
179 return;
180
181 terminate_all_pets (ob);
182 remove_friendly_object (ob);
183 ob->deactivate_recursive ();
184
185 if (ob->map)
186 maplevel = ob->map->path;
187
188 ob->remove ();
189 ob->map = 0;
190 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this);
179} 195}
180 196
181// connect the player with a specific client 197// connect the player with a specific client
182// also changed, rationalises, and fixes some incorrect settings 198// also changes, rationalises, and fixes some incorrect settings
183void 199void
184player::connect (client *ns) 200player::connect (client *ns)
185{ 201{
186 this->ns = ns; 202 this->ns = ns;
187 ns->pl = this; 203 ns->pl = this;
188 204
189 next = first_player; 205 run_on = 0;
190 first_player = this; 206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
191 208
192 ns->update_look = 0; 209 ns->update_look = 0;
193 ns->look_position = 0; 210 ns->look_position = 0;
194 211
195 clear_los (ob); 212 clear_los (ob);
213
214 ns->reset_stats ();
196 215
197 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
198 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
199 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->clone.race;
200 219
201 if (!legal_range (ob, shoottype))
202 shoottype = range_none;
203
204 ob->carrying = sum_weight (ob); 220 ob->carrying = sum_weight (ob);
205 link_player_skills (ob); 221 link_player_skills (ob);
206 222
207 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
208 224
209 assign (title, ob->arch->clone.name); 225 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);
220 226
221 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
222 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
223 { 229 {
224 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
234 skin = tmp; 240 skin = tmp;
235 241
236 set_dragon_name (ob, abil, skin); 242 set_dragon_name (ob, abil, skin);
237 } 243 }
238 244
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!"); 245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
245 246
246 esrv_new_player (this, ob->weight + ob->carrying); 247 esrv_new_player (this, ob->weight + ob->carrying);
247 248
249 ob->flag [FLAG_READY_WEAPON] = false;
250 ob->flag [FLAG_READY_SKILL] = false;
251 ob->flag [FLAG_READY_BOW] = false;
252
253 for (object *op = ob->inv; op; op = op->below)
254 if (op->flag [FLAG_APPLIED])
255 switch (op->type)
256 {
257 case SKILL:
258 ob->flag [FLAG_APPLIED] = false;
259 break;
260
261 case WAND:
262 case ROD:
263 case HORN:
264 case BOW:
265 ranged_ob = op;
266 break;
267
268 case WEAPON:
269 combat_ob = op;
270 break;
271 }
272
273 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
248 ob->update_stats (); 274 ob->update_stats ();
275
249 ns->floorbox_update (); 276 ns->floorbox_update ();
250
251 esrv_send_inventory (ob, ob); 277 esrv_send_inventory (ob, ob);
252 esrv_add_spells (this, 0); 278 esrv_add_spells (this, 0);
253 279
254 ob->activate_recursive (); 280 activate ();
255 enter_map ();
256 281
257 send_rules (ob); 282 send_rules (ob);
258 send_news (ob); 283 send_news (ob);
259 display_motd (ob); 284 display_motd (ob);
260 285
263} 288}
264 289
265void 290void
266player::disconnect () 291player::disconnect ()
267{ 292{
293 if (ns)
294 {
295 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297
298 INVOKE_PLAYER (DISCONNECT, this);
299
300 ns->reset_stats ();
301 ns->pl = 0;
302 ns = 0;
303 }
304
268 if (ob) 305 if (ob)
269 ob->deactivate_recursive (); 306 ob->close_container (); //TODO: client-specific
270 307
271 //TODO: don't be so harsh and destroy :) 308 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} 309}
292 310
293// the need for this function can be explained 311// the need for this function can be explained
294// by load_object not returning the object 312// by load_object not returning the object
295void 313void
296player::set_object (object *op) 314player::set_object (object *op)
297{ 315{
298 ob = op; 316 ob = observe = op;
299 ob->contr = this; /* this aren't yet in archetype */ 317 ob->contr = this; /* this aren't yet in archetype */
300 318
319 ob->speed = 1.0f;
301 ob->speed_left = 0.5; 320 ob->speed_left = 0.5f;
302 ob->speed = 1.0; 321
303 ob->direction = 5; /* So player faces south */ 322 ob->direction = 5; /* So player faces south */
304 ob->stats.wc = 2; 323}
305 ob->run_away = 25; /* Then we panick... */
306 324
307 ob->roll_stats (); 325void
326player::set_observe (object *op)
327{
328 observe = op ? op : ob;
308} 329}
309 330
310player::player () 331player::player ()
311{ 332{
312 /* There are some elements we want initialised to non zero value - 333 /* There are some elements we want initialised to non zero value -
313 * we deal with that below this point. 334 * we deal with that below this point.
314 */ 335 */
315 outputs_sync = 16; /* Every 2 seconds */ 336 outputs_sync = 4;
316 outputs_count = 8; /* Keeps present behaviour */ 337 outputs_count = 4;
317 unapply = unapply_nochoice; 338 unapply = unapply_nochoice;
318 339
319 savebed_map = first_map_path; /* Init. respawn position */ 340 savebed_map = first_map_path; /* Init. respawn position */
320 341
321 gen_sp_armour = 10; 342 gen_sp_armour = 10;
322 last_speed = -1;
323 shoottype = range_none;
324 bowtype = bow_normal; 343 bowtype = bow_normal;
325 petmode = pet_normal; 344 petmode = pet_normal;
326 listening = 10; 345 listening = 10;
327 usekeys = containers; 346 usekeys = containers;
328 last_weapon_sp = -1;
329 peaceful = 1; /* default peaceful */ 347 peaceful = 1; /* default peaceful */
330 do_los = 1; 348 do_los = 1;
331 349
332 /* we need to clear these to -1 and not zero - otherwise, 350 weapon_sp = 1.0f;
333 * if a player quits and starts a new character, we wont 351 weapon_sp_left = 0.5f;
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} 352}
346 353
347void 354void
348player::do_destroy () 355player::do_destroy ()
349{ 356{
350 disconnect (); 357 disconnect ();
351 358
352 save (false);
353 enable_save = false;
354
355 attachable::do_destroy (); 359 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;
376 360
377 if (ob) 361 if (ob)
378 { 362 {
379 ob->destroy_inv (false); 363 ob->destroy_inv (false);
380 ob->destroy (); 364 ob->destroy ();
395player::create () 379player::create ()
396{ 380{
397 player *pl = new player; 381 player *pl = new player;
398 382
399 pl->set_object (arch_to_object (get_player_archetype (0))); 383 pl->set_object (arch_to_object (get_player_archetype (0)));
384
385 pl->ob->roll_stats ();
386 pl->ob->stats.wc = 2;
387 pl->ob->run_away = 25; /* Then we panick... */
388
400 set_first_map (pl->ob); 389 set_first_map (pl->ob);
401 390
402 return pl; 391 return pl;
403} 392}
404 393
436 object *op = NULL; 425 object *op = NULL;
437 objectlink *ol; 426 objectlink *ol;
438 unsigned lastdist; 427 unsigned lastdist;
439 rv_vector rv; 428 rv_vector rv;
440 429
441 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 430 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
442 { 431 {
443 /* We should not find free objects on this friendly list, but it 432 /* We should not find free objects on this friendly list, but it
444 * does periodically happen. Given that, lets deal with it. 433 * does periodically happen. Given that, lets deal with it.
445 * While unlikely, it is possible the next object on the friendly 434 * While unlikely, it is possible the next object on the friendly
446 * list is also free, so encapsulate this in a while loop. 435 * list is also free, so encapsulate this in a while loop.
450 object *tmp = ol->ob; 439 object *tmp = ol->ob;
451 440
452 /* Can't do much more other than log the fact, because the object 441 /* Can't do much more other than log the fact, because the object
453 * itself will have been cleared. 442 * itself will have been cleared.
454 */ 443 */
455 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 444 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
445 tmp->debug_desc ());
456 ol = ol->next; 446 ol = ol->next;
457 remove_friendly_object (tmp); 447 remove_friendly_object (tmp);
458 if (!ol) 448 if (!ol)
459 return op; 449 return op;
460 } 450 }
549 x = mon->x; 539 x = mon->x;
550 y = mon->y; 540 y = mon->y;
551 m = mon->map; 541 m = mon->map;
552 dir = rv.direction; 542 dir = rv.direction;
553 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 543 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); 544 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
545
555 /* If we can't solve it within the search distance, return now. */ 546 /* If we can't solve it within the search distance, return now. */
556 if (diff > max) 547 if (diff > max)
557 return 0; 548 return 0;
549
558 while (diff > 1 && max > 0) 550 while (diff > 1 && max > 0)
559 { 551 {
560 lastx = x; 552 lastx = x;
561 lasty = y; 553 lasty = y;
562 lastmap = m; 554 lastmap = m;
644 max--; 636 max--;
645 lastdir = dir; 637 lastdir = dir;
646 if (!firstdir) 638 if (!firstdir)
647 firstdir = dir; 639 firstdir = dir;
648 } 640 }
641
649 if (diff <= 1) 642 if (diff <= 1)
650 { 643 {
651 /* Recalculate diff (distance) because we may not have actually 644 /* Recalculate diff (distance) because we may not have actually
652 * headed toward player for entire distance. 645 * headed toward player for entire distance.
653 */ 646 */
654 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 647 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); 648 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
656 } 649 }
650
657 if (diff > max) 651 if (diff > max)
658 return 0; 652 return 0;
659 } 653 }
654
660 /* If we reached the max, didn't find a direction in time */ 655 /* If we reached the max, didn't find a direction in time */
661 if (!max) 656 if (!max)
662 return 0; 657 return 0;
663 658
664 return firstdir; 659 return firstdir;
778roll_stat (void) 773roll_stat (void)
779{ 774{
780 int a[4], i, j, k; 775 int a[4], i, j, k;
781 776
782 for (i = 0; i < 4; i++) 777 for (i = 0; i < 4; i++)
783 a[i] = (int) RANDOM () % 6 + 1; 778 a[i] = (int) rndm (6) + 1;
784 779
785 for (i = 0, j = 0, k = 7; i < 4; i++) 780 for (i = 0, j = 0, k = 7; i < 4; i++)
786 if (a[i] < k) 781 if (a[i] < k)
787 k = a[i], j = i; 782 k = a[i], j = i;
788 783
794} 789}
795 790
796void 791void
797object::roll_stats () 792object::roll_stats ()
798{ 793{
799 int statsort [7]; 794 int statsort [NUM_STATS];
800 795
801 for (;;) 796 for (;;)
802 { 797 {
803 int sum = 0; 798 int sum = 0;
804 for (int i = 7; i--; ) 799 for (int i = NUM_STATS; i--; )
805 sum += statsort [i] = roll_stat (); 800 sum += statsort [i] = roll_stat ();
806 801
807 if (sum >= 82 && sum <= 116) 802 if (sum >= 82 && sum <= 116)
808 break; 803 break;
809 } 804 }
810 805
811 // Sort the stats so that rerolling is easier... 806 // Sort the stats so that rerolling is easier...
812 std::sort (statsort, statsort + 7, std::greater<int>()); 807 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
813 808
809 for (int i = 0; i < NUM_STATS; ++i)
814 stats.Str = statsort[0]; 810 stats.stat (i) = statsort [i];
815 stats.Dex = statsort[1];
816 stats.Con = statsort[2];
817 stats.Int = statsort[3];
818 stats.Wis = statsort[4];
819 stats.Pow = statsort[5];
820 stats.Cha = statsort[6];
821 811
822 stats.exp = 0; 812 stats.exp = 0;
823 stats.ac = 0; 813 stats.ac = 0;
824 814
825 stats.hp = stats.maxhp; 815 stats.hp = stats.maxhp;
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;
1600 */ 1540 */
1601int 1541int
1602fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1542fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1603{ 1543{
1604 object *left, *bow; 1544 object *left, *bow;
1605 int bowspeed, mflags; 1545 int mflags;
1606 maptile *m; 1546 maptile *m;
1607 1547
1608 if (!dir) 1548 if (!dir)
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 (op->contr)
1615 bow = op->contr->ranges[range_bow]; 1555 bow = op->current_weapon;
1616 else 1556 else
1617 { 1557 {
1618 for (bow = op->inv; bow; bow = bow->below) 1558 for (bow = op->inv; bow; bow = bow->below)
1619 /* Don't check for applied - monsters don't apply bows - in that way, they 1559 /* 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. 1560 * don't need to switch back and forth between bows and weapons.
1625 if (!bow) 1565 if (!bow)
1626 { 1566 {
1627 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1567 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1628 return 0; 1568 return 0;
1629 } 1569 }
1570
1571 // optimisation: move object to top so we will find it quickly again
1572 if (bow->below)
1573 {
1574 bow->remove ();
1575 op->insert (bow);
1576 }
1577
1630 } 1578 }
1631 1579
1632 if (!bow->race || !bow->skill) 1580 if (!bow->race || !bow->skill)
1633 { 1581 {
1634 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1582 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1635 return 0; 1583 return 0;
1636 } 1584 }
1637
1638 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1639
1640 /* penalize ROF for bestarrow */
1641 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1642 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1643
1644 if (bowspeed < 1)
1645 bowspeed = 1;
1646 1585
1647 if (arrow == NULL) 1586 if (arrow == NULL)
1648 { 1587 {
1649 if ((arrow = find_arrow (op, bow->race)) == NULL) 1588 if ((arrow = find_arrow (op, bow->race)) == NULL)
1650 { 1589 {
1651 if (op->type == PLAYER) 1590 if (op->type == PLAYER)
1652 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1591 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 */ 1592 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1654 else 1593 else
1655 CLEAR_FLAG (op, FLAG_READY_BOW); 1594 CLEAR_FLAG (op, FLAG_READY_BOW);
1595
1656 return 0; 1596 return 0;
1657 } 1597 }
1658 } 1598 }
1659 1599
1660 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1600 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1684 1624
1685 arrow->set_owner (op); 1625 arrow->set_owner (op);
1686 arrow->skill = bow->skill; 1626 arrow->skill = bow->skill;
1687 arrow->direction = dir; 1627 arrow->direction = dir;
1688 1628
1629 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1630 arrow->stats.hp = arrow->stats.dam;
1631 arrow->stats.grace = arrow->attacktype;
1632
1633 if (arrow->slaying)
1634 arrow->spellarg = strdup (arrow->slaying);
1635
1636#if 0
1637 if (player *pl = op->contr)
1638 {
1639 float speed = pl->weapon_sp;
1640
1641 /* penalize ROF for bestarrow */
1642 if (pl->bowtype == bow_bestarrow)
1643 speed *= .9f;
1644 else
1645 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1646
1647 op->speed_left += speed - op->speed;
1648 }
1649#endif
1650
1651 SET_ANIMATION (arrow, arrow->direction);
1652
1653 /* update the speed */
1654 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1655 + bow->stats.dam / 7.f;
1656
1657 arrow->set_speed (max (arrow->speed, 2.f));
1658 arrow->speed_left = 0;
1659
1660 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1661
1689 if (op->type == PLAYER) 1662 if (op->type == PLAYER)
1690 { 1663 {
1691 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1692 op->update_stats ();
1693 }
1694
1695 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
1702 /* Note that this was different for monsters - they got their level
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
1708 /* update the speed */
1709 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;
1711
1712 arrow->set_speed (max (arrow->speed, 1.0));
1713 arrow->speed_left = 0;
1714
1715 if (op->type == PLAYER)
1716 {
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; 1664 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1665 wc -= dex_bonus[op->stats.Dex];
1666
1667 if (!arrow->slaying)
1668 arrow->slaying = op->slaying;
1669
1670 arrow->attacktype |= op->attacktype;
1722 } 1671 }
1723 else 1672 else
1724 { 1673 {
1725 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1726 arrow->level = op->level; 1674 arrow->level = op->level;
1727 } 1675 arrow->stats.wc -= bow->magic;
1728 1676
1729 if (arrow->attacktype == AT_PHYSICAL) 1677 if (!arrow->slaying)
1678 arrow->slaying = bow->slaying;
1679
1730 arrow->attacktype |= bow->attacktype; 1680 arrow->attacktype |= bow->attacktype;
1681 }
1731 1682
1732 if (bow->slaying) 1683 wc -= arrow->level;
1733 arrow->slaying = bow->slaying; 1684 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1734 1685
1686 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1735 arrow->move_type = MOVE_FLY_LOW; 1687 arrow->move_type = MOVE_FLY_LOW;
1736 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1737 1689
1738 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1690 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1739 m->insert (arrow, sx, sy, op); 1691 m->insert (arrow, sx, sy, op);
1764{ 1716{
1765 int ret = 0, wcmod = 0; 1717 int ret = 0, wcmod = 0;
1766 1718
1767 if (op->contr->bowtype == bow_bestarrow) 1719 if (op->contr->bowtype == bow_bestarrow)
1768 { 1720 {
1769 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1721 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1770 } 1722 }
1771 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1723 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1772 { 1724 {
1773 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1725 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1774 wcmod = -1; 1726 wcmod = -1;
1784 else if (op->contr->bowtype == bow_spreadshot) 1736 else if (op->contr->bowtype == bow_spreadshot)
1785 { 1737 {
1786 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1738 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); 1739 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); 1740 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1789
1790 } 1741 }
1791 else 1742 else
1792 { 1743 {
1793 /* Simple case */ 1744 /* Simple case */
1794 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1745 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1795 } 1746 }
1747
1796 return ret; 1748 return ret;
1797} 1749}
1798
1799 1750
1800/* Fires a misc (wand/rod/horn) object in 'dir'. 1751/* Fires a misc (wand/rod/horn) object in 'dir'.
1801 * Broken apart from 'fire' to keep it more readable. 1752 * Broken apart from 'fire' to keep it more readable.
1802 */ 1753 */
1803void 1754void
1804fire_misc_object (object *op, int dir) 1755fire_misc_object (object *op, int dir)
1805{ 1756{
1806 object *item; 1757 object *item = op->contr->ranged_ob;
1807 1758
1808 if (!op->contr->ranges[range_misc]) 1759 if (!item)
1809 { 1760 {
1810 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1761 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1811 return; 1762 return;
1812 } 1763 }
1813 1764
1814 item = op->contr->ranges[range_misc];
1815 if (!item->inv) 1765 if (!item->inv)
1816 { 1766 {
1817 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1767 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1818 return; 1768 return;
1819 } 1769 }
1770
1771 if (!op->change_weapon (item))
1772 return;
1773
1820 if (item->type == WAND) 1774 if (item->type == WAND)
1821 { 1775 {
1822 if (item->stats.food <= 0) 1776 if (item->stats.food <= 0)
1823 { 1777 {
1824 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1778 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)); 1779 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1780
1826 return; 1781 return;
1827 } 1782 }
1828 } 1783 }
1829 else if (item->type == ROD || item->type == HORN) 1784 else if (item->type == ROD || item->type == HORN)
1830 { 1785 {
1831 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1786 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1832 { 1787 {
1833 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1788 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1789
1834 if (item->type == ROD) 1790 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)); 1791 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1836 else 1792 else
1837 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1793 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1794
1838 return; 1795 return;
1839 } 1796 }
1840 } 1797 }
1841 1798
1842 if (cast_spell (op, item, dir, item->inv, NULL)) 1799 if (cast_spell (op, item, dir, item->inv, NULL))
1864 } 1821 }
1865} 1822}
1866 1823
1867/* Received a fire command for the player - go and do it. 1824/* Received a fire command for the player - go and do it.
1868 */ 1825 */
1869void 1826bool
1870fire (object *op, int dir) 1827fire (object *op, int dir)
1871{ 1828{
1872 int spellcost = 0; 1829 int spellcost = 0;
1873 1830
1874 /* check for loss of invisiblity/hide */ 1831 /* check for loss of invisiblity/hide */
1875 if (action_makes_visible (op)) 1832 if (action_makes_visible (op))
1876 make_visible (op); 1833 make_visible (op);
1877 1834
1878 switch (op->contr->shoottype) 1835 player *pl = op->contr;
1836
1837 if (pl->golem)
1838 {
1839 control_golem (op->contr->golem, dir);
1840 return false;
1879 { 1841 }
1880 case range_none:
1881 return;
1882 1842
1883 case range_bow: 1843 object *ob = pl->ranged_ob;
1844
1845 if (!ob)
1846 return false;
1847
1848 if (!op->change_weapon (ob))
1849 return false;
1850
1851 if (op->speed_left > 0.f)
1852 --op->speed_left;
1853 else
1854 return false;
1855
1856 switch (ob->type)
1857 {
1858 case BOW:
1884 player_fire_bow (op, dir); 1859 player_fire_bow (op, dir);
1885 return; 1860 break;
1886 1861
1887 case range_magic: /* Casting spells */ 1862 case SPELL:
1888 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1863 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1889 return; 1864 break;
1890 1865
1891 case range_misc: 1866 case BUILDER:
1867 apply_map_builder (op, dir);
1868 break;
1869
1870 case SKILL:
1871 do_skill (op, op, ob, dir, 0);
1872 break;
1873
1874 default:
1892 fire_misc_object (op, dir); 1875 fire_misc_object (op, dir);
1893 return; 1876 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 } 1877 }
1921}
1922 1878
1923 1879 return true;
1880}
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
2011 * 0 otherwise 1971 * 0 otherwise
2012 */ 1972 */
2013static int 1973static int
2014player_attack_door (object *op, object *door) 1974player_attack_door (object *op, object *door)
2015{ 1975{
2016 /* If its a door, try to find a use a key. If we do destroy the door, 1976 /* If its a door, try to find a key. If we do destroy the door,
2017 * might as well return immediately as there is nothing more to do - 1977 * might as well return immediately as there is nothing more to do -
2018 * otherwise, we fall through to the rest of the code. 1978 * otherwise, we fall through to the rest of the code.
2019 */ 1979 */
2020 object *key = find_key (op, op, door); 1980 object *key = find_key (op, op, door);
2021 1981
2022 /* IF we found a key, do some extra work */ 1982 /* If we found a key, do some extra work */
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.
2059 * When this is called, the players direction has been updated 2023 * When this is called, the players direction has been updated
2060 * (taking into account confusion.) The player is also actually 2024 * (taking into account confusion.) The player is also actually
2061 * going to try and move (not fire weapons). 2025 * going to try and move (not fire weapons).
2062 */ 2026 */
2063void 2027bool
2064move_player_attack (object *op, int dir) 2028move_player_attack (object *op, int dir)
2065{ 2029{
2066 object *tmp, *mon;
2067 sint16 nx, ny;
2068 int on_battleground; 2030 int on_battleground;
2069 maptile *m;
2070 2031
2071 nx = freearr_x[dir] + op->x; 2032 sint16 nx = freearr_x[dir] + op->x;
2072 ny = freearr_y[dir] + op->y; 2033 sint16 ny = freearr_y[dir] + op->y;
2073 2034
2074 on_battleground = op_on_battleground (op, 0, 0); 2035 on_battleground = op_on_battleground (op, 0, 0);
2036
2037 if (out_of_map (op->map, nx, ny))
2038 return false;
2039
2040 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2041 {
2042 --op->speed_left;
2043 return true;
2044 }
2075 2045
2076 /* If braced, or can't move to the square, and it is not out of the 2046 /* If braced, or can't move to the square, and it is not out of the
2077 * map, attack it. Note order of if statement is important - don't 2047 * map, attack it. Note order of if statement is important - don't
2078 * want to be calling move_ob if braced, because move_ob will move the 2048 * want to be calling move_ob if braced, because move_ob will move the
2079 * player. This is a pretty nasty hack, because if we could 2049 * player. This is a pretty nasty hack, because if we could
2080 * move to some space, it then means that if we are braced, we should 2050 * move to some space, it then means that if we are braced, we should
2081 * do nothing at all. As it is, if we are braced, we go through 2051 * do nothing at all. As it is, if we are braced, we go through
2082 * quite a bit of processing. However, it probably is less than what 2052 * quite a bit of processing. However, it probably is less than what
2083 * move_ob uses. 2053 * move_ob uses.
2084 */ 2054 */
2085 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2055 maptile *m = op->map->xy_find (nx, ny);
2086 {
2087 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2088 {
2089 m = get_map_from_coord (op->map, &nx, &ny);
2090 if (!m)
2091 return; /* Don't think this should happen */
2092 }
2093 else
2094 m = op->map;
2095 2056
2096 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2097 {
2098 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2099 return;
2100 }
2101
2102 mon = 0;
2103 /* Go through all the objects, and find ones of interest. Only stop if 2057 /* 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. 2058 * 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 2059 * if its a door or barrel (can roll) see if there may be monsters
2106 * on the space 2060 * on the space
2107 */ 2061 */
2108 while (tmp) 2062 object *mon;
2109 { 2063 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2110 if (tmp == op) 2064 {
2111 { 2065 if ((mon->flag [FLAG_ALIVE]
2112 tmp = tmp->above; 2066 || mon->type == LOCKED_DOOR
2113 continue; 2067 || mon->flag [FLAG_CAN_ROLL])
2114 }
2115
2116 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2117 {
2118 mon = tmp; 2068 && mon != op)
2119 break; 2069 break;
2120 } 2070 }
2121 2071
2122 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2123 mon = tmp;
2124
2125 tmp = tmp->above;
2126 }
2127
2128 if (!mon) /* This happens anytime the player tries to move */ 2072 if (!mon) /* This happens anytime the player tries to move */
2129 return; /* into a wall */ 2073 return false; /* into a wall */
2130 2074
2131 if (mon->head)
2132 mon = mon->head; 2075 mon = mon->head_ ();
2133 2076
2134 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2077 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2078 if (op->contr->weapon_sp_left > 0.f)
2135 if (player_attack_door (op, mon)) 2079 if (player_attack_door (op, mon))
2080 {
2081 --op->contr->weapon_sp_left;
2136 return; 2082 return true;
2083 }
2137 2084
2138 /* The following deals with possibly attacking peaceful 2085 /* The following deals with possibly attacking peaceful
2139 * or frienddly creatures. Basically, all players are considered 2086 * or friendly creatures. Basically, all players are considered
2140 * unaggressive. If the moving player has peaceful set, then the 2087 * unaggressive. If the moving player has peaceful set, then the
2141 * object should be pushed instead of attacked. It is assumed that 2088 * object should be pushed instead of attacked. It is assumed that
2142 * if you are braced, you will not attack friends accidently, 2089 * if you are braced, you will not attack friends accidently,
2143 * and thus will not push them. 2090 * and thus will not push them.
2144 */ 2091 */
2145 2092
2146 /* If the creature is a pet, push it even if the player is not 2093 /* If the creature is a pet, push it even if the player is not
2147 * peaceful. Our assumption is the creature is a pet if the 2094 * peaceful. Our assumption is the creature is a pet if the
2148 * player owns it and it is either friendly or unagressive. 2095 * player owns it and it is either friendly or unagressive.
2149 */ 2096 */
2150 if ((op->type == PLAYER) 2097 if (op->type == PLAYER
2151#if COZY_SERVER
2152 &&
2153 ((mon->owner && mon->owner->contr 2098 && ((mon->owner && mon->owner->contr
2154 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2099 && same_party (mon->owner->contr->party, op->contr->party))
2155#else
2156 && mon->owner == op 2100 || mon->owner == op)
2157#endif
2158 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2101 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2159 { 2102 {
2160 /* If we're braced, we don't want to switch places with it */ 2103 /* If we're braced, we don't want to switch places with it */
2161 if (op->contr->braced) 2104 if (op->contr->braced)
2162 return; 2105 return false;
2106
2107 if (op->speed_left > 0.f)
2108 {
2109 --op->speed_left;
2110
2163 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2111 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2164 (void) push_ob (mon, dir, op); 2112 push_ob (mon, dir, op);
2113
2165 if (op->contr->tmp_invis || op->hide) 2114 if (op->contr->tmp_invis || op->hide)
2166 make_visible (op); 2115 make_visible (op);
2116
2167 return; 2117 return true;
2168 } 2118 }
2119 else
2120 return false;
2121 }
2169 2122
2170 /* in certain circumstances, you shouldn't attack friendly 2123 /* in certain circumstances, you shouldn't attack friendly
2171 * creatures. Note that if you are braced, you can't push 2124 * creatures. Note that if you are braced, you can't push
2172 * someone, but put it inside this loop so that you won't 2125 * someone, but put it inside this loop so that you won't
2173 * attack them either. 2126 * attack them either.
2174 */ 2127 */
2175 if ((mon->type == PLAYER || mon->enemy != op) && 2128 if ((mon->type == PLAYER || mon->enemy != op)
2176 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2129 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2177#ifdef PROHIBIT_PLAYERKILL
2178 (op->contr->peaceful 2130 && ((op->contr->peaceful
2179 || (mon->type == PLAYER 2131 || (mon->type == PLAYER && mon->contr->peaceful))
2180 && mon->contr->
2181 peaceful)) &&
2182#else
2183 op->contr->peaceful &&
2184#endif
2185 !on_battleground)) 2132 && !on_battleground))
2133 {
2134 if (op->speed_left > 0.f)
2186 { 2135 {
2136 --op->speed_left;
2137
2187 if (!op->contr->braced) 2138 if (!op->contr->braced)
2188 { 2139 {
2189 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2190 (void) push_ob (mon, dir, op); 2141 push_ob (mon, dir, op);
2191 } 2142 }
2192 else 2143 else
2193 new_draw_info (0, 0, op, "You withhold your attack"); 2144 new_draw_info (0, 0, op, "You withhold your attack");
2194 2145
2195 if (op->contr->tmp_invis || op->hide) 2146 if (op->contr->tmp_invis || op->hide)
2196 make_visible (op); 2147 make_visible (op);
2197 }
2198 2148
2149 return true;
2150 }
2151 }
2199 /* If the object is a boulder or other rollable object, then 2152 /* If the object is a boulder or other rollable object, then
2200 * roll it if not braced. You can't roll it if you are braced. 2153 * roll it if not braced. You can't roll it if you are braced.
2201 */ 2154 */
2202 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2155 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2156 {
2157 if (op->speed_left > 0.f)
2203 { 2158 {
2159 --op->speed_left;
2160
2204 recursive_roll (mon, dir, op); 2161 recursive_roll (mon, dir, op);
2205 if (action_makes_visible (op)) 2162 if (action_makes_visible (op))
2206 make_visible (op); 2163 make_visible (op);
2207 }
2208 2164
2165 return true;
2166 }
2167 }
2209 /* Any generic living creature. Including things like doors. 2168 /* Any generic living creature. Including things like doors.
2210 * Way it works is like this: First, it must have some hit points 2169 * Way it works is like this: First, it must have some hit points
2211 * and be living. Then, it must be one of the following: 2170 * 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 2171 * 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. 2172 * that party_number -1 is no party, so attacks can still happen.
2214 */ 2173 */
2215
2216 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2174 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))) 2175 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2218 { 2176 {
2219 2177 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2220 /* If the player hasn't hit something this tick, and does
2221 * so, give them speed boost based on weapon speed. Doing
2222 * it here is better than process_players2, which basically
2223 * incurred a 1 tick offset.
2224 */
2225 if (!op->contr->has_hit)
2226 { 2178 {
2227 op->speed_left += op->speed / op->contr->weapon_sp; 2179 --op->contr->weapon_sp_left;
2228
2229 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2230 }
2231 2180
2232 skill_attack (mon, op, 0, 0, 0); 2181 skill_attack (mon, op, 0, 0, 0);
2233
2234 /* If attacking another player, that player gets automatic
2235 * hitback, and doesn't loose luck either.
2236 * Disable hitback on the battleground or if the target is
2237 * the wiz.
2238 */
2239 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2240 {
2241 short luck = mon->stats.luck;
2242
2243 mon->contr->has_hit = 1;
2244 skill_attack (op, mon, 0, 0, 0);
2245 mon->stats.luck = luck;
2246 }
2247 2182
2248 if (action_makes_visible (op)) 2183 if (action_makes_visible (op))
2249 make_visible (op); 2184 make_visible (op);
2250 }
2251 } /* if player should attack something */
2252}
2253 2185
2254int 2186 return true;
2187 }
2188 }
2189
2190 return false;
2191}
2192
2193bool
2255move_player (object *op, int dir) 2194move_player (object *op, int dir)
2256{ 2195{
2257 int pick; 2196 int pick;
2258 2197
2259 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2198 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2260 return 0; 2199 return 0;
2261 2200
2262 /* Sanity check: make sure dir is valid */ 2201 /* Sanity check: make sure dir is valid */
2263 if ((dir < 0) || (dir >= 9)) 2202 if ((dir < 0) || (dir >= 9))
2264 { 2203 {
2265 LOG (llevError, "move_player: invalid direction %d\n", dir); 2204 LOG (llevError, "move_player: invalid direction %d\n", dir);
2266 return 0; 2205 return 0;
2267 } 2206 }
2268 2207
2269 /* peterm: added following line */ 2208 /* peterm: added following line */
2270 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2209 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2271 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2210 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2272 2211
2273 op->facing = dir; 2212 op->facing = dir;
2274 2213
2275 if (op->hide) 2214 if (op->hide)
2276 do_hidden_move (op); 2215 do_hidden_move (op);
2277 2216
2217 bool retval;
2218
2278 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2219 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2279 /*nop */ ; 2220 retval = RESULT_INT (0);
2280 else if (op->contr->fire_on) 2221 else if (op->contr->fire_on)
2281 fire (op, dir); 2222 retval = fire (op, dir);
2282 else 2223 else
2283 { 2224 {
2284 move_player_attack (op, dir); 2225 retval = move_player_attack (op, dir);
2285 pick = check_pick (op); 2226 pick = check_pick (op);
2286 } 2227 }
2287 2228
2288 /* Add special check for newcs players and fire on - this way, the 2229 /* Add special check for newcs players and fire on - this way, the
2289 * server can handle repeat firing. 2230 * server can handle repeat firing.
2296 /* Update how the player looks. Use the facing, so direction may 2237 /* Update how the player looks. Use the facing, so direction may
2297 * get reset to zero. This allows for full animation capabilities 2238 * get reset to zero. This allows for full animation capabilities
2298 * for players. 2239 * for players.
2299 */ 2240 */
2300 animate_object (op, op->facing); 2241 animate_object (op, op->facing);
2301 return 0; 2242
2243 return retval;
2302} 2244}
2303 2245
2304/* This is similar to handle_player, below, but is only used by the 2246/* This is similar to handle_player, below, but is only used by the
2305 * new client/server stuff. 2247 * new client/server stuff.
2306 * This is sort of special, in that the new client/server actually uses 2248 * This is sort of special, in that the new client/server actually uses
2307 * the new speed values for commands. 2249 * the new speed values for commands.
2308 * 2250 *
2309 * Returns true if there are more actions we can do. 2251 * Returns true if there are more actions we can do. Should not do
2252 * many actions in a row, as that would be too unfair to other
2253 * players.
2310 */ 2254 */
2311int 2255bool
2312handle_newcs_player (object *op) 2256handle_newcs_player (object *op)
2313{ 2257{
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)) 2258 if (QUERY_FLAG (op, FLAG_SCARED))
2335 { 2259 {
2336 flee_player (op); 2260 if (op->speed_left > 0.f)
2337 /* If player is still scared, that is his action for this tick */
2338 if (QUERY_FLAG (op, FLAG_SCARED))
2339 { 2261 {
2340 op->speed_left--; 2262 --op->speed_left;
2263 flee_player (op);
2264
2341 return 0; 2265 return true;
2342 } 2266 }
2267 else
2268 return false;
2343 } 2269 }
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 2270
2353 /* call this here - we also will call this in do_ericserver, but 2271 /* call this here - we also will call this in do_ericserver, but
2354 * the players time has been increased when doericserver has been 2272 * the players time has been increased when doericserver has been
2355 * called, so we recheck it here. 2273 * called, so we recheck it here.
2356 */ 2274 */
2357 op->contr->ns->handle_command (); 2275 if (op->contr->ns->handle_command ())
2358
2359 if (op->speed_left < 0)
2360 return 0; 2276 return true;
2361 2277
2362 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2278 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2363 {
2364 /* All move commands take 1 tick, at least for now */
2365 op->speed_left--;
2366
2367 /* Instead of all the stuff below, let move_player take care
2368 * of it. Also, some of the skill stuff is only put in
2369 * there, as well as the confusion stuff.
2370 */
2371 move_player (op, op->direction); 2279 return move_player (op, op->direction);
2372 if (op->speed_left > 0)
2373 return 1;
2374 else
2375 return 0;
2376 }
2377 2280
2378 return 0; 2281 return false;
2379} 2282}
2380 2283
2381int 2284int
2382save_life (object *op) 2285save_life (object *op)
2383{ 2286{
2418 * from. 2321 * from.
2419 */ 2322 */
2420void 2323void
2421remove_unpaid_objects (object *op, object *env) 2324remove_unpaid_objects (object *op, object *env)
2422{ 2325{
2423 object *next;
2424
2425 while (op) 2326 while (op)
2426 { 2327 {
2427 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2328 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2428 2329
2429 if (QUERY_FLAG (op, FLAG_UNPAID)) 2330 if (QUERY_FLAG (op, FLAG_UNPAID))
2495 int rate_grace = 2000; 2396 int rate_grace = 2000;
2496 const int max_hp = 1; 2397 const int max_hp = 1;
2497 const int max_sp = 1; 2398 const int max_sp = 1;
2498 const int max_grace = 1; 2399 const int max_grace = 1;
2499 2400
2500 if (op->contr->outputs_sync) 2401 if (op->contr->hidden)
2402 {
2403 op->invisible = 1000;
2404 /* the socket code flashes the player visible/invisible
2405 * depending on the value of invisible, so we need to
2406 * alternate it here for it to work correctly.
2407 */
2408 if (pticks & 2)
2409 op->invisible--;
2501 { 2410 }
2502 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2411 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) 2412 {
2504 flush_output_element (op, &op->contr->outputs[i]); 2413 if (!op->invisible--)
2414 {
2415 make_visible (op);
2416 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2417 }
2505 } 2418 }
2506 2419
2507 if (op->contr->ns->state == ST_PLAYING) 2420 if (op->contr->ns->state == ST_PLAYING)
2508 { 2421 {
2509 /* these next three if clauses make it possible to SLOW DOWN 2422 /* these next three if clauses make it possible to SLOW DOWN
2531 gen_grace = op->stats.maxgrace; 2444 gen_grace = op->stats.maxgrace;
2532 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2445 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2533 } 2446 }
2534 2447
2535 /* Regenerate Spell Points */ 2448 /* Regenerate Spell Points */
2536 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2449 if (!op->contr->golem && --op->last_sp < 0)
2537 { 2450 {
2538 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2451 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) 2452 if (op->stats.sp < op->stats.maxsp)
2540 { 2453 {
2541 op->stats.sp++; 2454 op->stats.sp++;
2639 } 2552 }
2640 2553
2641 /* Digestion */ 2554 /* Digestion */
2642 if (--op->last_eat < 0) 2555 if (--op->last_eat < 0)
2643 { 2556 {
2644#ifdef COZY_SERVER
2645 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2646 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2647#else
2648 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2557 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2649#endif
2650 2558
2651 if (op->contr->gen_hp > 0) 2559 if (op->contr->gen_hp > 0)
2652 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2560 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2653 else 2561 else
2654 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2562 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2759 tmp->name = buf; 2667 tmp->name = buf;
2760 sprintf (buf, " This finger has been cut off %s\n" 2668 sprintf (buf, " This finger has been cut off %s\n"
2761 " the %s, when he was defeated at\n level %d by %s.\n", 2669 " 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); 2670 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2763 tmp->msg = buf; 2671 tmp->msg = buf;
2764 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2672 tmp->value = 0, tmp->type = 0;
2765 tmp->materialname = NULL; 2673 tmp->materialname = "organics";
2766 op->insert_at (tmp, op); 2674 tmp->insert_at (op, tmp);
2767 } 2675 }
2768 2676
2769 /* teleport defeated player to new destination */ 2677 /* teleport defeated player to new destination */
2770 transfer_ob (op, x, y, 0, NULL); 2678 transfer_ob (op, x, y, 0, NULL);
2771 op->contr->braced = 0; 2679 op->contr->braced = 0;
2776 2684
2777 command_kill_pets (op, 0); 2685 command_kill_pets (op, 0);
2778 2686
2779 if (op->stats.food < 0) 2687 if (op->stats.food < 0)
2780 { 2688 {
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); 2689 sprintf (buf, "%s starved to death.", &op->name);
2789 strcpy (op->contr->killer, "starvation"); 2690 strcpy (op->contr->killer, "starvation");
2790 } 2691 }
2791 else 2692 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); 2693 sprintf (buf, "%s died.", &op->name);
2801 }
2802 2694
2803 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2695 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2804 2696
2805 /* save the map location for corpse, gravestone */ 2697 /* save the map location for corpse, gravestone */
2806 x = op->x; 2698 x = op->x;
2982 op->stats.hp = op->stats.maxhp; 2874 op->stats.hp = op->stats.maxhp;
2983 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2875 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2984 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2876 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2985 2877
2986 /* 2878 /*
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 2879 * Check to see if the player has any unpaid items. If so, remove them
2989 * in the map. 2880 * and put them back in the map.
2990 */ 2881 */
2991
2992 if (is_in_shop (op))
2993 remove_unpaid_objects (op->inv, op); 2882 remove_unpaid_objects (op->inv, op);
2994 2883
2995 /****************************************/ 2884 /****************************************/
2996 /* */ 2885 /* */
2997 /* Move player to his current respawn- */ 2886 /* Move player to his current respawn- */
2998 /* position (usually last savebed) */ 2887 /* position (usually last savebed) */
2999 /* */ 2888 /* */
3000 /****************************************/ 2889 /****************************************/
3001 2890
3002 enter_player_savebed (op); 2891 enter_player_savebed (op);
3003 2892
3004 /* Save the player before inserting the force to reduce
3005 * chance of abuse.
3006 */
3007 op->contr->braced = 0; 2893 op->contr->braced = 0;
3008 op->contr->save ();
3009 2894
3010 /* it is possible that the player has blown something up 2895 /* it is possible that the player has blown something up
3011 * at his savebed location, and that can have long lasting 2896 * at his savebed location, and that can have long lasting
3012 * spell effects. So first see if there is a spell effect 2897 * spell effects. So first see if there is a spell effect
3013 * on the space that might harm the player. 2898 * on the space that might harm the player.
3022 object *force; 2907 object *force;
3023 int at; 2908 int at;
3024 2909
3025 force = get_archetype (FORCE_NAME); 2910 force = get_archetype (FORCE_NAME);
3026 /* 50 ticks should be enough time for the spell to abate */ 2911 /* 50 ticks should be enough time for the spell to abate */
3027 force->speed = 0.1; 2912 force->speed = 0.1f;
3028 force->speed_left = -5.0; 2913 force->speed_left = -5.f;
3029 SET_FLAG (force, FLAG_APPLIED); 2914 SET_FLAG (force, FLAG_APPLIED);
3030 for (at = 0; at < NROFATTACKS; at++) 2915 for (at = 0; at < NROFATTACKS; at++)
3031 if (will_kill_again & (1 << at)) 2916 if (will_kill_again & (1 << at))
3032 force->resist[at] = 100; 2917 force->resist[at] = 100;
3033 2918
3042void 2927void
3043loot_object (object *op) 2928loot_object (object *op)
3044{ /* Grab and destroy some treasure */ 2929{ /* Grab and destroy some treasure */
3045 object *tmp, *tmp2, *next; 2930 object *tmp, *tmp2, *next;
3046 2931
3047 if (op->container) 2932 op->close_container (); /* close open sack first */
3048 esrv_apply_container (op, op->container); /* close open sack first */
3049 2933
3050 for (tmp = op->inv; tmp; tmp = next) 2934 for (tmp = op->inv; tmp; tmp = next)
3051 { 2935 {
3052 next = tmp->below; 2936 next = tmp->below;
3053 2937
3054 if (tmp->invisible) 2938 if (tmp->invisible)
3055 continue; 2939 continue;
3056 2940
3057 tmp->remove (); 2941 tmp->remove ();
3058 tmp->x = op->x, tmp->y = op->y; 2942 tmp->x = op->x, tmp->y = op->y;
2943
3059 if (tmp->type == CONTAINER) 2944 if (tmp->type == CONTAINER)
3060 { /* empty container to ground */ 2945 loot_object (tmp); /* empty container to ground */
3061 loot_object (tmp); 2946
3062 }
3063 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2947 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3064 { 2948 {
3065 if (tmp->nrof > 1) 2949 if (tmp->nrof > 1)
3066 { 2950 {
3067 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2951 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3068 tmp2->destroy (); 2952 tmp2->destroy ();
3079/* 2963/*
3080 * fix_weight(): Check recursively the weight of all players, and fix 2964 * fix_weight(): Check recursively the weight of all players, and fix
3081 * what needs to be fixed. Refresh windows and fix speed if anything 2965 * what needs to be fixed. Refresh windows and fix speed if anything
3082 * was changed. 2966 * was changed.
3083 */ 2967 */
3084
3085void 2968void
3086fix_weight (void) 2969fix_weight (void)
3087{ 2970{
3088 for_all_players (pl) 2971 for_all_players (pl)
3089 { 2972 {
3149 if (op->type == PLAYER) 3032 if (op->type == PLAYER)
3150 { 3033 {
3151 op->contr->tmp_invis = 0; 3034 op->contr->tmp_invis = 0;
3152 op->contr->invis_race = 0; 3035 op->contr->invis_race = 0;
3153 } 3036 }
3037
3154 update_object (op, UP_OBJ_FACE); 3038 update_object (op, UP_OBJ_CHANGE);
3155} 3039}
3156 3040
3157int 3041int
3158is_true_undead (object *op) 3042is_true_undead (object *op)
3159{ 3043{
3160 object *tmp = NULL;
3161
3162 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3044 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3163 return 1; 3045 return 1;
3164 3046
3165 return 0; 3047 return 0;
3166} 3048}
3211/* For Hidden creatures - a chance of becoming 'unhidden' 3093/* For Hidden creatures - a chance of becoming 'unhidden'
3212 * every time they move - as we subtract off 'invisibility' 3094 * every time they move - as we subtract off 'invisibility'
3213 * AND, for players, if they move into a ridiculously unhideable 3095 * AND, for players, if they move into a ridiculously unhideable
3214 * spot (surrounded by clear terrain in broad daylight). -b.t. 3096 * spot (surrounded by clear terrain in broad daylight). -b.t.
3215 */ 3097 */
3216
3217void 3098void
3218do_hidden_move (object *op) 3099do_hidden_move (object *op)
3219{ 3100{
3220 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3101 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3221 object *skop; 3102 object *skop;
3225 3106
3226 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3107 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3227 3108
3228 /* its *extremely* hard to run and sneak/hide at the same time! */ 3109 /* its *extremely* hard to run and sneak/hide at the same time! */
3229 if (op->type == PLAYER && op->contr->run_on) 3110 if (op->type == PLAYER && op->contr->run_on)
3230 {
3231 if (!skop || num >= skop->level) 3111 if (!skop || num >= skop->level)
3232 { 3112 {
3233 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3113 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3234 make_visible (op); 3114 make_visible (op);
3235 return; 3115 return;
3236 } 3116 }
3237 else 3117 else
3238 num += 20; 3118 num += 20;
3239 } 3119
3240 num += op->map->difficulty; 3120 num += op->map->difficulty;
3241 hide = hideability (op); /* modify by terrain hidden level */ 3121 hide = hideability (op); /* modify by terrain hidden level */
3242 num -= hide; 3122 num -= hide;
3123
3243 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3124 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3244 { 3125 {
3245 make_visible (op); 3126 make_visible (op);
3246 if (op->type == PLAYER) 3127 if (op->type == PLAYER)
3247 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3128 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3248 } 3129 }
3249 else if (op->type == PLAYER && skop) 3130 else if (op->type == PLAYER && skop)
3250 {
3251 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3131 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3252 }
3253} 3132}
3254 3133
3255/* determine if who is standing near a hostile creature. */ 3134/* determine if who is standing near a hostile creature. */
3256 3135
3257int 3136int
3456 char buf[MAX_BUF]; /* tmp. string buffer */ 3335 char buf[MAX_BUF]; /* tmp. string buffer */
3457 int i = 0, j = 0; 3336 int i = 0, j = 0;
3458 3337
3459 /* get the appropriate treasurelist */ 3338 /* get the appropriate treasurelist */
3460 if (atnr == ATNR_FIRE) 3339 if (atnr == ATNR_FIRE)
3461 trlist = find_treasurelist ("dragon_ability_fire"); 3340 trlist = treasurelist::find ("dragon_ability_fire");
3462 else if (atnr == ATNR_COLD) 3341 else if (atnr == ATNR_COLD)
3463 trlist = find_treasurelist ("dragon_ability_cold"); 3342 trlist = treasurelist::find ("dragon_ability_cold");
3464 else if (atnr == ATNR_ELECTRICITY) 3343 else if (atnr == ATNR_ELECTRICITY)
3465 trlist = find_treasurelist ("dragon_ability_elec"); 3344 trlist = treasurelist::find ("dragon_ability_elec");
3466 else if (atnr == ATNR_POISON) 3345 else if (atnr == ATNR_POISON)
3467 trlist = find_treasurelist ("dragon_ability_poison"); 3346 trlist = treasurelist::find ("dragon_ability_poison");
3468 3347
3469 if (trlist == NULL || who->type != PLAYER) 3348 if (trlist == NULL || who->type != PLAYER)
3470 return; 3349 return;
3471 3350
3472 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3351 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3604 * not readied. 3483 * not readied.
3605 */ 3484 */
3606void 3485void
3607player_unready_range_ob (player *pl, object *ob) 3486player_unready_range_ob (player *pl, object *ob)
3608{ 3487{
3609 rangetype i; 3488 if (pl->ob->current_weapon == ob)
3489 pl->ob->current_weapon = 0;
3610 3490
3611 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3491 if (pl->combat_ob == ob)
3612 { 3492 pl->combat_ob = 0;
3493
3613 if (pl->ranges[i] == ob) 3494 if (pl->ranged_ob == ob)
3614 { 3495 pl->ranged_ob = 0;
3615 pl->ranges[i] = NULL;
3616 if (pl->shoottype == i)
3617 {
3618 pl->shoottype = range_none;
3619 }
3620 }
3621 }
3622} 3496}
3497
3498sint8
3499player::visibility_at (maptile *map, int x, int y) const
3500{
3501 if (!ns)
3502 return 0;
3503
3504 int dx, dy;
3505 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3506 return 0;
3507
3508 x += dx - ns->current_x + ns->mapx / 2;
3509 y += dy - ns->current_y + ns->mapy / 2;
3510
3511 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3512 return 0;
3513
3514 return 100 - blocked_los [x][y];
3515}

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