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Comparing deliantra/server/server/player.C (file contents):
Revision 1.56 by root, Sat Dec 23 05:25:18 2006 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 player *pl;
40
41 for (pl = first_player; pl; pl = pl->next)
42 if (pl->ob && !strcmp (query_name (pl->ob), plname))
43 return pl;
44
45 return 0;
46}
47 37
48void 38void
49display_motd (const object *op) 39display_motd (const object *op)
50{ 40{
51 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
125 115
126 news[0] = '\0'; 116 news[0] = '\0';
127 subject[0] = '\0'; 117 subject[0] = '\0';
128 size = 0; 118 size = 0;
129 119
130 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
131 { 121 {
132 if (*buf == '#') 122 if (*buf == '#')
133 continue; 123 continue;
134 124
135 if (*buf == '%') 125 if (*buf == '%')
136 { /* send one news */ 126 { /* send one news */
137 if (size > 0) 127 if (size > 0)
138 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
139 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
140 strip_endline (subject); 131 strip_endline (subject);
141 size = 0; 132 size = 0;
142 news[0] = '\0'; 133 news[0] = '\0';
143 } 134 }
152 size += strlen (buf); 143 size += strlen (buf);
153 } 144 }
154 } 145 }
155 146
156 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
157 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);
158 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
159} 150}
160 151
161/* This loads the first map an puts the player on it. */ 152/* This loads the first map an puts the player on it. */
162static void 153static void
163set_first_map (object *op) 154set_first_map (object *op)
164{ 155{
165 strcpy (op->contr->maplevel, first_map_path); 156 op->contr->maplevel = first_map_path;
166 op->x = -1; 157 op->x = -1;
167 op->y = -1; 158 op->y = -1;
168 enter_exit (op, 0); 159}
160
161void
162player::activate ()
163{
164 if (active)
165 return;
166
167 players.insert (this);
168 ob->remove ();
169 ob->map = 0;
170 ob->activate_recursive ();
171 CLEAR_FLAG (ob, FLAG_FRIENDLY);
172 add_friendly_object (ob);
173}
174
175void
176player::deactivate ()
177{
178 if (!active)
179 return;
180
181 terminate_all_pets (ob);
182 remove_friendly_object (ob);
183 ob->deactivate_recursive ();
184
185 if (ob->map)
186 maplevel = ob->map->path;
187
188 ob->remove ();
189 ob->map = 0;
190 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this);
169} 195}
170 196
171// connect the player with a specific client 197// connect the player with a specific client
172// also changed, rationalises, and fixes some incorrect settings 198// also changes, rationalises, and fixes some incorrect settings
173void 199void
174player::connect (client *ns) 200player::connect (client *ns)
175{ 201{
176 this->ns = ns; 202 this->ns = ns;
177 ns->pl = this; 203 ns->pl = this;
178 204
179 next = first_player; 205 run_on = 0;
180 first_player = this; 206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
181 208
182 ns->update_look = 0; 209 ns->update_look = 0;
183 ns->look_position = 0; 210 ns->look_position = 0;
184 211
185 clear_los (ob); 212 clear_los (ob);
186 213
214 ns->reset_stats ();
215
216 /* make sure he's a player -- needed because of class change. */
187 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
188 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->clone.race;
189 219
190 if (!legal_range (ob, shoottype))
191 shoottype = range_none;
192
193 ob->carrying = sum_weight (ob); 220 ob->carrying = sum_weight (ob);
194 link_player_skills (ob); 221 link_player_skills (ob);
195 222
196 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
197 ob->update_stats ();
198 update_ob_speed (ob);
199 224
200 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->clone.name);
201
202 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
203 * from the class, and not race. I don't see any way to get the class information
204 * to then update this. I don't think this will actually break anything - anyone
205 * that can use armour should be able to use a shield. What this may 'break'
206 * are features new characters get, eg, if someone starts up with a Q, they
207 * should be able to use a shield. However, old Q's won't get that advantage.
208 */
209 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
210 SET_FLAG (ob, FLAG_USE_SHIELD);
211 226
212 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
213 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
214 { 229 {
215 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
225 skin = tmp; 240 skin = tmp;
226 241
227 set_dragon_name (ob, abil, skin); 242 set_dragon_name (ob, abil, skin);
228 } 243 }
229 244
230 CLEAR_FLAG (ob, FLAG_FRIENDLY);
231 add_friendly_object (ob);
232
233 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
234
235 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
236 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name); 246
247 esrv_new_player (this, ob->weight + ob->carrying);
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);
274 ob->update_stats ();
237 275
238 ns->floorbox_update (); 276 ns->floorbox_update ();
239
240 esrv_new_player (this, ob->weight + ob->carrying);
241 esrv_send_inventory (ob, ob); 277 esrv_send_inventory (ob, ob);
242 esrv_add_spells (this, 0); 278 esrv_add_spells (this, 0);
243 279
244 enter_exit (ob, 0); 280 activate ();
245 281
246// send_rules (ob);//TODO 282 send_rules (ob);
247// send_news (ob);//TODO 283 send_news (ob);
248// display_motd (ob);//TODO 284 display_motd (ob);
285
286 INVOKE_PLAYER (CONNECT, this);
249 INVOKE_PLAYER (LOGIN, this); 287 INVOKE_PLAYER (LOGIN, this);
288}
289
290void
291player::disconnect ()
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
305 if (ob)
306 ob->close_container (); //TODO: client-specific
307
308 deactivate ();
250} 309}
251 310
252// the need for this function can be explained 311// the need for this function can be explained
253// by load_object not returning the object 312// by load_object not returning the object
254void 313void
255player::set_object (object *op) 314player::set_object (object *op)
256{ 315{
257 ob = op; 316 ob = observe = op;
258 ob->contr = this; /* this aren't yet in archetype */ 317 ob->contr = this; /* this aren't yet in archetype */
259 318
319 ob->speed = 1.0f;
260 ob->speed_left = 0.5; 320 ob->speed_left = 0.5f;
261 ob->speed = 1.0; 321
262 ob->direction = 5; /* So player faces south */ 322 ob->direction = 5; /* So player faces south */
263 ob->stats.wc = 2; 323}
264 ob->run_away = 25; /* Then we panick... */
265 324
266 set_first_map (ob); 325void
267 326player::set_observe (object *op)
268 ob->roll_stats (); 327{
328 observe = op ? op : ob;
269} 329}
270 330
271player::player () 331player::player ()
272{ 332{
273 /* There are some elements we want initialized to non zero value - 333 /* There are some elements we want initialised to non zero value -
274 * we deal with that below this point. 334 * we deal with that below this point.
275 */ 335 */
276 outputs_sync = 16; /* Every 2 seconds */ 336 outputs_sync = 4;
277 outputs_count = 8; /* Keeps present behaviour */ 337 outputs_count = 4;
278 unapply = unapply_nochoice; 338 unapply = unapply_nochoice;
279 339
280 assign (savebed_map, first_map_path); /* Init. respawn position */ 340 savebed_map = first_map_path; /* Init. respawn position */
281 341
282 gen_sp_armour = 10; 342 gen_sp_armour = 10;
283 last_speed = -1;
284 shoottype = range_none;
285 bowtype = bow_normal; 343 bowtype = bow_normal;
286 petmode = pet_normal; 344 petmode = pet_normal;
287 listening = 10; 345 listening = 10;
288 usekeys = containers; 346 usekeys = containers;
289 last_weapon_sp = -1;
290 peaceful = 1; /* default peaceful */ 347 peaceful = 1; /* default peaceful */
291 do_los = 1; 348 do_los = 1;
292 349
293 /* we need to clear these to -1 and not zero - otherwise, 350 weapon_sp = 1.0f;
294 * if a player quits and starts a new character, we wont 351 weapon_sp_left = 0.5f;
295 * send new values to the client, as things like exp start 352}
296 * at zero.
297 */
298 for (int i = 0; i < NUM_SKILLS; i++)
299 last_skill_exp[i] = -1;
300 353
301 for (int i = 0; i < NROFATTACKS; i++) 354void
302 last_resist[i] = -1; 355player::do_destroy ()
356{
357 disconnect ();
303 358
304 last_stats.exp = -1; 359 attachable::do_destroy ();
305 last_weight = (uint32) - 1; 360
361 if (ob)
362 {
363 ob->destroy_inv (false);
364 ob->destroy ();
365 }
306} 366}
307 367
308player::~player () 368player::~player ()
309{ 369{
310 terminate_all_pets (ob);
311
312 if (first_player != this)
313 {
314 player *prev = first_player;
315
316 while (prev && prev->next && prev->next != this)
317 prev = prev->next;
318
319 if (prev->next != this)
320 {
321 LOG (llevError, "Free_player: Can't find previous player.\n");
322 abort ();
323 }
324
325 prev->next = next;
326 }
327 else
328 first_player = next;
329
330 if (ob)
331 {
332 ob->contr = 0;
333 ob->destroy (1);
334 }
335
336 if (ns)
337 {
338 ns->send_packet ("goodbye");
339 ns->flush ();
340 ns->pl = 0;
341 ns->destroy ();
342 }
343
344 /* Clear item stack */ 370 /* Clear item stack */
345 free (stack_items); 371 free (stack_items);
346} 372}
347 373
348/* Tries to add player on the connection passed in ns. 374/* Tries to add player on the connection passed in ns.
353player::create () 379player::create ()
354{ 380{
355 player *pl = new player; 381 player *pl = new player;
356 382
357 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
389 set_first_map (pl->ob);
358 390
359 return pl; 391 return pl;
360} 392}
361 393
362/* 394/*
389 421
390object * 422object *
391get_nearest_player (object *mon) 423get_nearest_player (object *mon)
392{ 424{
393 object *op = NULL; 425 object *op = NULL;
394 player *pl = NULL;
395 objectlink *ol; 426 objectlink *ol;
396 unsigned lastdist; 427 unsigned lastdist;
397 rv_vector rv; 428 rv_vector rv;
398 429
399 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 430 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
400 { 431 {
401 /* 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
402 * does periodically happen. Given that, lets deal with it. 433 * does periodically happen. Given that, lets deal with it.
403 * While unlikely, it is possible the next object on the friendly 434 * While unlikely, it is possible the next object on the friendly
404 * list is also free, so encapsulate this in a while loop. 435 * list is also free, so encapsulate this in a while loop.
408 object *tmp = ol->ob; 439 object *tmp = ol->ob;
409 440
410 /* 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
411 * itself will have been cleared. 442 * itself will have been cleared.
412 */ 443 */
413 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 ());
414 ol = ol->next; 446 ol = ol->next;
415 remove_friendly_object (tmp); 447 remove_friendly_object (tmp);
416 if (!ol) 448 if (!ol)
417 return op; 449 return op;
418 } 450 }
431 { 463 {
432 op = ol->ob; 464 op = ol->ob;
433 lastdist = rv.distance; 465 lastdist = rv.distance;
434 } 466 }
435 } 467 }
436 for (pl = first_player; pl != NULL; pl = pl->next) 468
437 { 469 for_all_players (pl)
438 if (can_detect_enemy (mon, pl->ob, &rv)) 470 if (can_detect_enemy (mon, pl->ob, &rv))
439 {
440
441 if (lastdist > rv.distance) 471 if (lastdist > rv.distance)
442 { 472 {
443 op = pl->ob; 473 op = pl->ob;
444 lastdist = rv.distance; 474 lastdist = rv.distance;
445 } 475 }
446 } 476
447 }
448#if 0 477#if 0
449 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 478 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
450#endif 479#endif
451 return op; 480 return op;
452} 481}
510 x = mon->x; 539 x = mon->x;
511 y = mon->y; 540 y = mon->y;
512 m = mon->map; 541 m = mon->map;
513 dir = rv.direction; 542 dir = rv.direction;
514 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 */
515 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
516 /* 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. */
517 if (diff > max) 547 if (diff > max)
518 return 0; 548 return 0;
549
519 while (diff > 1 && max > 0) 550 while (diff > 1 && max > 0)
520 { 551 {
521 lastx = x; 552 lastx = x;
522 lasty = y; 553 lasty = y;
523 lastmap = m; 554 lastmap = m;
605 max--; 636 max--;
606 lastdir = dir; 637 lastdir = dir;
607 if (!firstdir) 638 if (!firstdir)
608 firstdir = dir; 639 firstdir = dir;
609 } 640 }
641
610 if (diff <= 1) 642 if (diff <= 1)
611 { 643 {
612 /* Recalculate diff (distance) because we may not have actually 644 /* Recalculate diff (distance) because we may not have actually
613 * headed toward player for entire distance. 645 * headed toward player for entire distance.
614 */ 646 */
615 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 647 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
616 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));
617 } 649 }
650
618 if (diff > max) 651 if (diff > max)
619 return 0; 652 return 0;
620 } 653 }
654
621 /* 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 */
622 if (!max) 656 if (!max)
623 return 0; 657 return 0;
624 658
625 return firstdir; 659 return firstdir;
739roll_stat (void) 773roll_stat (void)
740{ 774{
741 int a[4], i, j, k; 775 int a[4], i, j, k;
742 776
743 for (i = 0; i < 4; i++) 777 for (i = 0; i < 4; i++)
744 a[i] = (int) RANDOM () % 6 + 1; 778 a[i] = (int) rndm (6) + 1;
745 779
746 for (i = 0, j = 0, k = 7; i < 4; i++) 780 for (i = 0, j = 0, k = 7; i < 4; i++)
747 if (a[i] < k) 781 if (a[i] < k)
748 k = a[i], j = i; 782 k = a[i], j = i;
749 783
755} 789}
756 790
757void 791void
758object::roll_stats () 792object::roll_stats ()
759{ 793{
760 int statsort [7]; 794 int statsort [NUM_STATS];
761 795
762 for (;;) 796 for (;;)
763 { 797 {
764 int sum = 0; 798 int sum = 0;
765 for (int i = 7; i--; ) 799 for (int i = NUM_STATS; i--; )
766 sum += statsort [i] = roll_stat (); 800 sum += statsort [i] = roll_stat ();
767 801
768 if (sum >= 82 && sum <= 116) 802 if (sum >= 82 && sum <= 116)
769 break; 803 break;
770 } 804 }
771 805
772 // Sort the stats so that rerolling is easier... 806 // Sort the stats so that rerolling is easier...
773 std::sort (statsort, statsort + 7, std::greater<int>()); 807 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
774 808
809 for (int i = 0; i < NUM_STATS; ++i)
775 stats.Str = statsort[0]; 810 stats.stat (i) = statsort [i];
776 stats.Dex = statsort[1];
777 stats.Con = statsort[2];
778 stats.Int = statsort[3];
779 stats.Wis = statsort[4];
780 stats.Pow = statsort[5];
781 stats.Cha = statsort[6];
782 811
783 stats.exp = 0; 812 stats.exp = 0;
784 stats.ac = 0; 813 stats.ac = 0;
785 814
786 stats.hp = stats.maxhp; 815 stats.hp = stats.maxhp;
798} 827}
799 828
800void 829void
801object::swap_stats (int a, int b) 830object::swap_stats (int a, int b)
802{ 831{
803 int tmp = get_attr_value (&contr->orig_stats, a); 832 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
804 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
805 set_attr_value (&contr->orig_stats, b, tmp);
806 833
834 for (int i = 0; i < NUM_STATS; ++i)
807 stats.Str = contr->orig_stats.Str; 835 stats.stat (i) = contr->orig_stats.stat (i);
808 stats.Dex = contr->orig_stats.Dex;
809 stats.Con = contr->orig_stats.Con;
810 stats.Int = contr->orig_stats.Int;
811 stats.Wis = contr->orig_stats.Wis;
812 stats.Pow = contr->orig_stats.Pow;
813 stats.Cha = contr->orig_stats.Cha;
814 836
815 //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,
816 // be merged with the similar code in roll_stats 838 // be merged with the similar code in roll_stats
817 stats.ac = 0; 839 stats.ac = 0;
818 840
830 contr->levsp[1] = 6; 852 contr->levsp[1] = 6;
831 contr->levgrace[1] = 3; 853 contr->levgrace[1] = 3;
832 854
833 contr->orig_stats = stats; 855 contr->orig_stats = stats;
834 } 856 }
857}
858
859static void
860start_info (object *op)
861{
862 char buf[MAX_BUF];
863
864 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
865 new_draw_info (NDI_UNIQUE, 0, op, buf);
866 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
867 //new_draw_info (NDI_UNIQUE, 0, op, " ");
835} 868}
836 869
837/* This function takes the key that is passed, and does the 870/* This function takes the key that is passed, and does the
838 * appropriate action with it (change race, or other things). 871 * appropriate action with it (change race, or other things).
839 * The function name is for historical reasons - now we have 872 * The function name is for historical reasons - now we have
840 * separate race and class; this actually changes the RACE, 873 * separate race and class; this actually changes the RACE,
841 * not the class. 874 * not the class.
842 */ 875 */
843int 876void
844key_change_class (object *op, char key) 877player::chargen_race_done ()
845{ 878{
846 int tmp_loop;
847
848 if (key == 'd' || key == 'D')
849 {
850 char buf[MAX_BUF];
851
852 /* this must before then initial items are given */ 879 /* this must before then initial items are given */
853 esrv_new_player (op->contr, op->weight + op->carrying); 880 esrv_new_player (ob->contr, ob->weight + ob->carrying);
854 881
855 treasurelist *tl = find_treasurelist ("starting_wealth"); 882 treasurelist *tl = treasurelist::find ("starting_wealth");
856 if (tl) 883 if (tl)
857 create_treasure (tl, op, 0, 0, 0); 884 create_treasure (tl, ob, 0, 0, 0);
858 885
859 INVOKE_PLAYER (BIRTH, op->contr); 886 INVOKE_PLAYER (BIRTH, ob->contr);
860 INVOKE_PLAYER (LOGIN, op->contr); 887 INVOKE_PLAYER (LOGIN, ob->contr);
861 888
862 op->contr->ns->state = ST_PLAYING; 889 ob->contr->ns->state = ST_PLAYING;
863 890
864 if (op->msg) 891 if (ob->msg)
865 op->msg = NULL; 892 ob->msg = 0;
866 893
867 /* 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
868 * to save here. 895 * to save here.
869 */ 896 */
897 {
898 char buf[MAX_BUF];
870 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 899 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
871 make_path_to_file (buf); 900 make_path_to_file (buf);
901 }
872 902
873#ifdef AUTOSAVE
874 op->contr->last_save_tick = pticks;
875#endif
876 start_info (op); 903 start_info (ob);
877 CLEAR_FLAG (op, FLAG_WIZ); 904 CLEAR_FLAG (ob, FLAG_WIZ);
878 give_initial_items (op, op->randomitems); 905 give_initial_items (ob, ob->randomitems);
879 link_player_skills (op); 906 link_player_skills (ob);
880 esrv_send_inventory (op, op); 907 esrv_send_inventory (ob, ob);
881 op->update_stats (); 908 ob->update_stats ();
882 909
883 /* This moves the player to a different start map, if there 910 /* This moves the player to a different start map, if there
884 * is one for this race 911 * is one for this race
885 */ 912 */
886 if (*first_map_ext_path) 913 if (*first_map_ext_path)
887 { 914 {
888 object *tmp; 915 object *tmp;
889 char mapname[MAX_BUF]; 916 char mapname[MAX_BUF];
890 917
891 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);
892 tmp = object::create (); 919 tmp = object::create ();
893 EXIT_PATH (tmp) = mapname; 920 EXIT_PATH (tmp) = mapname;
894 EXIT_X (tmp) = op->x; 921 EXIT_X (tmp) = ob->x;
895 EXIT_Y (tmp) = op->y; 922 EXIT_Y (tmp) = ob->y;
896 enter_exit (op, tmp); /* we don't really care if it succeeded; 923 ob->enter_exit (tmp); /* we don't really care if it succeeded;
897 * if the map isn't there, then stay on the 924 * if the map isn't there, then stay on the
898 * default initial map */ 925 * default initial map */
899 tmp->destroy (); 926 tmp->destroy ();
900 } 927 }
901 else 928 else
902 LOG (llevDebug, "first_map_ext_path not set\n"); 929 LOG (llevDebug, "first_map_ext_path not set\n");
930}
903 931
904 return 0; 932void
905 } 933player::chargen_race_next ()
906 934{
907 /* Following actually changes the race - this is the default command 935 /* Following actually changes the race - this is the default command
908 * if we don't match with one of the options above. 936 * if we don't match with one of the options above.
909 */ 937 */
910 938
911 tmp_loop = 0; 939 do
912 while (!tmp_loop)
913 { 940 {
914 shstr name = op->name; 941 shstr name = ob->name;
915 int x = op->x, y = op->y; 942 int x = ob->x, y = ob->y;
916 943
917 op->remove_statbonus (); 944 ob->remove_statbonus ();
918 op->remove (); 945 ob->remove ();
919 op->arch = get_player_archetype (op->arch); 946 ob->arch = get_player_archetype (ob->arch);
920 op->arch->clone.copy_to (op); 947 ob->arch->clone.copy_to (ob);
921 op->instantiate (); 948 ob->instantiate ();
922 op->stats = op->contr->orig_stats; 949 ob->stats = ob->contr->orig_stats;
923 op->name = op->name_pl = name; 950 ob->name = ob->name_pl = name;
924 op->x = x; 951 ob->x = x;
925 op->y = y; 952 ob->y = y;
926 SET_ANIMATION (op, 2); /* So player faces south */ 953 SET_ANIMATION (ob, 2); /* So player faces south */
927 insert_ob_in_map (op, op->map, op, 0); 954 insert_ob_in_map (ob, ob->map, ob, 0);
928 assign (op->contr->title, op->arch->clone.name); 955 assign (ob->contr->title, ob->arch->clone.name);
929 op->add_statbonus (); 956 ob->add_statbonus ();
930 tmp_loop = allowed_class (op);
931 } 957 }
958 while (!allowed_class (ob));
932 959
933 update_object (op, UP_OBJ_FACE); 960 update_object (ob, UP_OBJ_FACE);
934 esrv_update_item (UPD_FACE, op, op); 961 esrv_update_item (UPD_FACE, ob, ob);
935 op->update_stats (); 962 ob->update_stats ();
936 op->stats.hp = op->stats.maxhp; 963 ob->stats.hp = ob->stats.maxhp;
937 op->stats.sp = op->stats.maxsp; 964 ob->stats.sp = ob->stats.maxsp;
938 op->stats.grace = 0; 965 ob->stats.grace = 0;
939
940 if (op->msg)
941 new_draw_info (NDI_BLUE, 0, op, op->msg);
942
943 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
944 return 0;
945}
946
947int
948key_confirm_quit (object *op, char key)
949{
950 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
951 {
952 op->contr->ns->state = ST_PLAYING;
953 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
954 return 1;
955 }
956
957 INVOKE_PLAYER (LOGOUT, op->contr);
958 INVOKE_PLAYER (QUIT, op->contr);
959
960 terminate_all_pets (op);
961 leave_map (op);
962 op->direction = 0;
963 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
964
965 strcpy (op->contr->killer, "quit");
966 check_score (op);
967 op->contr->party = 0;
968 op->contr->own_title[0] = '\0';
969
970 object_ptr ob = op;
971
972 delete ob->contr;
973
974 /* We need to hunt for any per player unique maps in memory and
975 * get rid of them. The trailing slash in the path is intentional,
976 * so that players named 'Ab' won't match against players 'Abe' pathname
977 */
978 char buf[MAX_BUF];
979 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
980
981 for (maptile *next, *mp = first_map; mp; mp = next)
982 {
983 next = mp->next;
984
985 if (!strncmp (mp->path, buf, strlen (buf)))
986 delete_map (mp);
987 }
988
989 delete_character (ob->name, 1);
990
991 return 1;
992} 966}
993 967
994void 968void
995flee_player (object *op) 969flee_player (object *op)
996{ 970{
1043 /* Cornered, get rid of scared */ 1017 /* Cornered, get rid of scared */
1044 CLEAR_FLAG (op, FLAG_SCARED); 1018 CLEAR_FLAG (op, FLAG_SCARED);
1045 op->enemy = NULL; 1019 op->enemy = NULL;
1046} 1020}
1047 1021
1048
1049/* 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.
1050 * 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
1051 * stop. 1024 * stop.
1052 */ 1025 */
1053int 1026int
1054check_pick (object *op) 1027check_pick (object *op)
1055{ 1028{
1056 object *tmp, *next; 1029 object *tmp, *next;
1057 int stop = 0; 1030 int stop = 0;
1058 int j, k, wvratio; 1031 int wvratio;
1059 char putstring[128], tmpstr[16]; 1032 char putstring[128];
1060 1033
1061 /* if you're flying, you cna't pick up anything */ 1034 /* if you're flying, you cna't pick up anything */
1062 if (op->move_type & MOVE_FLYING) 1035 if (op->move_type & MOVE_FLYING)
1063 return 1; 1036 return 1;
1064 1037
1133 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1106 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1134 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1107 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1135 else 1108 else
1136 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1109 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1137 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1110 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1111
1138 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1112 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1139
1140 sprintf (putstring, "...flags: ");
1141 for (k = 0; k < 4; k++)
1142 {
1143 for (j = 0; j < 32; j++)
1144 {
1145 if ((tmp->flags[k] >> j) & 0x01)
1146 {
1147 sprintf (tmpstr, "%d ", k * 32 + j);
1148 strcat (putstring, tmpstr);
1149 }
1150 }
1151 }
1152 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1153
1154#if 0
1155 /* print the flags too */
1156 for (k = 0; k < 4; k++)
1157 {
1158 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1159 for (j = 0; j < 32; j++)
1160 {
1161 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1162 if (!((j + 1) % 4))
1163 fprintf (stderr, " ");
1164 }
1165 fprintf (stderr, " [%d]\n", k * 32);
1166 }
1167#endif
1168 } 1113 }
1114
1169 /* philosophy: 1115 /* philosophy:
1170 * It's easy to grab an item type from a pile, as long as it's 1116 * It's easy to grab an item type from a pile, as long as it's
1171 * generic. This takes no game-time. For more detailed pickups 1117 * generic. This takes no game-time. For more detailed pickups
1172 * and selections, select-items shoul dbe used. This is a 1118 * and selections, select-items should be used. This is a
1173 * grab-as-you-run type mode that's really useful for arrows for 1119 * grab-as-you-run type mode that's really useful for arrows for
1174 * example. 1120 * example.
1175 * The drawback: right now it has no frontend, so you need to 1121 * The drawback: right now it has no frontend, so you need to
1176 * stick the bits you want into a calculator in hex mode and then 1122 * stick the bits you want into a calculator in hex mode and then
1177 * convert to decimal and then 'pickup <#> 1123 * convert to decimal and then 'pickup <#>
1428 * found object is returned. 1374 * found object is returned.
1429 */ 1375 */
1430object * 1376object *
1431find_arrow (object *op, const char *type) 1377find_arrow (object *op, const char *type)
1432{ 1378{
1433 object *tmp = NULL; 1379 object *tmp = 0;
1434 1380
1435 for (op = op->inv; op; op = op->below) 1381 for (op = op->inv; op; op = op->below)
1436 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))
1437 tmp = find_arrow (op, type); 1383 tmp = find_arrow (op, type);
1438 else if (op->type == ARROW && op->race == type) 1384 else if (op->type == ARROW && op->race == type)
1439 return op; 1385 return op;
1386
1440 return tmp; 1387 return tmp;
1441} 1388}
1442 1389
1443/* 1390/*
1444 * 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
1445 * 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
1446 * 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
1447 * 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.
1448 */ 1395 */
1449
1450object * 1396object *
1451find_better_arrow (object *op, object *target, const char *type, int *better) 1397find_better_arrow (object *op, object *target, const char *type, int *better)
1452{ 1398{
1453 object *tmp = NULL, *arrow, *ntmp; 1399 object *tmp = NULL, *arrow, *ntmp;
1454 int attacknum, attacktype, betterby = 0, i; 1400 int attacknum, attacktype, betterby = 0, i;
1520 * find_better_arrow to find a decent arrow to use. 1466 * find_better_arrow to find a decent arrow to use.
1521 * op = the shooter 1467 * op = the shooter
1522 * type = bow->race 1468 * type = bow->race
1523 * dir = fire direction 1469 * dir = fire direction
1524 */ 1470 */
1525
1526object * 1471object *
1527pick_arrow_target (object *op, const char *type, int dir) 1472pick_arrow_target (object *op, const char *type, int dir)
1528{ 1473{
1529 object *tmp = NULL; 1474 object *tmp = NULL;
1530 maptile *m; 1475 maptile *m;
1595 */ 1540 */
1596int 1541int
1597fire_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)
1598{ 1543{
1599 object *left, *bow; 1544 object *left, *bow;
1600 int bowspeed, mflags; 1545 int mflags;
1601 maptile *m; 1546 maptile *m;
1602 1547
1603 if (!dir) 1548 if (!dir)
1604 { 1549 {
1605 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!");
1606 return 0; 1551 return 0;
1607 } 1552 }
1608 1553
1609 if (op->type == PLAYER) 1554 if (op->contr)
1610 bow = op->contr->ranges[range_bow]; 1555 bow = op->current_weapon;
1611 else 1556 else
1612 { 1557 {
1613 for (bow = op->inv; bow; bow = bow->below) 1558 for (bow = op->inv; bow; bow = bow->below)
1614 /* 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
1615 * 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.
1620 if (!bow) 1565 if (!bow)
1621 { 1566 {
1622 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1567 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1623 return 0; 1568 return 0;
1624 } 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
1625 } 1578 }
1626 1579
1627 if (!bow->race || !bow->skill) 1580 if (!bow->race || !bow->skill)
1628 { 1581 {
1629 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);
1630 return 0; 1583 return 0;
1631 } 1584 }
1632
1633 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1634
1635 /* penalize ROF for bestarrow */
1636 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1637 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1638
1639 if (bowspeed < 1)
1640 bowspeed = 1;
1641 1585
1642 if (arrow == NULL) 1586 if (arrow == NULL)
1643 { 1587 {
1644 if ((arrow = find_arrow (op, bow->race)) == NULL) 1588 if ((arrow = find_arrow (op, bow->race)) == NULL)
1645 { 1589 {
1646 if (op->type == PLAYER) 1590 if (op->type == PLAYER)
1647 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);
1648 /* 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 */
1649 else 1593 else
1650 CLEAR_FLAG (op, FLAG_READY_BOW); 1594 CLEAR_FLAG (op, FLAG_READY_BOW);
1595
1651 return 0; 1596 return 0;
1652 } 1597 }
1653 } 1598 }
1654 1599
1655 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1600 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1677 return 0; 1622 return 0;
1678 } 1623 }
1679 1624
1680 arrow->set_owner (op); 1625 arrow->set_owner (op);
1681 arrow->skill = bow->skill; 1626 arrow->skill = bow->skill;
1682
1683 arrow->direction = dir; 1627 arrow->direction = dir;
1684 arrow->x = sx; 1628
1685 arrow->y = sy; 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;
1686 1661
1687 if (op->type == PLAYER) 1662 if (op->type == PLAYER)
1688 { 1663 {
1689 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1690 op->update_stats ();
1691 }
1692
1693 SET_ANIMATION (arrow, arrow->direction);
1694 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1695 arrow->stats.hp = arrow->stats.dam;
1696 arrow->stats.grace = arrow->attacktype;
1697 if (arrow->slaying != NULL)
1698 arrow->spellarg = strdup (arrow->slaying);
1699
1700 /* Note that this was different for monsters - they got their level
1701 * added to the damage. I think the strength bonus is more proper.
1702 */
1703
1704 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1705
1706 /* update the speed */
1707 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1708 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1709
1710 if (arrow->speed < 1.0)
1711 arrow->speed = 1.0;
1712 update_ob_speed (arrow);
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
1735 arrow->map = m; 1686 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1736 arrow->move_type = MOVE_FLY_LOW; 1687 arrow->move_type = MOVE_FLY_LOW;
1737 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1738 1689
1739 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);
1740 insert_ob_in_map (arrow, m, op, 0); 1691 m->insert (arrow, sx, sy, op);
1741 1692
1742 if (!arrow->destroyed ()) 1693 if (!arrow->destroyed ())
1743 move_arrow (arrow); 1694 move_arrow (arrow);
1744 1695
1745 if (op->type == PLAYER) 1696 if (op->type == PLAYER)
1765{ 1716{
1766 int ret = 0, wcmod = 0; 1717 int ret = 0, wcmod = 0;
1767 1718
1768 if (op->contr->bowtype == bow_bestarrow) 1719 if (op->contr->bowtype == bow_bestarrow)
1769 { 1720 {
1770 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);
1771 } 1722 }
1772 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)
1773 { 1724 {
1774 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1725 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1775 wcmod = -1; 1726 wcmod = -1;
1727
1776 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1728 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1777 } 1729 }
1778 else if (op->contr->bowtype == bow_threewide) 1730 else if (op->contr->bowtype == bow_threewide)
1779 { 1731 {
1780 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1732 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
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))
1850 1807
1851 if (item->arch) 1808 if (item->arch)
1852 { 1809 {
1853 CLEAR_FLAG (item, FLAG_ANIMATE); 1810 CLEAR_FLAG (item, FLAG_ANIMATE);
1854 item->face = item->arch->clone.face; 1811 item->face = item->arch->clone.face;
1855 item->speed = 0; 1812 item->set_speed (0);
1856 update_ob_speed (item);
1857 } 1813 }
1814
1858 if ((tmp = item->in_player ())) 1815 if ((tmp = item->in_player ()))
1859 esrv_update_item (UPD_ANIM, tmp, item); 1816 esrv_update_item (UPD_ANIM, tmp, item);
1860 } 1817 }
1861 } 1818 }
1862 else if (item->type == ROD || item->type == HORN) 1819 else if (item->type == ROD || item->type == HORN)
1863 {
1864 drain_rod_charge (item); 1820 drain_rod_charge (item);
1865 }
1866 } 1821 }
1867} 1822}
1868 1823
1869/* Received a fire command for the player - go and do it. 1824/* Received a fire command for the player - go and do it.
1870 */ 1825 */
1871void 1826bool
1872fire (object *op, int dir) 1827fire (object *op, int dir)
1873{ 1828{
1874 int spellcost = 0; 1829 int spellcost = 0;
1875 1830
1876 /* check for loss of invisiblity/hide */ 1831 /* check for loss of invisiblity/hide */
1877 if (action_makes_visible (op)) 1832 if (action_makes_visible (op))
1878 make_visible (op); 1833 make_visible (op);
1879 1834
1880 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;
1881 { 1841 }
1882 case range_none:
1883 return;
1884 1842
1885 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:
1886 player_fire_bow (op, dir); 1859 player_fire_bow (op, dir);
1887 return; 1860 break;
1888 1861
1889 case range_magic: /* Casting spells */ 1862 case SPELL:
1890 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);
1891 return; 1864 break;
1892 1865
1893 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:
1894 fire_misc_object (op, dir); 1875 fire_misc_object (op, dir);
1895 return; 1876 break;
1896
1897 case range_golem: /* Control summoned monsters from scrolls */
1898 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1899 {
1900 op->contr->ranges[range_golem] = 0;
1901 op->contr->shoottype = range_none;
1902 }
1903 else
1904 control_golem (op->contr->ranges[range_golem], dir);
1905 return;
1906
1907 case range_skill:
1908 if (!op->chosen_skill)
1909 {
1910 if (op->type == PLAYER)
1911 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1912 return;
1913 }
1914 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1915 return;
1916 case range_builder:
1917 apply_map_builder (op, dir);
1918 return;
1919 default:
1920 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1921 return;
1922 } 1877 }
1923}
1924 1878
1925 1879 return true;
1880}
1926 1881
1927/* find_key 1882/* find_key
1928 * 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
1929 * and successfully use it, we return the key, otherwise NULL 1884 * and successfully use it, we return the key, otherwise NULL
1930 * This function merges both normal and locked door, since the logic 1885 * This function merges both normal and locked door, since the logic
1932 * pl is the player, 1887 * pl is the player,
1933 * inv is the objects inventory to searched 1888 * inv is the objects inventory to searched
1934 * door is the door we are trying to match against. 1889 * door is the door we are trying to match against.
1935 * This function can be called recursively to search containers. 1890 * This function can be called recursively to search containers.
1936 */ 1891 */
1937
1938object * 1892object *
1939find_key (object *pl, object *container, object *door) 1893find_key (object *pl, object *container, object *door)
1940{ 1894{
1941 object *tmp, *key; 1895 object *tmp, *key;
1942 1896
1943 /* Should not happen, but sanity checking is never bad */ 1897 /* Should not happen, but sanity checking is never bad */
1944 if (container->inv == NULL) 1898 if (!container->inv)
1945 return NULL; 1899 return 0;
1946 1900
1947 /* 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 */
1948 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1902 for (tmp = container->inv; tmp; tmp = tmp->below)
1949 { 1903 {
1950 if (door->type == DOOR && tmp->type == KEY) 1904 if (door->type == DOOR && tmp->type == KEY)
1951 break; 1905 break;
1952 /* For sanity, we should really check door type, but other stuff 1906 /* For sanity, we should really check door type, but other stuff
1953 * (like containers) can be locked with special keys 1907 * (like containers) can be locked with special keys
1954 */ 1908 */
1955 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1909 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1956 break; 1910 break;
1957 } 1911 }
1912
1958 /* No key found - lets search inventories now */ 1913 /* No key found - lets search inventories now */
1959 /* 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.
1960 * 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
1961 * a key, return 1916 * a key, return
1962 */ 1917 */
1963 if (!tmp) 1918 if (!tmp)
1964 { 1919 {
1965 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1920 for (tmp = container->inv; tmp; tmp = tmp->below)
1966 { 1921 {
1967 /* No reason to search empty containers */ 1922 /* No reason to search empty containers */
1968 if (tmp->type == CONTAINER && tmp->inv) 1923 if (tmp->type == CONTAINER && tmp->inv)
1969 { 1924 {
1970 if ((key = find_key (pl, tmp, door)) != NULL) 1925 if ((key = find_key (pl, tmp, door)))
1971 return key; 1926 return key;
1972 } 1927 }
1973 } 1928 }
1929
1974 if (!tmp) 1930 if (!tmp)
1975 return NULL; 1931 return NULL;
1976 } 1932 }
1933
1977 /* 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,
1978 * see if we actually want to use it 1935 * see if we actually want to use it
1979 */ 1936 */
1980 if (pl != container) 1937 if (pl != container)
1981 { 1938 {
2002 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1959 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2003 "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));
2004 return NULL; 1961 return NULL;
2005 } 1962 }
2006 } 1963 }
1964
2007 return tmp; 1965 return tmp;
2008} 1966}
2009 1967
2010/* moved door processing out of move_player_attack. 1968/* moved door processing out of move_player_attack.
2011 * returns 1 if player has opened the door with a key 1969 * returns 1 if player has opened the door with a key
2013 * 0 otherwise 1971 * 0 otherwise
2014 */ 1972 */
2015static int 1973static int
2016player_attack_door (object *op, object *door) 1974player_attack_door (object *op, object *door)
2017{ 1975{
2018 /* 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,
2019 * 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 -
2020 * otherwise, we fall through to the rest of the code. 1978 * otherwise, we fall through to the rest of the code.
2021 */ 1979 */
2022 object *key = find_key (op, op, door); 1980 object *key = find_key (op, op, door);
2023 1981
2024 /* IF we found a key, do some extra work */ 1982 /* If we found a key, do some extra work */
2025 if (key) 1983 if (key)
2026 { 1984 {
2027 object *container = key->env; 1985 object *container = key->env;
2028 1986
2029 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
2030 if (action_makes_visible (op)) 1989 if (action_makes_visible (op))
2031 make_visible (op); 1990 make_visible (op);
1991
2032 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1992 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2033 spring_trap (door->inv, op); 1993 spring_trap (door->inv, op);
1994
2034 if (door->type == DOOR) 1995 if (door->type == DOOR)
2035 {
2036 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 */
2037 }
2038 else if (door->type == LOCKED_DOOR) 1997 else if (door->type == LOCKED_DOOR)
2039 { 1998 {
2040 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));
2041 remove_door2 (door); /* remove door without violence ;-) */ 2000 remove_door2 (door); /* remove door without violence ;-) */
2042 } 2001 }
2002
2043 /* Do this after we print the message */ 2003 /* Do this after we print the message */
2044 decrease_ob (key); /* Use up one of the keys */ 2004 decrease_ob (key); /* Use up one of the keys */
2045 /* Need to update the weight the container the key was in */ 2005 /* Need to update the weight the container the key was in */
2046 if (container != op) 2006 if (container != op)
2047 esrv_update_item (UPD_WEIGHT, op, container); 2007 esrv_update_item (UPD_WEIGHT, op, container);
2008
2048 return 1; /* Nothing more to do below */ 2009 return 1; /* Nothing more to do below */
2049 } 2010 }
2050 else if (door->type == LOCKED_DOOR) 2011 else if (door->type == LOCKED_DOOR)
2051 { 2012 {
2052 /* Might as well return now - no other way to open this */ 2013 /* Might as well return now - no other way to open this */
2053 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2014 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2054 return 1; 2015 return 1;
2055 } 2016 }
2017
2056 return 0; 2018 return 0;
2057} 2019}
2058 2020
2059/* This function is just part of a breakup from move_player. 2021/* This function is just part of a breakup from move_player.
2060 * It should keep the code cleaner. 2022 * It should keep the code cleaner.
2061 * When this is called, the players direction has been updated 2023 * When this is called, the players direction has been updated
2062 * (taking into account confusion.) The player is also actually 2024 * (taking into account confusion.) The player is also actually
2063 * going to try and move (not fire weapons). 2025 * going to try and move (not fire weapons).
2064 */ 2026 */
2065void 2027bool
2066move_player_attack (object *op, int dir) 2028move_player_attack (object *op, int dir)
2067{ 2029{
2068 object *tmp, *mon;
2069 sint16 nx, ny;
2070 int on_battleground; 2030 int on_battleground;
2071 maptile *m;
2072 2031
2073 nx = freearr_x[dir] + op->x; 2032 sint16 nx = freearr_x[dir] + op->x;
2074 ny = freearr_y[dir] + op->y; 2033 sint16 ny = freearr_y[dir] + op->y;
2075 2034
2076 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 }
2077 2045
2078 /* 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
2079 * 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
2080 * 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
2081 * player. This is a pretty nasty hack, because if we could 2049 * player. This is a pretty nasty hack, because if we could
2082 * 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
2083 * 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
2084 * 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
2085 * move_ob uses. 2053 * move_ob uses.
2086 */ 2054 */
2087 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);
2088 {
2089 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2090 {
2091 m = get_map_from_coord (op->map, &nx, &ny);
2092 if (!m)
2093 return; /* Don't think this should happen */
2094 }
2095 else
2096 m = op->map;
2097 2056
2098 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2099 {
2100 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2101 return;
2102 }
2103
2104 mon = 0;
2105 /* 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
2106 * 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.
2107 * 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
2108 * on the space 2060 * on the space
2109 */ 2061 */
2110 while (tmp) 2062 object *mon;
2111 { 2063 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2112 if (tmp == op) 2064 {
2113 { 2065 if ((mon->flag [FLAG_ALIVE]
2114 tmp = tmp->above; 2066 || mon->type == LOCKED_DOOR
2115 continue; 2067 || mon->flag [FLAG_CAN_ROLL])
2116 }
2117
2118 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2119 {
2120 mon = tmp; 2068 && mon != op)
2121 break; 2069 break;
2122 } 2070 }
2123 2071
2124 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2125 mon = tmp;
2126
2127 tmp = tmp->above;
2128 }
2129
2130 if (!mon) /* This happens anytime the player tries to move */ 2072 if (!mon) /* This happens anytime the player tries to move */
2131 return; /* into a wall */ 2073 return false; /* into a wall */
2132 2074
2133 if (mon->head)
2134 mon = mon->head; 2075 mon = mon->head_ ();
2135 2076
2136 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)
2137 if (player_attack_door (op, mon)) 2079 if (player_attack_door (op, mon))
2080 {
2081 --op->contr->weapon_sp_left;
2138 return; 2082 return true;
2083 }
2139 2084
2140 /* The following deals with possibly attacking peaceful 2085 /* The following deals with possibly attacking peaceful
2141 * or frienddly creatures. Basically, all players are considered 2086 * or friendly creatures. Basically, all players are considered
2142 * unaggressive. If the moving player has peaceful set, then the 2087 * unaggressive. If the moving player has peaceful set, then the
2143 * object should be pushed instead of attacked. It is assumed that 2088 * object should be pushed instead of attacked. It is assumed that
2144 * if you are braced, you will not attack friends accidently, 2089 * if you are braced, you will not attack friends accidently,
2145 * and thus will not push them. 2090 * and thus will not push them.
2146 */ 2091 */
2147 2092
2148 /* 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
2149 * peaceful. Our assumption is the creature is a pet if the 2094 * peaceful. Our assumption is the creature is a pet if the
2150 * player owns it and it is either friendly or unagressive. 2095 * player owns it and it is either friendly or unagressive.
2151 */ 2096 */
2152 if ((op->type == PLAYER) 2097 if (op->type == PLAYER
2153#if COZY_SERVER
2154 &&
2155 ((mon->owner && mon->owner->contr 2098 && ((mon->owner && mon->owner->contr
2156 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2099 && same_party (mon->owner->contr->party, op->contr->party))
2157#else
2158 && mon->owner == op 2100 || mon->owner == op)
2159#endif
2160 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2101 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2161 { 2102 {
2162 /* 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 */
2163 if (op->contr->braced) 2104 if (op->contr->braced)
2164 return; 2105 return false;
2106
2107 if (op->speed_left > 0.f)
2108 {
2109 --op->speed_left;
2110
2165 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);
2166 (void) push_ob (mon, dir, op); 2112 push_ob (mon, dir, op);
2113
2167 if (op->contr->tmp_invis || op->hide) 2114 if (op->contr->tmp_invis || op->hide)
2168 make_visible (op); 2115 make_visible (op);
2116
2169 return; 2117 return true;
2170 } 2118 }
2119 else
2120 return false;
2121 }
2171 2122
2172 /* in certain circumstances, you shouldn't attack friendly 2123 /* in certain circumstances, you shouldn't attack friendly
2173 * creatures. Note that if you are braced, you can't push 2124 * creatures. Note that if you are braced, you can't push
2174 * 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
2175 * attack them either. 2126 * attack them either.
2176 */ 2127 */
2177 if ((mon->type == PLAYER || mon->enemy != op) && 2128 if ((mon->type == PLAYER || mon->enemy != op)
2178 (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))
2179#ifdef PROHIBIT_PLAYERKILL
2180 (op->contr->peaceful 2130 && ((op->contr->peaceful
2181 || (mon->type == PLAYER 2131 || (mon->type == PLAYER && mon->contr->peaceful))
2182 && mon->contr->
2183 peaceful)) &&
2184#else
2185 op->contr->peaceful &&
2186#endif
2187 !on_battleground)) 2132 && !on_battleground))
2133 {
2134 if (op->speed_left > 0.f)
2188 { 2135 {
2136 --op->speed_left;
2137
2189 if (!op->contr->braced) 2138 if (!op->contr->braced)
2190 { 2139 {
2191 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);
2192 (void) push_ob (mon, dir, op); 2141 push_ob (mon, dir, op);
2193 } 2142 }
2194 else 2143 else
2195 new_draw_info (0, 0, op, "You withhold your attack"); 2144 new_draw_info (0, 0, op, "You withhold your attack");
2196 2145
2197 if (op->contr->tmp_invis || op->hide) 2146 if (op->contr->tmp_invis || op->hide)
2198 make_visible (op); 2147 make_visible (op);
2199 }
2200 2148
2149 return true;
2150 }
2151 }
2201 /* If the object is a boulder or other rollable object, then 2152 /* If the object is a boulder or other rollable object, then
2202 * 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.
2203 */ 2154 */
2204 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)
2205 { 2158 {
2159 --op->speed_left;
2160
2206 recursive_roll (mon, dir, op); 2161 recursive_roll (mon, dir, op);
2207 if (action_makes_visible (op)) 2162 if (action_makes_visible (op))
2208 make_visible (op); 2163 make_visible (op);
2209 }
2210 2164
2165 return true;
2166 }
2167 }
2211 /* Any generic living creature. Including things like doors. 2168 /* Any generic living creature. Including things like doors.
2212 * 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
2213 * and be living. Then, it must be one of the following: 2170 * and be living. Then, it must be one of the following:
2214 * 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
2215 * 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.
2216 */ 2173 */
2217
2218 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2174 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2219 ((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)))
2220 { 2176 {
2221 2177 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2222 /* If the player hasn't hit something this tick, and does
2223 * so, give them speed boost based on weapon speed. Doing
2224 * it here is better than process_players2, which basically
2225 * incurred a 1 tick offset.
2226 */
2227 if (!op->contr->has_hit)
2228 { 2178 {
2229 op->speed_left += op->speed / op->contr->weapon_sp; 2179 --op->contr->weapon_sp_left;
2230
2231 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2232 }
2233 2180
2234 skill_attack (mon, op, 0, 0, 0); 2181 skill_attack (mon, op, 0, 0, 0);
2235
2236 /* If attacking another player, that player gets automatic
2237 * hitback, and doesn't loose luck either.
2238 * Disable hitback on the battleground or if the target is
2239 * the wiz.
2240 */
2241 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2242 {
2243 short luck = mon->stats.luck;
2244
2245 mon->contr->has_hit = 1;
2246 skill_attack (op, mon, 0, 0, 0);
2247 mon->stats.luck = luck;
2248 }
2249 2182
2250 if (action_makes_visible (op)) 2183 if (action_makes_visible (op))
2251 make_visible (op); 2184 make_visible (op);
2252 }
2253 } /* if player should attack something */
2254}
2255 2185
2256int 2186 return true;
2187 }
2188 }
2189
2190 return false;
2191}
2192
2193bool
2257move_player (object *op, int dir) 2194move_player (object *op, int dir)
2258{ 2195{
2259 int pick; 2196 int pick;
2260 2197
2261 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2198 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2262 return 0; 2199 return 0;
2263 2200
2264 /* Sanity check: make sure dir is valid */ 2201 /* Sanity check: make sure dir is valid */
2265 if ((dir < 0) || (dir >= 9)) 2202 if ((dir < 0) || (dir >= 9))
2266 { 2203 {
2267 LOG (llevError, "move_player: invalid direction %d\n", dir); 2204 LOG (llevError, "move_player: invalid direction %d\n", dir);
2268 return 0; 2205 return 0;
2269 } 2206 }
2270 2207
2271 /* peterm: added following line */ 2208 /* peterm: added following line */
2272 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2209 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2273 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2210 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2274 2211
2275 op->facing = dir; 2212 op->facing = dir;
2276 2213
2277 if (op->hide) 2214 if (op->hide)
2278 do_hidden_move (op); 2215 do_hidden_move (op);
2279 2216
2217 bool retval;
2218
2280 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2219 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2281 /*nop */ ; 2220 retval = RESULT_INT (0);
2282 else if (op->contr->fire_on) 2221 else if (op->contr->fire_on)
2283 fire (op, dir); 2222 retval = fire (op, dir);
2284 else 2223 else
2285 { 2224 {
2286 move_player_attack (op, dir); 2225 retval = move_player_attack (op, dir);
2287 pick = check_pick (op); 2226 pick = check_pick (op);
2288 } 2227 }
2289 2228
2290 /* 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
2291 * server can handle repeat firing. 2230 * server can handle repeat firing.
2298 /* Update how the player looks. Use the facing, so direction may 2237 /* Update how the player looks. Use the facing, so direction may
2299 * get reset to zero. This allows for full animation capabilities 2238 * get reset to zero. This allows for full animation capabilities
2300 * for players. 2239 * for players.
2301 */ 2240 */
2302 animate_object (op, op->facing); 2241 animate_object (op, op->facing);
2303 return 0; 2242
2243 return retval;
2304} 2244}
2305 2245
2306/* 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
2307 * new client/server stuff. 2247 * new client/server stuff.
2308 * 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
2309 * the new speed values for commands. 2249 * the new speed values for commands.
2310 * 2250 *
2311 * 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.
2312 */ 2254 */
2313int 2255bool
2314handle_newcs_player (object *op) 2256handle_newcs_player (object *op)
2315{ 2257{
2316 if (op->contr->hidden)
2317 {
2318 op->invisible = 1000;
2319 /* the socket code flashes the player visible/invisible
2320 * depending on the value of invisible, so we need to
2321 * alternate it here for it to work correctly.
2322 */
2323 if (pticks & 2)
2324 op->invisible--;
2325 }
2326 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2327 {
2328 op->invisible--;
2329 if (!op->invisible)
2330 {
2331 make_visible (op);
2332 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2333 }
2334 }
2335
2336 if (QUERY_FLAG (op, FLAG_SCARED)) 2258 if (QUERY_FLAG (op, FLAG_SCARED))
2337 { 2259 {
2338 flee_player (op); 2260 if (op->speed_left > 0.f)
2339 /* If player is still scared, that is his action for this tick */
2340 if (QUERY_FLAG (op, FLAG_SCARED))
2341 { 2261 {
2342 op->speed_left--; 2262 --op->speed_left;
2263 flee_player (op);
2264
2343 return 0; 2265 return true;
2344 } 2266 }
2267 else
2268 return false;
2345 } 2269 }
2346
2347 /* I've been seeing crashes where the golem has been destroyed, but
2348 * the player object still points to the defunct golem. The code that
2349 * destroys the golem looks correct, and it doesn't always happen, so
2350 * put this in a a workaround to clean up the golem pointer.
2351 */
2352 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2353 op->contr->ranges[range_golem] = 0;
2354 2270
2355 /* 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
2356 * the players time has been increased when doericserver has been 2272 * the players time has been increased when doericserver has been
2357 * called, so we recheck it here. 2273 * called, so we recheck it here.
2358 */ 2274 */
2359 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2275 if (op->contr->ns->handle_command ())
2360 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2361 ;
2362
2363 if (op->speed_left < 0)
2364 return 0; 2276 return true;
2365 2277
2366 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2278 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2367 {
2368 /* All move commands take 1 tick, at least for now */
2369 op->speed_left--;
2370
2371 /* Instead of all the stuff below, let move_player take care
2372 * of it. Also, some of the skill stuff is only put in
2373 * there, as well as the confusion stuff.
2374 */
2375 move_player (op, op->direction); 2279 return move_player (op, op->direction);
2376 if (op->speed_left > 0)
2377 return 1;
2378 else
2379 return 0;
2380 }
2381 2280
2382 return 0; 2281 return false;
2383} 2282}
2384 2283
2385int 2284int
2386save_life (object *op) 2285save_life (object *op)
2387{ 2286{
2422 * from. 2321 * from.
2423 */ 2322 */
2424void 2323void
2425remove_unpaid_objects (object *op, object *env) 2324remove_unpaid_objects (object *op, object *env)
2426{ 2325{
2427 object *next;
2428
2429 while (op) 2326 while (op)
2430 { 2327 {
2431 next = op->below; /* Make sure we have a good value, in case 2328 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2432 * we remove object 'op' 2329
2433 */
2434 if (QUERY_FLAG (op, FLAG_UNPAID)) 2330 if (QUERY_FLAG (op, FLAG_UNPAID))
2435 { 2331 {
2436 op->remove ();
2437 op->x = env->x;
2438 op->y = env->y;
2439 if (env->type == PLAYER) 2332 if (env->type == PLAYER)
2440 esrv_del_item (env->contr, op->count); 2333 esrv_del_item (env->contr, op->count);
2441 insert_ob_in_map (op, env->map, NULL, 0); 2334
2335 op->insert_at (env);
2442 } 2336 }
2443 else if (op->inv) 2337 else if (op->inv)
2444 remove_unpaid_objects (op->inv, env); 2338 remove_unpaid_objects (op->inv, env);
2445 2339
2446 op = next; 2340 op = next;
2502 int rate_grace = 2000; 2396 int rate_grace = 2000;
2503 const int max_hp = 1; 2397 const int max_hp = 1;
2504 const int max_sp = 1; 2398 const int max_sp = 1;
2505 const int max_grace = 1; 2399 const int max_grace = 1;
2506 2400
2507 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--;
2508 { 2410 }
2509 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2411 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2510 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2412 {
2511 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 }
2512 } 2418 }
2513 2419
2514 if (op->contr->ns->state == ST_PLAYING) 2420 if (op->contr->ns->state == ST_PLAYING)
2515 { 2421 {
2516 /* these next three if clauses make it possible to SLOW DOWN 2422 /* these next three if clauses make it possible to SLOW DOWN
2538 gen_grace = op->stats.maxgrace; 2444 gen_grace = op->stats.maxgrace;
2539 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2445 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2540 } 2446 }
2541 2447
2542 /* Regenerate Spell Points */ 2448 /* Regenerate Spell Points */
2543 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2449 if (!op->contr->golem && --op->last_sp < 0)
2544 { 2450 {
2545 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);
2546 if (op->stats.sp < op->stats.maxsp) 2452 if (op->stats.sp < op->stats.maxsp)
2547 { 2453 {
2548 op->stats.sp++; 2454 op->stats.sp++;
2646 } 2552 }
2647 2553
2648 /* Digestion */ 2554 /* Digestion */
2649 if (--op->last_eat < 0) 2555 if (--op->last_eat < 0)
2650 { 2556 {
2651#ifdef COZY_SERVER
2652 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2653 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2654#else
2655 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;
2656#endif
2657 2558
2658 if (op->contr->gen_hp > 0) 2559 if (op->contr->gen_hp > 0)
2659 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);
2660 else 2561 else
2661 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2562 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2739 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2640 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2740 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2641 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2741 2642
2742 /* restore player */ 2643 /* restore player */
2743 at = archetype::find ("poisoning"); 2644 at = archetype::find ("poisoning");
2744 tmp = present_arch_in_ob (at, op); 2645 if (object *tmp = present_arch_in_ob (at, op))
2745 if (tmp)
2746 { 2646 {
2747 tmp->destroy (); 2647 tmp->destroy ();
2748 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2648 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2749 } 2649 }
2750 2650
2751 at = archetype::find ("confusion"); 2651 at = archetype::find ("confusion");
2752 tmp = present_arch_in_ob (at, op); 2652 if (object *tmp = present_arch_in_ob (at, op))
2753 if (tmp)
2754 { 2653 {
2755 tmp->destroy (); 2654 tmp->destroy ();
2756 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2655 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2757 } 2656 }
2758 2657
2760 op->stats.hp = op->stats.maxhp; 2659 op->stats.hp = op->stats.maxhp;
2761 if (op->stats.food <= 0) 2660 if (op->stats.food <= 0)
2762 op->stats.food = 999; 2661 op->stats.food = 999;
2763 2662
2764 /* create a bodypart-trophy to make the winner happy */ 2663 /* create a bodypart-trophy to make the winner happy */
2765 tmp = arch_to_object (archetype::find ("finger")); 2664 if (object *tmp = arch_to_object (archetype::find ("finger")))
2766 if (tmp != NULL)
2767 { 2665 {
2768 sprintf (buf, "%s's finger", &op->name); 2666 sprintf (buf, "%s's finger", &op->name);
2769 tmp->name = buf; 2667 tmp->name = buf;
2770 sprintf (buf, " This finger has been cut off %s\n" 2668 sprintf (buf, " This finger has been cut off %s\n"
2771 " 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",
2772 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2670 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2773 tmp->msg = buf; 2671 tmp->msg = buf;
2774 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2672 tmp->value = 0, tmp->type = 0;
2775 tmp->materialname = NULL; 2673 tmp->materialname = "organics";
2776 tmp->x = op->x, tmp->y = op->y; 2674 tmp->insert_at (op, tmp);
2777 insert_ob_in_map (tmp, op->map, op, 0);
2778 } 2675 }
2779 2676
2780 /* teleport defeated player to new destination */ 2677 /* teleport defeated player to new destination */
2781 transfer_ob (op, x, y, 0, NULL); 2678 transfer_ob (op, x, y, 0, NULL);
2782 op->contr->braced = 0; 2679 op->contr->braced = 0;
2787 2684
2788 command_kill_pets (op, 0); 2685 command_kill_pets (op, 0);
2789 2686
2790 if (op->stats.food < 0) 2687 if (op->stats.food < 0)
2791 { 2688 {
2792 if (op->contr->explore)
2793 {
2794 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2795 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2796 op->stats.food = 999;
2797 return;
2798 }
2799 sprintf (buf, "%s starved to death.", &op->name); 2689 sprintf (buf, "%s starved to death.", &op->name);
2800 strcpy (op->contr->killer, "starvation"); 2690 strcpy (op->contr->killer, "starvation");
2801 } 2691 }
2802 else 2692 else
2803 {
2804 if (op->contr->explore)
2805 {
2806 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2807 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2808 op->stats.hp = op->stats.maxhp;
2809 return;
2810 }
2811 sprintf (buf, "%s died.", &op->name); 2693 sprintf (buf, "%s died.", &op->name);
2812 } 2694
2813 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2695 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2814 2696
2815 /* save the map location for corpse, gravestone */ 2697 /* save the map location for corpse, gravestone */
2816 x = op->x; 2698 x = op->x;
2817 y = op->y; 2699 y = op->y;
2818 map = op->map; 2700 map = op->map;
2819
2820 2701
2821 /* NOT_PERMADEATH code. This basically brings the character back to 2702 /* NOT_PERMADEATH code. This basically brings the character back to
2822 * life if they are dead - it takes some exp and a random stat. 2703 * life if they are dead - it takes some exp and a random stat.
2823 * See the config.h file for a little more in depth detail about this. 2704 * See the config.h file for a little more in depth detail about this.
2824 */ 2705 */
2841 num_stats_lose = 1; 2722 num_stats_lose = 1;
2842 else 2723 else
2843 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2724 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2844 } 2725 }
2845 else 2726 else
2846 {
2847 num_stats_lose = 1; 2727 num_stats_lose = 1;
2848 } 2728
2849 lost_a_stat = 0; 2729 lost_a_stat = 0;
2850 2730
2851 for (z = 0; z < num_stats_lose; z++) 2731 for (z = 0; z < num_stats_lose; z++)
2852 { 2732 {
2853 i = RANDOM () % NUM_STATS; 2733 i = RANDOM () % NUM_STATS;
2994 op->stats.hp = op->stats.maxhp; 2874 op->stats.hp = op->stats.maxhp;
2995 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2875 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2996 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2876 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2997 2877
2998 /* 2878 /*
2999 * Check to see if the player is in a shop. IF so, then check to see if
3000 * 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
3001 * in the map. 2880 * and put them back in the map.
3002 */ 2881 */
3003
3004 if (is_in_shop (op))
3005 remove_unpaid_objects (op->inv, op); 2882 remove_unpaid_objects (op->inv, op);
3006 2883
3007 /****************************************/ 2884 /****************************************/
3008 /* */ 2885 /* */
3009 /* Move player to his current respawn- */ 2886 /* Move player to his current respawn- */
3010 /* position (usually last savebed) */ 2887 /* position (usually last savebed) */
3011 /* */ 2888 /* */
3012 /****************************************/ 2889 /****************************************/
3013 2890
3014 enter_player_savebed (op); 2891 enter_player_savebed (op);
3015 2892
3016 /* Save the player before inserting the force to reduce
3017 * chance of abuse.
3018 */
3019 op->contr->braced = 0; 2893 op->contr->braced = 0;
3020 op->contr->save ();
3021 2894
3022 /* it is possible that the player has blown something up 2895 /* it is possible that the player has blown something up
3023 * at his savebed location, and that can have long lasting 2896 * at his savebed location, and that can have long lasting
3024 * spell effects. So first see if there is a spell effect 2897 * spell effects. So first see if there is a spell effect
3025 * on the space that might harm the player. 2898 * on the space that might harm the player.
3034 object *force; 2907 object *force;
3035 int at; 2908 int at;
3036 2909
3037 force = get_archetype (FORCE_NAME); 2910 force = get_archetype (FORCE_NAME);
3038 /* 50 ticks should be enough time for the spell to abate */ 2911 /* 50 ticks should be enough time for the spell to abate */
3039 force->speed = 0.1; 2912 force->speed = 0.1f;
3040 force->speed_left = -5.0; 2913 force->speed_left = -5.f;
3041 SET_FLAG (force, FLAG_APPLIED); 2914 SET_FLAG (force, FLAG_APPLIED);
3042 for (at = 0; at < NROFATTACKS; at++) 2915 for (at = 0; at < NROFATTACKS; at++)
3043 if (will_kill_again & (1 << at)) 2916 if (will_kill_again & (1 << at))
3044 force->resist[at] = 100; 2917 force->resist[at] = 100;
3045 2918
3054void 2927void
3055loot_object (object *op) 2928loot_object (object *op)
3056{ /* Grab and destroy some treasure */ 2929{ /* Grab and destroy some treasure */
3057 object *tmp, *tmp2, *next; 2930 object *tmp, *tmp2, *next;
3058 2931
3059 if (op->container) 2932 op->close_container (); /* close open sack first */
3060 esrv_apply_container (op, op->container); /* close open sack first */
3061 2933
3062 for (tmp = op->inv; tmp; tmp = next) 2934 for (tmp = op->inv; tmp; tmp = next)
3063 { 2935 {
3064 next = tmp->below; 2936 next = tmp->below;
3065 2937
3066 if (tmp->invisible) 2938 if (tmp->invisible)
3067 continue; 2939 continue;
3068 2940
3069 tmp->remove (); 2941 tmp->remove ();
3070 tmp->x = op->x, tmp->y = op->y; 2942 tmp->x = op->x, tmp->y = op->y;
2943
3071 if (tmp->type == CONTAINER) 2944 if (tmp->type == CONTAINER)
3072 { /* empty container to ground */ 2945 loot_object (tmp); /* empty container to ground */
3073 loot_object (tmp); 2946
3074 }
3075 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))))
3076 { 2948 {
3077 if (tmp->nrof > 1) 2949 if (tmp->nrof > 1)
3078 { 2950 {
3079 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2951 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3080 tmp2->destroy (); 2952 tmp2->destroy ();
3091/* 2963/*
3092 * fix_weight(): Check recursively the weight of all players, and fix 2964 * fix_weight(): Check recursively the weight of all players, and fix
3093 * 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
3094 * was changed. 2966 * was changed.
3095 */ 2967 */
3096
3097void 2968void
3098fix_weight (void) 2969fix_weight (void)
3099{ 2970{
3100 for (player *pl = first_player; pl; pl = pl->next) 2971 for_all_players (pl)
3101 { 2972 {
3102 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2973 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3103 2974
3104 if (old == sum) 2975 if (old == sum)
3105 continue; 2976 continue;
3109} 2980}
3110 2981
3111void 2982void
3112fix_luck (void) 2983fix_luck (void)
3113{ 2984{
3114 for (player *pl = first_player; pl; pl = pl->next) 2985 for_all_players (pl)
3115 if (!pl->ob->contr->ns->state) 2986 if (!pl->ob->contr->ns->state)
3116 pl->ob->change_luck (0); 2987 pl->ob->change_luck (0);
3117} 2988}
3118 2989
3119/* cast_dust() - handles op throwing objects of type 'DUST'. 2990/* cast_dust() - handles op throwing objects of type 'DUST'.
3161 if (op->type == PLAYER) 3032 if (op->type == PLAYER)
3162 { 3033 {
3163 op->contr->tmp_invis = 0; 3034 op->contr->tmp_invis = 0;
3164 op->contr->invis_race = 0; 3035 op->contr->invis_race = 0;
3165 } 3036 }
3037
3166 update_object (op, UP_OBJ_FACE); 3038 update_object (op, UP_OBJ_CHANGE);
3167} 3039}
3168 3040
3169int 3041int
3170is_true_undead (object *op) 3042is_true_undead (object *op)
3171{ 3043{
3172 object *tmp = NULL;
3173
3174 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3044 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3175 return 1; 3045 return 1;
3176 3046
3177 return 0; 3047 return 0;
3178} 3048}
3223/* For Hidden creatures - a chance of becoming 'unhidden' 3093/* For Hidden creatures - a chance of becoming 'unhidden'
3224 * every time they move - as we subtract off 'invisibility' 3094 * every time they move - as we subtract off 'invisibility'
3225 * AND, for players, if they move into a ridiculously unhideable 3095 * AND, for players, if they move into a ridiculously unhideable
3226 * spot (surrounded by clear terrain in broad daylight). -b.t. 3096 * spot (surrounded by clear terrain in broad daylight). -b.t.
3227 */ 3097 */
3228
3229void 3098void
3230do_hidden_move (object *op) 3099do_hidden_move (object *op)
3231{ 3100{
3232 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3101 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3233 object *skop; 3102 object *skop;
3237 3106
3238 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3107 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3239 3108
3240 /* 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! */
3241 if (op->type == PLAYER && op->contr->run_on) 3110 if (op->type == PLAYER && op->contr->run_on)
3242 {
3243 if (!skop || num >= skop->level) 3111 if (!skop || num >= skop->level)
3244 { 3112 {
3245 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!");
3246 make_visible (op); 3114 make_visible (op);
3247 return; 3115 return;
3248 } 3116 }
3249 else 3117 else
3250 num += 20; 3118 num += 20;
3251 } 3119
3252 num += op->map->difficulty; 3120 num += op->map->difficulty;
3253 hide = hideability (op); /* modify by terrain hidden level */ 3121 hide = hideability (op); /* modify by terrain hidden level */
3254 num -= hide; 3122 num -= hide;
3123
3255 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3124 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3256 { 3125 {
3257 make_visible (op); 3126 make_visible (op);
3258 if (op->type == PLAYER) 3127 if (op->type == PLAYER)
3259 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!");
3260 } 3129 }
3261 else if (op->type == PLAYER && skop) 3130 else if (op->type == PLAYER && skop)
3262 {
3263 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);
3264 }
3265} 3132}
3266 3133
3267/* determine if who is standing near a hostile creature. */ 3134/* determine if who is standing near a hostile creature. */
3268 3135
3269int 3136int
3336 if (pl->type != PLAYER) 3203 if (pl->type != PLAYER)
3337 { 3204 {
3338 LOG (llevError, "player_can_view() called for non-player object\n"); 3205 LOG (llevError, "player_can_view() called for non-player object\n");
3339 return -1; 3206 return -1;
3340 } 3207 }
3208
3341 if (!pl || !op) 3209 if (!pl || !op)
3342 return 0; 3210 return 0;
3343 3211
3344 if (op->head)
3345 {
3346 op = op->head; 3212 op = op->head_ ();
3347 } 3213
3348 get_rangevector (pl, op, &rv, 0x1); 3214 get_rangevector (pl, op, &rv, 0x1);
3349 3215
3350 /* starting with the 'head' part, lets loop 3216 /* starting with the 'head' part, lets loop
3351 * through the object and find if it has any 3217 * through the object and find if it has any
3352 * part that is in the los array but isnt on 3218 * part that is in the los array but isnt on
3469 char buf[MAX_BUF]; /* tmp. string buffer */ 3335 char buf[MAX_BUF]; /* tmp. string buffer */
3470 int i = 0, j = 0; 3336 int i = 0, j = 0;
3471 3337
3472 /* get the appropriate treasurelist */ 3338 /* get the appropriate treasurelist */
3473 if (atnr == ATNR_FIRE) 3339 if (atnr == ATNR_FIRE)
3474 trlist = find_treasurelist ("dragon_ability_fire"); 3340 trlist = treasurelist::find ("dragon_ability_fire");
3475 else if (atnr == ATNR_COLD) 3341 else if (atnr == ATNR_COLD)
3476 trlist = find_treasurelist ("dragon_ability_cold"); 3342 trlist = treasurelist::find ("dragon_ability_cold");
3477 else if (atnr == ATNR_ELECTRICITY) 3343 else if (atnr == ATNR_ELECTRICITY)
3478 trlist = find_treasurelist ("dragon_ability_elec"); 3344 trlist = treasurelist::find ("dragon_ability_elec");
3479 else if (atnr == ATNR_POISON) 3345 else if (atnr == ATNR_POISON)
3480 trlist = find_treasurelist ("dragon_ability_poison"); 3346 trlist = treasurelist::find ("dragon_ability_poison");
3481 3347
3482 if (trlist == NULL || who->type != PLAYER) 3348 if (trlist == NULL || who->type != PLAYER)
3483 return; 3349 return;
3484 3350
3485 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++);
3486 3352
3487 if (tr == NULL || tr->item == NULL) 3353 if (!tr || !tr->item)
3488 { 3354 {
3489 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3355 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3490 return; 3356 return;
3491 } 3357 }
3492 3358
3617 * not readied. 3483 * not readied.
3618 */ 3484 */
3619void 3485void
3620player_unready_range_ob (player *pl, object *ob) 3486player_unready_range_ob (player *pl, object *ob)
3621{ 3487{
3622 rangetype i; 3488 if (pl->ob->current_weapon == ob)
3489 pl->ob->current_weapon = 0;
3623 3490
3624 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3491 if (pl->combat_ob == ob)
3625 { 3492 pl->combat_ob = 0;
3493
3626 if (pl->ranges[i] == ob) 3494 if (pl->ranged_ob == ob)
3627 { 3495 pl->ranged_ob = 0;
3628 pl->ranges[i] = NULL;
3629 if (pl->shoottype == i)
3630 {
3631 pl->shoottype = range_none;
3632 }
3633 }
3634 }
3635} 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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