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Comparing deliantra/server/server/player.C (file contents):
Revision 1.106 by pippijn, Fri Mar 2 10:15:40 2007 UTC vs.
Revision 1.123 by root, Fri May 11 21:07:14 2007 UTC

21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 26#include <sproto.h>
28#include <sounds.h> 27#include <sounds.h>
29#include <living.h> 28#include <living.h>
30#include <object.h> 29#include <object.h>
31#include <spells.h> 30#include <spells.h>
124 continue; 123 continue;
125 124
126 if (*buf == '%') 125 if (*buf == '%')
127 { /* send one news */ 126 { /* send one news */
128 if (size > 0) 127 if (size > 0)
129 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 */
130 129
131 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
132 strip_endline (subject); 131 strip_endline (subject);
133 size = 0; 132 size = 0;
134 news[0] = '\0'; 133 news[0] = '\0';
144 size += strlen (buf); 143 size += strlen (buf);
145 } 144 }
146 } 145 }
147 146
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 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);
150 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
151} 150}
152 151
153/* This loads the first map an puts the player on it. */ 152/* This loads the first map an puts the player on it. */
154static void 153static void
194 return; 193 return;
195 194
196 terminate_all_pets (ob); 195 terminate_all_pets (ob);
197 remove_friendly_object (ob); 196 remove_friendly_object (ob);
198 ob->deactivate_recursive (); 197 ob->deactivate_recursive ();
198
199 if (ob->map)
199 maplevel = ob->map->path; 200 maplevel = ob->map->path;
201
200 ob->remove (); 202 ob->remove ();
201 ob->map = 0; 203 ob->map = 0;
202 party = 0; 204 party = 0;
203 205
204 // for weird reasons, this is often "ob", keeping a circular reference 206 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
205 ranges [range_skill] = 0;
206 207
207 players.erase (this); 208 players.erase (this);
208} 209}
209 210
210// connect the player with a specific client 211// connect the player with a specific client
211// also changed, rationalises, and fixes some incorrect settings 212// also changes, rationalises, and fixes some incorrect settings
212void 213void
213player::connect (client *ns) 214player::connect (client *ns)
214{ 215{
215 this->ns = ns; 216 this->ns = ns;
216 ns->pl = this; 217 ns->pl = this;
227 ns->reset_stats (); 228 ns->reset_stats ();
228 229
229 /* make sure he's a player -- needed because of class change. */ 230 /* make sure he's a player -- needed because of class change. */
230 ob->type = PLAYER; // we are paranoid 231 ob->type = PLAYER; // we are paranoid
231 ob->race = ob->arch->clone.race; 232 ob->race = ob->arch->clone.race;
232
233 if (!legal_range (ob, shoottype))
234 shoottype = range_none;
235 233
236 ob->carrying = sum_weight (ob); 234 ob->carrying = sum_weight (ob);
237 link_player_skills (ob); 235 link_player_skills (ob);
238 236
239 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
260 258
261 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
262 260
263 esrv_new_player (this, ob->weight + ob->carrying); 261 esrv_new_player (this, ob->weight + ob->carrying);
264 262
263 for (object *op = ob->inv; op; op = op->below)
264 if (op->flag [FLAG_APPLIED])
265 switch (op->type)
266 {
267 case WAND:
268 case ROD:
269 case HORN:
270 case BOW:
271 case SKILL:
272 case SKILL_TOOL:
273 case WEAPON:
274 apply_special (ob, op, AP_UNAPPLY);
275 apply_special (ob, op, AP_APPLY);
276 break;
277 }
278
265 ob->update_stats (); 279 ob->update_stats ();
266 ns->floorbox_update (); 280 ns->floorbox_update ();
267 281
268 esrv_send_inventory (ob, ob); 282 esrv_send_inventory (ob, ob);
269 esrv_add_spells (this, 0); 283 esrv_add_spells (this, 0);
288 302
289 INVOKE_PLAYER (DISCONNECT, this); 303 INVOKE_PLAYER (DISCONNECT, this);
290 304
291 ns->reset_stats (); 305 ns->reset_stats ();
292 ns->pl = 0; 306 ns->pl = 0;
293 this->ns = 0; 307 ns = 0;
294 } 308 }
295 309
296 if (ob) 310 if (ob)
297 ob->close_container (); //TODO: client-specific 311 ob->close_container (); //TODO: client-specific
298 312
315player::player () 329player::player ()
316{ 330{
317 /* There are some elements we want initialised to non zero value - 331 /* There are some elements we want initialised to non zero value -
318 * we deal with that below this point. 332 * we deal with that below this point.
319 */ 333 */
320 outputs_sync = 16; /* Every 2 seconds */ 334 outputs_sync = 4;
321 outputs_count = 8; /* Keeps present behaviour */ 335 outputs_count = 4;
322 unapply = unapply_nochoice; 336 unapply = unapply_nochoice;
323 337
324 savebed_map = first_map_path; /* Init. respawn position */ 338 savebed_map = first_map_path; /* Init. respawn position */
325 339
326 gen_sp_armour = 10; 340 gen_sp_armour = 10;
327 shoottype = range_none;
328 bowtype = bow_normal; 341 bowtype = bow_normal;
329 petmode = pet_normal; 342 petmode = pet_normal;
330 listening = 10; 343 listening = 10;
331 usekeys = containers; 344 usekeys = containers;
332 peaceful = 1; /* default peaceful */ 345 peaceful = 1; /* default peaceful */
865 * appropriate action with it (change race, or other things). 878 * appropriate action with it (change race, or other things).
866 * The function name is for historical reasons - now we have 879 * The function name is for historical reasons - now we have
867 * separate race and class; this actually changes the RACE, 880 * separate race and class; this actually changes the RACE,
868 * not the class. 881 * not the class.
869 */ 882 */
870int 883void
871key_change_class (object *op, char key) 884player::chargen_race_done ()
872{ 885{
873 int tmp_loop;
874
875 if (key == 'd' || key == 'D')
876 {
877 char buf[MAX_BUF];
878
879 /* this must before then initial items are given */ 886 /* this must before then initial items are given */
880 esrv_new_player (op->contr, op->weight + op->carrying); 887 esrv_new_player (ob->contr, ob->weight + ob->carrying);
881 888
882 treasurelist *tl = find_treasurelist ("starting_wealth"); 889 treasurelist *tl = treasurelist::find ("starting_wealth");
883 if (tl) 890 if (tl)
884 create_treasure (tl, op, 0, 0, 0); 891 create_treasure (tl, ob, 0, 0, 0);
885 892
886 INVOKE_PLAYER (BIRTH, op->contr); 893 INVOKE_PLAYER (BIRTH, ob->contr);
887 INVOKE_PLAYER (LOGIN, op->contr); 894 INVOKE_PLAYER (LOGIN, ob->contr);
888 895
889 op->contr->ns->state = ST_PLAYING; 896 ob->contr->ns->state = ST_PLAYING;
890 897
891 if (op->msg) 898 if (ob->msg)
892 op->msg = NULL; 899 ob->msg = 0;
893 900
894 /* We create this now because some of the unique maps will need it 901 /* We create this now because some of the unique maps will need it
895 * to save here. 902 * to save here.
896 */ 903 */
904 {
905 char buf[MAX_BUF];
897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 906 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
898 make_path_to_file (buf); 907 make_path_to_file (buf);
908 }
899 909
900 start_info (op); 910 start_info (ob);
901 CLEAR_FLAG (op, FLAG_WIZ); 911 CLEAR_FLAG (ob, FLAG_WIZ);
902 give_initial_items (op, op->randomitems); 912 give_initial_items (ob, ob->randomitems);
903 link_player_skills (op); 913 link_player_skills (ob);
904 esrv_send_inventory (op, op); 914 esrv_send_inventory (ob, ob);
905 op->update_stats (); 915 ob->update_stats ();
906 916
907 /* This moves the player to a different start map, if there 917 /* This moves the player to a different start map, if there
908 * is one for this race 918 * is one for this race
909 */ 919 */
910 if (*first_map_ext_path) 920 if (*first_map_ext_path)
911 { 921 {
912 object *tmp; 922 object *tmp;
913 char mapname[MAX_BUF]; 923 char mapname[MAX_BUF];
914 924
915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); 925 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
916 tmp = object::create (); 926 tmp = object::create ();
917 EXIT_PATH (tmp) = mapname; 927 EXIT_PATH (tmp) = mapname;
918 EXIT_X (tmp) = op->x; 928 EXIT_X (tmp) = ob->x;
919 EXIT_Y (tmp) = op->y; 929 EXIT_Y (tmp) = ob->y;
920 op->enter_exit (tmp); /* we don't really care if it succeeded; 930 ob->enter_exit (tmp); /* we don't really care if it succeeded;
921 * if the map isn't there, then stay on the 931 * if the map isn't there, then stay on the
922 * default initial map */ 932 * default initial map */
923 tmp->destroy (); 933 tmp->destroy ();
924 } 934 }
925 else 935 else
926 LOG (llevDebug, "first_map_ext_path not set\n"); 936 LOG (llevDebug, "first_map_ext_path not set\n");
937}
927 938
928 return 0; 939void
929 } 940player::chargen_race_next ()
930 941{
931 /* Following actually changes the race - this is the default command 942 /* Following actually changes the race - this is the default command
932 * if we don't match with one of the options above. 943 * if we don't match with one of the options above.
933 */ 944 */
934 945
935 tmp_loop = 0; 946 do
936 while (!tmp_loop)
937 { 947 {
938 shstr name = op->name; 948 shstr name = ob->name;
939 int x = op->x, y = op->y; 949 int x = ob->x, y = ob->y;
940 950
941 op->remove_statbonus (); 951 ob->remove_statbonus ();
942 op->remove (); 952 ob->remove ();
943 op->arch = get_player_archetype (op->arch); 953 ob->arch = get_player_archetype (ob->arch);
944 op->arch->clone.copy_to (op); 954 ob->arch->clone.copy_to (ob);
945 op->instantiate (); 955 ob->instantiate ();
946 op->stats = op->contr->orig_stats; 956 ob->stats = ob->contr->orig_stats;
947 op->name = op->name_pl = name; 957 ob->name = ob->name_pl = name;
948 op->x = x; 958 ob->x = x;
949 op->y = y; 959 ob->y = y;
950 SET_ANIMATION (op, 2); /* So player faces south */ 960 SET_ANIMATION (ob, 2); /* So player faces south */
951 insert_ob_in_map (op, op->map, op, 0); 961 insert_ob_in_map (ob, ob->map, ob, 0);
952 assign (op->contr->title, op->arch->clone.name); 962 assign (ob->contr->title, ob->arch->clone.name);
953 op->add_statbonus (); 963 ob->add_statbonus ();
954 tmp_loop = allowed_class (op);
955 } 964 }
965 while (!allowed_class (ob));
956 966
957 update_object (op, UP_OBJ_FACE); 967 update_object (ob, UP_OBJ_FACE);
958 esrv_update_item (UPD_FACE, op, op); 968 esrv_update_item (UPD_FACE, ob, ob);
959 op->update_stats (); 969 ob->update_stats ();
960 op->stats.hp = op->stats.maxhp; 970 ob->stats.hp = ob->stats.maxhp;
961 op->stats.sp = op->stats.maxsp; 971 ob->stats.sp = ob->stats.maxsp;
962 op->stats.grace = 0; 972 ob->stats.grace = 0;
963
964 if (op->msg)
965 new_draw_info (NDI_BLUE, 0, op, op->msg);
966
967 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
968 return 0;
969} 973}
970 974
971void 975void
972flee_player (object *op) 976flee_player (object *op)
973{ 977{
1020 /* Cornered, get rid of scared */ 1024 /* Cornered, get rid of scared */
1021 CLEAR_FLAG (op, FLAG_SCARED); 1025 CLEAR_FLAG (op, FLAG_SCARED);
1022 op->enemy = NULL; 1026 op->enemy = NULL;
1023} 1027}
1024 1028
1025
1026/* check_pick sees if there is stuff to be picked up/picks up stuff. 1029/* check_pick sees if there is stuff to be picked up/picks up stuff.
1027 * IT returns 1 if the player should keep on moving, 0 if he should 1030 * It returns 1 if the player should keep on moving, 0 if he should
1028 * stop. 1031 * stop.
1029 */ 1032 */
1030int 1033int
1031check_pick (object *op) 1034check_pick (object *op)
1032{ 1035{
1470 * find_better_arrow to find a decent arrow to use. 1473 * find_better_arrow to find a decent arrow to use.
1471 * op = the shooter 1474 * op = the shooter
1472 * type = bow->race 1475 * type = bow->race
1473 * dir = fire direction 1476 * dir = fire direction
1474 */ 1477 */
1475
1476object * 1478object *
1477pick_arrow_target (object *op, const char *type, int dir) 1479pick_arrow_target (object *op, const char *type, int dir)
1478{ 1480{
1479 object *tmp = NULL; 1481 object *tmp = NULL;
1480 maptile *m; 1482 maptile *m;
1554 { 1556 {
1555 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1557 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1556 return 0; 1558 return 0;
1557 } 1559 }
1558 1560
1559 if (op->type == PLAYER) 1561 if (player *pl = op->contr)
1560 bow = op->contr->ranges[range_bow]; 1562 {
1563 bow = pl->ranged_ob;
1564 op->set_weapon (bow);
1565 }
1561 else 1566 else
1562 { 1567 {
1563 for (bow = op->inv; bow; bow = bow->below) 1568 for (bow = op->inv; bow; bow = bow->below)
1564 /* Don't check for applied - monsters don't apply bows - in that way, they 1569 /* Don't check for applied - monsters don't apply bows - in that way, they
1565 * don't need to switch back and forth between bows and weapons. 1570 * don't need to switch back and forth between bows and weapons.
1570 if (!bow) 1575 if (!bow)
1571 { 1576 {
1572 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1577 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1573 return 0; 1578 return 0;
1574 } 1579 }
1580
1581 // optimisation: move object to top so we will find it quickly again
1582 if (bow->below)
1583 {
1584 bow->remove ();
1585 op->insert (bow);
1586 }
1587
1575 } 1588 }
1576 1589
1577 if (!bow->race || !bow->skill) 1590 if (!bow->race || !bow->skill)
1578 { 1591 {
1579 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1592 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1596 if (op->type == PLAYER) 1609 if (op->type == PLAYER)
1597 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1610 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1598 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1611 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1599 else 1612 else
1600 CLEAR_FLAG (op, FLAG_READY_BOW); 1613 CLEAR_FLAG (op, FLAG_READY_BOW);
1614
1601 return 0; 1615 return 0;
1602 } 1616 }
1603 } 1617 }
1604 1618
1605 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1619 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1636 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1650 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1637 op->update_stats (); 1651 op->update_stats ();
1638 } 1652 }
1639 1653
1640 SET_ANIMATION (arrow, arrow->direction); 1654 SET_ANIMATION (arrow, arrow->direction);
1655
1641 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1656 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1642 arrow->stats.hp = arrow->stats.dam; 1657 arrow->stats.hp = arrow->stats.dam;
1643 arrow->stats.grace = arrow->attacktype; 1658 arrow->stats.grace = arrow->attacktype;
1659
1644 if (arrow->slaying != NULL) 1660 if (arrow->slaying)
1645 arrow->spellarg = strdup (arrow->slaying); 1661 arrow->spellarg = strdup (arrow->slaying);
1646 1662
1647 /* Note that this was different for monsters - they got their level 1663 arrow->stats.dam += op->stats.dam + arrow->magic;
1648 * added to the damage. I think the strength bonus is more proper.
1649 */
1650
1651 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1652 1664
1653 /* update the speed */ 1665 /* update the speed */
1654 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1666 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1655 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1667 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1656 1668
1657 arrow->set_speed (max (arrow->speed, 1.0)); 1669 arrow->set_speed (max (arrow->speed, 1.0));
1658 arrow->speed_left = 0; 1670 arrow->speed_left = 0;
1659 1671
1672 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1673
1660 if (op->type == PLAYER) 1674 if (op->type == PLAYER)
1661 { 1675 {
1662 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1663 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1664 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1665
1666 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1676 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1677 arrow->stats.wc -= dex_bonus[op->stats.Dex];
1678
1679 if (!arrow->slaying)
1680 arrow->slaying = op->slaying;
1667 } 1681 }
1668 else 1682 else
1669 { 1683 {
1670 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1671 arrow->level = op->level; 1684 arrow->level = op->level;
1672 } 1685 arrow->stats.wc -= bow->magic;
1673 1686
1674 if (arrow->attacktype == AT_PHYSICAL) 1687 if (!arrow->slaying)
1688 arrow->slaying = bow->slaying;
1689 }
1690
1691 arrow->stats.wc -= arrow->level;
1692
1675 arrow->attacktype |= bow->attacktype; 1693 arrow->attacktype |= bow->attacktype;
1676
1677 if (bow->slaying)
1678 arrow->slaying = bow->slaying;
1679 1694
1680 arrow->move_type = MOVE_FLY_LOW; 1695 arrow->move_type = MOVE_FLY_LOW;
1681 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1696 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1682 1697
1683 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1698 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1709{ 1724{
1710 int ret = 0, wcmod = 0; 1725 int ret = 0, wcmod = 0;
1711 1726
1712 if (op->contr->bowtype == bow_bestarrow) 1727 if (op->contr->bowtype == bow_bestarrow)
1713 { 1728 {
1714 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1729 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1715 } 1730 }
1716 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1731 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1717 { 1732 {
1718 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1733 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1719 wcmod = -1; 1734 wcmod = -1;
1729 else if (op->contr->bowtype == bow_spreadshot) 1744 else if (op->contr->bowtype == bow_spreadshot)
1730 { 1745 {
1731 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1746 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1732 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1747 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1733 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1748 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1734
1735 } 1749 }
1736 else 1750 else
1737 { 1751 {
1738 /* Simple case */ 1752 /* Simple case */
1739 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1753 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1740 } 1754 }
1755
1741 return ret; 1756 return ret;
1742} 1757}
1743 1758
1744 1759
1745/* Fires a misc (wand/rod/horn) object in 'dir'. 1760/* Fires a misc (wand/rod/horn) object in 'dir'.
1746 * Broken apart from 'fire' to keep it more readable. 1761 * Broken apart from 'fire' to keep it more readable.
1747 */ 1762 */
1748void 1763void
1749fire_misc_object (object *op, int dir) 1764fire_misc_object (object *op, int dir)
1750{ 1765{
1751 object *item; 1766 object *item = op->contr->ranged_ob;
1752 1767
1753 if (!op->contr->ranges[range_misc]) 1768 if (!item)
1754 { 1769 {
1755 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1770 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1756 return; 1771 return;
1757 } 1772 }
1758 1773
1759 item = op->contr->ranges[range_misc];
1760 if (!item->inv) 1774 if (!item->inv)
1761 { 1775 {
1762 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1776 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1763 return; 1777 return;
1764 } 1778 }
1779
1780 op->set_weapon (item);
1781
1765 if (item->type == WAND) 1782 if (item->type == WAND)
1766 { 1783 {
1767 if (item->stats.food <= 0) 1784 if (item->stats.food <= 0)
1768 { 1785 {
1769 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1786 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1770 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1787 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1788
1771 return; 1789 return;
1772 } 1790 }
1773 } 1791 }
1774 else if (item->type == ROD || item->type == HORN) 1792 else if (item->type == ROD || item->type == HORN)
1775 { 1793 {
1776 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1794 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1777 { 1795 {
1778 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1796 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1797
1779 if (item->type == ROD) 1798 if (item->type == ROD)
1780 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1799 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1781 else 1800 else
1782 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1801 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1802
1783 return; 1803 return;
1784 } 1804 }
1785 } 1805 }
1786 1806
1787 if (cast_spell (op, item, dir, item->inv, NULL)) 1807 if (cast_spell (op, item, dir, item->inv, NULL))
1818 1838
1819 /* check for loss of invisiblity/hide */ 1839 /* check for loss of invisiblity/hide */
1820 if (action_makes_visible (op)) 1840 if (action_makes_visible (op))
1821 make_visible (op); 1841 make_visible (op);
1822 1842
1823 switch (op->contr->shoottype) 1843 player *pl = op->contr;
1844
1845 if (pl->golem)
1824 { 1846 {
1825 case range_none: 1847 control_golem (op->contr->golem, dir);
1826 return; 1848 return;
1849 }
1827 1850
1828 case range_bow: 1851 object *ob = pl->ranged_ob;
1852
1853 if (!ob)
1854 return;
1855
1856 switch (ob->type)
1857 {
1858 case BOW:
1829 player_fire_bow (op, dir); 1859 player_fire_bow (op, dir);
1830 return; 1860 break;
1831 1861
1832 case range_magic: /* Casting spells */ 1862 case SPELL:
1833 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);
1834 return; 1864 break;
1835 1865
1836 case range_misc: 1866 case BUILDER:
1867 apply_map_builder (op, dir);
1868 break;
1869
1870 case SKILL:
1871 case SKILL_TOOL:
1872 do_skill (op, op, ob, dir, 0);
1873 break;
1874
1875 default:
1837 fire_misc_object (op, dir); 1876 fire_misc_object (op, dir);
1838 return; 1877 break;
1839
1840 case range_golem: /* Control summoned monsters from scrolls */
1841 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1842 {
1843 op->contr->ranges[range_golem] = 0;
1844 op->contr->shoottype = range_none;
1845 }
1846 else
1847 control_golem (op->contr->ranges[range_golem], dir);
1848 return;
1849
1850 case range_skill:
1851 if (!op->chosen_skill)
1852 {
1853 if (op->type == PLAYER)
1854 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1855 return;
1856 }
1857
1858 do_skill (op, op, op->chosen_skill, dir, NULL);
1859 return;
1860 case range_builder:
1861 apply_map_builder (op, dir);
1862 return;
1863 default:
1864 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1865 return;
1866 } 1878 }
1867} 1879}
1868 1880
1869/* find_key 1881/* find_key
1870 * We try to find a key for the door as passed. If we find a key 1882 * We try to find a key for the door as passed. If we find a key
1970 if (key) 1982 if (key)
1971 { 1983 {
1972 object *container = key->env; 1984 object *container = key->env;
1973 1985
1974 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1986 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1987
1975 if (action_makes_visible (op)) 1988 if (action_makes_visible (op))
1976 make_visible (op); 1989 make_visible (op);
1990
1977 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1991 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1978 spring_trap (door->inv, op); 1992 spring_trap (door->inv, op);
1979 1993
1980 if (door->type == DOOR) 1994 if (door->type == DOOR)
1981 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1995 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2011 */ 2025 */
2012void 2026void
2013move_player_attack (object *op, int dir) 2027move_player_attack (object *op, int dir)
2014{ 2028{
2015 object *tmp, *mon; 2029 object *tmp, *mon;
2016 sint16 nx, ny;
2017 int on_battleground; 2030 int on_battleground;
2018 maptile *m; 2031 maptile *m;
2019 2032
2020 nx = freearr_x[dir] + op->x; 2033 sint16 nx = freearr_x[dir] + op->x;
2021 ny = freearr_y[dir] + op->y; 2034 sint16 ny = freearr_y[dir] + op->y;
2022 2035
2023 on_battleground = op_on_battleground (op, 0, 0); 2036 on_battleground = op_on_battleground (op, 0, 0);
2024 2037
2025 /* If braced, or can't move to the square, and it is not out of the 2038 /* If braced, or can't move to the square, and it is not out of the
2026 * map, attack it. Note order of if statement is important - don't 2039 * map, attack it. Note order of if statement is important - don't
2106 /* If we're braced, we don't want to switch places with it */ 2119 /* If we're braced, we don't want to switch places with it */
2107 if (op->contr->braced) 2120 if (op->contr->braced)
2108 return; 2121 return;
2109 2122
2110 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2123 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2111 (void) push_ob (mon, dir, op); 2124 push_ob (mon, dir, op);
2112 if (op->contr->tmp_invis || op->hide) 2125 if (op->contr->tmp_invis || op->hide)
2113 make_visible (op); 2126 make_visible (op);
2114 2127
2115 return; 2128 return;
2116 } 2129 }
2256 * Returns true if there are more actions we can do. 2269 * Returns true if there are more actions we can do.
2257 */ 2270 */
2258int 2271int
2259handle_newcs_player (object *op) 2272handle_newcs_player (object *op)
2260{ 2273{
2261 if (op->contr->hidden)
2262 {
2263 op->invisible = 1000;
2264 /* the socket code flashes the player visible/invisible
2265 * depending on the value of invisible, so we need to
2266 * alternate it here for it to work correctly.
2267 */
2268 if (pticks & 2)
2269 op->invisible--;
2270 }
2271 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2272 {
2273 op->invisible--;
2274 if (!op->invisible)
2275 {
2276 make_visible (op);
2277 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2278 }
2279 }
2280
2281 if (QUERY_FLAG (op, FLAG_SCARED)) 2274 if (QUERY_FLAG (op, FLAG_SCARED))
2282 { 2275 {
2283 flee_player (op); 2276 flee_player (op);
2284 /* If player is still scared, that is his action for this tick */ 2277 /* If player is still scared, that is his action for this tick */
2285 if (QUERY_FLAG (op, FLAG_SCARED)) 2278 if (QUERY_FLAG (op, FLAG_SCARED))
2286 { 2279 {
2287 op->speed_left--; 2280 op->speed_left--;
2288 return 0; 2281 return 0;
2289 } 2282 }
2290 } 2283 }
2291
2292 /* I've been seeing crashes where the golem has been destroyed, but
2293 * the player object still points to the defunct golem. The code that
2294 * destroys the golem looks correct, and it doesn't always happen, so
2295 * put this in a a workaround to clean up the golem pointer.
2296 */
2297 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2298 op->contr->ranges[range_golem] = 0;
2299 2284
2300 /* call this here - we also will call this in do_ericserver, but 2285 /* call this here - we also will call this in do_ericserver, but
2301 * the players time has been increased when doericserver has been 2286 * the players time has been increased when doericserver has been
2302 * called, so we recheck it here. 2287 * called, so we recheck it here.
2303 */ 2288 */
2439 int rate_grace = 2000; 2424 int rate_grace = 2000;
2440 const int max_hp = 1; 2425 const int max_hp = 1;
2441 const int max_sp = 1; 2426 const int max_sp = 1;
2442 const int max_grace = 1; 2427 const int max_grace = 1;
2443 2428
2444 if (op->contr->outputs_sync) 2429 if (op->contr->hidden)
2430 {
2431 op->invisible = 1000;
2432 /* the socket code flashes the player visible/invisible
2433 * depending on the value of invisible, so we need to
2434 * alternate it here for it to work correctly.
2435 */
2436 if (pticks & 2)
2437 op->invisible--;
2445 { 2438 }
2446 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2439 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2447 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2440 {
2448 flush_output_element (op, &op->contr->outputs[i]); 2441 if (!op->invisible--)
2442 {
2443 make_visible (op);
2444 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2445 }
2449 } 2446 }
2450 2447
2451 if (op->contr->ns->state == ST_PLAYING) 2448 if (op->contr->ns->state == ST_PLAYING)
2452 { 2449 {
2453 /* these next three if clauses make it possible to SLOW DOWN 2450 /* these next three if clauses make it possible to SLOW DOWN
2475 gen_grace = op->stats.maxgrace; 2472 gen_grace = op->stats.maxgrace;
2476 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2473 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2477 } 2474 }
2478 2475
2479 /* Regenerate Spell Points */ 2476 /* Regenerate Spell Points */
2480 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2477 if (!op->contr->golem && --op->last_sp < 0)
2481 { 2478 {
2482 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2479 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2483 if (op->stats.sp < op->stats.maxsp) 2480 if (op->stats.sp < op->stats.maxsp)
2484 { 2481 {
2485 op->stats.sp++; 2482 op->stats.sp++;
2910 op->stats.hp = op->stats.maxhp; 2907 op->stats.hp = op->stats.maxhp;
2911 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2908 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2912 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2909 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2913 2910
2914 /* 2911 /*
2915 * Check to see if the player is in a shop. IF so, then check to see if
2916 * the player has any unpaid items. If so, remove them and put them back 2912 * Check to see if the player has any unpaid items. If so, remove them
2917 * in the map. 2913 * and put them back in the map.
2918 */ 2914 */
2919
2920 if (is_in_shop (op))
2921 remove_unpaid_objects (op->inv, op); 2915 remove_unpaid_objects (op->inv, op);
2922 2916
2923 /****************************************/ 2917 /****************************************/
2924 /* */ 2918 /* */
2925 /* Move player to his current respawn- */ 2919 /* Move player to his current respawn- */
2926 /* position (usually last savebed) */ 2920 /* position (usually last savebed) */
3071 if (op->type == PLAYER) 3065 if (op->type == PLAYER)
3072 { 3066 {
3073 op->contr->tmp_invis = 0; 3067 op->contr->tmp_invis = 0;
3074 op->contr->invis_race = 0; 3068 op->contr->invis_race = 0;
3075 } 3069 }
3070
3076 update_object (op, UP_OBJ_FACE); 3071 update_object (op, UP_OBJ_CHANGE);
3077} 3072}
3078 3073
3079int 3074int
3080is_true_undead (object *op) 3075is_true_undead (object *op)
3081{ 3076{
3374 char buf[MAX_BUF]; /* tmp. string buffer */ 3369 char buf[MAX_BUF]; /* tmp. string buffer */
3375 int i = 0, j = 0; 3370 int i = 0, j = 0;
3376 3371
3377 /* get the appropriate treasurelist */ 3372 /* get the appropriate treasurelist */
3378 if (atnr == ATNR_FIRE) 3373 if (atnr == ATNR_FIRE)
3379 trlist = find_treasurelist ("dragon_ability_fire"); 3374 trlist = treasurelist::find ("dragon_ability_fire");
3380 else if (atnr == ATNR_COLD) 3375 else if (atnr == ATNR_COLD)
3381 trlist = find_treasurelist ("dragon_ability_cold"); 3376 trlist = treasurelist::find ("dragon_ability_cold");
3382 else if (atnr == ATNR_ELECTRICITY) 3377 else if (atnr == ATNR_ELECTRICITY)
3383 trlist = find_treasurelist ("dragon_ability_elec"); 3378 trlist = treasurelist::find ("dragon_ability_elec");
3384 else if (atnr == ATNR_POISON) 3379 else if (atnr == ATNR_POISON)
3385 trlist = find_treasurelist ("dragon_ability_poison"); 3380 trlist = treasurelist::find ("dragon_ability_poison");
3386 3381
3387 if (trlist == NULL || who->type != PLAYER) 3382 if (trlist == NULL || who->type != PLAYER)
3388 return; 3383 return;
3389 3384
3390 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3385 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3522 * not readied. 3517 * not readied.
3523 */ 3518 */
3524void 3519void
3525player_unready_range_ob (player *pl, object *ob) 3520player_unready_range_ob (player *pl, object *ob)
3526{ 3521{
3527 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3522 if (pl->ob->current_weapon == ob)
3523 pl->ob->current_weapon = 0;
3524
3525 if (pl->combat_ob == ob)
3526 pl->combat_ob = 0;
3527
3528 if (pl->ranges[i] == ob) 3528 if (pl->ranged_ob == ob)
3529 {
3530 pl->ranges[i] = 0; 3529 pl->ranged_ob = 0;
3531 if (pl->shoottype == i)
3532 pl->shoottype = range_none;
3533 }
3534} 3530}
3535 3531
3536sint8 3532sint8
3537player::visibility_at (maptile *map, int x, int y) const 3533player::visibility_at (maptile *map, int x, int y) const
3538{ 3534{

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