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/cvs/deliantra/server/server/player.C
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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 1.127 by root, Sat May 12 18:14:48 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 */
814} 827}
815 828
816void 829void
817object::swap_stats (int a, int b) 830object::swap_stats (int a, int b)
818{ 831{
819 int tmp = get_attr_value (&contr->orig_stats, a); 832 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
820 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
821 set_attr_value (&contr->orig_stats, b, tmp);
822 833
834 for (int i = 0; i < NUM_STATS; ++i)
823 stats.Str = contr->orig_stats.Str; 835 stats.stat (i) = contr->orig_stats.stat (i);
824 stats.Dex = contr->orig_stats.Dex;
825 stats.Con = contr->orig_stats.Con;
826 stats.Int = contr->orig_stats.Int;
827 stats.Wis = contr->orig_stats.Wis;
828 stats.Pow = contr->orig_stats.Pow;
829 stats.Cha = contr->orig_stats.Cha;
830 836
831 //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,
832 // be merged with the similar code in roll_stats 838 // be merged with the similar code in roll_stats
833 stats.ac = 0; 839 stats.ac = 0;
834 840
865 * appropriate action with it (change race, or other things). 871 * appropriate action with it (change race, or other things).
866 * The function name is for historical reasons - now we have 872 * The function name is for historical reasons - now we have
867 * separate race and class; this actually changes the RACE, 873 * separate race and class; this actually changes the RACE,
868 * not the class. 874 * not the class.
869 */ 875 */
870int 876void
871key_change_class (object *op, char key) 877player::chargen_race_done ()
872{ 878{
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 */ 879 /* this must before then initial items are given */
880 esrv_new_player (op->contr, op->weight + op->carrying); 880 esrv_new_player (ob->contr, ob->weight + ob->carrying);
881 881
882 treasurelist *tl = find_treasurelist ("starting_wealth"); 882 treasurelist *tl = treasurelist::find ("starting_wealth");
883 if (tl) 883 if (tl)
884 create_treasure (tl, op, 0, 0, 0); 884 create_treasure (tl, ob, 0, 0, 0);
885 885
886 INVOKE_PLAYER (BIRTH, op->contr); 886 INVOKE_PLAYER (BIRTH, ob->contr);
887 INVOKE_PLAYER (LOGIN, op->contr); 887 INVOKE_PLAYER (LOGIN, ob->contr);
888 888
889 op->contr->ns->state = ST_PLAYING; 889 ob->contr->ns->state = ST_PLAYING;
890 890
891 if (op->msg) 891 if (ob->msg)
892 op->msg = NULL; 892 ob->msg = 0;
893 893
894 /* 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
895 * to save here. 895 * to save here.
896 */ 896 */
897 {
898 char buf[MAX_BUF];
897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 899 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
898 make_path_to_file (buf); 900 make_path_to_file (buf);
901 }
899 902
900 start_info (op); 903 start_info (ob);
901 CLEAR_FLAG (op, FLAG_WIZ); 904 CLEAR_FLAG (ob, FLAG_WIZ);
902 give_initial_items (op, op->randomitems); 905 give_initial_items (ob, ob->randomitems);
903 link_player_skills (op); 906 link_player_skills (ob);
904 esrv_send_inventory (op, op); 907 esrv_send_inventory (ob, ob);
905 op->update_stats (); 908 ob->update_stats ();
906 909
907 /* This moves the player to a different start map, if there 910 /* This moves the player to a different start map, if there
908 * is one for this race 911 * is one for this race
909 */ 912 */
910 if (*first_map_ext_path) 913 if (*first_map_ext_path)
911 { 914 {
912 object *tmp; 915 object *tmp;
913 char mapname[MAX_BUF]; 916 char mapname[MAX_BUF];
914 917
915 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);
916 tmp = object::create (); 919 tmp = object::create ();
917 EXIT_PATH (tmp) = mapname; 920 EXIT_PATH (tmp) = mapname;
918 EXIT_X (tmp) = op->x; 921 EXIT_X (tmp) = ob->x;
919 EXIT_Y (tmp) = op->y; 922 EXIT_Y (tmp) = ob->y;
920 op->enter_exit (tmp); /* we don't really care if it succeeded; 923 ob->enter_exit (tmp); /* we don't really care if it succeeded;
921 * if the map isn't there, then stay on the 924 * if the map isn't there, then stay on the
922 * default initial map */ 925 * default initial map */
923 tmp->destroy (); 926 tmp->destroy ();
924 } 927 }
925 else 928 else
926 LOG (llevDebug, "first_map_ext_path not set\n"); 929 LOG (llevDebug, "first_map_ext_path not set\n");
930}
927 931
928 return 0; 932void
929 } 933player::chargen_race_next ()
930 934{
931 /* Following actually changes the race - this is the default command 935 /* Following actually changes the race - this is the default command
932 * if we don't match with one of the options above. 936 * if we don't match with one of the options above.
933 */ 937 */
934 938
935 tmp_loop = 0; 939 do
936 while (!tmp_loop)
937 { 940 {
938 shstr name = op->name; 941 shstr name = ob->name;
939 int x = op->x, y = op->y; 942 int x = ob->x, y = ob->y;
940 943
941 op->remove_statbonus (); 944 ob->remove_statbonus ();
942 op->remove (); 945 ob->remove ();
943 op->arch = get_player_archetype (op->arch); 946 ob->arch = get_player_archetype (ob->arch);
944 op->arch->clone.copy_to (op); 947 ob->arch->clone.copy_to (ob);
945 op->instantiate (); 948 ob->instantiate ();
946 op->stats = op->contr->orig_stats; 949 ob->stats = ob->contr->orig_stats;
947 op->name = op->name_pl = name; 950 ob->name = ob->name_pl = name;
948 op->x = x; 951 ob->x = x;
949 op->y = y; 952 ob->y = y;
950 SET_ANIMATION (op, 2); /* So player faces south */ 953 SET_ANIMATION (ob, 2); /* So player faces south */
951 insert_ob_in_map (op, op->map, op, 0); 954 insert_ob_in_map (ob, ob->map, ob, 0);
952 assign (op->contr->title, op->arch->clone.name); 955 assign (ob->contr->title, ob->arch->clone.name);
953 op->add_statbonus (); 956 ob->add_statbonus ();
954 tmp_loop = allowed_class (op);
955 } 957 }
958 while (!allowed_class (ob));
956 959
957 update_object (op, UP_OBJ_FACE); 960 update_object (ob, UP_OBJ_FACE);
958 esrv_update_item (UPD_FACE, op, op); 961 esrv_update_item (UPD_FACE, ob, ob);
959 op->update_stats (); 962 ob->update_stats ();
960 op->stats.hp = op->stats.maxhp; 963 ob->stats.hp = ob->stats.maxhp;
961 op->stats.sp = op->stats.maxsp; 964 ob->stats.sp = ob->stats.maxsp;
962 op->stats.grace = 0; 965 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} 966}
970 967
971void 968void
972flee_player (object *op) 969flee_player (object *op)
973{ 970{
1020 /* Cornered, get rid of scared */ 1017 /* Cornered, get rid of scared */
1021 CLEAR_FLAG (op, FLAG_SCARED); 1018 CLEAR_FLAG (op, FLAG_SCARED);
1022 op->enemy = NULL; 1019 op->enemy = NULL;
1023} 1020}
1024 1021
1025
1026/* 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.
1027 * 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
1028 * stop. 1024 * stop.
1029 */ 1025 */
1030int 1026int
1031check_pick (object *op) 1027check_pick (object *op)
1032{ 1028{
1470 * find_better_arrow to find a decent arrow to use. 1466 * find_better_arrow to find a decent arrow to use.
1471 * op = the shooter 1467 * op = the shooter
1472 * type = bow->race 1468 * type = bow->race
1473 * dir = fire direction 1469 * dir = fire direction
1474 */ 1470 */
1475
1476object * 1471object *
1477pick_arrow_target (object *op, const char *type, int dir) 1472pick_arrow_target (object *op, const char *type, int dir)
1478{ 1473{
1479 object *tmp = NULL; 1474 object *tmp = NULL;
1480 maptile *m; 1475 maptile *m;
1554 { 1549 {
1555 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!");
1556 return 0; 1551 return 0;
1557 } 1552 }
1558 1553
1559 if (op->type == PLAYER) 1554 if (player *pl = op->contr)
1560 bow = op->contr->ranges[range_bow]; 1555 {
1556 bow = pl->ranged_ob;
1557 if (!op->change_weapon (bow))
1558 return 0;
1559 }
1561 else 1560 else
1562 { 1561 {
1563 for (bow = op->inv; bow; bow = bow->below) 1562 for (bow = op->inv; bow; bow = bow->below)
1564 /* Don't check for applied - monsters don't apply bows - in that way, they 1563 /* Don't check for applied - monsters don't apply bows - in that way, they
1565 * don't need to switch back and forth between bows and weapons. 1564 * don't need to switch back and forth between bows and weapons.
1570 if (!bow) 1569 if (!bow)
1571 { 1570 {
1572 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1571 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1573 return 0; 1572 return 0;
1574 } 1573 }
1574
1575 // optimisation: move object to top so we will find it quickly again
1576 if (bow->below)
1577 {
1578 bow->remove ();
1579 op->insert (bow);
1580 }
1581
1575 } 1582 }
1576 1583
1577 if (!bow->race || !bow->skill) 1584 if (!bow->race || !bow->skill)
1578 { 1585 {
1579 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1586 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1596 if (op->type == PLAYER) 1603 if (op->type == PLAYER)
1597 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1604 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1598 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1605 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1599 else 1606 else
1600 CLEAR_FLAG (op, FLAG_READY_BOW); 1607 CLEAR_FLAG (op, FLAG_READY_BOW);
1608
1601 return 0; 1609 return 0;
1602 } 1610 }
1603 } 1611 }
1604 1612
1605 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1613 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1629 1637
1630 arrow->set_owner (op); 1638 arrow->set_owner (op);
1631 arrow->skill = bow->skill; 1639 arrow->skill = bow->skill;
1632 arrow->direction = dir; 1640 arrow->direction = dir;
1633 1641
1642 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1643 arrow->stats.hp = arrow->stats.dam;
1644 arrow->stats.grace = arrow->attacktype;
1645
1646 if (arrow->slaying)
1647 arrow->spellarg = strdup (arrow->slaying);
1648
1634 if (op->type == PLAYER) 1649 if (op->type == PLAYER)
1635 { 1650 {
1636 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1651 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1637 op->update_stats (); 1652 op->update_stats ();
1638 } 1653 }
1639 1654
1640 SET_ANIMATION (arrow, arrow->direction); 1655 SET_ANIMATION (arrow, arrow->direction);
1641 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1642 arrow->stats.hp = arrow->stats.dam;
1643 arrow->stats.grace = arrow->attacktype;
1644 if (arrow->slaying != NULL)
1645 arrow->spellarg = strdup (arrow->slaying);
1646 1656
1647 /* Note that this was different for monsters - they got their level 1657 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 1658
1653 /* update the speed */ 1659 /* update the speed */
1654 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1660 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1655 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1661 + bow->stats.dam / 7.0;
1656 1662
1657 arrow->set_speed (max (arrow->speed, 1.0)); 1663 arrow->set_speed (max (arrow->speed, 2.0));
1658 arrow->speed_left = 0; 1664 arrow->speed_left = 0;
1659 1665
1666 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1667
1660 if (op->type == PLAYER) 1668 if (op->type == PLAYER)
1661 { 1669 {
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; 1670 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1671 arrow->stats.wc -= dex_bonus[op->stats.Dex];
1672
1673 if (!arrow->slaying)
1674 arrow->slaying = op->slaying;
1675
1676 arrow->attacktype |= op->attacktype;
1667 } 1677 }
1668 else 1678 else
1669 { 1679 {
1670 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1671 arrow->level = op->level; 1680 arrow->level = op->level;
1672 } 1681 arrow->stats.wc -= bow->magic;
1673 1682
1674 if (arrow->attacktype == AT_PHYSICAL) 1683 if (!arrow->slaying)
1684 arrow->slaying = bow->slaying;
1685
1675 arrow->attacktype |= bow->attacktype; 1686 arrow->attacktype |= bow->attacktype;
1687 }
1676 1688
1677 if (bow->slaying) 1689 arrow->stats.wc -= arrow->level;
1678 arrow->slaying = bow->slaying;
1679 1690
1680 arrow->move_type = MOVE_FLY_LOW; 1691 arrow->move_type = MOVE_FLY_LOW;
1681 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1692 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1682 1693
1683 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1694 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1709{ 1720{
1710 int ret = 0, wcmod = 0; 1721 int ret = 0, wcmod = 0;
1711 1722
1712 if (op->contr->bowtype == bow_bestarrow) 1723 if (op->contr->bowtype == bow_bestarrow)
1713 { 1724 {
1714 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1725 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1715 } 1726 }
1716 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1727 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1717 { 1728 {
1718 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1729 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1719 wcmod = -1; 1730 wcmod = -1;
1729 else if (op->contr->bowtype == bow_spreadshot) 1740 else if (op->contr->bowtype == bow_spreadshot)
1730 { 1741 {
1731 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1742 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1732 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1743 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1733 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1744 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1734
1735 } 1745 }
1736 else 1746 else
1737 { 1747 {
1738 /* Simple case */ 1748 /* Simple case */
1739 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1749 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1740 } 1750 }
1751
1741 return ret; 1752 return ret;
1742} 1753}
1743 1754
1744 1755
1745/* Fires a misc (wand/rod/horn) object in 'dir'. 1756/* Fires a misc (wand/rod/horn) object in 'dir'.
1746 * Broken apart from 'fire' to keep it more readable. 1757 * Broken apart from 'fire' to keep it more readable.
1747 */ 1758 */
1748void 1759void
1749fire_misc_object (object *op, int dir) 1760fire_misc_object (object *op, int dir)
1750{ 1761{
1751 object *item; 1762 object *item = op->contr->ranged_ob;
1752 1763
1753 if (!op->contr->ranges[range_misc]) 1764 if (!item)
1754 { 1765 {
1755 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1766 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1756 return; 1767 return;
1757 } 1768 }
1758 1769
1759 item = op->contr->ranges[range_misc];
1760 if (!item->inv) 1770 if (!item->inv)
1761 { 1771 {
1762 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1772 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1763 return; 1773 return;
1764 } 1774 }
1775
1776 if (!op->change_weapon (item))
1777 return;
1778
1765 if (item->type == WAND) 1779 if (item->type == WAND)
1766 { 1780 {
1767 if (item->stats.food <= 0) 1781 if (item->stats.food <= 0)
1768 { 1782 {
1769 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1783 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)); 1784 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1785
1771 return; 1786 return;
1772 } 1787 }
1773 } 1788 }
1774 else if (item->type == ROD || item->type == HORN) 1789 else if (item->type == ROD || item->type == HORN)
1775 { 1790 {
1776 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1791 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1777 { 1792 {
1778 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1793 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1794
1779 if (item->type == ROD) 1795 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)); 1796 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1781 else 1797 else
1782 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1798 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1799
1783 return; 1800 return;
1784 } 1801 }
1785 } 1802 }
1786 1803
1787 if (cast_spell (op, item, dir, item->inv, NULL)) 1804 if (cast_spell (op, item, dir, item->inv, NULL))
1818 1835
1819 /* check for loss of invisiblity/hide */ 1836 /* check for loss of invisiblity/hide */
1820 if (action_makes_visible (op)) 1837 if (action_makes_visible (op))
1821 make_visible (op); 1838 make_visible (op);
1822 1839
1823 switch (op->contr->shoottype) 1840 player *pl = op->contr;
1841
1842 if (pl->golem)
1824 { 1843 {
1825 case range_none: 1844 control_golem (op->contr->golem, dir);
1826 return; 1845 return;
1846 }
1827 1847
1828 case range_bow: 1848 object *ob = pl->ranged_ob;
1849
1850 if (!ob)
1851 return;
1852
1853 switch (ob->type)
1854 {
1855 case BOW:
1829 player_fire_bow (op, dir); 1856 player_fire_bow (op, dir);
1830 return; 1857 break;
1831 1858
1832 case range_magic: /* Casting spells */ 1859 case SPELL:
1833 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1860 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1834 return; 1861 break;
1835 1862
1836 case range_misc: 1863 case BUILDER:
1864 apply_map_builder (op, dir);
1865 break;
1866
1867 case SKILL:
1868 case SKILL_TOOL:
1869 do_skill (op, op, ob, dir, 0);
1870 break;
1871
1872 default:
1837 fire_misc_object (op, dir); 1873 fire_misc_object (op, dir);
1838 return; 1874 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 } 1875 }
1867} 1876}
1868 1877
1869/* find_key 1878/* find_key
1870 * We try to find a key for the door as passed. If we find a key 1879 * We try to find a key for the door as passed. If we find a key
1970 if (key) 1979 if (key)
1971 { 1980 {
1972 object *container = key->env; 1981 object *container = key->env;
1973 1982
1974 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1983 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1984
1975 if (action_makes_visible (op)) 1985 if (action_makes_visible (op))
1976 make_visible (op); 1986 make_visible (op);
1987
1977 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1988 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1978 spring_trap (door->inv, op); 1989 spring_trap (door->inv, op);
1979 1990
1980 if (door->type == DOOR) 1991 if (door->type == DOOR)
1981 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1992 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2011 */ 2022 */
2012void 2023void
2013move_player_attack (object *op, int dir) 2024move_player_attack (object *op, int dir)
2014{ 2025{
2015 object *tmp, *mon; 2026 object *tmp, *mon;
2016 sint16 nx, ny;
2017 int on_battleground; 2027 int on_battleground;
2018 maptile *m; 2028 maptile *m;
2019 2029
2020 nx = freearr_x[dir] + op->x; 2030 sint16 nx = freearr_x[dir] + op->x;
2021 ny = freearr_y[dir] + op->y; 2031 sint16 ny = freearr_y[dir] + op->y;
2022 2032
2023 on_battleground = op_on_battleground (op, 0, 0); 2033 on_battleground = op_on_battleground (op, 0, 0);
2024 2034
2025 /* If braced, or can't move to the square, and it is not out of the 2035 /* If braced, or can't move to the square, and it is not out of the
2026 * map, attack it. Note order of if statement is important - don't 2036 * map, attack it. Note order of if statement is important - don't
2106 /* If we're braced, we don't want to switch places with it */ 2116 /* If we're braced, we don't want to switch places with it */
2107 if (op->contr->braced) 2117 if (op->contr->braced)
2108 return; 2118 return;
2109 2119
2110 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2120 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2111 (void) push_ob (mon, dir, op); 2121 push_ob (mon, dir, op);
2112 if (op->contr->tmp_invis || op->hide) 2122 if (op->contr->tmp_invis || op->hide)
2113 make_visible (op); 2123 make_visible (op);
2114 2124
2115 return; 2125 return;
2116 } 2126 }
2256 * Returns true if there are more actions we can do. 2266 * Returns true if there are more actions we can do.
2257 */ 2267 */
2258int 2268int
2259handle_newcs_player (object *op) 2269handle_newcs_player (object *op)
2260{ 2270{
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)) 2271 if (QUERY_FLAG (op, FLAG_SCARED))
2282 { 2272 {
2283 flee_player (op); 2273 flee_player (op);
2284 /* If player is still scared, that is his action for this tick */ 2274 /* If player is still scared, that is his action for this tick */
2285 if (QUERY_FLAG (op, FLAG_SCARED)) 2275 if (QUERY_FLAG (op, FLAG_SCARED))
2286 { 2276 {
2287 op->speed_left--; 2277 op->speed_left--;
2288 return 0; 2278 return 0;
2289 } 2279 }
2290 } 2280 }
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 2281
2300 /* call this here - we also will call this in do_ericserver, but 2282 /* call this here - we also will call this in do_ericserver, but
2301 * the players time has been increased when doericserver has been 2283 * the players time has been increased when doericserver has been
2302 * called, so we recheck it here. 2284 * called, so we recheck it here.
2303 */ 2285 */
2439 int rate_grace = 2000; 2421 int rate_grace = 2000;
2440 const int max_hp = 1; 2422 const int max_hp = 1;
2441 const int max_sp = 1; 2423 const int max_sp = 1;
2442 const int max_grace = 1; 2424 const int max_grace = 1;
2443 2425
2444 if (op->contr->outputs_sync) 2426 if (op->contr->hidden)
2427 {
2428 op->invisible = 1000;
2429 /* the socket code flashes the player visible/invisible
2430 * depending on the value of invisible, so we need to
2431 * alternate it here for it to work correctly.
2432 */
2433 if (pticks & 2)
2434 op->invisible--;
2445 { 2435 }
2446 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2436 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) 2437 {
2448 flush_output_element (op, &op->contr->outputs[i]); 2438 if (!op->invisible--)
2439 {
2440 make_visible (op);
2441 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2442 }
2449 } 2443 }
2450 2444
2451 if (op->contr->ns->state == ST_PLAYING) 2445 if (op->contr->ns->state == ST_PLAYING)
2452 { 2446 {
2453 /* these next three if clauses make it possible to SLOW DOWN 2447 /* these next three if clauses make it possible to SLOW DOWN
2475 gen_grace = op->stats.maxgrace; 2469 gen_grace = op->stats.maxgrace;
2476 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2470 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2477 } 2471 }
2478 2472
2479 /* Regenerate Spell Points */ 2473 /* Regenerate Spell Points */
2480 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2474 if (!op->contr->golem && --op->last_sp < 0)
2481 { 2475 {
2482 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2476 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2483 if (op->stats.sp < op->stats.maxsp) 2477 if (op->stats.sp < op->stats.maxsp)
2484 { 2478 {
2485 op->stats.sp++; 2479 op->stats.sp++;
2910 op->stats.hp = op->stats.maxhp; 2904 op->stats.hp = op->stats.maxhp;
2911 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2905 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2912 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2906 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2913 2907
2914 /* 2908 /*
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 2909 * Check to see if the player has any unpaid items. If so, remove them
2917 * in the map. 2910 * and put them back in the map.
2918 */ 2911 */
2919
2920 if (is_in_shop (op))
2921 remove_unpaid_objects (op->inv, op); 2912 remove_unpaid_objects (op->inv, op);
2922 2913
2923 /****************************************/ 2914 /****************************************/
2924 /* */ 2915 /* */
2925 /* Move player to his current respawn- */ 2916 /* Move player to his current respawn- */
2926 /* position (usually last savebed) */ 2917 /* position (usually last savebed) */
3071 if (op->type == PLAYER) 3062 if (op->type == PLAYER)
3072 { 3063 {
3073 op->contr->tmp_invis = 0; 3064 op->contr->tmp_invis = 0;
3074 op->contr->invis_race = 0; 3065 op->contr->invis_race = 0;
3075 } 3066 }
3067
3076 update_object (op, UP_OBJ_FACE); 3068 update_object (op, UP_OBJ_CHANGE);
3077} 3069}
3078 3070
3079int 3071int
3080is_true_undead (object *op) 3072is_true_undead (object *op)
3081{ 3073{
3374 char buf[MAX_BUF]; /* tmp. string buffer */ 3366 char buf[MAX_BUF]; /* tmp. string buffer */
3375 int i = 0, j = 0; 3367 int i = 0, j = 0;
3376 3368
3377 /* get the appropriate treasurelist */ 3369 /* get the appropriate treasurelist */
3378 if (atnr == ATNR_FIRE) 3370 if (atnr == ATNR_FIRE)
3379 trlist = find_treasurelist ("dragon_ability_fire"); 3371 trlist = treasurelist::find ("dragon_ability_fire");
3380 else if (atnr == ATNR_COLD) 3372 else if (atnr == ATNR_COLD)
3381 trlist = find_treasurelist ("dragon_ability_cold"); 3373 trlist = treasurelist::find ("dragon_ability_cold");
3382 else if (atnr == ATNR_ELECTRICITY) 3374 else if (atnr == ATNR_ELECTRICITY)
3383 trlist = find_treasurelist ("dragon_ability_elec"); 3375 trlist = treasurelist::find ("dragon_ability_elec");
3384 else if (atnr == ATNR_POISON) 3376 else if (atnr == ATNR_POISON)
3385 trlist = find_treasurelist ("dragon_ability_poison"); 3377 trlist = treasurelist::find ("dragon_ability_poison");
3386 3378
3387 if (trlist == NULL || who->type != PLAYER) 3379 if (trlist == NULL || who->type != PLAYER)
3388 return; 3380 return;
3389 3381
3390 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3382 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3522 * not readied. 3514 * not readied.
3523 */ 3515 */
3524void 3516void
3525player_unready_range_ob (player *pl, object *ob) 3517player_unready_range_ob (player *pl, object *ob)
3526{ 3518{
3527 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3519 if (pl->ob->current_weapon == ob)
3520 pl->ob->current_weapon = 0;
3521
3522 if (pl->combat_ob == ob)
3523 pl->combat_ob = 0;
3524
3528 if (pl->ranges[i] == ob) 3525 if (pl->ranged_ob == ob)
3529 {
3530 pl->ranges[i] = 0; 3526 pl->ranged_ob = 0;
3531 if (pl->shoottype == i)
3532 pl->shoottype = range_none;
3533 }
3534} 3527}
3535 3528
3536sint8 3529sint8
3537player::visibility_at (maptile *map, int x, int y) const 3530player::visibility_at (maptile *map, int x, int y) const
3538{ 3531{

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