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Comparing deliantra/server/server/player.C (file contents):
Revision 1.68 by root, Tue Dec 26 09:52:40 2006 UTC vs.
Revision 1.133 by root, Sat May 12 22:04:20 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <pwd.h>
26#include <sproto.h> 26#include <sproto.h>
27#include <sounds.h> 27#include <sounds.h>
28#include <living.h> 28#include <living.h>
29#include <object.h> 29#include <object.h>
30#include <spells.h> 30#include <spells.h>
31#include <skills.h> 31#include <skills.h>
32 32
33#include <algorithm> 33#include <algorithm>
34#include <functional> 34#include <functional>
35 35
36player * 36playervec players;
37find_player (const char *plname)
38{
39 for_all_players (pl)
40 if (pl->ob && !strcmp (query_name (pl->ob), plname))
41 return pl;
42
43 return 0;
44}
45 37
46void 38void
47display_motd (const object *op) 39display_motd (const object *op)
48{ 40{
49 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
123 115
124 news[0] = '\0'; 116 news[0] = '\0';
125 subject[0] = '\0'; 117 subject[0] = '\0';
126 size = 0; 118 size = 0;
127 119
128 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
129 { 121 {
130 if (*buf == '#') 122 if (*buf == '#')
131 continue; 123 continue;
132 124
133 if (*buf == '%') 125 if (*buf == '%')
134 { /* send one news */ 126 { /* send one news */
135 if (size > 0) 127 if (size > 0)
136 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
137 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
138 strip_endline (subject); 131 strip_endline (subject);
139 size = 0; 132 size = 0;
140 news[0] = '\0'; 133 news[0] = '\0';
141 } 134 }
150 size += strlen (buf); 143 size += strlen (buf);
151 } 144 }
152 } 145 }
153 146
154 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
155 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
156 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
157} 150}
158 151
159/* This loads the first map an puts the player on it. */ 152/* This loads the first map an puts the player on it. */
160static void 153static void
161set_first_map (object *op) 154set_first_map (object *op)
162{ 155{
163 strcpy (op->contr->maplevel, first_map_path); 156 op->contr->maplevel = first_map_path;
164 op->x = -1; 157 op->x = -1;
165 op->y = -1; 158 op->y = -1;
159}
160
161void
162player::enter_map ()
163{
164 object *tmp = object::create ();
165
166 EXIT_PATH (tmp) = maplevel;
167 EXIT_X (tmp) = ob->x;
168 EXIT_Y (tmp) = ob->y;
166 enter_exit (op, 0); 169 ob->enter_exit (tmp);
170
171 tmp->destroy ();
172}
173
174void
175player::activate ()
176{
177 if (active)
178 return;
179
180 players.insert (this);
181 ob->remove ();
182 ob->map = 0;
183 ob->activate_recursive ();
184 CLEAR_FLAG (ob, FLAG_FRIENDLY);
185 add_friendly_object (ob);
186 enter_map ();
187}
188
189void
190player::deactivate ()
191{
192 if (!active)
193 return;
194
195 terminate_all_pets (ob);
196 remove_friendly_object (ob);
197 ob->deactivate_recursive ();
198
199 if (ob->map)
200 maplevel = ob->map->path;
201
202 ob->remove ();
203 ob->map = 0;
204 party = 0;
205
206 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
207
208 players.erase (this);
167} 209}
168 210
169// connect the player with a specific client 211// connect the player with a specific client
170// also changed, rationalises, and fixes some incorrect settings 212// also changes, rationalises, and fixes some incorrect settings
171void 213void
172player::connect (client *ns) 214player::connect (client *ns)
173{ 215{
174 this->ns = ns; 216 this->ns = ns;
175 ns->pl = this; 217 ns->pl = this;
176 218
177 next = first_player; 219 run_on = 0;
178 first_player = this; 220 fire_on = 0;
221 ob->close_container (); //TODO: client-specific
179 222
180 ns->update_look = 0; 223 ns->update_look = 0;
181 ns->look_position = 0; 224 ns->look_position = 0;
182 225
183 clear_los (ob); 226 clear_los (ob);
227
228 ns->reset_stats ();
184 229
185 /* make sure he's a player -- needed because of class change. */ 230 /* make sure he's a player -- needed because of class change. */
186 ob->type = PLAYER; // we are paranoid 231 ob->type = PLAYER; // we are paranoid
187 ob->race = ob->arch->clone.race; 232 ob->race = ob->arch->clone.race;
188 233
189 if (!legal_range (ob, shoottype))
190 shoottype = range_none;
191
192 ob->carrying = sum_weight (ob); 234 ob->carrying = sum_weight (ob);
193 link_player_skills (ob); 235 link_player_skills (ob);
194 236
195 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
196 ob->set_speed (ob->speed);
197 238
198 assign (title, ob->arch->clone.name); 239 assign (title, ob->arch->clone.name);
199
200 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
201 * from the class, and not race. I don't see any way to get the class information
202 * to then update this. I don't think this will actually break anything - anyone
203 * that can use armour should be able to use a shield. What this may 'break'
204 * are features new characters get, eg, if someone starts up with a Q, they
205 * should be able to use a shield. However, old Q's won't get that advantage.
206 */
207 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
208 SET_FLAG (ob, FLAG_USE_SHIELD);
209 240
210 /* if it's a dragon player, set the correct title here */ 241 /* if it's a dragon player, set the correct title here */
211 if (is_dragon_pl (ob)) 242 if (is_dragon_pl (ob))
212 { 243 {
213 object *tmp, *abil = 0, *skin = 0; 244 object *tmp, *abil = 0, *skin = 0;
223 skin = tmp; 254 skin = tmp;
224 255
225 set_dragon_name (ob, abil, skin); 256 set_dragon_name (ob, abil, skin);
226 } 257 }
227 258
228 CLEAR_FLAG (ob, FLAG_FRIENDLY);
229 add_friendly_object (ob);
230
231 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
232
233 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
234 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
235 260
236 esrv_new_player (this, ob->weight + ob->carrying); 261 esrv_new_player (this, ob->weight + ob->carrying);
262
263 for (object *op = ob->inv; op; op = op->below)
264 if (op->flag [FLAG_APPLIED])
265 switch (op->type)
266 {
267 case WAND:
268 case ROD:
269 case HORN:
270 case BOW:
271 case SKILL:
272 case SKILL_TOOL:
273 case WEAPON:
274 apply_special (ob, op, AP_UNAPPLY);
275 apply_special (ob, op, AP_APPLY);
276 break;
277 }
237 278
238 ob->update_stats (); 279 ob->update_stats ();
239 ns->floorbox_update (); 280 ns->floorbox_update ();
240 281
241 esrv_send_inventory (ob, ob); 282 esrv_send_inventory (ob, ob);
242 esrv_add_spells (this, 0); 283 esrv_add_spells (this, 0);
243 284
244 enter_exit (ob, 0); 285 activate ();
245 286
246 send_rules (ob); 287 send_rules (ob);
247 send_news (ob); 288 send_news (ob);
248 display_motd (ob); 289 display_motd (ob);
290
291 INVOKE_PLAYER (CONNECT, this);
249 INVOKE_PLAYER (LOGIN, this); 292 INVOKE_PLAYER (LOGIN, this);
250} 293}
251 294
252void 295void
253player::disconnect () 296player::disconnect ()
254{ 297{
255 //TODO: don't be so harsh and destroy :)
256 if (ns) 298 if (ns)
257 destroy (); 299 {
300 if (active)
301 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
302
303 INVOKE_PLAYER (DISCONNECT, this);
304
305 ns->reset_stats ();
306 ns->pl = 0;
307 ns = 0;
308 }
309
310 if (ob)
311 ob->close_container (); //TODO: client-specific
312
313 deactivate ();
258} 314}
259 315
260// the need for this function can be explained 316// the need for this function can be explained
261// by load_object not returning the object 317// by load_object not returning the object
262void 318void
263player::set_object (object *op) 319player::set_object (object *op)
264{ 320{
265 ob = op; 321 ob = op;
266 ob->contr = this; /* this aren't yet in archetype */ 322 ob->contr = this; /* this aren't yet in archetype */
267 323
268 ob->speed_left = 0.5; 324 ob->speed_left = 0.5f;
269 ob->speed = 1.0; 325 ob->speed = 1.0f;
270 ob->direction = 5; /* So player faces south */ 326 ob->direction = 5; /* So player faces south */
271 ob->stats.wc = 2;
272 ob->run_away = 25; /* Then we panick... */
273
274 set_first_map (ob);
275
276 ob->roll_stats ();
277} 327}
278 328
279player::player () 329player::player ()
280{ 330{
281 /* There are some elements we want initialized to non zero value - 331 /* There are some elements we want initialised to non zero value -
282 * we deal with that below this point. 332 * we deal with that below this point.
283 */ 333 */
284 outputs_sync = 16; /* Every 2 seconds */ 334 outputs_sync = 4;
285 outputs_count = 8; /* Keeps present behaviour */ 335 outputs_count = 4;
286 unapply = unapply_nochoice; 336 unapply = unapply_nochoice;
287 337
288 assign (savebed_map, first_map_path); /* Init. respawn position */ 338 savebed_map = first_map_path; /* Init. respawn position */
289 339
290 gen_sp_armour = 10; 340 gen_sp_armour = 10;
291 last_speed = -1;
292 shoottype = range_none;
293 bowtype = bow_normal; 341 bowtype = bow_normal;
294 petmode = pet_normal; 342 petmode = pet_normal;
295 listening = 10; 343 listening = 10;
296 usekeys = containers; 344 usekeys = containers;
297 last_weapon_sp = -1;
298 peaceful = 1; /* default peaceful */ 345 peaceful = 1; /* default peaceful */
299 do_los = 1; 346 do_los = 1;
300
301 /* we need to clear these to -1 and not zero - otherwise,
302 * if a player quits and starts a new character, we wont
303 * send new values to the client, as things like exp start
304 * at zero.
305 */
306 for (int i = 0; i < NUM_SKILLS; i++)
307 last_skill_exp[i] = -1;
308
309 for (int i = 0; i < NROFATTACKS; i++)
310 last_resist[i] = -1;
311
312 last_stats.exp = -1;
313 last_weight = (uint32) - 1;
314} 347}
315 348
316void 349void
317player::do_destroy () 350player::do_destroy ()
318{ 351{
352 disconnect ();
353
319 attachable::do_destroy (); 354 attachable::do_destroy ();
320 355
321 save (false);
322 enable_save = false;
323
324 disconnect ();
325
326 terminate_all_pets (ob);
327
328 if (first_player != this)
329 {
330 player *prev = first_player;
331
332 while (prev && prev->next && prev->next != this)
333 prev = prev->next;
334
335 if (prev->next != this)
336 {
337 LOG (llevError, "Free_player: Can't find previous player.\n");
338 abort ();
339 }
340
341 prev->next = next;
342 }
343 else
344 first_player = next;
345
346 if (ob) 356 if (ob)
357 {
358 ob->destroy_inv (false);
347 ob->destroy (); 359 ob->destroy ();
348
349 if (ns)
350 {
351 client *ns = this->ns;
352 ns->send_packet ("goodbye");
353 ns->flush ();
354 ns->pl = 0;
355 this->ns = 0;
356 ns->destroy ();
357 } 360 }
358} 361}
359 362
360player::~player () 363player::~player ()
361{ 364{
371player::create () 374player::create ()
372{ 375{
373 player *pl = new player; 376 player *pl = new player;
374 377
375 pl->set_object (arch_to_object (get_player_archetype (0))); 378 pl->set_object (arch_to_object (get_player_archetype (0)));
379
380 pl->ob->roll_stats ();
381 pl->ob->stats.wc = 2;
382 pl->ob->run_away = 25; /* Then we panick... */
383
384 set_first_map (pl->ob);
376 385
377 return pl; 386 return pl;
378} 387}
379 388
380/* 389/*
411 object *op = NULL; 420 object *op = NULL;
412 objectlink *ol; 421 objectlink *ol;
413 unsigned lastdist; 422 unsigned lastdist;
414 rv_vector rv; 423 rv_vector rv;
415 424
416 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
417 { 426 {
418 /* We should not find free objects on this friendly list, but it 427 /* We should not find free objects on this friendly list, but it
419 * does periodically happen. Given that, lets deal with it. 428 * does periodically happen. Given that, lets deal with it.
420 * While unlikely, it is possible the next object on the friendly 429 * While unlikely, it is possible the next object on the friendly
421 * list is also free, so encapsulate this in a while loop. 430 * list is also free, so encapsulate this in a while loop.
425 object *tmp = ol->ob; 434 object *tmp = ol->ob;
426 435
427 /* Can't do much more other than log the fact, because the object 436 /* Can't do much more other than log the fact, because the object
428 * itself will have been cleared. 437 * itself will have been cleared.
429 */ 438 */
430 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 439 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
440 tmp->debug_desc ());
431 ol = ol->next; 441 ol = ol->next;
432 remove_friendly_object (tmp); 442 remove_friendly_object (tmp);
433 if (!ol) 443 if (!ol)
434 return op; 444 return op;
435 } 445 }
524 x = mon->x; 534 x = mon->x;
525 y = mon->y; 535 y = mon->y;
526 m = mon->map; 536 m = mon->map;
527 dir = rv.direction; 537 dir = rv.direction;
528 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 538 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
529 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 539 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
540
530 /* If we can't solve it within the search distance, return now. */ 541 /* If we can't solve it within the search distance, return now. */
531 if (diff > max) 542 if (diff > max)
532 return 0; 543 return 0;
544
533 while (diff > 1 && max > 0) 545 while (diff > 1 && max > 0)
534 { 546 {
535 lastx = x; 547 lastx = x;
536 lasty = y; 548 lasty = y;
537 lastmap = m; 549 lastmap = m;
619 max--; 631 max--;
620 lastdir = dir; 632 lastdir = dir;
621 if (!firstdir) 633 if (!firstdir)
622 firstdir = dir; 634 firstdir = dir;
623 } 635 }
636
624 if (diff <= 1) 637 if (diff <= 1)
625 { 638 {
626 /* Recalculate diff (distance) because we may not have actually 639 /* Recalculate diff (distance) because we may not have actually
627 * headed toward player for entire distance. 640 * headed toward player for entire distance.
628 */ 641 */
629 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 642 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
630 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 643 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
631 } 644 }
645
632 if (diff > max) 646 if (diff > max)
633 return 0; 647 return 0;
634 } 648 }
649
635 /* If we reached the max, didn't find a direction in time */ 650 /* If we reached the max, didn't find a direction in time */
636 if (!max) 651 if (!max)
637 return 0; 652 return 0;
638 653
639 return firstdir; 654 return firstdir;
753roll_stat (void) 768roll_stat (void)
754{ 769{
755 int a[4], i, j, k; 770 int a[4], i, j, k;
756 771
757 for (i = 0; i < 4; i++) 772 for (i = 0; i < 4; i++)
758 a[i] = (int) RANDOM () % 6 + 1; 773 a[i] = (int) rndm (6) + 1;
759 774
760 for (i = 0, j = 0, k = 7; i < 4; i++) 775 for (i = 0, j = 0, k = 7; i < 4; i++)
761 if (a[i] < k) 776 if (a[i] < k)
762 k = a[i], j = i; 777 k = a[i], j = i;
763 778
769} 784}
770 785
771void 786void
772object::roll_stats () 787object::roll_stats ()
773{ 788{
774 int statsort [7]; 789 int statsort [NUM_STATS];
775 790
776 for (;;) 791 for (;;)
777 { 792 {
778 int sum = 0; 793 int sum = 0;
779 for (int i = 7; i--; ) 794 for (int i = NUM_STATS; i--; )
780 sum += statsort [i] = roll_stat (); 795 sum += statsort [i] = roll_stat ();
781 796
782 if (sum >= 82 && sum <= 116) 797 if (sum >= 82 && sum <= 116)
783 break; 798 break;
784 } 799 }
785 800
786 // Sort the stats so that rerolling is easier... 801 // Sort the stats so that rerolling is easier...
787 std::sort (statsort, statsort + 7, std::greater<int>()); 802 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
788 803
804 for (int i = 0; i < NUM_STATS; ++i)
789 stats.Str = statsort[0]; 805 stats.stat (i) = statsort [i];
790 stats.Dex = statsort[1];
791 stats.Con = statsort[2];
792 stats.Int = statsort[3];
793 stats.Wis = statsort[4];
794 stats.Pow = statsort[5];
795 stats.Cha = statsort[6];
796 806
797 stats.exp = 0; 807 stats.exp = 0;
798 stats.ac = 0; 808 stats.ac = 0;
799 809
800 stats.hp = stats.maxhp; 810 stats.hp = stats.maxhp;
812} 822}
813 823
814void 824void
815object::swap_stats (int a, int b) 825object::swap_stats (int a, int b)
816{ 826{
817 int tmp = get_attr_value (&contr->orig_stats, a); 827 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
818 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
819 set_attr_value (&contr->orig_stats, b, tmp);
820 828
829 for (int i = 0; i < NUM_STATS; ++i)
821 stats.Str = contr->orig_stats.Str; 830 stats.stat (i) = contr->orig_stats.stat (i);
822 stats.Dex = contr->orig_stats.Dex;
823 stats.Con = contr->orig_stats.Con;
824 stats.Int = contr->orig_stats.Int;
825 stats.Wis = contr->orig_stats.Wis;
826 stats.Pow = contr->orig_stats.Pow;
827 stats.Cha = contr->orig_stats.Cha;
828 831
829 //TODO: the following code looks so borked and should, at the very least, 832 //TODO: the following code looks so borked and should, at the very least,
830 // be merged with the similar code in roll_stats 833 // be merged with the similar code in roll_stats
831 stats.ac = 0; 834 stats.ac = 0;
832 835
844 contr->levsp[1] = 6; 847 contr->levsp[1] = 6;
845 contr->levgrace[1] = 3; 848 contr->levgrace[1] = 3;
846 849
847 contr->orig_stats = stats; 850 contr->orig_stats = stats;
848 } 851 }
852}
853
854static void
855start_info (object *op)
856{
857 char buf[MAX_BUF];
858
859 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
860 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
862 //new_draw_info (NDI_UNIQUE, 0, op, " ");
849} 863}
850 864
851/* This function takes the key that is passed, and does the 865/* This function takes the key that is passed, and does the
852 * appropriate action with it (change race, or other things). 866 * appropriate action with it (change race, or other things).
853 * The function name is for historical reasons - now we have 867 * The function name is for historical reasons - now we have
854 * separate race and class; this actually changes the RACE, 868 * separate race and class; this actually changes the RACE,
855 * not the class. 869 * not the class.
856 */ 870 */
857int 871void
858key_change_class (object *op, char key) 872player::chargen_race_done ()
859{ 873{
860 int tmp_loop;
861
862 if (key == 'd' || key == 'D')
863 {
864 char buf[MAX_BUF];
865
866 /* this must before then initial items are given */ 874 /* this must before then initial items are given */
867 esrv_new_player (op->contr, op->weight + op->carrying); 875 esrv_new_player (ob->contr, ob->weight + ob->carrying);
868 876
869 treasurelist *tl = find_treasurelist ("starting_wealth"); 877 treasurelist *tl = treasurelist::find ("starting_wealth");
870 if (tl) 878 if (tl)
871 create_treasure (tl, op, 0, 0, 0); 879 create_treasure (tl, ob, 0, 0, 0);
872 880
873 INVOKE_PLAYER (BIRTH, op->contr); 881 INVOKE_PLAYER (BIRTH, ob->contr);
874 INVOKE_PLAYER (LOGIN, op->contr); 882 INVOKE_PLAYER (LOGIN, ob->contr);
875 883
876 op->contr->ns->state = ST_PLAYING; 884 ob->contr->ns->state = ST_PLAYING;
877 885
878 if (op->msg) 886 if (ob->msg)
879 op->msg = NULL; 887 ob->msg = 0;
880 888
881 /* We create this now because some of the unique maps will need it 889 /* We create this now because some of the unique maps will need it
882 * to save here. 890 * to save here.
883 */ 891 */
892 {
893 char buf[MAX_BUF];
884 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
885 make_path_to_file (buf); 895 make_path_to_file (buf);
896 }
886 897
887#ifdef AUTOSAVE
888 op->contr->last_save_tick = pticks;
889#endif
890 start_info (op); 898 start_info (ob);
891 CLEAR_FLAG (op, FLAG_WIZ); 899 CLEAR_FLAG (ob, FLAG_WIZ);
892 give_initial_items (op, op->randomitems); 900 give_initial_items (ob, ob->randomitems);
893 link_player_skills (op); 901 link_player_skills (ob);
894 esrv_send_inventory (op, op); 902 esrv_send_inventory (ob, ob);
895 op->update_stats (); 903 ob->update_stats ();
896 904
897 /* This moves the player to a different start map, if there 905 /* This moves the player to a different start map, if there
898 * is one for this race 906 * is one for this race
899 */ 907 */
900 if (*first_map_ext_path) 908 if (*first_map_ext_path)
901 { 909 {
902 object *tmp; 910 object *tmp;
903 char mapname[MAX_BUF]; 911 char mapname[MAX_BUF];
904 912
905 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 913 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
906 tmp = object::create (); 914 tmp = object::create ();
907 EXIT_PATH (tmp) = mapname; 915 EXIT_PATH (tmp) = mapname;
908 EXIT_X (tmp) = op->x; 916 EXIT_X (tmp) = ob->x;
909 EXIT_Y (tmp) = op->y; 917 EXIT_Y (tmp) = ob->y;
910 enter_exit (op, tmp); /* we don't really care if it succeeded; 918 ob->enter_exit (tmp); /* we don't really care if it succeeded;
911 * if the map isn't there, then stay on the 919 * if the map isn't there, then stay on the
912 * default initial map */ 920 * default initial map */
913 tmp->destroy (); 921 tmp->destroy ();
914 } 922 }
915 else 923 else
916 LOG (llevDebug, "first_map_ext_path not set\n"); 924 LOG (llevDebug, "first_map_ext_path not set\n");
925}
917 926
918 return 0; 927void
919 } 928player::chargen_race_next ()
920 929{
921 /* Following actually changes the race - this is the default command 930 /* Following actually changes the race - this is the default command
922 * if we don't match with one of the options above. 931 * if we don't match with one of the options above.
923 */ 932 */
924 933
925 tmp_loop = 0; 934 do
926 while (!tmp_loop)
927 { 935 {
928 shstr name = op->name; 936 shstr name = ob->name;
929 int x = op->x, y = op->y; 937 int x = ob->x, y = ob->y;
930 938
931 op->remove_statbonus (); 939 ob->remove_statbonus ();
932 op->remove (); 940 ob->remove ();
933 op->arch = get_player_archetype (op->arch); 941 ob->arch = get_player_archetype (ob->arch);
934 op->arch->clone.copy_to (op); 942 ob->arch->clone.copy_to (ob);
935 op->instantiate (); 943 ob->instantiate ();
936 op->stats = op->contr->orig_stats; 944 ob->stats = ob->contr->orig_stats;
937 op->name = op->name_pl = name; 945 ob->name = ob->name_pl = name;
938 op->x = x; 946 ob->x = x;
939 op->y = y; 947 ob->y = y;
940 SET_ANIMATION (op, 2); /* So player faces south */ 948 SET_ANIMATION (ob, 2); /* So player faces south */
941 insert_ob_in_map (op, op->map, op, 0); 949 insert_ob_in_map (ob, ob->map, ob, 0);
942 assign (op->contr->title, op->arch->clone.name); 950 assign (ob->contr->title, ob->arch->clone.name);
943 op->add_statbonus (); 951 ob->add_statbonus ();
944 tmp_loop = allowed_class (op);
945 } 952 }
953 while (!allowed_class (ob));
946 954
947 update_object (op, UP_OBJ_FACE); 955 update_object (ob, UP_OBJ_FACE);
948 esrv_update_item (UPD_FACE, op, op); 956 esrv_update_item (UPD_FACE, ob, ob);
949 op->update_stats (); 957 ob->update_stats ();
950 op->stats.hp = op->stats.maxhp; 958 ob->stats.hp = ob->stats.maxhp;
951 op->stats.sp = op->stats.maxsp; 959 ob->stats.sp = ob->stats.maxsp;
952 op->stats.grace = 0; 960 ob->stats.grace = 0;
953
954 if (op->msg)
955 new_draw_info (NDI_BLUE, 0, op, op->msg);
956
957 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
958 return 0;
959}
960
961int
962key_confirm_quit (object *op, char key)
963{
964 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
965 {
966 op->contr->ns->state = ST_PLAYING;
967 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
968 return 1;
969 }
970
971 INVOKE_PLAYER (LOGOUT, op->contr);
972 INVOKE_PLAYER (QUIT, op->contr);
973
974 op->contr->enable_save = false;
975
976 terminate_all_pets (op);
977 leave_map (op);
978 op->direction = 0;
979 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
980
981 strcpy (op->contr->killer, "quit");
982 check_score (op);
983 op->contr->party = 0;
984 op->contr->own_title[0] = '\0';
985
986 object_ptr ob = op;
987
988 /* We need to hunt for any per player unique maps in memory and
989 * get rid of them. The trailing slash in the path is intentional,
990 * so that players named 'Ab' won't match against players 'Abe' pathname
991 */
992 char buf[MAX_BUF];
993 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
994
995 for (maptile *next, *mp = first_map; mp; mp = next)
996 {
997 next = mp->next;
998
999 if (!strncmp (mp->path, buf, strlen (buf)))
1000 delete_map (mp);
1001 }
1002
1003 delete_character (ob->name, 1);
1004 ob->contr->destroy ();
1005
1006 return 1;
1007} 961}
1008 962
1009void 963void
1010flee_player (object *op) 964flee_player (object *op)
1011{ 965{
1058 /* Cornered, get rid of scared */ 1012 /* Cornered, get rid of scared */
1059 CLEAR_FLAG (op, FLAG_SCARED); 1013 CLEAR_FLAG (op, FLAG_SCARED);
1060 op->enemy = NULL; 1014 op->enemy = NULL;
1061} 1015}
1062 1016
1063
1064/* check_pick sees if there is stuff to be picked up/picks up stuff. 1017/* check_pick sees if there is stuff to be picked up/picks up stuff.
1065 * IT returns 1 if the player should keep on moving, 0 if he should 1018 * It returns 1 if the player should keep on moving, 0 if he should
1066 * stop. 1019 * stop.
1067 */ 1020 */
1068int 1021int
1069check_pick (object *op) 1022check_pick (object *op)
1070{ 1023{
1071 object *tmp, *next; 1024 object *tmp, *next;
1072 int stop = 0; 1025 int stop = 0;
1073 int j, k, wvratio; 1026 int wvratio;
1074 char putstring[128], tmpstr[16]; 1027 char putstring[128];
1075 1028
1076 /* if you're flying, you cna't pick up anything */ 1029 /* if you're flying, you cna't pick up anything */
1077 if (op->move_type & MOVE_FLYING) 1030 if (op->move_type & MOVE_FLYING)
1078 return 1; 1031 return 1;
1079 1032
1416 * found object is returned. 1369 * found object is returned.
1417 */ 1370 */
1418object * 1371object *
1419find_arrow (object *op, const char *type) 1372find_arrow (object *op, const char *type)
1420{ 1373{
1421 object *tmp = NULL; 1374 object *tmp = 0;
1422 1375
1423 for (op = op->inv; op; op = op->below) 1376 for (op = op->inv; op; op = op->below)
1424 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1377 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1425 tmp = find_arrow (op, type); 1378 tmp = find_arrow (op, type);
1426 else if (op->type == ARROW && op->race == type) 1379 else if (op->type == ARROW && op->race == type)
1427 return op; 1380 return op;
1381
1428 return tmp; 1382 return tmp;
1429} 1383}
1430 1384
1431/* 1385/*
1432 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1386 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1433 * against the target. A full test is not performed, simply a basic test 1387 * against the target. A full test is not performed, simply a basic test
1434 * of resistances. The archer is making a quick guess at what he sees down 1388 * of resistances. The archer is making a quick guess at what he sees down
1435 * the hall. Failing that it does it's best to pick the highest plus arrow. 1389 * the hall. Failing that it does it's best to pick the highest plus arrow.
1436 */ 1390 */
1437
1438object * 1391object *
1439find_better_arrow (object *op, object *target, const char *type, int *better) 1392find_better_arrow (object *op, object *target, const char *type, int *better)
1440{ 1393{
1441 object *tmp = NULL, *arrow, *ntmp; 1394 object *tmp = NULL, *arrow, *ntmp;
1442 int attacknum, attacktype, betterby = 0, i; 1395 int attacknum, attacktype, betterby = 0, i;
1508 * find_better_arrow to find a decent arrow to use. 1461 * find_better_arrow to find a decent arrow to use.
1509 * op = the shooter 1462 * op = the shooter
1510 * type = bow->race 1463 * type = bow->race
1511 * dir = fire direction 1464 * dir = fire direction
1512 */ 1465 */
1513
1514object * 1466object *
1515pick_arrow_target (object *op, const char *type, int dir) 1467pick_arrow_target (object *op, const char *type, int dir)
1516{ 1468{
1517 object *tmp = NULL; 1469 object *tmp = NULL;
1518 maptile *m; 1470 maptile *m;
1583 */ 1535 */
1584int 1536int
1585fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1537fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1586{ 1538{
1587 object *left, *bow; 1539 object *left, *bow;
1588 int bowspeed, mflags; 1540 int mflags;
1589 maptile *m; 1541 maptile *m;
1590 1542
1591 if (!dir) 1543 if (!dir)
1592 { 1544 {
1593 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1545 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1594 return 0; 1546 return 0;
1595 } 1547 }
1596 1548
1597 if (op->type == PLAYER) 1549 if (player *pl = op->contr)
1598 bow = op->contr->ranges[range_bow]; 1550 {
1551 bow = pl->ranged_ob;
1552 if (!op->change_weapon (bow))
1553 return 0;
1554 }
1599 else 1555 else
1600 { 1556 {
1601 for (bow = op->inv; bow; bow = bow->below) 1557 for (bow = op->inv; bow; bow = bow->below)
1602 /* Don't check for applied - monsters don't apply bows - in that way, they 1558 /* Don't check for applied - monsters don't apply bows - in that way, they
1603 * don't need to switch back and forth between bows and weapons. 1559 * don't need to switch back and forth between bows and weapons.
1608 if (!bow) 1564 if (!bow)
1609 { 1565 {
1610 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1611 return 0; 1567 return 0;
1612 } 1568 }
1569
1570 // optimisation: move object to top so we will find it quickly again
1571 if (bow->below)
1572 {
1573 bow->remove ();
1574 op->insert (bow);
1575 }
1576
1613 } 1577 }
1614 1578
1615 if (!bow->race || !bow->skill) 1579 if (!bow->race || !bow->skill)
1616 { 1580 {
1617 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1581 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1618 return 0; 1582 return 0;
1619 } 1583 }
1620
1621 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1622
1623 /* penalize ROF for bestarrow */
1624 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1625 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1626
1627 if (bowspeed < 1)
1628 bowspeed = 1;
1629 1584
1630 if (arrow == NULL) 1585 if (arrow == NULL)
1631 { 1586 {
1632 if ((arrow = find_arrow (op, bow->race)) == NULL) 1587 if ((arrow = find_arrow (op, bow->race)) == NULL)
1633 { 1588 {
1634 if (op->type == PLAYER) 1589 if (op->type == PLAYER)
1635 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1590 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1636 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1591 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1637 else 1592 else
1638 CLEAR_FLAG (op, FLAG_READY_BOW); 1593 CLEAR_FLAG (op, FLAG_READY_BOW);
1594
1639 return 0; 1595 return 0;
1640 } 1596 }
1641 } 1597 }
1642 1598
1643 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1599 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1665 return 0; 1621 return 0;
1666 } 1622 }
1667 1623
1668 arrow->set_owner (op); 1624 arrow->set_owner (op);
1669 arrow->skill = bow->skill; 1625 arrow->skill = bow->skill;
1670
1671 arrow->direction = dir; 1626 arrow->direction = dir;
1672 arrow->x = sx; 1627
1673 arrow->y = sy; 1628 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1629 arrow->stats.hp = arrow->stats.dam;
1630 arrow->stats.grace = arrow->attacktype;
1631
1632 if (arrow->slaying)
1633 arrow->spellarg = strdup (arrow->slaying);
1634
1635 if (player *pl = op->contr)
1636 {
1637 pl->has_hit = 1;
1638#if 0
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#endif
1649 }
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) / 5.0
1655 + bow->stats.dam / 7.0;
1656
1657 arrow->set_speed (max (arrow->speed, 2.0));
1658 arrow->speed_left = 0;
1659
1660 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1674 1661
1675 if (op->type == PLAYER) 1662 if (op->type == PLAYER)
1676 { 1663 {
1677 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1678 op->update_stats ();
1679 }
1680
1681 SET_ANIMATION (arrow, arrow->direction);
1682 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1683 arrow->stats.hp = arrow->stats.dam;
1684 arrow->stats.grace = arrow->attacktype;
1685 if (arrow->slaying != NULL)
1686 arrow->spellarg = strdup (arrow->slaying);
1687
1688 /* Note that this was different for monsters - they got their level
1689 * added to the damage. I think the strength bonus is more proper.
1690 */
1691
1692 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1693
1694 /* update the speed */
1695 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1696 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1697
1698 arrow->set_speed (max (arrow->speed, 1.0));
1699 arrow->speed_left = 0;
1700
1701 if (op->type == PLAYER)
1702 {
1703 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1704 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1705 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1706
1707 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;
1708 } 1671 }
1709 else 1672 else
1710 { 1673 {
1711 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1712 arrow->level = op->level; 1674 arrow->level = op->level;
1713 } 1675 arrow->stats.wc -= bow->magic;
1714 1676
1715 if (arrow->attacktype == AT_PHYSICAL) 1677 if (!arrow->slaying)
1678 arrow->slaying = bow->slaying;
1679
1716 arrow->attacktype |= bow->attacktype; 1680 arrow->attacktype |= bow->attacktype;
1681 }
1717 1682
1718 if (bow->slaying) 1683 wc -= arrow->level;
1719 arrow->slaying = bow->slaying; 1684 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1720 1685
1721 arrow->map = m; 1686 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1722 arrow->move_type = MOVE_FLY_LOW; 1687 arrow->move_type = MOVE_FLY_LOW;
1723 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1724 1689
1725 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);
1726 insert_ob_in_map (arrow, m, op, 0); 1691 m->insert (arrow, sx, sy, op);
1727 1692
1728 if (!arrow->destroyed ()) 1693 if (!arrow->destroyed ())
1729 move_arrow (arrow); 1694 move_arrow (arrow);
1730 1695
1731 if (op->type == PLAYER) 1696 if (op->type == PLAYER)
1751{ 1716{
1752 int ret = 0, wcmod = 0; 1717 int ret = 0, wcmod = 0;
1753 1718
1754 if (op->contr->bowtype == bow_bestarrow) 1719 if (op->contr->bowtype == bow_bestarrow)
1755 { 1720 {
1756 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);
1757 } 1722 }
1758 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)
1759 { 1724 {
1760 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1725 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1761 wcmod = -1; 1726 wcmod = -1;
1727
1762 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);
1763 } 1729 }
1764 else if (op->contr->bowtype == bow_threewide) 1730 else if (op->contr->bowtype == bow_threewide)
1765 { 1731 {
1766 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);
1770 else if (op->contr->bowtype == bow_spreadshot) 1736 else if (op->contr->bowtype == bow_spreadshot)
1771 { 1737 {
1772 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);
1773 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);
1774 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);
1775
1776 } 1741 }
1777 else 1742 else
1778 { 1743 {
1779 /* Simple case */ 1744 /* Simple case */
1780 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);
1781 } 1746 }
1747
1782 return ret; 1748 return ret;
1783} 1749}
1784 1750
1785 1751
1786/* Fires a misc (wand/rod/horn) object in 'dir'. 1752/* Fires a misc (wand/rod/horn) object in 'dir'.
1787 * Broken apart from 'fire' to keep it more readable. 1753 * Broken apart from 'fire' to keep it more readable.
1788 */ 1754 */
1789void 1755void
1790fire_misc_object (object *op, int dir) 1756fire_misc_object (object *op, int dir)
1791{ 1757{
1792 object *item; 1758 object *item = op->contr->ranged_ob;
1793 1759
1794 if (!op->contr->ranges[range_misc]) 1760 if (!item)
1795 { 1761 {
1796 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1762 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1797 return; 1763 return;
1798 } 1764 }
1799 1765
1800 item = op->contr->ranges[range_misc];
1801 if (!item->inv) 1766 if (!item->inv)
1802 { 1767 {
1803 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1768 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1804 return; 1769 return;
1805 } 1770 }
1771
1772 if (!op->change_weapon (item))
1773 return;
1774
1806 if (item->type == WAND) 1775 if (item->type == WAND)
1807 { 1776 {
1808 if (item->stats.food <= 0) 1777 if (item->stats.food <= 0)
1809 { 1778 {
1810 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1779 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1811 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1780 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1781
1812 return; 1782 return;
1813 } 1783 }
1814 } 1784 }
1815 else if (item->type == ROD || item->type == HORN) 1785 else if (item->type == ROD || item->type == HORN)
1816 { 1786 {
1817 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1787 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1818 { 1788 {
1819 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1789 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1790
1820 if (item->type == ROD) 1791 if (item->type == ROD)
1821 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1792 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1822 else 1793 else
1823 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1794 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1795
1824 return; 1796 return;
1825 } 1797 }
1826 } 1798 }
1827 1799
1828 if (cast_spell (op, item, dir, item->inv, NULL)) 1800 if (cast_spell (op, item, dir, item->inv, NULL))
1859 1831
1860 /* check for loss of invisiblity/hide */ 1832 /* check for loss of invisiblity/hide */
1861 if (action_makes_visible (op)) 1833 if (action_makes_visible (op))
1862 make_visible (op); 1834 make_visible (op);
1863 1835
1864 switch (op->contr->shoottype) 1836 player *pl = op->contr;
1837
1838 if (pl->golem)
1865 { 1839 {
1866 case range_none: 1840 control_golem (op->contr->golem, dir);
1867 return; 1841 return;
1842 }
1868 1843
1869 case range_bow: 1844 object *ob = pl->ranged_ob;
1845
1846 if (!ob)
1847 return;
1848
1849 switch (ob->type)
1850 {
1851 case BOW:
1870 player_fire_bow (op, dir); 1852 player_fire_bow (op, dir);
1871 return; 1853 break;
1872 1854
1873 case range_magic: /* Casting spells */ 1855 case SPELL:
1874 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1856 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1875 return; 1857 break;
1876 1858
1877 case range_misc: 1859 case BUILDER:
1860 apply_map_builder (op, dir);
1861 break;
1862
1863 case SKILL:
1864 case SKILL_TOOL:
1865 do_skill (op, op, ob, dir, 0);
1866 break;
1867
1868 default:
1878 fire_misc_object (op, dir); 1869 fire_misc_object (op, dir);
1879 return; 1870 break;
1880
1881 case range_golem: /* Control summoned monsters from scrolls */
1882 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1883 {
1884 op->contr->ranges[range_golem] = 0;
1885 op->contr->shoottype = range_none;
1886 }
1887 else
1888 control_golem (op->contr->ranges[range_golem], dir);
1889 return;
1890
1891 case range_skill:
1892 if (!op->chosen_skill)
1893 {
1894 if (op->type == PLAYER)
1895 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1896 return;
1897 }
1898 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1899 return;
1900 case range_builder:
1901 apply_map_builder (op, dir);
1902 return;
1903 default:
1904 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1905 return;
1906 } 1871 }
1907} 1872}
1908
1909
1910 1873
1911/* find_key 1874/* find_key
1912 * We try to find a key for the door as passed. If we find a key 1875 * We try to find a key for the door as passed. If we find a key
1913 * and successfully use it, we return the key, otherwise NULL 1876 * and successfully use it, we return the key, otherwise NULL
1914 * This function merges both normal and locked door, since the logic 1877 * This function merges both normal and locked door, since the logic
1916 * pl is the player, 1879 * pl is the player,
1917 * inv is the objects inventory to searched 1880 * inv is the objects inventory to searched
1918 * door is the door we are trying to match against. 1881 * door is the door we are trying to match against.
1919 * This function can be called recursively to search containers. 1882 * This function can be called recursively to search containers.
1920 */ 1883 */
1921
1922object * 1884object *
1923find_key (object *pl, object *container, object *door) 1885find_key (object *pl, object *container, object *door)
1924{ 1886{
1925 object *tmp, *key; 1887 object *tmp, *key;
1926 1888
1927 /* Should not happen, but sanity checking is never bad */ 1889 /* Should not happen, but sanity checking is never bad */
1928 if (container->inv == NULL) 1890 if (!container->inv)
1929 return NULL; 1891 return 0;
1930 1892
1931 /* First, lets try to find a key in the top level inventory */ 1893 /* First, lets try to find a key in the top level inventory */
1932 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1894 for (tmp = container->inv; tmp; tmp = tmp->below)
1933 { 1895 {
1934 if (door->type == DOOR && tmp->type == KEY) 1896 if (door->type == DOOR && tmp->type == KEY)
1935 break; 1897 break;
1936 /* For sanity, we should really check door type, but other stuff 1898 /* For sanity, we should really check door type, but other stuff
1937 * (like containers) can be locked with special keys 1899 * (like containers) can be locked with special keys
1938 */ 1900 */
1939 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1901 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1940 break; 1902 break;
1941 } 1903 }
1904
1942 /* No key found - lets search inventories now */ 1905 /* No key found - lets search inventories now */
1943 /* If we find and use a key in an inventory, return at that time. 1906 /* If we find and use a key in an inventory, return at that time.
1944 * otherwise, if we search all the inventories and still don't find 1907 * otherwise, if we search all the inventories and still don't find
1945 * a key, return 1908 * a key, return
1946 */ 1909 */
1947 if (!tmp) 1910 if (!tmp)
1948 { 1911 {
1949 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1912 for (tmp = container->inv; tmp; tmp = tmp->below)
1950 { 1913 {
1951 /* No reason to search empty containers */ 1914 /* No reason to search empty containers */
1952 if (tmp->type == CONTAINER && tmp->inv) 1915 if (tmp->type == CONTAINER && tmp->inv)
1953 { 1916 {
1954 if ((key = find_key (pl, tmp, door)) != NULL) 1917 if ((key = find_key (pl, tmp, door)))
1955 return key; 1918 return key;
1956 } 1919 }
1957 } 1920 }
1921
1958 if (!tmp) 1922 if (!tmp)
1959 return NULL; 1923 return NULL;
1960 } 1924 }
1925
1961 /* We get down here if we have found a key. Now if its in a container, 1926 /* We get down here if we have found a key. Now if its in a container,
1962 * see if we actually want to use it 1927 * see if we actually want to use it
1963 */ 1928 */
1964 if (pl != container) 1929 if (pl != container)
1965 { 1930 {
1986 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1951 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1987 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1952 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1988 return NULL; 1953 return NULL;
1989 } 1954 }
1990 } 1955 }
1956
1991 return tmp; 1957 return tmp;
1992} 1958}
1993 1959
1994/* moved door processing out of move_player_attack. 1960/* moved door processing out of move_player_attack.
1995 * returns 1 if player has opened the door with a key 1961 * returns 1 if player has opened the door with a key
2009 if (key) 1975 if (key)
2010 { 1976 {
2011 object *container = key->env; 1977 object *container = key->env;
2012 1978
2013 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1979 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1980
2014 if (action_makes_visible (op)) 1981 if (action_makes_visible (op))
2015 make_visible (op); 1982 make_visible (op);
1983
2016 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1984 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2017 spring_trap (door->inv, op); 1985 spring_trap (door->inv, op);
1986
2018 if (door->type == DOOR) 1987 if (door->type == DOOR)
2019 {
2020 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1988 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2021 }
2022 else if (door->type == LOCKED_DOOR) 1989 else if (door->type == LOCKED_DOOR)
2023 { 1990 {
2024 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1991 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2025 remove_door2 (door); /* remove door without violence ;-) */ 1992 remove_door2 (door); /* remove door without violence ;-) */
2026 } 1993 }
1994
2027 /* Do this after we print the message */ 1995 /* Do this after we print the message */
2028 decrease_ob (key); /* Use up one of the keys */ 1996 decrease_ob (key); /* Use up one of the keys */
2029 /* Need to update the weight the container the key was in */ 1997 /* Need to update the weight the container the key was in */
2030 if (container != op) 1998 if (container != op)
2031 esrv_update_item (UPD_WEIGHT, op, container); 1999 esrv_update_item (UPD_WEIGHT, op, container);
2000
2032 return 1; /* Nothing more to do below */ 2001 return 1; /* Nothing more to do below */
2033 } 2002 }
2034 else if (door->type == LOCKED_DOOR) 2003 else if (door->type == LOCKED_DOOR)
2035 { 2004 {
2036 /* Might as well return now - no other way to open this */ 2005 /* Might as well return now - no other way to open this */
2037 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2006 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2038 return 1; 2007 return 1;
2039 } 2008 }
2009
2040 return 0; 2010 return 0;
2041} 2011}
2042 2012
2043/* This function is just part of a breakup from move_player. 2013/* This function is just part of a breakup from move_player.
2044 * It should keep the code cleaner. 2014 * It should keep the code cleaner.
2048 */ 2018 */
2049void 2019void
2050move_player_attack (object *op, int dir) 2020move_player_attack (object *op, int dir)
2051{ 2021{
2052 object *tmp, *mon; 2022 object *tmp, *mon;
2053 sint16 nx, ny;
2054 int on_battleground; 2023 int on_battleground;
2055 maptile *m; 2024 maptile *m;
2056 2025
2057 nx = freearr_x[dir] + op->x; 2026 sint16 nx = freearr_x[dir] + op->x;
2058 ny = freearr_y[dir] + op->y; 2027 sint16 ny = freearr_y[dir] + op->y;
2059 2028
2060 on_battleground = op_on_battleground (op, 0, 0); 2029 on_battleground = op_on_battleground (op, 0, 0);
2061 2030
2062 /* If braced, or can't move to the square, and it is not out of the 2031 /* If braced, or can't move to the square, and it is not out of the
2063 * map, attack it. Note order of if statement is important - don't 2032 * map, attack it. Note order of if statement is important - don't
2070 */ 2039 */
2071 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2040 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2072 { 2041 {
2073 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2042 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2074 { 2043 {
2075 m = get_map_from_coord (op->map, &nx, &ny); 2044 m = op->map->xy_find (nx, ny);
2076 if (!m) 2045 if (!m)
2077 return; /* Don't think this should happen */ 2046 return; /* Don't think this should happen */
2078 } 2047 }
2079 else 2048 else
2080 m = op->map; 2049 m = op->map;
2081 2050
2082 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) 2051 if (!(tmp = m->at (nx, ny).bot))
2083 {
2084 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2085 return; 2052 return;
2086 }
2087 2053
2088 mon = 0; 2054 mon = 0;
2089 /* Go through all the objects, and find ones of interest. Only stop if 2055 /* Go through all the objects, and find ones of interest. Only stop if
2090 * we find a monster - that is something we know we want to attack. 2056 * we find a monster - that is something we know we want to attack.
2091 * if its a door or barrel (can roll) see if there may be monsters 2057 * if its a door or barrel (can roll) see if there may be monsters
2144 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2110 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2145 { 2111 {
2146 /* If we're braced, we don't want to switch places with it */ 2112 /* If we're braced, we don't want to switch places with it */
2147 if (op->contr->braced) 2113 if (op->contr->braced)
2148 return; 2114 return;
2115
2149 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2116 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2150 (void) push_ob (mon, dir, op); 2117 push_ob (mon, dir, op);
2151 if (op->contr->tmp_invis || op->hide) 2118 if (op->contr->tmp_invis || op->hide)
2152 make_visible (op); 2119 make_visible (op);
2120
2153 return; 2121 return;
2154 } 2122 }
2155 2123
2156 /* in certain circumstances, you shouldn't attack friendly 2124 /* in certain circumstances, you shouldn't attack friendly
2157 * creatures. Note that if you are braced, you can't push 2125 * creatures. Note that if you are braced, you can't push
2171 !on_battleground)) 2139 !on_battleground))
2172 { 2140 {
2173 if (!op->contr->braced) 2141 if (!op->contr->braced)
2174 { 2142 {
2175 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2143 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2176 (void) push_ob (mon, dir, op); 2144 push_ob (mon, dir, op);
2177 } 2145 }
2178 else 2146 else
2179 new_draw_info (0, 0, op, "You withhold your attack"); 2147 new_draw_info (0, 0, op, "You withhold your attack");
2180 2148
2181 if (op->contr->tmp_invis || op->hide) 2149 if (op->contr->tmp_invis || op->hide)
2196 * Way it works is like this: First, it must have some hit points 2164 * Way it works is like this: First, it must have some hit points
2197 * and be living. Then, it must be one of the following: 2165 * and be living. Then, it must be one of the following:
2198 * 1) Not a player, 2) A player, but of a different party. Note 2166 * 1) Not a player, 2) A player, but of a different party. Note
2199 * that party_number -1 is no party, so attacks can still happen. 2167 * that party_number -1 is no party, so attacks can still happen.
2200 */ 2168 */
2201
2202 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2203 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2170 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2204 { 2171 {
2205
2206 /* If the player hasn't hit something this tick, and does
2207 * so, give them speed boost based on weapon speed. Doing
2208 * it here is better than process_players2, which basically
2209 * incurred a 1 tick offset.
2210 */
2211 if (!op->contr->has_hit) 2172 op->contr->has_hit = 1;
2212 {
2213 op->speed_left += op->speed / op->contr->weapon_sp;
2214
2215 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2216 }
2217 2173
2218 skill_attack (mon, op, 0, 0, 0); 2174 skill_attack (mon, op, 0, 0, 0);
2219 2175
2220 /* If attacking another player, that player gets automatic 2176 /* If attacking another player, that player gets automatic
2221 * hitback, and doesn't loose luck either. 2177 * hitback, and doesn't loose luck either.
2240int 2196int
2241move_player (object *op, int dir) 2197move_player (object *op, int dir)
2242{ 2198{
2243 int pick; 2199 int pick;
2244 2200
2245 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2201 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2246 return 0; 2202 return 0;
2247 2203
2248 /* Sanity check: make sure dir is valid */ 2204 /* Sanity check: make sure dir is valid */
2249 if ((dir < 0) || (dir >= 9)) 2205 if ((dir < 0) || (dir >= 9))
2250 { 2206 {
2251 LOG (llevError, "move_player: invalid direction %d\n", dir); 2207 LOG (llevError, "move_player: invalid direction %d\n", dir);
2252 return 0; 2208 return 0;
2253 } 2209 }
2254 2210
2255 /* peterm: added following line */ 2211 /* peterm: added following line */
2256 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2212 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2257 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2213 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2258 2214
2259 op->facing = dir; 2215 op->facing = dir;
2260 2216
2261 if (op->hide) 2217 if (op->hide)
2262 do_hidden_move (op); 2218 do_hidden_move (op);
2295 * Returns true if there are more actions we can do. 2251 * Returns true if there are more actions we can do.
2296 */ 2252 */
2297int 2253int
2298handle_newcs_player (object *op) 2254handle_newcs_player (object *op)
2299{ 2255{
2300 if (op->contr->hidden)
2301 {
2302 op->invisible = 1000;
2303 /* the socket code flashes the player visible/invisible
2304 * depending on the value of invisible, so we need to
2305 * alternate it here for it to work correctly.
2306 */
2307 if (pticks & 2)
2308 op->invisible--;
2309 }
2310 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2311 {
2312 op->invisible--;
2313 if (!op->invisible)
2314 {
2315 make_visible (op);
2316 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2317 }
2318 }
2319
2320 if (QUERY_FLAG (op, FLAG_SCARED)) 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2321 { 2257 {
2322 flee_player (op); 2258 flee_player (op);
2259
2323 /* If player is still scared, that is his action for this tick */ 2260 /* If player is still scared, that is his action for this tick */
2324 if (QUERY_FLAG (op, FLAG_SCARED)) 2261 if (op->flag [FLAG_SCARED])
2325 { 2262 {
2326 op->speed_left--; 2263 --op->speed_left;
2327 return 0; 2264 return 0;
2328 } 2265 }
2329 } 2266 }
2330
2331 /* I've been seeing crashes where the golem has been destroyed, but
2332 * the player object still points to the defunct golem. The code that
2333 * destroys the golem looks correct, and it doesn't always happen, so
2334 * put this in a a workaround to clean up the golem pointer.
2335 */
2336 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2337 op->contr->ranges[range_golem] = 0;
2338 2267
2339 /* call this here - we also will call this in do_ericserver, but 2268 /* call this here - we also will call this in do_ericserver, but
2340 * the players time has been increased when doericserver has been 2269 * the players time has been increased when doericserver has been
2341 * called, so we recheck it here. 2270 * called, so we recheck it here.
2342 */ 2271 */
2343 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2272 if (op->contr->ns->handle_command ())
2344 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2345 ;
2346
2347 if (op->speed_left < 0)
2348 return 0; 2273 return 1;
2349 2274
2275 if (op->speed_left > 0.f)
2276 {
2350 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2277 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2351 { 2278 {
2352 /* All move commands take 1 tick, at least for now */ 2279 /* All move commands take 1 tick, at least for now */
2353 op->speed_left--; 2280 --op->speed_left;
2354 2281
2355 /* Instead of all the stuff below, let move_player take care 2282 /* Instead of all the stuff below, let move_player take care
2356 * of it. Also, some of the skill stuff is only put in 2283 * of it. Also, some of the skill stuff is only put in
2357 * there, as well as the confusion stuff. 2284 * there, as well as the confusion stuff.
2358 */ 2285 */
2359 move_player (op, op->direction); 2286 move_player (op, op->direction);
2360 if (op->speed_left > 0) 2287
2361 return 1; 2288 return op->speed_left > 0.f;
2362 else 2289 }
2363 return 0;
2364 } 2290 }
2365 2291
2366 return 0; 2292 return 0;
2367} 2293}
2368 2294
2406 * from. 2332 * from.
2407 */ 2333 */
2408void 2334void
2409remove_unpaid_objects (object *op, object *env) 2335remove_unpaid_objects (object *op, object *env)
2410{ 2336{
2411 object *next;
2412
2413 while (op) 2337 while (op)
2414 { 2338 {
2415 next = op->below; /* Make sure we have a good value, in case 2339 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2416 * we remove object 'op' 2340
2417 */
2418 if (QUERY_FLAG (op, FLAG_UNPAID)) 2341 if (QUERY_FLAG (op, FLAG_UNPAID))
2419 { 2342 {
2420 op->remove ();
2421 op->x = env->x;
2422 op->y = env->y;
2423 if (env->type == PLAYER) 2343 if (env->type == PLAYER)
2424 esrv_del_item (env->contr, op->count); 2344 esrv_del_item (env->contr, op->count);
2425 insert_ob_in_map (op, env->map, NULL, 0); 2345
2346 op->insert_at (env);
2426 } 2347 }
2427 else if (op->inv) 2348 else if (op->inv)
2428 remove_unpaid_objects (op->inv, env); 2349 remove_unpaid_objects (op->inv, env);
2429 2350
2430 op = next; 2351 op = next;
2486 int rate_grace = 2000; 2407 int rate_grace = 2000;
2487 const int max_hp = 1; 2408 const int max_hp = 1;
2488 const int max_sp = 1; 2409 const int max_sp = 1;
2489 const int max_grace = 1; 2410 const int max_grace = 1;
2490 2411
2491 if (op->contr->outputs_sync) 2412 if (op->contr->hidden)
2413 {
2414 op->invisible = 1000;
2415 /* the socket code flashes the player visible/invisible
2416 * depending on the value of invisible, so we need to
2417 * alternate it here for it to work correctly.
2418 */
2419 if (pticks & 2)
2420 op->invisible--;
2492 { 2421 }
2493 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2422 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2494 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2423 {
2495 flush_output_element (op, &op->contr->outputs[i]); 2424 if (!op->invisible--)
2425 {
2426 make_visible (op);
2427 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2428 }
2496 } 2429 }
2497 2430
2498 if (op->contr->ns->state == ST_PLAYING) 2431 if (op->contr->ns->state == ST_PLAYING)
2499 { 2432 {
2500 /* these next three if clauses make it possible to SLOW DOWN 2433 /* these next three if clauses make it possible to SLOW DOWN
2522 gen_grace = op->stats.maxgrace; 2455 gen_grace = op->stats.maxgrace;
2523 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2456 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2524 } 2457 }
2525 2458
2526 /* Regenerate Spell Points */ 2459 /* Regenerate Spell Points */
2527 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2460 if (!op->contr->golem && --op->last_sp < 0)
2528 { 2461 {
2529 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2462 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2530 if (op->stats.sp < op->stats.maxsp) 2463 if (op->stats.sp < op->stats.maxsp)
2531 { 2464 {
2532 op->stats.sp++; 2465 op->stats.sp++;
2723 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2656 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2724 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2657 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2725 2658
2726 /* restore player */ 2659 /* restore player */
2727 at = archetype::find ("poisoning"); 2660 at = archetype::find ("poisoning");
2728 tmp = present_arch_in_ob (at, op); 2661 if (object *tmp = present_arch_in_ob (at, op))
2729 if (tmp)
2730 { 2662 {
2731 tmp->destroy (); 2663 tmp->destroy ();
2732 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2664 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2733 } 2665 }
2734 2666
2735 at = archetype::find ("confusion"); 2667 at = archetype::find ("confusion");
2736 tmp = present_arch_in_ob (at, op); 2668 if (object *tmp = present_arch_in_ob (at, op))
2737 if (tmp)
2738 { 2669 {
2739 tmp->destroy (); 2670 tmp->destroy ();
2740 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2671 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2741 } 2672 }
2742 2673
2744 op->stats.hp = op->stats.maxhp; 2675 op->stats.hp = op->stats.maxhp;
2745 if (op->stats.food <= 0) 2676 if (op->stats.food <= 0)
2746 op->stats.food = 999; 2677 op->stats.food = 999;
2747 2678
2748 /* create a bodypart-trophy to make the winner happy */ 2679 /* create a bodypart-trophy to make the winner happy */
2749 tmp = arch_to_object (archetype::find ("finger")); 2680 if (object *tmp = arch_to_object (archetype::find ("finger")))
2750 if (tmp != NULL)
2751 { 2681 {
2752 sprintf (buf, "%s's finger", &op->name); 2682 sprintf (buf, "%s's finger", &op->name);
2753 tmp->name = buf; 2683 tmp->name = buf;
2754 sprintf (buf, " This finger has been cut off %s\n" 2684 sprintf (buf, " This finger has been cut off %s\n"
2755 " the %s, when he was defeated at\n level %d by %s.\n", 2685 " the %s, when he was defeated at\n level %d by %s.\n",
2756 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2686 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2757 tmp->msg = buf; 2687 tmp->msg = buf;
2758 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2688 tmp->value = 0, tmp->type = 0;
2759 tmp->materialname = NULL; 2689 tmp->materialname = "organics";
2760 tmp->x = op->x, tmp->y = op->y; 2690 tmp->insert_at (op, tmp);
2761 insert_ob_in_map (tmp, op->map, op, 0);
2762 } 2691 }
2763 2692
2764 /* teleport defeated player to new destination */ 2693 /* teleport defeated player to new destination */
2765 transfer_ob (op, x, y, 0, NULL); 2694 transfer_ob (op, x, y, 0, NULL);
2766 op->contr->braced = 0; 2695 op->contr->braced = 0;
2771 2700
2772 command_kill_pets (op, 0); 2701 command_kill_pets (op, 0);
2773 2702
2774 if (op->stats.food < 0) 2703 if (op->stats.food < 0)
2775 { 2704 {
2776 if (op->contr->explore)
2777 {
2778 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2779 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2780 op->stats.food = 999;
2781 return;
2782 }
2783 sprintf (buf, "%s starved to death.", &op->name); 2705 sprintf (buf, "%s starved to death.", &op->name);
2784 strcpy (op->contr->killer, "starvation"); 2706 strcpy (op->contr->killer, "starvation");
2785 } 2707 }
2786 else 2708 else
2787 {
2788 if (op->contr->explore)
2789 {
2790 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2791 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2792 op->stats.hp = op->stats.maxhp;
2793 return;
2794 }
2795 sprintf (buf, "%s died.", &op->name); 2709 sprintf (buf, "%s died.", &op->name);
2796 } 2710
2797 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2711 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2798 2712
2799 /* save the map location for corpse, gravestone */ 2713 /* save the map location for corpse, gravestone */
2800 x = op->x; 2714 x = op->x;
2801 y = op->y; 2715 y = op->y;
2802 map = op->map; 2716 map = op->map;
2803
2804 2717
2805 /* NOT_PERMADEATH code. This basically brings the character back to 2718 /* NOT_PERMADEATH code. This basically brings the character back to
2806 * life if they are dead - it takes some exp and a random stat. 2719 * life if they are dead - it takes some exp and a random stat.
2807 * See the config.h file for a little more in depth detail about this. 2720 * See the config.h file for a little more in depth detail about this.
2808 */ 2721 */
2825 num_stats_lose = 1; 2738 num_stats_lose = 1;
2826 else 2739 else
2827 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2740 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2828 } 2741 }
2829 else 2742 else
2830 {
2831 num_stats_lose = 1; 2743 num_stats_lose = 1;
2832 } 2744
2833 lost_a_stat = 0; 2745 lost_a_stat = 0;
2834 2746
2835 for (z = 0; z < num_stats_lose; z++) 2747 for (z = 0; z < num_stats_lose; z++)
2836 { 2748 {
2837 i = RANDOM () % NUM_STATS; 2749 i = RANDOM () % NUM_STATS;
2978 op->stats.hp = op->stats.maxhp; 2890 op->stats.hp = op->stats.maxhp;
2979 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2891 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2980 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2892 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2981 2893
2982 /* 2894 /*
2983 * Check to see if the player is in a shop. IF so, then check to see if
2984 * the player has any unpaid items. If so, remove them and put them back 2895 * Check to see if the player has any unpaid items. If so, remove them
2985 * in the map. 2896 * and put them back in the map.
2986 */ 2897 */
2987
2988 if (is_in_shop (op))
2989 remove_unpaid_objects (op->inv, op); 2898 remove_unpaid_objects (op->inv, op);
2990 2899
2991 /****************************************/ 2900 /****************************************/
2992 /* */ 2901 /* */
2993 /* Move player to his current respawn- */ 2902 /* Move player to his current respawn- */
2994 /* position (usually last savebed) */ 2903 /* position (usually last savebed) */
2995 /* */ 2904 /* */
2996 /****************************************/ 2905 /****************************************/
2997 2906
2998 enter_player_savebed (op); 2907 enter_player_savebed (op);
2999 2908
3000 /* Save the player before inserting the force to reduce
3001 * chance of abuse.
3002 */
3003 op->contr->braced = 0; 2909 op->contr->braced = 0;
3004 op->contr->save ();
3005 2910
3006 /* it is possible that the player has blown something up 2911 /* it is possible that the player has blown something up
3007 * at his savebed location, and that can have long lasting 2912 * at his savebed location, and that can have long lasting
3008 * spell effects. So first see if there is a spell effect 2913 * spell effects. So first see if there is a spell effect
3009 * on the space that might harm the player. 2914 * on the space that might harm the player.
3018 object *force; 2923 object *force;
3019 int at; 2924 int at;
3020 2925
3021 force = get_archetype (FORCE_NAME); 2926 force = get_archetype (FORCE_NAME);
3022 /* 50 ticks should be enough time for the spell to abate */ 2927 /* 50 ticks should be enough time for the spell to abate */
3023 force->speed = 0.1; 2928 force->speed = 0.1f;
3024 force->speed_left = -5.0; 2929 force->speed_left = -5.f;
3025 SET_FLAG (force, FLAG_APPLIED); 2930 SET_FLAG (force, FLAG_APPLIED);
3026 for (at = 0; at < NROFATTACKS; at++) 2931 for (at = 0; at < NROFATTACKS; at++)
3027 if (will_kill_again & (1 << at)) 2932 if (will_kill_again & (1 << at))
3028 force->resist[at] = 100; 2933 force->resist[at] = 100;
3029 2934
3038void 2943void
3039loot_object (object *op) 2944loot_object (object *op)
3040{ /* Grab and destroy some treasure */ 2945{ /* Grab and destroy some treasure */
3041 object *tmp, *tmp2, *next; 2946 object *tmp, *tmp2, *next;
3042 2947
3043 if (op->container) 2948 op->close_container (); /* close open sack first */
3044 esrv_apply_container (op, op->container); /* close open sack first */
3045 2949
3046 for (tmp = op->inv; tmp; tmp = next) 2950 for (tmp = op->inv; tmp; tmp = next)
3047 { 2951 {
3048 next = tmp->below; 2952 next = tmp->below;
3049 2953
3050 if (tmp->invisible) 2954 if (tmp->invisible)
3051 continue; 2955 continue;
3052 2956
3053 tmp->remove (); 2957 tmp->remove ();
3054 tmp->x = op->x, tmp->y = op->y; 2958 tmp->x = op->x, tmp->y = op->y;
2959
3055 if (tmp->type == CONTAINER) 2960 if (tmp->type == CONTAINER)
3056 { /* empty container to ground */ 2961 loot_object (tmp); /* empty container to ground */
3057 loot_object (tmp); 2962
3058 }
3059 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2963 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3060 { 2964 {
3061 if (tmp->nrof > 1) 2965 if (tmp->nrof > 1)
3062 { 2966 {
3063 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2967 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3064 tmp2->destroy (); 2968 tmp2->destroy ();
3075/* 2979/*
3076 * fix_weight(): Check recursively the weight of all players, and fix 2980 * fix_weight(): Check recursively the weight of all players, and fix
3077 * what needs to be fixed. Refresh windows and fix speed if anything 2981 * what needs to be fixed. Refresh windows and fix speed if anything
3078 * was changed. 2982 * was changed.
3079 */ 2983 */
3080
3081void 2984void
3082fix_weight (void) 2985fix_weight (void)
3083{ 2986{
3084 for_all_players (pl) 2987 for_all_players (pl)
3085 { 2988 {
3145 if (op->type == PLAYER) 3048 if (op->type == PLAYER)
3146 { 3049 {
3147 op->contr->tmp_invis = 0; 3050 op->contr->tmp_invis = 0;
3148 op->contr->invis_race = 0; 3051 op->contr->invis_race = 0;
3149 } 3052 }
3053
3150 update_object (op, UP_OBJ_FACE); 3054 update_object (op, UP_OBJ_CHANGE);
3151} 3055}
3152 3056
3153int 3057int
3154is_true_undead (object *op) 3058is_true_undead (object *op)
3155{ 3059{
3156 object *tmp = NULL;
3157
3158 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3060 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3159 return 1; 3061 return 1;
3160 3062
3161 return 0; 3063 return 0;
3162} 3064}
3221 3123
3222 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3124 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3223 3125
3224 /* its *extremely* hard to run and sneak/hide at the same time! */ 3126 /* its *extremely* hard to run and sneak/hide at the same time! */
3225 if (op->type == PLAYER && op->contr->run_on) 3127 if (op->type == PLAYER && op->contr->run_on)
3226 {
3227 if (!skop || num >= skop->level) 3128 if (!skop || num >= skop->level)
3228 { 3129 {
3229 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3130 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3230 make_visible (op); 3131 make_visible (op);
3231 return; 3132 return;
3232 } 3133 }
3233 else 3134 else
3234 num += 20; 3135 num += 20;
3235 } 3136
3236 num += op->map->difficulty; 3137 num += op->map->difficulty;
3237 hide = hideability (op); /* modify by terrain hidden level */ 3138 hide = hideability (op); /* modify by terrain hidden level */
3238 num -= hide; 3139 num -= hide;
3140
3239 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3141 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3240 { 3142 {
3241 make_visible (op); 3143 make_visible (op);
3242 if (op->type == PLAYER) 3144 if (op->type == PLAYER)
3243 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3145 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3244 } 3146 }
3245 else if (op->type == PLAYER && skop) 3147 else if (op->type == PLAYER && skop)
3246 {
3247 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3148 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3248 }
3249} 3149}
3250 3150
3251/* determine if who is standing near a hostile creature. */ 3151/* determine if who is standing near a hostile creature. */
3252 3152
3253int 3153int
3320 if (pl->type != PLAYER) 3220 if (pl->type != PLAYER)
3321 { 3221 {
3322 LOG (llevError, "player_can_view() called for non-player object\n"); 3222 LOG (llevError, "player_can_view() called for non-player object\n");
3323 return -1; 3223 return -1;
3324 } 3224 }
3225
3325 if (!pl || !op) 3226 if (!pl || !op)
3326 return 0; 3227 return 0;
3327 3228
3328 if (op->head)
3329 {
3330 op = op->head; 3229 op = op->head_ ();
3331 } 3230
3332 get_rangevector (pl, op, &rv, 0x1); 3231 get_rangevector (pl, op, &rv, 0x1);
3333 3232
3334 /* starting with the 'head' part, lets loop 3233 /* starting with the 'head' part, lets loop
3335 * through the object and find if it has any 3234 * through the object and find if it has any
3336 * part that is in the los array but isnt on 3235 * part that is in the los array but isnt on
3453 char buf[MAX_BUF]; /* tmp. string buffer */ 3352 char buf[MAX_BUF]; /* tmp. string buffer */
3454 int i = 0, j = 0; 3353 int i = 0, j = 0;
3455 3354
3456 /* get the appropriate treasurelist */ 3355 /* get the appropriate treasurelist */
3457 if (atnr == ATNR_FIRE) 3356 if (atnr == ATNR_FIRE)
3458 trlist = find_treasurelist ("dragon_ability_fire"); 3357 trlist = treasurelist::find ("dragon_ability_fire");
3459 else if (atnr == ATNR_COLD) 3358 else if (atnr == ATNR_COLD)
3460 trlist = find_treasurelist ("dragon_ability_cold"); 3359 trlist = treasurelist::find ("dragon_ability_cold");
3461 else if (atnr == ATNR_ELECTRICITY) 3360 else if (atnr == ATNR_ELECTRICITY)
3462 trlist = find_treasurelist ("dragon_ability_elec"); 3361 trlist = treasurelist::find ("dragon_ability_elec");
3463 else if (atnr == ATNR_POISON) 3362 else if (atnr == ATNR_POISON)
3464 trlist = find_treasurelist ("dragon_ability_poison"); 3363 trlist = treasurelist::find ("dragon_ability_poison");
3465 3364
3466 if (trlist == NULL || who->type != PLAYER) 3365 if (trlist == NULL || who->type != PLAYER)
3467 return; 3366 return;
3468 3367
3469 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3368 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3470 3369
3471 if (tr == NULL || tr->item == NULL) 3370 if (!tr || !tr->item)
3472 { 3371 {
3473 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3372 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3474 return; 3373 return;
3475 } 3374 }
3476 3375
3601 * not readied. 3500 * not readied.
3602 */ 3501 */
3603void 3502void
3604player_unready_range_ob (player *pl, object *ob) 3503player_unready_range_ob (player *pl, object *ob)
3605{ 3504{
3606 rangetype i; 3505 if (pl->ob->current_weapon == ob)
3506 pl->ob->current_weapon = 0;
3607 3507
3608 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3508 if (pl->combat_ob == ob)
3609 { 3509 pl->combat_ob = 0;
3510
3610 if (pl->ranges[i] == ob) 3511 if (pl->ranged_ob == ob)
3611 { 3512 pl->ranged_ob = 0;
3612 pl->ranges[i] = NULL;
3613 if (pl->shoottype == i)
3614 {
3615 pl->shoottype = range_none;
3616 }
3617 }
3618 }
3619} 3513}
3514
3515sint8
3516player::visibility_at (maptile *map, int x, int y) const
3517{
3518 if (!ns)
3519 return 0;
3520
3521 int dx, dy;
3522 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3523 return 0;
3524
3525 x += dx - ns->current_x + ns->mapx / 2;
3526 y += dy - ns->current_y + ns->mapy / 2;
3527
3528 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3529 return 0;
3530
3531 return 100 - blocked_los [x][y];
3532}

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