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Comparing deliantra/server/server/player.C (file contents):
Revision 1.70 by root, Tue Dec 26 20:04:09 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
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;
345 355
346 if (ob) 356 if (ob)
347 { 357 {
348 ob->destroy_inv (false); 358 ob->destroy_inv (false);
349 ob->destroy (); 359 ob->destroy ();
350 }
351
352 if (ns)
353 {
354 client *ns = this->ns;
355 ns->send_packet ("goodbye");
356 ns->flush ();
357 ns->pl = 0;
358 this->ns = 0;
359 ns->destroy ();
360 } 360 }
361} 361}
362 362
363player::~player () 363player::~player ()
364{ 364{
374player::create () 374player::create ()
375{ 375{
376 player *pl = new player; 376 player *pl = new player;
377 377
378 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);
379 385
380 return pl; 386 return pl;
381} 387}
382 388
383/* 389/*
414 object *op = NULL; 420 object *op = NULL;
415 objectlink *ol; 421 objectlink *ol;
416 unsigned lastdist; 422 unsigned lastdist;
417 rv_vector rv; 423 rv_vector rv;
418 424
419 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
420 { 426 {
421 /* 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
422 * does periodically happen. Given that, lets deal with it. 428 * does periodically happen. Given that, lets deal with it.
423 * While unlikely, it is possible the next object on the friendly 429 * While unlikely, it is possible the next object on the friendly
424 * list is also free, so encapsulate this in a while loop. 430 * list is also free, so encapsulate this in a while loop.
428 object *tmp = ol->ob; 434 object *tmp = ol->ob;
429 435
430 /* 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
431 * itself will have been cleared. 437 * itself will have been cleared.
432 */ 438 */
433 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 ());
434 ol = ol->next; 441 ol = ol->next;
435 remove_friendly_object (tmp); 442 remove_friendly_object (tmp);
436 if (!ol) 443 if (!ol)
437 return op; 444 return op;
438 } 445 }
527 x = mon->x; 534 x = mon->x;
528 y = mon->y; 535 y = mon->y;
529 m = mon->map; 536 m = mon->map;
530 dir = rv.direction; 537 dir = rv.direction;
531 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 */
532 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
533 /* 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. */
534 if (diff > max) 542 if (diff > max)
535 return 0; 543 return 0;
544
536 while (diff > 1 && max > 0) 545 while (diff > 1 && max > 0)
537 { 546 {
538 lastx = x; 547 lastx = x;
539 lasty = y; 548 lasty = y;
540 lastmap = m; 549 lastmap = m;
622 max--; 631 max--;
623 lastdir = dir; 632 lastdir = dir;
624 if (!firstdir) 633 if (!firstdir)
625 firstdir = dir; 634 firstdir = dir;
626 } 635 }
636
627 if (diff <= 1) 637 if (diff <= 1)
628 { 638 {
629 /* Recalculate diff (distance) because we may not have actually 639 /* Recalculate diff (distance) because we may not have actually
630 * headed toward player for entire distance. 640 * headed toward player for entire distance.
631 */ 641 */
632 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 642 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
633 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));
634 } 644 }
645
635 if (diff > max) 646 if (diff > max)
636 return 0; 647 return 0;
637 } 648 }
649
638 /* 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 */
639 if (!max) 651 if (!max)
640 return 0; 652 return 0;
641 653
642 return firstdir; 654 return firstdir;
756roll_stat (void) 768roll_stat (void)
757{ 769{
758 int a[4], i, j, k; 770 int a[4], i, j, k;
759 771
760 for (i = 0; i < 4; i++) 772 for (i = 0; i < 4; i++)
761 a[i] = (int) RANDOM () % 6 + 1; 773 a[i] = (int) rndm (6) + 1;
762 774
763 for (i = 0, j = 0, k = 7; i < 4; i++) 775 for (i = 0, j = 0, k = 7; i < 4; i++)
764 if (a[i] < k) 776 if (a[i] < k)
765 k = a[i], j = i; 777 k = a[i], j = i;
766 778
772} 784}
773 785
774void 786void
775object::roll_stats () 787object::roll_stats ()
776{ 788{
777 int statsort [7]; 789 int statsort [NUM_STATS];
778 790
779 for (;;) 791 for (;;)
780 { 792 {
781 int sum = 0; 793 int sum = 0;
782 for (int i = 7; i--; ) 794 for (int i = NUM_STATS; i--; )
783 sum += statsort [i] = roll_stat (); 795 sum += statsort [i] = roll_stat ();
784 796
785 if (sum >= 82 && sum <= 116) 797 if (sum >= 82 && sum <= 116)
786 break; 798 break;
787 } 799 }
788 800
789 // Sort the stats so that rerolling is easier... 801 // Sort the stats so that rerolling is easier...
790 std::sort (statsort, statsort + 7, std::greater<int>()); 802 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
791 803
804 for (int i = 0; i < NUM_STATS; ++i)
792 stats.Str = statsort[0]; 805 stats.stat (i) = statsort [i];
793 stats.Dex = statsort[1];
794 stats.Con = statsort[2];
795 stats.Int = statsort[3];
796 stats.Wis = statsort[4];
797 stats.Pow = statsort[5];
798 stats.Cha = statsort[6];
799 806
800 stats.exp = 0; 807 stats.exp = 0;
801 stats.ac = 0; 808 stats.ac = 0;
802 809
803 stats.hp = stats.maxhp; 810 stats.hp = stats.maxhp;
815} 822}
816 823
817void 824void
818object::swap_stats (int a, int b) 825object::swap_stats (int a, int b)
819{ 826{
820 int tmp = get_attr_value (&contr->orig_stats, a); 827 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
821 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
822 set_attr_value (&contr->orig_stats, b, tmp);
823 828
829 for (int i = 0; i < NUM_STATS; ++i)
824 stats.Str = contr->orig_stats.Str; 830 stats.stat (i) = contr->orig_stats.stat (i);
825 stats.Dex = contr->orig_stats.Dex;
826 stats.Con = contr->orig_stats.Con;
827 stats.Int = contr->orig_stats.Int;
828 stats.Wis = contr->orig_stats.Wis;
829 stats.Pow = contr->orig_stats.Pow;
830 stats.Cha = contr->orig_stats.Cha;
831 831
832 //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,
833 // be merged with the similar code in roll_stats 833 // be merged with the similar code in roll_stats
834 stats.ac = 0; 834 stats.ac = 0;
835 835
847 contr->levsp[1] = 6; 847 contr->levsp[1] = 6;
848 contr->levgrace[1] = 3; 848 contr->levgrace[1] = 3;
849 849
850 contr->orig_stats = stats; 850 contr->orig_stats = stats;
851 } 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, " ");
852} 863}
853 864
854/* This function takes the key that is passed, and does the 865/* This function takes the key that is passed, and does the
855 * appropriate action with it (change race, or other things). 866 * appropriate action with it (change race, or other things).
856 * The function name is for historical reasons - now we have 867 * The function name is for historical reasons - now we have
857 * separate race and class; this actually changes the RACE, 868 * separate race and class; this actually changes the RACE,
858 * not the class. 869 * not the class.
859 */ 870 */
860int 871void
861key_change_class (object *op, char key) 872player::chargen_race_done ()
862{ 873{
863 int tmp_loop;
864
865 if (key == 'd' || key == 'D')
866 {
867 char buf[MAX_BUF];
868
869 /* this must before then initial items are given */ 874 /* this must before then initial items are given */
870 esrv_new_player (op->contr, op->weight + op->carrying); 875 esrv_new_player (ob->contr, ob->weight + ob->carrying);
871 876
872 treasurelist *tl = find_treasurelist ("starting_wealth"); 877 treasurelist *tl = treasurelist::find ("starting_wealth");
873 if (tl) 878 if (tl)
874 create_treasure (tl, op, 0, 0, 0); 879 create_treasure (tl, ob, 0, 0, 0);
875 880
876 INVOKE_PLAYER (BIRTH, op->contr); 881 INVOKE_PLAYER (BIRTH, ob->contr);
877 INVOKE_PLAYER (LOGIN, op->contr); 882 INVOKE_PLAYER (LOGIN, ob->contr);
878 883
879 op->contr->ns->state = ST_PLAYING; 884 ob->contr->ns->state = ST_PLAYING;
880 885
881 if (op->msg) 886 if (ob->msg)
882 op->msg = NULL; 887 ob->msg = 0;
883 888
884 /* 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
885 * to save here. 890 * to save here.
886 */ 891 */
892 {
893 char buf[MAX_BUF];
887 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
888 make_path_to_file (buf); 895 make_path_to_file (buf);
896 }
889 897
890#ifdef AUTOSAVE
891 op->contr->last_save_tick = pticks;
892#endif
893 start_info (op); 898 start_info (ob);
894 CLEAR_FLAG (op, FLAG_WIZ); 899 CLEAR_FLAG (ob, FLAG_WIZ);
895 give_initial_items (op, op->randomitems); 900 give_initial_items (ob, ob->randomitems);
896 link_player_skills (op); 901 link_player_skills (ob);
897 esrv_send_inventory (op, op); 902 esrv_send_inventory (ob, ob);
898 op->update_stats (); 903 ob->update_stats ();
899 904
900 /* This moves the player to a different start map, if there 905 /* This moves the player to a different start map, if there
901 * is one for this race 906 * is one for this race
902 */ 907 */
903 if (*first_map_ext_path) 908 if (*first_map_ext_path)
904 { 909 {
905 object *tmp; 910 object *tmp;
906 char mapname[MAX_BUF]; 911 char mapname[MAX_BUF];
907 912
908 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);
909 tmp = object::create (); 914 tmp = object::create ();
910 EXIT_PATH (tmp) = mapname; 915 EXIT_PATH (tmp) = mapname;
911 EXIT_X (tmp) = op->x; 916 EXIT_X (tmp) = ob->x;
912 EXIT_Y (tmp) = op->y; 917 EXIT_Y (tmp) = ob->y;
913 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;
914 * if the map isn't there, then stay on the 919 * if the map isn't there, then stay on the
915 * default initial map */ 920 * default initial map */
916 tmp->destroy (); 921 tmp->destroy ();
917 } 922 }
918 else 923 else
919 LOG (llevDebug, "first_map_ext_path not set\n"); 924 LOG (llevDebug, "first_map_ext_path not set\n");
925}
920 926
921 return 0; 927void
922 } 928player::chargen_race_next ()
923 929{
924 /* Following actually changes the race - this is the default command 930 /* Following actually changes the race - this is the default command
925 * if we don't match with one of the options above. 931 * if we don't match with one of the options above.
926 */ 932 */
927 933
928 tmp_loop = 0; 934 do
929 while (!tmp_loop)
930 { 935 {
931 shstr name = op->name; 936 shstr name = ob->name;
932 int x = op->x, y = op->y; 937 int x = ob->x, y = ob->y;
933 938
934 op->remove_statbonus (); 939 ob->remove_statbonus ();
935 op->remove (); 940 ob->remove ();
936 op->arch = get_player_archetype (op->arch); 941 ob->arch = get_player_archetype (ob->arch);
937 op->arch->clone.copy_to (op); 942 ob->arch->clone.copy_to (ob);
938 op->instantiate (); 943 ob->instantiate ();
939 op->stats = op->contr->orig_stats; 944 ob->stats = ob->contr->orig_stats;
940 op->name = op->name_pl = name; 945 ob->name = ob->name_pl = name;
941 op->x = x; 946 ob->x = x;
942 op->y = y; 947 ob->y = y;
943 SET_ANIMATION (op, 2); /* So player faces south */ 948 SET_ANIMATION (ob, 2); /* So player faces south */
944 insert_ob_in_map (op, op->map, op, 0); 949 insert_ob_in_map (ob, ob->map, ob, 0);
945 assign (op->contr->title, op->arch->clone.name); 950 assign (ob->contr->title, ob->arch->clone.name);
946 op->add_statbonus (); 951 ob->add_statbonus ();
947 tmp_loop = allowed_class (op);
948 } 952 }
953 while (!allowed_class (ob));
949 954
950 update_object (op, UP_OBJ_FACE); 955 update_object (ob, UP_OBJ_FACE);
951 esrv_update_item (UPD_FACE, op, op); 956 esrv_update_item (UPD_FACE, ob, ob);
952 op->update_stats (); 957 ob->update_stats ();
953 op->stats.hp = op->stats.maxhp; 958 ob->stats.hp = ob->stats.maxhp;
954 op->stats.sp = op->stats.maxsp; 959 ob->stats.sp = ob->stats.maxsp;
955 op->stats.grace = 0; 960 ob->stats.grace = 0;
956
957 if (op->msg)
958 new_draw_info (NDI_BLUE, 0, op, op->msg);
959
960 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
961 return 0;
962}
963
964int
965key_confirm_quit (object *op, char key)
966{
967 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
968 {
969 op->contr->ns->state = ST_PLAYING;
970 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
971 return 1;
972 }
973
974 INVOKE_PLAYER (LOGOUT, op->contr);
975 INVOKE_PLAYER (QUIT, op->contr);
976
977 op->contr->enable_save = false;
978
979 terminate_all_pets (op);
980 leave_map (op);
981 op->direction = 0;
982 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
983
984 strcpy (op->contr->killer, "quit");
985 check_score (op);
986 op->contr->party = 0;
987 op->contr->own_title[0] = '\0';
988
989 object_ptr ob = op;
990
991 /* We need to hunt for any per player unique maps in memory and
992 * get rid of them. The trailing slash in the path is intentional,
993 * so that players named 'Ab' won't match against players 'Abe' pathname
994 */
995 char buf[MAX_BUF];
996 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
997
998 for (maptile *next, *mp = first_map; mp; mp = next)
999 {
1000 next = mp->next;
1001
1002 if (!strncmp (mp->path, buf, strlen (buf)))
1003 delete_map (mp);
1004 }
1005
1006 delete_character (ob->name, 1);
1007 ob->contr->destroy ();
1008
1009 return 1;
1010} 961}
1011 962
1012void 963void
1013flee_player (object *op) 964flee_player (object *op)
1014{ 965{
1061 /* Cornered, get rid of scared */ 1012 /* Cornered, get rid of scared */
1062 CLEAR_FLAG (op, FLAG_SCARED); 1013 CLEAR_FLAG (op, FLAG_SCARED);
1063 op->enemy = NULL; 1014 op->enemy = NULL;
1064} 1015}
1065 1016
1066
1067/* 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.
1068 * 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
1069 * stop. 1019 * stop.
1070 */ 1020 */
1071int 1021int
1072check_pick (object *op) 1022check_pick (object *op)
1073{ 1023{
1074 object *tmp, *next; 1024 object *tmp, *next;
1075 int stop = 0; 1025 int stop = 0;
1076 int j, k, wvratio; 1026 int wvratio;
1077 char putstring[128], tmpstr[16]; 1027 char putstring[128];
1078 1028
1079 /* if you're flying, you cna't pick up anything */ 1029 /* if you're flying, you cna't pick up anything */
1080 if (op->move_type & MOVE_FLYING) 1030 if (op->move_type & MOVE_FLYING)
1081 return 1; 1031 return 1;
1082 1032
1419 * found object is returned. 1369 * found object is returned.
1420 */ 1370 */
1421object * 1371object *
1422find_arrow (object *op, const char *type) 1372find_arrow (object *op, const char *type)
1423{ 1373{
1424 object *tmp = NULL; 1374 object *tmp = 0;
1425 1375
1426 for (op = op->inv; op; op = op->below) 1376 for (op = op->inv; op; op = op->below)
1427 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))
1428 tmp = find_arrow (op, type); 1378 tmp = find_arrow (op, type);
1429 else if (op->type == ARROW && op->race == type) 1379 else if (op->type == ARROW && op->race == type)
1430 return op; 1380 return op;
1381
1431 return tmp; 1382 return tmp;
1432} 1383}
1433 1384
1434/* 1385/*
1435 * 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
1436 * 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
1437 * 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
1438 * 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.
1439 */ 1390 */
1440
1441object * 1391object *
1442find_better_arrow (object *op, object *target, const char *type, int *better) 1392find_better_arrow (object *op, object *target, const char *type, int *better)
1443{ 1393{
1444 object *tmp = NULL, *arrow, *ntmp; 1394 object *tmp = NULL, *arrow, *ntmp;
1445 int attacknum, attacktype, betterby = 0, i; 1395 int attacknum, attacktype, betterby = 0, i;
1511 * find_better_arrow to find a decent arrow to use. 1461 * find_better_arrow to find a decent arrow to use.
1512 * op = the shooter 1462 * op = the shooter
1513 * type = bow->race 1463 * type = bow->race
1514 * dir = fire direction 1464 * dir = fire direction
1515 */ 1465 */
1516
1517object * 1466object *
1518pick_arrow_target (object *op, const char *type, int dir) 1467pick_arrow_target (object *op, const char *type, int dir)
1519{ 1468{
1520 object *tmp = NULL; 1469 object *tmp = NULL;
1521 maptile *m; 1470 maptile *m;
1586 */ 1535 */
1587int 1536int
1588fire_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)
1589{ 1538{
1590 object *left, *bow; 1539 object *left, *bow;
1591 int bowspeed, mflags; 1540 int mflags;
1592 maptile *m; 1541 maptile *m;
1593 1542
1594 if (!dir) 1543 if (!dir)
1595 { 1544 {
1596 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!");
1597 return 0; 1546 return 0;
1598 } 1547 }
1599 1548
1600 if (op->type == PLAYER) 1549 if (player *pl = op->contr)
1601 bow = op->contr->ranges[range_bow]; 1550 {
1551 bow = pl->ranged_ob;
1552 if (!op->change_weapon (bow))
1553 return 0;
1554 }
1602 else 1555 else
1603 { 1556 {
1604 for (bow = op->inv; bow; bow = bow->below) 1557 for (bow = op->inv; bow; bow = bow->below)
1605 /* 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
1606 * 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.
1611 if (!bow) 1564 if (!bow)
1612 { 1565 {
1613 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1614 return 0; 1567 return 0;
1615 } 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
1616 } 1577 }
1617 1578
1618 if (!bow->race || !bow->skill) 1579 if (!bow->race || !bow->skill)
1619 { 1580 {
1620 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);
1621 return 0; 1582 return 0;
1622 } 1583 }
1623
1624 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1625
1626 /* penalize ROF for bestarrow */
1627 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1628 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1629
1630 if (bowspeed < 1)
1631 bowspeed = 1;
1632 1584
1633 if (arrow == NULL) 1585 if (arrow == NULL)
1634 { 1586 {
1635 if ((arrow = find_arrow (op, bow->race)) == NULL) 1587 if ((arrow = find_arrow (op, bow->race)) == NULL)
1636 { 1588 {
1637 if (op->type == PLAYER) 1589 if (op->type == PLAYER)
1638 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);
1639 /* 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 */
1640 else 1592 else
1641 CLEAR_FLAG (op, FLAG_READY_BOW); 1593 CLEAR_FLAG (op, FLAG_READY_BOW);
1594
1642 return 0; 1595 return 0;
1643 } 1596 }
1644 } 1597 }
1645 1598
1646 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1599 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1670 1623
1671 arrow->set_owner (op); 1624 arrow->set_owner (op);
1672 arrow->skill = bow->skill; 1625 arrow->skill = bow->skill;
1673 arrow->direction = dir; 1626 arrow->direction = dir;
1674 1627
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;
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
1686 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1721 arrow->move_type = MOVE_FLY_LOW; 1687 arrow->move_type = MOVE_FLY_LOW;
1722 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1723 1689
1724 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);
1725 m->insert (arrow, sx, sy, op); 1691 m->insert (arrow, sx, sy, op);
1750{ 1716{
1751 int ret = 0, wcmod = 0; 1717 int ret = 0, wcmod = 0;
1752 1718
1753 if (op->contr->bowtype == bow_bestarrow) 1719 if (op->contr->bowtype == bow_bestarrow)
1754 { 1720 {
1755 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);
1756 } 1722 }
1757 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)
1758 { 1724 {
1759 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1725 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1760 wcmod = -1; 1726 wcmod = -1;
1727
1761 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);
1762 } 1729 }
1763 else if (op->contr->bowtype == bow_threewide) 1730 else if (op->contr->bowtype == bow_threewide)
1764 { 1731 {
1765 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);
1769 else if (op->contr->bowtype == bow_spreadshot) 1736 else if (op->contr->bowtype == bow_spreadshot)
1770 { 1737 {
1771 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);
1772 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);
1773 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);
1774
1775 } 1741 }
1776 else 1742 else
1777 { 1743 {
1778 /* Simple case */ 1744 /* Simple case */
1779 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);
1780 } 1746 }
1747
1781 return ret; 1748 return ret;
1782} 1749}
1783 1750
1784 1751
1785/* Fires a misc (wand/rod/horn) object in 'dir'. 1752/* Fires a misc (wand/rod/horn) object in 'dir'.
1786 * Broken apart from 'fire' to keep it more readable. 1753 * Broken apart from 'fire' to keep it more readable.
1787 */ 1754 */
1788void 1755void
1789fire_misc_object (object *op, int dir) 1756fire_misc_object (object *op, int dir)
1790{ 1757{
1791 object *item; 1758 object *item = op->contr->ranged_ob;
1792 1759
1793 if (!op->contr->ranges[range_misc]) 1760 if (!item)
1794 { 1761 {
1795 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.");
1796 return; 1763 return;
1797 } 1764 }
1798 1765
1799 item = op->contr->ranges[range_misc];
1800 if (!item->inv) 1766 if (!item->inv)
1801 { 1767 {
1802 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1768 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1803 return; 1769 return;
1804 } 1770 }
1771
1772 if (!op->change_weapon (item))
1773 return;
1774
1805 if (item->type == WAND) 1775 if (item->type == WAND)
1806 { 1776 {
1807 if (item->stats.food <= 0) 1777 if (item->stats.food <= 0)
1808 { 1778 {
1809 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1779 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1810 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
1811 return; 1782 return;
1812 } 1783 }
1813 } 1784 }
1814 else if (item->type == ROD || item->type == HORN) 1785 else if (item->type == ROD || item->type == HORN)
1815 { 1786 {
1816 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))
1817 { 1788 {
1818 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1789 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1790
1819 if (item->type == ROD) 1791 if (item->type == ROD)
1820 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));
1821 else 1793 else
1822 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
1823 return; 1796 return;
1824 } 1797 }
1825 } 1798 }
1826 1799
1827 if (cast_spell (op, item, dir, item->inv, NULL)) 1800 if (cast_spell (op, item, dir, item->inv, NULL))
1858 1831
1859 /* check for loss of invisiblity/hide */ 1832 /* check for loss of invisiblity/hide */
1860 if (action_makes_visible (op)) 1833 if (action_makes_visible (op))
1861 make_visible (op); 1834 make_visible (op);
1862 1835
1863 switch (op->contr->shoottype) 1836 player *pl = op->contr;
1837
1838 if (pl->golem)
1864 { 1839 {
1865 case range_none: 1840 control_golem (op->contr->golem, dir);
1866 return; 1841 return;
1842 }
1867 1843
1868 case range_bow: 1844 object *ob = pl->ranged_ob;
1845
1846 if (!ob)
1847 return;
1848
1849 switch (ob->type)
1850 {
1851 case BOW:
1869 player_fire_bow (op, dir); 1852 player_fire_bow (op, dir);
1870 return; 1853 break;
1871 1854
1872 case range_magic: /* Casting spells */ 1855 case SPELL:
1873 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);
1874 return; 1857 break;
1875 1858
1876 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:
1877 fire_misc_object (op, dir); 1869 fire_misc_object (op, dir);
1878 return; 1870 break;
1879
1880 case range_golem: /* Control summoned monsters from scrolls */
1881 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1882 {
1883 op->contr->ranges[range_golem] = 0;
1884 op->contr->shoottype = range_none;
1885 }
1886 else
1887 control_golem (op->contr->ranges[range_golem], dir);
1888 return;
1889
1890 case range_skill:
1891 if (!op->chosen_skill)
1892 {
1893 if (op->type == PLAYER)
1894 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1895 return;
1896 }
1897 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1898 return;
1899 case range_builder:
1900 apply_map_builder (op, dir);
1901 return;
1902 default:
1903 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1904 return;
1905 } 1871 }
1906} 1872}
1907
1908
1909 1873
1910/* find_key 1874/* find_key
1911 * 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
1912 * and successfully use it, we return the key, otherwise NULL 1876 * and successfully use it, we return the key, otherwise NULL
1913 * This function merges both normal and locked door, since the logic 1877 * This function merges both normal and locked door, since the logic
1915 * pl is the player, 1879 * pl is the player,
1916 * inv is the objects inventory to searched 1880 * inv is the objects inventory to searched
1917 * door is the door we are trying to match against. 1881 * door is the door we are trying to match against.
1918 * This function can be called recursively to search containers. 1882 * This function can be called recursively to search containers.
1919 */ 1883 */
1920
1921object * 1884object *
1922find_key (object *pl, object *container, object *door) 1885find_key (object *pl, object *container, object *door)
1923{ 1886{
1924 object *tmp, *key; 1887 object *tmp, *key;
1925 1888
1926 /* Should not happen, but sanity checking is never bad */ 1889 /* Should not happen, but sanity checking is never bad */
1927 if (container->inv == NULL) 1890 if (!container->inv)
1928 return NULL; 1891 return 0;
1929 1892
1930 /* 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 */
1931 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1894 for (tmp = container->inv; tmp; tmp = tmp->below)
1932 { 1895 {
1933 if (door->type == DOOR && tmp->type == KEY) 1896 if (door->type == DOOR && tmp->type == KEY)
1934 break; 1897 break;
1935 /* For sanity, we should really check door type, but other stuff 1898 /* For sanity, we should really check door type, but other stuff
1936 * (like containers) can be locked with special keys 1899 * (like containers) can be locked with special keys
1937 */ 1900 */
1938 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1901 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1939 break; 1902 break;
1940 } 1903 }
1904
1941 /* No key found - lets search inventories now */ 1905 /* No key found - lets search inventories now */
1942 /* 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.
1943 * 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
1944 * a key, return 1908 * a key, return
1945 */ 1909 */
1946 if (!tmp) 1910 if (!tmp)
1947 { 1911 {
1948 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1912 for (tmp = container->inv; tmp; tmp = tmp->below)
1949 { 1913 {
1950 /* No reason to search empty containers */ 1914 /* No reason to search empty containers */
1951 if (tmp->type == CONTAINER && tmp->inv) 1915 if (tmp->type == CONTAINER && tmp->inv)
1952 { 1916 {
1953 if ((key = find_key (pl, tmp, door)) != NULL) 1917 if ((key = find_key (pl, tmp, door)))
1954 return key; 1918 return key;
1955 } 1919 }
1956 } 1920 }
1921
1957 if (!tmp) 1922 if (!tmp)
1958 return NULL; 1923 return NULL;
1959 } 1924 }
1925
1960 /* 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,
1961 * see if we actually want to use it 1927 * see if we actually want to use it
1962 */ 1928 */
1963 if (pl != container) 1929 if (pl != container)
1964 { 1930 {
1985 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1951 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1986 "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));
1987 return NULL; 1953 return NULL;
1988 } 1954 }
1989 } 1955 }
1956
1990 return tmp; 1957 return tmp;
1991} 1958}
1992 1959
1993/* moved door processing out of move_player_attack. 1960/* moved door processing out of move_player_attack.
1994 * returns 1 if player has opened the door with a key 1961 * returns 1 if player has opened the door with a key
2008 if (key) 1975 if (key)
2009 { 1976 {
2010 object *container = key->env; 1977 object *container = key->env;
2011 1978
2012 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
2013 if (action_makes_visible (op)) 1981 if (action_makes_visible (op))
2014 make_visible (op); 1982 make_visible (op);
1983
2015 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1984 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2016 spring_trap (door->inv, op); 1985 spring_trap (door->inv, op);
1986
2017 if (door->type == DOOR) 1987 if (door->type == DOOR)
2018 {
2019 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 */
2020 }
2021 else if (door->type == LOCKED_DOOR) 1989 else if (door->type == LOCKED_DOOR)
2022 { 1990 {
2023 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));
2024 remove_door2 (door); /* remove door without violence ;-) */ 1992 remove_door2 (door); /* remove door without violence ;-) */
2025 } 1993 }
1994
2026 /* Do this after we print the message */ 1995 /* Do this after we print the message */
2027 decrease_ob (key); /* Use up one of the keys */ 1996 decrease_ob (key); /* Use up one of the keys */
2028 /* Need to update the weight the container the key was in */ 1997 /* Need to update the weight the container the key was in */
2029 if (container != op) 1998 if (container != op)
2030 esrv_update_item (UPD_WEIGHT, op, container); 1999 esrv_update_item (UPD_WEIGHT, op, container);
2000
2031 return 1; /* Nothing more to do below */ 2001 return 1; /* Nothing more to do below */
2032 } 2002 }
2033 else if (door->type == LOCKED_DOOR) 2003 else if (door->type == LOCKED_DOOR)
2034 { 2004 {
2035 /* Might as well return now - no other way to open this */ 2005 /* Might as well return now - no other way to open this */
2036 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2006 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2037 return 1; 2007 return 1;
2038 } 2008 }
2009
2039 return 0; 2010 return 0;
2040} 2011}
2041 2012
2042/* This function is just part of a breakup from move_player. 2013/* This function is just part of a breakup from move_player.
2043 * It should keep the code cleaner. 2014 * It should keep the code cleaner.
2047 */ 2018 */
2048void 2019void
2049move_player_attack (object *op, int dir) 2020move_player_attack (object *op, int dir)
2050{ 2021{
2051 object *tmp, *mon; 2022 object *tmp, *mon;
2052 sint16 nx, ny;
2053 int on_battleground; 2023 int on_battleground;
2054 maptile *m; 2024 maptile *m;
2055 2025
2056 nx = freearr_x[dir] + op->x; 2026 sint16 nx = freearr_x[dir] + op->x;
2057 ny = freearr_y[dir] + op->y; 2027 sint16 ny = freearr_y[dir] + op->y;
2058 2028
2059 on_battleground = op_on_battleground (op, 0, 0); 2029 on_battleground = op_on_battleground (op, 0, 0);
2060 2030
2061 /* 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
2062 * 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
2069 */ 2039 */
2070 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))
2071 { 2041 {
2072 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2042 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2073 { 2043 {
2074 m = get_map_from_coord (op->map, &nx, &ny); 2044 m = op->map->xy_find (nx, ny);
2075 if (!m) 2045 if (!m)
2076 return; /* Don't think this should happen */ 2046 return; /* Don't think this should happen */
2077 } 2047 }
2078 else 2048 else
2079 m = op->map; 2049 m = op->map;
2080 2050
2081 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) 2051 if (!(tmp = m->at (nx, ny).bot))
2082 {
2083 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2084 return; 2052 return;
2085 }
2086 2053
2087 mon = 0; 2054 mon = 0;
2088 /* 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
2089 * 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.
2090 * 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
2143 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2110 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2144 { 2111 {
2145 /* 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 */
2146 if (op->contr->braced) 2113 if (op->contr->braced)
2147 return; 2114 return;
2115
2148 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);
2149 (void) push_ob (mon, dir, op); 2117 push_ob (mon, dir, op);
2150 if (op->contr->tmp_invis || op->hide) 2118 if (op->contr->tmp_invis || op->hide)
2151 make_visible (op); 2119 make_visible (op);
2120
2152 return; 2121 return;
2153 } 2122 }
2154 2123
2155 /* in certain circumstances, you shouldn't attack friendly 2124 /* in certain circumstances, you shouldn't attack friendly
2156 * creatures. Note that if you are braced, you can't push 2125 * creatures. Note that if you are braced, you can't push
2170 !on_battleground)) 2139 !on_battleground))
2171 { 2140 {
2172 if (!op->contr->braced) 2141 if (!op->contr->braced)
2173 { 2142 {
2174 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);
2175 (void) push_ob (mon, dir, op); 2144 push_ob (mon, dir, op);
2176 } 2145 }
2177 else 2146 else
2178 new_draw_info (0, 0, op, "You withhold your attack"); 2147 new_draw_info (0, 0, op, "You withhold your attack");
2179 2148
2180 if (op->contr->tmp_invis || op->hide) 2149 if (op->contr->tmp_invis || op->hide)
2195 * 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
2196 * and be living. Then, it must be one of the following: 2165 * and be living. Then, it must be one of the following:
2197 * 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
2198 * 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.
2199 */ 2168 */
2200
2201 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2202 ((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)))
2203 { 2171 {
2204
2205 /* If the player hasn't hit something this tick, and does
2206 * so, give them speed boost based on weapon speed. Doing
2207 * it here is better than process_players2, which basically
2208 * incurred a 1 tick offset.
2209 */
2210 if (!op->contr->has_hit) 2172 op->contr->has_hit = 1;
2211 {
2212 op->speed_left += op->speed / op->contr->weapon_sp;
2213
2214 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2215 }
2216 2173
2217 skill_attack (mon, op, 0, 0, 0); 2174 skill_attack (mon, op, 0, 0, 0);
2218 2175
2219 /* If attacking another player, that player gets automatic 2176 /* If attacking another player, that player gets automatic
2220 * hitback, and doesn't loose luck either. 2177 * hitback, and doesn't loose luck either.
2239int 2196int
2240move_player (object *op, int dir) 2197move_player (object *op, int dir)
2241{ 2198{
2242 int pick; 2199 int pick;
2243 2200
2244 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2201 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2245 return 0; 2202 return 0;
2246 2203
2247 /* Sanity check: make sure dir is valid */ 2204 /* Sanity check: make sure dir is valid */
2248 if ((dir < 0) || (dir >= 9)) 2205 if ((dir < 0) || (dir >= 9))
2249 { 2206 {
2250 LOG (llevError, "move_player: invalid direction %d\n", dir); 2207 LOG (llevError, "move_player: invalid direction %d\n", dir);
2251 return 0; 2208 return 0;
2252 } 2209 }
2253 2210
2254 /* peterm: added following line */ 2211 /* peterm: added following line */
2255 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2212 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2256 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2213 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2257 2214
2258 op->facing = dir; 2215 op->facing = dir;
2259 2216
2260 if (op->hide) 2217 if (op->hide)
2261 do_hidden_move (op); 2218 do_hidden_move (op);
2294 * Returns true if there are more actions we can do. 2251 * Returns true if there are more actions we can do.
2295 */ 2252 */
2296int 2253int
2297handle_newcs_player (object *op) 2254handle_newcs_player (object *op)
2298{ 2255{
2299 if (op->contr->hidden)
2300 {
2301 op->invisible = 1000;
2302 /* the socket code flashes the player visible/invisible
2303 * depending on the value of invisible, so we need to
2304 * alternate it here for it to work correctly.
2305 */
2306 if (pticks & 2)
2307 op->invisible--;
2308 }
2309 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2310 {
2311 op->invisible--;
2312 if (!op->invisible)
2313 {
2314 make_visible (op);
2315 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2316 }
2317 }
2318
2319 if (QUERY_FLAG (op, FLAG_SCARED)) 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2320 { 2257 {
2321 flee_player (op); 2258 flee_player (op);
2259
2322 /* 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 */
2323 if (QUERY_FLAG (op, FLAG_SCARED)) 2261 if (op->flag [FLAG_SCARED])
2324 { 2262 {
2325 op->speed_left--; 2263 --op->speed_left;
2326 return 0; 2264 return 0;
2327 } 2265 }
2328 } 2266 }
2329
2330 /* I've been seeing crashes where the golem has been destroyed, but
2331 * the player object still points to the defunct golem. The code that
2332 * destroys the golem looks correct, and it doesn't always happen, so
2333 * put this in a a workaround to clean up the golem pointer.
2334 */
2335 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2336 op->contr->ranges[range_golem] = 0;
2337 2267
2338 /* 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
2339 * the players time has been increased when doericserver has been 2269 * the players time has been increased when doericserver has been
2340 * called, so we recheck it here. 2270 * called, so we recheck it here.
2341 */ 2271 */
2342 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2272 if (op->contr->ns->handle_command ())
2343 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2344 ;
2345
2346 if (op->speed_left < 0)
2347 return 0; 2273 return 1;
2348 2274
2275 if (op->speed_left > 0.f)
2276 {
2349 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2277 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2350 { 2278 {
2351 /* All move commands take 1 tick, at least for now */ 2279 /* All move commands take 1 tick, at least for now */
2352 op->speed_left--; 2280 --op->speed_left;
2353 2281
2354 /* Instead of all the stuff below, let move_player take care 2282 /* Instead of all the stuff below, let move_player take care
2355 * 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
2356 * there, as well as the confusion stuff. 2284 * there, as well as the confusion stuff.
2357 */ 2285 */
2358 move_player (op, op->direction); 2286 move_player (op, op->direction);
2359 if (op->speed_left > 0) 2287
2360 return 1; 2288 return op->speed_left > 0.f;
2361 else 2289 }
2362 return 0;
2363 } 2290 }
2364 2291
2365 return 0; 2292 return 0;
2366} 2293}
2367 2294
2405 * from. 2332 * from.
2406 */ 2333 */
2407void 2334void
2408remove_unpaid_objects (object *op, object *env) 2335remove_unpaid_objects (object *op, object *env)
2409{ 2336{
2410 object *next;
2411
2412 while (op) 2337 while (op)
2413 { 2338 {
2414 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2339 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2415 2340
2416 if (QUERY_FLAG (op, FLAG_UNPAID)) 2341 if (QUERY_FLAG (op, FLAG_UNPAID))
2482 int rate_grace = 2000; 2407 int rate_grace = 2000;
2483 const int max_hp = 1; 2408 const int max_hp = 1;
2484 const int max_sp = 1; 2409 const int max_sp = 1;
2485 const int max_grace = 1; 2410 const int max_grace = 1;
2486 2411
2487 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--;
2488 { 2421 }
2489 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2422 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2490 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2423 {
2491 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 }
2492 } 2429 }
2493 2430
2494 if (op->contr->ns->state == ST_PLAYING) 2431 if (op->contr->ns->state == ST_PLAYING)
2495 { 2432 {
2496 /* these next three if clauses make it possible to SLOW DOWN 2433 /* these next three if clauses make it possible to SLOW DOWN
2518 gen_grace = op->stats.maxgrace; 2455 gen_grace = op->stats.maxgrace;
2519 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2456 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2520 } 2457 }
2521 2458
2522 /* Regenerate Spell Points */ 2459 /* Regenerate Spell Points */
2523 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2460 if (!op->contr->golem && --op->last_sp < 0)
2524 { 2461 {
2525 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);
2526 if (op->stats.sp < op->stats.maxsp) 2463 if (op->stats.sp < op->stats.maxsp)
2527 { 2464 {
2528 op->stats.sp++; 2465 op->stats.sp++;
2746 tmp->name = buf; 2683 tmp->name = buf;
2747 sprintf (buf, " This finger has been cut off %s\n" 2684 sprintf (buf, " This finger has been cut off %s\n"
2748 " 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",
2749 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2686 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2750 tmp->msg = buf; 2687 tmp->msg = buf;
2751 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2688 tmp->value = 0, tmp->type = 0;
2752 tmp->materialname = NULL; 2689 tmp->materialname = "organics";
2753 op->insert_at (tmp, op); 2690 tmp->insert_at (op, tmp);
2754 } 2691 }
2755 2692
2756 /* teleport defeated player to new destination */ 2693 /* teleport defeated player to new destination */
2757 transfer_ob (op, x, y, 0, NULL); 2694 transfer_ob (op, x, y, 0, NULL);
2758 op->contr->braced = 0; 2695 op->contr->braced = 0;
2763 2700
2764 command_kill_pets (op, 0); 2701 command_kill_pets (op, 0);
2765 2702
2766 if (op->stats.food < 0) 2703 if (op->stats.food < 0)
2767 { 2704 {
2768 if (op->contr->explore)
2769 {
2770 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2771 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2772 op->stats.food = 999;
2773 return;
2774 }
2775 sprintf (buf, "%s starved to death.", &op->name); 2705 sprintf (buf, "%s starved to death.", &op->name);
2776 strcpy (op->contr->killer, "starvation"); 2706 strcpy (op->contr->killer, "starvation");
2777 } 2707 }
2778 else 2708 else
2779 {
2780 if (op->contr->explore)
2781 {
2782 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2783 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2784 op->stats.hp = op->stats.maxhp;
2785 return;
2786 }
2787 sprintf (buf, "%s died.", &op->name); 2709 sprintf (buf, "%s died.", &op->name);
2788 }
2789 2710
2790 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2711 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2791 2712
2792 /* save the map location for corpse, gravestone */ 2713 /* save the map location for corpse, gravestone */
2793 x = op->x; 2714 x = op->x;
2969 op->stats.hp = op->stats.maxhp; 2890 op->stats.hp = op->stats.maxhp;
2970 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2891 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2971 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2892 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2972 2893
2973 /* 2894 /*
2974 * Check to see if the player is in a shop. IF so, then check to see if
2975 * 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
2976 * in the map. 2896 * and put them back in the map.
2977 */ 2897 */
2978
2979 if (is_in_shop (op))
2980 remove_unpaid_objects (op->inv, op); 2898 remove_unpaid_objects (op->inv, op);
2981 2899
2982 /****************************************/ 2900 /****************************************/
2983 /* */ 2901 /* */
2984 /* Move player to his current respawn- */ 2902 /* Move player to his current respawn- */
2985 /* position (usually last savebed) */ 2903 /* position (usually last savebed) */
2986 /* */ 2904 /* */
2987 /****************************************/ 2905 /****************************************/
2988 2906
2989 enter_player_savebed (op); 2907 enter_player_savebed (op);
2990 2908
2991 /* Save the player before inserting the force to reduce
2992 * chance of abuse.
2993 */
2994 op->contr->braced = 0; 2909 op->contr->braced = 0;
2995 op->contr->save ();
2996 2910
2997 /* it is possible that the player has blown something up 2911 /* it is possible that the player has blown something up
2998 * at his savebed location, and that can have long lasting 2912 * at his savebed location, and that can have long lasting
2999 * spell effects. So first see if there is a spell effect 2913 * spell effects. So first see if there is a spell effect
3000 * on the space that might harm the player. 2914 * on the space that might harm the player.
3009 object *force; 2923 object *force;
3010 int at; 2924 int at;
3011 2925
3012 force = get_archetype (FORCE_NAME); 2926 force = get_archetype (FORCE_NAME);
3013 /* 50 ticks should be enough time for the spell to abate */ 2927 /* 50 ticks should be enough time for the spell to abate */
3014 force->speed = 0.1; 2928 force->speed = 0.1f;
3015 force->speed_left = -5.0; 2929 force->speed_left = -5.f;
3016 SET_FLAG (force, FLAG_APPLIED); 2930 SET_FLAG (force, FLAG_APPLIED);
3017 for (at = 0; at < NROFATTACKS; at++) 2931 for (at = 0; at < NROFATTACKS; at++)
3018 if (will_kill_again & (1 << at)) 2932 if (will_kill_again & (1 << at))
3019 force->resist[at] = 100; 2933 force->resist[at] = 100;
3020 2934
3029void 2943void
3030loot_object (object *op) 2944loot_object (object *op)
3031{ /* Grab and destroy some treasure */ 2945{ /* Grab and destroy some treasure */
3032 object *tmp, *tmp2, *next; 2946 object *tmp, *tmp2, *next;
3033 2947
3034 if (op->container) 2948 op->close_container (); /* close open sack first */
3035 esrv_apply_container (op, op->container); /* close open sack first */
3036 2949
3037 for (tmp = op->inv; tmp; tmp = next) 2950 for (tmp = op->inv; tmp; tmp = next)
3038 { 2951 {
3039 next = tmp->below; 2952 next = tmp->below;
3040 2953
3041 if (tmp->invisible) 2954 if (tmp->invisible)
3042 continue; 2955 continue;
3043 2956
3044 tmp->remove (); 2957 tmp->remove ();
3045 tmp->x = op->x, tmp->y = op->y; 2958 tmp->x = op->x, tmp->y = op->y;
2959
3046 if (tmp->type == CONTAINER) 2960 if (tmp->type == CONTAINER)
3047 { /* empty container to ground */ 2961 loot_object (tmp); /* empty container to ground */
3048 loot_object (tmp); 2962
3049 }
3050 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))))
3051 { 2964 {
3052 if (tmp->nrof > 1) 2965 if (tmp->nrof > 1)
3053 { 2966 {
3054 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2967 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3055 tmp2->destroy (); 2968 tmp2->destroy ();
3066/* 2979/*
3067 * fix_weight(): Check recursively the weight of all players, and fix 2980 * fix_weight(): Check recursively the weight of all players, and fix
3068 * 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
3069 * was changed. 2982 * was changed.
3070 */ 2983 */
3071
3072void 2984void
3073fix_weight (void) 2985fix_weight (void)
3074{ 2986{
3075 for_all_players (pl) 2987 for_all_players (pl)
3076 { 2988 {
3136 if (op->type == PLAYER) 3048 if (op->type == PLAYER)
3137 { 3049 {
3138 op->contr->tmp_invis = 0; 3050 op->contr->tmp_invis = 0;
3139 op->contr->invis_race = 0; 3051 op->contr->invis_race = 0;
3140 } 3052 }
3053
3141 update_object (op, UP_OBJ_FACE); 3054 update_object (op, UP_OBJ_CHANGE);
3142} 3055}
3143 3056
3144int 3057int
3145is_true_undead (object *op) 3058is_true_undead (object *op)
3146{ 3059{
3147 object *tmp = NULL;
3148
3149 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3060 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3150 return 1; 3061 return 1;
3151 3062
3152 return 0; 3063 return 0;
3153} 3064}
3212 3123
3213 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3124 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3214 3125
3215 /* 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! */
3216 if (op->type == PLAYER && op->contr->run_on) 3127 if (op->type == PLAYER && op->contr->run_on)
3217 {
3218 if (!skop || num >= skop->level) 3128 if (!skop || num >= skop->level)
3219 { 3129 {
3220 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!");
3221 make_visible (op); 3131 make_visible (op);
3222 return; 3132 return;
3223 } 3133 }
3224 else 3134 else
3225 num += 20; 3135 num += 20;
3226 } 3136
3227 num += op->map->difficulty; 3137 num += op->map->difficulty;
3228 hide = hideability (op); /* modify by terrain hidden level */ 3138 hide = hideability (op); /* modify by terrain hidden level */
3229 num -= hide; 3139 num -= hide;
3140
3230 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3141 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3231 { 3142 {
3232 make_visible (op); 3143 make_visible (op);
3233 if (op->type == PLAYER) 3144 if (op->type == PLAYER)
3234 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!");
3235 } 3146 }
3236 else if (op->type == PLAYER && skop) 3147 else if (op->type == PLAYER && skop)
3237 {
3238 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);
3239 }
3240} 3149}
3241 3150
3242/* determine if who is standing near a hostile creature. */ 3151/* determine if who is standing near a hostile creature. */
3243 3152
3244int 3153int
3311 if (pl->type != PLAYER) 3220 if (pl->type != PLAYER)
3312 { 3221 {
3313 LOG (llevError, "player_can_view() called for non-player object\n"); 3222 LOG (llevError, "player_can_view() called for non-player object\n");
3314 return -1; 3223 return -1;
3315 } 3224 }
3225
3316 if (!pl || !op) 3226 if (!pl || !op)
3317 return 0; 3227 return 0;
3318 3228
3319 if (op->head)
3320 {
3321 op = op->head; 3229 op = op->head_ ();
3322 } 3230
3323 get_rangevector (pl, op, &rv, 0x1); 3231 get_rangevector (pl, op, &rv, 0x1);
3324 3232
3325 /* starting with the 'head' part, lets loop 3233 /* starting with the 'head' part, lets loop
3326 * through the object and find if it has any 3234 * through the object and find if it has any
3327 * part that is in the los array but isnt on 3235 * part that is in the los array but isnt on
3444 char buf[MAX_BUF]; /* tmp. string buffer */ 3352 char buf[MAX_BUF]; /* tmp. string buffer */
3445 int i = 0, j = 0; 3353 int i = 0, j = 0;
3446 3354
3447 /* get the appropriate treasurelist */ 3355 /* get the appropriate treasurelist */
3448 if (atnr == ATNR_FIRE) 3356 if (atnr == ATNR_FIRE)
3449 trlist = find_treasurelist ("dragon_ability_fire"); 3357 trlist = treasurelist::find ("dragon_ability_fire");
3450 else if (atnr == ATNR_COLD) 3358 else if (atnr == ATNR_COLD)
3451 trlist = find_treasurelist ("dragon_ability_cold"); 3359 trlist = treasurelist::find ("dragon_ability_cold");
3452 else if (atnr == ATNR_ELECTRICITY) 3360 else if (atnr == ATNR_ELECTRICITY)
3453 trlist = find_treasurelist ("dragon_ability_elec"); 3361 trlist = treasurelist::find ("dragon_ability_elec");
3454 else if (atnr == ATNR_POISON) 3362 else if (atnr == ATNR_POISON)
3455 trlist = find_treasurelist ("dragon_ability_poison"); 3363 trlist = treasurelist::find ("dragon_ability_poison");
3456 3364
3457 if (trlist == NULL || who->type != PLAYER) 3365 if (trlist == NULL || who->type != PLAYER)
3458 return; 3366 return;
3459 3367
3460 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++);
3461 3369
3462 if (tr == NULL || tr->item == NULL) 3370 if (!tr || !tr->item)
3463 { 3371 {
3464 /* 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]); */
3465 return; 3373 return;
3466 } 3374 }
3467 3375
3592 * not readied. 3500 * not readied.
3593 */ 3501 */
3594void 3502void
3595player_unready_range_ob (player *pl, object *ob) 3503player_unready_range_ob (player *pl, object *ob)
3596{ 3504{
3597 rangetype i; 3505 if (pl->ob->current_weapon == ob)
3506 pl->ob->current_weapon = 0;
3598 3507
3599 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3508 if (pl->combat_ob == ob)
3600 { 3509 pl->combat_ob = 0;
3510
3601 if (pl->ranges[i] == ob) 3511 if (pl->ranged_ob == ob)
3602 { 3512 pl->ranged_ob = 0;
3603 pl->ranges[i] = NULL;
3604 if (pl->shoottype == i)
3605 {
3606 pl->shoottype = range_none;
3607 }
3608 }
3609 }
3610} 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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