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Comparing deliantra/server/server/player.C (file contents):
Revision 1.77 by root, Sun Dec 31 21:02:05 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
176 ob->enter_exit (tmp); 169 ob->enter_exit (tmp);
177 170
178 tmp->destroy (); 171 tmp->destroy ();
179} 172}
180 173
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);
209}
210
181// connect the player with a specific client 211// connect the player with a specific client
182// also changed, rationalises, and fixes some incorrect settings 212// also changes, rationalises, and fixes some incorrect settings
183void 213void
184player::connect (client *ns) 214player::connect (client *ns)
185{ 215{
186 this->ns = ns; 216 this->ns = ns;
187 ns->pl = this; 217 ns->pl = this;
188 218
189 next = first_player; 219 run_on = 0;
190 first_player = this; 220 fire_on = 0;
221 ob->close_container (); //TODO: client-specific
191 222
192 ns->update_look = 0; 223 ns->update_look = 0;
193 ns->look_position = 0; 224 ns->look_position = 0;
194 225
195 clear_los (ob); 226 clear_los (ob);
227
228 ns->reset_stats ();
196 229
197 /* make sure he's a player -- needed because of class change. */ 230 /* make sure he's a player -- needed because of class change. */
198 ob->type = PLAYER; // we are paranoid 231 ob->type = PLAYER; // we are paranoid
199 ob->race = ob->arch->clone.race; 232 ob->race = ob->arch->clone.race;
200 233
201 if (!legal_range (ob, shoottype))
202 shoottype = range_none;
203
204 ob->carrying = sum_weight (ob); 234 ob->carrying = sum_weight (ob);
205 link_player_skills (ob); 235 link_player_skills (ob);
206 236
207 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
208 238
209 assign (title, ob->arch->clone.name); 239 assign (title, ob->arch->clone.name);
210
211 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
212 * from the class, and not race. I don't see any way to get the class information
213 * to then update this. I don't think this will actually break anything - anyone
214 * that can use armour should be able to use a shield. What this may 'break'
215 * are features new characters get, eg, if someone starts up with a Q, they
216 * should be able to use a shield. However, old Q's won't get that advantage.
217 */
218 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
219 SET_FLAG (ob, FLAG_USE_SHIELD);
220 240
221 /* if it's a dragon player, set the correct title here */ 241 /* if it's a dragon player, set the correct title here */
222 if (is_dragon_pl (ob)) 242 if (is_dragon_pl (ob))
223 { 243 {
224 object *tmp, *abil = 0, *skin = 0; 244 object *tmp, *abil = 0, *skin = 0;
234 skin = tmp; 254 skin = tmp;
235 255
236 set_dragon_name (ob, abil, skin); 256 set_dragon_name (ob, abil, skin);
237 } 257 }
238 258
239 CLEAR_FLAG (ob, FLAG_FRIENDLY);
240 add_friendly_object (ob);
241
242 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
243
244 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
245 260
246 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 }
247 278
248 ob->update_stats (); 279 ob->update_stats ();
249 ns->floorbox_update (); 280 ns->floorbox_update ();
250 281
251 esrv_send_inventory (ob, ob); 282 esrv_send_inventory (ob, ob);
252 esrv_add_spells (this, 0); 283 esrv_add_spells (this, 0);
253 284
254 ob->activate_recursive (); 285 activate ();
255 enter_map ();
256 286
257 send_rules (ob); 287 send_rules (ob);
258 send_news (ob); 288 send_news (ob);
259 display_motd (ob); 289 display_motd (ob);
290
291 INVOKE_PLAYER (CONNECT, this);
260 INVOKE_PLAYER (LOGIN, this); 292 INVOKE_PLAYER (LOGIN, this);
261} 293}
262 294
263void 295void
264player::disconnect () 296player::disconnect ()
265{ 297{
298 if (ns)
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
266 if (ob) 310 if (ob)
267 ob->deactivate_recursive (); 311 ob->close_container (); //TODO: client-specific
268 312
269 //TODO: don't be so harsh and destroy :) 313 deactivate ();
270 if (ns)
271 {
272 if (enable_save)
273 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
274
275 client *ns = this->ns;
276 ns->send_packet ("goodbye");
277 ns->flush ();
278 ns->pl = 0;
279 this->ns = 0;
280
281 ns->destroy ();
282 destroy ();
283 }
284} 314}
285 315
286// the need for this function can be explained 316// the need for this function can be explained
287// by load_object not returning the object 317// by load_object not returning the object
288void 318void
289player::set_object (object *op) 319player::set_object (object *op)
290{ 320{
291 ob = op; 321 ob = op;
292 ob->contr = this; /* this aren't yet in archetype */ 322 ob->contr = this; /* this aren't yet in archetype */
293 323
294 ob->speed_left = 0.5; 324 ob->speed_left = 0.5f;
295 ob->speed = 1.0; 325 ob->speed = 1.0f;
296 ob->direction = 5; /* So player faces south */ 326 ob->direction = 5; /* So player faces south */
297 ob->stats.wc = 2;
298 ob->run_away = 25; /* Then we panick... */
299
300 ob->roll_stats ();
301} 327}
302 328
303player::player () 329player::player ()
304{ 330{
305 /* There are some elements we want initialized to non zero value - 331 /* There are some elements we want initialised to non zero value -
306 * we deal with that below this point. 332 * we deal with that below this point.
307 */ 333 */
308 outputs_sync = 16; /* Every 2 seconds */ 334 outputs_sync = 4;
309 outputs_count = 8; /* Keeps present behaviour */ 335 outputs_count = 4;
310 unapply = unapply_nochoice; 336 unapply = unapply_nochoice;
311 337
312 savebed_map = first_map_path; /* Init. respawn position */ 338 savebed_map = first_map_path; /* Init. respawn position */
313 339
314 gen_sp_armour = 10; 340 gen_sp_armour = 10;
315 last_speed = -1;
316 shoottype = range_none;
317 bowtype = bow_normal; 341 bowtype = bow_normal;
318 petmode = pet_normal; 342 petmode = pet_normal;
319 listening = 10; 343 listening = 10;
320 usekeys = containers; 344 usekeys = containers;
321 last_weapon_sp = -1;
322 peaceful = 1; /* default peaceful */ 345 peaceful = 1; /* default peaceful */
323 do_los = 1; 346 do_los = 1;
324
325 /* we need to clear these to -1 and not zero - otherwise,
326 * if a player quits and starts a new character, we wont
327 * send new values to the client, as things like exp start
328 * at zero.
329 */
330 for (int i = 0; i < NUM_SKILLS; i++)
331 last_skill_exp[i] = -1;
332
333 for (int i = 0; i < NROFATTACKS; i++)
334 last_resist[i] = -1;
335
336 last_stats.exp = -1;
337 last_weight = (uint32) - 1;
338} 347}
339 348
340void 349void
341player::do_destroy () 350player::do_destroy ()
342{ 351{
343 disconnect (); 352 disconnect ();
344 353
345 save (false);
346 enable_save = false;
347
348 attachable::do_destroy (); 354 attachable::do_destroy ();
349
350 terminate_all_pets (ob);
351
352 if (first_player != this)
353 {
354 player *prev = first_player;
355
356 while (prev && prev->next && prev->next != this)
357 prev = prev->next;
358
359 if (prev->next != this)
360 {
361 LOG (llevError, "Free_player: Can't find previous player.\n");
362 abort ();
363 }
364
365 prev->next = next;
366 }
367 else
368 first_player = next;
369 355
370 if (ob) 356 if (ob)
371 { 357 {
372 ob->destroy_inv (false); 358 ob->destroy_inv (false);
373 ob->destroy (); 359 ob->destroy ();
388player::create () 374player::create ()
389{ 375{
390 player *pl = new player; 376 player *pl = new player;
391 377
392 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
393 set_first_map (pl->ob); 384 set_first_map (pl->ob);
394 385
395 return pl; 386 return pl;
396} 387}
397 388
429 object *op = NULL; 420 object *op = NULL;
430 objectlink *ol; 421 objectlink *ol;
431 unsigned lastdist; 422 unsigned lastdist;
432 rv_vector rv; 423 rv_vector rv;
433 424
434 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
435 { 426 {
436 /* 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
437 * does periodically happen. Given that, lets deal with it. 428 * does periodically happen. Given that, lets deal with it.
438 * While unlikely, it is possible the next object on the friendly 429 * While unlikely, it is possible the next object on the friendly
439 * list is also free, so encapsulate this in a while loop. 430 * list is also free, so encapsulate this in a while loop.
443 object *tmp = ol->ob; 434 object *tmp = ol->ob;
444 435
445 /* 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
446 * itself will have been cleared. 437 * itself will have been cleared.
447 */ 438 */
448 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 ());
449 ol = ol->next; 441 ol = ol->next;
450 remove_friendly_object (tmp); 442 remove_friendly_object (tmp);
451 if (!ol) 443 if (!ol)
452 return op; 444 return op;
453 } 445 }
542 x = mon->x; 534 x = mon->x;
543 y = mon->y; 535 y = mon->y;
544 m = mon->map; 536 m = mon->map;
545 dir = rv.direction; 537 dir = rv.direction;
546 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 */
547 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
548 /* 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. */
549 if (diff > max) 542 if (diff > max)
550 return 0; 543 return 0;
544
551 while (diff > 1 && max > 0) 545 while (diff > 1 && max > 0)
552 { 546 {
553 lastx = x; 547 lastx = x;
554 lasty = y; 548 lasty = y;
555 lastmap = m; 549 lastmap = m;
637 max--; 631 max--;
638 lastdir = dir; 632 lastdir = dir;
639 if (!firstdir) 633 if (!firstdir)
640 firstdir = dir; 634 firstdir = dir;
641 } 635 }
636
642 if (diff <= 1) 637 if (diff <= 1)
643 { 638 {
644 /* Recalculate diff (distance) because we may not have actually 639 /* Recalculate diff (distance) because we may not have actually
645 * headed toward player for entire distance. 640 * headed toward player for entire distance.
646 */ 641 */
647 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 642 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
648 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));
649 } 644 }
645
650 if (diff > max) 646 if (diff > max)
651 return 0; 647 return 0;
652 } 648 }
649
653 /* 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 */
654 if (!max) 651 if (!max)
655 return 0; 652 return 0;
656 653
657 return firstdir; 654 return firstdir;
771roll_stat (void) 768roll_stat (void)
772{ 769{
773 int a[4], i, j, k; 770 int a[4], i, j, k;
774 771
775 for (i = 0; i < 4; i++) 772 for (i = 0; i < 4; i++)
776 a[i] = (int) RANDOM () % 6 + 1; 773 a[i] = (int) rndm (6) + 1;
777 774
778 for (i = 0, j = 0, k = 7; i < 4; i++) 775 for (i = 0, j = 0, k = 7; i < 4; i++)
779 if (a[i] < k) 776 if (a[i] < k)
780 k = a[i], j = i; 777 k = a[i], j = i;
781 778
787} 784}
788 785
789void 786void
790object::roll_stats () 787object::roll_stats ()
791{ 788{
792 int statsort [7]; 789 int statsort [NUM_STATS];
793 790
794 for (;;) 791 for (;;)
795 { 792 {
796 int sum = 0; 793 int sum = 0;
797 for (int i = 7; i--; ) 794 for (int i = NUM_STATS; i--; )
798 sum += statsort [i] = roll_stat (); 795 sum += statsort [i] = roll_stat ();
799 796
800 if (sum >= 82 && sum <= 116) 797 if (sum >= 82 && sum <= 116)
801 break; 798 break;
802 } 799 }
803 800
804 // Sort the stats so that rerolling is easier... 801 // Sort the stats so that rerolling is easier...
805 std::sort (statsort, statsort + 7, std::greater<int>()); 802 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
806 803
804 for (int i = 0; i < NUM_STATS; ++i)
807 stats.Str = statsort[0]; 805 stats.stat (i) = statsort [i];
808 stats.Dex = statsort[1];
809 stats.Con = statsort[2];
810 stats.Int = statsort[3];
811 stats.Wis = statsort[4];
812 stats.Pow = statsort[5];
813 stats.Cha = statsort[6];
814 806
815 stats.exp = 0; 807 stats.exp = 0;
816 stats.ac = 0; 808 stats.ac = 0;
817 809
818 stats.hp = stats.maxhp; 810 stats.hp = stats.maxhp;
830} 822}
831 823
832void 824void
833object::swap_stats (int a, int b) 825object::swap_stats (int a, int b)
834{ 826{
835 int tmp = get_attr_value (&contr->orig_stats, a); 827 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
836 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
837 set_attr_value (&contr->orig_stats, b, tmp);
838 828
829 for (int i = 0; i < NUM_STATS; ++i)
839 stats.Str = contr->orig_stats.Str; 830 stats.stat (i) = contr->orig_stats.stat (i);
840 stats.Dex = contr->orig_stats.Dex;
841 stats.Con = contr->orig_stats.Con;
842 stats.Int = contr->orig_stats.Int;
843 stats.Wis = contr->orig_stats.Wis;
844 stats.Pow = contr->orig_stats.Pow;
845 stats.Cha = contr->orig_stats.Cha;
846 831
847 //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,
848 // be merged with the similar code in roll_stats 833 // be merged with the similar code in roll_stats
849 stats.ac = 0; 834 stats.ac = 0;
850 835
881 * appropriate action with it (change race, or other things). 866 * appropriate action with it (change race, or other things).
882 * The function name is for historical reasons - now we have 867 * The function name is for historical reasons - now we have
883 * separate race and class; this actually changes the RACE, 868 * separate race and class; this actually changes the RACE,
884 * not the class. 869 * not the class.
885 */ 870 */
886int 871void
887key_change_class (object *op, char key) 872player::chargen_race_done ()
888{ 873{
889 int tmp_loop;
890
891 if (key == 'd' || key == 'D')
892 {
893 char buf[MAX_BUF];
894
895 /* this must before then initial items are given */ 874 /* this must before then initial items are given */
896 esrv_new_player (op->contr, op->weight + op->carrying); 875 esrv_new_player (ob->contr, ob->weight + ob->carrying);
897 876
898 treasurelist *tl = find_treasurelist ("starting_wealth"); 877 treasurelist *tl = treasurelist::find ("starting_wealth");
899 if (tl) 878 if (tl)
900 create_treasure (tl, op, 0, 0, 0); 879 create_treasure (tl, ob, 0, 0, 0);
901 880
902 INVOKE_PLAYER (BIRTH, op->contr); 881 INVOKE_PLAYER (BIRTH, ob->contr);
903 INVOKE_PLAYER (LOGIN, op->contr); 882 INVOKE_PLAYER (LOGIN, ob->contr);
904 883
905 op->contr->ns->state = ST_PLAYING; 884 ob->contr->ns->state = ST_PLAYING;
906 885
907 if (op->msg) 886 if (ob->msg)
908 op->msg = NULL; 887 ob->msg = 0;
909 888
910 /* 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
911 * to save here. 890 * to save here.
912 */ 891 */
892 {
893 char buf[MAX_BUF];
913 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
914 make_path_to_file (buf); 895 make_path_to_file (buf);
896 }
915 897
916#ifdef AUTOSAVE
917 op->contr->last_save_tick = pticks;
918#endif
919 start_info (op); 898 start_info (ob);
920 CLEAR_FLAG (op, FLAG_WIZ); 899 CLEAR_FLAG (ob, FLAG_WIZ);
921 give_initial_items (op, op->randomitems); 900 give_initial_items (ob, ob->randomitems);
922 link_player_skills (op); 901 link_player_skills (ob);
923 esrv_send_inventory (op, op); 902 esrv_send_inventory (ob, ob);
924 op->update_stats (); 903 ob->update_stats ();
925 904
926 /* This moves the player to a different start map, if there 905 /* This moves the player to a different start map, if there
927 * is one for this race 906 * is one for this race
928 */ 907 */
929 if (*first_map_ext_path) 908 if (*first_map_ext_path)
930 { 909 {
931 object *tmp; 910 object *tmp;
932 char mapname[MAX_BUF]; 911 char mapname[MAX_BUF];
933 912
934 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);
935 tmp = object::create (); 914 tmp = object::create ();
936 EXIT_PATH (tmp) = mapname; 915 EXIT_PATH (tmp) = mapname;
937 EXIT_X (tmp) = op->x; 916 EXIT_X (tmp) = ob->x;
938 EXIT_Y (tmp) = op->y; 917 EXIT_Y (tmp) = ob->y;
939 op->enter_exit (tmp); /* we don't really care if it succeeded; 918 ob->enter_exit (tmp); /* we don't really care if it succeeded;
940 * if the map isn't there, then stay on the 919 * if the map isn't there, then stay on the
941 * default initial map */ 920 * default initial map */
942 tmp->destroy (); 921 tmp->destroy ();
943 } 922 }
944 else 923 else
945 LOG (llevDebug, "first_map_ext_path not set\n"); 924 LOG (llevDebug, "first_map_ext_path not set\n");
925}
946 926
947 return 0; 927void
948 } 928player::chargen_race_next ()
949 929{
950 /* Following actually changes the race - this is the default command 930 /* Following actually changes the race - this is the default command
951 * if we don't match with one of the options above. 931 * if we don't match with one of the options above.
952 */ 932 */
953 933
954 tmp_loop = 0; 934 do
955 while (!tmp_loop)
956 { 935 {
957 shstr name = op->name; 936 shstr name = ob->name;
958 int x = op->x, y = op->y; 937 int x = ob->x, y = ob->y;
959 938
960 op->remove_statbonus (); 939 ob->remove_statbonus ();
961 op->remove (); 940 ob->remove ();
962 op->arch = get_player_archetype (op->arch); 941 ob->arch = get_player_archetype (ob->arch);
963 op->arch->clone.copy_to (op); 942 ob->arch->clone.copy_to (ob);
964 op->instantiate (); 943 ob->instantiate ();
965 op->stats = op->contr->orig_stats; 944 ob->stats = ob->contr->orig_stats;
966 op->name = op->name_pl = name; 945 ob->name = ob->name_pl = name;
967 op->x = x; 946 ob->x = x;
968 op->y = y; 947 ob->y = y;
969 SET_ANIMATION (op, 2); /* So player faces south */ 948 SET_ANIMATION (ob, 2); /* So player faces south */
970 insert_ob_in_map (op, op->map, op, 0); 949 insert_ob_in_map (ob, ob->map, ob, 0);
971 assign (op->contr->title, op->arch->clone.name); 950 assign (ob->contr->title, ob->arch->clone.name);
972 op->add_statbonus (); 951 ob->add_statbonus ();
973 tmp_loop = allowed_class (op);
974 } 952 }
953 while (!allowed_class (ob));
975 954
976 update_object (op, UP_OBJ_FACE); 955 update_object (ob, UP_OBJ_FACE);
977 esrv_update_item (UPD_FACE, op, op); 956 esrv_update_item (UPD_FACE, ob, ob);
978 op->update_stats (); 957 ob->update_stats ();
979 op->stats.hp = op->stats.maxhp; 958 ob->stats.hp = ob->stats.maxhp;
980 op->stats.sp = op->stats.maxsp; 959 ob->stats.sp = ob->stats.maxsp;
981 op->stats.grace = 0; 960 ob->stats.grace = 0;
982
983 if (op->msg)
984 new_draw_info (NDI_BLUE, 0, op, op->msg);
985
986 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
987 return 0;
988}
989
990int
991key_confirm_quit (object *op, char key)
992{
993 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
994 {
995 op->contr->ns->state = ST_PLAYING;
996 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
997 return 1;
998 }
999
1000 INVOKE_PLAYER (LOGOUT, op->contr);
1001 INVOKE_PLAYER (QUIT, op->contr);
1002
1003 op->contr->enable_save = false;
1004
1005 terminate_all_pets (op);
1006 op->remove ();
1007 op->direction = 0;
1008 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1009
1010 strcpy (op->contr->killer, "quit");
1011 check_score (op);
1012 op->contr->party = 0;
1013 op->contr->own_title[0] = '\0';
1014 op->contr->destroy ();
1015
1016 return 1;
1017} 961}
1018 962
1019void 963void
1020flee_player (object *op) 964flee_player (object *op)
1021{ 965{
1068 /* Cornered, get rid of scared */ 1012 /* Cornered, get rid of scared */
1069 CLEAR_FLAG (op, FLAG_SCARED); 1013 CLEAR_FLAG (op, FLAG_SCARED);
1070 op->enemy = NULL; 1014 op->enemy = NULL;
1071} 1015}
1072 1016
1073
1074/* 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.
1075 * 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
1076 * stop. 1019 * stop.
1077 */ 1020 */
1078int 1021int
1079check_pick (object *op) 1022check_pick (object *op)
1080{ 1023{
1081 object *tmp, *next; 1024 object *tmp, *next;
1082 int stop = 0; 1025 int stop = 0;
1083 int j, k, wvratio; 1026 int wvratio;
1084 char putstring[128], tmpstr[16]; 1027 char putstring[128];
1085 1028
1086 /* if you're flying, you cna't pick up anything */ 1029 /* if you're flying, you cna't pick up anything */
1087 if (op->move_type & MOVE_FLYING) 1030 if (op->move_type & MOVE_FLYING)
1088 return 1; 1031 return 1;
1089 1032
1426 * found object is returned. 1369 * found object is returned.
1427 */ 1370 */
1428object * 1371object *
1429find_arrow (object *op, const char *type) 1372find_arrow (object *op, const char *type)
1430{ 1373{
1431 object *tmp = NULL; 1374 object *tmp = 0;
1432 1375
1433 for (op = op->inv; op; op = op->below) 1376 for (op = op->inv; op; op = op->below)
1434 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))
1435 tmp = find_arrow (op, type); 1378 tmp = find_arrow (op, type);
1436 else if (op->type == ARROW && op->race == type) 1379 else if (op->type == ARROW && op->race == type)
1437 return op; 1380 return op;
1381
1438 return tmp; 1382 return tmp;
1439} 1383}
1440 1384
1441/* 1385/*
1442 * 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
1443 * 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
1444 * 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
1445 * 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.
1446 */ 1390 */
1447
1448object * 1391object *
1449find_better_arrow (object *op, object *target, const char *type, int *better) 1392find_better_arrow (object *op, object *target, const char *type, int *better)
1450{ 1393{
1451 object *tmp = NULL, *arrow, *ntmp; 1394 object *tmp = NULL, *arrow, *ntmp;
1452 int attacknum, attacktype, betterby = 0, i; 1395 int attacknum, attacktype, betterby = 0, i;
1518 * find_better_arrow to find a decent arrow to use. 1461 * find_better_arrow to find a decent arrow to use.
1519 * op = the shooter 1462 * op = the shooter
1520 * type = bow->race 1463 * type = bow->race
1521 * dir = fire direction 1464 * dir = fire direction
1522 */ 1465 */
1523
1524object * 1466object *
1525pick_arrow_target (object *op, const char *type, int dir) 1467pick_arrow_target (object *op, const char *type, int dir)
1526{ 1468{
1527 object *tmp = NULL; 1469 object *tmp = NULL;
1528 maptile *m; 1470 maptile *m;
1593 */ 1535 */
1594int 1536int
1595fire_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)
1596{ 1538{
1597 object *left, *bow; 1539 object *left, *bow;
1598 int bowspeed, mflags; 1540 int mflags;
1599 maptile *m; 1541 maptile *m;
1600 1542
1601 if (!dir) 1543 if (!dir)
1602 { 1544 {
1603 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!");
1604 return 0; 1546 return 0;
1605 } 1547 }
1606 1548
1607 if (op->type == PLAYER) 1549 if (player *pl = op->contr)
1608 bow = op->contr->ranges[range_bow]; 1550 {
1551 bow = pl->ranged_ob;
1552 if (!op->change_weapon (bow))
1553 return 0;
1554 }
1609 else 1555 else
1610 { 1556 {
1611 for (bow = op->inv; bow; bow = bow->below) 1557 for (bow = op->inv; bow; bow = bow->below)
1612 /* 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
1613 * 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.
1618 if (!bow) 1564 if (!bow)
1619 { 1565 {
1620 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1621 return 0; 1567 return 0;
1622 } 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
1623 } 1577 }
1624 1578
1625 if (!bow->race || !bow->skill) 1579 if (!bow->race || !bow->skill)
1626 { 1580 {
1627 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);
1628 return 0; 1582 return 0;
1629 } 1583 }
1630
1631 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1632
1633 /* penalize ROF for bestarrow */
1634 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1635 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1636
1637 if (bowspeed < 1)
1638 bowspeed = 1;
1639 1584
1640 if (arrow == NULL) 1585 if (arrow == NULL)
1641 { 1586 {
1642 if ((arrow = find_arrow (op, bow->race)) == NULL) 1587 if ((arrow = find_arrow (op, bow->race)) == NULL)
1643 { 1588 {
1644 if (op->type == PLAYER) 1589 if (op->type == PLAYER)
1645 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);
1646 /* 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 */
1647 else 1592 else
1648 CLEAR_FLAG (op, FLAG_READY_BOW); 1593 CLEAR_FLAG (op, FLAG_READY_BOW);
1594
1649 return 0; 1595 return 0;
1650 } 1596 }
1651 } 1597 }
1652 1598
1653 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1599 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1677 1623
1678 arrow->set_owner (op); 1624 arrow->set_owner (op);
1679 arrow->skill = bow->skill; 1625 arrow->skill = bow->skill;
1680 arrow->direction = dir; 1626 arrow->direction = dir;
1681 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
1682 if (op->type == PLAYER) 1662 if (op->type == PLAYER)
1683 { 1663 {
1684 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1685 op->update_stats ();
1686 }
1687
1688 SET_ANIMATION (arrow, arrow->direction);
1689 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1690 arrow->stats.hp = arrow->stats.dam;
1691 arrow->stats.grace = arrow->attacktype;
1692 if (arrow->slaying != NULL)
1693 arrow->spellarg = strdup (arrow->slaying);
1694
1695 /* Note that this was different for monsters - they got their level
1696 * added to the damage. I think the strength bonus is more proper.
1697 */
1698
1699 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1700
1701 /* update the speed */
1702 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1703 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1704
1705 arrow->set_speed (max (arrow->speed, 1.0));
1706 arrow->speed_left = 0;
1707
1708 if (op->type == PLAYER)
1709 {
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1711 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1712 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1713
1714 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;
1715 } 1671 }
1716 else 1672 else
1717 { 1673 {
1718 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1719 arrow->level = op->level; 1674 arrow->level = op->level;
1720 } 1675 arrow->stats.wc -= bow->magic;
1721 1676
1722 if (arrow->attacktype == AT_PHYSICAL) 1677 if (!arrow->slaying)
1678 arrow->slaying = bow->slaying;
1679
1723 arrow->attacktype |= bow->attacktype; 1680 arrow->attacktype |= bow->attacktype;
1681 }
1724 1682
1725 if (bow->slaying) 1683 wc -= arrow->level;
1726 arrow->slaying = bow->slaying; 1684 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1727 1685
1686 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1728 arrow->move_type = MOVE_FLY_LOW; 1687 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1689
1731 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);
1732 m->insert (arrow, sx, sy, op); 1691 m->insert (arrow, sx, sy, op);
1757{ 1716{
1758 int ret = 0, wcmod = 0; 1717 int ret = 0, wcmod = 0;
1759 1718
1760 if (op->contr->bowtype == bow_bestarrow) 1719 if (op->contr->bowtype == bow_bestarrow)
1761 { 1720 {
1762 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);
1763 } 1722 }
1764 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)
1765 { 1724 {
1766 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1725 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1767 wcmod = -1; 1726 wcmod = -1;
1777 else if (op->contr->bowtype == bow_spreadshot) 1736 else if (op->contr->bowtype == bow_spreadshot)
1778 { 1737 {
1779 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);
1780 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);
1781 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);
1782
1783 } 1741 }
1784 else 1742 else
1785 { 1743 {
1786 /* Simple case */ 1744 /* Simple case */
1787 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);
1788 } 1746 }
1747
1789 return ret; 1748 return ret;
1790} 1749}
1791 1750
1792 1751
1793/* Fires a misc (wand/rod/horn) object in 'dir'. 1752/* Fires a misc (wand/rod/horn) object in 'dir'.
1794 * Broken apart from 'fire' to keep it more readable. 1753 * Broken apart from 'fire' to keep it more readable.
1795 */ 1754 */
1796void 1755void
1797fire_misc_object (object *op, int dir) 1756fire_misc_object (object *op, int dir)
1798{ 1757{
1799 object *item; 1758 object *item = op->contr->ranged_ob;
1800 1759
1801 if (!op->contr->ranges[range_misc]) 1760 if (!item)
1802 { 1761 {
1803 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.");
1804 return; 1763 return;
1805 } 1764 }
1806 1765
1807 item = op->contr->ranges[range_misc];
1808 if (!item->inv) 1766 if (!item->inv)
1809 { 1767 {
1810 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1768 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1811 return; 1769 return;
1812 } 1770 }
1771
1772 if (!op->change_weapon (item))
1773 return;
1774
1813 if (item->type == WAND) 1775 if (item->type == WAND)
1814 { 1776 {
1815 if (item->stats.food <= 0) 1777 if (item->stats.food <= 0)
1816 { 1778 {
1817 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1779 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1818 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
1819 return; 1782 return;
1820 } 1783 }
1821 } 1784 }
1822 else if (item->type == ROD || item->type == HORN) 1785 else if (item->type == ROD || item->type == HORN)
1823 { 1786 {
1824 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))
1825 { 1788 {
1826 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1789 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1790
1827 if (item->type == ROD) 1791 if (item->type == ROD)
1828 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));
1829 else 1793 else
1830 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
1831 return; 1796 return;
1832 } 1797 }
1833 } 1798 }
1834 1799
1835 if (cast_spell (op, item, dir, item->inv, NULL)) 1800 if (cast_spell (op, item, dir, item->inv, NULL))
1866 1831
1867 /* check for loss of invisiblity/hide */ 1832 /* check for loss of invisiblity/hide */
1868 if (action_makes_visible (op)) 1833 if (action_makes_visible (op))
1869 make_visible (op); 1834 make_visible (op);
1870 1835
1871 switch (op->contr->shoottype) 1836 player *pl = op->contr;
1837
1838 if (pl->golem)
1872 { 1839 {
1873 case range_none: 1840 control_golem (op->contr->golem, dir);
1874 return; 1841 return;
1842 }
1875 1843
1876 case range_bow: 1844 object *ob = pl->ranged_ob;
1845
1846 if (!ob)
1847 return;
1848
1849 switch (ob->type)
1850 {
1851 case BOW:
1877 player_fire_bow (op, dir); 1852 player_fire_bow (op, dir);
1878 return; 1853 break;
1879 1854
1880 case range_magic: /* Casting spells */ 1855 case SPELL:
1881 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);
1882 return; 1857 break;
1883 1858
1884 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:
1885 fire_misc_object (op, dir); 1869 fire_misc_object (op, dir);
1886 return; 1870 break;
1887
1888 case range_golem: /* Control summoned monsters from scrolls */
1889 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1890 {
1891 op->contr->ranges[range_golem] = 0;
1892 op->contr->shoottype = range_none;
1893 }
1894 else
1895 control_golem (op->contr->ranges[range_golem], dir);
1896 return;
1897
1898 case range_skill:
1899 if (!op->chosen_skill)
1900 {
1901 if (op->type == PLAYER)
1902 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1903 return;
1904 }
1905 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1906 return;
1907 case range_builder:
1908 apply_map_builder (op, dir);
1909 return;
1910 default:
1911 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1912 return;
1913 } 1871 }
1914} 1872}
1915
1916
1917 1873
1918/* find_key 1874/* find_key
1919 * 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
1920 * and successfully use it, we return the key, otherwise NULL 1876 * and successfully use it, we return the key, otherwise NULL
1921 * This function merges both normal and locked door, since the logic 1877 * This function merges both normal and locked door, since the logic
1923 * pl is the player, 1879 * pl is the player,
1924 * inv is the objects inventory to searched 1880 * inv is the objects inventory to searched
1925 * door is the door we are trying to match against. 1881 * door is the door we are trying to match against.
1926 * This function can be called recursively to search containers. 1882 * This function can be called recursively to search containers.
1927 */ 1883 */
1928
1929object * 1884object *
1930find_key (object *pl, object *container, object *door) 1885find_key (object *pl, object *container, object *door)
1931{ 1886{
1932 object *tmp, *key; 1887 object *tmp, *key;
1933 1888
1934 /* Should not happen, but sanity checking is never bad */ 1889 /* Should not happen, but sanity checking is never bad */
1935 if (container->inv == NULL) 1890 if (!container->inv)
1936 return NULL; 1891 return 0;
1937 1892
1938 /* 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 */
1939 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1894 for (tmp = container->inv; tmp; tmp = tmp->below)
1940 { 1895 {
1941 if (door->type == DOOR && tmp->type == KEY) 1896 if (door->type == DOOR && tmp->type == KEY)
1942 break; 1897 break;
1943 /* For sanity, we should really check door type, but other stuff 1898 /* For sanity, we should really check door type, but other stuff
1944 * (like containers) can be locked with special keys 1899 * (like containers) can be locked with special keys
1945 */ 1900 */
1946 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1901 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1947 break; 1902 break;
1948 } 1903 }
1904
1949 /* No key found - lets search inventories now */ 1905 /* No key found - lets search inventories now */
1950 /* 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.
1951 * 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
1952 * a key, return 1908 * a key, return
1953 */ 1909 */
1954 if (!tmp) 1910 if (!tmp)
1955 { 1911 {
1956 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1912 for (tmp = container->inv; tmp; tmp = tmp->below)
1957 { 1913 {
1958 /* No reason to search empty containers */ 1914 /* No reason to search empty containers */
1959 if (tmp->type == CONTAINER && tmp->inv) 1915 if (tmp->type == CONTAINER && tmp->inv)
1960 { 1916 {
1961 if ((key = find_key (pl, tmp, door)) != NULL) 1917 if ((key = find_key (pl, tmp, door)))
1962 return key; 1918 return key;
1963 } 1919 }
1964 } 1920 }
1921
1965 if (!tmp) 1922 if (!tmp)
1966 return NULL; 1923 return NULL;
1967 } 1924 }
1925
1968 /* 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,
1969 * see if we actually want to use it 1927 * see if we actually want to use it
1970 */ 1928 */
1971 if (pl != container) 1929 if (pl != container)
1972 { 1930 {
1993 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1951 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1994 "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));
1995 return NULL; 1953 return NULL;
1996 } 1954 }
1997 } 1955 }
1956
1998 return tmp; 1957 return tmp;
1999} 1958}
2000 1959
2001/* moved door processing out of move_player_attack. 1960/* moved door processing out of move_player_attack.
2002 * returns 1 if player has opened the door with a key 1961 * returns 1 if player has opened the door with a key
2016 if (key) 1975 if (key)
2017 { 1976 {
2018 object *container = key->env; 1977 object *container = key->env;
2019 1978
2020 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
2021 if (action_makes_visible (op)) 1981 if (action_makes_visible (op))
2022 make_visible (op); 1982 make_visible (op);
1983
2023 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1984 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2024 spring_trap (door->inv, op); 1985 spring_trap (door->inv, op);
1986
2025 if (door->type == DOOR) 1987 if (door->type == DOOR)
2026 {
2027 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 */
2028 }
2029 else if (door->type == LOCKED_DOOR) 1989 else if (door->type == LOCKED_DOOR)
2030 { 1990 {
2031 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));
2032 remove_door2 (door); /* remove door without violence ;-) */ 1992 remove_door2 (door); /* remove door without violence ;-) */
2033 } 1993 }
1994
2034 /* Do this after we print the message */ 1995 /* Do this after we print the message */
2035 decrease_ob (key); /* Use up one of the keys */ 1996 decrease_ob (key); /* Use up one of the keys */
2036 /* Need to update the weight the container the key was in */ 1997 /* Need to update the weight the container the key was in */
2037 if (container != op) 1998 if (container != op)
2038 esrv_update_item (UPD_WEIGHT, op, container); 1999 esrv_update_item (UPD_WEIGHT, op, container);
2000
2039 return 1; /* Nothing more to do below */ 2001 return 1; /* Nothing more to do below */
2040 } 2002 }
2041 else if (door->type == LOCKED_DOOR) 2003 else if (door->type == LOCKED_DOOR)
2042 { 2004 {
2043 /* Might as well return now - no other way to open this */ 2005 /* Might as well return now - no other way to open this */
2044 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2006 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2045 return 1; 2007 return 1;
2046 } 2008 }
2009
2047 return 0; 2010 return 0;
2048} 2011}
2049 2012
2050/* This function is just part of a breakup from move_player. 2013/* This function is just part of a breakup from move_player.
2051 * It should keep the code cleaner. 2014 * It should keep the code cleaner.
2055 */ 2018 */
2056void 2019void
2057move_player_attack (object *op, int dir) 2020move_player_attack (object *op, int dir)
2058{ 2021{
2059 object *tmp, *mon; 2022 object *tmp, *mon;
2060 sint16 nx, ny;
2061 int on_battleground; 2023 int on_battleground;
2062 maptile *m; 2024 maptile *m;
2063 2025
2064 nx = freearr_x[dir] + op->x; 2026 sint16 nx = freearr_x[dir] + op->x;
2065 ny = freearr_y[dir] + op->y; 2027 sint16 ny = freearr_y[dir] + op->y;
2066 2028
2067 on_battleground = op_on_battleground (op, 0, 0); 2029 on_battleground = op_on_battleground (op, 0, 0);
2068 2030
2069 /* 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
2070 * 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
2077 */ 2039 */
2078 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))
2079 { 2041 {
2080 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2042 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2081 { 2043 {
2082 m = get_map_from_coord (op->map, &nx, &ny); 2044 m = op->map->xy_find (nx, ny);
2083 if (!m) 2045 if (!m)
2084 return; /* Don't think this should happen */ 2046 return; /* Don't think this should happen */
2085 } 2047 }
2086 else 2048 else
2087 m = op->map; 2049 m = op->map;
2088 2050
2089 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) 2051 if (!(tmp = m->at (nx, ny).bot))
2090 {
2091 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2092 return; 2052 return;
2093 }
2094 2053
2095 mon = 0; 2054 mon = 0;
2096 /* 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
2097 * 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.
2098 * 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
2151 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2110 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2152 { 2111 {
2153 /* 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 */
2154 if (op->contr->braced) 2113 if (op->contr->braced)
2155 return; 2114 return;
2115
2156 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);
2157 (void) push_ob (mon, dir, op); 2117 push_ob (mon, dir, op);
2158 if (op->contr->tmp_invis || op->hide) 2118 if (op->contr->tmp_invis || op->hide)
2159 make_visible (op); 2119 make_visible (op);
2120
2160 return; 2121 return;
2161 } 2122 }
2162 2123
2163 /* in certain circumstances, you shouldn't attack friendly 2124 /* in certain circumstances, you shouldn't attack friendly
2164 * creatures. Note that if you are braced, you can't push 2125 * creatures. Note that if you are braced, you can't push
2178 !on_battleground)) 2139 !on_battleground))
2179 { 2140 {
2180 if (!op->contr->braced) 2141 if (!op->contr->braced)
2181 { 2142 {
2182 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);
2183 (void) push_ob (mon, dir, op); 2144 push_ob (mon, dir, op);
2184 } 2145 }
2185 else 2146 else
2186 new_draw_info (0, 0, op, "You withhold your attack"); 2147 new_draw_info (0, 0, op, "You withhold your attack");
2187 2148
2188 if (op->contr->tmp_invis || op->hide) 2149 if (op->contr->tmp_invis || op->hide)
2203 * 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
2204 * and be living. Then, it must be one of the following: 2165 * and be living. Then, it must be one of the following:
2205 * 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
2206 * 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.
2207 */ 2168 */
2208
2209 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2210 ((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)))
2211 { 2171 {
2212
2213 /* If the player hasn't hit something this tick, and does
2214 * so, give them speed boost based on weapon speed. Doing
2215 * it here is better than process_players2, which basically
2216 * incurred a 1 tick offset.
2217 */
2218 if (!op->contr->has_hit) 2172 op->contr->has_hit = 1;
2219 {
2220 op->speed_left += op->speed / op->contr->weapon_sp;
2221
2222 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2223 }
2224 2173
2225 skill_attack (mon, op, 0, 0, 0); 2174 skill_attack (mon, op, 0, 0, 0);
2226 2175
2227 /* If attacking another player, that player gets automatic 2176 /* If attacking another player, that player gets automatic
2228 * hitback, and doesn't loose luck either. 2177 * hitback, and doesn't loose luck either.
2247int 2196int
2248move_player (object *op, int dir) 2197move_player (object *op, int dir)
2249{ 2198{
2250 int pick; 2199 int pick;
2251 2200
2252 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2201 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2253 return 0; 2202 return 0;
2254 2203
2255 /* Sanity check: make sure dir is valid */ 2204 /* Sanity check: make sure dir is valid */
2256 if ((dir < 0) || (dir >= 9)) 2205 if ((dir < 0) || (dir >= 9))
2257 { 2206 {
2258 LOG (llevError, "move_player: invalid direction %d\n", dir); 2207 LOG (llevError, "move_player: invalid direction %d\n", dir);
2259 return 0; 2208 return 0;
2260 } 2209 }
2261 2210
2262 /* peterm: added following line */ 2211 /* peterm: added following line */
2263 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2212 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2264 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2213 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2265 2214
2266 op->facing = dir; 2215 op->facing = dir;
2267 2216
2268 if (op->hide) 2217 if (op->hide)
2269 do_hidden_move (op); 2218 do_hidden_move (op);
2302 * Returns true if there are more actions we can do. 2251 * Returns true if there are more actions we can do.
2303 */ 2252 */
2304int 2253int
2305handle_newcs_player (object *op) 2254handle_newcs_player (object *op)
2306{ 2255{
2307 if (op->contr->hidden)
2308 {
2309 op->invisible = 1000;
2310 /* the socket code flashes the player visible/invisible
2311 * depending on the value of invisible, so we need to
2312 * alternate it here for it to work correctly.
2313 */
2314 if (pticks & 2)
2315 op->invisible--;
2316 }
2317 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2318 {
2319 op->invisible--;
2320 if (!op->invisible)
2321 {
2322 make_visible (op);
2323 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2324 }
2325 }
2326
2327 if (QUERY_FLAG (op, FLAG_SCARED)) 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2328 { 2257 {
2329 flee_player (op); 2258 flee_player (op);
2259
2330 /* 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 */
2331 if (QUERY_FLAG (op, FLAG_SCARED)) 2261 if (op->flag [FLAG_SCARED])
2332 { 2262 {
2333 op->speed_left--; 2263 --op->speed_left;
2334 return 0; 2264 return 0;
2335 } 2265 }
2336 } 2266 }
2337
2338 /* I've been seeing crashes where the golem has been destroyed, but
2339 * the player object still points to the defunct golem. The code that
2340 * destroys the golem looks correct, and it doesn't always happen, so
2341 * put this in a a workaround to clean up the golem pointer.
2342 */
2343 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2344 op->contr->ranges[range_golem] = 0;
2345 2267
2346 /* 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
2347 * the players time has been increased when doericserver has been 2269 * the players time has been increased when doericserver has been
2348 * called, so we recheck it here. 2270 * called, so we recheck it here.
2349 */ 2271 */
2350 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2272 if (op->contr->ns->handle_command ())
2351 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2352 ;
2353
2354 if (op->speed_left < 0)
2355 return 0; 2273 return 1;
2356 2274
2275 if (op->speed_left > 0.f)
2276 {
2357 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2277 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2358 { 2278 {
2359 /* All move commands take 1 tick, at least for now */ 2279 /* All move commands take 1 tick, at least for now */
2360 op->speed_left--; 2280 --op->speed_left;
2361 2281
2362 /* Instead of all the stuff below, let move_player take care 2282 /* Instead of all the stuff below, let move_player take care
2363 * 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
2364 * there, as well as the confusion stuff. 2284 * there, as well as the confusion stuff.
2365 */ 2285 */
2366 move_player (op, op->direction); 2286 move_player (op, op->direction);
2367 if (op->speed_left > 0) 2287
2368 return 1; 2288 return op->speed_left > 0.f;
2369 else 2289 }
2370 return 0;
2371 } 2290 }
2372 2291
2373 return 0; 2292 return 0;
2374} 2293}
2375 2294
2413 * from. 2332 * from.
2414 */ 2333 */
2415void 2334void
2416remove_unpaid_objects (object *op, object *env) 2335remove_unpaid_objects (object *op, object *env)
2417{ 2336{
2418 object *next;
2419
2420 while (op) 2337 while (op)
2421 { 2338 {
2422 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' */
2423 2340
2424 if (QUERY_FLAG (op, FLAG_UNPAID)) 2341 if (QUERY_FLAG (op, FLAG_UNPAID))
2490 int rate_grace = 2000; 2407 int rate_grace = 2000;
2491 const int max_hp = 1; 2408 const int max_hp = 1;
2492 const int max_sp = 1; 2409 const int max_sp = 1;
2493 const int max_grace = 1; 2410 const int max_grace = 1;
2494 2411
2495 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--;
2496 { 2421 }
2497 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2422 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2498 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2423 {
2499 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 }
2500 } 2429 }
2501 2430
2502 if (op->contr->ns->state == ST_PLAYING) 2431 if (op->contr->ns->state == ST_PLAYING)
2503 { 2432 {
2504 /* these next three if clauses make it possible to SLOW DOWN 2433 /* these next three if clauses make it possible to SLOW DOWN
2526 gen_grace = op->stats.maxgrace; 2455 gen_grace = op->stats.maxgrace;
2527 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2456 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2528 } 2457 }
2529 2458
2530 /* Regenerate Spell Points */ 2459 /* Regenerate Spell Points */
2531 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2460 if (!op->contr->golem && --op->last_sp < 0)
2532 { 2461 {
2533 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);
2534 if (op->stats.sp < op->stats.maxsp) 2463 if (op->stats.sp < op->stats.maxsp)
2535 { 2464 {
2536 op->stats.sp++; 2465 op->stats.sp++;
2754 tmp->name = buf; 2683 tmp->name = buf;
2755 sprintf (buf, " This finger has been cut off %s\n" 2684 sprintf (buf, " This finger has been cut off %s\n"
2756 " 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",
2757 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2686 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2758 tmp->msg = buf; 2687 tmp->msg = buf;
2759 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2688 tmp->value = 0, tmp->type = 0;
2760 tmp->materialname = NULL; 2689 tmp->materialname = "organics";
2761 op->insert_at (tmp, op); 2690 tmp->insert_at (op, tmp);
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 }
2797 2710
2798 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2711 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2799 2712
2800 /* save the map location for corpse, gravestone */ 2713 /* save the map location for corpse, gravestone */
2801 x = op->x; 2714 x = op->x;
2977 op->stats.hp = op->stats.maxhp; 2890 op->stats.hp = op->stats.maxhp;
2978 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2891 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2979 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2892 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2980 2893
2981 /* 2894 /*
2982 * Check to see if the player is in a shop. IF so, then check to see if
2983 * 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
2984 * in the map. 2896 * and put them back in the map.
2985 */ 2897 */
2986
2987 if (is_in_shop (op))
2988 remove_unpaid_objects (op->inv, op); 2898 remove_unpaid_objects (op->inv, op);
2989 2899
2990 /****************************************/ 2900 /****************************************/
2991 /* */ 2901 /* */
2992 /* Move player to his current respawn- */ 2902 /* Move player to his current respawn- */
2993 /* position (usually last savebed) */ 2903 /* position (usually last savebed) */
2994 /* */ 2904 /* */
2995 /****************************************/ 2905 /****************************************/
2996 2906
2997 enter_player_savebed (op); 2907 enter_player_savebed (op);
2998 2908
2999 /* Save the player before inserting the force to reduce
3000 * chance of abuse.
3001 */
3002 op->contr->braced = 0; 2909 op->contr->braced = 0;
3003 op->contr->save ();
3004 2910
3005 /* it is possible that the player has blown something up 2911 /* it is possible that the player has blown something up
3006 * at his savebed location, and that can have long lasting 2912 * at his savebed location, and that can have long lasting
3007 * spell effects. So first see if there is a spell effect 2913 * spell effects. So first see if there is a spell effect
3008 * on the space that might harm the player. 2914 * on the space that might harm the player.
3017 object *force; 2923 object *force;
3018 int at; 2924 int at;
3019 2925
3020 force = get_archetype (FORCE_NAME); 2926 force = get_archetype (FORCE_NAME);
3021 /* 50 ticks should be enough time for the spell to abate */ 2927 /* 50 ticks should be enough time for the spell to abate */
3022 force->speed = 0.1; 2928 force->speed = 0.1f;
3023 force->speed_left = -5.0; 2929 force->speed_left = -5.f;
3024 SET_FLAG (force, FLAG_APPLIED); 2930 SET_FLAG (force, FLAG_APPLIED);
3025 for (at = 0; at < NROFATTACKS; at++) 2931 for (at = 0; at < NROFATTACKS; at++)
3026 if (will_kill_again & (1 << at)) 2932 if (will_kill_again & (1 << at))
3027 force->resist[at] = 100; 2933 force->resist[at] = 100;
3028 2934
3037void 2943void
3038loot_object (object *op) 2944loot_object (object *op)
3039{ /* Grab and destroy some treasure */ 2945{ /* Grab and destroy some treasure */
3040 object *tmp, *tmp2, *next; 2946 object *tmp, *tmp2, *next;
3041 2947
3042 if (op->container) 2948 op->close_container (); /* close open sack first */
3043 esrv_apply_container (op, op->container); /* close open sack first */
3044 2949
3045 for (tmp = op->inv; tmp; tmp = next) 2950 for (tmp = op->inv; tmp; tmp = next)
3046 { 2951 {
3047 next = tmp->below; 2952 next = tmp->below;
3048 2953
3049 if (tmp->invisible) 2954 if (tmp->invisible)
3050 continue; 2955 continue;
3051 2956
3052 tmp->remove (); 2957 tmp->remove ();
3053 tmp->x = op->x, tmp->y = op->y; 2958 tmp->x = op->x, tmp->y = op->y;
2959
3054 if (tmp->type == CONTAINER) 2960 if (tmp->type == CONTAINER)
3055 { /* empty container to ground */ 2961 loot_object (tmp); /* empty container to ground */
3056 loot_object (tmp); 2962
3057 }
3058 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))))
3059 { 2964 {
3060 if (tmp->nrof > 1) 2965 if (tmp->nrof > 1)
3061 { 2966 {
3062 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2967 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3063 tmp2->destroy (); 2968 tmp2->destroy ();
3074/* 2979/*
3075 * fix_weight(): Check recursively the weight of all players, and fix 2980 * fix_weight(): Check recursively the weight of all players, and fix
3076 * 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
3077 * was changed. 2982 * was changed.
3078 */ 2983 */
3079
3080void 2984void
3081fix_weight (void) 2985fix_weight (void)
3082{ 2986{
3083 for_all_players (pl) 2987 for_all_players (pl)
3084 { 2988 {
3144 if (op->type == PLAYER) 3048 if (op->type == PLAYER)
3145 { 3049 {
3146 op->contr->tmp_invis = 0; 3050 op->contr->tmp_invis = 0;
3147 op->contr->invis_race = 0; 3051 op->contr->invis_race = 0;
3148 } 3052 }
3053
3149 update_object (op, UP_OBJ_FACE); 3054 update_object (op, UP_OBJ_CHANGE);
3150} 3055}
3151 3056
3152int 3057int
3153is_true_undead (object *op) 3058is_true_undead (object *op)
3154{ 3059{
3155 object *tmp = NULL;
3156
3157 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3060 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3158 return 1; 3061 return 1;
3159 3062
3160 return 0; 3063 return 0;
3161} 3064}
3220 3123
3221 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3124 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3222 3125
3223 /* 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! */
3224 if (op->type == PLAYER && op->contr->run_on) 3127 if (op->type == PLAYER && op->contr->run_on)
3225 {
3226 if (!skop || num >= skop->level) 3128 if (!skop || num >= skop->level)
3227 { 3129 {
3228 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!");
3229 make_visible (op); 3131 make_visible (op);
3230 return; 3132 return;
3231 } 3133 }
3232 else 3134 else
3233 num += 20; 3135 num += 20;
3234 } 3136
3235 num += op->map->difficulty; 3137 num += op->map->difficulty;
3236 hide = hideability (op); /* modify by terrain hidden level */ 3138 hide = hideability (op); /* modify by terrain hidden level */
3237 num -= hide; 3139 num -= hide;
3140
3238 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3141 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3239 { 3142 {
3240 make_visible (op); 3143 make_visible (op);
3241 if (op->type == PLAYER) 3144 if (op->type == PLAYER)
3242 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!");
3243 } 3146 }
3244 else if (op->type == PLAYER && skop) 3147 else if (op->type == PLAYER && skop)
3245 {
3246 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);
3247 }
3248} 3149}
3249 3150
3250/* determine if who is standing near a hostile creature. */ 3151/* determine if who is standing near a hostile creature. */
3251 3152
3252int 3153int
3451 char buf[MAX_BUF]; /* tmp. string buffer */ 3352 char buf[MAX_BUF]; /* tmp. string buffer */
3452 int i = 0, j = 0; 3353 int i = 0, j = 0;
3453 3354
3454 /* get the appropriate treasurelist */ 3355 /* get the appropriate treasurelist */
3455 if (atnr == ATNR_FIRE) 3356 if (atnr == ATNR_FIRE)
3456 trlist = find_treasurelist ("dragon_ability_fire"); 3357 trlist = treasurelist::find ("dragon_ability_fire");
3457 else if (atnr == ATNR_COLD) 3358 else if (atnr == ATNR_COLD)
3458 trlist = find_treasurelist ("dragon_ability_cold"); 3359 trlist = treasurelist::find ("dragon_ability_cold");
3459 else if (atnr == ATNR_ELECTRICITY) 3360 else if (atnr == ATNR_ELECTRICITY)
3460 trlist = find_treasurelist ("dragon_ability_elec"); 3361 trlist = treasurelist::find ("dragon_ability_elec");
3461 else if (atnr == ATNR_POISON) 3362 else if (atnr == ATNR_POISON)
3462 trlist = find_treasurelist ("dragon_ability_poison"); 3363 trlist = treasurelist::find ("dragon_ability_poison");
3463 3364
3464 if (trlist == NULL || who->type != PLAYER) 3365 if (trlist == NULL || who->type != PLAYER)
3465 return; 3366 return;
3466 3367
3467 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++);
3468 3369
3469 if (tr == NULL || tr->item == NULL) 3370 if (!tr || !tr->item)
3470 { 3371 {
3471 /* 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]); */
3472 return; 3373 return;
3473 } 3374 }
3474 3375
3599 * not readied. 3500 * not readied.
3600 */ 3501 */
3601void 3502void
3602player_unready_range_ob (player *pl, object *ob) 3503player_unready_range_ob (player *pl, object *ob)
3603{ 3504{
3604 rangetype i; 3505 if (pl->ob->current_weapon == ob)
3506 pl->ob->current_weapon = 0;
3605 3507
3606 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3508 if (pl->combat_ob == ob)
3607 { 3509 pl->combat_ob = 0;
3510
3608 if (pl->ranges[i] == ob) 3511 if (pl->ranged_ob == ob)
3609 { 3512 pl->ranged_ob = 0;
3610 pl->ranges[i] = NULL;
3611 if (pl->shoottype == i)
3612 {
3613 pl->shoottype = range_none;
3614 }
3615 }
3616 }
3617} 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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