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Comparing deliantra/server/server/player.C (file contents):
Revision 1.62 by root, Mon Dec 25 11:25:49 2006 UTC vs.
Revision 1.136 by root, Wed May 16 11:10:01 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);
150}
151
152float
153player::weapon_speed () const
154{
155 return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
157} 156}
158 157
159/* This loads the first map an puts the player on it. */ 158/* This loads the first map an puts the player on it. */
160static void 159static void
161set_first_map (object *op) 160set_first_map (object *op)
162{ 161{
163 strcpy (op->contr->maplevel, first_map_path); 162 op->contr->maplevel = first_map_path;
164 op->x = -1; 163 op->x = -1;
165 op->y = -1; 164 op->y = -1;
165}
166
167void
168player::enter_map ()
169{
170 object *tmp = object::create ();
171
172 EXIT_PATH (tmp) = maplevel;
173 EXIT_X (tmp) = ob->x;
174 EXIT_Y (tmp) = ob->y;
166 enter_exit (op, 0); 175 ob->enter_exit (tmp);
176
177 tmp->destroy ();
178}
179
180void
181player::activate ()
182{
183 if (active)
184 return;
185
186 players.insert (this);
187 ob->remove ();
188 ob->map = 0;
189 ob->activate_recursive ();
190 CLEAR_FLAG (ob, FLAG_FRIENDLY);
191 add_friendly_object (ob);
192 enter_map ();
193}
194
195void
196player::deactivate ()
197{
198 if (!active)
199 return;
200
201 terminate_all_pets (ob);
202 remove_friendly_object (ob);
203 ob->deactivate_recursive ();
204
205 if (ob->map)
206 maplevel = ob->map->path;
207
208 ob->remove ();
209 ob->map = 0;
210 party = 0;
211
212 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
213
214 players.erase (this);
167} 215}
168 216
169// connect the player with a specific client 217// connect the player with a specific client
170// also changed, rationalises, and fixes some incorrect settings 218// also changes, rationalises, and fixes some incorrect settings
171void 219void
172player::connect (client *ns) 220player::connect (client *ns)
173{ 221{
174 this->ns = ns; 222 this->ns = ns;
175 ns->pl = this; 223 ns->pl = this;
176 224
177 next = first_player; 225 run_on = 0;
178 first_player = this; 226 fire_on = 0;
227 ob->close_container (); //TODO: client-specific
179 228
180 ns->update_look = 0; 229 ns->update_look = 0;
181 ns->look_position = 0; 230 ns->look_position = 0;
182 231
183 clear_los (ob); 232 clear_los (ob);
233
234 ns->reset_stats ();
184 235
185 /* make sure he's a player -- needed because of class change. */ 236 /* make sure he's a player -- needed because of class change. */
186 ob->type = PLAYER; // we are paranoid 237 ob->type = PLAYER; // we are paranoid
187 ob->race = ob->arch->clone.race; 238 ob->race = ob->arch->clone.race;
188 239
189 if (!legal_range (ob, shoottype))
190 shoottype = range_none;
191
192 ob->carrying = sum_weight (ob); 240 ob->carrying = sum_weight (ob);
193 link_player_skills (ob); 241 link_player_skills (ob);
194 242
195 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
196 update_ob_speed (ob);
197 244
198 assign (title, ob->arch->clone.name); 245 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);
209 246
210 /* if it's a dragon player, set the correct title here */ 247 /* if it's a dragon player, set the correct title here */
211 if (is_dragon_pl (ob)) 248 if (is_dragon_pl (ob))
212 { 249 {
213 object *tmp, *abil = 0, *skin = 0; 250 object *tmp, *abil = 0, *skin = 0;
223 skin = tmp; 260 skin = tmp;
224 261
225 set_dragon_name (ob, abil, skin); 262 set_dragon_name (ob, abil, skin);
226 } 263 }
227 264
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!"); 265 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);
235 266
236 esrv_new_player (this, ob->weight + ob->carrying); 267 esrv_new_player (this, ob->weight + ob->carrying);
268
269 for (object *op = ob->inv; op; op = op->below)
270 if (op->flag [FLAG_APPLIED])
271 switch (op->type)
272 {
273 case WAND:
274 case ROD:
275 case HORN:
276 case BOW:
277 case SKILL:
278 case SKILL_TOOL:
279 case WEAPON:
280 apply_special (ob, op, AP_UNAPPLY);
281 apply_special (ob, op, AP_APPLY);
282 break;
283 }
237 284
238 ob->update_stats (); 285 ob->update_stats ();
239 ns->floorbox_update (); 286 ns->floorbox_update ();
240 287
241 esrv_send_inventory (ob, ob); 288 esrv_send_inventory (ob, ob);
242 esrv_add_spells (this, 0); 289 esrv_add_spells (this, 0);
243 290
244 enter_exit (ob, 0); 291 activate ();
245 292
246 send_rules (ob); 293 send_rules (ob);
247 send_news (ob); 294 send_news (ob);
248 display_motd (ob); 295 display_motd (ob);
296
297 INVOKE_PLAYER (CONNECT, this);
249 INVOKE_PLAYER (LOGIN, this); 298 INVOKE_PLAYER (LOGIN, this);
250} 299}
251 300
252void 301void
253player::disconnect () 302player::disconnect ()
254{ 303{
255 if (!ns) 304 if (ns)
256 return; 305 {
306 if (active)
307 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
257 308
258 //TODO: don't be so harsh and destroy :) 309 INVOKE_PLAYER (DISCONNECT, this);
259 destroy ();
260 310
311 ns->reset_stats ();
261 ns->pl = 0; 312 ns->pl = 0;
262 ns = 0; 313 ns = 0;
314 }
315
316 if (ob)
317 ob->close_container (); //TODO: client-specific
318
319 deactivate ();
263} 320}
264 321
265// the need for this function can be explained 322// the need for this function can be explained
266// by load_object not returning the object 323// by load_object not returning the object
267void 324void
268player::set_object (object *op) 325player::set_object (object *op)
269{ 326{
270 ob = op; 327 ob = op;
271 ob->contr = this; /* this aren't yet in archetype */ 328 ob->contr = this; /* this aren't yet in archetype */
272 329
273 ob->speed_left = 0.5; 330 ob->speed_left = 0.5f;
274 ob->speed = 1.0; 331 ob->speed = 1.0f;
275 ob->direction = 5; /* So player faces south */ 332 ob->direction = 5; /* So player faces south */
276 ob->stats.wc = 2;
277 ob->run_away = 25; /* Then we panick... */
278
279 set_first_map (ob);
280
281 ob->roll_stats ();
282} 333}
283 334
284player::player () 335player::player ()
285{ 336{
286 /* There are some elements we want initialized to non zero value - 337 /* There are some elements we want initialised to non zero value -
287 * we deal with that below this point. 338 * we deal with that below this point.
288 */ 339 */
289 outputs_sync = 16; /* Every 2 seconds */ 340 outputs_sync = 4;
290 outputs_count = 8; /* Keeps present behaviour */ 341 outputs_count = 4;
291 unapply = unapply_nochoice; 342 unapply = unapply_nochoice;
292 343
293 assign (savebed_map, first_map_path); /* Init. respawn position */ 344 savebed_map = first_map_path; /* Init. respawn position */
294 345
295 gen_sp_armour = 10; 346 gen_sp_armour = 10;
296 last_speed = -1;
297 shoottype = range_none;
298 bowtype = bow_normal; 347 bowtype = bow_normal;
299 petmode = pet_normal; 348 petmode = pet_normal;
300 listening = 10; 349 listening = 10;
301 usekeys = containers; 350 usekeys = containers;
302 last_weapon_sp = -1;
303 peaceful = 1; /* default peaceful */ 351 peaceful = 1; /* default peaceful */
304 do_los = 1; 352 do_los = 1;
305
306 /* we need to clear these to -1 and not zero - otherwise,
307 * if a player quits and starts a new character, we wont
308 * send new values to the client, as things like exp start
309 * at zero.
310 */
311 for (int i = 0; i < NUM_SKILLS; i++)
312 last_skill_exp[i] = -1;
313
314 for (int i = 0; i < NROFATTACKS; i++)
315 last_resist[i] = -1;
316
317 last_stats.exp = -1;
318 last_weight = (uint32) - 1;
319} 353}
320 354
321void 355void
322player::do_destroy () 356player::do_destroy ()
323{ 357{
358 disconnect ();
359
324 attachable::do_destroy (); 360 attachable::do_destroy ();
325 361
326 disconnect ();
327
328 terminate_all_pets (ob);
329
330 if (first_player != this)
331 {
332 player *prev = first_player;
333
334 while (prev && prev->next && prev->next != this)
335 prev = prev->next;
336
337 if (prev->next != this)
338 {
339 LOG (llevError, "Free_player: Can't find previous player.\n");
340 abort ();
341 }
342
343 prev->next = next;
344 }
345 else
346 first_player = next;
347
348 if (ob) 362 if (ob)
363 {
349 ob->destroy (true); 364 ob->destroy_inv (false);
350
351 if (ns)
352 {
353 ns->send_packet ("goodbye");
354 ns->flush ();
355 ns->pl = 0;
356 ns->destroy (); 365 ob->destroy ();
357 } 366 }
358
359 attachable::do_destroy ();
360} 367}
361 368
362player::~player () 369player::~player ()
363{ 370{
364 /* Clear item stack */ 371 /* Clear item stack */
373player::create () 380player::create ()
374{ 381{
375 player *pl = new player; 382 player *pl = new player;
376 383
377 pl->set_object (arch_to_object (get_player_archetype (0))); 384 pl->set_object (arch_to_object (get_player_archetype (0)));
385
386 pl->ob->roll_stats ();
387 pl->ob->stats.wc = 2;
388 pl->ob->run_away = 25; /* Then we panick... */
389
390 set_first_map (pl->ob);
378 391
379 return pl; 392 return pl;
380} 393}
381 394
382/* 395/*
413 object *op = NULL; 426 object *op = NULL;
414 objectlink *ol; 427 objectlink *ol;
415 unsigned lastdist; 428 unsigned lastdist;
416 rv_vector rv; 429 rv_vector rv;
417 430
418 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 431 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
419 { 432 {
420 /* We should not find free objects on this friendly list, but it 433 /* We should not find free objects on this friendly list, but it
421 * does periodically happen. Given that, lets deal with it. 434 * does periodically happen. Given that, lets deal with it.
422 * While unlikely, it is possible the next object on the friendly 435 * While unlikely, it is possible the next object on the friendly
423 * list is also free, so encapsulate this in a while loop. 436 * list is also free, so encapsulate this in a while loop.
427 object *tmp = ol->ob; 440 object *tmp = ol->ob;
428 441
429 /* Can't do much more other than log the fact, because the object 442 /* Can't do much more other than log the fact, because the object
430 * itself will have been cleared. 443 * itself will have been cleared.
431 */ 444 */
432 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 445 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
446 tmp->debug_desc ());
433 ol = ol->next; 447 ol = ol->next;
434 remove_friendly_object (tmp); 448 remove_friendly_object (tmp);
435 if (!ol) 449 if (!ol)
436 return op; 450 return op;
437 } 451 }
526 x = mon->x; 540 x = mon->x;
527 y = mon->y; 541 y = mon->y;
528 m = mon->map; 542 m = mon->map;
529 dir = rv.direction; 543 dir = rv.direction;
530 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 544 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
531 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 545 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
546
532 /* If we can't solve it within the search distance, return now. */ 547 /* If we can't solve it within the search distance, return now. */
533 if (diff > max) 548 if (diff > max)
534 return 0; 549 return 0;
550
535 while (diff > 1 && max > 0) 551 while (diff > 1 && max > 0)
536 { 552 {
537 lastx = x; 553 lastx = x;
538 lasty = y; 554 lasty = y;
539 lastmap = m; 555 lastmap = m;
621 max--; 637 max--;
622 lastdir = dir; 638 lastdir = dir;
623 if (!firstdir) 639 if (!firstdir)
624 firstdir = dir; 640 firstdir = dir;
625 } 641 }
642
626 if (diff <= 1) 643 if (diff <= 1)
627 { 644 {
628 /* Recalculate diff (distance) because we may not have actually 645 /* Recalculate diff (distance) because we may not have actually
629 * headed toward player for entire distance. 646 * headed toward player for entire distance.
630 */ 647 */
631 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 648 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
632 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 649 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
633 } 650 }
651
634 if (diff > max) 652 if (diff > max)
635 return 0; 653 return 0;
636 } 654 }
655
637 /* If we reached the max, didn't find a direction in time */ 656 /* If we reached the max, didn't find a direction in time */
638 if (!max) 657 if (!max)
639 return 0; 658 return 0;
640 659
641 return firstdir; 660 return firstdir;
755roll_stat (void) 774roll_stat (void)
756{ 775{
757 int a[4], i, j, k; 776 int a[4], i, j, k;
758 777
759 for (i = 0; i < 4; i++) 778 for (i = 0; i < 4; i++)
760 a[i] = (int) RANDOM () % 6 + 1; 779 a[i] = (int) rndm (6) + 1;
761 780
762 for (i = 0, j = 0, k = 7; i < 4; i++) 781 for (i = 0, j = 0, k = 7; i < 4; i++)
763 if (a[i] < k) 782 if (a[i] < k)
764 k = a[i], j = i; 783 k = a[i], j = i;
765 784
771} 790}
772 791
773void 792void
774object::roll_stats () 793object::roll_stats ()
775{ 794{
776 int statsort [7]; 795 int statsort [NUM_STATS];
777 796
778 for (;;) 797 for (;;)
779 { 798 {
780 int sum = 0; 799 int sum = 0;
781 for (int i = 7; i--; ) 800 for (int i = NUM_STATS; i--; )
782 sum += statsort [i] = roll_stat (); 801 sum += statsort [i] = roll_stat ();
783 802
784 if (sum >= 82 && sum <= 116) 803 if (sum >= 82 && sum <= 116)
785 break; 804 break;
786 } 805 }
787 806
788 // Sort the stats so that rerolling is easier... 807 // Sort the stats so that rerolling is easier...
789 std::sort (statsort, statsort + 7, std::greater<int>()); 808 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
790 809
810 for (int i = 0; i < NUM_STATS; ++i)
791 stats.Str = statsort[0]; 811 stats.stat (i) = statsort [i];
792 stats.Dex = statsort[1];
793 stats.Con = statsort[2];
794 stats.Int = statsort[3];
795 stats.Wis = statsort[4];
796 stats.Pow = statsort[5];
797 stats.Cha = statsort[6];
798 812
799 stats.exp = 0; 813 stats.exp = 0;
800 stats.ac = 0; 814 stats.ac = 0;
801 815
802 stats.hp = stats.maxhp; 816 stats.hp = stats.maxhp;
814} 828}
815 829
816void 830void
817object::swap_stats (int a, int b) 831object::swap_stats (int a, int b)
818{ 832{
819 int tmp = get_attr_value (&contr->orig_stats, a); 833 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
820 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
821 set_attr_value (&contr->orig_stats, b, tmp);
822 834
835 for (int i = 0; i < NUM_STATS; ++i)
823 stats.Str = contr->orig_stats.Str; 836 stats.stat (i) = contr->orig_stats.stat (i);
824 stats.Dex = contr->orig_stats.Dex;
825 stats.Con = contr->orig_stats.Con;
826 stats.Int = contr->orig_stats.Int;
827 stats.Wis = contr->orig_stats.Wis;
828 stats.Pow = contr->orig_stats.Pow;
829 stats.Cha = contr->orig_stats.Cha;
830 837
831 //TODO: the following code looks so borked and should, at the very least, 838 //TODO: the following code looks so borked and should, at the very least,
832 // be merged with the similar code in roll_stats 839 // be merged with the similar code in roll_stats
833 stats.ac = 0; 840 stats.ac = 0;
834 841
846 contr->levsp[1] = 6; 853 contr->levsp[1] = 6;
847 contr->levgrace[1] = 3; 854 contr->levgrace[1] = 3;
848 855
849 contr->orig_stats = stats; 856 contr->orig_stats = stats;
850 } 857 }
858}
859
860static void
861start_info (object *op)
862{
863 char buf[MAX_BUF];
864
865 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
866 new_draw_info (NDI_UNIQUE, 0, op, buf);
867 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
868 //new_draw_info (NDI_UNIQUE, 0, op, " ");
851} 869}
852 870
853/* This function takes the key that is passed, and does the 871/* This function takes the key that is passed, and does the
854 * appropriate action with it (change race, or other things). 872 * appropriate action with it (change race, or other things).
855 * The function name is for historical reasons - now we have 873 * The function name is for historical reasons - now we have
856 * separate race and class; this actually changes the RACE, 874 * separate race and class; this actually changes the RACE,
857 * not the class. 875 * not the class.
858 */ 876 */
859int 877void
860key_change_class (object *op, char key) 878player::chargen_race_done ()
861{ 879{
862 int tmp_loop;
863
864 if (key == 'd' || key == 'D')
865 {
866 char buf[MAX_BUF];
867
868 /* this must before then initial items are given */ 880 /* this must before then initial items are given */
869 esrv_new_player (op->contr, op->weight + op->carrying); 881 esrv_new_player (ob->contr, ob->weight + ob->carrying);
870 882
871 treasurelist *tl = find_treasurelist ("starting_wealth"); 883 treasurelist *tl = treasurelist::find ("starting_wealth");
872 if (tl) 884 if (tl)
873 create_treasure (tl, op, 0, 0, 0); 885 create_treasure (tl, ob, 0, 0, 0);
874 886
875 INVOKE_PLAYER (BIRTH, op->contr); 887 INVOKE_PLAYER (BIRTH, ob->contr);
876 INVOKE_PLAYER (LOGIN, op->contr); 888 INVOKE_PLAYER (LOGIN, ob->contr);
877 889
878 op->contr->ns->state = ST_PLAYING; 890 ob->contr->ns->state = ST_PLAYING;
879 891
880 if (op->msg) 892 if (ob->msg)
881 op->msg = NULL; 893 ob->msg = 0;
882 894
883 /* We create this now because some of the unique maps will need it 895 /* We create this now because some of the unique maps will need it
884 * to save here. 896 * to save here.
885 */ 897 */
898 {
899 char buf[MAX_BUF];
886 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 900 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
887 make_path_to_file (buf); 901 make_path_to_file (buf);
902 }
888 903
889#ifdef AUTOSAVE
890 op->contr->last_save_tick = pticks;
891#endif
892 start_info (op); 904 start_info (ob);
893 CLEAR_FLAG (op, FLAG_WIZ); 905 CLEAR_FLAG (ob, FLAG_WIZ);
894 give_initial_items (op, op->randomitems); 906 give_initial_items (ob, ob->randomitems);
895 link_player_skills (op); 907 link_player_skills (ob);
896 esrv_send_inventory (op, op); 908 esrv_send_inventory (ob, ob);
897 op->update_stats (); 909 ob->update_stats ();
898 910
899 /* This moves the player to a different start map, if there 911 /* This moves the player to a different start map, if there
900 * is one for this race 912 * is one for this race
901 */ 913 */
902 if (*first_map_ext_path) 914 if (*first_map_ext_path)
903 { 915 {
904 object *tmp; 916 object *tmp;
905 char mapname[MAX_BUF]; 917 char mapname[MAX_BUF];
906 918
907 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 919 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
908 tmp = object::create (); 920 tmp = object::create ();
909 EXIT_PATH (tmp) = mapname; 921 EXIT_PATH (tmp) = mapname;
910 EXIT_X (tmp) = op->x; 922 EXIT_X (tmp) = ob->x;
911 EXIT_Y (tmp) = op->y; 923 EXIT_Y (tmp) = ob->y;
912 enter_exit (op, tmp); /* we don't really care if it succeeded; 924 ob->enter_exit (tmp); /* we don't really care if it succeeded;
913 * if the map isn't there, then stay on the 925 * if the map isn't there, then stay on the
914 * default initial map */ 926 * default initial map */
915 tmp->destroy (); 927 tmp->destroy ();
916 } 928 }
917 else 929 else
918 LOG (llevDebug, "first_map_ext_path not set\n"); 930 LOG (llevDebug, "first_map_ext_path not set\n");
931}
919 932
920 return 0; 933void
921 } 934player::chargen_race_next ()
922 935{
923 /* Following actually changes the race - this is the default command 936 /* Following actually changes the race - this is the default command
924 * if we don't match with one of the options above. 937 * if we don't match with one of the options above.
925 */ 938 */
926 939
927 tmp_loop = 0; 940 do
928 while (!tmp_loop)
929 { 941 {
930 shstr name = op->name; 942 shstr name = ob->name;
931 int x = op->x, y = op->y; 943 int x = ob->x, y = ob->y;
932 944
933 op->remove_statbonus (); 945 ob->remove_statbonus ();
934 op->remove (); 946 ob->remove ();
935 op->arch = get_player_archetype (op->arch); 947 ob->arch = get_player_archetype (ob->arch);
936 op->arch->clone.copy_to (op); 948 ob->arch->clone.copy_to (ob);
937 op->instantiate (); 949 ob->instantiate ();
938 op->stats = op->contr->orig_stats; 950 ob->stats = ob->contr->orig_stats;
939 op->name = op->name_pl = name; 951 ob->name = ob->name_pl = name;
940 op->x = x; 952 ob->x = x;
941 op->y = y; 953 ob->y = y;
942 SET_ANIMATION (op, 2); /* So player faces south */ 954 SET_ANIMATION (ob, 2); /* So player faces south */
943 insert_ob_in_map (op, op->map, op, 0); 955 insert_ob_in_map (ob, ob->map, ob, 0);
944 assign (op->contr->title, op->arch->clone.name); 956 assign (ob->contr->title, ob->arch->clone.name);
945 op->add_statbonus (); 957 ob->add_statbonus ();
946 tmp_loop = allowed_class (op);
947 } 958 }
959 while (!allowed_class (ob));
948 960
949 update_object (op, UP_OBJ_FACE); 961 update_object (ob, UP_OBJ_FACE);
950 esrv_update_item (UPD_FACE, op, op); 962 esrv_update_item (UPD_FACE, ob, ob);
951 op->update_stats (); 963 ob->update_stats ();
952 op->stats.hp = op->stats.maxhp; 964 ob->stats.hp = ob->stats.maxhp;
953 op->stats.sp = op->stats.maxsp; 965 ob->stats.sp = ob->stats.maxsp;
954 op->stats.grace = 0; 966 ob->stats.grace = 0;
955
956 if (op->msg)
957 new_draw_info (NDI_BLUE, 0, op, op->msg);
958
959 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
960 return 0;
961}
962
963int
964key_confirm_quit (object *op, char key)
965{
966 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
967 {
968 op->contr->ns->state = ST_PLAYING;
969 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
970 return 1;
971 }
972
973 INVOKE_PLAYER (LOGOUT, op->contr);
974 INVOKE_PLAYER (QUIT, op->contr);
975
976 terminate_all_pets (op);
977 leave_map (op);
978 op->direction = 0;
979 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
980
981 strcpy (op->contr->killer, "quit");
982 check_score (op);
983 op->contr->party = 0;
984 op->contr->own_title[0] = '\0';
985
986 object_ptr ob = op;
987
988 delete ob->contr;
989
990 /* We need to hunt for any per player unique maps in memory and
991 * get rid of them. The trailing slash in the path is intentional,
992 * so that players named 'Ab' won't match against players 'Abe' pathname
993 */
994 char buf[MAX_BUF];
995 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
996
997 for (maptile *next, *mp = first_map; mp; mp = next)
998 {
999 next = mp->next;
1000
1001 if (!strncmp (mp->path, buf, strlen (buf)))
1002 delete_map (mp);
1003 }
1004
1005 delete_character (ob->name, 1);
1006
1007 return 1;
1008} 967}
1009 968
1010void 969void
1011flee_player (object *op) 970flee_player (object *op)
1012{ 971{
1059 /* Cornered, get rid of scared */ 1018 /* Cornered, get rid of scared */
1060 CLEAR_FLAG (op, FLAG_SCARED); 1019 CLEAR_FLAG (op, FLAG_SCARED);
1061 op->enemy = NULL; 1020 op->enemy = NULL;
1062} 1021}
1063 1022
1064
1065/* check_pick sees if there is stuff to be picked up/picks up stuff. 1023/* check_pick sees if there is stuff to be picked up/picks up stuff.
1066 * IT returns 1 if the player should keep on moving, 0 if he should 1024 * It returns 1 if the player should keep on moving, 0 if he should
1067 * stop. 1025 * stop.
1068 */ 1026 */
1069int 1027int
1070check_pick (object *op) 1028check_pick (object *op)
1071{ 1029{
1072 object *tmp, *next; 1030 object *tmp, *next;
1073 int stop = 0; 1031 int stop = 0;
1074 int j, k, wvratio; 1032 int wvratio;
1075 char putstring[128], tmpstr[16]; 1033 char putstring[128];
1076 1034
1077 /* if you're flying, you cna't pick up anything */ 1035 /* if you're flying, you cna't pick up anything */
1078 if (op->move_type & MOVE_FLYING) 1036 if (op->move_type & MOVE_FLYING)
1079 return 1; 1037 return 1;
1080 1038
1417 * found object is returned. 1375 * found object is returned.
1418 */ 1376 */
1419object * 1377object *
1420find_arrow (object *op, const char *type) 1378find_arrow (object *op, const char *type)
1421{ 1379{
1422 object *tmp = NULL; 1380 object *tmp = 0;
1423 1381
1424 for (op = op->inv; op; op = op->below) 1382 for (op = op->inv; op; op = op->below)
1425 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1383 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1426 tmp = find_arrow (op, type); 1384 tmp = find_arrow (op, type);
1427 else if (op->type == ARROW && op->race == type) 1385 else if (op->type == ARROW && op->race == type)
1428 return op; 1386 return op;
1387
1429 return tmp; 1388 return tmp;
1430} 1389}
1431 1390
1432/* 1391/*
1433 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1392 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1434 * against the target. A full test is not performed, simply a basic test 1393 * against the target. A full test is not performed, simply a basic test
1435 * of resistances. The archer is making a quick guess at what he sees down 1394 * of resistances. The archer is making a quick guess at what he sees down
1436 * the hall. Failing that it does it's best to pick the highest plus arrow. 1395 * the hall. Failing that it does it's best to pick the highest plus arrow.
1437 */ 1396 */
1438
1439object * 1397object *
1440find_better_arrow (object *op, object *target, const char *type, int *better) 1398find_better_arrow (object *op, object *target, const char *type, int *better)
1441{ 1399{
1442 object *tmp = NULL, *arrow, *ntmp; 1400 object *tmp = NULL, *arrow, *ntmp;
1443 int attacknum, attacktype, betterby = 0, i; 1401 int attacknum, attacktype, betterby = 0, i;
1509 * find_better_arrow to find a decent arrow to use. 1467 * find_better_arrow to find a decent arrow to use.
1510 * op = the shooter 1468 * op = the shooter
1511 * type = bow->race 1469 * type = bow->race
1512 * dir = fire direction 1470 * dir = fire direction
1513 */ 1471 */
1514
1515object * 1472object *
1516pick_arrow_target (object *op, const char *type, int dir) 1473pick_arrow_target (object *op, const char *type, int dir)
1517{ 1474{
1518 object *tmp = NULL; 1475 object *tmp = NULL;
1519 maptile *m; 1476 maptile *m;
1584 */ 1541 */
1585int 1542int
1586fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1543fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1587{ 1544{
1588 object *left, *bow; 1545 object *left, *bow;
1589 int bowspeed, mflags; 1546 int mflags;
1590 maptile *m; 1547 maptile *m;
1591 1548
1592 if (!dir) 1549 if (!dir)
1593 { 1550 {
1594 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1551 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1595 return 0; 1552 return 0;
1596 } 1553 }
1597 1554
1598 if (op->type == PLAYER) 1555 if (op->contr)
1599 bow = op->contr->ranges[range_bow]; 1556 bow = op->current_weapon;
1600 else 1557 else
1601 { 1558 {
1602 for (bow = op->inv; bow; bow = bow->below) 1559 for (bow = op->inv; bow; bow = bow->below)
1603 /* Don't check for applied - monsters don't apply bows - in that way, they 1560 /* Don't check for applied - monsters don't apply bows - in that way, they
1604 * don't need to switch back and forth between bows and weapons. 1561 * don't need to switch back and forth between bows and weapons.
1609 if (!bow) 1566 if (!bow)
1610 { 1567 {
1611 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1568 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1612 return 0; 1569 return 0;
1613 } 1570 }
1571
1572 // optimisation: move object to top so we will find it quickly again
1573 if (bow->below)
1574 {
1575 bow->remove ();
1576 op->insert (bow);
1577 }
1578
1614 } 1579 }
1615 1580
1616 if (!bow->race || !bow->skill) 1581 if (!bow->race || !bow->skill)
1617 { 1582 {
1618 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1583 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1619 return 0; 1584 return 0;
1620 } 1585 }
1621
1622 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1623
1624 /* penalize ROF for bestarrow */
1625 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1626 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1627
1628 if (bowspeed < 1)
1629 bowspeed = 1;
1630 1586
1631 if (arrow == NULL) 1587 if (arrow == NULL)
1632 { 1588 {
1633 if ((arrow = find_arrow (op, bow->race)) == NULL) 1589 if ((arrow = find_arrow (op, bow->race)) == NULL)
1634 { 1590 {
1635 if (op->type == PLAYER) 1591 if (op->type == PLAYER)
1636 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1592 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1637 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1593 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1638 else 1594 else
1639 CLEAR_FLAG (op, FLAG_READY_BOW); 1595 CLEAR_FLAG (op, FLAG_READY_BOW);
1596
1640 return 0; 1597 return 0;
1641 } 1598 }
1642 } 1599 }
1643 1600
1644 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1601 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1666 return 0; 1623 return 0;
1667 } 1624 }
1668 1625
1669 arrow->set_owner (op); 1626 arrow->set_owner (op);
1670 arrow->skill = bow->skill; 1627 arrow->skill = bow->skill;
1671
1672 arrow->direction = dir; 1628 arrow->direction = dir;
1673 arrow->x = sx; 1629
1674 arrow->y = sy; 1630 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1631 arrow->stats.hp = arrow->stats.dam;
1632 arrow->stats.grace = arrow->attacktype;
1633
1634 if (arrow->slaying)
1635 arrow->spellarg = strdup (arrow->slaying);
1636
1637 if (player *pl = op->contr)
1638 {
1639 if (!pl->has_hit)
1640 {
1641 pl->has_hit = 1;
1642 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1643 }
1644#if 0
1645 float speed = pl->weapon_sp;
1646
1647 /* penalize ROF for bestarrow */
1648 if (pl->bowtype == bow_bestarrow)
1649 speed *= .9f;
1650 else
1651 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1652
1653 op->speed_left += speed - op->speed;
1654#endif
1655 }
1656
1657 SET_ANIMATION (arrow, arrow->direction);
1658
1659 /* update the speed */
1660 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1661 + bow->stats.dam / 7.0;
1662
1663 arrow->set_speed (max (arrow->speed, 2.0));
1664 arrow->speed_left = 0;
1665
1666 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1675 1667
1676 if (op->type == PLAYER) 1668 if (op->type == PLAYER)
1677 { 1669 {
1678 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1679 op->update_stats ();
1680 }
1681
1682 SET_ANIMATION (arrow, arrow->direction);
1683 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1684 arrow->stats.hp = arrow->stats.dam;
1685 arrow->stats.grace = arrow->attacktype;
1686 if (arrow->slaying != NULL)
1687 arrow->spellarg = strdup (arrow->slaying);
1688
1689 /* Note that this was different for monsters - they got their level
1690 * added to the damage. I think the strength bonus is more proper.
1691 */
1692
1693 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1694
1695 /* update the speed */
1696 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1697 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1698
1699 if (arrow->speed < 1.0)
1700 arrow->speed = 1.0;
1701 update_ob_speed (arrow);
1702 arrow->speed_left = 0;
1703
1704 if (op->type == PLAYER)
1705 {
1706 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1707 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1708 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1709
1710 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1670 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1671 wc -= dex_bonus[op->stats.Dex];
1672
1673 if (!arrow->slaying)
1674 arrow->slaying = op->slaying;
1675
1676 arrow->attacktype |= op->attacktype;
1711 } 1677 }
1712 else 1678 else
1713 { 1679 {
1714 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1715 arrow->level = op->level; 1680 arrow->level = op->level;
1716 } 1681 arrow->stats.wc -= bow->magic;
1717 1682
1718 if (arrow->attacktype == AT_PHYSICAL) 1683 if (!arrow->slaying)
1684 arrow->slaying = bow->slaying;
1685
1719 arrow->attacktype |= bow->attacktype; 1686 arrow->attacktype |= bow->attacktype;
1687 }
1720 1688
1721 if (bow->slaying) 1689 wc -= arrow->level;
1722 arrow->slaying = bow->slaying; 1690 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1723 1691
1724 arrow->map = m; 1692 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1725 arrow->move_type = MOVE_FLY_LOW; 1693 arrow->move_type = MOVE_FLY_LOW;
1726 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1694 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1727 1695
1728 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1696 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1729 insert_ob_in_map (arrow, m, op, 0); 1697 m->insert (arrow, sx, sy, op);
1730 1698
1731 if (!arrow->destroyed ()) 1699 if (!arrow->destroyed ())
1732 move_arrow (arrow); 1700 move_arrow (arrow);
1733 1701
1734 if (op->type == PLAYER) 1702 if (op->type == PLAYER)
1754{ 1722{
1755 int ret = 0, wcmod = 0; 1723 int ret = 0, wcmod = 0;
1756 1724
1757 if (op->contr->bowtype == bow_bestarrow) 1725 if (op->contr->bowtype == bow_bestarrow)
1758 { 1726 {
1759 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1727 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1760 } 1728 }
1761 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1729 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1762 { 1730 {
1763 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1731 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod = -1; 1732 wcmod = -1;
1733
1765 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1734 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 } 1735 }
1767 else if (op->contr->bowtype == bow_threewide) 1736 else if (op->contr->bowtype == bow_threewide)
1768 { 1737 {
1769 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1738 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1773 else if (op->contr->bowtype == bow_spreadshot) 1742 else if (op->contr->bowtype == bow_spreadshot)
1774 { 1743 {
1775 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1744 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1776 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1745 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1777 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1746 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1778
1779 } 1747 }
1780 else 1748 else
1781 { 1749 {
1782 /* Simple case */ 1750 /* Simple case */
1783 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1751 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1784 } 1752 }
1753
1785 return ret; 1754 return ret;
1786} 1755}
1787
1788 1756
1789/* Fires a misc (wand/rod/horn) object in 'dir'. 1757/* Fires a misc (wand/rod/horn) object in 'dir'.
1790 * Broken apart from 'fire' to keep it more readable. 1758 * Broken apart from 'fire' to keep it more readable.
1791 */ 1759 */
1792void 1760void
1793fire_misc_object (object *op, int dir) 1761fire_misc_object (object *op, int dir)
1794{ 1762{
1795 object *item; 1763 object *item = op->contr->ranged_ob;
1796 1764
1797 if (!op->contr->ranges[range_misc]) 1765 if (!item)
1798 { 1766 {
1799 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1767 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1800 return; 1768 return;
1801 } 1769 }
1802 1770
1803 item = op->contr->ranges[range_misc];
1804 if (!item->inv) 1771 if (!item->inv)
1805 { 1772 {
1806 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1773 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1807 return; 1774 return;
1808 } 1775 }
1776
1777 if (!op->change_weapon (item))
1778 return;
1779
1809 if (item->type == WAND) 1780 if (item->type == WAND)
1810 { 1781 {
1811 if (item->stats.food <= 0) 1782 if (item->stats.food <= 0)
1812 { 1783 {
1813 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1784 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1814 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1785 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1786
1815 return; 1787 return;
1816 } 1788 }
1817 } 1789 }
1818 else if (item->type == ROD || item->type == HORN) 1790 else if (item->type == ROD || item->type == HORN)
1819 { 1791 {
1820 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1792 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1821 { 1793 {
1822 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1794 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1795
1823 if (item->type == ROD) 1796 if (item->type == ROD)
1824 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1797 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1825 else 1798 else
1826 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1799 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1800
1827 return; 1801 return;
1828 } 1802 }
1829 } 1803 }
1830 1804
1831 if (cast_spell (op, item, dir, item->inv, NULL)) 1805 if (cast_spell (op, item, dir, item->inv, NULL))
1839 1813
1840 if (item->arch) 1814 if (item->arch)
1841 { 1815 {
1842 CLEAR_FLAG (item, FLAG_ANIMATE); 1816 CLEAR_FLAG (item, FLAG_ANIMATE);
1843 item->face = item->arch->clone.face; 1817 item->face = item->arch->clone.face;
1844 item->speed = 0; 1818 item->set_speed (0);
1845 update_ob_speed (item);
1846 } 1819 }
1820
1847 if ((tmp = item->in_player ())) 1821 if ((tmp = item->in_player ()))
1848 esrv_update_item (UPD_ANIM, tmp, item); 1822 esrv_update_item (UPD_ANIM, tmp, item);
1849 } 1823 }
1850 } 1824 }
1851 else if (item->type == ROD || item->type == HORN) 1825 else if (item->type == ROD || item->type == HORN)
1852 {
1853 drain_rod_charge (item); 1826 drain_rod_charge (item);
1854 }
1855 } 1827 }
1856} 1828}
1857 1829
1858/* Received a fire command for the player - go and do it. 1830/* Received a fire command for the player - go and do it.
1859 */ 1831 */
1864 1836
1865 /* check for loss of invisiblity/hide */ 1837 /* check for loss of invisiblity/hide */
1866 if (action_makes_visible (op)) 1838 if (action_makes_visible (op))
1867 make_visible (op); 1839 make_visible (op);
1868 1840
1869 switch (op->contr->shoottype) 1841 player *pl = op->contr;
1842
1843 if (pl->golem)
1870 { 1844 {
1871 case range_none: 1845 control_golem (op->contr->golem, dir);
1872 return; 1846 return;
1847 }
1873 1848
1874 case range_bow: 1849 object *ob = pl->ranged_ob;
1850
1851 if (!ob)
1852 return;
1853
1854 if (!op->change_weapon (ob))
1855 return;
1856
1857 switch (ob->type)
1858 {
1859 case BOW:
1875 player_fire_bow (op, dir); 1860 player_fire_bow (op, dir);
1876 return; 1861 break;
1877 1862
1878 case range_magic: /* Casting spells */ 1863 case SPELL:
1879 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1864 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1880 return; 1865 break;
1881 1866
1882 case range_misc: 1867 case BUILDER:
1868 apply_map_builder (op, dir);
1869 break;
1870
1871 case SKILL:
1872 do_skill (op, op, ob, dir, 0);
1873 break;
1874
1875 default:
1883 fire_misc_object (op, dir); 1876 fire_misc_object (op, dir);
1884 return; 1877 break;
1885
1886 case range_golem: /* Control summoned monsters from scrolls */
1887 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1888 {
1889 op->contr->ranges[range_golem] = 0;
1890 op->contr->shoottype = range_none;
1891 }
1892 else
1893 control_golem (op->contr->ranges[range_golem], dir);
1894 return;
1895
1896 case range_skill:
1897 if (!op->chosen_skill)
1898 {
1899 if (op->type == PLAYER)
1900 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1901 return;
1902 }
1903 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1904 return;
1905 case range_builder:
1906 apply_map_builder (op, dir);
1907 return;
1908 default:
1909 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1910 return;
1911 } 1878 }
1912} 1879}
1913
1914
1915 1880
1916/* find_key 1881/* find_key
1917 * We try to find a key for the door as passed. If we find a key 1882 * We try to find a key for the door as passed. If we find a key
1918 * and successfully use it, we return the key, otherwise NULL 1883 * and successfully use it, we return the key, otherwise NULL
1919 * This function merges both normal and locked door, since the logic 1884 * This function merges both normal and locked door, since the logic
1921 * pl is the player, 1886 * pl is the player,
1922 * inv is the objects inventory to searched 1887 * inv is the objects inventory to searched
1923 * door is the door we are trying to match against. 1888 * door is the door we are trying to match against.
1924 * This function can be called recursively to search containers. 1889 * This function can be called recursively to search containers.
1925 */ 1890 */
1926
1927object * 1891object *
1928find_key (object *pl, object *container, object *door) 1892find_key (object *pl, object *container, object *door)
1929{ 1893{
1930 object *tmp, *key; 1894 object *tmp, *key;
1931 1895
1932 /* Should not happen, but sanity checking is never bad */ 1896 /* Should not happen, but sanity checking is never bad */
1933 if (container->inv == NULL) 1897 if (!container->inv)
1934 return NULL; 1898 return 0;
1935 1899
1936 /* First, lets try to find a key in the top level inventory */ 1900 /* First, lets try to find a key in the top level inventory */
1937 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1901 for (tmp = container->inv; tmp; tmp = tmp->below)
1938 { 1902 {
1939 if (door->type == DOOR && tmp->type == KEY) 1903 if (door->type == DOOR && tmp->type == KEY)
1940 break; 1904 break;
1941 /* For sanity, we should really check door type, but other stuff 1905 /* For sanity, we should really check door type, but other stuff
1942 * (like containers) can be locked with special keys 1906 * (like containers) can be locked with special keys
1943 */ 1907 */
1944 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1908 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1945 break; 1909 break;
1946 } 1910 }
1911
1947 /* No key found - lets search inventories now */ 1912 /* No key found - lets search inventories now */
1948 /* If we find and use a key in an inventory, return at that time. 1913 /* If we find and use a key in an inventory, return at that time.
1949 * otherwise, if we search all the inventories and still don't find 1914 * otherwise, if we search all the inventories and still don't find
1950 * a key, return 1915 * a key, return
1951 */ 1916 */
1952 if (!tmp) 1917 if (!tmp)
1953 { 1918 {
1954 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1919 for (tmp = container->inv; tmp; tmp = tmp->below)
1955 { 1920 {
1956 /* No reason to search empty containers */ 1921 /* No reason to search empty containers */
1957 if (tmp->type == CONTAINER && tmp->inv) 1922 if (tmp->type == CONTAINER && tmp->inv)
1958 { 1923 {
1959 if ((key = find_key (pl, tmp, door)) != NULL) 1924 if ((key = find_key (pl, tmp, door)))
1960 return key; 1925 return key;
1961 } 1926 }
1962 } 1927 }
1928
1963 if (!tmp) 1929 if (!tmp)
1964 return NULL; 1930 return NULL;
1965 } 1931 }
1932
1966 /* We get down here if we have found a key. Now if its in a container, 1933 /* We get down here if we have found a key. Now if its in a container,
1967 * see if we actually want to use it 1934 * see if we actually want to use it
1968 */ 1935 */
1969 if (pl != container) 1936 if (pl != container)
1970 { 1937 {
1991 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1958 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1992 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1959 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1993 return NULL; 1960 return NULL;
1994 } 1961 }
1995 } 1962 }
1963
1996 return tmp; 1964 return tmp;
1997} 1965}
1998 1966
1999/* moved door processing out of move_player_attack. 1967/* moved door processing out of move_player_attack.
2000 * returns 1 if player has opened the door with a key 1968 * returns 1 if player has opened the door with a key
2014 if (key) 1982 if (key)
2015 { 1983 {
2016 object *container = key->env; 1984 object *container = key->env;
2017 1985
2018 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1986 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1987
2019 if (action_makes_visible (op)) 1988 if (action_makes_visible (op))
2020 make_visible (op); 1989 make_visible (op);
1990
2021 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1991 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2022 spring_trap (door->inv, op); 1992 spring_trap (door->inv, op);
1993
2023 if (door->type == DOOR) 1994 if (door->type == DOOR)
2024 {
2025 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1995 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2026 }
2027 else if (door->type == LOCKED_DOOR) 1996 else if (door->type == LOCKED_DOOR)
2028 { 1997 {
2029 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1998 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2030 remove_door2 (door); /* remove door without violence ;-) */ 1999 remove_door2 (door); /* remove door without violence ;-) */
2031 } 2000 }
2001
2032 /* Do this after we print the message */ 2002 /* Do this after we print the message */
2033 decrease_ob (key); /* Use up one of the keys */ 2003 decrease_ob (key); /* Use up one of the keys */
2034 /* Need to update the weight the container the key was in */ 2004 /* Need to update the weight the container the key was in */
2035 if (container != op) 2005 if (container != op)
2036 esrv_update_item (UPD_WEIGHT, op, container); 2006 esrv_update_item (UPD_WEIGHT, op, container);
2007
2037 return 1; /* Nothing more to do below */ 2008 return 1; /* Nothing more to do below */
2038 } 2009 }
2039 else if (door->type == LOCKED_DOOR) 2010 else if (door->type == LOCKED_DOOR)
2040 { 2011 {
2041 /* Might as well return now - no other way to open this */ 2012 /* Might as well return now - no other way to open this */
2042 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2013 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2043 return 1; 2014 return 1;
2044 } 2015 }
2016
2045 return 0; 2017 return 0;
2046} 2018}
2047 2019
2048/* This function is just part of a breakup from move_player. 2020/* This function is just part of a breakup from move_player.
2049 * It should keep the code cleaner. 2021 * It should keep the code cleaner.
2053 */ 2025 */
2054void 2026void
2055move_player_attack (object *op, int dir) 2027move_player_attack (object *op, int dir)
2056{ 2028{
2057 object *tmp, *mon; 2029 object *tmp, *mon;
2058 sint16 nx, ny;
2059 int on_battleground; 2030 int on_battleground;
2060 maptile *m; 2031 maptile *m;
2061 2032
2062 nx = freearr_x[dir] + op->x; 2033 sint16 nx = freearr_x[dir] + op->x;
2063 ny = freearr_y[dir] + op->y; 2034 sint16 ny = freearr_y[dir] + op->y;
2064 2035
2065 on_battleground = op_on_battleground (op, 0, 0); 2036 on_battleground = op_on_battleground (op, 0, 0);
2066 2037
2067 /* If braced, or can't move to the square, and it is not out of the 2038 /* If braced, or can't move to the square, and it is not out of the
2068 * map, attack it. Note order of if statement is important - don't 2039 * map, attack it. Note order of if statement is important - don't
2075 */ 2046 */
2076 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2047 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2077 { 2048 {
2078 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2049 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2079 { 2050 {
2080 m = get_map_from_coord (op->map, &nx, &ny); 2051 m = op->map->xy_find (nx, ny);
2081 if (!m) 2052 if (!m)
2082 return; /* Don't think this should happen */ 2053 return; /* Don't think this should happen */
2083 } 2054 }
2084 else 2055 else
2085 m = op->map; 2056 m = op->map;
2086 2057
2087 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) 2058 if (!(tmp = m->at (nx, ny).bot))
2088 {
2089 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2090 return; 2059 return;
2091 }
2092 2060
2093 mon = 0; 2061 mon = 0;
2094 /* Go through all the objects, and find ones of interest. Only stop if 2062 /* Go through all the objects, and find ones of interest. Only stop if
2095 * we find a monster - that is something we know we want to attack. 2063 * we find a monster - that is something we know we want to attack.
2096 * if its a door or barrel (can roll) see if there may be monsters 2064 * if its a door or barrel (can roll) see if there may be monsters
2149 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2117 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2150 { 2118 {
2151 /* If we're braced, we don't want to switch places with it */ 2119 /* If we're braced, we don't want to switch places with it */
2152 if (op->contr->braced) 2120 if (op->contr->braced)
2153 return; 2121 return;
2122
2154 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2123 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2155 (void) push_ob (mon, dir, op); 2124 push_ob (mon, dir, op);
2156 if (op->contr->tmp_invis || op->hide) 2125 if (op->contr->tmp_invis || op->hide)
2157 make_visible (op); 2126 make_visible (op);
2127
2158 return; 2128 return;
2159 } 2129 }
2160 2130
2161 /* in certain circumstances, you shouldn't attack friendly 2131 /* in certain circumstances, you shouldn't attack friendly
2162 * creatures. Note that if you are braced, you can't push 2132 * creatures. Note that if you are braced, you can't push
2176 !on_battleground)) 2146 !on_battleground))
2177 { 2147 {
2178 if (!op->contr->braced) 2148 if (!op->contr->braced)
2179 { 2149 {
2180 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2150 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2181 (void) push_ob (mon, dir, op); 2151 push_ob (mon, dir, op);
2182 } 2152 }
2183 else 2153 else
2184 new_draw_info (0, 0, op, "You withhold your attack"); 2154 new_draw_info (0, 0, op, "You withhold your attack");
2185 2155
2186 if (op->contr->tmp_invis || op->hide) 2156 if (op->contr->tmp_invis || op->hide)
2201 * Way it works is like this: First, it must have some hit points 2171 * Way it works is like this: First, it must have some hit points
2202 * and be living. Then, it must be one of the following: 2172 * and be living. Then, it must be one of the following:
2203 * 1) Not a player, 2) A player, but of a different party. Note 2173 * 1) Not a player, 2) A player, but of a different party. Note
2204 * that party_number -1 is no party, so attacks can still happen. 2174 * that party_number -1 is no party, so attacks can still happen.
2205 */ 2175 */
2206
2207 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2176 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2208 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2177 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2209 { 2178 {
2210
2211 /* If the player hasn't hit something this tick, and does
2212 * so, give them speed boost based on weapon speed. Doing
2213 * it here is better than process_players2, which basically
2214 * incurred a 1 tick offset.
2215 */
2216 if (!op->contr->has_hit) 2179 if (!op->contr->has_hit)
2217 { 2180 {
2181 op->contr->has_hit = 1;
2218 op->speed_left += op->speed / op->contr->weapon_sp; 2182 op->speed_left += op->contr->weapon_speed () - op->speed;
2219
2220 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2221 } 2183 }
2222 2184
2223 skill_attack (mon, op, 0, 0, 0); 2185 skill_attack (mon, op, 0, 0, 0);
2224 2186
2225 /* If attacking another player, that player gets automatic 2187 /* If attacking another player, that player gets automatic
2245int 2207int
2246move_player (object *op, int dir) 2208move_player (object *op, int dir)
2247{ 2209{
2248 int pick; 2210 int pick;
2249 2211
2250 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2212 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2251 return 0; 2213 return 0;
2252 2214
2253 /* Sanity check: make sure dir is valid */ 2215 /* Sanity check: make sure dir is valid */
2254 if ((dir < 0) || (dir >= 9)) 2216 if ((dir < 0) || (dir >= 9))
2255 { 2217 {
2256 LOG (llevError, "move_player: invalid direction %d\n", dir); 2218 LOG (llevError, "move_player: invalid direction %d\n", dir);
2257 return 0; 2219 return 0;
2258 } 2220 }
2259 2221
2260 /* peterm: added following line */ 2222 /* peterm: added following line */
2261 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2223 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2262 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2224 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2263 2225
2264 op->facing = dir; 2226 op->facing = dir;
2265 2227
2266 if (op->hide) 2228 if (op->hide)
2267 do_hidden_move (op); 2229 do_hidden_move (op);
2300 * Returns true if there are more actions we can do. 2262 * Returns true if there are more actions we can do.
2301 */ 2263 */
2302int 2264int
2303handle_newcs_player (object *op) 2265handle_newcs_player (object *op)
2304{ 2266{
2305 if (op->contr->hidden)
2306 {
2307 op->invisible = 1000;
2308 /* the socket code flashes the player visible/invisible
2309 * depending on the value of invisible, so we need to
2310 * alternate it here for it to work correctly.
2311 */
2312 if (pticks & 2)
2313 op->invisible--;
2314 }
2315 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2316 {
2317 op->invisible--;
2318 if (!op->invisible)
2319 {
2320 make_visible (op);
2321 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2322 }
2323 }
2324
2325 if (QUERY_FLAG (op, FLAG_SCARED)) 2267 if (QUERY_FLAG (op, FLAG_SCARED))
2326 { 2268 {
2327 flee_player (op); 2269 flee_player (op);
2270
2328 /* If player is still scared, that is his action for this tick */ 2271 /* If player is still scared, that is his action for this tick */
2329 if (QUERY_FLAG (op, FLAG_SCARED)) 2272 if (op->flag [FLAG_SCARED])
2330 { 2273 {
2331 op->speed_left--; 2274 --op->speed_left;
2332 return 0; 2275 return 0;
2333 } 2276 }
2334 } 2277 }
2335
2336 /* I've been seeing crashes where the golem has been destroyed, but
2337 * the player object still points to the defunct golem. The code that
2338 * destroys the golem looks correct, and it doesn't always happen, so
2339 * put this in a a workaround to clean up the golem pointer.
2340 */
2341 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2342 op->contr->ranges[range_golem] = 0;
2343 2278
2344 /* call this here - we also will call this in do_ericserver, but 2279 /* call this here - we also will call this in do_ericserver, but
2345 * the players time has been increased when doericserver has been 2280 * the players time has been increased when doericserver has been
2346 * called, so we recheck it here. 2281 * called, so we recheck it here.
2347 */ 2282 */
2348 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2283 if (op->contr->ns->handle_command ())
2349 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2350 ;
2351
2352 if (op->speed_left < 0)
2353 return 0; 2284 return 1;
2354 2285
2286 if (op->speed_left > 0.f)
2287 {
2355 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2288 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2356 { 2289 {
2357 /* All move commands take 1 tick, at least for now */ 2290 /* All move commands take 1 tick, at least for now */
2358 op->speed_left--; 2291 --op->speed_left;
2359 2292
2360 /* Instead of all the stuff below, let move_player take care 2293 /* Instead of all the stuff below, let move_player take care
2361 * of it. Also, some of the skill stuff is only put in 2294 * of it. Also, some of the skill stuff is only put in
2362 * there, as well as the confusion stuff. 2295 * there, as well as the confusion stuff.
2363 */ 2296 */
2364 move_player (op, op->direction); 2297 move_player (op, op->direction);
2365 if (op->speed_left > 0) 2298
2366 return 1; 2299 return op->speed_left > 0.f;
2367 else 2300 }
2368 return 0;
2369 } 2301 }
2370 2302
2371 return 0; 2303 return 0;
2372} 2304}
2373 2305
2411 * from. 2343 * from.
2412 */ 2344 */
2413void 2345void
2414remove_unpaid_objects (object *op, object *env) 2346remove_unpaid_objects (object *op, object *env)
2415{ 2347{
2416 object *next;
2417
2418 while (op) 2348 while (op)
2419 { 2349 {
2420 next = op->below; /* Make sure we have a good value, in case 2350 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2421 * we remove object 'op' 2351
2422 */
2423 if (QUERY_FLAG (op, FLAG_UNPAID)) 2352 if (QUERY_FLAG (op, FLAG_UNPAID))
2424 { 2353 {
2425 op->remove ();
2426 op->x = env->x;
2427 op->y = env->y;
2428 if (env->type == PLAYER) 2354 if (env->type == PLAYER)
2429 esrv_del_item (env->contr, op->count); 2355 esrv_del_item (env->contr, op->count);
2430 insert_ob_in_map (op, env->map, NULL, 0); 2356
2357 op->insert_at (env);
2431 } 2358 }
2432 else if (op->inv) 2359 else if (op->inv)
2433 remove_unpaid_objects (op->inv, env); 2360 remove_unpaid_objects (op->inv, env);
2434 2361
2435 op = next; 2362 op = next;
2491 int rate_grace = 2000; 2418 int rate_grace = 2000;
2492 const int max_hp = 1; 2419 const int max_hp = 1;
2493 const int max_sp = 1; 2420 const int max_sp = 1;
2494 const int max_grace = 1; 2421 const int max_grace = 1;
2495 2422
2496 if (op->contr->outputs_sync) 2423 if (op->contr->hidden)
2424 {
2425 op->invisible = 1000;
2426 /* the socket code flashes the player visible/invisible
2427 * depending on the value of invisible, so we need to
2428 * alternate it here for it to work correctly.
2429 */
2430 if (pticks & 2)
2431 op->invisible--;
2497 { 2432 }
2498 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2433 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2499 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2434 {
2500 flush_output_element (op, &op->contr->outputs[i]); 2435 if (!op->invisible--)
2436 {
2437 make_visible (op);
2438 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2439 }
2501 } 2440 }
2502 2441
2503 if (op->contr->ns->state == ST_PLAYING) 2442 if (op->contr->ns->state == ST_PLAYING)
2504 { 2443 {
2505 /* these next three if clauses make it possible to SLOW DOWN 2444 /* these next three if clauses make it possible to SLOW DOWN
2527 gen_grace = op->stats.maxgrace; 2466 gen_grace = op->stats.maxgrace;
2528 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2467 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2529 } 2468 }
2530 2469
2531 /* Regenerate Spell Points */ 2470 /* Regenerate Spell Points */
2532 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2471 if (!op->contr->golem && --op->last_sp < 0)
2533 { 2472 {
2534 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2473 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2535 if (op->stats.sp < op->stats.maxsp) 2474 if (op->stats.sp < op->stats.maxsp)
2536 { 2475 {
2537 op->stats.sp++; 2476 op->stats.sp++;
2728 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2667 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2729 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2668 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2730 2669
2731 /* restore player */ 2670 /* restore player */
2732 at = archetype::find ("poisoning"); 2671 at = archetype::find ("poisoning");
2733 tmp = present_arch_in_ob (at, op); 2672 if (object *tmp = present_arch_in_ob (at, op))
2734 if (tmp)
2735 { 2673 {
2736 tmp->destroy (); 2674 tmp->destroy ();
2737 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2675 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2738 } 2676 }
2739 2677
2740 at = archetype::find ("confusion"); 2678 at = archetype::find ("confusion");
2741 tmp = present_arch_in_ob (at, op); 2679 if (object *tmp = present_arch_in_ob (at, op))
2742 if (tmp)
2743 { 2680 {
2744 tmp->destroy (); 2681 tmp->destroy ();
2745 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2682 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2746 } 2683 }
2747 2684
2749 op->stats.hp = op->stats.maxhp; 2686 op->stats.hp = op->stats.maxhp;
2750 if (op->stats.food <= 0) 2687 if (op->stats.food <= 0)
2751 op->stats.food = 999; 2688 op->stats.food = 999;
2752 2689
2753 /* create a bodypart-trophy to make the winner happy */ 2690 /* create a bodypart-trophy to make the winner happy */
2754 tmp = arch_to_object (archetype::find ("finger")); 2691 if (object *tmp = arch_to_object (archetype::find ("finger")))
2755 if (tmp != NULL)
2756 { 2692 {
2757 sprintf (buf, "%s's finger", &op->name); 2693 sprintf (buf, "%s's finger", &op->name);
2758 tmp->name = buf; 2694 tmp->name = buf;
2759 sprintf (buf, " This finger has been cut off %s\n" 2695 sprintf (buf, " This finger has been cut off %s\n"
2760 " the %s, when he was defeated at\n level %d by %s.\n", 2696 " the %s, when he was defeated at\n level %d by %s.\n",
2761 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2697 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2762 tmp->msg = buf; 2698 tmp->msg = buf;
2763 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2699 tmp->value = 0, tmp->type = 0;
2764 tmp->materialname = NULL; 2700 tmp->materialname = "organics";
2765 tmp->x = op->x, tmp->y = op->y; 2701 tmp->insert_at (op, tmp);
2766 insert_ob_in_map (tmp, op->map, op, 0);
2767 } 2702 }
2768 2703
2769 /* teleport defeated player to new destination */ 2704 /* teleport defeated player to new destination */
2770 transfer_ob (op, x, y, 0, NULL); 2705 transfer_ob (op, x, y, 0, NULL);
2771 op->contr->braced = 0; 2706 op->contr->braced = 0;
2776 2711
2777 command_kill_pets (op, 0); 2712 command_kill_pets (op, 0);
2778 2713
2779 if (op->stats.food < 0) 2714 if (op->stats.food < 0)
2780 { 2715 {
2781 if (op->contr->explore)
2782 {
2783 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2784 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2785 op->stats.food = 999;
2786 return;
2787 }
2788 sprintf (buf, "%s starved to death.", &op->name); 2716 sprintf (buf, "%s starved to death.", &op->name);
2789 strcpy (op->contr->killer, "starvation"); 2717 strcpy (op->contr->killer, "starvation");
2790 } 2718 }
2791 else 2719 else
2792 {
2793 if (op->contr->explore)
2794 {
2795 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2796 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2797 op->stats.hp = op->stats.maxhp;
2798 return;
2799 }
2800 sprintf (buf, "%s died.", &op->name); 2720 sprintf (buf, "%s died.", &op->name);
2801 } 2721
2802 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2722 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2803 2723
2804 /* save the map location for corpse, gravestone */ 2724 /* save the map location for corpse, gravestone */
2805 x = op->x; 2725 x = op->x;
2806 y = op->y; 2726 y = op->y;
2807 map = op->map; 2727 map = op->map;
2808
2809 2728
2810 /* NOT_PERMADEATH code. This basically brings the character back to 2729 /* NOT_PERMADEATH code. This basically brings the character back to
2811 * life if they are dead - it takes some exp and a random stat. 2730 * life if they are dead - it takes some exp and a random stat.
2812 * See the config.h file for a little more in depth detail about this. 2731 * See the config.h file for a little more in depth detail about this.
2813 */ 2732 */
2830 num_stats_lose = 1; 2749 num_stats_lose = 1;
2831 else 2750 else
2832 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2751 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2833 } 2752 }
2834 else 2753 else
2835 {
2836 num_stats_lose = 1; 2754 num_stats_lose = 1;
2837 } 2755
2838 lost_a_stat = 0; 2756 lost_a_stat = 0;
2839 2757
2840 for (z = 0; z < num_stats_lose; z++) 2758 for (z = 0; z < num_stats_lose; z++)
2841 { 2759 {
2842 i = RANDOM () % NUM_STATS; 2760 i = RANDOM () % NUM_STATS;
2983 op->stats.hp = op->stats.maxhp; 2901 op->stats.hp = op->stats.maxhp;
2984 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2902 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2985 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2903 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2986 2904
2987 /* 2905 /*
2988 * Check to see if the player is in a shop. IF so, then check to see if
2989 * the player has any unpaid items. If so, remove them and put them back 2906 * Check to see if the player has any unpaid items. If so, remove them
2990 * in the map. 2907 * and put them back in the map.
2991 */ 2908 */
2992
2993 if (is_in_shop (op))
2994 remove_unpaid_objects (op->inv, op); 2909 remove_unpaid_objects (op->inv, op);
2995 2910
2996 /****************************************/ 2911 /****************************************/
2997 /* */ 2912 /* */
2998 /* Move player to his current respawn- */ 2913 /* Move player to his current respawn- */
2999 /* position (usually last savebed) */ 2914 /* position (usually last savebed) */
3000 /* */ 2915 /* */
3001 /****************************************/ 2916 /****************************************/
3002 2917
3003 enter_player_savebed (op); 2918 enter_player_savebed (op);
3004 2919
3005 /* Save the player before inserting the force to reduce
3006 * chance of abuse.
3007 */
3008 op->contr->braced = 0; 2920 op->contr->braced = 0;
3009 op->contr->save ();
3010 2921
3011 /* it is possible that the player has blown something up 2922 /* it is possible that the player has blown something up
3012 * at his savebed location, and that can have long lasting 2923 * at his savebed location, and that can have long lasting
3013 * spell effects. So first see if there is a spell effect 2924 * spell effects. So first see if there is a spell effect
3014 * on the space that might harm the player. 2925 * on the space that might harm the player.
3023 object *force; 2934 object *force;
3024 int at; 2935 int at;
3025 2936
3026 force = get_archetype (FORCE_NAME); 2937 force = get_archetype (FORCE_NAME);
3027 /* 50 ticks should be enough time for the spell to abate */ 2938 /* 50 ticks should be enough time for the spell to abate */
3028 force->speed = 0.1; 2939 force->speed = 0.1f;
3029 force->speed_left = -5.0; 2940 force->speed_left = -5.f;
3030 SET_FLAG (force, FLAG_APPLIED); 2941 SET_FLAG (force, FLAG_APPLIED);
3031 for (at = 0; at < NROFATTACKS; at++) 2942 for (at = 0; at < NROFATTACKS; at++)
3032 if (will_kill_again & (1 << at)) 2943 if (will_kill_again & (1 << at))
3033 force->resist[at] = 100; 2944 force->resist[at] = 100;
3034 2945
3043void 2954void
3044loot_object (object *op) 2955loot_object (object *op)
3045{ /* Grab and destroy some treasure */ 2956{ /* Grab and destroy some treasure */
3046 object *tmp, *tmp2, *next; 2957 object *tmp, *tmp2, *next;
3047 2958
3048 if (op->container) 2959 op->close_container (); /* close open sack first */
3049 esrv_apply_container (op, op->container); /* close open sack first */
3050 2960
3051 for (tmp = op->inv; tmp; tmp = next) 2961 for (tmp = op->inv; tmp; tmp = next)
3052 { 2962 {
3053 next = tmp->below; 2963 next = tmp->below;
3054 2964
3055 if (tmp->invisible) 2965 if (tmp->invisible)
3056 continue; 2966 continue;
3057 2967
3058 tmp->remove (); 2968 tmp->remove ();
3059 tmp->x = op->x, tmp->y = op->y; 2969 tmp->x = op->x, tmp->y = op->y;
2970
3060 if (tmp->type == CONTAINER) 2971 if (tmp->type == CONTAINER)
3061 { /* empty container to ground */ 2972 loot_object (tmp); /* empty container to ground */
3062 loot_object (tmp); 2973
3063 }
3064 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2974 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3065 { 2975 {
3066 if (tmp->nrof > 1) 2976 if (tmp->nrof > 1)
3067 { 2977 {
3068 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2978 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3069 tmp2->destroy (); 2979 tmp2->destroy ();
3080/* 2990/*
3081 * fix_weight(): Check recursively the weight of all players, and fix 2991 * fix_weight(): Check recursively the weight of all players, and fix
3082 * what needs to be fixed. Refresh windows and fix speed if anything 2992 * what needs to be fixed. Refresh windows and fix speed if anything
3083 * was changed. 2993 * was changed.
3084 */ 2994 */
3085
3086void 2995void
3087fix_weight (void) 2996fix_weight (void)
3088{ 2997{
3089 for_all_players (pl) 2998 for_all_players (pl)
3090 { 2999 {
3150 if (op->type == PLAYER) 3059 if (op->type == PLAYER)
3151 { 3060 {
3152 op->contr->tmp_invis = 0; 3061 op->contr->tmp_invis = 0;
3153 op->contr->invis_race = 0; 3062 op->contr->invis_race = 0;
3154 } 3063 }
3064
3155 update_object (op, UP_OBJ_FACE); 3065 update_object (op, UP_OBJ_CHANGE);
3156} 3066}
3157 3067
3158int 3068int
3159is_true_undead (object *op) 3069is_true_undead (object *op)
3160{ 3070{
3161 object *tmp = NULL;
3162
3163 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3071 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3164 return 1; 3072 return 1;
3165 3073
3166 return 0; 3074 return 0;
3167} 3075}
3226 3134
3227 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3135 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3228 3136
3229 /* its *extremely* hard to run and sneak/hide at the same time! */ 3137 /* its *extremely* hard to run and sneak/hide at the same time! */
3230 if (op->type == PLAYER && op->contr->run_on) 3138 if (op->type == PLAYER && op->contr->run_on)
3231 {
3232 if (!skop || num >= skop->level) 3139 if (!skop || num >= skop->level)
3233 { 3140 {
3234 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3141 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3235 make_visible (op); 3142 make_visible (op);
3236 return; 3143 return;
3237 } 3144 }
3238 else 3145 else
3239 num += 20; 3146 num += 20;
3240 } 3147
3241 num += op->map->difficulty; 3148 num += op->map->difficulty;
3242 hide = hideability (op); /* modify by terrain hidden level */ 3149 hide = hideability (op); /* modify by terrain hidden level */
3243 num -= hide; 3150 num -= hide;
3151
3244 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3152 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3245 { 3153 {
3246 make_visible (op); 3154 make_visible (op);
3247 if (op->type == PLAYER) 3155 if (op->type == PLAYER)
3248 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3156 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3249 } 3157 }
3250 else if (op->type == PLAYER && skop) 3158 else if (op->type == PLAYER && skop)
3251 {
3252 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3159 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3253 }
3254} 3160}
3255 3161
3256/* determine if who is standing near a hostile creature. */ 3162/* determine if who is standing near a hostile creature. */
3257 3163
3258int 3164int
3325 if (pl->type != PLAYER) 3231 if (pl->type != PLAYER)
3326 { 3232 {
3327 LOG (llevError, "player_can_view() called for non-player object\n"); 3233 LOG (llevError, "player_can_view() called for non-player object\n");
3328 return -1; 3234 return -1;
3329 } 3235 }
3236
3330 if (!pl || !op) 3237 if (!pl || !op)
3331 return 0; 3238 return 0;
3332 3239
3333 if (op->head)
3334 {
3335 op = op->head; 3240 op = op->head_ ();
3336 } 3241
3337 get_rangevector (pl, op, &rv, 0x1); 3242 get_rangevector (pl, op, &rv, 0x1);
3338 3243
3339 /* starting with the 'head' part, lets loop 3244 /* starting with the 'head' part, lets loop
3340 * through the object and find if it has any 3245 * through the object and find if it has any
3341 * part that is in the los array but isnt on 3246 * part that is in the los array but isnt on
3458 char buf[MAX_BUF]; /* tmp. string buffer */ 3363 char buf[MAX_BUF]; /* tmp. string buffer */
3459 int i = 0, j = 0; 3364 int i = 0, j = 0;
3460 3365
3461 /* get the appropriate treasurelist */ 3366 /* get the appropriate treasurelist */
3462 if (atnr == ATNR_FIRE) 3367 if (atnr == ATNR_FIRE)
3463 trlist = find_treasurelist ("dragon_ability_fire"); 3368 trlist = treasurelist::find ("dragon_ability_fire");
3464 else if (atnr == ATNR_COLD) 3369 else if (atnr == ATNR_COLD)
3465 trlist = find_treasurelist ("dragon_ability_cold"); 3370 trlist = treasurelist::find ("dragon_ability_cold");
3466 else if (atnr == ATNR_ELECTRICITY) 3371 else if (atnr == ATNR_ELECTRICITY)
3467 trlist = find_treasurelist ("dragon_ability_elec"); 3372 trlist = treasurelist::find ("dragon_ability_elec");
3468 else if (atnr == ATNR_POISON) 3373 else if (atnr == ATNR_POISON)
3469 trlist = find_treasurelist ("dragon_ability_poison"); 3374 trlist = treasurelist::find ("dragon_ability_poison");
3470 3375
3471 if (trlist == NULL || who->type != PLAYER) 3376 if (trlist == NULL || who->type != PLAYER)
3472 return; 3377 return;
3473 3378
3474 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3379 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3475 3380
3476 if (tr == NULL || tr->item == NULL) 3381 if (!tr || !tr->item)
3477 { 3382 {
3478 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3383 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3479 return; 3384 return;
3480 } 3385 }
3481 3386
3606 * not readied. 3511 * not readied.
3607 */ 3512 */
3608void 3513void
3609player_unready_range_ob (player *pl, object *ob) 3514player_unready_range_ob (player *pl, object *ob)
3610{ 3515{
3611 rangetype i; 3516 if (pl->ob->current_weapon == ob)
3517 pl->ob->current_weapon = 0;
3612 3518
3613 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3519 if (pl->combat_ob == ob)
3614 { 3520 pl->combat_ob = 0;
3521
3615 if (pl->ranges[i] == ob) 3522 if (pl->ranged_ob == ob)
3616 { 3523 pl->ranged_ob = 0;
3617 pl->ranges[i] = NULL;
3618 if (pl->shoottype == i)
3619 {
3620 pl->shoottype = range_none;
3621 }
3622 }
3623 }
3624} 3524}
3525
3526sint8
3527player::visibility_at (maptile *map, int x, int y) const
3528{
3529 if (!ns)
3530 return 0;
3531
3532 int dx, dy;
3533 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3534 return 0;
3535
3536 x += dx - ns->current_x + ns->mapx / 2;
3537 y += dy - ns->current_y + ns->mapy / 2;
3538
3539 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3540 return 0;
3541
3542 return 100 - blocked_los [x][y];
3543}

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