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Comparing deliantra/server/server/player.C (file contents):
Revision 1.64 by root, Tue Dec 26 03:35:59 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 //TODO: don't be so harsh and destroy :)
256 if (ns) 304 if (ns)
257 destroy (); 305 {
306 if (active)
307 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
308
309 INVOKE_PLAYER (DISCONNECT, this);
310
311 ns->reset_stats ();
312 ns->pl = 0;
313 ns = 0;
314 }
315
316 if (ob)
317 ob->close_container (); //TODO: client-specific
318
319 deactivate ();
258} 320}
259 321
260// the need for this function can be explained 322// the need for this function can be explained
261// by load_object not returning the object 323// by load_object not returning the object
262void 324void
263player::set_object (object *op) 325player::set_object (object *op)
264{ 326{
265 ob = op; 327 ob = op;
266 ob->contr = this; /* this aren't yet in archetype */ 328 ob->contr = this; /* this aren't yet in archetype */
267 329
268 ob->speed_left = 0.5; 330 ob->speed_left = 0.5f;
269 ob->speed = 1.0; 331 ob->speed = 1.0f;
270 ob->direction = 5; /* So player faces south */ 332 ob->direction = 5; /* So player faces south */
271 ob->stats.wc = 2;
272 ob->run_away = 25; /* Then we panick... */
273
274 set_first_map (ob);
275
276 ob->roll_stats ();
277} 333}
278 334
279player::player () 335player::player ()
280{ 336{
281 /* There are some elements we want initialized to non zero value - 337 /* There are some elements we want initialised to non zero value -
282 * we deal with that below this point. 338 * we deal with that below this point.
283 */ 339 */
284 outputs_sync = 16; /* Every 2 seconds */ 340 outputs_sync = 4;
285 outputs_count = 8; /* Keeps present behaviour */ 341 outputs_count = 4;
286 unapply = unapply_nochoice; 342 unapply = unapply_nochoice;
287 343
288 assign (savebed_map, first_map_path); /* Init. respawn position */ 344 savebed_map = first_map_path; /* Init. respawn position */
289 345
290 gen_sp_armour = 10; 346 gen_sp_armour = 10;
291 last_speed = -1;
292 shoottype = range_none;
293 bowtype = bow_normal; 347 bowtype = bow_normal;
294 petmode = pet_normal; 348 petmode = pet_normal;
295 listening = 10; 349 listening = 10;
296 usekeys = containers; 350 usekeys = containers;
297 last_weapon_sp = -1;
298 peaceful = 1; /* default peaceful */ 351 peaceful = 1; /* default peaceful */
299 do_los = 1; 352 do_los = 1;
300
301 /* we need to clear these to -1 and not zero - otherwise,
302 * if a player quits and starts a new character, we wont
303 * send new values to the client, as things like exp start
304 * at zero.
305 */
306 for (int i = 0; i < NUM_SKILLS; i++)
307 last_skill_exp[i] = -1;
308
309 for (int i = 0; i < NROFATTACKS; i++)
310 last_resist[i] = -1;
311
312 last_stats.exp = -1;
313 last_weight = (uint32) - 1;
314} 353}
315 354
316void 355void
317player::do_destroy () 356player::do_destroy ()
318{ 357{
358 disconnect ();
359
319 attachable::do_destroy (); 360 attachable::do_destroy ();
320 361
321 disconnect ();
322
323 terminate_all_pets (ob);
324
325 if (first_player != this)
326 {
327 player *prev = first_player;
328
329 while (prev && prev->next && prev->next != this)
330 prev = prev->next;
331
332 if (prev->next != this)
333 {
334 LOG (llevError, "Free_player: Can't find previous player.\n");
335 abort ();
336 }
337
338 prev->next = next;
339 }
340 else
341 first_player = next;
342
343 if (ob) 362 if (ob)
363 {
344 ob->destroy (true); 364 ob->destroy_inv (false);
345
346 if (ns)
347 {
348 client *ns = this->ns;
349 ns->send_packet ("goodbye");
350 ns->flush ();
351 ns->pl = 0;
352 this->ns = 0;
353 ns->destroy (); 365 ob->destroy ();
354 } 366 }
355} 367}
356 368
357player::~player () 369player::~player ()
358{ 370{
368player::create () 380player::create ()
369{ 381{
370 player *pl = new player; 382 player *pl = new player;
371 383
372 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);
373 391
374 return pl; 392 return pl;
375} 393}
376 394
377/* 395/*
408 object *op = NULL; 426 object *op = NULL;
409 objectlink *ol; 427 objectlink *ol;
410 unsigned lastdist; 428 unsigned lastdist;
411 rv_vector rv; 429 rv_vector rv;
412 430
413 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 431 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
414 { 432 {
415 /* 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
416 * does periodically happen. Given that, lets deal with it. 434 * does periodically happen. Given that, lets deal with it.
417 * While unlikely, it is possible the next object on the friendly 435 * While unlikely, it is possible the next object on the friendly
418 * list is also free, so encapsulate this in a while loop. 436 * list is also free, so encapsulate this in a while loop.
422 object *tmp = ol->ob; 440 object *tmp = ol->ob;
423 441
424 /* 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
425 * itself will have been cleared. 443 * itself will have been cleared.
426 */ 444 */
427 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 ());
428 ol = ol->next; 447 ol = ol->next;
429 remove_friendly_object (tmp); 448 remove_friendly_object (tmp);
430 if (!ol) 449 if (!ol)
431 return op; 450 return op;
432 } 451 }
521 x = mon->x; 540 x = mon->x;
522 y = mon->y; 541 y = mon->y;
523 m = mon->map; 542 m = mon->map;
524 dir = rv.direction; 543 dir = rv.direction;
525 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 */
526 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
527 /* 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. */
528 if (diff > max) 548 if (diff > max)
529 return 0; 549 return 0;
550
530 while (diff > 1 && max > 0) 551 while (diff > 1 && max > 0)
531 { 552 {
532 lastx = x; 553 lastx = x;
533 lasty = y; 554 lasty = y;
534 lastmap = m; 555 lastmap = m;
616 max--; 637 max--;
617 lastdir = dir; 638 lastdir = dir;
618 if (!firstdir) 639 if (!firstdir)
619 firstdir = dir; 640 firstdir = dir;
620 } 641 }
642
621 if (diff <= 1) 643 if (diff <= 1)
622 { 644 {
623 /* Recalculate diff (distance) because we may not have actually 645 /* Recalculate diff (distance) because we may not have actually
624 * headed toward player for entire distance. 646 * headed toward player for entire distance.
625 */ 647 */
626 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 648 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
627 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));
628 } 650 }
651
629 if (diff > max) 652 if (diff > max)
630 return 0; 653 return 0;
631 } 654 }
655
632 /* 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 */
633 if (!max) 657 if (!max)
634 return 0; 658 return 0;
635 659
636 return firstdir; 660 return firstdir;
750roll_stat (void) 774roll_stat (void)
751{ 775{
752 int a[4], i, j, k; 776 int a[4], i, j, k;
753 777
754 for (i = 0; i < 4; i++) 778 for (i = 0; i < 4; i++)
755 a[i] = (int) RANDOM () % 6 + 1; 779 a[i] = (int) rndm (6) + 1;
756 780
757 for (i = 0, j = 0, k = 7; i < 4; i++) 781 for (i = 0, j = 0, k = 7; i < 4; i++)
758 if (a[i] < k) 782 if (a[i] < k)
759 k = a[i], j = i; 783 k = a[i], j = i;
760 784
766} 790}
767 791
768void 792void
769object::roll_stats () 793object::roll_stats ()
770{ 794{
771 int statsort [7]; 795 int statsort [NUM_STATS];
772 796
773 for (;;) 797 for (;;)
774 { 798 {
775 int sum = 0; 799 int sum = 0;
776 for (int i = 7; i--; ) 800 for (int i = NUM_STATS; i--; )
777 sum += statsort [i] = roll_stat (); 801 sum += statsort [i] = roll_stat ();
778 802
779 if (sum >= 82 && sum <= 116) 803 if (sum >= 82 && sum <= 116)
780 break; 804 break;
781 } 805 }
782 806
783 // Sort the stats so that rerolling is easier... 807 // Sort the stats so that rerolling is easier...
784 std::sort (statsort, statsort + 7, std::greater<int>()); 808 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
785 809
810 for (int i = 0; i < NUM_STATS; ++i)
786 stats.Str = statsort[0]; 811 stats.stat (i) = statsort [i];
787 stats.Dex = statsort[1];
788 stats.Con = statsort[2];
789 stats.Int = statsort[3];
790 stats.Wis = statsort[4];
791 stats.Pow = statsort[5];
792 stats.Cha = statsort[6];
793 812
794 stats.exp = 0; 813 stats.exp = 0;
795 stats.ac = 0; 814 stats.ac = 0;
796 815
797 stats.hp = stats.maxhp; 816 stats.hp = stats.maxhp;
809} 828}
810 829
811void 830void
812object::swap_stats (int a, int b) 831object::swap_stats (int a, int b)
813{ 832{
814 int tmp = get_attr_value (&contr->orig_stats, a); 833 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
815 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
816 set_attr_value (&contr->orig_stats, b, tmp);
817 834
835 for (int i = 0; i < NUM_STATS; ++i)
818 stats.Str = contr->orig_stats.Str; 836 stats.stat (i) = contr->orig_stats.stat (i);
819 stats.Dex = contr->orig_stats.Dex;
820 stats.Con = contr->orig_stats.Con;
821 stats.Int = contr->orig_stats.Int;
822 stats.Wis = contr->orig_stats.Wis;
823 stats.Pow = contr->orig_stats.Pow;
824 stats.Cha = contr->orig_stats.Cha;
825 837
826 //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,
827 // be merged with the similar code in roll_stats 839 // be merged with the similar code in roll_stats
828 stats.ac = 0; 840 stats.ac = 0;
829 841
841 contr->levsp[1] = 6; 853 contr->levsp[1] = 6;
842 contr->levgrace[1] = 3; 854 contr->levgrace[1] = 3;
843 855
844 contr->orig_stats = stats; 856 contr->orig_stats = stats;
845 } 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, " ");
846} 869}
847 870
848/* This function takes the key that is passed, and does the 871/* This function takes the key that is passed, and does the
849 * appropriate action with it (change race, or other things). 872 * appropriate action with it (change race, or other things).
850 * The function name is for historical reasons - now we have 873 * The function name is for historical reasons - now we have
851 * separate race and class; this actually changes the RACE, 874 * separate race and class; this actually changes the RACE,
852 * not the class. 875 * not the class.
853 */ 876 */
854int 877void
855key_change_class (object *op, char key) 878player::chargen_race_done ()
856{ 879{
857 int tmp_loop;
858
859 if (key == 'd' || key == 'D')
860 {
861 char buf[MAX_BUF];
862
863 /* this must before then initial items are given */ 880 /* this must before then initial items are given */
864 esrv_new_player (op->contr, op->weight + op->carrying); 881 esrv_new_player (ob->contr, ob->weight + ob->carrying);
865 882
866 treasurelist *tl = find_treasurelist ("starting_wealth"); 883 treasurelist *tl = treasurelist::find ("starting_wealth");
867 if (tl) 884 if (tl)
868 create_treasure (tl, op, 0, 0, 0); 885 create_treasure (tl, ob, 0, 0, 0);
869 886
870 INVOKE_PLAYER (BIRTH, op->contr); 887 INVOKE_PLAYER (BIRTH, ob->contr);
871 INVOKE_PLAYER (LOGIN, op->contr); 888 INVOKE_PLAYER (LOGIN, ob->contr);
872 889
873 op->contr->ns->state = ST_PLAYING; 890 ob->contr->ns->state = ST_PLAYING;
874 891
875 if (op->msg) 892 if (ob->msg)
876 op->msg = NULL; 893 ob->msg = 0;
877 894
878 /* 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
879 * to save here. 896 * to save here.
880 */ 897 */
898 {
899 char buf[MAX_BUF];
881 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 900 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
882 make_path_to_file (buf); 901 make_path_to_file (buf);
902 }
883 903
884#ifdef AUTOSAVE
885 op->contr->last_save_tick = pticks;
886#endif
887 start_info (op); 904 start_info (ob);
888 CLEAR_FLAG (op, FLAG_WIZ); 905 CLEAR_FLAG (ob, FLAG_WIZ);
889 give_initial_items (op, op->randomitems); 906 give_initial_items (ob, ob->randomitems);
890 link_player_skills (op); 907 link_player_skills (ob);
891 esrv_send_inventory (op, op); 908 esrv_send_inventory (ob, ob);
892 op->update_stats (); 909 ob->update_stats ();
893 910
894 /* This moves the player to a different start map, if there 911 /* This moves the player to a different start map, if there
895 * is one for this race 912 * is one for this race
896 */ 913 */
897 if (*first_map_ext_path) 914 if (*first_map_ext_path)
898 { 915 {
899 object *tmp; 916 object *tmp;
900 char mapname[MAX_BUF]; 917 char mapname[MAX_BUF];
901 918
902 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);
903 tmp = object::create (); 920 tmp = object::create ();
904 EXIT_PATH (tmp) = mapname; 921 EXIT_PATH (tmp) = mapname;
905 EXIT_X (tmp) = op->x; 922 EXIT_X (tmp) = ob->x;
906 EXIT_Y (tmp) = op->y; 923 EXIT_Y (tmp) = ob->y;
907 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;
908 * if the map isn't there, then stay on the 925 * if the map isn't there, then stay on the
909 * default initial map */ 926 * default initial map */
910 tmp->destroy (); 927 tmp->destroy ();
911 } 928 }
912 else 929 else
913 LOG (llevDebug, "first_map_ext_path not set\n"); 930 LOG (llevDebug, "first_map_ext_path not set\n");
931}
914 932
915 return 0; 933void
916 } 934player::chargen_race_next ()
917 935{
918 /* Following actually changes the race - this is the default command 936 /* Following actually changes the race - this is the default command
919 * if we don't match with one of the options above. 937 * if we don't match with one of the options above.
920 */ 938 */
921 939
922 tmp_loop = 0; 940 do
923 while (!tmp_loop)
924 { 941 {
925 shstr name = op->name; 942 shstr name = ob->name;
926 int x = op->x, y = op->y; 943 int x = ob->x, y = ob->y;
927 944
928 op->remove_statbonus (); 945 ob->remove_statbonus ();
929 op->remove (); 946 ob->remove ();
930 op->arch = get_player_archetype (op->arch); 947 ob->arch = get_player_archetype (ob->arch);
931 op->arch->clone.copy_to (op); 948 ob->arch->clone.copy_to (ob);
932 op->instantiate (); 949 ob->instantiate ();
933 op->stats = op->contr->orig_stats; 950 ob->stats = ob->contr->orig_stats;
934 op->name = op->name_pl = name; 951 ob->name = ob->name_pl = name;
935 op->x = x; 952 ob->x = x;
936 op->y = y; 953 ob->y = y;
937 SET_ANIMATION (op, 2); /* So player faces south */ 954 SET_ANIMATION (ob, 2); /* So player faces south */
938 insert_ob_in_map (op, op->map, op, 0); 955 insert_ob_in_map (ob, ob->map, ob, 0);
939 assign (op->contr->title, op->arch->clone.name); 956 assign (ob->contr->title, ob->arch->clone.name);
940 op->add_statbonus (); 957 ob->add_statbonus ();
941 tmp_loop = allowed_class (op);
942 } 958 }
959 while (!allowed_class (ob));
943 960
944 update_object (op, UP_OBJ_FACE); 961 update_object (ob, UP_OBJ_FACE);
945 esrv_update_item (UPD_FACE, op, op); 962 esrv_update_item (UPD_FACE, ob, ob);
946 op->update_stats (); 963 ob->update_stats ();
947 op->stats.hp = op->stats.maxhp; 964 ob->stats.hp = ob->stats.maxhp;
948 op->stats.sp = op->stats.maxsp; 965 ob->stats.sp = ob->stats.maxsp;
949 op->stats.grace = 0; 966 ob->stats.grace = 0;
950
951 if (op->msg)
952 new_draw_info (NDI_BLUE, 0, op, op->msg);
953
954 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
955 return 0;
956}
957
958int
959key_confirm_quit (object *op, char key)
960{
961 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
962 {
963 op->contr->ns->state = ST_PLAYING;
964 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
965 return 1;
966 }
967
968 INVOKE_PLAYER (LOGOUT, op->contr);
969 INVOKE_PLAYER (QUIT, op->contr);
970
971 terminate_all_pets (op);
972 leave_map (op);
973 op->direction = 0;
974 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
975
976 strcpy (op->contr->killer, "quit");
977 check_score (op);
978 op->contr->party = 0;
979 op->contr->own_title[0] = '\0';
980
981 object_ptr ob = op;
982
983 delete ob->contr;
984
985 /* We need to hunt for any per player unique maps in memory and
986 * get rid of them. The trailing slash in the path is intentional,
987 * so that players named 'Ab' won't match against players 'Abe' pathname
988 */
989 char buf[MAX_BUF];
990 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
991
992 for (maptile *next, *mp = first_map; mp; mp = next)
993 {
994 next = mp->next;
995
996 if (!strncmp (mp->path, buf, strlen (buf)))
997 delete_map (mp);
998 }
999
1000 delete_character (ob->name, 1);
1001
1002 return 1;
1003} 967}
1004 968
1005void 969void
1006flee_player (object *op) 970flee_player (object *op)
1007{ 971{
1054 /* Cornered, get rid of scared */ 1018 /* Cornered, get rid of scared */
1055 CLEAR_FLAG (op, FLAG_SCARED); 1019 CLEAR_FLAG (op, FLAG_SCARED);
1056 op->enemy = NULL; 1020 op->enemy = NULL;
1057} 1021}
1058 1022
1059
1060/* 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.
1061 * 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
1062 * stop. 1025 * stop.
1063 */ 1026 */
1064int 1027int
1065check_pick (object *op) 1028check_pick (object *op)
1066{ 1029{
1067 object *tmp, *next; 1030 object *tmp, *next;
1068 int stop = 0; 1031 int stop = 0;
1069 int j, k, wvratio; 1032 int wvratio;
1070 char putstring[128], tmpstr[16]; 1033 char putstring[128];
1071 1034
1072 /* if you're flying, you cna't pick up anything */ 1035 /* if you're flying, you cna't pick up anything */
1073 if (op->move_type & MOVE_FLYING) 1036 if (op->move_type & MOVE_FLYING)
1074 return 1; 1037 return 1;
1075 1038
1412 * found object is returned. 1375 * found object is returned.
1413 */ 1376 */
1414object * 1377object *
1415find_arrow (object *op, const char *type) 1378find_arrow (object *op, const char *type)
1416{ 1379{
1417 object *tmp = NULL; 1380 object *tmp = 0;
1418 1381
1419 for (op = op->inv; op; op = op->below) 1382 for (op = op->inv; op; op = op->below)
1420 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))
1421 tmp = find_arrow (op, type); 1384 tmp = find_arrow (op, type);
1422 else if (op->type == ARROW && op->race == type) 1385 else if (op->type == ARROW && op->race == type)
1423 return op; 1386 return op;
1387
1424 return tmp; 1388 return tmp;
1425} 1389}
1426 1390
1427/* 1391/*
1428 * 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
1429 * 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
1430 * 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
1431 * 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.
1432 */ 1396 */
1433
1434object * 1397object *
1435find_better_arrow (object *op, object *target, const char *type, int *better) 1398find_better_arrow (object *op, object *target, const char *type, int *better)
1436{ 1399{
1437 object *tmp = NULL, *arrow, *ntmp; 1400 object *tmp = NULL, *arrow, *ntmp;
1438 int attacknum, attacktype, betterby = 0, i; 1401 int attacknum, attacktype, betterby = 0, i;
1504 * find_better_arrow to find a decent arrow to use. 1467 * find_better_arrow to find a decent arrow to use.
1505 * op = the shooter 1468 * op = the shooter
1506 * type = bow->race 1469 * type = bow->race
1507 * dir = fire direction 1470 * dir = fire direction
1508 */ 1471 */
1509
1510object * 1472object *
1511pick_arrow_target (object *op, const char *type, int dir) 1473pick_arrow_target (object *op, const char *type, int dir)
1512{ 1474{
1513 object *tmp = NULL; 1475 object *tmp = NULL;
1514 maptile *m; 1476 maptile *m;
1579 */ 1541 */
1580int 1542int
1581fire_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)
1582{ 1544{
1583 object *left, *bow; 1545 object *left, *bow;
1584 int bowspeed, mflags; 1546 int mflags;
1585 maptile *m; 1547 maptile *m;
1586 1548
1587 if (!dir) 1549 if (!dir)
1588 { 1550 {
1589 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!");
1590 return 0; 1552 return 0;
1591 } 1553 }
1592 1554
1593 if (op->type == PLAYER) 1555 if (op->contr)
1594 bow = op->contr->ranges[range_bow]; 1556 bow = op->current_weapon;
1595 else 1557 else
1596 { 1558 {
1597 for (bow = op->inv; bow; bow = bow->below) 1559 for (bow = op->inv; bow; bow = bow->below)
1598 /* 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
1599 * 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.
1604 if (!bow) 1566 if (!bow)
1605 { 1567 {
1606 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1568 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1607 return 0; 1569 return 0;
1608 } 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
1609 } 1579 }
1610 1580
1611 if (!bow->race || !bow->skill) 1581 if (!bow->race || !bow->skill)
1612 { 1582 {
1613 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);
1614 return 0; 1584 return 0;
1615 } 1585 }
1616
1617 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1618
1619 /* penalize ROF for bestarrow */
1620 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1621 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1622
1623 if (bowspeed < 1)
1624 bowspeed = 1;
1625 1586
1626 if (arrow == NULL) 1587 if (arrow == NULL)
1627 { 1588 {
1628 if ((arrow = find_arrow (op, bow->race)) == NULL) 1589 if ((arrow = find_arrow (op, bow->race)) == NULL)
1629 { 1590 {
1630 if (op->type == PLAYER) 1591 if (op->type == PLAYER)
1631 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);
1632 /* 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 */
1633 else 1594 else
1634 CLEAR_FLAG (op, FLAG_READY_BOW); 1595 CLEAR_FLAG (op, FLAG_READY_BOW);
1596
1635 return 0; 1597 return 0;
1636 } 1598 }
1637 } 1599 }
1638 1600
1639 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1601 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1661 return 0; 1623 return 0;
1662 } 1624 }
1663 1625
1664 arrow->set_owner (op); 1626 arrow->set_owner (op);
1665 arrow->skill = bow->skill; 1627 arrow->skill = bow->skill;
1666
1667 arrow->direction = dir; 1628 arrow->direction = dir;
1668 arrow->x = sx; 1629
1669 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;
1670 1667
1671 if (op->type == PLAYER) 1668 if (op->type == PLAYER)
1672 { 1669 {
1673 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1674 op->update_stats ();
1675 }
1676
1677 SET_ANIMATION (arrow, arrow->direction);
1678 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1679 arrow->stats.hp = arrow->stats.dam;
1680 arrow->stats.grace = arrow->attacktype;
1681 if (arrow->slaying != NULL)
1682 arrow->spellarg = strdup (arrow->slaying);
1683
1684 /* Note that this was different for monsters - they got their level
1685 * added to the damage. I think the strength bonus is more proper.
1686 */
1687
1688 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1689
1690 /* update the speed */
1691 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1692 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1693
1694 if (arrow->speed < 1.0)
1695 arrow->speed = 1.0;
1696 update_ob_speed (arrow);
1697 arrow->speed_left = 0;
1698
1699 if (op->type == PLAYER)
1700 {
1701 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1702 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1703 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1704
1705 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;
1706 } 1677 }
1707 else 1678 else
1708 { 1679 {
1709 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1710 arrow->level = op->level; 1680 arrow->level = op->level;
1711 } 1681 arrow->stats.wc -= bow->magic;
1712 1682
1713 if (arrow->attacktype == AT_PHYSICAL) 1683 if (!arrow->slaying)
1684 arrow->slaying = bow->slaying;
1685
1714 arrow->attacktype |= bow->attacktype; 1686 arrow->attacktype |= bow->attacktype;
1687 }
1715 1688
1716 if (bow->slaying) 1689 wc -= arrow->level;
1717 arrow->slaying = bow->slaying; 1690 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1718 1691
1719 arrow->map = m; 1692 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1720 arrow->move_type = MOVE_FLY_LOW; 1693 arrow->move_type = MOVE_FLY_LOW;
1721 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1694 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1722 1695
1723 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);
1724 insert_ob_in_map (arrow, m, op, 0); 1697 m->insert (arrow, sx, sy, op);
1725 1698
1726 if (!arrow->destroyed ()) 1699 if (!arrow->destroyed ())
1727 move_arrow (arrow); 1700 move_arrow (arrow);
1728 1701
1729 if (op->type == PLAYER) 1702 if (op->type == PLAYER)
1749{ 1722{
1750 int ret = 0, wcmod = 0; 1723 int ret = 0, wcmod = 0;
1751 1724
1752 if (op->contr->bowtype == bow_bestarrow) 1725 if (op->contr->bowtype == bow_bestarrow)
1753 { 1726 {
1754 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);
1755 } 1728 }
1756 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)
1757 { 1730 {
1758 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1731 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1759 wcmod = -1; 1732 wcmod = -1;
1733
1760 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);
1761 } 1735 }
1762 else if (op->contr->bowtype == bow_threewide) 1736 else if (op->contr->bowtype == bow_threewide)
1763 { 1737 {
1764 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);
1768 else if (op->contr->bowtype == bow_spreadshot) 1742 else if (op->contr->bowtype == bow_spreadshot)
1769 { 1743 {
1770 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);
1771 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);
1772 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);
1773
1774 } 1747 }
1775 else 1748 else
1776 { 1749 {
1777 /* Simple case */ 1750 /* Simple case */
1778 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);
1779 } 1752 }
1753
1780 return ret; 1754 return ret;
1781} 1755}
1782
1783 1756
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1757/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1758 * Broken apart from 'fire' to keep it more readable.
1786 */ 1759 */
1787void 1760void
1788fire_misc_object (object *op, int dir) 1761fire_misc_object (object *op, int dir)
1789{ 1762{
1790 object *item; 1763 object *item = op->contr->ranged_ob;
1791 1764
1792 if (!op->contr->ranges[range_misc]) 1765 if (!item)
1793 { 1766 {
1794 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.");
1795 return; 1768 return;
1796 } 1769 }
1797 1770
1798 item = op->contr->ranges[range_misc];
1799 if (!item->inv) 1771 if (!item->inv)
1800 { 1772 {
1801 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1773 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1802 return; 1774 return;
1803 } 1775 }
1776
1777 if (!op->change_weapon (item))
1778 return;
1779
1804 if (item->type == WAND) 1780 if (item->type == WAND)
1805 { 1781 {
1806 if (item->stats.food <= 0) 1782 if (item->stats.food <= 0)
1807 { 1783 {
1808 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1784 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1809 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
1810 return; 1787 return;
1811 } 1788 }
1812 } 1789 }
1813 else if (item->type == ROD || item->type == HORN) 1790 else if (item->type == ROD || item->type == HORN)
1814 { 1791 {
1815 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))
1816 { 1793 {
1817 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1794 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1795
1818 if (item->type == ROD) 1796 if (item->type == ROD)
1819 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));
1820 else 1798 else
1821 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
1822 return; 1801 return;
1823 } 1802 }
1824 } 1803 }
1825 1804
1826 if (cast_spell (op, item, dir, item->inv, NULL)) 1805 if (cast_spell (op, item, dir, item->inv, NULL))
1834 1813
1835 if (item->arch) 1814 if (item->arch)
1836 { 1815 {
1837 CLEAR_FLAG (item, FLAG_ANIMATE); 1816 CLEAR_FLAG (item, FLAG_ANIMATE);
1838 item->face = item->arch->clone.face; 1817 item->face = item->arch->clone.face;
1839 item->speed = 0; 1818 item->set_speed (0);
1840 update_ob_speed (item);
1841 } 1819 }
1820
1842 if ((tmp = item->in_player ())) 1821 if ((tmp = item->in_player ()))
1843 esrv_update_item (UPD_ANIM, tmp, item); 1822 esrv_update_item (UPD_ANIM, tmp, item);
1844 } 1823 }
1845 } 1824 }
1846 else if (item->type == ROD || item->type == HORN) 1825 else if (item->type == ROD || item->type == HORN)
1847 {
1848 drain_rod_charge (item); 1826 drain_rod_charge (item);
1849 }
1850 } 1827 }
1851} 1828}
1852 1829
1853/* Received a fire command for the player - go and do it. 1830/* Received a fire command for the player - go and do it.
1854 */ 1831 */
1859 1836
1860 /* check for loss of invisiblity/hide */ 1837 /* check for loss of invisiblity/hide */
1861 if (action_makes_visible (op)) 1838 if (action_makes_visible (op))
1862 make_visible (op); 1839 make_visible (op);
1863 1840
1864 switch (op->contr->shoottype) 1841 player *pl = op->contr;
1842
1843 if (pl->golem)
1865 { 1844 {
1866 case range_none: 1845 control_golem (op->contr->golem, dir);
1867 return; 1846 return;
1847 }
1868 1848
1869 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:
1870 player_fire_bow (op, dir); 1860 player_fire_bow (op, dir);
1871 return; 1861 break;
1872 1862
1873 case range_magic: /* Casting spells */ 1863 case SPELL:
1874 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);
1875 return; 1865 break;
1876 1866
1877 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:
1878 fire_misc_object (op, dir); 1876 fire_misc_object (op, dir);
1879 return; 1877 break;
1880
1881 case range_golem: /* Control summoned monsters from scrolls */
1882 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1883 {
1884 op->contr->ranges[range_golem] = 0;
1885 op->contr->shoottype = range_none;
1886 }
1887 else
1888 control_golem (op->contr->ranges[range_golem], dir);
1889 return;
1890
1891 case range_skill:
1892 if (!op->chosen_skill)
1893 {
1894 if (op->type == PLAYER)
1895 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1896 return;
1897 }
1898 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1899 return;
1900 case range_builder:
1901 apply_map_builder (op, dir);
1902 return;
1903 default:
1904 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1905 return;
1906 } 1878 }
1907} 1879}
1908
1909
1910 1880
1911/* find_key 1881/* find_key
1912 * 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
1913 * and successfully use it, we return the key, otherwise NULL 1883 * and successfully use it, we return the key, otherwise NULL
1914 * This function merges both normal and locked door, since the logic 1884 * This function merges both normal and locked door, since the logic
1916 * pl is the player, 1886 * pl is the player,
1917 * inv is the objects inventory to searched 1887 * inv is the objects inventory to searched
1918 * door is the door we are trying to match against. 1888 * door is the door we are trying to match against.
1919 * This function can be called recursively to search containers. 1889 * This function can be called recursively to search containers.
1920 */ 1890 */
1921
1922object * 1891object *
1923find_key (object *pl, object *container, object *door) 1892find_key (object *pl, object *container, object *door)
1924{ 1893{
1925 object *tmp, *key; 1894 object *tmp, *key;
1926 1895
1927 /* Should not happen, but sanity checking is never bad */ 1896 /* Should not happen, but sanity checking is never bad */
1928 if (container->inv == NULL) 1897 if (!container->inv)
1929 return NULL; 1898 return 0;
1930 1899
1931 /* 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 */
1932 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1901 for (tmp = container->inv; tmp; tmp = tmp->below)
1933 { 1902 {
1934 if (door->type == DOOR && tmp->type == KEY) 1903 if (door->type == DOOR && tmp->type == KEY)
1935 break; 1904 break;
1936 /* For sanity, we should really check door type, but other stuff 1905 /* For sanity, we should really check door type, but other stuff
1937 * (like containers) can be locked with special keys 1906 * (like containers) can be locked with special keys
1938 */ 1907 */
1939 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1908 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1940 break; 1909 break;
1941 } 1910 }
1911
1942 /* No key found - lets search inventories now */ 1912 /* No key found - lets search inventories now */
1943 /* 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.
1944 * 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
1945 * a key, return 1915 * a key, return
1946 */ 1916 */
1947 if (!tmp) 1917 if (!tmp)
1948 { 1918 {
1949 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1919 for (tmp = container->inv; tmp; tmp = tmp->below)
1950 { 1920 {
1951 /* No reason to search empty containers */ 1921 /* No reason to search empty containers */
1952 if (tmp->type == CONTAINER && tmp->inv) 1922 if (tmp->type == CONTAINER && tmp->inv)
1953 { 1923 {
1954 if ((key = find_key (pl, tmp, door)) != NULL) 1924 if ((key = find_key (pl, tmp, door)))
1955 return key; 1925 return key;
1956 } 1926 }
1957 } 1927 }
1928
1958 if (!tmp) 1929 if (!tmp)
1959 return NULL; 1930 return NULL;
1960 } 1931 }
1932
1961 /* 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,
1962 * see if we actually want to use it 1934 * see if we actually want to use it
1963 */ 1935 */
1964 if (pl != container) 1936 if (pl != container)
1965 { 1937 {
1986 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1958 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1987 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1959 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1988 return NULL; 1960 return NULL;
1989 } 1961 }
1990 } 1962 }
1963
1991 return tmp; 1964 return tmp;
1992} 1965}
1993 1966
1994/* moved door processing out of move_player_attack. 1967/* moved door processing out of move_player_attack.
1995 * returns 1 if player has opened the door with a key 1968 * returns 1 if player has opened the door with a key
2009 if (key) 1982 if (key)
2010 { 1983 {
2011 object *container = key->env; 1984 object *container = key->env;
2012 1985
2013 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
2014 if (action_makes_visible (op)) 1988 if (action_makes_visible (op))
2015 make_visible (op); 1989 make_visible (op);
1990
2016 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1991 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2017 spring_trap (door->inv, op); 1992 spring_trap (door->inv, op);
1993
2018 if (door->type == DOOR) 1994 if (door->type == DOOR)
2019 {
2020 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 */
2021 }
2022 else if (door->type == LOCKED_DOOR) 1996 else if (door->type == LOCKED_DOOR)
2023 { 1997 {
2024 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));
2025 remove_door2 (door); /* remove door without violence ;-) */ 1999 remove_door2 (door); /* remove door without violence ;-) */
2026 } 2000 }
2001
2027 /* Do this after we print the message */ 2002 /* Do this after we print the message */
2028 decrease_ob (key); /* Use up one of the keys */ 2003 decrease_ob (key); /* Use up one of the keys */
2029 /* Need to update the weight the container the key was in */ 2004 /* Need to update the weight the container the key was in */
2030 if (container != op) 2005 if (container != op)
2031 esrv_update_item (UPD_WEIGHT, op, container); 2006 esrv_update_item (UPD_WEIGHT, op, container);
2007
2032 return 1; /* Nothing more to do below */ 2008 return 1; /* Nothing more to do below */
2033 } 2009 }
2034 else if (door->type == LOCKED_DOOR) 2010 else if (door->type == LOCKED_DOOR)
2035 { 2011 {
2036 /* Might as well return now - no other way to open this */ 2012 /* Might as well return now - no other way to open this */
2037 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2013 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2038 return 1; 2014 return 1;
2039 } 2015 }
2016
2040 return 0; 2017 return 0;
2041} 2018}
2042 2019
2043/* This function is just part of a breakup from move_player. 2020/* This function is just part of a breakup from move_player.
2044 * It should keep the code cleaner. 2021 * It should keep the code cleaner.
2048 */ 2025 */
2049void 2026void
2050move_player_attack (object *op, int dir) 2027move_player_attack (object *op, int dir)
2051{ 2028{
2052 object *tmp, *mon; 2029 object *tmp, *mon;
2053 sint16 nx, ny;
2054 int on_battleground; 2030 int on_battleground;
2055 maptile *m; 2031 maptile *m;
2056 2032
2057 nx = freearr_x[dir] + op->x; 2033 sint16 nx = freearr_x[dir] + op->x;
2058 ny = freearr_y[dir] + op->y; 2034 sint16 ny = freearr_y[dir] + op->y;
2059 2035
2060 on_battleground = op_on_battleground (op, 0, 0); 2036 on_battleground = op_on_battleground (op, 0, 0);
2061 2037
2062 /* 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
2063 * 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
2070 */ 2046 */
2071 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))
2072 { 2048 {
2073 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2049 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2074 { 2050 {
2075 m = get_map_from_coord (op->map, &nx, &ny); 2051 m = op->map->xy_find (nx, ny);
2076 if (!m) 2052 if (!m)
2077 return; /* Don't think this should happen */ 2053 return; /* Don't think this should happen */
2078 } 2054 }
2079 else 2055 else
2080 m = op->map; 2056 m = op->map;
2081 2057
2082 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) 2058 if (!(tmp = m->at (nx, ny).bot))
2083 {
2084 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2085 return; 2059 return;
2086 }
2087 2060
2088 mon = 0; 2061 mon = 0;
2089 /* 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
2090 * 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.
2091 * 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
2144 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2117 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2145 { 2118 {
2146 /* 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 */
2147 if (op->contr->braced) 2120 if (op->contr->braced)
2148 return; 2121 return;
2122
2149 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);
2150 (void) push_ob (mon, dir, op); 2124 push_ob (mon, dir, op);
2151 if (op->contr->tmp_invis || op->hide) 2125 if (op->contr->tmp_invis || op->hide)
2152 make_visible (op); 2126 make_visible (op);
2127
2153 return; 2128 return;
2154 } 2129 }
2155 2130
2156 /* in certain circumstances, you shouldn't attack friendly 2131 /* in certain circumstances, you shouldn't attack friendly
2157 * creatures. Note that if you are braced, you can't push 2132 * creatures. Note that if you are braced, you can't push
2171 !on_battleground)) 2146 !on_battleground))
2172 { 2147 {
2173 if (!op->contr->braced) 2148 if (!op->contr->braced)
2174 { 2149 {
2175 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);
2176 (void) push_ob (mon, dir, op); 2151 push_ob (mon, dir, op);
2177 } 2152 }
2178 else 2153 else
2179 new_draw_info (0, 0, op, "You withhold your attack"); 2154 new_draw_info (0, 0, op, "You withhold your attack");
2180 2155
2181 if (op->contr->tmp_invis || op->hide) 2156 if (op->contr->tmp_invis || op->hide)
2196 * 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
2197 * and be living. Then, it must be one of the following: 2172 * and be living. Then, it must be one of the following:
2198 * 1) Not a player, 2) A player, but of a different party. Note 2173 * 1) Not a player, 2) A player, but of a different party. Note
2199 * that party_number -1 is no party, so attacks can still happen. 2174 * that party_number -1 is no party, so attacks can still happen.
2200 */ 2175 */
2201
2202 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2176 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2203 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2177 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2204 { 2178 {
2205
2206 /* If the player hasn't hit something this tick, and does
2207 * so, give them speed boost based on weapon speed. Doing
2208 * it here is better than process_players2, which basically
2209 * incurred a 1 tick offset.
2210 */
2211 if (!op->contr->has_hit) 2179 if (!op->contr->has_hit)
2212 { 2180 {
2181 op->contr->has_hit = 1;
2213 op->speed_left += op->speed / op->contr->weapon_sp; 2182 op->speed_left += op->contr->weapon_speed () - op->speed;
2214
2215 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2216 } 2183 }
2217 2184
2218 skill_attack (mon, op, 0, 0, 0); 2185 skill_attack (mon, op, 0, 0, 0);
2219 2186
2220 /* If attacking another player, that player gets automatic 2187 /* If attacking another player, that player gets automatic
2240int 2207int
2241move_player (object *op, int dir) 2208move_player (object *op, int dir)
2242{ 2209{
2243 int pick; 2210 int pick;
2244 2211
2245 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2212 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2246 return 0; 2213 return 0;
2247 2214
2248 /* Sanity check: make sure dir is valid */ 2215 /* Sanity check: make sure dir is valid */
2249 if ((dir < 0) || (dir >= 9)) 2216 if ((dir < 0) || (dir >= 9))
2250 { 2217 {
2251 LOG (llevError, "move_player: invalid direction %d\n", dir); 2218 LOG (llevError, "move_player: invalid direction %d\n", dir);
2252 return 0; 2219 return 0;
2253 } 2220 }
2254 2221
2255 /* peterm: added following line */ 2222 /* peterm: added following line */
2256 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2223 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2257 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2224 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2258 2225
2259 op->facing = dir; 2226 op->facing = dir;
2260 2227
2261 if (op->hide) 2228 if (op->hide)
2262 do_hidden_move (op); 2229 do_hidden_move (op);
2295 * Returns true if there are more actions we can do. 2262 * Returns true if there are more actions we can do.
2296 */ 2263 */
2297int 2264int
2298handle_newcs_player (object *op) 2265handle_newcs_player (object *op)
2299{ 2266{
2300 if (op->contr->hidden)
2301 {
2302 op->invisible = 1000;
2303 /* the socket code flashes the player visible/invisible
2304 * depending on the value of invisible, so we need to
2305 * alternate it here for it to work correctly.
2306 */
2307 if (pticks & 2)
2308 op->invisible--;
2309 }
2310 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2311 {
2312 op->invisible--;
2313 if (!op->invisible)
2314 {
2315 make_visible (op);
2316 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2317 }
2318 }
2319
2320 if (QUERY_FLAG (op, FLAG_SCARED)) 2267 if (QUERY_FLAG (op, FLAG_SCARED))
2321 { 2268 {
2322 flee_player (op); 2269 flee_player (op);
2270
2323 /* 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 */
2324 if (QUERY_FLAG (op, FLAG_SCARED)) 2272 if (op->flag [FLAG_SCARED])
2325 { 2273 {
2326 op->speed_left--; 2274 --op->speed_left;
2327 return 0; 2275 return 0;
2328 } 2276 }
2329 } 2277 }
2330
2331 /* I've been seeing crashes where the golem has been destroyed, but
2332 * the player object still points to the defunct golem. The code that
2333 * destroys the golem looks correct, and it doesn't always happen, so
2334 * put this in a a workaround to clean up the golem pointer.
2335 */
2336 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2337 op->contr->ranges[range_golem] = 0;
2338 2278
2339 /* 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
2340 * the players time has been increased when doericserver has been 2280 * the players time has been increased when doericserver has been
2341 * called, so we recheck it here. 2281 * called, so we recheck it here.
2342 */ 2282 */
2343 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2283 if (op->contr->ns->handle_command ())
2344 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2345 ;
2346
2347 if (op->speed_left < 0)
2348 return 0; 2284 return 1;
2349 2285
2286 if (op->speed_left > 0.f)
2287 {
2350 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2288 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2351 { 2289 {
2352 /* All move commands take 1 tick, at least for now */ 2290 /* All move commands take 1 tick, at least for now */
2353 op->speed_left--; 2291 --op->speed_left;
2354 2292
2355 /* Instead of all the stuff below, let move_player take care 2293 /* Instead of all the stuff below, let move_player take care
2356 * 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
2357 * there, as well as the confusion stuff. 2295 * there, as well as the confusion stuff.
2358 */ 2296 */
2359 move_player (op, op->direction); 2297 move_player (op, op->direction);
2360 if (op->speed_left > 0) 2298
2361 return 1; 2299 return op->speed_left > 0.f;
2362 else 2300 }
2363 return 0;
2364 } 2301 }
2365 2302
2366 return 0; 2303 return 0;
2367} 2304}
2368 2305
2406 * from. 2343 * from.
2407 */ 2344 */
2408void 2345void
2409remove_unpaid_objects (object *op, object *env) 2346remove_unpaid_objects (object *op, object *env)
2410{ 2347{
2411 object *next;
2412
2413 while (op) 2348 while (op)
2414 { 2349 {
2415 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' */
2416 * we remove object 'op' 2351
2417 */
2418 if (QUERY_FLAG (op, FLAG_UNPAID)) 2352 if (QUERY_FLAG (op, FLAG_UNPAID))
2419 { 2353 {
2420 op->remove ();
2421 op->x = env->x;
2422 op->y = env->y;
2423 if (env->type == PLAYER) 2354 if (env->type == PLAYER)
2424 esrv_del_item (env->contr, op->count); 2355 esrv_del_item (env->contr, op->count);
2425 insert_ob_in_map (op, env->map, NULL, 0); 2356
2357 op->insert_at (env);
2426 } 2358 }
2427 else if (op->inv) 2359 else if (op->inv)
2428 remove_unpaid_objects (op->inv, env); 2360 remove_unpaid_objects (op->inv, env);
2429 2361
2430 op = next; 2362 op = next;
2486 int rate_grace = 2000; 2418 int rate_grace = 2000;
2487 const int max_hp = 1; 2419 const int max_hp = 1;
2488 const int max_sp = 1; 2420 const int max_sp = 1;
2489 const int max_grace = 1; 2421 const int max_grace = 1;
2490 2422
2491 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--;
2492 { 2432 }
2493 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2433 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2494 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2434 {
2495 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 }
2496 } 2440 }
2497 2441
2498 if (op->contr->ns->state == ST_PLAYING) 2442 if (op->contr->ns->state == ST_PLAYING)
2499 { 2443 {
2500 /* these next three if clauses make it possible to SLOW DOWN 2444 /* these next three if clauses make it possible to SLOW DOWN
2522 gen_grace = op->stats.maxgrace; 2466 gen_grace = op->stats.maxgrace;
2523 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2467 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2524 } 2468 }
2525 2469
2526 /* Regenerate Spell Points */ 2470 /* Regenerate Spell Points */
2527 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2471 if (!op->contr->golem && --op->last_sp < 0)
2528 { 2472 {
2529 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);
2530 if (op->stats.sp < op->stats.maxsp) 2474 if (op->stats.sp < op->stats.maxsp)
2531 { 2475 {
2532 op->stats.sp++; 2476 op->stats.sp++;
2723 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!");
2724 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...");
2725 2669
2726 /* restore player */ 2670 /* restore player */
2727 at = archetype::find ("poisoning"); 2671 at = archetype::find ("poisoning");
2728 tmp = present_arch_in_ob (at, op); 2672 if (object *tmp = present_arch_in_ob (at, op))
2729 if (tmp)
2730 { 2673 {
2731 tmp->destroy (); 2674 tmp->destroy ();
2732 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2675 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2733 } 2676 }
2734 2677
2735 at = archetype::find ("confusion"); 2678 at = archetype::find ("confusion");
2736 tmp = present_arch_in_ob (at, op); 2679 if (object *tmp = present_arch_in_ob (at, op))
2737 if (tmp)
2738 { 2680 {
2739 tmp->destroy (); 2681 tmp->destroy ();
2740 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2682 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2741 } 2683 }
2742 2684
2744 op->stats.hp = op->stats.maxhp; 2686 op->stats.hp = op->stats.maxhp;
2745 if (op->stats.food <= 0) 2687 if (op->stats.food <= 0)
2746 op->stats.food = 999; 2688 op->stats.food = 999;
2747 2689
2748 /* create a bodypart-trophy to make the winner happy */ 2690 /* create a bodypart-trophy to make the winner happy */
2749 tmp = arch_to_object (archetype::find ("finger")); 2691 if (object *tmp = arch_to_object (archetype::find ("finger")))
2750 if (tmp != NULL)
2751 { 2692 {
2752 sprintf (buf, "%s's finger", &op->name); 2693 sprintf (buf, "%s's finger", &op->name);
2753 tmp->name = buf; 2694 tmp->name = buf;
2754 sprintf (buf, " This finger has been cut off %s\n" 2695 sprintf (buf, " This finger has been cut off %s\n"
2755 " 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",
2756 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2697 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2757 tmp->msg = buf; 2698 tmp->msg = buf;
2758 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2699 tmp->value = 0, tmp->type = 0;
2759 tmp->materialname = NULL; 2700 tmp->materialname = "organics";
2760 tmp->x = op->x, tmp->y = op->y; 2701 tmp->insert_at (op, tmp);
2761 insert_ob_in_map (tmp, op->map, op, 0);
2762 } 2702 }
2763 2703
2764 /* teleport defeated player to new destination */ 2704 /* teleport defeated player to new destination */
2765 transfer_ob (op, x, y, 0, NULL); 2705 transfer_ob (op, x, y, 0, NULL);
2766 op->contr->braced = 0; 2706 op->contr->braced = 0;
2771 2711
2772 command_kill_pets (op, 0); 2712 command_kill_pets (op, 0);
2773 2713
2774 if (op->stats.food < 0) 2714 if (op->stats.food < 0)
2775 { 2715 {
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); 2716 sprintf (buf, "%s starved to death.", &op->name);
2784 strcpy (op->contr->killer, "starvation"); 2717 strcpy (op->contr->killer, "starvation");
2785 } 2718 }
2786 else 2719 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); 2720 sprintf (buf, "%s died.", &op->name);
2796 } 2721
2797 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2722 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2798 2723
2799 /* save the map location for corpse, gravestone */ 2724 /* save the map location for corpse, gravestone */
2800 x = op->x; 2725 x = op->x;
2801 y = op->y; 2726 y = op->y;
2802 map = op->map; 2727 map = op->map;
2803
2804 2728
2805 /* NOT_PERMADEATH code. This basically brings the character back to 2729 /* NOT_PERMADEATH code. This basically brings the character back to
2806 * 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.
2807 * 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.
2808 */ 2732 */
2825 num_stats_lose = 1; 2749 num_stats_lose = 1;
2826 else 2750 else
2827 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2751 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2828 } 2752 }
2829 else 2753 else
2830 {
2831 num_stats_lose = 1; 2754 num_stats_lose = 1;
2832 } 2755
2833 lost_a_stat = 0; 2756 lost_a_stat = 0;
2834 2757
2835 for (z = 0; z < num_stats_lose; z++) 2758 for (z = 0; z < num_stats_lose; z++)
2836 { 2759 {
2837 i = RANDOM () % NUM_STATS; 2760 i = RANDOM () % NUM_STATS;
2978 op->stats.hp = op->stats.maxhp; 2901 op->stats.hp = op->stats.maxhp;
2979 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2902 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2980 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2903 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2981 2904
2982 /* 2905 /*
2983 * Check to see if the player is in a shop. IF so, then check to see if
2984 * the player has any unpaid items. If so, remove them and put them back 2906 * Check to see if the player has any unpaid items. If so, remove them
2985 * in the map. 2907 * and put them back in the map.
2986 */ 2908 */
2987
2988 if (is_in_shop (op))
2989 remove_unpaid_objects (op->inv, op); 2909 remove_unpaid_objects (op->inv, op);
2990 2910
2991 /****************************************/ 2911 /****************************************/
2992 /* */ 2912 /* */
2993 /* Move player to his current respawn- */ 2913 /* Move player to his current respawn- */
2994 /* position (usually last savebed) */ 2914 /* position (usually last savebed) */
2995 /* */ 2915 /* */
2996 /****************************************/ 2916 /****************************************/
2997 2917
2998 enter_player_savebed (op); 2918 enter_player_savebed (op);
2999 2919
3000 /* Save the player before inserting the force to reduce
3001 * chance of abuse.
3002 */
3003 op->contr->braced = 0; 2920 op->contr->braced = 0;
3004 op->contr->save ();
3005 2921
3006 /* it is possible that the player has blown something up 2922 /* it is possible that the player has blown something up
3007 * at his savebed location, and that can have long lasting 2923 * at his savebed location, and that can have long lasting
3008 * spell effects. So first see if there is a spell effect 2924 * spell effects. So first see if there is a spell effect
3009 * on the space that might harm the player. 2925 * on the space that might harm the player.
3018 object *force; 2934 object *force;
3019 int at; 2935 int at;
3020 2936
3021 force = get_archetype (FORCE_NAME); 2937 force = get_archetype (FORCE_NAME);
3022 /* 50 ticks should be enough time for the spell to abate */ 2938 /* 50 ticks should be enough time for the spell to abate */
3023 force->speed = 0.1; 2939 force->speed = 0.1f;
3024 force->speed_left = -5.0; 2940 force->speed_left = -5.f;
3025 SET_FLAG (force, FLAG_APPLIED); 2941 SET_FLAG (force, FLAG_APPLIED);
3026 for (at = 0; at < NROFATTACKS; at++) 2942 for (at = 0; at < NROFATTACKS; at++)
3027 if (will_kill_again & (1 << at)) 2943 if (will_kill_again & (1 << at))
3028 force->resist[at] = 100; 2944 force->resist[at] = 100;
3029 2945
3038void 2954void
3039loot_object (object *op) 2955loot_object (object *op)
3040{ /* Grab and destroy some treasure */ 2956{ /* Grab and destroy some treasure */
3041 object *tmp, *tmp2, *next; 2957 object *tmp, *tmp2, *next;
3042 2958
3043 if (op->container) 2959 op->close_container (); /* close open sack first */
3044 esrv_apply_container (op, op->container); /* close open sack first */
3045 2960
3046 for (tmp = op->inv; tmp; tmp = next) 2961 for (tmp = op->inv; tmp; tmp = next)
3047 { 2962 {
3048 next = tmp->below; 2963 next = tmp->below;
3049 2964
3050 if (tmp->invisible) 2965 if (tmp->invisible)
3051 continue; 2966 continue;
3052 2967
3053 tmp->remove (); 2968 tmp->remove ();
3054 tmp->x = op->x, tmp->y = op->y; 2969 tmp->x = op->x, tmp->y = op->y;
2970
3055 if (tmp->type == CONTAINER) 2971 if (tmp->type == CONTAINER)
3056 { /* empty container to ground */ 2972 loot_object (tmp); /* empty container to ground */
3057 loot_object (tmp); 2973
3058 }
3059 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))))
3060 { 2975 {
3061 if (tmp->nrof > 1) 2976 if (tmp->nrof > 1)
3062 { 2977 {
3063 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2978 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3064 tmp2->destroy (); 2979 tmp2->destroy ();
3075/* 2990/*
3076 * fix_weight(): Check recursively the weight of all players, and fix 2991 * fix_weight(): Check recursively the weight of all players, and fix
3077 * 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
3078 * was changed. 2993 * was changed.
3079 */ 2994 */
3080
3081void 2995void
3082fix_weight (void) 2996fix_weight (void)
3083{ 2997{
3084 for_all_players (pl) 2998 for_all_players (pl)
3085 { 2999 {
3145 if (op->type == PLAYER) 3059 if (op->type == PLAYER)
3146 { 3060 {
3147 op->contr->tmp_invis = 0; 3061 op->contr->tmp_invis = 0;
3148 op->contr->invis_race = 0; 3062 op->contr->invis_race = 0;
3149 } 3063 }
3064
3150 update_object (op, UP_OBJ_FACE); 3065 update_object (op, UP_OBJ_CHANGE);
3151} 3066}
3152 3067
3153int 3068int
3154is_true_undead (object *op) 3069is_true_undead (object *op)
3155{ 3070{
3156 object *tmp = NULL;
3157
3158 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3071 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3159 return 1; 3072 return 1;
3160 3073
3161 return 0; 3074 return 0;
3162} 3075}
3221 3134
3222 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3135 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3223 3136
3224 /* 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! */
3225 if (op->type == PLAYER && op->contr->run_on) 3138 if (op->type == PLAYER && op->contr->run_on)
3226 {
3227 if (!skop || num >= skop->level) 3139 if (!skop || num >= skop->level)
3228 { 3140 {
3229 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!");
3230 make_visible (op); 3142 make_visible (op);
3231 return; 3143 return;
3232 } 3144 }
3233 else 3145 else
3234 num += 20; 3146 num += 20;
3235 } 3147
3236 num += op->map->difficulty; 3148 num += op->map->difficulty;
3237 hide = hideability (op); /* modify by terrain hidden level */ 3149 hide = hideability (op); /* modify by terrain hidden level */
3238 num -= hide; 3150 num -= hide;
3151
3239 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3152 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3240 { 3153 {
3241 make_visible (op); 3154 make_visible (op);
3242 if (op->type == PLAYER) 3155 if (op->type == PLAYER)
3243 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!");
3244 } 3157 }
3245 else if (op->type == PLAYER && skop) 3158 else if (op->type == PLAYER && skop)
3246 {
3247 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);
3248 }
3249} 3160}
3250 3161
3251/* determine if who is standing near a hostile creature. */ 3162/* determine if who is standing near a hostile creature. */
3252 3163
3253int 3164int
3320 if (pl->type != PLAYER) 3231 if (pl->type != PLAYER)
3321 { 3232 {
3322 LOG (llevError, "player_can_view() called for non-player object\n"); 3233 LOG (llevError, "player_can_view() called for non-player object\n");
3323 return -1; 3234 return -1;
3324 } 3235 }
3236
3325 if (!pl || !op) 3237 if (!pl || !op)
3326 return 0; 3238 return 0;
3327 3239
3328 if (op->head)
3329 {
3330 op = op->head; 3240 op = op->head_ ();
3331 } 3241
3332 get_rangevector (pl, op, &rv, 0x1); 3242 get_rangevector (pl, op, &rv, 0x1);
3333 3243
3334 /* starting with the 'head' part, lets loop 3244 /* starting with the 'head' part, lets loop
3335 * through the object and find if it has any 3245 * through the object and find if it has any
3336 * part that is in the los array but isnt on 3246 * part that is in the los array but isnt on
3453 char buf[MAX_BUF]; /* tmp. string buffer */ 3363 char buf[MAX_BUF]; /* tmp. string buffer */
3454 int i = 0, j = 0; 3364 int i = 0, j = 0;
3455 3365
3456 /* get the appropriate treasurelist */ 3366 /* get the appropriate treasurelist */
3457 if (atnr == ATNR_FIRE) 3367 if (atnr == ATNR_FIRE)
3458 trlist = find_treasurelist ("dragon_ability_fire"); 3368 trlist = treasurelist::find ("dragon_ability_fire");
3459 else if (atnr == ATNR_COLD) 3369 else if (atnr == ATNR_COLD)
3460 trlist = find_treasurelist ("dragon_ability_cold"); 3370 trlist = treasurelist::find ("dragon_ability_cold");
3461 else if (atnr == ATNR_ELECTRICITY) 3371 else if (atnr == ATNR_ELECTRICITY)
3462 trlist = find_treasurelist ("dragon_ability_elec"); 3372 trlist = treasurelist::find ("dragon_ability_elec");
3463 else if (atnr == ATNR_POISON) 3373 else if (atnr == ATNR_POISON)
3464 trlist = find_treasurelist ("dragon_ability_poison"); 3374 trlist = treasurelist::find ("dragon_ability_poison");
3465 3375
3466 if (trlist == NULL || who->type != PLAYER) 3376 if (trlist == NULL || who->type != PLAYER)
3467 return; 3377 return;
3468 3378
3469 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++);
3470 3380
3471 if (tr == NULL || tr->item == NULL) 3381 if (!tr || !tr->item)
3472 { 3382 {
3473 /* 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]); */
3474 return; 3384 return;
3475 } 3385 }
3476 3386
3601 * not readied. 3511 * not readied.
3602 */ 3512 */
3603void 3513void
3604player_unready_range_ob (player *pl, object *ob) 3514player_unready_range_ob (player *pl, object *ob)
3605{ 3515{
3606 rangetype i; 3516 if (pl->ob->current_weapon == ob)
3517 pl->ob->current_weapon = 0;
3607 3518
3608 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3519 if (pl->combat_ob == ob)
3609 { 3520 pl->combat_ob = 0;
3521
3610 if (pl->ranges[i] == ob) 3522 if (pl->ranged_ob == ob)
3611 { 3523 pl->ranged_ob = 0;
3612 pl->ranges[i] = NULL;
3613 if (pl->shoottype == i)
3614 {
3615 pl->shoottype = range_none;
3616 }
3617 }
3618 }
3619} 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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