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Comparing deliantra/server/server/player.C (file contents):
Revision 1.54 by root, Fri Dec 22 16:34:00 2006 UTC vs.
Revision 1.139 by root, Fri May 18 01:01:02 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 player *pl;
40
41 for (pl = first_player; pl; pl = pl->next)
42 if (pl->ob && !strcmp (query_name (pl->ob), plname))
43 return pl;
44
45 return 0;
46}
47 37
48void 38void
49display_motd (const object *op) 39display_motd (const object *op)
50{ 40{
51 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
125 115
126 news[0] = '\0'; 116 news[0] = '\0';
127 subject[0] = '\0'; 117 subject[0] = '\0';
128 size = 0; 118 size = 0;
129 119
130 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
131 { 121 {
132 if (*buf == '#') 122 if (*buf == '#')
133 continue; 123 continue;
134 124
135 if (*buf == '%') 125 if (*buf == '%')
136 { /* send one news */ 126 { /* send one news */
137 if (size > 0) 127 if (size > 0)
138 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
139 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
140 strip_endline (subject); 131 strip_endline (subject);
141 size = 0; 132 size = 0;
142 news[0] = '\0'; 133 news[0] = '\0';
143 } 134 }
152 size += strlen (buf); 143 size += strlen (buf);
153 } 144 }
154 } 145 }
155 146
156 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
157 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);
158 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
159} 156}
160 157
161/* This loads the first map an puts the player on it. */ 158/* This loads the first map an puts the player on it. */
162static void 159static void
163set_first_map (object *op) 160set_first_map (object *op)
164{ 161{
165 strcpy (op->contr->maplevel, first_map_path); 162 op->contr->maplevel = first_map_path;
166 op->x = -1; 163 op->x = -1;
167 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;
168 enter_exit (op, 0); 175 ob->enter_exit (tmp);
169}
170 176
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);
215}
216
217// connect the player with a specific client
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);
184 233
234 ns->reset_stats ();
235
236 /* make sure he's a player -- needed because of class change. */
185 ob->type = PLAYER; // we are paranoid 237 ob->type = PLAYER; // we are paranoid
186 ob->race = ob->arch->clone.race; 238 ob->race = ob->arch->clone.race;
187 239
188 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
189 ob->update_stats ();
190 update_ob_speed (ob);
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 if (!legal_range (ob, shoottype)) 243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
196 shoottype = range_none;
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); 266
267 esrv_new_player (this, ob->weight + ob->carrying);
268
269 ob->flag [FLAG_READY_WEAPON] = false;
270 ob->flag [FLAG_READY_SKILL] = false;
271 ob->flag [FLAG_READY_BOW] = false;
272
273 for (object *op = ob->inv; op; op = op->below)
274 if (op->flag [FLAG_APPLIED])
275 switch (op->type)
276 {
277 case WAND:
278 case ROD:
279 case HORN:
280 case BOW:
281 case SKILL_TOOL:
282 case WEAPON:
283 op->flag [FLAG_APPLIED] = false;
284 apply_special (ob, op, AP_APPLY);
285 break;
286
287 case SKILL:
288 op->flag [FLAG_APPLIED] = false;
289 break;
290 }
291
292 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
293 ob->update_stats ();
235 294
236 ns->floorbox_update (); 295 ns->floorbox_update ();
237
238 esrv_new_player (this, ob->weight + ob->carrying);
239 esrv_send_inventory (ob, ob); 296 esrv_send_inventory (ob, ob);
240 esrv_add_spells (this, 0); 297 esrv_add_spells (this, 0);
241 298
242 enter_exit (ob, 0); 299 activate ();
243 300
244// send_rules (ob);//TODO 301 send_rules (ob);
245// send_news (ob);//TODO 302 send_news (ob);
246// display_motd (ob);//TODO 303 display_motd (ob);
304
305 INVOKE_PLAYER (CONNECT, this);
247 INVOKE_PLAYER (LOGIN, this); 306 INVOKE_PLAYER (LOGIN, this);
307}
308
309void
310player::disconnect ()
311{
312 if (ns)
313 {
314 if (active)
315 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
316
317 INVOKE_PLAYER (DISCONNECT, this);
318
319 ns->reset_stats ();
320 ns->pl = 0;
321 ns = 0;
322 }
323
324 if (ob)
325 ob->close_container (); //TODO: client-specific
326
327 deactivate ();
248} 328}
249 329
250// the need for this function can be explained 330// the need for this function can be explained
251// by load_object not returning the object 331// by load_object not returning the object
252void 332void
253player::set_object (object *op) 333player::set_object (object *op)
254{ 334{
255 ob = op; 335 ob = op;
256 ob->contr = this; /* this aren't yet in archetype */ 336 ob->contr = this; /* this aren't yet in archetype */
257 337
258 ob->speed_left = 0.5; 338 ob->speed_left = 0.5f;
259 ob->speed = 1.0; 339 ob->speed = 1.0f;
260 ob->direction = 5; /* So player faces south */ 340 ob->direction = 5; /* So player faces south */
261 ob->stats.wc = 2;
262 ob->run_away = 25; /* Then we panick... */
263
264 set_first_map (ob);
265
266 ob->roll_stats ();
267} 341}
268 342
269player::player () 343player::player ()
270{ 344{
271 /* There are some elements we want initialized to non zero value - 345 /* There are some elements we want initialised to non zero value -
272 * we deal with that below this point. 346 * we deal with that below this point.
273 */ 347 */
274 outputs_sync = 16; /* Every 2 seconds */ 348 outputs_sync = 4;
275 outputs_count = 8; /* Keeps present behaviour */ 349 outputs_count = 4;
276 unapply = unapply_nochoice; 350 unapply = unapply_nochoice;
277 351
278 assign (savebed_map, first_map_path); /* Init. respawn position */ 352 savebed_map = first_map_path; /* Init. respawn position */
279 353
280 gen_sp_armour = 10; 354 gen_sp_armour = 10;
281 last_speed = -1;
282 shoottype = range_none;
283 bowtype = bow_normal; 355 bowtype = bow_normal;
284 petmode = pet_normal; 356 petmode = pet_normal;
285 listening = 10; 357 listening = 10;
286 usekeys = containers; 358 usekeys = containers;
287 last_weapon_sp = -1;
288 peaceful = 1; /* default peaceful */ 359 peaceful = 1; /* default peaceful */
289 do_los = 1; 360 do_los = 1;
361}
290 362
291 /* we need to clear these to -1 and not zero - otherwise, 363void
292 * if a player quits and starts a new character, we wont 364player::do_destroy ()
293 * send new values to the client, as things like exp start 365{
294 * at zero. 366 disconnect ();
295 */
296 for (int i = 0; i < NUM_SKILLS; i++)
297 last_skill_exp[i] = -1;
298 367
299 for (int i = 0; i < NROFATTACKS; i++) 368 attachable::do_destroy ();
300 last_resist[i] = -1;
301 369
302 last_stats.exp = -1; 370 if (ob)
303 last_weight = (uint32) - 1; 371 {
372 ob->destroy_inv (false);
373 ob->destroy ();
374 }
304} 375}
305 376
306player::~player () 377player::~player ()
307{ 378{
308 terminate_all_pets (ob);
309
310 if (first_player != this)
311 {
312 player *prev = first_player;
313
314 while (prev && prev->next && prev->next != this)
315 prev = prev->next;
316
317 if (prev->next != this)
318 {
319 LOG (llevError, "Free_player: Can't find previous player.\n");
320 abort ();
321 }
322
323 prev->next = next;
324 }
325 else
326 first_player = next;
327
328 if (ob)
329 {
330 ob->contr = 0;
331 ob->destroy (1);
332 }
333
334 if (ns)
335 {
336 ns->send_packet ("goodbye");
337 ns->flush ();
338 ns->pl = 0;
339 ns->destroy ();
340 }
341
342 /* Clear item stack */ 379 /* Clear item stack */
343 free (stack_items); 380 free (stack_items);
344} 381}
345 382
346/* Tries to add player on the connection passed in ns. 383/* Tries to add player on the connection passed in ns.
351player::create () 388player::create ()
352{ 389{
353 player *pl = new player; 390 player *pl = new player;
354 391
355 pl->set_object (arch_to_object (get_player_archetype (0))); 392 pl->set_object (arch_to_object (get_player_archetype (0)));
393
394 pl->ob->roll_stats ();
395 pl->ob->stats.wc = 2;
396 pl->ob->run_away = 25; /* Then we panick... */
397
398 set_first_map (pl->ob);
356 399
357 return pl; 400 return pl;
358} 401}
359 402
360/* 403/*
387 430
388object * 431object *
389get_nearest_player (object *mon) 432get_nearest_player (object *mon)
390{ 433{
391 object *op = NULL; 434 object *op = NULL;
392 player *pl = NULL;
393 objectlink *ol; 435 objectlink *ol;
394 unsigned lastdist; 436 unsigned lastdist;
395 rv_vector rv; 437 rv_vector rv;
396 438
397 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
398 { 440 {
399 /* We should not find free objects on this friendly list, but it 441 /* We should not find free objects on this friendly list, but it
400 * does periodically happen. Given that, lets deal with it. 442 * does periodically happen. Given that, lets deal with it.
401 * While unlikely, it is possible the next object on the friendly 443 * While unlikely, it is possible the next object on the friendly
402 * list is also free, so encapsulate this in a while loop. 444 * list is also free, so encapsulate this in a while loop.
406 object *tmp = ol->ob; 448 object *tmp = ol->ob;
407 449
408 /* Can't do much more other than log the fact, because the object 450 /* Can't do much more other than log the fact, because the object
409 * itself will have been cleared. 451 * itself will have been cleared.
410 */ 452 */
411 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 453 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
454 tmp->debug_desc ());
412 ol = ol->next; 455 ol = ol->next;
413 remove_friendly_object (tmp); 456 remove_friendly_object (tmp);
414 if (!ol) 457 if (!ol)
415 return op; 458 return op;
416 } 459 }
429 { 472 {
430 op = ol->ob; 473 op = ol->ob;
431 lastdist = rv.distance; 474 lastdist = rv.distance;
432 } 475 }
433 } 476 }
434 for (pl = first_player; pl != NULL; pl = pl->next) 477
435 { 478 for_all_players (pl)
436 if (can_detect_enemy (mon, pl->ob, &rv)) 479 if (can_detect_enemy (mon, pl->ob, &rv))
437 {
438
439 if (lastdist > rv.distance) 480 if (lastdist > rv.distance)
440 { 481 {
441 op = pl->ob; 482 op = pl->ob;
442 lastdist = rv.distance; 483 lastdist = rv.distance;
443 } 484 }
444 } 485
445 }
446#if 0 486#if 0
447 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 487 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
448#endif 488#endif
449 return op; 489 return op;
450} 490}
508 x = mon->x; 548 x = mon->x;
509 y = mon->y; 549 y = mon->y;
510 m = mon->map; 550 m = mon->map;
511 dir = rv.direction; 551 dir = rv.direction;
512 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 552 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
513 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 553 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
554
514 /* If we can't solve it within the search distance, return now. */ 555 /* If we can't solve it within the search distance, return now. */
515 if (diff > max) 556 if (diff > max)
516 return 0; 557 return 0;
558
517 while (diff > 1 && max > 0) 559 while (diff > 1 && max > 0)
518 { 560 {
519 lastx = x; 561 lastx = x;
520 lasty = y; 562 lasty = y;
521 lastmap = m; 563 lastmap = m;
603 max--; 645 max--;
604 lastdir = dir; 646 lastdir = dir;
605 if (!firstdir) 647 if (!firstdir)
606 firstdir = dir; 648 firstdir = dir;
607 } 649 }
650
608 if (diff <= 1) 651 if (diff <= 1)
609 { 652 {
610 /* Recalculate diff (distance) because we may not have actually 653 /* Recalculate diff (distance) because we may not have actually
611 * headed toward player for entire distance. 654 * headed toward player for entire distance.
612 */ 655 */
613 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 656 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
614 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 657 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
615 } 658 }
659
616 if (diff > max) 660 if (diff > max)
617 return 0; 661 return 0;
618 } 662 }
663
619 /* If we reached the max, didn't find a direction in time */ 664 /* If we reached the max, didn't find a direction in time */
620 if (!max) 665 if (!max)
621 return 0; 666 return 0;
622 667
623 return firstdir; 668 return firstdir;
737roll_stat (void) 782roll_stat (void)
738{ 783{
739 int a[4], i, j, k; 784 int a[4], i, j, k;
740 785
741 for (i = 0; i < 4; i++) 786 for (i = 0; i < 4; i++)
742 a[i] = (int) RANDOM () % 6 + 1; 787 a[i] = (int) rndm (6) + 1;
743 788
744 for (i = 0, j = 0, k = 7; i < 4; i++) 789 for (i = 0, j = 0, k = 7; i < 4; i++)
745 if (a[i] < k) 790 if (a[i] < k)
746 k = a[i], j = i; 791 k = a[i], j = i;
747 792
753} 798}
754 799
755void 800void
756object::roll_stats () 801object::roll_stats ()
757{ 802{
758 int statsort [7]; 803 int statsort [NUM_STATS];
759 804
760 for (;;) 805 for (;;)
761 { 806 {
762 int sum = 0; 807 int sum = 0;
763 for (int i = 7; i--; ) 808 for (int i = NUM_STATS; i--; )
764 sum += statsort [i] = roll_stat (); 809 sum += statsort [i] = roll_stat ();
765 810
766 if (sum >= 82 && sum <= 116) 811 if (sum >= 82 && sum <= 116)
767 break; 812 break;
768 } 813 }
769 814
770 // Sort the stats so that rerolling is easier... 815 // Sort the stats so that rerolling is easier...
771 std::sort (statsort, statsort + 7, std::greater<int>()); 816 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
772 817
818 for (int i = 0; i < NUM_STATS; ++i)
773 stats.Str = statsort[0]; 819 stats.stat (i) = statsort [i];
774 stats.Dex = statsort[1];
775 stats.Con = statsort[2];
776 stats.Int = statsort[3];
777 stats.Wis = statsort[4];
778 stats.Pow = statsort[5];
779 stats.Cha = statsort[6];
780 820
781 stats.exp = 0; 821 stats.exp = 0;
782 stats.ac = 0; 822 stats.ac = 0;
783 823
784 stats.hp = stats.maxhp; 824 stats.hp = stats.maxhp;
796} 836}
797 837
798void 838void
799object::swap_stats (int a, int b) 839object::swap_stats (int a, int b)
800{ 840{
801 int tmp = get_attr_value (&contr->orig_stats, a); 841 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
802 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
803 set_attr_value (&contr->orig_stats, b, tmp);
804 842
843 for (int i = 0; i < NUM_STATS; ++i)
805 stats.Str = contr->orig_stats.Str; 844 stats.stat (i) = contr->orig_stats.stat (i);
806 stats.Dex = contr->orig_stats.Dex;
807 stats.Con = contr->orig_stats.Con;
808 stats.Int = contr->orig_stats.Int;
809 stats.Wis = contr->orig_stats.Wis;
810 stats.Pow = contr->orig_stats.Pow;
811 stats.Cha = contr->orig_stats.Cha;
812 845
813 //TODO: the following code looks so borked and should, at the very least, 846 //TODO: the following code looks so borked and should, at the very least,
814 // be merged with the similar code in roll_stats 847 // be merged with the similar code in roll_stats
815 stats.ac = 0; 848 stats.ac = 0;
816 849
828 contr->levsp[1] = 6; 861 contr->levsp[1] = 6;
829 contr->levgrace[1] = 3; 862 contr->levgrace[1] = 3;
830 863
831 contr->orig_stats = stats; 864 contr->orig_stats = stats;
832 } 865 }
866}
867
868static void
869start_info (object *op)
870{
871 char buf[MAX_BUF];
872
873 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
874 new_draw_info (NDI_UNIQUE, 0, op, buf);
875 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
876 //new_draw_info (NDI_UNIQUE, 0, op, " ");
833} 877}
834 878
835/* This function takes the key that is passed, and does the 879/* This function takes the key that is passed, and does the
836 * appropriate action with it (change race, or other things). 880 * appropriate action with it (change race, or other things).
837 * The function name is for historical reasons - now we have 881 * The function name is for historical reasons - now we have
838 * separate race and class; this actually changes the RACE, 882 * separate race and class; this actually changes the RACE,
839 * not the class. 883 * not the class.
840 */ 884 */
841int 885void
842key_change_class (object *op, char key) 886player::chargen_race_done ()
843{ 887{
844 int tmp_loop;
845
846 if (key == 'd' || key == 'D')
847 {
848 char buf[MAX_BUF];
849
850 /* this must before then initial items are given */ 888 /* this must before then initial items are given */
851 esrv_new_player (op->contr, op->weight + op->carrying); 889 esrv_new_player (ob->contr, ob->weight + ob->carrying);
852 890
853 treasurelist *tl = find_treasurelist ("starting_wealth"); 891 treasurelist *tl = treasurelist::find ("starting_wealth");
854 if (tl) 892 if (tl)
855 create_treasure (tl, op, 0, 0, 0); 893 create_treasure (tl, ob, 0, 0, 0);
856 894
857 INVOKE_PLAYER (BIRTH, op->contr); 895 INVOKE_PLAYER (BIRTH, ob->contr);
858 INVOKE_PLAYER (LOGIN, op->contr); 896 INVOKE_PLAYER (LOGIN, ob->contr);
859 897
860 op->contr->ns->state = ST_PLAYING; 898 ob->contr->ns->state = ST_PLAYING;
861 899
862 if (op->msg) 900 if (ob->msg)
863 op->msg = NULL; 901 ob->msg = 0;
864 902
865 /* We create this now because some of the unique maps will need it 903 /* We create this now because some of the unique maps will need it
866 * to save here. 904 * to save here.
867 */ 905 */
906 {
907 char buf[MAX_BUF];
868 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 908 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
869 make_path_to_file (buf); 909 make_path_to_file (buf);
910 }
870 911
871#ifdef AUTOSAVE
872 op->contr->last_save_tick = pticks;
873#endif
874 start_info (op); 912 start_info (ob);
875 CLEAR_FLAG (op, FLAG_WIZ); 913 CLEAR_FLAG (ob, FLAG_WIZ);
876 give_initial_items (op, op->randomitems); 914 give_initial_items (ob, ob->randomitems);
877 link_player_skills (op); 915 link_player_skills (ob);
878 esrv_send_inventory (op, op); 916 esrv_send_inventory (ob, ob);
879 op->update_stats (); 917 ob->update_stats ();
880 918
881 /* This moves the player to a different start map, if there 919 /* This moves the player to a different start map, if there
882 * is one for this race 920 * is one for this race
883 */ 921 */
884 if (*first_map_ext_path) 922 if (*first_map_ext_path)
885 { 923 {
886 object *tmp; 924 object *tmp;
887 char mapname[MAX_BUF]; 925 char mapname[MAX_BUF];
888 926
889 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 927 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
890 tmp = object::create (); 928 tmp = object::create ();
891 EXIT_PATH (tmp) = mapname; 929 EXIT_PATH (tmp) = mapname;
892 EXIT_X (tmp) = op->x; 930 EXIT_X (tmp) = ob->x;
893 EXIT_Y (tmp) = op->y; 931 EXIT_Y (tmp) = ob->y;
894 enter_exit (op, tmp); /* we don't really care if it succeeded; 932 ob->enter_exit (tmp); /* we don't really care if it succeeded;
895 * if the map isn't there, then stay on the 933 * if the map isn't there, then stay on the
896 * default initial map */ 934 * default initial map */
897 tmp->destroy (); 935 tmp->destroy ();
898 } 936 }
899 else 937 else
900 LOG (llevDebug, "first_map_ext_path not set\n"); 938 LOG (llevDebug, "first_map_ext_path not set\n");
939}
901 940
902 return 0; 941void
903 } 942player::chargen_race_next ()
904 943{
905 /* Following actually changes the race - this is the default command 944 /* Following actually changes the race - this is the default command
906 * if we don't match with one of the options above. 945 * if we don't match with one of the options above.
907 */ 946 */
908 947
909 tmp_loop = 0; 948 do
910 while (!tmp_loop)
911 { 949 {
912 shstr name = op->name; 950 shstr name = ob->name;
913 int x = op->x, y = op->y; 951 int x = ob->x, y = ob->y;
914 952
915 op->remove_statbonus (); 953 ob->remove_statbonus ();
916 op->remove (); 954 ob->remove ();
917 op->arch = get_player_archetype (op->arch); 955 ob->arch = get_player_archetype (ob->arch);
918 op->arch->clone.copy_to (op); 956 ob->arch->clone.copy_to (ob);
919 op->instantiate (); 957 ob->instantiate ();
920 op->stats = op->contr->orig_stats; 958 ob->stats = ob->contr->orig_stats;
921 op->name = op->name_pl = name; 959 ob->name = ob->name_pl = name;
922 op->x = x; 960 ob->x = x;
923 op->y = y; 961 ob->y = y;
924 SET_ANIMATION (op, 2); /* So player faces south */ 962 SET_ANIMATION (ob, 2); /* So player faces south */
925 insert_ob_in_map (op, op->map, op, 0); 963 insert_ob_in_map (ob, ob->map, ob, 0);
926 assign (op->contr->title, op->arch->clone.name); 964 assign (ob->contr->title, ob->arch->clone.name);
927 op->add_statbonus (); 965 ob->add_statbonus ();
928 tmp_loop = allowed_class (op);
929 } 966 }
967 while (!allowed_class (ob));
930 968
931 update_object (op, UP_OBJ_FACE); 969 update_object (ob, UP_OBJ_FACE);
932 esrv_update_item (UPD_FACE, op, op); 970 esrv_update_item (UPD_FACE, ob, ob);
933 op->update_stats (); 971 ob->update_stats ();
934 op->stats.hp = op->stats.maxhp; 972 ob->stats.hp = ob->stats.maxhp;
935 op->stats.sp = op->stats.maxsp; 973 ob->stats.sp = ob->stats.maxsp;
936 op->stats.grace = 0; 974 ob->stats.grace = 0;
937
938 if (op->msg)
939 new_draw_info (NDI_BLUE, 0, op, op->msg);
940
941 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
942 return 0;
943}
944
945int
946key_confirm_quit (object *op, char key)
947{
948 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
949 {
950 op->contr->ns->state = ST_PLAYING;
951 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
952 return 1;
953 }
954
955 INVOKE_PLAYER (LOGOUT, op->contr);
956 INVOKE_PLAYER (QUIT, op->contr);
957
958 terminate_all_pets (op);
959 leave_map (op);
960 op->direction = 0;
961 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
962
963 strcpy (op->contr->killer, "quit");
964 check_score (op);
965 op->contr->party = 0;
966 op->contr->own_title[0] = '\0';
967
968 object_ptr ob = op;
969
970 delete ob->contr;
971
972 /* We need to hunt for any per player unique maps in memory and
973 * get rid of them. The trailing slash in the path is intentional,
974 * so that players named 'Ab' won't match against players 'Abe' pathname
975 */
976 char buf[MAX_BUF];
977 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
978
979 for (maptile *next, *mp = first_map; mp; mp = next)
980 {
981 next = mp->next;
982
983 if (!strncmp (mp->path, buf, strlen (buf)))
984 delete_map (mp);
985 }
986
987 delete_character (ob->name, 1);
988
989 return 1;
990} 975}
991 976
992void 977void
993flee_player (object *op) 978flee_player (object *op)
994{ 979{
1041 /* Cornered, get rid of scared */ 1026 /* Cornered, get rid of scared */
1042 CLEAR_FLAG (op, FLAG_SCARED); 1027 CLEAR_FLAG (op, FLAG_SCARED);
1043 op->enemy = NULL; 1028 op->enemy = NULL;
1044} 1029}
1045 1030
1046
1047/* check_pick sees if there is stuff to be picked up/picks up stuff. 1031/* check_pick sees if there is stuff to be picked up/picks up stuff.
1048 * IT returns 1 if the player should keep on moving, 0 if he should 1032 * It returns 1 if the player should keep on moving, 0 if he should
1049 * stop. 1033 * stop.
1050 */ 1034 */
1051int 1035int
1052check_pick (object *op) 1036check_pick (object *op)
1053{ 1037{
1054 object *tmp, *next; 1038 object *tmp, *next;
1055 int stop = 0; 1039 int stop = 0;
1056 int j, k, wvratio; 1040 int wvratio;
1057 char putstring[128], tmpstr[16]; 1041 char putstring[128];
1058 1042
1059 /* if you're flying, you cna't pick up anything */ 1043 /* if you're flying, you cna't pick up anything */
1060 if (op->move_type & MOVE_FLYING) 1044 if (op->move_type & MOVE_FLYING)
1061 return 1; 1045 return 1;
1062 1046
1131 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1115 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1132 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1116 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1133 else 1117 else
1134 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1118 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1135 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1119 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1120
1136 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1121 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1137
1138 sprintf (putstring, "...flags: ");
1139 for (k = 0; k < 4; k++)
1140 {
1141 for (j = 0; j < 32; j++)
1142 {
1143 if ((tmp->flags[k] >> j) & 0x01)
1144 {
1145 sprintf (tmpstr, "%d ", k * 32 + j);
1146 strcat (putstring, tmpstr);
1147 }
1148 }
1149 }
1150 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1151
1152#if 0
1153 /* print the flags too */
1154 for (k = 0; k < 4; k++)
1155 {
1156 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1157 for (j = 0; j < 32; j++)
1158 {
1159 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1160 if (!((j + 1) % 4))
1161 fprintf (stderr, " ");
1162 }
1163 fprintf (stderr, " [%d]\n", k * 32);
1164 }
1165#endif
1166 } 1122 }
1123
1167 /* philosophy: 1124 /* philosophy:
1168 * It's easy to grab an item type from a pile, as long as it's 1125 * It's easy to grab an item type from a pile, as long as it's
1169 * generic. This takes no game-time. For more detailed pickups 1126 * generic. This takes no game-time. For more detailed pickups
1170 * and selections, select-items shoul dbe used. This is a 1127 * and selections, select-items should be used. This is a
1171 * grab-as-you-run type mode that's really useful for arrows for 1128 * grab-as-you-run type mode that's really useful for arrows for
1172 * example. 1129 * example.
1173 * The drawback: right now it has no frontend, so you need to 1130 * The drawback: right now it has no frontend, so you need to
1174 * stick the bits you want into a calculator in hex mode and then 1131 * stick the bits you want into a calculator in hex mode and then
1175 * convert to decimal and then 'pickup <#> 1132 * convert to decimal and then 'pickup <#>
1426 * found object is returned. 1383 * found object is returned.
1427 */ 1384 */
1428object * 1385object *
1429find_arrow (object *op, const char *type) 1386find_arrow (object *op, const char *type)
1430{ 1387{
1431 object *tmp = NULL; 1388 object *tmp = 0;
1432 1389
1433 for (op = op->inv; op; op = op->below) 1390 for (op = op->inv; op; op = op->below)
1434 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1391 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1435 tmp = find_arrow (op, type); 1392 tmp = find_arrow (op, type);
1436 else if (op->type == ARROW && op->race == type) 1393 else if (op->type == ARROW && op->race == type)
1437 return op; 1394 return op;
1395
1438 return tmp; 1396 return tmp;
1439} 1397}
1440 1398
1441/* 1399/*
1442 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1400 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1443 * against the target. A full test is not performed, simply a basic test 1401 * against the target. A full test is not performed, simply a basic test
1444 * of resistances. The archer is making a quick guess at what he sees down 1402 * of resistances. The archer is making a quick guess at what he sees down
1445 * the hall. Failing that it does it's best to pick the highest plus arrow. 1403 * the hall. Failing that it does it's best to pick the highest plus arrow.
1446 */ 1404 */
1447
1448object * 1405object *
1449find_better_arrow (object *op, object *target, const char *type, int *better) 1406find_better_arrow (object *op, object *target, const char *type, int *better)
1450{ 1407{
1451 object *tmp = NULL, *arrow, *ntmp; 1408 object *tmp = NULL, *arrow, *ntmp;
1452 int attacknum, attacktype, betterby = 0, i; 1409 int attacknum, attacktype, betterby = 0, i;
1518 * find_better_arrow to find a decent arrow to use. 1475 * find_better_arrow to find a decent arrow to use.
1519 * op = the shooter 1476 * op = the shooter
1520 * type = bow->race 1477 * type = bow->race
1521 * dir = fire direction 1478 * dir = fire direction
1522 */ 1479 */
1523
1524object * 1480object *
1525pick_arrow_target (object *op, const char *type, int dir) 1481pick_arrow_target (object *op, const char *type, int dir)
1526{ 1482{
1527 object *tmp = NULL; 1483 object *tmp = NULL;
1528 maptile *m; 1484 maptile *m;
1593 */ 1549 */
1594int 1550int
1595fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1551fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596{ 1552{
1597 object *left, *bow; 1553 object *left, *bow;
1598 int bowspeed, mflags; 1554 int mflags;
1599 maptile *m; 1555 maptile *m;
1600 1556
1601 if (!dir) 1557 if (!dir)
1602 { 1558 {
1603 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1559 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1604 return 0; 1560 return 0;
1605 } 1561 }
1606 1562
1607 if (op->type == PLAYER) 1563 if (op->contr)
1608 bow = op->contr->ranges[range_bow]; 1564 bow = op->current_weapon;
1609 else 1565 else
1610 { 1566 {
1611 for (bow = op->inv; bow; bow = bow->below) 1567 for (bow = op->inv; bow; bow = bow->below)
1612 /* Don't check for applied - monsters don't apply bows - in that way, they 1568 /* Don't check for applied - monsters don't apply bows - in that way, they
1613 * don't need to switch back and forth between bows and weapons. 1569 * don't need to switch back and forth between bows and weapons.
1618 if (!bow) 1574 if (!bow)
1619 { 1575 {
1620 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1576 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1621 return 0; 1577 return 0;
1622 } 1578 }
1579
1580 // optimisation: move object to top so we will find it quickly again
1581 if (bow->below)
1582 {
1583 bow->remove ();
1584 op->insert (bow);
1585 }
1586
1623 } 1587 }
1624 1588
1625 if (!bow->race || !bow->skill) 1589 if (!bow->race || !bow->skill)
1626 { 1590 {
1627 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1591 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1628 return 0; 1592 return 0;
1629 } 1593 }
1630
1631 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1632
1633 /* penalize ROF for bestarrow */
1634 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1635 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1636
1637 if (bowspeed < 1)
1638 bowspeed = 1;
1639 1594
1640 if (arrow == NULL) 1595 if (arrow == NULL)
1641 { 1596 {
1642 if ((arrow = find_arrow (op, bow->race)) == NULL) 1597 if ((arrow = find_arrow (op, bow->race)) == NULL)
1643 { 1598 {
1644 if (op->type == PLAYER) 1599 if (op->type == PLAYER)
1645 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1600 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1646 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1601 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1647 else 1602 else
1648 CLEAR_FLAG (op, FLAG_READY_BOW); 1603 CLEAR_FLAG (op, FLAG_READY_BOW);
1604
1649 return 0; 1605 return 0;
1650 } 1606 }
1651 } 1607 }
1652 1608
1653 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1609 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1675 return 0; 1631 return 0;
1676 } 1632 }
1677 1633
1678 arrow->set_owner (op); 1634 arrow->set_owner (op);
1679 arrow->skill = bow->skill; 1635 arrow->skill = bow->skill;
1680
1681 arrow->direction = dir; 1636 arrow->direction = dir;
1682 arrow->x = sx; 1637
1683 arrow->y = sy; 1638 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1639 arrow->stats.hp = arrow->stats.dam;
1640 arrow->stats.grace = arrow->attacktype;
1641
1642 if (arrow->slaying)
1643 arrow->spellarg = strdup (arrow->slaying);
1644
1645 if (player *pl = op->contr)
1646 {
1647 if (!pl->has_hit)
1648 {
1649 pl->has_hit = 1;
1650 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1651 }
1652#if 0
1653 float speed = pl->weapon_sp;
1654
1655 /* penalize ROF for bestarrow */
1656 if (pl->bowtype == bow_bestarrow)
1657 speed *= .9f;
1658 else
1659 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1660
1661 op->speed_left += speed - op->speed;
1662#endif
1663 }
1664
1665 SET_ANIMATION (arrow, arrow->direction);
1666
1667 /* update the speed */
1668 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1669 + bow->stats.dam / 7.0;
1670
1671 arrow->set_speed (max (arrow->speed, 2.0));
1672 arrow->speed_left = 0;
1673
1674 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1684 1675
1685 if (op->type == PLAYER) 1676 if (op->type == PLAYER)
1686 { 1677 {
1687 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1688 op->update_stats ();
1689 }
1690
1691 SET_ANIMATION (arrow, arrow->direction);
1692 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1693 arrow->stats.hp = arrow->stats.dam;
1694 arrow->stats.grace = arrow->attacktype;
1695 if (arrow->slaying != NULL)
1696 arrow->spellarg = strdup (arrow->slaying);
1697
1698 /* Note that this was different for monsters - they got their level
1699 * added to the damage. I think the strength bonus is more proper.
1700 */
1701
1702 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1703
1704 /* update the speed */
1705 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1706 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1707
1708 if (arrow->speed < 1.0)
1709 arrow->speed = 1.0;
1710 update_ob_speed (arrow);
1711 arrow->speed_left = 0;
1712
1713 if (op->type == PLAYER)
1714 {
1715 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1716 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1717 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1718
1719 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1678 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1679 wc -= dex_bonus[op->stats.Dex];
1680
1681 if (!arrow->slaying)
1682 arrow->slaying = op->slaying;
1683
1684 arrow->attacktype |= op->attacktype;
1720 } 1685 }
1721 else 1686 else
1722 { 1687 {
1723 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1724 arrow->level = op->level; 1688 arrow->level = op->level;
1725 } 1689 arrow->stats.wc -= bow->magic;
1726 1690
1727 if (arrow->attacktype == AT_PHYSICAL) 1691 if (!arrow->slaying)
1692 arrow->slaying = bow->slaying;
1693
1728 arrow->attacktype |= bow->attacktype; 1694 arrow->attacktype |= bow->attacktype;
1695 }
1729 1696
1730 if (bow->slaying) 1697 wc -= arrow->level;
1731 arrow->slaying = bow->slaying; 1698 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1732 1699
1733 arrow->map = m; 1700 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1734 arrow->move_type = MOVE_FLY_LOW; 1701 arrow->move_type = MOVE_FLY_LOW;
1735 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1702 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1736 1703
1737 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1704 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1738 insert_ob_in_map (arrow, m, op, 0); 1705 m->insert (arrow, sx, sy, op);
1739 1706
1740 if (!arrow->destroyed ()) 1707 if (!arrow->destroyed ())
1741 move_arrow (arrow); 1708 move_arrow (arrow);
1742 1709
1743 if (op->type == PLAYER) 1710 if (op->type == PLAYER)
1763{ 1730{
1764 int ret = 0, wcmod = 0; 1731 int ret = 0, wcmod = 0;
1765 1732
1766 if (op->contr->bowtype == bow_bestarrow) 1733 if (op->contr->bowtype == bow_bestarrow)
1767 { 1734 {
1768 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1735 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1769 } 1736 }
1770 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1737 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1771 { 1738 {
1772 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1739 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1773 wcmod = -1; 1740 wcmod = -1;
1741
1774 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1742 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1775 } 1743 }
1776 else if (op->contr->bowtype == bow_threewide) 1744 else if (op->contr->bowtype == bow_threewide)
1777 { 1745 {
1778 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1746 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1782 else if (op->contr->bowtype == bow_spreadshot) 1750 else if (op->contr->bowtype == bow_spreadshot)
1783 { 1751 {
1784 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1752 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1785 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1753 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1786 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1754 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1787
1788 } 1755 }
1789 else 1756 else
1790 { 1757 {
1791 /* Simple case */ 1758 /* Simple case */
1792 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1759 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1793 } 1760 }
1761
1794 return ret; 1762 return ret;
1795} 1763}
1796
1797 1764
1798/* Fires a misc (wand/rod/horn) object in 'dir'. 1765/* Fires a misc (wand/rod/horn) object in 'dir'.
1799 * Broken apart from 'fire' to keep it more readable. 1766 * Broken apart from 'fire' to keep it more readable.
1800 */ 1767 */
1801void 1768void
1802fire_misc_object (object *op, int dir) 1769fire_misc_object (object *op, int dir)
1803{ 1770{
1804 object *item; 1771 object *item = op->contr->ranged_ob;
1805 1772
1806 if (!op->contr->ranges[range_misc]) 1773 if (!item)
1807 { 1774 {
1808 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1775 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1809 return; 1776 return;
1810 } 1777 }
1811 1778
1812 item = op->contr->ranges[range_misc];
1813 if (!item->inv) 1779 if (!item->inv)
1814 { 1780 {
1815 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1781 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1816 return; 1782 return;
1817 } 1783 }
1784
1785 if (!op->change_weapon (item))
1786 return;
1787
1818 if (item->type == WAND) 1788 if (item->type == WAND)
1819 { 1789 {
1820 if (item->stats.food <= 0) 1790 if (item->stats.food <= 0)
1821 { 1791 {
1822 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1792 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1823 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1793 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1794
1824 return; 1795 return;
1825 } 1796 }
1826 } 1797 }
1827 else if (item->type == ROD || item->type == HORN) 1798 else if (item->type == ROD || item->type == HORN)
1828 { 1799 {
1829 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1800 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1830 { 1801 {
1831 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1802 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1803
1832 if (item->type == ROD) 1804 if (item->type == ROD)
1833 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1805 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1834 else 1806 else
1835 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1807 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1808
1836 return; 1809 return;
1837 } 1810 }
1838 } 1811 }
1839 1812
1840 if (cast_spell (op, item, dir, item->inv, NULL)) 1813 if (cast_spell (op, item, dir, item->inv, NULL))
1848 1821
1849 if (item->arch) 1822 if (item->arch)
1850 { 1823 {
1851 CLEAR_FLAG (item, FLAG_ANIMATE); 1824 CLEAR_FLAG (item, FLAG_ANIMATE);
1852 item->face = item->arch->clone.face; 1825 item->face = item->arch->clone.face;
1853 item->speed = 0; 1826 item->set_speed (0);
1854 update_ob_speed (item);
1855 } 1827 }
1828
1856 if ((tmp = item->in_player ())) 1829 if ((tmp = item->in_player ()))
1857 esrv_update_item (UPD_ANIM, tmp, item); 1830 esrv_update_item (UPD_ANIM, tmp, item);
1858 } 1831 }
1859 } 1832 }
1860 else if (item->type == ROD || item->type == HORN) 1833 else if (item->type == ROD || item->type == HORN)
1861 {
1862 drain_rod_charge (item); 1834 drain_rod_charge (item);
1863 }
1864 } 1835 }
1865} 1836}
1866 1837
1867/* Received a fire command for the player - go and do it. 1838/* Received a fire command for the player - go and do it.
1868 */ 1839 */
1873 1844
1874 /* check for loss of invisiblity/hide */ 1845 /* check for loss of invisiblity/hide */
1875 if (action_makes_visible (op)) 1846 if (action_makes_visible (op))
1876 make_visible (op); 1847 make_visible (op);
1877 1848
1878 switch (op->contr->shoottype) 1849 player *pl = op->contr;
1850
1851 if (pl->golem)
1879 { 1852 {
1880 case range_none: 1853 control_golem (op->contr->golem, dir);
1881 return; 1854 return;
1855 }
1882 1856
1883 case range_bow: 1857 object *ob = pl->ranged_ob;
1858
1859 if (!ob)
1860 return;
1861
1862 if (!op->change_weapon (ob))
1863 return;
1864
1865 switch (ob->type)
1866 {
1867 case BOW:
1884 player_fire_bow (op, dir); 1868 player_fire_bow (op, dir);
1885 return; 1869 break;
1886 1870
1887 case range_magic: /* Casting spells */ 1871 case SPELL:
1888 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1872 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1889 return; 1873 break;
1890 1874
1891 case range_misc: 1875 case BUILDER:
1876 apply_map_builder (op, dir);
1877 break;
1878
1879 case SKILL:
1880 do_skill (op, op, ob, dir, 0);
1881 break;
1882
1883 default:
1892 fire_misc_object (op, dir); 1884 fire_misc_object (op, dir);
1893 return; 1885 break;
1894
1895 case range_golem: /* Control summoned monsters from scrolls */
1896 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1897 {
1898 op->contr->ranges[range_golem] = 0;
1899 op->contr->shoottype = range_none;
1900 }
1901 else
1902 control_golem (op->contr->ranges[range_golem], dir);
1903 return;
1904
1905 case range_skill:
1906 if (!op->chosen_skill)
1907 {
1908 if (op->type == PLAYER)
1909 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1910 return;
1911 }
1912 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1913 return;
1914 case range_builder:
1915 apply_map_builder (op, dir);
1916 return;
1917 default:
1918 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1919 return;
1920 } 1886 }
1921} 1887}
1922
1923
1924 1888
1925/* find_key 1889/* find_key
1926 * We try to find a key for the door as passed. If we find a key 1890 * We try to find a key for the door as passed. If we find a key
1927 * and successfully use it, we return the key, otherwise NULL 1891 * and successfully use it, we return the key, otherwise NULL
1928 * This function merges both normal and locked door, since the logic 1892 * This function merges both normal and locked door, since the logic
1930 * pl is the player, 1894 * pl is the player,
1931 * inv is the objects inventory to searched 1895 * inv is the objects inventory to searched
1932 * door is the door we are trying to match against. 1896 * door is the door we are trying to match against.
1933 * This function can be called recursively to search containers. 1897 * This function can be called recursively to search containers.
1934 */ 1898 */
1935
1936object * 1899object *
1937find_key (object *pl, object *container, object *door) 1900find_key (object *pl, object *container, object *door)
1938{ 1901{
1939 object *tmp, *key; 1902 object *tmp, *key;
1940 1903
1941 /* Should not happen, but sanity checking is never bad */ 1904 /* Should not happen, but sanity checking is never bad */
1942 if (container->inv == NULL) 1905 if (!container->inv)
1943 return NULL; 1906 return 0;
1944 1907
1945 /* First, lets try to find a key in the top level inventory */ 1908 /* First, lets try to find a key in the top level inventory */
1946 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1909 for (tmp = container->inv; tmp; tmp = tmp->below)
1947 { 1910 {
1948 if (door->type == DOOR && tmp->type == KEY) 1911 if (door->type == DOOR && tmp->type == KEY)
1949 break; 1912 break;
1950 /* For sanity, we should really check door type, but other stuff 1913 /* For sanity, we should really check door type, but other stuff
1951 * (like containers) can be locked with special keys 1914 * (like containers) can be locked with special keys
1952 */ 1915 */
1953 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1916 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1954 break; 1917 break;
1955 } 1918 }
1919
1956 /* No key found - lets search inventories now */ 1920 /* No key found - lets search inventories now */
1957 /* If we find and use a key in an inventory, return at that time. 1921 /* If we find and use a key in an inventory, return at that time.
1958 * otherwise, if we search all the inventories and still don't find 1922 * otherwise, if we search all the inventories and still don't find
1959 * a key, return 1923 * a key, return
1960 */ 1924 */
1961 if (!tmp) 1925 if (!tmp)
1962 { 1926 {
1963 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1927 for (tmp = container->inv; tmp; tmp = tmp->below)
1964 { 1928 {
1965 /* No reason to search empty containers */ 1929 /* No reason to search empty containers */
1966 if (tmp->type == CONTAINER && tmp->inv) 1930 if (tmp->type == CONTAINER && tmp->inv)
1967 { 1931 {
1968 if ((key = find_key (pl, tmp, door)) != NULL) 1932 if ((key = find_key (pl, tmp, door)))
1969 return key; 1933 return key;
1970 } 1934 }
1971 } 1935 }
1936
1972 if (!tmp) 1937 if (!tmp)
1973 return NULL; 1938 return NULL;
1974 } 1939 }
1940
1975 /* We get down here if we have found a key. Now if its in a container, 1941 /* We get down here if we have found a key. Now if its in a container,
1976 * see if we actually want to use it 1942 * see if we actually want to use it
1977 */ 1943 */
1978 if (pl != container) 1944 if (pl != container)
1979 { 1945 {
2000 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1966 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2001 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1967 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2002 return NULL; 1968 return NULL;
2003 } 1969 }
2004 } 1970 }
1971
2005 return tmp; 1972 return tmp;
2006} 1973}
2007 1974
2008/* moved door processing out of move_player_attack. 1975/* moved door processing out of move_player_attack.
2009 * returns 1 if player has opened the door with a key 1976 * returns 1 if player has opened the door with a key
2023 if (key) 1990 if (key)
2024 { 1991 {
2025 object *container = key->env; 1992 object *container = key->env;
2026 1993
2027 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1994 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1995
2028 if (action_makes_visible (op)) 1996 if (action_makes_visible (op))
2029 make_visible (op); 1997 make_visible (op);
1998
2030 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1999 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2031 spring_trap (door->inv, op); 2000 spring_trap (door->inv, op);
2001
2032 if (door->type == DOOR) 2002 if (door->type == DOOR)
2033 {
2034 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 2003 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2035 }
2036 else if (door->type == LOCKED_DOOR) 2004 else if (door->type == LOCKED_DOOR)
2037 { 2005 {
2038 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 2006 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2039 remove_door2 (door); /* remove door without violence ;-) */ 2007 remove_door2 (door); /* remove door without violence ;-) */
2040 } 2008 }
2009
2041 /* Do this after we print the message */ 2010 /* Do this after we print the message */
2042 decrease_ob (key); /* Use up one of the keys */ 2011 decrease_ob (key); /* Use up one of the keys */
2043 /* Need to update the weight the container the key was in */ 2012 /* Need to update the weight the container the key was in */
2044 if (container != op) 2013 if (container != op)
2045 esrv_update_item (UPD_WEIGHT, op, container); 2014 esrv_update_item (UPD_WEIGHT, op, container);
2015
2046 return 1; /* Nothing more to do below */ 2016 return 1; /* Nothing more to do below */
2047 } 2017 }
2048 else if (door->type == LOCKED_DOOR) 2018 else if (door->type == LOCKED_DOOR)
2049 { 2019 {
2050 /* Might as well return now - no other way to open this */ 2020 /* Might as well return now - no other way to open this */
2051 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2021 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2052 return 1; 2022 return 1;
2053 } 2023 }
2024
2054 return 0; 2025 return 0;
2055} 2026}
2056 2027
2057/* This function is just part of a breakup from move_player. 2028/* This function is just part of a breakup from move_player.
2058 * It should keep the code cleaner. 2029 * It should keep the code cleaner.
2062 */ 2033 */
2063void 2034void
2064move_player_attack (object *op, int dir) 2035move_player_attack (object *op, int dir)
2065{ 2036{
2066 object *tmp, *mon; 2037 object *tmp, *mon;
2067 sint16 nx, ny;
2068 int on_battleground; 2038 int on_battleground;
2069 maptile *m; 2039 maptile *m;
2070 2040
2071 nx = freearr_x[dir] + op->x; 2041 sint16 nx = freearr_x[dir] + op->x;
2072 ny = freearr_y[dir] + op->y; 2042 sint16 ny = freearr_y[dir] + op->y;
2073 2043
2074 on_battleground = op_on_battleground (op, 0, 0); 2044 on_battleground = op_on_battleground (op, 0, 0);
2075 2045
2076 /* If braced, or can't move to the square, and it is not out of the 2046 /* If braced, or can't move to the square, and it is not out of the
2077 * map, attack it. Note order of if statement is important - don't 2047 * map, attack it. Note order of if statement is important - don't
2084 */ 2054 */
2085 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2055 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2086 { 2056 {
2087 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2057 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2088 { 2058 {
2089 m = get_map_from_coord (op->map, &nx, &ny); 2059 m = op->map->xy_find (nx, ny);
2090 if (!m) 2060 if (!m)
2091 return; /* Don't think this should happen */ 2061 return; /* Don't think this should happen */
2092 } 2062 }
2093 else 2063 else
2094 m = op->map; 2064 m = op->map;
2095 2065
2096 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) 2066 if (!(tmp = m->at (nx, ny).bot))
2097 {
2098 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2099 return; 2067 return;
2100 }
2101 2068
2102 mon = 0; 2069 mon = 0;
2103 /* Go through all the objects, and find ones of interest. Only stop if 2070 /* Go through all the objects, and find ones of interest. Only stop if
2104 * we find a monster - that is something we know we want to attack. 2071 * we find a monster - that is something we know we want to attack.
2105 * if its a door or barrel (can roll) see if there may be monsters 2072 * if its a door or barrel (can roll) see if there may be monsters
2145 2112
2146 /* If the creature is a pet, push it even if the player is not 2113 /* If the creature is a pet, push it even if the player is not
2147 * peaceful. Our assumption is the creature is a pet if the 2114 * peaceful. Our assumption is the creature is a pet if the
2148 * player owns it and it is either friendly or unagressive. 2115 * player owns it and it is either friendly or unagressive.
2149 */ 2116 */
2150 if ((op->type == PLAYER) 2117 if (op->type == PLAYER
2151#if COZY_SERVER
2152 &&
2153 ((mon->owner && mon->owner->contr 2118 && ((mon->owner && mon->owner->contr
2154 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2119 && same_party (mon->owner->contr->party, op->contr->party))
2155#else
2156 && mon->owner == op 2120 || mon->owner == op)
2157#endif
2158 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2121 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2159 { 2122 {
2160 /* If we're braced, we don't want to switch places with it */ 2123 /* If we're braced, we don't want to switch places with it */
2161 if (op->contr->braced) 2124 if (op->contr->braced)
2162 return; 2125 return;
2126
2163 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2127 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2164 (void) push_ob (mon, dir, op); 2128 push_ob (mon, dir, op);
2165 if (op->contr->tmp_invis || op->hide) 2129 if (op->contr->tmp_invis || op->hide)
2166 make_visible (op); 2130 make_visible (op);
2131
2167 return; 2132 return;
2168 } 2133 }
2169 2134
2170 /* in certain circumstances, you shouldn't attack friendly 2135 /* in certain circumstances, you shouldn't attack friendly
2171 * creatures. Note that if you are braced, you can't push 2136 * creatures. Note that if you are braced, you can't push
2172 * someone, but put it inside this loop so that you won't 2137 * someone, but put it inside this loop so that you won't
2173 * attack them either. 2138 * attack them either.
2174 */ 2139 */
2175 if ((mon->type == PLAYER || mon->enemy != op) && 2140 if ((mon->type == PLAYER || mon->enemy != op)
2176 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2141 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2177#ifdef PROHIBIT_PLAYERKILL
2178 (op->contr->peaceful 2142 && ((op->contr->peaceful
2179 || (mon->type == PLAYER 2143 || (mon->type == PLAYER && mon->contr->peaceful))
2180 && mon->contr->
2181 peaceful)) &&
2182#else
2183 op->contr->peaceful &&
2184#endif
2185 !on_battleground)) 2144 && !on_battleground))
2186 { 2145 {
2187 if (!op->contr->braced) 2146 if (!op->contr->braced)
2188 { 2147 {
2189 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2148 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2190 (void) push_ob (mon, dir, op); 2149 push_ob (mon, dir, op);
2191 } 2150 }
2192 else 2151 else
2193 new_draw_info (0, 0, op, "You withhold your attack"); 2152 new_draw_info (0, 0, op, "You withhold your attack");
2194 2153
2195 if (op->contr->tmp_invis || op->hide) 2154 if (op->contr->tmp_invis || op->hide)
2210 * Way it works is like this: First, it must have some hit points 2169 * Way it works is like this: First, it must have some hit points
2211 * and be living. Then, it must be one of the following: 2170 * and be living. Then, it must be one of the following:
2212 * 1) Not a player, 2) A player, but of a different party. Note 2171 * 1) Not a player, 2) A player, but of a different party. Note
2213 * that party_number -1 is no party, so attacks can still happen. 2172 * that party_number -1 is no party, so attacks can still happen.
2214 */ 2173 */
2215
2216 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2174 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2217 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2175 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2218 { 2176 {
2219
2220 /* If the player hasn't hit something this tick, and does
2221 * so, give them speed boost based on weapon speed. Doing
2222 * it here is better than process_players2, which basically
2223 * incurred a 1 tick offset.
2224 */
2225 if (!op->contr->has_hit) 2177 if (!op->contr->has_hit)
2226 { 2178 {
2179 op->contr->has_hit = 1;
2227 op->speed_left += op->speed / op->contr->weapon_sp; 2180 op->speed_left += op->contr->weapon_speed () - op->speed;
2228
2229 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2230 } 2181 }
2231 2182
2232 skill_attack (mon, op, 0, 0, 0); 2183 skill_attack (mon, op, 0, 0, 0);
2233 2184
2234 /* If attacking another player, that player gets automatic 2185 /* If attacking another player, that player gets automatic
2254int 2205int
2255move_player (object *op, int dir) 2206move_player (object *op, int dir)
2256{ 2207{
2257 int pick; 2208 int pick;
2258 2209
2259 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2210 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2260 return 0; 2211 return 0;
2261 2212
2262 /* Sanity check: make sure dir is valid */ 2213 /* Sanity check: make sure dir is valid */
2263 if ((dir < 0) || (dir >= 9)) 2214 if ((dir < 0) || (dir >= 9))
2264 { 2215 {
2265 LOG (llevError, "move_player: invalid direction %d\n", dir); 2216 LOG (llevError, "move_player: invalid direction %d\n", dir);
2266 return 0; 2217 return 0;
2267 } 2218 }
2268 2219
2269 /* peterm: added following line */ 2220 /* peterm: added following line */
2270 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2221 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2271 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2222 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2272 2223
2273 op->facing = dir; 2224 op->facing = dir;
2274 2225
2275 if (op->hide) 2226 if (op->hide)
2276 do_hidden_move (op); 2227 do_hidden_move (op);
2309 * Returns true if there are more actions we can do. 2260 * Returns true if there are more actions we can do.
2310 */ 2261 */
2311int 2262int
2312handle_newcs_player (object *op) 2263handle_newcs_player (object *op)
2313{ 2264{
2314 if (op->contr->hidden)
2315 {
2316 op->invisible = 1000;
2317 /* the socket code flashes the player visible/invisible
2318 * depending on the value of invisible, so we need to
2319 * alternate it here for it to work correctly.
2320 */
2321 if (pticks & 2)
2322 op->invisible--;
2323 }
2324 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2325 {
2326 op->invisible--;
2327 if (!op->invisible)
2328 {
2329 make_visible (op);
2330 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2331 }
2332 }
2333
2334 if (QUERY_FLAG (op, FLAG_SCARED)) 2265 if (QUERY_FLAG (op, FLAG_SCARED))
2335 { 2266 {
2336 flee_player (op); 2267 flee_player (op);
2268
2337 /* If player is still scared, that is his action for this tick */ 2269 /* If player is still scared, that is his action for this tick */
2338 if (QUERY_FLAG (op, FLAG_SCARED)) 2270 if (op->flag [FLAG_SCARED])
2339 { 2271 {
2340 op->speed_left--; 2272 --op->speed_left;
2341 return 0; 2273 return 0;
2342 } 2274 }
2343 } 2275 }
2344
2345 /* I've been seeing crashes where the golem has been destroyed, but
2346 * the player object still points to the defunct golem. The code that
2347 * destroys the golem looks correct, and it doesn't always happen, so
2348 * put this in a a workaround to clean up the golem pointer.
2349 */
2350 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2351 op->contr->ranges[range_golem] = 0;
2352 2276
2353 /* call this here - we also will call this in do_ericserver, but 2277 /* call this here - we also will call this in do_ericserver, but
2354 * the players time has been increased when doericserver has been 2278 * the players time has been increased when doericserver has been
2355 * called, so we recheck it here. 2279 * called, so we recheck it here.
2356 */ 2280 */
2357 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2281 if (op->contr->ns->handle_command ())
2358 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2359 ;
2360
2361 if (op->speed_left < 0)
2362 return 0; 2282 return 1;
2363 2283
2284 if (op->speed_left > 0.f)
2285 {
2364 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2286 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2365 { 2287 {
2366 /* All move commands take 1 tick, at least for now */ 2288 /* All move commands take 1 tick, at least for now */
2367 op->speed_left--; 2289 --op->speed_left;
2368 2290
2369 /* Instead of all the stuff below, let move_player take care 2291 /* Instead of all the stuff below, let move_player take care
2370 * of it. Also, some of the skill stuff is only put in 2292 * of it. Also, some of the skill stuff is only put in
2371 * there, as well as the confusion stuff. 2293 * there, as well as the confusion stuff.
2372 */ 2294 */
2373 move_player (op, op->direction); 2295 move_player (op, op->direction);
2374 if (op->speed_left > 0) 2296
2375 return 1; 2297 return op->speed_left > 0.f;
2376 else 2298 }
2377 return 0;
2378 } 2299 }
2379 2300
2380 return 0; 2301 return 0;
2381} 2302}
2382 2303
2420 * from. 2341 * from.
2421 */ 2342 */
2422void 2343void
2423remove_unpaid_objects (object *op, object *env) 2344remove_unpaid_objects (object *op, object *env)
2424{ 2345{
2425 object *next;
2426
2427 while (op) 2346 while (op)
2428 { 2347 {
2429 next = op->below; /* Make sure we have a good value, in case 2348 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2430 * we remove object 'op' 2349
2431 */
2432 if (QUERY_FLAG (op, FLAG_UNPAID)) 2350 if (QUERY_FLAG (op, FLAG_UNPAID))
2433 { 2351 {
2434 op->remove ();
2435 op->x = env->x;
2436 op->y = env->y;
2437 if (env->type == PLAYER) 2352 if (env->type == PLAYER)
2438 esrv_del_item (env->contr, op->count); 2353 esrv_del_item (env->contr, op->count);
2439 insert_ob_in_map (op, env->map, NULL, 0); 2354
2355 op->insert_at (env);
2440 } 2356 }
2441 else if (op->inv) 2357 else if (op->inv)
2442 remove_unpaid_objects (op->inv, env); 2358 remove_unpaid_objects (op->inv, env);
2443 2359
2444 op = next; 2360 op = next;
2445 } 2361 }
2446} 2362}
2447
2448 2363
2449/* 2364/*
2450 * Returns pointer a static string containing gravestone text 2365 * Returns pointer a static string containing gravestone text
2451 * Moved from apply.c to player.c - player.c is what 2366 * Moved from apply.c to player.c - player.c is what
2452 * actually uses this function. player.c may not be quite the 2367 * actually uses this function. player.c may not be quite the
2486 strncat (buf2, " ", 20 - strlen (buf) / 2); 2401 strncat (buf2, " ", 20 - strlen (buf) / 2);
2487 strcat (buf2, buf); 2402 strcat (buf2, buf);
2488 2403
2489 return buf2; 2404 return buf2;
2490} 2405}
2491
2492
2493 2406
2494void 2407void
2495do_some_living (object *op) 2408do_some_living (object *op)
2496{ 2409{
2497 int last_food = op->stats.food; 2410 int last_food = op->stats.food;
2503 int rate_grace = 2000; 2416 int rate_grace = 2000;
2504 const int max_hp = 1; 2417 const int max_hp = 1;
2505 const int max_sp = 1; 2418 const int max_sp = 1;
2506 const int max_grace = 1; 2419 const int max_grace = 1;
2507 2420
2508 if (op->contr->outputs_sync) 2421 if (op->contr->hidden)
2422 {
2423 op->invisible = 1000;
2424 /* the socket code flashes the player visible/invisible
2425 * depending on the value of invisible, so we need to
2426 * alternate it here for it to work correctly.
2427 */
2428 if (pticks & 2)
2429 op->invisible--;
2509 { 2430 }
2510 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2431 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2511 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2432 {
2512 flush_output_element (op, &op->contr->outputs[i]); 2433 if (!op->invisible--)
2434 {
2435 make_visible (op);
2436 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2437 }
2513 } 2438 }
2514 2439
2515 if (op->contr->ns->state == ST_PLAYING) 2440 if (op->contr->ns->state == ST_PLAYING)
2516 { 2441 {
2517
2518 /* these next three if clauses make it possible to SLOW DOWN 2442 /* these next three if clauses make it possible to SLOW DOWN
2519 hp/grace/spellpoint regeneration. */ 2443 hp/grace/spellpoint regeneration. */
2520 if (op->contr->gen_hp >= 0) 2444 if (op->contr->gen_hp >= 0)
2521 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2445 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2522 else 2446 else
2523 { 2447 {
2524 gen_hp = op->stats.maxhp; 2448 gen_hp = op->stats.maxhp;
2525 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2449 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2526 } 2450 }
2451
2527 if (op->contr->gen_sp >= 0) 2452 if (op->contr->gen_sp >= 0)
2528 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2453 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2529 else 2454 else
2530 { 2455 {
2531 gen_sp = op->stats.maxsp; 2456 gen_sp = op->stats.maxsp;
2532 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2457 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2533 } 2458 }
2459
2534 if (op->contr->gen_grace >= 0) 2460 if (op->contr->gen_grace >= 0)
2535 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2461 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2536 else 2462 else
2537 { 2463 {
2538 gen_grace = op->stats.maxgrace; 2464 gen_grace = op->stats.maxgrace;
2539 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2465 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2540 } 2466 }
2541 2467
2542 /* Regenerate Spell Points */ 2468 /* Regenerate Spell Points */
2543 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2469 if (!op->contr->golem && --op->last_sp < 0)
2544 { 2470 {
2545 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2471 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2546 if (op->stats.sp < op->stats.maxsp) 2472 if (op->stats.sp < op->stats.maxsp)
2547 { 2473 {
2548 op->stats.sp++; 2474 op->stats.sp++;
2554 op->stats.food += op->contr->digestion; 2480 op->stats.food += op->contr->digestion;
2555 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2481 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2556 op->stats.food = last_food; 2482 op->stats.food = last_food;
2557 } 2483 }
2558 } 2484 }
2485
2559 if (max_sp > 1) 2486 if (max_sp > 1)
2560 { 2487 {
2561 over_sp = (gen_sp + 10) / rate_sp; 2488 over_sp = (gen_sp + 10) / rate_sp;
2562 if (over_sp > 0) 2489 if (over_sp > 0)
2563 { 2490 {
2564 if (op->stats.sp < op->stats.maxsp) 2491 if (op->stats.sp < op->stats.maxsp)
2565 { 2492 {
2566 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2493 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2494
2567 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2495 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2568 op->stats.sp--; 2496 op->stats.sp--;
2497
2569 if (op->stats.sp > op->stats.maxsp) 2498 if (op->stats.sp > op->stats.maxsp)
2570 op->stats.sp = op->stats.maxsp; 2499 op->stats.sp = op->stats.maxsp;
2571 } 2500 }
2572 op->last_sp = 0; 2501 op->last_sp = 0;
2573 } 2502 }
2574 else 2503 else
2575 {
2576 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2504 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2577 }
2578 } 2505 }
2579 else 2506 else
2580 {
2581 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2507 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2582 }
2583 } 2508 }
2584 2509
2585 /* Regenerate Grace */ 2510 /* Regenerate Grace */
2586 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2511 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2587 if (--op->last_grace < 0) 2512 if (--op->last_grace < 0)
2588 { 2513 {
2589 if (op->stats.grace < op->stats.maxgrace / 2) 2514 if (op->stats.grace < op->stats.maxgrace / 2)
2590 op->stats.grace++; /* no penalty in food for regaining grace */ 2515 op->stats.grace++; /* no penalty in food for regaining grace */
2516
2591 if (max_grace > 1) 2517 if (max_grace > 1)
2592 { 2518 {
2593 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2519 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2594 if (over_grace > 0) 2520 if (over_grace > 0)
2595 { 2521 {
2623 op->stats.food += op->contr->digestion; 2549 op->stats.food += op->contr->digestion;
2624 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2550 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2625 op->stats.food = last_food; 2551 op->stats.food = last_food;
2626 } 2552 }
2627 } 2553 }
2554
2628 if (max_hp > 1) 2555 if (max_hp > 1)
2629 { 2556 {
2630 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2557 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2631 if (over_hp > 0) 2558 if (over_hp > 0)
2632 { 2559 {
2645 } 2572 }
2646 2573
2647 /* Digestion */ 2574 /* Digestion */
2648 if (--op->last_eat < 0) 2575 if (--op->last_eat < 0)
2649 { 2576 {
2650#ifdef COZY_SERVER
2651 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2652 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2653#else
2654 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2577 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2655#endif
2656 2578
2657 if (op->contr->gen_hp > 0) 2579 if (op->contr->gen_hp > 0)
2658 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2580 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2659 else 2581 else
2660 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2582 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2583
2661 /* dms do not consume food */ 2584 /* dms do not consume food */
2662 if (!QUERY_FLAG (op, FLAG_WIZ)) 2585 if (!QUERY_FLAG (op, FLAG_WIZ))
2663 op->stats.food--; 2586 op->stats.food--;
2664 } 2587 }
2665 }
2666 2588
2667 if (op->contr->ns->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2589 if (op->stats.food < 0 && op->stats.hp >= 0)
2668 { 2590 {
2669 object *tmp, *flesh = NULL; 2591 object *tmp, *flesh = 0;
2670 2592
2671 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2593 for (tmp = op->inv; tmp; tmp = tmp->below)
2672 { 2594 {
2673 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2595 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2674 {
2675 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2676 { 2596 {
2597 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2598 {
2677 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2599 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2678 manual_apply (op, tmp, 0); 2600 manual_apply (op, tmp, 0);
2679 if (op->stats.food >= 0 || op->stats.hp < 0) 2601 if (op->stats.food >= 0 || op->stats.hp < 0)
2680 break; 2602 break;
2681 } 2603 }
2682 else if (tmp->type == FLESH) 2604 else if (tmp->type == FLESH)
2683 flesh = tmp; 2605 flesh = tmp;
2684 } /* End if paid for object */ 2606 } /* End if paid for object */
2685 } /* end of for loop */ 2607 } /* end of for loop */
2608
2686 /* If player is still starving, it means they don't have any food, so 2609 /* If player is still starving, it means they don't have any food, so
2687 * eat flesh instead. 2610 * eat flesh instead.
2688 */ 2611 */
2689 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2612 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2690 { 2613 {
2691 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2614 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2692 manual_apply (op, flesh, 0); 2615 manual_apply (op, flesh, 0);
2693 } 2616 }
2694 } /* end if player is starving */ 2617 }
2695 2618
2696 while (op->stats.food < 0 && op->stats.hp > 0) 2619 while (op->stats.food < 0 && op->stats.hp >= 0)
2697 op->stats.food++, op->stats.hp--; 2620 op->stats.food++, op->stats.hp--;
2698 2621
2699 if (!op->contr->ns->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2622 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2700 kill_player (op); 2623 kill_player (op);
2624 }
2701} 2625}
2702
2703
2704 2626
2705/* If the player should die (lack of hp, food, etc), we call this. 2627/* If the player should die (lack of hp, food, etc), we call this.
2706 * op is the player in jeopardy. If the player can not be saved (not 2628 * op is the player in jeopardy. If the player can not be saved (not
2707 * permadeath, no lifesave), this will take care of removing the player 2629 * permadeath, no lifesave), this will take care of removing the player
2708 * file. 2630 * file.
2738 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2660 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2739 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2661 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2740 2662
2741 /* restore player */ 2663 /* restore player */
2742 at = archetype::find ("poisoning"); 2664 at = archetype::find ("poisoning");
2743 tmp = present_arch_in_ob (at, op); 2665 if (object *tmp = present_arch_in_ob (at, op))
2744 if (tmp)
2745 { 2666 {
2746 tmp->destroy (); 2667 tmp->destroy ();
2747 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2668 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2748 } 2669 }
2749 2670
2750 at = archetype::find ("confusion"); 2671 at = archetype::find ("confusion");
2751 tmp = present_arch_in_ob (at, op); 2672 if (object *tmp = present_arch_in_ob (at, op))
2752 if (tmp)
2753 { 2673 {
2754 tmp->destroy (); 2674 tmp->destroy ();
2755 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2675 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2756 } 2676 }
2757 2677
2759 op->stats.hp = op->stats.maxhp; 2679 op->stats.hp = op->stats.maxhp;
2760 if (op->stats.food <= 0) 2680 if (op->stats.food <= 0)
2761 op->stats.food = 999; 2681 op->stats.food = 999;
2762 2682
2763 /* create a bodypart-trophy to make the winner happy */ 2683 /* create a bodypart-trophy to make the winner happy */
2764 tmp = arch_to_object (archetype::find ("finger")); 2684 if (object *tmp = arch_to_object (archetype::find ("finger")))
2765 if (tmp != NULL)
2766 { 2685 {
2767 sprintf (buf, "%s's finger", &op->name); 2686 sprintf (buf, "%s's finger", &op->name);
2768 tmp->name = buf; 2687 tmp->name = buf;
2769 sprintf (buf, " This finger has been cut off %s\n" 2688 sprintf (buf, " This finger has been cut off %s\n"
2770 " the %s, when he was defeated at\n level %d by %s.\n", 2689 " the %s, when he was defeated at\n level %d by %s.\n",
2771 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2690 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2772 tmp->msg = buf; 2691 tmp->msg = buf;
2773 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2692 tmp->value = 0, tmp->type = 0;
2774 tmp->materialname = NULL; 2693 tmp->materialname = "organics";
2775 tmp->x = op->x, tmp->y = op->y; 2694 tmp->insert_at (op, tmp);
2776 insert_ob_in_map (tmp, op->map, op, 0);
2777 } 2695 }
2778 2696
2779 /* teleport defeated player to new destination */ 2697 /* teleport defeated player to new destination */
2780 transfer_ob (op, x, y, 0, NULL); 2698 transfer_ob (op, x, y, 0, NULL);
2781 op->contr->braced = 0; 2699 op->contr->braced = 0;
2786 2704
2787 command_kill_pets (op, 0); 2705 command_kill_pets (op, 0);
2788 2706
2789 if (op->stats.food < 0) 2707 if (op->stats.food < 0)
2790 { 2708 {
2791 if (op->contr->explore)
2792 {
2793 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2794 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2795 op->stats.food = 999;
2796 return;
2797 }
2798 sprintf (buf, "%s starved to death.", &op->name); 2709 sprintf (buf, "%s starved to death.", &op->name);
2799 strcpy (op->contr->killer, "starvation"); 2710 strcpy (op->contr->killer, "starvation");
2800 } 2711 }
2801 else 2712 else
2802 {
2803 if (op->contr->explore)
2804 {
2805 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2806 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2807 op->stats.hp = op->stats.maxhp;
2808 return;
2809 }
2810 sprintf (buf, "%s died.", &op->name); 2713 sprintf (buf, "%s died.", &op->name);
2811 } 2714
2812 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2715 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2813 2716
2814 /* save the map location for corpse, gravestone */ 2717 /* save the map location for corpse, gravestone */
2815 x = op->x; 2718 x = op->x;
2816 y = op->y; 2719 y = op->y;
2817 map = op->map; 2720 map = op->map;
2818
2819 2721
2820 /* NOT_PERMADEATH code. This basically brings the character back to 2722 /* NOT_PERMADEATH code. This basically brings the character back to
2821 * life if they are dead - it takes some exp and a random stat. 2723 * life if they are dead - it takes some exp and a random stat.
2822 * See the config.h file for a little more in depth detail about this. 2724 * See the config.h file for a little more in depth detail about this.
2823 */ 2725 */
2840 num_stats_lose = 1; 2742 num_stats_lose = 1;
2841 else 2743 else
2842 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2744 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2843 } 2745 }
2844 else 2746 else
2845 {
2846 num_stats_lose = 1; 2747 num_stats_lose = 1;
2847 } 2748
2848 lost_a_stat = 0; 2749 lost_a_stat = 0;
2849 2750
2850 for (z = 0; z < num_stats_lose; z++) 2751 for (z = 0; z < num_stats_lose; z++)
2851 { 2752 {
2852 i = RANDOM () % NUM_STATS; 2753 i = RANDOM () % NUM_STATS;
2993 op->stats.hp = op->stats.maxhp; 2894 op->stats.hp = op->stats.maxhp;
2994 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2895 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2995 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2896 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2996 2897
2997 /* 2898 /*
2998 * Check to see if the player is in a shop. IF so, then check to see if
2999 * the player has any unpaid items. If so, remove them and put them back 2899 * Check to see if the player has any unpaid items. If so, remove them
3000 * in the map. 2900 * and put them back in the map.
3001 */ 2901 */
3002
3003 if (is_in_shop (op))
3004 remove_unpaid_objects (op->inv, op); 2902 remove_unpaid_objects (op->inv, op);
3005 2903
3006 /****************************************/ 2904 /****************************************/
3007 /* */ 2905 /* */
3008 /* Move player to his current respawn- */ 2906 /* Move player to his current respawn- */
3009 /* position (usually last savebed) */ 2907 /* position (usually last savebed) */
3010 /* */ 2908 /* */
3011 /****************************************/ 2909 /****************************************/
3012 2910
3013 enter_player_savebed (op); 2911 enter_player_savebed (op);
3014 2912
3015 /* Save the player before inserting the force to reduce
3016 * chance of abuse.
3017 */
3018 op->contr->braced = 0; 2913 op->contr->braced = 0;
3019 op->contr->save ();
3020 2914
3021 /* it is possible that the player has blown something up 2915 /* it is possible that the player has blown something up
3022 * at his savebed location, and that can have long lasting 2916 * at his savebed location, and that can have long lasting
3023 * spell effects. So first see if there is a spell effect 2917 * spell effects. So first see if there is a spell effect
3024 * on the space that might harm the player. 2918 * on the space that might harm the player.
3033 object *force; 2927 object *force;
3034 int at; 2928 int at;
3035 2929
3036 force = get_archetype (FORCE_NAME); 2930 force = get_archetype (FORCE_NAME);
3037 /* 50 ticks should be enough time for the spell to abate */ 2931 /* 50 ticks should be enough time for the spell to abate */
3038 force->speed = 0.1; 2932 force->speed = 0.1f;
3039 force->speed_left = -5.0; 2933 force->speed_left = -5.f;
3040 SET_FLAG (force, FLAG_APPLIED); 2934 SET_FLAG (force, FLAG_APPLIED);
3041 for (at = 0; at < NROFATTACKS; at++) 2935 for (at = 0; at < NROFATTACKS; at++)
3042 if (will_kill_again & (1 << at)) 2936 if (will_kill_again & (1 << at))
3043 force->resist[at] = 100; 2937 force->resist[at] = 100;
3044 2938
3053void 2947void
3054loot_object (object *op) 2948loot_object (object *op)
3055{ /* Grab and destroy some treasure */ 2949{ /* Grab and destroy some treasure */
3056 object *tmp, *tmp2, *next; 2950 object *tmp, *tmp2, *next;
3057 2951
3058 if (op->container) 2952 op->close_container (); /* close open sack first */
3059 esrv_apply_container (op, op->container); /* close open sack first */
3060 2953
3061 for (tmp = op->inv; tmp; tmp = next) 2954 for (tmp = op->inv; tmp; tmp = next)
3062 { 2955 {
3063 next = tmp->below; 2956 next = tmp->below;
3064 2957
3065 if (tmp->invisible) 2958 if (tmp->invisible)
3066 continue; 2959 continue;
3067 2960
3068 tmp->remove (); 2961 tmp->remove ();
3069 tmp->x = op->x, tmp->y = op->y; 2962 tmp->x = op->x, tmp->y = op->y;
2963
3070 if (tmp->type == CONTAINER) 2964 if (tmp->type == CONTAINER)
3071 { /* empty container to ground */ 2965 loot_object (tmp); /* empty container to ground */
3072 loot_object (tmp); 2966
3073 }
3074 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2967 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3075 { 2968 {
3076 if (tmp->nrof > 1) 2969 if (tmp->nrof > 1)
3077 { 2970 {
3078 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2971 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3079 tmp2->destroy (); 2972 tmp2->destroy ();
3090/* 2983/*
3091 * fix_weight(): Check recursively the weight of all players, and fix 2984 * fix_weight(): Check recursively the weight of all players, and fix
3092 * what needs to be fixed. Refresh windows and fix speed if anything 2985 * what needs to be fixed. Refresh windows and fix speed if anything
3093 * was changed. 2986 * was changed.
3094 */ 2987 */
3095
3096void 2988void
3097fix_weight (void) 2989fix_weight (void)
3098{ 2990{
3099 for (player *pl = first_player; pl; pl = pl->next) 2991 for_all_players (pl)
3100 { 2992 {
3101 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2993 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3102 2994
3103 if (old == sum) 2995 if (old == sum)
3104 continue; 2996 continue;
3108} 3000}
3109 3001
3110void 3002void
3111fix_luck (void) 3003fix_luck (void)
3112{ 3004{
3113 for (player *pl = first_player; pl; pl = pl->next) 3005 for_all_players (pl)
3114 if (!pl->ob->contr->ns->state) 3006 if (!pl->ob->contr->ns->state)
3115 pl->ob->change_luck (0); 3007 pl->ob->change_luck (0);
3116} 3008}
3117 3009
3118/* cast_dust() - handles op throwing objects of type 'DUST'. 3010/* cast_dust() - handles op throwing objects of type 'DUST'.
3160 if (op->type == PLAYER) 3052 if (op->type == PLAYER)
3161 { 3053 {
3162 op->contr->tmp_invis = 0; 3054 op->contr->tmp_invis = 0;
3163 op->contr->invis_race = 0; 3055 op->contr->invis_race = 0;
3164 } 3056 }
3057
3165 update_object (op, UP_OBJ_FACE); 3058 update_object (op, UP_OBJ_CHANGE);
3166} 3059}
3167 3060
3168int 3061int
3169is_true_undead (object *op) 3062is_true_undead (object *op)
3170{ 3063{
3171 object *tmp = NULL;
3172
3173 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3064 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3174 return 1; 3065 return 1;
3175 3066
3176 return 0; 3067 return 0;
3177} 3068}
3236 3127
3237 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3128 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3238 3129
3239 /* its *extremely* hard to run and sneak/hide at the same time! */ 3130 /* its *extremely* hard to run and sneak/hide at the same time! */
3240 if (op->type == PLAYER && op->contr->run_on) 3131 if (op->type == PLAYER && op->contr->run_on)
3241 {
3242 if (!skop || num >= skop->level) 3132 if (!skop || num >= skop->level)
3243 { 3133 {
3244 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3134 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3245 make_visible (op); 3135 make_visible (op);
3246 return; 3136 return;
3247 } 3137 }
3248 else 3138 else
3249 num += 20; 3139 num += 20;
3250 } 3140
3251 num += op->map->difficulty; 3141 num += op->map->difficulty;
3252 hide = hideability (op); /* modify by terrain hidden level */ 3142 hide = hideability (op); /* modify by terrain hidden level */
3253 num -= hide; 3143 num -= hide;
3144
3254 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3145 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3255 { 3146 {
3256 make_visible (op); 3147 make_visible (op);
3257 if (op->type == PLAYER) 3148 if (op->type == PLAYER)
3258 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3149 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3259 } 3150 }
3260 else if (op->type == PLAYER && skop) 3151 else if (op->type == PLAYER && skop)
3261 {
3262 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3152 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3263 }
3264} 3153}
3265 3154
3266/* determine if who is standing near a hostile creature. */ 3155/* determine if who is standing near a hostile creature. */
3267 3156
3268int 3157int
3335 if (pl->type != PLAYER) 3224 if (pl->type != PLAYER)
3336 { 3225 {
3337 LOG (llevError, "player_can_view() called for non-player object\n"); 3226 LOG (llevError, "player_can_view() called for non-player object\n");
3338 return -1; 3227 return -1;
3339 } 3228 }
3229
3340 if (!pl || !op) 3230 if (!pl || !op)
3341 return 0; 3231 return 0;
3342 3232
3343 if (op->head)
3344 {
3345 op = op->head; 3233 op = op->head_ ();
3346 } 3234
3347 get_rangevector (pl, op, &rv, 0x1); 3235 get_rangevector (pl, op, &rv, 0x1);
3348 3236
3349 /* starting with the 'head' part, lets loop 3237 /* starting with the 'head' part, lets loop
3350 * through the object and find if it has any 3238 * through the object and find if it has any
3351 * part that is in the los array but isnt on 3239 * part that is in the los array but isnt on
3468 char buf[MAX_BUF]; /* tmp. string buffer */ 3356 char buf[MAX_BUF]; /* tmp. string buffer */
3469 int i = 0, j = 0; 3357 int i = 0, j = 0;
3470 3358
3471 /* get the appropriate treasurelist */ 3359 /* get the appropriate treasurelist */
3472 if (atnr == ATNR_FIRE) 3360 if (atnr == ATNR_FIRE)
3473 trlist = find_treasurelist ("dragon_ability_fire"); 3361 trlist = treasurelist::find ("dragon_ability_fire");
3474 else if (atnr == ATNR_COLD) 3362 else if (atnr == ATNR_COLD)
3475 trlist = find_treasurelist ("dragon_ability_cold"); 3363 trlist = treasurelist::find ("dragon_ability_cold");
3476 else if (atnr == ATNR_ELECTRICITY) 3364 else if (atnr == ATNR_ELECTRICITY)
3477 trlist = find_treasurelist ("dragon_ability_elec"); 3365 trlist = treasurelist::find ("dragon_ability_elec");
3478 else if (atnr == ATNR_POISON) 3366 else if (atnr == ATNR_POISON)
3479 trlist = find_treasurelist ("dragon_ability_poison"); 3367 trlist = treasurelist::find ("dragon_ability_poison");
3480 3368
3481 if (trlist == NULL || who->type != PLAYER) 3369 if (trlist == NULL || who->type != PLAYER)
3482 return; 3370 return;
3483 3371
3484 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3372 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3485 3373
3486 if (tr == NULL || tr->item == NULL) 3374 if (!tr || !tr->item)
3487 { 3375 {
3488 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3376 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3489 return; 3377 return;
3490 } 3378 }
3491 3379
3616 * not readied. 3504 * not readied.
3617 */ 3505 */
3618void 3506void
3619player_unready_range_ob (player *pl, object *ob) 3507player_unready_range_ob (player *pl, object *ob)
3620{ 3508{
3621 rangetype i; 3509 if (pl->ob->current_weapon == ob)
3510 pl->ob->current_weapon = 0;
3622 3511
3623 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3512 if (pl->combat_ob == ob)
3624 { 3513 pl->combat_ob = 0;
3514
3625 if (pl->ranges[i] == ob) 3515 if (pl->ranged_ob == ob)
3626 { 3516 pl->ranged_ob = 0;
3627 pl->ranges[i] = NULL;
3628 if (pl->shoottype == i)
3629 {
3630 pl->shoottype = range_none;
3631 }
3632 }
3633 }
3634} 3517}
3518
3519sint8
3520player::visibility_at (maptile *map, int x, int y) const
3521{
3522 if (!ns)
3523 return 0;
3524
3525 int dx, dy;
3526 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3527 return 0;
3528
3529 x += dx - ns->current_x + ns->mapx / 2;
3530 y += dy - ns->current_y + ns->mapy / 2;
3531
3532 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3533 return 0;
3534
3535 return 100 - blocked_los [x][y];
3536}

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