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Comparing deliantra/server/server/player.C (file contents):
Revision 1.86 by root, Thu Jan 4 19:28:38 2007 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 for_all_players (pl)
40 if (pl->ob && !strcmp (query_name (pl->ob), plname))
41 return pl;
42
43 return 0;
44}
45 37
46void 38void
47display_motd (const object *op) 39display_motd (const object *op)
48{ 40{
49 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
123 115
124 news[0] = '\0'; 116 news[0] = '\0';
125 subject[0] = '\0'; 117 subject[0] = '\0';
126 size = 0; 118 size = 0;
127 119
128 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
129 { 121 {
130 if (*buf == '#') 122 if (*buf == '#')
131 continue; 123 continue;
132 124
133 if (*buf == '%') 125 if (*buf == '%')
134 { /* send one news */ 126 { /* send one news */
135 if (size > 0) 127 if (size > 0)
136 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
137 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
138 strip_endline (subject); 131 strip_endline (subject);
139 size = 0; 132 size = 0;
140 news[0] = '\0'; 133 news[0] = '\0';
141 } 134 }
150 size += strlen (buf); 143 size += strlen (buf);
151 } 144 }
152 } 145 }
153 146
154 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
155 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
156 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
150}
151
152float
153player::weapon_speed () const
154{
155 return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
157} 156}
158 157
159/* This loads the first map an puts the player on it. */ 158/* This loads the first map an puts the player on it. */
160static void 159static void
161set_first_map (object *op) 160set_first_map (object *op)
176 ob->enter_exit (tmp); 175 ob->enter_exit (tmp);
177 176
178 tmp->destroy (); 177 tmp->destroy ();
179} 178}
180 179
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
181// connect the player with a specific client 217// connect the player with a specific client
182// also changed, rationalises, and fixes some incorrect settings 218// also changes, rationalises, and fixes some incorrect settings
183void 219void
184player::connect (client *ns) 220player::connect (client *ns)
185{ 221{
186 this->ns = ns; 222 this->ns = ns;
187 ns->pl = this; 223 ns->pl = this;
188 224
189 next = first_player; 225 run_on = 0;
190 first_player = this; 226 fire_on = 0;
227 ob->close_container (); //TODO: client-specific
191 228
192 ns->update_look = 0; 229 ns->update_look = 0;
193 ns->look_position = 0; 230 ns->look_position = 0;
194 231
195 clear_los (ob); 232 clear_los (ob);
233
234 ns->reset_stats ();
196 235
197 /* make sure he's a player -- needed because of class change. */ 236 /* make sure he's a player -- needed because of class change. */
198 ob->type = PLAYER; // we are paranoid 237 ob->type = PLAYER; // we are paranoid
199 ob->race = ob->arch->clone.race; 238 ob->race = ob->arch->clone.race;
200 239
201 if (!legal_range (ob, shoottype))
202 shoottype = range_none;
203
204 ob->carrying = sum_weight (ob); 240 ob->carrying = sum_weight (ob);
205 link_player_skills (ob); 241 link_player_skills (ob);
206 242
207 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
208 244
209 assign (title, ob->arch->clone.name); 245 assign (title, ob->arch->clone.name);
210
211 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
212 * from the class, and not race. I don't see any way to get the class information
213 * to then update this. I don't think this will actually break anything - anyone
214 * that can use armour should be able to use a shield. What this may 'break'
215 * are features new characters get, eg, if someone starts up with a Q, they
216 * should be able to use a shield. However, old Q's won't get that advantage.
217 */
218 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
219 SET_FLAG (ob, FLAG_USE_SHIELD);
220 246
221 /* if it's a dragon player, set the correct title here */ 247 /* if it's a dragon player, set the correct title here */
222 if (is_dragon_pl (ob)) 248 if (is_dragon_pl (ob))
223 { 249 {
224 object *tmp, *abil = 0, *skin = 0; 250 object *tmp, *abil = 0, *skin = 0;
234 skin = tmp; 260 skin = tmp;
235 261
236 set_dragon_name (ob, abil, skin); 262 set_dragon_name (ob, abil, skin);
237 } 263 }
238 264
239 CLEAR_FLAG (ob, FLAG_FRIENDLY);
240 add_friendly_object (ob);
241
242 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
243
244 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
245 266
246 esrv_new_player (this, ob->weight + ob->carrying); 267 esrv_new_player (this, ob->weight + ob->carrying);
247 268
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);
248 ob->update_stats (); 293 ob->update_stats ();
294
249 ns->floorbox_update (); 295 ns->floorbox_update ();
250
251 esrv_send_inventory (ob, ob); 296 esrv_send_inventory (ob, ob);
252 esrv_add_spells (this, 0); 297 esrv_add_spells (this, 0);
253 298
254 ob->activate_recursive (); 299 activate ();
255 enter_map ();
256 300
257 send_rules (ob); 301 send_rules (ob);
258 send_news (ob); 302 send_news (ob);
259 display_motd (ob); 303 display_motd (ob);
260 304
263} 307}
264 308
265void 309void
266player::disconnect () 310player::disconnect ()
267{ 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
268 if (ob) 324 if (ob)
269 ob->deactivate_recursive (); 325 ob->close_container (); //TODO: client-specific
270 326
271 //TODO: don't be so harsh and destroy :) 327 deactivate ();
272 if (ns)
273 {
274 if (enable_save)
275 {
276 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
277 save (true);
278 }
279
280 INVOKE_PLAYER (DISCONNECT, this);
281
282 client *ns = this->ns;
283 ns->send_packet ("goodbye");
284 ns->flush ();
285 ns->pl = 0;
286 this->ns = 0;
287
288 ns->destroy ();
289 destroy ();
290 }
291} 328}
292 329
293// the need for this function can be explained 330// the need for this function can be explained
294// by load_object not returning the object 331// by load_object not returning the object
295void 332void
296player::set_object (object *op) 333player::set_object (object *op)
297{ 334{
298 ob = op; 335 ob = op;
299 ob->contr = this; /* this aren't yet in archetype */ 336 ob->contr = this; /* this aren't yet in archetype */
300 337
301 ob->speed_left = 0.5; 338 ob->speed_left = 0.5f;
302 ob->speed = 1.0; 339 ob->speed = 1.0f;
303 ob->direction = 5; /* So player faces south */ 340 ob->direction = 5; /* So player faces south */
304 ob->stats.wc = 2;
305 ob->run_away = 25; /* Then we panick... */
306
307 ob->roll_stats ();
308} 341}
309 342
310player::player () 343player::player ()
311{ 344{
312 /* There are some elements we want initialised to non zero value - 345 /* There are some elements we want initialised to non zero value -
313 * we deal with that below this point. 346 * we deal with that below this point.
314 */ 347 */
315 outputs_sync = 16; /* Every 2 seconds */ 348 outputs_sync = 4;
316 outputs_count = 8; /* Keeps present behaviour */ 349 outputs_count = 4;
317 unapply = unapply_nochoice; 350 unapply = unapply_nochoice;
318 351
319 savebed_map = first_map_path; /* Init. respawn position */ 352 savebed_map = first_map_path; /* Init. respawn position */
320 353
321 gen_sp_armour = 10; 354 gen_sp_armour = 10;
322 last_speed = -1;
323 shoottype = range_none;
324 bowtype = bow_normal; 355 bowtype = bow_normal;
325 petmode = pet_normal; 356 petmode = pet_normal;
326 listening = 10; 357 listening = 10;
327 usekeys = containers; 358 usekeys = containers;
328 last_weapon_sp = -1;
329 peaceful = 1; /* default peaceful */ 359 peaceful = 1; /* default peaceful */
330 do_los = 1; 360 do_los = 1;
331
332 /* we need to clear these to -1 and not zero - otherwise,
333 * if a player quits and starts a new character, we wont
334 * send new values to the client, as things like exp start
335 * at zero.
336 */
337 for (int i = 0; i < NUM_SKILLS; i++)
338 last_skill_exp[i] = -1;
339
340 for (int i = 0; i < NROFATTACKS; i++)
341 last_resist[i] = -1;
342
343 last_stats.exp = -1;
344 last_weight = (uint32) - 1;
345} 361}
346 362
347void 363void
348player::do_destroy () 364player::do_destroy ()
349{ 365{
350 disconnect (); 366 disconnect ();
351 367
352 save (false);
353 enable_save = false;
354
355 attachable::do_destroy (); 368 attachable::do_destroy ();
356
357 terminate_all_pets (ob);
358
359 if (first_player != this)
360 {
361 player *prev = first_player;
362
363 while (prev && prev->next && prev->next != this)
364 prev = prev->next;
365
366 if (prev->next != this)
367 {
368 LOG (llevError, "Free_player: Can't find previous player.\n");
369 abort ();
370 }
371
372 prev->next = next;
373 }
374 else
375 first_player = next;
376 369
377 if (ob) 370 if (ob)
378 { 371 {
379 ob->destroy_inv (false); 372 ob->destroy_inv (false);
380 ob->destroy (); 373 ob->destroy ();
395player::create () 388player::create ()
396{ 389{
397 player *pl = new player; 390 player *pl = new player;
398 391
399 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
400 set_first_map (pl->ob); 398 set_first_map (pl->ob);
401 399
402 return pl; 400 return pl;
403} 401}
404 402
436 object *op = NULL; 434 object *op = NULL;
437 objectlink *ol; 435 objectlink *ol;
438 unsigned lastdist; 436 unsigned lastdist;
439 rv_vector rv; 437 rv_vector rv;
440 438
441 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
442 { 440 {
443 /* 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
444 * does periodically happen. Given that, lets deal with it. 442 * does periodically happen. Given that, lets deal with it.
445 * While unlikely, it is possible the next object on the friendly 443 * While unlikely, it is possible the next object on the friendly
446 * list is also free, so encapsulate this in a while loop. 444 * list is also free, so encapsulate this in a while loop.
450 object *tmp = ol->ob; 448 object *tmp = ol->ob;
451 449
452 /* 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
453 * itself will have been cleared. 451 * itself will have been cleared.
454 */ 452 */
455 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 ());
456 ol = ol->next; 455 ol = ol->next;
457 remove_friendly_object (tmp); 456 remove_friendly_object (tmp);
458 if (!ol) 457 if (!ol)
459 return op; 458 return op;
460 } 459 }
549 x = mon->x; 548 x = mon->x;
550 y = mon->y; 549 y = mon->y;
551 m = mon->map; 550 m = mon->map;
552 dir = rv.direction; 551 dir = rv.direction;
553 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 */
554 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
555 /* 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. */
556 if (diff > max) 556 if (diff > max)
557 return 0; 557 return 0;
558
558 while (diff > 1 && max > 0) 559 while (diff > 1 && max > 0)
559 { 560 {
560 lastx = x; 561 lastx = x;
561 lasty = y; 562 lasty = y;
562 lastmap = m; 563 lastmap = m;
644 max--; 645 max--;
645 lastdir = dir; 646 lastdir = dir;
646 if (!firstdir) 647 if (!firstdir)
647 firstdir = dir; 648 firstdir = dir;
648 } 649 }
650
649 if (diff <= 1) 651 if (diff <= 1)
650 { 652 {
651 /* Recalculate diff (distance) because we may not have actually 653 /* Recalculate diff (distance) because we may not have actually
652 * headed toward player for entire distance. 654 * headed toward player for entire distance.
653 */ 655 */
654 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 656 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
655 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));
656 } 658 }
659
657 if (diff > max) 660 if (diff > max)
658 return 0; 661 return 0;
659 } 662 }
663
660 /* 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 */
661 if (!max) 665 if (!max)
662 return 0; 666 return 0;
663 667
664 return firstdir; 668 return firstdir;
778roll_stat (void) 782roll_stat (void)
779{ 783{
780 int a[4], i, j, k; 784 int a[4], i, j, k;
781 785
782 for (i = 0; i < 4; i++) 786 for (i = 0; i < 4; i++)
783 a[i] = (int) RANDOM () % 6 + 1; 787 a[i] = (int) rndm (6) + 1;
784 788
785 for (i = 0, j = 0, k = 7; i < 4; i++) 789 for (i = 0, j = 0, k = 7; i < 4; i++)
786 if (a[i] < k) 790 if (a[i] < k)
787 k = a[i], j = i; 791 k = a[i], j = i;
788 792
794} 798}
795 799
796void 800void
797object::roll_stats () 801object::roll_stats ()
798{ 802{
799 int statsort [7]; 803 int statsort [NUM_STATS];
800 804
801 for (;;) 805 for (;;)
802 { 806 {
803 int sum = 0; 807 int sum = 0;
804 for (int i = 7; i--; ) 808 for (int i = NUM_STATS; i--; )
805 sum += statsort [i] = roll_stat (); 809 sum += statsort [i] = roll_stat ();
806 810
807 if (sum >= 82 && sum <= 116) 811 if (sum >= 82 && sum <= 116)
808 break; 812 break;
809 } 813 }
810 814
811 // Sort the stats so that rerolling is easier... 815 // Sort the stats so that rerolling is easier...
812 std::sort (statsort, statsort + 7, std::greater<int>()); 816 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
813 817
818 for (int i = 0; i < NUM_STATS; ++i)
814 stats.Str = statsort[0]; 819 stats.stat (i) = statsort [i];
815 stats.Dex = statsort[1];
816 stats.Con = statsort[2];
817 stats.Int = statsort[3];
818 stats.Wis = statsort[4];
819 stats.Pow = statsort[5];
820 stats.Cha = statsort[6];
821 820
822 stats.exp = 0; 821 stats.exp = 0;
823 stats.ac = 0; 822 stats.ac = 0;
824 823
825 stats.hp = stats.maxhp; 824 stats.hp = stats.maxhp;
837} 836}
838 837
839void 838void
840object::swap_stats (int a, int b) 839object::swap_stats (int a, int b)
841{ 840{
842 int tmp = get_attr_value (&contr->orig_stats, a); 841 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
843 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
844 set_attr_value (&contr->orig_stats, b, tmp);
845 842
843 for (int i = 0; i < NUM_STATS; ++i)
846 stats.Str = contr->orig_stats.Str; 844 stats.stat (i) = contr->orig_stats.stat (i);
847 stats.Dex = contr->orig_stats.Dex;
848 stats.Con = contr->orig_stats.Con;
849 stats.Int = contr->orig_stats.Int;
850 stats.Wis = contr->orig_stats.Wis;
851 stats.Pow = contr->orig_stats.Pow;
852 stats.Cha = contr->orig_stats.Cha;
853 845
854 //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,
855 // be merged with the similar code in roll_stats 847 // be merged with the similar code in roll_stats
856 stats.ac = 0; 848 stats.ac = 0;
857 849
888 * appropriate action with it (change race, or other things). 880 * appropriate action with it (change race, or other things).
889 * The function name is for historical reasons - now we have 881 * The function name is for historical reasons - now we have
890 * separate race and class; this actually changes the RACE, 882 * separate race and class; this actually changes the RACE,
891 * not the class. 883 * not the class.
892 */ 884 */
893int 885void
894key_change_class (object *op, char key) 886player::chargen_race_done ()
895{ 887{
896 int tmp_loop;
897
898 if (key == 'd' || key == 'D')
899 {
900 char buf[MAX_BUF];
901
902 /* this must before then initial items are given */ 888 /* this must before then initial items are given */
903 esrv_new_player (op->contr, op->weight + op->carrying); 889 esrv_new_player (ob->contr, ob->weight + ob->carrying);
904 890
905 treasurelist *tl = find_treasurelist ("starting_wealth"); 891 treasurelist *tl = treasurelist::find ("starting_wealth");
906 if (tl) 892 if (tl)
907 create_treasure (tl, op, 0, 0, 0); 893 create_treasure (tl, ob, 0, 0, 0);
908 894
909 INVOKE_PLAYER (BIRTH, op->contr); 895 INVOKE_PLAYER (BIRTH, ob->contr);
910 INVOKE_PLAYER (LOGIN, op->contr); 896 INVOKE_PLAYER (LOGIN, ob->contr);
911 897
912 op->contr->ns->state = ST_PLAYING; 898 ob->contr->ns->state = ST_PLAYING;
913 899
914 if (op->msg) 900 if (ob->msg)
915 op->msg = NULL; 901 ob->msg = 0;
916 902
917 /* 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
918 * to save here. 904 * to save here.
919 */ 905 */
906 {
907 char buf[MAX_BUF];
920 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 908 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
921 make_path_to_file (buf); 909 make_path_to_file (buf);
910 }
922 911
923#ifdef AUTOSAVE
924 op->contr->last_save_tick = pticks;
925#endif
926 start_info (op); 912 start_info (ob);
927 CLEAR_FLAG (op, FLAG_WIZ); 913 CLEAR_FLAG (ob, FLAG_WIZ);
928 give_initial_items (op, op->randomitems); 914 give_initial_items (ob, ob->randomitems);
929 link_player_skills (op); 915 link_player_skills (ob);
930 esrv_send_inventory (op, op); 916 esrv_send_inventory (ob, ob);
931 op->update_stats (); 917 ob->update_stats ();
932 918
933 /* This moves the player to a different start map, if there 919 /* This moves the player to a different start map, if there
934 * is one for this race 920 * is one for this race
935 */ 921 */
936 if (*first_map_ext_path) 922 if (*first_map_ext_path)
937 { 923 {
938 object *tmp; 924 object *tmp;
939 char mapname[MAX_BUF]; 925 char mapname[MAX_BUF];
940 926
941 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);
942 tmp = object::create (); 928 tmp = object::create ();
943 EXIT_PATH (tmp) = mapname; 929 EXIT_PATH (tmp) = mapname;
944 EXIT_X (tmp) = op->x; 930 EXIT_X (tmp) = ob->x;
945 EXIT_Y (tmp) = op->y; 931 EXIT_Y (tmp) = ob->y;
946 op->enter_exit (tmp); /* we don't really care if it succeeded; 932 ob->enter_exit (tmp); /* we don't really care if it succeeded;
947 * if the map isn't there, then stay on the 933 * if the map isn't there, then stay on the
948 * default initial map */ 934 * default initial map */
949 tmp->destroy (); 935 tmp->destroy ();
950 } 936 }
951 else 937 else
952 LOG (llevDebug, "first_map_ext_path not set\n"); 938 LOG (llevDebug, "first_map_ext_path not set\n");
939}
953 940
954 return 0; 941void
955 } 942player::chargen_race_next ()
956 943{
957 /* Following actually changes the race - this is the default command 944 /* Following actually changes the race - this is the default command
958 * if we don't match with one of the options above. 945 * if we don't match with one of the options above.
959 */ 946 */
960 947
961 tmp_loop = 0; 948 do
962 while (!tmp_loop)
963 { 949 {
964 shstr name = op->name; 950 shstr name = ob->name;
965 int x = op->x, y = op->y; 951 int x = ob->x, y = ob->y;
966 952
967 op->remove_statbonus (); 953 ob->remove_statbonus ();
968 op->remove (); 954 ob->remove ();
969 op->arch = get_player_archetype (op->arch); 955 ob->arch = get_player_archetype (ob->arch);
970 op->arch->clone.copy_to (op); 956 ob->arch->clone.copy_to (ob);
971 op->instantiate (); 957 ob->instantiate ();
972 op->stats = op->contr->orig_stats; 958 ob->stats = ob->contr->orig_stats;
973 op->name = op->name_pl = name; 959 ob->name = ob->name_pl = name;
974 op->x = x; 960 ob->x = x;
975 op->y = y; 961 ob->y = y;
976 SET_ANIMATION (op, 2); /* So player faces south */ 962 SET_ANIMATION (ob, 2); /* So player faces south */
977 insert_ob_in_map (op, op->map, op, 0); 963 insert_ob_in_map (ob, ob->map, ob, 0);
978 assign (op->contr->title, op->arch->clone.name); 964 assign (ob->contr->title, ob->arch->clone.name);
979 op->add_statbonus (); 965 ob->add_statbonus ();
980 tmp_loop = allowed_class (op);
981 } 966 }
967 while (!allowed_class (ob));
982 968
983 update_object (op, UP_OBJ_FACE); 969 update_object (ob, UP_OBJ_FACE);
984 esrv_update_item (UPD_FACE, op, op); 970 esrv_update_item (UPD_FACE, ob, ob);
985 op->update_stats (); 971 ob->update_stats ();
986 op->stats.hp = op->stats.maxhp; 972 ob->stats.hp = ob->stats.maxhp;
987 op->stats.sp = op->stats.maxsp; 973 ob->stats.sp = ob->stats.maxsp;
988 op->stats.grace = 0; 974 ob->stats.grace = 0;
989
990 if (op->msg)
991 new_draw_info (NDI_BLUE, 0, op, op->msg);
992
993 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
994 return 0;
995}
996
997int
998key_confirm_quit (object *op, char key)
999{
1000 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1001 {
1002 op->contr->ns->state = ST_PLAYING;
1003 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1004 return 1;
1005 }
1006
1007 INVOKE_PLAYER (LOGOUT, op->contr);
1008 INVOKE_PLAYER (QUIT, op->contr);
1009
1010 op->contr->enable_save = false;
1011 delete_character (op->name);
1012
1013 terminate_all_pets (op);
1014 op->remove ();
1015 op->direction = 0;
1016 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1017
1018 strcpy (op->contr->killer, "quit");
1019 check_score (op);
1020 op->contr->party = 0;
1021 op->contr->own_title[0] = '\0';
1022 op->contr->destroy ();
1023
1024 return 1;
1025} 975}
1026 976
1027void 977void
1028flee_player (object *op) 978flee_player (object *op)
1029{ 979{
1076 /* Cornered, get rid of scared */ 1026 /* Cornered, get rid of scared */
1077 CLEAR_FLAG (op, FLAG_SCARED); 1027 CLEAR_FLAG (op, FLAG_SCARED);
1078 op->enemy = NULL; 1028 op->enemy = NULL;
1079} 1029}
1080 1030
1081
1082/* 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.
1083 * 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
1084 * stop. 1033 * stop.
1085 */ 1034 */
1086int 1035int
1087check_pick (object *op) 1036check_pick (object *op)
1088{ 1037{
1089 object *tmp, *next; 1038 object *tmp, *next;
1090 int stop = 0; 1039 int stop = 0;
1091 int j, k, wvratio; 1040 int wvratio;
1092 char putstring[128], tmpstr[16]; 1041 char putstring[128];
1093 1042
1094 /* if you're flying, you cna't pick up anything */ 1043 /* if you're flying, you cna't pick up anything */
1095 if (op->move_type & MOVE_FLYING) 1044 if (op->move_type & MOVE_FLYING)
1096 return 1; 1045 return 1;
1097 1046
1434 * found object is returned. 1383 * found object is returned.
1435 */ 1384 */
1436object * 1385object *
1437find_arrow (object *op, const char *type) 1386find_arrow (object *op, const char *type)
1438{ 1387{
1439 object *tmp = NULL; 1388 object *tmp = 0;
1440 1389
1441 for (op = op->inv; op; op = op->below) 1390 for (op = op->inv; op; op = op->below)
1442 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))
1443 tmp = find_arrow (op, type); 1392 tmp = find_arrow (op, type);
1444 else if (op->type == ARROW && op->race == type) 1393 else if (op->type == ARROW && op->race == type)
1445 return op; 1394 return op;
1395
1446 return tmp; 1396 return tmp;
1447} 1397}
1448 1398
1449/* 1399/*
1450 * 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
1451 * 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
1452 * 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
1453 * 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.
1454 */ 1404 */
1455
1456object * 1405object *
1457find_better_arrow (object *op, object *target, const char *type, int *better) 1406find_better_arrow (object *op, object *target, const char *type, int *better)
1458{ 1407{
1459 object *tmp = NULL, *arrow, *ntmp; 1408 object *tmp = NULL, *arrow, *ntmp;
1460 int attacknum, attacktype, betterby = 0, i; 1409 int attacknum, attacktype, betterby = 0, i;
1526 * find_better_arrow to find a decent arrow to use. 1475 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1476 * op = the shooter
1528 * type = bow->race 1477 * type = bow->race
1529 * dir = fire direction 1478 * dir = fire direction
1530 */ 1479 */
1531
1532object * 1480object *
1533pick_arrow_target (object *op, const char *type, int dir) 1481pick_arrow_target (object *op, const char *type, int dir)
1534{ 1482{
1535 object *tmp = NULL; 1483 object *tmp = NULL;
1536 maptile *m; 1484 maptile *m;
1601 */ 1549 */
1602int 1550int
1603fire_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)
1604{ 1552{
1605 object *left, *bow; 1553 object *left, *bow;
1606 int bowspeed, mflags; 1554 int mflags;
1607 maptile *m; 1555 maptile *m;
1608 1556
1609 if (!dir) 1557 if (!dir)
1610 { 1558 {
1611 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!");
1612 return 0; 1560 return 0;
1613 } 1561 }
1614 1562
1615 if (op->type == PLAYER) 1563 if (op->contr)
1616 bow = op->contr->ranges[range_bow]; 1564 bow = op->current_weapon;
1617 else 1565 else
1618 { 1566 {
1619 for (bow = op->inv; bow; bow = bow->below) 1567 for (bow = op->inv; bow; bow = bow->below)
1620 /* 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
1621 * 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.
1626 if (!bow) 1574 if (!bow)
1627 { 1575 {
1628 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1576 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1629 return 0; 1577 return 0;
1630 } 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
1631 } 1587 }
1632 1588
1633 if (!bow->race || !bow->skill) 1589 if (!bow->race || !bow->skill)
1634 { 1590 {
1635 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);
1636 return 0; 1592 return 0;
1637 } 1593 }
1638
1639 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1640
1641 /* penalize ROF for bestarrow */
1642 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1643 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1644
1645 if (bowspeed < 1)
1646 bowspeed = 1;
1647 1594
1648 if (arrow == NULL) 1595 if (arrow == NULL)
1649 { 1596 {
1650 if ((arrow = find_arrow (op, bow->race)) == NULL) 1597 if ((arrow = find_arrow (op, bow->race)) == NULL)
1651 { 1598 {
1652 if (op->type == PLAYER) 1599 if (op->type == PLAYER)
1653 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);
1654 /* 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 */
1655 else 1602 else
1656 CLEAR_FLAG (op, FLAG_READY_BOW); 1603 CLEAR_FLAG (op, FLAG_READY_BOW);
1604
1657 return 0; 1605 return 0;
1658 } 1606 }
1659 } 1607 }
1660 1608
1661 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1609 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1685 1633
1686 arrow->set_owner (op); 1634 arrow->set_owner (op);
1687 arrow->skill = bow->skill; 1635 arrow->skill = bow->skill;
1688 arrow->direction = dir; 1636 arrow->direction = dir;
1689 1637
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;
1675
1690 if (op->type == PLAYER) 1676 if (op->type == PLAYER)
1691 { 1677 {
1692 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1693 op->update_stats ();
1694 }
1695
1696 SET_ANIMATION (arrow, arrow->direction);
1697 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1698 arrow->stats.hp = arrow->stats.dam;
1699 arrow->stats.grace = arrow->attacktype;
1700 if (arrow->slaying != NULL)
1701 arrow->spellarg = strdup (arrow->slaying);
1702
1703 /* Note that this was different for monsters - they got their level
1704 * added to the damage. I think the strength bonus is more proper.
1705 */
1706
1707 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1708
1709 /* update the speed */
1710 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1711 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1712
1713 arrow->set_speed (max (arrow->speed, 1.0));
1714 arrow->speed_left = 0;
1715
1716 if (op->type == PLAYER)
1717 {
1718 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1719 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1720 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1721
1722 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;
1723 } 1685 }
1724 else 1686 else
1725 { 1687 {
1726 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1727 arrow->level = op->level; 1688 arrow->level = op->level;
1728 } 1689 arrow->stats.wc -= bow->magic;
1729 1690
1730 if (arrow->attacktype == AT_PHYSICAL) 1691 if (!arrow->slaying)
1692 arrow->slaying = bow->slaying;
1693
1731 arrow->attacktype |= bow->attacktype; 1694 arrow->attacktype |= bow->attacktype;
1695 }
1732 1696
1733 if (bow->slaying) 1697 wc -= arrow->level;
1734 arrow->slaying = bow->slaying; 1698 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1735 1699
1700 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1736 arrow->move_type = MOVE_FLY_LOW; 1701 arrow->move_type = MOVE_FLY_LOW;
1737 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1702 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1738 1703
1739 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);
1740 m->insert (arrow, sx, sy, op); 1705 m->insert (arrow, sx, sy, op);
1765{ 1730{
1766 int ret = 0, wcmod = 0; 1731 int ret = 0, wcmod = 0;
1767 1732
1768 if (op->contr->bowtype == bow_bestarrow) 1733 if (op->contr->bowtype == bow_bestarrow)
1769 { 1734 {
1770 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);
1771 } 1736 }
1772 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)
1773 { 1738 {
1774 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1739 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1775 wcmod = -1; 1740 wcmod = -1;
1785 else if (op->contr->bowtype == bow_spreadshot) 1750 else if (op->contr->bowtype == bow_spreadshot)
1786 { 1751 {
1787 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);
1788 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);
1789 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);
1790
1791 } 1755 }
1792 else 1756 else
1793 { 1757 {
1794 /* Simple case */ 1758 /* Simple case */
1795 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);
1796 } 1760 }
1761
1797 return ret; 1762 return ret;
1798} 1763}
1799
1800 1764
1801/* Fires a misc (wand/rod/horn) object in 'dir'. 1765/* Fires a misc (wand/rod/horn) object in 'dir'.
1802 * Broken apart from 'fire' to keep it more readable. 1766 * Broken apart from 'fire' to keep it more readable.
1803 */ 1767 */
1804void 1768void
1805fire_misc_object (object *op, int dir) 1769fire_misc_object (object *op, int dir)
1806{ 1770{
1807 object *item; 1771 object *item = op->contr->ranged_ob;
1808 1772
1809 if (!op->contr->ranges[range_misc]) 1773 if (!item)
1810 { 1774 {
1811 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.");
1812 return; 1776 return;
1813 } 1777 }
1814 1778
1815 item = op->contr->ranges[range_misc];
1816 if (!item->inv) 1779 if (!item->inv)
1817 { 1780 {
1818 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1781 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1819 return; 1782 return;
1820 } 1783 }
1784
1785 if (!op->change_weapon (item))
1786 return;
1787
1821 if (item->type == WAND) 1788 if (item->type == WAND)
1822 { 1789 {
1823 if (item->stats.food <= 0) 1790 if (item->stats.food <= 0)
1824 { 1791 {
1825 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1792 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1826 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
1827 return; 1795 return;
1828 } 1796 }
1829 } 1797 }
1830 else if (item->type == ROD || item->type == HORN) 1798 else if (item->type == ROD || item->type == HORN)
1831 { 1799 {
1832 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))
1833 { 1801 {
1834 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1802 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1803
1835 if (item->type == ROD) 1804 if (item->type == ROD)
1836 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));
1837 else 1806 else
1838 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
1839 return; 1809 return;
1840 } 1810 }
1841 } 1811 }
1842 1812
1843 if (cast_spell (op, item, dir, item->inv, NULL)) 1813 if (cast_spell (op, item, dir, item->inv, NULL))
1874 1844
1875 /* check for loss of invisiblity/hide */ 1845 /* check for loss of invisiblity/hide */
1876 if (action_makes_visible (op)) 1846 if (action_makes_visible (op))
1877 make_visible (op); 1847 make_visible (op);
1878 1848
1879 switch (op->contr->shoottype) 1849 player *pl = op->contr;
1850
1851 if (pl->golem)
1880 { 1852 {
1881 case range_none: 1853 control_golem (op->contr->golem, dir);
1882 return; 1854 return;
1855 }
1883 1856
1884 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:
1885 player_fire_bow (op, dir); 1868 player_fire_bow (op, dir);
1886 return; 1869 break;
1887 1870
1888 case range_magic: /* Casting spells */ 1871 case SPELL:
1889 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);
1890 return; 1873 break;
1891 1874
1892 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:
1893 fire_misc_object (op, dir); 1884 fire_misc_object (op, dir);
1894 return; 1885 break;
1895
1896 case range_golem: /* Control summoned monsters from scrolls */
1897 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1898 {
1899 op->contr->ranges[range_golem] = 0;
1900 op->contr->shoottype = range_none;
1901 }
1902 else
1903 control_golem (op->contr->ranges[range_golem], dir);
1904 return;
1905
1906 case range_skill:
1907 if (!op->chosen_skill)
1908 {
1909 if (op->type == PLAYER)
1910 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1911 return;
1912 }
1913 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1914 return;
1915 case range_builder:
1916 apply_map_builder (op, dir);
1917 return;
1918 default:
1919 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1920 return;
1921 } 1886 }
1922} 1887}
1923
1924
1925 1888
1926/* find_key 1889/* find_key
1927 * 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
1928 * and successfully use it, we return the key, otherwise NULL 1891 * and successfully use it, we return the key, otherwise NULL
1929 * This function merges both normal and locked door, since the logic 1892 * This function merges both normal and locked door, since the logic
1931 * pl is the player, 1894 * pl is the player,
1932 * inv is the objects inventory to searched 1895 * inv is the objects inventory to searched
1933 * door is the door we are trying to match against. 1896 * door is the door we are trying to match against.
1934 * This function can be called recursively to search containers. 1897 * This function can be called recursively to search containers.
1935 */ 1898 */
1936
1937object * 1899object *
1938find_key (object *pl, object *container, object *door) 1900find_key (object *pl, object *container, object *door)
1939{ 1901{
1940 object *tmp, *key; 1902 object *tmp, *key;
1941 1903
1942 /* Should not happen, but sanity checking is never bad */ 1904 /* Should not happen, but sanity checking is never bad */
1943 if (container->inv == NULL) 1905 if (!container->inv)
1944 return NULL; 1906 return 0;
1945 1907
1946 /* 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 */
1947 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1909 for (tmp = container->inv; tmp; tmp = tmp->below)
1948 { 1910 {
1949 if (door->type == DOOR && tmp->type == KEY) 1911 if (door->type == DOOR && tmp->type == KEY)
1950 break; 1912 break;
1951 /* For sanity, we should really check door type, but other stuff 1913 /* For sanity, we should really check door type, but other stuff
1952 * (like containers) can be locked with special keys 1914 * (like containers) can be locked with special keys
1953 */ 1915 */
1954 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1916 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1955 break; 1917 break;
1956 } 1918 }
1919
1957 /* No key found - lets search inventories now */ 1920 /* No key found - lets search inventories now */
1958 /* 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.
1959 * 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
1960 * a key, return 1923 * a key, return
1961 */ 1924 */
1962 if (!tmp) 1925 if (!tmp)
1963 { 1926 {
1964 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1927 for (tmp = container->inv; tmp; tmp = tmp->below)
1965 { 1928 {
1966 /* No reason to search empty containers */ 1929 /* No reason to search empty containers */
1967 if (tmp->type == CONTAINER && tmp->inv) 1930 if (tmp->type == CONTAINER && tmp->inv)
1968 { 1931 {
1969 if ((key = find_key (pl, tmp, door)) != NULL) 1932 if ((key = find_key (pl, tmp, door)))
1970 return key; 1933 return key;
1971 } 1934 }
1972 } 1935 }
1936
1973 if (!tmp) 1937 if (!tmp)
1974 return NULL; 1938 return NULL;
1975 } 1939 }
1940
1976 /* 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,
1977 * see if we actually want to use it 1942 * see if we actually want to use it
1978 */ 1943 */
1979 if (pl != container) 1944 if (pl != container)
1980 { 1945 {
2001 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1966 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2002 "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));
2003 return NULL; 1968 return NULL;
2004 } 1969 }
2005 } 1970 }
1971
2006 return tmp; 1972 return tmp;
2007} 1973}
2008 1974
2009/* moved door processing out of move_player_attack. 1975/* moved door processing out of move_player_attack.
2010 * returns 1 if player has opened the door with a key 1976 * returns 1 if player has opened the door with a key
2024 if (key) 1990 if (key)
2025 { 1991 {
2026 object *container = key->env; 1992 object *container = key->env;
2027 1993
2028 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
2029 if (action_makes_visible (op)) 1996 if (action_makes_visible (op))
2030 make_visible (op); 1997 make_visible (op);
1998
2031 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1999 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2032 spring_trap (door->inv, op); 2000 spring_trap (door->inv, op);
2001
2033 if (door->type == DOOR) 2002 if (door->type == DOOR)
2034 {
2035 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 */
2036 }
2037 else if (door->type == LOCKED_DOOR) 2004 else if (door->type == LOCKED_DOOR)
2038 { 2005 {
2039 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));
2040 remove_door2 (door); /* remove door without violence ;-) */ 2007 remove_door2 (door); /* remove door without violence ;-) */
2041 } 2008 }
2009
2042 /* Do this after we print the message */ 2010 /* Do this after we print the message */
2043 decrease_ob (key); /* Use up one of the keys */ 2011 decrease_ob (key); /* Use up one of the keys */
2044 /* Need to update the weight the container the key was in */ 2012 /* Need to update the weight the container the key was in */
2045 if (container != op) 2013 if (container != op)
2046 esrv_update_item (UPD_WEIGHT, op, container); 2014 esrv_update_item (UPD_WEIGHT, op, container);
2015
2047 return 1; /* Nothing more to do below */ 2016 return 1; /* Nothing more to do below */
2048 } 2017 }
2049 else if (door->type == LOCKED_DOOR) 2018 else if (door->type == LOCKED_DOOR)
2050 { 2019 {
2051 /* Might as well return now - no other way to open this */ 2020 /* Might as well return now - no other way to open this */
2052 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2021 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2053 return 1; 2022 return 1;
2054 } 2023 }
2024
2055 return 0; 2025 return 0;
2056} 2026}
2057 2027
2058/* This function is just part of a breakup from move_player. 2028/* This function is just part of a breakup from move_player.
2059 * It should keep the code cleaner. 2029 * It should keep the code cleaner.
2063 */ 2033 */
2064void 2034void
2065move_player_attack (object *op, int dir) 2035move_player_attack (object *op, int dir)
2066{ 2036{
2067 object *tmp, *mon; 2037 object *tmp, *mon;
2068 sint16 nx, ny;
2069 int on_battleground; 2038 int on_battleground;
2070 maptile *m; 2039 maptile *m;
2071 2040
2072 nx = freearr_x[dir] + op->x; 2041 sint16 nx = freearr_x[dir] + op->x;
2073 ny = freearr_y[dir] + op->y; 2042 sint16 ny = freearr_y[dir] + op->y;
2074 2043
2075 on_battleground = op_on_battleground (op, 0, 0); 2044 on_battleground = op_on_battleground (op, 0, 0);
2076 2045
2077 /* 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
2078 * 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
2143 2112
2144 /* 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
2145 * peaceful. Our assumption is the creature is a pet if the 2114 * peaceful. Our assumption is the creature is a pet if the
2146 * player owns it and it is either friendly or unagressive. 2115 * player owns it and it is either friendly or unagressive.
2147 */ 2116 */
2148 if ((op->type == PLAYER) 2117 if (op->type == PLAYER
2149#if COZY_SERVER
2150 &&
2151 ((mon->owner && mon->owner->contr 2118 && ((mon->owner && mon->owner->contr
2152 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2119 && same_party (mon->owner->contr->party, op->contr->party))
2153#else
2154 && mon->owner == op 2120 || mon->owner == op)
2155#endif
2156 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2121 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2157 { 2122 {
2158 /* 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 */
2159 if (op->contr->braced) 2124 if (op->contr->braced)
2160 return; 2125 return;
2161 2126
2162 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);
2163 (void) push_ob (mon, dir, op); 2128 push_ob (mon, dir, op);
2164 if (op->contr->tmp_invis || op->hide) 2129 if (op->contr->tmp_invis || op->hide)
2165 make_visible (op); 2130 make_visible (op);
2166 2131
2167 return; 2132 return;
2168 } 2133 }
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 push_ob (mon, dir, op); 2149 push_ob (mon, dir, op);
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 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2174 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2216 ((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)))
2217 { 2176 {
2218
2219 /* If the player hasn't hit something this tick, and does
2220 * so, give them speed boost based on weapon speed. Doing
2221 * it here is better than process_players2, which basically
2222 * incurred a 1 tick offset.
2223 */
2224 if (!op->contr->has_hit) 2177 if (!op->contr->has_hit)
2225 { 2178 {
2179 op->contr->has_hit = 1;
2226 op->speed_left += op->speed / op->contr->weapon_sp; 2180 op->speed_left += op->contr->weapon_speed () - op->speed;
2227
2228 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2229 } 2181 }
2230 2182
2231 skill_attack (mon, op, 0, 0, 0); 2183 skill_attack (mon, op, 0, 0, 0);
2232 2184
2233 /* If attacking another player, that player gets automatic 2185 /* If attacking another player, that player gets automatic
2265 return 0; 2217 return 0;
2266 } 2218 }
2267 2219
2268 /* peterm: added following line */ 2220 /* peterm: added following line */
2269 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2221 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2270 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2222 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2271 2223
2272 op->facing = dir; 2224 op->facing = dir;
2273 2225
2274 if (op->hide) 2226 if (op->hide)
2275 do_hidden_move (op); 2227 do_hidden_move (op);
2308 * Returns true if there are more actions we can do. 2260 * Returns true if there are more actions we can do.
2309 */ 2261 */
2310int 2262int
2311handle_newcs_player (object *op) 2263handle_newcs_player (object *op)
2312{ 2264{
2313 if (op->contr->hidden)
2314 {
2315 op->invisible = 1000;
2316 /* the socket code flashes the player visible/invisible
2317 * depending on the value of invisible, so we need to
2318 * alternate it here for it to work correctly.
2319 */
2320 if (pticks & 2)
2321 op->invisible--;
2322 }
2323 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2324 {
2325 op->invisible--;
2326 if (!op->invisible)
2327 {
2328 make_visible (op);
2329 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2330 }
2331 }
2332
2333 if (QUERY_FLAG (op, FLAG_SCARED)) 2265 if (QUERY_FLAG (op, FLAG_SCARED))
2334 { 2266 {
2335 flee_player (op); 2267 flee_player (op);
2268
2336 /* 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 */
2337 if (QUERY_FLAG (op, FLAG_SCARED)) 2270 if (op->flag [FLAG_SCARED])
2338 { 2271 {
2339 op->speed_left--; 2272 --op->speed_left;
2340 return 0; 2273 return 0;
2341 } 2274 }
2342 } 2275 }
2343
2344 /* I've been seeing crashes where the golem has been destroyed, but
2345 * the player object still points to the defunct golem. The code that
2346 * destroys the golem looks correct, and it doesn't always happen, so
2347 * put this in a a workaround to clean up the golem pointer.
2348 */
2349 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2350 op->contr->ranges[range_golem] = 0;
2351 2276
2352 /* 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
2353 * the players time has been increased when doericserver has been 2278 * the players time has been increased when doericserver has been
2354 * called, so we recheck it here. 2279 * called, so we recheck it here.
2355 */ 2280 */
2356 if (op->contr->ns->handle_command ()) 2281 if (op->contr->ns->handle_command ())
2357 return 1; 2282 return 1;
2358 2283
2359 if (op->speed_left > 0) 2284 if (op->speed_left > 0.f)
2360 { 2285 {
2361 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2286 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2362 { 2287 {
2363 /* All move commands take 1 tick, at least for now */ 2288 /* All move commands take 1 tick, at least for now */
2364 op->speed_left--; 2289 --op->speed_left;
2365 2290
2366 /* Instead of all the stuff below, let move_player take care 2291 /* Instead of all the stuff below, let move_player take care
2367 * 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
2368 * there, as well as the confusion stuff. 2293 * there, as well as the confusion stuff.
2369 */ 2294 */
2370 move_player (op, op->direction); 2295 move_player (op, op->direction);
2371 2296
2372 return op->speed_left > 0; 2297 return op->speed_left > 0.f;
2373 } 2298 }
2374 } 2299 }
2375 2300
2376 return 0; 2301 return 0;
2377} 2302}
2416 * from. 2341 * from.
2417 */ 2342 */
2418void 2343void
2419remove_unpaid_objects (object *op, object *env) 2344remove_unpaid_objects (object *op, object *env)
2420{ 2345{
2421 object *next;
2422
2423 while (op) 2346 while (op)
2424 { 2347 {
2425 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2348 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2426 2349
2427 if (QUERY_FLAG (op, FLAG_UNPAID)) 2350 if (QUERY_FLAG (op, FLAG_UNPAID))
2493 int rate_grace = 2000; 2416 int rate_grace = 2000;
2494 const int max_hp = 1; 2417 const int max_hp = 1;
2495 const int max_sp = 1; 2418 const int max_sp = 1;
2496 const int max_grace = 1; 2419 const int max_grace = 1;
2497 2420
2498 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--;
2499 { 2430 }
2500 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2431 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2501 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2432 {
2502 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 }
2503 } 2438 }
2504 2439
2505 if (op->contr->ns->state == ST_PLAYING) 2440 if (op->contr->ns->state == ST_PLAYING)
2506 { 2441 {
2507 /* these next three if clauses make it possible to SLOW DOWN 2442 /* these next three if clauses make it possible to SLOW DOWN
2529 gen_grace = op->stats.maxgrace; 2464 gen_grace = op->stats.maxgrace;
2530 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2465 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2531 } 2466 }
2532 2467
2533 /* Regenerate Spell Points */ 2468 /* Regenerate Spell Points */
2534 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2469 if (!op->contr->golem && --op->last_sp < 0)
2535 { 2470 {
2536 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);
2537 if (op->stats.sp < op->stats.maxsp) 2472 if (op->stats.sp < op->stats.maxsp)
2538 { 2473 {
2539 op->stats.sp++; 2474 op->stats.sp++;
2637 } 2572 }
2638 2573
2639 /* Digestion */ 2574 /* Digestion */
2640 if (--op->last_eat < 0) 2575 if (--op->last_eat < 0)
2641 { 2576 {
2642#ifdef COZY_SERVER
2643 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2644 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2645#else
2646 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;
2647#endif
2648 2578
2649 if (op->contr->gen_hp > 0) 2579 if (op->contr->gen_hp > 0)
2650 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);
2651 else 2581 else
2652 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2582 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2757 tmp->name = buf; 2687 tmp->name = buf;
2758 sprintf (buf, " This finger has been cut off %s\n" 2688 sprintf (buf, " This finger has been cut off %s\n"
2759 " 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",
2760 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2690 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2761 tmp->msg = buf; 2691 tmp->msg = buf;
2762 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2692 tmp->value = 0, tmp->type = 0;
2763 tmp->materialname = NULL; 2693 tmp->materialname = "organics";
2764 op->insert_at (tmp, op); 2694 tmp->insert_at (op, tmp);
2765 } 2695 }
2766 2696
2767 /* teleport defeated player to new destination */ 2697 /* teleport defeated player to new destination */
2768 transfer_ob (op, x, y, 0, NULL); 2698 transfer_ob (op, x, y, 0, NULL);
2769 op->contr->braced = 0; 2699 op->contr->braced = 0;
2774 2704
2775 command_kill_pets (op, 0); 2705 command_kill_pets (op, 0);
2776 2706
2777 if (op->stats.food < 0) 2707 if (op->stats.food < 0)
2778 { 2708 {
2779 if (op->contr->explore)
2780 {
2781 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2782 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2783 op->stats.food = 999;
2784 return;
2785 }
2786 sprintf (buf, "%s starved to death.", &op->name); 2709 sprintf (buf, "%s starved to death.", &op->name);
2787 strcpy (op->contr->killer, "starvation"); 2710 strcpy (op->contr->killer, "starvation");
2788 } 2711 }
2789 else 2712 else
2790 {
2791 if (op->contr->explore)
2792 {
2793 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2794 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2795 op->stats.hp = op->stats.maxhp;
2796 return;
2797 }
2798 sprintf (buf, "%s died.", &op->name); 2713 sprintf (buf, "%s died.", &op->name);
2799 }
2800 2714
2801 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2715 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2802 2716
2803 /* save the map location for corpse, gravestone */ 2717 /* save the map location for corpse, gravestone */
2804 x = op->x; 2718 x = op->x;
2980 op->stats.hp = op->stats.maxhp; 2894 op->stats.hp = op->stats.maxhp;
2981 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2895 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2982 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2896 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2983 2897
2984 /* 2898 /*
2985 * Check to see if the player is in a shop. IF so, then check to see if
2986 * 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
2987 * in the map. 2900 * and put them back in the map.
2988 */ 2901 */
2989
2990 if (is_in_shop (op))
2991 remove_unpaid_objects (op->inv, op); 2902 remove_unpaid_objects (op->inv, op);
2992 2903
2993 /****************************************/ 2904 /****************************************/
2994 /* */ 2905 /* */
2995 /* Move player to his current respawn- */ 2906 /* Move player to his current respawn- */
2996 /* position (usually last savebed) */ 2907 /* position (usually last savebed) */
2997 /* */ 2908 /* */
2998 /****************************************/ 2909 /****************************************/
2999 2910
3000 enter_player_savebed (op); 2911 enter_player_savebed (op);
3001 2912
3002 /* Save the player before inserting the force to reduce
3003 * chance of abuse.
3004 */
3005 op->contr->braced = 0; 2913 op->contr->braced = 0;
3006 op->contr->save ();
3007 2914
3008 /* it is possible that the player has blown something up 2915 /* it is possible that the player has blown something up
3009 * at his savebed location, and that can have long lasting 2916 * at his savebed location, and that can have long lasting
3010 * spell effects. So first see if there is a spell effect 2917 * spell effects. So first see if there is a spell effect
3011 * on the space that might harm the player. 2918 * on the space that might harm the player.
3020 object *force; 2927 object *force;
3021 int at; 2928 int at;
3022 2929
3023 force = get_archetype (FORCE_NAME); 2930 force = get_archetype (FORCE_NAME);
3024 /* 50 ticks should be enough time for the spell to abate */ 2931 /* 50 ticks should be enough time for the spell to abate */
3025 force->speed = 0.1; 2932 force->speed = 0.1f;
3026 force->speed_left = -5.0; 2933 force->speed_left = -5.f;
3027 SET_FLAG (force, FLAG_APPLIED); 2934 SET_FLAG (force, FLAG_APPLIED);
3028 for (at = 0; at < NROFATTACKS; at++) 2935 for (at = 0; at < NROFATTACKS; at++)
3029 if (will_kill_again & (1 << at)) 2936 if (will_kill_again & (1 << at))
3030 force->resist[at] = 100; 2937 force->resist[at] = 100;
3031 2938
3040void 2947void
3041loot_object (object *op) 2948loot_object (object *op)
3042{ /* Grab and destroy some treasure */ 2949{ /* Grab and destroy some treasure */
3043 object *tmp, *tmp2, *next; 2950 object *tmp, *tmp2, *next;
3044 2951
3045 if (op->container) 2952 op->close_container (); /* close open sack first */
3046 esrv_apply_container (op, op->container); /* close open sack first */
3047 2953
3048 for (tmp = op->inv; tmp; tmp = next) 2954 for (tmp = op->inv; tmp; tmp = next)
3049 { 2955 {
3050 next = tmp->below; 2956 next = tmp->below;
3051 2957
3052 if (tmp->invisible) 2958 if (tmp->invisible)
3053 continue; 2959 continue;
3054 2960
3055 tmp->remove (); 2961 tmp->remove ();
3056 tmp->x = op->x, tmp->y = op->y; 2962 tmp->x = op->x, tmp->y = op->y;
2963
3057 if (tmp->type == CONTAINER) 2964 if (tmp->type == CONTAINER)
3058 { /* empty container to ground */ 2965 loot_object (tmp); /* empty container to ground */
3059 loot_object (tmp); 2966
3060 }
3061 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))))
3062 { 2968 {
3063 if (tmp->nrof > 1) 2969 if (tmp->nrof > 1)
3064 { 2970 {
3065 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2971 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3066 tmp2->destroy (); 2972 tmp2->destroy ();
3077/* 2983/*
3078 * fix_weight(): Check recursively the weight of all players, and fix 2984 * fix_weight(): Check recursively the weight of all players, and fix
3079 * 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
3080 * was changed. 2986 * was changed.
3081 */ 2987 */
3082
3083void 2988void
3084fix_weight (void) 2989fix_weight (void)
3085{ 2990{
3086 for_all_players (pl) 2991 for_all_players (pl)
3087 { 2992 {
3147 if (op->type == PLAYER) 3052 if (op->type == PLAYER)
3148 { 3053 {
3149 op->contr->tmp_invis = 0; 3054 op->contr->tmp_invis = 0;
3150 op->contr->invis_race = 0; 3055 op->contr->invis_race = 0;
3151 } 3056 }
3057
3152 update_object (op, UP_OBJ_FACE); 3058 update_object (op, UP_OBJ_CHANGE);
3153} 3059}
3154 3060
3155int 3061int
3156is_true_undead (object *op) 3062is_true_undead (object *op)
3157{ 3063{
3158 object *tmp = NULL;
3159
3160 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3064 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3161 return 1; 3065 return 1;
3162 3066
3163 return 0; 3067 return 0;
3164} 3068}
3452 char buf[MAX_BUF]; /* tmp. string buffer */ 3356 char buf[MAX_BUF]; /* tmp. string buffer */
3453 int i = 0, j = 0; 3357 int i = 0, j = 0;
3454 3358
3455 /* get the appropriate treasurelist */ 3359 /* get the appropriate treasurelist */
3456 if (atnr == ATNR_FIRE) 3360 if (atnr == ATNR_FIRE)
3457 trlist = find_treasurelist ("dragon_ability_fire"); 3361 trlist = treasurelist::find ("dragon_ability_fire");
3458 else if (atnr == ATNR_COLD) 3362 else if (atnr == ATNR_COLD)
3459 trlist = find_treasurelist ("dragon_ability_cold"); 3363 trlist = treasurelist::find ("dragon_ability_cold");
3460 else if (atnr == ATNR_ELECTRICITY) 3364 else if (atnr == ATNR_ELECTRICITY)
3461 trlist = find_treasurelist ("dragon_ability_elec"); 3365 trlist = treasurelist::find ("dragon_ability_elec");
3462 else if (atnr == ATNR_POISON) 3366 else if (atnr == ATNR_POISON)
3463 trlist = find_treasurelist ("dragon_ability_poison"); 3367 trlist = treasurelist::find ("dragon_ability_poison");
3464 3368
3465 if (trlist == NULL || who->type != PLAYER) 3369 if (trlist == NULL || who->type != PLAYER)
3466 return; 3370 return;
3467 3371
3468 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++);
3600 * not readied. 3504 * not readied.
3601 */ 3505 */
3602void 3506void
3603player_unready_range_ob (player *pl, object *ob) 3507player_unready_range_ob (player *pl, object *ob)
3604{ 3508{
3605 rangetype i; 3509 if (pl->ob->current_weapon == ob)
3510 pl->ob->current_weapon = 0;
3606 3511
3607 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3512 if (pl->combat_ob == ob)
3608 { 3513 pl->combat_ob = 0;
3514
3609 if (pl->ranges[i] == ob) 3515 if (pl->ranged_ob == ob)
3610 { 3516 pl->ranged_ob = 0;
3611 pl->ranges[i] = NULL;
3612 if (pl->shoottype == i)
3613 {
3614 pl->shoottype = range_none;
3615 }
3616 }
3617 }
3618} 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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