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Comparing deliantra/server/server/player.C (file contents):
Revision 1.55 by root, Sat Dec 23 03:38:43 2006 UTC vs.
Revision 1.144 by root, Sat May 26 15:44:08 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);
159} 150}
160 151
161/* This loads the first map an puts the player on it. */ 152/* This loads the first map an puts the player on it. */
162static void 153static void
163set_first_map (object *op) 154set_first_map (object *op)
164{ 155{
165 strcpy (op->contr->maplevel, first_map_path); 156 op->contr->maplevel = first_map_path;
166 op->x = -1; 157 op->x = -1;
167 op->y = -1; 158 op->y = -1;
168 enter_exit (op, 0);
169} 159}
170 160
161void
162player::activate ()
163{
164 if (active)
165 return;
166
167 players.insert (this);
168 ob->remove ();
169 ob->map = 0;
170 ob->activate_recursive ();
171 CLEAR_FLAG (ob, FLAG_FRIENDLY);
172 add_friendly_object (ob);
173}
174
175void
176player::deactivate ()
177{
178 if (!active)
179 return;
180
181 terminate_all_pets (ob);
182 remove_friendly_object (ob);
183 ob->deactivate_recursive ();
184
185 if (ob->map)
186 maplevel = ob->map->path;
187
188 ob->remove ();
189 ob->map = 0;
190 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this);
195}
196
197// connect the player with a specific client
198// also changes, rationalises, and fixes some incorrect settings
171void 199void
172player::connect (client *ns) 200player::connect (client *ns)
173{ 201{
174 this->ns = ns; 202 this->ns = ns;
175 ns->pl = this; 203 ns->pl = this;
176 204
177 next = first_player; 205 run_on = 0;
178 first_player = this; 206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
179 208
180 ns->update_look = 0; 209 ns->update_look = 0;
181 ns->look_position = 0; 210 ns->look_position = 0;
182 211
183 clear_los (ob); 212 clear_los (ob);
184 213
214 ns->reset_stats ();
215
216 /* make sure he's a player -- needed because of class change. */
185 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
186 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->clone.race;
187 219
188 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
189 ob->update_stats ();
190 update_ob_speed (ob);
191
192 ob->carrying = sum_weight (ob); 220 ob->carrying = sum_weight (ob);
193 link_player_skills (ob); 221 link_player_skills (ob);
194 222
195 if (!legal_range (ob, shoottype)) 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
196 shoottype = range_none;
197 224
198 assign (title, ob->arch->clone.name); 225 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);
209 226
210 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
211 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
212 { 229 {
213 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
223 skin = tmp; 240 skin = tmp;
224 241
225 set_dragon_name (ob, abil, skin); 242 set_dragon_name (ob, abil, skin);
226 } 243 }
227 244
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!"); 245 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); 246
247 esrv_new_player (this, ob->weight + ob->carrying);
248
249 ob->flag [FLAG_READY_WEAPON] = false;
250 ob->flag [FLAG_READY_SKILL] = false;
251 ob->flag [FLAG_READY_BOW] = false;
252
253 for (object *op = ob->inv; op; op = op->below)
254 if (op->flag [FLAG_APPLIED])
255 switch (op->type)
256 {
257 case SKILL:
258 ob->flag [FLAG_APPLIED] = false;
259 break;
260
261 case WAND:
262 case ROD:
263 case HORN:
264 case BOW:
265 ranged_ob = op;
266 break;
267
268 case WEAPON:
269 combat_ob = op;
270 break;
271 }
272
273 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
274 ob->update_stats ();
235 275
236 ns->floorbox_update (); 276 ns->floorbox_update ();
237
238 esrv_new_player (this, ob->weight + ob->carrying);
239 esrv_send_inventory (ob, ob); 277 esrv_send_inventory (ob, ob);
240 esrv_add_spells (this, 0); 278 esrv_add_spells (this, 0);
241 279
242 enter_exit (ob, 0); 280 activate ();
243 281
244// send_rules (ob);//TODO 282 send_rules (ob);
245// send_news (ob);//TODO 283 send_news (ob);
246// display_motd (ob);//TODO 284 display_motd (ob);
285
286 INVOKE_PLAYER (CONNECT, this);
247 INVOKE_PLAYER (LOGIN, this); 287 INVOKE_PLAYER (LOGIN, this);
288}
289
290void
291player::disconnect ()
292{
293 if (ns)
294 {
295 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297
298 INVOKE_PLAYER (DISCONNECT, this);
299
300 ns->reset_stats ();
301 ns->pl = 0;
302 ns = 0;
303 }
304
305 if (ob)
306 ob->close_container (); //TODO: client-specific
307
308 deactivate ();
248} 309}
249 310
250// the need for this function can be explained 311// the need for this function can be explained
251// by load_object not returning the object 312// by load_object not returning the object
252void 313void
253player::set_object (object *op) 314player::set_object (object *op)
254{ 315{
255 ob = op; 316 ob = op;
256 ob->contr = this; /* this aren't yet in archetype */ 317 ob->contr = this; /* this aren't yet in archetype */
257 318
319 ob->speed = 1.0f;
258 ob->speed_left = 0.5; 320 ob->speed_left = 0.5f;
259 ob->speed = 1.0; 321
260 ob->direction = 5; /* So player faces south */ 322 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} 323}
268 324
269player::player () 325player::player ()
270{ 326{
271 /* There are some elements we want initialized to non zero value - 327 /* There are some elements we want initialised to non zero value -
272 * we deal with that below this point. 328 * we deal with that below this point.
273 */ 329 */
274 outputs_sync = 16; /* Every 2 seconds */ 330 outputs_sync = 4;
275 outputs_count = 8; /* Keeps present behaviour */ 331 outputs_count = 4;
276 unapply = unapply_nochoice; 332 unapply = unapply_nochoice;
277 333
278 assign (savebed_map, first_map_path); /* Init. respawn position */ 334 savebed_map = first_map_path; /* Init. respawn position */
279 335
280 gen_sp_armour = 10; 336 gen_sp_armour = 10;
281 last_speed = -1;
282 shoottype = range_none;
283 bowtype = bow_normal; 337 bowtype = bow_normal;
284 petmode = pet_normal; 338 petmode = pet_normal;
285 listening = 10; 339 listening = 10;
286 usekeys = containers; 340 usekeys = containers;
287 last_weapon_sp = -1;
288 peaceful = 1; /* default peaceful */ 341 peaceful = 1; /* default peaceful */
289 do_los = 1; 342 do_los = 1;
290 343
291 /* we need to clear these to -1 and not zero - otherwise, 344 weapon_sp = 1.0f;
292 * if a player quits and starts a new character, we wont 345 weapon_sp_left = 0.5f;
293 * send new values to the client, as things like exp start 346}
294 * at zero.
295 */
296 for (int i = 0; i < NUM_SKILLS; i++)
297 last_skill_exp[i] = -1;
298 347
299 for (int i = 0; i < NROFATTACKS; i++) 348void
300 last_resist[i] = -1; 349player::do_destroy ()
350{
351 disconnect ();
301 352
302 last_stats.exp = -1; 353 attachable::do_destroy ();
303 last_weight = (uint32) - 1; 354
355 if (ob)
356 {
357 ob->destroy_inv (false);
358 ob->destroy ();
359 }
304} 360}
305 361
306player::~player () 362player::~player ()
307{ 363{
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 */ 364 /* Clear item stack */
343 free (stack_items); 365 free (stack_items);
344} 366}
345 367
346/* Tries to add player on the connection passed in ns. 368/* Tries to add player on the connection passed in ns.
351player::create () 373player::create ()
352{ 374{
353 player *pl = new player; 375 player *pl = new player;
354 376
355 pl->set_object (arch_to_object (get_player_archetype (0))); 377 pl->set_object (arch_to_object (get_player_archetype (0)));
378
379 pl->ob->roll_stats ();
380 pl->ob->stats.wc = 2;
381 pl->ob->run_away = 25; /* Then we panick... */
382
383 set_first_map (pl->ob);
356 384
357 return pl; 385 return pl;
358} 386}
359 387
360/* 388/*
387 415
388object * 416object *
389get_nearest_player (object *mon) 417get_nearest_player (object *mon)
390{ 418{
391 object *op = NULL; 419 object *op = NULL;
392 player *pl = NULL;
393 objectlink *ol; 420 objectlink *ol;
394 unsigned lastdist; 421 unsigned lastdist;
395 rv_vector rv; 422 rv_vector rv;
396 423
397 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 424 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
398 { 425 {
399 /* We should not find free objects on this friendly list, but it 426 /* We should not find free objects on this friendly list, but it
400 * does periodically happen. Given that, lets deal with it. 427 * does periodically happen. Given that, lets deal with it.
401 * While unlikely, it is possible the next object on the friendly 428 * While unlikely, it is possible the next object on the friendly
402 * list is also free, so encapsulate this in a while loop. 429 * list is also free, so encapsulate this in a while loop.
406 object *tmp = ol->ob; 433 object *tmp = ol->ob;
407 434
408 /* Can't do much more other than log the fact, because the object 435 /* Can't do much more other than log the fact, because the object
409 * itself will have been cleared. 436 * itself will have been cleared.
410 */ 437 */
411 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 438 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
439 tmp->debug_desc ());
412 ol = ol->next; 440 ol = ol->next;
413 remove_friendly_object (tmp); 441 remove_friendly_object (tmp);
414 if (!ol) 442 if (!ol)
415 return op; 443 return op;
416 } 444 }
429 { 457 {
430 op = ol->ob; 458 op = ol->ob;
431 lastdist = rv.distance; 459 lastdist = rv.distance;
432 } 460 }
433 } 461 }
434 for (pl = first_player; pl != NULL; pl = pl->next) 462
435 { 463 for_all_players (pl)
436 if (can_detect_enemy (mon, pl->ob, &rv)) 464 if (can_detect_enemy (mon, pl->ob, &rv))
437 {
438
439 if (lastdist > rv.distance) 465 if (lastdist > rv.distance)
440 { 466 {
441 op = pl->ob; 467 op = pl->ob;
442 lastdist = rv.distance; 468 lastdist = rv.distance;
443 } 469 }
444 } 470
445 }
446#if 0 471#if 0
447 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 472 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
448#endif 473#endif
449 return op; 474 return op;
450} 475}
508 x = mon->x; 533 x = mon->x;
509 y = mon->y; 534 y = mon->y;
510 m = mon->map; 535 m = mon->map;
511 dir = rv.direction; 536 dir = rv.direction;
512 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 537 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); 538 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
539
514 /* If we can't solve it within the search distance, return now. */ 540 /* If we can't solve it within the search distance, return now. */
515 if (diff > max) 541 if (diff > max)
516 return 0; 542 return 0;
543
517 while (diff > 1 && max > 0) 544 while (diff > 1 && max > 0)
518 { 545 {
519 lastx = x; 546 lastx = x;
520 lasty = y; 547 lasty = y;
521 lastmap = m; 548 lastmap = m;
603 max--; 630 max--;
604 lastdir = dir; 631 lastdir = dir;
605 if (!firstdir) 632 if (!firstdir)
606 firstdir = dir; 633 firstdir = dir;
607 } 634 }
635
608 if (diff <= 1) 636 if (diff <= 1)
609 { 637 {
610 /* Recalculate diff (distance) because we may not have actually 638 /* Recalculate diff (distance) because we may not have actually
611 * headed toward player for entire distance. 639 * headed toward player for entire distance.
612 */ 640 */
613 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 641 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); 642 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
615 } 643 }
644
616 if (diff > max) 645 if (diff > max)
617 return 0; 646 return 0;
618 } 647 }
648
619 /* If we reached the max, didn't find a direction in time */ 649 /* If we reached the max, didn't find a direction in time */
620 if (!max) 650 if (!max)
621 return 0; 651 return 0;
622 652
623 return firstdir; 653 return firstdir;
737roll_stat (void) 767roll_stat (void)
738{ 768{
739 int a[4], i, j, k; 769 int a[4], i, j, k;
740 770
741 for (i = 0; i < 4; i++) 771 for (i = 0; i < 4; i++)
742 a[i] = (int) RANDOM () % 6 + 1; 772 a[i] = (int) rndm (6) + 1;
743 773
744 for (i = 0, j = 0, k = 7; i < 4; i++) 774 for (i = 0, j = 0, k = 7; i < 4; i++)
745 if (a[i] < k) 775 if (a[i] < k)
746 k = a[i], j = i; 776 k = a[i], j = i;
747 777
753} 783}
754 784
755void 785void
756object::roll_stats () 786object::roll_stats ()
757{ 787{
758 int statsort [7]; 788 int statsort [NUM_STATS];
759 789
760 for (;;) 790 for (;;)
761 { 791 {
762 int sum = 0; 792 int sum = 0;
763 for (int i = 7; i--; ) 793 for (int i = NUM_STATS; i--; )
764 sum += statsort [i] = roll_stat (); 794 sum += statsort [i] = roll_stat ();
765 795
766 if (sum >= 82 && sum <= 116) 796 if (sum >= 82 && sum <= 116)
767 break; 797 break;
768 } 798 }
769 799
770 // Sort the stats so that rerolling is easier... 800 // Sort the stats so that rerolling is easier...
771 std::sort (statsort, statsort + 7, std::greater<int>()); 801 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
772 802
803 for (int i = 0; i < NUM_STATS; ++i)
773 stats.Str = statsort[0]; 804 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];
780 805
781 stats.exp = 0; 806 stats.exp = 0;
782 stats.ac = 0; 807 stats.ac = 0;
783 808
784 stats.hp = stats.maxhp; 809 stats.hp = stats.maxhp;
796} 821}
797 822
798void 823void
799object::swap_stats (int a, int b) 824object::swap_stats (int a, int b)
800{ 825{
801 int tmp = get_attr_value (&contr->orig_stats, a); 826 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);
804 827
828 for (int i = 0; i < NUM_STATS; ++i)
805 stats.Str = contr->orig_stats.Str; 829 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;
812 830
813 //TODO: the following code looks so borked and should, at the very least, 831 //TODO: the following code looks so borked and should, at the very least,
814 // be merged with the similar code in roll_stats 832 // be merged with the similar code in roll_stats
815 stats.ac = 0; 833 stats.ac = 0;
816 834
828 contr->levsp[1] = 6; 846 contr->levsp[1] = 6;
829 contr->levgrace[1] = 3; 847 contr->levgrace[1] = 3;
830 848
831 contr->orig_stats = stats; 849 contr->orig_stats = stats;
832 } 850 }
851}
852
853static void
854start_info (object *op)
855{
856 char buf[MAX_BUF];
857
858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
859 new_draw_info (NDI_UNIQUE, 0, op, buf);
860 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
861 //new_draw_info (NDI_UNIQUE, 0, op, " ");
833} 862}
834 863
835/* This function takes the key that is passed, and does the 864/* This function takes the key that is passed, and does the
836 * appropriate action with it (change race, or other things). 865 * appropriate action with it (change race, or other things).
837 * The function name is for historical reasons - now we have 866 * The function name is for historical reasons - now we have
838 * separate race and class; this actually changes the RACE, 867 * separate race and class; this actually changes the RACE,
839 * not the class. 868 * not the class.
840 */ 869 */
841int 870void
842key_change_class (object *op, char key) 871player::chargen_race_done ()
843{ 872{
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 */ 873 /* this must before then initial items are given */
851 esrv_new_player (op->contr, op->weight + op->carrying); 874 esrv_new_player (ob->contr, ob->weight + ob->carrying);
852 875
853 treasurelist *tl = find_treasurelist ("starting_wealth"); 876 treasurelist *tl = treasurelist::find ("starting_wealth");
854 if (tl) 877 if (tl)
855 create_treasure (tl, op, 0, 0, 0); 878 create_treasure (tl, ob, 0, 0, 0);
856 879
857 INVOKE_PLAYER (BIRTH, op->contr); 880 INVOKE_PLAYER (BIRTH, ob->contr);
858 INVOKE_PLAYER (LOGIN, op->contr); 881 INVOKE_PLAYER (LOGIN, ob->contr);
859 882
860 op->contr->ns->state = ST_PLAYING; 883 ob->contr->ns->state = ST_PLAYING;
861 884
862 if (op->msg) 885 if (ob->msg)
863 op->msg = NULL; 886 ob->msg = 0;
864 887
865 /* We create this now because some of the unique maps will need it 888 /* We create this now because some of the unique maps will need it
866 * to save here. 889 * to save here.
867 */ 890 */
891 {
892 char buf[MAX_BUF];
868 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 893 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
869 make_path_to_file (buf); 894 make_path_to_file (buf);
895 }
870 896
871#ifdef AUTOSAVE
872 op->contr->last_save_tick = pticks;
873#endif
874 start_info (op); 897 start_info (ob);
875 CLEAR_FLAG (op, FLAG_WIZ); 898 CLEAR_FLAG (ob, FLAG_WIZ);
876 give_initial_items (op, op->randomitems); 899 give_initial_items (ob, ob->randomitems);
877 link_player_skills (op); 900 link_player_skills (ob);
878 esrv_send_inventory (op, op); 901 esrv_send_inventory (ob, ob);
879 op->update_stats (); 902 ob->update_stats ();
880 903
881 /* This moves the player to a different start map, if there 904 /* This moves the player to a different start map, if there
882 * is one for this race 905 * is one for this race
883 */ 906 */
884 if (*first_map_ext_path) 907 if (*first_map_ext_path)
885 { 908 {
886 object *tmp; 909 object *tmp;
887 char mapname[MAX_BUF]; 910 char mapname[MAX_BUF];
888 911
889 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 912 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
890 tmp = object::create (); 913 tmp = object::create ();
891 EXIT_PATH (tmp) = mapname; 914 EXIT_PATH (tmp) = mapname;
892 EXIT_X (tmp) = op->x; 915 EXIT_X (tmp) = ob->x;
893 EXIT_Y (tmp) = op->y; 916 EXIT_Y (tmp) = ob->y;
894 enter_exit (op, tmp); /* we don't really care if it succeeded; 917 ob->enter_exit (tmp); /* we don't really care if it succeeded;
895 * if the map isn't there, then stay on the 918 * if the map isn't there, then stay on the
896 * default initial map */ 919 * default initial map */
897 tmp->destroy (); 920 tmp->destroy ();
898 } 921 }
899 else 922 else
900 LOG (llevDebug, "first_map_ext_path not set\n"); 923 LOG (llevDebug, "first_map_ext_path not set\n");
924}
901 925
902 return 0; 926void
903 } 927player::chargen_race_next ()
904 928{
905 /* Following actually changes the race - this is the default command 929 /* Following actually changes the race - this is the default command
906 * if we don't match with one of the options above. 930 * if we don't match with one of the options above.
907 */ 931 */
908 932
909 tmp_loop = 0; 933 do
910 while (!tmp_loop)
911 { 934 {
912 shstr name = op->name; 935 shstr name = ob->name;
913 int x = op->x, y = op->y; 936 int x = ob->x, y = ob->y;
914 937
915 op->remove_statbonus (); 938 ob->remove_statbonus ();
916 op->remove (); 939 ob->remove ();
917 op->arch = get_player_archetype (op->arch); 940 ob->arch = get_player_archetype (ob->arch);
918 op->arch->clone.copy_to (op); 941 ob->arch->clone.copy_to (ob);
919 op->instantiate (); 942 ob->instantiate ();
920 op->stats = op->contr->orig_stats; 943 ob->stats = ob->contr->orig_stats;
921 op->name = op->name_pl = name; 944 ob->name = ob->name_pl = name;
922 op->x = x; 945 ob->x = x;
923 op->y = y; 946 ob->y = y;
924 SET_ANIMATION (op, 2); /* So player faces south */ 947 SET_ANIMATION (ob, 2); /* So player faces south */
925 insert_ob_in_map (op, op->map, op, 0); 948 insert_ob_in_map (ob, ob->map, ob, 0);
926 assign (op->contr->title, op->arch->clone.name); 949 assign (ob->contr->title, ob->arch->clone.name);
927 op->add_statbonus (); 950 ob->add_statbonus ();
928 tmp_loop = allowed_class (op);
929 } 951 }
952 while (!allowed_class (ob));
930 953
931 update_object (op, UP_OBJ_FACE); 954 update_object (ob, UP_OBJ_FACE);
932 esrv_update_item (UPD_FACE, op, op); 955 esrv_update_item (UPD_FACE, ob, ob);
933 op->update_stats (); 956 ob->update_stats ();
934 op->stats.hp = op->stats.maxhp; 957 ob->stats.hp = ob->stats.maxhp;
935 op->stats.sp = op->stats.maxsp; 958 ob->stats.sp = ob->stats.maxsp;
936 op->stats.grace = 0; 959 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} 960}
991 961
992void 962void
993flee_player (object *op) 963flee_player (object *op)
994{ 964{
1041 /* Cornered, get rid of scared */ 1011 /* Cornered, get rid of scared */
1042 CLEAR_FLAG (op, FLAG_SCARED); 1012 CLEAR_FLAG (op, FLAG_SCARED);
1043 op->enemy = NULL; 1013 op->enemy = NULL;
1044} 1014}
1045 1015
1046
1047/* check_pick sees if there is stuff to be picked up/picks up stuff. 1016/* 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 1017 * It returns 1 if the player should keep on moving, 0 if he should
1049 * stop. 1018 * stop.
1050 */ 1019 */
1051int 1020int
1052check_pick (object *op) 1021check_pick (object *op)
1053{ 1022{
1054 object *tmp, *next; 1023 object *tmp, *next;
1055 int stop = 0; 1024 int stop = 0;
1056 int j, k, wvratio; 1025 int wvratio;
1057 char putstring[128], tmpstr[16]; 1026 char putstring[128];
1058 1027
1059 /* if you're flying, you cna't pick up anything */ 1028 /* if you're flying, you cna't pick up anything */
1060 if (op->move_type & MOVE_FLYING) 1029 if (op->move_type & MOVE_FLYING)
1061 return 1; 1030 return 1;
1062 1031
1131 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1100 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)))); 1101 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1133 else 1102 else
1134 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1103 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)))); 1104 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1105
1136 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1106 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 } 1107 }
1108
1167 /* philosophy: 1109 /* philosophy:
1168 * It's easy to grab an item type from a pile, as long as it's 1110 * 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 1111 * generic. This takes no game-time. For more detailed pickups
1170 * and selections, select-items shoul dbe used. This is a 1112 * and selections, select-items should be used. This is a
1171 * grab-as-you-run type mode that's really useful for arrows for 1113 * grab-as-you-run type mode that's really useful for arrows for
1172 * example. 1114 * example.
1173 * The drawback: right now it has no frontend, so you need to 1115 * 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 1116 * stick the bits you want into a calculator in hex mode and then
1175 * convert to decimal and then 'pickup <#> 1117 * convert to decimal and then 'pickup <#>
1426 * found object is returned. 1368 * found object is returned.
1427 */ 1369 */
1428object * 1370object *
1429find_arrow (object *op, const char *type) 1371find_arrow (object *op, const char *type)
1430{ 1372{
1431 object *tmp = NULL; 1373 object *tmp = 0;
1432 1374
1433 for (op = op->inv; op; op = op->below) 1375 for (op = op->inv; op; op = op->below)
1434 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1376 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1435 tmp = find_arrow (op, type); 1377 tmp = find_arrow (op, type);
1436 else if (op->type == ARROW && op->race == type) 1378 else if (op->type == ARROW && op->race == type)
1437 return op; 1379 return op;
1380
1438 return tmp; 1381 return tmp;
1439} 1382}
1440 1383
1441/* 1384/*
1442 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1385 * 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 1386 * 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 1387 * 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. 1388 * the hall. Failing that it does it's best to pick the highest plus arrow.
1446 */ 1389 */
1447
1448object * 1390object *
1449find_better_arrow (object *op, object *target, const char *type, int *better) 1391find_better_arrow (object *op, object *target, const char *type, int *better)
1450{ 1392{
1451 object *tmp = NULL, *arrow, *ntmp; 1393 object *tmp = NULL, *arrow, *ntmp;
1452 int attacknum, attacktype, betterby = 0, i; 1394 int attacknum, attacktype, betterby = 0, i;
1518 * find_better_arrow to find a decent arrow to use. 1460 * find_better_arrow to find a decent arrow to use.
1519 * op = the shooter 1461 * op = the shooter
1520 * type = bow->race 1462 * type = bow->race
1521 * dir = fire direction 1463 * dir = fire direction
1522 */ 1464 */
1523
1524object * 1465object *
1525pick_arrow_target (object *op, const char *type, int dir) 1466pick_arrow_target (object *op, const char *type, int dir)
1526{ 1467{
1527 object *tmp = NULL; 1468 object *tmp = NULL;
1528 maptile *m; 1469 maptile *m;
1593 */ 1534 */
1594int 1535int
1595fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1536fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596{ 1537{
1597 object *left, *bow; 1538 object *left, *bow;
1598 int bowspeed, mflags; 1539 int mflags;
1599 maptile *m; 1540 maptile *m;
1600 1541
1601 if (!dir) 1542 if (!dir)
1602 { 1543 {
1603 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1544 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1604 return 0; 1545 return 0;
1605 } 1546 }
1606 1547
1607 if (op->type == PLAYER) 1548 if (op->contr)
1608 bow = op->contr->ranges[range_bow]; 1549 bow = op->current_weapon;
1609 else 1550 else
1610 { 1551 {
1611 for (bow = op->inv; bow; bow = bow->below) 1552 for (bow = op->inv; bow; bow = bow->below)
1612 /* Don't check for applied - monsters don't apply bows - in that way, they 1553 /* 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. 1554 * don't need to switch back and forth between bows and weapons.
1618 if (!bow) 1559 if (!bow)
1619 { 1560 {
1620 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1561 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1621 return 0; 1562 return 0;
1622 } 1563 }
1564
1565 // optimisation: move object to top so we will find it quickly again
1566 if (bow->below)
1567 {
1568 bow->remove ();
1569 op->insert (bow);
1570 }
1571
1623 } 1572 }
1624 1573
1625 if (!bow->race || !bow->skill) 1574 if (!bow->race || !bow->skill)
1626 { 1575 {
1627 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1576 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1628 return 0; 1577 return 0;
1629 } 1578 }
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 1579
1640 if (arrow == NULL) 1580 if (arrow == NULL)
1641 { 1581 {
1642 if ((arrow = find_arrow (op, bow->race)) == NULL) 1582 if ((arrow = find_arrow (op, bow->race)) == NULL)
1643 { 1583 {
1644 if (op->type == PLAYER) 1584 if (op->type == PLAYER)
1645 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1585 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 */ 1586 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1647 else 1587 else
1648 CLEAR_FLAG (op, FLAG_READY_BOW); 1588 CLEAR_FLAG (op, FLAG_READY_BOW);
1589
1649 return 0; 1590 return 0;
1650 } 1591 }
1651 } 1592 }
1652 1593
1653 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1594 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1675 return 0; 1616 return 0;
1676 } 1617 }
1677 1618
1678 arrow->set_owner (op); 1619 arrow->set_owner (op);
1679 arrow->skill = bow->skill; 1620 arrow->skill = bow->skill;
1680
1681 arrow->direction = dir; 1621 arrow->direction = dir;
1682 arrow->x = sx; 1622
1683 arrow->y = sy; 1623 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1624 arrow->stats.hp = arrow->stats.dam;
1625 arrow->stats.grace = arrow->attacktype;
1626
1627 if (arrow->slaying)
1628 arrow->spellarg = strdup (arrow->slaying);
1629
1630#if 0
1631 if (player *pl = op->contr)
1632 {
1633 float speed = pl->weapon_sp;
1634
1635 /* penalize ROF for bestarrow */
1636 if (pl->bowtype == bow_bestarrow)
1637 speed *= .9f;
1638 else
1639 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1640
1641 op->speed_left += speed - op->speed;
1642 }
1643#endif
1644
1645 SET_ANIMATION (arrow, arrow->direction);
1646
1647 /* update the speed */
1648 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1649 + bow->stats.dam / 7.f;
1650
1651 arrow->set_speed (max (arrow->speed, 2.f));
1652 arrow->speed_left = 0;
1653
1654 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1684 1655
1685 if (op->type == PLAYER) 1656 if (op->type == PLAYER)
1686 { 1657 {
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; 1658 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1659 wc -= dex_bonus[op->stats.Dex];
1660
1661 if (!arrow->slaying)
1662 arrow->slaying = op->slaying;
1663
1664 arrow->attacktype |= op->attacktype;
1720 } 1665 }
1721 else 1666 else
1722 { 1667 {
1723 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1724 arrow->level = op->level; 1668 arrow->level = op->level;
1725 } 1669 arrow->stats.wc -= bow->magic;
1726 1670
1727 if (arrow->attacktype == AT_PHYSICAL) 1671 if (!arrow->slaying)
1672 arrow->slaying = bow->slaying;
1673
1728 arrow->attacktype |= bow->attacktype; 1674 arrow->attacktype |= bow->attacktype;
1675 }
1729 1676
1730 if (bow->slaying) 1677 wc -= arrow->level;
1731 arrow->slaying = bow->slaying; 1678 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1732 1679
1733 arrow->map = m; 1680 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1734 arrow->move_type = MOVE_FLY_LOW; 1681 arrow->move_type = MOVE_FLY_LOW;
1735 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1736 1683
1737 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1684 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1738 insert_ob_in_map (arrow, m, op, 0); 1685 m->insert (arrow, sx, sy, op);
1739 1686
1740 if (!arrow->destroyed ()) 1687 if (!arrow->destroyed ())
1741 move_arrow (arrow); 1688 move_arrow (arrow);
1742 1689
1743 if (op->type == PLAYER) 1690 if (op->type == PLAYER)
1763{ 1710{
1764 int ret = 0, wcmod = 0; 1711 int ret = 0, wcmod = 0;
1765 1712
1766 if (op->contr->bowtype == bow_bestarrow) 1713 if (op->contr->bowtype == bow_bestarrow)
1767 { 1714 {
1768 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1715 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1769 } 1716 }
1770 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1717 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1771 { 1718 {
1772 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1719 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1773 wcmod = -1; 1720 wcmod = -1;
1721
1774 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1722 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1775 } 1723 }
1776 else if (op->contr->bowtype == bow_threewide) 1724 else if (op->contr->bowtype == bow_threewide)
1777 { 1725 {
1778 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1726 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1782 else if (op->contr->bowtype == bow_spreadshot) 1730 else if (op->contr->bowtype == bow_spreadshot)
1783 { 1731 {
1784 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1732 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); 1733 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); 1734 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1787
1788 } 1735 }
1789 else 1736 else
1790 { 1737 {
1791 /* Simple case */ 1738 /* Simple case */
1792 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1739 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1793 } 1740 }
1741
1794 return ret; 1742 return ret;
1795} 1743}
1796
1797 1744
1798/* Fires a misc (wand/rod/horn) object in 'dir'. 1745/* Fires a misc (wand/rod/horn) object in 'dir'.
1799 * Broken apart from 'fire' to keep it more readable. 1746 * Broken apart from 'fire' to keep it more readable.
1800 */ 1747 */
1801void 1748void
1802fire_misc_object (object *op, int dir) 1749fire_misc_object (object *op, int dir)
1803{ 1750{
1804 object *item; 1751 object *item = op->contr->ranged_ob;
1805 1752
1806 if (!op->contr->ranges[range_misc]) 1753 if (!item)
1807 { 1754 {
1808 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1755 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1809 return; 1756 return;
1810 } 1757 }
1811 1758
1812 item = op->contr->ranges[range_misc];
1813 if (!item->inv) 1759 if (!item->inv)
1814 { 1760 {
1815 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1761 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1816 return; 1762 return;
1817 } 1763 }
1764
1765 if (!op->change_weapon (item))
1766 return;
1767
1818 if (item->type == WAND) 1768 if (item->type == WAND)
1819 { 1769 {
1820 if (item->stats.food <= 0) 1770 if (item->stats.food <= 0)
1821 { 1771 {
1822 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1772 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)); 1773 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1774
1824 return; 1775 return;
1825 } 1776 }
1826 } 1777 }
1827 else if (item->type == ROD || item->type == HORN) 1778 else if (item->type == ROD || item->type == HORN)
1828 { 1779 {
1829 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1780 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1830 { 1781 {
1831 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1782 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1783
1832 if (item->type == ROD) 1784 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)); 1785 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1834 else 1786 else
1835 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1787 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1788
1836 return; 1789 return;
1837 } 1790 }
1838 } 1791 }
1839 1792
1840 if (cast_spell (op, item, dir, item->inv, NULL)) 1793 if (cast_spell (op, item, dir, item->inv, NULL))
1848 1801
1849 if (item->arch) 1802 if (item->arch)
1850 { 1803 {
1851 CLEAR_FLAG (item, FLAG_ANIMATE); 1804 CLEAR_FLAG (item, FLAG_ANIMATE);
1852 item->face = item->arch->clone.face; 1805 item->face = item->arch->clone.face;
1853 item->speed = 0; 1806 item->set_speed (0);
1854 update_ob_speed (item);
1855 } 1807 }
1808
1856 if ((tmp = item->in_player ())) 1809 if ((tmp = item->in_player ()))
1857 esrv_update_item (UPD_ANIM, tmp, item); 1810 esrv_update_item (UPD_ANIM, tmp, item);
1858 } 1811 }
1859 } 1812 }
1860 else if (item->type == ROD || item->type == HORN) 1813 else if (item->type == ROD || item->type == HORN)
1861 {
1862 drain_rod_charge (item); 1814 drain_rod_charge (item);
1863 }
1864 } 1815 }
1865} 1816}
1866 1817
1867/* Received a fire command for the player - go and do it. 1818/* Received a fire command for the player - go and do it.
1868 */ 1819 */
1869void 1820bool
1870fire (object *op, int dir) 1821fire (object *op, int dir)
1871{ 1822{
1872 int spellcost = 0; 1823 int spellcost = 0;
1873 1824
1874 /* check for loss of invisiblity/hide */ 1825 /* check for loss of invisiblity/hide */
1875 if (action_makes_visible (op)) 1826 if (action_makes_visible (op))
1876 make_visible (op); 1827 make_visible (op);
1877 1828
1878 switch (op->contr->shoottype) 1829 player *pl = op->contr;
1830
1831 if (pl->golem)
1832 {
1833 control_golem (op->contr->golem, dir);
1834 return false;
1879 { 1835 }
1880 case range_none:
1881 return;
1882 1836
1883 case range_bow: 1837 object *ob = pl->ranged_ob;
1838
1839 if (!ob)
1840 return false;
1841
1842 if (!op->change_weapon (ob))
1843 return false;
1844
1845 if (op->speed_left > 0.f)
1846 --op->speed_left;
1847 else
1848 return false;
1849
1850 switch (ob->type)
1851 {
1852 case BOW:
1884 player_fire_bow (op, dir); 1853 player_fire_bow (op, dir);
1885 return; 1854 break;
1886 1855
1887 case range_magic: /* Casting spells */ 1856 case SPELL:
1888 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1857 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1889 return; 1858 break;
1890 1859
1891 case range_misc: 1860 case BUILDER:
1861 apply_map_builder (op, dir);
1862 break;
1863
1864 case SKILL:
1865 do_skill (op, op, ob, dir, 0);
1866 break;
1867
1868 default:
1892 fire_misc_object (op, dir); 1869 fire_misc_object (op, dir);
1893 return; 1870 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 } 1871 }
1921}
1922 1872
1923 1873 return true;
1874}
1924 1875
1925/* find_key 1876/* find_key
1926 * We try to find a key for the door as passed. If we find a key 1877 * 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 1878 * and successfully use it, we return the key, otherwise NULL
1928 * This function merges both normal and locked door, since the logic 1879 * This function merges both normal and locked door, since the logic
1930 * pl is the player, 1881 * pl is the player,
1931 * inv is the objects inventory to searched 1882 * inv is the objects inventory to searched
1932 * door is the door we are trying to match against. 1883 * door is the door we are trying to match against.
1933 * This function can be called recursively to search containers. 1884 * This function can be called recursively to search containers.
1934 */ 1885 */
1935
1936object * 1886object *
1937find_key (object *pl, object *container, object *door) 1887find_key (object *pl, object *container, object *door)
1938{ 1888{
1939 object *tmp, *key; 1889 object *tmp, *key;
1940 1890
1941 /* Should not happen, but sanity checking is never bad */ 1891 /* Should not happen, but sanity checking is never bad */
1942 if (container->inv == NULL) 1892 if (!container->inv)
1943 return NULL; 1893 return 0;
1944 1894
1945 /* First, lets try to find a key in the top level inventory */ 1895 /* First, lets try to find a key in the top level inventory */
1946 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1896 for (tmp = container->inv; tmp; tmp = tmp->below)
1947 { 1897 {
1948 if (door->type == DOOR && tmp->type == KEY) 1898 if (door->type == DOOR && tmp->type == KEY)
1949 break; 1899 break;
1950 /* For sanity, we should really check door type, but other stuff 1900 /* For sanity, we should really check door type, but other stuff
1951 * (like containers) can be locked with special keys 1901 * (like containers) can be locked with special keys
1952 */ 1902 */
1953 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1903 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1954 break; 1904 break;
1955 } 1905 }
1906
1956 /* No key found - lets search inventories now */ 1907 /* No key found - lets search inventories now */
1957 /* If we find and use a key in an inventory, return at that time. 1908 /* 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 1909 * otherwise, if we search all the inventories and still don't find
1959 * a key, return 1910 * a key, return
1960 */ 1911 */
1961 if (!tmp) 1912 if (!tmp)
1962 { 1913 {
1963 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1914 for (tmp = container->inv; tmp; tmp = tmp->below)
1964 { 1915 {
1965 /* No reason to search empty containers */ 1916 /* No reason to search empty containers */
1966 if (tmp->type == CONTAINER && tmp->inv) 1917 if (tmp->type == CONTAINER && tmp->inv)
1967 { 1918 {
1968 if ((key = find_key (pl, tmp, door)) != NULL) 1919 if ((key = find_key (pl, tmp, door)))
1969 return key; 1920 return key;
1970 } 1921 }
1971 } 1922 }
1923
1972 if (!tmp) 1924 if (!tmp)
1973 return NULL; 1925 return NULL;
1974 } 1926 }
1927
1975 /* We get down here if we have found a key. Now if its in a container, 1928 /* 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 1929 * see if we actually want to use it
1977 */ 1930 */
1978 if (pl != container) 1931 if (pl != container)
1979 { 1932 {
2000 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1953 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)); 1954 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2002 return NULL; 1955 return NULL;
2003 } 1956 }
2004 } 1957 }
1958
2005 return tmp; 1959 return tmp;
2006} 1960}
2007 1961
2008/* moved door processing out of move_player_attack. 1962/* moved door processing out of move_player_attack.
2009 * returns 1 if player has opened the door with a key 1963 * returns 1 if player has opened the door with a key
2011 * 0 otherwise 1965 * 0 otherwise
2012 */ 1966 */
2013static int 1967static int
2014player_attack_door (object *op, object *door) 1968player_attack_door (object *op, object *door)
2015{ 1969{
2016 /* If its a door, try to find a use a key. If we do destroy the door, 1970 /* If its a door, try to find a key. If we do destroy the door,
2017 * might as well return immediately as there is nothing more to do - 1971 * might as well return immediately as there is nothing more to do -
2018 * otherwise, we fall through to the rest of the code. 1972 * otherwise, we fall through to the rest of the code.
2019 */ 1973 */
2020 object *key = find_key (op, op, door); 1974 object *key = find_key (op, op, door);
2021 1975
2022 /* IF we found a key, do some extra work */ 1976 /* If we found a key, do some extra work */
2023 if (key) 1977 if (key)
2024 { 1978 {
2025 object *container = key->env; 1979 object *container = key->env;
2026 1980
2027 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1981 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1982
2028 if (action_makes_visible (op)) 1983 if (action_makes_visible (op))
2029 make_visible (op); 1984 make_visible (op);
1985
2030 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1986 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2031 spring_trap (door->inv, op); 1987 spring_trap (door->inv, op);
1988
2032 if (door->type == DOOR) 1989 if (door->type == DOOR)
2033 {
2034 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1990 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2035 }
2036 else if (door->type == LOCKED_DOOR) 1991 else if (door->type == LOCKED_DOOR)
2037 { 1992 {
2038 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1993 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 ;-) */ 1994 remove_door2 (door); /* remove door without violence ;-) */
2040 } 1995 }
1996
2041 /* Do this after we print the message */ 1997 /* Do this after we print the message */
2042 decrease_ob (key); /* Use up one of the keys */ 1998 decrease_ob (key); /* Use up one of the keys */
2043 /* Need to update the weight the container the key was in */ 1999 /* Need to update the weight the container the key was in */
2044 if (container != op) 2000 if (container != op)
2045 esrv_update_item (UPD_WEIGHT, op, container); 2001 esrv_update_item (UPD_WEIGHT, op, container);
2002
2046 return 1; /* Nothing more to do below */ 2003 return 1; /* Nothing more to do below */
2047 } 2004 }
2048 else if (door->type == LOCKED_DOOR) 2005 else if (door->type == LOCKED_DOOR)
2049 { 2006 {
2050 /* Might as well return now - no other way to open this */ 2007 /* Might as well return now - no other way to open this */
2051 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2008 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2052 return 1; 2009 return 1;
2053 } 2010 }
2011
2054 return 0; 2012 return 0;
2055} 2013}
2056 2014
2057/* This function is just part of a breakup from move_player. 2015/* This function is just part of a breakup from move_player.
2058 * It should keep the code cleaner. 2016 * It should keep the code cleaner.
2059 * When this is called, the players direction has been updated 2017 * When this is called, the players direction has been updated
2060 * (taking into account confusion.) The player is also actually 2018 * (taking into account confusion.) The player is also actually
2061 * going to try and move (not fire weapons). 2019 * going to try and move (not fire weapons).
2062 */ 2020 */
2063void 2021bool
2064move_player_attack (object *op, int dir) 2022move_player_attack (object *op, int dir)
2065{ 2023{
2066 object *tmp, *mon;
2067 sint16 nx, ny;
2068 int on_battleground; 2024 int on_battleground;
2069 maptile *m;
2070 2025
2071 nx = freearr_x[dir] + op->x; 2026 sint16 nx = freearr_x[dir] + op->x;
2072 ny = freearr_y[dir] + op->y; 2027 sint16 ny = freearr_y[dir] + op->y;
2073 2028
2074 on_battleground = op_on_battleground (op, 0, 0); 2029 on_battleground = op_on_battleground (op, 0, 0);
2030
2031 if (out_of_map (op->map, nx, ny))
2032 return false;
2033
2034 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2035 {
2036 --op->speed_left;
2037 return true;
2038 }
2075 2039
2076 /* If braced, or can't move to the square, and it is not out of the 2040 /* 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 2041 * map, attack it. Note order of if statement is important - don't
2078 * want to be calling move_ob if braced, because move_ob will move the 2042 * want to be calling move_ob if braced, because move_ob will move the
2079 * player. This is a pretty nasty hack, because if we could 2043 * player. This is a pretty nasty hack, because if we could
2080 * move to some space, it then means that if we are braced, we should 2044 * move to some space, it then means that if we are braced, we should
2081 * do nothing at all. As it is, if we are braced, we go through 2045 * do nothing at all. As it is, if we are braced, we go through
2082 * quite a bit of processing. However, it probably is less than what 2046 * quite a bit of processing. However, it probably is less than what
2083 * move_ob uses. 2047 * move_ob uses.
2084 */ 2048 */
2085 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2049 maptile *m = op->map->xy_find (nx, ny);
2086 {
2087 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2088 {
2089 m = get_map_from_coord (op->map, &nx, &ny);
2090 if (!m)
2091 return; /* Don't think this should happen */
2092 }
2093 else
2094 m = op->map;
2095 2050
2096 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2097 {
2098 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2099 return;
2100 }
2101
2102 mon = 0;
2103 /* Go through all the objects, and find ones of interest. Only stop if 2051 /* 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. 2052 * 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 2053 * if its a door or barrel (can roll) see if there may be monsters
2106 * on the space 2054 * on the space
2107 */ 2055 */
2108 while (tmp) 2056 object *mon;
2109 { 2057 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2110 if (tmp == op) 2058 {
2111 { 2059 if ((mon->flag [FLAG_ALIVE]
2112 tmp = tmp->above; 2060 || mon->type == LOCKED_DOOR
2113 continue; 2061 || mon->flag [FLAG_CAN_ROLL])
2114 }
2115
2116 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2117 {
2118 mon = tmp; 2062 && mon != op)
2119 break; 2063 break;
2120 } 2064 }
2121 2065
2122 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2123 mon = tmp;
2124
2125 tmp = tmp->above;
2126 }
2127
2128 if (!mon) /* This happens anytime the player tries to move */ 2066 if (!mon) /* This happens anytime the player tries to move */
2129 return; /* into a wall */ 2067 return false; /* into a wall */
2130 2068
2131 if (mon->head)
2132 mon = mon->head; 2069 mon = mon->head_ ();
2133 2070
2134 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2071 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2072 if (op->contr->weapon_sp_left > 0.f)
2135 if (player_attack_door (op, mon)) 2073 if (player_attack_door (op, mon))
2074 {
2075 --op->contr->weapon_sp_left;
2136 return; 2076 return true;
2077 }
2137 2078
2138 /* The following deals with possibly attacking peaceful 2079 /* The following deals with possibly attacking peaceful
2139 * or frienddly creatures. Basically, all players are considered 2080 * or friendly creatures. Basically, all players are considered
2140 * unaggressive. If the moving player has peaceful set, then the 2081 * unaggressive. If the moving player has peaceful set, then the
2141 * object should be pushed instead of attacked. It is assumed that 2082 * object should be pushed instead of attacked. It is assumed that
2142 * if you are braced, you will not attack friends accidently, 2083 * if you are braced, you will not attack friends accidently,
2143 * and thus will not push them. 2084 * and thus will not push them.
2144 */ 2085 */
2145 2086
2146 /* If the creature is a pet, push it even if the player is not 2087 /* 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 2088 * peaceful. Our assumption is the creature is a pet if the
2148 * player owns it and it is either friendly or unagressive. 2089 * player owns it and it is either friendly or unagressive.
2149 */ 2090 */
2150 if ((op->type == PLAYER) 2091 if (op->type == PLAYER
2151#if COZY_SERVER
2152 &&
2153 ((mon->owner && mon->owner->contr 2092 && ((mon->owner && mon->owner->contr
2154 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2093 && same_party (mon->owner->contr->party, op->contr->party))
2155#else
2156 && mon->owner == op 2094 || mon->owner == op)
2157#endif
2158 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2095 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2159 { 2096 {
2160 /* If we're braced, we don't want to switch places with it */ 2097 /* If we're braced, we don't want to switch places with it */
2161 if (op->contr->braced) 2098 if (op->contr->braced)
2162 return; 2099 return false;
2100
2101 if (op->speed_left > 0.f)
2102 {
2103 --op->speed_left;
2104
2163 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2105 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2164 (void) push_ob (mon, dir, op); 2106 push_ob (mon, dir, op);
2107
2165 if (op->contr->tmp_invis || op->hide) 2108 if (op->contr->tmp_invis || op->hide)
2166 make_visible (op); 2109 make_visible (op);
2110
2167 return; 2111 return true;
2168 } 2112 }
2113 else
2114 return false;
2115 }
2169 2116
2170 /* in certain circumstances, you shouldn't attack friendly 2117 /* in certain circumstances, you shouldn't attack friendly
2171 * creatures. Note that if you are braced, you can't push 2118 * creatures. Note that if you are braced, you can't push
2172 * someone, but put it inside this loop so that you won't 2119 * someone, but put it inside this loop so that you won't
2173 * attack them either. 2120 * attack them either.
2174 */ 2121 */
2175 if ((mon->type == PLAYER || mon->enemy != op) && 2122 if ((mon->type == PLAYER || mon->enemy != op)
2176 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2123 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2177#ifdef PROHIBIT_PLAYERKILL
2178 (op->contr->peaceful 2124 && ((op->contr->peaceful
2179 || (mon->type == PLAYER 2125 || (mon->type == PLAYER && mon->contr->peaceful))
2180 && mon->contr->
2181 peaceful)) &&
2182#else
2183 op->contr->peaceful &&
2184#endif
2185 !on_battleground)) 2126 && !on_battleground))
2127 {
2128 if (op->speed_left > 0.f)
2186 { 2129 {
2130 --op->speed_left;
2131
2187 if (!op->contr->braced) 2132 if (!op->contr->braced)
2188 { 2133 {
2189 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2134 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2190 (void) push_ob (mon, dir, op); 2135 push_ob (mon, dir, op);
2191 } 2136 }
2192 else 2137 else
2193 new_draw_info (0, 0, op, "You withhold your attack"); 2138 new_draw_info (0, 0, op, "You withhold your attack");
2194 2139
2195 if (op->contr->tmp_invis || op->hide) 2140 if (op->contr->tmp_invis || op->hide)
2196 make_visible (op); 2141 make_visible (op);
2197 }
2198 2142
2143 return true;
2144 }
2145 }
2199 /* If the object is a boulder or other rollable object, then 2146 /* If the object is a boulder or other rollable object, then
2200 * roll it if not braced. You can't roll it if you are braced. 2147 * roll it if not braced. You can't roll it if you are braced.
2201 */ 2148 */
2202 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2149 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2150 {
2151 if (op->speed_left > 0.f)
2203 { 2152 {
2153 --op->speed_left;
2154
2204 recursive_roll (mon, dir, op); 2155 recursive_roll (mon, dir, op);
2205 if (action_makes_visible (op)) 2156 if (action_makes_visible (op))
2206 make_visible (op); 2157 make_visible (op);
2207 }
2208 2158
2159 return true;
2160 }
2161 }
2209 /* Any generic living creature. Including things like doors. 2162 /* Any generic living creature. Including things like doors.
2210 * Way it works is like this: First, it must have some hit points 2163 * 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: 2164 * 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 2165 * 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. 2166 * that party_number -1 is no party, so attacks can still happen.
2214 */ 2167 */
2215
2216 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2168 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))) 2169 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2218 { 2170 {
2219 2171 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
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)
2226 { 2172 {
2227 op->speed_left += op->speed / op->contr->weapon_sp; 2173 --op->contr->weapon_sp_left;
2228
2229 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2230 }
2231 2174
2232 skill_attack (mon, op, 0, 0, 0); 2175 skill_attack (mon, op, 0, 0, 0);
2233
2234 /* If attacking another player, that player gets automatic
2235 * hitback, and doesn't loose luck either.
2236 * Disable hitback on the battleground or if the target is
2237 * the wiz.
2238 */
2239 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2240 {
2241 short luck = mon->stats.luck;
2242
2243 mon->contr->has_hit = 1;
2244 skill_attack (op, mon, 0, 0, 0);
2245 mon->stats.luck = luck;
2246 }
2247 2176
2248 if (action_makes_visible (op)) 2177 if (action_makes_visible (op))
2249 make_visible (op); 2178 make_visible (op);
2250 }
2251 } /* if player should attack something */
2252}
2253 2179
2254int 2180 return true;
2181 }
2182 }
2183
2184 return false;
2185}
2186
2187bool
2255move_player (object *op, int dir) 2188move_player (object *op, int dir)
2256{ 2189{
2257 int pick; 2190 int pick;
2258 2191
2259 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2192 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2260 return 0; 2193 return 0;
2261 2194
2262 /* Sanity check: make sure dir is valid */ 2195 /* Sanity check: make sure dir is valid */
2263 if ((dir < 0) || (dir >= 9)) 2196 if ((dir < 0) || (dir >= 9))
2264 { 2197 {
2265 LOG (llevError, "move_player: invalid direction %d\n", dir); 2198 LOG (llevError, "move_player: invalid direction %d\n", dir);
2266 return 0; 2199 return 0;
2267 } 2200 }
2268 2201
2269 /* peterm: added following line */ 2202 /* peterm: added following line */
2270 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2203 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2271 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2204 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2272 2205
2273 op->facing = dir; 2206 op->facing = dir;
2274 2207
2275 if (op->hide) 2208 if (op->hide)
2276 do_hidden_move (op); 2209 do_hidden_move (op);
2277 2210
2211 bool retval;
2212
2278 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2213 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2279 /*nop */ ; 2214 retval = RESULT_INT (0);
2280 else if (op->contr->fire_on) 2215 else if (op->contr->fire_on)
2281 fire (op, dir); 2216 retval = fire (op, dir);
2282 else 2217 else
2283 { 2218 {
2284 move_player_attack (op, dir); 2219 retval = move_player_attack (op, dir);
2285 pick = check_pick (op); 2220 pick = check_pick (op);
2286 } 2221 }
2287 2222
2288 /* Add special check for newcs players and fire on - this way, the 2223 /* Add special check for newcs players and fire on - this way, the
2289 * server can handle repeat firing. 2224 * server can handle repeat firing.
2296 /* Update how the player looks. Use the facing, so direction may 2231 /* Update how the player looks. Use the facing, so direction may
2297 * get reset to zero. This allows for full animation capabilities 2232 * get reset to zero. This allows for full animation capabilities
2298 * for players. 2233 * for players.
2299 */ 2234 */
2300 animate_object (op, op->facing); 2235 animate_object (op, op->facing);
2301 return 0; 2236
2237 return retval;
2302} 2238}
2303 2239
2304/* This is similar to handle_player, below, but is only used by the 2240/* This is similar to handle_player, below, but is only used by the
2305 * new client/server stuff. 2241 * new client/server stuff.
2306 * This is sort of special, in that the new client/server actually uses 2242 * This is sort of special, in that the new client/server actually uses
2307 * the new speed values for commands. 2243 * the new speed values for commands.
2308 * 2244 *
2309 * Returns true if there are more actions we can do. 2245 * Returns true if there are more actions we can do. Should not do
2246 * many actions in a row, as that would be too unfair to other
2247 * players.
2310 */ 2248 */
2311int 2249bool
2312handle_newcs_player (object *op) 2250handle_newcs_player (object *op)
2313{ 2251{
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)) 2252 if (QUERY_FLAG (op, FLAG_SCARED))
2335 { 2253 {
2336 flee_player (op); 2254 if (op->speed_left > 0.f)
2337 /* If player is still scared, that is his action for this tick */
2338 if (QUERY_FLAG (op, FLAG_SCARED))
2339 { 2255 {
2340 op->speed_left--; 2256 --op->speed_left;
2257 flee_player (op);
2258
2341 return 0; 2259 return true;
2342 } 2260 }
2261 else
2262 return false;
2343 } 2263 }
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 2264
2353 /* call this here - we also will call this in do_ericserver, but 2265 /* call this here - we also will call this in do_ericserver, but
2354 * the players time has been increased when doericserver has been 2266 * the players time has been increased when doericserver has been
2355 * called, so we recheck it here. 2267 * called, so we recheck it here.
2356 */ 2268 */
2357 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2269 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; 2270 return true;
2363 2271
2364 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2272 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2365 {
2366 /* All move commands take 1 tick, at least for now */
2367 op->speed_left--;
2368
2369 /* Instead of all the stuff below, let move_player take care
2370 * of it. Also, some of the skill stuff is only put in
2371 * there, as well as the confusion stuff.
2372 */
2373 move_player (op, op->direction); 2273 return move_player (op, op->direction);
2374 if (op->speed_left > 0)
2375 return 1;
2376 else
2377 return 0;
2378 }
2379 2274
2380 return 0; 2275 return false;
2381} 2276}
2382 2277
2383int 2278int
2384save_life (object *op) 2279save_life (object *op)
2385{ 2280{
2420 * from. 2315 * from.
2421 */ 2316 */
2422void 2317void
2423remove_unpaid_objects (object *op, object *env) 2318remove_unpaid_objects (object *op, object *env)
2424{ 2319{
2425 object *next;
2426
2427 while (op) 2320 while (op)
2428 { 2321 {
2429 next = op->below; /* Make sure we have a good value, in case 2322 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2430 * we remove object 'op' 2323
2431 */
2432 if (QUERY_FLAG (op, FLAG_UNPAID)) 2324 if (QUERY_FLAG (op, FLAG_UNPAID))
2433 { 2325 {
2434 op->remove ();
2435 op->x = env->x;
2436 op->y = env->y;
2437 if (env->type == PLAYER) 2326 if (env->type == PLAYER)
2438 esrv_del_item (env->contr, op->count); 2327 esrv_del_item (env->contr, op->count);
2439 insert_ob_in_map (op, env->map, NULL, 0); 2328
2329 op->insert_at (env);
2440 } 2330 }
2441 else if (op->inv) 2331 else if (op->inv)
2442 remove_unpaid_objects (op->inv, env); 2332 remove_unpaid_objects (op->inv, env);
2443 2333
2444 op = next; 2334 op = next;
2500 int rate_grace = 2000; 2390 int rate_grace = 2000;
2501 const int max_hp = 1; 2391 const int max_hp = 1;
2502 const int max_sp = 1; 2392 const int max_sp = 1;
2503 const int max_grace = 1; 2393 const int max_grace = 1;
2504 2394
2505 if (op->contr->outputs_sync) 2395 if (op->contr->hidden)
2396 {
2397 op->invisible = 1000;
2398 /* the socket code flashes the player visible/invisible
2399 * depending on the value of invisible, so we need to
2400 * alternate it here for it to work correctly.
2401 */
2402 if (pticks & 2)
2403 op->invisible--;
2506 { 2404 }
2507 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2405 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2508 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2406 {
2509 flush_output_element (op, &op->contr->outputs[i]); 2407 if (!op->invisible--)
2408 {
2409 make_visible (op);
2410 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2411 }
2510 } 2412 }
2511 2413
2512 if (op->contr->ns->state == ST_PLAYING) 2414 if (op->contr->ns->state == ST_PLAYING)
2513 { 2415 {
2514 /* these next three if clauses make it possible to SLOW DOWN 2416 /* these next three if clauses make it possible to SLOW DOWN
2536 gen_grace = op->stats.maxgrace; 2438 gen_grace = op->stats.maxgrace;
2537 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2439 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2538 } 2440 }
2539 2441
2540 /* Regenerate Spell Points */ 2442 /* Regenerate Spell Points */
2541 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2443 if (!op->contr->golem && --op->last_sp < 0)
2542 { 2444 {
2543 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2445 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2544 if (op->stats.sp < op->stats.maxsp) 2446 if (op->stats.sp < op->stats.maxsp)
2545 { 2447 {
2546 op->stats.sp++; 2448 op->stats.sp++;
2644 } 2546 }
2645 2547
2646 /* Digestion */ 2548 /* Digestion */
2647 if (--op->last_eat < 0) 2549 if (--op->last_eat < 0)
2648 { 2550 {
2649#ifdef COZY_SERVER
2650 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2651 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2652#else
2653 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2551 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2654#endif
2655 2552
2656 if (op->contr->gen_hp > 0) 2553 if (op->contr->gen_hp > 0)
2657 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2554 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2658 else 2555 else
2659 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2556 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2737 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2634 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2738 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2635 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2739 2636
2740 /* restore player */ 2637 /* restore player */
2741 at = archetype::find ("poisoning"); 2638 at = archetype::find ("poisoning");
2742 tmp = present_arch_in_ob (at, op); 2639 if (object *tmp = present_arch_in_ob (at, op))
2743 if (tmp)
2744 { 2640 {
2745 tmp->destroy (); 2641 tmp->destroy ();
2746 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2642 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2747 } 2643 }
2748 2644
2749 at = archetype::find ("confusion"); 2645 at = archetype::find ("confusion");
2750 tmp = present_arch_in_ob (at, op); 2646 if (object *tmp = present_arch_in_ob (at, op))
2751 if (tmp)
2752 { 2647 {
2753 tmp->destroy (); 2648 tmp->destroy ();
2754 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2649 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2755 } 2650 }
2756 2651
2758 op->stats.hp = op->stats.maxhp; 2653 op->stats.hp = op->stats.maxhp;
2759 if (op->stats.food <= 0) 2654 if (op->stats.food <= 0)
2760 op->stats.food = 999; 2655 op->stats.food = 999;
2761 2656
2762 /* create a bodypart-trophy to make the winner happy */ 2657 /* create a bodypart-trophy to make the winner happy */
2763 tmp = arch_to_object (archetype::find ("finger")); 2658 if (object *tmp = arch_to_object (archetype::find ("finger")))
2764 if (tmp != NULL)
2765 { 2659 {
2766 sprintf (buf, "%s's finger", &op->name); 2660 sprintf (buf, "%s's finger", &op->name);
2767 tmp->name = buf; 2661 tmp->name = buf;
2768 sprintf (buf, " This finger has been cut off %s\n" 2662 sprintf (buf, " This finger has been cut off %s\n"
2769 " the %s, when he was defeated at\n level %d by %s.\n", 2663 " the %s, when he was defeated at\n level %d by %s.\n",
2770 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2664 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2771 tmp->msg = buf; 2665 tmp->msg = buf;
2772 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2666 tmp->value = 0, tmp->type = 0;
2773 tmp->materialname = NULL; 2667 tmp->materialname = "organics";
2774 tmp->x = op->x, tmp->y = op->y; 2668 tmp->insert_at (op, tmp);
2775 insert_ob_in_map (tmp, op->map, op, 0);
2776 } 2669 }
2777 2670
2778 /* teleport defeated player to new destination */ 2671 /* teleport defeated player to new destination */
2779 transfer_ob (op, x, y, 0, NULL); 2672 transfer_ob (op, x, y, 0, NULL);
2780 op->contr->braced = 0; 2673 op->contr->braced = 0;
2785 2678
2786 command_kill_pets (op, 0); 2679 command_kill_pets (op, 0);
2787 2680
2788 if (op->stats.food < 0) 2681 if (op->stats.food < 0)
2789 { 2682 {
2790 if (op->contr->explore)
2791 {
2792 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2793 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2794 op->stats.food = 999;
2795 return;
2796 }
2797 sprintf (buf, "%s starved to death.", &op->name); 2683 sprintf (buf, "%s starved to death.", &op->name);
2798 strcpy (op->contr->killer, "starvation"); 2684 strcpy (op->contr->killer, "starvation");
2799 } 2685 }
2800 else 2686 else
2801 {
2802 if (op->contr->explore)
2803 {
2804 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2805 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2806 op->stats.hp = op->stats.maxhp;
2807 return;
2808 }
2809 sprintf (buf, "%s died.", &op->name); 2687 sprintf (buf, "%s died.", &op->name);
2810 } 2688
2811 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2689 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2812 2690
2813 /* save the map location for corpse, gravestone */ 2691 /* save the map location for corpse, gravestone */
2814 x = op->x; 2692 x = op->x;
2815 y = op->y; 2693 y = op->y;
2816 map = op->map; 2694 map = op->map;
2817
2818 2695
2819 /* NOT_PERMADEATH code. This basically brings the character back to 2696 /* NOT_PERMADEATH code. This basically brings the character back to
2820 * life if they are dead - it takes some exp and a random stat. 2697 * life if they are dead - it takes some exp and a random stat.
2821 * See the config.h file for a little more in depth detail about this. 2698 * See the config.h file for a little more in depth detail about this.
2822 */ 2699 */
2839 num_stats_lose = 1; 2716 num_stats_lose = 1;
2840 else 2717 else
2841 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2718 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2842 } 2719 }
2843 else 2720 else
2844 {
2845 num_stats_lose = 1; 2721 num_stats_lose = 1;
2846 } 2722
2847 lost_a_stat = 0; 2723 lost_a_stat = 0;
2848 2724
2849 for (z = 0; z < num_stats_lose; z++) 2725 for (z = 0; z < num_stats_lose; z++)
2850 { 2726 {
2851 i = RANDOM () % NUM_STATS; 2727 i = RANDOM () % NUM_STATS;
2992 op->stats.hp = op->stats.maxhp; 2868 op->stats.hp = op->stats.maxhp;
2993 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2869 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2994 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2870 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2995 2871
2996 /* 2872 /*
2997 * Check to see if the player is in a shop. IF so, then check to see if
2998 * the player has any unpaid items. If so, remove them and put them back 2873 * Check to see if the player has any unpaid items. If so, remove them
2999 * in the map. 2874 * and put them back in the map.
3000 */ 2875 */
3001
3002 if (is_in_shop (op))
3003 remove_unpaid_objects (op->inv, op); 2876 remove_unpaid_objects (op->inv, op);
3004 2877
3005 /****************************************/ 2878 /****************************************/
3006 /* */ 2879 /* */
3007 /* Move player to his current respawn- */ 2880 /* Move player to his current respawn- */
3008 /* position (usually last savebed) */ 2881 /* position (usually last savebed) */
3009 /* */ 2882 /* */
3010 /****************************************/ 2883 /****************************************/
3011 2884
3012 enter_player_savebed (op); 2885 enter_player_savebed (op);
3013 2886
3014 /* Save the player before inserting the force to reduce
3015 * chance of abuse.
3016 */
3017 op->contr->braced = 0; 2887 op->contr->braced = 0;
3018 op->contr->save ();
3019 2888
3020 /* it is possible that the player has blown something up 2889 /* it is possible that the player has blown something up
3021 * at his savebed location, and that can have long lasting 2890 * at his savebed location, and that can have long lasting
3022 * spell effects. So first see if there is a spell effect 2891 * spell effects. So first see if there is a spell effect
3023 * on the space that might harm the player. 2892 * on the space that might harm the player.
3032 object *force; 2901 object *force;
3033 int at; 2902 int at;
3034 2903
3035 force = get_archetype (FORCE_NAME); 2904 force = get_archetype (FORCE_NAME);
3036 /* 50 ticks should be enough time for the spell to abate */ 2905 /* 50 ticks should be enough time for the spell to abate */
3037 force->speed = 0.1; 2906 force->speed = 0.1f;
3038 force->speed_left = -5.0; 2907 force->speed_left = -5.f;
3039 SET_FLAG (force, FLAG_APPLIED); 2908 SET_FLAG (force, FLAG_APPLIED);
3040 for (at = 0; at < NROFATTACKS; at++) 2909 for (at = 0; at < NROFATTACKS; at++)
3041 if (will_kill_again & (1 << at)) 2910 if (will_kill_again & (1 << at))
3042 force->resist[at] = 100; 2911 force->resist[at] = 100;
3043 2912
3052void 2921void
3053loot_object (object *op) 2922loot_object (object *op)
3054{ /* Grab and destroy some treasure */ 2923{ /* Grab and destroy some treasure */
3055 object *tmp, *tmp2, *next; 2924 object *tmp, *tmp2, *next;
3056 2925
3057 if (op->container) 2926 op->close_container (); /* close open sack first */
3058 esrv_apply_container (op, op->container); /* close open sack first */
3059 2927
3060 for (tmp = op->inv; tmp; tmp = next) 2928 for (tmp = op->inv; tmp; tmp = next)
3061 { 2929 {
3062 next = tmp->below; 2930 next = tmp->below;
3063 2931
3064 if (tmp->invisible) 2932 if (tmp->invisible)
3065 continue; 2933 continue;
3066 2934
3067 tmp->remove (); 2935 tmp->remove ();
3068 tmp->x = op->x, tmp->y = op->y; 2936 tmp->x = op->x, tmp->y = op->y;
2937
3069 if (tmp->type == CONTAINER) 2938 if (tmp->type == CONTAINER)
3070 { /* empty container to ground */ 2939 loot_object (tmp); /* empty container to ground */
3071 loot_object (tmp); 2940
3072 }
3073 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2941 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3074 { 2942 {
3075 if (tmp->nrof > 1) 2943 if (tmp->nrof > 1)
3076 { 2944 {
3077 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2945 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3078 tmp2->destroy (); 2946 tmp2->destroy ();
3089/* 2957/*
3090 * fix_weight(): Check recursively the weight of all players, and fix 2958 * fix_weight(): Check recursively the weight of all players, and fix
3091 * what needs to be fixed. Refresh windows and fix speed if anything 2959 * what needs to be fixed. Refresh windows and fix speed if anything
3092 * was changed. 2960 * was changed.
3093 */ 2961 */
3094
3095void 2962void
3096fix_weight (void) 2963fix_weight (void)
3097{ 2964{
3098 for (player *pl = first_player; pl; pl = pl->next) 2965 for_all_players (pl)
3099 { 2966 {
3100 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2967 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3101 2968
3102 if (old == sum) 2969 if (old == sum)
3103 continue; 2970 continue;
3107} 2974}
3108 2975
3109void 2976void
3110fix_luck (void) 2977fix_luck (void)
3111{ 2978{
3112 for (player *pl = first_player; pl; pl = pl->next) 2979 for_all_players (pl)
3113 if (!pl->ob->contr->ns->state) 2980 if (!pl->ob->contr->ns->state)
3114 pl->ob->change_luck (0); 2981 pl->ob->change_luck (0);
3115} 2982}
3116 2983
3117/* cast_dust() - handles op throwing objects of type 'DUST'. 2984/* cast_dust() - handles op throwing objects of type 'DUST'.
3159 if (op->type == PLAYER) 3026 if (op->type == PLAYER)
3160 { 3027 {
3161 op->contr->tmp_invis = 0; 3028 op->contr->tmp_invis = 0;
3162 op->contr->invis_race = 0; 3029 op->contr->invis_race = 0;
3163 } 3030 }
3031
3164 update_object (op, UP_OBJ_FACE); 3032 update_object (op, UP_OBJ_CHANGE);
3165} 3033}
3166 3034
3167int 3035int
3168is_true_undead (object *op) 3036is_true_undead (object *op)
3169{ 3037{
3170 object *tmp = NULL;
3171
3172 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3038 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3173 return 1; 3039 return 1;
3174 3040
3175 return 0; 3041 return 0;
3176} 3042}
3221/* For Hidden creatures - a chance of becoming 'unhidden' 3087/* For Hidden creatures - a chance of becoming 'unhidden'
3222 * every time they move - as we subtract off 'invisibility' 3088 * every time they move - as we subtract off 'invisibility'
3223 * AND, for players, if they move into a ridiculously unhideable 3089 * AND, for players, if they move into a ridiculously unhideable
3224 * spot (surrounded by clear terrain in broad daylight). -b.t. 3090 * spot (surrounded by clear terrain in broad daylight). -b.t.
3225 */ 3091 */
3226
3227void 3092void
3228do_hidden_move (object *op) 3093do_hidden_move (object *op)
3229{ 3094{
3230 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3095 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3231 object *skop; 3096 object *skop;
3235 3100
3236 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3101 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3237 3102
3238 /* its *extremely* hard to run and sneak/hide at the same time! */ 3103 /* its *extremely* hard to run and sneak/hide at the same time! */
3239 if (op->type == PLAYER && op->contr->run_on) 3104 if (op->type == PLAYER && op->contr->run_on)
3240 {
3241 if (!skop || num >= skop->level) 3105 if (!skop || num >= skop->level)
3242 { 3106 {
3243 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3107 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3244 make_visible (op); 3108 make_visible (op);
3245 return; 3109 return;
3246 } 3110 }
3247 else 3111 else
3248 num += 20; 3112 num += 20;
3249 } 3113
3250 num += op->map->difficulty; 3114 num += op->map->difficulty;
3251 hide = hideability (op); /* modify by terrain hidden level */ 3115 hide = hideability (op); /* modify by terrain hidden level */
3252 num -= hide; 3116 num -= hide;
3117
3253 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3118 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3254 { 3119 {
3255 make_visible (op); 3120 make_visible (op);
3256 if (op->type == PLAYER) 3121 if (op->type == PLAYER)
3257 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3122 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3258 } 3123 }
3259 else if (op->type == PLAYER && skop) 3124 else if (op->type == PLAYER && skop)
3260 {
3261 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3125 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3262 }
3263} 3126}
3264 3127
3265/* determine if who is standing near a hostile creature. */ 3128/* determine if who is standing near a hostile creature. */
3266 3129
3267int 3130int
3334 if (pl->type != PLAYER) 3197 if (pl->type != PLAYER)
3335 { 3198 {
3336 LOG (llevError, "player_can_view() called for non-player object\n"); 3199 LOG (llevError, "player_can_view() called for non-player object\n");
3337 return -1; 3200 return -1;
3338 } 3201 }
3202
3339 if (!pl || !op) 3203 if (!pl || !op)
3340 return 0; 3204 return 0;
3341 3205
3342 if (op->head)
3343 {
3344 op = op->head; 3206 op = op->head_ ();
3345 } 3207
3346 get_rangevector (pl, op, &rv, 0x1); 3208 get_rangevector (pl, op, &rv, 0x1);
3347 3209
3348 /* starting with the 'head' part, lets loop 3210 /* starting with the 'head' part, lets loop
3349 * through the object and find if it has any 3211 * through the object and find if it has any
3350 * part that is in the los array but isnt on 3212 * part that is in the los array but isnt on
3467 char buf[MAX_BUF]; /* tmp. string buffer */ 3329 char buf[MAX_BUF]; /* tmp. string buffer */
3468 int i = 0, j = 0; 3330 int i = 0, j = 0;
3469 3331
3470 /* get the appropriate treasurelist */ 3332 /* get the appropriate treasurelist */
3471 if (atnr == ATNR_FIRE) 3333 if (atnr == ATNR_FIRE)
3472 trlist = find_treasurelist ("dragon_ability_fire"); 3334 trlist = treasurelist::find ("dragon_ability_fire");
3473 else if (atnr == ATNR_COLD) 3335 else if (atnr == ATNR_COLD)
3474 trlist = find_treasurelist ("dragon_ability_cold"); 3336 trlist = treasurelist::find ("dragon_ability_cold");
3475 else if (atnr == ATNR_ELECTRICITY) 3337 else if (atnr == ATNR_ELECTRICITY)
3476 trlist = find_treasurelist ("dragon_ability_elec"); 3338 trlist = treasurelist::find ("dragon_ability_elec");
3477 else if (atnr == ATNR_POISON) 3339 else if (atnr == ATNR_POISON)
3478 trlist = find_treasurelist ("dragon_ability_poison"); 3340 trlist = treasurelist::find ("dragon_ability_poison");
3479 3341
3480 if (trlist == NULL || who->type != PLAYER) 3342 if (trlist == NULL || who->type != PLAYER)
3481 return; 3343 return;
3482 3344
3483 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3345 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3484 3346
3485 if (tr == NULL || tr->item == NULL) 3347 if (!tr || !tr->item)
3486 { 3348 {
3487 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3349 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3488 return; 3350 return;
3489 } 3351 }
3490 3352
3615 * not readied. 3477 * not readied.
3616 */ 3478 */
3617void 3479void
3618player_unready_range_ob (player *pl, object *ob) 3480player_unready_range_ob (player *pl, object *ob)
3619{ 3481{
3620 rangetype i; 3482 if (pl->ob->current_weapon == ob)
3483 pl->ob->current_weapon = 0;
3621 3484
3622 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3485 if (pl->combat_ob == ob)
3623 { 3486 pl->combat_ob = 0;
3487
3624 if (pl->ranges[i] == ob) 3488 if (pl->ranged_ob == ob)
3625 { 3489 pl->ranged_ob = 0;
3626 pl->ranges[i] = NULL;
3627 if (pl->shoottype == i)
3628 {
3629 pl->shoottype = range_none;
3630 }
3631 }
3632 }
3633} 3490}
3491
3492sint8
3493player::visibility_at (maptile *map, int x, int y) const
3494{
3495 if (!ns)
3496 return 0;
3497
3498 int dx, dy;
3499 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3500 return 0;
3501
3502 x += dx - ns->current_x + ns->mapx / 2;
3503 y += dy - ns->current_y + ns->mapy / 2;
3504
3505 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3506 return 0;
3507
3508 return 100 - blocked_los [x][y];
3509}

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