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Comparing deliantra/server/server/player.C (file contents):
Revision 1.56 by root, Sat Dec 23 05:25:18 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); 159}
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);
169} 195}
170 196
171// connect the player with a specific client 197// connect the player with a specific client
172// also changed, rationalises, and fixes some incorrect settings 198// also changes, rationalises, and fixes some incorrect settings
173void 199void
174player::connect (client *ns) 200player::connect (client *ns)
175{ 201{
176 this->ns = ns; 202 this->ns = ns;
177 ns->pl = this; 203 ns->pl = this;
178 204
179 next = first_player; 205 run_on = 0;
180 first_player = this; 206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
181 208
182 ns->update_look = 0; 209 ns->update_look = 0;
183 ns->look_position = 0; 210 ns->look_position = 0;
184 211
185 clear_los (ob); 212 clear_los (ob);
186 213
214 ns->reset_stats ();
215
216 /* make sure he's a player -- needed because of class change. */
187 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
188 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->clone.race;
189 219
190 if (!legal_range (ob, shoottype))
191 shoottype = range_none;
192
193 ob->carrying = sum_weight (ob); 220 ob->carrying = sum_weight (ob);
194 link_player_skills (ob); 221 link_player_skills (ob);
195 222
196 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
197 ob->update_stats ();
198 update_ob_speed (ob);
199 224
200 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->clone.name);
201
202 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
203 * from the class, and not race. I don't see any way to get the class information
204 * to then update this. I don't think this will actually break anything - anyone
205 * that can use armour should be able to use a shield. What this may 'break'
206 * are features new characters get, eg, if someone starts up with a Q, they
207 * should be able to use a shield. However, old Q's won't get that advantage.
208 */
209 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
210 SET_FLAG (ob, FLAG_USE_SHIELD);
211 226
212 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
213 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
214 { 229 {
215 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
225 skin = tmp; 240 skin = tmp;
226 241
227 set_dragon_name (ob, abil, skin); 242 set_dragon_name (ob, abil, skin);
228 } 243 }
229 244
230 CLEAR_FLAG (ob, FLAG_FRIENDLY);
231 add_friendly_object (ob);
232
233 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
234
235 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
236 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 ();
237 275
238 ns->floorbox_update (); 276 ns->floorbox_update ();
239
240 esrv_new_player (this, ob->weight + ob->carrying);
241 esrv_send_inventory (ob, ob); 277 esrv_send_inventory (ob, ob);
242 esrv_add_spells (this, 0); 278 esrv_add_spells (this, 0);
243 279
244 enter_exit (ob, 0); 280 activate ();
245 281
246// send_rules (ob);//TODO 282 send_rules (ob);
247// send_news (ob);//TODO 283 send_news (ob);
248// display_motd (ob);//TODO 284 display_motd (ob);
285
286 INVOKE_PLAYER (CONNECT, this);
249 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 ();
250} 309}
251 310
252// the need for this function can be explained 311// the need for this function can be explained
253// by load_object not returning the object 312// by load_object not returning the object
254void 313void
255player::set_object (object *op) 314player::set_object (object *op)
256{ 315{
257 ob = op; 316 ob = op;
258 ob->contr = this; /* this aren't yet in archetype */ 317 ob->contr = this; /* this aren't yet in archetype */
259 318
319 ob->speed = 1.0f;
260 ob->speed_left = 0.5; 320 ob->speed_left = 0.5f;
261 ob->speed = 1.0; 321
262 ob->direction = 5; /* So player faces south */ 322 ob->direction = 5; /* So player faces south */
263 ob->stats.wc = 2;
264 ob->run_away = 25; /* Then we panick... */
265
266 set_first_map (ob);
267
268 ob->roll_stats ();
269} 323}
270 324
271player::player () 325player::player ()
272{ 326{
273 /* There are some elements we want initialized to non zero value - 327 /* There are some elements we want initialised to non zero value -
274 * we deal with that below this point. 328 * we deal with that below this point.
275 */ 329 */
276 outputs_sync = 16; /* Every 2 seconds */ 330 outputs_sync = 4;
277 outputs_count = 8; /* Keeps present behaviour */ 331 outputs_count = 4;
278 unapply = unapply_nochoice; 332 unapply = unapply_nochoice;
279 333
280 assign (savebed_map, first_map_path); /* Init. respawn position */ 334 savebed_map = first_map_path; /* Init. respawn position */
281 335
282 gen_sp_armour = 10; 336 gen_sp_armour = 10;
283 last_speed = -1;
284 shoottype = range_none;
285 bowtype = bow_normal; 337 bowtype = bow_normal;
286 petmode = pet_normal; 338 petmode = pet_normal;
287 listening = 10; 339 listening = 10;
288 usekeys = containers; 340 usekeys = containers;
289 last_weapon_sp = -1;
290 peaceful = 1; /* default peaceful */ 341 peaceful = 1; /* default peaceful */
291 do_los = 1; 342 do_los = 1;
292 343
293 /* we need to clear these to -1 and not zero - otherwise, 344 weapon_sp = 1.0f;
294 * if a player quits and starts a new character, we wont 345 weapon_sp_left = 0.5f;
295 * send new values to the client, as things like exp start 346}
296 * at zero.
297 */
298 for (int i = 0; i < NUM_SKILLS; i++)
299 last_skill_exp[i] = -1;
300 347
301 for (int i = 0; i < NROFATTACKS; i++) 348void
302 last_resist[i] = -1; 349player::do_destroy ()
350{
351 disconnect ();
303 352
304 last_stats.exp = -1; 353 attachable::do_destroy ();
305 last_weight = (uint32) - 1; 354
355 if (ob)
356 {
357 ob->destroy_inv (false);
358 ob->destroy ();
359 }
306} 360}
307 361
308player::~player () 362player::~player ()
309{ 363{
310 terminate_all_pets (ob);
311
312 if (first_player != this)
313 {
314 player *prev = first_player;
315
316 while (prev && prev->next && prev->next != this)
317 prev = prev->next;
318
319 if (prev->next != this)
320 {
321 LOG (llevError, "Free_player: Can't find previous player.\n");
322 abort ();
323 }
324
325 prev->next = next;
326 }
327 else
328 first_player = next;
329
330 if (ob)
331 {
332 ob->contr = 0;
333 ob->destroy (1);
334 }
335
336 if (ns)
337 {
338 ns->send_packet ("goodbye");
339 ns->flush ();
340 ns->pl = 0;
341 ns->destroy ();
342 }
343
344 /* Clear item stack */ 364 /* Clear item stack */
345 free (stack_items); 365 free (stack_items);
346} 366}
347 367
348/* Tries to add player on the connection passed in ns. 368/* Tries to add player on the connection passed in ns.
353player::create () 373player::create ()
354{ 374{
355 player *pl = new player; 375 player *pl = new player;
356 376
357 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);
358 384
359 return pl; 385 return pl;
360} 386}
361 387
362/* 388/*
389 415
390object * 416object *
391get_nearest_player (object *mon) 417get_nearest_player (object *mon)
392{ 418{
393 object *op = NULL; 419 object *op = NULL;
394 player *pl = NULL;
395 objectlink *ol; 420 objectlink *ol;
396 unsigned lastdist; 421 unsigned lastdist;
397 rv_vector rv; 422 rv_vector rv;
398 423
399 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 424 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
400 { 425 {
401 /* 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
402 * does periodically happen. Given that, lets deal with it. 427 * does periodically happen. Given that, lets deal with it.
403 * While unlikely, it is possible the next object on the friendly 428 * While unlikely, it is possible the next object on the friendly
404 * list is also free, so encapsulate this in a while loop. 429 * list is also free, so encapsulate this in a while loop.
408 object *tmp = ol->ob; 433 object *tmp = ol->ob;
409 434
410 /* 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
411 * itself will have been cleared. 436 * itself will have been cleared.
412 */ 437 */
413 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 ());
414 ol = ol->next; 440 ol = ol->next;
415 remove_friendly_object (tmp); 441 remove_friendly_object (tmp);
416 if (!ol) 442 if (!ol)
417 return op; 443 return op;
418 } 444 }
431 { 457 {
432 op = ol->ob; 458 op = ol->ob;
433 lastdist = rv.distance; 459 lastdist = rv.distance;
434 } 460 }
435 } 461 }
436 for (pl = first_player; pl != NULL; pl = pl->next) 462
437 { 463 for_all_players (pl)
438 if (can_detect_enemy (mon, pl->ob, &rv)) 464 if (can_detect_enemy (mon, pl->ob, &rv))
439 {
440
441 if (lastdist > rv.distance) 465 if (lastdist > rv.distance)
442 { 466 {
443 op = pl->ob; 467 op = pl->ob;
444 lastdist = rv.distance; 468 lastdist = rv.distance;
445 } 469 }
446 } 470
447 }
448#if 0 471#if 0
449 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)");
450#endif 473#endif
451 return op; 474 return op;
452} 475}
510 x = mon->x; 533 x = mon->x;
511 y = mon->y; 534 y = mon->y;
512 m = mon->map; 535 m = mon->map;
513 dir = rv.direction; 536 dir = rv.direction;
514 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 */
515 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
516 /* 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. */
517 if (diff > max) 541 if (diff > max)
518 return 0; 542 return 0;
543
519 while (diff > 1 && max > 0) 544 while (diff > 1 && max > 0)
520 { 545 {
521 lastx = x; 546 lastx = x;
522 lasty = y; 547 lasty = y;
523 lastmap = m; 548 lastmap = m;
605 max--; 630 max--;
606 lastdir = dir; 631 lastdir = dir;
607 if (!firstdir) 632 if (!firstdir)
608 firstdir = dir; 633 firstdir = dir;
609 } 634 }
635
610 if (diff <= 1) 636 if (diff <= 1)
611 { 637 {
612 /* Recalculate diff (distance) because we may not have actually 638 /* Recalculate diff (distance) because we may not have actually
613 * headed toward player for entire distance. 639 * headed toward player for entire distance.
614 */ 640 */
615 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 641 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
616 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));
617 } 643 }
644
618 if (diff > max) 645 if (diff > max)
619 return 0; 646 return 0;
620 } 647 }
648
621 /* 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 */
622 if (!max) 650 if (!max)
623 return 0; 651 return 0;
624 652
625 return firstdir; 653 return firstdir;
739roll_stat (void) 767roll_stat (void)
740{ 768{
741 int a[4], i, j, k; 769 int a[4], i, j, k;
742 770
743 for (i = 0; i < 4; i++) 771 for (i = 0; i < 4; i++)
744 a[i] = (int) RANDOM () % 6 + 1; 772 a[i] = (int) rndm (6) + 1;
745 773
746 for (i = 0, j = 0, k = 7; i < 4; i++) 774 for (i = 0, j = 0, k = 7; i < 4; i++)
747 if (a[i] < k) 775 if (a[i] < k)
748 k = a[i], j = i; 776 k = a[i], j = i;
749 777
755} 783}
756 784
757void 785void
758object::roll_stats () 786object::roll_stats ()
759{ 787{
760 int statsort [7]; 788 int statsort [NUM_STATS];
761 789
762 for (;;) 790 for (;;)
763 { 791 {
764 int sum = 0; 792 int sum = 0;
765 for (int i = 7; i--; ) 793 for (int i = NUM_STATS; i--; )
766 sum += statsort [i] = roll_stat (); 794 sum += statsort [i] = roll_stat ();
767 795
768 if (sum >= 82 && sum <= 116) 796 if (sum >= 82 && sum <= 116)
769 break; 797 break;
770 } 798 }
771 799
772 // Sort the stats so that rerolling is easier... 800 // Sort the stats so that rerolling is easier...
773 std::sort (statsort, statsort + 7, std::greater<int>()); 801 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
774 802
803 for (int i = 0; i < NUM_STATS; ++i)
775 stats.Str = statsort[0]; 804 stats.stat (i) = statsort [i];
776 stats.Dex = statsort[1];
777 stats.Con = statsort[2];
778 stats.Int = statsort[3];
779 stats.Wis = statsort[4];
780 stats.Pow = statsort[5];
781 stats.Cha = statsort[6];
782 805
783 stats.exp = 0; 806 stats.exp = 0;
784 stats.ac = 0; 807 stats.ac = 0;
785 808
786 stats.hp = stats.maxhp; 809 stats.hp = stats.maxhp;
798} 821}
799 822
800void 823void
801object::swap_stats (int a, int b) 824object::swap_stats (int a, int b)
802{ 825{
803 int tmp = get_attr_value (&contr->orig_stats, a); 826 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
804 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
805 set_attr_value (&contr->orig_stats, b, tmp);
806 827
828 for (int i = 0; i < NUM_STATS; ++i)
807 stats.Str = contr->orig_stats.Str; 829 stats.stat (i) = contr->orig_stats.stat (i);
808 stats.Dex = contr->orig_stats.Dex;
809 stats.Con = contr->orig_stats.Con;
810 stats.Int = contr->orig_stats.Int;
811 stats.Wis = contr->orig_stats.Wis;
812 stats.Pow = contr->orig_stats.Pow;
813 stats.Cha = contr->orig_stats.Cha;
814 830
815 //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,
816 // be merged with the similar code in roll_stats 832 // be merged with the similar code in roll_stats
817 stats.ac = 0; 833 stats.ac = 0;
818 834
830 contr->levsp[1] = 6; 846 contr->levsp[1] = 6;
831 contr->levgrace[1] = 3; 847 contr->levgrace[1] = 3;
832 848
833 contr->orig_stats = stats; 849 contr->orig_stats = stats;
834 } 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, " ");
835} 862}
836 863
837/* This function takes the key that is passed, and does the 864/* This function takes the key that is passed, and does the
838 * appropriate action with it (change race, or other things). 865 * appropriate action with it (change race, or other things).
839 * The function name is for historical reasons - now we have 866 * The function name is for historical reasons - now we have
840 * separate race and class; this actually changes the RACE, 867 * separate race and class; this actually changes the RACE,
841 * not the class. 868 * not the class.
842 */ 869 */
843int 870void
844key_change_class (object *op, char key) 871player::chargen_race_done ()
845{ 872{
846 int tmp_loop;
847
848 if (key == 'd' || key == 'D')
849 {
850 char buf[MAX_BUF];
851
852 /* this must before then initial items are given */ 873 /* this must before then initial items are given */
853 esrv_new_player (op->contr, op->weight + op->carrying); 874 esrv_new_player (ob->contr, ob->weight + ob->carrying);
854 875
855 treasurelist *tl = find_treasurelist ("starting_wealth"); 876 treasurelist *tl = treasurelist::find ("starting_wealth");
856 if (tl) 877 if (tl)
857 create_treasure (tl, op, 0, 0, 0); 878 create_treasure (tl, ob, 0, 0, 0);
858 879
859 INVOKE_PLAYER (BIRTH, op->contr); 880 INVOKE_PLAYER (BIRTH, ob->contr);
860 INVOKE_PLAYER (LOGIN, op->contr); 881 INVOKE_PLAYER (LOGIN, ob->contr);
861 882
862 op->contr->ns->state = ST_PLAYING; 883 ob->contr->ns->state = ST_PLAYING;
863 884
864 if (op->msg) 885 if (ob->msg)
865 op->msg = NULL; 886 ob->msg = 0;
866 887
867 /* 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
868 * to save here. 889 * to save here.
869 */ 890 */
891 {
892 char buf[MAX_BUF];
870 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 893 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
871 make_path_to_file (buf); 894 make_path_to_file (buf);
895 }
872 896
873#ifdef AUTOSAVE
874 op->contr->last_save_tick = pticks;
875#endif
876 start_info (op); 897 start_info (ob);
877 CLEAR_FLAG (op, FLAG_WIZ); 898 CLEAR_FLAG (ob, FLAG_WIZ);
878 give_initial_items (op, op->randomitems); 899 give_initial_items (ob, ob->randomitems);
879 link_player_skills (op); 900 link_player_skills (ob);
880 esrv_send_inventory (op, op); 901 esrv_send_inventory (ob, ob);
881 op->update_stats (); 902 ob->update_stats ();
882 903
883 /* This moves the player to a different start map, if there 904 /* This moves the player to a different start map, if there
884 * is one for this race 905 * is one for this race
885 */ 906 */
886 if (*first_map_ext_path) 907 if (*first_map_ext_path)
887 { 908 {
888 object *tmp; 909 object *tmp;
889 char mapname[MAX_BUF]; 910 char mapname[MAX_BUF];
890 911
891 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);
892 tmp = object::create (); 913 tmp = object::create ();
893 EXIT_PATH (tmp) = mapname; 914 EXIT_PATH (tmp) = mapname;
894 EXIT_X (tmp) = op->x; 915 EXIT_X (tmp) = ob->x;
895 EXIT_Y (tmp) = op->y; 916 EXIT_Y (tmp) = ob->y;
896 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;
897 * if the map isn't there, then stay on the 918 * if the map isn't there, then stay on the
898 * default initial map */ 919 * default initial map */
899 tmp->destroy (); 920 tmp->destroy ();
900 } 921 }
901 else 922 else
902 LOG (llevDebug, "first_map_ext_path not set\n"); 923 LOG (llevDebug, "first_map_ext_path not set\n");
924}
903 925
904 return 0; 926void
905 } 927player::chargen_race_next ()
906 928{
907 /* Following actually changes the race - this is the default command 929 /* Following actually changes the race - this is the default command
908 * if we don't match with one of the options above. 930 * if we don't match with one of the options above.
909 */ 931 */
910 932
911 tmp_loop = 0; 933 do
912 while (!tmp_loop)
913 { 934 {
914 shstr name = op->name; 935 shstr name = ob->name;
915 int x = op->x, y = op->y; 936 int x = ob->x, y = ob->y;
916 937
917 op->remove_statbonus (); 938 ob->remove_statbonus ();
918 op->remove (); 939 ob->remove ();
919 op->arch = get_player_archetype (op->arch); 940 ob->arch = get_player_archetype (ob->arch);
920 op->arch->clone.copy_to (op); 941 ob->arch->clone.copy_to (ob);
921 op->instantiate (); 942 ob->instantiate ();
922 op->stats = op->contr->orig_stats; 943 ob->stats = ob->contr->orig_stats;
923 op->name = op->name_pl = name; 944 ob->name = ob->name_pl = name;
924 op->x = x; 945 ob->x = x;
925 op->y = y; 946 ob->y = y;
926 SET_ANIMATION (op, 2); /* So player faces south */ 947 SET_ANIMATION (ob, 2); /* So player faces south */
927 insert_ob_in_map (op, op->map, op, 0); 948 insert_ob_in_map (ob, ob->map, ob, 0);
928 assign (op->contr->title, op->arch->clone.name); 949 assign (ob->contr->title, ob->arch->clone.name);
929 op->add_statbonus (); 950 ob->add_statbonus ();
930 tmp_loop = allowed_class (op);
931 } 951 }
952 while (!allowed_class (ob));
932 953
933 update_object (op, UP_OBJ_FACE); 954 update_object (ob, UP_OBJ_FACE);
934 esrv_update_item (UPD_FACE, op, op); 955 esrv_update_item (UPD_FACE, ob, ob);
935 op->update_stats (); 956 ob->update_stats ();
936 op->stats.hp = op->stats.maxhp; 957 ob->stats.hp = ob->stats.maxhp;
937 op->stats.sp = op->stats.maxsp; 958 ob->stats.sp = ob->stats.maxsp;
938 op->stats.grace = 0; 959 ob->stats.grace = 0;
939
940 if (op->msg)
941 new_draw_info (NDI_BLUE, 0, op, op->msg);
942
943 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
944 return 0;
945}
946
947int
948key_confirm_quit (object *op, char key)
949{
950 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
951 {
952 op->contr->ns->state = ST_PLAYING;
953 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
954 return 1;
955 }
956
957 INVOKE_PLAYER (LOGOUT, op->contr);
958 INVOKE_PLAYER (QUIT, op->contr);
959
960 terminate_all_pets (op);
961 leave_map (op);
962 op->direction = 0;
963 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
964
965 strcpy (op->contr->killer, "quit");
966 check_score (op);
967 op->contr->party = 0;
968 op->contr->own_title[0] = '\0';
969
970 object_ptr ob = op;
971
972 delete ob->contr;
973
974 /* We need to hunt for any per player unique maps in memory and
975 * get rid of them. The trailing slash in the path is intentional,
976 * so that players named 'Ab' won't match against players 'Abe' pathname
977 */
978 char buf[MAX_BUF];
979 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
980
981 for (maptile *next, *mp = first_map; mp; mp = next)
982 {
983 next = mp->next;
984
985 if (!strncmp (mp->path, buf, strlen (buf)))
986 delete_map (mp);
987 }
988
989 delete_character (ob->name, 1);
990
991 return 1;
992} 960}
993 961
994void 962void
995flee_player (object *op) 963flee_player (object *op)
996{ 964{
1043 /* Cornered, get rid of scared */ 1011 /* Cornered, get rid of scared */
1044 CLEAR_FLAG (op, FLAG_SCARED); 1012 CLEAR_FLAG (op, FLAG_SCARED);
1045 op->enemy = NULL; 1013 op->enemy = NULL;
1046} 1014}
1047 1015
1048
1049/* 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.
1050 * 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
1051 * stop. 1018 * stop.
1052 */ 1019 */
1053int 1020int
1054check_pick (object *op) 1021check_pick (object *op)
1055{ 1022{
1056 object *tmp, *next; 1023 object *tmp, *next;
1057 int stop = 0; 1024 int stop = 0;
1058 int j, k, wvratio; 1025 int wvratio;
1059 char putstring[128], tmpstr[16]; 1026 char putstring[128];
1060 1027
1061 /* if you're flying, you cna't pick up anything */ 1028 /* if you're flying, you cna't pick up anything */
1062 if (op->move_type & MOVE_FLYING) 1029 if (op->move_type & MOVE_FLYING)
1063 return 1; 1030 return 1;
1064 1031
1133 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1100 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1134 &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))));
1135 else 1102 else
1136 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1103 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1137 &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
1138 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1106 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1139
1140 sprintf (putstring, "...flags: ");
1141 for (k = 0; k < 4; k++)
1142 {
1143 for (j = 0; j < 32; j++)
1144 {
1145 if ((tmp->flags[k] >> j) & 0x01)
1146 {
1147 sprintf (tmpstr, "%d ", k * 32 + j);
1148 strcat (putstring, tmpstr);
1149 }
1150 }
1151 }
1152 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1153
1154#if 0
1155 /* print the flags too */
1156 for (k = 0; k < 4; k++)
1157 {
1158 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1159 for (j = 0; j < 32; j++)
1160 {
1161 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1162 if (!((j + 1) % 4))
1163 fprintf (stderr, " ");
1164 }
1165 fprintf (stderr, " [%d]\n", k * 32);
1166 }
1167#endif
1168 } 1107 }
1108
1169 /* philosophy: 1109 /* philosophy:
1170 * 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
1171 * generic. This takes no game-time. For more detailed pickups 1111 * generic. This takes no game-time. For more detailed pickups
1172 * and selections, select-items shoul dbe used. This is a 1112 * and selections, select-items should be used. This is a
1173 * 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
1174 * example. 1114 * example.
1175 * 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
1176 * 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
1177 * convert to decimal and then 'pickup <#> 1117 * convert to decimal and then 'pickup <#>
1428 * found object is returned. 1368 * found object is returned.
1429 */ 1369 */
1430object * 1370object *
1431find_arrow (object *op, const char *type) 1371find_arrow (object *op, const char *type)
1432{ 1372{
1433 object *tmp = NULL; 1373 object *tmp = 0;
1434 1374
1435 for (op = op->inv; op; op = op->below) 1375 for (op = op->inv; op; op = op->below)
1436 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))
1437 tmp = find_arrow (op, type); 1377 tmp = find_arrow (op, type);
1438 else if (op->type == ARROW && op->race == type) 1378 else if (op->type == ARROW && op->race == type)
1439 return op; 1379 return op;
1380
1440 return tmp; 1381 return tmp;
1441} 1382}
1442 1383
1443/* 1384/*
1444 * 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
1445 * 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
1446 * 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
1447 * 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.
1448 */ 1389 */
1449
1450object * 1390object *
1451find_better_arrow (object *op, object *target, const char *type, int *better) 1391find_better_arrow (object *op, object *target, const char *type, int *better)
1452{ 1392{
1453 object *tmp = NULL, *arrow, *ntmp; 1393 object *tmp = NULL, *arrow, *ntmp;
1454 int attacknum, attacktype, betterby = 0, i; 1394 int attacknum, attacktype, betterby = 0, i;
1520 * find_better_arrow to find a decent arrow to use. 1460 * find_better_arrow to find a decent arrow to use.
1521 * op = the shooter 1461 * op = the shooter
1522 * type = bow->race 1462 * type = bow->race
1523 * dir = fire direction 1463 * dir = fire direction
1524 */ 1464 */
1525
1526object * 1465object *
1527pick_arrow_target (object *op, const char *type, int dir) 1466pick_arrow_target (object *op, const char *type, int dir)
1528{ 1467{
1529 object *tmp = NULL; 1468 object *tmp = NULL;
1530 maptile *m; 1469 maptile *m;
1595 */ 1534 */
1596int 1535int
1597fire_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)
1598{ 1537{
1599 object *left, *bow; 1538 object *left, *bow;
1600 int bowspeed, mflags; 1539 int mflags;
1601 maptile *m; 1540 maptile *m;
1602 1541
1603 if (!dir) 1542 if (!dir)
1604 { 1543 {
1605 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!");
1606 return 0; 1545 return 0;
1607 } 1546 }
1608 1547
1609 if (op->type == PLAYER) 1548 if (op->contr)
1610 bow = op->contr->ranges[range_bow]; 1549 bow = op->current_weapon;
1611 else 1550 else
1612 { 1551 {
1613 for (bow = op->inv; bow; bow = bow->below) 1552 for (bow = op->inv; bow; bow = bow->below)
1614 /* 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
1615 * 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.
1620 if (!bow) 1559 if (!bow)
1621 { 1560 {
1622 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1561 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1623 return 0; 1562 return 0;
1624 } 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
1625 } 1572 }
1626 1573
1627 if (!bow->race || !bow->skill) 1574 if (!bow->race || !bow->skill)
1628 { 1575 {
1629 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);
1630 return 0; 1577 return 0;
1631 } 1578 }
1632
1633 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1634
1635 /* penalize ROF for bestarrow */
1636 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1637 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1638
1639 if (bowspeed < 1)
1640 bowspeed = 1;
1641 1579
1642 if (arrow == NULL) 1580 if (arrow == NULL)
1643 { 1581 {
1644 if ((arrow = find_arrow (op, bow->race)) == NULL) 1582 if ((arrow = find_arrow (op, bow->race)) == NULL)
1645 { 1583 {
1646 if (op->type == PLAYER) 1584 if (op->type == PLAYER)
1647 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);
1648 /* 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 */
1649 else 1587 else
1650 CLEAR_FLAG (op, FLAG_READY_BOW); 1588 CLEAR_FLAG (op, FLAG_READY_BOW);
1589
1651 return 0; 1590 return 0;
1652 } 1591 }
1653 } 1592 }
1654 1593
1655 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1594 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1677 return 0; 1616 return 0;
1678 } 1617 }
1679 1618
1680 arrow->set_owner (op); 1619 arrow->set_owner (op);
1681 arrow->skill = bow->skill; 1620 arrow->skill = bow->skill;
1682
1683 arrow->direction = dir; 1621 arrow->direction = dir;
1684 arrow->x = sx; 1622
1685 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;
1686 1655
1687 if (op->type == PLAYER) 1656 if (op->type == PLAYER)
1688 { 1657 {
1689 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1690 op->update_stats ();
1691 }
1692
1693 SET_ANIMATION (arrow, arrow->direction);
1694 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1695 arrow->stats.hp = arrow->stats.dam;
1696 arrow->stats.grace = arrow->attacktype;
1697 if (arrow->slaying != NULL)
1698 arrow->spellarg = strdup (arrow->slaying);
1699
1700 /* Note that this was different for monsters - they got their level
1701 * added to the damage. I think the strength bonus is more proper.
1702 */
1703
1704 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1705
1706 /* update the speed */
1707 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1708 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1709
1710 if (arrow->speed < 1.0)
1711 arrow->speed = 1.0;
1712 update_ob_speed (arrow);
1713 arrow->speed_left = 0;
1714
1715 if (op->type == PLAYER)
1716 {
1717 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1718 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1719 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1720
1721 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;
1722 } 1665 }
1723 else 1666 else
1724 { 1667 {
1725 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1726 arrow->level = op->level; 1668 arrow->level = op->level;
1727 } 1669 arrow->stats.wc -= bow->magic;
1728 1670
1729 if (arrow->attacktype == AT_PHYSICAL) 1671 if (!arrow->slaying)
1672 arrow->slaying = bow->slaying;
1673
1730 arrow->attacktype |= bow->attacktype; 1674 arrow->attacktype |= bow->attacktype;
1675 }
1731 1676
1732 if (bow->slaying) 1677 wc -= arrow->level;
1733 arrow->slaying = bow->slaying; 1678 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1734 1679
1735 arrow->map = m; 1680 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1736 arrow->move_type = MOVE_FLY_LOW; 1681 arrow->move_type = MOVE_FLY_LOW;
1737 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1738 1683
1739 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);
1740 insert_ob_in_map (arrow, m, op, 0); 1685 m->insert (arrow, sx, sy, op);
1741 1686
1742 if (!arrow->destroyed ()) 1687 if (!arrow->destroyed ())
1743 move_arrow (arrow); 1688 move_arrow (arrow);
1744 1689
1745 if (op->type == PLAYER) 1690 if (op->type == PLAYER)
1765{ 1710{
1766 int ret = 0, wcmod = 0; 1711 int ret = 0, wcmod = 0;
1767 1712
1768 if (op->contr->bowtype == bow_bestarrow) 1713 if (op->contr->bowtype == bow_bestarrow)
1769 { 1714 {
1770 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);
1771 } 1716 }
1772 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)
1773 { 1718 {
1774 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1719 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1775 wcmod = -1; 1720 wcmod = -1;
1721
1776 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);
1777 } 1723 }
1778 else if (op->contr->bowtype == bow_threewide) 1724 else if (op->contr->bowtype == bow_threewide)
1779 { 1725 {
1780 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);
1784 else if (op->contr->bowtype == bow_spreadshot) 1730 else if (op->contr->bowtype == bow_spreadshot)
1785 { 1731 {
1786 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);
1787 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);
1788 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);
1789
1790 } 1735 }
1791 else 1736 else
1792 { 1737 {
1793 /* Simple case */ 1738 /* Simple case */
1794 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);
1795 } 1740 }
1741
1796 return ret; 1742 return ret;
1797} 1743}
1798
1799 1744
1800/* Fires a misc (wand/rod/horn) object in 'dir'. 1745/* Fires a misc (wand/rod/horn) object in 'dir'.
1801 * Broken apart from 'fire' to keep it more readable. 1746 * Broken apart from 'fire' to keep it more readable.
1802 */ 1747 */
1803void 1748void
1804fire_misc_object (object *op, int dir) 1749fire_misc_object (object *op, int dir)
1805{ 1750{
1806 object *item; 1751 object *item = op->contr->ranged_ob;
1807 1752
1808 if (!op->contr->ranges[range_misc]) 1753 if (!item)
1809 { 1754 {
1810 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.");
1811 return; 1756 return;
1812 } 1757 }
1813 1758
1814 item = op->contr->ranges[range_misc];
1815 if (!item->inv) 1759 if (!item->inv)
1816 { 1760 {
1817 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1761 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1818 return; 1762 return;
1819 } 1763 }
1764
1765 if (!op->change_weapon (item))
1766 return;
1767
1820 if (item->type == WAND) 1768 if (item->type == WAND)
1821 { 1769 {
1822 if (item->stats.food <= 0) 1770 if (item->stats.food <= 0)
1823 { 1771 {
1824 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1772 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1825 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
1826 return; 1775 return;
1827 } 1776 }
1828 } 1777 }
1829 else if (item->type == ROD || item->type == HORN) 1778 else if (item->type == ROD || item->type == HORN)
1830 { 1779 {
1831 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))
1832 { 1781 {
1833 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1782 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1783
1834 if (item->type == ROD) 1784 if (item->type == ROD)
1835 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));
1836 else 1786 else
1837 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
1838 return; 1789 return;
1839 } 1790 }
1840 } 1791 }
1841 1792
1842 if (cast_spell (op, item, dir, item->inv, NULL)) 1793 if (cast_spell (op, item, dir, item->inv, NULL))
1850 1801
1851 if (item->arch) 1802 if (item->arch)
1852 { 1803 {
1853 CLEAR_FLAG (item, FLAG_ANIMATE); 1804 CLEAR_FLAG (item, FLAG_ANIMATE);
1854 item->face = item->arch->clone.face; 1805 item->face = item->arch->clone.face;
1855 item->speed = 0; 1806 item->set_speed (0);
1856 update_ob_speed (item);
1857 } 1807 }
1808
1858 if ((tmp = item->in_player ())) 1809 if ((tmp = item->in_player ()))
1859 esrv_update_item (UPD_ANIM, tmp, item); 1810 esrv_update_item (UPD_ANIM, tmp, item);
1860 } 1811 }
1861 } 1812 }
1862 else if (item->type == ROD || item->type == HORN) 1813 else if (item->type == ROD || item->type == HORN)
1863 {
1864 drain_rod_charge (item); 1814 drain_rod_charge (item);
1865 }
1866 } 1815 }
1867} 1816}
1868 1817
1869/* Received a fire command for the player - go and do it. 1818/* Received a fire command for the player - go and do it.
1870 */ 1819 */
1871void 1820bool
1872fire (object *op, int dir) 1821fire (object *op, int dir)
1873{ 1822{
1874 int spellcost = 0; 1823 int spellcost = 0;
1875 1824
1876 /* check for loss of invisiblity/hide */ 1825 /* check for loss of invisiblity/hide */
1877 if (action_makes_visible (op)) 1826 if (action_makes_visible (op))
1878 make_visible (op); 1827 make_visible (op);
1879 1828
1880 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;
1881 { 1835 }
1882 case range_none:
1883 return;
1884 1836
1885 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:
1886 player_fire_bow (op, dir); 1853 player_fire_bow (op, dir);
1887 return; 1854 break;
1888 1855
1889 case range_magic: /* Casting spells */ 1856 case SPELL:
1890 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);
1891 return; 1858 break;
1892 1859
1893 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:
1894 fire_misc_object (op, dir); 1869 fire_misc_object (op, dir);
1895 return; 1870 break;
1896
1897 case range_golem: /* Control summoned monsters from scrolls */
1898 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1899 {
1900 op->contr->ranges[range_golem] = 0;
1901 op->contr->shoottype = range_none;
1902 }
1903 else
1904 control_golem (op->contr->ranges[range_golem], dir);
1905 return;
1906
1907 case range_skill:
1908 if (!op->chosen_skill)
1909 {
1910 if (op->type == PLAYER)
1911 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1912 return;
1913 }
1914 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1915 return;
1916 case range_builder:
1917 apply_map_builder (op, dir);
1918 return;
1919 default:
1920 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1921 return;
1922 } 1871 }
1923}
1924 1872
1925 1873 return true;
1874}
1926 1875
1927/* find_key 1876/* find_key
1928 * 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
1929 * and successfully use it, we return the key, otherwise NULL 1878 * and successfully use it, we return the key, otherwise NULL
1930 * This function merges both normal and locked door, since the logic 1879 * This function merges both normal and locked door, since the logic
1932 * pl is the player, 1881 * pl is the player,
1933 * inv is the objects inventory to searched 1882 * inv is the objects inventory to searched
1934 * door is the door we are trying to match against. 1883 * door is the door we are trying to match against.
1935 * This function can be called recursively to search containers. 1884 * This function can be called recursively to search containers.
1936 */ 1885 */
1937
1938object * 1886object *
1939find_key (object *pl, object *container, object *door) 1887find_key (object *pl, object *container, object *door)
1940{ 1888{
1941 object *tmp, *key; 1889 object *tmp, *key;
1942 1890
1943 /* Should not happen, but sanity checking is never bad */ 1891 /* Should not happen, but sanity checking is never bad */
1944 if (container->inv == NULL) 1892 if (!container->inv)
1945 return NULL; 1893 return 0;
1946 1894
1947 /* 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 */
1948 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1896 for (tmp = container->inv; tmp; tmp = tmp->below)
1949 { 1897 {
1950 if (door->type == DOOR && tmp->type == KEY) 1898 if (door->type == DOOR && tmp->type == KEY)
1951 break; 1899 break;
1952 /* For sanity, we should really check door type, but other stuff 1900 /* For sanity, we should really check door type, but other stuff
1953 * (like containers) can be locked with special keys 1901 * (like containers) can be locked with special keys
1954 */ 1902 */
1955 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1903 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1956 break; 1904 break;
1957 } 1905 }
1906
1958 /* No key found - lets search inventories now */ 1907 /* No key found - lets search inventories now */
1959 /* 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.
1960 * 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
1961 * a key, return 1910 * a key, return
1962 */ 1911 */
1963 if (!tmp) 1912 if (!tmp)
1964 { 1913 {
1965 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1914 for (tmp = container->inv; tmp; tmp = tmp->below)
1966 { 1915 {
1967 /* No reason to search empty containers */ 1916 /* No reason to search empty containers */
1968 if (tmp->type == CONTAINER && tmp->inv) 1917 if (tmp->type == CONTAINER && tmp->inv)
1969 { 1918 {
1970 if ((key = find_key (pl, tmp, door)) != NULL) 1919 if ((key = find_key (pl, tmp, door)))
1971 return key; 1920 return key;
1972 } 1921 }
1973 } 1922 }
1923
1974 if (!tmp) 1924 if (!tmp)
1975 return NULL; 1925 return NULL;
1976 } 1926 }
1927
1977 /* 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,
1978 * see if we actually want to use it 1929 * see if we actually want to use it
1979 */ 1930 */
1980 if (pl != container) 1931 if (pl != container)
1981 { 1932 {
2002 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1953 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2003 "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));
2004 return NULL; 1955 return NULL;
2005 } 1956 }
2006 } 1957 }
1958
2007 return tmp; 1959 return tmp;
2008} 1960}
2009 1961
2010/* moved door processing out of move_player_attack. 1962/* moved door processing out of move_player_attack.
2011 * returns 1 if player has opened the door with a key 1963 * returns 1 if player has opened the door with a key
2013 * 0 otherwise 1965 * 0 otherwise
2014 */ 1966 */
2015static int 1967static int
2016player_attack_door (object *op, object *door) 1968player_attack_door (object *op, object *door)
2017{ 1969{
2018 /* 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,
2019 * 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 -
2020 * otherwise, we fall through to the rest of the code. 1972 * otherwise, we fall through to the rest of the code.
2021 */ 1973 */
2022 object *key = find_key (op, op, door); 1974 object *key = find_key (op, op, door);
2023 1975
2024 /* IF we found a key, do some extra work */ 1976 /* If we found a key, do some extra work */
2025 if (key) 1977 if (key)
2026 { 1978 {
2027 object *container = key->env; 1979 object *container = key->env;
2028 1980
2029 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
2030 if (action_makes_visible (op)) 1983 if (action_makes_visible (op))
2031 make_visible (op); 1984 make_visible (op);
1985
2032 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1986 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2033 spring_trap (door->inv, op); 1987 spring_trap (door->inv, op);
1988
2034 if (door->type == DOOR) 1989 if (door->type == DOOR)
2035 {
2036 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 */
2037 }
2038 else if (door->type == LOCKED_DOOR) 1991 else if (door->type == LOCKED_DOOR)
2039 { 1992 {
2040 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));
2041 remove_door2 (door); /* remove door without violence ;-) */ 1994 remove_door2 (door); /* remove door without violence ;-) */
2042 } 1995 }
1996
2043 /* Do this after we print the message */ 1997 /* Do this after we print the message */
2044 decrease_ob (key); /* Use up one of the keys */ 1998 decrease_ob (key); /* Use up one of the keys */
2045 /* Need to update the weight the container the key was in */ 1999 /* Need to update the weight the container the key was in */
2046 if (container != op) 2000 if (container != op)
2047 esrv_update_item (UPD_WEIGHT, op, container); 2001 esrv_update_item (UPD_WEIGHT, op, container);
2002
2048 return 1; /* Nothing more to do below */ 2003 return 1; /* Nothing more to do below */
2049 } 2004 }
2050 else if (door->type == LOCKED_DOOR) 2005 else if (door->type == LOCKED_DOOR)
2051 { 2006 {
2052 /* Might as well return now - no other way to open this */ 2007 /* Might as well return now - no other way to open this */
2053 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2008 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2054 return 1; 2009 return 1;
2055 } 2010 }
2011
2056 return 0; 2012 return 0;
2057} 2013}
2058 2014
2059/* This function is just part of a breakup from move_player. 2015/* This function is just part of a breakup from move_player.
2060 * It should keep the code cleaner. 2016 * It should keep the code cleaner.
2061 * When this is called, the players direction has been updated 2017 * When this is called, the players direction has been updated
2062 * (taking into account confusion.) The player is also actually 2018 * (taking into account confusion.) The player is also actually
2063 * going to try and move (not fire weapons). 2019 * going to try and move (not fire weapons).
2064 */ 2020 */
2065void 2021bool
2066move_player_attack (object *op, int dir) 2022move_player_attack (object *op, int dir)
2067{ 2023{
2068 object *tmp, *mon;
2069 sint16 nx, ny;
2070 int on_battleground; 2024 int on_battleground;
2071 maptile *m;
2072 2025
2073 nx = freearr_x[dir] + op->x; 2026 sint16 nx = freearr_x[dir] + op->x;
2074 ny = freearr_y[dir] + op->y; 2027 sint16 ny = freearr_y[dir] + op->y;
2075 2028
2076 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 }
2077 2039
2078 /* 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
2079 * 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
2080 * 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
2081 * player. This is a pretty nasty hack, because if we could 2043 * player. This is a pretty nasty hack, because if we could
2082 * 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
2083 * 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
2084 * 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
2085 * move_ob uses. 2047 * move_ob uses.
2086 */ 2048 */
2087 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);
2088 {
2089 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2090 {
2091 m = get_map_from_coord (op->map, &nx, &ny);
2092 if (!m)
2093 return; /* Don't think this should happen */
2094 }
2095 else
2096 m = op->map;
2097 2050
2098 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2099 {
2100 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2101 return;
2102 }
2103
2104 mon = 0;
2105 /* 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
2106 * 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.
2107 * 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
2108 * on the space 2054 * on the space
2109 */ 2055 */
2110 while (tmp) 2056 object *mon;
2111 { 2057 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2112 if (tmp == op) 2058 {
2113 { 2059 if ((mon->flag [FLAG_ALIVE]
2114 tmp = tmp->above; 2060 || mon->type == LOCKED_DOOR
2115 continue; 2061 || mon->flag [FLAG_CAN_ROLL])
2116 }
2117
2118 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2119 {
2120 mon = tmp; 2062 && mon != op)
2121 break; 2063 break;
2122 } 2064 }
2123 2065
2124 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2125 mon = tmp;
2126
2127 tmp = tmp->above;
2128 }
2129
2130 if (!mon) /* This happens anytime the player tries to move */ 2066 if (!mon) /* This happens anytime the player tries to move */
2131 return; /* into a wall */ 2067 return false; /* into a wall */
2132 2068
2133 if (mon->head)
2134 mon = mon->head; 2069 mon = mon->head_ ();
2135 2070
2136 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)
2137 if (player_attack_door (op, mon)) 2073 if (player_attack_door (op, mon))
2074 {
2075 --op->contr->weapon_sp_left;
2138 return; 2076 return true;
2077 }
2139 2078
2140 /* The following deals with possibly attacking peaceful 2079 /* The following deals with possibly attacking peaceful
2141 * or frienddly creatures. Basically, all players are considered 2080 * or friendly creatures. Basically, all players are considered
2142 * unaggressive. If the moving player has peaceful set, then the 2081 * unaggressive. If the moving player has peaceful set, then the
2143 * object should be pushed instead of attacked. It is assumed that 2082 * object should be pushed instead of attacked. It is assumed that
2144 * if you are braced, you will not attack friends accidently, 2083 * if you are braced, you will not attack friends accidently,
2145 * and thus will not push them. 2084 * and thus will not push them.
2146 */ 2085 */
2147 2086
2148 /* 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
2149 * peaceful. Our assumption is the creature is a pet if the 2088 * peaceful. Our assumption is the creature is a pet if the
2150 * player owns it and it is either friendly or unagressive. 2089 * player owns it and it is either friendly or unagressive.
2151 */ 2090 */
2152 if ((op->type == PLAYER) 2091 if (op->type == PLAYER
2153#if COZY_SERVER
2154 &&
2155 ((mon->owner && mon->owner->contr 2092 && ((mon->owner && mon->owner->contr
2156 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2093 && same_party (mon->owner->contr->party, op->contr->party))
2157#else
2158 && mon->owner == op 2094 || mon->owner == op)
2159#endif
2160 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2095 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2161 { 2096 {
2162 /* 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 */
2163 if (op->contr->braced) 2098 if (op->contr->braced)
2164 return; 2099 return false;
2100
2101 if (op->speed_left > 0.f)
2102 {
2103 --op->speed_left;
2104
2165 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);
2166 (void) push_ob (mon, dir, op); 2106 push_ob (mon, dir, op);
2107
2167 if (op->contr->tmp_invis || op->hide) 2108 if (op->contr->tmp_invis || op->hide)
2168 make_visible (op); 2109 make_visible (op);
2110
2169 return; 2111 return true;
2170 } 2112 }
2113 else
2114 return false;
2115 }
2171 2116
2172 /* in certain circumstances, you shouldn't attack friendly 2117 /* in certain circumstances, you shouldn't attack friendly
2173 * creatures. Note that if you are braced, you can't push 2118 * creatures. Note that if you are braced, you can't push
2174 * 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
2175 * attack them either. 2120 * attack them either.
2176 */ 2121 */
2177 if ((mon->type == PLAYER || mon->enemy != op) && 2122 if ((mon->type == PLAYER || mon->enemy != op)
2178 (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))
2179#ifdef PROHIBIT_PLAYERKILL
2180 (op->contr->peaceful 2124 && ((op->contr->peaceful
2181 || (mon->type == PLAYER 2125 || (mon->type == PLAYER && mon->contr->peaceful))
2182 && mon->contr->
2183 peaceful)) &&
2184#else
2185 op->contr->peaceful &&
2186#endif
2187 !on_battleground)) 2126 && !on_battleground))
2127 {
2128 if (op->speed_left > 0.f)
2188 { 2129 {
2130 --op->speed_left;
2131
2189 if (!op->contr->braced) 2132 if (!op->contr->braced)
2190 { 2133 {
2191 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);
2192 (void) push_ob (mon, dir, op); 2135 push_ob (mon, dir, op);
2193 } 2136 }
2194 else 2137 else
2195 new_draw_info (0, 0, op, "You withhold your attack"); 2138 new_draw_info (0, 0, op, "You withhold your attack");
2196 2139
2197 if (op->contr->tmp_invis || op->hide) 2140 if (op->contr->tmp_invis || op->hide)
2198 make_visible (op); 2141 make_visible (op);
2199 }
2200 2142
2143 return true;
2144 }
2145 }
2201 /* If the object is a boulder or other rollable object, then 2146 /* If the object is a boulder or other rollable object, then
2202 * 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.
2203 */ 2148 */
2204 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)
2205 { 2152 {
2153 --op->speed_left;
2154
2206 recursive_roll (mon, dir, op); 2155 recursive_roll (mon, dir, op);
2207 if (action_makes_visible (op)) 2156 if (action_makes_visible (op))
2208 make_visible (op); 2157 make_visible (op);
2209 }
2210 2158
2159 return true;
2160 }
2161 }
2211 /* Any generic living creature. Including things like doors. 2162 /* Any generic living creature. Including things like doors.
2212 * 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
2213 * and be living. Then, it must be one of the following: 2164 * and be living. Then, it must be one of the following:
2214 * 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
2215 * 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.
2216 */ 2167 */
2217
2218 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2168 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2219 ((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)))
2220 { 2170 {
2221 2171 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2222 /* If the player hasn't hit something this tick, and does
2223 * so, give them speed boost based on weapon speed. Doing
2224 * it here is better than process_players2, which basically
2225 * incurred a 1 tick offset.
2226 */
2227 if (!op->contr->has_hit)
2228 { 2172 {
2229 op->speed_left += op->speed / op->contr->weapon_sp; 2173 --op->contr->weapon_sp_left;
2230
2231 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2232 }
2233 2174
2234 skill_attack (mon, op, 0, 0, 0); 2175 skill_attack (mon, op, 0, 0, 0);
2235
2236 /* If attacking another player, that player gets automatic
2237 * hitback, and doesn't loose luck either.
2238 * Disable hitback on the battleground or if the target is
2239 * the wiz.
2240 */
2241 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2242 {
2243 short luck = mon->stats.luck;
2244
2245 mon->contr->has_hit = 1;
2246 skill_attack (op, mon, 0, 0, 0);
2247 mon->stats.luck = luck;
2248 }
2249 2176
2250 if (action_makes_visible (op)) 2177 if (action_makes_visible (op))
2251 make_visible (op); 2178 make_visible (op);
2252 }
2253 } /* if player should attack something */
2254}
2255 2179
2256int 2180 return true;
2181 }
2182 }
2183
2184 return false;
2185}
2186
2187bool
2257move_player (object *op, int dir) 2188move_player (object *op, int dir)
2258{ 2189{
2259 int pick; 2190 int pick;
2260 2191
2261 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2192 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2262 return 0; 2193 return 0;
2263 2194
2264 /* Sanity check: make sure dir is valid */ 2195 /* Sanity check: make sure dir is valid */
2265 if ((dir < 0) || (dir >= 9)) 2196 if ((dir < 0) || (dir >= 9))
2266 { 2197 {
2267 LOG (llevError, "move_player: invalid direction %d\n", dir); 2198 LOG (llevError, "move_player: invalid direction %d\n", dir);
2268 return 0; 2199 return 0;
2269 } 2200 }
2270 2201
2271 /* peterm: added following line */ 2202 /* peterm: added following line */
2272 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2203 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2273 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2204 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2274 2205
2275 op->facing = dir; 2206 op->facing = dir;
2276 2207
2277 if (op->hide) 2208 if (op->hide)
2278 do_hidden_move (op); 2209 do_hidden_move (op);
2279 2210
2211 bool retval;
2212
2280 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2213 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2281 /*nop */ ; 2214 retval = RESULT_INT (0);
2282 else if (op->contr->fire_on) 2215 else if (op->contr->fire_on)
2283 fire (op, dir); 2216 retval = fire (op, dir);
2284 else 2217 else
2285 { 2218 {
2286 move_player_attack (op, dir); 2219 retval = move_player_attack (op, dir);
2287 pick = check_pick (op); 2220 pick = check_pick (op);
2288 } 2221 }
2289 2222
2290 /* 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
2291 * server can handle repeat firing. 2224 * server can handle repeat firing.
2298 /* Update how the player looks. Use the facing, so direction may 2231 /* Update how the player looks. Use the facing, so direction may
2299 * get reset to zero. This allows for full animation capabilities 2232 * get reset to zero. This allows for full animation capabilities
2300 * for players. 2233 * for players.
2301 */ 2234 */
2302 animate_object (op, op->facing); 2235 animate_object (op, op->facing);
2303 return 0; 2236
2237 return retval;
2304} 2238}
2305 2239
2306/* 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
2307 * new client/server stuff. 2241 * new client/server stuff.
2308 * 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
2309 * the new speed values for commands. 2243 * the new speed values for commands.
2310 * 2244 *
2311 * 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.
2312 */ 2248 */
2313int 2249bool
2314handle_newcs_player (object *op) 2250handle_newcs_player (object *op)
2315{ 2251{
2316 if (op->contr->hidden)
2317 {
2318 op->invisible = 1000;
2319 /* the socket code flashes the player visible/invisible
2320 * depending on the value of invisible, so we need to
2321 * alternate it here for it to work correctly.
2322 */
2323 if (pticks & 2)
2324 op->invisible--;
2325 }
2326 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2327 {
2328 op->invisible--;
2329 if (!op->invisible)
2330 {
2331 make_visible (op);
2332 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2333 }
2334 }
2335
2336 if (QUERY_FLAG (op, FLAG_SCARED)) 2252 if (QUERY_FLAG (op, FLAG_SCARED))
2337 { 2253 {
2338 flee_player (op); 2254 if (op->speed_left > 0.f)
2339 /* If player is still scared, that is his action for this tick */
2340 if (QUERY_FLAG (op, FLAG_SCARED))
2341 { 2255 {
2342 op->speed_left--; 2256 --op->speed_left;
2257 flee_player (op);
2258
2343 return 0; 2259 return true;
2344 } 2260 }
2261 else
2262 return false;
2345 } 2263 }
2346
2347 /* I've been seeing crashes where the golem has been destroyed, but
2348 * the player object still points to the defunct golem. The code that
2349 * destroys the golem looks correct, and it doesn't always happen, so
2350 * put this in a a workaround to clean up the golem pointer.
2351 */
2352 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2353 op->contr->ranges[range_golem] = 0;
2354 2264
2355 /* 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
2356 * the players time has been increased when doericserver has been 2266 * the players time has been increased when doericserver has been
2357 * called, so we recheck it here. 2267 * called, so we recheck it here.
2358 */ 2268 */
2359 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2269 if (op->contr->ns->handle_command ())
2360 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2361 ;
2362
2363 if (op->speed_left < 0)
2364 return 0; 2270 return true;
2365 2271
2366 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2272 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2367 {
2368 /* All move commands take 1 tick, at least for now */
2369 op->speed_left--;
2370
2371 /* Instead of all the stuff below, let move_player take care
2372 * of it. Also, some of the skill stuff is only put in
2373 * there, as well as the confusion stuff.
2374 */
2375 move_player (op, op->direction); 2273 return move_player (op, op->direction);
2376 if (op->speed_left > 0)
2377 return 1;
2378 else
2379 return 0;
2380 }
2381 2274
2382 return 0; 2275 return false;
2383} 2276}
2384 2277
2385int 2278int
2386save_life (object *op) 2279save_life (object *op)
2387{ 2280{
2422 * from. 2315 * from.
2423 */ 2316 */
2424void 2317void
2425remove_unpaid_objects (object *op, object *env) 2318remove_unpaid_objects (object *op, object *env)
2426{ 2319{
2427 object *next;
2428
2429 while (op) 2320 while (op)
2430 { 2321 {
2431 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' */
2432 * we remove object 'op' 2323
2433 */
2434 if (QUERY_FLAG (op, FLAG_UNPAID)) 2324 if (QUERY_FLAG (op, FLAG_UNPAID))
2435 { 2325 {
2436 op->remove ();
2437 op->x = env->x;
2438 op->y = env->y;
2439 if (env->type == PLAYER) 2326 if (env->type == PLAYER)
2440 esrv_del_item (env->contr, op->count); 2327 esrv_del_item (env->contr, op->count);
2441 insert_ob_in_map (op, env->map, NULL, 0); 2328
2329 op->insert_at (env);
2442 } 2330 }
2443 else if (op->inv) 2331 else if (op->inv)
2444 remove_unpaid_objects (op->inv, env); 2332 remove_unpaid_objects (op->inv, env);
2445 2333
2446 op = next; 2334 op = next;
2502 int rate_grace = 2000; 2390 int rate_grace = 2000;
2503 const int max_hp = 1; 2391 const int max_hp = 1;
2504 const int max_sp = 1; 2392 const int max_sp = 1;
2505 const int max_grace = 1; 2393 const int max_grace = 1;
2506 2394
2507 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--;
2508 { 2404 }
2509 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2405 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2510 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2406 {
2511 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 }
2512 } 2412 }
2513 2413
2514 if (op->contr->ns->state == ST_PLAYING) 2414 if (op->contr->ns->state == ST_PLAYING)
2515 { 2415 {
2516 /* these next three if clauses make it possible to SLOW DOWN 2416 /* these next three if clauses make it possible to SLOW DOWN
2538 gen_grace = op->stats.maxgrace; 2438 gen_grace = op->stats.maxgrace;
2539 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2439 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2540 } 2440 }
2541 2441
2542 /* Regenerate Spell Points */ 2442 /* Regenerate Spell Points */
2543 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2443 if (!op->contr->golem && --op->last_sp < 0)
2544 { 2444 {
2545 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);
2546 if (op->stats.sp < op->stats.maxsp) 2446 if (op->stats.sp < op->stats.maxsp)
2547 { 2447 {
2548 op->stats.sp++; 2448 op->stats.sp++;
2646 } 2546 }
2647 2547
2648 /* Digestion */ 2548 /* Digestion */
2649 if (--op->last_eat < 0) 2549 if (--op->last_eat < 0)
2650 { 2550 {
2651#ifdef COZY_SERVER
2652 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2653 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2654#else
2655 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;
2656#endif
2657 2552
2658 if (op->contr->gen_hp > 0) 2553 if (op->contr->gen_hp > 0)
2659 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);
2660 else 2555 else
2661 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2556 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2739 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!");
2740 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...");
2741 2636
2742 /* restore player */ 2637 /* restore player */
2743 at = archetype::find ("poisoning"); 2638 at = archetype::find ("poisoning");
2744 tmp = present_arch_in_ob (at, op); 2639 if (object *tmp = present_arch_in_ob (at, op))
2745 if (tmp)
2746 { 2640 {
2747 tmp->destroy (); 2641 tmp->destroy ();
2748 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2642 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2749 } 2643 }
2750 2644
2751 at = archetype::find ("confusion"); 2645 at = archetype::find ("confusion");
2752 tmp = present_arch_in_ob (at, op); 2646 if (object *tmp = present_arch_in_ob (at, op))
2753 if (tmp)
2754 { 2647 {
2755 tmp->destroy (); 2648 tmp->destroy ();
2756 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2649 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2757 } 2650 }
2758 2651
2760 op->stats.hp = op->stats.maxhp; 2653 op->stats.hp = op->stats.maxhp;
2761 if (op->stats.food <= 0) 2654 if (op->stats.food <= 0)
2762 op->stats.food = 999; 2655 op->stats.food = 999;
2763 2656
2764 /* create a bodypart-trophy to make the winner happy */ 2657 /* create a bodypart-trophy to make the winner happy */
2765 tmp = arch_to_object (archetype::find ("finger")); 2658 if (object *tmp = arch_to_object (archetype::find ("finger")))
2766 if (tmp != NULL)
2767 { 2659 {
2768 sprintf (buf, "%s's finger", &op->name); 2660 sprintf (buf, "%s's finger", &op->name);
2769 tmp->name = buf; 2661 tmp->name = buf;
2770 sprintf (buf, " This finger has been cut off %s\n" 2662 sprintf (buf, " This finger has been cut off %s\n"
2771 " 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",
2772 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2664 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2773 tmp->msg = buf; 2665 tmp->msg = buf;
2774 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2666 tmp->value = 0, tmp->type = 0;
2775 tmp->materialname = NULL; 2667 tmp->materialname = "organics";
2776 tmp->x = op->x, tmp->y = op->y; 2668 tmp->insert_at (op, tmp);
2777 insert_ob_in_map (tmp, op->map, op, 0);
2778 } 2669 }
2779 2670
2780 /* teleport defeated player to new destination */ 2671 /* teleport defeated player to new destination */
2781 transfer_ob (op, x, y, 0, NULL); 2672 transfer_ob (op, x, y, 0, NULL);
2782 op->contr->braced = 0; 2673 op->contr->braced = 0;
2787 2678
2788 command_kill_pets (op, 0); 2679 command_kill_pets (op, 0);
2789 2680
2790 if (op->stats.food < 0) 2681 if (op->stats.food < 0)
2791 { 2682 {
2792 if (op->contr->explore)
2793 {
2794 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2795 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2796 op->stats.food = 999;
2797 return;
2798 }
2799 sprintf (buf, "%s starved to death.", &op->name); 2683 sprintf (buf, "%s starved to death.", &op->name);
2800 strcpy (op->contr->killer, "starvation"); 2684 strcpy (op->contr->killer, "starvation");
2801 } 2685 }
2802 else 2686 else
2803 {
2804 if (op->contr->explore)
2805 {
2806 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2807 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2808 op->stats.hp = op->stats.maxhp;
2809 return;
2810 }
2811 sprintf (buf, "%s died.", &op->name); 2687 sprintf (buf, "%s died.", &op->name);
2812 } 2688
2813 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2689 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2814 2690
2815 /* save the map location for corpse, gravestone */ 2691 /* save the map location for corpse, gravestone */
2816 x = op->x; 2692 x = op->x;
2817 y = op->y; 2693 y = op->y;
2818 map = op->map; 2694 map = op->map;
2819
2820 2695
2821 /* NOT_PERMADEATH code. This basically brings the character back to 2696 /* NOT_PERMADEATH code. This basically brings the character back to
2822 * 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.
2823 * 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.
2824 */ 2699 */
2841 num_stats_lose = 1; 2716 num_stats_lose = 1;
2842 else 2717 else
2843 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2718 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2844 } 2719 }
2845 else 2720 else
2846 {
2847 num_stats_lose = 1; 2721 num_stats_lose = 1;
2848 } 2722
2849 lost_a_stat = 0; 2723 lost_a_stat = 0;
2850 2724
2851 for (z = 0; z < num_stats_lose; z++) 2725 for (z = 0; z < num_stats_lose; z++)
2852 { 2726 {
2853 i = RANDOM () % NUM_STATS; 2727 i = RANDOM () % NUM_STATS;
2994 op->stats.hp = op->stats.maxhp; 2868 op->stats.hp = op->stats.maxhp;
2995 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2869 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2996 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2870 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2997 2871
2998 /* 2872 /*
2999 * Check to see if the player is in a shop. IF so, then check to see if
3000 * 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
3001 * in the map. 2874 * and put them back in the map.
3002 */ 2875 */
3003
3004 if (is_in_shop (op))
3005 remove_unpaid_objects (op->inv, op); 2876 remove_unpaid_objects (op->inv, op);
3006 2877
3007 /****************************************/ 2878 /****************************************/
3008 /* */ 2879 /* */
3009 /* Move player to his current respawn- */ 2880 /* Move player to his current respawn- */
3010 /* position (usually last savebed) */ 2881 /* position (usually last savebed) */
3011 /* */ 2882 /* */
3012 /****************************************/ 2883 /****************************************/
3013 2884
3014 enter_player_savebed (op); 2885 enter_player_savebed (op);
3015 2886
3016 /* Save the player before inserting the force to reduce
3017 * chance of abuse.
3018 */
3019 op->contr->braced = 0; 2887 op->contr->braced = 0;
3020 op->contr->save ();
3021 2888
3022 /* it is possible that the player has blown something up 2889 /* it is possible that the player has blown something up
3023 * at his savebed location, and that can have long lasting 2890 * at his savebed location, and that can have long lasting
3024 * spell effects. So first see if there is a spell effect 2891 * spell effects. So first see if there is a spell effect
3025 * on the space that might harm the player. 2892 * on the space that might harm the player.
3034 object *force; 2901 object *force;
3035 int at; 2902 int at;
3036 2903
3037 force = get_archetype (FORCE_NAME); 2904 force = get_archetype (FORCE_NAME);
3038 /* 50 ticks should be enough time for the spell to abate */ 2905 /* 50 ticks should be enough time for the spell to abate */
3039 force->speed = 0.1; 2906 force->speed = 0.1f;
3040 force->speed_left = -5.0; 2907 force->speed_left = -5.f;
3041 SET_FLAG (force, FLAG_APPLIED); 2908 SET_FLAG (force, FLAG_APPLIED);
3042 for (at = 0; at < NROFATTACKS; at++) 2909 for (at = 0; at < NROFATTACKS; at++)
3043 if (will_kill_again & (1 << at)) 2910 if (will_kill_again & (1 << at))
3044 force->resist[at] = 100; 2911 force->resist[at] = 100;
3045 2912
3054void 2921void
3055loot_object (object *op) 2922loot_object (object *op)
3056{ /* Grab and destroy some treasure */ 2923{ /* Grab and destroy some treasure */
3057 object *tmp, *tmp2, *next; 2924 object *tmp, *tmp2, *next;
3058 2925
3059 if (op->container) 2926 op->close_container (); /* close open sack first */
3060 esrv_apply_container (op, op->container); /* close open sack first */
3061 2927
3062 for (tmp = op->inv; tmp; tmp = next) 2928 for (tmp = op->inv; tmp; tmp = next)
3063 { 2929 {
3064 next = tmp->below; 2930 next = tmp->below;
3065 2931
3066 if (tmp->invisible) 2932 if (tmp->invisible)
3067 continue; 2933 continue;
3068 2934
3069 tmp->remove (); 2935 tmp->remove ();
3070 tmp->x = op->x, tmp->y = op->y; 2936 tmp->x = op->x, tmp->y = op->y;
2937
3071 if (tmp->type == CONTAINER) 2938 if (tmp->type == CONTAINER)
3072 { /* empty container to ground */ 2939 loot_object (tmp); /* empty container to ground */
3073 loot_object (tmp); 2940
3074 }
3075 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))))
3076 { 2942 {
3077 if (tmp->nrof > 1) 2943 if (tmp->nrof > 1)
3078 { 2944 {
3079 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2945 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3080 tmp2->destroy (); 2946 tmp2->destroy ();
3091/* 2957/*
3092 * fix_weight(): Check recursively the weight of all players, and fix 2958 * fix_weight(): Check recursively the weight of all players, and fix
3093 * 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
3094 * was changed. 2960 * was changed.
3095 */ 2961 */
3096
3097void 2962void
3098fix_weight (void) 2963fix_weight (void)
3099{ 2964{
3100 for (player *pl = first_player; pl; pl = pl->next) 2965 for_all_players (pl)
3101 { 2966 {
3102 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2967 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3103 2968
3104 if (old == sum) 2969 if (old == sum)
3105 continue; 2970 continue;
3109} 2974}
3110 2975
3111void 2976void
3112fix_luck (void) 2977fix_luck (void)
3113{ 2978{
3114 for (player *pl = first_player; pl; pl = pl->next) 2979 for_all_players (pl)
3115 if (!pl->ob->contr->ns->state) 2980 if (!pl->ob->contr->ns->state)
3116 pl->ob->change_luck (0); 2981 pl->ob->change_luck (0);
3117} 2982}
3118 2983
3119/* cast_dust() - handles op throwing objects of type 'DUST'. 2984/* cast_dust() - handles op throwing objects of type 'DUST'.
3161 if (op->type == PLAYER) 3026 if (op->type == PLAYER)
3162 { 3027 {
3163 op->contr->tmp_invis = 0; 3028 op->contr->tmp_invis = 0;
3164 op->contr->invis_race = 0; 3029 op->contr->invis_race = 0;
3165 } 3030 }
3031
3166 update_object (op, UP_OBJ_FACE); 3032 update_object (op, UP_OBJ_CHANGE);
3167} 3033}
3168 3034
3169int 3035int
3170is_true_undead (object *op) 3036is_true_undead (object *op)
3171{ 3037{
3172 object *tmp = NULL;
3173
3174 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3038 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3175 return 1; 3039 return 1;
3176 3040
3177 return 0; 3041 return 0;
3178} 3042}
3223/* For Hidden creatures - a chance of becoming 'unhidden' 3087/* For Hidden creatures - a chance of becoming 'unhidden'
3224 * every time they move - as we subtract off 'invisibility' 3088 * every time they move - as we subtract off 'invisibility'
3225 * AND, for players, if they move into a ridiculously unhideable 3089 * AND, for players, if they move into a ridiculously unhideable
3226 * spot (surrounded by clear terrain in broad daylight). -b.t. 3090 * spot (surrounded by clear terrain in broad daylight). -b.t.
3227 */ 3091 */
3228
3229void 3092void
3230do_hidden_move (object *op) 3093do_hidden_move (object *op)
3231{ 3094{
3232 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3095 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3233 object *skop; 3096 object *skop;
3237 3100
3238 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3101 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3239 3102
3240 /* 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! */
3241 if (op->type == PLAYER && op->contr->run_on) 3104 if (op->type == PLAYER && op->contr->run_on)
3242 {
3243 if (!skop || num >= skop->level) 3105 if (!skop || num >= skop->level)
3244 { 3106 {
3245 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!");
3246 make_visible (op); 3108 make_visible (op);
3247 return; 3109 return;
3248 } 3110 }
3249 else 3111 else
3250 num += 20; 3112 num += 20;
3251 } 3113
3252 num += op->map->difficulty; 3114 num += op->map->difficulty;
3253 hide = hideability (op); /* modify by terrain hidden level */ 3115 hide = hideability (op); /* modify by terrain hidden level */
3254 num -= hide; 3116 num -= hide;
3117
3255 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3118 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3256 { 3119 {
3257 make_visible (op); 3120 make_visible (op);
3258 if (op->type == PLAYER) 3121 if (op->type == PLAYER)
3259 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!");
3260 } 3123 }
3261 else if (op->type == PLAYER && skop) 3124 else if (op->type == PLAYER && skop)
3262 {
3263 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);
3264 }
3265} 3126}
3266 3127
3267/* determine if who is standing near a hostile creature. */ 3128/* determine if who is standing near a hostile creature. */
3268 3129
3269int 3130int
3336 if (pl->type != PLAYER) 3197 if (pl->type != PLAYER)
3337 { 3198 {
3338 LOG (llevError, "player_can_view() called for non-player object\n"); 3199 LOG (llevError, "player_can_view() called for non-player object\n");
3339 return -1; 3200 return -1;
3340 } 3201 }
3202
3341 if (!pl || !op) 3203 if (!pl || !op)
3342 return 0; 3204 return 0;
3343 3205
3344 if (op->head)
3345 {
3346 op = op->head; 3206 op = op->head_ ();
3347 } 3207
3348 get_rangevector (pl, op, &rv, 0x1); 3208 get_rangevector (pl, op, &rv, 0x1);
3349 3209
3350 /* starting with the 'head' part, lets loop 3210 /* starting with the 'head' part, lets loop
3351 * through the object and find if it has any 3211 * through the object and find if it has any
3352 * part that is in the los array but isnt on 3212 * part that is in the los array but isnt on
3469 char buf[MAX_BUF]; /* tmp. string buffer */ 3329 char buf[MAX_BUF]; /* tmp. string buffer */
3470 int i = 0, j = 0; 3330 int i = 0, j = 0;
3471 3331
3472 /* get the appropriate treasurelist */ 3332 /* get the appropriate treasurelist */
3473 if (atnr == ATNR_FIRE) 3333 if (atnr == ATNR_FIRE)
3474 trlist = find_treasurelist ("dragon_ability_fire"); 3334 trlist = treasurelist::find ("dragon_ability_fire");
3475 else if (atnr == ATNR_COLD) 3335 else if (atnr == ATNR_COLD)
3476 trlist = find_treasurelist ("dragon_ability_cold"); 3336 trlist = treasurelist::find ("dragon_ability_cold");
3477 else if (atnr == ATNR_ELECTRICITY) 3337 else if (atnr == ATNR_ELECTRICITY)
3478 trlist = find_treasurelist ("dragon_ability_elec"); 3338 trlist = treasurelist::find ("dragon_ability_elec");
3479 else if (atnr == ATNR_POISON) 3339 else if (atnr == ATNR_POISON)
3480 trlist = find_treasurelist ("dragon_ability_poison"); 3340 trlist = treasurelist::find ("dragon_ability_poison");
3481 3341
3482 if (trlist == NULL || who->type != PLAYER) 3342 if (trlist == NULL || who->type != PLAYER)
3483 return; 3343 return;
3484 3344
3485 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++);
3486 3346
3487 if (tr == NULL || tr->item == NULL) 3347 if (!tr || !tr->item)
3488 { 3348 {
3489 /* 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]); */
3490 return; 3350 return;
3491 } 3351 }
3492 3352
3617 * not readied. 3477 * not readied.
3618 */ 3478 */
3619void 3479void
3620player_unready_range_ob (player *pl, object *ob) 3480player_unready_range_ob (player *pl, object *ob)
3621{ 3481{
3622 rangetype i; 3482 if (pl->ob->current_weapon == ob)
3483 pl->ob->current_weapon = 0;
3623 3484
3624 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3485 if (pl->combat_ob == ob)
3625 { 3486 pl->combat_ob = 0;
3487
3626 if (pl->ranges[i] == ob) 3488 if (pl->ranged_ob == ob)
3627 { 3489 pl->ranged_ob = 0;
3628 pl->ranges[i] = NULL;
3629 if (pl->shoottype == i)
3630 {
3631 pl->shoottype = range_none;
3632 }
3633 }
3634 }
3635} 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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