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Comparing deliantra/server/server/player.C (file contents):
Revision 1.69 by root, Tue Dec 26 17:39:30 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 for_all_players (pl)
40 if (pl->ob && !strcmp (query_name (pl->ob), plname))
41 return pl;
42
43 return 0;
44}
45 37
46void 38void
47display_motd (const object *op) 39display_motd (const object *op)
48{ 40{
49 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
123 115
124 news[0] = '\0'; 116 news[0] = '\0';
125 subject[0] = '\0'; 117 subject[0] = '\0';
126 size = 0; 118 size = 0;
127 119
128 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
129 { 121 {
130 if (*buf == '#') 122 if (*buf == '#')
131 continue; 123 continue;
132 124
133 if (*buf == '%') 125 if (*buf == '%')
134 { /* send one news */ 126 { /* send one news */
135 if (size > 0) 127 if (size > 0)
136 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
137 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
138 strip_endline (subject); 131 strip_endline (subject);
139 size = 0; 132 size = 0;
140 news[0] = '\0'; 133 news[0] = '\0';
141 } 134 }
150 size += strlen (buf); 143 size += strlen (buf);
151 } 144 }
152 } 145 }
153 146
154 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
155 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
156 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
157} 150}
158 151
159/* This loads the first map an puts the player on it. */ 152/* This loads the first map an puts the player on it. */
160static void 153static void
161set_first_map (object *op) 154set_first_map (object *op)
162{ 155{
163 strcpy (op->contr->maplevel, first_map_path); 156 op->contr->maplevel = first_map_path;
164 op->x = -1; 157 op->x = -1;
165 op->y = -1; 158 op->y = -1;
166 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);
167} 195}
168 196
169// connect the player with a specific client 197// connect the player with a specific client
170// also changed, rationalises, and fixes some incorrect settings 198// also changes, rationalises, and fixes some incorrect settings
171void 199void
172player::connect (client *ns) 200player::connect (client *ns)
173{ 201{
174 this->ns = ns; 202 this->ns = ns;
175 ns->pl = this; 203 ns->pl = this;
176 204
177 next = first_player; 205 run_on = 0;
178 first_player = this; 206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
179 208
180 ns->update_look = 0; 209 ns->update_look = 0;
181 ns->look_position = 0; 210 ns->look_position = 0;
182 211
183 clear_los (ob); 212 clear_los (ob);
213
214 ns->reset_stats ();
184 215
185 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
186 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
187 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->clone.race;
188 219
189 if (!legal_range (ob, shoottype))
190 shoottype = range_none;
191
192 ob->carrying = sum_weight (ob); 220 ob->carrying = sum_weight (ob);
193 link_player_skills (ob); 221 link_player_skills (ob);
194 222
195 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
196 ob->set_speed (ob->speed);
197 224
198 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->clone.name);
199
200 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
201 * from the class, and not race. I don't see any way to get the class information
202 * to then update this. I don't think this will actually break anything - anyone
203 * that can use armour should be able to use a shield. What this may 'break'
204 * are features new characters get, eg, if someone starts up with a Q, they
205 * should be able to use a shield. However, old Q's won't get that advantage.
206 */
207 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
208 SET_FLAG (ob, FLAG_USE_SHIELD);
209 226
210 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
211 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
212 { 229 {
213 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
223 skin = tmp; 240 skin = tmp;
224 241
225 set_dragon_name (ob, abil, skin); 242 set_dragon_name (ob, abil, skin);
226 } 243 }
227 244
228 CLEAR_FLAG (ob, FLAG_FRIENDLY);
229 add_friendly_object (ob);
230
231 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
232
233 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
234 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
235 246
236 esrv_new_player (this, ob->weight + ob->carrying); 247 esrv_new_player (this, ob->weight + ob->carrying);
237 248
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);
238 ob->update_stats (); 274 ob->update_stats ();
275
239 ns->floorbox_update (); 276 ns->floorbox_update ();
240
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); 282 send_rules (ob);
247 send_news (ob); 283 send_news (ob);
248 display_motd (ob); 284 display_motd (ob);
285
286 INVOKE_PLAYER (CONNECT, this);
249 INVOKE_PLAYER (LOGIN, this); 287 INVOKE_PLAYER (LOGIN, this);
250} 288}
251 289
252void 290void
253player::disconnect () 291player::disconnect ()
254{ 292{
255 //TODO: don't be so harsh and destroy :)
256 if (ns) 293 if (ns)
257 destroy (); 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 ();
258} 309}
259 310
260// the need for this function can be explained 311// the need for this function can be explained
261// by load_object not returning the object 312// by load_object not returning the object
262void 313void
263player::set_object (object *op) 314player::set_object (object *op)
264{ 315{
265 ob = op; 316 ob = op;
266 ob->contr = this; /* this aren't yet in archetype */ 317 ob->contr = this; /* this aren't yet in archetype */
267 318
319 ob->speed = 1.0f;
268 ob->speed_left = 0.5; 320 ob->speed_left = 0.5f;
269 ob->speed = 1.0; 321
270 ob->direction = 5; /* So player faces south */ 322 ob->direction = 5; /* So player faces south */
271 ob->stats.wc = 2;
272 ob->run_away = 25; /* Then we panick... */
273
274 set_first_map (ob);
275
276 ob->roll_stats ();
277} 323}
278 324
279player::player () 325player::player ()
280{ 326{
281 /* There are some elements we want initialized to non zero value - 327 /* There are some elements we want initialised to non zero value -
282 * we deal with that below this point. 328 * we deal with that below this point.
283 */ 329 */
284 outputs_sync = 16; /* Every 2 seconds */ 330 outputs_sync = 4;
285 outputs_count = 8; /* Keeps present behaviour */ 331 outputs_count = 4;
286 unapply = unapply_nochoice; 332 unapply = unapply_nochoice;
287 333
288 assign (savebed_map, first_map_path); /* Init. respawn position */ 334 savebed_map = first_map_path; /* Init. respawn position */
289 335
290 gen_sp_armour = 10; 336 gen_sp_armour = 10;
291 last_speed = -1;
292 shoottype = range_none;
293 bowtype = bow_normal; 337 bowtype = bow_normal;
294 petmode = pet_normal; 338 petmode = pet_normal;
295 listening = 10; 339 listening = 10;
296 usekeys = containers; 340 usekeys = containers;
297 last_weapon_sp = -1;
298 peaceful = 1; /* default peaceful */ 341 peaceful = 1; /* default peaceful */
299 do_los = 1; 342 do_los = 1;
300 343
301 /* we need to clear these to -1 and not zero - otherwise, 344 weapon_sp = 1.0f;
302 * if a player quits and starts a new character, we wont 345 weapon_sp_left = 0.5f;
303 * send new values to the client, as things like exp start
304 * at zero.
305 */
306 for (int i = 0; i < NUM_SKILLS; i++)
307 last_skill_exp[i] = -1;
308
309 for (int i = 0; i < NROFATTACKS; i++)
310 last_resist[i] = -1;
311
312 last_stats.exp = -1;
313 last_weight = (uint32) - 1;
314} 346}
315 347
316void 348void
317player::do_destroy () 349player::do_destroy ()
318{ 350{
351 disconnect ();
352
319 attachable::do_destroy (); 353 attachable::do_destroy ();
320
321 save (false);
322 enable_save = false;
323
324 disconnect ();
325
326 terminate_all_pets (ob);
327
328 if (first_player != this)
329 {
330 player *prev = first_player;
331
332 while (prev && prev->next && prev->next != this)
333 prev = prev->next;
334
335 if (prev->next != this)
336 {
337 LOG (llevError, "Free_player: Can't find previous player.\n");
338 abort ();
339 }
340
341 prev->next = next;
342 }
343 else
344 first_player = next;
345 354
346 if (ob) 355 if (ob)
347 { 356 {
348 ob->destroy_inv (false); 357 ob->destroy_inv (false);
349 ob->destroy (); 358 ob->destroy ();
350 }
351
352 if (ns)
353 {
354 client *ns = this->ns;
355 ns->send_packet ("goodbye");
356 ns->flush ();
357 ns->pl = 0;
358 this->ns = 0;
359 ns->destroy ();
360 } 359 }
361} 360}
362 361
363player::~player () 362player::~player ()
364{ 363{
374player::create () 373player::create ()
375{ 374{
376 player *pl = new player; 375 player *pl = new player;
377 376
378 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);
379 384
380 return pl; 385 return pl;
381} 386}
382 387
383/* 388/*
414 object *op = NULL; 419 object *op = NULL;
415 objectlink *ol; 420 objectlink *ol;
416 unsigned lastdist; 421 unsigned lastdist;
417 rv_vector rv; 422 rv_vector rv;
418 423
419 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 424 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
420 { 425 {
421 /* 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
422 * does periodically happen. Given that, lets deal with it. 427 * does periodically happen. Given that, lets deal with it.
423 * While unlikely, it is possible the next object on the friendly 428 * While unlikely, it is possible the next object on the friendly
424 * list is also free, so encapsulate this in a while loop. 429 * list is also free, so encapsulate this in a while loop.
428 object *tmp = ol->ob; 433 object *tmp = ol->ob;
429 434
430 /* 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
431 * itself will have been cleared. 436 * itself will have been cleared.
432 */ 437 */
433 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 ());
434 ol = ol->next; 440 ol = ol->next;
435 remove_friendly_object (tmp); 441 remove_friendly_object (tmp);
436 if (!ol) 442 if (!ol)
437 return op; 443 return op;
438 } 444 }
527 x = mon->x; 533 x = mon->x;
528 y = mon->y; 534 y = mon->y;
529 m = mon->map; 535 m = mon->map;
530 dir = rv.direction; 536 dir = rv.direction;
531 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 */
532 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
533 /* 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. */
534 if (diff > max) 541 if (diff > max)
535 return 0; 542 return 0;
543
536 while (diff > 1 && max > 0) 544 while (diff > 1 && max > 0)
537 { 545 {
538 lastx = x; 546 lastx = x;
539 lasty = y; 547 lasty = y;
540 lastmap = m; 548 lastmap = m;
622 max--; 630 max--;
623 lastdir = dir; 631 lastdir = dir;
624 if (!firstdir) 632 if (!firstdir)
625 firstdir = dir; 633 firstdir = dir;
626 } 634 }
635
627 if (diff <= 1) 636 if (diff <= 1)
628 { 637 {
629 /* Recalculate diff (distance) because we may not have actually 638 /* Recalculate diff (distance) because we may not have actually
630 * headed toward player for entire distance. 639 * headed toward player for entire distance.
631 */ 640 */
632 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 641 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
633 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));
634 } 643 }
644
635 if (diff > max) 645 if (diff > max)
636 return 0; 646 return 0;
637 } 647 }
648
638 /* 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 */
639 if (!max) 650 if (!max)
640 return 0; 651 return 0;
641 652
642 return firstdir; 653 return firstdir;
756roll_stat (void) 767roll_stat (void)
757{ 768{
758 int a[4], i, j, k; 769 int a[4], i, j, k;
759 770
760 for (i = 0; i < 4; i++) 771 for (i = 0; i < 4; i++)
761 a[i] = (int) RANDOM () % 6 + 1; 772 a[i] = (int) rndm (6) + 1;
762 773
763 for (i = 0, j = 0, k = 7; i < 4; i++) 774 for (i = 0, j = 0, k = 7; i < 4; i++)
764 if (a[i] < k) 775 if (a[i] < k)
765 k = a[i], j = i; 776 k = a[i], j = i;
766 777
772} 783}
773 784
774void 785void
775object::roll_stats () 786object::roll_stats ()
776{ 787{
777 int statsort [7]; 788 int statsort [NUM_STATS];
778 789
779 for (;;) 790 for (;;)
780 { 791 {
781 int sum = 0; 792 int sum = 0;
782 for (int i = 7; i--; ) 793 for (int i = NUM_STATS; i--; )
783 sum += statsort [i] = roll_stat (); 794 sum += statsort [i] = roll_stat ();
784 795
785 if (sum >= 82 && sum <= 116) 796 if (sum >= 82 && sum <= 116)
786 break; 797 break;
787 } 798 }
788 799
789 // Sort the stats so that rerolling is easier... 800 // Sort the stats so that rerolling is easier...
790 std::sort (statsort, statsort + 7, std::greater<int>()); 801 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
791 802
803 for (int i = 0; i < NUM_STATS; ++i)
792 stats.Str = statsort[0]; 804 stats.stat (i) = statsort [i];
793 stats.Dex = statsort[1];
794 stats.Con = statsort[2];
795 stats.Int = statsort[3];
796 stats.Wis = statsort[4];
797 stats.Pow = statsort[5];
798 stats.Cha = statsort[6];
799 805
800 stats.exp = 0; 806 stats.exp = 0;
801 stats.ac = 0; 807 stats.ac = 0;
802 808
803 stats.hp = stats.maxhp; 809 stats.hp = stats.maxhp;
815} 821}
816 822
817void 823void
818object::swap_stats (int a, int b) 824object::swap_stats (int a, int b)
819{ 825{
820 int tmp = get_attr_value (&contr->orig_stats, a); 826 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
821 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
822 set_attr_value (&contr->orig_stats, b, tmp);
823 827
828 for (int i = 0; i < NUM_STATS; ++i)
824 stats.Str = contr->orig_stats.Str; 829 stats.stat (i) = contr->orig_stats.stat (i);
825 stats.Dex = contr->orig_stats.Dex;
826 stats.Con = contr->orig_stats.Con;
827 stats.Int = contr->orig_stats.Int;
828 stats.Wis = contr->orig_stats.Wis;
829 stats.Pow = contr->orig_stats.Pow;
830 stats.Cha = contr->orig_stats.Cha;
831 830
832 //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,
833 // be merged with the similar code in roll_stats 832 // be merged with the similar code in roll_stats
834 stats.ac = 0; 833 stats.ac = 0;
835 834
847 contr->levsp[1] = 6; 846 contr->levsp[1] = 6;
848 contr->levgrace[1] = 3; 847 contr->levgrace[1] = 3;
849 848
850 contr->orig_stats = stats; 849 contr->orig_stats = stats;
851 } 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, " ");
852} 862}
853 863
854/* This function takes the key that is passed, and does the 864/* This function takes the key that is passed, and does the
855 * appropriate action with it (change race, or other things). 865 * appropriate action with it (change race, or other things).
856 * The function name is for historical reasons - now we have 866 * The function name is for historical reasons - now we have
857 * separate race and class; this actually changes the RACE, 867 * separate race and class; this actually changes the RACE,
858 * not the class. 868 * not the class.
859 */ 869 */
860int 870void
861key_change_class (object *op, char key) 871player::chargen_race_done ()
862{ 872{
863 int tmp_loop;
864
865 if (key == 'd' || key == 'D')
866 {
867 char buf[MAX_BUF];
868
869 /* this must before then initial items are given */ 873 /* this must before then initial items are given */
870 esrv_new_player (op->contr, op->weight + op->carrying); 874 esrv_new_player (ob->contr, ob->weight + ob->carrying);
871 875
872 treasurelist *tl = find_treasurelist ("starting_wealth"); 876 treasurelist *tl = treasurelist::find ("starting_wealth");
873 if (tl) 877 if (tl)
874 create_treasure (tl, op, 0, 0, 0); 878 create_treasure (tl, ob, 0, 0, 0);
875 879
876 INVOKE_PLAYER (BIRTH, op->contr); 880 INVOKE_PLAYER (BIRTH, ob->contr);
877 INVOKE_PLAYER (LOGIN, op->contr); 881 INVOKE_PLAYER (LOGIN, ob->contr);
878 882
879 op->contr->ns->state = ST_PLAYING; 883 ob->contr->ns->state = ST_PLAYING;
880 884
881 if (op->msg) 885 if (ob->msg)
882 op->msg = NULL; 886 ob->msg = 0;
883 887
884 /* 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
885 * to save here. 889 * to save here.
886 */ 890 */
891 {
892 char buf[MAX_BUF];
887 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 893 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
888 make_path_to_file (buf); 894 make_path_to_file (buf);
895 }
889 896
890#ifdef AUTOSAVE
891 op->contr->last_save_tick = pticks;
892#endif
893 start_info (op); 897 start_info (ob);
894 CLEAR_FLAG (op, FLAG_WIZ); 898 CLEAR_FLAG (ob, FLAG_WIZ);
895 give_initial_items (op, op->randomitems); 899 give_initial_items (ob, ob->randomitems);
896 link_player_skills (op); 900 link_player_skills (ob);
897 esrv_send_inventory (op, op); 901 esrv_send_inventory (ob, ob);
898 op->update_stats (); 902 ob->update_stats ();
899 903
900 /* This moves the player to a different start map, if there 904 /* This moves the player to a different start map, if there
901 * is one for this race 905 * is one for this race
902 */ 906 */
903 if (*first_map_ext_path) 907 if (*first_map_ext_path)
904 { 908 {
905 object *tmp; 909 object *tmp;
906 char mapname[MAX_BUF]; 910 char mapname[MAX_BUF];
907 911
908 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);
909 tmp = object::create (); 913 tmp = object::create ();
910 EXIT_PATH (tmp) = mapname; 914 EXIT_PATH (tmp) = mapname;
911 EXIT_X (tmp) = op->x; 915 EXIT_X (tmp) = ob->x;
912 EXIT_Y (tmp) = op->y; 916 EXIT_Y (tmp) = ob->y;
913 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;
914 * if the map isn't there, then stay on the 918 * if the map isn't there, then stay on the
915 * default initial map */ 919 * default initial map */
916 tmp->destroy (); 920 tmp->destroy ();
917 } 921 }
918 else 922 else
919 LOG (llevDebug, "first_map_ext_path not set\n"); 923 LOG (llevDebug, "first_map_ext_path not set\n");
924}
920 925
921 return 0; 926void
922 } 927player::chargen_race_next ()
923 928{
924 /* Following actually changes the race - this is the default command 929 /* Following actually changes the race - this is the default command
925 * if we don't match with one of the options above. 930 * if we don't match with one of the options above.
926 */ 931 */
927 932
928 tmp_loop = 0; 933 do
929 while (!tmp_loop)
930 { 934 {
931 shstr name = op->name; 935 shstr name = ob->name;
932 int x = op->x, y = op->y; 936 int x = ob->x, y = ob->y;
933 937
934 op->remove_statbonus (); 938 ob->remove_statbonus ();
935 op->remove (); 939 ob->remove ();
936 op->arch = get_player_archetype (op->arch); 940 ob->arch = get_player_archetype (ob->arch);
937 op->arch->clone.copy_to (op); 941 ob->arch->clone.copy_to (ob);
938 op->instantiate (); 942 ob->instantiate ();
939 op->stats = op->contr->orig_stats; 943 ob->stats = ob->contr->orig_stats;
940 op->name = op->name_pl = name; 944 ob->name = ob->name_pl = name;
941 op->x = x; 945 ob->x = x;
942 op->y = y; 946 ob->y = y;
943 SET_ANIMATION (op, 2); /* So player faces south */ 947 SET_ANIMATION (ob, 2); /* So player faces south */
944 insert_ob_in_map (op, op->map, op, 0); 948 insert_ob_in_map (ob, ob->map, ob, 0);
945 assign (op->contr->title, op->arch->clone.name); 949 assign (ob->contr->title, ob->arch->clone.name);
946 op->add_statbonus (); 950 ob->add_statbonus ();
947 tmp_loop = allowed_class (op);
948 } 951 }
952 while (!allowed_class (ob));
949 953
950 update_object (op, UP_OBJ_FACE); 954 update_object (ob, UP_OBJ_FACE);
951 esrv_update_item (UPD_FACE, op, op); 955 esrv_update_item (UPD_FACE, ob, ob);
952 op->update_stats (); 956 ob->update_stats ();
953 op->stats.hp = op->stats.maxhp; 957 ob->stats.hp = ob->stats.maxhp;
954 op->stats.sp = op->stats.maxsp; 958 ob->stats.sp = ob->stats.maxsp;
955 op->stats.grace = 0; 959 ob->stats.grace = 0;
956
957 if (op->msg)
958 new_draw_info (NDI_BLUE, 0, op, op->msg);
959
960 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
961 return 0;
962}
963
964int
965key_confirm_quit (object *op, char key)
966{
967 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
968 {
969 op->contr->ns->state = ST_PLAYING;
970 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
971 return 1;
972 }
973
974 INVOKE_PLAYER (LOGOUT, op->contr);
975 INVOKE_PLAYER (QUIT, op->contr);
976
977 op->contr->enable_save = false;
978
979 terminate_all_pets (op);
980 leave_map (op);
981 op->direction = 0;
982 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
983
984 strcpy (op->contr->killer, "quit");
985 check_score (op);
986 op->contr->party = 0;
987 op->contr->own_title[0] = '\0';
988
989 object_ptr ob = op;
990
991 /* We need to hunt for any per player unique maps in memory and
992 * get rid of them. The trailing slash in the path is intentional,
993 * so that players named 'Ab' won't match against players 'Abe' pathname
994 */
995 char buf[MAX_BUF];
996 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
997
998 for (maptile *next, *mp = first_map; mp; mp = next)
999 {
1000 next = mp->next;
1001
1002 if (!strncmp (mp->path, buf, strlen (buf)))
1003 delete_map (mp);
1004 }
1005
1006 delete_character (ob->name, 1);
1007 ob->contr->destroy ();
1008
1009 return 1;
1010} 960}
1011 961
1012void 962void
1013flee_player (object *op) 963flee_player (object *op)
1014{ 964{
1061 /* Cornered, get rid of scared */ 1011 /* Cornered, get rid of scared */
1062 CLEAR_FLAG (op, FLAG_SCARED); 1012 CLEAR_FLAG (op, FLAG_SCARED);
1063 op->enemy = NULL; 1013 op->enemy = NULL;
1064} 1014}
1065 1015
1066
1067/* 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.
1068 * 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
1069 * stop. 1018 * stop.
1070 */ 1019 */
1071int 1020int
1072check_pick (object *op) 1021check_pick (object *op)
1073{ 1022{
1074 object *tmp, *next; 1023 object *tmp, *next;
1075 int stop = 0; 1024 int stop = 0;
1076 int j, k, wvratio; 1025 int wvratio;
1077 char putstring[128], tmpstr[16]; 1026 char putstring[128];
1078 1027
1079 /* if you're flying, you cna't pick up anything */ 1028 /* if you're flying, you cna't pick up anything */
1080 if (op->move_type & MOVE_FLYING) 1029 if (op->move_type & MOVE_FLYING)
1081 return 1; 1030 return 1;
1082 1031
1419 * found object is returned. 1368 * found object is returned.
1420 */ 1369 */
1421object * 1370object *
1422find_arrow (object *op, const char *type) 1371find_arrow (object *op, const char *type)
1423{ 1372{
1424 object *tmp = NULL; 1373 object *tmp = 0;
1425 1374
1426 for (op = op->inv; op; op = op->below) 1375 for (op = op->inv; op; op = op->below)
1427 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))
1428 tmp = find_arrow (op, type); 1377 tmp = find_arrow (op, type);
1429 else if (op->type == ARROW && op->race == type) 1378 else if (op->type == ARROW && op->race == type)
1430 return op; 1379 return op;
1380
1431 return tmp; 1381 return tmp;
1432} 1382}
1433 1383
1434/* 1384/*
1435 * 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
1436 * 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
1437 * 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
1438 * 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.
1439 */ 1389 */
1440
1441object * 1390object *
1442find_better_arrow (object *op, object *target, const char *type, int *better) 1391find_better_arrow (object *op, object *target, const char *type, int *better)
1443{ 1392{
1444 object *tmp = NULL, *arrow, *ntmp; 1393 object *tmp = NULL, *arrow, *ntmp;
1445 int attacknum, attacktype, betterby = 0, i; 1394 int attacknum, attacktype, betterby = 0, i;
1511 * find_better_arrow to find a decent arrow to use. 1460 * find_better_arrow to find a decent arrow to use.
1512 * op = the shooter 1461 * op = the shooter
1513 * type = bow->race 1462 * type = bow->race
1514 * dir = fire direction 1463 * dir = fire direction
1515 */ 1464 */
1516
1517object * 1465object *
1518pick_arrow_target (object *op, const char *type, int dir) 1466pick_arrow_target (object *op, const char *type, int dir)
1519{ 1467{
1520 object *tmp = NULL; 1468 object *tmp = NULL;
1521 maptile *m; 1469 maptile *m;
1586 */ 1534 */
1587int 1535int
1588fire_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)
1589{ 1537{
1590 object *left, *bow; 1538 object *left, *bow;
1591 int bowspeed, mflags; 1539 int mflags;
1592 maptile *m; 1540 maptile *m;
1593 1541
1594 if (!dir) 1542 if (!dir)
1595 { 1543 {
1596 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!");
1597 return 0; 1545 return 0;
1598 } 1546 }
1599 1547
1600 if (op->type == PLAYER) 1548 if (op->contr)
1601 bow = op->contr->ranges[range_bow]; 1549 bow = op->current_weapon;
1602 else 1550 else
1603 { 1551 {
1604 for (bow = op->inv; bow; bow = bow->below) 1552 for (bow = op->inv; bow; bow = bow->below)
1605 /* 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
1606 * 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.
1611 if (!bow) 1559 if (!bow)
1612 { 1560 {
1613 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1561 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1614 return 0; 1562 return 0;
1615 } 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
1616 } 1572 }
1617 1573
1618 if (!bow->race || !bow->skill) 1574 if (!bow->race || !bow->skill)
1619 { 1575 {
1620 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);
1621 return 0; 1577 return 0;
1622 } 1578 }
1623
1624 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1625
1626 /* penalize ROF for bestarrow */
1627 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1628 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1629
1630 if (bowspeed < 1)
1631 bowspeed = 1;
1632 1579
1633 if (arrow == NULL) 1580 if (arrow == NULL)
1634 { 1581 {
1635 if ((arrow = find_arrow (op, bow->race)) == NULL) 1582 if ((arrow = find_arrow (op, bow->race)) == NULL)
1636 { 1583 {
1637 if (op->type == PLAYER) 1584 if (op->type == PLAYER)
1638 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);
1639 /* 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 */
1640 else 1587 else
1641 CLEAR_FLAG (op, FLAG_READY_BOW); 1588 CLEAR_FLAG (op, FLAG_READY_BOW);
1589
1642 return 0; 1590 return 0;
1643 } 1591 }
1644 } 1592 }
1645 1593
1646 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1594 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1668 return 0; 1616 return 0;
1669 } 1617 }
1670 1618
1671 arrow->set_owner (op); 1619 arrow->set_owner (op);
1672 arrow->skill = bow->skill; 1620 arrow->skill = bow->skill;
1673
1674 arrow->direction = dir; 1621 arrow->direction = dir;
1675 arrow->x = sx; 1622
1676 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;
1677 1655
1678 if (op->type == PLAYER) 1656 if (op->type == PLAYER)
1679 { 1657 {
1680 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1681 op->update_stats ();
1682 }
1683
1684 SET_ANIMATION (arrow, arrow->direction);
1685 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1686 arrow->stats.hp = arrow->stats.dam;
1687 arrow->stats.grace = arrow->attacktype;
1688 if (arrow->slaying != NULL)
1689 arrow->spellarg = strdup (arrow->slaying);
1690
1691 /* Note that this was different for monsters - they got their level
1692 * added to the damage. I think the strength bonus is more proper.
1693 */
1694
1695 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1696
1697 /* update the speed */
1698 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1699 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1700
1701 arrow->set_speed (max (arrow->speed, 1.0));
1702 arrow->speed_left = 0;
1703
1704 if (op->type == PLAYER)
1705 {
1706 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1707 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1708 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1709
1710 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;
1711 } 1665 }
1712 else 1666 else
1713 { 1667 {
1714 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1715 arrow->level = op->level; 1668 arrow->level = op->level;
1716 } 1669 arrow->stats.wc -= bow->magic;
1717 1670
1718 if (arrow->attacktype == AT_PHYSICAL) 1671 if (!arrow->slaying)
1672 arrow->slaying = bow->slaying;
1673
1719 arrow->attacktype |= bow->attacktype; 1674 arrow->attacktype |= bow->attacktype;
1675 }
1720 1676
1721 if (bow->slaying) 1677 wc -= arrow->level;
1722 arrow->slaying = bow->slaying; 1678 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1723 1679
1724 arrow->map = m; 1680 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1725 arrow->move_type = MOVE_FLY_LOW; 1681 arrow->move_type = MOVE_FLY_LOW;
1726 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1727 1683
1728 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);
1729 insert_ob_in_map (arrow, m, op, 0); 1685 m->insert (arrow, sx, sy, op);
1730 1686
1731 if (!arrow->destroyed ()) 1687 if (!arrow->destroyed ())
1732 move_arrow (arrow); 1688 move_arrow (arrow);
1733 1689
1734 if (op->type == PLAYER) 1690 if (op->type == PLAYER)
1754{ 1710{
1755 int ret = 0, wcmod = 0; 1711 int ret = 0, wcmod = 0;
1756 1712
1757 if (op->contr->bowtype == bow_bestarrow) 1713 if (op->contr->bowtype == bow_bestarrow)
1758 { 1714 {
1759 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);
1760 } 1716 }
1761 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)
1762 { 1718 {
1763 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1719 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod = -1; 1720 wcmod = -1;
1721
1765 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);
1766 } 1723 }
1767 else if (op->contr->bowtype == bow_threewide) 1724 else if (op->contr->bowtype == bow_threewide)
1768 { 1725 {
1769 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);
1773 else if (op->contr->bowtype == bow_spreadshot) 1730 else if (op->contr->bowtype == bow_spreadshot)
1774 { 1731 {
1775 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);
1776 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);
1777 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);
1778
1779 } 1735 }
1780 else 1736 else
1781 { 1737 {
1782 /* Simple case */ 1738 /* Simple case */
1783 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);
1784 } 1740 }
1741
1785 return ret; 1742 return ret;
1786} 1743}
1787
1788 1744
1789/* Fires a misc (wand/rod/horn) object in 'dir'. 1745/* Fires a misc (wand/rod/horn) object in 'dir'.
1790 * Broken apart from 'fire' to keep it more readable. 1746 * Broken apart from 'fire' to keep it more readable.
1791 */ 1747 */
1792void 1748void
1793fire_misc_object (object *op, int dir) 1749fire_misc_object (object *op, int dir)
1794{ 1750{
1795 object *item; 1751 object *item = op->contr->ranged_ob;
1796 1752
1797 if (!op->contr->ranges[range_misc]) 1753 if (!item)
1798 { 1754 {
1799 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.");
1800 return; 1756 return;
1801 } 1757 }
1802 1758
1803 item = op->contr->ranges[range_misc];
1804 if (!item->inv) 1759 if (!item->inv)
1805 { 1760 {
1806 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1761 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1807 return; 1762 return;
1808 } 1763 }
1764
1765 if (!op->change_weapon (item))
1766 return;
1767
1809 if (item->type == WAND) 1768 if (item->type == WAND)
1810 { 1769 {
1811 if (item->stats.food <= 0) 1770 if (item->stats.food <= 0)
1812 { 1771 {
1813 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1772 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1814 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
1815 return; 1775 return;
1816 } 1776 }
1817 } 1777 }
1818 else if (item->type == ROD || item->type == HORN) 1778 else if (item->type == ROD || item->type == HORN)
1819 { 1779 {
1820 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))
1821 { 1781 {
1822 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1782 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1783
1823 if (item->type == ROD) 1784 if (item->type == ROD)
1824 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));
1825 else 1786 else
1826 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
1827 return; 1789 return;
1828 } 1790 }
1829 } 1791 }
1830 1792
1831 if (cast_spell (op, item, dir, item->inv, NULL)) 1793 if (cast_spell (op, item, dir, item->inv, NULL))
1853 } 1815 }
1854} 1816}
1855 1817
1856/* Received a fire command for the player - go and do it. 1818/* Received a fire command for the player - go and do it.
1857 */ 1819 */
1858void 1820bool
1859fire (object *op, int dir) 1821fire (object *op, int dir)
1860{ 1822{
1861 int spellcost = 0; 1823 int spellcost = 0;
1862 1824
1863 /* check for loss of invisiblity/hide */ 1825 /* check for loss of invisiblity/hide */
1864 if (action_makes_visible (op)) 1826 if (action_makes_visible (op))
1865 make_visible (op); 1827 make_visible (op);
1866 1828
1867 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;
1868 { 1835 }
1869 case range_none:
1870 return;
1871 1836
1872 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:
1873 player_fire_bow (op, dir); 1853 player_fire_bow (op, dir);
1874 return; 1854 break;
1875 1855
1876 case range_magic: /* Casting spells */ 1856 case SPELL:
1877 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);
1878 return; 1858 break;
1879 1859
1880 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:
1881 fire_misc_object (op, dir); 1869 fire_misc_object (op, dir);
1882 return; 1870 break;
1883
1884 case range_golem: /* Control summoned monsters from scrolls */
1885 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1886 {
1887 op->contr->ranges[range_golem] = 0;
1888 op->contr->shoottype = range_none;
1889 }
1890 else
1891 control_golem (op->contr->ranges[range_golem], dir);
1892 return;
1893
1894 case range_skill:
1895 if (!op->chosen_skill)
1896 {
1897 if (op->type == PLAYER)
1898 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1899 return;
1900 }
1901 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1902 return;
1903 case range_builder:
1904 apply_map_builder (op, dir);
1905 return;
1906 default:
1907 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1908 return;
1909 } 1871 }
1910}
1911 1872
1912 1873 return true;
1874}
1913 1875
1914/* find_key 1876/* find_key
1915 * 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
1916 * and successfully use it, we return the key, otherwise NULL 1878 * and successfully use it, we return the key, otherwise NULL
1917 * This function merges both normal and locked door, since the logic 1879 * This function merges both normal and locked door, since the logic
1919 * pl is the player, 1881 * pl is the player,
1920 * inv is the objects inventory to searched 1882 * inv is the objects inventory to searched
1921 * door is the door we are trying to match against. 1883 * door is the door we are trying to match against.
1922 * This function can be called recursively to search containers. 1884 * This function can be called recursively to search containers.
1923 */ 1885 */
1924
1925object * 1886object *
1926find_key (object *pl, object *container, object *door) 1887find_key (object *pl, object *container, object *door)
1927{ 1888{
1928 object *tmp, *key; 1889 object *tmp, *key;
1929 1890
1930 /* Should not happen, but sanity checking is never bad */ 1891 /* Should not happen, but sanity checking is never bad */
1931 if (container->inv == NULL) 1892 if (!container->inv)
1932 return NULL; 1893 return 0;
1933 1894
1934 /* 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 */
1935 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1896 for (tmp = container->inv; tmp; tmp = tmp->below)
1936 { 1897 {
1937 if (door->type == DOOR && tmp->type == KEY) 1898 if (door->type == DOOR && tmp->type == KEY)
1938 break; 1899 break;
1939 /* For sanity, we should really check door type, but other stuff 1900 /* For sanity, we should really check door type, but other stuff
1940 * (like containers) can be locked with special keys 1901 * (like containers) can be locked with special keys
1941 */ 1902 */
1942 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1903 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1943 break; 1904 break;
1944 } 1905 }
1906
1945 /* No key found - lets search inventories now */ 1907 /* No key found - lets search inventories now */
1946 /* 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.
1947 * 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
1948 * a key, return 1910 * a key, return
1949 */ 1911 */
1950 if (!tmp) 1912 if (!tmp)
1951 { 1913 {
1952 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1914 for (tmp = container->inv; tmp; tmp = tmp->below)
1953 { 1915 {
1954 /* No reason to search empty containers */ 1916 /* No reason to search empty containers */
1955 if (tmp->type == CONTAINER && tmp->inv) 1917 if (tmp->type == CONTAINER && tmp->inv)
1956 { 1918 {
1957 if ((key = find_key (pl, tmp, door)) != NULL) 1919 if ((key = find_key (pl, tmp, door)))
1958 return key; 1920 return key;
1959 } 1921 }
1960 } 1922 }
1923
1961 if (!tmp) 1924 if (!tmp)
1962 return NULL; 1925 return NULL;
1963 } 1926 }
1927
1964 /* 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,
1965 * see if we actually want to use it 1929 * see if we actually want to use it
1966 */ 1930 */
1967 if (pl != container) 1931 if (pl != container)
1968 { 1932 {
1989 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1953 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1990 "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));
1991 return NULL; 1955 return NULL;
1992 } 1956 }
1993 } 1957 }
1958
1994 return tmp; 1959 return tmp;
1995} 1960}
1996 1961
1997/* moved door processing out of move_player_attack. 1962/* moved door processing out of move_player_attack.
1998 * returns 1 if player has opened the door with a key 1963 * returns 1 if player has opened the door with a key
2000 * 0 otherwise 1965 * 0 otherwise
2001 */ 1966 */
2002static int 1967static int
2003player_attack_door (object *op, object *door) 1968player_attack_door (object *op, object *door)
2004{ 1969{
2005 /* 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,
2006 * 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 -
2007 * otherwise, we fall through to the rest of the code. 1972 * otherwise, we fall through to the rest of the code.
2008 */ 1973 */
2009 object *key = find_key (op, op, door); 1974 object *key = find_key (op, op, door);
2010 1975
2011 /* IF we found a key, do some extra work */ 1976 /* If we found a key, do some extra work */
2012 if (key) 1977 if (key)
2013 { 1978 {
2014 object *container = key->env; 1979 object *container = key->env;
2015 1980
2016 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
2017 if (action_makes_visible (op)) 1983 if (action_makes_visible (op))
2018 make_visible (op); 1984 make_visible (op);
1985
2019 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1986 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2020 spring_trap (door->inv, op); 1987 spring_trap (door->inv, op);
1988
2021 if (door->type == DOOR) 1989 if (door->type == DOOR)
2022 {
2023 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 */
2024 }
2025 else if (door->type == LOCKED_DOOR) 1991 else if (door->type == LOCKED_DOOR)
2026 { 1992 {
2027 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));
2028 remove_door2 (door); /* remove door without violence ;-) */ 1994 remove_door2 (door); /* remove door without violence ;-) */
2029 } 1995 }
1996
2030 /* Do this after we print the message */ 1997 /* Do this after we print the message */
2031 decrease_ob (key); /* Use up one of the keys */ 1998 decrease_ob (key); /* Use up one of the keys */
2032 /* Need to update the weight the container the key was in */ 1999 /* Need to update the weight the container the key was in */
2033 if (container != op) 2000 if (container != op)
2034 esrv_update_item (UPD_WEIGHT, op, container); 2001 esrv_update_item (UPD_WEIGHT, op, container);
2002
2035 return 1; /* Nothing more to do below */ 2003 return 1; /* Nothing more to do below */
2036 } 2004 }
2037 else if (door->type == LOCKED_DOOR) 2005 else if (door->type == LOCKED_DOOR)
2038 { 2006 {
2039 /* Might as well return now - no other way to open this */ 2007 /* Might as well return now - no other way to open this */
2040 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2008 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2041 return 1; 2009 return 1;
2042 } 2010 }
2011
2043 return 0; 2012 return 0;
2044} 2013}
2045 2014
2046/* This function is just part of a breakup from move_player. 2015/* This function is just part of a breakup from move_player.
2047 * It should keep the code cleaner. 2016 * It should keep the code cleaner.
2048 * When this is called, the players direction has been updated 2017 * When this is called, the players direction has been updated
2049 * (taking into account confusion.) The player is also actually 2018 * (taking into account confusion.) The player is also actually
2050 * going to try and move (not fire weapons). 2019 * going to try and move (not fire weapons).
2051 */ 2020 */
2052void 2021bool
2053move_player_attack (object *op, int dir) 2022move_player_attack (object *op, int dir)
2054{ 2023{
2055 object *tmp, *mon;
2056 sint16 nx, ny;
2057 int on_battleground; 2024 int on_battleground;
2058 maptile *m;
2059 2025
2060 nx = freearr_x[dir] + op->x; 2026 sint16 nx = freearr_x[dir] + op->x;
2061 ny = freearr_y[dir] + op->y; 2027 sint16 ny = freearr_y[dir] + op->y;
2062 2028
2063 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 }
2064 2039
2065 /* 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
2066 * 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
2067 * 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
2068 * player. This is a pretty nasty hack, because if we could 2043 * player. This is a pretty nasty hack, because if we could
2069 * 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
2070 * 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
2071 * 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
2072 * move_ob uses. 2047 * move_ob uses.
2073 */ 2048 */
2074 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);
2075 {
2076 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2077 {
2078 m = get_map_from_coord (op->map, &nx, &ny);
2079 if (!m)
2080 return; /* Don't think this should happen */
2081 }
2082 else
2083 m = op->map;
2084 2050
2085 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2086 {
2087 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2088 return;
2089 }
2090
2091 mon = 0;
2092 /* 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
2093 * 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.
2094 * 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
2095 * on the space 2054 * on the space
2096 */ 2055 */
2097 while (tmp) 2056 object *mon;
2098 { 2057 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2099 if (tmp == op) 2058 {
2100 { 2059 if ((mon->flag [FLAG_ALIVE]
2101 tmp = tmp->above; 2060 || mon->type == LOCKED_DOOR
2102 continue; 2061 || mon->flag [FLAG_CAN_ROLL])
2103 }
2104
2105 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2106 {
2107 mon = tmp; 2062 && mon != op)
2108 break; 2063 break;
2109 } 2064 }
2110 2065
2111 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2112 mon = tmp;
2113
2114 tmp = tmp->above;
2115 }
2116
2117 if (!mon) /* This happens anytime the player tries to move */ 2066 if (!mon) /* This happens anytime the player tries to move */
2118 return; /* into a wall */ 2067 return false; /* into a wall */
2119 2068
2120 if (mon->head)
2121 mon = mon->head; 2069 mon = mon->head_ ();
2122 2070
2123 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)
2124 if (player_attack_door (op, mon)) 2073 if (player_attack_door (op, mon))
2074 {
2075 --op->contr->weapon_sp_left;
2125 return; 2076 return true;
2077 }
2126 2078
2127 /* The following deals with possibly attacking peaceful 2079 /* The following deals with possibly attacking peaceful
2128 * or frienddly creatures. Basically, all players are considered 2080 * or friendly creatures. Basically, all players are considered
2129 * unaggressive. If the moving player has peaceful set, then the 2081 * unaggressive. If the moving player has peaceful set, then the
2130 * object should be pushed instead of attacked. It is assumed that 2082 * object should be pushed instead of attacked. It is assumed that
2131 * if you are braced, you will not attack friends accidently, 2083 * if you are braced, you will not attack friends accidently,
2132 * and thus will not push them. 2084 * and thus will not push them.
2133 */ 2085 */
2134 2086
2135 /* 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
2136 * peaceful. Our assumption is the creature is a pet if the 2088 * peaceful. Our assumption is the creature is a pet if the
2137 * player owns it and it is either friendly or unagressive. 2089 * player owns it and it is either friendly or unagressive.
2138 */ 2090 */
2139 if ((op->type == PLAYER) 2091 if (op->type == PLAYER
2140#if COZY_SERVER
2141 &&
2142 ((mon->owner && mon->owner->contr 2092 && ((mon->owner && mon->owner->contr
2143 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2093 && same_party (mon->owner->contr->party, op->contr->party))
2144#else
2145 && mon->owner == op 2094 || mon->owner == op)
2146#endif
2147 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2095 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2148 { 2096 {
2149 /* 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 */
2150 if (op->contr->braced) 2098 if (op->contr->braced)
2151 return; 2099 return false;
2100
2101 if (op->speed_left > 0.f)
2102 {
2103 --op->speed_left;
2104
2152 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);
2153 (void) push_ob (mon, dir, op); 2106 push_ob (mon, dir, op);
2107
2154 if (op->contr->tmp_invis || op->hide) 2108 if (op->contr->tmp_invis || op->hide)
2155 make_visible (op); 2109 make_visible (op);
2110
2156 return; 2111 return true;
2157 } 2112 }
2113 else
2114 return false;
2115 }
2158 2116
2159 /* in certain circumstances, you shouldn't attack friendly 2117 /* in certain circumstances, you shouldn't attack friendly
2160 * creatures. Note that if you are braced, you can't push 2118 * creatures. Note that if you are braced, you can't push
2161 * 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
2162 * attack them either. 2120 * attack them either.
2163 */ 2121 */
2164 if ((mon->type == PLAYER || mon->enemy != op) && 2122 if ((mon->type == PLAYER || mon->enemy != op)
2165 (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))
2166#ifdef PROHIBIT_PLAYERKILL
2167 (op->contr->peaceful 2124 && ((op->contr->peaceful
2168 || (mon->type == PLAYER 2125 || (mon->type == PLAYER && mon->contr->peaceful))
2169 && mon->contr->
2170 peaceful)) &&
2171#else
2172 op->contr->peaceful &&
2173#endif
2174 !on_battleground)) 2126 && !on_battleground))
2127 {
2128 if (op->speed_left > 0.f)
2175 { 2129 {
2130 --op->speed_left;
2131
2176 if (!op->contr->braced) 2132 if (!op->contr->braced)
2177 { 2133 {
2178 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);
2179 (void) push_ob (mon, dir, op); 2135 push_ob (mon, dir, op);
2180 } 2136 }
2181 else 2137 else
2182 new_draw_info (0, 0, op, "You withhold your attack"); 2138 new_draw_info (0, 0, op, "You withhold your attack");
2183 2139
2184 if (op->contr->tmp_invis || op->hide) 2140 if (op->contr->tmp_invis || op->hide)
2185 make_visible (op); 2141 make_visible (op);
2186 }
2187 2142
2143 return true;
2144 }
2145 }
2188 /* If the object is a boulder or other rollable object, then 2146 /* If the object is a boulder or other rollable object, then
2189 * 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.
2190 */ 2148 */
2191 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)
2192 { 2152 {
2153 --op->speed_left;
2154
2193 recursive_roll (mon, dir, op); 2155 recursive_roll (mon, dir, op);
2194 if (action_makes_visible (op)) 2156 if (action_makes_visible (op))
2195 make_visible (op); 2157 make_visible (op);
2196 }
2197 2158
2159 return true;
2160 }
2161 }
2198 /* Any generic living creature. Including things like doors. 2162 /* Any generic living creature. Including things like doors.
2199 * 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
2200 * and be living. Then, it must be one of the following: 2164 * and be living. Then, it must be one of the following:
2201 * 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
2202 * 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.
2203 */ 2167 */
2204
2205 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2168 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2206 ((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)))
2207 { 2170 {
2208 2171 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2209 /* If the player hasn't hit something this tick, and does
2210 * so, give them speed boost based on weapon speed. Doing
2211 * it here is better than process_players2, which basically
2212 * incurred a 1 tick offset.
2213 */
2214 if (!op->contr->has_hit)
2215 { 2172 {
2216 op->speed_left += op->speed / op->contr->weapon_sp; 2173 --op->contr->weapon_sp_left;
2217
2218 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2219 }
2220 2174
2221 skill_attack (mon, op, 0, 0, 0); 2175 skill_attack (mon, op, 0, 0, 0);
2222
2223 /* If attacking another player, that player gets automatic
2224 * hitback, and doesn't loose luck either.
2225 * Disable hitback on the battleground or if the target is
2226 * the wiz.
2227 */
2228 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2229 {
2230 short luck = mon->stats.luck;
2231
2232 mon->contr->has_hit = 1;
2233 skill_attack (op, mon, 0, 0, 0);
2234 mon->stats.luck = luck;
2235 }
2236 2176
2237 if (action_makes_visible (op)) 2177 if (action_makes_visible (op))
2238 make_visible (op); 2178 make_visible (op);
2239 }
2240 } /* if player should attack something */
2241}
2242 2179
2243int 2180 return true;
2181 }
2182 }
2183
2184 return false;
2185}
2186
2187bool
2244move_player (object *op, int dir) 2188move_player (object *op, int dir)
2245{ 2189{
2246 int pick; 2190 int pick;
2247 2191
2248 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2192 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2249 return 0; 2193 return 0;
2250 2194
2251 /* Sanity check: make sure dir is valid */ 2195 /* Sanity check: make sure dir is valid */
2252 if ((dir < 0) || (dir >= 9)) 2196 if ((dir < 0) || (dir >= 9))
2253 { 2197 {
2254 LOG (llevError, "move_player: invalid direction %d\n", dir); 2198 LOG (llevError, "move_player: invalid direction %d\n", dir);
2255 return 0; 2199 return 0;
2256 } 2200 }
2257 2201
2258 /* peterm: added following line */ 2202 /* peterm: added following line */
2259 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2203 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2260 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2204 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2261 2205
2262 op->facing = dir; 2206 op->facing = dir;
2263 2207
2264 if (op->hide) 2208 if (op->hide)
2265 do_hidden_move (op); 2209 do_hidden_move (op);
2266 2210
2211 bool retval;
2212
2267 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2213 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2268 /*nop */ ; 2214 retval = RESULT_INT (0);
2269 else if (op->contr->fire_on) 2215 else if (op->contr->fire_on)
2270 fire (op, dir); 2216 retval = fire (op, dir);
2271 else 2217 else
2272 { 2218 {
2273 move_player_attack (op, dir); 2219 retval = move_player_attack (op, dir);
2274 pick = check_pick (op); 2220 pick = check_pick (op);
2275 } 2221 }
2276 2222
2277 /* 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
2278 * server can handle repeat firing. 2224 * server can handle repeat firing.
2285 /* Update how the player looks. Use the facing, so direction may 2231 /* Update how the player looks. Use the facing, so direction may
2286 * get reset to zero. This allows for full animation capabilities 2232 * get reset to zero. This allows for full animation capabilities
2287 * for players. 2233 * for players.
2288 */ 2234 */
2289 animate_object (op, op->facing); 2235 animate_object (op, op->facing);
2290 return 0; 2236
2237 return retval;
2291} 2238}
2292 2239
2293/* 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
2294 * new client/server stuff. 2241 * new client/server stuff.
2295 * 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
2296 * the new speed values for commands. 2243 * the new speed values for commands.
2297 * 2244 *
2298 * 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.
2299 */ 2248 */
2300int 2249bool
2301handle_newcs_player (object *op) 2250handle_newcs_player (object *op)
2302{ 2251{
2303 if (op->contr->hidden)
2304 {
2305 op->invisible = 1000;
2306 /* the socket code flashes the player visible/invisible
2307 * depending on the value of invisible, so we need to
2308 * alternate it here for it to work correctly.
2309 */
2310 if (pticks & 2)
2311 op->invisible--;
2312 }
2313 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2314 {
2315 op->invisible--;
2316 if (!op->invisible)
2317 {
2318 make_visible (op);
2319 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2320 }
2321 }
2322
2323 if (QUERY_FLAG (op, FLAG_SCARED)) 2252 if (QUERY_FLAG (op, FLAG_SCARED))
2324 { 2253 {
2325 flee_player (op); 2254 if (op->speed_left > 0.f)
2326 /* If player is still scared, that is his action for this tick */
2327 if (QUERY_FLAG (op, FLAG_SCARED))
2328 { 2255 {
2329 op->speed_left--; 2256 --op->speed_left;
2257 flee_player (op);
2258
2330 return 0; 2259 return true;
2331 } 2260 }
2261 else
2262 return false;
2332 } 2263 }
2333
2334 /* I've been seeing crashes where the golem has been destroyed, but
2335 * the player object still points to the defunct golem. The code that
2336 * destroys the golem looks correct, and it doesn't always happen, so
2337 * put this in a a workaround to clean up the golem pointer.
2338 */
2339 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2340 op->contr->ranges[range_golem] = 0;
2341 2264
2342 /* 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
2343 * the players time has been increased when doericserver has been 2266 * the players time has been increased when doericserver has been
2344 * called, so we recheck it here. 2267 * called, so we recheck it here.
2345 */ 2268 */
2346 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2269 if (op->contr->ns->handle_command ())
2347 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2348 ;
2349
2350 if (op->speed_left < 0)
2351 return 0; 2270 return true;
2352 2271
2353 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2272 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2354 {
2355 /* All move commands take 1 tick, at least for now */
2356 op->speed_left--;
2357
2358 /* Instead of all the stuff below, let move_player take care
2359 * of it. Also, some of the skill stuff is only put in
2360 * there, as well as the confusion stuff.
2361 */
2362 move_player (op, op->direction); 2273 return move_player (op, op->direction);
2363 if (op->speed_left > 0)
2364 return 1;
2365 else
2366 return 0;
2367 }
2368 2274
2369 return 0; 2275 return false;
2370} 2276}
2371 2277
2372int 2278int
2373save_life (object *op) 2279save_life (object *op)
2374{ 2280{
2409 * from. 2315 * from.
2410 */ 2316 */
2411void 2317void
2412remove_unpaid_objects (object *op, object *env) 2318remove_unpaid_objects (object *op, object *env)
2413{ 2319{
2414 object *next;
2415
2416 while (op) 2320 while (op)
2417 { 2321 {
2418 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' */
2419 * we remove object 'op' 2323
2420 */
2421 if (QUERY_FLAG (op, FLAG_UNPAID)) 2324 if (QUERY_FLAG (op, FLAG_UNPAID))
2422 { 2325 {
2423 op->remove ();
2424 op->x = env->x;
2425 op->y = env->y;
2426 if (env->type == PLAYER) 2326 if (env->type == PLAYER)
2427 esrv_del_item (env->contr, op->count); 2327 esrv_del_item (env->contr, op->count);
2428 insert_ob_in_map (op, env->map, NULL, 0); 2328
2329 op->insert_at (env);
2429 } 2330 }
2430 else if (op->inv) 2331 else if (op->inv)
2431 remove_unpaid_objects (op->inv, env); 2332 remove_unpaid_objects (op->inv, env);
2432 2333
2433 op = next; 2334 op = next;
2489 int rate_grace = 2000; 2390 int rate_grace = 2000;
2490 const int max_hp = 1; 2391 const int max_hp = 1;
2491 const int max_sp = 1; 2392 const int max_sp = 1;
2492 const int max_grace = 1; 2393 const int max_grace = 1;
2493 2394
2494 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--;
2495 { 2404 }
2496 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2405 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2497 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2406 {
2498 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 }
2499 } 2412 }
2500 2413
2501 if (op->contr->ns->state == ST_PLAYING) 2414 if (op->contr->ns->state == ST_PLAYING)
2502 { 2415 {
2503 /* these next three if clauses make it possible to SLOW DOWN 2416 /* these next three if clauses make it possible to SLOW DOWN
2525 gen_grace = op->stats.maxgrace; 2438 gen_grace = op->stats.maxgrace;
2526 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2439 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2527 } 2440 }
2528 2441
2529 /* Regenerate Spell Points */ 2442 /* Regenerate Spell Points */
2530 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2443 if (!op->contr->golem && --op->last_sp < 0)
2531 { 2444 {
2532 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);
2533 if (op->stats.sp < op->stats.maxsp) 2446 if (op->stats.sp < op->stats.maxsp)
2534 { 2447 {
2535 op->stats.sp++; 2448 op->stats.sp++;
2633 } 2546 }
2634 2547
2635 /* Digestion */ 2548 /* Digestion */
2636 if (--op->last_eat < 0) 2549 if (--op->last_eat < 0)
2637 { 2550 {
2638#ifdef COZY_SERVER
2639 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2640 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2641#else
2642 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;
2643#endif
2644 2552
2645 if (op->contr->gen_hp > 0) 2553 if (op->contr->gen_hp > 0)
2646 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);
2647 else 2555 else
2648 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2556 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2726 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!");
2727 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...");
2728 2636
2729 /* restore player */ 2637 /* restore player */
2730 at = archetype::find ("poisoning"); 2638 at = archetype::find ("poisoning");
2731 tmp = present_arch_in_ob (at, op); 2639 if (object *tmp = present_arch_in_ob (at, op))
2732 if (tmp)
2733 { 2640 {
2734 tmp->destroy (); 2641 tmp->destroy ();
2735 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2642 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2736 } 2643 }
2737 2644
2738 at = archetype::find ("confusion"); 2645 at = archetype::find ("confusion");
2739 tmp = present_arch_in_ob (at, op); 2646 if (object *tmp = present_arch_in_ob (at, op))
2740 if (tmp)
2741 { 2647 {
2742 tmp->destroy (); 2648 tmp->destroy ();
2743 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2649 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2744 } 2650 }
2745 2651
2747 op->stats.hp = op->stats.maxhp; 2653 op->stats.hp = op->stats.maxhp;
2748 if (op->stats.food <= 0) 2654 if (op->stats.food <= 0)
2749 op->stats.food = 999; 2655 op->stats.food = 999;
2750 2656
2751 /* create a bodypart-trophy to make the winner happy */ 2657 /* create a bodypart-trophy to make the winner happy */
2752 tmp = arch_to_object (archetype::find ("finger")); 2658 if (object *tmp = arch_to_object (archetype::find ("finger")))
2753 if (tmp != NULL)
2754 { 2659 {
2755 sprintf (buf, "%s's finger", &op->name); 2660 sprintf (buf, "%s's finger", &op->name);
2756 tmp->name = buf; 2661 tmp->name = buf;
2757 sprintf (buf, " This finger has been cut off %s\n" 2662 sprintf (buf, " This finger has been cut off %s\n"
2758 " 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",
2759 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2664 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2760 tmp->msg = buf; 2665 tmp->msg = buf;
2761 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2666 tmp->value = 0, tmp->type = 0;
2762 tmp->materialname = NULL; 2667 tmp->materialname = "organics";
2763 tmp->x = op->x, tmp->y = op->y; 2668 tmp->insert_at (op, tmp);
2764 insert_ob_in_map (tmp, op->map, op, 0);
2765 } 2669 }
2766 2670
2767 /* teleport defeated player to new destination */ 2671 /* teleport defeated player to new destination */
2768 transfer_ob (op, x, y, 0, NULL); 2672 transfer_ob (op, x, y, 0, NULL);
2769 op->contr->braced = 0; 2673 op->contr->braced = 0;
2774 2678
2775 command_kill_pets (op, 0); 2679 command_kill_pets (op, 0);
2776 2680
2777 if (op->stats.food < 0) 2681 if (op->stats.food < 0)
2778 { 2682 {
2779 if (op->contr->explore)
2780 {
2781 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2782 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2783 op->stats.food = 999;
2784 return;
2785 }
2786 sprintf (buf, "%s starved to death.", &op->name); 2683 sprintf (buf, "%s starved to death.", &op->name);
2787 strcpy (op->contr->killer, "starvation"); 2684 strcpy (op->contr->killer, "starvation");
2788 } 2685 }
2789 else 2686 else
2790 {
2791 if (op->contr->explore)
2792 {
2793 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2794 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2795 op->stats.hp = op->stats.maxhp;
2796 return;
2797 }
2798 sprintf (buf, "%s died.", &op->name); 2687 sprintf (buf, "%s died.", &op->name);
2799 } 2688
2800 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2689 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2801 2690
2802 /* save the map location for corpse, gravestone */ 2691 /* save the map location for corpse, gravestone */
2803 x = op->x; 2692 x = op->x;
2804 y = op->y; 2693 y = op->y;
2805 map = op->map; 2694 map = op->map;
2806
2807 2695
2808 /* NOT_PERMADEATH code. This basically brings the character back to 2696 /* NOT_PERMADEATH code. This basically brings the character back to
2809 * 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.
2810 * 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.
2811 */ 2699 */
2828 num_stats_lose = 1; 2716 num_stats_lose = 1;
2829 else 2717 else
2830 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2718 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2831 } 2719 }
2832 else 2720 else
2833 {
2834 num_stats_lose = 1; 2721 num_stats_lose = 1;
2835 } 2722
2836 lost_a_stat = 0; 2723 lost_a_stat = 0;
2837 2724
2838 for (z = 0; z < num_stats_lose; z++) 2725 for (z = 0; z < num_stats_lose; z++)
2839 { 2726 {
2840 i = RANDOM () % NUM_STATS; 2727 i = RANDOM () % NUM_STATS;
2981 op->stats.hp = op->stats.maxhp; 2868 op->stats.hp = op->stats.maxhp;
2982 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2869 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2983 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2870 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2984 2871
2985 /* 2872 /*
2986 * Check to see if the player is in a shop. IF so, then check to see if
2987 * 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
2988 * in the map. 2874 * and put them back in the map.
2989 */ 2875 */
2990
2991 if (is_in_shop (op))
2992 remove_unpaid_objects (op->inv, op); 2876 remove_unpaid_objects (op->inv, op);
2993 2877
2994 /****************************************/ 2878 /****************************************/
2995 /* */ 2879 /* */
2996 /* Move player to his current respawn- */ 2880 /* Move player to his current respawn- */
2997 /* position (usually last savebed) */ 2881 /* position (usually last savebed) */
2998 /* */ 2882 /* */
2999 /****************************************/ 2883 /****************************************/
3000 2884
3001 enter_player_savebed (op); 2885 enter_player_savebed (op);
3002 2886
3003 /* Save the player before inserting the force to reduce
3004 * chance of abuse.
3005 */
3006 op->contr->braced = 0; 2887 op->contr->braced = 0;
3007 op->contr->save ();
3008 2888
3009 /* it is possible that the player has blown something up 2889 /* it is possible that the player has blown something up
3010 * at his savebed location, and that can have long lasting 2890 * at his savebed location, and that can have long lasting
3011 * spell effects. So first see if there is a spell effect 2891 * spell effects. So first see if there is a spell effect
3012 * on the space that might harm the player. 2892 * on the space that might harm the player.
3021 object *force; 2901 object *force;
3022 int at; 2902 int at;
3023 2903
3024 force = get_archetype (FORCE_NAME); 2904 force = get_archetype (FORCE_NAME);
3025 /* 50 ticks should be enough time for the spell to abate */ 2905 /* 50 ticks should be enough time for the spell to abate */
3026 force->speed = 0.1; 2906 force->speed = 0.1f;
3027 force->speed_left = -5.0; 2907 force->speed_left = -5.f;
3028 SET_FLAG (force, FLAG_APPLIED); 2908 SET_FLAG (force, FLAG_APPLIED);
3029 for (at = 0; at < NROFATTACKS; at++) 2909 for (at = 0; at < NROFATTACKS; at++)
3030 if (will_kill_again & (1 << at)) 2910 if (will_kill_again & (1 << at))
3031 force->resist[at] = 100; 2911 force->resist[at] = 100;
3032 2912
3041void 2921void
3042loot_object (object *op) 2922loot_object (object *op)
3043{ /* Grab and destroy some treasure */ 2923{ /* Grab and destroy some treasure */
3044 object *tmp, *tmp2, *next; 2924 object *tmp, *tmp2, *next;
3045 2925
3046 if (op->container) 2926 op->close_container (); /* close open sack first */
3047 esrv_apply_container (op, op->container); /* close open sack first */
3048 2927
3049 for (tmp = op->inv; tmp; tmp = next) 2928 for (tmp = op->inv; tmp; tmp = next)
3050 { 2929 {
3051 next = tmp->below; 2930 next = tmp->below;
3052 2931
3053 if (tmp->invisible) 2932 if (tmp->invisible)
3054 continue; 2933 continue;
3055 2934
3056 tmp->remove (); 2935 tmp->remove ();
3057 tmp->x = op->x, tmp->y = op->y; 2936 tmp->x = op->x, tmp->y = op->y;
2937
3058 if (tmp->type == CONTAINER) 2938 if (tmp->type == CONTAINER)
3059 { /* empty container to ground */ 2939 loot_object (tmp); /* empty container to ground */
3060 loot_object (tmp); 2940
3061 }
3062 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))))
3063 { 2942 {
3064 if (tmp->nrof > 1) 2943 if (tmp->nrof > 1)
3065 { 2944 {
3066 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2945 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3067 tmp2->destroy (); 2946 tmp2->destroy ();
3078/* 2957/*
3079 * fix_weight(): Check recursively the weight of all players, and fix 2958 * fix_weight(): Check recursively the weight of all players, and fix
3080 * 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
3081 * was changed. 2960 * was changed.
3082 */ 2961 */
3083
3084void 2962void
3085fix_weight (void) 2963fix_weight (void)
3086{ 2964{
3087 for_all_players (pl) 2965 for_all_players (pl)
3088 { 2966 {
3148 if (op->type == PLAYER) 3026 if (op->type == PLAYER)
3149 { 3027 {
3150 op->contr->tmp_invis = 0; 3028 op->contr->tmp_invis = 0;
3151 op->contr->invis_race = 0; 3029 op->contr->invis_race = 0;
3152 } 3030 }
3031
3153 update_object (op, UP_OBJ_FACE); 3032 update_object (op, UP_OBJ_CHANGE);
3154} 3033}
3155 3034
3156int 3035int
3157is_true_undead (object *op) 3036is_true_undead (object *op)
3158{ 3037{
3159 object *tmp = NULL;
3160
3161 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3038 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3162 return 1; 3039 return 1;
3163 3040
3164 return 0; 3041 return 0;
3165} 3042}
3210/* For Hidden creatures - a chance of becoming 'unhidden' 3087/* For Hidden creatures - a chance of becoming 'unhidden'
3211 * every time they move - as we subtract off 'invisibility' 3088 * every time they move - as we subtract off 'invisibility'
3212 * AND, for players, if they move into a ridiculously unhideable 3089 * AND, for players, if they move into a ridiculously unhideable
3213 * spot (surrounded by clear terrain in broad daylight). -b.t. 3090 * spot (surrounded by clear terrain in broad daylight). -b.t.
3214 */ 3091 */
3215
3216void 3092void
3217do_hidden_move (object *op) 3093do_hidden_move (object *op)
3218{ 3094{
3219 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3095 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3220 object *skop; 3096 object *skop;
3224 3100
3225 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3101 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3226 3102
3227 /* 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! */
3228 if (op->type == PLAYER && op->contr->run_on) 3104 if (op->type == PLAYER && op->contr->run_on)
3229 {
3230 if (!skop || num >= skop->level) 3105 if (!skop || num >= skop->level)
3231 { 3106 {
3232 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!");
3233 make_visible (op); 3108 make_visible (op);
3234 return; 3109 return;
3235 } 3110 }
3236 else 3111 else
3237 num += 20; 3112 num += 20;
3238 } 3113
3239 num += op->map->difficulty; 3114 num += op->map->difficulty;
3240 hide = hideability (op); /* modify by terrain hidden level */ 3115 hide = hideability (op); /* modify by terrain hidden level */
3241 num -= hide; 3116 num -= hide;
3117
3242 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3118 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3243 { 3119 {
3244 make_visible (op); 3120 make_visible (op);
3245 if (op->type == PLAYER) 3121 if (op->type == PLAYER)
3246 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!");
3247 } 3123 }
3248 else if (op->type == PLAYER && skop) 3124 else if (op->type == PLAYER && skop)
3249 {
3250 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);
3251 }
3252} 3126}
3253 3127
3254/* determine if who is standing near a hostile creature. */ 3128/* determine if who is standing near a hostile creature. */
3255 3129
3256int 3130int
3323 if (pl->type != PLAYER) 3197 if (pl->type != PLAYER)
3324 { 3198 {
3325 LOG (llevError, "player_can_view() called for non-player object\n"); 3199 LOG (llevError, "player_can_view() called for non-player object\n");
3326 return -1; 3200 return -1;
3327 } 3201 }
3202
3328 if (!pl || !op) 3203 if (!pl || !op)
3329 return 0; 3204 return 0;
3330 3205
3331 if (op->head)
3332 {
3333 op = op->head; 3206 op = op->head_ ();
3334 } 3207
3335 get_rangevector (pl, op, &rv, 0x1); 3208 get_rangevector (pl, op, &rv, 0x1);
3336 3209
3337 /* starting with the 'head' part, lets loop 3210 /* starting with the 'head' part, lets loop
3338 * through the object and find if it has any 3211 * through the object and find if it has any
3339 * part that is in the los array but isnt on 3212 * part that is in the los array but isnt on
3456 char buf[MAX_BUF]; /* tmp. string buffer */ 3329 char buf[MAX_BUF]; /* tmp. string buffer */
3457 int i = 0, j = 0; 3330 int i = 0, j = 0;
3458 3331
3459 /* get the appropriate treasurelist */ 3332 /* get the appropriate treasurelist */
3460 if (atnr == ATNR_FIRE) 3333 if (atnr == ATNR_FIRE)
3461 trlist = find_treasurelist ("dragon_ability_fire"); 3334 trlist = treasurelist::find ("dragon_ability_fire");
3462 else if (atnr == ATNR_COLD) 3335 else if (atnr == ATNR_COLD)
3463 trlist = find_treasurelist ("dragon_ability_cold"); 3336 trlist = treasurelist::find ("dragon_ability_cold");
3464 else if (atnr == ATNR_ELECTRICITY) 3337 else if (atnr == ATNR_ELECTRICITY)
3465 trlist = find_treasurelist ("dragon_ability_elec"); 3338 trlist = treasurelist::find ("dragon_ability_elec");
3466 else if (atnr == ATNR_POISON) 3339 else if (atnr == ATNR_POISON)
3467 trlist = find_treasurelist ("dragon_ability_poison"); 3340 trlist = treasurelist::find ("dragon_ability_poison");
3468 3341
3469 if (trlist == NULL || who->type != PLAYER) 3342 if (trlist == NULL || who->type != PLAYER)
3470 return; 3343 return;
3471 3344
3472 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++);
3473 3346
3474 if (tr == NULL || tr->item == NULL) 3347 if (!tr || !tr->item)
3475 { 3348 {
3476 /* 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]); */
3477 return; 3350 return;
3478 } 3351 }
3479 3352
3604 * not readied. 3477 * not readied.
3605 */ 3478 */
3606void 3479void
3607player_unready_range_ob (player *pl, object *ob) 3480player_unready_range_ob (player *pl, object *ob)
3608{ 3481{
3609 rangetype i; 3482 if (pl->ob->current_weapon == ob)
3483 pl->ob->current_weapon = 0;
3610 3484
3611 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3485 if (pl->combat_ob == ob)
3612 { 3486 pl->combat_ob = 0;
3487
3613 if (pl->ranges[i] == ob) 3488 if (pl->ranged_ob == ob)
3614 { 3489 pl->ranged_ob = 0;
3615 pl->ranges[i] = NULL;
3616 if (pl->shoottype == i)
3617 {
3618 pl->shoottype = range_none;
3619 }
3620 }
3621 }
3622} 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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