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Comparing deliantra/server/server/player.C (file contents):
Revision 1.86 by root, Thu Jan 4 19:28:38 2007 UTC vs.
Revision 1.144 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
164 op->x = -1; 157 op->x = -1;
165 op->y = -1; 158 op->y = -1;
166} 159}
167 160
168void 161void
169player::enter_map () 162player::activate ()
170{ 163{
171 object *tmp = object::create (); 164 if (active)
165 return;
172 166
173 EXIT_PATH (tmp) = maplevel; 167 players.insert (this);
174 EXIT_X (tmp) = ob->x; 168 ob->remove ();
175 EXIT_Y (tmp) = ob->y; 169 ob->map = 0;
176 ob->enter_exit (tmp); 170 ob->activate_recursive ();
171 CLEAR_FLAG (ob, FLAG_FRIENDLY);
172 add_friendly_object (ob);
173}
177 174
178 tmp->destroy (); 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);
179} 195}
180 196
181// connect the player with a specific client 197// connect the player with a specific client
182// also changed, rationalises, and fixes some incorrect settings 198// also changes, rationalises, and fixes some incorrect settings
183void 199void
184player::connect (client *ns) 200player::connect (client *ns)
185{ 201{
186 this->ns = ns; 202 this->ns = ns;
187 ns->pl = this; 203 ns->pl = this;
188 204
189 next = first_player; 205 run_on = 0;
190 first_player = this; 206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
191 208
192 ns->update_look = 0; 209 ns->update_look = 0;
193 ns->look_position = 0; 210 ns->look_position = 0;
194 211
195 clear_los (ob); 212 clear_los (ob);
213
214 ns->reset_stats ();
196 215
197 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
198 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
199 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->clone.race;
200 219
201 if (!legal_range (ob, shoottype))
202 shoottype = range_none;
203
204 ob->carrying = sum_weight (ob); 220 ob->carrying = sum_weight (ob);
205 link_player_skills (ob); 221 link_player_skills (ob);
206 222
207 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
208 224
209 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->clone.name);
210
211 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
212 * from the class, and not race. I don't see any way to get the class information
213 * to then update this. I don't think this will actually break anything - anyone
214 * that can use armour should be able to use a shield. What this may 'break'
215 * are features new characters get, eg, if someone starts up with a Q, they
216 * should be able to use a shield. However, old Q's won't get that advantage.
217 */
218 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
219 SET_FLAG (ob, FLAG_USE_SHIELD);
220 226
221 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
222 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
223 { 229 {
224 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
234 skin = tmp; 240 skin = tmp;
235 241
236 set_dragon_name (ob, abil, skin); 242 set_dragon_name (ob, abil, skin);
237 } 243 }
238 244
239 CLEAR_FLAG (ob, FLAG_FRIENDLY);
240 add_friendly_object (ob);
241
242 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
243
244 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
245 246
246 esrv_new_player (this, ob->weight + ob->carrying); 247 esrv_new_player (this, ob->weight + ob->carrying);
247 248
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);
248 ob->update_stats (); 274 ob->update_stats ();
275
249 ns->floorbox_update (); 276 ns->floorbox_update ();
250
251 esrv_send_inventory (ob, ob); 277 esrv_send_inventory (ob, ob);
252 esrv_add_spells (this, 0); 278 esrv_add_spells (this, 0);
253 279
254 ob->activate_recursive (); 280 activate ();
255 enter_map ();
256 281
257 send_rules (ob); 282 send_rules (ob);
258 send_news (ob); 283 send_news (ob);
259 display_motd (ob); 284 display_motd (ob);
260 285
263} 288}
264 289
265void 290void
266player::disconnect () 291player::disconnect ()
267{ 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
268 if (ob) 305 if (ob)
269 ob->deactivate_recursive (); 306 ob->close_container (); //TODO: client-specific
270 307
271 //TODO: don't be so harsh and destroy :) 308 deactivate ();
272 if (ns)
273 {
274 if (enable_save)
275 {
276 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
277 save (true);
278 }
279
280 INVOKE_PLAYER (DISCONNECT, this);
281
282 client *ns = this->ns;
283 ns->send_packet ("goodbye");
284 ns->flush ();
285 ns->pl = 0;
286 this->ns = 0;
287
288 ns->destroy ();
289 destroy ();
290 }
291} 309}
292 310
293// the need for this function can be explained 311// the need for this function can be explained
294// by load_object not returning the object 312// by load_object not returning the object
295void 313void
296player::set_object (object *op) 314player::set_object (object *op)
297{ 315{
298 ob = op; 316 ob = op;
299 ob->contr = this; /* this aren't yet in archetype */ 317 ob->contr = this; /* this aren't yet in archetype */
300 318
319 ob->speed = 1.0f;
301 ob->speed_left = 0.5; 320 ob->speed_left = 0.5f;
302 ob->speed = 1.0; 321
303 ob->direction = 5; /* So player faces south */ 322 ob->direction = 5; /* So player faces south */
304 ob->stats.wc = 2;
305 ob->run_away = 25; /* Then we panick... */
306
307 ob->roll_stats ();
308} 323}
309 324
310player::player () 325player::player ()
311{ 326{
312 /* There are some elements we want initialised to non zero value - 327 /* There are some elements we want initialised to non zero value -
313 * we deal with that below this point. 328 * we deal with that below this point.
314 */ 329 */
315 outputs_sync = 16; /* Every 2 seconds */ 330 outputs_sync = 4;
316 outputs_count = 8; /* Keeps present behaviour */ 331 outputs_count = 4;
317 unapply = unapply_nochoice; 332 unapply = unapply_nochoice;
318 333
319 savebed_map = first_map_path; /* Init. respawn position */ 334 savebed_map = first_map_path; /* Init. respawn position */
320 335
321 gen_sp_armour = 10; 336 gen_sp_armour = 10;
322 last_speed = -1;
323 shoottype = range_none;
324 bowtype = bow_normal; 337 bowtype = bow_normal;
325 petmode = pet_normal; 338 petmode = pet_normal;
326 listening = 10; 339 listening = 10;
327 usekeys = containers; 340 usekeys = containers;
328 last_weapon_sp = -1;
329 peaceful = 1; /* default peaceful */ 341 peaceful = 1; /* default peaceful */
330 do_los = 1; 342 do_los = 1;
331 343
332 /* we need to clear these to -1 and not zero - otherwise, 344 weapon_sp = 1.0f;
333 * if a player quits and starts a new character, we wont 345 weapon_sp_left = 0.5f;
334 * send new values to the client, as things like exp start
335 * at zero.
336 */
337 for (int i = 0; i < NUM_SKILLS; i++)
338 last_skill_exp[i] = -1;
339
340 for (int i = 0; i < NROFATTACKS; i++)
341 last_resist[i] = -1;
342
343 last_stats.exp = -1;
344 last_weight = (uint32) - 1;
345} 346}
346 347
347void 348void
348player::do_destroy () 349player::do_destroy ()
349{ 350{
350 disconnect (); 351 disconnect ();
351 352
352 save (false);
353 enable_save = false;
354
355 attachable::do_destroy (); 353 attachable::do_destroy ();
356
357 terminate_all_pets (ob);
358
359 if (first_player != this)
360 {
361 player *prev = first_player;
362
363 while (prev && prev->next && prev->next != this)
364 prev = prev->next;
365
366 if (prev->next != this)
367 {
368 LOG (llevError, "Free_player: Can't find previous player.\n");
369 abort ();
370 }
371
372 prev->next = next;
373 }
374 else
375 first_player = next;
376 354
377 if (ob) 355 if (ob)
378 { 356 {
379 ob->destroy_inv (false); 357 ob->destroy_inv (false);
380 ob->destroy (); 358 ob->destroy ();
395player::create () 373player::create ()
396{ 374{
397 player *pl = new player; 375 player *pl = new player;
398 376
399 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
400 set_first_map (pl->ob); 383 set_first_map (pl->ob);
401 384
402 return pl; 385 return pl;
403} 386}
404 387
436 object *op = NULL; 419 object *op = NULL;
437 objectlink *ol; 420 objectlink *ol;
438 unsigned lastdist; 421 unsigned lastdist;
439 rv_vector rv; 422 rv_vector rv;
440 423
441 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 424 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
442 { 425 {
443 /* 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
444 * does periodically happen. Given that, lets deal with it. 427 * does periodically happen. Given that, lets deal with it.
445 * While unlikely, it is possible the next object on the friendly 428 * While unlikely, it is possible the next object on the friendly
446 * list is also free, so encapsulate this in a while loop. 429 * list is also free, so encapsulate this in a while loop.
450 object *tmp = ol->ob; 433 object *tmp = ol->ob;
451 434
452 /* 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
453 * itself will have been cleared. 436 * itself will have been cleared.
454 */ 437 */
455 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 ());
456 ol = ol->next; 440 ol = ol->next;
457 remove_friendly_object (tmp); 441 remove_friendly_object (tmp);
458 if (!ol) 442 if (!ol)
459 return op; 443 return op;
460 } 444 }
549 x = mon->x; 533 x = mon->x;
550 y = mon->y; 534 y = mon->y;
551 m = mon->map; 535 m = mon->map;
552 dir = rv.direction; 536 dir = rv.direction;
553 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 */
554 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
555 /* 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. */
556 if (diff > max) 541 if (diff > max)
557 return 0; 542 return 0;
543
558 while (diff > 1 && max > 0) 544 while (diff > 1 && max > 0)
559 { 545 {
560 lastx = x; 546 lastx = x;
561 lasty = y; 547 lasty = y;
562 lastmap = m; 548 lastmap = m;
644 max--; 630 max--;
645 lastdir = dir; 631 lastdir = dir;
646 if (!firstdir) 632 if (!firstdir)
647 firstdir = dir; 633 firstdir = dir;
648 } 634 }
635
649 if (diff <= 1) 636 if (diff <= 1)
650 { 637 {
651 /* Recalculate diff (distance) because we may not have actually 638 /* Recalculate diff (distance) because we may not have actually
652 * headed toward player for entire distance. 639 * headed toward player for entire distance.
653 */ 640 */
654 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 641 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
655 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 642 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
656 } 643 }
644
657 if (diff > max) 645 if (diff > max)
658 return 0; 646 return 0;
659 } 647 }
648
660 /* 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 */
661 if (!max) 650 if (!max)
662 return 0; 651 return 0;
663 652
664 return firstdir; 653 return firstdir;
778roll_stat (void) 767roll_stat (void)
779{ 768{
780 int a[4], i, j, k; 769 int a[4], i, j, k;
781 770
782 for (i = 0; i < 4; i++) 771 for (i = 0; i < 4; i++)
783 a[i] = (int) RANDOM () % 6 + 1; 772 a[i] = (int) rndm (6) + 1;
784 773
785 for (i = 0, j = 0, k = 7; i < 4; i++) 774 for (i = 0, j = 0, k = 7; i < 4; i++)
786 if (a[i] < k) 775 if (a[i] < k)
787 k = a[i], j = i; 776 k = a[i], j = i;
788 777
794} 783}
795 784
796void 785void
797object::roll_stats () 786object::roll_stats ()
798{ 787{
799 int statsort [7]; 788 int statsort [NUM_STATS];
800 789
801 for (;;) 790 for (;;)
802 { 791 {
803 int sum = 0; 792 int sum = 0;
804 for (int i = 7; i--; ) 793 for (int i = NUM_STATS; i--; )
805 sum += statsort [i] = roll_stat (); 794 sum += statsort [i] = roll_stat ();
806 795
807 if (sum >= 82 && sum <= 116) 796 if (sum >= 82 && sum <= 116)
808 break; 797 break;
809 } 798 }
810 799
811 // Sort the stats so that rerolling is easier... 800 // Sort the stats so that rerolling is easier...
812 std::sort (statsort, statsort + 7, std::greater<int>()); 801 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
813 802
803 for (int i = 0; i < NUM_STATS; ++i)
814 stats.Str = statsort[0]; 804 stats.stat (i) = statsort [i];
815 stats.Dex = statsort[1];
816 stats.Con = statsort[2];
817 stats.Int = statsort[3];
818 stats.Wis = statsort[4];
819 stats.Pow = statsort[5];
820 stats.Cha = statsort[6];
821 805
822 stats.exp = 0; 806 stats.exp = 0;
823 stats.ac = 0; 807 stats.ac = 0;
824 808
825 stats.hp = stats.maxhp; 809 stats.hp = stats.maxhp;
837} 821}
838 822
839void 823void
840object::swap_stats (int a, int b) 824object::swap_stats (int a, int b)
841{ 825{
842 int tmp = get_attr_value (&contr->orig_stats, a); 826 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
843 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
844 set_attr_value (&contr->orig_stats, b, tmp);
845 827
828 for (int i = 0; i < NUM_STATS; ++i)
846 stats.Str = contr->orig_stats.Str; 829 stats.stat (i) = contr->orig_stats.stat (i);
847 stats.Dex = contr->orig_stats.Dex;
848 stats.Con = contr->orig_stats.Con;
849 stats.Int = contr->orig_stats.Int;
850 stats.Wis = contr->orig_stats.Wis;
851 stats.Pow = contr->orig_stats.Pow;
852 stats.Cha = contr->orig_stats.Cha;
853 830
854 //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,
855 // be merged with the similar code in roll_stats 832 // be merged with the similar code in roll_stats
856 stats.ac = 0; 833 stats.ac = 0;
857 834
888 * appropriate action with it (change race, or other things). 865 * appropriate action with it (change race, or other things).
889 * The function name is for historical reasons - now we have 866 * The function name is for historical reasons - now we have
890 * separate race and class; this actually changes the RACE, 867 * separate race and class; this actually changes the RACE,
891 * not the class. 868 * not the class.
892 */ 869 */
893int 870void
894key_change_class (object *op, char key) 871player::chargen_race_done ()
895{ 872{
896 int tmp_loop;
897
898 if (key == 'd' || key == 'D')
899 {
900 char buf[MAX_BUF];
901
902 /* this must before then initial items are given */ 873 /* this must before then initial items are given */
903 esrv_new_player (op->contr, op->weight + op->carrying); 874 esrv_new_player (ob->contr, ob->weight + ob->carrying);
904 875
905 treasurelist *tl = find_treasurelist ("starting_wealth"); 876 treasurelist *tl = treasurelist::find ("starting_wealth");
906 if (tl) 877 if (tl)
907 create_treasure (tl, op, 0, 0, 0); 878 create_treasure (tl, ob, 0, 0, 0);
908 879
909 INVOKE_PLAYER (BIRTH, op->contr); 880 INVOKE_PLAYER (BIRTH, ob->contr);
910 INVOKE_PLAYER (LOGIN, op->contr); 881 INVOKE_PLAYER (LOGIN, ob->contr);
911 882
912 op->contr->ns->state = ST_PLAYING; 883 ob->contr->ns->state = ST_PLAYING;
913 884
914 if (op->msg) 885 if (ob->msg)
915 op->msg = NULL; 886 ob->msg = 0;
916 887
917 /* 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
918 * to save here. 889 * to save here.
919 */ 890 */
891 {
892 char buf[MAX_BUF];
920 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 893 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
921 make_path_to_file (buf); 894 make_path_to_file (buf);
895 }
922 896
923#ifdef AUTOSAVE
924 op->contr->last_save_tick = pticks;
925#endif
926 start_info (op); 897 start_info (ob);
927 CLEAR_FLAG (op, FLAG_WIZ); 898 CLEAR_FLAG (ob, FLAG_WIZ);
928 give_initial_items (op, op->randomitems); 899 give_initial_items (ob, ob->randomitems);
929 link_player_skills (op); 900 link_player_skills (ob);
930 esrv_send_inventory (op, op); 901 esrv_send_inventory (ob, ob);
931 op->update_stats (); 902 ob->update_stats ();
932 903
933 /* This moves the player to a different start map, if there 904 /* This moves the player to a different start map, if there
934 * is one for this race 905 * is one for this race
935 */ 906 */
936 if (*first_map_ext_path) 907 if (*first_map_ext_path)
937 { 908 {
938 object *tmp; 909 object *tmp;
939 char mapname[MAX_BUF]; 910 char mapname[MAX_BUF];
940 911
941 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);
942 tmp = object::create (); 913 tmp = object::create ();
943 EXIT_PATH (tmp) = mapname; 914 EXIT_PATH (tmp) = mapname;
944 EXIT_X (tmp) = op->x; 915 EXIT_X (tmp) = ob->x;
945 EXIT_Y (tmp) = op->y; 916 EXIT_Y (tmp) = ob->y;
946 op->enter_exit (tmp); /* we don't really care if it succeeded; 917 ob->enter_exit (tmp); /* we don't really care if it succeeded;
947 * if the map isn't there, then stay on the 918 * if the map isn't there, then stay on the
948 * default initial map */ 919 * default initial map */
949 tmp->destroy (); 920 tmp->destroy ();
950 } 921 }
951 else 922 else
952 LOG (llevDebug, "first_map_ext_path not set\n"); 923 LOG (llevDebug, "first_map_ext_path not set\n");
924}
953 925
954 return 0; 926void
955 } 927player::chargen_race_next ()
956 928{
957 /* Following actually changes the race - this is the default command 929 /* Following actually changes the race - this is the default command
958 * if we don't match with one of the options above. 930 * if we don't match with one of the options above.
959 */ 931 */
960 932
961 tmp_loop = 0; 933 do
962 while (!tmp_loop)
963 { 934 {
964 shstr name = op->name; 935 shstr name = ob->name;
965 int x = op->x, y = op->y; 936 int x = ob->x, y = ob->y;
966 937
967 op->remove_statbonus (); 938 ob->remove_statbonus ();
968 op->remove (); 939 ob->remove ();
969 op->arch = get_player_archetype (op->arch); 940 ob->arch = get_player_archetype (ob->arch);
970 op->arch->clone.copy_to (op); 941 ob->arch->clone.copy_to (ob);
971 op->instantiate (); 942 ob->instantiate ();
972 op->stats = op->contr->orig_stats; 943 ob->stats = ob->contr->orig_stats;
973 op->name = op->name_pl = name; 944 ob->name = ob->name_pl = name;
974 op->x = x; 945 ob->x = x;
975 op->y = y; 946 ob->y = y;
976 SET_ANIMATION (op, 2); /* So player faces south */ 947 SET_ANIMATION (ob, 2); /* So player faces south */
977 insert_ob_in_map (op, op->map, op, 0); 948 insert_ob_in_map (ob, ob->map, ob, 0);
978 assign (op->contr->title, op->arch->clone.name); 949 assign (ob->contr->title, ob->arch->clone.name);
979 op->add_statbonus (); 950 ob->add_statbonus ();
980 tmp_loop = allowed_class (op);
981 } 951 }
952 while (!allowed_class (ob));
982 953
983 update_object (op, UP_OBJ_FACE); 954 update_object (ob, UP_OBJ_FACE);
984 esrv_update_item (UPD_FACE, op, op); 955 esrv_update_item (UPD_FACE, ob, ob);
985 op->update_stats (); 956 ob->update_stats ();
986 op->stats.hp = op->stats.maxhp; 957 ob->stats.hp = ob->stats.maxhp;
987 op->stats.sp = op->stats.maxsp; 958 ob->stats.sp = ob->stats.maxsp;
988 op->stats.grace = 0; 959 ob->stats.grace = 0;
989
990 if (op->msg)
991 new_draw_info (NDI_BLUE, 0, op, op->msg);
992
993 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
994 return 0;
995}
996
997int
998key_confirm_quit (object *op, char key)
999{
1000 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1001 {
1002 op->contr->ns->state = ST_PLAYING;
1003 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1004 return 1;
1005 }
1006
1007 INVOKE_PLAYER (LOGOUT, op->contr);
1008 INVOKE_PLAYER (QUIT, op->contr);
1009
1010 op->contr->enable_save = false;
1011 delete_character (op->name);
1012
1013 terminate_all_pets (op);
1014 op->remove ();
1015 op->direction = 0;
1016 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1017
1018 strcpy (op->contr->killer, "quit");
1019 check_score (op);
1020 op->contr->party = 0;
1021 op->contr->own_title[0] = '\0';
1022 op->contr->destroy ();
1023
1024 return 1;
1025} 960}
1026 961
1027void 962void
1028flee_player (object *op) 963flee_player (object *op)
1029{ 964{
1076 /* Cornered, get rid of scared */ 1011 /* Cornered, get rid of scared */
1077 CLEAR_FLAG (op, FLAG_SCARED); 1012 CLEAR_FLAG (op, FLAG_SCARED);
1078 op->enemy = NULL; 1013 op->enemy = NULL;
1079} 1014}
1080 1015
1081
1082/* 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.
1083 * 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
1084 * stop. 1018 * stop.
1085 */ 1019 */
1086int 1020int
1087check_pick (object *op) 1021check_pick (object *op)
1088{ 1022{
1089 object *tmp, *next; 1023 object *tmp, *next;
1090 int stop = 0; 1024 int stop = 0;
1091 int j, k, wvratio; 1025 int wvratio;
1092 char putstring[128], tmpstr[16]; 1026 char putstring[128];
1093 1027
1094 /* if you're flying, you cna't pick up anything */ 1028 /* if you're flying, you cna't pick up anything */
1095 if (op->move_type & MOVE_FLYING) 1029 if (op->move_type & MOVE_FLYING)
1096 return 1; 1030 return 1;
1097 1031
1434 * found object is returned. 1368 * found object is returned.
1435 */ 1369 */
1436object * 1370object *
1437find_arrow (object *op, const char *type) 1371find_arrow (object *op, const char *type)
1438{ 1372{
1439 object *tmp = NULL; 1373 object *tmp = 0;
1440 1374
1441 for (op = op->inv; op; op = op->below) 1375 for (op = op->inv; op; op = op->below)
1442 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))
1443 tmp = find_arrow (op, type); 1377 tmp = find_arrow (op, type);
1444 else if (op->type == ARROW && op->race == type) 1378 else if (op->type == ARROW && op->race == type)
1445 return op; 1379 return op;
1380
1446 return tmp; 1381 return tmp;
1447} 1382}
1448 1383
1449/* 1384/*
1450 * 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
1451 * 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
1452 * 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
1453 * 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.
1454 */ 1389 */
1455
1456object * 1390object *
1457find_better_arrow (object *op, object *target, const char *type, int *better) 1391find_better_arrow (object *op, object *target, const char *type, int *better)
1458{ 1392{
1459 object *tmp = NULL, *arrow, *ntmp; 1393 object *tmp = NULL, *arrow, *ntmp;
1460 int attacknum, attacktype, betterby = 0, i; 1394 int attacknum, attacktype, betterby = 0, i;
1526 * find_better_arrow to find a decent arrow to use. 1460 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1461 * op = the shooter
1528 * type = bow->race 1462 * type = bow->race
1529 * dir = fire direction 1463 * dir = fire direction
1530 */ 1464 */
1531
1532object * 1465object *
1533pick_arrow_target (object *op, const char *type, int dir) 1466pick_arrow_target (object *op, const char *type, int dir)
1534{ 1467{
1535 object *tmp = NULL; 1468 object *tmp = NULL;
1536 maptile *m; 1469 maptile *m;
1601 */ 1534 */
1602int 1535int
1603fire_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)
1604{ 1537{
1605 object *left, *bow; 1538 object *left, *bow;
1606 int bowspeed, mflags; 1539 int mflags;
1607 maptile *m; 1540 maptile *m;
1608 1541
1609 if (!dir) 1542 if (!dir)
1610 { 1543 {
1611 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!");
1612 return 0; 1545 return 0;
1613 } 1546 }
1614 1547
1615 if (op->type == PLAYER) 1548 if (op->contr)
1616 bow = op->contr->ranges[range_bow]; 1549 bow = op->current_weapon;
1617 else 1550 else
1618 { 1551 {
1619 for (bow = op->inv; bow; bow = bow->below) 1552 for (bow = op->inv; bow; bow = bow->below)
1620 /* 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
1621 * 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.
1626 if (!bow) 1559 if (!bow)
1627 { 1560 {
1628 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1561 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1629 return 0; 1562 return 0;
1630 } 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
1631 } 1572 }
1632 1573
1633 if (!bow->race || !bow->skill) 1574 if (!bow->race || !bow->skill)
1634 { 1575 {
1635 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);
1636 return 0; 1577 return 0;
1637 } 1578 }
1638
1639 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1640
1641 /* penalize ROF for bestarrow */
1642 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1643 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1644
1645 if (bowspeed < 1)
1646 bowspeed = 1;
1647 1579
1648 if (arrow == NULL) 1580 if (arrow == NULL)
1649 { 1581 {
1650 if ((arrow = find_arrow (op, bow->race)) == NULL) 1582 if ((arrow = find_arrow (op, bow->race)) == NULL)
1651 { 1583 {
1652 if (op->type == PLAYER) 1584 if (op->type == PLAYER)
1653 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);
1654 /* 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 */
1655 else 1587 else
1656 CLEAR_FLAG (op, FLAG_READY_BOW); 1588 CLEAR_FLAG (op, FLAG_READY_BOW);
1589
1657 return 0; 1590 return 0;
1658 } 1591 }
1659 } 1592 }
1660 1593
1661 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1594 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1685 1618
1686 arrow->set_owner (op); 1619 arrow->set_owner (op);
1687 arrow->skill = bow->skill; 1620 arrow->skill = bow->skill;
1688 arrow->direction = dir; 1621 arrow->direction = dir;
1689 1622
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;
1655
1690 if (op->type == PLAYER) 1656 if (op->type == PLAYER)
1691 { 1657 {
1692 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1693 op->update_stats ();
1694 }
1695
1696 SET_ANIMATION (arrow, arrow->direction);
1697 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1698 arrow->stats.hp = arrow->stats.dam;
1699 arrow->stats.grace = arrow->attacktype;
1700 if (arrow->slaying != NULL)
1701 arrow->spellarg = strdup (arrow->slaying);
1702
1703 /* Note that this was different for monsters - they got their level
1704 * added to the damage. I think the strength bonus is more proper.
1705 */
1706
1707 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1708
1709 /* update the speed */
1710 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1711 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1712
1713 arrow->set_speed (max (arrow->speed, 1.0));
1714 arrow->speed_left = 0;
1715
1716 if (op->type == PLAYER)
1717 {
1718 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1719 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1720 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1721
1722 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 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;
1723 } 1665 }
1724 else 1666 else
1725 { 1667 {
1726 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1727 arrow->level = op->level; 1668 arrow->level = op->level;
1728 } 1669 arrow->stats.wc -= bow->magic;
1729 1670
1730 if (arrow->attacktype == AT_PHYSICAL) 1671 if (!arrow->slaying)
1672 arrow->slaying = bow->slaying;
1673
1731 arrow->attacktype |= bow->attacktype; 1674 arrow->attacktype |= bow->attacktype;
1675 }
1732 1676
1733 if (bow->slaying) 1677 wc -= arrow->level;
1734 arrow->slaying = bow->slaying; 1678 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1735 1679
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 m->insert (arrow, sx, sy, op); 1685 m->insert (arrow, sx, sy, op);
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;
1785 else if (op->contr->bowtype == bow_spreadshot) 1730 else if (op->contr->bowtype == bow_spreadshot)
1786 { 1731 {
1787 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);
1788 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);
1789 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);
1790
1791 } 1735 }
1792 else 1736 else
1793 { 1737 {
1794 /* Simple case */ 1738 /* Simple case */
1795 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);
1796 } 1740 }
1741
1797 return ret; 1742 return ret;
1798} 1743}
1799
1800 1744
1801/* Fires a misc (wand/rod/horn) object in 'dir'. 1745/* Fires a misc (wand/rod/horn) object in 'dir'.
1802 * Broken apart from 'fire' to keep it more readable. 1746 * Broken apart from 'fire' to keep it more readable.
1803 */ 1747 */
1804void 1748void
1805fire_misc_object (object *op, int dir) 1749fire_misc_object (object *op, int dir)
1806{ 1750{
1807 object *item; 1751 object *item = op->contr->ranged_ob;
1808 1752
1809 if (!op->contr->ranges[range_misc]) 1753 if (!item)
1810 { 1754 {
1811 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.");
1812 return; 1756 return;
1813 } 1757 }
1814 1758
1815 item = op->contr->ranges[range_misc];
1816 if (!item->inv) 1759 if (!item->inv)
1817 { 1760 {
1818 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1761 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1819 return; 1762 return;
1820 } 1763 }
1764
1765 if (!op->change_weapon (item))
1766 return;
1767
1821 if (item->type == WAND) 1768 if (item->type == WAND)
1822 { 1769 {
1823 if (item->stats.food <= 0) 1770 if (item->stats.food <= 0)
1824 { 1771 {
1825 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1772 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1826 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1773 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1774
1827 return; 1775 return;
1828 } 1776 }
1829 } 1777 }
1830 else if (item->type == ROD || item->type == HORN) 1778 else if (item->type == ROD || item->type == HORN)
1831 { 1779 {
1832 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))
1833 { 1781 {
1834 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1782 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1783
1835 if (item->type == ROD) 1784 if (item->type == ROD)
1836 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1785 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1837 else 1786 else
1838 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
1839 return; 1789 return;
1840 } 1790 }
1841 } 1791 }
1842 1792
1843 if (cast_spell (op, item, dir, item->inv, NULL)) 1793 if (cast_spell (op, item, dir, item->inv, NULL))
1865 } 1815 }
1866} 1816}
1867 1817
1868/* Received a fire command for the player - go and do it. 1818/* Received a fire command for the player - go and do it.
1869 */ 1819 */
1870void 1820bool
1871fire (object *op, int dir) 1821fire (object *op, int dir)
1872{ 1822{
1873 int spellcost = 0; 1823 int spellcost = 0;
1874 1824
1875 /* check for loss of invisiblity/hide */ 1825 /* check for loss of invisiblity/hide */
1876 if (action_makes_visible (op)) 1826 if (action_makes_visible (op))
1877 make_visible (op); 1827 make_visible (op);
1878 1828
1879 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;
1880 { 1835 }
1881 case range_none:
1882 return;
1883 1836
1884 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:
1885 player_fire_bow (op, dir); 1853 player_fire_bow (op, dir);
1886 return; 1854 break;
1887 1855
1888 case range_magic: /* Casting spells */ 1856 case SPELL:
1889 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);
1890 return; 1858 break;
1891 1859
1892 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:
1893 fire_misc_object (op, dir); 1869 fire_misc_object (op, dir);
1894 return; 1870 break;
1895
1896 case range_golem: /* Control summoned monsters from scrolls */
1897 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1898 {
1899 op->contr->ranges[range_golem] = 0;
1900 op->contr->shoottype = range_none;
1901 }
1902 else
1903 control_golem (op->contr->ranges[range_golem], dir);
1904 return;
1905
1906 case range_skill:
1907 if (!op->chosen_skill)
1908 {
1909 if (op->type == PLAYER)
1910 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1911 return;
1912 }
1913 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1914 return;
1915 case range_builder:
1916 apply_map_builder (op, dir);
1917 return;
1918 default:
1919 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1920 return;
1921 } 1871 }
1922}
1923 1872
1924 1873 return true;
1874}
1925 1875
1926/* find_key 1876/* find_key
1927 * 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
1928 * and successfully use it, we return the key, otherwise NULL 1878 * and successfully use it, we return the key, otherwise NULL
1929 * This function merges both normal and locked door, since the logic 1879 * This function merges both normal and locked door, since the logic
1931 * pl is the player, 1881 * pl is the player,
1932 * inv is the objects inventory to searched 1882 * inv is the objects inventory to searched
1933 * door is the door we are trying to match against. 1883 * door is the door we are trying to match against.
1934 * This function can be called recursively to search containers. 1884 * This function can be called recursively to search containers.
1935 */ 1885 */
1936
1937object * 1886object *
1938find_key (object *pl, object *container, object *door) 1887find_key (object *pl, object *container, object *door)
1939{ 1888{
1940 object *tmp, *key; 1889 object *tmp, *key;
1941 1890
1942 /* Should not happen, but sanity checking is never bad */ 1891 /* Should not happen, but sanity checking is never bad */
1943 if (container->inv == NULL) 1892 if (!container->inv)
1944 return NULL; 1893 return 0;
1945 1894
1946 /* 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 */
1947 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1896 for (tmp = container->inv; tmp; tmp = tmp->below)
1948 { 1897 {
1949 if (door->type == DOOR && tmp->type == KEY) 1898 if (door->type == DOOR && tmp->type == KEY)
1950 break; 1899 break;
1951 /* For sanity, we should really check door type, but other stuff 1900 /* For sanity, we should really check door type, but other stuff
1952 * (like containers) can be locked with special keys 1901 * (like containers) can be locked with special keys
1953 */ 1902 */
1954 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1903 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1955 break; 1904 break;
1956 } 1905 }
1906
1957 /* No key found - lets search inventories now */ 1907 /* No key found - lets search inventories now */
1958 /* 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.
1959 * 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
1960 * a key, return 1910 * a key, return
1961 */ 1911 */
1962 if (!tmp) 1912 if (!tmp)
1963 { 1913 {
1964 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1914 for (tmp = container->inv; tmp; tmp = tmp->below)
1965 { 1915 {
1966 /* No reason to search empty containers */ 1916 /* No reason to search empty containers */
1967 if (tmp->type == CONTAINER && tmp->inv) 1917 if (tmp->type == CONTAINER && tmp->inv)
1968 { 1918 {
1969 if ((key = find_key (pl, tmp, door)) != NULL) 1919 if ((key = find_key (pl, tmp, door)))
1970 return key; 1920 return key;
1971 } 1921 }
1972 } 1922 }
1923
1973 if (!tmp) 1924 if (!tmp)
1974 return NULL; 1925 return NULL;
1975 } 1926 }
1927
1976 /* 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,
1977 * see if we actually want to use it 1929 * see if we actually want to use it
1978 */ 1930 */
1979 if (pl != container) 1931 if (pl != container)
1980 { 1932 {
2001 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1953 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2002 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1954 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2003 return NULL; 1955 return NULL;
2004 } 1956 }
2005 } 1957 }
1958
2006 return tmp; 1959 return tmp;
2007} 1960}
2008 1961
2009/* moved door processing out of move_player_attack. 1962/* moved door processing out of move_player_attack.
2010 * returns 1 if player has opened the door with a key 1963 * returns 1 if player has opened the door with a key
2012 * 0 otherwise 1965 * 0 otherwise
2013 */ 1966 */
2014static int 1967static int
2015player_attack_door (object *op, object *door) 1968player_attack_door (object *op, object *door)
2016{ 1969{
2017 /* 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,
2018 * 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 -
2019 * otherwise, we fall through to the rest of the code. 1972 * otherwise, we fall through to the rest of the code.
2020 */ 1973 */
2021 object *key = find_key (op, op, door); 1974 object *key = find_key (op, op, door);
2022 1975
2023 /* IF we found a key, do some extra work */ 1976 /* If we found a key, do some extra work */
2024 if (key) 1977 if (key)
2025 { 1978 {
2026 object *container = key->env; 1979 object *container = key->env;
2027 1980
2028 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
2029 if (action_makes_visible (op)) 1983 if (action_makes_visible (op))
2030 make_visible (op); 1984 make_visible (op);
1985
2031 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1986 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2032 spring_trap (door->inv, op); 1987 spring_trap (door->inv, op);
1988
2033 if (door->type == DOOR) 1989 if (door->type == DOOR)
2034 {
2035 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 */
2036 }
2037 else if (door->type == LOCKED_DOOR) 1991 else if (door->type == LOCKED_DOOR)
2038 { 1992 {
2039 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));
2040 remove_door2 (door); /* remove door without violence ;-) */ 1994 remove_door2 (door); /* remove door without violence ;-) */
2041 } 1995 }
1996
2042 /* Do this after we print the message */ 1997 /* Do this after we print the message */
2043 decrease_ob (key); /* Use up one of the keys */ 1998 decrease_ob (key); /* Use up one of the keys */
2044 /* Need to update the weight the container the key was in */ 1999 /* Need to update the weight the container the key was in */
2045 if (container != op) 2000 if (container != op)
2046 esrv_update_item (UPD_WEIGHT, op, container); 2001 esrv_update_item (UPD_WEIGHT, op, container);
2002
2047 return 1; /* Nothing more to do below */ 2003 return 1; /* Nothing more to do below */
2048 } 2004 }
2049 else if (door->type == LOCKED_DOOR) 2005 else if (door->type == LOCKED_DOOR)
2050 { 2006 {
2051 /* Might as well return now - no other way to open this */ 2007 /* Might as well return now - no other way to open this */
2052 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2008 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2053 return 1; 2009 return 1;
2054 } 2010 }
2011
2055 return 0; 2012 return 0;
2056} 2013}
2057 2014
2058/* This function is just part of a breakup from move_player. 2015/* This function is just part of a breakup from move_player.
2059 * It should keep the code cleaner. 2016 * It should keep the code cleaner.
2060 * When this is called, the players direction has been updated 2017 * When this is called, the players direction has been updated
2061 * (taking into account confusion.) The player is also actually 2018 * (taking into account confusion.) The player is also actually
2062 * going to try and move (not fire weapons). 2019 * going to try and move (not fire weapons).
2063 */ 2020 */
2064void 2021bool
2065move_player_attack (object *op, int dir) 2022move_player_attack (object *op, int dir)
2066{ 2023{
2067 object *tmp, *mon;
2068 sint16 nx, ny;
2069 int on_battleground; 2024 int on_battleground;
2070 maptile *m;
2071 2025
2072 nx = freearr_x[dir] + op->x; 2026 sint16 nx = freearr_x[dir] + op->x;
2073 ny = freearr_y[dir] + op->y; 2027 sint16 ny = freearr_y[dir] + op->y;
2074 2028
2075 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 }
2076 2039
2077 /* 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
2078 * 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
2079 * 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
2080 * player. This is a pretty nasty hack, because if we could 2043 * player. This is a pretty nasty hack, because if we could
2081 * 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
2082 * 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
2083 * 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
2084 * move_ob uses. 2047 * move_ob uses.
2085 */ 2048 */
2086 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2087 {
2088 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2089 {
2090 m = op->map->xy_find (nx, ny); 2049 maptile *m = op->map->xy_find (nx, ny);
2091 if (!m)
2092 return; /* Don't think this should happen */
2093 }
2094 else
2095 m = op->map;
2096 2050
2097 if (!(tmp = m->at (nx, ny).bot))
2098 return;
2099
2100 mon = 0;
2101 /* 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
2102 * 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.
2103 * 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
2104 * on the space 2054 * on the space
2105 */ 2055 */
2106 while (tmp) 2056 object *mon;
2107 { 2057 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2108 if (tmp == op) 2058 {
2109 { 2059 if ((mon->flag [FLAG_ALIVE]
2110 tmp = tmp->above; 2060 || mon->type == LOCKED_DOOR
2111 continue; 2061 || mon->flag [FLAG_CAN_ROLL])
2112 }
2113
2114 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2115 {
2116 mon = tmp; 2062 && mon != op)
2117 break; 2063 break;
2118 } 2064 }
2119 2065
2120 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2121 mon = tmp;
2122
2123 tmp = tmp->above;
2124 }
2125
2126 if (!mon) /* This happens anytime the player tries to move */ 2066 if (!mon) /* This happens anytime the player tries to move */
2127 return; /* into a wall */ 2067 return false; /* into a wall */
2128 2068
2129 if (mon->head)
2130 mon = mon->head; 2069 mon = mon->head_ ();
2131 2070
2132 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)
2133 if (player_attack_door (op, mon)) 2073 if (player_attack_door (op, mon))
2074 {
2075 --op->contr->weapon_sp_left;
2134 return; 2076 return true;
2077 }
2135 2078
2136 /* The following deals with possibly attacking peaceful 2079 /* The following deals with possibly attacking peaceful
2137 * or frienddly creatures. Basically, all players are considered 2080 * or friendly creatures. Basically, all players are considered
2138 * unaggressive. If the moving player has peaceful set, then the 2081 * unaggressive. If the moving player has peaceful set, then the
2139 * object should be pushed instead of attacked. It is assumed that 2082 * object should be pushed instead of attacked. It is assumed that
2140 * if you are braced, you will not attack friends accidently, 2083 * if you are braced, you will not attack friends accidently,
2141 * and thus will not push them. 2084 * and thus will not push them.
2142 */ 2085 */
2143 2086
2144 /* 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
2145 * peaceful. Our assumption is the creature is a pet if the 2088 * peaceful. Our assumption is the creature is a pet if the
2146 * player owns it and it is either friendly or unagressive. 2089 * player owns it and it is either friendly or unagressive.
2147 */ 2090 */
2148 if ((op->type == PLAYER) 2091 if (op->type == PLAYER
2149#if COZY_SERVER
2150 &&
2151 ((mon->owner && mon->owner->contr 2092 && ((mon->owner && mon->owner->contr
2152 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2093 && same_party (mon->owner->contr->party, op->contr->party))
2153#else
2154 && mon->owner == op 2094 || mon->owner == op)
2155#endif
2156 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2095 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2157 { 2096 {
2158 /* 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 */
2159 if (op->contr->braced) 2098 if (op->contr->braced)
2160 return; 2099 return false;
2100
2101 if (op->speed_left > 0.f)
2102 {
2103 --op->speed_left;
2161 2104
2162 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);
2163 (void) push_ob (mon, dir, op); 2106 push_ob (mon, dir, op);
2107
2164 if (op->contr->tmp_invis || op->hide) 2108 if (op->contr->tmp_invis || op->hide)
2165 make_visible (op); 2109 make_visible (op);
2166 2110
2167 return; 2111 return true;
2168 } 2112 }
2113 else
2114 return false;
2115 }
2169 2116
2170 /* in certain circumstances, you shouldn't attack friendly 2117 /* in certain circumstances, you shouldn't attack friendly
2171 * creatures. Note that if you are braced, you can't push 2118 * creatures. Note that if you are braced, you can't push
2172 * someone, but put it inside this loop so that you won't 2119 * someone, but put it inside this loop so that you won't
2173 * attack them either. 2120 * attack them either.
2174 */ 2121 */
2175 if ((mon->type == PLAYER || mon->enemy != op) && 2122 if ((mon->type == PLAYER || mon->enemy != op)
2176 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2123 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2177#ifdef PROHIBIT_PLAYERKILL
2178 (op->contr->peaceful 2124 && ((op->contr->peaceful
2179 || (mon->type == PLAYER 2125 || (mon->type == PLAYER && mon->contr->peaceful))
2180 && mon->contr->
2181 peaceful)) &&
2182#else
2183 op->contr->peaceful &&
2184#endif
2185 !on_battleground)) 2126 && !on_battleground))
2127 {
2128 if (op->speed_left > 0.f)
2186 { 2129 {
2130 --op->speed_left;
2131
2187 if (!op->contr->braced) 2132 if (!op->contr->braced)
2188 { 2133 {
2189 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2134 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2190 push_ob (mon, dir, op); 2135 push_ob (mon, dir, op);
2191 } 2136 }
2192 else 2137 else
2193 new_draw_info (0, 0, op, "You withhold your attack"); 2138 new_draw_info (0, 0, op, "You withhold your attack");
2194 2139
2195 if (op->contr->tmp_invis || op->hide) 2140 if (op->contr->tmp_invis || op->hide)
2196 make_visible (op); 2141 make_visible (op);
2197 }
2198 2142
2143 return true;
2144 }
2145 }
2199 /* If the object is a boulder or other rollable object, then 2146 /* If the object is a boulder or other rollable object, then
2200 * roll it if not braced. You can't roll it if you are braced. 2147 * roll it if not braced. You can't roll it if you are braced.
2201 */ 2148 */
2202 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2149 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2150 {
2151 if (op->speed_left > 0.f)
2203 { 2152 {
2153 --op->speed_left;
2154
2204 recursive_roll (mon, dir, op); 2155 recursive_roll (mon, dir, op);
2205 if (action_makes_visible (op)) 2156 if (action_makes_visible (op))
2206 make_visible (op); 2157 make_visible (op);
2207 }
2208 2158
2159 return true;
2160 }
2161 }
2209 /* Any generic living creature. Including things like doors. 2162 /* Any generic living creature. Including things like doors.
2210 * Way it works is like this: First, it must have some hit points 2163 * Way it works is like this: First, it must have some hit points
2211 * and be living. Then, it must be one of the following: 2164 * and be living. Then, it must be one of the following:
2212 * 1) Not a player, 2) A player, but of a different party. Note 2165 * 1) Not a player, 2) A player, but of a different party. Note
2213 * that party_number -1 is no party, so attacks can still happen. 2166 * that party_number -1 is no party, so attacks can still happen.
2214 */ 2167 */
2215 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2168 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2216 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2169 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2217 { 2170 {
2218 2171 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2219 /* If the player hasn't hit something this tick, and does
2220 * so, give them speed boost based on weapon speed. Doing
2221 * it here is better than process_players2, which basically
2222 * incurred a 1 tick offset.
2223 */
2224 if (!op->contr->has_hit)
2225 { 2172 {
2226 op->speed_left += op->speed / op->contr->weapon_sp; 2173 --op->contr->weapon_sp_left;
2227
2228 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2229 }
2230 2174
2231 skill_attack (mon, op, 0, 0, 0); 2175 skill_attack (mon, op, 0, 0, 0);
2232
2233 /* If attacking another player, that player gets automatic
2234 * hitback, and doesn't loose luck either.
2235 * Disable hitback on the battleground or if the target is
2236 * the wiz.
2237 */
2238 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2239 {
2240 short luck = mon->stats.luck;
2241
2242 mon->contr->has_hit = 1;
2243 skill_attack (op, mon, 0, 0, 0);
2244 mon->stats.luck = luck;
2245 }
2246 2176
2247 if (action_makes_visible (op)) 2177 if (action_makes_visible (op))
2248 make_visible (op); 2178 make_visible (op);
2249 }
2250 } /* if player should attack something */
2251}
2252 2179
2253int 2180 return true;
2181 }
2182 }
2183
2184 return false;
2185}
2186
2187bool
2254move_player (object *op, int dir) 2188move_player (object *op, int dir)
2255{ 2189{
2256 int pick; 2190 int pick;
2257 2191
2258 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2192 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2265 return 0; 2199 return 0;
2266 } 2200 }
2267 2201
2268 /* peterm: added following line */ 2202 /* peterm: added following line */
2269 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2203 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2270 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2204 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2271 2205
2272 op->facing = dir; 2206 op->facing = dir;
2273 2207
2274 if (op->hide) 2208 if (op->hide)
2275 do_hidden_move (op); 2209 do_hidden_move (op);
2276 2210
2211 bool retval;
2212
2277 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2213 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2278 /*nop */ ; 2214 retval = RESULT_INT (0);
2279 else if (op->contr->fire_on) 2215 else if (op->contr->fire_on)
2280 fire (op, dir); 2216 retval = fire (op, dir);
2281 else 2217 else
2282 { 2218 {
2283 move_player_attack (op, dir); 2219 retval = move_player_attack (op, dir);
2284 pick = check_pick (op); 2220 pick = check_pick (op);
2285 } 2221 }
2286 2222
2287 /* 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
2288 * server can handle repeat firing. 2224 * server can handle repeat firing.
2295 /* Update how the player looks. Use the facing, so direction may 2231 /* Update how the player looks. Use the facing, so direction may
2296 * get reset to zero. This allows for full animation capabilities 2232 * get reset to zero. This allows for full animation capabilities
2297 * for players. 2233 * for players.
2298 */ 2234 */
2299 animate_object (op, op->facing); 2235 animate_object (op, op->facing);
2300 return 0; 2236
2237 return retval;
2301} 2238}
2302 2239
2303/* 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
2304 * new client/server stuff. 2241 * new client/server stuff.
2305 * 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
2306 * the new speed values for commands. 2243 * the new speed values for commands.
2307 * 2244 *
2308 * 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.
2309 */ 2248 */
2310int 2249bool
2311handle_newcs_player (object *op) 2250handle_newcs_player (object *op)
2312{ 2251{
2313 if (op->contr->hidden)
2314 {
2315 op->invisible = 1000;
2316 /* the socket code flashes the player visible/invisible
2317 * depending on the value of invisible, so we need to
2318 * alternate it here for it to work correctly.
2319 */
2320 if (pticks & 2)
2321 op->invisible--;
2322 }
2323 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2324 {
2325 op->invisible--;
2326 if (!op->invisible)
2327 {
2328 make_visible (op);
2329 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2330 }
2331 }
2332
2333 if (QUERY_FLAG (op, FLAG_SCARED)) 2252 if (QUERY_FLAG (op, FLAG_SCARED))
2334 { 2253 {
2335 flee_player (op); 2254 if (op->speed_left > 0.f)
2336 /* If player is still scared, that is his action for this tick */
2337 if (QUERY_FLAG (op, FLAG_SCARED))
2338 { 2255 {
2339 op->speed_left--; 2256 --op->speed_left;
2257 flee_player (op);
2258
2340 return 0; 2259 return true;
2341 } 2260 }
2261 else
2262 return false;
2342 } 2263 }
2343
2344 /* I've been seeing crashes where the golem has been destroyed, but
2345 * the player object still points to the defunct golem. The code that
2346 * destroys the golem looks correct, and it doesn't always happen, so
2347 * put this in a a workaround to clean up the golem pointer.
2348 */
2349 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2350 op->contr->ranges[range_golem] = 0;
2351 2264
2352 /* 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
2353 * the players time has been increased when doericserver has been 2266 * the players time has been increased when doericserver has been
2354 * called, so we recheck it here. 2267 * called, so we recheck it here.
2355 */ 2268 */
2356 if (op->contr->ns->handle_command ()) 2269 if (op->contr->ns->handle_command ())
2357 return 1; 2270 return true;
2358 2271
2359 if (op->speed_left > 0)
2360 {
2361 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2272 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2362 {
2363 /* All move commands take 1 tick, at least for now */
2364 op->speed_left--;
2365
2366 /* Instead of all the stuff below, let move_player take care
2367 * of it. Also, some of the skill stuff is only put in
2368 * there, as well as the confusion stuff.
2369 */
2370 move_player (op, op->direction); 2273 return move_player (op, op->direction);
2371 2274
2372 return op->speed_left > 0;
2373 }
2374 }
2375
2376 return 0; 2275 return false;
2377} 2276}
2378 2277
2379int 2278int
2380save_life (object *op) 2279save_life (object *op)
2381{ 2280{
2416 * from. 2315 * from.
2417 */ 2316 */
2418void 2317void
2419remove_unpaid_objects (object *op, object *env) 2318remove_unpaid_objects (object *op, object *env)
2420{ 2319{
2421 object *next;
2422
2423 while (op) 2320 while (op)
2424 { 2321 {
2425 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2322 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2426 2323
2427 if (QUERY_FLAG (op, FLAG_UNPAID)) 2324 if (QUERY_FLAG (op, FLAG_UNPAID))
2493 int rate_grace = 2000; 2390 int rate_grace = 2000;
2494 const int max_hp = 1; 2391 const int max_hp = 1;
2495 const int max_sp = 1; 2392 const int max_sp = 1;
2496 const int max_grace = 1; 2393 const int max_grace = 1;
2497 2394
2498 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--;
2499 { 2404 }
2500 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2405 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2501 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2406 {
2502 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 }
2503 } 2412 }
2504 2413
2505 if (op->contr->ns->state == ST_PLAYING) 2414 if (op->contr->ns->state == ST_PLAYING)
2506 { 2415 {
2507 /* these next three if clauses make it possible to SLOW DOWN 2416 /* these next three if clauses make it possible to SLOW DOWN
2529 gen_grace = op->stats.maxgrace; 2438 gen_grace = op->stats.maxgrace;
2530 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2439 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2531 } 2440 }
2532 2441
2533 /* Regenerate Spell Points */ 2442 /* Regenerate Spell Points */
2534 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2443 if (!op->contr->golem && --op->last_sp < 0)
2535 { 2444 {
2536 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);
2537 if (op->stats.sp < op->stats.maxsp) 2446 if (op->stats.sp < op->stats.maxsp)
2538 { 2447 {
2539 op->stats.sp++; 2448 op->stats.sp++;
2637 } 2546 }
2638 2547
2639 /* Digestion */ 2548 /* Digestion */
2640 if (--op->last_eat < 0) 2549 if (--op->last_eat < 0)
2641 { 2550 {
2642#ifdef COZY_SERVER
2643 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2644 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2645#else
2646 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2551 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2647#endif
2648 2552
2649 if (op->contr->gen_hp > 0) 2553 if (op->contr->gen_hp > 0)
2650 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);
2651 else 2555 else
2652 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2556 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2757 tmp->name = buf; 2661 tmp->name = buf;
2758 sprintf (buf, " This finger has been cut off %s\n" 2662 sprintf (buf, " This finger has been cut off %s\n"
2759 " 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",
2760 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2664 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2761 tmp->msg = buf; 2665 tmp->msg = buf;
2762 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2666 tmp->value = 0, tmp->type = 0;
2763 tmp->materialname = NULL; 2667 tmp->materialname = "organics";
2764 op->insert_at (tmp, op); 2668 tmp->insert_at (op, tmp);
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 }
2800 2688
2801 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2689 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2802 2690
2803 /* save the map location for corpse, gravestone */ 2691 /* save the map location for corpse, gravestone */
2804 x = op->x; 2692 x = op->x;
2980 op->stats.hp = op->stats.maxhp; 2868 op->stats.hp = op->stats.maxhp;
2981 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2869 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2982 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2870 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2983 2871
2984 /* 2872 /*
2985 * Check to see if the player is in a shop. IF so, then check to see if
2986 * the player has any unpaid items. If so, remove them and put them back 2873 * Check to see if the player has any unpaid items. If so, remove them
2987 * in the map. 2874 * and put them back in the map.
2988 */ 2875 */
2989
2990 if (is_in_shop (op))
2991 remove_unpaid_objects (op->inv, op); 2876 remove_unpaid_objects (op->inv, op);
2992 2877
2993 /****************************************/ 2878 /****************************************/
2994 /* */ 2879 /* */
2995 /* Move player to his current respawn- */ 2880 /* Move player to his current respawn- */
2996 /* position (usually last savebed) */ 2881 /* position (usually last savebed) */
2997 /* */ 2882 /* */
2998 /****************************************/ 2883 /****************************************/
2999 2884
3000 enter_player_savebed (op); 2885 enter_player_savebed (op);
3001 2886
3002 /* Save the player before inserting the force to reduce
3003 * chance of abuse.
3004 */
3005 op->contr->braced = 0; 2887 op->contr->braced = 0;
3006 op->contr->save ();
3007 2888
3008 /* it is possible that the player has blown something up 2889 /* it is possible that the player has blown something up
3009 * at his savebed location, and that can have long lasting 2890 * at his savebed location, and that can have long lasting
3010 * spell effects. So first see if there is a spell effect 2891 * spell effects. So first see if there is a spell effect
3011 * on the space that might harm the player. 2892 * on the space that might harm the player.
3020 object *force; 2901 object *force;
3021 int at; 2902 int at;
3022 2903
3023 force = get_archetype (FORCE_NAME); 2904 force = get_archetype (FORCE_NAME);
3024 /* 50 ticks should be enough time for the spell to abate */ 2905 /* 50 ticks should be enough time for the spell to abate */
3025 force->speed = 0.1; 2906 force->speed = 0.1f;
3026 force->speed_left = -5.0; 2907 force->speed_left = -5.f;
3027 SET_FLAG (force, FLAG_APPLIED); 2908 SET_FLAG (force, FLAG_APPLIED);
3028 for (at = 0; at < NROFATTACKS; at++) 2909 for (at = 0; at < NROFATTACKS; at++)
3029 if (will_kill_again & (1 << at)) 2910 if (will_kill_again & (1 << at))
3030 force->resist[at] = 100; 2911 force->resist[at] = 100;
3031 2912
3040void 2921void
3041loot_object (object *op) 2922loot_object (object *op)
3042{ /* Grab and destroy some treasure */ 2923{ /* Grab and destroy some treasure */
3043 object *tmp, *tmp2, *next; 2924 object *tmp, *tmp2, *next;
3044 2925
3045 if (op->container) 2926 op->close_container (); /* close open sack first */
3046 esrv_apply_container (op, op->container); /* close open sack first */
3047 2927
3048 for (tmp = op->inv; tmp; tmp = next) 2928 for (tmp = op->inv; tmp; tmp = next)
3049 { 2929 {
3050 next = tmp->below; 2930 next = tmp->below;
3051 2931
3052 if (tmp->invisible) 2932 if (tmp->invisible)
3053 continue; 2933 continue;
3054 2934
3055 tmp->remove (); 2935 tmp->remove ();
3056 tmp->x = op->x, tmp->y = op->y; 2936 tmp->x = op->x, tmp->y = op->y;
2937
3057 if (tmp->type == CONTAINER) 2938 if (tmp->type == CONTAINER)
3058 { /* empty container to ground */ 2939 loot_object (tmp); /* empty container to ground */
3059 loot_object (tmp); 2940
3060 }
3061 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))))
3062 { 2942 {
3063 if (tmp->nrof > 1) 2943 if (tmp->nrof > 1)
3064 { 2944 {
3065 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2945 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3066 tmp2->destroy (); 2946 tmp2->destroy ();
3077/* 2957/*
3078 * fix_weight(): Check recursively the weight of all players, and fix 2958 * fix_weight(): Check recursively the weight of all players, and fix
3079 * 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
3080 * was changed. 2960 * was changed.
3081 */ 2961 */
3082
3083void 2962void
3084fix_weight (void) 2963fix_weight (void)
3085{ 2964{
3086 for_all_players (pl) 2965 for_all_players (pl)
3087 { 2966 {
3147 if (op->type == PLAYER) 3026 if (op->type == PLAYER)
3148 { 3027 {
3149 op->contr->tmp_invis = 0; 3028 op->contr->tmp_invis = 0;
3150 op->contr->invis_race = 0; 3029 op->contr->invis_race = 0;
3151 } 3030 }
3031
3152 update_object (op, UP_OBJ_FACE); 3032 update_object (op, UP_OBJ_CHANGE);
3153} 3033}
3154 3034
3155int 3035int
3156is_true_undead (object *op) 3036is_true_undead (object *op)
3157{ 3037{
3158 object *tmp = NULL;
3159
3160 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3038 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3161 return 1; 3039 return 1;
3162 3040
3163 return 0; 3041 return 0;
3164} 3042}
3209/* For Hidden creatures - a chance of becoming 'unhidden' 3087/* For Hidden creatures - a chance of becoming 'unhidden'
3210 * every time they move - as we subtract off 'invisibility' 3088 * every time they move - as we subtract off 'invisibility'
3211 * AND, for players, if they move into a ridiculously unhideable 3089 * AND, for players, if they move into a ridiculously unhideable
3212 * spot (surrounded by clear terrain in broad daylight). -b.t. 3090 * spot (surrounded by clear terrain in broad daylight). -b.t.
3213 */ 3091 */
3214
3215void 3092void
3216do_hidden_move (object *op) 3093do_hidden_move (object *op)
3217{ 3094{
3218 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3095 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3219 object *skop; 3096 object *skop;
3452 char buf[MAX_BUF]; /* tmp. string buffer */ 3329 char buf[MAX_BUF]; /* tmp. string buffer */
3453 int i = 0, j = 0; 3330 int i = 0, j = 0;
3454 3331
3455 /* get the appropriate treasurelist */ 3332 /* get the appropriate treasurelist */
3456 if (atnr == ATNR_FIRE) 3333 if (atnr == ATNR_FIRE)
3457 trlist = find_treasurelist ("dragon_ability_fire"); 3334 trlist = treasurelist::find ("dragon_ability_fire");
3458 else if (atnr == ATNR_COLD) 3335 else if (atnr == ATNR_COLD)
3459 trlist = find_treasurelist ("dragon_ability_cold"); 3336 trlist = treasurelist::find ("dragon_ability_cold");
3460 else if (atnr == ATNR_ELECTRICITY) 3337 else if (atnr == ATNR_ELECTRICITY)
3461 trlist = find_treasurelist ("dragon_ability_elec"); 3338 trlist = treasurelist::find ("dragon_ability_elec");
3462 else if (atnr == ATNR_POISON) 3339 else if (atnr == ATNR_POISON)
3463 trlist = find_treasurelist ("dragon_ability_poison"); 3340 trlist = treasurelist::find ("dragon_ability_poison");
3464 3341
3465 if (trlist == NULL || who->type != PLAYER) 3342 if (trlist == NULL || who->type != PLAYER)
3466 return; 3343 return;
3467 3344
3468 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++);
3600 * not readied. 3477 * not readied.
3601 */ 3478 */
3602void 3479void
3603player_unready_range_ob (player *pl, object *ob) 3480player_unready_range_ob (player *pl, object *ob)
3604{ 3481{
3605 rangetype i; 3482 if (pl->ob->current_weapon == ob)
3483 pl->ob->current_weapon = 0;
3606 3484
3607 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3485 if (pl->combat_ob == ob)
3608 { 3486 pl->combat_ob = 0;
3487
3609 if (pl->ranges[i] == ob) 3488 if (pl->ranged_ob == ob)
3610 { 3489 pl->ranged_ob = 0;
3611 pl->ranges[i] = NULL;
3612 if (pl->shoottype == i)
3613 {
3614 pl->shoottype = range_none;
3615 }
3616 }
3617 }
3618} 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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