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Comparing deliantra/server/server/player.C (file contents):
Revision 1.88 by pippijn, Sat Jan 6 14:42:31 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) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 7 *
8 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
9 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
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 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,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 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
19 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21 *
22 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>
23*/ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 26#include <sproto.h>
28#include <sounds.h> 27#include <sounds.h>
29#include <living.h> 28#include <living.h>
30#include <object.h> 29#include <object.h>
31#include <spells.h> 30#include <spells.h>
32#include <skills.h> 31#include <skills.h>
33 32
34#include <algorithm> 33#include <algorithm>
35#include <functional> 34#include <functional>
36 35
37player * 36playervec players;
38find_player (const char *plname)
39{
40 for_all_players (pl)
41 if (pl->ob && !strcmp (query_name (pl->ob), plname))
42 return pl;
43
44 return 0;
45}
46 37
47void 38void
48display_motd (const object *op) 39display_motd (const object *op)
49{ 40{
50 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
124 115
125 news[0] = '\0'; 116 news[0] = '\0';
126 subject[0] = '\0'; 117 subject[0] = '\0';
127 size = 0; 118 size = 0;
128 119
129 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
130 { 121 {
131 if (*buf == '#') 122 if (*buf == '#')
132 continue; 123 continue;
133 124
134 if (*buf == '%') 125 if (*buf == '%')
135 { /* send one news */ 126 { /* send one news */
136 if (size > 0) 127 if (size > 0)
137 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
138 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
139 strip_endline (subject); 131 strip_endline (subject);
140 size = 0; 132 size = 0;
141 news[0] = '\0'; 133 news[0] = '\0';
142 } 134 }
151 size += strlen (buf); 143 size += strlen (buf);
152 } 144 }
153 } 145 }
154 146
155 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
156 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);
157 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
158} 150}
159 151
160/* This loads the first map an puts the player on it. */ 152/* This loads the first map an puts the player on it. */
161static void 153static void
165 op->x = -1; 157 op->x = -1;
166 op->y = -1; 158 op->y = -1;
167} 159}
168 160
169void 161void
170player::enter_map () 162player::activate ()
171{ 163{
172 object *tmp = object::create (); 164 if (active)
165 return;
173 166
174 EXIT_PATH (tmp) = maplevel; 167 players.insert (this);
175 EXIT_X (tmp) = ob->x; 168 ob->remove ();
176 EXIT_Y (tmp) = ob->y; 169 ob->map = 0;
177 ob->enter_exit (tmp); 170 ob->activate_recursive ();
171 CLEAR_FLAG (ob, FLAG_FRIENDLY);
172 add_friendly_object (ob);
173}
178 174
179 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);
180} 195}
181 196
182// connect the player with a specific client 197// connect the player with a specific client
183// also changed, rationalises, and fixes some incorrect settings 198// also changes, rationalises, and fixes some incorrect settings
184void 199void
185player::connect (client *ns) 200player::connect (client *ns)
186{ 201{
187 this->ns = ns; 202 this->ns = ns;
188 ns->pl = this; 203 ns->pl = this;
189 204
190 next = first_player; 205 run_on = 0;
191 first_player = this; 206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
192 208
193 ns->update_look = 0; 209 ns->update_look = 0;
194 ns->look_position = 0; 210 ns->look_position = 0;
195 211
196 clear_los (ob); 212 clear_los (ob);
213
214 ns->reset_stats ();
197 215
198 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
199 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
200 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->clone.race;
201 219
202 if (!legal_range (ob, shoottype))
203 shoottype = range_none;
204
205 ob->carrying = sum_weight (ob); 220 ob->carrying = sum_weight (ob);
206 link_player_skills (ob); 221 link_player_skills (ob);
207 222
208 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
209 224
210 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->clone.name);
211
212 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
213 * from the class, and not race. I don't see any way to get the class information
214 * to then update this. I don't think this will actually break anything - anyone
215 * that can use armour should be able to use a shield. What this may 'break'
216 * are features new characters get, eg, if someone starts up with a Q, they
217 * should be able to use a shield. However, old Q's won't get that advantage.
218 */
219 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
220 SET_FLAG (ob, FLAG_USE_SHIELD);
221 226
222 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
223 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
224 { 229 {
225 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
235 skin = tmp; 240 skin = tmp;
236 241
237 set_dragon_name (ob, abil, skin); 242 set_dragon_name (ob, abil, skin);
238 } 243 }
239 244
240 CLEAR_FLAG (ob, FLAG_FRIENDLY);
241 add_friendly_object (ob);
242
243 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
244
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246 246
247 esrv_new_player (this, ob->weight + ob->carrying); 247 esrv_new_player (this, ob->weight + ob->carrying);
248 248
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);
249 ob->update_stats (); 274 ob->update_stats ();
275
250 ns->floorbox_update (); 276 ns->floorbox_update ();
251
252 esrv_send_inventory (ob, ob); 277 esrv_send_inventory (ob, ob);
253 esrv_add_spells (this, 0); 278 esrv_add_spells (this, 0);
254 279
255 ob->activate_recursive (); 280 activate ();
256 enter_map ();
257 281
258 send_rules (ob); 282 send_rules (ob);
259 send_news (ob); 283 send_news (ob);
260 display_motd (ob); 284 display_motd (ob);
261 285
264} 288}
265 289
266void 290void
267player::disconnect () 291player::disconnect ()
268{ 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
269 if (ob) 305 if (ob)
270 ob->deactivate_recursive (); 306 ob->close_container (); //TODO: client-specific
271 307
272 //TODO: don't be so harsh and destroy :) 308 deactivate ();
273 if (ns)
274 {
275 if (enable_save)
276 {
277 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
278 save (true);
279 }
280
281 INVOKE_PLAYER (DISCONNECT, this);
282
283 client *ns = this->ns;
284 ns->send_packet ("goodbye");
285 ns->flush ();
286 ns->pl = 0;
287 this->ns = 0;
288
289 ns->destroy ();
290 destroy ();
291 }
292} 309}
293 310
294// the need for this function can be explained 311// the need for this function can be explained
295// by load_object not returning the object 312// by load_object not returning the object
296void 313void
297player::set_object (object *op) 314player::set_object (object *op)
298{ 315{
299 ob = op; 316 ob = op;
300 ob->contr = this; /* this aren't yet in archetype */ 317 ob->contr = this; /* this aren't yet in archetype */
301 318
319 ob->speed = 1.0f;
302 ob->speed_left = 0.5; 320 ob->speed_left = 0.5f;
303 ob->speed = 1.0; 321
304 ob->direction = 5; /* So player faces south */ 322 ob->direction = 5; /* So player faces south */
305 ob->stats.wc = 2;
306 ob->run_away = 25; /* Then we panick... */
307
308 ob->roll_stats ();
309} 323}
310 324
311player::player () 325player::player ()
312{ 326{
313 /* There are some elements we want initialised to non zero value - 327 /* There are some elements we want initialised to non zero value -
314 * we deal with that below this point. 328 * we deal with that below this point.
315 */ 329 */
316 outputs_sync = 16; /* Every 2 seconds */ 330 outputs_sync = 4;
317 outputs_count = 8; /* Keeps present behaviour */ 331 outputs_count = 4;
318 unapply = unapply_nochoice; 332 unapply = unapply_nochoice;
319 333
320 savebed_map = first_map_path; /* Init. respawn position */ 334 savebed_map = first_map_path; /* Init. respawn position */
321 335
322 gen_sp_armour = 10; 336 gen_sp_armour = 10;
323 last_speed = -1;
324 shoottype = range_none;
325 bowtype = bow_normal; 337 bowtype = bow_normal;
326 petmode = pet_normal; 338 petmode = pet_normal;
327 listening = 10; 339 listening = 10;
328 usekeys = containers; 340 usekeys = containers;
329 last_weapon_sp = -1;
330 peaceful = 1; /* default peaceful */ 341 peaceful = 1; /* default peaceful */
331 do_los = 1; 342 do_los = 1;
332 343
333 /* we need to clear these to -1 and not zero - otherwise, 344 weapon_sp = 1.0f;
334 * if a player quits and starts a new character, we wont 345 weapon_sp_left = 0.5f;
335 * send new values to the client, as things like exp start
336 * at zero.
337 */
338 for (int i = 0; i < NUM_SKILLS; i++)
339 last_skill_exp[i] = -1;
340
341 for (int i = 0; i < NROFATTACKS; i++)
342 last_resist[i] = -1;
343
344 last_stats.exp = -1;
345 last_weight = (uint32) - 1;
346} 346}
347 347
348void 348void
349player::do_destroy () 349player::do_destroy ()
350{ 350{
351 disconnect (); 351 disconnect ();
352 352
353 save (false);
354 enable_save = false;
355
356 attachable::do_destroy (); 353 attachable::do_destroy ();
357
358 terminate_all_pets (ob);
359
360 if (first_player != this)
361 {
362 player *prev = first_player;
363
364 while (prev && prev->next && prev->next != this)
365 prev = prev->next;
366
367 if (prev->next != this)
368 {
369 LOG (llevError, "Free_player: Can't find previous player.\n");
370 abort ();
371 }
372
373 prev->next = next;
374 }
375 else
376 first_player = next;
377 354
378 if (ob) 355 if (ob)
379 { 356 {
380 ob->destroy_inv (false); 357 ob->destroy_inv (false);
381 ob->destroy (); 358 ob->destroy ();
396player::create () 373player::create ()
397{ 374{
398 player *pl = new player; 375 player *pl = new player;
399 376
400 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
401 set_first_map (pl->ob); 383 set_first_map (pl->ob);
402 384
403 return pl; 385 return pl;
404} 386}
405 387
437 object *op = NULL; 419 object *op = NULL;
438 objectlink *ol; 420 objectlink *ol;
439 unsigned lastdist; 421 unsigned lastdist;
440 rv_vector rv; 422 rv_vector rv;
441 423
442 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 424 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
443 { 425 {
444 /* 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
445 * does periodically happen. Given that, lets deal with it. 427 * does periodically happen. Given that, lets deal with it.
446 * While unlikely, it is possible the next object on the friendly 428 * While unlikely, it is possible the next object on the friendly
447 * list is also free, so encapsulate this in a while loop. 429 * list is also free, so encapsulate this in a while loop.
451 object *tmp = ol->ob; 433 object *tmp = ol->ob;
452 434
453 /* 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
454 * itself will have been cleared. 436 * itself will have been cleared.
455 */ 437 */
456 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 ());
457 ol = ol->next; 440 ol = ol->next;
458 remove_friendly_object (tmp); 441 remove_friendly_object (tmp);
459 if (!ol) 442 if (!ol)
460 return op; 443 return op;
461 } 444 }
550 x = mon->x; 533 x = mon->x;
551 y = mon->y; 534 y = mon->y;
552 m = mon->map; 535 m = mon->map;
553 dir = rv.direction; 536 dir = rv.direction;
554 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 */
555 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
556 /* 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. */
557 if (diff > max) 541 if (diff > max)
558 return 0; 542 return 0;
543
559 while (diff > 1 && max > 0) 544 while (diff > 1 && max > 0)
560 { 545 {
561 lastx = x; 546 lastx = x;
562 lasty = y; 547 lasty = y;
563 lastmap = m; 548 lastmap = m;
645 max--; 630 max--;
646 lastdir = dir; 631 lastdir = dir;
647 if (!firstdir) 632 if (!firstdir)
648 firstdir = dir; 633 firstdir = dir;
649 } 634 }
635
650 if (diff <= 1) 636 if (diff <= 1)
651 { 637 {
652 /* Recalculate diff (distance) because we may not have actually 638 /* Recalculate diff (distance) because we may not have actually
653 * headed toward player for entire distance. 639 * headed toward player for entire distance.
654 */ 640 */
655 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 641 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
656 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));
657 } 643 }
644
658 if (diff > max) 645 if (diff > max)
659 return 0; 646 return 0;
660 } 647 }
648
661 /* 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 */
662 if (!max) 650 if (!max)
663 return 0; 651 return 0;
664 652
665 return firstdir; 653 return firstdir;
779roll_stat (void) 767roll_stat (void)
780{ 768{
781 int a[4], i, j, k; 769 int a[4], i, j, k;
782 770
783 for (i = 0; i < 4; i++) 771 for (i = 0; i < 4; i++)
784 a[i] = (int) RANDOM () % 6 + 1; 772 a[i] = (int) rndm (6) + 1;
785 773
786 for (i = 0, j = 0, k = 7; i < 4; i++) 774 for (i = 0, j = 0, k = 7; i < 4; i++)
787 if (a[i] < k) 775 if (a[i] < k)
788 k = a[i], j = i; 776 k = a[i], j = i;
789 777
795} 783}
796 784
797void 785void
798object::roll_stats () 786object::roll_stats ()
799{ 787{
800 int statsort [7]; 788 int statsort [NUM_STATS];
801 789
802 for (;;) 790 for (;;)
803 { 791 {
804 int sum = 0; 792 int sum = 0;
805 for (int i = 7; i--; ) 793 for (int i = NUM_STATS; i--; )
806 sum += statsort [i] = roll_stat (); 794 sum += statsort [i] = roll_stat ();
807 795
808 if (sum >= 82 && sum <= 116) 796 if (sum >= 82 && sum <= 116)
809 break; 797 break;
810 } 798 }
811 799
812 // Sort the stats so that rerolling is easier... 800 // Sort the stats so that rerolling is easier...
813 std::sort (statsort, statsort + 7, std::greater<int>()); 801 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
814 802
803 for (int i = 0; i < NUM_STATS; ++i)
815 stats.Str = statsort[0]; 804 stats.stat (i) = statsort [i];
816 stats.Dex = statsort[1];
817 stats.Con = statsort[2];
818 stats.Int = statsort[3];
819 stats.Wis = statsort[4];
820 stats.Pow = statsort[5];
821 stats.Cha = statsort[6];
822 805
823 stats.exp = 0; 806 stats.exp = 0;
824 stats.ac = 0; 807 stats.ac = 0;
825 808
826 stats.hp = stats.maxhp; 809 stats.hp = stats.maxhp;
838} 821}
839 822
840void 823void
841object::swap_stats (int a, int b) 824object::swap_stats (int a, int b)
842{ 825{
843 int tmp = get_attr_value (&contr->orig_stats, a); 826 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
844 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
845 set_attr_value (&contr->orig_stats, b, tmp);
846 827
828 for (int i = 0; i < NUM_STATS; ++i)
847 stats.Str = contr->orig_stats.Str; 829 stats.stat (i) = contr->orig_stats.stat (i);
848 stats.Dex = contr->orig_stats.Dex;
849 stats.Con = contr->orig_stats.Con;
850 stats.Int = contr->orig_stats.Int;
851 stats.Wis = contr->orig_stats.Wis;
852 stats.Pow = contr->orig_stats.Pow;
853 stats.Cha = contr->orig_stats.Cha;
854 830
855 //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,
856 // be merged with the similar code in roll_stats 832 // be merged with the similar code in roll_stats
857 stats.ac = 0; 833 stats.ac = 0;
858 834
889 * appropriate action with it (change race, or other things). 865 * appropriate action with it (change race, or other things).
890 * The function name is for historical reasons - now we have 866 * The function name is for historical reasons - now we have
891 * separate race and class; this actually changes the RACE, 867 * separate race and class; this actually changes the RACE,
892 * not the class. 868 * not the class.
893 */ 869 */
894int 870void
895key_change_class (object *op, char key) 871player::chargen_race_done ()
896{ 872{
897 int tmp_loop;
898
899 if (key == 'd' || key == 'D')
900 {
901 char buf[MAX_BUF];
902
903 /* this must before then initial items are given */ 873 /* this must before then initial items are given */
904 esrv_new_player (op->contr, op->weight + op->carrying); 874 esrv_new_player (ob->contr, ob->weight + ob->carrying);
905 875
906 treasurelist *tl = find_treasurelist ("starting_wealth"); 876 treasurelist *tl = treasurelist::find ("starting_wealth");
907 if (tl) 877 if (tl)
908 create_treasure (tl, op, 0, 0, 0); 878 create_treasure (tl, ob, 0, 0, 0);
909 879
910 INVOKE_PLAYER (BIRTH, op->contr); 880 INVOKE_PLAYER (BIRTH, ob->contr);
911 INVOKE_PLAYER (LOGIN, op->contr); 881 INVOKE_PLAYER (LOGIN, ob->contr);
912 882
913 op->contr->ns->state = ST_PLAYING; 883 ob->contr->ns->state = ST_PLAYING;
914 884
915 if (op->msg) 885 if (ob->msg)
916 op->msg = NULL; 886 ob->msg = 0;
917 887
918 /* 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
919 * to save here. 889 * to save here.
920 */ 890 */
891 {
892 char buf[MAX_BUF];
921 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 893 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
922 make_path_to_file (buf); 894 make_path_to_file (buf);
895 }
923 896
924#ifdef AUTOSAVE
925 op->contr->last_save_tick = pticks;
926#endif
927 start_info (op); 897 start_info (ob);
928 CLEAR_FLAG (op, FLAG_WIZ); 898 CLEAR_FLAG (ob, FLAG_WIZ);
929 give_initial_items (op, op->randomitems); 899 give_initial_items (ob, ob->randomitems);
930 link_player_skills (op); 900 link_player_skills (ob);
931 esrv_send_inventory (op, op); 901 esrv_send_inventory (ob, ob);
932 op->update_stats (); 902 ob->update_stats ();
933 903
934 /* This moves the player to a different start map, if there 904 /* This moves the player to a different start map, if there
935 * is one for this race 905 * is one for this race
936 */ 906 */
937 if (*first_map_ext_path) 907 if (*first_map_ext_path)
938 { 908 {
939 object *tmp; 909 object *tmp;
940 char mapname[MAX_BUF]; 910 char mapname[MAX_BUF];
941 911
942 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);
943 tmp = object::create (); 913 tmp = object::create ();
944 EXIT_PATH (tmp) = mapname; 914 EXIT_PATH (tmp) = mapname;
945 EXIT_X (tmp) = op->x; 915 EXIT_X (tmp) = ob->x;
946 EXIT_Y (tmp) = op->y; 916 EXIT_Y (tmp) = ob->y;
947 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;
948 * if the map isn't there, then stay on the 918 * if the map isn't there, then stay on the
949 * default initial map */ 919 * default initial map */
950 tmp->destroy (); 920 tmp->destroy ();
951 } 921 }
952 else 922 else
953 LOG (llevDebug, "first_map_ext_path not set\n"); 923 LOG (llevDebug, "first_map_ext_path not set\n");
924}
954 925
955 return 0; 926void
956 } 927player::chargen_race_next ()
957 928{
958 /* Following actually changes the race - this is the default command 929 /* Following actually changes the race - this is the default command
959 * if we don't match with one of the options above. 930 * if we don't match with one of the options above.
960 */ 931 */
961 932
962 tmp_loop = 0; 933 do
963 while (!tmp_loop)
964 { 934 {
965 shstr name = op->name; 935 shstr name = ob->name;
966 int x = op->x, y = op->y; 936 int x = ob->x, y = ob->y;
967 937
968 op->remove_statbonus (); 938 ob->remove_statbonus ();
969 op->remove (); 939 ob->remove ();
970 op->arch = get_player_archetype (op->arch); 940 ob->arch = get_player_archetype (ob->arch);
971 op->arch->clone.copy_to (op); 941 ob->arch->clone.copy_to (ob);
972 op->instantiate (); 942 ob->instantiate ();
973 op->stats = op->contr->orig_stats; 943 ob->stats = ob->contr->orig_stats;
974 op->name = op->name_pl = name; 944 ob->name = ob->name_pl = name;
975 op->x = x; 945 ob->x = x;
976 op->y = y; 946 ob->y = y;
977 SET_ANIMATION (op, 2); /* So player faces south */ 947 SET_ANIMATION (ob, 2); /* So player faces south */
978 insert_ob_in_map (op, op->map, op, 0); 948 insert_ob_in_map (ob, ob->map, ob, 0);
979 assign (op->contr->title, op->arch->clone.name); 949 assign (ob->contr->title, ob->arch->clone.name);
980 op->add_statbonus (); 950 ob->add_statbonus ();
981 tmp_loop = allowed_class (op);
982 } 951 }
952 while (!allowed_class (ob));
983 953
984 update_object (op, UP_OBJ_FACE); 954 update_object (ob, UP_OBJ_FACE);
985 esrv_update_item (UPD_FACE, op, op); 955 esrv_update_item (UPD_FACE, ob, ob);
986 op->update_stats (); 956 ob->update_stats ();
987 op->stats.hp = op->stats.maxhp; 957 ob->stats.hp = ob->stats.maxhp;
988 op->stats.sp = op->stats.maxsp; 958 ob->stats.sp = ob->stats.maxsp;
989 op->stats.grace = 0; 959 ob->stats.grace = 0;
990
991 if (op->msg)
992 new_draw_info (NDI_BLUE, 0, op, op->msg);
993
994 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
995 return 0;
996}
997
998int
999key_confirm_quit (object *op, char key)
1000{
1001 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1002 {
1003 op->contr->ns->state = ST_PLAYING;
1004 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1005 return 1;
1006 }
1007
1008 INVOKE_PLAYER (LOGOUT, op->contr);
1009 INVOKE_PLAYER (QUIT, op->contr);
1010
1011 op->contr->enable_save = false;
1012 delete_character (op->name);
1013
1014 terminate_all_pets (op);
1015 op->remove ();
1016 op->direction = 0;
1017 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1018
1019 strcpy (op->contr->killer, "quit");
1020 check_score (op);
1021 op->contr->party = 0;
1022 op->contr->own_title[0] = '\0';
1023 op->contr->destroy ();
1024
1025 return 1;
1026} 960}
1027 961
1028void 962void
1029flee_player (object *op) 963flee_player (object *op)
1030{ 964{
1077 /* Cornered, get rid of scared */ 1011 /* Cornered, get rid of scared */
1078 CLEAR_FLAG (op, FLAG_SCARED); 1012 CLEAR_FLAG (op, FLAG_SCARED);
1079 op->enemy = NULL; 1013 op->enemy = NULL;
1080} 1014}
1081 1015
1082
1083/* 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.
1084 * 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
1085 * stop. 1018 * stop.
1086 */ 1019 */
1087int 1020int
1088check_pick (object *op) 1021check_pick (object *op)
1089{ 1022{
1090 object *tmp, *next; 1023 object *tmp, *next;
1091 int stop = 0; 1024 int stop = 0;
1092 int j, k, wvratio; 1025 int wvratio;
1093 char putstring[128], tmpstr[16]; 1026 char putstring[128];
1094 1027
1095 /* if you're flying, you cna't pick up anything */ 1028 /* if you're flying, you cna't pick up anything */
1096 if (op->move_type & MOVE_FLYING) 1029 if (op->move_type & MOVE_FLYING)
1097 return 1; 1030 return 1;
1098 1031
1435 * found object is returned. 1368 * found object is returned.
1436 */ 1369 */
1437object * 1370object *
1438find_arrow (object *op, const char *type) 1371find_arrow (object *op, const char *type)
1439{ 1372{
1440 object *tmp = NULL; 1373 object *tmp = 0;
1441 1374
1442 for (op = op->inv; op; op = op->below) 1375 for (op = op->inv; op; op = op->below)
1443 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))
1444 tmp = find_arrow (op, type); 1377 tmp = find_arrow (op, type);
1445 else if (op->type == ARROW && op->race == type) 1378 else if (op->type == ARROW && op->race == type)
1446 return op; 1379 return op;
1380
1447 return tmp; 1381 return tmp;
1448} 1382}
1449 1383
1450/* 1384/*
1451 * 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
1452 * 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
1453 * 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
1454 * 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.
1455 */ 1389 */
1456
1457object * 1390object *
1458find_better_arrow (object *op, object *target, const char *type, int *better) 1391find_better_arrow (object *op, object *target, const char *type, int *better)
1459{ 1392{
1460 object *tmp = NULL, *arrow, *ntmp; 1393 object *tmp = NULL, *arrow, *ntmp;
1461 int attacknum, attacktype, betterby = 0, i; 1394 int attacknum, attacktype, betterby = 0, i;
1527 * find_better_arrow to find a decent arrow to use. 1460 * find_better_arrow to find a decent arrow to use.
1528 * op = the shooter 1461 * op = the shooter
1529 * type = bow->race 1462 * type = bow->race
1530 * dir = fire direction 1463 * dir = fire direction
1531 */ 1464 */
1532
1533object * 1465object *
1534pick_arrow_target (object *op, const char *type, int dir) 1466pick_arrow_target (object *op, const char *type, int dir)
1535{ 1467{
1536 object *tmp = NULL; 1468 object *tmp = NULL;
1537 maptile *m; 1469 maptile *m;
1602 */ 1534 */
1603int 1535int
1604fire_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)
1605{ 1537{
1606 object *left, *bow; 1538 object *left, *bow;
1607 int bowspeed, mflags; 1539 int mflags;
1608 maptile *m; 1540 maptile *m;
1609 1541
1610 if (!dir) 1542 if (!dir)
1611 { 1543 {
1612 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!");
1613 return 0; 1545 return 0;
1614 } 1546 }
1615 1547
1616 if (op->type == PLAYER) 1548 if (op->contr)
1617 bow = op->contr->ranges[range_bow]; 1549 bow = op->current_weapon;
1618 else 1550 else
1619 { 1551 {
1620 for (bow = op->inv; bow; bow = bow->below) 1552 for (bow = op->inv; bow; bow = bow->below)
1621 /* 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
1622 * 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.
1627 if (!bow) 1559 if (!bow)
1628 { 1560 {
1629 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1561 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1630 return 0; 1562 return 0;
1631 } 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
1632 } 1572 }
1633 1573
1634 if (!bow->race || !bow->skill) 1574 if (!bow->race || !bow->skill)
1635 { 1575 {
1636 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);
1637 return 0; 1577 return 0;
1638 } 1578 }
1639
1640 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1641
1642 /* penalize ROF for bestarrow */
1643 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1644 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1645
1646 if (bowspeed < 1)
1647 bowspeed = 1;
1648 1579
1649 if (arrow == NULL) 1580 if (arrow == NULL)
1650 { 1581 {
1651 if ((arrow = find_arrow (op, bow->race)) == NULL) 1582 if ((arrow = find_arrow (op, bow->race)) == NULL)
1652 { 1583 {
1653 if (op->type == PLAYER) 1584 if (op->type == PLAYER)
1654 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);
1655 /* 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 */
1656 else 1587 else
1657 CLEAR_FLAG (op, FLAG_READY_BOW); 1588 CLEAR_FLAG (op, FLAG_READY_BOW);
1589
1658 return 0; 1590 return 0;
1659 } 1591 }
1660 } 1592 }
1661 1593
1662 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1594 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1686 1618
1687 arrow->set_owner (op); 1619 arrow->set_owner (op);
1688 arrow->skill = bow->skill; 1620 arrow->skill = bow->skill;
1689 arrow->direction = dir; 1621 arrow->direction = dir;
1690 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
1691 if (op->type == PLAYER) 1656 if (op->type == PLAYER)
1692 { 1657 {
1693 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1694 op->update_stats ();
1695 }
1696
1697 SET_ANIMATION (arrow, arrow->direction);
1698 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1699 arrow->stats.hp = arrow->stats.dam;
1700 arrow->stats.grace = arrow->attacktype;
1701 if (arrow->slaying != NULL)
1702 arrow->spellarg = strdup (arrow->slaying);
1703
1704 /* Note that this was different for monsters - they got their level
1705 * added to the damage. I think the strength bonus is more proper.
1706 */
1707
1708 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1709
1710 /* update the speed */
1711 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1712 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1713
1714 arrow->set_speed (max (arrow->speed, 1.0));
1715 arrow->speed_left = 0;
1716
1717 if (op->type == PLAYER)
1718 {
1719 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1720 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1721 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1722
1723 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;
1724 } 1665 }
1725 else 1666 else
1726 { 1667 {
1727 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1728 arrow->level = op->level; 1668 arrow->level = op->level;
1729 } 1669 arrow->stats.wc -= bow->magic;
1730 1670
1731 if (arrow->attacktype == AT_PHYSICAL) 1671 if (!arrow->slaying)
1672 arrow->slaying = bow->slaying;
1673
1732 arrow->attacktype |= bow->attacktype; 1674 arrow->attacktype |= bow->attacktype;
1675 }
1733 1676
1734 if (bow->slaying) 1677 wc -= arrow->level;
1735 arrow->slaying = bow->slaying; 1678 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1736 1679
1680 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1737 arrow->move_type = MOVE_FLY_LOW; 1681 arrow->move_type = MOVE_FLY_LOW;
1738 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1739 1683
1740 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);
1741 m->insert (arrow, sx, sy, op); 1685 m->insert (arrow, sx, sy, op);
1766{ 1710{
1767 int ret = 0, wcmod = 0; 1711 int ret = 0, wcmod = 0;
1768 1712
1769 if (op->contr->bowtype == bow_bestarrow) 1713 if (op->contr->bowtype == bow_bestarrow)
1770 { 1714 {
1771 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);
1772 } 1716 }
1773 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)
1774 { 1718 {
1775 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1719 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1776 wcmod = -1; 1720 wcmod = -1;
1786 else if (op->contr->bowtype == bow_spreadshot) 1730 else if (op->contr->bowtype == bow_spreadshot)
1787 { 1731 {
1788 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);
1789 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);
1790 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);
1791
1792 } 1735 }
1793 else 1736 else
1794 { 1737 {
1795 /* Simple case */ 1738 /* Simple case */
1796 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);
1797 } 1740 }
1741
1798 return ret; 1742 return ret;
1799} 1743}
1800
1801 1744
1802/* Fires a misc (wand/rod/horn) object in 'dir'. 1745/* Fires a misc (wand/rod/horn) object in 'dir'.
1803 * Broken apart from 'fire' to keep it more readable. 1746 * Broken apart from 'fire' to keep it more readable.
1804 */ 1747 */
1805void 1748void
1806fire_misc_object (object *op, int dir) 1749fire_misc_object (object *op, int dir)
1807{ 1750{
1808 object *item; 1751 object *item = op->contr->ranged_ob;
1809 1752
1810 if (!op->contr->ranges[range_misc]) 1753 if (!item)
1811 { 1754 {
1812 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.");
1813 return; 1756 return;
1814 } 1757 }
1815 1758
1816 item = op->contr->ranges[range_misc];
1817 if (!item->inv) 1759 if (!item->inv)
1818 { 1760 {
1819 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1761 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1820 return; 1762 return;
1821 } 1763 }
1764
1765 if (!op->change_weapon (item))
1766 return;
1767
1822 if (item->type == WAND) 1768 if (item->type == WAND)
1823 { 1769 {
1824 if (item->stats.food <= 0) 1770 if (item->stats.food <= 0)
1825 { 1771 {
1826 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1772 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1827 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
1828 return; 1775 return;
1829 } 1776 }
1830 } 1777 }
1831 else if (item->type == ROD || item->type == HORN) 1778 else if (item->type == ROD || item->type == HORN)
1832 { 1779 {
1833 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))
1834 { 1781 {
1835 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1782 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1783
1836 if (item->type == ROD) 1784 if (item->type == ROD)
1837 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));
1838 else 1786 else
1839 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
1840 return; 1789 return;
1841 } 1790 }
1842 } 1791 }
1843 1792
1844 if (cast_spell (op, item, dir, item->inv, NULL)) 1793 if (cast_spell (op, item, dir, item->inv, NULL))
1866 } 1815 }
1867} 1816}
1868 1817
1869/* Received a fire command for the player - go and do it. 1818/* Received a fire command for the player - go and do it.
1870 */ 1819 */
1871void 1820bool
1872fire (object *op, int dir) 1821fire (object *op, int dir)
1873{ 1822{
1874 int spellcost = 0; 1823 int spellcost = 0;
1875 1824
1876 /* check for loss of invisiblity/hide */ 1825 /* check for loss of invisiblity/hide */
1877 if (action_makes_visible (op)) 1826 if (action_makes_visible (op))
1878 make_visible (op); 1827 make_visible (op);
1879 1828
1880 switch (op->contr->shoottype) 1829 player *pl = op->contr;
1830
1831 if (pl->golem)
1832 {
1833 control_golem (op->contr->golem, dir);
1834 return false;
1881 { 1835 }
1882 case range_none:
1883 return;
1884 1836
1885 case range_bow: 1837 object *ob = pl->ranged_ob;
1838
1839 if (!ob)
1840 return false;
1841
1842 if (!op->change_weapon (ob))
1843 return false;
1844
1845 if (op->speed_left > 0.f)
1846 --op->speed_left;
1847 else
1848 return false;
1849
1850 switch (ob->type)
1851 {
1852 case BOW:
1886 player_fire_bow (op, dir); 1853 player_fire_bow (op, dir);
1887 return; 1854 break;
1888 1855
1889 case range_magic: /* Casting spells */ 1856 case SPELL:
1890 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1857 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1891 return; 1858 break;
1892 1859
1893 case range_misc: 1860 case BUILDER:
1861 apply_map_builder (op, dir);
1862 break;
1863
1864 case SKILL:
1865 do_skill (op, op, ob, dir, 0);
1866 break;
1867
1868 default:
1894 fire_misc_object (op, dir); 1869 fire_misc_object (op, dir);
1895 return; 1870 break;
1896
1897 case range_golem: /* Control summoned monsters from scrolls */
1898 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1899 {
1900 op->contr->ranges[range_golem] = 0;
1901 op->contr->shoottype = range_none;
1902 }
1903 else
1904 control_golem (op->contr->ranges[range_golem], dir);
1905 return;
1906
1907 case range_skill:
1908 if (!op->chosen_skill)
1909 {
1910 if (op->type == PLAYER)
1911 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1912 return;
1913 }
1914 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1915 return;
1916 case range_builder:
1917 apply_map_builder (op, dir);
1918 return;
1919 default:
1920 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1921 return;
1922 } 1871 }
1923}
1924 1872
1925 1873 return true;
1874}
1926 1875
1927/* find_key 1876/* find_key
1928 * We try to find a key for the door as passed. If we find a key 1877 * We try to find a key for the door as passed. If we find a key
1929 * and successfully use it, we return the key, otherwise NULL 1878 * and successfully use it, we return the key, otherwise NULL
1930 * This function merges both normal and locked door, since the logic 1879 * This function merges both normal and locked door, since the logic
1932 * pl is the player, 1881 * pl is the player,
1933 * inv is the objects inventory to searched 1882 * inv is the objects inventory to searched
1934 * door is the door we are trying to match against. 1883 * door is the door we are trying to match against.
1935 * This function can be called recursively to search containers. 1884 * This function can be called recursively to search containers.
1936 */ 1885 */
1937
1938object * 1886object *
1939find_key (object *pl, object *container, object *door) 1887find_key (object *pl, object *container, object *door)
1940{ 1888{
1941 object *tmp, *key; 1889 object *tmp, *key;
1942 1890
1943 /* Should not happen, but sanity checking is never bad */ 1891 /* Should not happen, but sanity checking is never bad */
1944 if (container->inv == NULL) 1892 if (!container->inv)
1945 return NULL; 1893 return 0;
1946 1894
1947 /* First, lets try to find a key in the top level inventory */ 1895 /* First, lets try to find a key in the top level inventory */
1948 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1896 for (tmp = container->inv; tmp; tmp = tmp->below)
1949 { 1897 {
1950 if (door->type == DOOR && tmp->type == KEY) 1898 if (door->type == DOOR && tmp->type == KEY)
1951 break; 1899 break;
1952 /* For sanity, we should really check door type, but other stuff 1900 /* For sanity, we should really check door type, but other stuff
1953 * (like containers) can be locked with special keys 1901 * (like containers) can be locked with special keys
1954 */ 1902 */
1955 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1903 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1956 break; 1904 break;
1957 } 1905 }
1906
1958 /* No key found - lets search inventories now */ 1907 /* No key found - lets search inventories now */
1959 /* If we find and use a key in an inventory, return at that time. 1908 /* If we find and use a key in an inventory, return at that time.
1960 * otherwise, if we search all the inventories and still don't find 1909 * otherwise, if we search all the inventories and still don't find
1961 * a key, return 1910 * a key, return
1962 */ 1911 */
1963 if (!tmp) 1912 if (!tmp)
1964 { 1913 {
1965 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1914 for (tmp = container->inv; tmp; tmp = tmp->below)
1966 { 1915 {
1967 /* No reason to search empty containers */ 1916 /* No reason to search empty containers */
1968 if (tmp->type == CONTAINER && tmp->inv) 1917 if (tmp->type == CONTAINER && tmp->inv)
1969 { 1918 {
1970 if ((key = find_key (pl, tmp, door)) != NULL) 1919 if ((key = find_key (pl, tmp, door)))
1971 return key; 1920 return key;
1972 } 1921 }
1973 } 1922 }
1923
1974 if (!tmp) 1924 if (!tmp)
1975 return NULL; 1925 return NULL;
1976 } 1926 }
1927
1977 /* We get down here if we have found a key. Now if its in a container, 1928 /* We get down here if we have found a key. Now if its in a container,
1978 * see if we actually want to use it 1929 * see if we actually want to use it
1979 */ 1930 */
1980 if (pl != container) 1931 if (pl != container)
1981 { 1932 {
2002 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1953 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2003 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1954 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2004 return NULL; 1955 return NULL;
2005 } 1956 }
2006 } 1957 }
1958
2007 return tmp; 1959 return tmp;
2008} 1960}
2009 1961
2010/* moved door processing out of move_player_attack. 1962/* moved door processing out of move_player_attack.
2011 * returns 1 if player has opened the door with a key 1963 * returns 1 if player has opened the door with a key
2013 * 0 otherwise 1965 * 0 otherwise
2014 */ 1966 */
2015static int 1967static int
2016player_attack_door (object *op, object *door) 1968player_attack_door (object *op, object *door)
2017{ 1969{
2018 /* If its a door, try to find a use a key. If we do destroy the door, 1970 /* If its a door, try to find a key. If we do destroy the door,
2019 * might as well return immediately as there is nothing more to do - 1971 * might as well return immediately as there is nothing more to do -
2020 * otherwise, we fall through to the rest of the code. 1972 * otherwise, we fall through to the rest of the code.
2021 */ 1973 */
2022 object *key = find_key (op, op, door); 1974 object *key = find_key (op, op, door);
2023 1975
2024 /* IF we found a key, do some extra work */ 1976 /* If we found a key, do some extra work */
2025 if (key) 1977 if (key)
2026 { 1978 {
2027 object *container = key->env; 1979 object *container = key->env;
2028 1980
2029 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1981 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1982
2030 if (action_makes_visible (op)) 1983 if (action_makes_visible (op))
2031 make_visible (op); 1984 make_visible (op);
1985
2032 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1986 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2033 spring_trap (door->inv, op); 1987 spring_trap (door->inv, op);
1988
2034 if (door->type == DOOR) 1989 if (door->type == DOOR)
2035 {
2036 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1990 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2037 }
2038 else if (door->type == LOCKED_DOOR) 1991 else if (door->type == LOCKED_DOOR)
2039 { 1992 {
2040 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1993 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2041 remove_door2 (door); /* remove door without violence ;-) */ 1994 remove_door2 (door); /* remove door without violence ;-) */
2042 } 1995 }
1996
2043 /* Do this after we print the message */ 1997 /* Do this after we print the message */
2044 decrease_ob (key); /* Use up one of the keys */ 1998 decrease_ob (key); /* Use up one of the keys */
2045 /* Need to update the weight the container the key was in */ 1999 /* Need to update the weight the container the key was in */
2046 if (container != op) 2000 if (container != op)
2047 esrv_update_item (UPD_WEIGHT, op, container); 2001 esrv_update_item (UPD_WEIGHT, op, container);
2002
2048 return 1; /* Nothing more to do below */ 2003 return 1; /* Nothing more to do below */
2049 } 2004 }
2050 else if (door->type == LOCKED_DOOR) 2005 else if (door->type == LOCKED_DOOR)
2051 { 2006 {
2052 /* Might as well return now - no other way to open this */ 2007 /* Might as well return now - no other way to open this */
2053 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2008 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2054 return 1; 2009 return 1;
2055 } 2010 }
2011
2056 return 0; 2012 return 0;
2057} 2013}
2058 2014
2059/* This function is just part of a breakup from move_player. 2015/* This function is just part of a breakup from move_player.
2060 * It should keep the code cleaner. 2016 * It should keep the code cleaner.
2061 * When this is called, the players direction has been updated 2017 * When this is called, the players direction has been updated
2062 * (taking into account confusion.) The player is also actually 2018 * (taking into account confusion.) The player is also actually
2063 * going to try and move (not fire weapons). 2019 * going to try and move (not fire weapons).
2064 */ 2020 */
2065void 2021bool
2066move_player_attack (object *op, int dir) 2022move_player_attack (object *op, int dir)
2067{ 2023{
2068 object *tmp, *mon;
2069 sint16 nx, ny;
2070 int on_battleground; 2024 int on_battleground;
2071 maptile *m;
2072 2025
2073 nx = freearr_x[dir] + op->x; 2026 sint16 nx = freearr_x[dir] + op->x;
2074 ny = freearr_y[dir] + op->y; 2027 sint16 ny = freearr_y[dir] + op->y;
2075 2028
2076 on_battleground = op_on_battleground (op, 0, 0); 2029 on_battleground = op_on_battleground (op, 0, 0);
2030
2031 if (out_of_map (op->map, nx, ny))
2032 return false;
2033
2034 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2035 {
2036 --op->speed_left;
2037 return true;
2038 }
2077 2039
2078 /* If braced, or can't move to the square, and it is not out of the 2040 /* If braced, or can't move to the square, and it is not out of the
2079 * map, attack it. Note order of if statement is important - don't 2041 * map, attack it. Note order of if statement is important - don't
2080 * want to be calling move_ob if braced, because move_ob will move the 2042 * want to be calling move_ob if braced, because move_ob will move the
2081 * player. This is a pretty nasty hack, because if we could 2043 * player. This is a pretty nasty hack, because if we could
2082 * move to some space, it then means that if we are braced, we should 2044 * move to some space, it then means that if we are braced, we should
2083 * do nothing at all. As it is, if we are braced, we go through 2045 * do nothing at all. As it is, if we are braced, we go through
2084 * quite a bit of processing. However, it probably is less than what 2046 * quite a bit of processing. However, it probably is less than what
2085 * move_ob uses. 2047 * move_ob uses.
2086 */ 2048 */
2087 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2088 {
2089 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2090 {
2091 m = op->map->xy_find (nx, ny); 2049 maptile *m = op->map->xy_find (nx, ny);
2092 if (!m)
2093 return; /* Don't think this should happen */
2094 }
2095 else
2096 m = op->map;
2097 2050
2098 if (!(tmp = m->at (nx, ny).bot))
2099 return;
2100
2101 mon = 0;
2102 /* 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
2103 * 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.
2104 * 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
2105 * on the space 2054 * on the space
2106 */ 2055 */
2107 while (tmp) 2056 object *mon;
2108 { 2057 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2109 if (tmp == op) 2058 {
2110 { 2059 if ((mon->flag [FLAG_ALIVE]
2111 tmp = tmp->above; 2060 || mon->type == LOCKED_DOOR
2112 continue; 2061 || mon->flag [FLAG_CAN_ROLL])
2113 }
2114
2115 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2116 {
2117 mon = tmp; 2062 && mon != op)
2118 break; 2063 break;
2119 } 2064 }
2120 2065
2121 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2122 mon = tmp;
2123
2124 tmp = tmp->above;
2125 }
2126
2127 if (!mon) /* This happens anytime the player tries to move */ 2066 if (!mon) /* This happens anytime the player tries to move */
2128 return; /* into a wall */ 2067 return false; /* into a wall */
2129 2068
2130 if (mon->head)
2131 mon = mon->head; 2069 mon = mon->head_ ();
2132 2070
2133 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)
2134 if (player_attack_door (op, mon)) 2073 if (player_attack_door (op, mon))
2074 {
2075 --op->contr->weapon_sp_left;
2135 return; 2076 return true;
2077 }
2136 2078
2137 /* The following deals with possibly attacking peaceful 2079 /* The following deals with possibly attacking peaceful
2138 * or frienddly creatures. Basically, all players are considered 2080 * or friendly creatures. Basically, all players are considered
2139 * unaggressive. If the moving player has peaceful set, then the 2081 * unaggressive. If the moving player has peaceful set, then the
2140 * object should be pushed instead of attacked. It is assumed that 2082 * object should be pushed instead of attacked. It is assumed that
2141 * if you are braced, you will not attack friends accidently, 2083 * if you are braced, you will not attack friends accidently,
2142 * and thus will not push them. 2084 * and thus will not push them.
2143 */ 2085 */
2144 2086
2145 /* 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
2146 * peaceful. Our assumption is the creature is a pet if the 2088 * peaceful. Our assumption is the creature is a pet if the
2147 * player owns it and it is either friendly or unagressive. 2089 * player owns it and it is either friendly or unagressive.
2148 */ 2090 */
2149 if ((op->type == PLAYER) 2091 if (op->type == PLAYER
2150#if COZY_SERVER
2151 &&
2152 ((mon->owner && mon->owner->contr 2092 && ((mon->owner && mon->owner->contr
2153 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2093 && same_party (mon->owner->contr->party, op->contr->party))
2154#else
2155 && mon->owner == op 2094 || mon->owner == op)
2156#endif
2157 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2095 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2158 { 2096 {
2159 /* 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 */
2160 if (op->contr->braced) 2098 if (op->contr->braced)
2161 return; 2099 return false;
2100
2101 if (op->speed_left > 0.f)
2102 {
2103 --op->speed_left;
2162 2104
2163 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2105 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2164 (void) push_ob (mon, dir, op); 2106 push_ob (mon, dir, op);
2107
2165 if (op->contr->tmp_invis || op->hide) 2108 if (op->contr->tmp_invis || op->hide)
2166 make_visible (op); 2109 make_visible (op);
2167 2110
2168 return; 2111 return true;
2169 } 2112 }
2113 else
2114 return false;
2115 }
2170 2116
2171 /* in certain circumstances, you shouldn't attack friendly 2117 /* in certain circumstances, you shouldn't attack friendly
2172 * creatures. Note that if you are braced, you can't push 2118 * creatures. Note that if you are braced, you can't push
2173 * 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
2174 * attack them either. 2120 * attack them either.
2175 */ 2121 */
2176 if ((mon->type == PLAYER || mon->enemy != op) && 2122 if ((mon->type == PLAYER || mon->enemy != op)
2177 (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))
2178#ifdef PROHIBIT_PLAYERKILL
2179 (op->contr->peaceful 2124 && ((op->contr->peaceful
2180 || (mon->type == PLAYER 2125 || (mon->type == PLAYER && mon->contr->peaceful))
2181 && mon->contr->
2182 peaceful)) &&
2183#else
2184 op->contr->peaceful &&
2185#endif
2186 !on_battleground)) 2126 && !on_battleground))
2127 {
2128 if (op->speed_left > 0.f)
2187 { 2129 {
2130 --op->speed_left;
2131
2188 if (!op->contr->braced) 2132 if (!op->contr->braced)
2189 { 2133 {
2190 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);
2191 push_ob (mon, dir, op); 2135 push_ob (mon, dir, op);
2192 } 2136 }
2193 else 2137 else
2194 new_draw_info (0, 0, op, "You withhold your attack"); 2138 new_draw_info (0, 0, op, "You withhold your attack");
2195 2139
2196 if (op->contr->tmp_invis || op->hide) 2140 if (op->contr->tmp_invis || op->hide)
2197 make_visible (op); 2141 make_visible (op);
2198 }
2199 2142
2143 return true;
2144 }
2145 }
2200 /* If the object is a boulder or other rollable object, then 2146 /* If the object is a boulder or other rollable object, then
2201 * 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.
2202 */ 2148 */
2203 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)
2204 { 2152 {
2153 --op->speed_left;
2154
2205 recursive_roll (mon, dir, op); 2155 recursive_roll (mon, dir, op);
2206 if (action_makes_visible (op)) 2156 if (action_makes_visible (op))
2207 make_visible (op); 2157 make_visible (op);
2208 }
2209 2158
2159 return true;
2160 }
2161 }
2210 /* Any generic living creature. Including things like doors. 2162 /* Any generic living creature. Including things like doors.
2211 * 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
2212 * and be living. Then, it must be one of the following: 2164 * and be living. Then, it must be one of the following:
2213 * 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
2214 * 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.
2215 */ 2167 */
2216 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2168 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2217 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2169 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2218 { 2170 {
2219 2171 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2220 /* If the player hasn't hit something this tick, and does
2221 * so, give them speed boost based on weapon speed. Doing
2222 * it here is better than process_players2, which basically
2223 * incurred a 1 tick offset.
2224 */
2225 if (!op->contr->has_hit)
2226 { 2172 {
2227 op->speed_left += op->speed / op->contr->weapon_sp; 2173 --op->contr->weapon_sp_left;
2228
2229 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2230 }
2231 2174
2232 skill_attack (mon, op, 0, 0, 0); 2175 skill_attack (mon, op, 0, 0, 0);
2233
2234 /* If attacking another player, that player gets automatic
2235 * hitback, and doesn't loose luck either.
2236 * Disable hitback on the battleground or if the target is
2237 * the wiz.
2238 */
2239 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2240 {
2241 short luck = mon->stats.luck;
2242
2243 mon->contr->has_hit = 1;
2244 skill_attack (op, mon, 0, 0, 0);
2245 mon->stats.luck = luck;
2246 }
2247 2176
2248 if (action_makes_visible (op)) 2177 if (action_makes_visible (op))
2249 make_visible (op); 2178 make_visible (op);
2250 }
2251 } /* if player should attack something */
2252}
2253 2179
2254int 2180 return true;
2181 }
2182 }
2183
2184 return false;
2185}
2186
2187bool
2255move_player (object *op, int dir) 2188move_player (object *op, int dir)
2256{ 2189{
2257 int pick; 2190 int pick;
2258 2191
2259 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2192 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2266 return 0; 2199 return 0;
2267 } 2200 }
2268 2201
2269 /* peterm: added following line */ 2202 /* peterm: added following line */
2270 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2203 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2271 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2204 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2272 2205
2273 op->facing = dir; 2206 op->facing = dir;
2274 2207
2275 if (op->hide) 2208 if (op->hide)
2276 do_hidden_move (op); 2209 do_hidden_move (op);
2277 2210
2211 bool retval;
2212
2278 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2213 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2279 /*nop */ ; 2214 retval = RESULT_INT (0);
2280 else if (op->contr->fire_on) 2215 else if (op->contr->fire_on)
2281 fire (op, dir); 2216 retval = fire (op, dir);
2282 else 2217 else
2283 { 2218 {
2284 move_player_attack (op, dir); 2219 retval = move_player_attack (op, dir);
2285 pick = check_pick (op); 2220 pick = check_pick (op);
2286 } 2221 }
2287 2222
2288 /* Add special check for newcs players and fire on - this way, the 2223 /* Add special check for newcs players and fire on - this way, the
2289 * server can handle repeat firing. 2224 * server can handle repeat firing.
2296 /* Update how the player looks. Use the facing, so direction may 2231 /* Update how the player looks. Use the facing, so direction may
2297 * get reset to zero. This allows for full animation capabilities 2232 * get reset to zero. This allows for full animation capabilities
2298 * for players. 2233 * for players.
2299 */ 2234 */
2300 animate_object (op, op->facing); 2235 animate_object (op, op->facing);
2301 return 0; 2236
2237 return retval;
2302} 2238}
2303 2239
2304/* This is similar to handle_player, below, but is only used by the 2240/* This is similar to handle_player, below, but is only used by the
2305 * new client/server stuff. 2241 * new client/server stuff.
2306 * This is sort of special, in that the new client/server actually uses 2242 * This is sort of special, in that the new client/server actually uses
2307 * the new speed values for commands. 2243 * the new speed values for commands.
2308 * 2244 *
2309 * Returns true if there are more actions we can do. 2245 * Returns true if there are more actions we can do. Should not do
2246 * many actions in a row, as that would be too unfair to other
2247 * players.
2310 */ 2248 */
2311int 2249bool
2312handle_newcs_player (object *op) 2250handle_newcs_player (object *op)
2313{ 2251{
2314 if (op->contr->hidden)
2315 {
2316 op->invisible = 1000;
2317 /* the socket code flashes the player visible/invisible
2318 * depending on the value of invisible, so we need to
2319 * alternate it here for it to work correctly.
2320 */
2321 if (pticks & 2)
2322 op->invisible--;
2323 }
2324 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2325 {
2326 op->invisible--;
2327 if (!op->invisible)
2328 {
2329 make_visible (op);
2330 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2331 }
2332 }
2333
2334 if (QUERY_FLAG (op, FLAG_SCARED)) 2252 if (QUERY_FLAG (op, FLAG_SCARED))
2335 { 2253 {
2336 flee_player (op); 2254 if (op->speed_left > 0.f)
2337 /* If player is still scared, that is his action for this tick */
2338 if (QUERY_FLAG (op, FLAG_SCARED))
2339 { 2255 {
2340 op->speed_left--; 2256 --op->speed_left;
2257 flee_player (op);
2258
2341 return 0; 2259 return true;
2342 } 2260 }
2261 else
2262 return false;
2343 } 2263 }
2344
2345 /* I've been seeing crashes where the golem has been destroyed, but
2346 * the player object still points to the defunct golem. The code that
2347 * destroys the golem looks correct, and it doesn't always happen, so
2348 * put this in a a workaround to clean up the golem pointer.
2349 */
2350 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2351 op->contr->ranges[range_golem] = 0;
2352 2264
2353 /* call this here - we also will call this in do_ericserver, but 2265 /* call this here - we also will call this in do_ericserver, but
2354 * the players time has been increased when doericserver has been 2266 * the players time has been increased when doericserver has been
2355 * called, so we recheck it here. 2267 * called, so we recheck it here.
2356 */ 2268 */
2357 if (op->contr->ns->handle_command ()) 2269 if (op->contr->ns->handle_command ())
2358 return 1; 2270 return true;
2359 2271
2360 if (op->speed_left > 0)
2361 {
2362 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2272 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2363 {
2364 /* All move commands take 1 tick, at least for now */
2365 op->speed_left--;
2366
2367 /* Instead of all the stuff below, let move_player take care
2368 * of it. Also, some of the skill stuff is only put in
2369 * there, as well as the confusion stuff.
2370 */
2371 move_player (op, op->direction); 2273 return move_player (op, op->direction);
2372 2274
2373 return op->speed_left > 0;
2374 }
2375 }
2376
2377 return 0; 2275 return false;
2378} 2276}
2379 2277
2380int 2278int
2381save_life (object *op) 2279save_life (object *op)
2382{ 2280{
2417 * from. 2315 * from.
2418 */ 2316 */
2419void 2317void
2420remove_unpaid_objects (object *op, object *env) 2318remove_unpaid_objects (object *op, object *env)
2421{ 2319{
2422 object *next;
2423
2424 while (op) 2320 while (op)
2425 { 2321 {
2426 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' */
2427 2323
2428 if (QUERY_FLAG (op, FLAG_UNPAID)) 2324 if (QUERY_FLAG (op, FLAG_UNPAID))
2494 int rate_grace = 2000; 2390 int rate_grace = 2000;
2495 const int max_hp = 1; 2391 const int max_hp = 1;
2496 const int max_sp = 1; 2392 const int max_sp = 1;
2497 const int max_grace = 1; 2393 const int max_grace = 1;
2498 2394
2499 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--;
2500 { 2404 }
2501 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2405 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2502 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2406 {
2503 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 }
2504 } 2412 }
2505 2413
2506 if (op->contr->ns->state == ST_PLAYING) 2414 if (op->contr->ns->state == ST_PLAYING)
2507 { 2415 {
2508 /* these next three if clauses make it possible to SLOW DOWN 2416 /* these next three if clauses make it possible to SLOW DOWN
2530 gen_grace = op->stats.maxgrace; 2438 gen_grace = op->stats.maxgrace;
2531 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2439 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2532 } 2440 }
2533 2441
2534 /* Regenerate Spell Points */ 2442 /* Regenerate Spell Points */
2535 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2443 if (!op->contr->golem && --op->last_sp < 0)
2536 { 2444 {
2537 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);
2538 if (op->stats.sp < op->stats.maxsp) 2446 if (op->stats.sp < op->stats.maxsp)
2539 { 2447 {
2540 op->stats.sp++; 2448 op->stats.sp++;
2638 } 2546 }
2639 2547
2640 /* Digestion */ 2548 /* Digestion */
2641 if (--op->last_eat < 0) 2549 if (--op->last_eat < 0)
2642 { 2550 {
2643#ifdef COZY_SERVER
2644 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2645 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2646#else
2647 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;
2648#endif
2649 2552
2650 if (op->contr->gen_hp > 0) 2553 if (op->contr->gen_hp > 0)
2651 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);
2652 else 2555 else
2653 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2556 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2758 tmp->name = buf; 2661 tmp->name = buf;
2759 sprintf (buf, " This finger has been cut off %s\n" 2662 sprintf (buf, " This finger has been cut off %s\n"
2760 " 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",
2761 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2664 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2762 tmp->msg = buf; 2665 tmp->msg = buf;
2763 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2666 tmp->value = 0, tmp->type = 0;
2764 tmp->materialname = NULL; 2667 tmp->materialname = "organics";
2765 tmp->insert_at (op, tmp); 2668 tmp->insert_at (op, tmp);
2766 } 2669 }
2767 2670
2768 /* teleport defeated player to new destination */ 2671 /* teleport defeated player to new destination */
2769 transfer_ob (op, x, y, 0, NULL); 2672 transfer_ob (op, x, y, 0, NULL);
2775 2678
2776 command_kill_pets (op, 0); 2679 command_kill_pets (op, 0);
2777 2680
2778 if (op->stats.food < 0) 2681 if (op->stats.food < 0)
2779 { 2682 {
2780 if (op->contr->explore)
2781 {
2782 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2783 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2784 op->stats.food = 999;
2785 return;
2786 }
2787 sprintf (buf, "%s starved to death.", &op->name); 2683 sprintf (buf, "%s starved to death.", &op->name);
2788 strcpy (op->contr->killer, "starvation"); 2684 strcpy (op->contr->killer, "starvation");
2789 } 2685 }
2790 else 2686 else
2791 {
2792 if (op->contr->explore)
2793 {
2794 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2795 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2796 op->stats.hp = op->stats.maxhp;
2797 return;
2798 }
2799 sprintf (buf, "%s died.", &op->name); 2687 sprintf (buf, "%s died.", &op->name);
2800 }
2801 2688
2802 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2689 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2803 2690
2804 /* save the map location for corpse, gravestone */ 2691 /* save the map location for corpse, gravestone */
2805 x = op->x; 2692 x = op->x;
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;
3453 char buf[MAX_BUF]; /* tmp. string buffer */ 3329 char buf[MAX_BUF]; /* tmp. string buffer */
3454 int i = 0, j = 0; 3330 int i = 0, j = 0;
3455 3331
3456 /* get the appropriate treasurelist */ 3332 /* get the appropriate treasurelist */
3457 if (atnr == ATNR_FIRE) 3333 if (atnr == ATNR_FIRE)
3458 trlist = find_treasurelist ("dragon_ability_fire"); 3334 trlist = treasurelist::find ("dragon_ability_fire");
3459 else if (atnr == ATNR_COLD) 3335 else if (atnr == ATNR_COLD)
3460 trlist = find_treasurelist ("dragon_ability_cold"); 3336 trlist = treasurelist::find ("dragon_ability_cold");
3461 else if (atnr == ATNR_ELECTRICITY) 3337 else if (atnr == ATNR_ELECTRICITY)
3462 trlist = find_treasurelist ("dragon_ability_elec"); 3338 trlist = treasurelist::find ("dragon_ability_elec");
3463 else if (atnr == ATNR_POISON) 3339 else if (atnr == ATNR_POISON)
3464 trlist = find_treasurelist ("dragon_ability_poison"); 3340 trlist = treasurelist::find ("dragon_ability_poison");
3465 3341
3466 if (trlist == NULL || who->type != PLAYER) 3342 if (trlist == NULL || who->type != PLAYER)
3467 return; 3343 return;
3468 3344
3469 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++);
3601 * not readied. 3477 * not readied.
3602 */ 3478 */
3603void 3479void
3604player_unready_range_ob (player *pl, object *ob) 3480player_unready_range_ob (player *pl, object *ob)
3605{ 3481{
3606 rangetype i; 3482 if (pl->ob->current_weapon == ob)
3483 pl->ob->current_weapon = 0;
3607 3484
3608 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3485 if (pl->combat_ob == ob)
3609 { 3486 pl->combat_ob = 0;
3487
3610 if (pl->ranges[i] == ob) 3488 if (pl->ranged_ob == ob)
3611 { 3489 pl->ranged_ob = 0;
3612 pl->ranges[i] = NULL;
3613 if (pl->shoottype == i)
3614 {
3615 pl->shoottype = range_none;
3616 }
3617 }
3618 }
3619} 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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