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Comparing deliantra/server/server/player.C (file contents):
Revision 1.61 by root, Sat Dec 23 13:56:25 2006 UTC vs.
Revision 1.148 by root, Mon Jun 4 12:19:09 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
8 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
9 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
10 (at your option) any later version. 11 * 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, but
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
15 GNU General Public License for more details. 16 * 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 along
18 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <pwd.h>
26#include <sproto.h> 26#include <sproto.h>
27#include <sounds.h> 27#include <sounds.h>
28#include <living.h> 28#include <living.h>
29#include <object.h> 29#include <object.h>
30#include <spells.h> 30#include <spells.h>
31#include <skills.h> 31#include <skills.h>
32 32
33#include <algorithm> 33#include <algorithm>
34#include <functional> 34#include <functional>
35 35
36player * 36playervec players;
37find_player (const char *plname)
38{
39 for_all_players (pl)
40 if (pl->ob && !strcmp (query_name (pl->ob), plname))
41 return pl;
42
43 return 0;
44}
45 37
46void 38void
47display_motd (const object *op) 39display_motd (const object *op)
48{ 40{
49 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
123 115
124 news[0] = '\0'; 116 news[0] = '\0';
125 subject[0] = '\0'; 117 subject[0] = '\0';
126 size = 0; 118 size = 0;
127 119
128 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
129 { 121 {
130 if (*buf == '#') 122 if (*buf == '#')
131 continue; 123 continue;
132 124
133 if (*buf == '%') 125 if (*buf == '%')
134 { /* send one news */ 126 { /* send one news */
135 if (size > 0) 127 if (size > 0)
136 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
137 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
138 strip_endline (subject); 131 strip_endline (subject);
139 size = 0; 132 size = 0;
140 news[0] = '\0'; 133 news[0] = '\0';
141 } 134 }
150 size += strlen (buf); 143 size += strlen (buf);
151 } 144 }
152 } 145 }
153 146
154 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
155 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
156 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
157} 150}
158 151
159/* This loads the first map an puts the player on it. */ 152/* This loads the first map an puts the player on it. */
160static void 153static void
161set_first_map (object *op) 154set_first_map (object *op)
162{ 155{
163 strcpy (op->contr->maplevel, first_map_path); 156 op->contr->maplevel = first_map_path;
164 op->x = -1; 157 op->x = -1;
165 op->y = -1; 158 op->y = -1;
166 enter_exit (op, 0); 159}
160
161void
162player::activate ()
163{
164 if (active)
165 return;
166
167 players.insert (this);
168 ob->remove ();
169 ob->map = 0;
170 ob->activate_recursive ();
171 CLEAR_FLAG (ob, FLAG_FRIENDLY);
172 add_friendly_object (ob);
173}
174
175void
176player::deactivate ()
177{
178 if (!active)
179 return;
180
181 terminate_all_pets (ob);
182 remove_friendly_object (ob);
183 ob->deactivate_recursive ();
184
185 if (ob->map)
186 maplevel = ob->map->path;
187
188 ob->remove ();
189 ob->map = 0;
190 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this);
167} 195}
168 196
169// connect the player with a specific client 197// connect the player with a specific client
170// also changed, rationalises, and fixes some incorrect settings 198// also changes, rationalises, and fixes some incorrect settings
171void 199void
172player::connect (client *ns) 200player::connect (client *ns)
173{ 201{
174 this->ns = ns; 202 this->ns = ns;
175 ns->pl = this; 203 ns->pl = this;
176 204
177 next = first_player; 205 run_on = 0;
178 first_player = this; 206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
179 208
180 ns->update_look = 0; 209 ns->update_look = 0;
181 ns->look_position = 0; 210 ns->look_position = 0;
182 211
183 clear_los (ob); 212 clear_los (this);
213
214 ns->reset_stats ();
184 215
185 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
186 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
187 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->clone.race;
188 219
189 if (!legal_range (ob, shoottype))
190 shoottype = range_none;
191
192 ob->carrying = sum_weight (ob); 220 ob->carrying = sum_weight (ob);
193 link_player_skills (ob); 221 link_player_skills (ob);
194 222
195 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
196 update_ob_speed (ob);
197 224
198 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->clone.name);
199
200 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
201 * from the class, and not race. I don't see any way to get the class information
202 * to then update this. I don't think this will actually break anything - anyone
203 * that can use armour should be able to use a shield. What this may 'break'
204 * are features new characters get, eg, if someone starts up with a Q, they
205 * should be able to use a shield. However, old Q's won't get that advantage.
206 */
207 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
208 SET_FLAG (ob, FLAG_USE_SHIELD);
209 226
210 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
211 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
212 { 229 {
213 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
215 shstr_cmp dragon_ability_force ("dragon_ability_force"); 232 shstr_cmp dragon_ability_force ("dragon_ability_force");
216 shstr_cmp dragon_skin_force ("dragon_skin_force"); 233 shstr_cmp dragon_skin_force ("dragon_skin_force");
217 234
218 for (tmp = ob->inv; tmp; tmp = tmp->below) 235 for (tmp = ob->inv; tmp; tmp = tmp->below)
219 if (tmp->type == FORCE) 236 if (tmp->type == FORCE)
220 if (tmp->arch->name == dragon_ability_force) 237 if (tmp->arch->archname == dragon_ability_force)
221 abil = tmp; 238 abil = tmp;
222 else if (tmp->arch->name == dragon_skin_force) 239 else if (tmp->arch->archname == dragon_skin_force)
223 skin = tmp; 240 skin = tmp;
224 241
225 set_dragon_name (ob, abil, skin); 242 set_dragon_name (ob, abil, skin);
226 } 243 }
227 244
228 CLEAR_FLAG (ob, FLAG_FRIENDLY);
229 add_friendly_object (ob);
230
231 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
232
233 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
234 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
235 246
236 esrv_new_player (this, ob->weight + ob->carrying); 247 esrv_new_player (this, ob->weight + ob->carrying);
237 248
249 ob->flag [FLAG_READY_WEAPON] = false;
250 ob->flag [FLAG_READY_SKILL] = false;
251 ob->flag [FLAG_READY_BOW] = false;
252
253 for (object *op = ob->inv; op; op = op->below)
254 if (op->flag [FLAG_APPLIED])
255 switch (op->type)
256 {
257 case SKILL:
258 ob->flag [FLAG_APPLIED] = false;
259 break;
260
261 case WAND:
262 case ROD:
263 case HORN:
264 case BOW:
265 ranged_ob = op;
266 break;
267
268 case WEAPON:
269 combat_ob = op;
270 break;
271 }
272
273 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
238 ob->update_stats (); 274 ob->update_stats ();
275
239 ns->floorbox_update (); 276 ns->floorbox_update ();
240
241 esrv_send_inventory (ob, ob); 277 esrv_send_inventory (ob, ob);
242 esrv_add_spells (this, 0); 278 esrv_add_spells (this, 0);
243 279
244 enter_exit (ob, 0); 280 activate ();
245 281
246 send_rules (ob); 282 send_rules (ob);
247 send_news (ob); 283 send_news (ob);
248 display_motd (ob); 284 display_motd (ob);
285
286 INVOKE_PLAYER (CONNECT, this);
249 INVOKE_PLAYER (LOGIN, this); 287 INVOKE_PLAYER (LOGIN, this);
288}
289
290void
291player::disconnect ()
292{
293 if (ns)
294 {
295 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297
298 INVOKE_PLAYER (DISCONNECT, this);
299
300 ns->reset_stats ();
301 ns->pl = 0;
302 ns = 0;
303 }
304
305 if (ob)
306 ob->close_container (); //TODO: client-specific
307
308 deactivate ();
250} 309}
251 310
252// the need for this function can be explained 311// the need for this function can be explained
253// by load_object not returning the object 312// by load_object not returning the object
254void 313void
255player::set_object (object *op) 314player::set_object (object *op)
256{ 315{
257 ob = op; 316 ob = observe = op;
258 ob->contr = this; /* this aren't yet in archetype */ 317 ob->contr = this; /* this aren't yet in archetype */
259 318
319 ob->speed = 1.0f;
260 ob->speed_left = 0.5; 320 ob->speed_left = 0.5f;
261 ob->speed = 1.0; 321
262 ob->direction = 5; /* So player faces south */ 322 ob->direction = 5; /* So player faces south */
263 ob->stats.wc = 2; 323}
264 ob->run_away = 25; /* Then we panick... */
265 324
266 set_first_map (ob); 325void
267 326player::set_observe (object *op)
268 ob->roll_stats (); 327{
328 observe = op ? op : ob;
329 do_los = 1;
269} 330}
270 331
271player::player () 332player::player ()
272{ 333{
273 /* There are some elements we want initialized to non zero value - 334 /* There are some elements we want initialised to non zero value -
274 * we deal with that below this point. 335 * we deal with that below this point.
275 */ 336 */
276 outputs_sync = 16; /* Every 2 seconds */ 337 outputs_sync = 4;
277 outputs_count = 8; /* Keeps present behaviour */ 338 outputs_count = 4;
278 unapply = unapply_nochoice; 339 unapply = unapply_nochoice;
279 340
280 assign (savebed_map, first_map_path); /* Init. respawn position */ 341 savebed_map = first_map_path; /* Init. respawn position */
281 342
282 gen_sp_armour = 10; 343 gen_sp_armour = 10;
283 last_speed = -1;
284 shoottype = range_none;
285 bowtype = bow_normal; 344 bowtype = bow_normal;
286 petmode = pet_normal; 345 petmode = pet_normal;
287 listening = 10; 346 listening = 10;
288 usekeys = containers; 347 usekeys = containers;
289 last_weapon_sp = -1;
290 peaceful = 1; /* default peaceful */ 348 peaceful = 1; /* default peaceful */
291 do_los = 1; 349 do_los = 1;
292 350
293 /* we need to clear these to -1 and not zero - otherwise, 351 weapon_sp = 1.0f;
294 * if a player quits and starts a new character, we wont 352 weapon_sp_left = 0.5f;
295 * send new values to the client, as things like exp start 353}
296 * at zero.
297 */
298 for (int i = 0; i < NUM_SKILLS; i++)
299 last_skill_exp[i] = -1;
300 354
301 for (int i = 0; i < NROFATTACKS; i++) 355void
302 last_resist[i] = -1; 356player::do_destroy ()
357{
358 disconnect ();
303 359
304 last_stats.exp = -1; 360 attachable::do_destroy ();
305 last_weight = (uint32) - 1; 361
362 if (ob)
363 {
364 ob->destroy_inv (false);
365 ob->destroy ();
366 }
306} 367}
307 368
308player::~player () 369player::~player ()
309{ 370{
310 terminate_all_pets (ob);
311
312 if (first_player != this)
313 {
314 player *prev = first_player;
315
316 while (prev && prev->next && prev->next != this)
317 prev = prev->next;
318
319 if (prev->next != this)
320 {
321 LOG (llevError, "Free_player: Can't find previous player.\n");
322 abort ();
323 }
324
325 prev->next = next;
326 }
327 else
328 first_player = next;
329
330 if (ob)
331 {
332 ob->contr = 0;
333 ob->destroy (1);
334 }
335
336 if (ns)
337 {
338 ns->send_packet ("goodbye");
339 ns->flush ();
340 ns->pl = 0;
341 ns->destroy ();
342 }
343
344 /* Clear item stack */ 371 /* Clear item stack */
345 free (stack_items); 372 free (stack_items);
346} 373}
347 374
348/* Tries to add player on the connection passed in ns. 375/* Tries to add player on the connection passed in ns.
353player::create () 380player::create ()
354{ 381{
355 player *pl = new player; 382 player *pl = new player;
356 383
357 pl->set_object (arch_to_object (get_player_archetype (0))); 384 pl->set_object (arch_to_object (get_player_archetype (0)));
385
386 pl->ob->roll_stats ();
387 pl->ob->stats.wc = 2;
388 pl->ob->run_away = 25; /* Then we panick... */
389
390 set_first_map (pl->ob);
358 391
359 return pl; 392 return pl;
360} 393}
361 394
362/* 395/*
393 object *op = NULL; 426 object *op = NULL;
394 objectlink *ol; 427 objectlink *ol;
395 unsigned lastdist; 428 unsigned lastdist;
396 rv_vector rv; 429 rv_vector rv;
397 430
398 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 431 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
399 { 432 {
400 /* We should not find free objects on this friendly list, but it 433 /* We should not find free objects on this friendly list, but it
401 * does periodically happen. Given that, lets deal with it. 434 * does periodically happen. Given that, lets deal with it.
402 * While unlikely, it is possible the next object on the friendly 435 * While unlikely, it is possible the next object on the friendly
403 * list is also free, so encapsulate this in a while loop. 436 * list is also free, so encapsulate this in a while loop.
407 object *tmp = ol->ob; 440 object *tmp = ol->ob;
408 441
409 /* Can't do much more other than log the fact, because the object 442 /* Can't do much more other than log the fact, because the object
410 * itself will have been cleared. 443 * itself will have been cleared.
411 */ 444 */
412 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 445 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
446 tmp->debug_desc ());
413 ol = ol->next; 447 ol = ol->next;
414 remove_friendly_object (tmp); 448 remove_friendly_object (tmp);
415 if (!ol) 449 if (!ol)
416 return op; 450 return op;
417 } 451 }
506 x = mon->x; 540 x = mon->x;
507 y = mon->y; 541 y = mon->y;
508 m = mon->map; 542 m = mon->map;
509 dir = rv.direction; 543 dir = rv.direction;
510 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 544 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
511 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 545 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
546
512 /* If we can't solve it within the search distance, return now. */ 547 /* If we can't solve it within the search distance, return now. */
513 if (diff > max) 548 if (diff > max)
514 return 0; 549 return 0;
550
515 while (diff > 1 && max > 0) 551 while (diff > 1 && max > 0)
516 { 552 {
517 lastx = x; 553 lastx = x;
518 lasty = y; 554 lasty = y;
519 lastmap = m; 555 lastmap = m;
601 max--; 637 max--;
602 lastdir = dir; 638 lastdir = dir;
603 if (!firstdir) 639 if (!firstdir)
604 firstdir = dir; 640 firstdir = dir;
605 } 641 }
642
606 if (diff <= 1) 643 if (diff <= 1)
607 { 644 {
608 /* Recalculate diff (distance) because we may not have actually 645 /* Recalculate diff (distance) because we may not have actually
609 * headed toward player for entire distance. 646 * headed toward player for entire distance.
610 */ 647 */
611 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 648 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
612 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 649 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
613 } 650 }
651
614 if (diff > max) 652 if (diff > max)
615 return 0; 653 return 0;
616 } 654 }
655
617 /* If we reached the max, didn't find a direction in time */ 656 /* If we reached the max, didn't find a direction in time */
618 if (!max) 657 if (!max)
619 return 0; 658 return 0;
620 659
621 return firstdir; 660 return firstdir;
735roll_stat (void) 774roll_stat (void)
736{ 775{
737 int a[4], i, j, k; 776 int a[4], i, j, k;
738 777
739 for (i = 0; i < 4; i++) 778 for (i = 0; i < 4; i++)
740 a[i] = (int) RANDOM () % 6 + 1; 779 a[i] = (int) rndm (6) + 1;
741 780
742 for (i = 0, j = 0, k = 7; i < 4; i++) 781 for (i = 0, j = 0, k = 7; i < 4; i++)
743 if (a[i] < k) 782 if (a[i] < k)
744 k = a[i], j = i; 783 k = a[i], j = i;
745 784
751} 790}
752 791
753void 792void
754object::roll_stats () 793object::roll_stats ()
755{ 794{
756 int statsort [7]; 795 int statsort [NUM_STATS];
757 796
758 for (;;) 797 for (;;)
759 { 798 {
760 int sum = 0; 799 int sum = 0;
761 for (int i = 7; i--; ) 800 for (int i = NUM_STATS; i--; )
762 sum += statsort [i] = roll_stat (); 801 sum += statsort [i] = roll_stat ();
763 802
764 if (sum >= 82 && sum <= 116) 803 if (sum >= 82 && sum <= 116)
765 break; 804 break;
766 } 805 }
767 806
768 // Sort the stats so that rerolling is easier... 807 // Sort the stats so that rerolling is easier...
769 std::sort (statsort, statsort + 7, std::greater<int>()); 808 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
770 809
810 for (int i = 0; i < NUM_STATS; ++i)
771 stats.Str = statsort[0]; 811 stats.stat (i) = statsort [i];
772 stats.Dex = statsort[1];
773 stats.Con = statsort[2];
774 stats.Int = statsort[3];
775 stats.Wis = statsort[4];
776 stats.Pow = statsort[5];
777 stats.Cha = statsort[6];
778 812
779 stats.exp = 0; 813 stats.exp = 0;
780 stats.ac = 0; 814 stats.ac = 0;
781 815
782 stats.hp = stats.maxhp; 816 stats.hp = stats.maxhp;
794} 828}
795 829
796void 830void
797object::swap_stats (int a, int b) 831object::swap_stats (int a, int b)
798{ 832{
799 int tmp = get_attr_value (&contr->orig_stats, a); 833 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
800 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
801 set_attr_value (&contr->orig_stats, b, tmp);
802 834
835 for (int i = 0; i < NUM_STATS; ++i)
803 stats.Str = contr->orig_stats.Str; 836 stats.stat (i) = contr->orig_stats.stat (i);
804 stats.Dex = contr->orig_stats.Dex;
805 stats.Con = contr->orig_stats.Con;
806 stats.Int = contr->orig_stats.Int;
807 stats.Wis = contr->orig_stats.Wis;
808 stats.Pow = contr->orig_stats.Pow;
809 stats.Cha = contr->orig_stats.Cha;
810 837
811 //TODO: the following code looks so borked and should, at the very least, 838 //TODO: the following code looks so borked and should, at the very least,
812 // be merged with the similar code in roll_stats 839 // be merged with the similar code in roll_stats
813 stats.ac = 0; 840 stats.ac = 0;
814 841
826 contr->levsp[1] = 6; 853 contr->levsp[1] = 6;
827 contr->levgrace[1] = 3; 854 contr->levgrace[1] = 3;
828 855
829 contr->orig_stats = stats; 856 contr->orig_stats = stats;
830 } 857 }
858}
859
860static void
861start_info (object *op)
862{
863 char buf[MAX_BUF];
864
865 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
866 new_draw_info (NDI_UNIQUE, 0, op, buf);
867 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
868 //new_draw_info (NDI_UNIQUE, 0, op, " ");
831} 869}
832 870
833/* This function takes the key that is passed, and does the 871/* This function takes the key that is passed, and does the
834 * appropriate action with it (change race, or other things). 872 * appropriate action with it (change race, or other things).
835 * The function name is for historical reasons - now we have 873 * The function name is for historical reasons - now we have
836 * separate race and class; this actually changes the RACE, 874 * separate race and class; this actually changes the RACE,
837 * not the class. 875 * not the class.
838 */ 876 */
839int 877void
840key_change_class (object *op, char key) 878player::chargen_race_done ()
841{ 879{
842 int tmp_loop;
843
844 if (key == 'd' || key == 'D')
845 {
846 char buf[MAX_BUF];
847
848 /* this must before then initial items are given */ 880 /* this must before then initial items are given */
849 esrv_new_player (op->contr, op->weight + op->carrying); 881 esrv_new_player (ob->contr, ob->weight + ob->carrying);
850 882
851 treasurelist *tl = find_treasurelist ("starting_wealth"); 883 treasurelist *tl = treasurelist::find ("starting_wealth");
852 if (tl) 884 if (tl)
853 create_treasure (tl, op, 0, 0, 0); 885 create_treasure (tl, ob, 0, 0, 0);
854 886
855 INVOKE_PLAYER (BIRTH, op->contr); 887 INVOKE_PLAYER (BIRTH, ob->contr);
856 INVOKE_PLAYER (LOGIN, op->contr); 888 INVOKE_PLAYER (LOGIN, ob->contr);
857 889
858 op->contr->ns->state = ST_PLAYING; 890 ob->contr->ns->state = ST_PLAYING;
859 891
860 if (op->msg) 892 if (ob->msg)
861 op->msg = NULL; 893 ob->msg = 0;
862 894
863 /* We create this now because some of the unique maps will need it 895 /* We create this now because some of the unique maps will need it
864 * to save here. 896 * to save here.
865 */ 897 */
898 {
899 char buf[MAX_BUF];
866 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 900 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
867 make_path_to_file (buf); 901 make_path_to_file (buf);
902 }
868 903
869#ifdef AUTOSAVE
870 op->contr->last_save_tick = pticks;
871#endif
872 start_info (op); 904 start_info (ob);
873 CLEAR_FLAG (op, FLAG_WIZ); 905 CLEAR_FLAG (ob, FLAG_WIZ);
874 give_initial_items (op, op->randomitems); 906 give_initial_items (ob, ob->randomitems);
875 link_player_skills (op); 907 link_player_skills (ob);
876 esrv_send_inventory (op, op); 908 esrv_send_inventory (ob, ob);
877 op->update_stats (); 909 ob->update_stats ();
878 910
879 /* This moves the player to a different start map, if there 911 /* This moves the player to a different start map, if there
880 * is one for this race 912 * is one for this race
881 */ 913 */
882 if (*first_map_ext_path) 914 if (*first_map_ext_path)
883 { 915 {
884 object *tmp; 916 object *tmp;
885 char mapname[MAX_BUF]; 917 char mapname[MAX_BUF];
886 918
887 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 919 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
888 tmp = object::create (); 920 tmp = object::create ();
889 EXIT_PATH (tmp) = mapname; 921 EXIT_PATH (tmp) = mapname;
890 EXIT_X (tmp) = op->x; 922 EXIT_X (tmp) = ob->x;
891 EXIT_Y (tmp) = op->y; 923 EXIT_Y (tmp) = ob->y;
892 enter_exit (op, tmp); /* we don't really care if it succeeded; 924 ob->enter_exit (tmp); /* we don't really care if it succeeded;
893 * if the map isn't there, then stay on the 925 * if the map isn't there, then stay on the
894 * default initial map */ 926 * default initial map */
895 tmp->destroy (); 927 tmp->destroy ();
896 } 928 }
897 else 929 else
898 LOG (llevDebug, "first_map_ext_path not set\n"); 930 LOG (llevDebug, "first_map_ext_path not set\n");
931}
899 932
900 return 0; 933void
901 } 934player::chargen_race_next ()
902 935{
903 /* Following actually changes the race - this is the default command 936 /* Following actually changes the race - this is the default command
904 * if we don't match with one of the options above. 937 * if we don't match with one of the options above.
905 */ 938 */
906 939
907 tmp_loop = 0; 940 do
908 while (!tmp_loop)
909 { 941 {
910 shstr name = op->name; 942 shstr name = ob->name;
911 int x = op->x, y = op->y; 943 int x = ob->x, y = ob->y;
912 944
913 op->remove_statbonus (); 945 ob->remove_statbonus ();
914 op->remove (); 946 ob->remove ();
915 op->arch = get_player_archetype (op->arch); 947 ob->arch = get_player_archetype (ob->arch);
916 op->arch->clone.copy_to (op); 948 ob->arch->clone.copy_to (ob);
917 op->instantiate (); 949 ob->instantiate ();
918 op->stats = op->contr->orig_stats; 950 ob->stats = ob->contr->orig_stats;
919 op->name = op->name_pl = name; 951 ob->name = ob->name_pl = name;
920 op->x = x; 952 ob->x = x;
921 op->y = y; 953 ob->y = y;
922 SET_ANIMATION (op, 2); /* So player faces south */ 954 SET_ANIMATION (ob, 2); /* So player faces south */
923 insert_ob_in_map (op, op->map, op, 0); 955 insert_ob_in_map (ob, ob->map, ob, 0);
924 assign (op->contr->title, op->arch->clone.name); 956 assign (ob->contr->title, ob->arch->clone.name);
925 op->add_statbonus (); 957 ob->add_statbonus ();
926 tmp_loop = allowed_class (op);
927 } 958 }
959 while (!allowed_class (ob));
928 960
929 update_object (op, UP_OBJ_FACE); 961 update_object (ob, UP_OBJ_FACE);
930 esrv_update_item (UPD_FACE, op, op); 962 esrv_update_item (UPD_FACE, ob, ob);
931 op->update_stats (); 963 ob->update_stats ();
932 op->stats.hp = op->stats.maxhp; 964 ob->stats.hp = ob->stats.maxhp;
933 op->stats.sp = op->stats.maxsp; 965 ob->stats.sp = ob->stats.maxsp;
934 op->stats.grace = 0; 966 ob->stats.grace = 0;
935
936 if (op->msg)
937 new_draw_info (NDI_BLUE, 0, op, op->msg);
938
939 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
940 return 0;
941}
942
943int
944key_confirm_quit (object *op, char key)
945{
946 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
947 {
948 op->contr->ns->state = ST_PLAYING;
949 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
950 return 1;
951 }
952
953 INVOKE_PLAYER (LOGOUT, op->contr);
954 INVOKE_PLAYER (QUIT, op->contr);
955
956 terminate_all_pets (op);
957 leave_map (op);
958 op->direction = 0;
959 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
960
961 strcpy (op->contr->killer, "quit");
962 check_score (op);
963 op->contr->party = 0;
964 op->contr->own_title[0] = '\0';
965
966 object_ptr ob = op;
967
968 delete ob->contr;
969
970 /* We need to hunt for any per player unique maps in memory and
971 * get rid of them. The trailing slash in the path is intentional,
972 * so that players named 'Ab' won't match against players 'Abe' pathname
973 */
974 char buf[MAX_BUF];
975 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
976
977 for (maptile *next, *mp = first_map; mp; mp = next)
978 {
979 next = mp->next;
980
981 if (!strncmp (mp->path, buf, strlen (buf)))
982 delete_map (mp);
983 }
984
985 delete_character (ob->name, 1);
986
987 return 1;
988} 967}
989 968
990void 969void
991flee_player (object *op) 970flee_player (object *op)
992{ 971{
1039 /* Cornered, get rid of scared */ 1018 /* Cornered, get rid of scared */
1040 CLEAR_FLAG (op, FLAG_SCARED); 1019 CLEAR_FLAG (op, FLAG_SCARED);
1041 op->enemy = NULL; 1020 op->enemy = NULL;
1042} 1021}
1043 1022
1044
1045/* check_pick sees if there is stuff to be picked up/picks up stuff. 1023/* check_pick sees if there is stuff to be picked up/picks up stuff.
1046 * IT returns 1 if the player should keep on moving, 0 if he should 1024 * It returns 1 if the player should keep on moving, 0 if he should
1047 * stop. 1025 * stop.
1048 */ 1026 */
1049int 1027int
1050check_pick (object *op) 1028check_pick (object *op)
1051{ 1029{
1052 object *tmp, *next; 1030 object *tmp, *next;
1053 int stop = 0; 1031 int stop = 0;
1054 int j, k, wvratio; 1032 int wvratio;
1055 char putstring[128], tmpstr[16]; 1033 char putstring[128];
1056 1034
1057 /* if you're flying, you cna't pick up anything */ 1035 /* if you're flying, you cna't pick up anything */
1058 if (op->move_type & MOVE_FLYING) 1036 if (op->move_type & MOVE_FLYING)
1059 return 1; 1037 return 1;
1060 1038
1128 if (tmp->name != NULL) 1106 if (tmp->name != NULL)
1129 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1130 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1108 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1131 else 1109 else
1132 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1133 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1111 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1134 1112
1135 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1113 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1136 } 1114 }
1137 1115
1138 /* philosophy: 1116 /* philosophy:
1331 /* careful: chairs and tables are weapons! */ 1309 /* careful: chairs and tables are weapons! */
1332 if (op->contr->mode & PU_ALLWEAPON) 1310 if (op->contr->mode & PU_ALLWEAPON)
1333 { 1311 {
1334 if (tmp->type == WEAPON && tmp->name != NULL) 1312 if (tmp->type == WEAPON && tmp->name != NULL)
1335 { 1313 {
1336 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1314 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1337 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1315 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1338 { 1316 {
1339 pick_up (op, tmp); 1317 pick_up (op, tmp);
1340 continue; 1318 continue;
1341 } 1319 }
1342 } 1320 }
1343 1321
1344 if (tmp->type == WEAPON && tmp->name == NULL) 1322 if (tmp->type == WEAPON && tmp->name == NULL)
1345 { 1323 {
1346 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1324 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1347 { 1325 {
1348 pick_up (op, tmp); 1326 pick_up (op, tmp);
1349 continue; 1327 continue;
1350 } 1328 }
1351 } 1329 }
1376 if (tmp->name != NULL) 1354 if (tmp->name != NULL)
1377 { 1355 {
1378 fprintf (stderr, "%s", tmp->name); 1356 fprintf (stderr, "%s", tmp->name);
1379 } 1357 }
1380 else 1358 else
1381 fprintf (stderr, "%s", tmp->arch->name); 1359 fprintf (stderr, "%s", tmp->arch->archname);
1382 fprintf (stderr, ",%d] = ", tmp->type); 1360 fprintf (stderr, ",%d] = ", tmp->type);
1383 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1361 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1384#endif 1362#endif
1385 continue; 1363 continue;
1386 } 1364 }
1397 * found object is returned. 1375 * found object is returned.
1398 */ 1376 */
1399object * 1377object *
1400find_arrow (object *op, const char *type) 1378find_arrow (object *op, const char *type)
1401{ 1379{
1402 object *tmp = NULL; 1380 object *tmp = 0;
1403 1381
1404 for (op = op->inv; op; op = op->below) 1382 for (op = op->inv; op; op = op->below)
1405 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1383 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1406 tmp = find_arrow (op, type); 1384 tmp = find_arrow (op, type);
1407 else if (op->type == ARROW && op->race == type) 1385 else if (op->type == ARROW && op->race == type)
1408 return op; 1386 return op;
1387
1409 return tmp; 1388 return tmp;
1410} 1389}
1411 1390
1412/* 1391/*
1413 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1392 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1414 * against the target. A full test is not performed, simply a basic test 1393 * against the target. A full test is not performed, simply a basic test
1415 * of resistances. The archer is making a quick guess at what he sees down 1394 * of resistances. The archer is making a quick guess at what he sees down
1416 * the hall. Failing that it does it's best to pick the highest plus arrow. 1395 * the hall. Failing that it does it's best to pick the highest plus arrow.
1417 */ 1396 */
1418
1419object * 1397object *
1420find_better_arrow (object *op, object *target, const char *type, int *better) 1398find_better_arrow (object *op, object *target, const char *type, int *better)
1421{ 1399{
1422 object *tmp = NULL, *arrow, *ntmp; 1400 object *tmp = NULL, *arrow, *ntmp;
1423 int attacknum, attacktype, betterby = 0, i; 1401 int attacknum, attacktype, betterby = 0, i;
1489 * find_better_arrow to find a decent arrow to use. 1467 * find_better_arrow to find a decent arrow to use.
1490 * op = the shooter 1468 * op = the shooter
1491 * type = bow->race 1469 * type = bow->race
1492 * dir = fire direction 1470 * dir = fire direction
1493 */ 1471 */
1494
1495object * 1472object *
1496pick_arrow_target (object *op, const char *type, int dir) 1473pick_arrow_target (object *op, const char *type, int dir)
1497{ 1474{
1498 object *tmp = NULL; 1475 object *tmp = NULL;
1499 maptile *m; 1476 maptile *m;
1564 */ 1541 */
1565int 1542int
1566fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1543fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1567{ 1544{
1568 object *left, *bow; 1545 object *left, *bow;
1569 int bowspeed, mflags; 1546 int mflags;
1570 maptile *m; 1547 maptile *m;
1571 1548
1572 if (!dir) 1549 if (!dir)
1573 { 1550 {
1574 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1551 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1575 return 0; 1552 return 0;
1576 } 1553 }
1577 1554
1578 if (op->type == PLAYER) 1555 if (op->contr)
1579 bow = op->contr->ranges[range_bow]; 1556 bow = op->current_weapon;
1580 else 1557 else
1581 { 1558 {
1582 for (bow = op->inv; bow; bow = bow->below) 1559 for (bow = op->inv; bow; bow = bow->below)
1583 /* Don't check for applied - monsters don't apply bows - in that way, they 1560 /* Don't check for applied - monsters don't apply bows - in that way, they
1584 * don't need to switch back and forth between bows and weapons. 1561 * don't need to switch back and forth between bows and weapons.
1589 if (!bow) 1566 if (!bow)
1590 { 1567 {
1591 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1568 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1592 return 0; 1569 return 0;
1593 } 1570 }
1571
1572 // optimisation: move object to top so we will find it quickly again
1573 if (bow->below)
1574 {
1575 bow->remove ();
1576 op->insert (bow);
1577 }
1578
1594 } 1579 }
1595 1580
1596 if (!bow->race || !bow->skill) 1581 if (!bow->race || !bow->skill)
1597 { 1582 {
1598 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1583 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1599 return 0; 1584 return 0;
1600 } 1585 }
1601
1602 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1603
1604 /* penalize ROF for bestarrow */
1605 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1606 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1607
1608 if (bowspeed < 1)
1609 bowspeed = 1;
1610 1586
1611 if (arrow == NULL) 1587 if (arrow == NULL)
1612 { 1588 {
1613 if ((arrow = find_arrow (op, bow->race)) == NULL) 1589 if ((arrow = find_arrow (op, bow->race)) == NULL)
1614 { 1590 {
1615 if (op->type == PLAYER) 1591 if (op->type == PLAYER)
1616 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1592 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1617 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1593 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1618 else 1594 else
1619 CLEAR_FLAG (op, FLAG_READY_BOW); 1595 CLEAR_FLAG (op, FLAG_READY_BOW);
1596
1620 return 0; 1597 return 0;
1621 } 1598 }
1622 } 1599 }
1623 1600
1624 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1601 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1646 return 0; 1623 return 0;
1647 } 1624 }
1648 1625
1649 arrow->set_owner (op); 1626 arrow->set_owner (op);
1650 arrow->skill = bow->skill; 1627 arrow->skill = bow->skill;
1651
1652 arrow->direction = dir; 1628 arrow->direction = dir;
1653 arrow->x = sx; 1629
1654 arrow->y = sy; 1630 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1631 arrow->stats.hp = arrow->stats.dam;
1632 arrow->stats.grace = arrow->attacktype;
1633
1634 if (arrow->slaying)
1635 arrow->spellarg = strdup (arrow->slaying);
1636
1637#if 0
1638 if (player *pl = op->contr)
1639 {
1640 float speed = pl->weapon_sp;
1641
1642 /* penalize ROF for bestarrow */
1643 if (pl->bowtype == bow_bestarrow)
1644 speed *= .9f;
1645 else
1646 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1647
1648 op->speed_left += speed - op->speed;
1649 }
1650#endif
1651
1652 SET_ANIMATION (arrow, arrow->direction);
1653
1654 /* update the speed */
1655 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1656 + bow->stats.dam / 7.f;
1657
1658 arrow->set_speed (max (arrow->speed, 2.f));
1659 arrow->speed_left = 0;
1660
1661 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1655 1662
1656 if (op->type == PLAYER) 1663 if (op->type == PLAYER)
1657 { 1664 {
1658 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1659 op->update_stats ();
1660 }
1661
1662 SET_ANIMATION (arrow, arrow->direction);
1663 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1664 arrow->stats.hp = arrow->stats.dam;
1665 arrow->stats.grace = arrow->attacktype;
1666 if (arrow->slaying != NULL)
1667 arrow->spellarg = strdup (arrow->slaying);
1668
1669 /* Note that this was different for monsters - they got their level
1670 * added to the damage. I think the strength bonus is more proper.
1671 */
1672
1673 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1674
1675 /* update the speed */
1676 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1677 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1678
1679 if (arrow->speed < 1.0)
1680 arrow->speed = 1.0;
1681 update_ob_speed (arrow);
1682 arrow->speed_left = 0;
1683
1684 if (op->type == PLAYER)
1685 {
1686 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1687 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1688 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1689
1690 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1665 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1666 wc -= dex_bonus[op->stats.Dex];
1667
1668 if (!arrow->slaying)
1669 arrow->slaying = op->slaying;
1670
1671 arrow->attacktype |= op->attacktype;
1691 } 1672 }
1692 else 1673 else
1693 { 1674 {
1694 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1695 arrow->level = op->level; 1675 arrow->level = op->level;
1696 } 1676 arrow->stats.wc -= bow->magic;
1697 1677
1698 if (arrow->attacktype == AT_PHYSICAL) 1678 if (!arrow->slaying)
1679 arrow->slaying = bow->slaying;
1680
1699 arrow->attacktype |= bow->attacktype; 1681 arrow->attacktype |= bow->attacktype;
1682 }
1700 1683
1701 if (bow->slaying) 1684 wc -= arrow->level;
1702 arrow->slaying = bow->slaying; 1685 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1703 1686
1704 arrow->map = m; 1687 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1705 arrow->move_type = MOVE_FLY_LOW; 1688 arrow->move_type = MOVE_FLY_LOW;
1706 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1689 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1707 1690
1708 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1691 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1709 insert_ob_in_map (arrow, m, op, 0); 1692 m->insert (arrow, sx, sy, op);
1710 1693
1711 if (!arrow->destroyed ()) 1694 if (!arrow->destroyed ())
1712 move_arrow (arrow); 1695 move_arrow (arrow);
1713 1696
1714 if (op->type == PLAYER) 1697 if (op->type == PLAYER)
1734{ 1717{
1735 int ret = 0, wcmod = 0; 1718 int ret = 0, wcmod = 0;
1736 1719
1737 if (op->contr->bowtype == bow_bestarrow) 1720 if (op->contr->bowtype == bow_bestarrow)
1738 { 1721 {
1739 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1722 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1740 } 1723 }
1741 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1724 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1742 { 1725 {
1743 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1726 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1744 wcmod = -1; 1727 wcmod = -1;
1728
1745 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1729 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1746 } 1730 }
1747 else if (op->contr->bowtype == bow_threewide) 1731 else if (op->contr->bowtype == bow_threewide)
1748 { 1732 {
1749 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1733 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1753 else if (op->contr->bowtype == bow_spreadshot) 1737 else if (op->contr->bowtype == bow_spreadshot)
1754 { 1738 {
1755 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);
1756 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1740 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1757 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1741 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1758
1759 } 1742 }
1760 else 1743 else
1761 { 1744 {
1762 /* Simple case */ 1745 /* Simple case */
1763 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1746 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1764 } 1747 }
1748
1765 return ret; 1749 return ret;
1766} 1750}
1767
1768 1751
1769/* Fires a misc (wand/rod/horn) object in 'dir'. 1752/* Fires a misc (wand/rod/horn) object in 'dir'.
1770 * Broken apart from 'fire' to keep it more readable. 1753 * Broken apart from 'fire' to keep it more readable.
1771 */ 1754 */
1772void 1755void
1773fire_misc_object (object *op, int dir) 1756fire_misc_object (object *op, int dir)
1774{ 1757{
1775 object *item; 1758 object *item = op->contr->ranged_ob;
1776 1759
1777 if (!op->contr->ranges[range_misc]) 1760 if (!item)
1778 { 1761 {
1779 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1762 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1780 return; 1763 return;
1781 } 1764 }
1782 1765
1783 item = op->contr->ranges[range_misc];
1784 if (!item->inv) 1766 if (!item->inv)
1785 { 1767 {
1786 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1768 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1787 return; 1769 return;
1788 } 1770 }
1771
1772 if (!op->change_weapon (item))
1773 return;
1774
1789 if (item->type == WAND) 1775 if (item->type == WAND)
1790 { 1776 {
1791 if (item->stats.food <= 0) 1777 if (item->stats.food <= 0)
1792 { 1778 {
1793 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1779 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1794 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1780 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1781
1795 return; 1782 return;
1796 } 1783 }
1797 } 1784 }
1798 else if (item->type == ROD || item->type == HORN) 1785 else if (item->type == ROD || item->type == HORN)
1799 { 1786 {
1800 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1787 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1801 { 1788 {
1802 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1789 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1790
1803 if (item->type == ROD) 1791 if (item->type == ROD)
1804 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1792 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1805 else 1793 else
1806 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1794 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1795
1807 return; 1796 return;
1808 } 1797 }
1809 } 1798 }
1810 1799
1811 if (cast_spell (op, item, dir, item->inv, NULL)) 1800 if (cast_spell (op, item, dir, item->inv, NULL))
1819 1808
1820 if (item->arch) 1809 if (item->arch)
1821 { 1810 {
1822 CLEAR_FLAG (item, FLAG_ANIMATE); 1811 CLEAR_FLAG (item, FLAG_ANIMATE);
1823 item->face = item->arch->clone.face; 1812 item->face = item->arch->clone.face;
1824 item->speed = 0; 1813 item->set_speed (0);
1825 update_ob_speed (item);
1826 } 1814 }
1815
1827 if ((tmp = item->in_player ())) 1816 if ((tmp = item->in_player ()))
1828 esrv_update_item (UPD_ANIM, tmp, item); 1817 esrv_update_item (UPD_ANIM, tmp, item);
1829 } 1818 }
1830 } 1819 }
1831 else if (item->type == ROD || item->type == HORN) 1820 else if (item->type == ROD || item->type == HORN)
1832 {
1833 drain_rod_charge (item); 1821 drain_rod_charge (item);
1834 }
1835 } 1822 }
1836} 1823}
1837 1824
1838/* Received a fire command for the player - go and do it. 1825/* Received a fire command for the player - go and do it.
1839 */ 1826 */
1840void 1827bool
1841fire (object *op, int dir) 1828fire (object *op, int dir)
1842{ 1829{
1843 int spellcost = 0; 1830 int spellcost = 0;
1844 1831
1845 /* check for loss of invisiblity/hide */ 1832 /* check for loss of invisiblity/hide */
1846 if (action_makes_visible (op)) 1833 if (action_makes_visible (op))
1847 make_visible (op); 1834 make_visible (op);
1848 1835
1849 switch (op->contr->shoottype) 1836 player *pl = op->contr;
1837
1838 if (pl->golem)
1839 {
1840 control_golem (op->contr->golem, dir);
1841 return false;
1850 { 1842 }
1851 case range_none:
1852 return;
1853 1843
1854 case range_bow: 1844 object *ob = pl->ranged_ob;
1845
1846 if (!ob)
1847 return false;
1848
1849 if (!op->change_weapon (ob))
1850 return false;
1851
1852 if (op->speed_left > 0.f)
1853 --op->speed_left;
1854 else
1855 return false;
1856
1857 switch (ob->type)
1858 {
1859 case BOW:
1855 player_fire_bow (op, dir); 1860 player_fire_bow (op, dir);
1856 return; 1861 break;
1857 1862
1858 case range_magic: /* Casting spells */ 1863 case SPELL:
1859 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1864 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1860 return; 1865 break;
1861 1866
1862 case range_misc: 1867 case BUILDER:
1868 apply_map_builder (op, dir);
1869 break;
1870
1871 case SKILL:
1872 do_skill (op, op, ob, dir, 0);
1873 break;
1874
1875 default:
1863 fire_misc_object (op, dir); 1876 fire_misc_object (op, dir);
1864 return; 1877 break;
1865
1866 case range_golem: /* Control summoned monsters from scrolls */
1867 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1868 {
1869 op->contr->ranges[range_golem] = 0;
1870 op->contr->shoottype = range_none;
1871 }
1872 else
1873 control_golem (op->contr->ranges[range_golem], dir);
1874 return;
1875
1876 case range_skill:
1877 if (!op->chosen_skill)
1878 {
1879 if (op->type == PLAYER)
1880 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1881 return;
1882 }
1883 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1884 return;
1885 case range_builder:
1886 apply_map_builder (op, dir);
1887 return;
1888 default:
1889 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1890 return;
1891 } 1878 }
1892}
1893 1879
1894 1880 return true;
1881}
1895 1882
1896/* find_key 1883/* find_key
1897 * We try to find a key for the door as passed. If we find a key 1884 * We try to find a key for the door as passed. If we find a key
1898 * and successfully use it, we return the key, otherwise NULL 1885 * and successfully use it, we return the key, otherwise NULL
1899 * This function merges both normal and locked door, since the logic 1886 * This function merges both normal and locked door, since the logic
1901 * pl is the player, 1888 * pl is the player,
1902 * inv is the objects inventory to searched 1889 * inv is the objects inventory to searched
1903 * door is the door we are trying to match against. 1890 * door is the door we are trying to match against.
1904 * This function can be called recursively to search containers. 1891 * This function can be called recursively to search containers.
1905 */ 1892 */
1906
1907object * 1893object *
1908find_key (object *pl, object *container, object *door) 1894find_key (object *pl, object *container, object *door)
1909{ 1895{
1910 object *tmp, *key; 1896 object *tmp, *key;
1911 1897
1912 /* Should not happen, but sanity checking is never bad */ 1898 /* Should not happen, but sanity checking is never bad */
1913 if (container->inv == NULL) 1899 if (!container->inv)
1914 return NULL; 1900 return 0;
1915 1901
1916 /* First, lets try to find a key in the top level inventory */ 1902 /* First, lets try to find a key in the top level inventory */
1917 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1903 for (tmp = container->inv; tmp; tmp = tmp->below)
1918 { 1904 {
1919 if (door->type == DOOR && tmp->type == KEY) 1905 if (door->type == DOOR && tmp->type == KEY)
1920 break; 1906 break;
1921 /* For sanity, we should really check door type, but other stuff 1907 /* For sanity, we should really check door type, but other stuff
1922 * (like containers) can be locked with special keys 1908 * (like containers) can be locked with special keys
1923 */ 1909 */
1924 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1910 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1925 break; 1911 break;
1926 } 1912 }
1913
1927 /* No key found - lets search inventories now */ 1914 /* No key found - lets search inventories now */
1928 /* If we find and use a key in an inventory, return at that time. 1915 /* If we find and use a key in an inventory, return at that time.
1929 * otherwise, if we search all the inventories and still don't find 1916 * otherwise, if we search all the inventories and still don't find
1930 * a key, return 1917 * a key, return
1931 */ 1918 */
1932 if (!tmp) 1919 if (!tmp)
1933 { 1920 {
1934 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1921 for (tmp = container->inv; tmp; tmp = tmp->below)
1935 { 1922 {
1936 /* No reason to search empty containers */ 1923 /* No reason to search empty containers */
1937 if (tmp->type == CONTAINER && tmp->inv) 1924 if (tmp->type == CONTAINER && tmp->inv)
1938 { 1925 {
1939 if ((key = find_key (pl, tmp, door)) != NULL) 1926 if ((key = find_key (pl, tmp, door)))
1940 return key; 1927 return key;
1941 } 1928 }
1942 } 1929 }
1930
1943 if (!tmp) 1931 if (!tmp)
1944 return NULL; 1932 return NULL;
1945 } 1933 }
1934
1946 /* We get down here if we have found a key. Now if its in a container, 1935 /* We get down here if we have found a key. Now if its in a container,
1947 * see if we actually want to use it 1936 * see if we actually want to use it
1948 */ 1937 */
1949 if (pl != container) 1938 if (pl != container)
1950 { 1939 {
1971 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1960 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1972 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1961 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1973 return NULL; 1962 return NULL;
1974 } 1963 }
1975 } 1964 }
1965
1976 return tmp; 1966 return tmp;
1977} 1967}
1978 1968
1979/* moved door processing out of move_player_attack. 1969/* moved door processing out of move_player_attack.
1980 * returns 1 if player has opened the door with a key 1970 * returns 1 if player has opened the door with a key
1982 * 0 otherwise 1972 * 0 otherwise
1983 */ 1973 */
1984static int 1974static int
1985player_attack_door (object *op, object *door) 1975player_attack_door (object *op, object *door)
1986{ 1976{
1987 /* If its a door, try to find a use a key. If we do destroy the door, 1977 /* If its a door, try to find a key. If we do destroy the door,
1988 * might as well return immediately as there is nothing more to do - 1978 * might as well return immediately as there is nothing more to do -
1989 * otherwise, we fall through to the rest of the code. 1979 * otherwise, we fall through to the rest of the code.
1990 */ 1980 */
1991 object *key = find_key (op, op, door); 1981 object *key = find_key (op, op, door);
1992 1982
1993 /* IF we found a key, do some extra work */ 1983 /* If we found a key, do some extra work */
1994 if (key) 1984 if (key)
1995 { 1985 {
1996 object *container = key->env; 1986 object *container = key->env;
1997 1987
1998 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1988 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1989
1999 if (action_makes_visible (op)) 1990 if (action_makes_visible (op))
2000 make_visible (op); 1991 make_visible (op);
1992
2001 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1993 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2002 spring_trap (door->inv, op); 1994 spring_trap (door->inv, op);
1995
2003 if (door->type == DOOR) 1996 if (door->type == DOOR)
2004 {
2005 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1997 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2006 }
2007 else if (door->type == LOCKED_DOOR) 1998 else if (door->type == LOCKED_DOOR)
2008 { 1999 {
2009 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 2000 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2010 remove_door2 (door); /* remove door without violence ;-) */ 2001 remove_door2 (door); /* remove door without violence ;-) */
2011 } 2002 }
2003
2012 /* Do this after we print the message */ 2004 /* Do this after we print the message */
2013 decrease_ob (key); /* Use up one of the keys */ 2005 decrease_ob (key); /* Use up one of the keys */
2014 /* Need to update the weight the container the key was in */ 2006 /* Need to update the weight the container the key was in */
2015 if (container != op) 2007 if (container != op)
2016 esrv_update_item (UPD_WEIGHT, op, container); 2008 esrv_update_item (UPD_WEIGHT, op, container);
2009
2017 return 1; /* Nothing more to do below */ 2010 return 1; /* Nothing more to do below */
2018 } 2011 }
2019 else if (door->type == LOCKED_DOOR) 2012 else if (door->type == LOCKED_DOOR)
2020 { 2013 {
2021 /* Might as well return now - no other way to open this */ 2014 /* Might as well return now - no other way to open this */
2022 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2015 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2023 return 1; 2016 return 1;
2024 } 2017 }
2018
2025 return 0; 2019 return 0;
2026} 2020}
2027 2021
2028/* This function is just part of a breakup from move_player. 2022/* This function is just part of a breakup from move_player.
2029 * It should keep the code cleaner. 2023 * It should keep the code cleaner.
2030 * When this is called, the players direction has been updated 2024 * When this is called, the players direction has been updated
2031 * (taking into account confusion.) The player is also actually 2025 * (taking into account confusion.) The player is also actually
2032 * going to try and move (not fire weapons). 2026 * going to try and move (not fire weapons).
2033 */ 2027 */
2034void 2028bool
2035move_player_attack (object *op, int dir) 2029move_player_attack (object *op, int dir)
2036{ 2030{
2037 object *tmp, *mon;
2038 sint16 nx, ny;
2039 int on_battleground; 2031 int on_battleground;
2040 maptile *m;
2041 2032
2042 nx = freearr_x[dir] + op->x; 2033 sint16 nx = freearr_x[dir] + op->x;
2043 ny = freearr_y[dir] + op->y; 2034 sint16 ny = freearr_y[dir] + op->y;
2044 2035
2045 on_battleground = op_on_battleground (op, 0, 0); 2036 on_battleground = op_on_battleground (op, 0, 0);
2037
2038 if (out_of_map (op->map, nx, ny))
2039 return false;
2040
2041 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2042 {
2043 --op->speed_left;
2044 return true;
2045 }
2046 2046
2047 /* If braced, or can't move to the square, and it is not out of the 2047 /* If braced, or can't move to the square, and it is not out of the
2048 * map, attack it. Note order of if statement is important - don't 2048 * map, attack it. Note order of if statement is important - don't
2049 * want to be calling move_ob if braced, because move_ob will move the 2049 * want to be calling move_ob if braced, because move_ob will move the
2050 * player. This is a pretty nasty hack, because if we could 2050 * player. This is a pretty nasty hack, because if we could
2051 * move to some space, it then means that if we are braced, we should 2051 * move to some space, it then means that if we are braced, we should
2052 * do nothing at all. As it is, if we are braced, we go through 2052 * do nothing at all. As it is, if we are braced, we go through
2053 * quite a bit of processing. However, it probably is less than what 2053 * quite a bit of processing. However, it probably is less than what
2054 * move_ob uses. 2054 * move_ob uses.
2055 */ 2055 */
2056 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2056 maptile *m = op->map->xy_find (nx, ny);
2057 {
2058 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2059 {
2060 m = get_map_from_coord (op->map, &nx, &ny);
2061 if (!m)
2062 return; /* Don't think this should happen */
2063 }
2064 else
2065 m = op->map;
2066 2057
2067 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2068 {
2069 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2070 return;
2071 }
2072
2073 mon = 0;
2074 /* Go through all the objects, and find ones of interest. Only stop if 2058 /* Go through all the objects, and find ones of interest. Only stop if
2075 * we find a monster - that is something we know we want to attack. 2059 * we find a monster - that is something we know we want to attack.
2076 * if its a door or barrel (can roll) see if there may be monsters 2060 * if its a door or barrel (can roll) see if there may be monsters
2077 * on the space 2061 * on the space
2078 */ 2062 */
2079 while (tmp) 2063 object *mon;
2080 { 2064 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2081 if (tmp == op) 2065 {
2082 { 2066 if ((mon->flag [FLAG_ALIVE]
2083 tmp = tmp->above; 2067 || mon->type == LOCKED_DOOR
2084 continue; 2068 || mon->flag [FLAG_CAN_ROLL])
2085 }
2086
2087 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2088 {
2089 mon = tmp; 2069 && mon != op)
2090 break; 2070 break;
2091 } 2071 }
2092 2072
2093 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2094 mon = tmp;
2095
2096 tmp = tmp->above;
2097 }
2098
2099 if (!mon) /* This happens anytime the player tries to move */ 2073 if (!mon) /* This happens anytime the player tries to move */
2100 return; /* into a wall */ 2074 return false; /* into a wall */
2101 2075
2102 if (mon->head)
2103 mon = mon->head; 2076 mon = mon->head_ ();
2104 2077
2105 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2078 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2079 if (op->contr->weapon_sp_left > 0.f)
2106 if (player_attack_door (op, mon)) 2080 if (player_attack_door (op, mon))
2081 {
2082 --op->contr->weapon_sp_left;
2107 return; 2083 return true;
2084 }
2108 2085
2109 /* The following deals with possibly attacking peaceful 2086 /* The following deals with possibly attacking peaceful
2110 * or frienddly creatures. Basically, all players are considered 2087 * or friendly creatures. Basically, all players are considered
2111 * unaggressive. If the moving player has peaceful set, then the 2088 * unaggressive. If the moving player has peaceful set, then the
2112 * object should be pushed instead of attacked. It is assumed that 2089 * object should be pushed instead of attacked. It is assumed that
2113 * if you are braced, you will not attack friends accidently, 2090 * if you are braced, you will not attack friends accidently,
2114 * and thus will not push them. 2091 * and thus will not push them.
2115 */ 2092 */
2116 2093
2117 /* If the creature is a pet, push it even if the player is not 2094 /* If the creature is a pet, push it even if the player is not
2118 * peaceful. Our assumption is the creature is a pet if the 2095 * peaceful. Our assumption is the creature is a pet if the
2119 * player owns it and it is either friendly or unagressive. 2096 * player owns it and it is either friendly or unagressive.
2120 */ 2097 */
2121 if ((op->type == PLAYER) 2098 if (op->type == PLAYER
2122#if COZY_SERVER
2123 &&
2124 ((mon->owner && mon->owner->contr 2099 && ((mon->owner && mon->owner->contr
2125 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2100 && same_party (mon->owner->contr->party, op->contr->party))
2126#else
2127 && mon->owner == op 2101 || mon->owner == op)
2128#endif
2129 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2102 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2130 { 2103 {
2131 /* If we're braced, we don't want to switch places with it */ 2104 /* If we're braced, we don't want to switch places with it */
2132 if (op->contr->braced) 2105 if (op->contr->braced)
2133 return; 2106 return false;
2107
2108 if (op->speed_left > 0.f)
2109 {
2110 --op->speed_left;
2111
2134 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2112 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2135 (void) push_ob (mon, dir, op); 2113 push_ob (mon, dir, op);
2114
2136 if (op->contr->tmp_invis || op->hide) 2115 if (op->contr->tmp_invis || op->hide)
2137 make_visible (op); 2116 make_visible (op);
2117
2138 return; 2118 return true;
2139 } 2119 }
2120 else
2121 return false;
2122 }
2140 2123
2141 /* in certain circumstances, you shouldn't attack friendly 2124 /* in certain circumstances, you shouldn't attack friendly
2142 * creatures. Note that if you are braced, you can't push 2125 * creatures. Note that if you are braced, you can't push
2143 * someone, but put it inside this loop so that you won't 2126 * someone, but put it inside this loop so that you won't
2144 * attack them either. 2127 * attack them either.
2145 */ 2128 */
2146 if ((mon->type == PLAYER || mon->enemy != op) && 2129 if ((mon->type == PLAYER || mon->enemy != op)
2147 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2130 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2148#ifdef PROHIBIT_PLAYERKILL
2149 (op->contr->peaceful 2131 && ((op->contr->peaceful
2150 || (mon->type == PLAYER 2132 || (mon->type == PLAYER && mon->contr->peaceful))
2151 && mon->contr->
2152 peaceful)) &&
2153#else
2154 op->contr->peaceful &&
2155#endif
2156 !on_battleground)) 2133 && !on_battleground))
2134 {
2135 if (op->speed_left > 0.f)
2157 { 2136 {
2137 --op->speed_left;
2138
2158 if (!op->contr->braced) 2139 if (!op->contr->braced)
2159 { 2140 {
2160 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2141 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2161 (void) push_ob (mon, dir, op); 2142 push_ob (mon, dir, op);
2162 } 2143 }
2163 else 2144 else
2164 new_draw_info (0, 0, op, "You withhold your attack"); 2145 new_draw_info (0, 0, op, "You withhold your attack");
2165 2146
2166 if (op->contr->tmp_invis || op->hide) 2147 if (op->contr->tmp_invis || op->hide)
2167 make_visible (op); 2148 make_visible (op);
2168 }
2169 2149
2150 return true;
2151 }
2152 }
2170 /* If the object is a boulder or other rollable object, then 2153 /* If the object is a boulder or other rollable object, then
2171 * roll it if not braced. You can't roll it if you are braced. 2154 * roll it if not braced. You can't roll it if you are braced.
2172 */ 2155 */
2173 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2156 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2157 {
2158 if (op->speed_left > 0.f)
2174 { 2159 {
2160 --op->speed_left;
2161
2175 recursive_roll (mon, dir, op); 2162 recursive_roll (mon, dir, op);
2176 if (action_makes_visible (op)) 2163 if (action_makes_visible (op))
2177 make_visible (op); 2164 make_visible (op);
2178 }
2179 2165
2166 return true;
2167 }
2168 }
2180 /* Any generic living creature. Including things like doors. 2169 /* Any generic living creature. Including things like doors.
2181 * Way it works is like this: First, it must have some hit points 2170 * Way it works is like this: First, it must have some hit points
2182 * and be living. Then, it must be one of the following: 2171 * and be living. Then, it must be one of the following:
2183 * 1) Not a player, 2) A player, but of a different party. Note 2172 * 1) Not a player, 2) A player, but of a different party. Note
2184 * that party_number -1 is no party, so attacks can still happen. 2173 * that party_number -1 is no party, so attacks can still happen.
2185 */ 2174 */
2186
2187 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2175 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2188 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2176 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2189 { 2177 {
2190 2178 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2191 /* If the player hasn't hit something this tick, and does
2192 * so, give them speed boost based on weapon speed. Doing
2193 * it here is better than process_players2, which basically
2194 * incurred a 1 tick offset.
2195 */
2196 if (!op->contr->has_hit)
2197 { 2179 {
2198 op->speed_left += op->speed / op->contr->weapon_sp; 2180 --op->contr->weapon_sp_left;
2199
2200 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2201 }
2202 2181
2203 skill_attack (mon, op, 0, 0, 0); 2182 skill_attack (mon, op, 0, 0, 0);
2204
2205 /* If attacking another player, that player gets automatic
2206 * hitback, and doesn't loose luck either.
2207 * Disable hitback on the battleground or if the target is
2208 * the wiz.
2209 */
2210 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2211 {
2212 short luck = mon->stats.luck;
2213
2214 mon->contr->has_hit = 1;
2215 skill_attack (op, mon, 0, 0, 0);
2216 mon->stats.luck = luck;
2217 }
2218 2183
2219 if (action_makes_visible (op)) 2184 if (action_makes_visible (op))
2220 make_visible (op); 2185 make_visible (op);
2221 }
2222 } /* if player should attack something */
2223}
2224 2186
2225int 2187 return true;
2188 }
2189 }
2190
2191 return false;
2192}
2193
2194bool
2226move_player (object *op, int dir) 2195move_player (object *op, int dir)
2227{ 2196{
2228 int pick; 2197 int pick;
2229 2198
2230 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2199 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2231 return 0; 2200 return 0;
2232 2201
2233 /* Sanity check: make sure dir is valid */ 2202 /* Sanity check: make sure dir is valid */
2234 if ((dir < 0) || (dir >= 9)) 2203 if ((dir < 0) || (dir >= 9))
2235 { 2204 {
2236 LOG (llevError, "move_player: invalid direction %d\n", dir); 2205 LOG (llevError, "move_player: invalid direction %d\n", dir);
2237 return 0; 2206 return 0;
2238 } 2207 }
2239 2208
2240 /* peterm: added following line */ 2209 /* peterm: added following line */
2241 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2210 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2242 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2211 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2243 2212
2244 op->facing = dir; 2213 op->facing = dir;
2245 2214
2246 if (op->hide) 2215 if (op->hide)
2247 do_hidden_move (op); 2216 do_hidden_move (op);
2248 2217
2218 bool retval;
2219
2249 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2220 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2250 /*nop */ ; 2221 retval = RESULT_INT (0);
2251 else if (op->contr->fire_on) 2222 else if (op->contr->fire_on)
2252 fire (op, dir); 2223 retval = fire (op, dir);
2253 else 2224 else
2254 { 2225 {
2255 move_player_attack (op, dir); 2226 retval = move_player_attack (op, dir);
2256 pick = check_pick (op); 2227 pick = check_pick (op);
2257 } 2228 }
2258 2229
2259 /* Add special check for newcs players and fire on - this way, the 2230 /* Add special check for newcs players and fire on - this way, the
2260 * server can handle repeat firing. 2231 * server can handle repeat firing.
2267 /* Update how the player looks. Use the facing, so direction may 2238 /* Update how the player looks. Use the facing, so direction may
2268 * get reset to zero. This allows for full animation capabilities 2239 * get reset to zero. This allows for full animation capabilities
2269 * for players. 2240 * for players.
2270 */ 2241 */
2271 animate_object (op, op->facing); 2242 animate_object (op, op->facing);
2272 return 0; 2243
2244 return retval;
2273} 2245}
2274 2246
2275/* This is similar to handle_player, below, but is only used by the 2247/* This is similar to handle_player, below, but is only used by the
2276 * new client/server stuff. 2248 * new client/server stuff.
2277 * This is sort of special, in that the new client/server actually uses 2249 * This is sort of special, in that the new client/server actually uses
2278 * the new speed values for commands. 2250 * the new speed values for commands.
2279 * 2251 *
2280 * Returns true if there are more actions we can do. 2252 * Returns true if there are more actions we can do. Should not do
2253 * many actions in a row, as that would be too unfair to other
2254 * players.
2281 */ 2255 */
2282int 2256bool
2283handle_newcs_player (object *op) 2257handle_newcs_player (object *op)
2284{ 2258{
2285 if (op->contr->hidden)
2286 {
2287 op->invisible = 1000;
2288 /* the socket code flashes the player visible/invisible
2289 * depending on the value of invisible, so we need to
2290 * alternate it here for it to work correctly.
2291 */
2292 if (pticks & 2)
2293 op->invisible--;
2294 }
2295 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2296 {
2297 op->invisible--;
2298 if (!op->invisible)
2299 {
2300 make_visible (op);
2301 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2302 }
2303 }
2304
2305 if (QUERY_FLAG (op, FLAG_SCARED)) 2259 if (QUERY_FLAG (op, FLAG_SCARED))
2306 { 2260 {
2307 flee_player (op); 2261 if (op->speed_left > 0.f)
2308 /* If player is still scared, that is his action for this tick */
2309 if (QUERY_FLAG (op, FLAG_SCARED))
2310 { 2262 {
2311 op->speed_left--; 2263 --op->speed_left;
2264 flee_player (op);
2265
2312 return 0; 2266 return true;
2313 } 2267 }
2268 else
2269 return false;
2314 } 2270 }
2315
2316 /* I've been seeing crashes where the golem has been destroyed, but
2317 * the player object still points to the defunct golem. The code that
2318 * destroys the golem looks correct, and it doesn't always happen, so
2319 * put this in a a workaround to clean up the golem pointer.
2320 */
2321 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2322 op->contr->ranges[range_golem] = 0;
2323 2271
2324 /* call this here - we also will call this in do_ericserver, but 2272 /* call this here - we also will call this in do_ericserver, but
2325 * the players time has been increased when doericserver has been 2273 * the players time has been increased when doericserver has been
2326 * called, so we recheck it here. 2274 * called, so we recheck it here.
2327 */ 2275 */
2328 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2276 if (op->contr->ns->handle_command ())
2329 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2330 ;
2331
2332 if (op->speed_left < 0)
2333 return 0; 2277 return true;
2334 2278
2335 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2279 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2336 {
2337 /* All move commands take 1 tick, at least for now */
2338 op->speed_left--;
2339
2340 /* Instead of all the stuff below, let move_player take care
2341 * of it. Also, some of the skill stuff is only put in
2342 * there, as well as the confusion stuff.
2343 */
2344 move_player (op, op->direction); 2280 return move_player (op, op->direction);
2345 if (op->speed_left > 0)
2346 return 1;
2347 else
2348 return 0;
2349 }
2350 2281
2351 return 0; 2282 return false;
2352} 2283}
2353 2284
2354int 2285int
2355save_life (object *op) 2286save_life (object *op)
2356{ 2287{
2391 * from. 2322 * from.
2392 */ 2323 */
2393void 2324void
2394remove_unpaid_objects (object *op, object *env) 2325remove_unpaid_objects (object *op, object *env)
2395{ 2326{
2396 object *next;
2397
2398 while (op) 2327 while (op)
2399 { 2328 {
2400 next = op->below; /* Make sure we have a good value, in case 2329 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2401 * we remove object 'op' 2330
2402 */
2403 if (QUERY_FLAG (op, FLAG_UNPAID)) 2331 if (QUERY_FLAG (op, FLAG_UNPAID))
2404 { 2332 {
2405 op->remove ();
2406 op->x = env->x;
2407 op->y = env->y;
2408 if (env->type == PLAYER) 2333 if (env->type == PLAYER)
2409 esrv_del_item (env->contr, op->count); 2334 esrv_del_item (env->contr, op->count);
2410 insert_ob_in_map (op, env->map, NULL, 0); 2335
2336 op->insert_at (env);
2411 } 2337 }
2412 else if (op->inv) 2338 else if (op->inv)
2413 remove_unpaid_objects (op->inv, env); 2339 remove_unpaid_objects (op->inv, env);
2414 2340
2415 op = next; 2341 op = next;
2471 int rate_grace = 2000; 2397 int rate_grace = 2000;
2472 const int max_hp = 1; 2398 const int max_hp = 1;
2473 const int max_sp = 1; 2399 const int max_sp = 1;
2474 const int max_grace = 1; 2400 const int max_grace = 1;
2475 2401
2476 if (op->contr->outputs_sync) 2402 if (op->contr->hidden)
2403 {
2404 op->invisible = 1000;
2405 /* the socket code flashes the player visible/invisible
2406 * depending on the value of invisible, so we need to
2407 * alternate it here for it to work correctly.
2408 */
2409 if (pticks & 2)
2410 op->invisible--;
2477 { 2411 }
2478 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2412 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2479 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2413 {
2480 flush_output_element (op, &op->contr->outputs[i]); 2414 if (!op->invisible--)
2415 {
2416 make_visible (op);
2417 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2418 }
2481 } 2419 }
2482 2420
2483 if (op->contr->ns->state == ST_PLAYING) 2421 if (op->contr->ns->state == ST_PLAYING)
2484 { 2422 {
2485 /* these next three if clauses make it possible to SLOW DOWN 2423 /* these next three if clauses make it possible to SLOW DOWN
2507 gen_grace = op->stats.maxgrace; 2445 gen_grace = op->stats.maxgrace;
2508 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2446 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2509 } 2447 }
2510 2448
2511 /* Regenerate Spell Points */ 2449 /* Regenerate Spell Points */
2512 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2450 if (!op->contr->golem && --op->last_sp < 0)
2513 { 2451 {
2514 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2452 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2515 if (op->stats.sp < op->stats.maxsp) 2453 if (op->stats.sp < op->stats.maxsp)
2516 { 2454 {
2517 op->stats.sp++; 2455 op->stats.sp++;
2615 } 2553 }
2616 2554
2617 /* Digestion */ 2555 /* Digestion */
2618 if (--op->last_eat < 0) 2556 if (--op->last_eat < 0)
2619 { 2557 {
2620#ifdef COZY_SERVER
2621 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2622 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2623#else
2624 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2558 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2625#endif
2626 2559
2627 if (op->contr->gen_hp > 0) 2560 if (op->contr->gen_hp > 0)
2628 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2561 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2629 else 2562 else
2630 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2563 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2708 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2641 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2709 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2642 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2710 2643
2711 /* restore player */ 2644 /* restore player */
2712 at = archetype::find ("poisoning"); 2645 at = archetype::find ("poisoning");
2713 tmp = present_arch_in_ob (at, op); 2646 if (object *tmp = present_arch_in_ob (at, op))
2714 if (tmp)
2715 { 2647 {
2716 tmp->destroy (); 2648 tmp->destroy ();
2717 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2649 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2718 } 2650 }
2719 2651
2720 at = archetype::find ("confusion"); 2652 at = archetype::find ("confusion");
2721 tmp = present_arch_in_ob (at, op); 2653 if (object *tmp = present_arch_in_ob (at, op))
2722 if (tmp)
2723 { 2654 {
2724 tmp->destroy (); 2655 tmp->destroy ();
2725 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2656 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2726 } 2657 }
2727 2658
2729 op->stats.hp = op->stats.maxhp; 2660 op->stats.hp = op->stats.maxhp;
2730 if (op->stats.food <= 0) 2661 if (op->stats.food <= 0)
2731 op->stats.food = 999; 2662 op->stats.food = 999;
2732 2663
2733 /* create a bodypart-trophy to make the winner happy */ 2664 /* create a bodypart-trophy to make the winner happy */
2734 tmp = arch_to_object (archetype::find ("finger")); 2665 if (object *tmp = arch_to_object (archetype::find ("finger")))
2735 if (tmp != NULL)
2736 { 2666 {
2737 sprintf (buf, "%s's finger", &op->name); 2667 sprintf (buf, "%s's finger", &op->name);
2738 tmp->name = buf; 2668 tmp->name = buf;
2739 sprintf (buf, " This finger has been cut off %s\n" 2669 sprintf (buf, " This finger has been cut off %s\n"
2740 " the %s, when he was defeated at\n level %d by %s.\n", 2670 " the %s, when he was defeated at\n level %d by %s.\n",
2741 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2671 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2742 tmp->msg = buf; 2672 tmp->msg = buf;
2743 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2673 tmp->value = 0, tmp->type = 0;
2744 tmp->materialname = NULL; 2674 tmp->materialname = "organics";
2745 tmp->x = op->x, tmp->y = op->y; 2675 tmp->insert_at (op, tmp);
2746 insert_ob_in_map (tmp, op->map, op, 0);
2747 } 2676 }
2748 2677
2749 /* teleport defeated player to new destination */ 2678 /* teleport defeated player to new destination */
2750 transfer_ob (op, x, y, 0, NULL); 2679 transfer_ob (op, x, y, 0, NULL);
2751 op->contr->braced = 0; 2680 op->contr->braced = 0;
2756 2685
2757 command_kill_pets (op, 0); 2686 command_kill_pets (op, 0);
2758 2687
2759 if (op->stats.food < 0) 2688 if (op->stats.food < 0)
2760 { 2689 {
2761 if (op->contr->explore)
2762 {
2763 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2764 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2765 op->stats.food = 999;
2766 return;
2767 }
2768 sprintf (buf, "%s starved to death.", &op->name); 2690 sprintf (buf, "%s starved to death.", &op->name);
2769 strcpy (op->contr->killer, "starvation"); 2691 strcpy (op->contr->killer, "starvation");
2770 } 2692 }
2771 else 2693 else
2772 {
2773 if (op->contr->explore)
2774 {
2775 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2776 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2777 op->stats.hp = op->stats.maxhp;
2778 return;
2779 }
2780 sprintf (buf, "%s died.", &op->name); 2694 sprintf (buf, "%s died.", &op->name);
2781 } 2695
2782 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2696 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2783 2697
2784 /* save the map location for corpse, gravestone */ 2698 /* save the map location for corpse, gravestone */
2785 x = op->x; 2699 x = op->x;
2786 y = op->y; 2700 y = op->y;
2787 map = op->map; 2701 map = op->map;
2788
2789 2702
2790 /* NOT_PERMADEATH code. This basically brings the character back to 2703 /* NOT_PERMADEATH code. This basically brings the character back to
2791 * life if they are dead - it takes some exp and a random stat. 2704 * life if they are dead - it takes some exp and a random stat.
2792 * See the config.h file for a little more in depth detail about this. 2705 * See the config.h file for a little more in depth detail about this.
2793 */ 2706 */
2810 num_stats_lose = 1; 2723 num_stats_lose = 1;
2811 else 2724 else
2812 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2725 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2813 } 2726 }
2814 else 2727 else
2815 {
2816 num_stats_lose = 1; 2728 num_stats_lose = 1;
2817 } 2729
2818 lost_a_stat = 0; 2730 lost_a_stat = 0;
2819 2731
2820 for (z = 0; z < num_stats_lose; z++) 2732 for (z = 0; z < num_stats_lose; z++)
2821 { 2733 {
2822 i = RANDOM () % NUM_STATS; 2734 i = RANDOM () % NUM_STATS;
2963 op->stats.hp = op->stats.maxhp; 2875 op->stats.hp = op->stats.maxhp;
2964 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2876 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2965 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2877 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2966 2878
2967 /* 2879 /*
2968 * Check to see if the player is in a shop. IF so, then check to see if
2969 * the player has any unpaid items. If so, remove them and put them back 2880 * Check to see if the player has any unpaid items. If so, remove them
2970 * in the map. 2881 * and put them back in the map.
2971 */ 2882 */
2972
2973 if (is_in_shop (op))
2974 remove_unpaid_objects (op->inv, op); 2883 remove_unpaid_objects (op->inv, op);
2975 2884
2976 /****************************************/ 2885 /****************************************/
2977 /* */ 2886 /* */
2978 /* Move player to his current respawn- */ 2887 /* Move player to his current respawn- */
2979 /* position (usually last savebed) */ 2888 /* position (usually last savebed) */
2980 /* */ 2889 /* */
2981 /****************************************/ 2890 /****************************************/
2982 2891
2983 enter_player_savebed (op); 2892 enter_player_savebed (op);
2984 2893
2985 /* Save the player before inserting the force to reduce
2986 * chance of abuse.
2987 */
2988 op->contr->braced = 0; 2894 op->contr->braced = 0;
2989 op->contr->save ();
2990 2895
2991 /* it is possible that the player has blown something up 2896 /* it is possible that the player has blown something up
2992 * at his savebed location, and that can have long lasting 2897 * at his savebed location, and that can have long lasting
2993 * spell effects. So first see if there is a spell effect 2898 * spell effects. So first see if there is a spell effect
2994 * on the space that might harm the player. 2899 * on the space that might harm the player.
3003 object *force; 2908 object *force;
3004 int at; 2909 int at;
3005 2910
3006 force = get_archetype (FORCE_NAME); 2911 force = get_archetype (FORCE_NAME);
3007 /* 50 ticks should be enough time for the spell to abate */ 2912 /* 50 ticks should be enough time for the spell to abate */
3008 force->speed = 0.1; 2913 force->speed = 0.1f;
3009 force->speed_left = -5.0; 2914 force->speed_left = -5.f;
3010 SET_FLAG (force, FLAG_APPLIED); 2915 SET_FLAG (force, FLAG_APPLIED);
3011 for (at = 0; at < NROFATTACKS; at++) 2916 for (at = 0; at < NROFATTACKS; at++)
3012 if (will_kill_again & (1 << at)) 2917 if (will_kill_again & (1 << at))
3013 force->resist[at] = 100; 2918 force->resist[at] = 100;
3014 2919
3023void 2928void
3024loot_object (object *op) 2929loot_object (object *op)
3025{ /* Grab and destroy some treasure */ 2930{ /* Grab and destroy some treasure */
3026 object *tmp, *tmp2, *next; 2931 object *tmp, *tmp2, *next;
3027 2932
3028 if (op->container) 2933 op->close_container (); /* close open sack first */
3029 esrv_apply_container (op, op->container); /* close open sack first */
3030 2934
3031 for (tmp = op->inv; tmp; tmp = next) 2935 for (tmp = op->inv; tmp; tmp = next)
3032 { 2936 {
3033 next = tmp->below; 2937 next = tmp->below;
3034 2938
3035 if (tmp->invisible) 2939 if (tmp->invisible)
3036 continue; 2940 continue;
3037 2941
3038 tmp->remove (); 2942 tmp->remove ();
3039 tmp->x = op->x, tmp->y = op->y; 2943 tmp->x = op->x, tmp->y = op->y;
2944
3040 if (tmp->type == CONTAINER) 2945 if (tmp->type == CONTAINER)
3041 { /* empty container to ground */ 2946 loot_object (tmp); /* empty container to ground */
3042 loot_object (tmp); 2947
3043 }
3044 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2948 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3045 { 2949 {
3046 if (tmp->nrof > 1) 2950 if (tmp->nrof > 1)
3047 { 2951 {
3048 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2952 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3049 tmp2->destroy (); 2953 tmp2->destroy ();
3060/* 2964/*
3061 * fix_weight(): Check recursively the weight of all players, and fix 2965 * fix_weight(): Check recursively the weight of all players, and fix
3062 * what needs to be fixed. Refresh windows and fix speed if anything 2966 * what needs to be fixed. Refresh windows and fix speed if anything
3063 * was changed. 2967 * was changed.
3064 */ 2968 */
3065
3066void 2969void
3067fix_weight (void) 2970fix_weight (void)
3068{ 2971{
3069 for_all_players (pl) 2972 for_all_players (pl)
3070 { 2973 {
3130 if (op->type == PLAYER) 3033 if (op->type == PLAYER)
3131 { 3034 {
3132 op->contr->tmp_invis = 0; 3035 op->contr->tmp_invis = 0;
3133 op->contr->invis_race = 0; 3036 op->contr->invis_race = 0;
3134 } 3037 }
3038
3135 update_object (op, UP_OBJ_FACE); 3039 update_object (op, UP_OBJ_CHANGE);
3136} 3040}
3137 3041
3138int 3042int
3139is_true_undead (object *op) 3043is_true_undead (object *op)
3140{ 3044{
3141 object *tmp = NULL;
3142
3143 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3045 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3144 return 1; 3046 return 1;
3145 3047
3146 return 0; 3048 return 0;
3147} 3049}
3192/* For Hidden creatures - a chance of becoming 'unhidden' 3094/* For Hidden creatures - a chance of becoming 'unhidden'
3193 * every time they move - as we subtract off 'invisibility' 3095 * every time they move - as we subtract off 'invisibility'
3194 * AND, for players, if they move into a ridiculously unhideable 3096 * AND, for players, if they move into a ridiculously unhideable
3195 * spot (surrounded by clear terrain in broad daylight). -b.t. 3097 * spot (surrounded by clear terrain in broad daylight). -b.t.
3196 */ 3098 */
3197
3198void 3099void
3199do_hidden_move (object *op) 3100do_hidden_move (object *op)
3200{ 3101{
3201 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3102 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3202 object *skop; 3103 object *skop;
3206 3107
3207 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3108 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3208 3109
3209 /* its *extremely* hard to run and sneak/hide at the same time! */ 3110 /* its *extremely* hard to run and sneak/hide at the same time! */
3210 if (op->type == PLAYER && op->contr->run_on) 3111 if (op->type == PLAYER && op->contr->run_on)
3211 {
3212 if (!skop || num >= skop->level) 3112 if (!skop || num >= skop->level)
3213 { 3113 {
3214 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3114 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3215 make_visible (op); 3115 make_visible (op);
3216 return; 3116 return;
3217 } 3117 }
3218 else 3118 else
3219 num += 20; 3119 num += 20;
3220 } 3120
3221 num += op->map->difficulty; 3121 num += op->map->difficulty;
3222 hide = hideability (op); /* modify by terrain hidden level */ 3122 hide = hideability (op); /* modify by terrain hidden level */
3223 num -= hide; 3123 num -= hide;
3124
3224 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3125 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3225 { 3126 {
3226 make_visible (op); 3127 make_visible (op);
3227 if (op->type == PLAYER) 3128 if (op->type == PLAYER)
3228 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3129 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3229 } 3130 }
3230 else if (op->type == PLAYER && skop) 3131 else if (op->type == PLAYER && skop)
3231 {
3232 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3132 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3233 }
3234} 3133}
3235 3134
3236/* determine if who is standing near a hostile creature. */ 3135/* determine if who is standing near a hostile creature. */
3237 3136
3238int 3137int
3305 if (pl->type != PLAYER) 3204 if (pl->type != PLAYER)
3306 { 3205 {
3307 LOG (llevError, "player_can_view() called for non-player object\n"); 3206 LOG (llevError, "player_can_view() called for non-player object\n");
3308 return -1; 3207 return -1;
3309 } 3208 }
3209
3310 if (!pl || !op) 3210 if (!pl || !op)
3311 return 0; 3211 return 0;
3312 3212
3313 if (op->head)
3314 {
3315 op = op->head; 3213 op = op->head_ ();
3316 } 3214
3317 get_rangevector (pl, op, &rv, 0x1); 3215 get_rangevector (pl, op, &rv, 0x1);
3318 3216
3319 /* starting with the 'head' part, lets loop 3217 /* starting with the 'head' part, lets loop
3320 * through the object and find if it has any 3218 * through the object and find if it has any
3321 * part that is in the los array but isnt on 3219 * part that is in the los array but isnt on
3438 char buf[MAX_BUF]; /* tmp. string buffer */ 3336 char buf[MAX_BUF]; /* tmp. string buffer */
3439 int i = 0, j = 0; 3337 int i = 0, j = 0;
3440 3338
3441 /* get the appropriate treasurelist */ 3339 /* get the appropriate treasurelist */
3442 if (atnr == ATNR_FIRE) 3340 if (atnr == ATNR_FIRE)
3443 trlist = find_treasurelist ("dragon_ability_fire"); 3341 trlist = treasurelist::find ("dragon_ability_fire");
3444 else if (atnr == ATNR_COLD) 3342 else if (atnr == ATNR_COLD)
3445 trlist = find_treasurelist ("dragon_ability_cold"); 3343 trlist = treasurelist::find ("dragon_ability_cold");
3446 else if (atnr == ATNR_ELECTRICITY) 3344 else if (atnr == ATNR_ELECTRICITY)
3447 trlist = find_treasurelist ("dragon_ability_elec"); 3345 trlist = treasurelist::find ("dragon_ability_elec");
3448 else if (atnr == ATNR_POISON) 3346 else if (atnr == ATNR_POISON)
3449 trlist = find_treasurelist ("dragon_ability_poison"); 3347 trlist = treasurelist::find ("dragon_ability_poison");
3450 3348
3451 if (trlist == NULL || who->type != PLAYER) 3349 if (trlist == NULL || who->type != PLAYER)
3452 return; 3350 return;
3453 3351
3454 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3352 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3455 3353
3456 if (tr == NULL || tr->item == NULL) 3354 if (!tr || !tr->item)
3457 { 3355 {
3458 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3356 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3459 return; 3357 return;
3460 } 3358 }
3461 3359
3528 /* forces in the treasurelist can alter the player's stats */ 3426 /* forces in the treasurelist can alter the player's stats */
3529 object *skin; 3427 object *skin;
3530 3428
3531 /* first get the dragon skin force */ 3429 /* first get the dragon skin force */
3532 shstr_cmp dragon_skin_force ("dragon_skin_force"); 3430 shstr_cmp dragon_skin_force ("dragon_skin_force");
3533 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3431 for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below)
3534 ; 3432 ;
3535 3433
3536 if (!skin) 3434 if (!skin)
3537 return; 3435 return;
3538 3436
3586 * not readied. 3484 * not readied.
3587 */ 3485 */
3588void 3486void
3589player_unready_range_ob (player *pl, object *ob) 3487player_unready_range_ob (player *pl, object *ob)
3590{ 3488{
3591 rangetype i; 3489 if (pl->ob->current_weapon == ob)
3490 pl->ob->current_weapon = 0;
3592 3491
3593 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3492 if (pl->combat_ob == ob)
3594 { 3493 pl->combat_ob = 0;
3494
3595 if (pl->ranges[i] == ob) 3495 if (pl->ranged_ob == ob)
3596 { 3496 pl->ranged_ob = 0;
3597 pl->ranges[i] = NULL;
3598 if (pl->shoottype == i)
3599 {
3600 pl->shoottype = range_none;
3601 }
3602 }
3603 }
3604} 3497}
3498
3499sint8
3500player::visibility_at (maptile *map, int x, int y) const
3501{
3502 if (!ns)
3503 return 0;
3504
3505 int dx, dy;
3506 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3507 return 0;
3508
3509 x += dx - ns->current_x + ns->mapx / 2;
3510 y += dy - ns->current_y + ns->mapy / 2;
3511
3512 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3513 return 0;
3514
3515 return 100 - blocked_los [x][y];
3516}

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