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Comparing deliantra/server/server/player.C (file contents):
Revision 1.71 by root, Wed Dec 27 09:28:02 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 ob->set_speed (ob->speed);
197 224
198 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->clone.name);
199
200 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
201 * from the class, and not race. I don't see any way to get the class information
202 * to then update this. I don't think this will actually break anything - anyone
203 * that can use armour should be able to use a shield. What this may 'break'
204 * are features new characters get, eg, if someone starts up with a Q, they
205 * should be able to use a shield. However, old Q's won't get that advantage.
206 */
207 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
208 SET_FLAG (ob, FLAG_USE_SHIELD);
209 226
210 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
211 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
212 { 229 {
213 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
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);
250} 288}
251 289
252void 290void
253player::disconnect () 291player::disconnect ()
254{ 292{
255 //TODO: don't be so harsh and destroy :)
256 if (ns) 293 if (ns)
257 destroy (); 294 {
295 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297
298 INVOKE_PLAYER (DISCONNECT, this);
299
300 ns->reset_stats ();
301 ns->pl = 0;
302 ns = 0;
303 }
304
305 if (ob)
306 ob->close_container (); //TODO: client-specific
307
308 deactivate ();
258} 309}
259 310
260// the need for this function can be explained 311// the need for this function can be explained
261// by load_object not returning the object 312// by load_object not returning the object
262void 313void
263player::set_object (object *op) 314player::set_object (object *op)
264{ 315{
265 ob = op; 316 ob = observe = op;
266 ob->contr = this; /* this aren't yet in archetype */ 317 ob->contr = this; /* this aren't yet in archetype */
267 318
319 ob->speed = 1.0f;
268 ob->speed_left = 0.5; 320 ob->speed_left = 0.5f;
269 ob->speed = 1.0; 321
270 ob->direction = 5; /* So player faces south */ 322 ob->direction = 5; /* So player faces south */
271 ob->stats.wc = 2; 323}
272 ob->run_away = 25; /* Then we panick... */
273 324
274 set_first_map (ob); 325void
275 326player::set_observe (object *op)
276 ob->roll_stats (); 327{
328 observe = op ? op : ob;
329 do_los = 1;
277} 330}
278 331
279player::player () 332player::player ()
280{ 333{
281 /* There are some elements we want initialized to non zero value - 334 /* There are some elements we want initialised to non zero value -
282 * we deal with that below this point. 335 * we deal with that below this point.
283 */ 336 */
284 outputs_sync = 16; /* Every 2 seconds */ 337 outputs_sync = 4;
285 outputs_count = 8; /* Keeps present behaviour */ 338 outputs_count = 4;
286 unapply = unapply_nochoice; 339 unapply = unapply_nochoice;
287 340
288 assign (savebed_map, first_map_path); /* Init. respawn position */ 341 savebed_map = first_map_path; /* Init. respawn position */
289 342
290 gen_sp_armour = 10; 343 gen_sp_armour = 10;
291 last_speed = -1;
292 shoottype = range_none;
293 bowtype = bow_normal; 344 bowtype = bow_normal;
294 petmode = pet_normal; 345 petmode = pet_normal;
295 listening = 10; 346 listening = 10;
296 usekeys = containers; 347 usekeys = containers;
297 last_weapon_sp = -1;
298 peaceful = 1; /* default peaceful */ 348 peaceful = 1; /* default peaceful */
299 do_los = 1; 349 do_los = 1;
300 350
301 /* we need to clear these to -1 and not zero - otherwise, 351 weapon_sp = 1.0f;
302 * if a player quits and starts a new character, we wont 352 weapon_sp_left = 0.5f;
303 * send new values to the client, as things like exp start
304 * at zero.
305 */
306 for (int i = 0; i < NUM_SKILLS; i++)
307 last_skill_exp[i] = -1;
308
309 for (int i = 0; i < NROFATTACKS; i++)
310 last_resist[i] = -1;
311
312 last_stats.exp = -1;
313 last_weight = (uint32) - 1;
314} 353}
315 354
316void 355void
317player::do_destroy () 356player::do_destroy ()
318{ 357{
358 disconnect ();
359
319 attachable::do_destroy (); 360 attachable::do_destroy ();
320
321 save (false);
322 enable_save = false;
323
324 disconnect ();
325
326 terminate_all_pets (ob);
327
328 if (first_player != this)
329 {
330 player *prev = first_player;
331
332 while (prev && prev->next && prev->next != this)
333 prev = prev->next;
334
335 if (prev->next != this)
336 {
337 LOG (llevError, "Free_player: Can't find previous player.\n");
338 abort ();
339 }
340
341 prev->next = next;
342 }
343 else
344 first_player = next;
345 361
346 if (ob) 362 if (ob)
347 { 363 {
348 ob->destroy_inv (false); 364 ob->destroy_inv (false);
349 ob->destroy (); 365 ob->destroy ();
350 }
351
352 if (ns)
353 {
354 client *ns = this->ns;
355 ns->send_packet ("goodbye");
356 ns->flush ();
357 ns->pl = 0;
358 this->ns = 0;
359 ns->destroy ();
360 } 366 }
361} 367}
362 368
363player::~player () 369player::~player ()
364{ 370{
374player::create () 380player::create ()
375{ 381{
376 player *pl = new player; 382 player *pl = new player;
377 383
378 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);
379 391
380 return pl; 392 return pl;
381} 393}
382 394
383/* 395/*
414 object *op = NULL; 426 object *op = NULL;
415 objectlink *ol; 427 objectlink *ol;
416 unsigned lastdist; 428 unsigned lastdist;
417 rv_vector rv; 429 rv_vector rv;
418 430
419 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 431 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
420 { 432 {
421 /* 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
422 * does periodically happen. Given that, lets deal with it. 434 * does periodically happen. Given that, lets deal with it.
423 * While unlikely, it is possible the next object on the friendly 435 * While unlikely, it is possible the next object on the friendly
424 * list is also free, so encapsulate this in a while loop. 436 * list is also free, so encapsulate this in a while loop.
428 object *tmp = ol->ob; 440 object *tmp = ol->ob;
429 441
430 /* 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
431 * itself will have been cleared. 443 * itself will have been cleared.
432 */ 444 */
433 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 ());
434 ol = ol->next; 447 ol = ol->next;
435 remove_friendly_object (tmp); 448 remove_friendly_object (tmp);
436 if (!ol) 449 if (!ol)
437 return op; 450 return op;
438 } 451 }
527 x = mon->x; 540 x = mon->x;
528 y = mon->y; 541 y = mon->y;
529 m = mon->map; 542 m = mon->map;
530 dir = rv.direction; 543 dir = rv.direction;
531 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 */
532 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
533 /* 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. */
534 if (diff > max) 548 if (diff > max)
535 return 0; 549 return 0;
550
536 while (diff > 1 && max > 0) 551 while (diff > 1 && max > 0)
537 { 552 {
538 lastx = x; 553 lastx = x;
539 lasty = y; 554 lasty = y;
540 lastmap = m; 555 lastmap = m;
622 max--; 637 max--;
623 lastdir = dir; 638 lastdir = dir;
624 if (!firstdir) 639 if (!firstdir)
625 firstdir = dir; 640 firstdir = dir;
626 } 641 }
642
627 if (diff <= 1) 643 if (diff <= 1)
628 { 644 {
629 /* Recalculate diff (distance) because we may not have actually 645 /* Recalculate diff (distance) because we may not have actually
630 * headed toward player for entire distance. 646 * headed toward player for entire distance.
631 */ 647 */
632 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 648 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
633 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 649 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
634 } 650 }
651
635 if (diff > max) 652 if (diff > max)
636 return 0; 653 return 0;
637 } 654 }
655
638 /* 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 */
639 if (!max) 657 if (!max)
640 return 0; 658 return 0;
641 659
642 return firstdir; 660 return firstdir;
756roll_stat (void) 774roll_stat (void)
757{ 775{
758 int a[4], i, j, k; 776 int a[4], i, j, k;
759 777
760 for (i = 0; i < 4; i++) 778 for (i = 0; i < 4; i++)
761 a[i] = (int) RANDOM () % 6 + 1; 779 a[i] = (int) rndm (6) + 1;
762 780
763 for (i = 0, j = 0, k = 7; i < 4; i++) 781 for (i = 0, j = 0, k = 7; i < 4; i++)
764 if (a[i] < k) 782 if (a[i] < k)
765 k = a[i], j = i; 783 k = a[i], j = i;
766 784
772} 790}
773 791
774void 792void
775object::roll_stats () 793object::roll_stats ()
776{ 794{
777 int statsort [7]; 795 int statsort [NUM_STATS];
778 796
779 for (;;) 797 for (;;)
780 { 798 {
781 int sum = 0; 799 int sum = 0;
782 for (int i = 7; i--; ) 800 for (int i = NUM_STATS; i--; )
783 sum += statsort [i] = roll_stat (); 801 sum += statsort [i] = roll_stat ();
784 802
785 if (sum >= 82 && sum <= 116) 803 if (sum >= 82 && sum <= 116)
786 break; 804 break;
787 } 805 }
788 806
789 // Sort the stats so that rerolling is easier... 807 // Sort the stats so that rerolling is easier...
790 std::sort (statsort, statsort + 7, std::greater<int>()); 808 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
791 809
810 for (int i = 0; i < NUM_STATS; ++i)
792 stats.Str = statsort[0]; 811 stats.stat (i) = statsort [i];
793 stats.Dex = statsort[1];
794 stats.Con = statsort[2];
795 stats.Int = statsort[3];
796 stats.Wis = statsort[4];
797 stats.Pow = statsort[5];
798 stats.Cha = statsort[6];
799 812
800 stats.exp = 0; 813 stats.exp = 0;
801 stats.ac = 0; 814 stats.ac = 0;
802 815
803 stats.hp = stats.maxhp; 816 stats.hp = stats.maxhp;
815} 828}
816 829
817void 830void
818object::swap_stats (int a, int b) 831object::swap_stats (int a, int b)
819{ 832{
820 int tmp = get_attr_value (&contr->orig_stats, a); 833 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
821 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
822 set_attr_value (&contr->orig_stats, b, tmp);
823 834
835 for (int i = 0; i < NUM_STATS; ++i)
824 stats.Str = contr->orig_stats.Str; 836 stats.stat (i) = contr->orig_stats.stat (i);
825 stats.Dex = contr->orig_stats.Dex;
826 stats.Con = contr->orig_stats.Con;
827 stats.Int = contr->orig_stats.Int;
828 stats.Wis = contr->orig_stats.Wis;
829 stats.Pow = contr->orig_stats.Pow;
830 stats.Cha = contr->orig_stats.Cha;
831 837
832 //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,
833 // be merged with the similar code in roll_stats 839 // be merged with the similar code in roll_stats
834 stats.ac = 0; 840 stats.ac = 0;
835 841
847 contr->levsp[1] = 6; 853 contr->levsp[1] = 6;
848 contr->levgrace[1] = 3; 854 contr->levgrace[1] = 3;
849 855
850 contr->orig_stats = stats; 856 contr->orig_stats = stats;
851 } 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, " ");
852} 869}
853 870
854/* This function takes the key that is passed, and does the 871/* This function takes the key that is passed, and does the
855 * appropriate action with it (change race, or other things). 872 * appropriate action with it (change race, or other things).
856 * The function name is for historical reasons - now we have 873 * The function name is for historical reasons - now we have
857 * separate race and class; this actually changes the RACE, 874 * separate race and class; this actually changes the RACE,
858 * not the class. 875 * not the class.
859 */ 876 */
860int 877void
861key_change_class (object *op, char key) 878player::chargen_race_done ()
862{ 879{
863 int tmp_loop;
864
865 if (key == 'd' || key == 'D')
866 {
867 char buf[MAX_BUF];
868
869 /* this must before then initial items are given */ 880 /* this must before then initial items are given */
870 esrv_new_player (op->contr, op->weight + op->carrying); 881 esrv_new_player (ob->contr, ob->weight + ob->carrying);
871 882
872 treasurelist *tl = find_treasurelist ("starting_wealth"); 883 treasurelist *tl = treasurelist::find ("starting_wealth");
873 if (tl) 884 if (tl)
874 create_treasure (tl, op, 0, 0, 0); 885 create_treasure (tl, ob, 0, 0, 0);
875 886
876 INVOKE_PLAYER (BIRTH, op->contr); 887 INVOKE_PLAYER (BIRTH, ob->contr);
877 INVOKE_PLAYER (LOGIN, op->contr); 888 INVOKE_PLAYER (LOGIN, ob->contr);
878 889
879 op->contr->ns->state = ST_PLAYING; 890 ob->contr->ns->state = ST_PLAYING;
880 891
881 if (op->msg) 892 if (ob->msg)
882 op->msg = NULL; 893 ob->msg = 0;
883 894
884 /* 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
885 * to save here. 896 * to save here.
886 */ 897 */
898 {
899 char buf[MAX_BUF];
887 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 900 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
888 make_path_to_file (buf); 901 make_path_to_file (buf);
902 }
889 903
890#ifdef AUTOSAVE
891 op->contr->last_save_tick = pticks;
892#endif
893 start_info (op); 904 start_info (ob);
894 CLEAR_FLAG (op, FLAG_WIZ); 905 CLEAR_FLAG (ob, FLAG_WIZ);
895 give_initial_items (op, op->randomitems); 906 give_initial_items (ob, ob->randomitems);
896 link_player_skills (op); 907 link_player_skills (ob);
897 esrv_send_inventory (op, op); 908 esrv_send_inventory (ob, ob);
898 op->update_stats (); 909 ob->update_stats ();
899 910
900 /* This moves the player to a different start map, if there 911 /* This moves the player to a different start map, if there
901 * is one for this race 912 * is one for this race
902 */ 913 */
903 if (*first_map_ext_path) 914 if (*first_map_ext_path)
904 { 915 {
905 object *tmp; 916 object *tmp;
906 char mapname[MAX_BUF]; 917 char mapname[MAX_BUF];
907 918
908 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);
909 tmp = object::create (); 920 tmp = object::create ();
910 EXIT_PATH (tmp) = mapname; 921 EXIT_PATH (tmp) = mapname;
911 EXIT_X (tmp) = op->x; 922 EXIT_X (tmp) = ob->x;
912 EXIT_Y (tmp) = op->y; 923 EXIT_Y (tmp) = ob->y;
913 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;
914 * if the map isn't there, then stay on the 925 * if the map isn't there, then stay on the
915 * default initial map */ 926 * default initial map */
916 tmp->destroy (); 927 tmp->destroy ();
917 } 928 }
918 else 929 else
919 LOG (llevDebug, "first_map_ext_path not set\n"); 930 LOG (llevDebug, "first_map_ext_path not set\n");
931}
920 932
921 return 0; 933void
922 } 934player::chargen_race_next ()
923 935{
924 /* Following actually changes the race - this is the default command 936 /* Following actually changes the race - this is the default command
925 * if we don't match with one of the options above. 937 * if we don't match with one of the options above.
926 */ 938 */
927 939
928 tmp_loop = 0; 940 do
929 while (!tmp_loop)
930 { 941 {
931 shstr name = op->name; 942 shstr name = ob->name;
932 int x = op->x, y = op->y; 943 int x = ob->x, y = ob->y;
933 944
934 op->remove_statbonus (); 945 ob->remove_statbonus ();
935 op->remove (); 946 ob->remove ();
936 op->arch = get_player_archetype (op->arch); 947 ob->arch = get_player_archetype (ob->arch);
937 op->arch->clone.copy_to (op); 948 ob->arch->clone.copy_to (ob);
938 op->instantiate (); 949 ob->instantiate ();
939 op->stats = op->contr->orig_stats; 950 ob->stats = ob->contr->orig_stats;
940 op->name = op->name_pl = name; 951 ob->name = ob->name_pl = name;
941 op->x = x; 952 ob->x = x;
942 op->y = y; 953 ob->y = y;
943 SET_ANIMATION (op, 2); /* So player faces south */ 954 SET_ANIMATION (ob, 2); /* So player faces south */
944 insert_ob_in_map (op, op->map, op, 0); 955 insert_ob_in_map (ob, ob->map, ob, 0);
945 assign (op->contr->title, op->arch->clone.name); 956 assign (ob->contr->title, ob->arch->clone.name);
946 op->add_statbonus (); 957 ob->add_statbonus ();
947 tmp_loop = allowed_class (op);
948 } 958 }
959 while (!allowed_class (ob));
949 960
950 update_object (op, UP_OBJ_FACE); 961 update_object (ob, UP_OBJ_FACE);
951 esrv_update_item (UPD_FACE, op, op); 962 esrv_update_item (UPD_FACE, ob, ob);
952 op->update_stats (); 963 ob->update_stats ();
953 op->stats.hp = op->stats.maxhp; 964 ob->stats.hp = ob->stats.maxhp;
954 op->stats.sp = op->stats.maxsp; 965 ob->stats.sp = ob->stats.maxsp;
955 op->stats.grace = 0; 966 ob->stats.grace = 0;
956
957 if (op->msg)
958 new_draw_info (NDI_BLUE, 0, op, op->msg);
959
960 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
961 return 0;
962}
963
964int
965key_confirm_quit (object *op, char key)
966{
967 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
968 {
969 op->contr->ns->state = ST_PLAYING;
970 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
971 return 1;
972 }
973
974 INVOKE_PLAYER (LOGOUT, op->contr);
975 INVOKE_PLAYER (QUIT, op->contr);
976
977 op->contr->enable_save = false;
978
979 terminate_all_pets (op);
980 leave_map (op);
981 op->direction = 0;
982 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
983
984 strcpy (op->contr->killer, "quit");
985 check_score (op);
986 op->contr->party = 0;
987 op->contr->own_title[0] = '\0';
988
989 object_ptr ob = op;
990
991 /* We need to hunt for any per player unique maps in memory and
992 * get rid of them. The trailing slash in the path is intentional,
993 * so that players named 'Ab' won't match against players 'Abe' pathname
994 */
995 char buf[MAX_BUF];
996 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
997
998 for_all_maps (mp)
999 if (!strncmp (mp->path, buf, strlen (buf)))
1000 delete_map (mp);
1001
1002 delete_character (ob->name, 1);
1003 ob->contr->destroy ();
1004
1005 return 1;
1006} 967}
1007 968
1008void 969void
1009flee_player (object *op) 970flee_player (object *op)
1010{ 971{
1057 /* Cornered, get rid of scared */ 1018 /* Cornered, get rid of scared */
1058 CLEAR_FLAG (op, FLAG_SCARED); 1019 CLEAR_FLAG (op, FLAG_SCARED);
1059 op->enemy = NULL; 1020 op->enemy = NULL;
1060} 1021}
1061 1022
1062
1063/* 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.
1064 * 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
1065 * stop. 1025 * stop.
1066 */ 1026 */
1067int 1027int
1068check_pick (object *op) 1028check_pick (object *op)
1069{ 1029{
1070 object *tmp, *next; 1030 object *tmp, *next;
1071 int stop = 0; 1031 int stop = 0;
1072 int j, k, wvratio; 1032 int wvratio;
1073 char putstring[128], tmpstr[16]; 1033 char putstring[128];
1074 1034
1075 /* if you're flying, you cna't pick up anything */ 1035 /* if you're flying, you cna't pick up anything */
1076 if (op->move_type & MOVE_FLYING) 1036 if (op->move_type & MOVE_FLYING)
1077 return 1; 1037 return 1;
1078 1038
1146 if (tmp->name != NULL) 1106 if (tmp->name != NULL)
1147 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1148 &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))));
1149 else 1109 else
1150 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1151 &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))));
1152 1112
1153 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1113 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1154 } 1114 }
1155 1115
1156 /* philosophy: 1116 /* philosophy:
1349 /* careful: chairs and tables are weapons! */ 1309 /* careful: chairs and tables are weapons! */
1350 if (op->contr->mode & PU_ALLWEAPON) 1310 if (op->contr->mode & PU_ALLWEAPON)
1351 { 1311 {
1352 if (tmp->type == WEAPON && tmp->name != NULL) 1312 if (tmp->type == WEAPON && tmp->name != NULL)
1353 { 1313 {
1354 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 &&
1355 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1315 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1356 { 1316 {
1357 pick_up (op, tmp); 1317 pick_up (op, tmp);
1358 continue; 1318 continue;
1359 } 1319 }
1360 } 1320 }
1361 1321
1362 if (tmp->type == WEAPON && tmp->name == NULL) 1322 if (tmp->type == WEAPON && tmp->name == NULL)
1363 { 1323 {
1364 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)
1365 { 1325 {
1366 pick_up (op, tmp); 1326 pick_up (op, tmp);
1367 continue; 1327 continue;
1368 } 1328 }
1369 } 1329 }
1394 if (tmp->name != NULL) 1354 if (tmp->name != NULL)
1395 { 1355 {
1396 fprintf (stderr, "%s", tmp->name); 1356 fprintf (stderr, "%s", tmp->name);
1397 } 1357 }
1398 else 1358 else
1399 fprintf (stderr, "%s", tmp->arch->name); 1359 fprintf (stderr, "%s", tmp->arch->archname);
1400 fprintf (stderr, ",%d] = ", tmp->type); 1360 fprintf (stderr, ",%d] = ", tmp->type);
1401 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))));
1402#endif 1362#endif
1403 continue; 1363 continue;
1404 } 1364 }
1415 * found object is returned. 1375 * found object is returned.
1416 */ 1376 */
1417object * 1377object *
1418find_arrow (object *op, const char *type) 1378find_arrow (object *op, const char *type)
1419{ 1379{
1420 object *tmp = NULL; 1380 object *tmp = 0;
1421 1381
1422 for (op = op->inv; op; op = op->below) 1382 for (op = op->inv; op; op = op->below)
1423 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))
1424 tmp = find_arrow (op, type); 1384 tmp = find_arrow (op, type);
1425 else if (op->type == ARROW && op->race == type) 1385 else if (op->type == ARROW && op->race == type)
1426 return op; 1386 return op;
1387
1427 return tmp; 1388 return tmp;
1428} 1389}
1429 1390
1430/* 1391/*
1431 * 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
1432 * 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
1433 * 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
1434 * 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.
1435 */ 1396 */
1436
1437object * 1397object *
1438find_better_arrow (object *op, object *target, const char *type, int *better) 1398find_better_arrow (object *op, object *target, const char *type, int *better)
1439{ 1399{
1440 object *tmp = NULL, *arrow, *ntmp; 1400 object *tmp = NULL, *arrow, *ntmp;
1441 int attacknum, attacktype, betterby = 0, i; 1401 int attacknum, attacktype, betterby = 0, i;
1507 * find_better_arrow to find a decent arrow to use. 1467 * find_better_arrow to find a decent arrow to use.
1508 * op = the shooter 1468 * op = the shooter
1509 * type = bow->race 1469 * type = bow->race
1510 * dir = fire direction 1470 * dir = fire direction
1511 */ 1471 */
1512
1513object * 1472object *
1514pick_arrow_target (object *op, const char *type, int dir) 1473pick_arrow_target (object *op, const char *type, int dir)
1515{ 1474{
1516 object *tmp = NULL; 1475 object *tmp = NULL;
1517 maptile *m; 1476 maptile *m;
1582 */ 1541 */
1583int 1542int
1584fire_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)
1585{ 1544{
1586 object *left, *bow; 1545 object *left, *bow;
1587 int bowspeed, mflags; 1546 int mflags;
1588 maptile *m; 1547 maptile *m;
1589 1548
1590 if (!dir) 1549 if (!dir)
1591 { 1550 {
1592 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!");
1593 return 0; 1552 return 0;
1594 } 1553 }
1595 1554
1596 if (op->type == PLAYER) 1555 if (op->contr)
1597 bow = op->contr->ranges[range_bow]; 1556 bow = op->current_weapon;
1598 else 1557 else
1599 { 1558 {
1600 for (bow = op->inv; bow; bow = bow->below) 1559 for (bow = op->inv; bow; bow = bow->below)
1601 /* 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
1602 * 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.
1607 if (!bow) 1566 if (!bow)
1608 { 1567 {
1609 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1568 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1610 return 0; 1569 return 0;
1611 } 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
1612 } 1579 }
1613 1580
1614 if (!bow->race || !bow->skill) 1581 if (!bow->race || !bow->skill)
1615 { 1582 {
1616 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);
1617 return 0; 1584 return 0;
1618 } 1585 }
1619
1620 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1621
1622 /* penalize ROF for bestarrow */
1623 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1624 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1625
1626 if (bowspeed < 1)
1627 bowspeed = 1;
1628 1586
1629 if (arrow == NULL) 1587 if (arrow == NULL)
1630 { 1588 {
1631 if ((arrow = find_arrow (op, bow->race)) == NULL) 1589 if ((arrow = find_arrow (op, bow->race)) == NULL)
1632 { 1590 {
1633 if (op->type == PLAYER) 1591 if (op->type == PLAYER)
1634 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);
1635 /* 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 */
1636 else 1594 else
1637 CLEAR_FLAG (op, FLAG_READY_BOW); 1595 CLEAR_FLAG (op, FLAG_READY_BOW);
1596
1638 return 0; 1597 return 0;
1639 } 1598 }
1640 } 1599 }
1641 1600
1642 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1601 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1666 1625
1667 arrow->set_owner (op); 1626 arrow->set_owner (op);
1668 arrow->skill = bow->skill; 1627 arrow->skill = bow->skill;
1669 arrow->direction = dir; 1628 arrow->direction = dir;
1670 1629
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;
1662
1671 if (op->type == PLAYER) 1663 if (op->type == PLAYER)
1672 { 1664 {
1673 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1674 op->update_stats ();
1675 }
1676
1677 SET_ANIMATION (arrow, arrow->direction);
1678 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1679 arrow->stats.hp = arrow->stats.dam;
1680 arrow->stats.grace = arrow->attacktype;
1681 if (arrow->slaying != NULL)
1682 arrow->spellarg = strdup (arrow->slaying);
1683
1684 /* Note that this was different for monsters - they got their level
1685 * added to the damage. I think the strength bonus is more proper.
1686 */
1687
1688 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1689
1690 /* update the speed */
1691 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1692 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1693
1694 arrow->set_speed (max (arrow->speed, 1.0));
1695 arrow->speed_left = 0;
1696
1697 if (op->type == PLAYER)
1698 {
1699 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1700 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1701 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1702
1703 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;
1704 } 1672 }
1705 else 1673 else
1706 { 1674 {
1707 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1708 arrow->level = op->level; 1675 arrow->level = op->level;
1709 } 1676 arrow->stats.wc -= bow->magic;
1710 1677
1711 if (arrow->attacktype == AT_PHYSICAL) 1678 if (!arrow->slaying)
1679 arrow->slaying = bow->slaying;
1680
1712 arrow->attacktype |= bow->attacktype; 1681 arrow->attacktype |= bow->attacktype;
1682 }
1713 1683
1714 if (bow->slaying) 1684 wc -= arrow->level;
1715 arrow->slaying = bow->slaying; 1685 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1716 1686
1687 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1717 arrow->move_type = MOVE_FLY_LOW; 1688 arrow->move_type = MOVE_FLY_LOW;
1718 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1689 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1719 1690
1720 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);
1721 m->insert (arrow, sx, sy, op); 1692 m->insert (arrow, sx, sy, op);
1746{ 1717{
1747 int ret = 0, wcmod = 0; 1718 int ret = 0, wcmod = 0;
1748 1719
1749 if (op->contr->bowtype == bow_bestarrow) 1720 if (op->contr->bowtype == bow_bestarrow)
1750 { 1721 {
1751 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);
1752 } 1723 }
1753 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)
1754 { 1725 {
1755 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1726 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1756 wcmod = -1; 1727 wcmod = -1;
1728
1757 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);
1758 } 1730 }
1759 else if (op->contr->bowtype == bow_threewide) 1731 else if (op->contr->bowtype == bow_threewide)
1760 { 1732 {
1761 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);
1765 else if (op->contr->bowtype == bow_spreadshot) 1737 else if (op->contr->bowtype == bow_spreadshot)
1766 { 1738 {
1767 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);
1768 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);
1769 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);
1770
1771 } 1742 }
1772 else 1743 else
1773 { 1744 {
1774 /* Simple case */ 1745 /* Simple case */
1775 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);
1776 } 1747 }
1748
1777 return ret; 1749 return ret;
1778} 1750}
1779
1780 1751
1781/* Fires a misc (wand/rod/horn) object in 'dir'. 1752/* Fires a misc (wand/rod/horn) object in 'dir'.
1782 * Broken apart from 'fire' to keep it more readable. 1753 * Broken apart from 'fire' to keep it more readable.
1783 */ 1754 */
1784void 1755void
1785fire_misc_object (object *op, int dir) 1756fire_misc_object (object *op, int dir)
1786{ 1757{
1787 object *item; 1758 object *item = op->contr->ranged_ob;
1788 1759
1789 if (!op->contr->ranges[range_misc]) 1760 if (!item)
1790 { 1761 {
1791 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.");
1792 return; 1763 return;
1793 } 1764 }
1794 1765
1795 item = op->contr->ranges[range_misc];
1796 if (!item->inv) 1766 if (!item->inv)
1797 { 1767 {
1798 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1768 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1769 return;
1800 } 1770 }
1771
1772 if (!op->change_weapon (item))
1773 return;
1774
1801 if (item->type == WAND) 1775 if (item->type == WAND)
1802 { 1776 {
1803 if (item->stats.food <= 0) 1777 if (item->stats.food <= 0)
1804 { 1778 {
1805 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1779 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1806 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
1807 return; 1782 return;
1808 } 1783 }
1809 } 1784 }
1810 else if (item->type == ROD || item->type == HORN) 1785 else if (item->type == ROD || item->type == HORN)
1811 { 1786 {
1812 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))
1813 { 1788 {
1814 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1789 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1790
1815 if (item->type == ROD) 1791 if (item->type == ROD)
1816 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));
1817 else 1793 else
1818 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
1819 return; 1796 return;
1820 } 1797 }
1821 } 1798 }
1822 1799
1823 if (cast_spell (op, item, dir, item->inv, NULL)) 1800 if (cast_spell (op, item, dir, item->inv, NULL))
1845 } 1822 }
1846} 1823}
1847 1824
1848/* Received a fire command for the player - go and do it. 1825/* Received a fire command for the player - go and do it.
1849 */ 1826 */
1850void 1827bool
1851fire (object *op, int dir) 1828fire (object *op, int dir)
1852{ 1829{
1853 int spellcost = 0; 1830 int spellcost = 0;
1854 1831
1855 /* check for loss of invisiblity/hide */ 1832 /* check for loss of invisiblity/hide */
1856 if (action_makes_visible (op)) 1833 if (action_makes_visible (op))
1857 make_visible (op); 1834 make_visible (op);
1858 1835
1859 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;
1860 { 1842 }
1861 case range_none:
1862 return;
1863 1843
1864 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:
1865 player_fire_bow (op, dir); 1860 player_fire_bow (op, dir);
1866 return; 1861 break;
1867 1862
1868 case range_magic: /* Casting spells */ 1863 case SPELL:
1869 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);
1870 return; 1865 break;
1871 1866
1872 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:
1873 fire_misc_object (op, dir); 1876 fire_misc_object (op, dir);
1874 return; 1877 break;
1875
1876 case range_golem: /* Control summoned monsters from scrolls */
1877 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1878 {
1879 op->contr->ranges[range_golem] = 0;
1880 op->contr->shoottype = range_none;
1881 }
1882 else
1883 control_golem (op->contr->ranges[range_golem], dir);
1884 return;
1885
1886 case range_skill:
1887 if (!op->chosen_skill)
1888 {
1889 if (op->type == PLAYER)
1890 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1891 return;
1892 }
1893 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1894 return;
1895 case range_builder:
1896 apply_map_builder (op, dir);
1897 return;
1898 default:
1899 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1900 return;
1901 } 1878 }
1902}
1903 1879
1904 1880 return true;
1881}
1905 1882
1906/* find_key 1883/* find_key
1907 * 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
1908 * and successfully use it, we return the key, otherwise NULL 1885 * and successfully use it, we return the key, otherwise NULL
1909 * This function merges both normal and locked door, since the logic 1886 * This function merges both normal and locked door, since the logic
1911 * pl is the player, 1888 * pl is the player,
1912 * inv is the objects inventory to searched 1889 * inv is the objects inventory to searched
1913 * door is the door we are trying to match against. 1890 * door is the door we are trying to match against.
1914 * This function can be called recursively to search containers. 1891 * This function can be called recursively to search containers.
1915 */ 1892 */
1916
1917object * 1893object *
1918find_key (object *pl, object *container, object *door) 1894find_key (object *pl, object *container, object *door)
1919{ 1895{
1920 object *tmp, *key; 1896 object *tmp, *key;
1921 1897
1922 /* Should not happen, but sanity checking is never bad */ 1898 /* Should not happen, but sanity checking is never bad */
1923 if (container->inv == NULL) 1899 if (!container->inv)
1924 return NULL; 1900 return 0;
1925 1901
1926 /* 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 */
1927 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1903 for (tmp = container->inv; tmp; tmp = tmp->below)
1928 { 1904 {
1929 if (door->type == DOOR && tmp->type == KEY) 1905 if (door->type == DOOR && tmp->type == KEY)
1930 break; 1906 break;
1931 /* For sanity, we should really check door type, but other stuff 1907 /* For sanity, we should really check door type, but other stuff
1932 * (like containers) can be locked with special keys 1908 * (like containers) can be locked with special keys
1933 */ 1909 */
1934 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1910 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1935 break; 1911 break;
1936 } 1912 }
1913
1937 /* No key found - lets search inventories now */ 1914 /* No key found - lets search inventories now */
1938 /* 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.
1939 * 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
1940 * a key, return 1917 * a key, return
1941 */ 1918 */
1942 if (!tmp) 1919 if (!tmp)
1943 { 1920 {
1944 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1921 for (tmp = container->inv; tmp; tmp = tmp->below)
1945 { 1922 {
1946 /* No reason to search empty containers */ 1923 /* No reason to search empty containers */
1947 if (tmp->type == CONTAINER && tmp->inv) 1924 if (tmp->type == CONTAINER && tmp->inv)
1948 { 1925 {
1949 if ((key = find_key (pl, tmp, door)) != NULL) 1926 if ((key = find_key (pl, tmp, door)))
1950 return key; 1927 return key;
1951 } 1928 }
1952 } 1929 }
1930
1953 if (!tmp) 1931 if (!tmp)
1954 return NULL; 1932 return NULL;
1955 } 1933 }
1934
1956 /* 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,
1957 * see if we actually want to use it 1936 * see if we actually want to use it
1958 */ 1937 */
1959 if (pl != container) 1938 if (pl != container)
1960 { 1939 {
1981 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1960 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1982 "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));
1983 return NULL; 1962 return NULL;
1984 } 1963 }
1985 } 1964 }
1965
1986 return tmp; 1966 return tmp;
1987} 1967}
1988 1968
1989/* moved door processing out of move_player_attack. 1969/* moved door processing out of move_player_attack.
1990 * returns 1 if player has opened the door with a key 1970 * returns 1 if player has opened the door with a key
1992 * 0 otherwise 1972 * 0 otherwise
1993 */ 1973 */
1994static int 1974static int
1995player_attack_door (object *op, object *door) 1975player_attack_door (object *op, object *door)
1996{ 1976{
1997 /* 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,
1998 * 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 -
1999 * otherwise, we fall through to the rest of the code. 1979 * otherwise, we fall through to the rest of the code.
2000 */ 1980 */
2001 object *key = find_key (op, op, door); 1981 object *key = find_key (op, op, door);
2002 1982
2003 /* IF we found a key, do some extra work */ 1983 /* If we found a key, do some extra work */
2004 if (key) 1984 if (key)
2005 { 1985 {
2006 object *container = key->env; 1986 object *container = key->env;
2007 1987
2008 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
2009 if (action_makes_visible (op)) 1990 if (action_makes_visible (op))
2010 make_visible (op); 1991 make_visible (op);
1992
2011 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1993 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2012 spring_trap (door->inv, op); 1994 spring_trap (door->inv, op);
1995
2013 if (door->type == DOOR) 1996 if (door->type == DOOR)
2014 {
2015 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 */
2016 }
2017 else if (door->type == LOCKED_DOOR) 1998 else if (door->type == LOCKED_DOOR)
2018 { 1999 {
2019 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));
2020 remove_door2 (door); /* remove door without violence ;-) */ 2001 remove_door2 (door); /* remove door without violence ;-) */
2021 } 2002 }
2003
2022 /* Do this after we print the message */ 2004 /* Do this after we print the message */
2023 decrease_ob (key); /* Use up one of the keys */ 2005 decrease_ob (key); /* Use up one of the keys */
2024 /* Need to update the weight the container the key was in */ 2006 /* Need to update the weight the container the key was in */
2025 if (container != op) 2007 if (container != op)
2026 esrv_update_item (UPD_WEIGHT, op, container); 2008 esrv_update_item (UPD_WEIGHT, op, container);
2009
2027 return 1; /* Nothing more to do below */ 2010 return 1; /* Nothing more to do below */
2028 } 2011 }
2029 else if (door->type == LOCKED_DOOR) 2012 else if (door->type == LOCKED_DOOR)
2030 { 2013 {
2031 /* Might as well return now - no other way to open this */ 2014 /* Might as well return now - no other way to open this */
2032 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2015 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2033 return 1; 2016 return 1;
2034 } 2017 }
2018
2035 return 0; 2019 return 0;
2036} 2020}
2037 2021
2038/* This function is just part of a breakup from move_player. 2022/* This function is just part of a breakup from move_player.
2039 * It should keep the code cleaner. 2023 * It should keep the code cleaner.
2040 * When this is called, the players direction has been updated 2024 * When this is called, the players direction has been updated
2041 * (taking into account confusion.) The player is also actually 2025 * (taking into account confusion.) The player is also actually
2042 * going to try and move (not fire weapons). 2026 * going to try and move (not fire weapons).
2043 */ 2027 */
2044void 2028bool
2045move_player_attack (object *op, int dir) 2029move_player_attack (object *op, int dir)
2046{ 2030{
2047 object *tmp, *mon;
2048 sint16 nx, ny;
2049 int on_battleground; 2031 int on_battleground;
2050 maptile *m;
2051 2032
2052 nx = freearr_x[dir] + op->x; 2033 sint16 nx = freearr_x[dir] + op->x;
2053 ny = freearr_y[dir] + op->y; 2034 sint16 ny = freearr_y[dir] + op->y;
2054 2035
2055 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 }
2056 2046
2057 /* 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
2058 * 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
2059 * 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
2060 * player. This is a pretty nasty hack, because if we could 2050 * player. This is a pretty nasty hack, because if we could
2061 * 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
2062 * 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
2063 * 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
2064 * move_ob uses. 2054 * move_ob uses.
2065 */ 2055 */
2066 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);
2067 {
2068 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2069 {
2070 m = get_map_from_coord (op->map, &nx, &ny);
2071 if (!m)
2072 return; /* Don't think this should happen */
2073 }
2074 else
2075 m = op->map;
2076 2057
2077 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2078 {
2079 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2080 return;
2081 }
2082
2083 mon = 0;
2084 /* 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
2085 * 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.
2086 * 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
2087 * on the space 2061 * on the space
2088 */ 2062 */
2089 while (tmp) 2063 object *mon;
2090 { 2064 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2091 if (tmp == op) 2065 {
2092 { 2066 if ((mon->flag [FLAG_ALIVE]
2093 tmp = tmp->above; 2067 || mon->type == LOCKED_DOOR
2094 continue; 2068 || mon->flag [FLAG_CAN_ROLL])
2095 }
2096
2097 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2098 {
2099 mon = tmp; 2069 && mon != op)
2100 break; 2070 break;
2101 } 2071 }
2102 2072
2103 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2104 mon = tmp;
2105
2106 tmp = tmp->above;
2107 }
2108
2109 if (!mon) /* This happens anytime the player tries to move */ 2073 if (!mon) /* This happens anytime the player tries to move */
2110 return; /* into a wall */ 2074 return false; /* into a wall */
2111 2075
2112 if (mon->head)
2113 mon = mon->head; 2076 mon = mon->head_ ();
2114 2077
2115 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)
2116 if (player_attack_door (op, mon)) 2080 if (player_attack_door (op, mon))
2081 {
2082 --op->contr->weapon_sp_left;
2117 return; 2083 return true;
2084 }
2118 2085
2119 /* The following deals with possibly attacking peaceful 2086 /* The following deals with possibly attacking peaceful
2120 * or frienddly creatures. Basically, all players are considered 2087 * or friendly creatures. Basically, all players are considered
2121 * unaggressive. If the moving player has peaceful set, then the 2088 * unaggressive. If the moving player has peaceful set, then the
2122 * object should be pushed instead of attacked. It is assumed that 2089 * object should be pushed instead of attacked. It is assumed that
2123 * if you are braced, you will not attack friends accidently, 2090 * if you are braced, you will not attack friends accidently,
2124 * and thus will not push them. 2091 * and thus will not push them.
2125 */ 2092 */
2126 2093
2127 /* 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
2128 * peaceful. Our assumption is the creature is a pet if the 2095 * peaceful. Our assumption is the creature is a pet if the
2129 * player owns it and it is either friendly or unagressive. 2096 * player owns it and it is either friendly or unagressive.
2130 */ 2097 */
2131 if ((op->type == PLAYER) 2098 if (op->type == PLAYER
2132#if COZY_SERVER
2133 &&
2134 ((mon->owner && mon->owner->contr 2099 && ((mon->owner && mon->owner->contr
2135 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2100 && same_party (mon->owner->contr->party, op->contr->party))
2136#else
2137 && mon->owner == op 2101 || mon->owner == op)
2138#endif
2139 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2102 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2140 { 2103 {
2141 /* 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 */
2142 if (op->contr->braced) 2105 if (op->contr->braced)
2143 return; 2106 return false;
2107
2108 if (op->speed_left > 0.f)
2109 {
2110 --op->speed_left;
2111
2144 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);
2145 (void) push_ob (mon, dir, op); 2113 push_ob (mon, dir, op);
2114
2146 if (op->contr->tmp_invis || op->hide) 2115 if (op->contr->tmp_invis || op->hide)
2147 make_visible (op); 2116 make_visible (op);
2117
2148 return; 2118 return true;
2149 } 2119 }
2120 else
2121 return false;
2122 }
2150 2123
2151 /* in certain circumstances, you shouldn't attack friendly 2124 /* in certain circumstances, you shouldn't attack friendly
2152 * creatures. Note that if you are braced, you can't push 2125 * creatures. Note that if you are braced, you can't push
2153 * 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
2154 * attack them either. 2127 * attack them either.
2155 */ 2128 */
2156 if ((mon->type == PLAYER || mon->enemy != op) && 2129 if ((mon->type == PLAYER || mon->enemy != op)
2157 (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))
2158#ifdef PROHIBIT_PLAYERKILL
2159 (op->contr->peaceful 2131 && ((op->contr->peaceful
2160 || (mon->type == PLAYER 2132 || (mon->type == PLAYER && mon->contr->peaceful))
2161 && mon->contr->
2162 peaceful)) &&
2163#else
2164 op->contr->peaceful &&
2165#endif
2166 !on_battleground)) 2133 && !on_battleground))
2134 {
2135 if (op->speed_left > 0.f)
2167 { 2136 {
2137 --op->speed_left;
2138
2168 if (!op->contr->braced) 2139 if (!op->contr->braced)
2169 { 2140 {
2170 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);
2171 (void) push_ob (mon, dir, op); 2142 push_ob (mon, dir, op);
2172 } 2143 }
2173 else 2144 else
2174 new_draw_info (0, 0, op, "You withhold your attack"); 2145 new_draw_info (0, 0, op, "You withhold your attack");
2175 2146
2176 if (op->contr->tmp_invis || op->hide) 2147 if (op->contr->tmp_invis || op->hide)
2177 make_visible (op); 2148 make_visible (op);
2178 }
2179 2149
2150 return true;
2151 }
2152 }
2180 /* If the object is a boulder or other rollable object, then 2153 /* If the object is a boulder or other rollable object, then
2181 * 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.
2182 */ 2155 */
2183 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)
2184 { 2159 {
2160 --op->speed_left;
2161
2185 recursive_roll (mon, dir, op); 2162 recursive_roll (mon, dir, op);
2186 if (action_makes_visible (op)) 2163 if (action_makes_visible (op))
2187 make_visible (op); 2164 make_visible (op);
2188 }
2189 2165
2166 return true;
2167 }
2168 }
2190 /* Any generic living creature. Including things like doors. 2169 /* Any generic living creature. Including things like doors.
2191 * 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
2192 * and be living. Then, it must be one of the following: 2171 * and be living. Then, it must be one of the following:
2193 * 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
2194 * 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.
2195 */ 2174 */
2196
2197 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2175 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2198 ((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)))
2199 { 2177 {
2200 2178 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2201 /* If the player hasn't hit something this tick, and does
2202 * so, give them speed boost based on weapon speed. Doing
2203 * it here is better than process_players2, which basically
2204 * incurred a 1 tick offset.
2205 */
2206 if (!op->contr->has_hit)
2207 { 2179 {
2208 op->speed_left += op->speed / op->contr->weapon_sp; 2180 --op->contr->weapon_sp_left;
2209
2210 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2211 }
2212 2181
2213 skill_attack (mon, op, 0, 0, 0); 2182 skill_attack (mon, op, 0, 0, 0);
2214
2215 /* If attacking another player, that player gets automatic
2216 * hitback, and doesn't loose luck either.
2217 * Disable hitback on the battleground or if the target is
2218 * the wiz.
2219 */
2220 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2221 {
2222 short luck = mon->stats.luck;
2223
2224 mon->contr->has_hit = 1;
2225 skill_attack (op, mon, 0, 0, 0);
2226 mon->stats.luck = luck;
2227 }
2228 2183
2229 if (action_makes_visible (op)) 2184 if (action_makes_visible (op))
2230 make_visible (op); 2185 make_visible (op);
2231 }
2232 } /* if player should attack something */
2233}
2234 2186
2235int 2187 return true;
2188 }
2189 }
2190
2191 return false;
2192}
2193
2194bool
2236move_player (object *op, int dir) 2195move_player (object *op, int dir)
2237{ 2196{
2238 int pick; 2197 int pick;
2239 2198
2240 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2199 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2241 return 0; 2200 return 0;
2242 2201
2243 /* Sanity check: make sure dir is valid */ 2202 /* Sanity check: make sure dir is valid */
2244 if ((dir < 0) || (dir >= 9)) 2203 if ((dir < 0) || (dir >= 9))
2245 { 2204 {
2246 LOG (llevError, "move_player: invalid direction %d\n", dir); 2205 LOG (llevError, "move_player: invalid direction %d\n", dir);
2247 return 0; 2206 return 0;
2248 } 2207 }
2249 2208
2250 /* peterm: added following line */ 2209 /* peterm: added following line */
2251 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2210 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2252 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2211 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2253 2212
2254 op->facing = dir; 2213 op->facing = dir;
2255 2214
2256 if (op->hide) 2215 if (op->hide)
2257 do_hidden_move (op); 2216 do_hidden_move (op);
2258 2217
2218 bool retval;
2219
2259 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2220 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2260 /*nop */ ; 2221 retval = RESULT_INT (0);
2261 else if (op->contr->fire_on) 2222 else if (op->contr->fire_on)
2262 fire (op, dir); 2223 retval = fire (op, dir);
2263 else 2224 else
2264 { 2225 {
2265 move_player_attack (op, dir); 2226 retval = move_player_attack (op, dir);
2266 pick = check_pick (op); 2227 pick = check_pick (op);
2267 } 2228 }
2268 2229
2269 /* 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
2270 * server can handle repeat firing. 2231 * server can handle repeat firing.
2277 /* Update how the player looks. Use the facing, so direction may 2238 /* Update how the player looks. Use the facing, so direction may
2278 * get reset to zero. This allows for full animation capabilities 2239 * get reset to zero. This allows for full animation capabilities
2279 * for players. 2240 * for players.
2280 */ 2241 */
2281 animate_object (op, op->facing); 2242 animate_object (op, op->facing);
2282 return 0; 2243
2244 return retval;
2283} 2245}
2284 2246
2285/* 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
2286 * new client/server stuff. 2248 * new client/server stuff.
2287 * 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
2288 * the new speed values for commands. 2250 * the new speed values for commands.
2289 * 2251 *
2290 * 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.
2291 */ 2255 */
2292int 2256bool
2293handle_newcs_player (object *op) 2257handle_newcs_player (object *op)
2294{ 2258{
2295 if (op->contr->hidden)
2296 {
2297 op->invisible = 1000;
2298 /* the socket code flashes the player visible/invisible
2299 * depending on the value of invisible, so we need to
2300 * alternate it here for it to work correctly.
2301 */
2302 if (pticks & 2)
2303 op->invisible--;
2304 }
2305 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2306 {
2307 op->invisible--;
2308 if (!op->invisible)
2309 {
2310 make_visible (op);
2311 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2312 }
2313 }
2314
2315 if (QUERY_FLAG (op, FLAG_SCARED)) 2259 if (QUERY_FLAG (op, FLAG_SCARED))
2316 { 2260 {
2317 flee_player (op); 2261 if (op->speed_left > 0.f)
2318 /* If player is still scared, that is his action for this tick */
2319 if (QUERY_FLAG (op, FLAG_SCARED))
2320 { 2262 {
2321 op->speed_left--; 2263 --op->speed_left;
2264 flee_player (op);
2265
2322 return 0; 2266 return true;
2323 } 2267 }
2268 else
2269 return false;
2324 } 2270 }
2325
2326 /* I've been seeing crashes where the golem has been destroyed, but
2327 * the player object still points to the defunct golem. The code that
2328 * destroys the golem looks correct, and it doesn't always happen, so
2329 * put this in a a workaround to clean up the golem pointer.
2330 */
2331 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2332 op->contr->ranges[range_golem] = 0;
2333 2271
2334 /* 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
2335 * the players time has been increased when doericserver has been 2273 * the players time has been increased when doericserver has been
2336 * called, so we recheck it here. 2274 * called, so we recheck it here.
2337 */ 2275 */
2338 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2276 if (op->contr->ns->handle_command ())
2339 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2340 ;
2341
2342 if (op->speed_left < 0)
2343 return 0; 2277 return true;
2344 2278
2345 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2279 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2346 {
2347 /* All move commands take 1 tick, at least for now */
2348 op->speed_left--;
2349
2350 /* Instead of all the stuff below, let move_player take care
2351 * of it. Also, some of the skill stuff is only put in
2352 * there, as well as the confusion stuff.
2353 */
2354 move_player (op, op->direction); 2280 return move_player (op, op->direction);
2355 if (op->speed_left > 0)
2356 return 1;
2357 else
2358 return 0;
2359 }
2360 2281
2361 return 0; 2282 return false;
2362} 2283}
2363 2284
2364int 2285int
2365save_life (object *op) 2286save_life (object *op)
2366{ 2287{
2401 * from. 2322 * from.
2402 */ 2323 */
2403void 2324void
2404remove_unpaid_objects (object *op, object *env) 2325remove_unpaid_objects (object *op, object *env)
2405{ 2326{
2406 object *next;
2407
2408 while (op) 2327 while (op)
2409 { 2328 {
2410 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2329 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2411 2330
2412 if (QUERY_FLAG (op, FLAG_UNPAID)) 2331 if (QUERY_FLAG (op, FLAG_UNPAID))
2478 int rate_grace = 2000; 2397 int rate_grace = 2000;
2479 const int max_hp = 1; 2398 const int max_hp = 1;
2480 const int max_sp = 1; 2399 const int max_sp = 1;
2481 const int max_grace = 1; 2400 const int max_grace = 1;
2482 2401
2483 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--;
2484 { 2411 }
2485 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2412 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2486 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2413 {
2487 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 }
2488 } 2419 }
2489 2420
2490 if (op->contr->ns->state == ST_PLAYING) 2421 if (op->contr->ns->state == ST_PLAYING)
2491 { 2422 {
2492 /* these next three if clauses make it possible to SLOW DOWN 2423 /* these next three if clauses make it possible to SLOW DOWN
2514 gen_grace = op->stats.maxgrace; 2445 gen_grace = op->stats.maxgrace;
2515 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2446 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2516 } 2447 }
2517 2448
2518 /* Regenerate Spell Points */ 2449 /* Regenerate Spell Points */
2519 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2450 if (!op->contr->golem && --op->last_sp < 0)
2520 { 2451 {
2521 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);
2522 if (op->stats.sp < op->stats.maxsp) 2453 if (op->stats.sp < op->stats.maxsp)
2523 { 2454 {
2524 op->stats.sp++; 2455 op->stats.sp++;
2622 } 2553 }
2623 2554
2624 /* Digestion */ 2555 /* Digestion */
2625 if (--op->last_eat < 0) 2556 if (--op->last_eat < 0)
2626 { 2557 {
2627#ifdef COZY_SERVER
2628 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2629 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2630#else
2631 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;
2632#endif
2633 2559
2634 if (op->contr->gen_hp > 0) 2560 if (op->contr->gen_hp > 0)
2635 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);
2636 else 2562 else
2637 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2563 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2742 tmp->name = buf; 2668 tmp->name = buf;
2743 sprintf (buf, " This finger has been cut off %s\n" 2669 sprintf (buf, " This finger has been cut off %s\n"
2744 " 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",
2745 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2671 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2746 tmp->msg = buf; 2672 tmp->msg = buf;
2747 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2673 tmp->value = 0, tmp->type = 0;
2748 tmp->materialname = NULL; 2674 tmp->materialname = "organics";
2749 op->insert_at (tmp, op); 2675 tmp->insert_at (op, tmp);
2750 } 2676 }
2751 2677
2752 /* teleport defeated player to new destination */ 2678 /* teleport defeated player to new destination */
2753 transfer_ob (op, x, y, 0, NULL); 2679 transfer_ob (op, x, y, 0, NULL);
2754 op->contr->braced = 0; 2680 op->contr->braced = 0;
2759 2685
2760 command_kill_pets (op, 0); 2686 command_kill_pets (op, 0);
2761 2687
2762 if (op->stats.food < 0) 2688 if (op->stats.food < 0)
2763 { 2689 {
2764 if (op->contr->explore)
2765 {
2766 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2767 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2768 op->stats.food = 999;
2769 return;
2770 }
2771 sprintf (buf, "%s starved to death.", &op->name); 2690 sprintf (buf, "%s starved to death.", &op->name);
2772 strcpy (op->contr->killer, "starvation"); 2691 strcpy (op->contr->killer, "starvation");
2773 } 2692 }
2774 else 2693 else
2775 {
2776 if (op->contr->explore)
2777 {
2778 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2779 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2780 op->stats.hp = op->stats.maxhp;
2781 return;
2782 }
2783 sprintf (buf, "%s died.", &op->name); 2694 sprintf (buf, "%s died.", &op->name);
2784 }
2785 2695
2786 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2696 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2787 2697
2788 /* save the map location for corpse, gravestone */ 2698 /* save the map location for corpse, gravestone */
2789 x = op->x; 2699 x = op->x;
2965 op->stats.hp = op->stats.maxhp; 2875 op->stats.hp = op->stats.maxhp;
2966 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2876 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2967 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2877 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2968 2878
2969 /* 2879 /*
2970 * Check to see if the player is in a shop. IF so, then check to see if
2971 * 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
2972 * in the map. 2881 * and put them back in the map.
2973 */ 2882 */
2974
2975 if (is_in_shop (op))
2976 remove_unpaid_objects (op->inv, op); 2883 remove_unpaid_objects (op->inv, op);
2977 2884
2978 /****************************************/ 2885 /****************************************/
2979 /* */ 2886 /* */
2980 /* Move player to his current respawn- */ 2887 /* Move player to his current respawn- */
2981 /* position (usually last savebed) */ 2888 /* position (usually last savebed) */
2982 /* */ 2889 /* */
2983 /****************************************/ 2890 /****************************************/
2984 2891
2985 enter_player_savebed (op); 2892 enter_player_savebed (op);
2986 2893
2987 /* Save the player before inserting the force to reduce
2988 * chance of abuse.
2989 */
2990 op->contr->braced = 0; 2894 op->contr->braced = 0;
2991 op->contr->save ();
2992 2895
2993 /* it is possible that the player has blown something up 2896 /* it is possible that the player has blown something up
2994 * at his savebed location, and that can have long lasting 2897 * at his savebed location, and that can have long lasting
2995 * spell effects. So first see if there is a spell effect 2898 * spell effects. So first see if there is a spell effect
2996 * on the space that might harm the player. 2899 * on the space that might harm the player.
3005 object *force; 2908 object *force;
3006 int at; 2909 int at;
3007 2910
3008 force = get_archetype (FORCE_NAME); 2911 force = get_archetype (FORCE_NAME);
3009 /* 50 ticks should be enough time for the spell to abate */ 2912 /* 50 ticks should be enough time for the spell to abate */
3010 force->speed = 0.1; 2913 force->speed = 0.1f;
3011 force->speed_left = -5.0; 2914 force->speed_left = -5.f;
3012 SET_FLAG (force, FLAG_APPLIED); 2915 SET_FLAG (force, FLAG_APPLIED);
3013 for (at = 0; at < NROFATTACKS; at++) 2916 for (at = 0; at < NROFATTACKS; at++)
3014 if (will_kill_again & (1 << at)) 2917 if (will_kill_again & (1 << at))
3015 force->resist[at] = 100; 2918 force->resist[at] = 100;
3016 2919
3025void 2928void
3026loot_object (object *op) 2929loot_object (object *op)
3027{ /* Grab and destroy some treasure */ 2930{ /* Grab and destroy some treasure */
3028 object *tmp, *tmp2, *next; 2931 object *tmp, *tmp2, *next;
3029 2932
3030 if (op->container) 2933 op->close_container (); /* close open sack first */
3031 esrv_apply_container (op, op->container); /* close open sack first */
3032 2934
3033 for (tmp = op->inv; tmp; tmp = next) 2935 for (tmp = op->inv; tmp; tmp = next)
3034 { 2936 {
3035 next = tmp->below; 2937 next = tmp->below;
3036 2938
3037 if (tmp->invisible) 2939 if (tmp->invisible)
3038 continue; 2940 continue;
3039 2941
3040 tmp->remove (); 2942 tmp->remove ();
3041 tmp->x = op->x, tmp->y = op->y; 2943 tmp->x = op->x, tmp->y = op->y;
2944
3042 if (tmp->type == CONTAINER) 2945 if (tmp->type == CONTAINER)
3043 { /* empty container to ground */ 2946 loot_object (tmp); /* empty container to ground */
3044 loot_object (tmp); 2947
3045 }
3046 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))))
3047 { 2949 {
3048 if (tmp->nrof > 1) 2950 if (tmp->nrof > 1)
3049 { 2951 {
3050 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2952 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3051 tmp2->destroy (); 2953 tmp2->destroy ();
3062/* 2964/*
3063 * fix_weight(): Check recursively the weight of all players, and fix 2965 * fix_weight(): Check recursively the weight of all players, and fix
3064 * 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
3065 * was changed. 2967 * was changed.
3066 */ 2968 */
3067
3068void 2969void
3069fix_weight (void) 2970fix_weight (void)
3070{ 2971{
3071 for_all_players (pl) 2972 for_all_players (pl)
3072 { 2973 {
3132 if (op->type == PLAYER) 3033 if (op->type == PLAYER)
3133 { 3034 {
3134 op->contr->tmp_invis = 0; 3035 op->contr->tmp_invis = 0;
3135 op->contr->invis_race = 0; 3036 op->contr->invis_race = 0;
3136 } 3037 }
3038
3137 update_object (op, UP_OBJ_FACE); 3039 update_object (op, UP_OBJ_CHANGE);
3138} 3040}
3139 3041
3140int 3042int
3141is_true_undead (object *op) 3043is_true_undead (object *op)
3142{ 3044{
3143 object *tmp = NULL;
3144
3145 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3045 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3146 return 1; 3046 return 1;
3147 3047
3148 return 0; 3048 return 0;
3149} 3049}
3194/* For Hidden creatures - a chance of becoming 'unhidden' 3094/* For Hidden creatures - a chance of becoming 'unhidden'
3195 * every time they move - as we subtract off 'invisibility' 3095 * every time they move - as we subtract off 'invisibility'
3196 * AND, for players, if they move into a ridiculously unhideable 3096 * AND, for players, if they move into a ridiculously unhideable
3197 * spot (surrounded by clear terrain in broad daylight). -b.t. 3097 * spot (surrounded by clear terrain in broad daylight). -b.t.
3198 */ 3098 */
3199
3200void 3099void
3201do_hidden_move (object *op) 3100do_hidden_move (object *op)
3202{ 3101{
3203 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3102 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3204 object *skop; 3103 object *skop;
3208 3107
3209 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3108 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3210 3109
3211 /* 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! */
3212 if (op->type == PLAYER && op->contr->run_on) 3111 if (op->type == PLAYER && op->contr->run_on)
3213 {
3214 if (!skop || num >= skop->level) 3112 if (!skop || num >= skop->level)
3215 { 3113 {
3216 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!");
3217 make_visible (op); 3115 make_visible (op);
3218 return; 3116 return;
3219 } 3117 }
3220 else 3118 else
3221 num += 20; 3119 num += 20;
3222 } 3120
3223 num += op->map->difficulty; 3121 num += op->map->difficulty;
3224 hide = hideability (op); /* modify by terrain hidden level */ 3122 hide = hideability (op); /* modify by terrain hidden level */
3225 num -= hide; 3123 num -= hide;
3124
3226 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3125 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3227 { 3126 {
3228 make_visible (op); 3127 make_visible (op);
3229 if (op->type == PLAYER) 3128 if (op->type == PLAYER)
3230 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!");
3231 } 3130 }
3232 else if (op->type == PLAYER && skop) 3131 else if (op->type == PLAYER && skop)
3233 {
3234 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);
3235 }
3236} 3133}
3237 3134
3238/* determine if who is standing near a hostile creature. */ 3135/* determine if who is standing near a hostile creature. */
3239 3136
3240int 3137int
3307 if (pl->type != PLAYER) 3204 if (pl->type != PLAYER)
3308 { 3205 {
3309 LOG (llevError, "player_can_view() called for non-player object\n"); 3206 LOG (llevError, "player_can_view() called for non-player object\n");
3310 return -1; 3207 return -1;
3311 } 3208 }
3209
3312 if (!pl || !op) 3210 if (!pl || !op)
3313 return 0; 3211 return 0;
3314 3212
3315 if (op->head)
3316 {
3317 op = op->head; 3213 op = op->head_ ();
3318 } 3214
3319 get_rangevector (pl, op, &rv, 0x1); 3215 get_rangevector (pl, op, &rv, 0x1);
3320 3216
3321 /* starting with the 'head' part, lets loop 3217 /* starting with the 'head' part, lets loop
3322 * through the object and find if it has any 3218 * through the object and find if it has any
3323 * part that is in the los array but isnt on 3219 * part that is in the los array but isnt on
3440 char buf[MAX_BUF]; /* tmp. string buffer */ 3336 char buf[MAX_BUF]; /* tmp. string buffer */
3441 int i = 0, j = 0; 3337 int i = 0, j = 0;
3442 3338
3443 /* get the appropriate treasurelist */ 3339 /* get the appropriate treasurelist */
3444 if (atnr == ATNR_FIRE) 3340 if (atnr == ATNR_FIRE)
3445 trlist = find_treasurelist ("dragon_ability_fire"); 3341 trlist = treasurelist::find ("dragon_ability_fire");
3446 else if (atnr == ATNR_COLD) 3342 else if (atnr == ATNR_COLD)
3447 trlist = find_treasurelist ("dragon_ability_cold"); 3343 trlist = treasurelist::find ("dragon_ability_cold");
3448 else if (atnr == ATNR_ELECTRICITY) 3344 else if (atnr == ATNR_ELECTRICITY)
3449 trlist = find_treasurelist ("dragon_ability_elec"); 3345 trlist = treasurelist::find ("dragon_ability_elec");
3450 else if (atnr == ATNR_POISON) 3346 else if (atnr == ATNR_POISON)
3451 trlist = find_treasurelist ("dragon_ability_poison"); 3347 trlist = treasurelist::find ("dragon_ability_poison");
3452 3348
3453 if (trlist == NULL || who->type != PLAYER) 3349 if (trlist == NULL || who->type != PLAYER)
3454 return; 3350 return;
3455 3351
3456 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++);
3457 3353
3458 if (tr == NULL || tr->item == NULL) 3354 if (!tr || !tr->item)
3459 { 3355 {
3460 /* 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]); */
3461 return; 3357 return;
3462 } 3358 }
3463 3359
3530 /* forces in the treasurelist can alter the player's stats */ 3426 /* forces in the treasurelist can alter the player's stats */
3531 object *skin; 3427 object *skin;
3532 3428
3533 /* first get the dragon skin force */ 3429 /* first get the dragon skin force */
3534 shstr_cmp dragon_skin_force ("dragon_skin_force"); 3430 shstr_cmp dragon_skin_force ("dragon_skin_force");
3535 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)
3536 ; 3432 ;
3537 3433
3538 if (!skin) 3434 if (!skin)
3539 return; 3435 return;
3540 3436
3588 * not readied. 3484 * not readied.
3589 */ 3485 */
3590void 3486void
3591player_unready_range_ob (player *pl, object *ob) 3487player_unready_range_ob (player *pl, object *ob)
3592{ 3488{
3593 rangetype i; 3489 if (pl->ob->current_weapon == ob)
3490 pl->ob->current_weapon = 0;
3594 3491
3595 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3492 if (pl->combat_ob == ob)
3596 { 3493 pl->combat_ob = 0;
3494
3597 if (pl->ranges[i] == ob) 3495 if (pl->ranged_ob == ob)
3598 { 3496 pl->ranged_ob = 0;
3599 pl->ranges[i] = NULL;
3600 if (pl->shoottype == i)
3601 {
3602 pl->shoottype = range_none;
3603 }
3604 }
3605 }
3606} 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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